Rules

Basic Fantasy RPG Core Rules, 4th Edition (Release 142) — the actual text, section by section. 172 sections.

Part 1

Part 1: Introduction
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It was our third foray into the dungeons beneath the ancient fortress in the middle of the river. We were on the second level down from the ruins, standing before the great bronze doors beyond which we believed lay the tomb of an ancient barbarian chieftain. I hadn't believed the tales of the old drunk at the tavern back at Morgansfort, but for some reason Apoqulis, the Cleric, believed him. Turned out his stories were true… mostly, anyway. I held a torch for Barthal, the Thief, as he tried briefly to pick the lock. He turned around and said, "It must be held by magic. The lock won't even wiggle." Morningstar, the Elf, smiled. "I have just the thing," she said, drawing from her backpack the scroll we took from the goblins. She unrolled it and began to read, and though I couldn't understand her words I could see the characters burning away as she read them, little wisps of smoke as from a candle rising up from each in turn. Seeing that she was nearly through, I turned my attention to the lock. I'm not sure what I was expecting, but the little puff of dust that came from it as she finished didn't seem like much. She turned to Barthal and said, "Try again." I'm tempted to say that Barthal bent to his work, but he's a Halfling; at just over three feet tall he could look straight into the lock without stooping a bit. I must have looked impatient, as Apoqulis leaned over to me and said, "Be still, Darion, he'll be through in a moment or two." Then I heard a loud click, and Barthal turned to me with a smile. "It's open, my friend. After you!" I handed him the torch, then stepped to the doors, sword drawn, and Morningstar joined me, likewise ready. I steeled myself and opened the doors… Beyond lay a stone sarcophagus, resting atop a raised platform. Strewn about the floor were many human skeletons. Apoqulis made a sign with his hand that I didn't recognize; then we walked in carefully, trying not to trip over the bones. I noticed among the bones several bronze swords, covered in verdigris. I stepped to the sarcophagus. "The lid is likely very heavy," I said. "Come, Morningstar, rather than lift it, let's turn it about so we can see what treasures lie inside." Morningstar called "Wait!" but it was too late… I had already laid hands upon the sarcophagus. The bones on the floor began to rattle, then rose up and assembled themselves in a mockery of life. Without delay they picked up their swords from the floor and began to attack us. I would have to wait until later to kick myself, I mused, as I put my back against the sarcophagus and began to fight the monsters…
What is This?
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The Basic Fantasy Role-Playing Game is a rules-light game system written with inspiration from early roleplaying game systems. It is intended for those who are fans of "old-school" game mechanics. Basic Fantasy RPG is simple enough for children in perhaps second or third grade to play, yet still has enough depth for adults as well.
What is a Role-Playing Game?
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In the almost 50 years since the first role-playing game appeared, much has changed. Most people have at least heard the names of one or two such games, and many, many people have played. Still, there are those who have not tried RPGs; if you are one of those people, this part is for you. Role-playing games are played by a number of players, commonly two to eight, and a Game Master, or GM (often called something else, but the job remains the same regardless of the title). Each player generally plays one character, called a player character or PC, while the Game Master is responsible for running the world, creating and managing the towns, nations, ruins, non-player characters (or NPCs), monsters, treasure, and all other things that aid or challenge the players. Dice are often used to determine the success or failure of most actions that take place in the game; Basic Fantasy RPG uses polyhedral dice, described below, for this purpose. In effect, role-playing games are just grown-up games of pretend. If you remember playing pretend as a child, you may recall having some difficulty deciding whose idea should have precedence… if one child plays a knight and the other a dragon, who will win? Surely the knight doesn't win every time. Role-playing games have rules to determine such things. These rules can range from the very free-form and simple to the very complex and detailed. This game attempts to walk the line between simple and complex, free-form and detailed. Too much detail and complexity slows the game down as players and GM spend much time leafing through the rules and little time actually playing. Free-form games with simple resolution systems demand more mental agility from the participants, and are much more dependent on the good judgment of the Game Master to maintain balance. Basic Fantasy Role-Playing Game falls between these two extremes, having rules for the most common activities and guidelines to help the Game Master judge the unexpected.
What Do I Need to Play?
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If you are to be a player, you should have a pencil, some notebook paper, and a set of dice. Someone in your player group probably needs to have some graph paper (4 or 5 squares per inch is best) for drawing maps. You can use preprinted character sheets (such as those available on the Basic Fantasy RPG website) if you wish, but notebook paper works fine. If you are the Game Master, you need all of the above. If this is your first time as GM, or you have limited preparation time, you might wish to use a pre-written adventure (called a module) rather than create one yourself. Several modules are distributed for free on the basicfantasy.org website; many of the modules available on the website are specifically designed for use with a party of new players. Adventure modules written for other game systems may also be used, but the Game Master may need to spend some time "converting" such a module before beginning play.
Using the Dice
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The 20 sided die, or d20, is one of the most important dice in the game: it is used to resolve attack rolls and saving throws (concepts that will be explained later). In general, the die is rolled, modifiers added or subtracted, and if the total result equals or exceeds a target number, the roll is a success; otherwise it has failed. The 10 sided die, or d10, is used to generate numbers from 1 to 10; it is numbered 0 to 9, but a roll of 0 is normally counted as 10. A pair of d10's are also used together to generate numbers from 1 to 100, where a roll of 00 is counted as 100. The two dice should be different colors, and the player must declare which is the tens die and which is the ones die before rolling them! (Or, the player may have a die marked with double digits, as shown.) Rolling two d10's in this way is called a percentile roll, or d%. These rolls are generally against target numbers, but for the roll to be a success, the result must be equal to or less than the target number. So for example, a character using a Thief ability (described later) with a 30% chance of success rolls the dice: if the result is 01 to 30, the roll is a success. The 4 sided die, or d4, is a special case. It is not so much rolled as "flipped," and the number which is upright is the result of the roll. Note that d4's are made in two different styles, as shown; regardless of which style you have, the number rolled is the one which is upright on all visible sides. The other dice normally used have 6, 8, and 12 sides, and are called d6, d8, and d12. d6's may be made with either numbers or pips; it makes no difference which type you choose. When multiple dice are to be rolled and added together, it's noted in the text like this: 2d6 (roll two d6 dice and add them together), or 3d4 (roll three d4 dice and add them together). A modifier may be noted as a "plus" value, such as 2d8+2 (roll two d8 dice and add them together, then add 2 to the total).

Part 2

How to Create a Player Character
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First, you will need a piece of paper to write down the character's statistics on. You may use a preprinted character sheet if one is available, or you may simply use a piece of notebook paper. An example character is shown below. You should use a pencil to write down all information, as any statistic may change during play. Roll 3d6 for each ability score, as described in the Character Abilities section, and write the results after the names of the abilities. Write down the scores in the order you roll them; if you are unhappy with the scores you have rolled, ask your Game Master for advice, as they may allow some form of point or score exchanging. Write down the ability score bonus (or penalty) for each score beside the score itself, as shown on the table on the next page. Choose a race and class for your character. Your character must meet the Prime Requisite minimum for a class, as described in the Character Classes section on page 7, in order to be a member of that class. Also note that there are minimum (and maximum) ability requirements for the various races which must be met, as described under Character Races on page 5. Write down the special abilities of your race and class choices, as described below. If you have chosen to play a Magic-User, ask your Game Master what spell or spells your character knows; it's up to the Game Master to decide this, but they may allow you to choose one or more spells yourself. Note on your character sheet that your character has zero (0) experience points (or XP); also you may want to note the number needed to advance to second level, as shown in the table for your class. Roll the hit die appropriate for your class, adding your Constitution bonus or penalty, and note the result as your hit points on your character sheet. Note that, should your character have a Constitution penalty, the penalty will not lower any hit die roll below 1 (so if your Character has a -2 penalty for Constitution, and you roll a 2, the total is adjusted to 1). Roll for your starting money. Generally your character will start with 3d6 times 10 gold pieces, but ask the Game Master before rolling. Now, purchase equipment for your character, as shown in the Cost of Weapons and Equipment section on page 10. Write your purchases on your character sheet, and note how much money remains afterward. Make sure you understand the weapon and armor restrictions for your class and race before making your purchases. Since you now know what sort of armor your character is wearing, you should note your Armor Class on your character sheet. Don't forget to add your Dexterity bonus or penalty to the figure. Look up your character's attack bonus (from the table on page 53 of the Encounter section) and note it on your character sheet. Don't add your ability bonuses (or penalties) to this figure, as you will add a different bonus (Strength or Dexterity) depending on the sort of weapon you use in combat (i.e. melee or missile weapon). Also look up your saving throws (as found on page 61) and note them on your character sheet. Adjust the saving throw figures based on your race, if your character is not a Human (again, see Character Races on page 5). Please note that the saving throw bonuses for other races are presented as "plus" values, to be added to the die roll; for convenience, you may simply subtract them from the saving throw numbers on the character sheet instead. Finally, if you haven't done so already, name your character. This often takes longer than all the other steps combined.
Character Abilities
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Each character will have a score ranging from 3 to 18 in each of the following abilities. A bonus or penalty is associated with each score, as shown on the table below. Each class has a Prime Requisite ability score, which must be at least 9 in order for the character to become a member of that class; also, there are required minimum and maximum scores for each character race other than Humans, as described under Character Races on page 5. Ability Score Bonus/Penalty 3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18 +3 Strength: As the name implies, this ability measures the character's raw physical power. Strength is the Prime Requisite for Fighters. Apply the ability bonus or penalty for Strength to all attack and damage rolls in melee (hand to hand) combat. Note that a penalty here will not reduce damage from a successful attack below one point in any case (see How to Attack on page 53 and Damage on page 55, both in the Combat section, for details). Intelligence: This is the ability to learn and apply knowledge. Intelligence is the Prime Requisite for Magic-Users. The ability bonus for Intelligence is added to the number of languages the character is able to learn to read and write; if the character has an Intelligence penalty, they cannot read more than a word or two, and will only know their native language. Wisdom: A combination of intuition, willpower and common sense. Wisdom is the Prime Requisite for Clerics. The Wisdom bonus or penalty may apply to some saving throws vs. magical attacks, particularly those affecting the target's will. Dexterity: This ability measures the character's quickness and balance as well as aptitude with tools. Dexterity is the Prime Requisite for Thieves. The Dexterity bonus or penalty is applied to all attack rolls with missile (ranged) weapons, to the character's Armor Class value, and to the character's Initiative die roll. Constitution: A combination of general health and vitality. Apply the Constitution bonus or penalty to each hit die rolled by the character. Note that a penalty here will not reduce any hit die roll to less than 1 point. Charisma: This is the ability to influence or even lead people; those with high Charisma are well-liked, or at least highly respected. Apply the Charisma bonus or penalty to reaction rolls. Also, the number of retainers a character may hire, and the loyalty of those retainers, is affected by Charisma.
Hit Points and Hit Dice
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When a character is injured, they lose hit points from their current total. Note that this does not change the figure rolled, but rather reduces the current total; healing will restore hit points, up to but not exceeding the rolled figure. When their hit point total reaches 0, your character may be dead. This may not be the end for the character; don't tear up the character sheet. First level characters begin play with a single hit die of the given type, plus the Constitution bonus or penalty, with a minimum of 1 hit point. Each time a character gains a level, the player should roll another hit die and add the character's Constitution bonus or penalty, with the result again being a minimum of 1 point. Add this amount to the character's maximum hit points figure. Note that, after 9th level, characters receive a fixed number of hit points each level, as shown in the advancement table for the class, and no longer add the Constitution bonus or penalty.
Languages
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All characters begin the game knowing their native language. In most campaign worlds, Humans all (or nearly all) speak the same language, often called "Common." Each non-Human race has its own language, i.e. Elvish, Dwarvish, or Halfling, and members of these races begin play knowing both their own language and Common (or the local Human language if it isn't called Common). Characters with Intelligence of 13 or higher may choose to begin the game knowing one or more languages other than those given above; the number of additional languages that may be learned is equal to the Intelligence bonus (+1, +2, or +3). Characters may choose to learn other non-Human languages, including those of creatures such as Orcs, Goblins, etc. The GM will decide which languages may be learned. The player may choose to leave one or more bonus language "slots" open, to be filled during play. Some Game Masters may even allow player characters to learn exotic languages such as Dragon; also, "dead" or otherwise archaic languages might be allowed to more scholarly characters.
Dwarves
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Description: Dwarves are a short, stocky race; both male and female Dwarves stand around four feet tall and typically weigh around 120 pounds. Their long hair and thick beards are dark brown, gray or black. They take great pride in their beards, sometimes braiding or forking them. They have a fair to ruddy complexion. Dwarves have stout frames and a strong, muscular build. They are rugged and resilient, with the capacity to endure great hardships. Dwarves are typically practical, stubborn and courageous. They can also be introspective, suspicious and possessive. They have a lifespan of three to four centuries. Restrictions: Dwarves may become Clerics, Fighters, or Thieves. They are required to have a minimum Constitution of 9. Due to their generally dour dispositions, they may not have a Charisma higher than 17. They may not employ Large weapons more than four feet in length (specifically, two-handed swords, polearms, and longbows). Special Abilities: All Dwarves have Darkvision (see page 43) with a 60' range, and are able to detect slanting passages, stonework traps, shifting walls and new construction on a roll of 1-2 on 1d6; a search must be performed before this roll may be made. Saving Throws: Dwarves save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
Elves
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Description: Elves are a slender race, with both males and females standing around five feet tall and weighing around 130 pounds. Most have dark hair, with little or no body or facial hair. Their skin is pale, and they have pointed ears and delicate features. Elves are lithe and graceful. They have keen eyesight and hearing. Elves are typically inquisitive, passionate, self-assured, and sometimes haughty. Their typical lifespan is a dozen centuries or more. Restrictions: Elves may become Clerics, Fighters, Magic-Users or Thieves; they are also allowed to combine the classes of Fighter and Magic-User, and of Magic-User and Thief (see Combination Classes, below). They are required to have a minimum Intelligence of 9. Due to their generally delicate nature, they may not have a Constitution higher than 17. Elves never roll larger than six-sided dice (d6) for hit points. Special Abilities: All Elves have Darkvision (see page 43) with a 60' range. They are able to find secret doors more often than normal (1-2 on 1d6 rather than the usual 1 on 1d6). An Elf is so observant that one has a 1 on 1d6 chance to find a secret door with a cursory look. Elves are immune to the paralyzing attack of ghouls. Also, they are less likely to be surprised in combat, reducing the chance of surprise by 1 in 1d6. Saving Throws: Elves save at +1 vs. Paralysis or Petrify, and +2 vs. Magic Wands and Spells.
Halflings
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Description: Halflings are small, slightly stocky folk who stand around three feet tall and weigh about 60 pounds. They have curly brown hair on their heads and feet, but rarely have facial hair. They are usually fair skinned, often with ruddy cheeks. Halflings are remarkably rugged for their small size. They are dexterous and nimble, capable of moving quietly and remaining very still. They usually go barefoot. Halflings are typically outgoing, unassuming and goodnatured. They live about a hundred years. Restrictions: Halflings may become Clerics, Fighters or Thieves. They are required to have a minimum Dexterity of 9. Due to their small stature, they may not have a Strength higher than 17. Halflings never roll larger than six-sided dice (d6) for hit points regardless of class. Halflings may not use Large weapons, and must wield Medium weapons with both hands. Special Abilities: Halflings are unusually accurate with all sorts of ranged weapons, gaining a +1 attack bonus when employing them. When attacked in melee by creatures larger than man-sized, Halflings gain a +2 bonus to their Armor Class. Halflings are quick-witted, adding +1 to Initiative die rolls. In their preferred forest terrain, they are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected. Even indoors, in dungeons or in nonpreferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Halfling Thief will roll only once, using either the Thief ability or the Halfling ability, whichever is better. Saving Throws: Halflings save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
Humans
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Description: Humans come in a broad variety of shapes and sizes; the Game Master must decide what sorts of Humans live in the game world. An average Human male in good health stands around six feet tall and weighs about 175 pounds, while females average five feet nine inches and weigh around 145 pounds. Most Humans live around 75 years. Restrictions: Humans may be any single class. They have no minimum or maximum ability score requirements. Special Abilities: Humans learn unusually quickly, gaining a bonus of 10% to all experience points earned. Saving Throws: Humans are the "standard," and thus have no saving throw bonuses.
Combination Classes
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To become a member of a combination class, a character must meet the requirements of both classes. Combination class characters use the best attack bonus and the best saving throw values of their original two classes, but must gain experience equal to the combined requirements of both base classes to advance in levels. Elves are the only characters eligible to be a member of one of these combination classes: Fighter/Magic-User: These characters may both fight and cast magic spells; further, they are allowed to cast magic spells while wearing armor. These characters roll six-sided dice (d6) for hit points. Magic-User/Thief: Members of this combination class may cast spells while wearing leather armor. These characters roll four-sided dice (d4) for hit points.
Cleric
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Exp. Spells Level Points Hit Dice 1 2 3 4 5 6 1 0 1d6 - - - - - - 2 1,500 2d6 1 - - - - - 3 3,000 3d6 2 - - - - - 4 6,000 4d6 2 1 - - - - 5 12,000 5d6 2 2 - - - - 6 24,000 6d6 2 2 1 - - - 7 48,000 7d6 3 2 2 - - - 8 90,000 8d6 3 2 2 1 - - 9 180,000 9d6 3 3 2 2 - - 10 270,000 9d6+1 3 3 2 2 1 - 11 360,000 9d6+2 4 3 3 2 2 - 12 450,000 9d6+3 4 4 3 2 2 1 13 540,000 9d6+4 4 4 3 3 2 2 14 630,000 9d6+5 4 4 4 3 2 2 15 720,000 9d6+6 4 4 4 3 3 2 16 810,000 9d6+7 5 4 4 3 3 2 17 900,000 9d6+8 5 5 4 3 3 2 18 990,000 9d6+9 5 5 4 4 3 3 19 1,080,000 9d6+10 6 5 4 4 3 3 20 1,170,000 9d6+11 6 5 5 4 3 3 Clerics are those who have devoted themselves to the service of a deity, pantheon or other belief system. Most Clerics spend their time in mundane forms of service such as preaching and ministering in a temple; but there are those who are called to go abroad from the temple and serve their deity in a more direct way, smiting undead monsters and aiding in the battle against evil and chaos. Player character Clerics are assumed to be among the latter group. Clerics fight about as well as Thieves, but not as well as Fighters. They are hardier than Thieves, at least at lower levels, as they are accustomed to physical labor that the Thief would deftly avoid. Clerics can cast spells of divine nature starting at 2nd level, and they have the power to Turn the Undead, that is, to drive away undead monsters by means of faith alone (refer to page 57 in the Encounter section for details). The Prime Requisite for Clerics is Wisdom; a character must have a Wisdom score of 9 or higher to become a Cleric. They may wear any armor, but may only use blunt weapons (specifically including warhammer, mace, maul, club, quarterstaff, and sling).
Fighter
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Exp. Level Points Hit Dice 1 0 1d8 2 2,000 2d8 3 4,000 3d8 4 8,000 4d8 5 16,000 5d8 6 32,000 6d8 7 64,000 7d8 8 120,000 8d8 9 240,000 9d8 10 360,000 9d8+2 11 480,000 9d8+4 12 600,000 9d8+6 13 720,000 9d8+8 14 840,000 9d8+10 15 960,000 9d8+12 16 1,080,000 9d8+14 17 1,200,000 9d8+16 18 1,320,000 9d8+18 19 1,440,000 9d8+20 20 1,560,000 9d8+22 Fighters include soldiers, guardsmen, barbarian warriors, and anyone else for whom fighting is a way of life. They train in combat, and they generally approach problems head-on, weapon in hand. Not surprisingly, Fighters are the best at fighting of all the classes. They are also the hardiest, able to take more punishment than any other class. Although they are not skilled in the ways of magic, Fighters can nonetheless use many magic items, including but not limited to magical weapons and armor. The Prime Requisite for Fighters is Strength; a character must have a Strength score of 9 or higher to become a Fighter. Members of this class may wear any armor and use any weapon.
Magic-User
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Exp. Spells Level Points Hit Dice 1 2 3 4 5 6 1 0 1d4 1 - - - - - 2 2,500 2d4 2 - - - - - 3 5,000 3d4 2 1 - - - - 4 10,000 4d4 2 2 - - - - 5 20,000 5d4 2 2 1 - - - 6 40,000 6d4 3 2 2 - - - 7 80,000 7d4 3 2 2 1 - - 8 150,000 8d4 3 3 2 2 - - 9 300,000 9d4 3 3 2 2 1 - 10 450,000 9d4+1 4 3 3 2 2 - 11 600,000 9d4+2 4 4 3 2 2 1 12 750,000 9d4+3 4 4 3 3 2 2 13 900,000 9d4+4 4 4 4 3 2 2 14 1,050,000 9d4+5 4 4 4 3 3 2 15 1,200,000 9d4+6 5 4 4 3 3 2 16 1,350,000 9d4+7 5 5 4 3 3 2 17 1,500,000 9d4+8 5 5 4 4 3 3 18 1,650,000 9d4+9 6 5 4 4 3 3 19 1,800,000 9d4+10 6 5 5 4 3 3 20 1,950,000 9d4+11 6 5 5 4 4 3 Magic-Users are those who seek and use knowledge of the arcane. They do magic not as the Cleric does, by faith in a greater power, but rather through insight and understanding. Magic-Users are the worst of all the classes at fighting; hours spent studying massive tomes of magic do not lead a character to become strong or adept with weapons. They are the least hardy, equal to Thieves at lower levels but quickly falling behind. The Prime Requisite for Magic-Users is Intelligence; a character must have an Intelligence score of 9 or higher to become a Magic-User. The only weapons they become proficient with are the dagger and the walking staff (or cudgel). Magic-Users may not wear armor of any sort nor use a shield as such things interfere with spellcasting. A first level Magic-User begins play knowing read magic and one other spell of first level. These spells are written in a spellbook provided by their master. The GM may roll for the spell, assign it as they see fit, or allow the player to choose it, at their option. See the Spells section for more details.
Thief
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Exp. Level Points Hit Dice 1 0 1d4 2 1,250 2d4 3 2,500 3d4 4 5,000 4d4 5 10,000 5d4 6 20,000 6d4 7 40,000 7d4 8 75,000 8d4 9 150,000 9d4 10 225,000 9d4+2 11 300,000 9d4+4 12 375,000 9d4+6 13 450,000 9d4+8 14 525,000 9d4+10 15 600,000 9d4+12 16 675,000 9d4+14 17 750,000 9d4+16 18 825,000 9d4+18 19 900,000 9d4+20 20 975,000 9d4+22 Thieves are those who take what they want or need by stealth, disarming traps and picking locks to get to the gold they crave; or "borrowing" money from pockets, beltpouches, etc. right under the nose of the "mark" without the victim ever knowing. Thieves fight better than Magic-Users but not as well as Fighters. Avoidance of honest work leads Thieves to be less hardy than the other classes, though they do pull ahead of the Magic-Users at higher levels. The Prime Requisite for Thieves is Dexterity; a character must have a Dexterity score of 9 or higher to become a Thief. They may use any weapon, but may not wear metal armor as it interferes with stealthy activities, nor may they use shields of any sort. Leather armor is acceptable, however. Thieves have a number of special abilities, described below. One turn (ten minutes) must usually be spent to use any of these abilities, as determined by the GM. The GM may choose to make any of these rolls on behalf of the player to help maintain the proper state of uncertainty. Also note that the GM may apply situational adjustments (plus or minus percentage points) as they see fit; for instance, it's obviously harder to climb a wall slick with slime than one that is dry, so the GM might apply a penalty of 20% for the slimy wall.
Thief Abilities
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Thief Level Open Locks Remove Traps Pick Pockets Move Silently Climb Walls Hide Listen 1 25 20 30 25 80 10 30 2 30 25 35 30 81 15 34 3 35 30 40 35 82 20 38 4 40 35 45 40 83 25 42 5 45 40 50 45 84 30 46 6 50 45 55 50 85 35 50 7 55 50 60 55 86 40 54 8 60 55 65 60 87 45 58 9 65 60 70 65 88 50 62 10 68 63 74 68 89 53 65 11 71 66 78 71 90 56 68 12 74 69 82 74 91 59 71 13 77 72 86 77 92 62 74 14 80 75 90 80 93 65 77 15 83 78 94 83 94 68 80 16 84 79 95 85 95 69 83 17 85 80 96 87 96 70 86 18 86 81 97 89 97 71 89 19 87 82 98 91 98 72 92 20 88 83 99 93 99 73 95 The numbers above are percentages; instructions for making these rolls are in Using the Dice on page 2. Open Locks allows the Thief to unlock a lock without a proper key. It may only be tried once per lock. If the attempt fails, the Thief must wait until they have gained another level of experience before trying again. Remove Traps is generally rolled twice: first to detect the trap, and second to disarm it. The GM will make these rolls as the player won't know for sure if the character is successful or not until someone actually tests the trapped (or suspected) area. Pick Pockets allows the Thief to lift the wallet, cut the purse, etc. of a victim without being noticed. If the roll fails, the Thief didn't get what they wanted; but further, the intended victim (or an onlooker, at the GM's option) will notice the attempt if the die roll is more than two times the target number (or if the die roll is 00). Move Silently, like Remove Traps, is always rolled by the GM. The Thief will usually believe they are moving silently regardless of the die roll, but opponents they are trying to avoid will hear the Thief if the roll is failed. Climb Walls permits the Thief to climb sheer surfaces with few or no visible handholds. This ability should normally be rolled by the player. If the roll fails, the Thief falls from about halfway up the wall or other vertical surface. The GM may require multiple rolls if the distance climbed is more than 100 feet. See Falling Damage on page 59 for the consequences of failing this roll. Hide permits the Thief to hide in any shadowed area large enough to contain their body. Like Move Silently, the Thief always believes they are being successful, so the GM makes the roll. A Thief hiding in shadows must remain still for this ability to work. Listen is generally used to listen at a door, or to try to listen for distant sounds in a dungeon. The GM must decide what noises the Thief might hear; a successful roll means only that a noise could have been heard. The GM should always make this roll for the player. Note that the Thief and their party must try to be quiet in order for the Thief to use this ability. Finally, Thieves can perform a Sneak Attack any time they are behind an opponent in melee and it is likely the opponent doesn't know the Thief is there. The GM may require a Move Silently or Hide roll to determine this. The Sneak Attack is made with a +4 attack bonus and does double damage if it is successful. A Thief usually can't make a Sneak Attack on the same opponent twice in any given combat. The Sneak Attack can be performed with any melee (but not missile) weapon, or may be performed bare-handed (in which case subduing damage is done, as explained on page 55). Also, the Sneak Attack can be performed with the "flat of the blade;" the bonuses and penalties cancel out, so the attack has a +0 attack bonus and does normal damage; the damage done in this case is subduing damage.
Money
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Monetary values are usually expressed in gold pieces. In addition to gold coins, there are coins made of platinum, silver, electrum (an alloy of gold and silver), and copper. They are valued as follows: 1 platinum piece (pp) = 5 gold pieces (gp) 1 gold piece (gp) = 10 silver pieces (sp) 1 electrum piece (ep) = 5 silver pieces (sp) 1 silver piece (sp) = 10 copper pieces (cp) For game purposes, assume that one gold piece weighs 1/20th of a pound, and that ten coins will "fit" in a cubic inch of storage space (this isn't literally accurate, but works well enough when applied to a box or chest). First level characters generally begin the game with 3d6 x 10 gp, though the GM may choose some other amount.
Equipment
Core p10 • book p.10
This list represents common adventuring equipment at average prices. Prices and availability may vary. Weights are expressed in pounds. Items marked * weigh very little; ten such items weigh one pound. Items marked ** have almost no weight and should not usually be counted. Item Price Weight Backpack (Standard or Halfling) 4 gp * Belt Pouch 1 gp * Bit and bridle 15 sp 3 Candles, 12 1 gp * Chalk, small bag of pieces 2 gp * Cloak 2 gp 1 Clothing, common outfit 4 gp 1 Glass bottle or vial 1 gp * Grappling Hook 2 gp 4 Holy Symbol 25 gp * Holy Water, per vial 10 gp * Horseshoes & shoeing 1 gp 10 Ink, per jar 8 gp ½ Iron Spikes, 12 1 gp 1 Ladder, 10 ft. 1 gp 20 Lantern 5 gp 2 Lantern, Bullseye 14 gp 3 Lantern, Hooded 8 gp 2 Manacles (without padlock) 6 gp 4 Map or scroll case 1 gp ½ Mirror, small metal 7 gp * Oil (per flask) 1 gp 1 Padlock (with 2 keys) 12 gp 1 Item Price Weight Paper (per sheet) 1 gp ** Pole, 10' wooden 1 gp 10 Quill 1 sp ** Quill Knife 1 gp * Quiver or Bolt case 1 gp 1 Rations, Dry, one week 10 gp 14 Rope, Hemp (per 50 ft.) 1 gp 5 Rope, Silk (per 50 ft.) 10 gp 2 Sack, Large 1 gp * Sack, Small 5 sp * Saddle, Pack 5 gp 15 Saddle, Riding 10 gp 35 Saddlebags, pair 4 gp 7 Spellbook (128 pages) 25 gp 1 Tent, Large (ten men) 25 gp 20 Tent, Small (one man) 5 gp 10 Thieves' picks and tools 25 gp 1 Tinderbox, flint and steel 3 gp 1 Torches, 6 1 gp 1 Whetstone 1 gp 1 Whistle 1 gp ** Wineskin/Waterskin 1 gp 2 Winter blanket 1 gp 3
Weapons
Core p11 • book p.11
Weapon Price Size Weight Dmg. Axes Hand Axe 4 gp S 5 1d6 Battle Axe 7 gp M 7 1d8 Great Axe 14 gp L 15 1d10 Bows Shortbow 25 gp M 2 Shortbow Arrow 1 sp * 1d6 Silver† Shortbow Arrow 2 gp * 1d6 Longbow 60 gp L 3 Longbow Arrow 2 sp * 1d8 Silver† Longbow Arrow 4 gp * 1d8 Light Crossbow 30 gp M 7 Light Quarrel 2 sp * 1d6 Silver† Light Quarrel 5 gp * 1d6 Heavy Crossbow 50 gp L 14 Heavy Quarrel 4 sp * 1d8 Silver† Heavy Quarrel 10 gp * 1d8 Daggers Dagger 2 gp S 1 1d4 Silver† Dagger 25 gp S 1 1d4 Swords Shortsword 6 gp S 3 1d6 Longsword/Scimitar 10 gp M 4 1d8 Two-Handed Sword 18 gp L 10 1d10 Hammers and Maces Warhammer 4 gp S 6 1d6 Mace 6 gp M 10 1d8 Maul 10 gp L 16 1d10 Other Weapons Club/Cudgel/Walking Staff 2 sp M 1 1d4 Quarterstaff 2 gp L 4 1d6 Pole Arm 9 gp L 15 1d10 Sling 1 gp S * Bullet 1 sp * 1d4 Stone n/a * 1d3 Spear 5 gp M 5 Thrown (one handed) 1d6 Melee (one handed) 1d6 Melee (two handed) 1d8 * These items weigh little individually. Ten of these items weigh one pound. † Silver tip or blade, for use against lycanthropes.
Weapon Size
Core p11 • book p.11
Humans and Elves must wield Large weapons with both hands, but may use Small or Medium weapons in one hand. Halflings may not use Large weapons at all, and must use Medium weapons with both hands. Dwarves, due to their stocky, powerful builds, are able to use Medium weapons one-handed and some Large weapons in two hands, but Large weapons more than four feet in length are prohibited (specifically, twohanded swords, polearms, and longbows). Some weapons must be used with both hands by design (such as bows and crossbows) but the maximum size limits still apply. The GM should apply similar limitations to weaponarmed monsters; for instance, goblins are about the same size as Halflings, and thus are similarly limited.
Missile Weapon Ranges
Core p11 • book p.11
Weapon Short (+1) Medium (0) Long (-2) Longbow 70 140 210 Shortbow 50 100 150 Heavy Crossbow 80 160 240 Light Crossbow 60 120 180 Dagger 10 20 30 Hand Axe 10 20 30 Oil or Holy Water 10 30 50 Sling 30 60 90 Spear 10 20 30 Warhammer 10 20 30 Missile weapon ranges are given in feet. In the wilderness, substitute yards for feet. If the target is as close as or closer than the Short range figure, the attacker receives a +1 attack bonus. If the target is further away than the Medium range figure, but not beyond the Long range figure, the attacker receives a -2 attack penalty.
Armor and Shields
Core p11 • book p.11
Armor Type Price Weight AC No Armor 0 gp 0 11 Leather Armor 20 gp 15 13 Chain Mail 60 gp 40 15 Plate Mail 300 gp 50 17 Shield 7 gp 5 +1
Beasts of Burden
Core p11 • book p.11
Note: Statistics for the animals below are on page 63. Item Price Horse, Draft 120 gp Horse, War 200 gp Horse, Riding 75 gp Pony* 40 gp Pony, War* 80 gp * Due to their small stature, Dwarves and Halflings generally ride ponies rather than horses.
Explanation of Equipment
Core p12 • book p.12
A Backpack will hold a maximum 40 pounds or 3 cubic feet of goods. Some items may be lashed to the outside, and thus count toward the weight limit but not the volume limit. A Halfling's backpack holds at most 30 pounds and/or 1½ cubic feet, but costs the same as a full-sized item. A Candle will shed light over a 5' radius, with dim light extending 5' further. A normal candle will burn about 3 turns per inch of height. Chalk is useful for "blazing a trail" through a dungeon or ruin. Holy Water is explained in the Encounter section. Iron Spikes are useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations. A Lantern will provide light covering a 30' radius; dim light will extend about 20' further. A lantern will consume a flask of oil in 18+1d6 turns. A Hooded Lantern allows the light to be hidden or revealed as the user pleases; in all other ways it performs as an ordinary lantern. A Bullseye Lantern projects a cone of light 30' long and 30' wide at the widest point, with dim light extending an additional 20' beyond that point. This type of lantern is generally hooded. A Map or Scroll Case is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap which slides over the end, and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells. A Mirror is useful in a dungeon environment for many reasons; for instance, it is the only way to look at a Medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight. A Quiver is an open container used to hold arrows. A Bolt Case is a similar sort of container for crossbow bolts. In either case, the standard capacity is 20 missiles. The length of a quiver or bolt case must match the length of the ammunition for it to be useful; therefore, there are longbow and shortbow quivers and light and heavy crossbow bolt cases. The price is the same for all types. Dry Rations may consist of dry bread, hard cheese, dried fruit, nuts, beans, jerky, or any other food which will not "go bad" in less than about a month (if not longer). Dry rations are generally sold in quantities sufficient for one character for a week, and are packaged in waxed or oiled cloth to protect them. Hemp Rope is ½ inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio. Silk Rope is about 3/8 inch in diameter and has a breaking strength of 1,600 pounds, although it weighs considerably less than hemp rope. The notes regarding rope strength given for hemp rope, above, apply here also. A Large Sack will hold at most 40 pounds or 4 cubic feet of goods. A Small Sack will hold at most 20 pounds or 2 cubic feet of goods. A pair of Saddlebags will hold at most 10 pounds or 1 cubic foot of goods (divided evenly between both bags). Thieves' Picks and Tools are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools, or may be used at a penalty at the option of the Game Master. A Tinderbox is generally purchased with a flint and steel; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The time required to start a fire should be determined by the GM according to the prevailing conditions; under ideal conditions, starting a fire with a flint, steel and tinder takes about a turn. A Torch sheds light over a 30' radius, with dim light extending about 20' further, and burns for 1d4+4 turns. Of course, a torch is also useful for setting flammable materials (such as cobwebs or oil) alight. A Whetstone is used to sharpen and maintain edged weapons such as swords, daggers, and axes. Wineskin/Waterskin is a container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2 pound weight is for a full skin; an empty skin has negligible weight.
Vehicles
Core p13 • book p.13
The following tables give details of various land and sea vehicles. Game Masters should feel free to create their own vehicles, in which case the table can be used for guidance. Some of the statistics given below are explained in detail later.
Land Transportation
Core p13 • book p.13
Vehicle Length x width* Weight Cargo Movement Hardness / HP Cost (gp) Chariot 15' x 6' 300 750 lbs 60' (10') 10 / 10 400 Coach 30' x 8' 1,000 2,000 lbs 40' (15') 6 / 12 1,500 Wagon 35' x 8' 2,000 4,000 lbs 20' (15') 6 / 16 500 * Includes hitched horses or mules.
Water Transportation
Core p13 • book p.13
Vehicle Length x Width Cargo Crew Movement Miles/Day Hardness / HP Cost (gp) Canoe 15' x 4' ½ ton 1 40' (5') 30 4 / 4 50 Caravel 55' x 15' 75 tons 10 20' (20') 42 8 / 75 10,000 Carrack 60' x 20' 135 tons 20 30' (30') 48 10 / 120 20,000 Galley, Small 100' x 15' 210 tons 90 20' (20') 36 / 24 8 / 75 15,000 Galley, Large 120' x 20' 375 tons 160 30' (25') 42 / 24 10 / 120 30,000 Longship 110' x 15' 10 tons 70 30' (25') 42 / 24 9 / 110 25,000 Raft/Barge per 10' x 10' 1 ton 2 40' (10') 18 6 / 12 100 Riverboat 50' x 20' 50 tons 10 20' (20') 30 8 / 30 3,500 Rowboat 15' x 6' 1 ton 1 30' (10') 24 6 / 8 60 Sailboat 40' x 8' 5 tons 1 40' (15') 36 7 / 20 2,000
Notes Regarding Vehicles
Core p13 • book p.13
The Crew figure given reflects the minimum number of sailors and/or rowers needed to operate the ship. Officers are not counted among these numbers, and of course it is always a good idea to hire extra sailors and/or rowers to ensure that any casualties will not slow down the ship. Cargo for wagons is given in pounds, while for ships it is given in tons. If the ship sails night and day, each passenger requires living space equivalent to one ton of cargo; in addition, provisions for one man for one month occupy 1/10 of a ton of space. Movement is given separately here in yards (see Time and Scale on page 42 for an explanation) as well as miles per day. The encounter movement of ships is not directly related to the long-distance travel rate, since the crew must work hard to make the ship move quickly in combat, and this level of effort cannot be maintained day and night. The parenthesized figure represents Maneuverability; as explained in the Encounter section on page 51. See Attacking a Vehicle on page 60 of the Encounter section, for details on the Hardness and HP statistics. A chariot requires a single horse, generally a warhorse, to pull it. Both coaches and wagons require at least a pair of draft horses to pull them. A caravel is a highly maneuverable sailing ship with two or three masts. Though superficially similar to the larger carrack, caravels are capable of sailing up rivers, a task for which the larger ship is ill suited. A carrack is a large, ocean-going sailing ship with three or four masts. Galleys are equipped with both sails and oars; the second listed movement rate for galleys is the rowing speed. A small galley will have around 20 rows of oars, with each oar pulled by two men (for a total of 80 rowers) while a large galley will have around 35 rows of oars (for a total of 140 rowers). Galleys are generally much more maneuverable than sailing ships such as the carrack or caravel, and may be outfitted with rams. The longship commonly used by northern raiders is very similar to the large galley. However, where more civilized nations have specialist rowers, sailors, and marines, the crew of a longship is more generalized; most crewmen will be qualified for all of these tasks.
Siege Engines
Core p14 • book p.14
These are weapons used to attack strongholds, or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is the character who makes the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note: siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons. Review the rules in the Stronghold section on page 199 for details regarding attacking fortified buildings such as castles, towers, fortresses, and so on. Weapon Cost Rate of Fire Attack Penalty Damage Short Range (+1) Medium Range (+0) Long Range (-2) Ballista 100 gp 1/4 -3 2d8 50' 100' 150' Battering Ram 200 gp 1/3 +0 2d8 N/A N/A N/A Onager 300 gp 1/6 -6 2d12 100' 200' 300' Screw 200 gp N/A N/A 1d8 N/A N/A N/A Sow 100 gp N/A N/A N/A N/A N/A N/A Trebuchet 400 gp 1/10 -8 3d10 N/A 300' 400' Ballista: This is effectively a very large crossbow that may fire a spear-like bolt or a large stone. It is usually mounted on a tripod or wagon, but may also be mounted on a ship. When firing bolts, a ballista cannot damage brick or stone. A ballista requires a crew of three to operate. Battering Ram: These are usually operated under a sow. They require a crew of eight or more. Screw: This device may be used to attack a stronghold, by means of boring through the walls. A crew of at least eight is required to operate it. It is only used at the base of a wall, and it is usually operated under a sow. Sow: This is a kind of portable roof, used for protection while performing slower attacks on a fortified building. Those under a sow will be harder to hit, receiving at least a +6 bonus to Armor Class against ranged attacks while taking cover under it. The sow itself has a hardness of 9 and 50 hit points. Onager: This weapon throws a stone with a fairly flat trajectory. Operating an onager requires a crew of four. Trebuchet: This mighty weapon uses a counterweight to fling a stone on a high, arcing path. It cannot fire at targets within 200 yards. If it is aimed at a target that is more than 20 feet higher than the weapon, there is an additional –2 attack penalty. A trebuchet requires a crew of eight to operate.

