Basic Fantasy RPG Rules r107

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Copyright © 2006-2016 Chris Gonnerman – All Rights Reserved

Distributed under the terms of the Open Game License version 1.0a

3rd Edition
(Release 107)

Dedicated to Gary Gygax, Dave Arneson, Tom Moldvay, David Cook, and Steve
Marsh
and to my daughter Taylor, my first and best inspiration

www.basicfantasy.org
Credits
Contributors: Ray Allen, William D. Smith, Jr., Nick Bogan, Evan Moore, Stuart Marshall,
Emiliano Marchetti, Antonio Eleuteri, Luigi Castellani, Michael Hensley,
Nazim N. Karaca, Arthur Reyes, Todd Roe, Jim Bobb, R. Kevin Smoot,
Rachel Ghoul, and Tom Hoyt
Cover Art: Erik Wilson
Artwork: Erik Wilson, Steve Zieser, Matt Finch, Dan Dalton, Luigi Castellani, Nick
Bogan, Mike Hill, Kevin Cook, Sean Stone, Brian “Glad” Thomas, Tomas
Arfert, Andy “ATOM” Taylor, Jason Braun, Martin “Wulfgarn” Siesto, Brian
DeClercq, Martin Serena, Cory "Shonuff" Gelnett, and Alexander Cook
Proofreading: Tonya Allen, Daryl Burns, James Roberts, Serge Petitclerc, Benedict Wolf,
Onno Tasler, Peter Cook, Derrick "Omote" Landwehr, Wes Brown, Troy
Gravil, Garrett Rooney, K. David Ladage, James Lemon, Martin Serena, Joe
Carruthers, Jonathan Nichol, and Alister Fa
Playtesters: Taylor Gonnerman, Alan Jett, Mike Brantner, Steve Zieser, Allan Zieser,
Jonathon Foster, Adam Young, Michael Young, Jason Schmidt, Doug Wilson,
Jessica Abramson, Tonya Allen, Bryan Christian, Chuck Schoonover, Natalie
Schoonover, Brianna Schoonover, Jason Brentlinger, Chris Wolfmeyer, Josh
Eaton, Audra Brentlinger, Tim McAfee, and Ike Borden
TABLE OF CONTENTS
PART 1: INTRODUCTION............................1 Attack Bonus Table.......................................46
What Is This?..................................................1 How to Attack...............................................46
What Is a Role-Playing Game?........................1 Attacking from Behind..................................46
What Do I Need to Play?.................................2 Normal Men..................................................46
Using the Dice................................................2 Monster Attack Bonus...................................46
PART 2: PLAYER CHARACTERS...................3 Melee Combat..............................................46
How to Create a Player Character...................3 Missile Fire....................................................47
Character Abilities..........................................4 Cover and Concealment...............................47
Hit Points and Hit Dice....................................4 Missile Weapon Rate of Fire..........................47
Languages......................................................4 Grenade-Like Missiles...................................47
Character Races.............................................5 Missiles That Miss.........................................47
Dwarf and Elf..................................................5 Damage........................................................48
Halfling and Human........................................6 Subduing Damage........................................48
Combination Classes......................................6 Brawling.......................................................48
Character Classes...........................................7 Wrestling......................................................48
Cleric and Fighter...........................................7 Oil.................................................................49
Magic-User and Thief......................................8 Holy Water....................................................49
Cost of Weapons and Equipment..................10 Morale..........................................................49
Money...........................................................10 Turning the Undead......................................49
Equipment....................................................10 Clerics vs. Undead Table...............................50
Weapon Size.................................................11 Energy Drain.................................................51
Missile Weapon Ranges.................................11 Healing and Rest...........................................51
Explanation of Equipment.............................12 Constitution Point Losses..............................52
Vehicles........................................................13 Falling Damage.............................................52
Siege Engines...............................................14 Deafness and Blindness................................52
PART 3: SPELLS......................................15 Attacking a Vehicle.......................................52
PART 4: THE ADVENTURE.........................36 Repairing a Vehicle.......................................52
Time and Scale.............................................36 Saving Throws..............................................52
Dungeon Adventures....................................36 Item Saving Throws......................................53
Carrying Capacity.........................................36 PART 6: MONSTERS.................................54
Movement and Encumbrance.......................36 PART 7: TREASURE................................129
Mapping........................................................36 Treasure Types............................................130
Light.............................................................36 Magic Item Generation...............................132
Darkvision....................................................36 Explanation of Magic Items.........................135
Doors............................................................37 PART 8: GAME MASTER INFORMATION....144
Traps.............................................................37 Wandering Monsters...................................144
Secret Doors.................................................37 Creating an NPC Party.................................148
Dungeon Survival.........................................37 Dealing with Players...................................150
Wilderness Adventures.................................38 Character Creation Options.........................150
Wilderness Movement Rates.........................38 Hopeless Characters...................................150
Overland Travel.............................................38 Acquisition of Spells....................................151
Waterborne Travel.........................................38 Weapon and Armor Restrictions..................151
Traveling by Air.............................................39 Judging Wishes...........................................151
Becoming Lost..............................................39 Optional Rules............................................152
Retainers, Specialists and Mercenaries.........39 Death and Dying.........................................152
Character Advancement...............................42 “Save or Die” Poison...................................152
Experience Points.........................................42 Awarding Experience Points for Treasure
PART 5: THE ENCOUNTER........................43 Gained........................................................153
Order of Play.................................................43 Ability Rolls.................................................153
Surprise........................................................43 Preparing Spells from Memory....................153
Monster Reactions........................................43 Thief Abilities..............................................153
Initiative.......................................................44 Magical Research........................................154
Combat.........................................................44 Creating a Dungeon Adventure...................157
Running........................................................44 Traps...........................................................159
Maneuverability............................................44 Designing a Wilderness Adventure..............160
Climbing and Diving.....................................45 Strongholds................................................161
Charging.......................................................45 ALPHABETICAL INDEX............................164
Evasion and Pursuit......................................45 OPEN GAME LICENSE..............................165
Defensive Movement....................................45
BASIC FANTASY RPG INTRODUCTION

PART 1: INTRODUCTION
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?
The Basic Fantasy Role-Playing Game is a
rules-light game system based on the d20
SRD v3.5, but heavily rewritten with
inspiration from early role-playing 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?


In the more than 30 years since the first role-
playing game appeared, much has changed.
Most people have at least heard the names of

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INTRODUCTION BASIC FANTASY RPG

one or two such games, and many, many You can use preprinted character sheets (such
people have played. Still, there are those who as those available on the Basic Fantasy RPG
have not tried RPGs; if you are one of those website) if you wish, but notebook paper
people, this part is for you. works fine.
Role-playing games are played by a number of If you are the Game Master, you need all of
players, commonly two to eight, and a Game the above. If this is your first time as GM, or
Master, or GM (often called something else, you have limited preparation time, you might
but the job remains the same regardless of the wish to use a pre-written adventure (called a
title). Each player generally plays one module) rather than to create one yourself.
character, called a player character or PC, Several modules are distributed on the
while the Game Master is responsible for basicfantasy.org website; the Morgansfort
running the world, creating and managing the module, available for free on the website, is
towns, nations, ruins, non-player characters specifically designed for use with a party of
(or NPCs), monsters, treasure, and all other new players. Adventure modules written for
things that aid or challenge the players. Dice other game systems may also be used, but
are often used to determine the success or the Game Master may need to spend some
failure of most actions that take place in the time “converting” such a module before
game; Basic Fantasy RPG uses polyhedral beginning play.
dice, described below, for this purpose.
In effect, role-playing games are just grown-up Using the Dice
games of pretend. If you remember playing The 20 sided die, or d20, is one of
pretend as a child, you may recall having the most important dice in the
some difficulty deciding whose idea should game: it is used to resolve attack
have precedence… if one child plays a knight rolls and saving throws (concepts
and the other a dragon, who will win? Surely that will be explained later). In
the knight doesn't win every time. Role- general, the die is rolled, modifiers added or
playing games have rules to determine such subtracted, and if the total result equals or
things. These rules can range from the very exceeds a target number, the roll is a success;
free-form and simple to the very complex and otherwise it has failed.
detailed.
The 10 sided die, or d10, is used to
This game attempts to walk the line between generate numbers from 1 to 10; it
simple and complex, free-form and detailed. is numbered 0 to 9, but a roll of 0
Too much detail and complexity slows the is counted as 10. A pair of d10's
game down as players and GM spend much are also used together to generate
time leafing through the rules and little time numbers from 1 to 100, where a roll of 00 is
actually playing. Free-form games with simple counted as 100. The two dice should be
resolution systems demand more mental different colors, and the player
agility from the participants, and are much must declare which is the tens die
more dependent on the good judgment of the and which is the ones die before
Game Master to maintain balance. Basic rolling them! (Or, the player may
Fantasy Role-Playing Game falls between have a die marked with double
these two extremes, having rules for the most digits, as shown.) Rolling two d10's this way is
common activities and guidelines to help the called a percentile roll, or d%. These rolls are
Game Master judge the unexpected. generally against target numbers, but for the
roll to be a success, the result must be equal
What Do I Need to Play? to or less than the target number. So for
example, a character using a Thief ability
If you are to be a player, you should have a
(described later) with a 30% chance of
pencil, some notebook paper, and a set of
success rolls the dice: if the result is 01 to 30,
dice. Someone in your player group probably
the roll is a success.
needs to have some graph paper (4 or 5
squares per inch is best) for drawing maps.

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BASIC FANTASY RPG INTRODUCTION

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 sort 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).

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PLAYER CHARACTERS BASIC FANTASY RPG

PART 2: PLAYER CHARACTERS


How to Create a Player Character minimum (and maximum) ability requirements
for the various races which must be met, as
First, you will need a piece of paper to write described in the Character Races section.
down the character's statistics on. You may
use a preprinted character sheet if one is Write down the special abilities of your race
available, or you may simply use a piece of and class choices, as described below. If you
notebook paper. An example character is have chosen to play a Magic-User, ask your
shown below. You should use a pencil to write Game Master what spell or spells your
down all information, as any statistic may character knows; it's up to the Game Master
change during play. to decide this, but he or she may allow you to
choose one or more spells yourself.
Roll 3d6 for each ability score, as described in
the Character Abilities section, and write Note on your character sheet that your
the results after the names of the abilities. character has zero (0) experience points (or
Write down the scores in the order you roll XP); also you may want to note the number
them; if you are unhappy with the scores you needed to advance to second level, as shown
have rolled, ask your Game Master for advice, in the table for your class.
as he or she may allow some form of point or Roll the hit die appropriate for your class,
score exchanging. adding your Constitution bonus or penalty,
Write down the ability score bonus (or penalty) and note the result as your hit points on your
for each score beside the score itself, as character sheet. Note that, should your
shown on the table on the next page. character have a Constitution penalty, the
penalty will not lower any hit die roll below 1
Choose a race and class for your character. (so if your Character has a -2 penalty for
Your character must meet the Prime Requisite Constitution, and you roll a 2, the total is
minimum for a class, as described in the adjusted to 1).
Character Classes section, in order to be a
member of that class. Also note that there are 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, below. 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 in 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

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BASIC FANTASY RPG PLAYER CHARACTERS

Dexterity) depending on the sort of weapon Intelligence: This is the ability to learn and
you use in combat (i.e. melee or missile apply knowledge. Intelligence is the Prime
weapon). Requisite for Magic-Users. The ability bonus
for Intelligence is added to the number of
Also look up your saving throws (from the
languages the character is able to learn to
tables near the end of the Encounter section)
read and write; if the character has an
and note them on your character sheet.
Intelligence penalty, he or she cannot read
Adjust the saving throw figures based on your
more than a word or two, and will only know
race, if your character is a demi-human (see
his or her native language.
Character Races, below). Please note that
the saving throw bonuses for demi-humans Wisdom: A combination of intuition,
are presented as "plus" values, to be added to willpower and common sense. Wisdom is the
the die roll; for convenience, you may simply Prime Requisite for Clerics. The Wisdom
subtract them from the saving throw numbers bonus or penalty may apply to some saving
on the character sheet instead. throws vs. magical attacks, particularly those
affecting the target's will.
Finally, if you haven't done so already, name
your character. This often takes longer than Dexterity: This ability measures the
all the other steps combined. character's quickness and balance as well as
aptitude with tools. Dexterity is the Prime
Character Abilities Requisite for Thieves. The Dexterity bonus or
penalty is applied to all attack rolls with
Each character will have a score ranging from missile (ranged) weapons, to the character's
3 to 18 in each of the following abilities. A Armor Class value, and to the character's
bonus or penalty is associated with each Initiative die roll.
score, as shown on the table below. Each
class has a Prime Requisite ability score, Constitution: A combination of general
which must be at least 9 in order for the health and vitality. Apply the Constitution
character to become a member of that class; bonus or penalty to each hit die rolled by the
also, there are required minimum and character. Note that a penalty here will not
maximum scores for each character race other reduce any hit die roll to less than 1 point.
than Humans, as described under Character Charisma: This is the ability to influence or
Races, below. even lead people; those with high Charisma
Ability Score Bonus/Penalty are well-liked, or at least highly respected.
3 -3 Apply the Charisma bonus or penalty to
4-5 -2 reaction rolls. Also, the number of retainers a
character may hire, and the loyalty of those
6-8 -1
retainers, is affected by Charisma.
9-12 0
13-15 +1
16-17 +2
Hit Points and Hit Dice
18 +3 When a character is injured, he or she loses
hit points from his or her current total. Note
Strength: As the name implies, this ability that this does not change the figure rolled, but
measures the character's raw physical power. rather reduces the current total; healing will
Strength is the Prime Requisite for Fighters. restore hit points, up to but not exceeding the
Apply the ability bonus or penalty for Strength rolled figure.
to all attack and damage rolls in melee (hand
to hand) combat. Note that a penalty here will When his or her hit point total reaches 0, your
not reduce damage from a successful attack character may be dead. This may not be the
below one point in any case (see the Combat end for the character; don't tear up the
section for details). 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

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PLAYER CHARACTERS BASIC FANTASY RPG

point. Each time a character gains a level, the both their own language and Common (or the
player should roll another hit die and add the local Human language if it isn't called
character's Constitution bonus or penalty, with Common).
the result again being a minimum of 1 point.
Characters with Intelligence of 13 or higher
Add this amount to the character's maximum
may choose to begin the game knowing one
hit points figure. Note that, after 9th level,
or more languages other than those given
characters receive a fixed number of hit points
above; the number of additional languages
each level, as shown in the advancement
that may be learned is equal to the
table for the class, and no longer add the
Intelligence bonus (+1, +2, or +3).
Constitution bonus or penalty.
Characters may choose to learn other demi-
human languages, as well as humanoid
Languages languages such as Orc, Goblin, etc. The GM
All characters begin the game knowing their will decide which humanoid languages may be
native language. In most campaign worlds, learned. The player may choose to leave one
Humans all (or nearly all) speak the same or more bonus language “slots” open, to be
language, often called “Common.” Each filled during play. Some Game Masters may
demi-human race has its own language, i.e. even allow player characters to learn exotic
Elvish, Dwarvish, or Halfling, and members of languages such as Dragon; also, “dead” or
the demi-human races begin play knowing otherwise archaic languages might be allowed
to more scholarly characters.

6
BASIC FANTASY RPG PLAYER CHARACTERS

Character Races
Dwarves Elves

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 Description: Elves are a slender race, with both
dark brown, gray or black. They take great pride genders standing around five feet tall and
in their beards, sometimes braiding or forking weighing around 130 pounds. Most have dark
them. They have a fair to ruddy complexion. hair, with little or no body or facial hair. Their
Dwarves have stout frames and a strong, skin is pale, and they have pointed ears and
muscular build. They are rugged and resilient, delicate features. Elves are lithe and graceful.
with the capacity to endure great hardships. They have keen eyesight and hearing. Elves are
Dwarves are typically practical, stubborn and typically inquisitive, passionate, self-assured,
courageous. They can also be introspective, and sometimes haughty. Their typical lifespan is
suspicious and possessive. They have a lifespan a dozen centuries or more.
of three to four centuries. Restrictions: Elves may become Clerics,
Restrictions: Dwarves may become Clerics, Fighters, Magic-Users or Thieves; they are also
Fighters, or Thieves. They are required to have a allowed to combine the classes of Fighter and
minimum Constitution of 9. Due to their Magic-User, and of Magic-User and Thief (see
generally dour dispositions, they may not have a Combination Classes, below). They are
Charisma higher than 17. They may not employ required to have a minimum Intelligence of 9.
Large weapons more than four feet in length Due to their generally delicate nature, they may
(specifically, two-handed swords, polearms, and not have a Constitution higher than 17. Elves
longbows). never roll larger than six-sided dice (d6) for hit
points.
Special Abilities: All Dwarves have Darkvision
Special Abilities: All Elves have Darkvision
with a 60' range, and are able to detect slanting
with a 60' range. They are able to find secret
passages, traps, shifting walls and new
doors more often than normal (1-2 on 1d6 rather
construction on a roll of 1-2 on 1d6; a search
than the usual 1 on 1d6). An Elf is so observant
must be performed before this roll may be made.
that one has a 1 on 1d6 chance to find a secret
Saving Throws: Dwarves save at +4 vs. Death door with a cursory look. Elves are immune to
Ray or Poison, Magic Wands, Paralysis or Petrify,
and Spells, and at +3 vs. Dragon Breath.

7
PLAYER CHARACTERS BASIC FANTASY RPG

the paralyzing attack of ghouls. Also, they are hide very effectively; so long as they remain still
less likely to be surprised in combat, reducing there is only a 10% chance they will be detected.
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

Description: Halflings are small, slightly stocky Even indoors, in dungeons or in non-preferred
folk who stand around three feet tall and weigh terrain they are able to hide such that there is
about 60 pounds. They have curly brown hair on only a 30% chance of detection. Note that a
their heads and feet, but rarely have facial hair. Halfling Thief will roll only once, using either the
They are usually fair skinned, often with ruddy Thief ability or the Halfling ability, whichever is
cheeks. Halflings are remarkably rugged for better.
their small size. They are dexterous and nimble,
capable of moving quietly and remaining very Saving Throws: Halflings save at +4 vs. Death
still. They usually go barefoot. Halflings are Ray or Poison, Magic Wands, Paralysis or Petrify,
typically outgoing, unassuming and good- and Spells, and at +3 vs. Dragon Breath.
natured. 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,
thus adding +1 to Initiative die rolls. Outdoors in
their preferred forest terrain, they are able to

8
BASIC FANTASY RPG PLAYER CHARACTERS

Humans 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
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
Description: Humans come in a broad variety armor. These characters roll six-sided dice (d6)
of shapes and sizes; the Game Master must for hit points.
decide what sorts of Humans live in the game
world. An average Human male in good health Magic-User/Thief: Members of this
stands around six feet tall and weighs about 175 combination class may cast spells while wearing
pounds. Most Humans live around 75 years. leather armor, and may use any weapon. These
characters roll four-sided dice (d4) for hit points.
Restrictions: Humans may be any single class.
They have no minimum or maximum ability
score requirements.

9
PLAYER CHARACTERS BASIC FANTASY RPG

Character Classes
Cleric Fighter
Exp. Spells Exp.
Level Points Hit Dice 1 2 3 4 5 6 Level Points Hit Dice
1 0 1d6 - - - - - - 1 0 1d8
2 1,500 2d6 1 - - - - - 2 2,000 2d8
3 3,000 3d6 2 - - - - - 3 4,000 3d8
4 6,000 4d6 2 1 - - - - 4 8,000 4d8
5 12,000 5d6 2 2 - - - - 5 16,000 5d8
6 24,000 6d6 2 2 1 - - - 6 32,000 6d8
7 48,000 7d6 3 2 2 - - - 7 64,000 7d8
8 90,000 8d6 3 2 2 1 - - 8 120,000 8d8
9 180,000 9d6 3 3 2 2 - - 9 240,000 9d8
10 270,000 9d6+1 3 3 2 2 1 - 10 360,000 9d8+2
11 360,000 9d6+2 4 3 3 2 2 - 11 480,000 9d8+4
12 450,000 9d6+3 4 4 3 2 2 1 12 600,000 9d8+6
13 540,000 9d6+4 4 4 3 3 2 2 13 720,000 9d8+8
14 630,000 9d6+5 4 4 4 3 2 2 14 840,000 9d8+10
15 720,000 9d6+6 4 4 4 3 3 2 15 960,000 9d8+12
16 810,000 9d6+7 5 4 4 3 3 2 16 1,080,000 9d8+14
17 900,000 9d6+8 5 5 4 3 3 2 17 1,200,000 9d8+16
18 990,000 9d6+9 5 5 4 4 3 3 18 1,320,000 9d8+18
19 1,080,000 9d6+10 6 5 4 4 3 3 19 1,440,000 9d8+20
20 1,170,000 9d6+11 6 5 5 4 3 3 20 1,560,000 9d8+22

Clerics are those who have devoted themselves Fighters include soldiers, guardsmen, barbarian
to the service of a deity, pantheon or other belief warriors, and anyone else for whom fighting is a
system. Most Clerics spend their time in way of life. They train in combat, and they
mundane forms of service such as preaching and generally approach problems head on, weapon
ministering in a temple; but there are those who drawn.
are called to go abroad from the temple and
Not surprisingly, Fighters are best at fighting of
serve their deity in a more direct way, smiting
all the classes. They are also the hardiest, able
undead monsters and aiding in the battle against
to take more punishment than any other class.
evil and chaos. Player character Clerics are
Although they are not skilled in the ways of
assumed to be among the latter group.
magic, Fighters can nonetheless use many magic
Clerics fight about as well as Thieves, but not as items, including but not limited to magical
well as Fighters. They are hardier than Thieves, weapons and armor.
at least at lower levels, as they are accustomed
The Prime Requisite for Fighters is Strength; a
to physical labor that the Thief would deftly
character must have a Strength score of 9 or
avoid. Clerics can cast spells of divine nature
higher to become a Fighter. Members of this
starting at 2nd level, and they have the power to
class may wear any armor and use any weapon.
Turn the Undead, that is, to drive away undead
monsters by means of faith alone (see 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).

10
BASIC FANTASY RPG PLAYER CHARACTERS

Magic-User Thief
Exp. Spells Exp.
Level Points Hit Dice 1 2 3 4 5 6 Level Points Hit Dice
1 0 1d4 1 - - - - - 1 0 1d4
2 2,500 2d4 2 - - - - - 2 1,250 2d4
3 5,000 3d4 2 1 - - - - 3 2,500 3d4
4 10,000 4d4 2 2 - - - - 4 5,000 4d4
5 20,000 5d4 2 2 1 - - - 5 10,000 5d4
6 40,000 6d4 3 2 2 - - - 6 20,000 6d4
7 80,000 7d4 3 2 2 1 - - 7 40,000 7d4
8 150,000 8d4 3 3 2 2 - - 8 75,000 8d4
9 300,000 9d4 3 3 2 2 1 - 9 150,000 9d4
10 450,000 9d4+1 4 3 3 2 2 - 10 225,000 9d4+2
11 600,000 9d4+2 4 4 3 2 2 1 11 300,000 9d4+4
12 750,000 9d4+3 4 4 3 3 2 2 12 375,000 9d4+6
13 900,000 9d4+4 4 4 4 3 2 2 13 450,000 9d4+8
14 1,050,000 9d4+5 4 4 4 3 3 2 14 525,000 9d4+10
15 1,200,000 9d4+6 5 4 4 3 3 2 15 600,000 9d4+12
16 1,350,000 9d4+7 5 5 4 3 3 2 16 675,000 9d4+14
17 1,500,000 9d4+8 5 5 4 4 3 3 17 750,000 9d4+16
18 1,650,000 9d4+9 6 5 4 4 3 3 18 825,000 9d4+18
19 1,800,000 9d4+10 6 5 5 4 3 3 19 900,000 9d4+20
20 1,950,000 9d4+11 6 5 5 4 4 3 20 975,000 9d4+22

Magic-Users are those who seek and use Thieves are those who take what they want or
knowledge of the arcane. They do magic not as need by stealth, disarming traps and picking
the Cleric does, by faith in a greater power, but locks to get to the gold they crave; or
rather through insight and understanding. “borrowing” money from pockets, beltpouches,
etc. right under the nose of the “mark” without
Magic-Users are the worst of all the classes at
the victim ever knowing.
fighting; hours spent studying massive tomes of
magic do not lead a character to become strong Thieves fight better than Magic-Users but not as
or adept with weapons. They are the least well as Fighters. Avoidance of honest work leads
hardy, equal to Thieves at lower levels but Thieves to be less hardy than the other classes,
quickly falling behind. though they do pull ahead of the Magic-Users at
higher levels.
The Prime Requisite for Magic-Users is
Intelligence; a character must have an The Prime Requisite for Thieves is Dexterity; a
Intelligence score of 9 or higher to become a character must have a Dexterity score of 9 or
Magic-User. The only weapons they become higher to become a Thief. They may use any
proficient with are the dagger and the walking weapon, but may not wear metal armor as it
staff (or cudgel). Magic-Users may not wear interferes with stealthy activities, nor may they
armor of any sort nor use a shield as such things use shields of any sort. Leather armor is
interfere with spellcasting. acceptable, however.
A first level Magic-User begins play knowing Thieves have a number of special abilities,
read magic and one other spell of first level. described below. One Turn must generally be
These spells are written in a spellbook provided spent to use any of these abilities, though the
by his or her master. The GM may roll for the GM may amend this as he or she sees fit. The
spell, assign it as he or she sees fit, or allow the GM may choose to make any of these rolls on
player to choose it, at his or her option. See the behalf of the player, at his or her option, to help
Spells section for more details. maintain the proper state of uncertainty. Also
note that the GM may apply situational
adjustments (plus or minus percentage points)

11
PLAYER CHARACTERS BASIC FANTASY RPG

as he or she sees 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
Thief Remove Pick Move
Level Open Locks Traps Pockets 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

Open Locks allows the Thief to unlock a lock Climb Walls permits the Thief to climb sheer
without a proper key. It may only be tried once surfaces with few or no visible handholds. This
per lock. If the attempt fails, the Thief must wait ability should normally be rolled by the player. If
until he or she has gained another level of the roll fails, the Thief falls from about halfway
experience before trying again. up the wall or other vertical surface. The GM
Remove Traps is generally rolled twice: first to may require multiple rolls if the distance climbed
detect the trap, and second to disarm it. The GM is more than 100 feet.
will make these rolls as the player won't know for Hide permits the Thief to hide in any shadowed
sure if the character is successful or not until area large enough to contain his or her body.
someone actually tests the trapped (or Like Move Silently, the Thief always believes he
suspected) area. or she is being successful, so the GM makes the
Pick Pockets allows the Thief to lift the wallet, roll. A Thief hiding in shadows must remain still
cut the purse, etc. of a victim without the victim for this ability to work.
noticing. Obviously, if the roll is failed, the Thief Listen is generally used to listen at a door, or to
didn't get what he or she wanted; but further, try to listen for distant sounds in a dungeon. The
the intended victim (or an onlooker, at the GM's GM must decide what noises the Thief might
option) will notice the attempt if the die roll is hear; a successful roll means only that a noise
more than two times the target number (or if the could have been heard. The GM should always
die roll is 00). make this roll for the player. Note that the Thief
Move Silently, like Remove Traps, is always and his or her party must try to be quiet in order
rolled by the GM. The Thief will usually believe for the Thief to use this ability.
he or she is moving silently regardless of the die Finally, Thieves can perform a Sneak Attack
roll, but those he or she is trying to avoid will any time they are behind an opponent in melee
hear the Thief if the roll is failed. and it is reasonably likely the opponent doesn't

12
BASIC FANTASY RPG PLAYER CHARACTERS

know the Thief is there. The GM may require a performed bare-handed (in which case subduing
Move Silently or Hide roll to determine this. The damage is done; see the Encounter section for
Sneak Attack is made with a +4 attack bonus details). Also, the Sneak Attack can be
and does double damage if it is successful. A performed with the “flat of the blade;” the
Thief usually can't make a Sneak Attack on the bonuses and penalties cancel out, so the attack
same opponent twice in any given combat. has a +0 attack bonus and does normal damage;
The Sneak Attack can be performed with any the damage done in this case is subduing
melee (but not missile) weapon, or may be damage.

Cost of Weapons and Equipment


Money
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 1/10th of a pound, and that five 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 (unless the GM decides
otherwise).

Equipment
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.

13
PLAYER CHARACTERS BASIC FANTASY RPG

Item Price Weight Weapons


Backpack 4 gp *
Weapon Price Size Weigh Dmg.
Belt Pouch 1 gp *
t
Bit and bridle 15 sp 3
Axes
Candles, 12 1 gp *
Hand Axe 4 gp S 5 1d6
Chalk, small bag of pieces 2 gp *
Battle Axe 7 gp M 7 1d8
Cloak 2 gp 1
Great Axe 14 gp L 15 1d10
Clothing, common outfit 4 gp 1
Bows
Glass bottle or vial 1 gp *
Shortbow 25 gp M 2
Grappling Hook 2 gp 4
Shortbow Arrow 1 sp * 1d6
Holy Symbol 25 gp *
Silver† Shortbow 2 gp 1d6
Holy Water, per vial 10 gp * Arrow *
Horseshoes & shoeing 1 gp 10 Longbow 60 gp L 3
Ink, per jar 8 gp ½ Longbow Arrow 2 sp * 1d8
Iron Spikes, 12 1 gp 1 Silver† Longbow 4 gp 1d8
Ladder, 10 ft. 1 gp 20 Arrow *
Lantern 5 gp 2 Light Crossbow 30 gp M 7
Lantern, Bullseye 14 gp 3 Light Quarrel 2 sp * 1d6
Lantern, Hooded 8 gp 2 Silver† Light Quarrel 5 gp * 1d6
Manacles (without padlock) 6 gp 4 Heavy Crossbow 50 gp L 14
Map or scroll case 1 gp ½ Heavy Quarrel 4 sp * 1d8
Mirror, small metal 7 gp * Silver† Heavy Quarrel 10 gp * 1d8
Oil (per flask) 1 gp 1 Daggers
Padlock (with 2 keys) 12 gp 1 Dagger 2 gp S 1 1d4
Item Price Weight Silver† Dagger 25 gp S 1 1d4
Paper (per sheet) 1 gp ** Swords
Pole, 10' wooden 1 gp 10 Shortsword 6 gp S 3 1d6
Quill 1 sp ** Longsword/Scimitar 10 gp M 4 1d8
Quill Knife 1 gp * Two-Handed Sword 18 gp L 10 1d10
Quiver or Bolt case 1 gp 1 Hammers and Maces
Rations, Dry, one week 10 gp 14 Warhammer 4 gp S 6 1d6
Rope, Hemp (per 50 ft.) 1 gp 5 Mace 6 gp M 10 1d8
Rope, Silk (per 50 ft.) 10 gp 2 Maul 10 gp L 16 1d10
Sack, Large 1 gp * Other Weapons
Sack, Small 5 sp * Club/Cudgel/Walking 2 sp M 1 1d4
Saddle, Pack 5 gp 15 Staff
Saddle, Riding 10 gp 35 Quarterstaff 2 gp L 4 1d6
Saddlebags, pair 4 gp 7 Pole Arm 9 gp L 15 1d10
Spellbook (128 pages) 25 gp 1 Sling 1 gp S *
Tent, Large (ten men) 25 gp 20 Bullet 1 sp * 1d4
Tent, Small (one man) 5 gp 10 Stone n/a * 1d3
Thieves' picks and tools 25 gp 1 Spear 5 gp M 5
Tinderbox, flint and steel 3 gp 1 Thrown (one handed) 1d6
Torches, 6 1 gp 1 Melee (one handed) 1d6
Whetstone 1 gp 1 Melee (two handed) 1d8
Whistle 1 gp ** * These items weigh little individually. Ten of these
Wineskin/Waterskin 1 gp 2 items weigh one pound.
† Silver tip or blade, for use against lycanthropes.
Winter blanket 1 gp 3

14
BASIC FANTASY RPG PLAYER CHARACTERS

Weapon Size Missile weapon ranges are given in feet. In the


wilderness, substitute yards for feet. If the
Humans and Elves must wield Large weapons target is as close as or closer than the Short
with both hands, but may use Small or Medium range figure, the attacker receives a +1 attack
weapons in one hand. Halflings may not use bonus. If the target is further away than the
Large weapons at all, and must use Medium Medium range figure, but not beyond the Long
weapons with both hands. Dwarves, due to their range figure, the attacker receives a -2 attack
stocky, powerful builds, are able to use Medium penalty.
weapons one-handed and some Large weapons
in two hands, but Large weapons more than four
feet in length are prohibited (specifically, two- Armor and Shields
handed swords, polearms, and longbows). Some Armor Type Price Weight AC
weapons must be used with both hands by No Armor 0 gp 0 11
design (such as bows and crossbows) but the
Leather Armor 20 gp 15 13
maximum size limits still apply.
Chain Mail 60 gp 40 15
The GM should apply similar limitations to Plate Mail 300 gp 50 17
weapon-armed monsters; for instance, kobolds Shield 7 gp 5 +1
and goblins are similar in size to Halflings, and
thus should have similar weapon limits. Beasts of Burden
Note: Statistics for the animals below are on
Missile Weapon Ranges
page 55.
Short Mediu Long
Item Price
Weapon (+1) m (0) (-2)
Horse, Draft 120 gp
Longbow 70 140 210
Horse, War 200 gp
Shortbow 50 100 150
Horse, Riding 75 gp
Heavy Crossbow 80 160 240
Pony* 40 gp
Light Crossbow 60 120 180
Pony, War* 80 gp
Dagger 10 20 30
* Due to their small stature, Dwarves and
Hand Axe 10 20 30 Halflings generally ride ponies rather than horses.
Oil or Holy Water 10 30 50
Sling 30 60 90
Spear 10 20 30
Warhammer 10 20 30

15
PLAYER CHARACTERS BASIC FANTASY RPG

Explanation of Equipment
A Backpack will hold a maximum 40 pounds or Dry Rations may consist of dry bread, hard
3 cubic feet of goods. Some items may be cheese, dried fruit, nuts, beans, jerky, or any
lashed to the outside, and thus count toward the other food which will not “go bad” in less than
weight limit but not the volume limit. A about a month (if not longer). Dry rations are
Halfling's backpack holds at most 30 pounds generally sold in quantities sufficient for one
and/or 1½ cubic feet, but costs the same as a character for a week, and are packaged in waxed
full-sized item. or oiled cloth to protect them.
A Candle will shed light over a 5' radius, with Hemp Rope is ½ inch in diameter and has a
dim light extending 5' further. A normal candle breaking strength of 1,600 pounds. Safe working
will burn about 3 turns per inch of height. load for a rope is normally one-quarter of the
breaking strength. One or more knots in a rope
Chalk is useful for “blazing a trail” through a
cut the breaking strength in half. This does not
dungeon or ruin.
affect the safe working load, because knots are
Holy Water is explained in the Encounter figured into the listed one-quarter ratio.
section.
Silk Rope is about 3/8 inch in diameter and has
Iron Spikes are useful for spiking doors closed a breaking strength of 1,600 pounds, although it
(or spiking them open) and may be used as weighs considerably less than hemp rope. The
crude pitons in appropriate situations. notes regarding rope strength given for hemp
rope, above, apply here also.
A Lantern will provide light covering a 30'
radius; dim light will extend about 20' further. A A Large Sack will hold at most 40 pounds or 4
lantern will consume a flask of oil in 18+1d6 cubic feet of goods.
turns. A Hooded Lantern allows the light to be
hidden or revealed as the user pleases; in all A Small Sack will hold at most 20 pounds or 2
other ways it performs as an ordinary lantern. A cubic feet of goods.
Bullseye Lantern projects a cone of light 30'
A pair of Saddlebags will hold at most 10
long and 30' wide at the widest point, with dim
pounds or 1 cubic foot of goods (divided evenly
light extending an additional 20' beyond that
between both bags).
point. This type of lantern is generally hooded.
A Map or Scroll Case is a tubular oiled leather Thieves' Picks and Tools are required for the
case used to carry maps, scrolls, or other paper use of Thief abilities such as opening locks and
items. The case will have a water-resistant (but removing traps. These abilities may not be
not waterproof) cap which slides over the end, usable without appropriate tools, or may be used
and a loop to allow the case to be hung from a at a penalty at the option of the Game Master.
belt or bandolier. A standard scroll case can hold A Tinderbox is generally purchased with a flint
up to 10 sheets of paper, or a single scroll of up and steel; the flint, a piece of hard rock, is
to seven spells. struck vigorously against a C-shaped piece of
A Mirror is useful in a dungeon environment for high-carbon steel. When done correctly, hot
many reasons; for instance, it is the only way to sparks will fly from the flint and steel into the
look at a Medusa without being turned to stone. tinder, hopefully starting a fire. The best tinder
Mirrors are also useful for looking around is a dried piece of prepared tinder fungus,
corners, and can be used outdoors to send carried in the tinderbox to keep it dry; char cloth,
signals using reflected sunlight. hemp rope, or even very dry grass can substitute
if prepared tinder fungus is not available. The
A Quiver is an open container used to hold time required to start a fire should be
arrows. A Bolt Case is a similar sort of determined by the GM according to the
container for crossbow bolts. In either case, the prevailing conditions; under ideal conditions,
standard capacity is 20 missiles. The length of a starting a fire with a flint, steel and tinder takes
quiver or bolt case must match the length of the about a turn.
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.

16
BASIC FANTASY RPG PLAYER CHARACTERS

A Torch sheds light over a 30' radius, with dim Wineskin/Waterskin is a container for drinking
light extending about 20' further, and burns for water or wine; though generally water is taken
1d4+4 turns. Of course, a torch is also useful into a dungeon or wilderness environment. The
for setting flammable materials (such as standard waterskin holds one quart of liquid,
cobwebs or oil) alight. which is the minimum amount required by a
normal character in a single day. If adventuring
A Whetstone is used to sharpen and maintain in the desert or other hot, dry areas, a character
edged weapons such as swords, daggers, and may need as much as ten times this amount.
axes. Note that the given 2 pound weight is for a full
skin; an empty skin has negligible weight.

Vehicles
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
Vehicle Length x Weight Cargo Movement Hardness / HP Cost (gp)
width*
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
Length x
Vehicle 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


The Crew figure given reflects the minimum provisions for one man for one month occupy
number of sailors and/or rowers needed to 1/10 of a ton of space.
operate the ship. Officers are not counted
among these numbers, and of course it is always Movement is given separately here in feet
a good idea to hire extra sailors and/or rowers to (yards, actually; see Time and Scale in Part 4:
ensure that any casualties will not slow down the The Adventure for an explanation) as well as
ship. miles per day. The encounter movement of ships
is not directly related to the long-distance travel
Cargo for wagons is given in pounds, while for rate, since the crew must work hard to make the
ships it is given in tons. If the ship sails night ship move quickly in combat, and this level of
and day, each passenger requires living space effort cannot be maintained day and night.
equivalent to one ton of cargo; in addition,

17
PLAYER CHARACTERS BASIC FANTASY RPG

The parenthesized figure represents A carrack is a large, ocean-going sailing ship


maneuverability; see Maneuverability in Part with three or four masts.
5: The Encounter for details.
Galleys are equipped with both sails and oars;
See Attacking a Vehicle, also in the the second listed movement rate for galleys is
Encounter section, for details on the Hardness the rowing speed. A small galley will have
and HP statistics. around 20 rows of oars, with each oar pulled by
two men (for a total of 80 rowers) while a large
A chariot requires a single horse, generally a galley will have around 35 rows of oars (for a
warhorse, to pull it. Both coaches and wagons total of 140 rowers). Galleys are generally much
require at least a pair of draft horses to pull more maneuverable than sailing ships such as
them. the carrack or caravel, and may be outfitted with
A caravel is a highly maneuverable sailing ship rams.
with two or three masts. Though superficially The longship commonly used by northern
similar to the larger carrack, caravels are raiders is very similar to the large galley.
capable of sailing up rivers, a task for which the However, where more civilized nations have
larger ship is ill suited. 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
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.
Short Medium Long
Rate Attack Range Range Range
Weapon Cost of Fire Penalty Damage (+1) (+0) (-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'
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 (a sort of portable roof). They require a
crew of eight or more.
Onager: This weapon throws a stone with a fairly flat trajectory. An onager requires a crew of four
to operate.
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’ higher than the
weapon, there is an additional –2 attack penalty. A trebuchet requires a crew of eight to operate.

