ADVANCED
DUNGEONS & DRAGONS™

SPECIAL REFERENCE WORKDUNGEON MASTERS GUIDE®
A COMPILED VOLUME OF INFORMATION PRIMARILY USED BYADVANCED DUNGEONS & DRAGONS GAME REFEREES, INCLUDING:COMBAT TABLES; MONSTER LISTS AND ENCOUNTERS; TREASURE
AND MAGIC TABLES AND DESCRIPTIONS; RANDOM DUNGEONGENERATION; RANDOM WILDERNESS TERRAIN GENERATION;
SUGGESTIONS ON GAMEMASTERING; AND MORE.
By Gary Gygax
Illustrations by David C. Sutherland III
D. A. Trampier
Darlene Pekul
Will McLean
David S. La ForceErol Otus
Cover by David C. Sutherland III
All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental. This book is protected under the copyrightlaws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast LLC. Published by Wizards of the Coast LLC. Hasbro SA, represented by Hasbro Europe, Stockley Park, UB11 1AZ. UK.
Dungeons & Dragons, Advanced Dungeons & Dragons, Dungeon Master’s Guide, all other Wizards titles, Wizards of the Coast, and their respective logos aretrademarks of Wizards of the Coast LLC in the USA and other countries. All Wizards of the Coast characters and their distinctive likenesses are property ofWizards of the Coast LLC. PRINTED IN THE USA. © 2012 Wizards of the Coast LLC.
ISBN: 978-0-7869-6241-9
620-A0239000-001-EN

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FOREWORD
Is Dungeon Mastering an art or a science? An interesting question!
If you consider the pure creative aspect of starting from scratch, the “personal touch” of individual flair that goes into
preparing and running a unique campaign, or the particular style of moderating a game adventure, then Dungeon Mastering
may indeed be thought of as an art.
If you consider the aspect of experimentation, the painstaking effort of preparation and attention to detail, and the continuingsearch for new ideas and approaches, then Dungeon Mastering is perhaps more like a science — not always exacting in a
literal sense, but exacting in terms of what is required to do the job well.
Esoteric questions aside, one thing is for certain — Dungeon Mastering is, above all, a labor of love. It is demanding, timeconsuming, and certainly not a task to be undertaken lightly (the sheer bulk of the book you hold in your hand will tell you
that!). But, as all DM’s know, the rewards are great — an endless challenge to the imagination and intellect, an enjoyablepastime to fill many hours with fantastic and often unpredictable happenings, and an opportunity to watch a story unfold anda grand idea to grow and flourish. The imagination knows no bounds, and the possibilities of the game of ADVANCED
DUNGEONS & DRAGONS are just as limitless. Who can say what awaits each player, except a cornucopia of fantasy
and heroic adventure? So much is waiting, indeed!
This book holds much in store for you as a DM — it is your primary tool in constructing your own “world”, or milieu. It
contains a wealth of material, and combined with the other works of ADVANCED DUNGEONS & DRAGONS (theMONSTER MANUAL and PLAYERS HANDBOOK) gives you all the information you need to play AD&D. But, as
always, one more thing is needed — your imagination. Use the written material as your foundation and inspiration, thenexplore the creative possibilities you have in your own mind to make your game something special.
Dungeon Mastering itself is no easy undertaking, to be sure. But Dungeon Mastering well is doubly difficult. There are few
gamemasters around who are so superb in their conduct of play that they could disdain the opportunity to improve themselvesin some way. Fortunately, this work addresses the matter at length, and gives you plenty of suggestions on all aspects ofDungeon Mastering (as well as some of the finer points) in order to help you improve your own efforts. Take heed, andalways endeavor to make the game the best it can be — and all that it can be!

Mike CarrTSR Games & Rules Editor
16 May 19792

CONTENTS
PREFACE .........................................................................................................................................................................................................................................7
CREDITS ..........................................................................................................................................................................................................................................8
INTRODUCTION ..............................................................................................................................................................................................................................9
THE GAME ......................................................................................................................................................................................................................................9— APPROACHES TO PLAYING ADVANCED DUNGEONS & DRAGONS......................................................................................................................................9— DICE ....................................................................................................................................................................................................................................9— USE OF MINIATURE FIGURES ..............................................................................................................................................................................................10— AIDS TO PLAYING ADVANCED DUNGEONS & DRAGONS .................................................................................................................................................11
CREATING THE PLAYER CHARACTER ..............................................................................................................................................................................................11— GENERATION OF ABILITY SCORES .....................................................................................................................................................................................11— NON-PLAYER CHARACTERS ...............................................................................................................................................................................................11— THE EFFECT OF WISHES ON CHARACTER ABILITY SCORES .................................................................................................................................................11— CHARACTERISTICS FOR PLAYER CHARACTERS ....................................................................................................................................................................11— PLAYER CHARACTER NON-PROFESSIONAL SKILLS ..............................................................................................................................................................12— STARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS ..............................................................................................................................................12
CHARACTER AGE, AGING, DISEASE, AND DEATH .........................................................................................................................................................................12— CHARACTER AGE ..............................................................................................................................................................................................................12— AGING ..............................................................................................................................................................................................................................13— Unnatural Aging ..........................................................................................................................................................................................................13— DISEASE ............................................................................................................................................................................................................................13— DEATH ...............................................................................................................................................................................................................................15
CHARACTER ABILITIES ...................................................................................................................................................................................................................15— EXPLANATION OF ABILITIES ...............................................................................................................................................................................................15
CHARACTER RACES ......................................................................................................................................................................................................................15— PLAYER CHARACTER RACIAL TENDENCIES..........................................................................................................................................................................15
CHARACTER CLASSES ...................................................................................................................................................................................................................16— FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS .........................................................................................................................................................16— The Paladin’s Warhorse ................................................................................................................................................................................................18— SPYING .............................................................................................................................................................................................................................18— THIEF ABILITIES ...................................................................................................................................................................................................................19— THIEVES AND ASSASSINS SETTING TRAPS .........................................................................................................................................................................20— ASSASSINATION EXPERIENCE POINTS ...............................................................................................................................................................................20— ASSASSINS’ USE OF POISON ............................................................................................................................................................................................20— THE MONSTER AS A PLAYER CHARACTER ..........................................................................................................................................................................21— LYCANTHROPY ..................................................................................................................................................................................................................22
ALIGNMENT..................................................................................................................................................................................................................................23— ALIGNMENT LANGUAGE ...................................................................................................................................................................................................24— CHANGING ALIGNMENT ..................................................................................................................................................................................................25
MONEY ........................................................................................................................................................................................................................................25— PLAYER CHARACTER STARTING MONEY .............................................................................................................................................................................25— PLAYER CHARACTER EXPENSES ..........................................................................................................................................................................................25— VALUE AND REPUTED PROPERTIES OF GEMS AND JEWELRY ...............................................................................................................................................25— NOTE REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al. ..............................................................................................................................27
ARMOR, ARMOR CLASS, & WEAPONS .........................................................................................................................................................................................27— TYPES OF ARMOR AND ENCUMBRANCE ...........................................................................................................................................................................27— DEXTERITY ARMOR CLASS BONUS .....................................................................................................................................................................................28— WEAPON TYPES, “TO HIT” ADJUSTMENT NOTE .................................................................................................................................................................28
HIRELINGS ....................................................................................................................................................................................................................................28— STANDARD HIRELINGS .......................................................................................................................................................................................................28— EXPERT HIRELINGS .............................................................................................................................................................................................................29
HENCHMEN..................................................................................................................................................................................................................................34— LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE, AND MORALE ..................................................................................................................................36
TIME .............................................................................................................................................................................................................................................37— TIME IN THE CAMPAIGN ....................................................................................................................................................................................................37— TIME IN THE DUNGEON ....................................................................................................................................................................................................38
CHARACTER SPELLS .......................................................................................................................................................................................................................38— DAY-TO-DAY ACQUISITION OF CLERIC SPELLS ....................................................................................................................................................................38— ACQUISITION OF MAGIC-USER SPELLS ..............................................................................................................................................................................39— ACQUISITION OF ILLUSIONIST SPELLS ................................................................................................................................................................................39— RECOVERY OF SPELLS ........................................................................................................................................................................................................39— SPELL CASTING ..................................................................................................................................................................................................................40— TRIBAL SPELL CASTERS........................................................................................................................................................................................................40
SPELL EXPLANATIONS....................................................................................................................................................................................................................41— SPELLS: SPECIAL COMMENTARY FOR REFEREEING ..............................................................................................................................................................41— Cleric Spells.................................................................................................................................................................................................................41— Druid Spells .................................................................................................................................................................................................................43— Magic-User Spells ........................................................................................................................................................................................................44— Illusionist Spells ............................................................................................................................................................................................................46
THE ADVENTURE ...........................................................................................................................................................................................................................47— ADVENTURES IN THE OUTDOORS......................................................................................................................................................................................47— ADVENTURES IN THE AIR ...................................................................................................................................................................................................49— AERIAL TRAVEL ...................................................................................................................................................................................................................49— AERIAL COMBAT ................................................................................................................................................................................................................50— WATERBORNE ADVENTURES..............................................................................................................................................................................................533

— UNDERWATER ADVENTURES..............................................................................................................................................................................................55— Underwater Spell Use ...................................................................................................................................................................................................57— TRAVEL IN THE KNOWN PLANES OF EXISTENCE ................................................................................................................................................................57— OUTDOOR MOVEMENT.....................................................................................................................................................................................................58— INFRAVISION & ULTRAVISION ............................................................................................................................................................................................59— INVISIBILITY........................................................................................................................................................................................................................59— MIRRORS ...........................................................................................................................................................................................................................60— DETECTION OF EVIL AND/OR GOOD ................................................................................................................................................................................60— LISTENING AT DOORS .......................................................................................................................................................................................................60
COMBAT .......................................................................................................................................................................................................................................61— ENCOUNTERS, COMBAT, AND INITIATIVE ..........................................................................................................................................................................61— Surprise ......................................................................................................................................................................................................................61— ENCOUNTER REACTIONS ..................................................................................................................................................................................................63— DISCHARGE MISSILES.........................................................................................................................................................................................................63— GRENADE-LIKE MISSILES ....................................................................................................................................................................................................64— Holy/Unholy Water .....................................................................................................................................................................................................65— SPELL CASTING DURING MELEE .........................................................................................................................................................................................65— Magical Device Attacks ................................................................................................................................................................................................65— Effect of Cover On Spells And Spell-like Powers .............................................................................................................................................................65— Monster Charm Power ..................................................................................................................................................................................................65— TURNING UNDEAD............................................................................................................................................................................................................65— Counter-Affecting.........................................................................................................................................................................................................66— FURTHER ACTIONS ............................................................................................................................................................................................................66— Charge .......................................................................................................................................................................................................................66— Weapon Speed Factor..................................................................................................................................................................................................66— Striking To Subdue .......................................................................................................................................................................................................67— Special “To Hit” Bonuses ...............................................................................................................................................................................................67— MORALE ............................................................................................................................................................................................................................67— MORALE SCORES ..............................................................................................................................................................................................................67— MORALE FAILURE ...............................................................................................................................................................................................................67— PURSUIT AND EVASION OF PURSUIT ..................................................................................................................................................................................67— Pursuit And Evasion In Outdoor Settings ........................................................................................................................................................................69— MELEE ...............................................................................................................................................................................................................................69— Special Types Of Attacks ..............................................................................................................................................................................................70— Important Note Regarding “To Hit” Adjustments .............................................................................................................................................................70— Attacks With Two Weapons ..........................................................................................................................................................................................70— Breaking Off From Melee .............................................................................................................................................................................................70— Monks’ Open Hand Melee ............................................................................................................................................................................................70— Actions During Combat And Similar Time-important Situations ........................................................................................................................................71— Example of Melee ........................................................................................................................................................................................................71— NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES .................................................................................................................................................72— COMBAT TABLES ................................................................................................................................................................................................................73— Opponent Armor Class Description ...............................................................................................................................................................................73— ATTACK MATRICES .............................................................................................................................................................................................................74— ASSASSINS’ TABLE FOR ASSASSINATIONS.........................................................................................................................................................................75— ATTACK MATRIX FOR MONSTERS .......................................................................................................................................................................................75— CREATURES STRUCK ONLY BY MAGIC WEAPONS ..............................................................................................................................................................75— MATRIX FOR CLERICS AFFECTING UNDEAD ........................................................................................................................................................................75— PSIONIC COMBAT TABLES ..................................................................................................................................................................................................76— PSIONIC COMBAT NOTES..................................................................................................................................................................................................79— SAVING THROW MATRICES ...............................................................................................................................................................................................79— SAVING THROWS ..............................................................................................................................................................................................................80— MAGIC ARMOR AND SAVING THROWS ............................................................................................................................................................................81— PROGRESSION ON THE COMBAT TABLES ...........................................................................................................................................................................82— HIT POINTS ........................................................................................................................................................................................................................82— EFFECTS OF ALCOHOL AND DRUGS ..................................................................................................................................................................................82— RECOVERY FROM INTOXICATION ......................................................................................................................................................................................83— INSANITY ..........................................................................................................................................................................................................................83
EXPERIENCE ..................................................................................................................................................................................................................................84— ADJUSTMENT AND DIVISION OF EXPERIENCE POINTS .......................................................................................................................................................84— EXPERIENCE VALUE OF TREASURE TAKEN ..........................................................................................................................................................................85— EXPERIENCE POINTS VALUE OF MONSTERS .......................................................................................................................................................................85— SPECIAL BONUS AWARD TO EXPERIENCE POINTS ..............................................................................................................................................................85— GAINING EXPERIENCE LEVELS ...........................................................................................................................................................................................86
THE CAMPAIGN ............................................................................................................................................................................................................................86— CLIMATE & ECOLOGY ........................................................................................................................................................................................................87— TYPICAL INHABITANTS .......................................................................................................................................................................................................88— SOCIAL CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS ...............................................................................................................................88— Government Forms .......................................................................................................................................................................................................89— Royal And Noble Titles .................................................................................................................................................................................................89— THE TOWN AND CITY SOCIAL STRUCTURE.........................................................................................................................................................................89— ECONOMICS .....................................................................................................................................................................................................................90— DUTIES, EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS ...............................................................................................................................................90— MONSTER POPULATIONS AND PLACEMENT.......................................................................................................................................................................90— PLACEMENT OF MONETARY TREASURE..............................................................................................................................................................................91— PLACEMENT OF MAGIC ITEMS ...........................................................................................................................................................................................92

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— TERRITORY DEVELOPMENT BY PLAYER CHARACTERS...........................................................................................................................................................93— PEASANTS, SERFS, AND SLAVES ........................................................................................................................................................................................94— A SAMPLE DUNGEON .......................................................................................................................................................................................................94— THE FIRST DUNGEON ADVENTURE ....................................................................................................................................................................................96
NON-PLAYER CHARACTERS.........................................................................................................................................................................................................100— PERSONAE OF NON-PLAYER CHARACTERS......................................................................................................................................................................100— FACTS..............................................................................................................................................................................................................................101— TRAITS .............................................................................................................................................................................................................................101— LANGUAGE DETERMINATION ..........................................................................................................................................................................................102— SPECIAL ROLES OF THE DUNGEON MASTER ....................................................................................................................................................................102— HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR USE DEVICES.............................................................................................................................103— MONSTERS AND ORGANIZATION ...................................................................................................................................................................................104— USE OF NON-HUMAN TROOPS .......................................................................................................................................................................................105
CONSTRUCTION AND SIEGE ......................................................................................................................................................................................................106— UNDERGROUND CONSTRUCTION...................................................................................................................................................................................106— CONSTRUCTION TIME .....................................................................................................................................................................................................106— SIEGE ENGINES AND DEVICES OF WAR ..........................................................................................................................................................................108— Additional Attack Forms .............................................................................................................................................................................................109
CONDUCTING THE GAME ..........................................................................................................................................................................................................110— ROLLING THE DICE AND CONTROL OF THE GAME...........................................................................................................................................................110— HANDLING TROUBLESOME PLAYERS ................................................................................................................................................................................110— INTEGRATION OF EXPERIENCED OR NEW PLAYERS INTO AN EXISTING CAMPAIGN.........................................................................................................110— MULTIPLE CHARACTERS FOR A SINGLE PLAYER .................................................................................................................................................................111— INTERVENTION BY DEITIES ...............................................................................................................................................................................................111— Demi-Gods And Gods ................................................................................................................................................................................................112— THE ONGOING CAMPAIGN ............................................................................................................................................................................................112— Sixguns & Sorcery .....................................................................................................................................................................................................112— Mutants & Magic .......................................................................................................................................................................................................113
MAGICAL RESEARCH ..................................................................................................................................................................................................................114— CREATION OF HOLY/UNHOLY WATER .............................................................................................................................................................................114— SPELL RESEARCH ..............................................................................................................................................................................................................115— FABRICATION OF MAGIC ITEMS, INCLUDING POTIONS AND SCROLLS ............................................................................................................................116— NON-STANDARD MAGIC ITEMS ......................................................................................................................................................................................118
USE OF MAGIC ITEMS .................................................................................................................................................................................................................118— COMMAND WORDS .......................................................................................................................................................................................................118— CRYSTAL BALLS & SCRYING ..............................................................................................................................................................................................119— DRINKING POTIONS ........................................................................................................................................................................................................119— APPLYING OILS ................................................................................................................................................................................................................119— POTION MISCIBILITY.........................................................................................................................................................................................................119— ENERGY DRAINING BY UNDEAD OR DEVICE ...................................................................................................................................................................119
TREASURE ...................................................................................................................................................................................................................................120— RANDOM TREASURE DETERMINATION.............................................................................................................................................................................120— EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS....................................................................................................................................................125— Potions ......................................................................................................................................................................................................................125— Scrolls .......................................................................................................................................................................................................................127— Rings ........................................................................................................................................................................................................................129— Rods, et. al. (Including Staves and Wands)...................................................................................................................................................................132— Miscellaneous Magic ..................................................................................................................................................................................................136
Artifacts and Relics .........................................................................................................................................................................................................155
Armor and Shields .........................................................................................................................................................................................................164
Swords ..........................................................................................................................................................................................................................165— Miscellaneous Weapons .............................................................................................................................................................................................168

APPENDICES— APPENDIX A: RANDOM DUNGEON GENERATION ...........................................................................................................................................................169— Random Dungeon Generation For Solo Play ................................................................................................................................................................173— APPENDIX B: RANDOM WILDERNESS TERRAIN .................................................................................................................................................................173— APPENDIX C: RANDOM MONSTER ENCOUNTERS ............................................................................................................................................................174— Monster Encountered Adjustment For Relative Dungeon Level ........................................................................................................................................174— Dungeon Random Monster Encounters .........................................................................................................................................................................175— Underwater Random Monster Encounters.....................................................................................................................................................................179— Astral & Ethereal Encounters .......................................................................................................................................................................................182— Psionic Encounters......................................................................................................................................................................................................182— Outdoor Random Monster Encounters..........................................................................................................................................................................182— Waterborne Random Monster Encounters ....................................................................................................................................................................190— Airborne Random Monster Encounters .........................................................................................................................................................................190— City/Town Encounters.................................................................................................................................................................................................190— Magic Possessed By Encountered Creatures .................................................................................................................................................................194— APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES ...........................................................................................................194— APPENDIX E: ALPHABETICAL RECAPITULATION OF MONSTERS (With Experience Point Values) ............................................................................................196— APPENDIX F: GAMBLING..................................................................................................................................................................................................215— APPENDIX G: TRAPS.........................................................................................................................................................................................................216— APPENDIX H: TRICKS ........................................................................................................................................................................................................2165

— APPENDIX I: DUNGEON DRESSING..................................................................................................................................................................................217— APPENDIX J: HERBS, SPICES, AND MEDICINAL VEGETABLES .............................................................................................................................................220— APPENDIX K: DESCRIBING MAGICAL SUBSTANCES ..........................................................................................................................................................221— APPENDIX L: CONJURED ANIMALS ..................................................................................................................................................................................222— APPENDIX M: SUMMONED MONSTERS............................................................................................................................................................................222— APPENDIX N: INSPIRATIONAL AND EDUCATIONAL READING ...........................................................................................................................................224— APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS .......................................................................................................................................................225— APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT ...................................................................................................................................225
GLOSSARY ..................................................................................................................................................................................................................................227
AFTERWORD...............................................................................................................................................................................................................................230
INDEX .........................................................................................................................................................................................................................................231

TABLES AND CHARTS
Acquisition of Initial Spells ....................................................................................39
Adjustments to Occurrence and Severity of Disease.................................................14
Aerial Combat Charts .....................................................................................52, 53
Age Categories Table ...........................................................................................13
Alphabetical Recapitulation of Monsters (With Experience Point Values) ......... 196-215
Armor Damage to Lycanthropes Changing Shape...................................................23
Artifacts & Relics Powers/Effects Tables ........................................................ 162-164
Assassin Spying Table...........................................................................................18
Assassins’ Table for Assassinations ........................................................................75
Astral & Ethereal Encounters ...............................................................................181
Attack Matrices ....................................................................................................74
Attack Matrix for Monsters ....................................................................................75
Base Value of Gems .............................................................................................25
Base Value of Jewelry ...........................................................................................26
Bell Curve ............................................................................................................10
Boot Hill — AD&D Character Conversions ...........................................................112
Boot Hill — AD&D Combat Conversions ..............................................................113
Castle Tables ..............................................................................................182, 183
Chance of Contracting Disease..............................................................................13
Chance of Discovering Natural Cave Area ...........................................................106
Chance of Parasitic Infestation ...............................................................................13
Chances of Becoming Lost .....................................................................................49
City/Town Encounter Matrix ................................................................................191
Combat Sequence ................................................................................................61
Conjured Animals Table ......................................................................................222
Construction Defensive Values .............................................................................110
Construction Times .....................................................................................106, 107
Cost of Constructions ..........................................................................................107
Cost of Holy/Unholy Water Receptacles ...............................................................115
Cost of Siege Engines .........................................................................................108
Cost of Spells Cast by Non-Player Characters ...............................................103, 104
Creatures Struck Only By Magic Weapons .............................................................75
Detection of Invisibility Table..................................................................................60
Disease (Or Disorder) Table ..................................................................................14
Dungeon Dressing ...................................................................................... 217-220
Dungeon Random Monster Level Determination Matrix ..........................................174
Dungeon Random Monster Tables ................................................................ 175-179
Encounter Reactions .............................................................................................63
Encumbrance of Standard Items ..........................................................................225
Evasion of Pursuit Outdoors ..................................................................................69
Experience Points Table .........................................................................................85
Expert Hirelings Cost Table ....................................................................................29
Followers for Player Characters (By Class):
Clerics .........................................................................................................16
Fighters ........................................................................................................16
Rangers .................................................................................................16, 17
Thieves.........................................................................................................17
Assassins ...............................................................................................17, 18
Frequency of Checks for Encounters .......................................................................47
Gamma World — AD&D Character Conversions..................................................113
Gamma World — AD&D Combat Conversions.....................................................114
Gem Properties ....................................................................................................26
Gemcutter Skill Level .............................................................................................30
Government Forms ...............................................................................................89
Grappling Tables............................................................................................72, 73
Grenade-like Missiles ...........................................................................................64
Human Character Age Table .................................................................................12
Humanoid Racial Preferences Table .....................................................................106
Information Discovery Time and Cost Table ............................................................33
Intoxication Tables ..........................................................................................82, 83

Jeweler Skill Level .................................................................................................30
Linear Curve ........................................................................................................10
Listening at Doors .................................................................................................60
Location of Henchmen ..........................................................................................35
Loyalty of Henchmen and Allies .......................................................................36, 37
Lycanthropy Change Table ....................................................................................23
Magic Possessed by Encountered Creatures ..........................................................194
Matrix for Clerics Affecting Undead .................................................................75, 76
Maximum Character Age Table .............................................................................15
Mercenary Troop Type Table .................................................................................30
Missile Fire Cover and Concealment Adjustments ....................................................64
Monks’ Stun/Kill Capabilities ................................................................................70
Morale Check Tables ............................................................................................67
Movement Aﬂoat ..................................................................................................58
Multiple Miners ..................................................................................................106
Multiple Opponent Diagrams ................................................................................69
Naval Combat Charts .....................................................................................54, 55
Non-Human Character Age Table..........................................................................12
Non-Player Character Facts and Traits ......................................................... 100-102
Outdoor Movement ..............................................................................................58
Outdoor Random Monster Encounter Tables ................................................. 183-189
Overbearing Tables ..............................................................................................73
Parasitic Infestation Table ......................................................................................14
Poisons ................................................................................................................20
Potion Miscibility Table........................................................................................119
Probability of Control of Non-Human Troops ........................................................105
Psionic Attack Matrices ................................................................................... 76-78
Psionic Encounter Table .......................................................................................182
Pummeling Tables .................................................................................................72
Random Dungeon Generation Tables ........................................................... 170-172
Random Generation of Creatures from the Lower Planes ...............................194, 195
Random Language Determination Table ...............................................................102
Random Treasure Determination Tables ........................................................ 120-125
Reputed Magical Properties of Gems ...............................................................26, 27
Royal and Noble Titles ..........................................................................................89
Sage’s Chance of Knowing Answer to Questions ....................................................32
Sage’s Fields of Study .....................................................................................31, 32
Saving Throw Matrices ...................................................................................79, 80
Secondary Skills Table ..........................................................................................12Siege Attack Values ............................................................................................109
Siege Engines and Devices of War Defensive Values .............................................110
Special “To Hit” Bonuses .......................................................................................67
Spy Failure Table ..................................................................................................19
Standard Hirelings Cost Table ...............................................................................28
Suggested Special Ingredients for Potions. ....................................................116, 117
Summoned Monsters Tables ........................................................................ 222-224
Surprise .........................................................................................................61, 62
Trap List .............................................................................................................216
Types of Armor & Encumbrance ............................................................................27
Types of Insanity ...................................................................................................83
Types of Inhabitants. .............................................................................................88
Underwater Random Monster Tables ............................................................179, 180
Underwater Spell Use ...........................................................................................57
Unusual Swords .........................................................................................166, 167
Values of Other Rare Commodities ........................................................................27
Volume of Rock Mined (By Race) .........................................................................106
Wall Climbing Table .............................................................................................19
War Machine Fire Tables ............................................................................108, 109
Waterborne Random Monster Encounter Tables ....................................................190
Wind Direction and Force .....................................................................................54
6

PREFACE
What follows herein is strictly for the eyes of you, the campaign referee. As the creator and ultimate authority in yourrespective game, this work is written as one Dungeon Master equal to another. Pronouncements there may be, but they are notfrom “on high” as respects your game. Dictums are given for the sake of the game only, for if ADVANCED DUNGEONS &DRAGONS is to survive and grow, it must have some degree of uniformity, a familiarity of method and procedure from
campaign to campaign within the whole. ADVANCED D&D is more than a framework around which individual DMs
construct their respective milieux, it is above all a set of boundaries for all of the “worlds” devised by referees everywhere.
These boundaries are broad and spacious, and there are numerous areas where they are so vague and amorphous as tomake them nearly nonexistent, but they are there nonetheless.
When you build your campaign you will tailor it to suit your personal tastes. In the heat of play it will slowly evolve into acompound of your personality and those of your better participants, a superior alloy. And as long as your campaign remains
viable, it will continue a slow process of change and growth. In this lies a great danger, however. The systems and parameters
contained in the whole of ADVANCED DUNGEONS & DRAGONS are based on a great deal of knowledge, experience
gained through discussion, play, testing, questioning, and (hopefully) personal insight.
Limitations, checks, balances, and all the rest are placed into the system in order to assure that what is based thereon will bea superior campaign, a campaign which offers the most interesting play possibilities to the greatest number of participants forthe longest period of time possible. You, as referee, will have to devote countless hours of real effort in order to produce just a
fledgling campaign, viz. a background for the whole, some small village or town, and a reasoned series of dungeon levels —the lot of which must be suitable for elaboration and expansion on a periodic basis. To obtain real satisfaction from such
effort, you must have participants who will make use of your creations: players to learn the wonders and face the perils you
have devised for them. If it is all too plain and too easy, the players will quickly lose interest, and your effort will prove tohave been in vain. Likewise, if the campaign is too difficult, players will quickly become discouraged and lose interest in agame where they are always the butt; again your labors will have been for naught. These facts are of prime importance, forthey underlie many rules.
Naturally, everything possible cannot be included in the whole of this work. As a participant in the game, I would not care tohave anyone telling me exactly what must go into a campaign and how it must be handled; if so, why not play some gamelike chess? As the author I also realize that there are limits to my creativity and imagination. Others will think of things I
didn’t, and devise things beyond my capability. As an active Dungeon Master I kept a careful watch for things which would
tend to complicate matters without improving them, systems devised seemingly to make the game drag for players, rules which
lessened the fantastic and unexpected in favor of the mundane and ordinary. As if that were not enough hats to wear, I also
wore that of a publisher, watching the work so as to make sure that it did not grow so large as to become unmanageable
cost-wise. None of this was compromise, per se, but the process was most certainly a refining of what should logically bepresented in the system.
Returning again to the framework aspect of ADVANCED DUNGEONS & DRAGONS, what is aimed at is a “universe”
into which similar campaigns and parallel worlds can be placed. With certain uniformity of systems and “laws”, players will
be able to move from one campaign to another and know at least the elemental principles which govern the new milieu, forall milieux will have certain (but not necessarily the same) laws in common. Character races and classes will be nearly thesame. Character ability scores will have the identical meaning — or nearly so. Magic spells will function in a certain manner
regardless of which world the player is functioning in. Magic devices will certainly vary, but their principles will be similar.
This uniformity will help not only players, it will enable DMs to carry on a meaningful dialogue and exchange of useful
information. It might also eventually lead to grand tournaments wherein persons from any part of the U.S., or the world forthat matter, can compete for accolades.
The danger of a mutable system is that you or your players will go too far in some undesirable direction and end up with ashort-lived campaign. Participants will always be pushing for a game which allows them to become strong and powerful far
too quickly. Each will attempt to take the game out of your hands and mold it to his or her own ends. To satisfy this naturaldesire is to issue a death warrant to a campaign, for it will either be a one-player affair or the players will desert en masse
for something more challenging and equitable. Similarly, you must avoid the tendency to drift into areas foreign to the gameas a whole. Such campaigns become so strange as to be no longer “AD&D”. They are isolated and will usually wither.
Variation and difference are desirable, but both should be kept within the boundaries of the overall system. Imaginative andcreative addition can most certainly be included; that is why nebulous areas have been built into the game. Keep suchindividuality in perspective by developing a unique and detailed world based on the rules of ADVANCED D&D. No two
campaigns will ever be the same, but all will have the common ground necessary to maintaining the whole as a viable entity
7

about which you and your players can communicate with the many thousands of others who also find swords & sorcery roleplaying gaming an amusing and enjoyable pastime.
As this book is the exclusive precinct of the DM, you must view any non-DM player possessing it as something less thanworthy of honorable death. Peeping players there will undoubtedly be, but they are simply lessening their own enjoyment of
the game by taking away some of the sense of wonder that otherwise arises from a game which has rules hidden fromparticipants. It is in your interests, and in theirs, to discourage possession of this book by players. If any of your participants
do read herein, it is suggested that you assess them a heavy fee for consulting “sages” and other sources of information notnormally attainable by the inhabitants of your milieu. If they express knowledge which could only be garnered by consulting
these pages, a magic item or two can be taken as payment — insufficient, but perhaps it will tend to discourage such actions.
I sincerely hope that you find this new system to your taste and enjoy it. The material is herein, but only you can construct themasterpiece from it, your personal campaign which will bring hundreds of hours of fun and excitement to many eager
players. Masterful dungeoning to you!

CREDITS & ACKNOWLEDGMENTS
The following is an alphabetical list of all those persons who in some way contributed to theformation of this work. Naturally, each did not make an identical contribution, and those with whom
I normally play AD&D, as well as those kind enough to review the initial manuscript, had more
influence and engendered more ideas than did those others with whom I do not have the privilegeof continued close association or contact. Nonetheless, all are herewith credited and thanked,
trusting that each will know what his or her own contribution was! Dave Arneson, Peter Aronson,
Brian Blume, Mike Carr, Sean Cleary, Jean-Louis Fiasson, Ernie (the well-known Barbarian) Gygax,
Luke Gygax, Al Hammack, Neal Healey, Tom Holsinger, Harold Johnson, Timothy Jones, Tim Kask,
Rick Krebs, Len Lakofka, Jeff Leason, Steve Marsh, Schar Niebling, Will Niebling, Jon Pickens,
Gregory Rihn, John Sapienza, Lawrence Schick, Doug Schwegman, Dennis Sustare, Jack Vance,
James M. Ward, Jean Wells, and Skip Williams.
Also to be thanked are those uncounted DMs and players who have been eager to improve adventure gaming and have spent
their valuable time to give me the benefit of their thinking by letter or through personal contact at conventions. Your efforts tofind ways to do things better, to point out ambiguities or flaws, and general desire to aid and encourage me are appreciated!
Bob Bledsaw of Judges Guild must also be given credit. He and his associates have certainly contributed to the overall
improvement of fantasy adventure gaming, making the undertaking easier and encouraging still more interest in role playing.
Finally, no list of credits would be complete unless I especially thanked the artists who have been so much help with the entire
compilation of ADVANCED DUNGEONS & DRAGONS. These artists are Dave Sutherland and Dave Trampier. Thankyou, gentlemen!
If by any chance I have neglected anyone, please forgive me, as the task of finishing the DUNGEON MASTERS GUIDE
has taken some two years; and during that time I have read hundreds of pages of suggestions, done thousands of pages ofresearching, and written about twelve hundred pages of manuscript. A job begun in 1976, often interrupted, has at last been
completed. Notes made months or years ago have a way of getting lost in the last minute rush at the finish.

8

INTRODUCTION

THE GAME (DICE)INTRODUCTION

party deserves to have these beasties inflicted upon them, that is anothermatter, but in the example above it is assumed that they are doing everything
possible to travel quickly and quietly to their planned destination. If your work
as a DM has been sufficient, the players will have all they can handle upon
arrival, so let them get there, give them a chance. The game is the thing, andcertain rules can be distorted or disregarded altogether in favor of play.

The format of this book is simple and straightforward. The first sections pertain
to material contained in the PLAYERS HANDBOOK, and each pertinent
section is in corresponding order. Much information was purposely omitted fromthe latter work, as it is data which would not normally be known — at least
initially — to a person of the nature which this game presupposes, i.e. anadventurer in a world of swords & sorcery. It is incumbent upon all DMs to bethoroughly conversant with the PLAYERS HANDBOOK, and at the same time
you must also know the additional information which is given in this volume, forit rounds out and completes the whole. While players will know that they must
decide upon an alignment, for example, you, the DM, will further know thateach and every action they take will be mentally recorded by you; and atadventure’s end you will secretly note any player character movement on thealignment graph.

Know the game systems, and you will know how and when to take upon
yourself the ultimate power. To become the final arbiter, rather than theinterpreter of the rules, can be a difficult and demanding task, and it cannot
be undertaken lightly, for your players expect to play this game, not one
made up on the spot. By the same token, they are playing the game the way
you, their DM, imagines and creates it. Remembering that the game is greaterthan its parts, and knowing all of the parts, you will have overcome thegreater part of the challenge of being a referee. Being a true DM requires
cleverness and imagination which no set of rules books can bestow. Seeingthat you were clever enough to buy this volume, and you have enoughimagination to desire to become the maker of a fantasy world, you are almost
there already! Read and become familiar with the contents of this work andthe one written for players, learn your monsters, and spice things up withsome pantheons of super-powerful beings. Then put your judging andrefereeing ability into the creation of your own personal milieu, and you havedonned the mantle of Dungeon Master. Welcome to the exalted ranks of theoverworked and harassed, whose cleverness and imagination are all too often
unappreciated by cloddish characters whose only thought in life is to loot,pillage, slay, and who fail to appreciate the hours of preparation which went
into the creation of what they aim to destroy as cheaply and quickly as
possible. As a DM you must live by the immortal words of the sage who said:“Never give a sucker an even break.” Also, don’t be a sucker for yourplayers, for you’d better be sure they follow sage advice too. As the DM, youhave to prove in every game that you are still the best. This book is dedicatedto helping to assure that you are.

After the material which pertains directly to the PLAYERS HANDBOOK
comes the information which supplements and augments. There is a large
section which lists and explains the numerous magical items. There are sections
on the development of the campaign milieu, dungeon design, random creationof wilderness and dungeon levels, and the development of non-player
characters. In fact, what I have attempted is to cram everything vital to thegame into this book, so that you will be as completely equipped as possible toface the ravenous packs of players lurking in the shadows, waiting to pounce
upon the unwary referee and devour him or her at the first opportunity.
Thus, besides the systems, I have made every effort to give the reasoning andjustification for the game. Of course the ultimate reason and justification is aplayable and interesting game, and how much rationalization can actually go
into a fantasy game? There is some, at least, as you will see, for if the game isfantasy, there is a basis for much of what is contained herein, even though it befirmly grounded on worlds of make-believe. And while there are no optionals
for the major systems of ADVANCED D&D (for uniformity of rules andprocedures from game to game, campaign to campaign, is stressed), there areplenty of areas where your own creativity and imagination are not bounded by
the parameters of the game system. These are sections where only a few hints
and suggestions are given, and the rest left to the DM.

THE GAME
APPROACHES TO PLAYING ADVANCED DUNGEONS & DRAGONS
A few brief words are necessary to insure that the reader has actually obtained
a game form which he or she desires. Of the two approaches to hobby games
today, one is best defined as the realism-simulation school and the other as thegame school. AD&D is assuredly an adherent of the latter school. It does notstress any realism (in the author’s opinion an absurd effort at best considering
the topic!). It does little to attempt to simulate anything either. ADVANCED
DUNGEONS & DRAGONS is first and foremost a game for the fun andenjoyment of those who seek to use imagination and creativity. This is not to
say that where it does not interfere with the flow of the game that the highest
degree of realism hasn’t been attempted, but neither is a serious approach toplay discouraged. In all cases, however, the reader should understand that
AD&D is designed to be an amusing and diverting pastime, something which
can fill a few hours or consume endless days, as the participants desire, but inno case something to be taken too seriously. For fun, excitement, andcaptivating fantasy, AD&D is unsurpassed. As a realistic simulation of thingsfrom the realm of make-believe, or even as a reflection of medieval or ancient
warfare or culture or society, it can be deemed only a dismal failure. Readers
who seek the latter must search elsewhere. Those who desire to create andpopulate imaginary worlds with larger-than-life heroes and villains, who seekrelaxation with a fascinating game, and who generally believe games should
be fun, not work, will hopefully find this system to their taste.

There is so much that could have been included herein that a major part ofauthoring this volume was deciding what would be omitted! The criterion
was usefulness. First came material which was absolutely vital to play, thencame the inclusion of what would be most helpful to you, and finallyinteresting items of broad appeal which tend to improve the flavor of a
campaign were sifted into the work. Material included was written with aneye towards playability and expedition. The fun of the game is action anddrama. The challenge of problem solving is secondary. Long and drawn out
operations by the referee irritate the players. More “realistic” combat
systems could certainly have been included here, but they have no real partin a game for a group of players having an exciting adventure. If you will
do your best to keep the excitement level of your games at a peak, you will
be doing yourself and your participants a favor which will be evident whenplayers keep coming back for more.
The final word, then, is the game. Read how and why the system is as it is,follow the parameters, and then cut portions as needed to maintain
excitement. For example, the rules call for wandering monsters, but these canbe not only irritating — if not deadly — but the appearance of such canactually spoil a game by interfering with an orderly expedition. You have set
up an area full of clever tricks and traps, populated it with well-thought-out
creature complexes, given clues about it to pique players’ interest, and thegroup has worked hard to supply themselves with everything by way of
information and equipment they will need to face and overcome the imagined
perils. They are gathered together and eager to spend an enjoyable evening
playing their favorite game, with the expectation of going to a new, strange
area and doing their best to triumph. They are willing to accept the hazardsof the dice, be it loss of items, wounding, insanity, disease, death, as long as
the process is exciting. But lo!, every time you throw the “monster die” awandering nasty is indicated, and the party’s strength is spent trying to fighttheir way into the area. Spells expended, battered and wounded, thecharacters trek back to their base. Expectations have been dashed, andprobably interest too, by random chance. Rather than spoil such an otherwise
enjoyable time, omit the wandering monsters indicated by the die. No, don’tallow the party to kill them easily or escape unnaturally, for that goescontrary to the major precepts of the game. Wandering monsters, however,are included for two reasons, as is explained in the section about them. If a

DICE
As the DM, the tools of your trade are dice — platonic solid-shaped or justabout any other sort. The random numbers you generate by rolling dice
determine the results based on the probabilities determined herein or thoseyou have set forth on your own. In case you are not familiar with probability
curves, there are two types which are determined by your dice: linear (straightline), which has equal probability of any given integer in the number group,and bell (ascending and descending line), which has greater probability
towards the center of the group of numbers than at either end. The two curves
are illustrated thus:
9THE GAME (DICE)THE GAME (MINIATURES)
What applies to d4 has similar application with regard to d6, d8, d12, andd20. The d6 has 16 2/3% intervals, d8 has 12½% intervals, and d20 can have
10% or 5% intervals. A d6 is useful for getting a random number from 1 to 3
(1-2 = 1, 3-4 = 2, 5-6 = 3), while 1 to 5 can be easily read from a d20 (1-2 =
1, 3-4 = 2, 5-6 = 3, 7-8 = 4, 9-0 = 5).

Linear curve
Die Number:
Probabilityof numberappearing inascendingorder:| C | (interval between integers: 10%)
1
2
3
4
5
6
7
8

10

20

30

40

50

60

70

80

9

90

0

The d20 is used often, both as d10 and d20. The bell-shaped probability curves
typically range from 2-20 to 5-50, i.e., 2, 3, 4 or 5d20 added together. Also
common is the reading as above with one decimal place added to the result toget 20-200, 30-300, etc. In the latter case, a roll of 3 on one die and 0 (readas 10) totals 13, plus one place, or 130.

100

Linear probability develops a straight line of ascending probability when used
as a cumulative probability as shown above.

Non-platonic solid-shaped dice are available in some places. The most commonof these is a ten-sided die numbered 0-9. As with the d20, this can be used formany purposes, even replacing the d20 if a second die is used in conjunction to
get 5% interval curves (1-20). Also, the die can give 0-9 linear curve random
numbers, as the d20 can.

Bell distribution, when used to delineate the probability of certain numbers
appearing, develops a curved line like this:Probability of a given integer appearing (percentage).

Bell Curve (3d6)

13
12
11
10
9
8
7
6
5
4
3
2
1

Other dice available are various forms of “averaging” dice. The most commonof these has six faces which read: 2, 3, 3, 4, 4, 5. The median of the curve it
generates is still 3.5, that of a normal d6, but the low and high numbers, 2 and5, are only half as likely to appear as 3 or 4. There is a 331/3% chance for
either of the two latter numbers to be rolled, so the probabilities of absolutely
average rolls are far greater. Other such dice have zeros on them, several low
numbers, and so on. These sorts of dice, along with poker dice, “put & take”
dice, or any other sort can be added in order to give you more flexibility orchanging probabilities in random selection or event interpretation. For example:
The author has a d6 with the following faces: SPADE, CLUB, CLUB, DIAMOND,DIAMOND, HEART. If, during an encounter, players meet a character whose
reaction is uncertain, the card suit die is rolled in conjunction with 3d6. Black
suits mean dislike, with the SPADE equalling hate, while red equals like, theHEART being great favor. The 3d6 give a bell-shaped probability curve of 3-18,
with 9-12 being the mean spread. SPADE 18 means absolute and unchangeable
hate, while HEART 18 indicates the opposite. CLUBS or DIAMONDS can bealtered by discourse, rewards, etc. Thus, CLUBS 12 could possibly be altered to
CLUBS 3 by offer of a tribute or favor, CLUBS 3 changed to DIAMONDS 3 bya gift, etc.

3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

In closing this discussion, simply keep in mind that the dice are your tools. Learn
to use them properly, and they will serve you well.

A single die, or multiple dice read in succession (such as three dice read as
hundreds, tens and decimals) give linear probabilities. Two or more dice added
together generate a bell-shaped probability curve.

USE OF MINIATURE FIGURES WITH THE GAME

Before any further discussion takes place, let us define the acceptedabbreviations for the various dice. A die is symbolized by “d”, and its numberof sides is shown immediately thereafter. A six-sided die is therefore “d6”, d8 is
an eight-sided die, and so on. Two four-sided dice are expressed by 2d4, fiveeight-sided dice are 5d8, etc. Any additions to or subtractions from the die ordice are expressed after the identification, thus: d8 + 8 means a linear number
grouping between 9 and 16, while 3d6 –2 means a bell-shaped progression
from 1 to 16, with the greatest probability group in the middle (8, 9). This latter
progression has the same median numbers as 2d6, but it has higher and lower
ends and a greater probability of a median number than if 2d12 were used.
When percentage dice are to be used, this is indicated by d%.

The special figures cast for ADVANCED DUNGEONS & DRAGONS add
color to play and make refereeing far easier. Each player might be required tofurnish painted figures representing his or her player character and allhenchmen and/or hirelings included in the game session. Such distinctively
painted figures enable you to immediately recognize each individual involved.
Figures can be placed so as to show their order of march, i.e., which characters
are in the lead, which are in the middle, and which are bringing up the rear.
Furthermore, players are more readily able to visualize their array and plan
actions while seeing the reason for your restrictions on their actions. Monster
figures are likewise most helpful, as many things become instantly apparent
when a party is arrayed and their monster opponent(s) placed. Furnishing suchmonsters is probably best undertaken as a joint effort, the whole groupcontributing towards the purchase of such figurines on a regular basis. Be very
careful to purchase castings which are in scale! Out of scale monsters are
virtually worthless in many cases. As a rule of thumb, HO scale is 25 mm = 1
actual inch = 6’ in scale height or length or breadth.

The d4 can be used to generate 25% incremental probabilities, random
numbers from 1 to 4, with + 1 it generates a linear 2-5, etc. It can be used toget 1 or 2 (1 or 2 = 1, 3 or 4 = 2) or in conjunction with any other dice to getlinear or bell-shaped probability curves. For example, 2d4 = 2-8, 3d4 = 3-12,
d4 + d6 = 2-10, d4 + d20 (as d10) = 2-14. When rolled in conjunction withanother die, the d4 can be used to determine linear number ranges twice thatshown on the other die, thus: d4 reading 1 or 2 means that whatever is readon the other die is the number shown; but if the d4 reads 3 or 4, add thehighest number on the second die to the number shown — so if d8 is thesecond die 1 to 16 can be generated, if a d12 is used 1 to 24 can begenerated. If a d20 is used either 1-20 (assuming the use of a standard d20
which is numbered 0-9 twice without coloring one set of faces to indicate thatthose faces have 10 added to the number appearing) or 1-40 (assuming thatone set of faces is colored) can be gotten by adding 0 if 1 or 2 is rolled on thed4 and 10 or 20 (depending on die type) if a 3 or 4 is rolled. Linear series
above this are possible simply by varying the meaning of the d4 number; 1
always means add 0, but 2 can be interpreted as add the value (highest
number) of the second die, 3 can be twice value, and 4 can be thrice value.
Thus, a d4 reading 4 in conjunction with a d8 (linear curve 1-32) would mean
24 + d8, or 25-32.

Figure bases are necessarily broad in order to assure that the figures will standin the proper position and not constantly be falling over. Because of this, it isusually necessary to use a ground scale twice that of the actual scale for HO,
and squares of about 1 actual inch per side are suggested. Each ground scale
inch can then be used to equal 31/3 linear feet, so a 10’ wide scale corridor is
3 actual inches in width and shown as 3 separate squares. This allows
depiction of the typical array of three figures abreast, and also enables easy
handling of such figures when they are moved. While you may not find it
convenient to actually use such figures and floor plans to handle routine
dungeon movement, having sheets of squares for encounter area depiction willprobably be quite helpful. If you do so, be certain to remember that groundscale differs from figure scale, and when dealing with length, two man-sized
figures per square is quite possible, as the space is actually 6 scale feet withrespect to length. This is meaningful when attacking a snake, dragon, etc. if
characters are able to attack the creature’s body length. With respect to10

THE GAME (MINIATURES)

CREATING THE PLAYER CHARACTER (CHARACTERISTICS)

basically bipedal, erect opponents, scale will not be a factor.

characters tend to have short life expectancy — which tends to discourage new
players, as does having to make do with some character of a race and/or classwhich he or she really can’t or won’t identify with. Character generation, then,is a serious matter, and it is recommended that the following systems be used.
Four alternatives are offered for player characters:

Details of preparation and painting of miniature figures for the game are not
germane to this work. Your hobby supplier will have an assortment of small
brushes and paints for such purposes, and you may inquire there as to the best
techniques of painting.

Method I:
AIDS TO PLAYING ADVANCED DUNGEONS & DRAGONS
All scores are recorded and arranged in the order the player desires. 4d6 arerolled, and the lowest die (or one of the lower) is discarded.

Various products such as modules, playing aids, and miniature figurines will bemost helpful in establishing and maintaining an interesting and exciting
campaign. There are so many such products available that it is not possible todetail each here, but some guidance can be given.

Method II:
All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times
and the highest 6 scores are retained.

Paper products range from record sheets for characters and special screens forthe DM, which contain frequently-consulted charts and tables on his or her side,
to complete dungeon or world scenarios. TSR provides a broad selection ofsuch goods, some of which are listed at the back of this work. You can obtain acomplete list by writing to TSR at the address shown on the cover and asking
for a current catalog. The outlet for TSR products in Great Britain is: TSR
Hobbies (U.K. Limited), the Mill, Rathmore Road, Cambridge, CB1-4AD England.
The only other source of approved and official AD&D material is Judges Guild,
1165 North University Ave., Decatur, IL 62526. Judges Guild publishes a large
and continually expanding line of materials, and you should contact them fortheir current catalog. While there are many other works which appear to be
useful in a campaign, only those bearing the ADVANCED DUNGEONS &DRAGONS logo and approval mark should be used.

Method III:
Scores rolled are according to each ability category, in order, STRENGTH,INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 arerolled 6 times for each ability, and the highest score in each category is
retained for that category.
Method IV:
3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12
characters. The player then selects the single set of scores which he or she finds
most desirable and these scores are noted on the character record sheet.

Miniature figures used to represent characters and monsters add color andlife to the game. They also make the task of refereeing action, particularly
combat, easier too! In combination with a gridded surface, such as the
DUNGEON FLOORPLANS (to be published by TSR in the near future), theseminiatures will add a whole new dimension to your playing enjoyment. It issuggested that you urge your players to provide painted figures representing
their characters, henchmen, and hirelings involved in play. The monsters canbe furnished by you — possibly purchased through collection of small fees
levied on each playing session. The OFFICIAL ADVANCED DUNGEONS& DRAGONS miniature figures will be released by Grenadier Models, POB
305, Springfield, PA 19064, about November 1979. These figures are the only
ones which comply in all respects to AD&D specifications and the AD&D
MONSTER MANUAL. Contact Grenadier for an up-to-date listing ofavailable figures. Other approved lines of fantasy figures APPROVED FOR
USE WITH ADVANCED DUNGEONS & DRAGONS will be offered by
select manufacturers. Always look for the name, ADVANCED DUNGEONS& DRAGONS, and the TSR approval mark before purchasing figures foryour campaign.

NON-PLAYER CHARACTERS
Non-Player Characters: You should, of course, set the ability scores of
those NPCs you will use as parts of the milieu, particularly those of high leveland power. Scores for high level NPC’s must be high — how else could thesefigures have risen so high? Determine the ability scores of other non-player
characters as follows:
General Characters: Roll 3d6 for each ability as usual, but use average
scoring by considering any 1 as a 3 and any 6 as a 4.
Special Characters, Including Henchmen: Roll 3d6 as for generalcharacters, but allow the full range (3-18) except in the ability or abilities which
are germane to his or her profession, i.e. strength for fighters, etc. For all suchabilities either use one of the determination methods used for player charactersor add +1 to each die of the 3 rolled which scores under 6.
THE EFFECT OF WISHES ON CHARACTER ABILITY SCORES

It is also very important to keep abreast of what is happening in the world of
adventure gaming. You may do so by subscribing to such publications as THE
DRAGON and WHITE DWARF — or you might find it convenient to purchasethem from your favorite game supplier. For current frequency and costs, drop a
card or letter to the address shown below, and ask for the latest information.

It is quite usual for players to use wishes (or alter reality spells found on scrolls)
to increase their ability scores in desired areas, whatever the areas might be. It
is strongly suggested that you place no restrictions upon such use of wishes.
However, at some point it must be made more difficult to go up in ability, or
else many characters will eventually be running around with several 18s (oreven higher!). Therefore, when any ability score reaches 16, then it should beruled a wish will have the effect of increasing the ability by only 1/10th of apoint. Thus, by means of wishes (or wishes and/or alter reality spells) a
charisma score of 16 can only be raised to 17 by use of 10 such wishes, thescore going from 16 to 16.1 with the first wish, 16.2 with the second, and soon. This is not to say that magical books or devices can not raise scores of 16
or better a full point. The prohibition is only on wishes.

United States
TSR Periodicals
POB 110Lake Geneva, WI 53147
Be certain to specify the names of the publications you are interested in.
Again, a word of warning. Many products might purport to be satisfactory for
use with ADVANCED DUNGEONS & DRAGONS, but only those noted as
OFFICIAL or Authorized AD&D items should be accepted. Do not settle for
substitutes or second-rate material in your campaign; ask for approved AD&D
products only!

CHARACTERISTICS FOR PLAYER CHARACTERS
Use of the NPC personality traits and characteristics for player characters is
NOT recommended. The purpose of AD&D is to allow participants to createand develop interesting player characters who will adventure and interact with
their surroundings. If personality traits are forced upon PCs, then participants
will be doing little more than moving automatons around while you, the DM, tellthem how their characters react to situations. It is therefore absolutely necessary
for you to allow each player the right to develop his or her character as he or
she chooses!

CREATING THE PLAYER CHARACTER
GENERATION OF ABILITY SCORESAs AD&D is an ongoing game of fantasy adventuring, it is important to allow
participants to generate a viable character of the race and profession which heor she desires. While it is possible to generate some fairly playable charactersby rolling 3d6, there is often an extended period of attempts at finding asuitable one due to quirks of the dice. Furthermore, these rather marginal

This is not to say that some of the information used for development of NPCs
cannot be used for PCs. If a player asks to have you make certain
determinations for his or her character, you may do so if you believe that theplayer will be able to properly act the part as dictated by the dice rolls. Height
11

CREATING THE PLAYER CHARACTER (CHARACTERISTICS)

CHARACTER AGE, AGING, DISEASE, AND DEATH (AGE)and weight should be randomly determined for each PC, and the HEIGHTAND WEIGHT TABLES in the PERSONAE OF NON-PLAYER
CHARACTERS section are useful in this regard. However, these tables do not
actually give sufficient variation in upper limits of height and weight of humans,
so you might find it necessary to allow the following height and weightvariations for human player characters:

accommodate 1st level players. If your campaign has a mixture of experienced
and inexperienced players, you should arrange for the two groups toadventure separately, possibly in separate dungeons, at first. Allow the novice
players to learn for themselves, and give experienced players tougher
situations to face, for they already understand most of what is happening —quite unlike true 1st level adventurers of the would-be sort, were such persons
actually to exist.

Human Male: Height — 2-20”; Weight — 10-200#
If you have an existing campaign, with the majority of the players being
already above 1st level, it might be better to allow the few newcomers to begin
at 2nd level or even 3rd or 4th in order to give them a survival chance when
the group sets off for some lower dungeon level. I do not personally favor
granting unearned experience level(s) except in extreme circumstances such as
just mentioned, for it tends to rob the new player of the real enjoyment he or
she would normally feel upon actually gaining levels of experience by dint ofcleverness, risk, and hard fighting.

Human Female: Height — 2-12”; Weight — 10-120#
PLAYER CHARACTER NON-PROFESSIONAL SKILLSWhen a player character selects a class, this profession is assumed to be thatwhich the character has been following previously, virtually to the exclusion of
all other activities. Thus the particular individual is at 1st level of ability.
However, some minor knowledge of certain mundane skills might belong to theplayer character — information and training from early years or incidentally
picked up while the individual was in apprenticeship learning his or her primary
professional skills of clericism, fighting, etc. If your particular campaign is aimed
at a level of play where secondary skills can be taken into account, then use thetable below to assign them to player characters, or even to henchmen if you sodesire.

It has been called to my attention that new players will sometimes becomebored and discouraged with the struggle to advance in level of experience, forthey do not have any actual comprehension of what it is like to be a powerfulcharacter of high level. In a well planned and well judged campaign this is not
too likely to happen, for the superior DM will have just enough treasure to whetthe appetite of players, while keeping them lean and hungry still, and always
after that carrot just ahead. And one player’s growing ennui can often be
dissipated by rivalry, i.e., he or she fails to go on an adventure, and those who
did play not only had an exciting time but brought back a rich haul as well.
Thus, in my opinion, a challenging campaign and careful refereeing should
obviate the need for immediate bestowal of levels of experience to maintaininterest in the game. However, whatever the circumstances, if some problem
such as this exists, it has been further suggested that allowing relatively new
players to participate in a modular campaign game (assuring new players ofcharacters of higher level) would often whet their appetites for continued play atlower level, for they can then grasp what it will be like should they actually
succeed in attaining proficiency on their own by working up their original
characters and gaining high levels of experience. This reasoning seems sound,and provided there is a separation of the two campaigns, and the one isn’t
begun until new players have had some number of expeditions as 1st level
characters, it is not destructive to the game as a whole.

Assign a skill randomly, or select according to the background of yourcampaign. To determine if a second skill is known, roll on the table, and if thedice indicate a result of TWO SKILLS, then assign a second, appropriate one.
SECONDARY SKILLS TABLE
Dice
Score
01-02
03-04
05-10
11-14
15-20
21-23
24-27
28-32
33-34
35-37
38-39
40-42
43-44
45-46
47-49
50-51
52-54
55-57
58-60
61-64
65-67
68-85
86-00

ResultArmorer
Bowyer/fletcher
Farmer/gardener
Fisher (netting)ForesterGambler
Hunter/fisher (hook and line)
Husbandman (animal husbandry)
Jeweler/lapidary
Leather worker/tanner
Limner/painterMason/carpenter
Miner
Navigator (fresh or salt water)
Sailor (fresh or salt)
Shipwright (boats or ships)
Tailor/weaver
Teamster/freighter
Trader/barterer
Trapper/furrier
Woodworker/cabinetmaker
NO SKILL OF MEASURABLE WORTH
ROLL TWICE IGNORING THIS RESULT HEREAFTER

CHARACTER AGE, AGING, DISEASE, AND DEATH
CHARACTER AGE
At the onset of each and every character’s creation it is necessary that you
establish his or her age. For player characters and henchmen you must use theappropriate table. You may do the same for other characters, or you may
assign age as you see fit in light of the milieu you have developed. There are
two tables, one for non-human (the demi-humans, part humans, and the like)and one for humans.
Non-Human Characters Table:
Race
dwarf
elf
gnome
half-elf
halfling
half-orc

When secondary skills are used, it is up to the DM to create and/or
adjudicate situations in which these skills are used or useful to the player
character. As a general rule, having a skill will give the character the ability
to determine the general worth and soundness of an item, the ability to find
food, make small repairs, or actually construct (crude) items. For example, anindividual with armorer skill could tell the quality of normal armor, repair
chain links, or perhaps fashion certain weapons. To determine the extent ofknowledge in question, simply assume the role of one of these skills, one thatyou know a little something about, and determine what could be done withthis knowledge. Use this as a scale to weigh the relative ability of characterswith secondary skills.

Cleric250 + 2d20
500 + 10d10
300 + 3d12
40 + 2d4—
20 + 1d4

Fighter
40 + 5d4
130 + 5d6
60 + 5d4
22 + 3d4
20 + 3d4
13 + 1d4

Magic-User—
150 + 5d6
100 + 2d12
30 + 2d8——

Thief
75 + 3d6
100 + 5d6
80 + 5d4
22 + 3d8
40 + 2d4
20 + 2d4

For multi-classed characters use the column which develops the highest age anduse the greatest possible addition to the base age, i.e., do NOT generate theage variable by random die roll, but assign the maximum.
Humans Table:(See also THE CAMPAIGN, SOCIAL CLASS & RANK IN AD&D.)

Class
clericdruidfighterpaladinrangerSTARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS
As a general rule the greatest thrill for any neophyte player will be the firstadventure, when he or she doesn’t have any real idea of what is happening,
how powerful any encountered monster is, or what rewards will be gained fromthe adventure. This assumes survival, and you should gear your dungeon to

Age Plus Variable
18 + 1d4
18 + 1d4
15 + 1d4
17 + 1d4
20 + 1d4

Classmagic-user
illusionist
thief
assassinmonk

Age Plus Variable
24 + 2d8
30 + 1d6
18 + 1d4
20 + 1d4
21 + 1d4

Bards begin at the age of the class in which they first begin.
12

CHARACTER AGE, AGING, DISEASE, AND DEATH (AGING)

CHARACTER AGE, AGING, DISEASE, AND DEATH (DISEASE)

Once character age is established, you must keep track of it from game year togame year. (Cf. TIME IN THE CAMPAIGN.) To normal game time years must
be added any of the various unnatural causes of shortening life, i.e. aging. These
effectively add years to the character’s age. The effects of aging are given in thenext section. The maximum age of any character is likewise explained.

DISEASEAs with poisons, this system does not attempt a specific treatment of a subject
which is beyond its scope and purpose. What is done, however, is to give
general categories of disease and maladies and their game effects, as well as
the chance to contract an ailment according to the surroundings. Naturally, youwill often have no need for any random determination of a disease, as theaffliction will be specified, but even then you will find that the random
determinants for occurrence and severity might be helpful.

AGING
In order to establish the overall effects of age, it is necessary to establish a
number of standard age brackets for each race of characters. When age
category is established, modify ability scores accordingly, making each change
progressively from young adulthood, all additions and subtractions being
cumulative. The only ability which may exceed 18 due to age effects (unlessage restricts this) is wisdom. Most adjustments are in whole numbers, so that 18
strength drops to 17, even if it is from 18/00, as exceptional strength is notconsidered.

Contraction of Disease:
Each game month you may wish to check each character to determine whether
or not he or she has contracted a disease (or disorder). Check each week if
conditions are particularly favorable:
VERY HOT WEATHER OR HOT, MOIST WEATHERFILTHY, CROWDED CONDITIONS IN WARM WEATHERAge Categories:
Young
Race
Adult
dwarf
35-50
dwarf, mountain 40-60
elf, aquatic
75-150elf, drow
50-100elf, gray150-250
elf, high100-175
elf, wood
75-150gnome
50-90
half-elf
24-40
halfling
22-33
half-orc
12-15
human
14-20

Mature51-15061-175151-450
101-400
251-650
176-550
151-500
91-30041-100
34-68
16-30
21-40

Check each and every time the character is exposed to a carrier in a way
which would allow the disease to be communicated. Note that disease carriers
can be human, animal, insect, food, drink, vermin, dirt, filth, etc. As DM you
must indicate any special disease circumstances applicable.

Middle
Aged
Old
Venerable
151-250251-350
351-450
176-275276-400
401-525451-700 701-1000 1001-1200
401-600
601-800
801-1000
651-1000 1001-1500 1501-2000
551-875876-1200 1201-1600
501-800
801-1100
1101-1350
301-450451-600
601-750
101-175
176-250251-325
69-101
102-144
145-199
31-45
46-60
61-80
41-60
61-90
91-120Contraction of Parasitic Infestation:
Each game month check for each character to determine if he or she has
become infested with some form of parasite. Check each week if conditions are
particularly favorable:
FILTHY CONDITIONS AND WARM TEMPERATURE
HOT, MOIST WEATHER
Check each and every time the character is exposed to a carrier of parasites.
Carriers include humans, animals, dust, earth, manure, raw (or undercooked)
meat, swamp water, etc.

Young Adult: Subtract 1 point of wisdom, add 1 point of constitution.
Mature:Add 1 point of strength, add 1 point of wisdom.

CHECKS ARE MADE BY USING THE APPROPRIATE TABLES SHOWNHEREAFTER.

Middle Aged: Subtract 1 point (or half exceptional rating) of strength and 1
point of constitution; add 1 point of intelligence and 1 point of
wisdom.
CHANCE OF CONTRACTING DISEASE
Subtract 2 points of strength, 2 points of dexterity, and 1 pointof constitution; add 1 point of wisdom.

Old:

Venerable:

Base Chance

Subtract 1 point of strength, 1 point of dexterity, and 1 pointof constitution; add 1 point of intelligence and 1 point of wisdom.

Modifiers:
currently diseased or infested with parasites
crowding (city, encampment, shipboard)filth (city, encampment, siege)character is oldenvironment (marsh, swamp, jungle)
hot and moist climate (season or region)
character is venerable
exposure to carrier of communicable diseasecool weather or climate (high elevation, etc.)
cold weather, high mountains
shipboard after being at sea 2 weeks

It is important to remember that adjustments cannot exceed racial maximums nor
can they be used if they cause abilities to exceed stated maximums. Likewise, any
adjustments cannot lower any ability below racial or class minimums.
Unnatural Aging:
Certain creatures will cause unnatural aging, and in addition various magicalfactors can do so. The following magic causes loss of life span, aging thepractitioner as indicated. See also DISEASE for other unnatural aging causes.
(Longevity potions and possibly other magical means will offset such aging tosome extent.)
Magical Aging Causes
casting alter reality spell
casting gate spell
casting limited wish spell
casting restoration spell
casting resurrection spell
casting wish spell
imbibing a speed potion
under a haste spell

2%

+1%
+1%
+1%
+2%
+2%
+2%
+5%
+10%
–1%
–2%
–2%

Procedure: Adjust base chance of disease being contracted by applying
modifiers. When the final percent chance to contract a disease is found, roll foreach character concerned. If disease is indicated, go to the DISEASE TABLE
below to determine what sort is contracted.

3 years
5 years
1 years
2 years
3 years
3 years
1 year
1 year

CHANCE OF PARASITIC INFESTATION
Base Chance
Modifiers:
filth (garbage, manure, sewage, etc.)
improperly cooked meat
polluted water
swamp or jungle environment
cool weather or climate, desert climate
cold weather, high mountains, cool desert climate

Note: Reading one of the above spells from a scroll (or using the power froma ring or other device) does not cause unnatural aging, but placing sucha spell upon the scroll in the first place will do so!
(Cf. Death Due to Age subsection of DEATH.)

3%
+1%
+2%
+5%
+5%
–1%
–1%

Procedure: As for disease, and check PARASITIC INFESTATION TABLE.
13

CHARACTER AGE, AGING, DISEASE, AND DEATH (DISEASE)

CHARACTER AGE, AGING, DISEASE, AND DEATH (DISEASE)DISEASE (OR DISORDER) TABLE
Dice
Score
01-03
04
05
06-07
08-09
10-12
13-18
19-40
41-42
43-48
49-50
51-52
53-65
66-85
86-96
97-00

Area of Body Affectedblood/blood forming organs
bones
brain/nervous system
cardiovascular-renal
connective tissue
ears
eyes
gastro-intestinal
generative organs
jointsmucous membranes
musclesnose-throat
respiratory system
skinurinary system

Occurrence (d8)AcuteChronic
1-3
4-8
1
2-8
1-6
7-8
1-3
4-8
1
2-8
1-7
8
1-7
8
1-6
7-8
1-2
3-8
1-4
5-8
1-7
8
1-5
6-8
1-6
7-8
1-6
7-8
1-5
6-8
1-6
7-8

Severity (d8)Severe
3-5
2-3
3-5
3-4
2-3
7
6-7
6-7
4-7
7-8
7-8
6-7
7-8
6-7
6-7
6-7

Terminal
6-8
4-8
6-8
5-8
4-8
8
8
8
8
—
—
8
—
8
8
8

Ear afflictions which are terminal result in hearing loss in one ear.

PARASITIC INFESTATION TABLE
Dice
Score Parasites Infest
01-10 cardiovascular system
11-35 intestines
36-40 muscles
41-45 respiratory system
46-75 skin/hair
76-00 stomach

Mild
1-2
1
1-2
1-2
1
1-6
1-5
1-5
1-3
1-6
1-6
1-5
1-6
1-5
1-5
1-5

Mild
1-2
1-2
1
1
1-7
1-2

Eye afflictions which are terminal result in blindness in one or both eyes
(50%/50% chance for either case).

Severity (d8)SevereTerminal
3-5
6-8
3-7
8
2-3
4-8
2-4
5-8
8
—
3-7
8

Gastro-intestinal problems of chronic nature cause the loss of 1 point eachof strength and constitution per occurrence until cured, severe attacks causing
such loss permanently. Terminal cases require 1-12 weeks for fatality.
Generative organ disorders cause no particular problems except spread of
infection . . . . Terminal cases take 1-12 months.

Occurrence determines whether the disease is a single (acute) attack orwhether the disease will recur periodically once contracted (chronic). Chronic
maladies will affect the character periodically, and if they occur at the sametime as any other malady (disease, disorder, or parasitic infestation), the severityof both will be increased. Thus, if two chronic maladies are contracted, thecharacter is not likely to survive another disease attack.

Joint disorders of a chronic nature cause the loss of 1 point of dexterity, witheach severe attack causing such loss on a permanent basis.
Mucous membrane problems of chronic nature cause the loss of 1 point ofconstitution, each severe attack causing such loss permanently.

Severity refers to the seriousness of the disease, disorder, or parasitic
infestation and determines the period of disability (recovery time or length ofillness which terminates in the character’s demise) and the effects of the malady.

Muscle disorders of chronic nature cause the loss of 1 point each of strengthand dexterity, severe attacks having a 25% chance of causing such loss
permanently. Terminal cases take 1-12 months.

MILD:

Nose-throat afflictions of chronic nature have a 10% chance of causing a 1
point constitution loss each time a severe attack occurs.

SEVERE:

During the period of affliction the character is unable to performstrenuous activities and must rest. Some treatment must be
determined by the DM to allow a shortening of the period of
illness. A normal period is 1-3 weeks.

Respiratory disorders of chronic, severe nature are 10% likely to cause theloss of 1 point each of strength and constitution (check separately for each).
Terminal cases take from 1-12 months until fatality occurs.

A severe malady will lower the character’s hit points to 50% of
normal and make him or her totally disabled for 1-2 weeks, plus afurther 1-2 weeks of time during which the malady is in the mildstate as the character recovers.

Skin afflictions of severe nature are 10% likely to cause permanent loss of 1
point of charisma. Chronic, mild attacks are also 10% likely to cause such loss,
while chronic, severe attacks will be 25% likely to cause such loss. Terminalcases will take 1-12 weeks for fatality.

TERMINAL: The malady will cause death (or loss of the body part or function)in 1-12 days (longer periods are stated hereafter in the discussionof the various maladies).

Urinary system disorders of chronic, severe nature are 20% likely to cause
the loss of 1 point each of dexterity and constitution per occurrence. Terminalcases will take 1-12 weeks.

Blood et al. afflictions will cause a loss of 1 point each of strength andconstitution per week until totally cured. Thus, chronic problems here will slowly
wear the character away. Terminal cases will take 1-12 weeks.

ADJUSTMENTS TO OCCURRENCE AND SEVERITY DIE ROLLS*
constitution under 3constitution 3-5
chronic disease or disorder
severe parasitic infestation
under 25% of normal hit point total
constitution 10-12
constitution 13-15
constitution 16-17
constitution 18

Bone afflictions are much the same as blood problems, and chronic cases andterminal afflictions can be treated in the same way.
Brain et al. problems will cause a loss of 1 point each of intelligence anddexterity per occurrence until totally cured, so chronic maladies will eventually
be fatal. Terminal affliction takes only 1-12 hours for death to occur.
Cardiovascular-renal afflictions should be treated in the same manner as
blood problems, except that terminal cases last only 1-12 days.
Connective tissue diseases (such as leprosy) permanently remove 1 point
each of strength, dexterity, constitution, and charisma for each month ofaffliction — thus only an acute, mild attack will not cause such loss. Terminalcases will last until constitution is at 0, i.e. treat them as chronic, severe cases.

+2
+1
+1
+1
+1
–1
–2
–3
–4

Note: Die score of 0 or less on either roll indicates the character does notcontract the disease.
*Not to be used for parasitic infestation determination.
14

CHARACTER AGE, AGING, DISEASE & DEATH (DEATH)

CHARACTER RACES
be suffering from the cause of death unless a curative is used. Even then, thecharacter will have to spend time recovering as if from a severe illness. Ability
losses which have been permanently sustained will not be corrected by acurative of any sort, including a cure disease spell. Magical corrections(wishes, alter reality spells, and magical devices) will certainly correct these
deficiencies.

DEATH
The character faces death in many forms. The most common, death due tocombat, is no great matter in most cases, for the character can often bebrought back by means of a clerical spell or an alter reality or wish. Of course,
recovery of damage sustained might be a problem, but that is notinsurmountable.
Death Due To Age:

CHARACTER ABILITIESThis is a serious matter, for unless the lifespan can otherwise be prolonged, thecharacter brought back from such death faces the prospect of soon dying
again. Beyond the maximum age determined for the character in question, no
form of magic which does not prolong life span will work. (Thus, somecharacters may become liches . . . .) Of course, multiple potions of longevity,
wishes, and possibly magical devices will allow a greatly extended life span,but once a character dies due to old (venerable) age, then it is all over. If you
make this clear, many participants will see the continuity of the family line as
the way to achieve a sort of immortality.

EXPLANATION OF ABILITIESStrength: The strength characteristic of a human or humanoid of any type,and of player-characters in particular, is more than a simple evaluation of themusculature of the body. Strength is a composite rating of physical power,
endurance, and stamina. A rating of 3, for example, indicates that thecreature in question has little of each of the three categories, a score of 10 orthereabouts shows that the creature has the norm for a human adult male(based on an assumed medieval standard where the typical individual was in“good shape” due to the necessity of hard labor), while a score of 18 meansthat the creature has a composite rating far above average in all respects. By
way of comparison, kobolds will have an average strength rating of 9, goblins
10, orcs 12, hobgoblins 15, gnolls 16, bugbears 17, ogres 18, and trolls astrength rating of 18+. Gnomes have an average strength rating of 10,
dwarves 14, elves 12, halflings 8, and giants 19 and up.

Determination Of Maximum Age:
Unless the character dies of some other cause, he or she will live to old age.
Use the following table to find the exact age at which a character will die of“natural” causes:

Exceptional Strength: Assume further that a strength of 18 indicates thatthe creature can lift weight equal to its own body weight, or 180 pounds,
whichever is the greater, above its head. This rating is modified by a restrictionthat no creature of human/humanoid nature can lift more than twice its own
body weight above its head. A human with an 18 strength and an additional
percentile dice roll is able to lift 1 additional pound for every percentage point
up to and including 50%, 4 pounds for every percentage point from 51% to90%, and 8 pounds for each percentage point from 91% to 00%

MAXIMUM CHARACTER AGE TABLE
Dice
Score
01-10
11-25
26-60
61-90
91-00

Character Age Category
old, lowest age
old, highest age
venerable, lowest age
venerable, highest age
venerable, highest age

Variable*
+d8
–d4
+d6
–d10**+d20***

Intelligence: The intelligence rating roughly corresponds to our modern “IQ”
scores. However, it assumes mnemonic, reasoning, and learning ability skills in
additional areas outside the written word.

* Use the die to determine the addition or subtraction according to the span ofyears in the category:
UNDER 100
100 to 250
OVER 250

1 year intervals
10 year intervals (±d10**)20 year intervals (±d20***)Wisdom: For game purposes wisdom ability subsumes the categories of
willpower, judgment, wile, enlightenment, and intuitiveness. An example of theuse of wisdom can be given by noting that while the intelligent character willknow that smoking is harmful to him, he may well lack the wisdom to stop (thiswriter may well fall into this category).

** Treat a roll of 0 as naught rather than as 10, so in effect a random number
between 0 and 9 is being generated.

Dexterity: The dexterity rating includes the following physical characteristics:
hand-eye coordination, agility, reflex speed, precision, balance, and actual
speed of movement in running. It would not be unreasonable to claim that aperson with a low dexterity might well be quite agile, but have low reflex
speed, poor precision, bad balance, and be slow of foot (but slippery in thegrasp).

*** Treat a die result of 20 as naught, so numbers between 0 and 19 are being
generated.
Examples Of Maximum Age Determination:
The dice rolled indicate the dwarf character will live to old age, lowest figure,+d8. As the span considered is 100 years, d8 stands for decades, so thecharacter will live for 251 years +10 to 80 years +0 to 9 years.

Constitution: This character ability rating is a general heading under whichfalls the character’s physique, health, resistance, and fitness. An individual who
catches cold if exposed to a slight draft has a constitution of 5 or less in allprobability. Rasputin had an 18 constitution!

The same dwarf considered above is to live to old age, highest figure, –4. The
variable is –10 to –40 years, –0 to 9 years.

Charisma: Many persons have the sad misconception that charisma is merely
physical attractiveness. This error is obvious to any person who considers the
subject with perceptiveness. Charisma is a combination of physical appearance,
persuasiveness, and personal magnetism. True charisma becomes evident when
one considers such historic examples of Julius Caesar, Napoleon Bonaparte,and Adolf Hitler. Obviously, these individuals did not have an 18 score on
physical beauty, so it is quite possible to assume that scores over 18 are
possible, for any one of the named historical personalities would have had ahigher charisma score — there can be no question that these individuals were18’s — if they would have had great attractiveness as well as commanding
personal magnetism and superb persuasiveness.

The dice rolled for a half-orc character indicate that he will live to venerable age,highest figure, +d20. As the span considered is under 100 years, the character
will live for 80 years +0 to 19 years, or 80 to 99 years, as a result of 20 equals
0 years added to maximum venerable age shown for the character race.
The dice show that a high elf character will live to venerable age, lowest
figure, +d6. As the span of years for this character race is 400 years, thecharacter will live to be 1201 +20 to 120 years, +0 to 19 years, or to anage of 1221 to 1340 years. Assume that the d6 shows 4, so 80 years areadded (4 × 20 = 80) to bring life span to 1281 (1201 + 80), and then d20
is rolled and a 0 comes up, so total life span is 1281 years (1201 + 80 + 0= 1281).

CHARACTER RACES

Death Due To Disease (Or Disorder) Or Parasitic Infestation:
PLAYER CHARACTER RACIAL TENDENCIES
Any character brought back from such a state will suffer the ravages of thedisease or infestation — permanent losses in abilities, for example, until
magically countered. Furthermore, such a character will be 90% likely to still

As a general rule, the player will develop the personality and othercharacteristics of his or her personae in the campaign, and little or no DM
15

CHARACTER RACESCHARACTER CLASSES (FOLLOWERS)

interference is necessary in this regard. To find the general height and weightof a PC use the tables given for development of NPCs. Alignment mustcertainly affect, if not dictate, much of the actual behavior of each PC, and so
it will affect characteristics as well. In this regard it is important for you to seethat the particular characteristics of each persona meet with the overallcharacter and alignment of the individual adventurer concerned. Racialcharacteristics can also be a factor. Consider the following guidelines.

and, when the time actually comes and they have reached the level and done
the right things, you will be able to quickly inform each and every one
concerned of what fate has decreed by way of followers:

Dwarves tend to be dour and taciturn. They are given to hard work andcare little for most humor. They are strong and brave, but they also enjoy
beer, ale, mead, and even stronger drink. Their chief love, however, isprecious metal, particularly gold. They also enjoy gems, of course,
particularly those of opaque nature (except pearls which they do not like)and diamonds. They like the earth and dislike the sea. Considering that theirwomen tend to be bearded too, it is not surprising that some dwarves are
somewhat forward in their behavior towards females not so adorned. If
dwarves are a trifle suspicious and avaricious, they generally make up forsuch faults by their courage and tenacity.

2-8
3-12
5-30
5-20
5-30
5-30
10-60

Elves are often considered flighty or frivolous, and this is the case when
they do not believe a matter to be of import. They concern themselves with
the natural beauty around them, dancing and frolicking, playing andsinging unless necessity dictates otherwise. Because elves love nature, they
are not fond of ships or mines, but of growing things and the lands under
the sky. They do not make friends easily, but friend or enemy is neverforgotten. Their humor is clever, as are their songs and poetry. Elves arebrave but never foolhardy. They feast, but eat sparingly, drink mead andwine, but seldom become drunk from excesses. While they find well-wrought
jewelry a pleasure to behold, they are not overly interested in money orgain. Magic fascinates elves, however, and if they have a weakness it lies inthis desire. If elves tend towards haughtiness and arrogance at times, they
are not inclined to regard their friends and associates as anything otherthan equals.

Fighters:

Clerics:
Roll for each category (all are 0 level men-at-arms).
heavy cavalry, plate mail & shield; lance, broad sword, and mace
medium cavalry, chain mail & shield; lance, ﬂail and short sword
light cavalry, studded leather & shield; light crossbow and pickheavy infantry, splint mail; battle axe and long sword
heavy infantry, chain mail; pole arm* and hand axe
heavy infantry, ring mail; heavy crossbow and short sword
light infantry, padded armor & shield; spear and club

* Select type or types randomly or assign whichever you desire.

Roll once for leader type, once for troops/followers (all are 0 level men-at-arms).
Leader
01-40 5th level, plate mail & shield; +2 magic battle axe
41-75 6th level, plate mail & +1 shield; +1 magic spear and +1 dagger
76-95 6th level, +1 plate mail & shield; arms as above: lieutenant 3rd level,
splint mail & shield; crossbow of distance
96-00 7th level, +1 plate mail & +1 shield; +2 magic sword (nospecial abilities); rides a heavy warhorse with horseshoes of speed
Troops/Followers
01-50 company of 20 light cavalry, ring mail & shield; 3 javelins, long sword,
hand axe; and company of 100 heavy infantry, scale mail; pole arm*and club
51-75
company of 80 heavy infantry — 20 with splint mail, 60 with leather
armor; 20 with morning star and hand axe, 60 with pike and shortsword
76-90 company of 60 crossbowmen, chain mail; 40 with heavy crossbow andshort sword, 20 with light crossbow and military fork
91-00 company of 60 cavalry — 10 with banded mail and shield, 20 withscale mail and shield, 30 with studded leather and shield; 10 with lance,
bastard sword, and mace, 20 with lance, long sword and mace, 30 withlance and ﬂail

Gnomes are most lively and full of humor — often on the black side orpractical jokes. They enjoy eating and can drink as much as dwarves do.
They are sly and furtive with those they do not know or trust, and evensomewhat reserved with most bigger folk such as elves or humans. Gnomes
love all sorts of precious stones, and they are masters of gem polishing andcutting. In most other respects they are not unlike dwarves, but they enjoy
the open world of growing things almost as much as their mines andburrows.
Half-Elves are usually much like their elven parent in characteristics,
although to somewhat lesser extent than a pure elf.

* Select type or types randomly or assign whichever you desire.
Halflings are quite similar to gnomes, although they eat more and drink
less. They also are prone to favor natural beauty and the outdoors morethan they do their burrows. They are not forward, but they are observant
and conversational if in friendly company. Because they are more open andoutgoing than either dwarves or elves, they get along with most other races
far better than the former two do. Halflings see wealth as a means ofgaining comforts only, for they love creature comforts. If they are not overly
brave or ambitious, they are generally honest and hard-working when thereis need. Halflings love stories and good jokes and are perhaps a trifle
baring at times.

Rangers:
Roll 2d12 to find the number of followers (or creatures attracted to service).
When the number is generated, adjust the following percentile dice rolls as
follows:
2d12 Result
2
3
4
5-6
7-9
10-12
13-16
17-20
21-24

Half-Orcs are boors. They are rude, crude, crass, and generally
obnoxious. Because most are cowardly they tend to be bullies and cruel tothe weak, but they will quickly knuckle under to the stronger. This does notmean that all half-orcs are horrid, only most of them. It neither means thatthey are necessarily stupid nor incapable. They will always seek to gain theupper hand and dominate those around them so as to be able to exercise
their natural tendencies; half-orcs are greedy too. They can, of course, favor
their human parent more than their orcish one.

Modify d% As Follows
add +25% to each roll
add +15% to each roll
add +10% to the ﬁrst roll
add +5% to the ﬁrst rollno adjustment
deduct –5% from each rolldeduct –10% from each rolldeduct –20% from each rolldeduct –30% from each rollIf any addition or subtraction falls within a category no longer permissible, or if
a subtraction results in a score under 01, roll again.

CHARACTER CLASSES

When the number of rolls the ranger player character is entitled to is
discovered, and the adjustment necessary noted, determine the followers/
creatures using the tables below. All scores over 70 are special, and the ranger
is able to attract one follower/creature group only from each category, as
noted.

FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS
Your players know that upon reaching certain levels and doing certain things(such as building a stronghold) they will be entitled to attract a body offollowers. These followers might be fanatically loyal servants of the same deity(or deities) in the case of clerics, stalwart admirers of fighters, or whatever. Your
players will eventually turn to you for information on who or what they gain —Add all creatures of any sort to find total followers, demi-humans included.
16

CHARACTER CLASSES (FOLLOWERS)
Dice
Score
01-50
51-70
71-80
81-90
91-95
96-00

CHARACTER CLASSES (FOLLOWERS)
Thieves:Resultsee HUMANS, TABLE I
see DEMI-HUMANS, TABLE II
see ANIMALS, TABLE III
see MOUNTS, TABLE IV
see CREATURES, TABLE V
see SPECIAL CREATURES, TABLE VI

Roll 4d6 to determine the number of lesser thieves which the character will
attract. Determine race and level of each thereafter, modifying the d% roll forlevel as follows:
4d6 Result
4
5-6
7-9
10-15
16-20
21-24

HUMANS, TABLE I
Dice
Score
01-15
16-40
41-85
86-95
96-00

Character Class
clericdruid
ﬁghterrangermagic-user

Level
Range
1-4
2-5
1-6
1-3
1-3

RACE OF THIEF
Dice
Score
01-10
11-20
21-25
26-30

DEMI-HUMANS, TABLE II
Dice
Score
01-15
16-20
21-40
41-45
46-50
51-60
61-65
66-75
76-80
81-85
86-95
96-00

Character Race & ClassDWARF ﬁghter
DWARF ﬁghter/thief
ELF ﬁghter
ELF ﬁghter/magic-user
ELF ﬁghter/magic-user/thief
GNOME ﬁghter
GNOME ﬁghter/illusionist
HALF-ELF cleric/ranger
HALF-ELF cleric/ﬁghter/magic-user
HALF-ELF ﬁghter/thief
HALFLING ﬁghter
HALFLING ﬁghter/thief

Level
Range
1-4
1
2-5
1
1
1-3
1
1
1
1
1-3
1

Level Modiﬁer Percent
add +20% to each roll
add +15% to each roll
add +5% to each rollno adjustment
subtract –5% from each rollsubtract +10% from each roll

Number
2
1
2
1
1
3
1
1
1
1
3
1

Race
dwarven*elven*
gnomish*half-elven*

Dice
Score
31-35
36-55
56-00

Race
halﬂing*
half-orcish*
human

Dice
Score
81-90
91-95
96-00

Level
5
6
7

LEVEL OF THIEF
Dice
Score
01-20
21-45
46-65
66-80

Level
1*
2
3
4

* 1st level non-human (or part human) thieves have a 25% chance of being
multi-classed. Use the table below if multi-class is indicated.

Note: Followers with the professed class of thief are always neutral good.

MULTI-CLASS THIEF FOLLOWER TABLEANIMALS, TABLE III (One Roll Only On This Table)

Race
dwarf
elf
gnome
half-elf
halﬂing
half-orc

Dice
Score
01-20
21-55
56-65
66-80
81-00

Animalbear, blackbear, brown
blink dog
lynx, giant
owl, giant

Number1
1
2
2
2

Other Profession (Roll d6 As Indicated)
ﬁghterﬁghter (1-3), magic-user (4-5), ﬁghter/magic-user (6)ﬁghter (1-5), illusionist (6)same as elf above
ﬁghtercleric (1-3), ﬁghter (4-6)

Assassins:
MOUNTS, TABLE IV (One Roll Only On This Table)
Dice
Score
01-35
36-75
76-00

Mount
centaurhippogriff
pegasusUpon attaining Guildmaster/Guildmistress status, roll 7d4 to determine thenumber of lower level assassins in the local guild. You may adjust this result
according to the population of the area if you deem it necessary. After
determining this number, find the race and level (below) and then find which
will stay (75% will desert the guild, as noted in the PLAYERS HANDBOOK).
All new assassins coming to fill the ranks will be 1st level, but race must be
determined on the RACE OF ASSASSIN TABLE.

Number
1-3
1
1

CREATURES, TABLE V (One Roll Only On This Table)
Dice
Score
01-50
51-75
76-80
81-90
91-00

RACE OF ASSASSIN TABLE
Creature
browniepixie
pseudo-dragon
satyr
sprite

Dice
Score
01-05
06-10
11-15

Number
1-2
1-4
1
1
2-4

Race
dwarven*elven*
gnomish*

Dice
Score
16-25
51-00

Race
half-elven*
human

Dice
Score
66-75
76-85
86-95
96-00

Level
5
6
7
8

LEVEL OF ASSASSIN
SPECIAL CREATURES, TABLE VI (One Roll Only On This Table)
Dice
Score
01-05
06-10
11-30
31-75
76-00

Special Creaturecopper dragon*
giant, storm
treantwerebear
weretiger

Dice
Score
01-15
16-30
31-45
46-65

Number
1
1
2-5
1-2
1-2

Level
1*
2*
3
4

* 1st and 2nd level non-human (or part human) assassins have a 25%
chance of being multi-classed. Use the table below if multi-class isindicated.

* Roll d4 + 1 to determine the age category of the dragon. It will, of course,
possess no treasure.
17

CHARACTER CLASSES (FOLLOWERS)

CHARACTER CLASSES (SPYING)
defenses and numbers of troops or preparations for some activity. Simple
missions require only the observations of the spy acting in a non-critical role,i.e. just being around as one of many individuals in the place.

MULTI-CLASSED ASSASSIN TABLE
Race
dwarf
elf
gnome
half-elf
half-orc

Other Profession (Roll d6 As Indicated)
no other class permitted
no other class permitted
ﬁghter (1-4), illusionist (5-6)
no other class permitted
ﬁghter (1-2), cleric (3-6)

DIFFICULT: Missions of this category require the spy to gain some secret
information such as plans, documents, maps, etc. Difficult missions require the
spy to gain access to something or gain the confidence of someone, and so the
spy must actively pursue his or her role in an outstanding manner.

Grandfather/Grandmother of Assassins: The leader of all assassins (a nominal
title at times . . . ) will always have 28 followers of 2nd through 8th level asfollows:

EXTRAORDINARY: Missions of long, complex, and hazardous nature which
require insinuation of the spy into an organization or operation and the relay ofdetailed information on a continuing basis from the spy. Extraordinary missions
require long-term association of the spy with the spied-upon and the continuingacquisition of general and specific information of highly detailed and secret nature.

1 8th level, 2 7th level, 3 6th level, 4 5th level, 5 4th level, 6 3rd level,and 7 2nd level (= 28).

In simple missions there is little risk of discovery, while risks become more
likely in difficult missions, and very great in extraordinary missions. Where aplayer character is involved, spying missions are a matter of interaction
according to the dictates of the player involved, through the DM, according
to the situation as known by him or her and the reactions of the spied-upon.
In the case of a non-player character undertaking a spying mission, a
success table is used.

In addition, there will be from 4-16 1st level followers. Dice for race using thetable above. It is recommended that you develop henchmen for theGrandfather/Grandmother after discovering the abilities of his or her followers.
Mercenary fighters and men-at-arms should suit the circumstances, but ingeneral they should be very well armed and equipped and include cavalry,infantry, and missile-armed troops as well. Naturally, should a NPC
Grandfather/Grandmother of Assassins be displaced by a player character,followers will be 75% likely to leave, as usual, but the new leader will eventuallyattract a following of up to 44 (28 + 4-16) assassins, the newcomers being
found as if they were attracted to a new Guildmaster of Assassins, i.e. 1st level
newcomers.

ASSASSIN SPYING TABLE
Level Of The
Assassin/Spy
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th

Unless the followers are a body, they will not come at the same time. After theconditions for obtaining such a following have been met, generate a random
number from 1 to 30 (d10 using d6 to determine 10’s, 1-2 = no addition, 3-4 =add 10, 5-6 = add 20 to the score of the d10). The result is the day after
completion of the requirements on which the first follower(s) will appear — insome cases, all of those coming. Thereafter, additional followers due thecharacter will arrive at intervals of 1-8 days until all have arrived. If there is no
one available to receive them they will wait from 1-4 days and then departforever. In the latter case the character has lost that follower forever. It ispermissible to allow some henchman or servant to care for followers if thecharacter designates such duty.
The Paladin’s Warhorse:
When the paladin reaches 4th or higher level, he or she will eventually call fora warhorse (as detailed in the PLAYERS HANDBOOK). It will magicallyappear, but not in actual physical form. The paladin will magically “see” his or
her faithful destrier in whatever locale it is currently in, and if is thereafter up to
the paladin to journey to the place and gain the steed. As a rule of thumb, thisjourney will not be beyond 7 days ride, and gaining the mount will not be an
impossible task. The creature might be wild and necessitate capturing, or it
might be guarded by an evil fighter of the same level as the paladin, and thelatter will then have to overcome the former in mortal combat in order to win
the warhorse. In short, the gaining of the destrier is a task of some smalldifficulty which will take a number of days, possibly 2 or more weeks, and willcertainly test the mettle of the paladin. Once captured or won, the warhorseknows its role and relationship to the paladin, and it will faithfully serve
thereafter for 10 years. Thereafter, the paladin must seek another mount, as theformer one will be too old to be useful.

Chance of Success According To Category
SimpleDifﬁcult
Extraordinary
50%
30%
10%
55%
35%
15%
60%
35%
15%
65%
40%
20%
70%
45%
25%
75%
50%
25%
80%
55%
30%
85%
60%
35%
85%
60%
40%
90%
65%
45%
90%
65%
50%
95%
65%
50%
95%
70%
50%
95%
70%
50%
95%
75%
50%
95%
75%
55%
95%
75%
60%

Time Required To Accomplish Mission:
The length of time necessary to travel to the region in which the spying activity
is to take place must be determined by the referee according to circumstances.
Once in the necessary locale, the spy will then take a variable period of time toaccomplish the mission (or fail), according to the degree of difficulty of the task:
SIMPLE: 1 to 8 days
DIFFICULT: 5 to 40 days
EXTRAORDINARY: As required

The intelligence of a paladin’s warhorse is 5-7 points. The number of hit points
per hit die of the steed will never be fewer than 50% of the level of the paladin,i.e., a 4th level paladin means the warhorse he or she gains will have at least 2
hit points per hit die, excluding the additional bonus of +5, while a 16th level
paladin’s special steed will have maximum hit points (8) per die, of 5 × 8 = 40
+ 5 (additional hit points) = 45 total hit points for 5 + 5 hit dice.

Extraordinary missions must be determined by the circumstances of the case.
For example, a spy sent to become a member of a secret society might take amonth to discover the recruiting requirements of the society, and then spend one
or more months making himself or herself eligible for recruitment, and thenbecome insinuated in the group. Thereafter, he or she would gain simple ordifficult information according to the time requirements shown, and special
information could be gained only as the individual gained more and morestatus within the organization through continued membership and seemingly
outstanding contribution.

If the character loses paladinhood for any reason, there will be an immutableenmity between character and mount, and the former will not be able to ride
the latter, while the steed will escape at first opportunity.

Chance Of Discovery:
SPYING
There always exists a chance of discovery, no matter how simple the mission.
The base chance to be discovered is a cumulative 1% per day of time spent
spying, subject to a maximum of 10%, minus the level of the spy. Even if thelatter brings chance of discovery to a negative percentage, there is always a 1%chance. Modifiers are dependent upon the precautions against spying taken by
the spied upon.

In general most spies will be hired assassins, although it is likely that someregular spies will be employed by player characters from time to time. Most
spying missions will fall into the following categories:
SIMPLE: Missions which require information regarding the general state of18

CHARACTER CLASSES (SPYING)

CHARACTER CLASSES (THIEF ABILITIES)No Precautions = 1% chance per week
Minimal Precautions = modified % (1% to 10%) chance per week
Moderate Precautions = modified % chance twice per week
Strong Precautions = double modified % chance twice per week

Picking Pockets: Failure allows additional attempts. The victim might notice
and allow the thief to operate anyway in order to track him or her back to theplace he or she uses as a headquarters. Up to two attempts at picking a pocket
can be made during a round.

Minimal precautions represent occasional checks on individuals and theiractivities and some watch on important information. Moderate precautions are
simply more frequently carried out minimal precautions and more careful
questioning of anyone behaving in a suspicious manner. Strong precautions
include many security checks on individuals and information, as well as
counterspies operating to discover any such activity.

Opening Locks: The act of picking the lock to be opened can take from 1-10
rounds, depending on the complexity of the lock. As a rule, most locks will takebut 1-4 rounds of time to pick.
Finding And Removing Traps: Use the time requirements for opening
locks. Time counts for each function. Small or large traps can be found, but notmagical or magically hidden traps.

If a spy actually becomes a leader in a group, the chance for being detected
then drops to that of the category of NO PRECAUTIONS, as the individual isregarded as being “above suspicion”, i.e. only certain jealous or ferret-like
operatives will still check on the individual.

Moving Silently: Silent movement is the same as normal exploratory
movement, i.e. 12’ per round as the thief creeps up (croodles) upon the area or
victim or whatever. Do NOT inform the thief that his or her dice score indicateda lack of success at this attempted stealth, if that is the case. He or she thinks
the movement is silent, and the monster or other victim will inform the characterof his or her misapprehension soon enough.

Chance of discovery will increase tenfold if a spy is caught and another spy is
still attempting to operate during a period of 20 to 50 days thereafter.
To find if a spy is discovered, roll percentile dice according to the time period
stated. If the mission takes only a fraction of the time stated, roll a third
percentile die for tenths of percent. Thus 1% per week equals .14% chance perday, so a roll of 99.9% indicates discovery on a 1 day mission. If a spy is
discovered, go to the SPY FAILURE TABLE below.

Hide In Shadows: As is plainly stated in PLAYERS HANDBOOK, this is
NEVER possible under direct (or even indirect) observation. If the thief insists ontrying, allow the attempt and throw dice, but don’t bother to read them, as thefool is as obvious as a coal pile in a ballroom. Likewise, if a hidden thief
attempts movement while under observation, the proverbial jig is up for him or
her. Naturally, a creature closely pressed in melee is not likely to bother withlooking for some thief not directly in the line of sight, but if vision would
normally extend to the thief’s area of activity, then observation rules apply.
Unobserved attempts to hide in shadows must likewise stand the hazard of thedice roll. A score greater than the required number shows that the character’sability is not on a par with his or her intent, and although he or she THINKS
hiding has been successful, the creature looking in that direction will note a
suspicious outline, form, or whatever. Note also that a thief hiding in shadows is
still subject to detection just as if he or she was invisible (see INVISIBILITY,
DETECTION OF INVISIBILITY table).

Spy Failure:
If, after spending the requisite time, the spy rolls and is not successful, various
possibilities exist. The results are determined on the table below. Note that thistable is also used for spy discovery, with appropriate modifiers.
SPY FAILURE TABLE
Dice
Score
01-35
36-60
61-80
81-95
96-00

ResultFurther attempts to gain success are possible, but time to accomplish
the mission must again be determined
Any further spying attempts will be 90% likely to result in failure,
discovery, and imprisonment
Spy caught is in suspicious act, imprisoned, and nothing further isheard*
Spy is caught with positive proof of spying activity, and is tortured (1-2dead, 3-4 revealed everything, 5-6 turncoat)*
Spy is killed or turns coat if counterspies are present

Hearing Noise: This is pretty straightforward. The thief, just as any othercharacter, must take off helmet or other obstructing headgear in order to press
his or her ear to the door surface in order to hear beyond.
Climbing Walls: This is probably the most abused thief function althoughhiding in shadows vies for the distinction. The ability to climb walls issomething which is acquired through training and practice, just as are mostof the other functions of the thief. The rate at which vertical or horizontal
movement is possible depends upon the texture and other conditions of thesurface.

* If counter spies are employed they will give the spy false information andfollow him or her to find where he or she came from and who sent him or her
to spy in the first place.

WALL CLIMBING TABLE, FEET PER ROUND OF CLIMBING
Condition Of Surface*
Wall Surface Is
Non-Slippery Slightly Slippery Slippery
Best Described As:
6’3’0’
very smooth — few cracks
smooth but cracked —somewhat rough
12’
6’
3’
fairly rough and somecracks — very rough
18’
9’
6’
rough and with ledges or
many projections
24’
12’
9’

Modifiers:
Difficult Mission = +10% on FAILURE dice score
Extraordinary Mission = –5% on FAILURE dice score
Discovered = +25% on FAILURE dice score
Fanatical Spies:
Spies who are absolutely dedicated to their master or a cause cannot be
assassins normally hired to spy, but such can exist. These spies will never
become double agents. On any dice total over 60 they simply kill themselves.

* SLIGHTLY SLIPPERY surfaces DOUBLE chances of slipping and falling. SLIPPERY
surfaces make chances of slipping and falling TEN TIMES more likely. Thus, aslippery surface cannot be attempted successfully by any thief under 6th level,
and even a 10th level thief has a 10% chance per round of slipping andfalling.

(Cf. EXPERT HIRELINGS for the cost of non-player character spies.)
THIEF ABILITIES

Roll of the dice for any thief function must be kept absolutely secret, so the thief(or similar character) does not know the results!

Be certain to check each round of vertical or horizontal movement for chance ofslipping and falling. Surfaces which are inclined inwards move towards greater
degrees of difficulty — a non-slippery one being treated as slightly slippery,
and a slippery one being virtually unclimbable. Surfaces inclined away fromthe perpendicular on an outward angle may be treated as either a bettersurface condition or rougher texture, if the degree of incline is sufficient to makeclimbing easier.

Back Stabbing: Opponents aware of the thief will be able to negate theattack form. Certain creatures (otyughs, slimes, molds, etc.) either negate
surprise or have no definable “back”, thus negating this ability.

Most dungeon walls will fall into the fairly rough to rough category. Some will
be non-slippery, but most will be slightly slippery due to dampness and slime
growth.

The following additional explanations of thief abilities will help you to prevent
abuse of these activities by thieves, and other characters able to use theseabilities in whole or in part, in your campaign.

19

CHARACTER CLASSES (SETTING TRAPS/POISON)

CHARACTER CLASSES (POISON)

Read Languages: This ability assumes that the language is, in fact, one
which the thief has encountered sometime in the past. Ancient and strange
languages (those you, as DM, have previously designated as such) are always
totally unreadable. Even if able to read a language, the thief should be allowed
only to get about that percentage of the meaning of what is written as his or
her percentage ability to read the tongue in the first place. The rest they will
have to guess at. Languages which are relatively close to those known by thethief will not incur such a penalty.

It is not the place of this work to actually serve as a manual for poisons andpoisoning. Not only is such a subject distasteful, but it would not properly meshwith the standard poison system used herein. Therefore, the assassin must spend
5-8 weeks to learn each of the following poison skills:— proper use of all poisons effective in the blood stream only
— proper use of poisons effective through ingestion only
— proper use of contact poisons and poisons effective when in the bloodstream or ingested— the manufacture of poisons and their antidotes

THIEVES AND ASSASSINS SETTING TRAPS
Simple mechanical traps can be set by thieves or assassins. The chance to do so
successfully is equal to that of the chance shown for detecting such traps, but inthis case the assassin operates at an ability level equal to two levels above hisor her own and exactly as if he or she were a thief, e.g. a 5th level assassin
has the same chance of setting a trap as a 7th level thief does.

Thus, after 20-32 weeks of study, the assassin will have complete knowledge of
90% of all poisons known. He or she can then use poisons at full normal effectand have the following options as well:— choose to assassinate by an instantaneous poison— elect to use a slow acting poison which will not begin to affect the victim for
1-4 hours after ingestion— elect to use a poison which gradually builds up after repeated doses andkills 1-10 days after the final dose

Simple traps are those which involve mechanical components which thecharacter setting them has normal access to, such as arrow traps, trip wires,and spring-propelled missiles. Special devices such as poisoned needles,
scything blades, and any similar traps with special mechanical components will
also require the efforts of one or more specialists — those required to
manufacture the component parts.

The assassin must compound the poison, of course. The DM will have to
adjudicate this manufacture as he or she deems best. To simulate suchmanufacture, it is suggested that a week of time and a relatively small outlay(200-1,200 g.p. for materials, bribes, etc.) suffice for any poison. Instantaneousand very slow, undetectable poisons should be more time-consuming and costly,
but not greatly so.

Whenever a thief or assassin character desires to set a trap, require him or her tofurnish you a simple drawing to illustrate how the trap will function. If the chance
to successfully set the trap results in failure, there is a chance of causing injury to
the trap setter, just as if he or she had set such a trap off. This chance is rolled forseparately and is the obverse of the chance for successful setting of a trap. The
drawing of the trap will modify the chances for injury in cases where failure
results. Modification can be upwards or downwards according to the complexityand danger of the trap. Note that even with a prepared mechanism for a poison
needle, for example, the trap must be set, and failure can result. Gloves orprotective handwear cannot be worn when setting such traps.

This does not guarantee the assassin success, naturally, for he or she must still
manage the poisoning and then escape. However, it will give a far betterchance and also provide leverage with regard to a slow poison by knowing theantidote. Note that the assassin can stop his or her study at any point, knowing
only the knowledge gained in the completed course of study. Also during any
course of study, the assassin may not engage in any other activity, or he or she
must begin studying again from the beginning of the course. This means thatduring from 5-8 game weeks the assassin character will be out of play.

Finally, failure on the first attempt to set a trap does not mean that the thief orassassin can never set the trap. Unlike other similar thief functions, repeatedattempts are permissible.

One type of poison which assassins can learn to compound is blade venom.
Blade venom (always an insinuative poison; see Poison Types) evaporates
quickly. For the first day after its application it does full damage, the second
day half, and by the third day none. It is likewise removed by use: on the first
hit it will do full damage, on the second hit half damage, and by the third it will
be gone. Partially evaporated or used death poisons allow the victim a +4 on
his or her saving throw.

ASSASSINATION EXPERIENCE POINTSAn assassin receives 100 x.p./level of the character assassinated minus or plus
50 x.p. for every level the assassin is greater or lesser than his or her victim.
This is modified by multipliers for the degree of difficulty of the mission —simple (×½), difficult (×1), or extraordinary (×1½). The explanations for difficulty
given under SPYING should be used as guidelines here. The experience given
above is added to the regular experience earned for killing the victim, as if heor she were a monster. Experience is also given for the fee the assassin is paid.

Poison Types:
The poison of monsters, regardless of its pluses or minuses to the victim’s saving
throw, is an all-or-nothing affair. That is, either they do no damage, or they kill
the victim within a minute or so. Poison potions generally do the same, although
you may optionally elect to have any given one be slow-acting, so that thevictim will notice nothing for 1-10 hours after quaffing it. Monster poisons are
all effective by either ingestion or insinuation into the body and blood stream ofthe victim. Poison potions must be ingested. If you allow poison use bycharacters in your campaign, users can purchase ingestive or insinuative
poisons only, having to obtain dual-use poisons from monsters.

Therefore, if an 8th level assassin snuck up on and surprised a 10th level
magic-user in the dungeon and successfully assassinated him, the assassin
would receive 1,000 x.p. plus another 100 x.p. since the magic-user was 2
levels higher than he. However, since it was a simple mission, the total 1100 x.p.
would be multiplied by ½, giving 550 points. This is added to the 2400 x.p.
normally received for killing this magic-user, making a final total of 2950 x.p.
earned, exclusive of fees.

Purchased poisons are classified and priced as follows:

ASSASSINS’ USE OF POISON
Assassins use poison just as any other character does, according to the dictatesof the DM. That is, they use the normal tables for poison types (q.v.). When anassassin reaches 9th level (assassin), he or she may opt to make a study of
poisons. This decision should come from the player in the case of a player
character, i.e. do not suggest it or even intimate that such a study can beundertaken. The study will require many weeks and cost from 2,000 to 8,000
g.p. per week. The assassin must find a mentor — an assassin who has alreadymade such a study and actually has put the techniques into practice. In mostcases this will be a non-player character assassin of 12th or higher level, whowill charge the variable amount. The cost reflects both time and the poisons
used in the training. If a player character is involved, he or she must actually
have a wide variety of animal, vegetable, and mineral poisons on hand for the
training; but he or she can also set the fee as he or she sees fit.

Damage If
Save

Damage If No
Save

2-8 rounds
2-5 rounds
1-2 rounds
1 segment
1-4 turns

10 h.p.
15 h.p.
20 h.p.
25 h.p.
30 h.p.

20 h.p.
30 h.p.
40 h.p.
death
death

2-5 rounds
1-3 rounds
1 round
1 segment

0 h.p.
0 h.p.
0 h.p.
0 h.p.

15 h.p.
25 h.p.
35 h.p.
death

PoisonIngestive
A*
B**
C***
D****
E

Cost/Dose

Onset Time

5 g.p.
30 g.p.
200 g.p.
500 g.p.
1,000 g.p.

Insinuative
A*
B**
C***
D****

10 g.p.
75 g.p.
600 g.p.
1,500 g.p.

* Saving throw at +4, chance of tasting/smelling/seeing poison 80%.
** Saving throw at +3, chance of tasting/smelling/seeing poison 65%.
20

CHARACTER CLASSES (MONSTER AS PLAYER CHARACTER)

CHARACTER CLASSES (MONSTER AS PLAYER CHARACTER)*** Saving throw at +2, chance of tasting/smelling/seeing poison 40%.

fable and fiction can be incorporated or used as reference for the campaign,
the magnitude of the effort required is reduced by several degrees. Even actual
sciences can be used — geography, chemistry, physics, and so forth. Alien
viewpoints can be found, of course, but not in quantity (and often not in much
quality either). Those works which do not feature mankind in a central role areuncommon. Those which do not deal with men at all are scarce indeed. To
attempt to utilize any such bases as the central, let alone sole, theme for a
campaign milieu is destined to be shallow, incomplete, and totally unsatisfying
for all parties concerned unless the creator is a Renaissance Man and allaround universal genius with a decade or two to prepare the game and milieu.
Even then, how can such an effort rival one which borrows from the talents ofgenius and imaginative thinking which come to us from literature?

**** Saving throw at +1, chance of tasting/smelling/seeing poison 15%.
Assassins use all forms of poison, other than those listed above, at an efficiency
which gives the victim +1 on the saving throw; all other character types use
them at an efficiency level which allows the victim +2 on saves (in all cases).
Assassins who have studied poisoning have no penalty. (See ASSASSINS’USE OF POISONS.)

THE MONSTER AS A PLAYER CHARACTER
On occasion one player or another will evidence a strong desire to operate asa monster, conceiving a playable character as a strong demon, a devil, adragon, or one of the most powerful sort of undead creatures. This is done
principally because the player sees the desired monster character as superior tohis or her peers and likely to provide a dominant role for him or her in the
campaign. A moment of reflection will bring them to the unalterable conclusionthat the game is heavily weighted towards mankind.

Having established the why of the humanocentric basis of the game, you willcertainly see the impossibility of any lasting success for a monster player
character. The environment for adventuring will be built around humans anddemi-humans for the most part. Similarly, the majority of participants in the
campaign will be human. So unless the player desires a character which will
lurk alone somewhere and be hunted by adventurers, there are only a few
options open to him or her. A gold dragon can assume human shape, so that is
a common choice for monster characters. If alignment is stressed, this might
discourage the would-be gold dragon. If it is also pointed out that he or she
must begin at the lowest possible value, and only time and the accumulation
and retention of great masses of wealth will allow any increase in level (age),the idea should be properly squelched. If even that fails, point out that thenatural bent of dragons is certainly for their own kind — if not absolute solitude— so what part could a solitary dragon play in a group participation gamemade up of non-dragons? Dragon non-player characters, yes! As player
characters, not likely at all.

ADVANCED D&D is unquestionably “humanocentric”, with demi-humans,semi-humans, and humanoids in various orbits around the sun of humanity.
Men are the worst monsters, particularly high level characters such as clerics,
fighters, and magic-users — whether singly, in small groups, or in large
companies. The ultra-powerful beings of other planes are more fearsome — the3 D’s of demi-gods, demons, and devils are enough to strike fear into mostcharacters, let alone when the very gods themselves are brought into
consideration. Yet, there is a point where the well-equipped, high-level party ofadventurers can challenge a demon prince, an arch-devil, or a demi-god. While
there might well be some near or part humans with the group so doing, it iscertain that the leaders will be human. In co-operation men bring ruin uponmonsterdom, for they have no upper limits as to level or acquired power fromspells or items.

As to other sorts of monsters as player characters, you as DM must decide inlight of your aims and the style of your campaign. The considered opinion ofthis writer is that such characters are not beneficial to the game and should be
excluded. Note that exclusion is best handled by restriction and not by refusal.
Enumeration of the limits and drawbacks which are attendant upon the monster
character will always be sufficient to steer the intelligent player away from themonster approach, for in most cases it was only thought of as a likely mannerof game domination. The truly experimental-type player might be allowed toplay such a monster character for a time so as to satisfy curiosity, and it canthen be moved to non-player status and still be an interesting part of thecampaign — and the player is most likely to desire to drop the monster
character once he or she has examined its potential and played that role for atime. The less intelligent players who demand to play monster charactersregardless of obvious consequences will soon remove themselves from play inany event, for their own ineptness will serve to have players or monsters ortraps finish them off.

The game features humankind for a reason. It is the most logical basis in an
illogical game. From a design aspect it provides the sound groundwork. From astandpoint of creating the campaign milieu it provides the most readily usable
assumptions. From a participation approach it is the only method, for all players
are, after all is said and done, human, and it allows them the role with whichmost are most desirous and capable of identifying with. From all views then it isenough fantasy to assume a swords & sorcery cosmos, with impossible professions
and make-believe magic. To adventure amongst the weird is fantasy enoughwithout becoming that too! Consider also that each and every Dungeon Master
worthy of that title is continually at work expanding his or her campaign milieu.
The game is not merely a meaningless dungeon and an urban base aroundwhich is plopped the dreaded wilderness. Each of you must design a world, pieceby piece, as if a jigsaw puzzle were being hand crafted, and each new section
must fit perfectly the pattern of the other pieces. Faced with such a task all of us
need all of the aid and assistance we can get. Without such help the sheer
magnitude of the task would force most of us to throw up our hands in despair.

So you are virtually on your own with regard to monsters as player characters.
You have advice as to why they are not featured, why no details of monster
character classes are given herein. The rest is up to you, for when all is said
and done, it is your world, and your players must live in it with their characters.
Be good to yourself as well as them, and everyone concerned will benefit froma well-conceived, well-ordered, fairly-judged campaign built upon the best ofimaginative and creative thinking.

By having a basis to work from, and a well-developed body of work to draw
upon, at least part of this task is handled for us. When history, folklore, myth,21

CHARACTER CLASSES (LYCANTHROPY)CHARACTER CLASSES (LYCANTHROPY)
determined. The more extreme the difference in the alignments of theadventurer and the beast, the more mental anguish the character will be prone
to suffer. For example, a lawful good paladin is bitten by a werewolf, which isa chaotic evil creature. He doesn’t discover that he has the disease until it is toolate. His mental torment is great, especially when the moon is waxing full, up to
the time it is full and then for several days afterwards. (The DM may wish to
select a mental disorder from the section on INSANITY for the character tosuffer from to reflect the effects of the anguish caused by the disease). The
paladin, even after being cured, is no longer a paladin because he is no longer
pure enough for that honored state. The DM can elect to have the gods send
the paladin on a quest in order to restore him to his paladinhood, but it is notrecommended.

LYCANTHROPY
There have been many different approaches to the disease of lycanthropy.
Many are too complicated to understand or are structured so poorly that thewerecreature dominates the game. Lycanthropy as a form of player charactershould be discouraged in AD&D. This can be done by promoting the human
attributes instead of the beast’s, thus making lycanthropy undesirable (as itshould be).
Some players may not realize that any damage of over 50% of hit points
sustained by bites in a fight with a lycanthrope may cause them to be afflictedby the disease. When this happens it may be months after the first night ofthe change before the character begins to suspect that lycanthropy has taken
hold of his or her being. After that first night all that will be remembered isthat the character was very ill and extremely tired. In the morning thetownspeople will quite possibly be combing the countryside looking for a
rampaging lycanthrope. The player character may join in the search for the
werebeast, not realizing that he or she is the lycanthrope. After a few monthsof changing, the adventurer will (or should) begin to suspect that something iswrong. On the nights before the full moon the lycanthrope will become
withdrawn and a bit edgy, preferring his or her own company to that ofothers — including family. It may be the torn and shredded clothes he or she
wakes up in or the mud and scratches on the character’s arms and legs thattrigger the realization that he or she may be the werebeast the townspeople
are searching for. If at all possible, the DM should try to moderate thecampaign so that the players don’t know for several months of game time thatthe character is now a lycanthrope.

No experience points may be gained by a player character while inlycanthrope form. If the character is a fighter/lycanthrope, the fighter will beable to gain levels only as a fighter, never as a lycanthrope. This applies to allclasses. The only way a lycanthrope will ever be able to control the change
from man to beast is with time measured by full moons. There will be no controlof the change into a werebeast for two years of game time and it will be
another year before any control will be gained for the change back into ahuman. On the nights of a full moon all lycanthropes with less than three years
experience as a werebeast will change into their wereform and remain thatway from the rise of the moon till dawn.
There are other factors besides the full moon that can cause the release of thewerecreature in a person afflicted with lycanthropy. One common cause isstress during a melee. If the character has lost more than one-third of his or her
natural hit points during the fight, there is a 50% chance that the werenature
will emerge, causing the player character to be disoriented for 1 to 2 rounds(characters with more than two years of experience as a lycanthrope will not
suffer this disorientation). During this time, the lycanthrope will be unable toengage in combat. He or she will also sustain damage from the change asshown on the appropriate table given below. Spells used in the vicinity of alycanthrope such as monster summoning III-VII, conjure animals, and animalsummoning III might cause the werenature to be released. It will be up to the
DM to decide what spells or magic items could trigger the beast inside theafflicted adventurer. Arguments with other player characters as well as fear
could cause the change from man to beast.

Any human player character (humans are the only beings able to contract
lycanthropy) bitten for 50% or more of his or her natural hit points has a 100%chance of becoming a lycanthrope of the same type that attacked him or her. If
the player eats any belladonna within an hour after being bitten, there is a 25%
chance the disease will not manifest itself, and thus the character will not be
afflicted by it. If not, then a 12th or higher level patriarch must be found toadminister a cure disease within three days after being bitten. If the adventurer
is only able to find a patriarch of a high enough level after the initial threedays, he or she may elect instead to have the priest attempt a remove curse.
This spell must be performed on the player character when he or she is in
wereform. The beast will need to make a monster’s saving throw against magic,
and while in wereform the creature will fight violently to put as much distanceas it can between it and the patriarch performing the spell. If all this fails, there
is still hope . . .

All lycanthropes will fight and do damage as described in the MONSTERMANUAL regardless of how long the character has been a lycanthrope. The
diseased adventurer will eventually acquire the alignment of the lycanthrope
form (if it isn’t the same already) within 2 to 12 months.

At this point, if the player wishes to remain a lycanthrope the two charts given
later should be consulted in handling the lycanthrope as a player character. If
the adventurer decides to be cured and the methods mentioned thus far havebeen unsuccessful, he or she may take refuge in a holy/unholy place such as amonastery or an abbey. There the clerics can administer to the afflicted one
holy/unholy water laced with a goodly amount of wolfsbane and belladonna
prepared by the spiritual methods of that particular religion. This potation is tobe consumed by the victim at least twice a day from a silver chalice. No
adventuring may be done by the character while he or she is being treated by
the clerics. After a month or more (depending upon how advanced the diseaseis) the player character should be cured and somewhat poorer in the purse, as
this procedure is very costly. The clerics will charge for the cost of the herbs andthe holy/unholy water as well as for the services rendered. The DM may also
wish to include the level of the priest as well as the adventurer into the cost of
this treatment.

While in wereform the character will not be interested in any of his or her
belongings and will leave them where the change took place. This includes
armor and weapons (except for wererats, who will carry swords).
Werebears are the most powerful form of lycanthrope. As with mostlycanthropes, they will eventually flee to the woods. Once a werebear engages
in combat with a creature of an evil alignment it will fight until it or its opponent
is dead. Seventy-five percent of the time, if a monster with an evil alignment isencountered, the werebear will attack immediately.
Wereboars are the most foul-tempered of the lycanthropes. Their temperament
is such that they will not join a party unless they can be the leader. If they dojoin one and are not its leader, they will argue bitterly with anyone who
disagrees with them. This action may cause them to change into their wereformfrom the stress involved in the argument.

If the character has died in a fight with a lycanthrope and is resurrected,
the disease will be 100% certain if the cleric raising the adventurer isunaware of the disease or fails to follow the proper procedure to eradicate
it. The aforementioned cure will work on the werestricken adventurer who
has been resurrected. The cleric can use a cure disease (if there is still time)or a remove curse (if there isn’t) on the dead adventurer before employing
the resurrection spell. If the cleric doesn’t take the above safety measures,
then it will be necessary to wait until the adventurer becomes a lycanthrope
to try to remove curse or use the cure with the herbs and holy/unholy
water.

Wererats will want to live in the city near humans (humans being one of theirfavorite foods). If a human is captured and not eaten immediately, it willprobably be held for ransom. A wererat will do all it can to keep the party it iswith from discovering that it is a lycanthrope. Wererats are the only
lycanthropes that will carry a sword or use any kind of a weapon while inanimal form. When the marching order of a party is being decided, a wererat
will almost always volunteer to be in the rear.
Weretigers are usually interested only in what benefits them. They will
tolerate other cats to a certain extent and perhaps even have one for acompanion. In human form weretigers can be mistaken for magic-users ifthey have a domestic cat for an apparent familiar. For this reason many in
AD&D will disguise themselves as a magic-user, possibly taking up thetrade just enough to give the facade an appearance of realism. Weretigers
might have no qualms about turning on their party if the party begins tobehave in a manner that the weretiger finds incompatible with its desires.

If the character opts to remain a lycanthrope, many things will need to be taken
into consideration, such as the mental anguish caused by the act of changing.
Other things, like conflicting alignments between the character and his or her
lycanthrope nature, and what his or her family and friends will do once they
discover that their friend and loved one is the werebeast that might have been
terrorizing the countryside on the nights of the full moon, will have to be
22

CHARACTER CLASSES (LYCANTHROPY)ALIGNMENT

Werewolves are chaotic evil and therefore very unpredictable, especially in amelee. Werewolves tend to run in packs or family units. Seldom will they join anormal party of adventurers, and if they do, once discovered as a lycanthrope
they will turn and attack the party, usually choosing to do so when theadventurers are in combat with another monster.

desirable, while chaos holds to the opposite view. Law generally supports thegroup as more important than the individual, while chaos promotes theindividual over the group.
Good And Evil: Basically stated, the tenets of good are human rights, or in
the case of AD&D, creature rights. Each creature is entitled to life, relative
freedom, and the prospect of happiness. Cruelty and suffering are undesirable.
Evil, on the other hand, does not concern itself with rights or happiness;
purpose is the determinant.

Change Table For Lycanthropes:
This table will aid the DM in determining the percentage chances of a player
character lycanthrope changing into and out of wereform. After six years ofexperience, lycanthropes will be able to control their change at will.
WANING MOON
Full
Half
Quarter
New Moon

1-2 years
100%*
75%**
50%
25%**

3
75%**
25%
5%
—

4
50%
15%
—
—

5
25%
5%
—
—

WAXING MOON
Quarter
Half
Full

50%
75%**
100%*

—
30%
80%

—
20%
55%

—
10%
30%

There can never exist a lawful chaos or an evil good. These, and theirreverses, are dichotomous, This is not to say that they cannot exist in the samecharacter or creature if it is insane or controlled by another entity, but as
general divisions they are mutually exclusive pairs. Consider also thealignment graph. If law is opposed to chaos, and good to evil, then theradically opposed alignments are lawful neutral — chaotic neutral, neutral
good — neutral evil, lawful good — chaotic evil, and lawful evil — chaotic
good. Lawful groups might, for example, combine to put down some chaotic
threat, for example, just as readily as good groups would combine tosuppress some powerful evil. Basic understanding and agreement, however, is
within the general specific alignment, i.e. one of the nine categories. These
are defined as follows:* There is no chance for voluntarily changing out of wereform.

NEUTRALITY: Absolute, or true, neutral creatures view everything which
exists as an integral, necessary part or function of the entire cosmos. Eachthing exists as a part of the whole, one as a check or balance to the other,with life necessary for death, happiness for suffering, good for evil, order forchaos, and vice versa. Nothing must ever become predominant or out ofbalance. Within this naturalistic ethos, humankind serves a role also, just as
all other creatures do. They may be more or less important, but the neutral
does not concern himself or herself with these considerations except where it
is positively determined that the balance is threatened. Absolute neutrality isin the central or fulcrum position quite logically, as the neutral sees all otheralignments as parts of a necessary whole. This alignment is the narrowest in
scope.

** There is only a 25% chance for voluntarily changing out of wereform.
Damage Table:
This table shows how much damage a character takes from armor
constriction (before the straps burst and it falls off) during sudden change tolycanthrope form.

Armor TypeNo Armor
Leather/Padded
Studded Leather/
Ring Mail
Scale Mail
Chain Mail
Splint Mail/
Banded Mail
Plate Mail

Werebear01
1-2

Wereboar01
1-2

Wererat001Weretiger
0
1-2
1-3

Werewolf
0
1
1-2

1-3
1-4
2-4

1-3
1-4
2-4

1-2
1-2
1-2

1-4
2-4
2-5

1-3
1-4
2-4

2-5

2-5

1-3

2-5

2-5

NEUTRAL GOOD: Creatures of this alignment see the cosmos as a place
where law and chaos are merely tools to use in bringing life, happiness, andprosperity to all deserving creatures. Order is not good unless it brings this toall; neither is randomness and total freedom desirable if it does not bring such
good.
NEUTRAL EVIL: Similar to the neutral good alignment, that of neutral evilholds that neither groups nor individuals have great meaning. This ethos holds
that seeking to promote weal for all actually brings woe to the truly
deserving. Natural forces which are meant to cull out the weak and stupid are
artificially suppressed by so-called good, and the fittest are wrongfully heldback, so whatever means are expedient can be used by the powerful to gain
and maintain their dominance, without concern for anything.

ALIGNMENT
Alignment describes the broad ethos of thinking, reasoning creatures — thoseunintelligent sorts being placed within the neutral area because they are totallyuncaring. Note that alignment does not necessarily dictate religious persuasion,
although many religious beliefs will dictate alignment. As explained under
ALIGNMENT LANGUAGES (q.v.) this aspect of alignment is not the major
consideration. The overall behavior of the character (or creature) is delineatedby alignment, or, in the case of player characters, behavior determines actualalignment. Therefore, besides defining the general tendencies of creatures, italso groups creatures into mutually acceptable or at least non-hostile divisions.
This is not to say that groups of similarly aligned creatures cannot be opposedor even mortal enemies. Two nations, for example, with rulers of lawful goodalignment can be at war. Bands of orcs can hate each other. But the former
would possibly cease their war to oppose a massive invasion of orcs, just as thelatter would make common cause against the lawful good men. Thus, alignment
describes the world view of creatures and helps to define what their actions,reactions, and purposes will be. It likewise causes a player character to choose
an ethos which is appropriate to his or her profession, and alignment also aids
players in the definition and role approach of their respective game personae.
With the usefulness of alignment determined, definition of the divisions isnecessary.

LAWFUL GOOD: Creatures of lawful good alignment view the cosmos withvarying degrees of lawfulness or desire for good. They are convinced thatorder and law are absolutely necessary to assure good, and that good is best
defined as whatever brings the most benefit to the greater number of decent,thinking creatures and the least woe to the rest.
LAWFUL NEUTRAL: It is the view of this alignment that law and order give
purpose and meaning to everything. Without regimentation and strict
definition, there would be no purpose in the cosmos. Therefore, whether a law
is good or evil is of no import as long as it brings order and meaning.
LAWFUL EVIL: Obviously, all order is not good, nor are all laws beneficial.
Lawful evil creatures consider order as the means by which each group isproperly placed in the cosmos, from lowest to highest, strongest first, weakest
last. Good is seen as an excuse to promote the mediocrity of the whole andsuppress the better and more capable, while lawful evilness allows eachgroup to structure itself and fix its place as compared to others, serving thestronger but being served by the weaker.
CHAOTIC GOOD: To the chaotic good individual, freedom andindependence are as important to life and happiness. The ethos views thisfreedom as the only means by which each creature can achieve truesatisfaction and happiness. Law, order, social forms, and anything else whichtends to restrict or abridge individual freedom is wrong, and each individualis capable of achieving self-realization and prosperity through himself, herself,or itself.

Major Divisions:
There are two major divisions of four opposite points of view. All four are notmutually exclusive, although each pair is mutually opposed.
Law And Chaos: The opposition here is between organized groups andindividuals. That is, law dictates that order and organization is necessary and23

ALIGNMENTALIGNMENT (ALIGNMENT LANGUAGE)

CHAOTIC NEUTRAL: This view of the cosmos holds that absolute freedom isnecessary. Whether the individual exercising such freedom chooses to do goodor evil is of no concern. After all, life itself is law and order, so death is a
desirable end. Therefore, life can only be justified as a tool by which order iscombatted, and in the end it too will pass into entropy.

However, any major action which is out of alignment character will cause amajor shift to the alignment which is directly in line with the action, i.e., if a
lawful evil character defies the law in order to aid the cause (express or
implied) of chaotic good, he or she will be either lawful neutral or chaotic
neutral, depending on the factors involved in the action.

CHAOTIC EVIL: The chaotic evil creature holds that individual freedom andchoice is important, and that other individuals and their freedoms areunimportant if they cannot be held by the individuals through their own strengthand merit. Thus, law and order tends to promote not individuals but groups,
and groups suppress individual volition and success.

It is of utmost importance to keep rigid control of alignment behavior withrespect to such characters as serve deities who will accept only certainalignments, those who are paladins, those with evil familiars, and so on. Part of
the role they have accepted requires a set behavior mode, and its benefits arebalanced by this. Therefore, failure to demand strict adherence to alignment
behavior is to allow a game abuse.
Lawful good characters should not be allowed to ignore unlawful or shadyactions by “looking the other way”. If, for example, a party that includes apaladin decides to use poison on a monster that they know is ahead, the DM
shouldn’t let the paladin be distracted or “led away for a few rounds” when it ispatently obvious that the paladin heard the plan. If the player does not takeappropriate measures to prevent the action, the DM should warn the paladinthat his lack of action will constitute a voluntary alignment change and then let
the chips fall where they may!
ALIGNMENT LANGUAGE
Alignment language is a handy game tool which is not unjustifiable in realterms. Thieves did employ a special cant. Secret organizations and societies did
and do have certain recognition signs, signals, and recognition phrases —possibly special languages (of limited extent) as well. Consider also themedieval Catholic Church which used Latin as a common recognition andcommunication base to cut across national boundaries. In AD&D, alignment
languages are the special set of signs, signals, gestures, and words which
intelligent creatures use to inform other intelligent creatures of the samealignment of their fellowship and common ethos. Alignment languages are
NEVER flaunted in public. They are not used as salutations or interrogatives if
the speaker is uncertain of the alignment of those addressed. Furthermore,alignment languages are of limited vocabulary and deal with the ethos of thealignment in general, so lengthy discussion of varying subjects cannot be
conducted in such tongues.

Each of these cases for alignment is, of course, stated rather simplistically andideally, for philosophical and moral reasonings are completely subjective
according to the acculturation of the individual. You, as Dungeon Master, must
establish the meanings and boundaries of law and order as opposed to chaos
and anarchy, as well as the divisions between right and good as opposed tohurtful and evil. Lawful societies will tend to be highly structured, rigid, wellpoliced and bureaucratic hierarchical. Class, rank, position, and precedence will
be important, so they will be strictly defined and adhered to. On the other
hand, chaotic areas will have little government and few social distinctions. The
governed will give their consent to government, acknowledging leaders as
equals serving those who allowed them to assume leadership. Obedience andservice in a chaotic society is given only by those desiring to do so, or by dintof some persuasion, never by requirement.

Each alignment language is constructed to allow recognition of like-aligned
creatures and to discuss the precepts of the alignment in detail. Otherwise, thetongue will permit only the most rudimentary communication with a vocabulary
limited to a few score words. The speaker could inquire of the listener’s state ofhealth, ask about hunger, thirst, or degree of tiredness. A few other basic
conditions and opinions could be expressed, but no more. The specialty tonguesof Druidic and the Thieves’ Cant are designed to handle conversations
pertaining to things druidical on the one hand and thievery, robbery and thedisposal of stolen goods on the other. Druids could discuss at length and indetail the state of the crops, weather, animal husbandry and foresting; but
warfare, politics, adventuring, and like matter would be impossible to detail withthe language.

Alignment With Respect To The Planes:
Obviously, the material planes have no set alignment, nor do the other “inner
planes” or the ethereal or astral ones either. However, the “outer planes” show
various alignments. This is because they are home to creatures who are of likegeneral alignment. If the curves of the alignment table are carried outwards tothe planes, only those planes at the corners will correspond to non-neutralalignments, i.e., lawful good, chaotic good, chaotic evil, and lawful evil.
Similarly, those on the horizontal and vertical axes correspond to the neutralbased alignments which support an ethos, i.e. neutral good, chaotic neutral,neutral evil, and lawful neutral. The remainder of the outer plane areas are“gray” areas where alignments shade into each other. Inhabitants of theseplanes will generally have the same world-view as their fellows on the Prime
Material Plane.

Any character foolish enough to announce his or her alignment by publicly
crying out in that alignment tongue will incur considerable social sanctions. At
best he or she will be thought unmannerly, rude, boorish, and stupid. Those of
the same alignment will be inclined to totally ignore the character, not wishingto embarrass themselves by admitting any familiarity with the offender. Those ofother alignment will likewise regard the speaker with distaste when overhearing
such an outburst. At worst, the character will be marked by those hostile to thealignment in which he or she spoke.
Alignment language is used to establish credentials only after initialcommunications have been established by other means. Only in the mostdesperate of situations would any creature utter something in the alignment
tongue otherwise. It must also be noted that alignment does NOT necessarily
empower a creature to actually speak or understand the alignment language
which is general in the ethos. Thus, blink dogs are intelligent, lawful good
creatures who have a language of their own. A lawful good human, dwarf, orbrownie will be absolutely at a loss to communicate with blink dogs, however,except in the most limited of ways (non-aggression, non-fear, etc.) without
knowledge of the creatures’ language or some magical means. This isbecause blink dogs do not intellectually embrace the ethos of lawful good but
are of that alignment instinctually; therefore, they do not speak the tongue
used by lawful good. This is not true of gold dragons, let us say, or red
dragons with respect to their alignment, who do speak their respectivealignment languages.

Graphing Alignment:
It is of importance to keep track of player character behavior with respect totheir professed alignment. Actions do speak far more eloquently thanprofessions, and each activity of a player character should reflect his or heralignment. If a professed lawful evil character is consistently seeking to be
helpful and is respecting the lesser creatures, he or she is certainly tending
towards good, while if he or she ignores regulations and consistent behavior thetrend is towards chaotic alignment (see PLAYERS HANDBOOK, APPENDIX
III, CHARACTER ALIGNMENT GRAPH). Such drift should be noted by you,and when it takes the individual into a new alignment area, you should theninform the player that his or her character has changed alignment (seeCHANGING ALIGNMENT). It is quite possible for a character to drift
around in an alignment area, making only small shifts due to behavior.
24

ALIGNMENT (CHANGING ALIGNMENT)MONEY (GEMS & JEWELRY)
If you have a difficult campaign, and you opt to bestow a limited number of
special items to player characters at the beginning of the game (a potion, amagic goodie such as a +1 dagger, or even something as mundane as a family
suit of plate mail) you should adjust starting money accordingly. The game isalways supposed to be a challenge, to cause players to want for something,
and to wish to adventure with their characters in order to obtain the desired
things. Remembering that good players will be able to gain from nearly any
successful encounter — there will always be some armor and weapons orequipment to be gained from an adventure — you should not hesitate to be
stingy and tight right from the beginning of a campaign!

CHANGING ALIGNMENT
Whether or not the character actively professes some deity, he or she will havean alignment and serve one or more deities of this general alignment indirectly
and unbeknownst to the character. Changing of alignment is a serious matter,although some players would have their characters change alignment as often
as they change socks. Not so!
First, change of alignment for clerics can be very serious, as it might cause achange of deity. (See DAY-TO-DAY ACQUISITION OF CLERIC SPELLS.) If
a druid changes his or her alignment — that is, becomes other than neutral —then he or she is no longer a druid at all! Change of alignment will have an
adverse effect on any class of character if he or she is above the 2nd level.

PLAYER CHARACTER EXPENSES

Immediately upon alignment change actually occurring, the character
concerned will lose one level of experience, dropping experience points to takehim or her to the very beginning of the next lower level, losing the hit die and/or hit points, and all abilities which accrued to him or her with the lost level. If
the alignment change is involuntary (such as that caused by a powerful magic,
a curse, etc.), then the character can regain all of the losses (level, hit die, etc.)
upon returning to his or her former alignment as soon as is possible and after
making atonement through a cleric of the same alignment — and sacrificing
treasure which has a value of not less than 10,000 g.p. per level of experienceof the character. The sacrificial amount is variable, so use your best judgment as
to the total and what and where it should go — magic items to build up the
NPC cleric, money out of the campaign, magic items out of the campaign, etc.
Similarly, such atonement and sacrifice can be accomplished by a quest. Note
that, in all likelihood, the character will desire to retain the new alignment, and
it is incumbent upon you as DM to ensure that the player acts accordingly.
Some equally powerful means (divine intervention, remove curse, etc.) must be
used to restore the original alignment before atonement can begin.

Each player character will automatically expend not less than 100 gold pieces
per level of experience per month. This is simply support, upkeep, equipment,
and entertainment expense. These costs are to be deducted by the Dungeon
Master automatically, and any further spending by the PC is to be added tothese costs. Such expense is justified by the “fact” that adventurers are a freewheeling and high-living lot (except, of course, for monks). Other
miscellaneous expenditures by player characters encompass such things asadditional equipment expense for henchmen or hirelings, costs of hirelings,
bribes, costs of locating prospective henchmen, and so on. To such costs areto be added:
MAINTENANCE OF HENCHMEN
MAINTENANCE OF STRONGHOLD

100 g.p. per level per month*
1% of total cost of stronghold
per month*This is in addition to all treasure shares
Finally, any taxation or other levies must be taken into consideration, along with
contributions to the player character’s religious organization. All of these costs
will help assure the PCs have a keen interest in going out and adventuring inorder to support themselves and their many associates and holdings.

Characters who knowingly or unknowingly change alignment throughforethought or actions permanently lose the experience points and level due to
disfavor. They must also accept a severe disability in alignment language during
a one level transitional period. Until the character has again achieved his or her
former level of experience held prior to change of alignment, he or she will not
be able to converse in the former alignment’s tongue nor will anything but therudest signaling be possible in the new alignment language. (SeeALIGNMENT LANGUAGE.) Although it is possible for a character to allow
himself or herself to be blown by the winds as far as alignment is concerned, heor she will pay a penalty which will effectively damn the character to oblivion.

You may reduce costs according to prevailing circumstances if you feel it iswarranted, but even so doing should not give rise to excess funds on hand in
the campaign.

VALUE AND REPUTED PROPERTIES OF GEMS AND JEWELRY

A glance at the alignment chart will show that radical alignment change is
impossible without magical means. If one is chaotic good, it is possible tochange to neutral good or chaotic neutral only, depending upon desire and/or
actions. From the absolute neutral alignment one can only move to someneutral-based alignment. This represents the fact that the character must divorce
himself or herself from certain precepts and views and wholeheartedly embrace
another set of values, and human nature is such that without radical personality
alteration (such as caused by insanity or magic in the case of this game) suchtransition must be gradual.

Gems:
The base value of gems found in a treasure can be determined in whole or bylots of 5 or 10 stones by rolling percentile dice:
Dice Score
01-25
26-50
51-70
71-90
91-99
00

It is assumed that the character’s initial alignment has been his or hers for aconsiderable period prior to the character’s emergence as an adventurer. Thisethos will not be lightly changed by a stable, rational individual. It is
recommended that you do not inform players of the penalty which will occur
with alignment change, so that those who seek to use alignment as a means offurthering their own interests by conveniently swapping one for another when
they deem the time is ripe will find that they have, instead, paid a stern pricefor fickleness.

Base Value
10 g.p. each
50 g.p. each
100 g.p. each
500 g.p. each
1,000 g.p. each
5,000 g.p. each

Description
Ornamental Stones
Semi-precious Stones
Fancy Stones
Fancy Stones (Precious)
Gem Stones
Gem Stones (Jewels)(or Size)very small
small
averagelargevery large
huge

Value of a gem depends upon its type, quality and weight. A huge
semiprecious stone — carnelian, for example — is worth as much as anaverage gem stone, quality being equal. Size may vary from stone to stone, a
50 g.p. ornamental stone being of above average size, while a 50 g.p. gemstone would most likely be very small.

MONEY
PLAYER CHARACTER STARTING MONEY
The amount of funds which each player begins with is kept low to prevent thegame from becoming too easy. Players learn from the beginning that they arenever able to obtain all of the goods they would like in order to feel safe andsatisfied. Explain to players that sums they begin with (see PLAYERS
HANDBOOK, MONEY) represent inherited monies and savings. A magicuser, for example, has had to expend most ready cash he or she possessed on
training; monks are ascetics who don’t care about material possessions in any
event, so they do not accumulate much money prior to becoming adventurers
and treasure seekers.
25

MONEY (GEMS & JEWELRY)MONEY (GEMS & JEWELRY)

Increase Or Decrease Of Worth Beyond Base Value: If you do notplace specific value on each gem in a treasure, showing rather the base valueof each gem instead, then variation in the worth of each stone should beallowed. This variation will generally result in some increase, although there is achance for decreasing value as well (see below). To find if a gem increases invalue, roll a d10 for each stone, and consult the table below:
Die
1

2
3
4-8
9
0

8. Jade: light green, deep green, green and white, white (100)
9. Jet*: deep black (100)
10. Pearl*: lustrous white, yellowish, pinkish, etc. to pure black (the most prized)(100) (500)
11. Peridot: rich olive green (Chrysolite) (500)
12. Spinel: red, red-brown, deep green, or very deep blue (the most prized)(100) (500)
13. Topaz: golden yellow (500)
14. Tourmaline: green pale, blue pale, brown pale, or reddish pale (100)ResultStone increases to next higher base value; roll again ignoring results
above 8. Stones above 5,000 gold piece value progress as follows:
10,000 GP, 25,000 GP, 50,000 GP, 100,000 GP, 250,000 GP,
500,000 GP, and 1,000,000 GP — the absolute maximum. No stone
may increase beyond 7 places from its initial base value.
Stone is double base value. Do not roll again.
Stone is 10% to 60% above base value. Roll d6 to ﬁnd new value. Do
not roll again on this table.
Base value shown is unchanged.
Stone is 10% to 40% below base value. Roll d4 to ﬁnd new value. Do
not roll again on this table.
Stone decreases to next lower base value; roll again on this table,
ignoring any result below 2. Stones below 10 gold piece value are:
5 GP, 1 GP, 10 SP, 5 SP, and 1 SP. No stone may decrease beyond 5
places from its initial base value.

GEM STONES, 1,000 or more g.p. Base Value:
1. Black Opal: dark green with black mottling and golden flecks
2. Black Sapphire: lustrous black with glowing highlights (5,000)
3. Diamond: clear blue-white with lesser stones clear white or pale tints(5,000)4. Emerald: deep bright green
5. Fire Opal: fiery red
6. Jacinth: fiery orange (Corundum) (5,000)
7. Opal: pale blue with green and golden mottling
8. Oriental Amethyst: rich purple (Corundum)
9. Oriental Emerald: clear bright green (Corundum) (5,000)
10. Oriental Topaz: fiery yellow (Corundum)
11. Ruby: clear red to deep crimson (Corundum) (5,000)
12. Sapphire: clear to medium blue (Corundum)
13. Star Ruby: translucent ruby with white “star” center
14. Star Sapphire: translucent sapphire with white “star” center

When base value only is known, use the table above, and roll for each stone.
Stones for which a 1 or a 0 is rolled must be diced for again on the table, but
all others are excluded from such rolls. If large numbers of stones are inquestion, it is suggested that they be diced for in groups in order to make theprocess less time-consuming.

Jewelry:
KEY TO GEM PROPERTIESThe base value of jewelry is determined by percentile dice roll, just as with gems:
transparent (no notation)translucent (italics)
opaque (*)

Dice Roll
01-10
11-20
21-40
41-50
51-70
71-90
91-00

ORNAMENTAL STONES, Base Value 10 g.p.:
1. Azurite*: mottled deep blue
2. Banded Agate: striped brown and blue and white and reddish
3. Blue Quartz: pale blue
4. Eye Agate: circles of gray, white, brown, blue and/or green
5. Hematite*: gray-black
6. Lapis Lazuli*: light and dark blue with yellow flecks
7. Malachite*: striated light and dark green
8. Moss Agate: pink or yellow-white with grayish or greenish “moss markings”
9. Obsidian*: black
10. Rhodochrosite*: light pink
11. Tiger Eye: rich brown with golden center under-hue
12. Turquoise*: light blue-green

Base Value
100-1,000 g.p.
200-1,200 g.p.
300-1,800 g.p.
500-3,000 g.p.
1,000-6,000 g.p.
2,000-8,000 g.p.
2,000-12,000 g.p.

Description
Ivory or wrought silver
Wrought silver and gold
Wrought gold
Jade, coral or wrought platinum
Silver with gems
Gold with gems
Platinum with gems

Once jewelry’s base value is determined, each piece should be checked forworkmanship and design by rolling a 10-sided die. Each 1 rolled indicates thepiece of jewelry in question is of exceptional value and thus either goes to thehighest possible value in its class or to the next higher class (where its basevalue is re-determined and its workmanship and design are again checked).
Any piece of jewelry set with gems must also be checked for the possibility ofan exceptional stone in the setting. Any score of 1 on an 8-sided die indicatesthat the value of the piece of jewelry increases by 5,000 gold pieces, and these
exceptional pieces are further checked by rolling a 6-sided die, each successive
1 doubling the increase, i.e., 10,000 g.p., 20,000 g.p., 40,000 g.p., 80,000
g.p., to a maximum of 640,000 gold pieces.

SEMI-PRECIOUS STONES, Base Value 50 g.p.:
1. Bloodstone*: dark gray with red flecks
2. Carnelian*: orange to reddish brown (also called Sard)
3. Chalcedony*: white
4. Chrysoprase: apple green to emerald green
5. Citrine: pale yellow brown
6. Jasper*: blue, black to brown
7. Moonstone: white with pale blue glow
8. Onyx*: bands of black and white or pure black or white
9. Rock Crystal: clear
10. Sardonyx*: bands of sard (red) and onyx (white) or sard*
11. Smoky Quartz: gray, yellow, or blue (Cairngorm), all light
12. Star Rose Quartz: translucent rosy stone with white “star” center
13. Zircon: clear pale blue-green

The Dungeon Master can, of course, name what each piece of jewelry is(bracelet, brooch, crown, earrings, necklace, pendant, ring, tiara, etc.), giving its
substance and the number and value of its stones.
REPUTED MAGICAL PROPERTIES OF GEMS
Gem Type or Color
Agate
Alexandrite
Amber
Amethyst
Beryl
Bloodstone
Carbuncle
CarnelianCats’ eye agate
Chalcedony
Chrysoberyl
Chrysolite
Chrysoprase
Coral

FANCY STONES, Base Value 100 to 500 g.p.:
1. Amber: watery gold to rich gold (100)
2. Alexandrite: dark green (100)
3. Amethyst: deep purple (100)
4. Aquamarine: pale blue green (500)
5. Chrysoberyl: yellow green to green (100)
6. Coral*: crimson (100)7. Garnet: red, brown-green, or violet (the most prized) (100) (500)26

Effects or Uses
Restful and safe sleep
Good omens
Wards off diseases
Prevents drunkenness or drugging
Wards off foes
Weather control
Powers of dragon’s sightProtection from evil
Protection from spirits
Wards off undead
Protection from possession
Wards off spells
Invisibility
Calms weather, safety in river crossing, curesmadness, stanches bleeding

MONEY (GEMS & JEWELRY)
Diamond
Hematite
JacinthJade
JasperJet
Lapis Lazuli
Malachite
Malachite & Sunstone
Moonstone
OlivineOnyx
Peridot
Ruby
Sapphire

ARMOR, ARMOR CLASS & WEAPONS

Invulnerability vs. undead
Aids ﬁghters, heals wounds
Luck travelling, wards off plague, protection from ﬁre
Skill at music and musical instruments
Protection from venom
Soul object material
Raises morale, courage
Protection from falling
Wards off spells, evil spirits, and poisons
Causes lycanthropy
Protection from spells
Causes discord amongst enemies
Wards off enchantments
Gives good luck
Aids understanding of problems, kills spiders, boosts
magical abilities
Protection from magic
Beneﬁts wisdom
Adds to wile and cunning
Wards off evil spells
Aids horses in all ways (but stone shatters when it
operates)

Sapphire, Star
Sard
Serpentine
Topaz
Turquoise

Black
Blue
Clear
Green
Red
White
Yellow

ARMOR, ARMOR CLASS & WEAPONSTYPES OF ARMOR & ENCUMBRANCEThe encumbrance factor for armor does not consider weight alone; it also takes
into account the distribution of the weight of the armor and the relative mobility of
the individual wearing the protective material. Therefore, weights for armor
shown below are adjusted weights, and base movement speed is likewise shown.
Armor TypeBANDEDCHAIN
CHAIN, ELFIN
LEATHERPADDED
PLATE (MAIL)
RING
SCALE
SHIELD, LARGESHIELD, SMALLSHIELD, SMALL, WOOD
SPLINT
STUDDED (LEATHER)

The Earth - darkness - negation
The Heavens - truth - spirituality
The Sun - luck
Venus - reproduction - sight - resurrection
Hemorrhaging control - heat
The Moon - enigmatic
Secrecy - homeopathy - jaundice

Bulk
bulky
fairlynonnonfairly
bulky
fairlyfairlybulky
nonnonbulky
fairlyWeight*
35#+
30#+
15#
15#
10#
45#
25#
40#
10#
5#
3#
40#
20#

Base Movement
9”
9”
12”
12”
9”
6”
9”
6”
—
—
—
6”
9”

*Assumes human-size.

Armor Types:
Banded Mail is a layered armor with padding, light chain, and series ofoverlapping bands of armor in vulnerable areas. Weight is somewhat
distributed.

NOTE REGARDING THE MAGICAL PROPERTIESOF GEMS, HERBS, et al.

Chain Mail is padding plus interlocking mesh armor covering the upper andlower body. Vulnerable areas have multiple thicknesses. Weight falls upon theshoulders and waist of the wearer.

Regardless of what qualities gems, herbs, and other substances are purported
to possess, the mere possession of a score of a type of gem or a bale of someherb will convey absolutely no benefit of magical nature to the character
concerned. These special qualities are given herein merely as information forDungeon Master use in devising special formulae for potions, inks, etc. The
information might also prove useful in other ways, particularly with regard todescription of magic items, laboratories, and so on. Under no circumstances
should you allow some player to convince you to the contrary!

Chain, Elfin, is a finely wrought suit of chain which is of thinner links but
stronger metal. It is obtainable only from elvenkind who do not sell it.
Leather Armor is shaped cuir bouli (leather hardened by immersion in
boiling oil) cuirass and shoulder pieces and softer shirt and leggings.
Padded Armor is heavily padded, quilted coat and an additional soft leather
jerkin and leggings.

VALUES OF OTHER RARE COMMODITIES
Furs:
Type
beavererminefoxmartenmink
muskrat
sable
seal

Pelt
2 g.p.
4 g.p.
3 g.p.
4 g.p.
3 g.p.
1 g.p.
5 g.p.
5 g.p.

Trimming*
20 g.p.
120 g.p.
30 g.p.
40 g.p.
90 g.p.
10 g.p.
150 g.p.
25 g.p.

Cape or Jacket
200 g.p.
3,600 g.p.
300 g.p.
400 g.p.
2,700 g.p.
100 g.p.
4,500 g.p.
125 g.p.

Plate Mail is light chain with pieces of plate — cuirass, shoulder pieces,
elbow and knee guards, and greaves. Weight is well distributed. (Plate armor isa full suit of plate which is no more weighty and a bit less bulky, considering
what is known as “field plate”. If you allow such armor in your campaign, use
the same weight, with a 9” movement base and a base armor class of 2 sansshield. Such armor would be very expensive, c. 2000 g.p.).

Coat
400 g.p.
7,200 g.p.
600 g.p.
800 g.p.
5,400 g.p.
200 g.p.
9,000 g.p.
250 g.p.

Ring Mail is relatively soft leather armor over padding. To the long coat ofleather are sewn metal rings. This makes the coat rather heavy and bulky.
Scale Mail is armor similar to ring mail, but overlapping scales of metal aresewn to both coat and leggings—or a skirted coat is worn. As with chain,weight falls mainly on the wearer’s shoulders and waist.

*on collar, cuffs, and edges of typical garment

Shield, Large, includes such shields as the large Viking round shields or theNorman kite shields. They are made of wood, covered with leather, andbordered with a soft iron banding at the edges.

Roll d10 and adjust value as follows:
1 = –10%
2 = –20%
3 = –30%
4 = –40%
Brocade*/Tapestry
Incense, rare
Ivory
PepperPerfume, rare
Silk
Spice, rare
Unguent, rare

5-8 = as shown
9 = +10%
0 = +20%

Shield, Small, is the typical kite and heater shields or small round shields
constructed as a large shield, or else made of metal (more rare by far).

1-20 g.p./square yard
5-30 g.p./stick
3-6 g.p./pound
1 g.p./ounce
1-6 g.p./dram
1-3 g.p./square yard
1-4 s.p./scruple
10-60 g.p./gill

Shield, Small, Wooden, is the same as other shields, but it lacks the metalbinding and reinforcement, so it will be more easily split.
Splint Mail consists of light chain, greaves, and a leather coat into which arelaminated vertical pieces of plate with shoulder guards.
Studded Leather is leather armor to which have been fastened metal
studding as additional protection, usually including an outer coat of fairly closeset studs (small plates).

*Includes fine carpet and rugs as well
27

ARMOR, ARMOR CLASS & WEAPONSHIRELINGS (STANDARD HIRELINGS)
and/or magical nature of the creature. Not excluded from this, for example,
would be an iron golem. However, monsters with horny or bony armor might
be classed as plate mail if you so decide, but do so on a case-by-case basis.
Naturally, monsters wearing armor will be subject to weapon type “to hit”
adjustment.

Helmets:
It is assumed that an appropriate type of head armoring will be added to thesuit of armor in order to allow uniform protection of the wearer. Wearing of a
“great helm” adds the appropriate weight and restricts vision to the front 60°
only, but it gives the head AC 1. If a helmet is not worn, 1 blow in 6 will strikeat the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2
will be aimed at the AC 10 head (d6, 1-3 = head blow).

HIRELINGS

Magic Armor:

STANDARD HIRELINGS

When magic armor is worn, assume that its properties allow movement at thenext higher base rate and that weight is cut by 50%. There is no magical elfin
chain mail.

Most hirelings are dealt with under the section entitled EXPERT HIRELINGS— those which are typically employed at such time as the character in question
has an established stronghold. Common, standard hirelings are basically theusual craftsmen or laborers taken on by lower level player characters. Men-atarms (soldiers of mercenary calling) are dealt with under EXPERT HIRELINGS(q.v.). Typical standard hirelings are:

Magic Shields:
Magic shields are no less weighty than their non-magical counterparts, but they
are non-bulky with respect to encumbrance.

STANDARD HIRELINGS TABLE OF DAILY AND MONTHLY COSTS
Occupation
bearer/porter
carpenter
leather worker
limnerlinkboy
mason
pack handler
tailorteamstervalet/lackey

Shield Use:A shield is basically a barrier between its wielder and his or her opponent. It is
used to catch blows or missiles. It can also be used offensively to strike or push
an opponent. The shield can be used fully only to the left or front of the righthanded individual. Attacks from the right flank or rear negate the benefits of ashield.
Small Shields: Bucklers and other small shields which are basically held with
one hand are moved rapidly by the wielder, but they cover only a small area,
so they are less effective by and large. Such shields are less cumbersome andfatiguing in employment, however, so no distinction is made between a small
and a normal-sized shield in AD&D.

Daily Cost
1 s.p.
3 s.p.
2 s.p.
10 s.p.
1 s.p.
4 s.p.
2 s.p.
2 s.p.
5 s.p.
3 s.p.

Monthly Cost*
1 g.p.
2 g.p.**
30 s.p.**
10 g.p.
1 g.p.
3 g.p.
30 s.p.
30 s.p.**
5 g.p.
50 s.p.

* Monthly rate assumes that quarters are provided for the hireling, and thatthese quarters contain a bed and like necessities.

Large Shields: Although a large shield such as a Norman kite shield or alarge Viking round shield covers much more of the body, employing one ofthese shields is far more difficult, as they are cumbersome and fatiguing.
Therefore, large shields are treated as but +1 to armor class rating without ashield. Optionally, you may allow them to add +2 to this armor class rating withrespect to small (non-war engine or giant hurled) missiles; if you do so,
however, be certain that you also keep careful track of encumbrance.

Bearer/Porter: These individuals are laborers who will carry whatever isdirected. Each is able to carry up to 50 pounds individually, or double that witha carrying pole or litter or the like.

DEXTERITY ARMOR CLASS BONUS

Carpenter: This occupation assumes most woodworking jobs. A carpenter
might be hired to secure a portal, fashion a chest, etc.

** Additional cost is 10% of the normal price of items fashioned by thehireling.

Leather Worker: This occupation is principally concerned with thefabrication of leather goods such as back packs, belts, straps, horse tack, etc.

This bonus is in addition to that given by any other forms of protection. The
type of armor worn by the character with a dexterity armor class bonus does
not adversely affect this bonus, for it is assumed that his or her physicalconditioning and training compensate otherwise. (This is particularly applicablewith regard to magic armor which is assumed to possess an enchantment whichmakes it both light and flexible.) The penalty for wearing armor is alreadysubsumed in the defensive bonuses given for it, and if it were further to penalize
the character by denying dexterity armor class adjustments, it would be totally
invalid.

Limner: These individuals do all sign painting, drawing of heraldic devices, etc.
Linkboy: A linkboy is a torch or lantern bearer. They are often youngsters, butmature men also will so serve.
Mason: Any stonework must be done by a mason, and this occupation
subsumes plasterers as well.

Modifiers To Dexterity Armor Class Adjustment: Neither penalty nor
bonus due to dexterity (the Defensive Adjustment) is considered when thecharacter is subjected to the following attack forms:

Pack Handler: These individuals are trained at loading, handling, andunloading beasts of burden such as donkeys, mules, horses, etc.

Attacks from the rear flank, rear, or strikes from behind (where thecharacter is virtually unable to see the attack coming).

Tailor: This occupation makes and repairs clothing, bags, shield covers, etc. It
also subsumes hatters.

Large missiles such as those hurled by a giant or some form of engine(where the trajectory and speed and size of the missile negate dexterity
considerations).

Teamster: Teamsters are basically drivers of carts and wagons. They will alsoload and unload their vehicles. They are expert animal handlers with respect totheir particular specialty of draft animal only, i.e. horses, mules, oxen, or
whatever.

Magical attacks by spell, device, breath weapon, gaze, etc. (note that
Defensive Adjustments do apply to saving throws for these attack forms).

Valet/Lackey: This occupation subsumes the various forms of body servants
and messengers.

WEAPON TYPES, “TO HIT” ADJUSTMENT NOTE
Location Of Standard Hirelings: In general the various occupations
represented here are common to most settlements of village-size and above,
although each and every village will not be likely to furnish each and every
sort of common hireling. Towns and cities will have many available, andeach sort will be found in the appropriate section or quarter of the city (ortown).

If you allow weapon type adjustments in your campaign please be certain toremember that these adjustments are for weapons versus specific types ofarmor, not necessarily against actual armor class. In most cases, monsters notwearing armor will not have any weapon type adjustment allowed, as
monster armor class in such cases pertains to the size, shape, agility, speed,
28

HIRELINGS (STANDARD HIRELINGS)HIRELINGS (EXPERT HIRELINGS)

Employment Of Standard Hirelings: This requires the location of thedesired individual and the offer of work. If the employment is for only a few
days, there will be no real difficulty in locating individuals to take on the job. If
the offer is for long term employment, only 1 in 6 will be willing to accept
unless a small bonus is offered — a day’s wage is too small, but double ortreble that is sufficient to make 3 in 6 willing to take service.

serjeantslingersage
scribeship crew
ship masterspy
steward/castellan
weapon maker

Duties: It is not practical to try to determine the time and expenses necessary
to accomplish everything possible for the scores of standard hirelings possible toemploy, so each DM will have to decide. For example, assume that a player
character hires a tailor to make plain blue cloaks for all of his or herhenchmen. This will take only about 1 day per garment and cost the statedamount of money plus 5 c.p. (10% of the cost of a cloak) per cloak formaterials. However, if the same cloaks were to be fashioned of a material ofunusual color and have some device also sewed upon them, time and materials
costs would be at least double standard, and probably more.

special3special15
specialspecialspecialspecial100**Cost does not include all remuneration or special fees. Add 10% of theusual cost of items handled or made by these hirelings on a per job basis,
i.e. an armorer makes a suit of plate mail which has a normal cost of 400
gold pieces, so 10% of that sum (40 g.p.) is added to the costs ofmaintaining the blacksmith.
Description Of Occupations and Professions:

EXPERT HIRELINGS
Alchemist: This profession handles the compounding of magical substances,and the advantages of employing an alchemist are detailed under the section
FABRICATION OF MAGIC ITEMS, Potions. Alchemists will only be foundin cities unless you specifically locate one elsewhere. It will require an offer of
10 to 100 gold pieces bonus money, plus a well-stocked laboratory, plus theassurance of not less than a full year of employment, to attract one to service.

If henchmen are defined as the associates, companions, and loyal (to somedegree) followers of a player character, hirelings are the servitors, mercenaries,and employees of such player characters, and they too can have some degreeof loyalty — based on their accommodations, rate of remuneration, andtreatment. Various hirelings of menial nature are assumed to come with the costof maintaining a stronghold; thus, cooks, lackeys, stableboys, sweepers, andvarious servants are no concern of the player character. Guards and special
hirelings are, however, and such persons must be located and enlisted by the
PC or his or her NPC henchmen.

Armorer: This occupation cares for and manufactures armor and shields. One
armorer is always required for every 40 soldiers, or fraction thereof, in theemploy of the player character, and only spare time can be spent on the
manufacture of items, i.e. that fraction of the normal month not spent caring forequipment of troops can be used to make armor, helmets, and/or shields,
prorating time according to the number of men — 0 = 100%, 1-5 = 85%, 6-10
= 70%, etc. This includes the armorer and the apprentices which are assumed to
be present and cared for by the cost shown. A workroom and forge costing
310-400 g.p. must be available for an armorer, and the skill of the armorer
must be determined if armor is to be fashioned:

Location of Expert Hirelings: Most expert hirelings can be found only intowns or cities, although some might be located in smaller communities —providing they are willing to pick up and relocate, of course. Employment is amatter of offer and acceptance, and each player character must do his or her
own bargaining. The various types of hirelings (listed below) will generally befound in the appropriate section of the community — the Street of Smiths,
Weapon Way, Armorers Alley, etc. — or at cheap inns in the case of
mercenary soldiers.

01-50 skill level equal to ring, scale, or studded
51-75 skill level equal to above plus splint
76-90 skill level equal to all of the above plus chain
91-00 skill level equal to any sort of armor

Monthly Costs: The cost of each type of expert hireling is shown on the list.
This amount is based on all the associated expenditures which go with theposition — salary or wage, uniform or clothing, housing, food, and sundry
equipment used routinely by the hireling. Exception: The cost does not include
arms and armor of soldiers, and these items must be furnished to mercenaries
over and above other costs. Certain other hirelings incur costs over and above
the normal also, when they engage in their occupations. These are indicated on
the table by an asterisk (*).

If items are to be made, the following times are suggested for an armorer andapprentices working exclusively, assuming a 1 week period in order to set theoperation in motion before actual work begins. Armorers occupied for part ofthe month with caring for the equipment of troops must increase time
proportionately.

EXPERT HIRELINGS TABLE OF MONTHLY COSTS IN GOLD PIECES
Occupation or Profession
alchemist
armorerblacksmith
engineer-architectengineer-artillerist
engineer-sapper/miner
jeweler-gemcutter
mercenary soldier —archer (longbow)
archer (shortbow)
artillerist
captaincrossbowman
footman, heavy
footman, lightfootman, pikeman
hobilar, heavy
hobilar, lighthorseman, archer
horseman, crossbowman
horseman, heavy
horseman, lighthorseman, medium
lieutenant
sapper/miner

banded mailchain mailhelmet, great
helmet, smallleather armor*
padded armor**
plate mailring mail***scale mail***shield, large****shield, small****splinted mail*****
studded leather armor***

Cost
300
100*
30
100*
150
150
100*
4
2
5
special
2
2
1
3
3
2
6
4
6
3
4
special4

30 days
45 days
10 days
2 days10 days—
90 days
20 days
30 days
2 days
1 day
20 days
15 days* Requires the services of a leather worker and facilities to boil leather inoil.
** Requires only the services of a tailor (who will be occupied 30 days withthe task).
*** As with leather armor, and a tailor must be employed as well.
**** Requires the services of a woodworker.
***** Requires the services of a leather worker and a blacksmith.
N.B. For leatherworker, tailor and woodworker, see STANDARD HIRELINGS.
29

HIRELINGS (EXPERT HIRELINGS)HIRELINGS (EXPERT HIRELINGS)

Dwarven armorers are twice as efficient but cost three times as much, andthey will not generally labor for anyone beyond 1 year of service. Gnomish
armorers are one and one-half times more efficient than humans and cost
twice as much. Dwarves add 25% to skill level roll, gnomes 10%. Elvish
armorers cost five times the normal rate, and they will fashion only normal
chain mail for sale, but it is of the highest quality, and they make it in half thetime a human would.

Important: Players should never know the skill levels of jeweler-gemcutters!

Blacksmith: There must be a blacksmith in any stronghold, and he and his
assistants can care for the needs of up to 40 men or horses. Another smith isrequired for each additional 160 men or horses or fraction thereof. Besides theusual duties (horseshoes, nails, hinges, and miscellaneous bits and pieces) a
hired smith can turn out some weaponry each month (each must have aworkroom with bellows and forge):

Mercenary Soldier: The likelihood of encountering any given type ofmercenary is strictly up to you as DM. A table below shows suggested
probabilities, as well as typical numbers. Types will seldom be mixed. If morethan 5 are encountered, 1 will be a serjeant (a leader-type, or equivalent of anon-commissioned officer). It is urged that 1 serjeant for every 10 troops beused as a minimum figure with regard to regular soldiers and leader types.
(Captains will have to be hired for each sort of troop type.) Note that regularsoldiers are 0 level men-at-arms with 4-7 hit points each.

Dwarven jeweler-gemcutters add 20% to skill level determinationrolls. They cost twice as much to employ as far as gold piece outlay isconcerned. Gnome jeweler-gemcutters add nothing to jeweler’s skill
but add 30% to gemcutter skill. They likewise cost double with regard tomonthly wage.

30 arrow heads or quarrel tips, or
10 spear heads, or
5 morning stars, or
2 flails or pole arm heads

Dice
Score
01-04
05-10
11-12
13
14-20
21-30
31-37
38-40
41
42-44
45-48
49
50-53
54-58
59-70
71-78
79-80
81-85
86-88
89-90
91-96
97-99
00

Dwarven smiths are three times more efficient and cost ten times as much.
Gnomish smiths are twice as efficient and cost four times as much.
Engineer-Architect: This profession deals with above-ground construction
and fortification. In order to build any structure more complex than a simple hut
or barn, it is necessary to hire one. An engineer-architect is paid for wholemonths of employment, even if the work is completed in less than a wholemonth. He or she also collects an additional fee equal to 10% of the total
expenditure on the construction. The building site must be selected or approvedby an architect-engineer, or else there is a 75% chance the structure will
collapse in 1 to 100 months.
Engineer-Artillerist: This profession deals with the construction and use ofsiege artillery — catapults, trebuchets, etc. No such engines can be made orproperly used without the services of such an individual. If employment is for
short term only, say a few months or less, then rates of pay and costs will be
increased from 10% to 60%.
Engineer-Sapper/Miner: All underground construction or tunneling, as wellas siege operations which require mining, counter-mining, siege equipment(picks, rams, sows, towers, etc.), or trenches, ditches, parapets, and so forth,require the professional services of an engineer-sapper/miner. Dwarves areuseful in the capacity of engineer-miner only. They are twice as costly and add
20% to the efficiency of human miners (and dwarven miners will work only fora dwarven engineer-miner, of course).