Part 3

Part 3: Spells
Core p15 • book p.15
The number of spells of each level which a Cleric or Magic-User may cast per day is shown on the appropriate table in the Characters section starting on page 3. Each morning spellcasters prepare spells to replace those they have used. Clerics pray, while Magic-Users must study their spellbooks. Spells prepared but not used persist from day to day; only those actually cast must be replaced. A spellcaster may choose to dismiss a prepared spell (without casting it) in order to prepare a different spell of that level. Spellcasters must have at least one hand free, and be able to speak, in order to cast spells; thus, binding and gagging a spellcaster is an effective means of preventing them from casting spells. In combat, casting a spell usually takes the same time as making an attack. If a spellcaster is attacked (even if not hit) or must make a saving throw (whether successful or not) on the Initiative number on which they are casting a spell, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if they have a better Initiative, and choose to delay casting the spell until right before the other caster. Some spells are reversible; such spells are shown with an asterisk after the name.
Cleric Spells
Core p15 • book p.15
Clerics receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in their deity's good graces. Because they gain their spells through prayer, a Cleric may prepare any spell of any level they are able to cast. In some cases the Cleric's deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells. First Level Clerical Spells 1 Cure Light Wounds* 2 Detect Evil* 3 Detect Magic 4 Light* 5 Protection from Evil* 6 Purify Food and Water 7 Remove Fear* 8 Resist Cold Second Level Clerical Spells 1 Bless* 2 Charm Animal 3 Find Traps 4 Hold Person 5 Resist Fire 6 Silence 15' radius 7 Speak with Animals 8 Spiritual Hammer Third Level Clerical Spells 1 Continual Light* 2 Cure Blindness* 3 Cure Disease* 4 Growth of Animals 5 Locate Object 6 Remove Curse* 7 Speak with Dead 8 Striking Fourth Level Clerical Spells 1 Animate Dead 2 Create Water 3 Cure Serious Wounds* 4 Dispel Magic 5 Neutralize Poison* 6 Protection from Evil 10' radius* 7 Speak with Plants 8 Sticks to Snakes Fifth Level Clerical Spells 1 Commune 2 Create Food 3 Dispel Evil 4 Insect Plague 5 Quest* 6 Raise Dead* 7 True Seeing 8 Wall of Fire Sixth Level Clerical Spells 1 Animate Objects 2 Blade Barrier 3 Find the Path 4 Heal* 5 Regenerate 6 Restoration 7 Speak with Monsters 8 Word of Recall
Magic-User Spells
Core p16 • book p.16
Magic-Users cast spells through the exercise of knowledge and will. They prepare spells by study of their spellbooks; each Magic-User has their own spellbook containing the magical formulae for each spell the Magic-User has learned. Spellbooks are written in a magical script that can only be read by the one who wrote it, or through the use of the spell read magic. All Magic-Users begin play knowing read magic, and it is so ingrained that it can be prepared without a spellbook. A Magic-User may only prepare spells after resting (i.e. a good night's sleep), and needs one turn per each three spell levels to do so (rounding fractions up). Spells prepared but not used on a previous day are not lost. For example, a 3rd level Magic-User preparing all three of their available spells (two 1st level and one 2nd level) is preparing a total of 4 levels of spells, and thus needs 2 turns (4 divided by 3 and rounded up). Rules for the acquisition of new spells are found in the Game Master's section on page 187. First Level Magic-User Spells 1 Charm Person 2 Detect Magic 3 Floating Disc 4 Hold Portal 5 Light* 6 Magic Missile 7 Magic Mouth 8 Protection from Evil* 9 Read Languages 10 Shield 11 Sleep 12 Ventriloquism Second Level Magic-User Spells 1 Continual Light* 2 Detect Evil* 3 Detect Invisible 4 Invisibility 5 Knock 6 Levitate 7 Locate Object 8 Mind Reading 9 Mirror Image 10 Phantasmal Force 11 Web 12 Wizard Lock Third Level Magic-User Spells 1 Clairvoyance 2 Darkvision 3 Dispel Magic 4 Fireball 5 Fly 6 Haste* 7 Hold Person 8 Invisibility 10‘ radius 9 Lightning Bolt 10 Protection from Evil 10' radius* 11 Protection from Normal Missiles 12 Water Breathing Fourth Level Magic-User Spells 1 Charm Monster 2 Confusion 3 Dimension Door 4 Growth of Plants* 5 Hallucinatory Terrain 6 Ice Storm 7 Massmorph 8 Polymorph Other 9 Polymorph Self 10 Remove Curse* 11 Wall of Fire 12 Wizard Eye Fifth Level Magic-User Spells 1 Animate Dead 2 Cloudkill 3 Conjure Elemental 4 Feeblemind* 5 Hold Monster 6 Magic Jar 7 Passwall 8 Telekinesis 9 Teleport 10 Wall of Stone Sixth Level Magic-User Spells 1 Anti-Magic Shell 2 Death Spell 3 Disintegrate 4 Flesh to Stone* 5 Geas* 6 Invisible Stalker 7 Lower Water 8 Projected Image 9 Reincarnate 10 Wall of Iron

Part 4

Time and Scale
Core p42 • book p.42
Time in the dungeon is measured in game turns (or just turns), which are approximately 10 minutes long. When combat begins, the time scale changes to combat rounds, which are approximately 10 seconds long. Thus, there are 60 combat rounds per game turn. Approximately, because time is not meant to be kept exactly as it is subjective to the characters. Distances in the dungeon are measured in feet. Outdoors, change all distance measurements (movement, range, etc.) to yards (so 100 feet becomes 100 yards) but area of effect measurements (for spells, for instance) normally remain in feet. Note that the single quote character is used as an abbreviation for feet in some places.
Carrying Capacity
Core p42 • book p.42
Normal Human, Elven, and Dwarvish player characters are able to carry up to 60 pounds and still be considered lightly loaded, or up to 150 pounds and be considered heavily loaded. Halflings may carry up to 50 pounds and be considered lightly loaded, or up to 100 pounds and be heavily loaded. Note that armor for Halfling characters is about one-quarter as heavy as armor for the other races. These figures are affected by Strength; each +1 of Strength bonus adds 10% to the capacity of the character, while each -1 deducts 20%. Thus, carrying capacities for normal characters are as shown below (rounded to the nearest 5 pounds for convenience): Dwarf, Elf, Human Halfling STR Light Load Heavy Load Light Load Heavy Load 3 25 60 20 40 4-5 35 90 30 60 6-8 50 120 40 80 9-12 60 150 50 100 13-15 65 165 55 110 16-17 70 180 60 120 18 80 195 65 130 The carrying capacities of various domesticated animals are given in the Monsters section, in the entry for each type of animal.
Movement and Encumbrance
Core p42 • book p.42
The movement rate of a character or creature is expressed as the number of feet it can move per combat round. The normal player character races can all move 40' per round. When exploring a dungeon, time is expressed in turns, as explained above; normal movement per turn is 3 times the movement rate per round. This may seem slow, but this rate of movement includes such things as drawing maps, watching out for traps and monsters (though they may still surprise the party), etc. In a combat situation, on the other hand, everyone is moving around swiftly, and such things as drawing maps are not important. A character's movement rate is adjusted by their Encumbrance (the load they are carrying) as follows: Armor Type Lightly Loaded Heavily Loaded No Armor or Magic Leather 40' 30' Leather Armor or Magic Metal 30' 20' Metal Armor 20' 10' Count the weight of armor worn when calculating encumbrance, because armor counts both for bulk and restrictiveness as well as for weight. Magic armor counts for its full weight but is not as bulky and restrictive as normal armor, thus granting an improved movement rate. For animals such as horses, being heavily loaded reduces movement rate as shown below: Normal Mv Heavy Load Normal Mv Heavy Load 10' 5' 130' 100' 20' 10' 140' 110' 30' 20' 150' 120' 40' 30' 160' 130' 50'-60' 40' 170'-180' 140' 70' 50' 190' 150' 80' 60' 200' 160' 90' 70' 210' 170' 100' 80' 220' 180' 110'-120' 90' 230'-240' 190'
Mapping
Core p43 • book p.43
In any dungeon expedition, making maps is important. Generally one player will do this, drawing a map on graph paper as the Game Master describes each room or corridor. Absolute accuracy is usually not possible; the main thing is to ensure that the party can find its way back out of the dungeon.
Light
Core p43 • book p.43
A torch or lantern will provide light covering a 30' radius; dim light will extend about 20' further. Normal torches burn for 1d4+4 turns, while a flask of oil in a lantern will burn for 1d6+18 turns. A candle will shed light over a 5' radius, with dim light extending 5' further. In general, taper candles such as are used for illumination will burn about 3 turns per inch of height.
Darkvision
Core p43 • book p.43
Some character races as well as almost all monsters have Darkvision, an ability which allows them to see even in total darkness. Such vision is in black and white, but otherwise like normal sight. Magical darkness obstructs Darkvision just as it does normal vision. The range of Darkvision is typically either 30' or 60'; if not given for a particular creature, assume the 60' range. Darkvision is totally ineffective in any light greater than moonlight.
Doors
Core p43 • book p.43
A stuck door can be opened on a roll of 1 on 1d6; add the character's Strength bonus to the range, so that a character with a bonus of +2 can open a stuck door on a roll of 1-3 on 1d6. Locked doors can be forced by rolling the same range, but on 1d10. Metal bars can sometimes be bent on a roll of this range on 1d20. A careful character might choose to listen at a door before opening it. Thieves have a special ability, Listen, which should be applied if the listener is a Thief. For other characters, the GM rolls 1d6, with 1 indicating success. Sounds heard might include voices, footsteps, or any other sound the GM considers appropriate. Of course, the room beyond the door might really be silent; thus, the Game Master must make the roll, so that a roll of 1 in such a case will not give anything away to the players.
Traps
Core p43 • book p.43
Dungeons and ruins frequently contain traps, including spear-throwers, covered pits, etc. The GM will decide what is required to trigger a trap, and what happens when the trap is triggered. (Some guidance on this is provided in the Game Master section later in this book.) In general, there will be some way to avoid or reduce the effect of the trap being sprung. For instance, a save vs. Death Ray is often used to avoid falling into a covered pit (with Dexterity bonus added), while spearthrowers, automated crossbows, and the like are sometimes treated as if they were monsters (attacking vs. the victim's Armor Class at some given attack bonus). Normal characters have a chance equal to a roll of 1 on 1d6 to detect a trap if a search for one is made. Note that this is about a 16.7% chance; Thieves have a special ability to find and remove traps, which supersedes this roll, as does the stonework trap-finding ability of Dwarves. A Dwarven Thief is a special case; apply whichever trap-detection ability is higher. In all cases, a search for traps takes at least a turn per 10' square area. A single character may only effectively search a given area for traps once, even if the character has more than one trap-detection roll "type" allowed (such as the Dwarven Thief above). Trap detection may not be allowed if the trap is purely magical in nature; on the other hand, in such cases Magic-Users and/or Clerics may be able to detect magical traps at the given 1 in 1d6 chance, at the Game Master's option. Note also the 2nd level Clerical spell find traps, available to 4th level and higher Clerics.
Secret Doors
Core p44 • book p.44
Under normal conditions, searching for secret doors takes one turn per character per 10' of wall searched. A secret door is found on a roll of 1 on 1d6; characters with 15 or higher Intelligence succeed on a roll of 1-2. Also, as noted previously, Elves add 1 to the range automatically, such that an Elf discovers secret doors on a 1-2 on 1d6, or 1-3 if the Elf has an Intelligence of 15 or higher. The GM may create secret doors that are more difficult (or easier) to detect at their option. Multiple characters searching for secret doors ensures that any such will eventually be found; however, if the first and second searchers fail, the next searcher must take two turns to search, and all subsequent searches of the area require an hour. Note that finding a secret door does not grant understanding of how it works. The GM may require additional rolls or other actions to be taken before the door can be opened.
Dungeon Survival
Core p44 • book p.44
As described previously in the Equipment section, normal characters must consume one day's worth of rations (or equivalent food) and at least one quart of water per day. Failure to consume enough food does not significantly affect a character for the first two days, after which they suffer 1 point of damage per day. Furthermore, at that point the character loses the ability to heal wounds normally, though magic will still work. Eating enough food for a day (over the course of about a day, not all at once) restores the ability to heal, and the character will resume recovering lost hit points at the normal rate. Inadequate water affects characters more swiftly; after a single day without adequate water, the character loses 1d4 hit points, and will lose an additional 1d4 hit points per day thereafter. Healing ability is lost when the first die of damage is rolled.
Wilderness Movement Rates
Core p45 • book p.45
The table below shows wilderness travel rates for characters or creatures based on encounter movement. Naturally, any group traveling together moves at the rate of the slowest member. Normal Mv Miles/Day Normal Mv Miles/Day 10' 6 70' 42 20' 12 80' 48 30' 18 90' 54 40' 24 100' 60 50' 30 110' 66 60' 36 120' 72
Overland Travel
Core p45 • book p.45
The movement rates shown on the table above are figured based on an 8 hour day of travel through open, clear terrain. The terrain type will alter the rate somewhat, as shown on this table: Terrain Adjustment Jungle, Mountains, Swamp x1/3 Desert, Forest, Hills x2/3 Clear, Plains, Trail x1 Road (Paved) x1 1/3 Characters may choose to perform a forced march, traveling 12 hours per day and adding 50% to the distance traveled. Each day of forced march after the first inflicts 1d6 points of damage on the characters (and their animals, if any). A daily save vs. Death Ray with Constitution bonus applied is allowed to avoid this damage, but after this save is failed once, it is not rolled again for that character or creature. A day spent resting "restarts" this progression.
Becoming Lost
Core p45 • book p.45
Though adventurers following roads, rivers, or other obvious landmarks are unlikely to become lost, striking out into trackless forest, windblown desert, and so on is another matter. Secretly roll a save vs. Death Ray, adjusted by the Wisdom of the party leader (i.e., whichever character seems to be leading). An Ability Roll against Wisdom may be rolled, if that optional rule is in use. The GM must determine the effects of failure.
Waterborne Travel
Core p45 • book p.45
Travel by water may be done in a variety of boats or ships; see Vehicles on page 13 for details. Travel distances are for a 12 hour day of travel, rather than the usual 8 hours per day. Sailing ships may travel 24 hours per day if a qualified navigator is aboard, and so may be able to cover twice the normal distance per day of travel. This is in addition to the multiplier given below. If the ship stops each night, as is done by some vessels traveling along a coastline as well as those having less than the minimum number of regular crew on board, the two-times multiplier does not apply. Movement of sailing ships is affected by the weather, as shown below. Sailing movement modifiers apply when sailing with the wind; sailing against the wind involves tacking (called "zigzagging" by landlubbers) which reduces movement rates as indicated. d12 Wind Direction 1 Northerly 2 Northeasterly 3 Easterly 4 Southeasterly 5 Southerly 6 Southwesterly 7 Westerly 8 Northwesterly 9-12 Prevailing wind direction for this locale d% Wind Conditions Sailing Tacking 01-05 Becalmed x0 x0 06-13 Very Light Breeze x1/3 x0 14-25 Light Breeze x1/2 x1/3 26-40 Moderate Breeze x2/3 x1/3 41-70 Average Winds x1 x1/2 71-85 Strong Winds x1 1/3 x2/3 86-96 Very Strong Winds x1 1/2 x0 97-00 Gale x2 x0 Becalmed: Sailing ships cannot move. Oared ships may move at the given rowing movement rate. Very Strong Winds: Sailing against the wind (tacking) is not possible. Gale: Sailing against the wind is not possible, and ships exposed to a gale may be damaged or sunk; apply 2d8 points of damage to any such ship, per hour sailed.
Traveling by Air
Core p45 • book p.45
When traveling by air, overland movement rates are doubled, and all terrain effects are ignored. Most winged creatures must maintain at least one-third normal forward movement in order to remain airborne; however, devices such as flying carpets generally do not have this limitation.
Retainers, Specialists and Mercenaries
Core p46 • book p.46
Player characters will sometimes want or need to hire NPCs (Non-Player Characters) to work for them. There are several categories of NPCs available for hire, as follows:
Retainers
Core p46 • book p.46
A retainer is a close associate of his employer. Retainers are hired for a share of treasure (typically at least 15% of the employer's income) plus support costs (weapons, armor, rations, and basic equipment provided by the employer). Retainers are typically very loyal and are willing to take reasonable risks; in particular, they are the only sort of hireling who will generally accompany a player character into a dungeon, lair, or ruin. Hiring a retainer is more involved than hiring other NPCs. First, the player character must advertise for a retainer, typically by hiring a crier, posting notices in public places, or asking (and possibly paying) NPCs such as innkeepers or taverners to direct potential retainers to the player character. It is up to the Game Master to rule on what must be done, and how successful these activities are. If the player character is successful, one or more NPCs will present themselves to be interviewed. The Game Master should play out the interview with the player, and after all offers have been made and all questions asked, a reaction roll should be made. To check the potential retainer's reaction, the Game Master rolls 2d6 and adds the player character's Charisma bonus. In addition, the Game Master may apply any adjustments they feel are appropriate (a bonus of +1 for higherthan-average pay or the offer of a magic item such as a Sword +1, or a penalty if the player character offers poor terms). The roll is read as follows: Adjusted Die Roll Result 2 or less Refusal, -1 on further rolls 3-5 Refusal 6-8 Try again 9-11 Acceptance 12 or more Acceptance, +1 to Loyalty Refusal, -1 on further rolls means that all further reaction rolls made toward that player character in the given town or region will be at a penalty of -1 due to unkind words said by the NPC to his fellows. If the player character tries again in a different town, the penalty does not apply. If a Try again result is rolled, the potential retainer is reluctant, and needs more convincing; the player character must "sweeten" the deal in order to get an additional roll, such as by offering more pay, a magic item, etc. If the player character makes no better offer, treat Try again as a Refusal result. Loyalty: All retainers have a Loyalty score, which is generally 7 plus the employer's Charisma bonus (or penalty). The Loyalty score is used just as the Morale score of monsters or mercenaries is used. If a Loyalty check roll made in combat is a natural 2, the Loyalty of the retainer increases by +1 point. Note that a Loyalty of 12 is fanatical… the retainer will do virtually anything the player character asks, and never flees in combat. However, the Game Master should still apply penalties when the player character instructs the retainer to do something which appears very risky, making a failed check possible. In addition, the Game Master should roll a Loyalty check for each retainer at the end of each adventure, after treasure is divided, to determine if the retainer will remain with the player character. The GM may apply adjustments to this roll, probably no more than two points plus or minus, if the retainer is particularly well or poorly paid. Maximum Number of Retainers: A player character may hire at most 4 retainers, adjusted by the character's Charisma bonus or penalty. Any attempts to hire more than this number of retainers will be met with automatic refusals. Level of Retainers: Normally, potential retainers will be one-half the level of the employer (or less). So, a first level character cannot hire retainers, second level PCs can only hire first level characters, and so on. Of course, there is no way for the retainers to directly know the level of the PC employer, nor for the employer to know the level of the potential retainer; but the Game Master should usually enforce this rule for purposes of game balance. It shouldn't be surprising that first level characters can't hire retainers, as they have no reputation to speak of yet. Experience for Retainers: Unlike other hired NPCs, retainers do gain experience just as other adventurers do; however, as they are under the command of a player character, only one-half of a share of XP is allocated to each retainer. See Character Advancement, below, for an example.
Specialists
Core p47 • book p.47
Specialists are NPCs who may be hired by player characters to perform various tasks. Specialists do not go on adventures or otherwise risk their lives fighting monsters, disarming traps, or any of the other dangerous things player characters and retainers may do. Rather, specialists perform services the player characters usually can't perform for themselves, like designing and erecting castles, training animals, or operating ships. A player character is limited in the number of specialists they can hire only by the amount of money they cost; Charisma does not affect this. Alchemist: 1,000 gp per month. These characters are generally hired for one of two reasons: to make potions, or to assist a Magic-User with magical research. An alchemist can produce a potion, given the required materials and a sample or a written formula for the potion, in the same time and for the same cost as a Magic-User. They may also research new potions, but at twice the cost in time and materials as a Magic-User. Review the rules for Magical Research starting on page 191 for details. Alternately, a Magic-User seeking to create certain magic items may employ an alchemist as an assistant. In this case, the alchemist adds 15% to the Magic-User's chance of success. Animal Trainer: 250 to 750 gp per month. Characters wishing to ride hippogriffs or employ carnivorous apes as guards will need the assistance of an animal trainer. The lowest cost above is for an average animal trainer, able to train one type of "normal" animal such as carnivorous apes; those able to train more than one sort of animal, or to train monstrous creatures such as hippogriffs, are more expensive to hire. The Game Master must decide how long it takes to train an animal; in some cases, animal training may take years, a fact the player characters may find inconvenient as well as expensive. A single animal trainer can train and manage no more than 5 animals at a time, though in most cases once an animal is fully trained, if it is put into service right away the animal trainer won't be needed to handle it any longer. Armorer (or Weaponsmith): 100 to 500 gp per month. Characters hiring mercenaries, or having armed and armored followers to take care of, will need the services of an armorer. In general, for every 50 Fighters employed, one armorer is required to care for their gear. The armorer's equipment is not included in the costs given above, but the cost to maintain his apprentices is included; most such characters will have 1d4 apprentices assisting. Higher priced armorers or weaponsmiths may be hired to assist in making magic weapons or armor; in this case, the character hired will be a specialist, an expert in making one particular type of armor or weapon, and will command a higher price (as shown above). Such characters will rarely agree to do the mundane work of maintaining weapons and armor for a military unit. Engineer: 750 gp per month. Any player character wishing to build a fortress, a ship, or any other mundane construction will need an engineer. Large projects may require several engineers, at the GM's option. Savant: 1,500 gp per month. Savants are experts in ancient and obscure knowledge. Many savants have particular interests in very limited or focused areas (for example, "Elven migrations of the 2nd age"), but even these will know or have access to a lot of facts. The listed cost is the minimum required to maintain a savant with his library, collections, etc. If the savant's patron asks a difficult question, there may be additional costs for materials or research to answer it. Ship's Crew: Special. A crew for a waterborne vessel involves several types of characters. At the very least, a complement of sailors and a Captain are needed; rowers will be needed aboard galleys, and a Navigator is required aboard ships going out of sight of land. Costs per month for each sort of character are given below: Seaman Type Cost Captain 300 gp Navigator 200 gp Sailor 10 gp Rower 3 gp In general, all such characters are normal men, and are not armored; they will usually be armed with clubs, daggers, or shortswords. Player characters with appropriate backgrounds may act as Captain, but unless experienced as a ship's captain, they will have difficulty commanding respect from the regular sailors (lower the Morale of such regular sailors by -2 if led by an inexperienced Captain).
Mercenaries
Core p48 • book p.48
Mercenaries are hired warriors. They are generally hired in units as small as platoons: 32 to 48 Fighters, divided into two to four squads of soldiers; each squad is led by a corporal, while the platoon is led by a lieutenant plus a sergeant. Platoons are joined together into companies, each generally consisting of two to five platoons and led by a captain with a sergeant as his assistant (called a first sergeant). As mercenaries are almost always veteran troops, the average mercenary is a 1st level Fighter; 10% of corporals and 50% of sergeants are 2nd level. A mercenary lieutenant will generally be 2nd level, while a captain will be 2nd to 4th level and his first sergeant will be 2nd or 3rd level. Larger mercenary units will usually be beyond the reach of player characters until they have reached fairly high levels, and are left to the Game Master to detail. Mercenaries will virtually never go into a dungeon, lair, or ruin, at least until it has been fully cleared. Rather, they are used in outdoor military engagements; high level player characters may hire mercenaries to defend or help defend their castles or other holdings. Mercenaries housed in a player character's stronghold require 200 square feet each but cost 25% less per month, as this is covered by their room and board. (Elven mercenaries, however, require 500 square feet of space each in order to reduce their pay, as they demand better living conditions.) See the Stronghold section on page 199 for more details. Statistics are given below for the most common sorts of mercenaries; the statistics are for first level characters, and should be adjusted when higher level characters are indicated (as given above). In particular, multiply the given cost of each mercenary by their level. Listed costs are in gold pieces per month. Type of Mercenary Cost Equipment Morale Light Foot, Human 2 gp Leather Armor, Shield, and Longsword 8 Light Foot, Elf 8 gp Leather Armor, Shield, and Longsword 8 Light Foot, Orc 1 gp Leather Armor and Spear 7 Heavy Foot, Human 3 gp Chainmail, Shield, and Longsword 8 Heavy Foot, Dwarf 6 gp Chainmail, Shield, and Shortsword 9 Heavy Foot, Orc 2 gp Chainmail, Shield, and Shortsword 8 Archer, Human 5 gp Leather Armor, Shortbow, and Shortsword 8 Archer, Elf 15 gp Chainmail, Shortbow, and Shortsword 8 Archer, Orc 3 gp Leather Armor, Shortbow, and Shortsword 8 Crossbowman, Human 5 gp Chainmail, Crossbow, and Shortsword 8 Crossbowman, Dwarf 12 gp Platemail, Crossbow, and Shortsword 9 Longbowman, Human 9 gp Chainmail, Longbow, and Shortsword 8 Longbowman, Elf 20 gp Chainmail, Longbow, and Longsword 8 Light Horseman, Human 10 gp Leather Armor, Shield, Lance, and Longsword 8 Light Horseman, Elf 22 gp Leather Armor, Lance, Shortbow, and Longsword 8 Medium Horseman, Human 15 gp Chainmail, Shield, Lance, and Longsword 8 Medium Horseman, Elf 33 gp Chainmail, Lance, Shortbow, and Longsword 9 Heavy Horseman, Human 20 gp Platemail, Shield, Lance, and Longsword 8
Experience Points (XP)
Core p49 • book p.49
Experience points are given for monsters defeated, and for other challenges as the GM sees fit. The following table provides XP values for monsters. Where a monster has both a character level and hit dice given, use the larger value as the monster's level. Non-combat challenges may be assigned a level, or a flat XP value assigned, as the GM wishes. If asterisks appear after the hit dice listing for a monster, each asterisk adds the special ability bonus once; for example, a creature with a hit dice figure of 2** is worth 125 XP. For monsters with more than 25 hit dice, add 750 XP to the XP Value and 25 XP to the Special Ability Bonus per additional hit die. NPCs should be treated as monsters of a number of hit dice equivalent to the character's level. Add a special ability bonus for Clerics and Magic-Users if they are able to cast useful spells during the encounter. After tallying the XP earned in a given adventure, the amount should be divided by the number of adventurers. As described above, each retainer should receive a one-half share; so a group with four player characters and a retainer is counted as having 4½ members. If 2,000 XP are earned by this group, one share is 444 XP, and the retainer receives 222 XP. No character may advance more than one level due to the experience points from a single adventure. For example, Barthal the Thief is 1st level and has 1,000 XP before going on an adventure; during the adventure, he earns 2,000 more XP (an amazing feat). This would make his total 3,000 XP, and he would be a 3rd level Thief. This is not allowed; instead, he advances to 2,499 XP, one short of the amount required for 3rd level, and starts his next adventure at 2nd level. Monster Hit Dice XP Value Special Ability Bonus less than 1 10 3 1 25 12 2 75 25 3 145 30 4 240 40 5 360 45 6 500 55 7 670 65 8 875 70 9 1,075 75 10 1,300 90 11 1,575 95 12 1,875 100 13 2,175 110 14 2,500 115 15 2,850 125 16 3,250 135 17 3,600 145 18 4,000 160 19 4,500 175 20 5,250 200 21 6,000 225 22 6,750 250 23 7,500 275 24 8,250 300 25 9,000 325