18
BASIC FANTASY RPG SPELLS

PART 3: SPELLS
The number of spells of each level which a Cleric First Level Clerical Spells
or Magic-User may cast per day is shown on the 1 Cure Light Wounds*
appropriate table in the Characters section, 2 Detect Evil*
above. Each day, usually in the morning, 3 Detect Magic
spellcasters prepare spells to replace those they
4 Light*
have used. Clerics do this through prayer, while
Magic-Users must study their spellbooks. Spells 5 Protection from Evil*
prepared but not used persist from day to day; 6 Purify Food and Water
only those actually cast must be replaced. A 7 Remove Fear*
spellcaster may always choose to dismiss a 8 Resist Cold
prepared spell (without casting it) in order to
prepare a different spell of that level. Second Level Clerical Spells
Spellcasters must have at least one hand free, 1 Bless*
and be able to speak, in order to cast spells; 2 Charm Animal
thus, binding and gagging a spellcaster is an 3 Find Traps
effective means of preventing him or her from 4 Hold Person
casting spells. In combat, casting a spell usually 5 Resist Fire
takes the same time as making an attack. If a 6 Silence 15' radius
spellcaster is attacked (even if not hit) or must
7 Speak with Animals
make a saving throw (whether successful or not)
8 Spiritual Hammer
on the Initiative number on which he or she is
casting a spell, the spell is spoiled and lost. As a
specific exception, two spell casters releasing
Third Level Clerical Spells
their spells at each other on the same Initiative 1 Continual Light*
number will both succeed in their casting; one 2 Cure Blindness
caster may disrupt another with a spell only if he 3 Cure Disease*
or she has a better Initiative, and chooses to 4 Growth of Animals
delay casting the spell until right before the 5 Locate Object
other caster. 6 Remove Curse*
Some spells are reversible; such spells are 7 Speak with Dead
shown with an asterisk after the name. 8 Striking

Cleric Spells Fourth Level Clerical Spells


1 Animate Dead
Clerics receive their spells through faith and 2 Create Water
prayer. Each day, generally in the morning, a 3 Cure Serious Wounds*
Cleric must pray for at least three turns in order
4 Dispel Magic
to prepare spells. Of course, the Cleric may be
expected to pray more than this in order to 5 Neutralize Poison*
remain in his or her deity's good graces. 6 Protection from Evil 10' radius*
7 Speak with Plants
Because they gain their spells through prayer, a
8 Sticks to Snakes
Cleric may prepare any spell of any level he or
she is able to cast. However, in some cases the
Fifth Level Clerical Spells
Cleric's deity may limit the availability of certain
1 Commune
spells; for instance, a deity devoted to healing
may refuse to grant reversed healing spells. 2 Create Food
3 Dispel Evil
4 Insect Plague
5 Quest*
6 Raise Dead*
7 True Seeing
8 Wall of Fire

19
SPELLS BASIC FANTASY RPG

Sixth Level Clerical Spells 4 ESP


1 Animate Objects 5 Invisibility
2 Blade Barrier 6 Knock
3 Find the Path 7 Levitate
4 Heal* 8 Locate Object
5 Regenerate 9 Mirror Image
6 Restoration 10 Phantasmal Force
7 Speak with Monsters 11 Web
8 Word of Recall 12 Wizard Lock
Magic-User Spells
Third Level Magic-User Spells
Magic-Users cast spells through the exercise of 1 Clairvoyance
knowledge and will. They prepare spells by 2 Darkvision
study of their spellbooks; each Magic-User has
3 Dispel Magic
his or her own spellbook containing the magical
formulae for each spell the Magic-User has 4 Fireball
learned. Spellbooks are written in a magical 5 Fly
script that can only be read by the one who 6 Haste*
wrote it, or through the use of the spell read 7 Hold Person
magic. All Magic-Users begin play knowing 8 Invisibility 10‘ radius
read magic, and it is so ingrained that it can be 9 Lightning Bolt
prepared without a spellbook. 10 Protection from Evil 10’ radius*
A Magic-User may only prepare spells after 11 Protection from Normal Missiles
resting (i.e. a good night's sleep), and needs one 12 Water Breathing
turn per each three spell levels to do so
(rounding fractions up). Spells prepared but not Fourth Level Magic-User Spells
used on a previous day are not lost. For 1 Charm Monster
example, a 3rd level Magic-User preparing all 2 Confusion
three of his or her available spells (two 1 st level
3 Dimension Door
and one 2nd level) is preparing a total of 4 levels
4 Growth of Plants*
of spells, and thus needs 2 turns (4 divided by 3
and rounded up). 5 Hallucinatory Terrain
6 Ice Storm
Rules for the acquisition of new spells are found
7 Massmorph
in the Game Master's section on page 186.
8 Polymorph Other
First Level Magic-User Spells 9 Polymorph Self
1 Charm Person 10 Remove Curse*
2 Detect Magic 11 Wall of Fire
3 Floating Disc 12 Wizard Eye
4 Hold Portal
5 Light* Fifth Level Magic-User Spells
6 Magic Missile 1 Animate Dead
7 Magic Mouth 2 Cloudkill
8 Protection from Evil* 3 Conjure Elemental
9 Read Languages 4 Feeblemind
10 Shield 5 Hold Monster
11 Sleep 6 Magic Jar
12 Ventriloquism 7 Passwall
8 Telekinesis
Second Level Magic-User Spells 9 Teleport
1 Continual Light* 10 Wall of Stone
2 Detect Evil*
3 Detect Invisible

20
BASIC FANTASY RPG SPELLS

Sixth Level Magic-User Spells 10 Wall of Iron


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
All Spells, in Alphabetical Order

Animate Dead Range: touch the GM's discretion). As a special case, weapons
Cleric 4, Magic-User 5 Duration: special which are animated do damage using the normal
die roll for the type, but only up to a maximum
This spell turns the bones or bodies of dead 1d8. Animated objects have a movement rate of
creatures into undead skeletons or zombies that 10', and generally must move in contact with the
follow the caster's spoken commands. They ground (walking, hopping, slithering, or
remain animated until they are destroyed. The bouncing, however seems most appropriate to
caster may animate a number of hit dice of the GM).
undead equal to twice his or her caster level,
and no more. Animated skeletons have hit dice
equal to the number the creature had in life; for Anti-Magic Shell Range: 10' radius
skeletons of humans or demi-humans, this Magic-User 6 Duration: 1
means one hit die, regardless of the character turn/level
level of the deceased. Zombies have one more Within a 10' radius around the caster, all magic
hit die than the creature had in life. An is negated for the full duration of the spell.
animated skeleton can be created only from a Magical attacks will not affect the caster, magic
mostly intact skeleton; a zombie can be created items and spells within the radius are
only from a mostly intact corpse. The caster suppressed, and the caster cannot perform
must touch the remains to be animated. No further magic until the spell has expired.
character may normally control more hit dice of
undead than 4 times his or her level, regardless
of how many times this spell is cast. Blade Barrier Range: 90'
Cleric 6 Duration: 1
round/level
Animate Objects Range: 100'+10'/level
Cleric 6 Duration: 1 This spell creates a wall of whirling blades up to
round/level 20' long per caster level, or a ringed wall of
whirling blades with a radius of up to 5' per two
This spell imbues inanimate objects with mobility levels. Either form will be up to 20 ft. high (as
and a semblance of life. The animated objects allowed by available space). Any creature
then attack whomever or whatever the caster passing through the wall takes 1d6 points of
designates. This spell cannot animate objects damage per caster level (maximum 15d6), with
carried or worn by a creature. An animated a save vs. Death Ray reducing damage to half.
object can be of any non-magical material. The
caster can animate one object per level, up to a If the caster evokes the barrier so that it appears
maximum of 25 lbs. per caster level (i.e. 300 lbs. where creatures are, each creature takes
at 12th level, 325 lbs. at 13th level, and so on). damage as if passing through the wall. Each
such creature can avoid the wall (ending up on
The GM must rule on the effectiveness of the side of its choice) and thus take no damage
animated objects in combat. In general, by making a successful save vs. Death Ray.
animated objects attack using the same attack
bonus as the caster. Small or lightweight objects A blade barrier provides cover (+4 bonus to
do no more than 1d4 damage per hit, while Armor Class) against attacks made through it.
larger and/or heavier objects do 1d6 or 1d8 (at

21
SPELLS BASIC FANTASY RPG

Bless* Range: 50' radius currently being threatened or attacked by the


Cleric 2 Duration: 1 caster or his or her allies, it receives a +5 bonus
minute/level on its saving throw. The spell does not enable
the caster to control the charmed person as if it
This spell gives the caster and his or her allies were an automaton; rather, it perceives his or
(within a 50' radius of the caster) a bonus of +1 her words and actions in the most favorable way.
on attack rolls, morale checks (for monsters or The caster can try to give the subject orders, but
NPCs allied with the caster), and saving throws it will not do anything it wouldn’t ordinarily do,
against magical fear. and further may receive an additional saving
The reverse of bless is called bane. It fills the throw to overcome the magic (at the GM's
caster's enemies (within a 50' radius) with fear discretion). The caster must speak the target's
and doubt, causing each affected creature to language to communicate any commands, or
suffer a –1 penalty on attack rolls, morale else be good at pantomiming; of course, if the
checks, and saving throws against magical fear. caster is attacked, the charmed creature will act
to protect its “friend” (though that could mean
attacking the caster's enemies, or attempting to
Charm Animal Range: 60' carry off the caster to a “safe” place). The
Cleric 2 Duration: level+1d4 target receives a new saving throw each day if it
rounds has an Intelligence of 13 or greater, every week
This spell allows the caster to charm one or more if its Intelligence is 9-12, or every month if its
animals, in much the same fashion as charm Intelligence is 8 or less.
person, at a rate of 1 hit die per caster level.
The caster may decide which individual animals Clairvoyance Range: 60'
out of a mixed group are to be affected first; Magic-User 3 Duration: 12 turns
excess hit dice of effect are ignored. No saving
throw is allowed, either for normal or giant-sized This spell enables the caster to see into another
animals, but creatures of more fantastic nature area through the eyes of a living creature in that
(as determined by the GM) are allowed a save area. The caster must specify the direction and
vs. Spells to resist. When the duration expires, approximate distance, up to a maximum of 60'
the animals will resume normal activity away. If there is no appropriate creature in that
immediately. area, the spell fails. No saving throw is allowed,
and the target creature is unaware that it is
This spell does not grant the caster any special being so used. The caster may choose another
means of communication with the affected subject creature after at least a turn has passed,
animals; if combined with speak with animals, enabling multiple locations to be viewed. If the
this spell becomes significantly more useful. subject creature moves out of range, contact is
lost, though the caster may be able to choose
Charm Monster Range: 30' another target in this case.
Magic-User 4 Duration: special
This spell functions like charm person, except
Cloudkill Range: 100'+10'/level
that the effect is not restricted by creature type Magic-User 5 Duration: 6
or size. Undead monsters are unaffected. This rounds/level
spell can affect 3d6 hit dice of creatures of 3 or This spell creates a 20'x20'x20' cloud of poison
fewer hit dice, or one creature of more than 3 hit gas which moves at a rate of 10' per round
dice. Saving throws are made just as for charm under the control of the caster (so long as he or
person. she concentrates on it). The gas kills outright
any creatures of 3 or fewer hit dice or levels it
Charm Person Range: 30' comes in contact with; creatures having 4 or
Magic-User 1 Duration: special more hit dice or levels must save vs. Poison or
die. The cloud persists for the entire duration
This spell makes a humanoid creature of 4 hit even if the caster ceases to concentrate upon it.
dice or less regard the caster as its trusted friend
and ally. Humans and demi-humans may be
affected, regardless of level of ability. A save vs.
Spells will negate the effect. If the creature is

22
BASIC FANTASY RPG SPELLS

Commune Range: self concentrates on nothing but controlling the


Cleric 5 Duration: 1 creature; spell casting, combat, or movement
round/level over half the normal rate results in loss of
concentration. The conjurer, while in control of
This spell puts the caster in contact with his an elemental, can dismiss it to its native plane at
patron deity or an extraplanar servant thereof, will (doing so on his or her Initiative if in
who answers one yes-or-no question per caster combat). If the Magic-User loses concentration,
level. The ritual to cast this spell takes 1 turn to control of the summoned Elemental is lost and
complete. The being contacted may or may not cannot be regained. The creature then seeks to
be omniscient, and further, though the being is attack the conjurer and all others in its path.
technically allied with the caster, it may still not Only dispel magic or dispel evil will banish the
answer questions clearly or completely. These elemental once control has been lost. An
details are left to the GM's discretion. elemental may, of course, choose to return to its
home plane on its own; such creatures will not
Confusion Range: 360' choose to remain on the material plane for long.
Magic-User 4 Duration: 2
rounds+1/level Continual Light* Range: 360'
This spell causes up to 3d6 living creatures Cleric 3, Magic-User 2 Duration: 1
within a 30' radius circle around the target point year/level
to become confused, making them unable to This spell creates a spherical region of light, as
independently determine what they will do. A bright as full daylight up to a 30' radius, with
saving throw vs. Spells is allowed to resist the light of lesser intensity to a radius of 60'.
effect. Roll on the following table on each Continual light can be cast on an object, into the
subject’s Initiative number each round to see air, or at a creature, just as with the light spell,
what the subject does. up to a maximum range of 360' from the caster.
d20 Behavior
The spell remains in effect for one year per level
of the caster.
1–2 Attack caster with melee or ranged
weapons (or close with caster if attack As with light, this spell can be used to blind a
is not possible). creature if cast on its visual organs. Creatures
3–4 Act normally. targeted by this spell are allowed a save vs.
5–10 Do nothing but babble incoherently. Death Ray; if the save is made, the spell is cast
11–14 Flee away from caster at top possible into the air just behind the target creature. A
speed. penalty of -4 is applied to the blinded creature's
attack rolls if the saving throw fails.
15–20 Attack nearest creature.
The reversed spell, continual darkness, causes
A confused character who can’t carry out the complete absence of light in the area of effect,
indicated action does nothing but babble overpowering normal light sources. Continual
incoherently. Attackers are not at any special darkness may be used to blind in the same way
advantage when attacking a confused character. as continual light.
Any confused character who is attacked
automatically retaliates on its next turn, as long
as it is still confused when its turn comes. Create Food Range: 10'
Cleric 5 Duration: permanent
Conjure Elemental Range: The food that this spell creates is simple fare of
240' the caster's choice, highly nourishing, but rather
Magic-User 5 Duration: special bland. Up to 3 men or one horse per caster level
can be fed for one day with this spell. Food so
A portal to one of the Elemental Planes of Air, created decays and becomes inedible within 24
Earth, Fire, or Water is opened, allowing the hours, although it can be kept fresh for another
Magic-User to summon an elemental from that 24 hours by casting purify food and water on
plane. At most one elemental of each type may it.
be summoned by the caster in a given day.
Once the elemental appears, it serves the
conjurer indefinitely, provided the caster

23
SPELLS BASIC FANTASY RPG

Create Water Range: 10' Cure Serious Wounds*


Cleric 4 Duration: permanent Cleric 4 Range: touch
Duration:
This spell creates one gallon of water per caster
level. Note that one or more vessels to contain instantaneous
the water must be available at the time of This spell works exactly like cure light wounds,
casting. The water created by this spell is just save that it heals 2d6 points of damage, plus 1
like clean rain water. Note: Water weighs about point per caster level. The reverse, cause
8 pounds per gallon, and one cubic foot of water serious wounds, also works exactly like cause
is roughly 8 gallons. light wounds, except that it inflicts 2d6 +
caster level in damage.
Cure Blindness Range: touch
Cleric 3 Duration: Darkvision Range: touch
instantaneous Magic-User 3 Duration: 1
With this spell the caster can cure a creature hour/level
suffering blindness (whether caused by injury or The subject receives Darkvision with a range of
by magic, including light or continual light). 60' for the duration of the spell. (See page 37
Blindness caused by a curse cannot be cured by for details.)
this spell.
Death Spell Range: 240'
Cure Disease* Range: touch Magic-User 6 Duration:
Cleric 3 Duration: instantaneous
instantaneous
This spell will kill 3d12 hit dice or levels of
Cure disease cures all diseases that the subject creatures in a 30' radius sphere centered
is suffering from. The spell also kills parasites wherever the caster wishes (within the range
afflicting the target creature. Certain special limit). Excess levels of effectiveness are lost.
diseases may not be countered by this spell or Each creature affected is allowed to save vs.
may be countered only by a caster of a certain Death Ray; those that fail the save die
level or higher. immediately. Creatures of 8 or more hit dice or
Note: This spell does not prevent reinfection levels are immune to the spell, as are undead
after a new exposure to the same disease. monsters, golems, and any other “creature” that
is not truly alive.

Cure Light Wounds*


Cleric 1 Range: touch
Detect Evil* Range: 60'
Cleric 1, Magic-User 2 Duration: 1
Duration:
round/level
instantaneous
This spell allows the caster to detect evil;
With this spell the caster heals 1d6+1 hit points
specifically, the caster can detect creatures with
of damage by laying his or her hand upon the
evil intentions, magic items with evil
injured creature.
enchantments, and possibly extraplanar
The reverse form of this spell, cause light creatures of evil nature. Normal characters,
wounds, causes 1d6+1 damage to the creature even “bad” characters, cannot be detected by
affected by it. A successful attack roll is required this spell, as only overwhelming evil is
in this case. detectable. The caster sees the “evil” creatures
or objects with a definite glow around them, but
Undead are affected by this spell and its reverse
the glow cannot be seen by anyone else.
in opposite fashion; they are injured by cure
light wounds and healed by cause light The exact definition of evil is left for the GM to
wounds. decide. Note that items such as ordinary traps
or poisons are not “evil,” and thus not detectable
by this spell.

24
BASIC FANTASY RPG SPELLS

Reversed, this spell becomes detect good, A creature that makes a successful save vs.
which works just as described above with Spells is unaffected. The ray can target only one
respect to detecting “good” enchantments, creature per casting, if that target saves, the
angelic creatures, and so on. spell is wasted.

Detect Invisible Range: 60' Dispel Evil Range: touch


Magic-User 2 Duration: 1 Cleric 5 Duration: 1
turn/level round/level
By means of this spell the caster is able to see This powerful spell aids the caster in dealing with
invisible characters, creatures or objects within creatures from the nether planes, hereafter
the given range, seeing them as translucent called “evil creatures.”
shapes.
First, the caster gains a +4 bonus to Armor Class
against attacks by evil creatures.
Detect Magic Range: 60'
Second, the caster can choose to drive an evil
Cleric 1, Magic-User 1 Duration: 2 turns
creature back to its home plane by touch
The caster of this spell is able to detect (requiring a successful attack roll). The creature
enchanted or enspelled objects or creatures can negate the effects with a successful save vs.
within the given range by sight, seeing them Spells. This use discharges and ends the spell,
surrounded by a pale glowing light. Only the even if the saving throw succeeds.
caster sees the glow. Invisible creatures or
Third, with a touch the caster can automatically
objects are not detected by this spell, but the
dispel any one spell cast by an evil creature.
emanations of the invisibility magic will be seen
Exception: Spells that can’t be dispelled by
as an amorphous glowing fog, possibly allowing
dispel magic also can’t be dispelled by dispel
the caster (only) to attack the invisible creature
evil. Saving throws do not apply to this effect.
at an attack penalty of only -2.
This use also ends the spell.

Dimension Door Range: 10' The exact definition of evil is left for the GM to
decide; however, extraplanar creatures that
Magic-User 4 Duration:
oppose the caster should almost always qualify.
instantaneous
The caster of this spell instantly transfers himself Dispel Magic Range: 120'
or herself, or any single target creature within
Cleric 4, Magic-User 3 Duration:
range, to any spot within 200' plus 20' per caster
instantaneous
level. The caster or target creature always
arrives at exactly the spot desired, whether the The caster can use dispel magic to end ongoing
caster visualizes the area or states direction and spells that have been cast on a creature or
distance. An unwilling target may save vs. object, or to end ongoing spells (or at least their
Spells to avoid being transported. Anything effects) within a cubic area 20' on a side. The
worn or carried by the caster or target creature caster must choose whether to dispel magic on a
will be transported also, including another creature or object, or to affect an area.
character or creature if the transportee can lift it.
If dispel magic is targeted at a creature, all spell
If the target area is within a solid object, the
effects (including ongoing potion effects) may be
spell fails automatically.
canceled. If cast upon an area, all such effects
within the area may be canceled. Any spell or
Disintegrate Range: 60' effect having a caster level equal to or less than
Magic-User 6 Duration: the dispel magic caster's level is ended
instantaneous automatically. Those created by higher level
casters might not be canceled; there is a 5%
This spell causes a thin, green ray to spring from
chance the dispel magic will fail for each level
the caster's pointing finger. Any single creature
the spell effect exceeds the caster level. For
or object (up to a 10x10x10 foot cube of
example, a 10th level caster dispelling magic
material) is entirely disintegrated, leaving behind
created by a 14th level caster has a 20% chance
only a trace of fine dust. A disintegrated
of failure.
creature’s equipment is unaffected.

25
SPELLS BASIC FANTASY RPG

Some spells cannot be ended by dispel magic; Find the Path Range: touch
this specifically includes any curse, including Cleric 6 Duration: 1
those created by bestow curse (the reverse of turn/level
remove curse) as well as by cursed items.
The recipient of this spell can find the shortest,
most direct physical route to a specified
ESP Range: 60' destination. The caster must have some
Magic-User 2 Duration: 1 knowledge about the location; any location the
turn/level caster has ever visited can be so located, as well
This spell permits the caster to detect the as locations described to the caster. Even
surface thoughts of one or more targets within knowing the name of a location (if it has a name)
range. The caster must designate a direction, is enough for this spell to function.
and then concentrate for a turn in order to The locale can be outdoors or underground.
“hear” the thoughts. Each turn the caster may Find the path works with respect to locations,
choose to “listen” in a different direction. The not objects or creatures. The location must be
caster may stop listening, then resume again on the same plane as the caster at the time of
later, so long as the duration has not expired. casting.
The target creature is not normally aware of
being spied upon in this way. The spell enables the subject to sense the
correct direction that will eventually lead it to its
Rock more than 2 inches thick or a thin coating destination, indicating at appropriate times the
of lead or gold will block the spell. All undead exact path to follow or physical actions to take.
creatures are immune to this effect, as are For example, the spell enables the subject to
mindless creatures such as golems. detect secret doors and to know any passwords
required. The spell ends when the destination is
Feeblemind Range: 180' reached or the duration expires, whichever
Magic-User 5 Duration: permanent comes first.

If the target creature fails a saving throw vs.


Spells, its Intelligence and Charisma scores each Fireball Range: 100'+10'/level
drop to 1. The affected creature is unable to cast Magic-User 3 Duration:
spells, understand language, or communicate instantaneous
coherently. The victim does remember who its A fireball spell creates an explosion of flame that
friends are and can follow and protect them from detonates with a low roar and deals 1d6 points
harm. The subject remains in this state until a of fire damage per caster level to every creature
heal spell is used to cancel the effect. A target within a spherical volume having a 20' radius. A
creature that can cast Magic-User spells suffers a save vs. Spells for half damage is allowed. The
penalty of -4 on its saving throw against this explosion creates almost no pressure.
spell.
The caster points a finger and determines the
range (distance and height) at which the fireball
Find Traps Range: 30' is to burst. A glowing, pea-sized bead streaks
Cleric 2 Duration: 3 turns from the pointing digit and, unless it impacts
This spell permits the caster to detect a variety upon a material body or solid barrier prior to
of traps, both mechanical and magical. When attaining the prescribed range, blossoms into the
the caster moves within 30’ of a trap, he or she fireball at that point. (An early impact results in
will see it glow with a faint greenish-blue aura. an early detonation.) If the caster attempts to
The caster is not, however, able to detect certain send the bead through a narrow passage, such
natural hazards such as quicksand, a sinkhole, or as through an arrow slit, he or she must roll a
unsafe walls of natural rock. The spell also does missile attack (without range adjustments) to hit
not bestow the caster with the knowledge the opening, or else the bead strikes the barrier
needed to disarm the trap, nor any details about and detonates prematurely.
its type or nature. The fireball sets fire to combustibles and
damages objects in the area. It can melt metals
with low melting points, such as lead, gold,
copper, silver, and bronze. If the damage

26
BASIC FANTASY RPG SPELLS

caused to an interposing barrier shatters or Fly Range: touch


breaks through it, the fireball may continue Magic-User 3 Duration: 1
beyond the barrier in order to attain its full turn/level
volume.
The subject of this spell can fly at a speed equal
to his or her normal ground movement rate (as
Flesh to Stone* Range: 30'/level adjusted by encumbrance). The subject can
Magic-User 6 Duration: permanent ascend at half speed and descend at double
This spell causes the subject, along with all its speed, with the same maneuverability as the
carried gear, to turn into a mindless, inert statue. subject has when moving on the ground. Flying
A saving throw vs. Petrification is allowed to under the effect of this spell requires only as
resist the spell. If the statue resulting from this much concentration as walking, so the subject
spell is broken or damaged, the subject (if ever can attack or cast spells normally. The subject of
returned to its original state) suffers equivalent a fly spell can neither charge nor run, nor carry
damage or deformities. Only creatures made of aloft more weight than his or her maximum load.
flesh are affected by this spell. Should the spell duration expire while the
The reverse spell, stone to flesh, acts as a subject is still aloft, the magic fails slowly. The
counterspell for flesh to stone, restoring the subject floats downward 120' per round for 1d10
creature just as it was when it was petrified. It rounds. If the subject reaches the ground in that
does nothing if applied to stone that is not the amount of time, he or she lands safely. If not,
result of flesh to stone or similar petrification the subject falls the rest of the distance, taking
effects (such as a medusa's gaze). normal falling damage. Since dispelling a spell
effectively ends it, the subject also descends in
this way if the fly spell is dispelled.
Floating Disc Range: 0
Magic-User 1 Duration: 5 turns
+1/level Geas* Range: 5' per level
Magic-User 6 Duration: special
This spell creates an invisible, slightly concave
circular plane of force for carrying loads. It is Geas places a magical command on a creature
about the size of a shield, being 3 feet in to carry out some service or to refrain from some
diameter and 1 inch deep at its center. It can action or course of activity, as desired by the
hold a maximum of 500 pounds of weight. (Note caster. The target creature must be able to
that water weighs about 8 pounds per gallon.) understand the caster for this spell to take
The disc must be loaded so that the items placed effect. While a geas cannot compel a creature to
upon it are properly supported, or they will (of kill itself or perform acts that would result in
course) fall off. For example, the disc can certain death, it can cause almost any other
support just over 62 gallons of water, but the course of activity.
water must be in a barrel or other reasonable A saving throw vs. Spells will allow an unwilling
container that can be placed upon the disc. target to resist a geas when it is first cast.
Similarly, a pile of loose coins will tend to slip However, the target may choose to accept the
and slide about, and some will fall off with every geas, typically as part of a bargain with the
step the caster takes; but a large sack full of caster to perform some service.
coins, properly tied, will remain stable.
The geased creature must follow the given
The disc floats level to the ground, at about the instructions until the geas is completed, no
height of the caster's waist. It remains still when matter how long it takes.
within 10' of the caster, and follows at the
caster's movement rate if he or she moves away If the instructions involve some open-ended task
from it. The floating disc can be pushed as that the recipient cannot complete through his or
needed to position it but will be dispelled if her own actions, the spell remains in effect for a
somehow moved more than 10' from the caster. maximum of one day per caster level. A clever
When the spell duration expires, the disc recipient can subvert some instructions, at the
disappears from existence and drops whatever GM's discretion.
was supported to the surface beneath. For every 24 hours that the subject chooses not
to obey the geas (or is prevented from obeying
it), it suffers a –2 penalty to each of its ability

27
SPELLS BASIC FANTASY RPG

scores, up to a total of –8. No ability score can Growth of plants and its reverse are permanent
be reduced to less than 3 by this effect. The until countered, either by the opposite form or
ability score penalties are removed 24 hours by dispel magic. This spell has no effect on
after the subject resumes obeying the geas. animated plant creatures of any sort.
A geas (and all effects thereof) can be ended by
a remove curse spell, or by a wish, or by the Hallucinatory Terrain
reverse of this spell. Dispel magic does not Magic-User 4 Range: 400'+40'/level
affect a geas. Duration: 12
turns/level
Growth of Animals This spell makes one 10 yard cube per level of
Cleric 3 Range: 60'+10'/level outdoor terrain appear like a different type (i.e.
Duration: 1 field into forest, grassland into desert, or the
turn/level like). This spell requires a full turn to cast.
This spell causes an animal to grow to twice its The affected terrain looks, sounds, and smells
normal size and eight times its normal weight. like another sort of natural terrain. Structures,
The affected creature will do double normal equipment, and creatures within the area are not
damage with all physical attacks, and its existing hidden or changed in appearance. A save vs.
natural Armor Class increases by 2. The animal's Spells is allowed to see through the illusion, but
carrying capacity is also doubled. Unfriendly only if the creatures or characters affected
animals may save vs. Spells to resist this spell; actively attempt to do so.
normally, domesticated animals will not attempt
to resist it, though they may become confused or Haste* Range: 30'+10'/level
panicky afterward (at the GM's discretion).
Magic-User 3 Duration: 1
All equipment worn or carried by an animal is round/level
similarly enlarged by the spell, though this
change has no effect on the magical properties This spell accelerates the actions of 1 creature
per caster level. The affected creatures move
of any such equipment. Any enlarged item that
leaves the enlarged creature’s possession and act twice as quickly as normal, having
double their normal movement rates and making
instantly returns to its normal size.
twice the normal attacks per round, for the
The spell gives no means of command or duration of the spell. Spellcasting is not
influence over the enlarged animals. accelerated, nor is the use of magic items such
as wands, which may still be used just once per
Growth of Plants* Range: 120' round. Multiple haste or speed effects don’t
combine; only apply the most powerful or
Magic-User 4 Duration: permanent
longest lasting effect.
This spell causes normal vegetation (grasses,
Reversed, haste becomes slow; affected
briars, bushes, creepers, thistles, trees, vines,
creatures move at half speed, attacking half as
etc.) within range to become thick and
often (generally, every other round) and making
overgrown. The dimensions of the growth are
half a normal move each round. Naturally,
determined by the caster, but cannot exceed
target creatures may save vs. Spells to avoid the
1000 sq. feet (a 10'x100' area or equivalent) per
effect. Haste and slow counter and dispel each
5 caster levels. The plants entwine to form a
other.
thicket or jungle that creatures must hack or
force a way through. All movement within the
affected area is reduced to no more than 5’ per Heal* Range: touch
round for less than giant sized creatures; giant Cleric 6 Duration: permanent
sized creatures are reduced to half normal
Heal enables the caster to wipe away injury and
movement rate. The area must have brush
and/or trees in it for this spell to take effect. afflictions. It immediately ends any and all of
the following adverse conditions affecting the
The reverse form, shrink plants, may be used target: ability damage, blindness, confusion,
to render overgrown areas passable. The area of deafness, disease, exhaustion or fatigue,
effect is identical to the normal version.

28
BASIC FANTASY RPG SPELLS

feeblemind, insanity, nausea, and poison. It Ice Storm Range: 300'+30'/level


also restores all but 1d4 of the target's hit points. Magic-User 4 Duration: 1 round
Heal does not remove negative levels or restore
permanently drained ability score points. This spell causes great magical hailstones to
pound down for 1 full round, dealing 5d6 points
The reversed spell, harm, injures the creature of damage to every creature in a 20' radius
touched so horribly that it is left with only 1d4 hit around the target spot; a successful save vs.
points. The caster must succeed at a normal Spells will reduce damage by half. The ice storm
attack roll in this case; failure means the spell is fills a vertical volume of 40', so creatures higher
wasted. Note that, if the victim has fewer hit than that distance above the target spot are
points remaining than the number rolled, he or unaffected. A –20% penalty applies to each
she will take at least one point of damage (and Listen roll made within the ice storm’s effect,
this is the only case in which harm may kill a and all land movement within its area is at half
creature). speed. At the end of the duration, the hail
Generally, both heal and harm only affect living disappears, leaving no aftereffects (other than
creatures. If used against an undead creature, the damage dealt). Any creature naturally
heal instead acts like harm; likewise, harm resistant to cold takes half damage (or one-
affects undead like heal. Constructs such as quarter damage if it makes its save).
golems are unaffected by either spell.
Insect Plague Range: 300'+30'/level
Hold Monster Range: 180' Cleric 5 Duration: 1
Magic-User 5 Duration: 2d8 turns round/level
This spell functions like hold person, except This spell summons one swarm of locusts per
that it affects any living creature that fails its three caster levels, to a maximum of six swarms
save vs. Spells. at 18th level. See Insect Swarm in the Monsters
section for the effects of a swarm. The swarms
must be summoned so that each one is adjacent
Hold Person Range: 180' to at least one other swarm (that is, the swarms
Cleric 2, Magic-User 3 Duration: 2d8 turns must fill one contiguous area). The caster may
This spell will render any living (not undead) summon the locust swarms so that they share
human, demi-human or humanoid creature the area of other creatures. Each swarm attacks
paralyzed. Creatures larger than ogres will not any creatures occupying its area. The swarms
be affected by this spell. Targets of the spell are are stationary after being summoned.
aware, and breathe normally, but cannot take
any actions, including speech. A successful save Invisibility Range: touch
vs. Spells will negate the effect. The spell may Magic-User 2 Duration: special
be cast at a single person, who makes his or her
save at -2, or at a group, in which case 1d4 of The creature or object touched becomes
the creatures in the group may be affected. invisible, vanishing from sight, including
Darkvision. If the recipient is a creature carrying
A winged creature which is paralyzed cannot flap gear, that vanishes, too. If the spell is cast on
its wings and falls (if in flight at the time). A someone else, neither the caster nor his or her
paralyzed swimmer can’t swim and may drown. allies can see the subject, unless they can
normally see invisible things or employ magic to
Hold Portal Range: 100'+10'/level do so.
Magic-User 1 Duration: 1 Items dropped or put down by an invisible
round/level creature become visible; items picked up
This spell magically holds shut a door, gate, disappear if tucked into the clothing or pouches
window, or shutter of wood, metal, or stone. The worn by the creature. Light, however, never
magic affects the portal just as if it were securely becomes invisible, although a source of light can
closed and normally locked. A knock spell or a become so (thus, the effect is that of a light with
successful dispel magic spell can negate a hold no visible source). Any part of an item that the
portal spell. subject carries but that extends more than 10
feet from it becomes visible. Of course, the

29
SPELLS BASIC FANTASY RPG

subject is not magically silenced, and certain own. Knock will not raise a portcullis or operate
other conditions can render the recipient any other similar mechanism, nor will it affect
detectable (such as stepping in a puddle). ropes, vines, and the like. Each spell can undo a
single means of preventing access.
The spell ends if the subject attacks any creature
or casts any spell. Actions (other than
spellcasting) directed at unattended objects do Levitate Range: touch
not break the spell. Causing harm indirectly is Magic-User 2 Duration: 1
not an attack. The spell lasts at most 24 hours. turn/level
Levitate allows the caster to move himself or
Invisibility 10' Radius herself, another creature, or an object up and
Magic-User 3 Range: touch down as desired. A creature must be willing to
Duration: 1 be levitated, and an object must be unattended
turn/level or possessed by a willing creature. The caster
can mentally direct the recipient to move up or
This spell functions like invisibility, except that down as much as 20 feet each round, by
this spell confers invisibility upon all creatures concentration. The caster cannot move the
within 10 feet of the recipient. The center of the recipient horizontally, but the recipient could
effect is mobile with the recipient. clamber along the face of a cliff, for example, or
Those affected by this spell can see each other push against a ceiling to move laterally
and themselves as if unaffected by the spell. (generally at half its normal land speed).
Affected creatures (other than the recipient) who A levitating creature that attacks with a weapon
attack negate the invisibility only for themselves, finds itself increasingly unstable; the first attack
but if the spell recipient attacks, the invisibility has a –1 attack penalty, the second –2, and so
ends for all affected creatures. Any affected on, to a maximum penalty of –5. A full round
creature moving out of the area becomes visible, spent stabilizing allows the creature to begin
but creatures moving into the area after the spell again at –1.
is cast do not become invisible (including any
previously affected creatures who have become
visible as described above). Light* Range: 120'
Cleric 1, Magic-User 1 Duration: 6 turns +
Invisible Stalker Range: 0 1/level
Magic-User 6 Duration: special This spell creates a light equal to torchlight
which illuminates a 30' radius area (and provides
The caster summons an invisible stalker to do
dim light for an additional 20') around the target
his or her bidding (see the Monsters section,
location or object. The effect is immobile if cast
below, for details). The spell persists until
into an area, but it can be cast on a movable
dispel evil is cast on the creature, it is slain, or
object. Light taken into an area of magical
the task is fulfilled. The GM is advised to review
darkness does not function.
the monster entry for the invisible stalker when
this spell is used, as they may not always be Reversed, light becomes darkness, creating an
reliable servants. area of darkness just as described above. This
darkness blocks out Darkvision and negates
mundane light sources.
Knock Range: 30'
Magic-User 2 Duration: special A light spell may be cast to counter and dispel
the darkness spell of an equal or lower level
The knock spell opens stuck, barred, locked,
caster (and vice versa). Doing so causes both
held, or wizard locked doors. It opens secret
spells to instantly cease, restoring the existing
doors, as well as locked or trick-opening boxes or
ambient light level.
chests. It also loosens welds, shackles, or chains
(provided they serve to hold shut something Either version of this spell may be used to blind
which can be opened). If used to open a wizard an opponent by means of casting it on the
locked door, the spell does not remove the target's ocular organs. The target is allowed a
wizard lock but simply suspends its functioning saving throw vs. Death Ray to avoid the effect,
for one turn. In all other cases, the door does and if the save is made, the spell does not take
not relock itself or become stuck again on its effect at all. A light or darkness spell cast to

30
BASIC FANTASY RPG SPELLS

blind does not have the given area of effect (that lowered within a more or less square-shaped
is, no light or darkness is shed around the depression whose sides are up to 10 feet long
victim). per caster level. In extremely large and deep
bodies of water, such as a deep ocean, the spell
creates a whirlpool that sweeps ships and similar
Lightning Bolt Range: 50'+10'/level
craft downward, putting them at risk and
Magic-User 3 Duration:
rendering them unable to leave by normal
instantaneous movement for the duration of the spell. When
This spell releases a powerful stroke of electrical cast on water elementals and other water-based
energy that deals 1d6 points of electricity creatures, this spell acts as a slow spell (the
damage per caster level to each creature within reverse of haste); a save vs. Spells is allowed,
its area. A save vs. Spells for half damage is with success negating the effect. The spell has
allowed. The bolt begins at the caster's no effect on other creatures.
fingertips and extends to the range given. The
caster may choose to limit the range of the spell, Magic Jar Range: 60'
but the minimum range is 60 feet. The lightning Magic-User 5 Duration: special
bolt passes through an area 5' wide, arcing and
jumping, so that, while it is not actually 5' wide, By casting magic jar, the caster places his or her
for game purposes treat it as if it is so. soul in a gem or large crystal within spell range
(known as the magic jar), leaving the body
The lightning bolt sets fire to combustibles and lifeless. The caster may then attempt to take
damages objects in its path. It can melt metals control of a nearby living creature within spell
with a low melting point, such as lead, gold, range, forcing its soul into the magic jar. The
copper, silver, or bronze. If the damage caused caster may move back to the jar (thereby
to an interposing barrier shatters or breaks returning the trapped soul to its body) and
through it, the bolt may continue beyond the attempt to possess another body. The spell ends
barrier if the spell’s range permits; otherwise, it when the caster's soul returns to his or her own
may reflect from the barrier back toward the body, leaving the receptacle empty.
caster, or in a random direction at the GM's
option. Creatures already affected by the To cast the spell, the magic jar must be within
lightning bolt do not take additional damage if spell range and the caster must know where it is,
struck by the reflection of the same bolt. though he or she does not need to be able to see
it. When the caster transfers his or her soul
upon casting, the caster's body is, as near as
Locate Object Range: 360'
anyone can tell, dead, but does not undergo
Cleric 3, Magic-User 2 Duration: 1 decay as a normal dead body would.
round/level
Possession of a creature by means of this spell is
This spell allows the caster to sense the direction blocked by protection from evil or a similar
of a well-known or clearly visualized object. He ward. The subject is allowed a save vs. Spells to
or she can search for general items, in which resist. Failure to take over the host leaves the
case the nearest one of its kind is located if more caster's life force in the magic jar, and that
than one is within range. The caster cannot target creature is immune to further attempts for
specify a unique item unless he or she has the duration of the spell.
observed that particular item firsthand (not
merely through divination such as clairvoyance If the caster is successful, his or her life force
or a crystal ball). The spell is blocked by even occupies the host body, and the host’s life force
a thin sheet of lead or gold. Creatures cannot be is imprisoned in the magic jar. The caster keeps
found by this spell. his or her Intelligence, Wisdom, Charisma, level,
class, attack bonus, saving throws, and mental
abilities (including spellcasting ability). The body
Lower Water Range: 360'
retains its Strength, Dexterity, Constitution, hit
Magic-User 6 Duration: 1 points, and natural abilities. A body with extra
turn/level limbs does not allow the caster to make more
This spell causes water or similar liquid to reduce attacks than normal. The caster does not have
its depth by as much as 2 feet per caster level access to any extraordinary or supernatural
(to a minimum depth of 1 inch). The water is abilities of the body.