Number Encountered (d10)Troop Type
1-4
5-7
8-9*
0**
archer (longbow)
1-4
2-5
3-12
5-20
archer (shortbow)
1-6
2-8
4-16
5-30
artillerist
1234
captain1
1
1
1crossbowman
1-6
2-8
5-20
8-48
footman, heavy
1-6
2-12
5-30
10-60
footman, light
1-4
2-8
3-12
5-20
footman, pikeman
2-5
3-12
5-20
10-40
lieutenant1111
hobilar, heavy
1-3
2-5
3-12
4-16
hobilar, light
1-4
2-8
3-12
5-20
horseman, archer
1-2
1-6
2-8
3-12
horseman, crossbowman
1-4
2-8
3-12
5-20
horseman, heavy
1-3
2-5
3-12
4-16
horseman, light
1-4
2-8
4-16
5-30
horseman, medium
1-3
2-5
3-12
4-16
sapper/miner
1-2
1-4
2-5
2-8
serjeant
1
1
1-2
1-3
slinger
1-3
1-6
2-8
3-12
SELECT ANY TYPE OF MISSILE TROOPSELECT ANY TYPE OF FOOTMAN
SELECT ANY TYPE OF HORSEMAN
SELECT ANY TYPE OF SPECIALIST OR LEADER* With lieutenant if more than 10 soldiers.
** With lieutenant if more than 10 soldiers, with captain if more than
20 soldiers.

Jeweler-Gemcutter: This profession allows the character to have rapid andaccurate appraisal of any precious metal, gem material, or piece of jewelry(except those which you, as DM, specifically designate as “heretofore
unknown”). In addition, the jeweler-gemcutter can set stones in various things(sword hilts, flagons, or whatever) or fashion jewelry from gem material andprecious metals. A simple ring will take a week; a bracelet with sculpting two
weeks (with stones set, three); while a crown might require a full year of work.
Basically, the work merely adds either splendor to the player character’s
personage by the display, or the total value of the materials can be increasedby from 10% to 40%, depending on the skill of the individual doing the work.
Likewise, as a gemcutter, the individual might well increase the value of a roughor poorly cut stone (those under 5,000 gold piece base value), or the stone
might be ruined in the process. Note that jeweler-gemcutters cannot be held
responsible for damage. Both functions are shown below:

Archer (longbow): These troops will be able to operate as light infantry
when not employing bows. They can use any typical weapon, for they must be
strong and in good health.
Archer (shortbow): These troops will not fight as infantry when not using
their bows, unless it is a desperate situation. In extremis they will fight as lightinfantry using short swords, hand axes, and similar weapons. (You may desire
to allow certain types — such as the historical Viking warrior types — to be
exceptional. If so, these individuals will certainly demand longbowman’s
wages.)
Artillerist: These troops are required to operate any missile engines larger
than a heavy crossbow. They will fight as light infantry only in extremis.
Captain: A captain is nothing more than a capable leader, a fighter of 5th,
6th, 7th, or 8th level (according to the d10 score, 1-4 = 5th, 5-7 = 6th, 8-9 =7th, 0 = 8th) but NOT capable of working upwards. A captain can commandas many scores of troops as he or she has levels, i.e., 4th level enables
command of 80 men, 5th level enables command of 100 men, etc. In addition,
the level of the captain dictates the number of lieutenants which can becontrolled. This is exclusive of serjeants and any auxiliary types such asservants, cooks, etc. The monthly cost of a captain is 100 gold pieces
per level.

Jeweler Skill Level
01-20
fair — 10% increase 90% likely
21-50
good — 20% increase 50% likely, +10% otherwise
51-75
superior — 30% increase 60% likely, +10% otherwise
76-90
excellent — 40% increase 70% likely, +10% otherwise
91-00
masterful — 40% increase 60% likely, +20% otherwise
Gemcutter Skill Level*
01-30
shaky — d12, one roll, 1 improves, 10-12 ruins stone
31-60
fair — d12, one roll, 1-2 improves, 12 ruins
61-90
good — d12, one roll, 1-3 improves, 12 ruins
91-00
superb — d20, 1-5 improves, 20 ruins stone

Crossbowman: These soldiers are able to use any sort of crossbow
furnished. Each heavy crossbowman will typically desire a light infantryman toaccompany him to act as a shield bearer. Crossbowmen will bear hand-held
weapons and fight as light foot if meleed by enemy troops.

* Roll for this separately after determination of jeweler skill level.
30

HIRELINGS (EXPERT HIRELINGS)HIRELINGS (EXPERT HIRELINGS)

Footman, heavy: These troops are trained to fight in close formation. They
do so regardless of the type of armor they are equipped with. Weaponry canbe sword and shield, axe and shield, pole arms, etc.

the like, or is a racial hero. The types of soldiers available depends entirelyon the race (see MONSTER MANUAL for such information). The lessintelligent non-humans will serve for from 10% to 60% less cost, but these evil
creatures will certainly expect to loot, pillage, and rape freely at every
chance, and kill (and probably eat) captives. Dwarves will serve at double
rates, or at normal rates if they are basically aiding a champion of theircause and people. Gnomes and halflings will only serve in the latter case.
Elves are a difficult case to handle, for they might serve against hated foes, orfor a cause, but in either event probably for greater cost or special
considerations only. Half humans such as half-elves and half-orcs might befound amongst either human contingents or with those of their non-humanparent race. Possible non-human soldiers are:Footman, light: These soldiers do not fight in close formation. They areuseful in rough terrain, woods, etc.
Footman, pikeman: These soldiers are heavy foot who are especiallytrained to fight with pikes and also maneuver with them. Mercenary pikemen
will be high quality (not militia or levy quality). Heavy footmen can be placed in
the center of a pike formation of 100 or more troops, if these troops havetrained for not less than two months with the pikemen.
Hobilar, heavy or light: These troops are simply mounted infantry, able touse horses to move but not capable of mounted combat. Thus, hobilars ride tobattle but dismount to fight. Some provision must be made to care for thehorses, or the hobilars will leave 25% of their number behind to do so.

bugbears
dwarveselves
gnollsgnomesgoblins

Horseman, archer: These light troops are generally nomadic types,
undisciplined and prone to looting. They will fight hand-to-hand only if
circumstances force this action upon them. They can wear leather, ring, or chain
mail, and they can carry small shields for use when not plying their bows.

halflings
hobgoblins
kobolds
lizard men
orcs

Sage: Sages are a very special case indeed, for they are the encyclopedias,
computers, expert opinions, and sort of demi-oracles of the milieu all rolled
into one. Even in a quasi-medieval fantasy world, the sum of humanknowledge will be so great and so diverse as to make it totally impossible forany one sage to know more than a smattering about many things, a fairunderstanding of their overall field, and a thorough knowledge of their
particular specialty or specialties. The general fields of study for sages areshown hereafter, with special areas of expertise listed under each generalcategory.

Horseman, crossbowman: All such troops are armed with light crossbows,
as heavy weapons are not usable on horseback. They are light troops, but they
can wear any sort of armor. They will wield handheld weapons in combat if
necessary.
Horseman, heavy: These soldiers are trained to operate in close formation(stirrup-to-stirrup). They are able to use most weapons common to horsemen.
Horseman, light: These troops are not trained to operate in close order orformation. They are useful skirmish-raider types only.
Horseman, medium: Similar to heavy cavalry, medium horsemen aretrained to operate in formation, but they are generally smaller individuals onlighter horses and do not ride as close to their fellows.
Lieutenant: A lieutenant is an assistant to a captain, or a leader in his or her
own right. Fighter level is 2nd (d10 score 1-7) or 3rd (d10 score 8-0), and thelieutenant can command as many decades of troops as he or she has levels.
This is exclusive of serjeants, of course. A lieutenant serving under a captainextends the number of troops the captain can effectively command and control.
The level of a lieutenant determines how many serjeants he or she is able todirect, these in addition to those normally serving with the troops, i.e., 2 or 3
additional serjeants who can do special duty. The monthly cost of a lieutenant is
100 gold pieces per level. They cannot progress in level.

Sage Ability:
Sapper/Miner: These troops are required for any military operations which
involve use of siege machinery, towers, trenches, mines, etc. Although they willfight only to preserve their lives, they do fight as heavy footmen. They normallywear only light armor because of their duties — leather or studded leather ifthey are active.

While any sage is capable of carrying on a discussion in any field ofknowledge, what he or she actually has expertise in is an entirely different
matter. Thus, any given sage will know the general field of his or her chosen
study well, with expertise in two or more special areas, and in addition he or
she will be able to give reasonable advice in one or two other fields, but haveabsolutely no expertise in any of the special categories of the other fields. Notethat expertise in a limited number of special categories does not imply that thesage is limited in talent, only that he or she has devoted major effort into limitedareas, and his or her knowledge of these special categories will be
exceptionally good. When taking the persona of a sage, it is therefore very
important for the DM to assume not only the role but also the overview andpersonal dedication of the character. The number of fields of study (major andminor) and the specialization categories are determined by use of the twotables given hereafter. Find the number of fields of study first:

Serjeant: A serjeant is the leader of a small body of troops, a noncommissioned officer equivalent. All serjeants are 1st level fighters but incapableof progressing further. A serjeant can command up to 10 soldiers as anindependent unit or assure orders from lieutenants or a captain are carried out.
There must be 1 serjeant minimum for every 10 regular soldiers, and there canbe 1 per 5. The monthly cost for a serjeant is 10 times the rate of the troops heor she commands, so a serjeant of heavy horsemen costs 60 gold pieces, oneof light footmen only 10.
Slinger: Slingers are trained from youth up (as are longbowmen), and are thus
rarely encountered. They can wear leather (including studded leather), padded,
or ring mail only, but they are also able to employ small shields at the sametime as they ply their slings. They are always light infantry, and they are able touse only lesser handheld weapons such as hand axes, clubs, short swords, anddaggers.

Dice Score
01 - 10
11 - 30
31 - 50
51 - 70
71 - 90
91 - 00

Non-Human Soldiers:
There can be various units of non-human troops available for mercenary duty,
but this depends upon your milieu. It is suggested that as a general rule suchtroops be enlisted only where they actually dwell, and only if the player
character champions their cause or is a minion of their alignment, religion, or

Minor Fields
1
1
1
2
2
2

Special Categories In Major Field
2
3
4
2
3
4

To use the above information on the following table, first roll for (or choose) one
field of study to be the sage’s major field, then choose the proper number of
special categories within that field. Finally, roll (or choose) the indicated numberof minor fields.
31

HIRELINGS (EXPERT HIRELINGS)HIRELINGS (EXPERT HIRELINGS)
have any inkling that such a thing exists anywhere in the multiverse. Be certain
to adhere to this rule strictly!

Sage Fields Of Study And Special Knowledge Categories:
Humankind 01-30
Art & Music
Biology
Demography
History
Languages
Legends & Folklore
Law & Customs
Philosophy & Ethics
Politics & Genealogy
Psychology
Sociology
Theology & MythDemi-Humankind 31-50
Art & Music
Biology
Demography
History
Languages
Legends & Folklore
Law & Customs
Philosophy & Ethics
Politics & Genealogy
Psychology
Sociology
Theology & Myth

Humanoids & Giantkind 51-60
Biology
Demography
History
Languages
Legends & Folklore
Law & Customs
Sociology
Theology & Myth

Physical Universe(s) 61-70
Architecture & Engineering
Astronomy
Chemistry
Geography
Geology & Mineralogy
Mathematics
Meteorology & Climatology
Oceanography
Physics
Topography & Cartography

Fauna 71-80
Amphibians
Arachnids
Avians
Cephalopods & Echinoderms
Crustaceans & Mollusks
Ichthyoids
Insects
Mammals
Marsupials
ReptilesFlora 81-90
Bushes & Shrubs
Flowers
Fungi
Grasses & Grains
Herbs
Mosses & Ferns
Trees
Weeds

Knowledge of any sage character is not entirely contained within his or her
brain. As with any scholar, sages will tend to collect materials which pertain to
the fields of study he or she pursues. Thus, the sage must have both living
quarters as well as study and library and workroom — a minimum of fourrooms of at least 200 square feet each, and if the sage is kept busy answering
many questions, then he or she will need more space for the additional
materials (books, equipment, life forms, etc.) needed to fulfill the demands of theposition. (As DM, make a point of asking for far more than is actually needed,
as any dedicated scholar-scientist will desire acquisition of absolutely everythingneeded or imagined to possess a virtual university and museum. A sage who
specializes in flora, for example, might request a root cellar, greenhouse, fungi
beds, several acres for growing various plants — all in addition to a bed
chamber, study, library, and workroom.)
Sage Characteristics: As with any hireling of importance, abilities,alignment, and even special skills will have to be determined. STRENGTH: d8 +7; INTELLIGENCE: d4 + 14; WISDOM: d6 + 12; DEXTERITY: standard 3d6;
CONSTITUTION: 2d6 + 3; CHARISMA: 2d6 + 2; ALIGNMENT: (see below)
01-05
06-10
11-20
21-30
31-40

Speciﬁc
11%-20%31%-40%57%-60%76%-96%LAWFUL NEUTRAL
NEUTRAL
NEUTRAL EVIL
NEUTRAL GOOD

SPECIAL SKILLS: All sages will have some abilities with respect to spells, fortheir studies will have empowered them thus. Determine whether spell abilities
will be magic-user, illusionist, cleric, or druid by studies. Flora and fauna
indicate druidical talents, supernatural or unusual indicates either magic-user
or illusionist ability (if magic-user talent is not obviously indicated, assumeillusionist ability), studies of the physical universe indicate clerical talents (asdo such studies as most categories of human, demi-human, and humanoid
nature), and art & music and legends & folklore being either clerical or
magic-user. When some natural bent is discovered, find the maximum level ofthe spells known to the sage by rolling a d4 + 2 to find a level between 3
and 6, inclusive. This only indicates the ability to use spells of up to the level
shown — it does not mean that the sage is able to use any spell in particular.
Each sage will possess 1-4 spells of each level, but at any given time he or
she will have no more than 1 of each level available for actual use, the rest
being contained in various source books. Find specific spells by random
generation. Spells such as bless, chant, prayer, commune, raise dead,commune with nature, and contact other plane — or their reverse, if
applicable, are not within the capabilities of a sage. Naturally, the sage willtend to keep his or her spell knowledge as highly secret, and he or she will
likewise have those spells which seem applicable for activities likely to be
pursued during the course of the period the sage envisions.

Chance Of Knowing Answer To A Question:
General31%-50%46%-65%61%-80%81%-100%

41-60
61-80
81-90
91-00

HIT POINTS: 8d4 + constitution bonuses as applicable.

Supernatural & Unusual 91-00
Astrology & Numerology
Cryptography
Divination
Dweomercraeft
Heraldry, Signs & Sigils
Medicine
Metaphysics
Planes (Astral, Elemental & Ethereal)
Planes (Outer)

Question Is
Out Of Fields
In Minor Field
In Major Field
In Special Category

CHAOTIC EVIL
CHAOTIC GOOD
CHAOTIC NEUTRALLAWFUL EVILLAWFUL GOOD

Abilities will change due to aging or special circumstances only. Sages will notincrease in hit points, and their special abilities will not increase, either —although if they acquire magic items which are usable by characters of thesame profession as that of their special spell ability, they will likely be able touse such items. Spell use is at a level equal to the minimum level at which sucha spell could be employed if the sage were of that class, i.e. a sage with thirdlevel spell use in magic casts spells at 5th level of ability (the minimum level fora magic-user to cast a third level spell). All sages are middle-aged to venerable
in age.

Exacting—
11%-20%26%-35%61%-80%To use the above table each time a particular question is asked, first roll (d10 ord20, as applicable) to determine the sage’s base percentage chance (within therange shown) to know the answer. When that is determined, roll to see if thesage does know the answer. Rolling the indicated base percentage or below
indicates that the sage has the knowledge for that particular question.

Hiring A Sage: Only fighters, paladins, rangers, thieves, and assassins areable to hire a sage. (Other classes of characters can consult them, however, as
explained hereafter.) Any character hiring a sage on a permanent basis musthave a stronghold with ample space for the sage, as noted above. A sage will
accept service only on a permanent, lifetime basis.

You must determine if any given question is of general, specific, or exacting
nature according to the subject. For example, “Do giants live on that island?” isa general sort of a question; “Do fire giants inhabit the volcanic region of thatisland?” is a specific question; and “Do the fire giants inhabiting the volcanic
region of that island possess the Artifact of Alamanzaliz?” is exacting. Anyquestion asked must be within the scope of knowledge of the player character,or his or her associates at the time, and such inquiries must always be consistent
with the learning of the milieu which you have designed. Thus, if you have no
gunpowder in the milieu, no questions regarding the substance, no matter how
phrased, would be possible, as none of the inquiring parties could possibly

Location Of A Sage: Sages will be found only in large towns and cities.
They are typically in or near colleges, schools, universities, libraries, museums,
forums, and public speaking places. Sages belong to a Brotherhood, but as a
general rule, this association is informal and not likely to have a headquarters
at which a sage could be located. (However, the employment of a sage will
become common knowledge to all sages within the area.)32

HIRELINGS (EXPERT HIRELINGS)HIRELINGS (EXPERT HIRELINGS)

Short-Term Employment Of A Sage: Upon locating a sage, any class ofcharacter can ask him or her to answer one or more questions. Such short-term
employment cannot last beyond one week’s time, and the sage will thereafter
not be available for at least one game month — as there are more importantand constructive things to be done than answering foolish questions, anyway!
Remembering the restriction regarding time, use the information found underthe Information Discovery section hereafter. Costs for short-term employment are
100 gold pieces per day plus the variable amount shown under Information
Discovery for question difficulty (reflecting costs of obtaining research materials
or the information proper through fees, bribes, donations, etc.).

materials. As DM you must also use judgment as to related questions, so that
if a closely related query is made following one for which an expenditure wasnecessary, you must determine whether or not the further question orquestions would be answerable from the same materials source which wasformerly obtained. Naturally, all costs are NOT for materials, some accruing
as payments, fees, and bribes.
You may likewise extend the time necessary to answer specific or exacting
questions which you believe that the sage would have great difficultyanswering due to lack of information available or the particular nature of thequestion. For example, a query as to how the henchman of the player
character could construct an artifact would never be able to be answered
positively, but the sage might feel obligated to continue a fruitless search forthe knowledge.

Long Term Employment Of A Sage: If initial reaction of the sage isfavorable to the player character attempting to hire him or her, the sage willthen entertain any offers of employment on a permanent basis which thecharacter chooses to proffer. As a sage will bring nothing save thinking ability
and knowledge, an offer of employment must consider the following:
SUPPORT & SALARY PER MONTHRESEARCH GRANTS PER MONTHINITIAL MATERIAL EXPENDITURE

Unknown information will always require from 51% to 100% of the maximum
time shown to determine that the knowledge is beyond the ability of thesage. All costs will accrue at only half of the stated amount, however. Thus,
suppose a sage is asked a question out of any of his or her fields ofknowledge. If the question is of general nature, the sage will hedge and talkaround the point, or just possibly sit and look wise for 4-6 rounds before
answering that the question is beyond his or her learning, and there is nocost involved, as a day was not spent researching. Were the question
specific, he or she would require 13-24 days to discover that it wasunanswerable and relate this to his or her employer/master. The cost would
be 50 g.p. per day, or from 650 g.p. to 1,200 g.p. (in this case probably
paid out to others as fees, stipends, and the like trying to find someone withthe answer).

200 to 1,200 g.p.
200 to 1,200 g.p.
20,000 g.p. minimum

Determine salary and grant expectations by random dice rolling of 2d6 foreach. Initial material expenditure is a far more important matter, for even if thesage is otherwise satisfied, if this is not met and exceeded then the ability toanswer specific and exacting questions will be sharply curtailed due to lack ofreference works, experimental equipment, and so on. A 20,000 g.p.
expenditure will allow the sage to operate at 50% of normal efficiency, and foreach additional 1,000 g.p. thereafter, the sage will add 1% to efficiency until
90% is reached (upon expenditure of 60,000 g.p.). After 90%, to achieve 100%efficiency the cost per 1% is 4,000 g.p. (for the obviously erudite and rare
tomes, special supplies and equipment, etc. — assuming such are available, ofcourse). All told, expenditures must be 100,000 g.p. for 100% sage efficiency inspecific and exacting question areas. Note: Additional expenditure on materials
will increase sage question answering ability in the general and specific areas
as follows: For each 5,000 g.p. and 1 month of uninterrupted study time, thesage can increase his or her knowledge outside his or her fields of study by 1%
to a maximum of 5%. At 10,000 g.p. cost and 1 month’s time, sage ability inminor fields of study can be brought up by 1% subject likewise to a 5%
maximum gain. Addition of another minor field, three maximum, requires
100,000 g.p. expenditure and two years of time. Addition of a major field ofstudy requires 200,000 g.p. and two years’ time. Payment must be made inadvance. No questions can be asked of the sage during the stated period oftime, or all is lost.

Rest And Recuperation: After spending more than 1 day of timeanswering a question, a sage will need at least 1 day to rest and relax forevery 3 he or she spent in research. During this time, he or she will not be able
to answer any further queries of anything other than general nature, and if theplayer-character bothers the sage often during this “time off”, the sage will
demand from 1-2 additional days of time for “special research”, and until suchtime is granted, the sage will expend the maximum amounts of time andexpense in answering questions.
Non-Human Or Part Human Sages: Most sages will be human, but if
your campaign milieu seems right for sages of dwarven, elven, or any othersuch race, feel free to use them. However, old and venerable category nonhuman sages will not be likely to be interested in employment with humans, justas human sages will tend to favor employment with humans, unless their
specialization dictates differently.

Information Discovery: It will take only a relatively short period of time,and no costs to speak of, to discover information of a general nature, but asquestions become more difficult, the time and cost to give an answer becomes afactor. This is shown on the following table:

Scribe: A scribe is principally a secretary or copyist. He or she will be able torecord normal things, but never anything of magical nature. Specialists such as
scribes able to make maps (or copy them) — cartographers — will be scarceindeed, and generally they will command ten times the costs of a normal scribe.
Other specialists would be those able to use codes or ciphers and those able toread and write a language other than the common tongue. These scribes are
likewise rare and ten times as costly as the normal sort.

Information Discovery Time And Cost Table:

Question Is
Out Of Fields
In Minor Field
In Major Field
In Special Category

Nature Of Question Is
General Speciﬁc Exacting
1-6 r.
2-24 d.
—1-4 r.
2-20 d.
5-40 d.
1-3 r.
1-12 d.
3-30 d.
1-2 r.
1-10 h.
2-12 d.

G.P. Costs
100/d.
1,000/d.
500/d.
200/d.

Ship Crew: As with a captain, crewmen must be of the sort needed for thevessel and the waters it is to sojourn in. That is, the crew must be sailors,
oarsmen, or mates of either fresh water vessels or salt water vessels.
Furthermore, they must be either galley-trained or sailing-vessel-trained.
Sailors cost the same as heavy infantry soldiers (2 g.p. per month) and fightas light infantry. They never wear armor but will use almost any sort of
weapon furnished. Oarsmen are considered to be non-slave types andprimarily sailor-soldiers; they cost 5 g.p. per month, wear any sort of armor
furnished, and use shields and all sorts of weapons. Marines are simply
soldiers aboard ship; they cost 3 g.p. per month and otherwise have armor
and weapons of heavy foot as furnished. Mates are sailor serjeants who havespecial duties aboard the vessel. They conform to specifications of serjeantsand cost 30 g.p. per month.

r. = rounds
h. = hours
d. = days
Note: All times assume that the sage will be in a position to conduct researchand obtain necessary equipment within a day or two of the discovery of theneed, and the costs shown assume these activities. If a town or city is not
nearby, double times and costs (or compute the sojourn expenditure necessary
to arrive at a locale where the needed materials are to be had, anddetermine other expenses also). However, if the percentile dice score rolled forknowing the answer to the question is in the lower 20% of the spread, thenthere will be no costs incurred, as the material is on hand. Thus, if a sage has
a 31% to 40% chance of knowing a question, and the dice indicate a 32%
chance of knowing it, a following roll of 32% or less indicates knowledge, but
a roll of 06% or less indicates that the sage has the information about thequestion available, and there will be no additional expense. Furthermore, inthe special category of study, any spread within the lower 80% has no cost, as
this area is where the sage will have accumulated most of his or her

Ship Master: This profession covers a broad category of individuals able tooperate a vessel. The likelihood of encountering any given type depends on
the surroundings and must be determined by the referee. Types are:River Vessel Master
Lake Vessel MasterSea-Coastal Vessel CaptainGalley Captain
Ocean-going Vessel Captain
33

HIRELINGS (EXPERT HIRELINGS)HENCHMENThe latter sort should be very rare in a medieval-based technology milieu. Notethat each master or captain will have at least one lieutenant and several mates.
These sailors correspond to mercenary soldier lieutenants and serjeants in all
respects. For every 20 crewmen (sailors or oarsmen) there must be 1 lieutenantand 2 mates. Sailing any vessel will be progressively more hazardous without
master or captain, lieutenants, and mates. (See WATERBORNE
ADVENTURES). The proper type of master or captain must be obtained tooperate whatever sort of vessel is applicable in the waters indicated. Cost for
masters, captains and lieutenants is 100 g.p. per month per level of experience.
They also are entitled to a share of any prize or treasure taken at sea or onland in their presence. The master captain gets 25%, each lieutenant gets 5%,each mate 1%, and the crewmen share between them 5%. The remainder goesto the player character, of course.

BOWYER-ARROWSMITH-FLETCHER
SWORDSMITH-DAGGERSMITH
WEAPONER GENERAL
The bowyer would fashion any sort of bow, including crossbows, and missiles
for same. Swordsmith work would be strictly with all forms of swords anddaggers. The weaponer would fashion all weapons not made by the other twoclasses of weapon makers. As with other hirelings of this sort, the weapon
maker must have a forge and a workroom. He or she will have various
apprentices which are subsumed in the monthly cost. A weapon maker isnecessary to support troops, 1 being required to support each 80 men or
fraction thereof. If the weapon maker has free time, he or she can turn out
weapons at the rate of 1 weapon per day after an initial start-up period of 1
month. Exceptions to this rate are composite and long bows which require astart-up time of 1 year and are turned out at the rate of 2-5 per month
thereafter, heavy crossbows which are turned out at a rate of 15 per month,and swords which are made as follows:

Spy: Spying is a profession which is typically reserved for assassin characters.
Other types of characters can be paid to spy, but such activity must be at thediscretion of the Dungeon Master. The player character must locate a likely
prospect and then employ him or her in some capacity which is in accord withthe prospective spy’s station and occupation or profession. Then, by means ofdiscussion and offers of payment, the player character must convince thecharacter that he or she should become a spy. The sums offered can range
from as little as 100 g.p. to as great as 10,000 or more depending on thesituation and the person being approached. If the area where the spy must go
is distant, the person or persons to be spied upon dangerous, or theprospective spy of high station, the likelihood of acceptance is low unless thepay is exceptional — in money and possibly magic or land or position orsome other valuable consideration. Payment must always be made byinstallment, part on taking the assignment, the balance on completion of theassignment. Use the ASSASSIN SPYING TABLE to determine the success ofany mission, treating the spy as a 1st level assassin on his or her first mission,
2nd on the second, etc. Such spies can never become more proficient at spying
than 8th level in any event.

scimitarsword, bastard
sword, broad
sword, longsword, shortsword, two-handed

10/month
8/month
15/month12/month20/month
5/month

Scabbards for all swords will have to be manufactured by a leather worker ofsome sort. Location of a weapon maker willing to take service with any player
character should be difficult.
Daily Employment: Expert hirelings are generally not available for periodsof less than one or more months. Soldiers can be hired, but not captains,lieutenants, or serjeants. They recognize hazardous duty, and the cost per day
is the same as per month. The supply of such men-at-arms willing to work dayto-day is strictly limited, so if the PCs lose them adventuring, more will not belikely to be found.

HENCHMENHenchmen, whether male or female, are greatly desired by the discerning
players, for they usually spell the difference between failure and success in thelong term view. They are useful in individual adventures as a safety measureagainst the machinations of rival player characters, provide strength to thecharacter and his or her stronghold, and lastly serve as a means of adventuringwhen the player character is unable to. Because they are so useful, andbecause they are typically so devoted, there are charisma limitations as to how
many henchmen a PC is able to attract. Knowing this, the real question for theDungeon Master is who will be attracted? where will they be found? when will
they come? and what will the cost be? These questions are answered in detailhereafter.

“This had better work!”
Steward/Castellan: This occupation pertains to the overseeing of a castle,
particularly if the player character owner of the stronghold is not a fighter orcleric or if he or she intends to be away for a time and desires to make certainthat the castle is well-run and safe. A steward/castellan is the same as amercenary soldier captain with respect to level but cost of employment is double(200 g.p./level). However, as he or she is dealing with troops within astronghold, command ability is double, i.e. 40 troops per level. Generally, atrusted captain will be appointed castellan or steward. Once so appointed, thecharacter will feel affront if asked to take the field as if he or she were nothing
more than a common mercenary captain! A castle with a steward/castellan will
always be sufficiently garrisoned, have ample food, water reserves, oil, siegeequipment and engines, missiles, etc., and will be kept in good repair. Of
course, the player character must initially establish the stronghold and its
attendant needs for men and supplies of all sorts. Once this has beenaccomplished, bought, and stocked, the castellan or steward will see that levels
are maintained according to the dictates of his or her master. The costs of suchwork come from standard support costs of the stronghold, but a steward/
castellan will see that such funds are actually spent on what they were meantfor. Note: Loyalty of such a character must be kept high or else disaster might
result the first time an enemy approaches the place when the player characteris away.

Level Of Prospective New Henchmen:
As a general rule, only characters of 1st level of experience will be attracted toservice with a player character. (If the NPC has already gained a level or moreof experience on his or her own, why would the aegis of a PC be sought?!) If
the player character attempting to find an NPC henchman is over 6th level,
there is a 10% chance that the character found will be 2nd level, and seeking
service because of the renown of the PC; if the player character is over 11th
level, there is a 25% chance that NPC will be 3rd level, 25% chance for 2nd
level, and 50% for 1st level.
Race Of Prospective Henchmen:
The locale in which the non-player character henchman is being sought, theracial distribution in that locale, the race of the prospective liege, and themanner of seeking henchmen, will all bear upon the race of any possible
henchmen.
Locale and Racial Distribution: The amount of territory within which thehenchman is being sought is of importance, for it determines what character
races are available for acquisition. Determine racial percentages that exist
within the area, and group them into increments of 5%. For example, a largecity of 25,000 might be 80% human, 10% half-orc, and 10% “all others” (dwarf,
elf, gnome, half-elf, and halfling).

Weapon Maker: A weapon maker is a sort of smith-armorer specializing in
the manufacture of high-quality arms. As DM you might desire to divide
weapon makers into the three following classes:
34

HENCHMEN

HENCHMEN

Racial Specifications: Unless special note is made that only certain races ofadventurers are desired, or the notices and broadsides specifically exclude
races, the whole of the population base will be eligible, so random samplings
will be attracted.

job. During this period of time, the PC must remain in the place he or she
made known as the spot to go for employment. Failure to do so will result ina loss of any applicants coming that day and each day thereafter he or she is
not available. When the total number of applicants coming are known by you,divide this number by the number of days during which notice is getting
around (2-8), and this will give the number of applicants per day. Always
have any odd numbers remaining come during the first or second day.

Number of Prospective Henchmen: Human and half-orc characterssuitable for level advancement are found at a ratio of 1 in 100. Other races
have an incidence of 1 in 50. However, as most of these characters will beother than low level adventurers and already in a situation they are satisfied
with — and humans more so than other races, unless the development of thearea is primarily other than human — about 1 in 1,000 population will beinterested in offers of employment as a henchman. NOTE: This figure must be
adjusted by the DM according to the locale, for if it is an active adventuringarea, the incidence of prospective henchmen might be as great as 1 in 200,
while if it is a settled and staid area, incidence might be as low as 1 in 5,000.

Treatment Of Prospective Henchmen:
When a character arrives for employment, it is considered poor manners toenspell him or her in any way (except possibly in the case of know alignment or
detect good/evil), to say nothing of physically searching him or her. Directquestions about alignment and religion are usually taken poorly.
Classes Of Prospective Henchmen:

Effective Location of Henchmen: While there might be as many as 25 ormore prospective henchmen in the city of 25,000 cited above, the player
character desirous of locating one or more for service must be able to reach the
NPCs in order to let them know there is a henchman position available. In
order to get this sort of information around, there are several methods which
can be used singularly or in combination:
MethodPOSTING NOTICES IN PUBLICHIRING A CRIERHIRING AGENTS TO SEEK PROSPECTSFREQUENTING INNS AND TAVERNS

Cost
50 g.p.
10 g.p.
300 g.p.
specialOf the total number of prospective characters who are capable of working
upwards in level, the distribution of class will be as follows:
CLERICSFIGHTERSMAGIC-USERSTHIEVESMONKS

Effectiveness
10% - 40%
1% - 10%
20% - 50%
special20% (d6, 1 = druid)
44% (d10, 1 = ranger, 2 = paladin)
20% (d6, 1 = illusionist)
15% (d6, 1 = assassin)1%

Non-human characters located will have two classes if they have scores of 14
or greater in two major ability areas, three classes if they have ability scores of
14 or greater in three major areas which match up with those of classes which
they are able to work in simultaneously. Exception: Those races which canwork only in two professions at once will not be exceptional, and regardless of
their ability scores they can work in only as many classes as stated in the
PLAYERS HANDBOOK.

Each method can be tried but once a month with any hope of success. Reduce
the percentage chance of effectiveness of each method by 5% when used in
combination; this reflects the duplication of effort. The special costs forfrequenting inns and taverns is a combination of the price of a round of drinks
for the house and a fee to the barkeep to mention the prospective employer toadventurers. For each 10 g.p. (50 g.p. maximum) of fee, there is a 1% - 4%chance of reaching a henchman.

Cost Of Successful Employment:
In addition to the costs of getting prospective henchmen to seek employment,
the player character desiring to hire one or more of them must be prepared tomake a substantial offer which is comprised of the following considerations:
Initial Payment: Not less than 100 gold pieces per level of the applicant
must be offered. This will give a base 25% interest in accepting the position.
For each additional 100 gold pieces, interest increases 10% to a maximumof 55%.
Equipment: The prospective henchman must be provided with complete
equipment according to his or her class or classes. Any magic items included
will make the character more interested in accepting the position, assuming heor she can use such items, of course. For each magic item (exclude arrows
except in groups of 5), increase interest by 15%.
Quarters and Support: The PC must offer reasonable housing and promise
free food and clothing as needed to the prospective henchman. This simply
adds 5% to interest level when offered, but failure to promise such quarters andsupport will lower interest by 25%.

“Dave, get the barbarian in the corner another drink, quick!”

Activity and Shares: The player character must state what amount ofactivity the prospective henchman will be given, and what duties and position isenvisioned for him or her. Furthermore, the prospective henchman must be told
what share of treasure he or she can expect from adventuring, and whatdivision of magic items can be expected.

Up to ten establishments can be so worked, but for each visited, the effectivenessof the others is reduced by 1%. Therefore, the PC had better spend in excess of
20 gold pieces in payments to innkeepers and barkeeps if he or she is planningto try this method in more than a few establishments. Example: The PC decides
to try a media blitz to find a henchman. He posts notices and gets a 30%
effectiveness, hires a crier who is 3% effective, hires agents who are 30%
effective, and spends 500 g.p. in fees in inns and taverns to get an average 15%
effectiveness after overlap. The total coverage is 30% + 3% + 30% + 15% = 78%–15% (use of 3 methods beyond the first at –5% per method) = 63% final total
effectiveness. Assume 65% of the total eligible NPC henchmen characters willseek service. Whatever final percentage figure is arrived at, this is multiplied by
the total available non-player characters available as henchmen. Use proportions
for racial types, unless the methods of informing prospective NPCs neglected
some area where a specific race is concentrated.

Characteristics of Henchmen: The characteristics, including alignment, of
NPC applicants are discussed under the section, PERSONAE OF NONPLAYER CHARACTERS. You, as DM, can decide how best to reveal all of thisinformation to the PC, some by relating what is “seen”, some by actuallyplaying the role of the applicant. If the character asks specific questions,remember that the applicant might take this amiss.
Acceptance Of Employment:
When the basic level of interest is found, and characteristics discovered, rollpercentile dice if the PC states a desire to accept the applicant as a henchman.
Adding the player character’s charisma reaction adjustment to the interest level,
and if the dice score does not exceed interest and charisma reaction
adjustment, the NPC accepts employment.

Length Of Time Required For Responses:
It will take from 2 to 8 days for all prospective henchmen who are going toapply to locate the player character and seek him or her out to apply for the35

HENCHMEN (LOYALTY)HENCHMEN (LOYALTY)
offered surrender terms
surrounded by superior foe
ordered to use up or diminish own magic item

surrenders
surrenders
refuses

NORMAL LOYALTY BASE: 50%, +/– charisma adjustment
LOYALTY OF HENCHMEN AND ALLIED CREATURES
Adjusted Loyalty Score
Less than 01
01-25
Equipment Of Henchmen:

26-50

All henchmen will come with nothing except the (normal) clothes they wear.
Although they will have a few copper and silver coins, they will have nothing ofvalue — no armor or weapons, nothing! Their wretched state is, in fact, one ofthe prime motivations for their seeking employment with a successful adventurer.

51-75
76-00
Greater than 00

Exceptional Henchmen:
From time to time player characters will manage to capture or otherwise havein their power characters of higher than 2nd level. This in itself is of noconsequence, but what if the player character then makes an offer of henchmanstatus to the other character!

LOYALTY BASE MODIFIERS:

If the non-player character is more than two levels greater than the player
character, only associate status, possibly for but 1 adventure or undertaking,perhaps for two, will be accepted, regardless of the amount of inducement
offered.
If the non-player character is from two levels lower to two levels greater thanthe player character, the NPC will consider only offers of becoming atemporary hireling or an associate for 1-4 weeks or adventures/undertakings.
If the non-player character is three or more levels under the level of the player
character, he or she will consider the offer, but all of the normal requirements ofoffer and acceptance must be handled as usual. If the offer is forced (do it orelse you die, etc.), the loyalty of the henchman will be that of a slave. It will bethat of captured and enlisted unless a considerable sum of additional money orconsiderations of magic are given.

Enlistment Or Association
associated non-player character
captured and enlisted
henchmanhired mercenary
hired mercenary, short term
slave

Modiﬁer
–10%
–15%
+5%
0%
–5%
–30%

Length Of Enlistment or Association*less than 1 monthless than 1 year
1 to 5 years
more than 5 years

Modiﬁer
–5%
0%
+10%
+25%

*This includes time between service or length of time that the player
character has been generally known and familiar to the figure(s) inquestion.

Such exceptional henchmen are the sole exception to the rule that henchmen
come unequipped, as they might well have considerable goods.
LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE AND
MORALEThe loyalty of all non-player characters associated with a given player
character depends upon many factors. First and foremost is the charisma of thePC, of course. This initial loyalty is modified by subsequent factors and thecontinuing relations between liege and his or her henchmen and hirelings.
Loyalty is important when trouble arises — whether it is some insidious plot
from within, a challenge from a rival, or in adventures or warfare. Typicalsituations which require a check for loyalty, obedience or morale are shown
hereafter. Checks are made by adjustment of the base loyalty score (due to thePC’s charisma rating). The final total is compared to the result of the percentile
dice roll, and if the total is less than the number shown on the dice, the figure
or figures in question are disloyal, disobedient, or have poor morale.

Training Or Status Level
untrained or peasantlittle training, levied troops
newly recruited regulars
trained regulars
elite, sub-ofﬁcers, minor ofﬁcials/expert hirelingguards, ofﬁcers, or major ofﬁcials/henchmen

Modiﬁer
–25%
–15%
–5%
+10%
+20%
+30%

Pay Or Treasure Sharednone
partial, late, or unfair
averageabove average, choice shares
exceptional, bonuses, gift items*

Modiﬁer
–20%
–10%
0%
+5%
+10%

*Typically magic items if a henchman is concerned

TYPICAL LOYALTY, OBEDIENCE, AND MORALE CHECK SITUATIONS
Situationoffered bribeordered to testify against liege
has a chance to steal goods
left alone in possible danger
abandonedordered into possible danger
ordered to perform heroic act
ordered to perform heroic and dangerous act
ordered to rescue party member(s)ordered to rescue liege
in combat with possibly dangerous foe
liege incapacitated or slain

LoyaltyNone — will attempt to kill, capture, harm, or
desert at ﬁrst possible opportunity
Disloyal — will always seek own advantage
regardless of circumstances
Little — will seek own advantage at ﬁrst sign ofweakness
Fair — will support cause if no great risk isinvolved
Loyal — will always attempt to further the endsof the liege, even at great risk
Fanatical — will serve unquestioningly and lay
down own life if necessary without hesitation

Failure Result
co-operates
agreesstealsdesertsdesertsrefusesrefusesrefusesrefusesrefusesruns awayruns away

Discipline/Activity
none/onelax/little
ﬁrm and harsh/occasionalﬁrm and fair/often

Modiﬁer
–10%
–5%
0%
+10%

General Treatment By Liege
inhuman and heartless
cruel and domineering
indifferent and uncaring or variable
just and invariable
just, kind, and invariable

Modiﬁer
–25%
–10%*
–5%
+10%
+15%

*Applies only when the liege is not present, is incapacitated or dead; if theliege is near and in power, minuses are treated as pluses — otherwise treat
as 0% adjustment (fear).
36

HENCHMEN (LOYALTY)
Racial Preference For antipathy
good will
hatredneutralpreferred
tolerance

TIME (TIME IN THE CAMPAIGN)
Liege
–5%
+10%
–20%
0%
+20%
0%

empathizing with the character or group in question, and having them act
accordingly. Until you are absolutely certain, however, it is urged that you use
these tables.)Associated Group
–10%
+5%
–15%
0%
+15%
–5%

These rules should be used in conjunction with those given under Morale in
COMBAT.

NOTE: Preference adjustments are cumulative, but only with regard to liege
and associates, and with respect to the latter group only the mostdisliked or most liked are counted.

TIME

Alignment Factors

Game time is of utmost importance. Failure to keep careful track of time
expenditure by player characters will result in many anomalies in the game. The
stricture of time is what makes recovery of hit points meaningful. Likewise, thetime spent adventuring in wilderness areas removes concerned characters fromtheir bases of operation — be they rented chambers or battlemented
strongholds. Certainly the most important time stricture pertains to the
manufacture of magic items, for during the period of such activity noadventuring can be done. Time is also considered in gaining levels and learning
new languages and more. All of these demands upon game time force choices
upon player characters, and likewise number their days of game life.

Alignment Is
1 place removed
2 places removed
3 places removed

Liege
0%
–15%
–35%

TIME IN THE CAMPAIGN

Associated Group
0%
–5%
–20%

Examples: lawful evil - lawful neutral = 1 place removed
lawful evil - lawful good = 2 places removed
lawful evil - chaotic good = 3 places removed
Alignment of Liege
lawful good
lawful neutral
lawful evil
neutral goodneutralchaotic good
chaotic neutral
neutral evil
chaotic evil

Modiﬁer
+15%
+10%
+5%
0%
0%
–5%
–10%
–15%
–20%

Special Considerations
killed faithful henchman or hireling in front of awitness(es)tortured faithful henchman or hireling in front ofa witness(es)reputed to have slain faithful henchmen or
hirelings or actually left them to die
foresworn or oath breaker or deserter
rumored to have tortured faithful henchmen or
hirelings
discharged faithful henchmen or hirelings
without cause
given a choice gift or bonus within last twomonths (hireling) or three months (henchman)risked life for within last six months (hireling) or
one year (henchman)ransomed or rescued within one year
saved life directly or personallyuses and diminishes his or her own magic
to beneﬁt the NPC (including use of spells,
especially cures).
returned henchman or hireling to normal
state from death-like state, had raised orresurrected

Modiﬁer

One of the things stressed in the original game of D&D was the importance ofrecording game time with respect to each and every player character in a
campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A
MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.
Use whatever grouping of days you find desirable for your milieu. There is nothing
wrong with 7 day weeks and 31, 30 and 28/29 day months which exactly
correspond to our real system. On the other hand, there is nothing to prevent you
from using some other system if it pleases you and you can keep it straight. What is
important to the campaign is that you do, in fact, maintain a time record which logs
the activities and whereabouts of player characters and their henchmen.
For the sake of example, let us assume that you begin your campaign on Day 1of the Year 1000. There are four player characters who begin initially, and they
have adventures which last a total of 50 days — 6 days of actual adventuring
and 44 days of resting and other activity. At this point in time two new players
join the game, one of the original group decides to go to seek the advice of an
oracle after hiring an elven henchman, and the remaining three “old boys”
decide they will not go with the newcomers. So on Day 51 player A’s character
is off on a journey, those of B, C, and D are resting on their laurels, and E andF enter the dungeon. The latter pair spend the better part of the day surviving,
but do well enough to rest a couple of game days and return for another try on
Day 54 — where they stumble upon the worst monster on the first level,surprise it, and manage to slay it and come out with a handsome treasure. You
pack it in for the night. Four actual days later (and it is best to use 1 actual day= 1 game day when no play is happening), on Day 55, player characters B, C,
and D enter the dungeon and find that the area they selected has already beencleaned out by player characters E and F. Had they come the day after theprevious game session, game Day 52, and done the same thing, they would
have found the monster and possibly gotten the goodies! What to do about
that? and what about old A and his pointy-eared chum off to see the oracle?

–40%
–30%
–20%
–15%
–10%
–5%
+5%
+10%
+15%
+25%

+25%
Some penalty must accrue to the non-active, but on the other hand, the overactive can not be given the world on a silver platter. Despite time differences,
the activities of the newcomers to the campaign should be allowed to stand, asDestiny has decreed that the monster in question could not fall to the characters
B, C, and D. Therefore, the creature was obviously elsewhere (not dead) when
they visited its lair on Day 52, but it had returned on Day 56. Being aware oftime differences between groups of player characters will enable you to prevent
the BIG problems. You will know when the adventuring of one such group hasgone far enough ahead in game time to call a halt. This is particularly true withregard to town/dungeon adventures.

+50%

NOTE: Apply only one penalty and one bonus maximum, whichever of either
category is the higher.
Situation Modiﬁers
liege dead or surrounded and outnumberedliege hors de combat
each henchman dead or hors de combat
each hit die or level dead, friendly
each hit die or level alive, enemy
each hit die or level dead, enemy
each hit die or level alive, friendly
each henchman present, in sight, alive
liege present, in sight, alive

Modiﬁer
–25%
–15%
–5%
–3%
–1%
+1%
+2%
+5%
+15%

Returning to player character A and his trek to visit a far-off source ofsupernatural lore, he and his elven companion set off on Day 51, journey acrossthe land for 11 days, visit the oracle and remain 3 days, then come back inanother 11 days (wonder of wonders!). This comes to a total of 25 days all told,
counting Day 51, so they come “home” on Day 75 and are set to adventure on
Day 77, let us suppose, as a brief rest is in order. Allowing that activity to be notunusual for a single session of play, then player character A and his henchman
are ready to play about the same actual time as the other players — only A is
at Day 77, B, C, and D are at Day 54, and E and F are at Day 58. The middle
group must go first, and alone, or it can opt to “sit around” waiting for A or for

When all modifying factors have been checked, adjust the base loyalty and rollpercentile dice as noted above. (If you are certain of your DM ability, most ofthese factors should be apparent without actually checking them out, simply by
37

TIME (TIME IN THE DUNGEON)CHARACTER SPELLS (ACQUISITION OF CLERIC SPELLS)

E and F or for both parties, or they can operate alone for another shortadventure in terms of game time, thus taking advantage of their temporal
position. Other options include any of the players singly or in time-relatedgroups going off on outdoor adventures. In the case of players so segregating
their characters, it then becomes necessary for you, as DM, to inform prospective
participants in a game session that there is a hiatus which will necessitate only
certain members of their number playing together, as their respective characters
cannot locate the others of the separated groups. At this juncture they should be
informed of their options, and if players B, C, and D do not choose to takeadvantage of their favored position, then game time will pass more swiftly forthem, as the other participants must be allowed to adventure — in the dungeon
if they so desire. Thus, players E and F would have the choice of awaiting thereturn of A or of going on adventures which involved only the two characters. In
effect, player character A is out of it until game time in the central playing area
reaches Day 75, when communications can be made — or until other player
characters contact him on his return from the oracle, let us say, assuming nothingimportant transpired during the return trip.

On occasion, a party may wish to cease movement and “hole up” for a long
period, perhaps overnight, resting and recuperating or recovering spells. This
does not exempt them from occasional checks for wandering monsters, though
the frequency may be moderated somewhat, depending on conditions. Toofrequent interruptions may make spell recovery impossible. Keeping correct
records of duration of these periods is absolutely essential.

CHARACTER SPELLS
DAY-TO-DAY ACQUISITION OF CLERIC SPELLS
It is well known to all experienced players that clerics, unlike magic-users,
have their spells bestowed upon them by their respective deities. By
meditation and prayer the clerics receive the specially empowered words
which form the various spells possible for them — although as with thespells of magic-users, the utterance of any given set of key sounds not only
causes the desired spell to take effect, but it likewise wipes the memory of
the sounds from the mind of the utterer, as each set of sounds is an energy
trigger (see SPELL CASTING). Of utmost importance, then, is therelationship between cleric and deity.

In effect, the key is the relative import of the player characters’ actions in thetime frame. Generally, time passes day-for-day, or turn for X number of realminutes during active play. Players who choose to remove their characters fromthe center of dungeon activity will find that “a lot has happened while they
were away”, as adventures in the wilderness certainly use up game days with
rapidity, while the shorter time scale of dungeon adventuring allows many
game sessions during a month or two of game time. Of course, this might meanthat the players involved in the outdoors someplace will either have to comehome to “sit around” or continue adventuring in wildernesses and perhaps insome distant dungeon as well (if you are kind); otherwise, they will perforce be
excluded from game sessions which are taking place during a period of gametime in which they were wandering about in the countryside doing other things.
This latter sanction most certainly applies to characters learning a new
language, studying and training for promotion in level, or off someplace
manufacturing magic items.

Each cleric must have his or her own deity, so when a new player opts tobecome a cleric (including a druid), you must inform them as to which
deities exist in your campaign milieu and allow the individual to select which
one of them he or she will serve. This will not necessarily establish thealignment of the cleric, so at the same time the cleric player charactershould also state his or her ethos (not necessarily to the other players). It isthen assumed that prior to becoming a first level cleric, the player character
received a course of instruction, served a novitiate, and has thoroughly readand committed to memory the teachings of and prayers to his or her chosendeity, so that the character is dedicated to this deity and is able to perform
as a cleric thereof. It is this background which enables the cleric character touse first level spells.

At some point, even the stay-at-homes will be forced to venture forth into thewilderness due to need, geas, quest, or possibly to escape the wrath ofsomething better avoided. The time lines of various player characters will
diverge, meet, and diverge again over the course of game years. This makes forinteresting campaigns and helps form the history of the milieu. Groups ofplayers tend to segregate themselves for a time, some never returning to the kenof the rest, most eventually coming back to reform into different bands. As
characters acquire henchmen, the better players will express a desire to operatesome of theirs independently while they, or their liege lord, are away. This is aperfectly acceptable device, for it tends to even out characters and the game.
Henchmen tend to become associates — or rivals — this way, although a few
will remain as colorless servitors.

Furthermore, continued service and activity on behalf of the player character’s
deity empower him or her to use second level spells as well, but thereafter
another agency must be called upon.
Cleric spells of third, fourth, and fifth level are obtained through the aid ofsupernatural servants of the cleric’s deity. That is, through meditation andprayer, the cleric’s needs are understood and the proper spells are given to him
or her by the minions of the deity.
Cleric spells of sixth and seventh level are granted by direct communication fromthe deity itself. There is no intermediary in this case, and the cleric has a directchannel to the deity, from whom he or she receives the special power to cast
the given spells of these levels.

You may ask why time is so important if it causes such difficulties with recordkeeping, dictates who can or can not go adventuring during a game session,and disperses player characters to the four winds by its strictures. Well, as
initially pointed out, it is a necessary penalty imposed upon characters forcertain activities. Beyond that, it also gives players yet another interesting set
of choices and consequences. The latter tends to bring more true-to-life quality
to the game, as some characters will use precious time to the utmost
advantage, some will treat it lightly, and some will be constantly wasting it totheir complete detriment. Time is yet another facet which helps to separate thesuperior players from the lesser ones. If time-keeping is a must from a penalty
standpoint, it is also an interesting addition from the standpoint of running a
campaign.

Lesser clerics, then, draw only upon their education, training, and experience togain spells, just as higher clerics do when they renew their first and second level
spells. In order to gain third, fourth, and fifth level spells, however, higher clerics
must reach intermediaries of their respective deities in order to have thesepowers bestowed upon them from the plane of their deity. When clerics become
very great, they must petition their deity personally in order to receive thepowerful words which enable the casting of sixth and seventh level cleric spells.
It is obvious, therefore, that clerics wishing to use third or higher level spells
must be in good standing.
If they have not been faithful to their teachings, followed the aims of their deity,contributed freely to the cause, and otherwise acted according to the tenets of
their faith, it becomes unlikely that they will receive intermediary aid unless they
make proper atonement and sacrifice. There can be no question that suchclerics must be absolutely exemplary in their activities, expressions, andattitudes if they dare to contact their deity directly!

TIME IN THE DUNGEON
Keeping track of time in the dungeon (or on any other type of adventure) issometimes difficult, but it is at least as important as the accurate recording oftime in the campaign. As has been mentioned elsewhere, the standard timebreakdown is ten one-minute rounds to the turn, and six turns to the hour. All
referees should keep a side record of time on a separate sheet of paper,marking off the turns as they pass (melees or other actions which result in
fractional turns should be rounded up to make complete turns). It is essentialthat an accurate time record be kept so that the DM can determine when to
check for wandering monsters, and in order to keep a strict check on the
duration of some spells (such as bless, haste, strength, etc.). The DM must also
know how long it has been since the last time the party took a rest. A party
should be required to rest at least one turn in six (remember, the average party
packs a lot of equipment), and in addition, they should rest a turn after every
time they engage in combat or any other strenuous activities.

In the former case, where the unfaithful cleric desires third through fifth level
spells, the minions (angels, demi-gods, or whatever) will be likely to require thecleric to spend 2-8 days in prayer, fasting, and contemplation of his or hertransgressions, making whatever sacrifices and atonement are necessary
thereafter, before freely granting those powers once again. Sacrifice andatonement will probably be left to the discretion of the cleric, and it is possiblethat the minions of the deity will empower him or her with spells to complete
these steps, but the cleric had better do the correct thing, or face theconsequences.
38

CHARACTER SPELLS (ACQUISITION OF MAGIC USER SPELLS)

CHARACTER SPELLS (SPELLS BEYOND THOSE AT START)In the latter case, where the unfaithful cleric desires spells above the fifth level,
the deity is certainly going to be highly displeased and absolute. The deity (you,the DM) will point out all of the transgressions, state a course of action whichmust be followed to regain good graces, grant the spells which the deity deems
are necessary to complete the course (but never in excess of those which thecleric could normally use!), and pronounce anathema upon the cleric until
satisfactory redemption has been made — i.e., the cleric can not again callupon any help from his or her deity, or its minions, until he or she has regained
favor through a course prescribed by the deity.

Acquisition of Illusionists’ Spells
Illusionists do not need the spell read magic or anything like it in pursuit of
their profession. All illusionist spell books and scrolls are written in a secret
tongue which every apprentice learns from his or her mentor. This arcane anddifficult language is common to all phantasmal magics, and is necessary forillusionistic conjuring. When an illusionist gains read magic at the 14th level(along with several other 1st level magic-user spells), this merely allows him or
her to utilize magic-user scrolls that contain spells different from those on theillusionists’ list.

A cleric who, at this or any juncture, changes deities is going to have adifficult time. His or her former deity will mark the cleric. The new deity (andassociated minions) will be suspicious. Once a cleric changes deities, he or
she must thereafter be absolutely true to the new calling, or he or she will besnuffed out by some godlike means. It is 90% unlikely that the cleric’s firstdeity will accept him or her back into the fold after falling away, unless somespecial redemptive agency is involved. There is no salvation for a thricechanged cleric; he or she is instantly killed. Any change of alignment whichcauses such a deity change is applicable, unless the change is involuntary.
(See CHANGING ALIGNMENT.)

When a 1st level illusionist receives his first level spell book from his master, it
contains only three spells (read magic being unnecessary). The DM should
require the player’s character to roll a d12 on the table of 1st level illusionist
spells, rolling three times and ignoring any rolls that result in duplication. If a
DM feels his or her campaign is unusually difficult, he or she may allow theplayer to choose one or even two of these initial spells.

Spells Beyond Those At Start:

Note that the above applies to paladins with respect to their clerical spell
powers and to rangers with respect to their druidic clerical spell powers.

Naturally, magic-user player characters will do their utmost to acquire books ofspells and scrolls in order to complete their own spell books. To those acquired,the magic-user will add 1 (and ONLY 1) spell when he or she actually gains anexperience level (q.v.). Therefore, most will be frantically attempting to purchaseor cozen spells from non-player character magic-users, or even from otherplayer character magic-users.

ACQUISITION OF MAGIC-USER SPELLS
Inform those players who have opted for the magic-user profession that they
have just completed a course of apprenticeship with a master who was ofunthinkably high level (at least 6th!). Having been a relatively apt pupil, worked
diligently, and made every effort to please, master (or mistress, as the case maybe) was kind enough to prepare a special present for the character before heor she goes out into the world to seek his or her fortune. At this juncture request
the player to ready a piece of paper which will go into his or her records as apermanent fixture. Instruct the player to entitle the page “FIRST LEVEL SPELLSKNOWN”.

How you handle NPC magic-users is of utmost importance. There is a special
section of the rules regarding non-player characters, and you should follow thesuggestions therein carefully. By doing so, players will find that their magic-user
characters are unable to acquire new spells — at worst — or must pay sodearly for them in money, magic items, and quests that the game is hardly
worth the candle. Of course they will pay the price nonetheless, and that will
help you to maintain the campaign as fresh and challenging, as it will rid it ofexcess treasure and give player characters reason to adventure at the sametime.

While the intelligence of the player character will dictate how many andwhich spells can be and are known, this knowledge is not automatic. Eachand every spell, except those which “master” was generous enough to bestow
upon the character, must be found somewhere and recorded in the character’sspell books. Thus, if Redouleent the Prestidigitator, intelligence 15, has arepertoire of 7 spells and finds a scroll with yet another, there is a 65%
chance that the spell can be understood by that worthy. If, in fact, it can becomprehended, Redouleent must then record the spell in his book (thusdestroying that portion of the scroll, of course), and he is now the proud
possessor of 8 first level spells — just 3 short of the maximum he’ll be able toknow.

Superior players will certainly co-operate; thus, spells will in all probability be
exchanged between PC magic-users to some extent. No special sanctions needbe taken to prevent such exchange — although this cooperation should neverbe suggested or otherwise encouraged, either. The DM should leave thisinteraction strictly alone. This is NOT the case when PCs deal with NPC
henchmen or hirelings. Non-player character hirelings or henchmen will
ABSOLUTELY REFUSE to co-operate freely with player characters, even theirown masters or mistresses. Again, this matter is dealt with separately under thesection pertaining to the DM’s role in operating henchmen and hirelings. As ageneral rule, they will require value plus a bonus when dealing with their liege.
If they will deal with other PCs (or NPCs) at all, they will require double value
plus a considerable bonus. For example, Thigru Thorkisen, Magician in the hireof Olaf Blue Cheeks, a 10th level Lord, knows the spell, suggestion; and Olaf’s
associate, Halfdan the Necromancer, requests that he be allowed to copy thisspell into his book of third level spells. If Olaf is willing, Halfdan can approach
Thigru. If Halfdan has been at least civil to the magician, Thigru will ask nothing
more than a third level spell in return, plus another spell, plus some minor
magic item such as a set of three potions, a scroll of 3 spells, or perhaps a ringof invisibility. If Halfdan had formerly insulted the magician, then the pricewould be more dear; but supposing the necromancer had actually saved
Thigru’s life at one time, the cost would be reduced to but a spell exchange anda single potion or scroll of 1 spell.

Returning to the recently-completed apprenticeship, let us now consider thespells given to Redouleent by his wise old master. Obviously, an apprentice must
know how to read magic to be of use to his master. It is also an absolute must
to anyone following the profession of magic-user, so that spell is
AUTOMATICALLY on each magic-user character’s list of known spells. Then
select by random means one spell each from the offensive, defensive, andmiscellaneous categories listed below. Redouleent, or any other player charactermagic-user will then have a total of 4 — count them — 4 spells with which toseek his (or her) fortune!
Offensive Spells
1. Burning Hands
2. Charm Person
3. Enlarge
4. Friends
5. Light
6. Magic Missile
7. Push
8. Shocking Grasp
9. Sleep
0. (choose)

Defensive Spells
Affect Normal Fires
Dancing Lights
Feather Fall
Hold Portal
Jump
Protection From Evil
ShieldSpider Climb
Ventriloquism(choose)Misc. Spells
Comprehend Languages
Detect Magic
Erase
Find Familiar
Identify
Mending
Message
Unseen Servant
Write(choose)Naturally, the personality of the henchman or hireling would modify thebargain to some extent. A very avaricious or greedy NPC would ask for more
magic items and/or gold too! As a good DM you will have developed thecharacter of each henchman and hireling to the extent that such determinations
will be relatively easy.
Finally, the ramifications of spell scarcity are bound to aid your campaign,and not only with regard to excess treasure and magic items. A scroll of but asingle spell becomes highly meaningful to the magic-users in the game,especially when it is of a spell heretofore unknown. The acquisition of a bookof spells from someplace in the dungeons or wildernesses of the campaign isa benison beyond price! PC and NPC alike will take great pains to guard
scrolls and spell books. Magic-users will haunt dusty libraries and perusemusty tomes in the hopes of gleaning but a single incantation to add to theirstore of magic.

Choice should be left to the player. Note that both Nystul’s Magic Aura andTenser’s Floating Disc must be located by the character; they can never beknown at the start. If your campaign is particularly difficult, you may wish toallow choice automatically. You can furthermore allow an extra defensive or
miscellaneous spell, so that the character begins with 5 spells.
39

CHARACTER SPELLS (SPELL CASTING)

CHARACTER SPELLS (TRIBAL SPELL CASTERS)
Because spells tap power from other planes, any improper casting is likely tocause the spell not to function (the heater is turned on, but you haven’t plugged
it in, or you’ve plugged it in but not turned it on) or to malfunction (you held
onto the prongs of the plug when you tapped the current, or you accidently
dropped the heater as you were plugging it in, or perhaps you plugged insome other appliance or device by mistake). Such happenings are covered in
the various chances for spell malfunction. If your players inquire as to how
spells work, or fail to do so, you can explain, without difficulty, the precepts of
the AD&D magic spell systems. (For background reading you can direct
campaign participants to Vance’s THE EYES OF THE OVERWORLD and
THE DYING EARTH as well as to Bellairs’ THE FACE IN THE FROST.)RECOVERY OF SPELLS
Spell recovery, whether cleric/druid or magic-user/illusionist, requires about thesame period of time. In order to pray and meditate for a new spell to replace
one used, or in order to study and memorize such a spell, it is necessary thatthe spell-user rest and revitalize his or her mental faculties. Whether one ormore spells are to be regained, the minimum time required for complete rest
(usually sleep) is that required for the highest spell to be recovered. Minimum
rest periods are shown below:
SPELL LEVEL
Rest Time

1-2
4 hours

3-4
6 hours

5-6
8 hours

7-8
10 hours

9
12 hours

TRIBAL SPELL CASTERS
Thus, if a cleric or magic-user needs only memorize first or second level spells,
he or she need only sleep for 4 hours and will then be able to memorize or
regain as many such spells as he or she is normally entitled to. On the other
hand, if the character in question also wished to include a seventh level spell,rest time would be 10 full hours, even though but a single seventh level spell
were to be thus regained, while half a dozen second level spells were also to
be regained.

Tribal spell casters are found amongst the following races of creatures:
BUGBEARS, CAVEMEN, ETTINS, GIANTS, GNOLLS, GOBLINS, HOBGOBLINS,
KOBOLDS, LIZARD MEN, OGRES, ORCS, TROGLODYTES, and TROLLS. These
spell casters are divided into two types, shamans and witch doctors.
Shamans are tribal clerics of 7th level or under. Shamans have only thefollowing spells (and the reverse, if applicable) which they are able to cast:Once rested, an additional one-quarter hour per level of spell must be spent instudy/prayer and meditation in order to memorize/acquire the ability to casteach spell.
SPELL CASTING
All magic and cleric spells are similar in that the word sounds, when combined
into whatever patterns are applicable, are charged with energy from the
Positive or Negative Material Plane. When uttered, these sounds cause therelease of this energy, which in turn triggers a set reaction. The release of theenergy contained in these words is what causes the spell to be forgotten or thewriting to disappear from the surface upon which it is written.
The triggering action draws power from some plane of the multiverse. Whether
the spell is an abjuration, conjuration, alteration, enchantment, or whatever,there is a flow of energy — first from the spell caster, then from some plane tothe area magicked or enspelled by the caster. The energy flow is not from thecaster per se, it is from the utterance of the sounds, each of which is charged
with energy which is loosed when the proper formula and/or ritual is completedwith their utterance. This power then taps the desired plane (whether or not thespell user has any idea of what or where it is) to cause the spell to function. It ismuch like plugging in a heater; the electrical outlet does not hold all of theelectrical energy to cause the heater to function, but the wires leading from it,
ultimately to the power station, bring the electricity to the desired location.

First Level
cure light wounds
detect evil
detect magic
lightprotection from evil
resist fear

Third Level
cure blindness
cure disease
dispel magic
locate object
prayerremove curse

Second Levelaugurychantdetect charmresist firesnake charm
speak with animals

Fourth Level
divination
exorciseneutralize poison
tongues

Note that wisdom does not affect the number of spells of tribal clerics, and thenumber of spells any such tribal cleric possesses is determined as if the shaman
were a character of the appropriate level. There is a limit according to the raceof the shaman as to how many levels of experience he or she can possess:3rd level maximum 5th level maximum 7th level maximum
ettinbugbeargiant (hill, stone, ﬁre, frost only)
ogre
gnoll
goblintroglodyte
koboldhobgoblintroll
orc
lizard man

Many spells also require somatic motions in conjunction with words. The spoken
words trigger the release of the magical energy, and the hand movements areusually required in order to control and specify the direction, target, area, etc.,of the spell effects. When spell energy is released, it usually flows to the Prime
Material from the Positive or Negative Material Plane. To replace it, something
must flow back in reverse. The dissolution and destruction of material
components provides the energy that balances out this flow, through theprinciple of similarity. Sometimes this destruction is very slow, as is the case withdruids’ mistletoe. Those spells without apparent material components are
actually utilizing the air exhaled by the magic-user in the utterance of the spell.

Witch doctors are tribal cleric/magic-users. In addition to the maximum levelof clerical ability noted above, witch doctors of various races are able to use
the following spells (and the reverse, if applicable):First Level
affect normal ﬁres
dancing lights
identify
pushshieldventriloquism

Release of word/sound-stored energy is not particularly debilitating to the spell
caster, as he or she has gathered this energy over a course of time prior to theloosing of the power. It comes from outside the spell caster, not from his or her
own vital essence. The power to activate even a first level spell would leave aspell caster weak and shaking if it were drawn from his or her personal energy,
and a third level spell would most certainly totally drain the caster’s body of life!

Second Level
audible glamer
detect invisibility
invisibility
levitate
magic mouthscare

The maximum level of magic-user is dependent upon the race of the witch
doctor:
2nd level maximum
bugbeargnoll
koboldlizard man

4th level maximum
caveman*goblinhobgoblinorc* Cavemen tribes have normal clerical members.
A tribe will have either shamans or witch doctors, but not both (except
cavemen). It is suggested that you include these figures into those tribes you
personally determine, not random groups.
40

SPELL EXPLANATIONS (CLERIC SPELLS)SPELL EXPLANATIONS (CLERIC SPELLS)SPELL EXPLANATIONSSnake Charm: This spell will be effective against any ophidian or
ophidianoid monster such as naga and couatl. Of course, hit point restrictions,resistance to magic, and saving throws apply at all times.

SPELLS: SPECIAL COMMENTARY FOR REFEREEING
Speak With Animals: This spell will not necessarily make the animal typebeing conversed with the good and true friend of the cleric, so terseness andevasiveness are likely in basically hostile and reasonably intelligent creatures.
The more stupid ones will make inane comments too! Remember to assume therole of an animal, with the appropriate mentality and viewpoint.

Some considerations, as well as practicality, make it impossible to give a concise
list of each spell herein, with name, level, range, duration, area of effect, and soforth tabulated and then special notes appended. A playing aid of this sort will
likely be done in the not-too-distant future, and that will serve your needs far
better than a spread herein. There are, however, quite a number of special notes
which you must be apprised of, as spells are often abused by players.

Third Level Spells:
The type of magic is given in the PLAYERS HANDBOOK in order that you
may creatively develop material regarding spells — new spells, spellcomponents, spell formulae, or even limitations due to magical repression orother reasons on certain types of spells in some areas. Likewise, specialists
can be developed as non-player characters, basing their abilities around thetype of magic involved. In short, the type of magic involved in the casting ofeach spell is there to give you flexibility and a foundation for creativity.

Animate Dead: It is, of course, possible to animate the skeletons or corpsesof demi-human and humanoid, as well as human, sort. If creatures with morethan a basic 1 hit die (or 1 + hit die) are so animated, the number of suchskeletons or zombies will be determined in hit dice rather than total numbers.
Thus, a cleric of 6th level could animate 6 skeletons of human or humanoid sortwhich in life had less than 2 hit dice, 3 such undead which in life had less than3, but 2 or more hit dice, or a single undead creature which had 6, but lessthan 7, hit dice. For each such additional hit die, the skeleton or zombie will
gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die
monster, is 10 over the norm for a skeleton normally animated, so it would have1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over
and above the sort of creature typically made into a zombie, so it would have2 + 10 hit dice (12d8). N.B.: This does not enable a cleric to make skeletons or
zombies of characters of 2nd or higher level have more hit dice; such undead
are simply human skeletons or zombies with 1 or 2 hit dice, nothing more.

Spell components for a spell are generally lost/used when the spell is cast.
Exceptions: holy/unholy symbols, druids’ mistletoe, et al.
Commentary regarding certain spells follows. Be certain to read all of thematerial and have it at hand whenever a spell user casts a spell for which
special considerations are noted.

CLERIC SPELLSContinual Light: As does a light spell, this will tend to blind a creature if it isplaced on its visual sensory area. The spell can also be placed upon a smallish
object, and a lightproof case subsequently used to encase the object so as tomake it dark until the covering is removed, i.e. a continual light source which
expends no fuel and will not blow out. (Darkness spells are the bane of thisdevice . . .)First Level Spells:
Detect Evil: Basically the degree of evil (faint, moderate, strong,overwhelming) and its general nature (expectant, malignant, gloating, etc.) can
be noted. If the evil is overwhelming, the general bent (lawful, neutral, chaotic)
has a 10% chance per level of the cleric of being detectable.

Cure Blindness: This spell will not restore lost visual organs, whether suchcause is due to injury or disease. Thus, at your option, the spell can simply
remove magical blindness and cure disease or disease-like conditions such as
cataracts and glaucoma and various forms of nearsightedness, farsightedness,or astigmatisms common to human eyes; or it can be effective against other eye
disorders as well, save those noted above.

Detect Magic: Only the fact that a dim or strong magic exists can be foundby clerics (Cf. magic-user spell of the same name).
Light: It should be noted that if this spell is cast upon the visage or before
the visual organs of a creature, it will tend to blind it (rather as if a strong
light were placed before its eyes), and its attacks and defenses will be a –4
on “to hit”, saving throws, and even armor class. Note also that the spell is
not mobile, although it can be cast upon a movable or mobile object or
creature.

Dispel Magic: If this spell is cast upon a magic item it most certainly will havethe effect of causing it to be non-operational for 1 round thereafter if the item
does not make a saving throw — if the item is not in the possession of any
creature, then the item gets no saving throw, and it is non-operational for 1
round. Note that artifacts and relics are NOT subject to this effect. Any dispel
magic spell must be cast directly at the object, not anything or anyone else, tobe so effective.

Protection From Evil: Note that this excludes (keeps out) monsters using
natural (body) weapon attacks which require touching the protected character.

Glyph Of Warding: If a cleric is on hand to determine that a glyph ofwarding is certainly in existence, an associated magic-user can thereafter use
an erase spell and possibly (50% + 2%/level of the m-u) remove the glyph. As
to the design and the names of glyphs of warding, design your own or use anencyclopedia to find interesting alphabets to use. You may refer also to THE
WORLD OF GREYHAWK for other runes and glyphs. For example, here is
one such series of glyphs, named.

Second Level Spells:
Augury: This is a general future determinant with only a half hour maximum,
so you need not be too exacting with regard to your vagueness. When theaugury is cast, simply compare the knowledge you have and give the character
general impressions of the question asked. “Will we do well if we venture onto
the third level?” Answer: “Those who survive will be rich!” Basis: You have aterrible troll near where the character will enter the level (if he does), but theprobable party is strong enough to beat it after a hard fight, and the monster
guards 10,000 silver pieces and a +1 shield.

FIRE (fah)Detect Charm: Charm spells cast by creatures entitle the charmee to a saving
throw versus magic, and if the save is successful, the detect charm spell does
NOT pick up the fact that the charm exists.
Find Traps: This spell will be 10% likely per level of the cleric casting it to beable to note the type of magic involved, i.e. alteration, divination, etc., if it is a
magical or magically-concealed trap.

LIGHTNING (leh)PARALYSIS (peh)Silence, 15’ Radius: If this spell is cast at a magic resistant creature, andresistance works, silence does NOT encompass the creature. Turning of thespell, in whole or in part, will negate its effects, save for muting sound, if it isturned beyond its radius.

COLD (cuh)BLIND (beh)ENERGY + DRAIN (eha-doh)

As a detect traps spell will see the form of the glyph, a cleric might believe heor she knows the name of the glyph from past experience, and try to bypass it— possibly with success.
41

SPELL EXPLANATIONS (CLERIC SPELLS)SPELL EXPLANATIONS (CLERIC SPELLS)

Locate Object: This spell will not enable the caster to find a general classof objects unless the form is nearly the same as that of the majority ofothers in its class. Thus, stairs have risers and are generally similar, so bymeans of the spell the caster would be able to locate a flight which closely
resembled those he or she pictured in casting the locate object spell.
However, attempting to find jewelry or a crown or the like requires acertain mental image, and if the image is not generally similar to thedesired object(s) within range, the spell will not work, for the image is notfamiliar/similar to that of the real. In short, desired but unique objects
cannot be located by this spell unless they are similar to objects known by
the caster.

Sixth Level Spells:
Aerial Servant: The spell caster should be required to show you what formof protective inscription he or she has used when the spell is cast. The threeforms mentioned are:

Prayer: If a prayer spell is uttered while another cleric of the same deity ischanting, the effect of the two spells are cumulative, i.e. +2 for friendly
creatures, –2 for foes. Note that the two spells must be cast by clerics of thesame religious persuasion, not merely the same general alignment, and thatthe chant must be in progress while the prayer is said.

MAGIC
CIRCLE

Speak With Dead: This spell is often subject to abuse due to too liberal
DMing. When the cleric asks questions, follow these rules: 1) give answers
which are brief, 2) take all questions absolutely literally, and 3) be as evasive
as possible if the questioned creature was not friendly to the characters orclass or alignment of the spell caster when it lived. Remember, speaking withthe dead assumes that the creature has an essence which still exists
somewhere, and if it can remember answers to questions, it can remember
other things as well . . .

PENTAGRAM

THAUMATURGIC
TRIANGLE

Blade Barrier: This spell is absolutely stationary. It does not move in any way
except with respect to the circling of the blades around the fixed point of thespell center. The plane of rotation of the blades can be horizontal, vertical, or
anything in between, however. Note that creatures within the area of the barrier
when it is invoked are entitled to a saving throw, and if this save is made, theblades are avoided and no damage is taken.
Conjure Animals: For the list of these creatures see APPENDIX L:CONJURED ANIMALS.

Fourth Level Spells:
Find The Path: This spell is subject to the same sort of abuse as a locate
object spell is. A locale is not an object. The spell will enable the caster to finda way into or out of some area, but this area must be known or identified initself, not for what it might house. Thus, one could use it to find a great forest ofash trees but not to find a forest where a green dragon lived. In the latter casethe desire is to find an object, not an area or locale. Similarly, use of a find thepath spell to locate the way to a hoard of platinum pieces is absolutely useless,as it must not be allowed, but the spell could be used to find a level known tohave such a hoard of coins, or a cavern with a pool in it might be pointed to,etc. The spell finds a way to a locale or an area, and whatever objects are
therein are not meaningful to the spell.

Detect Lie: This dweomer does not reveal the truth, nor will it necessarily
reveal evasions of the truth; it empowers the caster to detect a lie.

Fifth Level Spells:
Atonement: As the all-in-all of the campaign milieu, you must assume therole of the supernatural powers judging the character making atonement. If
the action appears to be very sincere, then the deity will be prone to allow
atonement by means of the spell, with little or no sacrifice in addition,according to the deity’s overall nature; so that could mean a few coins in
the poor box or a major quest for a relic. The less sincere the character, thegreater will be the actions required to complete the spell, i.e. a hollow voicerings forth and commands: “GO FORTH FROM HERE AND RETURN NOTUNTIL YOU BRING CAPTIVE THE HIGH PRIEST OF OSIRIS AND ALL OF THE
ALTAR SERVICE OF HIS TEMPLE AS SACRIFICES TO ME IN TOKEN OF THE
SINCERITY OF YOUR TRUE REPENTANCE!” And that will be the final wordfrom that deity until the deed is accomplished.

Heal: This spell will not cure serious forms of mental disorders not related tospells or inflicted by injury to the brain.
Word Of Recall: For each plane that the cleric is removed from the plane of
his or her designated Sanctuary, there is a 10% cumulative chance that thecleric will be irrevocably lost in the intervening astral or ethereal spaces.

Commune: The questions permitted must be asked consecutively in as briefa period as possible, as there is too much bother and disturbance for thesupernatural powers otherwise. If the spell caster lags or goes off to do
anything else, the spell is broken, over and done with. Note that it ispossible for a deity to answer “I don’t know”, as most deities are notomniscient.

Seventh Level Spells:
Astral Spell: Any magic items can go into the Astral Plane, but most will
become non-magical thereon, or on any planes removed from the Prime
Material Plane. Those which contain spells which you determine will function on
any given plane will function on that plane. Armor and weapons which are +3
or better might also function on other planes, but this is at your option. All
artifacts and relics should be allowed to function anywhere. Items which draw
their power from a particular plane will be likely to be far more powerful on
the plane from whence their power comes, e.g., a ring of fire resistance on the
Elemental Plane of Fire or a sword of life stealing on the Negative Material
Plane. For creatures encountered see APPENDIX C: RANDOM MONSTERENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.

Plane Shift: The material component is similar to a tuning fork, of course,and striking it at the proper time allows the energy vibrations of the person
or persons or creature or creatures involved to match those of the desired
plane. All you need to do is determine which notes, if you will, attune towhich planes, and then when the caster has a metal rod, inform him or herof the note it sounds — an A sharp, for instance, might take one to the
Astral Plane, while an A flat will move one to the Elemental Plane of Air,and an A to the Ethereal Plane. Naturally, you can include the octave andeven have chords to move a creature to some sub plane, i.e., F sharp minor
might move the caster or the subject to the 9th Plane of Hell.

Control Weather: To find the prevailing conditions at the time the spell iscast, you must know the clime and the season, of course. Sky conditions (cloudy,
foggy, partly cloudy, clear), precipitation, wind speed and direction, andtemperature must be determined according to the area. Knowing this, you
should have no great problem informing the would-be spell caster as to whatsort of weather exists.

Quest: If the person quested agrees to a task, even though this agreement
might have been gained by force or trickery, then any chance of avoiding
the quest (the saving throw) is negated! Those of the same religion as thecleric are not able to avoid a just and deserved quest either, and even thoseof the same alignment having to undertake a just and proper quest musthave a –4 if they wish to avoid it. A quest can be negated by a cleric ofgreater level than the one which placed the spell, if the cleric so doing is of
the same religion as the quested creature. Some artifacts or relics canprobably negate the spell, and any deity can do so, but only directly.

Earthquake: Structures very solidly built, with foundations reaching tobedrock, will sustain half damage. Castles so built will take only one-quarterdamage if they score above 50% on a saving throw roll. An earth elemental in
the spell area has the effect of negating 10% to 100% of the spell effects (d10,0 = 100%) if the elemental is of forces opposed to the cleric casting theearthquake spell.
42

SPELL EXPLANATIONS (DRUID SPELLS)SPELL EXPLANATIONS (DRUID SPELLS)

Gate: Unless you have some facts regarding the minions serving the being
called forth by the casting of the gate spell, it is necessary to have the being
called come. Then, if it is a trifle, it can leave or attack; if it is of middling
importance, it can take some positive action to set matters aright, and thendemand appropriate repayment; and if the matter is urgent, it can act
accordingly and ask whatever is its wont thereafter, if appropriate. However,
Asmodeus might send a pit fiend to see what the problem was, and some deityof lawful good might send a ki-rin on the same mission. As to the likelihood of
the gated being returning without doing something, use a factor of 20% for a
trifling matter, 15% of return if the affair is of medial importance, and from 1%
to 50% if the matter is very important — 1% indicating that the being finds itself
well able to handle the situation and everything pleases or displeases it greatly,
50% if the situation would be risky and it is displeased. Thus, Asmodeus
summoned by a party of chaotic good characters to save them from a type VI
demon could be a trifle to an important act, depending on what was involved— such as a relic of lawful evil. Asmodeus would certainly do away with thesummoners as well as the demon if at all possible. On the other hand,
Asmodeus summoned to pit himself against Bahamut would be very likely toturn and do a speedy exit unless the matter was of critical importance to Hell.

charmed figure can refuse a request, if such refusal is in character and will not
directly cause harm to the charmer. Also, a charm spell does not substantiallyalter the charmee’s feelings toward the charmer’s friends and allies. The
charmed person or creature will not react well to the charmer’s allies making
suggestions like “Ask him this question . . .” The charmee is oriented toward
friendship and acceptance of the charmer, but this does not mean that he/she/it
will put up with verbal or physical abuse from the charmer’s associates.
Create Water: It is not possible to create water within living material, i.e. it
is not possible to cast the spell upon a creature and create liquid in any partof its body.
Feign Death: The recipient of this dweomer consumes air at 1/100th of thenormal rate. Any poison within the system of the spell recipient is effectively
slowed so as to cause no harm whatsoever for the duration of the spell.
Fire Trap: The spell can be removed/negated by a dispel magic as is normal.
Heat Metal: Elfin chain mail is not subject to this spell. All ferrous-based
magic armor is entitled to a saving throw versus Magical fire. If the save issuccessful, the heat metal spell does NOT affect it.

Holy/Unholy Word: The speaker must be from the plane upon which it
speaks in order to have the utterance send other creatures to their own plane,i.e. a devil on the Prime Material Plane could not use the spell to send away
anything, although it could so do if it were in Hell. Creatures sent to their
original plane cannot return for 1 day. Creatures slowed by such a spell lose
their first round of attack and each odd-numbered round of attack thereafter
until the duration of the effect wears off.

Locate Plants: For the likelihood of any given plant type to be within thearea of the spell, consult the foregoing discussion regarding the spell locate
animals. It will generally be more difficult to adjudicate matters botanical,
however, as the distribution of plant species is not as widely known as that ofanimals. As a rule, most herbs will grow only in temperate regions, most spicesin tropical regions. If you have never heard of the plant, assume it is rare orvery rare, and give appropriate percentages.

Restoration: This spell will cure any and all forms of insanity.

Obscurement: A gust of wind spell will cause the vapor to swirl and dissipate
in 25% of the normal time, so that instead of the obscurement lasting for 4
rounds per level it will last for but 1 round per level, once the gust of wind has
been cast, of course.

DRUID SPELLSFirst Level Spells:
Detect Magic: Only the fact that a dim or a strong magic exists in the area
will be noted. (Cf. magic-user spell of the same name.)

Produce Flame: If the druid chooses to hurl the flame, treat it as a missile,
but any target is considered to be at short range. If a miss occurs, use thegrenade-like missile principle to determine where the flame strikes.

Locate Animals: This spell is another which requires a bit of effort on thepart of the DM. As it is quite unlikely that each and every species of animal in
the area of the spell caster will be recorded, you will have to use theprobabilities of your milieu. Obviously, there is 0% chance of locating a polar
bear in the jungle, or a jungle cat in a cavern thousands of feet below ground,etc. So the locale is second after the region as to whether or not some animal
will be within spell range. Then consider the terrain — mountain lions do not
typically roam the prairies, for instance. Lastly, consider the frequency of theanimal desired in relation to all of the above. If the animal is within the area ofprobability, allow a straight percentile roll for frequency: COMMON = 50%
chance, UNCOMMON = 25% chance, RARE = 10% chance, VERY RARE = 5%chance. Circumstances will always prevail, so modify as necessary to allow for
the surroundings.

Warp Wood: Attempting to affect the wood of a magically held or wizard
locked door is another matter. The level of the druid is compared to the level ofthe magic-user, and only if the latter is of lower level than the former will thespell have any chance of working. For each level of experience greater than themagic-user, the druid has a 20% chance of warping dweomered wood.

Third Level Spells:
Call Lightning: If a djinn or an air elemental is on hand to form a whirlwind,the druid is able to summon half-strength lightning strokes there-from.
Snare: The material of the noose can be cut with any magic blade, or a nonmagical sharp instrument with a “to hit” bonus of +2 or better.

Speak With Animals: As noted for the cleric spell of the same name (q.v.),
this magic will not make the animal altogether friendly and co-operative.

Summon Insects: If thick smoke or hot flames are near the target creatures,the insects called forth will NOT go near the intended victim — those who
might are considered dazed or burned to a crisp. The spell thus fails. Likewise,
if the victim steps into such an area, all insects are gone that instant, so thatnext round it may act normally.

Second Level Spells:
Animal Friendship: This spell will only function if the druid actually wishes
to be the animals’ friend. If the druid has ulterior motives, the animals will
always sense it.

Tree: Note that the druid can appear as a conifer, bush, etc. The armor classof such a plant is that of the druid, and its hit points are likewise those of thedruid.

Charm Person Or Mammal: If at the same time this spell is cast the
subject is struck by any spell, missile or weapon which inflicts damage, thecreature will make its saving throw at +1 per point of damage sustained.
Naturally, this assumes damage is inflicted by members of the spell caster’s
party.

Fourth Level Spells:
Animal Summoning I: For probable animals in the area see the foregoingcommentary on Locate Animals. The animals typically summonable are:

Remember that a charmed creature’s or person’s priorities are changed asregards the spell-caster, but the charmed one’s basic personality and alignment
are not. The spell is not enslave person or mammal. A request that a charmee
make itself defenseless or that he/she/it be required to give up a valued item orcast a valuable spell or use a charge on a valued item (especially against thecharmee’s former associates or allies) could allow an immediate saving throw to
see if the charm is thrown off. In like manner, a charmed figure will notnecessarily tell everything he/she/it knows or draw maps of entire areas. A

APES
BADGERS, GIANT
BOARS, WILDCAMELS, WILD
DOGS, WILD
HERD ANIMALS*
43

BABOONSBEARS, BLACKBOARS, WARTHOGSCATTLE, WILDEAGLES, GIANT
HORSES, WILDBADGERSBEAVERS, GIANT
BULLS
CROCODILES, NORMALGOATS, GIANTHYENAS

SPELL EXPLANATIONS (DRUID SPELLS)
JACKALS
LIZARDS, GIANT
RAMS, GIANT
SNAKE, SPITTINGWOLVES, DIREJAGUARSLYNX, GIANT
RATS, GIANTWEASEL, GIANTWOLVERINESSPELL EXPLANATIONS (MAGIC-USER SPELLS)
Seventh Level Spells:

LEOPARDSOWLS, GIANT
SNAKE, POISONOUS
WOLVES

Chariot Of Sustarre: This vehicle and its steeds are from the Elemental
Plane Of Fire; therefore, they are subject to forced return to this plane (such asby dispel magic, holy/unholy word, etc.).

*Summonable only by specific type of animal.

Conjure Earth Elemental: As noted regarding fire elementals, a holy/
unholy word will send the creature back to its own plane.

You will note that animals with 4 + n hit dice are included. If the druid names
such an animal type, allow summoning if otherwise indicated, but limit the
number appearing to 1-3.

Fire Storm: The reverse, fire quench, will cause a flame tongue (flaming)
sword to be extinguished unless it makes a successful saving throw versus a
CRUSHING BLOW. Once extinguished thus, the weapon becomes non-magical.

Call Woodland Being: These sorts of creatures are the type which should
generally be indicated on area maps as to location and numbers. However, if
by chance you are faced with the problem of a druid casting this spell wheresuch information is not at hand, use the following random percentage
possibilities:

Reincarnation: Regardless of the form of the creature in which the characteris reincarnated, allow the new form to progress as far as possible incharacteristics and abilities. For example, a badger character could grow to
giant size, have maximum hit points, plus bonus points for a high constitution,and the intelligence level of its former character. A centaur reincarnation might
eventually gain hit dice up to 5, 6, 7, or even 8, and it would be eligible towear armor, use magic items, etc.

CreatureType Called
2-8 brownies
1-4 centaurs
1-4 dryads
1-8 pixies
1-4 satyrs
1-6 sprites
1 treant
1 unicorn

Light
30%
5%
1%
10%
1%
15%
0%
0%

Type of Woodlands
Moderate/Sylvan
20%
30%
25%
20%
30%
10%
5%
15%

Dense/Virgin
10%
5%
15%
10%
10%
5%
25%
20%

MAGIC-USER SPELLSFirst Level Spells:
Charm Person: Attacks causing damage upon the subject person will causea saving throw bonus of +1 per hit point of damage sustained in the round thatthe charm is cast.

Add 1% per level of the druid casting the spell except where 0%. Check inorder for each type by rolling percentile dice, and if at the end of the list
nothing is indicated, there are no woodland beings within spell range. For
example, a 10th level druid begins the spell in a sylvan wood. There is a 30%
chance for brownies, but the dice roll shows 35, so none come, then a 40%
chance for centaurs gets a dice score of 72, but finally a 35% chance fordryads gets a dice roll of 10, so from 1-4 dryads will come. Since the call was
successful, no further checks are made.

Comprehend Languages: The reverse, confuse languages, can be castupon a scroll to make it unreadable, but a second comprehend languages spell
will then succeed.
Detect Magic: This spell detects the intensity of the magic (dim, faint,
moderate, strong, very strong, intense) and there is a 10% chance per level ofthe caster that the type (abjuration, alteration, etc.) can be found as well,although if a dual type, the detection percentage applies to both and must be
rolled for separately.

Dispel Magic: See the comments on the cleric spell of the same name for theeffects of the spell upon an item.

Enlarge: All garments and equipment worn by a subject of this spell should beconsidered to automatically drop off if held by straps or fasteners, otherwise to
split away during growth, so it is not possible to “squeeze someone to death intheir armor” by means of an enlarge. Material components possessed will notchange size. Coats of mail, however, will be ruined if growth occurs while worn.
Note that you can opt to make a target wearing objects an impossible task foran enlarge spell unless the character is actually touched so as to distinguish thecreature from the objects.

Hallucinatory Forest: Touching the illusory growth will neither inform theindividual as to its nature nor will it affect the magic.
Fifth Level Spells:
Transmute Rock To Mud: Rate of sinking is 1’ per segment, i.e. 1’ per 6
seconds or 10’ per minute (round). Brush thrown upon the surface will stop
sinking of creatures able to climb atop it (use discretion as to the amount ofbrush and the weight of creatures). Ropes can be used to pull creatures out of
the mire, assuming that sufficient power is available — 1 man/man, 10 men/horse (or vice versa).

Erase: This spell might be useful against a glyph of warding (q.v.).

Sixth Level Spells:

Find Familiar: If the magic-user opts to send away a familiar, he or she may
never again find another until the former is killed or dies. Purposely killing or
causing to be killed a familiar (or former familiar) is most likely to find great
disfavor with the gods, assuming, of course, that this pertains to the magic-userand his or her associated familiar. Note that spell duration concerns the findingof the familiar. Once it is found, the familiar will serve until killed. To determine
animal availability, see the fourth level druid spell, Animal Summoning I.

Anti-Animal Shell: This shell is non-mobile. Humans, even though able touse magic, are non-magical, as are dwarves, elves, etc.

Light: This spell can effectively blind an opponent as noted under thecommentary on the cleric spell of the same name.

Conjure Fire Elemental: A holy/unholy word will send any elemental backto its plane.

Message: This is not a tongues spell, and speech will be as normal for thespell caster.

Wall Of Fire: It is not possible for the spell caster to move at all and maintain
concentration on the wall of fire.

Fire Seeds: As with missiles of the type produced by a produce flame spell,
all fire seed missiles are considered to be short range, and misses are handled
as described in the GRENADE-LIKE MISSILES subsection of COMBAT.
Turn Wood: Even magical weapons with wooden sections will be turned. An
anti-magic shell will protect from this spell, and a dispel magic will have normal
chances of wiping out its effects.
Wall Of Thorns: Dexterity bonus to armor class is NOT considered in thiscase. If a wall of fire results from the burning of the thorns, the side towards thedruid will be the non-harmful one.

“One false move, wizard, and your familiar gets it!”44

SPELL EXPLANATIONS (MAGIC-USER SPELLS)SPELL EXPLANATIONS (MAGIC-USER SPELLS)

Protection From Evil: This spell prevents attacks which employ parts of the
body of affected creatures. (Cf. cleric spell of the same name.)of communications. If the caster is unable to convey to the charmed creature hisor her instructions, then the monster will simply refrain from harming the spell
caster, and the others in the area, if any, will still be subject to its attentions,
hostile or otherwise. Similar to a charm person spell, if damage is inflicted on
the charmee at the same time (round) as the spell is cast, then the saving throwis made at +1 for each 1 point of damage so inflicted.

Sleep: Unless a single creature is designated as the target of a sleep spell in amixed group, the sleep spell will first affect the lowest level/hit dice targets.
Tenser’s Floating Disc: The caster cannot ride on the Disc. The Disc always
follows the magic-user.

Dig: This spell will inflict 5-20 hit points of damage if cast upon a clay golem.

Unseen Servant: The created force has no shape, so it cannot be clothed.

Extension I: This spell must be cast after the spell to be extended, whether byanother spell-user during the same round, or the initial spell caster or anotherimmediately preceding the casting of the extension. If a round elapses, theextension goes for naught.

Write: Ink for use with this spell is only 10% likely to be located at any given
apothecary/alchemist in a town, or double that for a city. Ink will come in aflask which will be sufficient to inscribe 2-4 spells. The cost will be 200 to 500
gold pieces. You should devise whatever formula for manufacture of thissubstance you desire. Ichor of slithering tracker, octopus ink, and powderedgems are a fair place to start from.

Fire Trap: A dispel magic has the possibility stated to remove the fire trap. If it
fails to do so, the trap is not affected and is not triggered.

Second Level Spells:

Minor Globe Of Invulnerability: The globe gives off a faint shimmering
when it forms. Third level spells from devices — fireballs or lightning, forexample — will not penetrate its sphere.

Detect Evil: The magic detects only the intensity of the evil. (Cf. cleric spell of
the same name.)

Monster Summoning II: For a list of monsters summoned see APPENDIX
M: SUMMONED MONSTERS.

Invisibility: See the INVISIBILITY section under THE ADVENTURE.

Polymorph Others: As is continually pointed out, henchmen and hirelings
will NOT desire to be subjected to the effects of this spell! Furthermore, levelof experience is not a part of a character’s form, so it is quite foolish andtotally impossible to attempt to polymorph a creature into an nth level
character. Likewise, profession is not form, so attempting to polymorph to afighter, thief, etc. results in human form and nothing more. Shape changers(lycanthropes, deities, druids, vampires, certain dragons, jackalweres,
dopplegangers, mimics, et al.) will be affected for but one round, then will
return to their former form.

Locate Object: See the cleric spell of the same name for complete
commentary.
Rope Trick: Those climbing the rope and gaining the safety of the extradimensional space are able to see out of it clearly, as if they were observing
through a window of about 3’ width by 5’ height. Those outside can not see in.
Stinking Cloud: A gust of wind spell will blow this away in 1 round after
contact. If it is cast in a place where there is considerable air movement, thestinking cloud will move in the direction of the air current at from 1” to 6” perround, depending on air speed. For each 1” of such movement, shorten its
duration by 1 round.

Rary’s Mnemonic Enhancer: When this is used to gain additional lower
level spells, the magic-user must then memorize the spells and equip himself or
herself with the requisite components.

Web: If this spell is cast without two firm anchoring places, the webs collapse
and entangle themselves, effectively negating the spell.

Wizard Eye: The ocular device magically formed has substance and it hasform which might be detected (Cf. INVISIBILITY). Solid objects prevent thepassage of a wizard eye, although it can pass through a space no larger thana small mouse hole (about one-half inch diameter).

Wizard Lock: The caster can always pass through his or her own wizard
locked portal freely.

Fifth Level Spells:

Third Level Spells:

Animate Dead: See the cleric spell of the same name for a detailed
commentary.

Dispel Magic: For the effects of this spell on a magic item, see the cleric spellof the same name.

Cloudkill: The caster is able to cast this spell so that it forms around him orher, if this is desired. However, any creatures staying within the cloud for morethan 1 round, even though they have 7 or more hit dice/levels, will take 1-10 hit
points of damage on the second and each succeeding round.

Feign Death: For the rate of air consumption and effects on poisoning, see
the cleric spell of the same name.

Conjure Elemental: See the cleric spell, aerial servant, for details ofprotective inscriptions.

Gust Of Wind: This spell is particularly useful against such spells as
obscurement, stinking cloud, and cloudkill (qq.v.).

Contact Other Plane: See the section on INSANITY.
Lightning Bolt: Note that physical damage is not exceptional, so that if asolid wall is struck, the bolt effectively rebounds its full remaining distance. If it
strikes a barrier which is shattered/broken through by the force of the stroke,then the bolt continues beyond.

Extension II: See extension I, above.
Leomund’s Secret Chest: For a list of random creatures which might comefrom the Ethereal Plane, see APPENDIX C: RANDOM MONSTERENCOUNTERS.

Monster Summoning I: For a list of monsters summoned see APPENDIX
M: SUMMONED MONSTERS.

Monster Summoning III: For a list of monsters summoned see APPENDIX
M: SUMMONED MONSTERS.

Phantasmal Force: The magic-user must know of and understand the force/creature he/she is making an illusion of. Thus, if the caster has never cast a
fireball or has never seen a dragon turtle, his illusion of such will be very poor.

Transmute Rock To Mud: For commentary see the druid spell of the same
name.

Protection From Evil, 10’ Radius: As heretofore noted, this spell preventsuse of body weaponry by affected creatures.

Wall Of Force: A rod of cancellation or a sphere of annihilation will bring
down the wall of force, the former being used fully in the process, and the latterdrawing any and all small objects into its vortex in the process. (Small objects
are those weighing less than 100 g.p. and within 1” radius of the sphere.) The
diamond dust for the spell must be the equivalent of stone(s) of not less than
10,000 g.p. value.

Fourth Level Spells:
Charm Monster: It is needful to point out that this spell does not suddenly
empower the caster, or his or her associated characters, with any special means
45

SPELL EXPLANATIONS (MAGIC-USER SPELLS)SPELL EXPLANATIONS (ILLUSIONIST SPELLS)

Wall Of Iron: If the wall of iron is created vertically, there is a 50%
chance either way for its falling left or right, ahead or backwards,
depending on its placement. It would take not less than 30 strength points
with at least 400 pounds mass to affect this probability, and then only 1%
for each pound over 300 or strength point over 30. If the casterconcentrates specially, it is possible to double the area by halving the
thickness.

Duo-Dimension: See APPENDIXC:
RANDOMMONSTERENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
Monster Summoning V: For a list of monsters summoned see APPENDIX
M: SUMMONED MONSTERS.
Phase Door: This spell provides an escape route for high level magic-users,
although phase spiders can see and use it with ease. A gem of seeing, true
seeing, and true sight will reveal the presence of a phase door.

Wall Of Stone: Any use of the wall as a bridge must be arched andbuttressed. This will require 50% of the total volume of the wall, so a 20th level
magic-user normally may create 400 square feet in surface area 5 feet thick. To
use it as bridge, only 200 square feet can be considered, so a span 5 feet wideand 40 feet long could be made (assuming the chasm to be bridged was about
38’ wide). Unsupported spans will automatically collapse of their own weight if
over 20’ across.

Eighth Level Spells:
Clone: Only humans, demi-humans and humanoids may be cloned.
Glassteel: The armor class of this substance is 1.
Monster Summoning VI: For a list of monsters summoned see APPENDIX
M: SUMMONED MONSTERS.

Sixth Level Spells:
Anti-Magic Shell: It must be pointed out that creatures on their own plane
are normal creatures, so this spell cast upon the Elemental Plane of Fire, forexample, would hedge out none of the creatures of the plane.

Permanency: There is only a 5% chance of the spell caster actually losing apoint of constitution if the spell is cast upon a non-living thing.
Serten’s Spell Immunity: Although it should be rather obvious, the spell
works against nearly any form of enchantment/charm. Thus:

Control Weather: For commentary on this spell, see the cleric spell of thesame name.

Forget, Hypnotism, Ray of Enfeeblement
Antipathy/Sympathy, Confusion, Mass Suggestion
Chaos, Feeblemind, Otto’s Irresistible Dance

Death Spell: Creatures with less than 1 hit die count as only ½ a creature
which otherwise has less than 2 hit dice. If such creatures are subjected to thespell, count them off thusly, although the maximum number affected cannot
exceed 80 in any event.

+9
+7
+5

Any other such spells can be adjudicated from the list in the PLAYERS
HANDBOOK and herein.

Enchant An Item: When casting the permanency spell on an item, themagic-user need only roll 2 or better with d20 to avoid loss of a constitution
point. Formulae for magic items are suggested under FABRICATION OF
MAGIC ITEMS (q.v.).

Ninth Level Spells:
Astral Spell: See the cleric spell of the same name for commentary.

Extension III: See extension I.
Gate: See the cleric spell of the same name for commentary.
Geas: The casting time is also the total time the magic-user has to word thegeas spell. It is otherwise similar to a quest (q.v.).

Monster Summoning IV: For a list of monsters summoned see APPENDIX
M: SUMMONED MONSTERS.

Imprisonment: To find what number of creatures are freed, roll percentile
dice to find the density of imprisoned creatures before rolling for the number.
Multiply the first roll by the second, rounding any remainders to the nearest
whole. For each such creature freed there is only a 10% chance that it will be in
the area of the spell caster. Use the RANDOM MONSTER TABLES of
APPENDIX C for these, using d20 for level, any number of 9 or higher
indicating a 9th level monster.

Move Earth: The practical limitation on the area of effect of this spell is a 24”
square area, with four hours of casting time, exclusive of elemental conjuration.

Monster Summoning VII: For a list of monsters summoned, see
APPENDIX M: SUMMONED MONSTERS.

Otiluke’s Freezing Sphere: The sling stone-sized application of this spell
has a 4” range if hurled by hand, otherwise as a sling bullet. All ranges byhand are short; otherwise treat it as a slung missile. Use the GRENADE-LIKE
MISSILES TABLE to find where misses strike.

Prismatic Sphere: At the commencement of this spell, each color isshimmering, but each represents a successive layer, rather like an onion. The
first MUST be brought down before the second can be affected, etc. Any
creature passing through gets the effect of each and every color layer still
existing.

Glassee: The strength of the glassy area is the same as that of the original
material.

Reincarnation: See the cleric spell of the same name for commentary on thisspell.

Time Stop: Use a stop watch or silent count to time this. The caster must beable to complete his or her acts before spell duration expires, or else he or she
will likely be found in an embarrassing act. The use of a teleport spell justbefore the spell duration of the time stop expires is permissible.

Spiritwrack: Only one specially illuminated vellum sheet may be prepared by
the magic-user and be in his or her possession and/or control at the same time.
This will be realized by any magic-user as soon as a second is begun. It is notpossible to have two such sheets naming the same being either, as the magic of
the naming will be held within the first, but as soon as the second is made, itwill go therein. Finally, no creature can make such a sheet naming itself.

ILLUSIONIST SPELLSFirst Level Spells:

Stone To Flesh: In casting this spell upon a stone block, the magic-user cancause the area of effect to be cylindrical if so desired, so a passage can be thus
made. Maximum diameter is 3’, minimum 1’.

Gaze Reflection: The creature that has its gaze reflected by this spell isentitled to a saving throw.
Light: This spell can effectively blind an opponent as noted in the commentaryof the cleric spell of the same name.

Seventh Level Spells:
Drawmij’s Instant Summons: The special jewel used will have amagically-created inscription naming the object it will summon. The inscription isinvisible and readable only by means of a read magic spell to all but the casterof the spell. Items contained within a Leomund’s Secret Chest are not subject tothis spell.

Second Level Spells:
Detect Magic: For commentary on this spell see the cleric spell of the same
name, NOT the magic-user spell.
46

SPELL EXPLANATIONS (ILLUSIONIST SPELLS)THE ADVENTURE (LAND ADVENTURES)Fog Cloud: A gust of wind spell will dissipate the cloud in a single round.

allow for insertion of such beginning milieux, variety being great and history
and organization left purposely sketchy to make interfacing a simple matter.
Whatever course you opt for, the scale of such world maps should be in theneighborhood of 20 to 40 miles per hexagon. Such areas allow mapping of
considerable territories and are optimal for movement and smaller scale maps
as well, dividing each large hex into blocks of smaller hexes, 5 across the
middle or 5 across each face, as desired.

Invisibility: See the section on INVISIBILITY for commentary.
Third Level Spells:
Illusionary Script: The cost of the lead-based ink is 100 to 400 gold pieces,plus the alchemist’s profit of 100 g.p.
Invisibility, 10’ Radius: See the INVISIBILITY section.
Rope Trick: See the magic-user spell of the same name for commentary.
Fourth Level Spells:
Improved Invisibility: Improved invisibility has the effect of moving
considerations for detection of such invisibility downwards by two placescompared to other forms of invisibility. See INVISIBILITY for commentary.

Adventuring outdoors actually covers several sorts of adventuring, for it is acatch-all term for all activities not in underground or urban settings. Thus, under
this general heading will be 4 major subheadings: LAND ADVENTURES,
ADVENTURES IN THE AIR, WATERBORNE ADVENTURES, and
UNDERWATER ADVENTURES.

Phantasmal Killer: If the affected individual is somehow brought to an
unconscious state, the spell can not do harm.
Fifth Level Spells:

Movement rates for land and water adventures are shown under movement.
Underwater movement is the same as dungeon and similar indoors movement
rates, as the locale of such adventures is always limited in area.

Shadow Door: The invisibly fleeing illusionist can be detected (Cf.
INVISIBILITY), but there must be active and concentrated attempts to do so.
This will not simply be noticed in passing, as attention will be on the shadow
door.

LAND ADVENTURES

Shadow Magic: The caster is actually tapping a power source, even though
the majority of the spell is illusion, thus the 1 hit point of damage per level ofthe caster.

Starting from the point of origin, your players will move over not only varying
types of terrain but through areas of varying human/demi-human population as
well. Just as terrain will affect the frequency and type of monsters encountered,so will population dictate likelihood and type of encounter. You must, therefore,show population density on your large scale map — or at least have some ideaof it in mind as adventurers move across the land. The chance of encounter is
set with the following bases:

Sixth Level Spells:
Conjure Animals: For a list of animals see APPENDIX L: CONJUREDANIMALS.

Chance Of Encounter:
Demi-Shadow Magic: This spell also allows the caster to tap a source ofpower as noted under shadow magic.

Population Density
relatively dense
moderate to sparse/patrolled
uninhabited/wilderness

Seventh Level Spells:
Astral Spell: See APPENDIX C.: RANDOM MONSTER ENCOUNTERS,ASTRAL & ETHEREAL ENCOUNTER TABLES for a list of creatures which
can be met.

Base Chance Of Encounter
1 in 20
1 in 121 in 10FREQUENCY OF ENCOUNTER CHANCE TIME CHECKS:Type Of
Terrain
Plain
Scrub
ForestDesert
Hills
Mountains
Marsh

Vision: Consider this spell similar to a contact other planes for handling
purposes. Unrelated visions should contain some cryptic clue as to what thecaster is seeking. Even on a 10 or better, be certain to make the vision as
unclear and indirect as possible.
Final Note:
Remember that the reverse of any spell must be separately memorized, and thateach requires special components.

Morning
x
x
x
x
x
x

Check For Encounter At
Noon Evening Night Midnight Pre-Dawn
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x

x = check for encounter- = do not check unless party numbers over 100 creatures

THE ADVENTURE

Procedure: Daylight hours consist of morning, noon, and evening; night consistsof night, midnight, and pre-dawn. These times equate to periods of about an hour
after the party sets forth for the day, the mid-point of the journey, and near theend when camp is being made with respect to daylight hours. During hours ofdarkness, equate the periods to first, middle, and end sleep periods. Where only
1 or 2 chances for encounter exist, you may vary the time as you see fit in order
to avoid player reliance on information which they should not be privy to. Whenan encounter check is indicated, roll the appropriate die, and if a 1 results, anencounter takes place. In this event, go to the appropriate table for the terrain,
and determine randomly what sort of monster is being encountered. Note: In
areas where you have detailed the monster population, a random determination
should not be necessary, as this information should be recorded by you.

ADVENTURES IN THE OUTDOORS
It is necessary to have a reasonably well-detailed, large scale map for conducting
adventures outdoors. Naturally, the initial adventuring in the campaign will bethose in the small community and nearby underground maze. For whateverreason — player desire, quest or geas, or because of your own direction —adventuring will sooner or later move to the outdoors. What you must do tohandle this is not difficult following the general procedures given below.
First, decide how you wish to proceed regarding the world at large. If you haveplenty of time and ideas, you should design a continent (or a large portion
thereof) which perfectly meshes with your initial setting. If this is not possible,
obtain one of the commercially available milieux, and place the starting point of
your campaign somewhere within this already created world. At the risk ofbeing accused of being self-serving, I will mention parenthetically that my own
WORLD OF GREYHAWK (published by TSR), was specifically designed toWhen an actual meeting does occur, consult the explanations accompanying
the table for any special procedures to follow. Attempts by the encountering
party to evade are dealt with under COMBAT, PURSUIT AND EVASION
OF PURSUIT (q.v.).
47

THE ADVENTURE (LAND ADVENTURES)

THE ADVENTURE (LAND ADVENTURES)

48

THE ADVENTURE (ADVENTURES IN THE AIR)B

3–4
180º Behind

Procedure For Lost Parties:
As soon as the die roll indicates the party is lost, determine the direction. If it isonto a space which has previously been travelled over and mapped by the
party, then they will recognize that they became lost. Tell them that they moved
in X direction, rather than that which was desired, but they have seen
landmarks and realize their error. If movement is into an area where the party
has not already been and mapped, then immediately roll again to determine if
the party will be lost the next day also. If no such lost direction is indicated,then the party will realize it has made an error the next day; but meanwhile
describe terrain as if they had actually moved in the desired direction, i.e. as if
they had not been lost with regards to direction. This will, of course, result in theerroneous mapping of a space until corrected. If the party will also be lost thefollowing day, the procedure above is followed until they are no longer lost. At
that point, they will realize that they have not been moving in the desired
direction, or series of directions, but they will NOT know just where they
became lost. They will have to back-track and attempt to locate the last space
which they mapped correctly and go on again from that place.

Plain, desert, hills, and mountains do not alter encounter distance variables
unless one of the three modifying types of terrain also exists. If final encounter
distance is 1” or less, than a confrontation will usually take place.
Confrontation: Confrontation indicates that the adventurers and somemonster have met at close proximity, and some interaction is likely to takeplace. There are, however, modifying circumstances:1)

If the monsters are intelligent and would normally deem themselves to be
weaker than the party of adventurers, then they will always seek to avoid
such confrontation.

2)

If the party of adventurers surprises the monsters and elects to flee theencounter, they may attempt to avoid confrontation by using free segmentsof action to move out of confrontation distance and evade the monsters.

It must be understood that parties following a correct map will never become
lost. Procedures are only for exploration of unmapped terrain.

Confrontation interaction can consist of any number of actions, singly or in
combination — parley and reaction, spell casting, missile fire, melee
combat, etc.

Rest: Movement rates are postulated on sufficient daily rest periods so as toobviate the necessity for any protracted rest periods of a day or more during
the course of any journey. If normal movement rate is exceeded, however, thenspecial rest periods in addition to any subsumed brief breaks in travel are
required. This is detailed below:

Movement:
As mentioned previously, movement rates have been given elsewhere. Thererates assume that a party of from 1 to 100 creatures are concerned. If morethan 100 are in the party, reduce movement rate by 1 mile per day foreach additional 100 or fraction thereof, but in no event should suchadjustment slow the rate of movement of the party to below 50% of normal
speed.

Forced Movement: It is possible to make forced marches up to twice thedistance shown for daily movement rate. Such forced movement increases thedaily rate in 10% increments, from 10% to 100% at the option of the party, to a
maximum of double normal movement rate; but as soon as a total of 100% ofadditional normal movement rate is reached, or as soon as the party
determines to assume non-forced movement, whichever first occurs, amandatory rest period must be enforced. Rest period depends upon the total
percentage of forced movement:

Becoming Lost: Any party not guided by a creature knowledgeable of thecountryside through which the party is moving, or which is not following a welldefined course (river, road, or the like), or which is not using a well-drawn andcorrect map, might become lost. This is determined prior to the commencementof a day’s movement. Determination is based on the terrain:

Chance Of Becoming Lost
1 in 103 in 107 in 103 in 104 in 102 in 105 in 106 in 102120º Right5
120º Left–1 per die on all 3’s and 4’s–1 per die on all numbers (00’s are possible)–1 per die on all 2’s, 3’s, and 4’s

Terrain Type
Plain
Scrub
ForestRoughDesert
Hills
Mountains
Marsh

B

6
60º LeftB

Scrub—
Forest—Marsh—

Directionof travel
desired1
B
60º Right

B

Encounter Distance: If either party is surprised, the encounter distance isdetermined by subtracting the value of surprise (as determined by the die whichindicated that the condition existed) from normal encounter distance. Normal
encounter distance is 6” to 24” (6d4). Thus, on a surprise roll of 1, for example,
encounter distance is 5” to 23” (6d4 –1), on a 2 the distance is 4” to 22”, etc.
In addition to shortening encounter distance, surprise also allows the surprising
party to have that number of segments as shown on the die as the surprisefactor as free and unanswered activity to move, attack, flee, etc. (See
SURPRISE.) In addition to modification for surprise, terrain will also modify
encounter distance as follows:

B

THE ADVENTURE (LAND ADVENTURES)

10% - 30% = 1 hour per 10%
40% - 60% = 2 hours per 10%
70% - 100% = 3 hours per 10%
To find the time required for enforced rest, simply find the total percentage ofrest time and deduct this from normal daily movement rate. Thus, 30% meansthat 30% of movement the next day is deducted, as the party rested during that
period. At 3 hours per 10% increment of forced movement, 70% equals 210%,so 2 full days, plus 10% of a third day must be spent in rest from the forced
march.

Direction
60° left or right
60° left or rightany
60° left or right
60° left or right
60° left or right120° left or rightany

Failure to rest after normal movement is equal to 100% means that beasts ofburden have a cumulative chance of dropping dead of 10% per 10% incrementof additional movement of any sort. Other creatures lose 1 level of ability or hit
die in the same manner, until 0 is reached and exhaustion kills them. Such lossof vitality, whether by beast of burden, creature, or character requires a full 8hours of additional rest for each such 10% increment, hit die, or level of ability
lost. For example, a 12th level fighter who moves an additional 90% of
movement after exceeding normal movement by 100% must rest 72 hours,
consecutively, in order to regain 12th level of ability. Prior to that period of rest,
the character is effectively 3rd level!

To find the direction of movement if a party is lost, roll d6, 1-3 indicating
left, 4-6 indicating right. Each hex face is 60°. If a loss of direction of 120°is possible, roll a second d6, 1-3 indicating a 60° direction loss, 4-6
indicating 120°. In any direction, loss is possible, roll a single d6, withresults being read off clockwise considering the intended direction of travel
as 12 o’clock, and giving 2 chances for complete loss and movement in theexact opposite direction, thus: 1 = right ahead, 2 = right behind, 3-4 =directly behind, 5 = left behind, and 6 = left ahead, i.e. there is NO chanceof the party ever accidentally moving in the desired direction when the die
indicates the condition of being lost exists. Direction of lost movement is
illustrated below:

ADVENTURES IN THE AIR
To be able to fly is one of mankind’s oldest and strongest fantasies. In the world of
AD&D, this wish can often be fulfilled. However, travel and combat in the air isoften much different from that which takes place in the two-dimensional realm of
the earthbound, so much so that it must needs have a special section devoted to it.
49

THE ADVENTURE (ADVENTURES IN THE AIR)

THE ADVENTURE (ADVENTURES IN THE AIR)
To be able to fight while flying any aerial mount requires considerable practice.
To become adept at aerial archery entails at least two months of continual
practice (Cf. AERIAL COMBAT, Aerial Missile Fire).

AERIAL TRAVEL
Long-distance aerial travel can be accomplished by use of either magical device
or flying mount. Certain magic items (such as a broom or carpet of flying) do
not have limited duration of use, and thus are the most efficient forms of suchtravel (though a broom of flying may not be very comfortable to use for hours
on end).

AERIAL COMBATMost creatures which can fly do so by means of wings, either natural or
magically augmented (as in such inherently magical beings as demons anddevils, dragons, griffons, etc.). Most winged creatures must be constantly
flapping their wings to provide enough thrust to keep their weight in the air.
Some creatures are light enough and powerful enough to allow them to actually
hover in one place, but most must be constantly moving forward. This meansthat aerial combat is nearly always going to be a swoop and slash, hit-and-run
affair. Grappling of opponents in the air will generally result in both of them
plummeting to the ground, unless they are at a high altitude and disengage
almost immediately. Even then, it is a risky business. Only beings with the ability
to hover (gained either through quick and powerful wings or some form ofmagical flight) will be able to engage in combat that resembles the round-afterround melee system employed in ground battle.

Your players may want to know how far they can go in a day on a flying
carpet (or other similar device). For the purposes of long-distance aerial travel,
assume every 3” of speed equals one mile per hour. Thus, a broom of flying,
with a speed of 30”, can fly long distances at an average speed of 10 m.p.h.,and can cover about 100 miles in a day (assuming ten hours of semi-continuous
travel during daylight). The above formula does not necessarily apply to shortdistance travel.
If your players are unimpressed by these kinds of distances, remind them that ina pre-technological civilization they are little short of miraculous. Some of yourplayers may have walked as far as twenty miles in one day. Ask them toremember how far it was.

It will therefore be seen that maneuverability is of prime importance in
conducting aerial combat. Flying combatants — whether they are eagles or
dragons, men mounted on broomsticks, or hippogriffs — must make attack
passes at their opponents, wheel about in the air, and attack again. Those
which are more maneuverable will be able to change direction and speed in ashorter time than those which are less maneuverable, and thus have someadvantage in pursuit and avoidance.

Flying Mounts:
Most flying mounts will be either griffons, hippogriffs or pegasi. All of theseshould be very difficult to acquire, and even harder to train. None of thesetypes will mix with the others (griffons will eat pegasi or hippogriffs if given achance, and hippogriffs confined with pegasi will bullyrag them wheneverpossible).
Griffons are often nasty and bad-tempered. If captured when very young andtrained, however, they can become fiercely loyal mounts. Their loyalty is nontransferable once fixed, so they must be disciplined and trained solely by theintended rider. The griffon must be trained and exercised by its owner on afairly regular basis while it is a fledgling (up to age six months) in order toaccustom it to his or her presence and the bridle, blanket, saddle, etc. When thegriffon is half-grown a period of intensive training must begin, which will last atleast four months. The daily routine must never be broken for more than twodays, or the griffon’s wild nature will assert itself and all progress will be lost.
After two months of this intensive training, it will be possible to begin to fly thegriffon. This will be a period of training for mount and owner alike, as the rider
must learn how to deal with a new dimension, and he will probably have noteacher but himself. Imagine the confusing tumult of giant wings, the rush of air,the sudden changes in altitude, and you will realize why an inexperienced rider
absolutely cannot handle a flying mount.

To conduct an aerial battle, a DM must know the speed, maneuverability andattack modes of each creature involved.

Speed:
Speed of flight of each creature is listed with the other information in the
AD&D MONSTER MANUAL, and it will be noted again in the list of aerial
creatures at the end of this section. When conducting aerial combat that takes
place entirely in the air, it will be convenient to convert inches per turn to inches(or hexes) per round. For the sake of standardization, all flying creatures canclimb at one-half, and dive at twice the stated movement rate. They will be able
to climb one foot for every three feet they move forward, but they may dive up
to one foot downward for each foot travelled forward (i.e., at a 45-degree
angle. None of the above applies to creatures with class A maneuverability,
which can move in any direction they choose.). When diving, all creatures’
physical attacks will do double damage to all targets which are not themselves
diving. This includes diving attacks at earthbound creatures which come from aheight of 30 feet or more. There is no damage penalty for attack while
climbing. No creature will be able to climb above 5000 feet (due to lack ofbreathable air) as a general rule, but you may alter the ceiling if you wish.

Griffons, like all large flying creatures, eat enormous amounts of food,especially after prolonged aviation. Moreover, they are carnivores, and thus
very expensive to feed. Care and keeping of a griffon will be a constant strain
on the largest treasure hoard. Costs will probably run in the area of 300-600
g.p. per month. It will require special quarters, at least three grooms andkeepers, and occasionally an entire horse for dinner (diet will differ, but similararrangements must be made for all flying mounts).

Maneuverability:
Hippogriffs are not so difficult to train as griffons, but neither are they as
dependable in a pinch. A training process basically similar to that previously
described will be necessary, though occasionally an animal trainer can
substitute for the master for short periods if he or she is tied up elsewhere.
Once broken, hippogriffs may possibly serve more than one master. They areomnivores, and thus somewhat less expensive to feed than griffons.

Naturally, every type of flying creature maneuvers differently from every othertype, but in order to make the game playable and aerial combat possible,
maneuverability has been broken down into five classes. These vary from A toE, most maneuverable to least maneuverable. Note that the stated amount thecreature can turn per round assumes that the creature is moving at full speed.
Creatures moving at half speed turn as one class better. Winged creatures
cannot move at less than one-half speed and remain airborne (except forclass B).

Pegasi are greatly valued for their speed, which makes them virtually the fastest
things in the air. Their training is a long process similar in many respects to thatof griffons. They will serve only good characters — all others will find them
totally intractable. Like griffons, their loyalty is given to only one master in a
lifetime.

Class A: Creature can turn 180° per round, and requires 1 segment to reachfull airspeed. Creature requires 1 segment to come to a full stop in the air, andcan hover in place. Class A creatures have total and almost instantaneouscontrol of their movements in the air. Examples: djinn, air elementals, aerial
servants, couatl.

All flying mounts must rest one hour for every three they fly, and they can never
fly more than nine hours a day. During their rest periods they will eat as if
famished: this means meat for griffons or hippogriffs, and green living plants,
preferably of a succulent nature, or fine hay and oats, for pegasi.

Class B: Creature can turn 120° per round, and requires 6 segments to reachfull airspeed. Creature requires 5 segments to come to a full stop in the air, andcan hover in place. Examples: fly spell, sprites, sylphs, giant wasps, ki-rin.

Use of more exotic types of flying mounts will generally require some form ofspell control (such as charm monster), though the more intelligent ones may
possibly give their permission and cooperation in certain circumstances. This
does not ensure ease of handling and stability on the part of the rider, however.
Likewise, griffons, hippogriffs and pegasi can be charmed and ridden.

Class C: Creature can turn 90° per round, and requires 1 round to reach fullairspeed. Examples: carpet or wings of flying, gargoyles, harpies, pegasi,
lammasu, shedu.
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THE ADVENTURE (ADVENTURES IN THE AIR)

THE ADVENTURE (ADVENTURES IN THE AIR)Class D: Creature can turn 60° per round, and requires 2 rounds to reach fullairspeed. Examples: pteranodons, sphinxes, mounted pegasi.

DINOSAURS:
Pteranodon: 15”, class C. These creatures’ light bone structure makes them
unwilling to collide with other creatures in the air, but if necessary they willattempt to spear with their long, pointed beaks. Their preferred method of
attack is to drop upon earthbound creatures from above, lift them up to
several hundred feet and then allow them to plummet to their deaths.

Class E: Creature can turn 30° per round, and requires 4 rounds to reach fullairspeed. Examples: dragons, rocs, wyverns.

Attack Modes:
Djinni: 24”, class A. Djinn, like all creatures from the aerial plane, are nearly
impossible to catch in the air. When a swooping creature approaches them,
they simply move aside. In addition, their ability to create illusions and become
invisible ensures that all aerial combat will take place only when and where thedjinni desires. They are openly contemptuous of those who need wings to fly, or
magical aviators such as magic-users and efreet.

As mentioned previously, grappling in the air is usually out of the question. Thismeans that many different creatures will use considerably different combat
tactics in the air, and their “natural” methods of attack will often be substantiallyaltered. The following list should help the DM determine how certain creatures
will fight in the air. Speed and maneuverability class are also listed. For reasonsof space or redundancy, not all flying creatures have been included. Once
familiar with the system, the DM should be able to apply it to any aerial
monster.
Aerial servant: 24”, class A. If forced to fight, an aerial servant usuallyresorts to battering.

Dragon: 24” or 30”, class E. Lack of maneuverability due to large size may
seem to put dragons at a disadvantage in the air, but their powerful breath
weapons somewhat make up for this. On an attack pass, a dragon can either
bite or use its claws — never both. A dragon may choose to breathe on an
approach and then pass and slash with fang or claw.

Chimera: 18”, class E. The chimera is a clumsy flyer, and prefers to use its
breath weapon in aerial battles. It can use its claws or attack with one of its
heads.

Eagle, giant: 48”, class D. Giant eagles commonly attack with their talons.
They share with their smaller cousins the ability to plummet almost to the groundand then suddenly break their fall and pull out or land safely.

Cockatrice: 18”, class C. The cockatrice is not a strong, steady flyer, and will
not go above 300’ unless provoked into one of its screaming fits of rage. In any
case, it will never fly for more than 2-5 turns before landing to rest. The
cockatrice’s power to turn flesh to stone is an awful one, as it often need only
hit to destroy its enemies, and those petrified in the air usually fall and shatter!

Efreeti: 24”, class B. As with djinn, efreet use their invisibility and illusion
abilities to good effect in aerial combat.
Elemental, air: 36”, class A. Air elementals gain +1 to hit and +2 on eachdie of damage they inflict when fighting in the air. They move in the samemanner as djinn.

Couatl: 18”, class A. The couatl’s favorite tactic is to throw loops around otherflying creatures and constrict them so that neither couatl nor prey can fly. Bothplummet to the earth, but the couatl turns ethereal just before impact and thus
escapes being crushed.

Gargoyle: 15”, class C. Gargoyles will attempt to spear with their horn orslash with their claws (never both).
Griffon: 30”, class C (class D when mounted). A griffon will either slash with
its forward talons or bite with its powerful beak.
Harpy: 15”, class C. Harpies will use either their leg talons or a weapon inaerial battle. Like eagles, they can plummet straight down and then pull out.

DAEMONS:
Nycadaemon: 36”, class D. Though heavy, nycadaemons are powerfulflyers, and can build up great speed and momentum. They act much likeflying battering rams, striking for 2-12 points of damage when they hit (or asmuch as 3-18 if they hit another flyer head-on, though this will also damage
the nycadaemon 1-4 points). A nycadaemon will try to run its prey close to
the ground and then close for a grapple. The wings will be used to batterand confuse and slow their fall, as it attempts to bring its opponent down to
the ground where leverage and its full physical strength can be brought tobear.

Hippogriff: 36”, class C (class D when mounted). Hippogriffs fight in much thesame manner as griffons.
Ki-rin: 48”, class B. Ki-rin will generally attack with their horn to impale.
Lammasu: 24”, class C. Lammasu will use their claws if forced to fight. They
are hard to hit in the air, as they can dimension door away from an attack
path.
Manticore: 18”, class E. Manticores are clumsy flyers, but they will not hesitate
to fling their tail spikes at opponents who come too close (Cf. AERIAL
COMBAT, Aerial Missile Fire). They can also employ their front claws.

DEMONS:
Succubus: 18”, class C. Succubi prefer not to melee in the air or on the
ground, and will use guile, treachery and etherealness whenever possible.

MEN: Men, like monsters, must behave differently in the air than on the
ground. Most flying combat involving humans consists of magical or magicallyequipped flyers rising above a melee to gain a positional advantage for the
purpose of spell- or missile-casting. This actually isn’t as easy as most players
would like to think it is, as the different forms of magical flight often haverequirements which interfere with such actions.

Type I: 18”, class C. These vulture-demons generally slash with their reartalons.
Type IV: 12”, class E. Type VI: 15”, class D. These two huge demon types
will try to bring their foes to the ground, much like nycadaemons.

Levitation: Once effected, this spell takes no concentration on the part ofthe caster except during changes of height, so it is quite useful when amagic-user desires to rise above a melee to acquire an open field of firefor his or her spells. The major drawback is that figures rising out of abattle are automatically assumed to be magic-users and will immediately
attract most if not all of their opponents’ missile fire. Recipients of thelevitation spell who wish to use bows from their elevated position will findthat they are not totally stable, and thus shooting is slightly more difficult.
Such archers will shoot at –1 “to hit”. This is cumulative, subtracting anotherpoint from the archer’s chance to hit for each successive round of fire until–3 is reached, as the archer becomes increasingly unstable. Continued
firing will not lower the archer’s chances beyond –3, and any round spentnot firing (or fighting) will allow him or her to stabilize and start again at–1. Slinging, casting javelins or spears, or actually swinging a weapon(such as a sword) will be at double the minuses “to hit” for archery, i.e., –2,

DEVILS: All devils’ power of illusion makes them difficult and dangerous aerial
opponents.
Erinyes: 21”, class C. Erinyes will slash with their envenomed dagger or use
their rope of entanglement to foul opponents’ wings and make them fall.
Horned devil: 18”, class D. Horned devils will attempt to impale with theirfork and rip with their tails as they pass.
Pit Fiend: 15”, class D. These mightiest of devils will usually attempt to force
their prey to the ground, where they can leisurely tear them limb from limb.
Their clubs and tails are dangerous weapons in the air.
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THE ADVENTURE (ADVENTURES IN THE AIR)–4, –6. Due to the lack of leverage and something to “push” against, it is
impossible to cock a heavy or medium crossbow while levitating (let yourplayers find this out for themselves!). Levitating persons are marvelous
targets for flying creatures. They can generally be treated as earthboundtargets which are easier to get at, and fight at a disadvantage.

Peryton: 21”, class C. A peryton will attempt to impale with its sharp horns.
Pseudo-dragon: 24”, class B. Pseudo-dragons rely on their poisonous
stingers in aerial combat.
Roc: 30”, class E. Rocs generally attack using their huge and powerful talons.
Amazingly enough, considering their great size, they can plummet straight
down like eagles and then arrest their fall by a sudden unfurling of their wings.

The DM should remember that though the recipient of a fly spell has fullcontrol of his or her movement, the height of a recipient of levitation is always
under the control of the caster, and if that person is otherwise occupied, novertical movement is possible (of course, this does not apply to magicaldevices such as boots of levitation, though everything else in the foregoing
section is applicable).

Shedu: 24”, class C. Shedu will strike with their powerful hooves if they
become involved in aerial combat, though their power to become ethereal
allows them to avoid this if they so desire.

Fly spell: Utilizing a fly spell takes as much concentration as walking, so mostspells could be cast while flying, either while hovering or moving slowly (3” orless). There is no penalty for archery while flying (assuming the archers arehovering — if they are moving, see AERIAL COMBAT, Aerial MissileFire), but there are minuses for slinging or swinging weapons, and these are
the same as the penalties for archery while levitating, i.e., –1 to hit, cumulative
per successive rounds until –3 is reached. Persons using a fly spell (or a magicaldevice which confers that power upon the bearer, such as a ring of flying) will
move at maneuverability class B. Flying persons involved in ground melees
attract missile fire much as levitators do. Flying persons involved in combat withother aerial creatures do so in the same manner as any other creature of their
maneuverability class.

Sphinx: 24”, 30” or 36”, class D. The various sphinxes nearly always employ
their fore claws in an aerial battle, though the roar of the androsphinx is also a
potent weapon, as it weakens opponents and could make them unable to fly.
Wyvern: 24”, class E. On an attack pass, a wyvern will attempt to either biteor sting.

Conducting Combat:
Conducting aerial combat will be much simplified if the DM will remember thatmost flying monsters simply cannot execute complicated maneuvers like barrelrolls or loop-the-loops. Most can do nothing more than climb, dive and/or turn,and all of these actions are easily simulated and quantified using speed andmaneuverability classes.

Broom of flying: These devices must be moving at least half speed tofunction. With practice, they can be controlled by the rider’s knees, so anexperienced broomsman can melee in the air. However, all spell use is
impossible while riding a broom, though some magical devices (such as
wands) could be used. Brooms are maneuverability class C.

There are two methods you can use to conduct aerial combat. The first way issimple but less accurate. The second method is more accurate but requires theuse of hex paper or a hex map. Though both can be done on paper, the best
way to visualize the relative positions of the combatants is to employ miniature
figures or paper counters. A running record of absolute (or relative) altitude
should be kept, either on a separate sheet or on a small piece of paper undereach figure or counter.

Carpet of flying: Carpets are the most stable of flying devices, and thus
the most valuable. Though they are class C as pertains to maneuverability,
they can hover or move at any speed the controller desires (up to the statedmaximum). While hovering or moving slowly they are ideal platforms forspell- or missile-casting (quick motion tends to disrupt magical concentration,even if the spell-user is not the one controlling the carpet). They are not soeasily adapted to aerial melee, as passengers will tend to get knocked off
the carpet and fall to the ground. Attempts to weave straps or seat belts intoa flying carpet will generally destroy its dweomer.

The simple method is to move each flyer in the direction they are facing at the
beginning of the move, and execute the turn at the end by simply refacing theflyer in its new direction. Speed would be in actual inches of movement, orsome ratio thereof.

0º

Wings of flying: These devices are maneuverability class C and thewearer must be moving at least half speed to maintain flight. Though thewings leave the aviator’s hands free for fighting, it is impossible toconcentrate enough to cast spells due to the continual bodily motion
involved. This does not prohibit the use of some magical devices that
duplicate spell effects (rings, wands, etc.). Like an eagle, the wearer of wingsof flying can plummet a great distance and still pull out safely if the wings
have not been previously damaged.

B

30º

B

B

60º
B

90º

B

120º

B

Flying mounts: All flying mounts will move at one maneuverability classworse than normal when mounted. This applies even if the rider is as small
as a halfling or gnome. The only exceptions to this are E class creatures suchas dragons, which are large enough to carry human-sized riders at no
penalty. Normal spell use while riding a flying mount is of course impossible(though certain magic devices may be used).

180º
A more accurate method entails the use of hex paper so that actual arc
turns can be indicated, and so that these turns may take place at any time
during a move.

Pegasus: 48”, class C (class D when mounted). In flight, pegasi fight with theirfront hooves.

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THE ADVENTURE (WATERBORNE ADVENTURES)

Turns will actually take place through several hexes (the only exceptions to thisare creatures from the elemental plane of air, which can turn on a dime in any
direction they wish). A turn need not be executed through consecutive hexes. To
illustrate, here are possible variant turns for a class B flyer, which can turn up to120° in one round:

WATERBORNE ADVENTURESIn due course your players will evince a desire to travel by water. Rivers, lakes
and the seas have always provided mankind with a means of transportationand livelihood as well. From the first raft and reed boat, ambatche andcatamaran, the waters have beckoned men to come and explore. This form ofadventure certainly awaits the participants of an AD&D campaign — with a
vengeance! Encounters are dealt with in APPENDIX C: RANDOMMONSTER ENCOUNTERS, WATERBORNE ENCOUNTERS, this being
subdivided into fresh and salt water encounters. Information regarding ships,
their armament and crews, is detailed here. The rules are general in nature toallow playing at any scale or upon any playing surface desired (hex or squaregrid, floor, etc.).
General Classes of Vessels:
Rowboat: Small boats, with or without a sail, which are rowed by oars or
paddled, fall into this category. A ship’s longboats, dugout canoes, skiffs andpunts are likewise considered rowboats. A normal crew for a rowboat can befrom one to ten or more men depending on its size. Rowboats do not comeequipped with armament and don’t function well in breezes above 19 miles perhour.

The orders for the first example would read: Straight 1, right 60°, straight 3,
right 60°, straight 1.

Barges/Rafts: These are long, somewhat rectangular craft designed primarily
for river transportation. A few larger and sturdier types are used for lake andcoastal duties. Barges generally have a shallow draft, as do rafts — the former
having a bow and side freeboard, with the latter having neither. The Egyptian
Queen Hatshepsut’s obelisk barge is a prime example of a working barge.
Crafts constructed of fagots bound together, or made of stretched hides, such as
the umiak, are considered barges in most cases. The same is true of sampans
and jangadas. Normal crew for a barge varies between 20 and 100 or moremen, depending on the size of the ship and its purpose. If the barge is aworking vessel, such as Queen Hatshepsut’s, it is conceivable that it could
require as many as 100 men, if not more, to man such a mammoth barge.
Sampans and jangadas, on the other hand, do not require a great crew to man
them. Sampans need only three to ten men while jangadas require as few asone. Barges and rafts don’t usually come with armament, but can be soequipped if desired. These types of vessels do not function well in winds above
moderate breezes.

Each flyer can move 1 hex per 3” of speed; thus, a gargoyle, with a speed of15”, could move 5 hexes, while a griffon, with a speed of 30”, could move 10.
Keep in mind climbing and diving speed alterations.
In both the simple and complex methods, movement should be simultaneous. If
there are several players involved, you may wish to have them write out theirmoves ahead of time (the DM, of course, is not obligated to do this). If two
opponents are clearly making for each other, and it is within their ability tointercept but their written orders would cause them to miss, some slightadjustment should be made.

Aerial Missile Fire: For all missiles fired in the air, treat short range as
medium (–2 to hit) and medium range as long (–5 to hit) as pertains to chanceof hitting. Fire at objects at long range will always miss. The above applies tomissile firers on flying mounts or using a broom or wings of flying only if they
have spent several months in practice. Otherwise, they will not be able to hit atall. The range penalties also apply to missile-firing creatures such as manticores(treat as composite long bow as pertains to range). Note that the above applies
only to those who are moving. Those hovering with a fly spell or on a carpet offlying will suffer no penalties. Those levitating will be penalized as delineated inearlier subsection Attack Modes, Men: Levitation.

Galleys: These are long, slim oared ships. Some of the earlier types of galleys
are the Greek and Roman biremes, triremes, and quadriremes. These galleys
have 2, 3, and 4 banks of oars. The type most commonly used in AD&D is the
drakkar, the Viking Dragon Ship. This is a square-sailed, oared ship having asingle mast that can be unstepped. She is the easiest to maneuver in choppy
waters because the planks are overlapped and riveted together (clinker built).
This gives her the ability to move with the waves instead of forcing her hullthrough them. Crew for galleys depend on their size. Some can have as few as
30 men manning the oars while others have been known to have 200 or more.
Most galleys, because of the need of space for the men at the oars, do not
venture far from land. The general construction is such that even though she isseaworthy it is more comfortable to be near land or sail the rivers and makecamp on the shore. Armament on galleys ranges from a ram to ballistae. Someof the larger ones may even sport a catapult.

Dragons and similar creatures with breath weapons (such as chimerae) will
have a slightly harder time hitting other flying creatures. For this reason, moving
aerial targets of flying dragons add +2 to their saving throws.

Damage: Any winged creature which sustains damage greater than 50% of its
hit points will be unable to maintain flight and must land. Any winged creature
which sustains more than 75% damage will not even be able to control its fall,
and will plummet to the ground. This simulates damage to the wings, as in aerial
combat, the wings will be a prime point of vulnerability. Feathered wings are notas easy to damage as membranous wings, and in flight should be given an extra
hit point value equal to one-half the normal hit points of the creature they support,
for the purpose of figuring how much damage need be taken before the creature
can no longer fly. Thus, a griffon with 30 hit points would add an additional
illusory 15 points in aerial combat, for a flight-damage total of 45, and thus
would be able to take 23 points of damage before it would be forced to land. In
contrast, a membrane-winged creature like a succubus with 30 hit points would
only be able to sustain 15 points of damage before it could no longer fly. Underno conditions are the extra flight-damage points to be added to the monster’s
actual hit points for the purpose of absorbing damage. A flying monster will only
be able to sustain the normal amount of damage it usually takes in order toincapacitate or kill it, i.e., if the exemplary griffon above takes 31 points ofdamage from dragon breath, it is dead.

Merchant Ships: This type of ship is most commonly a small wide-hulled
vessel having a single mast and a lateen sail. She is not only favored bymerchants, but pirates as well. She can be moved by sweeps at rowboat
speed. Cogs, carracks and caravels of the 13th and 14th centuries are
considered to be excellent merchant ships because of their sturdiness and thefew sailors required to man them. Most ships of this type can feasibly carry ahundred or more men, but because of on-board conditions and money, ships
are manned by a minimal crew of at least 10 men, including the officers.
Pirates are the exception when manning ships. They will fill the ship with men,sailing up and down the coast for about a week, plunder if they can, andthen put into port. Typical armament for this kind of ship includes ballistaeand perhaps a catapult.
Warships: These vessels tend to be fast, but at most times not very seaworthy,
particularly the earlier ones. The ultimate warship for the purpose of AD&D is
the nao. She is squaresailed like the cog, but features two or more masts and isof caravel construction. She also has a distinctive overhanging forecastle and arounded stern. The crew of a warship generally consists of 2 or 3 men to work
each ballista, 3 or 4 men to handle the catapult and the rest to man the sails. It
is possible to have 100 or more men on board, but because of the shortage ofspace for food and fresh water, the number is usually considerably less.

As a final note, remember that heroic aviators who leap into the saddle of theirhippogriff and rise to battle without taking a couple of rounds to strap in willtend to fall out in the first round of melee, and it is 1-6 hit points of damage forevery ten feet they fall (up to a maximum 20-120 points).
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THE ADVENTURE (WATERBORNE ADVENTURES)

Hull Values:
Capsizing
Broken mast
Broken beams
Torn sail and/or fouled rigging
Man overboard

The hull value or the defensive point value is how much damage the ship cansustain before sinking (any time that damage reaches one-third or more of thisvalue, repairs must be made). For damage done to a ship by various attack
forms, see Siege Attack under CONSTRUCTION AND SIEGES. To
determine the number of points each ship can have, see the table below androll accordingly.
Type of Vessel
RowboatBarge, small
Barge, large
Galley, small
Galley, large
Merchant, small
Merchant, large
Warship

Strong Gale
1%
5%
10%
20%
10%

Storm
20%
25%
35%
45%
50%

Hurricane
40%
45%
50%
65%
70%

Exhaustion:
Exhaustion will occur after the crew has rowed at their normal speed for 8-10
hours or at maximum speed for 30 minutes. This applies only to galleys or any
other oared vessel.

Hull Value Range
1-4
1-6
2-8
2-12
4-16
6-36
12-48
7-42

Movement:
Any oared ship can move forward from a complete standstill in one round.
Galleys are able to do a pivot only if they are dead still in the water. Thisaction requires a certain amount of skill or else the oars may be damaged. Any
ship wanting to turn must let her momentum carry her twice her length before
such a procedure may begin.

Repairing Damage:
Movement From a Standstill Position to Normal Speed:
Any time damage reaches one third to one half of a ship’s hull value, repairs
can be made at sea. If the damage is more than one half, the ship must put into
port for repairs. The amount of time and repairs needed as well as the cost
involved will be at the DM’s option.

Barge, small
Barge, large
Galley, small
Galley, large
Merchant, small
Merchant, large
Warship

Length and Width:
The average length and width of most ships is given below. It will be up to the
DM or the players buying or constructing them to determine exactly how long
and wide any ship will be.
Ship
RowboatBarge, small
Barge, large
Galley, small
Galley, large
Merchant, small
Merchant, large
Warship

Length8’-20’
15’-20’25’-45’30’-60’120’-160’
25’-40’50’-80’70’-100’

2 rounds
5 rounds
3 rounds
6 rounds
5 rounds
1 turn1 turnSpeed:The table below indicates how fast ships can sail or be oared at normal andmaximum speed.

Width
2’-4’
8’-12’
12’-20’
8’-15’
20’-30’
10’-15’15’-25’15’-25’

Ship Type
RowboatBarge, small
Barge, large
Galley, small
Galley, large
Merchant, small
Merchant, large
Warship

Crew:

Normal
Sail
2 mph
2 mph
1 mph
6 mph
4 mph
5 mph
3 mph
4 mph

Maximum
Sail*
3 mph
3 mph
2 mph
9 mph
7 mph
7 mph
5 mph
6 mph

Normal
Oar
1 mph
1 mph
½ mph
5 mph
4 mph
½ mph
¼ mph
½ mph

Maximum
Oar**
2 mph
1 mph
1 mph
8 mph
8 mph
1 mph
½ mph
1 mph

See Ship Master and Ship Crew under EXPERT HIRELINGS.
* Based on the wind force of Strong Breeze.
Wind Direction and Force:** For short periods of 10-20 minutes.

Wind direction and its force are important in determining if sails, oars, both, orneither can best be used in propelling the ship. Currents of course will aid orhinder the ship, but it will be up to the DM to decide what currents, if any, will
be in the oceans. Wind force will need to be determined for movement abilities
and damage if the force is above Strong Gale.

Burn Damage of Controlled Fires:

Direction (d8)1 North
2 South
3 East4 West
Force
3
4-8
9-12
13-15
16
17
18

(3d6)
Calm
Light Breeze
Moderate Breeze
Strong Breeze
Strong Gale
Storm
Hurricane5678For every 10 flaming arrows, every flaming catapult missile, and every 5-dicefireball and up (i.e., a 10-dice fireball requires a double check) that hits, burndamage will have to be determined. Lightning bolts will have to be checked forburn damage at increments of 8-dice. Anything below that only does structural
damage (see CONSTRUCTION AND SIEGES, SIEGE ATTACK VALUES).
When a lightning bolt does burn damage, subtract 3 from the roll for the kindof damage that is done (for example, a 15 is rolled, 15 – 3 = 12; twelve is thenumber on the table to determine damage).

Northwest
Northeast
Southwest
Southeast

Fire Damage (3d6)
3-7 Light damage
8-10 Light to moderate damage
11-13 Moderate damage
14-15 Moderate to heavy damage
16-18 Heavy damage

Miles Per Hour
0-1
2-7
8-18
19-31
32-54
55-72
73-136Hull Damage Equivalent
1 point of hull damage
2-4 points of hull damage
3-6 points of hull damage
4-8 points of hull damage
5-10 points of hull damage

Light damage: Almost no damage. Requires no immediate attention. Whena ship has sustained more than 3 light damages, consider it to be light tomoderate damage.

Any wind of strong gale force or better will have a percentage chance to dodamage to the ship. There is also a chance for men to be blown overboard.
The amount of damage and how many men may be blown overboard will be
determined by the DM. Checks are made every 6 hours, or until winds subside.

Light to moderate damage: Minor damage done. No immediate repairsneeded. When a ship has sustained 2 light damages and 1 light to moderate
damage or 2 light to moderate damages, consider it to be moderate damage.
54

THE ADVENTURE (WATERBORNE ADVENTURES)

THE ADVENTURE (UNDERWATER ADVENTURES)

Moderate damage: A few minor repairs needed before the ship can get
underway. When a ship has sustained 2 moderate damages, consider it to bemoderate to heavy damage.

of the ship and the location and size of the hole, it may take from 1-12 turns
before she sinks below the surface of the water (rowboats and small rafts are
the only vessels that will sink in less than 1 turn). Burning is another way to sinka ship. She will burn to her waterline and everything beneath that will sink (seeBurn Damage of Controlled Fires). A rowboat hit directly with a boulder
will sink immediately. It will take several direct hits with a boulder before
enough damage is done to cause a merchant ship or warship to sink (see Hull
Values and Siege Engines). The weather is also a factor that can cause aship to capsize and eventually sink (see Wind Direction and Force). Somemonsters, such as a Sea Snake or a Dragon Turtle, will also attempt to capsizea ship if they should choose to attack it.

Moderate to heavy damage: Many minor repairs needed or several
major ones needed before the ship may sail. When a ship has sustained 2
moderate to heavy damages, consider it to be heavy damage.
Heavy damage: Extensive repairs needed to ship’s sails and mast. Rigging
burned badly.
The DM will have to decide what part of the ship took damage. The amount will
be determined by what did the damage to the ship. This will have to be
subtracted from the ship’s hull value.

Ship’s Capture:
The capturing of a ship occurs when all the crew aboard one ship have died,surrendered, or are rendered helpless and unable to fight (trapped in the hold,for example). To determine if surrender will take place, compare the crews ofboth sides. If one side is greater by 3 to 1, surrender is inevitable by the sidethat is outnumbered. The captain of the losing side may refuse to surrender andorder his men to continue fighting (a roll of 1 on a d6 indicates that his men
will obey). Surrender does not apply to player characters. They decide whether
or not they want to surrender.

Ships’ Burning Time of Uncontrolled Fires:
Damage done to a ship by fire that equals or surpasses the hull value isconsidered a fire that is no longer under control by the men aboard. Also, any
fires magically fed and not countered have a 75% chance of spreading out ofcontrol due to the time, lack of men or capable magic-user, or othercircumstances.
Ship Type
RowboatBarge, small
Barge, large
Galley, small
Galley, large
Merchant, small
Merchant, large
Warship

Burning Time
1 turn
1-2 turns
1-4 turns
1-3 turns
1-6 turns
2-8 turns
3-12 turns
3-12 turns

Swimming:
Swimming will be impossible in any type of metal armor with the exception ofmagic armor. Any character wearing magic armor will be encumbered and theonly stroke possible will be the dog paddle. It is possible to swim in leather andpadded armor, but it is awkward and there is a 5% chance of drowning perhour. All heavy possessions must be discarded or the chance of drowningincreases by 2% for every 5 pounds on the character’s person other than his or
her leather or padded armor. This includes weapons, purses filled with gold
and/or gems, backpacks and hard boots. One unsheathed dagger may be
carried by the adventurer between his or her teeth. Swimming during winds
above 35 miles per hour will be almost impossible, and there is a 75% chanceof drowning.

Ramming:
Before any battle in which ramming is intended, the mast must be unsteppedand secured on deck. Ramming (which can only be done by galleys) must be
done head-on at full speed, with the galley striking the target ship at a 60-90°
angle. After striking, the ramming ship must backwater immediately or risk
sinking with the ship it rammed or being boarded by her crew if the hole isabove the water line.

General Naval Terminology:
Aft — the rear part of a ship.
Corvice — a bridge with a long spike in its end used by the Romans forgrappling and boarding.
Devil — the longest seam on the bottom of a wooden ship.
Devil to pay — chalking the seam of the same name. When this job isassigned, it is given to the ship’s goof-off and thus comes the expression “Youwill have the devil to pay”.
Fore — the forward part of a ship.
Fore Castle — a fortified wooden enclosure resembling a castle in the fore of aship.
Hoist Sails — to raise the sails.
Lower the sails — to let the sails down.
Port — the left side of a ship; also a city or town where ships may take refuge
or load and unload cargo.
Shearing off oars — accidentally or intentionally breaking oars of one or more
ships when attempting to board or cripple the ship if it did not retract its
oars.
Starboard — the right side of a ship.
Step — to put the mast up.
Stern — a section of the aft of a ship.
Stern Castle — the same as a fore castle except that it is in the stern of the ship.
Stroke — the drummer and the beat he sets for the oarsmen on a galley.
Top Castle — a fortified structure on the mast.
Unstep — to take down the mast.
Weigh Anchor — means the anchor is clear of the bottom.

Grappling and Boarding:
Grappling is done when the men of one ship, by means of a grapnel and rope,
attempt to secure their craft to another ship (or something else, should it bedesired). There is a 25% chance that the men aboard the grappled ship will beable to successfully sever the line or remove the grapnel. If the attempt toremove the grapnel fails, the ship may find herself boarded by the men of theother ship. If both ships are of the same type, i.e., two galleys, then there are
no bonuses for melee. However, if it is the crew of a galley trying to board amerchant ship or warship, the latter will attack with a +1 while the former witha –1. The reason is that the men aboard the merchant or warship have theadvantage of height, and are fighting down at the men on the galley. When
this happens, the men in the galley usually outnumber the men on the higher
ship, by as much as three to one in some cases. This applies to all ships that are
built with two or more decks.
Melee:
Human-like vs. human-like: On-board combat will be as normal melee
combat in a dungeon. Sahuagin, lacedon (ghouls), kopoacinth (gargoyles),koalinth (hobgoblins) and men (buccaneers and pirates) will attempt to board
the ship. Other human-like creatures such as nixies, aquatic elves, tritons, sea
hags and mermen cannot or will not try to board.
Human-like vs. non-human: The men on a ship will be at a disadvantage
fighting monsters in the water. A squid will try to encircle the ship with its
tentacles and sink it. Other sea monsters may be just as dangerous.

UNDERWATER ADVENTURESAs all readers of fantasy know, the ocean floor is home to numerous ancient
submarine civilizations and dark, green realms of creatures half-man andhalf-fish. Your players may have heard tales of the mountains of sunken lootthat have been collected there over the centuries, of such things as pearls
the size of a man’s head, of beautiful mermaids with green eyes and blue
skin . . . If they should find some way to investigate these stories, how will
you handle it? This section deals with methods for conducting underwater
scenarios.

See the MONSTER MANUAL for specifics of each monster.
Sinking a Ship:
There are several ways to sink a ship. One is to ram her, damaging her hulland thus forcing her to take on water (see Ramming). Depending on the size
55

THE ADVENTURE (UNDERWATER ADVENTURES)

THE ADVENTURE (UNDERWATER ADVENTURES)
Other objects will also obscure vision. Seaweed or sea grass will reduce vision
to 10’ or perhaps nil for those within it, depending on its density. Sea grass canbe anywhere from 3’ to 30’ in height, while seaweed can take practically any
size or shape the DM desires. In any case, shoals of either will totally obstructvision, and anything may be hiding within! Schools of fish can also blind andconfuse with their masses and quick movements. Mud can also be a big
problem, especially as pertains to combat on the bottom, where violent
movement may kick it up in great clouds, totally blocking vision as long as the
movement lasts and for 7-12 (d6 + 6) rounds afterwards, unless there is acurrent to carry it away. Even light sources cannot penetrate the muddiest water.

Breathing:
The first major concern in underwater adventures is breathable air. Magic-users
have the advantage in this area, as they have access to several spells that cansolve the problem of submarine respiration. These include water breathing(which is also a druidical spell), airy water, shape change, or even wish, whichmight be made to work for the whole party (illusionists would use alter reality).
They can also polymorph others into forms that can breathe water. However,most non-magic-users will probably find the use of magic items or potions safer
and more reliable. These include potions of water breathing or items like thehelm of underwater action or the cloak of the manta ray (which help inmovement as well as respiration). The DM may also find it expedient to createsuch things as “air pills” or seaweed herbs that confer the temporary power tobreathe water when ingested. Most methods of underwater breathing are oflimited duration, so most submarine adventures will be similar to dungeon
adventures as regards time actually spent underwater. Players will have to getto their destination, accomplish their mission and return in a matter of turns,
rather than days or weeks as in other outdoor adventures. If extended
campaigns are desired, the DM will have to ensure that the players can acquire
some sort of equipment or comestible that will allow them to stay underwater
for an unlimited time.

Combat:Underwater combat is difficult for normal land-born characters. Due to water
resistance, effective use of crushing or cleaving weapons will not be possible —only thrusting weapons will be of any use (this means spears, tridents, daggers,
stabbing swords, etc.). Human-types will also be somewhat slowed underwater,
so aquatic creatures will always get the first chance to hit, unless the human isarmed with a significantly longer weapon than the opponent. Only thosecharacters with free action ability (from a ring, helm or otherwise) will be able
to move as if above water: they can use any type of weapon they could
normally use, and they receive no reaction penalty.

Movement:
Nets will prove useful as an adjunct to thrusting weapons underwater, especially
if both of the combatants are swimming. There are several ways nets could be
used.

There are two possible modes of movement underwater: swimming andwalking. Swimming is not possible in any type of armor heavier than leather(except magic armor), or when encumbered with more than 20 pounds ofequipment of any type (add or subtract 1 pound for each 100 g.p. worth ofstrength bonus or penalty). Though submersion in water makes everything“weigh less” due to buoyancy, actual mass of equipment is unchanged, and thesame density that causes the illusion of less weight also causes a resistance tomovement that slows it down considerably. Therefore, movement (either
swimming or walking) is the same as the speeds used in dungeons, even though
underwater movement is “outdoors”. Average movement is a function of
encumbrance in exactly the same ratios as in dungeon movement.

Two or more characters could stretch a large net between them and foul up
attackers or combatants by maneuvering it so that their opponents become
entangled therein. This is most effective vs. charging or unsuspecting opponents,
who will have less chance of avoiding it.
Nets wielded single-handedly in combat must be weighted. As the net isthrown, it is given a slight horizontal spin. The spin causes centrifugal force tomove the weighted ends out, which keeps the net open and untangled. If throwncorrectly, it will slow and stop spinning as it arrives at its target, the weights
then pulling the net down over the victim. Nets can be thrown one foot forevery point of the thrower’s strength. Underwater races can throw nets anaverage of 15’, sahuagin 20’. Weighted nets can also be dropped upon nonswimmers on the ocean floor to drag them down or incapacitate them. Somebattle nets have little hooks or barbs attached at every intersection to ensurethat targets will be unable to escape easily.

Persons able to swim (due to lack of encumbrance, not innate natatorial ability)
will be able to move vertically as well as horizontally, and at the same rate of
speed. Remember that swimming persons are vulnerable to attack from every
direction.
Characters encumbered with more than about 20 pounds of gear will be forced
to walk on the floor of the ocean, lake, river, or whatever. They will have tonegotiate underwater hills, coral outcroppings, shipwrecks, seaweed forests,
etc., in the normal manner, i.e., they will have to go around or through them.
Characters equipped with a ring of free action or other magic item that confers
the same power will be able to move normally and cover distance as if in thewilderness — that is, three times dungeon rate.

All of the undersea races use nets, particularly aquatic elves, locathah, andmermen; the most adept of all are the sahuagin. They will often set ambushes
involving many small nets or one huge net several hundred feet in diameter.
These may be concealed in seaweed or left floating near the surface, disguised
as something else. The sahuagin are masters of combat network as well, andwill often fight with a net in one hand (to entangle and confuse) and a short,jabbing trident in the other.
The underwater combat net is a difficult weapon to use, and player characters
who attempt it will do so at –4 to hit (unless they undergo extensive training
and choose the underwater net as a weapon of proficiency. Such training musttake place underwater).

Vision:Distance of vision will vary according to depth (available light) and obscuring
objects. Basically, characters will be able to see objects and movement up to
50’ away in fresh water and 100’ away in salt water. The depth limit of vision
is the same as the distance limit: characters can see until they go below 50’ in
fresh or 100’ in salt water. Below this depth vision will be obscured. You may
wish to vary the distance as a function of depth to make this slightly moreaccurate, so that characters in fresh water could see 50’ at a depth of 10’, 40’
at a depth of 20’, and so on in segments of 10’ until vision is 0’ at 60’ of
depth. The same formula would apply to salt water, starting with 100’ of
distance at 10’ of depth. Use of a light spell would allow vision up to 30’
distance regardless of depth, or add 10’ of vision to any distance shorter than60’ (whichever is greater). The visual capability of a helm of underwater action
will quintuple normal vision as pertains to both distance and depth.

Except for certain specially-made crossbows, use of missile weapons isgenerally impossible underwater. Special crossbows which will function
underwater can be made by knowledgeable bowyers for ten times the normal
price. Effective underwater range of these will be one-half normal (dungeon
distances).
If characters intend to go somewhere where normal missile weapons could beof use (like the great air-filled domes of Atlantis), bows and missiles must be
kept dry. This is doubly true of such things as scrolls and books, of course.
Spell use underwater will be limited to the same ranges and distances as indungeons. In addition, there are problems with spell preparation, as many
material components will be altered by or will not work correctly underwater.
Some spells will be altered in effects as well. Fire-based spells (such as fireball)will not function at all underwater (except within the radius of an airy water
spell). Electrical spells will be conducted to the entire surrounding area — alightning bolt will behave as a fireball, etc. As Dungeon Master, you can alter
whatever spell preparations or effects you deem necessary and reasonable.

Infravision and ultravision are useful underwater, and their distance limits are
the same as in dungeon settings. There are some problems, however: infravision
users may become confused due to shifting currents and layers of differenttemperatured water, as water exchanges heat more slowly than air andtherefore is of a less even temperature. Distance of ultravision is halved at 100’
depth and reduced to zero below 200’, as ultraviolet “light” does not penetrate
beyond that depth in sufficient quantities for sight.
56

THE ADVENTURE (UNDERWATER ADVENTURES)

THE ADVENTURE (TRAVEL IN THE KNOWN PLANES)The effects of the following spells will be substantially altered when castunderwater:

Underwater spell use:
The following spells cannot be cast or will not function underwater:

Cleric:Cleric:6th level — part water: this spell can be used to form a “tunnel” throughdeep water, no wider than 10’ in diameter.
7th level — earthquake: effects are as follows:
TERRAIN
Underwater — causes shock waves stunning all within range
who fail to save vs. death magic for 5-20
rounds.

3rd level — speak with dead*4th level — lower water
speak with plants*
5th level — atonement*
flame strike
insect plague
6th level — aerial servant
7th level — control weather
wind walk

Druid:
7th level — conjure earth elemental: an earth elemental conjured underwater
will have to stay in the sea, lake, or river floor from which it
was conjured, and cannot venture into the water. However, it
may still assault creatures or constructions resting on or in the
ground.

Druid:
1st level — predict weather
2nd level — fire trap
heat metal (though its reverse, chill metal, will work)
produce flame*
3rd level — call lightning
pyrotechnics*
summon insects
4th level — animal summoning I
call woodland beings
produce fire*
5th level — animal summoning II
control winds
insect plague
pass plantwall of fire
6th level — animal summoning III
conjure fire elemental
fire seeds
weather summoning
7th level — Chariot of Sustarre
control weather
creeping doom
fire storm

Magic-user:
3rd level — fly: this spell will enable the recipient to swim easily at any depth
desired, even if encumbered or normally too heavy to float.
Maximum speed is 9”.
lightning bolt: underwater, this spell resembles a fireball as
pertains to area of effect. Instead of a stroke, the electricaldischarge takes the form of a 2” radius sphere, centering on
the point where a stroke would originate were the spell cast
above water. All those within the sphere will suffer the full
effect (saving throw indicates one-half damage).
4th level — ice storm: the icy hail formed by this spell will be very large but
weak in downward force, inflicting only 1-10 hit points ofdamage before floating to the surface. Sleet will melt instantly
and have no effect.
wall of ice: a wall of ice can be formed underwater, but it will
immediately float to the surface and bob about like an ice floe.
5th level — conjure elemental: air and fire elementals cannot be conjured
under water at all. Earth elementals can be conjured only as
described above under conjure earth elemental. There is no
problem about conjuring water elementals, of course.
6th level — Otiluke’s freezing sphere: this spell is extremely dangerous to thecaster if invoked in its first manifestation while submerged. The
globe of absolute zero matter, when formed underwater, will
instantly freeze the water around the caster into a block of iceof a volume equal to 50 cubic feet per level of the caster. This
will last a number of rounds equal to the level of the caster.
Unless immediate aid is forthcoming, the magic-user will
suffocate (the ice-entombed magic-user will immediately float
to the surface, of course).
part water: see 6th level clerical spell part water (above) for
comments on this spell.

Magic-user:
1st level — affect normal fires*
burning hands*
find familiar
2nd level — pyrotechnics*
3rd level — fireballflame arrow*gust of wind
4th level — fire charm
fire shield — hot flame* (the cold flame version of this spell
will still function)
fire trap
wall of fire
distance distortion
6th level — control weather
guards and wards*
lower water
7th level — cacodemon*
delayed blast fireball
8th level — incendiary cloudpolymorph any object*
9th level — meteor swarm

TRAVEL IN THE KNOWN PLANES OF EXISTENCEThe Known Planes of Existence, as depicted in APPENDIX IV of the PLAYERS
HANDBOOK, offer nearly endless possibilities for AD&D play, although someof these new realms will no longer be fantasy as found in swords & sorcery or
myth but verge on that of science fiction, horror, or just about anything else
desired. How so? The known planes are a part of the “multiverse”. In the Prime
Material Plane are countless suns, planets, galaxies, universes. So too there areendless parallel worlds. What then of the Outer Planes? Certainly, they can bedifferently populated if not substantially different in form.

1st level — wall of fog*
3rd level — illusionary script*
7th level — first level magic-user spells:
affect normal fires*
burning hands*

Spells, magic devices, artifacts, and relics are known ways to travel to theplanes. You can add machines or creatures which will also allow such travel. As
far as the universe around your campaign world goes, who is to say that it is
not possible to mount a roc and fly to the moon(s)? or perhaps to anotherplanet? Again, are the stars actually suns at a distance? or are they the tiny
lights of some vast dome? The hows and wherefores are yours to handle, butmore important is what is on the other end of the route.

* = spells that can be cast and will function within the bounds of an airywater spell.

For those of you who haven’t really thought about it, the so-called planes are
your ticket to creativity, and I mean that with a capital C! Everything can be

Illusionist:57

THE ADVENTURE (OUTDOOR MOVEMENT)THE ADVENTURE (OUTDOOR MOVEMENT)

absolutely different, save for those common denominators necessary to theexistence of the player characters coming to the plane. Movement and scale
can be different; so can combat and morale. Creatures can have more ordifferent attributes. As long as the player characters can somehow relate to it
all, then it will work. This is not to say that you are expected to actually makeeach and every plane a totally new experience — an impossibly tall order. It
does mean that you can put your imagination to work on devising a single
extraordinary plane. For the rest, simply use AD&D with minor quirks, petty
differences, and so forth. If your players wish to spend most of their time visiting
other planes (and this could come to pass after a year or more of play) then
you will be hard pressed unless you rely upon other game systems to fill thegaps. Herein I have recommended that BOOT HILL and GAMMA WORLD
be used in campaigns. There is also METAMORPHOSIS ALPHA,
TRACTICS, and all sorts of other offerings which can be converted to man-forman role-playing scenarios. While as of this particular writing there are nocommercially available “other planes” modules, I am certain that there will besoon — it is simply too big an opportunity to pass up, and the need is great.

Heavy burden assumes an average man with more than 60 pounds of gear
but less than 90 pounds.
Adjust all weight assumptions by strength and race factors.
Normal terrain assumes basically open ground, scrub, typical desert, lightforest, low hills, small watercourses, etc. With respect to vehicular movement it
assumes roadways through such terrain or smooth fields (steppes, plains, etc.).
Rugged terrain assumes rough ground, snow, forests, steep hills, large water
courses, etc. With respect to vehicular movement it assumes either roadways
through such terrain or tracks/paths through normal terrain.
Very rugged terrain assumes broken ground, deep snow and ice, heavy
forests, marshy ground, bogs, bluffs, mountains, and broad watercourses.
Note: You must determine for yourself which terrain areas are impassable tomounted movement or any normal travel. Generally large swamps and highmountains fall into this category.

Astral and ethereal travel are not difficult, as the systems for encounters and thechances for the hazards of the psychic wind and ether cyclone are but brief
sections of APPENDIX C: RANDOM MONSTER ENCOUNTERS, easilyand quickly handled. Other forms of travel, the risks and hazards thereof, youmust handle as you see fit. For instance, suppose that you decide that there is abreathable atmosphere which extends from the earth to the moon, and that any
winged steed capable of flying fast and far can carry its rider to that orb.
Furthermore, once beyond the normal limits of earth’s atmosphere, gravity andresistance are such that speed increases dramatically, and the whole journey
will take but a few days. You must then decide what will be encountered during
the course of the trip — perhaps a few new creatures in addition to thestandard ones which you deem likely to be between earth and moon.

MOVEMENT AFLOAT, OARED OR SCULLED IN MILES/DAY
Vessel Typeraftboat, small
barge
galley, small
galley, large
merchant, small
merchant, large
warship

Then comes what conditions will be like upon Luna, and what will be foundthere, why, and so on. Perhaps here is where you place the gateways to yet
other worlds. In short, you devise the whole schema just as you did thecampaign, beginning from the dungeon and environs outward into the broadworld — in this case the universe, and then the multiverse. You need do no
more than your participants desire, however. If your players are quite satisfied
with the normal campaign setting, with occasional side trips to the Layers of theAbyss or whatever, then there is no need to do more than make sketchy plans
for the eventuality that their interests will expand. In short, the planes are there
to offer whatever is needed in the campaign. Use them as you will.

Lake
15
30
20
40
30
10
10
10

Marsh
5
15
5
5
—
—
—
—

River*
15
35
20
40
30
15
10
10

Sea
—
—
—
30
30
20
15
20

Stream
10
25
—
—
—
—
—
—

Sea
—
—
—
50
50
50
35
50

Stream
15
40
—
—
—
—
—
—

MOVEMENT AFLOAT, SAILED IN MILES/DAY
Vessel Typeraftboat, small
barge
galley, small
galley, large
merchant, small
merchant, large
warship

Lake
30
80
50
70-80
50-60
50-60
25-35
40-50

Marsh
10
20
10
—
—
—
—
—

River*
30
60
40
60
50
50
35
40

OUTDOOR MOVEMENT* See below for effects of current on movement.
As the scale of maps will differ from campaign to campaign, general movement
rates are given, and you can adapt them to the scale of your campaign maps
accordingly. Some variation in movement rate is justifiable, but the distances
shown should neither be increased or decreased substantially.