Part 5

Part 5: The Encounter
Core p50 • book p.50
I raised my shield to fend off one of the monsters, and hewed at another with my sword, but I missed my first swing. Morningstar swung at one of the monsters and struck it, but her sword did the bony thing little harm. I saw that Apoqulis still stood by the door; of Barthal there was no sign. Fortunately, Apoqulis also had a torch. Apoqulis raised his holy symbol and called in a loud voice, "In the name of Tah, begone!" To my surprise, several of the monsters turned as if afraid and ran out the door, disappearing into the gloom. Unfortunately this left quite a few of them still in the room. Even as I saw all this I continued to hack at the monsters. It took two good blows to down the first one; it appeared that Morningstar was having similar trouble with the monsters. Then one of the skeletons hit her, just a minor wound, but still I felt good that I had invested my part of the proceeds of our last excursion in a suit of plate mail armor; I was shrugging off blows that would have harmed me were I still wearing chain mail. To my surprise, I saw Apoqulis down one of the monsters in a single blow, then do the same to another in his very next strike. His mace seemed to be much more effective against the monsters than our swords. As I finally managed to down a second skeleton, I heard a high-pitched yell… it was Barthal, a little ways down the hallway, and he was throwing something. There was a sound of glass breaking, and I felt a splash of water on my face. Several of the skeletons began to smoke, and then one of them fell in a heap. Holy water, I decided, but I didn't have time to think about it. I just kept hacking at the skeletons. By the time they were all gone, I had taken a wound, and Morningstar had taken a second. We had one potion of healing left of those that Apoqulis' temple had given us; Morningstar told me to drink it, but I could tell she was in worse shape than I, so I insisted she take it. Then we turned back to the sarcophagus…
Order of Play
Core p50 • book p.50
When the party of adventurers comes in contact with potential enemies, time shifts to combat rounds (10 seconds long, as described previously). Before beginning combat, surprise is checked (see below). Unsurprised characters then roll for Initiative, and act in order of the rolls (again, as described below).
Surprise
Core p50 • book p.50
When surprise is possible, roll 1d6 for each side which might be surprised; most normal characters are surprised on a roll of 1-2. Surprised characters are unable to act for one round. Characters or creatures which are well hidden and prepared to perform an ambush surprise on a roll of 1-4 on 1d6. Some characters or creatures (such as Elves) are described as being less likely to be surprised; reduce the range by 1 for such creatures. For example: Darion (a Human) and Morningstar (an Elf) open a door and come face-to-face with a party of goblins. The GM rolls 1d6 for the goblins; on a 1-2 they are all surprised. Then the GM rolls 1d6 for Darion and Morningstar. If the result is 1, both of them are surprised; if the roll is 2, only Darion is surprised. If the roll is 3 or more, neither of them are surprised. Surprised characters or creatures stand flat-footed for one round. They still defend themselves, so there is no penalty to Armor Class, but they cannot move nor attack during the round of surprise.
Monster Reactions
Core p50 • book p.50
When a group of player characters meet one or more monsters, it's important to know how the monsters will react to the party. In many cases, the reaction of the monster or monsters is obvious… zombies guarding a tomb will virtually always attack intruders, for example. In cases where the reaction of the monsters to the party is not obvious, a reaction roll may be made. The Game Master rolls 2d6, adding the Charisma bonus of the "lead" character (or applying their Charisma penalty) along with any other adjustments they feel are reasonable, and consults the table below: Reaction Roll Table Adjusted Die Roll Result 2 or less Immediate Attack 3-7 Unfavorable 8-11 Favorable 12 or more Very Favorable A result of 2 or less means that the player characters have so offended the monsters that they attack immediately. An Unfavorable result means that the monsters do not like the player characters, and will attack if they may reasonably do so. A Favorable result simply means that the monsters will consider letting the player characters live if they choose to parley; it does not necessarily mean that the monsters like the player characters. A Very Favorable result means that the monsters (or perhaps only the monster leader) do, in fact, like the player characters; this does not mean that the monsters will just hand over their treasure, but it does indicate that they may choose to cooperate with the player characters in mutually beneficial ways. As always, interpreting the results of this roll is left to the GM, who may choose to alter the result if they believe a different result would be more enjoyable to play out than the one rolled.
Initiative
Core p51 • book p.51
Each combat round, 1d6 is rolled for Initiative for each character or monster. This roll is adjusted by the character's Dexterity bonus. High numbers act first. Any characters/monsters with equal numbers act simultaneously. The GM may make single rolls for groups of identical monsters at their option. As the GM counts down the Initiative numbers, each character or monster may act on their number. If desired, a combatant can choose to wait until a later number to act. If a player states that they are waiting for another character or monster to act, then that character's action takes place on the same Initiative number as the creature they are waiting for, and is simultaneous just as if they rolled the same number. A character using a weapon with a long reach (spears, for instance) may choose to attack a closing opponent on the closing opponent's number and thus attack simultaneously with the opponent, even if the character rolled lower for Initiative.
Combat
Core p51 • book p.51
Each character or creature involved in combat may move, if desired, up to its encounter movement distance, and then attack, if any opponent is in range, when its Initiative number comes up. After attacking, a character or creature may not move again until the next round. Opponents more than 5' apart may move freely, but once two opposing figures are within 5' of each other, they are "engaged" and must abide by the rules under Disengaging From Melee on page 52.
Running
Core p51 • book p.51
Characters may choose to run; a running character is not normally allowed to attack (but see Charging, below). Running characters can move at double their normal encounter movement rate. Characters are allowed to run a number of rounds equal to 2 times the character's Constitution, after which they are exhausted and may only walk (at the normal encounter rate). For monsters not having a given Constitution, allow the monster to run for 24 rounds. Exhausted characters or creatures must rest for at least a turn before running again.
Maneuverability
Core p51 • book p.51
The following rules may be considered optional. They are hardly needed for most dungeon adventures, but will add measurably to combat situations in the wilderness, especially in waterborne combat situations or when some or all combatants are flying. Characters, creatures, and vehicles of various sorts have a turning distance. This is given as a distance in feet in parentheses after their movement rate, and it determines how far they must move between facing changes when moving about in combat. All normal player characters, and in fact most moderately sized creatures which walk on the ground, have a turning distance of 5'. If no turning distance is given for a creature, assume that it is 5'. In general, a facing change is any turn of up to 90º (a right-angle turn); on a square-gridded map, this means turning to face directly to the right or left of the figure's current facing. A half-turn (45º) still counts as a full facing change. If using hexes, "diagonal" movement is not available, so a facing change is the 60º turn to face toward the hex-side to the right or left of the current facing. There are a few exceptions to this rule: First, any creature that does not move away from its starting position during the combat round may make as many facing changes as desired (though circumstances, such as trying to turn a horse around in a narrow corridor, may prevent this). Incorporeal flying creatures, such as spectres, can turn freely at any point while moving. Creatures which are running (moving at double speed) may not make facing changes of more than 60º, and their turning distance increases by 10' (or, if it is 5' normally, it increases to 10'). Also, most creatures can shift one space laterally while preserving their facing (this is called "sidestepping"), but this may only be done when moving at normal ("walking") speed, not at fast ("running") speed. "One space" means either 5' or 10', depending on the map or board being used.
Climbing and Diving
Core p52 • book p.52
For battles involving three dimensions, each creature or vehicle has an altitude (when flying) or depth (underwater). For air or sea battles, at least one of the creatures or vehicles should start at an altitude/depth of 0, and a new 0 level can be established at any time, to simplify play, by adjusting the altitudes of each creature or vehicle. A winged flier can gain up to 10' of altitude after moving forward by the distance shown for its maneuverability class, and can dive (lose altitude in a controlled fashion) at up to twice the normal movement rate; if the creature does not move horizontally by at least one-third its normal speed, it will stall, being forced to dive at maximum rate for one round. Floating creatures or vehicles (balloons, fly spell, flying carpets, etc.) can climb vertically without horizontal motion up to half the normal movement rate, but such "floaters" can only descend at the normal movement rate, unless they have lost the ability to float entirely.
Charging
Core p52 • book p.52
Under some circumstances, characters or creatures may be allowed to attack at the end of a running move. This is called a charge, and some specific limitations apply. The charging character or creature must have moved at least 10 feet. The movement must be in a more or less straight line toward the intended target, and the path to the target must be reasonably clear. Finally, the attacker must be using a weapon such as a spear, lance, or pole arm which is suitable for use while charging. Certain monsters, especially those with horns, are able to use natural attacks when charging. If the attacker does not have line of sight to an opponent, they can't charge that opponent. The attack made after the charge is made at +2 on the attack roll. The charging character or creature suffers a -2 penalty to Armor Class for the remainder of the round. If the attack hits, it does double damage. Set Weapon Against Charge: Spears, pole arms, and certain other piercing weapons deal double damage when "set" (braced against the ground or floor) and used against a charging creature. For this to be done, the character or creature being charged must have equal or better Initiative; this counts as holding an action: both attacker and defender act on the attacker's Initiative number and are therefore simultaneous.
Disengaging From Melee
Core p52 • book p.52
When any combatant is within reach of the melee attacks of at least one enemy, that combatant is considered to be engaged. Such a combatant may disengage in one of two ways: First, the combatant may simply flee, turning away from all opponents they are engaged with and moving more than half normal movement. All opponents with whom they are engaged are allowed a "parting shot" with a +2 bonus to attack, even if that opponent has already made all attacks for the round. Opponents who have multiple melee attacks per round make just one; for instance, a tiger with the usual "2 claws, 1 bite" routine could only claw once or bite once. To avoid the parting shot, the combatant may choose to withdraw, i.e. back away by up to half normal movement. After a withdrawal, the character may still attack at any point later in the same round if an opponent is within reach.
Evasion and Pursuit
Core p52 • book p.52
Sometimes a party of adventurers will want nothing more than to avoid a group of monsters (or sometimes, it's the monsters avoiding the adventurers). If one group is surprised, and the other is not, the unsurprised group may be able to escape automatically (unless something prevents them from making an exit). Otherwise, those wanting to evade the encounter begin doing so on their Initiative numbers. Note that the rules above for Disengaging From Melee will naturally apply to any combatant who is in reach of an enemy. The GM may easily play out the pursuit, following along on their map (note that the players can't draw maps while they run headlong through the dungeon or wilderness area). Any time a character must pass through a doorway, make a hard turn, etc., the GM may require a saving throw vs. Death Ray (with Dexterity bonus added); if the save is failed, the character has fallen at that point and moves no further that round; they may stand up and make a full move (but not a double move) on their Initiative number in the next round. If the fleeing characters or creatures are ever able to get beyond the pursuer's sight for a full round, they have evaded pursuit… the pursuers have lost them.
How to Attack
Core p53 • book p.53
To roll "to hit," the attacker rolls 1d20 and adds their attack bonus (AB), as shown on the Attack Bonus table, as well as Strength bonus (if performing a melee attack) or Dexterity bonus (if performing a missile attack) and any other adjustments required by the situation. If the total is equal to or greater than the opponent's Armor Class, the attack hits and damage is rolled. A natural "1" on the die roll is always a failure. A natural "20" is always a hit, if the opponent can be hit at all (for example, monsters that can only be hit by silver or magic weapons cannot be hit by normal weapons, so a natural "20" with a normal weapon will not hit such a monster).
Attacking From Behind
Core p53 • book p.53
Attacks made from behind an opponent usually receive a +2 attack bonus. This does not combine with the Sneak Attack ability (as described for the Thief on page 9).
Normal Men
Core p53 • book p.53
The NM entry in the table above is for normal men, also known as zero level characters. These characters represent the artisans, shopkeepers, scullery maids, and other non-adventurer characters who will appear in the game. All such characters are NPCs, of course. As mentioned elsewhere, it is up to the GM to determine if members of non-Human character races have zero level members of their own, and the exact statistics of such characters. Average zero-level humans have 1d4 hit points, and usually are not proficient with any weapons except bare hands. Green troops (those who have not been in battle yet) are zero-level, but have 1d6 hit points and are allowed to use any weapon allowed to a Fighter. It is recommended not to waste time in detailing the ability score or other statistics of such characters further; they are normal, as in "average," and so very few would have extreme statistics. A blacksmith might be credited with a Strength score of 13 or more, or a savant with Intelligence of 16 or more, but in general such things need not be detailed for most of these characters. Attack Bonus Table Fighter Level Cleric or Thief Level Magic-User Level Monster Hit Dice Attack Bonus NM less than 1 +0 1 1-2 1-3 1 +1 2-3 3-4 4-5 2 +2 4 5-6 6-8 3 +3 5-6 7-8 9-12 4 +4 7 9-11 13-15 5 +5 8-10 12-14 16-18 6 +6 11-12 15-17 19-20 7 +7 13-15 18-20 8-9 +8 16-17 10-11 +9 18-20 12-13 +10 14-15 +11 16-19 +12 20-23 +13 24-27 +14 28-31 +15 32 or more +16
Monster Attack Bonus
Core p54 • book p.54
When looking up a monster's hit dice on the Attack Bonus Table, ignore all "plus" or "minus" values; so a monster with 3+2 hit dice, or one with 3-1, is still treated as just 3 hit dice. The exception is monsters with 1-1 hit dice or less, which are considered as being less than one hit die and have an attack bonus of +0.
Melee Combat
Core p54 • book p.54
Melee occurs when a character closes (approaches within the reach of their own weapon) and strikes at a foe. Melee weapons or attacks may generally only be used against foes who are engaged with the attacker (as described above).
Missile Fire
Core p54 • book p.54
Missile weapons may be used to attack foes at a distance. The distance the attacker is from his target affects the attack roll, as shown on the Missile Weapon Ranges table in the previous section on Characters. In general, opponents within Short range are attacked at +1 on the die, those beyond Short range but within Medium range are attacked at +0, and those beyond Medium but within Long range are attacked at -2. Foes beyond Long range cannot be effectively attacked. If a character attempts to use a missile weapon against a foe who is within 5' of them (i.e. who is engaged with the shooter), a penalty of -5 is applied to the attack roll. This is due to the shooter dodging around to avoid the foe's attacks. The only exception is if the attacker is behind the target creature and undetected, or that creature is distracted so as to not be able to attack the shooter; in these cases, apply the usual +1 bonus (+3 total bonus if attacking from behind).
Cover and Concealment
Core p54 • book p.54
In certain situations, the intended target of a missile (or melee) attack may have cover or concealment of some kind. Cover is defined as "hard" protection such as that afforded by a thick tree trunk or stone wall, that is, anything that will stop or slow a missile weapon. Concealment is "soft" cover like fog or light foliage that makes the target difficult to see but does not affect the missile itself. Cover or concealment makes it more difficult to strike an intended target, and thus a penalty will be applied to the attacker's die roll depending upon how much of the target is protected from attack. For concealment the attack penalty should range from -1 (25% obscured) to -4 (90% obscured). For hard cover, these penalties should be doubled.
Missile Weapon Rate of Fire
Core p54 • book p.54
In general, missile weapons are allowed a single attack per round, just as are melee weapons. However, crossbows are an exception, as reloading a crossbow between shots is time-consuming. A light crossbow can be fired once per two rounds, and the user may not perform any other actions (including movement) during the "reloading" round. A heavy crossbow can be fired just once per three rounds, again requiring the user to spend two rounds doing nothing other than cocking and loading the weapon in order to fire it again. Siege engines also fire less often than ordinary weapons. The rate of fire for such a weapon is presented as a fraction, indicating the number of attacks per round; for example, 1/6 means one attack every six rounds. Of course, the user of such a weapon may drop or sling the weapon and switch to another weapon rather than reloading. Also, it is possible (especially when defending a position) to load more than one crossbow in advance and then switch weapons each round until all have been fired. In a dungeon environment this sort of strategy is unlikely, of course.
Grenade-Like Missiles
Core p54 • book p.54
When throwing grenade-like missiles (flasks of oil, etc.), a successful attack roll indicates a direct hit. Otherwise, the GM will roll 1d10 and consult the diagram below to determine where the missile hit. Treat each number as representing a 10' square area. (behind) 7 8 9 5 Target 6 2 3 4 (in front)
Missiles That Miss
Core p55 • book p.55
With the exception of grenade-like missiles, missile weapons which miss the intended target are normally considered lost. However, if the weapon is fired into a melee where allies of the shooter are involved, and the attack misses, it may hit one of the allied creatures. The GM should decide which allies may be hit, and roll attacks against each until a hit is made or all possible targets are exhausted. These attack rolls are made with the shooter's normal attack bonus, just as if they intended to attack the allied creature. However, the GM must make these rolls, not the player. This rule is applied to attacks made by monsters, when appropriate. However, the GM still makes the rolls. This rule is intentionally vague; the GM must decide when and how to apply it based on the circumstances of the battle. It is recommended that no more than three allies be "tried" in this way, but the GM may make an exception as they see fit.
Oil
Core p55 • book p.55
A flask of oil can be used as a grenade-like missile. The oil must be set afire in order to inflict damage; otherwise the oil is just slippery. Assuming some means of igniting the oil is at hand, a direct hit to a creature deals 1d8 points of fire damage, plus in the next round the target takes an additional 1d8 points of damage, unless they spend the round extinguishing the flames by some reasonable means. The GM must judge the method used; rolling on the floor (assuming it's not oily also) or covering the flames with a wet blanket are good methods, for instance, while pouring or splashing water on burning oil does little good. In any event, a flask of burning oil only causes damage for two rounds at most. If the oil is ignited by some sort of wick or fuse, then all other creatures within 5 feet of the point of impact receive 1d6 points of fire damage from the splash. A save vs. Death Ray is allowed to avoid this damage. If the flask does not hit the intended target (as described under Grenade-Like Missiles, above), then that creature may still take damage from the splash, and receives a saving throw. No saving throw is allowed for a creature which has received a direct hit. A flask of oil spilled or splattered on the ground will burn for 10 rounds. Those attempting to cross the burning oil will receive 1d6 points of fire damage each round they are in it (with no saving throw in this case). Fire-resistant creatures, including creatures having firebased abilities, are not damaged by burning oil.
Holy Water
Core p55 • book p.55
Holy water is harmful to undead creatures. A character may throw a flask of holy water as a grenade-like missile, which will break and release the contents if thrown against the body of a corporeal creature. To use it against an incorporeal creature it must be opened and poured or splashed onto the target, generally requiring the attacker to be directly adjacent to it. Each flask of holy water can inflict 1d8 points of damage to such a monster. In addition, each additional undead monster within 5 feet of the point of impact receives 1d6 points of damage from the splash. Holy water is only effective for one round.
Damage
Core p55 • book p.55
If an attack hits, the attacker rolls damage as given for the weapon. Melee attacks apply the Strength bonus or penalty to the damage dice, as do thrown missile weapons such as daggers or spears. Usually, attacks with bows or crossbows do not gain the Strength bonus, but sling bullets or stones do. Also, magic weapons will add their bonuses to damage (and cursed weapons will apply their penalty). Note that, regardless of any penalties to damage, any successful hit will do at least one point of damage. As creature or character reduced to 0 hit points is generally dead. However, note optional rules may apply, as given on page 188 under Death and Dying.
Subduing Damage
Core p55 • book p.55
Attacks made with the "flat of the blade" for non-lethal damage are made at a -4 attack penalty and do half damage. Most weapons can be used this way; only those with penetration or slashing features on all sides cannot. If a character is reduced to zero hit points who has taken at least some subduing damage, and the total amount of normal (killing) damage the character has suffered is not equal to or greater than their total hit points, the character becomes unconscious rather than dying. (Any further subduing damage is then considered killing damage, allowing the possibility that someone might be beaten to death.) A character knocked out in this way, but not subsequently killed, will wake up with 1 hit point in 1d4 turns, or can be awakened (with 1 hit point) by someone else after 2d10 rounds.
Brawling
Core p56 • book p.56
Sometimes a character will attack without a weapon, striking with a fist or foot. This is called brawling. Normal characters do 1d3 points of subduing damage with a punch, 1d4 with a kick; kicks are rolled at a -2 attack penalty. A character in no armor or leather armor cannot successfully punch or kick a character in metal armor, and in fact, if this is attempted the damage is applied to the attacker instead of the defender. The GM must decide which monsters can be successfully attacked this way. All character classes may engage in brawling; there is no "weapon" restriction in this case.
Wrestling
Core p56 • book p.56
A wrestling attack requires a successful melee attack roll, where success indicates the attacker has grabbed their opponent. This hold is maintained until the attacker releases it or the defender makes a save vs. Death Ray, which is attempted at the defender's next action (according to Initiative). A successful wrestling attack causes the attacker to move into the same "space" as the defender (if miniature figures are used). After achieving a hold on an opponent, the attacker can automatically inflict unarmed damage (as if striking with a fist), prevent a held opponent from speaking, use simple magic items such as rings, or take any other action the GM allows. The attacker may also attempt to acquire an item the opponent is holding (such as a weapon) or attempt to move the opponent (as described below). A held character may be voluntarily released whenever the attacker so desires. The attacker can't draw or use a weapon or use a wand, staff, scroll or potion, escape another's wrestling attack, cast a spell, or pin another character while holding an opponent. Moving the Opponent: The attacker can move up to one-half speed (bringing the defender along) with a successful attack roll, if the attacker is strong enough to carry or drag the defender. Acquiring an Object: The attacker may attempt to take an item away from the defender. This requires an additional attack roll; if the roll fails, the defender may immediately attempt an attack roll (even if they have already attacked this round) which, if successful, results in the defender pinning the attacker; or, the defender may choose to escape instead of reversing the hold. Actions Allowed to the Defender: The target of a successful hold is usually immobile (but not helpless) at least until their next action, as determined by Initiative. Such characters suffer a penalty of -4 to AC against opponents other than the attacker. If the defender is significantly stronger and/or larger than the attacker, they may move at up to one-half speed, dragging the attacker along. On the defender's next action, they can try to escape the pin with a saving throw vs. Death Ray; the defender must apply the better of their Strength or Dexterity bonuses (or penalties) on this roll. If the escape roll succeeds, the defender finishes the action by moving into any space adjacent to the attacker. If more than one attacker has a hold on a particular defender, a successful escape roll frees the defender from just one of those attackers. Held characters may also use simple magic items such as rings. A character being held may not normally cast a spell, even if they have not been silenced by the attacker. Multiple Opponents: Several combatants can be involved in a wrestling match. Up to four combatants can wrestle a single opponent of normal size in a given round. Creatures that are smaller than the attacker count for half, while creatures that are larger count at least double (as determined by the GM). Note that, after an opponent is pinned, other attackers benefit from the -4 AC penalty applied to the defender. However, this AC penalty is not cumulative (that is, each successful attack does not lower the defender's AC further). It is also possible for another character to attack the attacker in an ongoing wrestling bout. In this case, a successful hold on the attacker grants the original defender a +4 bonus on subsequent escape rolls. Wrestling With Monsters: In general, the rules above can be used not only when character races wrestle but also when humanoid monsters are involved. The GM will decide whether or not to allow wrestling involving non-humanoid creatures on a case-by-case basis; if this is allowed, the following adjustments apply: Creatures with extra grasping appendages (more than the usual two) gain a +1 bonus on attack rolls or saving throws for each such appendage. This includes creatures with feet capable of grasping (such as monkeys or apes, giant spiders, etc.) Large creatures able to fly may attempt to carry off their opponents (even if the flying creature is the defender). Wrestling attacks against creatures with touch attacks (such as wights) will cause the attacker to suffer one such attack automatically every round.
Morale
Core p57 • book p.57
NPCs and monsters don't always fight to the death; in fact, most will try to avoid death whenever possible. Each monster listing includes the monster's Morale score, a figure between 2 and 12. To make a Morale check, roll 2d6; if the roll is equal to or less than the Morale score, the monster or monsters are willing to stand and fight. If the roll is higher, the monster has lost its nerve. Monsters with a Morale score of 12 never fail a Morale check; they always fight to the death. In general, Morale is checked when monster(s) first encounter opposition, and again when the monster party is reduced to half strength (by numbers if more than one monster, or by hit points if the monster is alone). For this purpose, monsters incapacitated by sleep, charm, or hold magic are counted as if dead. The Game Master may apply adjustments to a monster's Morale score at their discretion. Generally, adjustments should not total more than +2 or -2. No adjustment is ever applied to a Morale score of 12. A monster that fails a Morale check will generally attempt to flee; intelligent monsters or NPCs may try to surrender, if the GM so desires. Note that special rules apply to retainers, as explained further on page 46.
Turning the Undead
Core p57 • book p.57
Clerics can Turn the undead, that is, drive away undead monsters by means of faith alone. The Cleric brandishes their holy symbol and calls upon the power of their divine patron. The player rolls 1d20 and tells the GM the result. Note that the player should always roll, even if the GM knows the character can't succeed (or can't fail), as telling the player whether or not to roll may reveal too much. The GM looks up the Cleric's level on the Clerics vs. Undead table, and cross-references it with the undead type or Hit Dice. (The Hit Dice row is provided for use with undead monsters not found in the Core Rules; only use the Hit Dice row if the specific type of undead monster is not on the table and no guidance is given in the monster's description. Note that the hit dice given are not necessarily the same as the hit dice of the monster given for that column.) If the table indicates "No" for that combination, it is not possible for the Clerics vs. Undead Table Cleric Level Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Ghost 1 Hit Die 2 Hit Dice 3 Hit Dice 4 Hit Dice 5 Hit Dice 6 Hit Dice 7 Hit Dice 8 Hit Dice 9+ Hit Dice 1 13 17 19 No No No No No No 2 11 15 18 20 No No No No No 3 9 13 17 19 No No No No No 4 7 11 15 18 20 No No No No 5 5 9 13 17 19 No No No No 6 3 7 11 15 18 20 No No No 7 2 5 9 13 17 19 No No No 8 T 3 7 11 15 18 20 No No 9 T 2 5 9 13 17 19 No No 10 T T 3 7 11 15 18 20 No 11 D T 2 5 9 13 17 19 No 12 D T T 3 7 11 15 18 20 13 D D T 2 5 9 13 17 19 14 D D T T 3 7 11 15 18 15 D D D T 2 5 9 13 17 16 D D D T T 3 7 11 15 17 D D D D T 2 5 9 13 18 D D D D T T 3 7 11 19 D D D D D T 2 5 9 20 D D D D D T T 3 7 Cleric to affect that type of undead monster. If the table gives a number, that is the minimum number needed on 1d20 to Turn that type of undead. If the table says "T" for that combination, that type of undead is automatically affected (no roll needed). If the result shown is a "D," then that type of undead will be Damaged (and possibly destroyed) rather than Turned. If the roll is a success, 2d6 hit dice of undead monsters are affected; surplus hit dice are lost (so if zombies are being Turned and a roll of 7 is made, at most 3 zombies can be Turned), but a minimum of one creature will always be affected if the first roll succeeds. If a mixed group of undead (say, a wight and a pair of zombies) is to be Turned, the player still rolls just once. The result is checked against the weakest sort first (the zombies), and if they are successfully Turned, the same result is checked against the next higher type of undead. Likewise, the 2d6 hit dice are rolled only once. For example, if the group described above is to be Turned by a 2nd level Cleric, they would first need to have rolled a 15 or higher to Turn the zombies. If this is a success, 2d6 are rolled; assuming the 2d6 roll is a 7, this would Turn both zombies and leave a remainder of 3 hit dice of effect. Wights are, in fact, 3 hit die monsters, so assuming the original 1d20 roll was a 20, the wight is Turned as well. Obviously, were it a group of 3 zombies and a wight, the 2d6 roll would have to be a total of 9 or higher to affect them all. If a Cleric succeeds at Turning the undead, but not all undead monsters present are affected, they may try again in the next round to affect those which remain. If any roll to Turn the Undead fails, that Cleric may not attempt to Turn Undead again for one full turn. A partial failure (possible against a mixed group) counts as a failure for this purpose. Undead monsters which are Turned flee from the Cleric and their party at maximum movement. If the party pursue and corner the Turned undead, they may resume attacking the party; but if left alone, the monsters will not return or attempt to attack the Cleric or those near them for at least 2d4 turns. Undead monsters subject to a D (Damaged) result suffer 1d8 damage per level of the Cleric (roll once and apply the same damage to all undead monsters affected); those reduced to zero hit points are utterly destroyed, being blasted into little more than dust. Those surviving this damage are still Turned as above.
Energy Drain
Core p58 • book p.58
Sometimes characters are exposed to energy drain from undead or evil magic. Such energy drain is manifested in the form of "negative levels." For each negative level a victim receives, they suffer a semi-permanent loss of one hit die worth of hit points, a penalty of -1 on all attack and saving throw rolls (and any other roll made on 1d20), and -5% to any percentile roll such as thief abilities. In addition, an affected spell caster loses access to one of their highest-level spell slots. The victim may or may not be allowed a saving throw to resist the effect (depending on the specific monster type). If the character's hit points are reduced to zero or less by means of energy drain, the victim is immediately slain. If the energy drain is caused by an undead monster, the victim will usually be transformed into that sort of undead (exact details vary by type of monster). Negative levels may be removed by magic, such as the restoration spell. When a negative level is to be removed, divide the total number of hit points lost by the number of negative levels (rounding normally) to determine how many hit points are restored. For example, a character suffers three negative levels of energy drain. The hit point losses rolled were 6, 5, and 2, for a total of 13 points lost. The first negative level removed restores 13 / 3 = 4.3333 hit points (which is rounded to 4 even). Now the character has two negative levels and has lost 9 hit points. The next time a negative level is removed, the character recovers 9 / 2 = 4.5 hit points, which is rounded to 5 even. Now the character has one negative level and 4 hit points lost. Removal of the last negative level will restore the remaining 4 points. Those who have suffered energy drain generally have a gaunt, haggard look about them, noticeable by observant characters.
Healing and Rest
Core p59 • book p.59
Characters recover 1 hit point of damage every day, provided that normal sleep is possible. Characters who choose full bedrest regain an additional hit point each evening. Normal characters require 6 hours sleep out of every 24. Subtract from this number of hours the character's Constitution bonus; so a character with 18 Constitution needs only 3 hours sleep per night (and a character with 3 Constitution needs 9 hours). Note that these figures are minimums; given a choice, most characters would prefer to sleep two or more hours longer. Characters who get less than the required amount of sleep suffer a -1 penalty on all attack rolls and saving throws (as well as not receiving any hit points of healing). For each additional night where sufficient sleep is not received, the penalty becomes one point worse. Regardless of how long the character has gone without adequate sleep, the normal amount of sleep will remove these penalties.
Constitution Point Losses
Core p59 • book p.59
Any character who has lost Constitution points temporarily (such as due to a disease) may regain them with normal rest. The rate of recovery is one point per day, awarded each morning when the character awakens from a normal night's sleep. If more than one Constitution point was lost, the character must make a save vs. Death Ray (without adjustments) to regain the final point; failure results in a permanent loss of that point. If a Constitution loss results in a lower bonus or penalty, the character's maximum hit points must be reduced appropriately; for instance, a character reduced from 16 to 15 Constitution goes from +2 to +1, thus losing one hit point per die rolled. If a reduction in maximum hit points reduces that figure to less than the character's current hit points, reduce the current hit points to the new maximum hit point figure immediately. When regaining Constitution, any increase that increases the character's Constitution bonus results in the restoration of the hit points lost due to the reduction, added to the maximum hit point figure only. Current hit points will not be improved in this fashion, but rather must be regained by normal healing.
Falling Damage
Core p59 • book p.59
Characters suffer 1d6 points of damage per 10' fallen, up to a maximum 20d6. Fractional distances are rounded to the nearest whole number, so that a fall of 1-4' does no damage, 5'-14' does 1d6, etc.
Deafness and Blindness
Core p59 • book p.59
A deafened creature can react only to what it can see or feel, is surprised on 1-3 on 1d6, and suffers a -1 penalty to its Initiative rolls. A blinded creature is surprised on 1-4 on 1d6, suffers a -4 penalty to its attack rolls, a -4 penalty to its Armor Class, and a -2 penalty to its Initiative rolls. These effects are modified when dealing with monsters having unusual sensory abilities; for example, bats may be affected by deafness as if blinded instead. These penalties are for characters or creatures recently handicapped. Those who are normally blind or deaf may have reduced penalties at the GM's option. Note that the penalty for attacking an invisible opponent is the same as the penalty for attacking blind, that is, -4 on the attack roll. Do not apply this twice... a blind character attacking an invisible opponent is no worse off than if they were attacking a visible one.
Attacking a Vehicle
Core p60 • book p.60
Attacks against vehicles (such as wagons or ships) are made against Armor Class 11. Each vehicle has listed Hardness and Hit Point values. Roll damage against the vehicle, and then reduce that damage by the Hardness value. Any excess damage is applied to the vehicle. If the vehicle takes damage equal to or greater than the listed HP on one side, it is reduced to half speed due to wheel damage or a hull breach; if it takes this much again, it is immobilized, and this much damage will sink a ship.
Repairing a Vehicle
Core p60 • book p.60
Damage done to a vehicle may be restored at a rate of 1d4 hit points per crew member per hour of labor. However, a vehicle can only be restored to 90% of its maximum hit points by field repairs; a damaged ship must be put into drydock and repaired by a shipwright and his crew, while a wagon, cart or chariot will require a wagonmaker to repair them. Costs of such repairs are left to the Game Master to decide.
Saving Throws
Core p60 • book p.60
Saving throws represent the ability of a character or creature to resist or avoid special attacks, such as spells or poisons. Saving throws are made by rolling a d20 against a target number based on the character's class and level; for monsters, a comparable class and level are provided for the purpose of determining the monster's saving throw figures. As with attack rolls, a natural (unadjusted) roll of 20 is always a success, and a natural 1 is always a failure. The five categories of saving throw as follows: Death Ray or Poison, Magic Wands, Paralysis or Petrify, Dragon Breath, and Spells. Spells and monster special attacks will indicate which category applies (when a saving throw is allowed), but in some unusual situations the Game Master will need to choose a category. One way to make this choice is to interpret the categories metaphorically. For example, a GM might be writing an adventure wherein there is a trap that pours burning oil on the hapless adventurers. Avoiding the oil might be considered similar to avoiding Dragon Breath. Or perhaps a stone idol shoots beams of energy from its glaring eyes when approached. This attack may be considered similar to a Magic Wand, or if especially potent, a Spell. The saving throw vs. Death Ray is often used as a "catch all" save versus many of the "ordinary" dangers encountered in a dungeon environment. In general, saving throw rolls are not adjusted by ability score bonus or penalty figures. There are a few exceptions: • Poison saving throws are adjusted by the character's Constitution modifier. • Saving throws against illusions (such as phantasmal force) are adjusted by the character's Intelligence modifier. • Saving throws against charm spells (and other forms of mind control) are adjusted by the character's Wisdom modifier. The GM may decide on other saving throw adjustments as they see fit.
Item Saving Throws
Core p60 • book p.60
Area effects (such as fireball or lightning bolt spells) may damage items carried by a character as well as injuring the character. For simplicity, assume that items carried are unaffected if the character or creature carrying them makes their own saving throw. However, very fragile items (paper vs. fire, glass vs. physical impact, etc.) may still be considered subject to damage even if the bearer makes their save. In any case where one or more items may be subject to damage, use the saving throw roll of the bearer to determine if the item is damaged or not. For example, if a character holding an open spellbook is struck by a fireball spell, they must save vs. Spells, and then save again at the same odds for the spellbook. The GM should feel free to amend this rule as they wish; for instance, a backpack full of fragile items might be given a single saving throw rather than laboriously rolling for each and every item.
Saving Throw Tables by Class
Core p61 • book p.61
Cleric Level Death Ray or Poison Magic Wands Paralysis or Petrify Dragon Breath Spells 1 11 12 14 16 15 2-3 10 11 13 15 14 4-5 9 10 13 15 14 6-7 9 10 12 14 13 8-9 8 9 12 14 13 10-11 8 9 11 13 12 12-13 7 8 11 13 12 14-15 7 8 10 12 11 16-17 6 7 10 12 11 18-19 6 7 9 11 10 20 5 6 9 11 10 Fighter Level Death Ray or Poison Magic Wands Paralysis or Petrify Dragon Breath Spells NM 13 14 15 16 18 1 12 13 14 15 17 2-3 11 12 14 15 16 4-5 11 11 13 14 15 6-7 10 11 12 14 15 8-9 9 10 12 13 14 10-11 9 9 11 12 13 12-13 8 9 10 12 13 14-15 7 8 10 11 12 16-17 7 7 9 10 11 18-19 6 7 8 10 11 20 5 6 8 9 10 Magic-User Level Death Ray or Poison Magic Wands Paralysis or Petrify Dragon Breath Spells 1 13 14 13 16 15 2-3 13 14 13 15 14 4-5 12 13 12 15 13 6-7 12 12 11 14 13 8-9 11 11 10 14 12 10-11 11 10 9 13 11 12-13 10 10 9 13 11 14-15 10 9 8 12 10 16-17 9 8 7 12 9 18-19 9 7 6 11 9 20 8 6 5 11 8 Thief Level Death Ray or Poison Magic Wands Paralysis or Petrify Dragon Breath Spells 1 13 14 13 16 15 2-3 12 14 12 15 14 4-5 11 13 12 14 13 6-7 11 13 11 13 13 8-9 10 12 11 12 12 10-11 9 12 10 11 11 12-13 9 10 10 10 11 14-15 8 10 9 9 10 16-17 7 9 9 8 9 18-19 7 9 8 7 9 20 6 8 8 6 8