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SPELLS BASIC FANTASY RPG

If the caster's spirit is in the magic jar, and the Magic Mouth Range: 30'
jar is broken (whether by dispel magic or Magic-User 1 Duration: special
physical damage): If the jar is in range of the
caster's body, the caster's spirit returns to its This spell imbues the chosen non-living object
body. Otherwise, the caster's spirit departs (the with an enchanted mouth that suddenly appears
caster dies). In either case, the spell ends. and speaks its message the next time a specified
event occurs. The message, which may be up to
If the caster's spirit is driven from the host body three words per caster level long, can be in any
by dispel evil: If the magic jar is in range of the language known by the caster and can be
host body, the caster's spirit returns to the jar, delivered over a period of 10 minutes, at any
and the host's spirit returns to its body. The volume from a whisper to a yell. The voice will
caster will not be able to possess the same host resemble the caster's, but will not be identical.
again for the remaining duration of the spell. If The mouth cannot use command words or
the magic jar is not in range of the host body, activate magical effects. It does, however, move
the caster's spirit departs, the host's spirit is according to the words articulated; if it were
freed from the jar (and departs), and the host's placed upon a statue, the mouth of the statue
body dies. would move and appear to speak. Of course,
magic mouth can be placed upon a tree, rock, or
If the host's spirit is in the magic jar, and the jar
any other object.
is broken: If the jar is in range of the host's
body, the caster's spirit departs, the host's spirit The spell functions when specific conditions are
returns to its body, and the spell ends. fulfilled according to the caster's command as
Otherwise, the host's spirit departs, and the set in the spell. Commands can be as general or
caster's spirit is stranded in the host body. Note as detailed as desired, although only visual and
here that the spell has not ended. Dispel evil audible triggers can be used. Triggers react to
can still be used to drive the caster's spirit from what appears to be the case. Disguises and
the body, which departs as noted, ending the illusions can fool them. Normal darkness does
spell. not defeat a visual trigger, but magical darkness
or invisibility does. Silent movement or magical
In any case where the spell ends with the
silence defeats audible triggers. Audible triggers
caster's body unoccupied by a spirit, that body
can be keyed to general types of noises or to a
does truly die.
specific noise or spoken word. Actions can serve
as triggers if they are visible or audible. A magic
Magic Missile Range: 100'+10'/level mouth cannot distinguish level, hit dice, or class
Magic-User 1 Duration: except by external garb.
instantaneous
The range limit of a trigger is 10 feet per caster
This spell causes a missile of magical energy to level, so a 6th-level caster can command a magic
dart forth from the caster's fingertip and strike mouth to respond to triggers as far as 60 feet
its target, which must be at least partially visible away. Regardless of range, the mouth can
to the caster, dealing 1d6+1 points of damage. respond only to visible or audible triggers and
The missile strikes unerringly. Specific parts of a actions in line of sight or within hearing distance.
creature can’t be singled out. Inanimate objects
are not damaged by the spell. Massmorph Range: 100'+10'/level
For every three caster levels beyond 1st, an Magic-User 4 Duration: 1
additional missile is fired – two at 4th level, three hour/level
at 7th, four at 10th, and the maximum of five
With this spell the caster causes 1d4+1 man-
missiles at 13th level or higher. If the caster fires
sized (or smaller) creatures per four caster levels
multiple missiles, he or she can target a single
to appear as if they are natural effects of the
creature or several creatures. A single missile
terrain (for example, trees in a forest,
can strike only one creature. Targets must be
stalagmites in a cave, coral underwater,
designated before damage is rolled.
boulders in a cavern, etc.). All creatures to be
affected must be within a 120' radius of the
caster at the time the spell is cast. Only those
creatures the caster wishes to hide are affected,

32
BASIC FANTASY RPG SPELLS

and then only if they are willing to be concealed. Reversed, this spell becomes poison. The
The caster may include himself or herself among caster must make a successful attack roll; if the
the affected creatures. attack is a success, the target must save vs.
Poison or die. The caster's touch remains
Those affected are thus concealed from other
poisonous for 1 round per level of ability, or until
creatures passing through the area for so long as
discharged (i.e. only one creature can be
they remain still. If an affected creature chooses
affected by the reversed spell).
to move or attack, the illusion is dispelled for
that creature, but those who remain still
continue to be hidden. The caster may end the Passwall Range: 30'
spell early if he or she wishes by speaking a Magic-User 5 Duration: 3 turns
single word. The illusion can also be ended by
Passwall creates a passage through wooden,
dispel magic.
plaster, or stone walls, but not through metal or
other harder materials. The passage is up to 10
Mirror Image Range: self feet deep plus an additional 10 feet deep per
Magic-User 2 Duration: 1 three caster levels above 9th (20 feet at 12th, 30
turn/level feet deep at 15th, 40 feet deep at 18th). If the
wall’s thickness is more than the depth of the
This spell creates several illusory duplicates of passage created, then a single passwall simply
the caster. The images move through each other makes a niche or short tunnel. Several passwall
as well as the real caster more or less spells can then form a continuing passage to
constantly, making it impossible for most breach very thick walls. When passwall ends
creatures to determine which is real. A total of (due to duration, dispel magic, or caster's
1d4 images plus one image per three caster choice), creatures within the passage are ejected
levels (maximum eight images total) are out the nearest exit.
created. These figments separate from the
caster and remain in a cluster around him or her.
The figments mimic the caster's actions, Phantasmal Force Range: 180'
pretending to cast spells, drink potions, levitate, Magic-User 2 Duration:
and so on, just as the caster does. Figments concentration
always look exactly like the caster.
This spell creates the visual illusion of an object,
Enemies attempting to attack or cast spells upon creature (or small group of creatures), or other
the caster will always hit a figment instead. Any effect, as visualized by the caster up to a
attack against an image destroys it, whether the maximum size of 20'x20'x20'. The illusion does
attack roll is successful or not; likewise, attack not create sound, smell, texture, or temperature.
spells cast directly upon a figment will destroy it, The caster can animate the image within the
with no saving throw allowed. Area-effect spells limits of the area of effect. The image persists
are not cast directly on the caster, and thus so long as the caster concentrates upon it.
appear to affect all figments exactly as they
If used to create the illusion of one or more
affect the caster; for instance, if the caster is
creatures, they will have an Armor Class of 11
subjected to a fireball, all figments will appear
and will disappear if hit in combat. Damage
to be injured just as the caster was.
done by monsters, spells, etc. simulated by this
spell is not real; those “killed” or otherwise
Neutralize Poison* Range: apparently disabled will wake up uninjured (at
touch least from this spell) after 2d8 rounds. The
Cleric 4 Duration: illusory damage done will be equivalent to the
instantaneous normal damage for any attack form simulated.
This spell detoxifies any sort of venom in the Attempting to animate more creatures than the
creature or object touched. A poisoned creature caster's level grants viewing creatures with at
suffers no additional effects from the poison; if least average Intelligence an immediate save vs.
cast upon a creature slain by poison in the last Spells to recognize the creatures as illusions;
10 rounds, the creature is revived with 1 hit those making the save will be unaffected by any
point. If cast upon a poisonous object (weapon, actions taken by the illusions from that point on.
trap, etc.) the poison is rendered permanently A similar save may be granted by the GM any
ineffective. time he or she feels the illusion is likely to be

33
SPELLS BASIC FANTASY RPG

seen through, especially if the player describes The caster can remain transformed up to one
an illusion which seems improbable or otherwise hour per level of ability, or may choose to end
poorly conceived. the spell whenever he or she desires (up to one
hour per level, of course).
Polymorph Other Range: 30'
Magic-User 4 Duration: permanent Projected Image Range: 240'
Magic-User 6 Duration: 6 turns
This spell allows the caster to change one target
into another form of living creature. The This spell creates a quasi-real, illusory version of
assumed form can’t have more hit dice than the caster. The intangible projected image looks,
caster’s level, or be incorporeal or gaseous. sounds, and smells like the caster, in addition to
Unlike polymorph self, the transformed target mimicking gestures and actions (including
also gains the behavioral and mental traits, any speech). Any further spells cast seem to
physical attacks, special, supernatural or spell- originate from the illusion, not the actual caster.
like abilities of the new form, in addition to the A line of sight between the caster and his or her
physical capabilities and statistics of such. If the illusory self must be maintained or the spell
new form is substantially less intelligent, the ends. Dimension door, teleport, or any
target may not remember its former life. similar spell that breaks the line of sight dispels
the image, as does the illusionary caster being
The target creature will have the same number
struck in combat. Note that this spell grants no
of hit points it previously had, regardless of the
special sensory powers to the caster; for
hit dice of the form assumed. Incorporeal or
example, if the illusory self is positioned so as to
gaseous creatures are immune to this spell, as
be able to see something the caster can't
noted above. A creature with shape changing
directly see, the caster does not see it. Also, all
abilities such as a doppleganger can revert to its
spell ranges are still figured from the caster's
natural form in one round.
actual position, not the illusory self's position.
Unwilling targets that successfully save against
Polymorph are not affected. The spell is Protection from Evil*
permanent until dispelled or the creature is slain,
Cleric 1, Magic-User 1 Range: touch
at which time the target reverts to his or her
Duration: 1
original form.
turn/level

Polymorph Self Range: self This spell wards a creature from attacks by evil
Magic-User 4 Duration: 1 creatures, from mental control, and from
summoned creatures. It creates a magical
hour/level
barrier around the subject at a distance of 1 foot.
This spell allows the caster to change into The barrier moves with the subject and has three
another form of living creature. The assumed major effects.
form can’t have more hit dice than the caster's
First, the subject gains a +2 bonus to AC and a
level. The caster can’t assume an incorporeal or
+2 bonus on saves. Both these bonuses apply
gaseous form. If slain, the caster reverts to his
against attacks made or effects created by evil
or her original form.
creatures. Note that the definition of “evil” is left
The caster gains the physical capabilities and to the individual GM to decide.
statistics of the new form but retains his or her
Second, the barrier blocks any attempt to
own mental abilities. He or she also gains all
possess the warded creature (by a magic jar
physical attacks possessed by the form but does
attack, for example) or to exercise mental
not gain any special, supernatural or spell-like
control over the creature (including charm spells
abilities. Dragon breath is a special ability, for
or effects). The protection does not prevent
instance, so were the caster to assume the form
such effects from targeting the protected
of a dragon he or she could use the dragon's
creature, but it suppresses the effect for the
normal claw, bite, and tail swipe attacks, but not
duration of the protection from evil effect. If the
the dragon's breath.
protection from evil effect ends before the effect
granting control does, the would-be controller
would then be able to command the controlled

34
BASIC FANTASY RPG SPELLS

creature. Likewise, the barrier keeps out a Purify Food and Water
possessing life force but does not expel one if it Cleric 1 Range: 10'
is in place before the spell is cast. Duration:
Third, the spell prevents bodily contact by instantaneous
summoned creatures (regardless of whether This spell makes spoiled, rotten, poisonous, or
they are “evil” or not). This causes the natural otherwise contaminated food and water pure
weapon attacks of such creatures to fail and the and suitable for eating and drinking. This spell
creatures to recoil if such attacks require does not prevent subsequent natural decay or
touching the warded creature. The protection spoilage. Unholy water and similar food and
against contact by summoned creatures ends if drink of significance is spoiled by purify food and
the warded creature makes an attack against or drink, but the spell has no effect on creatures of
tries to force the barrier against the blocked any type nor upon magic potions.
creature.
Reversed, this spell becomes protection from Quest* Range: 5'/level
good. It functions in all ways as described Cleric 5 Duration: special
above, save that “good” creatures are kept
away, rather than “evil” creatures. Quest places a magical command on a creature
to carry out some service or to refrain from some
action or course of activity, as desired by the
Protection from Evil 10' Radius* caster. The target creature must be able to
Cleric 4, Magic-User 3 Range: touch understand the caster for this spell to take
Duration: 1 effect. While a quest cannot compel a creature
turn/level to kill itself or perform acts that would result in
This spell functions exactly as protection from certain death, it can cause almost any other
evil, but with a 10' radius rather than a 1' course of activity.
radius. All within the radius receive the A saving throw vs. Spells will allow an unwilling
protection; those who leave and then re-enter, or target to resist a quest when it is first cast.
who enter after the spell is cast, receive the However, the target may choose to accept the
protection as well. quest, typically as part of a bargain with the
Reversed, this spell becomes protection from caster to perform some service.
good 10' radius, and functions exactly as the The affected creature must follow the given
reversed form of protection from evil, except instructions until the quest is completed, no
that it covers a 10' radius around the target matter how long it takes.
rather than the normal 1' radius.
If the instructions involve some open-ended task
that the recipient cannot complete through his
Protection from Normal Missiles own actions the spell remains in effect for a
Magic-User 3 Range: self maximum of one day per caster level. A clever
Duration: 1 recipient can subvert some instructions.
turn/level
If the subject is prevented from obeying the
The caster is completely protected from small quest for 24 hours, it takes 3d6 points of damage
sized, non-magical missile attacks. Therefore, each day.
magic arrows, hurled boulders, or other such are
not blocked, but any number of normal arrows, A quest (and all effects thereof) can be ended by
sling bullets, crossbow bolts, thrown daggers, a remove curse spell from a caster two or more
etc. will be fended off. Note that normal missiles levels higher than the caster of the quest, or by
projected by magic bows count as magical a wish, or by the reverse of this spell. Dispel
missiles for the purposes of this spell. magic does not affect a quest spell.

35
SPELLS BASIC FANTASY RPG

Raise Dead* Range: touch Read Languages Range: 0


Cleric 5 Duration: Magic-User 1 Duration: special
instantaneous
This spell grants the caster the ability to read
This spell restores life to a deceased human, almost any written language. It may be cast in
demi-human or humanoid. The caster can raise one of three modes:
a creature that has been dead for no longer than
In the first mode, the spell allows the caster to
one day per caster level. In addition, the
read any number of written works in a variety of
subject’s soul must be free and willing to return.
languages. This mode lasts for 1 turn per caster
If the subject’s soul is not willing to return, the
level.
spell does not work.
In the second mode, the spell allows the caster
Coming back from the dead is an ordeal. The
to read any one book or tome; this mode lasts 3
subject of the spell loses one level (or 1 hit die)
hours per caster level.
when it is raised, permanently (i.e. it does not
accrue a negative level, but rather loses an In the third mode, the spell allows the caster to
actual level, being reduced to the minimum read any one non-magical scroll or other single-
number of experience points required for the sheet document; this mode is permanent.
previous level). If the subject is 1 st level, it loses
This spell does not work on any sort of magical
1 point of Constitution instead (if this would
text, such as spell scrolls or spellbooks; see read
reduce its Constitution to 0 or less, it can’t be
magic, below, for the correct spell to use in such
raised). This level, hit dice, or Constitution loss
cases.
cannot be repaired by any means, though of
course the character may gain levels and hit dice The spell grants the ability to read the texts, but
in the normal fashion. does not in any way hasten the reading nor
grant understanding of concepts the caster
Also note, a character who died with spells
doesn't otherwise have the ability to understand.
prepared has none prepared upon being raised.
Also, for this spell to function, there must be at
A raised creature has a number of hit points least one living creature that can read the given
equal to its current hit dice. Normal poison and language somewhere on the same plane. The
normal disease are cured in the process of knowledge is not copied from that creature's
raising the subject, but magical diseases and mind; rather, it is the existence of the knowledge
curses are not undone. While the spell closes that enables the spell to function.
mortal wounds and repairs lethal damage of
most kinds, the body of the creature to be raised Read Magic Range: 0
must be whole. Otherwise, missing parts are still
Magic-User 1 Duration: permanent
missing when the creature is brought back to
life. None of the dead creature’s equipment or When cast upon any magical text, such as a
possessions are affected in any way by this spell. spellbook or magic-user spell scroll, this spell
enables the caster to read that text. Casting this
A creature which has become undead can’t be
spell on a cursed text will generally trigger the
raised by this spell. Constructs and elementals
curse. All Magic-Users begin play knowing this
cannot be raised. The spell cannot bring back a
spell, and it can be prepared even if the Magic-
creature that has died of old age.
User loses access to his or her spellbook.
The reverse of this spell, slay living, will kill
instantly the creature touched (which may be of Regenerate Range: touch
any sort, not just a human, demi-human or Cleric 6 Duration: permanent
humanoid) unless a save vs. Spells is made. If
the saving throw is successful, 2d6 damage is This spell causes the subject’s severed body
dealt to the victim instead. An attack roll is members (fingers, toes, hands, feet, arms, legs,
required to apply this spell in combat. tails, or even heads of multiheaded creatures),
broken bones, and ruined organs to grow back.
After the spell is cast, the physical regeneration
is complete in 1 round if the severed members
are present and touching the creature.
Otherwise, a full turn is required for the
regeneration to complete.

36
BASIC FANTASY RPG SPELLS

This spell also heals 3d8 points of damage. subject to magical restoration. Roll one hit die
Regenerate has no effect on nonliving creatures and subtract the total from the character's
or constructs (including undead). original hit point total; this is the new form's hit
points. If the subject was 1st level, instead of a
Reincarnate Range: touch hit point reduction, its new Constitution score is
Magic-User 6 Duration: reduced by 2.
instantaneous A character that has been turned into an undead
With this spell, the caster brings back a dead creature or killed by a death effect can’t be
character (or humanoid creature) in another returned to life by this spell. Constructs,
body, provided that its death occurred no more elementals, and undead creatures can’t be
than one week before the casting of the spell reincarnated. The spell cannot bring back a
and the subject’s soul is free and willing to creature who has died of old age.
return. If the subject’s soul is not willing to The reincarnated creature gains all abilities
return, the spell does not work. associated with its new form, including forms of
movement and speeds, natural armor, natural
Roll on the following table to determine what sort
attacks, extraordinary abilities, and the like, but
of creature the character becomes:
it doesn’t automatically speak the language of
d% Incarnation the new form.
01–02 Bugbear
03–17 Dwarf Remove Curse* Range: 30'
18–28 Elf Cleric 3, Magic-User 4 Duration:
29 Gnoll instantaneous
30–39 Gnome
Remove curse instantaneously removes all
40–44 Goblin
curses on an object or a creature. Remove curse
45–63 Halfling does not remove the curse from a cursed shield,
64–88 Human weapon, or suit of armor, although the spell
89–92 Kobold typically enables the creature afflicted with any
93 Lizard Man such cursed item to remove and get rid of it.
94–98 Orc Certain special curses may not be countered by
99 Troglodyte this spell or may be removed only by a caster of
100 Other (GM's choice) a certain level.
The reverse of this spell, bestow curse, allows
Since the dead character is returning in a new
the caster to place a curse on the subject. A
body, all physical ills and afflictions are repaired.
save vs. Spells is allowed to resist. The caster
The condition of the remains is not a factor. So
must choose one of the following three effects:
long as some small portion of the character’s
body still exists, it can be reincarnated, but the –4 decrease to an ability score
portion receiving the spell must have been part (minimum 1).
of the character’s body at the time of death. The –4 penalty on attack rolls and saves.
magic of the spell creates an entirely new young
adult body for the soul to inhabit from the Each round of combat, the target has a
natural elements at hand. This process takes 50% chance to act normally; otherwise,
one hour to complete. When the body is ready, it takes no action.
the subject is reincarnated. The caster may also invent his or her own curse,
A reincarnated character recalls the majority of but it should be no more powerful than those
its former life and form. Its class is unchanged, described above. The curse thus bestowed
as are the character's Intelligence, Wisdom, and cannot be dispelled, but it can be removed with
Charisma. Strength, Dexterity, and Constitution a remove curse spell.
scores should be rerolled. (If the character's
ability scores are outside the allowable range for
the new form, they should be adjusted up or
down by the GM as needed.) The subject’s level
(or Hit Dice) is reduced by 1; this is a real
reduction, not a negative level, and is not

37
SPELLS BASIC FANTASY RPG

Remove Fear* Range: touch (120') applied to a character who has suffered
Cleric 1 Duration: permanent loss of ability points, 1 point can be
instantaneous restored.
(2 turns) Restoration does not restore levels lost due to
This spell will calm the creature touched. If the death (as described for the spell raise dead).
target creature is currently subject to any sort of
magical fear, it is allowed a new save vs. Spells Shield Range: self
to resist that fear, at a bonus of +1 per level of Magic-User 1 Duration: 5
the caster. rounds+1/level
The reverse of this spell, cause fear, causes one Shield creates an invisible, shield-like mobile disk
target creature within 120' to become of force that hovers in front of the caster. It
frightened; if the target fails to save vs. Spells, it negates magic missile attacks directed at the
flees for 2 turns. Creatures with 6 or more hit caster, and improves the caster's Armor Class by
dice are immune to this effect. +3 vs. melee attacks and +6 vs. missile
weapons. The Armor Class benefits do not apply
Resist Cold Range: touch to attacks originating from behind the caster, but
Cleric 1 Duration: 1 magic missiles are warded off from all
round/level directions.

This abjuration grants a creature temporary


immunity to cold. Minor cold (such as exposure Silence 15' Radius
to winter weather in inadequate clothing) is Cleric 2 Range: 360'
ignored by the affected creature. Against more Duration: 2
significant cold (such as the breath of a White rounds/level
Dragon), the affected creature gains a bonus of Upon the casting of this spell, complete silence
+3 on saving throws, and all damage from such prevails within a 15' radius around the target.
attacks is reduced by half (round up). All sound is stopped: Conversation is impossible,
spells cannot be cast, and no noise whatsoever
Resist Fire Range: touch issues from, enters, or passes through the area.
Cleric 2 Duration: 1 The spell can be cast on a point in space, making
round/level the effect stationary, or it may be cast on a
mobile object. The spell can be centered on a
This abjuration grants a creature temporary creature, and the effect then radiates from the
immunity to fire and heat. Minor heat or fire creature and moves as it moves. An unwilling
(such as exposure to normal flames) is ignored creature receives a save vs. Spells to negate the
by the affected creature. Against more spell. If an item in another creature’s possession
significant heat or fire (such as a fireball), the is targeted, that creature also receives a save vs.
affected creature gains a bonus of +3 on saving Spells to negate. This spell provides a defense
throws, and all damage from such attacks is against sonic or language-based attacks or
reduced by half (round up). spells.

Restoration Range: touch Sleep Range: 90'


Cleric 6 Duration: permanent Magic-User 1 Duration: 5
Each casting of the spell removes a single rounds/level
negative level from a creature who has suffered This spell puts several creatures of 3 or fewer hit
energy drain. At 16th level, two negative levels dice into a magical slumber. Creatures of 4 or
may be removed. See the rules for Energy Drain more hit dice are not affected. The caster
(in the Encounter section) for more details. chooses a point of origin for the spell (within the
Alternately, this spell can be used to restore given range, of course), and those creatures
drained ability score points. If applied to a within 30' of the chosen point may be affected.
character who has suffered temporary loss of Each creature in the area of effect is allowed a
ability points, it will restore up to 1d4 lost points save vs. Spells to resist the effect.
to any one drained ability immediately. If

38
BASIC FANTASY RPG SPELLS

Sleeping creatures are helpless. Slapping or comments. However, if an animal is friendly


wounding awakens an affected creature, but toward the caster, it may be willing to grant
normal noise does not. Sleep does not affect some favor or service.
unconscious creatures, constructs, or undead
creatures, and such creatures in the area of
Speak with Monsters
effect are ignored.
Cleric 6 Range: special
When the duration elapses, the sleeping Duration: 1 turn/5
creatures normally wake up immediately; levels
however, if they are made very comfortable and
the surroundings are quiet, the affected The caster can comprehend and communicate
creatures may continue sleeping normally, at the with any one monster that is in sight of the
GM's option. caster and able to hear him or her. The caster
may change which monster he or she is
speaking with at will, once per round. Others
Speak with Animals able to understand the language spoken by the
Cleric 2 Range: special target monster (if any) will be able to understand
Duration: 1 turn/4 the caster. The spell doesn’t alter the monster’s
levels reaction or attitude towards the caster.
Furthermore, more intelligent monsters are likely
The caster can comprehend and communicate
to be terse and evasive, while less intelligent
with any one animal (normal or giant sized, but
ones make inane comments. If a monster is
not magical or monstrous) that is in sight of the
friendly toward the caster, it may decide to do
caster and able to hear him or her. The caster
some favor or service for him or her. Mindless
may change which animal he or she is speaking
monsters, plant creatures and undead are
with at will, once per round. The spell doesn’t
unaffected by this spell.
alter the animal’s reaction or attitude towards
the caster; a standard reaction roll should be
made to determine this. Furthermore, more
intelligent animals are likely to be terse and
evasive, while less intelligent ones make inane

Type of Mercenary Cost Equipment Morale


Light Foot, Human 2 Leather Armor, Shield, and Longsword 8
Light Foot, Elf 8 Leather Armor, Shield, and Longsword 8
Light Foot, Orc 1 Leather Armor and Spear 7
Heavy Foot, Human 3 Chainmail, Shield, and Longsword 8
Heavy Foot, Dwarf 6 Chainmail, Shield, and Shortsword 9
Heavy Foot, Orc 2 Chainmail, Shield, and Shortsword 8
Archer, Human 5 Leather Armor, Shortbow, and Shortsword 8
Archer, Elf 15 Chainmail, Shortbow, and Shortsword 8
Archer, Orc 3 Leather Armor, Shortbow, and Shortsword 8
Crossbowman, Human 5 Chainmail, Crossbow, and Shortsword 8
Crossbowman, Dwarf 12 Platemail, Crossbow, and Shortsword 9
Longbowman, Human 9 Chainmail, Longbow, and Shortsword 8
Longbowman, Elf 20 Chainmail, Longbow, and Longsword 8
Light Horseman, Human 10 Leather Armor, Shield, Lance, and Longsword 8
Light Horseman, Elf 22 Leather Armor, Lance, Shortbow, and 8
Longsword
Medium Horseman, Human 15 Chainmail, Shield, Lance, and Longsword 8
Medium Horseman, Elf 33 Chainmail, Lance, Shortbow, and Longsword 9
Heavy Horseman, Human 20 Platemail, Shield, Lance, and Longsword 8

39
SPELLS BASIC FANTASY RPG

Speak with Plants Range: 20' This spell does not affect a corpse that has been
Cleric 4 Duration: 1 turn turned into an undead creature.

The caster can comprehend and communicate


with both normal plants and plant creatures. A Spiritual Hammer Range: 30'
normal plant’s sense of its surroundings is Cleric 2 Duration: 1
limited, so it won’t be able to give (or recognize) round/level
detailed descriptions of creatures or answer This spell causes a warhammer made of pure
questions about events outside its immediate force to spring into existence, attacking any foe
vicinity. The spell doesn’t alter the plant’s chosen by the Cleric within range once per
reaction or attitude towards the caster; however, round. It deals 1d6 hit points of damage per
normal plants will generally communicate freely strike, +1 point per three caster levels
with the caster, as they have nothing else of (maximum of +5). It uses the caster’s normal
importance to do. Intelligent plant creatures are attack bonus, striking as a magical weapon, and
more likely to be terse and evasive, behaving in thus can inflict damage upon creatures that are
much the same fashion as any other monster. If only hit by magic weapons. If the hammer goes
a plant creature is friendly toward the caster, it beyond the spell range, the Cleric loses sight of
may decide to do some favor or service for him it, or the caster ceases to direct it, the hammer
or her. Normal plants are usually not animate, disappears. The hammer cannot be attacked or
and thus cannot generally perform “services” harmed by physical attacks, but dispel magic,
other than to answer questions. disintegrate, or a rod of cancellation will
dispel it.
Speak with Dead Range: 10'
Cleric 3 Duration: 3 Sticks to Snakes Range: 120'
rounds/level Cleric 4 Duration: 6 turns
This spell grants the semblance of life and This spell transforms normal wooden sticks into
intellect to a corpse, allowing it to answer 1d4 hit dice worth of normal (not giant) snakes
several questions that the caster puts to it. The per every four caster levels. (See the Monsters
caster may ask one question per two caster section for details on types of snakes.) The
levels. Unasked questions are wasted if the snakes follow the commands of the caster.
duration expires. The corpse’s knowledge is When slain, dispelled, or the spell expires, the
limited to what the creature knew during life, snakes return to their original stick form.
including the languages it spoke (if any). Magical “sticks” such as enchanted staves
Answers are often brief, cryptic, or repetitive. cannot be affected.
If the corpse has been subject to speak with
dead within the past week, the new spell fails. Striking Range: touch
The caster can cast this spell on a corpse that Cleric 3 Duration: 1
has been deceased for any amount of time, but round/level
the body must be mostly intact to be able to
respond. A damaged corpse may be able to give This spell bestows upon one weapon the ability
partial answers or partially correct answers, but to deal 1d6 points of additional damage. This
it must at least have a mouth in order to speak extra damage is applied on each successful
at all. attack for the duration of the spell. It provides
no attack bonus, but if cast on a normal weapon,
This spell does not let the caster actually speak the spell allows monsters only hit by magical
to the person (whose soul has departed). It weapons to be affected; only the 1d6 points of
instead draws on the imprinted knowledge magical damage applies to such a monster,
“stored” in the corpse. The partially animated however.
body retains the imprint of the soul that once
inhabited it, and thus it can speak with all the
knowledge that the creature had while alive. The
corpse, however, cannot learn new information.
Indeed, it can’t even remember being
questioned.

40
BASIC FANTASY RPG SPELLS

Telekinesis Range: self On Of Similar


Magic-User 5 Duration: 3 turns Familiarity Target Target Area Mishap
Very familiar 01–97 98–99 100 —
This spell permits the caster to move objects or Studied
creatures by concentration alone. An object carefully 01–94 95–97 98–99 100
weighing no more than 50 pounds per caster Seen casually 01–88 89–94 95–98 99–100
level can be moved up to 20 feet per round. A Viewed once 01–76 77–88 89–96 97–100
creature can negate the effect on itself or an False destination — — 81–92 93–100
object it holds or has on its body with a
Familiarity: “Very familiar” is a place where the
successful save vs. Death Ray. In order to use
caster has been very often and feels at home.
this power, the caster must maintain
“Studied carefully” is a place the caster knows
concentration, moving no more than normal
well, either because it can currently be seen, the
movement (no running), making no attacks and
caster has been there often, or other means
casting no spells. If concentration is lost
(such as scrying) have been used to study the
(whether intentional or not), the power may be
place for at least one hour. “Seen casually” is a
used again on the next round, but the subject of
place that the caster has seen more than once
the effect is allowed a new saving throw.
but with which he or she is not very familiar.
“Viewed once” is a place that the caster has
Teleport Range: self seen once, possibly using magic.
Magic-User 5 Duration:
“False destination” is a place that does not truly
instantaneous
exist or if the caster is teleporting to an
This spell instantly transports the caster to a otherwise familiar location that no longer exists
designated destination, which may be as distant as such or has been so completely altered as to
as 100 miles per caster level. Interplanar travel no longer be familiar. When rolling on this row,
is not possible. The caster can bring along use 1d20+80.
objects or creatures, not to exceed 300 pounds
On Target: The caster appears exactly where
plus 100 pounds per level above 10th. The
desired.
caster must be in contact with all objects and/or
creatures to be transported (although creatures Off Target: The caster appears safely a random
to be transported may be in contact with one distance away from the destination in a random
another, with at least one of those creatures in direction. Distance off target is 1d10x1d10% of
contact with the caster). Unwilling creatures are the distance that was to be traveled. The
allowed a saving throw vs. Spells to resist the direction off target is determined randomly.
spell, and the caster may need to make an
Similar Area: The caster winds up in an area
attack roll to make contact with such a creature.
that’s visually or thematically similar to the
Likewise, a successful save vs. Spells will prevent
target area. This means that the caster appears
items in a creature's possession from being
in the closest similar place within range. If no
teleported.
such area exists within the spell’s range, the
The caster must have some clear idea of the spell simply fails instead.
location and layout of the destination. The
Mishap: The caster and anyone else teleporting
clearer the mental image, the more likely it is
with the caster have gotten “scrambled.” Each
that the teleportation will work. Areas of strong
takes 1d10 points of damage; then reroll on the
magical energy may make teleportation more
chart to see where they wind up. For these
hazardous or even impossible.
rerolls, roll 1d20+80. Each time “Mishap” comes
To determine the results of this spell, roll d% and up, the characters take more damage and must
consult the table below. Below the table is an reroll.
explanation of the terms used.
True Seeing Range: touch
Cleric 5 Duration: 1
round/level
This spell confers on the target the ability to see
all things as they actually are. The subject sees
through normal and magical darkness, notices

41
SPELLS BASIC FANTASY RPG

secret doors, sees the exact locations of The caster may choose to maintain the spell
displaced creatures or objects, sees through indefinitely (within reasonable limits of
normal or magical disguises, sees invisible endurance) by concentration, or may cast it with
creatures or objects normally, sees through the standard duration of 1 round per level, at his
illusions, and sees the true form of polymorphed, or her option.
changed, or transmuted things. The range of
true seeing conferred is 120 feet.
Wall of Iron Range: 90'
True seeing, however, does not penetrate solid Magic-User 6 Duration: permanent
objects. It in no way confers X-ray vision or its
This spell causes a flat, vertical iron wall to
equivalent. It does not negate concealment,
spring into being. The wall is composed of up to
including that caused by fog and the like. In
one 10'x10' square section, one inch thick, per
addition, the spell effects cannot be further
caster level. If the caster so desires, the wall can
enhanced with known magic, so one cannot use
bond itself into any surrounding nonliving
true seeing through a crystal ball or in
material if its area is sufficient to do so. The wall
conjunction with clairvoyance.
cannot be conjured so that it occupies the same
space as a creature or another object. The wall
Ventriloquism Range: 60' must always be a flat plane, though the edges
Magic-User 1 Duration: 1 can be shaped to fit the available space, and it
turn/level must always be conjured in contact with the
ground.
This spell allows the caster to cause his or her
voice to sound from someplace else within The caster can increase the thickness of the wall
range, for example, from a dark alcove or statue. with a proportionate reduction in the area; for
example, doubling the thickness halves the area.
The wall may not be made less than one inch
Wall of Fire Range: 180'
thick. The caster can create the wall vertically
Cleric 5, Magic-User 4 Duration: 1 resting on a flat surface but not attached to the
round/level surface, so that it can be tipped over to fall on
(or special) and crush creatures beneath it. The wall is 50%
An immobile, blazing curtain of shimmering likely to tip in either direction if left un-pushed.
violet fire springs into existence. One side of the Creatures can push the wall in one direction
wall, selected by the caster, sends forth waves of rather than letting it fall randomly. A creature
heat, dealing 2d4 points of fire damage to with 13 Strength (or 4 or more Hit Dice) can push
creatures within 10 feet and 1d4 points of fire the wall over; or several creatures can work
damage to those beyond 10 feet but within 20 together to do so. (If the optional Ability Roll rule
feet. The wall deals this damage when it is being used, a Strength roll at -3 is sufficient to
appears and on the caster's turn each round to topple the wall.) Creatures with room to flee the
all creatures in the area. In addition, the wall falling wall may do so by making successful
deals 2d6 points +1 point per caster level of fire saves vs. Death Ray (with Dexterity bonus
damage to any creature passing through it. The added). Any creature of Ogre-size or smaller that
wall deals double damage to undead creatures. fails the save takes 10d6 points of damage. The
wall cannot crush larger creatures.
The wall is either a sheet of flame up to 20' in
length per caster level, or a ring with a radius up Like any iron wall, this wall is subject to rust,
to 5' per caster level. The caster may choose to perforation, and other natural phenomena.
make the wall smaller if desired. The wall may
be up to 20' tall (as desired by the caster and/or Wall of Stone Range: 15' per level
constrained by the ceiling). Magic-User 5 Duration: permanent
If the caster evokes the wall so that it appears This spell creates a wall of rock that merges into
where creatures are, each creature takes adjoining rock surfaces. The wall is composed of
damage as if passing through the wall; a save up to one 10'x10' square section, 1' thick, per
vs. Spells is allowed, with success indicating that caster level. The caster can double the wall’s
damage is rolled as if the creature is within 10' of area by halving its thickness. The wall cannot be
the wall. conjured so that it occupies the same space as a
creature or another object.

42
BASIC FANTASY RPG SPELLS

Web Range: 10' per level


Magic-User 2 Duration: 2
turns/level
Web creates a many-layered mass of strong,
sticky strands, filling a volume of 8,000 cubic
feet (equivalent to eight 10'x10'x10' cubes). The
strands are similar to spider webs but far larger
and tougher. These masses must be anchored to
two or more solid and diametrically opposed
points or else the web collapses upon itself and
disappears; within this limitation, the caster may
choose any arrangement of webs he or she
wishes, up to the limit of range and the given
8,000 cubic foot volume. The caster may choose
to create a smaller volume if he or she wishes.
Creatures caught within a web become
entangled among the gluey fibers. Attacking a
creature in a web won’t cause the attacker to
become entangled, but moving through the
affected area will.
The caster can create a wall of stone in almost
any shape he or she desires. The wall created Anyone in the area of effect when the spell is
need not be vertical, nor rest upon any firm cast must make a save vs. Death Ray. If this
foundation; however, it must merge with and be save succeeds, the creature is entangled, but
solidly supported by existing stone. It can be not prevented from moving, though moving is
used to bridge a chasm, for instance, or as a reduced to one-half normal movement rate.
ramp. For this use, if the span is more than 20 Such entangled creatures may not cast spells or
feet, the wall must be arched and buttressed, perform normal attacks; whether other actions
reducing the spell’s area by half. The wall can are possible is left to the GM to decide. Once an
also be crudely shaped to create crenelations, entangled creature leaves the area of effect of
battlements, and so forth by similarly reducing the web, it will be able to act normally again.
the area.
If the save fails, the creature is entangled and
Like any other stone wall, this one can be can’t move or perform any other physical action.
destroyed by a disintegrate spell or by normal Speech remains possible, however. Creatures
means such as breaking and chipping. with Strength of 13 or higher (or 4 or more hit
dice) may be able to break loose, however; each
It is possible, but difficult, to trap mobile
round, such creatures are allowed another save
opponents within or under a wall of stone,
vs. Death Ray with results as given above.
provided the wall is shaped so it can hold the
Creatures failing the initial save and having
creatures. Creatures can avoid entrapment with
Strength of 12 or less (or fewer than 4 hit dice)
successful saves vs. Death Ray.
are trapped until the duration expires or the
webs are otherwise removed.
Water Breathing Range: touch
The strands of a web spell are flammable. Any
Magic-User 3 Duration: 2
fire can set the webs alight and burn away a 10'
hours/level
cube in 1 round; the fire will spread to adjacent
The affected creatures can breathe water freely. 10' cubes each round until all the webbing is
Divide the duration evenly among all the consumed (or the fire is put out by some
creatures the caster touches. The spell does not means). All creatures within flaming webs take
make creatures unable to breathe air. 2d4 points of fire damage from the flames, but if
they survive they are completely free afterwards.

43
SPELLS BASIC FANTASY RPG

Attack Bonus Table


Fighter Level Cleric or Thief Magic-User Level Monster Hit Dice Attack Bonus
Level
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
Wizard Eye Range: 240' Word of Recall Range: self (special)
Magic-User 4 Duration: 6 turns Cleric 6 Duration:
instantaneous
With this spell the caster creates an invisible
magical “eye” through which he or she can see. Word of recall teleports the caster instantly back
The eye has Darkvision, but otherwise sees to his or her sanctuary when a single word is
exactly as the caster would. It can be created in uttered. The caster must designate the
any place the caster can see, up to a range of sanctuary when he or she prepares the spell,
240' away, and thereafter can move at a rate of and it must be a very familiar place. The actual
40' per round as directed by the caster. The eye point of arrival is a designated area no larger
will not move more than 240' feet away from the than 10 feet by 10 feet. The caster can be
caster under any circumstances. The eye cannot transported any distance within a plane but
pass through solid objects, but as it is exactly cannot travel between planes. The caster can
the size of a normal human's eye, it can pass bring along objects or creatures, not to exceed
through holes as small as 1 inch in diameter. 300 pounds plus 100 pounds per level above
The caster must concentrate to use the eye. 10th. The caster must be in contact with all
objects and/or creatures to be transported
Wizard Lock Range: 20' (although creatures to be transported may be in
contact with one another, with at least one of
Magic-User 2 Duration: permanent
those creatures in contact with the caster).
A wizard lock spell cast upon a door, chest, or
An unwilling creature can’t be teleported by
portal magically locks it. The caster can freely
word of recall. Likewise, a creature’s save vs.
pass his or her own wizard lock without affecting
Spells prevents items in its possession from
it, as can any Magic-User 3 or more levels higher
being teleported.
than the caster of the wizard lock; otherwise, a
door or object secured with this spell can be
opened only by breaking in or with a successful
dispel magic or knock spell.

44
BASIC FANTASY RPG ADVENTURE

PART 4: THE ADVENTURE


Time and Scale
Time in the dungeon is measured in game 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.
Distances in the dungeon are measured in feet. Outdoors, change all distance measurements
(movement, range, etc.) to yards (so 100' becomes 100 yards) but area of effect measurements (for
spells, for instance) normally remain in feet.

Dungeon Adventures
Carrying Capacity This may seem slow, but this rate of movement
includes such things as drawing maps, watching
Normal Human, Elven and Dwarvish player out for traps and monsters (though they may still
characters are able to carry up to 60 pounds and surprise the party), etc. In a combat situation,
still be considered lightly loaded, or up to 150 on the other hand, everyone is moving around
pounds and be considered heavily loaded. swiftly, and such things as drawing maps are not
Halflings may carry up to 50 pounds and be important.
considered lightly loaded, or up to 100 pounds
and be heavily loaded. Note that armor for A character's movement rate is adjusted by his
Halfling characters is about one-quarter as or her Encumbrance (the load he or she is
heavy as armor for the other races. carrying) as follows:

These figures are affected by Strength; each +1 Armor Type Lightly Heavily
of Strength bonus adds 10% to the capacity of Loaded Loaded
the character, while each -1 deducts 20%. Thus, No Armor or Magic Leather 40' 30'
carrying capacities for normal characters are as Leather Armor or Magic 30' 20'
shown below (rounded to the nearest 5 pounds Metal
for convenience):
Metal Armor 20' 10'
Dwarf, Elf, Human Halfling
Strength Light Heavy Light Heavy Count the weight of armor worn when calculating
Load Load Load Load encumbrance, because armor counts both for
3 25 60 20 40 bulk and restrictiveness as well as for weight.
Magic armor counts for its full weight but is not
4-5 35 90 30 60
as bulky and restrictive as normal armor, thus
6-8 50 120 40 80
granting an improved movement rate.
9-12 60 150 50 100
13-15 65 165 55 110
Mapping
16-17 70 180 60 120
18 80 195 65 130 In any dungeon expedition, making maps is
important. Generally one player will do this,
The carrying capacities of various domesticated drawing a map on graph paper as the Game
animals are given in the Monsters section, in Master describes each room or corridor.
the entry for each type of animal. Absolute accuracy is usually not possible; the
main thing is to ensure that the party can find its
Movement and Encumbrance way back out of the dungeon.

The movement rate of a character or creature is


Light
expressed as the number of feet it can move per
combat round. The normal player character A torch or lantern will provide light covering a 30'
races can all move 40' per round. When radius; dim light will extend about 20' further.
exploring a dungeon, time is expressed in turns, Normal torches burn for 1d4+4 turns, while a
as explained above; normal movement per turn flask of oil in a lantern will burn for 18+1d6
is 3 times the movement rate per round. turns. A candle will shed light over a 5' radius,

45
ADVENTURE BASIC FANTASY RPG

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
Some character races, and almost all monsters,
have Darkvision. This gives them the ability to
see even in total darkness. Darkvision is black
and white only but otherwise like normal sight.
Darkvision does not grant one the ability to see
in magical darkness. 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. Normal characters have a chance equal to a roll
of 1 on 1d6 to detect a trap if a search for one is
Doors made. Note that this is about a 16.7% chance;
Thieves have a special ability to find and remove
A stuck door can be opened on a roll of 1 on 1d6; traps, which supersedes this roll, as does the
add the character's Strength bonus to the range, stonework trap-finding ability of Dwarves. A
so that a character with a bonus of +2 can open Dwarven Thief is a special case; apply whichever
a stuck door on a roll of 1-3 on 1d6. trap-detection ability is higher. In all cases, a
Locked doors can be forced by rolling the same search for traps takes at least a turn per 10'
range, but on 1d10. Metal bars can sometimes square area. A single character may only
be bent on a roll of this range on 1d20. effectively search a given area for traps once,
even if the character has more than one trap-
A careful character might choose to listen at a detection roll “type” allowed (such as the
door before opening it. Thieves have a special Dwarven Thief above).
ability, Listen, which should be applied if the
listener is a Thief. For other characters, the GM Trap detection may not be allowed if the trap is
rolls 1d6, with 1 indicating success. Sounds purely magical in nature; on the other hand, in
heard might include voices, footsteps, or any such cases Magic-Users and/or Clerics may be
other sound the GM considers appropriate. Of able to detect magical traps at the given 1 in
course, the room beyond the door might really 1d6 chance, at the Game Master's option.
be silent; thus, the Game Master must make the
roll, so that a roll of 1 in such a case will not give Secret Doors
anything away to the players.
Under normal conditions, searching for secret
doors takes one turn per character per 10' of
Traps wall searched. A secret door is found on a roll of
Dungeons and ruins frequently contain traps, 1 on 1d6; characters with 15 or higher
including spear-throwers, covered pits, etc. The Intelligence succeed on a roll of 1-2. Also, as
GM will decide what is required to trigger a trap, noted previously, Elves add 1 to the range
and what happens when the trap is triggered. automatically, such that an Elf discovers secret
(Some guidance on this is provided in the Game doors on a 1-2 on 1d6, or 1-3 if the Elf has an
Master section later in this book.) In general, Intelligence of 15 or higher. The GM may create
there will be some way to avoid or reduce the secret doors that are more difficult (or easier) to
effect of the trap being sprung. For instance, a detect at his or her option.
save vs. Death Ray is often used to avoid falling Multiple characters searching for secret doors
into a covered pit (with Dexterity bonus added), ensures that any such will eventually be found;
while spear-throwers, automated crossbows, and however, if the first and second searchers fail,
the like are sometimes treated as if they were the next searcher must take two turns to search,
monsters (attacking vs. the victim's Armor Class and all subsequent searches of the area require
at some given attack bonus). an hour.

46
BASIC FANTASY RPG ADVENTURE

Note that finding a secret door does not grant day. Furthermore, at that point the character
understanding of how it works. The GM may loses the ability to heal wounds normally, though
require additional rolls or other actions to be magic will still work. Eating enough food for a
taken before the door can be opened. day (over the course of about a day, not all at
once) restores the ability to heal, and the
Dungeon Survival character will recover lost hit points at the
normal rate.
As described in the Equipment section, above,
normal characters must consume one day's Inadequate water affects characters more
worth of rations (or equivalent food) and at least swiftly; after a single day without adequate
one quart of water per day. water, the character loses 1d4 hit points, and will
lose an additional 1d4 hit points per day
Failure to consume enough food does not thereafter; healing ability is lost when the first
significantly affect a character for the first two die of damage is rolled.
days, after which he or she loses 1 hit point per

47
ADVENTURE BASIC FANTASY RPG

Wilderness Adventures
Wilderness Movement Rates Overland Travel
Movement rates when traveling in the wilderness The movement rates shown on the table above
are related directly to encounter movement are figured based on an 8 hour day of travel
rates, as shown on the table below: through open, clear terrain. The terrain type will
alter the rate somewhat, as shown on this table:
Encounter Movement Wilderness Movement
(Feet per Round) (Miles per Day) Terrain Adjustment
10' 6 Jungle, Mountains, Swamp x1/3
20' 12 Desert, Forest, Hills x2/3
30' 18 Clear, Plains, Trail x1
40' 24 Road (Paved) x1 1/3
50' 30
Characters may choose to perform a forced
60' 36
march, traveling 12 hours per day. If this is
70' 42
done, add an additional 50% to the distance
80' 48 traveled. Each day of forced march performed
90' 54 after the first inflicts 1d6 damage on the
100' 60 characters (and their animals, if any). A save vs.
110' 66 Death Ray with Constitution bonus applied is
120' 72 allowed to avoid this damage, but after this save
is failed once, it is not rolled again for that
Naturally, any group traveling together moves at character or creature. A day spent resting
the rate of the slowest member. “restarts” the progression.

Clerics vs. Undead Table


Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Ghost
Cleric 9+ Hit
Level 1 Hit Die 2 Hit Dice 3 Hit Dice 4 Hit Dice 5 Hit Dice 6 Hit Dice 7 Hit Dice 8 Hit Dice 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

48
BASIC FANTASY RPG ADVENTURE

Waterborne Travel Notes:

Travel by water may be done in a variety of Becalmed: Sailing ships cannot move. Oared
boats or ships; see the table in the Vehicles ships may move at the given rowing movement
section for details. Travel distances are based on rate.
a 12 hour day of travel, rather than the usual 8 Very Strong Winds: Sailing against the wind
hours per day given above. Note that sailed (tacking) is not possible.
ships may travel 24 hours per day (if a qualified
navigator is aboard), and so may be able to Gale: Sailing against the wind is not possible,
cover twice the normal distance per day of and ships exposed to a gale may be damaged or
travel. This is in addition to the multiplier given sunk; apply 2d8 points of damage to any such
below. If the ship stops each night, as is done by ship, per hour sailed.
some vessels traveling along a coastline as well
as those vessels having less than the minimum Traveling by Air
number of regular crewmen on board, the two-
times multiplier does not apply. When traveling by air, overland movement rates
are doubled, and all terrain effects are ignored.
Movement of sailed ships varies depending on Most winged creatures must maintain at least
weather conditions, as shown on the following one-third normal forward movement in order to
table. Sailing movement modifiers shown apply remain airborne; however, devices such as
when sailing with the wind; sailing against the flying carpets generally do not have this
wind involves tacking (called “zigzagging” by limitation.
landlubbers) which reduces movement rates as
indicated on the table.
Becoming Lost
d12 Wind Direction
1 Northerly Adventurers following roads, trails, rivers,
streams, or other obvious landmarks are unlikely
2 Northeasterly
to become lost; however, when the party strikes
3 Easterly out into trackless forest, windblown desert, etc.,
4 Southeasterly they may become lost. Secretly roll a save vs.
5 Southerly Death Ray, adjusted by the Wisdom of the party
6 Southwesterly leader (i.e., whichever player character seems to
7 Westerly be leading). (Alternately, an Ability Roll against
8 Northwesterly Wisdom may be rolled, if that optional rule is in
9-12 Prevailing wind direction for this locale use.) The GM must determine the effects of a
failed roll.
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

Retainers, Specialists and Mercenaries


Player characters will sometimes want or need to Retainers
hire NPCs (Non-Player Characters) to work for
them. There are several categories of NPCs A retainer is a close associate of his employer.
available for hire, as follows: 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).