Lake assumes a large body of water, at least two to three miles broad andseveral times as long, minimum.

MOVEMENT AFOOT IN MILES/DAYMarsh assumes a shallow body of water overgrown with aquatic vegetation
but with considerable open channels; this does not include a bog but does
include swamps.

Burdenlightaverageheavy

Normal30
20
10

Terrain Is
Rugged20
10
5Very Rugged
10
5
2River assumes a body of water at least three times as wide as the vessel afloat
upon it is long (that is, the smallest river is at least 40’ wide) and navigable tothe vessel considered, usually because of familiarity and/or piloting. For current
effect, subtract its speed times eight (C × 8) from movement when moving
upriver, adding this same factor to movement for downriver traffic unlessnavigational hazards disallow — in which case adjust to a multiplier of two or
four times current accordingly.

Very Rugged
5
5
5
5
—
—

Sea (and ocean) movement assumes generally favorable conditions. It is notpossible to herein chart ocean currents, prevailing winds, calms, or storms, forthese factors are peculiar to each milieu. Currents will move vessels along theirroute at their speed. Prevailing winds will add or subtract from movement
somewhat (10% to 30%) depending on direction of travel as compared towinds. Calms will slow sailed movement to virtually nil. Storms will have alikelihood of destroying vessels according to the strength of the storm and thetype and size of the vessel. To simulate these effects during long voyages,
reduce the movement rates shown by a variable of 5% to 20% (d4, 1 = 5%, 2 =10%, etc.).

MOVEMENT MOUNTED IN MILES/DAY

Mount
light
medium
heavy
draft
cart*
wagon*

Normal
60
40
30
30
25
25

Terrain Is
Rugged
25
20
15
15
15
10

* Road, track or open terrain only.
Light burden assumes an average man travelling with no more than 25
pounds of additional weight in food, weapons, and other equipment.

Stream assumes a body of water under 40’ width. The effects of currents are
the same as for river movement.

Average burden assumes an average man travelling with from 26 to 60
pounds of gear of all sorts.

For description of vessel types, see WATERBORNE ADVENTURES.
58

THE ADVENTURE (INFRAVISION & ULTRAVISION)THE ADVENTURE (INVISIBILITY)

Infravision outdoors enables the individual to see figures which are warm or
cold at 100’ to 300’, depending on temperature extremes. Vision is otherwise
equal to a bright, starry night, with full moonlight.

INFRAVISION & ULTRAVISION
Infravision:
As explained in PLAYERS HANDBOOK, infravision is the ability to see lightwaves in the infrared spectrum. Characters and various creatures with
infravisual capability out to 60’ (standard) are basically picking up radiationfrom their surroundings. Therefore they note differences in thermal radiation, hotor cold. They do not “see” things which are the same temperature as theirsurroundings. Thus, a room in a dungeon might look completely blank, as walls,
floor, ceiling, and possibly even some wooden furniture within are all of thesame temperature. Openings in the walls should show up rather plainly, as
space anywhere else will, and if you are generous, you can allow different
substances to radiate differently even if at the same temperature, i.e. the woodin the example above would be discernible if care was used in scanning theroom infravisually. Note that air currents might show as cold or warm layers.
Except where very warm or very cold objects are concerned, vision of this sortis roughly equal to human norm on a dark and cloudy night at best. Note alsothat monsters of a very cold or very warm sort (such as a human) can betracked infravisually by their footprints. Such tracking must occur within 2
rounds of their passing, or the temperature difference where they had trodden
will dissipate.

Ultravision:
Ultravision is the ability to see radiation above violet in the normal visible
spectrum. Unless this ability is of highly unusual nature, so as to be able to see
far into this spectrum, ultravision will not be useful underground (whereradiation is screened out) without some source of ultravisual emanation. Magic
weapons which shed illumination spoil ultravisual capability, just as heat does
infravision. As noted in PLAYERS HANDBOOK, ultravision enables theviewer to see outdoors at night as if he or she were in twilight, so vision extends
clearly for about 100 yards, dimly to about 300. On particularly cloudy nights,
ultravisual capability is reduced to about half normal, i.e. clear sight to 50
yards, dim to 150 yards.
INVISIBILITY“Now I’ll sneak up on the monster invisibly!” How often has this cry rung forthfrom eager players in your campaign? How often have you cursed because of it?
Never fear, there are many answers to the problem of invisibility, and mostdifficulties will be resolved after you read the following rules and suggestions
regarding the subject.

Light sources which give off heat also absolutely prevent normal infravision fromfunctioning within their sphere of illumination. (Explain this as the effect oftrying to see into the dark when the observer is in a brightly lit area.) It requires
not less than two segments to accustom the eyes to infravision after use of
normal vision.

Invisibility is not what most players desire it to be. It is neither a soundproofing nor
an odor preventative. Normal sound issues from the invisible creature, just as
normal odors do. Monsters might well be able to hear, smell, or see the invisible
character. Furthermore, the associates of the invisible party are not able to see him
or her any better than foes are, so this can cause problems, too. Now consider asilence spell and large area invisibility cast upon a party. Imagine the chaos within
the area as characters stub their toes on the heels of the person before them, with
the inability to hear anything so that falls, suggestions as to what should be done,or orders cannot be heard. Consider also that dust on the floor will betray mostinvisibility, as will dust or powder in the air. Think of a door opening without any
visible cause; will this cause suspicion in the mind of the viewer (particularly when
the surroundings are taken into account!)? You bet it will!

Creatures with infravisual capability of unusual nature, such as those which see
infravisually to 90’, are actually emitting infrared radiation from their eyes andseeing what is within this visual range by receiving the reflected radiation. Suchcreatures can easily distinguish floor, ceiling, wall, and other areas, as well as
furnishings within an area. The eyes of all such creatures will appear as very
brightly glowing red when observed by any other creature with standard
infravision. Most monsters inhabiting underground areas will have this form of
infravision.
59

THE ADVENTURE (DETECTION OF EVIL/GOOD)

THE ADVENTURE (LISTENING AT DOORS)

Invisibility spells are broken when attack occurs, but what about devices?
Becoming invisible takes but a twinkling, but if the party is observed doing so,
there is no reason why an opponent cannot attack with the standard penalty(–4) for inability to see the target. Likewise, becoming visible takes only asecond, but thereafter the foe is able to clearly observe the attacker for a returnof the compliment, as it must be assumed that it requires a full round to again
activate the magic which enables the character to be non-visible.

alignment will radiate evil or good — unless they are aligned with neutrality,
which is neither, of course. Most other magic items will most certainly not, eventhough their effect might be for evil or good. Likewise, items which are notmagical but which have powerful effects will probably not give any evil or goodaura. Poison is a prime example. It is perfectly neutral and has no aura
whatsoever. Unholy water will emanate evil, just as holy water will radiate
good. Places sanctified to some deity of evil or good will certainly give off anappropriate aura.

Invisibility to animals, the first level druid spell, does not allow attack, but it ispretty well proof against stupid animals. Invisibility devices generally duplicate
the spell or else make the user likely to be undetected that turn or round,indetectability being stated as a percentage chance. CHECK EACH PERIOD ASAPPLICABLE UNDER THE SITUATION. Dust of disappearance does not negate
sound or odor either, so it is basically the same as an invisibility spell whichallows invisible attack. Psionic invisibility is a mind control ability (“The Shadow
Knows!”) which is more similar to the druidic invisibility to animals, for theaffected creature(s) does not notice sounds or odors from the psionic. Note,however, that this form of invisibility is sharply limited in that it works only on a
set maximum number of creatures according to their combined levels/hit dice.
In no event is the thief ability to hide in shadows to be treated the same as
invisibility as regards disappearance (see CHARACTER CLASSES, THIEFABILITIES for further details).

Thus, a trap, for example, is neutral and gives no evil or good reading. If thesame trap leads victims to the lair of Juiblex, for instance, there will be an auraof evil about it; while if it brings victims into the realm of Bahamut, it will sendout an aura of good. Using these guidelines, you should have little difficulty in
adjudicating the attempts of characters empowered to detect evil or good to do
so. As a side note, be sure to remember that all such detection requires not lessthan one round of stillness and concentration whether the power is from someinner source (paladins, for example), or by some external means (spells, swords,etc.). Therefore, the character must stop, have quiet, and intently seek to detect
the aura.

LISTENING AT DOORS
Finally, we have the consideration of the ability to detect invisible creatures eventhough they are not actually seen. This is explainable as the observer’s ability tonote a minor disturbance in the air — a shimmering or haze — or by keen
hearing, and/or keen sense of smell. The table below gives the probability ofdetection of invisibility according to level/hit dice.

In addition to the simple exercise of observation, many times characters will
desire to listen, ear pressed to a portal, prior to opening and entering. Thisrequires a special check, in secret, by you to determine if any sound is heard.
Because of this, continual listening becomes a great bother to the DM. Whileear seekers will tend to discourage some, most players will insist on having theircharacters listen at doors at every pretense. First, make certain that you explain
to players that all headgear must be removed in order to listen. Those wearing
helmets will probably have to remove a mail coif and padded cap as well,
don’t forget. The party must also be absolutely silent, and listening will take atleast one round.

DETECTION OF INVISIBILITY TABLE
Level orHit Dice ofCreature
7/7 & 7 +8/8 & 8 +9/9 & 9 +10/10
11/10+ – 11
12/11+ – 12
13/12+ – 13
14/13+ – 14+
15 & +

0-1
—
—
—
—
—
—
—
5%
10%

2-4
—
—
—
—
—
—
5%
10%
15%

Intelligence Ability Rating
5-7 8-10 11-12 13-14 15-16 17 +
—
—
—
—
—
5%
—
—
—
—
5%
10%
—
—
—
5%
10%
15%
—
—
5%
15%
20%
25%
—
5%
15%
25%
30%
35%
5%
15%
25%
35%
40%
45%
10%
25%
35%
45%
50%
55%
15%
35%
45%
55%
65%
75%
20%
45%
55%
65%
80%
95%

Silent creatures — undead, bugbears, etc. — will never be heard. Sleeping or
resting or alerted creatures will not be heard either. If there is something for thelistener to hear behind the door, the following probabilities will determine if any
sound is heard:
Race Of Listener
Dwarf
Elf
Gnome
Half-Elf
Halﬂing
Half-Orc
Human

Note: You may give unintelligent creatures with keen hearing or sense of smell
the equivalent of intelligence to reflect detection of invisible creatures.
Check each round the creature is exposed to invisibility. Once detected, theinvisible creature will be kept track of thereafter, as the detector will be able tonote the cause. Any attacks incur the -4 penalty of attacking an invisible
opponent, of course, and the invisible creature likewise is entitled to +4 on
saving throws.

Chance Of Hearing Noise
2 in 20 (10%)
3 in 20 (15%)
4 in 20 (20%)
2 in 20 (10%)
3 in 20 (15%)
3 in 20 (15%)
2 in 20 (10%)

Keen-eared individuals will gain a bonus of 1 or 2 in 20 (5% or 10%). Usechance of hearing a noise to determine if a character is keen-eared the firsttime he or she listens at a door, and if it is indicated, tell the player to note thefact for his or her character. Player characters will not initially have hearing
problems (as they wouldn’t have survived if they had them). During the courseof adventuring, great noise might cause hearing loss. Handle this as you see fit.
A loss of hearing might negate the chance to hear something behind a door
without any other noticeable effects.

MIRRORS
It is important for DMs to remember that in order to be reflective, a mirror musthave a light source.

Hearing Noise: When a die roll indicates a noise has been heard, tell theplayer whose character was listening that he or she heard a clink, footstep,murmuring voices, slithering, laughter, or whatever is appropriate. (Of course,
some of these noises will be magical, e.g., audible glamer spells, not anythingwhich will be encountered at all!) Be imprecise and give only vague hints; neversay, “You hear ogres,” but “You hear rumbling, voice-like sounds.” Failure tohear any noise can be due to the fact that nothing which will make noise isbeyond the portal, or it might be due to a bad (for the listener) die roll. Always
roll the die, even if you know nothing can be heard. Always appear
disinterested regardless of the situation.

DETECTION OF EVIL AND/OR GOOD
It is important to make a distinction between character alignment and somepowerful force of evil or good when this detection function is considered. In
general, only a know alignment spell will determine the evil or good acharacter holds within. It must be a great evil or a strong good to be detected.
Characters who are very strongly aligned, do not stray from their faith, and
who are of relatively high level (at least 8th or higher) might radiate evil orgood if they are intent upon appropriate actions. Powerful monsters such as
demons, devils, ki-rin and the like will send forth emanations of their evil orgood. Aligned undead must radiate evil, for it is this power and negative force
which enables them to continue existing. Note that none of these emanations
are noticeable without magical detection.

Maximum Number Of Listeners: Each listener will take up about 2½’ ofspace, so up to three can listen at a typical dungeon door.
Maximum Length Of Time For Listening: Only three attempts can bemade before the strain becomes too great. After the third attempt, the listeners
must cease such activity for at least five rounds before returning to listening again.

In like fashion, powerful magic items which have some purpose as respects
60

COMBAT (ENCOUNTERS, COMBAT & INITIATIVE)

COMBAT (ENCOUNTERS, COMBAT, & INITIATIVE)

COMBAT

2. Determine distance, if unknown, between the parties.

ENCOUNTERS, COMBAT, AND INITIATIVE

3. If both parties are unsurprised, or equally surprised, determine INITIATIVE
for that round.

Combat is divided into 1 minute period melee rounds, or simply rounds, inorder to have reasonably manageable combat. “Manageable” applies both tothe actions of the combatants and to the actual refereeing of such melees. It
would be no great task to devise an elaborate set of rules for highly complex
individual combats with rounds of but a few seconds length. It is not in the bestinterests of an adventure game, however, to delve too deeply into cut andthrust, parry and riposte. The location of a hit or wound, the sort of damage
done, sprains, breaks, and dislocations are not the stuff of heroic fantasy. The
reasons for this are manifold.

4. Determine the results of whatever actions are decided upon by the party
with initiative:
A. Avoid engagement (flee, slam door, use magic to escape, etc.) if possible.
B. Attempt to parley.
C. Await action by other party.
D. Discharge missiles or magical device attacks or cast spells or turn undead.
E. Close to striking range, or charge.
F. Set weapons against possible opponent charge.
G. Strike blows with weapons, to kill or subdue.
H. Grapple or hold.

As has been detailed, hit points are not actually a measure of physicaldamage, by and large, as far as characters (and some other creatures aswell) are concerned. Therefore, the location of hits and the type of damage
caused are not germane to them. While this is not true with respect to mostmonsters, it is neither necessary nor particularly useful. Lest some purist
immediately object, consider the many charts and tables necessary tohandle this sort of detail, and then think about how area effect spells would
work. In like manner, consider all of the nasty things which face adventurers
as the rules stand. Are crippling disabilities and yet more ways to meet
instant death desirable in an open-ended, episodic game where participants
seek to identify with lovingly detailed and developed player-character
personae? Not likely! Certain death is as undesirable as a give-away
campaign. Combat is a common pursuit in the vast majority of adventures,and the participants in the campaign deserve a chance to exercise
intelligent choice during such confrontations. As hit points dwindle they can
opt to break off the encounter and attempt to flee. With complex combat
systems which stress so-called realism and feature hit location, special
damage, and so on, either this option is severely limited or the rules arehighly slanted towards favoring the player characters at the expense of theiropponents. (Such rules as double damage and critical hits must cut bothways — in which case the life expectancy of player characters will be
shortened considerably — or the monsters are being grossly misrepresented
and unfairly treated by the system. I am certain you can think of many othersuch rules.)

5. Determine the results of whatever actions are decided upon by the party
which lost the initiative (as per A. through H. above).
6 Continue each melee round by determination of distance, initiative, andaction until melee ends due to fleeing, inability to continue, or death of one
or both parties.

Surprise:
The term surprise is basically self-explanatory. A surprised party is caught
unawares or unprepared. In such circumstances the non-surprised (or lesssurprised) party has an immediate advantage which is reflected in the grantingof 1 or more segments of initiative, during which the active (non-or lesssurprised) party can take actions 4. A. through H., wholly or partiallydepending on several modifying factors. The surprise segment is 6 seconds.
Avoiding, parleying, awaiting the action of the surprised, missile discharge, andsetting of weapons (typically spears or spearing types of pole arms) are
possible. Most spells cannot be cast in a single segment, although first level
magic-user/illusionist spells are usually but 1 segment long, as are some otherspells, and these spells are possible to use in a surprise segment. Other, longer
casting time spells can only be begun in the first segment of surprise. Similarly,
the distance separating the parties may be too great to close during a single
segment, even by charging, and melee striking or grappling might not be
possible. However, during the surprise segment or segments, the surprised party
is unable to react in any way, so the latter actions might be possible.

One-minute rounds are devised to offer the maximum of choice with aminimum of complication. This allows the DM and the players the best of bothworlds. The system assumes much activity during the course of each round.
Envision, if you will, a fencing, boxing, or karate match. During the course of
one minute of such competition there are numerous attacks which are
unsuccessful, feints, maneuvering, and so forth. During a one-minute melee
round many attacks are made, but some are mere feints, while some areblocked or parried. One, or possibly several, have the chance to actually
score damage. For such chances, the dice are rolled, and if the “to hit”
number is equalled or exceeded, the attack was successful, but otherwise it
too was avoided, blocked, parried, or whatever. Damage scored to charactersor certain monsters is actually not substantially physical — a mere nick or
scratch until the last handful of hit points are considered — it is a matter ofwearing away the endurance, the luck, the magical protections. With respect
to most monsters such damage is, in fact, more physically substantial,
although as with adjustments in armor class rating for speed and agility, there
are also similar additions in hit points. So while a round of combat is not acontinuous series of attacks, it is neither just a single blow and counter-blow
affair. The opponents spar and move, seeking the opportunity to engage
when an opening in the enemy’s guard presents itself.

Surprise is determined by rolling a six-sided die for each party concerned,
modifying the result by using the most favorable member of the party
concerned, i.e. a ranger, surprised only on a roll of 1, will represent the wholeof a group of other character types. Note, however, the effect of dexterity as
detailed below. The same holds for mixed types of monsters. If surprise isindicated for both parties concerned, the party which has lesser surprise
subtracts its result from the result of the greater to find the number of segments
the latter are inactive. Nonetheless, it is possible for both parties to be surprised
equally — with surprise thus having no effect.
Surprise is usually expressed as a 2 in 6 chance for all parties concerned, i.e. a
six-sided die is rolled with a 1 or 2 indicating surprise. Some monsters are morecapable of surprising foes than the normal 2 in 6 probability, and some cannot
be surprised as easily, so they have a reduced probability — 1 in 6, 1 in 8,
etc. Each 1 of surprise equals 1 segment (six seconds) of time lost to thesurprised party, and during the lost time the surprising party can freely act toescape or attack or whatever. If both parties are surprised, then the effect isnegated or reduced:

Because of the relatively long period of time represented by the round, dexterity(dexterity, agility, speed, quickness) is represented by a more favorable armor
class rating rather than as a factor in which opponent strikes the first blow.
Likewise, weapon length and relative speed factors are not usually aconsideration. (See Initiative and Charging below, however.) The system of
AD&D combat maximizes the sense of hand-to-hand combat and the life-anddeath character of melee without undue complication. Because of this, you, theDM, are enabled to conduct such portions of a game without endless resort tocharts, tables, procedure clarifications, and over-lengthy time requirements.
Players, on the other hand, will not become bored with endless dice rolling andrules consulting, but at the same time will have a reasonable chance to seek
escape for their characters should the affair go badly. The steps for encounterand combat are as follows:

Surprise Dice
Difference0
1 (2-1, 3-2, etc.)
2 (3-1, 4-2, etc.)
3 (4-1, 5-2, etc.)

Lost
Segments01
2
3

Assume the party of characters comes upon a monster. They have 2 of 6
chances to surprise, and the monster also has 2 in 6. A six-sided die is rolled
for the party, another for the monster. Both sides could be surprised, or either
could be surprised. This is shown on the table below:

1. Determine if either or both parties are SURPRISED.
61

COMBAT (ENCOUNTERS, COMBAT, & INITIATIVE)
Party’sDie
3 to 61
2
1 or 23 to 6
1
2

Monster’sDie
3 to 61
2
3 to 6
1 or 2
2
1

COMBAT (ENCOUNTERS, COMBAT, & INITIATIVE)
The second factor represented in surprise is morale. What is the effect of being
taken unaware and/or unprepared upon the surprised party? Reactions are not
only hampered by circumstances of a physical nature. Panic or fear reactions tothe situation take their toll. Again, this is all subsumed in the single surprise roll
determination for each side, and in the simple set of rules governing what
transpires when one or the other is surprised.

Surprise
Effectnone
both surprised
both surprised
party surprised
monster surprised
party surprised
monster surprised

Finally, the surprising group must be able to assess the situation and act upon it,so surprise doesn’t mean that the party with the advantage has automaticallyachieved victory and triumph. What is gained is the opportunity to act as isseen best in the circumstances — be it to flee the encounter, get the “drop” onthe surprised, or to attack with spells, missiles, or blows. Of course, the otherside is then forced to react to whatever the surprising side has chosen to do.

Example: Party A is surprised on a roll of 1 or 2, while party B is surprised
only on a roll of 1. A rolls 2 and B rolls 1, so A is inactive due to surprise for 1
segment. Had B rolled a 2, it would not have been surprised at all, and A
would have been inactive for 2 segments.

Distance:
Example: Party A is surprised only on a roll of 1, but party B surprises on 5
in 6 (d6, 1-5) due to its nature or the particular set of circumstances which theDM has noted are applicable to this encounter. The favorable factor normally
accruing to party A is 1, i.e., parties of this sort are normally surprised on 1 or
2, but this party is surprised only on a 1 — therefore they have an additional 1
in 6 to their favor (and not a 50% better chance). Party B will surprise them on
5 in 6 less 1 in 6, or 4 in 6. Assume A rolls a 4, so it is surprised for 4
segments unless B rolls a 1, in which case A party’s inactive period will be only
3 segments, or if B rolls a 2, in which case surprise will last for only 2 segments(4 – 1 = 3, 4 – 2 = 2).

When encounters occur, the distance between concerned parties will be 5” to
10” (d6 + 4) subject to the following modifying factors:
1. Line of Sight: If this is unobstructed and light is involved, the distancepossible for determination of another party present is virtually infinite. It
could likewise be sharply restricted due to obstructions.
2. Noise: If one party is making considerable noise which is discernible by theother party, the latter will have the options of fleeing or concealment; theformer negating the encounter, the latter allowing distance to be 1” to 4”
before discovery by the noisy party.

Because the party surprised is (relatively) inactive, the surprising party will beable to attempt telling blows during each segment of surprise as if the segment
were an entire round! That is, a fighter able to attack twice during a normal
round of combat will be able to do so twice during each surprise segment, so
dice are rolled for hit determination accordingly. Even if distance prevents
striking with weapons, the discharge of arrows, bolts or hand-hurled weapons ispermissible at three times the normal rate providing the weapon/missiles areready, otherwise at normal rates for rounds. Once surprise segments are over,melee proceeds normally on a round-by-round basis.

3. Actual Area: If the encountered party is in a small area, distance between
the two can be no greater than the maximum distance possible for discoveryof the one by the other, i.e. opening a door into a 20’ × 20’ room will mean
the distance between the two parties can be under 10’, 10’ or thereabouts,
or 20’ (d6, 1-2 = striking distance, 3-4 = 10’ distance, 5-6 = 20’ distance).
4. Planned or Unplanned Appearance: The sudden precipitation of one
party upon the other due to any of a number of factors (teleportation,
dimension door spell, other magical means, a chute, etc.) will cause distancesimilar to that found when actual area is a factor.

Prior detection negates the possibility of surprise. Thus, magical devices canpossibly negate surprise by detection of thoughts or intentions. Noise cannegate surprise considerations, whether the sound is the normal progress of theparty or the effect of a fruitless attempt to open a door. Light can spoil the
chance of surprise. The particular condition of a monster can likewise negate
any chance of it being surprised. In any event, it is of utmost importance torealize that surprise can be and often is unilateral. That is, one party can be
surprised while the other, somehow aware of the other’s presence, can NOT be
so taken. In all such cases, merely roll for the party which is subject to thecondition and do not roll for the other.

5. Surprise: Surprise can only be a factor in close encounter situations. If
either or both parties are surprised, the distance must be either 1” to 3” or it
must be less as determined under the actual area modifier. Thus if the actualarea were a 40’ × 60’ room, if surprise exists the distance between theparties will be 1” to 3”.
6. Light: The illumination factor or visual capability of the concerned parties
will affect encounter distance as follows:

Dexterity Reaction In Surprise: This factor (Dexterity Table 1,
PLAYERS HANDBOOK) affects both surprise and mutual surprise situations.
In the former case the penalty (–3 to –1) or bonus (+1 to +3) allows the
surprised party on an individual basis only the opportunity to mitigate thecondition. That is, if there is a dexterity penalty, the individual will suffer thatmany additional segments of time in a surprised state. On the other hand, if thedexterity bonus applies the individual negates that many segments of surpriseas far as the individual only is concerned. Dexterity reaction bonus for surprisenever creates surprise in an opponent party or in an individual with regard toits penalty factor; it adds to existing surprise or detracts from it, and only as far
as the particular individual is concerned, not for any other individuals
concerned. As DM you will undoubtedly decide that there are situations where
penalty and/or bonus do not apply, such as when an individual is otherwise
prepared or when the individual is in the act of pulling chain mail over his or
her head. Such adjudication is properly within the scope of refereeing thegame, and you should feel free to deny either case as you see fit.

A. A light source reliance limits the encounter distance to twice the normal
vision radius of the source (2 × radius of the light source).
B. Infravision and/or ultravision operate only to the stated limit of theirrange and limit encounter distance accordingly.

Initiative:
Surprise gives initiative to the non- or less-surprised party. It is otherwise
determined when an encounter occurs and at the start of each combat round. It
indicates which of the two parties will act/react. Again, a d6 is rolled, and thescores for the two parties are compared. (It is recommended that such initiativerolls be made openly unless there is some reason to hide that of theencountered monster party — such as special bonuses which would be
unknown to the player characters involved.) The higher of the two rolls is said topossess the initiative for that melee round. (While it is not accurate to roll one
die for all individuals comprising each party, it is a convenient and necessary
expedient. Separate rolls could be made for each member of two small groups,
for instance, but what happens to this simple, brief determination if one party
consists of 9 characters and 6 henchmen and the other of 7 giants and 19 direwolves, let us say?) Possession of initiative allows the individuals to take action
or reaction as desired according to the foregoing list of alternatives, and asdetailed hereafter. The dexterity or speed of individuals or weapons is notconsidered in the 1 minute round except as hereafter noted.

Factors Contributing To Surprise:
When one side or another is surprised, this general term can represent a
number of possible circumstances. In the first place it simply represents actual
surprise — that is, the opponent was unprepared for the appearance/attack.
The reason for this could be eating, sleeping, waste elimination, attention
elsewhere, no weapon ready, etc. While each possible cause of surprise could
be detailed, with a matrix and factors of time for recovery from the condition
calculated to a nicety, the overall result would not materially add to the game— in fact, the undue complication would detract from the smooth flow of play.

Initiative For Creatures With Multiple Attack Routines: When one ormore creatures involved in combat are permitted to use their attack routines
62

COMBAT (ENCOUNTER REACTIONS)COMBAT (MISSILE DISCHARGE)

twice or more often during the round, then the following initiative determinants
are employed. When the attack routine may be used twice, then allow theside with this advantage to attack FIRST and LAST with those members of its
group who have this advantage. If it is possessed by both parties, the initiativeroll determines which group strikes FIRST and THIRD, which group strikes
SECOND and LAST. If one or both groups have members allowed only one
attack routine, it will always fall in the middle of the other attacks, the order
determined by dicing for initiative, when necessary. If one party has theability to employ its attack routines thrice, then the other party dices for
initiative to see if it, or the multi-routine group, strikes first in the mid-point of
the round. Extrapolate for routines which occur four or more times in a roundby following the method above. Note that a routine is the attack or attacks
usual to the creature concerned, i.e. a weapon (or weapons) for a character,a claw/claw/bite routine for a bear (with incidental damage assessed as it
occurs — the hug, for example). A 12th level fighter is allowed attack routines
twice in every odd numbered melee round, for example, and this moves up to
three per round if a haste spell is cast upon the fighter. Damage fromsuccessful attacks is assessed when the “to hit” score is made and damage
determined, the creature so taking damage having to survive it in order tofollow its attack routine.

description say that they will always seek to pursue?
3. Obvious deterrents to pursuit, such as a pool of flaming oil, a secured
portal, etc. will modify monster behavior accordingly.
4. Fleeing party behavior and/or possessions noted by the opponent party
will modify pursuit desire.
5. Relative speed will cause the pursuing party to cease fruitless chase if they
are obviously being outdistanced (except if the pursuers are player
characters who must state they are halting such chase).
6.

Parleying:
Upon encountering another party, the party with initiative can always elect toattempt some form of communication. This can be a friendly gesture, a throwing
down of arms, offering of treasure, or some spoken word or phrase. Just what
this effect will be is determinable only by the DM considering the prevailingcircumstances. It is safe to say that a group of elves attempting to parley with ared dragon will find their efforts generally unsuccessful unless they also havesome obvious advantage which the dragon is aware of. It is common for player
characters to attack first, parley afterwards. It is recommended that you devise
encounters which penalize such action so as to encourage parleying attempts— which will usually be fruitless, of course!

Ties: It will often occur that initiative determination results in a tie. This merely
indicates that each party has equal chances for acting and that attacks occur
simultaneously. In cases of equal initiative score, damage accrues to bothgroups regardless of what is inflicted.
Inflicting Damage: Except as noted under Ties, above, damage (or thegeneral results of some attack routine such as a turning of undead or casting ofa slow spell) is inflicted upon the reacting party prior to allowing thesecreatures their portion of action in the melee round. Thus, some of the membersof the party which does not have the initiative might be caught in a web spell,others might be turned by a cleric, and some damaged or killed/destroyed byother spells, missile discharge, and blows from hand-held weapons before they
ever have a chance to themselves act. The reacting party’s action could be an
attempt to flee, cast spells, hurl missiles, or melee — it does not matter. If thereacting party does use attack routines, for example, the damage so inflicted
will be assessed immediately. This could well mean that if they win the initiativeroll next round they can attack a second time, doing damage accordingly,
before the opponent party can act.

Awaiting Action:
This is self-explanatory, not an attempt to parley but neither an attack. It is
seldom utilized by experienced adventurers.

MISSILE DISCHARGEThis is the usual loosing of arrows and bolts, hurling of axes, hammers,
javelins, darts, etc. It also includes the hurling of rocks by giants, manticore
tail spike throwing, and so on. It can occur simultaneously with magical device
attacks, spell casting, or turning of undead. Magical device and spell attacks
can negate the effects of or damage some missiles, i.e., arrows fired off
simultaneously with the discharge of a fireball spell, or a javelin hurled into
an ice storm, or a dwarven hammer tossed at an opponent struck by afireball or lightning bolt. As referee you will have to determine the final results
according to circumstances. This is not difficult using the ITEM SAVING
THROW table.

ENCOUNTER REACTIONS
Any intelligent creature which can be conversed with will react in some way tothe character that is speaking. Reaction is determined by rolling percentile dice,adjusting the score for charisma and applicable loyalty adjustment as if thecreature were a henchman of the character speaking, and the modified score of
the percentile dice is compared to the table below:
Adjusted
Die Score01 (or less)-05
06-25
26-45
46-55
56-75
76-95
96-00 (or greater)

Likewise, discharge of missiles into an existing melee is easily handled. It ispermissible, of course, and the results might not be too incompatible with thedesires of the discharging party. Assign probabilities to each participant in themelee or target group according to sheer numbers. In the case of participantsof varying size use half value for size “S”, normal value for size “M”, and one
and one-half value for size “L” creatures which are not too much larger than
man-size. Total the values for each group and ratio one over the other. If side A
has 4 man-sized participants, and side B has 3 smaller than man-sizedparticipants and 1 size “L” bugbear, the ratio is 4:3. Then, according to thedirection of the missile discharge, determine hits by using the same ratio. If 7
missiles were loosed, 4 would have a chance to hit side A, 3 side B. In cases
where the ratio does not match the number of missiles, convert it to apercentage chance: 1/7 = 14% or 15%, depending on whether the missiles arecoming from ahead of side A (14%) or from behind (15%). Thus 4/7 = 56% or
60% chance per missile that it will hit side A. The minor difference represents
the fact that there will be considerable shifting and maneuvering during combat
which will tend to expose both opponents to fire on a near equal basis. Such
missiles must then be assigned (by situation or by random determination) totarget creatures, a “to hit” determination made, and damage assessed for thosewhich do hit.

Reaction
Violently hostile, immediate attack*Hostile, immediate action*
Uncertain but 55% prone toward negative
Neutral — uninterested — uncertain
Uncertain but 55% prone toward positive
Friendly, immediate action
Enthusiastically friendly, immediate acceptance* Or morale check if appropriate.

Avoiding:
It is always possible to flee from an undesired confrontation if the other party issurprised. It is never possible to flee from an encounter where the opponent
party is in striking range. (See Breaking Off From Melee, below.) A party
can always flee an encounter if it gains the first initiative. Whether or not the
opponent party will follow in pursuit of the fleeing party depends on thefollowing factors:
1.

What you, the Dungeon Master, have stated in your key concerning theparty, if applicable. This is first and foremost in ALL cases.

2.

What the stated characteristics of the creature(s) involved are. That is, if
player characters, do they say they will pursue, or if monsters, does their

Otherwise 50% of the time (d6, 1-3 = pursuit, 4-6 = break off pursuit).

Large missiles will be treated in the same fashion.
If one opponent group is significantly larger than the other, accurate missiles
which have a small area of effect can be directed at the larger opponent groupwith great hope of success. You may assign a minor chance of the missile striking
a friend if you wish, but this writer, for instance, always allows archery hits to hit
a giant or a similar creature engaged against a human or smaller opponent.
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COMBAT (MISSILE DISCHARGE)

COMBAT (MISSILE DISCHARGE)

Missiles from giants are approximately 1’ in diameter, as are those from small
catapults. Those from large catapults (and trebuchets) are approximately 2’ indiameter.

Size: Acid —½ pint (8 oz.)Holy/Unholy Water — ¼ pint (4 oz.)Oil —1 pint (16 oz.)
Poison —¼ pint (4 oz.)

See also GRENADE-LIKE MISSILES and Special “To Hit” Bonuses.
Effect:Strength Bonus Considerations: The strength bonus for hitting anddamage does not apply to missiles unless the character so entitled specificallytakes steps to equip himself or herself with special weapons to take advantageof the additional strength. This will result in the weapon having an additionalchance to hit and do the additional damage as well. In no event will it add tothe effective range of the character’s weapon. Thus, the character will employ aheavier missile or a more powerful bow and heavier arrows or larger sling
missiles to gain the advantage of strength. To do so, he or she must obtain thespecial weapon or weapons, and this is within the realm of your adjudication
as DM as to where and how it will be obtained, and how much cost will be
involved.

LiquidContents
Area of Effect—acid
1’ diameter—holy/unholy water 1’ diameter—oil, alight
3’ diameter—poison1’ diameter** Direct hit with flaming oil causes 2-12 hit points of damage the first round,and 1-6 additional hit points of damage the second round, but then burns
out.
Range: The range of all such container missiles is 3”. Beyond 1” is medium,and beyond 2” is long (–2 and –5 “to hit” respectively).
Hits: When the die roll indicates the missile has hit, then it is necessary to rollagain to see if the container shatters or not — use the BLOW, CRUSHING
column on the ITEM SAVING THROW MATRIX —unless special procedures
were taken to weaken the container, i.e. the container was specially scored, it isparticularly fragile, etc. Damage occurs only if the container breaks, except withregard to oil which must be alight (flaming) to cause damage. If oil has been
specially prepared by insertion of a rag into the opening of the container (orwrapped around the neck of the container) and set afire prior to hurling, it will
burst into flame when the container breaks upon target impact; otherwise, atorch or other means of causing combustion must be brought into contact withthe oil.

Special Note Regarding Giant And Machine Missiles:
When giants hurl boulders or any of the various siege machines (ballistae,
catapults, etc.) fire missiles, target characters do not gain dexterity bonus
considerations to armor class when “to hit” computations are made. Consider
this as follows: Character A has an armor class rating of –2, but as dexterity
accounts for 2 of these factors, AC rating drops to 0 if a giant is hurling rocks
at the character or if some machine is discharging missiles at him or her.

Poison special is dependent upon whether or not the poison is a contact
poison or if the container was hurled into the ingestive or respiratory orifice on
the target creature. In the latter case, breakage is not necessary if the container
was unstoppered; if stoppered check saving throw for breakage using the
BLOW, NORMAL column of the ITEM SAVING THROW MATRIX.

Missile Fire Cover And Concealment Adjustments:
Adjust the armor class of the target creature as follows if cover (hard substances
which protect) or concealment (soft substances which screen) exists:
ARMOR CLASS BONUS
+2
+4
+7
+10

25% concealment
50% concealment
75% concealment
90% concealment

+1
+2
+3
+4

Damage From a
Direct Hit
2-8 h.p.
2-7 h.p.
2-12 h.p. + 1-6 h.p.**special* Flaming oil splashed on a creature will burn for 1-3 segments, causing 1 hit
point of damage per segment.

Dexterity Penalty And Bonus Considerations: The Dexterity Attacking
Adjustment is for missile firing considerations when initiative is considered. It
adjusts the initiative die roll for the concerned individual only. Thus, it may wellallow the concerned individual to discharge a missile prior to the opponent’s
attack even though the opponent has gained the initiative otherwise or viceversa. More important, this factor also gives the individual a “to hit” penalty orbonus when discharging a missile at an opponent.

TARGET HAS ABOUT
25% cover
50% cover
75% cover
90% coverSplash1 h.p.
2 h.p.
1-3 h.p.*specialSplash Hits: All creatures within three feet of the impact and breaking pointof the container missile must save versus poison or be splashed with the contentsof the shattered container.
Boulders: Boulders, for game purposes, are considered to be 1’ in diameterfor giants, 2’ in diameter for siege engines. Range and damage specifications
for siege machines are given in the appropriate section. (See MONSTERMANUAL for giants’ abilities.)
A dropped boulder (or any heavy weight) will do damage as follows: each 14
lbs. of weight will inflict one point of damage per foot of distance dropped
between 10’ and 60’ (distances above 60’ are treated as 60’). Alternately, each
14 lbs. of weight will inflict a flat 1-6 hit points of damage.

25% is cover or concealment to the knees, or part of the left or right side of the
body screened; it might also be a target which is seen for only three-quarters ofa round. Men on a walled parapet would typically be 25% covered. 50% coveror concealment equals protection or screening to the waist, half of one side of
the body, or being seen for only half the round. Figures in thick brush would be
at least 50% concealed; men on a castle wall with embrasures and merlons
would be at least 50% covered. Shuttered embrasures and narrow windows
would provide 75% cover, while arrow slits offer 90% cover.

Misses: If the “to hit” die roll indicates a miss, roll 1 d6 and 1 d8. The d6
indicates the distance in feet the missile was off target. (If the target waslarge, simply compute the distance from the appropriate portion of the target,
i.e. the character aims at a section of the floor which is 1’ square, and missdistance is measured from the appropriate edge as explained below.) The d8
indicates the direction in which the distance in feet of the miss is measured:
1 = long right
2 = right
3 = short right
4 = short (before)

For the effect of cover on magic, see SPELL CASTING DURING MELEE,
Effect of Cover on Spells and Spell-like Powers.

5 = short left
6 = left
7 = long left
8 = long (over)

At short range you may optionally use d4 to determine distance off target, butthen use d8 for long range distance determination. If the missile is hurled at aplane such as a wall, read long as high, short as low, measuring up the walland then along the ceiling or down and then along the floor.

GRENADE-LIKE MISSILES: BOULDERS AND CONTAINERS OF ACID,
HOLY/UNHOLY WATER, OIL, POISON
Hurling various containers of liquid is a common tactic in dungeon adventuresin particular. For game purposes it is necessary to make certain assumptions
regarding all such missiles.

Lighting Oil: If a torch is used to attempt to light spilled oil, use above
procedures for misses, as it still could land in the puddle of oil or oil covered64

COMBAT (SPELL CASTING DURING MELEE)COMBAT (TURNING UNDEAD)

area. A lantern should be handled similarly, but also allow it a 2’ diameterflaming oil area.

Magical Device Attacks:
These attacks are the spell-like discharge functions of rods, staves, wands andany similar items. These attacks can occur simultaneously with the discharge of
missiles, spell casting, and/or turning undead. The time of such discharge by
any magical device is subject to initiative determination. (See also Combat
Procedure, below.)

Crossing Flaming Oil: Leaping over a puddle of flaming oil will cause nodamage, unless the creature so doing is highly inflammable. Creatures withgarments of cloth must save versus FIRE, NORMAL on the ITEM SAVING
THROW MATRIX or have their garments catch fire. Walking through or
standing in flaming oil will cause the creature to take 1-6 hit points of damage
per melee round.

Effect Of Cover On Spells and Spell-like Powers:

Holy/Unholy Water: All forms of undead, as well as creatures from thelower planes (demons, devils, night hags, night mares, nycadaemons, etc.) are
affected by HOLY WATER. Paladins, lammasu, shedu, ki-rin, and similar
creatures of good alignment (or from the upper planes) are affected by
UNHOLY WATER. The liquid causes the affected creature to suffer a burning as
if struck by acid. Undead in non-material form cannot be harmed by holywater, i.e. until a ghost takes on material form, it is unaffected, and a vampire
in gaseous form cannot be harmed by holy water.

Hard cover will increase chances for saving throws as noted. Cover equal to90% (or better) will also give the target creatures the benefit of no damage
whatsoever if the appropriate saving throw is successful.
Monster Charm Power:
The magical charming power of creatures such as nixies and vampires is much
more powerful than that of the simple charm person spell. While it will
eventually wear off, until it does, the charmee is subject to mental commands by
the charmer, unlike either the charm person or charm monster spell. This meansthat a monster-charmed character does not need to speak the creature’s
language to understand commands from the monster which charmed it,
although only basic emotions or simple commands can be mentallycommunicated to the charmee unless some mutual language is common to boththe charmer and the charmee. While the charmed character is not an
automaton, he or she will certainly hasten to carry out whatever instructions orcommands are received from the charmer, except those which are obviously
self-destructive. This relatively complete control of the charmee’s mind enables
the charmer to make the victim almost totally subject to its will, including giving
up personal possessions, betraying associates, and so forth. Mental
communication between charmer and charmee extends only to sight range orup to a 60’ radius if not in sight range. Magic circles of protection (spells or
specially drawn) will break the communication link and seemingly cause thecharm to be broken, but unless magically dispelled, or until the power of themagic wears off, the effect is again evident when the charmee is outside suchprotection.

SPELL CASTING DURING MELEE
These functions are fully detailed in PLAYERS HANDBOOK. Theircommencement is dictated by initiative determination as with other attack forms,
but their culmination is subject to the stated casting time. Both commencement
and/or completion can occur simultaneously with missile discharge, magicaldevice attacks, and/or turning undead. Being struck by something during
casting will spoil the spell.
Spell-casters will always insist that they are able to use their powers during
combat melee. The DM must adjudicate the success of such use. Consider this:The somatic (movement) portions of a spell must be begun and completed
without interruption in a clean, smooth motion. The spell as a whole must becontinuous and uninterrupted from beginning to end. Once interrupted, for any
reason whatsoever, the spell is spoiled and lost (just as if used). Spells cannot becast while violently moving — such as running, dodging a blow, or evenwalking normally. They are interrupted by a successful hit — be it blow, missile,
or appropriate spell (not saved against or saveable against).

TURNING UNDEAD
As stated on the CLERICS AFFECTING UNDEAD TABLE, this function may
be attempted only once by each cleric. Of course, if there are two, both may
attempt the function, each trying once, etc. There is also an exceptional casewhere turning may be practiced more than once by each and every clericconcerned. This occurs in cases where multiple forms of creatures subject toturning are involved. If the cleric attempting the turning is successful against any
or all types within the group of multiple forms of undead, that type or multiple
types, to the maximum number indicated by the dice roll or otherwise indicatedby the rules, are turned, and on the next round the cleric so successful may
attempt to turn other undead of the group. This process may continue as longas each successive attempt is successful and the cleric lives. Undead so turned(from the group of multiple types) are lowest hit dice types to highest hit dicetypes, i.e. first listed to last listed on the table. Any failure to turn undead
disallows a further attempt by the same cleric. Turning can occur at the sametime as missile discharge, magical device attacks, and/or spell casting. It also issubject to initiative determination.

Thus, casting a spell requires that a figure be relatively motionless andconcentrating on the effort during the entire course of uninterrupted casting. For
example, a magic-user casting a fireball must be in sight of the intended areaof effect during the course of the spell (although an associate could be there toopen a door intervening between caster and target area at an appropriate time
— provided the timing was correct, of course). The caster cannot begin a spell,interrupt it just prior to completion, run to a different area, and then complete
the spell; interruption instantly cancels it. Unless a spell has no somaticcomponents, the caster cannot be crouching, let alone prone, during casting.
It can thus be understood that spell casting during a melee can be a tricky
business, for a mere shove at any time can spoil the dweomer! Any spell canbe attempted, but success is likely to be uncertain. Use the following procedure
for spells cast during melee:
1.

Spell casters must note what spell they intend to cast at the beginning ofeach round prior to any knowledge of which side has initiative.

2.

Attacks directed at spell casters will come on that segment of the roundshown on the opponent’s or on their own side’s initiative die, whichever isapplicable. (If the spell caster’s side won the initiative with a roll of 5, theattack must come then, not on the opponent’s losing roll of 4 or less.) Thus,
all such attacks will occur on the 1st-6th segments of the round.

3.

Intelligent monsters able to recognize the danger of spells will direct attacks
against spell casters if not engaged by other opponents so as to beprevented from so doing.

4.

The spell caster cannot use his or her dexterity bonus to avoid being hit
during spell casting; doing so interrupts the spell.

5.

Any successful attack, or non-saved-against attack upon the spell casterinterrupts the spell.

If the undead are in a mixed group — for example, 1 vampire, 3 ghasts, and 8
ghouls — you may opt to disallow any turning or other effect if the mostpowerful member — in the example above, the vampire — is not affected by
the cleric. Naturally, this rule applies only to groups of mixed undead where thelesser are following or serving the greater. Mindless undead, skeletons andzombies, cannot be considered. Otherwise, the cleric will affect undead
according to the die score, with the possibility of the lesser monsters being
turned or otherwise affected, while greater ones are unaffected.
Evil Clerics: Anything below a result of T indicates that the undead arecompelled to do some service. Treat this in the same way as an invisible stalker
serving a magic-user. The length of service so compelled is equal to 24 hours
minus the minimum score the cleric needed to compel such service. Example:
A 9th level evil cleric meets a lich, and scores 20 on the die roll, so the lich will
be neutral and not attack for 8 hours (24-16); later the same cleric encounters avampire, and scores a 12, so the vampire will join the evil cleric and serve as amember of the cleric’s group for up to 14 hours (24-10). A successful result of“T” indicates that the undead will remain neutral or serve for a full 24 hour
period. A “D” result indicates co-operative service by the undead as long as theevil cleric renews his or her control every 6 days. In any of the above cases,

Because spell casting will be so difficult, most magic-users and clerics will opt touse magical devices whenever possible in melee, if they are wise.
65

COMBAT (TURNING UNDEAD)

COMBAT (FURTHER ACTIONS)

hostile acts against the undead or associated creatures will certainly cause thecleric’s effects to be totally broken and negated entirely. Hostile acts include
entry into an area which the affected creatures have been commanded toguard, attempts to remove guarded items or treasure belonging to the affected
creatures, attempts to prevent the affected creatures from carrying out
commands, or actual attack by spell, weapon, or other forms which cause theaffected creatures harm.

Melee At End of Charge: Initiative is NOT checked at the end of charge
movement. The opponent with the longer weapon/reach attacks first. Charging
creatures gain +2 on their “to hit” dice if they survive any non-charging or
charging opponent attacks which occur first. Weapon length and first strike aredetailed under Strike Blows.
Only one charge move can be made each turn; thus an interval of 9 rounds
must take place before a second charge movement can be made.

N.B.: Any commanded creature will immediately be freed from clericalcompulsion upon the unconsciousness (excepting normal sleep) or death of thecleric who successfully compelled them to service. This will result in theaffected undead or other affected creature or creatures either leaving or
attacking the cleric and his or her group according to the existing
circumstances. Consider treatment and risk when arriving at the action theaffected creature takes. Mindless undead will simply do nothing, losing all
animation and direction.

Set Weapons Against Possible Opponent Charge:
Setting weapons is simply a matter of bracing such piercing weapons as spears,
spiked pole arms, forks, glaives, etc. so as to have the butt of the shaft braced
against an unyielding surface. The effect of such a weapon upon a charging (orleaping, pouncing, falling, or otherwise onrushing) opponent is to cause suchopponent to impale itself and take double normal damage if a hit is so scored.
Example: Character A sets her spear with its butt firmly braced upon the floor
just as a giant toad hops at her (attacking); if the spear impales the creature, itwill score double indicated damage (d8 × 2). Note that in this case initiative is
automatically given to the set spear as it will obviously take effect prior to any
attack routine of the toad, and that two dice are not rolled, but the result of thed8 roll is multiplied by 2.

Counter-Affecting: A cleric of opposite alignment may attempt to negate theeffects of a cleric who has affected undead or other creatures. The table isconsulted, and if the countering cleric is successful, the affected undead are
freed of the effects of the first cleric’s efforts. Of course, this counter will not
restore any undead destroyed/damned by a good cleric. This counter may inturn be countered, etc. This may continue indefinitely until one or the othercleric fails and is no longer eligible to affect undead et al. When affected
creatures have clerical effects countered, they are powerless to take any action
on the following round.

Strike Blows:
As previously stated, initiative is the key factor as to which side strikes blows
first each melee round. This is modified by creatures with multiple attack
routines, whether by natural or magical ability (such as haste). It is also
modified by weapon length when one opponent is charging (or otherwise
closing precipitously) into melee contact.

Evil Areas: You may wish to establish areas where evil has made special
power bases, i.e., an evil shrine, temple, or whatever. Such areas must be
limited, of course — the shrine to perhaps a 10” by 10” area, the temple totwice that area. Such areas will automatically reduce the chance of any clericaffecting undead or other creatures within their precincts by a previously
stipulated factor — perhaps 1 or 2 in the shrine area, 3 or 4 in the temple
area. This power can be destroyed only by desecration of the evil, i.e. breakingof the evil altar service, pouring of holy water upon the altar, blessing andprayers, and whatever other actions you, as DM, deem sufficient. Thus, in anarea specially consecrated to evil, undead and associated creatures from thelower planes are far more difficult to handle. The corollary to this is that on thelower planes themselves, good clerics are totally unable to affect the evil
creatures who dwell upon them, while on the upper planes, an evil cleric would
have no effect upon a paladin. Good areas are similar bases of power for suchcreatures, and evil clerics will have lesser chances of affecting paladins orsimilar good aligned creatures.

Simultaneous Initiative: When opponents in melee have tied for initiative,
blows (attack routines included) occur simultaneously, except when both
opponents are using weapons. Each weapon has a speed factor, and in thecase of otherwise simultaneous blows, the opponent with the weapon which has
the lower speed factor will strike first. Thus, a blow from a fist occurs before ablow with a dagger (1 to 2), a dagger before a short sword (2 to 3), a shortsword prior to a hammer (3 to 4), and so on.
Weapon Speed Factor: This number is indicative of the wieldiness of any
particular weapon, how long it takes to ready the weapon against an
opponent, or how long it takes to recover and move it in its attack mode. A
pike, for example, is a 13, as it must be lowered, grasped, and then held/thrust
firmly. Such a weapon is not usable in dungeon settings, or anywhere else
without masses of other pikes to support it. In the latter case, an opponent
surviving the first attack from the bearer of the pike will likely be able to strikeseveral times before recovery of the pike for a second thrust. This is further
detailed below. A two-handed sword, with a 10 speed factor, likewise requiresa lengthy readying time and recovery period after its attack due to its size andweight.

FURTHER ACTIONSClose To Striking Range:
This merely indicates that the party concerned is moving at base speed toengage the opponent. The base speed is inches, indicating tens of feet in thedungeon or similar setting indoors, tens of yards outdoors. All normal activity
and bonuses are permitted when so doing. This action is typically taken when
the opponent is over 1” distant but not a long distance away. Play goes to thenext round after this, as melee is not possible, although other activity can, ofcourse, take place such as that detailed above.

When weapon speed factor is the determinant of which opponent strikes firstin a melee round, there is a chance that one opponent will be entitled tomultiple attacks. Compare the score of the lower-factored weapon with that of
the higher. If the difference is at least twice the factor of the lower, or 5 ormore factors in any case, the opponent with the lower factored weapon isentitled to 2 attacks before the opponent with the higher weapon factor isentitled to any attack whatsoever. If the difference is 10 or greater, theopponent with the lower-factored weapon is entitled to 2 attacks before theopponent is allowed to attack, and 1 further attack at the same time theopponent with the higher-speed-factored weapon finally is allowed to attack.
Note that such speed factor considerations are not applicable when either
closing or charging to melee, but after an initial round of combat, or in cases
where closing/charging was not necessary, the speed factor considerations
are applicable.

Charge:This action brings the charging party into combat on the charge round, butthere are a number of considerations when it is taken.
Movement Rate Outdoors: Movement bonus for charging in normal
outdoor settings is 331/3% of base speed for bipedal creatures, 50% for
quadrupeds. (Cf. TSR’s SWORDS & SPELLS.)
Movement Rate Indoors: The indoor/dungeon rate is greatly reduced dueto the conditions. Therefore, all movement at the charge is double base speed,
remembering that encumbered creatures are not allowed the charge. Note:
The opponent must be within 10’ distance at the termination of the charge inorder for any blows to be struck during that round.

Other Weapon Factor Determinants: The speed factor of a weapon
also determines when the weapon strikes during the course of the round withrespect to opponents who are engaged in activity other than striking blows.
Thus, suppose side A, which has achieved initiative (action) for the round, hasa magic-user engaged in casting a spell. Compare the speed factor of theweapon with the number of segments which the spell will require to cast to
determine if the spell or the weapon will be cast/strike first, subtracting thelosing die roll on the initiative die roll from the weapon factor and treating
negative results as positive. Example: A sword with a factor of 5 (broad orlong) is being used by an opponent of a magic-user attempting to cast a

Armor Class of Charging Creatures: There is no dexterity bonus allowed
for charging creatures. Creatures with no dexterity bonus become 1 armor classlower, i.e. easier to hit. Thus an AC 3 creature becomes AC 4. There is no
penalty to AC 10 creatures for charging, however.
66

COMBAT (MORALE)COMBAT (PURSUIT & EVASION OF PURSUIT)

fireball spell (3 segment casting time). If the sword-wielding attacker was
represented by a losing initiative die roll of 1, the spell will be cast prior to
the sword’s blow. A 2 will indicate that the spell and the blow are completed
simultaneously. A 3-5 will indicate that the blow has a chance of striking (if asuccessful “to hit” roll is made) before the spell is cast, arriving either as thespell is begun or during the first segment of its casting. Suppose instead thata dagger were being employed. It has a speed factor of only 2, so it will
strike prior to spell completion if the initiative roll which lost was 1-4 (theadjusted segment indicator being 1, 0, 1, 2 respectively) and simultaneously
if the die score was a 5. If the weapon being employed was a two-handed
sword (or any other weapon with a speed factor of 10, or 9 for that matter)
there would be no chance for the reacting side to strike the spell caster prior
to completion of the fireball. Note that even though a spell takes but 1
segment to complete, this is 6 seconds, and during that period a reacting
attacker might be able to attack the magic-user or other spell caster prior toactual completion of the spell! If combat is simultaneous, there is no
modification of the weapon speed factor.

Other Morale Check Modifiers
Each enemy deserting
Each enemy slain
Inﬂicting casualties without receiving any
Each friend killed
Taking casualties without receiving any
Each friend deserting
Outnumbered & outclassed by 3 or more to 1

Striking To Subdue: This is effective against some monsters (and othercreatures of humanoid size and type) as indicated in the MONSTERMANUAL (under DRAGONS) or herein. Such attacks use the flat, butt, haft,pommel, or otherwise non-lethal parts of the weapons concerned but areotherwise the same as other attacks. Note that unless expressly statedotherwise, all subduing damage is 75% temporary, but 25% of such damage isactually damaging to the creature being subdued. This means that if 40 hit
points of subduing damage has been inflicted upon an opponent, the creature
has actually suffered 10 hit points of real damage. The above, of course, does
not apply to player characters.

Monsters, Intelligent:

–5%
–10%
–20%
+10%
+10%
+15%
+20%

MORALE SCORES
Henchmen or Associated Creatures:
For each creature take the base morale (loyalty) score and cast percentile dice.
Adjust the score for penalties and bonuses, and if the adjusted score is equal toor less than the loyalty score, morale is good. If the number exceeds the loyalty
score, the creature will react according to the morale failure table below.

Each monster has a base morale of 50%, +5%/hit die above 1, +1%/hit point
above any hit dice. If a morale check is required, scoring and reaction are asstated above for henchmen et al.
MORALE FAILURE
1% to 15%
16% to 30%
31% to 50%
51% or greater

Grapple And Hold: See NON-LETHAL AND WEAPONLESS COMBATPROCEDURES.

fall back, ﬁghting
disengage-retreat
ﬂee in panic
surrender

The difference between the maximum score needed to retain morale and thenumber actually rolled, as adjusted, is the % of morale failure.
Special “To Hit” Bonuses:
PURSUIT AND EVASION OF PURSUIT
The following general rules will be of assistance when you must adjudicate
melee combat or missile fire:Opponent encumbered, held by one leg, off balance, etc.

+2

Opponent stunned, held by both legs, slowed, partiallybound, etc.

+4

Opponent magically asleep, held, paralyzed, or
totally immobile

There are two cases of pursuit and evasion of pursuit. The first is inunderground situations, and the second is in outdoor settings. There arevarious special circumstances which pertain to each case, so each will be
dealt with separately.
Pursuit And Evasion In Underground Settings:
When player characters, with attendant hirelings and/or henchmen, if any, electto retreat or flee from an encounter with a monster or monsters, a possible
pursuit situation arises. Whether or not pursuit will actually take place isdependent upon the following:

Automatic(Cf. MELEE, Magically Sleeping or Held Opponents.)

1. If the matrix or key states that the monster(s) in question will pursue, or if
the MONSTER MANUAL so states, then pursuit will certainly occur.

Apply bonuses to the chance of the opponent being struck. The opponent will
gain no dexterity bonus, of course. In totally immobilized and powerlesssituations, the opponent can be fully trussed, slain, or whatever in 1 round, so
no bonus need be given.
See also MELEE, Flank And Rear Attacks.

2.

If the monster or monsters encountered are semi-intelligent or under,
hungry, angry, aggressive, and/or trained to do so, then pursuit will be
80% likely to occur (d10, 1 through 8).

3.

If the monster or monsters encountered are of low intelligence but otherwise
suit the qualifications of 2., above, then pursuit will occur with the following
probabilities:

MORALE
A. If the party outnumbers the potential pursuers, then pursuit is 20% likely.
Morale checks are used to determine the amount of will to fight in non-leader
NPCs, and can be applied both to henchmen and hirelings of character types
and groups of intelligent opponent monsters (see also Loyalty ofHenchmen & Hirelings, Obedience and Morale). Base unmodified
morale score is 50%.
Morale Checks Made When
Faced by obviously superior force*
25% of party** eliminated or slain
Leader unconscious
50%+ of party** eliminated or slain
Leader slain or deserts

B. If the party is about as numerous as the potential pursuers, thenpursuit is 40% likely.
C. If the party is outnumbered by the potential pursuers, then pursuit is
80% likely.

check each roundcheck at +5%
check at +10%
check at +15%
check at +30%

D. If condition C. exists, and furthermore, the potential pursuers conceive ofthemselves as greatly superior to the party, then pursuit is 100% certain.
Pursuit will have 3 separate cases:
1. The pursued are faster than the pursuers: Unless there areextenuating circumstances, such as a ranger NPC or an invisible stalker or aslithering tracker pursuing, then pursuit will end as soon as any one of thefollowing conditions is met:

* Such as in melee when one force is hitting twice as often as the other.
** Or individual taking this much personal wound damage.
67

COMBAT (PURSUIT & EVASION OF PURSUIT)

COMBAT (PURSUIT & EVASION OF PURSUIT)

A. The pursued are in sight but over 100’ distant; or

3.

B. The pursued are out of sight and were over 50’ distant when they soleft the perception of the pursuer(s); or
C. Pursuit has continued over 5 rounds, and the pursuer has not gained
perceptibly upon the pursued.
2.

The pursued are of equal speed to the pursuers: As in case 1.
above, pursuit will end as soon as any 1 of the following conditions are
met:

Multiple Choice: It will most often come to pass that the pursued take aroute which enables them to cause the pursuer(s) to have to make decisions
as to which direction the pursued took in their flight. Thus, at a branchingpassage where there are 3 possible ways which could have been taken,
there is a basic 2 in 3 chance that the pursuer(s) will take the wrong
passage. Likewise, if there are a door and a passage, there is a 1 in 2
chance of wrong choice. This base chance assumes that the pursuer cannot
see the pursued when choice is made, that sound does not reveal the
direction of flight, that smell does not reveal direction of flight, nor do any
other visual, audial, or olfactory clues point to the escape path. As DM,
you will have to adjudicate such situations as they arise. The following
guidelines might prove helpful:

A. The pursued are in sight but over 150’ distant; or
LIGHT:

Straight line of sight is near infinite, any corner cuts
distance to 60’.

NOISE:

Characters in metal armor can be heard for 90’, hardboots can be heard at 60’, relatively quiet movement canbe heard at 30’.

ODORS:

Normal scent can be detected by creatures hunting or
tracking by scent for several hours — even in a dungeon
setting. Scent can be masked with various things — mustard
powder, oil of citronella, crushed stinging nettle, etc.

B. The pursued are out of sight and were over 80’ distant when they left
the perception of the pursuer(s); or
C. Pursuit has continued over 1 turn, and the pursuer has not gained
perceptibly upon the pursued.
3.

The pursuer is faster than the pursued: The pursuit will be broken
off only if one of the following occurs:
A. The pursued are out of sight and were over 200’ distant when they left
the perception of the pursuer(s); or
B. The pursuer is unable to continue due to reasons of physicalendurance.

Modifiers To Pursuit: There are several circumstances which will affect the
pursuer. These are:1.

Barriers: Physical or magic barriers will slow or halt pursuit, i.e. a locked
portal, a broken bridge, a wall of fire, etc.

2.

Distractions: Actual or magic distractions will be from 10% to 100%likely to cause pursuit to falter or cease altogether. For example, a dancing
lights spell moving away from a fleeing party which has extinguished its
light sources might distract pursuers, just as a phantasmal force of a strong
helper joining the pursued might cause the pursuers to cease pursuit.
Similarly, if the pursued passed through or near some other creatures
which would be hostile to the pursuing force, or at least not friendly to the
pursuers, then it is quite possible that the creatures passed through and the
pursuers would become embroiled. N.B.: The likelihood of any distraction
being successful is a matter for individual adjudication by the DM, using
AD&D principles and common sense as they apply to the particular
circumstances prevailing. There are also 2 sub-cases here:
A. Food: Food, including rations and/or wine, will be from 10% to 100
likely to distract pursuers of low intelligence or below, providing thefood/wine is what they find palatable. Roll a d10 to find theprobability, unless you have a note as to how hungry or foodoriented the creatures are. Add 10% to the result for every point ofintelligence below 5, and give a 100% probability for non-intelligent
creatures pursuing. If probability is under 100%, roll the d10 a
second time, and if the result is equal to or less than the probability
determined, then the pursuers break off pursuit for 1 round while thefood/wine is consumed.

Building Interiors: Treat these settings the same as one underground, asapplicable.
Procedure For Determination Of Evasion Underground: If it is
discovered that a pursuit situation exists, and the player-party elects to evaderather than confront pursuers, then record the relative speeds of pursued andpursuer. Move the pursued party as many 10’s of feet as their slowest member
is able to travel, and likewise move the pursuing party as many 10’s of feet as
its fastest member can travel, noting positions of slower members, if any, as
well. This movement is accomplished on the map, of course. Three such
movement phases are (for game purposes) equal to 1 round. At the end of any
movement portion where any number of the pursued party is within 10’ or lessof any number of the pursuing party, confrontation must take place between theconcerned members of the parties. (At this point the remainder, if any, of the
pursued party may elect to stop flight or continue evasion attempts as theywish.) Also, at the end of each movement portion it is necessary to check the 3
SEPARATE PURSUIT CASES and any PURSUIT MODIFIERS to see if the pursued
party has succeeded in evading the pursuers. Keep track not only of the routeof flight, but also of the amount of game time so spent, as some pursuit willautomatically cease after a set period without confrontation.

B. Treasure: Treasure, including precious metals, gems, jewelry, rare
stuffs such as ivory or spices, valuable items, and/or magic will be
10% to 100% likely to cause pursuers of low or greater intelligence tobe distracted. Pursuers of low intelligence will have an additional 10%
per 10 items (regardless of actual value) dropped, i.e. 20 copper
pieces have a 20% additional probability of causing a distraction.
The value of items dropped, known or presumed or potential, will
likewise cause pursuers of average or greater intelligence to be more
likely to be distracted. For each 100 g.p. value or potential value,
add 10% to base probability. Roll the d10 a second time to see if
potential and actual interest are the same, just as is done when foodis used as a possible distraction. (Note, however, that very small itemsof value — notably, gems and the like — would have a chance ofgoing completely unnoticed in the heat of pursuit.) If success occurs,
the pursuer will be distracted for 1 round, or the length of timenecessary to gather up the treasure, whichever is the greater.

Mapping During Flight: No mapping is ever possible. Give no distancemeasures in moving the pursued. Give no compass directions either!
68

COMBAT (MELEE)COMBAT (MELEE)
While combat includes melee, melee does not include such facets of combat as
missile fire, spell casting, etc. In general, the procedure followed in melee is
explained under ENCOUNTERS, COMBAT, AND INITIATIVE or NONLETHAL AND WEAPONLESS COMBAT PROCEDURES. Special
considerations are given here.

Pursuit And Evasion In Outdoor Settings:
Pursuit in the outdoors is generally similar to that in settings underground orindoors. The 3 general rules of likelihood of pursuit apply. However, pursuit willcertainly continue until evasion is successfully accomplished. In outdoor settings,
evasion is accomplished in a different manner, the variables being the relative
speed of movement and size of the parties concerned and the type of terrain
over which pursuit takes place. Available light is also a factor.
BASE CHANCE OF EVADING PURSUIT OUTDOORS:80%

MOVEMENT SPEED ADJUSTMENT— Pursued is faster— Both parties are of equal speed— Pursuer is faster

+10%
0%
–20%

TERRAIN ADJUSTMENT— Plain, desert, open water— Scrub, rough, hills, marsh— Forest, mountains

–50%
+10%
+30%

SIZE OF PARTIES INVOLVED ADJUSTMENT— Pursued party totals fewer than 6 creatures— Pursued party totals 6-11 creatures— Pursued party totals 12-50 creatures— Pursued party totals over 50 creatures— Pursuing party totals fewer than 12 creatures— Pursuing party totals 12-24 creatures— Pursuing party totals over 24 creatures

+10%
0%
–20%
–50%
–20%
0%
+10%

AVAILABLE LIGHT ADJUSTMENT— Light equal to full daylight— Light equal to twilight— Light equal to bright moonlight— Light equal to starlight— Light equal to dark night

–30%
–10%
0%
+20%
+50%

Number Of Opponents Per Figure:Physical size and space will dictate limitation upon the number of opponents
able to engage a single figure in melee. If Official ADVANCED
DUNGEONS & DRAGONS miniature figures are used to represent thecreatures involved in a melee, then these miniatures will dictate the number of
opponents which can be involved. Beware of using other fantasy miniature
figures, as most of them are not designed to the specific scale and do notconform to the standards of the MONSTER MANUAL (or even necessarily
conform to 25mm scale!). In other cases use the following rule of thumb:
1. If the single figure is size S, 4 size M or 2 size L figures are all that can
attack it under optimum conditions during any single round. 6 size S figures
can attack it, however, space permitting.
2. If the single figure is size M, it can be attacked by a maximum of 8 size S
opponents, 6 size M, or 4 size L.
3. If the single figure is size L, a maximum of 12 size S, 8 size M, or 6 size L
figures can engage it at one time.
Modifiers are impossible to detail fully, as they include the physicalcircumstances prevailing at the time. It is obvious that a figure in a narrowpassage or in a corner can be attacked only from a limited front. Similarly, theshape of the single figure and the attackers will be a factor, as a giant snake
has more body space subject to attack than does a giant, unless the attackers
are able to fly or otherwise attack the entire vertical surface of the giant. Any
long-bodied creature has more area open to attack, and wide-bodied
creatures, or those which employ some natural body weaponry which requires
contact with the opponent, will be more restricted with respect to the number ofattackers possible, viz. how many constrictor snakes can effectively attack an
opponent? Two basic grid systems are shown below, one with hexagons, onewith squares. These grids demonstrate how multiple opponents engage a single
figure. (See also Flank And Rear Attacks, hereafter.)Procedure For Determination Of Evasion Outdoors: Upon
encountering creatures from which the player-party flees in order to evade,determine if a condition of surprise exists. If the player-party has surprised thecreature encountered, evasion is automatic. If no surprise exists, then follow theprocedure below. If the party encountering the creatures is surprised, then no
evasion is possible, and confrontation is unavoidable.

FRONT

Find the chance for evasion by adjusting the base chance according tovariables. The pursued party rolls percentile dice, and if the number generated
is less than or equal to the adjusted base chance of evasion, then they have
had immediate success at eluding the pursuers. Otherwise, pursuit continues
unless the pursuers are faster than the pursued and can close within 1 hour, inwhich case confrontation must take place. Continuing pursuit requires anevasion check every game hour. After the initial check each game hour anothermust be made just as is initially done, with the added stipulation that any resultof 0% or less indicates immediate confrontation and no further chance ofevasion.

FRONT

FRONT

FRONT

FRONT
FRONT
FLANK

DEFENDER
FLANK

DEFENDER

FRONT
FLANK

FLANK
REAR

REAR
REAR

Special Note Regarding Fatigue: No rules for exhaustion and fatigue are
given here because of the tremendous number of variables, including thestamina of the characters and creatures involved. Thus, characters mounted onhorses have gradually slowing movement, but this is not a factor unless pursuing
creatures tire more or less rapidly than do the mounts. You must judge thesefactors in a case of continuing pursuit. Fatigue merely slows movement andreduces combat effectiveness. Exhaustion will generally require a day ofcomplete rest to restore the exhausted creatures. Always bear in mind thathumans inured to continuous running, for example, can do so for hours without
noticeable fatigue, i.e., those such as Apache Indians, Zulu warriors, etc. Do notbase your judgment on the typical modern specimen.

FRONT
FRONT

FRONT

FRONT
FRONT

MELEE

FRONT
FLANK

DEFENDER

FRONT
FLANK

REAR

REAR

REAR

FRONT
FLANK

FRONT

REAR

The term melee includes striking with bodily weapons such as teeth, fangs,
tusks, tushes, claws, nails, talons, paws, etc. It also includes striking with various
objects and weapons. The COMBAT TABLES are used for determination ofhits, and the amount of damage scored is given in either the MONSTERMANUAL or the PLAYERS HANDBOOK (for weapons). It also includes
NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES (q.v.).

REAR
REAR

69

FRONT
FLANK

DEFENDERCOMBAT (MELEE)COMBAT (MELEE)To determine the number of opponents which can attack the single defender,
use squares or hexes of one inch per face for 25mm scale, or you may simply
view the illustrations used above and mentally visualize the situation. For
example, in the case of a human being attacked by giant rats, 2 of theattackers would certainly be able to fit into each hexagon (if normal rats wereattacking, 4 per hex) so 6 would attack frontally, 4 from flank positions, and 2
from the rear. If these same giant rats were attacking a centaur, for instance,
the number of flank attacks would certainly be increased to allow 2 more hexes(4 more attackers gaining flank attack advantage).

opponent not being able to cast the spell. In the case of hits with weapons or
successful striking with a punch, the spell caster will absolutely be prevented
from completion of the spell (and furthermore the entire spell is LOST). In thecase of grappling or overbearing, the spell caster will absolutely be prevented
from spell completion if the attack form is successful, and the spell is wasted inthis case also. Both cases assume the attack occurring prior to completion of thespell, of course.

Special Types Of Attacks:

Characters normally using a single weapon may choose to use one in eachhand (possibly discarding the option of using a shield). The second weapon
must be either a dagger or hand axe. Employment of a second weapon isalways at a penalty. The use of a second weapon causes the character toattack with his or her primary weapon at –2 and the secondary weapon at –4.
If the user’s dexterity is below 6, the Reaction/Attacking Adjustment penalties
shown in the PLAYERS HANDBOOK are added to EACH weapon attack. If
the user’s dexterity is above 15, there is a downward adjustment in the weapon
penalties as shown, although this never gives a positive (bonus) rating to suchattacks, so that at 16 dexterity the secondary/primary penalty is –3/–1, at 17–2/0, and at 18 –1/0.

Attacks With Two Weapons:

Flank Attacks: All flank attacks negate any defender armor class addition
for shield. Attacks against a rear flank, where the opponent is virtually unable
to view the attackers, negate dexterity armor class bonus.
Rear Attacks: Opponents attacking from the rear gain a +2 to hit, negate
any consideration for shield, and also negate any consideration for dexterity.
Stunned, Prone or Motionless Opponents: Treat all such opponents as
if being attacked from the rear, but in this case the “to hit” bonus is +4 rather
than +2.

The secondary weapon does not act as a shield or parrying device in any event.
Magically Sleeping or Held Opponents: If a general melee is inprogress, and the attacker is subject to enemy actions, then these opponents areautomatically struck by any attack to which they would normally be subject, andthe maximum damage possible according to the weapon type is inflicted eachtime such an opponent is so attacked. The number of attacks or attack routines
possible against such an opponent is twice the number normally allowed in around. Otherwise, such opponents may be automatically slain, or bound as
appropriate to materials at hand and size, at a rate of one per round. Notethat this does not include normally sleeping opponents (see ASSASSINS’TABLE FOR ASSASSINATIONS).

Breaking Off From Melee:
At such time as any creature decides, it can break off the engagement and flee
the melee. To do so, however, allows the opponent a free attack or attack
routine. This attack is calculated as if it were a rear attack upon a stunned
opponent. When this attack is completed, the retiring/fleeing party may moveaway at full movement rate, and unless the opponent pursues and is able tomove at a higher rate of speed, the melee is ended and the situation becomes
one of encounter avoidance.

Invisible Opponents: Invisible opponents are always at an advantage. They
can only be attacked if they are attacking or otherwise detected somehow.
These opponents always cause the attacker to attack at a –4 on “to hit” rolls
because of the invisibility. They can never be attacked from flank or rear
positions unless the attacker can see them (thus they are, in fact, visible!).

Monks’ Open Hand Melee:

Important Note Regarding “To Hit” Adjustments:

A MONK AT 1ST LEVEL IS CAPABLE OF STUNNING OR KILLING ONLY AN
OPPONENT OF MAN-SIZE (M) OR SMALLER. FOR PURPOSES OF THIS
DETERMINATION, MAN-SIZE SHALL BE:

Despite their training and capabilities, monks are not supermen or superwomen. The PLAYERS HANDBOOK states that they are able to stun or kill
opponents with open hand attacks, and this is so; but such opponents arelimited in general to man-size or smaller. This is indicated below:

Certain spells such as curse, prayer, and protection from evil adjust the chance“to hit” of either the attacker or the defender or both. Such changes MUST be
made to the armor class of the figure concerned, not to the dice score rolled inattacking. An inspection of the combat tables will show that the dice rollprogression will make some opponents hit proof if the dice rolls are adjusted
downwards rather than the armor class being moved upwards. (At some point,
the upwards armor class adjustment could also make such opponents virtually
invulnerable, but this is less likely and not necessarily undesirable.) Example: A
reverse bless, a curse, is cast upon opponents. Therefore, the effective armor
class of the side which cast the spell will be raised by one category, so that a
figure normally of armor class 4 will be treated as 3, 3 as 2, etc. By so doing it
is still possible for opponents to roll natural 20s and thus score hits.

Maximum Height: 6’ 6”
Maximum Weight: 300#
For each level above the 1st, the monk will gain additional stunning/killing
ability at the rate of 2 inches of height and 50 pounds of opponent weight perlevel of experience gained. Thus:

Monk’s Level
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th

Who Attacks Whom:As with missile fire, it is generally not possible to select a specific opponent in a
mass melee. If this is the case, simply use some random number generation tofind out which attacks are upon which opponents, remembering that only acertain number of attacks can usually be made upon one opponent. If
characters or similar intelligent creatures are able to single out an opponent or
opponents, then the concerned figures will remain locked in melee until one
side is dead or opts to attempt to break off the combat. If there are unengaged
opponents, they will move to melee the unengaged enemy. If the nowunengaged figures desire to assist others of their party, they will have toproceed to the area in which their fellows are engaged, using the movement
rates already expressed.

Opponent
Maximum Height
6’ 8”
6’ 10”
7’
7’ 2”
7’ 4”
7’ 6”
7’ 8”
7’ 10”
8’
8’ 2”
8’ 4”
8’ 6”
8’ 8”
8’ 10”
9’
9’ 2”

Opponent
Maximum Weight
350#
400#
450#
500#
550#
600#
650#
700#
750#
800#
850#
900#
950#
1,000#
1,050#
1,100#At the upper levels (13th and above) you may wish to allow a variation
upwards of some considerable height and weight — perhaps an additional 1”
to 2” and 50# per level so as to allow some chance versus the larger andheavier creatures such as hill giants.

Meleeing An Opponent Spell Caster:If an opponent spell caster attempting a spell is in melee, and is attacked byweapon or punched, grappled, or overborne, there is a likelihood of the70

COMBAT (MELEE)COMBAT (MELEE)

Important: Monks’ stunning/killing ability can only apply to living things.
Undead cannot be affected (and an open hand hit on an undead creature
could be very undesirable from the monk’s standpoint in any event — especially
if the creature causes damage by touch, for the monk touching the undead
creature then is the same as the reverse). Golems and dopplegangers cannot beaffected. Damage from open hand attacks still accrues if the monster can be so
hit otherwise.

Aggro the fighter rushes forward to attack the nearest opponent, who happens
to be Balto, the monk. Balto is wearing no armor, so Aggro needs a base 8 tohit Balto. However, Aggro is using a +1 hand axe, and furthermore an axe is+1 to hit vs. no armor, so Aggro’s adjusted amount needed to hit is only 6 (or,alternately, the cumulative +2 could be added to whatever he rolls to improve
his chances of rolling an 8 or better). Aggro rolls a 14 and hits Balto, but only
1 point of damage is rolled, plus a 1 point bonus from the magic axe (2 points
total), and Balto can take 4.

Actions During Combat And Similar Time-Important Situations:

Meanwhile, Abner and Arkayn have been preparing short (first level) spells. The
cleric shouts a command of “surrender!” at Gutboy Barrelhouse, but Gutboy is
6th level and thus gets a saving throw. Furthermore, he is a dwarf with aconstitution of 16, and thus saves at +4. He therefore needs a 10 or better tosave (instead of a 14). He rolls a 17 and saves easily. Unfortunately, he isalmost simultaneously hit by two magic missiles from Abner, the magic-user.
Against these there is no save, and Gutboy suffers 6 points of damage (from apossible 4-10).

The activity of player characters and player character-directed creatures must
be stated precisely and without delay at the start of each melee round or
before the appropriate divisions of other situations where exact activity must be
known. If you are a stickler, you may require all participants to write theiractions on paper. Conversation regarding such activities is the same as if player
characters were talking aloud, of course.
Delay in deciding what is to be done should be noted, as such hesitation willbasically mean that the individual is not doing anything whatsoever during theperiod, but he or she is simply standing by and dithering, trying to arrive at adecision as to what should be done. Considering the melee round as 1 fullminute, actually time a participant, and you will see what is meant . . . . In asimilar vein, some players will state that they are going to do several actions,which, if allowed, would be likely to occupy their time for many rounds. For
example: “I’ll hurl oil at the monster, ignite it, drink my potion of invisibility,
sneak up behind it, and then stab it in the back!” How ambitious indeed.
Where is the oil? In a pouch, of course, so that will take at least 1, possibly 2
segments to locate and hurl. If the potion is in the character’s back pack, 3 or 4
segments will be taken up just finding it, and another 1 segment will be
required to consume its contents. (See DRINKING POTIONS.) Now comes
the tricky part, sneaking up. Assuming that the potion has taken effect, and thatour dauntless character has managed to transfer his or her weapon back to his
or her hand (for certainly all the other activity required the character to at least
put the weapon in the off hand), he or she is now ready to creep around thefringe of the combat and steal up behind the foe to smite it in the back. If thespace is not too crowded (remember, his or her friends can’t see the invisible
character either) and the monster not too far away, the time should only amountto about a round or so. Therefore, the character’s actions will fill something overtwo complete rounds.

As party B is surprised for 2 segments, party A has a chance to hit in eachsegment as if they were full rounds (this does not apply to spell use, of course).
In the second segment, Arlanni chooses to set down her crossbow andunsheathe her sword. Aggro would normally get another chance to hit Balto,
who would be inactive for another segment, but Balto’s dexterity allows him a+1 reaction adjustment, which means that he personally will be surprised forone less segment than the rest of his party. So this segment he is up and on his
guard, and Aggro does not get another hit attempt this round. Arkayn the clericreadies his mace as Abner steps back and begins to unroll a scroll for use next
round.
Now initiative dice are rolled, and party A’s score is lower, so party B gets toreact to the assault. Balto attacks Aggro (who is in AC 2) with his staff. He
needs a base 18 to hit, and the –7 armor class adjustment for sword vs. plate
mail and shield makes this a 20. He (the DM) rolls a 19 — almost, but notquite! Gutboy Barrelhouse and Barjin the fighter/magic-user both attack
Arkayn. That cleric’s AC is only 5. Gutboy has +1 to hit due to strength, and hishammer’s armor class adjustment vs. scale mail and shield is +1, so he needs a
9 or better to hit (11 before bonuses). He rolls a 12 and hits for 5 points ofdamage (including 1 point of bonus damage from strength). Barjin, with asword, needs a 13 or better to hit Arkayn. He rolls a 13 exactly, and hits for 6
more points of damage. Arkayn is starting to have second thoughts about thiswhole affair.

As DM, simply note these actions, and begin them accordingly. Then, when theplayer starts to give instructions about additional activity, simply remind him or
her that he or she is already engaged in the former course, and that you willtell him or her when that is finished and new instructions are in order. If theplayer then changes plans, take the character from its current state and locationaccordingly.

Meanwhile, Blastum has been preparing a shocking grasp spell, and now hesteps forward and touches (rolls a successful “to hit” die score) Arlanni the thief,delivering 10 points of damage (1-8 + 4). There is no saving throw: Arlanni has
only 8 hit points, and dies.
On the left, Aggro again attacks Balto with his axe. He rolls a 12 and hits him
for 5 points. Balto only had two points left, so he is dead.

Example of Melee:
Arkayn chooses to attempt to hit Gutboy Barrelhouse. The dwarf is clad in splint
mail, but he is carrying a +2 shield, so his effective armor class is 1 (though his
AC type is 3). Arkayn needs a base 17 to hit AC 1, but using a mace vs. AC
type 3 gives him a +1 armor class adjustment, so he really only needs a 16 or
better. He rolls a 7 and misses.

Party A (player characters) is composed of Aggro the Axe, a 4th level fighter;
Abner, a 5th level magic-user; Arkayn, a 4th level cleric; and Arlanni, a 2ndlevel thief. They are hastening down a dungeon corridor in order to avoid an
encounter with a large group of goblins, whose territory they are now leaving.
It is a ten-foot wide corridor and they are moving with the cleric, fighter, andthief in a line in front, followed closely by the magic-user. Suddenly they rounda bend and confront party B, who are earnestly engaged in squabbling oversome treasure. Party B is composed of Gutboy Barrelhouse, a 6th level dwarf
fighter; Balto, a 1st level monk; Blastum, a 4th level magic-user; and Barjin, a
4th/5th level half-elf fighter/magic-user.

During this time Abner has been reading a web spell from the scroll, and now ittakes effect. The web stretches from wall to wall and entangles Gutboy, Barjin,
Blastum (who was beginning spell preparations, though now they’re ruined andthe spell is lost), and the unfortunate Arkayn, who was too near not to getcaught. All attempt saving throws, but only Gutboy Barrelhouse makes his, andthus is only partially entangled. However, even his 17 strength will not enable
him to escape the web in time to avoid being subsequently subdued or killed byAggro. The melee is effectively over: Arkayn can be helped out of the web by
his friends, while Barjin and Blastum are basically helpless to avoid whatever
the player characters have in mind concerning them.

The first thing the DM must do is determine if either party is surprised. He rolls ad6 for party B (where the players can see it, since there are no secret modifiers)
and a 2 comes up. The leader for the players rolls and gets a 4 for party A.
Party B is surprised (since they rolled a 2), and will be inactive for 2 segments.
Next the DM checks distance, and finds that the parties are only 10’ apart —sufficiently near to close and strike.

As you can see, a large number of things can happen in each round of
melee, yet this whole fight took only two minutes of game time. Some melees
will last far longer. It may seem at first as if there is a tremendous number ofconfusing variables that modify the action, but you’ll be surprised at how
quickly you’ll be able to conduct a complicated melee and routinely cover
every point. An experienced DM can do it with only an occasional reference
to the tables (though it is not recommended that you try this — wait until itcomes naturally). The main thing to remember is to do everything in anorderly, step-by-step fashion. Deal with your players’ actions and reactions

Party A immediately recognizes party B as a group of “evil marauders” they
were warned against and moves to attack. First, Arlanni the thief, who had her
sling ready (as the player had stated previous to the encounter), fires a shot at
Blastum, who is obviously a magic-user. A sling bullet gains +3 “to hit” vs. noarmor. Arlanni would usually need an 11 to hit, but now needs only an 8. She
rolls a 5, and misses.
71

COMBAT (NON-LETHAL & WEAPONLESS COMBAT)

COMBAT (NON-LETHAL & WEAPONLESS COMBAT)

one by one instead of all at once, or you will never be able to keep track ofwhat round it is, and who’s doing what when.

Percentile dice are rolled, and the score is modified as shown below. The
PUMMELING TABLE is then consulted.
Attacker’s strength —per point over 12
per 10% over 18
Using wooden butt or mailed ﬁst
Using metal pommel
Opponent slowed
Opponent stunned
Opponent helpless
Active defender —per point of dexterity over 14
employing shield
Leather or padded armor
Chain, ring, scale, or studded mail
Magical cloak or ring
Banded, plate, or splint mail
Helmet, open-faced
Helmet, nasaled but otherwise open
Helmet, visored or slitted

NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES
It is not uncommon for players to be weaponless at some stage of a game —or for better players to wish to attack an opponent bare-handed in order tomost effectively neutralize that opponent’s potential; whether to subdue or slay
when neutralized is another matter. Three basic attack modes arerecommended: PUMMEL, GRAPPLE, OVERBEAR. Each method of attack is
explained separately, and each has its own table and modifiers.
Variable Applicable To All Pummeling, Grappling, andOverbearing Attacks: The attacker takes the number of the column he or
she normally uses for weapon attacks, 1 being that for the lowest levels, 2
being that for the next group of levels, and so on. To this number he or she
adds the score of a secretly rolled d6, i.e. 1-6. The defender does the same, but
the die score is that of a d4. The attacker may use this variable for:1) a bonus to his or her base chance to pummel, grapple, or overbear, OR2) a bonus to the score rolled for a successful pummeling, grappling, oroverbearing attack.

+1%
+2%
+5%
+10%
+10%
+20%
+30%
–2%
–10%
–10%
–20%
–30%
–40%
–5%
–10%
–20%

PUMMELING TABLE
Adjusted
Dice Score
under 01
01-20
21-40
41-60
61-80
81-00
over 00

The defender may use the variable for:1) a penalty (subtraction) to the attacker’s base chance to pummel, grapple,
or overbear, OR2) a penalty (subtraction) to the attacker’s pummeling, grappling, oroverbearing attack which has succeeded.

Resultblow misses, opponent may counter
ineffective blow, strike again
glancing blow, off balance*
glancing blow, strike again
solid punch, off balance*solid punch, strike again
crushing blow, opponent is stunned**

Hit Points ofDamage Scored
none
none
2 + strength bonus
4 + strength bonus
6 + strength bonus
8 + strength bonus
10 + strength bonus

The decision as to how to use the variable must be made prior to each attack.
* Series ends, determination of next strike must be made.
Unconscious parties gain no such variable.
** Opponent unable to attack for 1 full round.
Pummel: This attack form is aimed at battering an opponent into
unconsciousness. It can be used with fists or dagger pommel (as in pummel) as
weapons. 25% of damage sustained is actual; the remaining 75% is restored at
the rate of 1 hit point per round. Whenever an opponent reaches 0 hit points,
unconsciousness occurs. It lasts for 1 round, plus 1 round for every point ofdamage beyond 0 hit points which has been sustained, i.e. 4 hit points equals 5
rounds of unconsciousness. An unconscious opponent can be trussed or slain in
1 round.

Grapple: This attack form is aimed at holding the opponent and rendering him
or her helpless. - sustained is 25% actual and 75% incidental which is restored at
1 hit point per round. As in pummeling attacks, a score of 0 equals
unconsciousness, 1 round plus 1 round for each point of minus damage sustained.
Determination of First Attack Initiative: Surprise, charging to attack,higher dexterity, higher die roll — in that order.

Determination of First Attack Initiative: First attack initiative isdetermined by surprise, charging to attack, higher dexterity, or higher die roll— in that order. Whichever first occurs determines the first attack for the round,
so in most cases the pummeling attacker will go first in the first round.

Base Score to Grapple: Multiply attacker’s armor class by 10, ignoring
magical devices (bracers, cloaks, rings, etc.), but adding 1 for each +1 ofmagical armor, to find a percentage chance from 100% to 0%. Note: The
attacker cannot grapple if either or both hands are holding anything. The basechance to grapple is modified as follows:

Base Score to Hit: The base score on percentile dice is opponent AC value
times 10 to arrive at a percentage chance to hit, i.e. AC 10 = 100%, AC 9 =90%, all the way to AC ratings of 0 and minus numbers which indicate no
chance or a negative chance to score a hit. The base chance to hit is modified
as follows:
Attacker’s dexterity, per point
Attacker’s strength, per point over 15
Attacker’s AC, per point, with negative AC being treated as
positive by type*Opponent slowed
Opponent stunned
Opponent prone without shield or ready weapon and/or
helpless
Opponent base movement over 12”**Opponent hasted (includes speed potion)

Attacker’s dexterity, per point
Defender’s armor protection is —leather or padded
chain, ring, scale
banded, plate, splint
Opponent slowed or stunned
Opponent base movement 3” faster
Opponent hasted (includes speed potion)

+1%
+1%
+1%
+10%
+20%

+1%
+10%
+20%
+30%
+20%
–10% per 3”–20%

In each round of grappling combat there will be an attack and a counter. Any
existing hold automatically goes first until broken. Once it is determined that agrappling attack succeeds, the percentile dice must be rolled again to find what
hold is gained. The dice roll is modified as follows:

AUTOMATIC HIT
–5%
–10%

Attacker’s dexterity, per point
Attacker’s strength —per point
per 10% over 18
Opponent slowed
Opponent stunned
Opponent helpless
Per 10% weight difference (attacker)
Per 10% height difference* (attacker)
Opponent dexterity, per point over 14* Magical protections such as rings, bracers, cloaks, etc. do not count as AC,
so ignore them; encumbrance = AC 10.
** Do not count if unable to move freely — down, cornered, encumbered, etc.
In each round of weaponless melee, there will be two pummeling attacks, andpossibly several blows per attack. The attacker determines if a strike issuccessful, and then whether or not it does any damage and how much, if any.
72

+1%
+1%
+1%
+10%
+20%
+30%
±5%
±5%
–2%

COMBAT (NON-LETHAL & WEAPONLESS COMBAT)
Opponent strength —per point over 12
per 10% over 18
Opponent wearing banded or plate mailOpponent wearing gorget and helmet
Opponent using shield

COMBAT (COMBAT TABLES)
General Notes:
–1%
–1%
–10%
–10%
–10%

Multiple Opponent Attacks: It is possible for as many opponents as will
physically be able to attack a single adversary to engage in pummeling,grappling, or overbearing attack modes. Attack order must first be determined.
Attack from behind negates the shield and dexterity components of the
defending creature. Hits are determined, then results, in order of attack.

* Halved if prone.
Monsters using these attack modes will choose the most effective if they
are human or humanoid and have above average intelligence, otherwise they
will use the modes in random fashion. Creatures will always attack to overbear
if they do not use weapons, except bears and similar monsters who seek tocrush opponents by hugging attacks (these are grappling).

Bonuses and penalties are totalled and the result added to the result of thepercentile dice roll. The GRAPPLING TABLE is then consulted for the result.
GRAPPLING TABLE
Adjusted
Dice Score
under 21
21-40
41-55
56-70
71-85
86-95
Over 95

Resultwaist clinch, opponent may counterarm lock//forearm/elbow smashhand/ﬁnger lock//bitebear hug/trip
headlock//ﬂip or throw
strangle hold//head butt
kick/knee/gouge

Opponents With Weapons Used Normally: If the opponent of agrappling, pummeling or overbearing attack has a weapon, the opponent will
always strike first unless the attacker has surprise. Any weapon hit does NO
damage, but it does indicate that the attacker trying to grapple, pummel oroverbear has been fended or driven off, and the attack is unsuccessful. The
weapon-wielder then has the opportunity to strike at the weaponless one “forreal”, if he or she so chooses. Surprised opponents with weapons have nochance for a fending-off strike, unless the attacker must use all surprisesegments to close to grapple, pummel, or overbear.

H.P. or Special
Damage Scorednone
1 + strength bonus
2 + strength bonus
3 + strength bonus
5 + strength bonus
6 + strength bonus
8 + strength bonus,
opponent stunned

Monks: Even if grappled, pummeled, or overborne, monks are able to conduct
open hand combat normally until stunned or unconscious.

Any hold shown remains in effect from round to round unless the opponentscores a higher percentage hold, i.e. arm lock breaks a waist clinch, ahand/finger lock breaks an arm lock, and so forth. Damage accrues until ahold is broken or until the holder elects to try for a different hold. The
opponent may still inflict damage by lesser hold results shown after the
double slashes (//). These might result in both opponents falling to theground and continuing their grappling there. Note: If the opponent isstunned, a second attack may immediately be made, and the stunned
opponent cannot counter for 1 round.

COMBAT TABLES
Using The Combat Tables:
Find the level of the attacker on the appropriate chart and matrix that with thearmor class of the defender. The resulting number or greater must be rolled on
a d20 for a successful hit. Penalties and bonuses may modify either the die rollor the number needed to hit, as long as one method is used consistently.

Overbear: This attack form aims at quickly taking the opponent to a prone
position, incidentally inflicting damage, and allowing either a pummel orgrappling follow-up attack. The attacker can have either or both hands
otherwise employed — carrying a shield, weapon, etc. 50% of damage inflicted
is actual, the balance is restored at the rate of 1 point per round. Once an
opponent is overborne, some other form of combat MUST take place.

ATTACK MATRICES FOR MISSILE AND MELEE COMBAT, CLERICS
AFFECTING UNDEAD, PSIONIC COMBATI. Attack Matrices for Dwarves, Elves, Gnomes, Half-Elves, Halflings, HalfOrcs, and Humans
A. Clerics, Druids, and Monks
B. Fighters, Paladins, Rangers, and 0 Level Halflings and Humans
C. Magic-Users and Illusionists
D. 1. Thieves and Assassins
2. Assassins’ Table for Assassinations

Determination of First Attack Initiative: Surprise, charging to attack,higher dexterity, higher die roll — in that order. Attacker attempting tooverbear need not go first to so attack.
Base Score to Hit: Same as grappling attack. If overbearing attack succeeds,roll percentile dice again, and modify the resulting total by the following:
Attacker’s strength —per point
per 10% over 18
Opponent slowed or 1 foot held
Rushing or leaping to attack
Opponent stunned or both feet held
Per 10% weight difference
Per 10% height difference

+1%
+2%
+10%
+15%
+20%
±10%
±5%

Opponent’s strength —per point over 14
per 10% over 18
Opponent’s dexterity, per point over 14*
Opponent braced

–1%
–2%
–2%
–10%

Resultbounce off or avoided, opp. may ctr.
slip down and grab leg
opponent staggered, attack again
opponent knocked to knees
opponent knocked to hands and knees
opponent knocked ﬂat, stunned for 1
round

Attack Matrix for Monsters

III.

Matrix for Clerics Affecting Undead

IV. Matrices for Psionic Combat
A. Psionic vs. Psionic in Mental Combat
B. Psionic Attack upon Defenseless Psionic
C. Psionic Blast Attack upon Non-Psionic Creature
D. Psionic Attack Ranges and Damage Adjustment
Opponent Armor Class Description (If Armor is Worn):
Armor Class
2
3
4
5
6
7

OVERBEARING TABLE
Adjusted
Dice Score
under 21
21-40
41-60
61-80
81-00
over 00

II.

Hit Points ofDamage Scored
none
none
1 + strength bonus
2 + strength bonus
3 + strength bonus

8910Type of Armor
Plate mail + shield
Splint or banded mail + shield/plate mail
Chain mail + shield/splint or banded mail
Scale mail + shield/chain mail
Studded leather or ring mail + shield/scale mail
Leather or padded armor + shield/studded leather orring mail
Leather or padded armor
Shield only
None

Armor class below 10 is not possible except through cursed items. Armor classabove 2 is easily possible due to magical bonuses and dexterity bonuses. To
determine a “to hit” number not on the charts, project upwards by 1’s (5%increments), repeating 20 six times before continuing with 21 (Cf. MATRIX I.A.).

4 + strength bonus73

COMBAT (COMBAT TABLES)

COMBAT (COMBAT TABLES)

I.A. ATTACK MATRIX FOR CLERICS, DRUIDS AND MONKS

I.C. ATTACK MATRIX FOR MAGIC-USERS AND ILLUSIONISTS

Opponent
Armor
Class
–10
–9
–8
–7
–6
–5
–4
–3
–2
–1
0
1
2
3
4
5
6
7
8
9
10

Opponent
Armor
Class
–10
–9
–8
–7
–6
–5
–4
–3
–2
–1
0
1
2
3
4
5
6
7
8
9
10

20-sided Die Score to Hit by Level of Attacker
1-3
4-6
7-9
10-12 13-15 16-18
19+
25
23
21
20
20
20
19
24
22
20
20
20
19
18
23
21
20
20
20
18
17
22
20
20
20
19
17
16
21
20
20
20
18
16
15
20
20
20
19
17
15
14
20
20
20
18
16
14
13
20
20
19
17
15
13
12
20
20
18
16
14
12
11
20
19
17
15
13
11
10
20
18
16
14
12
10
9
19
17
15
13
11
9
8
18
16
14
12
10
8
7
17
15
13
11
9
7
6
16
14
12
10
8
6
5
15
13
11
9
7
5
4
14
12
10
8
6
4
3
13
11
9
7
5
3
2
12
10
8
6
4
2
1
11
9
7
5
3
1
0
10
8
6
4
2
0
–1

Missiles: –5 at long range, –2 at medium range.

20-sided Die Score to Hit by Level of Attacker
1-5
6-10
11-15
16-20
21+
26
24
21
20
20
25
23
20
20
20
24
22
20
20
19
23
21
20
20
18
22
20
20
19
17
21
20
20
18
16
20
20
20
17
15
20
20
19
16
14
20
20
18
15
13
20
20
17
14
12
20
19
16
13
11
20
18
15
12
10
19
17
14
11
9
18
16
13
10
8
17
15
12
9
7
16
14
11
8
6
15
13
10
7
5
14
12
9
6
4
13
11
8
5
3
12
10
7
4
2
11
9
6
3
1

Missiles:* –5 at long range, –2 at medium range.
*Normal, not magical.

I.B. ATTACK MATRIX FOR FIGHTERS, PALADINS,BARDS, AND 0 LEVEL HALFLINGS AND HUMANS*
Opponent
Armor
Class
–10
–9
–8
–7
–6
–5
–4
–3
–2
–1
0
1
2
3
4
5
6
7
8
9
10

0
26
25
24
23
22
21
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11

RANGERS,20-sided Die Score to Hit by Level of Attacker
1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
25
23
21
20
20
20
18
16
14
24
22
20
20
20
19
17
15
13
23
21
20
20
20
18
16
14
12
22
20
20
20
19
17
15
13
11
21
20
20
20
18
16
14
12
10
20
20
20
19
17
15
13
11
9
20
20
20
18
16
14
12
10
8
20
20
19
17
15
13
11
9
7
20
20
18
16
14
12
10
8
6
20
19
17
15
13
11
9
7
5
20
18
16
14
12
10
8
6
4
19
17
15
13
11
9
7
5
3
18
16
14
12
10
8
6
4
2
17
15
13
11
9
7
5
3
1
16
14
12
10
8
6
4
2
0
15
13
11
9
7
5
3
1
–1
14
12
10
8
6
4
2
0
–2
13
11
9
7
5
3
1
–1
–3
12
10
8
6
4
2
0
–2
–4
11
9
7
5
3
1
–1
–3
–5
10
8
6
4
2
0
–2
–4
–6

I.D.1. ATTACK MATRIX FOR THIEVES AND ASSASSINS
Opponent
Armor
Class
–10
–9
–8
–7
–6
–5
–4
–3
–2
–1
0
1
2
3
4
5
6
7
8
9
10

Missiles: –5 at long range, –2 at medium range.
*Note: Half-elves use the attack matrix as elves do, while non-player character
half-orcs use the attack matrix for monsters. Dwarves, elves and gnomes
are never lower than 1st level (unlike halflings and humans, which may
be of 0 level). Bards fight at their highest level of fighter experience.

20-sided Die Score to Hit by Level of Attacker
5-8b
9-12c
13-16d 17-20d
21+d
1-4a
26
24
21
20
20
20
25
23
20
20
20
19
24
22
20
20
20
18
23
21
20
20
19
17
22
20
20
20
18
16
21
20
20
19
17
15
20
20
20
18
16
14
20
20
19
17
15
13
20
20
18
16
14
12
20
20
17
15
13
11
20
19
16
14
12
10
20
18
15
13
11
9
19
17
14
12
10
8
18
16
13
11
9
7
17
15
12
10
8
6
16
14
11
9
7
5
15
13
10
8
6
4
14
12
9
7
5
3
13
11
8
6
4
2
12
10
7
5
3
1
11
9
6
4
2
0

Missiles: –5 at long range, –2 at medium range.

Special Note Regarding Fighters’ Progression: This table is designed
to allow fighters to advance by 5% per level of experience attained, rather than
10% every 2 levels, if you believe that such will be helpful in your particularcampaign. If you opt for a per level advancement in combat ability, simply use
the table but give a +1 “to hit” bonus to fighters who attain the second level ofexperience shown in each group of 2 levels, i.e. 1-2, 3-4, etc. You may, ofcourse, elect not to allow per level combat advancement.
74

aThieves and assassins double damage from a surprise back stab.

b

Thieves and assassins triple damage from a surprise back stab.

c

Thieves and assassins quadruple damage from a surprise back stab.

dThieves and assassins quintuple damage from a surprise back stab.

COMBAT (COMBAT TABLES)

COMBAT (COMBAT TABLES)

I.D.2. ASSASSINS’ TABLE FOR ASSASSINATIONS*
Levelof theAssassin
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

0-1
50%
55%
60%
65%
70%
75%
80%
85%
95%
99%
100%
100%
100%
100%
100%

2-3
45%
50%
55%
60%
65%
70%
75%
80%
90%
95%
99%
100%
100%
100%
100%

4-5
35%
40%
45%
50%
55%
60%
65%
70%
80%
85%
90%
95%
99%
100%
100%

6-7
25%
30%
35%
40%
45%
50%
55%
60%
70%
75%
80%
85%
95%
99%
100%

Level of the Intended Victim
8-9
10-11
10%
1%
15%
2%
20%
5%
25%
10%
30%
15%
35%
20%
40%
25%
45%
30%
55%
40%
60%
45%
65%
50%
70%
55%
80%
65%
90%
75%
99%
85%

12-13
------1%
5%
10%
15%
20%
30%
35%
40%
45%
50%
60%
70%

14-15
----------1%
5%
10%
20%
25%
30%
35%
40%
50%
60%

16-17
--------------2%
5%
10%
15%
20%
25%
35%
40%

18+
------------------1%
5%
10%
15%
25%
30%

* Or attacks on helpless opponents by any character class (see COMBAT section).
The percentage shown is that for success (instant death) under near optimum conditions. You may adjust slightly upwards for perfect conditions (absolute trust, asleep
and unguarded, very drunk and unguarded, etc.). Similarly, you must deduct points if the intended victim is wary, takes precautions, and/or is guarded. If theassassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared by the player involved, andthe precautions, if any, of the target character should be compared against the plan. Weapon damage always occurs and may kill the victim even though“assassination” failed.
II. ATTACK MATRIX FOR MONSTERS (Including Goblins, Hobgoblins, Kobolds, and Orcs)
Opponent
Armor
Class
up to 1-1
–10
26
–9
25
–8
24
–7
23
–6
22
–5
21
–4
20
–3
20
–2
20
–1
20
0
20
1
20
2
19
3
18
4
17
5
16
6
15
7
14
8
13
9
12
10
11

1-1
25
24
23
22
21
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10

1
24
23
22
21
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10
9

20-sided Die Score to Hit by Monster’s Hit Dice Number
1+
2-3+
4-5+
6-7+
8-9+
10-11+
23
21
20
20
20
20
22
20
20
20
20
19
21
20
20
20
20
18
20
20
20
20
19
17
20
20
20
19
18
16
20
20
20
18
17
15
20
20
19
17
16
14
20
19
18
16
15
13
20
18
17
15
14
12
19
17
16
14
13
11
18
16
15
13
12
10
17
15
14
12
11
9
16
14
13
11
10
8
15
13
12
10
9
7
14
12
11
9
8
6
13
11
10
8
7
5
12
10
9
7
6
4
11
9
8
6
5
3
10
8
7
5
4
2
9
7
6
4
3
1
8
6
5
3
2
0

12-13+
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
–1

14-15+
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
–1
–2

16+
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
–1
–2
–3

Note: Any plus above +3 equals another hit die, i.e. 6 + 6 equals 7 hit dice.
Missiles: –5 at long range, –2 at medium range.
III. MATRIX FOR CLERICS AFFECTING UNDEAD, et al.
CREATURES STRUCK ONLY BY MAGIC WEAPONSType of
UndeadSkeleton
ZombieGhoul
Shadow
Wight
Ghast
WraithMummyaSpectreb
VampirecGhostdLiche
Special**f

Despite special defenses which protect certain creatures from attacks by nonmagical weapons, these monsters can be effectively hit by attackers as follows:
Defender Is
Hit By Weapon+1 or better+2 or better+3 or better+4 or better

Attacker Must Have The Following
Hit Only ByOR
Hit Dice Of*+1 or better
4 + 1 or more
+2 or better
6 + 2 or more
+3 or better
8 + 3 or more
+4 or better
10 + 4 or more

* This does not apply to characters of any sort.

This provides for magical properties and sizes of the attacking monster. Thus,
massive hill giants can effectively attack most creatures, and all other types ofgiants can affect everything save a few gods.

1
10
13
16
19
20
---------

Level of Cleric Attempting to Turn†
2
3
4
5
6
7
8 9-13 14+
7
4
T
T
D
D
D*
D*
D*
10
7
T
T
D
D
D
D*
D*
13 10
4
T
T
D
D
D
D*
16 13
7
4
T
T
D
D
D*
19 16 10
7
4
T
T
D
D
20 19 13 10
7
4
T
T
D
-- 20 16 13 10
74TD--- 20 16 13 107
4T---- 20 16 13 10
7T----- 20 1613
104------ 2016
137------19
16
10------- 20
1913† Paladins turn undead et al. as a cleric two levels below their level.
75

COMBAT (COMBAT TABLES)

COMBAT (COMBAT TABLES)* Number affected is 7-12 rather than 1-12.

12 rounds, moving at full speed for the duration if at all possible. The
turned undead will be able to come back again, but they are subject tofurther turning by the cleric.

** Evil creatures from lower planes such as minor demons, lesser devils,mezzodaemons, night hags, from 1-2 in number. (As a rule of thumb, any
creature with armor class of –5 or better, 11 or more hit dice, or 66% or
greater magic resistance will be unaffected.)

Failure to score the number shown, or greater, means the turning was
unsuccessful. No further attempt by the cleric can be made with respect to theparticular undead, and they may proceed to attack or otherwise operate
unconstrained.

aA paladin of 1st or 2nd level can be turned by an evil cleric.

b

A paladin of 3rd or 4th level can be turned by an evil cleric.

c

A paladin of 5th or 6th level can be turned by an evil cleric.

d

A paladin of 7th or 8th level can be turned by an evil cleric.

D: This symbol indicates the cleric has automatically brought the undead into
friendly status (evil cleric) or destroyed or damned them (good cleric).

e

A paladin of 9th or 10th level can be turned by an evil cleric.

---: No effect upon the undead is possible where a dash is shown.

f

A paladin of 11th or higher level can be turned by an evil cleric.

The progression on the table is not even. A variable increment of 5% appears —19, 20. It is included to reflect two things. First, it appears to allow lower levelclerics a chance to turn some of the tougher monsters. It disappears (at 4th level)
and reappears again only when the clerics have reached a high level (8th andup). This reflects the relative difficulty of these clerics when faced with turningaway the worst of evil creatures, but also allows the table to have themcompletely destroy the weaker undead. If for some reason you must have anexact progression, follow the columns for levels 1, 2, and 3, correcting to the rightfrom there — and thus rather severely penalizing the clerics of upper levels, but
by no means harming play balance. Column 4 will then read, top to bottom: T, 4,
7, 10, 13, 16, 19, 20. Do not otherwise alter the table as it could prove to be aserious factor in balance — weakening or strengthening clerics too greatly.

T: This symbol indicates automatic turning — whether to influence by an evil
cleric or actual driving away by a good cleric.

Procedure: A d20 is rolled, and if the number shown is matched or exceededby the die roll the undead are turned. From 1-12 (or 7-12 or 1-2) undead (or evil
creatures from lower planes) are affected:
1. Evil clerics cause the creatures to take neutral or friendly attitude according
to a reaction dice score. Neutral undead will ignore the cleric and his or her
party; friendly ones will follow the cleric and join the adventure.
2. Good clerics cause the creature to move directly away from his or her
person, and stay as far away as possible for not less than 3 nor more than
IV.A. PSIONIC VS. PSIONIC IN MENTAL COMBAT
Total
Psionic
Strength
01
to
25

26
to
50

51
to
75

76
to
100

101
to
125

126
&
up

AttackMode
Psionic Blasts20
Mind Thrust4
Ego Whip7
Id Insinuation10
Psychic Crush14
Psionic Blast20
Mind Thrust4
Ego Whip7
Id Insinuation10
Psychic Crush14
Psionic Blast20
Mind Thrust4
Ego Whip7
Id Insinuation10
Psychic Crush14
Psionic Blast20
Mind Thrust4
Ego Whip7
Id Insinuation10
Psychic Crush14
Psionic Blast20
Mind Thrust4
Ego Whip7
Id Insinuation10
Psychic Crush14
Psionic Blast20
Mind Thrust4
Ego Whip7
Id Insinuation10
Psychic Crush14

Mind
Blank1
3
12
8
1
2%
6
15
12
2
5%
10
18
17
4
9%
15
22
23
7
14%
21
26
30
11
20%
28
30
38
16
27%

Thought
Shield2
7
4
3
6
--9
6
4
8
2%
12
9
6
11
4%
16
13
9
15
7%
21
18
13
20
11%
27
24
18
26
16%

Defense Mode
MentalBarriers3
4
0
0
8
--6
1
0
10
1%
9
2
1
13
2%
13
5
3
17
5%
18
9
6
22
9%
24
16
10
28
14%

Intellect
Fortress8
1
0
0
1
--2
0
0
3
--4
2
1
7
1%
7
4
2
12
3%
11
7
4
18
6%
16
11
7
25
10%

Tower of Iron
Will10
0
1
0
1
--0
2
0
3
--1
3
1
6
--2
5
3
10
2%
4
8
6
15
4%
7
12
10
21
7%

Total Psionic Strength is the attacker’s attack and defense point strength total prior to the subtraction of attack points for the current attack segment and defense
points for the current defense mode for that same segment. (These points, along with losses, if any, are taken only at the end of the segment.) ALL ATTACKS AND
DEFENSES ARE SIMULTANEOUS.
The Attack Mode is compared to the Defense Mode, reading across, and a result is obtained.
Numbers indicate the number of points of defense strength lost.
Psychic Crush shows the percentage chance of instantly killing the opponent. Any score above that shown for the defensive mode used indicates no effect. A dashindicates no possible chance of causing instant death.
76

COMBAT (COMBAT TABLES)

COMBAT (COMBAT TABLES)

When both sides have attacked once and defended once the psionic combat segment is over. All points of strength expended in attacking and defending are totaled
separately, points lost due to attack are added, and a new Total Psionic Strength is determined for each side. EXCEPTION: If a psychic crush succeeds, thedefender is dead, and adjustments are made only for the victor’s strength.
Note: The subscripted numbers following the names of the attack and defense modes (as in Psionic Blast20) are the costs, in attack or defense points respectively, ofusing the modes.
IV.B. PSIONIC ATTACK UPON DEFENSELESS PSIONIC
Current Attack
Strength &Attack Mode
01-25
Psionic Blast
Mind Thrust
Ego Whip
Id Insinuation
Psychic Crush
26-50
Psionic Blast
Mind Thrust
Ego Whip
Id Insinuation
Psychic Crush
51-75
Psionic Blast
Mind Thrust
Ego Whip
Id Insinuation
Psychic Crush
76-100Psionic Blast
Mind Thrust
Ego Whip
Id Insinuation
Psychic Crush
101-125
Psionic Blast
Mind Thrust
Ego Whip
Id Insinuation
Psychic Crush
126 & up
Psionic Blast
Mind Thrust
Ego Whip
Id Insinuation
Psychic Crush

Defender’s Psionic Strength Total
110-159
160-209210-259

10-59

60-109260-309

310+

D
W
30
40
72%

C
W
25
35
60%

C
40
20
30
50%

15
35
15
25
40%

10
30
10
20
30%

5
25
5
15
20%

5
20
5
10
10%

S
W
35
R
75%

D
W
30
40
62%

C
W
25
35
52%

C
40
20
30
42%

15
35
15
25
32%

10
30
10
20
22%

5
25
5
15
12%

W
P
40
R
79%

S
W
35
R
65%

D
W
30
40
55%

C
W
25
35
45%

C
40
20
30
35%

15
35
15
25
25%

10
30
10
20
15%

P
P
P
R
84%

W
P
40
R
69%

S
W
35
R
59%

D
W
30
40
49%

C
W
25
35
39%

C
40
20
30
29%

15
35
15
25
19%

K
P
I
R
90%

P
P
P
R
74%

W
P
40
R
64%

S
W
35
R
54%

D
W
30
40
44%

C
W
25
35
34%

C
40
20
30
24%

K
P
I
R
97%

K
P
I
R
80%

P
P
P
R
70%

W
P
40
R
60%

S
W
35
R
50%

D
W
30
40
40%

C
W
25
35
30%

Defender’s Psionic Strength Total is the score prior to any reductions, even though the current total for the individual could be as low as 0.
The attacker’s Current Attack Strength & Attack Mode are compared with the Defender’s Psionic Strength Total, reading across, and a result is obtained.
Numbers indicate the number of the defender’s psionic attack points lost.
Letters:
C = Confused for 2-8 rounds, no psionic activity possible
D = Dazed for 1-4 turns, no psionic or other activity
I=

Idiocy, psionic ability lost forever, though idiocy is curable by a heal spell

K=

Killed, raising/resurrection is possible, but psionic ability is lostP=

Permanent loss of one attack or defense mode or psionic discipline, and dazed as above

S=

Sleeping is a coma for 1-4 weeks (catatonic state 99% likely to be mistaken for death)R=

Robot, meaning mind is under control of the victor until released or 2-8 weeks have elapsed and a saving throw versus magic is madeW = Wounded psionically, one attack or defense mode or psionic discipline unusable for 2-8 weeks
Note: Psionic creatures with mind bar ability will take damage only after all psionic strength is lost, so treat letter results as –40 points until 0 is reached.
Damage accruing beyond the point where 0 psionic attack points was reached results in physical damage (hit points) being taken by the defender on a point for point basis.
77

COMBAT (COMBAT TABLES)

COMBAT (COMBAT TABLES)

IV.C. PSIONIC BLAST ATTACK UPON NON-PSIONIC CREATURE

Saving Throw Dice Adjustments

The psionically attacking creature must have a current psionic attack strength of
100 or more; if current strength is 99 or fewer attack points, the creaturecannot use a psionic blast attack upon a non-psionic.

Additionsmagic-user
clericelfIntellect Fortress in 10’
mind blank spell
dwarf
halﬂing
helm of telepathy †Tower of Iron Will in 3’
mind bar

Attacked
Creature’s
TotalIntelligence& Wisdom**
0-5
6-9
10-13
14-17
18-21
22-25
26-29
30-33
34-35
36-37
38 & up

Short
20
18
16
14
12
10
8
6
4
2
0

Saving Throw
at Attack Range
Medium
19
17
15
13
11
9
7
5
3
1
–1

Long
18
16
14
12
10
8
6
4
2
0
–2

+1
+2
+2
+2
+2
+4
+4
+4
+6
+6

Subtractions
panickedenragedconfused
hopelessstunnedusing psionic related power*using ESP device
feebleminded
insane

–1
–1
–2
–3
–3
–4
–5
**
***

† The helm of telepathy will cause the attacker to be stunned for 1-4 rounds if
the defender’s saving throw is successful.
* These powers or spells are: astral projection/spell, augury, charm monster,charm person, clairaudience, clairvoyance, confusion, detect evil/good, detect
magic, dimension door, divination, empathy, enlarge, ESP, etherealness,
feeblemind, feign death, geas, invisibility (any sort), know alignment, levitation,
locate object, magic jar, plane shift, polymorph self, quest, shape change,
suggestion, symbol, telekinesis, telepathy, teleportation, true seeing.
** A feebleminded person has a combined intelligence and wisdom scoreof 0-5.

Attacked
Creature’s
TotalIntelligence& Wisdom
0-5
6-9
10-13
14-17
18-21
22-25
26-29
30-33
34-35
36-37
38 & up*** Insane creatures cannot be psionically attacked. (See INSANITY.)

Death
01-85
01-10
01
—
—
—
—
—
—
—
—

Coma
86-99
11-90
02-15
01
—
—
—
—
—
—
—

Sleep
00
91-99
16-90
02-10
01
—
—
—
—
—
—

Stun
—
00
91-99
11-90
02-15
01
—
—
—
—
—

Confuse
—
—
00
91-99
16-90
02-15
01
—
—
—
—

Enrage
—
—
—
00
91-99
16-90
02-15
01
—
—
—

DEATH:Creature can be brought back to life as is usual.

COMA:

2-12 days where creature cannot be awakened.

SLEEP:

5-20 turns where creature cannot be awakened.

STUN:

2-8 turns where character is at usual stunned condition (seeCOMBAT).

Panic
—
—
—
—
00
91-99
16-90
02-15
01
—
—

Feeblemind
—
—
—
—
—
00
91-99
16-90
02-20
01
—

Permanent
Insanity
—
—
—
—
—
—
00
91-99
21-85
02-15
01

Temporary
Insanity
—
—
—
—
—
—
—
00
86-99
16-90
02-15

Mild
Insanity
—
—
—
—
—
—
—
—
00
91-00
16-00

afflicted will NOT be immediately evident to associates. Behavior will makethe condition suspect as appropriate to the form of affliction.
IV.D. PSIONIC ATTACK RANGES AND DAMAGE ADJUSTMENT

Attack ModeA. Psionic Blast
B. Mind Thrust
C. Ego Whip
D. Id Insinuation
E. Psychic Crush

CONFUSE: 1-4 turns as per the spell of the same name.
ENRAGE: 2-8 rounds and creature affected must immediately launch a spell or
physical attack upon any opponent or other creature. During enraged
period, creature will not think of defense or any action save attacking.
PANIC:

Short
2”
3”
4”
6”
5”

Attack Range
Medium
4”
6”
8”
12”
---

Long
6”
9”
12”
18”
---

Attacks in series add 50% to range for each psionic linked, i.e. 2 = 200% ofrange, 3 = 250% of range, etc. Expenditure of double or treble points by anindividual will double or treble range of attack modes B, C, or D.

2-8 rounds with reaction as a fear spell from a 4th level magic-user.

FEEBLEMIND: This lasts until a heal, restoration, or wish is used. The creature’s
combined intelligence & wisdom is in the 0-5 range when so affected. All
memory of spells is gone, and the affected creature cannot attack or
defend.

Attack ModeA. Psionic Blast
B. Mind Thrust
C. Ego Whip
D. Id Insinuation
E. Psychic Crush*

PERMANENT INSANITY: This lasts until a heal, restoration, or wish is used.
Select TWO forms of insanity from the table herein, and have affected
creature behave accordingly as long as the condition lasts.

Area of Effect½” base, 6” length, 2” terminus cone
1 creature
1 creature2” × 2” area within range
1 creature* User may use only defense mode G, Thought Shield.

TEMPORARY INSANITY: 2-12 weeks duration, otherwise as above.

Medium range attacks reduce damage by 20%, fractions rounded up.

MILD INSANITY: 1-4 weeks duration, ONE form of insanity only, otherwise as
above.

Long range attacks reduce the attacker’s effective total psionic strength by
one category (25 points) and reduce damage by 20%, fractions rounded up. If
the attacker is already in the 01-25 strength range, damage is reduced 50%,
fractions being dropped.

Note Regarding Insanity: In most cases the fact that the creature has been
78

COMBAT (SAVING THROW MATRICES)COMBAT (SAVING THROW MATRICES)d.) In psionic combat table IV.C. (Psionic Blast Attack Upon Non-PsionicCreature), the attacked creature’s total intelligence and wisdom is used to figuresaving throws. However, wisdom is not a standard given attribute of monsters. To
compute the wisdom of non-psionic monsters, use the following table:

PSIONIC COMBAT NOTESa.) Creatures involved in psionic combat cannot engage in any other activity.
However, psionic combat takes place very quickly — in segments rather thanrounds — and is usually over in a very short time. For this reason, when psionic
combat is begun, a good DM will usually just stop everything else until it istaken care of.

Intelligence of Creature
Low
AverageVery/Highly
Exceptional/Genius
Supra-Genius
Godlikeb.) Psionically-attacked creatures will automatically throw up a defense if they
can do so, and will use the best type (most applicable) they can.
c.) It is possible to engage in only one psionic activity in addition to defense
modes at a time, i.e., a psionic, while defending, could either attack or use apsionic discipline. It is never possible to attack and use a psionic discipline or to
use two psionic disciplines simultaneously.

Wisdom Range
2-8
3-12
4-16
8-18 (2d6 + 6)
8-20 (4d4 + 4)
9-24 (3d6 + 6)

Creatures below low intelligence have negligible wisdom.

SAVING THROW MATRICES
I. SAVING THROW MATRIX FOR CHARACTERS AND HUMAN TYPES
Attack to be Saved Against
Character Class andExperience Level
1-3
Clericsa
4-6
7-9
10-12
13-15
16-18
19+
0
Fightersb
1-2
3-4
5-6
7-8
9-10
11-12
13-14
15-16
17+
Magic-Usersc 1-5
6-10
11-15
16-20
21+
1-4
Thievesd
5-8
9-12
13-16
17-20
21+

Paralyzation,
Poison or
Death Magic
10
9
7
6
5
4
2
16
14
13
11
10
8
7
5
4
3
14
13
11
10
8
13
12
11
10
9
8

Petriﬁcation or
Polymorph*
13
12
10
9
8
7
5
17
15
14
12
11
9
8
6
5
4
13
11
9
7
5
12
11
10
9
8
7

Rod, Staff
or Wand
14
13
11
10
9
8
6
18
16
15
13
12
10
9
7
6
5
11
9
7
5
3
14
12
10
8
6
4

BreathWeapon**
16
15
13
12
11
10
8
20
17
16
13
12
9
8
5
4
4
15
13
11
9
7
16
15
14
13
12
11

* Excluding polymorph wand attacks.

II. SAVING THROW MATRIX FOR MONSTERS** Excluding those which cause petrification or polymorph.

A. All monsters use the matrix for characters.

*** Excluding those for which another saving throw type is specified, suchas death, petrification, polymorph, etc.

Spell***
15
14
12
11
10
9
7
19
17
16
14
13
11
10
8
7
6
12
10
8
6
4
15
13
11
9
7
5

a

Includes Druids.

b

Includes Paladins, Rangers, and 0 level types.

B. Hit dice equate to Experience Level, with additional pluses in hit points
moving the creature upwards by one hit die. Further die levels are added
for each increment of four additional points. Therefore, for the purpose ofdetermining saving throw levels, 1 + 1 through 1 + 4 hit dice becomes 2, 1
+ 5 through 1 + 8 becomes 3, 2 + 1 through 2 + 4 also becomes 3, 2 + 5
through 2 + 8 becomes 4, etc.

c

Includes Illusionists.

C. Most monsters save as fighters, except:dIncludes Assassins and Monks.

1. Those with abilities of other character classes gain the benefit of the mostfavorable saving throw score, i.e. be it cleric or magic-user or thief.

N.B.: A roll of 1 is always failure, regardless of magical protections, spells,
or any other reasons which indicate to the contrary.

2. Those with no real offensive fighting capabilities save according totheir area of ability — cleric, magic-user, thief, etc.

Multi-class characters, characters with two classes, and bards check the matrix
for each class possessed, and use the most favorable result for the type ofattack being defended against.

D. Non-intelligent creatures save at an Experience Level equal to one-half their hit
dice, rounded upwards, except with regard to poison or death magic.
79

COMBAT (SAVING THROW MATRICES)COMBAT (SAVING THROWS)
4. Disintegration: This is the magical effect.

III. SAVING THROW MATRIX FOR MAGICAL AND NON-MAGICAL
ITEMS

5. Fall: This assumes the item falls about 5’ and comes into contact with ahard (stone-like) surface. A softer surface (wood-like) gives a +1 on thesaving throw, and a fleshy-soft surface gives +5. For each 5’ over the first
5’ the item falls, subtract –1 from the die roll to save.

4
20
19
20
20
20
20
20
17
19
20
20
18
20
19

electricity

lightning

frost

fire

fire
6
17
5
20
10
11
13
15
6
18
14
25
7
15
11

normal

5
6
11
2
13
14
1
0
2
4
13
0
4
2
1

magicalfireball

blow

rate

3
10
12
3
14
15
2
0
2
9
15
6
7
6
3

fall

1 2
11 16
4 18
12 6
6 19
5 20
10 4
15 0
7 6
13 14
12 20
16 11
3 17
9 13
8 10

disinteglow
crushingb

acid
Item Description
Bone or Ivory
Ceramic
Cloth
Crystal or Vial
Glass
Leather or Book
Liquid*Metal, hard
Metal, soft or Jewelry**
Mirror***Parchment or Paper
Stone, small or Gem
Wood or Rope, thin
Wood or Rope, thicknormalAttack Form & Number

6. Fireball: This is the magical fireball, meteor swarm, (red) dragon breath,etc.
7. Fire, Magical: This is the magical wall of fire, fire storm, flame strike, etc.

7 8 9 10 11
9 3 2 8 13 2 4 2 1
16 13 1 18 1
6 3 7 15 5
7 4 6 17 1
6 4 3 13 1
14 13 12 18 15
2 1 1a 11 1
13 5 1 16 1
9 5 6 18 1
21 18 2 20 1
3 2 1 14 2
11 9 1 10 1
7 5 1 12 1

8. Fire, Normal: This assumes a hot fire such as produced by a blazing
wood fire, flaming oil, and the like. The item in question would have to be
exposed to the fire for an amount of time sufficient to have an effect, i.e.
paper or parchment for but 1 melee round, cloth for 2, bone or ivory for3, etc.
9. Frost, Magical: This is the magical frost or cold such as a white dragon
breathes or spells such as cone of cold or ice storm.
10. Lightning Bolt: This is magical attack from lightning called from the sky,blue dragon breath, etc.
11. Electrical Discharge/Current: The “shock” of an electric eel, magicalitems, traps, etc.

* Potions, magical oils, poisons, acids while container remains intact.

SAVING THROWS** Includes pearls of any sort.

The term saving throw is common enough, coming to us from miniature
wargames and D&D. It represents the chance for the figure concerned to avoid(or at least partially avoid) the cruel results of fate. In AD&D it is the same. Bymeans of skill, luck, magical protections, quirks of fate and the aid ofsupernatural powers, the character making his or her saving throw takes noneor only part of the indicated results — fireball damage, poisoning, being turned
to stone, or whatever. The various saving throws are shown on the appropriate
tables — for characters, monsters, and items as well. When someone orsomething fails to roll the number shown, or better, whatever is coming comesin full. To better understand the concept of the saving throw, the following isoffered:*** Silvered glass. Treat silver mirror as “Metal, soft,” steel as “Metal, hard.”a

If exposed to extreme cold then struck against a very hard surface withforce, saving throw is –10 on die!

Magical Items: Magical items gain +2 on all rolls plus +1 for each plus they
have above +1, i.e. +1 = +2 on saving throw, +2 = +3 on saving throw.
Furthermore, the magic item gains +5 on saving throws against attack forms in its
own mode, i.e. blow vs. shield, fireball vs. ring of fire resistance or fireball wand.
Non-Magical Items: Those items which do not exactly conform to item
descriptions above can be interpolated. It is assumed that the item in question is
actually exposed to the form of attack, i.e. the blow falls on the item, the fall issuch as to not cushion the item, the fire actually contacts the item, etc. As withmagical items, non-magical items gain +5 versus attacks in their own mode.

As has been often pointed out, AD&D is a game wherein participants create
personae and operate them in the milieu created and designed, in whole or inpart, by the Dungeon Master and shared by all, including the DM, inimagination and enthusiasm. The central theme of this game is the interaction ofthese personae, whether those of the players or those of the DM, with themilieu, including that part represented by the characters and creatures
personified by the DM. This interaction results in adventures and deeds ofdaring. The heroic fantasy which results is a blend of the dramatic and the
comic, the foolish and the brave, stirring excitement and grinding boredom. It isa game in which the continuing epic is the most meaningful portion. It becomesan entity in which at least some of the characters seem to be able to survive for
an indefinite time, and characters who have shorter spans of existence arelinked one to the other by blood or purpose. These personae put up with thefrustrations, the setbacks, and the tragedies because they aim for and canreasonably expect to achieve adventure, challenge, wealth, glory and more. If
player characters are not of the same stamp as Conan, they also appreciatethat they are in effect writing their own adventures and creating their own
legends, not merely reliving those of someone else’s creation.

Attack Forms
1. Acid
2. Blow, Crushing
3. Blow, Normal
4. Disintegration
5. Fall
6. Fireball (or breath)
7. Fire, Magical
8. Fire, Normal (oil)9. Frost, Magical
10. Lightning Bolt
11. Electrical Discharge/Current

Yet because the player character is all-important, he or she must always — ornearly always — have a chance, no matter how small, a chance of somehow
escaping what otherwise would be inevitable destruction. Many will not be able
to do so, but the escapes of those who do are what the fabric of the game iscreated upon. These adventures become the twice-told tales and legends of thecampaign. The fame (or infamy) of certain characters gives lustre to thecampaign and enjoyment to player and DM alike as the parts grow and are
entwined to become a fantastic history of a never-was world where all of us
would wish to live if we could.

1. Acid: This assumes a considerable volume of strong acid (black dragon or
giant slug spittle) or immersion for a period which would affect the item.
2. Blow, Crushing: This assumes that the item is struck by a weighty falling
object or a blow from an ogre’s or giant’s weapon, for example. Anotherexample would be a (ceramic) flask of oil or a (crystal or glass) vial of holywater hurled against a hard surface or dropped from a height. A piece ofcloth can be ripped or torn by a crushing blow.

Someone once sharply criticized the concept of the saving throw as ridiculous.
Could a man chained to a rock, they asked, save himself from the blast of a red
dragon’s breath? Why not?, I replied. If you accept fire-breathing dragons, why
doubt the chance to reduce the damage sustained from such a creature’s
attack? Imagine that the figure, at the last moment, of course, manages to drop
beneath the licking flames, or finds a crevice in which to shield his or her body,

3. Blow, Normal: This assumes an attack by a normal-strength opponent
or only fairly heavy object which strikes the object. This also applies to a(ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against
a tough, but slightly yielding, surface.
80

COMBAT (SAVING THROWS)

COMBAT (MAGIC ARMOR & SAVING THROWS)

or succeeds in finding a way to be free of the fetters. Why not? The mechanics
of combat or the details of the injury caused by some horrible weapon are not
the key to heroic fantasy and adventure games. It is the character, how he or
she becomes involved in the combat, how he or she somehow escapes — orfails to escape — the mortal threat which is important to the enjoyment andlongevity of the game.

check to determine if the fluid was harmed. Such failure will not otherwise benotable without examination and testing.
Artifacts & Relics: Because of the very nature of these items, you may desire
to disallow any destruction or harm to these items by common normal or
magical means. This rule may apply to some, all, or none as you deem best in
the circumstances of your campaign. You might, for example, decide that all
such items have an additional +3 on their saving throw dice, and that certain
obviously potent items are subject to harm only from other artifacts and relics or
attacks by gods or similarly powerful beings.

If some further rationale is needed to explain saving throws versus magic,
here is one way of looking at it. Magical power is energy from anotherplane channeled through this one by the use of certain prescribed formulae.
The magic obeys (or disobeys) the magic-user because he or she controls
and constrains it by a combination of the formulae and willpower. As
magic-users advance in level, their willpower increases through practice,and so does their control. Inherently magical creatures exercise such control
instinctively.

Poison Saving Throws For Characters:
For those who wonder why poison does either killing damage (usually) or noharm whatsoever, recall the justification for character hit points. That is, damage
is not actually sustained — at least in proportion to the number of hit points
marked off in most cases. The so called damage is the expenditure of favorfrom deities, luck, skill, and perhaps a scratch, and thus the saving throw. If thatmere scratch managed to be venomous, then DEATH. If no such wound wasdelivered, then NO DAMAGE FROM THE POISON. In cases where somepartial damage is indicated, this reflects poisons either placed so that they are
ingested or used so as to ensure that some small portion does get in the woundor skin of the opponent.

A character under magical attack is in a stress situation, and his or her own will
force reacts instinctively to protect the character by slightly altering the effects ofthe magical assault. This protection takes a slightly different form for each classof character. Magic-users understand spells, even on an unconscious level, andare able to slightly tamper with one so as to render it ineffective. Fighterswithstand them through sheer defiance, while clerics create a small island offaith. Thieves find they are able to avoid a spell’s full effects by quickness . . .
So a character manages to avoid the full blast of the fireball, or averts his or
her gaze from the basilisk or medusa, or the poisonous stinger of the giant
scorpion misses or fails somehow to inject its venom. Whatever the rationale,
the character is saved to go on. Of course, some saves result in the death of thecharacter anyway, as partial damage causes him or her to meet death. But atleast the character had some hope, and he or she fought until the very end.
Stories will be told of it at the inn, and songs sung of the battle when warriors
gather around the campfire. Almost, almost he managed to reach the bend in
the passage where the fell breath of the blue dragon Razisiz could not reach,but at the last moment his toe struck a protrusion, and as he stumbled thedragon slew him!

Poison Saving Throws For Monsters:
There are exceptions to the death (or damage) rule for poison. Any creature
with a thick layer of fat (where blood vessels and nerves are virtually nonexistent) will be totally immune to poison from creatures which are not able topenetrate this fat layer when injecting their poison. All swine, wereboars
included, will be in this protected class. Similarly, very large creatures poisoned
by very small ones are not likely to be affected. Even the poison of the deadly
coral snake would not be likely to harm an apatosaurus. Giants would simply
smash giant centipedes without fear of their poison — which would cause aswelling and rash, perhaps, at worst. Whenever a situation arises where poison
is involved, consider both of these cases in reaching a decision.

Saving Throw Modifiers:
MAGIC ARMOR AND SAVING THROWSDM Stipulations: You may assign modifiers to any saving throws as you see
fit, always keeping in mind game balance.

The magical properties of the various sorts of magic armor will sometimes, but
not always, add bonuses to saving throw dice rolls made by wearers. All cases
cannot be dealt with, for there will undoubtedly be many special circumstances
which occur. There are guidelines, however, which will generally serve. Saving
throws will NOT be aided by magic armor against:

Rule Stipulations: Some attack forms will always give an adjustment tosaving throws because of the creature considered, e.g., a large spider’s poison
attack is always at a plus on the saving throw dice. Some attack forms always
receive adjustments against certain creatures also. Check facts regarding thecharacters and/or monsters concerned.

GAS
POISON
SPELLS WHICH DO NOT CAUSE PHYSICAL DAMAGE*

Magical Devices and Protections: Various magic items (rings, armor,shields, etc.) allow saving throw dice modifications. In general, these modifiers
are cumulative, unless otherwise stated. Some spells will also cause suchmodifications. It is necessary to familiarize yourself with all such information byhaving a working knowledge of both MONSTER MANUAL and PLAYERS
HANDBOOK, as well as this volume.

* petrification, polymorph, magic jar, charm.
Saving throw rolls WILL receive an armor bonus against:
ACID, EXCEPT WHEN IMMERSION OCCURSDISINTEGRATIONFALLING DAMAGE
FIRE, MAGICAL AND OTHERWISE
SPELLS WHICH CAUSE PHYSICAL DAMAGE*

Circumstantial Adjustments: Such adjustments are quite similar to DM
stipulations. That is, if a character is standing in a pool of water holding asword in his steel-gauntleted hand when the blue dragon breathes at him, youjust might wish to slightly alter his chances of saving. In like manner, you mightwish to give this same character one-half or NO damage from a red dragon’s
breath in the same circumstances. (In this same fashion you may feel noconstraint with respect to allotting pluses to damage so meted out to players,adjusting the score of each die upwards or downwards as you see fit becauseof prevailing circumstances.)* Exception: Metallic armor will NOT add to saving throws versus electricalattacks, although nonmetallic armor will do so.
Of course, where no saving throw is permitted, magic armor does not then givesuch an option unless otherwise stated.

Certain Failure: As shown on the table, a 1 is ALWAYS a failure, regardlessof magical modifiers to the contrary. However, as DM you may adjust such
failures according to prevailing circumstances, although any adjudication which
negates failure on a roll of 1 is not recommended at all. Another rule you may
wish to consider is allowing a save (where applicable) on a natural 20,
regardless of penalties.
Item Saving Throws:
These saving throws are self-explanatory in general. It is a case of either saving
or failing. Potions and liquids which do not make their saving throws should be
noted secretly by you — unless the player concerned has his or her character81

COMBAT (HIT POINTS)

COMBAT (EFFECTS OF ALCOHOL & DRUGS)PROGRESSION ON THE COMBAT TABLES

Recovery of Hit Points:

A quick glance at the progression of numbers on the COMBAT TABLES will
reveal that 20 is repeated. This reflects the fact that a 20 indicates a “perfect”
hit. It also incidentally helps to assure that opponents with high armor classvalue are not “hit proof” in most cases. Should any DM find that this system
offends his or her sensibilities, the following modification is suggested: Consider
the repeated 20 as a perfectly-aimed attack which does not gain any benefit
from strength or magical properties of any sort — spell, missile, or weapon.
That is, the 20 must be attained by a roll of natural 20. All bonuses accrue only
up to and including a total of 20, so that even if a character attacked with abonus for strength of +3 and a +3 magic sword he or she would have to roll anatural 20 in order to score a hit on any creature normally hit by the second or
successive repetitions of 20, i.e. the bonus (+3 in the example) could not exceed
a total score of 20 unless an actual 20 is rolled. Thus, the COMBAT TABLES
could be amended to read like this:When a character loses hit points in combat or to some other attack form (otherthan being drained of life energy levels), there are a number of different meansby which such points can be restored. Clerics and paladins are able to restore
such losses by means of spells or innate abilities. Magical devices such as
potions operate much the same way, and a ring of regeneration will cause
automatic healing and revitalization in general of its wearer. Commonly it isnecessary to resort to the passage of time, however, to restore many characters
to full hit point strength.
For game purposes it is absolutely necessary that the character rest in order torecuperate, i.e. any combat, spell using, or similar activity does not constituterest, so no hit points can be regained. For each day of rest a character willregain 1 hit point, up to and including 7 days. However a character with apenalty for poor constitution must deduct weekly the penalty score from his or
her days of healing, i.e., a –2 for a person means that 5 hit points healing per
week is maximum, and the first two days of rest will restore no hit points. Afterthe first week of continuous rest, characters with a bonus for high constitution
add the bonus score to the number of hit points they recover due to resting, i.e.,the second week of rest will restore 11 (7 + 4) hit points to a fighter characterwith an 18 constitution. Regardless of the number of hit points a character has,
4 weeks of continuous rest will restore any character to full strength.

21 (natural 20 plus at least +1 bonus)
20 (natural)
20 (natural)
20 (natural)
20 (natural)
20 (natural)
20 (die result + bonuses to total)
19 (die result + bonuses to total)

Zero Hit Points:

This then gives the advantage of allowing creatures to hit and be hit, yet it
denies any undue advantages, as the second and all successive 20s, as well as
all “to hit” scores above 20 require a natural die roll of 20.

When any creature is brought to 0 hit points (optionally as low as –3 hit
points if from the same blow which brought the total to 0), it is unconscious. In
each of the next succeeding rounds 1 additional (negative) point will be lost
until –10 is reached and the creature dies. Such loss and death are caused
from bleeding, shock, convulsions, non-respiration, and similar causes. It
ceases immediately on any round a friendly creature administers aid to theunconscious one. Aid consists of binding wounds, starting respiration,
administering a draught (spirits, healing potion, etc.), or otherwise doing
whatever is necessary to restore life.

HIT POINTSIt is quite unreasonable to assume that as a character gains levels of ability in
his or her class that a corresponding gain in actual ability to sustain physicaldamage takes place. It is preposterous to state such an assumption, for if weare to assume that a man is killed by a sword thrust which does 4 hit points ofdamage, we must similarly assume that a hero could, on the average, withstandfive such thrusts before being slain! Why then the increase in hit points?
Because these reflect both the actual physical ability of the character towithstand damage — as indicated by constitution bonuses — and acommensurate increase in such areas as skill in combat and similar life-or-deathsituations, the “sixth sense” which warns the individual of some otherwise
unforeseen events, sheer luck, and the fantastic provisions of magicalprotections and/or divine protection. Therefore, constitution affects both actual
ability to withstand physical punishment hit points (physique) and theimmeasurable areas which involve the sixth sense and luck (fitness).

Any character brought to 0 (or fewer) hit points and then revived will remain in
a coma for 1-6 turns. Thereafter, he or she must rest for a full week, minimum.
He or she will be incapable of any activity other than that necessary to moveslowly to a place of rest and eat and sleep when there. The character cannot
attack, defend, cast spells, use magic devices, carry burdens, run, study,
research, or do anything else. This is true even if cure spells and/or healing
potions are given to him or her, although if a heal spell is bestowed theprohibition no longer applies.
If any creature reaches a state of –6 or greater negative points before being
revived, this could indicate scarring or the loss of some member, if you so choose.
For example, a character struck by a fireball and then treated when at –9 might
have horrible scar tissue on exposed areas of flesh — hands, arms, neck, face.

Harkening back to the example of Rasputin, it would be safe to assume thathe could withstand physical damage sufficient to have killed any four normalmen, i.e. more than 14 hit points. Therefore, let us assume that a characterwith an 18 constitution will eventually be able to withstand no less than 15 hit
points of actual physical damage before being slain, and that perhaps as
many as 23 hit points could constitute the physical makeup of a character. Thebalance of accrued hit points are those which fall into the non-physical areas
already detailed. Furthermore, these actual physical hit points would bespread across a large number of levels, starting from a base score of from anaverage of 3 to 4, going up to 6 to 8 at 2nd level, 9 to 11 at 3rd, 12 to 14 at
4th, 15 to 17 at 5th, 18 to 20 at 6th, and 21 to 23 at 7th level. Note that theabove assumes the character is a fighter with an average of 3 hit points per
die going to physical ability to withstand punishment and only 1 point ofconstitution bonus being likewise assigned. Beyond the basic physical damage
sustained, hits scored upon a character do not actually do such an amount ofphysical damage.

EFFECTS OF ALCOHOL AND DRUGS
Characters under the influence of alcohol, narcotics, or other similar drugs will
be affected as follows:
INTOXICATION TABLE

Effect on
Bravery
MoraleIntelligence
WisdomDexterity
CharismaAttack dice
Hit points

Consider a character who is a 10th level fighter with an 18 constitution. This
character would have an average of 5½ hit points per die, plus a constitution
bonus of 4 hit points, per level, or 95 hit points! Each hit scored upon thecharacter does only a small amount of actual physical harm — the sword thrustthat would have run a 1st level fighter through the heart merely grazes thecharacter due to the fighter’s exceptional skill, luck, and sixth sense ability
which caused movement to avoid the attack at just the right moment. However,having sustained 40 or 50 hit points of damage, our lordly fighter will becovered with a number of nicks, scratches, cuts and bruises. It will require along period of rest and recuperation to regain the physical and metaphysicalpeak of 95 hit points.

Slight
+1
+5%
–1
–1
0
0
0
0

State of Intoxication
Moderate
+2
+10%
–3
–4
–2
–1
–1
+1

Great*
+4
+15%
–6
–7
–5
–4
–5
+3

* beyond great intoxication persons become comatose and will sleep for 7 to
10 hours.
Notes on Intoxication Table:
Bravery is covered in the NON-PLAYER CHARACTER CHARACTERISTICS
section of this book. Increases in bravery simply move the character upwards
until “foolhardy” is attained.
82

COMBAT (INSANITY)

COMBAT (INSANITY)

Morale pertains only to non-player characters.

absolutely uncontrollable, and the individual will lie to avoid being
prevented the opportunity, or when caught.

Intelligence, Wisdom, Dexterity and Charisma indicate the number ofpoints the various characteristics are lowered temporarily due to intoxication.

* Kleptomaniac thieves or assassins have a –10% on their stealing ability
due to the overpowering urge to immediately steal an item.

Attack dice for missile or melee combat are lowered according to the penalty
shown. Note that opponent saving throws vs. magical attacks made by anintoxicated character are raised by the same number (1 or 5 - - 5% or 25%).

3. Schizoid: This rather mild insanity form manifests its effects in apersonality loss. The afflicted has no personality of his or her own, so heor she will select a role model and make every attempt possible to become
like that character. Selection will be based upon as different a person as ispossible with regard to the insane character. Thus an insane magic-user
will begin to follow the habits of a fighter, for example, dressing andspeaking like that character and seeking to be like him or her in all ways.

Hit points are increased due to the effects of the drug on the intoxicatedcharacter. He or she can physically withstand more punishment.

RECOVERY FROM INTOXICATION
4. Pathological Liar: This form of insanity is evident after conversing with
the individual for a short period of time. The afflicted character will begin
making outrageous statements regarding his or her abilities, possessions,experiences, or events. Whenever anything important or meaningful isdiscussed or in question, the afflicted can not tell the truth, and not only will
he or she lie, but do so with the utmost conviction, absolutely convincedthat the prevarication is truth.

Time is the only cure for intoxication, although certain stimulants will shorten therecovery time.
INTOXICATION RECOVERY TABLE
Intoxication
Level*
SlightModerate
Great
Comatose

RecoveryTime
1-2 hours
2-4 hours
4-6 hours
7-10 hours

Stimulant Effect
Mild
Strong
× .80
× .50
× .85
× .55
× .90
× .55
× .95
× .60

5. Monomania: This character will seem absolutely normal until presented
with an idea, goal, or similar project which seems promising or purposeful
to him or her. As of then, the character will become obsessed with theaccomplishment of the purpose. He or she will think of nothing else, talk of
nothing else, plan and act to accomplish nothing save the fixed end. The
monomaniac will brook no swerving from any friend or associate, and heor she will insist that such individuals serve the “cause” with the same
devotion that the afflicted character shows. (Hostility and violence could
result, and certainly not a little suspicion and mistrust if co-operation is notheartfelt . . . ) Once the desired end has been accomplished, the insane
character will manifest symptoms of dementia praecox (6., below) until
a new purpose is found.

* as time passes the affected person moves upwards in intoxication level.
Mild stimulants will have no harmful effects.
Strong stimulants have a 5% chance per application of lowering thecharacter’s constitution by 1 point. This is permanent.

6. Dementia Praecox: The afflicted character will be quite uninterested inany undertaking when suffering from this form of madness. Nothing willseem worthwhile, and the individual will be continually filled with lassitude
and a tremendous feeling of ennui. No matter how important the situation,
it is 25% probable that the afflicted will choose to ignore it as meaninglessto him or her.

INSANITY
When a character is struck by insanity due to mental attack, curse, or whatever,
you may assign the type of madness according to the seriousness of theaffliction or determine the affliction randomly using the table below. Each typeof insanity listed thereon is described in game terms. As DM you will have toassume the role of the insane character whenever the madness strikes, for most
players will not be willing to go so far. Note that this list is not socomprehensive as to preclude any addition you desire — just be sure that you
follow the spirit of the rules here.

7. Melancholia: Similar to dementia praecox, this malady makes theafflicted given to black moods, fits of brooding, and feelings ofhopelessness. The afflicted will be 50% likely to ignore any given situation
due to a fit of melancholia coming upon him or her.

TYPES OF INSANITY
1. dipsomania*
2. kleptomania*
3. schizoid*
4. pathological liar*
5. monomania
6. dementia praecox
7. melancholia
8. megalomania
9. delusional insanity
10. schizophrenia

8. Megalomania: With this condition, the insane character will beabsolutely convinced that he or she is the best at everything: the smartest,
wisest, strongest, fastest, handsomest, and most powerful character of his or
her profession. The afflicted will take immediate umbrage at any suggestion
to the contrary, and he or she will demand the right to lead, perform any
important act, make all decisions, etc. (This one is VERY dangerous.)

11. mania
12. lunacy
13. paranoia
14. manic-depressive
15. hallucinatory insanity
16. sado-masochism17. homicidal mania
18. hebephrenia
19. suicidal mania
20. catatonia

9. Delusional Insanity: Similar to megalomania, in this state thedeluded will be convinced that he or she is a famous figure a monarch,demi-god, or similar personage. Those who “fail” to recognize theafflicted as such will incur great hostility. In normal affairs, this individual
will seem quite sane, but the afflicted will act appropriate to a station
which he or she does not actually have and tend to order around actual
and imaginary creatures, draw upon monies and items which do notexist, and so on.

* These mild insanities are subject to psionic attack (see PSIONIC COMBATTABLES).
1. Dipsomania: This mild insanity form manifests itself periodically. About
once per week, or whenever near large quantities of alcoholic beverages,
the afflicted will begin drinking excessive quantities of ale, beer, wine, orlike spiritous liquors. Such drinking will continue until the character passes
out. It is 50% likely that the dipsomania will continue when he or she
awakens if anywhere near alcohol, 10% likely otherwise (in which case theindividual will seek to find drink and become violent if denied).

10. Schizophrenia: This form of insanity has the well-known “split
personality” trait. From 1 to 4 separate and distinct personalities can exist
in the afflicted — base the number upon the severity of the insanity.
Likewise, the difference from one personality to the next should reflect theseverity of the affliction. Each “new” personality will be different inalignment, goals, and preferences. (A very severe case might have a
different class also, but without coincidental possession, the new personality
emerging will not have the actual abilities he or she may think that he or
she possesses.) The onset of schizophrenia is random, 1 in 6 per day,with a like chance of a new (or return to the old) personality emerging.
However, whenever a stress situation — decision, attack, etc. — arises, the1 in 6 chance of schizophrenia striking must be checked every round inwhich the stress continues.

2. Kleptomania: This is another mild insanity form which manifests itself inan ardent desire, in this case an uncontrollable urge to steal any small
object available. The afflicted will furtively pocket small items, regardless of
their worth, whenever the opportunity presents itself, and he or she willusually seek out such opportunities. There is a 90% probability of being
seen stealing if the character is being observed. This desire to take things is
83

COMBAT (INSANITY)

EXPERIENCE (ADJUSTMENT & DIVISION OF EXPERIENCE POINTS)

11. Mania: Somewhat like schizophrenia, this form of insanity strikes
suddenly (1 in 6 chance per turn, lasts 2-12 turns, then 1 in 6 chance perturn of return to normalcy) and violently. The afflicted will become
hysterical, enraged, or completely maniacal (d6 for determination, equalchances). The insane character will shriek, rave, and behave in a violent
manner, possessing an 18/50, 18/75, or 18/00 strength according to thestate he or she is in. (Note that a female can possess 18/00 strength whenafflicted, as can non-human races otherwise limited to lesser strengths.) The
maniac is unreasoning when spoken to, but he or she will possess great
cunning. The afflicted will desire to avoid or to do something according,but not necessarily appropriate, to the situation at hand. When the
maniacal state passes, the afflicted will not remember his or her insane
actions and will not believe that he or she is insane.

killing, the frustrated individual will become uncontrollably maniacal andattack the first person he or she encounters, wildly seeking to slay. Aftersuch an occurrence, however, the afflicted will fall into a fit ofmelancholia for 1-6 days before returning to a homicidal state once
again.
18. Hebephrenia: When afflicted by this form of insanity, the character will
evidence a withdrawal from the real world. He or she will wander
aimlessly, talk to himself or herself, giggle and mutter, and act childishly —sometimes even reverting to such a state as to desire to play childish gameswith others. This insanity is constant, but if sufficiently irritated by someone
nearby, the afflicted is 75% likely to become enraged and maniacal,
attacking the offender fiercely. If the insane individual does not become soenraged, he or she will become catatonic for 1-6 hours and then revert tohebephrenic behavior once again.

12. Lunacy: This violent and often homicidal state occurs whenever the moonis full, or nearly full. The afflicted character will generally behave as one ina maniacal state, with paranoid (q.v.), hallucinatory (q.v.), or homicidal(q.v.) tendencies. When the moon is absent or in its first or last quarters, theafflicted will be melancholiac. At other times, he or she will be relatively
normal — perhaps a bit suspicious and irascible.

19. Suicidal Mania: This form of insanity causes the afflicted character tohave overwhelming urges to destroy himself or herself whenever means ispresented — a perilous situation, a weapon, or anything else. The moredangerous the situation or item, the more likely the individual is to react
self-destructively. Use a scale of 10% to 80% probability, and if the afflicted
does not react suicidally, then he or she will become melancholic for 1 to 6
days. If he or she is frustrated in suicidal attempts, then the character will
become maniacal for 2 to 8 turns, and then fall into melancholy for 2 to
12 days.

13. Paranoia: At the onset of this derangement, the afflicted becomes
convinced that “they” are plotting against him or her, spying, listening,
and always nearby. As the affliction develops over several days, theinsane character will become convinced that everyone around is part ofthis plot. Conversations are about him or her, laughter is directed at him
or her, and every action of former friends is aimed at deluding him or her
so as to fulfill the “plot”. The paranoid will be principally concerned about
position or goods first, but as the insanity advances, he or she will“realize” that the plotters are actually after his or her life. The paranoid
will evidence signs of increasing suspicion, take elaborate precautions withlocks, guards, devices, and food and drink. In the later stages of theaffliction, he or she will evidence highly irrational behavior, hire assassins
to do away with “plotters”, and even become homicidal in order to“protect” his or her life. Paranoids will trust absolutely no one when the
affliction has advanced, regarding their former close associates andfriends as their worst enemies.

20. Catatonia: When struck with this form of insanity, the charactercompletely withdraws from reality. He or she will sit staring and un-moving,
will not react to any outside stimuli, and will eventually die of dehydration
if left alone. The catatonic individual can be moved, led around, fed, andso forth; but he or she will do nothing personally. If continually provoked
and irritated in order to get a response, there is a 1% cumulative chance
per round that the insane individual will react with homicidal mania.
Once provocation ceases, catatonia returns.
Naturally, these forms of insanity are not clinically correct. They are designed toconform to game terms and situations. Their inclusion is to fill in an area of thegame where a condition exists and no adequate explanation is otherwise given(Cf. DISEASE).

14. Manic-Depressive: This alternating insanity form causes the afflicted
to swing from one state to the other in 1 to 4 day intervals. When
excited, the afflicted is 90% likely to become maniacal (11., above), andwhen disappointed or frustrated is 90% likely to become highlymelancholic. Thus, in addition to the usual 1 to 4 day cycle of maniadepression, he or she can jump from one state to the other depending on
outside stimuli.

EXPERIENCE
ADJUSTMENT AND DIVISION OF EXPERIENCE POINTSThe judgment factor is inescapable with respect to weighting experience for the
points gained from slaying monsters and/or gaining treasure. You must weighthe level of challenge — be it thinking or fighting — versus the level ofexperience of the player character(s) who gained it. With respect to monsters,
each hit die balances 1 experience level, counting each special ability and eachexceptional ability as an additional hit die, and also counting any hit point plus
as an additional hit die. Dividing the total adjusted hit dice equivalent of themonsters slain by the total of all levels of experience of all characters who hada part (even if only 1 missile, blow, spell, etc.) in the slaying yields a fraction
which is the measure of challenge. If the numerator is greater than the
denominator, then full experience should be awarded. If the denominator isgreater, use the fraction to adjust the amount of experience by simple
multiplication. (Note: It may be necessary to adjust character level in the samemanner as is done with monster hit dice in order to gain a true evaluation; as,for example, 12 orcs are not equal to a wizard!) Therefore, the following rule
applies:

15. Hallucinatory Insanity: This form of malady causes the afflicted to see,hear, and otherwise sense things which do not exist. The more exciting or
stressful the situation, the more likely the individual is to hallucinate.
Common delusions are: ordinary objects which do not exist, people nearby
or passing when there are none, voices giving the afflicted information or
instructions, abilities or form which the character does not really have(strength, sex, wings, etc.), threatening creatures appearing from nowhere,
etc. It is 50% likely that the insane individual will behave normally until
stimulated or under stress. Hallucinations will then commence and continue
for 1 to 20 turns after the excitement/stress passes.
16. Sado-Masochism: This form of insanity is coupled with maniacal urges
and behavior. The afflicted individual is equally likely to be in a sadistic or
masochistic phase. In the former, he or she will have an obsessive desire to
inflict pain (and probably death) upon any living thing encountered.
However, after so doing, the insane character will return to a relatively
normal state for 1 to 3 days. Likewise, when in a masochistic state theafflicted individual will have an overwhelming urge to be hurt and will act
accordingly. After so doing, normalcy returns for 1 to 3 days. Note thatfriends and associates do not matter to the afflicted individual, nor do
enemies.

If the average hit dice or level is 10 times greater than the average level orhit dice, there must be an adjustment of at least halving or doubling theexperience point (x.p.) award as the circumstances dictate, except if thelesser group is approximately 20 times more numerous than the greater
value group.

17. Homicidal Mania: The individual afflicted with this form of insanity
appears absolutely normal. He or she will behave with what seems to becomplete rationality, and nothing unusual will be noted regarding theindividual — except that he or she will occasionally manifest an uniqueinterest in weapons, poisons, and other lethal devices. The insanity form
causes the afflicted to be obsessed with the desire to kill. This desire mustbe fulfilled periodically — 1 to 4 day intervals. The victim must be human(or of the same race as the character if non-human). If prevented from

(20 orcs might prove troublesome to a wizard, but even that is subject to thecircumstances of the encounter.)
Tricking or outwitting monsters or overcoming tricks and/or traps placed toguard treasure must be determined subjectively, with level of experiencebalanced against the degree of difficulty you assign to the gaining of thetreasure.
84

EXPERIENCE (EXPERIENCE VALUE OF TREASURE TAKEN)

EXPERIENCE (EXPERIENCE POINTS VALUE OF MONSTERS)Division of Experience Points:

EXPERIENCE POINTS VALUE OF MONSTERS

How treasure is divided is actually in the realm of player decision. Experience
points (x.p.) for slain monsters, however, is strictly your prerogative. It issuggested that you decide division of x.p. as follows:

The following table is for determination of x.p. to be awarded for slain
opponent creatures. If the monster is particularly powerful, double the
Exceptional Ability Addition may be awarded.

1.

Experience
Level orMonster’s
Hit Dice*
up to 1 – 1
1 – 1 to 1
1 + 1 to 2
2 + 1 to 3
3 + 1 to 4
4 + 1 to 5
5 + 1 to 6
6 + 1 to 7
7 + 1 to 8
8 + 1 to 9
9 + 1 to 10 +11 to 12 +13 to 14 +15 to 16 +17 to 18 +19 to 20 +21 and up

X.p. for the slain monsters are totalled.

2.

All surviving characters who took part (no matter how insignificantly) inslaying the monsters are totalled.

3.

X.p. total is divided by the number of characters, each getting an equalshare.

4.

Exception: Monsters slain single-handedly — and a magic-user protectedby fighters keeping off the enemy so he or she can cast spells which slay
monsters is NOT fighting single-handed — accrue x.p. only to the slayer
and are not included in steps 1. through 3. above.

Example: A party of 12 characters encounters monsters; in the ensuing battle
all characters fight, 2 are slain, and the x.p. for monsters killed total 4,300, so
each survivor gains 430 — adjusted for difficulty and for being actual player
characters or halved for henchman characters.
EXPERIENCE VALUE OF TREASURE TAKEN
Gold Pieces: Convert all metal and gems and jewelry to a total value in gold
pieces. If the relative value of the monster(s) or guardian device fought equals
or exceeds that of the party which took the treasure, experience is awarded on
a 1 for 1 basis. If the guardian(s) was relatively weaker, award experience on a
5 g.p. to 4 x.p., 3 to 2, 2 to 1, 3 to 1, or even 4 or more to 1 basis according
to the relative strengths. For example, if a 10th level magic-user takes 1,000
g.p. from 10 kobolds, the relative strengths are about 20 to 1 in favor of themagic-user. (Such strength comparisons are subjective and must be based upon
the degree of challenge the Dungeon Master had the monster(s) pose thetreasure taker.)

Basic X.P. X.P. Per
Value
Hit Point(BXPV)(XP/HP)
5
1
10
1
20
2
35
3
60
4
90
5
150
6
225
8
375
10
600
12
900
14
1300
16
1800
18
2400
20
3000
25
4000
30
5000
35

SpecialAbility
X.P. Bonus(SAXPB)**
2
4
8
15
25
40
75
125
175
300
450
700
950
1250
1550
2100
2600

Exceptional
Ability X.P.
Addition(EAXPA)***
25
35
45
55
65
75
125
175
275
400
600
850
1200
1600
2000
2500
3000

* Treat peasants/levies as up to 1 – 1, men-at-arms as 1 – 1 to 1, and alllevels as the n + 1 hit dice category.
** Typical special abilities: 4 or more attacks per round, missile discharge, armor
class 0 or lower, special attacks (blood drain, hug, crush, etc.), special defenses(regeneration, hit only by special and/or magic weapons), high intelligence
which actually affects combat, use of minor (basically defensive) spells.
*** Typical exceptional abilities: energy level drain, paralysis, poison, major
breath weapon, magic resistance, spell use, swallowing whole, weakness,
attacks causing maximum damage greater than 24 singly, 30 doubly, 36trebly, or 42 in all combinations possible in 1 round.

Treasure must be physically taken out of the dungeon or lair and turned into atransportable medium or stored in the player’s stronghold to be counted forexperience points.
All items (including magic) or creatures sold for gold pieces prior to theawarding of experience points for an adventure must be considered as treasuretaken, and the gold pieces received for the sale add to the total treasure taken.
(Those magic items not sold gain only a relatively small amount of experience
points, for their value is in their usage.)

Judicious application of these guidelines will assume that an equitable total
number of experience points are given for slaying any given monster. Special
ability bonus awards should be cumulative, i.e., a gargoyle attacks 4 times perround and can be hit only by magic weapons, so a double Special Ability X.P.
Bonus should be awarded. Likewise, if there are multiple exceptional abilities,
the awards should reflect this. If an otherwise weak creature has an
extraordinary power, multiply the award by 2, 4, 8, or even 10 or more.

Note: Players who balk at equating gold pieces to experience points should begently but firmly reminded that in a game certain compromises must be made.
While it is more “realistic” for clerics to study holy writings, pray, chant, practiceself-discipline, etc. to gain experience, it would not make a playable game rollalong. Similarly, fighters should be exercising, riding, smiting pelts, tilting at thelists, and engaging in weapons practice of various sorts to gain real expertise(experience); magic-users should be deciphering old scrolls, searching ancient
tomes, experimenting alchemically, and so forth; while thieves should spend
their off-hours honing their skills, “casing” various buildings, watching potential
victims, and carefully planning their next “job”. All very realistic but conducive
to non-game boredom!

Examples:
1. A giant centipede with 2 hit points has BXPV of 5, XP/HP total of 2 and a
EAXPA (for poison) of 25 — totalling 32 x.p.
2.

An owlbear with 30 hit points has BXPV of 150, XP/HP total of 180 and a
SAXPB of 75 — totalling 405 x.p.

3.

A 10-headed hydra with 80 hit points has BXPV of 900, XP/HP total of 880
and a SAXPB (for multiple attacks) of 450 — totalling 2230 x.p.

4.

An ancient spell-using red dragon of huge size with 88 hit points has a
BXPV of 1300, XP/HP total of 1408, SAXPB of 2800 (armor class + special
defense + high intelligence + saving throw bonus due to h.p./die), and an
EAXPA of 2550 (major breath weapon + spell use + attack damage of
3-30/bite) — totalling 7758 x.p.

The ALPHABETICAL RECAPITULATION OF MONSTERS (APPENDIX E)
contains standard experience point values for monsters slain. These aresuggested values, and you may alter them to suit your campaign.
SPECIAL BONUS AWARD TO EXPERIENCE POINTS
If your campaign is particularly dangerous, with a low life expectancy forstarting player characters, or if it is a well-established one where most players
are of medium or above level, and new participants have difficulty surviving
because of this, the following Special Bonus Award is suggested:
85

EXPERIENCE (GAINING EXPERIENCE LEVELS)THE CAMPAIGN

Any character killed and subsequently restored to life by means of a spell or
device, other than a ring of regeneration, will earn an experience point bonus
award of 1,000 points. This will materially aid characters of lower levels of
experience, while it will not unduly affect earned experience for those of higher
level. As only you can bestow this award, you may also feel free to decline togive it to player characters who were particularly foolish or stupid in theiractions which immediately preceded death, particularly if such characters are
not “sadder but wiser” for the happening.

Training under a higher level character applies only to characters who are
below the “name”, or nominal upper level, of their class and profession. These
upper levels for each class are shown below:
CLERICDRUID
FIGHTERPALADIN
RANGERMAGIC-USER
ILLUSIONISTTHIEF
ASSASSINMONKBARDGAINING EXPERIENCE LEVELS
Experience points are merely an indicator of the character’s progress towards
greater proficiency in his or her chosen profession. UPWARD PROGRESS IS
NEVER AUTOMATIC. Just because Nell Nimblefingers, Rogue of the Thieves’
Guild has managed to acquire 1,251 experience points does NOT mean thatshe suddenly becomes Nell Nimblefingers the Footpad. The gaining of
sufficient experience points is necessary to indicate that a character is eligible
to gain a level of experience, but the actual award is a matter for you, theDM, to decide.

High Priest
Druid
Lord
PaladinRanger Lord
WizardIllusionist
Master Thief
Assassin
Superior MasterspecialCharacters who have achieved “name” level must merely spend game timeequal to the number of weeks indicated by performance in self-conductedtraining and/or study. Costs (in g.p. or equivalent) of the exercise then becomea function of class:Consider the natural functions of each class of character. Consider also theprofessed alignment of each character. Briefly assess the performance of eachcharacter after an adventure. Did he or she perform basically in the characterof his or her class? Were his or her actions in keeping with his or her professedalignment? Mentally classify the overall performance as:

CLERIC = 2,000/level/week (vestments & largess)
FIGHTER = 1,000/level/week (tithes & largess)
MAGIC-USER = 4,000/level/week (equipment, books, experiments, etc.)
THIEF = 2,000/level/week (tools, equipment, etc.)
Bards are a special profession, as they have already earned levels as fighterand thief. Once they begin gaining experience as bards, each must pay tuition
to his respective college. These payments and donations must be at least 50% of
all monetary gains plus an additional 1,000 g.p. per level upon gaining ahigher one. (Contributions and payments must be made to a druid whose levelof experience is such that he or she is able to use more of their highest level
spells than the bard is. In any event, the funds so received do NOT accrue tothe druid but pass to the amorphous organization of druidical colleges.) Failure
to make the required contributions prevents the bard from level advancement.
Otherwise, bards do not need to spend extra time in training and study otherthan a single week — alone or in company with a druid to whom contributions
and payments may be made — upon attaining experience points sufficient toadvance one level of experience.

