Swordsmen & Skeletons
Swordsmen & Skeletons
Swordsmen & Skeletons
Creating A Character: Distribute 75 points (maximum18, minimum 3) among 6 requisites for modifiers: Strength (STR,
for attack rolls and damage), Intelligence (INT, bonus first level spells a warlock can memorize), Wisdom (WIS, bonus first level
spells a priest can memorize) Dexterity (DEX, for Armor Class), Constitution, (CON, for hit points/level) and Charisma (CHA,
chance to persuade). Modifiers for Requisites: 3= -3, 4-5= -2, 6-8= -1, 9-12= 0, 13-15= +1, 16-17= +2, 18= +3, thereafter, +1/1.
CHOOSE A CHARACTER CLASS, RACE AND ALIGNMENT: Priest: +1 to attack roll/2 levels, Hit Dice (HD)=1d6/level (hit
points gained per level), uses any armor and mace, casts priest spells. 50% chance to banish 1 undead of equal level (+/-10% per
level difference). 1,500 experience points to reach second level, doubled per level through 7th, then +80,000/level. Swordsman: +1
to attack roll/level, HD=1d8/level, use any armor and weapon, additional attack/round at levels evenly divisible by 6. +3 to all
saving throws (see below). 2,000 experience points to reach second level, doubled per level through 7th, then +100,000/level.
Warlock: +1 to attack roll/3 levels, HD=1d4/level, uses dagger, no armor, casts warlock spells. 2,500 experience points to reach
second level, doubled per level through 7th, then +120,000/level. Player character [PC] races: Man: gains a special ability developed
with the game master (GM). Dwarf: +4 Saving Throw (SV) vs. magic, notes sloping corridors, moving walls, and traps. Elf:
Advances as both swordsman and warlock. Pays experience/level for each and gets better ability of each (i.e. combat as swordsman,
spells as warlock). 33% chance to notice secret doors. Half Orc: +1 damage, -1 to persuade, remember or read. All races except
men see in the dark. Alignments: law (good), chaos (evil), and neutral (unintelligent monsters). Law must behave honorably. Chaos
can do anything, but -2 to saves [SV] when trying to persuade anybody (even chaos does not trust chaos).
BUY EQUIPMENT: Start with 100 gold (GP): Torch=1GP, flask of wine or oil=5GP, Flint & Steel=1GP, 100’rope & grapnel=2GP,
holy water=25GP, riding horse and saddle=50GP, sword (1d8 damage)=15GP, mace or spear (1d6 damage)=10GP, dagger (1d4
damage)=2GP, light bow and 20 arrows (1d6 damage, range is in the room, in line of sight, but not at adjacent foes)=20GP, leather
armor (Armor Class [AC] 12, Move [MV] 12)=5GP, chainmail (AC 14, MV 9)=75GP, plate armor (AC 16, MV 6)=120GP, Shield
(AC +1)=15GP. Silvered weapons cost triple. Note: Unarmored PCs with no dexterity modifier are AC 10 and MV 12.
HOW TO PLAY: On entering a room, each side rolls 1d6 to determine surprise, if only one side scores a 1-2, it gets a free round,
then dice each round to see which side goes first. Characters move up to full MV and do one other thing (attack, cast a spell, switch
weapons, etc.). To Attack: Roll d20 >=monster’s AC, as modified by character level and strength, to hit. Monsters attack as
swordsmen. Roll damage based on weapon, modified by strength. If a character tries something novel, he must save (SV): Roll
>=17 on a 20 sided die (D20), +1/level, Swordsmen gain +3; characters may get a bonus/penalty for high/low requisites at GM’s
discretion. Monsters flee at 50% losses, unless they make a D20 Morale Check of 9+; and must check again each time they lose a
comrade. At zero hit points characters/monsters are dead. Killing monsters is worth 100 experience points/HD, quadrupled if they
can cast spells, only be hit by magic, and/or have ranged attacks, or doubled if they have other special powers. Treasure is worth 1
one experience point/GP. Traps cause 1d6 damage per dungeon level and poison paralyzes, a SV negates.