49
ADVENTURE BASIC FANTASY RPG

Retainers are typically very loyal and are willing Loyalty: All retainers have a Loyalty score,
to take reasonable risks; in particular, they are which is generally 7 plus the employer's
the only sort of hireling who will generally Charisma bonus (or penalty). The Loyalty score
accompany a player character into a dungeon, is used just as the Morale score of monsters or
lair, or ruin. mercenaries is used.
Hiring a retainer is more involved than hiring If a Loyalty check roll made in combat is a
other NPCs. First, the player character must natural 2, the Loyalty of the retainer increases
advertise for a retainer, typically by hiring a by +1 point. Note that a Loyalty of 12 is
crier, posting notices in public places, or asking fanatical… the retainer will do virtually anything
(and possibly paying) NPCs such as innkeepers the player character asks, and never flee in
or taverners to direct potential retainers to the combat. However, the Game Master should still
player character. It is up to the Game Master to apply penalties when the player character
rule on what must be done, and how successful instructs the retainer to do something which
these activities are. appears very risky, making a failed check
possible.
If the player character is successful, one or more
NPCs will present themselves to be interviewed. In addition, the Game Master should roll a
The Game Master should play out the interview Loyalty check for each retainer at the end of
with the player, and after all offers have been each adventure, after treasure is divided, to
made and all questions asked, a reaction roll determine if the retainer will remain with the
should be made. To check the potential player character. The GM may apply
retainer's reaction, the Game Master rolls 2d6 adjustments to this roll, probably no more than
and adds the player character's Charisma bonus. two points plus or minus, if the retainer is
In addition, the Game Master may apply any particularly well or poorly paid.
adjustments he or she feels are appropriate (a
Maximum Number of Retainers: A player
bonus of +1 for higher-than-average pay or the
character may hire at most 4 retainers, adjusted
offer of a magic item such as a sword +1, or a
by the character's Charisma bonus or penalty.
penalty if the player character offers poor
Any attempts to hire more than this number of
terms). The roll is read as follows:
retainers will be met with automatic refusals.
Adjusted Die Roll Result
Level of Retainers: Normally, potential
2 or less Refusal, -1 on further retainers will be one-half the level of the
rolls
employer (or less). So, a first level character
3-5 Refusal cannot hire retainers, second level PCs can only
6-8 Try again hire first level characters, and so on. Of course,
9-11 Acceptance there is no way for the retainers to directly know
12 or more Acceptance, +1 to the level of the PC employer, nor for the
Loyalty employer to know the level of the potential
retainer; but the Game Master should usually
Refusal, -1 on further rolls means that all enforce this rule for purposes of game balance.
further reaction rolls made toward that player It shouldn't be surprising that first level
character in the given town or region will be at a characters can't hire retainers, as they have no
penalty of -1 due to unkind words said by the reputation to speak of yet.
NPC to his fellows. If the player character tries Experience for Retainers: Unlike other hired
again in a different town, the penalty does not
NPCs, retainers do gain experience just as other
apply. adventurers do; however, as they are under the
If a Try again result is rolled, the potential command of a player character, only one-half of
retainer is reluctant, and needs more convincing; a share of XP is allocated to each retainer. See
the player character must “sweeten” the deal in Character Advancement, below, for an
order to get an additional roll, such as by example.
offering more pay, a magic item, etc. If the
player character makes no better offer, treat Try
again as a Refusal result.

50
BASIC FANTASY RPG ADVENTURE

Specialists general, for every 50 Fighters employed, one


armorer is required to care for their gear. The
Specialists are NPCs who may be hired by player armorer's equipment is not included in the costs
characters to perform various tasks. Specialists given above, but the cost to maintain his
do not go on adventures or otherwise risk their apprentices is included; most such characters
lives fighting monsters, disarming traps, or any will have 1d4 apprentices assisting.
of the other dangerous things player characters
and retainers may do. Rather, specialists Higher priced armorers or weaponsmiths may be
perform services the player characters usually hired to assist in making magic weapons or
can't perform for themselves, like designing and armor; in this case, the character hired will be a
erecting castles, training animals, or operating specialist, an expert in making one particular
ships. type of armor or weapon, and will command a
higher price (as shown above). Such characters
A player character is limited in the number of will rarely agree to do the mundane work of
specialists he or she can hire only by the amount maintaining weapons and armor for a military
of money they cost; Charisma does not affect unit.
this.
Engineer: 750 gp per month. Any player
Alchemist: 1,000 gp per month. These character wishing to build a fortress, a ship, or
characters are generally hired for one of two any other mundane construction will need an
reasons: to make potions, or to assist a Magic- engineer. Large projects may require several
User with magical research. engineers, at the GM's option.
An alchemist can produce a potion, given the Savant: 1,500 gp per month. Savants are
required materials and a sample or a written experts in ancient and obscure knowledge.
formula for the potion, in the same time and for Many savants have particular interests in very
the same cost as a Magic-User. They may also limited or focused areas (for example, “Elven
research new potions, but at twice the cost in migrations of the 2nd age”), but even these will
time and materials as a Magic-User. know or have access to a lot of facts. The listed
Alternately, a Magic-User seeking to create cost is the minimum required to maintain a
certain magic items may employ an alchemist as savant with his library, collections, etc. If the
an assistant. In this case, the alchemist adds savant's patron asks a difficult question, there
15% to the Magic-User's chance of success. may be additional costs for materials or research
to answer it.
Animal Trainer: 250 to 750 gp per month.
Characters wishing to ride hippogriffs or employ Ship's Crew: Special. A crew for a waterborne
carnivorous apes as guards will need the vessel involves several types of characters. At
assistance of an animal trainer. The lowest cost the very least, a complement of sailors and a
above is for an average animal trainer, able to Captain are needed; rowers will be needed
train one type of “normal” animal such as aboard galleys, and a Navigator is required
carnivorous apes; those able to train more than aboard ships going out of sight of land.
one sort of animal, or to train monstrous Costs per month for each sort of character are
creatures such as hippogriffs, are more given below:
expensive to hire. The Game Master must
Seaman Type Cost
decide how long it takes to train an animal; in
some cases, animal training may take years, a Captain 300 gp
fact the player characters may find inconvenient Navigator 200 gp
as well as expensive. A single animal trainer can Sailor 10 gp
train and manage no more than 5 animals at a Rower 3 gp
time, though in most cases once an animal is
fully trained, if it is put into service right away In general, all such characters are normal men,
the animal trainer won't be needed to handle it and are not armored; they will usually be armed
any longer. with clubs, daggers, or shortswords. Player
characters with appropriate backgrounds may
Armorer (or Weaponsmith): 100 to 500 gp act as Captain, but unless experienced as a
per month. Characters hiring mercenaries, or ship's captain, they will have difficulty
having armed and armored followers to take care
of, will need the services of an armorer. In

51
ADVENTURE BASIC FANTASY RPG

commanding respect from the regular sailors


(lower the Morale of such regular sailors by -2 if
led by an inexperienced Captain).

Mercenaries
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 2 nd
to 4th level and his first sergeant will be 2 nd or 3rd
level. Larger mercenary units will usually be Mercenaries housed in a player character's
beyond the reach of player characters until they stronghold require 200 square feet each but cost
have reached fairly high levels, and are left to 25% less per month, as this is covered by their
the Game Master to detail. room and board. (Elven mercenaries, however,
Mercenaries will virtually never go into a require 500 square feet of space each in order to
dungeon, lair, or ruin, at least until it has been reduce their pay, as they demand better living
fully cleared. Rather, they are used in outdoor conditions.) See the Stronghold section for
military engagements; high level player more details.
characters may hire mercenaries to defend or Statistics are given below for the most common
help defend their castles or other holdings. 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 his or her level. Listed costs
are in gold pieces per month.

52
BASIC FANTASY RPG ADVENTURE

Character Advancement
Experience Points (XP) After tallying the XP earned in a given adventure,
the amount should be divided by the number of
Experience points are given for monsters adventurers. As described above, each retainer
defeated, and for other challenges as the GM should receive a one-half share; so a group with
sees fit. The following table provides XP values four player characters and a retainer is counted
for monsters. Where a monster has both a as having 4½ members. If 2,000 XP are earned
character level and hit dice given, use the larger by this group, one share is 444 XP, and the
value as the monster's level. Non-combat retainer receives 222 XP.
challenges may be assigned a level, or a flat XP
value assigned, as the GM wishes. No character may advance more than one level
due to the experience points from a single
If asterisks appear after the hit dice listing for a adventure. For example, Barthal the Thief is 1st
monster, each asterisk adds the special ability level and has 1,000 XP before going on an
bonus once; for example, a creature with a hit adventure; during the adventure, he earns 2,000
dice figure of 2** is worth 125 XP. more XP (an amazing feat). This would make his
For monsters with more than 25 hit dice, add total 3,000 XP, and he would be a 3rd level Thief.
750 XP to the XP Value and 25 XP to the Special This is not allowed; instead, he advances to
Ability Bonus per additional hit die. 2,499 XP, one short of the amount required for
3rd level, and starts his next adventure at 2nd
NPCs should be treated as monsters of a number level.
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.

53
ADVENTURE BASIC FANTASY RPG

Monster Hit XP Value Special Ability


Dice 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

54
BASIC FANTASY RPG ENCOUNTER

PART 5: THE ENCOUNTER


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 goblins. The GM rolls 1d6 for the goblins; on a 1-


2 they are all surprised. Then the GM rolls 1d6
When the party of adventurers comes in contact for Darion and Morningstar. If the roll is a 1, both
with potential enemies, time shifts to combat of them are surprised; if the roll is a 2, only
rounds (10 seconds long, as described Darion is surprised. If the roll is 3 or more,
previously). Before beginning combat, surprise neither of them are surprised.
is checked (see below). Unsurprised characters
then roll for Initiative, and act in order of the rolls Surprised characters or creatures stand flat-
(again, as described below). footed for one round. They still defend
themselves, so there is no penalty to Armor
Class, but they cannot move nor attack during
Surprise the round of surprise.
When surprise is possible, roll 1d6 for each side
which might be surprised; most normal Monster Reactions
characters are surprised on a roll of 1-2.
Surprised characters are unable to act for one When a group of player characters meet one or
round. Characters or creatures which are well more monsters, it's important to know how the
hidden and prepared to perform an ambush monsters will react to the party. In many cases,
surprise on a roll of 1-4 on 1d6. Some the reaction of the monster or monsters is
characters or creatures (such as Elves) are obvious… zombies guarding a tomb will virtually
described as being less likely to be surprised; always attack intruders, for example.
reduce the range by 1 for such creatures. In cases where the reaction of the monsters to
For example: Darion the Human Fighter and the party is not obvious, a reaction roll may be
Morningstar the Elven Fighter/Magic-User open a made. The Game Master rolls 2d6, adding the
door and come face-to-face with a party of Charisma bonus of the “lead” character (or

55
ENCOUNTER BASIC FANTASY RPG

applying his or her Charisma penalty) along with A character using a weapon with a long reach
any other adjustments he or she feels are (spears, for instance) may choose to attack a
reasonable, and consults the table below: closing opponent on the closing opponent's
number and thus attack simultaneously with the
Reaction Roll Table opponent, even if the character rolled lower for
Adjusted Die Roll Result Initiative.
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 Combat
they attack immediately. An Unfavorable result Each character or creature involved in combat
means that the monsters do not like the player may move, if desired, up to its encounter
characters, and will attack if they may movement distance, and then attack, if any
reasonably do so. A Favorable result simply opponent is in range, when its Initiative number
means that the monsters will consider letting the comes up. After attacking, a character or
player characters live if they choose to parley; it creature may not move again until the next
does not necessarily mean that the monsters round.
like the player characters. A Very Favorable
result means that the monsters (or perhaps only Opponents more than 5' apart may move freely,
the monster leader) do, in fact, like the player but once two opposing figures are within 5' of
characters; this does not mean that the each other, they are “engaged” and must abide
monsters will just hand over their treasure, but it by the rules under Defensive Movement, below.
does indicate that they may choose to cooperate
with the player characters in mutually beneficial Running
ways.
Characters may choose to run; a running
As always, interpreting the results of this roll is character is not normally allowed to attack (but
left to the GM, who may choose to alter the see Charging, below). Running characters can
result if he or she believes a different result move at double their normal encounter
would be more enjoyable to play out than the movement rate. Characters are allowed to run a
one rolled. number of rounds equal to 2 times the
character's Constitution, after which they are
Initiative exhausted and may only walk (at the normal
encounter rate). For monsters not having a
Each round, 1d6 is rolled for Initiative for each given Constitution, allow the monster to run for
character or monster. This roll is adjusted by the 24 rounds. Exhausted characters or creatures
character's Dexterity bonus. High numbers act must rest for at least a turn before running
first. Any characters/monsters with equal again.
numbers act simultaneously. The GM may make
single rolls for groups of identical monsters at his
or her option.
As the GM counts down the Initiative numbers,
each character or monster may act on his or her
number. If desired, a combatant can choose to
wait until a later number to act. If a player
states that he or she is waiting for another
character or monster to act, then the player
character's action takes place on the same
Initiative number as the creature he or she is
waiting for. In this case, the player character's
action is simultaneous with the creature waited
for, just as if they had rolled the same number.

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BASIC FANTASY RPG ENCOUNTER

Maneuverability Climbing and Diving


The following rules may be considered optional. For battles involving three dimensions, each
They are hardly needed for most dungeon creature or vehicle has an altitude (when flying)
adventures, but will add measurably to combat or depth (underwater). For air or sea battles, at
situations in the wilderness, especially in least one of the creatures or vehicles should
waterborne combat situations or when some or start at an altitude/depth of 0, and a new 0 level
all combatants are flying. can be established at any time, to simplify play,
by adjusting the altitudes of each creature or
Characters, creatures, and vehicles of various
vehicle.
sorts have a turning distance. This is given as a
distance in feet in parentheses after their A winged flier can gain up to 10' of altitude after
movement rate, and it determines how far they moving forward by the distance shown for its
must move between facing changes when maneuverability class, and can dive (lose
moving about in combat. altitude in a controlled fashion) at up to twice the
normal movement rate; if the creature does not
All normal player characters, and in fact most
move horizontally by at least one-third its normal
moderately sized creatures which walk on the
speed, it will stall, being forced to dive at
ground, have a turning distance of 5'. If no
maximum rate for one round. Floating creatures
turning distance is given for a creature, assume
or vehicles (balloons, fly spell, flying carpets,
that it is 5'.
etc.) can climb vertically without horizontal
In general, a facing change is any turn of up to motion up to half the normal movement rate, but
90º (a right-angle turn); on a square-gridded such “floaters” can only descend at the normal
map, this means turning to face directly to the movement rate, unless they have lost the ability
right or left of the figure's current facing. A half- to float entirely.
turn (45º) still counts as a full facing change. If
using hexes, “diagonal” movement is not Charging
available, so a facing change is the 60º turn to
face toward the hex-side to the right or left of Under some circumstances, characters or
the current facing. creatures may be allowed to attack after a
running move. This is called a charge, and
There are a few exceptions to this rule: some specific limitations apply. First, the
First, any creature that does not move away from charging character or creature must move at
its starting position during the combat round least 10 feet, and may move up to double his or
may make as many facing changes as desired her normal movement rate, as given above. The
(though circumstances, such as trying to turn a movement must be in a more or less straight line
horse around in a narrow corridor, may prevent toward the intended target, and the path to the
this). target must be reasonably clear. Finally, the
attacker must be using a weapon such as a
Incorporeal flying creatures, such as spectres, spear, lance, or pole arm which is suitable for
can turn freely at any point while moving. use while charging. Certain monsters, especially
Creatures which are running (moving at double including those with horns, are able to use
speed) may not make facing changes of more natural attacks when charging. If the attacker
than 60º, and their turning distance increases by does not have line of sight to the opponent at
10' (or, if it is 5' normally, it increases to 10'). the start of the charge, that opponent can’t be
charged.
Also, most creatures can shift one space laterally
while preserving their facing (this is called The attack made after the charge is made at +2
“sidestepping”), but this may only be done when on the attack roll. The charging character or
moving at normal (“walking”) speed, not at fast creature takes a -2 penalty to Armor Class for
(“running”) speed. “One space” means either 5' the remainder of the round. If the attack hits, it
or 10', depending on the map or board being does double damage.
used. 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

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ENCOUNTER BASIC FANTASY RPG

creature being charged must have equal or subject to “parting shots” as described under
better Initiative; this counts as holding an action: Defensive Movement if they continue to flee
both attacker and defender act on the attacker's after the pursuers close to melee range.
Initiative number and are therefore
If the fleeing characters or creatures are ever
simultaneous.
able to get beyond the pursuer's sight for a full
round, they have evaded pursuit… the pursuers
Evasion and Pursuit have lost them.
Sometimes a party of adventurers will want
nothing more than to avoid a group of monsters Defensive Movement
(or sometimes, it's the monsters avoiding the
Any time a character turns his or her back on an
adventurers). If one group is surprised, and the
adjacent opponent (who has a ready weapon)
other is not, the unsurprised group may be able
and begins movement, that opponent is allowed
to escape automatically (unless something
a “parting shot” with a +2 bonus to attack, even
prevents them from making an exit).
if that opponent has already made all attacks for
Otherwise, the characters wanting to flee begin the round. Opponents with attack routines must
doing so on their Initiative numbers. The GM choose one attack mode; for instance, a tiger
may easily play out the pursuit, following along with a claw/claw/bite routine could only claw
on his or her map (note that the players can't once or bite once.
draw maps while they run headlong through the
Alternately, the character may begin backing
dungeon or wilderness area). Any time a
away (at up to half normal walking movement)
character must pass through a doorway, make a
while continuing to fight (if the opponent
hard turn, etc., the GM may require a saving
remains within reach, that is, follows the
throw vs. Death Ray (with Dexterity bonus
retreating character). This is termed a fighting
added); if the save is failed, the character has
withdrawal.
fallen at that point and moves no further that
round; he or she may stand up and make a full
move on his or her Initiative number in the next How to Attack
round.
To roll “to hit,” the attacker rolls 1d20 and adds
If at any point the pursuers are within 5' (melee his or her attack bonus (AB), as shown on the
range) at the start of a round, they may begin Attack Bonus table, as well as Strength bonus (if
melee combat; the fleeing characters will be 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


Attacks made from behind an opponent usually
receive a +2 attack bonus. This does not
combine with the Sneak Attack ability (see the
Thief, above).

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BASIC FANTASY RPG ENCOUNTER

Normal Men within Long range are attacked at -2. Foes


beyond Long range cannot be effectively
A note about normal men: The NM entry in the attacked.
table above is for normal men, also known as
zero level characters. These characters If a character attempts to use a missile weapon
represent the artisans, shopkeepers, scullery against a foe who is within 5' of him or her (i.e.
maids, and other non-adventurer characters who who is engaged with the shooter), a penalty of -5
will appear in the game. All such characters are is applied to the attack roll. This is due to the
NPCs, of course. Demi-human races have few if shooter dodging around to avoid the foe's
any zero-level characters among their numbers; attacks. The only exception is if the attacker is
the vast majority of “normal men” are humans. behind the target creature and undetected, or
that creature is distracted so as to not be able to
Average zero-level humans have 1d4 hit points, attack the shooter; in these cases, apply the
and usually are not proficient with any weapons usual +1 bonus (+3 total bonus if attacking from
except bare hands. Green troops (those who behind).
have not been in battle yet) are zero-level, but
they have 1d6 hit points and are allowed to use
any weapon allowed to a Fighter.
Cover and Concealment
It is recommended not to waste time in detailing In certain situations, the intended target of a
the ability score or other statistics of such missile (or melee) attack may have cover or
characters further; they are normal, as in concealment of some kind. Cover is defined as
“average,” and so very few would have extreme “hard” protection such as that afforded by a
statistics. A blacksmith might be credited with a thick tree trunk or stone wall, that is, anything
Strength score of 13 or more, or a savant with that will stop or slow a missile weapon.
Intelligence of 16 or more, but in general such Concealment is “soft” cover like fog or light
things need not be detailed for most of these foliage that makes the target difficult to see but
characters. does not affect the missile itself. Cover or
concealment makes it more difficult to strike an
intended target, and thus a penalty will be
Monster Attack Bonus applied to the attacker's die roll depending upon
When looking up a monster's hit dice on the how much of the target is protected from attack.
Attack Bonus Table, ignore all “plus” or “minus” For concealment the attack penalty should range
values; so a monster with 3+2 hit dice, or one from -1 (25% obscured) to -4 (90% obscured).
with 3-1, is still treated as just 3 hit dice. The For hard cover, these penalties should be
exception is monsters with 1-1 or lower hit dice, doubled.
which are considered less than one hit die and
have an attack bonus of +0. Missile Weapon Rate of Fire
In general, missile weapons are allowed a single
Melee Combat attack per round, just as are melee weapons.
Melee occurs after a character has closed for However, crossbows are an exception, as
combat and strikes at a monster or other foe. reloading a crossbow between shots is time-
Melee weapons or attacks may generally only be consuming.
used against foes who are engaged with the A light crossbow can be fired once per two
attacker (as described above). rounds, and the user may not perform any other
actions (including movement) during the
Missile Fire “reloading” round. A heavy crossbow can be
fired just once per three rounds, again requiring
Missile weapons may be used to attack foes at a the user to spend two rounds doing nothing
distance. The distance the attacker is from his other than cocking and loading the weapon in
target affects the attack roll, as shown on the order to fire it again.
Missile Weapon Ranges table in the Characters
section, above. In general, opponents within Siege engines also fire less often than ordinary
Short range are attacked at +1 on the die, those weapons. The rate of fire for such a weapon is
beyond Short range but within Medium range are presented as a fraction, indicating the number of
attacked at +0, and those beyond Medium but attacks per round; for example, 1/6 means one
attack every six rounds.

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ENCOUNTER BASIC FANTASY RPG

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
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 This rule is intentionally vague; the GM must


decide when and how to apply it based on the
Targe circumstances of the battle. It is recommended
5 t 6 that no more than three allies be “tried” in this
way, but the GM may make an exception as he
2 3 4 or she sees fit.

Damage
1 If an attack hits, the attacker rolls damage as
given for the weapon. Melee attacks apply the
(in front)
Strength bonus or penalty to the damage dice,
as do thrown missile weapons such as daggers
Missiles That Miss or spears. Usually, attacks with bows or
crossbows do not gain the Strength bonus, but
With the exception of grenade-like missiles,
sling bullets or stones do.
missile weapons which miss the intended target
are normally considered lost. However, if the Also, magic weapons will add their bonuses to
weapon is fired into a melee where allies of the damage (and cursed weapons will apply their
shooter are involved, and the attack misses, it penalty). Note that, regardless of any penalties
may hit one of the allied creatures. The GM to damage, any successful hit will do at least one
should decide which allies may be hit, and roll point of damage.
attacks against each until a hit is made or all
As explained elsewhere, a creature or character
possible targets are exhausted. These attack
reduced to 0 hit points is dead.
rolls are made with the shooter's normal attack
bonus, just as if he or she intended to attack the
allied creature. However, the GM must make Subduing Damage
these rolls, not the player. Attacks made with the “flat of the blade” for
This rule is applied to attacks made by monsters, non-lethal damage are made at a -4 attack
when appropriate. However, the GM still makes penalty and do half damage. Most weapons can
the rolls. be used this way; only those with penetration or
slashing features on all sides cannot.

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BASIC FANTASY RPG ENCOUNTER

If a character is reduced to zero hit points who Moving the Opponent: The attacker can move
has taken at least some subduing damage, the up to one-half speed (bringing the defender
character becomes unconscious rather than along) with a successful attack roll, if the
dying. (Any further subduing damage is then attacker is strong enough to carry or drag the
considered killing damage, allowing the defender.
possibility that someone might be beaten to
Acquiring an Object: The attacker may
death.) A character knocked out in this way, but
attempt to take an item away from the defender.
not subsequently killed, will wake up with 1 hit
This requires an additional attack roll; if the roll
point in 1d4 turns, or can be awakened (with 1
fails, the defender may immediately attempt an
hit point) by someone else after 2d10 rounds.
attack roll (even if he or she has already
attacked this round) which, if successful, results
Brawling in the defender pinning the attacker; or, the
Sometimes a character will attack without a defender may choose to escape instead of
weapon, striking with a fist or foot. This is called reversing the hold.
brawling. Normal characters do 1d3 points of Actions Allowed to the Defender: The target
subduing damage with a punch, 1d4 with a kick; of a successful hold is usually immobile (but not
kicks are rolled at a -2 attack penalty. A helpless) at least until his or her next action, as
character in no armor or leather armor cannot determined by Initiative. Such characters suffer
successfully punch or kick a character in metal a penalty of -4 to AC against opponents other
armor, and in fact, if this is attempted the than the attacker.
damage is applied to the attacker instead of the
defender. The GM must decide which monsters If the defender is significantly stronger and/or
can be successfully attacked this way. All larger than the attacker, he or she may move at
character classes may engage in brawling; there up to one-half speed, dragging the attacker
is no “weapon” restriction in this case. along.
On the defender's next action, he or she can try
Wrestling to escape the pin with a saving throw vs. Death
Ray; the defender must apply the better of his or
A wrestling attack requires a successful melee her Strength or Dexterity bonuses (or penalties)
attack roll, where success indicates the attacker on this roll. If the escape roll succeeds, the
has grabbed his or her opponent. This hold is defender finishes the action by moving into any
maintained until the attacker releases it or the space adjacent to the attacker.
defender makes a save vs. Death Ray, which is
attempted at the defender's next action If more than one attacker has a hold on a
(according to Initiative). A successful wrestling particular defender, a successful escape roll
attack causes the attacker to move into the frees the defender from just one of those
same “space” as the defender (if miniature attackers.
figures are used). Held characters may also use simple magic
After achieving a hold on an opponent, the items such as rings. A character being held may
attacker can automatically inflict unarmed not normally cast a spell, even if he or she has
damage (as if striking with a fist), prevent a held not been silenced by the attacker.
opponent from speaking, use simple magic items Multiple Opponents: Several combatants can
such as rings, or take any other action the GM be involved in a wrestling match. Up to four
allows. The attacker may also attempt to combatants can wrestle a single opponent of
acquire an item the opponent is holding (such as normal size in a given round. Creatures that are
a weapon) or attempt to move the opponent (as smaller than the attacker count for half, while
described below). A held character may be creatures that are larger count at least double
voluntarily released whenever the attacker so (as determined by the GM). Note that, after an
desires. opponent is pinned, other attackers benefit from
The attacker can’t draw or use a weapon or use the -4 AC penalty applied to the defender.
a wand, staff, scroll or potion, escape another’s However, this AC penalty is not cumulative (that
wrestling attack, cast a spell, or pin another is, each successful attack does not lower the
character while holding an opponent. defender's AC further).

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ENCOUNTER BASIC FANTASY RPG

It is also possible for another character to attack A flask of oil spilled or splattered on the ground
the attacker in an ongoing wrestling bout. In this will burn for 10 rounds. Those attempting to
case, a successful hold on the attacker grants cross the burning oil will receive 1d6 points of
the original defender a +4 bonus on subsequent fire damage each round they are in it (with no
escape rolls. saving throw in this case).
Wrestling With Monsters: In general, the Fire-resistant creatures, including creatures
rules above can be used not only when character having fire-based abilities, are not damaged by
races wrestle but also when humanoid monsters burning oil.
are involved. The GM will decide whether or not
to allow wrestling involving non-humanoid Holy Water
creatures on a case-by-case basis; if this is
allowed, the following adjustments apply: Holy water damages undead creatures. A flask
of holy water can be thrown as a grenade-like
Creatures with extra grasping appendages (more missile; the flask breaks if thrown against the
than the usual two) gain a +1 bonus on attack body of a corporeal creature, but to use it
rolls or saving throws for each such appendage. against an incorporeal creature, it must be
This includes creatures with feet capable of opened and poured out onto the target,
grasping (such as monkeys or apes, giant generally requiring the attacker to be adjacent to
spiders, etc.) the target.
Large creatures able to fly may attempt to carry A direct hit by a flask of holy water deals 1d8
off their opponents (even if the flying creature is points of damage to an undead creature. In
the defender). addition, each such creature within 5 feet of the
Wrestling attacks against creatures with touch point of impact receives 1d6 points of damage
attacks (such as wights) will cause the attacker from the splash. Holy water is only effective for
to suffer one such attack automatically every one round.
round.
Morale
Oil NPCs and monsters don't always fight to the
A flask of oil can be used as a grenade-like death; in fact, most will try to avoid death
missile. The oil must be set afire in order to whenever possible. Each monster listing
inflict damage; otherwise the oil is just slippery. includes the monster's Morale score, a figure
Assuming some means of igniting the oil is at between 2 and 12. To make a Morale check, roll
hand, a direct hit to a creature deals 1d8 points 2d6; if the roll is equal to or less than the Morale
of fire damage, plus in the next round the target score, the monster or monsters are willing to
takes an additional 1d8 points of damage, unless stand and fight. If the roll is higher than the
he or she spends the round extinguishing the score, the monster has lost its nerve. Monsters
flames by some reasonable means. The GM with a Morale score of 12 never fail a Morale
must judge the method used; rolling on the floor check; they always fight to the death.
(assuming it's not oily also) or covering the In general, Morale is checked when monster(s)
flames with a wet blanket are good methods, for first encounter opposition, and again when the
instance, while pouring or splashing water on monster party is reduced to half strength (by
burning oil does little good. In any event, a flask numbers if more than one monster, or by hit
of burning oil only causes damage for two rounds points if the monster is alone). For this purpose,
at most. monsters incapacitated by sleep, charm, or
If the oil is ignited by some sort of wick or fuse, hold magic are counted as if dead.
then all other creatures within 5 feet of the point The Game Master may apply adjustments to a
of impact receive 1d6 points of fire damage from monster's Morale score in some situations, at his
the splash. A save vs. Death Ray is allowed to or her discretion. Generally, adjustments should
avoid this damage. If the flask does not hit the not total more than +2 or -2. No adjustment is
intended target (as described under Grenade- ever applied to a Morale score of 12.
Like Missiles, above), then that creature may still
take damage from the splash, and receives a A monster that fails a Morale check will generally
saving throw. No saving throw is allowed for a attempt to flee; intelligent monsters or NPCs
creature which has received a direct hit. may attempt to surrender, if the GM so desires.

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BASIC FANTASY RPG ENCOUNTER

Note that special rules apply to retainers; see


the relevant rules in the Adventure section,
above.

Turning the Undead


Clerics can Turn the undead, that is, drive away
undead monsters by means of faith alone. The
Cleric brandishes his or her holy symbol and
calls upon the power of his or her 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 If a mixed group of undead (say, a wight and a
found in the Core Rules; only use the Hit Dice pair of zombies) is to be Turned, the player still
row if the specific type of undead monster is not rolls just once. The result is checked against the
on the table and no guidance is given in the weakest sort first (the zombies), and if they are
monster's description.) If the table indicates successfully Turned, the same result is checked
“No” for that combination, it is not possible for against the next higher type of undead.
the Cleric to affect that type of undead monster. Likewise, the 2d6 hit dice are rolled only once.
If the table gives a number, that is the minimum For example, if the group described above is to
number needed on 1d20 to Turn that sort of be Turned by a 2nd level Cleric, he or she would
undead. If the table says “T” for that first need to have rolled a 15 or higher to Turn
combination, that type of undead is the zombies. If this is a success, 2d6 are rolled;
automatically affected (no roll needed). If the assuming the 2d6 roll is a 7, this would Turn both
result shown is a “D,” then that sort of undead zombies and leave a remainder of 3 hit dice of
will be Damaged (and possibly destroyed) rather effect. Wights are, in fact, 3 hit die monsters, so
than merely Turned. assuming the original 1d20 roll was a 20, the
If the roll is a success, 2d6 hit dice of undead wight is Turned as well. Obviously, were it a
monsters are affected; surplus hit dice are lost group of 3 zombies and a wight, the 2d6 roll
(so if zombies are being Turned and a roll of 7 is would have to be a total of 9 or higher to affect
made, at most 3 zombies can be Turned), but a them all.
minimum of one creature will always be affected If a Cleric succeeds at Turning the undead, but
if the first roll succeeds. not all undead monsters present are affected, he
or she 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 his or her 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 him or her for at least 2d4 turns.

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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
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, he or she suffers 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 his
or her 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
Healing and Rest
details vary by type of monster).
Characters recover 1 hit point of damage every
Negative levels may be removed by magic, such
day, provided that normal sleep is possible.
as the restoration spell. When a negative level
Characters who choose full bedrest regain an
is to be removed, divide the total number of hit
additional hit point each evening.
points lost by the number of negative levels
(rounding normally) to determine how many hit Normal characters require 6 hours sleep out of
points are restored. every 24. Subtract from this number of hours
the character's Constitution bonus; so a
For example, a character suffers three negative
character with 18 Constitution needs only 3
levels of energy drain. The hit point losses rolled
hours sleep per night (and a character with 3
were 6, 5, and 2, for a total of 13 points lost.
Constitution needs 9 hours). Note that these
The first negative level removed restores 13 / 3
figures are minimums; given a choice, most
= 4.3333 hit points (which is rounded to 4 even).
characters would prefer to sleep two or more
Now the character has two negative levels and
hours longer.
has lost 9 hit points. The next time a negative
level is removed, the character recovers 9 / 2 = Characters who get less than the required
4.5 hit points, which is rounded to 5 even. Now amount of sleep suffer a -1 penalty on all attack
the character has one negative level and 4 hit rolls and saving throws (as well as not receiving
points lost. Removal of the last negative level any hit points of healing). For each additional
will restore the remaining 4 points. night where sufficient sleep is not received, the
penalty becomes one point worse. Regardless of
Those who have suffered energy drain generally
how long the character has gone without
have a gaunt, haggard look about them,
adequate sleep, the normal amount of sleep will
noticeable by observant characters.
remove these penalties.

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BASIC FANTASY RPG ENCOUNTER

Constitution Point Losses blinded creature is surprised on 1-4 on 1d6,


suffers a -4 penalty to its attack rolls, a -4
Any character who has lost Constitution points penalty to its Armor Class, and a -2 penalty to its
temporarily (such as due to a disease) may Initiative rolls. These effects are modified when
regain them with normal rest. The rate of dealing with monsters having unusual sensory
recovery is one point per day, awarded each abilities; for example, bats may be affected by
morning when the character awakens from a deafness as if blinded instead.
normal night's sleep. If more than one
Constitution point was lost, the character must These penalties are for characters or creatures
make a save vs. Death Ray (without recently handicapped. Those who are normally
adjustments) to regain the final point; failure blind or deaf may have reduced penalties at the
results in a permanent loss of that point. GM's option.

If a Constitution loss results in a lower bonus or Note that the penalty for attacking an invisible
penalty, the character's maximum hit points opponent is the same as the penalty for
must be reduced appropriately; for instance, a attacking blind, that is, -4 on the attack roll.
character reduced from 16 to 15 Constitution
goes from +2 to +1, thus losing one hit point per Attacking a Vehicle
die rolled. If a reduction in maximum hit points
reduces that figure to less than the character's Attacks against vehicles (such as wagons or
current hit points, reduce the current hit points ships) are made against Armor Class 11. Each
to the new maximum hit point figure vehicle has listed Hardness and Hit Point values.
immediately. Roll damage against the vehicle, and then
reduce that damage by the Hardness value. Any
When regaining Constitution, any increase that excess damage is applied to the vehicle.
increases the character's Constitution bonus
results in the restoration of the hit points lost If the vehicle takes damage equal to or greater
due to the reduction, added to the maximum hit than the listed HP on one side, it is reduced to
point figure only. Current hit points will not be half speed due to wheel damage or a hull
improved in this fashion, but rather must be breach; if it takes this much again, it is
regained by normal healing. immobilized, and this much damage will sink a
ship.
Falling Damage
Repairing a Vehicle
Characters suffer 1d6 damage per 10' fallen, up
to a maximum 20d6. Fractional distances are Damage done to a vehicle may be restored at a
rounded to the nearest whole number, so that a rate of 1d4 hit points per crew member per hour
fall of 1-4' does no damage, 5'-14' does 1d6, etc. of labor. However, a vehicle can only be
restored to 90% of its maximum hit points by
Deafness and Blindness field repairs; a damaged ship must be put into
drydock and repaired by a shipwright and his
A deafened creature can react only to what it crew, while a wagon, cart or chariot will require a
can see or feel, is surprised on 1-3 on 1d6, and wagonmaker to repair them. Costs of such
suffers a -1 penalty to its Initiative rolls. A repairs are left to the Game Master to decide.

Saving Throws
Saving throws represent the ability of a The five categories of saving throw as follows:
character or creature to resist or avoid special Death Ray or Poison, Magic Wands,
attacks, such as spells or poisons. Like an attack Paralysis or Petrify, Dragon Breath, and
roll, a saving throw is a d20 roll, with a target Spells. Spells and monster special attacks will
number based on the character's class and level; indicate which category applies (when a saving
for monsters, a comparable class and level are throw is allowed), but in some unusual situations
provided for the purpose of determining the the Game Master will need to choose a category.
monster's saving throw figures. A natural One way to make this choice is to interpret the
(unadjusted) roll of 1 on a saving throw is always categories metaphorically. For example, a GM
a failure, while a natural 20 is always a success. might be writing an adventure wherein there is a

65
ENCOUNTER BASIC FANTASY RPG

trap that pours burning oil on the hapless Item Saving Throws
adventurers. Avoiding the oil might be
considered similar to avoiding Dragon Breath. Area effects (such as fireball or lightning bolt
Or perhaps a stone idol shoots beams of energy spells) may damage items carried by a character
from its glaring eyes when approached. This as well as injuring the character. For simplicity,
attack may be considered similar to a Magic assume that items carried are unaffected if the
Wand, or if especially potent, a Spell. The saving character or creature carrying them makes his or
throw vs. Death Ray is often used as a "catch all" her own saving throw. However, very fragile
save versus many of the "ordinary" dangers items (paper vs. fire, glass vs. physical impact,
encountered in a dungeon environment. etc.) may still be considered subject to damage
even if the bearer makes his or her save.
In general, saving throw rolls are not adjusted by
ability score bonus or penalty figures. There are In any case where one or more items may be
a few exceptions: subject to damage, use the saving throw roll of
the bearer to determine if the item is damaged
• Poison saving throws are always adjusted or not. For example, a character holding an
by the character's Constitution modifier. open spellbook is struck by a fireball spell; he or
• Saving throws against illusions (such as she must save vs. Spells, and then save again at
phantasmal force) are always adjusted the same odds for the spellbook.
by the character's Intelligence modifier. The GM should feel free to amend this rule as he
• Saving throws against charm spells (and or she wishes; for instance, a backpack full of
fragile items might be given a single saving
other forms of mind control) are adjusted
throw rather than laboriously rolling for each and
by the character's Wisdom modifier.
every item.
The GM may decide on other saving throw
adjustments as he or she sees fit.

Saving Throw Tables by Class

Cleric Fighter
Paralysi Paralysi
Death s Death s
Ray or Magic or Dragon Ray or Magic or Dragon
Level Poison Wands Petrify Breath Spells Level Poison Wands Petrify Breath Spells
1 11 12 14 16 15 NM 13 14 15 16 18
2-3 10 11 13 15 14 1 12 13 14 15 17
4-5 9 10 13 15 14 2-3 11 12 14 15 16
6-7 9 10 12 14 13 4-5 11 11 13 14 15
8-9 8 9 12 14 13 6-7 10 11 12 14 15
10- 8 9 11 13 12 8-9 9 10 12 13 14
11 10- 9 9 11 12 13
12- 7 8 11 13 12 11
13 12- 8 9 10 12 13
14- 7 8 10 12 11 13
15 14- 7 8 10 11 12
16- 6 7 10 12 11 15
17 16- 7 7 9 10 11
18- 6 7 9 11 10 17
19 18- 6 7 8 10 11
20 5 6 9 11 10 19
20 5 6 8 9 10

66
BASIC FANTASY RPG ENCOUNTER

Magic-User
Paralysi
Death s
Ray or Magic or Dragon
Level Poison Wands Petrify 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 10 9 13 11
11
12- 10 10 9 13 11
13
14- 10 9 8 12 10
15
16- 9 8 7 12 9
17
18- 9 7 6 11 9
19
20 8 6 5 11 8

Thief
Paralysi
Death s
Ray or Magic or Dragon
Level Poison Wands Petrify 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- 9 12 10 11 11
11
12- 9 10 10 10 11
13
14- 8 10 9 9 10
15
16- 7 9 9 8 9
17
18- 7 9 8 7 9
19
20 6 8 8 6 8

67
MONSTERS BASIC FANTASY RPG

PART 6: MONSTERS
Name: The first thing given for each monster The Encounter). If a turning distance is not
is its name (or its most common name, if the listed, assume 5'.
monster is known by more than one). If an
asterisk appears after the monster's name, it Attacks: The number (and sometimes type
indicates that the monster is only able to be or types) of attacks the monster can perform.
hit by special weapons (such as silver or For example, Goblins may attack once with a
magical weapons, or creatures affected only weapon, so they are marked 1 weapon.
by fire, etc.) which makes the monster harder Ghouls are marked 2 claws/1 bite as they
to defeat. can attack with both claws and also bite in one
round.
Armor Class: This line gives the creature’s
AC for normal combat. If the monster Damage: The damage figures caused by
customarily wears armor, the first listed AC successful attacks by the monster. Generally
value is with that armor, and the second, in this will be defined in terms of one or more die
parentheses, is unarmored. Some monsters rolls.
are only able to be hit (damaged) by silver or No. Appearing: This is given in terms of one
magical weapons; these are indicated either in or more die rolls. Monsters that only appear
words or with a dagger †; some monsters may underground and have no lairs will have a
only be hit with magical weapons, indicated by single die roll; those that have lairs and/or
a double dagger ‡. those that can be found in the wilderness will
Hit Dice: This line gives the creature’s be noted appropriately. For example, a
number of hit dice, and lists any bonus hit monster noted as “1d6, Wild 2d6, Lair 3d6” is
points. Monsters always roll eight sided dice encountered in groups of 1d6 individuals in a
(d8) for hit points, unless otherwise noted. So dungeon setting, 2d6 individuals in the
for example a creature with 3+2 hit dice rolls wilderness, or 3d6 individuals in a lair.
3d8 and adds 2 points to the total. Note that number appearing applies to
One or two asterisks (*) may appear after the combatants. Non-combatant monsters
hit dice figure; where present, they indicate a (juveniles, and sometimes females) do not
Special Ability Bonus to experience points (XP) count in this number. The text of the monster
awarded for the monster. See Character description should explain this in detail where
Advancement in the Adventure section for it matters, but the GM is always the final
more details. arbiter.

If the monster's Attack Bonus is different Save As: The character class and level the
than its number of Hit Dice, for convenience monster uses for saving throws. Most
the Attack Bonus will be listed in parentheses monsters save as Fighters of a level equal to
after the Hit Dice figure. their hit dice.