E — Excellent, few deviations from norm = 1
S — Superior, deviations minimal but noted = 2
F — Fair performance, more norm than deviations = 3
P — Poor showing with aberrant behavior = 4
Clerics who refuse to help and heal or do not remain faithful to their deity,fighters who hang back from combat or attempt to steal, or fail to boldly lead,magic-users who seek to engage in melee or ignore magic items they could
employ in crucial situations, thieves who boldly engage in frontal attacks or
refrain from acquisition of an extra bit of treasure when the opportunity
presents itself, “cautious” characters who do not pull their own weight — these
are all clear examples of a POOR rating.
Award experience points normally. When each character is given his or her
total, also give them an alphabetic rating — E, S, F, or P. When a character’s
total experience points indicate eligibility for an advancement in level, use thealphabetic assessment to assign equal weight to the behavior of the character
during each separate adventure — regardless of how many or how few
experience points were gained in each. The resulting total is then divided by the
number of entries (adventures) to come up with some number from 1 to 4. This
number indicates the number of WEEKS the character must spend in study and/or training before he or she actually gains the benefits of the new level. Be
certain that all decimals are retained, as each .145 equals a game day.

All training/study is recorded in game time. The period must be uninterrupted
and continuous. He or she cannot engage in adventuring, travel, magic
research of any nature other than that concerned with level advancement,
atonement, etc. If there is a serious hiatus in the course of training/study, thecharacter loses all of the benefits of the time spent prior to the interruption, as
well as the total funds advanced for the training/study, and he or she must
begin anew if a level of experience is to be gained. Under no circumstances
can a character gain additional experience points by any means until he or she
actually acquires the higher level through the required training/study course.
Thus, a character who successfully adventures and gains experience points
which not only equal a new level but are almost sufficient to gain yet a second
such level, cannot opt to forego the period of training and study necessary to
go up a level in favor of gaining a few more points and training and studying
for two levels at once. ONCE A CHARACTER HAS POINTS WHICH ARE
EQUAL TO OR GREATER THAN THE MINIMUM NUMBER NECESSARY TO
MOVE UPWARDS IN EXPERIENCE LEVEL, NO FURTHER EXPERIENCE POINTSCAN BE GAINED UNTIL THE CHARACTER ACTUALLY GAINS THE NEW LEVEL.
This rule applies to bards, as noted (for failure to make the necessarycontributions and payments).

Not only must game time be spent by the character desiring advancement, buttreasure will have to be spent as well. The amount of gold pieces, or theequivalent in value in gems, jewelry, magic items, etc., is found by using thefollowing simple formula:
LEVEL OF THE TRAINEE CHARACTER × 1,500 = WEEKLY COST DURING
STUDY/TRAINING.
The level of the aspiring character should be computed at current (not to begained) level.

THE CAMPAIGN

Initial study and/or training must be conducted under the tutelage of acharacter of the same class and profession as the trainee, i.e., a fighter must
train under a fighter, a paladin under a paladin, a druid under a druid, etc.
Note that the tutor might possibly accept some combination of gold andservice in return for his tutelage, at the DM’s option. Exception: A characterwith a performance score under 2 need not be tutored, but the study and/or
training time will be twice the indicated period, i.e. 1 week becomes 2, 1.2
weeks becomes 2.4 weeks, etc. If a character has a performance score of 2
or greater, and he or she is unable to locate a mentor to train under, thecharacter must remain at his or her current level until such time as a tutor canbe located and the necessary training and/or study course paid for andcompleted before any gain of experience level is granted. Note that selftraining costs more, as expenses are per week, and the potential option ofservice is excluded.

Unlike most games, AD&D is an ongoing collection of episode adventures,
each of which constitutes a session of play. You, as the Dungeon Master, areabout to embark on a new career, that of universe maker. You will order theuniverse and direct the activities in each game, becoming one of the elite groupof campaign referees referred to as DMs in the vernacular of AD&D. What lies
ahead will require the use of all of your skill, put a strain on your imagination,bring your creativity to the fore, test your patience, and exhaust your free time.
Being a DM is no matter to be taken lightly!
Your campaign requires the above from you, and participation by your players.
To belabor an old saw, Rome wasn’t built in a day. You are probably justlearning, so take small steps at first. The milieu for initial adventures should be86

THE CAMPAIGNTHE CAMPAIGN (CLIMATE & ECOLOGY)

kept to a size commensurate with the needs of campaign participants — youravailable time as compared with the demands of the players. This will
typically result in your giving them a brief background, placing them in asettlement, and stating that they should prepare themselves to find andexplore the dungeon/ruin they know is nearby. As background you informthem that they are from some nearby place where they were apprentices
learning their respective professions, that they met by chance in an inn ortavern and resolved to journey together to seek their fortunes in thedangerous environment, and that, beyond the knowledge common to the area
(speech, alignments, races, and the like), they know nothing of the world.
Placing these new participants in a small settlement means that you need doonly minimal work describing the place and its inhabitants. Likewise, as player
characters are inexperienced, a single dungeon or ruins map will suffice tobegin play.

The general idea is to develop a dungeon of multiple levels, and the deeper
adventurers go, the more difficult the challenges become — fiercer monsters,
more deadly traps, more confusing mazes, and so forth. This same concept
applies to areas outdoors as well, with more and terrible monsters occurring
more frequently the further one goes away from civilization. Many variations on
dungeon and wilderness areas are possible. One can build an undergroundcomplex where distance away from the entry point approximates depth, or it
can be in a mountain where adventurers work upwards. Outdoor adventures
can be in a ruined city or a town which seems normal but is under a curse, or
virtually anything which you can imagine and then develop into a playablesituation for your campaign participants.
Whatever you settle upon as a starting point, be it your own design or one of
the many modular settings which are commercially available, remember to havesome overall plan of your milieu in mind. The campaign might grow slowly, or it
might mushroom. Be prepared for either event with more adventure areas, andthe reasons for everything which exists and happens. This is not to say that total
and absolutely perfect information will be needed, but a general schema isrequired. From this you can give vague hints and ambiguous answers. It is no
exaggeration to state that the fantasy world builds itself, almost as if the milieu
actually takes on a life and reality of its own. This is not to say that an occult
power takes over. It is simply that the interaction of judge and players shapes
the bare bones of the initial creation into something far larger. It becomes
fleshed out, and adventuring breathes life into a make-believe world. Similarly,
the geography and history you assign to the world will suddenly begin to shape
the character of states and peoples. Details of former events will become
obvious from mere outlines of the past course of things. Surprisingly, as the
personalities of player characters and non-player characters in the milieu arebound to develop and become almost real, the nations and states and events ofa well-conceived AD&D world will take on even more of their own direction
and life. What this all boils down to is that once the campaign is set in motion,
you will become more of a recorder of events, while the milieu seemingly charts
its own course!

After a few episodes of play, you and your campaign participants will beready for expansion of the milieu. The territory around the settlement — likely
the “home” city or town of the adventurers, other nearby habitations,wilderness areas, and whatever else you determine is right for the area —should be sketch-mapped, and places likely to become settings for play
actually done in detail. At this time it is probable that you will have to have alarge scale map of the whole continent or sub-continent involved, some roughoutlines of the political divisions of the place, notes on predominant terrain
features, indications of the distribution of creature types, and some plans as towhat conflicts are likely to occur. In short, you will have to create the socialand ecological parameters of a good part of a make-believe world. The more
painstakingly this is done, the more “real” this creation will become.
Eventually, as player characters develop and grow powerful, they will explore
and adventure over all of the area of the continent. When such activity
begins, you must then broaden your general map still farther so as toencompass the whole globe. More still! You must begin to consider seriously
the makeup of your entire multiverse — space, planets and their satellites,
parallel worlds, the dimensions and planes. What is there? why? canparticipants in the campaign get there? how? will they? Never fear! By thetime your campaign has grown to such a state of sophistication, you will beready to handle the new demands.

CLIMATE & ECOLOGY
It is of utmost importance to some Dungeon Masters to create and design
worlds which are absolutely correct according to the laws of the scientificrealities of our own universe. These individuals will have to look elsewhere fordirection as to how this is to be accomplished, for this is a rule book, not a text
on any subject remotely connected to climatology, ecology, or any science softor hard. However, for those who desire only an interesting and exciting game,some useful information in the way of advice can be passed along.

Setting Things In Motion:
There is nothing wrong with using a prepared setting to start a campaign,
just as long as you are totally familiar with its precepts and they mesh withwhat you envision as the ultimate direction of your own milieu. Whatever
doesn’t match, remove from the material and substitute your own in its
place. On the other hand, there is nothing to say you are not capable ofcreating your own starting place; just use whichever method is best suited toyour available time and more likely to please your players. Until you are
sure of yourself, lean upon the book. Improvisation might be fine later, but
until you are completely relaxed as the DM, don’t run the risk of trying to“wing it” unless absolutely necessary. Set up the hamlet or village where theaction will commence with the player characters entering and interactingwith the local population. Place regular people, some “different” andunusual types, and a few non-player characters (NPCs) in the various
dwellings and places of business. Note vital information particular to each.
Stock the goods available to the players. When they arrive, you will beready to take on the persona of the settlement as a whole, as well as that ofeach individual therein. Be dramatic, witty, stupid, dull, clever, dishonest,
tricky, hostile, etc. as the situation demands. The players will quickly learn
who is who and what is going on — perhaps at the loss of a few coins.
Having handled this, their characters will be equipped as well as
circumstances will allow and will be ready for their bold journey into thedangerous place where treasure abounds and monsters lurk.

Climate: Temperature, wind, and rainfall are understood reasonably well bymost people. The distance from the sun dictates temperature, with thedirectness of the sun’s rays affecting this also. Cloud cover also is a factor,
heavy clouds trapping heat to cause a “greenhouse effect”. Elevation is afactor, as the higher mountains have less of an atmosphere “blanket”. Bodies
of water affect temperature, as do warm or cold currents within them.
Likewise air currents affect temperature. Winds are determined by rotational
direction and thermals. Rainfall depends upon winds and available moisturefrom bodies of water, and temperatures as well. All of the foregoing are
relevant to our world, and should be in a fantasy world, but the various
determinants need not follow the physical laws of the earth. A milieu which
offers differing climates is quite desirable because of the variety it affords DM
and player alike.
The variety of climes allows you to offer the whole gamut of human andmonster types to adventurous characters. It also allows you more creativity withcivilizations, societies and cultures.
Ecology: So many of the monsters are large predators that it is difficult tojustify their existence in proximity to one another. Of course in dungeon settings
it is possible to have some in stasis or magically kept alive without hunger, butwhat of the wilderness? Then too, how do the human and humanoid
populations support themselves? The bottom of the food chain is vegetation,cultivated grain with respect to people and their ilk. Large populations inrelatively small land areas must be supported by lavish vegetation. Herd
animals prospering upon this growth will support a fair number of predators.
Consider also the tales of many of the most fantastic and fearsome beasts: what
do dragons eat? Humans, of course; maidens in particular! Dragons slay a lot,
but they do not seem to eat all that much. Ogres and giants enjoy livestock andpeople too, but at least the more intelligent sort raise their own cattle so as toguarantee a full kettle.

The testing grounds for novice adventurers must be kept to a difficulty factor
which encourages rather than discourages players. If things are too easy, thenthere is no challenge, and boredom sets in after one or two games.
Conversely, impossible difficulty and character deaths cause instant loss ofinterest. Entrance to and movement through the dungeon level should be
relatively easy, with a few tricks, traps, and puzzles to make it interesting in
itself. Features such as rooms and chambers must be described with verve andsufficiently detailed in content to make each seem as if it were strange andmysterious. Creatures inhabiting the place must be of strength and in numbers
not excessive compared to the adventurers’ wherewithal to deal with them.
(You may, at this point, refer to the sample dungeon level and partial
encounter key.)87

THE CAMPAIGN (TYPICAL INHABITANTS)

THE CAMPAIGN (SOCIAL CLASS & RANK)

When you develop your world, leave plenty of area for cultivation, even more
for wildlife. Indicate the general sorts of creatures inhabiting an area, using
logic with regard to natural balance. This is not to say that you must be
textbook perfect, it is merely a cautionary word to remind you not to put in too
many large carnivores without any visible means of support. Some participantsin your campaign might question the ecology — particularly if it does not favor
their favorite player characters. You must be prepared to justify it. Here aresome suggestions.

many DMs prefer to base their campaign upon a society of this sort, for they
can then draw upon its historical data for game purposes.
Once a set of social structures and cultures has been devised for the campaign,
you may or may not find it useful to assign rank, class, or caste to player
characters. Will your society have hereditary rank? Will it go only to males?
females? both equally? Will only the first-born inherit? Will any inheritance ofproperty be required to be the entire estate to one individual? Deciding
government form and culture might well delineate much of the social structure of
the nation, state, or city in question. Let us assume a social structure of anaristocracy which is non-hereditary. Members of this ruling class are those whohave served in the military, own property of 100 or more acres extent, and pay
an annual tax of not less than 10 gold pieces on their income. Land ownershipmay be waived in the case of merchants and tradesmen whose business is suchthat they pay not less than 20 gold pieces in taxes each year. In any event, thearistocrats are the only persons eligible for any government office, command of
the military, and from their number are elected senators who pass laws andlegislate in general. Former senators are eligible to election to various tribunals
and judgeships. Former military officers are appointed by senatorial vote tokeep the peace and police the land.

Certain vegetation grows very rapidly in the world — roots or tubers, a grasslike plant, or grain. One or more of such crops support many rabbits or herd
animals or wild pigs or people or whatever you like! The vegetation springs up
due to a nutrient in the soil (possibly some element unknown in the mundane
world) and possibly due to the radiation of the sun as well (see the slight tingeof color which is noticeably different when compared to Sol? . . . ). A speciesor two of herbivores which grow rapidly, breed prolifically, and need but scantnutriment is also suggested. With these artifices and a bit of care in placing
monsters around in the wilderness, you will probably satisfy all but the mostexacting of players — and that one probably should not be playing fantasy
games anyway!
Dungeons likewise must be balanced and justified, or else wildly improbableand caused by some supernatural entity which keeps the whole thing running— or at least has set it up to run until another stops it. In any event, do notallow either the demands of “realism” or impossible make-believe to spoil yourmilieu. Climate and ecology are simply reminders to use a bit of care!

The majority of citizens of this state are small land holders, tradesmen, andvarious workers. They provide the food and goods and labor which make theeconomy stable. These people are likewise obligated to serve in the military,
and if they serve with distinction, they will be awarded land or stipends which
will elevate them to the aristocracy. Of course, industry, marriage or othermeans can move any of these citizens to a higher status. Only a few persons
are actually enslaved — criminals and captives of war. A large number of theworkers are bound to labor for a fixed period, and some must likewise serve
apprenticeships. These individuals have the hope of eventually earning sufficient
funds to become landowners or rich merchants or tradesmen themselves.

TYPICAL INHABITANTS
The bulk of the people met on an adventure in an inhabited area — whether
city, town, village, or along the roads through the countryside, will be average
folk, with no profession as adventurers know it, and no special abilities forclericism, fighting, magic, or thievery. They are simply typical, normal people(as you define typical and normal for the milieu, of course). When dealing withthese types, it is suggested that the following factors be used:
General Classiﬁcation
sedentary females
sedentary males
active females
active males
laboring females
laboring males

Hit Points
1-3
1-4
1-4
2-5
2-5
2-7

In such a society, adventurers would come from the younger children ofaristocrats — those who will inherit little and wish to remain in the favoredclass. Some would come from the middle group — adventurous persons who
aim at becoming members of the aristocracy through successes in suchadventures. Few, if any, would come from the lowest class, i.e. the bondsmen
and common laborers. Assigning a social class to player characters in such asociety would not have any particular value unless you also devised various
rivalries within the classes.

Combat Ability–3–2–1
0 level0 level0 levelWith this brief example in mind, it is easy to see how pointless it is to blindly plugin a set of “birth tables” based on some form of hereditary, quasi-European
nobility which may have absolutely no meaning within any of the states of yourcampaign milieu. Furthermore, any use of such material must be carefully
considered even if your campaign does have such a society and titles of rank,
viz. do you really believe that one of your player characters should be the firstborn son of a major noble or a ruler? If so, why is he adventuring? Where are
his guards and retainers? Does his father know his whereabouts? If so, why is heallowing the heir to his title and estates to risk his life in such a foolish manner?
Similarly, do such tables have a logical precedence and order? Are there offices
which do not logically belong within a feudal society? Are there classes which arecontradictory, anachronistic, or meaningless? Unless you specifically tailor yourmilieu to fit such tables, it is likely that there will be far too many “yes” answers to
the above questions. The intelligent verdict must be that each DM has to accept
the responsibility of deciding for himself or herself if assigning class distinctions is
a vital part of his or her campaign. If such is necessary, then the DM must further
accept the work of devising his or her own logical birth tables, drawn from asociety, culture, and government form developed to fit the overall milieu. This isunquestionably a tall order. Those referees who lack time will find that it isperhaps better for them to utilize one of the several campaign scenarios
commercially available, adding personal touches, of course, but basically relying
on the cultural and societal developments of the unit.

Sedentary occupations are those where the individual does nothing, or is aclerk, scribe, etc.
Active occupations are those involving considerable movement and activity
such as a serving maid, carpenter, etc.
Laboring occupations are strenuous and include farming, mining, and mostmenial labor tasks.
SOCIAL CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS
There is no random table for determination of a character’s social status to befound here. That is because the inclusion of such a factor will either tell you little
or nothing of useful nature, or it will abridge your freedom with respect todevelopment of your campaign milieu. That is, if such a table tells you only alittle so as not to force a social structure upon your campaign, the table cancontain nothing of use. If it states rank, it presupposes you will, in fact, havesuch classes in your campaign when you might not desire them at all. There aredozens of possible government forms, each of which will have varying social
classes, ranks, or castes. Which sort you choose for your milieu is strictly yourown prerogative. While this game is loosely based on Feudal European
technology, history and myth, it also contains elements from the Ancient Period,parts of more modern myth, and the mythos of many authors as well. Within its
boundaries all sorts of societies and cultures can exist, and there is nothing to
dictate that their needs be Feudal European. In THE DRAGON magazine(#25; Vol. 3, No. 11, May 1979) there appeared an article written by me which
outlines this very precept and lists a number of government forms which could
be employed by the DM in his or her milieu. Actually, some, all, or none ofthem could appear in the “world” of any given campaign. To aid the harassed
referee, I have listed these forms again. Additionally, a list of nobility (orauthorities) in various medieval cultures is given. I have included the latter as

Even with such ready-made campaign settings, you may or may not wish toinclude social classes immediately for player characters. My own GREYHAWK
campaign, for example, assumes all player characters (unless I personally place
one who is otherwise) are freemen or gentlemen, or at worst they can safely
represent themselves to be so. (Note that the masculine/human usage is
generic; I do not like the terms freecreatures or gentlebeings!) Outstanding
activity can (and has) brought knighthood or social status to certain characters.
This was carefully planned as a reward if the characters succeeded, and it now
allows them much latitude of action and assurance of reliable aid in certain
realms — but it likewise has earned them the enmity of others. With all of thatout of the way, consider the list of a few of the possible governmental forms
and then the lists of noble/official titles.
88THE CAMPAIGN (SOCIAL CLASS & RANK)THE CAMPAIGN (TOWN & CITY SOCIAL STRUCTURE)

Government Forms:

Royal And Noble Titles: (Northern European):

AUTOCRACY — Government which rests in self-derived, absolute power,
typified by a hereditary emperor, for example.

Emperor/Empress
King/Queen
Archbishop

BUREAUCRACY — Government by department, rule being through the heads ofthe various departments and conducted by their chief administrators.

Duke/Duchess

CONFEDERACY — Government by a league of (possibly diverse) social entities
so designed as to promote the common good of each.

Pfalzgraf

Prince/Princess

HerzogMarquis/Marquise

Margrave

Count (Earl)/Countess
DEMOCRACY — Government by the people, i.e. the established body ofcitizens, whether through direct role or through elected representatives.

Graf
BishopViscount/Viscountess

Waldgraf

DICTATORSHIP — Government whose final authority rests in the hands of one
supreme head.

Baron (Thane)/Baroness

FEUDALITY — Government of a feudal nature where each successive layer ofauthority derives power and authority from the one above and pledges
fealty likewise.

BaronetGERIATOCRACY — Government reserved to the elderly or very old.

Knights are non-hereditary peers. Their precedence (or importance) falls
variously depending upon the order of knighthood they hold. Various officialsof the court will rank amongst the nobility; an excellent discussion of this will befound in a good encyclopedia under Precedence, or in the appropriate sectionof TSR’s WORLD OF GREYHAWK.

Abbot
KnightFreiherr

Seigneur

RitterChevalier

Prior

GYNARCHY — Government reserved to females only.
HIERARCHY — Government which is typically religious in nature and generally
similar to a feudality.

Royal And Noble Titles: (Asian Forms):

MAGOCRACY — Government by professional magic-users only.

Padishah

Maharaja

Kha-Khan
Tarkhan

MATRIARCHY — Government by the eldest females of whatever social units
exist.
MILITOCRACY — Government headed by the military leaders and the armed
forces in general.

SultanShah

Dey

CaliphRajah

Bey

IlkhanOrkhonBashaw

MONARCHY — Government by a single sovereign, usually hereditary, whether
an absolute ruler or with power limited in some form (such as the English
monarchs, limited in rule by the Magna Carta).

Pasha
Emir

Amir
Sheikh

OLIGARCHY — Government by a few (usually absolute) rulers who arecoequal.

Khan
Nawab

Malik
You may find it interesting to mix titles, invent them, and place the whole in the
campaign setting you devise accordingly. Research in various histories will be
helpful, as will be a copy of a good thesaurus.

PEDOCRACY — Government by the learned, savants, and scholars.
PLUTOCRACY — Government by the wealthy.
REPUBLIC — Government by representatives of an established electorate who
rule in behalf of the electors.

THE TOWN AND CITY SOCIAL STRUCTURE
Cities and towns have typically attracted the independent and free-thinking
sorts, as they offer more opportunity for such lifestyles, even considering themedieval (rather intolerant) community. In towns and cities there are few nobles
and gentlefolk of knightly status. The social structure can be shown as follows:

THEOCRACY — Government by god-rule, that is, rule by the direct
representative of the god.
SYNDICRACY — Government by a body of syndics, each representing somebusiness interest.

Upper Class: Nobles, gentlemen, the wealthiest of merchants and mostimportant guildmasters, from which are drawn the most important law makers
and executives.

This listing is by no means exhaustive, and you should feel free to use otherforms, or invent your own, as the needs of your particular campaign direct.

Middle Class: Merchants and guildmasters, with master artisans and thelike making up the balance. They provide lesser officials.
Lower Class: Tradesmen, journeymen, laborers, and all others form thelower class. From their number is drawn the common council.
This gives a typical medieval city or town government a structure which isformed of:
MAYOR, MAGISTRATE, or BURGOMASTER — probably a lifetime officedrawn only from the upper class.
ALDERMEN, BURGHERS, or BURGESSES who are chosen by the upper class
to serve as the major officers under the mayor et al. The judiciary andmilitary commanders of the municipality are likely to fall within this stratum.
89THE CAMPAIGN (ECONOMICS)

THE CAMPAIGN (DUTIES, EXCISES, FEES, ETC)ALDERMEN are elected by the middle class. Law enforcement officials, customs
officials, and tax officials all come from the middle class, too.

Taxation is not necessarily an annual affair, for special taxes can be leviedwhenever needful, particularly upon sales, services, and foreigners in general.
Tithes are principally religious taxation, although there is no prohibition
against the combination of the secular with the sacred in the municipality.
Thus, a tithe can be extracted from all sums brought into the community by
any resident, the monies going to the religious organization sponsored by thecommunity or to that of the character’s choosing, at your option. (Of course,
any religious organizations within a municipality will have to pay heavy taxes
unless they are officially recognized by the authorities.) Tolls, finally, are sums
paid for the use of a road, bridge, ferry, etc. They are paid according to thenumbers of persons, animals, carts, wagons, and possibly even materials
transported.

COUNCILORS of the common council are likely to be selected by the upper andmiddle classes as well as the free lower class. From this class are drawn the
petty officials, so roles are advisory or administrative only.
The constabulary of a town or city will be drawn in part from citizen soldiers,
the city watch or police force and militia called up in times of great need. Most
other soldiery, by far the bulk in most cases, will be hired mercenaries. When
any army is fielded, the leading men of the city are likely to be in overallcommand, with assistance from mercenary captains, the force being acomposite of the municipal levies and the hired soldiers. (Note: Such forces
could be of considerable magnitude in battle, as noted by the history of
London, for example, or the military history of the Hanseatic League.)

If the Gentle Reader thinks that the taxation he or she currently undergoes is atrifle strenuous for his or her income, pity the typical European populace of the
Middle Ages. They paid all of the above, tolls being very frequent, with thosetrying to escape them by use of a byway being subject to confiscation of all
goods with a fine and imprisonment possible also. Every petty noble made an
extraction, municipalities taxed, and the sovereign was the worst of all.
(Eventually merchants banded together to form associations to protect
themselves from such robbery, but peasants and other commoners could only
revolt and dream of better times.) Barter was common because hard money
was so rare. However, in the typical fantasy milieu, we deal with great sums ofprecious metals, so use levies against player character gains accordingly. Hereis an example of a system which might be helpful to you in developing yourown.

ECONOMICS
There is no question that the prices and costs of the game are based on
inflationary economy, one where a sudden influx of silver and gold has driven
everything well beyond its normal value. The reasoning behind this is simple.
An active campaign will most certainly bring a steady flow of wealth into thebase area, as adventurers come from successful trips into dungeon andwilderness. If the economy of the area is one which more accurately reflectsthat of medieval England, let us say, where coppers and silver coins are usual
and a gold piece remarkable, such an influx of new money, even in copper andsilver, would cause an inflationary spiral. This would necessitate you adjusting
costs accordingly and then upping dungeon treasures somewhat to keep pace.
If a near-maximum is assumed, then the economics of the area can remain
relatively constant, and the DM will have to adjust costs only for things indemand or short supply — weapons, oil, holy water, men-at-arms, whatever.

The town charges a 1% duty on all normal goods brought into the place forsale — foodstuffs, cloth and hides, livestock, raw materials and manufactured
goods. Foreigners must also pay this duty, but at double rate (2%). Luxury items
and precious goods — wine, spirits, furs, metals such as copper, gold, etc.,
jewelry and the like — pay a tariff in addition to the duty, a 5% of value
charge if such are to be sold, and special forms for sale are then given to theperson so declaring his wares (otherwise no legal sale is possible). Entry fee
into the town is 1 copper piece per head (man or animal) or wheel for citizens,
5 coppers for non-citizens, unless they have official passports to allow freeentry. (Diplomatic types have immunity from duties and tariffs as regards theirpersonal goods and belongings.) Taxes are paid per head, annually at 1
copper for a peasant, 1 silver for a freeman, and 1 gold piece for a gentlemanor noble; most foreign residents are stopped frequently and asked for proof of
payment, and if this is not at hand, they must pay again. In addition, a 10%
sales tax is charged to all foreigners, although no service tax is levied uponthem. Religion is not regulated by the municipality, but any person seeking togain services from such an organization must typically pledge to tithe. Finally,
several tolls are extended in order to gain access to the main route from and tothe municipality — including the route to the dungeon, of course.

The economic systems of areas beyond the more active campaign areas can be
viably based on lesser wealth only until the stream of loot begins to pouroutwards into them. While it is possible to reduce treasure in these areas tosome extent so as to prolong the period of lower costs, what kind of a dragonhoard, for example, doesn’t have gold and gems? It is simply more heroic forplayers to have their characters swaggering around with pouches full of gems
and tossing out gold pieces than it is for them to have coppers. Heroic fantasy
is made of fortunes and king’s ransoms in loot gained most cleverly and bravely
and lost in a twinkling by various means — thievery, gambling, debauchery,gift-giving, bribes, and so forth. The “reality” AD&D seeks to create throughrole playing is that of the mythical heroes such as Conan, Fafhrd and the Gray
Mouser, Kothar, Elric, and their ilk. When treasure is spoken of, it is morestirring when participants know it to be TREASURE!
You may, of course, adjust any prices and costs as you see fit for your own
milieu. Be careful to observe the effects of such changes on both play balanceand player involvement. If any adverse effects are noted, it is better to return to
the tried and true. It is fantastic and of heroic proportions so as to match its
game vehicle.

Citizens of the town must pay a 5% tax on their property in order to defray thecosts of the place. This sum is levied annually. Citizenship can be obtained byforeigners after residence for one month and the payment of 10 gold pieces(plus many bribes).
The town does not encourage the use of foreign currency. Merchants andother business people must pay a fine of 5% of the value of any foreign coins
within their possession plus face certain confiscation of the coins, so they will
typically not accept them. Upon entering the town non-residents are instructedto go to the Street of the Money Changers in order to trade their foreign
money for the copper “cons”, silver “nobs”, gold “orbs”, and platinum “royals”.
Exchange rate is a mere 90%, so for 10 foreign copper pieces 9 domestic
copper “commons” are handed out. Any non-resident with more than 100
silver nobles value in foreign coins in his or her possession is automatically
fined 50% of their total value, unless he or she can prove that entry into thetown was within 24 hours, and he or she was on his or her way to the moneychangers when stopped. Transactions involving gems are not uncommon, but
a surtax of 10% is also levied against sales or exchange of precious stones
and similar goods.

DUTIES, EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS
What society can exist without revenues? What better means of assuring
revenues than taxation, and all of the names used in the title of this section aresynonymous with taxes — but if it is called something different perhaps the
populace won’t take too much umbrage at having to pay and pay and pay . . .
It is important in most campaigns to take excess monies away from player
characters, and taxation is one of the better means of accomplishing this end.
The form and frequency of taxation depends upon the locale and the social
structure. Duties are typically paid on goods brought into a country or
subdivision thereof, so any furs, tapestries, etc. brought into a town for salewill probably be subject to duty. Excises are typically sums paid to belong toa particular profession or practice a certain calling; in addition, an excise canbe levied against foreign currency, for example, in order to change it into theless remarkable coin of the realm. Fees can be levied for just about any
reason — entering a city gate is a good one for non-citizens. Tariffs are muchthe same as duties, but let us suppose that this is levied against only certain
items when purchased — rather a surtax, or it can be used against goods notcovered by the duty list. Taxes are typically paid only by residents andcitizens of the municipality and include those sums for upkeep of roads andstreets, walls, gates, and municipal expenses for administration and services.

MONSTER POPULATIONS AND PLACEMENTAs the creator of a milieu, you will have to spend a considerable amount oftime developing the population and distribution of monsters — in dungeon
and wilderness and in urban areas as well. It is highly recommended that you
develop an overall scheme for both population and habitation. This is not to
say that a random mixture of monsters cannot be used, simply selecting
whatever creatures are at hand from the tables of monsters shown by level of90

THE CAMPAIGN (MONSTER POPULATIONS & PLACEMENT)THE CAMPAIGN (PLACEMENT OF MONETARY TREASURE)

their relative challenge. The latter method does provide a rather fun type of
campaign with a “Disneyland” atmosphere, but long range play becomesdifficult, for the whole lacks rhyme and reason, so it becomes difficult for the
DM to extrapolate new scenarios from it, let alone build upon it. Therefore, it
is better to use the random population technique only in certain areas, andeven then to do so with reason. This will be discussed shortly.

hard experience with rapacious players. Then you will know not to design
pushovers and can resist the temptation to develop the perfect player
character killer!
In order to offer a bit more guidance, this single example of population andplacement will suffice: In a border area of hills and wild forests, where but few
human settlements exist, there is a band of very rich, but hard-pressed dwarves.
They, and the humans, are hard pressed because of the existence of a large
tribe of orcs. The latter have invited numbers of ogres to join them, for the
resistance of the men and dwarves to the orcs’ looting and pillaging has costthem not a few warriors. The orcs are gaining, more areas nearby are
becoming wilderness, and into abandoned countryside and deserted mines theferocious and dark-dwelling monsters of wilderness and dungeon daily creep.
The brave party of adventurers comes into a small village to see what is goingon, for they have heard that all is not well hereabouts. With but little help theymust then overcome the nasties by piecemeal tactics, being careful not to arouse
the whole to general warfare by appearing too strong. This example allows you
to develop a logical and ordered placement of the major forces of monsters, todevelop habitat complexes and modules of various sorts — abandoned towns,
temples, etc. It also allows some free-wheeling mixture of random critters to be
stuck in here and there to add uncertainty and spice to the standard challengeof masses of orcs and ogres. You, of course, can make it as complex and varied
as you wish, to suit your campaign and players, and perhaps a demon or devil
and some powerful evil clerics are in order. . . .

In general the monster population will be in its habitat for a logical reason.
The environment suits the creatures, and the whole is in balance. Certain
areas will be filled with nasty things due to the efforts of some character toprotect his or her stronghold, due to the influence of some powerful evil orgood force, and so on. Except in the latter case, when adventurers (yourplayer characters, their henchmen characters, and hirelings) move into anarea and begin to slaughter the creatures therein, it will become devoid ofmonsters.
Natural movement of monsters will be slow, so there will be no immediate
migration to any depopulated area — unless some power is restocking it orthere is an excess population nearby which is able to take advantage of the
newly available habitat. Actually clearing an area (dungeon or outdoors
territory) might involve many expeditions and much effort, perhaps even a
minor battle or two involving hundreds per side, but when it is all over themonsters will not magically reappear, nor will it be likely that some othercreatures will move into the newly available quarters the next day.
When player characters begin adventuring they will at first assume that they
are the most aggressive types in the area — with respect to characters, ofcourse. This is probably true. You have other characters in the area, of course,
and certainly many will be of higher level and more capable of combatting
monsters than are the new player characters. Nonetheless, the game assumes
that these characters have other things to do with their time, that they do not
generally care to take the risks connected with adventuring, and they willhappily allow the player characters to stand the hazards. If the characters who
do the dirty work are successful, the area will be free of monsters, and the nonplayer characters will benefit. Meanwhile, the player characters, as adventurers,
automatically remove themselves to an area where there are monsters,
effectively getting rid of the potential threat their presence poses to theestablished order. There is an analogy to the gunfighter-lawman of the “WildWest” which is not inappropriate. In some cases the player characters will
establish strongholds nearby which will help to maintain the stability of the area
— thus becoming part of the establishment. Your milieu might actuallyencourage such settlement and interaction if you favor politics in yourcampaign. The depopulation and removal to fresh challenge areas has anadvantage in most cases.

Just as you have matrices for each of your dungeon levels, prepare like data
sheets for all areas of your outdoors and urban areas. When monsters areproperly placed, note on a key sheet who, what, and when with regard to any
replacement. It is certainly more interesting and challenging for players when
they find that monsters do not spring up like weeds overnight — in dungeons orelsewhere. Once all dragons in an area are slain, they have run out ofdragons! The likelihood of one flying by becomes virtually nil. The “frontier”
moves, and bold adventurers must move with it. The movement can, of course,
be towards them, as inimical forces roll over civilization. Make it all fit together
in your plan, and your campaign will be assured of long life.

PLACEMENT OF MONETARY TREASURE
Wealth abounds; it is simply awaiting the hand bold and strong enough to takeit! This precept is basic to fantasy adventure gaming. Can you imagine Fafhrd
and the Gray Mouser without a rich prize to aim for? Conan without a pouchfulof rare jewels to squander? And are not there dragons with great hoards?
Tombs with fantastic wealth and fell guardians? Rapacious giants with spoils?
Dwarven mines brimming with gems? Leprechauns with pots of gold? Why, thelist goes on and on!

As DM you will probably have a number of different and exciting dungeons
and wilderness and urban settings which are tied into the whole of the milieu.
Depopulation of one simply means that the player characters must move on to a
fresh area — interesting to them because it is different from the last, fun for you
as there are new ideas and challenges which you desire your players to deal
with. Variety is, after all, the spice of AD&D life too! It becomes particularlyinteresting for all parties concerned when it is a meaningful part of the whole.
As the players examine first one facet, then another, of the milieu gem, they will
become more and more taken with its complexity and beauty and wish to see
the whole in true perspective. Certainly each will wish to possess it, but none
ever will.

The foregoing is, of course, true; but the matter is not as simple as it might seemon the surface. First, we must consider the logic of the game. By adventuring,
slaying monsters or outwitting opponents, and by gaining treasure thecharacters operating within the milieu advance in ability and gain levels of
experience. While AD&D is not quite so simplistic as other such games are
regarding such advancement, it nonetheless relies upon the principle ofadventuring and success thereat to bestow such rewards upon player charactersand henchmen alike. It is therefore incumbent upon the creator of the milieu
and the arbiter of the campaign, the Dungeon Master, to follow certain
guidelines and charges placed upon him or her by these rules and to apply
them with intelligence in the spirit of the whole as befits the campaign milieu towhich they are being applied.

Variety of setting is easily done by sketching the outlines of your world’s“history”. Establishing power bases, setting up conflicts, distributing thecreatures, bordering the states, and so forth, gives the basis for a reasoned —if not totally logical in terms of our real world — approach. The multitude ofplanes and alignments are given for such a purpose, although they also serve
to provide fresh places to adventure and establish conflicts between player
characters as well.

A brief perusal of the character experience point totals necessary to advance inlevels makes it abundantly clear that an underlying precept of the game is thatthe amount of treasure obtainable by characters is graduated from small tolarge as experience level increases. This most certainly does not intimate orsuggest that the greater treasures should be in the hundreds of thousands ofgold pieces in value — at least not in readily transportable form in any event— but that subject will be discussed a bit later. First and foremost we must
consider the placement of the modest treasures which are appropriate to theinitial stages of a campaign.

Certain pre-done modules might serve in your milieu, and you should consider
their inclusion in light of your overall schema. If they fit smoothly into thediagram of your milieu, by all means use them, but always alter them toinclude the personality of your campaign so the mesh is perfect. Likewise, fitmonsters and magic so as to be reasonable within the scope of your milieu
and the particular facet of it concerned. Alter creatures freely, rememberingbalance. Hit dice, armor class, attacks and damage, magical and psionicpowers are all mutable; and after players become used to the standard types
a few ringers will make them a bit less sure of things. Devising a few
creatures unique to your world is also recommended. As a DM you arecapable of doing a proper job of it provided you have had some hours of

All monsters would not and should not possess treasure! The TREASURE TYPES
given in the MONSTER MANUAL are the optimums and are meant toconsider the maximum number of creatures guarding them. Many of themonsters shown as possessing some form of wealth are quite unlikely to haveany at all. This is not a contradiction in the rules, but an admonition to the
DM not to give away too much! Any treasure possessed by weak, low-level91

THE CAMPAIGN (PLACEMENT OF MONETARY TREASURE)

THE CAMPAIGN (PLACEMENT OF MAGIC ITEMS)

monsters will be trifling compared to what numbers of stronger monsters
might guard. So in distributing wealth amongst the creatures which inhabit theupper levels of dungeons/dungeon-like areas, as well as for petty monsters
dwelling in small numbers in the wilderness, assign it accordingly. The bulk ofsuch treasure will be copper pieces and silver. Perhaps there will be a bit ofivory or a cunningly-crafted item worth a few gold pieces.

In like manner the hoard of a dragon could destroy a campaign if the treasureof Smaug, in THE HOBBIT, were to be used as an example of what such a
trove should contain. Not so for the wise DM! He or she will place a few choice
and portable items, some not-so-choice because they are difficult to carry off,
and finally top (or rather bottom and top) the whole with mounds, piles, andlayers of copper pieces, silver, etc. There will be much there, but even thecleverest of players will be more than hard put to figure out a way to garner
the bulk of it after driving off, subduing, or slaying the treasure’s guardian.
Many other avaricious monsters are eagerly awaiting the opportunity to help
themselves to an unguarded dragon hoard, and news travels fast. Who will staybehind to mind the coins while the rest of a party goes off to dispose of thebetter part of the loot? Not their henchmen! What a problem . . .

Electrum will be most unusual, gold rare, and scarcer still will be a platinum
piece or a small gem! Rarest of all, treasure of treasures — the magic item — isdetailed hereafter (PLACEMENT OF MAGIC ITEMS). If some group of
creatures actually has a treasure of 11 gold pieces, another will have 2,000
coppers and yet a third nothing save a few rusty weapons. Of course, alltreasure is not in precious metals or rare or finely made substances. Is not a suitof armor of great value? What of a supply of oil? a vial of holy water?
weapons? provisions? animals? The upper levels of a dungeon need not be
stuffed like a piggy bank to provide meaningful treasures to the clever player
character.

In the event that generosity should overcome you, and you find that in a
moment of weakness you actually allowed too much treasure to fall into theplayers’ hands, there are steps which must be taken to rectify matters. The
player characters themselves could become attractive to others seeking suchgains. The local rulers will desire a share, prices will rise for services in demand
from these now wealthy personages, etc. All this is not to actually penalize
success. It is a logical abstraction of their actions, it stimulates them to adventure
anew, and it also maintains the campaign in balance. These rules will see to itthat experience levels are not gained too quickly as long as you do your partas DM!

Assign each monster treasure, or lack thereof, with reason. The group ofbrigands has been successful of late, and each has a few coppers left fromroistering, while their leader actually has a small sum of silver hid away —coupled with salvaged armor, weapons, and any odd supplies or animals theymight have around. This will be a rich find indeed! The giant rats havenothing at all, save a nasty, filthy bite; but the centipedes living beneath a pileof rotting furniture did for an incautious adventurer some years ago, and hisskeletal remains are visible still, one hand thrust beneath the debris of thenest. Hidden from view is a silver bracelet with an agate, the whole thing
being valued at 20 gold pieces. Thus, intelligent monsters, or those whichhave an affinity for bright, shiny objects, will consciously gather and hoard
treasures. Others will possibly have some as an incidental remainder of theirnatural hunting or self-defense or aggressive behavior or whatever. Naturally,some monsters will be so unfortunate as to have nothing of value at all,despite their desire to the contrary — but these creatures might know of othermonsters (whom they hate and envy) who do have wealth!

PLACEMENT OF MAGIC ITEMS
Just as it is important to use forethought and consideration in placing valuable
metals and other substances with monsters or otherwise hiding them in dungeon
or wilderness, the placement of magic items is a serious matter. Thoughtlessplacement of powerful magic items has been the ruination of many acampaign. Not only does this cheapen what should be rare and precious, it
gives player characters undeserved advancement and empowers them tobecome virtual rulers of all they survey. This is in part the fault of this writer,
who deeply regrets not taking the time and space in D&D to stress repeatedly
the importance of moderation. Powerful magic items were shown, after all, on
the tables, and a chance for random discovery of these items was given, so theuninitiated DM cannot be severely faulted for merely following what was set
before him or her in the rules. Had the whole been prefaced with anadmonition to use care and logic in placement or random discovery of magic
items, had the intent, meaning, and spirit of the game been more fully
explained, much of the give-away aspect of such campaigns would havewillingly been squelched by the DMs. The sad fact is, however, that this was notdone, so many campaigns are little more than a joke, something that better
DMs jape at and ridicule — rightly so on the surface — because of thefoolishness of player characters with astronomically high levels of experienceand no real playing skill. These god-like characters boast and strut about withretinues of ultra-powerful servants and scores of mighty magic items, artifacts,
relics adorning them as if they were Christmas trees decked out with tinsel andornaments. Not only are such “Monty Haul” games a crashing bore for mostparticipants, they are a headache for their DMs as well, for the rules of thegame do not provide anything for such play — no reasonable opponents, norewards, nothing! The creative DM can, of course, develop a game which
extrapolates from the original to allow such play, but this is a monumental task
to accomplish with even passable results, and those attempts I have seen havebeen uniformly dismal.

In more inaccessible regions there will be stronger monsters — whether due tonumbers or individual prowess is immaterial. These creatures will have moretreasure, at least those with any at all. Copper will give way to silver, silver toelectrum, electrum to gold. Everyday objects which can be sold off for a profit— the armor and weapons and suchlike — will be replaced by silks,
brocades, tapestries, and similar items. Ivory and spices, furs and bronze
statues, platinum, gems and jewelry will trickle upwards from the depths of thedungeon or in from the fastness of wilderlands. But hold! This is not a signal
to begin throwing heaps of treasure at players as if you were some mad
Midas hating what he created by his touch. Always bear in mind the effectthat the successful gaining of any treasure, or set of treasures, will have upon
the player characters and the campaign as a whole. Consider this example:

A pair of exceedingly large, powerful and ferocious ogres has taken up
abode in a chamber at the base of a shaft which gives to the land above.
From here they raid both the upper lands and the dungeons roundabout.
These creatures have accumulated over 2,000 g.p. in wealth, but it isobviously not in a pair of 1,000 g.p. gems. Rather, they have gathered anassortment of goods whose combined value is well in excess of two thousand
gold nobles (the coin of the realm). Rather than stocking a treasure which thevictorious player characters can easily gather and carry to the surface, youmaximize the challenge by making it one which ogres would naturally accrue
in the process of their raiding. There are many copper and silver coins in alarge, locked iron chest. There are pewter vessels worth a fair number ofsilver pieces. An inlaid wooden coffer, worth 100 gold pieces alone, holds afinely wrought silver necklace worth an incredible 350 gold pieces! Food andother provisions scattered about amount to another hundred or so gold nobles
value, and one of the ogres wears a badly tanned fur cape which will fetch
50 gold pieces nonetheless. Finally, there are several good helmets (used as
drinking cups), a bardiche, and a two-handed sword (with silver wire
wrapped about its hilt and a lapis lazuli pommel to make it worth three times
its normal value) which complete the treasure. If the adventurers overcome theogres, they must still recognize all of the items of value and transport them tothe surface. What is left behind will be taken by other residents of the
netherworld in no time at all, so the bold victors have quite a task before
them. It did not end with a mere slaying of ogres…

Another nadir of Dungeon Mastering is the “killer-dungeon” concept. These
campaigns are a travesty of the role-playing adventure game, for there is no
development and identification with carefully nurtured player personae. In suchcampaigns, the sadistic referee takes unholy delight in slaughtering endlesshordes of hapless player characters with unavoidable death traps and horrificmonsters set to ambush participants as soon as they set foot outside the door of
their safe house. Only a few of these “killer dungeons” survive to become
infamous, however, as their participants usually tire of the idiocy after a few
attempts at enjoyable gaming. Some lucky ones manage to find another, morereasonable, campaign; but others, not realizing the perversion of their DM’s
campaign, give up adventure gaming and go back to whatever pursuits they
followed in their leisure time before they tried D&D.
AD&D means to set right both extremes. Neither the giveaway game nor thecertain death campaign will be lauded here. In point of fact, DMs who attempt
to run such affairs will be drumming themselves out of the ranks of AD&D
entirely. ADVANCED DUNGEONS & DRAGONS aims at providing not
only the best possible adventure game but also the best possible refereeing ofsuch campaigns.
92

THE CAMPAIGN (TERRITORY DEVELOPMENT)THE CAMPAIGN (TERRITORY DEVELOPMENT)

Initial placement of magic items in dungeon and wilderness is a crucial
beginning for the campaign. In all such places you must NEVER allow random
determination to dictate the inclusion of ANY meaningful magic items. Where
beginning/low-level player characters are concerned, this stricture also applies
to the placement of any item of magic. Furthermore, you need never feelconstrained to place or even allow any item in your campaign just because it islisted in the tables. Certainly, you should never allow a multiplicity, or possibly
even duplication, of the more powerful items. To fully clarify this, consider thedevelopment of a campaign as follows:

Assume that the player in question decides that he will set up a stronghold
about 100 miles from a border town, choosing an area of wooded hills as thegeneral site. He then asks you if there is a place where he can build a small
concentric castle on a high bluff overlooking a river. Unless this is totally foreign
to the area, you inform him that he can do so. You give him a map of the hex
where the location is, and of the six surrounding hexes. The player characterand his henchmen and various retainers must now go to the construction site,
explore and map it, and have construction commence.
If you have not already prepared a small scale map of the terrain in the area,
use the random generation method when the party is exploring. Disregard any
results which do not fit in with your ideas for the place. Both you and the player
concerned will be making maps of the territory — on a scale of about 200 yards
per hex, so that nine across the widest part will allow the superimposition of alarge hex outline of about one mile across. Use actual time to keep track of gametime spent exploring and mapping (somewhat tedious but necessary). Check but
once for random monsters in each hex, but any monster encountered and not
driven off or slain will be there from then on, excepting, of course, thoseencountered flying over or passing through. After mapping the central hex andthe six which surround it, workers can be brought in to commence construction of
the castle. As this will require a lengthy period of game time, the player character
will have to retain a garrison on the site in order to assure the safety of the crew
and the progress of the work (each day there will be a 1 in 20 chance that amonster will wander into one of the seven hexes explored by the character, unless
active patrolling in the territory beyond the area is carried on).

In stocking the setting for initial play in the campaign, you must use greatcare. Consider the circumstances of the milieu and the number of player
characters who will be active in it. Then, from the lists of possible items,
choose a selection which is commensurate with the setting and the characters
involved. For example, you might opt for several potions, a scroll of 1 spell, awand, a pair of boots of elvenkind, several +1 magic arrows, and a +1 magic
dagger. As these items will be guarded by relatively weak creatures, you willallow only weak items. The potions will be healing, heroism, levitation or the
like. The spell on the scroll will be low level — first or second. If you do
decide placement of the wand is appropriate, you will make certain that its
guardian will use it in defense, and the instrument will have few charges leftin any event, with a power which is not out of line with the level of thecharacters likely to acquire it. The magical boots will be worn by a denizen of
the area. While the magic arrows might not be used against adventurers, the+1 dagger will be. With all this in mind, you place the items in the
countryside and first/upper level of the dungeon/dungeon-like setting. You
never allow more than a single item or grouping (such as 3 magic arrows) toa treasure, nor more treasures with magic items than 1 in 5 to 1 in 10, as thisis an initial adventuring setting.

While the construction is underway, the character should be exploring andmapping the terrain beyond the core area. Here the larger scale of about one
mile per hex should be used, so that in all the character can explore and map
an entire campaign hex. There are MANY one mile hexes in a 30 mile across
campaign hex, so conduct movement and random monster checks as is normal
for outdoor adventuring. Again, any monsters encountered will be noted asliving in a hex, as appropriate, until driven out or killed. However, once a hex iscleared, no further random monster checks will be necessary except as follows:

As the campaign grows and deeper dungeons are developed, you exercise thesame care in placement of selected and balanced magic items. Of course, atlower levels of the dungeon you have more powerful single items or groupingsof disparate items, but they are commensurate with the challenge and ability ofparticipants. Guardians tend to employ the items routinely, and others are
hidden ingeniously to escape detection. Likewise in the expanding world aroundthe starting habitation you place monsters and treasures, some with magic. You,the DM, know what is there, however, as you have decided what it will be andhave put it there for a purpose — whether for the overall direction of thecampaign, some specific task, or the general betterment of player characters toenable them to expand their adventuring capabilities because they are skillful
enough to face greater challenges if they manage to furnish themselves with thewherewithal to do so.

1) Once per day a check must be made to see if a monster has wandered
into one of the border hexes which are adjacent to unexplored/uncleared
lands.
2) Once per week a check must be made to see if a monster has wandered
into the central part of the cleared territory.
Monsters which are indicated will generally remain until driven out or slain.
Modifiers to this are:In those instances where a randomly discovered monster has a nearby lair,and somehow this lair contains treasure, do not allow the dice to dictate adisaster for your campaign. If their result calls for some item of magic which is
too powerful, one which you are not certain of, or one which you do not wish
to include in the game at this time, you will be completely justified in ignoring
it and rolling until a result you like comes up, or you can simply pick asuitable item and inform the players that this is what they found. It is only
human nature for people to desire betterment of their position. In this game it
results in player characters seeking ever more wealth, magic, power,
influence, and control. As with most things in life, the striving after is usually
better than the getting. To maintain interest and excitement, there should
always be some new goal, some meaningful purpose. It must also be kept inmind that what is unearned is usually unappreciated. What is gotten cheaply
is often held in contempt. It is a great responsibility to Dungeon Master acampaign. If you do so with intelligence, imagination, ingenuity, andinnovation, however, you will be well rewarded. Always remember this when
you select magic items for placement as treasure!

1) Posting and placement of skulls, carcasses, etc. to discourage intelligent
creatures and monsters of the type able to recognize that the remains areindicative of the fate of creatures in the area.
2) Regular strong patrols who leave evidence of their passing andaggressively destroy intruders.
3) Organized communities whose presence and militia will discourage all but
organized groups who prey on them or certain monsters who do likewise.
Assuming that the proper activity is kept up and the castle is finished, then theplayer character and entourage can take up residence in the stronghold. By
patrolling the territory regularly — about once per week on a sweep basis, ordaily forays to various parts of the area, the character will need only checkonce each week for incursions of wandering monsters (see APPENDIX C:RANDOM MONSTER ENCOUNTERS) on the Uninhabited/Wilderness
table. Checks must also be made on the Inhabited table. If no road goes
through the territory, then but one such check per week is necessary. If a roadgoes through, then three checks per week must be made on the Inhabited
table. (This can be profitable if the encounters are with merchants and pilgrims,
less so with certain other types. . . .)TERRITORY DEVELOPMENT BY PLAYER CHARACTERS
When player characters reach upper levels and decide to establish astronghold and rule a territory, you must have fairly detailed information on
hand to enable this to take place. You must have a large scale map whichshows areas where this is possible, a detailed cultural and social treatment of
this area and those which bound it, and you must have some extensive
information available as to who and what lives in the area to be claimed andheld by the player character. Most of these things are provided for you,
however, in one form or another, in this work or in the various playing aid
packages which are commercially available. The exact culture and society of
the area is up to you, but there are many guides to help you even here.

At such time as a territory has more than 30 miles of inhabited/patrolled land
from center to border, then only the second type of monster checks are made,and all unfavorable ones, save one per month, are ignored. This reflects thedevelopment of civilization in the area and the shunning by monsters of theusual sort — things such as anhkheg might love it, however, and bandits may
decide to make it a regular place of call. As usual, any monsters not driven off
or slain will settle down to enjoy the place. If regular border patrols are not
kept up, then the territory will revert to wilderness status — unless the lands
around it are all inhabited and patrolled. In the latter case all of the unsavory
93THE CAMPAIGN (PEASANTS, SERFS & SLAVES)THE CAMPAIGN (A SAMPLE DUNGEON)

monsters from the surrounding territory will come to make it a haven forthemselves.

The oppressed populace will give rise to about 1 fighter for every 5 total, as men,
women, and just about anybody able to carry a club or a knife will join in. Arms
and armor (if any) will be scant and crude. Troops will be 0 level, peasant class.
Tactical ability will usually tend to be nil. The exception is if some mercenarygroup aids peasants, or if some slaves have had military experience.

Because this is a fantasy adventure game, it is not desirable to have any player
character’s territory become tame and staid. There must always be a chance forsome monster to enter the area and threaten the well-being of its inhabitants.
What is the answer if the territory is located in the heart of some powerfulstate? Intrigue and petty wars, of course! If the territory of a player character ispart of a nation, then there will be jealous neighbors, assassins, and the like tothreaten him or her. In this case you will have to devote more personal effort toseeing to it that there is still adventure and excitement involved in maintaining
the fief.

If a rising does occur, the player character must suppress it as soon as possible.
If it lasts more than one month, the revolting folk will gain experience,organization, recruits, and better weapons and armor. Therefore, for each fullmonth of successful revolt, add 10% to the number of people in revolt, assume
10% of the total force becomes equal to regular men-at-arms in training andarmor and weapons, and allow them greater tactical ability. After six months ofsuccessful revolt, the rebellion can be assumed to have taken on the status of acivil war, and the revolutionaries will be able to field something approximatinga regular military force.

In territories hacked from the wilderness, the “fame” of the owner will eventually
spread so as to attract inhabitants to the safety (?) of the area. They will
begin to appear after the player character’s stronghold is finished and patrols
have generally cleared the area. The populace will match the area and thealignment of the character. When a random monster check reveals some formof creature who properly matches the potential inhabitant type for the
territory, then have them move in and settle down, making proper
subservience calls upon the master of the territory, naturally. Hamlets, thorps,
and various other settlement forms will eventually be established here andthere in the area, starting near the castle and working towards the fringe ofthe territory. Once these territories become settled and population abounds(relatively speaking) they can be used as centers for activity — good or evil
or whatever. That is, they can attract more of the ilk which inhabit them, draw
opponents sworn to exterminate them, trigger raids or reprisals, etc. Much ofthis depends upon some action being taken — hopefully by the player
character forming active groups from the population base and doing
something, but as a last resort action which you initiate by setting up a seriesof circumstances which will bear upon the territory.

A SAMPLE DUNGEONLEVEL KEY

Fighters and clerics will be the principal territorial developers. Magic-users will
typically become involved to a lesser extent, for they have many more demands
upon their time. The real benefit of having player characters develop territory is
the addition to your milieu. These areas become focal points for action in the
campaign if properly encouraged and handled, and if things grow a bit slow, aDM-invented threat to some territory is bound to get things moving with elan.

1 square = 10’

STAIRS UP =TRAP DOOR =STAIRS DOWN =SECRET TRAP DOOR =DOOR =STREAM =SECRET DOOR = S

CONCEALED DOOR = C

WANDERING MONSTERS
Non-Crypt Areas (Generally Northern Portion of Map):
Die
1
2
3
4

Going back to the construction of the stronghold, when the player elects tobuild he or she must be required to furnish you with a duplicate set of plans of
the castle grounds, its dungeons, and interiors as well. At the same time you
can give the player a free hand in drawing a small scale map of the area
immediately around his or her stronghold — say, on a 1 hex to 30 yards basis,so about a one-half mile area hex can be depicted on a normal sheet of small
hex paper, and a bit beyond shown as needed. With your copy of this map
you can plan sieges or other attacks as they occur.

Result3-12 goblins (patrolling from area 7.-8.)
2-5 bandits (from area 4.-5.)
7-12 giant rats
1-2 ﬁre beetles (from area 12.-13.)

Crypt Areas:
Die
1
2
3
4

If for any reason a player who has developed territory gives up the campaign,or simply drops the character in favor of another, you can then take over theseareas and run them as you like to benefit your campaign. In all respects, then,development of territory by player characters is a highly desirable aspect of thecampaign. It gives added purpose to play, and provides long periods where theplayer can be actively involved in the actual direction of the campaign milieu,
which will eventually benefit things regardless of what transpires at a later date.

Result1-2 ghouls (from area 24.)
1 3rd level evil cleric & 2 hobgoblins (from area 35.-37.)
7-12 giant rats
2-5 skeletons (patrolling from area 27.)

MONASTERY CELLARS & SECRET CRYPTS
1. ENTRY CHAMBER: A damp and vaulted chamber 30’ square and arched
to a 20’ high center roof. Arches begin at 8’ and meet at a domed peak.
Walls are cut stone block, floor is rough. Thick webs hide ceiling. See A &B below.

PEASANTS, SERFS, AND SLAVESIn feudalistic societies, no person not of gentle or noble birth would be allowed
weapons of offense, other than those for hunting. Therefore, swords, lances,maces, etc. would be totally banned. In societies which heavily oppress thecommoners, serfs and/or slaves will be even more restricted than common
peasants. They can have no weapon of any sort whatsoever. They cannot leave
their area, be it a farm, estate, village, or whatever. They are chattel.

A. LARGE SPIDER: AC 8; Move 6”*15”; HD: 1 + 1 (HP 6). There are alsonine 1 HP young spiders hiding in the upper part of the webs. This
monster lurks directly over a central litter of husks, skin, bones, and its
own castings, awaiting new victims to drop upon. It will always attackby surprise unless the webs it is in are burned (which will do 3 HP
damage to the spider and kill the young). There are 19 silver pieces
in the litter on the ground, while a goblin skull there has a 50 gold
piece garnet inside which will only be noticed if the skull is picked up
and examined.

Peasants, serfs, and slaves generally resent this treatment. Revolts of these sortsof peoples are common in history. Any character who forces peasantry,
serfdom, or slavery upon any inhabitants of an area he or she controls will
have to be very careful to guard against uprisings. The oppressed folk will mostcertainly attempt an uprising once every five years, minimum. If there is
weakness noted, there will be an uprising immediately. Peasants will demand
more freedom, rights, and lesser taxes; serfs will be attempting to gain peasantstatus; slaves will simply desire to slay their former masters and escape tosomewhere where they can be free. Exact details of such uprisings are notpossible here, but you should be able to determine them without undue difficulty.

B. ROTTING SACKS: There are 10 moldy sacks of flour and grain stacked
here. The cloth is easily torn to reveal the contents. If all of them areopened and searched, there is a 25% probability that the last will have
YELLOW MOLD in it, and handling will automatically cause it to burst
and all within 10’ must save versus poison or die in 1 turn.
94

THE CAMPAIGN (A SAMPLE DUNGEON)

THE CAMPAIGN (A SAMPLE DUNGEON)

95

THE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)C.

THE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)

Heavy oak door with bronze hardware is remarkable only in that if
any character listens at it, he or she will detect a moaning which willrise and then fade away. Unbeknownst to listeners, it is the strong
breeze which goes through area 2. AS SOON AS THIS DOOR IS
OPENED, A WIND GUST WILL EXTINGUISH TORCHES AND BE 50%
LIKELY TO BLOW OUT LANTERNS AS WELL. The wind continues tomake the corridor impossible for torches until the door is shut.

disguise, or just about anything else. In this case, however, let it be a thief, forreasons you will discover soon.) The party readily agrees, and so theadventure begins.
You inform them that after about a two mile trek along a seldom-used road,they come to the edge of a fen. A narrow causeway leads out to a low
mound upon which stand the walls and buildings of the deserted monastery.
One of the players inquires if the mound appears to be travelled, and you
inform the party that only a very faint path is discernible — as if any traffic
is light and infrequent. Somewhat reassured, another player asks if anythingelse is apparent. You describe the general bleakness of the bog, with little torelieve the view save a few clumps of brush and tamarack sprouting here
and there (probably on bits of higher ground) and a fairly dense cluster ofthe same type of growth approximately a half mile beyond the abandoned
place. Thus, the party has only one place to go — along the causeway — if
they wish to adventure. The leading member of the group (whether
appointed or self-elected, it makes no difference) orders that the party
should proceed along the raised pathway to the monastery, and the realadventure begins.

2. WATER ROOM: This natural cavern was roughly worked to enlarge it.
Torches cannot be lit. When the monastery was functioning, the place
was filled with casks and barrels and buckets, but now only 8 rotting
barrels remain (location A.) and there are 3 buckets scattered about.
Several of the barrels hold water — they were new and being soaked tomake them tight.
B.

THE LIMED-OVER SKELETON OF THE ABBOT is in this pool of water,
but it appears to be merely a somewhat unusual mineral formation.
Clutched in the bony fingers is the special key which will allow thesecret door at location 28. to open to the treasury room (29.) rather
than to the steps which lead down to the caverns (steps down at 30.).
If the remains are disturbed in any way, a cylindrical object will be
noticed, the thing being dislodged from where it lay by the skeleton,
and the current of the stream carrying it south (downstream) at 6”
speed. To retrieve it a character must be in the stream and score “tohit” as if it were AC 4 in order to catch it. It is a watertight ivory tube
with a vellum map of the whole level inside. However, slow seepage
has made all but a small portion blur and run into ruin. The map
shows only areas 1., 2., the passage to 3., a smudge where 3. is andthe passage to 24. about 20’ south of the secret door leading from 3.
to 24. — the latter being shown with miniature sarcophagi drawn in
the 80’ or so not water soaked and ruined.

The so-called guide, the thief, is a 3rd level non-player character. You placed
him in the village and gave the reason for his being there as a desire for ahuge fire opal which the abbot of the place is said to have hidden when themonastery was under siege. The fellow died, according to legend, before
revealing it to anyone, so somewhere within the ruins lies a fortune. But thisparticular thief lacks courage, so he has been living frugally in the village while
seeking some means of obtaining the gem without undue risk to himself. Now,
he has the party to serve as his means. If they invite him along, then he will go— with seeming reluctance, of course. If they do not, he will lurk near theentrance hoping to obtain any loot they will have gleaned from the adventure
when they return, doing so either by stealth or by force if the party is
sufficiently weakened from the perils they have faced.

STREAM: This is cold and fast flowing. It is from 5’ to 7’ wide and 3’
to 5’ deep. It enters on the north from a passage which it fills entirely,
and it exits to the south in the same manner.

Before you are three maps: a large-scale map which shows the village and thesurrounding territory, including the fen and monastery, the secret entrance/exit
from the place, and lairs of any monsters who happen to dwell in the area; at
hand also is a small-scale (1 square to 10’ might be in order) map of the ruined
monastery which shows building interiors, insets for upper levels, and anumbered key for descriptions and encounters; lastly, you have the small scale
map of the storage chambers and crypts beneath the upper works of the place(refer to the section, THE CAMPAIGN), likewise keyed by numbers fordescriptions and encounters. So no matter what action the party decides upon,
you have the wherewithal to handle the situation. When they come to the area
shown on the second map, the one depicting the monastery complex, you set
aside map one, and begin a more detailed narrative of what they “see”,
possibly referring to the number key from time to time as they explore theplace.

POOL: The pool is about 10’ long and 15’ wide. It is about 4’ deep
at its edge and 7’ in the center. There are a score or so of small,white blind fish in it, and under the rocks are some cave crayfish,
similarly blind and white.
3. EMPTY CEREMONIAL CHAMBER: This large place appears to be a deadend. It has roof supports similar to chamber 1, but the vaulted ceiling dome
here is fully 25’ high. When the monastery was functioning, the faithful
were brought here after death, consecrated, and then carried to their final
resting place by silent monks after the mourners left. A wooden platform,
supposedly merely a dais for ceremony and religious rites, was placed
against the south wall. This platform being 9’ off the ground enabled theuse of the secret door in the south wall — this portal being 8½’ wide, 10’high, and 10’ above the floor of the chamber. Amongst the 7 small
protruding knobs of stone about 9½’ above the floor, the 7th pushes in to
trigger the door mechanism, and the portal will swing inward (swings east)
with a grinding noise. The only clue which still remains are socket holes inthe south wall. There are 2 at the 20’ and 2 at the 30’ line (that is, oneither side of the center-most 10’ south wall space). Each pair has 1 socket
at about 4’ height, 1 at about 8’. Each socket is ½’ × ½’ square and a little
deeper. The first socket hole examined by the party will have several
splinters of wood (from the platform, of course) which might prove to beanother clue to thinking players.

Movement within buildings is actually the same as in an underground setting.
Each square represents an area of 10’ per side, and movement is very slow as
observation and map making and searching takes considerable time. Basemovement rate translates to 1 square per 1 factor in a turn (10 minute period).
In like manner, examination and mapping of a room or chamber will require
about a 10 minute period. Thorough searching of contents and examination ofwalls, floor, and possibly the ceiling as well is also a lengthy process. How aredoors and secret doors opened? and what about locks and fastenings? It is vitalthat the DM know such details thoroughly, so that the mundane processes ofdungeon adventuring can be carried out rapidly, clearly, and in a fashion
which will be interesting and exciting.

4. (Etc.)

Movement And Searching: You must make some arbitrary decisions
regarding the time expended in activities which are not strictly movement.
Travelling along a corridor and mapping its length takes 1 turn per 90’,
assuming a base move of 9”. How long does it take to move along but a shortsection of passage, open a door, enter the room beyond, and search it? Suchvariables as passage length, condition of the portal (locked, stuck, or normal),size of the room beyond, and thoroughness of the search make an absolutedetermination of time nearly impossible. There are many variations of player
character activity — looking for signs of use of the corridor, listening for noise,looking for traps, inspection of walls for secret doors, etc. — all of which
compound the need for an arbitrary handling of time. If a few fixed references
are used, the task becomes a good deal easier, however. Therefore, thefollowing suggestions are offered:

THE FIRST DUNGEON ADVENTURE
Assume that you have assembled a group of players. Each has created acharacter, determined his or her race and profession, and spent some time
carefully equipping these neophyte adventurers with everything that thelimited funds available could purchase. Your participants are now eagerly
awaiting instructions from you as to how to find the place they are to seek
their fortunes in. You inform them that there is a rumor in the village thatsomething strange and terrible lurks in the abandoned monastery not far fromthe place. In fact, one of the braver villagers will serve as guide if they wish
to explore the ruins! (This seemingly innocent guide might be nothing morethan he seems, or possibly an agent of some good or evil power, or a thief in

DOOR — search for traps:
DOOR — listening for noise:96

1 round
1 roundTHE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)
ROOM — mapping, and casually examining a 20’×20’ area:
ROOM — thoroughly searching after initial examination*:
SECRET DOOR — checking for by simple tapping of ﬂoor orwall, by 10’ × 10’ area:
SECRET DOOR — thorough examination for means to open,
by 10’ × 10’ area:

THE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)
1 turn1 turnthorough examination of the possible secret door area. You may use either of
two methods to allow discovery of the mechanism which operates the portal:

1 round

1. You may designate probability by a linear curve, typically with a d6. Thus,
a secret door is discovered 1 in 6 by any non-elf, 2 in 6 by elven or halfelven characters, each character being allowed to roll each turn inchecking a 10’ × 10’ area. This also allows you to have some secret doors
more difficult to discover, the linear curve being a d8 or d10.

1 turn* This assumes that, in fact, the area has items which can be checked for traps,
examined, contents searched, hidden compartments looked for, and so on. If
there are many containers and much furniture in the area, the time might
actually be double that shown. If the place has nothing but some odds andends, then a casual examination will discover all there is to know about theplace (short of a check for secret doors) and a thorough search is contraindicated.

2. You may have the discovery of the existence of the secret door enable
player characters to attempt to operate it by actual manipulation, i.e. theplayers concerned give instructions as to how they will have theircharacters attempt to make it function: “Turn the wall sconce.”, “Slide itleft.”, “Press the small protrusion, and see if it pivots.”, “Pull the chain.”
It is quite acceptable to have a mixture of methods of discovering the operationof secret door.

Detection Of Unusual Circumstances, Traps, And Hearing Noise:
Regardless of the means, it takes effort and concentration to perform any ofthese activities. A gnome, for instance, must remain relatively quiet andconcentrate for a turn to detect facts about an underground setting. Likewise, adwarf must work at it. An elf doesn’t detect secret doors 162/3% of the time bymerely passing them unless he or she is actually concentrating on the act. A
character with a sword must have it out and be thinking about its power inorder for the weapon to communicate anything to him or her. To sum it all up,
DON’T GIVE PLAYERS A FREE LUNCH! Tell them what they “see”, allow them todraw their own conclusions and initiate whatever activity they desire. You are
the source of their input, a time keeper, and the motivator of all not connectedwith them. That is sufficient to keep you busy, rest assured.

With these basic points in mind, let us return to the action of the first dungeon
adventure. Assuming that the abandoned monastery is merely a burned-out
shell, with nothing but rubble and ruin within, the players spend only a few
minutes of real time “looking around” before they discover a refuse-strewn flightof steep and worn stone stairs leading downward. “Ahah!”, exclaims the leaderof the group, “This must be the entrance to the dungeons. We’ll find what weare looking for there.” The other players voice agreement, and so the realadventure begins. What is said by the Dungeon Master will be prefaced by theletters DM, while the party of player characters will be prefaced by either LC(for leader), or OC (for any of the other player characters speaking).

Assume that your players are continually wasting time (thus making the socalled adventure drag out into a boring session of dice rolling and delay) if
they are checking endlessly for traps and listening at every door. If this persists,
despite the obvious displeasure you express, the requirement that helmets bedoffed and mail coifs removed to listen at a door, and then be carefully
replaced, the warnings about ear seekers, and frequent checking for wandering
monsters (q.v.), then you will have to take more direct part in things. Mocking
their over-cautious behavior as near cowardice, rolling huge handfuls of diceand then telling them the results are negative, and statements to the effect that:“You detect nothing, and nothing has detected YOU so far —“, might suffice. If
the problem should continue, then rooms full with silent monsters will turn thetide, but that is the stuff of later adventures.

DM: “What are you going to do now?”
LC:“Light our torches, and go down the steps!”

DM: “Fine, but I’ll need the ‘marching order’ you will be in.” (At this point theplayers either write down the names of characters with each in its
respective rank, or place their painted miniature figures in actual
formation. As minimum width is about 31/3 ’ per character: a 5’ wide
corridor requires single file, a 10’ wide passage means up to 3 may be
abreast, and up to 6 abreast can move down a 20’ wide passageway.)“Please note what formation you will take in a 5’ wide passage, and what
your marching order will be in a 20’ wide area, also.”

Doors: As a rule of thumb, all doors are hard to open and hard to keep
closed or open for player characters, while inhabitants of the dungeon findlittle difficulty in these regards. Regardless of how a door opens, it is usualthat its weight and condition require that force be used to swiftly operate it.
This is represented by the roll of d6 for each person involved in pushing,pulling, lifting, sliding, or whatever. A roll of 1 or 2 typically indicates success,anything above indicates the door still remains unopened. (Cf. PLAYERS
HANDBOOK, Character Abilities, Strength.) Very heavy doors might
reduce chances by half. Locked doors might only open if two or even threesimultaneous 1’s are rolled. Most doors are about 8’ wide, and this allows up
to three characters to attempt opening. A door of 3’ or less width allows but
a single character to make an attempt. If wooden doors (always metal bound,naturally) are broken down by axes and the like, it will take some time — afull turn is usual — and require at least 3 checks to see if nearby and/or
wandering monsters are attracted by the noise. Doors can also be blasted
away by fireballs and other spells, for example. This will not be likely to draw
monsters to the vicinity immediately. Any such destruction will, however,
attract the attention of all passing creatures and possibly cause future
problems. Intelligent dungeon inhabitants will certainly make efforts to repair
damage if it is in their interest to do so. Finally, metal doors (usually locked)
will be very difficult to open, requiring a knock spell or similar means most of
the time.

LC:(After a brief discussion with the other players:) “Here is the informationon this sheet of note paper. We’ll change it only if one of us is wounded,
lost, or killed.”

DM: “Why are the gnome and the halfling in the front rank, the magic-user inthe middle, and the human fighter and cleric in the rear?”LC:“That way all 5 of us can act when we encounter an enemy! The magicuser can cast spells over the heads of the short characters in front, andthe pair in the back rank can do likewise, or fire missiles, or whatever isneeded, including a quick move to the front!”

DM: (Nodding agreement) “You remember that the torches will spoil theinfravisual capabilities of the gnome and the halfling, don’t you?”LC:“Certainly, but the humans must be able to see! We will go down thestairs now, with weapons drawn and ready.”

DM: “You descend southward, possibly 30’ laterally, and at the end of thestairway you see an open space.”
LC:

Concealed Doors: These are doors which are hidden in some way —behind a curtain, covered with plaster, a trap door under a rug, etc. They differ
from a secret door in that once their concealment is uncovered they are
obviously doors.

“Enter the area and look around.”

DM: “You are in a chamber about 30’ across to the south and 30’ wide east
and west. There are 10’ wide passages to left and right and ahead, eachin the center of the respective walls. The stairway you descended likewise
enters the chamber in the center of the north wall.

Secret Doors: These are portals which are made to appear to be anormal part of the surface they are in. They can possibly be sensed or
detected by characters who are actively concentrating on such activity, or
their possible location may be discovered by tapping (though the hollow
place could be another passage or room beyond which has no portal in thehollow-sounding surface). Discovery does not mean that access to the door
mechanism has been discovered, however. Checking requires a very

LC:

“What else do we see?”

DM: “The floor is damp and rough. There are arches supporting the ceiling,
starting from a spot about 8’ above the floor and meeting about 20’
height in the central dome of the place — it is difficult to tell, because thewhole ceiling area is covered with webs .… Possibly old cobwebs. Oh
97

THE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)

THE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)

yes. There are some mouldering sacks in the southwest corner, and somerubbish jumbled in the center of the floor — which appears to be dirt, oldleather, rotting cloth, and possibly sticks or bones or something similar.”LC:

DM: “The sacks hold rotten grain, so the cleric will go and help the magicuser as ordered. They find the refuse consists of castings, some husks ofsmall victims of the spider, hide, bones, a small humanoid skull, and 19
silver pieces. Do you now fire the webs overhead?”(A confused babble breaks out at this point, with players suggesting allsorts of different actions. The leader cautions them and tries for acareful, reasoned, methodical approach.) “The gnome and the halfling
will hand their torches to the fighter (me) and the cleric. They will thenlook down the east and west passages, while I check the one straightahead to the south. The cleric will check the sacks, and the magic-user
will examine the pile of refuse in the center of the chamber. Everyone
agree?”LC:

DM: “Possibly a goblin. When you are looking at it more closely, you seethat there is a small gem inside — a garnet.”
LC:

OC: “Sure!” says the player with the cleric character, “I’m moving over to thesacks now, sticking close to the lefthand wall.”That’s more like it! Put it safely in your pouch, along with the silver
pieces, Good Cleric, and light the spiderweb.”

DM: “The strands burn quickly, flame running along each and lighting others
touched. You see several young spiders crisped as the mass of webs
near the top of the chamber catches fire.”

DM: “What are the rest of you doing? As indicated? Tell me how you aredoing it, please.” (If miniature figures and a floor plan are being used,each player can simply move his or her figurine to show route of
movement and final position. Otherwise, each player must describe
actions just as the cleric character player did above.)
LC:“Examine the skull first. What kind of humanoid was it? Can we tell?”LC:“That’s that. What is seen down the three corridors leading out of theplace?”

DM: “The east passage appears to turn north after about 30’ or so, thesouth tunnel runs straight as far as can be seen, and the west corridor
ends in a door at about 20’.”“They are now in position, what is seen and what happens?”

DM: “Just as the three are about in position to look down the passages, andwhile the cleric is heading for the rotting bags, the magic-user cries out,
and you see something black and nasty looking upon her shoulder!”

LC:

LC:

DM: “Okay, you are marching west: 10’, 20’, and the passage ends in adoor to the west. It is a great, heavy thing, bound in corroded bronze.
There is a huge ring in the center.”“EVERYBODY, QUICK! SEE WHAT’S ATTACKED HER!” Then turning to
the referee: “We rush over to help kill whatever has attacked her! What
do we see?”

DM: “A large spider has surprised her. As she went to examine the refuse it
dropped from its web. It landed on her back and bit her. Before you
can take any action, she must make a saving throw with +2 on her die,of course, and then she and the spider must dice for initiative and fighta round of combat. After that the rest can try to do something.”

LC:

DM: “Yes. Easily, so you take only 1 hit point of damage. While you mark it
down, I’ll roll for the spider’s initiative — beat a 3.”

LC:

OC: (Again the magic-user.) “A 5. If that means I can act before the spider
does, I’ll grab it and throw it on the floor and stamp on it with myboot!”“We all get ready, I’ll nock an arrow, and the magic-user will ready her
magic missile spell. As soon as we are set the cleric and the gnome willpull the door open, the cleric closest to the hinged side. Ready? GO!”

DM: “Each of you who are opening the door roll a d6 for me to see if you
succeed. I see from your character sheets that the gnome has a normal
strength, so he’ll need a 1 or 2, the cleric has 17 strength, so he’ll do it
on a 1, 2, or 3.” (Eager hands roll the dice, and each succeeds inrolling a score low enough to indicate success.) Smiling, the DMcontinues: “The door groans inward, and a blast of cold, damp air gusts
into the passage where you are, blowing out both torches!” (Here, as
about 3 turns have elapsed, the DM rolls a d6 to see if a ‘wandering
monster’ appears; the resulting 5 indicates none.)

DM: “Roll a d20, and we’ll see if you hit.” The die score indicates that themagic-user would hit an opponent of the armor class of the large
spider, so the DM states: “You grab the spider, but as you do so, you
are now allowing the monster to attack you, even though you had theinitiative, and it bites at your hand as you hurl it to the floor!” (Amidst
groans of horrified anticipation from the players, the DM rolls a d20,
but the low number which results indicates a clean miss by thearachnid.) “Yug! The nasty thing misses you, and it is now scuttlingalong the floor where you tossed it!”LC:

“Who is nearest to the spider? Whomever it is will smash it with aweapon!”(Thinking quickly.) “Halfling and gnome, what do you see with yourinfravision!? Should we slam the door?”

DM: “It takes a few seconds for their eyes to adjust to the darkness, and thenthey tell you that they can detect no creatures — everything appears tobe the same temperature, cold.”

DM: “It was hurled down to the southwest, and it is now heading for the wall
there to climb back into its web overhead. The cleric is nearest to it.”LC:
OC: (The cleric, of course.) “I squash the nasty thing with my mace!” andhere the player, having already gained savoir faire, rolls a d20 to see if
his strike is successful. A 20, and a beaming player shouts: “I got it!”
DM: “You’re right, and you do . . . (with these words the DM rolls a d6 todetermine the amount of damage) SIX POINTS! That’s heavy — heavy
enough to kill it, in fact. It is smashed to pieces. What now?”
LC:“Magic-user, step forward and listen at the door. Gnome and halfling,
see which way it opens, and get ready to do so.”DM: (Rolling a d6 behind a screen so that the players cannot see the result
which would normally indicate if noise were detected or not, if
applicable, when a character listens. In this case the DM knows what
will be heard, but pretends otherwise.) “There is a faint moaning sound— you can’t really tell what it is — which rises and then fades away.
The door pulls inwards towards you, the hinges on the left.”

OC: (The magic-user.) “A 16, did I make it?!” (This said as she rolls the die tomake the required saving throw against the spider’s poison.)LC:“Come on, fellow adventurers, let’s head west and see what lurks
beyond the door!” The other players concur, so marching order isreestablished, and the gnome and halfling lead the way.

“Cleric, it is time to use your light spell, for we’ll never get torches lit inthis wind. Cast it on your 10’ pole.” (There is a delay while the clericcomplies, and then:) “We are now poking the bright end of the pole
into the place and looking; tell us what we see.”

DM: The space behind the door is only rough-hewn and irregular. It appears
to be a natural cave of some sort which was worked to make it larger
in places. It is about 25’ across and goes 40’ south. A small stream —about 15’ wide at one place, but only 6’ or 7’ wide elsewhere — runs
south along the far wall. There are 3 buckets and several barrels in theplace, but nothing else.”“Everybody will do what we set out to do in the first place. If nothingvaluable or interesting is in the sacks, the cleric will then help the
magic-user search the refuse and burn the webs overhead in case there
are any more spiders hiding up there.”LC:
98“Check the ceiling and the floor. No more nasty surprises for us! If weTHE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)

THE CAMPAIGN (THE FIRST DUNGEON ADVENTURE)

note nothing unusual, we will check out the buckets and barrels quickly.”(Aside to the others:) “This was probably the water supply room for themonastery, so I doubt if we’ll find anything worthwhile here.”60’, 70’, 80’, 90’. The passageway is unremarkable, being of stone
blocks and natural stone, with an arched ceiling about 15’ high. At 90’
you come into the northern portion of a 50’ × 50’ chamber. It is bareand empty. There are no exits apparent. It seems to be a dead end
place.” (Here the DM makes a check to see if any ‘wandering monsters’come, but the result is a 2 on d6, so there are none.) “What are you
going to do?”OC: “Where exactly is the wide spot in the stream? I think that I’ll check outthat pool.” (The DM tells the player where it is, so he heads over to theplace.) “Now, I’m looking into the water with the bright end of my staff
actually thrust into the liquid, what happens?”
LC:
DM: “First, the others checking the containers find that they held nothing but
water, or are totally empty, and that the wood is rotten to boot. You see
a few white, eyeless fish and various stone formations in a pool ofwater about 4’ to 6’ deep and about 10’ long. That’s all. Do you wish
to leave the place now?”

DM: “Certainly not. The place seems to be about where the blotched area is,but there are no passageways out of it.”
LC:

LC:

“Yes, let’s get out of here and go someplace where we can findsomething interesting.”

OC: “Wait! If those fish are just blind cave types, ignore them, but what
about the stone formations? Are any of them notable? If so, I think weshould check them out.”

OC: “If the pole will reach, I’ll use the end to prod the formation and see if itis actually a skeleton covered with mineral deposits from the water! I
know the Shakespearean bit about a ‘sea change’!”

OC: “Does the smudged area give us any clue as to what the holes could befor? Let’s feel around inside them to see if there are levers or catches orsomething . . .”DM: “You manage to reach the place and prodding it breaks off a rib-likepiece. You see bone beneath the minerals. As you prod, however, apiece of the formation is caught by the current — a cylindrical piece
about a foot long — and it rolls downstream.”

LC:“Run as fast as I can to get ahead of it, jump in, and grab it! Quick!
Some of you get ready to pull me out if the water is over my head!”

DM: “You manage to get ahead of the piece, jump into water about 4’ deep,
and grab at it, but you must roll a d20 ‘to hit’ to see if you can manage
to grasp the object before it is swept past you and goes downstream
into the pipe-like tunnel which the stream flows out through.” (The playerrolls and scores high enough to have hit armor class 4, the value theDM has decided is appropriate to the chance of grasping, so the DMcontinues:) “You are in luck this adventure! You have the object, and it
seems to be an ivory or bone tube with a waterproof cap.”LC:“As soon as my fellows help me out of the stream, we’ll examine it
carefully, and if all appears okay, we’ll dry it off thoroughly and open itvery gently.”“Let’s form a human pyramid and see if there’s a secret door higher up
on the wall — right here in the center where the passage seems to go
on southwards. I’ll form the base, and the rest of you help the gnome
and the halfling up, and hold them there (use the pole!), while they tap.
What do they discover?”

DM: “The halfling at the top of the stack has a 1 in 6 chance of slipping andbringing you all down.” (A roll of 4 follows, so:) “But it doesn’t happen,and both the gnome and the halfling manage a few taps, and even thatfeeble work seems to indicate some sort of space beyond.”“Let’s get out of here now, shut the door, get some torches going again,
and then read whatever is on the scroll.” (The others agree, and in a
few moments, the actions have been taken care of.) “Now, carefully
remove the scroll and see what is on it.”LC:

DM: “The tube must have allowed a bit of water to seep in slowly, for there
are parts of the scroll that are smudged and obliterated, but you cansee it is a map of the passages under the monastery. You recognize thestairs down and the water supply room. It looks as if the eastern portionis smeared beyond recognition, but you see that the south passage runs
to a blurred area, and beyond that you see a large area with coffin-likeshapes drawn along the perimeter. That’s all you can determine.”
LC:“Sure! How about a ramp or stairs? How high is the ceiling in thisplace?”

DM: “Oh, it must be at least 25’ or more.”

DM: “There is nothing difficult involved, so after drying it off on the gnome’scape, you break the seal and pull out the stopper. Inside is a roll ofvellum.”LC:“Yes. Look at the map, and carefully check those holes with daggers
first — we don’t want to lose fingers or hands!” (When all that comes tonaught:) “Can anyone think of why there would be wood splinters in theholes? That must be some sort of a clue!”

OC: “The only thing I can think of is that the holes are sockets for some sortof wooden construction —“

LC:
LC:

“Let’s tap along that south wall, especially in the center 30’ to see if itsounds hollow. The cleric, gnome, and halfling will do the tapping,while the magic-user and I watch back the way we came.”

DM: (Rolling a few dice behind the screen several times, knowing thattapping won’t show anything, as the secret door is 10’ above the floor:)“The entire wall sounds VERY solid. You spend a full 10 minutes
thoroughly checking, even to the far east and west, and all 3 areconvinced it is not hollow beyond. However, the gnome, whom you
placed in the middle, noted some strange holes in the wall. These weresquare places cut into the natural stone, each about half a foot per side
and a bit deeper. There were 2 at the 20’ and 2 at the 30’ line, 1
above the other, the lower at about 3’, and the higher at about 6’. He
found some small splinters of wood in one.”

DM: “Okay. The fish are fish, but there is one group of minerals in the
deepest part of the pool which appears to resemble a skeleton, but it
simply —“LC:“We’ll look at our map again. Does this look as if it were the room withthe coffin-shapes?”“Let’s change the plan a bit. The cleric and I will hoist the gnome up
and hold his legs firmly while he checks around for some way to open
the secret door. Meanwhile, the halfling and the magic-user will guard
the entrance so that we won’t be attacked by surprise by some monster
while thus engaged.”

DM: “You accomplish the shuffle, and let’s see if anything comes —“ (A d6roll for wandering monsters again gives a negative result.) “The guards
see nothing, and what is the gnome doing now?”
OC: (The gnome:) “I’ll scan the stone first to see if there are marks or some
operating device evident.”“We go back east 20’, which takes us back to the entry chamber, andthen we’ll head south down the long corridor there. We will lookcarefully at the map we found to see if it shows any traps or monsters
along our route.”

DM: “Some stone projections seem rather smooth, as if worn by use. That’s
all you are able to note.”

DM: “You are at the mouth of the passageway south in the center of thesouth wall of the entry chamber. The map doesn’t indicate any traps ormonsters, so you go south down the passage — 10’, 20’, 30’, 40’, 50’,

OC: “Then I’ll see if I can move any of the stone knobs and see if they
operate a secret door! I’ll push, pull, twist, turn, slide, or otherwise
attempt to trigger the thing if possible.”99

NON-PLAYER CHARACTERS (PERSONAE)

NON-PLAYER CHARACTERS (FACTS & TRAITS)

DM: “The fist-sized projection moves inwards and there is a grinding sound,and a 10’ × 10’ section of the wall, 10’ above the floor in the center
part, swings inwards to the right.”

Class
ClericDruidFighter
RangerPaladin
Magic-User
Illusionist
Monk
Thief
Assassin

OC: (The gnome:) “I’ll pull myself up into the passage revealed, and then I’ll
see if I can drive in a spike and secure my rope to it, so I can throw thefree end down to the others.”
DM: “You get up all right, and there is a crack where you can pound in a
spike. As you’re doing it, you might be in for a nasty surprise, so I’ll let
you roll a six-sider for me to see your status — make the roll! (Groans asa 1 comes up indicating surprise. The DM then rolls 3 attacks for theghoul that grabbed at the busy gnome, and one claw attack does 2 hit
points of damage and paralyzes the hapless character, whereupon the
DM judges that the other 3 would rend him to bits. However, the DM does
NOT tell the players what has happened, despite impassioned pleas andurgent demands. He simply relates:) “You see a sickly gray arm strike thegnome as he’s working on the spike, the gnome utters a muffled cry, andthen a shadowy form drags him out of sight. What are you others goingto do?”
LC:

Occupation
Laborer
Mercenary (level 0)
Merchant/Trader

Minimum Score or Adjustment toAbility Dice Roll*wisdom +2
12/14 minimum wisdom/charisma
strength +2, constitution +1
as ﬁghter, 12 minimum wisdom
as ﬁghter, 17 minimum charisma
intelligence +2, dexterity +1
15/15 minimum intelligence/dexterity
12/15/15 minimum strength/wisdom/dexterity
dexterity +2, intelligence +1
as thief, strength +1

strength +1 to +3
strength +1, constitution +3,
4 minimum hit points
12/12 minimum intelligence/charisma* Note that these are adjustments in addition to those noted in the AD&D
PLAYERS HANDBOOK. In spite of all additions, normal ability limits cannot
be exceeded.

“Ready weapons and missiles, the magic-user her magic-missile spell, andwatch the opening.”

FACTS TABLES
DM: “You hear some nasty rending noises and gobbling sounds, but they end
quickly. Now you see a group of gray-colored human-like creatures withlong, dirt- and blood-encrusted nails, and teeth bloodied and bared,coming to the opening. As they come to the edge you detect a charnel
smell coming from them — 4 of them, in fact.”

Alignment (d10)
1. lawful good
2. lawful neutral
3. lawful evil
4. neutral evil
5. chaotic evil
6. chaotic neutral
7. chaotic good
8. neutral good
9. neutral
0. neutral

What will the party do? Will the cleric realize that they are ghouls and attempt
to turn them? Will he succeed? If not, there may well be no survivors. If so,
what treasure lies beyond? Possibly the great gem . . . but the thief still awaits
the party’s return. Well, that is the stuff from which adventures are spun, andnow you know how to spin your own.

Possessions (or wealth) (d10)
1. none2. scant
3. scant
4. average
5. average
6. average
7. average
8. above average
9. exceptional
0. superabundantAppearance (roll separately for each category)Age (d10)
General (d10)
1. young
1. dirty
2. youthful
2. clean
3. youthful
3. unkempt
4. mature
4. immaculate
5. mature
5. rough
6. mature
6. ragged
7. mature
7. dandyish
8. middle-aged
8. foppish
9. old9. non-descript
0. ancient
0. imposing

NON-PLAYER CHARACTERSPERSONAE OF NON-PLAYER CHARACTERS
It is often highly desirable, if not absolutely necessary, to have well-developed
non-player characters (NPCs). In order to easily develop these personae, thetables below are offered for consideration. Note that the various facts and traits
are given in a sequence which allows the character to develop itself — with
judicial help from the DM. Thus, Alignment, Appearance, Possessions, and thenGeneral Tendencies are given. The first three will, of necessity, modify the fourth,and the latter will similarly greatly modify the other traits.

Sanity (d10)
1. very stable
2. normal
3. normal
4. normal
5. normal
6. normal
7. neurotic
8. unstable
9. insane*
0. maniacal*

The personae of special NPCs should be selected (and embellished, if you wish)
from the tables (or see THE ROGUES GALLERY from TSR). Other NPCs can be
developed randomly, or by a combination of random and considered selection.
No fewer than three General Tendencies should be determined, and several
more can be added if the DM desires. Of course, some are contradictory, andif a random selection indicates such dichotomy, roll until noncontradictorytendencies are discovered. In like manner, successively generated traits should
not conflict with the General Tendencies previously developed — unless the NPC
is insane, in which case such conflict is quite permissible. A brief explanation ofeach fact and trait is given after the tables.

* Roll again, and if either insane or maniacal isindicated a second time, the character thenconforms to that sanity level; in all other cases
the second roll stands in place of the first.

TRAITS TABLES
ADJUSTMENTS TO ABILITY DICE ROLLS FOR
NON-PLAYER CHARACTERS
Race
Dwarf
Elf
Gnome
Halﬂing

General Tendencies (d12, d6)
1. optimist
2. pessimist
3. hedonist
4. altruist
5. helpful/kindly
6. careless
7. capricious/mischievous
8. sober
9. curious/inquisitive
10. moody
11. trusting
12. suspicious/cautious

strength +1, constitution +1, charisma –1
intelligence +1, dexterity +1
wisdom +1, constitution +1, charisma –1
dexterity +1, constitution +1

100

13. precise/exacting
14. perceptive
15. opinionated/contrary
16. violent/warlike
17. studious
18. foul/barbaric
19. cruel/callous
20. practical joker/prankster
21. servile/obsequious
22. fanatical/obsessive
23. malevolent
24. loquacious

NON-PLAYER CHARACTERS (FACTS & TRAITS)

1-5 Average
1. modest
2. egoist/arrogant
3. friendly
4. aloof
5. hostile
6. well-spoken
7. diplomatic
8. abrasive

Personality (d8, d8)
6-7 Extroverted
1. forceful
2. overbearing
3. friendly
4. blustering
5. antagonistic
6. rude7. rash8. diplomatic

NON-PLAYER CHARACTERS (FACTS & TRAITS)
Interests (d12, d6)
1. religion
2. legends
3. history
4. nature
5. horticulture
6. husbandry
7. exotic animals
8. hunting
9. ﬁshing
10. handicrafts
11. athletics
12. politics

8 Introverted
1. retiring
2. taciturn3. friendly
4. aloof
5. hostile
6. rude7. courteous
8. solitary/secretive

Disposition (d10)
1. cheerful
2. morose
3. compassionate/sensitive
4. unfeeling/insensitive
5. humble
6. proud/haughty
7. even tempered
8. hot tempered
9. easy going
0. harsh

Intellect (d10)
1. dull
2. average
3. average
4. active
5. active
6. dreaming
7. ponderous
8. anti-intellectual
9. scheming
0. brilliant

Nature (d6)
1. soft-hearted
2. forgiving
3. hard-hearted
4. unforgiving
5. jealous
6. vengeful

Materialism (d6)
1. aesthetic
2. intellectualist
3. average
4. covetous
5. greedy
6. avaricious

Honesty (d8)
1. scrupulous
2. very honorable
3. truthful
4. average
5. average
6. average
7. liar8. deceitful

Bravery (d8)
1. normal
2. normal
3. normal
4. foolhardy
5. brave
6. fearless
7. cowardly
8. craven

Energy (d8)
1. slothful
2. lazy
3. normal
4. normal
5. normal
6. energetic
7. energetic
8. driven

Thrift (d8)
1. miserly
2. mean
3. thrifty
4. average
5. average
6. spendthrift
7. spendthrift
8. wastrel

Morals (d12)
1. ascetic
2. virtuous
3. normal
4. normal
5. lusty
6. lusty
7. lustful
8. immoral
9. amoral
10. perverted*
11. sadistic*
12. depraved*

Piety (d12)
1. saintly
2. martyr/zealot
3. pious
4. reverent
5. average
6. average
7. average
8. average
9. impious
10. irreverent
11. iconoclastic
12. irreligious

13. wines & spirits
14. foods & preparation
15. gambling
16. drugs
17. collector*
18. collector*
19. collector*
20. collector*
21. community service
22. altruism
23. none
24. none* See Collections table below.

Collections (d12)
1. knives & daggers
2. swords
3. weapons
4. shields & weapons
5. armor
6. books & scrolls
7. minerals & gems
8. ornaments & jewelry
9. coins & tokens
10. trophies & skins
11. porcelain, china & crystal
12. artwork** This includes tapestries, paintings, statuary, carvings, etc.
FACTS
Alignment is preferably selected for created NPCs. For encountered NPCs,
the DM can select the alignment or generate it randomly, as best suits theparticular situation.
Appearance:
Age can be actual or apparent — such as by means of disguise, magic, etc.
General (appearance) can be due to the existing circumstances or a true
characteristic. Appearance will be modified by possessions.
Possessions indicate the number of garments, adornment, weapons, goods,
property, etc., according to the circumstances particular to the NPC in question.
Actual and apparent possessions can differ greatly — the miserly individual, forexample, will never display wealth.
Sanity is the measure of the mental balance of the NPC against the norm. The
type of insanity or maniacal bent is usually determined by Traits rolls.

TRAITS
General Tendencies are given to guide and direct the generation offollowing traits and the operation of the NPC in actual play. Conflicting Traits
should be disregarded unless the NPC is insane. Some tendencies have twolistings separated by a slash. The DM should either immediately select one — in
the case of a predetermined NPC — or list both and select the one which bettersuits the NPC when the balance of the other Traits are determined — in casesof encountered NPCs.

* Roll again; if perverted, sadistic, or depraved is again indicated, thecharacter is that; otherwise, the second roll tells the true morals, and the firstroll is ignored in favor of the second.

Personality:
Average indicates a typical personality type with one or more outstanding
tendencies. The average personality will seldom be noticeably outstanding in
any of its tendencies until the NPC is well-known through dealings andassociation.
Extroverted personalities are more readily apparent, as will be theiroutstanding tendencies. The extroverted NPC will be gregarious and tend
toward being in positions which deal with people or power.
101

NON-PLAYER CHARACTERS (HEIGHT & WEIGHT)

NON-PLAYER CHARACTERS (LANGUAGE DETERMINATION)

Introverted indicates that the NPC is basically inwardlooking and prefers
his or her own company to that of others. Monks and hermits are two good, if
not polar, examples. The encountered NPC introvert will seldom be in a peopleoriented occupation or with a large party of humans.

FEMALES

Dwarf
Elf
Gnome
Half-elf
Halﬂing
Half-orc
Human

Disposition is the indicator of the general inclination of the NPC personality
with regard to mood or manner.
Nature describes the disposition tendencies, and as a modifier it must be
carefully watched to avoid contradiction, i.e. compassionate and hardhearted,
unfeeling and softhearted.
Bravery indicates the courage of the NPC with regard to threat, risk, hazard, etc.

Height In Inches
Average – or +
46
1-4
1-4
54
1-4
1-6
39
1-3
1-3
62
1-6
1-6
33
1-3
1-3
62
1-3
1-3
66
1-6
1-8

Weight In Pounds
Average
–
or
120
2-16
80
1-10
75
1-8
100
1-12
50
2-8
120
3-18
130
3-30

+
2-20
2-12
1-8
2-16
2-8
4-32
4-48

HEIGHT AND WEIGHT DETERMINATIONIntellect describes to the DM the manner in which the NPC’s mental processes
function, and it will modify the intelligence rating in four out of eight cases(dreaming — brilliant). The “dreaming” and “ponderous” intellects will tend toratiocinate more slowly. The “scheming” intellect will, at times, perform
brilliantly, and the “brilliant” intellect will perform above its stated intelligence
rating due to discernment and insight.

Under
01-15
01-10
01-20
01-35
01-10
01-45
01-20

Height
Avg.*
16-80
11-80
21-85
36-90
11-90
46-75
21-80

Over
81-00
81-00
86-00
91-00
91-00
76-00
81-00

WeightAvg.**
21-65
16-90
21-75
21-85
11-50
31-55
26-75

Under
01-20
01-15
01-20
01-20
01-10
01-30
01-25

Over
66-00
91-00
76-00
86-00
51-00
56-00
76-00

Energy is basically self-explanatory. The “driven” individual is certainly
neurotic, typically obsessive, and often fanatical.

Dwarf
Elf
Gnome
Half-elf
Halﬂing
Half-orc
Human

Thrift, like energy, is self-explanatory. The various degrees of saving andspending must be considered with care.

* For average height roll % dice: 01-30 = shorter by 1-4½”, 71-00 = taller by
1-4½” (1-3½” for races under 5’ tall).

Materialism denotes the regard the NPC has for goods and property. Thrift
and Materialism complement each other.

** Weight as above, adjust by 1-8 # (1-4 if 100# or less).
LANGUAGE DETERMINATION

Honesty describes the NPC’s basic veracity and tendencies in dealing withothers.

The following is to be used primarily to determine knowledge of languages in
NPCs (and such things as magic swords), as player characters generally should
be required to learn foreign languages from others when the opportunity andinclination present themselves. This is subject to alteration, of course, pending
conditions in individual campaigns.

Piety is the rating of the religious view of the NPC. “Saintly” will be modified
to fit the alignment of the NPC, and the Piety Trait must fit the character classas well.
Morals refer to the sexual tendencies of the NPC, although this trait rating
can be used with regard to some ethical questions.

RANDOM LANGUAGE DETERMINATION TABLE
Dice Roll
01
02-03
04
05
06
07
08
09
10
11
12
13
14
15
16-20
21-25
26
27
28
29
30
31-33
34
35
36-39
40
41-44

Interests describe the pastimes, avocations and hobbies of NPCs. More than
one Interest is possible for those characters which are not otherwise obsessive
or devoted to some vocation or calling.
Collections simply indicate the field of Interest of the “Collector”. Other sorts
can be added as desired. In game use, the collector of swords, for example,
will be a likely contact for player characters wishing to dispose of such
weapons gained as loot during an adventure.
NON-PLAYER CHARACTER ENCOUNTER/OFFER REACTION
ADJUSTMENTS
Sanityneurotic
insanemaniacal–1% to 6%+/–1% to 10%+/–1% to 20%

General Tendencies
any+/–1% to 8%
Personality
any+/–1% to 8%

Disposition
any+/–1% to 6%
Natureany+/–1% to 4%

Bravery
any+/–1% to 20%
Materialism
any+/–1% to 20%

HEIGHT AND WEIGHT TABLES
MALES

Dwarf
Elf
Gnome
Half-elf
Halﬂing
Half-orc
Human

Height In Inches
Average – or +
48
1-4
1-6
60
1-4
1-6
42
1-3
1-3
66
1-6
1-6
36
1-3
1-6
66
1-4
1-4
72
1-12
1-12

Weight In Pounds
Average
–
or
150
2-16
100
1-10
80
2-8
130
1-20
60
2-8
150
2-16
175
3-36

Language
Brownie
BugbearCentaurDragon, Black
Blue
Brass
BronzeCopper
Gold
Green
Red
SilverWhite
Dryad
DwarvishElvishEttin
Gargoyle
Giant, Cloud
Fire
Frost
Hill
Stone
Storm
GoblinGnoll
Gnome

Dice Roll
45-49
50-51
52-54
55
56-58
59
60
61
62
63
64
65
66
67-70
71
72-76
77
78
79
80
81
82
83
84
85
86-00

Language
Halﬂing
Hobgoblin
KoboldLammasu
Lizard Man
Manticore
Medusian
MinotaurNaga, Guardian
Spirit
Water
Nixie
Nymph
OgrishOgre Magian
OrcishPixie
Salamander
Satyr
Shedu
Sprite
Sylph
Titan
Troll
Xorn
Human foreign or other** Select a foreign tongue, choose an unlisted creature language, or select at
random by ignoring rolls over 85, if the first two options are not desired.

+
2-24
1-20
2-12
1-20
2-12
4-40
5-60

SPECIAL ROLES OF THE DUNGEON MASTER
As the DM you are game moderator, judge, jury, and supreme deity. You arealso actively engaged in actual role playing throughout the course of the102

NON-PLAYER CHARACTERS (ROLES OF THE DM)

NON-PLAYER CHARACTERS (HIRING TO CAST SPELLS, ETC)

campaign, from game to game, as you must take the persona of each andevery henchman and/or hireling involved. (See also Monsters, hereafter.) To
play such roles to the hilt, it is certainly helpful to the DM if he or she has
player characters of his or her own in some other campaign.

level magic-user in order to turn an associate back to flesh (after a mostunfortunate encounter with a cockatrice). His inquiries at a tavern meet withvague answers until several rounds of drinks have been purchased, and the
proprietor generously tipped. Wending his way from tavern to wizard’s tower,
Celowin is accosted by a beggar, and he is pestered unendingly until heeither pays off or calls for the watch. Paying off will attract a swarm of otherbeggars. Calling for the watch can be nearly as dangerous, as they could
resent a foreigner’s refusal to deem a native beggar worthy of a copper or
two. Despite such possible misadventures, the fighter finally comes to thetower of Llewellyn ap-Owen, a wizard of high repute. However, Celowin’s
knocking is answered by a lesser person, the warlock Tregillish Mul, thewizard’s henchman. Mul informs the eager fighter that: “Lofty Llewellyn is far
too busy to see anyone at this time. Good day!” Unless Celowin is quick inoffering some inducement, the warlock will slam the tower door and forget
about the intrusion.

Henchmen: Regardless of their loyalty, henchmen are individuals. Play themfor their liege just as if they were your player characters, modified by whatever
circumstances and special characteristics are applicable. Begin creating thepersona of such a non-player character as soon as he or she appears on thescene, without recourse to the book characteristics. It will thereafter become
easier and more natural for you to re-assume the persona as needed. The mostimportant rule to remember is that the henchman is an individual, with likes,
dislikes, feelings, and so on. The henchman is likely to aspire to greater things
too, and he or she will tend to look out for personal interests. Bullying, duping,cheating, and similar maltreatment will certainly be resented. The henchman willtalk about it with others of his class and fellow henchmen and hirelings.
Henchmen will never loan out money or valuables without security —particularly if one instance of failure to repay or loss has occurred previously.
Loyalty will certainly drop in this case, and if such action is repeated, loyalty
will be lost in most cases. If their liege is so bold as to suggest that thehenchmen should make loans to other characters, there will be flat refusal in all
likelihood. The key here is playing the henchman as if he or she were an actual
person — better still if the character is somewhat greedy and avaricious.
Interest should be paid on loans. Use of a henchman’s valuables, such as a
magic item, should be based on the holding of some equal or better object ofsimilar nature, certainly one usable by the henchman, and the promise of somepayment in addition — such as a minor item of magic! (See also
ACQUISITION OF MAGIC-USER SPELLS.)

Now let us assume that Celowin’s bribe was sufficient to convince Tregillish Mul
to arrange an appointment with his master, and furthermore that suchappointment is actually timely. Now old ap-Owen is rather testy, for he was in
the middle of an experiment which is now absolutely ruined, and must be
begun all over again, just because this stupid sword-swinger managed toconvince Mul-the-lackwit that something was more important than a wizard’s
spell research! Well, this fellow Celowin had better have a good reason forinterruption, and further, the pay had better be good . . . . Celowin will have to
pay through the nose, in cash and in magic items, to get the magic-user to turnstone to flesh once again. But suppose Celowin has no item which Llewellyn
could use? The wizard will take something he cannot use personally, for heundoubtedly has all sorts of henchmen and hirelings who can employ thesethings, not to mention the possibility of trading or selling. In no event will money
ever serve to replace magic items! Furthermore, if no magic is available, then ageas can be laid to get some!

Some few players will actually play their henchmen as individual characters,
not merely as convenient extensions of their main player character. In these rarecases, your involvement with these henchmen will be minimal. It is far moreprobable that the players will attempt to manipulate their henchmen, and you
will counter all such attempts by active assumption of the role or roles. You willkeep low-intelligence characters behaving accordingly, clever ones possibly
tricking their master, and so on.

These examples show how varying roles are played without great difficulty
simply by calling upon observation of basic human nature and combining itwith the particular game circumstances applicable. Once established, it is quite
easy to recall the personae of frequently consulted or encountered NPCs. If suchintercourse becomes very frequent, considerable additional development of thecharacter or characters concerned, and their surroundings, will certainly be inorder. Thus, in many ways, the campaign builds and grows of its own volition
and within its own parameters.

Hirelings: As these characters serve strictly as employees, they should beplayed as such — mercenaries interested in doing their job and collecting theirpay. Unusual indeed will be circumstances which see a hireling volunteering for
extra work/service. Rather, a hireling seeks to do only as much as is absolutely
minimal to fulfill terms of employment. If more is desired, more must be offered.
Playing such roles is relatively easy, and if groups are involved, concentrate on
the personae of the leaders. Otherwise, hirelings can be treated as henchmen
as far as involvement is concerned.

HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR
USE DEVICES
It is a certainty that your players will seek outside aid many times during thecourse of your campaign. At times a particular spell — or device able to delivera magical power — will be necessary or very helpful to a party, and so they
will seek out a cleric or magic-user to hire for the service. The most common
spells sought are various cures and informational spells. The players should
know from the outset that there is no free lunch anywhere, and that theperformance of any service is going to cost a “reasonable” sum. A few sample
prices for spells are listed below. Note that these charges are based on
characters of similar alignment and religion as the cleric requesting the service
at the headquarters of the cleric in question.

Monsters: Taking the role of some of the monsters — those who happen to be
human or humanoid — is not a difficult task for the DM, but sometimes it ishard to get into the personae of particularly nauseating creatures or minions ofpurity or whatever. Such creatures might well be beyond the realm ofexperience of the referee, and understandably so. Nonetheless, such monsters
must be carefully played by the DM.
Each and every monster must be played as closely to its stated characteristics
as is possible. Clever ones should be played with cleverness, stupid ones withstupidity, ferocious ones with ferocity, cowardly ones with cowardice, and so on.
In all cases, the DM is absolutely obligated to play the monster in question to
the best of his or her ability according to the characteristics of the monster andthe circumstances of the encounter. A magic-using creature will intelligently
select the best (or what the creature believes will be the best) spell or magic
device for attack/defense. Intelligent monsters will make use of magic items intheir treasure hoard! Thinking monsters will tend to flee from encounters which
are going badly in order to live and fight another day. There is no reason why
monsters can not learn from encounters, employ flaming oil, set up ambushes,and so forth according to their capabilities and resources.

Cleric Spell
Requestedastral spell
atonement
augurybless
communecontinual lightcontrol weather
cure blindness
cure diseasecure light wounds
cure serious wounds
cure critical wounds
detect evil/good
detect magic
dispel evil/gooddispel magic
divination
earthquake

Other Non-Player Characters: The host of merchants, shopkeepers,
guardsmen, soldiers, clerics, magic-users, fighters, thieves, assassins, etc. arelikewise all yours to play. Again, this is simply a matter of assuming the stationand vocation of the NPC and creating characteristics — formally or informallyaccording to the importance of the non-player character. These NPCs will havesome alignment, but even that won’t be likely to prevent a bit of greed oravariciousness. Dealing with all such NPCs should be expensive and irritating.
Consider the two following examples:
The fighter, Celowin Silvershield, enters a strange town seeking aid from a high103

Cost in Gold Pieces (See Below)
5,000 per person
500 per level of experience of the recipient300
5 per person per level of spell caster
1,000 plus 500 per question
500
10,000
1,000
1,000
100
350
600
100 (assumes device being checked)
150 (assumes device being checked)
1,000
100 per level of spell caster
1,000
10,000NON-PLAYER CHARACTERS (MONSTERS & ORGANIZATION)
Cleric Spell
Requested
exorciseﬁnd the pathgate
glyph of wardingheal
neutralize poisonpart water
plane shiftprayerprotection from evil
purify food & drink
raise deadregenerate
remove curse
resist cold
resist ﬁrerestoration
silenceslow poison
speak with deadtonguestrue seeing

NON-PLAYER CHARACTERS (MONSTERS & ORGANIZATION)
save you from later arguments, as it is a simple matter to show disgruntled
players these “orders” when they express dissatisfaction with the results of suchan encounter. The intelligence and wisdom of concerned monsters are principal
determinants of their actions and/or reactions. Consider also cunning andinstinct. It is also important to remember that lawful indicates an organized andordered approach, while chaotic means a tendency towards random, individual
action and disorganization; but these modifiers must also be judged in light ofthe monsters concerned, of course.

Cost in Gold Pieces (See Below)
1,000 per level of spell caster
500 per level of spell caster
50,000100 per level of spell caster
200 per point of healing
1,000
1,000 per level of spell caster
4,000
50 per level of spell caster
50 per level of spell caster100
1,000 plus 500 per level of spell caster
15,000500 per level of spell caster
50 per level of spell caster
100 per level of spell caster
10,000 plus a like amount per level of experienceof the recipient
100 per level of spell caster
200 per level of spell caster
100 per level of spell caster500
400 per level of spell caster

Examples of the responses of six different types of monsters follow. The situation
will be the same in each example: The “party” (whose composition and levels
are unimportant for the example and would obviously vary in each situation
anyway) will be attacking the monsters in the examples in two situations.
SITUATION 1 (S1) is where encounter occurs for the first time, and while theparty inflicts casualties upon the monsters, victory is denied; the party thenleaves with its wounded, regroups, and returns one full week later to finish thejob. SITUATION 2 (S2) is where the party, rested, healed, and ready for action,
has now re-encountered the monsters in question. In both situations the
response of the monsters concerned will be detailed so you can use theexamples in handling actual play.
EXAMPLE I: The party has entered a crypt under an old temple and attacked
skeletons and zombies encountered there.
S1: The monsters will respond only as the crypts are entered in turn. Being
effectively mindless, they have no co-ordination in their attacks, and no
pursuit will occur when the party breaks off.

Prices can be adjusted for faithful, lower level characters. Likewise, they can be
upped a bit for those who are not regular attendees of services. If the caster is
expected to travel any distance, but not at risk, factors will be as much as
doubled. If at any risk, the cleric is likely to refuse or charge five or more times
the rates shown.

S2. There will be no change in response on the part of the skeletons andzombies. Those destroyed will not have been replaced (assuming, of course,that some evil cleric is not nearby) by reinforcements. Doors and furniturepreviously damaged or destroyed will not have been repaired.

Attack spells are not shown in order to discourage hiring of spell casters forsuch purposes. As a general rule, no specially hired spell caster will everaccompany a party on an adventure of any sort, except in circumstances
planned and directed by the Dungeon Master.

EXAMPLE II: The party has located and attacked a colony of giant ants.
S1. Although giant ants have only “animal intelligence”, the colony is anorganized society wherein individuals are part of a greater whole; thus,
response will be ordered. Warrior ants will meet the attackers, and workers
will remove bodies, items dropped, and any rubble caused by the combat.
If the queen is threatened, the workers will attack also. When the party
breaks off the action, there is but slight chance of pursuit.

When non-cleric spell casters are hired, they will likewise consider alignment
and personal risk in setting fees. Whether casting spells or using a magicaldevice supplied to them by the party, there will always be a substantial charge.
Should any of good, particularly lawful good, alignment complain, note that“the worker is worthy of his hire” and similar Scriptural quotes might be called
for in order to silence complaints. If death results due to payment failure, pointout that the player has “gone to his (or her) reward” — how can that be bad?
In the event that the cleric would actually further the cause of the deity andalignment by doing the service, payment can be deferred until the party has thewherewithal to do so; however, this deferral will certainly adjust the fee
upwards, or possibly require a normal fee and special service from the party inaddition.

S2. In the interim, pupae reaching maturity (perhaps 1-6 warriors and 3-12
workers) will have replaced casualties incurred during the first encounter.
Destroyed tunnels will have been repaired, new tunnels possibly dug, andgeneral activity of the colony carried on normally. Warriors will again meetthe party (although they might be reduced in number). When the queen is
killed, all organized activity will cease.
EXAMPLE III: The party has found a cave complex which is the lair of an orc
band.

To forestall the charming of spell casters in order to get them to perform
services of this nature, note that such characters will always be 25% likely tocast a spell as close as possible to the opposite of that he or she is instructed tocast. This is due to the befuddled state of mind and the psychic duress of thecharm spell operating on the individual’s mind.

S1. The orcs might have a warning device (a drum, horn, gong, bell, etc.)
available for use by the guards posted at the entrance to their lair. The
larger the number of orcs, the greater the chance that such a device will beon hand. As soon as the attack occurs, one or two orcs will rush to informthe group that they are under attack, assuming that opportunity allows.
Response to the attack will be disorganized, wave attacks being likely, with
the nearest orcs coming first, and the leaders (most likely to be at the rearof the complex) coming up near the last. Some traps might be set along thecomplex entry. Resistance will stiffen as the leaders (and ogres, if any)
come up. When the party retires, there is a fair chance for pursuit — ageneral harassment by the boldest fighters amongst the orcs.

It is also worth mentioning that NPC spell casters are NOT going to takecontinual interruptions too kindly, even if the party so doing is of the same faithand alignment and pays well. At some point the spell caster will get fed up with
it and begin raising rates. (The players should not rely upon those outside theirgroup to keep their members viable. They must learn self-reliance or else pay
the price one way or another.)

S2. There is not much chance that the chaotic orcs will have sent for
reinforcements, although some few losses might have been replaced byreturning group members. Any damage or destruction in the cave complex
will have been repaired. There is a great likelihood that more guards will
be on duty and some warning device ready to alert the group, as discipline
will be attempted because of the attack. Response to the attack will be
more immediate, and leaders and spell casters will be ready to fight. (If theparty camped too near the orcs during the intervening week, there is achance that the orcs might have located and raided the place!)

MONSTERS AND ORGANIZATION
As has been stressed herein, you will find that it is necessary to assume thevarious roles and personae of all creatures not represented by players. This canbe particularly difficult in combat situations. You must be able to quickly
determine what the monsters involved will do in any given situation, and thiscan be particularly difficult in combat situations.
It is necessary that you make a rule to decide what course of action themonsters will follow BEFORE the party states what they are going to do. Thiscan be noted on the area key or jotted down on paper. Having such notes will

EXAMPLE IV: The party comes upon a small town and openly assaults theplace.
104

NON-PLAYER CHARACTERS (MONSTERS & ORGANIZATION)

NON-PLAYER CHARACTERS (USE OF NON-HUMAN TROOPS)

S1. Town guards will give warning immediately, and while there will not be an
alarm device at each post, there will be a central bell, gong, or whatever toalert the entire citizenry of attack. When this sounds, trained militia bands
will arm, muster, and move to designated locations to repel the attack. The
citizens, regardless of alignment (and this includes characters withadventurer classes), will be likely to join to fight attackers, for the general
welfare of the community will come first. When the party breaks off their
attack, pursuit is highly possible if the town has sufficient forces available to
do so on the spot.

As DM you must base actions and responses upon what the logical activities
possible to the monsters encountered would be when attacked first and thenlater. You assume the part of the creatures involved and act accordingly. If theattacking party does not have the savoir-faire to assess and properly handle
the encounter — and this could well mean leaving as quickly as possible andnot returning to get a second bloody nose — then they deserve whatever
befalls them. It is absolutely necessary that the Dungeon Master rememberthat a seriously threatened person will reply with the strongest possible attack/defense measure in order to assure his or her well-being. (This could, ofcourse, indicate a feigned surrender, pretended friendliness, fighting to thedeath or dozens of other reactions according to the circumstances andintelligence/wisdom of the individual involved.) The best course might actually
be running away — something which intelligent creatures and many not-sointelligent animals will be prone to do when there is no other choice saveuseless death. So, then, does a threatened cleric cast a know alignment spell
upon an aggressor? Or a hold person? Obviously, the latter choice is far
more logical in 99% of the cases, and so you should have monsters behave.
Skeletons and zombies will mindlessly be slaughtered. Giant ants will march
to destruction in behalf of their colony, but more intelligent creatures will reactwith a greater variety of defenses, counterattacks, and so on in order toassure their safety.

S2. The town will have sought whatever reinforcements they could by means of
employment of mercenaries, requests to nearby fortresses and towns formen-at-arms, and all able-bodied persons will be formed into militia bodies.
Any destruction wrought by the initial assault will have been repaired astime and ability allowed. Guards will be doubled or trebled, and local spell
casters will have their most effective and powerful offensive and defensive
magicks ready. Scouting parties will have been sent out and the approachof the attacking party will be likely to be known. Pursuit will be very likely if
the second attack fails so as to allow it.
EXAMPLE V: The party encounters a bandit camp and engages in combat.
S1. The entire camp will be organized and ready for action on the spur of the
moment. As soon as the guard pickets sound the alarm, reaction will beswift. Defensive traps, snares, and pits will make up a part of the defensive
ring of the camp. Bandits will move to take up assigned posts.
Counterattacks will be thrown against the party at appropriate times. Whenthe action is broken off, thieves, assassins, or even monks who might bemembers of the bandit group will move to track and follow the party to
discover what its subsequent actions are and if another attack will ensue.

USE OF NON-HUMAN TROOPS
Demi-human troops are unlikely to serve a human master who is nototherwise supporting a cause of the particular race. Some small number mightserve with a henchman of their own race, but not large bodies except for
short periods of time, most probably when danger threatens their area. Youmight allow exceptions to this as they become compatible with yourcampaign. Similarly, half-elves might enlist bodies of elves, halflings mightenlist dwarves or elves, etc.

S2. There is a great likelihood that the entire encampment will be GONE
(without a trace of where it went) if the attacking party was obviously of
sufficient power to cause serious trouble if it attacked again. If still there, thetraps, pits, and snares will have been more carefully hidden and will be
more numerous also. Ambushes might be set along the most probable routeof approach to the camp for the party’s second attack. A few more bandits
might have been enlisted or called in from groups out raiding. All guards
will have been doubled or trebled, all men more alert than ever, and all
possible preparations made. During the interim an assassination attempt
upon one or more of the members of the party might have been made(assuming that the bandits have an assassin character amongst their
number), an attempt to insinuate a spy into the party might have been
made, and/or a raid upon the party’s camp may have been carried out by
the bandits. If the party retires, pursuit will certainly take place if bandit
strength still allows.

Lizard men will serve a human master only because of fear or religious awe.
Either case requires continual maintenance in order to keep the lizard men
serving. Communications will probably be a problem. Lizard men troops will
also tend to fall upon dead and wounded of either side and devour them if notstrictly officered at all times.
Non-human troops, bugbears and humanoids, will be very difficult to handle.
They will tend to fight amongst each other (Cf. Compatibility Of NonHuman Troops below), fight with humans nearby to whether friendly or not(25% chance if friendly), run from battle if they see troops on their own side
retiring or retreating, and fall to looting at the first opportunity. Communications
are also a great problem. If the master is strong and powerful and gives themcause to fear disobedience, it will be of some help in disciplining such troops.
Likewise, if there are strong leaders within each body of such troops,
threatening and driving them on, they will be more likely to obey. Weakness inleadership, or lack of officering, will certainly cause these troops to become
unruly and impossible to control. Probability of control for each type of troops
is shown below:

EXAMPLE VI: The party discovers a fortress and attacks.
S1. Guards will instantly sound a warning to alert the place. Alarms will besounded from several places within the fortress. Leaders will move tohold the place, or expel invaders, with great vigor. Spell casters will belikely to have specific stations and assigned duties — such as casting
fireballs, lighting bolts, flame strikes, cloudkills, dispel magics, and likespells. Defenders are out to KILL, not deal stupidly or gently with
attackers, and they will typically ask no quarter, nor give any. In likefashion, traps within the fortress will be lethal. As action continues,
commanders will assess the party’s strengths, weaknesses, defense, andattack modes and counter appropriately. If the party is within thefortress, possible entry points and escape routes will be sealed off.
When the attackers pull back, if is very likely that they will becounterattacked, or at least harassed. Additionally, members of the forceof the stronghold will track the party continually as long as they arewithin striking distance of the fortress.

Race of
Troops
Bugbear
Gnoll
GoblinHobgoblin
KoboldLizard man
Orc

No Ofﬁcers &Weak Leader
30%
30%
40%
20%
25%
10%
20%

No Ofﬁcers &Strong Leader
50%
40%
50%
40%
50%
60%
50%

Ofﬁcers &Strong Leader
80%
80%
90%
90%
95%
100%
90%

Whenever orders are given or combat takes place, find the appropriate column
and roll thereon. If the dice score exceeds the percentage shown, the troops
disobey in some manner — refuse to move, attack any disliked creatures
nearby, loot, run away, etc. Note that it is not possible to have a weak leader
and effective officers. Strong leaders will be tested often. Granting the troops ahigh rate of pay is generally viewed as weakness in a leader.

S2. The fortress will most likely have replaced all losses and havereinforcements in addition. An ambush might be laid for the attackers when
they approach. A sally force will be ready to fall upon the attackers(preferably when engaged in front so as to strike the flank or rear). Siegemachinery, oil, missiles, etc. will be ready and in good supply. Repairs to
defenses will be made as thoroughly as time and materials permitted. Weakareas will have been blocked off, isolated, and trapped as well as possible
under the circumstances. Leaders will be nearby to take immediate charge.
Spell casters might be disguised as guards, or hidden near guard posts, inorder to surprise attackers. Any retreat by the attackers will be followed up
by a hot pursuit.

Compatibility Of Non-Human Troops: The general compatibility ofdemi-human troop types can be determined by consulting the PLAYERS
HANDBOOK, RACIAL PREFERENCES TABLE. Lizard men are hated by all
demi-humans and humanoids save kobolds, and even the latter are suspiciousof them (just as human troops are). Of the various races of humanoids, many
will bully or attack one another as indicated on the table below.
105

CONSTRUCTION & SIEGE (MINING)CONSTRUCTION & SIEGE (CONSTRUCTION TIME)
maximum number of miners, by race, per 10’ wide shaft is shown below;
increase the number for wider or narrower shafts accordingly, although any
miner larger than man-sized needs a 10’ minimum width in which to work.

HUMANOID RACIAL PREFERENCES TABLE
Basic Acceptability Of Racial Types
Hill
Race
Bugbr. Gnoll Gob. Giant Hob. Kob. Ogre Orc Troll
Bugbear
P
T*
G
T
A*
A*
T
A*
N
Gnoll
T
P
A*
T
N
A*
G
T*
N
Goblin
G
A
P
N
T
G
H
N
A
Hill Giant
G
G
A
P
A
A
G
N*
T
Hobgoblin
T
N
N*
N
H** A*A
T*
H
Kobold
A
H
G
A
A
P
H
A
T
Ogre
T
T*
A*
G
A*
A*
P
T*
T
Orc
A
N
T*
A
N
A*
G
H** H
Troll
A
N
A
T
H
T
N
A
N**

Race
dwarf, gnome, goblin, halﬂing, kobold
hobgoblin, human, orc
gnoll
ogre
giant, any type

Maximum Number
Per 10’ Wide Shaft
16
12
8
6
4

Multiple Shifts: There is no reason to limit work to one-third of the day. If
there is need, construction can be carried on 24 hours per day, as long as
there are enough fresh workers every 8 hours to do so. No worker may toil
more than 8 hours per day.

* Indicates that the race will bully and harass such humanoids.
** Assumes that the others of this race are of a rival tribe or family group.

Natural Area: Where natural passages and cave/cavern space exists, there
can be no work, or minor work only to straighten, enlarge, or whatever.
Computing the amount of rock necessary to be mined for such passages orspaces is no great matter. The existence of such natural areas is another matter
altogether. You can always assume that the basically subterranean races ofcreatures discover such natural cave areas and select them purposely. For
player characters, you might wish to allow the following chances for finding anatural cave area:

Notes On The Table:
P: P indicates some preference and compatibility or even possible friendlinessbetween them with appropriate co-operation.
G: G indicates that some goodwill exists, and so no hostility and some cooperation is possible.
T: T indicated the races can tolerate each other, and open hostilities are not
likely to be evident.

Type Of Rock Being Minedlimestone (very soft)
other sedimentary rocks (soft)lava (hard)
other igneous rocks (hard)

N: N indicates neutral negative feelings on the part of these races, and that
there will be no move to aid them if anything ill befalls.
A: A indicates antipathy and an active dislike which will break into open
hostility if the opportunity presents itself. If leaders or overseers are weak,these creatures will desert.

The size of such natural areas will typically be small to very large and withmany passages in the case of limestone only. Igneous rock areas will be shortpassages or small caves only. Lava area spaces will tend to be tubes, often
fairly large and long. Other sedimentary areas will be smallish and notextensive.

H: H indicates hatred, possibly kept in check by fear, which will certainly breakinto open hostilities at the first opportunity, or else the hating humanoids will
desert at the first chance if near a strong body of such hated creatures.

General Note: As a rule, player characters will not be able to get races ofcreatures such as kobolds, hobgoblins, orcs, gnolls, ogres, and giants toperform mining labor. These creatures would far rather steal, rob, and kill for
their income. Fear of enslavement will sometimes prove successful for a time, but
guarding the unwilling miners, and the hard task of getting them to work attheir optimum rate will be difficult problems for the taskmaster. Miners havetools, which make quite efficient weapons, so 1 comparable guard per 4
workers is about the minimum. Slave or unwilling labor is from 50% to 80% as
efficient, depending on how many foremen are on hand to watch and drive thelaborers. If 1:16, efficiency is 50%, if 1:12 it is 60%, 1:8 means 70%, and 1:4
brings efficiency to 80% normal. Thus, for every 4 unwilling miners there must
be a guard and a supervisor. Of course, if ogres were doing the work, theguard and the task master would have to be equal to ogres in hit dice/power— 4th level fighters or ogres, or comparable, for example.

Use the table whenever humanoid troops are fighting or even serving side by side(within 12” of each other without any intervening troops or screen so that theother humanoids are visible). Have the troops behave according to the letter key.

CONSTRUCTION & SIEGE
UNDERGROUND CONSTRUCTIONAs Dungeon Master you will be interested in the subject of dungeon building
for two reasons. Most important is the work which will take place in various
underground settings you devise for your players. Work will probably be inprogress prior to their venturing into the labyrinth, during the course of theiradventures therein, and even after they have moved on to some other project ortask. Later, high level player characters will build their own strongholds, andthey will desire some dungeon mazes thereunder. Although the volume ofmaterial given herein is by no means that of a text on mining, it should be morethan adequate for quick and easy handling of the task in your campaign.

CONSTRUCTION TIME
Earth Excavation: The cost of the ditch 100’ in length, 10’ deep, and 20’
wide assumes that a crew of 3-4 men work for six weeks. If soil is heavy clay,
time will be doubled.
Stone Constructions: Fortress-like stone constructions take about one week
per 10’ cubic section. Adding 50% to the expenditure will double the rate ofconstruction, but to triple the rate of construction, expenditure must be increased
to 250% of the base cost — the maximum increase in construction rate. Normalstone buildings as shown on the cost list, require four months to construct,
including interior work. All times assume building materials are on hand.
Quarry work and transportation, if any, are additional cost and time factors.
Architect costs are also additional.

MINING: CUBIC VOLUME OF ROCK PER 8 HOURS LABOR PER MINER

Race Of Miner Working
gnoll, halﬂing, humangnome, kobold
goblin, orc
dwarf, hobgoblin
ogrehill giant
ﬁre giant, frost giantstone giant

Chance for Natural Space
1 in 101 in 50
1 in 20
1 in 100

Type of Rock Being Mined
Very Soft
Soft
Hard
75’
50’
25’
80’
60’
30’
85’
65’
30’
90’
70’
35’
150’
100’
50’
250’
150’
75’
300’
200’
100’
500’
350’
175’

Wood Constructions: Wooden buildings take approximately one-half thetime it takes to construct similar buildings with stone. Wooden hoardings, forexample, can be built at the rate of a 10’ section per day.

Multiple Workers: For game purposes, assume that each extra miner willcause an appropriate additional volume of rock to be mined, providing that
there is room in the shaft. Assuming that a typical shaft will be 10’ wide, andarched to a 16’ (or so) peak, including scaffolding, where appropriate, theThere are so many variable factors involved that the times given for completionof any given construction must be vague. If you do not wish to spend undue
amounts of time calculating, it is suggested that you use the following roughestimates for construction time:106

CONSTRUCTION & SIEGE (CONSTRUCTIONS)Moat house, shell keep, small castle
Small castle with outer and inner walls, medium
castleMedium castle with outer and inner walls,
large castle
Large concentric castle, walling average town

CONSTRUCTION & SIEGE (CONSTRUCTIONS)
1 year + 2-8 months

Battlement: These are the parapet (or sill), embrasures, and merlons set atop
a wall to provide cover for bowmen. If the surface is not broad, a catwalk (q.v.)
must also be constructed. A 14’ section of battlement will typically have two 4’
wide merlons and two embrasures 3’ wide.

2 years + 1-6 months
3 years + 2-8 months
5 years + 1-12 months

Building, stone: This is a single course (1’ thick) of dressed or field stone
with 120’ of outside walls 20’ high, with two wooden floors (second and attic),
two flights of stairs, a peaked roof, and one wooden door. Cellar excavation,
ground flooring, windows, interior walls, and additional doors are extra. The
cost to increase wall thickness is 10% of initial cost per course of stone (1’thickness). Thus, the building upgraded to 10’ thick walls (and appropriate outerdimensions) would cost 500 G.P. plus 90%, or a total of 950 gold pieces. The
cost of a stone building can be used for computing interior dungeon walls.

Times assume that an architect has prepared plans in advance, and that normal
costs are expended in construction. If additional monies are spent, time is
reduced as noted for stone constructions. With respect to walling urban areas,
citizens who willingly labor to speed construction will reduce time by 50%.
CONSTRUCTIONS
Construction
Arrow slit
Arrow slit, crossletted
BarbicanBartizan, 10’ d., 20’ h.
Batter, plinth or splay
Battlement, 14’ I.
Building, stone
Building, wood
Buttress, stone, 3’ w., 5’ d., 10’ h.
Catwalk, wooden, 10’ I.
Ditch, 100’ I., 10’ d., 20’ w.
Door, iron, 4’ w., 7’ h.
Door, secret, 2’ w., 4’ h.
Door, trap, 2’ w., 3’ I.
Door, wooden, 4’ w., 7’ h.
Door, wooden, reinforced, 4’ w., 7’ h.
Drawbridge, 10’ w., 15’ I.
Embrasure shutters
Gatehouse, stone
Hoardings, wooden, 10’ I.
Machicolation, stone, 10’ I.
Merlon, 4’ w., 3’ d., 5’ h.
Merlon, pierced with arrow slit, 4’ w., 3’ d., 5’ h.
Moat, 100’ I., 10’ d., 20’ w.
Murder hole
Palisade, wooden, 100’ I., 10’ h.
Parapet, stone, 10’ I.
Pilaster, 5’ w., 3’ d., 10’ h.
Pit, 5’ cube
Portcullis, 10’ w., 15’ h.
Rampart, earth, 100’ I., 10’ h.
Stairs, stone, 10’ rise, 3’ w.
Stairs, wooden, 10’ rise, 3’ w.
Tower, round, 20’ d., 30’ h.
Tower, round, 30’ d., 30’ h.
Tower, round, 40’ d., 30’ h.
Tower, square, 10’ sq., 30’ h.
Tower, square, 20’ sq., 30’ h.
Tower, square, 30’ sq., 30’ h.
Tunnel, underground, 5’ w., 8’ h., 10’ I.
Wall, bastion, 5’ w., 20’ h., 40’ I.
Wall, curtain, 10’ w., 20’ h., 100’ I.
Window, shuttered, 2’ w., 4’ h.
Window, shuttered & barred, 2’ w., 4’ h.

Building, wood: This is the same as stone building above, but walls areframed with planks, total thickness ½’.

Cost in G.P.
3
5
4,000
300
50
20
500
200
15
10
100
100
50
2
10
25
400
3
2,000
10
100
6
10
250
10
100
10
25
4
500
100
50
10
850
1,350
1,600
600
900
1,200
100
500
1,000
7
10

Buttress, stone: This is a wall support generally used for reinforcing theoutside surface of a curtain wall, tower, etc. To buttress a wall up to 20’ height,
the equivalent of three buttress sections is needed.
Catwalk: This is a sturdy platform about 3’ wide which is built upon a wall or
palisade to enable defenders to shoot or fight over the top of the construction.
Ditch: This is a trench excavated as an obstacle, with sloped, compacted, andsodded sides. If a rampart of earth is built immediately above one side of aditch the cost of the rampart is only 20% of the amount shown. The cost ofditching can be used for computing the cost of excavating for cellars,basements, dungeons, etc.
Door, iron: An iron door is typically set into stone with three long hinges/
supports. It consists of plates about one inch thick bolted to a frame about onehalf that thickness. The cost of larger or smaller or thicker doors is 2 g.p./sq. ft.
of one-half inch iron added to or subtracted from the basic door cost. It has aniron bar on one side.
Door, secret: This is a stone portal which operates by counter-poise or pivot,
with a hidden mechanism to trigger operation. There is no reduction for smaller
portals, and the cost for larger ones is 5 g.p. per square foot of increased size.
Door, trap: This is a stout wooden door about two inches thick set into afloor. It is raised by an iron ring which is constructed as part of the trap door.
Each additional square foot of trap door costs 1 s.p.
Door, wooden: This is a sturdy door of hardwood (maple, ash, etc.) about
three inches thick. A square foot of additional wood (or for less wood) in thedoor is 2 s.p. The door is barred on one side by a two-by-four.
Door, wooden, reinforced: This is a stout oaken door, four inches thick,bound with iron bands and secured by a 3×6 oaken bar. Each square foot ofalteration is valued at 5 s.p.
Drawbridge: This is a bridge of six-inch thick hardwood planks bound withiron and attacked to great chains which pass through the wall of thestronghold. These chains are used to raise the drawbridge by means of a winch
and capstan bars and held fast by pawl and ratchet. Each 1 square footalteration is valued at 2 g.p.
Embrasure shutters: These wooden pieces mask an embrasure. They are
constructed in two sections, independent of each other, which rest firmly against
the merlons on either side but swing out from the bottom to allow archery.

Arrow slit: Each arrow slit assumes a space behind it in which the bowman
stands, ½’ w., 4’ I.

Gatehouse, stone: A gatehouse is a building of stone with walls 5’ thick,two reinforced doors guarding a portal 10’ wide by 12’ high, a portcullis, andmachicolated battlements atop the structure. It is 30’ high to the battlement; thebattlement is 7’ high. The gatehouse has 140’ of outer walls. Two barbettes
cover its gate side.

Arrow slit, crossletted: As the name implies, this is a straight slit with across slit for crossbows.
Barbican: The barbican is a solid stone outwork with two 30’ diameter by 30’
high round towers and a connecting building 20’ wide by 30’ long by 20’
high. It must be properly pierced and battlemented. The barbican can include agate or can be a simple outwork.

Hoardings, wooden: This is a very stout wooden catwalk projecting in frontof a wall. It has embrasures, a peaked roof connecting it to the battlement, andholes in the flooring to enable defenders to hurl and discharge missiles at
attackers at the wall foot.

Bartizan: This is a small tower built to provide flanking fire on curtain walls oras an additional firing platform.

Machicolation, stone: This is a stone projection which moves the battlementout over the outer face of the wall. It has spaces in the stone flooring whichallow missiles to be discharged to the space at the wall foot.

Batter, plinth or splay: These terms describe a sloping support whichstrengthens wall or tower bases, hindering attack by machine or humans.
107

CONSTRUCTION & SIEGE (CONSTRUCTIONS)CONSTRUCTION & SIEGE (SIEGE ENGINES)

Merlon: A stone section rising above the parapet to provide cover for
defenders atop a wall or tower is a merlon. The merlon can be pierced with aslit for additional missile power.

Cauldron, suspended
Gallery, covered (or tortoise)
Hoist
Mantlet, movableRam
Ram catcher
Siege tower
Sow
Trebuchet

Moat: A water-filled ditch (properly packed and graveled in most cases)
comprises a moat.
Murder hole: This is a slit, crossletted slit, or similar opening in a floor tocommand a passageway below. In combination with inner portcullis, inner wall
slits, and pits, they make an entrance passage in a gatehouse or similar
structure very unhealthy for attackers.

Ballista: A war engine which fires a heavy, spear-like missile. The cost of
missiles for a ballista is comparable to javelin cost.

Palisade: A wooden fence of logs about six inches thick sunk into the groundfrom 4’ to 6’ forms a palisade. A palisade is usually built atop a rampart andequipped with a catwalk in order to turn the upper portion into a parapet.

Catapult: An engine operating by tension or torsion which hurls heavy
missiles. Combustibles, rocks, dead animals, barrels of sewage, etc. can be used
as ammunition.

Parapet, stone: This is a low stone wall 3’ high and 3’ thick (or deep) to
provide cover for defenders. It is crenelated by placement of merlons.

Cauldron, suspended: A huge iron pot for boiling or flaming liquid. It issuspended in such a manner so as to allow it to be tipped easily in order tospill its contents on attackers.

Pilaster: This is a pillar-like reinforcement about as thick at its base as at its
top.
Pit: A pit is a hole covered by a wooden or metal lid. The lid is removed when
attackers threaten the work in which it is in. A pit is typically walled andfloored with finished stone.

Gallery, covered: A sometimes movable construction, typically a heavy
timber frame, with green hides protecting the wood. It has a double roof, one
peaked to shed missiles and liquids. It is used to provide cover for attackers
operating against a wall. Width is 12’, height 12’, length 20’.

Portcullis: This is a grille of reinforced wooden or iron bars which is raised
and lowered by counter-weights and winch. For each square foot of alteration
adjust the cost by 2 gold pieces.

Hoist: A frame with fulcrum and lever, the lever equipped at one end with abasket which can hoist up to 4 attackers to a height of 30’ to assault aconstruction.

Rampart, earth: A rampart is a layered, packed, and sodden earthen wall,
usually topped by a palisade. (See also ditch.)

Mantlet, movable: A wooden wall, with wheels for movability, and a slit forarchery. It is typically 6’ wide, 8’ long, and several inches thick. The mantlet isslanted backward at a slight angle.

Stairs, stone: Solid stone for the first 10’ rise, the stone staircase must be
buttressed if it rises beyond 10’.

Ram: A movable gallery equipped with a heavy log suspended from two roof
beams by chains. The log is shod in iron and used to batter through defenses.

Staircase, wooden: Typical stairs are built of sturdy hardwood.
Tower, round: A stone cylinder, without doors, arrow slits, or battlements, around tower has one stone floor, a flat stone roof, and spiral stone stairs to theroof. The walls of 20’ diameter towers are 5’ thick, those of a 30’ diameter
tower are 6’ thick, and those of a 40’ diameter tower are 7’ thick.

Ram catcher: A fork or hook of iron on a long pole. It is lowered bydefenders to catch and hold a ram (or sow) at work on a wall. The defenders
then raise the catcher to disable or break the ram.
Siege tower: A mobile wooden tower, typically a beam frame with slats andgreen hides to protect it from fire. It is 16’ square at the base, 40’ high, with a
10’ square parapet at the top. At 30’ height there is a drawbridge 10’ square.
The lower portion is for locomotion. A ladder leads up the back or interior to
drawbridge deck and the upper parapet, with two intermediate floors.

Tower, square: See tower, round above. A 10’ square tower has walls
3’ thick.
Tunnel, underground: A straight shaft generally used as an escape route,the underground tunnel is assumed to be dug through soft earth and floored,
walled and roofed in rough stone. If it is dug through hard earth the cost will
increase by 100%. If the tunnel is mined through solid rock the cost will be
500% of the figure shown.

Sow: A pick/screw device, otherwise conforming to the ram, for use againststonework.
Trebuchet: A large siege engine which fires very heavy missile loads a great
distance by means of lever and counterpoise.

Wall, bastion: This is a curved wall section, typically hemispherical, built intoa curtain wall to provide flanking fire. It has no battlement.
Wall, curtain: This is a straight wall section without battlements. If it is built
above 20’ height it must be thickened or supported by buttresses, pilasters, etc.

WAR MACHINE FIRE TABLES
Use the tables below to determine “to hit” probabilities whenever siege engines/
war machines fire:

Window, shuttered: A typical opening in a wall, it is covered by wooden
shutters of one inch thickness.
Window, shuttered & barred: This is a typical window protected by asingle bar with spurs to either side to prevent entrance through its aperture.
Bars on wider windows can be multiples of the type above or crossbar grilled.

DeviceBallista (scorpion)
Catapult, heavy
Catapult, light(onager)Ram*
Sow*
Trebuchet

SIEGE ENGINES AND DEVICES OF WAR
Occasionally the need to handle various siege equipment and artillery willarise. While the conduct of largescale battles is not a subject for this work, the
1:1 use of such machines can be dealt with easily herein.
Engine or Device
Ballista (or mangonel or scorpion)
Catapult, heavy
Catapult, light

50
350
150
15
500
20
800
500
500

Range
Min. Max.
¼”
32”
18”
36”

DamageRate
S-M
Lof Fire
2-12
3-18
¼-½
2-24
4-16
¼

Crew
Min. Max.
2
4
6
10

15”
0”
0”
24”

2-20
9-16
9-16
3-30

4
10
10
8

30”
¼”
¼”
48”

3-12
7-12
13-24
5-20

¼
½
½
¼

6
20
20
12

* Damage possible only if victim is directly in front of the boom device (ram,pick, or screw).

Cost in G.P.
75
200
150

Range is the distance from engine to target creature. The trajectory of ballista
missiles is basically a flat one, while those from catapults and trebuchets have ahigh arch. Minimum range basically reflects arching trajectory. The range for108

CONSTRUCTION & SIEGE (WAR MACHINE FIRE)

CONSTRUCTION & SIEGE (SIEGE ATTACK VALUES)

rams and sows is only the maximum swing of the boom and indicates theproximity of the engine housing to target (normally a construction).

Ballista
Catapult, heavy
Catapult, light
Trebuchet

Damage variable is self-explanatory.

45° left or right
15° left or right
30° left or right
10° left or right

Rate of fire can be achieved only with at least a minimum crew. If less thanthe minimum number of crewmen are available, then rate of fire drops to atbest 50% of normal. The maximum number of crew enables a ballista to double
its normal rate of fire. All other engines gain nothing (except less chance ofdropping below minimum requirements for normal rate of fire) by having crew
above minimum numbers shown.

Intervening objects will not be likely to interfere with the flight of arched missiles
from catapults or trebuchets, unless they impose themselves near the engine or
the target. Thus, a trebuchet could arch its missile over a 40’ high wall which
was more than 6” distant from it and less than 6” from the target. As ballista
missiles are on a flat trajectory, objects between the engine and the target willinterrupt the flight path of these missiles.

Hit Determination:

Cover: Target creatures which can be seen only partially or which are totallyunseen cannot be hit by catapult or trebuchet missiles in the normal manner. A
target area must be named and the GRENADE-LIKE MISSILES determinationis then used to find where the missile actually hits. Ballista fire is not possible
when target is unseen. If they are partially visible, use the MISSILE FIRE
COVER AND CONCEALMENT ADJUSTMENTS.

Artillerists must operate all missile engines in order to allow them a chance tohit. (You may, at your option, allow fighters to opt to learn various artillery
engines in lieu of normal hand weapons.) The level of the crew chief determines
the chance “to hit”, i.e. if a 0 level fighter, then the first column, if a 1st or 2nd
level then the second level, etc. ALL TARGETS, REGARDLESS OF ACTUAL
ARMOR CLASS, ARE CONSIDERED AS AC 0 FOR PURPOSES OF “TO HIT”
DETERMINATION, EXCEPT BALLISTA TARGETS WHICH ARE ALWAYSCONSIDERED TO BE AC 10 IF EXPOSED TO SIGHT. If a direct hit is scored,
determine damage according to target size.

Siege Damage: The damage caused to constructions by the various engines,
as well as that caused by various monsters and spells, is detailed under SIEGE
ATTACK VALUES (q.v.).

I. Direct Fire Machines:

SIEGE ATTACK VALUES

ballistaemangonels
scorpions

Means Of Attack
Bigby’s Clenched Fist
Catapult missile, heavy
Catapult missile, lightDig
Disintegrate
Earth elemental
Earthquake
Fireball
Giant, cloud, stone, storm
Giant, ﬁre or frost
Giant, hill
Giant-hurled boulder —cloud, ﬁre, or frost
stone or storm
Golem, iron
Golem, stone
Horn of blastingLightning bolt
Move earthRam
Sow (pick or screw)
TreantTrebuchet missile

II. Indirect Fire Machines:
catapults
onagers
trebuchet
Adjust the base number “to hit” by using the following tables of modifiers. Roll
d20, and if the number equals or exceeds the adjusted base number, a hit has
been scored.
Target Movement:
Stationary
Movement rate less than 3”
Movement rate 3”-12”

Bonuses and Penalties+30−3Target Size:
Man size or smaller
Horse and rider size or small ship size
Giant size, small building or medium ship size
Medium building or large ship size
Large building, castle wall, etc.
Subsequent shots after initial rating shot (only iftarget is stationary)

Bonuses and Penalties
−2
0
+2
+4
+6

Weather Conditions (Ships Only)
Calm
Light to moderate breeze
Strong breeze to strong gale
Storm

Bonuses and Penalties
+1
0
−2
−4

Type of Fire
Direct Fire

Wood
1*
6
4
—
2
2*
5-60
½**
3*
2*
1*
4
6
3*
3*
18
½**
—
1*
½*
8*
8

Points Of Damage Against
EarthSoft Stone Hard Rock
—
½*
¼*
—
4
2
—
2
1
10
—
—
2
2
2
10*
2*
1*
5-30
5-60
5-30
—
—
—
—
1*
½*
—
1*
½*
—
½*
¼*
—
—
1*
1*
6
—
20
—
½***
2*
—

2
4
2*
1*
8
—
—
¼*
½*
2*
5

1
2
1*
½*
4
—
—
—
¼*
1*
3

*Damage shown is per round of attack by this mode.
+4**Damage shown is per level of the spell caster employing the spell, andassumes fire damage following; if the wooden target is protected by green
hides, is wet, etc., reduce damage by 50%.
***Damage inflicted only if sow is equipped with a screw device.
Soft stone includes fired brick, limestone, sandstone. Hard rock is graniteand similar material.

Bonus
+4

Additional Attack Forms:
If a catapult or trebuchet miss occurs, go to the GRENADE-LIKE MISSILES
section to find where the missile struck. Misses will always pass over, to the left,
to the right, or fall short of the closest appropriate part of the target, even if thiscauses the missile to fall short or exceed the minimum or maximum range
restrictions.

Mining assumes that a tunnel will be driven under a construction, shored up,
filled with combustibles, and then fired so as to burn out supports. If successful,
this will breach a 10’ wide section of curtain wall or cause 10 points of damage
to other sorts of constructions.

As noted in the GRENADE-LIKE MISSILES section, missiles from small
catapults are considered to be of 1’ diameter, those from trebuchets 2’. Ballista
missiles are akin to spears.

Sapping assumes that workers, under protection of a gallery, for example, areable to dig away at earth or stone. This mode of attack is slow. To represent it, giveit the damage done by a sow, but on a per turn, rather than per round, basis.

Field Of Fire: The arc of fire of missile engines is as follows:

It is important that the reader understand that all values are representative only. The
entire process of siege warfare would prove interminable in a campaign, so it has
been speeded up here to force sallies and counter attacking or the fall of the fortress.
109

CONSTRUCTION & SIEGE (DEFENSIVE VALUES)CONDUCTING THE GAME (TROUBLESOME PLAYERS)
saving throws, and attacks made upon the party without their possible
knowledge.

CONSTRUCTION DEFENSIVE VALUES
Construction
BarbicanBartizan
Batter, plinth, or splay
Battlement
Building, stone (per course)
Building, wood
Buttress
Door, iron
Door, wooden
Door, wooden, reinforced
Drawbridge
Gate (double reinforced doors)
Gatehouse, stone
Hoarding, wooden
MerlonPalisade, wooden
Parapet, stone
Pilaster
Portcullis
RampartTower, roundTower, square
Wall, bastion
Wall, curtain
Window, shuttered
Window, shuttered & barred

Defensive Point Value
150*
25
20**
12
10
8-16
20**
10
1
3
10-15
8-12
120
2
10
6-12
20
15**
12
20***
40-80
30-50
40
20****
4
12

There will be times in which the rules do not cover a specific action that aplayer will attempt. In such situations, instead of being forced to make adecision, take the option to allow the dice to control the situation. This can bedone by assigning a reasonable probability to an event and then letting theplayer dice to see if he or she can make that percentage. You can weigh thedice in any way so as to give the advantage to either the player or the nonplayer character, whichever seems more correct and logical to you while being
fair to both sides.
Now and then a player will die through no fault of his own. He or she will havedone everything correctly, taken every reasonable precaution, but still the
freakish roll of the dice will kill the character. In the long run you should let suchthings pass as the players will kill more than one opponent with their own
freakish rolls at some later time. Yet you do have the right to arbitrate thesituation. You can rule that the player, instead of dying, is knocked unconscious,
loses a limb, is blinded in one eye or invoke any reasonably severe penalty thatstill takes into account what the monster has done. It is very demoralizing to theplayers to lose a cared-for-player character when they have played well. Whenthey have done something stupid or have not taken precautions, then let thedice fall where they may! Again, if you have available ample means of raisingcharacters from the dead, even death is not too severe; remember, however, theconstitution-based limit to resurrections. Yet one die roll that you should NEVER
tamper with is the SYSTEM SHOCK ROLL to be raised from the dead. If acharacter fails that roll, which he or she should make him or herself, he or she
is FOREVER DEAD. There MUST be some final death or immortality will takeover and again the game will become boring because the player characters will
have 9+ lives each!

* Excludes any values for gates or portcullis.
HANDLING TROUBLESOME PLAYERS** All these defensive points must be destroyed before the construction
supports can be affected, i.e., a tower with a batter is valued at 20
additional points.

Some players will find more enjoyment in spoiling a game than in playing it,
and this ruins the fun for the rest of the participants, so it must be prevented.
Those who enjoy being loud and argumentative, those who pout or act in achildish manner when things go against them, those who use the books as adefense when you rule them out of line should be excluded from the campaign.
Simply put, ask them to leave, or do not invite them to participate again.

*** Unaffected by missiles from catapults or from battering or picking.
**** This indicates the strength of a curtain wall 10’ thick in an area 10’ wideby 10’ high; if a breach, rather than a hole, is desired, the wall must be
destroyed from top to bottom.

Peer pressure is another means which can be used to control players who are
not totally obnoxious and who you deem worth saving. These types typicallyattempt to give orders and instructions even when their characters are notpresent, tell other characters what to do even though the character role they
have has nothing to do with that of the one being instructed, or continuallyattempt actions or activities their characters would have no knowledge of.
When any such proposals or suggestions or orders are made, simply inform thegroup that that is no longer possible under any circumstances because of theplayer in question. The group will then act to silence him or her and control
undesirable outbursts. The other players will most certainly let such individuals
know about undesirable activity when it begins to affect their characters andtheir enjoyment of the game.

SIEGE ENGINES AND DEVICES OF WAR DEFENSIVE VALUES
DeviceBallista
Catapult, heavy
Catapult, light
Cauldron, suspended
Gallery, covered
Hoist
Mantlet, movable
Ram
Siege Tower
Sow
Trebuchet

Defensive Point Value
2
6
4
2
10
4
3
12
16
12
8

Strong steps short of expulsion can be an extra random monster die, obviously
rolled, the attack of an ethereal mummy (which always strikes by surprise,naturally), points of damage from “blue bolts from the heavens” striking theoffender’s head, or the permanent loss of a point of charisma (appropriately)
from the character belonging to the offender. If these have to be enacted
regularly, then they are not effective and stronger measures must be taken.
Again, the ultimate answer to such a problem is simply to exclude the disruptive
person from further gatherings.

CONDUCTING THE GAMEROLLING THE DICE AND CONTROL OF THE GAME
In many situations it is correct and fun to have the players dice such things as
melee hits or saving throws. However, it is your right to control the dice at any
time and to roll dice for the players. You might wish to do this to keep themfrom knowing some specific fact. You also might wish to give them an edge infinding a particular clue, e.g. a secret door that leads to a complex of monsters
and treasures that will be especially entertaining. You do have every right tooverrule the dice at any time if there is a particular course of events that you
would like to have occur. In making such a decision you should never seriously
harm the party or a non-player character with your actions. “ALWAYS GIVE A
MONSTER AN EVEN BREAK!”INTEGRATION OF EXPERIENCED OR NEW PLAYERS INTO AN
EXISTING CAMPAIGN
A viable campaign is likely to suffer some attrition as it progresses, with players
dropping out for one reason or another, and new participants coming into thecampaign milieu. Some of these newcomers will be experienced players fromother campaigns and have special characters which they wish to continue with.
Other experienced players will have no characters, but they will have usefulknowledge of the game which puts them apart from true novices. Finally, there
will be the totally uninitiated participants — those who have only a vague ideaof the game or who have absolutely no information as to what it is all about.
These three types of new players will have to be integrated into a campaign

Examples of dice rolls which should always be made secretly are: listening,hiding in shadows, detecting traps, moving silently, finding secret doors, monster110

CONDUCTING THE GAME (NEW PLAYERS)CONDUCTING THE GAME (INTERVENTION BY DEITIES)

which could be in nearly any state of maturity, with the majority of players
being low, middle, or high level. To accomplish a smooth transition, I suggestthat the most applicable form of those given below be followed.

same time, the experienced players will not be needed to help out, butotherwise the procedure is the same. After a few adventures the newcomers will
be seasoned a bit to be allowed to join in with major expeditions on occasion.
When 3rd or 4th level has been reached it is generally acceptable to allow full
co-operation between the less experienced and veteran players, for at thatpoint the former should be able to contribute something to play and greatly
benefit from adventuring with the “old hands”.

Transferring player characters from other campaigns to yours is appreciated by
the participants coming into the milieu, as they have probably spent a gooddeal of time and effort with their characters, and a certain identification andfondness will have been generated. You can allow such integration if theexisting player character is not too strong (or too weak) for your campaign andotherwise fits your milieu with respect to race and class. The arsenal of magic
items the character has will have to be examined carefully, and it is most likelythat some will have to be rejected.

Be careful not to allow magic items from other campaigns to come into yours
with integrated player characters, as this could upset your milieu or at least givethe player character something he or she never was meant to have. See NONSTANDARD MAGIC ITEMS for details. Considered use of inherited or
bestowed magic items is certainly urged with respect to integration ofexperienced players with new characters into a group of middle or high level
characters. Similarly, if a neophyte is to be worked into the campaign as
quickly as possible, yet allowing the enjoyment of first adventuring to be uniqueto him or her, extra funds and a minor item or two should be included when
the character is developed. The object of this is to keep the campaign viable,
for it is almost certain that attrition will occur, and you will need to bring in new
players as smoothly as possible in order to maintain your milieu, but you will
also need to make the integration as enjoyable as possible for them and foryour veteran players as well.

If several of such player characters are coming into your game at the sametime, they can actually be of lower level than the balance of participants aslong as they co-operate and adventure together rather than with the others until
they have approached parity with the group. If the character or characters of
the new participant or participants are too powerful for the campaign, theplayers will have to accept the fact and develop some new characters; however,
it is not wrong to let them know that some future time might see a state of
maturity which will allow the joining of the new characters with their old as cooperating equals or as leader and henchmen.
Experienced players without existing characters should generally be brought
into the campaign at a level roughly equal to the average of that of the otherplayer characters. If the average is 4th level, for example, an “average” die or
d4 + 1 can be rolled to find a level between 2 and 5. This actually works welleven if the average experience level of the campaign is 5th, 6th, 7th, or even
8th, especially when the “averaging” die is used. If the experience level isabove 8th, you will wish to start such newcomers out at 4th or higher level.
After all, they are not missing out on anything, as they have already played
beginning character roles elsewhere, and they will not have to be virtually
helpless and impotent characters in your campaign, as you give them asubstantial level to begin with — 4th, 5th, or 6th for instance. You might be in aposition to take a different approach if there are several experienced
newcomers in your campaign by adapting the method given below for thecomplete neophyte.

MULTIPLE CHARACTERS FOR A SINGLE PLAYER
There is no absolute prohibition regarding multiple characters belonging to asingle player. Where it is deemed beneficial, the Dungeon Master may allow
multiple characters as he or she sees fit. For instance, when the major characterof a player is off on some special trip, he or she may be allowed to use a new
character, rather than playing the part of one of his or her character’shenchmen. In fact, one player can have several characters providing he or she
is a good, co-operative campaign participant capable of properly handlingsuch multiple roles.
In general the multiple characters belonging to a single player should not be
associates. One should not “know” information, or be able to communicate
knowledge which is peculiar to him or her to the other. One such charactershould not automatically regard another controlled by the same player as afriend. Money and/or valuable items cannot be freely interchanged. In short,each such character must be played as an individual. As DM, you must be
prepared to step in and take the part of one such character if the player isabusing the privilege of having multiple characters. Do so quickly and firmly,
and the player will be likely to understand that you will brook no foolishness —particularly if the character you take the persona of becomes hostile andaggressive to demands from the other.

The inexperienced player should be allowed the joy of going on a dungeon
adventure as a neophyte. You will recall how much fun it was when you didn’t
really know what was going on or which monster was which or how to do
anything but loved every second of it! Throwing a green player into a group ofveteran AD&Ders destroys all hope of that, for the inexperienced player will
be suppressed or repressed or both. If there is only one neophyte in yourcampaign, set up a special area for 1st level of experience play, and likewise
set aside some time for the individual to play alone — a couple of theexperienced players can act the part of some mercenary men-at-arms, as wellas the roles of various tradesmen and others the new player meets in the courseof play, and have a lot of fun in the bargain; but all actions, reactions, anddecision making will be left strictly up to the neophyte (with no hints or otherhelp from the others). If several green participants are being integrated at theIn campaigns where there are only a few players, or where only a few of themany players are really good players, it is likely that each (good) player will
have several characters. Over the course of many games, some will be on
reasonable, if not friendly, terms with others, some will avoid others, and somewill actually be enemies. Explain to your players that you don’t object to themhaving multiple characters if they are willing to play each as a separate anddistinct individual, and that should be sufficient advice to any player capable ofhandling two or more characters.
INTERVENTION BY DEITIES
If the supernatural powers of the various Outer Planes could and would
continually and constantly involve themselves in the affairs of the millions upon
the Prime Material Plane, they would not only be so busy as to get neither rest
nor relaxation, but these deities would be virtually handling their own affairs
and confronting each other regularly and often. If an entreaty for aid is heard
one time in 100, surely each and every deity in the multiverse would be as busy
as a switchboard operator during some sort of natural disaster. Even giving
each deity a nominal number of servants able to supply aid to desperateadventurers, the situation would be frenzied at best. Add to this the effects ofvarious spells — commune, contact other plane, gate. It is obvious thatintervention by a deity is no trifling matter, and it is not to be allowed on awhim, even if characters are in extremis!
This is not to dictate that deities will never come to characters. Serving somedeity is an integral part of AD&D. The mighty evil gods, demons, and devils
are prone to appear when their name is spoken — provided they stand thepossibility of gaining converts to their cause. The forces of good might sendsome powerful creature of like alignment to aid characters on a mission in theirbehalf. Certainly in the case of some contest between opposing deities all sorts“It’s a great new fantasy role-playing game. We pretend we’re
workers and students in an industrialized and technological society.”111

CONDUCTING THE GAME (THE ONGOING CAMPAIGN)CONDUCTING THE GAME (THE ONGOING CAMPAIGN)of intervention will take place — but always so as not to cause the deities
themselves to be forced into direct confrontation! Otherwise, the accumulationof hit points and the ever-greater abilities and better saving throws ofcharacters represents the aid supplied by supernatural forces.

But if serious purpose is integral to a successfully ongoing campaign, there must
be moments of relief as well. Such counterplots can be lesser and different
themes within the whole, whether some side dungeon or quest, a minor
altercation between petty nobles, or whatever. Occasional “pure fun” scenarios
can be conducted also. That is, moments of silliness and humor help to contrast
with the grinding seriousness of a titanic struggle and relieve participants at thesame time. After all, ADVANCED DUNGEONS & DRAGONS is first andforemost a game, a pastime for fun and enjoyment. At times the fun aspect
must be stressed. Thus, in my “Greyhawk Campaign” I included an “Alice In
Wonderland” level, and while it is a deadly place, those who have adventured
through it have uniformly proclaimed it as great fun because it is the antithesisof the campaign as a whole. Similarly, there are places where adventurers canjourney to a land of pure Greek mythology, into the future where the island of
King Kong awaits their pleasure, or through the multiverse to different planets,
including Jack Vance’s “Planet of Adventure”, where they hunt sequins in the
Carabas while Dirdir and Dirdirmen hunt them.

In most cases, therefore, you will have to determine the involvement of deities as
you develop the scenario or series of scenarios of your campaign. (In my own
Greyhawk Campaign there have been 9 demigods, 3 demon lords, and ahandful of Norse and other gods involved in the course of many years of play.
Once or twice there has been divine intervention — and twice the powers of
the infernal region have come at the mention of a certain name . . . .) Spur ofthe moment intervention can be handled as follows: If the character beseechinghelp has been exemplary in faithfulness, then allow a straight 10% chance thatsome creature will be sent to his or her aid if this is the first time the characterhas asked for help. If 00 is rolled, there is a percentage chance equal to thecharacter’s level of experience that the deity itself will come, and this chance ismodified as follows:
Each previous intervention in behalf of the character−5%

Alignment behavior only medial−5%

Alignment behavior borderline−10%

Direct confrontation with another deity required by the situation−10%

Character opposing forces of diametrically opposed alignment+1%

Character serving deity proximately (through direct instructions
or by means of some intermediary)+25%

Of course, such areas represent a considerable investment in time and effort.
Many of you will not have hours to spend creating these diversions, so it mightseem that your campaign is doomed to eventual stagnation. Not so. The various
prepared modules available commercially are ideal for use as sidelights to thewhole of your game. In addition, there are many games which can be “plugged
into” your AD&D campaign to serve as relief. After all is said and done, roleplaying is role playing and the setting is not of paramount importance. The trick
is to adapt one system to the other so as to enable continuity of the charactersfrom AD&D into the other setting. This allows not only a refreshing change, but
it poses new problems to participants and adds new factors to your campaign— new abilities, new weapons, etc. TSR has many games and rules systems
which can be used with this game to expand and invigorate your campaign.
Space does not permit detailed explanations of how to do this with each andevery possible system, but two readily lend themselves to both the spirit of
AD&D and its systems: BOOT HILL and GAMMA WORLD.

Note: Deities will not intervene on the planes which are the habitation of otherdeities, i.e., the Outer Planes. They will neither venture to involve
themselves in the Positive and Negative Material Planes. Intervention in
the Elemental Planes is subject to DM option, based upon the population
he or she has placed there. (If there are elemental gods, the deities fromthe Outer Planes will NOT go there.) Intervention occurs only on thePrime Material, Astral, or Ethereal Planes in most cases.

Whether or not you opt to have a time/space warp throw BOOT HILL
gunfighters into your AD&D world, or the adventurers from your fantasy milieu
enter a Wild West setting, the conversions are the same. Converting anddiscovering character statistics is handled as follows:

Demi-Gods And Gods:

CHARACTER ABILITIES

If a demi-god or god is deprived of its material body by any means
whatsoever, (including being “killed” on the Prime Material Plane), then it is sent
back to its own particular plane. This process is similar to that of slaying thematerial form of some demon or devil.

BOOT HILL CHARACTERCONVERSION TO AD&D

AD&D CHARACTER ABILITIESTO BOOT HILL STATISTICS

Strength
as shown; 19 = 18/50, 20 = 18/75

Speed
dexterity score = % score

Intelligenceuse 3d6 to determine

Gun Accuracy
all have 01 initially, each 6 rounds
fired add +1 until a maximum of 25

Wisdomuse 3d4 to determine

Throwing Accuracy
use normal attack tables for AD&D

Dexterity
6 base +1 per 10% of BOOT HILL
speed rating to a maximum of 16

Strength
as shown, 18/up to 51 = 19, 18/51
and greater = 20

Constitution
use 3d6 to determine

Bravery
100 modified as follows:
cleric = −2 × wisdom
fighter* = −1 × wisdom
magic-user = −3 × wisdom
thief = −4 × wisdom

Sixguns & Sorcery:

THE ONGOING CAMPAIGN
While it might seem highly unlikely to those who have not been involved infantasy adventure gaming for an extended period of time, after the flush of
excitement wears off — perhaps a few months or a year, depending on theintensity of play — some participants will become bored and move to othergaming forms, returning to your campaign only occasionally. Shortly thereafter
even your most dedicated players will occasionally find that dungeon levels andwilderness castles grow stale, regardless of subtle differences and unusual
challenges. It is possible, however, for you to devise a campaign which will
have a very minimal amount of participant attrition and enthusiast ennui, and it
is not particularly difficult to do so.