SPELLS: All spells affect a single target in the same room, unless line of sight is blocked or target is adjacent to the caster, last the
duration of combat, and are negated by a SV unless specifically stated otherwise. There is no description if the spell is self-
explanatory. Each spell can only be cast once/day, unless memorized multiple times. A priest or warlock can memorize and cast
2 levels of spells/character level/day; he cannot memorize spells of higher than half his character level rounded up, nor more spells
of a higher spell level than any lower spell level. Priest Spells, Level 1: Cure Light Wounds: One target regains 1d6 hit points,
range=touch. Detect Evil. Detect Magic. Light: Illuminates the room OR blinds one target (-4 to hit). Level 2: Find Traps. Hold
Person: Paralyzes 1d4 targets (or 1 target, at -2 SV). Speak with Animals. Level 3: Cure Disease: One target, range=touch. Remove
Curse: One target, range=touch. Speak with Dead. Level 4: Cure Serious Wounds: Triple strength cure light wounds. Neutralize
Poison: One target, range=touch. Protection Circle: 10’ radius, keeps out evil magical monsters, all other evil monsters attack into
it at -1 to hit and AC. Sticks to Snakes: Creates 1d8, 1 HD poisonous snakes that obey the caster. Level 5: Commune: ‘The Powers’
Treasure and monsters: 25% for monsters in a lair (not wandering) to have 1d6 x monster’s experience value in GP. Roll
1d20+the single toughest monster’s hit dice; on 21+, 1d4 magic items are found. Roll 1d12: 1=Cursed Item: Drops Cha to 3, level
by 1, etc. 2-4=Healing Potion: Heals 1d6 hit points, one use only. 5-7=Spell Potion: Casts a random spell, one use only.
8=Enchanted Item: Ring, wand, hat, whatever; casts the same random spell 1 to 3 times per day. 9=Enchanted Weapon: Random
type, roll 4d6, use the lowest single die for its bonus to hit and damage per attack, can kill monsters that are immune to non-magical
weapons. 10=Enchanted Armor: Random type, roll 4d6, use the lowest single die for its bonus to AC. 11=Spirit Amulet: +1d4 to
random requisite, animal based, so lion amulet adds STR, owl amulet adds WIS, etc. 12=Monstrous Amulet: Gain random monster’s
abilities from the ‘Special’ column; roll twice, gain weakest, can wear only one monstrous amulet at a time. Wandering Monster
Encounters occur each 10 rounds on a roll of 6 on 1d6. Roll 1d20 on the table below. For a weaker/tougher dungeon (Level 1-3
or 7-9) roll twice, and encounter the weaker/tougher monster. Number encountered=2d6-HD+dungeon level, no minimum.
wandering MONSTER ENCOUNTERS Monster HD are D8 unless otherwise noted. Special attacks allow a SV for no effect.
1 Blue Dragon@ AC: 17 HD: 9 Damage: 2x1d6 & 3d6* Special.: Lightning Wrath 3 times/day MV: 9/24 (flight)
2 Centaur@ AC: 15 HD: 4 Damage: 1d6 & 1d8 Special: SV to read the stars MV: 18
3 Giant Spider^ AC: 13 HD: 2+2 Damage: 1d6 + poison Special: Poison; surprise on 1-3 MV: 18
4 Gnoll AC: 14 HD: 2 Damage: 1d10 Special: +6 SV to sniff out opponents MV: 9
5 Goblin# AC: 12 HD: 1d6 Damage: 1d6 Special: -1 to hit in sunlight MV: 9
6 Harpy AC: 12 HD: 3 Damage: 2x1d3 &1d6* Special: Flies, charm person MV: 6/18 (flight)
7 Hill Giant AC: 15 HD: 8 Damage: 1d8+6* Special: STR 21, throws boulders MV: 12
8 Human Bandit# AC: 12 HD: 1 Damage: 1d8 Special: Surprise on 1-3 MV: 12
9 Lizardman AC: 14 HD: 2 Damage: 2x1d3 & 1d8 Special: Breathes underwater MV: 6/12 (swim)
10 Medusa^ AC: 14 HD: 6 Damage: 1d4 & poison* Special: Gaze turns to stone (range) MV: 9
11 Ogre AC: 14 HD: 4+1 Damage: 1d6+4 Special: STR 19 MV: 9
12 Orc AC: 13 HD: 1 Damage: 1d8 Special: -1 to hit in sunlight MV: 12
13 Skeleton AC: 11 HD: 1 Damage: 1d6 Special: Mindless; never check morale MV: 12
14 Werewolf AC: 14 HD: 4 Damage: Bite 2d4* Special: Only damaged by silver/magic MV: 12
15 White Dragon@ AC: 17 HD: 6 Damage: 2x1d4 & 2d8* Special: Icy Wrath 3 times/day MV: 9/24 (flight)
16 Wight@^ AC: 15 HD: 3 Damage: level drain only* Special: Only damaged by silver/magic MV: 9
17 Wolf AC: 12 HD: 2+2 Damage: 1d4+1 Special: As gnoll & howl scares horses MV: 18
18 Wraith@^ AC: 16 HD: 4 Damage: 1d6 + level drain* Special: Only damaged by magic MV: 9/15 (flight)
19 Sorcerous Monster: Special: Roll again. Casts spells as a priest or warlock of equal level. Can be both sorcerous and tremendous.