Part 6

Part 6: Monsters
Core p62 • book p.62
Name: The first thing given for each monster is its name (or its most common name, if the monster is known by more than one). Armor Class: This line lists the creature's Armor Class. If the monster customarily wears armor, the first listed AC value is with that armor, and the second, in parentheses, is unarmored. Some monsters are only able to be hit (damaged) by silver or magical weapons; these are indicated with (s); some monsters may only be hit with magical weapons, indicated by (m). Hit Dice: This is the creature's number of hit dice, including any bonus hit points. Monsters always roll eight sided dice (d8) for hit points, unless otherwise noted. So for example, a creature with 3+2 hit dice rolls 3d8 and adds 2 points to the total. A few monsters may be marked as having ½ hit dice; this means 1d4 points, and the creature has "less than one hit die" for attack bonus purposes. One or two asterisks (*) may appear after the hit dice figure; where present, they indicate a Special Ability Bonus to experience points (XP) awarded for the monster. See Character Advancement in the Adventure section for more details. If the monster's Attack Bonus is different than its number of Hit Dice, for convenience the Attack Bonus will be listed in parentheses after the Hit Dice figure. Movement: This is the monster's movement rate, or rates for those monsters able to move in more than one fashion. For example, bugbears have a normal walking movement of 30', and this is all that is listed for them. Mermaids can only move about in the water, and so their movement is given as Swim 40'. Pegasi can both walk and fly, so their movement is listed as 80' Fly 160'. In addition, a distance may appear in parentheses after a movement figure; this is the creature's turning distance (as explained in Maneuverability on page 51). If a turning distance is not listed, assume 5'. Attacks: This is the number (and sometimes type or types) of attacks the monster can perform. For example, goblins may attack once with a weapon, so they are marked 1 weapon. Ghouls are marked 2 claws, 1 bite as they can attack with both claws and also bite in one round. Some monsters have alternate attacks, such as the triceratops with an attack of 1 gore or 1 trample which means that the creature can do a gore attack or a trample attack, but not both in the same round. Damage: The damage figures caused by successful attacks by the monster. Generally this will be defined in terms of one or more die rolls. No. Appearing: This is given in terms of one or more die rolls. Monsters that only appear underground and have no lairs will have a single die roll; those that have lairs and/or those that can be found in the wilderness will be noted appropriately. For example, a monster noted as "1d6, Wild 2d6, Lair 3d6" is encountered in groups of 1d6 individuals in a dungeon setting, 2d6 individuals in the wilderness, or 3d6 individuals in a lair. Note that number appearing applies to combatants. Non-combatant monsters (juveniles, and sometimes females) do not count in this number. The text of the monster description should explain this in detail where it matters, but the GM is always the final arbiter. Save As: This is the character class and level the monster uses for saving throws. Most monsters save as Fighters of a level equal to their hit dice, but this is not always the case. Morale: The number that must be rolled equal to or less than on 2d6 for the monster to pass a Morale Check. Monsters having a Morale of 12 never fail morale checks, and fight until destroyed (or until they have no enemies left). Morale is explained further on page 57. Treasure Type: This describes any valuables the monster is likely to have. See the Treasure section on page 163 for more details about interpreting the letter codes which usually appear here. A monster's treasure is normally found in its lair, unless described otherwise; sometimes for monsters who live in towns or other large groups this line will describe both the lair treasure as well as treasure carried by random individuals. XP: This is the number of experience points awarded for defeating this monster. In some cases, the figure will vary; for instance, Dragons of different age categories will have different XP values. Review the Experience Points awards table in the Adventure section on page 49 to calculate the correct figure in these cases.
Beasts of Burden
Core p63 • book p.63
Camel Donkey Horse, Draft Horse, Riding Armor Class: 13 13 13 13 Hit Dice: 2 2 3 2 No. of Attacks: 1 bite, 1 hoof 1 bite 2 hooves 2 hooves Damage: 1 point bite, 1d4 hoof 1d2 bite 1d4 hoof 1d4 hoof Movement: 50' (10') [ 40' (10')] 40' (10') 60' (10') 80' (10') No. Appearing: Wild 2d4 Wild 2d4 domestic only Wild 10d10 Save As: Fighter: 2 Fighter: 2 Fighter: 3 Fighter: 2 Morale: 7 7 7 7 XP: 75 75 145 75 Horse, War Mule Pony Armor Class: 13 13 13 Hit Dice: 3 2 1 No. of Attacks: 2 hooves 1 kick or 1 bite 1 bite Damage: 1d6 hoof 1d4 kick, 1d2 bite 1d4 bite Movement: 60' (10') 40' (10') 40' (10') No. Appearing: domestic only domestic only domestic only Save As: Fighter: 3 Fighter: 2 Fighter: 1 Morale: 9 7 6 (9) XP: 145 75 25 For convenience, animals commonly used to carry loads and/or characters are listed here together. Such creatures obviously have no treasure. Camels are large animals found in arid environments that bear distinctive fatty deposits known as "humps" on their backs. There are two relevant species of camel described here: the far more common one-humped dromedary, and the two-humped Bactrian camel. Statistics presented above are for the dromedary; the Bactrian camel is slower and its movement is given in brackets. A light load for a camel is up to 400 pounds; a heavy load, up to 800 pounds. Donkeys are hoofed mammals in the same family as the horse. They are smaller, but are strong and hardy. Burros are a similar species, and the statistics herein can be used for either; both varieties are capable of being taken into dungeons as pack animals. A light load for a donkey is up to 70 pounds; a heavy load, up to 140 pounds. Draft Horses are large horses bred to be working animals doing hard tasks such as plowing and other farm labor. There are a number of breeds, with varying characteristics, but all share common traits of strength, patience, and a docile temperament. A light load for a draft horse is up to 350 pounds; a heavy load, up to 700 pounds. Riding Horses are smaller horses bred and trained for riding. They cannot effectively fight while the rider is mounted. A light load for a riding horse is up to 250 pounds; a heavy load, up to 500 pounds. War Horses are large, powerful horses which are both bred for their size, strength, and combat ability and trained to tolerate the sounds and stresses of battle. They are able to attack while the rider is mounted due to their training. A light load for a warhorse is up to 350 pounds; a heavy load, up to 700 pounds. Mules are a domestic equine hybrid between a donkey and a horse. Mules vary widely in size, and may be of any color. They are more patient, hardier and longerlived than horses, and are perceived as less obstinate and more intelligent than donkeys. Like donkeys, they are capable of being taken into dungeons as pack animals. A light load for a mule is up to 300 pounds; a heavy load, up to 600 pounds. A Pony is a variety of small horse. Compared to a larger horse, a pony may have a thicker coat, mane and tail, with proportionally shorter legs, a wider barrel, heavier bone, a thicker neck and a shorter, broader head. Ponies can be trained for war, and the morale in parentheses above is for a war pony; this does not allow them to fight while a rider is mounted, however. A light load for a pony is up to 275 pounds; a heavy load, up to 550 pounds.