As has been mentioned already, the game must be neither too difficult tosurvive nor so easy as to offer little excitement or challenge. There must always
be something desirable to gain, something important to lose, and the chance of
having either happen. Furthermore, there must be some purpose to it all. There
must be some backdrop against which adventures are carried out, and nomatter how tenuous the strands, some web which connects the evil and good,
the opposing powers, the rival states and various peoples. This need not be
evident at first, but as play continues, hints should be given to players, and theircharacters should become involved in the interaction and struggle between
these vaster entities. Thus, characters begin as less than pawns, but as they
progress in expertise, each eventually realizes that he or she is a meaningful, if
lowly, piece in the cosmic game being conducted. When this occurs, players
then have a dual purpose to their play, for not only will their player charactersand henchmen gain levels of experience, but their actions have meaning aboveand beyond that of personal aggrandizement.

* or monk
Charismause d8 + 4 to determine

Experience
initially NO experience, subject tolater results

Hit Dice: Each BOOT HILL character is equal to a 2nd level fighter (2d10 +constitution bonus, if any). In addition, for each category of gunfighting
experience a BOOT HILL character has, add one additional level of fighter
ability, i.e. add 1d10 + applicable bonus.
112

CONDUCTING THE GAME (THE ONGOING CAMPAIGN)CONDUCTING THE GAME (THE ONGOING CAMPAIGN)

Armor Class: As in AD&D, so most BOOT HILL characters will have AC
10 (no armor) at least initially.

Wounds: Each hit causes damage as follows, several hits from the same
weapon being computed separately:

Saving Throws: BOOT HILL characters save at their fighter level as noted
above under hit dice.

WeaponArrow, tomahawk(hand axe), etc.
Derringer
Other Hand Gun
ShotgunScatter gun
Other Shoulder Arms
Gatling Gun
Cannon (canister)
Dynamite (per stick)*

Fighting Ability: BOOT HILL characters have fighter level as noted above
under hit dice.
Movement: Base unarmored movement for BOOT HILL characters is 12”.
Horses are all light.
Turn Sequence: Use the normal AD&D turn sequence unless both sides areusing firearms, in which case use the BOOT HILL turn sequence and first shot
determination. When the AD&D turn sequence is used, then for initiative give
+1 to BOOT HILL characters who are unarmored and using firearms.

Rate Of Firearms: Use the rate of fire shown in BOOT HILL as the number ofshots allowed per round, with NO penalty for firing more than 1 shot. As the roundis a full minute, you may optionally allow DOUBLE rate of fire, with a -10% penalty
for all shots fired above the standard rate of fire, the penalty being cumulative, i.e.
3 extra shots = 30% penalty on each extra shot. Reloading rate equals segments
per round, so that any firearm can be completely reloaded in 1 round.

AD&D Missile Weapon
Rate Of Fire
½
1
2
3
-

=

+1
+1
0
0
+1
+1
+2
-

0
0
-1
-1
0
0
0
-

Transferral Of Fire Arms To The AD&D Campaign: Unless you desire
to have gunpowder muddying the waters in your fantasy world, it is strongly
urged that BOOT HILL firearms be confined to specific areas, and whengunpowder is brought into the fantasy world it becomes inert junk — ergo, noclever alchemist can duplicate it. Likewise, dynamite and similar explosives
become inert.

Weapon
Class
VS
S
BA
A
F
VF

Mutants & Magic:
Readers of THE DRAGON might already be familiar with the concept of
mixing science fantasy and heroic fantasy from reading my previous article
about the adventures of a group of AD&D characters transported via a curse
scroll to another continuum and ending up amidst the androids and mutants
aboard the Starship Warden of METAMORPHOSIS ALPHA. Rather thango back over that ground again, it seems more profitable to discuss instead
the many possibilities for the DM if he or she includes a gateway to a postatomic war earth a la GAMMA WORLD. The two game systems are notalien, and interfacing them is not difficult. The challenges are very interestingfor AD&D characters, and it might get one of the participants interested
enough to get a separate GAMMA WORLD campaign going, thus giving
all of you a new field for gaming, and most important give you a break from
DMing continually.

Adjustment For Actual Armor:
Armor Class
Due To Armor Worn
10
9
8
7*
6
5
4
3
2

+2
+3
+2
+1
+2
+2
+4
-

L

Any circumstances not covered here can be extrapolated from this work and/or
BOOT HILL. Referees might well find that some AD&D monsters andcharacters will prove interesting inhabitants for old mines or hidden valleys . . .

First Shot Determination Base Number Adjustments:

=

1-4
1-8
1-10
1-8
2-8
1-8
3-12
4-24

Range Modiﬁer
S
M
ALL AS IN AD&D

* No saving throw allowed. You may optionally allow a save, treating the
explosion as if it were a fireball, but damage base must then be increased to
6-36 hit points.

Weapon Range: BOOT HILL inches convert to AD&D inches (”).

WeaponSpeed
Factor
8-13
6-7
5
4
2-3
1

DamageFirst Shot Determination
Modiﬁer (Penalty)
0
-1
-2
-3
-4
-5
-6
-7
-8

CHARACTER ABILITIES* All magic armor is classed as AC 7 for purposes of this determination. Notethat magic rings, bracers, and similar protections which are not armor equate
to AC 10 for this purpose.

GAMMA WORLD CHARACTERS
CONVERTED TO AD&D

AD&D CHARACTER ABILITIESTO GAMMA WORLD STATISTICS

Strength
as shown, 18 receives no percentilerollStrength (Physical)
as in AD&D, with percentile bonus
includedIntelligenceas shown

Intelligenceas shown

Wisdomuse mental strength

Strength (Mental)
use wisdom

Dexterity
as shown

Dexterity
as shown

Constitution
as shown

Constitution
as shown

Charismaas shown

Charismaas shown

Magic Resistance
NONE

Radiation ResistanceNONE

Hit Determination Modifier:Armor Class
10
9
8
7
6
5
4
3
2
1
0
-1
-2
etc.

Modiﬁer
0
-1
-1
-2
-2
-3
-3
-4
-4
-5
-5
-6
-6
etc.

Special Note: Do not include dexterity bonus to armor class for purposes ofmodifying hit determination.

Hit Dice: GAMMA WORLD characters should be allowed to retain their113

CONDUCTING THE GAME (THE ONGOING CAMPAIGN)MAGICAL RESEARCH (HOLY/UNHOLY WATER)

total (based on their constitution), while AD&D characters should retain their hit
dice and bonus points gained by level.

Initiative: Use the AD&D system.
“To Hit” Bonuses: Allow all bonuses normal to characters in each game,
except that strength of GW will give bonuses rather than dexterity (which will
improve armor class of GW characters not wearing “artifact” protection).

Armor Class: Depending on whether the action is on a GW or an AD&D
world, convert the armor classes by using the following tables:

Damage: As shown in AD&D for all weapons except those found only in
GW. In the latter case, damage is as shown in GAMMA WORLD.

GAMMA WORLD ARMORTO AD&D ARMOR CLASS #AD&D ARMOR TO GAMMAWORLD ARMOR CLASS #NO PROTECTION

10

NONE

10

Shield only

9

Shield only

9

Furs or skins

8

Leather or padded

8

Fatigue: Ignore fatigue, or you may opt to use it only for GW characters.

Furs or skins & shield/
cured hide armor/
plant ﬁber armor/
partial carapace

7

Leather or padded& shield/
studded leather/ring mailMental Combat: Unless AD&D psionic abilities are present use the GW
system (otherwise the AD&D psionic combat system). Wisdom indicates mental
strength. See also below.
Spells: Magic-users without their books will not be able to regain spells.
Clerics in a GW world setting will be totally out of touch with their deity or
deities, and so they will be unable to regain spells above second level. Certain
mental mutation powers resemble spells, and vice versa. Mental
defenselessness, for instance, will allow any illusion/phantasm or enchantment/
charm spell to function automatically against him, her, or it. A mental defense
shield will give a bonus of +4 on saving throw dice rolls against the very same
form of attacks, and detect both mental powers and magic. Furthermore,characters with this ability would certainly have all five forms of psionic
defense modes to use. Mental control over physical state would enable overrideof hold spells and paralysis effects also. Mental control used against any
AD&D creature would be regarded as a magic jar attempt. Likewise, certain
AD&D spells would be very helpful against GW characters, creatures, andweapons: minor globe of invulnerability, for example, would prevent mental
attack forms which approximate spells of up to 3rd level (inclusive).
Invulnerability to normal missiles would be effective against slug throwers,
needlers, and fragmentation devices as well as medieval technology missiles. A
wall of force would stop many beams and rays as well, but blasters and torc
grenades, basically disintegration weapons, would bring it down instantly.
Whenever any case arises, use the examples and principles above to help you
adjudicate the result.

7

Cured hide or plantﬁber armor &shield or total
carapace6

Studded leather orring & shield/
scale mail (& shield)/
chain mail6

Sheath armor/
piece metal armor/
total carapace

5

Chain mail & shield/bandedor splint mail5

Sheath armor or
piece metal armor
or total carapace &shield4

Banded or splint
mail & shield/
plate mail (& shield)

4Powered plate/plastic
armor

0

Magic armors from AC
1 to −23Powered alloy/energized/
inertia/powered scout/battle armor−4

Magic armors from AC−3 to −62Powered attack/assault armor−8

Magic armors from AC−7 to −10

1

Artifacts: The GW “artifacts” (except those with chemical bases which could
be reproduced) will operate in the AD&D world, just as most magic items willfunction in a GW setting. AD&D characters are limited in ability with regard
to GW “artifacts” to those operable under Chart A. Furthermore, they receive
a +1 on their die rolls. Clerics and magic-users with an intelligence of 15 or
better may negate this restriction, and the penalty to dice rolls as well, throughpractice or research. Each successful operation of an “artifact” allows a 10%
cumulative chance of negating the penalty. Research on the object will allow a
1% cumulative chance of operating Charts B and C items as follows: Each dayof research on type B objects, with a 100 g.p. per day expenditure, each weekof research on C objects with a 1,000 gold piece per week cost. (Naturally,such study and research must be uninterrupted and undisturbed.)

Saving Throws: As noted, GW characters get no save against magic (spells),
although some mental mutations will modify this rule (see below). Likewise,
AD&D characters are not allowed any radiation resistance. Poison saves should
use the GW matrix in a GAMMA WORLD area, otherwise the AD&D system
is used. All other saving throws are as per AD&D, with GW characters being
considered as fighters (those with mental mutations approximating spell abilities
should gain the benefit of saving as a 1st-5th level magic-user if the saving throw
category therefore is superior to that of fighters). Level of ability is based on thenumber of experience points the GW character has earned, each step equalling
1 level, i.e. 0 – 2,999 = 1st level, 3,000 – 5,999 = 2nd level, 6,000 – 11,999 =3rd level, 12,000 – 24,999 = 4th level, etc.

Any “artifact” or magic items which are demonstrated for characters with usage
instructions given will allow operation without the charts. AD&D characters will,
however, use “artifact” weapons which differ greatly from weapons or magic
items to which they are accustomed at 4 levels of experience lower than theynormally would. Each successful use allows a 25% chance for such characters toincrease in expertise, (i.e., lose a penalty level) until they eventually reachnormal ability. (Such characters might also receive special consideration whenhandling firearms in a BOOT HILL situation, being familiar with hand andshoulder arms, and gaining a base 25 accuracy, for example, with a 50
maximum after practice.)Fighting Ability: GW characters in an AD&D world fight at the levelindicated by their accumulated experience points. AD&D characters in a GW
campaign use the latter system of resolution to hit, regardless of level.

MAGICAL RESEARCH

Movement: Use the AD&D movement rates for characters, as the scales areroughly equal.

CREATION OF HOLY/UNHOLY WATER
Turn Sequence: Use AD&D, considering a search move as a round, and acombat melee round as a segment.

Only clerics, excluding druids, are able to prepare holy water — or unholy
water in the case of evil clerics. As a third level spell is involved, it requires acleric of not less than 5th level of experience to manage to create such fluid.
The process is as follows:

Weapon Range: Outdoors convert GAMMA WORLD meters to AD&D
inches (”), the latter being yards. In an underground setting do NOT lower“artifact” weapons from GW to AD&D inches (”); triple their ranges to makeup for the ground scale being reduced to one-third outdoor.

A specially blessed/cursed basin of fine workmanship and precious metal(copper, silver, electrum, gold, or platinum) must be fashioned for the cleric. This
vessel must be engraved with the holy/unholy symbols of the cleric’s deity or
deities, and it must be within a special repository of finely crafted and carefully

Rate of Fire: Use AD&D, converting GW combat melee turns to AD&D
round segments when applicable.
114

MAGICAL RESEARCH (HOLY/UNHOLY WATER)MAGICAL RESEARCH (SPELL RESEARCH)

worked rare wood, with a base, pedestal, chest-like holder and lid — the wholebeing known as a font. The basin is placed within the font, and the cleric thencasts the following spells in succession, while robed in formal vestments
appropriate to his or her religious persuasion:

obstacles without recourse to the DM, and failure to do so indicates a lack ofgood judgment on the character’s part which will be evidenced by lack ofsuccess only after fruitless research.
Determination Of Spell Level: New spells might pose a small problem, as
it will require some study on your part, but most of the burden can be shifted tothe player. When desire to research a new spell is stated, inform the player that
his or her character must carefully draft the details of the spell, i.e., you musthave a typed copy of the spell in the same format as used in the PLAYERS
HANDBOOK. Only when this is in your hands should you consider the powerof the spell. Meanwhile do not discuss the matter with the player — at least as
DM to player; it might be necessary to take the part of a sage and discuss thespell with the player character, for example, but that is entirely different. Onceyou have the details of the spell, compare and contrast it with and to existingspells in order to determine its level and any modifications and additions you
find necessary in order to have it conform to “known” magic principles. Any
super-powerful, absolute killer, or like spell must be thrown out immediately. Be
certain to consider all of the ramifications of a spell and all of the descriptive
wording, to weed out spells which give the user some extraordinary,
undeserved, and/or unwarranted power. Anything better than the 9th level
spells (7th level with respect to clerics) is in the category of impossible. Allow
research, but it will always be useless.

create water
purify food & drink (the water) or its reverse
bless or its reverse
chant (1 full turn)prayer
The amount of water created depends upon the metal of the receptacle, andthis is shown hereafter, along with suggested costs for the various parts of the
font. Once created, the holy/unholy water cannot leave the font for more than aturn without losing its efficacy unless it is placed within specially blessed/cursed
vials of crystal — either rock or special leaded glass. Each empty vial is worth
2-5 gold pieces.
Holy/Unholy Water Receptacles:

Metal
coppersilverelectrumgold
platinum

Capacity For
Creation
6 vials
10 vials
18 vials
32 vials
50 vials

Minimum-Maximum
Basin Cost
130 - 180 g.p.
1900 - 2400 g.p.
8000 - 12000 g.p.
19000 - 22000 g.p.
110000 - 200000 g.p.

Font Cost
200 g.p.
500 g.p.
1000 g.p.
1500 g.p.
2000 g.p.

Check the range, duration, area of effect, and saving throw in particular to seethat the spell has limits and restrictions. You might well wish to place more rigid
restrictions than are shown. Similarly you might add components and/or
lengthen casting time. After analysis of the spell and adjustment of its
parameters, you will be in a position to assign it a level. If the spell is a variationof an existing spell, with only minor differences, improvements, or extended
effects, it will probably be only one level higher. If it is superior in two
categories, place it two levels higher, and so forth. If it is a spell which ismarkedly different from all others, find the spell or spells which most closely
resemble it, and then set its level according to the relative power of those
covered in the book compared to the new spell. Spells with combination
functions are at least equal in level to the sum of the spell functions plus a level,i.e., a spell which combined audible glamer with phantasmal force would be 6thlevel (a 2nd level plus a 3rd level plus 1 level for combining spells).

You may allow combination metal vessels with capacity according to thecomposition, found by interpolation of the above capacity figures, i.e., a copper
basin chased with silver and set with silver rim and handles would hold 8 vials
and cost 50% of the copper vessel plus 50% of the silver vessel price. Fonts andbasins must be designed and constructed on special order, the process taking
4-10 (2d4 + 2) weeks.
Capacities are designed for game purposes so as to limit supplies of holy/
unholy water. They can be justified by the rationale that the deities find more
precious metals more pleasing than those of less worth, so they are prone to
grant more favor upon such offering vessels.

Cost Of Research: The basic cost for spell research is only 200 gold pieces
per spell level per week. Note, however, that this assumes that the researcher
has a laboratory (or shrine in the case of a cleric) and library at hand (built up
in gaining levels of experience and whatever other reasons are applicable). To
the base cost must be added a weekly variable of 100 to 400 gold pieces perlevel of the spell, the variable accounting for additional materials needed. If nolibrary of materials is owned by the researcher, the base cost increases by afactor of 10 (2,000 gold pieces per spell level per week), the researcher being
assumed to be acquiring arcane texts and scrolls, thus creating a library. The
player must establish the amount to be spent, based on his or her appraisal of
the level, without assistance from the DM!

Limit Of Creation: Holy water or unholy water may be made but once per
week. The ritual takes a full day of prayers and meditation, followed by theactual ritual, followed by a need for not less than 8 hours of rest and repose.
Only one holy/unholy water font per religious edifice is possible, as deities lookupon anything other as unworthy and excessive.
Defilement Of Fonts: If any non-believer blesses/curses an unholy/holy
font, or uses less refined means such as excreting wastes into a font or basin,
the whole is absolutely desecrated, defiled, and unfit. It must be smelted down
and remade in toto. The cost will be 20% to 50% of the normal figures shown
above, and the process will take from 4 to 6 weeks. Note that either method of
defilement requires actual contact with the font and its vessel. Any blessing or
cursing from a distance will be absolutely ineffectual and wasted. Relics might
either defile by touch or prevent defilement by being encased within the font or
receptacle, at your option.

Length Of Research: Initial preparations and research will consume anumber of weeks equal to the level of the spell being researched. After thisinitial period, there exists a chance to achieve success, the chance being given
weekly. Research therefore will always extend to a number of weeks equal to
the level of the spell being researched plus 1, i.e., a 1st level spell will take aminimum of 2 weeks research. Research expense accrues each and every week.
There is no limit to the extension of research, although practically, even minimal
expenditure will result in successful research after the basic period plus 6 or so
weeks on the average.

Note Regarding The Drinking Of Holy Water:
Ingesting or bathing with holy water will have the beneficial effect of slowing
the onset of lycanthropy or of becoming undead. For each vial so used, theprocess is slowed by from 1-4 turns. This time delay is to be secretly determined
and noted.

Conditions Under Which Spell Research Is Possible: It is absolutely
mandatory for the researcher to be of sound mind and body and to haveprivacy and seclusion free from interruption during the course of his or her spell
study. This necessity precludes any adventuring or general interaction during theperiod of research. It requires about 8 hours per day of work, and only anhour or two per day can be spent doing other things — instructing underlings,
disbursing funds, etc. Any interruption of research will be a setback. Each dayof such hiatus will cause 1 full week of lost time. Also, as noted above, a librarymust be at hand, and this means that either the researcher must have his or her
own stronghold or highly private quarters, or obtain them prior to beginningthe project. If a personal library is not possessed, the research must be carriedon in or within one day’s journey of a town or city in which the researchmaterials can be obtained.

SPELL RESEARCH
Whether from the desire to create a new spell or from dissatisfaction with alack of power, it is certain that the magic-users in your campaign will eventually
get around to inquiring about the procedures necessary to research and createa spell. Whether the spell is new or a listed spell which the character has been
unable to locate during the course of his or her adventuring, the process isnearly the same. First, you must determine two salient facts: Is the character ofsufficient intelligence to “know” another spell of that level? Is the desired spell ofa level which the character’s ability allows? Success demands positive replies toboth questions. However, regardless of any negative responses, information will
not be passed to the inquirer, for he or she should be able to discover such

Research Materials: Acquisition of materials includes not only texts andscrolls, but also various components for the material needs of the spell. Written
115

MAGICAL RESEARCH (SPELL RESEARCH)

MAGICAL RESEARCH (POTIONS)

works cover the whole spectrum of knowledge, as the researcher must beaware of any and all aspects of the magic he or she wishes to use. Thus, works
on history, geography, astrology, alchemy, etc. must be obtained.

those items particular to his or her profession or items which are usable byprofessions not able to so make magic items only. Thus, a cleric is unable tofashion a wand usable by magic-users or illusionists, a magic-user cannot
manufacture a clerical magic item, etc. There is a further prohibition uponclerics regarding the making of items which are prohibited to their profession
or which are of opposite alignments; this restraint does not extend into thesphere of magic-users as a class. Thus, clerics cannot manufacture magic
swords, though magic-users can.

Chance Of Success: The base chance of success is 10%, plus the intelligence
score of the researcher (wisdom with respect to clerics), plus the level of thecharacter researching the spell, minus twice the level of the spell being
researched: 10% + I + L − 2 × spell level = base chance for success. This basechance is modified upwards in 10% increments by doubling of maximum basecost per level of the spell (2,000 gold pieces). Thus, an expenditure of base cost
+ variable + 2,000 g.p. on a per spell level basis increases base chance from
10% to 20%, and 4,000 g.p. additional per spell level increases base chancefrom 10% to 30%, and so on, to a maximum base chance of 50% (expenditureof 8,000 gold pieces additional per spell level). Insufficient expenditure means a
0% success chance.

Manufacture Of Potions:
Potions may be made by any magic-user of 7th level or above, if he or she
enlists the aid of an alchemist (q.v.). At levels above the 11th, such assistance is
no longer mandatory, although it will reduce the amount of money and time
the player character must spend making the potion by 50% of thecompounding/infusing time normally required, as the alchemist will be so
employed instead.

Determination Of Success: After the initial research period (equal to thelevel of the spell in weeks), find the base chance, adjust by intelligence,character level, and spell level, and secretly roll percentile dice. Any score
greater than the percentage of success chance indicates a negative result.
Continue to check for success each successive game week as long as research
is uninterrupted and proper funding for the work continues. Remember, if aspell that is impossible for the character is being researched, this procedureremains constant, but there will NEVER be success, and the dice roll is simply
frosting. (Eventually, even the most determined and least wise will begin tounderstand their aim is fruitless.)

In order to begin manufacture of a potion (and they may be made only one
at a time), the magic-user must have a proper laboratory with fire-place,workbench, brazier, and several dozen alembics, flasks, dishes, mortar andpestle, basins, jugs, retorts, measuring devices, scales, and so forth! Such
implements are not easily obtained, being found only at alchemical shops or
produced upon special orders by stone masons, potters, glass blowers, etc.
Initial outlay for the creation of a workshop, assuming that the place alreadyhas a fireplace, would cost between 200 and 1,000 g.p. This cost is based on
the relative availability of the tradesmen and goods necessary to complete thework room and stock it properly. The DM may certainly require a greater
expenditure if the campaign has inflation and/or shortages. In addition,
upkeep of the laboratory requires a further monthly outlay of 10% of the total
cost of the place, exclusive of any special provisions or protections, in order tostock basic fuel and supplies, replace broken equipment, and so on when thelaboratory is in use. (Note: The place is always in use if the player characterhas an alchemist in his or her employ, for the alchemist will continually putter
and experiment, always to no particular end, when not engaged in specificwork for the magic-user.)

Confidentiality Of New Spells: Once a player succeeds in researching a
new spell, it is his or her character’s alone. Only that character has the proper
formula, and no mention of the spell should be made by you.
Additional Notes: There is no way that costs in money or time can be
reduced. Likewise, conditions must be as set forth. Research materials must be
obtained. It is possible to use another’s facilities, but this will most certainly not
reduce costs. Gathering a library assumes that the character is in a
metropolitan area with libraries, booksellers, etc. from which copies can beobtained. If such is necessary, this must be done prior to the beginning of actual
research, as it will take about one week per spell level to gather sufficientmaterials — the greater the level of the spell, the more esoteric and rare thetomes needed.

FABRICATIONSCROLLSOFMAGIC

ITEMS,

INCLUDINGPOTIONS

In order to avoid the length and complication of separate formulae for eachtype of potion, the following simple system is given. Both the cost in gold
pieces and the days of compounding and infusing are determined by use of
the experience points award (as shown on the list of magic items) amounts. If
no experience points are shown, then the potion has a 200 g.p. base for cost
and time determination. The point award for a given potion is also theamount of gold pieces the magic-user must pay in order to concoct the basic
formula — with rare herbs and spices and even more exotic ingredients. The
number of days required to brew the potion is the same figure, each hundredor fraction thereof indicating one full day of compounding time to
manufacture the liquid, i.e., 250 x.p. = 250 g.p. basic costs and 3 full daysof time.

AND

It is an obvious premise of the game that magic items are made somewhere
by someone or something. A properly run campaign will be relatively
stringent with respect to the number of available magic items, so your players
will sooner or later express a desire to manufacture their own. Do not tellthem how this is to be accomplished! In order to find out, they must consult
with a sage (q.v.) or a high level character of the proper profession, the latterbeing detailed a bit hereafter.

Most important to the manufacture of a potion is the substance of its power,
the special ingredient. The list of potions and special ingredients possible isgiven for your convenience only. You may opt for any reasonable special
ingredient you deem suitable for a potion, keeping in mind difficulty ofobtaining the material (hopefully high or greater) and its sympathetic
equivalency or relationship to the end result of quaffing the potion.

Magic items are made by high level magic-users, except those items which are
restricted to clerics and special racial items and books, artifacts and relics.
Books (including tomes, librams and manuals), artifacts, and relics are ofancient manufacture, possibly from superior human or demi-humantechnology, perhaps of divine origin; thus books, artifacts, and relics cannot
be made by players and come only from the Dungeon Master. Dwarven andelven manufactured items — the +3 dwarven war hammer, certain othermagic axes and hammers, cloaks and boots of elvenkind, magic arrows,
magic bows in some cases, and even some magic daggers and swords — arelikewise beyond the ken of player characters of these races. Only very old,very intelligent and wise dwarves and elves who have attained maximum leveladvancement are able to properly forge, fashion, and/or make these items
and have the appropriate magicks and spells to change them into special
items — i.e., these items are likewise the precinct of the DM exclusively.

Poison: Only assassins of 9th or higher level may concoct “potions” of poison— or any other sort of poison, for that matter. Refer to the section on assassins
for details of special forms of poison. No laboratory or alchemist is needed, butcost and time are found as if a normal potion was being prepared.
Suggested Special Ingredients For Potions:Type of Potion
animal control
clairaudience

This still leaves an incredible range of magic items which player characters
can aspire to manufacture. It is a sad fact, however, that these aspirations
must be unsatisfied until the player character achieves a level of ability which
is one greater than nominal highest level — high priest, druid, wizard,
illusionist. That is, a player character must be at least an 11th level high priest,
an archdruid, a 12th level wizard or an 11th level illusionist in order tomanufacture magic items (except with respect to potions and scrolls, as will be
discussed hereafter). Furthermore, a player character may manufacture only

clairvoyanceclimbingdelusion*diminution
dragon control
ESP
116

Suggested Special Ingredient(s)organ or gland from representative type or types tobe controlledhuman or simian thalamus gland or ear from ananimal with keen hearing
human or simian thalamus gland or eye from ananimal with keen sightinsect legs (giant)
doppleganger ﬂesh or rakshasa ichor
powdered kobold horn and wererat blood
brain of the appropriate dragon typemind ﬂayer brain

MAGICAL RESEARCH (SCROLLS)
extra-healing
ﬁre resistanceﬂying
gaseous form
giant control
giant strength
growthhealingheroismhuman control
invisibility
invulnerability
levitation
longevity
oil of etherealness
oil of slipperiness
philter of love
philter of persuasivenessplant control
polymorph (self)
poisonspeed
super-heroism
sweet water
treasure ﬁnding
undead control
water breathing

MAGICAL RESEARCH (SCROLLS)

troll blood or hair of a saint**
ﬁre elemental phlogiston or salamander scales
hippogriff feathers and wyvern blood
vampire dust or ogre magi teeth
brain of appropriate giant typedrops of sweat from appropriate giant typeogre magi glandogre magi blood or thread of saint’s garment**heart of lion or similar giant cat
vampire eye or nixie bloodinvisible stalker ichor
gargoyle horn or lycanthrope skinbeholder eye (from stalk) or will-o-wisp essence
dragon blood and treant sap or elf blood
shedu fat or demon brain
purple worm gland or liver of giant pikedryad hairharpies’ tongues or devil tongue
shrieker spores and umber hulk eye
mimic skin or succubus hairspecialpegasus heart and giant weasel blood
giant wolverine blood and minotaur heartwater elemental eye or triton blood
gold dragon scale and six different powdered gemstonesdust of freshly destroyed spectres or vampire brain or
ghost ectoplasm or lich tongue
water naga blood or nixie organs

The type of material used will affect the likelihood of successful transcription,
as listed above. Special quills cannot normally be purchased, for only
common goose or similar feather instruments are available in shops. The
would-be inscriber must arrange for the special writing tools as he or she can.
Ink is a very special requirement. Scroll spell ink, just as the ink for detailingspells in spell books, is compounded only by the inscriber from secret andstrange ingredients. The basic medium should be sepia from a giant squid or
ink from a giant octopus. To this liquid must be added blood, powdered gems,
herbal and spice infusions, draughts concocted from parts of monsters, and soon. An example of a formula for the ink required to scribe a protection from
petrification spell is shown below:

1 oz. giant squid sepia
1 basilisk eye
3 cockatrice feathers
1 scruple of venom from a medusa’s snakes
1 large peridot, powdered
1 medium topaz, powdered
2 drams holy water
6 pumpkin seeds

Harvest the pumpkin in the dark of the moon and dry the seeds over aslow fire of sandalwood and horse dung. Select three perfect ones andgrind them into a coarse meal, husks and all. Boil the basilisk eye andcockatrice feathers for exactly 5 minutes in a saline solution, drain, andplace in a jar. Add the medusa’s snake venom and gem powders. Allow
to stand for 24 hours, stirring occasionally. Pour off liquid into bottle, add
sepia and holy water, mixing contents with a silver rod, stirring
widdershins. Makes ink sufficient for one scroll.

* Alternatively, a 5% to 20% failure percentage can be assigned to all potion
manufacture, and those which are failures become delusion potions of the sortwhich was being attempted, i.e., animal control, flying, etc.

Other ink formulas will be devised similarly according to the dictates of theDM. Ingredients should suit the overall purpose of the ink. It is recommended
that each different spell to be transcribed require a different ink compound— clerical spells requiring more venerated and holy materials, druid spells
being basically rare roots and herbs in infusions, and so on. Garments,
wrappings, dust, sweat, tears, teeth, fangs, organs, blood, and so forth are
all ideal components.

** Possible only if a cleric compounds the potion.

Manufacture of Scrolls:
Scrolls are exceptional in that they are simply storage space for spells of one
sort or another. Clerics, druids, magic-users, and illusionists inscribe scrolls with
spells applicable to their particular professions. Protection spells are scribed byeither magic-users or clerics, the determination being as follows:
Clerical Protection Spells
DEVILSPOSSESSIONUNDEAD

Once material, quill, and ink are ready, the spell scriber must actually write
the magical runes, glyphs, symbols, characters, pictograms, and words upon
the surface of the scroll. Transcription must be from his or her scroll books orupon an altar (for clerics and druids). Special candles and incense must be
burning while the inscription is in progress. Clerics must have prayed andspecially sacrificed to their deity, while magic-users must have drawn a magic
circle and remain uninterrupted. PREPARATION REQUIRES ONE FULL DAY
FOR EACH LEVEL OF THE SPELL BEING SCRIBED ON THE SCROLL. A 1st level
spell takes one day, a 2nd level spell two, etc. Time so spent must becontinuous with interruptions only for rest, food, sleep. and the like. If theinscriber leaves the scroll to do anything else, the magic is broken, and thewhole effort is for naught.

Magic-User Protection Spells
DEMONSELEMENTALSLYCANTHROPESMAGICPETRIFICATION

Curse scrolls can be made by any sort of spell user noted above.
Scrolls may be inscribed only by characters of 7th or higher level, and the spells
placed upon the scroll must be of a level which the inscribing character is able toemploy, i.e. a 9th level magic-user could not place a 7th level spell on a scroll.
(Note that the write spell enables the magic-user to inscribe his or her own
reference works so as to be able to read and remember higher level spells thanhe or she is currently able to use; it does not enable casting or scroll inscription.)

Failure: There is a basic 20% chance that a mistake, smudge, or flaw in thescroll will make the spell useless. To this base chance is added 1% per levelof the spell being inscribed, so that total failure chance is from 21% to 29%,
minus the level of the character attempting to write the spell. Thus, if a 14th
level cleric is attempting to write a 7th level spell on a parchment scroll, thefailure chance is 20% + 7% − 14% = a 13% chance. After the requisitematerials and preparations have been taken care of, the player charactermust then spend the full time necessary to inscribe the scroll spell. Thereafter,a percentile dice roll greater than the percentage chance of failure equals
success.

A scroll of spells may be inscribed only upon pure and unblemished papyrus,
parchment, or vellum — the latter being the most desirable. Any mistake will
doom the effort to failure. A fresh, virgin quill must be used for each spelltranscribed. The quill must be from a creature of strange or magical nature, i.e.
a griffon, harpy, hippogriff, pegasus, roc, sphinx of any sort, and similar
monsters you elect to include (demons, devils, lammasu, etc.).

If multiple spells are being scribed, a failure of one means that no further
spells may be placed upon the scroll. In any event, a maximum of sevenspells may be written on a single scroll. As a spell is read from the scroll, itsletters and figures writhe and glow, the magic is effected, and then the lines
fade and are gone forever. (In order for a magic-user or illusionist totranscribe a heretofore unknown spell from a scroll to his or her books, aread magic and then a period of time equal to that necessary to place thespell on the scroll are required; this likewise causes the spell to disappear
from the scroll.)

The material upon which the scroll of spells is to be written can be purchased at
the following cost guidelines:
papyrus, per sheetparchment, per sheet
vellum, per sheet

2 g.p. and up
4 g.p. and up
8 g.p. and up+5% chance of failure±0% chance of failure−5% chance of failure
117

MAGICAL RESEARCH (MAGIC ITEMS)MAGICAL RESEARCH (NON-STANDARD MAGIC ITEMS)

The scriber of the spell does not need a read magic spell to use his or her own
scroll spells, just as clerics and druids never need the aid of magic to readappropriate scroll spells.

after casting the major creation, the illusionist instills the primary initial
dweomers into the item, and if his concentration is interrupted even once during
this period, the item instantly fades and forever disappears, like an illusion thathas been dispelled.

Fabrication Of Other Magic Items:
Beginning at 14th level an illusionist may attempt to make items with a truly
permanent dweomer, such as a +1 dagger or a ring of protection, for example.
This entails a similar process to the one described above. The crucial differenceis that after a major creation spell has been used to adjust the material object,an alter reality must be cast to fix it permanently in place and make it able tocontain a permanent magic. Thus, with a great expense in time, money andpreparation, major creation, alter reality and true sight spells, and an unflawed
gem worth not less than 10,000 g.p., an illusionist might be able to create a
gem of seeing.

All of the various other magic items will require the use of the magic spell,enchant an item, save clerical items.
With respect to the former, you must determine which spells and ingredientsare necessary to the manufacture of each specific magic item. For example, aplayer character wizard of 15th level desires to make a ring of spell storing.
He or she commissions a platinumsmith to fashion a ring of the finest quality,and pays 5,000 g.p. for materials and labor. He or she then casts the enchantan item spell according to the PLAYERS HANDBOOK instructions. As DM,
you now inform him or her that in order to contain and accept the spells he or
she desires to store in the device, a scroll bearing the desired spells must be
scribed, then a permanency spell cast upon the scroll, then the scroll must be
merged with the ring by some means (typically a wish spell). As all of that
could not be done in time, the ring would have to be prepared with theenchant an item spell again. Of course, you could tell the player before, if you
are soft-hearted or he or she is intelligent enough to ask before starting theball rolling.

The basic thing to remember if details are in question is that illusionists are a
sub-class of magic-users, and except for what has been outlined above, what
applies to magic-users applies to illusionists as well.

Fabrication Of Magic Items By Charmed Or Enslaved MagicUsers:
It is absolutely necessary that you take note that any sort of charmed, magicallypersuaded, or otherwise enslaved magic-user will be totally unable to function
in such a manner as to allow the fabrication of any sort of magic item — scroll,potion, or otherwise. The discipline and concentration demanded by suchactivity absolutely precludes individuals of this sort from manufacturing magic
items. If a player character should attempt to have such a character fabricate
items, allow the usual amounts of time and money to be expended, and theninform him or her that the results are negative. If the player character opts tohave the enslaved individual continue, say nothing, but the attempts willcontinue to be fruitless.

The above-mentioned ring of spell storing could be made without the benefit ofa permanency spell, and spells could be stored within, but they could only becalled forth once, and then the ring would be useless. Wands and otherchargeable items do not require permanency, and of course they are used up
when all the charges are gone. Items with a permanent dweomer (such as
weapons, armor, most rings and miscellaneous magic items) do require apermanency spell to be made continuously operational.

Clerics and druids making an item which is applicable to their profession must
spend a fortnight in retreat, meditating in complete isolation. Thereafter, he or
she must spend a sennight fasting. Finally, he or she must pray over and purify
the item to become magical (this process takes but a day). Of course, the item
must be of the finest quality just as detailed in the enchant an item spell
description. Thereafter the cleric or druid must place the item upon his or her
altar and invoke the direct favor of his or her deity to instill a special power into
the item. There is a 1% per day cumulative chance that the item will then be
empowered as desired, providing the cleric or druid has been absolutely
exemplary in his or her faith and alignment requirements. Furthermore, if theitem is one with charges, the cleric or druid must then take it into seclusion andcast the requisite spells upon it, doing so within 24 hours of its being favored by
the deity. In other cases, the item need only be sanctified to the appropriate
deity in order to complete its manufacture.

NON-STANDARD MAGIC ITEMSThere are two considerations respecting non-standard magic items. The first is
your invention and inclusion of them in your campaign, and this is expected
and encouraged. You should put your imagination and inventiveness to work
this way. Standard items can be varied so as to make it more interesting whenyour players are familiar with the usual forms. New devices can be created to
add freshness and new dimensions to the game. Special magic items can bedevised to complement some special situation or to serve as a special reward
for overcoming some special monster or difficult area. All such creations,however, must be made with care. The items must be such as to not unbalance
the game. They must not make one player character too strong, either withrespect to opponents or his or her fellows or to the campaign or to the gamesystem as a whole. Items which are expended after a single use, those withlimited usages, and those with variable effects are most desirable. As it is very
likely that every campaign will have its special items, the second consideration
comes up.

In all cases, the manufacture of any magic item other than a potion or scroll
will be so debilitating as to necessitate the maker to rest for one day for each
100 g.p. of the item’s experience point value, i.e. one with a 2,000
experience point value means 20 days of complete rest. During this period,
the character can do nothing except eat, rest, undertake mild exercise, andsleep — all in relative isolation. No adventuring or spell use is possible during
this period!

Other referees will not generally know what special powers or restrictions
such items have. Thus, they will not be usable in campaigns other than thatfrom which they came in most cases. You, as a referee, should simply cause
any such items brought into your campaign to disappear. Never take aplayer’s word for any item. Do not allow its use in your campaign unless you
know his or her DM and get a full explanation in writing from that person
which details the properties of the item. Do not allow a player to bulldoze youin any manner regarding this. Simply inform the person that he or she musthave left the item in his or her former area, as it is not around in yours! Thissolves the problem of having a possible imbalance brought into your carefully
designed campaign. This ties directly to the section dealing withINTEGRATION OF EXPERIENCED OR NEW PLAYERS INTO AN
EXISTING CAMPAIGN (q.v.).

Fabrication Of Magic Items By Illusionists:Though different spells are employed, the process of fabrication of magic items
which illusionists use is not really very different from that used by magic-users. It
is almost exactly similar as regards costs in both time and money. Some
processes are also nearly identical, such as the making of scrolls, which may bedone at the 7th level and up.

At the 11th level illusionists may be able to create one-shot or charged magic
items, things without a permanent dweomer, such as potions or a wand ofillusion, for example. Such items are really merely storehouses of magicalenergy which can be released in various ways. Like any other spell-caster, theillusionist must fashion the item out of rare and expensive materials, but insteadof using enchant an item to prepare the item to receive its enchantment, theillusionist uses major creation to subtly alter its structure in a magical direction
so that it can receive and retain the necessary spells. During the next 16 hours

Note: Altered form of a standard AD&D item is not a new or non-standard
item, i.e., a cap which causes its wearer to be invisible is the same as aring of invisibility.

118

USE OF MAGIC ITEMS (POTIONS & OILS)USE OF MAGIC ITEMS (ENERGY DRAINING)USE OF MAGIC ITEMSPOTION MISCIBILITY TABLECOMMAND WORDS

Dice Score
01

In order to use a rod, staff or wand, it is usually necessary to know theproper command word. There are several possible ways to acquire thisknowledge. If the item is/was in the possession of an opponent, it may bepossible to learn the appropriate word or phrase directly, either by noting
what he or she says when using the item, or by causing the possessor todivulge the information through force or trickery. It is common for spell-users
to keep such information recorded among their hidden scrolls and spell
books, in case their memories should somehow become impaired (or simply
prove insufficient) and the words be forgotten.

02-03

04-08

If none of these sources should fit the situation, and the item was not found withan accompanying scroll explaining its use and history, it may be necessary toresort to informational spells such as contact other plane, legend lore or speakwith dead.

09-15
16-25
26-35

CRYSTAL BALLS & SCRYING
36-90
Various devices for seeing at a distance (such as crystal balls, various scrying
devices such as dishes or pans of water or mirrors, and spells such asclairaudience) are detectable. If the creature being observed in this manner isa spell user, then consult the table given for DETECTION OF INVISIBILITY
in the section entitled INVISIBILITY. Find the creature’s level/hit dice andintelligence, and then use the table as if an invisible creature were to be
detected, checking each round.

91-99

00

If crystal balling or scrying in any other form is detected by the observed,
then it can be stopped by the use of darkness or dispel magic, the observed
simply noting the small disturbance in the air caused by the magical viewing
and casting the spell upon that spot, thus causing the scrying to cease for thelength of the darkness spell or for a full day in the case of dispel magic.

ResultEXPLOSION! Internal damage is 6-60 h.p., those within a
5” radius take 1-10 h.p. if mixed externally, all in a 10’
radius take 4-24 hit points, no save.
Lethal poison results, and imbiber is dead; if externally
mixed, a poison gas cloud of 10’ diameter results, and all
within it must save versus poison or die.
Mild poison which causes nausea and loss of 1 point eachof strength and dexterity for 5-20 rounds, no saving
throw possible; one potion is cancelled, the other is at
half strength and duration. (Use random determination
for which is cancelled and which is at half efﬁcacy.)
Immiscible. Both potions totally destroyed, as one cancelled
the other.
Immiscible. One potion cancelled, but the other remains
normal (random selection).
Immiscible result which causes both potions to be at half
normal efﬁcacy when consumed.
Miscible. Potions work normally unless their effects arecontradictory, e.g. diminution and growth, which will
simply cancel each other.
Compatible result which causes one potion (randomly
determined) to have 150% normal efﬁcacy. (You must
determine if both effect and duration are permissible, or if
only the duration should be extended.)
DISCOVERY! The admixture of the two potions has caused
a special formula which will cause one of the two potions
only to function, but its effects will be permanent upon theimbiber. (Note that some harmful side effects could wellresult from this . . . )Roll for miscibility secretly whenever it occurs. Give no uncalled-for clues until
necessary.

DRINKING POTIONSENERGY DRAINING BY UNDEAD OR DEVICE
It takes but a segment (6 seconds) to open and consume the typical potion.
Thereafter, however, a certain delay will occur while the contents are ingested
and the magical properties of the potion take effect. The delay will be from
2-5 segments as a rule. When a potion is imbibed, simply roll d4, add +1 to
the result, and in that number of segments the effects of the dose will take full
effect. You may establish specific times for various potions if you so desire, but
this is a complication which is not generally recommended.

When a character loses a level of energy, he or she loses an experience level.
That is, he or she loses hit points equal to those gained with the acquisition of
the former experience level (including bonus points for constitution), allabilities gained with the experience level now lost, and experience points
sufficient to bring the total possessed to the mid-point of the next lower level.
If this brings the character below 1st level of experience, then the individual isa 0 level person never capable of gaining experience again. If a 0 level
individual is drained an energy level, he or she is dead (possibly to become
an undead monster). In order to allow for the possibility of the loss of hit dicedue to energy level draining, you might require that players record the scoreof each hit die rolled for their characters, so that when a level is lost theappropriate number of hit points also lost can be known immediately.

APPLYING OILS
Magic oils, not being consumed, are treated differently. The contents are poured
over hands and body and smeared appropriately. This will require normal
opening time and decanting, i.e., 1 segment. Spreading the oil will require 2-5
segments also, just as detailed for potions to take effect.

A multi-classed character (or character with two classes) who is drained of anexperience level always loses the highest level he or she has gained (e.g., ahalfling 2nd level fighter/3rd level thief would lose one level of thieving
ability). If all levels are equal, the highest level of the class which requires thegreatest amount of experience points is lost. If a multi-classed character (e.g.,
a fighter/magic-user) is struck by a creature which drains two levels, a level isdrained from each class.

POTION MISCIBILITY
The magical mixtures and compounds which comprise potions are not always
compatible. You must test the miscibility of potions whenever:
1) two potions are actually intermingled, or2) a potion is consumed by a creature while another such liquid alreadyconsumed is still in effect

When a character is drained of all energy levels, he or she might become an
undead monster of the same sort which killed him or her. (See theappropriate paragraphs pertaining to the undead monsters concerned in the
MONSTER MANUAL.) These lesser undead are controlled by their slayer/
drainer. Each has but half the hit dice of a normal undead monster of thissame type. Lesser vampires have but half their former level of experience
with respect to their profession (cleric, fighter, etc.) at the time they initiallyencountered and were subsequently slain/drained by their now-mastervampire, i.e., an 8th level thief killed by a vampire, even though drained to
below 0 level in the process, returns as a 4th level thief vampire, as
appropriate. However, upon the destruction of their slayer/drainer, suchlesser undead gain energy levels from characters they subsequently slay/
drain until they reach the maximum number of hit dice (and their former levelof class experience as well, if applicable) appropriate to their type of undead
monster. Upon reaching full hit dice status, they are able to slay/drain andcontrol lesser undead as they once were.

While it is possible to prepare a matrix which lists each potion type and crossreferences each to show a certain result when one is intermingled with theother, such a graph has two drawbacks. First, it does not allow for differencesin formulae from alchemist and/or magic-user. Second, it will require continual
addition as new potion types are added to the campaign. Therefore, it issuggested that the following table be used — with, perhaps, the decision that adelusion potion will mix with anything, that oil of slipperiness taken with oil ofetherealness will always increase the chance for the imbiber to be lost in the
Ethereal Plane for 5-30 days to 50%, and treasure finding mixed with any othertype of potion will always yield a lethal poison. Whatever certain results you
settle upon for your campaign, the random results from the table apply to allother cases.

119

TREASURE (RANDOM DETERMINATION)

TREASURE (RANDOM DETERMINATION)

TREASURE

II.A. MONETARY TREASURERANDOM TREASURE DETERMINATION

Dice

Result1-2

20,000-80,000 copper pieces (2d4), 20,000-50,000 silver pieces(d4 + 1)5,000-30,000 electrum pieces (5d6)
3,000-18,000 gold pieces (3d6)
500-2,000 platinum pieces (5d4)
10-100 gems (d10 × 10)
5-50 pieces of jewelry (5d10)*Roll twice, discounting rolls above 17
Roll thrice, discounting rolls above 17
Each monetary item above

I. MAP OR MAGIC DETERMINATION

3-5
6-10
11-12
13-15
16-17
18
19
20

01-10 = Map Table (II.)
11-00 = Magic Items Table (III.)If the treasure in a monster’s lair indicates that maps or magic are there, youwill often have to determine which are present by random number generation
with percentile dice. This is simple and the table shows which tables to use todetermine the result. This system can be used for monsters you place on theoutdoor map as well as for monsters randomly encountered by a party
exploring in the wilderness. In any event, you will have to make a number of
additional dice rolls to find exactly what is within the treasure trove.

* Specific types of jewelry can be determined on the Jewelry and Items
Typically Bejewelled Table (part of Appendix I, DUNGEONDRESSING) if desired.
This table shows the parameters for each sort of goods to be found in atreasure of this sort. Random number generation with d20 discovers which sortsof goods are in the trove. You will observe that the table is weighted towards
large quantities of coins which will require a train to remove — or must be leftentirely if foreplanning is not observed.

II. MAP TABLE
Dice
01-05
06-70
71-90
91-00

ResultFalse map
Map to monetary treasure
Map to magic treasure
Map to a combined hoard(As with any treasure not taken immediately, you must set a percentage chancefor it to be stolen away if it is abandoned by the discoverers. Their actions andprecautions will serve as guidelines. If a monster guarded the treasure, thelikelihood of it being taken elsewhere could increase greatly.)

If a map is indicated, you must generate a number between 01 and 00 to
discover what the map leads to. However, the contents of the map itself are a
problem, for how can it be possible to direct each DM properly considering theinfinite number of possibilities under which the map will be located? The answer
is that this writer can only suggest. A map should never list its treasure, only
show its location.

Base value of gems and jewelry can be determined when the treasure isactually divided and disposed of.

When a map is purposely placed by the DM it is obviously incumbent upon
him or her to satisfy both its requirements — to what it leads and where it
leads. Randomly discovered maps are not an overwhelming problem. In thedungeon they can show a route down, up or (if the lair is at an edge of thelevel map) off into an area you have not yet drawn. Use the RANDOMDUNGEON GENERATION tables to set out a course which their map will“show”. There is no reason why the treasure cannot be guarded, or why
monsters cannot be encountered along the way, as long as the whole fits
reasonably together, i.e. the map owner placed the guards or was unable toget the treasure because of these monsters. Generally, the whole route canbe quite long or only a few hundred feet. If the treasure is particularly rich
you might wish to have it hidden leagues away in another lost dungeon,
along the course of a long underground river, or something similar. The
direction of your campaign is strictly your own province.

II.B. MAGIC TREASURE
Dice
1-5
6-8
9-12
13-14
15-18
19
20

This random determination table needs no explanation. Because of its
weighting, and the weighting of the MAGIC ITEMS table, most treasures will
have magic potions, scrolls, armor and weapons. This is carefully planned so as
to prevent imbalance in the game. Keep potent magic items rare. (Increase
scarcity by destroying or stealing what is found!)Maps found outdoors in a monster’s lair can lead into an undergroundlabyrinth, a few miles in the wilderness to some hidey-hole, lair, ruins, or evenin a town. Direction is easily determined by a quick roll of d8, basing thecompass on 1 being north (or whatever) and simply counting round (2 isnortheast, 3 is east, etc.). The table below may be used as a guide if you wish:

01-20
21-60*
61-90*
91-00*

II.C. COMBINED HOARD
Dice
01-20
21-40
41-55
56-65
66-75
76-80

labyrinth of caves found in the lair
outdoors, 5-8 miles distantoutdoors, 10-40 miles distantoutdoors, 50-500 miles distant* Treasure shown on the map is:
01-10
11-20
21-70
71-80
81-90
91-00

ResultAny item rolled on Magic Item Table, plus 4 Potions
Any 2 items rolled on Magic Item Table
1 Sword, 1 Armor or Shield, 1 Miscellaneous Weapon
Any 3 items, no Sword or Potions
Any 6 Potions and any 6 Scrolls
Any 4 items, 1 is a Ring, 1 is a Rod
Any 5 items, 1 is a Rod, 1 is Miscellaneous Magic

81-85
86-90
91-96
97-00

buried and unguarded
hidden in water
guarded in a lairsomewhere in a ruins
in a burial crypt
secreted in a town

Result*1-2 Monetary Treasure and 1-5 Magic Treasure
6-10 Monetary Treasure and 1-5 Magic Treasure
3-5 & 6-10 Monetary Treasure and 1-5 & 15-18 Magic Treasure
1-2, 3-5 & 6-10 Monetary Treasure and 9-12 & 13-14 Magic Treasure
6-10 & 11-12 Monetary Treasure and 6-8 & 15-18 Magic Treasure
3-5, 6-10, 11-12 & 16-17 Monetary Treasure and 1-5 & 9-12 Magic
Treasure
20 Monetary Treasure and map to 1-5 Magic Treasure
20 Monetary Treasure and map to 19 Magic Treasure
Map to 1-2 & 3-5 Monetary Treasure, 20 Magic Treasure on hand
Map to 11-12 & 13-15 Monetary Treasure plus 15-18 Magic Treasure,
20 Magic Treasure on hand

* Key the results to the proper listings from the prior two tables.
These are the real finds, which can satisfy even the most avaricious dwarf’s
greed. Note that when it says “1-2 Monetary Treasure”, for instance, it means
the treasure indicated by a die result of 1 or 2 on the MONETARY TREASURE
sub-table. Combined hoards should be hidden, trapped and guarded! They
should be located in distant places too!

Elaborate as you see fit. For containment, concealment and trapping, refer tothe tables given with the RANDOM DUNGEON GENERATION.
Note that relatively low-value treasures will not be as well guarded as those of
great value.
120

TREASURE (RANDOM DETERMINATION)

TREASURE (RANDOM DETERMINATION)
91-93
94-96
97
98-00

III. MAGIC ITEMS
Dice
01-20
21-35
36-40
41-45
46-48
49-51
52-54
55-57
58-60
61-75
76-86
87-00

Results
Potions (A.)
Scrolls (B.)
Rings (C.)
Rods, Staves & Wands (D.)
Miscellaneous Magic (E.1.)
Miscellaneous Magic (E.2.)
Miscellaneous Magic (E.3.)
Miscellaneous Magic (E.4.)
Miscellaneous Magic (E.5.)
Armor & Shields (F.)
Swords (G.)
Miscellaneous Weapons (H.)

Sweet Water
Treasure Finding
Undead Control*
Water Breathing

200
600
700
400

250
2,000
2,500
900

* Effectiveness on type of creature controlled must be determined by die roll;
consult item explanation.
** The Dungeon Master must mislead the possessor of the potion so as toconvince him that it is not harmful. (See the appropriate item description forparticulars.)(F) = Fighters only may use

III.B. SCROLLS*
As mentioned previously, the MAGIC ITEMS table is weighted towards results
which balance the game. Potions, scrolls, armor and arms are plentiful. Rings,
rods and miscellaneous items of magic represent only a 25% occurrence on thetable. This is so done in order to keep magic-users from totally dominating play.
They are sufficiently powerful characters without adding piles of supplementary
goodies. What they gain from the table will typically be used up and discarded.

Dice
01-10
11-16
17-19
20-24
25-27
28-32
33-35
36-39
40-42
43-46
47-49
50-52
53-54
55-57
58-59
60
61-62
63-64
65-70
71-76
77-82
83-87
88-92
93-97
98-00

When determination of a magic item is needed simply roll percentile dice andconsult table III. Complete explanations of each category follow, but as many
items duplicate or closely resemble the effects of various magic spells, you willneed a copy of ADVANCED DUNGEONS & DRAGONS, PLAYER’SHANDBOOK for reference.
The suggested experience point (x.p.) values are for characters who keep theitems. Gold piece sale values are the usual sums which characters will be paid
for magic items, and if so sold, the x.p. award should be based on the selling
price of the items, not the x.p. value. Also remember that a character isassumed to retain an item, thus getting the low x.p. value for it, if he or she sells
it to another player character. (See EXPERIENCE.)
Note: Many magical items are of an expendable nature, where their power isdepleted with each use and eventually used up. The Dungeon Master can use
his discretion in setting such limitations on other particular items, if he wishes.

III.A. POTIONS

Dice
01-03
04-06
07-09
10-12
13-15
16-18
19-20
21-23
24-26
27-29
30-32
33-34
35-36
37-39
40-41
42-47
48-49
50-51
52-54
55-57
58-60
61-63
64-66
67-69
70-72
73-75
76-78
79-81
82-84
85-87
88-90

ResultAnimal Control*
Clairaudience
Clairvoyance
Climbing
Delusion**
Diminution
Dragon Control*
ESP
Extra-Healing
Fire Resistance
FlyingGaseous Form
Giant Control*
Giant Strength* (F)GrowthHealing
Heroism (F)Human Control*
Invisibility
Invulnerability (F)Levitation
Longevity
Oil of Etherealness
Oil of Slipperiness
Philter of Love
Philter of Persuasiveness
Plant Control
Polymorph (self)
Poison**Speed
Super-Heroism (F)Experience
Point Value
250
250
300
300
--300
500-1,000
500
400
250
500
300
400-900
500-750
250
200
300
500
250
350
250
500
600
400
200
400
250
200
--200
450

G.P.
Sale Value
400
400
500
500
150
500
5,000-9,000
850
800
400
750
400
1,000-6,000
900-1,400
300
400
500
900
500
500
400
1,000
1,500
750
300
850
300
350
--450
750

Result1 spell
1 spell
1 spell2 spells
2 spells
3 spells
3 spells
4 spells
4 spells
5 spells
5 spells
6 spells
6 spells
7 spells
7 spells
7 spells
Protection — Demons
Protection — Devils
Protection — Elementals
Protection — Lycanthropes
Protection — Magic
Protection — Petriﬁcation
Protection — Possession
Protection — Undead
Curse**

Spell Level Range
1-4
1-6
2-9 (d8 + 1) or 2-7* (d6 + 1)
1-4
1-8 or 1-6*
1-4
2-9 or 2-7*
1-6
1-8 or 1-6*
1-6
1-8 or 1-6*
1-6
3-8 (d6 + 2) or 3-6* (d4 + 2)
1-8
2-9
4-9 (d6 + 3) or 4-7* (d4 + 3)
(2,500 x.p.)(2,500 x.p.)(1,500 x.p.)(1,000 x.p.)(1,500 x.p.)(2,000 x.p.)(2,000 x.p.)(1,500 x.p.)* 30% of all scrolls are of clerical nature (dice 71-00), and 25% of all clerical
scrolls are druidical. 10% of all magic-user scrolls are illusionist. This applies
only to scrolls 01-60 above. Asterisked numbers indicate clerical spell levels.
** It is incumbent upon the Dungeon Master to do his utmost to convince
players that a cursed scroll should be read. This is to be accomplishedthrough duplicity, coercion and threat, etc. — i.e., any scroll not read has achance of fading in normal air, but this can be noted by the archaic wording
if read in the still dungeon atmosphere. A curse takes effect immediately;suggested curses are:01-25 —
26-30 —
31-40 —
41-50 —
51-75 —
76-90 —
91-99 —
00 —Reader polymorphed to monster of equal level which attacks
any creatures nearby
Reader turned to liquid and drains away
Reader and all within 20’ radius transported 200 to 1,200 miles
in a random direction
Reader and all in 20’ radius transported to another planet,plane or continuum
Disease fatal to reader in 2-8 turns unless cured
Explosive runes
Magic item nearby is “de-magicked”.
Randomly rolled spell affects reader at 12th level of magic-use

Experience Points (x.p.) Value:Awarded only to characters who can use the spell(s); the award should be 100x.p. per spell level. Protection scrolls are noted as to x.p. value on the table itself.
Gold Piece (g.p.) Sale Value:
Any scroll can be sold in the “open market” for three times its x.p. value.
Protection scrolls sell for five times x.p. value.
121

TREASURE (RANDOM DETERMINATION)

TREASURE (RANDOM DETERMINATION)(F) = Usable by the fighter class only.

III.C. RINGS

Dice
01-06
07-12
13-14
15
16-21
22-27
28-30
31-33
34-40
41-43
44
45-60
61
62-63
64-65
66-69
70-75
76-77
78-79
80-85
86-90
91-98
99
00

ResultContrariness
Delusion
Djinni Summoning‡
Elemental Command
Feather FallingFire ResistanceFree Action
Human Inﬂuence‡
Invisibility
Mammal Control‡
Multiple Wishes‡
Protection
Regeneration
Shooting Stars
Spell Storing
Spell Turning
Swimming
Telekinesis‡
Three Wishes‡
WarmthWater Walking
Weakness
Wizardry‡ (M)X-Ray Vision

Experience
Point Value----3,000
5,000
1,000
1,000
1,000
2,000
1,500
1,000
5,000
2,000-4,000
5,000
3,000
2,500
2,000
1,000
2,000
3,000
1,000
1,000
--4,000
4,000(M) = Usable by the magic-user class only.

G.P.
Sale Value
1,000
2,000
20,00025,000
5,000
5,000
5,000
10,0007,500
5,000
25,00010,000-20,000
40,00015,00022,50017,5005,000
10,00015,000
5,000
5,000
1,000
50,00035,000(T) = Usable by the thief class only.
(any) = Usable by any class unless otherwise prohibited.

III.E. MISCELLANEOUS MAGICTABLE (III.E.) 1.

Dice
01-02
03-04
05
06-07
08-11
12-13
14-16
17
18-20
21
22-26
27
28-29
30-31
32
33
34
35
36
37-42
43-47
48-51
52-55
56-58

(M) = Magic-user use only.
‡ These rings contain the most powerful magical abilities and may possess only alimited number of magical charges before being depleted, at the DM’s option.

III.D. RODS, STAVES, & WANDS

Dice
01-03
04
05-14
15-16
17
18
19
20
21-22
23
24
25-27
28-31
32-33
34
35-38
39-41
42-44
45-47
48-52
53-56
57-59
60-68
69-73
74-78
79-86
87-89
90-92
93-94
95-00

ResultRod of Absorption (C, M)
Rod of Beguiling (C, M, T)
Rod of Cancellation (any)Rod of Lordly Might (F)Rod of Resurrection (C)Rod of Rulership (any)Rod of Smiting (C, F)
Staff of Command (C, M)
Staff of Curing (C)Staff of the Magi (M)Staff of Power (M)Staff of the Serpent (C)Staff of Striking (C, M)
Staff of Withering (C)Wand of Conjuration (M)Wand of Enemy Detection (any)Wand of Fear (C, M)
Wand of Fire (M)Wand of Frost (M)Wand of Illumination (any)Wand of Illusion (M)Wand of Lightning (M)Wand of Magic Detection (any)Wand of Metal & Mineral
Detection (any)Wand of Magic Missiles (any)Wand of Negation (any)Wand of Paralyzation (M)Wand of Polymorphing (M)Wand of Secret Door & Trap
Location (any)Wand of Wonder (any)Experience
Point Value*
7,500
5,000
10,000
6,000
10,000
8,000
4,000
5,000
6,000
15,00012,000
7,000
6,000
8,000
7,000
2,000
3,000
4,500
6,000
2,000
3,000
4,000
2,500

G.P.
Sale Value*
40,00030,00015,00020,00035,00035,00015,00025,00025,00075,00060,00035,00015,00035,00035,00010,00015,00025,00050,00010,00020,00030,00025,000

1,500
4,000
3,500
3,500
3,500

7,500
35,00015,00025,00025,000

5,000
6,000

40,00010,000

59
60-79
80-81
82-84
85
86-92
93
94-98
99-00

Experience
ResultPoint Value
Alchemy Jug
3,000
Amulet of Inescapable Location--Amulet of Life Protection
5,000
Amulet of the Planes
6,000
Amulet of Proof Against Detection
and Location
4,000
Apparatus of Kwalish
8,000
Arrow of Direction
2,500
Artifact or Relic (see Special tablehereafter)--Bag of Beans
1,000
Bag of Devouring--Bag of Holding
5,000
Bag of Transmuting--Bag of Tricks
2,500
Beaker of Plentiful Potions
1,500
Boat, Folding
10,000Book of Exalted Deeds (C)8,000Book of Inﬁnite Spells
9,000Book of Vile Darkness (C)8,000
Boots of Dancing--Boots of Elvenkind
1,000
Boots of Levitation
2,000
Boots of Speed
2,500
Boots of Striding and Springing
2,500
Bowl Commanding Water
Elementals (M)4,000
Bowl of Watery Death (M)--Bracers of Defense
500*
Bracers of Defenselessness--Brazier Commanding Fire
Elementals (M)4,000
Brazier of Sleep Smoke (M)--Brooch of Shielding
1,000
Broom of Animated Attack--Broom of Flying
2,000
Bucknard’s Everfull Purse
1,500/2,500/
4,000

G.P.
Sale Value
12,0001,000
20,00030,00015,00035,00017,500--5,000
1,500
25,000500
15,00012,50025,00040,00050,00040,0005,000
5,000
15,00020,00020,00025,0001,000
3,000*
2,000
25,0001,000
10,0003,000
10,00015,000/25,000/
40,000* Per armor class above 10, i.e., AC 6 is worth 2,000 in x.p., 12,000 g.p.
if sold.

TABLE (III.E.) 2.

Dice
01-06
07-08
09-10
11
12-13
14
15-18
19-27
28-30
31-32

* Assumes full charges are in item.
(C) = Usable by the cleric class only.
122

ResultCandle of Invocation (C)Carpet of Flying
Censer Controlling Air
Elementals (M)Censer of Summoning Hostile
Air Elementals (M)Chime of Opening
Chime of Hunger
Cloak of Displacement
Cloak of Elvenkind
Cloak of Manta Ray
Cloak of Poisonousness

Experience
Point Value
1,000
7,500

G.P.
Sale Value
5,000
25,0004,000

25,000--3,500--3,000
1,000
2,000
---

1,000
20,000--17,500
6,000
12,5002,500

TREASURE (RANDOM DETERMINATION)
33-55
56-60
61
62-63
64-65
66-67
68-69
70-72
73-76
77
78-79
80-85
86-91
92
93
94
95
96-97
98-99
00

Cloak of Protection
Crystal Ball (M)Crystal Hypnosis Ball (M)Cube of Force
Cube of Frost Resistance
Cubic Gate
Daern’s Instant Fortress
Decanter of Endless Water
Deck of Many Things
Drums of Deafening
Drums of Panic
Dust of Appearance
Dust of Disappearance
Dust of Sneezing and Choking
Efreeti Bottle
Eversmoking Bottle
Eyes of Charming (M)Eyes of the Eagle
Eyes of Minute Seeing
Eyes of Petriﬁcation

TREASURE (RANDOM DETERMINATION)
1,000*
1,000**--3,000
2,000
5,000
7,000
1,000
----6,500
1,000
2,000
--9,000
500
4,000
3,500
2,000
---***

10,000*5,000**
3,000
20,00014,00017,50027,5003,000
10,000500
35,000
4,000
8,000
1,000
45,0002,500
24,00018,00012,500---***TABLE (III.E.) 4.

Dice
01
02
03
04
05
06
07
08
09
10
11
12
13-15
16-17
18
19
20
21-23
24-27
28-33
34-35
36-38
39-42
43-44
45-46
47-48
49-50
51-53
54-60
61-64
65-70
71-74
75-76

* Per plus of protection.
** Add 100% for each additional feature.
*** If reverse effect, 12,500 x.p. and 50,000 g.p. sale value.

TABLE (III.E.) 3.

Dice
01-15
16
17-18
19-20
21-22
23-25
26
27
28
29
30
31-35
36-37
38-39
40
41-45
46
47-48
49
50-53
54-60
61-63
64-65
66-70
71
72
73-78
79-80
81-85
86-90
91
92
93-00

ResultFigurine of Wondrous Power
Flask of Curses
Gauntlets of Dexterity
Gauntlets of Fumbling
Gauntlets of Ogre Power (C, F, T)
Gauntlets of Swimming andClimbing (C, F, T)
Gem of Brightness
Gem of Seeing
Girdle of Femininity/Masculinity(C, F, T)
Girdle of Giant Strength (C, F, T)
Helm of BrillianceHelm of Comprehending
Languages & Reading Magic
Helm of Opposite Alignment
Helm of Telepathy
Helm of Teleportation
Helm of Underwater Action
Horn of Blasting
Horn of Bubbles
Horn of CollapsingHorn of the Tritons (C, F)
Horn of Valhalla
Horseshoes of Speed
Horseshoes of a Zephyr
Incense of Meditation (C)Incense of Obsession (C)Ioun Stones
Instrument of the Bards
Iron Flask
Javelin of Lightning (F)Javelin of Piercing (F)Jewel of Attacks
Jewel of Flawlessness
Keoghtom’s Ointment

Experience
Point Value
100*--1,000--1,000

G.P.
Sale Value
1,000*
1,000
10,0001,000
15,000

1,000
2,000
2,000

10,00017,50025,000

--200
2,500

1,000
2,500
60,0001,000--3,000
2,500
1,000
5,000
--1,500
2,000
1,000**
2,000
1,500
500
--300***
1,000****--250
250----500

12,5001,000
35,00030,00010,00055,000--25,000
17,50015,000**10,000
7,500
7,500
500
5,000***
5,000****--3,000
3,000
1,000
1,000/facet
10,000

77-84
85
86-00

ResultLibram of Gainful Conjuration (M)Libram of Ineffable Damnation (M)Libram of Silver Magic (M)Lyre of Building
Manual of Bodily Health
Manual of Gainful Exercise
Manual of Golems (C, M)
Manual of Puissant Skill at Arms (F)Manual of Quickness of Action
Manual of Stealthy Pilfering (T)Mattock of the Titans (F)Maul of the Titans
Medallion of ESP
Medallion of Thought Projection
Mirror of Life Trapping (M)Mirror of Mental Prowess
Mirror of Opposition
Necklace of Adaptation
Necklace of Missiles
Necklace of Prayer Beads (C)Necklace of Strangulation
Net of Entrapment (C, F, T)
Net of Snaring (C, F, T)
Nolzurs’ Marvelous Pigments
Pearl of Power (M)Pearl of Wisdom (C)Periapt of Foul Rotting
Periapt of Health
Periapt of Proof Against Poison
Periapt of Wound Closure
Phylactery of Faithfulness (C)Phylactery of Long Years (C)Phylactery of Monstrous
Attention (C)Pipes of the Sewers
Portable Hole
Quaal’s Feather Token

Experience
Point Value
8,000
8,000
8,000
5,000
5,000
5,000
3,000
8,000
5,000
8,000
3,500
4,000
1,000/3,000--2,500
5,000--1,000
50*
500**--1,000
1,000
500***
200****
500--1,000
1,500
1,000
1,000
3,000

G.P.
Sale Value
40,00040,00040,00030,00050,00050,00030,00040,00050,00040,000
7,000
12,00010,000/30,000
1,000
25,00050,0002,000
10,000200*
3,000**
1,000
7,500
6,000
3,000***
2,000****
5,000
1,000
10,00012,50010,0007,500
25,000--1,750
5,000
500/1,000

2,000
8,500
50,0002,000/7,000* Per hit die of each missile.
** Per special bead.
*** Per pot of pigments.
**** Per level of spell.

* Per hit die of the figurine.
** Double for a bronze horn, triple for an iron horn.

“Well, either it allows a magic-user to throw the various Bigby’s handspells, or it’s a +2 backscratcher. So far we’re not sure which . . . .”*** Per stone.
**** Per level of instrument for Bards.
123

TREASURE (RANDOM DETERMINATION)

TREASURE (RANDOM DETERMINATION)

TABLE (III.E.) 5.

Dice
01
02-08
09
10
11
12-19
20-25
26-27
28-31
32
33
34
35
36-38
39-40
41-46
47
48
49-50
51-52
53-54
55-57
58
59-60
61-66
67
68
69
70-76
77-78
79-83
84-85
86-87
88-90
91-00

Experience
ResultPoint Value
Robe of the Archmagi (M)
6,000Robe of Blending
3,500
Robe of Eyes (M)4,500Robe of Powerlessness (M)--Robe of Scintillating Colors (C, M)
2,750
Robe of Useful Items (M)1,500
Rope of Climbing
1,000
Rope of Constriction--Rope of Entanglement
1,250
Rug of Smothering--Rug of Welcome (M)6,500
Saw of Mighty Cutting (F)1,750
Scarab of Death--Scarab of Enraging Enemies
1,000
Scarab of Insanity
1,500
Scarab of Protection
2,500
Spade of Colossal Excavation (F)1,000
Sphere of Annihilation (M)3,750
Stone of Controlling EarthElementals
1,500
Stone of Good Luck (Luckstone)
3,000
Stone of Weight (Loadstone)--Talisman of Pure Good (C)3,500
Talisman of the Sphere (M)100Talisman of Ultimate Evil (C)3,500
Talisman of Zagy
1,000
Tome of Clear Thought
8,000
Tome of Leadership and Inﬂuence
7,500
Tome of Understanding
8,000
Trident of Fish Command (C, F, T)
500
Trident of Submission (F)1,250
Trident of Warning (C, F, T)
1,000
Trident of Yearning--Vacuous Grimoire--Well of Many Worlds
6,000
Wings of Flying
750

III.F. ARMOR AND SHIELD
G.P.
Sale Value
65,00035,00050,0001,000
25,00015,00010,0001,000
12,0001,500
45,00012,5002,500
8,000
11,00025,0006,500
30,000

Dice
01-05
06-09
10-11
12-19
20-26
27-32
33-35
36-37
38
39
40-44
45-50
51-55
56-59
60-63
64-66
67-68
69
70-75
76-84
85-89
90-93
94-95
96
97
98-00

12,50025,0001,000
27,50010,00032,50010,00048,00040,00043,5004,000
12,50010,0001,000
1,000
12,0007,500

ResultAxe of the Dwarvish Lords
Baba Yaga’s Hut
Codex of the Inﬁnite Planes
Crown of Might
Crystal of the Ebon Flame
Cup and Talisman of Al’Akbar
Eye of Vecna
Hand of Vecna
Heward’s Mystical Organ
Horn of Change
Invulnerable Coat of Arnd
Iron Flask of Tuerny the Merciless
Jacinth of Inestimable Beauty
Johydee’s Mask
Kuroth’s Quill
Mace of Cuthbert
Machine of Lum the Mad
Mighty Servant of Leuk-O
Orb of the Dragonkind
Orb of Might
Queen Ehlissa’s Marvelous Nightingale
Recorder of Ye’Cind
Ring of Gaxx
Rod of Seven Parts
Sceptre of Might
Sword of Kas
Teeth of Dahlver-Nar
Throne of the Gods
Wand of Orcus

Experience
Point Value
600
1,200
2,000
300
800
1,750
2,750
3,500
4,500
5,000
--400
500
1,100
700
1,500
2,250
3,000
400
250
500
800
1,200
1,750
400
---

G.P.
Sale Value
3,500
7,500
12,5002,000
5,000
10,50015,50020,50027,50030,000
1,500
2,500
3,000
6,750
4,000
8,500
14,50019,000
2,500
2,500
5,000
8,000
12,00017,5004,000
750

65% of all armor is man-sized, 20% is elf-sized, 10% is dwarf-sized, and but
5% gnome or halfling sized.
III.G. SWORDS

Dice
01-25
26-30
31-35

TABLE (III.E.) Special.

Dice
01
02
03-04
05-20
21
22
23-24
25
26
27
28-29
30-31
32
33
34-35
36-37
38
39-40
41-47
48-63
64
65-66
67-68
69-74
75-91
92
93-98
99
00

ResultChain Mail +1
Chain Mail +2
Chain Mail +3
Leather Armor +1
Plate Mail +1
Plate Mail +2
Plate Mail +3
Plate Mail +4
Plate Mail +5
Plate Mail of Etherealness
Plate Mail of Vulnerability
Ring Mail +1
Scale Mail +1
Scale Mail +2
Splint Mail +1
Splint Mail +2
Splint Mail +3
Splint Mail +4
Studded Leather +1
Shield +1
Shield +2
Shield +3
Shield +4
Shield +5
Shield, large, +1, +4 vs. missiles
Shield −1, missile attractor

36-40

G.P.
Sale Value*
55,00090,00062,50050,00075,00085,00035,00060,00025,00020,00047,50050,000100,000
40,00027,50035,00072,500185,000
10-80,000
100,000
112,500
80,00017,50025,000150,000
97,0005,000/tooth--10,000

41-45
46-49

50
51-58
59-62
63-66
67
68-71
72-74

75-76
77
78
79
80
81
82
83
84
85
86-90
91-95
96-00

ResultSword +1
Sword +1, +2 vs. magic-using &enchanted creatures
Sword +1, +3 vs. lycanthropes &shape changers
Sword +1, +3 vs. regenerating
creatures
Sword +1, +4 vs. reptiles
Sword +1, Flame Tongue:+2 vs. regenerating creatures+3 vs. cold-using, inﬂammable,
or avian creatures+4 vs. undead
Sword +1, Luck Blade
Sword +2
Sword +2, Giant Slayer
Sword +2, Dragon Slayer
Sword +2, Nine Lives Stealer
Sword +3
Sword +3, Frost Brand:+6 vs. ﬁre using/dwelling
creatures
Sword +4
Sword +4, Defender
Sword +5
Sword +5, Defender
Sword +5, Holy Avenger
Sword of Dancing
Sword of Wounding
Sword of Life Stealing
Sword of Sharpness
Sword, Vorpal Weapon
Sword +1, Cursed
Sword −2, Cursed
Sword, Cursed Berserking

Experience
Point Value
400

G.P.
Sale Value
2,000

600

3,000

700

3,500

800
800
900

4,000
4,000
4,500

1,000
800
900
900
1,600
1,400
1,600

5,000
4,000
4,500
4,500
8,000
7,000
8,000

2,000
3,000
3,000
3,600
4,000
4,400
4,400
5,000
7,000
10,000400
600
900

10,00015,00015,00018,00020,00022,00022,00025,00035,00050,000-------

Note: 70% of swords are longswords, 20% are broadswords, 5% are short(small) swords, 4% are bastard swords, 1% are two-handed swords.

* These items bring no experience points.
124

TREASURE (RANDOM DETERMINATION)

TREASURE (POTIONS)
1-4
5-8
9-12
13-15
16-17
18-19
20

III.H. MISCELLANEOUS WEAPONS

Dice
01-08
09-12
13-14
15
16-20
21-22
23
24
25-27
28-32
33-35
36
37
38
39-46
47-50
51
52-56
57-60
61-62
63
64
65-67
68-72
73-75
76
77
78-80
81-83
84-88
89
90-94
95-96
97
98-99
00

Experience
ResultPoint Value
Arrow +1, 2-24 in number
20
Arrow +2, 2-16 in number
50
Arrow +3, 2-12 in number
75
Arrow of Slaying
250
Axe +1300
Axe +2600
Axe +2, Throwing
750
Axe +3
1,000
Battle Axe +1
400
Bolt +2, 2-20 in number50
Bow +1
500
Crossbow of Accuracy, +3
2,000
Crossbow of Distance
1,500
Crossbow of Speed
1,500
Dagger +1, +2 vs. creatures smaller
than man-sized
100
Dagger +2, +3 vs. creatures larger
than man-sized
250
Dagger of Venom
350
Flail +1
450
Hammer +2
300
Hammer +2
650
Hammer +3, Dwarven Thrower
1,500
Hammer of Thunderbolts
2,500
Javelin +2
750
Mace +1
350
Mace +2700
Mace of Disruption
1,750
Mace +4
1,500
Military Pick +1
350
Morning Star +1
400
Scimitar +2
750
Sling of Seeking +2
700
Spear +1
500
Spear +2
1,000
Spear +3
1,750
Spear, Cursed Backbiter--Trident (Military Fork) +3
1,500

G.P.
Sale Value
120
300
450
2,500
1,750
3,750
4,500
7,000
2,500
300
3,500
12,0007,500
7,500

mammal/marsupial
avian
reptile/amphibianﬁshmammal/marsupial/avian
reptile/amphibian/ﬁsh
all of the above

Animals with intelligence of 5 (low intelligence) or better are entitled to a saving
throw versus magic. Control is limited to emotions or drives unless some form ofcommunication is possible. Note that many monsters cannot be controlled by
the use of this potion, nor can humans, demi-humans, or humanoids. (Cf. Ringof Mammal Control.)
Clairaudience: This potion empowers the creature drinking it to hear as thethird level magic-user spell of the same name (q.v.). It can be used, however, toclairaudit unknown areas within 3”. Its effects last for 2 turns only.

750

Clairvoyance: This potion empowers the individual to see as the third level
magic-user spell, clairvoyance (q.v.). It differs from the spell in that unknown
areas up to 3” distant can be seen. Its effects last for 1 turn only.

2,000
3,000
4,000
2,500
6,000
15,00025,000
5,000
3,000
4,500
17,50015,000
2,500
3,000
6,000
7,000
3,000
6,500
15,0001,000
12,500

Climbing: Imbibing this potion enables the individual to climb as a thief, up or
down vertical surfaces, with only a base 1% chance of slipping and falling.
(Check at the halfway point, d%, 01 equals a fall.) A climbing potion is effective
for 1 turn plus 5 to 20 rounds. For every 1,000 g.p. weight equivalent carried by
the character, there is an additional 1% added to chance of slipping. If theclimber wears armor, there are the following additions to the slipping/fallingchance:studded leather
ring mailscale mailchainmailbanded or splinted armor
plate mailmagic armor, any type

1%
2%
4%
7%
8%
10%
1%

Delusion: This potion affects the mind of the character so that he or she
believes the liquid is some other potion (healing, for example, is a good choice— damage is “restored” by drinking it, and only death or rest after anadventure will reveal that the potion only caused the imbiber to believe that heor she was aided). If several individuals taste this potion, it is still 90% probablethat they will all agree it is the same potion (or whatever type the DM
announces or hints at).

EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMSPOTIONS (III.A.)

Diminution: When this potion is quaffed, the individual, and all he or she
carries and wears, will diminish in size to as small as 5% of normal size. If halfof the contents are swallowed, the person shrinks to 50% of normal size. The
effects of this potion last for 6 turns plus 2-5 turns (d4 + 1).

Potions are typically found in ceramic, crystal, glass, or metal flasks in enoughquantity to provide one person with one complete dose so as to be able toachieve the effects which are given hereafter for each type of potion. Potion
containers can be other than as described at your option. As a general rulethey should bear no identifying marks, so that the players must sample fromeach container in order to determine the nature of the liquid. However, even asmall taste should suffice to identify a potion in some way — even if just a slighturge. As Dungeon Master you should add a few different sorts of potions, both
helpful and harmful, of such nature as to cause difficulties in identification. In
addition, the same type of potion, when derived from different sources, mightsmell, taste, and look differently.

Dragon Control: This potion enables the individual drinking it to cast what isin effect a charm monster spell upon any dragon within 6”. The dragon isentitled to a saving throw versus magic, but it is made at −2 on the die. There
are various sorts of dragon control potions, as shown below (d20):
1-2
3-4
5-7
8-9
10
11-12
13-14
15
16
17
18-19
20

Unless otherwise stated, the effects of a potion will last for 4 complete turns plus
1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half
as long in some cases. Potions take effect 2-5 segments after they are imbibed.
While potions can be compounded by magic-user/alchemist teams at a
relatively low cost, they must have an actual potion to obtain the formula foreach type. Furthermore, the ingredients are always rare and/or hard to comeby. This aspect of potions, as well as the formulation of new ones by players, isdetailed in the appropriate subsection of the MAGICAL RESEARCH rules.
Animal Control: This potion enables the imbiber to empathize with andcontrol the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The
number of animals so controlled depends upon size: 5-20 animals of the size ofgiant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton ormore in weight. The sort of animal which can be controlled depends upon theparticular potion as indicated by die roll (d20):

white dragon control
black dragon control
green dragon control
blue dragon control
red dragon control
brass dragon control
copper dragon control
bronze dragon control
silver dragon control
gold dragon control
evil dragon control*
good dragon control*** Black, blue, green, red, white.
** Brass, bronze, copper, gold, silver.
Control lasts for from 5-20 (5d4) rounds.
125

TREASURE (POTIONS)TREASURE (POTIONS)ESP: The ESP potion bestows an ability which is the same as the second level
magic-user spell of the same name (q.v.), except that its effects last for 5-40(5d8) rounds, i.e. 5 to 40 minutes.

Heroism: This potion gives the imbiber a temporary increase in life energy
levels if he or she has fewer than 10 levels of experience. This is shown below:

Extra-Healing: This potion restores 6-27 (3d8 + 3) hit points of damage
when wholly consumed, or 1-8 hit points of damage for each one-third potion.

Level ofConsumer0
1st-3rd
4th-6th
7th-9thFire Resistance: This potion bestows magical invulnerability to all forms ofnormal fire (such as bonfires, burning oil, or even huge pyres of flaming wood)
upon the person drinking it. It furthermore gives resistance to such fires as
generated by molten lava, a wall of fire, a fireball, fiery dragon breath andsimilar intense flame/heat. All damage from such fires is reduced by −2 fromeach die of damage, and if a saving throw is applicable, it is made at +4.
Note: If but one-half of the potion is consumed it confers invulnerability tonormal fires and half the benefits noted above (−1, +2). The potion lasts 1 turn,or 5 rounds for half doses.

Human Control: A potion of human control allows the imbiber to control up
to 32 levels/hit dice of humans/humanoids/demi-humans as if a charm person
spell had been cast, and the human types to be controlled are entitled to saving
throws versus magic. Any pluses on hit dice are rounded down to the lowest
whole die, i.e. 1 + 2 = 1 HD, 2 + 6 = 2 HD. The type of human(s) which canbe controlled is randomly determined on the table below:

Gaseous Form: By imbibing this magical liquid, the individual causes his or
her body, as well as what it carries and wears, to become gaseous in form andable to flow accordingly at a base speed of 3”/round. (A gust of wind spell, oreven normal strong air currents, will blow the gaseous form backwards at air
speed.) The gaseous form is transparent and insubstantial. It wavers and shifts.
It cannot be harmed except by magical fires or lightnings, in which casedamage is normal. A whirlwind will inflict double damage upon any creature ingaseous form. When in such condition the individual is able to enter any space
which is not airtight, i.e., a small crack or hole which allows air to penetratealso allows entry by a creature in gaseous form. The entire potion must be
consumed to achieve this result, and the effects last the entire duration.

1-2
3-4
5-6
7-8
9-10
11-16
17-19
20

Giant Control: A full potion of this draught must be drunk in order to make its
effects be felt. It will influence 1 or 2 giants as if a charm monster spell wereaffecting them. If only 1 giant is so influenced, it is entitled to a saving throw
versus magic at −4 on the die roll; if 2 are influenced the die rolls are at +2. The
type of giant subject to a particular potion is randomly determined as follows:

Invisibility: When this potion is consumed it confers invisibility similar to thespell of the same name (q.v.). As actions involving combat cause termination of
the non-visible state, the individual possessing the potion can quaff a single
gulp — equal to 1/8 of the contents of the container — to bestow invisibility for
3-6 turns.

hill giantstone giant
frost giant
ﬁre giantcloud giant
storm giant

Invulnerability: This potion confers immunity to non-magical weapons andattacks from creatures with no magical properties (see CREATURES STRUCKONLY BY MAGICAL WEAPONS) or with fewer than 4 hit dice. Thus, an
8th level character without a magical weapon could not harm the imbiber of an
invulnerability potion. It further improves armor class rating by 2 classes andgives a bonus of +2 to the individual on his or her saving throws versus all
forms of attack. Its effects are realized only when the entire potion is consumed,
and they last for 5-20 rounds. Only fighters can use this potion.

Giant Strength: When a giant strength potion is consumed the individual
gains great strength and bonuses to damage when he or she scores a hit withany hand-held or thrown weapon. It is also possible for the person to hurl rocks
as shown on the table below. Note that the type of giant strength gained bydrinking the potion is randomly determined on the same table:

Strength
Equivalent
Hill Giant
Stone Giant
Frost Giant
Fire Giant
Cloud Giant
Storm Giant

DwarvesElves/Half-Elves
GnomesHalﬂings
Half-Orcs
HumansHumanoids (gnolls, orcs, goblins, etc.)
Elves, Half-Elves, and Humans

This potion lasts for from 5-30 rounds.

Control lasts for only 5-30 (5d6) rounds.

Die
Score
1-6
7-10
11-14
15-17
18-19
20

10-sided Dice forAccumulated Damage
Bestowed
4
3+1
2+2
1+3

When the potion is quaffed, the individual fights as if he or she were at theexperience level bestowed by the magic of the elixir. Damage sustained is taken
first from magically gained hit dice and bonus points. This potion is restricted touse by men-at-arms and fighters.

Flying: A flying potion enables the individual drinking it to fly in the samemanner as the third level magic-user spell, fly (q.v.).

1-5
6-9
10-13
14-17
18-19
20

Number of Energy
Levels Bestowed
4
3
2
1

Levitation: A levitation potion enables the consumer to levitate in much thesame manner as the second level magic-user spell of the same name (q.v.). The
potion allows levitation of the individual only, subject to a maximum weight of
6,000 g.p. equivalent, so it is possible that the individual drinking the potion
could carry another person.

Rock Hurling
Weight Damage
Base Bend Bars/
Allow.
Bonus Range Damage Lift Gates+ 4,500
+7
8”
1-6
50%
+ 5,000
+8
16”
1-12
60%
+ 6,000
+9
10”
1-8
70%
+ 7,500
+10
12”
1-8
80%
+ 9,000
+11
14”
1-10
90%
+ 12,000
+12
16”
1-12
100%

Longevity: The longevity potion reduces the character’s game age by from
1-12 years when it is imbibed, but each time one is drunk there is a 1%
cumulative chance that it will have the effect of reversing all age removal frompreviously consumed longevity potions. The potion otherwise restores youth andvigor. It is also useful to counter magical or monster-based aging attacks. The
entire potion must be consumed to achieve the results.
Oil of Etherealness: This potion is actually a light oil which is appliedexternally to the dress and exposed flesh. It then confers etherealness. In theethereal state the individual can pass through solid objects — sideways,
upwards, downwards — or to different planes. Naturally, the individual cannot
touch non-ethereal objects. The oil takes effect 3 rounds after application and it
lasts for 4 + 1-4 turns unless removed with a weak acidic solution prior to the
expiration of its normal effective duration. It can be applied to objects as wellas creatures; one potion is sufficient to anoint a normal human and such gearas he or she typically carries (2 or 3 weapons, garments, armor, shield, and theusual miscellaneous gear carried). Ethereal individuals are invisible. (Cf. phase
door spell, and TRAVEL IN THE KNOWN PLANES OF EXISTENCE
hereafter.)Compare these abilities to the character strength ability and to the girdle ofgiant strength. The potion can be used only by fighters. Note this does not givethe same powers as a girdle.
Growth: This potion causes the person consuming it to enlarge in both height
and weight, his or her garments and other worn and carried gear likewise
growing in size. Strength is increased sufficiently to allow bearing normal armor
and weapons, but does not add to combat. Movement increases to that of agiant of approximately equal size. Each quarter of the potion consumed causes
6’ height growth, i.e. a full potion increases height by 24’.
Healing: An entire potion must be consumed in a single drinking (round) in orderfor this liquor to restore 4-10 (2d4 + 2) hit points of damage. (Cf. extra-healing.)

Oil of Slipperiness: Similar to the oil of etherealness described above, this126

TREASURE (POTIONS)TREASURE (SCROLLS)

liquid is to be applied externally. This application makes it impossible for theindividual to be grabbed or grasped/hugged by any opponent or constrictedby snakes or tentacles. (Note that a roper could still inflict weakness, but thatthe monster’s tentacles could not entwine the opponent coated with oil ofslipperiness.) In addition, such obstructions as webs, magical or otherwise, will
not affect an anointed individual; and bonds such as ropes, manacles, andchains can be slipped free. Magical ropes and the like are not effective against
this oil. If poured on a floor or on steps there is a 95% chance/round thatcreatures standing on the surface will slip and fall. The oil lasts 8 hours to wear
off normally, or it can be wiped off with an alcohol solution (such as wine).

Treasure Finding: A potion of treasure finding empowers the drinker with alocation sense, so that he or she can point to the direction of the nearest massof treasure. The treasure must be within 24” or less, and its mass must equal
metal of at least 10,000 copper pieces or 100 gems or any combination
thereof. Note that only valuable metals (copper, silver, electrum, gold, platinum,etc.) and gems (and jewelry, of course) are located; worthless metals or magic
without precious metals/gems are not found. The consumer of the potion can“feel” the direction in which the treasure lies, but not its distance. Intervening
substances other than special magical wards or lead-lined walls will notwithstand the powers which the liquor bestows upon the individual. The effectsof the potion last for from 5-20 rounds. (Clever players will attempt
triangulation.)Philter of Love: This potion is such as to cause the individual drinking it tobecome charmed (Cf. charm spells) with the first creature seen after consuming
the draught, or actually become enamored and charmed if the creature is ofsimilar race and of the opposite sex. Charming effects wear off in 4 + 1-4 turns,
but the enamoring effects last until a dispel magic spell is cast upon the individual.

Undead Control: This potion in effect gives the imbiber the ability tocharm certain undead (ghasts, ghosts, ghouls, shadows, skeletons, spectres,wights, wraiths, vampires, and zombies). The charming ability is similar to themagic-user spell, charm person (q.v.). It affects a maximum of 16 hit dice of
undead, rounding down any hit point additions to hit dice to the lowest die,i.e. 4 + 1 equals 4 hit dice. The undead are entitled to saving throws versus
magic only if they have intelligence. Saving throws are made at −2 due tothe power of the potion, but the effects wear off in from 5-20 rounds. To
determine type of undead affected by a particular potion, roll d10 andconsult the following table:

Philter of Persuasiveness: When this potion is imbibed the individual
becomes more charismatic. Thus, he or she gains a bonus of 25% on reaction
dice rolls. The individual is also able to suggest (Cf. the magic-user suggestion
spell) once per turn to as many creatures as are within a range of 3” of him
or her.
Plant Control: A plant control potion enables the individual who consumed it
to influence the behavior of vegetable life forms — including normal plants,
fungi, and even molds and shambling mounds — within the parameters of theirnormal abilities. The imbiber can cause the vegetable forms to remain still/silent,
move, entwine, etc. according to their limits. Vegetable monsters withintelligence of 5 or higher are entitled to a saving throw versus magic. Plants
within a 2” × 2” square can be controlled subject to the limitations set forth
above, for from 5-20 rounds. Self-destructive control is not directly possible if
the plants are intelligent. (Cf. charm plants spell.) Control range is 9”.

Die Roll
1
2
3
4
5
6
7
8
9
0

Poison: A poison potion is simply a highly toxic liquid in a potion flask.
Typically, poison potions are odorless and of any color. Ingestion, introductionof the poison through a break in the skin, or possibly just skin contact, willcause death. Poison can be weak (+4 to +1 on saving throw), average, ordeadly (−1 to −4 or more on the saving throw). Some poison can be such thata neutralize poison spell will simply lower the toxicity level by 40% — say froma –4 to a +4 on saving throw potion. You might wish to allow characters to hurlpoison flasks (see COMBAT).

Water Breathing: It is 75% likely that a water breathing potion will containtwo doses, 25% probable that there will be four in the container. The elixir
allows the character drinking it to breathe normally in liquids which containoxygen suspended within them. This ability lasts for one full hour per dose of
potion quaffed, with an additional 1-10 rounds (minutes) variable. Thus, acharacter who has consumed a water breathing potion could enter the depths
of a river, lake, or even the ocean and not drown while the magical effects ofthe potion persisted.

Polymorph (self): This potion duplicates the effects of the fourth level magicuser spell of the same name (q.v.) in most respects.
Speed: A potion of speed increases the movement and combat capabilities of
the imbiber by 100%. Thus, a movement rate of 9” becomes 18”, and acharacter normally able to attack but once per round would gain double
attacks in a round. Note that this does not reduce spell casting time, however(Cf. haste spell). Use of a speed potion ages the individual by 1 year. The othereffects last for 5-20 rounds, the aging is permanent.

SCROLLS (III.B.)
Scrolls will generally be found in cylinders — tubes of ivory, jade, leather,
metal, or wood. You may require that players read certain magic runes/writings
inscribed on tubes in order to open the container in some cases. This enables
you to have read magic (or comprehend languages) spells taken and used, as
well as giving the possibility for traps (symbols, explosive runes) and curses
along with a powerful scroll.

Super-Heroism: This potion gives the individual a temporary increase in life
energy levels (Cf. heroism potion) if he or she has fewer than 13 levels of
experience:

Level ofConsumer0
1st-3rd
4th-6th
7th-9th
10th-12th

Number of Energy
Levels Bestowed
6
5
4
3
2

Undead Type
GhastsGhostsGhouls
Shadows
Skeletons
Spectres
WightsWraiths
Vampires
Zombies

Each scroll is written in its own magical cypher, so to understand what sort ofscroll has been found the ability to read magic must be available. Once a scroll
is read to determine its contents, a read magic will not be needed at a
subsequent time to invoke the magic. Note that even a map will appear magicaluntil the proper spell is used. Reading a scroll to find its contents does notinvoke its magic unless it is a specially triggered curse. The latter scroll appears
to be a scroll of any sort. It radiates no evil or special aura beyond the magical.

10-sided Dice forAccumulated Damage
Bestowed
5
4+1
3+2
2+3
1+4

Scrolls not read to determine contents immediately are from 5% to 30% likely tofade; it is your option to set the percentage or use a d6 to randomly determine
it for each scroll.

It is otherwise the same as a heroism potion, but its effects last from but 5 to 30
melee rounds.

When scrolls are examined, the following table can be used to find their nature:
Sweet Water: This liquid is not actually a potion to be drunk (though if it isdrunk it will taste good), but it is to be added to other liquids in order tochange them to pure, drinkable water. It will neutralize poison and ruin magic
potions (no saving throw). The contents of the container will change up to
100,000 cubic feet of polluted or salt or alkaline water to fresh water. It willturn up to 1,000 cubic feet of acid into pure water. The effects of the potion arepermanent, but subject to later contamination or infusion after an initial periodof 5-20 rounds.

First Roll
01-70 Magic-user
71-00 Cleric

Second Rollthen 01-10 Illusionist
then 01-25 Druid

Only the indicated class of character can use the scroll, except thieves.
Protection scrolls can be read by any class or race of character even without amagic spell.
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Spell Level of Scroll Spells: All scroll spells are assumed to be written so
as to make it as easy and quick as possible for the writer. Thus, the level of thespell, its characteristics with respect to range, duration, area of effect, etc.,
where level is a factor, is typically but 1 level higher than that required toactually use the spell, but never below 6th level of experience. Thus, a sixth level
magic-user spell is written at 13th level of ability, a seventh at 15th level, etc. A
scroll fireball or lightning bolt spell is of 6 dice (6d6) in most cases, but as DM
you may decide to make certain scroll spells more powerful by increasing thelevel at which they are written; however, this will certainly affect the chance ofspell failure as given below:

Protection from Devils: This scroll is nearly identical to the protection fromdemons scroll. It requires 1 round to read if it is to protect against all kinds ofdevils, including arch-devils, 7 segments to protect against greater devils or
lower, and 3 segments to protect against lesser devils or lower.

Magic Spell Failure: If a spell-user acquires a scroll with a spell(s) of alevel(s) not yet usable by the character, the spell-user may still attempt to use thespell; the chance of failure, or other bad effect, is 5% per level difference
between the character’s present level and the level of magic use at which thespell could be used. For example, a 1st level magic-user finds a scroll with awish spell inscribed upon it. The chance of failure is 85%, as wish is a spell of
9th level magic attained at 18th level of magic use — 18 − 1 = 17 × 5% =85%. Dice are rolled, and any score of 85 or less indicates failure of some sort,and the following table is consulted:

16-30
31-45
46-60

Level
Difference
1-3
4-6
7-9
10-12
13-15
16 and up

Total
Failure
95%
85%
75%
65%
50%
30%

Protection from Elementals: Reading time: 6 segments. There are 5
varieties of this scroll:

01-15

61-00

Protection from Air Elementals (including aerial servants, djinn,
invisible stalkers, and wind walkers)
Protection from Earth Elementals (including xorn)
Protection from Fire Elementals (including efreet and salamanders)Protection from Water Elementals (including tritons and water
weirds)Protection from All Elementals

The magic protects the reader and all within 10’ of him or her from the kind ofelemental noted, as well as elemental creatures of the same, or all, planes. The
circle of protection affects a maximum of 24 hit dice of elemental creatures if
the scroll is of a specific elemental type, 16 hit dice if it is against all sorts ofelementals. The spell lasts for 5-40 (5d8) rounds. Attack out of the circle ispossible, as is attack into it by any elemental creature with more hit dice thanare protected against or by several elemental creatures — those in excess of theprotected number of hit dice being able to enter and attack.

Reverse or
Harmful Effect
5%
15%
25%
35%
50%
70%

Protection from Lycanthropes: Reading time: 4 segments. There are 7
types of this scroll:

01-05
06-10
11-20
21-25
26-40
41-98
99-00

Use of Scroll Spells: When any given scroll is read for purposes of copying
the spell’s formula (so as to be able to “know” it) or to release its magic, thewriting completely and permanently disappears from the scroll. The magic
content of the spell is bound up in the writing, and use releases and erases it.
Thus, reading a spell from a scroll of 7 spells makes the thing a scroll of 6
spells. No matter what a player may attempt, a scroll spell is usable but onceand once only. No exceptions should be made save in the case where you havea special magic item in mind — perhaps a scroll which can be read from once
per week or whatever — and always only in rare finds.

Protection from Werebears
Protection from Wereboars
Protection from Wererats
Protection from Weretigers
Protection from Werewolves
Protection from all Lycanthropes
Protection from Shape-Changers

The magic circle from the reading of the scroll extends in a 10’ radius. It moves
with the person who read the scroll. Each scroll protects against 49 hit dice oflycanthrope(s), rounding all hit points pluses downwards unless they exceed +2.
The protection is otherwise similar to that against elementals. The protection
from shape-changers scroll protects against monsters (except gods and god-likecreatures) able to change their form to that of man; i.e. dopplegangers, certain
dragons, druids, jackalwere, and those under the influence of polymorph spells,
as well as all actual lycanthropes. The magic lasts for 5-30 rounds.

Note Regarding Use Of Scroll Spells: Those characters able to read andemploy scroll spells may do so regardless of other restrictions, and once thespell is known, it is not necessary to use a special read magic in order to effectits powers. Reading of such scrolls is possible even to magic-users who areotherwise unable to employ such a spell for any reason whatsoever, be it
inability to learn or above level of use — although in the latter case there is achance of spell failure (q.v.). Ability to use scroll spells does not permit a cleric
to use a druid spell, a magic-user spell, or a magic-user to use a cleric spell.
Likewise, it does not extend the ability of spell use to non-spell-using characters
except with respect to protection scrolls.

Protection from Magic: Reading time: 8 segments. This scroll invokes avery powerful and invisible globe of anti-magic in a 5’ radius from the reader.
It prevents any form of magic from passing into or out of its confines, but
normal things are not restricted by it. As with other protections, the globe ofanti-magic moves with its invoker. Any magical item which touches the globe
must be saved for with a 50% likelihood of the object being drained of all
magic from the power of the globe, i.e. save equals 11 or better with d20. The
protection lasts for 5-30 (5d6) rounds.

Spell Level Range: This gives the parameters for random determination ofspell level for those scrolls you do not set beforehand. When spell level isdetermined it is a simple matter to randomly find which particular spell it is byconsulting the appropriate SPELL TABLES (Cf. PLAYER’S HANDBOOK).

If multiple magic items encounter the globe simultaneously, the leading item (amagic sword held in advance of its holder, for instance) is the first affected,
then the others are checked in order of decreasing power until the first item fails
its save, at which time the globe is cancelled and the item is drained of its
magic.

Protection Scrolls:
Protection from Demons: This scroll requires 1 full round to read if it is toprotect against all sorts of demons, including demon princes, 7 segments toprotect against demons of type VI or lower, and only 3 segments to protect
against type III or lower. The circle of protection generated springs out-wards
from the scroll reader in a 10’ radius. No demon protected against canpenetrate the circle physically or magically or in any way, but the person(s)within can launch attacks, if otherwise possible, upon demons. The protection
moves with the reader of the scroll. Its effect lasts for 5-20 (5d4) rounds.

Protection from Petrification: Reading time: 5 segments: A 10’ radius
circle of protection extends from, and moves with, the reader of this scroll. Allwithin its confines are absolutely immune to any attack forms, magical orotherwise, which cause flesh to turn to stone. The protection lasts for 5-20 (5d4)rounds.

Note that the protection radius is not an actual physical globe, and if the user
forces a demon into a place from which further retreat is impossible (e.g., acorner), and then continues forward until the demon would be within the radiusof the circle, the demon is not harmed, and the protection is considered
voluntarily broken and disappears. There is no way in which this can be used
as an offensive weapon.

Protection from Possession: Reading time: 1 round. This scroll generates
a magic circle of 10’ radius which extends from, and moves with, the reader.
All creatures within its confines are protected from possession by magical spell
attacks such as magic jar; attack forms aimed at possession or mental control
or psychic energy drain which are psionically based or magically based; ordemon, devil, night hag, or similar creature possession (obsession). This protects
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even dead bodies if they are within the magic circle. The protection lasts for 10
to 60 rounds in 90% of these scrolls; 10% have power which lasts 10 to 60
turns, but the protection is stationary.

a ring of contrariness turns spells, the cumulative remove curse cast upon theindividual wearing it must equal or exceed 00 (100%).
Ring of Delusion: A delusion ring will convince the wearer that it is someother sort of ring, a ring of whatever sort the wearer really desires. As thewearer will be completely convinced that the ring is actually one with othermagical properties, he or she will unconsciously use his or her abilities of any
sort (including those of other magical items available) to actually produce a
result commensurate with the supposed properties of the delusion ring. As
referee, you will have to be most judicious in determining how successful the
self-delusion can be, as well as how observers can be affected and what they
will observe. The ring can be removed at any time.

Protection from Undead: Reading time: 4 segments. When this scroll isread a 5’ radius circle of protection extends from, and moves with, the reader. It
protects all within its circumference from all physical attacks from undead(ghasts, ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires,
zombies) but not magic spells or other attack forms. If a creature leaves theprotected area it is then subject to physical attack as well. The protection will
restrain up to 35 hit dice/levels of undead; excess hit dice/levels can passthrough the circle. It remains in effect for 10-80 (10d8) rounds. Note: some
protection scrolls of this nature will protect only against certain types of undead(one or more) rather than all undead, at the DM’s option. (Cf. POTIONS,
Undead Control for a die roll table.)

Ring of Djinni Summoning‡: One of the many fabled rings of fantasy
legend, the “genie” ring is most useful indeed, for it is a special “gate” bymeans of which a certain djinni can be summoned from the Elemental Plane ofAir. When the ring is rubbed the summons is served, and the djinni will appear
on the next round. The djinni will faithfully obey and serve the wearer of thering, but if the servant of the ring is ever killed, the ring becomes non-magicaland worthless. See ADVANCED DUNGEONS & DRAGONS, MONSTERMANUAL, for details of a djinni’s abilities and capabilities.

Special Note: All protection scrolls are cumulative in effect but not induration.

RINGS (III.C.)
All magic rings will normally radiate magic, but most are impossible to detect
as magic rings without some mystic means. Furthermore, all magic rings lookalike, so that determination of a given ring’s magical powers is very difficult.
The ring must be put on and various things tried in order to find what it does.
This requires patience on your part, but the game demands it. No ring radiates
good or evil.

Ring of Elemental Command: The 4 types of elemental command rings
are very powerful. Each appears to be nothing more than a lesser ring(detailed below), but each has certain other powers as well as the following
common properties:
1. Elementals of the plane to which the ring is attuned cannot approachwithin 5’ of or attack the wearer; or, if the wearer desires, he or she may
forego this protection and instead attempt to charm the elemental (saving
throw applicable at −2 on the die). If the latter fails, however, total
protection is lost and no further attempt at charming can be made, but thesecondary properties given below will then function with respect to theelemental.

No more than 2 magic rings can be worn by a character at the same time. If
more are worn, then none will function. No more than 1 magic ring can beworn on the same hand; a 2nd will cause both to be useless. Rings must beworn on the fingers. Rings on toes, in ear lobes, etc. do not function as magicrings.
Rings’ spell-like abilities function as 12th level of magic use unless the power
requires a higher level of magic use. The latter function at the minimum level ofmagic use necessary to cast the equivalent spell.

2. Creatures, other than normal elementals, from the plane to which thering is attuned attack at −1 on their “to hit” dice, the ring wearer takes
damage at −1 on each hit die, makes applicable saving throws from thecreature’s attacks at +2, all attacks are made by the wearer of the ringat +4 “to hit” (or −4 on the elemental creature’s saving throw), and thewearer does +6 damage (total, not per die) adjusted by any otherapplicable bonuses and/or penalties. Any weapon used by the ring
wearer can hit elementals or elemental creatures even if it is not
magical.

Magic rings can be worn and used by all character classes and humans/
humanoids not specifically prohibited elsewhere. You might allow “monsters”
with digits to wear rings, and some can actually benefit from them. For
example, a troll (“thin and rubbery”) could wear a ring of regeneration andgain its benefits in addition to its normal regenerative abilities.
Rings can be used by any race of character, but those worn by gnomes,
dwarves, and halflings have a 20% chance per use of malfunctioning. If amalfunction occurs the ring simply does not work. This applies to cursed rings(contrariness, delusion, weakness) as well; if they do not work they arerecognized and can be removed.

3. The wearer of the ring is able to converse with the elementals orelemental creatures of the plane to which the ring is attuned, and they willrecognize that he or she wears the ring, so they are at least going toshow a healthy respect to the wearer. If alignment is opposed, this respect
will be fear if the wearer is strong, hatred and a desire to slay if thewearer is weak.

Note: The symbol ‡ appearing on the RINGS table (III.C.) and in the following
descriptions denotes rings of the most powerful magical abilities, which willoften possess a limited number of magical charges at the option of the DM.

4. In addition, the possessor of a ring of elemental command will suffer asaving throw penalty as follows:

Ring of Contrariness: This magic ring is cursed so as to make its wearer
unable to agree with any idea or statement or action. Once put on, the ringcan be removed only after a remove curse spell is cast upon the individual
wearing it. Because of the curse, the wearer will resist any attempts to cast sucha spell. Furthermore, the contrariness ring will have one of the following
additional magical properties:
01-20
21-40
41-60
61-70
71-80
81-00

Air
Earth
Fire
Water

−2 vs. ﬁre−2 vs. petriﬁcation−2 vs. water or cold
−2 vs. lightning/electricity

5. Only one power (whether major or minor) of a ring of elemental
command can be in use at one time.

FlyingInvisibility
Levitation
Shocking Grasp (once per round)Spell Turning
Strength (18/00)—Air: The wearer can at will produce the following magical effects:
gust of wind (once per round)flywall of force (once per day)control winds (once per week)
invisibility

Note that contrariness can never be removed from the ring. The wearer will use
his or her own powers, plus those of the ring, to retain it on his or her finger.
The wearer of the ring will never damage him or herself. If, for example, othercharacters suggest that the wearer should make certain that attacks upon him
or her are well-defended against, or that he or she should not strike his or her
own head, the ring wearer will agree — possibly attacking or striking at the
speaker’s head — because obviously the result must be contrary in this case. If

The ring will appear to be nothing other than an invisibility ring until a certain
condition is met (such as having the ring blessed, slaying an air elemental, or
whatever you determine as necessary to activate its full potential).
—Earth: The wearer can at will produce the following magical effects:
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stone tell (once per day)passwall (twice per day)wall of stone (once per day)stone to flesh (twice per week)
move earth (once per week)feather fall

Ring of Mammal Control‡: This ring enables its wearer to exercise
complete control over mammals with intelligence of 4 or less (animal or semiintelligent mammals). Up to 30 hit dice of mammals can be controlled. Control
extends to such limits as to enable the wearer to have the creatures controlled
actually kill themselves, but complete concentration is required. (Note: the ring
does not affect bird-mammal combinations, humans, semi-humans, andmonsters such as lammasu, shedu, manticores, etc.) If you are in doubt about
any monster, it is NOT a mammal.

The ring will appear to be nothing other than a ring of feather falling until thecondition you establish is met.

Obviously, rats, weasels, herd animals, dolphins, and even unicorns aremammals, but intelligence will preclude control of the better ones. Control timeis 3 segments.

—Fire: The wearer can at will produce the following magical effects:
burning hands (once per turn)
pyrotechnics (twice per day)wall of fire (once per day)flame strike (twice per week)
fire resistance

Ring of Multiple Wishes‡: This ring contains from 2-8 (2d4) wish spells(q.v.). As with any wish, you must be very judicious in how you handle therequest. If players are greedy and grasping, be sure to ”crock” them. Interpret
their wording exactly, twist the wording, or simply rule the request is beyond thepower of the magic. In any case, the wish is used up, whether or not (or how)
the wish was granted. Note that no wish is able to cancel the decrees of godlike beings, unless it comes from another such creature.

The ring will appear to be nothing other than a ring of fire resistance until thecondition you establish is met.
—Water: The wearer can at will produce the following magical effects:

Ring of Protection: A ring of protection increases the wearer’s armor classvalue and saving throws versus all forms of attack. A +1 ring raises AC by 1,
say from 10 to 9 and gives a bonus of +1 on saving throw die rolls. The
magical properties of a ring of protection are cumulative with all other magicalitems of protection except as follows:

purify water
create water (once per day)water breathing (5’ radius)
wall of ice (once per day)airy water
lower water (twice per week)
part water (twice per week)
water walking

1. The ring does not add to armor value if magical armor is worn, although it
does add to saving throw die rolls.
2. More than 1 ring of protection operating on the same person, or in thesame area, do not combine protection; only one — the strongest, if
applicable — will function, so a pair of +2 protection rings are still only +2.

The ring will appear to be nothing other than a ring of water walking until thecondition you establish is met.

To determine the value of the protection ring use the table below:
Rings operate at 12th level of experience, or the minimum level needed toperform the equivalent magic spell, if greater, with respect to range, duration,or area of effect determinations which might apply. The additional powers takeonly 5 segments to bring forth.

01-70
71-82
83
84-90
91
92-97
98-00

Ring of Feather Falling: This ring protects its wearer by automatic activationof a feather fall if the individual falls 5’ or more. (Cf. feather fall spell.)Ring of Fire Resistance: The wearer of this ring is totally immune to theeffects of normal fires — torches, flaming oil, bonfires, etc. Very large and hot
fires, molten lava, demon immolation, hell hound breath, or a wall of fire spell
will cause 10 hit points of damage per round (1 per segment) if the wearer isdirectly within such conflagration. Exceptionally hot fires such as red dragon
breath, pyrohydra breath, fireballs, flame strike, fire storm, etc. are saved
against at +4 on the die roll, and all damage dice are calculated at −2 per die,but each die is never less than 1 in any event. (As a rule of thumb, consider
very hot fires as those which have a maximum initial exposure of up to 24 hit
points, those of exceptional heat 25 or more hit points.)+1+2+2, 5’ radius protection+3+3, 5’ radius protection+4 on AC, +2 on saving throws+6 on AC, +1 on saving throws

The radius bonus of 5’ extends to all creatures within its circle, but applies only
to their saving throws, i.e. only the ring wearer gains armor class additions.
Ring of Regeneration: There are 2 forms of this ring: The standard
regeneration ring restores 1 hit point of damage (and will replace lost limbs ororgans eventually also) per turn. It will bring its wearer back from death (but if
poison is the cause, the saving throw must be made or else the wearer diesagain from the poison still in his or her system). Only total destruction of allliving tissue by fire or acid or similar means will prevent regeneration. Of course
the ring must be worn, and its removal stops regeneration processes. The rare
form is the vampiric regeneration ring. This ring bestows one-half of the valueof hit points of damage the wearer inflicts upon opponents in hand-to-hand(melee, non-missile, non-spell) combat immediately upon its wearer (fractions
dropped). It does not otherwise cause regeneration or restore life, limb ororgan. To determine which type of ring is discovered roll percentile dice: 01-90= ring of regeneration, 91-00 = vampiric regeneration ring. In no case can thewearer’s hit point total exceed that initially generated.

Ring of Free Action: This ring enables the wearer to move and attack freely
and normally whether attacked by a web, hold, or slow spell, or even while
under water. In the former case the spells have no effect, while in the latter theindividual moves at normal (surface) speed and does full damage even withsuch cutting weapons as axes and scimitars and with such smashing weapons
as flails, hammers, and maces, insofar as the weapon used is held rather thanhurled. This will not, however, enable water breathing without the further
appropriate magic.

Ring of Shooting Stars: This ring has 2 modes of operation, both working
only in relative darkness. During night hours, under the open sky, the shootingstars ring will perform the following functions:

Ring of Human Influence‡: This ring has the effect of raising the wearer’scharisma to 18 with respect to encounter reactions with humans/humanoids.
The wearer can make a suggestion to any human or humanoid conversed with(saving throw applies). The wearer can also charm up to 21 levels/hit dice ofhuman/humanoids (saving throws apply) just as if he or she were using themagic-user spell, charm person. The two latter uses of the ring are applicablebut once per day. Suggestion or charm requires 3 segments of casting time.

dancing lights (once per hour) — as the spelllight (twice per night), 12” range — as the spellball lightning (once per night) — see below
shooting stars (special) — see below

Ring of Invisibility: The wearer of an invisibility ring is able to become
invisible at will, instantly, This non-visible state is exactly the same as the magicuser invisibility spell (q.v.), except that 10% of these rings also have inaudibility
as well, making the wearer absolutely silent. If the wearer wishes to speak, heor she breaks all silence features in order to do so.

The ball lightning function releases 1 to 4 balls of lightning at the wearer’s
option. These glowing globes exactly resemble dancing lights, and the ring
wearer controls them as he or she would control dancing lights. These spheres
have a 12” range and a 4 round duration. They can be moved at 4” perround. Each sphere is about 3’ in diameter, and any creature it touches or
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comes near to dissipates its charge (save versus magic equals one-half damageas the contact was across an air gap). The charge values are:4 lightning balls
3 lightning balls
2 lightning balls
1 lightning balladds 10, so 05 equals 0%, but 96 equals 100%. The score of the percentile diceindicates what portion of the spell has been turned back upon its caster.

2-8 hit points damage each
2-12 hit points damage each
5-20 hit points damage each
4-48 hit points damage

Damage is determined and awarded proportionately. Saving throws (for both
opponents) are adjusted upwards by +1 for each 10% below 100%, i.e. 80% =+2, 70% = +3, . . . 10% = +9. Even with such adjustments in saving throw it ispossible that both target individual and spell caster will end up polymorphed
into bullfrogs!

Release can be simultaneous or singular, during the course of 1 round or asneeded throughout the night.

Note Regarding Ring of Spell Turning: Unless the percentile dice score
for the turning effect is 09 or less or 91 or more, this ring will allow a saving
throw against spells which normally have none. The effect of the save will be tonegate or inflict half normal damage as appropriate to the spell in question. For
each 10% of the spell turned, allow a 5% chance (1 in 20) to save. Thus, if 1119 is rolled, a roll of 20 saves, 20-29 allows a 19-20 to save, 30-39 allows 1820, and so on. Example: An illusionist casts a maze spell upon a fighter
wearing a ring of spell turning. The maze spell normally allows no saving
throw, but the ring turns 34% of the spell effect. The fighter has a 15% chance
to save against the spell (34% on the turning); otherwise it will take full normal
effect. The illusionist must also save (100% − 34% = 66%, or 6 10% increments,
which converts to a 30% chance to save) by rolling a 15-20 or be mazed also.
Saving in this case will negate spell effect. This special saving throw is NOT
modified by race, magic items, or any other condition, including existing spells.

The shooting stars are glowing missiles with fiery trails, much like a meteor
swarm. 3 shooting stars can be released from the ring each week,
simultaneously or one at a time. They impact for 12 hit points of damage andburst (as a fireball) in a 1” diameter sphere for 24 hit points of damage. Any
creature struck will take full damage from impact plus full damage from theshooting star burst. Creatures within the burst radius must save versus magic totake only one-half damage, i.e. 12 hit points of damage, otherwise they too
take the full 24 hit points of damage. Range is 7”, at the end of which the burst
will occur, unless an object or creature is struck before that. The shooting stars
follow a straight line path. A creature in the path must save versus magic or be
impacted upon by the missile, and saving throw rolls are at −3 within 2” of thering wearer, −1 within 2” to 4”, normal beyond 4”.
Indoors at night, or underground, the ring has the following properties:

Spells which affect a certain number of levels which are aimed at the ring
wearer must be able to affect as many levels as the wearer and the spell caster
combined. If this condition is fulfilled, then the procedure above applies toultimate effect determination.

faerie fire (twice per day) — as the spell
spark shower (once per day) — see below
The spark shower is a flying cloud of sizzling purple sparks, which fan out fromthe ring for 20’ to a breadth of 10’. Creatures within this area take from 2-8 hit
points of damage each if no metallic armor is worn or no metallic weapon isheld, 4-16 otherwise.

In the case of the ring wearer desiring to receive a spell, he or she must remove
the spell turning ring to be able to do so.

Range, duration, and area of effect of functions are the minimum for thecomparable spell unless otherwise stated. Casting time is 5 segments.

If the spell caster and spell recipient both wear spell turning rings a resonating
field is set up, and one of the following results will take place:Psionic attacks are not considered as spell casting.

01-70
71-80
81-97
98-00

Ring of Spell Storing: A ring of spell storing will contain 2-5 (d4 + 1) spells
which the wearer can employ just as if he or she were a spell user of the levelappropriate to use the spell in question. The class of spells contained within thering is determined in the same fashion as the spells on scrolls. The level of eachspell is determined as follows:

spell drains away without effectspell affects both equally at full effectboth rings are drained permanently
both individuals go through a rift into the Positive Material Plane

Ring of Swimming: The ring of swimming bestows the ability to swim at afull 21” base speed upon the wearer, assuming, of course, he or she is clad
only in garments appropriate for such activity. It further enables the wearer todive up to 50’ into water without injury, providing the depth of the water is atleast 1½’ per 10’ of diving elevation; and the wearer can stay underwater for
up to 4 rounds without needing a breath of air. Surface swimming can continue
for 4 hours before a 1 hour (floating) rest is needed. The ring confers the ability
to stay afloat under all but typhoon-like conditions.

cleric: d6, if 6 is rolled roll d4 instead
druid: as clericmagic-user: d8, if 8 is rolled roll d6 instead
illusionist: as cleric
Which spell type of any given level is contained by the ring is also randomly
determined. The ring has the empathic ability to impart to the wearer the namesof its spells. Once class, level, and type are determined, the properties of thering are fixed and unchangeable. Once a spell is cast from the ring, it can only
be restored by a character of appropriate class and level of experience, i.e. a
12th level magic-user is needed to restore a 6th level magic-user spell to thering. Spells stored require 5 segments each to cast.

Ring of Telekinesis‡: This ring enables the wearer to telekinese objects inthe same manner as the fifth level magic-user spell, telekinesis (q.v.). The amountof weight which can be so moved, however, is variable. Roll percentile dice tofind the strength of the ring:
01-25
26-50
51-89
90-99
00

Ring of Spell Turning: This ring distorts the three normal dimensions withrespect to magic spells directed at its wearer. Any spell cast at an individual willusually rebound, in part or perhaps in whole, upon the spell caster. The
distance between, and area occupied by, the victim (the ring wearer) and thespell caster are not as they seem when the magic activates the spell turning
ring. Three important exceptions must be noted:

250 g.p. maximum
500 g.p. maximum
1,000 g.p. maximum
2,000 g.p. maximum
4,000 g.p. maximum

Telekinesis time is only 1 segment to begin the effect.
Ring of Three Wishes: Although the ring contains 3 wish spells instead of avariable number, it is otherwise the same as a multiple wish ring except that
25% (01-25) contain 3 limited wish spells (q.v.).

1. Spells which affect an area, and which are not cast directly at the ring
wearer, are not turned by the ring.
2. Spells which are delivered by touch are not turned.
3. Magic contained in devices (rods, staves, wands, rings, and other items)
which are triggered without spell casting are not turned. Note: a scroll
spell is not considered a device.

Ring of Warmth: A warmth ring provides its wearer with body heat even in
conditions of extreme cold where the wearer has no clothing whatsoever. It also
provides restoration of cold-sustained damage at the rate of 1 hit point ofdamage per turn. It increases saving throws versus cold-based attacks by +2
and reduces damage sustained by −1 per die.

When a spell is cast at an individual wearing a ring of spell turning percentile
dice are rolled and rounded to the nearest decimal, i.e. 1-5 is dropped, 6-9

Ring of Water Walking: This ring enables the wearer to walk upon any
liquid without sinking into it; this includes mud, quicksand, oil, running water,
131

TREASURE (RINGS)

TREASURE (RODS, STAVES & WANDS)

and even snow. The ring wearer’s feet do not actually contact the surface he or
she is walking upon when liquid or water is being walked upon (but oval
depressions about 1½’ long and 1 inch deep per 100 pounds of weight of thewalker will be observed in hardening mud or set snow). Rate of movement isstandard movement for the individual wearing the ring. Up to 1,200 pounds
weight can be supported by a water walking ring.

from metal, strange wood, ivory or bone. They can be plain or decorated andcarved, tipped or not. Staves are typically fashioned of wood, often carved,
usually metal bound and shod, and likely to be gnarly and twisted. They can be
unusual or appear to be ordinary. Wands are of ivory, bone, or wood and areusually tipped with something — metal, crystal, stone, etc. They are fragile andtend to break easily.

Ring of Weakness: This cursed ring causes the wearer to lose 1 point ofstrength and 1 point of constitution per turn until the individual reaches 3 ineach ability area. This loss is not noticeable until the individual actuallyobserves his or her weakened state due to some exertion (such as combat or
heavy lifting), for the ring will also make the wearer invisible at will (and also
cause the rate of strength and constitution point loss to double). Note that whenfull weakness is attained the wearer will be unable to function in his or herclass. The weakness ring can be removed only if a remove curse spell, followed
by a dispel magic spell, is cast upon the ring. There is a 5% chance that thering is reversed, being a ring of berserk strength. This form gradually increases
strength and constitution to 18 each (roll percentile dice for bonus strength if thewearer is a fighter). Increase is 1 point per ability per turn. However, once 18s
in both abilities are reached, the wearer will always melee with any opponent
he or she meets, immediately, regardless of circumstances. Points lost from thering are restored by rest on a 1 day for 1 point basis, with 1 point of eachability lost being restored in 1 day of rest. Berserk strength is lost when the ringis removed, as are constitution points gained.

Rods and wands will usually be found in cases or similar storage places. Staves
stand sturdily alone. In neither case is concealment precluded, of course.
Unless noted to the contrary, these items will have the following number ofcharges; each time the item is used, there is an expenditure of 1 charge (theuser will not necessarily be aware of the number of charges in an item):rods
staveswands

Most of these items can be recharged by spell users of sufficiently high level.
This is discussed elsewhere under the heading FABRICATION OF MAGICITEMS. Note that a rod, staff or wand completely drained will become foreveruseless, crumbling to powder as its last charge is expended.
Use of Rods, Staves, and Wands:

Ring of Wizardry: Only magic-users can benefit from this type of ring.
Other classes, even those with spell ability, can neither use nor understand theworking of a ring of wizardry. The ring doubles spell ability (i.e. the number ofspells a magic-user may prepare each day) in one or more spell levels. To
determine the properties of a given ring use the table below:
01-50
51-75
76-82
83-88
89-92
93-95
96-99
00

50 charges minus 0 to 9 (d10 − 1)
25 charges minus 0 to 5 (d6 − 1)
100 charges minus 0 to 19 (d20 − 1)

Any device of this nature which discharges some form of magic over a distance(that is, the device does not require touch or contact with the object or creature
to be affected) must generally have a command word spoken in order to cause
the device to function. Thus, a wand of lightning, for example, might require theutterance of the key word “blitzen” in order to discharge, or it might have a key
phrase to cause it to function, such as “Watt and ampere, volt and ohm”
(possibly even extending to: “ . . . let this discharge find its home!”). A wand ofpolymorphing, or other similar device performing a like function, would requirea key word and the new form to be made by the power: “Xot’s the word, be a
bird!” or some such. Magical silence will most certainly prevent such devices
from functioning.

doubles ﬁrst level spells
doubles second level spells
doubles third level spells
doubles ﬁrst and second level spells
doubles fourth level spells
doubles ﬁfth level spells
doubles ﬁrst through third level spells
doubles fourth and ﬁfth level spells(See also USE OF MAGIC ITEMS, COMMAND WORDS.)
Rods:

Ring of X-Ray Vision: A ring of X-ray vision empowers its possessor withthe ability to see into and/or through substances which are impenetrable tonormal sight. Vision range is 20’, with the viewer seeing as if it were normal
light due to expanded vision capability. X-ray vision will penetrate 20’ of cloth,wood, or similar animal or vegetable material, up to 10’ of stone or 10 inchesof many metals:

Substance Scanned
Animal matter
Vegetable matter
Stone
Iron, Steel, etc.
Lead, Gold, Platinum

Thickness Penetrated per
Round of X-Raying
4’
2½’
1’
1 inchnil

Unless specified otherwise, rods radiate a magical effect which influences
creatures hostile to the wielder.
Rod of Absorption: This rod acts as a magnet and draws magic spells of
any nature (cleric, druid, magic-user, or illusionist) into itself, nullifying theireffects but storing their potential within until the wielder chooses to release thisenergy in the form of spells of his or her own casting. The magic absorbed musthave been directed at the character possessing the rod. (Cf. ring of spell
turning). The wielder can instantly detect the spell level and decide on whether
to react or not when the rod absorbs it. The wielder can use the energy to castany spell he or she has memorized, in but 1 segment, without loss of spell
memory, as long as the spell so cast is of equal or lesser level than the one
absorbed. Excess levels are stored as potential, and can be cast in like manner(in 1 segment with no spell memory loss) as any level of spell so long as thewielder knows the spell and has it memorized.

Maximum
Thickness
20’
20’
10’
10 inchesnil

It is possible to scan 100 square feet of area during 1 round; thus during 1 turnthe wearer of the ring could scan a full area of stone 10’ wide, 10’ high and
10’ thick, or 100’ wide, 10’ high, and 1’ thick. Secret compartments, drawers,
recesses, and doors are 90% likely to be located by X-ray vision scanning. Even
though this ring enables its wearer to scan secret doors, traps, hidden items,
and the like, it also limits his or her use of the power, for it drains 1 point ofconstitution if used more frequently than once every 6 turns. If it is used 3 turns
in 1 hour the user loses 2 points from his or her total constitution score, 3 ifused 4 turns, etc. Constitution loss is recovered at the rate of 2 points per dayof rest. Constitution of 2 means the wearer is exhausted and must rest
immediately. No activity, not even walking, can be performed until constitutionof 3 or better is restored.

The rod of absorption can never be recharged. It absorbs 50 spell levels andcan thereafter only discharge any remaining potential it might have within. The
wielder will know this upon grasping the item. If it has charges used, thisindicates that it has already absorbed that many spell levels and they havebeen used.

RODS, et al. (Including Staves and Wands) (III.D.)

Example: a cleric has a rod of absorption and uses it to nullify the effect of ahold person spell cast at him by a magic-user. The rod now has absorbed 3
spell levels, can absorb 47 more, and the cleric can, in 1 segment, cast any
first, second, or third level spell he or she has memorized, without memory lossof that spell, by using the stored potential of the rod. Assume the cleric casts a
hold person back. This spell is only second level to him or her, so the rod thenholds 1 spell level of potential, and can absorb 47 more still, with 2 charges
permanently disposed of.

Rods are about 3’ long and as thick as your thumb. Staves are about 5’ or 6’
long and as thick as a young sapling, i.e. about an inch and a half at the base,tapering to an inch at the tip, although they can be of nearly equal diameter
throughout, knurled, etc. Wands are 1¼’ long and slender. Rods are fashioned

Rod of Beguiling: This rod enables its possessor to radiate an emotionaland mental wave of fellow-feeling to all creatures with any intelligencewhatsoever (1 or higher intelligence). The effect is to cause all such creatures
within a 2” radius of the device to be virtually charmed by the individual and132

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beguiled into regarding him or her as their comrade, friend, and/or mentor (nosaving throw). The beguiled creatures will love and respect the rod wielder.
They will trustingly listen and obey insofar as communication is possible, andthe instruction seems plausible and does not outwardly consign the beguiled toneedless injury or destruction or go against their nature or alignment. Eachcharge of the rod beguiles for 1 turn. It can be recharged.

rod lengthens 5’ per segment until button #4 is pushed again or until 50’ isreached. In either case, horizontal bars of 3 inch length then fold out fromthe sides, 1’ apart, in staggered progression. The rod is firmly held by spikeand hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent)
weight. It retracts by pushing button #5.
2. The same function will force open doors if the rod’s base is planted 30’ orless from the portal to be forced and is in line with it. The force exerted isequal to storm giant strength.

Rod of Cancellation: This dreaded rod is a bane to all classes, for its touch
will drain any item of all magical properties unless a saving throw versus thecancellation is made. Contact is made by scoring a normal “to hit” score incombat melee.
Saving Throw
20
19
17
14
13
15
12
3
11 (8)9 (7)103. When button #6 is pushed the rod will indicate magnetic north and givethe possessor a knowledge of approximate depth beneath the surface (orheight above it) he or she is.

Itempotionscroll
ring
rod
staff
wand
miscellaneous magic item
artifact or relicarmor or shield (if +5)
sword (holy sword)
miscellaneous weapon*

These functions do not use charges either.
The rod of lordly might cannot be recharged. When its charges are exhausted,
all spell-like functions cease as do weapon functions 2 and 3, but the rod
continues to work in all other ways.
Rod of Resurrection: This rod enables the cleric to resurrect the dead —even elven, dwarven, gnome, or halfling — as if he or she were of high enoughlevel to cast the spell, and no rest will be required as the rod bestows the
lifegiving effects. The rod can be used once per day. The number of charges
used to resurrect a character depends on class and race:* Several small items, such as magic arrows or bolts, together in one container
will be drained simultaneously.

clericdruid
ﬁghterpaladinrangermagic-user
illusionist
thief
assassinmonkbard

If the score indicated, or higher, is not rolled (d20), the item is drained. Upon
the item’s draining, the rod itself becomes brittle and is no longer potent.
Drained items are not restorable, even by wish.
Rod of Lordly Might: This rod has functions which are spell-like as well as
uses as a magic weapon of different sorts. It also has several more mundane
workings. The rod of lordly might is metal, thicker than other rods, with aflanged ball at one end and various studs along its length. It weighs 10 pounds,
thus requiring 16 or greater strength to wield properly (−1 on “to hit” die rolls
for each point of strength below 16).

1
2
2
1
2
3
3
3
4
3
2

plus
dwarf
elf
gnome
half-elf
halﬂing
half-orc
human

3
4
3
2
2
4
1

Multi-classed characters use the least favorable category. The rod cannot berecharged.

The spell-like functions of the rod are:
1. Paralyzation upon touch if the wielder so commands

Rod of Rulership: The individual who possesses this magic rod is able toexercise rulership (command the obedience and fealty) of creatures within 12”
when he or she activates the device. From 200 to 500 hit dice (or levels of
experience) can be ruled, but creatures with 15 or greater intelligence and 12
or more hit dice/levels are entitled to a saving throw versus magic. Ruled
creatures will obey the wielder of the rod of rulership as if he or she were theirabsolute suzerain, but if some command given is absolutely contrary to thenature of the commanded, the magic will be broken. The rod takes 5 segments
to activate. Each charge lasts for 1 turn. The rod cannot be recharged.

2. Fear upon all enemies viewing it if the wielder so desires (6” maximum
range)
3. Drain 2-8 hit points from the opponent touched and bestow them upon therod wielder (up to the rod wielder’s normal maximum; Cf. ring ofregeneration)
Each such function draws off 1 charge from the rod. The functions entitle victims
to saving throws versus magic, with the exception of function 3. above which
requires a successful “hit” during melee combat.

Rod of Smiting: This rod is a +3 magic weapon which inflicts 4-11 (d8 + 3)
hit points of damage. Against golems the rod does 8-22 (2d8 + 6) hit points ofdamage, any score of 20 or better completely destroys the monster, but any hit
upon a golem drains 1 charge. The rod does normal damage (4-11) versus
creatures of the outer planes such as demons, devils, and night hags. Any scoreof 20 or better draws off 1 charge and causes triple damage: (d8 + 3) × 3. The
rod cannot be recharged.

The weapon uses of the rod are:1. +2 mace as is
2. +1 sword of flame when button #1 is pushed — a blade springs forth fromthe ball, which becomes the hilt, while the handle shortens the weapon toan overall length of 3’

Staves:Unless inapplicable or otherwise specified, staves function at the 8th level ofmagic-use, i.e. their spell discharge is that of an 8th level of experience magicuser with respect to range, duration, area of effect.

3. +4 battle axe when button #2 is pushed — blade springs forth at the ball,and the whole lengthens to a 4’ length
4. +3 spear when button #3 is pushed — the sword blade springs forth, andthe handle can be lengthened up to 12’, for an overall length of from 6’
minimum to 15’ maximum (the latter length highly suitable for lance
employment).

The magic functions of a staff generally require only 2 segments to discharge,
but the device must then build up power again, and this requires 8 segments.

These functions do not use charges.

Staff of Command: This device has 3 functions, only 2 of which will beeffective if the wielder is a magic-user, but all 3 work when the staff is in acleric’s hands. The 3 functions are:Damage is nominally 8d6 with respect to fireballs, lightning bolts, etc.

The mundane uses of the rod are:
1. Climbing pole — when button #4 is pushed a spike which can anchor in
granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the

1. Human influence: This power duplicates that of the ring of the same name.
Each suggestion or charm draws 1 charge from the staff.
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TREASURE (RODS, STAVES & WANDS)

2. Mammal control/animal control: This power functions only as mammal
control (as the ring of that name) when the staff is used by a magic-user,
but in the hands of a cleric it is animal control (as the potion of that name,all types of animals listed). Either use drains 1 charge per turn or fraction
thereof.

These functions cost 1 charge each. The following powers drain 2 charges each:

3. Plant control: This function duplicates that of the potion of the same name,but for each 1” square area of plants controlled for 1 turn or less 1 charge
is used. A magic-user cannot control plants at all.

Paralyzation is a ray from the end of the staff which extends in a cone 4” longand 2” wide at its base.

shield, 5’ radius
globe of invulnerability
paralyzation

The wielder of this staff gains +2 on armor class and saving throws. He or she
may use the staff to smite opponents. It strikes as a +2 magic weapon and does
3-8 hit points of damage; if 1 charge is expended, the staff does double
damage, but 2 charges do not triple damage.

The staff can be recharged.
Staff of Curing: This device can cure disease, cure blindness, cure wounds(6-21 hit points — 3d6 + 3), or cure insanity. Each function drains 1 charge.
The device can be used but once per day on any person (dwarf, elf, gnome,
half-elf, halfling, half-orc included), and no function may be employed morethan twice per day, i.e. the staff can only function 8 times during a 24 hour
period. It can be recharged.

A staff of power can be broken for a retributive strike (Cf. staff of the magi). The
staff can be recharged.
You may determine alternate powers shown by random die roll.

Staff of the Magi: This potent staff contains many spell powers and otherfunctions as well so as to be a walking arsenal in one device. The staff has thefollowing powers which do not drain charges:

Staff of the Serpent: There are 2 varieties of this staff, the “Python” and the“Adder”.
The python strikes as a +2 magic weapon and does 3-8 hit points of damage
when it hits. If the cleric throws the staff to the ground, its 6’ lengthens andthickens to become a constrictor snake, 25’ long (AC 3, 49 hit points, 9”
movement). This happens in 1 round. The snake will entwine if it scores a hit,
the opponent being constricted for 4-10 hit points of damage per round, andthe victim will be so engaged until it or the python is destroyed. Note that thepython will return to its owner upon command. If it is destroyed while in snake
form the staff is destroyed.

detect magic
enlargehold portal
lightprotection from evil/good
The following powers drain 1 charge per usage:
invisibilityknockpyrotechnics
webdispel magicﬁreballlightning bolt
ice storm
wall of ﬁrepasswall

The adder strikes as a +1 magic weapon and does 2-4 hit points of damage
when it hits. Upon command the head of the staff becomes that of an actual
serpent (AC 5, 20 hit points). This head remains for 1 full turn. When a hit isscored, damage is not increased, but the victim must save versus poison or beslain. Only evil clerics will employ an adder staff. If the snake head is killed, thestaff is destroyed.

These powers drain 2 charges per usage:
Neither staff has or requires charges. 60% of these staves are pythons.
whirlwindplane travel

conjure elemental
telekinesis

The whirlwind is identical to that caused by a djinni (q.v.). Plane travel is similar
to the psionic ability of probability travel (q.v.), but travel is possible only to thevarious planes. The staff can be used to conjure 1 elemental (q.v.) of each typeper day, each having 8 hit dice. Telekinesis is at 8th level also, i.e. 200 pounds
maximum weight.
The staff of the magi adds +2 to all saving throws versus magic. The staff canbe used to absorb magic-user spell energy directed at its wielder, but if the staff
absorbs energy beyond its charge limit it will explode just as if a “retributive
strike” (see below) had been made. The spell levels of energy absorbed countonly as recharging the staff, but they cannot be redirected immediately, so if
absorption is desired, that is the only action possible by the staff wielder thatround. Note also that the wielder has no idea of how many spell levels are castat him, for the staff does not communicate this knowledge as does a rod ofabsorption. Therefore, absorbing spells can be risky. Absorption is the only way
this staff can be recharged.
Staff of Striking: This oaken staff is the equivalent of a +3 magic weapon.
(If weapon vs. armor type adjustment is made, the staff of striking is always
treated as the most favorable weapon type vs. any armor.) It causes 4-9 (d6 +3) points of damage when a hit is scored. This expends a charge. If 2 charges
are expended, bonus damage is doubled (d6 + 6); if 3 charges are expended,bonus damage is tripled (d6 + 9). No more than 3 charges can be expended
per strike. The staff can be recharged.

Retributive strike is a breaking of the staff. It must be purposeful and declaredby the magic-user wielding it. When this is done all levels of spell energy in thestaff are released in a globe of 3” radius. All creatures within 1” of the broken
staff take hit points of damage equal to 8 times the number of spell levels ofenergy (1 to 25), those between 1”-2” take 6 × levels, and those 2”-3” distanttake 4 × levels. Successful saving throws versus magic indicate only one-halfdamage is sustained. The magic-user breaking the staff has a 50% chance ofplane travelling to another plane of existence, but if he or she does not, theexplosive release of spell energy totally destroys him or her. This, and the staff
of power, are the only magic items capable of a retributive strike.

Staff of Withering: The staff of withering is a +1 magic weapon. A hit fromit causes 2-5 points of damage. If 2 charges are expended when a hit isscored, the creature struck will also age 10 years, its abilities and life span
adjusted for the resulting age increase. If 3 charges are expended when a hit ismade, 1 of the opponent creature’s limbs can be made to shrivel and become
useless unless it saves versus magic (check by random number generation forwhich member is struck). Note that ageless creatures (undead, demons, devils,etc.) cannot be aged or withered. Each effect of the staff is cumulative, so that 3
charges will score damage, age, and wither. Aging a dwarf is of little effect,
while aging a dragon could actually aid the creature.

Staff of Power: The staff of power is also a very potent magic item, withoffensive and defensive abilities. It has these powers:
continual lightdarkness, 5’ radius
levitation

magic missile or lightning bolt
ray of enfeeblement
cone of cold or ﬁreball134

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TREASURE (RODS, STAVES & WANDS)
Wand of Frost: A frost wand can perform 3 functions which duplicate
magic-user spells:

Wands:
Wands perform at 6th level of experience with respect to the damage theycause, range, duration, area of effect, etc. unless otherwise stated.

1. Ice storm: A silvery ray springs forth from the wand and in 1 segment an
ice (or sleet) storm occurs up to 6” distant from the wand holder. Thisfunction requires 1 charge.

At your option 1% of all wands are trapped to backfire.
Wand of Conjuration: Grasping of this device enables a magic-user toimmediately recognize any cast or written magic-user conjuration/
summoning spell (unseen servant, monster summoning, conjure elemental,
death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic
sphere, wish). The wand has the following powers which require
expenditure of 1 charge:

2. Wall of ice: The silvery ray will form a wall of ice, 6 inches thick, and asquare area equal to 6” (1” × 6”, 2” × 3”, etc.) in 2 segments at a cost of 1
charge.
3. Cone of cold: Dancing white crystalline motes spray forth from the wand in
a cone with a 6” length and a terminal diameter of 2”. The cold comes
forth in 2 segments but lasts but 1 second. The temperature is c. -100° F.,
and damage is 6 hit dice, treating all 1’s rolled as 2’s (6d6, 12-36). The
cost is 2 charges per use. Saving throw versus a wand is applicable.

unseen servant
monster summoning** A maximum of 6 charges may be expended, 1 per level of the monster
summoning, or 6 monster summoning I, 3 monster summoning II, 2monster summoning III, or any combination totalling 6. The magic-usermust be of a sufficient experience level to cast the appropriate summoning
spell. The monster summoning takes 5 segments.

The wand can function but once per round, and may be recharged.
Wand of Illumination: This wand has 4 separate functions, 3 of whichapproximate magic-user spells, and 1 of which is singular:
1. Dancing lights: In 1 segment the wand will produce this effect at a cost of 1
charge.

The wand can also conjure up a curtain of blackness — a veil of total black
which absorbs all light. The curtain of blackness can cover a maximum area of
600 square feet (60’ × 10’, 40’ × 15’, 30’ × 20’), but it must stretch from ceilingto floor, wall to wall. The curtain costs 2 charges to conjure. The veil of total
lightlessness can be penetrated only by physical means or magic. The wandalso enables its wielder to construct a prismatic sphere (or wall), one color at atime, red to violet, at a 1 charge per color cost. Each function of the wand takes
5 segments of time, and only 1 function per round is possible. The wand may
be recharged.

2. Light: The illumination wand sends forth light in 2 segments time at an
expenditure of 1 charge.
3. Continual light: This function requires only 2 segments to perform, but thecost is 2 charges.
4. Sunburst: When this effect is called forth the wand delivers a sudden flashof brilliant greenish-white light, with blazing golden rays. The range of thissunburst is 12” maximum, and its duration is but 1/10 of a second. Its areaof effect is a globe of 4” diameter. Any undead within this globe take 6-36
hit points of damage, with no saving throw. Creatures within or facing the
burst must save versus a wand or be blinded for 2-12 segments and unable
to do anything during that period. (Of course, the creatures in question
must have ocular organs sensitive to the visible light spectrum). The function
requires 3 segments and expends 3 charges.

Wand of Enemy Detection: This wand gives off a pulse and points in the
direction of any hostile creature(s) intent upon the bearer of the device. The
creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, orin plain sight. Detection range is a 6” sphere. The function requires 1 charge tooperate for 1 turn. The wand can be recharged.
Wand of Fear: When the fear wand is activated a pale amber ray springs
from the tip of the wand, a cone 6” long by 2” in base diameter, which flashes
on in 1 segment and instantly disappears. Each creature touched by the ray
must save versus a wand or react as per the fear spell (first level cleric spell,
remove fear reversal), i.e. turn and move at fastest possible speed away fromthe wand user for 6 rounds. Each usage costs 1 charge. It can operate but once
per round. The wand can be recharged.

The wand can be recharged.
Wand of Illusion: The illusion wand creates both audible and visual illusions(Cf. audible glamer, phantasmal force). The wand emits an invisible ray, with a
14” maximum range. The effect takes 3 segments to commence. The wandwielder must concentrate on the illusion in order to maintain it, but he or she
may move normally (not melee) and still do so. Each portion — audible andvisual — costs 1 charge to effect and 1 per round to continue. The wand may
be recharged.

Wand of Fire: This wand can be employed in 4 separate functions which
duplicate the following magic-user spells:
1. Burning hands: The wand emits a plane of fire, a fan-shaped sheet 10’
wide at its terminus and 12’ long. Each creature touched takes 6 hit pointsof damage. The plane appears in 1 segment, shoots forth its dark red
flames, and snuffs out in less than 1 second. It expends 1 charge.

Wand of Lightning: This wand has 2 functions which closely resemble
magic-user spells:
1. Shock: This function causes the recipient to take 1-10 hit points of damage,with no saving throw, when struck in melee combat. Any “to hit” score
discounts metallic armor and shield (giving opponents armor class 10) but
not plain leather or wood. Magic bonuses on metallic armor do not affectarmor class, but such items as a ring of protection do. The shock uses 1
charge.

2. Pyrotechnics: This function exactly duplicates the spell of the same name. It
requires 2 segments to activate. It expends 1 charge.
3. Fireball: The wand coughs forth a pea-sized sphere which streaks out tothe desired range (or to a maximum range of 16”) and bursts in a fiery
violet-red blast, exactly as a fireball cast by a spell of that name would. The
function takes 2 segments. It expends 2 charges. The fireball does 6 hit
dice of damage, but all 1’s rolled are counted as 2’s, i.e. the burst does 1236 hit points. A saving throw versus wand is applicable.

2. Lightning bolt: The possessor of the wand can discharge a bolt of lightning.
The stroke can be either the forked or straight bolt (Cf. magic-user spell,lightning bolt). Damage is 12-36 (6d6, treating 1’s as 2’s), but a saving
throw is applicable. This function uses 2 charges. It requires 2 segments todischarge.

4. Wall of fire: The wand can be used to draw a fiery curtain of purplishred flames which exactly duplicates the wall of fire spell cast by amagic-user, i.e. a sheet of flame 12 square ” (1” × 12”, 2” × 6”, 3” ×
4”, etc.) which lasts for 6 rounds, causes 8-18 hit points damage (2d6 +6) if touched (2-8 hit points if within 1” of the fire, 1-4 if within 2”), andcan also be made as a ring-shape around the wand user (but the circle
is only 2¼” in diameter). This function requires 3 segments. It expends
2 charges.

The wand may be recharged. It can perform but 1 function per round.
Wand of Magic Detection: This wand is similar in operation to the enemy
detection wand. If any form of magic is in operation, or a magic item exists,
within a 3” radius, the magic detection wand will pulse and point to thestrongest source. Note that the wand will point to a person upon whom aspell has been cast. Operation requires 1 round, and successive rounds will
point out successively less powerful magic radiations. The category of magic(abjuration, alteration, etc.) can be determined if one round is spent

The wand of fire can operate but once per round. It can be recharged.
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TREASURE (MISCELLANEOUS MAGIC)

concentrating on the subject emanation. 1 charge is expended per turn (orfraction thereof) of use. Starting with the second round of continuous use,
there is a 2% cumulative chance per round that the wand will temporarily
malfunction and indicate non-magical items as magical, or vice-versa. The
wand may be recharged.

47-49
50-53
54-58
59-62

Wand of Metal and Mineral Detection: This wand also has a 3” radius
range and pulses and points to the largest mass of metal within its effective
area of operation. However, the wielder can concentrate on a specific metal or
mineral type (gold, platinum, quartz, beryl, diamond, corundum, etc.); if thespecific type is within range the wand will point to any and all places it islocated, and the wand possessor will know the approximate quantity as well.
Each operation requires 1 round. Each charge powers the wand for 1 full turn.
The wand may be recharged.

63-65
66-69
70-79
80-84
85-87
88-90

Wand of Magic Missiles: The missiles wand discharges magic missiles
which are similar to those of the first level magic-user spell, magic missile. The
device fires a magic missile which causes 2-5 hit points of damage. It operates
as the spell of the same name, always hitting its target when wielded by amagic-user, otherwise requiring a “to hit” die roll. Each missile takes 3 segments
to discharge, and costs 1 charge. A maximum of 2 may be expended in 1
round. The wand may be recharged.

91-97
98-00

stream of 600 large butterﬂies pour forth and ﬂutter around for 2
rounds, blinding everyone (including wielder)enlarge target if in 6” of wanddarkness in a 3” diameter hemisphere at 3” center distance fromwand
grass grows in area of 16” square before wand, or grass existing
there grows to 10 times normal size
vanish any non-living object of up to 1,000 pounds mass and up to
30 cubic feet in size (object is ethereal)
diminish wand wielder to 1” heightﬁreball as wandinvisibility covers wand wielder
leaves grow from target if in 6” of wand
10-40 gems of 1 g.p. base value shoot forth in a 3” long stream,each causing 1 h.p. of damage to any creature in path — roll 5d4
for number of hits
shimmering colors dance and play over a 4” × 3” area in front ofwand — creatures therein blinded for 1-6 rounds
ﬂesh to stone (or reverse if target is stone) if target is within 6”

The wand uses 1 charge per function. It may not be recharged. Where
applicable, saving throws should be made.

Wand of Negation: This device operates to negate the spell or spell-likefunction(s) of rods, staves, wands and other magical items. The individual with
the negation wand points the device, and a pale gray beam shoots forth totouch the target — device or individual. This will totally negate any wandfunction, and make any other spell or spell-like function from a device 75%
likely to be negated, whether it is a low-level spell, or even if it is an ultrapowerful spell. Operation of the wand requires but 1 segment of a round. It canfunction but once per round, and each negation drains 1 charge. The wandcannot be recharged.

MISCELLANEOUS MAGIC (III.E., 1. through 5. and Special)
As the name implies, this category is a catch-all for many sorts of magical items.
Some are powerful, others weak; some are highly desirable, others are deadly tothe finder. The number of such items is great in order to make it improbable that
there will be duplicates in a campaign — or at least not more than 2 or 3.
Use care in revealing information regarding any item found by players.
Describe an item only in the most general of terms, viz. wood, metal, cloth,
leather, etc. Allow player questions to simulate visual and tactile examination. A
cloak appears as a cloth object — only examination will reveal its form andprobable nature. Likewise, do not simply blurt out the properties and powers ofan item. It must be held, or worn, or whatever; and experiment and experience
are the best determinators of magical qualities if some other means is notavailable (a bard, sage, commune spell, etc.).

Wand of Paralyzation: This wand shoots forth a thin ray of bluish color to a
maximum range of 6”. If the ray touches any creature it must save versus wands
or be rigidly immobile for from 5-20 rounds. A save indicates the ray missed,
and there is no effect. Each operation takes 3 segments and costs 1 charge. The
wand may operate once per round. It may be recharged. (Note that as soon as
the ray touches 1 creature it stops; the wand can attack only 1 target per round.)Wand of Polymorphing: The polymorphing wand emits a green beam, athin ray which darts forth to a maximum distance of 6”. If this beam touches
any creature, it must make its saving throw versus wands (success indicating amiss) or be polymorphed (others) as the spell of the same name (q.v.). The wandwielder may opt to form the victim into a snail, frog, insect, etc. as long as theresult is a small and inoffensive creature. The possessor of the wand may electto touch a creature with the device instead. When this is done (unwilling
creatures must be hit and they are also entitled to a saving throw) the recipient
is surrounded by dancing motes of sparkling emerald light, and then transforms
into whatever creature-shape the wand wielder has stated. This is the same
magical effect as the polymorph (self) spell (q.v.). Either function requires 3
segments. Each draws 1 charge. Only 1 function per round is possible. The
wand may be recharged.

Items are listed alphabetically. Artifacts and relics are listed (1%) on table
E.1., directing the reader to E. Special for enumeration. These items aredetailed after all other miscellaneous magic. If you do not desire such an item
to occur, substitute a bag of beans, or the next item on the table.
Unless noted by class letter in parenthesis after a listing, items are usable byany class not otherwise prohibited. Class letters are (C) clerics, (F) fighters, etc.
and each listing includes appropriate sub-classes.

Wand of Secret Door and Trap Location: This wand has an effective
radius of 1½” for secret door location, 3” for trap location. When the wand isenergized it will pulse and point to whichever thing it is to locate if a secretdoor/trap is within location range. Note that it locates either one or the other,not both during one operation. It requires 1 round to function and draws 1
charge. The wand may be recharged.
Special Note: All magical books, librams, manuals, tomes, etc. appear to be“normal” works of arcane lore. Each is completely indistinguishable from theother by visual examination of the outer parts or by detection for magic aura.
Bard characters will have normal chances of finding out the nature of such
writings, as will an identify spell from a magic-user. Otherwise, only a wish will
be useful in typing a magical writing, i.e. alter reality, commune, contact higher
planes, limited wish, true seeing, true sight, and other spells or powers areuseless. A wish will reveal general contents of a book, telling whatcharacteristics or class is most affected (not necessarily benefited) by the work. It
requires a second wish to determine exact contents. After being perused by acharacter, most of these magical works will vanish forever, but those which are
non-beneficial to the reader will typically be attached to the character, and heor she will be unable to be rid of it. If the work benefits another alignment ofcharacter, the possessor is geased to conceal and guard the writing. As
Dungeon Master you should use your judgment and imagination as to exactly
how these items will be treated, using the rules herein as parameters.

Wand of Wonder: The wand of wonder is a strange and unpredictabledevice which will generate any number of strange effects, randomly, eachtime it is used. The usual effects are shown on the table below, but you may
alter those for any or all of these wands in your campaign as you see fit,
although it is recommended that you follow the pattern shown. The functionsof the wand are:
01-10
11-18
19-25
26-30
31-33
34-36
37-46

slow creature pointed at for 1 turndeludes wielder for 1 round into believing the wand functions as
indicated by a second die rollgust of wind, double force of spell
stinking cloud at 3” range
heavy rain falls for 1 round in 6” radius of wand wielder
summon rhino (1-25), elephant (26-50) or mouse (51-00)
lightning bolt (7” × ½”) as wand
136

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)
Inside are 10 levers:

TABLE (III.E.) 1.
Alchemy Jug: This magical device can pour forth varying liquids uponcommand. The quantity of each liquid is dependent upon the liquid itself. The
jug can pour only 1 kind of liquid on any given day, 7 pourings maximum. The
liquids pourable and quantity per pouring are:salt water
fresh waterbeer
vinegarwine
ammoniaoilaqua regia
alcoholchlorinecyanide

1
2
3
4
5
6
7
8
9
10

16 gallons
8 gallons
4 gallons
2 gallons
1 gallon
1 quart1 pint2 gills (8 oz.)
1 gill (4 oz.)
8 drams (1 oz.)
4 drams (½ oz.)

The apparatus moves forward at a 3” speed, backwards at 6”. The 2 pincers
extend forward 4’ and snap for 2-12 hit points damage each if they hit acreature — 25% chance, no reduction for armor, but dexterity reduction
applies. The device can operate in waters up to 900’ deep. It can hold 2human-sized persons and enough air to operate for 2-5 hours at maximum
capacity. The apparatus is AC 0 and will take 100 hit points damage to cause
a leak, 200 to stave in a side. When the device is fully operating the wholeappears as something like a giant lobster.

The jug will pour forth 2 gallons per round, so it will require 8 rounds tocomplete 1 pouring of salt water.
Amulet of Inescapable Location: This device is typically worn on a chainor as a brooch which pins on. It appears to be an amulet which prevents
location, scrying (crystal ball viewing and the like), or detection/influence by
ESP/telepathy. Actually, the amulet doubles the likelihood and/or range of theselocation and detection modes, however. Normal determination attempts,
including detect magic, will not reveal its true nature.

Arrow of Direction: An arrow of direction typically appears to be a normal(or possibly magic) arrow. Its magical properties make it function much as alocate object spell, however, empowering the arrow to show the direction of thedesired way. Once per day the device can be tossed into the air; it will fall andpoint towards the desired way, and this process can be repeated 7 times during
the next 7 turns. Note: the arrow will point only towards requested way/
location. The request can be only for one of the following: stairway (up or
down), sloping passage (up or down), dungeon exit or entrance, cave, cavern.
Requests must be phrased by distance (nearest, farthest, highest, lowest) or bydirection (north, south, east, west, etc.).

Amulet of Life Protection: This pendant or brooch device serves as a ward
for the psyche (soul). The wearer cannot be possessed by magic jar spell or any
similar mental attack, including demonic or diabolic means. If the wearer isslain, the psyche enters the amulet and is protected for 7 full days. Thereafter itgoes to the plane of its alignment, however. If the amulet is destroyed during the
7 days, the psyche is utterly and irrevocably annihilated. Note: psionic attack
modes psionic blast or psychic crush will not harm the wearer.

Bag of Beans: This bag is constructed of heavy cloth. It is about 2’ wide and4’ long (the size of any other bag or large sack). When it is opened andexamined it will reveal several large pebble-like objects. If these objects are
dumped out of the bag they will each explode for 5-20 hit points of damage
each; all creatures within a 10’ radius must save versus magic or take fulldamage. To be removed safely, the beans in the bag must be taken out byhand; telekinesis will not work, nor can they be worked out using tools in any
way which will not explode them. Each pebble-like bean must be placed in dirt
and watered. From each, in succession, will spring some creature or object. It issuggested that 3-12 beans are optimum, and only 1 or 2 will be beneficial, theothers being monsters or useless things. For example:

Amulet of the Planes: The amulet of the planes is a device which enables
the individual possessing it to transport himself or herself instantly to or fromany one of the upper levels of the Outer Planes. This travel is absolutely safe,
but until the individual learns the device, transport will be random. Roll d6, 1-3= do not add 12, 4-6 = add 12 to d12 for 1-24 random results:
1-2
3
4
5
6-7
8
9
10
11-12
13
14
15
16-17
18
19
20
21-24

extend legs and tail/retract same
uncover forward porthole/cover same
uncover side portholes/cover same
extend pincers and feelers/retract same
snap pincers
forward/left or rightbackwards/left or right
open “eyes” with continual light inside/close “eyes”
raise (levitate)/sink
open hatch/close hatch

Seven Heavens
Twin Paradises
Elysium
Happy Hunting Grounds
OlympusGladsheim
Limbo
Pandemonium
Abyss
Tarterus
Hades
GehennaNine Hells
AcheronNirvana
Arcadia
Prime Material Plane

#1
#2
#3

#4
#5

#6
#7

3 shriekers spring up and begin wailingan ice storm strikes the areaa poisonous raspberry bush with animated runners shoots up, buteach of its 5-20 berries is a gem of 100 or 500 g.p. base value(or perhaps just worthless glass)a hole opens in the ground; a purple worm can be below or a
djinni ring . . .
smoke and gases cover an area of 50’ radius for 5 turns, andcreatures therein cannot see and will be blinded for 1-6 rounds
even when they step out of the clouda wyvern grows instantly and attacks; its sting is a javelin ofpiercing
poison gas seeps out slowly forming a cloud of 20’ radius which
persists for 1 turn; while it lasts it might turn some dirt at its
center to magic dust (appearance, vanishing, sneezing andchoking . . . )You may alternately have the following results:
Thought, imagination and judgment are required with this item.
22
23
24

Ethereal Plane
Astral Plane
Prime, but alternate Earth

Bag of Devouring: This bag appears as a typical sack — possibly
appearing to be empty, possibly as having beans in its bottom. The sack is,
however, the lure used by an extra-dimensional creature. It is one of its feedingorifices. Any substance of animal or vegetable nature is subject to “swallowing”
if it is thrust within the bag. The bag of devouring is 90% likely to ignore any
initial intrusions, but anytime it senses living human flesh within, it is 60% likely
to close and attempt to draw the whole victim within — base 75% chance forsuccess less strength bonus for “damage”, each +1 = −5% on base chance. Thusan 18 strength character (with +2 damage) is only 65% likely to be drawn into
the bag, while a 5 strength character (with −1 damage) is 80% likely to be
drawn in. The bag radiates magic. It can hold up to 30 cubic feet of matter. It
will act as a bag of holding (normal capacity), but each turn it has a 5%

Amulet of Proof Against Detection and Location: This device wards
the wearer against all divination and mental or magical location and/or
detection. The wearer cannot be detected through clairaudience, clairvoyance,
ESP, telepathy, crystal balls, or any other scrying devices. No aura is discernible
on the wearer, and predictions cannot be made regarding him or her, unlesssome powerful being is consulted.
Apparatus of Kwalish: When initially found this item will certainly appear
as a large iron barrel. It has a secret catch which opens a hatch in one end.
137

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

cumulative chance of “swallowing” the contents and then “spitting the stuff out”
in some non-space. Creatures drawn within are consumed in 7 segments of around, eaten, and forever gone.

Only 1 creature can be drawn forth at a time. It alone exists until it is slain or 1
turn has elapsed and it is ordered back into the bag of tricks. Another animal
may then be brought forth, but it could be another just like the one which was
drawn previously. Note that only one roll is made for type of bag, but type ofcreature is rolled for each time one is drawn forth. Up to 10 creatures
maximum may be drawn from the bag each week.

Bag of Holding: As with other magic bags, this one appears to be acommon cloth sack of about 2’ × 4’ size. The bag of holding opens into a nondimensional space, and its inside is larger than its outside dimensions.
Regardless of what is put into this item, the bag of holding always weighs a
fixed amount. This weight, the bag’s weight limit in contents, and its volume
content are dependent upon its quality as shown below:
Dice
01-30
31-70
71-90
91-00

Weight15 pounds
15 pounds
35 pounds
60 pounds

Weight Limit
250 pounds
500 pounds
1,000 pounds
1,500 pounds

Beaker of Plentiful Potions: This container resembles a jug or flask. It is a
magical beaker with alchemical properties which compound from 2-5 doses offrom 2-5 potions of any sort as initially determined by random selection.
Different potion sorts are layered in the container, and each pouring takes 1
round and spills forth 1 dose of 1 potion type. Roll d4, +1, to find the numberof potions the beaker contains. Roll for each potion contained so as to findwhat it is — delusion and poison are possible — and record type by order ofoccurrence. Duplication is possible. If the container holds only 2 potions it will
dispense them 1 each per day, 3 times per week; if 3 are contained, it will
dispense them 1 each per day, 2 times per week; and if 4 or 5 are contained itwill pour each forth but 1 time per week. Once opened, the beaker will
gradually lose the ability to produce potions. This reduction in ability results inthe permanent loss of one potion type per month.

Volume Limit
30 cubic feet
70 cubic feet
150 cubic feet
250 cubic feet

If overloaded, or sharp objects are placed within so as to pierce it, the bag will
rupture and be ruined, and the contents will be lost forever in the vortices ofnilspace.
Bag of Transmuting: This magical sack appears to be a bag of holding of
one of the 4 quality types. It will perform properly for 2-5 uses (or more if theusages are made within a few days time). However, at some point the magic
field will waver, and precious metals and gems within the bag will be turned
into common metals and stones of no worth. When emptied, the bag will burst
to pour forth these transmuted metals and minerals. Any magic items (otherthan artifacts and relics) placed in the bag will become ordinary and dull lead,
glass or wood as appropriate (no saving throw) once the transmuting effects
have begun.

Boat, Folding: A folding boat will always be discovered as a small wooden“box” — about 1’ long, ½’ wide, and ½’ deep. It will, of course, radiate magic
if detection is possible. The “box” can contain other things. If a command word
is given, the box will unfold itself to form a boat of 10’ length, 4’ width and 2’
depth. A second (different) command word will cause it to unfold to a 24’ long,
8’ wide, and 6’ deep ship. The former will have 1 pair of oars, an anchor, amast, and lateen sail. The latter is decked, has single rowing seats, 5 sets ofoars, a steering oar, anchor, a deck cabin, a mast, and square sail. The first
can hold 3 or 4 persons comfortably, the second will carry 15 persons withease. A third word of command will cause the boat/ship to fold itself into a box
once again. You may have the words of command inscribed visibly or invisiblyon the box, have them written elsewhere — perhaps on an item within the box,
or you might simply have them lost and require a search (via legend lore,
consulting a sage, physical search of the dungeon, etc.) to discover them.

Bag of Tricks: As is usual, a bag of tricks appears to be of typical size forsacks, and visual or other examination will not reveal any contents. However,
if an individual reaches inside, he or she will feel a small, fuzzy object. If thisis withdrawn and tossed 1’ to 20’ away, it will balloon into one of thefollowing animals, which will obey and fight for the individual who brought it
into being until the current combat terminates. The animals inside a bag oftricks are dependent upon which sort of bag is found. Roll d10 to determine
which type:Book of Exalted Deeds: This holy book is sacred to clerics of goodalignment. Reading of the work will require 1 week, but upon completion thegood cleric will gain 1 point of wisdom and experience points sufficient to placehim or her exactly half way into the next level of experience. Clerics neither
good nor evil will lose 20,000-80,000 experience points from perusal of thework (a negative x.p. total is possible, requiring restoration but not loweringlevel below 1st). Evil clerics will lose 1 full experience level, dropping to thelowest possible number of experience points possible to hold the level; they willfurthermore have to atone by magical means or by offering up 50% of
everything they gain for 2-5 adventures, losing the appropriate number ofexperience points as well, or gain no further experience. Fighters who handle
or read the book will not be affected, although a paladin will feel it to be good.
Magic-users who read it will suffer the loss of 1 point of intelligence unless theysave versus magic; and if they do save they will lose from 2,000-20,000
experience points. A thief who handles or reads the work will sustain 5-30 hit
points of damage and must save versus magic or lose 1 point of dexterity andhave a 10%-60% chance of giving up his or her profession to become a goodcleric if wisdom is 15 or higher. Assassins handling or reading the book of
exalted deeds will take 5-40 hit points of damage and must save versus magicor commit suicide. Monks are not harmed by the work, nor can they understandit. Bards are treated as neutral clerics, experience point loss being from bard
experience only. Note that except as indicated above, this writing cannot be
distinguished by cover or scansion from any other magic book, libram, tome,
etc. It must be perused. (This applies also to other magical writings detailed
hereafter.) Once perused, the book vanishes, never to be seen again, nor can
the same player character ever benefit from perusing the like a second time.