20 Tremendous Monster: Special: Roll again. Add +4 HD, AC and damage per attack; can get this result multiple times.
*Attacks count as magical. @Sees invisible on a successful save. ^+2 Morale. #-2 Morale
It assumes that three friends, Adam, Bob and Clint are playing a session. Adam is the GM. He has written up a dungeon on a piece of graph paper, filling it
with traps, monsters and treasure. The players adventure through it, and Adam maps it for them as they go. Bob is playing Brokus, a 4th level dwarf priest:
STR 13, INT 9, WIS 18, DEX 9, CON 16 and CHA 10, armed with mace, chainmail and shield, AC 15 (no bonus for 9 DEX), he has 21 hit points (4d6, and
an additional 2 points per level for 16 CON) spells cure light wounds x4, hold person x1, find traps x1, and three bonus first level spells for his high WIS:
detect magic, detect evil, and light; he has 9,400 experience points from previous adventures. With Brokus is Clagar the Red (Clint), a 4th level human
swordsman: STR 18, INT 9, WIS 6, DEX 16, CON 16 and CHA 10, armed with sword, chainmail and shield, AC 17 (because of a +2 bonus for 16 DEX),
he has 27 hit points (4d8, and an additional 2 points per level for 16 CON) since he and Brokus are boon companions and have always adventured together,
they have divided their experience evenly, and he also has 9,400 experience points. Both are aligned with law. Each player has written his character
information on a 5 x 8 card. They have been wandering in the dungeon only a short while, when Adam tells them that they have arrived at a closed door.
Bob: Brokus gives the door a very slight push, not enough to move it more than a fraction of an inch. Does it seem to be locked?
Adam: No, it seems to move freely.
Clint: Clagar listens at it to see if he can hear anything inside.
Adam: Okay, that will require a SV. The roll is 17+, +4 for his level, and +3 because he’s a swordsman. But, listening takes patience, and Clagar has a
Wisdom penalty of -1. Altogether, you need to roll 11 or better on a twenty sided die (1d20).
Clint [Rolls]: 14. I got it, what do I hear?
Adam: Low, gruff voices, probably not human. You can’t make them out, but they sound like they are quietly arguing.
Bob: [To Clint] Let Brokus open the door. He can try his hold person spell if things are really rough.
Clint: Go for it.
Bob: Brokus opens the door quietly, trying to gain surprise.
Adam: The door opens. [Here Adam lays out what is behind the door. This is a 30’ x 40’ room, so it is set up on a grid –often a simple chess board, though
more elaborate options exist- as 6 x 8, 5’ squares, crossing each of which will require 1 MV per round, there are no doors in the room (none visible, anyway)
but three large gnolls, are at the opposite end of the room, their backs to the adventurers, arguing over a wooden chest]. Go ahead and roll for surprise.
Bob: [Rolls 1d6], a 2, we surprised them!
Adam: Not necessarily. I won’t let them roll to surprise you, because their backs are to you and they are obviously intent on their argument. However, gnolls
have a special ability; a +6 SV to sniff out their opponents. In this case I’ll rule that they might have caught your scent before you opened the door, and
managed to get back on guard quick enough to avoid surprise. The roll is 17+, +2 for their level (2 HD monsters) and +6 for the special ability bonus; they
need to roll a 9 [rolls 11, so scores 19] neither party is surprised, so nobody gets a free round. Roll for initiative. [each side rolls 1d6, players score 5, gnolls
score 3]. The adventurers go first.
Bob: Okay,[he looks at the position of the pieces on the game board] one of the gnolls is directly between Brokus and another gnoll. That means line of sight
is blocked, and he could only get a maximum of 2 gnolls with his hold person spell?
Adam: Right. Note that even though they are monsters, since gnolls are humanoid, the hold person spell can affect them.
Bob: If Brokus first runs 6 squares to the middle of one of the side walls, could he target them all?
Adam: [Looks at the board from that angle] Yes, they would all be in line of sight; no one of them would be blocking the others.
Bob: Brokus does so and casts his spell. It affects 1-4 gnolls, [rolls 1d4] 2.
Adam: That will affect a maximum of 2 gnolls. Each saves on a 17, +2 for level, so needs a 15. One scores an 18 and is unaffected, the other scores a 7 and
is paralyzed for the rest of the combat, so he is out of action.
Clint: Cool! Now it’s Clagar’s turn. He charges the nearest non-paralyzed gnoll and swings his sword. Since the gnoll is AC 14, and I’m a level 4 fighter
[+4] with an 18 STR [+3], I’ll need a 7 to hit. [Rolls 10] got him. Now I roll for damage [1d8 for a sword, +3 for 18 STR], rolled a 2, +3 is 5.