Movement: This line gives the monster's Morale: The number that must be rolled
movement rate, or rates for those monsters equal to or less than on 2d6 for the monster to
able to move in more than one fashion. For pass a Morale Check. Monsters having a
example, Bugbears have a normal walking Morale of 12 never fail morale checks, and
movement of 30', and this is all that is listed fight until destroyed (or until they have no
for them. Mermaids can only move about in enemies left).
the water, and so their movement is given as Treasure Type: This line reflects how much
Swim 40'. Pegasi can both walk and fly, so wealth the creature owns. See the Treasure
their movement is listed as 80' Fly 160'. section for more details. In most cases, a
In addition, a distance may appear in creature keeps valuables in its home or lair
parentheses after a movement figure; this is and has no treasure with it when it travels.
the creature's turning distance (see Part 5:

68
BASIC FANTASY RPG MONSTERS

Intelligent creatures that own useful, portable Dragons of different age categories will have
treasure (such as magic items) tend to carry different XP values. Review the Experience
and use these, leaving bulky items at home. Points awards table in the Adventure section,
above, to calculate the correct figure in these
XP: The number of experience points cases.
awarded for defeating this monster. In some
cases, the figure will vary; for instance,

69
MONSTERS BASIC FANTASY RPG

Beasts of Burden
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: 1/1d4 1d2 1d4/1d4 1d4/1d4
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: 1d6/1d6 1d4 or 1d2 1d4
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 Riding Horses include smaller breeds of
carry loads and/or characters are listed here working horses such as quarter horses and
together. Such creatures obviously have no Arabians as well as wild horses. These animals
treasure. are usually ready for useful work by age two.
Riding horses cannot fight while a rider is
Camels are known for their ability to travel long
mounted. A light load for a riding horse is up to
distances without food or water. The statistics
250 pounds; a heavy load, up to 500 pounds.
presented here are for the dromedary, or one-
humped camel, which thrives in warm deserts. A War Horses are trained and bred for strength
dromedary stands about 7 feet tall at the and aggression. They usually are not ready for
shoulder, with its hump rising 1 foot higher. The warfare before age three. A light load for a
two-humped, or Bactrian, camel is suited to warhorse is up to 350 pounds; a heavy load, up
cooler, rocky areas. It is stockier, slower (speed to 700 pounds.
given in brackets), and tougher than the
Mules are sterile crossbreeds of donkeys and
dromedary. A light load for a camel is up to 400
horses. They can be taken into dungeons or
pounds; a heavy load, up to 800 pounds.
caverns. A mule is similar to a riding horse, but
Donkeys are long-eared, horselike creatures. slightly
They are surefooted and sturdy, and can be stronger and
taken into dungeons or caverns. The statistics more agile.
presented here could also describe burros. A
A Pony is a
light load for a donkey is up to 70 pounds; a
small horse,
heavy load, up to 140 pounds.
under 5 feet
Draft Horses include large breeds of working tall at the
horses such as Clydesdales. These animals are shoulder.
usually ready for heavy work by age three. A Ponies are
light load for a draft horse is up to 350 pounds; a otherwise
heavy load, up to 700 pounds. similar to

70
BASIC FANTASY RPG MONSTERS

71
MONSTERS BASIC FANTASY RPG

Monster Descriptions
Ant, Giant The statistics above represent common sorts of
wild herd animals, including deer (1 hit die),
Armor Class: 17 aurochs (2 hit dice), elk or moose (3 hit dice) and
Hit Dice: 4 bison (4 hit dice). Such creatures are often
No. of Attacks: 1 bite skittish and likely to flee if provoked, but males
Damage: 2d6 are more aggressive in the presence of females
Movement: 60' (10') (the parenthesized morale applies in this case).
No. Appearing: 2d6, Wild 2d6, Lair 4d6
Save As: Fighter: 4 Ape, Carnivorous
Morale: 7 on first sighting, 12 after Armor Class: 14
engaged
Hit Dice: 4
Treasure Type: U or special
No. of Attacks: 2 claws
XP: 240
Damage: 1d4/1d4
Giant ants are among the hardiest and most Movement: 40'
adaptable vermin. Soldiers and workers are No. Appearing: 1d6, Wild 2d4, Lair 2d4
about 5 to 6 feet long, while queens can grow to Save As: Fighter: 4
a length of 9 feet. Giant ants may be red or Morale: 7
black; there is no statistical difference between Treasure Type: None
them. Though relatively shy when first
XP: 240
encountered, once combat begins they will fight
to the death. They are known to collect shiny These powerful creatures resemble gorillas but
things, and so will sometimes have a small are far more aggressive; though they are
amount of treasure in their lair. actually omnivores, they prefer meat, and they
Giant ants may occasionally mine shiny metals kill and eat anything they can catch. An adult
such as gold or silver; one in three (1-2 on 1d6) male carnivorous ape is 5-1/2 to 6 feet tall and
giant ant lairs will contain 1d100 x 1d100 gp weighs 300 to 400 pounds.
value in relatively pure nuggets.
Assassin Vine
Armor Class: 15
Hit Dice: 6
No. of Attacks: 1 + special
Damage: 1d8 + special
Movement: 5'
No. Appearing: 1d4+1
Save As: Fighter: 6
Morale: 12
Antelope Treasure Type: U
XP: 500
Armor Class: 13
Hit Dice: 1 to 4 The assassin vine is a semi-mobile plant found in
No. of Attacks: 1 butt temperate forests that collects its own grisly
Damage: 1d4 or 1d6 or 1d8 fertilizer by grabbing and crushing animals and
Movement: 80' (10') depositing the carcasses near its roots.
No. Appearing: Wild 3d10 Because it can lie very still indeed, an assassin
Save As: Fighter: 1 to 4 (as Hit Dice) vine surprises on a roll of 1-4 on 1d6. A
Morale: 5 (7) successful hit inflicts 1d8 points of damage, and
Treasure Type: None the victim becomes entangled, suffering an
XP: 25 - 240 additional 1d8 points of damage thereafter. A
victim may attempt to escape by rolling a saving
throw vs. Death Ray with Strength bonus added;

72
BASIC FANTASY RPG MONSTERS

this is a full action, so the victim may not


attempt this and also perform an attack. The
plant will continue to crush its victim until one or
the other is dead or the victim manages to
escape.
An assassin vine can move about, albeit very
slowly, but generally only does so to seek new
hunting grounds. They have no visual organs
but can sense foes within 30 feet by sound and
vibration.
A mature plant consists of a main vine, about 20
feet long. Smaller vines up to 5 feet long branch
off from the main vine about every 6 inches.
These small vines bear clusters of leaves, and in
late summer they produce bunches of small
fruits that resemble wild grapes. The fruit is
tough and has a hearty but bitter flavor. Assassin
vine berries make a heady wine.
A subterranean version of the assassin vine
grows near hot springs, volcanic vents, and other
sources of thermal energy. These plants have
thin, wiry stems and gray leaves shot through
with silver, brown, and white veins so that they
resemble mineral deposits. An assassin vine
growing underground usually generates enough
offal to support a thriving colony of mushrooms
and other fungi, which spring up around the
plant and help conceal it.

73
MONSTERS BASIC FANTASY RPG

Basilisk reflective surfaces, even drinking with their eyes


closed, but if an attacker can manage to surprise
Armor Class: 16 the monster with a mirror it may see its
Hit Dice: 6** reflection.
No. of Attacks: 1 bite/1 gaze
Damage: 1d10/petrification Bat (and Bat, Giant)
Movement: 20' (10')
Bat Giant Bat
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Armor Class: 14 14
Save As: Fighter: 6
Hit Dice: 1 Hit Point 2
Morale: 9
No. of Attacks: 1 special 1 bite
Treasure Type: F
Damage: Confusion 1d4
XP: 610
Movement: 30' Fly 40' 10' Fly 60' (10')
A basilisk is an eight-legged reptilian monster No. Appearing: 1d100, 1d10,
that petrifies living creatures with a mere gaze. Wild 1d100, Wild 1d10,
A basilisk usually has a dull brown body with a Lair 1d100 Lair 1d10
yellowish underbelly. Some specimens sport a Save As: Normal Man Fighter: 2
short, curved horn atop the nose. An adult Morale: 6 8
basilisk’s body grows to about 6 feet long, not Treasure Type: None None
including its tail, which can reach an additional XP: 10 75
length of 5 to 7 feet. The creature weighs about
300 pounds. Bats are nocturnal flying mammals. The
Any living creature which meets the gaze of the statistics presented here describe small,
basilisk must save vs. Petrification or be turned insectivorous bats. They have a natural sonar
to stone instantly. In general, any creature that allows them to operate in total darkness; for
surprised by the basilisk will meet its gaze. game purposes, treat this ability as Darkvision.
Those who attempt to fight the monster while A group of normal-sized bats has no effective
averting their eyes suffer penalties of -4 to attack (at least in terms of doing damage) but
attack and -2 to AC. It is possible to use a mirror can confuse those in the area, flying around
to fight the monster, in which case the penalties apparently randomly. For every ten bats in the
are -2 to attack and no penalty to AC. If a area, one creature can be confused; such a
basilisk sees its own reflection in a mirror it must creature will suffer a penalty of -2 on all attack
save vs. Petrification or be turned to stone; a and saving throw rolls while the bats remain in
petrified basilisk loses its power to petrify. the area.
Basilisks instinctively avoid mirrors or other
A giant bat has a wingspan of 15 feet and weighs
about 200 pounds. They have the same sensory
abilities as normal-sized bats, but being much

74
BASIC FANTASY RPG MONSTERS

larger, they are able to attack adventurers;


many are carnivorous, making such attacks
likely.

Bear
Bears attack by rending opponents with their
claws, dragging them in and biting them. A
successful hit with both paws indicates a hug
attack for additional damage (as given for each
specific bear type). All bears are very tough to
kill, and are able to move and attack for one
round after losing all hit points.

Bear, Black
Armor Class: 14 Bear, Grizzly (or Brown)
Hit Dice: 4
Armor Class: 14
No. of Attacks: 2 claws/1 bite + hug
Hit Dice: 5
Damage: 1d4/1d4/1d6 + 2d6 hug
No. of Attacks: 2 claws/1 bite + hug
Movement: 40'
Damage: 1d4/1d4/1d8 + 2d8 hug
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Movement: 40'
Save As: Fighter: 4
No. Appearing: 1, Wild 1d4, Lair 1d4
Morale: 7
Save As: Fighter: 5
Treasure Type: None
Morale: 8
XP: 240
Treasure Type: None
The black bear is a forest-dwelling omnivore that XP: 360
usually is not dangerous unless an interloper
These massive carnivores weigh more than
threatens its cubs or food supply.
1,800 pounds and stand nearly 9 feet tall when
Black bears may actually be pure black, blond, or they rear up on their hind legs. They are bad-
cinnamon in color. They are rarely more than 5 tempered and territorial.
feet long.
Bear, Polar
Bear, Cave
Armor Class: 14
Armor Class: 15 Hit Dice: 6
Hit Dice: 7 No. of Attacks: 2 claws/1 bite + hug
No. of Attacks: 2 claws/1 bite + hug Damage: 1d6/1d6/1d10 + 2d8 hug
Damage: 1d8/1d8/2d6 + 2d8 hug Movement: 40'
Movement: 40' No. Appearing: 1, Wild 1d2, Lair 1d2
No. Appearing: 1d2, Wild 1d2, Lair 1d2 Save As: Fighter: 6
Save As: Fighter: 7 Morale: 8
Morale: 9 Treasure Type: None
Treasure Type: None XP: 500
XP: 670
These long, lean carnivores are slightly taller
These monstrous bears are even larger than than grizzly bears, and just as hostile.
grizzly bears. They are ferocious killers,
attacking almost anything of equal or smaller
size.

75
MONSTERS BASIC FANTASY RPG

Bee, Giant Beetle, Giant Bombardier


Armor Class: 13 Armor Class: 16
Hit Dice: 1d4hp* Hit Dice: 2*
No. of Attacks: 1 sting No. of Attacks: 1 bite + special
Damage: 1d4 + poison Damage: 1d6 + special
Movement: 10' Fly 50' Movement: 40'
No. Appearing: 1d6, Wild 1d6, Lair 5d6 No. Appearing: 1d8, Wild 2d6, Lair 2d6
Save As: Fighter: 1 Save As: Fighter: 2
Morale: 9 Morale: 8
Treasure Type: Special Treasure Type: None
XP: 13 XP: 100
Although many times larger, growing to a length
Giant bombardier beetles have red head and
of about a foot, giant bees behave generally the
thorax sections and black abdomens. They are 3
same as their smaller cousins. Giant bees are
to 4 feet long. In combat, a giant bombardier
usually not aggressive except when defending
beetle bites opponents in front of it, and sprays a
themselves or their hive. Those stung by a giant
cone of very hot and noxious gases from a
bee must save vs. Poison or die. A giant bee
nozzle in the rearmost tip of the abdomen. This
that successfully stings another creature pulls
toxic blast causes 2d6 points of damage to all
within a cone 10' long and 10' wide at the far
end (a save vs. Death Ray for half damage is
allowed). A giant bombardier beetle can use this
spray attack up to five times per day, but no
more often than once per three rounds. Faced
with opponents attacking from just one direction,
a giant bombardier beetle may choose to turn
away and use the spray attack rather than
biting.
Giant bombardier beetles, like most beetles,
have more or less the same visual acuity in all
directions, and thus suffer no penalty to Armor
Class when attacked from behind.

Beetle, Giant Fire


Armor Class: 16
Hit Dice: 1+2
away, leaving its stinger in the creature. The No. of Attacks: 1 bite
bee then dies. Damage: 2d4
Movement: 40'
No. Appearing: 1d8, Wild 2d6, Lair 2d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 25

These luminous nocturnal insects are prized by


miners and adventurers. They have two glands,
one above each eye, that produce a red glow.
The glands’ luminosity persists for 1d6 days after
removal from the beetle, illuminating a roughly
circular area with a 10-foot radius.

76
BASIC FANTASY RPG MONSTERS

Giant fire beetles are about 2 feet long. They If attacked with normal or magical weapons, or
are normally timid but will fight if cornered. Like with lightning or electricity, a black pudding
most beetles, they have more or less the same suffers no injury, but will be split into two
visual acuity in all directions, and thus suffer no puddings; the GM should divide the original
penalty to Armor Class when attacked from black pudding's hit dice between the two
behind. however he or she sees fit, with the limitation
that neither pudding may have less than two hit
Beetle, Giant Tiger dice. A two hit die black pudding is simply
unharmed by such attacks, but cannot be split
Armor Class: 17 further.
Hit Dice: 3+1
Cold or ice based attacks do not harm a black
No. of Attacks: 1 bite pudding, but such an attack will paralyze the
Damage: 2d6 pudding for one round per die of damage the
Movement: 60' (10') attack would normally cause. Other attack forms
No. Appearing: 1d6, Wild 2d4, Lair 2d4 will affect a black pudding normally; the
Save As: Fighter: 3 preferred method of killing one usually involves
Morale: 9 fire.
Treasure Type: U The typical black pudding measures 10 feet
XP: 145 across and 2 feet thick, and weighs about 10,000
pounds. Black puddings of smaller sizes may be
Giant tiger beetles are predatory monsters encountered, possibly as a result of the splitting
around 5 feet long. Their carapaces tend to be described above.
dark brown with lighter brown striped or spotted
patterns, but there are many variations.
Blink Dog
They are fast runners, depending on their speed
to run down prey, and they willingly prey on any Armor Class: 15
creature of man size or smaller. Like most Hit Dice: 4*
beetles, they have more or less the same visual No. of Attacks: 1 bite
acuity in all directions, and thus suffer no Damage: 1d6
penalty to Armor Class when attacked from Movement: 40'
behind. No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 4
Black Pudding* Morale: 6
Armor Class: 14 Treasure Type: C
Hit Dice: 10* (+9) XP: 280
No. of Attacks: 1 pseudopod The blink dog is an intelligent canine that has a
Damage: 3d8 limited teleportation ability; they are able to
Movement: 20' teleport up to 120' at will. Blink dogs may
No. Appearing: 1 teleport immediately after attacking, thus
Save As: Fighter: 10 possibly avoiding being attacked. In particular, a
Morale: 12 blink dog may teleport next to an opponent,
attack, and teleport away in the same round; the
Treasure Type: None
victim would need to strike on the same
XP: 1,390
Initiative number as the blink dog in order to
Black puddings are amorphous creatures that attack it in melee.
live only to eat. They inhabit underground areas Blink dogs hunt in packs, teleporting in a
throughout the world, scouring caverns, ruins, seemingly random fashion until they surround
and dungeons in search of organic matter, living their prey, allowing some of them to get the
or dead. They attack any creatures they bonus for attacking from behind.
encounter, lashing out with pseudopods or
simply engulfing opponents with their bodies, Blink dogs are medium-sized dogs, typically light
which secrete acids that help them catch and brown in color and short haired, though other
digest their prey. varieties are rumored to exist. They have their

77
MONSTERS BASIC FANTASY RPG

own language, a mixture of barks, yaps, whines, Boar


and growls that can transmit complex
information. They are usually shy, avoiding a Armor Class: 13
fight if possible, but they hate displacers and Hit Dice: 3
will generally attack them on sight. No. of Attacks: 1 tusk
Damage: 2d4
Blood Rose Movement: 50' (10')
No. Appearing: Wild 1d6
Armor Class: 13
Save As: Fighter: 3
Hit Dice: 2* to 4*
Morale: 9
No. of Attacks: 1 to 3 plus blood drain
Treasure Type: None
Damage: 1d6
XP: 145
Movement: 1'
No. Appearing: Wild 1d8 Though not carnivores,
Save As: Fighter: 2 these wild swine are
Morale: 12 bad-tempered and
Treasure Type: None usually charge anyone
XP: 100 - 280
who disturbs them.
Note that “boar” refers
Blood roses appear to be normal rose bushes, specifically to the male
but are actually animated plants, dimly aware of of the species, but
their surroundings. These plants are always in females are equally
bloom, bearing beautiful flowers that are large and fierce.
normally white (or rarely, yellow) in color. A boar is covered in coarse, grayish-black fur.
The fragrance of the flowers is detectable up to Adults are about 4 feet long and 3 feet high at
30' from the plant in ideal conditions. Blood the shoulder.
roses can move about slowly, and will try to find
locations sheltered from the wind in order to Bugbear
achieve those ideal conditions. Living creatures
who smell the fragrance must save vs. Poison or Armor Class: 15 (13)
become befuddled, dropping anything carried Hit Dice: 3+1
and approaching the plant. Each round such a No. of Attacks: 1 weapon
creature or character is within the affected area, Damage: 1d8+1 or by weapon +1
this save must be made. Befuddled characters Movement: 30' Unarmored 40'
will not resist the plant-creature's attacks; if No. Appearing: 2d4, Wild 5d4, Lair 5d4
affected creatures are removed from the area,
Save As: Fighter: 3
the effect of the fragrance will expire 2d4 rounds
later. Undead monsters, constructs, etc. are not Morale: 9
affected. Treasure Type: Q, R each; B, L, M in lair
XP: 145
Each blood rose plant will have 1, 2 or 3 whiplike
canes studded with thorns with which it can Bugbears look like huge, hairy goblins, standing
attack. When a cane hits, it wraps around the about 6 feet tall. Their eyes are usually a
victim and begins to darkish brown color and they move very quietly.
drain blood, doing 1d6 They are wild and relatively fearless, and bully
points of damage per smaller humanoids whenever possible.
round. A blood rose
which has recently Bugbears prefer to ambush opponents if they
(within one day) “eaten” can. When hunting, they often send scouts
this way will have ahead of the main group. Bugbear attacks are
coordinated, and their tactics are sound if not
brilliant. They are able to move in nearly
complete silence, surprising opponents on 1-3 on
1d6. In order to remain silent, they must wear
only leather or hide armor, as indicated in the
Armor Class scores above. Bugbears receive a

78
BASIC FANTASY RPG MONSTERS

+1 bonus on damage due to their great Cave Locust, Giant


Strength. As with most goblinoid monsters, they
have Darkvision with a 30' range. Armor Class: 16
Hit Dice: 2**
One out of every eight bugbears will be a
No. of Attacks: 1 bite or 1 bump or 1 spit
hardened warrior of 4+4 Hit Dice (240 XP), with
a +2 bonus to damage. In lairs of 16 or more Damage: 1d2 or 1d4* or special
bugbears, there will be a chieftain of 6+6 Hit Movement: 20' Fly 60' (15')
Dice (500 XP), with a +3 bonus to damage. No. Appearing: 2d10, Wild 1d10
Bugbears gain a +1 bonus to their morale if they Save As: Fighter: 2
are led by a hardened warrior or chieftain. In the Morale: 5
lair, bugbears never fail a morale check as long Treasure Type: None
as the chieftain is alive. In addition, there is a 2 XP: 125
in 6 chance that a shaman will be present in a
lair. A shaman is equal to an ordinary bugbear Giant cave locusts are pale, cricket-like creatures
statistically, but possesses 1d4+1 levels of that live underground. An average giant cave
Clerical abilities. locust is 2 to 4 feet long. They are eyeless,
depending on their sound-sensitive antennae,
Caecilia, Giant vibration-sensitive feet and a variety of touch-
sensitive “hairs” on their legs to sense the
Armor Class: 14 environment around them.
Hit Dice: 6*
These creatures eat subterranean fungus
No. of Attacks: 1 bite + swallow on 19/20
(including shriekers) as well as carrion; they are
Damage: 1d8 + 1d8/round if swallowed not predators, but if disturbed they will attack,
Movement: 20' (10') shrieking loudly, biting, jumping wildly around, or
No. Appearing: 1d3, Lair 1d3 spitting nasty goo.
Save As: Fighter: 3 All giant cave locusts in a group will shriek when
Morale: 9 disturbed, attracting wandering monsters. The
Treasure Type: B GM should roll a wandering monster check each
XP: 555 round that one or more cave locusts are
attacking; if wandering monsters are indicated,
Caecilia are carnivorous, legless amphibians; they will arrive in 1d4 rounds.
they strongly resemble earthworms, but they
have bony skeletons and sharp teeth. Caecilia Any giant cave locust that is engaged (adjacent
live entirely underground. The giant variety to an opponent) will attempt to bite, doing 1d2
grows up to 30' long and frequently are found in damage on a successful hit. This does not
caverns or dungeons. They are nearly blind, but interrupt the monster's shrieking.
caecilia are very sensitive to sound and A giant cave locust can leap up to 60'
vibrations, and are able to find their prey horizontally, or up to 30' up. If one of these
regardless of light or the absence thereof. creatures is not engaged at the beginning of the
A caecilia can swallow a single small humanoid round, it will leap toward one of the opponent
or demi-human (such as a goblin or halfling) creatures; roll a normal attack roll, and if the
whole. On a natural attack roll of 19 or 20, such attack hits, the target creature takes 1d4 points
a victim has been swallowed (assuming that roll of non-lethal damage from the impact.
does actually hit the victim). A swallowed victim Finally, a giant cave locust can spray a greenish-
suffers 1d8 damage per round, and may only brown goo (its digestive juices) up to 10' away.
attack from the inside with a small cutting or Each giant cave locust can perform this attack
stabbing weapon such as a dagger. While the just once per encounter. This spit attack will
inside of the caecilia is easier for the victim to usually be reserved until they fail a morale
hit, fighting while swallowed is more difficult, so check, in which case all remaining giant cave
no modifiers to the attack roll are applied. locusts will spit at their nearest opponent, and
Once a caecilia has swallowed an opponent, it then all will attempt to flee in the next round. To
will generally attempt to disengage from spit on an opponent, the giant cave locust rolls
combat, going to its lair to rest and digest its an attack against Armor Class 11 (plus Dexterity
meal. and magical bonuses, but no normal armor value

79
MONSTERS BASIC FANTASY RPG

Caveman
Armor Class: 12
Hit Dice: 2
No. of Attacks: 1 weapon
Damage: 1d8 or weapon + 1
Movement: 40'
No. Appearing: 1d10, Wild 10d4, Lair 10d4
Save As: Fighter: 2
Morale: 7
Treasure Type: C
XP: 75

Cavemen are a species closely related to


humans; they are shorter and stockier, and
much more heavily muscled. They do not all
actually live in caves. Whether they are actually
applies). If the attack hits, the target must save less intelligent than “normal” humans or not is a
vs. Poison or be unable to do anything for 3d6 matter of debate, but it is true that they do not
rounds due to the horrible smell. have the facility for language as other human,
demi-human and humanoid races.

80
BASIC FANTASY RPG MONSTERS

Centaur Centipede, Giant


Armor Class: 15 (13) Armor Class: 11
Hit Dice: 4 Hit Dice: 1d4 Hit Points*
No. of Attacks: 2 hooves/1 weapon No. of Attacks: 1 bite
Damage: 1d6/1d6/1d6 or by weapon Damage: poison
Movement: 50' Unarmored 60' (10') Movement: 40'
No. Appearing: Wild 2d10 No. Appearing: 2d4, Wild 2d4, Lair 2d4
Save As: Fighter: 4 Save As: Normal Man
Morale: 8 Morale: 7
Treasure Type: A Treasure Type: None
XP: 240 XP: 13

Centaurs appear to be half man, half horse, Giant centipedes are larger versions of the
having the torso, arms and head of a man in the normal sort, being 2 to 3 feet long. Centipedes
position a horse's head would otherwise occupy. are fast-moving, predatory, venomous
A centaur is as big as a heavy horse, but much arthropods, having long segmented bodies with
taller and slightly heavier; average males are exoskeletons. They prefer to live in underground
about 7 feet tall and weigh about 2,100 pounds, areas, shadowy forested areas, and other places
and females are just a bit smaller. Centaurs may out of direct sunlight; however, there are desert-
charge with a spear or lance just as a man on dwelling varieties that hide under the sand
horseback, with the same bonuses. They waiting for prey to wander by.
typically wear leather armor when prepared for
Giant centipedes tend to attack anything that
combat.
resembles food, biting with their jaws and
Centaurs are generally haughty and aloof, but injecting their poison. Those bitten by a giant
very honorable. Most would rather die than centipede must save vs. Poison at +2 or die.
allow humans, demi-humans, or humanoids to
ride on their backs. Cheetah
Armor Class: 14
Hit Dice: 2
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d4
Movement: 100'
No. Appearing: Wild 1d3, Lair 1d3
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75

A Cheetah is one of the fastest land animals - a


large (about 100 pounds) cat capable of reaching
up to 75 miles per hour when running. It hunts
alone or in small groups (usually composed of
siblings). It will rarely attack humans unless

81
MONSTERS BASIC FANTASY RPG

compelled to do so, but a female will ferociously Cockatrice


defend her young.
Armor Class: 14
Chimera Hit Dice: 5**
No. of Attacks: 1 beak + special
Armor Class: 16 Damage: 1d6 + petrification
Hit Dice: 9** (+8) Movement: 30' Fly 60' (10')
No. of Attacks: 2 claws/3 heads + special No. Appearing: 1d4, Wild 1d8, Lair 1d8
Damage: 1d4/1d4/2d4/2d4/3d4 + special Save As: Fighter: 5
Movement: 40' (10') Fly 60' (15') Morale: 7
No. Appearing: 1d2, Wild 1d4, Lair 1d4 Treasure Type: D
Save As: Fighter: 9 XP: 450
Morale: 9
Treasure Type: F A cockatrice is a strange creature, appearing to
XP: 1,225
be a chicken (hen or rooster) with a long
serpentine neck and tail; the neck is topped by a
Chimeras are strange creatures having a lion's more or less normal looking chicken head.
body with the heads of a lion, a goat, and a A male cockatrice has wattles and a comb, just
dragon, and the wings of a dragon. A chimera is like a rooster. Females, much rarer than males,
about 5 feet tall at the shoulder, nearly 10 feet differ only in that they have no wattles or comb.
long, and weighs about 4,000 pounds. A A cockatrice weighs about 25 pounds. A
chimera’s dragon head might be black, blue, cockatrice is no more intelligent than any
green, red, or white, and has the same type of animal, but they are bad-tempered and prone to
breath weapon as that sort of dragon. attack if disturbed.
Regardless of type, the dragon's head breathes a
50' long cone with a 10' wide end, for 3d6 points Anyone touched by a cockatrice, or who touches
of damage; victims may save vs. Dragon Breath one (even if gloved), must save vs. Petrification
for one-half damage. or be turned to stone.
Chimeras are cruel and voracious. They can
speak Dragon but seldom bother to do so,
except when toadying to more powerful

creatures.

82
BASIC FANTASY RPG MONSTERS

Crab, Giant Dinosaur, Deinonychus


Armor Class: 18 Armor Class: 15
Hit Dice: 3 Hit Dice: 3
No. of Attacks: 2 pincers No. of Attacks: 1 bite
Damage: 2d6/2d6 Damage: 1d8
Movement: 20' Swim 20' Movement: 50'
No. Appearing: 1d2, Wild 1d6, Lair 1d6 No. Appearing: 1d3, Wild 2d3, Lair 2d6
Save As: Fighter: 3 Save As: Fighter: 3
Morale: 7 Morale: 8
Treasure Type: None Treasure Type: None
XP: 145 XP: 145

Giant crabs naturally resemble the ordinary The Deinonychus (sometimes mistakenly called
variety, but are much larger, averaging 5' in a "Velociraptor") is a medium-sized feathered
diameter (not counting their legs). These dinosaur weighting approximately 150 pounds
creatures are often found in water-filled caves, and reaching about 11 feet of length (tail
particularly those connected to a river, lake or included). It is an avid predator and a skilled
sea, and are tolerant of both fresh and salt pack-hunter; its warm blood, aerodynamic build
water. Also, they are able to live in stagnant and vicious maw allow it to feed on larger but
water, though they prefer a better environment. more primitive dinosaurs.
Giant crabs carry their eyes on armored stalks,
which means that no bonus is awarded for Dinosaur, Pterodactyl (and Pteranodon)
attacking them from behind. Pterodactyl Pteranodon
Armor Class: 12 13
Crocodile Hit Dice: 1 5
Normal Large Giant No. of Attacks: 1 bite 1 bite
Armor Class: 15 17 19 Damage: 1d4 2d6
Hit Dice: 2 6 15 (+11) Movement: Fly 60' (10') Fly 60' (15')
No. of Attacks: 1 bite 1 bite 1 bite No. Appearing: Wild 2d4 Wild 1d4
Damage: 1d8 2d8 3d8 Save As: Fighter: 1 Fighter: 3
Movement: 30' (10') Swim 30' (10') Morale: 7 8
No. Appearing: Wild 1d8 Wild 1d4 Wild 1d3 Treasure Type: None None
Save As: Fighter: 2 Fighter: 6 Fighter: 15 XP: 25 360
Morale: 7 8 9
Pterodactyls are prehistoric winged reptilian
Treasure Type: None None None creatures, having a wingspan of around 25 to 30
XP: 75 500 2,850 inches. Though they eat mostly fish, they may
attack smaller characters or scavenge
Crocodiles are aggressive predators 11 to 12 feet
unguarded packs.
long. They lie mostly submerged in rivers or
marshes, with only their eyes and nostrils Pteranodons are essentially giant-sized
showing, waiting for prey to come within reach; pterodactyls, having wingspans of 25 feet or
when in their natural element, they surprise on more. They are predators, and may attack
1-4 on 1d6. adventuring parties.
Large Crocodiles: These huge creatures are
from 12-20 feet long. Large crocodiles fight and
behave like their smaller cousins.
Giant Crocodiles: These huge creatures
usually live in salt water and are generally more
than 20 feet long. Giant crocodiles fight and
behave like their smaller cousins.

83
MONSTERS BASIC FANTASY RPG

Dinosaur, Stegosaurus Dinosaur, Tyrannosaurus Rex


Armor Class: 17 Armor Class: 23
Hit Dice: 11 (+9) Hit Dice: 18 (+12)
No. of Attacks: 1 tail/1 bite or 1 trample No. of Attacks: 1 bite
Damage: 2d8/1d6 or 2d8 Damage: 6d6
Movement: 20' (15') Movement: 40' (10')
No. Appearing: Wild 1d4 No. Appearing: Wild 1d4
Save As: Fighter: 6 Save As: Fighter: 9
Morale: 7 Morale: 11
Treasure Type: None Treasure Type: None
XP: 1,575 XP: 4,000

Although fearsome looking, the stegosaurus is The tyrannosaurus rex is a bipedal carnivorous
actually a peaceable creature and will only fight dinosaur. Despite its enormous size and 6-ton
in self-defense, either biting, trampling, or using weight, a tyrannosaurus is a swift runner. Its
its spiked tail, depending on where the opponent head is nearly 6 feet long, and its teeth are from
is standing in relation to the dinosaur. A 3 to 6 inches in length. It is slightly more than
stegosaurus can't use its tail and bite attacks 30 feet long from nose to tail. A tyrannosaurus
against the same creature in the same round. pursues and eats just about anything it sees. Its
tactics are simple – charge in and bite.
Dinosaur, Triceratops The statistics above can also be used to
represent other large bipedal carnosaurs, such
Armor Class: 19
as the allosaurus.
Hit Dice: 11 (+9)
No. of Attacks: 1 gore or 1 trample
Damage: 3d6 or 3d6 (special, see below)
Movement: 30' (15')
No. Appearing: Wild 1d4
Save As: Fighter: 7
Morale: 8
Treasure Type: None
XP: 1,575

A triceratops is a three-horned herbivorous


dinosaur. They are aggressive toward
interlopers, attacking anyone who might appear
to be a threat. These creatures are about 25 feet
long and weigh about 20,000 pounds. A
triceratops will usually attempt to trample
smaller opponents. Up to two adjacent man-
sized or up to four smaller opponents may be
trampled simultaneously; the triceratops rolls a
single attack roll which is compared to the Armor
Class of each of the potential victims, and then
rolls a separate damage roll for each one
successfully hit. The gore attack may only be
used against a single man-sized or larger
creature, but may be used in the same round as
the trample if the creature being gored is larger
than man sized. Also note that a charging bonus
may be applied to the gore attack.

84
BASIC FANTASY RPG MONSTERS

Displacer Djinni*
Armor Class: 16 Armor Class: 15 ‡
Hit Dice: 6* Hit Dice: 7+1**
No. of Attacks: 2 blades No. of Attacks: 1 fist or 1 whirlwind
Damage: 1d8/1d8 Damage: 2d8 or 2d6
Movement: 50' Movement: 30' Fly 80'
No. Appearing: 1d4, Wild 1d4 No. Appearing: 1
Save As: Fighter: 6 Save As: Fighter: 12
Morale: 8 Morale: 12 (8)
Treasure Type: D Treasure Type: None
XP: 555 XP: 800

Displacers are blue-black, catlike monsters with The djinn (singular djinni) are humanoid
strange bladed winglike arms extending from creatures from the Elemental Plane of Air. A
their shoulders. The blades are carried folded djinni in its natural form is about 10½ feet tall
back like wings, but the Displacer swings the and weighs about 1,000 pounds.
blades around in front to attack.
The real power and danger of the Displacer is its
power of displacement, which causes the
monster's apparent location to shift around
constantly over a range of 3' from the monster's
true location. This is a form of illusion, but a
powerful form that cannot be seen through even
by those who know the secret.
Any character fighting a Displacer for the first
time will miss his or her first strike regardless of
the die roll. Thereafter, all attacks against
displacers will be at a penalty of -2 to the attack
roll. This is not cumulative with the penalty for
fighting blind. Some monsters, such as bats, do
not depend on vision to fight and thus may be

able to perceive the monster's true location and


fight without penalty.

85
MONSTERS BASIC FANTASY RPG

Djinn disdain physical combat, preferring to use including sound as well as visual elements, three
their magical powers and aerial abilities against times per day.
foes. A djinni overmatched in combat usually
Djinn may assume the form of a whirlwind at will,
takes flight and becomes a whirlwind (see below)
with no limit as to the number of times per day
to harass those who follow; the 12 morale
this power may be used; a djinni in whirlwind
reflects a djinni's absolute control over its own
form fights as if it were an air elemental.
fear, but does not indicate that the creature will
throw its life away easily. Use the “8” figure to Due to their highly magical nature, djinn cannot
determine whether an outmatched djinn decides be harmed by non-magical weapons. They are
to leave a combat. immune to normal cold, and suffer only half
damage from magical attacks based on either
Djinn have a number of magical powers, which
cold or wind.
can be used at will (that is, without needing
magic words or gestures): create food and
drink, creating tasty and nourishing food for up
to 2d6 humans or similar creatures, once per
day; become invisible, with unlimited uses per
day; create normal items, creating up to 1,000
pounds of soft goods or wooden items of
permanent nature or metal goods lasting at most
a day, once per day; assume gaseous form, as
the potion, up to one hour per day; and create
illusions, as the spell phantasmal force but

86
BASIC FANTASY RPG MONSTERS

Dog Doppleganger
Normal Riding Armor Class: 15
Armor Class: 14 14 Hit Dice: 4*
Hit Dice: 1+1 2 No. of Attacks: 1 fist
No. of Attacks: 1 bite 1 bite Damage: 1d12 or by weapon
Damage: 1d4 + hold 1d4+1 + hold Movement: 30'
Movement: 50' 50' No. Appearing: 1d6, Wild 1d6, Lair 1d6
No. Appearing: Wild 3d4 domestic only Save As: Fighter: 4
Save As: Fighter: 1 Fighter: 2 Morale: 10
Morale: 9 9 Treasure Type: E
Treasure Type: None None XP: 280
XP: 25 75
Dopplegangers are strange beings that are able
Normal dogs include most medium and large to take on the shapes of those they encounter;
breeds, including wild dogs. After biting an they can also read minds (as the spell, ESP, but
opponent, a dog can hold on, doing 1d4 damage with no limit of duration). In its natural form, the
automatically every round, until killed or until creature looks more or less humanoid, but
the victim spends an attack breaking free (which slender and frail, with gangly limbs and half-
requires a save vs. Death Ray, adjusted by the formed features. The flesh is pale and hairless.
character's Strength bonus). Its large, bulging eyes are yellow with slitted
pupils. A doppleganger is hardy, with a natural
Riding dogs are a large breed, used primarily by agility not in keeping with its frail appearance.
Halflings for transport. They may be trained for In its natural form a doppleganger is about 5½
war, and equipped with barding to improve their feet tall and weighs about 150 pounds.
Armor Class. They can maintain a hold in the
same way that normal dogs do. A light load for a Dopplegangers make excellent use of their
riding dog is up to 150 pounds; a heavy load, up natural mimicry to stage ambushes, bait traps,
to 300 pounds. and infiltrate humanoid society. Although not
usually evil, they are interested only in
themselves and regard all others as playthings
to be manipulated and deceived.
When in its natural form, a doppleganger strikes
with its powerful fists. In the shape of a warrior
or some other armed person, it attacks with
whatever weapon is appropriate. In such cases,

87
MONSTERS BASIC FANTASY RPG

it uses its mind reading power to employ the If one dragon is encountered, it is equally likely
same tactics and strategies as the person it is to be a male or female ranging from -2 to +3 hit
impersonating. dice (1d6-3); two are a mated pair ranging from
-1 to +2 hit dice (1d4-2). If three or four are
Dragon encountered, they consist of a mated pair plus
one or two young of -3 hit dice in size. If this is
Dragons are large (sometimes very large) the case, the parents receive a Morale of 12 in
winged reptilian monsters. Unlike wyverns, combat since they are protecting their young.
dragons have four legs as well as two wings; this
is how experts distinguish “true” dragons from A dragon attacks with its powerful claws and
other large reptilian monsters. All dragons are bite, its long, whiplike tail, and most famously
long-lived, and they grow slowly for as long as with its breath weapon. It prefers to fight on the
they live. For this reason, they are described as wing, staying out of reach until it has worn down
having seven “age categories,” ranging from 3 the enemy with the breath weapon (or possibly
less to 3 more hit dice than the average. For with spells, if the dragon can cast any). Older,
convenience, a table is provided following the more intelligent dragons are adept at sizing up
description of each dragon type; this table shows the opposition and eliminating the most
the variation in hit dice, damage from their dangerous foes first (or avoiding them while
various attacks, and other features peculiar to picking off weaker enemies).
dragons. Each dragon can use its breath weapon as many
times per day as it has hit dice, except that
dragons of the lowest age category do not yet
have a breath weapon. The breath may be used
no more often than every other round, and the
dragon may use its claws and tail at the same
time. The tail swipe attack may only be used if
there are opponents behind the dragon, while
the claws may be used only on those opponents
in front of the creature. Due to their serpentine
necks, dragons may bite in any direction, even
behind them.
The breath weapon of a dragon does 1d8 points
of damage per hit die (so, a 7 hit die dragon
does 7d8 points of damage with its breath).
Victims may make a save vs. Dragon Breath for
half damage. The breath weapon may be
projected in any direction around the dragon,
even behind, for the same reason that the
dragon can bite those behind it.
There are three shapes (or areas of effect) which
a dragon's breath weapon can cover. Each
variety has a “normal” shape, which that type of
dragon can use from the second age category (-
2 hit dice) onward. Upon reaching the sixth age
category (+2 hit dice), a dragon learns to shape
its breath weapon into one of the other shapes
(GM's option); at the seventh age category (+3
hit dice), the dragon is competent at producing
all three shapes.

88
BASIC FANTASY RPG MONSTERS

“talking” is successful, the GM may roll again,


with each additional roll adding another
language which the dragon may speak.
Some dragons learn to cast spells; the odds that
a dragon can cast spells are the same as the
odds that a dragon will learn to speak to lesser
creatures, but each is rolled for separately.
Although goals and ideals vary among varieties,
all dragons are covetous. They like to hoard
wealth, collecting mounds of coins and gathering
as many gems, jewels, and magic items as
possible. Those with large hoards are loath to
leave them for long, venturing out of their lairs
only to patrol the immediate area or to get food.
For dragons, there is no such thing as enough
treasure. It’s pleasing to look at, and they bask
in its radiance. Dragons like to make beds of
their hoards, shaping nooks and mounds to fit
their bodies. Note that, for most monsters, the
Treasure Type given is for a lair of average
numbers; for dragons, the Treasure Type is for a
single individual of average age. Note also that
mated pairs do not share treasure! Rather than
adjusting the treasure amounts for the number
of monsters, adjust for the age of the dragon; a
dragon of the highest age category would have
about double the given amount, while one of the
next to lowest age category would have perhaps
a tenth that amount (hatchlings have no
treasure).