Type 1-5
Die
1
2
3
4
5
6
7
8

AnimalWeaselSkunk
BadgerWolf
Lynx, giant
Wolverine
Boar
Stag, giant

AC
6
9
4
7
6
5
7
7

Hit
Dice
½
½
1+2
2+2
2+2
3
3+3
5

Hit
Points
2
2
7
12
12
15
18
25

Damage per Attack1
Musk
1-2/1-2/1-3
2-5
1-2/1-2/1-4 — 1-3/1-3
1-4/1-4/2-5 + musk
3-12
4-16 or 1-4/1-4

Animal
Rat
Owl
Dog
Goat
Ram
Bull
Bear
Lion

AC
7
7
7
7
6
7
6
5/6

Hit
Dice
½
½
1+1
1+1
2
4
5+5
5+2

Hit
Points
2
3
6
8
10
20
30
28

Damage per Attack
1
1-3/1-3
1-4
1-6
2-5
1-6/1-61-6/1-6/1-8 — 2-12
1-4/1-4/1-10 — 2-7/2-7

AnimalJackalEagle
BaboonOstrichLeopardJaguarBuffalo
Tiger

AC
7
7
7
7
6
6
7
6

Hit
Dice
½
1
1+1
3
3+2
4+2
5
5+5

Hit
Points
2
5
6
15
17
21
25
30

Damage per Attack
1-2
1-2/1-2/1
1-4
1-4 or 2-8
1-3/1-3/1-6 — 1-4/1-4
1-3/1-3/1-8 — 2-5/2-5
1-8/1-82-5/2-5/1-10 — 2-8/2-8Type 6-8
Die
1
2
3
4
5
6
7
8
Type 9-0
Die
1
2
3
4
5
6
7
8

Book of Infinite Spells: This magical writing bestows spell use ability uponits possessor, but upon first reading the work any character not already able touse spells will suffer 5-20 hit points of damage and be stunned for 5-20 turns.
Thereafter, he or she can examine the writing without further harm. The book of
infinite spells contains from 23-30 (22 + d8) pages. The nature of each page
must be determined by random die roll. Use the following table:
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TREASURE (MISCELLANEOUS MAGIC)
01-30
31-50
51-60
61-95
96-00

TREASURE (MISCELLANEOUS MAGIC)

blank pagecleric spell
druid spell
magic-user spell
illusionist spellround (minute). There is no limitation on usage. The amount of weight the boots
can levitate is randomly determined in 14 pound increments by rolling d20 andadding the result to a base of 280 pounds, i.e. a given pair of boots canlevitate from 294 to 560 pounds of weight. Thus, an ogre could be wearing
such boots, but its weight would be too great to levitate. (Cf. second level
magic-user spell, levitation.)

If a spell is written on a page, roll d10 for all except magic-user spell, for which
a d12 is rolled, to determine spell level. Results of 8-10 (or 10-12) indicate a d6
(d8 for magic-user spells) is to be rolled instead. When level is known,
determine the particular spell by random means also. Record page contents
secretly, and DO NOT REVEAL THIS INFORMATION TO THE HOLDER OF THE
BOOK.

Boots of Speed: These boots enable the wearer to run at the speed of a fasthorse, viz. 24” base movement speed. For every 10 pounds (100 g.p.
equivalent) of weight over 200 pounds, the wearer is slowed 1” in movement,so a 180 pound human with 60 pounds of gear would move at 20” base
movement rate, and if a sack of 500 gold pieces were being carried inaddition, the movement rate would be slowed yet another 5”. For every hour ofcontinuous fast movement, the wearer must rest 1 hour. No more than 8 hours
of continuous fast movement are possible before the wearer must rest. Boots ofspeed give +2 to armor class value in combat situations where movement of thissort is possible.

Once a page is turned it can never be flipped back, i.e. paging through the book
is a one-way trip. When the last page is turned, the book vanishes. The owner ofthe book of infinite spells can cast the spell to which the book is opened, but once
per day only, unless the spell is one which the character would normally be able
to cast by reason of class and level, in which case the spell can be cast up to 4
times per day due to the book’s magical powers. The book need not be in theactual presence of the owner in order to empower spell ability, so he or she canstore it in a place of safety while adventuring and still cast spells by means of its
power. Each time a spell is cast there is a chance the energy connected with its
use will cause the page to magically turn (despite all precautions). The owner willknow this and possibly even benefit from the turning by gaining access to a new
spell. The chance of a page turning is as follows:

Boots of Striding and Springing: The wearer of these magical boots has
a base movement rate of 12”, regardless of size or weight. This speed can be
maintained tirelessly for up to 12 hours per day, but thereafter the boots nolonger function for 12 hours — assume they “recharge” for that period. In
addition to the striding factor, these boots also have a springing factor. While“normal” paces for the individual wearing this type of footgear are 3’ long, theboots also enable forward jumps of up to 30’, backward leaps of 9’, andvertical springs of 15’. If circumstances permit the use of such movement incombat, the wearer can effectively strike and spring away when he or she has
the initiative during a melee round. However, such activity has a degree of
danger, and there is a base 20% chance that the wearer of the boots will
stumble and be stunned on the following round; adjust the 20% chance
downwards by 3% for each point of dexterity above 12 of the wearer, i.e. 17%
at 13 dexterity, 14% at 14, 11% at 15, 8% at 16, 5% at 17, and but 2% at 18
dexterity. In any event, the wearer increases armor class value by +1 due to thequickness of movement these boots imbue, so armor class 2 becomes 1, armor
class 1 becomes 0, etc.

Spell-caster employing spells usable by his or her class
and/or level. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10%
Spell-caster using spell foreign to his or her class and/or level . . . . . . . 20%
Non-spell caster using cleric spell. . . . . . . . . . . . . . . . . . . . . . . . . . . . 25%
Non-spell caster using magic-user spell. . . . . . . . . . . . . . . . . . . . . . . . 30%
Treat the spell use just as if a scroll were being employed, including time ofcasting, spell failure, etc.
Book of Vile Darkness: This work of ineffable evil is meat and drink toclerics of that alignment. To fully consume the contents requires 1 week ofreading, but when such has been accomplished, the evil cleric will gain 1 pointof wisdom and experience points sufficient to place him or her exactly half way
into the next level of experience. Clerics neither good nor evil who read thebook will either lose 30,000-120,000 experience points or become evil without
benefit from the work; there is a 50% chance for either. Good clerics perusing
the pages of the unspeakable Book of Vile Darkness will have to save versus
poison or die; and if they do not die they must save versus magic or become
permanently insane. In the latter event, even if the save is successful, the clericloses 250,000 experience points, less 10,000 for each of his or her points of
wisdom. Other characters of good alignment will take 5-30 hit points ofdamage from handling the tome and if they look inside there is an 80% chancea night hag (q.v.) will thereafter come to the character that night and attack.
Non-evil neutral characters will take 5-20 hit points of damage from handlingthe book, and reading its pages will cause them to save versus poison or
become evil, immediately seeking out an evil cleric to confirm their newalignment. (Cf. Book of Exalted Deeds for other details.)

Bowl Commanding Water Elementals: This large container is usuallyfashioned from blue or green stone of semi-precious value such as malachite orlapis lazuli. Sometimes jade will be used. It is about 1’ in diameter, half thatdeep, and relatively fragile. When the bowl is filled with water, fresh or salt,
and certain words are spoken, an elemental of 12 hit dice will appear. The
summoning words require 1 round to speak. Note that if salt water is used, theelemental will be stronger (+2 per hit die, maximum 8 h.p. per die, however).
Control and similar information are given under Elemental in ADVANCED
DUNGEONS AND DRAGONS, MONSTER MANUAL. (Cf. bowl of
watery death below.)
Bowl of Watery Death: This device exactly resembles a bowl commanding
water elementals, including color, design, magic radiation, etc. However, when it
is filled with water, the magic-user must save versus magic or be shrunk to thesize of a small ant and plunged into the center of the bowl. Note: if salt water
is poured into the bowl the saving throw is at −2. The victim will drown in from
3-8 rounds, unless magic is used to save the individual, for he or she cannot bephysically removed from the bowl of watery death except by magical means:animal growth, enlarge, or wish are the only spells which will free the victim,
and restore normal size; a growth potion poured into the water will have thesame effect; a sweet water potion will allow the victim another saving throw, i.e.
a chance that the curse magic of the bowl works only briefly. If the victim
drowns, death is permanent, no resurrection is possible, and even a wish will
not work.

Boots of Dancing: The magical boots of dancing will expand or contract tofit any foot size, from halfling to giant (just as other magic boots will do, ofcourse). They radiate a dim magic if detection is used. They are
indistinguishable from other magic boots, and until actual melee combat is
engaged in they will function exactly as if they were one of the other 4 types ofuseful boots (see below). When in melee combat, or if the wearer is fleeing
from the actuality of same, the boots of dancing will impede his or her
movement, begin to tap and shuffle, heel and toe, or shuffle off to Buffalo,
making the wearer behave exactly as if Otto’s irresistible dance spell had beencast upon him or her (−4 from armor class rating, no saving throws possible,and no attacks possible). Only a remove curse spell will allow the boots to be
removed once their true nature comes forth.

Bracers of Defense: These items appear to be some sort of wrist or arm
guards. Their magic bestows an effective armor class equal to actually wearing
armor and employing a shield. Of course, if armor is actually worn, the bracers
will not be effective, but they do work in conjunction with other magical items ofprotection. The armor class the bracers of defense bestow is determined byrandom dicing on the table below:

Boots of Elvenkind: These soft boots enable the wearer to move withoutsound of footfall in virtually any surroundings. Thus the wearer can walk acrossa patch of dry leaves or over a normally creaky wooden floor and make only awhisper of noise — say 95% chance of silence in the worst of conditions, 100%in the best.

01-05
06-15
16-35
36-50
51-70
71-85
86-00

Boots of Levitation: As other magical boots, these soft footgear will expand
or contract to fit giant to halfling-sized feet. Boots of levitation allow the wearer,
at will, to ascend or descend vertically. The speed of ascent/descent is 20’ per139

Armor Class
8
7
6
5
4
3
2

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

Bracers of Defenselessness: These items appear to be some sort ofbracers of defense, and they will actually serve as one of the above types until
the wearer is attacked in anger by a dangerous enemy. At that moment, thebracers will lower armor class to 10 and negate any and all other magicalprotections and dexterity bonuses. Thereafter the bracers can only be removed
by means of a remove curse spell.

nine alignments. The typical candle is not remarkable, but it will radiate magic
if such is detected, and good or evil will be radiated also if appropriate. Simply
burning the candle will generate a favorable aura for the individual so doing if
the candle’s alignment matches that of the character’s. If burned by a cleric of
the same alignment, the candle temporarily increases the cleric’s level ofexperience by 2, allowing him or her to cast additional spells, and evennormally unavailable spells, as if he or she were of the higher level, but only solong as the taper is aflame. Any burning also allows the casting of a gate spell,the respondent being of the alignment of the candle, but the taper isimmediately consumed in the process. Each candle will burn for 4 hours. It is
possible to extinguish the candle as any other, but it can be placed in a lanternor otherwise sheltered to protect it from drafts and other things which could put
it out, without affecting its magical properties.

Brazier Commanding Fire Elementals: This device appears to be anormal container for holding burning coals unless magic is detected for. It
enables a magic-user to summon an elemental of 12 hit dice strength from the
Elemental Plane of Fire. A fire must be lit in the brazier — usually 1 round isrequired to do so. If sulphur is added the elemental will be of +1 on each hit
die, i.e. 2-9 hit points per hit die. The fire elemental will appear as soon as thefire is burning and a command word is uttered. (See MONSTER MANUAL
for other details.)

Carpet of Flying: The size, carrying capacity and speed of a carpet are
determined by use of the table below. Each carpet has its own command word
to activate it, and each is then controlled by spoken directions. If the device iswithin voice range, the command word will activate it. These rugs are oforiental make and design. Each is very beautiful and durable. Note, however,that tears or other rents cannot be repaired without special weaving techniques
which are generally known only in the East.

Brazier of Sleep Smoke: This device is exactly similar to the braziercommanding fire elementals. However, when a fire is started within it theburning will cause great clouds of magical smoke to pour forth in a cloud of 1”
radius from the brazier. All creatures within the cloud must save versus magic orfall into a deep sleep. At the same moment a fire elemental of 12 hit dice willappear and attack the nearest creature. Sleeping creatures can only beawakened by means of a dispel magic or remove curse spell.

Dice
01-20
21-55
56-80
81-00

Brooch of Shielding: The brooch of shielding appears to be a piece of silveror gold jewelry, usually (90%) without gems inset, which is meant to fasten acloak or cape. It has the property, however, to absorb magic missiles of the sort
generated by spell, wand, or other magic device. A brooch can absorb up to
101 hit points of magic missile damage before it melts and becomes useless. Its
use can normally be determined only by means of a detect magic spell andthen experimentation.

Chime of Opening: A chime of opening is a hollow mithral tube about 1’
long. When it is struck it sends forth magical vibrations which cause locks to
open. Likewise lids, doors, valves, and portals will open when the chime issounded. The device will function against normal bars, shackles, chains, bolts, etc.
It also destroys the magic of a hold portal spell or even a wizard lock cast by amagic-user of less than 15th level. The chime must be pointed at the area of theitem or gate which is to be loosed or opened. It is then struck, a clear chiming
ring sounds (which may attract monsters), and in 1 round 1 of the functions of thedevice will be completed, i.e., a lock opened, a shackle loosed, a secret door
opened, the lid of a chest lifted, etc. Note that if a chest is chained, padlocked,
locked, and wizard locked, it will take 4 or 5 soundings of the chime of opening
to get it open. A silence spell negates the power of the device. The chime has 2080 (20 + d6 × 10) charges before it will crack and become useless.

Bucknard’s Everfull Purse: Appearing as nothing more than a leather
pouch or small bag, this magical poke is most useful to its owner, for eachmorning it will duplicate certain coins — and possibly gems as well. Whenfound, the purse will be full of coins. If totally emptied, and left so for more thana few minutes, the magic of the purse is lost, but if 1 of each type of coin isplaced within the bag, the next morning 26 of each applicable type will befound inside. Bucknard’s Everfull Purse can contain:

01-50
51-90
91-00

E.P.
26
26
26

G.P.
26
—
—

P.P.
—
26
—

Speed
42”
36”
30”
24”

Censer of Summoning Hostile Air Elementals: This thurible isindistinguishable from other censers — magical or ordinary. It is cursed, so that
if any incense is burned within it from 1 to 4 enraged air elementals willappear, 1 per round, from the censer and attack any and all creatures withinsight. The censer will burn and cannot be extinguished until either the summoneror the elementals have been killed.

Broom of Flying: This magical broom is able to fly through the air at up to
30” movement speed. The broom can carry 182 pounds at this rate, but every
14 additional pounds slows movement by 1”. The device can climb or dive at
about 30 degrees. A command word must be used, the word to be determinedby you as desired. The broom will travel alone to any destination named. It will
come up to 30” to its owner when he or she speaks the command word.

S.P.
26
—
—

Capacity
1 person
2 persons
3 persons
4 personsCenser Controlling Air Elementals: This perforated golden vessel
resembles any thurible found in places of worship. If filled with incense and lit,a command word need only be spoken to summon forth a 12 hit dice-sized air
elemental which will appear on the following round. If incense of meditation isburned within this ½’ wide, 1’ high vessel, the air elemental will have +3 oneach of its hit dice, and it will willingly obey the commands of its summoner.
Note that if the censer is extinguished, the elemental will remain and turn on thesummoner. (Cf. Elemental in MONSTER MANUAL.)

Broom of Animated Attack: Indistinguishable from a normal broom,
except by means of detection of its magic, and completely identical to a broomof flying by all tests short of attempted use, the broom of animated attack is avery nasty item. If a command word (“fly”, “soar”, etc.) is spoken, the broom will
do a loop the loop with its hopeful rider, dumping him or her off on his or herhead from 6’ to 9’ off the ground. The broom will then attack the stunned
victim, swatting the face with the straw/twig end to blind and beating with the“bald headed end”, the handle. Each such attack takes place twice per round,the broom attacking as if it were a 4 hit die monster. The straw end will cause
blindness for 1 round if it hits. The other end causes 1-3 hit points of damage
when it hits. The broom is armor class 7 and takes 18 hit points to destroy.

C.P.
—
26
26

Size
3’ × 5’4’ × 6’5’ × 7’
6’ × 9’Chime of Hunger: This device exactly resembles a chime of opening. When
it is struck all creatures within 6” are immediately struck with ravenous hunger.
Characters will tear into their rations, ignoring everything else, and evendropping everything they are holding in order to eat. Creatures without food
immediately available will rush to where the chime of hunger sounded andattack any creatures there in order to kill and eat them. All creatures must eat
for at least 1 round, but they are then entitled to a saving throw vs. magic oneach successive round until such is made, i.e. hunger is satisfied. Note: It is
recommended that the chime of hunger operate as one of opening for several
rounds of use before its curse be put into operation.

Gems*
—
—
26

* Base 10 g.p. gems which may increase to a maximum of 100 g.p. only.
Once the type of bag is first determined by roll, its abilities will not change.
(This item was designed to maintain spice, providing a constant source of funds
without attracting undue attention to the bearer or necessitating chests oftreasure.)

Cloak of Displacement: This item appears to be a normal cloak, but when
it is worn by a character its magical properties distort and warp light waves.
This displacement of light waves causes the wearer to appear to be from 1’ to
2’ from his or her actual position. Any attack by missile or melee strike which is
aimed at the wearer will automatically miss the first time*. Thereafter the cloak
affords +2 protection, i.e. 2 classes better on armor class, as well as +2 on
saving throw dice versus attack forms directed at the wearer (such as spells,

TABLE (III.E.) 2.
Candle of Invocation: Candles of Invocation are specially blessed andprayered tapers which are dedicated to the pantheon of gods of one of the140

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

gaze weapon attacks, spitting and breath attacks, etc. which are aimed at thewearer of the cloak of displacement). Note that 75% of all cloaks ofdisplacement are sized for humans or elves (persons 5’ to 6’ or so tall), and but
25% are sized for persons of about 4’ height (dwarves, gnomes, halflings).

Crystal Ball: This is the most common form of scrying device, a crystal sphereof about ½’ diameter. A magic-user can use the device to see over virtually any
distance or into other planes of existence. The user of a crystal ball must know thesubject which is to be viewed. Knowledge can be from personal acquaintance,
possession of personal belongings, a likeness of the object, or accumulated
information. Knowledge is the key to how successful location will be, not distance:* This can apply to first attacks from multiple opponents only if the second andsuccessive attackers were unable to observe the initial displacement miss.

Subject is
Personally well known
Personally known slightly
PicturedPart of in possession
Garment in possession
Well informed of
Slightly informed of
On another plane

Cloak of Elvenkind: A cloak of elvenkind is of a plain neutral gray which isindistinguishable from any sort of ordinary cloak of the same color. However,when it is worn, with the hood drawn up around the head, it enables thewearer to be nearly invisible, for the cloak has chameleon-like powers. In theoutdoors the wearer of a cloak of elvenkind is almost totally invisible in natural
surroundings, nearly so in other settings. Note that the wearer is easily seen if
violently or hastily moving, regardless of the surroundings. The invisibility
bestowed is:
Outdoors, natural surroundings
heavy growth ....................................................................... 100%light growth .......................................................................... 99%
open ﬁelds ........................................................................... 95%
Outdoors, otherrocky terrain .........................................................................
buildings ...............................................................................
brightly lit room .....................................................................

98%
90%
50%

Undergroundtorch/lantern light..................................................................
infravision .............................................................................
light/continual light ...............................................................

95%
90%
50%

* Unless masked by magic or psionics.
The chance of locating also dictates how long a magic-user will be able to view
the subject, both with respect to length of period and frequency:
Chances of Locating*100% or more
99% to 90%
89% to 75%
74% to 50%
49% to 25%
24% or lessViewing Period and Frequency
1 hour,3 times/day½ hour,3 times/day½ hour,2 times/day½ hour,1 time/day¼ hour,1 time/day
1/6 hour,
1 time/day* Unless masked by magic or psionics.

Fully 90% of these cloaks are sized for human to elven-sized persons. The other
10% are sized for smaller persons (4’ or so in height).

Viewing beyond the periods or frequencies noted will cause the magic-user tomake a saving throw versus magic each round, and failure to make it will
permanently lower the character’s intelligence by 1 point and drive him or her
insane until healed.

Cloak of the Manta Ray: This cloak appears to be made from leather.
When it is donned it appears as a normal cloak until the wearer enters salt
water, at which time the cloak of the manta ray adheres to the individual, andhe or she appears nearly (90%) identical to a manta ray. The wearer is enabled
to breathe underwater and move as a manta ray — 18”, see MONSTERMANUAL. The wearer also has an armor class of at least 6, that of a manta
ray, and other magical protections or magical armor will improve that armor
value. Although the cloak does not enable the wearer to bite opponents as amanta ray does, the garment does have a tail spine which the wearer can use
to strike at opponents behind him or her — damage is only 1-6 hit points, andthere is no chance of stunning. This attack mode can be used in addition toother sorts, for the wearer can release his or her arms from the cloak’s “wings”
without sacrificing movement if so desired.

Certain spells cast upon the user of the crystal ball might improve his or her
ability. They are: comprehend languages, read magic, infravision, tongues. Twospells can be cast through a crystal ball, with a 5% chance per level ofexperience of the magic-user of working correctly. The spells are: detect magic,
detect evil/good.
Certain crystal balls have additional powers. To determine this, consult thetable below:
01-50
51-75
76-90
91-00

Cloak of Poisonousness: This particular cloak is usually of woolen-likematerial, although it can be leathern. It can be handled without harm, and it
radiates magic. A neutralize poison spell will not affect it. As soon as the cloakof poisonousness is actually worn, the wearer will be stricken stone dead. The
cloak can only be removed with a remove curse, which destroys the magicalproperties of the cloak. If a neutralize poison spell is then used, the person canpossibly be revived by a raise dead or resurrection spell, but there is a −10%chance of success because of the poison. After its effects are known, a smalllabel saying “Nessus Shirt Company” might be seen at your option.

crystal ball
crystal ball with clairaudiencecrystal ball with ESP
crystal ball with telepathy** Communication only.
The spell function of the device operates at 10th level.
Only creatures with intelligence of 12 or better have a chance of noticing thescrying. The base chance is determined by class.
Fighter
PaladinRangerCloak of Protection: The various forms of this marvelous device all appear
to be normal garments, whether made of cloth or leather. Each lends to its
wearer benefits on armor class — each plus of the cloak of protection betteringarmor class by 1 factor — and to saving throw — each plus being added to
the wearer’s saving throw dice rolls. Thus a +1 cloak would make armor class10 (no armor) into armor class 9, and add +1 to saving throw dice rolls. To
determine how powerful a given cloak is, use this table:
01-35
36-65
66-85
86-95
96-00

Chance of Locating*
100%
85%
50%
50%
25%
25%
20%
−25%

2%
6%
4%

Thief
Assassin
Monk
Bard

6%
5%
1%
3%

For each factor of intelligence above 12 the creature has an additionalarithmetically ascending cumulative chance beginning at 1%, i.e. 1%, 3%, 6%,10%, 15%, 21%, at 13, 14, 15, 16, 17, and 18 intelligence. These creatures also
have a cumulative chance of 1% per level of experience of detecting scrying.
Treat monsters as one of above as is most applicable.

+1 cloak+2 cloak+3 cloak+4 cloak+5 cloakCheck each round of scrying, and if the percentage or less is rolled, the subject
is aware of being watched. If a spell-user (cleric, druid, magic-user, or illusionist)is being observed, use the DETECTION OF INVISIBILITY table on page 60
rather than the percentages above to determine whether the observation isdetected, checking each round. A dispel magic will cause the crystal ball being
used to cease functioning for 1 day. The various protections against crystal ballviewing will simply leave the device hazy and non-functioning.

Note that this device can be combined with other items, or worn with leather
armor. It cannot function in conjunction with any sort of magical armor, normal
armor other than that of leather, or in conjunction with a shield of any sort.
141

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)(Note: You may allow scrying devices for clerics and druids; water basins andmirrors are suggested. Have them function as normal crystal balls.)

persons nearby must be careful not to be caught by its sudden growth, or elsethey will sustain 10-100 hit points of damage. The door will always be facing
the owner of the device when it becomes a fortress, and it will open and close
instantly at his command.

Crystal Hypnosis Ball: This cursed item type is indistinguishable from anormal crystal ball, and it radiates magic, but not evil, if detected for. Any
magic-user attempting to use it will become hypnotized, and a telepathic
suggestion will be implanted in his or her mind. The user of the device will
believe that the desired object was viewed, but actually he or she became
partially under the influence of a powerful magic-user, lich, or even somepower/being from another plane. Each further use will bring the crystal ballgazer more under the influence of the creature, either as a servant, tool, or
possession object. As referee, you must decide whether to make this a gradualor sudden affair according to the surroundings and circumstances peculiar to
the finding of the crystal hypnosis ball and the character(s) locating it.

Decanter of Endless Water: This flask is quite ordinary looking, but if magicis detected it will radiate that property. The decanter has a stopper, and if this isremoved, and the proper words spoken, it will pour forth a stream of fresh or salt
water as ordered. There are separate command words for the amount as well as
the type of water. Water can be made to come forth as follows:
Stream: pours out 1 gallon per round
Fountain: 5’ long stream at 5 gallons per round
Geyser: 20’ long stream at 30 gallons per round

Cube of Force: A device of but about the size of a large die — perhaps ¾
of an inch across — the cube of force enables its possessor to put up a wall offorce 1” per side around his or her person, and this cubic screen is impervious
to the attack forms shown on the table below. The cube has 36 charges, andeach day this energy is restored. The holder presses one face of the cube toactivate or deactivate the field:
Cube
Face
one
two
three
four
ﬁve
six

Charge Cost per Turn/
Movement Rate
1/1”
2/8”
3/6”
4/4”
6/3”
0/normal

The last shown application causes considerable back pressure, and the holder
must be well braced or be knocked over. The force of the geyser will kill small
animals and insects (mice, moles, small bats, etc.). The command word must be
given to cease.
Deck of Many Things: A deck of many things (beneficial and baneful)usually is found contained within a box or leather pouch. Each deck contains a
number of thin plaques or plates. These sheets are usually of ivory or vellum.
Each is engraved and/or inscribed with glyphs, characters, and magical sigils.
As soon as one of these sheets is drawn forth from the pack, its magic is
bestowed upon the person who drew it, for better or worse. The character
gaining a deck of many things may announce that only 1 will be drawn fromthe pack, or he or she may opt to draw forth 2, 3, or even 4, but the number
must be announced prior to the first plaque withdrawn. Note that if the jester isdrawn, the possessor of the deck may elect to draw 2 additional cards. Eachtime a plaque is taken from the deck it is replaced unless the draw is a jester orfool, in which case the plaque is discarded from the pack. The deck will containeither 13 or 22 plaques, 75%/25% chance. Additional plaques in a 22 carddeck are indicated by an asterisk (*) before their names. To simulate the plaques
you may use the normal playing card indicated:

Effectkeeps out gases, wind, etc.
keeps out non-living matter
keeps out living matter
keeps out magic
keeps out all things
deactivates

When the force screen is up, the following attack forms cost extra charges fromthe cube in order to maintain the integrity of the screen. Note that these spells
cannot be cast either into or out of the cube:
catapult-like missiles
very hot normal ﬁres
horn of blasting
delayed blast ﬁreballdisintegrate
ﬁreballﬁre storm

1
2
6
3
6
3
3

ﬂame strikelightning bolt
meteor swarm
passwallphase door
prismatic spraywall of ﬁre

3
4
8
3
5
7
2

Sun (KD)
Moon (QD)
Star (JD)*Comet (2D)Throne (KH)
Key (QH)
Knight (JH)
*Gem (2H)
The Void (KC)
Flames (QC)
Skull (JC)
*Talons (2C)
Ruin (KS)Euryale (QS)
Rogue (JS)*Balance (2S)
Jester (J)The cube of force can be of any hard mineral, ivory or bone.
Cube of Frost Resistance: This device resembles a cube of force. When the
cube is activated it encloses an area of 1” per side, and the temperature within
this area is always 65 degrees F. The field will absorb all cold-based attacks,
i.e. cone of cold, ice storm, and even white dragon’s breath. However, if the
field is subjected to more than 50 hit points of cold in any turn (10 rounds) it
collapses and cannot be renewed for 1 hour. If it receives over 100 hit points ofdamage in 1 turn the cube is destroyed. Note: cold below 0 degrees F.
effectively inflicts 2 hit points of cold for every −10 degrees, so that the cube isat −2 at −1 to −10 degrees F., −4 at −11 to −20, etc. Thus, at −40 degrees F.
the device can withstand only 42 hit points.

*Fool (J with
Trademark)*Vizier (AD)*Idiot (AD)*Fates (AH)
*Donjon (AS)

Cubic Gate: Another small cubic device, this item is fashioned from carnelian.
The 6 sides of the cube are each keyed to a plane, 1 of which will always be
the Prime Material, of course. The other 5 can be chosen by any means
desired. If the side of the cubic gate is pressed but once, it opens a nexus to theappropriate plane, and there is a 10% chance per turn that something will
come through it looking for food, fun, and/or trouble. If the side is pressed
twice, the creature so doing, along with all creatures in a 5’ radius will bedrawn through the nexus to the other plane. It is impossible to open more than
1 nexial link at once.

Gain beneﬁcial miscellaneous magic item and 50,000
experience points
You are granted 1-4 wishes
Immediately gain 2 points on your major ability
Defeat the next monster you meet to gain 1 level
Gain charisma of 18 and small keep
Gain a treasure map plus 1 magic weapon
Gain the service of a 4th level ﬁghter
Gain your choice of 20 jewelry or 50 gems
Body functions, but soul is trapped elsewhere
Enmity between you and a devil
Defeat Death or be forever destroyed
All magic items you possess are torn from you
Immediately lose all wealth and real property
Minus 3 on all saving throws vs. petriﬁcation
One of your henchmen turns against you
Change alignment or be judged
Gain 10,000 experience points or 2 more draws fromthe deck
Lose 10,000 experience points; draw again
Know the answer to your next dilemmaLose 1-4 points of intelligence, you may draw again
Avoid any situation you choose . . . once
You are imprisoned

Upon drawing the last plaque possible, or immediately upon drawing theplaques in bold face (The Void, Donjon), the deck disappears. The
plaques are explained below:

Daern’s Instant Fortress: This metal cube is of small size, but when
activated it grows to form a metal tower 20’ square and 30’ high, with arrowslits on all sides and a machicolated battlement atop it, the metal extending 10’
into the ground. It has a small door which will open only to the command of
the owner of the fortress, knock spells notwithstanding. The adamantite walls of
Daern’s Instant Fortress are totally unaffected by normal weapons other thanthose of catapult type. The whole can take 200 points of damage before thetower collapses. Note that damage sustained is cumulative. The fortress cannot
be repaired, although a wish will restore 10 points of damage sustained. It
requires but 1 round to cause the fortress to spring up, but the person orSun: Roll on the MISCELLANEOUS MAGIC TABLE (III.E., 1.-5.) until a usefulitem (other than artifacts or relics) is indicated. The player gets experience
points for this as well.
Moon: This is best represented by a moonstone gem with the appropriate
number of wishes shown as gleams therein. These wishes are the same as
the ninth level magic-user spell (q.v.) and must be used in a number of turns
equal to the number received.
142

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

Star: If the 2 points would place the character’s score at 19, use 1 or both inany of the other abilities in this order: constitution, charisma, wisdom,
dexterity, intelligence, strength.

Idiot: As indicated, the mongoloid countenance causes loss of 1-4 (d4) points
of intelligence immediately. They are lost and cannot be regained (althoughpoints can be restored by other means). The additional draw is optional.

Comet: The player must single-handedly defeat the next monster — singularor plural — of hostile nature or the benefit is lost. If successful, the charactermoves to the mid-point of the next experience level.

Fates: This plaque enables the character to avoid even an instantaneous
occurrence if so desired, for the fabric of reality is unraveled and respun, so
to speak. Note that it does not allow something to happen, only not to takeplace. This reversal is for the individual character only, and the party muststill endure the confrontation.

Throne: If charisma is 18 already, the individual still gains +25% on
encounter and loyalty reactions. He or she becomes a real leader inpeople’s eyes. The castle gained will be near to any stronghold alreadypossessed.

Donjon: This signifies imprisonment — either by spell or by some creature/
being at your option. All gear and spells will be stripped from the victim inany case.

Key: Roll a treasure map with +20% on the dice. The weapon with it must be
one usable by the character, so use the table for SWORDS (III.G.),MISCELLANEOUS WEAPONS (III.H.), or RODS, et al. (III.D.) as needed.

Drums of Deafening: This item is a pair of kettle drums, radiating magic if
so detected, but otherwise unremarkable. If either is struck nothing happens, but
if both are sounded together all creatures within 7” are permanently deaf andwill remain so until a heal spell or similar cure is used to restore shatteredeardrums. Furthermore, those within 1” of the drums will be stunned by thenoise for from 2-8 rounds. Each drum is a hemisphere of about 1½’ diameter.

Knight: The hero will join as the character’s henchman and loyally serve until
death. The hero has +1 per die (18 maximum) on each ability roll.
Gem: This indicates wealth. The jewelry will all be gold set with gems, thegems all of 1,000 g.p. base value. With this wealth should come experience
points equal in value, but never more than sufficient for 1 level rise inexperience.

Drums of Panic: These kettle drums are unremarkable in appearance. If bothof the pair are sounded, all creatures within 12”, save for a “safe zone” of 2”
radius from the drums, must make their saving throw versus magic or turn andmove directly away from the sound for 1 full turn. Each turn thereafter, thepanicked creatures may attempt to save versus magic again. Each failure brings
another turn of movement away from the drums of panic. Movement is at fastest
possible speed while fleeing in panic, and 3 rounds of rest are required foreach 1 turn of fast movement after the saving throw is made. Creatures withintelligence of 2 make saving throws at −2, those with 1 or less save at −4.
Each drum is a hemisphere of about 1½’ diameter.

The Void: This lightless black plaque spells instant disaster. The character’s
body functions, and he or she speaks like an automaton, but the psyche istrapped in a prison somewhere — in an object on a far planet or plane,
possibly in the possession of a demon. A wish will not bring the character
back, but the plane of entrapment might be revealed.
Flames: Hot anger, jealousy, envy, are but a few of the possible motivational
forces for the enmity. The devil is usually of the Greater sort, possibly evenan Arch-devil. The enmity can never be satisfied, save one or the other isslain.

Dust of Appearance: This fine powder appears much like any other dust
unless a careful examination is conducted. The latter will reveal it to be more
like a metal dust, but very fine and very light. One handful of this substanceflung into the air will coat all objects, making them visible even if they areinvisible, out of phase, astral, or ethereal. Note that the dust will also reveal
mirror images and projected images for what they are, and it likewise negates
the effects of cloaks of displacement or elvenkind or robes of blending.
Appearance lasts for 2-20 turns. It is typically in small silk packets or hollow
bone blow tubes. A packet can be shaken out to cover an area with a radius of
10’ from the user. A tube can be blown in a cone shape, 1’ wide at the start,
15’ at the end, and 20’ long. From 5 to 50 containers can be in one place.

Skull: A minor Death appears (AC −4; 33 hit points; strikes with a scythe for
2-16 hit points, never missing, always striking first in a round) and thecharacter must fight it alone — if others help, they get minor Deaths to fightas well. If the character is slain he or she is slain forever. Treat the Death asundead with respect to spells. Cold or fire do not harm it, neither does
electrical energy.
Talons: When this plaque is drawn each and every magic item owned orpossessed by the character drawing is irrevocably gone. This happens
instantly.

Dust of Disappearance: This dust exactly resembles that of appearance,
and it is typically found stored in the same manner and quantity. All things
touched by it reflect and bend light of all sorts (infra-red and ultra-violet
included) so as to become invisible to sight or virtually any other means ofnormal detection or even magical means such as detect invisibility spells, but notdust of appearance. Invisibility bestowed by the dust lasts for 2 to 20 turns, 1120 if carefully sprinkled upon an object. Attack while thus invisible is possible,
always by surprise if the opponent is unable to note invisible things and always
at an armor class 4 places better while invisibility lasts. Note that unlike theinvisibility spell, attack while using the dust of disappearance will not obviate
the invisibility.

Ruin: As implied, when this plaque is drawn every bit of money (including all
gems, jewelry, and like previous and valuable treasure and art) and all real
property and buildings thereon currently owned are lost forever.
Euryale: The Medusa-like visage of this plaque brings a curse which only theFates card or god-like beings can remove. The −3 is permanent otherwise.
Rogue: When this plaque is drawn, 1 of the character’s henchmen will betotally alienated and forever hostile henceforward. If the character has nohenchmen, the enmity of some powerful personage — community or
religious — can be substituted. The hatred will be secret until the time is ripefor devastating effect.

Dust of Sneezing and Choking: This fine dust appears to be either of theabove types of magical powders. If spread, however, it will cause those within a
20’ radius to fall into fits of sneezing and coughing, those failing to save versus
poison die immediately, those who do being disabled by the choking for 5-20
rounds.

Balance: As “weighed in the balance and found wanting”, the character mustchange, and perform accordingly, to a radically different alignment, i.e.
lawful-chaotic, good-evil, neutral-non-neutral. Failure brings judgment, and if
there is substantial deviation from professed alignment, the character will be
destroyed permanently.

Efreeti Bottle: This item is typically fashioned of brass or bronze, with a lead
stopper bearing special seals. It not uncommonly has a thin stream of smoke
issuing from it. There is a 10% chance that the efreeti will be insane and attack
immediately upon being released. There is also a 10% chance that the efreeti ofthe bottle will only grant 3 wishes. The other 80% of the time, however, theinhabitant of the bottle will serve normally (see MONSTER MANUAL). When
opened, the efreeti issues from the bottle in but 1 segment.

Jester: This plaque actually makes either pack more beneficial if theexperience point award is taken. It is always discarded when drawn, unlike
all others except the Fool.
Fool: The payment and draw are mandatory!

Eversmoking Bottle: This metal urn is identical to an efreeti bottle. It doesnothing but smoke, however. The amount of smoke will be very great if the
stopper is pulled out, pouring from the bottle and totally obscuring vision in a
50,000 cubic foot area in 1 round. The bottle, left unstoppered, will fill another
10,000 cubic feet of space with smoke each round until 120,000 cubic feet ofspace is fogged, and this area will continue to remain so smoked until theVizier: This plaque empowers the character drawing it with the ability to callupon supernatural wisdom to solve any single problem or answer fully anyquestion whenever he or she so requests. Whether the information gained
can be successfully acted upon is another question entirely.
143

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

eversmoking bottle is stoppered. The bottle can only be resealed if a command
word is known.

point, or when the command word is uttered, it returns to its small form
for not less than 1 day before it can again be used.

Eyes of Charming: This item consists of a pair of convex crystal lenses which
fit over the user’s eyes. When in place, the wearer is able to charm persons
merely by meeting their gaze. Those failing to save versus magic are charmed
as per the spell. One person per round can be thus looked at. Saving throws
are at −2 if the wearer has both lenses, at +2 if he or she wears only 1 of apair of eyes of charming.

2. The Goat of Travail: When commanded, this statuette becomes anenormous creature, larger than a bull, with sharp hooves (4-10/4-10), a
vicious bite (2-8), and a pair of wicked horns of exceptional size (2-12/212). If it is charging to attack, it may only use its horns, but +6 damage
is added to each hit on that round, i.e., 8-18 h.p. damage per horn. It isarmor class 0, has 96 hit points, and attacks as a 16 hit dice monster. It
can be called to life but once per month. It moves 24”.

Eyes of the Eagle: These optics are also of special crystal and fit over theeyes of the wearer. They give vision 100 times greater than normal at distancesof 1’ or more, i.e. the wearer can see at 2,000’ what a person could normallysee at 20’. Wearing only 1 of the cusps will cause the character to become
dizzy, and in effect stunned, for 1 round. Thereafter, 1 eye must always becovered to avoid this vertigo.

3. The Goat of Terror: When called upon with the proper command word,
this statuette becomes a destrier-like mount, 36” movement, armor class
2, 48 hit points, and no attacks itself. However, its rider can employ thegoat’s horns as weapons, one horn as a +3 spear (lance), the other as a
+6 sword. When ridden versus an opponent, the goat of terror radiates
terror in a 3” radius, and any opponent in this radius must make asaving throw versus magic or lose 50% of strength and suffer at least −3
on “to hit” dice rolls, all due to weakness caused by terror. When all
opponents are slain, or upon the proper command, the goat returns to
its statuette form. It can be used once every 2 weeks.

Eyes of Minute Seeing: Appearing much the same as any other magicallenses, eyes of minute seeing enable the wearer to see 100 times better at
distances of 1’ or less. Thus, tiny seams, minute marks, even the impression leftfrom writing can be seen, thus secret compartments and hidden joints can benoted and the information acted upon. The effect of wearing but one of thesecrystals is the same as given for eyes of the eagle.

After 3 uses each of the goats loses its magical abilities forever.

Eyes of Petrification: Totally indistinguishable from any other magical cusps,
the effect of donning these lenses is instantaneous: the wearer is turned tostone. Note: 25% of these devices work as the gaze of a basilisk does, includingreflection of the weapon turning the gazer to stone.

Marble Elephant: These are the largest of the figurines, each statuette being
about the size of a human hand. Upon utterance of the command word, amarble elephant can be caused to grow to the size and specifications of a trueelephant or return to statuette form. The animal created from the statuette is
fully obedient to its commander, serving as a beast of burden, mount, or
attacking alone. The type of marble elephant obtained is determined as follows:

Note: Mixing eye types is certain to cause immediate insanity for 2-8 (2d4) turns.

01-50
51-90
91-93
94-00

TABLE (III.E.) 3.
Figurines of Wondrous Power: There are various figurines, but all havethe following in common. Each is apparently a statuette of small size, but aninch or so high. When the figurine is tossed down and a command word
spoken, however, it becomes a living creature which obeys and serves its
owner. If any figurine is destroyed in its statuette form it is forever ruined, allmagic is lost, and it has no power. If slain in animal-like form the figurine simply
reverts to its statuette conformation and can be used again at a later time aslong as the statuette is not broken. When figurines of wondrous power are
indicated, roll on the table below to determine the type:

01-15
16-30
31-40
41-55
56-65
66-85
86-00

Asiatic (Elephant)
African (Loxodont)
Prehistoric (Mammoth)
Prehistoric (Mastodon)

Details of each type of creature are found in the MONSTER MANUAL. The
statuette can be used a maximum of 24 hours at a time, 4 times per month.
Obsidian Steed: An obsidian steed appears as a small, nearly shapeless lumpof black stone. Only careful inspection will reveal that it vaguely resembles
some form of quadruped, and of course, if magic is detected for, the piece ofrock which is the steed figurine will be noted as radiating some dweomer(magic). Upon speaking the command word, the near formless piece ofobsidian becomes a true nightmare. It will allow itself to be ridden, but if therider is of good alignment, it is 10% likely per use to carry its “master” to thefloor of Hades’ first layer and then return to its statuette form. See MONSTERMANUAL for details of the nightmare. The statuette can be used for a 24 hour
period maximum, once per week. Note that when the obsidian steed becomesastral or ethereal its rider and gear likewise so become; thus travel to otherplanes is easily accomplished by means of this item.

ebony ﬂygolden lions (pair)ivory goats (trio)
marble elephantobsidian steed
onyx dog
serpentine owl

Ebony Fly: At a word the small carving grows to the size of a pony. The ebony fly
is armor class 4, has 4 + 4 hit dice, air maneuverability class C, and flies at 48”
movement rate without a rider, at 36” carrying up to 210 pounds weight, and24” carrying from 211 to 350 pounds weight. The item can be used a maximumof 3 times per week, 12 hours per day. When 12 hours have expired, or in any
event when the command word is spoken, the ebony fly shrinks to statuette size.

Onyx Dog: When commanded, this statuette changes into a creature which has
the same properties as a war dog, except that it is endowed with intelligence of
8-10, can communicate in the common tongue, and has exceptional olfactoryand visual abilities. The olfactory power enables the onyx dog to scent the trail
of a known creature 100% of the time if it is 1 hour or less old, −10% per hour
thereafter, and subject to being thrown off by false trails, breaks, water, andmasking or blocking substances or scents. The visual power enables the onyx
dog to use 90’ range infravision, spotting hidden (such as in shadows) things
80% of the time, normally invisible things 65% of the time, and noting astral,
ethereal, and out-of-phase things 50% of the time. For details, see DOG, WAR
in the MONSTER MANUAL. An onyx dog can be used for up to 6
continuous hours, once per week. It obeys only its owner.

Golden Lions: A pair of golden lions are exceptionally useful as they become 2
normal adult male lions (armor class 5/6, 5 + 2 hit dice, and normal attack
modes). If slain in combat, the lions cannot be brought back from statuette form
for 1 full week; otherwise, they can be used once every day. They enlarge andshrink upon speaking the command word.
Ivory Goats: Each goat of this trio of statuettes looks slightly different, for eachhas a different function. These are:Serpentine Owl: A serpentine owl becomes a normal-sized horned owl (AC 7;
24” move; 2-4 hit points; 1-2/1-2 hit points of damage when attacking) if its
possessor so commands, or it can become a giant owl if its owner so requires.
The latter usage, however, is limited to 3 times; thereafter the statuette loses allof its magical properties. The normalsized form of the magical statuette moves
with 95% silence, has infravision to 90’, can see in normal, above grounddarkness as if it were full light, and twice as well as a human at that. Its
hearing is so keen as to be able to detect a mouse moving at 60’ distance; thus,silent movement chances are reduced 50% with respect to the serpentine owl in

1. The Goat of Travelling: This statuette provides a speedy and enduringmount of armor class 6, with 24 hit points and 2 attacks (horns) for 1-8
each (consider as 4 hit dice monster). It moves at 48” bearing 280
pounds or less, and at −1” for every additional 14 pounds of weight
carried. The goat can travel a maximum of 1 day each week —continuously or in any combination of periods totalling 24 hours. At this144

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

smaller form. Furthermore, it can and will communicate with its owner by
telepathic means, informing of all it sees and hears according to its (low, 2-4)
intelligence in normal-size. If commanded to giant-size, a serpentine owl is in all
respects the same as a giant owl. For information see Owl, giant, in the
MONSTER MANUAL. As with most other figurines of wondrous power, thisone readily obeys all commands of its owner.

option of the gem owner. A continual darkness spell will cause it to be uselessfor 1 day, or expend 5 charges, at the option of the owner.
Gem of Seeing: One of these finely cut and polished stones is normallyindistinguishable from a jewel of the ordinary sort, although a detect magic will
reveal its dweomer. When gazed through, the gem of seeing enables the user
to detect all hidden, illusionary, invisible, astral, ethereal, or out of phase things
within viewing range. Peering through the crystal is time consuming andtedious. The viewing range of the gem is 30” for a cursory scan if only large,
obvious objects are being sought, 10” if small things are to be seen. It requires
1 round to scan a 200’ square area in a cursory manner, 2 rounds to view a100’ square area in a careful way. There is a 5% chance each time the gem isused that the viewer will see an hallucination, see something that is not there, or
possibly see through some real thing as if it were an illusion.

Flask of Curses: This item appears much the same as any beaker, bottle,
container, decanter, flask, jug, etc. It has magical properties, but detection will
not reveal the nature of the flask of curses. It often contains liquid substance too,or it may emit smoke. When the flask is first unstoppered, a curse of some sort
will be visited upon the person or persons nearby (it will subsequently beharmless). The suggestions given for the curse reverse of the cleric bless spell,and those stated for typical curses found on a scroll are recommended for use
here as well, or some monster can appear and attack all creatures in sight, etc.

Girdle of Femininity/Masculinity: This broad leather band appears to bea normal belt used commonly by all sorts of adventurers, but of course it ismagical. If buckled on, it will immediately change the sex of its wearer to the
opposite gender. Its magical curse fulfilled, the belt then loses all power. The
original sex of the character cannot be restored by any normal means, althougha wish might do so (50% chance), and a powerful being can alter the situation,i.e., it takes a god-like creature to set matters aright with certainty. 10% of thesegirdles actually remove all sex from the wearer.

Gauntlets of Dexterity: A pair of these gloves appears to be nothing morethan light leather handwear of the everyday sort. Naturally, they radiate magic
if so detected. They size themselves magically to fit any hand, from that of ahuge human to that of a small halfling, when drawn on. A pair of gauntlets ofdexterity increase overall dexterity by 4 points if at 6 or less, by 2 points if at
7-13, and by 1 point if dexterity is 14 or higher. Furthermore, wearing these
gloves enables non-thief characters to pick pockets or open locks as if he or she
were a 4th level thief; if worn by a thief they increase these abilities by adding
10% to the normal percentage chance for the character’s level.

Girdle of Giant Strength: This belt looks similar to those normal toadventuring. It is imbued with very powerful magic, of course, and when wornit increases the physical prowess of its wearer as follows:

Gauntlets of Fumbling: These gauntlets may be of supple leather or heavy
protective gloves suitable for use with armor of ring, scale, chain, etc. In theformer instance these gauntlets will appear to be of dexterity, in the latter caseof ogre power. They will perform according to every test just as if they wereother gauntlets, but when an enemy is actively seeking to harm their wearer, orin some similar life and death situation, their curse is activated, and he or she
will become very clumsy, with a 50% chance each round of dropping anything
held in either hand — not from both singly. The gauntlets will also lower overall
dexterity by 2 points. Once the curse is activated, the gloves can only beremoved by means of a remove curse spell or a wish.

Dice
Roll
01-30
31-50
51-70
71-85
86-95
96-00

Gauntlets of Ogre Power: A pair of ogre power gauntlets appear thesame as typical handwear for armor. The wearer of these gloves, however, isimbued with 18/00 strength in his or her hands, arms, and shoulders. When
striking with the hand or with a weapon hurled or held, the gauntlets add +3 tohit probability and +6 to damage inflicted when a hit is made. These gauntlets
are particularly desirable when combined with a girdle of giant strength and ahurled weapon. They enlarge or shrink to fit human to halfling-sized hands.

Type of GiantStrength & Rating
Hill
19
Stone
20
Frost
21
Fire
22
Cloud
23
Storm
24

Bonuses
To HitDamage
+3
+7
+3
+8
+4
+9
+4
+10
+5
+11
+6
+12

Open Doors*
7 in 8 (3)7 in 8 (3)9 in 10 (4)11 in 12 (4)11 in 12 (5)19 in 20 (7 in 8)* The number in parentheses is the number of chances out of 6 (8 for storm
giant strength) for the character to be able to force open a locked, barred,
magically held, or wizard locked door, but only one attempt ever (per door)
may be made, and if it fails, no further attempts can succeed.
The wearer of the girdle is able to otherwise hurl rocks and bend bars as if heor she had imbibed a potion of giant strength. These abilities are:Gauntlets of Swimming and Climbing: A pair of these gloves appear
as normal lightweight handwear, but they are most useful magic items, andradiate their dweomer if a detection is attempted. The wearer can have handsof large (human) or small (halfling) size. He or she will be enabled to swim as
fast as a triton (15”) under water, and as fast as a merman (18”) on the surface.
Of course, these gauntlets do not empower the wearer to breathe water. These
gloves also give the wearer a very strong and able gripping and holding ability
with respect to climbing, so as to enable him or her to climb vertical or nearlyvertical surfaces, upwards or downwards, with a 95% probability of not slippingand falling — and if the wearer is a thief the gauntlets increase successprobability to 99.5%.

Type
Hill
Stone
Frost
Fire
Cloud
Storm

WeightAllowance+4,500+5,000+6,000+7,500+9,000+12,000

Rock Hurling
Base
Range
Damage
8”
1-6
16”
1-12
10”
1-8
12”
1-8
14”
1-10
16”
1-12

Rock
Wt.**
140
198
156
170
184
212

Bend Bars/
Lift Gates
50%
60%
70%
80%
90%
100%

** Approximate average missile weight.

Gem of Brightness: This crystal appears to be nothing more than a gem inrather rough, long prismed shape. Upon utterance of the proper spell words,
however, the crystal will emit bright light of 3 sorts. It can be caused to shed apale light in a cone-shape 10’ long, emanating from the gem to a radius of 2½’
at the end of the beam. This does not discharge any of the energy of thedevice. Another command will cause the gem of brightness to send out a very
bright ray of light of only 1’ diameter but of 50’ length, and any creature who
is struck in the eyes by this beam will be dazzled for 1-4 rounds and unable tosee. The creature struck is entitled to a saving throw versus magic to determine
whether or not its eyes were shut or averted in time. This use of the gem
expends 1 energy charge. The third manner in which the item may be used is
to cause it to flare in a blinding flash of light in a cone 30’ long and 5’ radiusat its terminus. Although this glare lasts but a moment, all creatures within its
area must save versus magic or be blinded for 1-4 rounds and thereafter suffera penalty of −1 to −4 on hit probability dice rolls due to permanent eye
damage. This use expends 5 charges. Dazzling or blindness effect can beremoved by a cure blindness spell; eye damage can be cured only by a heal
spell. The gem of brightness has 50 charges and cannot be recharged. A
darkness spell will drain 1 of its charges, or make it useless for 1 round, at the

The strength gained is not cumulative with normal or magical strength bonuses
except with regard to use in combination with gauntlets of ogre power andmagic war hammers (q.v.).
Helm of Brilliance: When discovered, a helm of brilliance appears to benothing more than an ordinary piece of armor for head protection, viz. ahelmet, basinet, sallet, etc. of iron or steel. When worn, it functions only upon
the utterance of a special command word. When so empowered the true natureof the helm is visible to all. The helm is armor of +2 value. It is of brilliant silver
and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40
opals — each of large size and magicked — which perform as explained
below. When struck by bright light the helm will scintillate and send forth
reflective rays in all directions from its crown-like spikes set with gems. The
jewels’ functions are:Diamond
Ruby
Fire Opal
Opal
145

Prismatic spray (as the seventh level illusionist spell)
Wall of ﬁre (as the ﬁfth level druid spell)
Fireball (as the third level magic-user spell)Light (as the ﬁrst level cleric spell)

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

Each gem can perform its spell-like power in but 1 segment, but each is usable
only once. The helm may be thus used once per round. The level of the spell isdoubled to obtain the level at which the spell was cast with respect to range,
duration, and such considerations. Until all of its jewels are magicallyexpended, a helm of brilliance also is capable of the following magicalproperties when activated:

Helm of Teleportation: This is another helmet of normal appearance which
will give off a magical aura if detected for. Any character wearing this device
may teleport (q.v.) once per day, exactly as if he or she were a magic-user, i.e.
the destination must be known, and a risk is involved. If a magic-user hasaccess to this device, its full powers can be employed, for the wearer can thenmemorize a teleportation spell, and use the helm to refresh his or her memory
so as to be able to repeat the spell up to 3 times upon objects or charactersand still be able to personally teleport by means of the helm. As long as themagic-user retains the teleportation spell uncast, he or she can personallyteleport up to 6 times before the memory of the spell is lost, and even then ausage of the helm remains as noted above.

1. It glows with a bluish light when undead are within 30’, this light causing
pain and 1-6 points of damage to all such creatures save skeletons andzombies.
2. The wearer may command any sword he or she wields to become a swordof flame (q.v.), this being additional to its other special properties, if any; 1round of time is required to effect this fire.

Helm of Underwater Action: When this helm is viewed, it isindistinguishable from a normal helmet, but detection will reveal it as magical,
and the possessor will be able to both see and breathe under water. Visualproperties of the helm are activated when small lenses are drawn across thedevice from compartments on either side of the helmet. They allow the wearer
to see 5 times farther than normal water and light conditions allow for normal
human vision. (Note that weeds, obstructions, etc. will block vision in the usual
manner.) If the command word is spoken, the helm of underwater action createsa globe of air around the wearer’s head, and maintains it, until the command
word is again spoken. Thus, the wearer can breathe freely.

3. The wearer may produce flame just as if he or she were a 5th level druid.
4. The wearer is protected just as if a double strength fire resistance ring were
worn, but this protection cannot be augmented by further magical means.

Once all of its jewels have lost their magic, the helm loses all of its powers. The
gems turn to worthless powder when this occurs. Removing a jewel destroys thegem. They may not be re-magicked.

Horn of Blasting: This magical horn appears as a normal trumpet, but it will
reveal a dweomer if a detection for magic is cast upon it. It can be sounded asa normal horn, but if the correct word is spoken and the instrument thenwinded in the proper manner, it has the following effects:

If for any reason the wearer fails to make his or her saving throw versus amagical fire attack, he or she must attempt another saving throw for the helmet
without magical additions. If this is failed, the remaining gems on the helm will
all overload and detonate, causing in multiple whatever effects the gems would
normally have.

1. A cone of sound, 12” long and 3” wide at the base, issues forth from thehorn and all within it must save versus magic. Those saving are stunned for
1 round and deafened for 2. Those failing the saving throw sustain 1-10 hit
points of damage, are stunned for 2 rounds and deafened for 4.

Helm of Comprehending Languages and Reading Magic:
Appearing as a normal war helmet, a helm of comprehending languages andreading magic enables its wearer to understand 90% of strange tongues andwritings, 80% of magical writings. (Note these percentage figures apply towhether all or none of the speaking/writing or inscription is understandable.
Understanding does not necessarily imply spell use.) This device is equal to anormal helmet of the type accompanying armor class 5.

2. A wave of ultrasonic sound issues from the horn at the same time, a 1’
wide, 10” long pulse, which causes a weakening of such materials as
metal, stone, and wood, the weakening equal in effect to 3 times thedamage caused by a hit from a missile hurled by a large catapult, i.e. 18
structural points, or sufficient to smash a drawbridge or flatten a normal
cottage.

Helm of Opposite Alignment: By appearance this metal hat is simply atypical helmet. By test, it will radiate an indeterminate dweomer. Once placed
upon the head, however, its curse immediately takes place, and the alignmentof the wearer is radically altered — good to evil, neutral to some absolutecommitment (LE, LG, CE, CG) as radically different from former alignment as
possible. Alteration in alignment is mental and, once effected, is desired by
the individual whom the magic changed. Only a wish, or alter reality, canrestore former alignment, and the affected individual will not make any
attempt to return to former alignment. If a paladin is concerned, he or she
must undergo a special quest and atone if the curse is to be obliterated. Notethat once a helm of opposite alignment has functioned it loses all of its
magical properties.

If a horn of blasting is winded magically more than once per day there is a
10% cumulative chance that it will explode itself and inflict 5-50 hit points ofdamage upon the person sounding it.
There are no charges upon a horn, but the device is subject to stresses as noted
above, and each time it is used to magical effect there is a 2% cumulative
chance of the instrument shivering itself. In the latter case, no damage is
inflicted on the character blowing it.
Horn of Bubbles: This musical instrument will radiate magic if detected for. It
appears as a normal horn, or possibly any one of the many magical ones. It
will sound a note and call forth a mass of bubbles which completely surroundand blind the individual who blew the horn for 2-20 rounds, but these bubbles
will only appear in the presence of a creature actively seeking to slay thecharacter who winded the horn, so their appearance might be delayed for avery short or extremely lengthy period.

Helm of Telepathy: This sturdy metal helmet appears to be a normal
piece of headgear, although it will radiate magic if this is detected for. The
wearer of a helm of telepathy is able to determine the thoughts of creatures
within a 6” range, provided the wearer knows the language used by suchcreatures (the racial tongue will be used in thoughts in preference to thecommon, the common in preference to alignment languages), and there is not
more than 3’ of solid stone, ¼’ of iron, or any solid sheeting of lead or gold
between the wearer and the creatures. The thought pick-up is directional.
Conscious effort must be made to pick up thoughts. The wearer may
communicate by language with any creature within range if there is amutually known speech, or emotions may be transmitted (empathy) so that acreature will receive the emotional message of the wearer. If the wearer ofthe helm desires to implant a suggestion (see the third level magic-user spellof that name under CHARACTER SPELLS in the PLAYERS HANDBOOK),
he or she may attempt to do so as follows: For every 2 points of intelligencegreater than the subject, the wearer is 5% more likely to be successful; but forevery 1 point of intelligence lower than the subject, the probability decreases
by 5%. Thus the subject creature receiving the suggestion gains a saving
throw versus magic with a −1 for every 2 points of intelligence lower than thetelepathist, but +1 for every 1 point of intelligence higher than the wearer ofthe helm, and if intelligence is equal no adjustment is made when the saving
throw is rolled. The helm of telepathy gives a +4 with respect to psionic
related attacks (see ATTACK MATRICES). It increases total psionic strengthby 40 points.

Horn of Collapsing: The horn appears to be a normal musical instrument,
perhaps a bugle or warning horn of some sort. If it is sounded without first
speaking the proper rune, or 10% of the time in any event, the following will
result:Outside: A rain of fist-sized rocks will strike the individual sounding the horn,from 2-12 in number, each causing 1-6 hit points of damage.
Indoors: The ceiling overhead will collapse when the device is blown, so thecharacter will take from 3-36 hit points of damage.
Underground: The area immediately above the character sounding the hornwill fall upon him or her. The damage is 5-20 hit points base, multiplied by 1
factor for each 10’ of height from which the material above drops (i.e., twice
damage if a 20’ ceiling, three times damage if a 30’ ceiling, etc.).
Proper use of a horn of collapsing enables the character to sound it while it ispointed at the roof overhead from 30’ to 60’ beyond the user. The effect is tocollapse a section of roof up to 20’ wide and 20’ long (10’ radius from the146

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

central aiming point) which inflicts damage as noted above if indoors or
underground only.

Incense of Obsession: These strange blocks of incense exactly resemble
incense of meditation. If set alight and meditation and prayer are conducted
while the incense of obsession is nearby, its odor and smoke will cause thecleric to become totally confident that his or her spell ability is superior due tothe magical incense. The cleric will be completely determined to use his or her
spells at every opportunity, typically when not needed or when useless.
Nonetheless, the cleric will remain obsessed with his or her abilities and spells
until all are cast or 24 hours have elapsed. There are 2-8 pieces of this incense
normally, each burning for 1 hour.

Horn of the Tritons: This device is a conch shell horn which can be blown
but once per day, except by a triton who can sound it 3 times daily. A horn of
the tritons can do any 1 of the following functions when properly blown:
1. Calm rough waters in a 1 mile radius (this has the effect of dispelling awater elemental or water weird);
2. Summon 5-20 hippocampi (1-2), 5-30 giant sea horses (3-5), or 1-10 sea
lions (6) if the character is in a body of water wherein such creatures dwell(the creatures summoned will be friendly to and obey, to the best of theirunderstanding, the character who sounded the horn); or

Ioun Stones: There are 14 sorts of useful ioun stones. These magical stones
always float in the air and must be within 3’ of their owner to be efficacious.
The new possessor of the stones must hold each and then release it, so it takes
up a circling orbit, whirling and trailing, circling at 1’ to 3’ radius of his or her
head. Thereafter, they must be grasped or netted to separate them from theirowner. The owner may voluntarily seize and stow the stones (at night, forexample) to keep them safe. He or she would of course lose the benefits duringthat time. From 1-10 ioun stones will be found. Dice for the property of eachstone, a duplication indicating a stone which is burned out and useless:

3. Panic marine creatures with animal, or lower, intelligence so as to cause
them to flee unless each saves versus magic, and those who do save musttake a −5 penalty on their “to hit” dice rolls for 3-18 turns (30-180 rounds).
Any sounding of a horn of the tritons can be heard by all tritons within a 1
league radius.

Dice
Roll
1

Horn of Valhalla: There are 4 varieties of this magical device. Eachsummons a number of berserkers from Valhalla to fight for the character who
summoned them by blowing the horn. Each variety of horn can be blown but
once every 7 days. These horns all appear to be normal instruments until theircommand word is discovered. The type of horn, its powers, and who is able toemploy it are shown below:

Die
Roll
1-8
9-15
16-18
19-20

Type
of Horn
SilverBrass
BronzeIron

Berserk Fighters
Summoned
4-10 2nd level3-9 3rd level2-8 4th level2-5 5th level

Usable By
any class
C, F, TC, F
F

Any character whose class is unable to employ a particular sort of a horn ofValhalla will be attacked by the berserk fighters summoned when the character
winds the horn.

Color of Stone
pale blue

Shaperhomboid2scarlet & blue

sphere3incandescent blue

sphere4

deep redsphere5pinkrhomboid

6

pink & green

sphere78

pale green
clear

prism
spindle910

iridescentpearly whitespindlespindlepale lavenderlavender & green
vibrant purple
dusty rose
dull grayellipsoid
ellipsoid
prism
prism
any

11
12
13
14
15-20

Fighters summoned are armor class 4, have 6 hit points per die, armed withsword and spear (50%), or battle axe and spear (50%). They gladly fightwhomever the possessor of the horn commands, until they or their opponent(s)are slain, or 6 turns have elapsed, whichever occurs first.

Use
adds 1 point to strength (18maximum)
adds 1 point to intelligence(18 maximum)
adds 1 point to wisdom (18maximum)
adds 1 point to dexterity (18maximum)
adds 1 point to constitution(18 maximum)
adds 1 point to charisma (18maximum)
adds 1 level of experiencesustains person without foodor watersustains person without air
regenerates 1 h.p. of damage/turn
absorbs spells up to 4th level*
absorbs spells up to 8th level**stores 2-12 levels of spells
gives +1 protection
burned out, “dead” stone**** After absorbing 10-40 spell levels the stone burns out and turns to dullgray, forever useless.

Fully 50% of these horns are aligned and will summon only fighters of thehorn’s alignment. A radical alignment difference will cause the horn blower tobe attacked by the fighters.

** After absorbing 20-80 spell levels the stone burns out and turns dull gray,forever useless.

Horseshoes of Speed: These iron shoes are magical and will not wear out.
They consist of 4 normal-appearing horse shoes, but when affixed to any
horse’s hooves, they double the animal’s speed. There is a 1% chance per 7
leagues travelled that 1 will drop off, and if this passes unnoticed, the horse’s
speed will drop to 150% normal rate. If 2 are lost, speed is normal.

*** Adds 10 points to psionic strength total, 50 maximum points.

Whenever ioun stones are exposed to attack, they are treated as armor class−4 and take 10 hit points of damage to destroy. They save as if they were of
hard metal, +3.

Horseshoes of a Zephyr: These iron shoes can be affixed as normal
horseshoes, and they allow a horse to travel without actually touching the
ground, so water can be passed over or no tracks made on any sort of ground.
The horse is able to move at normal speeds, and it will not tire for as long as
12 hours continuous riding per day when wearing these magical horseshoes.

Instrument of the Bards: There are 7 magical instruments. Each can be
fully utilized only by a bard, particularly a bard of at least as high a college as
the instrument is named for, i.e. Fochlucan, Mac-Fuirmidh, Doss, etc. Bards oflower status, as well as other characters able to play such an instrument, will beable to use the device with only limited results. The 7 instruments are described
below:

Incense of Meditation: The small rectangular blocks of sweet-smellingincense of meditation are indistinguishable from non-magical incense until one islit. When burning, the special fragrance and pearly-hued smoke of this special
incense are recognizable by any cleric of 5th or higher level. When a clericlights a block of the incense of meditation and spends 8 hours praying andmeditating nearby, the incense will enable him or her to gain full and best spelleffects. Thus, cure wounds spells are always maximum, spell effects are of thebroadest area possible, and saving throws against their effects are at −1, andwhen dead are brought back to life the cleric reduces their chance of notsurviving by one-half grounded down). When this item of magic is discovered,
there will be from 2-8 pieces of incense. One piece burns for 8 hours; theeffects remain for 24 hours.

Fochlucan Bandore: If this small, 3-stringed instrument is played by a 1st
level bard (probationer) or a non-bard, it has a 50% chance per round ofplaying to cast a faerie fire spell, but there is a 10% chance that themusician will be limned by the glow, if the spell is so cast, rather than thedesired target. A bard of Fochlucan or higher college casts the faerie firespell at base 50% per level of bard experience above 1st, reducing thereverse effect by 1% per level above 1st. Furthermore, the bandore also has
the following song properties when properly played:
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1. add 10% to the bard’s charm percentage;
2. cast an entangle spell once per day;
3. cast a shillelagh spell once per day; and4. enable the bard to speak with animals once per day.

1. confusion;
2. control weather; and3. fire storm.
General Properties Of All Bard Instruments:

If a 1st level bard attempts these powers, there is a 30% chance that they will
work, but a 70% chance that the player will take 2-8 hit points of damage.

Each and every instrument looks exactly alike due to powerful dweomers placed
upon them.

Mac-Fuirmidh Cittern: This lute-like instrument is 50% likely to deliver 3-12 hit
points of damage to any non-bard or bard under 5th level who picks it up andattempts to play it. A 5th or higher level bard who uses the cittern has a 15%
better chance of charming and can sing the following songs once per day
which:

Any character able to play one of these instruments can sing so as to do one of
the following for as many turns as the order of the college, i.e. 1-7, a magnus
alumni for 8 turns with any of the 7, once each per day:
1. put up a 10’ radius protection from evil;
2. become invisible (although the strumming and singing can still be heard
distantly, the exact location is impossible to discover unless detection ofinvisibility is possible);
3. levitate; and4. fly.

1. cast a barkskin spell;
2. cure light wounds; and3. cast an obscurement spell.
Lower level bards cannot use the cittern even if they do not harm themselves(whether they take damage or not).

Each ability of the instrument takes 5 segments to activate, and not less than 1
full round to complete.

Doss Lute: This instrument is 60% likely to deliver 4-16 hit points of damage to
any non-bard or bard under 8th level who picks it up and attempts to play it.
An 8th or higher level bard who plays the lute has a 20% better chance ofcharming and can sing magical songs once per day which:If the bard’s charming ability exceeds 100% with instrument bonus, the creaturesaving against the magic does so at −1 for every 5% above 100%, 3% or 4%
being rounded to the next 5%, i.e. 3% = 5%, 8% = 10%, 13% = 15%, etc.

1. cast a hold animal;
2. neutralize poison; and3. cast a protection from fire in a 10’ radius.

The type of instrument found is determined by the table below:
Die Roll
1-5
6-9
10-12
13-15
16-17
18-19
20

Instrument
Fochlucan Bandore
Mac-Fuirmidh Cittern
Doss Lute
Canaith Mandolin
Cli Lyre
Anstruth Harp
Ollamh Harp

Iron Flask: One of these special containers will typically be inlaid with runesof silver and stoppered by a brass plug bearing a seal of great dweomer set
round with sigils, glyphs, and special symbols. When the user speaks acommand, he or she can force any creature from another plane (daemon,
demon, devil, elemental, etc.) into the container, provided the creature does notmake its saving throw versus magic — after magic resistance, if any, is checked.
Range is 6”. Only 1 creature at a time can be so contained. Loosing the stopper
frees the captured creature; and if the individual loosing the plug knows thecommand word, the creature can be forced to serve for 1 turn (or to perform aminor service which takes up to 1 hour of time). If freed without commandknowledge, dice for the creature’s reaction . . . Any attempt to force the same
creature into the flask a second time allows it +2 on its saving throw and makes
it VERY angry and totally hostile. A discovered bottle can contain:

Canaith Mandolin: The mandolin is 70% likely to cause 5-20 hit points ofdamage upon any non-bard or bard of under the 11th level who attempts toutilize its powers by playing it. An 11th or higher level bard is able to employ
the instrument to add 25% to his or her charming ability and also to cast thefollowing spells once per day:
1. cure serious wounds;
2. dispel magic; and3. cast a protection from lightning in a 10’ radius.

01-50
51-54
55-56
57
58-59
60
61-65
66-69
70-72
73-76
77-81
82-83
84-85
86
87-89
90-93
94-97
98-99
00

Cli Lyre: A Cli Lyre is 80% likely to cause 6-24 hit points of damage upon any
non-bard or bard of less than the 14th level of experience who plays it. A 14th
or higher level bard adds 30% to charming ability and can cast the following
spells by singing and playing on the Lyre, once each per day:
1. control winds;
2. transmute rock to mud; and3. create a wall of fire.
Anstruth Harp: This powerful instrument is 90% likely to cause 8-32 hit points ofdamage to any non-bard or bard of less than 17th level who attempts to strum
it. In the hands of a 17th or higher level bard the harp adds 35% to charming
abilities and can be played so as to cast the following spells, one each per day:
1. cure critical wounds;
2. create a wall of thorns; and3. cast a weather summoning.
Ollamh Harp: If an Ollamh Harp is played by any non-bard or bard of under
20th level it will inflict 10-40 hit points of damage upon such an individual.
When played by a bard of 20th or higher level, it adds 40% to his or her
charming abilities and can cast one each of the following spells daily:

empty
air elemental
demon (type I-III)demon (type IV-VI)
devil (lesser)
devil (greater)
djinniearth elemental
efreetiﬁre elemental
invisible stalker
mezzodaemonnight hagnycadaemon
rakshasasalamander
water elemental
wind walker
xorn

Javelin of Lightning: A javelin of lightning is considered equal to a +2
magic weapon, although it has neither “to hit” nor damage bonuses. It has arange of 9” and whenever it strikes, the javelin then becomes the head of a ½”
wide, 3” long stroke of lightning. Any creature hit by the javelin suffers 1-6 hit
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TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

points of damage, plus 20 hit points of electrical damage. Any other creaturesin the path of the back stroke take either 20 or 10 hit points of damage. (Drawa straight line between point of impact 3” back in the direction of the character
hurling it.) From 2-5 will be found. The javelin is consumed in the lightning
discharge.

produced in but 3 turns of such playing is equal to the work of 100 men
laboring for 3 days. If a false chord is struck, all effects of the lyre are 20%
likely to be negated. A false chord is only 5% likely once the character knows
the proper ones, but if disturbed by physical or mental attack while playing, thelikelihood rises to 50%.

Javelin of Piercing: This weapon is not actually hurled, as when acommand word is spoken, the javelin of piercing launches itself. Range is 6”, alldistances considered as short range. The javelin is +6 “to hit” and inflicts 7-12
hit points of damage. (Note this missile will fly horizontally, vertically, or any
combination thereof to the full extent of its range.) From 2-8 will be found. The
magic of the javelin is good for only 1 throw.

Manual of Bodily Health: As with all magical writings of this nature, themetal-bound Manual of Bodily Health appears to be an arcane, rare, but nonmagical book. If a detect magic spell is cast upon it, the manual’ will radiate an
aura of magic. Any single character who reads the work (24 hours of time over
3-5 days) will know how to increase his or her constitution by 1 point by
following a regimen of special dietary intake and breathing exercises over a 1
month period. The book disappears immediately upon completion of its
contents. The 1 point of constitution is gained only after the prescribed regimen
is followed. In 3 months the knowledge of the secrets to bodily health will beforgotten. The knowledge cannot be articulated or recorded by the reader. The
manual will not be useful to any character a second time, nor will other than asingle character be able to benefit from it.

Jewel of Attacks: This gleaming gem radiates magic and appears to be avaluable item. It is cursed, however, and it brings both 100% more likelihood of
encountering wandering monsters and 100% greater likelihood of pursuit whenmonsters are encountered and the party seeks to evade them by flight. Once
picked up, the jewel of attacks will always magically return to its finder(secreting itself in pouch, bag, pack, pocket, etc.) until a remove curse spell oran atonement is cast upon him or her.

Manual of Gainful Exercise: This work is similar to the Manual of Bodily
Health, but its reading and prescribed course of action will result in the additionof 1 point to the reader’s strength.

Jewel of Flawlessness: This magical gem appears to be a very fine stoneof some sort, but if magic is detected for, its dweomer will be noted. When ajewel of flawlessness is placed with other gems, it increases the likelihood of
their being more valuable by 100%, i.e., the chance for each stone going up invalue increases from 1 in 10 to 2 in 10. The jewel has from 10-100 facets, andwhenever a gem increases in value because of the magic of the jewel offlawlessness (a roll of 2 on d10), 1 of these facets disappears. When all aregone, the jewel is a spherical stone of no value.

Manual of Golems: This compilation is a treatise on the construction andanimation of a golem. It contains all of the information and incantations
necessary to make 1 of the 4 sorts of golems (Cf. ADVANCED DUNGEONS& DRAGONS, MONSTER MANUAL, Golem). It will take a considerable
amount of time, and be expensive as well, to construct and animate the golem.
During this period, a single magic-user or cleric must have the manual at handto study, and he or she must not be interrupted. The type of manual found isdetermined as noted below:

Keoghtom’s Ointment: This sovereign salve is useful for drawing poison,curing disease, or healing wounds. A jar of the unguent is small — perhaps
three inches in diameter and one inch deep — but contains 5 applications.
Placed upon a poisoned wound (or swallowed), it detoxifies any poison ordisease. Rubbed on the body, the ointment heals 9-12 points of damage. 1-3
jars will commonly be found.

Die
Roll
1-5
6-17
18
19-20

Type of Golem
Clay (C)
Flesh (M)Iron (M)
Stone (M)ConstructionTime
1 month
2 months
4 months
3 months

G.P.
Cost
65,00050,000100,000
80,000TABLE (III.E.) 4.
Once the golem is finished, the writing fades and the book is consumed inflames. When the ashes of the manual are sprinkled upon the golem it becomesfully animated. It is assumed that the user of the manual is of 10th or higher
level. For every level of experience under 10th there is a cumulative 10%chance that the golem will fall to pieces within 1 turn of completion of its
construction due to the maker’s imperfect understanding.

Libram of Gainful Conjuration: This mystic compilation contains mucharcane knowledge for magic-users (including illusionists) of neutral (neutral,
chaotic neutral, lawful neutral) alignment. If a character of this class andalignment spends a full week, cloistered and undisturbed, pondering its
contents, he or she will gain experience points sufficient to place him or her
exactly at the mid-point of the next higher level. When this occurs, thelibram will disappear — totally gone — and that same character can never
benefit again from reading such a work. Any non-neutral magic-user
reading so much as a line of the libram will take 5-20 points of damage, be
unconscious for a like number of turns, and must seek a cleric to atone inorder to regain the ability to progress in experience (until doing so, he or
she will gain no further experience). Any non-magic-user perusing the work
will be required to save versus magic in order to avoid insanity. Thosecharacters going insane must receive a remove curse and rest for 1 monthor have a cleric heal them.

If a cleric reads a work for magic-users, he or she will lose 10,000-60,000
experience points. A magic-user reading a clerical work will lose 1 level ofexperience. Any other class of character will suffer 6-36 hit points of damage
from opening the work.

Libram of Silver Magic: This mystic text is the reverse of the Libram ofIneffable Damnation, greatly beneficial to good magic-users, most baneful to
non-good ones. Like all magical works of this sort, it vanishes after 1 week ofstudy, and the character having benefited from it can never be so aided again.

Manual of Puissant Skill at Arms: This scholarly study contains expert
advice and instruction regarding weapon use and various attack and defense
modes. Any single fighter (including a bard, but not a paladin or ranger) who
reads the manual and practices the skills described therein for 1 month will
go up to the mid-point of the next higher level. The book disappears after it isread, and the knowledge therein will be forgotten within 3 months, so it mustbe acted upon with reasonable expedition. The fighter cannot articulate what
he or she has read, nor can it be recorded in any fashion. A paladin or
ranger will understand the work but it cannot benefit either class. Any cleric(including druid), thief (including assassin), or monk who handles/reads the
manual will not understand it. If a magic-user (including an illusionist) so muchas scans a few of its letters, he or she will be stunned for 1-6 turns and lose
10,000-60,000 experience points as the work is so opposed to the magicusing profession. Only one perusal of the work will benefit the samecharacter.

Lyre of Building: The enchantments placed upon this instrument make it
indistinguishable from a normal one; and even if its magic is detected, it cannot
be told from an instrument of the bards until it is played. If the proper chords
are struck, the lyre will negate the effects of a horn of blasting, a disintegrate
spell, or the effects of 6 rounds of an attack of an earth elemental — all as
pertains to constructions. Such playing of these negatory chords can be done
once per day. The lyre is also useful with respect to actual building, of course.
Once per week its strings can be strummed so as to produce chords whichmagically construct buildings, mines, tunnels, ditches, or whatever. The effect

Manual of Quickness of Action: The heavy covers and metal bindings ofthis compilation will not distinguish it from any of scores of semi-valuable, nonmagical texts. This work contains certain secret formulae and prescriptions forunguents and exercises which enable a single reader to assimilate the text (3days of uninterrupted study) and then practice the skills detailed therein. If thispractice is faithfully done for 1 month, the character will gain 1 point of
dexterity. While the manual will disappear immediately after reading, thecontents will be remembered for 3 months (although the reader will not be able
to articulate or otherwise record the information he or she retains). Only after

Libram of Ineffable Damnation: This work is exactly like the Libram ofGainful Conjuration except that it benefits evil magic-users, and non-evil
characters of that class will lose 1 level of experience merely from looking
inside of its brass-bound covers, in addition to the other ill effects of perusing
but 1 line of its contents.

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TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

the month of training will the dexterity bonus be gained. Further perusal of asimilar text will not add further to the same character’s dexterity.

factor, but automatons and non-living matter (including golems but excluding
intelligent undead) are not trapped. The possessor of the mirror can call thereflection of any creature that is trapped within to the surface of the mirror, andthe powerless creature can be conversed with. If mirror capacity is exceeded, 1
victim (random) will be set free in order to accommodate the latest one. If themirror is broken, all victims are freed (usually to then attack the possessor of thedevice). Note that the possessor of a mirror of life trapping can speak acommand word so as to free a trapped creature, but the cell of the creaturemust be known. Example: “In the name of Zagig the Great I command theoccupant of the 3rd cell to come forth!”

Manual of Stealthy Pilfering: This guide to expertise at thievery is solearned and erudite that any single thief who reads it and then spends 1 month
thereafter practicing the skills therein will gain experience points sufficient toplace him or her at the mid-point of the next higher level. The text disappears
after reading, but knowledge is retained for 3 months — as with other magicaltexts of this sort, the knowledge cannot be recorded or told of, however. Any
additional reading of a like manual’ is of no benefit to the same character.
Assassins who read the work will gain but 5,000 additional experience points
after the contents have been read and pondered for 1 week. Fighters, magicusers, and monks will not comprehend the work. Clerics, rangers, and paladins
who read even a word of the book take 5-20 hit points of damage, are stunned
for a like number of rounds, and if a saving throw versus magic is failed, theylose 5,000-20,000 experience points as well. In addition, such characters must
atone within 1 day or lose 1 point of wisdom.

Mirror of Mental Prowess: This magical mirror resembles an ordinary
one. The possessor, however, knowing the proper commands can cause it toperform as follows:
1. Read the thoughts of any creature reflected therein, even though thesethoughts are in an unknown language;

Mattock of the Titans: This huge digging tool is 10’ long and weighs over
100 pounds. Any giant-sized creature with a strength of 20 or more can use it
to loosen (or tumble) earth (or earthen ramparts) in a 100 cubic foot area in 1
turn. It will smash rock in a 20 cubic feet area in the same amount of time. If
used as a weapon, it is +3 “to hit” and does 5-30 hit points of damage,exclusive of strength bonuses. (Cf. girdle of giant strength.)

2. Scry with it as if it were a crystal ball with clairaudience, but even being
able to view into other planes if the viewer knows of them sufficiently;
3. It can be used as a portal to visit other places (possibly other planes, aswell, at the DM’s option) by first scrying them and then stepping through tothe place pictured — an invisible area remains on the “other side”, andthose using the portal can return if the correct spot can be found. (Notethat creatures being scried can step through also if the place is found by
them!);

Maul of the Titans: This huge mallet is 8’ long and weighs over 150
pounds. Any giant-sized creature with strength of 21 or greater can employ it
to drive piles of up to 2’ diameter into normal earth at 4’ per blow — 2 blows
per round. The maul will smash to flinders an oaken door of up to 10’ heightby 4’ width by 2 inch thickness in 1 blow — 2 if the door is heavily bound withiron. If used as a weapon it is +2 “to hit” and inflicts 10-40 hit points ofdamage, exclusive of strength bonuses.

4. Once per week it will answer one short question, briefly, regarding acreature whose image is shown upon its surface.
The typical mirror size is 5’ × 2’.

Medallion of ESP: An ESP Medallion appears to be a normal neck chain —usually fashioned from bronze, copper, or nickel-silver — with pendant disc.
The device enables the wearer to concentrate and pick up thoughts in a path 1’
wide at the medallion and broadening 2’ every 10’ from the device the magicreaches, up to an 11’ maximum width at 50’ (5”). It requires a full round for acharacter to so use the device. The medallion is prevented from functioning bystone of over 3’ thickness, metal of over 1/6’ thickness, or any continuous
sheeting of lead, gold or platinum of any thickness greater than paint. The
medallion malfunctions (with no result) on a die roll of 6 on d6, and the device
must be checked each time it is used. The character using the device can pickup only the surface thoughts of creatures in the path of the ESP area. The
general distance can be determined, but all thoughts will be understandable
only if the user knows the language of the thinkers. If the creatures use no
language, only the prevailing emotions can be felt — understood only with an
ESP-Empathy device (see below). Note that undead and mindless golems haveneither readable thoughts nor emotions. (See also PSIONICS.) The type of
medallion found is determined below:
Die
Roll
1-15
16-18
19
20

Mirror of Opposition: This mirror exactly resembles a normal mirror. Any
creature reflected in its surface will cause an exact duplicate to come into
being, and this opposite will immediately attack. Note that the duplicate will
have all items and powers of the original (including magic), but upon the defeat
or destruction of either, the duplicate and his or her items disappear completely.
Necklace of Adaptation: This chain will resemble a medallion. The wearer
will be able to ignore gases of all sorts which affect creatures throughrespiration, breathe underwater, or even exist in airless space for up to 7 days.
Necklace of Missiles: A device of this sort appears to be nothing but acheap medallion or piece of valueless jewelry due to special enchantments
placed upon it. If a character places it about his or her neck, however, that
individual can see the necklace as it really is — golden missile globes
depending from a golden chain. Each sphere is detachable only by thewearer. They can be easily hurled up to 7” distance. When they arrive at theend of their trajectory they burst as a magical fireball. The number of missiles,
and their respective hit dice of fireball damage, are determined on the tablebelow:

Medallion
30’ range
30’ range with empathy
60’ range
90’ range

Die
Roll
1-4
5-8
9-12
13-16
17-18
19
20

Note that thoughts cannot be sent through any medallion of ESP.
Medallion of Thought Projection: This device is exactly like a medallionof ESP in every respect, even as to the range it functions at. However, in
addition to picking up the thoughts of creatures, it broadcasts the thoughts of
the user to the creatures in the path of the beam, thus alerting them. Note: itfunctions correctly, without projecting thoughts, on a roll of 6.
Mirror of Life Trapping: This crystal device is usually about 4 square feet inarea, framed in metal, wood, etc. It is usable only by magic-users, although it
can be affixed to a surface to operate alone by giving a command word. A
mirror has from 13 to 18 non-spatial/extra-dimensional compartments within it.
Any creature coming within 30’ of the device and looking at it so as to see its
reflection must save versus magic or be trapped within the mirror in one of thecells. It is 100% probable that any creature not aware of the nature of thedevice will see its reflection, the probability dropping to 50% if the creature
actively avoids so doing and 20% if the creature is aware that the mirror traps
life. When a creature is trapped, it is taken bodily into the mirror. Size is not a

11
—
—
—
—
—
—
1

Number of Missiles and Power in Hit Dice
10
9
8
7
6
5
4
3
—
—
—
—
—
1
—
2
—
—
—
—
1
—
2
—
—
—
—
1
—
2
—
4
—
—
1
—
2
—
2
—
—
1
—
2
—
2
—
2
1
—
2
—
2
—
4
—
—
2
—
2
—
2
—
2

2
—
2
—
4
—
—
—

For example, on a roll of 9-12 the necklace will possess 7 missiles — one
7-dice, two 5-dice, and four 3-dice fireballs.
The size will show that there is a difference in power between globes, but the
number of dice and damage each causes cannot generally be known.
If the necklace is being worn or carried by a character who fails his or her
saving throw versus a magical fire attack, the item must undergo a saving throw
check as well. If it fails to save, all remaining missiles detonate simultaneously.
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Necklace of Prayer Beads: A magical necklace of this sort appears to bea normal piece of non-valuable jewelry until it is placed about a character’sneck. Even then, the true nature of the item will only be revealed if the wearer
is a cleric (excluding druids and characters otherwise able to use spells of aclerical or druidic nature such as paladins and rangers). The necklace of prayer
beads consists of 25-30 semi-precious (60%) and fancy (40%) stones. The
wearer will be 25% more likely to successfully petition his or her deity to grant
desired spells. There will also be 3-6 special beads (precious stones, gems of
1,000 g.p. base value) of the following sort (roll for each bead):

Die
Roll
1-5
6-10
11-15
16-17

18

19-20

enables the possessor to recall any 1 spell as desired, even if the spell has
already been cast. Of course, the magic-user must have the spell to beremembered amongst those he or she most recently memorized. The power ofthe pearl is determined below:

Die
Roll
01-25
26-45
46-60
61-75
76-85
86-92
93-96
97-98
99
00

Results
BEAD OF ATONEMENT — as the 5th level spell of the same nameBEAD OF BLESSING — as the 1st level spell of the same nameBEAD OF CURING — cures blindness, disease, or serious wounds(as the appropriate spell does)
BEAD OF KARMA — allows the cleric to cast his or her spells as if
he or she were 4 levels higher (with respect to range, duration,
etc.)
BEAD OF SUMMONS — calls the cleric’s deity (90% probability)
to come to him or her in material form (but it had better be for agood reason!)
BEAD OF WIND WALKING — as the 7th level spell of the samenameLevel of Spell
Recalled by Pearlﬁrstsecondthird
fourthﬁfth
sixth
seventheighthninth
recalls 2 spells of 1st to 6th level (use d6)

1 in 20 of these pearls is of opposite effect, causing a spell to be forgotten.
These pearls can be gotten rid of only by means of exorcism or a wish!
Pearl of Wisdom: Although it appears to be a normal pearl, a pearl of
wisdom will cause a cleric to increase 1 point in wisdom if he or she retains thepearl for a 1 month period. The increase happens at the expiration of 30 days,
but thereafter the pearl must be retained by the cleric and kept on his or her
person, or the 1 point gain will be lost. Note that 1 in 20 of these magical
pearls are cursed to work in reverse, but once the 1 point of wisdom is lost, thepearl turns to powder, and the loss is permanent barring some magicalrestoration means such as a wish or Tome of Understanding.

Each special bead can be used but once per day. If the cleric summons his or
her deity, the deity will take the necklace as the least punishment for vain
purposes in so doing. The function of each bead is known only when the beadis grasped and a commune spell used. All powers of the special beads will belost if they are removed from the necklace.

Periapt of Foul Rotting: This engraved gem is magicked so as to appear
to be a gem of small value. If any character claims it as his or her own, he or
she will contract a terrible rotting disease, a form of leprosy which can beremoved only by application of a remove curse spell followed by a curedisease and then a heal or limited wish or wish spell. The rotting can also be
countered by the crushing of a periapt of health and sprinkling of the dust
thereof upon the afflicted character. Otherwise, the afflicted loses 1 point
each of dexterity and constitution and charisma per week beginning 1 week
after claiming the item, and when any score reaches 0, the character is dead.
Each point lost due to the disease will be permanent regardless of subsequent
removal of the affliction.

Necklace of Strangulation: Also covered by enchantments to completely
mask its true nature, a necklace of strangulation can be discovered only whenplaced around a character’s neck. The necklace immediately constricts andcannot be removed short of an alter reality, limited wish or wish spell. The
wearer will suffer 6 hit points of strangulation damage per round until thecharacter is dead and the necklace remains clasped until the character is a dry
skeleton.
Net of Entrapment: This magical rope net is so strong as to defy strength
under 20 and is equal to AC –10 with respect to blows aimed at cutting it.
(Normal sawing attempts to cut it with dagger or sword will not succeed; it mustbe hacked at to sever a strand of its mesh.) Each net is 10’ square and has ¼’
mesh. It can be thrown 20’ so as to cover and close upon opponents; each inits area must save versus magic to avoid being entrapped. It can be suspended
from a ceiling (or generally overhead) and drop upon a command word. It canbe laid upon the floor and likewise close upwards upon command. The net
stretches so as to close over an area of up to a 5’ cube in the latter case. It canbe loosened by its possessor on command.

Periapt of Health: This gem appears exactly the same as a periapt of foulrotting, but the possessor will be immune from all diseases save that of the latter
periapt so long as he or she has it on his or her person.
Periapt of Proof Against Poison: The periapt of proof against poison isindistinguishable from any of the other periapts. The character who has one ofthese magical gems is allowed a 10% saving throw per plus of periapt against
poisons which normally disallow any such opportunity, a normal score forpoisons which usually are at penalty, and a plus on all other poison saves:

Net of Snaring: This net exactly resembles a net of entrapment, but it
functions only underwater. There, it can be commanded to shoot forth up to 3”
distance to trap a creature. It is otherwise the same as the former magical net.

Die
Roll
1-8
9-14
15-18
19-20

Nolzur’s Marvelous Pigments: These magical emulsions enable theirpossessor to create actual objects simply by depicting their form in 2
dimensions. The variegated pigments are applied by a stick tipped with bristles,
hair, or fur. The emulsion flows from the application to form the desired object
as the wielder concentrates on the desired image. One pot of Nolzur’s
Marvelous Pigments is sufficient to create a 1,000 cubic foot object by depicting
it 2 dimensionally over a 100 square foot surface. Thus, a 10’ × 10’ × 10’ pit,
or a 10’ × 10’ × 10’ room, or a large door with a passage behind it, etc. canbe created by application of the pigments. Note that only normal, inanimate
things can be so created — doors, pits, flowers, trees, cells, etc.; not monsters,
people, golems, and the like. The pigments must be applied to a surface, i.e. afloor, wall, ceiling, door, etc. From 1-4 containers of pigments will be found,usually with a single instrument about 1’ long with which to apply them. It takes
1 turn to depict an object with pigments. Objects of value depicted by pigments— precious metals, gems, jewelry, ivory, etc. — will appear valuable but will betin, lead, paste gems, brass, bone, etc. Normal armor or weapons can, ofcourse, be created.

Plus of
Periapt
+1
+2
+3
+4

Periapt of Wound Closure: This magical stone looks exactly the same as
the others of this ilk. The person possessing it will never need fear open,
bleeding wounds, for the periapt prevents them. In addition, the periapt doubles
the normal rate of healing, or allows normal healing of wounds which would
not do so normally.
Phylactery of Faithfulness: There is no means to determine what
function this device performs until it is worn. The wearer of a phylactery offaithfulness will be aware of any action or item which will adversely affect hisor her alignment and standing with his or her deity prior to performing theaction or becoming associated with such an item, if a prior moment is taken
to contemplate the action. The phylactery must be worn normally by the cleric,of course.

Pearl of Power: This seemingly normal pearl of average size andcoloration is a potent aid to a magic-user. Once a day, a pearl of power
151

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Phylactery of Long Years: This device slows the aging process by onequarter for as long as the cleric wears it. The reduction applies even to magicalaging. Thus, if a cleric dons the phylactery at age 20, he or she will age 9months every 12; so that in 12 chronological years, he or she will have aged
but 9 and will physically be 29 rather than 32. 1 in 20 of these devices arecursed to operate in reverse.

14-18
19-20

Phylactery of Monstrous Attention: While this arm wrapping appears tobe some sort of beneficial device, it actually draws the attention of supernatural
creatures of exactly the opposite alignment of the cleric wearing it. This resultsin the cleric being plagued by powerful and hostile creatures whenever he or
she is in an area where such creatures are or can appear. If the cleric is of 10thor higher level, the attention of his or her deity’s most powerful enemy will bedrawn, so as to cause this being to interfere directly. For example, a lawful
good cleric attracts various demons and eventually the notice of Orcus or
Demogorgon. Once donned, a phylactery of monstrous attention cannot be
removed without an exorcism spell and then a quest must be performed to reestablish the cleric in his or her alignment.

Other similar tokens may be added as desired.

TABLE (III.E.) 5.
Robe of the Archmagi: This normal-appearing garment can be white (45%— good alignment), gray (30% — neutral, but neither good nor evil, alignment),or black (25% — evil alignment). Its wearer gains the following powers:
1. It serves as armor equal to AC 5;
2. The robe confers a 5% magic resistance;
3. It adds +1 to saving throw scores; and4. The robe reduces magic resistance and/or saving throws by 20%/−4 when
the wearer casts any of the following spells: charm monster, charm person,
friends, hold monster, hold person, polymorph other, suggestion.

Pipes of the Sewers: A set of these wooden pipes appear to be nothing
extraordinary, but if the possessor learns the proper tune, he or she can attractfrom 10-60 (d6 × 10) giant rats (80%) or 30-180 (3d6 × 10) normal rats (20%)
if either or both are within 40”. For each 5” distance the rats have to travel
there will be a 1 round delay. The piper must continue playing until the rats
appear, and when they do so, they are 95% likely to obey the piper so long as
he or she continues to play. If for any reason the piper ceases playing, the rats
summoned will leave immediately. If they are again called it is 70% probablethat they will come and obey, 30% likely that they will turn upon the piper. If therats are under control of a creature such as a vampire, the piper’s chance oftaking over control is 30% per round of piping. Once control is assumed, there
is a 70% chance of maintaining it if the other creature is actively seeking toreassert its control.

Color of a robe of the archmagi is not determinable until donned by a magicuser. If a white robe is donned by an evil wizard, he or she will take 18-51(11d4 + 7) hit points of damage and lose 18,000-51,000 experience points,
and the same is true with respect to a black robe donned by a good aligned
magic-user. An evil or good magic-user putting on a gray robe, or a neutral
magic-user donning either a white or black robe, incurs 6-24 hit points
damage, 6,000-24,000 experience points loss, and the wearer will be moved
towards the alignment of the robe by its enchantments, i.e. he or she should be
vocally urged to change alignment to that of the robe, and the magic-user will
have to take steps to keep his or her old alignment pure.

Portable Hole: A portable hole is a circle of magical cloth spun from thewebs of a phase spider interwoven with strands of ether and beams of Astral
Plane luminaries. When opened fully, a portable hole is 6’ in diameter, but it
can be folded as small as a pocket handkerchief. When spread upon any
surface, it causes an extra-dimensional hole 10’ deep to come into being. This
hole can be “picked up” from inside or out by simply taking hold of the edgesof the magical cloth and folding it up. Either way, the entrance disappears, butanything inside the “hole” remains. The only oxygen in the “hole” is thatallowed by creation of the space, so creatures requiring the gas cannot remain
inside for more than a turn or so without opening the space again by means of
the magical cloth. The cloth does not accumulate weight even if its hole is filledwith gold, for example. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to
the Astral Plane is torn in the space, and the bag and the cloth are sucked into
the void and forever lost. If a portable hole is placed within a bag of holding, it
opens a gate to another plane, and the hole, the bag and any creatures withina 10’ radius are drawn to the plane, the portable hole and bag of holding
being destroyed in the process.

Robe of Blending: This ordinary appearing robe cannot be detected bymagical means. When it is put on, however, the wearer will detect a dweomer
and know that the garment has very special properties. A robe of blending
enables its wearer to appear to be part of a rock wall, a plant, a creature ofanother sort — whatever is appropriate. The coloration, form, and even odor
are produced by the robe, although it will not make its wearer appear to be
more than twice/one-half normal height, and it does not empower language/
noise capabilities — either understanding or imitating. (In situations where
several different forms are appropriate, the wearer is obliged to state which
form he wishes the robe to camouflage him or her as.) Creatures withexceptional (15+) or better intelligence have a 1% per intelligence point chanceof detecting something amiss when they are within 3” of a robe of blending,and those creatures with low intelligence (5+) or better and 10 or more levels of
experience or hit dice have a 1% per level or hit die chance of likewise noting
something unusual about a robe-wearing character. (The latter is cumulativewith the former chance for detection, so an 18 intelligence magic-user of 12th
level has a 30% chance — 18% + 12% — of noting something amiss.) There
must be an initial check per eligible creature, and successive checks should bemade each turn thereafter, if the same creatures are within the 3” range. All
creatures acquainted with and friendly to the wearer will see him or her
normally.

Quaal’s Feather Token: A feather token is a small magical device ofvarious forms to suit a special need. These various tokens are listed below. Eachis usable but once:
Die
Roll
1-4

5-7

8-10

11-13

TREE — a token which causes a great oak to spring into being — 6’
diameter trunk, 60’ height, 40’ top diameter.
WHIP — a token which causes a huge leather whip to appear and be
wielded against any opponent desired (+1 weapon, 9th level ﬁghter“to hit” probability, 2-7 hit points damage plus save versus magic or
be bound fast for 2-7 rounds) for up to 6 turns. (Cf. Dancing Sword.)

Robe of Eyes: This garment is most valuable (though it appears as a normalrobe until it is put on), for its wearer is able to “see” in all directions at thesame moment due to the scores of magical “eyes” which adorn the robe. The
wearer is empowered with infravisual capability to 12” range, ultravisualabilities, and the power to see displaced or out of phase objects and creaturesin their actual positions. The robe of eyes sees all forms of invisible things withina 24” normal vision range (or 12” if infravision is being used). Of course, solid
objects obstruct even the robe’s powers of observation. While invisibility, dust of
disappearance, a robe of blending, or even improved invisibility are not proof
against observation, astral or ethereal things cannot be seen by means of thisrobe. Illusions and secret doors also cannot be seen, but creatures camouflagedor hidden in shadows are easily detected, so ambush or surprise of a character
wearing a robe of eyes is impossible. Furthermore, the robe enables its wearer
to track as if he or she were a 12th level ranger. A light spell thrown directly ona robe of eyes will blind it for 1-3 rounds, a continual light for 2-8 rounds.

TokensANCHOR — a token useful to moor a craft so as to render it immobile
for 1 full day (or at any time prior upon command from the token’s
possessor).
BIRD — a token which can be used to drive off any sort of hostile avian
creatures or as a vehicle of transportation equal to a roc of thelargest size in all respects (1 day duration).
FAN — a token which forms a huge ﬂapping fan which can cause
a strong breeze (Cf. THE ADVENTURE, WATERBORNE
ADVENTURES) in an area large enough to propel one ship.
This wind is not cumulative with existing wind speeds — if there
is already a strong breeze blowing, this cannot be added to it tocreate a gale. It can, however, be used against it to create an areaof relative calm or lesser winds (though this will not affect wave sizein a storm, of course). The fan can be used up to eight hours a day. It
will not function on land.
SWAN BOAT — a token which forms a huge swan-like boat capableof swimming at 24” speed, and carrying 8 horses and gear or 32 menor any combination equal thereto (duration 1 day).

Robe of Powerlessness: A robe of this nature appears to be a robe ofanother sort, and detection of any sort will discover nothing more than the factthat it has a magic aura. As soon as a character dons this garment, he or she
drops to 3 intelligence, forgets all spells and magical knowledge, and becomes152

TREASURE (MISCELLANEOUS MAGIC)TREASURE (MISCELLANEOUS MAGIC)

weak as well (3 strength). The robe can be removed easily, but in order torestore mind and body, the character must have a remove curse spell and thena heal spell placed upon his or her person.

points of damage, and it will continue to constrict until a dispel magic is castupon it. Note that any creature entwined by the rope cannot cast spells orotherwise free himself or herself by any means. This rope is AC −2 and takes
22 hit points to cut through; all hit points must be inflicted by the same creature(not the one entangled).

Robe of Scintillating Colors: This garment appears quite normal, but amagic aura is detectable. Unless the wearer has an intelligence of 15 or higher
and a wisdom of 13 or more, he or she will be unable to cause a robe of
scintillating colors to function. If intelligence and wisdom are sufficient, thewearer can cause the garment to become a shifting pattern of incredible hues,color after color cascading from the upper part of the robe to the hem insparkling rainbows of dazzling light. Although this effect sheds light in a 40’
diameter sphere, it also has the powers of hypnotizing opponents and causing
them to be unable to attack the wearer. It requires a full round for the wearer
to cause the colors to begin “flowing” on the robe, but each round that theyscintillate and move, any opponent not making its saving throw versus magic (ormagic resistance check, then save) will stand transfixed for 2-5 rounds,
hypnotized, and even when this effect wears off, additional saves must again be
made in order to successfully attack. Furthermore, every round of continuous
scintillation of the robe makes the wearer 5% more difficult to hit with missile
attacks or hand-held or body weaponry (hands, fists, claws, fangs, horns, etc.)
until a maximum of 25% (−5) is attained — 5 continuous rounds of the dazzlingplay of hues. After the initial round of concealment, the wearer is able to castspells or engage in all forms of activity which do not require movement of morethan 1” from his or her starting position. In non-combat situations, the robe will
simply hypnotize creatures failing their saving throws versus magic for a periodof 2-5 turns.

Rope of Entanglement: A rope of entanglement is exactly the same inappearance as any other magical rope. Upon command, the rope will lashforward 20’, or upwards 10’ to entangle and tie fast up to 8 man-sized
creatures. (Figure 1 storm giant or fire giant = 2 frost or stone or hill giants = 3
ogres = 4 bugbears = 6 gnolls = 8 men = 10 elves = 12 dwarves = 16 gnomes
or kobolds.) It takes but a single segment to strike, and another to entwine; thecommand requires 1 segment also, while the whole takes 3 segments toperform. The rope cannot be broken by sheer strength, it must be hit by anedged weapon. The rope is AC −2 and takes 22 hit points to cut through; all hit
points must be inflicted by the same creature (not the one entangled). Damage
under 22 hit points will repair itself in 6 turns. If a rope of entanglement issevered, it is destroyed.
Note: Any magical rope which is broken or severed will
immediately lose its special properties.
Rug of Smothering: This finely woven carpet resembles a carpet of flying
and will give off magical radiations if detected for. The character seating
himself or herself upon it and giving a command will be surprised, however, as
the rug of smothering will tightly roll itself around that individual and suffocate
him or her in 3-6 rounds. The rug cannot be physically prevented from sowrapping itself, and the rug can be prevented from smothering its victim onlyby the casting of any one of the following spells: alter reality, animate object,hold plant, wish.

Robe of Useful Items: Although this appears to be an unremarkable itemof apparel, if the robe of useful items is worn, the magic-user will note that it
has small cloth patches in various shapes sewn onto it. The wearer, and only
the wearer of the robe, can see, recognize, and detach any 1 of these patchesin 1 round. Detaching a patch causes it to become an actual item as indicatedbelow. A robe will always have 2 each of the following patches:
daggerlantern (ﬁlled and lit)
mirror (large)

Rug of Welcome: A rug of this type appears exactly the same as a carpetof flying, and it performs the functions of one (6’ × 9’ size), but a rug of
welcome has other powers in addition. Upon command it will function as a rugof smothering, entrapping any creature up to ogre-size which steps upon it. A
rug of welcome will also elongate itself and stiffen to become as hard andstrong as steel, the maximum length being 27’ long at 2’ width, to serve as abridge, barricade, etc. In this latter form it is AC 0 and will take 100 hit points
to destroy. Best of all, the possessor need only utter a word of command, andthe rug will shrink to 1/12 size for easy storage and transportation.

pole (10’)
rope (50’ coil)sack (large)

Additionally, the robe will have 4-16 of the following items which must be
diced for:
Dice
Roll
01-08
09-15
16-22
23-30
31-44
45-51
52-59
60-68
69-75
76-83
84-90
91-96
97-00

Saw of Mighty Cutting: This notched adamantite blade is 12’ long andover 1’ wide. It requires 18/00 or greater strength to operate alone, or 2
persons of 17 or greater strength to work in tandem. The blade will slice
through a 2’ thick hardwood tree in 1 turn, a 4’ thick trunk in 3 turns, or a 1’
diameter tree in but 3 rounds. After 6 turns of cutting with the saw, thecharacter or characters must rest for 6 turns before doing any further work.

ResultBag of 100 gold pieces
Coffer (½’ × ½’ × 1’), silver (500 g.p. value)
Door, iron (up to 10’ wide and 10’ high and barred on 1 side —must be placed upright, will attach and hinge itself)Gems, 10 of 100 gold piece value each
Ladder, wooden (24’ long)
Mule (with saddle bags)
Pit (10 cubic feet), open
Potion of extra healing
Rowboat (12’ long)
Scroll of 1 spell
War dogs, pair
Window (2’ × 4’ — up to 2’ deep)
Roll twice more

Scarab of Death: This small brooch or pin of magical nature appears to be
any one of the various amulets, brooches, or scarabs of beneficial sort.
However, if it is held for more than 1 round or placed within a container (bag,pack, etc.) within 1’ of a warm living body for 1 turn, it will change into ahorrible burrowing beetle-like creature. The thing will then tear through any
leather or cloth, burrow into flesh, and reach the victim’s heart in a single
round, causing death. It then returns to its scarab form. (Hard wood, ceramic,
bone, ivory, or metal will prevent the monster from coming to life, if the scarab
is secured within a container of such substance.)

Multiple items of the same kind are permissible. Once removed, any item maynever be replaced.

Scarab of Enraging Enemies: When one of these devices is displayed anda command uttered, all intelligent hostile creatures within a 4” radius must saveversus magic or become enraged. Those making the saving throw may perform
normally; enraged enemies will fly into a berserk fury and attack the nearest
creature (even their own comrades) — +1 “to hit”, +2 on damage, −3 on theirown armor class. The rage will last for 7-12 rounds, and during this period, theenraged creatures will continually attack without reason or fear, moving on to
attack other creatures nearest them if initial opponents are slain. A scarab ofthis type contains from 19-24 charges.

Rope of Climbing: A 60’ long rope of climbing is no thicker than a slender
wand, weighs no more than 3 pounds, but is strong enough to support 3,000
pounds. Upon command the rope will snake forward, upward, downward, or
any other direction at 10’ per round and attach itself securely wherever desired.
It will return or unfasten itself likewise. In any event, one end of the rope mustbe held by a character when it performs such actions. It can also becommanded to knot itself, and this will cause large knots to appear at 1’intervals along the rope; knotting shortens the rope to 50’ length while soknotted.

Scarab of Insanity: This scarab is absolutely indistinguishable from anyother amulet, brooch, or scarab. When displayed and a command word isspoken, all other creatures within a 2” radius must save versus magic at −2(and −10% from any magic resistance as well). Those failing the save arecompletely insane for 9-12 rounds, unable to cast spells or use reasoning of any
sort (treat as a confusion spell (q.v.) with no chance for acting in a non-confusedmanner). The scarab has 9-16 charges.

Rope of Constriction: This rope exactly resembles a rope of climbing or
entanglement, but as soon as it is commanded to perform some action, it lashes
itself about the neck of the character holding it, and from 1-4 others within 10’of the victim (each entitled to a saving throw versus magic) and strangles andcrushes the life from each and every such victim. Each round it delivers 2-12 hit
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Scarab of Protection: This device appears to be any one of the various
magical amulets, stones, etc. It gives off a faint dweomer, of course, and if it isheld for 1 round by any character an inscription will appear on its surface
letting the holder know it is a protective device. The possessor gains +1 on all
saving throws versus magic, and if no save is normally possible, he or she gains
one of 20, adjusted by any other magical protections which normally give
bonuses to saving throw dice rolls. Thus, this device allows a save versus magicat base 20 against magic missile attacks, for example, and if the target also has+4 for magical armor and +1 for a ring of protection, any roll of 15 or better
would indicate that the missiles did no damage. The scarab can additionallyabsorb up to 12 life energy level draining attacks (2 level drains count as 2
absorbings) or death touches/death rays/fingers of death. However, uponabsorbing 12 such attacks the scarab turns to powder — totally destroyed. 1 in
20 of these scarabs are reversed cursed items, giving the possessor a −2 on his
or her dice. However, 1 in 5 of these cursed items are actually +2 if the curse isremoved by a cleric of 16 or higher level. In this latter case, the scarab will
have absorption capability of 24 rather than 12.

Any attempt to control the sphere will cause it to move, but if control is notestablished, the sphere will slide towards the magic-user attempting to do so,
and it will continue so moving for 1-4 rounds or longer, if the magic-user iswithin 30’ thereafter.
If 2 or more magic-users attempt to control a sphere of annihilation, the strongest(the one with the highest percentage chance to control the sphere) is checked first,
then the next strongest, etc. Control chance is reduced 5% per person, cumulative,
when 2 or more magic-users concentrate on the sphere, even if they areattempting the same thing (co-operating). If none are successful, the sphere will
slip towards the strongest. Control must be checked each and every round.
Should a gate spell be cast upon a sphere, there is a 50% chance that the spell
will destroy it, 35% that the spell will do nothing, and 15% that a gap will betorn in the spatial fabric, and everything in an 18” radius will be catapulted
into another plane or universe. If a rod of cancellation touches a sphere, thetwo will cause a tremendous explosion as they negate each other. Everything
within a 6” radius will sustain 30-120 (3d4 × 10) hit points of damage. A
psionic using probability travel discipline when the sphere touches him or her
will be able to do away with the sphere, and gain another major psionicpower, if he or she succeeds in saving versus magic; failure indicatesannihilation. (See Talisman of the Sphere hereafter.)Spade of Colossal Excavation: This digging tool is 8’ long with a spadelike blade 2’ wide and 3’ long. Any fighter with 18 strength can use thismagical shovel to dig great holes. 1 cubic yard of normal earth can be
excavated in 1 round. Every 10 rounds, the user must rest for 5 rounds. Hardpan clay takes twice as long to dig, as does gravel. Loose soil takes only half
as long.

Stone of Controlling Earth Elementals: A stone of this nature is typicallyan oddly-shaped bit of extrusive rock, shaped and roughly polished. The
possessor of such a stone needs but utter a single command word, and anearth elemental of 12 hit dice size will come to the summoner if earth isavailable, an 8 hit dice elemental if rough, unhewn stone is the summoning
medium. (An earth elemental cannot be summoned from worked stone, but one
can be from mud, clay, or even sand, although one from sand is an 8 dicemonster also. The area of summoning for an earth elemental must be at least 4’
square and have 4 cubic yards volume.) The elemental will appear in 1-4
rounds. For details of elementals and their control see ADVANCED
DUNGEONS & DRAGONS, MONSTER MANUAL. One elemental per
day can be summoned by means of the stone.

Sphere of Annihilation: A sphere of annihilation is a globe of absolute
blackness, a ball of nothingness 2’ in diameter. A sphere is actually a hole inthe continuity of the multiverse, a void. Any matter which comes in contact witha sphere is instantly sucked into the void, gone, utterly destroyed, wishes andsimilar magicks notwithstanding! A sphere of annihilation is basically static,
resting in some spot just as if it were a normal hole. It can be caused to move,
however, by mental effort, the brain waves of the individual concentrating onchanging its position bending spatial fabrics so as to cause the hole to slide insome direction. Control range is 40’ initially, 1”/level once control is established.
Basic movement rate is 10’ per round, modified as shown below. Concentration
control is based on intelligence and level of experience — the higher the level
the greater the mental power and discipline. For every 1 point of intelligence
above 12, the magic-user adds 1%; for every 1 point over 15, he or she adds
another 3%, i.e. 1% for each point from 13 to 15, and additional 3% for eachpoint from 16-18 — a maximum of 12% bonus at 18 intelligence. The bonus
applies to this table:
Level of
Magic-User
up to 5th
6th-7th
8th-9th
10th-11th
12th-13th
14th-15th
16th-17th
18th-20th
21st & above

Movement/
Round
8’
9’
10’
11’
12’
13’
14’
15’
16’

Stone of Good Luck (Luckstone): This magical stone is typically a bit ofrough polished agate or similar mineral. Its possessor gains a +1 (+5% whereapplicable) on all dice rolls involving factors such as saving, slipping, dodging, etc.
— whenever a die or dice are rolled to find whether the character has an adverse
happening befall or not. This luck does not affect “to hit” and damage dice orspell failure dice. Additionally, the luckstone gives the possessor a ±1%-10% (atowner’s option) on rolls for determination of magic items or division of treasure.
The most favorable results will always be gained with a stone of good luck.

Probability ofControl per Round
15%
20%
30%
40%
50%
60%
70%
75%
80%

Stone of Weight (Loadstone): This magical stone appears to be any oneof the other sorts, and testing will not reveal its nature. However, as soon as thepossessor of a stone of weight is in a situation where he or she is required tomove quickly in order to avoid an enemy — combat or pursuit — the item
causes a 50% reduction in movement, and even attacks are reduced to 50%
normal rate. Furthermore, the stone cannot be gotten rid of by any means —throwing it away or smashing it notwithstanding — and it will always turn up
somewhere on the character’s person. If a dispel evil is cast upon a loadstone,
the item will disappear and no longer haunt the individual.

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Talisman of Pure Good: If a high priest or priestess possesses one of thesemighty talismans, he or she has the power to cause an evil cleric to be
swallowed up forever by a flaming crack which will open at the feet of thevictim and precipitate him or her to the center of the earth. The wielder of thetalisman must be good, and if he or she is not exceptionally pure in thoughtand deed, the evil cleric will gain a saving throw versus magic. A talisman ofpure good has 7 charges. It cannot be recharged. If a neutral cleric touches
one of these magic stones, he or she will take 7-28 hit points of damage; and if
an evil cleric touches one he or she will take 12-48 hit points of damage. Nonclerics will not be affected by the device.

approach closer than 10’ of the trident. Fish which school must be checked asa single entity. A trident of this type contains 17-20 charges. It is otherwise a+1 magic weapon.
Trident of Submission: A weapon of this nature appears unremarkable,
exactly as any normal trident. The wielder of a trident of submission causes
any opponent struck to save versus magic. If the opponent fails to save, it
must check morale the next round instead of attacking; if morale is good, theopponent may act normally next round, but if it is poor, the opponent willcease fighting and surrender, overcome with a feeling of hopelessness. The
duration of this hopelessness is 2-8 rounds. Thereafter the creature is normal
once again. The trident has 17-20 charges. A trident of this type is a +1 magic
weapon.

Talisman of the Sphere: This is a small adamantite loop and handle which
will be useless in any but a magic-user’s possession, and any other class
touching a talisman of this sort will take 5-30 hit points of damage. When heldby a magic-user concentrating on control of a sphere of annihilation, a talismanof the sphere doubles the intelligence bonus percentage for control, i.e. 2% perpoint of intelligence from 13-15, 6% per point of intelligence from 16-18. If
control is established by the wielder of a talisman, he or she need check forcontinual control only every other round thereafter. If control is not established,
the sphere will move towards the magic-user at maximum speed (16’/round).
Note that a wand of negation will have no effect upon a sphere of annihilation,
but if the wand is directed at the talisman it will negate its power of control solong as the wand is so directed.

Trident of Warning: A weapon of this type enables its wielder todetermine the location, depth, species, and number of hostile and/or hungry
marine predators within 24”. A trident of warning must be grasped andpointed in order for the person using it to gain such information, and it
requires 1 round to so scan a 24” radius hemisphere. There are 19-24
charges in a trident of this type, each charge sufficient to last for 2 rounds ofscanning. The weapon is otherwise a +2 magic weapon.
Trident of Yearning: A trident of yearning looks exactly like any normal
trident, and its dweomer is also indistinguishable from the magic aura of otherenchanted weapons of this sort. Any character grasping this type of trident
immediately conceives an overwhelming desire to immerse himself or herself in
as great a depth of water as is possible. The unquenchable longing so
generated causes the affected character to instantly proceed toward the largest/
deepest body of water — in any event one that is sufficient to completely cover
his or her person — and immerse himself or herself therein permanently. The
character cannot loose his or her grip on the trident, and only a water
breathing spell (after submersion) placed upon him or her, or use of a wish or
alter reality, will enable the character to do so. The trident is otherwise a −2
cursed magical weapon. Note that this item does not confer the ability tobreathe underwater.

Talisman of Ultimate Evil: This device exactly resembles a talisman of pure
good and is exactly its opposite in all respects. It has 6 charges.
Talisman of Zagy: A talisman of this sort appears exactly the same as astone controlling earth elementals. Its power is quite different, and these are
dependent upon the charisma of the individual holding the talisman.
Whenever a character touches a Talisman of Zagy, a reaction check is madeas if the individual were meeting another creature. If a hostile reaction result
is obtained, the device will act as a stone of weight, although discarding it or
destroying it results only in 5-30 hit points of damage and the disappearanceof the talisman. If a neutral reaction results, the talisman will remain with thecharacter for 5-30 hours, or until a wish is made upon it, whichever firstoccurs, and it will then disappear. If a friendly reaction result is obtained, thecharacter will find it impossible to be rid of the talisman for as many months
as he or she has points of charisma. The device will grant 1 wish for every 6
points of the character’s charisma; and it will also grow warm and throb
whenever its possessor comes within 20’ of a mechanical or magical trap. (Ifthe talisman is not held, its warning heat and pulses will be of no avail.)
Regardless of which reaction result is obtained, when its time period expires
the talisman will disappear, but a base 10,000 g.p. gem (diamond) willremain in its stead.

Vacuous Grimoire: A book of this sort is totally impossible to tell from anormal one, although if a detect magic spell is cast, there will be a magicalaura noted. Any character who opens the work and reads so much as a single
glyph therein must make 2 saving throws versus magic. The first is to determine
if 1 point of intelligence is lost or not, the second is to find if 2 points of wisdom
are lost. Once opened and read, the vacuous grimoire remains, and it must be
burned to be rid of it after first casting a remove curse spell. If the tome isplaced with other books, its appearance will instantly alter to conform to one ofthe other works it is amongst.

Tome of Clear Thought: A work of this nature is indistinguishable from any
normal book (Cf. Manual of Bodily Health). Any single character who reads atome of clear thought will be able to practice mental exercises which will
increase his or her intelligence by 1 point. Reading a work of this nature takes
48 hours time over 6 days, and immediately thereafter the book disappears.
The reader must begin a program of concentration and mental disciplines within
1 week of reading the tome. After 1 full month of such exercise, intelligencegoes up. If psionics are employed in the campaign and the character ispreviously a non-psionic, another check may be allowed. The knowledge
gained from reading the work can never be recorded or articulated. Any
further perusal of a tome of clear thought will be of no benefit to the character.

Well of Many Worlds: This strange inter-dimensional device is exactly thesame in appearance as a portable hole. Anything placed within it isimmediately cast into another world — a parallel earth, another planet, or adifferent plane at your option or by random determination. If the well is moved,
the random factor again comes into play. It can be picked up, folded, etc. justas a portable hole. Note that things from the world the well touches can comethrough the opening, just as easily as from the initiating place.
Wings of Flying: A pair of these magical wings appears to be nothing morethan a plain cloak of old, black cloth. If the wearer speaks a command word,
the cloak will turn into a pair of gigantic bat wings (20’ span) and empower thewearer to fly as follows:

Tome of Leadership and Influence: This leather and brass bound book issimilar to a tome of clear thought; but upon completion of reading and practiceof what was revealed therein, charisma is increased by 1 point.

2 turns at 32” speed
4 turns at 18” speed
8 turns at 12” speed

Tome of Understanding: Identical to a tome of clear thought, this work
increases wisdom by 1 point.

Combinations are possible at the ratio above. After the maximum number ofpossible turns flying, the wearer must rest for 1 hour — sitting, lying down, or
sleeping. Shorter periods of flight do not require full rest, but only relative quiet
such as slow walking for 1 hour. Any flying of less than 1 turn duration does not
require any rest. Note that regardless of the length of time spent flying the wings
can be used but once per day. They will support up to 500 pounds weight.

Trident of Fish Command: This three-tined fork atop a stout rod of 6’
length appears to be a barbed military fork of some sort. However, its
magical properties enable its wielder to cause all fish — including sharks andeels but excluding mollusks, crustaceans, amphibians, reptiles, mammals andsimilar sorts of non-piscine marine creatures — within a 6” radius to saveversus magic (this uses one charge of the trident). Those which fail this throw
are completely under empathic command, they will not attack the possessor of
the trident nor any creature within 10’ of him or her, and the wielder of thedevice can cause them to move in whatever direction is desired and convey
messages of emotion, i.e. fear, hunger, anger, indifference, repletion, etc. Fishwhich make their saving throw are free of empathic control, but they will not

TABLE (III.E.) SPECIAL
Notes Regarding Artifacts and Relics: Each artifact or relic is a singularthing of potent powers and possibly strange side effects as well. Regardless of
how any of these items come into your campaign, only 1 of each may exist. As
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TREASURE (ARTIFACTS & RELICS)

each is placed by you or found by player characters, you must draw a line
through its listing on the table to indicate it can no longer be discovered
randomly — if the dice indicate an item no longer available, you may substitutea clue as to its whereabouts or simply ignore the result so that no magic item isfound at all.

Finally, whatever befalls the possessor of an artifact or relic, or the effects he or
she causes by use of the prime powers (or even the major powers in somecases), is permanent and usually irreversible by the most powerful of spells —including wishes, for example — or even by deities. Exception: A deity whocreated the item, or one which can fully control it, may (at your option) be able
to reverse effects of some powers.

Because of the unique nature of each artifact and relic, their powers are only
partially described. You, the Dungeon Master, must at least decide what the
major powers of each item are to be. This prevents players from gaining any
knowledge of these items, even if they happen to own or read a copy of thisvolume, and it also makes each artifact and relic distinct from campaign tocampaign.

Axe of the Dwarvish Lords: Legend relates that the greatest dwarf who
ever lived, the first Dwarven King, forged this weapon in volcanic fires with theaid of a patron god. It passed from dwarven monarch to dwarven monarch
until it was lost in the Invoked Devastation centuries gone. Rumors persist of theappearance of the Axe from time to time in various places, but it supposedly
bears a curse. The blade of the Axe is equal to a sword of sharpness, and it isbacked by a head equal to a +3 hammer. The handle extends or contracts
upon command to equal a battle or hand axe (for throwing), and the Axe will
return 30’ to its thrower. The possessor has dwarven abilities of infravision, trap
detection, etc. — double abilities if a dwarf. The possessor’s life span is 50%
longer than normal, but he or she becomes more and more dwarf-like withtime, until eventually he or she exactly resembles one. The Axe has thefollowing additional powers/effects:

Those artifacts and relics which you bring into play should be so carefully
guarded by location and warding devices and monsters that recovery of any
one is an undertaking of such magnitude that only very powerful characters, inconcert, and after lengthy attempts have any chance whatsoever of attaining
one. Naturally, each artifact and relic might have a body of rumors, tales, andother lore. Discovery of such information should not be by chance. Minor clues
may be placed, but any extensive oral or written information must be sought
out and obtained only after considerable expenditure of time and money, if atall.

2 × I: ___________, ___________
1 × II: ___________
1 × III: ___________
1 × IV: ___________
1 × V: ___________
1 × VI: ___________

Please note that you need not use any or all of the artifacts and/or relics here.
If you prefer, you may rename those in your campaign to suit a particularmythos, or you may devise your own entirely. But any creation by you must be
done so as to maintain the item in balance with the game as a whole — andthis goes for assignment of powers with respect to any of these items, too! A
super-weapon is certain to blast the whole campaign to smithereens, unless it isgiven proper limitations (and also a nemesis creature in some cases).

Baba Yaga’s Hut: Ages ago the most powerful female mage ever known
spent much of her power in the creation of a magical dwelling of superb
character. When she passed to another plane, her hut disappeared and has
only been rumored to have been seen once or twice since. Baba Yaga
developed a small hut of ordinary appearance — a circular, thatched structureof 15’ diameter and 10’ high. To this dwelling are attached two powerful fowl
legs 12’ long, which appear to be stilts. Furthermore, the Hut has intelligence(high) and human senses, plus infravisual ability to 120’ and ultravision. Inside,
the Hut is a small palace — garden, fountains of water and wine, and 30
rooms on 3 floors, all lavishly and richly furnished! Despite the commodiousinterior, the bird legs can move Baba Yaga’s Hut at up to 48” speed overswamp, 36” over rough or normal terrain, 12” over hills, through forests, etc.
The Hut will obey commands from 1 person (the one first using a key phrase)and can come to a call from as far away as 1 league. Its legs deliver blows
equal to those of a hill giant, 2 attacks per round, to any so rash as to comenear without invitation or knowing the command phrase. The legs are armor
class 2 and can take 48 hit points damage each, regenerating at 1 hit point/melee round. The walls of the Hut are the equivalent of 5’ thick granite. The Hut
has the following additional powers/effects:

At the end of the descriptions of artifacts and relics are 5 tables which list thevarious powers and side effects of these items. Each item is described with only
a few of its attributes, and its other characteristics are mentioned with respect tothe number of each power or effect from the appropriate table, i.e. each item
has several powers and/or effects you must select and record in your copy ofthis book. Players can know virtually nothing about any powers and effects ofany artifact or relic. These must be discovered by them through experimentationby their characters, legends, legend lore, etc.
If a player refuses to risk his or her character when an item is discovered,preferring to allow some hireling or henchman to hazard the trial and error
process necessary, the character given the item or ordered to determine its
powers and effects will certainly do one of the following things:
1. If the character is evil, he or she will destroy, or at least escape from, theplayer character once the artifact or relic abilities are known to thecharacter.

4 × I: ___________, ___________, ___________, ___________
2 × II: ___________, ___________
1 × III: ___________
1 × IV: ___________
1 × V: ___________
1 × VI: ___________

2. If the character is neutral and neither good nor evil otherwise, he or she
will use the powers of the artifact or relic to dominate and control his or
her former employer/master or mistress, destroying him or her if
threatened.
3. If the character is good, he or she will realize that his or her employer/
master or mistress acted in a most evil fashion by giving/forcing upon him
or her the artifact or relic; so the character will use every wile to escape
the player character and take the item along to give to his or her religious
leaders or other suzerain. (And, of course, this character will never again
associate with the player character in question.)

Codex of the Infinite Planes: In the distant past the High Wizard Priest of
the Isles of Woe (now sunken beneath the waters of the Nyr Dyv — see THE
WORLD OF GREYHAWK from TSR) discovered this work and used its
arcane powers to dominate the neighboring states, but legend also has it thatthese same powers eventually brought doom to the mage-priest and histyrannical domain. It must be that somehow the Codex survived the inundation,
for the archmage Tzunk scribed the following fragment prior to his strange
disappearance:

All hirelings and henchmen of a player character foisting off an artifact or relicin such manner will have a drop in loyalty of 10%-30% if the character having
the item is permanently harmed or killed.

“. . . and the two strong slaves lifted it [the Codex] from the back of the Beast.
Thereupon I commanded the Brazen Portals to be brought low, and they were
wrenched from their hinges and rang upon the stone. The Efreet howled infear and fled when I caused the page to be read, and the Beast passed into
the City of Brass. Now was I, Tzunk, Master of the Plane of Molten Skies. With
sure hand I closed Yagrax’s Tome [the Codex], dreading to —“All artifacts and relics are of such power that they are virtually impervious toharm — magical or physical. Some predate the known gods, and others wereformed by the gods. Typically, each can only be destroyed by a single means.
A table after those of powers and effects gives a sampling of the various meanssuggested. Any character attempting to destroy an artifact or relic bydisassembling its parts, removing a portion, or similarly defacing it must usuallysave versus magic at −5; failure equals death.

From the foregoing it is evident that the item is very large and of exceptional
power. Any person reading its 99 damned pages is 99% certain to meet aterrible fate (1% cumulative chance per page). The Codex’s other pages havethe keys to instant physical transference to any one of the other planes andalternates of any world or universe. The work will destroy instantly any

Many of these items tend to make their possessor reclusive, secretive, arrogant,and/or greedy. These effects are best to handle through manipulation of theplayer by means of powers, non-player characters, etc.
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character under 11th level of experience who touches it, but those of 11th levelor higher who make a saving throw versus magic can command the powers
and effects of the Codex:

Cup and Talisman of Al’Akbar: This pair of holy relics were given by thegods of the Paynims to their most exalted high priest of lawful good alignment
in the days following the Invoked Devastation. It was lost to demi-human raiders
and was last rumored to be somewhere in the Southeastern portion of theBandit Kingdoms. The Cup is made of hammered gold, chased with silver
filigree, and set with 12 great gems in electrum settings — a jewelry value of
75,000 or more gold pieces on the market. It does not radiate magic, but it has
the following powers/effects:

4 × I: ___________, ___________, ___________, ___________
4 × II: ___________, ___________, ___________, ___________
2 × III: ___________, ___________
2 × IV: ___________, ___________
2 × V: ___________, ___________
2 × VI: ___________, ___________

4 × I: ___________, ___________, ___________, ___________
1 × III: ___________*

Note: When activating powers and effects, base their coming into play upon
the progress of the character’s perusal of the Codex.

The Talisman is made of hammered platinum, a star of 8 points, chased withgold inlays, and with a small gem tipping each point. The star is hung from achain of gold and electrum set with silver beading (8 sets of 3 beads each) — a
jewelry value of 10,000 or more gold pieces. It does not radiate magic either,but has the following powers/effects:

Crown of Might: According to tradition, great items of regalia wereconstructed for special servants of the deities of each alignment when the gods
were contending amongst themselves. Who amongst them first conceived theidea is unknown. The champion of each ethic alignment — Evil, Good,
Neutrality — was given a crown, an orb, and a sceptre. These items have been
scattered and lost over the centuries of struggle since they first appeared. These
3 complete sets bestow great powers, but even mere possession of a Crown ofMight gives a character of the same ethos great benefits (if a character ofanother alignment touches such an item he or she takes 5-30 hit points ofdamage and must save versus magic or be instantly killed). The alignment of a
Crown is determined as follows:
01-06
07-14
15-20

2 × II: ___________, ___________
1 × IV: ___________**
If a cleric, druid, paladin, or ranger possesses both, he or she may fill the cup
with holy water and immerse the talisman into the fluid to create a potion once
per week. The potion will be:
1-5
6-10
11-15
16-17
18-19
20

Evil
Good
Neutrality

While being worn, the Crown raises its wearer’s level of experience by 1 andconfers the following additional powers/effects:

healing
extra healing
poison antidote balm
cure disease salve
remove curse ointment
raise dead balm

And the possessor gains the following powers/effects from both:Evil
2 × I: __________, __________
1 × II: __________
1 × III: __________

Good__________, ______________________________

Neutrality__________, ______________________________

1 × V: ___________
1 × VI: ___________* For neutral or evil characters only.

Should a character wearing a Crown touch an Orb of Might (q.v.) or a Sceptreof Might of a different ethos, he or she takes damage and must save as noted
above, and if the saving throw is successful, 1 malevolent power from Table IV.
will affect him or her. However, if the Orb or Sceptre is of the same ethos, thefollowing extra powers (and effects) are conferred upon the possessor:
2nd Itemof Set1 × I:
1 × II:

Evil______________________

Good______________________

Neutrality______________________

3rd Itemof Set1 × I:
1 × II:
1 × IV:
1 × V:
1 × VI:_____________________________________________________________________________________________________________________________________________________________________** For evil characters only.
Eye of Vecna: Seldom is the name of Vecna spoken except in hushed voice,and never within hearing of strangers, for legends say that the phantom of thisonce supreme lich still roams the Material Plane. It is certain that when Vecna
finally met his doom, one eye and one hand survived. The Eye of Vecna is said
to glow in the same manner as that of a feral creature. It appears to be anagate until it is placed in an empty eye socket of a living character. Oncepressed in, it instantly and irrevocably grafts itself to the head, and it cannot be
removed or harmed without slaying the character. The alignment of thecharacter immediately becomes neutral evil and may never change. The Eyebestows both infravision and ultravision to its host, and gives the following
additional powers/effects:
2 × I: ___________, ___________
2 × II: ___________, ___________
1 × IV: ___________
1 × V: ___________

Note: Each of these items is so similar in appearance to the other thatexamination will reveal no difference, and detection magically will not reveal theirethic alignment. Each Crown is a slender diadem of gold set with 3 precious
stones of great size so as to bring 50,000 or more gold pieces if openly sold.

The minor or major powers may be used without fear of harm, but use of the
primary power causes a malevolent effect upon the host character.

Crystal of the Ebon Flame: The origin of this artifact is entirely unknown,
as is its exact whereabouts. It is a beautifully formed, diamond-hard mineral thesize of a hand. When it is touched, the Crystal sends forth rays of light and a
black flame seems to leap and dance in the heart of the jewel. All creatures
within 30’ must save versus magic or be charmed as if by a fire charm spell.
The possessor of the Crystal may draw upon its powers by gazing at the Ebon
Flame at its center. These powers and effects are:

The Hand of Vecna: The arch-lich Vecna supposedly imbued both his hand(left) and his eye (see the foregoing listing) with wondrous and horrible powers
enabling them to persist long after his other remains mouldered away into dust
(Cf. Eye of Vecna). Tales say that the Hand appears to be a mummified
extremity, a blackened and shriveled hand, possibly from a burned body. If thewrist portion is pressed against the stump of a forearm, it will instantly graft
itself to the limb and become a functioning member with 18/00 strength in its
grip (no “to hit” or damage bonuses). The Hand will eventually turn thealignment of the host character to neutral evil as explained hereafter.

4 × I: ___________, ___________, ___________, ___________
2 × II: ___________, ___________
1 × III: ___________
1 × IV: ___________
1 × V: ___________
1 × VI: ___________The host character may use any minor power without fear, but as soon as amajor power of the Hand is used, he or she awakes a spirit of great evil. (You,the DM, should then begin an insidious campaign of suggestion and urging
towards evil on that character’s part.) When a primary power is used, the hostwill instantly become neutral evil — very evil. The Hand can be severed from
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TREASURE (ARTIFACTS & RELICS)

the host at any time before its powers are used with 100% certainty, but eachmajor power use subtracts 1% from the probability, and each use of a primary
power makes success 10% less likely. Whenever 100% subtraction has occurred
there is no possibility of removing the Hand, and the character will know this.

occur. If 3 blasts are given, a power from Table V or an effect from Table IV
will occur. You must determine the probability of a power or effect. 75%/25% issuggested and then dice for a random result on the appropriate table. Results
which are inappropriate should be ignored.

To use any power, the fingers of the Hand must be extended, curled, orwhatever in different combinations. The powers and effects are:Invulnerable Coat of Arnd: The High Priest Arnd of Tdon is said to havebeen the original possessor of this relic. The Coat is a bright and shimmering
shirt of fine and almost weightless chain links. It covers the upper arms, torso,
and groin of any human-shaped wearer of from 3’ to 8’ height, and makes thewearer totally invulnerable to physical attacks with respect to covered areas andgives AC 5 protection to all other areas. In addition, the Coat adds +5 tosaving throws as if it were +5 magic armor, protects its wearer from fire as if itwere a ring of fire resistance, and acid, cold, and electrical attacks have noeffect upon the wearer. Additionally, the Invulnerable Coat of Arnd has thefollowing powers/effects:

10 × I: ___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________
5 × II: ___________, ___________, ___________, ___________, ___________
2 × III: ___________, ___________
2 × IV:___________, ___________
2 × V: ___________, ___________
1 × VI:___________

3 × I: ______________, ______________, ______________
2 × II: ______________, ______________
2 × III: ______________, ______________
1 × IV: ______________
1 × V: ______________
1 × VI: ______________

Remember that NOTHING SHORT OF INTERVENTION FROM THE MOST
POWERFUL OF GODS CAN ALTER THE EFFECTS OF VECNA’S HAND UPONITS HOST, and it is urged that even the greatest of deities will be loath toattempt to undertake meddling with any host creature — so allow the effects tobe irrevocable.
Note: Devise the combinations of finger/hand positions you have assigned toeach power and record them, i.e. fist = ( ), thumb down = ( ), pointing little
finger = ( ), etc. Keep this chart handy and make the host character use thepositions to use a power of the Hand.

Iron Flask of Tuerny the Merciless: This artifact is reported to be a smalland heavy urn, easily carried in a pack or by hand despite its weight. The Flask
is stoppered with a turnip-shaped plug, engraved and embossed with sigils,
glyphs, and runes of power so as to contain the spirit therein. The possessor
need but know 3 words to have the Flask function properly, i.e. the word of
OPENING, the word of COMMAND, the word of CLOSING AND SEALING.
Tuerny’s Flask is rumored to imprison one of the following:

Heward’s Mystical Organ: In the pages of the Fables of Burdock there ismention of a musical instrument of large size, an organ of such power that themighty and terrible enchantments possible to cast by playing upon it are only
hinted at. Heward’s Organ has 77 great and small pipes, a console with many
keys of black and white beneath 13 ivory stops, and 3 great foot pedals. The
bellows which sends a rush of wind to the pipes is said to be worked by aconjured and chained air elemental of huge size. Each stop causes the pipes tosound in a different voice, while the keys vary the notes, of course. No one iscertain what purpose the foot pedals serve. Despite the ravages of time whichhave silenced some of its pipes, and abuse and neglect which have supposedly
made some keys and stops unworkable, the Organ can still work mighty
magicks when properly played.

a greater devil
a groaning spirit
a major demona night hag
a nycadaemon
It is generally conceded that the Servant of the Flask can be loosed only toperform evil deeds, and it must always kill before it can be commanded toreturn to its prison. In addition to the Servant, the Flask has the following
powers/effects:

The would-be conjurer must be most careful, however, when attempting to work
this relic/artifact, for pulling the wrong stops can cause the summoning ofsomething undesired or the casting of the wrong type of spell. If the wrong keys
are depressed — or the right ones are not — something called up might beunbound or the magic might backfire. Similarly, the alignment of the caster ormanipulator of the Organ might be changed by improper playing.

3 × I: ______________, ______________, ______________
1 × III: ______________
1 × V: ______________
1 × VI: ______________
Jacinth of Inestimable Beauty: It is said that the finest corundum gemfrom the heart of the largest mountain was taken and fashioned by the gods
themselves to form the Jacinth of Inestimable Beauty. This huge, priceless fieryorange jewel is indescribably beautiful and exquisitely cut in dozens of facets
which shoot forth brilliant beams, and all who see it within 20’ or less mustsave versus magic or be charmed by it. Legend relates that the Jacinth waspossessed by the fabled Sultan Jehef Peh’reen for a time and then passed into
the Land of Ket and southward into Keoland (see THE WORLD OF
GREYHAWK), where all trace disappeared. When the possessor firmly grasps
this lustrous orange gem, the following powers/effects are gained:

After the powers and effects of the Organ have been determined by you,decide which stops and what key sequence/combinations will do what. (Ifyou are conversant with musical notation, you can write tunes if you like, andmake your players actually perform them on a piano or other instrument.
Otherwise, pick some appropriate songs and give clues so that the player
character can hum different ditties, i.e. “Fly Me to the Moon”, “That Old
Black Magic”, “That Old Devil Moon”, “You’ve Got Me in Between the Devil
and the Deep Blue Sea”, “The Monster Mash”, etc.) The suggested powers
and effects are:7 × I: ______________, ______________, ______________, ______________,______________, ______________, ______________
7 × II: ______________, ______________, ______________, ______________,______________, ______________, ______________
3 × III: ______________, ______________, ______________
7 × IV: ______________, ______________, ______________, ______________,______________, ______________, ______________
7 × V: ______________, ______________, ______________, ______________,______________, ______________, ______________
3 × VI: ______________, ______________, ______________

2 × I: ______________, ______________
2 × II: ______________, ______________
1 × III: ______________
1 × IV: ______________
1 × V: ______________
1 × VI: ______________
Johydee’s Mask: The high priestess Johydee supposedly tricked the powersof evil into making this strange artifact and then wisely used it to overthrow
their hold upon her nation. The Mask completely covers the wearer’s face andenables him or her to assume the likeness of any human or human-like creature.
It also prevents all forms of mind contact, detection or attack. Johydee’s Mask isrumored to give the wearer total immunity to all gaze attacks (basilisk,
catoblepas, medusa, etc.) and the following powers/effects:

Remember that effects can be negated, reversed, changed, etc. by misplaying
the Organ.
Horn of Change: This ancient artifact exactly resembles any of the morecommon magical horns such as a horn of blasting, a horn of bubbles, etc. If it
is winded 1 time, a power from Table I or an effect from Table III will occur. If
the Horn is twice sounded, a power from Table II or an effect from Table VI will

2 × I: ______________, ______________
1 × II: ______________
1 × VI: ______________
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TREASURE (ARTIFACTS & RELICS)

Kuroth’s Quill: There can be but little dispute that the master thief Kuroth was
the most successful of his profession, and several sages attribute his performanceto the acquisition of a writing instrument of unknown antiquity which now bears
Kuroth’s name. This Quill reportedly draws and writes infallibly upon command,
depicting whatever its possessor sees or speaks accordingly. It also is supposed to
be able to find treasure (as a potion of treasure finding) 1 time per month. These
powers and effects are attributed to it as well:

12” must save versus magic (+2 on the die roll) or flee in panic. It can attackbut 1 time per round, and it has a base 15% chance to hit an opponent
regardless of its armor class. Opponents with intelligence and a dexterity of 15
or better reduce the base chance to hit by 2½% per 1 point of dexterity above
14. A hit from the Mighty Servant causes 10-100 hit points of damage.
In addition, the Mighty Servant of Leuk-O has these powers/effects:

2 × I: ______________, ______________
1 × III: ______________
1 × IV: ______________
1 × VI: ______________

6 × I: ______________, ______________, ______________,______________, ______________, ______________
6 × II: ______________, ______________, ______________,______________, ______________, ______________
1 × III: ______________
2 × IV: ______________, ______________
2 × VI: ______________, ______________

Mace of Cuthbert: This weapon is said to be that actually used by the
Venerable Saint Cuthbert of the Cudgel when he demonstrated the folly of error
to the unbeliever. Over the decades since then, holy relics of the Saint himself
have been encased within the Mace to give this arm of lawful good a +5 bonus
for both hitting and damage as well as disruption effects. Only clerics with 18
strength of lawful good alignment are able to wield this weapon and gain theseother powers/effects:

Effects are triggered by major power use. The Mighty Servant will obey thosehumans who learn its secrets of automation and control.
Orb of Dragonkind: It is written that when certain of the good deities
conspired to devise means to easily control the evil dragons plaguing mankind,demon servants of evil changed the magical forces involved so as to include allof dragonkind and then caused the Orbs fashioned to have inimical properties
as well. In all, 8 globes of carven white jade were made, 1 each for each age
in a dragon’s life span. The smallest is but 3 inches in diameter, the largest isabout 10 inches across. Each is covered with bas reliefs of entwined dragons of
all sorts, the whole being of incredible hardness, and somehow imprisoning thevery essence of all dragons. The 8 different Orbs are:3 × I: ______________, ______________, ______________
2 × II: ______________, ______________
1 × VI: ______________
Machine of Lum the Mad: Perhaps this strange device was built by gods
long forgotten and survived the eons since their passing, for it is incredibly
ancient and of workmanship unlike anything known today. The Machine wasused by Baron Lum to build an empire, but what has since become of thisponderous mechanism none can say. Legends report that it has 60 levers, 40
dials, and 20 switches (but only about one-half still function). Singly or in
combination, these controls will generate all sorts of powers and effects.

1. Orb of the Hatchling: The possessor of this device is empowered tocharm any very young dragon. The Orb has an intelligence of 9 and an
ego of 9, and if this combination equals or exceeds the combined
intelligence and wisdom of its possessor, the Orb will control him or her
and surely slay him or her. The Orb has these powers:

The Machine is delicate, intricate, bulky and very heavy (5,500 pounds). It
cannot be moved normally, and any serious jolt will set off and then destroy 1-4functions of the artifact which can never be restored. It has a booth of a size
suitable for 4 man-sized creatures (4’ × 5’ × 7’) to stand inside, and if acreature or object is placed therein and the Machine’s controls are worked,
something might happen.

3 × I:______________, ______________, ______________

2. Orb of the Wyrmkin: The possessor of this device is empowered tocharm any young dragon. The Orb has an intelligence of 10 and an egoof 10, and if this combination equals or exceeds the combined intelligence
and wisdom of its possessor, the Orb will control him or her and cause thecharacter’s demise as speedily as possible. The Orb has these powers:

You must matrix the 60 levers, 40 dials, and 20 switches, showing which will
perform functions. You may opt to include powers and/or effects of your own
devising:

2 × I: ______________, ______________
1 × II: ______________,___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________
15 × II: ___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________
10 × III: ___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________
10 × IV: ___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________
15 × V: ___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________,___________, ___________, ___________, ___________, ___________
5 × VI: ___________, ___________, ___________, ___________, ___________

15 × I:

3. Orb of the Dragonette: The possessor of this device is empowered tocharm any sub-adult dragon. The Orb has an intelligence of 11 and an
ego of 11, and if this combination equals or exceeds the combined
intelligence and wisdom of its possessor, the Orb will control him or her
and bring death as rapidly as possible to the individual. The Orb has thesepowers/effects:
3 × I: ______________, ______________, ______________
1 × II: ______________
1 × III: ______________
4. Orb of the Dragon: The possessor of this device is empowered tocharm any young adult dragon. The Orb has an intelligence of 12 and an
ego of 12, and if this combination equals or exceeds the combined
intelligence and wisdom of its possessor, the Orb will control the characterand cause his or her death as speedily as it can. The Orb has thesepowers/effects:

Mighty Servant of Leuk-O: Those who are most knowledgeable regarding
ancient artifacts believe that this device is of the same manufacture as the
Machine of Lum. The Mighty Servant of the famous General Leuk-O is a
towering automaton of crystal, unknown metals, and strange fibrous material. It
is over 9’ tall, 6’ deep, and some 4½’ wide. Inside is a compartment suitablefor holding 2 man-sized creatures, and there is space for 4-5 others to sit
outside. If the possessor knows the proper command phrases, he or she can use
the Mighty Servant as a transportation mode, magical attack device, or fighting
machine. It is armor class −1 and can withstand 60 hit points of damage. Note
all weapons do only 50% of normal damage (round down). The Mighty Servant
regenerates (self-repairs) 2 points of damage per round. Its magic resistance is100%. Acid, cold, fire, heat, vacuum, and/or water have no effect on thedevice. Electrical/lightning attacks cause only 20% normal damage (rounddown), even if the Servant fails the magic resistance check.

4 × I: ______________, ______________, ______________, _____________
1 × II: ______________
1 × III: ______________
5. Orb of the Great Serpent: The possessor of this device is empowered
to charm any adult dragon. It is otherwise the same as others of its ilk, withintelligence and ego of 13 each and has these powers/effects:
3 × I: ______________, ______________, ______________
2 × II: ______________, ______________
1 × III: ______________
1 × VI: ______________The Mighty Servant moves at a maximum speed of 3”. After each 12 hours ofoperation it must rest (recharge) itself for 1 hour. Any intelligent viewer within
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TREASURE (ARTIFACTS & RELICS)

TREASURE (ARTIFACTS & RELICS)

6. Orb of the Firedrake: The possessor of this device is empowered tocharm any old dragon. It is otherwise similar to its fellows, with an
intelligence and ego of 14 each and has the following powers/effects:

7. Orb of the Elder Wyrm: The possessor of this device is empowered tocharm any very old dragon. This Orb is the same as the others of its type,with intelligence and ego of 16 each and the following powers/effects:

Nightingale never escaped its confinement. This bejeweled songbird seems toactually spring to life when its mechanism is activated. The creature is held
within a fine mesh of golden wires, much like the cage of a real bird, and when
set in motion the Nightingale opens its glittering wings, hops to the highest
perch in the cage and performs. It is rumored that the eyes of this artifact canshoot forth scintillating rays of brilliant color, each color having a different
effect; its songs likewise are able to work magical wonders, and if the rays andsongs are directed in combination highly powerful spells are supposedly woven.
It is known that the device throws forth a protective sphere, preventing detection
or magical (or psionic) intrusion in a 30’ radius. Those within this sphere arereported to neither hunger nor thirst as long as they remain within. The
Marvelous Nightingale also has these powers and effects:

4 × I: ______________, ______________, ______________, _____________
3 × II: ______________, ______________, ______________
2 × III: ______________, ______________
1 × IV: ______________
1 × V: ______________
1 × VI: ______________

4 × I: ______________, ______________, ______________, ______________
2 × II: ______________, ______________
1 × III: ______________
1 × IV: ______________
1 × V: ______________
1 × VI: ______________

8. Orb of the Eternal Grand Dragon: The possessor of this device isempowered to charm any ancient dragon. Furthermore, its possessor isgiven a +8 for any saving throws, attacks, and damage he or she makes
when contending directly with either Tiamat or Bahamut. The Orb is similar
to its lesser cousins, having 18 for both intelligence and ego, and thefollowing powers/effects:

Recorder of Ye’Cind: This most magical wind instrument needs no musician
to play upon it, for the Recorder itself can play the most complicated of airs
upon command. It will always sound an alarm if anything belonging to its
possessor (including itself) is stolen while within 30’ of it, and the Recorder isable to give information through music to its possessor by playing certain tunes
and songs with clue words in their lyrics if the character desires information ofwhat has taken place within 30’ of the instrument. It is also rumored that thedevice can communicate other information, as well as cast certain spells, bymeans of its notes. Its other powers and effects are:3 × I: ______________, ______________, ______________
3 × II: ______________, ______________, ______________
2 × III: ______________, ______________
1 × VI: ______________,

4 × I: ______________, ______________, ______________, _____________
3 × II: ______________, ______________, ______________
2 × III: ______________, ______________
1 × IV: ______________
2 × V: ______________, ______________
1 × VI: ______________

5 × I: ___________, ___________, ___________, ___________, ___________
2 × II: ___________, ___________
1 × III: ___________
1 × IV: ___________
1 × V: ___________
1 × VI: ___________

Notes Regarding Orbs of Dragonkind: All of these Orbs have a strong
component of evil, and a neutral or good character will have to save versus
magic to resist charming a neutral/good dragon. Charm range is 5” andrequires 1 full round with the subject fully awake and aware of the character.
Because of the original purpose, only evil dragons are automatically charmed,
neutral dragons save at −4 on their dice, good dragons at −2. Charmed
characters can be considered as possessing 50% of their normal wisdom withrespect to an Orb of Dragonkind. Any possessor with feeblemind affecting him
or her, or insane, will have 3 intelligence, or 50% of normal, respectively. The
Orb can control only an active and awake mind. Destruction of a character will
typically be by sacrifice to a dragon, if one is at hand, otherwise by the mostsure and expeditious method.

Ring of Gaxx: This piece of jewelry is of totally alien origin, for while its
loop appears to be of platinum and its stone a very fine spinel, examination by
the most astute dwarf or expert jeweler will discover the workmanship to be
unique and the gem of unknown type. The Ring of Gaxx must be placed on afinger in order to discover its powers. Its wearer can turn the nine-faceted gem
set in the Ring, and each facing of the gem gives a different power/effect when
it is faced towards the top (the finger end) of the ring. Note, however, that thestone will turn by itself whenever the Ring is taken off, put on, or its wearer isasleep. Therefore, each day the ring is used, a random facet facing must be
determined (secretly by the DM) and discovered by the wearer. Of course, once
all powers/effects are known to the possessor, knowledge of a single facet
facing should enable him or her to determine the order of the other facets andmake desired settings. It is absolutely impossible to mark either the ring or thegem stone in any way, so random determination and discovery is totally
unavoidable — even a wish will not help determine which facet is which. The
Ring has the following powers/effects:

Orb of Might: For the legendary source of the 3 Orbs of Might, see theforegoing Crown of Might. Each Orb has an ethic alignment determined as follows:
01-06
07-14
15-20

Evil
Good
Neutrality

If a character of another ethos touches an Orb different from his or hers, asaving throw versus magic must be made to avoid death and from 4-24 hit
points of damage will be taken if the save is successful. If the character sotouching an Orb also possesses a Crown and/or Sceptre, surviving the saving
throw versus magic will invoke a malevolent effect from Table IV. Each Orb is ofplatinum, encrusted with gems, and topped with a device of precious metals
and stones, so as to be worth 100,000 or more gold pieces on the open
market. Each Orb is equal to a Gem of Brightness and also has the following
powers/effects:

3 × I: ______________, ______________, ______________
2 × II: ______________, ______________
1 × III: ______________,
1 × IV: ______________,
1 × V: ______________,
1 × VI: ______________,Rod of Seven Parts: The Wind Dukes of Aaqa are the legendary creatorsof this artifact. It is said that they constructed the Rod to use in the great battleof Pesh where Chaos and Law contended. There, the Rod was shattered, and its
parts scattered, but the enchantments of the item were such that nothing could
actually destroy it, so if its sections are recovered and put together in the correct
order, the possessor will wield a weapon of surpassing power. The 7 parts of
the Rod are slightly different, the first being the largest in length and diameter,
the seventh being the smallest. No single part has any power or effect alone.
Singly each appears to be a short bar or baton, except the seventh which looks
much the same as a short metal wand. The first part of the Rod will give its
possessor a feeling as to which direction the second part lies in — but only
when the character thinks of the section as a fraction of a whole magic item. If
the second, third, etc. parts are discovered prior to the first, second, etc., thesection will lead only to the next higher numbered, not a lower one. If an outof-order section is placed against another part of the Rod (first — third, second

Evil
Good
Neutrality
2 × I: ___________, ___________ ___________, ___________ ___________, _________________________________
1 × III: ___________For additional powers in combination with other items of regalia, see Crown ofMight.
Queen Ehlissa’s Marvelous Nightingale: The origin of this artifact is
unknown, although the Mage Mordenkainen is reported to have asserted that
the Nightingale was made by Xagy and the goddess of volcanic activity,
Joramy, some 17 centuries ago. Queen Ehlissa bent all to her will with theenchantments of the device, and throughout her reign of several centuries the160

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TREASURE (ARTIFACTS & RELICS)— sixth, whatever), the higher numbered piece will teleport away in a random
direction from 100 to 1,000 miles away. When fully assembled, the Rod ofSeven Parts is almost 5’ long.

attempt to control whomever takes it as his or her own. The Sword of Kas has
these powers and effects:
5 × I: ___________, ___________, ___________, ___________, ___________
2 × II: ___________, ___________
1 × III: ___________
2 × IV: ___________, ___________
2 × V: ___________, ___________
1 × VI: ___________

As soon as three joining sections are fitted together, the possessor is unable to
let go of the Rod as long as he or she lives, until all parts are joined. The
powers of each part of the Rod are cumulative whenever joined, but the fullpowers shown work only when all parts of the artifact are joined. Although the
Rod cannot be disassembled by its possessor, each time a prime power is used,
there is a 1 in 20 (5%) chance that the whole will fly into its component pieces
and teleport 100-1200 miles away in random directions.

The Teeth of Dahlver-Nar: If any cleric was more powerful than therenowned Dahlver-Nar, histories do not tell us. The gods themselves gave
special powers to him, and these have passed on to others by means of thegreat relics of Dahlver-Nar, his teeth. Each of the Teeth has some power, and if
one character manages to gain a full quarter, half, or all of them, other grandbenefits accrue. In order to gain the power of one of these teeth, however, thecharacter must place it into his or her mouth, where it will graft itself in theplace of a like missing tooth. The teeth can never be removed once so
emplaced, short of the demise of the possessor. Their powers/effects are:

Assembly Powers and Effects
Parts 1-2 — 1 × III:
Parts 2-3 — 1 × I:
Parts 3-4 — 1 × I:
Parts 4-5 — 1 × IV:
Parts 5-6 — 1 × II:
Parts 6-7 — 1 × VI:__________________________________________________________________

Complete Rod Powers and Effects
1 × I: ___________
1 × II: ___________
2 × III: ___________, ___________
2 × V: ___________, ___________
1 × IV: ___________
If the Rod is not assembled in order, the powers/effects are not cumulative; only
the power or effect of the last piece joined will be active, all prior parts being
negated. Note that as stated earlier, if the first section is joined to the second,
the second to the third, etc., powers/effects are cumulative, and when the entire
Rod is assembled, the additional full powers and effects are gained.
Sceptre of Might: For the legendary source of the 3 Sceptres of Might, see
the foregoing section on Crown of Might. Each Sceptre has an ethic alignment
as follows:
1-6
7-14
15-20

Evil
Good
Neutrality

The effects of handling a Sceptre of an ethos not a character’s own are thesame as those of a Crown. Each Sceptre is wrought of bronze inlaid with silver
and many fine gems, with a huge precious stone tipping its 2’ length, giving theitem a value of 150,000 or more gold pieces on the open market. Each Sceptre
functions as a Rod of Beguiling and has the following powers and effects:

1 × I:
1 × II:
1 × VI:

Evil_____________________________________________

Good_____________________________________________

Neutrality_____________________________________________

Tooth #
1) 1 × I: ______________
2) 1 × II: ______________
3) 1 × III: ______________
4) 1 × I: ______________
5) 1 × I: ______________
6) 1 × I: ______________
7) 1 × VI: ______________
8) 1 × I: ______________

17)
18)
19)
20)
21)
22)
23)
24)

1 × I: ______________
1 × I: ______________
1 × I: ______________
1 × I: ______________
1 × IV: ______________
1 × I: ______________
1 × I: ______________
1 × II: ______________

9)
10)
11)
12)
13)
14)
15)
16)

25)
26)
27)
28)
29)
30)
31)
32)

1 × I:
1 × III:
1 × I:
1 × II:
1 × III:
1 × I:
1 × I:
1 × I:

1 × III: ______________
1 × I: ______________
1 × I: ______________
1 × I: ______________
1 × I: ______________
1 × VI: ______________
1 × I: ______________
1 × II: ______________________________________________________________________________________________________________________________

Set of1-8) 1 × II: ______________
9-16) 1 × II: ______________
17-24) 1 × II: ______________
25-32) 1 × II: ______________

1 × VI: ______________
1 × IV: ______________
1 × III: ______________
1 × III: ______________

1-8) 1 × II: ______________
9-16) 1 × II: ______________
17-24) 1 × II: ______________
25-32) 1 × II: ______________

1 × VI: ______________
1 × IV: ______________
1 × III: ______________
1 × III: ______________

Set of1-16) 1 × V: ______________
17-32) 1 × V: ______________For additional powers in combination with a Crown or Orb of the same ethicalignment, see Crown of Might.

1-32) 1 × V: ______________
Powers/effects are cumulative.

Sword of Kas: There is recorded this additional information regarding thelich, Vecna: “When Vecna grew in power he appointed a most evil and ruthlesslieutenant to serve as his bodyguard and right hand. This henchman was thelord, Kas, and for him Vecna found a weapon of potency, a long and thin
flatchet of dull gray metal; a sword of unsurpassed hardness with sharp point,
keen edges, and magical properties. For a long, long time Kas faithfully served
the lich, but as his power grew, so did his hubris, for his Sword was constantly
urging him on, saying that Kas was now greater than Vecna himself, and withthe might of the Sword to aid and direct him, Kas could rule in Vecna’s stead.
Legend says that the destruction of Vecna was by Kas and his Sword, but at thesame time Vecna wrought his rebellious lieutenant’s doom, and the world wasmade brighter thereby.”

Throne of the Gods: It is said that somewhere there is carven from the heart ofa majestic mountain a massive stone chair, inlaid with mosaics of ivory andprecious metals and set about with gems, a throne upon which certain gods
actually sat when they walked the world. The Throne supposedly is within a great
cavern, a part of the mountain’s core, so as to be immobile and immovable.
Anyone daring to seat himself or herself upon this chair is subject to the effects, andmay gain benefits from the Throne’s magic. It is certain, according to fables, thatthe character will gain a magic item, but in doing so he or she will also be subject
to malevolent effect. The same character cannot again gain any magic item, but heor she can have the Throne affect him or her if the proper words and gestures are
known and followed. The powers/effects of the Throne of the Gods are:

Although the powers and effects of the Sword are only hinted at, there can belittle doubt that Kas became the most renowned swordsman of his age becauseof it. It is a +6 defender, doing double damage against all creatures which arefrom a plane other than the Prime Material (but only normal damage when on
any plane other than the Prime Material). This short sword is highly evil andchaotic in alignment, and with its 15 intelligence and 19 ego, it will certainly

3 × I: ______________, ______________, ______________
3 × II: ______________, ______________, ______________
2 × III: ______________, ______________
2 × IV: ______________, ______________
2 × V: ______________, ______________
2 × VI: ______________, ______________
161

TREASURE (ARTIFACTS & RELICS)

TREASURE (ARTIFACTS & RELICS)

As DM you should determine which power or effect will be activated when thecharacter seated on the Throne grasps either arm, both, or none and utters acommand or asks that the Throne give him or her its power.

SS. Wearer immune to charm or hold spells
TT.
Wearer immune to magic missiles
UU. Web — 1 time/day
W. Wizard lock — 7 times/week
WW. Write — 1 time/day
XX. Zombie animation — 1 time/week

Wand of Orcus: This ghastly weapon is the property of the demon prince,
Orcus, but at times it is said that he will allow his Wand to pass into the Prime
Material Plane in order to wreak chaos and evil upon all living things there.
(See ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL,
Demon, Orcus, for information regarding both Orcus and his Wand.) The
wielder of the Wand does not have the full death-dealing power of the device,
the victim of its blow having a saving throw versus magic to avoid death orannihilation (gods, godlings, demon lords, greater devils, saints, and demi-gods
are not affected at all, of course). However, the Wand of Orcus confers theseother powers/effects upon the user:

TABLE II: MAJOR BENIGN POWERS
A.
Animal summoning (II or III) — 2 times/day
B.
Animate object upon command — 1 time/dayC.
+2 to armor class of possessor or AC 0, whichever is better
D.
Cause serious wounds by touch
E.
Charm monster — 2 times/day
F.
Charm person — 7 times/weekG.
Cone of cold (9-12 dice) — 2 times/day
H.
Confusion — 1 time/day
I.
Cure blindness by touch
J.
Cure disease by touchK.
Dimension door — 2 times/day
L.
Disintegrate — 1 time/day
M.
Dispel illusion upon command — 2 times/dayN.
Dispel magic upon command — 2 times/day
O.
Double movement speed (on foot)P.
Emotion — 2 times/day
Q.
Exorcise — 1 time/month
R.
Fear by touch or gaze
S.
Fireball (9-12 dice) — 2 times/day
T.
Fire shield — 2 times/day
U.
Giant strength (determine type) for 2 turns — 2 times/day
V.
Haste — 1 time/day
W. Heal — 1 time/day
X.
Hold animal — 1 time/day
Y.
Hold monster — 1 time/day
Z.
Hold person — 1 time/day
AA. Lightning bolt (9-12 dice) — 2 times/day
BB. Minor globe of invulnerability — 1 time/day
CC. Paralyzation by touch
DD. Passwall — 2 times/day
EE. Phantasmal killer — 1 time/dayFF.
Polymorph self — 7 times/week
GG. Regenerate 2 h.p./turn (but not if killed)
HH. Remove curse by touch — 7 times/week
II.
Slow — 1 time/day
JJ.
Speak with monster — 2 times/day
KK. Stone to ﬂesh — 1 time/day
LL.
Suggestion — 2 times/day
MM. Telekinesis (1,000-6,000 g.p. weight) — 2 times/day
NN. Teleport (no error) — 2 times/day
OO. Transmute rock to mud — 2 times/day
PP.
True seeing — 1 time/day
QQ. Turn wood — 1 time/day
RR. Wall of ﬁre — 2 times/day
SS. Wall of ice — 2 times/day
TT.
Wall of thorns — 2 times/day
UU. Weapon damage is +2 hit points
VV. Wind walk — 1 time/day
WW. Wizard eye — 2 times/day
XX. Word of recall — 1 time/day
YY. X-ray vision — 2 times/day

4 × I: ______________, ______________, ______________ ______________
2 × II: ______________, ______________
2 × III: ______________, ______________
1 × IV: ______________
1 × VI: ______________ARTIFACTS AND RELICS POWERS/EFFECTS TABLES
I. Minor Benign Powers
II. Major Benign Powers
III. Minor Malevolent Effects
IV. Major Malevolent Effects
V. Prime Powers
VI. Side Effects
TABLE I: MINOR BENIGN POWERS
A.
Adds 1 point to possessor’s major attribute
B.
Animate dead (1 ﬁgure) (by touch) — 7 times/week
C.
Audible glamer upon command — 3 times/day
D.
Bless (by touch)E.
Clairaudience (when touched to the ear)F.
Clairvoyance (when touched to the eyes)
G.
Color spray — 3 times/day
H.
Comprehend languages when held
I.
Create food and water — 1 time/day
J.
Cure light wounds — 7 times/week
K.
Darkness (5’, 10’, or 15’ radius) — 3 times/day
L.
Detect charm — 3 times/day
M.
Detect evil/good when held or orderedN.
Detect invisibility when held and orderedO.
Detect magic — 3 times/dayP.
ESP (30’, 40’, 50’, or 60’ range) — 3 times/day
Q.
Feather fall when grasped and orderedR.
Find traps — 3 times/dayS.
Fly when held and ordered — 1 time/day
T.
Hypnotic pattern (when moved) — 3 times/day
U.
Infravision when held or worn
V.
Invisibility (improved) — 3 times/day
W. Know alignment when held and ordered — 1 time/day
X.
Levitate when held and ordered — 3 times/dayY.
Light — 7 times/week
Z.
Mind blank — 3 times/day
AA. Obscurement — 1 time/day
BB. Pass without trace — 1 time/day
CC. Possessor immune to disease
DD. Possessor immune to fear
EE. Possessor immune to gas of any typeFF.
Possessor need neither eat nor drink for up to 1 week
GG. Protection +2 when held or worn
HH. Remove fear by touchII.
Sanctuary when held or worn — 1 time/day
JJ.
Shield, when held or worn, upon command — 3 times/day
KK. Speak with animals — 3 times/day
LL.
Speak with dead — 1 time/day
MM. Speak with plants — 7 times/week
NN. Tongues when held or worn and commanded
OO. Ultravision when held or worn
PP.
Ventriloquism upon command — 3 times/day
QQ. Water breathing upon command
RR. Water walking ability

TABLE III: MINOR MALEVOLENT EFFECTS
A.
B.
C.
D.
E.
F.
G.
H.
I.
J.
K.
L.
M.
162

Acne on possessor’s face
Blindness for 1-4 rounds when ﬁrst used against an enemy
Body odor noticeable at 10’ distance
Deafness for 1-4 turns when ﬁrst used against an enemy
Gems or jewelry found never increase in value
Holy water within 10’ of item becomes polluted
Lose 1-4 points of charisma for 1-4 days when major power used
Possessor loses interest in sex
Possessor has satyriasis
Possessor’s hair turns white
Saving throws versus magic are at −1
Saving throws versus poison are at −2
Sense of smell lost for 2-8 hours when ﬁrst used against an enemy

TREASURE (ARTIFACTS & RELICS)
N.
O.
P.
Q.
R.
S.
T.
U.
V.
W.
X.

TREASURE (ARTIFACTS & RELICS)

Small ﬁres (torches, et al.) extinguished when major power used
Small items of wood rot from possessor’s touch (any item up to normal
door size, 1-7 days time)
Touch of possessor kills green plants
User causes hostility towards himself in all mammals within 6”
User must eat and drink 6 times the normal amount due to the item’s drainupon him or her
User’s sex changes
Wart appears on possessor’s nose
Weight gain of 10-40 pounds
Weight loss of 5-30 pounds
Yearning for item forces possessor to never be away from it for more than
1 day if at all possible
Yelling becomes necessary to invoke spells with verbal components

FF.