Part 7

Part 7: Treasure
Core p163 • book p.163
"Your idea was good, Darion," said Morningstar after we had turned the sarcophagus lid halfway around. "You just got in a bit of a hurry to try it." "Indeed," I said, feeling foolish. I looked into the sarcophagus; lying atop the mummified remains inside I saw a sword, held in both bony hands with the point toward the corpse's feet. The golden blade was untarnished; the huge ruby set into the cross-guard shone in the torchlight. I didn't reach for it, though I found myself sorely tempted. "Barthal," I said, "tell me, is it safe to reach within?" The Halfling climbed up onto the edge of the platform and leaned over the sarcophagus, peering around within. "I don't see a trap," he remarked after careful study. "Do you think the dead one, there, will rise up if you touch his sword?" "He might," answered Apoqulis, "but I doubt it. The skeletons were likely the only guardians in this tomb." All eyes seemed to be on me. Reluctantly I reached within, grasping the sword by the blade with my mailed glove so as to avoid touching the corpse. The long-dead chieftain didn't want to part with his weapon, but after a bit of twisting I worked it loose. Shaking bits of desiccated flesh from the hilt, I grasped the weapon properly and held it aloft. It felt good in my hand… I wondered what magic it might contain? Barthal's voice shook me out of my contemplation. "Look here!" he said, and I looked down. He had opened a secret panel in the platform… and as I looked on, gold and silver coins began to spill out. Barthal cried out gleefully, "Jackpot!"
Distribution of Treasure
Core p163 • book p.163
Some adventurers choose to adventure to battle evil, while others seek to attain glory or power… but others go in search of treasure, gold and jewels and magical items. Below is the information the Game Master will need to satisfy the greedy.
Random Treasure Generation
Core p163 • book p.163
The tables below describe the various treasure types assigned to monsters, as well as unguarded treasures appropriate to various dungeon levels. To generate a random treasure, find the indicated treasure type and read across; where a percentage chance is given, roll percentile dice to see if that sort of treasure is found. If so, roll the indicated dice to determine how much. Tables for the random generation of gems, jewelry (and bejeweled art pieces), and magic items are provided after the main treasure tables.
Placed Treasures
Core p163 • book p.163
The Game Master is never required to roll for treasure; rather, treasure may be placed, or random treasures amended, as desired or needed for the purposes of the adventure. Special treasures are always placed; for example, a special magic item needed to complete an adventure.
Adjusting Treasure Awards
Core p163 • book p.163
There will be many cases where random treasure generation is not the best method to employ. For instance, a larger than average treasure assigned to a smaller than average lair of monsters might need to be reduced. It is up to the Game Master to decide how much treasure they wish to allow into the campaign. Too much gold (or other treasure which can be converted to gold) may make things too easy for the player characters. Similarly, too many magic items may also make things too easy. If you are a novice Game Master, remember that you can always give more treasure, but it can be difficult to drain treasure from the party without angering the players… particularly if you use heavy-handed methods. Start small, and work up as you gain experience.
Lair Treasures
Core p164 • book p.164
Type 100's of Copper 100's of Silver 100's of Electrum 100's of Gold 100's of Platinum Gems and Jewelry Magic Items A 50% 5d6 60% 5d6 40% 5d4 70% 10d6 50% 1d10 50% 6d6 50% 6d6 30% any 3 B 75% 5d10 50% 5d6 50% 5d4 50% 3d6 None 25% 1d6 25% 1d6 10% 1 weapon or armor C 60% 6d6 60% 5d4 30% 2d6 None None 25% 1d4 25% 1d4 15% any 1d2 D 30% 4d6 45% 6d6 None 90% 5d8 None 30% 1d8 30% 1d8 20% any 1d2 + 1 potion E 30% 2d8 60% 6d10 50% 3d8 50% 4d10 None 10% 1d10 10% 1d10 30% any 1d4 + 1 scroll F None 40% 3d8 50% 4d8 85% 6d10 70% 2d8 20% 2d12 10% 1d12 35% any 1d4 except weapons + 1 potion + 1 scroll G None None None 90% 4d6x10 75% 5d8 25% 3d6 25% 1d10 50% any 1d4 + 1 scroll H* * 8d10 * 6d10x10 * 3d10x10 * 5d8x10 * 9d8 * 1d100 * 10d4 * any 1d4 + 1 potion + 1 scroll I None None None None 80% 3d10 50% 2d6 50% 2d6 15% any 1 J 45% 3d8 45% 1d8 None None None None None None K None 90% 2d10 35% 1d8 None None None None None L None None None None None 50% 1d4 None None M None None None 90% 4d10 90% 2d8x10 55% 5d4 45% 2d6 None N None None None None None None None 40% 2d4 potions O None None None None None None None 50% 1d4 scrolls * Type H treasures are specifically dragon treasure; the chance of each type of monetary treasure ranges from 35% at the second age category to 85% at the seventh, while the odds of gems, jewelry, and magic items are 5% per hit die of the monster. Hatchlings do not usually have any treasure.
Individual Treasures
Core p164 • book p.164
Type Pieces of Copper Pieces of Silver Pieces of Electrum Pieces of Gold Pieces of Platinum Gems and Jewelry Magic Items P 3d8 None None None None None None None Q None 3d6 None None None None None None R None None 2d6 None None None None None S None None None 2d4 None None None None T None None None None 1d6 None None None U 50% 1d20 50% 1d20 None 25% 1d20 None 5% 1d4 5% 1d4 2% Any 1 V None 25% 1d20 25% 1d20 50% 1d20 25% 1d20 10% 1d4 10% 1d4 5% Any 1
Unguarded Treasures
Core p165 • book p.165
Level 100's of Copper 100's of Silver 100's of Electrum 100's of Gold 100's of Platinum Gems and Jewelry Magic Items 1 75% 1d8 50% 1d6 25% 1d4 7% 1d4 1% 1d4 7% 1d4 3% 1d4 2% Any 1 2 50% 1d10 50% 1d8 25% 1d6 20% 1d6 2% 1d4 10% 1d6 7% 1d4 5% Any 1 3 30% 2d6 50% 1d10 25% 1d8 50% 1d6 4% 1d4 15% 1d6 7% 1d6 8% Any 1 4-5 20% 3d6 50% 2d6 25% 1d10 50% 2d6 8% 1d4 20% 1d8 10% 1d6 12% Any 1 6-7 15% 4d6 50% 3d6 25% 1d12 70% 2d8 15% 1d4 30% 1d8 15% 1d6 16% Any 1 8+ 10% 5d6 50% 5d6 25% 2d8 75% 4d6 30% 1d4 40% 1d8 30% 1d8 20% Any 1 Note: Unguarded treasures should be rare; see the Game Master section, below, for advice on placement of unguarded treasure.
Gems and Jewelry
Core p165 • book p.165
Use the tables below to determine the base value and number found when gems are indicated in a treasure hoard. If the number generated in the main table above is small, roll for each gem; but if the number is large (10 or more, at the GM's option), after each roll for Type and Base Value, roll the indicated die to see how many such gems are in the hoard. d% Type Base Value in Gold Pieces Number Found 01-20 Ornamental 10 1d10 21-45 Semiprecious 50 1d8 46-75 Fancy 100 1d6 76-95 Precious 500 1d4 96-00 Gem 1,000 1d2 Jewel 5,000 1 The values of gems vary from the above for reasons of quality, size, etc. The GM may use the table below to adjust the values of the gems in the hoard, at their option. This is why there is no die result given in the table above for Jewel; on a roll of 12 on the table below, a Gem can become a Jewel. 2d6 Value Adjustment 2 Next Lower Value Row 3 1/2 4 3/4 5-9 Normal Value 10 1.5 Times 11 2 Times 12 Next Higher Value Row d% Gem Type d% Gem Type 01-05 Alexandrite 58-63 Garnet 06-12 Amethyst 64-68 Heliotrope 13-20 Aventurine 69-78 Malachite 21-30 Chlorastrolite 79-88 Rhodonite 31-40 Diamond 89-91 Ruby 41-43 Emerald 92-95 Sapphire 44-48 Fire Opal 96-00 Topaz 49-57 Fluorospar Standard items of jewelry are valued at 2d8x100 gp value. The table below can be used to generate descriptions of the items themselves. d% Type d% Type 01-06 Anklet 56-62 Earring 07-12 Belt 63-65 Flagon 13-14 Bowl 66-68 Goblet 15-21 Bracelet 69-73 Knife 22-27 Brooch 74-77 Letter Opener 28-32 Buckle 78-80 Locket 33-37 Chain 81-82 Medal 38-40 Choker 83-89 Necklace 41-42 Circlet 90 Plate 43-47 Clasp 91-95 Pin 48-51 Comb 96 Scepter 52 Crown 97-99 Statuette 53-55 Cup 00 Tiara
Magic Item Generation
Core p166 • book p.166
Determine the sort of item found by rolling on the following table: Any Weapon or Armor Any Exc. Weapons Type of Item 01-25 01-70 Weapon 26-35 71-00 01-12 Armor 36-55 13-40 Potion 56-85 41-79 Scroll 86-90 80-86 Wand, Staff, or Rod 91-97 87-96 Miscellaneous Items 98-00 97-00 Rare Items
Magic Weapons
Core p166 • book p.166
First, roll d% on the following table to determine the weapon type: d% Weapon Type 01-02 Great Axe 03-09 Battle Axe 10-11 Hand Axe 12-19 Shortbow 20-27 Shortbow Arrow 28-31 Longbow 32-35 Longbow Arrow 36-43 Light Quarrel 44-47 Heavy Quarrel 48-59 Dagger 60-65 Shortsword 66-79 Longsword 80-81 Scimitar 82-83 Two-Handed Sword 84-86 Warhammer 87-94 Mace 95 Maul 96 Pole Arm 97 Sling Bullet 98-00 Spear Next, roll on the Weapon Bonus tables. Follow the directions given if a roll on the Special Enemy or Special Ability tables are indicated; generally multiple rolls on the Special Ability table should be ignored when rolled. d% Roll Melee Missile Weapon Bonus 01-40 01-46 +1 41-50 47-58 +2 51-55 59-64 +3 56-57 +4 58 +5 59-75 65-82 +1, +2 vs. Special Enemy 76-85 83-94 +1, +3 vs. Special Enemy 86-95 Roll Again + Special Ability 96-98 95-98 Cursed, -1* 99-00 99-00 Cursed, -2* * If cursed weapons are rolled along with special abilities, ignore the special ability roll. 1d6 Special Enemy 1d6 Special Enemy 1 Dragons 4 Regenerators 2 Enchanted 5 Spell Users 3 Lycanthropes 6 Undead 1d20 Special Ability 01-09 Casts Light on Command 10-11 Charm Person 12 Drains Energy 13-16 Flames on Command 17-19 Locate Objects 20 Wishes
Magic Armor
Core p166 • book p.166
Generate the type and bonus of each item of magic armor on the tables below. d% Armor Type d% Armor Bonus 01-09 Leather Armor 01-50 +1 10-28 Chain Mail 51-80 +2 29-43 Plate Mail 81-90 +3 44-00 Shield 91-95 Cursed * 96-00 Cursed, AC 11 ** * If Cursed armor is rolled, roll again and reverse the bonus (e.g., -1 instead of +1). ** This armor has AC 11 but appears to be +1 when tested.
Potions
Core p167 • book p.167
d% Type d% Type d% Type 01-03 Clairaudience 26-32 Delusion 64-68 Invisibility 04-06 Clairvoyance 33-35 Diminution 69-72 Invulnerability 07-08 Cold Resistance 36-39 Fire Resistance 73-76 Levitation 09-11 Control Animal 40-43 Flying 77-80 Longevity 12-13 Control Dragon 44-47 Gaseous Form 81-84 Mind Reading 14-16 Control Giant 48-51 Giant Strength 85-86 Poison 17-19 Control Human 52-55 Growth 87-89 Polymorph Self 20-22 Control Plant 56-59 Healing 90-97 Speed 23-25 Control Undead 60-63 Heroism 98-00 Treasure Finding
Scrolls
Core p167 • book p.167
d% General Type 01-03 Cleric Spell Scroll (1 Spell) 04-06 Cleric Spell Scroll (2 Spells) 07-08 Cleric Spell Scroll (3 Spells) 09 Cleric Spell Scroll (4 Spells) 10-15 Magic-User Spell Scroll (1 Spell) 16-20 Magic-User Spell Scroll (2 Spells) 21-25 Magic-User Spell Scroll (3 Spells) 26-29 Magic-User Spell Scroll (4 Spells) 30-32 Magic-User Spell Scroll (5 Spells) 33-34 Magic-User Spell Scroll (6 Spells) 35 Magic-User Spell Scroll (7 Spells) 36-40 Cursed Scroll 41-46 Protection from Elementals 47-56 Protection from Lycanthropes 57-61 Protection from Magic 62-75 Protection from Undead 76-85 Map to Treasure Type A 86-89 Map to Treasure Type E 90-92 Map to Treasure Type G 93-00 Map to 1d4 Magic Items
Wands, Staves and Rods
Core p167 • book p.167
d% Type 01-08 Rod of Cancellation 09-13 Snake Staff 14-17 Staff of Commanding 18-28 Staff of Healing 29-30 Staff of Power 31-34 Staff of Striking 35 Staff of Wizardry 36-40 Wand of Cold 41-45 Wand of Enemy Detection 46-50 Wand of Fear 51-55 Wand of Fireballs 56-60 Wand of Illusion 61-65 Wand of Lightning Bolts 66-73 Wand of Magic Detection 74-79 Wand of Paralysis 80-84 Wand of Polymorph 85-92 Wand of Secret Door Detection 93-00 Wand of Trap Detection
Miscellaneous Items
Core p168 • book p.168
Effect Subtables d% Subtable 01-57 Effect Subtable 1 58-00 Effect Subtable 2 Effect Subtable 1 d% Effect Form 01 Blasting G 02-05 Blending F 06-13 Cold Resistance F 14-17 Comprehension E 18-22 Control Animal C 23-29 Control Human C 30-35 Control Plant C 36-37 Courage G 38-40 Deception F 41-52 Delusion A 53-55 Djinni Summoning C 56 Doom G 57-67 Fire Resistance F 68-80 Invisibility F 81-85 Levitation B 86-95 Mind Reading C 96-97 Panic G 98-00 Penetrating Vision D Effect Subtable 2 d% Effect Form 01-07 Protection +1 F 08-10 Protection +2 F 11 Protection +3 F 12-14 Protection from Energy Drain F 15-20 Protection from Scrying F 21-23 Regeneration C 24-29 Scrying H 30-32 Scrying, Superior H 33-39 Speed B 40-42 Spell Storing C 43-50 Spell Turning F 51-69 Stealth B 70-72 Telekinesis C 73-74 Telepathy C 75-76 Teleportation C 77-78 True Seeing D 79-88 Water Walking B 89-99 Weakness C 00 Wishes C Roll on the first table above to select a subtable, then roll again on the selected subtable to determine the exact effect. Finally, roll on the specified column of the Form table to determine the physical form of the item. Form of Item A B C D E F G H Bell (or Chime) 01-02 01-17 Belt or Girdle 03-05 01-07 Boots 06-13 01-25 Bowl 14-15 01-17 Cloak 16-28 08-38 Crystal Ball or Orb 29-31 18-67 Drums 32-33 18-50 Helm 34-38 01-40 Horn 39-43 51-00 Lens 44-46 01-17 Mirror 47-49 18-21 68-00 Pendant 50-67 26-50 01-40 22-50 41-80 39-50 Ring 68-00 51-00 41-00 51-00 81-00 51-00
Rare Items
Core p169 • book p.169
d% Type 01-05 Bag of Devouring 06-20 Bag of Holding 21-32 Boots of Traveling and Leaping 33-47 Broom of Flying 48-57 Device of Summoning Elementals (see below) 58-59 Efreeti Bottle 60-64 Flying Carpet 65-81 Gauntlets of Ogre Power 82-86 Girdle of Giant Strength 87-88 Mirror of Imprisonment 89-00 Rope of Climbing
Devices of Summoning Elementals
Core p169 • book p.169
Review the information for Elementals on page 88 before randomly selecting any of these items, as you may not wish to allow all types of elementals in your campaign. 1d8 Type 1 Bowl of Summoning Water Elementals 2 Brazier of Summoning Fire Elementals 3 Censer of Summoning Air Elementals 4 Crucible of Summoning Metal Elementals 5 Mallet of Summoning Wood Elementals 6 Marble Plate of Summoning Cold Elementals 7 Rod of Summoning Lightning Elementals 8 Stone of Summoning Earth Elementals
Using Magic Items
Core p169 • book p.169
Magic items may work in many different ways. Some wearable items are activated just by putting them on. The effect of such items may not be known until an appropriate situation arises. For example, the benefits of magic armor only become clear when the wearer is attacked. Many items are activated by using them in an obvious fashion. For instance, a character has to drink a potion, swing a sword, or interpose a shield to deflect a blow in combat. Activation of these items is generally straightforward and self-explanatory. This doesn't mean that if you use such an item, you automatically know what it can do; many times, the only way to know what an item does is to use it. If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is usually needed. A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Note that many magic items must be held in the hand (or otherwise specially handled or worn) to be used; the risk of accidental activation is less significant for such items. Learning the command word for an item may be easy (sometimes the word is actually inscribed on the item) or it may be difficult, requiring the services of a powerful wizard or sage, or some other means of discovery. Only the character holding or wearing a magic item may activate it. A character who has been gagged or silenced may not activate a magic item which requires a command word. When an article of magic armor, clothing or jewelry (including a ring) is discovered, size is not usually an issue. Such items magically adjust themselves for wearers from as small as Halflings to as large as Humans. This effect is called accommodation. The GM may create "primitive" items lacking this power if they wish. Generally only one magical item of a given type may be worn at the same time. For example, a character can normally only wear one suit of armor, wear one necklace and carry one shield at a time. In the case of rings, a character may wear one magical ring per hand. If a character wears more items of a given type than would normally be practical, the items will usually fail to function due to interference with one another; for instance, wearing two rings on the same hand normally results in both rings failing to operate. Note, however, that this limitation cannot be used to disable cursed magic items. For example, wearing a cursed ring would prevent another magic ring from being worn and used on that hand, but the curse would not be lifted by donning a second magic ring.
Magic Weapons
Core p170 • book p.170
Magic weapons are created with a variety of powers and will usually aid the wielder in combat. A magical weapon's bonus is applied to all attack and damage rolls made with the weapon. Casts Light on Command: By drawing the weapon and uttering a command word, the wielder may cause it to glow; it will then shed light with the same radius as a light spell. Sheathing or laying down the weapon, or speaking the command word again, dispels the effect. This power may be used as often as desired. Charm Person: This power allows the wielder to cast charm person once per day by brandishing the weapon, speaking a command word and gazing at the target creature. (The wielder's gaze does not have to be met for the spell to be cast.) The target creature is allowed saving throws just as described in the spell description. Drains Energy: A weapon with this power drains one life energy level on a hit, as described under Energy Drain in the Encounter section; up to 2d4 levels can be drained by a weapon with this power, after which time the weapon loses this power but retains any other magical effects or bonuses. Flames on Command: Upon command, the weapon will be sheathed in fire. The fire does not harm the wielder. The effect remains until the command is given again, or until the weapon is dropped or sheathed. While it flames, all damage done by the weapon is treated as fire damage, and an additional +1 bonus (in addition to the weapon's normal bonus) is added to damage when fighting trolls, treant, and other creatures especially vulnerable to fire. It casts light and burns just as if it were a torch. Locate Objects: This power allows the wielder to cast the spell locate object once per day, as if by an 8th level Magic-User. Special Enemy: These weapons are created to combat a specific sort of creature, as rolled on the Special Ability table. When used against that specific enemy, the second listed bonus applies instead of the first; so a Sword +1, +3 vs. Undead would provide +1 attack and damage against giant rats, but +3 attack and damage rolls against zombies. Wishes: Weapons with this power have the ability to grant 1d4 wishes. The GM must adjudicate all wishes, and instructions are given in the Game Master section regarding this. After these wishes have been made, the weapon loses this power, but retains any other bonuses and powers. Cursed Weapons inflict a penalty to the wielder's attack rolls, as rolled on the Weapon Bonus table. The curse causes the afflicted character to be unable to get rid of the weapon. There are two possible forms the curse may take: Obsession and Affliction. The GM may decide which to use at their option. Obsession: Regardless of how severe the penalty is, the character wielding the weapon will believe it is a bonus and refuse to use any other weapon in combat. A remove curse spell is the only way to rid a character of such a weapon; but as they will believe the weapon is the best magical weapon ever, the character receives a saving throw vs. Spells to resist. Affliction: The character knows the weapon is cursed as soon as they use it in combat; however, any attempt to throw it away fails, as the weapon magically appears back in the character's hand whenever they try to draw any other weapon. In this case, the remove curse spell needed to rid the character of the weapon will be unopposed (i.e. no saving throw).
Magic Armor
Core p171 • book p.171
Magic armor (including shields) offers improved, magical protection to the wearer. In general, magic armor grants the normal Armor Class for its type, plus the magical armor bonus, as rolled on the Magic Armor table; for example, Plate Mail +2 provides an Armor Class of 19. There are two varieties of cursed armor: Cursed Armor -1 and Cursed Armor AC 11. The first variety's AC is reduced by the rolled penalty; for example, Plate Mail -1 grants Armor Class 16. The second type is much worse, for regardless of the type, it only provides Armor Class 11. Dexterity and shield bonuses still apply. Cursed armor cannot be removed from the wearer once the curse is proven, that is, once the wearer is hit in combat. Once the curse has taken effect, only a remove curse spell, or some more powerful magic (such as a wish), will enable the wearer to remove it. The armor will detect as magical, like any other magic armor; the curse cannot be detected by any means other than wearing the armor in combat.
Potions
Core p171 • book p.171
A potion is an elixir concocted with a spell-like effect that affects only the drinker. Unless otherwise noted, a potion grants its benefits for 1d6+6 turns (even if the duration of an associated spell is longer or shorter). Potions generally only affect living creatures. Clairaudience: This potion enables the drinker to hear sounds in another area through the ears of a living creature in that area, up to a maximum 60' away. This effect otherwise functions just as the spell clairvoyance. Clairvoyance: This potion grants the imbiber the effect of the clairvoyance spell. Cold Resistance: This potion grants the imbiber the power of the spell resist cold. Control Animal: This potion functions like a control human potion, but affects only normal, non-magical animals. Control Dragon: This potion functions like a control human potion, but affects only dragons. Control Giant: This potion functions like a control human potion, but affects only giants. Control Human: This potion allows the drinker to charm any humanoid by gazing at it. The effect functions like the charm person spell. If the charm is resisted, the drinker can attempt to charm up to two more targets before the potion's benefit is exhausted. Control Plant: This potion grants the drinker control over one or more plants or plant creatures within a 10' square area up to 50' away. Normal plants become animated, having a movement rate of 10', and obey the drinker's commands. If ordered to attack, only the largest plants can do any real harm, attacking with a +0 attack bonus and inflicting 1d4 points of damage per hit. Affected plant creatures (who fail to save vs. Spells) can understand the drinker, and behave as if under a charm monster spell. Control Undead: This potion grants the drinker command of 3d6 hit dice of undead monsters. A save vs. Spells is allowed to resist the effect. Mindless undead follow the drinker's commands exactly; freewilled undead act as if under a charm person spell. Delusion: This cursed potion will appear, if tested or analyzed, to be one of the other potions (other than poison). When imbibed, the drinker will briefly believe they have received the benefits of the "other" potion, but the illusion will be swiftly exposed… Diminution: This potion reduces the drinker and all items worn or carried to one-twelfth of their original height (so that a 6' tall character becomes 6" tall). The drinker's weight is divided by 1,728; this makes an armed warrior weigh less than 2.5 ounces. The affected creature cannot make an effective attack against any creature bigger than a house cat, but may be able to slip under doors or into cracks and has a 90% chance of moving about undetected (both in terms of sound and vision). Fire Resistance: This potion grants the imbiber the power of the spell resist fire. Flying: This potion grants the power of the spell fly. Gaseous Form: The drinker and all of their gear become insubstantial, misty, and translucent. The drinker thus becomes immune to non-magical weapons, and has an Armor Class of 22 vs. magical weapons. The imbiber can't attack or cast spells while in gaseous form. The drinker also loses supernatural abilities while in gaseous form. A gaseous creature can fly at a speed of 10', and can pass through small holes or narrow openings, even mere cracks, as long as the potion persists. The gaseous creature is subject to the effects of wind, and can't enter water or other liquid. Objects cannot be manipulated in this form, even those brought along when the potion was imbibed. The drinker cannot resume material form at will, but must wait for the potion to expire; however, the potion may be quaffed in thirds, in which case each drink lasts 1d4+1 turns. Giant Strength: This potion grants the imbiber the Strength of a giant. For the duration, the drinker gains a bonus of +5 on attack and damage rolls with melee or thrown weapons, and can throw large stones just as a stone giant can. Growth: The drinker of this potion (with all equipment worn or carried) becomes twice normal height and eight times normal weight. The enlarged character is treated as having the Strength of a Stone Giant (but without the rock-throwing ability), gaining +5 on attack and damage rolls. Healing: The imbiber of this potion receives 1d6+1 hit points of healing (as the spell cure light wounds). Heroism: This potion improves the fighting ability of the drinker. Fighters of the 3rd level or less gain +3 to attack bonus as well as gaining 3 hit dice. Fighters of 4th or 5th level gain +2 to attack bonus and 2 hit dice. Fighters of 6th or 7th level gain +1 to attack bonus and 1 hit die. Fighters of 8th level or higher, as well as non- Fighter class characters, receive +1 to attack bonus but gain no hit dice. Hit dice gained are only temporary, and damage received is deducted from those hit dice first; any such points that remain when the potion expires are simply lost. Invisibility: This potion makes the imbiber invisible (as the spell). This potion may be quaffed in thirds, in which case each drink lasts 1d4+1 turns. Invulnerability: This potion grants a bonus of +2 to Armor Class. Levitation: This potion grants the power of the spell levitate. Longevity: The drinker of this potion becomes younger by 1d10 years. Mind Reading: This potion grants the power of the spell of the same name. Poison: This isn't a potion at all, it's a trap. The drinker must save vs. Poison or die, even if only a sip was imbibed. Polymorph Self: This potion grants the power of the spell of the same name. Speed: This potion gives the drinker the benefits of the spell haste. Treasure Finding: The imbiber of this potion will immediately know the direction and approximate distance to the largest treasure hoard in a 300' spherical radius. This potion specifically detects platinum, gold, electrum, silver, and copper; gemstones and magic items are not detected.
Scrolls
Core p172 • book p.172
Most scrolls contain some sort of magic which is activated when read, and which may only be used once; the characters burn away as the words are read. Spell Scrolls are enchanted with one or more Cleric or Magic-User spells (never both sorts on the same scroll). Each spell can be used just once, though of course the same spell may appear multiple times on a single scroll. Use the table below to determine the spell level of each spell on a scroll. Only a Cleric can use a Clerical scroll, and only a Magic-User can use a Magic-User scroll. Magic-Users must cast read magic on a spell scroll before being able to use it; each scroll needs to be treated in this way just once, and the effect lasts indefinitely thereafter. If a Magic-User attempts to cast a spell from a scroll, and they do not know that spell, there is a 10% chance the spell will fail. If a spell on a scroll is of higher level than the highest level spell the Magic-User can cast, for each spell level of difference, add 10% to the chance of failure. For example, Aura the 3rd level Magic-User attempts to cast polymorph self from a scroll. Aura is able to cast, at most, 2nd level spells. Polymorph self is a 4th level spell, so Aura has a chance of failure of 10% (she doesn't know the spell) plus 20% (2nd level maximum vs. 4th level spell), for a total of 30%. Clerical scrolls are written in a normal language (being just specially enchanted prayers), so the Cleric merely needs to know the language in which the scroll is written in order to use it. Clerics have the same chance of failure as do Magic-Users, save that the 10% penalty assigned for not knowing the spell does not apply. Spell Scrolls: Spell Level d% Level of Spell 01-30 1st 31-55 2nd 56-75 3rd 76-88 4th 89-97 5th 98-00 6th A Cursed Scroll inflicts some curse upon whoever reads it. It need not be read completely; in fact, merely glancing at the text is enough to inflict the curse. A saving throw may or may not be allowed, as determined by the GM (though a save vs. Spells should usually be allowed). The GM is encouraged to be creative when creating curses; the spell bestow curse (the reverse of remove curse) can be used for inspiration, but cursed scrolls can contain more powerful or inventive curses at the GM's discretion. Protection Scrolls can be read by any character class, assuming the character can read the language the scroll is written in (see the notes under Language on page 4 of the Character section for details). When read, a protection scroll creates a 10' radius protective circle around the reader; preventing the warded creatures from entering. The circle moves with the reader. Any creature other than the sort the scroll wards may enter, including of course the allies of the scroll-reader, who are themselves protected so long as they remain entirely within the circle. If any creature within the circle performs a melee attack against any of the warded creatures, the circle is broken and the warded creatures may freely attack. Normal protection scrolls last for 2 turns after being read. Protection from Magic scrolls are special, as they protect against magic spells and items rather than creatures. No magical effect can cross the 10' circle of protection in either direction for 1d4 turns. As with the other protection scrolls, the circle created by this scroll moves with the reader. Treasure Maps are generally non-magical. They must be created by the GM, although they may delay creating the map until the characters can actually use it. The treasure on the map will normally be guarded by some sort of monster, as determined by the GM.
Wands, Staves and Rods
Core p173 • book p.173