The shapes are:


Cone Shaped: The breath weapon begins at
the dragon's mouth, and is about 2' wide at that
point; it extends up to the maximum length
(based on the dragon type and age) and is the
maximum width at that point (again, as given for
the dragon's type and age).
Line Shaped: The breath weapon is 5' wide
and extends the given length in a straight line.
Cloud Shaped: The breath weapon covers an
area up to the maximum given width (based on
the dragon type and age) in both length and
width (that is, the length figure given for the
dragon type and age is ignored). A cloud-shaped
breath weapon is, at most, 20' deep or high.
All dragons save for those of the lowest age
category are able to speak Dragon. Each type
has a given chance of “talking;” this is the
chance that the dragon will know Common or a
demi-human or humanoid language. Many who
talk choose to learn Elvish. If the first roll for

89
MONSTERS BASIC FANTASY RPG

Dragon, Black Dragon, Blue


Armor Class: 18 Armor Class: 20
Hit Dice: 7** Hit Dice: 9** (+8)
No. of Attacks: 2 claws/1 bite or breath/1 tail No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d6/1d6/2d10 or breath/1d6 Damage: 1d8/1d8/3d8 or breath/1d8
Movement: 30' Fly 80' (15') Movement: 30' Fly 80' (15')
No. Appearing: 1, Wild 1, Lair 1d4 No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 7 (as Hit Dice) Save As: Fighter: 9 (as Hit Dice)
Morale: 8 Morale: 9
Treasure Type: H Treasure Type: H
XP: 800 XP: 1,225

Black dragons prefer to ambush their targets, Blue dragons love to soar in the hot desert air,
using their surroundings as cover. When fighting usually flying in the daytime when temperatures
in heavily forested swamps and marshes, they are highest. Some nearly match the color of the
try to stay in the water or on the ground; trees desert sky and use this coloration to their
and leafy canopies limit their aerial advantage. Their vibrant color makes blue
maneuverability. When outmatched, a black dragons easy to spot in barren desert
dragon attempts to fly out of sight, so as not to surroundings. However, they often burrow into
leave tracks, and hide in a deep pond or bog. the sand so only part of their heads are exposed,
Black dragons are more cruel than white waiting until opponents come within 100 feet to
dragons, but are still motivated mostly by the spring out and attack (surprising on a roll of 1-4
urge to live, breed and collect valuable items. on 1d6 in this case).
Black dragons often choose to hide underwater, Blue dragons lair in vast underground caverns,
leaving only part of the head above the where they also store their treasure. Although
waterline, and leap up suddenly when prey they collect anything that looks valuable, they
comes within 100' (surprising on a roll of 1-4 on are most fond of gems, especially sapphires.
1d6 in this case). Blue dragons are evil monsters, though not so
fierce as red dragons. They particularly enjoy
Black dragons are immune to all forms of acid. A
tricking intelligent prey into entering their lairs
black dragon may hold its breath up to three
or passing by their hiding places to be ambushed
turns while lying in wait underwater.
and killed; usually one member of a party
Black Dragon Age Table attacked by a blue dragon will be left alive for a
Age Category 1 2 3 4 5 6 7 while, and the dragon will play with that person
Hit Dice 4 5 6 7 8 9 10 as a cat plays with a mouse.
Attack Bonus +4 +5 +6 +7 +8 +8 +9 Blue dragons are immune to normal lightning,
Breath Acid (Line) and suffer only half damage from magical
Weapon lightning.
Length - 70' 80' 90' 95' 100' 100'
Width - 25' 30' 30' 35' 40' 45'
Chance/Talking 0% 15% 20% 25% 35% 50% 60%
Spells by Level
Level 1 - 1 2 4 4 4 4
Level 2 - - - - 1 2 3
Level 3 - - - - - 1 2
Claw 1d4 1d4 1d6 1d6 1d6 1d8 1d8
Bite 2d4 2d6 2d8 2d10 2d102d10 2d12
Tail 1d4 1d4 1d4 1d6 1d6 1d8 1d8

90
BASIC FANTASY RPG MONSTERS

Blue Dragon Age Table Gold Dragon Age Table


Age Category 1 2 3 4 5 6 7 Age Category 1 2 3 4 5 6 7
Hit Dice 6 7 8 9 10 11 12 Hit Dice 8 9 10 11 12 13 14
Attack Bonus +6 +7 +8 +8 +9 +9 +10 Attack Bonus +8 +8 +9 +9 +10 +11 +11
Breath Lightning (Line) Breath Fire or Poison Gas (Cone)
Weapon Weapon
Length - 80' 90' 100' 100' 110' 120' Length - 70' 80' 90' 95' 100' 110'
Width - 30' 35' 45' 50' 55' 60' Width - 30' 35' 45' 50' 55' 60'
Chance/Talkin 0% 15% 20% 40% 50% 60% 70% Chance/Talkin 0% 35% 70% 85% 90% 95% 95%
g g
Spells by Spells by
Level Level
Level 1 - 1 2 4 4 4 5 Level 1 - 1 2 3 4 5 6
Level 2 - - 1 2 3 4 4 Level 2 - - 1 2 3 4 5
Level 3 - - - - 1 2 2 Level 3 - - - 1 2 3 4
Level 4 - - - - - - 1 Level 4 - - - - 1 2 3
Claw 1d4 1d4 1d6 1d8 1d8 1d8 1d10 Level 5 - - - - - 1 2
Bite 2d6 3d6 3d8 3d8 3d8 3d8 3d10 Level 6 - - - - - - 1
Tail 1d4 1d6 1d6 1d8 1d8 1d8 1d8 Claw 1d6 1d6 1d6 2d4 2d4 2d6 2d8
Bite 3d6 4d6 5d6 6d6 6d6 7d6 7d6
Dragon, Gold Tail 1d4 1d6 1d6 2d4 2d6 2d6 2d8

Armor Class: 22
Hit Dice: 11** (+9)
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 2d4/2d4/6d6 or breath/2d4
Movement: 30' Fly 80' (20')
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 11 (as Hit Dice)
Morale: 10
Treasure Type: H
XP: 1,765

Gold dragons usually parley before fighting.


Those having spellcasting ability make heavy
use of spells in combat. Among their favorites
are cloudkill, sleep, and slow.
All gold dragons have the power to assume
human form at will (in a manner equivalent to
the spell polymorph self, but performed at
will).
Unlike many other dragons, gold dragons are not
cruel and do not seek to kill for pleasure. Many
tales are told of gold dragons offering assistance
to adventurers. They are, however, every bit as
avaricious as any dragon; adventurers in need of
gold need not bother asking for a loan.
Gold dragons are immune to all poisons, as well
as normal fire. They suffer only half damage
from magical fire.

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MONSTERS BASIC FANTASY RPG

Dragon, Green Green Dragon Age Table


Age Category 1 2 3 4 5 6 7
Armor Class: 19
Hit Dice 5 6 7 8 9 10 11
Hit Dice: 8**
Attack Bonus +5 +6 +7 +8 +8 +9 +9
No. of Attacks: 2 claws/1 bite or breath/1 tail
Breath Poison Gas (Cloud)
Damage: 1d6/1d6/3d8 or breath/1d6 Weapon
Movement: 30' Fly 80' (15') Length - 70' 80' 90' 95' 100' 100'
No. Appearing: 1, Wild 1, Lair 1d4 Width - 25' 30' 40' 45' 50' 55'
Save As: Fighter: 8 (as Hit Dice) Chance/Talkin 0% 15% 20% 30% 45% 55% 65%
Morale: 8 g
Treasure Type: H Spells by
XP: 1,015 Level
Level 1 - 1 2 3 3 4 4
Green dragons initiate fights with little or no
Level 2 - - 1 2 3 3 4
provocation, picking on creatures of any size. If
Level 3 - - - - 1 2 3
the target is intriguing or seems formidable, the
dragon stalks the creature to determine the best Level 4 - - - - - - 1
time to strike and the most appropriate tactics to Claw 1d4 1d6 1d6 1d6 1d6 1d8 1d10
use. If the target appears weak, the dragon Bite 2d4 3d4 3d6 3d8 3d8 3d8 3d10
makes its presence known quickly – it enjoys Tail 1d4 1d4 1d6 1d6 1d6 1d8 1d8
evoking terror.
Green dragons especially like to question
adventurers to learn more about their society
and abilities, what is going on in the countryside,
and if there is treasure nearby. Adventurers may
be allowed to live so long as they remain
interesting… but woe to them when the dragon
becomes bored.
Green dragons are immune to all poisons. Note
that, despite their breath weapon being
described as "poison gas," damage done by it is
exactly the same as with other dragons. More
specifically, those in the area of effect do not
have to "save or die" as with ordinary poison,
but rather save vs. Breath Weapon for half
damage.

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BASIC FANTASY RPG MONSTERS

Dragon, Red Dragon, Sea


Armor Class: 21 Armor Class: 19
Hit Dice: 10** (+9) Hit Dice: 8**
No. of Attacks: 2 claws/1 bite or breath/1 tail No. of Attacks: 2 claws/1 bite or breath
Damage: 1d8/1d8/4d8 or breath/1d8 Damage: 1d6/1d6/3d8 or breath
Movement: 30' Fly 80' (20') Movement: 10' Fly 60' (20') Swim 60' (15')
No. Appearing: 1, Wild 1, Lair 1d4 No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 10 (as Hit Dice) Save As: Fighter: 8 (as Hit Dice)
Morale: 8 Morale: 8
Treasure Type: H Treasure Type: H
XP: 1,480 XP: 1,015

Because red dragons are so confident, they Though they live in the water and are somewhat
seldom pause to appraise an adversary. On adapted to it, Sea Dragons still must breathe air,
spotting a target, they make a snap decision similar to dolphins or whales. A Sea Dragon may
whether to attack, using one of many strategies hold its breath up to three turns while swimming
worked out ahead of time. A red dragon lands to or performing other moderate activity.
attack small, weak creatures with its claws and
These dragons have much the same physical
bite rather than obliterating them with its breath
structure as other dragons, but their feet are
weapon, so as not to destroy any treasure they
webbed and their tails are short, flat and broad;
might be carrying.
these adaptations help the sea dragon swim
Red dragons are cruel monsters, actively seeking efficiently, but severely limit their ability to walk
to hunt, torment, kill and consume intelligent on dry land. Unlike other dragons, sea dragons
creatures. They are often said to prefer women do not have a tail attack. The breath weapon of
and elves, but in truth a red dragon will attack a sea dragon is a cloud of steam; they are
almost any creature less powerful than itself. immune to damage from non-magical steam
(including the breath weapon of another sea
Red dragons are immune to normal fire, and
dragon), and suffer only half damage from
suffer only half damage from magical fire.
magical steam attacks.
Red Dragon Age Table
Young sea dragons are light bluish-gray in color
Age Category 1 2 3 4 5 6 7 (similar to dolphins), darkening to a deep slate
Hit Dice 7 8 9 10 11 12 13 color in older individuals.
Attack Bonus +7 +8 +8 +9 +9 +10 +11
Sea dragons are neutral in outlook, in much the
Breath Fire (Cone)
same way as white dragons. They often
Weapon
maintain lairs in air-filled undersea caverns.
Length - 70' 80' 90' 95' 100' 110'
Width - 30' 35' 45' 50' 55' 60'
Chance/Talkin 0% 15% 30% 50% 60% 70% 85%
g
Spells by
Level
Level 1 - 1 2 3 4 5 5
Level 2 - - 1 2 3 4 5
Level 3 - - - 1 2 2 3
Level 4 - - - - 1 2 2
Level 5 - - - - - 1 2
Claw 1d4 1d6 1d8 1d8 1d8 1d10 1d10
Bite 2d6 3d6 4d6 4d8 5d8 5d8 6d8
Tail 1d4 1d6 1d6 1d8 1d8 1d8 1d10

93
MONSTERS BASIC FANTASY RPG

Sea Dragon Age Table White Dragon Age Table


Age Category 1 2 3 4 5 6 7 Age Category 1 2 3 4 5 6 7
Hit Dice 5 6 7 8 9 10 11 Hit Dice 3 4 5 6 7 8 9
Attack Bonus +5 +6 +7 +8 +8 +9 +9 Attack Bonus +3 +4 +5 +6 +7 +8 +8
Breath Steam (Cloud) Breath Cold (Cone)
Weapon Weapon
Length - 70' 80' 90' 95' 100' 100' Length - 60' 70' 80' 85' 90' 95'
Width - 25' 30' 40' 45' 50' 55' Width - 25' 30' 30' 35' 40' 45'
Chance/Talkin 0% 15% 20% 30% 45% 55% 65% Chance/Talkin 0% 10% 15% 20% 30% 40% 50%
g g
Spells by Spells by
Level Level
Level 1 - 1 2 3 3 4 4 Level 1 - 1 2 3 3 3 3
Level 2 - - 1 2 3 3 4 Level 2 - - - - 1 2 3
Level 3 - - - - - 1 2 Level 3 - - - - - - 1
Claw 1d4 1d6 1d6 1d6 1d6 1d8 1d10 Claw 1d4 1d4 1d4 1d4 1d4 1d6 1d8
Bite 2d4 3d4 3d6 3d8 3d8 3d8 3d10 Bite 2d4 2d6 2d6 2d8 2d8 2d10 2d10
Tail 1d4 1d4 1d4 1d4 1d4 1d6 1d6
Dragon, White
Armor Class: 17
Hit Dice: 6**
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d4/1d4/2d8 or breath/1d4
Movement: 30' Fly 80' (10')
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 6 (as Hit Dice)
Morale: 8
Treasure Type: H
XP: 610

White Dragons prefer to live in cold regions,


whether in the highest mountains or in the cold
northern lands. They are the least intelligent of
dragons, though this does not mean that they
are stupid by any stretch of the imagination.
They are motivated completely by a drive to live,
to reproduce, and (of course) to accumulate
treasure; they kill to live, not for pleasure.
White dragons prefer sudden assaults, swooping
down from aloft or bursting from beneath water,
snow, or ice. Typically, a white dragon begins
with its icy breath weapon, then tries to
eliminate a single opponent with a follow-up
attack.
White dragons are immune to normal cold, and
take only half damage from magical cold or ice.

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BASIC FANTASY RPG MONSTERS

Dragon Turtle
Armor Class: 22
Hit Dice: 30**
No. of Attacks: 2 claws/1 bite or breath
Damage: 2d8/2d8/10d6 or 30d8
Movement: 10' (10') Swim 30' (15')
No. Appearing: Wild 1
Save As: Fighter: 20 at +5
Morale: 10
Treasure Type: H
XP: 13,650

A dragon turtle's rough, deep green shell is much


the same color as the deep water the monster
favors, and the silver highlights that line the
shell resemble light dancing on open water. The
turtle’s legs, tail, and head are a lighter green,
flecked with golden highlights. An adult dragon
turtle can measure from 100 to 200 feet from Dryad
snout to tail. They are occasionally mistaken for Armor Class: 15
rocky outcroppings or even small islands.
Hit Dice: 2*
Dragon turtles are fierce fighters and generally No. of Attacks: 1
attack any creature that threatens their territory Damage: 1d4
or looks like a potential meal. Though they are Movement: 40'
not true dragons, they do advance through the
No. Appearing: Lair 1d6
same sort of age categories as the true dragons
Save As: Magic-User: 4
do; however, each age category changes the
dragon turtle's Hit Dice by 5. Morale: 6
Treasure Type: D
Due to their massive size, dragon turtles are XP: 100
immune to virtually all poisons.
Dragon Turtle Age Table Dryads are female nature spirits; each is
mystically bound to a single, enormous oak tree
Age Category 1 2 3 4 5 6 7
and must never stray
Hit Dice 15 20 25 30 35 40 45 more than 300 yards
Attack Bonus +11 +13 +14 +15 +16 +16 +16 from it. Any who do
Breath Steam (Cloud) become ill and die
Weapon within 4d6 hours. A
Length - 50' 75' 100' 125' 150' 175' dryad’s oak does not
Width - 25' 50' 75' 100' 125' 150' radiate magic. A dryad
Chance/Talkin 0% 15% 20% 30% 45% 55% 65% lives as long as her
g tree, and dies when the
Spells by tree dies; likewise, if
Level the dryad is killed, her
Level 1 - - 1 2 2 3 3 tree dies also.
Level 2 - - - 1 2 2 3 A dryad’s delicate
Claw 1d6 2d4 2d6 2d8 2d10 2d12 3d10 features are much like
Bite 4d6 6d6 8d6 10d6 12d6 14d6 16d6 a female elf's, though
her flesh is like bark or
fine wood, and her hair
is like a canopy of
leaves that changes
color with the seasons.

95
MONSTERS BASIC FANTASY RPG

Although they are generally solitary, up to seven Eagle, Giant


dryads have been encountered in one place on
rare occasions. Armor Class: 15
Hit Dice: 4
Shy, intelligent, and resolute, dryads are as
No. of Attacks: 2 claws/1 bite
elusive as they are alluring -- they avoid physical
combat and are rarely seen unless they wish to Damage: 1d6/1d6/1d8
be. If threatened, or in need of an ally, a dryad Movement: 10' fly 90'
can charm (as the spell charm person), No. Appearing: 2d6
attempting to gain control of the attacker(s) who Save As: Fighter: 4
could help the most against the rest. Any attack Morale: 7
on her tree, however, provokes the dryad into a Treasure Type: Nil
frenzied defense. XP: 240

A typical giant eagle stands about 10 feet tall,


has a wingspan of up to 20 feet, and resembles
its smaller cousins in nearly every way except
size. It weighs about 500 pounds. Many giant
eagles are intelligent creatures and speak
Common.
A giant eagle typically attacks from a great
height, diving earthward at tremendous speed.
When it cannot dive, it uses its powerful talons
and slashing beak to strike at its target’s head
and eyes.

96
BASIC FANTASY RPG MONSTERS

A solitary giant eagle is typically hunting or Efreeti*


patrolling in the vicinity of its nest and generally
ignores creatures that do not appear Armor Class: 21 ‡
threatening. A mated pair attacks in concert, Hit Dice: 10* (+9)
making repeated diving attacks to drive away No. of Attacks: 1
intruders, and fights to the death to defend their Damage: 2d8 or special
nest or hatchlings. Movement: 30' Fly 80' (10')
No. Appearing: 1
Save As: Fighter: 15
Morale: 12 (9)
Treasure Type: None
XP: 1,390

The efreet (singular efreeti) are humanoid


creatures from the Elemental Plane of Fire. An
efreeti in its natural form stands about 12 feet
tall and weighs about 2,000 pounds. Efreet are
malicious by nature. They love to mislead,
befuddle, and confuse their foes. They do this
for enjoyment as much as for tactical reasons.
Note that the 12 morale reflects an efreeti's
absolute control over its own fear, but does not
indicate that the creature will throw its life away
easily. Use the “9” figure to determine whether
an outmatched efreeti decides to leave a
combat.
Efreet have a number of magical powers, which
can be used at will (that is, without needing
magic words or gestures): become invisible,
with unlimited uses per day; assume gaseous
form, as the potion, up to one hour per day;
create illusions, as the spell phantasmal
force but including sound as well as visual
elements, three times per day; create flame,
with unlimited uses; and create a wall of fire
(as the spell), once per day. Create flame allows
the efreet to cause a flame to appear in its hand
or otherwise on its person at will; it behaves as
desired by the efreet, becoming as large as a
torchflame or as small as a candle, and ignites
flammable material just as any ordinary flame
does. The flame can be thrown as a weapon
with a range of up to 60', causing 1d8 points of
damage on a successful hit. The efreet can
create another flame, and throw it as well if
desired, once per round.
Efreet may assume the form of a column of fire
at will, with no limit as to the number of times
per day this power may be used; an efreeti in
flame-form fights as if it were a fire elemental.

97
MONSTERS BASIC FANTASY RPG

Elemental, Air*
Staf Device Spell
Armor Class: 18 ‡ 20 ‡ 22 ‡
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: -- special --
Damage: 1d12 2d8 3d6
Movement: -- Fly 120' --
No. Appearing: -- special --
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: -- 10 --
Treasure Type: -- None --
XP: 945 1,975 3,385

Air elementals resemble “dust devils,” that is,


small whirlwinds, but they are much more
powerful. Air elementals take double damage
when attacked by earth-based attacks (including
by earth elementals). An air elemental may
choose either to attack a single opponent, thus
receiving one attack per round at the listed
damage, or may choose to knock all opponents
in a 5' radius to the ground; if the latter attack is
used, all creatures of 2 hit dice or less must save
vs. Death Ray or fall prone. Creatures of 3 or
more levels or hit dice are not so affected. Air

Due to their highly magical nature, efreet cannot


be harmed by non-magical weapons. They are
immune to normal fire, and suffer only half
damage from magical fire attacks.

Elemental*
Elementals are incarnations of the elements that
compose existence.
It is possible to summon an elemental by one of
three means: By the use of a staff, or of a
device, or by casting a spell. For each elemental
type, separate statistics are provided for each of
these three categories.
Due to their highly magical nature, elementals
cannot be harmed by non-magical weapons.

98
BASIC FANTASY RPG MONSTERS

elementals do an additional 1d8 points of Elemental, Fire*


damage against creatures or vehicles which are
airborne. Staf Device Spell
Armor Class: 18 ‡ 20 ‡ 22 ‡
Elemental, Earth* Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Staf Device Spell Damage: 1d12 2d8 3d6
Armor Class: 18 ‡ 20 ‡ 22 ‡ Movement: -- 40' Fly 30' --
Hit Dice: 8* 12* (+10) 16* (+12) No. Appearing: -- special --
No. of Attacks: 1 1 1 Save As: Fighter: 8 Fighter: 12 Fighter: 16
Damage: 1d12 2d8 3d6 Morale: -- 10 --
Movement: -- 20' (10') -- Treasure Type: -- None --
No. Appearing: -- special -- XP: 945 1,975 3,385
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: -- 10 -- Fire elementals are simply flames, which may
Treasure Type: -- None -- appear generally humanoid for brief moments
XP: 945 1,975 3,385
when they attack. Fire elementals take double
damage when attacked by water (including
Earth elementals resemble crude, headless water elementals). They cannot cross a body of
humanoid statues, with clublike hands and feet. water wider than their own diameter. They do
They cannot cross a body of water wider than an additional 1d8 points of damage against
their own height. Earth elementals take double creatures which are cold or icy in nature.
damage when attacked by fire (including fire Remember that a fire elemental is constantly
elementals). They do an additional 1d8 points of burning; such a creature may easily start fires if
damage against creatures, vehicles, or it moves into an area containing items which
burn easily, such as dry wood, paper, or oil. No

99
MONSTERS BASIC FANTASY RPG

specific rules are given for such fires, but the GM


is directed to the rules for burning oil for an
example of fire damage.

Elemental, Water*
Staf Device Spell
Armor Class: 18 ‡ 20 ‡ 22 ‡
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6
Movement: -- 20' (15') Swim 60' -- Elephant
No. Appearing: -- special -- Armor Class: 18
Save As: Fighter: 8 Fighter: 12 Fighter: 16 Hit Dice: 9 (+8)
Morale: -- 10 -- No. of Attacks: 2 tusks or 1 trample
Treasure Type: -- None -- Damage: 2d4/2d4 or 4d8
XP: 945 1,975 3,385 Movement: 40' (15')
Water elementals resemble roiling waves of No. Appearing: Wild 1d20
water, which seem to fall upon any creature Save As: Fighter: 9
attacked, only to reform the next round. They Morale: 8
take double damage when attacked with air or Treasure Type: special
wind attacks (including air elementals). A water XP: 1,075
elemental cannot move more than 60' from a
body of water. They do an extra 1d8 points of Massive herbivores of tropical lands, elephants
damage against creatures, vehicles, or are unpredictable creatures but nevertheless are
sometimes used as mounts or beasts of burden.
This entry describes an African elephant. Indian
elephants are slightly smaller and weaker, but
more readily trained.
A light load for an African elephant is 7,500
pounds; a heavy load, up to 15,000 pounds. For
an Indian elephant, a light load is up to 7,000
pounds, and a heavy load up to 14,000 pounds.
An elephant has no treasure as such, but the
tusks of an elephant are worth 1d8 x 100 gp.

structures which are in the water.

100
BASIC FANTASY RPG MONSTERS

Fish, Giant Barracuda similar short weapons. Note that each giant
bass can swallow at most one character, and a
Huge Giant giant bass which has swallowed a character will
Armor Class: 16 15 attempt to retreat (having achieved its goal).
Hit Dice: 5 9 (+8)
No. of Attacks: 1 bite 1 bite Fish, Giant Catfish
Damage: 2d6 2d8+1
Movement: Swim 60' Swim 60' (10') Armor Class: 16
No. Appearing: Wild 2d4 Wild 1 Hit Dice: 8
Save As: Fighter: 5 Fighter: 9 No. of Attacks: 1 bite/2 fins
Morale: 8 10 Damage: 2d8/1d4+poison/1d4+poison
Treasure Type: None None Movement: Swim 30' (10')
XP: 360 1,075 No. Appearing: Wild 1d2
Save As: Fighter: 8
Barracuda are predatory fish found in salt water. Morale: 8
Huge barracudas are about 12' long, while giant Treasure Type: None
specimens can exceed 20'. They have elongated XP: 875
bodies, pointed heads and prominent jaws.
Their bodies are covered with smooth scales, Giant catfish fins are edged with a natural poison
typically blue, gray or silver in color. They have that causes a painful burning sensation for 3d10
extremely keen eyesight and are surprised only rounds if a save vs. Poison is failed. The pain
on a 1 on 1d6. Due to the quickness of their causes the affected character or creature to
attack, barracudas are themselves capable of suffer a -1 penalty on all attack rolls and saving
surprising on 1-3 on 1d6 and gain a +2 bonus to throws; further poisonings will increase this
Initiative. penalty by -1 each, down to a maximum penalty
Giant barracudas always appear singly and are of -5 as well as adding 6 rounds to the duration
50% likely to break off the attack after 1d4 of the poison effect.
rounds if they haven't killed their prey. Both Because of its large size (15 to 20 feet long) and
kinds are attracted to shiny objects. body design, a giant catfish cannot target more
than one of its attacks on any single creature;
Fish, Giant Bass that is, it cannot bite and fin the same opponent,
nor use both fins on one victim.
Armor Class: 13
Hit Dice: 2
No. of Attacks: 1 bite
Damage: 1d6
Movement: Swim 40' (10')
No. Appearing: Wild 1d6
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 75

Giant bass are generally between 10' and 25'


long. Most are greenish-grey, marked with dark
lateral stripes, though some are almost
completely black. They are generally found in
lakes or rivers, as they are not adapted for salt
water.
Giant bass are predatory, and on a natural attack
roll of 20 a giant bass will swallow whole a dwarf-
sized or smaller creature, which then takes 2d4
damage per round until it is dead. Swallowed
characters can attack only with daggers or

101
MONSTERS BASIC FANTASY RPG

Fish, Giant Piranha Fly, Giant


Armor Class: 15 Armor Class: 14
Hit Dice: 4 Hit Dice: 2
No. of Attacks: 1 bite No. of Attacks: 1 bite
Damage: 1d8 Damage: 1d8
Movement: Swim 50' Movement: 30' Fly 60'
No. Appearing: Wild 2d4 No. Appearing: 1d6, Wild 2d6
Save As: Fighter: 4 Save As: Fighter: 2
Morale: 7 (11) Morale: 8
Treasure Type: None Treasure Type: None
XP: 240 XP: 75

Giant piranha average 5' in length at adulthood, Giant flies look much like ordinary houseflies, but
and are aggressive carnivores. They are able to are about 3' long. Some are banded yellow and
sense blood in the water just as sharks do, and black, and are thus mistaken for giant bees.
once they smell or taste blood in the water, their Giant flies are predators; after killing prey, they
morale rises to the parenthesized figure. will sometimes lay eggs in the remains.

102
BASIC FANTASY RPG MONSTERS

Frog, Giant (and Toad, Giant) Gargoyle*


Armor Class: 13 Armor Class: 15 ‡
Hit Dice: 2 Hit Dice: 4**
No. of Attacks: 1 tongue or 1 bite No. of Attacks: 2 claws/1 bite/1 horn
Damage: grab or 1d4+1 Damage: 1d4/1d4/1d6/1d4
Movement: 30' Swim 30' Movement: 30' Fly 50' (15')
No. Appearing: 1d4, Wild 1d4 No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 2 Save As: Fighter: 6
Morale: 6 Morale: 11
Treasure Type: None Treasure Type: C
XP: 75 XP: 320

Giant frogs are enlarged versions of the common Gargoyles are demonic-looking winged
frog; most resemble bullfrogs in appearance, but humanoid monsters with gray stone-like skin.
an adult giant frog is 3' long and weighs about They are often mistaken for winged stone
250 pounds. They are predators, but will statues, for they can remain still indefinitely
normally only attack creatures smaller than without moving. Gargoyles use this disguise to
themselves. Giant toads are statistically just like ambush their foes, surprising on 1-4 on 1d6 if
giant frogs; however, they are often found in their foes do not otherwise suspect them. They
“drier” areas as they do not have to maintain a are cruel monsters, inflicting pain on other
wet skin surface. creatures for the sole purpose of enjoyment.
A giant frog can stretch its tongue out up to 15' Gargoyles require no food, water, or air. Due to
and drag up to dwarf-sized prey to its mouth; on their highly magical nature, they can only be
every subsequent round, the victim is hit harmed by magical weapons.
automatically. On a natural 20 attack roll, the
victim is swallowed whole, taking 1d6 damage
per round thereafter. Each giant frog can
swallow only one such victim.

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MONSTERS BASIC FANTASY RPG

Gelatinous Cube are undead, and thus are immune to sleep,


charm and hold magics. They may be Turned by
Armor Class: 12 Clerics using the same column as the ghoul. As
Hit Dice: 4* they are superior to ghouls, in a mixed group of
No. of Attacks: 1 ghasts and ghouls the GM should apply Turning
Damage: 2d4 + paralysis effects to the ordinary ghouls first.
Movement: 20' Humanoids bitten by ghasts may be infected
No. Appearing: 1 with ghast fever. Each time a humanoid is bitten,
Save As: Fighter: 2 there is a 10% chance of the infection being
Morale: 12 passed. The afflicted humanoid is allowed to
Treasure Type: V save vs. Death Ray; if the save is failed, the
XP: 280 humanoid dies within a day.
An afflicted humanoid who dies of ghast fever
The nearly transparent gelatinous cube travels rises as a ghast at the next midnight. A
slowly along dungeon corridors and cave floors, humanoid who becomes a ghast in this way
absorbing carrion, creatures, and trash. retains none of the knowledge or abilities he or
Inorganic material remains trapped and visible she possessed in life. The newly-risen ghast is
inside the cube’s body. A typical gelatinous cube not under the control of any other ghasts, but
is ten feet on a side and weighs about 15,000 hungers for the flesh of the living and behaves
pounds; however, smaller specimens have been like any other ghast in all respects.
reported.
The stink of death and corruption surrounding
A gelatinous cube attacks by slamming its body these creatures is overwhelming. Living
into its prey. It is capable of lashing out with a creatures within 10 feet must succeed on a save
pseudopod, but usually engulfs foes. Any vs. Poison or be sickened for 2d6 rounds (-2 to
character hit by a gelatinous cube must save vs. attack rolls). A creature that successfully saves
Paralyzation or be paralyzed for 2d4 turns. cannot be affected again by the same ghast’s
Any treasure indicated will be visible inside the stench for 24 hours. A neutralize poison spell
creature, which must be slain if the treasure is to removes the effect from a sickened creature.
be recovered.
Ghost*
Ghast
Armor Class: 20 ‡
Armor Class: 15 Hit Dice: 10* (+9)
Hit Dice: 2** No. of Attacks: 1 touch/1 gaze
No. of Attacks: 2 claws/1 bite Damage: 1d8 + special
Damage: 1d4/1d4/1d4 + paralysis + Movement: 30'
stench No. Appearing: 1
Movement: 30' Save As: Fighter: 10
No. Appearing: 1d4 Wild/Lair 1d8 Morale: 10
Save As: Fighter: 2 Treasure Type: E, N, O
Morale: 9 XP: 1,390
Treasure Type: B
XP: 125 Ghosts are the
spectral remnants
Although these creatures look just like their of intelligent
lesser kin, the ghoul, they are far more deadly beings who, for
and cunning. Those hit by a ghast’s bite or claw one reason or
attack must save vs. Paralyzation or be another, cannot
paralyzed for 2d8 turns. Elves are immune to rest easily in their
this paralysis. Ghasts try to attack with surprise graves. A ghost
whenever possible, striking from behind normally
tombstones and bursting from shallow graves; resembles the
when these methods are employed, they are form it had in life,
able to surprise opponents on 1-3 on 1d6. They but sometimes

104
BASIC FANTASY RPG MONSTERS

the spiritual form is altered. For instance, the Ghoul


ghost of someone who believed he or she was
evil might look a bit demonic. Because they are Armor Class: 14
incorporeal, ghosts may be hit only by magical Hit Dice: 2*
weapons. No. of Attacks: 2 claws/1 bite
Seeing a ghost is so terrible that the victim must Damage: 1d4/1d4/1d4, all plus paralysis
save vs. Spells or flee for 2d6 rounds. A Movement: 30'
character or creature who successfully saves vs. No. Appearing: 1d6, Wild 2d8, Lair 2d8
a given ghost's fear attack may not be so Save As: Fighter: 2
affected by that ghost again, but of course may Morale: 9
still be affected by another. Treasure Type: B
A ghost that hits a living target with its touch XP: 100
attack does 1d8 points of damage, and at the
same time regenerates the same number of hit Ghouls are undead monsters which eat the flesh
points. In addition, the victim loses 1 of dead humanoids to survive. They are vile,
Constitution point. Elves and dwarves (and disgusting carrion-eaters, but are more than
other long-lived creatures such as dragons) are willing to kill for food. Those slain by ghouls will
allowed a saving throw vs. Death Ray to resist generally be stored until they begin to rot before
this effect, which must be rolled on each hit. the ghouls will actually eat them.
Characters who lose Constitution appear to have Those hit by a ghoul’s bite or claw attack must
aged. If a ghost is fighting a living creature save vs. Paralyzation or be paralyzed for 2d8
which does not have a Constitution score, the turns. Elves are immune to this paralysis.
GM should assign whatever score he or she sees Ghouls try to attack with surprise whenever
fit. possible, striking from behind tombstones and
Lost Constitution can be regained at a rate of bursting from shallow graves; when these
one point per casting of restoration; nothing methods are employed, they are able to surprise
else (except a wish) can restore Constitution lost opponents on 1-3 on 1d6. Like all undead, they
to a ghost. If a character's Constitution falls to 0, may be Turned by Clerics and are immune to
he or she dies permanently and cannot be sleep, charm and hold magics.
raised (but still may be reincarnated). Humanoids bitten by ghouls may be infected
Once per turn, a ghost can use telekinesis (as with ghoul fever. Each time a humanoid is
the spell) as if it were a 10th level Magic-User. bitten, there is a 5% chance of the infection
being passed. The afflicted humanoid is allowed
Instead of attacking, a ghost may attempt to to save vs. Death Ray; if the save is failed, the
possess a living creature. This ability is similar to humanoid dies within a day.
a magic jar spell (as if cast by a 10th level
Magic-User), except that it does not require a
receptacle. To use this ability, the ghost must be
able to move into the target (so it is possible to
outrun it). The target can resist the attack with a
successful save vs. Spells. A creature that
successfully saves is immune to being possessed
by that ghost for 24 hours. If the save fails, the
ghost enters the target's body and controls it;
control may be maintained until the ghost
chooses to leave the victim's body, or until it is
driven out by means of a remove curse spell.
While it is possessing a living creature, a ghost
may not use any of its special abilities.

105
MONSTERS BASIC FANTASY RPG

finer the jewelry, the more important the wearer.


They also appreciate music, and most can play
one or more instruments (the harp is a favorite).
Like most giants, they are suspicious of the
smaller races, but cloud giants do not usually
prey upon them, preferring instead to demand
tribute from humans, demi-humans, or
humanoids living nearby.
Cloud giants fight in well-organized units, using
carefully developed battle plans. They prefer to
fight from a position above their opponents.
Cloud giants can throw large stones up to 200'
for 3d6 points of damage each. Also, 5% of
cloud giants have the abilities of a Magic-User of
level 2 to 8 (2d4). A favorite tactic is to circle
the enemies, barraging them with rocks while
the giants with magical abilities confound them
with spells. In battle, cloud giants wear finely

An afflicted humanoid who dies of ghoul fever


rises as a ghoul at the next midnight. A
humanoid who becomes a ghoul in this way
retains none of the knowledge or abilities he or
she possessed in life. The newly-risen ghoul is
not under the control of any other ghouls, but
hungers for the flesh of the living and behaves
like any other ghoul in all respects.

Giant, Cloud
Armor Class: 19 (13)
Hit Dice: 12+3* (+10)
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 6d6 or 3d6
Movement: 20' Unarmored 40' (10')
No. Appearing: 1d2, Wild 1d3, Lair 1d3
Save As: Fighter: 12
Morale: 10
Treasure Type: E plus 1d12x1000 gp
XP: 1,975

Cloud giants’ skin ranges in color from milky


white to light sky blue. They have hair of silvery
white or brass, and their eyes are iridescent crafted, intricately engraved plate mail.
blue. Adult males are about 18 feet tall and
weigh about 5,000 pounds. Females are slightly
shorter and lighter. Cloud giants can live to be
400 years old.
Cloud giants dress in the finest clothing available
and wear jewelry. To many, appearance
indicates station: The better the clothes and the

106
BASIC FANTASY RPG MONSTERS

A cyclops can throw a large rock up to 200' for


3d6 points of damage, but they aim poorly and
thus suffer an attack penalty of -2. Once per
year, a cyclops can cast the spell bestow curse
(the reverse of the spell remove curse).

Giant, Fire
Armor Class: 17 (13)
Hit Dice: 11+2* (+9)
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 5d6 or 3d6
Movement: 20' Unarmored 40' (10')
Giant, Cyclops No. Appearing: 1d2, Wild 1d3, Lair 1d3
Save As: Fighter: 11
Armor Class: 15 (13) Morale: 9
Hit Dice: 13* (+10) Treasure Type: E plus 1d10x1000 gp
No. of Attacks: 1 giant club or 1 rock (thrown) XP: 1,670
Damage: 3d10 or 3d6
Movement: 20' Unarmored 30' An adult male fire giant is 14 feet tall, has a
No. Appearing: 1, Wild 1d4, Lair 1d4 chest that measures 9 feet around, and weighs
Save As: Fighter: 13 about 3,200 pounds. Females are slightly
shorter and lighter. Fire giants can live to be 350
Morale: 9
years old. Fire giants wear sturdy cloth or
Treasure Type: E plus 1d8x1000 gp
leather garments colored red, orange, yellow, or
XP: 2,285 black. Warriors wear helmets and half-plate
armor of blackened steel.
A cyclops is a one-eyed giant. Huge and brutish,
they most resemble hill giants, and even dress in Fire giants are unfriendly to almost all other
the same “style,” layers of crudely prepared human, demi-human, and humanoid races,
hides with the fur left on, unwashed and though they sometimes subjugate nearby
unrepaired. humanoid races to act as their servants.
They are reclusive and unfriendly to almost all of
the smaller races.

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MONSTERS BASIC FANTASY RPG

A fire giant can throw large stones up to 200' for Giant, Frost
3d6 damage. Fire giants are immune to all fire-
Armor Class: 17 (13)
Hit Dice: 10+1* (+9)
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 4d6 or 3d6
Movement: 20' Unarmored 40' (10')
No. Appearing: 1d2, Wild 1d4, Lair 1d4
Save As: Fighter: 10
Morale: 9
Treasure Type: E plus 1d10x1000 gp
XP: 1,390

Frost giants have pale, almost white skin. A frost


giant’s hair can be light blue or dirty yellow, and
its eyes usually match its hair color. Frost giants
dress in skins and pelts, along with any jewelry
they own. Frost giant warriors add chain shirts
and metal helmets decorated with horns or
feathers.
An adult male is about 15 feet tall and weighs
about 2,800 pounds. Females are slightly
shorter and lighter, but otherwise identical with
males. Frost giants can live to be 250 years old.

based attacks.

108
BASIC FANTASY RPG MONSTERS

Frost giants are, first and foremost, cunning. Giant, Stone


They dislike the smaller races as much as any
giant, but rather than attacking outright they will Armor Class: 17 (15)
try to use their advantages to convince those Hit Dice: 9 (+8)
weaker than them to submit. If faced with a No. of Attacks: 1 stone club or 1 thrown rock
stronger force, frost giants will parley or Damage: 3d6 or 3d6
withdraw if possible, attacking only if victory Movement: 30' Unarmored 40'
seems assured. No. Appearing: 1d2, Wild 1d6, Lair 1d6
A frost giant can throw large stones up to 200' Save As: Fighter: 9
for 3d6 damage. Frost giants are immune to all Morale: 9
ice or cold-based attacks. Treasure Type: E plus 1d8x1000 gp
XP: 1,075
Giant, Hill
Stone giants prefer thick leather garments, dyed
Armor Class: 15 (13) in shades of brown and gray to match the stone
Hit Dice: 8 around them. Adults are about 12 feet tall and
No. of Attacks: 1 giant weapon (club) weigh about 1,500 pounds. Stone giants can live
Damage: 2d8 to be 800 years old.
Movement: 30' Unarmored 40' A stone giant can throw large stones up to 300'
No. Appearing: 1d4, Wild 2d4, Lair 2d4 for 3d6 damage.
Save As: Fighter: 8
Stone giants are reclusive, but they will defend
Morale: 8 their territory (typically in rocky mountainous
Treasure Type: E plus 1d8x1000 gp terrain) against any who trespass therein.
XP: 875

The smallest of giants,


adult hill giants stand
between ten and
twelve feet in height
and weigh about 1,100
pounds. Hill giants can
live to be 200 years
old. Skin color among
hill giants ranges from
light tan to deep ruddy
brown. They have
brown or black hair and
eyes the same color.
They wear layers of
crudely prepared hides,
which they seldom
wash or repair,
preferring to simply
add more hides as the
old ones wear out.
Whether attacking with a weapon or st, hill
giants deal 2d8 damage. Hill giants are brutish
and aggressive. They are sometimes found
leading groups of ogres or bugbears. Hill giants
often keep dire wolves as pets.

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MONSTERS BASIC FANTASY RPG

Giant, Storm Storm giants prefer to attack first with their


lightning bolts (which work just as the spell
Armor Class: 19 (13) does, and can be used once per five rounds; a
Hit Dice: 15** (+11) save vs. Spells reduces damage to half). Also,
No. of Attacks: 1 giant weapon or 1 lightning 10% of storm giants have the abilities of a
bolt Magic-User of level 2 to 12 (2d6). In battle, they
Damage: 8d6 or 15d6 wear well-crafted and well-cared-for plate mail.
Movement: 30' Unarmored 50' (10') Unlike most other giants, storm giants have been
No. Appearing: 1, Wild 1d3, Lair 1d3 known to befriend humans, elves, or dwarves.
Save As: Fighter: 15
Morale: 10 Gnoll
Treasure Type: E plus 1d20x1000 gp
XP: 3,100 Armor Class: 15 (13)
Hit Dice: 2
Adult storm giants are about 21 feet tall and No. of Attacks: 1 weapon
weigh about 12,000 pounds. They can live to be Damage: 2d4 or by weapon +1
600 years old. Most storm giants have pale skin Movement: 30' Unarmored 40'
and dark hair. Very rarely, storm giants have
No. Appearing: 1d6, Wild 3d6, Lair 3d6
violet skin. Violet-skinned storm giants have
deep violet or blue-black hair with silvery gray or Save As: Fighter: 2
purple eyes. Morale: 8
Treasure Type: Q, S each; D, K in lair
Storm giants generally dress in short, loose tunic
XP: 75
belted at the waist, sandals or bare feet, and a
headband. They wear a few pieces of simple but Gnolls are hyena-headed, evil humanoids that
finely crafted jewelry, anklets (favored by wander in loose tribes. Most gnolls have dirty
barefoot giants), rings, or circlets being most yellow or reddish-brown fur. An adult male gnoll
common. They live quiet, reflective lives and is about 7½ feet tall and weighs 300 pounds.
spend their time musing about the world,
composing and playing music, and tilling their
land or gathering food.

110
BASIC FANTASY RPG MONSTERS

Gnolls are nocturnal, and have Darkvision with a Gnomes speak their own language, Gnomish,
30' range. They are cruel carnivores, preferring and many know the language of the dwarves.
intelligent creatures for food because they Most gnomes who travel outside gnome lands
scream more. They show little discipline when (as traders or tinkers) know Common, while
fighting unless they have a strong leader. warriors in gnome settlements usually learn
Goblin. Gnomes encountered in the wilderness
One out of every six gnolls will be a hardened
are likely to be unfriendly, but not hostile. They
warrior of 4 Hit Dice (240 XP) having a +1 bonus
tolerate dwarves but dislike most other
to damage due to strength. Gnolls gain a +1
humanoid races. When forced to interact with
bonus to their morale if they are led by such a
other races, a gnome will generally be
warrior. In lairs of 12 or greater, there will be a
recalcitrant, unless offered a significant amount
pack leader of 6 Hit Dice (500 XP) having a +2
of treasure.
bonus to damage. In the lair, gnolls never fail a
morale check as long as the pack leader is alive. Most gnomes encountered outside their home
In addition, a lair has a chance equal to 1-2 on are warriors; the statistics above are for such. In
1d6 of a shaman being present, and 1 on 1d6 of the lair, for every warrior there will be an
a witch or warlock. A shaman is equivalent to a average of three civilians having 1-1 Hit Dice and
hardened warrior statistically, and in addition Armor Class 11; such gnomes have Morale of 7.
has Clerical abilities at level 1d4+1. A witch or One out of every eight gnome warriors will be a
warlock is equivalent to a regular gnoll, and has sergeant having 3 Hit Dice (145 XP). Gnomes
Magic-User abilities of level 1d4. gain a +1 bonus to their morale if they are led
by a sergeant. Both warriors and sergeants
Gnome commonly wear chainmail. In gnomish
communities, one out of every sixteen warriors
Armor Class: 15 (11) will be a captain of 5 Hit Dice (360 XP) with an
Hit Dice: 1 Armor Class of 16 (11), adding a shield. In
No. of Attacks: 1 weapon addition, in communities of 35 or greater, there
Damage: 1d6 or by weapon will be a king of 7 Hit Dice (670 XP), with an
Armor Class of 18 (11), in plate mail and carrying
Movement: 20' Unarmored 40'
a shield, having a +1 bonus damage due to
No. Appearing: 1d8, Wild 5d8, Lair 5d8 strength. In their community, gnomes never fail
Save As: Fighter: 1 (with Dwarf bonuses) a morale check as long as the king is alive.
Morale: 8 There is a chance equal to 1-4 on 1d6 that a
Treasure Type: D community will have a Cleric of level 1d6+1, and
XP: 25

Gnomes stand 3 to 3½ feet tall and weigh 40 to


45 pounds. Their skin color ranges from dark tan
to woody brown, their hair is fair, and their eyes
can be any shade of blue. Males usually wear
short, carefully trimmed beards.
Gnomes generally wear leather or earth tones,
though they decorate their clothes with intricate
stitching or fine jewelry. Gnomes reach
adulthood at about age 40, and they live about
350 years. They have Darkvision with a 30'
range. When attacked in melee by creatures
larger than man-sized, gnomes gain a +1 bonus
to their Armor Class. Outdoors in their preferred
forest terrain, they are able to hide very
effectively; so long as they remain still there is
only a 20% chance they will be detected. If one
or more gnomes who are successfully hiding
attack from ambush, they surprise their foes on
1-4 on 1d6.