User withers and ages 3-30 years each time the primary power is used,
eventually turning the possessor into a deathless withered zombie
guardian of the item
GG. Utterance of a spell causes complete loss of voice for one day
HH. Yearning to be worshipped is uncontrollable; those failing to bow andscrape to the artifact’s possessor will be subject to instant attack.
Notes Regarding Major Malevolent Effects:
Malevolent powers operate whenever a major or primary power of the artifact
or relic is used, unless operation occurs after a pre-determined (but low)number of uneventful usages of a major or primary power, as stated above(item description or Table). Effects can be successive and cumulative.
Body rot affects extremities — toes, fingers, ears, nose, lips, eyelids, hands, feet,arms, legs, head in that order — 1 member per operation. Nothing can preventthe loss or restore the member.

Notes Regarding Minor Malevolent Effects:
These powers should be inflicted upon the possessor of the item after he or she
has had the artifact or relic for a period of time (1-4 weeks) or after usingmajor powers of the item.

Geas/quest fulfillment enables the possessor to act freely until primary poweruse once again operates this power.
Life force freeing and associated entrapment of the possessor’s soul will likewise
free the life force of a player character (and restore his or her body) if andwhen another character so uses the item.

TABLE IV: MAJOR MALEVOLENT EFFECTS
A.
B.
C.
D.
E.
F.

G.

Body rot is 10% cumulative likely whenever a primary power is used, andpart of the body is lost permanently
Capricious alignment change each time a primary power is usedGeas/quest placed upon possessor
Item contains the life force of another person, and after a set number ofuses, the possessor’s life force is drawn into it and the former soul released
Item has power to affect its possessor when a primary power is used if thecharacter has not followed the alignment or purposes of the artifact/relic
Item is a prison for a powerful being; and there is a 1%-4% cumulative
chance per usage that it will break free, kill the possessor’s soul, and, using
his or her body, proceed to slay all associates and henchmen of thischaracter
Item is itself a living, sentient being forced to serve; but each usage of a
primary power gives a 1%-3% cumulative possibility that the spell will be
broken and the being will:

Where creature types are called for, select powerful types which would be
logically connected to the item, usually foes of its creator or alignment or purpose.
Aging 3-30 years is done by race life expectancy:
1) 3 years for half-orcs
2) 4 years for humans3) 7 years for halflings4) 12 years for half-elves5) 20 years for gnomes6) 25 years for dwarves
7) 30 years for elves
The aging cannot be reversed.

1) change the possessor into a like artifact/relic2) geas/quest the possessor to perform a mission of its choosing3) kill the possessor4) mentally enslave the possessor for a period of 2-8 weeks

TABLE V: PRIME POWERS
A.

H.

Item is powerless against and hates 1-3 species of creatures, and when
within 10” of any such creatures it forces its possessor to attack
I.
Item releases a gas which renders all creatures, including wielder, within
20’ powerless to move for 5-20 rounds
J.
Lose 1 point of charisma permanently
K.
Lose 1 point of constitution permanently
L.
Lose 1 point of dexterity permanently
M. Lose 1 point from hit points permanently
N. Lose 1 point of intelligence permanently
O. Lose 1 point of strength permanently
P.
Lose 1 point of wisdom permanently
Q. Magic drained from the most powerful magic item (other than an artifact
or relic) within 20’ of user
R.
Reverse alignment permanently
S.
Sacrifice a certain animal to activate item for 1 dayT.
Sacrifice a human or player character to activate item for 1 day
U. Sacrifice 10,000-60,000 g.p. worth of gems and/or jewelry to activate
item for 1 day
V.
User becomes berserk and attacks creatures within 20’ randomly (checkeach round) for 5-20 rounds
W. User goes insane for 1-4 days
X.
User grows ¼’ taller each time primary power is usedY.
User instantly killed (but may be raised or resurrected)
Z.
User loses 1 level of experience
AA. User receives 2-20 hit points damage
BB. User receives 5-30 hit points damage
CC. User required to slay a certain type of creature to activate item, andslaying another set type will de-activate item
DD. User shrinks ¼’ each time primary power is used
EE. User transformed into a very powerful but minor being from anotherplane (demon, devil, godling) by creator of item and is carried off to serve
this new master (start a new character)

B.
C.
D.
E.
F.
G.
H.
I.
J.
K.
L.
M.
N.
O.
P.
Q.
R.
S.
T.
U.
V.
W.
X.
Y.
Z.
163

All of possessor’s ability totals permanently raised 2 points each upon
pronouncement of a command word (18 maximum)
All of possessor’s ability totals raised to 18 each upon pronouncement of
a command word
Bones/exoskeleton/cartilage of opponent turned to jelly — 1 time/day
Cacodemon-like power summons a demon lord, arch-devil, or
nycadaemon — 1 time/month
Creeping doom callable — 1 time/day
Death ray equal to a finger of death with no saving throw — 1 time/day
Death spell power of 110%-200% effectiveness with respect to number oflevels affected — 1 time/day
Gate spell power, 100% effective — 1 time/day
Imprisonment spell power — 1 time/week
Magical resistance of 50%-75% for possessor upon command word — 1
time/day
Major attribute permanently raised to 19 upon command word
Meteor swarm — 1 time/day
Monster summoning VIII — 2 times/day
Plane shift — 1 time/day
Polymorph any object — 1 time/day
Power word blind/kill/stun — 1 time/day
Premonition of death or serious harm to possessor
Prismatic spray — 1 time/day
Restoration — 1 time/day
Resurrection — 7 times/week
Shades — 2 times/day
Shape change — 2 times/day
Spell absorption, 19-24 levels — 1 time/week
Summon 1 of each type of elemental, 16 hit dice each, no need forcontrol — 1 time/week
Summon djinn or efreet lord (8 h.p./die, +2 “to hit” and +4 damage) for
1 day of service — 1 time/week
Super sleep spell affects double the number of creatures plus up to 2 5th
or 6th and 1 7th or 8th level creature

TREASURE (ARTIFACTS & RELICS)

TREASURE (ARMOR & SHIELD)

AA. Temporal stasis, no saving throw, upon touch — 1 time/month
BB. The item enables the possessor to legend lore, commune, or contact higher
plane (7th-10th) — 1 time/week
CC. Time stop of twice normal duration — 1 time/week
DD. Total fire/heat resistance for all creatures within 20’ of the item
EE. Total immunity from all forms of mental and psionic attacks
FF. Total immunity from all forms of cold
GG. Trap the soul with 90% effectiveness — 1 time/month
HH. User can cast combination spells (if a spell caster) as follows (d4):1) 1st and 2nd level spells simultaneously2) 2nd and 3rd level spells simultaneously3) 3rd and 4th level spells simultaneously4) 1st, 2nd, and 3rd level spells simultaneously
II.
JJ.
KK.
LL.

POSSIBLE DESTRUCTION MEANS FOR ARTIFACTS/RELICS
Artifacts and relics are virtually impervious to magical and physical harm andeach may only be “destroyed” by a single legendary means. Frequently, thesupposed “destruction” is actually a form of nullification or containment of theartifact/relic, but results in the neutralization of its powers for vast periods of time.
The following table suggests various means that might apply to the destruction ofan artifact/relic and is open to additions and alterations by the DM. No artifact/
relic should have the same nemesis as another; though the means may be thesame, the specifics should vary. It should be kept in mind that the means ofdestruction are as rare and nearly unattainable as are the artifacts/relics
themselves. Actively seeking the destruction of an artifact/relic is tedious,
demanding, and fraught with great perils to body and soul, and the chancesof surviving the destruction of the artifact/relic are minute without the grace ofthe gods.

Vanish — 2 times/day
Vision — 1 time/day
Wish — 1 time/day
Youth restored to creature touched — 1 time/month

The way to destroy a particular artifact/relic is to:
1.

TABLE VI: SIDE EFFECTS
2.
A.
B.
C.

D.
E.

F.

G.

H.

I.

J.

K.
L.

M.

N.
O.
P.
Q.
R.

Alignment of possessor permanently changed to that of item
Charisma of possessor reduced to 3 as long as item is owned
Fear reaction possible in any creature within 20’ of the item whenever a
major or primary power is used; all, including possessor, must saveversus magic or flee in panic
Fumble reaction possible (as C. above)
Greed and covetousness reaction in all intelligent creatures viewing theitem; save versus magic or attack possessor and steal the item —associates are only 25% likely to have to check; henchmen check loyalty
first, failure then requires saving throw as above
Lycanthropy inflicted upon the possessor, type according to alignment of
item, change to animal form involuntary and 50% likely (1 check only)
whenever confronted and attacked by an enemy
Treasure within 5’ radius of mineral nature (metal or gems) of nonmagical type is reduced by 20%-80% as the item consumes it to sustain
its power
User becomes ethereal whenever any major or primary power of theitem is activated, and there is a 5% cumulative chance that he or she will
thereafter become ethereal whenever a stress (combat, life-or-death,difficult problem involving user’s decision) situation exists; the ethereal
state lasts until stress is removed
User becomes fantastically strong (18/00 — 19 if 18/00 already) butvery clumsy; so dexterity is reduced by as many points as strength wasincreased, and so no “to hit” bonuses are allowed for strength, and a −2
for clumsiness is given instead; furthermore, the individual must be
checked as if he or she has a fumble spell cast upon him or her
whenever any item is handled or spell is to be cast by the user
User cannot touch or be touched by any (even magical) metal; metal
simply passes through his or her body as if it did not exist and has noeffectUser has a poison touch which requires that humans and man-sized
humanoids (but not undead) save versus poison whenever touched
User has limited omniscience and may request the DM to answer 1question per game day (answer is given with limitations set by DM’s
discretion, with overall campaign factors and knowledge of player vs.
player character overriding considerations)User has short-duration super charismatic effect upon creatures of thesame basic alignment — evil, good, neutral (chaotic, lawful, true) — sothat they will willingly join and serve the character for 1-4, 2-8, or 3-12
turns (depending upon how exact the alignment match is); thereafter theeffect of the dweomer wears off and the creature(s) will no longer serve
due to realization of the enchantment and fear of it (and hostility ispossible)
Whenever any power of the item is used, temperature within a 6” radius
is raised 20°-50° F. for 2-8 turns (moves with item)
Whenever the major or prime power of the item is used, temperature
within a 6” radius is lowered 20°-80° F. for 2-8 turns (moves with item)
Whenever the prime power is used the possessor must save versus magicor lose 1 level of experience
Whenever the prime power is used, those creatures friendly to the user
within 20’, excluding the user, will sustain 5-20 hit points of damage
Whenever this item is used as a weapon to strike an enemy, it does
double normal damage to the opponent but the wielder takes (normal)
damage just as if he or she had been struck by the item

3.
4.

5.

6.

7.
8.

Melt it down in the fiery furnace, pit, mountain, forge, crucible or kiln inwhich it was created.
Drop it into or bury it beneath (1) the Well of Time, (2) the Abyss, (3) the
Earth Wound, (4) Adonais’ Deep, (5) the Spring of Eternity, (6) Marion’s
Trench, (7) the Living Stone, (8) Mountain of Thunder, (9) 100 adult red
dragon skulls, (10) the Tree of the Universe.
Cause it to be devoured by (1) Cerebus, (2) a Lernaean Hydra, (3) a Titan,(4) an ancient Dragon Turtle.
Cause it to be broken against/by or crushed by (1) Talos, a triple iron
golem, (2) the Gates of Hell, (3) the Cornerstone of the World, (4) Artur’s
Dolmen, (5) the Juggernaut of the Endless Labyrinth, (6) the heel of a god,(7) the Clashing Rocks, (8) the foot of a humble ant.
Expose it to the penetrating light and flame of (1) the Ray of Eternal
Shrinking, (2) the Sun, (3) Truth: that which is pure will become Light, thatwhich is impure will surely wither.
Cause it to be steeped in either the encephalic fluids of the brain of
Bahamut (the platinum dragon), or in the black and foul blood from theheart of Tiamat, the chromatic dragon.
Cause it to be seared by the odious flames of Geryon’s destroyed soul ordisintegrated in the putrid ichor of Juiblex’s deliquescing flesh.
Sprinkle it with/baptize it in the (1) Well of Life, (2) River Styx, (3) River ofFlame, (4) River Lethe (the river of forgetfulness).

Legended items and regions should be placed by the DM in his or her own
milieu in isolated locales — preferably warded by mighty mythical and magicalguardians (e.g., the serpent which guarded the golden fleece).
ARMOR AND SHIELD (III.F.)As Dungeon Master you must be fully conversant with the armor gradation
system. Because prior game forms worked from a high base number (9) upwards,
I have opted to follow the same progression herein for the sake of continuity andfamiliarity. As a shield is the single common factor, it must be given a +1 factor,
i.e. be 1 class (5%) better than no armor, but listed before the diverse armor
types, in order to allow its inclusion as a constant (without over-valuing it). For
each +1 of armor, regardless of the type of armor, the wearer moves upwards(toward or beyond AC 2 to 1, 0, −1, −2, etc.). Thus, chain mail +1 is chain mail(AC 5) 1 category better (AC 4), while a shield +1 is equal to armor class 8 —or 2 places better than the armor worn by its inclusion, rather than but 1 (+1 forbearing shield, +1 for the magical bonus of the shield).
For game purposes all magical armor should be considered as being virtuallyweightless — equal to normal clothing, let us assume. This gives characters soclad a base movement speed equal to an unarmored man. Magic shields,
however, weigh the same as a normal shield of the same size.
Armor of +3 bonus is of special meteorite iron steel, +4 is mithral alloyed steel,+5 is adamantite alloyed steel.
Special items are described below:
Leather armor +1 is usable by those characters permitted to wear this formof armor.
Plate Mail of Etherealness is seemingly normal +5 armor, but if acommand word is spoken, the suit enables its wearer and all non-living
items he or she wears and carries to become ethereal, just as if oil ofetherealness (q.v.) had been used. While in the ethereal state the wearer
164

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cannot attack material creatures. A phase door spell will negate the ethereal
state and prevent the armor from again so functioning for 1 day. There are
20 charges placed upon plate mail of etherealness, and, once used, theycannot be replaced or recharged. Furthermore, every 5 uses reduces theclass of the armor by 1, so if 5 charges are used to become ethereal thearmor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20
are exhausted.

Sword +1, +3 vs. regenerating creatures, will give the +3 bonus to its
wielder even when the regenerating creature does so because of a magicaldevice — such as a ring of regeneration.
Sword +1, +4 vs. reptiles, gives the +4 against such creatures as
dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc.
Sword +1, Flame Tongue, +2 vs. regenerating creatures, +3 vs.
cold-using, inflammable, or avian creatures, +4 vs. undead,sheds light only when its possessor speaks a command word or phrase, and thisflame illuminates the area as brightly as a torch. Note that the flame from thissword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood,etc. Cold-using creatures are those whose attack mode involves cold (ice toads,
white dragons, winter wolves, yeti, etc.)

Plate Mail of Vulnerability appears to every test to be magical +1, +2, or+3 armor, but it is actually −2, −3, or −4 cursed plate mail, whose great
vulnerability will not be apparent until an enemy successfully strikes a blow inanger with desire and intent to kill its wearer. The armor will fall to pieces
whenever an opponent strikes the wearer with an unmodified “to hit” score of 20.
Shield, large, +1, +4 versus missiles is a typical large shield, but it isfour times more effective against hand hurled and mechanically propelled
missiles of all sorts. More importantly, the shield has a 20% chance of negating
magic missile attacks (from a frontal position, of course).

Sword +1, Luck Blade, gives its possessor +1 on all saving throws and will
have from 2-5 wishes (you must keep a secret note of the number and their use)
determined by d4 +1.

Shield −1, missile attracter not only makes the bearer equivalent to ashieldless person, it also attracts missiles of all sorts to itself, so double or treble
the bearer’s chances of being selected by random die rolling according to thesize of the party he or she is in. This cursed shield is not distinguishable from a
useful magical shield.

Sword +2, Giant Slayer, has a +3 bonus versus any giant, ettin, ogre
mage, or titan. Against any of the true giants (hill, stone, frost, fire, cloud, storm)
the sword does double damage, i.e. 2-24 + 3 or 5-27.
Sword +2, Dragon Slayer, has a +4 against any sort of true dragon andagainst 1 sort it will do triple damage, i.e. 3-36 + 4 or 7-40. Note that an
unusual sword with intelligence and alignment will not be made to slay dragonsof the same alignment. Determine dragon type by random roll, excluding the
singular ones (Bahamut and Tiamat):

Note: If you are unfamiliar with medieval armor types, you might find Charles
ffoulkes’ ARMOUR AND WEAPONS (Oxford 1909) a short and useful text. The
armor types I have selected are fitted into a game system. Here is what they
subsume: LEATHER ARMOR is cuir bouli, consisting of coat, leggings, boots, andgauntlets. STUDDED LEATHER adds protective plates set in the leather and an
extra layer of protection at shoulder area. RING MAIL is leather armor sewnwith closely set iron rings. SCALE MAIL is a suit of leather armor set with small
overlapping iron plates. CHAIN MAIL needs no explanation. BANDED MAIL is
horizontal strips of articulated armor plates worn over a suit of chain mail.
SPLINT MAIL is a coat of vertical plates of armor sandwiched within the layersof the garment and worn over chain. PLATE MAIL is a set of pieces of plate(shoulder, breast, back, elbow, groin/hips, legs) worn over chain mail. Platearmor is a late development and is not considered, i.e. the full suit of solid plateused c. 1500 is not an armor type used, but the reader should be aware that
this form of protection was lighter and more mobile than plate mail! It is also
two or three times more costly . . .

black (CE)blue (LE)brass (CG)bronze (LG)copper (CG)gold (LG)green (LE)red (CE)silver (LG)white (CE)

Sword +2, Nine Lives Stealer, will always perform as a +2 weapon, but
it also has the power to draw the life force from an opponent, and it can do soonly a total of 9 times before the ability is lost. A natural 20 must be scored on
the wielder’s “to hit” die roll for the sword to function. The opponent is entitledto a saving throw versus magic in such case, and if it is successful the sword
does not function, no charge is used, and normal damage is determined.

SWORDS (III.G.)

Sword +3, Frost Brand, +6 vs. fire-using/dwelling creatures,
bestows the +6 bonus in a self-explanatory manner. The weapon does not shed
any light, except when the air temperature is below 0° F, but it does give
special benefits against fire, for its wielder is protected as if he or she were
wearing a ring of fire resistance and whenever it is thrust into fires it has a 50%
chance of extinguishing them in a 10’ radius — including a wall of fire but
excluding a fireball, meteor swarm, or flame strike.

All magic swords receive their stated bonus both for purposes of hitting (as abonus to the “to hit” die) and for damage (as +1, +2, +3, etc. addition to hit
points of damage scored). The special features of listed swords are described
below. Thereafter, considerations of unusual aspects of swords are listed, i.e.
intelligence, abilities, powers, purpose, alignment, languages, and ego. Finally,
the effects of unusual swords are dealt with. Note that few swords will have any
unusual aspects.

Sword +4, Defender, gives its wielder the option of using all, some, or none of
the +4 bonus in defense against any opponent using a hand held weapon such asa dagger, mace, spear (not hurled), sword, etc. For example, the wielder can on the
1st round of battle opt to use the sword as +2 and save the other 2 bonus factors tobe added on to his or her armor class. This can be done each round.

All +5 Holy Avenger swords are lawful good. All Swords of Sharpness are ofchaotic alignment. All Vorpal Weapons are lawfully aligned.
Most swords (and all daggers) of magical nature shed light when drawn fromtheir scabbard (see ADVANCED DUNGEONS & DRAGONS, PLAYERS
HANDBOOK, THE ADVENTURE, Light). The sole exceptions are the Flame
Tongue, Frost Brand, Holy Avenger, Life Stealing, and Sharpness swords, andthese will be dealt with individually.

Sword, +5, Holy Avenger, is a holy sword. In the hands of any character
other than a paladin, it will perform only as a +2 sword. In the hands of apaladin, however, it creates a magic resistance of 50% in a 5’ radius, dispels
magic in a 5’ radius at the level of magic use equal to the experience level ofthe paladin, and inflicts +10 hit points of bonus damage upon chaotic evil
opponents. (Cf. also ADVANCED DUNGEONS & DRAGONS, PLAYERS
HANDBOOK, CHARACTER CLASSES, The Paladin.)

Whenever a sword has some unknown quality — such as the wishes in a Luck
Blade or a sword with unusual aspects, you should prepare a special 3 × 5
index card on it and keep the information handy whenever the possessor of theweapon is playing.

Sword of Dancing is progressively and doubly dangerous. On the 1st roundof melee it is +1, on the 2nd +2, on the 3rd +3, and on the 4th it is +4, but it thendrops to +1 on the 5th round and again goes upwards. After 4 rounds of melee
its wielder can opt to allow it to “dance”. “Dancing” consists of loosing the sword
on any round when its bonus is +1. The sword then fights at the same level ofexperience as its wielder, doing so for 4 rounds. Thereafter, it must again begrasped, as it returns to its wielder, i.e. it is loosed to “dance” for 4 rounds, goingfrom +1 to +4, and must be again held by its wielder at a +1 stage and physicallyused for 4 successive rounds of melee combat. When “dancing”, the sword will
leave its owner’s hand and may be up to 3” distant, and at the end of its 4thround of solo combat it will move to its possessor’s hand automatically. Note thatwhen “dancing” the sword cannot be physically hit, although certain magic attacks

Sword +1, +2 vs. magic-using and enchanted creatures, gives its+1 bonus always, +2 when employed against magic-users, monsters which cancast spells, conjured, created, gated, or summoned creatures. Note that the +2
would not operate against a creature magically empowered by some item tocast spells — such as a ring of spell storing.
Sword +1, +3 vs. lycanthropes and shape changers, gives its +3
against were creatures, those able to assume the form of another creature (suchas a vampire or a druid), or any creature under the influence of a polymorph or
shape change spell.
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such as a fireball, lightning bolt, or transmute metal to wood could affect it. Finally,
remember that the dancing sword fights alone at the same level (and class) of its
possessor — if a 4th level fighter, the sword fights alone exactly the same; if a 7th
level thief is the wielder, the sword will so fight when “dancing”. Thus relieved of
his or her weapon for 4 melee rounds, the possessor may act in virtually any
manner desired, as dictated by circumstances, and so long as he or she remains
within 3” or less of the sword (otherwise it falls “lifeless” to the ground and is a +1
weapon when again grasped). The possessor can rest, discharge missiles, draw
another weapon and engage in hand-to-hand combat, etc.

Sword +1, cursed, performs in all respects as a +1 weapon, but when its
wielder is faced by an enemy the sword will weld itself to the character’s handand force him or her to fight until the enemy or the wielder is slain. Thereafter,
the possessor can loose, but never rid himself or herself of the cursed sword. No
matter what is done, it will appear in his or her hand whenever an opponent isfaced. To be free of the weapon, the character must have a cleric exorcise it.
Sword –2, cursed, is a sword which gives off a magical aura and performs
well against targets in practice, but when it is used against an opponent incombat it lowers hit probability by −2 for its user, although only by carefulobservation can this lowering of probability be detected; all damage scored is
likewise reduced by 2 hit points, but never below a 1 in any event. The sword
will always force the character to employ it against enemies, teleporting to thecharacter’s hand. It can be gotten rid of only by means of limited wish, wish, oralter reality.

Sword of Wounding is a sword of only +1 bonus, but any hit it makes
cannot be healed by regeneration, and the opponent so wounded loses 1
additional hit point per round for each wound inflicted by the sword on theround after such a wound is received. Thus, an opponent hit for 4 points ofdamage on the 1st melee round will automatically lose 1 additional hit point on
the 2nd and each successive round of combat. Loss of 1 point stops only when
the creature so wounded bandages its wound or after 10 melee rounds (1 turn).
Damage from a sword of wounding can be healed only by normal means (restand time) — never by potion, spell, or other magical means short of a wish.
Note that successive wounds will damage in the same manner as the first.

Sword, Cursed Berserking performs by every test, save that of the heat ofbattle, as a +2 magic sword of some sort. However, in actual battle its wielder
will go berserk, attacking the nearest creature and continuing to fight until deador until no living thing remains within 6” of him or her. The sword has a +2
bonus and otherwise acts as a +1 cursed sword. The possessor of a Cursed
Berserking Sword can be rid of it only if it is exorcised or wished away.

Sword of Life Stealing is a +2 weapon which will eliminate 1 level ofexperience (or hit die) and its accompanying hit die and abilities when it strikes
any opponent with a score of a natural 20 on the “to hit” die roll. This function
is exactly the same as the life energy level draining ability of certain undead
creatures. The sword wielder will gain as many hit points as an opponent loses
to this function of the weapon, subject to the limit of his or her maximum
number of hit points predetermined by rolling hit dice, i.e. only a character who
has somehow suffered loss of hit points can benefit from the function.

Unusual Swords:
The tables hereafter are used to determine if a sword is unusual; and if it is so,what intelligence, alignment, etc. it has.
Table 1.: Sword Intelligence and Capabilities

Sword of Sharpness is a weapon which is treated as +3 or better for
purposes of who or what can be hit by it, even though it gets only +1 bonus “tohit” and on damage inflicted. Its power is great, however, for on a very high“to hit” die roll as shown below it will sever an extremity — arm, leg, neck, tail,tentacle, whatever — determined by random dice roll:
Opponent isnormal/armoredlarger than man-sized
solid metal or stone

Dice
Roll
01-75
76-83
84-89
90-94
95-97
98-99
00

Modiﬁed score to sever*
19-21
20-21
21

A sword of sharpness will respond to its wielder’s desire with respect to the lightit sheds — none, a 5’ circle of dim illumination, a 15’ light, or a 30’ radiusglow equal to a light spell.

Intelligence
none
12
13
14
15
16
17

Capabilitiesnone
1 primary ability
2 primary abilities
2 primary abilities
3 primary abilities
3 primary abilities†
3 primary abilities†† plus 1
extraordinary power

Communicationnone
semi-empathy*
empathyspeech**speech**speech**speech andtelepathy**** The possessor will receive some signal (a throb, tingle, etc.) and feel urges
when its ability functions.
** The sword will speak its alignment language plus 1 or more other tongues
as indicated on a table hereafter.

* Considers only the sword’s bonus of +1.
Sword, Vorpal Weapon, is similar but superior to a sword of sharpness. A
vorpal weapon is +3 “to hit” and for damage bonus. When a score on the “tohit” die as shown below is made, it will sever the neck/head of its opponent:*** The sword can use either communication mode at will, with language use
as any speaking sword.
† The sword can also read languages/maps of any non-magical sort.

Opponent isnormal/armoredlarger than man-sized
solid metal or stone

Modiﬁed score to sever*
20-23
21-23
22-23

†† The sword can read languages as well as magical writings.
Table 2.: Sword Alignment* Considers only the sword’s bonus of +3.

Any sword with intelligence will have an alignment. Note that certain swords —Holy Avenger, Sharpness, Vorpal (qq.v.) — have alignment restrictions. All
cursed swords are absolutely neutral.

The DM will note that there are many creatures that cannot suffer decapitation
due to lack or mutability of form. There are also certain creatures that may
have heads but will not necessarily be killed by decapitation (among these aredopplegangers, elementals, and golems).

Dice
Roll
01-05
06-15
16-20
21-25
26-30
31-55
56-60
61-80
81-00

Alignment of Sword
chaotic good
chaotic neutral*
chaotic evil
neutral evil*
lawful evil
lawful good
lawful neutral*neutral (absolute)neutral good** The sword can also be used by any character whose alignment corresponds
to the non-neutral alignment portion of the weapon’s alignment, i.e. chaotic or
evil or good or lawful. Thus any chaotic character can use a sword withchaotic neutral alignment.
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Note: Any character whose alignment does not correspond to that of the sword,
except as noted by the asterisk above, will sustain hit points of damage equal to
the number of ego points (see hereafter) of the sword each and every time thecharacter touches any portion of the sword unless the sword is in the grasp or
possession of a character whose alignment is compatible with the weapon.

56-65
66-75
76-00

* The purpose of the true neutral version of this sword is to preserve the balance(Cf. ALIGNMENT) by defeating/slaying powerful beings of the extremealignments (LG, LE, CG, CE).

Table 3.: Sword Primary Abilities
Dice
Roll
01-11
12-22
23-33
34-44
45-55
56-66
67-77
78-82
83-87
88-92
93-98
99-00

overthrow law and/or chaos
slay good and/or evil
slay non-human monsters

Purpose must suit the type and alignment of the sword in question. Killing isalways restricted to evil when the sword is of good alignment. Swords
dedicated to slaying monsters will always be either good and slay neutral orevil monsters or evil which will slay neutral or good monsters.

Abilitydetect “elevator”/shifting rooms/walls in a 1” radius
detect sloping passages in a 1” radius
detect traps of large size in a 1” radius
detect evil/good in a 1” radius
detect precious metals, kind, and amount in a 2” radius
detect gems, kind, and number in a ½” radius
detect magic in a 1” radius
detect secret doors in a ½” radius
detect invisible objects in a 1” radiuslocate object in a 12” radiusroll twice on this table ignoring scores of 93 to 00
roll on the Extraordinary Power Table instead

B.: Special Purpose Power
Dice
Roll
01-10
11-20
21-25
26-55
56-65
66-80
81-00

If the same ability is rolled twice or more, range of the power is double or
triple, etc.

Powerblindness* for 2-12 rounds
confusion* for 2-12 rounds
disintegrate*
fear* for 1-4 rounds
insanity* for 1-4 rounds
paralysis* for 1-4 rounds+2 on all saving throws, –1 on each die of damage sustained* Upon scoring a hit with the weapon unless the opponent makes a saving
throw versus magic.

All abilities function only when the sword is held, drawn, and the possessor isconcentrating on the desired result. A sword can do only one function at a time,
and thus can fight or detect but one thing at a time.

The power will operate only in pursuit of the special purpose.

Table 4.: Sword Extraordinary Powers

Table 6.: Non-Alignment Languages Spoken by Sword

Dice
Roll
01-07
08-15
16-22
23-28
29-34
35-41
42-47
48-54
55-61

Dice
Roll
01-40
41-70
71-85
86-95
96-99
00

62-67
68-75
76-81
82-88
89-94
95-97
98-99
00

Power*
charm person on contact — 3 times/day
clairaudience, 3” range — 3 times/day, 1 round per use
clairvoyance, 3” range — 3 times/day, 1 round per use
determine directions and depth — 2 times/day
ESP, 3” range — 3 times/day, 1 round per use
ﬂying, 12”/turn — 1 hour/day
heal — 1 time/day
illusion, 12” range — 2 times/day, as the wandlevitation, 1 turn duration — 3 times/day, at 6th level of magic use
abilitystrength — 1 time/day (upon wielder only)
telekinesis, 2,500 g.p. wt. maximum — 2 times/day, 1 roundeach use
telepathy, 6” range — 2 times/day
teleportation — 1 time/day, 6,000 g.p. wt. maximum, 2 segments
to activate
X-ray vision, 4” range — 2 times/day, 1 turn per use
roll twice on this table ignoring scores of 95-97
character may choose 1 power from this tablecharacter may choose 1 power from this table, and then roll for aSpecial Purpose

See the section on LANGUAGE DETERMINATION under PERSONAE OF
NON-PLAYER CHARACTERS for a listing of many of the possible tongues
which can be spoken by a sword. You should select languages which will suit
the type of sword and its abilities.
Table 7.: Sword Ego
Only after all aspects of a sword have been determined and recorded can theego rating of a sword be found. Ego, along with intelligence, will be a factor
with regard to the dominance of sword over character, as detailed hereafter:
Attribute of Swordeach + of sword*each primary ability**
each extraordinary power**
special purpose
each language spoken***telepathic ability
reading languages ability
reading magic ability* Saving throws apply as usual
If the same power is rolled twice, the uses/day are doubled, etc.
Powers function only when the sword is held and drawn and the possessor isconcentrating upon the desired effect. Most powers will require that thecharacter stop and concentrate for a full round.

Ego Points
1
1
2
5
½
2
1
2

* Thus, a +1 sword is 1 ego paint, but if it has another (higher) plus, these arealso counted, i.e. a +1 Flame Tongue has a maximum plus of 4, so it is +1/+4
for 5 ego points. In addition, swords which have no extra pluses but extra
powers (Holy Avenger, Sharpness, etc.) add double their + rating for ego.

Table 5.: Special Purpose Swords
A.: Purposes
Dice
Roll
01-10
11-20
21-30
31-40
41-50
51-55

Number of Languages
1
2
3
4
5
6, or the result of 2 additional rolls ignoring a score of 00,
whichever is the greater** If double ability, double ego points.
Purposedefeat/slay diametrically opposed alignment*
kill clerics
kill ﬁghters
kill magic-users
kill thieves
kill bards/monks*** Round upwards.
Swords Versus Characters
When a sword possesses unusual characteristics, it has a personality which is
rated by combining its intelligence and ego scores. The sword will, of course, be
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absolutely true to its alignment, and if the character who possesses the sword isnot, personality conflict will result, i.e. sword versus character. Similarly, anysword with an ego of 19 or higher will always consider itself superior to any
character, and a personality conflict will result if the possessor does not always
agree with the sword’s dictums.

Magic arrows which miss their target are 50% likely to be broken orotherwise rendered useless. All which hit are destroyed.
Arrow of Slaying is a +3 arrow with some unusual characteristics — ashaft of some special material, feathers of some rare creature, a head of
strange design, a rune carved on the nock, etc. — which will distinguish it asfell against some creature type. If the arrow is employed against the kind ofcreature it has been enchanted to slay, the missile will kill it instantly if it hits
the target creature. The following list comprises only a portion of the possible
kinds of these arrows:

The personality strength of a character is: INTELLIGENCE + CHARISMA + LEVEL
OF EXPERIENCE. Note level is reduced by 1 for every group of hit points ofdamage taken equal to the character’s average number of points per hit die fortotal levels of experience (rangers, for example, getting 2 dice at 1st level).
Example: A fighter of 7th level has 53 hit points: 53 ÷ 7 = 7.6 — for every 8
points of damage he or she takes, his or her personality strength will belowered by 1.

1) arachnids2) avians
3) bards
4) clerics
5) demons6) devils7) dragons8) druids

Whenever personality conflict occurs, the sword will resist the character’s desires
and demand concessions such as:
1. removal of associates, henchmen, hirelings, or creatures of alignment or
personality distasteful to the sword
2. the character divesting himself or herself of all other magic weapons
3. obedience from the character so that the sword can lead the expedition for
its purposes
4. immediate seeking out and slaying of creatures hateful to the sword
5. encrustation of gems on pommel, hilt, scabbard, baldric, or belt and a
special container for its safekeeping likewise of precious substances
6. magical protections and devices to protect it from molestation when not in use
7. that the character pay it handsomely for all abilities and powers the sword
is called upon to exercise in behalf of its possessor
8. that the character always take it along on all occasions
9. that the character relinquish the sword in favor of a more suitable person
due to alignment differences and/or conduct

9) elementals
10) ﬁghters11) giants
12) golems
13) illusionists
14) ki-rin
15) magic-users
16) mammals17) monks18) paladins19) rangers20) reptiles21) sea monsters
22) thieves23) titans24) undead

Develop your own types and modify and/or limit the foregoing as fits yourcampaign.
Axes (hand, not battle) can be thrown up to 3” with the hit probability bonus,
but no damage bonus.
Axe +2, throwing, is a hand axe which can be thrown up to 6” at the same hit
probability as if it were swung by the character, and the standard damage bonus.
Bow +1 gives +1 “to hit” and +1 damage potential to arrows fired from it. If
magic arrows are used, the bonus is the total of the bow’s and the arrows’. The
type of bow found should be based on the circumstances of your campaign, i.e.
composite, short, long, etc. according to the nature of the area.

At any time that the personality score of a sword exceeds the personality scoreof the character who possesses it, the sword will dominate its possessor, and it
can force any or all of the above demands or actually cause any of thefollowing actions:

Crossbow of accuracy, +3, gives a +3 bonus to its missiles and all ranges
are considered short. 10% of these weapons will be heavy crossbows.

1. force its possessor into combat
2. refuse to strike opponents
3. strike at its wielder or his or her associates
4. force its possessor to surrender to an opponent
5. cause itself to drop from the character’s grasp

Crossbow of Distance has double range in all categories. 10% of theseweapons will be heavy crossbows. It is otherwise +1 “to hit” and for damage.
Crossbow of speed allows its possessor to double the rate of fire normal
for the weapon. If it is grasped, the crossbow of speed will automatically cockitself. In surprise situations it is of no help, but in complete surprise situations
the held crossbow will enable its user to fire in the 2nd segment portion.
Otherwise, it allows first fire in any melee round, and end of round fire also,
when applicable. 10% of these weapons are heavy cross-bows. The weapon
has a +1 bonus.

Naturally, such actions are unlikely where the character-sword alignment andpurposes are harmonious. However, the sword might well wish to have a lesser
character possess it so as to easily command him or her, or a higher level
possessor so as to better accomplish its goals.
All magic swords with personalities will desire to play an important role in the
success of activities, particularly combat. Likewise, they are rivals, even if of theexact same alignment, and they will be aware of the presence of any similar
weapon within 60’, and try the best to lead a possessor into missing or
destroying the rival unless this is totally inimical to its nature, i.e. a Holy
Avenger would certainly not allow destruction of any other lawful good sword
and might encourage discovery of same — even at the risk of having to facegrim odds to do so . . .

Dagger of Venom appears to be a standard +1 type of dagger, but its hilt
holds a hidden store of poison. Any hit on a score of 20 injects fatal poison
into the opponent unless a saving throw versus poison is successful. The daggerof venom holds 6 doses of poison, and more can be poured within when lessthan that amount is within the hilt. (Use of this weapon by good — particularly
lawful good — characters must be carefully monitored.)Hammer +3, dwarven thrower appears to be a standard +2 hammer;
but, if in the hands of a dwarven fighter, and a special command word isspoken, its full potential is realized. The +3 bonus is gained and the following
characteristics: The hammer has a 6” range and it will return to its wielder’shand in much the same manner as a boomerang would. It has +3 bonus “tohit” and on damage. When so hurled, the hammer does double damage
against all opponents save giants (including ogres, ogre magi, trolls and ettins),
against which it causes triple damage (plus bonus of 3).

Swords of this nature will never be totally controlled or silenced by thecharacters who possess them, even though they may be heavily outweighed bypersonality force. They may be powerless to force their demands, but they will
be in there plugging. Even a humble +1 sword of unusual nature can be a vocal
martyr, denigrating its own abilities and asking that the character only give it
the chance to shatter itself against some hated enemy, etc.
N.B. Most players will be unwilling to play swords with personalities as the
personalities dictate. It is incumbent upon the DM to ensure that the role of thesword is played to the hilt, with the DM assuming the persona of the sword ifnecessary.

Hammer of Thunderbolts appears to be a regular hammer of largish sizeand extra weight. It will be too imbalanced, somehow, to wield properly incombat, unless the character has 18/01 or better strength and a height of over
6’. The hammer then functions as +3 and gains double damage dice on any hit.
If the wielder wears any girdle of giant strength and gauntlets of ogre power in
addition, he or she may properly wield the weapon if the hammer’s true nameis known. When swung or hurled it gains a +5, double damage dice, all girdle
and gauntlets bonuses, and strikes dead any giant* upon which it scores a hit.
When hurled and successfully hitting, a great noise as if a clap of thunderbroke overhead will resound, stunning all creatures within 3” for 1 round.
Throwing range is 1” + ½”/point of strength bonus for the gauntlets and girdle,
i.e. 6 + 7 to 12 = 13 to 18 × ½” = 6½”, 7”, 7½”, 8”, 8½”, 9”. (Thor would

MISCELLANEOUS WEAPONS (III.H.)
The various items listed generally have their bonus applied to both “to hit” anddamage dice, whether it is +1, +2, +3, or +4. Any miscellaneous weapon
which is not totally self-explanatory is detailed in one of the specialparagraphs below:
168

TREASURE (MISCELLANEOUS WEAPONS)APPENDIX A: RANDOM DUNGEON GENERATION

throw the hammer about double the above ranges . . .). The hammer ofthunderbolts is very difficult to hurl, so only 1 throw every other round can bemade, and after 5 throws within the space of any 2 turn period, the wielder
must rest for 1 turn.

APPENDICESAPPENDIX A: RANDOM DUNGEON GENERATION* Depending on your campaign, you might wish to limit the effect to exclude
storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, andstone golems.

When you need help in designing a dungeon — whether it is a level in yourmain dungeon or a labyrinth discovered elsewhere — the following random
generation system has proven itself to be useful. It must be noted that the system
requires time, but it can be used directly in conjunction with actual play.

Hammers can be hurled just as hand axes are.
Mace of Disruption appears to be a +1 mace, but it has a neutral goodalignment, and any evil character touching it will take 5-20 points of damage
due to the powerful enchantments laid upon the weapon. If a mace ofdisruption strikes any undead creature or evil creature from one of the lower
planes it functions similarly to a cleric turning undead (see ATTACK
MATRICES). The mace causes such creatures to roll on matrix III., MATRIXFOR CLERICS AFFECTING UNDEAD, as if the wielder were 12th level, andif the creature struck scores equal to or below the number shown, it is disrupted
and slain. Thus, skeletons, zombies, ghouls, shadows, and wights are instantly
blasted out of existence, as are ghasts and even wraiths; and mummies have
only a 20% chance, spectres 35%, vampires 50%, ghosts 65%, liches 80%, andother affected evil creatures 95% chance of saving. Even if these saving throws
are effective, the mace of disruption scores double damage upon opponents ofthis sort, i.e., 2 × bonus and 2 × dice.

The upper level above the dungeon in which adventures are to take placeshould be completely planned out, and it is a good idea to use the outdoor
encounter matrix to see what lives where (a staircase discovered later just mightlead right into the midst of whatever it is). The stairway down to the first level ofthe dungeon should be situated in the approximate middle of the upper ruins(or whatever you have as upper works).
The first level of the dungeon is always begun with a room; that is, the stairway
down leads to a room, so you might go immediately to TABLE V. and follow theprocedure indicated or use one of the following “starter” areas. Always begin alevel in the middle of the sheet of graph paper.
Keep a side record of all monsters, treasures, tricks/traps, and whatever — anormal dungeon matrix.

Scimitar +2 is optionally treated the same as a magic sword — especially ifyour campaign is Asian in flavor or the activity area borders near such anation. The possibilities are then rolled as follows:
01-45
46-65
66-80
81-90
91-95
96-98
99-00

Discretion must prevail at all times. For example: if you have decided that alevel is to be but one sheet of paper in size, and the die result calls forsomething which goes beyond an edge, amend the result by rolling until you
obtain something which will fit with your predetermined limits. Common sense
will serve. If a room won’t fit, a smaller one must serve, and any room orchamber which is called for can be otherwise drawn to suit what you believe to
be its best positioning.

scimitar +1
scimitar +2
scimitar +3
scimitar +4
scimitar +5
scimitar of wounding
scimitar of sharpness

START AREAS FOR RANDOM DUNGEON

Then roll for unusual characteristics as usual.
Sling of seeking +2 gives its user a +2 bonus for both “to hit” and damage
dice, but missiles from such a weapon are only regarded as +1 with respect todetermination of whether or not certain creatures are affected by the weapon,
i.e. a special defense of “+2 or better weapon to hit” means the creature isimpervious to normal missiles from this sling.
Spears can be used as hand or missile weapons. In the latter employment theymight be broken by any creature with 18/00 or greater strength or against or
by one that is massive, i.e. cave bear, hippo, rhino, etc. Intelligent creatures will
be 70% likely to use the hurled spear against the hurler if struck by the weapon,
25% likely to break it (the spear must save versus crushing blow). Unintelligent
creatures will be 25% likely to break it (save as above).
Spear, Cursed Backbiter, is to all tests a magic spear with a +1 bonus (orat your option +2 or +3). Even when it is used in combat against a deadly
enemy it will possibly perform properly, but each time it is used in melee inanger against a foe, there is a 5% (1 in 20) cumulative chance that it willfunction against its wielder, and once so functioning it cannot be loosed
without a remove curse spell. When functioning, the spear will curl to strike its
wielder in the back, having a hit probability which negates any shield and/or
dexterity bonuses to armor class, and doing normal damage. Backbiting
includes hurling, but if the wielder has hurled the spear, he or she is, ofcourse, loosed from grasping it; the damage done to the hurler will be
double, however.
Trident (military fork) +3 is a short-hafted weapon about 6’ length overall.
Upon command, the middle tine of the trident will retract into the pole while theshaft of the weapon lengthens to 9’, thus creating a military fork with a shortcenter spike. The changing of the form of the weapon from trident to fork or
vice versa requires 1 round.

169

APPENDIX A: RANDOM DUNGEON GENERATIONAPPENDIX A: RANDOM DUNGEON GENERATIONTABLE I.: PERIODIC CHECK (d20)
Die
Result1-2
Continue straight — check again in 60’ (this table)
3-5
Door (see TABLE II.)
6-10
Side Passage (see TABLE III.) — check again in 30’ (this table)
11-13
Passage Turns (see TABLE IV., check width on TABLE III.) — checkagain in 30’ (this table)
14-16
Chamber (see TABLE V.) — check 30’ after leaving (this table)
17
Stairs (see TABLE VI.)
18
Dead End (walls left, right, and ahead can be checked for Secret
Doors, see TABLE V.D., footnote)
19
Trick/Trap (see TABLE VII.), passage continues — check again in 30’(this table)
20
Wandering Monster, check again immediately to see what lies ahead
so direction of monster’s approach can be determined.

TABLE III. B.: SPECIAL PASSAGE (d20)
Die
Result1-440’, columns down center
5-740’, double row of columns
8-1050’, double row of columns
11-1250’, columns 10’ right and left support 10’ wide upper galleries 20’ above*
13-15
10’ stream**
16-17
20’ river***
18
40’ river***
19
60’ river***
2020’, chasm***** Stairs up to gallery will be at end of passage (1-15) or at beginning (16-20).
In the former case if a stairway is indicated in or adjacent to the passage it
will replace the end stairs 50% (1-10) of the time and supplement 50% (1120) of the time.
** Streams bisect the passage. They will be bridged 75% (1-15) of the time andbe an obstacle 25% (16-20) of the time.
*** Rivers bisect the passage. They will be bridged 50% (1-10) of the time, havea boat 25% (11-15) of the time (50% chance for either bank), and be an
obstacle 25% of the time.
**** Chasms bisect the passage. They are 150’ to 200’ deep. They will be
bridged 50% (1-10) of the time, have a jumping place 5’-10’ wide 25% (1115) of the time, and be an obstacle 25% (16-20) of the time.

TABLE II.: DOORS* (d20)
Location of Door:Space Beyond Door Is:
Die
ResultDie
Result1-6
Left
1-4
Parallel passage**, or 10’ × 10’ room if door
is straight ahead
7-12
Right
5-8
Passage straight ahead
13-20
Ahead
9
Passage 45 degrees ahead/behind***10
Passage 45 degrees behind/ahead***11-18
Room (go to TABLE V.)
19-20
Chamber (go to TABLE V.)
Always check width of passage (TABLE III. A.)

TABLE IV.: TURNS (d20)
Die
Result (check on width of passage on TABLE III. A.)
1-8
left 90 degrees
9left 45 degrees ahead
10
left 45 degrees behind (left 135 degrees)
11-18
right 90 degrees
19
right 45 degrees ahead
20
right 45 degrees behind (right 135 degrees)* Check again immediately on TABLE I. unless door is straight ahead; ifanother door is not indicated, then ignore the result and check again 30’
past the door. If a room or chamber is beyond a door, go to TABLE V.
** Extends 30’ in both directions.
*** The direction will be appropriate to existing circumstances, but use thedirection before the slash in preference to the other.

TABLE V.: CHAMBERS AND ROOMS SHAPE AND SIZE (d20)(Roll for Shape, Size, and Exits; then Contents, Treasure, andhow the latter is contained, if applicable.)

TABLE III.: SIDE PASSAGES (d20)
Die
Result1-2
left 90 degrees
3-4right 90 degrees
5left 45 degrees ahead
6
right 45 degrees ahead
7
left 45 degrees behind (left 135 degrees)
8
right 45 degrees behind (right 135 degrees)
9
left curve 45 degrees ahead
10
right curve 45 degrees ahead
11-13
passage “T”s
14-15
passage “Y”s
16-19
four-way intersection
20
passage “X”s (if present passage is horizontal or vertical it forms aﬁfth passage into the “X”)

Die
1-2
3-4
5-6
7-8
9-10
11-13
14-15
16-17
18-20

Chamber Shape and Area
Room Shape and Area
Square, 20’ × 20’ . . . . . . . . . . . . . . Square, 10’ × 10’
Square, 20’ × 20’ . . . . . . . . . . . . . . Square, 20’ × 20’
Square, 30’ × 30’ . . . . . . . . . . . . . . Square, 30’ × 30’
Square, 40’ × 40’ . . . . . . . . . . . . . . Square, 40’ × 40’
Rectangular, 20’ × 30’ . . . . . . . . . . . Rectangular, 10’ × 20’
Rectangular, 20’ × 30’ . . . . . . . . . . . Rectangular, 20’ × 30’
Rectangular, 30’ × 50’ . . . . . . . . . . . Rectangular, 20’ × 40’
Rectangular, 40’ × 60’ . . . . . . . . . . . Rectangular, 30’ × 40’
Unusual shape and size — see sub-tables below

TABLE V. A.: UNUSUAL SHAPE (Roll Separately for Size) (d20)
Die
Shape
1-5
Circular*
6-8
Triangular9-11
Trapezoidal
12-13
Odd-shaped**
14-15
Oval
16-17
Hexagonal
18-19
Octagonal
20
Cave

TABLE III. A.: PASSAGE WIDTH (d20)
Die
Result
1-12
10’
13-16
20’
17
30’
18
5’
19-20
SPECIAL PASSAGE (TABLE III. B. below)* 1-5 has pool (see TABLE VIII. A. and C. if appropriate), 6-7 has well, 8-10
has shaft, and 11-20 is normal.
** Draw what shape you desire or what will fit the map — it is a special shape
if desired.

170

APPENDIX A: RANDOM DUNGEON GENERATIONAPPENDIX A: RANDOM DUNGEON GENERATIONTABLE V. B.: UNUSUAL SIZE (d20)
Die
Size
1-3
about 500 sq. ft.
4-6
about 900 sq. ft.
7-8
about 1,300 sq. ft.
9-10
about 2,000 sq. ft.
11-12
about 2,700 sq. ft.
13-14
about 3,400 sq. ft.
15-20
roll again and add result to 9-10 above (if another 15-20 repeat
the process, doubling 9-10 above, and so on)

TABLE V. G.: TREASURE* (d%)
Die
Without Monster
01-25
1,000 copper pieces/level
26-50
1,000 silver pieces/level
51-65
750 electrum pieces/level
66-80 250 gold pieces/level
81-90
100 platinum pieces/level
91-94
1-4 gems/level
95-97
1 piece jewelry/level98-00 Magic (roll once on Magic
Items Table)

TABLE V. C.: NUMBER OF EXITS (d20)Die
Room Area
Number of Exits
1-3
up to 600’
1
1-3over 600’
2
4-6
up to 600’
2
4-6
over 600’
3
7-9
up to 600’
37-9over 600’
4
10-12
up to 1200’
0*10-12over 1200’
1
13-15
up to 1600’
0*13-15
over 1600’
1
16-18
any size
1-4 (d4)
19-20
any size
1 — door in chamber, passage in room

* See also TABLES V. H. and I. or J.

With Monster
Take two rolls on “Without Monster”
table, add 10% to the total of each roll.

TABLE V. H.: TREASURE IS CONTAINED IN* (d20)
Die
Result
1-2
Bags
3-4
Sacks
5-6
Small Coffers
7-8
Chests9-10
Huge Chests
11-12
Pottery Jars
13-14
Metal Urns
15-16
Stone Containers
17-18
Iron Trunks
19-20
Loose

* Check once per 10’ for secret doors (see TABLE V. D., footnote).

* Go to TABLE V. I. on a roll of 1-8, TABLE V. J. on a 9-20 to determine
protection if desired.

TABLE V. D.: EXIT LOCATION (d20)
LocationDie*
1-7
opposite wall
8-12
left wall
13-17
right wall
18-20
same wall* The exit will be appropriate to existing circumstances, but use the direction
before the slash in preference to the other.

TABLE V. I.: TREASURE IS GUARDED BY (d20)
Die
Result1-2
Contact poison on container
3-4
Contact poison on treasure
5-6
Poisoned needles in lock7
Poisoned needles in handles
8
Spring darts ﬁring from front of container
9
Spring darts ﬁring up from top of container
10
Spring darts ﬁring up from inside bottom of container
11-12
Blade scything across inside
13
Poisonous insects or reptiles living inside container
14
Gas released by opening container
15
Trapdoor opening in front of container
16
Trapdoor opening 6’ in front of container
17
Stone block dropping in front of the container
18
Spears released from walls when container opened
19
Explosive runes
20
SymbolTABLE V. F.: CHAMBER OR ROOM CONTENTS (d20)Die
Contents
1-12
Empty
13-14
Monster only (determine on appropriate table from APPENDIX C:RANDOM MONSTER ENCOUNTERS, Dungeon Encounter
Matrix).
15-17
Monster and treasure (see TABLE V.G. below)
18
Special*, or contains stairway up 1 level (1-5), up 2 levels (7-8), down
1 level (9-14), down 2 levels (15-19), or down 3 levels — 2 ﬂights ofstairs and a slanting passageway (20).
19
Trick/Trap (see TABLE VII.)
20
Treasure (see TABLE V.G.)

TABLE V. J.: TREASURE IS HIDDEN BY/IN (d20)
Die
Result1-3
Invisibility
4-5
Illusion (to change or hide appearance)
6
Secret space under container
7-8
Secret compartment in container
9
Inside ordinary item in plain view
10
Disguised to appear as something else
11
Under a heap of trash/dung
12-13
Under a loose stone in the ﬂoor
14-15
Behind a loose stone in the wall
16-20
In a secret room nearby* If a passage or door is indicated in a wall where the space immediately
beyond the wall has already been mapped, then the exit is either a secretdoor (1-5) or a one-way door (6-10) or it is in the opposite direction (11-20).
TABLE V. E.: EXIT DIRECTION (d20)
Die
1-16
17-18
19-20

Direction (if a Door use TABLE II instead) — check forwidth on TABLE III.A.
straight ahead
45 degrees left/right*
45 degrees right/left** Determine by balance of level or put in what you desire; otherwise put instairs as indicated.

171

APPENDIX A: RANDOM DUNGEON GENERATIONAPPENDIX A: RANDOM DUNGEON GENERATIONTABLE VI.: STAIRS (d20)
Die
Result (roll on TABLE I. upon ascending/descending).
1-5
Down 1 level*
6
Down 2 levels**
7
Down 3 levels***8
Up 1 level
9
Up dead end (1 in 6 chance to chute down 2 levels)
10
Down dead end (1 in 6 chance to chute down 1 level)11
Chimney up 1 level, passage continues, check again in 30’
12
Chimney up 2 levels, passage continues, check again in 30’
13
Chimney down 2 levels, passage continues, check again in 30’
14-16
Trap door down 1 level, passage continues, check again in 30’
17
Trap door down 2 levels, passage continues, check again in 30’
18-20
Up 1 then down 2 (total down 1), chamber at end (roll on TABLE V.)

19
20

CAVES AND CAVERNS FOR LOWEST LEVELS: You may wish to have“roughhewn” and natural tunnels in lower levels, and where rooms andchambers are indicated substitute Caves and Caverns. Exits are as above.
TABLE VIII.: CAVES AND CAVERNS (d20)
Die
Result1-5
Cave about 40’ × 60’
6-7
Cave about 50’ × 75’
8-9
Double Cave: 20’ × 30’, 60’ × 60’
10-11
Double Cave: 35’ × 50’, 80’ × 90’*
12-14
Cavern about 95’ × 125’*
15-16
Cavern about 120’ × 150’
17-18
Cavern about 150’ × 200’*19-20
Mammoth cavern about 250’-300’ × 350’-400’*** 1 in 20 has a door which closes egress for the day.
** 2 in 20 has a door which closes egress for the day.
*** 3 in 20 has a door which closes egress for the day.
N.B. Check for such doors only after descending steps if playing solo!

* Roll to see if pool therein (see TABLE VIII.A.).
** Roll to see if lake therein (see TABLE VIII.B.).

TABLE VII.: TRICK/TRAP (d20)
Die
Result1-5
Secret Door unless unlocated: Non-elf locates 3 in 20, elf locates 5 in
20, magical device locates 18 in 20 (then see TABLE II.). Unlocatedsecret doors go to die 6, 7 below.
6-7
Pit, 10’ deep, 3 in 6 to fall in.
8
Pit, 10’ deep with spikes, 3 in 6 to fall in.
9
20’ × 20’ elevator room (party has entered door directly ahead and isin room), descends 1 level and will not ascend for 30 turns.
10
As 9. above, but room descends 2 levels.
11
As 9. above, but room descends 2-5 levels — 1 upon entering and 1
additional level each time an unsuccessful attempt at door opening
is made, or until it descends as far as it can. This will not ascend
for 60 turns.
12
Wall 10’ behind slides across passage blocking it for from 40-60 turns.
13
Oil (equal to one ﬂask) pours on random person from hole in ceiling,followed by ﬂaming cinder (2-12 h.p. damage unless successful save
vs. magic is made, which indicates only 1-3 h.p. damage).
14
Pit, 10’ deep, 3 in 6 to fall in, pit walls move together to crush victim(s)in 2-5 rounds.
15
Arrow trap, 1-3 arrows, 1 in 20 is poisoned.
16
Spear trap, 1-3 spears, 1 in 20 is poisoned.
17
Gas; party has detected it, but must breathe it to continue along
corridor, as it covers 60’ ahead. Mark map accordingly regardlessof turning back or not. (See TABLE VII. A.)
18
Door falls outward causing 1-10 hit points, or stone falls from ceiling
causing 2-20 hit points of damage to each person failing his saving
throw versus petriﬁcation.
19
Illusionary wall concealing 8. (pit) above (1-6), 20. (chute) below (7-10)
or chamber with monster and treasure (11-20) (see TABLE V.).
20
Chute down 1 level (cannot be ascended in any manner).

TABLE VIII. A.: POOLS (d20)
Die
Result1-8
No pool
9-10Pool, no monster
11-12Pool, monster
13-18
Pool, monster & treasure
19-20
Magical pool** See TABLE VIII. C.
TABLE VIII. B.: LAKES (d20)
Die
Result1-10
No lake
11-15
Lake, no monsters
16-18
Lake, monsters*
19-20
Enchanted lake*** Determine monster and treasure from appropriate encounter matrix.
** Enchanted lake leads any who manage to cross it to another dimension,
special temple, etc. (if special map is available, otherwise treat as lake withmonsters), 90% chance that monster will guard lake.
TABLE VIII. C.: MAGIC POOLS* (d20)
Die
Result1-8
Turns gold to platinum (1-11) or lead (12-20), one time only.
9-15
Will, on a one-time only basis, add (1-3) or subtract (4-6) from one
characteristic of all who stand within it:
1 = strength
4 = dexterity
2 = intelligence
5 = constitution
3 = wisdom
6 = charisma(add or subtract from 1-3 points, checking for each character as toaddition or subtraction, characteristic, and amount).
16-17
Talking pool which will grant 1 wish to characters of its alignment anddamage others from 1-20 points. Wish can be withheld for up to
1 day. Pool’s alignment is: lawful good 1-6, lawful evil 7-9, chaotic
good 10-12, chaotic evil 13-17, neutral 18-20.
18-20
Transporter pool: 1-7, back to surface; 8-12, elsewhere on level; 13-16,
1 level down; 17-20, 100 miles away for outdoor adventure.

TABLE VII. A.: GAS SUB-TABLE (d20)
Die
Result
1-7
8-9
10-12
13
14-18

Sickness: return to surface immediately.
Poison: killed unless saving throw versus poison is made.

Only effect is to obscure vision when passing through.
Blinds for 1-6 turns after passing through.
Fear: run back 120’ feet unless saving throw versus magic is made.
Sleep: party sound asleep for 2-12 turns (as sleep spell).
Strength: adds 1-6 points of strength (as strength spell) to all ﬁghters inparty for 1 to 10 hours.

* In order to find out what they are, characters must enter the magic pools.

172

APPENDIX B: RANDOM WILDERNESS TERRAIN

APPENDIX B: RANDOM WILDERNESS TERRAIN
read down the column until you find the line where the random number
generated falls, and simply move left to determine the terrain that predominatesin the new space.

RANDOM DUNGEON GENERATION FOR SOLO PLAY
The random dungeon generation system is easily adaptable to solitary play.
Locate the entrance to the dungeon, and then select one of the random
dungeon starting areas given here, locating it in the middle of the graph paper.

If a pond is indicated, the terrain it is in is the same as that of the previous space.

Monsters: Inhabitants of the dungeon are determined from the DUNGEONENCOUNTER MATRIX. For special areas you can have a friend or
correspondent send you sealed information.

If a depression is indicated, the referee must decide as to its nature and extent.
Generally, the terrain it is in must be the same as the previous space. A
depression in a marsh is some form of lake.

Listening at Doors: Use a 12-sided die, and if a 1 is rolled, there is amonster (with or without treasure). Procedure is then normal, but surprise ispossible only on the monster’s part.

Note: Glens in forests, paths/tracks, and streams can be included as desired.
Paths/tracks and streams must lead to/from unmapped spaces, ofcourse.

ESP and Other Detection Devices: Use a 6-sided die, a 1 indicating amonster which will be known — roll it out, ignoring any undead or other nonthinking monsters. Check other rooms, chambers, etc. normally and for any
monster which can not be indicated by the ESP or detection device surprise is
only possible on a roll of 1 on an 8-sided die.

Terrain Guide:
Plain: tundra, steppe, savanna, prairie, heath, moor, downs, meadow
Scrub: brush, veldt, bush, thickets, brackens

APPENDIX B: RANDOM WILDERNESS TERRAIN

Forest: woods, jungle, groves and copses (light forest)
If a wilderness expedition moves into an area where no detailed map has been
prepared in advance, the random terrain determination system below can beutilized with relative ease for a 1 space = 1 mile, or larger, scale. In using it,
however, common sense must prevail. For example, if the expedition is in thenorth country the forest will be pine or possibly scrub, while in tropical regions
it will be jungle. Similarly, if a pond is indicated in two successive spaces, thetwo should be treated as one larger body of water. The Dungeon Master mustalso feel free to add to the random terrain as he sees fit in order to develop areasonable configuration. In any event, the DM must draw in rivers, large lakes,
seas, oceans, and islands as these features cannot easily be generated by arandom method.

Rough: badlands
Desert: barrens, waste, flat, snowfield
Hills: ridges, bluffs, dunes
Mountains: mesas, glacier, tors
Marsh: fen, slough, swamp, bog, mire, quagmire, morass
Pond: pools, tarn, lake

As the party enters each space, generate a random number from 1 to 20. Find
the type of terrain the party is currently on by reading across the page, then

Plain
Scrub
Forest*RoughDesertHills**
Mountains***
Marsh
Pond
Depression

Plain
1-11
12
13
14
15
16
17
18
19
20

Scrub
1-3
4-11
12-13
14
15
16
17
18
19
20

Depression: gorge, rift, valley, canyon

Forest
1
2-4
5-14
15
—
16
17
18
19
20

Rough
1-2
3-4
5
6-8
9-10
11-15
16-17
18
19
20

* 1 in 10 also includes hills.
** 1 in 10 also includes forest.
*** 1 in 20 have a pass which leads through the range.

Desert
1-3
4-5
—
6-8
9-14
15
16-17
18
19
20

Hills
1
2-3
4-5
6-7
8
9-14
15-16
17
18-19
20

Mountains
1
2
3
4-5
6
7-10
11-18
—
19
20

Marsh
1-2
3-4
5-6
7
—
8
—
9-15
16-19
20

INHABITATION
Check each space for the possibility of inhabitation. Use random numbers
01 to 00.
Type of Settlement
Single Dwelling
Thorp
HamletVillage
Town
City
CastleRuins
Roll again Village
City
ShrineTomb
Uninhabited

01-03
04-05
06-07
08-09
10
11
12-14
15-16
01-30
31-60
61-85
86-00
17-00

*See Castle Tables, Appendix C, pp. 182-183
173

Population
1-12
20-80
100-400
600-900
1,500-6,500
10,000-60,000*

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS— Temperate And Sub-Tropical Conditions, Inhabited And/Or Patrolled
Areas— Temperate Conditions, Faerie And Sylvan Settings— Pleistocene Conditions— Sub-Tropical To Tropical Conditions, Prehistoric Settings, Age Of Dinosaurs— Tropical And Near-Tropical Conditions, Uninhabited/Wilderness Areas— Sphinx Subtable

The procedures and tables for determining random monster encounters during thecourse of a campaign are given here. The state of ADVANCED DUNGEONS& DRAGONS is such that new and different creatures are being devised
regularly and often, so that by-and-large, the only monsters which are included
are those in MONSTER MANUAL. Two notable exceptions to this are those themezzodaemon and nycadaemon which are found in the AD&D module D3,
VAULT OF THE DROW (TSR Games, Inc.). If you do not have this module,
simply ignore results calling for these monsters and roll again. It is quite possiblethat at some future time a new edition of this work will be updated to include allof the recognized AD&D monsters. You may do this for yourself now — andinclude your own favorite creatures at the same time — by finding the experience
points value of such monsters and equating them to those already found herein.
Determine the frequency (common, uncommon, etc.) of the new creatures, andthen include them on the appropriate tables by adding them after comparable
monsters already shown. Be careful not to upset the probability balance.

WATERBORNE RANDOM MONSTER ENCOUNTERS— Fresh Water, Small Body Of Water— Fresh Water, Large Body Of Water— Salt Water, Shallow Waters, Coastal Waters, Small Inland Seas
— Salt Water, Deep Waters— Dinosaur Subtable
AIRBORNE RANDOM MONSTER ENCOUNTERS
Procedure: When a random encounter is indicated by the periodic check,and you do not have an encounter table specially devised for the area, roll ad20. Cross-index the level of the dungeon (or whatever is equivalent to it) withthe die result and read up to find which DUNGEON RANDOM MONSTERTABLE (by Roman numeral monster level, I to X) to consult to find the type ofmonster encountered. Once the table is found, dice will discover at random
which monster has been encountered and in what numbers.

Dungeon random monster levels are determined as follows:
I
II
III
IV
V

up to 20 X.P.
21-50 X.P.
51-150 X.P.
151-250 X.P.
251-500 X.P.

VI
VII
VIII
IX
X

501-1,000 X.P
1,001-3,000 X.P
3,001-5,500 X.P
5,501-10,000 X.P
over 10,000 X.P

MONSTER ENCOUNTERED ADJUSTMENT FOR RELATIVEDUNGEON LEVEL

Random monster tables are included for the following types of encounters:
The Numbers column assumes that the encounter will take place on the level
which is equivalent to the level assigned to the particular monster (Cf.
DUNGEON RANDOM MONSTER LEVEL DETERMINATION MATRIX).
In order to adjust for the more difficult conditions on lower levels of thedungeon, and the relatively easier ones above, use the following rules:

DUNGEON ENCOUNTERS— Dungeon Random Monster Level Determination Matrix— Monster Levels One-Ten— Human Subtable— Character Subtable— Dragon Subtables (by monster level)

Lesser monsters on lower levels have their numbers augmented by a like numberof the same sort of creatures for each level of the dungeon beneath that of theassigned level of the monster type encountered. Example: First level monsters on
the 2nd level of a dungeon will be twice as numerous as the Numbers variableindicates, i.e. 2-8 giant ants, rather than 1-4, if they are encountered on the 2ndlevel (or its equivalent) of a dungeon. The same is true for second level monsters
encountered on the 3rd dungeon level, third level monsters on the 4th dungeon
level, etc. There are two exceptions to this rule:

UNDERWATER ENCOUNTERS— Underwater Encounters In Fresh Water (Shallow, Deep)— Underwater Encounters In Salt Water (Shallow, Deep)
ASTRAL & ETHEREAL ENCOUNTERS— Psychic Wind
— Ether Cyclone— Astral Encounter Table— Ethereal Encounter Table

1. Characters are increased by level of experience rather than by numbers
encountered, as indicated in the DUNGEON RANDOM MONSTERTABLE Notes.

PSIONIC ENCOUNTERS— Psionic Encounter Table— Human Subtable Modifiers

2. Ninth and tenth level monsters are typically given attendant monsters, rather
than greater numbers, in lower dungeon levels, i.e., a demon prince
encountered on the 11th dungeon level might have a single type I demon
attendant, while on the 15th level of the dungeon the same demon prince
might have 5 such lesser demons or a pair of type III escorts.

OUTDOOR RANDOM MONSTER ENCOUNTERS— Patrols (Inhabited Areas)— Outdoor Random Monster Encounter Tables— Arctic Conditions— Sub-Arctic Conditions— Temperate And Sub-Tropical Conditions, Uninhabited/Wilderness Areas— Subtables: Demi-Human, Dragon, Frog, Giant, Humanoid, Lycanthrope,
Men, Snake, Sphinx, Spider, Undead

Greater monsters on higher levels will have their numbers reduced by 1 for eachlevel of the dungeon above their assigned level, subject to a minimum number of
1. Example: 1-3 shadows are normally encountered on the 4th level of thedungeon; as shadows are fourth level monsters, a maximum of 2 can be
encountered on the 3rd dungeon level, and but 1 on the 2nd level. (Fourth level

DUNGEON RANDOM MONSTER LEVEL DETERMINATION MATRIX (d20)
Equivalent
Level OfThe Dungeon
1st
2nd-3rd
4th
5th
6th
7th
8th
9th
10th-11th
12th-13th
14th-15th
16th & down

I
1-16
1-12
1-5
1-3
1-2
1
1
1
1
1
1
1

II
17-19
13-16
6-10
4-6
3-4
2-3
2
2
2
2
2
2

III
20
17-18
11-16
7-12
5-6
4-5
3-4
3
3
3
3
3

Monster Level Table Which Must Be Consulted
IV
V
VI
VII
—
—
—
—
19
20
—
—
17-18
19
20
—
13-16
17-18
19
20
7-12
13-16
17-18
19
6-10
11-14
15-16
17-18
5-7
8-10
11-14
15-16
4-5
6-8
9-12
13-15
4
5-6
7-9
10-12
4
5
6-7
8-9
4
5
6
7-8
4
5
6
7
174

VIII
—
—
—
—
20
19
17-18
16-17
13-16
10-12
9-11
8-10

IX
—
—
—
—
—
20
19
18-19
17-19
13-18
12-17
11-16

X
—
—
—
—
—
—
20
20
20
19-20
18-20
17-20

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

monsters cannot be encountered on the 1st level of the dungeon.) Hydras, forinstance, will have fewer heads, while creatures with attendants will have fewer
or none at all on the lesser-numbered levels.

reduce it by −1. If it is lower than the level of the dungeon, adjust it upwards by+1, but not to exceed 12 levels unless the dungeon level is 16th or deeper.
Level Of Others With Characters: Men-at-arms will only accompany
characters encountered on the 1st, 2nd, or 3rd level of the dungeon. On the 4th
or deeper level, all others will be henchmen. The profession of henchmen is
discovered by dicing on the Character Subtable, again ignoring
incompatible results, i.e. a paladin as the henchman of a thief, a ranger of lessthan 8th level with any henchman, etc. Each character should be paired with
one or more henchmen, in rotation, until the entire party totals nine members.
Each henchman will have a level equal to one-third that of his or her master,rounded down in all cases where fractions are below one-half, and plus 1 levelper 3 levels of the master’s experience level where the character’s level is above
8th. For example, a 5th level magic-user would have a 2nd level henchman, as
one-third of 5 is 1.7; at 9th level the character’s henchman would be 3 + 3 (onethird of 9 plus 1 level for every 3 levels of experience of the master equals 3 +3) or 6th level. Bonus for the level of the character master is only in whole
numbers, all fractions being dropped, i.e. at 11th level there is still only a bonusof 3, but at 12th there is a bonus of 4.

DUNGEON RANDOM MONSTER TABLESMONSTER LEVEL I
Dice Score
01-02
03-04
05-14
15
16-17
18
19
20-21
22-26
27-28
29-33
34-48
49-54
55-66
67-70
71-83
84-85
86-96
97-98
99-00

Creature Encountered
Ant, giant
Badger*Beetle, ﬁre
Demon, manes
Dwarf
Ear seeker
Elf
Gnome
GoblinHalﬂing**
Hobgoblin
Human — see Human Subtable below
KoboldOrc
PiercerRat, giantRot grubShrieker
Skeleton
ZombieNumbers
1-4
1-4
1-4
1-4
4-14
1
3-11
5-15
6-15
9-16
2-8

Character And Henchman Abilities & Alignment: This informationmust be generated individually, per group, using the PERSONAE OF NONPLAYER CHARACTERS section of the rules. Alternately, you may wish toobtain prepared lists of such characters, or generate such lists yourself inadvance, and select therefrom. Men-At-Arms will need only hit points, ofcourse. Alignments must be compatible!

6-18
7-12
1-3
5-20
1-3
1-2
1-4
1-3

Character And Henchman Equipment: Arms, armor, and equipment
typical to a party of dungeon adventurers may be assumed. That is, charactersat 1st level will have scale or chain armor (if applicable to their professions),
standard weapons, and only minimal gear. At second level plate mail will be
typical, weapons profuse, and gear very complete (much oil, holy/unholy water,
silver mirrors, etc.). Consider men-at-arms to have only lower value armor andfew weapons, i.e. studded leather, crossbow and dagger, or (at best) scale mail,shield, spear, sword (long) and back pack.

* Not encountered below the 2nd level; treat as a roll of 29-33 (hobgoblin)thereafter.
** Not encountered below the 4th level; treat as a roll of 71-83 (Rat, giant)thereafter.

Character Spells: Select cleric spells according to those which you believe
most suited to the party as a whole. Do likewise with magic-user spells,following limitations of known spells. Henchmen with spell ability should be
similarly supplied with spells selected by the DM.

Monster Level I: Human Subtable
Dice Score
01-25
26-30
31-45
46-00

Creature Encountered
Bandit*Berserker*
Brigand*
Character — see Character Subtable below

Numbers
5-15
3-9
5-15

Party Magic Items: In order to simulate a party of adventurers, it is absolutely
necessary that characters and henchmen have and employ some magic devices.
While it is possible to give such parties the whole gamut of items listed, it issuggested that you use the following lists and select according to the following rule:* Upper level leaders and sub-leaders are not with groups numbering under 30,
and at only 50% of normal level (rounded up) for groups under 60. As ageneral rule, you may wish to exclude all of these encounters on levels below
whatever point you find them to be unlikely.

Individual is 1st level —10% chance: 1 item from Table I.
Individual is 2nd level —20% chance: 2 items from Table I.
Individual is 3rd level —30% chance: 2 items from Table I;
10% chance: 1 item from Table II.
Individual is 4th level —40% chance: 2 items from Table I;
20% chance: 1 item from Table II.
Individual is 5th level —50% chance: 2 items from Table I;
30% chance: 1 item from Table II.
Individual is 6th level —60% chance: 3 items from Table I;
40% chance: 2 items from Table II.
Individual is 7th level —70% chance: 3 items from Table I;
50% chance: 2 items from Table II;
10% chance: 1 item from Table III.
Individual is 8th level —80% chance: 3 items from Table I;
60% chance: 2 items from Table II;
20% chance: 1 item from Table III.
Individual is 9th level —90% chance: 3 items from Table I;
70% chance: 2 items from Table II;
30% chance: 1 item from Table III.
Individual is 10th level —3 items from Table I;
80% chance: 2 items from Table II;
40% chance: 1 item from Table III.
Individual is 11th level —3 items from Table I;
90% chance: 2 items from Table II;
50% chance: 1 item from Table III;
10% chance: 1 item from Table IV.
Individual is 12th level —3 items from Table I;
2 items from Table II;
60% chance: 1 item from Table III;
20% chance: 1 item from Table IV.

Character Subtable (Used For Encounters On All Dungeon Levels)
Dice Score
01-17
18-20
21-60
61-62
63-65
66-86
87-88
89-98
99
00

Character TypeCLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin
MONK OR BARD

Maximum Number Per Party
3
2
5
2
2
3
1
4
2
1 or 1

Number Of Characters In Party: There will always be from 2-5
characters in a character group, with men-at-arms or henchmen to round theparty out to 9. Roll d4, and add 1 to the result in order to find the number ofcharacters, then dice on the Character Subtable to find the profession ofeach, ignoring rolls which are contradictory (a paladin and an assassin, forinstance) or exceed the maximum number of a character class possible in any
given party. The number of characters subtracted from 9 gives the number of
men-at-arms or henchmen accompanying the characters.
Level Of Characters: The level of each character will be equal to that of thelevel of the dungeon or the level of monster, whichever is greater, through the
4th level. Thereafter it will be between 7th and 12th, determined by a roll of d6+6, and adjusted as follows: If the total is higher than the level of the dungeon,
175

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Individual is 13th level —3 items from Table I;
2 items from Table II;
1 item from Table III;
60% chance: 1 item from Table IV.

TABLE IV
Die
1
2
3
4
5
6
7
8
9
10
11
12

It is suggested that you personally select appropriate items, using random
determination only when any item would be suitable to the particular individual.
Note that some items are groups or multiples.
Magic Item Tables For Character Encounters
TABLE I
Die
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Item (d20)
2 POTIONS: climbing, ﬂying
2 POTIONS: extra-healing, polymorph (self)
2 POTIONS: ﬁre resistance, speed
2 POTIONS: healing, giant strength
2 POTIONS: heroism, invulnerability
2 POTIONS: human control, levitation
2 POTIONS: super-heroism, animal control
1 SCROLL: 1 Spell, level 1-6
1 SCROLL: 2 Spells, level 1-4
1 SCROLL: protection from magic
1 RING: mammal control
1 RING: protection +1
1 ARMOR: leather +1
1 SHIELD: +1
1 SWORD: +1 (no special abilities)
10 ARROWS: +1
4 BOLTS: +2
1 DAGGER: +1 (or +2) et al.
1 JAVELIN +2
1 MACE +1

General Notes: Substitute freely, following the examples given. Rememberthat characters will be prone to use all items if hostilities commence. Also
remember that if the characters are defeated, some of these items will be
brought into your campaign. BE CAREFUL in handling groups.

Race And Multi-Class: It is suggested that non-human characters andhenchmen be about 20% of the total. If the profession of the character orhenchman is very limited or impossible for the race, use it, or its closest
approximation, as one of two or three classes of the individual. About 50% of
non-humans will have two professions, about 25% of those will have three. Raceand probability of multi-profession is shown below:

Dice Score
01-25
26-50
51-60
61-85
86-95
96-00

TABLE II
Die
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

Item (d8, d6)
1 SCROLL: 3 Spells, level 2-9 or 2-7
2 RINGS: ﬁre resistance, invisibility
1 RING: protection +3
1 STAFF: striking
1 WAND: illusion
1 WAND: negation
1 bracers of defense, armor class 4
1 brooch of shielding
1 cloak of elvenkind
1 dust of appearance
1 FIGURINE OF WONDROUS POWER: serpentine owl
3 javelins of lightning
1 set: chainmail +1, shield +2
1 ARMOR: splint mail +4
1 SWORD: +3 (no special abilities)
2 WEAPONS: crossbow of speed, hammer +2

Race Of Individual
Dwarf
Elf
Gnome
Half-elf
Halﬂing
Half-Orc% Of Multi-Class
15%
85%
25%
85%
10%
50%

Level Of Multi-Classed Individuals: Determine level for a single
profession, add 2, and divide by 2, dropping fractions below one-half. For atriple class, add three, divide by three, and drop fractions below one-half. If one
class is thereby exceeded, take one-half the excess levels and assign them to theother. In a triple-classed individual, divide excess levels and assign to the tworemaining classes.

Confrontation: When the party of adventurers meets a party of charactersand henchmen/men-at-arms, be certain that you consider relative
aggressiveness and alignments. A character party feeling itself weak in relation
to the adventurers encountered will certainly attempt to avoid, negotiate, or use
wit and guile to bluff their way out of actual combat. They will be prepared forwhatever happens, however, unless surprised. Check reaction if negotiations
occur. CHARACTER PARTIES WILL NEVER JOIN WITH ADVENTURERS UNLESS
YOU PERSONALLY CAN OBTAIN MORE BENEFIT FOR THE FORMER FROMSOME FORM OF CO-OPERATION. This typically indicates little or no gain, or
possibly loss, for the player party. Do not check morale for the character party,
but place yourself in their position, just as if you personally were the player towhom each and every individual in the group belonged. In short, play them as
if they were player-characters! If the confrontation is going against the group,
use means to right it in their favor, or break off, whichever is the most likely tobring the greatest benefit. If adventurers are bested, the character party will notnecessarily kill them — to strip and abandon, hold for ransom, and imprison
for sacrifice later are but three possible alternatives to instant slaughter.

TABLE III
Die
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

Item (d12)
1 RING: djinni summoning
1 RING: spell turning
1 ROD: smiting
1 WAND: ﬁre
1 cube of force
1 eyes of charming
1 horn of valhalla
1 robe of scintillating colors
1 talisman of either ultimate evil or pure good
1 set: plate mail +4, shield +3
1 SWORD: wounding
1 arrow of slaying (select character type)

Item (d8, d6)
1 RING: spell storing
1 ROD: cancellation
1 STAFF: serpent — python or adder
1 bag of tricks
1 boots of speed
1 boots of striding and leaping
1 cloak of displacement
1 gauntlets of ogre power
1 pipe of the sewers
1 robe of blending
2 ROPES: climbing, entanglement
1 set: plate mail +3, shield +2
1 SHIELD: +5
1 SWORD: +4, defender
1 mace +3
1 spear +3

It is strongly suggested that if you use these tables for random encounters you
prepare character groups ahead of time, determining all information for as
many such groups as time permits. Likewise, do the same for character groups
encountered astrally or ethereally (see ASTRAL & ETHEREAL ENCOUNTERTABLES, ** note). Whenever an encounter with any such group occurs, youthen need but turn to the prepared information, use the first group, and whenthe encounter is over, that party is crossed off. This procedure assures that
undue time will not be wasted during actual play, and that you will have hadtime to properly prepare and know the encountered group.
176

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERSMONSTER LEVEL II
Dice Score
01
02-16
17-27
28-29
30-31
32-38
39-46
47-58
59-60
61-72
73-77
78-87
88-00
*

Dragon Subtable

Creature Encountered
Badger, giant*Centipede, giant
Character — see Character Subtable
Devil, lemure
Gas spore
Gnoll
PiercerRat, giantRot grubShrieker
StirgeToad, giant
Troglodyte

Dice Score
01-09
10-20
21-30
31-37
38-50
51-54
55-70
71-80
81-88
89-00

Numbers
1-4
3-13
2-5
1-2
4-10
1-4
6-24
1-4
1-3
5-15
1-4
2-8

Dragon Type
Black
Blue
Brass
BronzeCopper
Gold
Green
Red
SilverWhite

Age Category (Hit Points/Die)
young/sub-adult (2/3)
very young/young (1/2)
young/sub-adult (2/3)
very young/young (1/2)
very young/young (1/2)
very young/young (1/2)
very young/young (1/2)
very young/young (1/2)
very young/young (1/2)
young/sub-adult (2/3)

Determine the number of hit dice for a dragon as normal.

Not encountered below the 3rd level; treat as a roll of 32-38 (Gnoll)
thereafter.

MONSTER LEVEL III
Dice Score
01-10
11-20
21-30
31-32
33-34
35-40
41-45
46-50
51-54
55-60
61-72
73-74
75
76-77
78-84
85-93
94-95
96-00

Creature EncounteredBeetle, boring
BugbearCharacter — see Character Subtable
Dragon — see Dragon Subtable below
Fungi, violet
Gelatinous cube
Ghoul
Lizard, giant
Lycanthrope, wererat
Ochre jelly
Ogre
Piercer
Rot grubShrieker
Spider, hugeSpider, large
Tick, giant
Weasel, giant

Numbers
1-3
2-7
1
1-3
1
1-4
1-3
2-5
1
1-3
2-5
1-4
2-5
1-3
2-5
1-3
1-4

MONSTER LEVEL V
Dice Score
01-08
09-15
16-18
19-22
23-24
25-26
27
28
29-31
32-50
51-52
53-60
61-64
65
66-67
68-70
71-72
73-74
75-82
83-86
87-00

Dragon Subtable
Dice Score
01-28
29-62
63-00

Dragon Type
Black
Brass
White

Age Category (Hit Points/Die)very young (1)very young (1)very young (1)Determine the number of hit dice for a dragon as normal.

MONSTER LEVEL IV
Dice Score
01-08
09-14
15-22
23-24
25-30
31-36
37-40
41-44
45-47
48
49-62
63-75
76-78
79
80-82
83-90
91-94
95-96
97-00

Creature Encountered
Ape, carnivorous
Blink dog
Character — see Character Subtable
Dragon — see Dragon Subtable below
Gargoyle
Ghast
Gray ooze
Hell houndHydra, 5 or 6 heads
Hydra, pyro-, 5 heads
Lycanthrope, werewolf
Mold, yellow
Owlbear
Rust monster
Shadow
Snake, giant, constrictor
Su-monster
Toad, ice
Toad, poisonous

Numbers
1-3
2-5
1
1-2
1-4
1
1-2
1
1
1-2
—
1-2
1
1-3
1
1-2
1
1-3

Creature Encountered
Character — see Character Subtable
Cockatrice
Displacer beast
Doppleganger
Dragon — see Dragon Subtable
Hydra, 7 heads
Hydra, pyro-, 6 heads
Imp
Leucrotta
Lizard, subterranean
Lycanthrope, wereboar
Minotaur
Mold, yellow
QuasitRust Monster
Shrieker
Slithering Tracker
Snake, giant, amphisbaena
Snake, giant, poisonous
Snake, giant, spitting
Spider, giant

Numbers
1-2
1-2
1-3
1
1
1
1-2
1-2
1-3
1-3
1-3
—
1
1
2-5
1
1
1
1
1-2

Dragon Subtable
Dice Score
01-08
09-20
21-30
31-37
38-50
51-54
55-70
71-80
81-88
89-00

Dragon Type
Black
Blue
Brass
BronzeCopper
Gold
Green
Red
SilverWhite

Age Category (Hit Points/Die)
young adult/adult (4/5)
sub-adult/young adult (3/4)
young adult/adult (4/5)
sub-adult/young adult (3/4)
sub-adult/young adult (3/4)
sub-adult/young adult (3/4)
sub-adult/young adult (3/4)
sub-adult/young adult (3/4)
sub-adult/young adult (3/4)
young adult/adult (4/5)

Determine the number of hit dice for a dragon as normal.
177

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERSMONSTER LEVEL VI
Dice Score
01-03
04-10
11-16
17
18-19
20-21
22-25
26-28
29-32
33-36
37-38
39-41
42-50
51-55
56
57-58
59-60
61-68
69-70
71-73
74-77
78-88
89-93
94-95
96-98
99-00

Creature Encountered
Basilisk
Carrion crawler
Character — see Character Subtable
Devil, erinyes
DjinniDragon — see Dragon Subtable below
Green slime
Hydra, 8-9 heads
Jackalwere
Lammasu
Lycanthrope, werebear
Lycanthrope, weretiger
Manticore
MedusaMold, brown
Mold, yellow
Ogre magi
OtyughRakshasa
Salamander
Spider, phase
Troll
Wight
Wind walker
WraithWyvernDragon Subtable
Dice Score Dragon Type
01-08
Black
09-19
Blue
20-29
Brass
30-36
Bronze37-48
Copper
49-52
Gold
53-65
Green
66-78
Red
79-87
Silver
88-00
White

61-63
64-65
66-69
70
71-73
74
75-78
79-82
83-86
87
88-91
92-93
94-95
96-97
98-00

Numbers
1
1-2
1-2
1
1
—
1
1-2
1-3
1
1-2
1-2
1
—
—
1-2
1
1
1-2
1-3
1-3
1-4
1-2
1-2
1

1
1-2
1-2
1-2
1
1-2
1-2
1-2
1-2
1
1
1
1
1-3
1-3

* Choose, or use equal probabilities as applicable.
Dragon Subtable
Dice Score
01-10
11-21
22-29
30-36
37-48
49-52
53-66
67-80
81-87
88-00

Dragon Type
Black
Blue
Brass
BronzeCopper
Gold
Green
Red
SilverWhite

Age Category (Hit Points/Die)very old (7)old (6)very old (7)old (6)old (6)old (6)old (6)old (6)old (6)very old (7)Determine the number of hit dice for a dragon as normal.
Age Category (Hit Points/Die)old (6)
adult (5)old (6)
adult (5)adult (5)adult (5)adult (5)adult (5)adult (5)old (6)MONSTER LEVEL VIII
Dice Score
01
02-06
07
08
09
10
11-12
13-17
18-21
22-23
24-26
27
28-29
30-35
36-41
42-43
44-47
48-50
51-56
57-64
65-69
70-73
74-78
79-86
87-92
93-00

Determine the number of hit dice for a dragon as normal.

MONSTER LEVEL VII
Dice Score
01-05
06-10
11-14
15
16
17
18
19
20
21
22-23
24
25-26
27-30
31-35
36-38
39
40-41
42-43
44-46
47
48-49
50
51-52
53-56
57-59
60

Mimic
Mind ﬂayer
MummyNaga, spirit
Neo-otyughNight hag
Roper
Shambling mound
Shedu
Slug, giant
SpectreTrapperUmber hulk
Will-o-wisp
Xorn

Creature EncounteredBlack pudding
Character — see Character Subtable
ChimeraDemon, succubus
Demon, type I
Demon, type II
Demon, type III
Devil, barbed
Devil, bone
Devil, horned
Dragon — see Dragon Subtable below
EfreetiElemental*
Ettin
Giant, hill or stone
Giant, ﬁre or frost
Golem, ﬂesh
GorgonGroaning spirit
Hydra, 10-12 heads
Hydra, pyro-, 7-9 heads
Intellect devourer
Invisible stalker
Lamia
Lizard, ﬁre
Lurker above
Mezzodaemon

Numbers
1
1-2
1
1
1
1
1
1
1
1
1
1
1-2
1-3
1-2
1
1
1
1
1
1
1
1-2
1-3
1
1

Creature Encountered
Aerial servant
Character — see Character Subtable
Demon, type IV
Demon, type V
Demon, type VI
Devil, ice
Dragon — see Dragon Subtable below
Ghost
Giant, cloudGolem, clay
Hydra, 13-16 heads
Hydra, pyro-, 12 heads
Intellect devourer
Lurker above
Mold, brown
Mold, yellow
Mind ﬂayer
Naga, guardian
Neo-otyugh
Purple worm
Rust monster
Slug, giant
Trapper
VampireWill-o-wisp
Xorn

Numbers
1
1
1
1
1
1
1
1-2
1
1
1
1-2
1
—
—
1-4
1-2
1
1
1
1
1
1
2-5
2-5

Dragon Subtable
Dice Score
01-13
14-24
25-31
32-35
36-43
44-47
48-62
63-78
79-82
83-00

Dragon Type
Black
Blue
Brass
BronzeCopper
Gold
Green
Red
SilverWhite

Age Category (Hit Points/Die)ancient (8)very old (7)ancient (8)very old (7)very old (7)very old (7)very old (7)very old (7)very old (7)ancient (8)Determine the number of hit dice for a dragon as normal.
178

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS
shallow and deep water encounters. In fresh water, shallow water encounters occur
at 50’ or less depth (where the vision is relatively easy). In salt water, shallow water
encounters occur to twice that depth, i.e., 100’. As a reminder, the maximum depth
for shallow water encounters is shown in parentheses after the designation. The
numbers of monsters encountered are those shown in MONSTER MANUAL.

MONSTER LEVEL IX
Dice Score
01-09
10-12
13-15
16-21
22-23
24-30
31-33
34-40
41-50
51-52
53-64
65-67
68-69
70-73
74-80
81-83
84-93
94-00

Creature Encountered
Character — see Character Subtable
Devil, pit ﬁend
Dragon — see Dragon Subtable below
Giant, storm
Golem, stone
Hydra, 17-20 heads
Hydra, pyro-, 12 heads
Mold, brown
Mold, yellow
Nycadaemon
Purple worm
Rust monster
Titan, lesser
Titan, minor
Umber Hulk
Vampire*Will-o-wisp
Xorn

Numbers
1
1-2
1-2
1
1
1
1
1
1
1
1
1
1
1-4
1
2-5
2-9

When a random monster encounter is indicated, go to the appropriate portionof the table and roll percentile dice. Read down the Dice Score column until the
total of the dice is found, then read right to find the creature encountered.
Inappropriate encounters should be ignored and a new number generated inorder to gain a reasonable result. Number of creatures encountered should beappropriate to the strength of the encountering party.
UNDERWATER ENCOUNTERS IN FRESH WATER
Shallow Water Encounters (to 50’)
Dice Score
01-06
07-10
11-18
19-20
21-23
24-26
27-32
33-34
35
36-40
41-42
43-47
48-52
53-56
57-58
59-60
61-65
66-71
72-76
77
78-81
82
83-87
88-90
91-94
95-99
00

* Former cleric, with full powers, of 7th - 10th level.
Dragon Subtable
Dice Score
01-10
11-22
23-31
32-34
35-42
43-46
47-62
63-78
79-82
83-00

Dragon TypeBlack, 2Blue
Brass, 2BronzeCopper
Gold
Green
Red
SilverWhite, 2

Age Category (Hit Points/Die)ancient & old (8 & 6)
ancient (8)ancient & old (8 & 6)
ancient (8)ancient (8)ancient (8)ancient (8)ancient (8)ancient (8)ancient & very old (8 & 7)

Determine the number of hit dice for a dragon as normal.
MONSTER LEVEL X
Dice Score
01-12
13-20
21-28
29-30
31-40
41-50
51-60
61-70
71-80
81-00

Creature Encountered
BeholderCharacter — see Character Subtable
Demon, prince*
Devil, arch-*
Dragon — see Dragon Subtable below
Golem, iron
Lich
Titan, elder
Vampire**NO ENCOUNTER

Numbers
1
1
1
1-2
1
1
1
1

Deep Water Encounters (below 50’)
Dice Score
01
02-06
07-09
10-14
15-20
21
22-25
26-32
33-34
35-36
37-38
39-43
44-47
48-55
56-60
61-63
64
65-70
71-76
77-86
87-95
96-99
00

* Select one or find randomly.
** Former magic-user, with full powers, of 9th - 12th level.
Dragon Subtable
Dice Score
01-20
21-26
27-33
34-35
36-40
41-60
61-63
64-94
95-00

Dragon Type
Blue, 2Bronze,2Copper,2
Chromatic
Gold,2
Green, 2
Platinum
Red, 2
Silver, 2Creature Encountered
Beaver, giant*
Crayﬁsh, giant
Crocodile**
Crocodile, giant**
Dinosaur** — see Dinosaur Subtable
Eel, electric**
Frog, giant
Frog, giant, killer
Frog, giant, poisonous
Gar, giant
Green slime*
Hippocampus
Hippopotamus**Koalinth (hobgoblin)
Kopoacinth (gargoyle)
Lacedon (ghoul)Lamprey*
Leech, giant
Lizard man
Naga, water
Nixie*
Nymph
Otter, giant
Pike, giant
Spider, giant, water
Turtle, giant, snapping,
Water weird

Age Category (Hit Points/Die)ancient & very old (8 & 7)
ancient & very old (8 & 7)
ancient & very old (8 & 7)
(Tiamat)ancient & old (8 & 6)
ancient & very old (8 & 7)
(Bahamut)ancient & old (8 & 6)
ancient & old (8 & 6)

Determine the number of hit dice for a dragon as normal.

Creature Encountered
Beaver, giant*
Beetle, giant, water
Crayﬁsh, giant
Crocodile, giant**
Dinosaur** — see Dinosaur Subtable
Dragon turtle
Eel, electric**
Gar, giant
Giant, storm
Hippocampus
Koalinth (hobgoblin)
Kopoacinth (gargoyle)
Lacedon (ghoul)Lamprey, giant*Lizard man
Mottled (purple) worm
Naga, water
Nixie
Otter, giant
Pike, giant
Spider, giant, water
Turtle, giant, snapping,
Water weird

UNDERWATER RANDOM MONSTER ENCOUNTERS* Result possible only in cool waters, otherwise roll again.

Underwater encounters are divided into those which occur in fresh water and thosein salt water (seas and oceans). Each division is further broken down by depth —** Result possible only in warm (sub-tropical and tropical) waters, otherwiseroll again.
179

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERSUNDERWATER ENCOUNTERS IN LARGE BODIES OF SALT WATER

92
93
94-96
97
98
99-00

Shallow Water Encounters (to 100’)
Dice Score
01-02
03-05
06
07-08
09-12
13
14-17
18-19
20-21
22
23-26
27-28
29-34
35-36
37-38
39-41
42-43
44-46
47
48-49
50-51
52-54
55-56
57-58
59-60
61-65
66
67-72
73-78
79-81
82
83
84
85-87
88-90
91

Creature Encountered
Barracuda
Crab, giant
Crayﬁsh (lobster), giant
Dinosaur — see Dinosaur Subtable
Dolphin
Eel, giant
Eel, weed
Elf, aquatic
Eye, ﬂoating
Giant, storm
Hippocampus
Ixitxachitl
Koalinth (hobgoblin)
Kopoacinth (gargoyle)
Lacedon (ghoul)
Locathah
MasherMermanNymph
Ochre jelly
Octopus, giant
Portuguese man-o-war, giant
Ray, manta
Ray, pungi
Ray, sting
Sahuagin
Sea hag
Sea horse
Sea lion
Shark
Shark, giant
Snake, sea
Squid, giant
Strangle weed
TritonTurtle, giant, sea

Whale, carnivorous, large
Whale, carnivorous, medium
Whale, carnivorous, small
Whale, large
Whale, medium
Whale, small

Deep Water Encounters (below 100’)
Dice Score
01-03
04-05
06-12
13-20
21
22-23
24
25
26-30
31-33
34-35
36-38
39-40
41-42
43-44
45
46-50
51-52
53-54
55-57
58-61
62-63
64-68
69-73
74-78
79-80
81-82
83-85
86
87-88
89-90
91-92
93-95
96-98
99-00

180

Creature Encountered
Crayﬁsh (lobster), giant
Crocodile, giant (salt water)
Dinosaur — see Dinosaur Subtable
DolphinDragon Turtle
Eel, giant
Eye of the deep
Giant, storm
Hippocampus
Ixitxachitl
Koalinth (hobgoblin)
Kopoacinth (gargoyle)
Lacedon (ghoul)Lamprey, giant
Locathah
MasherMermanMorkothOctopus, giant
Ray, manta
Sahuagin
Sea hag
Sea horse
Sea lion
Shark, giant
Snake, sea
Squid, giant
TritonTurtle, giant, sea
Whale, carnivorous, large
Whale, carnivorous, medium
Whale, carnivorous, small
Whale, large
Whale, medium
Whale, small

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

ASTRAL & ETHEREAL ENCOUNTERS

42-46
47-49
50-55
56-61
62-63
64-71
72-74
75-79
80-91
92
93-97
98-00

Encounters occur 1 in 20; check at the beginning, midpoint, and end of thejourney. If an encounter is indicated (usually 20 on the die), consult theappropriate table and roll percentile dice. Read to the right on the table to findthe creature encountered and the number encountered. Evasion is possible only
if the adventurers are able to move more quickly than the monster encountered.
Psychic Wind & Ether Cyclone
While you can threaten the dire effects of the Psychic Wind and the Ether
Cyclone, these devices cannot be fully employed unless you have developed
extensive information on the various planes, or else you have obtainedcommercial offerings on the subject. Becoming lost or injured is always possible,of course, and this is detailed below:

Human traveller — see Human Subtable**Intellect devourer
Invisible stalker
Ki-rinMedusa*Night hagNightmare
Rakshasa
Shedu
Titan, elder
Titan, lesser
Titan, major

1-2
1-3
1
1-2
1-4
1-4
1-3
2-5
1
1
1

* See below next table.
** See below next table.

Chance For Wind Or Cyclone Blowing: The chance of a delayed or
disrupted journey is 5% per plane crossed (including alternate worlds) or
solar system travelled to. Effects of these forces are shown prior to theencounter tables.

Ethereal Encounter Table
Dice
Score
01-05
06-10
11-13
14-18
19-26
27
28
29-30
31-37
38-39
40-41
42
43-48
49-50
51-52
53-57
58-59
60-62
63-68
69-76
77-78
79-80
81-82
83-87
88-94
95-97
98-00

ASTRALLY PROJECTED: PSYCHIC WIND
Dice Score
1-12
13-16
17-19
20

Effect Of Wind
Slows travel only, incurs 1 additional check for random
encounter.
Blows off course, and party is lost for 2-20 days’ time, then must
return to starting place.
Blows off course so that party arrives at a different destination as
determined by random method.
Storm blows, and unless a saving throw versus magic is made,the silver cord is broken, and the party is killed. If a save issuccessful, the party is lost for 4-40 days and must return tothe starting place thereafter.

Note: If astral projection does not involve a silver cord attachment, then theparty concerned is both lost and arrives at a different destination when struck
by a psychic storm wind.

ETHEREAL: ETHER CYCLONE
Dice Score
1-10

11-15
16-18

19-20

Effect Of Cyclone
Blows so as to move party in random direction at 120’ per round,and if travelling is involved, party is slowed so as to incur 1
additional encounter check.
Blows to a different plane than that the party is on or desires totravel to; usual encounter checks must be made.
Blows so as to cause party to be lost for 5-60 days, and when
no longer lost the party will arrive at a different plane asdetermined by random means.
Storm cyclone causes party to be lost for 10-120 days, and unlesssaving throw versus magic is made, the party is blown to the
Astral Plane. If a save is successful, then party will still arrive ata randomly determined plane touched by the ether.

1-2
1-3
1
2-8
1-2
1-4
2-5
1-6
1-3
2-5
3-6

** The Human Subtable used for DUNGEON RANDOM MONSTERENCOUNTERS is used, with the following modifications: Party size will be
only 1-6. No limits to the number of characters of one class apply. There will
always be 1 cleric; if 2 or more in the party, there will also be a minimum of
1 magic-user. Character level will be:

Astral Encounter Table

Creature Encountered
Aerial servant
Basilisk*
Cockatrice*
Demon, major
Demon, minor
Demon, prince
Devil, archDevil, greaterDevil, lesserDragon, chromatic
Dragon, platinum
Gorgon*Numbers
1
1-2
1-4
1-4
1-6
1
1
1-3
1
1
1
1
1
1-2
1-2

* These creatures’ perceptions extend into the astral and ethereal planes (as dotheir magical attack forms), but they do not actually travel therein. Their
possible appearance applies only to situations in which the encounter allows
effect to extend from the Prime Material Plane; otherwise, ignore theencounter result and roll again.

ASTRAL & ETHEREAL ENCOUNTER TABLES

Dice
Score
01-04
05-10
11-13
14-16
17-22
23
24
25-28
29-37
38
39
40-41

Creature Encountered
Aerial servant
Basilisk*
Cockatrice*
CouatlDjinniDragon, chromatic
Dragon, platinum
EfreetiElemental, air
Elemental, earth
Elemental, ﬁre
Elemental, water
Ghost
Gorgon*Groaning spirit
Human traveller — see Human Subtable
Intellect devourer
Invisible stalker
Ki-rinLammasu
Medusa*Nightmare
Salamander
Spider, phase
Thought eaters
Wind walkers
Xorn

Numbers
1
1-2
1-4
1
1-3
1
1
1
1-3
1
1
1-2

CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin
MONK
BARD†

9th - 18th
7th - 14th
8th - 15th
7th - 16th
7th - 16th
11th - 20th
10th - 17th
9th - 16th
10th - 15th
8th - 17th
11th - 18th

† 7th or 8th level fighter ability, 6th to 9th level (d4 for determination) thiefability.
181

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERSPSIONIC ENCOUNTERS

Patrols:

If you opt to include psionic powers in your campaign, then certain random
encounters will be with psionically-empowered creatures. Check for random
encounters as is normal, but if the player party has used psionic powers during thelast turn, or spells resembling psionic powers during the last round, then the
chance for a psionic encounter will be 1 in 4 if an encounter is otherwise
indicated. After checking for a random encounter, roll d4 to find if the encounter ispsionic. If the second table is positive, go to the PSIONIC ENCOUNTER TABLE
and check thereon to find what creature is involved. The encounter otherwise
occurs as normal, although certain creatures will not be detected by the party.

Patrols will be of a racial composition appropriate to the area. Patrols will
always be mounted unless there are extenuating circumstances such as terrain
or a nation which shuns mounts. Leaders will ride warhorses.
Patrols will be commanded by a fighter (or ranger, where applicable) of from
6th to 8th level, with a lieutenant of from 4th to 5th level, and a serjeant of 2nd
or 3rd level. There will be from 3 to 4 1st level men and from 13 to 24 soldiers(men-at-arms) forming the main body. Armor and arms will be plate mail,shield, lance, flail, and long sword for all fighters of 1st level and above.
Soldiers will typically have chain or scale mail, shield, bow or light crossbow,
and a hand weapon. Accompanying each patrol will be a cleric (40%) of 6th
or 7th level or a magic-user (60%) of 5th to 8th level. For magic-items of apatrol, see Character Subtable, Party Magic Items, of DUNGEONRANDOM MONSTER TABLES.

Spells Resembling Psionic Powers
astral spell
auguryblink
charm (any)clairaudienceclairvoyancecure (any)detect (any)dimension door

enlarge
ESP
feather fall
feign deathheal
heat metal
hypnotism
invisibility (any)know alignment

levitation
plane shift
polymorph (any)remove curse
shape changestone telltele- (any)temporal stasis

It is suggested that you personalize and prepare about a dozen or so standard
patrol groups which you can then use repeatedly when needed.
Fortresses:
Uninhabited areas are not all wilderness. There will be small settlements and a
few strongholds scattered about. If the roll of d20 indicates that there is afortress in the area, the party will be within visual range of the construction —½ to 5 miles depending upon terrain considerations. The castle type, the masterof the stronghold, his or her forces, and the castle’s awareness of the party ofadventurers are treated below.

Note: Magic items performing these powers, or those which duplicate psionicabilities may be included as spell functions resembling psionic operations.
PSIONIC ENCOUNTER TABLE
Dice
Score
01-05
06-12
13-15
16-18
19-24
25-26
27-28
29-34
35-38
39-48
49-51
52-56
57-62
63-69
70-72
73-82
83-92
93-98
99-00

Creature Encountered
Brain mole
Cerebral parasite
CouatlDemon, major*
Demon, minor*
Demon, prince*
Devil, arch-*
Devil, greater-*Gray ooze
Intellect devourer
Ki-rinLichMen (human psionic)**
Mind ﬂayer
Mold, yellow
Shedu
Su-monster
Titan
Triton (1-3 of total are psionic)

Numbers
1-3
3-12
1-4
1-2
1-4
1
1
1-2
1-3
1-2
1
1
—
1-4
—
2-8
1-12
1-2
10-60

CASTLE TABLE I: SIZE CLASS AND TYPE
Dice Roll
01-10
11-25
26-35
36-45
46-65
66-80
81-88
89-95
96-00

Size Class
Small
Small
Small
MediumMediumMedium
Large
Large
Large

Type
Small shell keep
Tower
Moat house or friary
Large shell keep
Small walled castle with keep
Medium walled castle with keep
Concentric castle
Large walled castle with keep
Fortress complex

For details of castle types see CONSTRUCTION AND SIEGE ENGINES.
Once the size and type of castle discovered has been determined, theinhabitants are found.
CASTLE TABLE II: INHABITANTS
Dice Roll
01-45
46-60
61-70
71-00

* Dice for type or select.
** See DUNGEON RANDOM MONSTER TABLE, Character Subtable.
Roll until an appropriate encounter occurs, ignoring inappropriate results (oroptionally considering it as no encounter).
OUTDOOR RANDOM MONSTER ENCOUNTERS
Outdoor encounters are divided into two sets of tables, one for areas which are
inhabited and patrolled, the other for uninhabited wilderness areas.
Inhabited areas are always assumed to be patrolled. WHEN AN
ENCOUNTER IN SUCH AN AREA IS INDICATED, ROLL d20; 5 IN 20 ARE
ENCOUNTERS WITH A PATROL. Patrols are detailed hereafter. It is assumed
that you will have all communities and fortresses indicated in inhabited areas. If
not, use the random terrain indicator for such, ignoring ruins if you choose.

Castle Size
Small
Small
Small
Small

Inhabitants
Totally deserted
Deserted (monster therein)*
HumansCharacter-types

01-30
31-50
51-65
66-00

MediumMediumMediumMediumTotally deserted
Deserted (monster therein)*
HumansCharacter-types

01-15
16-40
41-60
61-00

Large
Large
Large
Large

Totally deserted
Deserted (monster therein)*
HumansCharacter-types* Roll on the appropriate OUTDOOR ENCOUNTER TABLE, ignoring any
rolls which indicate men.

Uninhabited areas will occasionally have fortresses. Whenever an
encounter is indicated, roll d20; 1 in 20 is an encounter which discovers such astronghold. These are also detailed hereafter. If you are not using the random
terrain method for discovery of ruins, check by rolling percentile dice on thattable nonetheless. Check only when an encounter is indicated, however. If ruins
are indicated, then the encounter will occur there, and if the monster is not
appropriate to the setting, check the rough terrain column to find a result.

Notes on Castle Table II:
Totally deserted indicates the construction is in disrepair and upon close
inspection appears empty.
Deserted castles appear as totally deserted ones, even upon close inspection,but entry into the construction will discover the monster.
182

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Humans means that the place is occupied by bandits, brigands, etc.
Determine this as follows:

The reactions of the castle or other type of stronghold to the adventurer party
are discovered as normally done. Friendly or hostile reactions will be dictatedby the culture and society of the area. For instance, if you have the area as a
typical medieval European fantasy one, a friendly reaction will result in the hostparty welcoming the adventurers, feting them, and offering an escort to theborders of their territory when they choose to leave (but meanwhile entertaining
them royally with hunts, drinking bouts, etc.) A neutral reaction would be refusal
to allow them into the place without facing one or more of their fighters in someform of non-lethal combat (such as jousting), and taking armor and weapons
from them if they lose; or it could as well be a demand for a toll to passthrough, meanwhile keeping the castle gates shut tight. A hostile reaction could
be feigning good fellowship, getting the adventurers drunk, and then strippingthem and imprisoning them for ransom; or it could result in immediate attack.
You must decide.

CASTLE SUB-TABLE II. A.:
Dice Roll
01-25
26-85
86-97
98-00

Humans are:
Bandits
Brigands
Berserkers
Dervishes

Numbers and other details of these humans are given in the MONSTERMANUAL under the heading of MEN.
Character-types refers to the basic and sub-classes of characters:

OUTDOOR RANDOM MONSTER ENCOUNTER TABLESCASTLE SUB-TABLE II.B.:
Arctic Conditions
Dice Score
01-18
19-20
21-65
66
67-68
69-80
81-85
86-93
94-96
94-99
00

Master’s Class And Level
CLERIC
9th-12th
Druid
12th-13th
FIGHTER
9th-12th
Paladin9th-10th
Ranger
10th-13th
MAGIC-USER
11th-14th
Illusionist*
10th-13th
THIEF
10th-14th
Assassin
14th
MONK**
9th-12thBARD
23rd

Creature Type
Bear, browna
Dragon, white
Giant, frost
Herd animalMen, tribesmen
Owl, giant
Remorhaz
Snake, giant, constrictorb
Toad, ice
Wolf
Wolf, winterYeti* Illusionists strongholds will often be covered by an illusion to appear as amound of rock, a ruined place or a huge castle.

For magic items possessed by the stronghold’s master, as well as for discovering
the level of his or her henchmen, use the Character Subtable of the
DUNGEON RANDOM MONSTER TABLES. There will be from 2-5
henchmen found within a fortress. Certain character types will have special
followers, and these will be found there also. However, except for the clericalprofession, these followers will not serve as the main castle garrison. These
men-at-arms will be:

Cavalry will be stabled and fight on the walls when necessary. Each of theabove units will be led by a fighter of 3rd or 4th level with normal chances formagic items. Leaders are in addition to the figures shown.
Fortresses will be stocked with food, water, and supplies of arms and missiles.
Each will have artillery and sufficient crew to operate each engine as follows:
Ballistae
Scorpions
2
1
1
2
2
4
4

Light
Catapults
1
1
1
2
2
4

a

This is treated the same as a brown bear, but it is a white-coated polar bear.

b

This is treated the same as a giant constrictor, but it is a white, furred, snake.

Monsters in italic type are 75% likely to be encountered while they are airborne.

heavy horse, splint mail & shield, lance, long sword, mace
light horse, studded leather, light crossbow, long sword
men-at-arms, scale mail, shield, spear, hand axe
men-at-arms, scale mail, heavy crossbow, morning star

Fortress Type
Moat house
Tower
Shell keep
Small castle
Small concentric castle
Medium castle
Medium concentric castle
Large castle

Predominant Terrain
Rough*
Mountains
01-09
01-07
10-12
08-15
13-15
16-20
16-55
21-55
56-60
56-60
61-70
61-70
71-75
71-72
76-80
73-75
81-83
76-80
84-91
81-86
92-95
87-90
96-00
91-00

* Includes ruins (cities, temples, fortresses) within up to five miles of the party.

** Monks’ strongholds will usually be monasteries, resembling a type ofenlarged moat house, having fewer of the defensive constructions of a typicalcastle — but being nonetheless formidable.

9-12
9-16
13-24
7-12

Plain
01-10
11-12
13-15
16-55
56-65
66-70
71-72
73-74
75-80
81-90
91-95
96-00

Oil
Cauldrons
1
1
2
2
4
5
6
8

To determine if the occupants of the stronghold are aware of the party ofadventurers, roll a surprise die for the latter, and if they are surprised, then thefortress occupants know they are there — if surprise is 2 or greater, theoccupants are actually outside the place and within normal surprise distance ofthe party of adventurers. Otherwise, the adventurers have not been detected,
and they may opt to pass the place by or go and investigate it.
183

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Sub-Arctic Conditions
Creature Type
Bear, brown
Bear, cave
Dragon, white
Giant, frost
Gnoll
Hell hound
Herd animal
Lynx, giant
MammothMastodonMen, tribesmen
Owl, giant**
Ram, giant
Rat, giant
Remorhaz
Rhino, woolly
Tiger
Toad, ice
Troll
Wolf
Wolf, winter
Wolverine
Wolverine, giant
Yeti

Plain
—
—
01-05
06-10
11-15
—
16-40
—
41-45
46-55
56-65
66-70
—
—
—
71-80
81-90
—
—
91-00
—
—
—
—

Scrub
01-05
—
06-10
11-15
16-20
—
21-40
—
41-50
51-55
56-65
66-70
—
—
—
71-80
81-90
—
—
91-00
—
—
—
—

Forest
01-10
11-15
—
16-20
21-25
26-27
28-38
39-45
46-50
51-55
56-65
66-70
—
71-75
—
—
76-80
—
81-85
86-95
—
96-98
99-00
—

Predominant Terrain
Rough*
01-05
06-10
11-15
16-20
21-25
26-27
28-40
—
—
—
41-50
51-55
56-60
61-65
66-67
—
68-75
—
76-80
81-90
—
91-96
97-98
99-00

Hills
01-05
06-10
11-15
16-20
21-25
26-27
28-50
—
—
—
51-60
61-65
66-70
—
—
71-75
76-80
—
81-85
86-92
93-94
95-96
97-98
99-00

Mountains
—
01-15
16-25
26-30
31-35
36-40
41-60
—
—
—
—
61-65
66-70
—
71-75
—
—
—
76-85
86-92
93-95
—
—
96-00

Marsh
—
—
01-05
—
06-20
—
21-50
—
—
51-55
56-55
66-75
—
76-85
—
—
—
86-90
91-00
—
—
—
—
—

* Includes ruins within up to five miles of the party.
** Night only, except in forest and not airborne (25%).
Temperate And Sub-Tropical Conditions
Uninhabited/Wilderness Areas
Creature Type
Ant, giant
BadgerBadger, giant
Bear, brown
Beaver, giant
Beetle, bombardier
Beetle, stag
BeholderBlink dog
Boar, wild
Bugbear
Bull/Cattle, wild
Catoblepas
Demi-humana
Displacer beast
Dog, wild
Dragonb
Dragonne
Eagle, giant
Frogc
Gargoyle
GiantdGoat, giant
GriffonHerd animal
Hippogriff
Horse, wild
Humanoide
Jackal**Ki-rin/Lammasu/Shedu
Leprechaun/Brownie
Leucrotta
Lion
Lizard, giant
Lycanthropef
Lynx, giant
Meng
Ogre***
Owl, giant
Owlbear

Plain
01
—
—
02
—
—
—
—
03
04
05
06-09
—
10
—
11-12
13-14
—
15
—
—
17-18
—
19
20-25
26-27
28-30
31-33
34-38
39
—
—
40-49
—
50
—
51-70
71-74
75
—

Scrub
01
—
—
02
—
—
—
—
03
04-05
06
07-08
—
09
—
10
11
—
—
—
—
12-13
—
14
15-20
21-22
23-25
26-32
33-34
35
—
—
36-40
—
—
—
41-60
61-65
66
—

Forest
01
02
—
03-04
—
05
06
—
07
08
09
10
—
11
12
13
14
—
15
—
—
16
—
17
18-20
21-22
23-25
26-30
—
31
32
—
33-35
36
37-38
39-40
41-50
51-55
56-58
59-60

Predominant Terrain
Rough*
Desert
01
—
02-03
—
04
—
05
—
—
—
—
—
—
—
—
—
06
01
07
—
08
—
—
—
—
—
09
—
10
—
11
02-05
12
06-07
13
08
14
09
—
—
—
—
15-16
—
17
—
18
10-11
19-20
12
21-22
13-14
23-25
15-19
26-30
20-28
—
—
31
29-30
—
—
32-33
—
34-35
31-40
36-37
41-44
38-39
—
—
—
40-50
45-69
51-55
—
56
70
—
—
184

Hills
01
—
—
02-03
—
—
—
—
04
—
05-08
09
—
10-20
—
21-22
23-24
—
25
—
—
26-27
28-30
31-32
33-35
36-37
38-39
40-50
—
51
52-53
—
54-55
—
56-58
—
59-70
71-75
76
—

Mountains
—
—
—
01-02
—
—
—
—
03
—
04-05
—
—
06-07
08
09
10-11
12
13-14
—
15-16
17-28
29
30
—
31-32
—
33-40
—
41
—
42
—
—
43-45
—
46-60
61-65
66
—

Marsh
—
—
—
—
01
—
—
02
—
—
—
—
03-05
—
06
—
07
—
08
09-15
16
—
—
—
—
—
—
17-30
—
31
—
32
—
33-36
—
—
37-52
—
53
54

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Creature Type
Pegasus
Porcupine/Skunk
Pseudo-dragon
Shambling mound
SnakehSphinxi
Spiderj
StagTick, giant
Toad, giant
TreantTroll
UndeadkWasp, giant
Weasel, giant
Will-o-wisp
Wind walker
Wolf
Wolf, worg

Plain
76-77
—
—
—
78
—
79-80
81
—
82
—
83-84
—
85-86
87
—
—
88-97
98-00

Scrub
67
68-69
70
—
71
—
72-80
81-85
86
87
—
88
—
89
90-91
—
—
92-97
98-00

APPENDIX C: RANDOM MONSTER ENCOUNTERS
Predominant Terrain
Rough*
Desert
57
71-74
58
—
—
—
—
—
59-60
75-79
61-63
80-89
64-65
90-93
66
—
—
—
67
—
—
—
68-75
—
76-80
—
81-82
94-95
83-84
—
85-86
—
—
—
87-97
96-00
98-00
—

Forest
—
61-63
64-65
66
67-68
69-70
71-73
74-76
77-78
79
80-84
85
86-87
88
89
90
—
91-97
98-00

Hills
77
78
—
—
79
80-81
82-83
84-87
—
88
—
89
90-91
92
93
—
—
94-98
99-00

Mountains
67
—
—
—
68
69-72
—
—
—
—
—
73-78
79-83
—
84-86
87-92
93-94
95-96
97-00

Marsh
—
—
—
55-58
59-72
73-78
—
—
—
79-83
—
84-86
87-92
93-94
95-96
97-00
—
—
—

* Includes ruins within up to five miles of the party.
** 10% of these encounters will be with jackalwere.
*** 10% of these encounters will be with ogre magi.

a

b

c

d

e

Demi-Human Subtable
Demi-Human
Plain
Dwarf
01-05
Elf
06-70
Gnome
71-80
Halﬂing
81-00

Scrub
01-05
06-60
61-80
81-00

Forest
01-05
06-70
71-95
96-00

Dragon Subtable (base 50% chance of encounter while creature airborne)
Dragon Type
Plain
Scrub
Forest
Black
01-02
01-02
01-16
Blue
03-04
03-04
17-18
Brass
05-06
05-06
19-20
Bronze
07-08
07-08
21-22
Chimera
09-10
09-10
24-30
Copper
11-12
11-14
31-35
Gold
13-28
15-16
36-40
Green
29-30
17-36
41-80
Red
31-32
37-38
81-82
White
33-34
39-40
83-84
Wyvern
35-00
41-00
85-00

Rough
01-10
11-15
16-85
86-00

Hills
01-20
21-30
31-70
71-00

Mountains
01-70
71-75
76-95
96-00

Rough
01-30
31-32
33-40
41-45
46-50
51-55
56-57
58-59
60-64
65-66
67-00

Desert
01-02
03-20
21-65
66-67
68-70
71-80
81-82
83-84
85-88
89-90
91-00

Hills
01-06
07-10
11-20
21-25
26-35
36-45
46-50
51-52
53-60
61-65
66-00

Frog Subtable
Frog Type
Giant
KillerPoisonous

Marsh
01-70
71-80
81-00

Giant Subtable
Giant Type
Cloud
Ettin
Fire
Frost
Hill
Stone
Storm
Titan

Plain
01-02
03-04
05-06
07-08
09-95
96-98
99
00

Scrub
01-02
03-05
06-07
08-09
10-94
95-98
99
00

Forest
01-02
03-10
11-12
13-14
15-93
94-98
99
00

Rough
01-02
03-10
11-20
21-25
26-85
86-98
99
00

Hills
01-03
04-10
11-15
16-20
21-81
81-98
99
00

Mountains
01-15
16-20
21-30
31-45
46-50
51-90
91-98
99-00

Humanoid Subtable
Humanoid
Gnoll
GoblinHobgoblin
Kobold
Orc

Plain
01-05
06-10
11-15
—
16-00

Scrub
01-10
11-15
16-50
51-80
81-00

Forest
01-10
11-20
21-30
31-80
81-00

Rough
01-20
21-30
31-50
51-55
56-00

Desert
—
01-40
41-90
—
91-00

Hills
01-25
26-50
51-75
—
76-00

185

Mountains
01-04
05-15
16-17
18-25
26-30
31-40
41-45
46-47
48-60
61-95
96-00

Marsh
01-50
51-52
53-54
55-56
57-58
59-60
61-62
63-75
76-77
78-79
80-00

Mountains
01-15
16-50
51-65
—
66-00

Marsh
01-25
26-35
36-75
—
76-00

APPENDIX C: RANDOM MONSTER ENCOUNTERSf

Lycanthrope Subtable
Lycanthrope
Werebear
WereboarWererat
Weretiger
WerewolfgForest
01-10
11-70
—
71-90
91-00

Rough
01-02
03-15
16-90
—
91-00

Hills
01-02
03-15
16-20
21-30
31-00

Mountains
01-75
—
76-80
81-90
91-00

Plain
01-05
06-07
08-10

Scrub
01-10
11-12
13-15

21-22
23-60
61-90
91-95
96-00

26-27
28-60
61-80
81-85
86-00

Plain
01-10
—
11-80
81-00

Scrub
01-05
06-10
11-80
81-00

Forest
—
01-65
66-95
96-00

Rough
—
01-05
06-95
96-00

Desert
01-15
—
16-90
91-00

Hills
01-05
06-10
11-90
91-00

Forest
01-05
06-75
76-80
81-00

Rough
01-10
11-30
31-50
51-00

Desert
01-40
41-50
51-90
91-00

Hills
01-10
11-70
71-80
81-00

Mountains
01-15
16-35
36-55
56-00

Marsh
01-05
06-55
56-65
66-00

Plain
—
01-15
16-00
—

Scrub
—
01-25
26-00
—

Forest
01-55
56-75
76-80
81-00

Rough
—
01-20
21-00
—

Desert
—
—
01-00
—

Hills
—
01-20
21-00
—

Forest
01-10
11-12
13-55
56
—
57-70
71-79
80-89
90-96
97-00

Rough
01-15
16-20
21-55
56-60
61-70
71-84
85-87
88-89
90-98
99-00

Hills
01-10
11-12
13-35
36-40
41-55
56-61
62-64
65-74
75-97
98-00

Mountains
01-10
11-13
14-30
31-35
36-40
41-50
51-60
61-75
76-94
95-00

Marsh
01-15
16-18
19-75
—
—
76-81
82-91
92-93
—
94-00

ForestRoughDesert
Hills
01-10
01-10
01-05
01-10
—
11-12
—
11-12
11-15
13-15
06-10
13-20
see special note hereafter pertaining to Characters—10% in all cases
—
26-27
21-50
31-40
26-40
28-50
51-75
41-65
—
51-60
76-95
66-80
41-45
61-80
96-00
81-90
46-00
81-00
—
91-00

Mountains
01-05
06-10
11-20

Marsh
01-05
—
06-10

31-35
36-50
—
51-65
66-00

—
21-35
—
36-30
31-00

Mountains
—
—
01-90
91-00

Marsh
—
01-70
71-00
—

Snake Subtable
Snake TypeAmphisbaena
Constrictor
Poisonous
Spitting

i

Plain
01-02
03-25
26-30
31-40
41-00

Men Subtable
Men Type
BanditBerserker
Brigand
Character
DervishMerchant
Nomad
Pilgrim
Tribesmanh

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Sphinx Subtable
Sphinx TypeAndroCrioGynoHieracoj

Spider Subtable
Spider Type
Giant
Huge
Large
Phase

k

Undead Subtable
Undead Type
Ghast
Ghost
Ghoul
Lich
Mummy
Shadow
SpectreVampireWight
WraithSpecial Note Regarding Characters Encountered In Uninhabited/Wilderness Areas: It is suggested that you use typical parties of dungeon charactersfor such encounters (90% will be mounted, warhorses where applicable, 10% afoot). Character level will range from 7th through 10th, with henchmen of approximately
one-half (round up) character level. Mounted fighters will have lances, those afoot will have spears.

Temperate And Sub-Tropical Conditions
Inhabited And/Or Patrolled Areas

Creature TypeAnhkheg
Ant, giant
Bear, black
Beetle, bombardier
Beetle, stag
Boar, wild
Bulette

Plain
01-02
03-05
—
06
07
08-10
11

Scrub
01
02
03-04
05
06
07-08
09

Predominant Terrain
ForestRough*
01-02
—
03-04
01-02
05-07
03-04
08-09
—
10-11
—
12-14
05-06
—
—
186

Desert
—
—
—
—
—
—
—

Hills
01
02
—
03
—
04-05
06

Mountains
—
—
01-02
—
—
—
—

Marsh
—
—
01-05
—
—
06-08
—

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Creature Type
Dwarf
Elf
Ghast
Ghost
Ghoul
Giant, hill
Gnoll
Gnome
GoblinGroaning spirit
Halﬂing
Hobgoblin
Leprechaun
Lycanthrope, -bear
Lycanthrope, -boar
Lycanthrope, -rat
Lycanthrope, -tiger
Lycanthrope, -wolf
ManticoreMen, bandit
Men, berserker
Men, brigand
Men, dervishMen, merchantMen, nomad
Men, pilgrim
Ogre
Orc
Rat, giant
Skunk, giant
VampireWill-o-wisp
Wolf

Plain
—
12
—
—
—
13
14-15
16
17-18
19
20-21
22
23
—
—
—
24
25-26
27
28-32
33-34
35-38
39-40
41-68
69-70
71-80
81-83
84-87
88-89
90-91
92
—
93-00

Scrub
—
10-11
—
—
—
12
13
—
—
14
15
16-17
—
—
18-19
20
21
—
22
23-27
28-29
30-34
35-36
37-56
57-58
59-69
70-76
77-86
87-89
90-91
—
—
92-00

APPENDIX C: RANDOM MONSTER ENCOUNTERS
Predominant Terrain
ForestRough*
—
07-08
15-18
—
—
09-10
—
11
—
12-14
19
15-16
20
17-18
21-22
19-20
23
21-22
—
—
24
—
25
23
—
—
26
—
27
—
—
24-25
28
—
29
26
—
27
30-32
28-32
33-35
33-34
36-40
35-39
41-42
40-44
43-55
45-55
—
56-57
56-60
58-63
61-70
64-69
71-82
70-82
83-85
83-85
86-91
86-87
92
—
—
88-89
93-00
90-00

* Includes ruins (cities, temples, fortresses, etc.) within up to five miles of the party.
Temperate Conditions
Faerie And Sylvan Settings
Creature Type
Plain
Ape, carnivorous—
Basilisk—
Bear, brown—
Boar, wild, giant
01-02
Brownie—
Bull, wild
03-08
Centaur
09-12
Chimera13-14
Cockatrice
—
Dryad
—
Dwarf
—
Elf
15
Ettin
16-18
Gnome
—
Gorgon19-21
Griffon
22-25
Harpy
26
Hippogriff
27-30
Leopard31-32
Lion, mountain—
Manticore33-36
Men, bandit
37-38
Men, dervish
39-41
Men, pilgrim
42-46
Men, tribesmen
47-51
Ogre
52-59
Pegasus60-65
Peryton
66-69
Pixie
70-76
Satyr
77
Sprite78-79
Stag, giant
80-81
Stirge82-83
Su-monster
—
Sylph
84-86
Troll
87-88
Unicorn
89-90
Wolf
91-00

Forest
01-03
04
05-08
09-11
13
14-15
16
17
18
19
—
20-22
23
24-25
26
27
—
—
28-31
—
32-33
34-38
39
40-41
42-44
45-47
—
48-50
51-55
56-65
66-70
71-75
76-78
79-85
86
87-88
89-96
97-00

Hills
—
01
02-03
04-05
06-08
09-10
11-14
15-16
—
—
17-18
19-22
23
24-27
28
29-30
31
32-33
34
35
36-37
38-39
40-41
42-43
44-46
47-48
49
50-51
52-53
54-55
56-57
58-60
61-65
—
66-70
71-75
76-80
81-00

Mountains
01-02
03
04-08
—
—
—
—
09-14
15
—
16-22
23
24-26
27-28
29
30-31
32-33
34-36
37
38-39
40
41
42
43-44
45
46-50
51-55
56-58
—
—
—
59-60
61-65
—
66-70
71-85
—
86-00
187

Desert
—
—
—
—
—
—
01-03
—
—
—
—
—
—
—
—
—
—
—
04-07
08-12
13-14
15-19
20-30
31-56
57-76
77-84
—
85-94
—
—
95
—
96-00

Hills
07-08
09-10
—
—
—
11-15
16-17
18-21
22-23
24
25-27
28
29-30
—
—
—
—
31
32
33-36
37-38
39-44
45-46
47-60
61-62
63-67
68-75
76-85
86-88
89-90
—
—
91-00

Mountains
03-15
—
—
—
—
16-17
18-19
20-21
22-24
—
—
25-26
—
27
—
—
—
28-29
30
31-32
33-34
35-39
40-41
42-51
—
52-59
60-67
68-80
—
—
81-87
88-89
90-00

Marsh
—
—
—
—
09-10
—
11-13
—
—
14
—
15
—
—
—
16
—
17
18-19
20-22
23-24
25-29
—
—
—
30-31
32-40
41-60
61-75
—
76-80
81-00
—

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Pleistocene Conditions

Creature TypeAxe beakBaluchitherium
Bear, cave
Boar, wild, giant
Bull
Camel
Cattle, wild
Crocodile, giant
Flightless bird
Herd animal
Hyena, giant
Irish deer
Lion, spotted
MammothMastodonMen, cavemen
Rhino, wooly
Stag, giant
Snake, giant, constrictor
Tiger, sabre-toothTitanothere
Weasel, giant*Wolf, dire

Plain
01-05
06-10
—
11-13
14-16
—
17-21
—
22-26
27-50
51-55
—
56-57
58-65
66-70
—
71-75
76-80
—
81-87
88-95
96-98
99-00

Scrub
01-02
03-07
—
08-12
13-14
15-17
18-20
21-23**
24-25
26-50
51-55
—
56-57
58-65
66-70
—
71-75
76-80
—
81-90
91-95
96-98
99-00

Forest
—
01-05
06-07
08-12
13-14
15-17
18-19
—
—
20-50
—
51-55
56-60
61-65
66-70
71-75
—
76-80
81-82
83-90
—
91-95
96-00

Predominant Terrain
Rough
—
—
01-05
06-09
—
—
10-11
12-15**
16-25
26-65
66-75
—
76-85
—
—
86-90
—
—
—
—
—
—
91-00

Hills
—
—
01-05
06-10
11-13
—
14-16
—
17-20
21-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
—
91-92
—
93-95
96-00

Mountains
—
—
01-20
—
—
—
—
—
—
21-50
—
51-60
61-70
—
—
71-90
—
—
—
—
—
—
91-00

Marsh
—
—
—
—
—
—
—
01-20
21-70
71-90
—
—
—
—
91-98***
—
—
—
99-00
—
—
—
—

* Simulates a class of early carnivores — describe the creature as “cat-like”, but with short legs and long body.
** If water is also nearby; otherwise treat as cattle, wild.
*** Simulates “shovel-toothed” proboscidia.

Sub-Tropical To Tropical Conditions
Prehistoric Settings, Age Of Dinosaurs
Dinosaur Type
Plain
Scrub
Anatosaurus
01-10
01-06
Ankylosaurus
11-12
07-10
Antrodemus—
11-12
Apatosaurus
13†
13†Brachiosaurus
14†
14†
Camarasaurus
15
15-17
Ceratosaurus—
18-22
Cetiosaurus
16†
23†
Crocodile, giant——
Diplodocus
17†
24†
Gorgosaurus
18-20
25-28
Iguanadon/Lambeosaurus
21-40
29-35
Lizard, giant——
Lizard, minotaur
41-42—
Megalosaurus——
Monoclonius
43-46
36-41
Miscellaneous Small-Medium
Reptiles*
47-53
42-47
Nothosaurus**——
Paleoscincus——
Pentaceratops
54-67
48-54
Plateosaurus—
55-60
Pterodactyl, small*
68-69
61-62
Pteranodon
70-76
63-67
Snake, giant, constrictor—
68-69
Stegosaurus—
70-82
Styracosaurus
77-79
83-87
Teratosaurus
80-82
88-89
Triceratops
83-92
90-95
Tyrannosaurus Rex
93-00
96-00

Forest
01-08
—
09-14
15-19†
20†
21-23
24-28
29†
—
30†
—
31-40
41-45
—
46-50
—

Marsh
01-12
—
—
13-18
19-23
24-28
—
29-34
35-40
41-48
—
49-56
57-60
61-63
—
—

51-55
—
56-63
—
64-80
—
—
81-85
86-95
—
96-00
—
—

64-65
66-71
72-76
—
—
77-82
83-89
90-00
—
—
—
—
—

† If water body is nearby; otherwise roll again.
* Basically small or inoffensive creatures which can not be immediately
distinguished as such by onlookers.
** The nothosaurus is to be treated as a megalosaurus in all respects save
habitat and movement, the latter being 6”//12”.
The creatures listed above are not all from the same geological period, but they
provide a highly interesting mixture for adventuring. Feel free to devise yourown encounter matrix for Jurassic, Triassic, or other period with non-aberrant
creatures.
188

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Tropical And Near-Tropical Conditions
Uninhabited/Wilderness Areas
Creature Type
Ant, giant
Ape
BaboonBear, black
Beetle, rhinoceros
Boar, warthog
Buffalo
Camel
Centipede, giant
Couatl
Crocodile
Elephant
Elephant, loxodont
Flightless bird
Herd animal
Hippopotamus
Hyena
JackalJackalwere
JaguarLamia
Lammasu/Shedu
Leech, giant
LeopardLion
Lizard, minotaur
Lycanthrope, -tiger
Men, bandit**Men, dervishMen, merchantMen, nomad
Men, pilgrim
Men, tribesman
Naga, guardianNaga, spirit
Rakshasa
Rhinoceros
Roc
Scorpion, giant
Snake, amphisbaena
Snake, constricting
Snake, poisonous
Snake, spitting
SpectreSphinx*Spider, giant
Spider, hugeSpider, large
Tiger
Toad, giant
Toad, giant, poisonous
Wolf/Wild dog

Plain
01-02
—
—
—
—
03-05
06-10
—
—
—
—
—
—
11-16
17-35
—
36-40
41-44
45
—
—
—
—
—
46-55
—
—
56-59
60
61-68
69-70
—
—
—
—
—
71-80
81-85
86-90
91-92
—
—
93-95
—
—
—
—
—
—
—
—
96-00

Scrub
01-02
—
03-05
—
—
06-08
09-12
—
—
—
—
13-16
17-20
21-22
23-35
—
36-40
41-44
45
—
—
46
—
47-50
51-55
—
—
56-59
—
60-65
—
—
66-71
—
—
—
72-77
78-84
85-86
—
—
87-92
—
—
—
—
—
93-95
—
—
—
96-00

Predominant Terrain
Rough*
Desert
01-02
—
—
—
03-07
01-04
08-09
—
—
—
10-13
—
14-15
—
—
05-11
—
12-14
—
—
—
—
—
—
—
—
—
—
16-18
15-16
—
—
19-25
—
26-29
17-24
30
25
—
—
31-35
26-28
36-38
29-35
—
—
39-40
36-37
—
38-40
41-45
—
—
—
46-48
41-45
49-50
46-55
51-53
56-65
54-60
66-81
61-68
82-83
69-72
—
73-74
—
75-76
—
77-80
—
—
—
81-83
—
84-85
84-89
—
90-91
—
—
86-88
92-93
89-90
94-95
91-93
—
94-95
96-00
—
—
—
—
—
—
—
—
—
—
—
—
96-00
—

Forest
01-02
03-05
06
07-09
10-12
—
—
—
13-16
17-18
—
19-24
25-30
—
31-33
—
—
—
—
34-38
39-40
—
—
41-47
48-50
—
51-52
53-56
—
—
—
—
57-60
—
—
—
—
—
61-64
—
65-70
71-74
75-76
—
—
77-80
81-86
—
87-95
96-98
99-00
—

* Includes ruins within up to five miles of the party.
** Slavers.
aSphinx Subtable
01-10
11-40
41-70
71-00

Androsphinx
Criosphinx
Gynosphinx
Hieracosphinx

189

Hills
01-02
—
—
—
—
—
03-07
—
—
—
—
08-10
—
—
11-20
—
21-25
26-29
30
—
—
31-32
—
—
33-38
—
39-40
41-45
46-55
48-55
56-63
64-68
69-74
75
76-78
79-80
—
81-85
—
—
—
—
86-87
—
88-90
—
—
—
91-95
—
—
96-00

Mountains
—
—
01-03
04-06
—
—
—
—
—
—
—
—
—
—
07-10
—
—
—
—
—
—
11-15
—
16-20
—
—
21-22
23-28
46-47
31-35
—
36-38
39-50
51-53
54-55
56-60
—
61-70
—
—
—
71-75
—
—
76-80
—
—
—
81-90
—
—
91-00

Marsh
—
—
—
—
—
—
01-10
—
—
—
11-35
—
—
—
—
36-50
—
—
—
—
—
—
51-60
—
—
—
—
—
29-30
—
—
—
61-73
—
74-75
—
—
—
—
—
76-80
81-85
—
—
—
—
—
86-89
—
90-96
97-00
—

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS
26
27-35
36-63
64-67
68-70
71-73
74
75
76-80
81-83
84-86
87-89
90
91-96
97-00

WATERBORNE ENCOUNTERS
Fresh Water
Encounter occurs 1 in 20, check morning, evening, and midnight. Unintelligent
monsters will be 75% likely to be driven off by flaming oil nearby, 90% if actuallyburned by it. Large amounts of food will be 50% likely to end encounters.
Salt Water
Encounter occurs 1 in 20, check dawn and noon in coastal and shallow waters,
check only once during daylight (usually noon) in deep water. Burning oil works
as noted above for fresh water encounters, as will food.
WATERBORNE RANDOM MONSTER ENCOUNTERS

Locathah
Man, buccaneer (warship)
Man, merchantMan, pirate
Man, pirate (tribesman with small craft)
MermanNymph
Octopus, giant
Sahuagin
Shark, giant
Snake, sea
TritonTurtle, giant, sea
Whale, carnivorous, small
Whale, small

FRESH WATER
Deep Waters
Small Body Of Water
Dice Score
01-15
16-30
31-40
41-60
61-65
66-70
71-85
86-98
99-00

Dice Score
01-05
06-13
14
15-16
17-25
26-27
28-35
36-40
41-45
46-50
51-53
54-55
56-65
66-68
69-72
73-78
79-85
86-90
91-95
96-00

Creature Encountered
Beaver, giant*Crocodile**
Hippopotamus**Lizard man
Nixie*
Nymph
Otter, giant
Turtle, snapping, giant
Water weird

Large Body Of Water
Dice Score
01-02
03-04
05-06
07-10
11-15
16-21
22-23
24-26
27-28
29
30-33
34-48
49-78
79-84
85
86-90
91-93
94-97
98-99
00

Creature Encountered
Beaver, giant*
Crayﬁsh, giant
Crocodile**
Crocodile, giant**
Dinosaur — see Dinosaur Subtable
Gar, giant
Hippopotamus**Koalinth (hobgoblin)
Kopoacinth (gargoyle)
Lacedon (ghoul)
Lizard man
Man, buccaneer (or warship)
Man, merchantMan, pirate
Naga, water
Nixie*
Otter, giant
Pike, giant
Turtle, snapping, giant
Water weird

Creature EncounteredDinosaur — see Dinosaur Subtable
DolphinDragon turtle
Man, buccaneer (warship)
Man, merchantMan, pirate
MermanOctopus, giant
Sahuagin
Shark, giant
Snake, sea
Squid, giant
TritonTurtle, giant, sea
Whale, carnivorous, large
Whale, carnivorous, medium
Whale, carnivorous, small
Whale, large
Whale, medium
Whale, small

Dinosaur Subtable
Dice Score
01-15
16-35
36-55
56-75
76-00

Creature Encountered
Archelon ischyros
Dinicthys*
Elasmosaurus**
Mosasaurus**
Plesiosaurus*** Encountered only in deep water, otherwise roll again.
** If encounter occurs in fresh water, it must be in a relatively warm clime (subtropical), otherwise roll again.

* Result possible only in cool waters, otherwise roll again.
AIRBORNE RANDOM MONSTER ENCOUNTERS** Result possible only in warm waters, otherwise roll again.

Large bodies of water include large lakes, great lakes, and major rivers.

When the party is travelling by means of flying, simply use the appropriate
OUTDOOR RANDOM MONSTER ENCOUNTERS table. Check at every
opportunity (four times in the daylight, twice if flying at night also, or four times
if flying at night only), but an encounter occurs only if the creature indicated isable to fly or is actually flying.

SALT WATER

CITY/TOWN ENCOUNTERS

Shallow Waters, Coastal Waters, Small Inland Seas

The prime city or cities/town or towns in a campaign will usually havepredetermined denizens and many encounters will be set according to facts thus
developed. All sections of these prime inhabited areas will not be matrixed, andall other cities/towns will be basically undeveloped. For all such areas the CITY/TOWN ENCOUNTER MATRIX is useful.

Small bodies of water include large ponds, fens, small lakes to mediumsized ones, and rivers other than major ones which can carry large shipping.

Dice Score
01-02
03-10
11-17
18
19-20
21
22-23
24
25

Creature Encountered
Crocodile, giant**
Dinosaur — see Dinosaur Subtable
DolphinDragon turtle
Elf, Aquatic
Ixitxachitl
Koalinth (hobgoblin)
Kopoacinth (gargoyle)
Lacedon (ghoul)

All encounters must be in their appropriate areas. A ghost will not be
encountered in the main square of a city, rats in a palace, etc. If the roll indicates
an improbable encounter, just ignore it, and no encounter has taken place. Checkfor encounters every three turns as normally, or otherwise as desired.
Disguise all encounters by using vagueness and similarity.
190

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS
payment must be made. Any gratuity or gift given to a beggar will immediately
attract the attention of other beggars nearby (0-9 others will be near).

CITY/TOWN ENCOUNTERS MATRIX
DaytimeDice Roll
01
02
03-12
13
14-18
19-21
22-23
24-25
—
—
—
26
27
28-29
30-33
—
—
34
35-39
40-41
42
43-50
51
52-55
56-62
63
—
64-65
66
67-69
70
71-72
—
73
74-78
—
—
79-82
83-97
98
99
00
—
—
—
—

Nighttime
Dice Roll
01-03
04-05
06-08
09-10
11
12
13-21
22
23
24
25
26
27-31
32-33
34-35
36
37
38-42
43
44-50
51
52
53
54-58
59-60
61
62
63-64
65
66
67
68-71
72
73
74-80
81
82
83-88
89-90
91-93
94
95-96
97
98
99
00

Brigand encounters are the same as bandit encounters.

ResultAssassin*
BanditBeggarBrigand
City guard*
City ofﬁcial
City watchman
Cleric*Demon or Nycadaemon (60%/40%)
Devil or Mezzodaemon (50%/50%)
Doppleganger
Druid*
Drunk
Fighter*
Gentleman
Ghast or Ghoul (30%/70%)
Ghost
Giant rats
Goodwife
HarlotIllusionist*
Laborer or Peddler (50%/50%)
Magic-user*
MercenaryMerchant
Monk or Bard (60%/40%)
Night hag
Noble
Paladin
PilgrimPress Gang
Rake
Rakshasa
Ranger*Rufﬁan**Shadow
SpectreThief*
Tradesman
Wererat
Weretiger
Werewolf
Wight
Will-o-wisp
Wraith
Vampire or Lich (75%/25%)

City guard encounters are with 2-16 mercenary soldiers in the employ of the city
as gate and wall guards or in a police function. There will always be 1 higher
level leader — 2 if more than 8 guards, 3 if more than 12 — in addition to the
0 level guardsmen. Leaders are of 2nd to 5th level fighting ability. They willquestion suspicious persons, arrest law breakers, etc. In addition, the guard
party will always be accompanied by a magic-user of 1st to 4th level who isindentured for 1 year for some service rendered to him or her by the city which
was not repayable in some other manner (bad debts, resurrection, infraction ofcity rules, non-payment of taxes, etc.).
City official encounters will be with some minor bureaucrat such as a tax
collector, customs officer, guard or watch lieutenant, deputy bailiff, or assistantmagistrate. A 10% chance for an encounter with a major official exists,
however, such as meeting a steward, alderman, justice, guard or watch captain,chamberlain, or magistrate. Major officials will have 2-8 city guards with them,as detailed above. Officials will resent unwarranted intrusion, but they will
speak with persons regarding important matters. Any official will have 1-4
fighters as personal guards (d4 to determine individual level).
City watchman encounters are with squads of the watch (5 men plus a 1st3rd level sergeant during daylight; double numbers, plus a 4th or 5th level
lieutenant at night). These squads will always be accompanied by a cleric of
2nd to 5th level indentured to the city as magic-users are to the city guard (q.v.).
They will generally act as do city guards, and at night these patrols will beready to aid attacked persons and arrest lawbreakers.
Cleric encounters will be with a cleric 6th to 11th level (d6 + 5). There will be 0-5
lesser clerics (d4 for level) with the major character. Alignments can be rolled for or
dictated by area or race. Encountered clerics will typically try to convert the party,
ask for contributions, or try to dupe the party into becoming sacrificial victims.
Demon or Devil encounters must be carefully restricted, and they may beignored entirely if desirable. For example, near an evil temple there may well
be a demon or devil, a succubus may be roaming at night, a wizard may haveconjured a demon, etc. Treat these encounters as highly special. Only 1 demon
or devil will be encountered.
Doppleganger encounters will normally take place only near deserted places
where there are entrances to the underworld, ruins, and the like. The number ofdopplegangers encountered will be 3-6 (d4 + 2).
Druid encounters will be with a druid of 6th to 11th level (d6 + 5) with 0-3
lesser druids (d4 for level) 50% of the time and 1-4 fighters (d6 for level) 50% of
the time. Druids will generally shun conversation with the encountering party.
Drunk encounters are typically with 1-4 tipsy revelers or wine-sodden bums
(50% chance for either). In the former case the type of character(s) found drunk
should be diced for:* Check to see if race is human or demi-human:
01-08
09-13
14-15

DwarvenElven
Gnomish

16-23
24-25
26-30

Half-elven
Halﬂing
Half-orc

31-00

Human

01-02 Assassin
03-10 Bandit
11-18 Brigand
19-20 City guard
21-22 City official
23-25 City watchman
26-27 Cleric** If desired, 1 in 4 can be half-orc or of humanoid race (goblin, hobgoblin,
kobold, orc).
CITY/TOWN ENCOUNTERS EXPLANATIONSAssassin encounters are dependent upon the locale. Normally 1-3 assassins
will be encountered, but near the Thieves’ Quarter the encounter could be withmany assassins — at the guild, for instance. Assassins will typically ignore
passers-by or act as thieves, but are as likely to slay first and steal afterwards
as to simply pick a pocket or two.

28-29
30-38
39-45
46-48
49-63
64-65
66-73

Druid
Fighter
Gentleman
Illusionist
Laborer
Magic-user
Mercenary

74-80
81-82
83-90
91-95
96-97
98-00

Merchant
Noble
Rake
Ruffian
Thief
Tradesman

When an encounter with a drunk occurs, reaction for the latter will dictate what
is said to the party. The drunk character(s) will become sober on a roll of 10%
or less (out of 100%) if threatened, check each turn or melee round. (See
Effects of Alcohol and Drugs in the DAMAGE subsection of COMBAT.)

Bandit encounters in daylight hours will simply be a case of a nondescript
group being seen — the bandits will perhaps be watching the encounteredparty as a future prospect. Nighttime encounters will typically be with 3-12
bandits with 1 or more leaders.

Fighter encounters will be with a 6th to 12th level fighter (2d4 + 4)
accompanied by 0-3 henchmen (d4 for level).
Gentleman encounters are with a foppish dandy and 1-4 sycophants 40% of
the time, a gentlewoman 20% of the time, and 40% of the time with welldressed fighter-types of 7th to 10th level (d4 + 6) with 1-4 friends of the sameabilities. Any rude remarks will give offense, of course. Fops will seek revenge
by causing trouble for the party with officials, gentlewomen will send achampion, fighters will challenge the offenders.

Beggar encounters are with but 1 (or possibly 2) person(s) (young or old; maimed,diseased, or whole; religious or otherwise; male or female) beseeching alms. Thereis a chance that a beggar will be a thief (q.v.). A beggar has a slight chance (1% to8%) of knowing information of interest to the character encountering him or her, but
191

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX C: RANDOM MONSTER ENCOUNTERS

Ghast encounters must be near charnel houses, graveyards, and the like. The
number encountered will be 2-8.

fighting ability, 1-2 servants, and there is a 75% likelihood that a noblewoman will
have a sedan chair, carriers and linkboys (at night). Noblemen can easily be
mistaken for important city officials or very rich merchants; noblewomen canlikewise be mistaken for a courtesan or procuress. Any insult will be taken
seriously. Nobles are 50% likely to be fighters (80%) or clerics (20%) of 5th to12th level (d8 + 4).

Ghost encounters are treated in a fashion similar to ghast encounters, but ofcourse a locale or two can be haunted. One ghost will be encountered.
Ghoul encounters are treated the same as ghast encounters, except 4-16 will
be encountered.

Paladin encounters will be with a paladin of 6th to 9th level (d4 + 5). The
paladin will be indistinguishable from any other fighter.

Giant rats are encountered throughout any inhabited place, using their own
tunneled warrens, sewers, cellars, etc. In daylight such encounters will takeplace only in dim alleys or dark buildings and similar places. The number
encountered will be 2-8 in daylight, 4-24 at night.

Pilgrim encounters are with 3-12 persons bent upon a journey to somereligious or quasi-religious site. The alignment of pilgrims is variable, but that ofa group is always homogeneous. For every 4 pilgrims there will be 1 of unusual
type (cleric, fighter, etc.). See ADVANCED DUNGEONS & DRAGONS,MONSTER MANUAL for exact probability of each character type if desired.
As pilgrims are non-descript, it is quite probable that they can be confused withother groups (bandits, laborers, and so on).

Goodwife encounters are with a single woman, often indistinguishable fromany other type of female (such as a magic-user, harlot, etc.). Any offensive
treatment or seeming threat will be likely to cause the woman to scream for
help, accusing the offending party of any number of crimes, i.e. assault, rape,
theft, or murder. 20% of goodwives know interesting gossip.

Press gang encounters will involve 2-16 burly sailors or soldiers armed withswords but wielding clubs. Gang members will be 1st level, with one leader oflevel 2-5 (d4 + 1). Outnumbered or incapacitated characters may be“shanghaied” into the local navy or militia.

Harlot encounters can be with brazen strumpets or haughty courtesans, thus
making it difficult for the party to distinguish each encounter for what it is. (Infact, the encounter could be with a dancer only prostituting herself as it pleases
her, an elderly madam, or even a pimp.) In addition to the offering of the usual
fare, the harlot is 30% likely to know valuable information, 15% likely to makesomething up in order to gain a reward, and 20% likely to be, or work with, athief. You may find it useful to use the sub-table below to see which sort of
harlot encounter takes place:
01-10
11-25
26-35
36-50
51-65
66-75

Slovenly trull
Brazen strumpet
Cheap trollop
Typical streetwalker
Saucy tart
Wanton wench

76-85
86-90
91-92
93-94
95-98
99-00

Rake encounters are with 2-5 young gentlemen fighters of 5th to 10th level (d6+ 4). The rakes will always be aggressive, rude, and sarcastic. There is a 25%
chance they will be drunk.
Rakshasa encounters are treated the same as demon or devil encounters, i.e.
the area must suit the encounter. From 1-3 will be encountered.

Expensive doxy
Haughty courtesan
Aged madam
Wealthy procuress
Sly pimp
Rich panderer

Ranger encounters will be with a ranger of 7th to 10th level (d4 + 6). The
ranger will be indistinguishable from any other fighter.

An expensive doxy will resemble a gentlewoman, a haughty courtesan anoblewoman, the other harlots might be mistaken for goodwives, and so forth.

Ruffian encounters will be with from 7 to 12 (d6 + 6) fellows of shabby
appearance and mean disposition. They will be armed with clubs and daggers,
fighting at 2nd level ability and having 2 dice (d8) for hits. There is a 5%chance per ruffian encountered that an assassin of 5th to 8th level (d4 + 4) will
be with the group. All weapons will be concealed.

Illusionist encounters will be with an illusionist of 7th to 10th level (d4 + 6) with
0-3 apprentice illusionists (d4 for level) 50% of the time or 1-3 fighter guards (d6for level) 50% of the time. The illusionist typically wishes to be left alone.

Shadow encounters are treated the same as those of demon and devil, exceptthat there is a small likelihood of shadows being encountered in any deserted
place. From 2-8 shadows will be encountered.

Laborer encounters are with a group of 3-12 non-descript persons loitering oron their way to or from work. These fellows will be rough customers in a brawl.
There is a 10% chance for each to be a levy in the city watch, withcommensurate friends and knowledge.

Spectre encounters are treated in the same fashion as those with a ghost.
From 1-3 spectres will be encountered.
Thief encounters will be with an 8th to 11th level thief (d4 + 7) with 0 to 2
apprentices of 1st to 4th level. If there is but 1 thief, he or she will be anadventurer, merely stopping for a short time in the city/town. Other thieves
encountered will be on guild business, or “working”, or both.

Magic-user encounters will be with a magic-user of 7th to 12th level (d6 + 6)
and 1-4 henchmen — 45% apprentice magic-users (d6 for level), 30% fighter
guards (d4 + 3 for level), 25% for a mixture of the two, providing 2 or 4henchmen are in the magic-user’s company. As with illusionists, magic-users
wish to mind their own affairs and like others to do likewise.

Tradesman encounters are with from 2 to 8 non-descript tradesmen (smiths,
coopers, etc.) on their way to or from their work. They are greatly valued
citizens and generally friendly with city guards and watch.

Mercenary encounters are with 3-12 non-descript men. There will be a 1st levelfighter for every 3 level 0 mercenaries and a 2nd to 5th level leader (d4 + 1) if
there are 10 or more mercenaries encountered. There is a 70% likelihood that they
are already in the employ of someone. Otherwise, normal reaction dice are used.

Wererat encounters will be with from 2 to 5 of the creatures. In daylight, it is
90% likely that the wererats will be in human form, at night it is 50% likely they
will be in human form, 50% for giant rat form. Wererats can be any type ofhuman, if desired (see SWORDS OF LANKHMAR by Fritz Leiber). They will
intelligently try to set up, ambush, or otherwise react to the encountering party.

Merchant encounters are with 1-3 purveyors or factors in the daytime, but atnight there will be 2-8 mercenary guards with the merchant(s) if the encounter isin a dangerous sector. Guards will be 0 level, with one leader of 1st to 4th level(d4 for level). A merchant will fear robbery, but is 10% likely to have usefulknowledge for a price. 10% of merchants encountered will be rich, thus
indistinguishable from an important city official or noble.

Weretiger encounters will be with 1 or 2 weretigers. All day, and 90% of thenight, encounters will be with creatures in their human form. The weretiger(s)will be 90% likely to be temporary residents of the city/town and on someerrand rather than seeking to prey upon passers-by.

Monk encounters will be with a single monk of 7th to 10th level (d4 + 6). The
monk might appear as a beggar or other character. The business of the monk istypically that of travelling from point A to point B. Reaction is determined bystandard test.

Werewolf encounters are with 2-5 werewolves. All day, and 50% of the night,
encounters will be with creatures in their human form. The werewolves will
generally be seeking prey, although there is a 20% chance that they will be onsome special errand and ignore the encountered party.

Night hag encounters are treated similar to demon and devil encounters, i.e.
the area must suit the encounter. From 1 to 2 night hags will be encountered.

Wight encounters are the same as ghast encounters, except that 2-5 wights will
be encountered.

Noble encounters are with a nobleman and retainers 75% of the time and witha noblewoman 25% of the time. A noble will have 1-4 guards of lst-4th level

Will-o-wisp encounters are the same as ghost encounters, except 1-2 will-owisps can be encountered.
192

193

APPENDIX C: RANDOM MONSTER ENCOUNTERS

APPENDIX D: CREATURES FROM THE LOWER PLANES

Wraith encounters are treated the same as ghost encounters, except that 1-4
wraiths can be encountered.

SPECIAL ATTACKS: See SPECIAL ATTACKS TABLE below
SPECIAL DEFENSES: See SPECIAL DEFENSES TABLE below
MAGIC RESISTANCE: 5% per hit die (to vary use d6, 1 = −5%, 2 = −10%, 3 =+5%, 4 = +10%, 5 = +15%, and 6 = STANDARD magic resistance)
INTELLIGENCE: Low, average, very, or high (d4)
ALIGNMENT: According to plane of origin
SIZE: S, M, or L (d8, 1 = S, 2-4 = M, 5-8 = L)
PSIONIC ABILITY: Nil (90%) or 96-115 (d20 + 95)
Attack/Defense Modes: A-D (d4) /F-H (d6, 1-2 = F, 3-4 = F and G, 5-6 = F,G, and H)

Vampire encounters are the same as ghost encounters, but the vampire ranges
nearly anywhere in the city/town in human, bat, or gaseous form. They arealways seeking new victims.
Magic Possessed by Encountered Creatures
All 1st or higher level characters encountered in a city/town may possess one
or more magic items on his or her person at the time of encounter. Of course,
as they will employ the item(s), this should be determined before interaction
takes place between the party and the encountered. The power of the item must
be commensurate with the level of the possessor.

Appearance Table:

CHANCE PER LEVEL FOR MAGIC ITEM

Item
Sword
Misc. Weapon
Armor &/or ShieldProtection Device*
PotionScrollRing
Wand, Rod, or Staff
Misc. Magic

Assassin,
Fighter,Thief, etc.
10%
5%
10%
2%
3%
1%
5%
—
5%

Cleric,
Druid
—
10%
10%
2%
5%
5%
5%
5%
5%

Magic-User
—
5%
—
10%
10%
10%
5%
5%
5%

Monk
—
5%
—
2%
—
—
5%
—
5%

HEAD
1. bat-like2. bird-like*
3. crocodilian
4. horse-like
5. human-like
6. monkey-like
7. snake-like
8. weasel-like

HEAD ADORNMENT
1. antlers
2. crest or peak
3. horns (1-4)
4. knobs
5. ridge(s)6. ruff
7. spines
8. noneOVERALL VISAGE
1. gibbering - drooling
2. glaring - menacing
3. rotting
4. skeletal
5. twitching - moving
6. wrinkled - seamed

EARS
1. dog-like
2. elephant-like
3. human, tiny
4. human, huge
5. trumpet-like
6. noneEYE COLOR
1. amber
2. black
3. blue
4. green
5. metallic
6. orange-red

EYES (d6, 1 = 1, 2-4 = 2, 5-6 = 3-4)
1. small, multi-faceted
2. small, slitted
3. swivel-socketed
4. stalked
5. huge, ﬂat
6. huge, protruding

NOSE (if necessary)

MOUTH (d6, 1 = tiny, 2-3 = average,
4-6 = huge)
1. fanged
2. mandibled**
3. sucker-like**
4. toothed, small or ridged
5. toothed, large
6. tushed* Protection devices are determined using the table below:

Dice Roll
01-25
26-30
31
32
33-55
56-70
71-75
76-82
83-95
96-99
00

ResultRing of Protection +1
Ring of Protection +2
Ring of Protection +3
Amulet of Life Protection
Bracers of Defense, Armor Class 6
Bracers of Defense, Armor Class 4
Bracers of Defense, Armor Class 2
Cloak of Displacement
Cloak of Protection +1
Cloak of Protection +2
Cloak of Protection +3

1. ﬂat, misshapen
2. huge, bulbous
3. slits only
4. snouted
5. tiny
6. trunk-like

Note: Any item generated must be appropriate to the character and usable.
Any duplications are disregarded; for example, a magic-user with a protection
device, a cloak of displacement, for whom a miscellaneous magic item is also
determined can not have another such cloak.

BODY ATTRIBUTES (d6, 1-4 = bipedal, 5-6 = quadrupedal, et al.)
Bipedal Torso
1. ape-like
2. bear-like
3. bird-like
4. human-like
5. pig-like
6. rat-1ike

APPENDIX D: RANDOM GENERATION OF CREATURESFROM THE LOWER PLANES
At times it might be useful to have an unrecognizable creature of evil from theplanes of the Abyss, Tarterus, Hades, Gehenna, or Hell. It is no great matter to sit
down and design a fairly interesting one given an hour or so, but time or desire
lacking, the following will enable you to create one or several such monsters in
but a few minutes. The format is straight from the AD&D MONSTERMANUAL for ease of recording and handling the creature(s) developed.

Quadrupedal or Other Torso
1. amoeba-like2. bison-like
3. cat-like
4. crab-like
5. horse-like
6. insect-like
7. serpent-like or reptilian
8. spider-like

General Characteristics (roll twice)
1. fat1. broad
2. long
2. muscled
3. short
3. narrow
4. thin4. rubbery

FREQUENCY: Common, uncommon, or rare (d6: 1, 2-3, 4-6)
NO. APPEARING: 1 to 2-8 (circumstances must dictate)
ARMOR CLASS: 0 to –3 (d4)MOVE: 6”, 9”, 12”, 15”, or 18” (d8, 6-8 = roll d4 for move and creature also
has swimming or flying ability; roll d6, 1-2 = swimming, 3-6 = flying, and as
a rule these speeds will be greater than land move speed add 1-4 3”
increments as you see fit or by random determination using d4)
HIT DICE: 7 to 10 (d4 + 6, roll a second d4, and on a 4 the creature has 1-4
additional hit points per hit die, as determined by another roll of the d4)% IN LAIR: (circumstances must dictate)
TREASURE TYPE: low value if any (circumstances must dictate)
NO. OF ATTACKS: See APPEARANCE TABLE below
DAMAGE/ATTACK: See ATTACK TABLE below

Tail (d6, 1-4 = tail)1. barbed**
2. dog-like3. goat-like
4. horse-like
5. lion-like
6. pig-like
7. prehensile
8. stingered**194

Body Odor
1. bloody
2. ﬁshy
3. fecal
4. gangrenous
5. moldy
6. sweaty
7. urine
8. vomit

APPENDIX D: CREATURES FROM THE LOWER PLANES
Skin
1. bald/smooth
2. furred
3. hairy/bristled
4. leathery/leprous
5. scaled
6. slimy
7. warted/bumpy
8. wrinkled/folded

Predominant Color
1. blackish
2. bluish
3. brownish
4. grayish - whitish
5. greenish
6. orangy
7. pinkish
8. purplish
9. reddish
10. yellowish - tannish

Back
1. humped/hunched
2. maned
3. normal
4. spiked/spined/ridged

Wings, if Any
1. bat-like2. bird-like
3. insect-like
4. membranous or fan-like

APPENDIX D: CREATURES FROM THE LOWER PLANESATTACK TABLE
antlers or horns = 1 attack each, damage 1-2 to 2-8
mouth = 1 attack each, damage from 1 to 3-12
tail = special attacks only, damage from 1 to 1-6
hands = 1 attack each possible if no weapon use, strength bonus applicable ifused as clubbing weapon, damage from base 1-2 to 2-12
feet = 1 attack each if applicable (flyer, leaper, etc.), damage from 1-2 to 3-12
Damage amount is determined by overall size of creature, with strength bonuses
where applicable, and the size and type of body weaponry, i.e. a hugecreature with clawed hands would get damage ratings of at least 2-8 per hit.
Constriction or hugging damage would be commensurate with a known
creature of the same approximate size. Incidental spine-type damage is best
kept relatively low — 1-3, 1-4, or 1-6 range. Special effects from these attack
forms — poison, energy drain, heat, cold, electrical discharge, paralysis, orwhatever — should be kept to a minimum.
Special attacks and special defenses can’t be dealt with in as muchdetail as would be desirable in a work of unlimited length. The tables below will
suggest various magical attack/defense forms, and the DM is urged to add
others of his own creation as appropriate to the plane and the creature.

ARMS (2 or 4 if bipedal; 2,4, or 6 if otherwise)
1. animal-like
2. human-like
3. insect-like
4. tentacles

SPECIAL ATTACKS (1-3)
1. ability drain
2. energy drain (cold)
3. gaseous discharge or missile discharge
4. heat generation
5. life level drain
6. spell-like abilities
7. spell use
8. summon/gate

HANDS (d6, 1-3 = all alike, 4-6 = different)
1. clawed
2. human-nailed
3. pincered
4. taloned
5. tentacle-ﬁngered
6. withered and bony

Spell-like and spell use abilities should be based upon intelligence level
and relative strength in hit dice. Compare daemons, demons, devils, and nighthags. From 1-2 spells and a like number of spell-like abilities is sufficient forlesser creatures, while the more powerful and intelligent will get a total of 2-5
each, some being of higher level (telekinesis, teleportation, etc.).

LEGS AND FEET (as applicable)
1. clawed
2. hooved
3. human-like
4. insect-like
5. snake-like
6. suctioned
7. taloned
8. webbed (all swimmers)*1. duck-like
2. hawk-like
3. owl-like
4. pelican-like5. stork-like
6. turkey-like

SPECIAL DEFENSES (1-4)
1. acid immunity
2. cold immunity
3. electrical immunity
4. fire immunity
5. gas immunity
6. metal immunity
7. poison immunity
8. regeneration
9. spell immunity
10. weapon immunity**Optionally poisoned (or 4 in 6)
1. +1 on save
2. normal
3. -1 on save
4. -2 on save
5. insanity for 1-4 rounds
6. weakness; 1 point per hit die
permanently lost

Immunities above four are possible only if the general class (demons, devils,etc.) has more. Metal immunity can pertain to iron, silver, steel, or any other,including combinations, but excluding magical weaponry. Regeneration baseis 1 hit point per turn, with exceptional creatures having a maximum of 1 perround. Spell immunity must be limited to 1-4 pre-determined spells. Weapon
immunity refers to creatures hit only by magical weapons of a certain value, i.e.
+1, +2, etc.

A bit of imaginative creation is helpful in using the tables above. For example,
if the creature’s body is amoeba-like, you might well decide to give it scores oftiny, bubbling sucker mouths over its entire body, and omit any mouth on thehead; of course, body covering would have to be adjusted accordingly, andappendages selected to suit the monster. Likewise, you should feel at easeadding to or amending the tables as you desire in order to arrive at still morediverse and unexpected lower planes creatures. (Cf. THE DRAGON #20, Vol. III,No. 6: “Demonology Made Easy”, by Gregory Rihn. This excellent article gives
some interesting thoughts on variant creatures of the evil planes!) When you
have the form and appearance of the creature, determine strength, if necessary,and then attack capabilities.
Strength
01 - 25 = 17
26 - 45 = 18
46 - 60 = 18 (01-50)
61 - 70 = 18 (51-75)
71 - 80 = 18 (76-90)
81 - 90 = 18 (91-99)
91 - 95 = 18 (00)
96 - 98 = 19
99 - 00 = 20

“To Hit”
+1
+1
+1
+2
+2
+2
+3
+3
+3

OTHER ABILITIES
1. audial superiority
2. surprise capability
3. visual superiority
Audial or visual superiority will tend to negate surprise and enable detection ofcreatures through sound or vision. Surprise capability relates to special
movement ability and possibly other factors. Visual superiority refers to
infravisual and ultravisual capabilities.