A wand is a short stick, generally 12 to 18 inches long, imbued with the power to cast a specific spell or spelllike effect. A newly created wand has 20 charges, and each use of the wand depletes one of those charges; a wand found in a treasure hoard will have 2d10 charges remaining. If a wand generates an effect equivalent to a spell, assume the spell functions as if cast by a 6th level caster, or the lowest level caster who could cast that spell (whichever is higher), unless otherwise noted. Wands are generally usable only by Magic-Users. Saving throws are rolled as normal, but on the Magic Wands column rather than the Spells column. A staff has a number of different (but often related) spell effects. A newly created staff has 30 charges, and each use of the staff depletes one or more of those charges. A staff found in a treasure hoard will have 3d10 charges remaining. Spell effects generated by a staff operate at 8th level, or the lowest caster level the spell could be cast by, whichever is higher, unless otherwise stated. Staves are usable only by Magic- Users, except where noted. Saving throws against magic from a staff are rolled on the Spells column. A rod is a scepter-like item with a special power unlike that of any known spell. Rods are normally usable by any class. Rod of Cancellation: This rod may only be successfully used once. If struck against another magic item, it utterly destroys all enchantments within the item; this expends the rod's magic. A roll to hit is required if the target item is held by another character or creature. Snake Staff: This item is a walking staff +1. When used by a Cleric, the user may command the staff to transform into a constrictor snake (instead of causing damage) on a successful hit. The snake will wrap around a target up to man sized and hold them fast for 1d4 turns, unless a save vs. Spells is made. The snake does not attack in any other way, nor cause any damage. The snake may be recalled by the user at any point, in which case it returns to their hand and returns to staff form. It also returns in this way when the duration expires, or if the save is made. The snake has Armor Class 15, moves 20' per round and has 20 hit points; any hit points of damage taken are healed completely when the snake returns to staff form; if killed in snake form, the magic is destroyed and it turns into a broken stick. The staff may be used any number of times per day, and neither has nor uses charges. Staff of Commanding: This staff can cast charm person and charm monster spells, and can grant a power equivalent to a Potion of Plant Control. Each function uses one charge. Staff of Healing: This staff can heal 1d6+1 hit points per charge expended, as the spell cure light wounds. Alternately, with an expenditure of two charges, the staff can cast cure disease. This staff is only usable by a Cleric. Staff of Power: This staff has the following powers costing one charge per use: lightning bolt (6d6 damage), fireball (6d6 damage), cone of cold (as the wand, for 6d6 damage), continual light, and telekinesis (as the ring, lasting at most 1d6 turns). The staff is also a Walking Staff +2, and can be used exactly as a Staff of Striking. A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. All charges currently in the staff are instantly released in a 30' radius, doing 1d6 points of damage per charge remaining (save vs. Spells for half damage). All within the area, including the wielder, are affected by this. Even after all charges have been used, it remains a walking staff +2. Staff of Striking: This staff has no attack bonus, but is treated as a +1 weapon with respect to what sorts of monsters it can hit (and is usable by any class in that mode). This staff's primary power may only be used if wielded by a Cleric: By uttering a command word, the Cleric may create an effect similar to the spell striking. Expenditure of one charge adds 1d6 points of damage to the weapon's next strike; expenditure of two charges adds 2d6, and expenditure of three charges adds 3d6 damage. If the weapon is not successfully used after the command word has been spoken, the effect dissipates after one turn. Staff of Wizardry: This staff is equivalent to the Staff of Power, above, and has the following powers as well: invisibility, passwall, web, and conjure elementals (as the spell, but conjuring staff elementals as described in the Monsters section). These powers each use one charge when activated. Wand of Cold: This wand generates a conical blast of cold doing 6d8 damage (save vs. Magic Wands for half damage). The cone spreads from the tip of the wand to a width of 30' at a distance of 40' away. Wand of Enemy Detection: The effect of this wand is to make all enemies of the user within 60' glow with a greenish white light for one round. Even hidden or invisible enemies glow in this way, revealing them, but enemies completely out of sight (such as behind a wall) may not be seen by the user. An "enemy" is any creature which is thinking of or otherwise intending to harm the user; also, all undead monsters and animated constructs within range will glow in this way regardless of intent or thoughts (or lack thereof). Wand of Fear: This wand generates the effect of the spell cause fear (the reverse of the spell remove fear). Wand of Fireballs: This wand generates fireballs, exactly as the spell, doing 6d6 damage. Wand of Illusion: This wand allows the user to create illusions equivalent to the spell phantasmal force. Wand of Lightning Bolts: This wand generates lightning bolts, exactly as the spell, doing 6d6 damage. Wand of Magic Detection: This wand grants the user a power equivalent to the spell detect magic. Wand of Paralysis: This wand creates the effect of the spell hold person. Wand of Polymorph: This wand can be used to cast either polymorph self or polymorph other. Wand of Secret Door Detection: This wand grants the user a power similar to the spell find traps, but which reveals secret doors rather than traps. Wand of Trap Detection: This wand grants the user a power equivalent to the spell find traps.
Miscellaneous Items
Core p174 • book p.174
These items may take any of several forms, and have a variety of effects; when randomly rolled, the effect is determined first (as explained with the tables above) and then the form is rolled on a separate table. Generally, such an item is written as a [Form] of [Effect], for example, a Cloak of Fire Resistance. Items with forms meant to be worn are limited in that only a normal number may be used at one time: at most two rings (one on each hand), one cloak, a pair of boots, one helm, and one pendant. If a character is wearing two items that grant the same continuous effect, such as Cold Resistance or Protection, only one such item will function. If the items have differing levels of effect, such as a Cloak of Protection +1 and a Ring of Protection +3, only the more powerful item will operate (in this case, the ring). While the tables on page 168 provide standard forms for miscellaneous items, the Game Master is in no way limited to what appears on the Form of Item table; items may be created with forms not normally allowed there, or indeed even in forms that are not there at all.
Miscellaneous Item Effects
Core p175 • book p.175
Blasting: When this device is played (as appropriate for its form), it creates a powerful blast of sound filling a cone 10' long and 2' wide at the base. Those within the area of effect suffer 2d6 points of damage and are deafened for 1 full turn. A successful saving throw vs. Death Ray reduces damage by half and reduces the period of deafness to a single round. The device can also be used to damage or destroy buildings, fortifications, etc. Double the damage listed above when this item is used against a structure. The Stronghold rules in the Game Master section contains further guidance on this. Blending: The wearer of this item becomes nearly invisible, granting an 80% chance that the wearer can move about unnoticed. If detected by onlookers, the wearer can be attacked without significant penalty. Cold Resistance: The wearer of this device receives protection as the spell resist cold, but the protection works continually. Comprehension: The wearer of this device is granted the ability to read any language, including any form of magical script. Being able to read magic does not confer magical abilities upon the wearer, but if worn by a magic-user it grants the effects of read magic constantly. Note that when reading non-magical texts, the limitations described under the spell read languages apply to this device also. Control Animal: The wearer of this device can charm up to 6 hit dice of animals. The effect works much like a charm person spell, but only affects animals (including giant-sized animals, but excluding fantastic creatures as well as anything more intelligent than a dog or cat). The wearer can activate the power at will, targeting any animal within 60' that they can see. The wearer may choose to end the effect for one or more controlled creatures at any time, in order to "free" enough hit dice to control a new target. Control Human: The wearer of this device may cast the spell charm person at any target they can see within 60'. The wearer can use this power once per round, at will. If more than one humanoid is to be affected, the wearer cannot control more than 6 hit dice or levels of humanoids at a time; however, the wearer may choose to end the effect for one or more controlled creatures at any time, in order to "free" enough hit dice or levels to control a new target. Control Plant: The wearer of this device may create an effect equivalent to a Potion of Plant Control at will, affecting plants or plant creatures within 60' that they can see. The effect lasts as long as the wearer remains within 60' of the plants or plant creatures. A saving throw is allowed just as for the potion. Courage: When this device is played, all characters and creatures friendly to the user within 60 feet are affected as by the spell remove fear. Deception: This device grants to the wearer the power of the Deceiver (as described on page 75). Any attacker will believe the wearer is 3 feet from their true location, and the attacker's first strike will always miss. Thereafter, the attacker suffers a penalty of -2 on all attack rolls. This device does not affect mindless creatures, constructs such as golems or living statues, or any sort of undead. Living creatures which are not mindless will be affected even if they do not use sight to target the wearer. Delusion: Whoever wears this device believes it is some other form of useful magical device, and behaves thus (so for example, if Darion believes he is wearing a Ring of Invisibility he will believe himself to actually be invisible). Unlike the potion of the same name, the device's effect is not dispelled by the wearer suffering damage; in fact, the only way to rid a character of this cursed item is with the spell remove curse. Djinni Summoning: Each device of this type has a specific djinni bound to it, which will be summoned to the wearer's location when they rub the device while wearing it. The djinni appears in the next round and protects, serves, and obeys the wearer. The djinni will serve at most 1 hour per day, and can be summoned at most once per day. If the djinni bound to a device is ever slain, the ring loses all magical properties. Doom: When this device is played (as appropriate for its form), this device will create animated skeletons or zombies as if by the spell animate dead. Up to 3d6 hit dice of undead monsters will be so created from remains within a 60' radius of the character who activated the device. If both skeletal and fleshy remains are available in the area of effect, skeletons will be animated in preference over zombies. If the user is a magic-user or cleric, the created undead may be controlled so long as that character retains the device. If played by a fighter or thief, the undead created will be uncontrolled, and will attack any living creatures nearby. The device may be used once per day, but no more than 18 hit dice of undead created by it may exist at any one time. Fire Resistance: The wearer of this device receives protection as the spell resist fire, but the protection works continually. Invisibility: The wearer of this device can become invisible (as the spell invisibility) on command. If the invisibility is dispelled (as described for the spell), the device may not be reactivated for one full turn. The invisibility effect otherwise lasts for 24 hours. Levitation: The wearer of this device may levitate (as the spell) at will by concentrating. There is no limit to how long this device may be used. Mind Reading: Whoever wears this device has access to a permanent form of the spell mind reading; it is always available but only activates when the wearer spends a full round concentrating upon it, and persists until the wearer ceases to use it. The effect can be activated as many times per day as the wearer wants. Panic: When this device is played (as appropriate for its form), all creatures more than 20 feet from the user but not over 120 feet away must save vs. Spells or be affected as by the spell cause fear. Penetrating Vision: On command, and for so long thereafter that the wearer concentrates on it, this device confers the power to see through solid matter as if it were transparent as glass. The effect extends at most 20 feet, and the wearer sees as if in normal light even if they are in fact in total darkness. This effect is blocked by certain materials; the wearer can see through at most 3 feet of wood or soil, 1 foot of stone, or 1 inch of most metals. Gold or lead no thicker than foil will completely block the effect. The device may be used three times per day, and each use lasts at most one turn. Protection: The wearer of an item with this power receives the listed benefit (from +1 to +3) to their Armor Class for so long as the ring is worn. This bonus is also applied to the wearer's saving throw die rolls. Protection from Energy Drain: This device has the power to absorb and neutralize energy-draining attacks, death spells or effects (such as slay living), and curses that would otherwise affect the wearer. The device has 2d6 charges when found, and each negative level, curse, or spell absorbed consumes one charge. When the device's charges are exhausted it disintegrates into golden sparkles and disappears. Protection from Scrying: The wearer of this item is immune to all forms of scrying (including crystal balls, clairvoyance, clairaudience, and any other means of location or spying at a distance) as well as any form of mind reading. Other characters who are within 30' of the wearer are also immune to scrying, but not to mind reading. Regeneration: This device grants the wearer the power of regeneration, exactly as described in the description of the Troll on page 152, including the weakness with respect to acid and fire damage. Note that this device will only heal damage suffered while it is worn; pre-existing damage is not healed by putting on the device. Scrying: This device can be used to spy upon other people or locations, regardless of distance. A scrying device may only be used by Magic-Users. It can be used three times per day, for up to a turn each time. The chance of success when using a scrying device is as shown below. Total chances equal to or greater than 100% do not require a roll. Knowledge and Connection Chance Secondhand Knowledge (heard of) 25% Firsthand Knowledge (seen briefly) 55% Familiar (known well) 95% Possession or garment +25% Body part, lock of hair, bit of nail, etc. +50% The user of the device is the only one who will see the image. No sound will be heard normally. Detect magic, detect evil, and mind reading have a 3% chance per level of the caster of operating correctly if used with a scrying device. Scrying, Superior: This item works exactly like a standard scrying device, as described above, but also allows the user to hear any sounds in the location viewed as if they were there. Speed: The wearer of this device can activate it with a command word (or by clicking their heels together, if the item takes the form of boots) and gain the effect of a haste spell, and can end the effect the same way. The effect can be used for a total of 10 rounds each day. Spell Storing: These much sought-after devices each contain a number of spells which can be cast by the wearer. Most of them contain Magic-User spells, but 1 in 10 contains Clerical spells instead. No device may contain spells of both types! Each spell stored in the device is cast as if by the lowest-level character who could normally cast the spell, but not less than 6th level in any case. Any class may wear and use this device, but it can only be recharged by casting the appropriate spell into it. A table is provided below to determine how many spells, and what levels they are. A spell storing device must be recharged with the same spells that were placed into it when it was made; so a Pendant of Two Spell Storing containing fireball and fly can only be recharged with those two spells. The wearer of one of these devices automatically knows the names of the spells stored within it, but is not granted detailed knowledge of how each spell works. If the wearer is not a magic-user and no such character is available to advise the wearer, there may be some difficulty in using it successfully (and safely). A device of this type found in a treasure hoard may be completely charged, or discharged, or partially charged, at the GM's option. d% # of Spells d% Level of Spell 01-24 1 01-30 1st 25-48 2 31-55 2nd 49-67 3 56-75 3rd 68-81 4 76-85 4th 82-91 5 86-97 5th 92-96 6 98-00 6th 97-00 7 Spell Turning: This device reflects spells cast directly at the wearer, but not area effect spells, back at the caster; so a hold person spell would be reflected, but not a fireball. It will reflect up to 2d6 spells before its power is exhausted.
Miscellaneous Item Effects (continued)
Core p175 • book p.175
Stealth: The wearer of this device can move quietly in virtually any surroundings, granting a 90% chance of success when moving silently (as the Thief ability of the same name). Telekinesis: The wearer of this device can use the power of the spell telekinesis, as if cast by a 12th level Magic-User. The effect may be used as many times per day as the wearer wishes, but lasts only as long as the wearer concentrates on it. Telepathy: Three times per day this item can be activated by use of its command word, at which point it will grant the wearer the power of a special version of the mind reading spell which has a range of 90 feet and lasts for 1 turn. During this time the wearer can send thoughts to the mind of any creature whose thoughts the wearer is already reading, allowing communication. Teleportation: Upon command the wearer of this item may cast the spell teleportation as if by a wizard of the 12th level of ability. This power can be used up to 3 times per day. True Seeing: Three times per day this device can grant the user the power of the spell true seeing. Each use lasts at most one turn. Water Walking: This device allows the wearer to walk on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the wearer's feet hover an inch or two above the surface. Molten lava will still cause the wearer damage from the heat since they are still near it. The wearer can walk, run, or otherwise move across the surface as if it were normal ground. Weakness: Whoever puts this device on is cursed; their Strength score is reduced immediately to 3. The device can only be removed with remove curse. Wishes: This device contains the power to grant wishes to the wearer. 1d4 wishes will remain within the ring when it is found. The GM must adjudicate all wishes, and instructions are given in the Game Master section regarding this.
Rare Items
Core p177 • book p.177
Bag of Devouring: This device appears, to all tests, to be a normal Bag of Holding, and in fact it performs exactly like one at first. However, all items placed within disappear forever 1d6+6 turns later. The bag continues to weigh whatever it did after the items were placed within it (that is, one-tenth the total weight of the items), until it is opened and discovered to be empty. Bag of Holding: This device is a bag which appears to be about 2 feet wide and 4 feet deep. It opens into an extradimensional space, and is able to hold more than should be possible: up to 500 pounds of weight, and up to 70 cubic feet of volume. The bag weighs one-tenth as much as the total of the objects held within. Any object to be stored in the bag must fit through the opening, which has a circumference of 4 feet. Puncturing or tearing the bag will destroy its magic and cause all contents to be lost forever. If this item is turned inside out all contents are dumped. The bag is unharmed, but it will no longer work until it is turned right side out again. If living creatures are placed inside they will suffocate within a turn (with exceptions for creatures resistant to suffocation as determined by the GM). The bag's volume cannot be overfilled (as excess items simply cannot be put inside), but if overloaded above 500 pounds and then lifted it will be torn. Getting any particular item from the bag requires the bearer to spend a round searching during which no movement may be made. Boots of Traveling and Leaping: These boots allow the wearer to make great leaps, jumping up to 10' high and/or 30' across. They improve the wearer's movement so greatly that they also increase their movement rate on land by an additional 10' per round. Broom of Flying: This broom is able to fly through the air for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as they have a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when the command word is spoken. Efreeti Bottle: This item may appear as an ornate bottle, or sometimes as a magic lamp. It can be activated once per day, by opening it if it takes the form of a bottle or by rubbing it if it takes the form of a lamp. When activated, smoke pours out and forms into an efreeti. The efreeti released was trapped in the bottle and forced to serve whoever activates it. However, an efreeti who has spent too long in a bottle may have lost its mind, and if this happens the efreeti will begin a frenzied attack upon whoever activated the bottle, disappearing when either the user of the bottle or the efreeti is dead. There is, fortunately, only a 1 in 10 chance this will happen. On the other hand, there is also a 1 in 10 chance that the efreeti of the bottle is able to grant three wishes to the user. If this is the case, the efreeti will perform no other service, and cannot return to the bottle after it is activated until the user makes a wish. Subsequent wishes require additional activations, and upon the final wish being granted the efreeti disappears for good. Roll 1d10 when the bottle is first activated; on a roll of 1, the efreeti is insane, while on a roll of 0 the efreeti has three wishes to grant. If neither of these results is rolled, the efreeti will serve the user for up to one hour per day for 101 days, after which time it is freed and will disappear. Note that after the first activation, every day that passes is counted toward the 101 days whether or not the user activates the bottle. Flying Carpet: This item appears to be a fancy rug of the sort found in the castle of a king. It has the power to fly, carrying those upon it as if they stand upon a solid surface. A flying carpet is typically 5' x 8' in size and can carry up to 500 pounds at a movement rate of 100' per round, or up to 1,000 pounds (its maximum capacity) at a rate of 50' per round. A flying carpet can fly at any speed up to its maximum, and can hover on command. Gauntlets of Ogre Power: These thick leather gloves grant the wearer a Strength bonus of +4 (instead of their own Strength bonus). Both gauntlets must be worn for the magic to be effective. Girdle of Giant Strength: This broad leather belt grants the wearer the strength of a giant. For so long as it is worn, the wearer gains a Strength bonus of +5 (instead of their own Strength bonus), and can throw large stones just as a stone giant does. Mirror of Imprisonment: This item can appear as any style of full-length or larger mirror. It is a form of magical trap, which can be set or deactivated by speaking a command word followed by "activate" or "deactivate." When in its active state, any character or creature who stands within 30 feet of the mirror and sees its reflection must save vs. Spells or be drawn bodily into the mirror, including all items worn or carried. The victim is placed within one of 20 metaphysical cells inside the mirror. Those trapped in the mirror are mere reflections and are unable to take any action. The last character who spoke the command word to the mirror is immune to its power, as are undead, constructs, and any creature that lacks eyes. A character who speaks the command word and then calls the number of a cell will cause the reflection of the occupant of that cell to appear in the mirror. The trapped creature can move and speak, but cannot cast spells or take any other real action. The controlling character may interrogate the trapped victim if desired, though the mirror does not compel the victim to respond or to be truthful. The controller may at any time speak the command word again and say "return" and the victim will be returned to its cell; or, the controller can say the command word followed by "come out" to free the victim, who appears standing beside the controller. Should all cells be full when a creature is drawn inside, one cell chosen at random will be emptied with the freed creature appearing where the trapped one had been standing. The freed creature is safe from the mirror for one turn thereafter before it can again be trapped. All victims will be freed instantly if the mirror is broken. Rope of Climbing: This 50 foot long rope is about ½ inch in diameter, but is capable of supporting up to 3,000 pounds if tied to a secure anchor point. When the user holds one end of the rope and speaks the command word, the rope animates, moving like a snake at a rate of 10' per round in whatever direction the user commands. The rope is even able to move into a completely vertical position if so ordered. It can be commanded to tie itself to any anchor point within reach (since the user must continue holding one end of the rope, it can reach no more than 50 feet from that point). The rope has no real strength and thus cannot lift or support any weight if not tied to an anchor point.
Devices of Summoning Elementals
Core p179 • book p.179
These devices all grant the power to summon and control an elemental. As noted, the GM is likely to choose to allow only certain types of Elementals, so not all of these devices may be available in your campaign. When one of these devices is activated in accordance with the summoning rules described for the Elemental monster entry on page 88, an appropriate elemental appears and follows the summoner's commands. Bowl of Summoning Water Elementals: This device is about the size of a punch bowl, and will be made of precious metals set with jewels. To activate this device, it must be filled with fresh water (at least a quart) and the command words inscribed around its rim must be spoken, which requires a full round to complete. Brazier of Summoning Fire Elementals: This device appears to be a small brazier, a metal bowl with legs and cage-like sides which stands about a 1½ feet tall. Braziers are meant to hold fire. To activate this device, a fire must be built in this brazier and the command words inscribed around its rim-band must be spoken, which requires a full round to complete. Censer of Summoning Air Elementals: This device appears to be an ornate but ordinary censer, a kind of bowl with a perforated lid and a chain which is used to lift and swing the device. These are normally used in worship, but this device is made for a different purpose. To activate this device, incense must be placed in the bowl, lit, and covered, and the command words inscribed around the edge of the lid must be spoken, which requires a full round to complete. Crucible of Summoning Metal Elementals: This device appears to be a small crucible, an open-topped vessel used for melting metal. To activate this device, it must be placed on a solid, adequately heat-resistant surface and the command words inscribed around the edge of the lid must be spoken, which requires a full round to complete. The crucible becomes very hot while the metal elemental is present, causing 2d8 points of damage to any character who dares to touch it barehanded and 2d6 points even if wearing armor or ordinary fabric or leather gloves. The crucible requires a full turn to cool after use. Mallet of Summoning Wood Elementals: This is a wooden mallet of the sort used by builders to drive in pegs; though it could be used as a weapon, it is a poor excuse for one as it does just 1d4 points of damage on a hit and is not treated as a magic weapon. To activate this device, it must be held in the hand and the command words inscribed on one side of the hammerhead must then be spoken, which requires a full round to complete. Marble Plate of Summoning Cold Elementals: This device is a circular plate of marble about 9 inches in diameter and about ¾ of an inch thick. To activate this device, it must be placed level on a solid, stable surface and a full skin of fresh water must be poured upon it; as the water touches the base it magically freezes into a small sculpture of a cold elemental. The command words inscribed around the rim of the plate must then be spoken, which requires a full round to complete. Rod of Summoning Lightning Elementals: This device appears as a copper rod about ¾ inch thick and 2 feet long, tipped with a polished ball of amber. The rod will have a smooth, polished green surface (a thin coating of verdigris) but will not be pitted or damaged by the corrosion. To activate this device it must be held in the hand and the command words inscribed on the length of the rod must then be spoken, which requires a full round to complete. Stone of Summoning Earth Elementals: This device is a roughly-cut but highly-polished stone in which a vein or cluster of precious or semi-precious stones is visible. To activate this device, it must be held in the user's hands and the command words inscribed on the smoothest area of the stone must be spoken, which requires a full round to complete.