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MONSTERS BASIC FANTASY RPG

1-2 on 1d6 of a Magic-User of level 1d6. Some goblins ride dire wolves into combat, and
Gnomish Clerics and Magic-Users are equivalent large groups of goblins will often employ them to
to regular gnomish warriors statistically. track and attack their foes.
One out of every eight goblins will be a warrior of
Goblin 3-3 Hit Dice (145 XP). Goblins gain a +1 bonus
to their morale if they are led by a warrior. In a
Armor Class: 14 (11)
lair or other settlement, one out of every fifteen
Hit Dice: 1-1 will be a chieftain of 5-5 Hit Dice (360 XP) in
No. of Attacks: 1 weapon chainmail with an Armor Class of 15 (11) and
Damage: 1d6 or by weapon movement of 10' that gains a +1 bonus to
Movement: 20' Unarmored 30' damage due to strength. In lairs or settlements
No. Appearing: 2d4 ,Wild 6d10, Lair 6d10 of 30 or more goblins, there will be a goblin king
Save As: Fighter: 1 of 7-7 Hit Dice (670 XP), with an Armor Class of
Morale: 7 or see below 16 (11), wearing chainmail and carrying a shield,
with a movement of 10', and having a +1 bonus
Treasure Type: R each; C in lair
to damage. Goblins have a +2 bonus to morale
XP: 10
while their king is present (this is not cumulative
Goblins are small, wicked humanoids that favor with the bonus given by a warrior leader). In
ambushes, overwhelming odds, dirty tricks, and addition, a lair has a chance equal to 1 on 1d6 of
any other edge they can devise. An adult goblin a shaman being present (or 1-2 on 1d6 if a
stands 3 to 3½ feet tall and weigh 40 to 45 goblin king is present). A shaman is equivalent
pounds. Its eyes are usually bright and crafty- to a regular goblin statistically, but has Clerical
looking, varying in color from red to yellow. A abilities at level 1d4+1.
goblin’s skin color ranges from yellow through
any shade of orange to a deep red; usually all Golem*
members of a single tribe are about the same
color. Goblins wear clothing of dark leather, Golems are magically created automatons of
tending toward drab, soiled-looking colors. They great power. Constructing one involves the
have Darkvision with a 30' range. employment of mighty magic and elemental
forces. The animating force for a golem is an
The statistics given above are for a standard elemental spirit. The process of creating the
Goblin in leather armor with a shield; they have golem binds the spirit to the artificial body and
a natural Movement rate of 30' and a natural subjects it to the will of the golem’s creator.
Armor Class of 11.
Being mindless, golems generally do nothing
without orders from their creators. They follow
instructions explicitly and are incapable of any
strategy or tactics. A golem’s creator can
command it if the golem is within 60 feet and
can see and hear its creator. If not actively
commanded, a golem usually follows its last
instruction to the best of its ability, though if
attacked it returns the attack. The creator can
give the golem a simple command to govern its
actions in his or her absence. The golem’s
creator can order the golem to obey the
commands of another person (who might in turn
place the golem under someone else’s control,
and so on), but the golem’s creator can always
resume control over his creation by commanding
the golem to obey him alone.
Golems have immunity to most magical and
supernatural effects, except when otherwise
noted. They can only be hit by magical
weapons.

112
BASIC FANTASY RPG MONSTERS

Golem, Amber*
Armor Class: 21 ‡
Hit Dice: 10* (+9)
No. of Attacks: 2 claws/1 bite
Damage: 2d6/2d6/2d10
Movement: 60'
No. Appearing: 1
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 1,390

Amber golems are generally built to resemble


lions or other great cats. They are able to detect
invisible creatures or objects within 60', and can smashing some object smaller than itself if no
track with 95% accuracy through any terrain creature is within reach, then moving on to
type. spread more destruction. The golem’s creator, if
within 60 feet, can try to regain control by
A magical attack that deals electricity damage speaking firmly and persuasively to the golem;
heals 1 point of damage for every 3 full points of he or she must make a save vs. Spells to
damage the attack would otherwise deal. For succeed at this, and at least 1 round of time is
example, an amber golem hit by a lightning required for each check. It takes 1 round of
bolt for 20 points of damage is instead healed inactivity by the golem to reset the golem’s
up to 6 points. If the amount of healing would berserk chance to 0%.
cause the golem to exceed its full normal hit
points, the excess is ignored.
Golem, Bronze*
Golem, Bone* Armor Class: 20 ‡
Hit Dice: 20** (+13)
Armor Class: 19 ‡
No. of Attacks: 1 fist + special
Hit Dice: 8*
Damage: 3d10 + special
No. of Attacks: 4 weapons
Movement: 80' (10')
Damage: 1d6/1d6/1d6/1d6 or by weapon
No. Appearing: 1
Movement: 40' (10')
Save As: Fighter:10
No. Appearing: 1
Morale: 12
Save As: Fighter: 4
Treasure Type: None
Morale: 12
XP: 5,650
Treasure Type: None
XP: 945 These golems resemble statues made of bronze;
unlike natural bronze statues, they never turn
Bone golems are huge four-armed monsters green from verdigris. A bronze golem is 10 feet
created from the skeletons of at least two dead tall and weighs about 4,500 pounds. A bronze
humanoids. Though made of bone, they are not golem cannot speak or make any vocal noise,
undead and cannot be turned. nor does it have any distinguishable odor. It
Instead of four one-handed weapons, a bone moves with a ponderous but smooth gait. Each
golem can be armed with two two-handed step causes the floor to tremble unless it is on a
weapons, giving 2 attacks per round and a thick, solid foundation.
damage figure of 1d10/1d10 or by weapon.
When a bone golem enters combat, there is a
cumulative 1% chance each round that its
elemental spirit breaks free and the golem goes
berserk. The uncontrolled golem goes on a
rampage, attacking the nearest living creature or

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MONSTERS BASIC FANTASY RPG

The interior of a bronze golem is molten metal.


Creatures hit by one in combat suffer an
additional 1d10 damage from the heat (unless
resistant to heat or fire). If one is hit in combat,
molten metal spurts out, spraying the attacker
for 2d6 damage. A save vs. Death Ray is
allowed to avoid the metal spray.
When a bronze golem enters combat, there is a
cumulative 1% chance each round that its
elemental spirit will break free. Such a golem
will go on a rampage, attacking the nearest
living creature or smashing some object smaller
than itself if no creature is within reach, then
moving on to cause more destruction. The
golem’s creator, if within 60 feet, can try to
regain control by speaking firmly and
persuasively to the golem; he or she must make
a save vs. Spells to succeed at this, and at least
1 round of time is required for each check. It
takes 1 round of inactivity by the golem to reset
the chance it will go berserk to 0%.

Golem, Clay*
Armor Class: 22 ‡
Hit Dice: 11** (+9)
No. of Attacks: 1 fist
Damage: 3d10
Movement: 20'
No. Appearing: 1
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 1,765

This golem has a


humanoid body
made from clay. A
clay golem wears
no clothing except
for a metal or stiff
leather garment
around its hips. A
clay golem cannot
speak or make any
vocal noise. It
walks and moves
with a slow, clumsy
gait. It weighs
around 600 pounds.

114
BASIC FANTASY RPG MONSTERS

When a clay golem enters combat, there is a Golem, Flesh*


cumulative 1% chance each round that its
elemental spirit will break free. Such a golem Armor Class: 20 ‡
will go on a rampage, attacking the nearest Hit Dice: 9** (+8)
living creature or smashing some object smaller No. of Attacks: 2 fists
than itself if no creature is within reach, then Damage: 2d8/2d8
moving on to cause more destruction. Once a Movement: 30'
clay golem goes berserk, no known method can No. Appearing: 1
reestablish control.
Save As: Fighter: 5
The damage a clay golem deals doesn’t heal Morale: 12
naturally, and magical healing cures only 1 point Treasure Type: None
per die rolled (but add all bonuses normally). XP: 1,225

A flesh golem is a ghoulish collection of stolen


humanoid body parts, stitched together into a
single composite form. No natural animal
willingly tracks a flesh golem. The golem wears
whatever clothing its creator desires, usually just
a ragged pair of trousers. It has no possessions
and no weapons. It stands 8 feet tall and weighs
almost 500 pounds. A flesh golem cannot speak,
although it can emit a hoarse roar of sorts. It
walks and moves with a stiff-jointed gait, as if
not in complete control of its body.

115
MONSTERS BASIC FANTASY RPG

When a flesh golem enters combat, there is a Iron golems can exhale a cloud of poisonous gas
cumulative 1% chance each round that its which fills a 10-foot cube and persists for 1
elemental spirit will break free. Such a golem round. Those within the area of effect must save
will go on a rampage, attacking the nearest vs. Dragon Breath or die. This ability can be
living creature or smashing some object smaller used up to 3 times per day.
than itself if no creature is within reach, then
A magical attack that deals electricity damage
moving on to cause more destruction. The
slows an iron golem (as the slow spell) for 3
golem’s creator, if within 60 feet, can try to
rounds, with no saving throw. A magical attack
regain control by speaking firmly and
that deals fire damage breaks any slow effect on
persuasively to the golem; he or she must make
the golem and heals 1 point of damage for each
a save vs. Spells to succeed at this, and at least
3 full points of damage the attack would
1 round of time is required for each check. It
otherwise deal. If the amount of healing would
takes 1 round of inactivity by the golem to reset
cause the golem to exceed its full normal hit
the golem’s berserk chance to 0%.
points, the excess is ignored. For example, an
A magical attack that deals cold or fire damage iron golem hit by a fireball gains back 6 hit
slows a flesh golem (as the slow spell) for 2d6 points if the damage total is 19 points. An iron
rounds, with no saving throw. A magical attack golem is affected normally by rust attacks, such
that deals electricity damage breaks any slow as that of a rust monster, suffering 2d6 points of
effect on the golem and heals 1 point of damage damage for each hit (with no saving throw
for every 3 full points of damage the attack normally allowed).
would otherwise deal. If the amount of healing
would cause the golem to exceed its full normal Golem, Stone*
hit points, the excess is ignored. For example, a
flesh golem hit by a lightning bolt heals 3 points Armor Class: 25 ‡
of damage if the attack would have dealt 11 Hit Dice: 14** (+11)
points of damage. No. of Attacks: 1 + special
Damage: 3d8 + special
Golem, Iron* Movement: 20' (10')
Armor Class: 25 ‡ No. Appearing: 1
Hit Dice: 17** (+12) Save As: Fighter: 7
No. of Attacks: 1 + special Morale: 12
Damage: 4d10 + special Treasure Type: None
Movement: 20' (10') XP: 2,730
No. Appearing: 1 This golem has a humanoid body made from
Save As: Fighter: 9 stone. A stone golem is 9 feet tall and weighs
Morale: 12 around 2,000 pounds. Its body is frequently
Treasure Type: None stylized to suit its creator. For example, it might
XP: 3,890 look like it is wearing armor, with a particular
symbol carved on the breastplate, or have
This golem has a humanoid body made from designs worked into the stone of its limbs.
iron. An iron golem can be fashioned in any
Stone golems are formidable opponents, being
manner, just like a stone golem (see below),
physically powerful and difficult to harm. A
although it almost always displays armor of
stone golem can use a slow effect, as the spell,
some sort. Its features are much smoother than
once every other round; a save vs. Spells is
those of a stone golem. Iron golems sometimes
allowed to resist. The effect has a range of 10
carry a short sword in one hand. An iron golem
feet and a duration of 2d6 rounds.
is 12 feet tall and weighs about 5,000 pounds.
An iron golem cannot speak or make any vocal A stone to flesh spell may be used to weaken
noise, nor does it have any distinguishable odor. the monster. The spell does not actually change
It moves with a ponderous but smooth gait. the golem’s structure, but for one full round after
Each step causes the floor to tremble unless it is being affected, the golem is vulnerable to normal
on a thick, solid foundation. weapons. The stone golem is allowed a save vs.
Spells to resist this effect.

116
BASIC FANTASY RPG MONSTERS

Golem, Wood* Gray Ooze


Armor Class: 13 ‡ Armor Class: 12
Hit Dice: 2+2* Hit Dice: 3*
No. of Attacks: 1 fist No. of Attacks: 1 pseudopod
Damage: 1d8 Damage: 2d8
Movement: 40' Movement: 1'
No. Appearing: 1 No. Appearing: 1
Save As: Fighter: 1 Save As: Fighter: 3
Morale: 12 Morale: 12
Treasure Type: None Treasure Type: None
XP: 100 XP: 175

Wood golems are small constructs, not more Gray oozes are amorphous creatures that live
than 4' in height, and are crudely made. Being only to eat. They inhabit underground areas,
made of wood makes them vulnerable to fire- scouring caverns, ruins, and dungeons in search
based attacks; thus, wood golems suffer one of organic matter, living or dead. A gray ooze
extra point of damage per die from fire; any can grow to a diameter of up to 10 feet and a
saving throws against such effects are at a thickness of about 6 inches. A typical specimen
penalty of -2. They move stiffly, suffering a -1 weighs about 700 pounds.
penalty to Initiative.
A gray ooze secretes a digestive acid that
quickly dissolves organic material and metal, but
Gorgon not stone. After a successful hit, the ooze will
stick to the creature attacked, dealing 2d8
Armor Class: 19
damage per round automatically. Normal (non-
Hit Dice: 8* magical) armor or clothing dissolves and
No. of Attacks: 1 gore or 1 breath becomes useless immediately. A non-magical
Damage: 2d6 or petrification metal or wooden weapon that strikes a gray
Movement: 40' (10') ooze also dissolves immediately. Magical
No. Appearing: Wild 1d4 weapons, armor, and clothing are allowed a
Save As: Fighter: 8 saving throw (use the wearer's save vs. Death
Morale: 8 Ray, adding any magical “plus” value to the roll
if applicable).
Treasure Type: None
XP: 945
Green Slime*
Gorgons are magical monsters resembling bulls Armor Class: hit only by fire or cold
made of iron. Their breath can turn living
Hit Dice: 2**
creatures to stone; it covers an area 60' long by
10' wide, and can be used as many times per No. of Attacks: 1 special
day as the monster has hit dice, but no more Damage: special
often than every other round. A save vs. Movement: 1'
Petrification is allowed to resist. No. Appearing: 1
A typical gorgon stands over 6 feet tall at the Save As: Fighter: 2
shoulder, measures 8 feet from snout to tail, and Morale: 12
weighs about 4,000 pounds. Gorgons are Treasure Type: None
nothing if not aggressive. They attack intruders XP: 125
on sight, attempting to gore or petrify them.
There is no way to calm these furious creatures, Green slime devours flesh and organic materials
and they are impossible to domesticate. on contact and is even capable of dissolving
metal given enough time. Bright green, wet, and
sticky, it clings to walls, floors, and ceilings in
patches, reproducing as it consumes organic
matter. It drops from walls and ceilings when it
detects movement (and possible food) below.
Green slime cannot grow in sunlight; even the

117
MONSTERS BASIC FANTASY RPG

indirect sunlight of a dense forest will stunt it Griffon


and prevent it from spreading, and direct
sunlight will kill green slime outright within a Armor Class: 18
turn. Hit Dice: 7
On the first round of contact, the slime can be No. of Attacks: 2 claws/1 bite
scraped off a creature (most likely destroying the Damage: 1d4/1d4/2d8
scraping device), but after that it must be frozen, Movement: 40' (10') Fly 120' (10')
burned, or cut away (dealing the same damage No. Appearing: Wild 2d8, Lair 2d8
to both the victim and the slime). A cure Save As: Fighter: 7
disease spell will destroy a patch of green Morale: 8
slime. It does not harm stone or enchanted Treasure Type: E
metal, but can dissolve normal metal or
XP: 670
enchanted wood in a turn and normal wood in
2d4 rounds. Griffons are large carnivorous creatures
If not destroyed or scraped off within 6+1d4 resembling lions with the head, foreclaws and
rounds, the victim will be completely wings of eagles. From nose to tail, an adult
transformed into green slime; such a character griffon can measure as much as 8 feet. Neither
or creature cannot be retrieved by any magic males nor females are endowed with a mane. A
short of a wish. pair of broad, golden wings emerge from the
creature’s back and span 25 feet or more. An
adult griffon weighs about 500 pounds.
Griffons nest on high mountaintops, soaring
down to feed on horses, the beast’s preferred
prey. They hunt and travel in ocks. A Griffon
will attack a horse over anything else, diving low
to swipe with their claws. They are not above
retreating and coming back later, when there
may be less of a defense mounted.
Griffons can be trained as mounts if raised in
captivity, but even in this case they may try to
attack horses if any come within about 120'. Roll
a morale check in this case; if the check is failed,
the griffon will try to attack immediately. A light
load for a griffon is up to 400 pounds; a heavy
load, up to 900 pounds.

Hangman Tree
Armor Class: 16
Hit Dice: 5
No. of Attacks: 4 limbs plus strangle
Damage: 1d6 per limb or strangle
Movement: 0
No. Appearing: Wild 1
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 360
Hangman trees are horrible, semi-animate
creatures that fertilize themselves with dead
bodies. A hangman tree has four animated limbs
that can wrap around the necks of living
creatures that pass beneath, strangling for 1d6

118
BASIC FANTASY RPG MONSTERS

points of damage per round. These limbs are charmed victim walks toward the harpy, taking
arranged evenly around the tree in most cases, the most direct route available. If the path leads
and generally no more than one limb can attack into a dangerous area (through ame, off a cliff,
any single creature at a time. or the like), that creature is allowed a second
saving throw to resist the charm. Charmed
The roots of this tree are also animated; they do
creatures can take no actions other than to
not attack, but they do pull dead bodies below
defend themselves. A victim within reach of the
the surface of the ground for “digestion.”
harpy offers no resistance to the monster’s
attacks. The effect continues for as long as the
Harpy harpy sings, and for one round thereafter.
Armor Class: 13
Hit Dice: 2* Hawk
No. of Attacks: 2 claws/1 weapon + special Normal Giant
Damage: 1d4/1d4/1d6 or by weapon + Armor Class: 12 14
special
Hit Dice: 1d4 Hit Points 4
Movement: 20' Fly 50' (10')
No. of Attacks: 1 claw or bite 1 claw or bite
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Damage: 1d2 1d6
Save As: Fighter: 2
Movement: Fly 160' Fly 150' (10')
Morale: 7
No. Appearing: Wild 1d6, Lair Wild 1d3, Lair
Treasure Type: C 1d6 1d3
XP: 100 Save As: Fighter: 1 Fighter: 4
A harpy looks like a giant vulture bearing the Morale: 7 8
torso and face of a human female. They are able Treasure Type: None None
to attack with their claws as well as with normal XP: 10 240
weapons, but their most insidious ability is their
song. When a harpy sings, all creatures (other Hawks are similar to eagles but slightly smaller,
than harpies) within a 300' radius must succeed being 1 to 2 feet long with wingspans of 6 feet or
on a save vs. Spells or become charmed. The less.
same harpy’s song cannot affect a creature that Giant hawks are 4 to 6 feet long, with wingspans
successfully saves again for 24 hours. A of 12 feet or more; they can carry off creatures
of Halfling size or smaller.

119
MONSTERS BASIC FANTASY RPG

Hellhound
Armor Class: 14 to 18
Hit Dice: 3** to 7**
No. of Attacks: 1 bite or 1 breath
Damage: 1d6 or 1d6 per Hit Die
Movement: 40'
No. Appearing: 2d4, Wild 2d4, Lair 2d4
Save As: Fighter: 3 to 7 (same as Hit
Dice)
Morale: 9
Treasure Type: C
XP: 205 - 800

Hellhounds are canine creatures sheathed in


hellish flame. A typical hell hound stands 4½
feet high at the shoulder and weighs 120
pounds. They are native to another plane where
they hunt in packs; sometimes powerful wizards
or evil priests summon them for use as
watchdogs. In addition to biting, each hellhound
may breathe fire a number of times per day Hippogriff
equal to its hit dice. In combat, one-third of the
time (1-2 on 1d6) a hellhound will choose to Armor Class: 15
breathe fire; otherwise it will attempt to bite. Hit Dice: 3
Roll each round to determine which attack form No. of Attacks: 2 claws/1 bite
will be used. Damage: 1d6/1d6/1d10
A hellhound's breath weapon is a cone of flame Movement: 60' (10') Fly 120' (10')
10' wide at the far end which is 10' long for No. Appearing: Wild 2d8
those with 3 or 4 hit dice, 20' long for those with Save As: Fighter: 3
5 or 6 hit dice, and 30' long for the largest Morale: 8
hellhounds. This breath weapon does 1d6 points
Treasure Type: None
of damage per each hit die of the hellhound to
XP: 145
all within the area of effect; a successful saving
throw vs. Dragon Breath reduces damage to half Hippogriffs resemble large ying horses with the
normal. forefront of a bird of prey. A typical hippogriff is
Note that hellhounds vary with regard to the 9 feet long, has a wingspan of 20 feet, and
number of hit dice each has. If generating a weighs 1,000 pounds.
group randomly, roll 1d6+1 for the hit dice of A hippogriff avoids the territories and
each, reading a total of 2 as 3. A hellhound has civilizations of other creatures, dwelling in
an Armor Class equal to 11 plus its hit dice. extreme altitudes. Grifons sometimes prey
upon them, and hippogriffs will generally attack
griffons on sight if they have a numerical
advantage.
Hippogriffs are omnivorous, entering combat
only as defense, save for those times a griffon is
met. They are prized as flying mounts since,
unlike griffons, they are relatively safe around
horses; note that it is still necessary to raise one
in captivity in order to use it as a mount. A light
load for a hippogriff is up to 400 pounds; a heavy
load, up to 900 pounds.

120
BASIC FANTASY RPG MONSTERS

Hobgoblin Their garments tend to be brightly colored, often


blood red with black-tinted leather. Their
Armor 14 (11) weaponry is kept polished and in good repair.
Class: They wear toughened hides and carry wooden
Hit Dice: 1 shields for armor. As with most goblinoids, they
No. of 1 weapon have Darkvision with a 30' range.
Attacks:
Hobgoblins are cruel and calculating warriors,
Damage 1d8 or by
always looking to exploit those weaker than
: weapon
themselves. They have a strong grasp of
Moveme 30' Unarmored strategy and tactics and are capable of carrying
nt: 40'
out sophisticated battle plans. Under the
No. 1d6, Wild 2d4, leadership of a skilled strategist or tactician,
Appeari Lair 4d8 their discipline can prove a deciding factor.
ng: Hobgoblins hate elves and attack them first in
Save Fighter: 1 preference over other opponents.
As:
Morale: 8 One out of every six hobgoblins will be a warrior
Treasure Q, R each; D, K of 3 Hit Dice (145 XP). Regular hobgoblins gain a
Type: in lair +1 bonus to their morale if they are led by a
warrior. In hobgoblin lairs, one out of every
XP: 25
twelve will be a chieftain of 5 Hit Dice (360 XP) in
Hobgoblins are larger chainmail with an Armor Class of 15 (11) and a
cousins of goblins, movement of 20', having a +1 bonus to damage
being about the same due to strength. In lairs of 30 or greater, there
size as humans. Their will be a hobgoblin king of 7 Hit Dice (670 XP),
hair color ranges from adding a shield for an Armor Class of 16 (11)
dark reddish-brown to (movement is still 20') having a +2 bonus to
dark gray. They have damage. In the lair, hobgoblins never fail a
dark orange or red- morale check as long as the king is alive. In
orange skin. Large addition, a lair has a chance equal to 1-2 on 1d6
males have blue or of a shaman being present (or 1-3 on 1d6 if a
red noses. hobgoblin king is present), and 1 on 1d6 of a
Hobgoblins' eyes are witch or warlock. A shaman is equivalent to a
yellowish or dark hobgoblin warrior statistically, but has Clerical
brown, while their
teeth are yellow.

121
MONSTERS BASIC FANTASY RPG

abilities at level 1d6+1. A witch or warlock is damaged) and will not be able to attack
equivalent to a regular hobgoblin, but has Magic- anymore. Such damage also applies to the
User abilities of level 1d6. monster's total hit points, of course.
Some hydras live in the ocean; use the given
Hydra movement as a swimming rate rather than
walking in this case. A very few hydras can
Armor Class: 16 to 23
breathe fire; those that have this ability can emit
Hit Dice: 5 to 12 (+10) a flame 10' wide and 20' long one time per head
No. of Attacks: 5 to 12 bites per day. This attack will be used about one time
Damage: 1d10 per bite in three (1-2 on 1d6) if it is available; roll for
Movement: 40' (10') each head which is attacking. Each such attack
No. Appearing: 1, Wild 1, Lair 1 does 3d6 damage, with a save vs. Dragon Breath
Save As: Fighter: 5 to 12 reducing the amount by half.
Morale: 9
Treasure Type: B Hyena
XP: 360 - 1,875
Armor Class: 13
Hydras are reptile-like monsters with multiple Hit Dice: 2+1
heads. They are gray-brown to dark brown, with No. of Attacks: 1 bite
a light yellow or tan underbelly. The eyes are Damage: 1d6
amber and the teeth are yellow-white. Hydras Movement: 60'
are about 20 feet long and weigh about 4,000 No. Appearing: 1d8
pounds. They are bad-tempered and territorial, Save As: Fighter: 2
but not particularly cunning.
Morale: 8
A hydra may be slain by damage in the normal Treasure Type: None
fashion; however, most who fight them choose XP: 75
to strike at their heads. If a character using a
melee weapon chooses to strike at a particular Hyenas are doglike carnivores who exhibit some
head, and succeeds in doing 8 points of damage, of the behaviors of canines but are not related.
that head is disabled (severed or severely They not only hunt but also scavenge and steal
meals. A hungry hyena will chew on anything
that is even remotely tainted by blood, meat or
other food traces. They will mostly be found in
the same savanna-like environments where lions
and zebras may be found. They can live in clans
of up to a hundred individuals, though smaller
groups are more common. They are among the
favorite pets of gnolls, who may take them into
regions where they are not normally found.

122
BASIC FANTASY RPG MONSTERS

Hyenodon unarmored (for creatures which do not wear


armor, any creature having less than Armor
Armor Class: 13 Class 15 is considered unarmored).
Hit Dice: 3+1
Damage is reduced to a single point per round
No. of Attacks: 1 bite
for three rounds if the character manages to exit
Damage: 1d8 the swarm. It is possible to “ward off” the
Movement: 40' insects by swinging a weapon, shield, or other
No. Appearing: 1d6, 1d8 Wild Lair 1d8 similar-sized object around, and in this case also
Save As: Fighter: 3 damage is reduced to 1 point per round. If a lit
Morale: 8 torch is used in this way, the swarm takes 1d4
Treasure Type: None damage per round. Weapons, even magic
XP: 145 weapons, do not harm an insect swarm. An
entire swarm can be affected by a sleep spell.
These ancient four legged predators are named Smoke can be used to drive a swarm away (if the
for their tooth shape, and while they are not swarm moves away from the victim(s) due to
technically prehistoric hyenas, the statistics work smoke, the damage stops immediately). Finally,
for the giant prehistoric varieties of hyenas as a victim who dives into water will take damage
well. Many varieties of hyenodons were for only one more round.
smallish, sometimes no bigger than a common
hyena, and the statistics for standard hyenas Invisible Stalker
may be used for them. The above statistics are
for the larger types of Hyenodons or giant Armor Class: 19
varieties of Hyena. A notable feature is that Hit Dice: 8*
their massively built skull features a long jaw No. of Attacks: 1
(similar to that of a crocodile) full of teeth, with Damage: 4d4
four great fangs. Movement: 40'
No. Appearing: 1 (special)
Insect Swarm Save As: Fighter: 8
Armor Class: Immune to normal weapons, Morale: 12
including most magical types Treasure Type: None
Hit Dice: 2* to 4* XP: 945
No. of Attacks: 1 swarm
Invisible stalkers are creatures native to the
Damage: 1d3 (double against no armor) Elemental Plane of Air. They sometimes serve
Movement: 10' Fly 20' wizards and sorcerers, who summon them to
No. Appearing: 1 swarm, Wild 1d3 swarms perform specific tasks.
Save As: N/A
A summoned invisible stalker undertakes
Morale: 11
whatever task the summoner commands, even if
Treasure Type: None the task sends it hundreds or thousands of miles
XP: 100 - 280 away. The creature follows a command until the
task is completed and obeys only the summoner.
An insect swarm is not a single creature; rather, However, it resents protracted missions or
it is a large group of ordinary flying or crawling complex tasks and seeks to pervert its
insects moving as a unit. In general, a swarm instructions
fills a volume equal to three 10' cubes, though it accordingly.
is possible for a swarm to become more compact
in order to move through a small doorway or Invisible stalkers
narrow corridor. If the swarm consists of have an
crawling insects, it covers three 10' squares and amorphous form.
the flying movement above is ignored. A detect
invisible spell
Any living creature within the volume or area of shows only a dim
the swarm suffers 1d3 points of damage each outline of a cloud.
round. Damage rolls are doubled if the victim is Don't forget to
apply the standard

123
MONSTERS BASIC FANTASY RPG

penalty of -4 on the attack die when an invisible Kobold


stalker is attacked by a creature which is unable
to see it. Armor Class: 13 (11)
Hit Dice: 1d4 Hit Points
Jaguar No. of Attacks: 1 weapon
Damage: 1d4 or by weapon
Armor Class: 16 Movement: 20' Unarmored 30'
Hit Dice: 4 No. Appearing: 4d4, Wild 6d10, Lair 6d10
No. of Attacks: 2 claws/1 bite Save As: Normal Man
Damage: 1d4/1d4/2d4 Morale: 6
Movement: 70' Swim 30' Treasure Type: P, Q each; C in lair
No. Appearing: 1d2, Wild 1d6 XP: 10
Save As: Fighter: 4
Morale: 8 Kobolds are small, dog-faced reptilian
Treasure Type: None humanoids. A kobold is 2 to 2½ feet tall and
XP: 240
weighs 35 to 45 pounds. They prefer ranged
combat, closing only when they can see that
These great cats are about 8 to 9 feet long (from their foes have been weakened. Whenever they
nose to tail-tip) and weigh about 165 pounds. can, kobolds set up ambushes near trapped
Unlike other great cats, they enjoy swimming areas. They aim to drive enemies into the traps,
and often hunt near rivers or lakes. Jaguars kill where other kobolds wait to pour flaming oil over
with their powerful bite, preferring to deliver a them, shoot them, or drop poisonous vermin
fatal wound to the skull of their prey. onto them. Kobolds have Darkvision with a
range of 60', and suffer a -1 penalty to attack
rolls in bright sunlight or within the radius of
light spells. Kobolds typically wear leather
armor in battle.
One out of every six kobolds will be a warrior of
1 Hit Dice (25 XP). Kobolds gain a +1 bonus to
their morale if they are led by a warrior. In
kobold lairs, one out of every twelve will be a
chieftain of 2 Hit Dice (75 XP) with an Armor
Class of 14 (11) and having a +1 bonus to
damage due to strength. In lairs of 30 or
greater, there will be a kobold king of 3 Hit Dice
(145 XP) who wears chain mail with an Armor
Class of 15 (11) and a movement of 10', and who
has a +1 bonus to damage. In the lair, kobolds
never fail a morale check as long as the kobold
king is alive. In addition, a lair has a chance
equal to 1 on 1d6 of a shaman being present (or
1-2 on 1d6 if a kobold king is present). A
shaman is equivalent to a regular kobold
statistically, but has Clerical abilities at level
1d4+1.
Kobolds are cunning foes. They see all larger
races as enemies, and are thus likely to be
hostile when encountered. However, they are
naturally cowardly, and prefer to avoid combat,
leading enemies into ambushes or traps rather
than facing them directly. Sometimes kobold
tribes build and inhabit extensive dungeon areas
filled with deadly traps which only they know
how to avoid.

124
BASIC FANTASY RPG MONSTERS

Leech, Giant
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite + hold
Damage: 1d6 + 1d6/round
Movement: 30'
No. Appearing: Wild 1d4
Save As: Fighter: 6
Morale: 10
Treasure Type: None
XP: 500

Giant leeches are slimy, segmented wormlike


creatures which live in water. Salt or fresh, clean
or stagnant, there are giant leech varieties for all
wet environments. However, only a true leech
expert can tell the various types apart. An
average giant leech will be 4 to 6 feet long.
Once a giant leech hits in combat, it attaches to
the victim and sucks blood, causing an additional
1d6 damage each round until the victim or the
leech is dead. There is no way to remove the
leech other than to kill it.

Lion
Armor Class: 14
Hit Dice: 5 Living statues can be crafted to resemble any
No. of Attacks: 2 claws/1 bite sort of living creature, but most commonly are
Damage: 1d6/1d6/1d10 made to look like humans or demi-humans.
Movement: 50'
No. Appearing: Wild 1d8 Living Statue, Crystal
Save As: Fighter: 5 Armor Class: 16
Morale: 9 Hit Dice: 3
Treasure Type: None No. of Attacks: 2 fists
XP: 360 Damage: 1d6/1d6
The statistics presented here describe a male Movement: 30'
African lion, which is 5 to 8 feet long and weighs No. Appearing: 1d6
330 to 550 pounds. Females are slightly smaller Save As: Fighter: 3
but use the same statistics. Morale: 12
Treasure Type: None
Living Statue XP: 145
Living statues are magically animated. They are Crystal living statues have no particular special
true automatons, unlike golems, which are powers, unlike those made of iron or stone.
animated by elemental spirits. While this means
that living statues have no chance of going
“berserk,” it also means that they may only
perform simple programmed activities. They
may not be commanded in any meaningful
fashion. They make very effective guards for
tombs, treasure rooms, and similar places.

125
MONSTERS BASIC FANTASY RPG

Living Statue, Iron than three rounds, and ascending is impossible).


An average giant draco lizard is 8' long, including
Armor Class: 18 its nearly 3' long tail. They are fierce predators.
Hit Dice: 4*
No. of Attacks: 2 fists Lizard, Giant Gecko
Damage: 1d8/1d8 + special
Movement: 10' Armor Class: 15
No. Appearing: 1d4 Hit Dice: 3+1
Save As: Fighter: 4 No. of Attacks: 1 bite
Morale: 12 Damage: 1d8
Treasure Type: None Movement: 40' (special)
XP: 280 No. Appearing: 1d6, Wild 1d10
Save As: Fighter: 2
If struck by a non-magical metal (even partially Morale: 7
metal) weapon, the weapon may become stuck Treasure Type: None
in the monster. If this happens, it cannot be XP: 145
removed until the statue is “killed.” The wielder
is allowed a save vs. Spells to avoid this. Giant gecko lizards range from 4' to 6' in length,
and are generally green in color, though grey or
Living Statue, Stone white versions can be found underground. They
can climb walls and even walk across ceilings at
Armor Class: 16 full movement rate due to their specialized toe
Hit Dice: 5* pads. They are carnivores, typically attacking
No. of Attacks: 2 lava sprays weaker prey from above.
Damage: 2d6/2d6
Movement: 20' Lizard, Giant Horned Chameleon
No. Appearing: 1d3
Armor Class: 18
Save As: Fighter: 5
Hit Dice: 5
Morale: 12
No. of Attacks: 1 tongue or 1 bite
Treasure Type: None
Damage: grab or 2d6
XP: 405
Movement: 40' (10')
A stone living statue attacks by spraying molten No. Appearing: 1d3, Wild 1d6
rock from its fingertips. The range of the spray Save As: Fighter: 4
is 5'. Morale: 7
Treasure Type: None
Lizard, Giant Draco XP: 360
Armor Class: 15 Giant horned chameleons average 8' to 10' in
Hit Dice: 4+2 length. They are typically green, but can change
No. of Attacks: 1 bite color to blend into their surroundings, allowing
Damage: 1d10 them to surprise prey on 1-4 on 1d6. Giant
Movement: 40' Fly 70' (20', and see below) horned chameleon have very long tongues, able
No. Appearing: 1d4, Wild 1d8
to spring out up to 20' forward; the sticky
muscular ball on the end grabs on to the
Save As: Fighter: 3
chameleon's prey, and the chameleon then
Morale: 7 drags the prey to its mouth, doing bite damage
Treasure Type: None automatically on the following round (and all
XP: 240 subsequent rounds, until the chameleon is killed
or fails a morale check, or until the prey is dead).
Giant draco lizards are able to extend their ribs
and connected skin to form a sort of wing, The horns of the giant horned chameleon are
allowing them to fly for short distances (no more used only in mating rituals, not in combat.

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BASIC FANTASY RPG MONSTERS

Lizard, Giant Tuatara A lizard man is usually 6 to 7 feet tall with green,
gray, or brown scales. Its tail is used for balance
Armor Class: 16 and is 3 to 4 feet long. Adult males can weigh
Hit Dice: 6 from 200 to 250 pounds. Due to their great
No. of Attacks: 2 claws/1 bite Strength they always receive a +1 to damage
Damage: 1d4/1d4/2d6 done with melee weapons. They wear leather
Movement: 40' (10') armor and carry shields in battle.
No. Appearing: 1d2, Wild 1d4 Lizard men are excellent swimmers and can hold
Save As: Fighter: 5 their breath for an extended period of time (up
Morale: 6 to a full turn). They cannot swim while wearing
Treasure Type: None armor; however, they often hide in the water
XP: 500 even while armored, standing on the bottom with
just nose and eyes exposed (similar to a
Giant tuataras are large, being 10' to 12' long, crocodile). When they are able to employ this
and heavily built. They are predators with a maneuver, lizard men surprise on 1-4 on 1d6.
powerful shearing bite. Giant tuataras are more Lizard men are largely indifferent to other races,
resistant to cold than most lizards, and are thus being primarily interested in their own survival.
sometimes found hunting deep underground. If aroused, however, they are fearsome warriors,
They are also known to hibernate in cold using simple but sound tactics.
weather.
Lycanthrope*
Lizard Man
Lycanthropes are humans who can transform
Armor Class: 15 (12) themselves into animals. In its natural form, a
Hit Dice: 2 lycanthrope looks like any other human, though
No. of Attacks: 1 weapon those who have been afflicted for a long time
Damage: 1d6+1 or by weapon +1 tend to acquire features reminiscent of their
Movement: 20' Unarmored 30' animal forms. In animal form, a lycanthrope
Swim 40' (not in armor) resembles a powerful version of the normal
No. Appearing: 2d4, Wild 2d4, Lair 6d6 animal, but on close inspection, its eyes (which
Save As: Fighter: 2 often glow red in the dark) show a faint spark of
unnatural intelligence.
Morale: 11
Treasure Type: D Lycanthropy is spread like a disease. Any human
XP: 75 who loses half or more of his or her hit points
due to lycanthrope bite and/or claw attacks will
subsequently contract the same form of
lycanthropy in 3d6 days. For demi-humans and
humanoids, contracting the disease is fatal in the
same time period. A cure disease cast before
the onset is complete will stop the progress of
the disease, but once the time has elapsed, the
transformation is permanent.
In animal form, lycanthropes may be hit only by
silver or magical weapons.

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MONSTERS BASIC FANTASY RPG

Lycanthrope, Werebear* Lycanthrope, Wererat*


Armor Class: 18 † Armor Class: 13 †
Hit Dice: 6* Hit Dice: 3*
No. of Attacks: 2 claws/1 bite + hug No. of Attacks: 1 bite or 1 weapon
Damage: 2d4/2d4/2d8 + 2d8 Damage: 1d4 or 1d6 or by weapon
Movement: 40' Movement: 40'
No. Appearing: 1d4, Wild 1d4, Lair 1d4 No. Appearing: 1d8, Wild 2d8, Lair 2d8
Save As: Fighter: 6 Save As: Fighter: 3
Morale: 10 Morale: 8
Treasure Type: C Treasure Type: C
XP: 555 XP: 175

Werebears are humans that can transform into A wererat in human form tends to be a thin, wiry
large bears. When in human form, they typically individual of shorter than average height, with
appear as well-muscled, imposing figures, with eyes constantly darting around. A wererat's
an abundance of thick hair. Werebears typically nose and mouth may twitch if he or she is
dwell in deep forests, far from civilization. They excited. Males often wear thin, ragged
are distrustful of those that they do not know,
but will ferociously defend those that they have
befriended.

Lycanthrope, Wereboar*
Armor Class: 16 †
Hit Dice: 4*
No. of Attacks: 1 bite
Damage: 2d6
Movement: 50' Human Form 40'
No. Appearing: 1d4, Wild 2d4, Lair 2d4
Save As: Fighter: 4
Morale: 9
Treasure Type: C
mustaches.
XP: 280
In addition to assuming the form of a giant rat,
Wereboars in human form tend to be a stocky, wererats can assume an intermediate form (a
muscular individuals of average height. They “ratman”). The ratman form shares the animal
dress in simple garments that are easy to form's immunity to normal weapons, and can
remove, repair, or replace. In either form, deliver an identical bite, but in this form the
wereboars are as aggressive and ferocious as wererat may use a normal weapon instead of
normal boars. biting. Note that the wererat in ratman form
cannot bite and use a weapon in the same
round.
Unlike most lycanthropes, wererats prefer to
inhabit civilized areas, particularly cities. They
frequently lair in sewers or other underground
areas, coming out by night to steal from or kill
city folk.

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BASIC FANTASY RPG MONSTERS

Lycanthrope, Weretiger* Manticore


Armor Class: 17 † Armor Class: 18
Hit Dice: 5* Hit Dice: 6+1*
No. of Attacks: 2 claws/1 bite No. of Attacks: 2 claws/1 bite or 6 spikes (180'
Damage: 1d6/1d6/2d6 range)
Movement: 50' Human Form 40' Damage: 1d4/1d4/2d4 or 1d6 per spike
No. Appearing: 1d4, Wild 1d4, Lair 1d4 Movement: 40' Fly 60' (10')
Save As: Fighter: 5 No. Appearing: 1d2, Wild 1d4, Lair 1d4
Morale: 9 Save As: Fighter: 6
Treasure Type: C Morale: 9
XP: 405 Treasure Type: D
XP: 555
Weretigers are humans that can transform into
tigers. In human form, they tend to be tall, trim, Manticores look like an overgrown lion with thick
and very agile. They tend to live and hunt close leathery wings and an ugly humanoid face, often
to human settlements, and are excellent trackers like that of a human or bearded dwarf. Their tail
(5 in 6 chance to track prey in either form). ends in an assortment of spikes, which the beast
Weretigers will typically only attack if provoked. may fire as projectiles; a maximum of 24 are
available, and the manticore regrows 1d6 per
Lycanthrope, Werewolf* day. A typical manticore is about 10 feet long
and weighs about 1,000 pounds.
Armor Class: 15 † Manticores are vicious predators, having a
Hit Dice: 4* preference for human flesh. They will use their
No. of Attacks: 1 bite ranged attacks to “soften up” potential prey
Damage: 2d4 before closing to melee.
Movement: 60' Human Form 40'
No. Appearing: 1d6, Wild 2d6, Lair 2d6 Mastodon
Save As: Fighter: 4
Armor Class: 18
Morale: 8
Hit Dice: 15 *(+11)
Treasure Type: C
No. of Attacks: 2 tusks or 1 trample
XP: 280
Damage: 2d6/2d6 or 4d8
Werewolves in human form have no Movement: 40' (15')
distinguishing traits. They may be found No. Appearing: Wild 2d8
anywhere humans are found. They are ferocious Save As: Fighter: 15
predators, equally willing to eat animal or human Morale: 8
flesh.
Treasure Type: special
XP: 2,975

Mastodons (and mammoths, which can also be


represented by the above statistics) are hairy
relatives of the elephant found in cold “lost
world” areas.
A mastodon has no treasure as such, but the
tusks of a mastodon are worth 2d4 x 100 gp.