Damage
+1
+2
+3
+3
+4
+5
+6
+7
+8

To avoid having nothing more than different mixtures of the same oldingredients, be certain that you put a bit of personal creativity into eachmonster. A list of new and different factors should be started, perhaps in themargin, and then fresh ideas added as they come. When a monster is devised,cross off the unique features from the marginal list.
195

S

M

L

S-L

M

badgerbadger, giant

baluchitherium

barracuda

basilisk

196

M

L

S

L

L

L

L

S-L

M

L

bombardier

boringﬁrerhinoceros

stag

water

beholderblack pudding

blink dogboar, giant

beetle, giant—M

Sbaboonbeaver, giantLaxe beakLLape, carnivorous

bear, cave

M

ape

L

S

ant, giant

bear, brownLanhkhegMLaerial servant

bear, blackSize

Monster

13

15

10

10/9/8/7

15

13

9

18

15

16

15

13

15

16

13

19 or 16

8

16

18

18

16

15

15

16

16/15/14/13

7

To HitA.C. 0

6

5

6

0/2/7

3

3

2

4

3

4

6

6

6

7

4

6

5

4

4

7

6

6

6

3

2/4

3

Armor
Class

7

4

10

45-75 hp

4

7

12

1+2

5

2+2

4

6+6

5+5

3+3

6+1

1-3

14

3

1+2

1+1

3

5

4+1

2 (3)

3-8

16

Hit
Dice

1

1

1

1

1

3

2

1

1

1

1

3

3

3

1

1

2

3

3

1

3

3

3

1 (2)

1

1

No. ofAttacks

3-18

1-6

3-24

2-8

3-18

4-16/1-10/1-10

3-18/2-16

2-8

5-20

2-12

4-16

1-8/1-8/1-12

1-6/1-6/1-8

1-3/1-3/1-6

1-10

2-8

5-20/5-20

1-3/1-3/1-6

1-2/1-2/1-3

1-4 (2-5)

1-3/1-3/2-8

1-4/1-4/1-8

1-3/1-3/1-6

1-6 (2-8/3-12)

3-18 + 1-4

8-32

DamagePer Attack

nilrear attack 75%

dissolves wood & metal

magic

nil

nil

nil

nil

nil

acid cloudnilhug (2-16)

hug (2-12)

hug (2-8)

gaze petriﬁes

nil

nil

nil

nil

nil

nil

rending (1-8)

rending (1-6)(sting)squirt acid, 8-32

surprise on 1-4

Special Attacks

APPENDIX E: ALPHABETICAL RECAPITULATION OF MONSTERS (With Experience Point Values)

nilteleport away

blows, cold,
lightning uselessanti-magic

nil

nil

nil

nil

nil

ﬁring cloud

nil

nil

nil

nil

nil

nil

nil

nil

nil

climbing

nilsurprise only on a 1

nil

nil

nil

magic weapon to hit

SpecialDefensesanimalaveragenon-exceptional

non-

non-

non-

non-

animalnon-

low-average

semi-

semi-

semi-

animal

non-

semi-

semi-

semi-

low-

animallow+

lowanimal

non-

semi-

Intelligence

225 + 8/hp

170 + 5/hp

1350 + 14/hp

12900 + 20/hp

85 + 4/hp

400 + 8/hp

2150 + 16/hp

20 + 2/hp

90 + 5/hp

105 + 3/hp

60 + 4/hp

475 + 8/hp

300 + 6/hp

85 + 4/hp

1000 + 8/hp

20 + 2/hp

4200 + 18/hp

35 + 3/hp

20 + 2/hp

20 + 2/hp

35 + 3/hp

170 + 5/hp

130 + 5/hp

20 + 2/hp(40 + 3/hp)

390 + hp value

5250 + 20/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

197

L

L

crocodile, normal

crocodile, giantaL

Juiblex

7

7

13

16

15

16

12

15

12

–

20

15

19/16/15

13

16

16

15

12

16

15

20

–

16

16

To HitA.C. 0

−7

−8

4

5

4

3

5

6

6/5/2

–

9

5(4)

7

7

3/7

7

7

−2/4/6

5

7

3

9

7

7

Armor
Class

88 hp

200 hp

7

3

4+4

3

9

5

9

–

¼

4

1 to 4

6+2

3+1

3

4

9

3+1

5

½

1 hp

3

3+3

Hit
Dice

1

3

2

2

2

2

2

1

6

–

1

2

1

1

8

1

2

3

1

2

1

nil

2

1

No. ofAttacks

For destroying material form only — if actually killed permanently multiply x.p. ﬁgure by 10.

L

Demogorgon

demon–

L

L

centaur

crayﬁsh, giantLcattle, wildLL

catoblepas

crab, giantLcarrion crawler

MLcamel, wild

couatl

L

bull

S

L

bulettecockatriceLbugbearLL

buffalochimeraS

brownie

S

S

brain mole

cerebral parasiteMboar, warthogSMboar, wild

centipede, giant

Size

Monster

4-40

1-6/1-6/special

3-18/2-20

2-8/1-12

2-12/1-12

2-8/2-8

1-3/2-8

1-3

1-3/1-3/1-4/
1-4/2-8/3-12–

nil

1-6/1-6

1-4

1-6 + stunspecial1-4

1-6/1-6

4-48/3-18/3-18

2-8 or by weapon

1-8/1-8

1-3

nil

2-8/2-8

3-12

DamagePer Attack

nil

nil

nil

nil

become ethereal

nil

nil

killed only bycure disease

nil

nil

nil

nil

nil

nil

nil

nil

nil

head AC 3

saving throws,
no surprise

nil

nil

nil

SpecialDefenses

spew ochre-slime,
magic use, psionics

hit only by +2 or better,
weapon magic
resistance (65%)

energy drain, rotting, hyp- hit only by +2 or betnosis, beguiling, insanity,
ter weapon, magic
magic use, psionics

nil

nil

nil

nil

poison, magic use

touch petriﬁes

breath weapon (3-24)

infest psionics

poisonhuman weapon

stampedegaze = death, stunparalysis

spitting

charge (3-12 + 1-4)

8’ jumpsurprise on 1-3

charge (3-18/1-4)

magic usepsionic

nil

nil

Special Attacks

geniussupra-genius
resistance (95%)

animalanimalnon-

geniusanimal

semi-

non-

non-

low-average

semi-

semi-

non-

animalto semi-semi-

animallow-average

semi-

high

animalanimalsemi-Intelligence

47,280a74,000 a

400 + 8/hp

60 + 4/hp

90 + 5/hp

35 + 3/hp

2400 + 12/hp

315 + 5/hp

1000 + 12/hp

nil

30 + 1/hp

85 + 4/hp

35 + 2/hp

700 + 8/hp

580 + 4/hp

35 + 3/hp

85 + 4/hp

2300 + 12/hp

135 + 4/hp

350 + 8/hp

65 + 1/hp

31

35 + 3/hp

85 + 4/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

198

L

M

L

L

L

L

L

L

L

Orcus

succubus

type I (vrock)type II (hezrou)

type III (glabrezu)

type IV (Bilwhr,
Johud, Nalfeshnee)

type V (Aishapra,
Kevokulli, Marilith,
Rehnaremme)

type VI (Alzoll, Balor,
Errtu, Ndulu,
Ter-soth, Wendonai)

Yeenoghu

3

Number is adjusted for +2 bonus to hit.

8

1

c

0

166 hp

1

1

1

7

3

5

3

5

Shows effect of +6 to hit if weapon is used.

12−5

199 hp100 hp

8+8

7+7

11

10

9

8

2

2

3

No. ofAttacksb

Mbarbed

7

−7

−5

−2

−7/−5

−1

−4

−2

0

6

120 hp

1

Hit
Dice

For destroying material form only—if actually killed permanently multiply x.p. ﬁgure by 10.

L

Baalzebul

7

7

12

12

8c

10

12

12

0

6

7 (1b)

13

7

Armor
Class

19

To HitA.C. 0aL

Asmodeus

devil—

S

Size

manes

Monsternil

Special Attacks

2-8/2-8/3-12

2-12 + special

4-14

ﬂail = 3-18 plus
special

2-13

2-8 + 6 various
weapons

1-4/1-4/2-8

2-12/2-12/1-3/
1-3/2-5

1-3/1-3/4-16

1-4/1-4/1-8/
1-8/1-6

1-3/1-3

hit only by +3 weapons,
magic resistance (90%)

hit only by magic weapons,
magic resistance (80%),
regenerates 3 hp/hr.

hit only by magic weapons,
magic resistance (75%)

hit only by magic weapons,
magic resistance (80%)

hit only by +2 or better
weapon, magic resistance(65%)

magic resistance (60%)

magic resistance (55%)

magic resistance (50%)

hit only by magic weapons,
magic resistance (70%)

hit only by +3 or better
weapon, magic resistance(85%)

hit only by +1 or better
weapon, resistant to spells as
undeadSpecial Defenses

fear, magic use

never surprised,
magic resistance (35%)

poison, magic use, psionics hit only by +3 weapons,
magic resistance (85%)

rod, magic use, psionics

paralyzation & confusion
with ﬂail, magic use,psionics

whip & immolate (2-12/
3-18 or 4-24), magic use,psionics

magic use, psionics

magic use, psionics

magic use, psionics

magic use, psionics

magic useenergy drain, magic use,psionics

2-8 + special with poison (-4 on save), deathtail/hand 1-4/or ﬁst wand, magic use, psionics
3-13/or wpn. +8

1-2/1-2/1-4

DamagePer Attackvery

geniussupra-genius

exceptional

high

high

very

averagelow

low

exceptional

supra-genius

semi-Intelligence

1425 + 10/hp

61,410a70,965a54500a3600 + 12/hp

3000 + 12/hp

3000 + 16/hp

2400 + 14/hp

2000 + 12/hp

1275 + 10/hp

2100 + 6/hp

63,900a

18 + 1/hp

X.P. Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

199

M

L

L

L

M

L

erinyes

Geryonhornedice

lemurepit ﬁend

a

9

16

10

13

7

13

7

12

To HitA.C. 0

−3

7

−4

−5

−3

2

−2

−1

Armor
Class

13

3

11

5+5

133 hp6+6

144 hp

9

Hit
Dice

2

1

4

4 or +1 weapon

3

1

1

1

No. ofAttacks

L

L

L

L

L

L

L

L

L

ankylosaurus

antrodemus

apatosaurus

archelon ischyrosbrachiosaurus

camarasaurus

ceratosaurus

cetiosaurus

dinichthys

10

7

12

7

7

13

7

8

12

7

6

5

6

5

3

5

5

0

5

10

24

8

20

36

7

30

15

9

12

1

1

3

1

1

1

1

3

1

1

Dinosaur stampede kills smaller creatures; marine beasts upset craft to get at prey.

Lanatosaurus

9

For destroying material form only — if actually killed permanently multiply x.p. ﬁgure by 10.

M

Dispaterdinosaura—

a

L

Size

bone

Monster

5-20

3-18

1-6/1-6/4-16

3-12

5-20

3-12

3-18

1-4/1-4/6-24

3-18

1-4

5-8/7-12

1-3

1-4/1-4/2-8/3-12

Special Defenses

poison, horn of minotaur
summoning (5-20), magicuse, psionics

pain poison, rope ofentanglement, magic use

rod, magic use, psionics

swallowing wholestep on (4-40)

nilstep on (3-30)

step on (8-80)

nil

step on (4-40)

nil

nil

nil

tail (2-8), magic use,psionics

nilweapon, magic use, psionics

exceptional

averagegeniusvery

Intelligence

nil

nil

nil

nil

nil

nil

nil

nil

nil

nil

hit only by + 2 weapons,
regeneration, magic
resistance (65%)

regeneration, spell
immunity (charm, sleep,etc.)

hit only by + 2 weapons,
regeneration, magic
resistance (55%)

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

exceptional

semi-

high

hit only by magic weapons, highmagic resistance (50%)

hit only by +2 weapons,
magic resistance (75%)

magic resistance (30%)

hit only by +2 weapons,
magic resistance (80%)

bone hook, tail (2-8 + 1-4
magic resistance (40%)
strength points lost), magic use

Special Attacks

1-4/1-4/2-5/1-3 or 1-3 tail, spell use, psionics,
spec. wpn. fork (2-12) orwhip (1-4 + stun)

3-18/3-18/2-8

2-8

4-24

3-12

DamagePer Attack

1500 + 14/hp

5000 + 35/hp

600 + 12/hp

4000 + 30/hp

5000 + 35/hp

225 + 8/hp

5000 + 35/hp

2400 + 20/hp

900 + 12/hp

1300 + 16/hp

7900 + 18/hp

65 + 3/hp

4400 + 16/hp

1320 + 6/hp

47,975a875 + 8/hp

48,040a2800 + 12/hp

X.P. Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

200

L

L

plesiosaurus

pteranodon

7

7

10

10

7

16

7

12

9

12

9

12

9

9

13

9

8

7

To HitA.C. 0

5

2/6

5

2/4

2/5

7

7

5

2/6

−3

7

3/4

5

6

4

5

7

6

Armor
Class

18

16

10

10

18

3+3

20

8

12

9

12

8

12

12

6

13

15

24

Hit
Dice

3

3

3

1

1

1

1

nil

3

1

1

1

1

1

3

3

1

1

No. ofAttacks

L

L

M

S

M

M

djinnidog, wardog, wild

dolphindoppleganger

15

16

18

16

13

13

5

5

7

6

4

4

4

2+2

1+1

2+2

7+3

6

1

1

1

1

1

2

Dinosaur stampede kills smaller creatures; marine beasts upset craft to get at prey.

displacer beastaLplateosaurus

LLpentaceratops

tyrannosaurus
RexL

paleoscincus

LL

mosasaurus

triceratops

L

monoclonius

LLmegalosaurus

teratosaurusLlambeosaurusLL

iguanadonstyracosaurusLgorgosaurusLLelasmosaurus

stegosaurus

L

Size

diplodocus

Monster

1-12

2-8

1-4

2-8

2-16

2-8/2-8

1-6/1-6/5-40

1-8/1-12/1-12

1-3/1-3/3-18

2-16

5-20

2-8

5-20

nil

1-6/1-10/1-10

2-12

4-32

2-16

3-18

2-12

1-3/1-3/2-8

1-3/1-3/7-28

4-24

3-18

DamagePer Attack

mutable form, surprise

nil

nil

nil

whirlwind, magic use

nilswallowing wholecharge/trample (2-24)

nilcharge/trample (2-16)

nil

nil

ﬂippers in water(2-12/2-12)

nilcharge/trample (2-20)

nil

nil

charge/trample (2-16)

nil

nil

nil

nil

nil

step on (3-30)

Special Attacks

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

non-

Intelligence

ESP, immune to sleep andcharm, save as 10th level ftr.

save as 4thlevel ﬁghter

nil

nil

nil

very

very

semi-

semi-

average-high−2 on opponent’s “to hit” dice, semi+2 on own saving throws

nil

nil

nil

biting inﬂicts 1-6 to 3-18 hp

nil

nil

nil

nil

nil

biting inﬂicts 3-12 hp on
attacker

nil

nil

nil

nil

nil

nil

nil

nil

Special Defenses

330 + 4/hp

65 + 3/hp

20 + 2/hp

35 + 3/hp

725 + 5/hp

475 + 8/hp

6550 + 25/hp

4000 + 20/hp

900 + 14/hp

1950 + 14/hp

3000 + 25/hp

85 + 4/hp

4000 + 30/hp

375 + 10/hp

1300 + 18/hp

1300 + 12/hp

1300 + 18/hp

550 + 8/hp

1300 + 16/hp

1300 + 16/hp

150 + 6/hp

1800 + 18/hp

2400 + 20/hp

5000 + 35/hp

X.P. Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

L

L

L

L

L

L

L

L

L

L

brass

bronzechromatic

copper

gold

green

platinumredsilver

white

15/13

12/10

12/10

7

13/12

10/9

13/12

7

12/10

13/12

12/10

13/12

To HitA.C. 0

3

−1

−1

−3

2

−2

1

0

0

2

2

3

Armor
Class

5-7

9-11

9-11

168 hp

7-9

10-12

7-9

128 hp

8-10

6-8

8-10

6-8

Hit
Dice

3

3

3

3

3

3

3

6

3

3

3

3

No. ofAttacks

1-4/1-4/2-16

1-6/1-6/5-30

1-8/1-8/3-30

2-12/2-12/6-48

1-6/1-6/2-20

1-8/1-8/3-36

1-4/1-4/5-20

2-16/3-18/2-20/
3-24/3-30/1-6

1-6/1-6/4-24

1-4/1-4/4-16

1-6/1-6/3-24

1-4/1-4/3-18

DamagePer Attack

201

L

M

M

S

dragon turtle

dryadeagle, giant

ear seeker

S

weed

L

earth

12/9/7

12/9/7

10

20

15

16

20

15

16

9/8

12

** Variables preclude a ﬁxed number.

L

airelemental—

L

M

giant

efreetiMelectric

eel—

L

2

2

2

8

6

9

9

7

9

0

6/2

8/12/16

8/12/16

10

1-1

5

2

1 hp

4

2

12-14

9

1

1

1

1

1

1

1

3

1

3

3

4-32

2-20

3-24

1

3-18

1-3

special1-6/1-6/2-12(dagger)

2-12/2-12/4-32

1-8/1-8/3-18

For destroying material plane form only — if actually killed permanently multiply x.p. ﬁgure by 10.

L

blue

dragonne

a

L

Size

black

dragon—Monsternilwhirlwindmagic usepoisonniljolt (1-8, 2-16, or 3-24)

burrowing into ear to brain

diving (+4 to hit, 2-12 × 2)

charm person

breath weapon, capsizingroarbreath weapon, magic use

breath weapon, magic use

breath weapon, magic use

breath weapon, magic use

breath weapon, magic use

breath weapon, magic use

breath weapon, magic use

poison sting, breath
weapons, magic use

breath weapon, magic use

breath weapon, magic use

breath weapon, magic use

breath weapon, magic use

Special Attacks

hit only by + 2 weapons

hit only by + 2 weaponsresists ﬁre damage

camouﬂage

nil

nil

nil

eyesight

magic use

nil

nil

nil

nil

nil

nil

nil

nil

nil

nil

nil

nil

nil

nil

Special Defenses

low

low

very

non-

non-

non-

non-

average

high

very

low

average-low

exceptional

exceptional

supra-genius

average-very

geniushigh

geniusexceptional

high

very

averageIntelligence2850 + 15/hp

2850 + 15/hp

1950 + 14/hp

150 + 6/hp

49 + 1/hp

65 + 2/hp

nil

150 + 4/hp

105 + 3/hp

7300 + 18/hp

1400 + 14/hp

**

**

**

58080a******63580a

**

**

**

**

X.P. Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

L

water

202

20

15

15

10

16

L

gelatinous cube L

M

M

M

gas spore

ghast

ghost

ghould** Variables preclude a ﬁxed number.

Includes marine varieties as well.

15

M

gargoyled

d

12

L

16

19

gar, giantS

poisonous

16

S-M

S

killer

19/16

fungi, violet

S-L

giant

frog—

19/16

M

ﬂightless bird

20

10/9

S

eye, ﬂoating

10

10

10

12/9/7

12/9/7

To HitA.C. 0eye of the deep L

LL

loxodontettin

Lelephant

elephant —

L

Size

ﬁre

Monster

6

0(8)

4

8

9

5

3

7

8

8

7

7

5

9

3

6

6

2

2

Armor
Class

2

10

4

4

1 hp

4+4

8

3

1

1+4

1-3

1-3

10-12

½

10

11

10

8/12/16

8/12/16

Hit
Dice

3

1

3

1

1

4

1

1-4

1

3

1

1 or 1

3

nil

2

5

5

1

1

No. ofAttacks

1-3/1-3/1-6

special1-4/1-4/1-8

2-8

special1-3/1-3/1-6/1-4

5-20

special1

1-2/1-2/2-5

1-3 or 1-6 or 2-8

1-4 or 2-8

2-8/2-8/1-6

nil

2-16/3-18

2-16 (×2)/
2-12 (×3)

2-12 (×5)

5-30

3-24

DamagePer Attack

nil

nil

nil

surprised only on a 1

nil

nil

hit only by +2 weapons

hit only by +2 weaponsSpecial Defenses

paralyzationage 10 years & panic,age 10-40 years per
touch, magic jar

nausea, paralyzation

paralyzation,
surprise on 1-3

touch = infestationnilswallow wholerotting poison

poisonsurprise (1-4), jump

immune to sleep andcharmethereal vs. weapons &spellsimmune to sleep andcharmimmunity to some attacks

explosion (6-36)

only hit by magic weapons

nil

nil

nil

nil

surprise (1-4), jump, tongue nilnilstunning, magic use

hypnotism

nil

nil

nil

nil

burn inﬂammablesSpecial Attacks

low

high

very

non-

non-

low

non-

non-

non-

non-

non-

animal

very

non-

low

semi-

semi-

low

low

Intelligence

65 + 2/hp

4050 + 14/hp

190 + 4/hp

150 + 4/hp

33

165 + 5/hp

550 + 10/hp

135 + 4/hp

35 + 1/hp

36 + 2/hp

45 + 3/hp**

3700 + 16/hp

30 + 1/hp

1950 + 14/hp

2125 + 16/hp

1500 + 14/hp

2850 + 15/hp

2850 + 15/hp

X.P. Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

203

L

L

M-L

S

L

M

M

stone

gorgongray ooze

green slime

griffongroaning spirit

harpy*** For guards and leaders.

L

L

ﬂesh

iron

L

clay

golem —

S

L

storm

goblin

L

stone

L

L

hill

goat, giant

L

frost

L

L

ﬁre

gnoll

L

Size

cloud

giant—

Monster

16

13

13

16

16

12

9

7

12

10

20(18/16)***16

16(15)

8/7

12

12

10

10/9

9

To HitA.C. 0

7

0

3

9

8

2

5

3

9

7

6(+)***

7

5(+)***

1

0

4

4

3

2

Armor
Class

3

7

7

2

3+3

8

60 hp

80 hp

40 hp

50 hp

1-1

3+1

2(+)***

15 + 2-7

9 + 1-3

8 + 1-2

10 + 1-4

11 + 2-5

12 + 2-7

Hit
Dice

3

1

3

nil

1

1

1

1

2

1

1

1

1

1

1

1

1

1

1

No. ofAttacks

1-3/1-3/1-6

1-8

1-4/1-4/2-16

nil

2-16

2-12

3-24

4-40

2-16/2-16

3-30

1-6 or weapon

2-16

2-8 or weapon

7-42

3-18

2-16

4-24

5-30

6-36

DamagePer Attack

singing & charm

death groan, fear

nil

infect ﬂesh, corrosive
properties

corrosive properties,
possible psionics

breath weapon

slow spell

poison gas

nil

haste

nil (missile weapons)charge (+4 to hit, 6-20)

nilmagic use (can also hurlrocks for 3-36 hp)

hurl rocks (3-30)

hurl rocks (2-16)

hurl rocks (2-20)

hurl rocks (2-20)

hurl rocks (2-24)

Special Attacks

semi-

non-

animalanimal

non-

non-

semi-

non-

averagesemi-

low-average

exceptional

averagelowaverage-low

average-low

average-veryIntelligence

nil

low

hit only by magic weapons, exceptionalsome spell immunity, magic
resistance (50%)

nil

immunity to most weaponsand spells

immunity to most spells

nil

hit only by +2 weapons,
immunity to most spells

hit only by +3 weapons,
immunity to most spells

hit only by magic
weapons, immunity tomost spells

immunity to sharp
weapons and most magic

nil

nil

nil

impervious to electricity

camouﬂage

nilimpervious to cold

impervious to ﬁresurprised only on a 1

SpecialDefenses

145 + 3/hp

2450 + 10/hp

375 + 10/hp

610 + 2/hp

200 + 5/hp

1750 + 10/hp

8950

14,5502380

3600

10 + 1/hp

85 + 4/hp

28 + 2/hp

5850 + 20/hp

1800 + 14/hp

1400 + 12/hp

2250 + 14/hp

2700 + 16/hp

4250 + 16/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

S-L

L

L

L

M

herd animal

hippocampus

hippogriff

hippopotamus

hobgoblind

204

10

9

9

8

8

7

11 heads

12 heads

13 heads

14 heads

15 heads

16 heads

5

65(+)***

6

5

5

8-7

4

Armor
Class

16

15

14

13

12

11

10

9

8

7

6

5

see below

2

1+1

8

3+3

4

1-5

4-7

Hit
Dice

15

*** For guards and leaders.

** Variables preclude a ﬁxed number.

5 heads

hydra, pyro — as above plus amounts shown below:
5

hydra, Lernaean — as above according to ﬁnal number of heads.

10

10 heads

12

8 heads

12

13

7 heads

9 heads

13

6 heads

see below

15

L

hydra—

16

18 (16/15)***

12

16

15

**

15/13

To HitA.C. 05 headsShomonculous

Includes marine variety.

Mhell hound

d

Size

Monster

5

16

15

14

13

12

11

10

9

8

7

6

5

see below

1

1

1

3

1

**

1

No. ofAttacks

1-6

2-12

1-12

1-12

1-10

1-10

1-10

1-8

1-8

1-8

1-8

1-6

1-6

see below

1-3

1-8 or weapon

2-12 or 3-18

1-6/1-6/1-10

1-4

**

1-10

DamagePer Attack

1-4 attacks on same
opponent, breath weapon(1-8/head except 11 & 12
dice monsters who gain
1-10/head)

1-4 attacks on same
opponent

bite causes sleepnil (missile weapons)

upset river craft

nil

nil

stampedebreath (1 hp/hd),
surprise on 1-4

Special Attacks

all heads must be killed
to slay

all heads must be killed
to slaysaves at level of its
creator

nil

nil

nil

nil

nil

surprised only on 1,
see invisible (50%)

SpecialDefenses

semi-

very

averageanimalsemi-

averageanimallowIntelligence+5005250 + 20/hp

4000 + 20/hp

3950 + 18/hp

3000 + 18/hp

2850 + 16/hp

2150 + 16/hp

1500 + 14/hp

1000 + 12/hp

650 + 10/hp

400 + 8/hp

250 + 6/hp

165 + 5/hp

see below

81 + 2/hp

20 + 2/hp

375 + 6/hp

60 + 4/hp

60 + 4/hp**

250 + 8/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

205

16e

18e

15

12

13

16

15

6

6

7

3

4

2

7

7

Armor
Class

2 + 2(+)

1 + 1(+)

4

8

6+6

2+2

5

3

12

11

10

9

8

7

6

Hit
Dice

1

1

1(2)

1

4

1

1

1

12

11

10

9

8

7

6

No. ofAttacks

3-12

3-12

2-12 (2-12)

4-16

1-4 (×4)

1-4

3-12

2-8

1-10

1-10

1-8

1-8

1-8

1-8

1-6

DamagePer Attack

S

S (M)

L

L

S

M

jackaljackalwere

jaguarki-rinkobold

lamia

12

20

9

15

15

20

3

7 (6)

−5

6

4

7

9

½

12

4+1

4

½

1

1

3

3

1

1

1-4

1-4 (1-6) or
weapon2-8/2-8/3-18

1-3/1-3/1-8

2-8

1-2

This is for those without extra hit dice or spell use; adjust the numbers accordingly for such monsters.

M

vampireeMixitxachitlL

invisible stalker

LM

intellect devourer

Irish deer

S

imp

9

12 heads

L

10

11 heads

hyena, giant

10

10 heads

16

12

9 heads

M

12

8 headshyena

13

7 heads

To HitA.C. 013Size

6 heads

Monstertouch drains 1 pointof wisdom, spell use

nilmagic use, psionics

rear claws (2-5/2-5)

sleep gaze affects any
level not savingnilenergy level drain,spell usecleric spell use

nil

surprise 1-5

hide in shadows, psionics

poison, magic use

nil

nil

Special Attacks

nil

nil

magic resistance (90%)

surprised on 1 only

hit only by iron or magic
weaponsnilregenerate (3/round)

nil

nil

invisibility (−2 on
opponent "to hit" dice)

immunity to most
weapons & magic

hit only by magic
weapons, regeneration,
magic resistance (25%),
immunity to some magic,
save at 7 hit dice

nil

nil

SpecialDefenseshighaverage-low

supra-genius

semi-

very

semi-

average-highaverage-highanimalhigh

veryaveragesemi-

animalIntelligence

1700 + 12/hp

5 + 1/hp

8500 + 16/hp

205 + 5/hp

800 + 4/hp

5 + 1/hp

290 + 3/hp

28 + 2/hpe

60 + 4/hp

1090 + 10/hp

1510 + 8/hp

275 + 3/hp

90 + 5/hp

35 +3/hp

+3400

+2550

+1800

+1600

+1200

+825

+700

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

M

S-M

M

S

L

M

L

larva

leech, giant

leopardleprechaun

leucrotta

lich

lion

206

werebearLLlurker above

lycanthrope—MLsubterranean

locathahLminotaur

M

L

giant

lizard manLﬁrelizard—LM

lamprey, giant

spottedS

lamprey, normalMLlammasu

mountainSize

Monster

13

10

****

16

13

12

16

10

13

16

15

10

13

−

16

19/16/15

19

15

18

12

To HitA.C. 0

2

6

6

5 (4)

5

5

5

3

5/6

6

5/6

0

4

8

6

9

7

6

7

6

Armor
Class

7+3

10

2

2+1

6

8

3+1

10

6+2

3+1

5+2

11+

6+1

2-5 hp

3+2

1-4

1

5

1+2

7+7

Hit
Dice

3

1

1

3

1

3

1

3

3

3

3

1

1

nil

3

1

1

1

1

2

No. ofAttacks

1-3/1-3/2-8

1-6

weapon1-2/1-2/1-8 (orweapon)2-12

2-12/2-12/3-18

1-8

1-8/1-8/2-16

1-4/1-4/1-12

1-3/1-3/1-6

1-4/1-4/1-10

1-10 + special

3-18

nil

1-3/1-3/1-6

1-4

2-5

1-6

1-2

1-6/1-6

DamagePer Attack

hug (2-16)

surprise on 1-4, smother preyin 2-5 rounds

nil(missile weapons)

able to move on walls andceilings, 20 equals double
damage (4-24)

surprise on 1-4, bite andhold fast on a 20

die 20 indicates double
damage (2-16)

ﬁre puff

rear claws (2-8/2-8)

rear claws (1-4/1-4)

rear claws (2-7/2-7)

paralyzation, fear, spell use,(psionics)

voice imitation

magic userear claws (1-4/1-4)

drain blood, anesthesia,
diseasenil

blood drain

blood drain

spell use

Special Attacks

hit only by silver or magic
weapons

nil

nil

nil

nil

nil

nil

immune to ﬁresurprised on a 1 only

surprised on a 1 only

surprised on a 1 only

magic weapons only
can hit, immunity to somemagicback kicks (1-6/1-6)

never surprised

surprised on 1 only

nil

nil

nil

nil

protection from evil

SpecialDefenses

exceptional

non-

very

low-average

non-

non-

non-

animal

semi-

semi-

semi-

supra-genius

average

exceptional

semi-

non-

low

non-

non-

geniusIntelligence825 + 10/hp

1500 + 14/hp

20 + 2/hp

35(50) + 3/hp

350 + 6/hp

875 + 10/hp

125 + 4/hp

1350 + 14/hp

300 + 6/hp

110 + 4/hp

300 + 6/hp

10500 + 16/hp

475 + 8/hp

80 + 1/hp

150 + 4/hp

160 + 4/hp

10 + 1/hp

165 + 5/hp

28 + 2/hp

850 + 10/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

207

L

spirit

12/10

10/9

13

13

*****

13

12

13/12/10

18

**

13

9

13

9

16

15

13

16

15

To HitA.C. 0***** Monster not rateable.

** Variable preclude a ﬁxed number.

L

guardian

naga—

M

mummy

merman

M

M

M

men

morkothM

medusa*****LmastodonmoldLmanticoreLL

mammothminotaurMlynx, giant

MM

werewolf

mind ﬂayer

Lweretiger

L

S-M

wererat

mimic

L

Size

wereboar

Monster

4

3

3

3

*****

6

5

7

7

**

5

6

4

5

6

5

3

6

4

Armor
Class

9-10

11-12

6+3

7

*****

6+3

8+4

7-10

1+1

**

6

12

6+3

13

2+2

4+3

6+2

3+1

5+2

Hit
Dice

1

2

1

1

*****

2

4

1

1

**

1

5

3

5

3

1

3

1

1

No. ofAttacks

1-3

1-6/2-8

1-12

1-10

*****

2-8 or 1-4/
by weapon

2 hp each

3-12

by weapon**

1-4

2-16/2-16/2-12
2-12/2-12

1-3/1-3/1-8

3-18/3-18/2-16/
2-12/2-12

1-2/1-2/1-4

2-8

1-4/1-4/1-12

1-8 (sword)

2-12

DamagePer Attack

poison bite, spell use,
gaze charms

poison bite, spit poison,spell usefear, paralyzation,diseasehypnosis, charm

*****

nil

mind blast, psionics,
tentacle hit slays in 1-4 rounds

glue, surprise

nil

**

gaze petriﬁes, hair of asps
poisons

niltail spikes

nilrear claws (1-3/1-3),
surprise 1-5

surprise on 1-3

rear claws (2-5/2-5)

surprise on 1-4

nilSpecial Attacks

nil

nil

hit only by magic weapons(or ﬁre or holy water) at
reduced damage, immunity
to some magic

spell reﬂection*****

surprised on a 1 only

nilcamouﬂage

nil

**

nil

nil

nil

nil

hide (90%), detect traps(75%)

hit only by silver or magic
weapons

hit only by silver or magic
weapons

hit only by silver or magic
weapons

hit only by silver or magic
weapons

SpecialDefenses

highexceptional

low

exceptional

*****

low

geniussemi- to average

average-very

**

very

semi-

low

semi-

very

averageaveragevery

averageIntelligence2700 + 14/hp

3550 + 16/hp

1150 + 8/hp

1050 + 8/hp*****

400 + 8/hp

1800 + 12/hp

1000 + 10/hp

1300 + 12/hp

20 + 2/hp**

725 + 6/hp

2000 + 16/hp

525 + 8/hp

3000 + 18/hp

120 + 3/hp

205 + 5/hp

525 + 8/hp

150 + 4/hp

275 + 6/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

M

L

L

ochre jelly

octopus

ogre

208

M

L

L

M

owl, giant

owlbearpegasusperytonlargestM

M-L

otyughpiercer —LM

bodyguard or chiefotter, giant

M

M

L

guard or subchieforc

chieftain

L

M

nymph

ogre magi

S

nixie

L

L

nightmarechieftainM

night hagLL

neo-otyughleader

M

Size

water

Monster

15

15

15

15

15

13/12

15

16

16

19

12

15

13

13

15

12

13

–

20

13

12

12/10/9

13/12

To HitA.C. 0

3

7

6

5

6

3

5

4

4

6

4

4

3

4

5

7

8

9

7

4

9

0

5

Armor
Class

4

4

4

5+2

4

6-8

5

13-16 hp

11 hp

1

5 + 2 + 2 die

5+2

34-37 hp

30-33 hp

4+1

8

6

3

½

6+6

8

9-12

7-8

Hit
Dice

1

1

3

3

3

3

1

1

1

1

1

1

1

1

1

7

1

nil

1

3

1

3

1

No. ofAttacks

4-24

4-16

1-8/1-8/1-3

1-6/1-6/2-12

2-8/2-8/2-5

1-8/1-8/2-5

3-18

2-8 or by weapon

2-7 or by weapon

1-6 or by weapon

3-14

1-12

4-14 or by weapon

2-12 or by weapon

1-10 or by weapon

1-4 (×6)/2-12

3-12

nil

by weapon

2-8/4-10/4-10

2-12

2-12/2-12/1-3

1-4

DamagePer Attack

all are 95% likely to
attack by surprise

nil

nil

hug (2-16) with paw
hit of 18

surprise on 1-5

disease

nil

nil

nil

nil

magic & spell use

magic & spell use

nil

nil

nil

constriction

nilsight causes blindness/
death, spell use

charm

nil

sleep magic, spell use

diseasepoison bite, spell use

Special Attacks

average-very

veryIntelligencenil

hit only by magic
weapons

nil

nil

nil

never surprised

nil

nil

nil

nil

regeneration

regeneration

nil

nil

nil

nil

immune to lightning

magic resistance (50%)

magic resistance (25%)

smoke cloud (−2 on
opponent "to hit" anddamage)non-averageaveragelowvery

low-averagesemi-high-average

averagelow-average

avg. to excep.

avg. to excep.

averagelow-averagelowanimalnon-

exceptional

very

high

hit only by iron, silver or exceptional+3 weapons, immunity tosome magic

never surprisednilSpecialDefenses

60 + 4/hp

150 + 4/hp

60 + 4/hp

225 + 8/hp

150 + 4/hp

700 + 8/hp

90 + 5/hp

20 + 2/hp

20 + 2/hp

10 + 1/hp

1300 + 10/hp

900 + 6/hp

225 + 8/hp

225 + 8/hp

90 + 5/hp

550 + 10/hp

150 + 6/hp

350 + 3/hp

32 + 1/hp

600 + 8/hp

1750 + 10/hp

1500 + 15/hp

1325 + 10/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

209

L

S

ram, giant

rat, giant

L

S

L

pungi

sting

remorhaz** Variables preclude a ﬁxed number.

L

manta

ray—

M

rakshasa

S

quasit

**

19

15

12/10

20

15

13

16

8

L

13

purple worm

L

porcupine, giant

20

16

S

pixie

15

S

L

pike, giant

19

pseudo-dragon

S

small

16

19/16/15

S

medium16

To HitA.C. 0

portuguese man-o-war S-L

S

Size

large

Monster

2/4/0

7

7

6

7

6

−4

2

6

2

9

5

5

5

3

3

3

Armor
Class

7-14

1

4

8-11

½

4

7

3

15

2

1-4

6

½

4

1

2

3

Hit
Dice

1

1

1-12

1&1

1

1

3

3

1&1

1

1

1

1

1

1

1

1

No. ofAttacks

6-36

1-3

1-4 each

3-12/2-20

1-3

2-12

1-3/1-3/2-5

1-2/1-2/1-4

2-24/2-8

1-3

1-10

2-8

by weapon

4-16

1-6

2-12

3-18

DamagePer Attack

swallow whole

poisonpoison, concealment

swallow whole,paralyzationdiseasecharge (4-24)

illusion, spell use

attack poison causes
dexterity loss (1/hit),spell useswallow whole,poison sting

poison sting (+4 to hit),see invisible

paralyzation

shoot quills (1-8 for 1-4 hp
each)special arrows, spell use,magic

surprise on 1-4

Special Attacks

non-averagenon-animalexceptional

non-

non-

non-

non-

Intelligenceglowing back heat
melts non-magic
weapons

nil

nil

nil

nil

nil

animal

non-

non-

non-

semi-

animalhit only by magicvery
weapons, not affected byspells under 8th level

regenerate, magiclow
use & partial immunity tospells, magic resistance(25%), save as 7 hit dicemonster, hit only bymagic weapons

nilchameleon power,
magic resistance (35%)

transparent (90%undetectable)

quills (1-4 per attack
upon)

magic resistance (25%),
invisibility (−4 on
opponent's "to hit" dice)

nil

nil

nil

nil

SpecialDefenses

1700 + 16/hp

90 + 1/hp

410 + 4/hp

1200 + 16/hp

7 + 1/hp

85 + 4/hp

925 + 8/hp

325 + 3/hp

4900 + 20/hp

200 + 2/hp

185 + 4/hp

350 + 6/hp

105 + 1/hp

85 + 4/hp

10 + 1/hp

20 + 2/hp

35 + 3/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

210

M

M

L

L

M

scorpion, giant

sea hagsea horse

sea lionshadow

16

13

16/15

16

13

15

12

12

16

10

16

16

15

13

16

15

—

10/9

7

10

12

To HitA.C. 0** Variables preclude a ﬁxed number.

M

satyr

L

mutantML

kingsalamanderL

guard/lieutenantL

M-L

clericprinceL

M (L)sahuaginchieftainM

rust monster

LS

rot grubbaron/noble

L

roper

L

wooly

L

L

rhinoceros

roc

Size

Monster

7

5/3

7

7

3

5

5/3

3

4

1

5

5

4

3

5

2

9

0

4

5

6

Armor
Class

3+3

6

2-4

3

5+5

5

7+7

8+8

2+4

10 + 10

3+3

2-6

4+4

6+6

2+2

5

1 hp

10-12

18

10

8-9

Hit
Dice

1

3

1

1

3

1

2

2 or 5 or 7

1 or 3 or 5

nil

nil

1

2 or 11

1

No. ofAttacks

2-5

1-6/1-6/2-12

1-4 or 2-5 or 2-8

dagger

1-10/1-10/1-4

2-8

by weapon/2-12,
constrict/2-12

double damage

by weapons or 1-2(×4)/1-4/1-4/1-4

triple damage

by weapon or 1-2/
1-2/1-4/1-4/1-4

nil

nil

5-20

3-18/3-18 or 4-24

2-12

2-8 or 2-12

DamagePer Attack

drain strength

nil

nil

weakness, death gazepoison sting

magical weapons,
magic pipes

heat (1-6)

possible spell use,
weapons

destroy metal

burrow into ﬂesh

6 poisonous strands
cause weakness

nilcharge (4-24)

charge (4-16 or 4-24)

Special Attacks

hit only by magic
weapons, 90%
undetectable

nil

nil

magic resistance (50%)

nilsurprised on a 1 only,
90% undetectable,
magic resistance (50%)

hit only by magic
weapons, heat andlimited spell immunity

sight and hearing
keenness

hit on monster destroys
metal

nil

magic resistance (80%),
disguise ability

nil

nil

nil

Special Defenses

low

semi-

semi-

average

non-

very

high

geniushigh

genius

very

very

very

exceptionalhighanimalnon-

exceptional

animalanimalanimalIntelligence

255 + 4/hp

150 + 6/hp

20 + 4/hp

600 + 3/hp

650 + 6/hp

280 + 5/hp(+300 if piper)

825 + 10/hp

600 + 12/hp

50 + 3/hp

1350 + 14/hp

85 + 4/hp**

130 + 5/hp

350 + 8/hp

35 + 3/hp

185 + 4/hp

nil2750 + 16/hp

5000 + 25/hp

1350 + 14/hp

900 + 12/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

M-L

shark

S-L

M

M

S

L

shriekerskeletonskunk, giant

slithering tracker

slug, giant

211

L

L

M

poisonous

sea

spitting

L

L

gyno-

hieraco-

15

12

12

10

9

13

15

12/10

15

13

13

9

15

15

19

–

10

**

**

12/10

To HitA.C. 0**Variables preclude a ﬁxed number.

giant

L

L

crio-

spider—L

andro-

sphinx—M

Lconstrictor

spectreMamphisbaena

snake, giant—

L

shedu

L

L

shambling mound

giant

Size

Monster

4

1

−1

0

−2

2

5

5

5

5

3

8

5

7

7

7

4

5

6

0

Armor
Class

4+4

9

8

10

12

7+3

4+2

8-10

4+2

6+1

6

12

5

5

1

3

9+9

10-15

3-8

8-11

Hit
Dice

1

3

2

3

2

1

1

2

1

2

2

1

nil

1

1

nil

2

1

1

2

No. ofAttacks

2-8

2-8/2-8/1-10

2-8/2-82-8/2-8/3-18

2-12/2-12

1-8

1-3

1-6/3-18

1-3

1-4/2-8

1-3/1-3

1-12

nil

1-6

1-6

nil

1-6/1-6

4-16 or 5-20 or 6-24

2-5 or 2-8 or 3-12

2-16/2-16

DamagePer Attack

webs, poison

nilspell usenilspell use, roarenergy drain (2 levels)

poison & poison spit

poison & constriction

poison (3-18 even if save)continuing constriction

poisonspit acidparalyzationsquirt musk

nil

nil

psionics

swallow wholenilsuffocation

Special Attacks

nil

nil

nil

nil

nil

hit only by magic
weapons, partial magicand spell resistance

nil

nil

nil

nil

not harmed by cold

not harmed byblunt weapons

95% undetectablesquirt musk

sharp weapons score
half damage only

noise

ethereal, magic
resistance (25%)

nil

nil

partial magic andspell immunity

Special Defenses

low

low

geniusaverage

exceptionalhighanimalanimalanimalanimalanimalnon-averageanimalnon-non-

exceptional

nil

non-

low

Intelligence

315 + 5/hp

600 + 12/hp

1550 + 10/hp

1350 + 14/hp

2850 + 16/hp

1650 + 10/hp

390 + 5/hp

1000 + 12/hp

390 + 5/hp

225 + 8/hp

475 + 6/hp

2000 + 16/hp

280 + 5/hp

165 + 5/hp

14 + 1/hp

5 + 1/hp

1950 + 14/hp****

1800 + 10/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

M

sylph

212

−2
−3
6

L

M

elder

elder

titanothere

toad, giant

6

−1

major

16

0

major

9

1

2 to −36lesser

7

11

6

3

9

9

6

6

8

7

7

7/3

6

5

7

8

6

Armor
Class

2

L

L

13

16/15

—

—

13

16/15

18

15

16

9

19

16

15

18

16

To HitA.C. 0lessertitan

sabre-toothLM

su-monster

tiger

S

strangle weed

S

S

stirgetick, giantLstag, giant

S

L

stag

thought eater

L

M

water

squid, giant

L

phase

S

S

large

sprite

M

Size

huge

Monster

2+4

12

22

21

20

19

18

17

17-22

7+2

5+5

2-4

3

3

5+5

2-4

1+1

5

3

12

1

3+3

5+5

1+1

2+2

Hit
Dice

1

1

3

3

1

nil

nil

5

1

1

1 or 2

1 or 2

9

1

1

1

1

1

No. ofAttacks

2-8

2-16

8-48

8-48

7-42

7-42

7-42

7-42

2-5/2-5/2-12

2-5/2-5/1-10

1-4

nil

nil

1-4 (×4)/2-8

special1-34-16 or 1-4/1-4

2-8 or 1-3/1-3

1-6 (×8)/5-20

by weapon

1-4

1-6

1

1-6

DamagePer Attack

hopcharge (4-32), trample(2-12/2-12)

spell use, psionics

rear claws (2-8/2-8)

rear claws (2-8/2-8)

blood drain (1-6), disease

devour mental energy

spell use, magicpsionics

constriction

attack as 4 hit dice monster,drain blood (1-4)

nil

nil

constriction (2-12)

sleep arrows

poisonwebs, poison

poisonsurprise on 1-5, poison

Special Attacks

nil

nil

invisibility, etherealness

surprised on a 1 only

surprised on a 1 only

nil

ethereal

invisibility, magic
resistance (50%)

nil

nil

nil

nil

nil

tentacle hits, ink

invisibility, 75% undetectable otherwise

nilphasing out

nil

nil

SpecialDefensesanimalanimalgenius tosupra-genius

animal

semi-

non-

non-

exceptional

averageanimalanimalanimalanimal

non-

very

semi-

low

non-

animalIntelligence

50 + 3/hp

2000 + 16/hp

11000 + 35/hp

11000 + 35/hp

9000 + 30/hp

9000 + 30/hp

7000 + 25/hp

7000 + 25/hp

7000 + 25/hp

550 + 10/hp

225 + 6/hp

105 + 2/hp

255 + 3/hp

325 + 3/hp

225 + 6/hp

35 + 3/hp

36 + 2/hp

90 + 5/hp

35 + 3/hp

2000 + 16/hp

80 + 1/hp

190 + 4/hp

700 + 6/hp

65 + 2/hp

145 + 3/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

213

L

L

L

M

snapping

umber hulk

unicorn

vampire** Variables preclude a ﬁxed number.

L

L

sea

turtle, giant–

troll

12

15

12

10

8

13

18

16

minor leader/guard

female13

major leader

16

13

M

troglodyte**

16

chief leader

MM

leaders

triton

10/9“moss trunk”

Ltreant

9

12/10

L

trapper16

matureM

toad, poisonous

15

13/12

L

toad, ice

To HitA.C. 0“shrubling”

Size

Monster

1

2

2

0/5

2/5

4

5

5

5

5 or 45

4 or better

5

0

3

7

4

Armor
Class

8+3

4+4

8+8

10

15

6+6

1+1

3

4

6

2

4-9

3

11-12

9-10

7-8

7-12

12

2

5

Hit
Dice

1

3

3

1

1

3

3 or 1

1

1

2

1

1

1

No. ofAttacks

5-10

1-6/1-6/1-12

3-12/3-12/2-10

6-24

4-16

5-8/5-8/2-12

1-3/1-3/2-5
or by weapon

by weapon

by weapon

4-24/4-24

3-18/3-18

2-16/2-16

4 + A.C.

2-5

3-12

DamagePer Attack

energy drain (2 levels),charmcharge (2-24), surpriseon 1-5gaze confuses

surprise on 1-4, shoot neck

nil

nil

revulsion odor, missiles,
surprise on 1-4

spell use, magic, psionics

spell use, magic, psionics

control 1 or 2 trees

95% undetectable, smothersin 6 rounds, trapped cannot
use weapons

poisoncold radiation

Special Attacks

averageaverage

non-

non-

low

low

high & uphigh & up

very

high

animalaverageIntelligence

hit only by magic weapons, exceptional
regenerates, gaseous form,
limited immunity tomagical attacks/poison/paralyzation

immune to poison,senses enemies at 24”,
teleport, saves as 11th level
magic-user

nil

nil

nil

surprised on a 1 only,
regeneration (+3 hp/r)

chameleon power

magic resistance (90%)

magic resistance (90%)

never surprised

partial immunity
to cold and ﬁre

nil

nil

SpecialDefenses

3800 + 12/hp

400 + 5/hp

1300 + 12/hp

1950 + 14/hp

900 + 10/hp

525 + 8/hp

28 + 2/hp

65 + 3/hp

110 + 4/hp

300 + 6/hp

36 + 2/hp**

105 + 3/hp

2850 + 16/hp

1950 + 14/hp

1200 + 10/hp

2850 + 16/hp

155 + 2/hp

205 + 5/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTING

9

white (beluga)

214

L

S

M

worg

wolverine

giant

15

16

15

15

16

16

13

12

** Variables preclude a ﬁxed number.

L

winter

S

wolf

M

L

wind walker

dire

S

will-o-wisp

15

7

sperm

M

7

right

wight

9/8

killer

L

whale

16

7

M

weasel, giant

16

humpbackLwater weird

15

7

M

wasp, giant

To HitA.C. 0

black

Size

Monster

4

5

6

5

6

7

7

–8

5

4

6

6

4

Armor
Class

4+4

3

4+4

5

3+3

2+2

6+3

9

4+3

12-13

29-36

20-26

12-15

26-33

18-23

3+3

3+3

4

Hit
Dice

3

3

1

1

1

1

1

1

1

1

1

1

1

1

1

1

nil

2

No. ofAttacks

2-5/2-5/2-8

1-4/1-4/2-5

2-8

2-8

2-8

2-5

3-18

2-16

1-4

5-20

10-40 to 15-60

2-16 or 3-24

6-24 to 10-40

4-32 or 4-40

3-24 or 4-32

2-12

nil

2-8/1-4

DamagePer Attack

nilgeneral immunity to weaponsand magic

nilSpecialDefensesmusk, exceptional
intelligence in combat

musk, exceptional
intelligence in combat(howling)

frost breath(howling)(howling)

nil

nil

energy drain

nil

nil

nil

not harmed by cold

nil

nil

telepathic, ethereal, limited
immunity to spells, magic

invisibility, general immunity
to spells

hit only by silver or magic
weapons, limited immunity tomagical attacks/poison/paralyzation/sleep/charmsmash with tail for d8 damage nil
equal to half hit dice of whale,
sperm whales swallow whole

drain blood (2-12/r)

drag into water, take overwater elementals

poisonSpecial Attacks

semi-

semi-

low

average

semi-

semi-

very

exceptional

averagelowanimalvery

non-Intelligence

205 + 5/hp

125 + 3/hp

90 + 5/hp

245 + 5/hp

60 + 4/hp

35 + 3/hp

575 + 8/hp

1200 + 12/hp

540 + 5/hp**

125 + 4/hp

370 + 4/hp

320 + 4/hp

X.P.
Value

APPENDIX E: ALPHABETICAL MONSTER LISTING
APPENDIX E: ALPHABETICAL MONSTER LISTINGAPPENDIX E: ALPHABETICAL MONSTER LISTING

APPENDIX F: GAMBLING

20 + 2/hp
non-Craps: The shooter wins on a first roll (2d6) of 7 or 11, or loses on 2, 3, or 12.
Otherwise the shooter rolls until the number first rolled is rolled a second time
— a win — or a 7 is rolled — a loss. Shooters bet before rolling, as others
may. Side bets may be made thereafter as applicable, if there are takers. (Thefancy line play of modern casinos is ignored.) Dice pass clockwise to next
player when the shooter loses.
Horse: The first roller is determined by whatever means is desired. 5d6 areused, 6 high, 1 low. Lowest to highest hands are: pair, two pair, three of a kind,straight (1-5 or 2-6), full house (triplet and pair), four of a kind, five of a kind.
The first roller may elect to roll once or twice. If only once, all other players
may roll only once to beat him or her. If two rolls are made, the roller may
retain none, one, two, three, or four of the dice of the first toss, rolling theremainder. Winner becomes the “boss” — first roller.

some spell immunity

435 + 5/hp
averagesqueeze (2-16),
paralyzationnil

1-6/1-6

1-8

near invisibility,
immunity to cold

1275 + 10/hp
averagesurprise on 1-5
1-3 (×3)/6-24

molecular adjustment,
immunity to most spells andmagic

925 + 10/hp
lowpoison2-16/1-6

nil

575 + 6/hp
veryenergy drain
1-6

hit only by silver/
magic weapons, limited
immunity to spells/magic/
poison/paralysis

Special Attacks

Knucklebones: Again, this is a crap-type game, but the object is to score thehighest total. A variant allows a second roll of the dice by the first shooter,retaining none or one of them, if he or she so desires, but then all other players
are entitled to do the same. Winner rolls first.

6-6-1
6-6-2
6-6-3
6-6-4
6-6-5
1-1-1
2-2-2
3-3-3
4-4-4
5-5-5
6-6-6

PAYS

2-1
3-1
4-1
5-1
6-1
4-1
8-1
10-1
12-1
24-1 (little jackpot)
36-1 (big jackpot)

1 = LEMON
2 = ORANGE
3 = BAR
4 = BELL
5 = PLUM
6 = CHERRIES

1

6-6-1
6-6-2
6-6-3
6-6-4
6-6-5
6-6-7
6-6-8
1-1-1
2-2-2
3-3-3
4-4-4
5-5-5
6-6-6
7-7-7
8-8-8

8

PAYS

2-1
4-1
6-1
8-1
10-1
12-1
15-1
8-1
12-1
14-1
16-1
20-1
24-1
50-1 (jackpot)
100-1 (zowie jackpot)

1 = LEMON
2 = ORANGE
3 = BAR
4 = BELL
5 = PLUM
6 = CHERRIES
7 = ANCHOR
8 = CROWN

Dice Racing: Use a checker board. Four players, maximum place their tokens
on alternate rows. The object is to move the token to the end of the board,sideways one, and then back on the adjacent file to the first row. A roll of d6
determines the number of spaces each player moves. Wagers are to be madeprior to commencement of game.

M

16

2

2
6

In Between: Roll 3d20 — 2 white and 1 of a different color. The player mustroll in between the 2 white dice with the colored die. Equaling a number is aloss. If the 2 white dice equal each other, the loss is automatic. Odds arealways 5:2 before dice are cast. Note: A crooked house might paint 11 sides ofa die black and only 9 red.

zombie

yeti

L

15

4+4

4
−2
xorn

M

12

7+7

2
3
wyvern

L

12

7+7

1
4
wraithM

155+3

No. ofAttacks
Armor
Class

Hit
Dice

Dice Games:

Zowie Slot Variant: Use 3d8 instead of 3d6. The odds on any given
combination are changed from 1:216 to 1:512. Payoffs are as follows:

To HitA.C. 0Size
MonsterThis pastime is common in all taverns, inns, and just about any barracks. You
may, of course, make up any games for wagering purposes you wish. Here aresome few for those of you who are unfamiliar with basic dice games. Cards are
too involved to go into here except as noted.

Slot Variant: Use 3d6, one roll only, the wager being made prior to the roll.
The table below is weighted in favor of the “house”. You may, of course, devise
your own tables:

DamagePer Attack

SpecialDefensesIntelligence

X.P.
Value

APPENDIX F: GAMBLING215

APPENDIX G: TRAPSAPPENDIX H: TRICKS
attributes to each feature, or combination thereof, in order to develop aninteresting trick which will challenge the players and yet not be too difficult for
the level of experience of their characters. When you come to an appropriate
spot in your dungeon (or elsewhere for that matter), enliven the place with theaddition of a few tricky attributes to an otherwise unremarkable or now
ordinary feature.

Card Games:
Twenty-One: A 52 card deck is used, each player betting against the“house” dealer (the DM). Two cards are dealt to each player and the dealer.
Players in turn elect to take additional cards up to a total of five. Hands
totalling over 21 automatically lose, hands of five cards under 22 automaticallywin double their wager (exception: dealer).

FEATURES
The object is to come as close to 21 as possible. Ties go to the “house”. Aces
count either 1 or 11 at the holding player’s option, face cards count as 10, andnumbered cards are as marked. Players get first two cards down; others aredealt face up. Dealer gets second card face up. Dealer must take a hit(additional card) on any total under 17, and cannot take a card on any total of
17 or better. (This rule is not per Hoyle.) Dealer gets cards last, bets are madeafter the first two cards are dealt around. If a player has a natural pair he or
she may elect to “go double”, flipping them up, asking for two additional facedown cards (one for each face up card), and betting on each hand. The“house” always retains the deal.

ALTAR
ARCH
CEILINGCONTAINER (barrel, jar, vase, etc.)
DOME
DOOR,
DOOR, SECRET
FIRE
FIREPLACEFORCE FIELDFOUNTAINFRESCO, MOSAIC, OR PAINTINGFURNISHINGSIDOL
ILLUSION

High-Low: Each player gets two cards face down. Prior to dealing some stakeis placed in the pot. After looking at the cards, each player turns one up, andthe player with the highest up card bets. (A three raise limit is suggested.) Each
player has the option of changing his or her up or down card for a fresh one
from the deck. This takes place three times going around the table, with abetting interval after each round. A 2 is low, an ACE is high. The object is tohave the highest hand (a pair on down) to a 2-3 (lowest possible hand,followed by 2-4, 3-4, 2-5, 3-5, 4-5, 2-6, 3-6, 4-6, 5-6, 2-7, and so forth). Highand low hands split the pot equally, odd money going to high.

ATTRIBUTES
AGES
ANIMATED
ANTI-MAGICAPPEARING/DISAPPEARINGASKS
ATTACKSCHANGES - ALIGNMENT- ATTRIBUTE- CLASS- MINDS FROM BODY
TO BODY-SEXCOMBINATIONCOLLAPSING
DIRECTSDISINTEGRATESDISTORTED - WIDTH/LENGTH- HEIGHT/DEPTH
ENLARGES/REDUCESENRAGESELECTRICAL SHOCK - IF METALLIC- MAGICALFALSE
FLESH TO STONEFRUITGASEOUSGEASESGRAVITY - GREATER- LESSER- NIL- VARYING
GREED-PRODUCINGINTELLIGENTINVISIBLE

Other gambling games can be devised on principles of colors, shapes, position
or whatever.

APPENDIX G: TRAPS
TRAP LIST (d%)
01-05 Arrow trap
06
Arrow trap, poisoned
07
Ball trap
08-09 Caltrops
10
Caltrops, poisoned
11
Ceiling block falls
12
Ceiling collapses
13
Ceiling lowers
14-16 Chute
17-18 Door, falling
19-23 Door, one way
24-30 Door, resisting
31
Door, speciﬁc
32
Door, spring
33
Floor, collapsing
34
Floor, illusionary
35-36 Gas, blinding
37-38 Gas, corroding
39-40 Gas, fear
41-42 Gas, nausea
43-46 Gas, obscuring
47-48 Gas, poison
49-50 Gas, sleep
51-52 Gas, slowing

53-54
55-56
57
58-59
60-63
64-65
66-67
68-70
71-72
73-77
78-79
80
81
82
83-84
85-87
88
89
90-91
92
93-94
95-00

MACHINE
MONSTERPASSAGEPEDESTALPILLAR OR COLUMN
PIT
POOL
ROOM
STAIRWAYSTATUETAPESTRY
VEGETATION
WALL
WELL

Gas, weakness
Jaw trap
Lightning bolt
Pendulum, ball or blade
Pit
Pit, locking
Pit, locking & ﬂooding
Pit, with spikes
Pit, with poisoned spikes
Passage, blocked byfalling bars
Passage, closed bystone block
Room, elevator
Room, ﬂooding
Room, sliding
Scything blade
Spear trap
Spear trap, poisoned
Stairs, collapsing
Teleporter
Vent, acid
Vent, ﬁreVent, gas

APPENDIX H: TRICKS

MOVES/ROLLS
ONE-WAY
PIVOTS TWO POSSIBLE WAYS
POINTSPOISONPOLYMORPHINGRANDOMLY ACTS
RELEASES - COINS- COUNTERFEIT- GEMS/JEWELRY- MAGIC ITEM
- MAP
RESISTING - GENERAL- SPECIFIC
RISING/SINKING
SUGGESTSSUSPENDS ANIMATIONTAKES/STEALSTALKS - INTELLIGENTLY/NORMALLY- NONSENSE- POETRY & RHYMES- SINGING- SPELL CASTING- YELLS/SCREAMSSHIFTING
SHOOTSSLIDINGSLOPINGSPINNING
SYMBIOTICTELEPORTS
WISH FULFILLMENT
WISH FULFILLMENT, REVERSALThe following examples of tricks are offered as a guide only. Vary such tricks inorder to avoid the possibility of player knowledge.

As with traps, there are nearly endless numbers of tricks which can be devised andused in the campaign. Most experienced Dungeon Masters will probably alreadyhave a proud repertoire of clever and innovative (not to mention unique andastounding) artifices, deceptions, conundrums, and sundry tricks which will put toshame the humble offering which follows. Nonetheless, this enumeration mightserve for those who have not yet had the experience and seasoning necessary toinvent more clever devices to bring consternation to overbold and incautious
characters. Even if you are fairly conversant with the idea of tricks in the dungeon,
check the lists anyway, for you might find one or two useful ideas there.

ALTAR:

The first list is features commonly found in a dungeon. Thereafter is a longer listof attributes. Select a feature or several, as desired. Assign one or more
216

Touching this feature without uttering the name of the deity towhich it is dedicated will alternately do the following: age thecharacter 10 years, animate his or her weapons for 4 rounds
and cause them to attack their owner (Cf. Sword of Dancing), or
cause cancellation (as the rod) to drain his or her most powerful
magic item of all of its dweomer. If the deity’s name is utteredwhen the altar is touched, then characters of neutral alignment
will have a wish granted if it is made within the turn; charactersof other alignment will have a geas laid upon them to go andslay a monster who is inimical to the deity, but upon successful
completion of this duty they too will be granted a wish.

APPENDIX H: TRICKSARCH:APPENDIX I: DUNGEON DRESSING

This feature will exist when the party ﬁrst enters the place, butthereafter it will appear and disappear on a random basis on a
1 in 20 chance for either. It will alternately do one of thefollowing: change sex, enlarge/reduce to giant/brownie size
(assuming man size upon entry), or teleport the individual to anarea where gems grow on plants. Those within the arch when
it disappears are trapped until it reappears again, and exiting
does not cause any of its functions to operate.

CONTAINER:

01-70
71-80
81-88
89-90
91-98
99-00

Note air and odor information in level keys. If random determination is used,be sure that some logic prevails in the overall scheme.

This is a jar which is alternately a polymorphed black pudding
which the touch of a character will dispel to its normal form,or an obsidian vase of the ﬁnest workmanship which is worth
5,000 gold pieces. If a polymorph spell is cast upon the jar
form, or a dispel magic is cast upon the vase form, then thevase will become a normal item of great worth. Otherwise,
each time it is touched there are equal chances for either form
to exist.

01
02-04
05-06
07
08
09
10-19
20
21-22
23-24
25-26
27
28-29
30-33
34-40
41
42-44
45-49
50
51
52
53-55
56
57
58
59
60

DOOR, SECRET: This pivoting stone portal will always swing open to the left,
giving egress to an area guarded by a basilisk. However, if asecond hidden stud is found (1% chance), then it will pivot to
the right and allow entry to a chamber containing a magicalfountain.
FOUNTAIN:This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted, theformer with an open mouth, the latter with a pitcher. As soon as
the party enters, the gargoyle will ask a riddle, and if it is not
answered it will spray poison upon the group (save or dead). If
answered, the nymph will then recite a poem which is a clue toa special treasure.

MONSTER:The shriekers found in the area have a heavy growth of yellow
mold upon them and if they are struck, the spores will spread in
their usual poisonous cloud. These creatures totally surround apedestal.

PEDESTAL:This short, thick cylinder has six knobs in the shape of ﬂowers.
Atop the pedestal lies a strangely wrought crown, but it isuntouchable due to a force ﬁeld. Turning the knobs will 1) lower
one attribute of the character by 1 point, 2) give a magicalshock for 5-50 hit points, 3) turn the character to gaseous form,
4) deliver a scroll upon which is a clue as to how to lower theforce ﬁeld, 5) turn the character permanently invisible, and 6)
open a trap door in the ﬂoor which drops all in the room downa chute to a level far beneath the place.

01-05
06
07
08
09-10
11
12
13
14
15
16
17-18
19
20-23
24-26
27-29
30-31
32-33
34-35
36
37-39
40-41
42
43-44
45
46
47
48
49

APPENDIX I: DUNGEON DRESSING (MISCELLANEOUS ITEMSAND POINTS OF SEMI-INTEREST FOR CORRIDORS AND UNPOPULATEDAREAS OR TO ROUND OUT OTHERWISE DRAB PLACES)
Air Currents:
breeze, slightbreeze, slight, damp
breeze, gustingcold current
downdraft, slight
downdraft, strong
still
still, very chill
still, warm (or hot)
updraft, slight
updraft, strong
wind, strong
wind, strong, gusting
wind, strong, moaning

01-03
04-05
06-39
40-49
50-57
58-61
62-65
66-70
71-75
76-77
78-82
83-89
90-95
96-00

General:arrow, broken
ashes
bones
bottle, broken
chain, corrodedclub, splinteredcobwebs
coin, copper (bent)
cracks, ceilingcracks, ﬂoor
cracks, wall
dagger hilt
dampness, ceilingdampness, wall
dripping
dried blood
dung
dust
ﬂask, cracked
food scraps
fungi, common
guano
hair/fur bits
hammer head, cracked
helmet, badly dented
iron bar, bent, rusted
javelin head, blunt

61
62-64
65-68
69
70
71
72-73
74
75-76
77
78
79
80
81
82-83
84
85
86
87
88
89
90-91
92-93
94-95
96
97
98-00

leather bootleaves (dry) & twigs
mold (common)
pick handlepole, broken (52/3’)
pottery shards
rags
rope, rotten
rubble & dirt
sack, tornslimy coating, ceilingslimy coating, ﬂoor
slimy coating, wall
spike, rusted
sticksstones, small
straw
sword blade, broken
teeth/fangs, scattered
torch stubwall scratchingswater, small puddle
water, large puddle
water, trickle
wax drippings
wax blob (candle stub)wood pieces, rottingDistribute these items randomly by choice or by dice roll, or place them as
desired. An interval of 60’ or more between each placement is suggested.

From these examples, you will note that nearly endless combinations are
possible even without your own ideas for additions — and these will surely
come. There can be monsters hidden by illusion, illusional monsters, symbiotic
monsters, monsters in combined pairs or trios or whatever, parts of the dungeon
which are distorted, invisible, shifting, slanting, spinning, and so on. For somefurther examples of tricks in the campaign you might wish to consult
DUNGEONS & DRAGONS, Volume 3, The Underworld &Wilderness Adventures, and GREYHAWK, Supplement I.

01-05
06-10
11-12
13-18
19-20
21-22
23-69
70-75
76-85
86-87
88-89
90-93
94-95
96-00

Air:
clear
foggy (or steamy)
foggy near ﬂoor (or steamy)
hazy (dust)
hazy (smoke)
mistedOdors:
acrid smell
chlorine smell
dank, mouldy smell
earthy smell
manure smell
metallic smell
ozone smell
putrid smellrotting vegetation smell
salty, wet smell
smoky smell
stale, fetid smell
sulphurous smell
urine smell

Unexplained Sounds and Weird Noises:bang, slam
50-53 knocking
bellow (ing)54-55 laughterbong
56-57 moaning
buzzing58-60 murmuring
chanting
61
musicchiming62
rattling
chirping
63
ringingclanking64
roar(ing)
clashing
65-68 rustlingclicking
69-72 scratching/scrabbling
coughing
73-74 scream(ing)creaking
75-77 scuttling
drumming
78
shufﬂing
footsteps (ahead)
79-80 slitheringfootsteps (approaching)81
snapping
footsteps (behind)82
sneezing
footsteps (receding)83
sobbingfootsteps (side)84
splashinggiggling (faint)85
splinteringgong
86-87 squeaking
grating88
squealinggroaning
89-90 tapping
grunting
91-92 thudhissing
93-94 thumping
hooting95
tinkling
horn/trumpet sounding
96
twanging
howling97
whining
humming98
whispering
jingling
99-00 whistling

Select noises as desired. Locate in 20’-40’ areas for detection. Have at least
120’ intervals between each.
217

APPENDIX I: DUNGEON DRESSING

01
02
03
04
05
06
07-08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23-24
25
26
27
28
29
30
31
32-33
34
35
36
37
38
39
40-42
43
44
45
46
47
48
49

APPENDIX I: DUNGEON DRESSING

Furnishing and Appointments, Generalaltar
50
hogsheadarmchair51
idol (largish)armoire
52
keg
arras
53
loom
bag
54
mat
barrel55
mattress
bed
56
pail
bench
57
painting
blanket58-60 palletbox (large)
61
pedestalbrazier & charcoal
62-64 pegs
bucket65
pillowbuffet66
pipe (large cask)
bunks
67
quilt
butt (large barrel)
68-70 rug (small-medium)cabinet71
rushescandelabrum72
sackcarpet (largish)73
sconce, wallcask
74
screenchandelier
75
sheet
charcoal
76-77 shelf
chair
78
shrinechair, padded
79
sideboardchair, padded, arm
80
sofa
chest, large
81
staff, normal
chest, medium
82
standchest of drawers
83
statuecloset (wardrobe)
84
stool, highcoal
85stool, normal
couch
86
table, large
crate
87
table, long
cresset88
table, low
cupboard
89
table, roundcushion90
table, small
dais
91
table, trestle
desk92
tapestryﬁreplace & wood93
throneﬁreplace with mantle
94
trunk
ﬁrkin
95
tub
fountain
96
tun
fresco97
urn
grindstone
98
wall basin and fonthamper99
wood billets
hassock00
workbench

01-02
03
04-06
07-10
11-15
16-20
21-22
23-26
27
28
29-31
32
33-35
36
37-38
39-43
44
45
46
47-48

pillory
pincers
plierspot (huge)
rack
ropes
stocksstool
strappado
straw
table
thongsthumb screws
torches“U” rack
vice
well
wheel
whips

Use this list to select from. Random selection by dice roll is useful only to fill in.

Use this list to select furnishings. Random use is suggested only for rounding out
the furnishings of an area.

01-05
06-08
09-11
12
13-14
15
16
17
18-19
20-23
24
25
26-27
28-29
30-35
36-37
38-43
44-48
49
50-53
54
55

Torture Chamber Furnishings:
bastinadoes
49-50
bell (huge)
51-54
bench
55-56
boots (iron)
57-58
branding irons
59-66
brazier
67-68
cage
69
chains
70-71
chair with straps
72-75
clamps
76-78
cressets
79-80
fetters81
ﬁre pit
82-85
grill
86-88
hooks
89-90
iron maiden
91
knives92-93
manacles94-96
oubliette (pit)97-00
oil (barrel of)

Religious Articles and Furnishings:
altar
56-58 offertory containerbell(s)59
paintings/frescoes
brazier(s)60-61 pews
candelabra
62
pipes (musical)
candles63
prayer rug
candlesticks
64
pulpitcassocks
65
railchime(s)66-67 robes
cloth (altar)
68-69 sanctuarycolumns/pillars
70-71 screen
curtain/tapestry
72-76 shrine
drum77
side chair(s)font
78-79 standgong
80-82 statue(s)holy/unholy symbol(s)83throneholy/unholy writings
84-85 thurible
idol(s)86-88 tripod
incense burner(s)89-90 vestry
kneeling bench
91-97 vestmentslamp(s)98-99 votive lightlectern00
whistlemosaics

01-03
04-05
06-09
10
11
12-13
14-16
17
18
19-22
23
24-25
26
27
28
29-30
31
32
33
34
35
36
37-38
39
40
41-44
45
46
47-48
49
50
51
52
53

Magic-User Furnishings:
alembic
balance & weights
beakerbellows
bladderbottle
book
bowl
box
braziercage
caldroncandlecandlestickcarafechalkcruciblecruet
crystal balldecanter
desk
dish
ﬂask
funnelfurnaceherbs
horn
hourglassjar
jugkettleladle
lamp
lens (concave, convex, etc.)

01-03
04-06
07-09
10-14
15-17
18-22
23-26
27-28
29-31
32-33
34-37
38-40
41-43
44-48

General Description of Container Contents:ash
49-56 liquidbark57-58 lump(s)bone59-61 oily
chunks62-65 paste
cinders
66-68 pellets
crystals
69-81 powder
dust
82-83 semi-liquidﬁbers
84-85 skin/hide
gelatin
86-87 splinters
globes
88-89 stalks
grains90-92 strands
greasy93-95 strips
husks
96-00 viscous
leaves

54
55
56
57-58
59
60
61
62
63
64
65
66-68
69
70-71
72
73
74
75
76
77
78
79
80
81
82
83
84
85-86
87
88-90
91
92
93-00

magic circle
mortar & pestlepanparchment
pentacle
pentagram
phial
pipette
pot
prism
quill
retortrod, mixing/stirring
scrollscroll tube
sheet
skin
skull
spatulaspoon, measuring
stand
stool
stuffed animaltank (container)
tongs
tripodtube (container)
tube (piping)tweezers
vialwaterclock
wire
workbench

Use these lists for direct selection. Random determination is useful only foradding items and in odd situations.

Select from the above list. Use random determination only to round out or fill in.
218

APPENDIX I: DUNGEON DRESSING

01
02
03
04-05
06
07
08-09
10
11
12-13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44-45
46
47
48
49
50

APPENDIX I: DUNGEON DRESSING

Miscellaneous Utensils and Personal Items:
awl
51
oil fuel
bandages52
oil, scented
basin
53
pan
basket54
parchment
beater55
pitcherbook
56
pipe, musicalbottle57
pipe, smoking
bowl
58
plate
box (small)
59
platter
brush
60
pot
candle61
pouchcandle snuffer62
puff
candlestick63
quill
cane (walking stick)
64
razor
case
65
rope
casket (small)66
salve
chopper67
saucercoffer68
scrapercologne69
scrollcomb
70
shakercup
71
sifterdecanter72
soap
dipper73
spigot
dish
74
spoon
earspoon75
stopperewer
76
statuette/ﬁgurine
ﬂagon
77
strainer
ﬂask
78
tankardfood
79
thongsfork
80
threadgrater
81-84 tinderbox (with ﬂint & steel)
grinder
85-86 towelhourglass87
tray
jack (container)
88
trivetjar
89
tureenjug
90-91 twine
kettle92
unguent
knife
93
vase
knucklebones
94
vial
ladle
95
walletlamp/lantern96
washclothmasher97
whetstone
mirror
98
wig
mug
99
wool
needle(s)00yarnoil, cooking (or fuel)

01-02
03-06
07-09
10-12
13-16
17-19
20-21
22-25
26
27
28-30
31-32
33
34-35
36
37
38-39
40

Use the list to select jewelry or to identify items of treasure if jewelry is indicated.

Use this list to select miscellaneous items in an area. Random use is suggested
only to fill in after selection.

01-02
03-04
05
06-08
09
10-11
12-13
14-16
17-18
19
20
21-22
23-24
25-26
27-28
29
30-31
32-34
35
36-39
40-41
42-43
44
45-46

Clothing and Footwear:
apron
belt
blousebootsbuskins
cap
cape
cloak
coat
coif
doubletdress
frock/pinafore
gauntlets
girdlegloves
gown
hat
habit
hood
hose
jerkinjupon
kerchief

47-48
49-50
51-54
55-58
59
60
61-62
63-66
67-70
71-74
75-76
77
78-79
80-83
84-86
87-89
90
91
92-94
95-96
97
98
99
00

Jewelry and Items Typically Bejewelled:
anklet41-45 earringarm band
46-47 fobbelt
48-52 goblet
box (small)
53-54 headband (ﬁllet)
bracelet55-57 idol
brooch
58-59 locket
buckle60-62 medal
chain
63-68 medallion
chalice69-75 necklace
choker
76-78 pendantclasp
79-83 pincoffer84
orbcollar
85-93 ringcomb
94
sceptrecoronet95-96 sealcrown
97-99 statuettedecanter00
tiara
diademkirtleleggings
linen (drawers)
linen (undershirt)mantlepantaloons
petticoatpouch/purserobesandals
scarf
shawl
shift
slippers
smock
stockings
surcoattoga
trousers
tunic
veil
vest
walletwrapper

01-02
03
04-05
06
07-10
11
12
13
14-18
19
20
21
22-24
25
26
27
28
29-30
31
32
33
34
35
36
37
38

Food & Drink:ale
apricots
applesbeans
beerberriesbiscuits
brandybread
brothbuttercakes
cheese*cookies
eggs
ﬁsh*
ﬁsh, shell*fowl*
grapesgreens*
gruel
honey
jam
jelly
leeks
lentils

01-15
16-50
51-55

Condiments & Seasonings:
garlic56-58 pepper
herbs**
59-85 salt
mustard86-00 vinegar

39-42
43-46
47-56
57
58
59
60-62
63-64
65
66
67
68
69
70
71
72-74
75
76
77
78-80
81-82
83
84-87
88-89
90-95
96-00

mead
meal (grain)
meat*
milk
mufﬁnsmushrooms
nuts*
onionspastries
peaches
pears
peas
picklespie
plums
porridgeprunespuddingraisinssoupstew
sweetmeats
tea
tubers/roots*
water
wine

* In the interest of space, the varieties of these items have been omitted, forthey are generally well-known and can be enumerated by the DM with little
or no difficulty.
** A listing of herbs and associated vegetable matter is given elsewhere in thisbook. The listing gives the purported uses for herbs with regard to healing,
magic, poisons, etc., but it can be used to enumerate herbs used forcooking purposes.
Use the lists above for the stocking of kitchens, store rooms, etc. Random
selection is suggested only to round out an already stocked area.

Select from this list for wardrobe items. Use random determination only toround out or find an odd article.
219

APPENDIX J: HERBS, SPICES, ETC

APPENDIX J: HERBS, SPICES, ETC
ash (bark and leaves of)
asparagus juice/root
avens (colewort, herb bennet)

laxative, anti-inﬂammation, fever
sedative, heart problems/anti-oxalic acidastringent, anti-hemorrhaging, antiweakness, tonic, morebael
anti-inﬂammation, ulcers
balm (sweet balm) leaves
calms nerves, feversbalm of gilead
nutrient, organ stimulant (general)balmony (bitter herb, snake head)tissue builder and strengthener, liver
ailments, wormer
barleynutrient (recuperative)
basil
nervous disorders
bay leaf?
beetorganic cleanser
belladonna (deadly nightshade, dwale, diuretic, sedative, pain reliever, antiblack cherry root)
opiate, circulation stimulant, poison/lycanthropy curebenne (sesam, sesame)
respiratory disorders, eye infections,more
benzoin (gum benzoin)
expectorant, stimulant, anti-septic,
wounds and sores
berberisfeversbeth root (lamb’s quarters)
astringent, coughs, tonic, antihemorrhaging, morebilberry (huckleberry, hurtleberry,anti-thirst, dropsy, typhoid, morewhortleberry)birch (white birch)
intestines and stomach, venereal
diseases, skin conditions
birthwort
circulatory stimulant
bistort (adderwort)
astringent
bittersweet (felonwort, scarlet berry,abscesses, lymph infections, swelling
woody nightshade)and inﬂammation
blackberry (dewberry)
astringent, tonic, dysentery
black currant
diuretic, antiseptic, blood puriﬁer
black willow (pussy willow) barkastringent, antiseptic
blueberry — see bilberry
blue ﬂag (ﬂag lily, poison ﬂag, water
diuretic, cathartic, blood puriﬁer (vs.
ﬂag, water lily)
poison), wound healing, venereal
disease, much more
blue mallow (common mallow)
coughs, colds
boneset (thoughtwort)
fevers, tonic, skin diseases
boragecoughs, lung infections
box leaves
tonic, blood puriﬁer
bryonyparalysis, bruises
bugle
gastrointestinal disorders,hemorrhaging
burdock
laxative, tuberculosis, morebutterbur
fevers, urinary complaints
cabbage juice
ulcer and stomach treatment
calotopis (mudar bark)skin leprosy, elephantiasis, more
camphor (gum camphor)bruises, sprains, chills, fevers, cardiac
stimulant
carawayantacid, aids digestion
cardamom?
carrot juice and seeds
tonic for improved healthcastor oil bushpurgative, cathartic
catnipcolds, fevers, anti-spasmodic, hysteria
cayennestimulant
celeryliver functions, tonic, stimulant
chamomile
nervous conditions, ear and tooth aches
chaulmoogra oil
fevers, sedative, skin eruptions
cherry gum
respiratory infections/food substitutechervil?
chivescolds, general diseases/evil eye
cinnamondisinfectant, nausea, preservative
cleavers (goosegrass)fevers, circulation, blood puriﬁer,
wounds, liver disease
clovertonic
clovesanesthetic, circulation, germicide,disinfectant
comfrey root (healing herb)colds, respiratory conditions, wounds,bone fractures, gangrene, much,
much morecoriander
tonic
couchgrass
bladder and urinary infections
cucumberinﬂammation
cumin seedstimulant

CHAMBER, ROOM, AND OTHER SPACE LISTANTECHAMBERARMORY
AUDIENCEAVIARY
BANQUETBARRACKSBATHBEDROOM/BOUDOIRBESTIARYCELL
CHANTRY
CHAPELCISTERN
CLASSCLOSETCONJURINGCORRIDOR
COURT
CRYPT
DININGDIVINATIONDORMITORYDRESSING ROOMENTRY-/VESTIBULEGALLERYGAME ROOMGUARDROOM
HALL
HALL, GREATHALLWAY
HAREM/SERAGLIOKENNEL

KITCHENLABORATORYLIBRARY
LOUNGE
MEDITATIONOBSERVATORYOFFICEPANTRY
PEN/PRISONPRIVY/SECRETRECEPTIONREFECTORYROBING ROOMSALONSHRINESITTING ROOMSMITHYSOLAR
STABLESTORAGESTRONGROOM/VAULTSTUDYTEMPLETHRONE ROOMTORTURE CHAMBER
TRAINING/EXERCISETROPHY ROOM/MUSEUMWAITING ROOMWATER CLOSET/TOILETWELL
WORKROOMWORKSHOP

APPENDIX J: HERBS, SPICES AND MEDICINAL VEGETABLES
There are hundreds of different vegetable flavorings and seasonings which wereor are reputed to have medicinal and/or magic properties. It is not within thescope of this work to detail all of these herbs and spices, particularly as regards
their description, habitat, and the many uses claimed for most. An alphabetical
listing with one or two comments on each is presented. The dedicatedherbologist will have to pursue his or her research in scholarly texts.
Plant And/Or Special Part:
abscess root (sweet root)
acacia (Gum Arabic)
aconite (monkshood, wolfsbane, friar’s
cap., etc.)acorn
adder’s tongue
adrue
agar-agar (jelly)
agaricagrimony (cocklebur, stickwort)
alderalkanet root
all-heal (wound-wort)
almond milk/powder
aloe (bitter aloe)amaranth (red cockscomb, love-liesbleeding)ammoniacum (Persian Gum)angelica
anise
arbutus (mayﬂower)
areca nut (betel nut)
arenaria rubra (sandwort)
arrach (goosefoot)Uses And/Or Powers:
respiratory disorders
tissue repair
sedative/drives off werewolves
tissue hardening
emetic, emollientanti-vomiting, sedative
anti-inﬂammation, nutrient
astringent, purgativemuscle toner, diuretic
anti-inﬂammation, tonic
emollient, antiseptic, wormer
antiseptic, anti-spasmodic
nutrient/emollient
bites, burns, laxative, tonic/insect
repellent
astringent, anti-hemorrhaging

stimulant, respiratory aid
lungs, liver, spleen, vision, hearing
antacid, digestion, coughing
astringent, bladder infection
astringent, tape wormer
diuretic, urinary diseases
sedative (nervous tension or hysteria inparticular)
artichoke juice
jaundice curative
asafetida (gum asafetida, devil’s dung, aphrodisiac, brain and nervous
food of the gods)
stimulant, tonic, many moreasarabacca (hazelwort, wild nard)
emetic, purgative
220

APPENDIX J: HERBS, SPICES, ETC

APPENDIX K: DESCRIBING MAGICAL SUBSTANCES

dandelion
diuretic, purgative, tonic
digitalis (dead men’s bells, fairy bells, heart stimulant, tonic, kidney treatment
fairy cap, fairy ﬁngers, foxglove, etc.) (poison)dillnauseaergot (rye smut)
hemorrhaging, venereal diseases
eyebright
astringent, eye infections
fenneldigestion, weight control, muscle tone,
reﬂexes, vision, much, much morefenugreek
stimulantﬁgdemulcentﬁgwort (scrofula plant, throatwort)abscesses, wounds, pain killer
ﬁreweedastringent, anti-spasmodic
ﬂuellinastringent, tissue strengthener
garden burnet?
garliccoughs, colds, blood puriﬁer, detoxiﬁer,
kills parasites/wards off vampires
gelsemium (wild woodbine)
sedative, nerve tonic, fevers, moregentian (bitter root, felwort)
tonic, fevers, anti-venom
geranium (sweet geranium)
alkalizer
gingerstimulant, colds, cramps
ginseng
glandular stimulant, vision, dizziness,headaches, weakness
goat’s rue
diuretic, wormer (vermifuge)grape juice
blood fortiﬁer
hartstongue
cough, liver, spleen, bladderhawthornheart, arteries
hedge mustard
throat, lungs
hellebore
heart tonic (rootlets are poison)honeysuckle
liver, spleen, respiratory disorders
horehound, white
coughs, pulmonary diseases,
antivenom
horehound, black
stimulant, wormer, hemorrhaging
horseradish
tonic, antiseptic, wormer
hyssoprespiratory ailments, jaundice, blood
puriﬁer, tonic, cuts and wounds, more
ipecacdysentery, mouth Infections, more
irish moss
coughs, scalds, burns
jambul seedblood puriﬁer, diabetes
jewel weed (balsam weed, pale
diuretic, kidneys, skin growths, fungus,
touch-me-not)infections, liver
juniper berry
aphrodisiac, stimulant, disinfectant,venereal disease, morejuruberaanemiakelp (seawrack)
thyroid, heart, arteries, much morelarkspur (knight’s spur)external parasites
leeksame as chives
lily-of-the-valley
heart tonic
lotus?
lucerne (alfalfa)
strength
lycopodium (common club moss,wounds, lungs, kidneys, more
fox tail, lamb’s tail)mace
stimulant
marigold
fevers, varicosities, eyes, heart
marjorammelancholia, dizziness, brain disorders,
toothaches
masterwort
stimulates organs, anti-spasmodic, more
mistletoe
convulsions, hysteria, narcotic, tonic,
typhoid fever, heartmuira-puama
aphrodisiac
mustardemetic, counter-irritant, colds, fevers
nutmegnausea, vomiting, diarrhea
nux vomica (poison nut)
stimulant, debility tonic
onion
poultice, colds (as chives)
oreganogermicide, pain killer
paprikastimulant, poultice
parsley
blood puriﬁer
parsnip
feverspeach seed
fevers, blood tonic
pepper, black
sprains, neuritis
peppermint?
pitcher plantsmall pox preventative and cure,stomach, liver, kidneys
plantain (ripple grass, waybread)minor wounds, stings, rashes
pomegranate
nerve sedative, wormer
poppy?
pumpkin seedvirility, organ tonic

quinceradishraspberryrhubarbroserosemary
saffronsage
sarsaparilla (china root, spikenard)
scopolis
scullcap (madweed)
senna
spearmint
strawberrysummer savory
tamarindtansy
tarragontea
thyme
turmeric
turnipwatercress
white bryony (mandragora)eye disease, dysentery, skin disorders
blood puriﬁer, liver
fevers, tonic
astringent, cathartic
colds, fevers
germicide, muscle tonic/drives off evil
spiritsscarlet fever, measles, respiratory
infections
tonic, wounds
system balance, blood puriﬁer, venereal
disease, many morenerve and muscle sedative, pain killer,
coughsnervous disorders, rabies
purgative?
vision, swelling and inﬂammation
blood puriﬁer, palsy
infection, gangrene
tonic, narcotic, wormer?
poison antidote
antiseptic, blood puriﬁer?
mouth disease, throat
blood tonic (anemia)
cathartic, respiratory diseases, heart,kidneys

It is suggested that you use the above list as a guide to which herbs, spices, orvegetable you will require for various magical effects desired from potions,
scroll inks, and other magic items. You may add to or delete from the list as you
desire. Reputed folk uses are not detailed with respect to magic in most cases,
as this decision is the purview of the DM.

APPENDIX K: DESCRIBING MAGICAL SUBSTANCES
Some Dungeon Masters have difficulty describing the contents of potion bottles,
magical elixirs, and like liquid substances. The lists below give the appearancesof liquids, colors, tastes, and smells. In combination with APPENDIX I:
DUNGEON DRESSING (q.v.) or by itself, these various descriptive words willserve the DM in good stead when preparing level keys or when “winging it”.
Appearance/Consistency:
bubbling
cloudyeffervescentfumingoily
smoky
syrupyvaporous
viscouswateryTaste and/or Odor:
acidicbiliousbitterburning/biting
buttery
dusty
earthyﬁery
ﬁshy
greasy221

herbalhoneyedlemonymeaty
metallic
milky
musty
onionypeppery
perfumyTransparency:
clear (transparent)
ﬂecked (transparent and other)layered (color or transparency)
luminous (determine transparency)
opaline (glowing)
phosphorescent (determine
transparency)
rainbowed (transparent)
ribboned (determine transparency)translucent
variegated (determine colors)

salty
soothing/sugary
sour
spicy
sweet
tart
vinegary
wateryAPPENDIX L: CONJURED ANIMALS
Colors:METALLIC
brassybronzecopperygold
silvery
steely
VIOLET
fuchsia
heliotropelakelavenderlilacmagenta
mauve
plum
puce
purpleWHITE
bonecolorless
ivory
pearl

GRAY
dove
dun
neutralRED
carminecerisecherrycinnabarcoralcrimsonmaddermaroon
pink
rose
ruby
russetrust
sanguinescarletvermilion

YELLOWamber
buff
citrinecream
fallow
ﬂaxen
ochre
peach
saffronstraw

APPENDIX M: SUMMONED MONSTERS

BROWN
chocolateecru
fawn
mahoganytanterra cotta
GREEN
aquamarine
emerald
olive

5

01-10
11-25
26-35
36-50
51-70
71-85
86-00

Ape, carnivorous
Buffalo
Hyena, giant
Otter, giant
Skunk, giant
Stag, giant
Wolverine, giant

5
5
5
5
5
5
5

6

01-40
41-60
61-80
81-00

Bear, brown
Lion
Porcupine, giant
Tiger

6¼
5½
6
6¼

7

01-65
66-00

Boar, giant
Lion, spotted

7
6½

8

01-30
31-70
71-00

Bear, cave
Hippopotamus
Tiger, sabre-tooth

7½
8
7½

Rhinoceros

8½

Elephant
Rhinoceros, wooly

10
10

Elephant (loxodont)

11

MastodonTitanothere

12
12

13

MammothWhale (small)

13
13

14

Baluchitherium
Whale (small)

14
14

BLACK
ebony
inky
pitchysable
sooty
ORANGE
apricot
ﬂame
goldensalmon
tawny

BLUE
azure
ceruleanindigosapphireturquoiseultramarine

9
10

APPENDIX L: CONJURED ANIMALS

01-60
61-00

11

When the conjuring cleric or illusionist states the number of hit dice of theanimals he or she will summon, consult the appropriate section of the tablehereafter. Note that the variation includes fractions of hit points, and these must
be charged off against the total conjurable by the spell-caster. Where several
possibilities exist, a number for random selection has been assigned, for thecleric or illusionist cannot specify what sort of animal he or she will summon.

12

01-60
61-00

CONJURED ANIMALS TABLE
Hit Dice
Category
1

Dice Score
01-15
16-45
46-55
56-65
66-00

Animal Type
BaboonDog, wild
Flightless Bird
JackalRat, giant

Hit Dice
Cost
1¼
1¼
½
½
½

2

01-25
26-35
36-60
61-00

BadgerFlightless bird
Herd animal
Horse, wild

1½
2
2
2

3

01-05
06-10
11-15
16-20
21-30
31-40
41-45
46-55
56-65
66-75
76-80
81-85
86-90
91-95
96-00

Axe beakBadger, giant
Boar, warthog
Camel
Cattle, wild
Dog, war
Flightless bird
Goat, giant
Hyena
Lion, mountain
Lynx, giant
Mule
Stag
Wolf
Wolverine

3
3
3
3
2½
2½
3
3¼
3
3¼
2½
3
3
2½
3

01-05
06-15
16-20
21-30
31-40
41-45
46-50
51-55
56-60
61-65
66-75
76-85
86-00

Ape
Bear, black
Beaver, giant
Boar, wild
Bull
Eagle, giant
Irish deer
JaguarLeopardOwl, giant
Ram, giant
Weasel, giant
Wolf, dire

4¼
3¾
4
3¾
4
4
4
4¼
3½
4
4
3¾
3¾

4

15 & up

Whales only, to a maximum of 36 hit dice cost

If in or on water, only the appropriate sorts of animals can be called, i.e.,
swimmers and flying ones, where applicable.

APPENDIX M: SUMMONED MONSTERS
When a monster summoning spell is cast, consult the tables below to ascertain
what sort of creature appears. Each table is presented according to the level ofthe spell. If the summoner is evil, the monster in parentheses may be used.
Monster Summoning I
Dice Score
01-10
11-25
26-40
41-55
56-70
71-00
222

Monster Summoned
Demon, manes
Goblin (Dwarf)
Hobgoblin (Elf)Kobold (Halﬂing)
Orc (Gnome)Rat, giant

APPENDIX M: SUMMONED MONSTERS

APPENDIX M: SUMMONED MONSTERS

Monster Summoning II
Dice Score
01-15
16-25
26-45
46-60
61-75
76-00

Monster Summoning VI

Monster Summoned
Centipede, giant
Devil, lemure
Gnoll
StirgeToad, giant
Troglodyte

Dice Score
01-06
07-12
13-19
20-26
27-31
32-38
39-43
44-51
52-56
57-63
64-68
69-78
79-84
85-88
89-92
93-00

Monster Summoning III
Dice Score
01-07
08-17
18-25
26-32
33-40
41-47
48-57
58-67
68-75
76-85
86-95
96-00

Monster Summoned
Beetle, boring
BugbearGelatinous cube
Ghoul
Lizard, giant
Lycanthrope, wererat
Ochre jelly
Ogre
Spider, hugeSpider, large
Tick, giant
Weasel, giant

Monster Summoning VII
Dice Score
01-03
04-06
07-09
10-12
13-15
16-18
19-21
22-23
24-26
27-29
30-32
33-35
36-38
39-41
42-43
44-46
47-49
50-52
53-55
56-58
59-61
62-64
65-67
68-70
71-73
74-76
77-79
80-82
83-85
86-88
89-91
92-94
95-97
98-00

Monster Summoning IV
Dice Score
01-07
08-15
16-25
26-35
36-42
43-50
51-58
59-67
68-76
77-86
87-93
94-00

Monster Summoned
Ape, carnivorous
Gargoyle (blink dog)
Ghast
Gray ooze
Hell houndHydra, 5 heads
Lycanthrope, werewolf
OwlbearShadow
Snake, giant, constrictor
Toad, ice
Toad, poisonous

Monster Summoning V
Dice Score
01-07
08-17
18-26
27-36
37-45
46-55
56-63
64-72
73-78
79-85
86-90
91-00

Monster Summoned
Carrion crawler
Devil, erinyes
Hydra, 8 heads
Jackalwere (lammasu)
Lycanthrope, weretiger (werebear)
Manticore
Ogre magi
OtyughRakshasa
Salamander
Spider, phase
Troll
Wight
Wind walker
WraithWyvernMonster Summoned
Cockatrice
Displacer beast
Doppleganger
Hydra, 7 heads
Leucrotta
Lizard, subterranean
Lycanthrope, wereboar
Minotaur
Snake, giant, amphisbaena
Snake, giant, poisonous
Snake, giant, spitting
Spider, giant

223

Monster Summoned
Chimera (couatl)
Demon, succubus
Demon, type I
Demon, type II
Demon, type III
Devil, barbed
Devil, bone
Devil, horned
Ettin
Giant, ﬁreGiant, frost
Giant, hill
Giant, stone
GorgonGroaning spirit
Hydra, 10 heads
Hydra, pyro-, 8 heads
Intellect devourer
Invisible stalker
Lamia
Lizard, ﬁreMind ﬂayer
MummyNaga, spirit
Neo-otyughNight hagRoper (shedu)
Shambling mound
Slug, giant
SpectreSphinx, hieraco- (andro-)Umber hulk
Will-o-wisp
Xorn

APPENDIX M: SUMMONED MONSTERS

APPENDIX N: INSPIRATIONAL READING

Remember that it is always within your purview to not only select what monster
is summoned but to appoint the numbers as well, where applicable. Thus you
may select to have rats come to a first level summoning, but because they are
relatively weak you might also allow a maximum number to appear. The major
drawback to personal selection is that players might view it as personal bias on
the part of the DM — whether pro or con. It is quite obvious that there aresuperior and inferior monsters on each list, and as a general rule it might bebetter to allow random selection sans “interference from the gods.”

Monster Summoning VII
Dice Score
01-20
21-00
01-15
16-70
71-00

When a monster summoning spell is cast while upon a body of water orunderwater, use the following tables to ascertain what sort of creature appears.
Note that there are separate tables for fresh and salt water.

APPENDIX N:INSPIRATIONAL AND EDUCATIONAL READING

Monster Summoning I
Dice Score
01-67
68-00
01-50
51-00

Monster Summoned
Fresh
Koalinth (hobgoblin)
Nixie
Salt
Koalinth (hobgoblin)
MermanInspiration for all of the fantasy work I have done stems directly from the love
my father showed when I was a lad, for he spent many hours telling me stories
he made up as he went along, tales of cloaked old men who could grant
wishes, of magic rings and enchanted swords, or wicked sorcerers anddauntless swordsmen. Then too, countless hundreds of comic books went down,
and the long-gone EC ones certainly had their effect. Science fiction, fantasy,
and horror movies were a big influence. In fact, all of us tend to get ample
helpings of fantasy when we are very young, from fairy tales such as thosewritten by the Brothers Grimm and Andrew Lang. This often leads to readingbooks of mythology, paging through bestiaries, and consultation of compilationsof the myths of various lands and peoples. Upon such a base I built my interestin fantasy, being an avid reader of all science fiction and fantasy literaturesince 1950. The following authors were of particular inspiration to me. In somecases I cite specific works, in others, I simply recommend all their fantasy
writing to you. From such sources, as well as just about any other imaginative
writing or screenplay you will be able to pluck kernels from which grow thefruits of exciting campaigns. Good reading!

Monster Summoning II
Dice Score
01-00
01-33
34-00

Monster Summoned
Fresh
Lizard man
Salt
Ixitxachitl
Locathah

Monster Summoning III
Dice Score
01-33
34-00
01-50
51-00

Inspirational Reading:

Monster SummonedFreshCrab, giant
Lacedon (ghoul)Salt
Lacedon (ghoul)
Sahuagin

Anderson, Poul. THREE HEARTS AND THREE LIONS; THE HIGH CRUSADE; THE
BROKEN SWORD
Bellairs, John. THE FACE IN THE FROST
Brackett, Leigh.
Brown, Fredric.
Burroughs, Edgar Rice. “Pellucidar” Series; Mars Series; Venus Series
Carter, Lin. “World’s End” Series
de Camp, L. Sprague. LEST DARKNESS FALL; FALLIBLE FIEND; et al.
de Camp & Pratt. “Harold Shea” Series; CARNELIAN CUBE
Derleth, August.
Dunsany, Lord.
Farmer, P. J. “The World of the Tiers” Series; et al.
Fox, Gardner. “Kothar” Series; “Kyrik” Series; et al.
Howard, R. E. “Conan” Series
Lanier, Sterling. HIERO’S JOURNEY
Leiber, Fritz. “Fafhrd & Gray Mouser” Series; et al.
Lovecraft, H. P.
Merritt, A. CREEP, SHADOW, CREEP; MOON POOL; DWELLERS IN THE
MIRAGE; et al.
Moorcock, Michael. STORMBRINGER; STEALER OF SOULS; “Hawkmoon” Series(esp. the first three books)
Norton, Andre.
Offutt, Andrew J., editor SWORDS AGAINST DARKNESS III.
Pratt, Fletcher, BLUE STAR; et al.
Saberhagen, Fred. CHANGELING EARTH; et al.
St. Clair, Margaret. THE SHADOW PEOPLE; SIGN OF THE LABRYS
Tolkien, J. R. R. THE HOBBIT; “Ring Trilogy”
Vance, Jack. THE EYES OF THE OVERWORLD; THE DYING EARTH; et al.
Weinbaum, Stanley.
Wellman, Manly Wade.
Williamson, Jack.
Zelazny, Roger. JACK OF SHADOWS; “Amber” Series; et al.

Monster Summoning IV
Dice Score
01-33
34-50
51-67
68-00
01-40
41-80
81-00

Monster Summoned
Fresh
Beetle, water, giant
Crayﬁsh, giant
Kopoacinth (gargoyle)
Spider, water, giant
Salt
Kopoacinth (gargoyle)
Lobster (crayﬁsh), giant
TritonMonster Summoning V
Dice Score
01-80
81-00
01-50
51-70
71-90
91-00

Monster Summoned
Fresh
Crocodile, giant
Water weird
Salt
Crocodile, giant
Sea hag
Sea lion
Water weird

Monster Summoning VI
Dice Score
01-33
34-00

Monster Summoned
Fresh
MorkothNaga, waterSalt
MorkothRay, manta
Squid, giant

The most immediate influences upon AD&D were probably de Camp & Pratt,
REH, Fritz Leiber, Jack Vance, HPL, and A. Merritt; but all of the above authors,
as well as many not listed, certainly helped to shape the form of the game. For
this reason, and for the hours of reading enjoyment, I heartily recommend theworks of these fine authors to you.

Monster Summoned
Fresh or Salt
Octopus, giant
Snake, sea, giant
224

APPENDIX O: ENCUMBRANCE OF STANDARD ITEMSAPPENDIX P: CREATING A PARTY

APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS
Item
Backpack
Belt
Belt pouch, large
smallBook, large metal-boundBoots, hard
soft
Bottles, ﬂagons
Bow, composite long
composite short
long
short
Caltrop
CandleChest, large solid ironsmall solid ironsmall wooden
large wooden
Clothes (1 set)Cord, 10’
Crossbow, heavy
light
Crystal ball, base and wrapping
Flask, empty
fullGemGrapnelHand toolHelm
Helm, great
Holy water, potion bottles
HornJewelry, large
small
Lantern
MirrorMusical instrument*
Pole, 10’
Purse
QuiverRations, ironstandard
Robe or cloak, foldedworn
RodRope, 50’
Sack, large
small
Saddle, light horse
heavy horse
Saddlebag
Saddle blanket (pad)Scroll case, bone or ivory
leather
Spike
Staff
Tapestry (very small to huge)
Tinderbox
Torch
Wand, bone or ivory casebox
leather case
Waterskin or wineskin, empty
fullmaterial components (unless large and bulky).
any helm but great helm, if the character has any armor.
one set of clothing.
thieves’ picks and tools.

Encumbrance
in gold pieces
20
3
10
5
200
60
30
60
80
50
100
50
50
5
1,000-5,000
200-500
100-250
500-1,500
30
2
80
50
150
7
20
1-5
100
10
45
100
25
50
50
1-5
60
5
350
100
1
30
75
200
50
25
60
75
20
5
250
500
150
20
50
25
10
100
50-1,000 +
2
25
60
80
30
5
50

Many other things will be bought or found, but it is impossible to list them all
here. The encumbrance of most items not on this list may be inferred bycomparison with objects similar to them; thus a decanter of endless water will
encumber as much as a bottle or flagon. In some cases no equivalent may befound on the table; such instances require the judge to decide.
Many people looking at the table will say, “But a scroll doesn’t weigh two
pounds!” The encumbrance figure should not be taken as the weight of theobject — it is the combined weight and relative bulkiness of the item. These
factors together will determine how much a figure can carry.
As an example, Dimwall the magic-user and Drudge the fighter have prepared
for a dungeon expedition. Dimwall, besides his normal clothing, has strappedon a belt with a large pouch on it. Into this and his robe, he tucks his material
components (minimal encumbrance). He also places in his pouch a potion
bottle, a mirror, some garlic and belladonna, and his tinderbox. At his rightside hangs a dagger and sheath and four more daggers are on a bandolier
slung across his chest. Over all these belts, he puts his backpack. In his packgoes a hand axe (for chopping, not fighting), 3 flasks of oil, a candle, 3 small
sacks, 1 large sack, and 7 torches. Lashed in a bundle to the pack is 50’ ofrope. At his left side, hanging from his belt, are a leather scroll case and his
purse, filled with 20 gold pieces. He holds a staff in his right hand and a torchin his left. He is now ready to travel, with a total encumbrance of 689 g.p.
Meanwhile, his companion, Drudge, has strapped on his splint armor. He wears
2 belts around his waist; his longsword hangs from one. On the other belt heplaces his quiver with 40 bolts, a cocking hook, and a dagger. He slips on his
backpack, already loaded with 10 spikes, one week’s iron rations, and a flaskof oil. To the bottom of the pack he has strapped 50’ of rope. Hanging on therear of the pack is his heavy crossbow. Around his neck he wears a holy
symbol. Finally, he straps his large shield on his left arm, fits his helmet, andtakes his lantern, ready to go with a total encumbrance of 1117 g.p.
During their adventures, Dimwall and Drudge find 800 gold pieces in a troll’s
treasure horde. Dimwall can carry 400 gold pieces in his large sack andanother 300 gold pieces in his small sacks. Dimwall leaves his torches and staff,
since he must have his hands free. Then he fastens a small sack to his belt and,using two hands, carries the large sack over his shoulder. Drudge eats part ofhis iron rations and throws the rest away, along with his spikes and oil. He
places the remaining bags in the bottom of his pack and then pours the loose
coins on top of them. Encumbrance for Dimwall is now 889 gold pieces and1222 gold pieces for Drudge.
As they leave, Dimwall and Drudge meet the troll. There is little time to react, so
Drudge must quickly drop his lantern (possibly putting it out) and attack. As hedoes this, Dimwall must drop the large sack (probably scattering coins about),
unsling his pack, and start digging for his oil. By the time he finds it, the troll
may have killed them both!

APPENDIX P: CREATING A PARTY ON THE SPUR
OF THE MOMENTThere are times — often if you attend many conventions — when you will havea group of players desiring to adventure in your campaign who have nosuitable characters with which to do so. You might want only low, medium orhigh level characters for the particular scenario you have in mind, andregardless of level it is certain that you will not wish to have ultra-powerful(considering character level) or strange magic items in the group. It therefore
becomes necessary to have the party generate special characters on the spot,
and this takes up valuable playing time. In order to reduce this to a minimum,
the following system, one which I have developed perforce from DMing many
conventions, is suggested:* Musical instruments include only large and bulky instruments such as lutes anddrums.

Abilities: Players roll 4d6, discard the low die, and arrange the scores as theylike.

The maximum weight a normal-strength person can carry and still move is 1500
g.p. (150#).

Race & Class: After generating ability stats, each player selects the race andclass of his or her character as desired, making adjustments accordingly.
Alignment: Make certain that the alignments allowed to participants are not

Certain items are not included when figuring encumbrance. These include:225

APPENDIX P: CREATING A PARTY

APPENDIX P: CREATING A PARTY

so diverse as to cause a breakdown in the game due to player quarrels. You
may require players to select from two or three compatible alignment types if
you think best — such as neutral, neutral good, and lawful neutral, for example.

Standard Equipment: Assuming that these are not 1st level characters, you willprobably find it best to allow them to take whatever is desired, reminding themthat they can only carry so much, and then quickly checking the character sheets
before the start of the adventure. Whatever restrictions you decide to place upon
standard items is, of course, your own business. Technologically impossible items,
and items that you deem unlikely to be used can always be refused to the party.

Level: For low level, you might use random dice to find out if players are levels
1-2, 1-3, 2-4; medium range might be 5-7, 5-8, or 7-9; upper range is typically
8-10, 8-11, or 9-12. Multi-class races are best handled by adding 1 level per
profession to the level generated, and then dividing the total by the number ofclasses involved, counting all fractions as whole numbers.

Magic Items: If the party is assumed to have been adventuring for some time,
however brief, then it is probable that one or more of their number would haveacquired certain magic items. In order to reflect this likelihood, use the following
tables for the various classes of adventurers, as applicable to your group:

PROTECTIVE ITEMS TABLE
Per Level Chance For Shield, Armor, Etc. (Typically +1)
Character Class
CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin

Shield
10%
—
10%
10%
8%
—
—
—
8%

Plate
5%**
—
6%**
6%**
5%**
—
—
—
—

Banded
6%**
—
8%**
8%**
7%**
—
—
—
—

Chain
8%**
—
10%**
10%**
15%**
—
—
—
—

Leather
—
8%
—
—
—
—
—
10%
10%

Ring ofProtection
2%
5%
—
—
—
15%
15%
4%
3%

Bracers*
—
—
—
—
—
4%
4%
—
—

* Bracers of AC 6 value.
** Only one sort of armor may be tried for, so the character must make a decision as to what type before the adds are computed and the percentile dice are rolled.

Multiply level by percentage chance to determine odds; then roll percentile dice,and if the score is equal to or less than the percentage chance, the characterhas the item. There is a 1% chance per level of experience of the character that
any item will be above average — +2, or bracers of AC 5, for example. If thechance for having the item was greater than 90%, add the percentage above
90% to the chance for the item to be above average. If the resulting rollindicates an above-average item, then see if it goes up to +3, or bracers of AC
4, on a straight 1% per level of experience chance. Example: Gonzo the 9th
level ranger discovers that he has magic chain mail, having opted to take asure thing with a 135% chance. Gonzo’s level (9) plus the percentage chanceabove 90% (45%) are added together to find the chance for +2 chain — 9% +
45% = 54%. Percentile dice are rolled, and the result is 51, so Gonzo has atleast +2 chain. A third check is made, and it is discovered that he has just +2 as
the dice roll was 99.

SCROLLS TABLE
CharacterClass
CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF***
Assassin***

Per Level Chance
For Having Scroll
8%
7%
6%
4%
5%
15%
12%
6%
3%

Type Of Scroll (And Spell Level)
Protection 1 Spell* 3 Spells**
no
1-3
1-4
yes
1-3
1-4
yes
—
—
yes
—
—
yes
—
—
no
1-4
1-6
no
1-3
1-4
yes
1-3
1-4
yes
1-3
—

* Determine randomly, but only normally useful spells for the sort ofadventure undertaken.

Chances for +2 or +3 weapons are the same as for protective items. You may
alternately give special features to swords instead of further pluses, i.e., +1
sword Flame Tongue, or +2 sword, Giant Slayer. Add a crossbow of speed to+2 bolts if a +3 is indicated, otherwise double their number only.

** Normally given only if no other types of scrolls are in the possession of thecharacter; otherwise as above.
*** Only one scroll type available. If spell scroll, they will be magic-user spells;
otherwise as above.

WEAPONS TABLE

Character Class
CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin
MONK

Dagger
—
10%
10%
10%
10%
15%
15%
12%
10%
5%

Per Level Chance For Weapon (Typically +1)
Sword*
Mace
Battle Axe
—
12%
—
7%
—
—
10%**
—
7%**
10%**
—
10%**
9%**
—
9%**
—
—
—
—
—
—
11%
—
—
5%**
5%**
5%**
—
—
—

Spear
—
10%
8%**
10%**
8%**
—
—
—
5%**
2%

Bow
—
—
1%
—
5%
—
—
—
—
—

15 Bolts +2
—
—
10%**
—
10%**
—
—
—
1%
—

* Scimitar in the case of druids; short swords for characters less than 5’ tall, long swords in all other cases, except the character may opt for a short sword if desired.
** As with protective items, only one category of weapons of this type may be had, so before finding odds the player must state which his or her character wishes togo for.
226

APPENDIX P: CREATING A PARTYGLOSSARY
9. Cloak and boots of elvenkind
10. Javelin of lightning, pair
11. Javelin of piercing, pair
12. Necklace of adaptation
13. Robe of useful items — SEE BELOW
14. Rope of climbing
15. Trident of warning
16. Wings of flying or boots of levitation

POTIONS TABLE

CharacterClass
CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin

Per Level
Chance For
Having Potion
6%
11%
8%
6%
7%
10%
10%
9%
5%

Maximum No. Possible Potion
Of Potions
Types
1
1. Climbing
2
2. Diminution
1
3. Extra-healing
1
4. Fire Resistance1
5. Flying3
6. Gaseous Form
2
7. Growth2
8. Healing
1
9. Invisibility
0. Polymorph Self

Items On A Robe Of Useful Items (Select 7-12)
BONFIRE, small
CASK, 1-3 = water, 4-5 = wine, 6 = brandy (3 gallon capacity)
CALTROPS, six
CROWBAR, 4’ tempered iron
DAGGER, silver
DOG, WAR
DOOR, standard size, oak with iron bindings and bar
GEM, 100 gold piece value
LADDER, 12’ long
LANTERN, bullseye
MALLET & STAKES
MEAT, haunch of roast mutton, venison, etc.
MONEY, stack of 50 silver coins
MULE, pack
OAK TREE, 30’ high, large
OWL, GIANT
PICK, standard digging
POLE, 10’
ROOSTER
ROPE, 50’ coil
SHOVELTORCH, flaming
WASP NEST, normal, about 200 wasps

You may allow characters to have whatever potion(s) suit them, or you can diceto find them at random. Any character with a score of 100% or more forhaving a potion MUST be allowed to select their own, as this reflects the factthat such characters would have supplies of them available to choose from.
MISCELLANEOUS ITEMS
If the party is generally above 5th level and going into a hazardous area, or if
the party is generally above 8th level, then you might determine it
advantageous to award from one to four miscellaneous items according to thefollowing list. Large groups are less likely to need such items. Higher level
characters are more likely to have them despite numbers. Selection can be by
you or by the party, as you deem best. You may add or delete items as desired,but remember that those shown are chosen to maintain a low key of power.
1. Feather falling ring
2. Warmth ring
3. Water walking ring
4. Wand of negation
5. Wand of wonder
6. Bag of holding (500 pound capacity)
7. Boat, folding (small rowboat)
8. Brooch of shielding

When you are thoroughly familiar with this system, you will be able to ready aparty of players for an adventure with a minimum amount of time and effort onyour part, and do so with relative assurance that they will be about right for thearea they will adventure in.

GLOSSARY
Ability Scores — Numerical ratings ranging from 3-18 for a character’s strength, intelligence, wisdom, constitution, dexterity, and charisma.
AD&D — ADVANCED DUNGEONS & DRAGONS™
Alignment — A general description of a character’s behavioral and ethical tendencies named by a combination of Law, Neutrality, or Chaos with Good, Neutrality,
or Evil.
Armor Class — A number representing the relative protection from harm the character will enjoy. This includes type of armor, dexterity bonuses or penalties,
magical protections, etc.
Artifact — A magical item of tremendous power, fabricated in the distant past.
Astral — Pertaining to or within the Astral Plane (see PHB, p. 120). Not the same as ethereal (q.v.).
Bolt — 1. Missile from a crossbow. 2. Bar locking a door. 3. Streak of lightning. 4. To flee.
Breath Weapon — Special attack of certain creatures like dragons, chimerae, etc. causing any of several different effects. For saving throw purposes the “Breath
Weapon” category excludes petrification and polymorph results, which have their own category.
Campaign — General term referring to one DM’s adventures as a whole rather than individually. An ongoing series of games based upon a created milieu.
Cf. — Compare.
Charm — A magical form of minor mind control.
Class — Refers to an adventurer’s profession: fighter, cleric, thief, etc.
c.p. (Also cp) — Copper piece(s), a monetary unit worth 1/200 of a gold piece.
Damage — The number of hit points or structural points that have been inflicted on the being or structure.
Death — This occurs when a creature’s hit points reach 0 (or optionally, −10). Most dead characters can be resurrected, although destruction of the body (among
other factors) will prevent this.
227

GLOSSARYGLOSSARY

Death Magic — Death rays, Fingers of Death, and other magicks which will kill a victim which fails its saving throw.
Deities — Any of the god-like beings of myth and legend the DM desires which may be included in the campaign.
Demi-humans — Refers to anthropomorphic, generally non-hostile (towards man) creatures that may be played as characters: elves, dwarves, halflings, etc.
DM — Dungeon Master, the referee of ADVANCED DUNGEONS & DRAGONS™.
Dungeon — A generic term for any castle, location, or ruin that serves as the site of an underground adventure.
Dweomer — From dweomercraeft, the art (craeft) of magic (dweomer).
e.g. — For example.
Encounter — An unexpected confrontation with a monster, another party, etc.
Encumbrance — Generally, the weight and bulkiness of a particular adventurer’s possessions (armor, weapons, equipment, etc.).
e.p. (Also ep) — Electrum piece(s), a monetary unit of a naturally occurring silver-gold alloy worth ½ of a gold piece.
et al. — And others.
Ethereal — Pertaining to or within the Ethereal Plane (see PHB, p. 120). Not the same as astral (q.v.).
Exceptional Strength — Strength exceeding 18, usually designated as 18/x, where x is a value between 01 and 00 (100) inclusive.
Experience — The reward (expressed in points, or x.p.) for slaying monsters, winning treasure, and playing the character role. The more experience a character has,the better his or her fighting ability, saving throws, etc.
Feet — Where the term “feet” or the mark’ is used (e.g., 30 feet or 30’), the distance referred to is usually actual feet with reference to the character (qq.v. Inches,
also PHB, p. 39).
Followers — A loyal group of associates garnered by a character at a certain level.
g.p. (Also gp) — Gold piece(s), the standard monetary unit; 10 g.p. = 1 pound, each g.p. weighing 1.6 avoir. oz. Sometimes used as a unit of weight/encumbrance.
Henchman — A low-level non-player character whose loyalty is to one member of the party rather than the party itself.
Hireling — A non-player character hired to accompany a party on an adventure, or employed for some other temporary purpose.
Hit Dice — The number of dice rolled to determine the creature’s hit points.
Hit Points — The number of points of damage a creature can sustain before death (or optionally, coma), reflecting the creature’s physical endurance, fighting
experience, skill, or luck.
Holy/Unholy Water — Water which has been specially prepared by a cleric. Useful as a weapon against undead or to slow the effects of poison.
Humanoid — Refers to anthropomorphic, generally hostile creatures: orcs, goblins, hobgoblins, kobolds, etc.
i.e. — That is.
Inches — One inch = 10 feet on the indoor (dungeon) scale; one inch = 10 yards on the outdoor scale (See PHB, p. 39).
Initiative — The means of determining the order of actions of opposing individuals or groups. By means of initiative the order in which blows are struck in combat (orother actions are undertaken) is determined.
Invisibility — A manner of hiding from normal visual means. This does not make someone soundless or odorless.
League — For game purposes a league equals approximately 3 miles.
Level — 1. The relative depth and/or degree of difficulty of one floor of a dungeon. 2. The degree of difficulty and power of a spell. 3. The degree of proficiency andexperience a character has in his or her profession. 4. A measure of how “tough” a monster is.
Lycanthrope — Any of the shape-changing man-beasts of legend (werewolves, weretigers, etc.).
Magic — Anything which cannot be explained by the science of the milieu. Any weapon or item which has a bonus (+1, +2, etc.) is considered a magic item.
Magic Resistance — The percentage chance of any spell absolutely failing in the monster’s presence. It is based on the spell being cast by an 11th level magic-user,
and must be adjusted upwards by 5% for each level the caster is below 11th or downwards by 5% for each level the caster is above 11th. Thus a magic resistance of
95% means that a 10th level magic-user has no possibility of affecting the monster with a spell, while a 12th level MU has a 10% chance. Even if a spell does takeeffect on a magic-resistant creature, the creature is then entitled to normal saving throws.
Melee — Combat with hand-held weapons between more than two figures. This is distinguished from list combat, which is between two opponents, and missile (q.v.)
combat, which is at a distance and involves thrown or propelled weapons.
Mezzodaemon — A monster encountered in AD&D MODULE D3, VAULT OF THE DROW. Ignore it if its statistics are unavailable to you.
228

GLOSSARYGLOSSARY

Milieu — An unique game setting embodying numerous possible variables in its creation, i.e. the “world” in which adventures take place.
Miniature — A small lead or plastic figure which serves as a visual aid in AD&D.
Missile — Any weapon which is hurled or propelled towards a target; this includes arrows, spears, catapult boulders, and sling bullets, as well as anything else flungat a target (flasks of oil, vials of holy water, etc.).
Monster — For game purposes, any potentially threatening creature encountered, man or beast.
Monty Haul — A campaign (or the DM running it) in which greatly excessive amounts of treasure and/or experience are given out.
MU (Also M-U) — Magic-user.
Natural 20 — When a 20-sided die is rolled and a “20” appears. This is distinguished from a result of 20, which could be a lower roll augmented by ability andmagical bonuses.
N.B. — Note well.
NPC (Also N-PC) — Non-player character.
Nycadaemon — A monster encountered in AD&D MODULE D3, VAULT OF THE DROW. Ignore it if its statistics are unavailable to you.
Party — A group of adventurers.
PC — Player character.
Persona — The role or identity of the character the player is portraying.
Petrification (Also petrifaction) — The rapid turning to stone of some object or being by magical means such as a basilisk’s gaze, etc.
Philter — A magical draught or potion.
Phylactery — An arm wrapping with a container holding religious writings, thus a form of amulet or charm.
Planes — Other realms of existence, some of which interconnect with the Prime Material Plane, the normal milieu setting (see PHB, p. 120).
Poison — Refers to both toxic man-made substances and venom from poisonous creatures.
Pole Arm — A hafted weapon, other than a spear or staff, with a length of 5’ or more.
Polymorph — The physical alteration by magical means of the shape of a creature.
p.p. (Also pp) — Platinum piece(s), a monetary unit. Each p.p. is worth 5 g.p.
Psionics — Mental combat, possible only by very intelligent beings and some monsters. Psionics also encompasses certain other special mental abilities, such as
telekinesis. See PHB, APPENDIX I.
Q.E.D. — Which was to be demonstrated.
q.v. (Also qq.v.) — Which see; something that is also referenced.
Random Generation — Determining at random something from a list of several possibilities, usually by rolling dice.
Relic — A magical holy item of great power, usually extremely old.
Research — In addition to its normal meaning, the work involved when a MU or alchemist is involved in preparing new spells, enchanting items, etc.
Resurrection — The revival of a character after its death by magical means.
Round (Also melee round) — A unit of time in AD&D equal to 1 minute. Each round is composed of 10 segments, and 10 rounds constitute a turn.
Saving Throw — A die roll which is used in adverse circumstances to determine the efficacy of a spell, whether a character fell into a pit or not, whether acharacter escaped a dragon’s breath, etc.
Scrying — Viewing a person or thing through mystical means.
Segment — The smallest unit of time in AD&D; each segment is 6 seconds long. 10 segments comprise a round (q.v.).
s.p. (Also sp) — Silver piece(s), a monetary unit. 20 s.p. = 1 gold piece.
Structural Points — The amount of damage a structure can sustain before it gives way.
Surprise — Both parties in an encounter must check to see if either or both are surprised, which may result in a loss of initiative (q.v.).
To Hit — That number which must be matched or beaten by a 20-sided die roll in order to inflict damage on an opponent.
229

GLOSSARY

AFTERWORD

Trap — Any of several mechanical or magical devices which may be triggered by adventurers, usually causing damage to one or more of them. Examples are pits,
pits with spikes, poison needle traps on treasure chests, etc.
Treasure — A general term meaning anything of value which may be acquired by adventuring.
Trick — Any device or machination which is more likely to be solved by wits rather than force. Tricks do not necessarily involve physical harm to the characters;
examples are rooms which rotate or descend to confuse mappers, statues which perform random actions, slanting passageways which take the party unknowingly to a
deeper level, etc.
Turn — A unit of time in AD&D, equal to 10 minutes. Each turn consists of 10 rounds (q.v.), and each round is comprised of 10 segments (q.v.).
Turning Undead — A process by which a cleric attempts to use his or her holy power to turn (force to retreat), influence, destroy, or damn encountered creatures of
the undead (q.v.) class.
Undead — A class of malevolent, soulless monsters which are neither truly dead nor alive, including skeletons, vampires, ghosts, zombies, ghouls, et al.
vis-a-vis — Face-to-face; compared with.
viz. — That is; namely.
Wandering Monster — General term for any encounter not previously keyed by the DM; usually refers to the periodic check for monsters in dungeons.
x.p. — Experience points.

AFTERWORD
IT IS THE SPIRIT OF THE GAME, NOT THE LETTER OF THE RULES, WHICH IS IMPORTANT. NEVER HOLD TO THE LETTER WRITTEN, NOR ALLOW SOME BARRACKSROOM LAWYER TO FORCE QUOTATIONS FROM THE RULE BOOK UPON YOU, IF IT GOES AGAINST THE OBVIOUS INTENT OF THE GAME. AS YOU HEW THE
LINE WITH RESPECT TO CONFORMITY TO MAJOR SYSTEMS AND UNIFORMITY OF PLAY IN GENERAL, ALSO BE CERTAIN THE GAME IS MASTERED BY YOU AND
NOT BY YOUR PLAYERS. WITHIN THE BROAD PARAMETERS GIVEN IN THE ADVANCED DUNGEONS & DRAGONS VOLUMES, YOU ARE CREATOR AND
FINAL ARBITER. BY ORDERING THINGS AS THEY SHOULD BE, THE GAME AS A WHOLE FIRST, YOUR CAMPAIGN NEXT, AND YOUR PARTICIPANTS THEREAFTER,
YOU WILL BE PLAYING ADVANCED DUNGEONS & DRAGONS AS IT WAS MEANT TO BE. MAY YOU FIND AS MUCH PLEASURE IN SO DOING AS THE REST
OF US DO!

230

INDEX

INDEX

INDEX
This is a combined index for both the DUNGEON MASTERS GUIDE and the ADVANCED DUNGEONS AND DRAGONS PLAYERS HANDBOOK, included toprovide a handy reference to those areas most often consulted by the AD&D DM and player. (It is not designed to be a totally exhaustive listing.) DMG page numbers arealways listed first and in boldface. Page numbers for listings in the PHB are in regular type, and follow those in boldface (where simultaneous listings occur.).

A

Charmed Spell Caster ................................................................104, 118
Eyes of Charming ............................................................................... 144
Instrument of the Bards ................................................................147-148
Monster Charm Power .......................................................................... 65
Potions of ........................................................................ 125, 126, 127
Rings of ............................................................................................. 130
Rods, Staves, and Wands of ........................................................132-134
Spells of ....41, 43, 44, 45, 46; 45, 46, 65, 75-77, 87, 90, 97, 112, 115
Cities and Towns
City/Town Encounters ........................................................ 191-194; 101
Random Wilderness Encounters ........................................................... 173
Social Class in ................................................................................ 89-90
Clerics ............................................................................................ 16; 20-21
Affecting Undead ................................................65-66, 75-76; 20, 104
Creating Holy Water ...................................................................114-115
Wisdom Adjustments ............................................................................. 11
See also Spells, Clerical
Climate and Ecology ............................................................................ 87-88
Combat ................................................................................ 61-84; 104-105
Aerial ............................................................................................ 50-53
Attack Matrices............................................................................... 73-78
Underwater .......................................................................................... 56
Waterborne ................................................................................... 54-55
Command Word ..............................................................................118-119
Conjuring see Summoning/Conjuring
Constitution.......................................................................................... 15; 12
Constructions ...................................................................................106-110
Engineers ............................................................................................. 30
Construction Defensive Values ................................................................... 110
Cover and Concealment
From Missile Fire .................................................................................. 64
From Spells .......................................................................................... 65
Crystal Ball .....................................................................................................
Explanation of ............................................................................141-142
Use of ................................................................................................ 119
Curses ............................................................................................................
Flask of Curses ................................................................................... 145
Reverse of Bless ..................................................................................... 43
Scrolls ................................................................................................ 121

Abilities
Character Abilities .............................................................................15; 9-13
Generation of ................................................................................... 11, 100
Improvement of by Books, Manuals, etc. ... 136, 138, 139, 149-150, 155

Acid ...................................................................................... 64-65, 80, 81
Age, Character .................................................................................... 12-13
Aging, Character ....................................................................................... 13
Potion of Longevity .............................................................................. 126
Staff of Withering ............................................................................... 134
Air Adventures ..................................................................................... 49-53
Alchemist..........................................................................................29, 116
Alcohol, Effects of................................................................................. 82-83
Alignment ......................................................................... 23,25; 33-34, 119
as Affects Loyalty .................................................................................. 37
Atonement ..................................................................................... 42; 49
Detection of ........................................................................................... 45
Helm of Opposite Alignment................................................................ 146
of Swords..................................................................................165, 166
Armor ....................................................................27-28, 165; 35, 36, 123
Armorer (expert hireling)................................................................. 29-30
Character Class Restrictions .................................................................... 19
Magic Armor, Explanations .........................................................164-165
Magic Armor, Random Determination .................................................. 124
Magic Armor, and Saving Throws .......................................................... 81
Magic Armor, Use of........................................................................... 164
See also Armor Class
Armor Class ......................................................................... 27-28, 73; 105
Bracers ......................................................................................139-140
Cloak of Displacement ................................................................140-141
Cloak of Protection.............................................................................. 141
Ring of Protection ............................................................................... 130
See also Armor
See also Dexterity, Armor Class Bonus
Artifacts................................................................................. 124, 155-164
Assassins .................................................................................. 17-18; 28-30
Assassination Experience Points ............................................................. 20
Assassinations Table ............................................................................. 75
Setting Traps......................................................................................... 20
Spying ........................................................................................... 18-19
Use of Poison ................................................................................. 20; 29
Astral Travel and Combat ..............................181; 52, 92, 100, 114, 120-121

D
Damage ............................................................................................. 63, 82
Due to Strength............................................................... 126, 145; 9, 32
Falling ................................................................................................ 105
by Weapon Type ........................................................................... 37, 124
to Winged Creatures............................................................................. 53
Death, Character...............................................................................15, 110
See also Resurrection
Deities .....................................................................23-25, 38-39, 111-112
Demons and Devils
Aerial Combat Modes ........................................................................... 51
Clerics Affecting ............................................................................. 75-76
Protection Scrolls ................................................................................ 128
Random Generation of ................................................................194-195
Summoning, Control of and Protection from ........................................ 86-87
See also Monsters, Random Encounters
See also MONSTER MANUAL
Detection of Evil and/or Good .................................. 41, 45, 60; 22, 44, 112
Dexterity ......................................................................................... 15; 11-12
Armor Class Bonus and Penalty ....................................................... 28; 11
Gauntlets of Dexterity .......................................................................... 145
Missile Fire Attack and Initiative Bonuses .......................................... 64; 11
Reaction in Surprise .............................................................................. 62
Dice ............................................................................................. 9-10, 110
Disease ............................................................................................... 13-15
Disguise ..................................................................................................... 29
Distance ..................................................................................................... 39

B
Bards ................................................................................................ 117-119
Bend Bars/Lift Gates.............................................................................145; 9Books, Librams, Manuals, Tomes; Use of .................................................... 136
BOOT HILL ....................................................................................112-113

C
Castles
Construction Time .......................................................................106-107
Daern’s Instant Fortress........................................................................ 142
Outdoor Random Encounters .......................................................182-183
Chaos see Alignment
Character Classes .................................................................................. 18-19
See also Assassins, Bards, Clerics, Druids, Fighters, Illusionists, Magicusers, Monks, Paladins, Rangers, Thieves
Character Creation........................................................................... 11-12; 8Character, Multi-Classed see Multi-Classed Character
Character with Two Classes .......................................................................... 33
Charge ...................................................................................................... 66
Charisma............................................................................................. 15; 13
Charming and Control ............................................................................... 104
Bardic Charm Power ............................................................................ 118
231

INDEX

INDEX

F

Encounter Distance ............................................................................... 62
Doors
Concealed or Secret, Detection of ................................. 97, 136, 167; 16
Listening at ............................................................... 60, 97, 173; 27-28
Opening .......................................................................................... 97; 9
Drugs, Effects of ................................................................................... 82-83
Druids ................................................................................................... 20-22
See also Spells, Druidical
Dungeon Dressing ............................................................................217-220
Dungeon Generation, Random ..........................................................169-173
Dwarves ................................................................................................ 15-16
See also MONSTER MANUAL

Fabrication of Magic Items see Magic Items, Fabrication of
Falling Damage ........................................................................................ 105
Fatigue ...................................................................................................... 69
Fighters .......................................................................................... 16; 22-25
Extraordinary Strength ............................................................................. 9
Flying Mounts ...................................................................................... 50,52
Followers for Player Characters ....................................................... 16-18; 32
Fortress see Castle

G

E

Gambling ........................................................................................215-216
GAMMA WORLD.........................................................................113-114
Gems
Gems, Magical ................................................................................... 145
Jeweler-Gemcutter (expert hireling) ........................................................ 30
Jewels, Magical .................................................................................. 149
Pearls, Magical .................................................................................. 151
Periapts.............................................................................................. 151
Random Treasure Determination .......................................................... 120
Value and Reputed Properties .......................................................... 25-27
Gnomes ................................................................................................ 16-17
See also MONSTER MANUAL
Gods see Deities
Good see Alignment
Good, Detection of see Detection of Evil and/or Good
Governmental Forms .................................................................................. 89
Grappling see Non-Lethal and Weaponless Combat

Economics ................................................................................................. 90
Ego of Swords .................................................................................167-168
Elves .......................................................................................................... 16
See also MONSTER MANUAL
Encounters .................................................................................. 61; 103-104
with Character Groups ................................................................175-176
Charisma Adjustment to Reactions .......................................................... 13
Outdoor ......................................................................................... 47-49
Reactions ............................................................................................. 63
See also Monsters, Random Encounters
Encumbrance ........................................................................225; 9, 101-102
Energy Draining ....................................................................................... 119
Equipment and Costs ...................................................................... 35-36, 123
ESP ............................................................................................................ 31
Amulets.............................................................................................. 137
Helm of Telepathy ............................................................................... 146
Medallions ......................................................................................... 150
Mirror of Mental Prowess .................................................................... 150
Potion of ESP ...................................................................................... 125
Spells ............................................................................ 70, 111, 112, 116
Swords’ ....................................................................................166, 167
See also Crystal Ball
Etherealness and the Ethereal Plane ............................................181; 120-121
Encounters ......................................................................................... 181
Etherealness (psionic) ........................................................................... 115
Ether Cyclone ..................................................................................... 181
Oil of Etherealness .............................................................................. 126
Evil see Alignment
Evil Areas .................................................................................................. 66
Evil, Detection of see Detection of Evil and/or Good
Expenses of Player Characters ..................................................................... 25
ExperienceAwarding of .................................................................... 84-88; 106-107
Levels, Gaining of ................................................................................. 86
X.P. Value of Magic Items ............................................................121-125
X.P. Value of Monetary Treasure............................................................. 85
X.P. Value of Monsters ..................................................................85, 174

H
Half-Elves ................................................................................................... 17
See also MONSTER MANUAL
Halﬂings ..................................................................................................... 17
See also MONSTER MANUAL
Half-Orcs ................................................................................................... 17
See also MONSTER MANUAL
Healing, General ........................................................................ 82; 105-106
Hear Noise ......................................................................................... 60, 97
Height of Characters................................................................................. 102
Henchmen ............................................................................34-37, 103; 39
Herbs and Spices ..................................................................... 27, 220-221
Hirelings ............................................................................................103; 39
Expert ............................................................................................ 29-34
Standard........................................................................................ 28-29
Hit Points ............................................................................................. 82; 34
Constitution Adjustment .......................................................................... 12
Holy/Unholy Water .............................................................................. 64-65
Creation of .................................................................................114-115
Humanoid Racial Preferences Table ........................................................... 106

232

INDEX

INDEX

I

Mercenaries......................................................................................... 30-31
See also Soldiers
METAMORPHOSIS ALPHA ................................................................. 113
Miniatures .................................................................................... 10-11, 69
Mining .................................................................................................... 106
Mirrors ...................................................................................................... 60
Magical ............................................................................................. 150
Miscellaneous Magic Items ................................................................136-155
Random Determination of ............................................................122-124
Miscellaneous Weapons (Magical) ....................................................168-169
Random Determination of .................................................................... 125
Missiles ....................................................................................... 63-65; 104
Aerial Missile Fire .................................................................... 51-52, 53
Dexterity Attack Bonus ........................................................................... 11
Grenade-Like ................................................................................. 64-65
Missile Weapons ................................................................................... 38
Siege Engines .............................................................................108-110
Money
Economics, Taxes .................................................................................. 90
Placement of Monetary Treasure ...................................................... 91-92
Player Character Starting Money ............................................. 25; 35, 123
Random Treasure Determination .......................................................... 120
X.P. Value of Treasure Taken .................................................................. 85
Monks ............................................................................................ 73; 30-32
Open Hand Melee .......................................................................... 70-71
Monsters
Charm Power ....................................................................................... 65
and Organization .......................................................................104-105
as Player Characters ....................................................................... 20-21
Population and Placement ............................................................... 90-91
Special Roles of the Dungeon Master .................................................... 103
the Term ................................................................................................ 40
X.P. Value of ................................................................................85, 174
Monsters, Random Encounters ...........................................................174-194
Airborne ............................................................................................ 190
Astral/Ethereal ................................................................................... 181
Character Types ..........................................................................175-176
City/Town ..................................................................................191-194
Dungeons...................................................................................174-179
Outdoor .....................................................................................182-189
Psionic ............................................................................................... 182
Underwater ................................................................................179-180
Waterborne ....................................................................................... 190
Morale ................................................................................. 36-37, 67; 106
Movement................................................................................... 49, 58; 102
Aerial Travel ................................................................................... 50-52
Charge Bonus....................................................................................... 66
Dungeon ...................................................................................... 96; 102
Forced March ....................................................................................... 49
Underwater .......................................................................................... 56
Waterborne ................................................................................... 54,58
Multi-Classed Characters ............................................................................. 32
Encounters With ................................................................................. 176
Multiple Characters for a Single Player ...................................................... 111

Illusionists ................................................................................................... 26
Infravision............................................................................. 56, 59; 74, 102
Inhabitants, Typical .............................................................................. 88, 94
See also Zero Level Characters
Initiative ..................................................................61-63, 66, 72-73; 104
Insanity ............................................................................................... 83-84
Psionic Damage.................................................................................... 78
Scarab of Insanity .......................................................................153-154
Intelligence .......................................................................................... 15; 10
in Swords........................................................................................... 166
Invisibility .................................................................................... 59-60; 102
Dust of Appearance and of Disappearance .......................................... 143
Invisible Opponents in Melee ................................................................. 70
Potion of ............................................................................................ 126
Ring of ............................................................................................... 130
Robe of Eyes ...................................................................................... 152
Spells of ........................................ 54, 55, 69, 70, 74, 88, 94, 96, 97, 113

J
Jewelry.................................................................................................... 219
Jeweler-Gemcutter (expert hireling) ........................................................ 30
Random Treasure Determination .......................................................... 120
Value and Reputed Properties .......................................................... 25-27
Jewels see Gems

L
Languages
Alignment ...................................................................................... 24; 29
Learning of....................................................................................... 34-35
Magical Comprehension of ...............................................146, 49, 65, 75
Random Determination of .................................................................... 102
Swords’ ............................................................................................. 167
Thieves’ Reading of ......................................................................... 20; 28
Law see Alignment
Light ......................................................................................................... 102
Listening at Doors see Doors, Listening at
Lost ........................................................................................................... 49
Loyalty ................................................................................................ 36-37
Charisma Adjustment ............................................................................. 13
Lycanthropes ...............................................................................22-23, 115
Scroll of Protection from ...................................................................... 128
Sword +3 vs. ...................................................................................... 165
See also Monsters, Random Encounters

M
Magical Research.............................................................................114-118
Magic Armor see Armor
Magic Items
Encountered Characters’ ................................................... 175-176, 194
Fabrication of .................................. 46, 116-118; 25, 69, 76, 83-84, 91
Non-Standard .................................................................................... 118
Placement of................................................................................... 92-93
Random Treasure Determination ..................................................120-125
Saving Throws ...................................................................................... 80
Magic Items, Use of .................................................................. 65, 118-119
Flying Devices ............................................................................... 49, 52
Scrolls ...............................................................121, 127-128, 100-101
Magic-users ........................................................................................... 25-26
Acquisition of Spells .............................................................................. 39
Furnishings......................................................................................... 218
Intelligence of ........................................................................................ 10
See also Spell Casters, Tribal
See also Spells, Magical
Magic Weapons
Creatures Struck Only by....................................................................... 75
Saving Throws ...................................................................................... 80
See also Miscellaneous Weapons and Swords, Magical
Mapping ............................................................................ 68, 96; 102, 106
Maps ...................................................................................................... 120
Melee ................................................................................... 69-72; 104-105
Waterborne ......................................................................................... 54

N
Neutrality see Alignment
Non-Human Soldiers see Soldiers, Non-Human
Non-Lethal and Weaponless Combat ..................................................... 72-73
Non-Player Characters, Personae of ..................................................100-106
Generating Abilities of .................................................................11, 100O
Oil, Inﬂammable .................................................................................. 64-65
Restrictions to Use of .............................................................................. 19
Outdoors, Adventures in the.................................................................. 47-49
Overbearing see Non-Lethal and Weaponless Combat

P
Paladins ......................................................................................... 18; 22-24
Parleying ................................................................................................... 63
Patrols ..............................................................................................93, 182
Peasants, Serfs and Slaves see Inhabitants, Typical233

INDEX

INDEX

Planes of Existence
Alignment of ................................................................24, 112; 120-121
Amulet of the Planes ........................................................................... 137
Encounters ......................................................................................... 181
Spell Access to ......................50, 52, 80, 92, 100, 114, 115-116, 120-121
Travel in .........................................................................42, 57-58, 142
Player Character see Character
Poison ........................................................................ 19, 32, 45, 48, 57, 107
Assassins’ Use of ............................................................................ 20; 29
Grenade-Like Missiles ........................................................................... 64
Manufacture of ................................................................................... 116
Periapt of Proof Against ...................................................................... 151
Potions ............................................................................................... 127
Saving Throws ............................................................................... 79, 81
Types of ............................................................................................... 20
Potions ............................................................................................125-127
Beaker of Plentiful Potions .................................................................... 138
Manufacture of ...........................................................................116-117
Miscibility .......................................................................................... 119
Random Determination........................................................................ 121
Use of .......................................................................................119, 125
Psionics ............................................................................................. 110-117
Combat........................................................................... 76-79; 116-117
Encounters ......................................................................................... 182
Monks’ Defense ..................................................................................... 31
Psychic Wind ........................................................................................... 181
Pummeling see Non-Lethal and Weaponless Combat
Pursuit and Evasion .............................................................................. 67-69

X.P. Bonus For ................................................................................ 85-86
Rings ...............................................................................................129-132
Random Determination of .................................................................... 122
Use of ................................................................................................ 129
Rods, Staves and Wands ..................................................................132-136
Random Determination of .................................................................... 122
Use of .............................................................................. 118-119, 132
Round, Melee..................................................................................... 61; 102

S
Sages .................................................................................................. 31-33
Saving Throws ............................................................................. 79-80; 105
Psionic ................................................................................................. 78
Scrolls .............................................................................................127-129
Manufacture of ...........................................................................117-118
Random Determination of .................................................................... 121
Use of ........................................................................ 127-128; 100-101
Scrying, Detection of .......................................................................119, 141
Searching, Dungeon ................................................................................... 96
Shamans see Spell Caster, Tribal
Shields .......................................................................................27-28, 165
Random Determination of .................................................................... 124
Use of .................................................................................................. 70
Ships ................................................................................................... 53-55
Master and Crew (expert hirelings) .................................................. 33-34
Siege Attack Values .................................................................................. 109
Siege Engines ..................................................................................108-110
Engineer-Artillerist ................................................................................ 30
Sighting Distances ...................................................................................... 62
Skills, Player Character Secondary .............................................................. 12
Social Class and Rank .......................................................................... 88-89
Soldiers ............................................................................................... 30-31
Non-Human ....................................................................... 31, 105-106
Spell Casters, Tribal .................................................................................... 40
Spell Casting............................................................................... 40; 100-101
in Combat ............................................................................. 65, 70; 104
Cover and Concealment ............................................................................. 65
Underwater .................................................................................... 56-57
Spell Research .................................................................................115-116
Spells, Clerical ............................................................................................ 20
Casting, Acquisition and Recovery ............................................. 38-40; 40
Cost of NPC Casting Clerical Spell ...............................................103-104
Explanations ....................................................................... 41-43; 43-54
Underwater Use ................................................................................... 57
Spells, Druidical .......................................................................................... 21
Casting, Acquisition and Recovery .................................. 38-40; 40-41, 54
Explanations ....................................................................... 43-44; 54-64
Underwater Use ................................................................................... 57
Spells, General
Psionic-Related ............................................................................78, 182
Saving Throws ................................................................................ 79-80

R
Races, Player Character ............................................................. 15-16; 13-18
Age and Aging .................................................................................... 12
Multi-Classed ................................................................................... 32-33
Thief Ability Adjustments ........................................................................ 28
Raise Dead see Resurrection and Raising
Rangers .................................................................................... 16-17; 24-25
Reactions ................................................................................................. 102
Encounter ............................................................................................. 63
Charisma Adjustment ............................................................................. 13
Outdoor Encounters ............................................................................ 183
Relics see Artifacts
Research, Magical see Magical Research
Rest .................................................................................................... 38, 49
Resurrection and Raising
From Death Due to Aging ...................................................................... 15
Ring of Regeneration .......................................................................... 130
Rod of Resurrection ............................................................................. 133
Spells of ........................................................................................ 50, 53
Survival Percentage ......................................................................110; 12

234

INDEX

INDEX

Spells, Illusionists’ ........................................................................................ 26
Casting, Acquisition and Recovery ....................................... 39-40; 40, 94
Explanations ..................................................................... 46-47; 94-100
Underwater Use ................................................................................... 57
Spells, MagicalAcquisition and Recovery ........................................39-40, 52; 40-42, 64
Explanations .................................................................................. 44-46
Percentage Chance to know ................................................................... 10
Underwater Use ................................................................................... 57
Spying ................................................................................................ 18-19
Spy (expert hireling) ............................................................................. 34
Staves see Rods, Staves and Wands
Strength........................................................................................... 15; 9, 72
Gauntlets of Ogre Power ..................................................................... 145
Girdle of Giant Strength ...................................................................... 145
Missile Discharge.................................................................................. 64
Potion of Giant Strength ...................................................................... 126
Ring of Weakness ............................................................................... 132
Striking Magically Sleeping, Held or Paralyzed Opponents ............. 67, 70, 72
Striking Stunned, Prone or Motionless Opponents ........................... 67, 70, 72
Subduing ................................................................................................... 67
See also MONSTER MANUAL, DRAGON
Summoning/Conjuring Animals/Monsters .........................................222-223
Spells of ................ 43, 44; 51, 59, 60, 61, 74, 78, 81, 85, 88, 90, 93, 99
Wand of Conjuration .......................................................................... 135
Surprise ................................................................................ 61-62; 102-103
Dexterity Bonuses in ........................................................................ 62; 11
Swords, Magical ..............................................................................165-168
Random Determination of .................................................................... 124
System Shock .............................................................................................. 12
See also Resurrection and Raising

Tricks .............................................................................172, 216-217; 103

U
Ultravision .................................................................................. 56, 59; 102
Undead ................................................................................................... 115
Clerics Affecting ..................................................65-66, 75-76; 20, 104
Energy Draining by............................................................................. 119
Potion of Undead Control .................................................................... 127
Scroll of Protection from ...................................................................... 129
See also Monsters, Random Encounters
Underwater ......................................................................................... 55-57
Helm of Underwater Action ................................................................. 146
Random Monster Encounters........................................................179-180
Unholy Water see Holy/Unholy Water

W
Walls, Climbing ................................................................................... 19; 28
Wands see Rods, Staves and Wands
Waterborne Adventures ........................................................................ 53-55
Weaponless Combat see Non-Lethal and Weaponless Combat
Weapons ................................................................................ 28; 36-38, 124
Attacking with Two................................................................................ 70
Proﬁciency ....................................................................................... 36-37
Speed Factors........................................................................... 66-67; 38
Weapon Maker (expert hireling) ............................................................ 34
Weapons, Magical see Magic Weapons, Miscellaneous Weapons andSwords, Magical
Weight Allowance ......................................................................................... 9
See also Encumbrance
Weight of Characters................................................................................ 102
Wilderness Terrain, Random ..................................................................... 173
Wisdom .............................................................................................. 15; 11
Pearl of Wisdom ................................................................................. 151
Wishes ......................................................................................... 88, 94, 100
Effect of Wishes on Ability Scores .......................................................... 11
Rings of ....................................................................................130, 131
Withering see Aging

T
Taxes see Money
Telepathy see ESPTerritory Development ........................................................................... 93-94
Thieves ........................................................................................... 17: 26-28
Abilities of........................................................................... 19-20; 27-28
Dexterity Adjustments ............................................................................. 12Time .............................................................................................. 37-38; 39
Titles, Royal and Noble ............................................................................... 89
Traps ...............................................................................................172; 107
Finding/Removing ........................................................ 19, 97; 27-28, 45
List..................................................................................................... 216
Spells ........................................................................................ 70, 73, 77
Thieves and Assassins Setting ................................................................ 20
Treasure ..........................................................................................120-125
Division of ........................................................................................... 122
Placement of................................................................................... 91-93
Tribal Spell Casters see Spell Casters, Tribal

X
X.P. see ExperienceZ
Zero Level Characters .......................................................................... 74, 79
See also Inhabitants, Typical

235

236

NON-PLAYER CHARACTERS

TRAITS TABLESPERSONAE OF NON-PLAYER CHARACTERS

General Tendencies (d12, d6)
1. optimist
2. pessimist
3. hedonist
4. altruist
5. helpful/kindly
6. careless
7. capricious/mischievous
8. sober
9. curious/inquisitive
10. moody
11. trusting
12. suspicious/cautious

ADJUSTMENTS TO ABILITY DICE ROLLS FOR
NON-PLAYER CHARACTERS
Race
Dwarf
Elf
Gnome
Halﬂing

strength +1, constitution +1, charisma −1
intelligence +1, dexterity +1
wisdom +1, constitution +1, charisma −1
dexterity +1, constitution +1

Class
ClericDruidFighter
RangerPaladin
Magic-User
Illusionist
Monk
Thief
Assassin

Minimum Score or Adjustment to Ability Dice Roll*wisdom +2
12/14 minimum wisdom/charisma
strength +2, constitution +1
as ﬁghter, 12 minimum wisdom
as ﬁghter, 17 minimum charisma
intelligence +2, dexterity +1
15/15 minimum intelligence/dexterity
12/15/15 minimum strength/wisdom/dexterity
dexterity +2, intelligence +1
as thief, strength +1

1-5 Average
1. modest
2. egoist/arrogant
3. friendly
4. aloof
5. hostile
6. well-spoken
7. diplomatic
8. abrasive

Occupation
Laborerstrength +1 to +3
Mercenary (level 0) strength +1, constitution +3
4 minimum hit points
Merchant/Trader
12/12 minimum intelligence/charisma* Note that these are adjustments in addition to those noted in the AD&D
PLAYERS HANDBOOK. In spite of all additions, normal ability limits
cannot be exceeded.

FACTS TABLES
Alignment (d10)
1. lawful good
2. lawful neutral
3. lawful evil
4. neutral evil
5. chaotic evil
6. chaotic neutral
7. chaotic good
8. neutral good
9. neutral
0. neutral

Possessions (or wealth) (d10)
1. none2. scant
3. scant
4. average
5. average
6. average
7. average
8. above average
9. exceptional
0. superabundantAppearance (roll separately for each category)Age (d10)
General (d10)
1. young
1. dirty
2. youthful
2. clean
3. youthful
3. unkempt
4. mature
4. immaculate
5. mature
5. rough
6. mature
6. ragged
7. mature
7. dandyish
8. middle-aged
8. foppish
9. old9. non-descript
0. ancient
0. imposing
Sanity (d10)
1. very stable
2. normal
3. normal
4. normal
5. normal
6. normal
7. neurotic
8. unstable
9. insane*
0. maniacal** Roll again, and if either insane or maniacal
is indicated a second time, the character thenconforms to that sanity level; in all other cases thesecond roll stands in place of the ﬁrst.

13. precise/exacting
14. perceptive
15. opinionated/contrary
16. violent/warlike
17. studious
18. foul/barbaric
19. cruel/callous
20. practical joker/prankster
21. servile/obsequious
22. fanatical/obsessive
23. malevolent
24. loquacious

Personality (d8, d8)
6-7 Extroverted
1. forceful
2. overbearing
3. friendly
4. blustering
5. antagonistic
6. rude7. rash8. diplomatic

8 Introverted
1. retiring
2. taciturn3. friendly
4. aloof
5. hostile
6. rude7. courteous
8. solitary/secretive

Disposition (d10)
1. cheerful
2. morose
3. compassionate/sensitive
4. unfeeling/insensitive
5. humble
6. proud/haughty
7. even tempered
8. hot tempered
9. easy going
0. harsh

Intellect (d10)
1. dull
2. average
3. average
4. active
5. active
6. dreaming
7. ponderous
8. anti-intellectual
9. scheming
0. brilliant

Nature (d6)
1. soft-hearted
2. forgiving
3. hard-hearted
4. unforgiving
5. jealous
6. vengeful

Materialism (d6)
1. aesthetic
2. intellectualist
3. average
4. covetous
5. greedy
6. avaricious

Honesty (d8)
1. scrupulous
2. very honorable
3. truthful
4. average
5. average
6. average
7. liar8. deceitful

Bravery (d8)
1. normal
2. normal
3. normal
4. foolhardy
5. brave
6. fearless
7. cowardly
8. craven

Morals (d12)
1. ascetic
2. virtuous
3. normal
4. normal
5. lusty
6. lusty
7. lustful
8. immoral
9. amoral
10. perverted*
11. sadistic*
12. depraved*

Piety (d12)
1. saintly
2. martyr/zealot
3. pious
4. reverent
5. average
6. average
7. average
8. average
9. impious
10. irreverent
11. iconoclastic
12. irreligious* Roll again; if perverted, sadistic, or depraved is again indicated, thecharacter is that; otherwise, the second roll tells the true morals, and the firstroll is ignored in favor of the second.
237

Energy (d8)
1. slothful
2. lazy
3. normal
4. normal
5. normal
6. energetic
7. energetic
8. drivenInterests (d12, d6)
1. religion
2. legends
3. history
4. nature
5. horticulture
6. husbandry
7. exotic animals
8. hunting
9. ﬁshing
10. handicrafts
11. athletics
12. politics

Thrift (d8)
1. miserly
2. mean
3. thrifty
4. average
5. average
6. spendthrift
7. spendthrift
8. wastrel

NON-PLAYER CHARACTER ENCOUNTER/OFFER REACTION
ADJUSTMENTS
Sanityneurotic
insanemaniacal

General Tendencies
any+/− 1% to 8%
Personalityany

13. wines & spirits
14. foods & preparation
15. gambling
16. drugs
17. collector*
18. collector*
19. collector*
20. collector*
21. community service
22. altruism
23. none
24. none+/− 1% to 6%

Natureany+/− 1% to 4%

Braveryany+/− 1% to 20%

Materialism
any+/− 1% to 20%

MALES

Dwarf
Elf
Gnome
Half-elf
Halﬂing
Half-orc
Human

Collections (d12)
1. knives & daggers
2. swords
3. weapons
4. shields & weapons
5. armor
6. books & scrolls
7. minerals & gems
8. ornaments & jewelry
9. coins & tokens
10. trophies & skins
11. porcelain, china & crystal
12. artwork*

Height In Inches
Average − or +
48
1-4
1-6
60
1-4
1-6
42
1-3
1-3
66
1-6
1-6
36
1-3
1-6
66
1-4
1-4
72
1-12
1-12

Weight In Pounds
Average − or +
150
2-16
2-24
100
1-10
1-20
80
2-8
2-12
130
1-20
1-20
60
2-8
2-12
150
2-16
4-40
175
3-36
5-60

Height In Inches
Average − or +
46
1-4
1-4
54
1-4
1-6
39
1-3
1-3
62
1-6
1-6
33
1-3
1-3
62
1-3
1-3
66
1-6
1-8

Weight In Pounds
Average − or +
120
2-16
2-20
80
1-10
2-12
75
1-8
1-8
100
1-12
2-16
50
2-8
2-8
120
3-18
4-32
130
3-30
4-48

FEMALES

Dwarf
Elf
Gnome
Half-elf
Halﬂing
Half-orc
Human

HEIGHT AND WEIGHT DETERMINATIONHeightUnder Avg.*
Over
Dwarf
01-15
16-80
81-00
Elf
01-10
11-80
81-00
Gnome
01-20
21-85
86-00
Half-elf
01-35
36-90
91-00
Halﬂing
01-10
11-90
91-00
Half-orc
01-45
46-75
76-00
Human
01-20
21-80
81-00

* This includes tapestries, paintings, statuary, carvings, etc.

RANDOM LANGUAGE DETERMINATION TABLE
Language
Brownie
BugbearCentaurDragon, Black
Blue
Brass
BronzeCopper
Gold
Green
Red
SilverWhite
Dryad
DwarvishElvishEttin
Gargoyle
Giant, Cloud
Fire
Frost
Hill
Stone
Storm
GoblinGnoll
Gnome+/− 1% to 8%

Disposition
any

HEIGHT AND WEIGHT TABLES* See Collections table below.

Dice Roll
01
02-03
04
05
06
07
08
09
10
11
12
13
14
15
16-20
21-25
26
27
28
29
30
31-33
34
35
36-39
40
41-44

− 1% to 6%+/− 1% to 10%+/− 1% to 20%

Dice Roll
45-49
50-51
52-54
55
56-58
59
60
61
62
63
64
65
66
67-70
71
72-76
77
78
79
80
81
82
83
84
85
86-00

Language
Halﬂing
Hobgoblin
KoboldLammasu
Lizard Man
Manticore
Medusian
MinotaurNaga, Guardian
Spirit
Water
Nixie
Nymph
OgrishOgre Magian
OrcishPixie
Salamander
Satyr
Shedu
Sprite
Sylph
Titan
Troll
Xorn
Human foreign or other*

Under
01-20
01-15
01-20
01-20
01-10
01-30
01-25

WeightAvg.**
21-65
16-90
21-75
21-85
11-50
31-55
26-75

Over
66-00
91-00
76-00
86-00
51-00
56-00
76-00

* For average height roll % dice: 01-30 = shorter by 1-4½”, 71-00 = taller by
1-4½” (1-3½” for races under 5’ tall).
** Weight as above, adjust by 1-8 # (1-4 if 100# or less).

ENCOUNTER REACTIONS
Any intelligent creature which can be conversed with will react in some way tothe character that is speaking. Reaction is determined by rolling percentile dice,adjusting the score for charisma and applicable loyalty adjustment as if thecreature were a henchman of the character speaking, and the modified score of
the percentile dice is compared to the table below:
Adjusted
Die Score01 (or less)-05
06-25
26-45
46-55
56-75
76-95
96-00 (or greater)* Select a foreign tongue, choose an unlisted creature language, or select at
random by ignoring rolls over 85, if the first two options are not desired.

Reaction
Violently hostile, immediate attack*Hostile, immediate action*
Uncertain but 55% prone toward negative
Neutral — uninterested — uncertain
Uncertain but 55% prone toward positive
Friendly, immediate action
Enthusiastically friendly, immediate acceptance* Or morale check if appropriate.
238

ENCUMBRANCE OF STANDARD ITEMS
QuiverRations, ironstandard
Robe or cloak, foldedworn
RodRope, 50’
Sack, large
small
Saddle, light horse
heavy horse
Saddlebag
Saddle blanket (pad)Scroll case, bone or ivory
leather
Spike
Staff
Tapestry (very small to huge)
Tinderbox
Torch
Wand, bone or ivory casebox
leather case
Waterskin or wineskin, empty
full

ENCUMBRANCE OF STANDARD ITEMS
Item
Backpack
Belt
Belt pouch, large
smallBook, large metal-boundBoots, hard
soft
Bottles, ﬂagons
Bow, composite long
composite short
long
short
Caltrop
CandleChest, large solid ironsmall solid ironsmall wooden
large wooden
Clothes (1 set)Cord, 10’
Crossbow, heavy
light
Crystal ball, base and wrapping
Flask, empty
fullGemGrapnelHand toolHelm
Helm, great
Holy water, potion bottles
HornJewelry, large
small
Lantern
MirrorMusical instrument*
Pole, 10’
Purse

Encumbrance in gold pieces
20
3
10
5
200
60
30
60
80
50
100
50
50
5
1,000-5,000
200-500
100-250
500-1,500
30
2
80
50
150
7
20
1-5
100
10
45
100
25
50
50
1-5
60
5
350
100
1

Armor TypeBANDEDCHAIN
CHAIN, ELFIN
LEATHERPADDED
PLATE (MAIL)
RING
SCALE
SHIELD, LARGESHIELD, SMALLSHIELD, SMALL, WOOD
SPLINT
STUDDED (LEATHER)

Daily Cost
1 s.p.
3 s.p.
2 s.p.
10 s.p.
1 s.p.
4 s.p.
2 s.p.
2 s.p.
5 s.p.
3 s.p.

artillerist
captaincrossbowman
footman, heavy
footman, lightfootman, pikeman
hobilar, heavy
hobilar, lighthorseman, archer
horseman, crossbowman
horseman, heavy
horseman, lighthorseman, medium
lieutenant
sapper/miner
serjeantslingersage
scribeship crew
ship masterspy
steward/castellan
weapon makerMonthly Cost*
1 g.p.
2 g.p.**
30 s.p.**
10 g.p.
1 g.p.
3 g.p.
30 s.p.
30 s.p.**
5 g.p.
50 s.p.

* Monthly rate assumes that quarters are provided for the hireling, and thatthese quarters contain a bed and like necessities.
** Additional cost is 10% of the normal price of items fashioned by thehireling.
EXPERT HIRELINGS TABLE OF MONTHLY COSTS IN GOLD PIECES
Occupation or Profession
alchemist
armorerblacksmith
engineer-architectengineer-artillerist
engineer-sapper/miner
jeweler-gemcutter
mercenary soldier —archer (longbow)
archer (shortbow)

Bulk
bulky
fairlynonnonfairly
bulky
fairlyfairlybulky
nonnonbulky
fairlyWeight*
35#+
30#+
15#
15#
10#
45#
25#
40#
10#
5#
3#
40#
20#

Base Movement
9”
9”
12”
12”
9”
6”
9”
6”
—
—
—
6”
9”

*Assumes human-size.

STANDARD HIRELINGS TABLE OF DAILY AND MONTHLY COSTS
Occupation
bearer/porter
carpenter
leather worker
limnerlinkboy
mason
pack handler
tailorteamstervalet/lackey

30
75
200
50
25
60
75
20
5
250
500
150
20
50
25
10
100
50-1,000 +
2
25
60
80
30
5
50

Cost
300
100*
30
100*
150
150
100*

5
special
2
2
1
3
3
2
6
4
6
3
4
special4special3special15
specialspecialspecialspecial100** Cost does not include all remuneration or special fees. Add 10% of theusual cost of items handled or made by these hirelings on a per job
basis, i.e. an armorer makes a suit of plate mail which has a normal costof 400 gold pieces, so 10% of that sum (40 g.p.) is added to the costs ofmaintaining the blacksmith.

4
2
239

ENCUMBRANCE OF STANDARD ITEMSMORALE
Morale Checks Made When
Faced by obviously superior force*
25% of party** eliminated or slain
Leader unconscious
50% + of party** eliminated or slain
Leader slain or deserts

check each roundcheck at +5%
check at +10%
check at +15%
check at +30%

* Such as in melee when one force is hitting twice as often as the other.
** Or individual taking this much personal wound damage.
Other Morale Check Modifiers
Each enemy deserting
Each enemy slain
Inﬂicting casualties without receiving any
Each friend killed
Taking casualties without receiving any
Each friend deserting
Outnumbered & outclassed by 3 or more to 1

−5%
−10%
−20%
+10%
+10%
+15%
+20%

MORALE FAILURE
1% to 15%
16% to 30%
31% to 50%
51% or greater

fall back, ﬁghting
disengage-retreat
ﬂee in panic
surrender

TYPICAL LOYALTY, OBEDIENCE, AND MORALE CHECK SITUATIONS
Situationoffered bribeordered to testify against liege
has a chance to steal goods
left alone in possible danger
abandonedordered into possible danger
ordered to perform heroic act
ordered to perform heroic and dangerous act
ordered to rescue party member(s)ordered to rescue liege
in combat with possibly dangerous foe
liege incapacitated or slainoffered surrender terms
surrounded by superior foe
ordered to use up or diminish own magic item

Failure Result
co-operates
agreesstealsdesertsdesertsrefusesrefusesrefusesrefusesrefusesruns awayruns awaysurrenders
surrenders
refuses

LOYALTY OF HENCHMEN AND ALLIED CREATURES

01-25
26-50
51-75
76-00
Greater than 00

Training Or Status Level
untrained or peasantlittle training, levied troops
newly recruited regulars
trained regulars
elite, sub-ofﬁcers, minor ofﬁcials/expert hirelingguards, ofﬁcers, or major ofﬁcials/henchmen

Modiﬁer
−25%
−15%
5%
+10%
+20%
+30%

Pay Or Treasure Sharednone
partial, late, or unfair
averageabove average, choice shares
exceptional, bonuses, gift items**Typically magic items if a henchman is concerned

Modiﬁer
−20%
−10%
0%
+5%
+10%

Discipline/Activity
none/onelax/little
ﬁrm and harsh/occasionalﬁrm and fair/often

Modiﬁer
−10%
−5%
0%
+10%

General Treatment By Liege
inhuman and heartless
cruel and domineering
indifferent and uncaring or variable
just and invariable
just, kind, and invariable

Modiﬁer
−25%
−10%*
−5%
+10%
+15%

Racial Preference For antipathy
good will
hatredneutralpreferred
tolerance

Liege
−5%
+10%
−20%
0%
+20%
0%

Associated Group
−10%
+5%
−15%
0%
+15%
−5%

Alignment Factors
Alignment Is
1 place removed
2 places removed
3 places removed

Liege

Associated Group

0%
−15%
−35%

0%
−5%
−20%

Examples: lawful evil - lawful neutral = 1 place removed
lawful evil - lawful good = 2 places removed
lawful evil - chaotic good = 3 places removed

LoyaltyNone — will attempt to kill, capture, harm, or desert at ﬁrst
possible opportunity
Disloyal — will always seek own advantage regardless ofcircumstances
Little — will seek own advantage at ﬁrst sign of weakness
Fair — will support cause if no great risk is involved
Loyal — will always attempt to further the ends of the liege,
even at great risk
Fanatical — will serve unquestioningly and lay down own life
if necessary without hesitation

LOYALTY BASE MODIFIERS:
Length Of Enlistment or Association*less than 1 monthless than 1 year
1 to 5 years
more than 5 years

Modiﬁer
−10%
−15%
+5%
0%
− 5%
−30%

* Applies only when the liege is not present, is incapacitated or dead; if
the liege is near and in power, minuses are treated as pluses —otherwise treat as 0% adjustment (fear).

NORMAL LOYALTY BASE: 50%, +/− charisma adjustment

Adjusted
Loyalty Score
Less than 01

Enlistment Or Association
associated non-player character
captured and enlisted
henchmanhired mercenary
hired mercenary, short term
slave

Modiﬁer
−5%
0%
+10%
+25%

* This includes time between service or length of time that the player characterhas been generally known and familiar to the figure(s) in question.
240

Alignment of Liege
lawful good
lawful neutral
lawful evil
neutral goodneutralchaotic good
chaotic neutral
neutral evil
chaotic evil

Modiﬁer
+15%
+10%
+5%
0%
0%
−5%
−10%
−15%
−20%

Situation Modiﬁers
liege dead or surrounded and outnumberedliege hors de combat
each henchman dead or hors de combat
each hit die or level dead, friendly
each hit die or level alive, enemy
each hit die or level dead, enemy
each hit die or level alive, friendly
each henchman present, in sight, alive
liege present, in sight, alive

Modiﬁer
−25%
−15%
−5%
−3%
−1%
+1%
+2%
+5%
+15%