Part 8

Wandering Monsters
Core p180 • book p.180
We had the foresight to bring several large sacks with us, and we swiftly filled them with coins and gems from beneath the sarcophagus. Without further delay we moved out, intent upon reaching the stairs to the surface and then returning to Morgansfort. But it couldn't be that easy… On the way in, Barthal scouted ahead and we took our time, constantly on the lookout for monsters. On the way out, we threw caution to the wind, moving at full speed with Barthal watching behind us. So it was that Morningstar and I turned a corner and practically stepped on the first rank of a goblin patrol! Once again I was caught flatfooted, but so were the goblins. Morningstar reacted more swiftly, striking down the first of the little monsters. You might think that parley would have been a better idea, but we had already tried that with these goblins without success… so I couldn't blame the Elf for striking first and asking questions later. I raised the golden sword and waded into battle…
Dungeon Encounters
Core p180 • book p.180
Besides "placed" monsters, dungeons usually contain wandering monsters. The Game Master may create special wandering monster tables for specific dungeons, or the general wandering monster tables (below) may be used. In an average dungeon, a wandering monster encounter will occur on a roll of 1 on 1d6; the Game Master should check once every 3 turns. The circumstances of a specific dungeon may call for higher odds or more frequent (or possibly less frequent) wandering monster checks. Roll 1d12 Level 1 Level 2 Level 3 1 Bee, Giant Beetle, Giant Bombardier Ant, Giant 2 Goblin Fly, Giant Ape, Carnivorous 3 Jelly, Green* Ghoul Beetle, Giant Tiger 4 Kobold Gnoll Bugbear 5 NPC Party: Adventurer Jelly, Gray Doppleganger 6 NPC Party: Bandit Hobgoblin Gargoyle* 7 Orc Lizard Man Jelly, Glass 8 Stirge NPC Party: Adventurer Lycanthrope, Wererat* 9 Skeleton Snake, Pit Viper Ogre 10 Snake, Cobra Spider, Giant Black Widow Shadow* 11 Spider, Giant Crab Lizard Man, Subterranean Tentacle Worm 12 Wolf Zombie Wight* Roll 1d12 Level 4-5 Level 6-7 Level 8+ 1 Bear, Cave Basilisk Basilisk, Greater* 2 Caecilia, Giant Jelly, Black Chimera 3 Cockatrice Caecilia, Giant Deceiver, Greater 4 Doppleganger Deceiver Giant, Hill 5 Jelly, Gray Hydra Giant, Stone 6 Hellhound Rust Monster* Hydra 7 Rust Monster* Lycanthrope, Weretiger* Jelly, Black 8 Lycanthrope, Werewolf* Mummy* Lycanthrope, Wereboar* 9 Minotaur Owlbear Purple Worm 10 Jelly, Ochre* Scorpion, Giant Salamander, Flame* 11 Owlbear Spectre* Salamander, Frost* 12 Wraith* Troll Vampire*
Wilderness Encounters
Core p181 • book p.181
The Game Master should check for random encounters in the wilderness about every four hours of game time; this translates nicely to three night checks and three daytime checks. If your players choose to stand three night watches, you simply check for each watch (or otherwise do whatever seems best to you); in the daytime, check morning, afternoon, and evening. To check for a wilderness encounter, roll 1d6; on a roll of 1, an encounter occurs. If a wilderness encounter is indicated, roll 2d8 on the appropriate table below. The Game Master should think carefully about how the encounter happens; check for surprise in advance, and if the monster is not surprised, it may be considered to have had time to set up an ambush (at the GM's option). Roll 2d8 Desert or Barren Grassland Inhabited Territories 2 Dragon, Desert Dragon, Plains Dragon, Cloud 3 Hellhound Troll Ghoul 4 Giant, Fire Fly, Giant Bugbear 5 Purple Worm Scorpion, Giant Goblin 6 Fly, Giant NPC Party: Bandit Centaur 7 Scorpion, Giant Lion NPC Party: Bandit 8 Camel Boar, Wild NPC Party: Merchant 9 Spider, Giant Tarantula NPC Party: Merchant NPC Party: Pilgrim 10 NPC Party: Merchant Wolf NPC Party: Noble 11 Hawk Bee, Giant Dog 12 NPC Party: Bandit Gnoll Gargoyle* 13 Ogre Goblin Gnoll 14 Griffon Flicker Beast Ogre 15 Gnoll Wolf, Dire Minotaur 16 Dragon, Mountain Giant, Hill Vampire* Roll 2d8 Jungle Mountains or Hills Ocean 2 Dragon, Forest Dragon, Ice Dragon, Sea 3 NPC Party: Bandit Roc (1d6: 1-3 Large, 4-5 Huge, 6 Giant) Hydra 4 Goblin Deceiver Whale, Sperm 5 Hobgoblin Lycanthrope, Werewolf* Crocodile, Giant 6 Centipede, Giant Mountain Lion Crab, Giant 7 Snake, Giant Python Wolf Whale, Killer 8 Elephant Spider, Giant Crab Octopus, Giant 9 Antelope Hawk Shark, Mako 10 Jaguar Orc NPC Party: Merchant 11 Stirge Bat, Giant NPC Party: Buccaneer (Pirate) 12 Beetle, Giant Tiger Hawk, Giant Shark, Bull 13 Caecilia, Giant Giant, Hill Roc (1d8: 1-5 Huge, 6-8 Giant) 14 Shadow* Chimera Shark, Great White 15 NPC Party: Merchant Wolf, Dire Mermaid 16 Lycanthrope, Weretiger* Dragon, Mountain Sea Serpent Roll 2d8 River or Riverside Swamp Woods or Forest 2 Dragon, Swamp Dragon, Swamp Dragon, Forest 3 Fish, Giant Piranha Shadow* Alicorn (see Unicorn) 4 Stirge Troll Treant 5 Fish, Giant Bass Lizard, Giant Draco Orc 6 NPC Party: Merchant Centipede, Giant Boar, Wild 7 Lizard Man Leech, Giant Bear, Black 8 Crocodile Lizard Man Hawk, Giant 9 Frog, Giant Crocodile Antelope 10 Fish, Giant Catfish Stirge Wolf 11 NPC Party: Buccaneer Orc Ogre 12 Troll Toad, Giant (see Frog, Giant) Bear, Grizzly 13 Jaguar Lizard Man, Subterranean Wolf, Dire 14 Nixie Blood Rose Giant, Hill 15 Water Termite, Giant Hangman Tree Owlbear 16 Dragon, Forest Basilisk Unicorn
City, Town or Village Encounters
Core p182 • book p.182
It's important for the Game Master to remember that, unlike dungeon or wilderness environments, cities, towns and villages are busy places. During the day, most towns will have people on the streets more or less all the time; the absence of people on the streets is often an indication of something interesting. By night, much of the town will be dark and quiet, and encounters will be mostly Thieves or other unsavory types; but near popular eating or drinking establishments, people of all sorts are still likely to be encountered. The GM must make sure that their descriptions of the town environment make this clear; of course, this will also make it harder for the players to identify "real" encounters. The GM is encouraged to create their own encounter tables for use in each city, town or village created (or assign encounters by other means if desired); however, a set of "generic" encounter tables are provided below for those times when such preparation has not been completed. Roll 2d6 on the table below to determine what sort of encounter occurs; a description of each type of encounter appears below the table. Die Roll Day Encounter Night Encounter 2 Doppleganger Doppleganger 3 Noble Shadow* 4 Thief Press Gang 5 Bully Beggar 6 City Watch Thief 7 Merchant Bully 8 Beggar Merchant 9 Priest Giant Rat 10 Mercenary City Watch 11 Wizard Wizard 12 Lycanthrope, Wererat* Lycanthrope, Wererat* Beggar encounters will often begin with a single beggar approaching the party, but there will generally be 2d4 beggars in the area, and if any party member gives anything to the first beggar, the others will descend on the party like flies. Each beggar is 90% likely to be a normal man, and 10% likely to be a 1st level Thief, possibly scouting for the Thieves Guild or a local gang. Bully encounters will be with 2d4 young toughs; each is 70% likely to be a normal man, 30% likely to be a 1 st level Fighter. Bullies generally appear unarmed, depending on their brawling ability in a fight (but keeping a dagger or shortsword hidden, to be used in case the fight is going against them). Bullies can be a bit unpredictable, such that the GM may want to use a reaction roll to determine the leader's mood. City Watch encounters will be with 2d6 watchmen, all 1st level Fighters save for the squad leader, who will be from 2nd through 4th level. They will confront "suspicious-looking" characters, but generally will need a good reason before they attempt to arrest or otherwise interfere with player characters. Doppleganger encounters will, of course, appear to be some other type of encounter; the GM should roll again to determine what the doppleganger is masquerading as. 1d6 dopplegangers will be encountered; any extra group members will be humans who do not know they are traveling in the company of shapeshifting monsters. If the party is "interesting" to the dopplegangers, one or more of the monsters will attempt to follow them and replace a party member (as described in the monster description). In many cases, player character parties will not discover the true nature of the encounter until much later. Giant Rat encounters will generally involve alleys, the docks, or other "low" places. Rats are generally not dangerous unless provoked, but if surprised they may attack. See the monster description for details of this encounter type. Lycanthrope, Wererat encounters will appear to be some other type of encounter, either another sort of "normal" encounter or a giant rat encounter (depending on the circumstances). Wererats are cowardly and will not attack a party of equal or larger size. Mercenary encounters will involve 2d6 members of a mercenary company, going about some business or other. A mercenary leader may offer a position to Fighter-classed player characters if they have any reputation at all. Merchants are a common feature of towns, and may be encountered performing any sort of business. As with mercenary encounters, merchants may offer jobs to interesting player characters, particularly those with good reputations. See Creating an NPC Party, below, for details on this type of encounter. (A merchant in a town may not have a full entourage as described below; the GM should use their discretion in creating the encounter.) Nobles encountered may also offer positions to player characters, or possibly offer a reward for some dangerous task. Player characters with bad reputations may be confronted, ordered to leave town, or even arrested if the noble is able to call for the city watch. (See Creating an NPC Party, below, for details on this type of encounter.) A noble in a town may not have a full entourage as described below; the GM should use their discretion in creating the encounter. Press Gangs will consist of 2d6 Fighters, all 1st level except for one or two leaders of 2nd through 5th level. They will be armed with blunt weapons or possibly will fight with their bare hands, since their goal is to capture rather than kill player characters; however, it is likely that at least some members of a press gang will have daggers or swords on their persons in case a serious fight breaks out. A press gang will not confront a party of equal or greater size unless the party is obviously weakened, drunk, etc. If the party loses, they will awaken aboard a ship at sea or in a military camp (depending on whether sailors or soldiers captured them), unarmed and at the mercy of their captors. Priest encounters will usually be similar to a group of pilgrims (see Creating an NPC Party, below, for details), though the group encountered will not be as large as would be encountered in the wilderness. Generally, a single priest of 1st through 4th level will be encountered, accompanied by 1d4 of the faithful. Shadow encounters in a town will be much like the same encounter underground; see the monster description for details. Thief encounters will be with a group of 1d6 Thieves, generally disguised as ordinary townsmen or sometimes as beggars. One Thief in the group will be from 2nd to 4th level, with the others being 1st level only. They will seek to steal from the party, of course, unless watched very carefully. Wizard encounters will involve a Magic-User of 4th through 7th level, accompanied by 1d4-1 apprentices of 1st level. The GM must decide on the temperament and mood of the wizard.
Creating An NPC Party
Core p184 • book p.184
Adventurers A party of NPC adventurers will usually consist of 4-8 characters, as follows: 1d3 Fighters, 1d2 Thieves, 1d2 Clerics, and 1d2-1 Magic- Users. Usually the characters will all be of similar levels; after deciding what average level the party should be, you may wish to make a few of the characters lower levels (to reflect the usual "replacements" brought in when some characters die). The Game Master must choose the race or races of the NPC adventurers to suit the region where they are found (or come from). Probably 80% or more of adventurers are Human, 10% are Dwarves, 6% are Halfling and the remaining 4% Elvish. If the NPC adventurer party is evil, the GM may choose to replace some party members with humanoid monsters such as orcs, hobgoblins, or gnolls. The party may be rivals with the player characters, vying for the same treasures, or they may actually be enemies, evil marauders that the player characters must defeat. It is, of course, possible that the NPC adventurers are allied or otherwise friendly with the player characters, but this may make things too easy for the players. Bandits, Brigands, and Highwaymen A party of bandits will generally consist of 2d12 1st level Fighters and 1d6 1st level Thieves, led by a Fighter or Thief of 2nd to 5th level (1d4+1) or by one of each class (if there are 11 or more 1st level members total). In the wilderness, bandits will generally have horses or other steeds appropriate to the terrain (stolen, of course) as well as light armor, swords and bows or crossbows. Determine magic items as given below for the leaders only; rank-and-file members will not normally have magic items. In their lair or hideout, a party of bandits will generally have type A treasure (with magic items omitted since they will have been generated using the rules below). Buccaneers and Pirates The difference between buccaneers and pirates is largely a question of what they wish to be called; whatever you call them, they are waterborne equivalents of bandits, attacking other ships or raiding coastal towns for plunder. A buccaneer party will consist of 3d8 1st level Fighters, led by a Fighter of 3rd to 6th level (1d4+2) and 1d3 Fighters of 2nd to 5th level. All will be experienced at handling ships, of course. They will be unarmored or armored only in leather, and will be armed with swords and bows or crossbows. Seagoing pirates may appear in larger numbers, but the number of leader-types will be similar to that given above. Generate magic items for leaders only as described below. A shipload of pirates or buccaneers will have a type A treasure, with magic items omitted (since magic items will already have been rolled for the NPCs); the treasure may not be aboard the ship, however, as pirates often bury their treasures on distant shores. In such a case, the Captain or one of his mates will have a map of some kind leading to the treasure. Merchants Merchants must often transport their wares through wilderness areas. About half of the time (50%), a landbound merchant party will be led by a single wealthy merchant; other merchant parties will consist of 1d4+1 less wealthy merchants who have banded together for their own safety. There will be 2d4 wagons (but at least one per merchant) drawn by horses or mules. Each wagon is driven by a teamster who is a normal man, usually unarmored and armed with a dagger or shortsword. The caravan will employ 1d4+2 first-level Fighters and 1d4 second-level Fighters as guards. If encountered at sea, a merchant party will generally consist of a single ship owned or rented by a single merchant. The ship will have a crew of 2d8+8 regular crewmen, who are normal men, unarmored and armed with clubs, daggers or shortswords; the Captain, First Mate, and other officers are taken from this number. Large ships may require larger crews. 1d4+2 first-level Fighters and 1d4 second-level Fighters will be aboard as guards, just as with a caravan. Besides the valuable but undoubtedly bulky trade goods transported by the merchant caravan or ship, such a party will also have a type A treasure, with magic items omitted; it may be in one chest, or spread out among the wagons. Nobles A noble party will consist of a noble (of course), possibly accompanied by a spouse (also a noble, of course) and/or one or more children. Each adult noble will have at least one attendant (assistant, lady-inwaiting, etc.). Lower-ranking nobles (such as barons) will have a single wagon or carriage, drawn by fine horses; higherranking nobles will have two or more wagons. The noble may be mounted on a warhorse, though they may choose to ride in a carriage part of the time. Each carriage or wagon will have a teamster, who in this case will be a 1st level Fighter in chainmail with a longsword. At least two mounted Fighters of 1st through 4th level will be with the noble as guards; again, higher ranking nobles will have more guards. Guards will generally be armed with longswords and possibly lances, armored in platemail, and their warhorses will usually be barded with chainmail. Determining the exact number of guards is left to the GM in this case. The normal chances for magic items apply, of course. A noble will usually be traveling with a little spending money; a type A treasure should be rolled to represent this. In this case, do not omit the magic items, as nobles will generally be more wealthy than the average party of men. Nobles are usually (70%) normal men; otherwise, roll 1d10: 1-6 indicates a Fighter, 7-8 indicates a Magic- User, 9 indicates a Cleric, and 10 indicates a Thief. (Clerical "nobles" are bishops, archbishops, and the like.) Roll 2d4-1 for the level of each "classed" noble. Pilgrims A party of pilgrims is on its way to (or from) a major religious locale or activity. Such a party will be led by a 1d4 Clerics of level 1-4 (roll for each). The remainder of the party is rather random in nature; most pilgrim groups include 3d6 normal men (or women if the religion allows women to go on pilgrimages), 1d6 Fighters of level 1-4 (roll for each) with chainmail and longsword, and 1d4 Thieves of level 1-4 (each of whom may be a genuine devout person, or possibly just on the lam). There is also a 50% chance of a single Magic-User of level 1-4 being with the party. Pilgrims usually travel light, carrying a single bag each and walking or riding mules or horses. The pilgrim party will most likely be bringing offerings of some sort to their destination; generate a type A treasure for this purpose. If magic items are indicated, they will most likely not be used by any of the NPCs as they have already been dedicated to the god or pantheon. Magic Items for NPCs NPCs will generally have magic items in proportion to their class and level; assume a 5% chance per level that any given Fighter, Thief, or Cleric NPC will have a magic weapon or magic armor (roll for weapon and armor separately for each NPC). Regardless of level, a roll of 96-00 should be considered a failure. Magic- Users will have a Ring of Protection (roll the bonus as usual for the item) on a roll of 4% per level, and a magic dagger or walking staff on a roll of 3% per level. In addition, assume a 2% per level chance that any given character will have a potion, and 3% per level that a Cleric or Magic-User will have a scroll of some sort. Finally, add up the levels of all members of the party, and use this number as a percentage chance that a Rare Item (as found on the table on page 169) will be found among them. If the roll is made, divide the number by two and roll again; if the second roll is made, two such items are found. If the party has more than 3 members, you might wish to divide the number in half again and roll for a third such item. Assign the item or items to whichever party members seem most appropriate, or roll randomly if you can't decide. Non-Human Parties It is assumed above that NPC parties will be Human, or predominantly so; but the Game Master may choose to present parties of Elves, Dwarves, or Halflings from time to time. In general, such a party will be homogeneous; an Elf party would consist of all Elves, for instance. If encountered in the territory of another race, the party might include a guide hired to lead them to their destination. For example, the Elf party mentioned above might hire a Human guide to help them when traveling through a Human country. The Game Master may simply use the figures given above when generating such parties. One thing that the GM must decide is whether or not the "normal men" rules apply to non-humans… are there "normal elves" for instance? This decision is left to the GM. If there are such characters, they will have the same racial abilities as others of their kind, but will fight with an Attack Bonus of +0 just as normal men do. If there are no such characters in the campaign world, then simply substitute 1st level Fighters for the normal men listed above.
Character Creation Options
Core p186 • book p.186
The standard character creation rules call for rolling 3d6 for each Ability Score in order. Players may complain that they can't create the sort of characters they want to play. Here are several options you may choose from if you wish to make things easier for your players. Note that the players must not be allowed to demand these options; it's purely the decision of the Game Master. Point Swapping: Allow the player to "move" points from one Ability Score to another, at a rate of -2 to one score for each +1 added to the other. The maximum score is still 18 (or the racial maximum if lower), and the player should not be allowed to lower any score below 9. Score Swapping: Let the player exchange any two Ability Scores, once per character. The Full Shuffle: Let the player arrange the six Ability Score values as they wish. This allows the most customization for the player, but on the other hand you may find that all player characters in your campaign begin to look very much alike. It's not uncommon for players to "dump" the lowest statistic in Charisma, for instance.
Hopeless Characters
Core p186 • book p.186
Sometimes a player will roll for ability scores, look at the ability scores rolled, and declare the character "hopeless." Of course, no player can be required to play a character with less than 9 in the first four scores, since all four classes would be unavailable to that character. However, you as the Game Master might choose to allow the player to reroll a character with scores that are overall below average even if the character isn't as "hopeless" as this. Here's an alternate suggestion: Allow the player to "flip" all of their scores by subtracting them from 21. This will turn a roll of 15 (+1 bonus) into a 6 (-1 penalty) but turn a roll of 3 (-3 penalty) into an 18 (+3 bonus). This will result in a character who previously had mostly penalties becoming one with mostly bonuses. If this is allowed, all scores must be flipped, not just the bad ones! Doing this ensures the character is playable while still allowing the possibility of some penalty scores. It is of course possible to roll all average scores, such that the character has neither bonuses nor penalties and would not gain any benefit from flipping scores. The choice here should be the player's; if they wish to reroll all scores, the GM should probably allow it.
Acquisition of Spells
Core p187 • book p.187
Clerics have an obvious advantage over Magic-Users, in that, in theory, they have access to any spell of any level which they can cast. However, note that Clerics are limited in their spell selection based on their deity, faith or ethos; for instance, a Cleric of the goddess of healing should not be surprised that their deity refuses to grant reversed healing spells. If a Cleric prays for a spell that is not allowed, the Game Master may choose to grant the character a different spell, or optionally (if the deity is angered) no spell at all for that "slot." Magic-Users begin play knowing two spells, read magic plus one other (unless the GM grants more starting spells). Each time the character gains a level, they gain the ability to cast more spells; in addition, every other level the Magic-User gains access to the next higher level spells (until all levels are available). However, gaining the ability to cast these spells does not necessarily mean the Magic-User instantly learns new spells. Magic-Users may learn spells by being taught by another Magic-User, or by studying another Magic- User's spellbook. If being taught, a spell can be learned in a single day; researching another Magic-User's spellbook takes one day per spell level. In either case, the spell learned must be transcribed into the Magic- User's own spellbook, at a cost of 500 gp per spell level transcribed. A Magic-User may add a new spell of any level they may cast at any point; however, spells of higher levels may not be learned or added to the Magic-User's spellbook. The Magic-User must find a teacher or acquire a reference work (such as another Magic-User's spellbook) in order to learn new spells, and the cost of such is in addition to the costs given above. Often a Magic-User will maintain a relationship with their original master, who will teach the character new spells either for free or in return for services. Sometimes two Magic-Users will agree to exchange known spells. In many cases the only option available to a Magic-User will be to pay another Magic-User (often an NPC) anywhere from 100 gp to 1000 gp per spell level in return for such training. Magic-Users may also create entirely new spells (or alter existing spells); see the Magic Research rules, below, for details.
Weapon and Armor Restrictions
Core p187 • book p.187
Several races and classes have weapon and/or armor restrictions applied to them. What happens when a player declares that their character is going to use a prohibited weapon or wear prohibited armor? Clerics: The prohibition against edged weapons is a matter of faith for Clerics. Therefore, if a Cleric uses a prohibited weapon, they immediately lose access to their spells as well as the power to Turn the Undead. A higher-level NPC Cleric of the same faith must assign some quest to the miscreant which must be completed in order for the fallen Cleric to atone and regain their powers. If unrepentant, the character is changed permanently from a Cleric to a Fighter. Re-calculate the character's level, applying the current XP total to the Fighter table to determine this. Hit points and attack bonus remain the same; change the attack bonus only after a new level is gained as a Fighter, and roll Fighter hit dice as normal when levels are gained. Magic-Users: These characters are simply untrained in any weapon other than those normally allowed to them, and should suffer a -5 attack penalty when using any prohibited weapon. A Magic-User in armor can't cast spells at all; any attempt fails, and the spell is lost. Thieves: Wearing armor heavier, more restrictive and/or noisier than leather armor prevents the use of any Thief ability, including the Sneak Attack ability. Thieves may choose to wear such armor, but this only makes them a poor excuse for a Fighter. Dwarves and Halflings: These characters are prohibited from using large weapons, mainly due to their small stature and relatively low weight. It's hard to swing a weapon when the weapon is trying to swing you. If such a character tries to use a prohibited weapon, the Game Master may either apply a -5 attack penalty based on the difficulty of using the weapon, or alternately declare the attempt unsuccessful, at their option.
Judging Wishes
Core p188 • book p.188
Wishes are one of the most potentially unbalancing things in the game. With a carefully worded wish, a player character can make sweeping, dramatic changes in the game world, possibly even rewriting history. Before allowing the player characters in your game access to even one wish, think about how you will deal with it. Wishes are granted by a variety of beings. Even when a wish comes from a device (a ring or a sword, for instance), some extradimensional being, god or devil or whatever, has placed that wish in the device. A wish will tend to further the goals of the granting being; if the granter is an evil efreeti, for instance, it will attempt to twist the meaning or intent of the wish so that it does not really accomplish what the player character wants. On the other hand, if the granter is one of the good powers, it will grant the wish as intended so long as the player character isn't being greedy or spiteful. Game balance is the main issue that must be considered. Using a wish to heal the entire party, teleport everyone without error to a distant location, or to avoid or redo a catastrophic battle, is reasonable. A wish that a character be restored to life and health is reasonable, but a wish that not only restores but also improves the character is not. In general, a wish is granted with at least literal accuracy… the words of the wish must be fulfilled. The exception is wishes that are unreasonable for game balance purposes; they are still at least literally interpreted, but may be only partially granted. In the last example above, for instance, the granting power would likely restore the character to life and health but ignore the "improvements" wished for.
Death and Dying
Core p188 • book p.188
The rules state that, at zero hit points, the character is dead. If this is too harsh for you, here are several approaches to changing the situation: Raise Dead: The first approach doesn't change the rules a bit. Arrange matters so that characters killed in an adventure can be easily raised (but at a substantial cost). This not only "deals" with the mortality issue, it also soaks up excess treasure, preventing the player characters from becoming too rich to be interested in adventuring. It also tends to reward the cautious (since they get to keep their gold more often). What if the characters don't have enough money when they die to afford to be raised? Allow the local religious establishment to raise dead adventurers in return for their indenture… that is, the adventurers, upon being restored to life, owe the church or temple the money it would have cost to be raised, or an equivalent service. Thus, the local religious leaders would have a ready pool of adventurers to undertake dangerous missions for them. But the adventurer(s) are dead… how can they agree to the indenture? There are two options: the priests can use speak with dead to attain agreement, or the adventurers can sign an agreement with the church before leaving on the potentially dangerous adventure. The latter might even be considered a standard procedure in some places. Save vs. Death: The first actual rule alteration is to allow characters reduced to zero hit points to save vs. Death Ray to avoid death. If the save is failed, the character is immediately dead, just as in the normal rules. If the save is made, the character remains alive for 2d10 rounds; if the character's wounds are bound (or they receive healing magic) within this time frame, death is averted. The character remains unconscious for the full 2d10 rounds rolled, either dying if left untreated or awakening if their wounds are bound. Binding the wounds of the dying character stabilizes them at zero hit points. The injured character may not move more than a few feet without help, nor fight, nor cast spells, until their hit points are again greater than zero. Non-magical healing will require a full week to restore the first hit point; after this, healing proceeds at the normal rate. Magical healing will restore the character to whatever total is rolled on the healing die roll (up to the usual maximum of course). Any spellcaster reduced to zero hit points who then survives loses all remaining prepared spells. This rule might be combined with the suggestions under Raise Dead, above. Negative Hit Points: Instead of stopping at zero hit points, keep track of the current negative figure. At the end of each round after they fall, the character loses an additional hit point. If a total of -10 is reached, the character is dead. Before this point is reached, the character may have their wounds bound and/or receive magical healing, which will stabilize the character. This rule should not be combined with the Save vs. Death option. Just as with the Save vs. Death rule, characters with zero hit points may not move more than a few feet without help, nor fight, nor cast spells, and spellcasters who survive being reduced to zero or negative hit points lose all currently prepared spells. As a further option, the GM may choose to use a negative number equal to the character's Constitution score rather than a straight -10.
"Save or Die" Poison
Core p189 • book p.189
Poisons, as described in the Encounter and Monster sections, kill characters instantly. Game Masters may find this makes the mortality rate of player characters a bit too high. On the other hand, poisons should be scary. Here's an optional rule which makes things a bit easier without entirely removing the fear from poison: Where a "save or die" poison is indicated, the victim must make a save vs. Poison or suffer 1d6 points of damage per round for 6 rounds, starting the round following the exposure to the poison; this is an average of 21 points of damage, but even a first level character might survive with a combination of luck and healing magic. The GM may create poisons which vary from these figures, of course. If the Negative Hit Points optional rule is being used, it is suggested to increase the poison duration to 10 rounds (an average 35 points).
Ability Rolls
Core p189 • book p.189
There will be times when a player character tries to do something in the game that seems to have no rule covering it. In some of those cases, the only attribute the PC has that seems appropriate may be an Ability Score. Here is a suggested method for making rolls against Ability Scores that still gives better odds to higher level characters: The player rolls 1d20 and adds their Ability Bonus for the score the GM thinks is most appropriate, as well as any bonus or penalty the GM assigns. Consult the following table. If the total rolled is equal to or higher than the given Target number, the roll is a success. Level Target NM or 1 17 2-3 16 4-5 15 6-7 14 8-9 13 10-11 12 12-13 11 14-15 10 16-17 9 18-19 8 20 7
Human Experience Bonus Option
Core p190 • book p.190
Some Game Masters find that the standard 10% bonus to earned experience for Human player characters is not enough to encourage people to play as Humans. If you feel that this is the case in your campaign, there is absolutely no reason not to give double that bonus. Because of the exponential (doubling) nature of the character advancement tables from 1st to 9th levels, giving a larger bonus will not significantly unbalance your game in any way.
Awarding Experience Points for Treasure Gained
Core p190 • book p.190
The Game Master may also assign experience points for treasure gained, at a rate of 1 GP = 1 XP. This is optional; GMs wishing to advance their players to higher levels more quickly may choose to do this, while those preferring a more leisurely pace should omit it. If experience is awarded for treasure, it should be awarded only for treasure acquired and returned to a place of safety. Alternately, the GM may require treasure to be spent on training in order to count it for experience. This is a highly effective way to remove excess treasure from the campaign.
Thief Abilities
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Some players of Thieves may wish to have more control over their Thief abilities. If you study the Thief Abilities table, you'll discover its secret: from levels 2-9, the Thief improves 30 percentiles (total) each level; from levels 10-15, 20 percentiles; and from level 16 on, 10 percentiles. If you wish to allow Thief customization, simply let the player allocate these points as they wish rather than following the table. Allow no more than 10 percentiles to be added to any single Thief ability per level gain. Note also that no Thief ability may be raised above 99 percent.
Preparing Spells From Memory
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Sometimes a Magic-User will want to prepare spells, but their spellbook may be unavailable; this includes when the book has been destroyed or stolen as well as times when the Magic-User has been captured or trapped. A Magic-User can always prepare read magic from memory. Other spells require an Intelligence ability roll, as described above, with the spell level as a penalty on the die roll. Failure exhausts the spell slot being prepared, just as if it had been successfully prepared and then cast; so if a 5th level Magic-User attempts to prepare fireball from memory, and fails, they will have no 3rd level spells for the day.
General Rules for Research
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At some point a Magic-User or Cleric may wish to start creating magic items or inventing spells. This is termed magical research. For any research, a Magic-User must have a tower or laboratory, while a Cleric requires a properly consecrated temple or church of their faith. In addition, there will be a cost for the creation of each item, a minimum time required to create it, and a given chance of success. If the roll fails, generally the time and money are wasted and the procedure must be started again from the beginning; however, consult the detailed rules below for exceptions. In almost all cases, the Game Master should make this roll in secret. There are many situations where the character (or the player) should not know whether the roll has actually failed, or whether the GM has decided the research is impossible for the character. The GM may decide to tell the player that the research is impossible if the roll succeeds; if the roll is a failure, that is all the player should be told. In general, Clerics may only create magic items reproducing the effects of Clerical spells; Clerics may also make enchanted weapons and armor, even those sorts which they may not use themselves (since they may be creating weapons or armor for other followers of their faith). Magic-Users may create any sort of magic item except for those reproducing Clerical spells for which no equivalent Magic-User spell exists. Time spent doing magical research must be eight-hour days with interruptions lasting no more than two days. Longer interruptions result in failure of the project. The GM may wish to grant Experience Points to characters who successfully complete magical research. It is suggested that the rate of such awards be 1 XP per 10 gp spent on the research. This award may be granted for all research, or only for creation of magic items, or not at all if the GM prefers to emphasize adventuring for advancement purposes.
Spell Research
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Researching new spells is the most common type of magical research. A Magic-User may research a standard spell, removing the need for a teacher or reference; alternately, a Cleric or Magic-User may invent an entirely new spell. No character may invent or research a spell of a higher level than they can cast. If the character is inventing a new spell, the GM must determine the spell's level and judge whether or not the spell is possible "as is." The GM does not have to tell the player whether the spell is possible, and in fact this may be preferable. The cost to research a spell is 1,000 gp per spell level for "standard" spells, or 2,000 gp per spell level for newly invented spells; in either case, one week is required per spell level to complete the research. The chance of success is 25%, plus 5% per level of the character, minus 10% per level of the spell; the maximum chance of success is 95%. If the research roll is successful, the character may add the spell to their spellbook (if a Magic-User) or may subsequently pray for the spell (if a Cleric). On a failure, the money and time are spent to no avail. Clerics of the same deity, faith or ethos may teach each other the prayers required to access new spells; this takes one hour per spell level. The procedure to exchange spells with other Magic-Users has already been explained (under Acquisition of Spells, above). As mentioned above, the GM may decide that a proposed new spell is not "correct" for their campaign; too powerful, too low in level, etc. Rather than tell the player this, there are two strategies that may be used. First, the Game Master may decide to revise the spell. If the roll is a success, the GM then presents the player with a revised writeup of the spell, adjusted however the GM feels necessary for game balance purposes. The alternative, more appropriate when the GM believes the spell should be higher level than the player character can cast, is to make the roll anyway. If the roll fails, that is all the player needs to know; but if it succeeds, the GM should then show the player the revised version of the spell and explain that the character may try again when they attain a high enough level to cast it. In this case, the GM may allow the character to reduce either the time or the cost by half when the research is attempted again at the new level.
Magic Item Research
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Any character who wishes to create magical items must know all (if any) spells to be imbued in the item. Items that produce effects not matching any known spell may require additional research (to devise the unknown spell) if the GM so desires. Some magic items require one or more special components that cannot usually be bought. Special components can only be used once on such a project. For example, the GM might require the skin of a deceiver to create a Cloak of Deception, or mountain dragon saliva to create a Wand of Fireballs. Note that there are specific rules for components under Other Magic Items, below. Special component requirements are entirely at the option of the Game Master, and are usually employed to slow the creation of powerful magic items that might tend to unbalance the campaign. It's also a way to lead the spellcaster (and their party) to new adventures.
Chance of Success
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Unless given differently below, the base chance of success creating a magic item is 15% plus 5% per level of the spellcaster, plus the spellcaster's full Intelligence (if a Magic-User) or Wisdom (if a Cleric). Thus, a 9th level spellcaster with a 15 Prime Requisite has a base chance of 75%.
Spell Scrolls
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A spellcaster may create a scroll containing any spell they have access to (for a Magic-User, spells in their spellbook; for a Cleric, any spell the character might successfully pray for). The cost is 50 gp per spell level, and the time required is 1 day per spell level. Reduce the chance of success based on the level of the spell being inscribed, at a rate of -10% per level. If the roll fails, the enchantment of the scroll has failed; however, if the caster tries again to inscribe the same spell, either the cost or the time is reduced by half (at the player's option, if a player character is involved).
Other Single-Use Items
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Scrolls (other than spell scrolls), potions, and a few other items (such as the Rod of Cancellation) are single-use items. These items may be created by Magic-Users or Clerics of the 7th level or higher. The chance of success is as given for scrolls, above, when the item being created reproduces a known spell (or when the GM decides a spell must be created, as described above). For other types of items, the GM should assign a spell level as they see fit, and the cost and time required is doubled (making up for the spell research or knowledge required for spell-reproducing items). The time required is one week plus one day per spell level (or equivalent), and the cost to enchant the item is 50 gp per spell level, per day. Potions are a special case; the character creating a potion may make a large batch, consisting of several doses, which may be bottled in separate vials or combined in a larger flask. For each additional dose created at the same time, reduce the chance of success by 5% and increase the time required by one day. Note that increasing the time required will directly increase the cost, but the cost is for the entire batch, not per dose, effectively giving a discount to the cost per dose. If the roll to create the item fails, the entire batch is spoiled. The assistance of an alchemist (found in the Specialists section on page 47) adds 15% to the chance of success of a Magic-User or Cleric creating a potion.
Permanent Magic Items
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Creating permanent magic items (rings, weapons, wands, staves, and most miscellaneous magic items) requires a Magic-User or Cleric of the 9th level or higher. When enchanting an item with multiple abilities, each ability of the item requires a separate roll for success; the first failed roll ends the enchantment process. Such an item will still perform the powers or effects already successfully enchanted into it, but no further enchantment is possible. Permanent magic items, including weapons (described in detail below), must be created from high-quality items. The cost of such items will generally be ten times the normal cost for such an item.
Enchanting Weapons and Armor
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The base cost of enchanting a weapon or armor is 1,000 gp per point of bonus. For weapons with two bonuses, divide the larger bonus in half (don't round) and add the smaller bonus; thus, a Sword +1, +3 vs. Dragons would cost 2,500 gp to enchant. Enchanting a weapon takes one week plus two days per point of bonus; thus, the sword described would require twelve days to enchant. Reduce the chance of success by 10% times the bonus; so, a Sword +1 would reduce the base chance 10%, while the Sword +1, +3 vs. Dragons described above would reduce the base chance 25%. Further, the chance of success may be increased 25% by doubling the cost and time required (this decision must be announced before the roll is made). For weapons having additional powers, combine the rules above with the rules for creating permanent items. All enchantments must be applied in a single enchantment "session." At the GM's option, hiring a master armorer or weaponsmith (one good enough to charge twice normal rates as given in the Specialists subsection on page 47) might add 15% to the chance of success.
Other Magic Items
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Magic items can have several features. Each feature added to a magic item increases the cost and the time required, and decreases the chance of success. The features are as follows: Creates a spell or spell-like effect: This is the basic feature of all non-weapon magic items. The base cost of this enchantment is 500 gp per spell level; time required is five days plus two days per level. If the magic item has multiple spell or spell-like effects, add the cost and time figures together. The chance of success is reduced 5% per spell level. Has multiple charges: This includes, of course, wands and staffs, but several other magic items would also have charges. Each spell or spell-like effect normally has a separate pool of charges (but see next). The table below shows the various maximum charge levels and the associated cost, time and chance adjustments: Charge Level Cost per Charge Charges per Day Chance 2-3 +150 gp 1 - 5% 4-7 +125 gp 2 - 10% 8-20 +100 gp 3 - 20% 21-30 +75 gp 4 - 30% When using the table above, don't count the first charge for cost or time purposes. Note that each separate pool of charges in the item must be figured separately. Item can be recharged: Figure the additional cost and time, and the penalty to the chance of success, for rechargeable items as being exactly twice the figures from the table above; so, creating a rechargeable item with 3 charges costs 600 gp more rather than 300 gp more, and takes two days per charge (or four extra days); the chance of success is lowered 10% rather than 5%. Item recharges itself: Creating a self-recharging item is expensive; apply the following adjustments to the charge cost, time and chance for items that recharge automatically. Note that self-recharging items are never "rechargeable" in that they may not be recharged other than by themselves. Charging Rate Cost Time Chance 1 per day x 3 x 2 - 10% All per day x 5 x 3 - 30% All per week x 4 x 2 - 20% Charges are generic: This means that all the effects of the item draw power from the same pool of charges; most Magic-User staffs are in this category. Items with generic charges are always rechargeable; don't apply the normal costs for this feature. Instead, combine the normal costs for the charge pools of each effect (which must all have the same number of charges), and then divide the charge cost, time and chance adjustments by two. Thus, two effects sharing one pool costs the same as a single effect with a single pool. Item may be used by any class: By default, magic items may only be used by the class that created them; so a Wand of Fireballs is normally usable only by Magic-Users, or a Staff of Healing only by Clerics. This feature allows the item to be used by any class of character, and involves assigning simple command words and gestures to the item. Adding this feature costs 1,000 gp per effect. Note that all the item's effects do not have to be covered; it is possible to create an item where some effects may be used by any class, but other effects may only be used by the creator's class. Item operates continuously or automatically: This feature supersedes both the charges and item use features. The item works whenever properly worn, or activates automatically when required. A Ring of Fire Resistance is a good example; also, the Ring of Invisibility is in this category. Adding this feature multiplies the final cost and time figures by 3 and applies a 20% penalty to the chance of success. Each feature above applied to a magic item will require a valuable, rare and/or magical material to support the enchantment. For example, a wand of fireballs has a spell effect that is powered by charges; these are two relatively ordinary features, so the Magic-User creating the item proposes a rare wood for the shaft and a 1,000 gp value ruby for the tip. The GM may, of course, require something more rare or valuable if the magic item is particularly powerful. The base cost of a spell effect feature can be reduced by 25% by applying limits to the ability. For example, a Ring of Charm Dryad is an example of limited charm person spell effect, which would qualify for the deduction. This does not affect the chance of success or the time required. Weapons which are to be enchanted with additional powers other than the normal bonus require combining the standard weapon enchantment rules with the rules given above. Perform the weapon enchantment first; if it is successful, then the character enchanting the weapon must immediately (within two days, as previously explained) begin the spell or spell-like power enchantment process. Failure of the second procedure does not spoil the weapon enchantment.
Cursed Items
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Some cursed items, such as cursed scrolls, are created that way specifically by the spellcaster. The difficulty of creating such an item is roughly the same as the difficulty of creating a spell scroll of bestow curse. Other cursed magic items may be the result of a failed attempt to create a useful item. The GM must decide whether or not a failed research project will actually create a cursed item.
1. Think About Why
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When creating a dungeon, the first question you must answer is: Why will your player characters risk going into this dangerous dungeon full of monsters and traps? Here are some possible scenarios: To Explore the Unknown: This is common in pulp fiction. One or more of the player characters has heard of some ancient site, and wishes to explore purely for knowledge. Possibly some of the other player characters are involved for other reasons. To Battle An Evil Incursion: Goblins are raiding farms in the area, and the Baron has offered a reward for stopping the raids; the player characters are happy to help. To Rescue A Kidnapped Victim: Some friend of the player characters has been kidnapped, and they must sneak into or storm the villain's tower/cave/dungeon to rescue the victim. Or, perhaps, the victim is the son or daughter of the local Baron or a wealthy merchant who offers a reward for the safe return of their offspring. To Fulfill A Quest: The local church, to whom the player characters owe a favor, would like an ancient relic recovered from a lost mountain fortress, and the High Priest asks them to look into it; or some similar task might be assigned, depending on who the player characters owe a favor. To Get Loot: This is a surprisingly common scenario (well, perhaps not so surprising). The dungeon is rumored to contain a hidden treasure of great value, and the first characters to find it will be rich! Of course, the treasure might not be that huge, and might be guarded by any number of horrific monsters… To Escape Confinement: The player characters have been captured by an enemy, and find themselves incarcerated without their weapons, armor, or equipment. This scenario must be used with care, as the GM must not be seen to be "railroading" the characters into the adventure. There are many other possible scenarios, and each has many variations. Knowing the answer to this question will make the next questions easier to answer.
2. What Kind Of Setting Is It?
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Is the dungeon beneath a ruined fortress, or an ancient wizard's tower? Or perhaps it's a natural cave, which has been expanded by kobolds… or the tomb of an ancient barbarian warlord, guarded by undead monsters… there are many possibilities.
3. Choose Special Monsters
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Now you know why the player characters want to go there (or why they will, when they learn of the dungeon), and you know what sort of place it is. Next, decide what special monsters you will place within. For instance, the natural cave expanded by kobolds contains kobolds, obviously, while the warlord's tomb contains some undead, zombies and skeletons perhaps.
4. Draw The Dungeon Map
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Dungeon maps can be drawn on graph paper in pencil, or created on the computer with any of a broad variety of dungeon-drawing programs. (If you like the design of the maps in the official Basic Fantasy RPG adventure modules, be sure to visit www.basicfantasy.org and try out our map designer, MapMatic +2.) When creating a dungeon for personal use, there is certainly no good reason not to use pencil and paper. Below is an example of a hand-drawn dungeon map, with the various symbols noted:
5. Stock The Dungeon
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"Stocking" the dungeon refers to assigning contents to each room. There are several possibilities; a room might contain a monster (which might or might not have treasure), a trap (which might guard a treasure, or might not), an "unguarded" treasure, a "special" (something other than a monster, trap, or treasure; often a puzzle of some sort), or be "empty." The GM may choose the contents of any room, or may roll on the table below: d% Contents 01-16 Empty 17-20 Unguarded Treasure 21-60 Monster 61-84 Monster with Treasure 85-88 Special 89-96 Trap 97-00 Trap with Treasure An unguarded treasure will generally be hidden (such as in a secret room, inside an unusual container, etc.) or protected by a trap (a poison needle in the lock of a chest, or a poison gas canister that explodes if the container is opened, or something similar); such a treasure might even be hidden and trapped! Again, some sort of saving throw should be allowed if a trap is used. It's not a bad idea to hide a treasure so well that the player characters are unlikely to find it; don't be concerned if they don't. If you give away the location of all your unguarded treasures, your players will not appreciate it properly when they manage to find one by cleverness or luck. A monster might be selected by the GM or rolled on the random encounter tables. It's traditional that the first level (below ground) contains monsters of 1 hit die or less, the second level contains monsters of around 2 hit dice, and so on, but the GM may choose to arrange their dungeon in any way desired. A monster with treasure might indicate a lair, or it might be a group of monsters carrying loot, possibly camping for some reason before moving on. A trap is, obviously, some sort of device intended to harm the player characters, including such things as pendulum blades, hidden pits, spear-chucking devices, and so forth. A trap with treasure is such a trap protecting a treasure, which might be in the room beyond the trap or actually within it (such as in a pit). See the Traps section, below, for more information. A special might be a puzzle of some sort, such as a door that can only be opened by a combination (hidden elsewhere in the dungeon); or perhaps an oracle that answers questions about the dungeon (but possibly it lies). The classic "magic fountain" that randomly changes the ability scores of the drinker is another possibility; if this is done, some sort of limit should be imposed (such as, the device only affects a given creature once, or the device causes harm more often than it gives aid) to prevent abuse. In general, a "special" room is any room containing something that either interests or obstructs the player characters but is not a monster, trap, or unguarded treasure. Empty rooms contain no monsters, traps, unguarded treasures, or specials. This does not mean that they are truly "empty"; a room might contain a fireplace, upholstered chairs, side tables, torch sconces, and curtains, and still be considered empty. Hide a treasure in a secret drawer in a side table, and it becomes an unguarded treasure room; in other words, to be empty there has to be basically nothing of serious interest to the player characters in the room.
6. Finishing Touches
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The GM may wish to create one or more custom wandering monster tables for the dungeon; monster patrols, if any, may need to be described; and possibly some locations may have unusual sounds, smells, graffiti, etc. which need to be noted. Don't spend too much time on this, though. Remember, if you only detail the "interesting" things, your players will begin to guess what might be in a room. Some extra description will help make things uncertain for the players. For instance, a room with an unguarded treasure: Game Master: This room contains a chest, centered against the far wall. Player 1: We look for monsters, and if we don't see any, the thief will check the chest for traps. Kind of boring, right? This might be better: Game Master: In this room you see a comfortablelooking upholstered chair, a side table with a drawer and a foot stool. Two burned-out torches are held by sconces on each wall. Player 1: If we don't see any monsters, the thief will check the table and the footstool for traps and see if anything is hidden inside them, while the rest of us check for secret doors… one of those sconces might open one. A little extra detail can add a lot to the adventure.
Traps
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Some suggestions of typical traps are listed below, to assist the GM. Deadlier traps can be created by combining simple traps, by making their effects harder to avoid, or by making them capable of dealing more damage. Traps are not necessarily reliable; the GM may choose to make a roll of some sort for each potential victim until the trap is sprung (say, 1-2 on 1d6). Or, a trap door might not open until a given weight is placed on it, so that a lightly loaded thief might cross without difficulty, only to see his heavily armored warrior ally fall victim to it. Alarm: Everyone within a 30' radius must save vs. Spells or be deafened for 1d8 turns by the loud noise. The GM should check immediately for wandering monsters, which, if indicated, will arrive in 2d10 rounds. Arrow Trap: A hidden, mounted crossbow attacks at AB +1, doing 1d6+1 points of damage on a successful hit. Chute: These are usually covered with a hidden trap door. The triggering character must save vs. Death Ray (with Dexterity bonus added) or tumble down to lower level of the dungeon. Chutes usually do little or no damage to the victim. Falling stones or bricks: Rocks fall from the ceiling. The triggering character must save vs. Paralysis or Petrify (with Dexterity bonus added) or take 1d10 points of damage. Flashing Light: With a loud snap, a bright light goes off in the face of the character that triggered the trap. That character, and anyone else looking directly at it, must save vs. Spells or be blinded for 1d8 turns. Monster-Attracting Spray: A strong-smelling but harmless liquid is sprayed on the triggering character. The smell attracts predatory creatures, doubling the chances of wandering monsters for 1d6 hours or until washed off. Oil Slick: Oil is sprayed onto the floor of the room. Anyone trying to walk through the oil must save vs. Death Ray (with Dexterity bonus added) or fall prone. Oil is highly flammable and may be ignited by torches or other flame sources held by characters who slip and fall into it. Pit Trap: Usually hidden with a breakable cover, trap door, or illusion. The victim must save vs. Death Ray (with Dexterity bonus added) or fall into the pit, taking damage according to the distance fallen (see "Falling Damage"). A pit trap can be made deadlier by placing spikes, acid, or dangerous creatures at the bottom, or partly filling it with water to represent a drowning hazard. Poison Dart Trap: A spring-loaded dart launcher attacks at AB +1 for 1d4 points of damage, and the victim must save vs. Poison or die. Poison Gas: Gas emerges from vents to fill the room. All within the affected area must save vs. Poison or die. Poison gases are sometimes highly flammable and may be ignited by torches or other flame sources, doing perhaps 1d6 points of damage to each character in the area of effect (with a save vs. Dragon Breath allowed to avoid the damage). Poison Needle Trap: A tiny, spring-loaded needle pops out of a keyhole or other small aperture and injects poison into the finger of the character who triggered the trap (most likely, a Thief trying to pick the lock), who must save vs. Poison or die. Portcullis: A falling gate blocks the passage. The character who triggered the trap must save vs. Death Ray or take 3d6 points of damage. Rolling Boulder Trap: A spherical or cylindrical rock rolls down a slanting corridor. Anyone in its path must save vs. Death Ray (with Dexterity bonus added) or take 2d6 points of damage. Alternately, if the corridor has no other place for the character to escape to (that is, no room for the character to step out of the path of the rock), it may be necessary to outrun the rock to avoid the damage. Blade Trap: A blade or spear drops down from the ceiling or pops out of the wall and attacks at AB +1 for 1d8 points of damage. Particularly large blades might attack everyone along a 10' or 20' line. Triggered Spell: When activated, a spell of the GM's choice is cast, targeting or centered on the character who triggered it. Popular choices include curses, illusions, or a wall of fire.
1. Think About Why
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This is much the same task as was described above. The player characters may enter a particular area looking for a town to resupply from, a church or temple to provide healing services, or for many other reasons. Once in the area, the Game Master can make the player characters aware of adventuring opportunities in the area, by means of rumors, posted bounties (such as for raiding humanoids), quests offered by local clergy, and so forth.
2. What Kind Of Setting Is It?
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Decide whether the area is deep in the wilderness, or in more inhabited territories, what sort of climate will be found there, how many towns, and of what size, are present, and so on. You may choose to design a new territory based on the goals of the player characters in your campaign. For example, if the player characters decide to seek their fortunes in the richest city in the world, you could decide where this is and begin to describe it by providing rumors of its wealth and splendor told by farwandering merchants. If these descriptions intrigue the characters and they travel toward the city, you will have time to decide what terrain – and dangers – lie in their path. On the other hand, your setting should make sense, which will help players make meaningful choices when traveling. For example, areas under human control will be settled, with signs of civilization such as cleared land for agriculture, roads, strongholds, etc. Areas dominated by humanoid monsters, or which are being raided by wandering humanoids, will be battle-scarred and will not have food or other goods available. A valley that was settled many years ago but abandoned after a dragon attacked could contain ruined buildings, their walls likely still bearing the marks of flame and claw, and fields grown high with saplings.
3. Draw An Area Map
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Now it's time to draw the area map. Some Game Masters prefer to draw maps freehand, while others like to use hex or graph paper; of course, programs are available to create maps on a computer as well. It is a good idea to provide a scale for the map, which can be whatever best fits the map and the area you want to depict. A scale of 18 miles per square or hex is a good choice for a large-scale map, as this is the distance that a group of humans can cover in a day in clear terrain (see Wilderness Movement Rates), which makes it easy to determine travel times. Rivers and coastline, hills and mountains, forests and plains must be clear on the map. All of these areas should have an appropriate climate: for example, the windward side of a mountain range will usually receive a great deal of rain, while the other side will be dry. You may choose to create an area with abnormal weather for its location, such as a sandy desert in the midst of a rain forest, but this should be unusual, a tip to observant players that strange magic is involved. Go ahead and place any interesting sites such as towns, ruins, and significant monster lairs. Remember, in most cases your party of adventurers will need some base of operations, be it a city, town, village, or border fortress.
4. Detail Interesting Sites And People
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Describe at least the base town, and the dungeon you expect the party to visit first. Also detail any set or placed encounters you laid out in the step above. There is a lot of room for creativity here: a distant, unfamiliar town may have different laws, traditions, or currency. You should also describe key NPCs and their connections to each other. NPCs have their own goals and plans, which may or may not involve the PCs, and the actions of player characters toward one person will often influence how others treat them. Don't go overboard trying to detail every single place on the map… leave some room for expansion later, after you have a feel for your players and their characters.
5. Create Encounter Tables
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When designing a wilderness area, one touch that will really set it apart is a custom encounter table. Choose those monsters that seem most appropriate to the area, using the standard encounter tables as a guide. If you have placed humanoid lairs or encampments, you may wish to include their patrols on the custom table. Another alternative is to roll six or eight or ten random encounters using the "generic" encounter table for the relevant terrain type, and use that list as your random encounter table for the area. When doing this, you probably should re-roll duplicates.
Strongholds
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Many player characters, upon reaching higher levels, choose to settle down and build a stronghold. Generally this is allowed when a character reaches 9th level or higher. The player character must obtain land on which to build. In some lands, frontier territory may be made available to any freeman (or freewoman) who can tame it; in others, land may be available for someone with enough gold; while in other cases the character will need to petition the local Count, Duke or King for a land grant. Usually, Fighters build castles, Magic-Users build towers, Clerics build temples and Thieves build guildhouses, but this is not always so. Any character who builds a stronghold suitable to their class will attract 1st level followers of the same class as follows: Class Number of Followers Fighter 3d6 Magic-User 1d8 Cleric 2d8 Thief 2d6 These followers will assist the character, but will not go on adventures away from the stronghold in most cases (especially dangerous dungeon adventures). Their living comes from the income generated by the stronghold. The primary sources of this income are taxes on peasants for castles, fees for magical services and students' tuition for towers, tithing from the faithful for temples, and criminal activities for guildhouses. A stronghold must have 200 square feet of living space for each follower, as well as quarters for guests, stables for horses, and so on. A player who wants to build a stronghold should draw its floor plan. Each story is usually 10 feet tall. The construction costs for the stronghold are determined by the square footage of its walls, floors and roofs, the materials used, and the thickness of the walls. Make sure not to double-count corners on walls that are 5' thick or thicker; count the length of only one face. When determining wall length for round walls and towers, approximate pi by 3, since the inner face of the wall has a shorter circumference. The table below gives costs in gp for each 10 foot square section of wall. The number by the material is its Hardness which is deducted from damage to the wall, just as with Attacking a Vehicle as explained on page 60. Also note that a building over 40' high must have a solid foundation, and if over 60' high, it must rest on bedrock. Wall material 1' thick 5' thick 10' thick 15' thick Maximum height 40' 60' 80' 100' Wood (H 6) 10 gp n/a n/a n/a Brick (H 8) 20 gp 50 gp n/a n/a Soft stone (H 12) 30 gp 70 gp 200 gp n/a Hard stone (H 16) 40 gp 90 gp 260 gp 350 gp A 1' thick wall is made of solid pieces of material held with mortar (or pegs and ropes for wooden walls); such walls may be at most 40' tall. A 5' thick wall consists of two 1' thick walls sandwiching 3' of earth and rubble; such a wall may be at most 60' tall. A 10' thick wall consists of a 4' thick outer wall and a 2' thick inner wall sandwiching 4' of earth and rubble, and may be built up to 80' tall. A 15' thick wall consists of a 6' thick outer wall and a 2' thick inner wall sandwiching 7' of earth and rubble; these walls may be built up to 100' tall. To attain the maximum height, thinner walls can be used on upper stories. For example, an 80 ft. tower must have at least 20' of 10' thick walls at the base, but more could be used. The character will have to pay engineering costs for designing the stronghold, and tall structures are more difficult to design and to build. For each portion of the stronghold (wall, tower, and so on), each 10' of height adds 10% to the costs in both time and money. The GM should feel free to add a multiplier to reflect the difficulties of building in a remote area, obtaining materials, etc. In particular, if materials need to be transported, they require 1 ton of cargo space per 5 gp of wood or stone construction. (The increased weight of stone compensates for its compactness compared to wood.) A stronghold requires one worker-day of construction labor for every gp it costs to build. Adding more workers reduces construction time, but the time cannot be reduced below the square root of the time for one worker to build the stronghold. Assume that there are 140 working days per year (seven months of 20 working days each) in temperate climates. Floors and thatched roofs cost as much and take as long to build as it would take to build the square footage of their bases of 1' thick wood walls. Woodshingled roofs cost twice this amount and take twice as long to build, while slate-shingled roofs cost four times as much and take four times as long. (You don't need to calculate the greater surface area of a pitched roof, since the increased height increases construction costs enough to cover this.) These costs include normal features such as stairs, doors and windows. Interior walls are not included; they are usually 1' thick. Parapets, which provide cover for defenders atop castle walls and towers, are usually 1' thick and 5' high (so they are half-cost). Note that guildhouses are almost always built in cities and thus are usually built with 1' thick exterior walls, but they cost twice as much to build due to the traps and secret passageways that are designed into them. A Magic-User's tower costs three times as much to build, due to the need for ancient books, alchemical equipment, and other supplies for conducting research. For example, Sir Percy, a 9th-level Fighter, desires to build a 60' tall square keep (50' walls with a 10' peaked slate-shingled roof) that is 50' square. The keep will have four stories and an attic, and the first story, which will contain the great hall, will be 20' high. Sir Percy wishes his keep to be strongly built, so he tells his architect to build with hard stone and use 10' thick walls for the first two stories and 5' thick walls for the rest. The first and second floors will thus be 30' square or 900 square feet, and the third and fourth floors will be 40' square or 1,600 square feet. With a total floor area of 5,000 square feet, Sir Percy's keep will house him and up to 24 other people (or animals such as horses, which during an attack may be stabled in the great hall!) in acceptable comfort. Its floor plans are shown on the next page. The first floor has 30 (= 5 [for 50' length] x 2 [for 20' height] x 4 walls, minus 8 sections double-counted at the corners and 2 sections for the entrance) 10' square sections of 10' thick hard stone walls, which cost 7,800 gp, and 9 10' square sections of floor, which cost 90 gp, for a total cost of 7,890 gp. The second floor is the same as the first, except that the walls are 10' high and there is no deduction for an entrance, giving a cost of 4,250 gp. The third and fourth floors each require 18 sections of 5' thick hard stone walls, costing 1,620 gp, and 16 sections of floor, costing 160 gp, for a total of 1,780 gp per floor. The 50' square roof costs 4 x 25 x 10 = 1,000 gp, and the 40' square attic floor adds 160 gp. The design calls for a total of 770' of 1' thick interior walls and doors, which would cost 30,800 gp if made of hard stone; Sir Percy uses wood, which costs only 7,700 gp. These costs total 24,560 gp, but since the keep is 60' high, its cost is increased by 60% to 39,296 gp. The keep will require 39,296 worker-days. Sir Percy may employ up to 198 workers to build the keep, in which case it will take 198 working days to build, or a year and three months' time. Keep in mind what might happen in this time, given that the area is dangerous enough to warrant building a castle. Dungeons: A stronghold may also have a dungeon excavated under it. A dungeon is an excellent place to store perishable supplies, a good shelter if the castle is overrun, and often incorporates an escape route if all is lost for the castle's defenders or a secret way out for when a raid is desired. Magic-Users sometimes encourage monsters to take up residence in their dungeons, as they provide a convenient source of supplies for magical research and help keep away unwanted guests. Use the following figures for skilled workers, such as dwarves or goblins, to create dungeons; double the times for less skilled miners. Material Time for one worker to excavate a 5' cube Earth 5 days (supports are required) Soft stone 10 days Hard stone 20 days Structural strength and breaches: A section of stronghold wall has as many hit points as its base cost in gp (for example, a section of 10' thick soft stone wall has 200 hit points). Stone and brick walls only take damage from crushing blows, while wood walls are also affected by fire and chopping attacks. If a given section of wall loses all of its hit points, it is breached, allowing attackers to pass through. If a breach occurs on a lower course of wall, there is a 40% chance that the 10' section above it will be breached by collapse, and a 20% chance that the section below it will be breached. These secondary breaches have the same chances of affecting the next 10' section above or below them, and so on until the top or bottom course of wall is reached. If a breach occurs on a right or acute corner (90 degrees or less), the chances of breaches double in each direction. Attacking a Castle: Siege engines (as listed on page 14) are difficult to aim, but as castles don't dodge around, each successive shot by a given siege engine with a given crew has an increasing chance of hitting. To reflect this, the first attack on a castle's walls is made against Armor Class 20; each subsequent attack by that weapon, fired by that crew, at that same point in the wall, is made against an Armor Class one lower than the previous shot, to a minimum AC of 11. Attacks on a castle's defenders are at -4 on the attack roll if they are standing on the parapets, and at -10 if they are behind arrow slits. Since characters defending the castle do move around, the odds of hitting them with a siege engine do not improve from shot to shot. There is an additional -2 on the attack roll for missile attacks if the defenders are more than 20' higher than the attackers; this is not specifically due to altitude, but rather because the defenders can use more of the wall for cover. The defenders can take advantage of their height by dropping objects on attackers near the castle's base; these missiles do 2d10 points of damage, but they have a -2 attack penalty if dropped from a height of 30' or more. Siege engines can damage several adjacent characters; roll damage separately for each character in the 10' square hit by the missile. Of course, the attack roll must be high enough to damage each one; a roll of 19 against characters having Armor Classes of 18 and 20 would hit the former but not the latter. A castle may also be attacked by mining. This method of attack involves tunneling under the castle wall, then setting fire to the supports of the tunnel to cause the wall to collapse. It is also slow, and if the castle has a
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moat, the tunnel must avoid it; this requires that it be dug deeper, requiring twice the time. A mine is dug like a dungeon, and once its supports are fired, the wall above is breached; if the mine is only 5' wide, there is only a 50% chance of causing a breach. Finally, a screw may be used to attack a stronghold. This device is used to bore through castle walls. A crew of at least eight is required to operate it. It is only used at the base of a wall, and it is usually operated under a sow, or portable roof, as it is slow. The device does 1d8 points of damage per turn, but it ignores hardness. A breach caused by a screw is small, so it has only half the usual chance of spreading to the next course of wall, unless widened by miners. As a defensive structure, a sow has hardness 12 and 200 hit points. Monster Index Beasts of Burden................63 Ant, Giant (and Huge, Large)..........................................64 Antelope (Herd Animals)....64 Ape, Carnivorous...............64 Assassin Vine......................64 Aurochs.............................65 Barkling..............................65 Basilisk...............................65 Bat (and Bat, Giant)...........66 Bear...................................67 Bear, Black.........................67 Bear, Cave.........................67 Bear, Grizzly (or Brown).....67 Bear, Polar.........................67 Bee, Giant..........................68 Beetle, Giant Bombardier...68 Beetle, Giant Fire................68 Beetle, Giant Oil.................69 Beetle, Giant Tiger..............69 Bison.................................69 Black Pudding....................69 Blink Dog (Flicker Beast).....69 Blood Rose........................70 Boar...................................70 Bugbear.............................71 Caecilia, Giant....................71 Cattle (including Aurochs and Bison)................................72 Cave Locust, Giant.............72 Centaur..............................73 Centipede, Giant................73 Cheetah.............................74 Chimera.............................74 Cockatrice..........................74 Crab, Giant........................75 Crocodile...........................75 Deceiver (Panther-Hydra)...75 Deer...................................76 Dinosaur, Deinonychus.......76 Dinosaur, Pterodactyl (and Pteranodon).......................76 Dinosaur, Stegosaurus........76 Dinosaur, Triceratops..........77 Dinosaur, Tyrannosaurus Rex..........................................77 Djinni.................................78 Dog....................................78 Doppleganger.....................79 Dragon...............................79 Dragon, Cloud....................81 Dragon, Desert (Blue Dragon)..........................................82 Dragon, Forest (Green Dragon).............................82 Dragon, Ice (White Dragon) 83 Dragon, Mountain (Red Dragon).............................83 Dragon, Plains (Yellow Dragon).............................84 Dragon, Sea (Gray Dragon) 84 Dragon, Swamp (Black Dragon).............................85 Dragon Turtle.....................85 Dryad.................................86 Eagle..................................86 Eagle, Giant.......................87 Efreeti................................87 Elemental...........................88 Elemental, Air.....................89 Elemental, Cold..................89 Elemental, Earth.................90 Elemental, Fire...................90 Elemental, Lightning...........91 Elemental, Metal.................91 Elemental, Water................92 Elemental, Wood................92 Elephant.............................93 Elk.....................................93 Falcon................................93 Fish, Giant Barracuda.........94 Fish, Giant Bass..................94 Fish, Giant Catfish..............94 Fish, Giant Piranha.............94 Fly, Giant...........................95 Frog, Giant (and Toad, Giant)..........................................95 Gargoyle............................96 Gelatinous Cube.................96 Ghast.................................96 Ghost.................................96 Ghoul (and Ghast)..............97 Giant, Cloud......................98 Giant, Cyclops....................99 Giant, Fire..........................99 Giant, Frost......................100 Giant, Hill.........................100 Giant, Mountain...............101 Giant, Stone.....................101 Giant, Storm....................102 Gnoll................................102 Gnome............................103 Goblin..............................104 Golem..............................105 Golem, Amber..................105 Golem, Bone....................106 Golem, Bronze.................106 Golem, Clay.....................107 Golem, Flesh....................107 Golem, Iron......................108 Golem, Stone...................108 Golem, Wood..................109 Gorgon............................109 Gray Ooze........................109 Green Slime.....................109 Griffon.............................110 Hangman Tree.................110 Harpy..............................111 Hawk...............................111 Hellhound........................112 Hippogriff.........................112 Hobgoblin........................113 Hydra..............................113 Hyena (and Hyenodon)....114 Insect Swarm....................114 Invisible Stalker................115 Ironbane..........................115 Jaguar..............................116 Jelly.................................116 Jelly, Black (Black Pudding)........................................116 Jelly, Glass (Gelatinous Cube)........................................117 Jelly, Gray (Gray Ooze)....117 Jelly, Green (Green Slime)118 Jelly, Ochre......................118 Kobold.............................118 Leech, Giant....................119 Leopard (Panther)............120 Lion.................................120 Living Statue....................120 Living Statue, Crystal........121 Living Statue, Iron............121 Living Statue, Stone.........121 Lizard, Giant Draco..........121 Lizard, Giant Gecko..........121 Lizard, Giant Horned Chameleon......................122 Lizard, Giant Tuatara........122 Lizard, Monitor.................122 Lizard Man.......................123 Lycanthrope.....................124 Lycanthrope, Werebear....124 Lycanthrope, Wereboar....124 Lycanthrope, Wererat.......124 Lycanthrope, Weretiger....125 Lycanthrope, Werewolf.....125 Mammoth (and Mastodon)........................................126 Manticore.........................127 Medusa............................127 Mermaid...........................128 Minotaur..........................129 Moose..............................129 Mountain Lion..................129 Mummy...........................130 Nixie................................130 Ochre Jelly.......................131 Octopus, Giant.................131 Ogre................................131 Orc..................................132 Ostrich (and Emu)............133 Owl..................................133 Owlbear...........................133 Parrot (or Cockatoo).........134 Pegasus............................134 Pixie.................................135 Purple Worm....................135 Rat (and Rat, Giant).........136 Rhagodessa, Giant............136 Rhinoceros.......................137 Roc..................................137 Rock Baboon...................138 Rot Grub..........................138 Rust Monster....................139 Sabre-Tooth Cat...............139 Salamander......................140 Salamander, Flame...........140 Salamander, Frost............140 Salamander, Lightning......141 Salamander, Sand............141 Scorpion, Giant................142 Sea Serpent.....................142 Shadow............................142 Shark, Bull.......................143 Shark, Great White...........143 Shark, Mako.....................143 Shrew, Giant....................144 Shrieker (Wailing Morel)...144 Skeleton...........................145 Snake, Pit Viper (and Rattlesnake)......................145 Snake, Python..................146 Snake, Sea.......................146 Snake, Spitting Cobra.......146 Spectre.............................147 Spider, Giant Black Widow........................................147 Spider, Giant Crab...........147 Spider, Giant Tarantula.....148 Sprite...............................148 Squid, Giant.....................149 Stirge...............................149 Strangle Vine....................150 Tentacle Worm.................150 Tiger................................151 Titanothere.......................151 Treant..............................151 Troglodyte........................152 Troll (and Trollwife)..........152 Trollkin.............................153 Turtle or Tortoise..............154 Unicorn (and Alicorn).......154 Urgoblin...........................155 Vampire...........................155 Water Termite, Giant........157 Weasel, Normal and Giant (or Ferret)..............................157 Whale, Killer.....................157 Whale, Narwhal................158 Whale, Sperm..................158 Wight...............................158 Wolf (and Wolf, Dire)........159 Wraith..............................159 Wyvern............................160 Yellow Mold.....................161 Zombie.............................161 Zombraire (and Skeletaire)162 Alphabetical Index
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Ability Rolls......................189 Adjusting Treasure Awards163 Adventurers......................184 Alchemist...........................47 Animal Trainer....................47 Armor and Shields..............11 Armor Class4, 50, 53, 59, 62, 171 Armorer (or Weaponsmith). 47 Attack Bonus..........53, 54, 62 Attack Bonus Table............53 Attacking a Vehicle.......13, 60 Attacking From Behind.......53 Attacks...............................62 Bandits.............................184 Becoming Lost...................45 Beggar.............................183 Brawling.............................56 Brigands...........................184 Buccaneers and Pirates.....184 Bully................................183 Carrying Capacity...............42 Character Abilities.................4 Character Advancement.....49 Charging............................52 Charisma..................4, 46, 50 City Watch.......................183 City, Town or Village Encounters.......................182 Cleric.............................7, 57 Clerics vs. Undead Table....57 Climb Walls..........................9 Climbing and Diving...........52 Combat..............................51 combat round............42, 50 f. Combination Classes............6 Common.............................4 Constitution....................4, 59 Constitution Point Losses....59 copper pieces.....................10 Cost of Weapons and Equipment.........................10 Creating An NPC Party.....184 Damage.......................55, 62 Darkvision..........................43 Deafness and Blindness......59 Death and Dying..............188 Death Ray or Poison...........60 Dexterity..........................4, 8 disengage...........................52 Doors.................................43 Doppleganger...................183 Dragon Breath....................60 Dungeon Encounters........180 Dungeon Survival...............44 Dungeons...........................43 Dwarves.........................5, 43 electrum piece....................10 Elves....................................5 encounter.........................180 Encumbrance.....................42 Energy Drain......................58 engaged.............................52 Engineer.............................47 Equipment.........................10 Evasion and Pursuit............52 experience........................190 Experience Points.......49, 190 Explanation of Equipment...12 Explanation of Magic Items........................................169 Falling Damage...................59 Fighter.................................7 flee.....................................52 Game Master........................1 game turns.........................42 Gems and Jewelry............165 Giant Rat..........................183 GM......................................1 gold piece...........................10 Grenade-Like Missiles.........54 Halflings...............................6 Healing..............................59 Hide.....................................9 Highwaymen....................184 Hit Dice..............................62 hit points..........4, 55, 59, 188 Holy Water...................12, 55 Hopeless Characters.........186 How to Attack....................53 Human Experience Bonus Option.............................190 Humans...........................4, 6 Individual Treasures..........164 Initiative..............4, 50, 51, 52 Intelligence.......................4, 8 Item Saving Throws............60 Judging Wishes.................188 Lair Treasures..................164 Land Transportation...........13 Languages............................4 Light..................................43 Listen...................................9 Lycanthrope, Wererat.......183 Magic Armor.............166, 171 magic item..................47, 185 Magic Item................166, 169 Magic Item Generation......166 Magic Item Research.........192 Magic Wands......................60 Magic Weapons........166, 170 Magic-User...........................8 magical research...............191 Magical Research..............191 Maneuverability..................51 Mapping.............................43 Melee Combat....................54 Mercenaries........................48 Mercenary........................183 Merchants.................183, 184 Miscellaneous Items..168, 174 Missile Fire.........................54 Missile Weapon Ranges......11 Missile Weapon Rate of Fire54 Missiles That Miss...............55 Money...............................10 Monster Attack Bonus.........54 Monster Reactions..............50 Morale....................46, 57, 62 Move Silently.......................9 movement....................45, 52 Movement....................42, 62 movement rate.............42, 62 Negative Hit Points...........189 No. Appearing....................62 Nobles......................183, 185 Non-Human Parties..........185 non-player characters...........2 normal men........................53 NPC.............................2, 184 Oil......................................55 Open Locks..........................9 Optional Rules..................188 Order of Play......................50 Overland Travel..................45 Paralysis or Petrify..............60 parting shot........................52 PC.......................................2 percentile roll........................2 Pick Pockets.........................9 Pilgrims............................185 Placed Treasures..............163 platinum piece....................10 player character....................2 Poison................60, 172, 189 Potions.....................167, 171 Preparing Spells From Memory...........................190 Press Gangs.....................183 Priest................................183 Prime Requisite................7, 8 Raise Dead.......................188 Random Treasure Generation........................................163 Rare Items........................177 Remove Traps......................9 Repairing a Vehicle.............60 Rest...................................59 Retainers............................46 Role-Playing.........................1 round.................................42 Running.............................51 Savant...............................47 Save As..............................62 Save vs. Death.................188 Saving Throws................6, 60 Scrolls......................167, 172 Secret Doors......................44 Set Weapon Against Charge..........................................52 Shadow............................183 Ship's Crew........................47 Siege Engines.....................14 silver piece.........................10 silver pieces........................10 Sneak Attack........................9 Specialists...........................47 Spell Research..................191 Spells.................................17 Spells (save).......................60 Strength.........................4, 42 Strongholds......................199 Subduing Damage..............55 Surprise.............................50 Thief............................8, 183 Thief Abilities....................190 Thieves................8, 43, 182 f. Thieves' Picks and Tools.....12 Time..................................42 Traps.........................43, 197 Traveling by Air..................45 treasure............................163 Treasure Type....................62 Treasure Types.................164 turn......................................8 Turn the undead.................57 Turn the Undead..................7 undead.........7, 17, 55, 57, 58 Undead..............................58 Unguarded Treasures........165 Using the Dice......................2 Vehicles..............................13 Wandering Monsters.........180 Wands, Staves and Rods 167, 173 Water Transportation..........13 Waterborne Travel..............45 Weapon and Armor Restrictions.......................187 Weapon Size......................11 Weapons............................11 Wilderness Encounters......181 Wilderness Movement Rates..........................................45 Wisdom...........................4, 7 withdraw............................52 Wizard.............................183 Wrestling............................56 XP..........................46, 49, 62
Getting Started with Basic Fantasy RPG
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So now you've read the rules, and they sound like fun; what next? This page will hopefully get you started.
Starting Adventures
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As a Game Master you may of course create your own adventures for your players; in fact, adventure creation takes less time for Basic Fantasy RPG than for many more modern games. But not everyone feels confident or has the time to create their own adventures. But, you're in luck! The Basic Fantasy Project has a large and varied collection of adventures you can grab from the website. Here are just a few of them to get you started: BF1 Morgansfort: The Western Lands Campaign A small campaign area centered around Morgansfort, a detailed “home base” for a starting adventuring party along with surrounding multi-level dungeons to explore. JN1 The Chaotic Caves An excellent traditional adventure setting consisting of a group of monster-infested caves and an abandoned manor-fort, for beginning player characters. DC1 Tales From the Laughing Dragon A starter module for a group of beginning player characters, presented as three sequential adventures set in the Dragonclaw Barony. KH1 The Blackapple Brugh Blackapple is a small, remote village on the edge of the woods that provides a good base town for low level player characters and hub for adventures involving several encounters and mini-adventures around town as well as one involving a mysterious cruel elf lord of the Brugh itself. The Adventure Anthology Series Our Adventure Anthology series of books contain many varied short adventures for characters of various levels. For those just starting out with Basic Fantasy RPG, here are a few suggestions from the AA series based on responses in our forum and our Facebook group: Gold in the Hills (AA1) Beneath Brymassen (AA1) Kidnapped (AA2) The Bear Dungeon (AA2)
Community
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There are a few ways to connect with the Basic Fantasy RPG community if you have any questions or need help with your game. Links to all our official resources can be found on our main website: www.basicfantasy.org The Forum: The Forum can be found by following the link at the top of the website home page. We do all development of Basic Fantasy RPG game materials on the forum, in the area called the Workshop; questions are welcome in General Discussion, and artists who wish to contribute are encouraged to visit the Artwork subforum. A note, to make things easier: When you join the forum, you'll be asked a question about a spell you shouldn't use when fighting a flesh golem. The answer to the question is lightning bolt. Now you don't have to go back and look it up! The Basic Fantasy Project also maintains a Discord server and a Facebook group; while official game materials aren't generally created or shared on those sites, they can be great places to ask questions or tell your "war stories." Links for both can be found on the home page.
Helpful Supplements
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Several of our other books and supplements can be very helpful in running your game. All can be found on the Downloads page, linked from the top of the home page, including the Core Rules (this book) as well as handy download-only items. Recommended items include: The Beginner's Essentials book, a stripped-down rules booklet for players. It's great for beginners, and is available in many languages! The Basic Fantasy Field Guide Series: These books contain many additional monsters to supplement those found in this book. Character Sheets: We have too many to list, starting with our "Standard" character sheet. Heck, download them all and pick whichever one suits you and your players best!