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MONSTERS BASIC FANTASY RPG

Medusa after death otherwise. Medusae instinctively


avoid mirrors or other reflective surfaces, even
Armor Class: 12 drinking with their eyes closed, but if an attacker
Hit Dice: 4** can manage to surprise the monster with a
No. of Attacks: 1 snakebite + gaze mirror she may see her reflection.
Damage: 1d6+poison + petrification Further, the snakes growing from her head are
Movement: 30' poisonous (save vs. Poison or die in one turn).
No. Appearing: 1d3, Wild 1d4, Lair 1d4 They attack as a group, not individually, once
Save As: Fighter: 4 per round for 1d6 damage (plus the poison).
Morale: 8 A medusa often wears garments that enhance its
Treasure Type: F body while hiding its face behind a hood or veil.
XP: 320 A typical medusa is 5 to 6 feet tall and about the
same weight as a human.
A medusa appears to be a human female with
vipers growing from her head instead of hair. Medusae are shy and reclusive, owing no doubt
The gaze of a medusa will petrify any creature to the fact that, once the lair of one is found, any
who meets it unless a save vs. Petrification is humans living nearby will not rest until she is
made. In general, any creature surprised by the slain. They are hateful creatures, however, and
medusa will meet its gaze. Those who attempt will seek to destroy as many humans as they can
to fight the monster while averting their eyes without being discovered.
suffer penalties of -4 on attack rolls and -2 to AC.
It is safe to view a medusa's reflection in a mirror Mermaid
or other reflective surface; anyone using a mirror
to fight a medusa suffers a penalty of -2 to Armor Class: 12
attack and no penalty to AC. If a medusa sees Hit Dice: 1*
its own reflection, it must save vs. Petrification No. of Attacks: 1 weapon
itself; a petrified medusa is no longer able to Damage: 1d6 or by weapon
petrify others, but the face of a medusa Movement: Swim 40'
continues to possess the power to petrify even
No. Appearing: Wild 1d2 or 3d6 (see below)
Save As: Fighter: 1
Morale: 8
Treasure Type: A
XP: 37

Mermaids have the upper bodies of women and


the lower bodies of dolphins. Also called
“sirens,” mermaids often attempt to lure sailors
or other men found near the sea. They
accomplish this by means of their enchanting
songs.
A mermaid's song will attract any man within
100 yards, but generally has no effect on
women. Men within the area of effect must save
vs. Spells to resist, or else they will move toward
the mermaid with amorous intent as directly as
possible. If two mermaids are singing, apply a
penalty of -4 to the save; more than two gives no
extra benefit. Affected men will submit to
anything the mermaid desires. When she tires of
him, he might be freed or slain, depending on
the mermaid's temperament.
Contrary to popular belief, mermaids are not fish
(nor even half fish) and do not breathe water.
They can hold their breath for up to an hour of

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BASIC FANTASY RPG MONSTERS

light activity, or two turns (20 minutes) of


strenuous action. However, being out of water
more than two turns (20 minutes) causes the
mermaid 1d4 points of damage per turn.
Mermaids can hear as well as dolphins, and can
produce sounds ranging from the lowest
frequency a normal human woman can produce
up to the highest frequency of a dolphin. This
means that mermaids can learn to communicate
with dolphins and whales; at least 35% of
mermaids will know the language of one or the
other, and 10% can communicate with any such
creature.
Three-quarters of mermaid births are female. Of
the quarter which are male, most have legs
rather than tails. Such will either be slain or put
ashore to be adopted by humans, depending on
the temperament of the mother. Mermen (those
born with tails) are raised to be subservient to
the females. A small mermaid community (3d6
including the male) will often form around such a
merman and his mother, who becomes their
leader. Such a group is called a pod.
One-third of female mermaids are infertile.
Other mermaids can sense this, but non-
mermaids cannot tell. Infertile mermaids usually
remain with a fertile sister (or more rarely a
close friend) to help her ensnare men. This
explains the first number appearing given; in any
group of 2, one will be infertile.
A mermaid with a child will not generally be
encountered, as they remain in the deeper parts
of the ocean and avoid the attention of men.
Pods of mermaids do likewise, and in fact any
pod includes 2d4-2 children/juveniles (over and
above the number rolled for Number Appearing).
Men generally meet mermaids only in groups of
1 or 2.

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MONSTERS BASIC FANTASY RPG

Minotaur
Armor Class: 14 (12)
Hit Dice: 6
No. of Attacks: 1 gore/1 bite or 1 weapon
Damage: 1d6/1d6 or by weapon + 2
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 1d8, Lair 1d8
Save As: Fighter: 6
Morale: 11
Treasure Type: C
XP: 500

Minotaurs are huge bull-headed humanoid


monsters. A minotaur stands more than 7 feet
tall and weighs about 700 pounds. Most
minotaurs are very aggressive, and fly into a
murderous rage if provoked or hungry. Although
minotaurs are not especially intelligent, they
possess innate cunning and logical ability. They
never become lost, and can track enemies with
85% accuracy. They gain +2 to damage when
using melee
weapons due
to their
great
Strength.
Minotaurs
often wear
toughened
hides for
armor.

Mountain Lion
Mermaids arm themselves with spears or Armor Class: 14
daggers. They hunt fish and harvest kelp for
Hit Dice: 3+2
food. Mermaids sometimes possess more than 1
No. of Attacks: 2 claws/1 bite
hit die, and about 3% have some Clerical
abilities. Damage: 1d4/1d4/1d6
Movement: 50'
No. Appearing: Wild 1d4, Lair 1d4
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145

These great cats are about 7 feet long (from


nose to tail-tip) and weigh about 140 pounds.
They see well in darkness and may be found
hunting day or night.

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BASIC FANTASY RPG MONSTERS

Mummy* Nixie
Armor Class: 17 ‡ (see below) Armor Class: 16
Hit Dice: 5** Hit Dice: 1*
No. of Attacks: 1 touch + disease No. of Attacks: 1 dagger
Damage: 1d12 + disease Damage: 1d4
Movement: 20' Movement: 40' Swim 40'
No. Appearing: 1d4, Lair 1d12 No. Appearing: Wild 2d20, Lair 2d20
Save As: Fighter: 5 Save As: Fighter: 2
Morale: 12 Morale: 6
Treasure Type: D Treasure Type: B
XP: 450 XP: 37

Mummies are undead monsters, linen-wrapped Nixies are small water fairies. As far as anyone
preserved corpses animated through the knows, all nixies are female. Most nixies are slim
auspices of dark desert gods best forgotten. and comely, with lightly scaled, pale green skin
Most mummies are 5 to 6 feet tall and weigh and dark green hair. They often twine shells and
about 120 pounds. pearl strings in their hair and dress in wraps
woven from colorful seaweed. Nixies prefer not
As they are undead, mummies are immune to to leave their lakes. A nixie stands about 4 feet
sleep, charm and hold magic. They can only tall and weighs about 45 pounds.
be injured by spells, fire, or magical weapons;
furthermore, magic weapons do only half Ten or more nixies can work together to cast a
damage, while any sort of fire-based attack does powerful charm (similar to charm person). The
double damage. Those injured by mummy charm lasts one year (unless dispelled). A save
attacks will vs. Spells is allowed to resist. Each nixie can
contract cast water breathing once per day, with a
mummy rot, a duration of one day. Finally, a group of nixies will
disease that often have a school of giant bass living nearby
prevents who can be called to their aid (see Fish, Giant
normal or Bass for details).
magical Nixies are fey creatures, and thus unpredictable.
healing; a cure However, they are rarely malicious, attacking
disease spell only when they feel threatened.
must be
applied to the
victim before Ochre Jelly*
he or she may Armor Class: 12 (only hit by fire or cold)
again regain hit
Hit Dice: 5*
points.
No. of Attacks: 1 pseudopod
Damage: 2d6
Movement: 10'
No. Appearing: 1
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 405

Ochre jellies are ochre-colored amorphous


monsters, similar to the gray ooze in
appearance. An ochre jelly can grow to a
diameter of up to 10 feet and a thickness of
about 6 inches. A typical specimen weighs
about 700 pounds.

133
MONSTERS BASIC FANTASY RPG

Ochre jellies can only be hit (damaged) by fire or ogre has a +3 bonus to damage due to strength.
cold. Attacks with weapons or If an ogre fights bare-handed, it does 1d8
electricity/lightning cause the creature to divide subduing damage per hit.
into 1d4+1 smaller jellies of 2 hit dice apiece. If
One out of every six ogres will be a pack leader
divided, the resulting smaller jellies do 1d6
of 6+1 Hit Dice (500 XP). Ogres gain a +1 bonus
damage with each hit.
to their morale if they are led by a pack leader.
In ogre lairs of 10 or greater, there will also be
Octopus, Giant an ogre bully of 8+2 Hit Dice (875 XP), with an
Armor Class of 17 (13) (movement 20') and
Armor Class: 19
having a +4 bonus to damage due to strength.
Hit Dice: 8
Ogre bullies generally wire together pieces of
No. of Attacks: 8 tentacles/1 bite chainmail to wear over their hides. Ogres gain
Damage: 1d4 per tentacle/1d6
Movement: Swim 30'
No. Appearing: Wild 1d2
Save As: Fighter: 8
Morale: 7
Treasure Type: None
XP: 875

These creatures are aggressive and territorial


hunters, with arms reaching 10 feet or more in
length. Their tentacles are studded with barbs
and sharp-edged suckers. In order to bite a
creature, the giant octopus must hit with at least
two tentacles first.
If a giant octopus fails a morale check, it will
squirt out a cloud of black “ink” 40' in diameter
and then jet away at twice normal speed for 2d6
rounds.

Ogre
Armor Class: 15 (12)
Hit Dice: 4+1
No. of Attacks: 1 weapon
Damage: 2d6
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d6, Lair 2d6
Save As: Fighter: 4
+2 to morale so long as the ogre bully is present
Morale: 10
(and alive).
Treasure Type: C + 1d20x100 gp
XP: 240

Ogres appear as large, very ugly humans. Adult


ogres stand 9 to 10 feet tall and weigh 600 to
650 pounds. Their skin color ranges from dull
yellow to dull brown. Their clothing consists of
poorly cured furs and hides, which add to their
naturally repellent odor. Ogres are brutish and
aggressive, but inherently lazy. They employ
direct attacks in combat, typically using large
clubs, axes, or pole arms, generally causing 2d6
damage. If normal weapons are employed, an

134
BASIC FANTASY RPG MONSTERS

Orc Owlbear
Armor Class: 14 (11) Armor Class: 15
Hit Dice: 1 Hit Dice: 5
No. of Attacks: 1 weapon No. of Attacks: 2 claws/1 bite + 1 hug
Damage: 1d8 or by weapon Damage: 1d8/1d8/1d8 + 2d8
Movement: 30' Unarmored 40' Movement: 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d6 No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 1 Save As: Fighter: 5
Morale: 8 Morale: 9
Treasure Type: Q, R each; D in lair Treasure Type: C
XP: 25 XP: 360

Orcs are grotesque humanoids bent on war and Owlbears appear to be bears with owlish faces,
domination. They have lupine ears, reddish including a large, sharp beak. An owlbear’s coat
eyes, truncated, upturned noses, and black hair ranges in color from brown-black to yellowish
(but very little body hair). An adult male orc is a brown; its beak is a dull ivory color. A full-grown
little over 6 feet tall and weighs about 210 male can stand as tall as 8 feet and weigh up to
pounds; females are slightly smaller. Orcs prefer 1,500 pounds. Adventurers who have survived
wearing vivid colors that many humans would encounters with the creature often speak of the
consider unpleasant, such as blood red, mustard bestial madness in its red-rimmed eyes.
yellow, yellow-green, and deep purple. They
Owlbears fight much as do bears, but are more
utilize all manner of weapons and armor
aggressive (as noted above). As with normal
scavenged from battlefields.
bears, an owlbear must hit with both claws in
Orcs have Darkvision to a range of 60'. They order to do the listed “hug” damage.
suffer a -1 attack penalty in bright sunlight or
within the radius of a spell causing magical light.
They speak their own rough and simple
language, but many also speak some common or
goblin.
One out of every eight orcs will be a warrior of 2
Hit Dice (75 XP). Orcs gain a +1 bonus to their
morale if they are led by a warrior. In orc lairs,
one out of every twelve will be a chieftain of 4
Hit Dice (240 XP) in chainmail with an Armor
Class of 15 (11), a movement 20', and having a
+1 bonus to damage due to strength. In lairs of
30 or more, there will be an orc king of 6 Hit Dice
(500 XP), with an Armor Class of 16 (11), in
chainmail with a shield, movement 20', and
having a +2 bonus to damage. In the lair, orcs
never fail a morale check as long as the orc king
is alive. In addition, a lair has a chance equal to
1-2 on 1d6 of a shaman being present. A
shaman is equivalent to a warrior orc
statistically, but has Clerical abilities at level
1d4+1.

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MONSTERS BASIC FANTASY RPG

Pegasus Pixie
Armor Class: 15 Armor Class: 17
Hit Dice: 4 Hit Dice: 1*
No. of Attacks: 2 hooves No. of Attacks: 1 dagger
Damage: 1d6/1d6 Damage: 1d4
Movement: 80' (10') Fly 160' (10') Movement: 30' Fly 60'
No. Appearing: Wild 1d12 No. Appearing: 2d4, Wild 10d4, Lair 10d4
Save As: Fighter: 2 Save As: Fighter: 1 (with Elf bonuses)
Morale: 8 Morale: 7
Treasure Type: None Treasure Type: R, S
XP: 240 XP: 37

The pegasus is a magnificent winged horse. Pixies are winged fairies often found in forested
Though highly prized as aerial steeds, pegasi are areas. They wear bright clothing, often including
wild and shy creatures not easily tamed. A a cap and shoes with curled and pointed toes. A
typical pegasus stands 6 feet high at the pixie stands about 2-1/2 feet tall and weighs
shoulder, weighs 1,500 pounds, and has a about 30 pounds.
wingspan of 20 feet. A light load for a pegasus is
A pixie can become invisible at will, as many
times per day as it wishes, and can attack while
remaining invisible. Anyone attacking an
invisible pixie does so with an attack penalty of
-4 unless the attacker can somehow detect
invisible creatures. Pixies may ambush their
foes while invisible; if they do so, they surprise
on 1-5 on 1d6.
Pixies are whimsical, enjoying nothing so much
as a good joke or prank, especially at the
expense of a “big person” like a human or demi-
human.
Pixies can only fly for 3 turns maximum before
requiring rest of at least one turn, during which
time the pixie may walk at normal speed but
may not fly.

up to 400 pounds; a heavy load, up to 900


Purple Worm
pounds.
Armor Class: 16
Hit Dice: 11* (+9) to 20* (+13)
No. of Attacks: 1 bite/1 sting
Damage: 2d8/1d8+poison
Movement: 20' (15')
No. Appearing: 1d2, Wild 1d4
Save As: Fighter: 6 to 10 (½ of Hit Dice)
Morale: 10
Treasure Type: None
XP: 1,670 – 5,450

Purple worms are gigantic subterranean


monsters; they are rarely found above ground.
The body of a mature purple worm is 5-8 feet in
diameter and 60-100 feet long, weighing about
40,000 pounds.

136
BASIC FANTASY RPG MONSTERS

The creature has a poisonous stinger in its tail; * Note: The XP award for normal rats is for
those injured by it must save vs. Poison or die. driving away or killing an entire pack of normal
Note that the purple worm's movement is less size. If the adventurers are forced to flee, the
than the monster's length, so that, if attacking GM should award 3 XP per rat slain.
from out of a tunnel, it might not be able to use
the stinger for several rounds.
Any time a purple worm successfully bites a
man-sized or smaller opponent with a natural roll
of 19 or 20, the opponent has been swallowed,
and will suffer 3d6 damage per round afterward
due to being digested. A character who has
been swallowed can only effectively attack with
small cutting or stabbing weapons such as Rhagodessa, Giant
dagger or shortsword.
Armor Class: 16
Rat Hit Dice: 4
No. of Attacks: 2 legs/1 bite
Normal Giant
Damage: grab/grab/2d8
Armor Class: 11 13
Movement: 50'
Hit Dice: 1 Hit Point 1d4 Hit Points
No. Appearing: 1d4, Wild 1d6, Lair 1d6
No. of Attacks: 1 bite per pack 1 bite
Save As: Fighter: 4
Damage: 1d6 + disease 1d4 + disease
Morale: 9
Movement: 20' Swim 10' 40' Swim 20'
Treasure Type: U
No. Appearing: 5d10, 3d6,
XP: 240
Wild 5d10, Wild 3d10,
Lair 5d10 Lair 3d10 The rhagodessa is related to both spiders and
Save As: Normal Man Fighter: 1 scorpions, though it is not properly either.
Morale: 5 8 Rhagodessas have “pedipalps,” an elongated
Treasure Type: None C extra pair of legs in front that have sticky pads
XP: 360* 10 on them for capturing prey.

These omnivorous rodents thrive almost Giant rhagodessas are the size of a pony. Those
anywhere. Normal rats attack as a swarm; each found in desert terrain are generally marked in
point of damage done to the swarm reduces yellow, red, and brown, while those found
their numbers by one animal. underground may be black or white in color
(those found in the deepest caverns are always
Giant rats are scavengers, but will attack to white). Like spiders, they can climb walls, but
defend their nests and territories. A giant rat they are unable to cross ceilings or otherwise
can grow to be up to 4 feet long and weigh over climb entirely upside down.
50 pounds. A single giant rat, or a small group
of up to four, will generally be shy, but larger A hit by a leg does no damage, but the victim is
packs attack fearlessly, biting and chewing with stuck fast, and will be drawn to the rhagodessa's
their sharp incisors. mouth the next round and automatically hit for
2d8 damage. The rhagodessa will not use its
Any rat bite has a 5% chance of causing a bite attack against a foe it has not captured in
disease. A character who suffers one or more rat this way, and neither will it attack more than one
bites where the die roll indicates disease will foe with its legs. If threatened, a rhagodessa
sicken in 3d6 hours. The infected character will which has captured a victim will attempt to
lose one point of Constitution per hour; after withdraw to consume its prey in peace.
losing each point, the character is allowed a save
vs. Death Ray (adjusted by the current
Constitution bonus or penalty) to break the fever
and end the disease. Any character reduced to
zero Constitution is dead. See Constitution
Point Losses in the Encounter section for
details on regaining lost Constitution.

137
MONSTERS BASIC FANTASY RPG

Rhinoceros A light load for a normal roc is 150 pounds, while


a heavy load is 300 pounds. Obviously only the
Black Woolly smallest characters can hope to ride upon a
Armor Class: 17 19 normal roc. For a large roc, a light load is up to
Hit Dice: 8 12 (+10) 600 pounds and a heavy load up to 1200. Giant
No. of Attacks: 1 butt or 1 trample rocs can easily lift up to 3000 pounds, and are
Damage: 2d6 or 2d8 2d8 or 2d12 heavily loaded when carrying up to 6000
Movement: 40' (15') 40' (15') pounds. Tales of giant rocs carrying off full-
grown elephants are somewhat exaggerated, but
No. Appearing: Wild 1d12 Wild 1d8
note that a young elephant would be reasonable
Save As: Fighter: 6 Fighter: 8 prey for these monstrous birds.
Morale: 6 6
Treasure Type: None None A roc attacks from the air, swooping earthward
to snatch prey in its powerful talons and carry it
XP: 875 1,875
off for itself and its young to devour. Any
The rhinoceros is infamous for its bad temper successful hit with both claw (talon) attacks
and willingness to charge intruders. against a single creature results in that creature
being carried off, unless of course the creature is
The statistics presented here are based on the too large for the roc to carry. While being
African black rhino, which is 6 to 14 feet long, 3 carried, the victim will not be further attacked,
to 6 feet high at the shoulder, and weighs up to so as to be as “fresh” as possible when given to
6,000 pounds. These statistics can describe any the hatchlings (or consumed by the roc itself if it
herbivore of similar size and similar natural is solitary). A solitary roc is typically hunting and
weapons (antlers, horns, tusks, or the like). will attack any man-sized or larger creature that
The woolly rhinoceros is a prehistoric beast with appears edible. A mated pair of rocs attack in
long fur, found in primitive “lost world” areas in concert, fighting to the death to defend their
colder territories. They behave much as the nests or hatchlings.
black rhino does.
Rock Baboon
Roc Armor Class: 14
Normal Large Giant Hit Dice: 2
Armor Class: 18 18 18 No. of Attacks: 1 club/1 bite
Hit Dice: 6 12 (+10) 32 (+16) Damage: 1d6/1d4
No. of Attacks: 2 claws/1 bite Movement: 40'
Damage: 1d6/1d6/ 1d8/1d8/ 3d6/3d6/ No. Appearing: 2d6, Wild 2d6, Lair 5d6
2d6 2d10 6d6 Save As: Fighter: 2
Movement: 20' Fly 160' (10') Morale: 8
No. Appearing: Wild 1d12 Wild 1d8 Wild 1 Treasure Type: None
Save As: Fighter: 6 Fighter: 12 Fighter: 20 XP: 75
at +5
Morale: 8 9 10 Rock baboons are a large, particularly intelligent
Treasure Type: I I I variety of baboon. An adult male rock baboon is
4' to 5' tall and weighs 200 to 250 pounds, with
XP: 500 1,875 14,250
females being a bit smaller and lighter.
Rocs are birds similar to eagles, but even a Rock baboons are omnivorous, but prefer meat.
“normal” roc is huge, being about 9 feet long They are aggressive, naturally cruel creatures.
and having a wingspan of 24 feet. Large rocs They will prepare ambushes in rocky or forested
are about 18 feet long and have wingspans of terrain and attack any party they outnumber.
around 48 feet; giant rocs average 30 feet long
and have massive wingspans of around 80 feet.
A roc’s plumage is either dark brown or golden
from head to tail. Like most birds, the males
have the brighter plumage, with females being
duller in color and thus more easily hidden (if
anything so large can even be hidden, that is).

138
BASIC FANTASY RPG MONSTERS

Rot Grub A rust monster's touch transforms metal objects


into rust (or verdigris, or other oxides as
Armor Class: 10 appropriate). Non-magical metal attacked by a
Hit Dice: 1 hp rust monster, or that touches the monster (such
No. of Attacks: 1 bite as a sword used to attack it), is instantly ruined.
Damage: special A non-magical metal weapon used to attack the
Movement: 5' monster does half damage before being
No. Appearing: 5d4
destroyed. Magic weapons or armor lose one
“plus” each time they make contact with the rust
Save As: Fighter: 1
monster; this loss is permanent.
Morale: 12
Treasure Type: None The metal oxides created by this monster are its
XP: 10 food; a substantial amount of metal dropped in
its path may cause it to cease pursuit of metal-
Rot grubs are 1-inch long vermin found in armored characters. Use a morale check to
carrion, dung, and other such garbage and
organic material. Their skin color is white or
brown. When a living creature contacts an area
(dung heap, offal, etc) infested with rot grubs,
the grubs will attack if they can come in contact
the victim’s skin. A rot grub secretes an
anesthetic when it bites and will burrow into the
flesh. A burrowing grub can be noticed if the
victim succeeds at a Wisdom check. If
successful, the victim sees strange rippling
beneath his skin. If failed, the creature does not
notice the grubs. During the first two rounds, a
burrowing rot grub can be killed by applying fire
to the infested skin or by cutting open the
infested skin with any slashing weapon. Either
method deals 2d6 points of damage to the
victim, but kills the grubs. After the second
round, only a cure disease can kill the grubs as
they burrow to the victim’s heart and devour it in
1d3 turns.
determine this.
Rust Monster*
Sabre-Tooth Cat
Armor Class: 18
Hit Dice: 5* Armor Class: 14
No. of Attacks: 1 antenna Hit Dice: 8
Damage: special No. of Attacks: 2 claws/1 bite
Movement: 40' Damage: 1d6/1d6/2d8
No. Appearing: 1d4 Movement: 50'
Save As: Fighter: 5 No. Appearing: Wild 1d4, Lair 1d4
Morale: 7 Save As: Fighter: 8
Treasure Type: None Morale: 10
XP: 405 Treasure Type: None
XP: 875
The hide of these creatures varies in color from a
yellowish tan underside to a rust-red upper back. The sabre-tooth cat, or smilodon, is a prehistoric
A rust monster’s prehensile antennae can rust great cat with very large canine teeth. They
metals on contact. The typical rust monster behave much as do mountain lions or jaguars.
measures 5 feet long and 3 feet high, weighing
200 pounds.

139
MONSTERS BASIC FANTASY RPG

Salamander*
Flame Frost
Armor Class: 19 ‡ 21 ‡
Hit Dice: 8* 12* (+10)
No. of Attacks: 2 claws/1 bite 4 claws/1 bite
+ heat + cold
Damage: 1d4/1d4/1d8 1d6/1d6/1d6/1d
+ 1d8/round 6/
2d6 +
1d8/round
Movement: 40' 40'
No. Appearing: 1d4+1, 1d3,
Wild 2d4, Wild 1d3,
Lair 2d4 Lair 1d3
Save As: Fighter: 8 Fighter: 12
Frost salamanders come from the Elemental
Morale: 8 9 Plane of Water. They look like giant lizards with
Treasure Type: F E six legs. Their scales are the colors of ice, white,
XP: 945 1,975 pale gray and pale blue. Frost salamanders are
very cold, and all non-cold-resistant creatures
Salamanders are large, lizard-like creatures from within 20' suffer 1d8 points of damage per round
the elemental planes. They are sometimes from the cold. Frost salamanders are completely
found on the material plane; they can arrive immune to all types of cold-based attacks. They
through naturally-occurring dimensional rifts, or are quite intelligent; all speak the language of
they may be summoned by high-level Magic- the Plane of Water, and many also speak
Users. Due to their highly magical nature, they Common, Elvish, and/or Dragon.
cannot be harmed by non-magical weapons.
Flame and frost salamanders hate each other,
Flame salamanders come from the Elemental and each type will attack the other on sight, in
Plane of Fire. They look like giant snakes, more preference over any other foe. If summoned by
than 12' long, with dragonlike heads and lizard a Magic-User, a salamander is often assigned to
forelimbs. Their scales are all the colors of protect a location, doorway, or treasure hoard; in
flame, red and orange and yellow. A flame such a case, the salamander will attack anyone
salamander is flaming hot, and all non-fire- attempting to gain unauthorized access to the
resistant creatures within 20' of the monster protected area. Those which arrive through
suffer 1d8 points of damage per round from the natural rifts may have any goals or motivations
heat. They are immune to damage from any fire the GM wishes, and thus may choose to parley,
or heat attack. Flame salamanders are fight, or even ignore adventurers.
intelligent; they speak the language of the Plane
of Fire, and many will also know Elvish, Common,
and/or Dragon. Scorpion, Giant
Armor Class: 15
Hit Dice: 4*
No. of Attacks: 2 claws/1 stinger
Damage: 1d10/1d10/1d6 + poison
Movement: 50' (10')
No. Appearing: 1d6, Wild 1d6
Save As: Fighter: 2
Morale: 11
Treasure Type: None
XP: 280

Giant scorpions are quite large, sometimes as


large as a donkey. They are aggressive
predators and generally attack on sight. If a

140
BASIC FANTASY RPG MONSTERS

claw attack hits, the giant scorpion receives a +2 waiting for living prey to happen by. A shadow is
attack bonus with its stinger (but two claw hits 5 to 6 feet tall and is weightless. Shadows
do not give a double bonus). Those hit by the cannot speak intelligibly. Despite their strange
stinger must save vs. Poison or die. Giant nature and appearance, shadows are not
scorpions are most commonly found in desert undead monsters, and thus cannot be Turned by
areas or caverns. a Cleric.
A shadow's attack does 1d4 damage (from cold)
Sea Serpent and drains 1 point of Strength from the victim.
Victims reduced to 2 or fewer points of Strength
Armor Class: 17
collapse and become unable to move; those
Hit Dice: 6
reduced to 0 Strength die and rise as shadows a
No. of Attacks: 1 bite day later (at nightfall). Otherwise, Strength
Damage: 2d6 points lost to shadows are recovered at a rate of
Movement: Swim 50' (10') 1 point per turn.
No. Appearing: Wild 2d6
Due to their incorporeal nature, shadows cannot
Save As: Fighter: 6 be harmed by non-magical weapons.
Morale: 8
Treasure Type: None Shark, Bull
XP: 500
Armor Class: 13
Sea serpents are, obviously, serpentine Hit Dice: 2
monsters which live in the sea. They range from
No. of Attacks: 1 bite
20' to 40' long. A sea serpent can choose to
Damage: 2d4
wrap around a ship and constrict; in this case,
roll 2d10 for damage. Movement: Swim 60' (10')
No. Appearing: Wild 3d6
Shadow* Save As: Fighter: 2
Morale: 7
Armor Class: 13 ‡ Treasure Type: None
Hit Dice: 2* XP: 75
No. of Attacks: 1 touch
Damage: 1d4 + 1 point Strength loss Bull sharks are so named because of their
stocky, broad build. Male bull sharks can grow
Movement: 30'
up to 7' long and weigh around 200 pounds,
No. Appearing: 1d10, Wild 1d10, Lair 1d10 while females have been known to be up to 12'
Save As: Fighter: 2 long, weighing up to 500 pounds.
Morale: 12
Bull sharks are able to tolerate fresh water, and
Treasure Type: F
often travel up rivers in search of prey.
XP: 100

A shadow can be difficult to see in dark or


gloomy areas but stands out starkly in brightly
illuminated places. They lurk in dark places,

141
MONSTERS BASIC FANTASY RPG

Shark, Great White Shrew, Giant


Armor Class: 19 Armor Class: 16
Hit Dice: 8 Hit Dice: 1*
No. of Attacks: 1 bite No. of Attacks: 2 bites
Damage: 2d10 Damage: 1d6/1d6
Movement: Swim 60' (10') Movement: 60'
No. Appearing: Wild 1d4 No. Appearing: 1d4, Wild 1d8, Lair 1d8
Save As: Fighter: 8 Save As: Fighter: 2
Morale: 8 Morale: 10
Treasure Type: None Treasure Type: None
XP: 875 XP: 37

Great white sharks range from 12' to 15' in Giant shrews resemble giant rats, but are larger,
length on the average, though specimens being up to 6' long, and darker in color. They
ranging up to 30' in length have been reported. have a very fast metabolic rate and must eat
They are apex predators. Great white sharks almost constantly. Giant shrews are omnivorous,
have the ability to sense the electromagnetic and aggressively defend their nests and the
fields of living creatures, allowing them to find immediate territory around them.
prey even when light or water clarity are poor,
Giant shrews move so swiftly that they are able
and are able to smell blood at great distances.
to bite twice per round, and they may attack two
different adjacent opponents in this way.
Shark, Mako
A few giant shrew species (generally no more
Armor Class: 15 than 5% of those encountered) are venomous.
Hit Dice: 4 The bite of such a giant shrew will kill the victim
No. of Attacks: 1 bite unless a save vs. Poison is made. A victim bitten
Damage: 2d6 twice in a round need only save once for that
round, but of course will have to save again in
Movement: Swim 80'
subsequent rounds if bitten again. Venomous
No. Appearing: Wild 2d6
giant shrews are considered 1* with respect to
Save As: Fighter: 4 hit dice.
Morale: 7
Treasure Type: None Shrieker
XP: 240
Armor Class: 13
Mako sharks are fast-moving predators found in Hit Dice: 3
temperate and tropical seas. They average 9' to
No. of Attacks: Special
13' in length and weigh up to 1,750 pounds.
Damage: None
Mako sharks are known for their ability to leap
out of the water; they are able to leap up to 20' Movement: 5'
in the air. No. Appearing: 1d8
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 145

A shrieker is a large (3' to 5' tall and about the


same size across), semi-mobile fungus that
emits a loud noise as a defense mechanism
when disturbed. Shriekers live in dark,
subterranean places. They come in several
shades of purple.

142
BASIC FANTASY RPG MONSTERS

A shrieker has no means of attack. Instead, it Skeleton


lures monsters to its vicinity by emitting a loud
noise. Movement or a light source within 10 feet Armor Class: 13 (see below)
of a shrieker causes the fungus to emit a Hit Dice: 1
piercing sound that lasts for 1d3 rounds. The No. of Attacks: 1 weapon
sound attracts nearby creatures that are Damage: 1d6 or by weapon
disposed to investigate it. Some creatures that Movement: 40'
live near shriekers learn that the fungus’ noise No. Appearing: 3d6, Wild 3d10
means there is food nearby. In game terms, the
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 25

Skeletons are mindless undead created by an


evil Magic-User or Cleric, generally to guard a
tomb or treasure hoard, or to act as guards for
their creator. They take only ½ damage from
edged weapons, and only a single point from
arrows, bolts or sling stones (plus any magical
bonus). As with all undead, they can be Turned
by a Cleric, and are immune to sleep, charm or
hold magic. As they are mindless, no form of
mind reading is of any use against them.
Skeletons never fail morale, and thus always

GM should roll a wandering monster check each


round that a shrieker shrieks.

fight until destroyed.

143
MONSTERS BASIC FANTASY RPG

Snake, Giant Rattlesnake


Armor Class: 15
Hit Dice: 2*
No. of Attacks: 1 bite
Damage: 1d8 + poison
Movement: 40'
No. Appearing: 1d2, Wild 1d2, Lair 1d2
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 100

Giant rattlesnakes are simply much enlarged


versions of the normal rattlesnake (see pit
vipers, below, for details). They average 14' to
20' in length at adulthood.

Snake, Pit Viper


Armor Class: 14
Hit Dice: 1*
No. of Attacks: 1 bite
Damage: 1d4 + poison
Movement: 30'
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 37
Snake, Python
Armor Class: 14
Pit vipers are highly venomous snakes. There
Hit Dice: 5*
are many varieties ranging in size from 2' to 12'
at adulthood; the statistics above are for an No. of Attacks: 1 bite/1 constrict
“average” variety which reaches about 9' in Damage: 1d4/2d4
length. Movement: 30'
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Those bitten by a pit viper must save vs. Poison
or die. Save As: Fighter: 5
Morale: 8
Pit vipers are named for the thermally sensitive Treasure Type: None
“pits” between their eyes and nostrils. These
XP: 405
are used to detect birds, mammals, and lizards,
the natural prey of these snakes. Note that, After a successful bite attack, a python will wrap
even though lizards are cold-blooded, pit vipers itself around the victim (in the same round),
can still sense them because their temperature constricting for 2d4 damage plus an additional
will often be slightly higher or lower than their 2d4 per round thereafter. The hold may be
surroundings. broken on a roll of 1 on 1d6 (add the victim's
Rattlesnakes are a variety of pit viper; in addition Strength bonus to the range, so a Strength of 16
to the details given above, a rattlesnake has a would result in a range of 1-3 on 1d6); breaking
rattle (from which it gets its name) at the end of the hold takes a full round.
its tail. The rattle is used to warn away larger
creatures.

144
BASIC FANTASY RPG MONSTERS

Snake, Sea blindness spell can be used to heal this injury).


If the cobra cannot deter a creature by spitting,
Armor Class: 14 it will attack using its bite. In this case, those
Hit Dice: 3* successfully hit must save vs. Poison or die.
No. of Attacks: 1 bite
Damage: 1 + poison Spectre*
Movement: 10' Swim 30'
Armor Class: 17 ‡
No. Appearing: Wild 1d8
Hit Dice: 6**
Save As: Fighter: 3
No. of Attacks: 1 touch
Morale: 7
Damage: Energy drain 2 levels/touch
Treasure Type: None
Movement: Fly 100'
XP: 175
No. Appearing: 1d4, Lair 1d8
Sea snakes are relatively small; the largest Save As: Fighter: 6
varieties rarely exceed 6' in length. They have Morale: 11
relatively small heads, and are very stealthy in Treasure Type: E
the water. Their bite does so little damage that XP: 610
the creature bitten has only a 50% chance to
notice the attack, but their poison is terribly A spectre looks much as it did in life and can be
strong, such that any creature bitten must save easily recognized by those who knew the
vs. Poison at a penalty of -4 or die. individual or have seen the individual’s face in a
Fortunately, sea snakes rarely attack; only if painting or a drawing. In many cases, the
molested (grabbed, stepped on, etc.) will they do evidence of a violent death is visible on its body.
so. They are very clumsy when out of the water. A spectre is roughly human-sized and is
weightless.
Snake, Spitting Cobra Like all undead, they may be Turned by Clerics
and are immune to sleep, charm and hold
Armor Class: 13 magics. Due to their incorporeal nature, they
Hit Dice: 1* cannot be harmed by non-magical weapons.
No. of Attacks: 1 bite or 1 spit
Damage: 1d4 + poison or blindness Spider, Giant Black Widow
Movement: 30'
Armor Class: 14
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Hit Dice: 3*
Save As: Fighter: 1
No. of Attacks: 1 bite
Morale: 7
Damage: 2d6 + poison
Treasure Type: None
Movement: 20' Web 40'
XP: 37
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Spitting cobras average about 7' in length at Save As: Fighter: 3
adulthood. They use their spreading hood to Morale: 8
warn other creatures not to bother them, and Treasure Type: None
generally refrain from attacking if possible to XP: 175
allow larger
creatures time The giant black widow spider is a much enlarged
to retreat. version of the ordinary black widow; a full-grown
Failure to retreat male has a leg-span of 2 feet, while an adult
from the spitting female will be 3' or more across. Despite the
cobra will likely size difference, both genders are statistically
result in the equal. Both genders are marked with an orange
cobra spitting “hourglass” on the abdomen.
venom; the
cobra can project its venom up to 5', and any The venom of the giant black widow is strong,
creature hit must roll a save vs. Poison or be such that those bitten must save vs. Poison at a
blinded permanently (though the cure penalty of -2 or die. Giant black widow spiders

145
MONSTERS BASIC FANTASY RPG

spin strong, sticky, nearly invisible webs, usually Onlookers must save vs. Spells or begin dancing
across passageways or cave entrances, or themselves; such “secondary” victims suffer the
sometimes between trees in the wilderness; same penalties as above, but they will only
those who stumble into these webs become dance for 2d4 rounds.
stuck, and must roll to escape just as if opening
Each round the original victim dances, he or she
a door. Any character stuck in such a web
must save vs. Poison again or take 1d4 points of
cannot effectively cast spells or use a weapon.
damage. Secondary victims do not suffer this
effect.
Spider, Giant Crab
Neutralize poison will cure the original victim,
Armor Class: 13 and dispel magic will stop the dance for all
Hit Dice: 2* victims in the area of effect, whether they are
No. of Attacks: 1 bite original or secondary.
Damage: 1d8 + poison
Movement: 40' Sprite
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Armor Class: 15
Save As: Fighter: 2
Hit Dice: 1d4 Hit Points *
Morale: 7
No. of Attacks: 1 dagger or 1 spell
Treasure Type: None
Damage: 1d4 or by spell
XP: 100
Movement: 20' Fly 60'
Crab spiders are ambush predators, hiding using No. Appearing: 3d6, Wild 3d6, Lair 5d8
various forms of camouflage and leaping out to Save As: Magic-User: 4 (with Elf bonuses)
bite their surprised prey. Giant crab spiders are Morale: 7
horribly enlarged, being around 3' in length. Treasure Type: S
They can change color slowly (over the course of XP: 13
a few days), taking on the overall coloration of
their preferred lair or ambush location. After this Sprites are reclusive fey creatures, looking like
change is complete, the spider is able to surprise tiny elves just a foot tall with dragonfly-like
potential prey on 1-4 on 1d6 when in that wings. They go out of their way to fight evil and
preferred location. Anyone bitten by a giant crab ugliness and to protect their homelands. Sprites
spider must save vs. Poison or die. fight their opponents with spell-like abilities and
pint-sized weaponry. They prefer ambushes and
Spider, Giant Tarantula other trickery over direct confrontation.

Armor Class: 15
Five sprites acting together can cast remove
curse, or its reversed form bestow curse, once
Hit Dice: 4*
per day. The latter spell is often used as an
No. of Attacks: 1 bite attack.
Damage: 1d8 + poison
Movement: 50'
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 280

Giant tarantulas are huge, hairy spiders, about


the size of a pony. They run down their prey
much as wolves do. The bite of the giant
tarantula is poisonous; those bitten must save
vs. Poison or be forced to dance wildly. The
dance lasts 2d10 rounds, during which time the
victim has a -4 penalty on attack and saving
throw rolls. If the victim is a Thief, he or she
cannot use any Thief abilities while dancing.

146
BASIC FANTASY RPG MONSTERS

Squid, Giant
Armor Class: 17
Hit Dice: 6
No. of Attacks: 8 tentacles/1 bite
Damage: 1d4 per tentacle/1d10
Movement: Swim 40'
No. Appearing: Wild 1d4
Save As: Fighter: 6
Morale: 8
Treasure Type: None
XP: 500

These voracious creatures can have bodies more


than 20 feet long and attack almost anything
they meet. Their tentacles are studded with
barbs and sharp-edged suckers. In order to bite
a creature, the giant squid must hit with at least
two tentacles first.
If a giant squid fails a morale check, it will squirt
out a cloud of black “ink” 30' in diameter and
then jet away at twice normal speed for 3d8
rounds.

Stirge
Armor Class: 13
Hit Dice: 1*
No. of Attacks: 1 bite
Damage: 1d4 + 1d4/round blood drain
Movement: 10' Fly 60'
No. Appearing: 1d10, Wild 3d12, Lair 3d12
Save As: Fighter: 1
Morale: 9
Treasure Type: D
XP: 37

A stirge’s coloration ranges from rust-red to


reddish-brown, with a dirty yellow underside.
The proboscis is pink at the tip, fading to gray at
its base. A stirge’s body is about 1 foot long,
with a wingspan of about 2 feet. It weighs about
1 pound.
If a stirge hits a creature, it attaches and drains
blood equal to 1d4 damage per round (on its
Initiative). The creature can only be removed by
killing it; any attack on the creature receives an
attack bonus of +2, but any attack that misses
hits the victim instead.

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MONSTERS BASIC FANTASY RPG

Tentacle Worm other paralyzed victims are still alive, the worm
is 50% likely to move on immediately to another
Armor Class: 13 still-living victim. Otherwise, it continues to eat
Hit Dice: 3* the corpse of the slain victim for 1d4 turns.
No. of Attacks: 6 tentacles
Damage: paralysis
Movement: 40'
No. Appearing: 1d3, Lair 1d3
Save As: Fighter: 3
Morale: 9
Treasure Type: B
XP: 175

Tentacle worms appear to be giant worms of


some sort, averaging 6 to 8 feet long. Their
heads are pasty white or grey, but their bodies
vary from livid pink or purple to deep green in
color. Their tentacles splay out from around the
creature's “neck.” Some sages believe they are
the larval form of some other monster, but this
has never been proven.
A tentacle worm can attack as many as three
adjacent opponents. Those hit must save vs.
Paralysis or be paralyzed 2d4 turns. No matter
how many of a tentacle worm's attacks hit an
opponent in a given round, only one saving
throw is required in each such round.
If all opponents of a tentacle worm are rendered
paralyzed, it will begin to feed upon the
paralyzed victims, doing 1 point of damage
every 1d8 rounds until the victim is dead; if

148
BASIC FANTASY RPG MONSTERS

Tiger Treant
Armor Class: 14 Armor Class: 19
Hit Dice: 6 Hit Dice: 8*
No. of Attacks: 2 claws/1 bite No. of Attacks: 2 fists
Damage: 1d6/1d6/2d6 Damage: 2d6/2d6
Movement: 50' Movement: 20'
No. Appearing: Wild 1d3, Lair 1d3 No. Appearing: Wild 1d8, Lair 1d8
Save As: Fighter: 6 Save As: Fighter: 8
Morale: 9 Morale: 9
Treasure Type: None Treasure Type: C
XP: 500 XP: 945

These great cats stand more than 3 feet tall at A treant is a large, roughly humanoid tree-man.
the shoulder and are about 9 feet long. They Treants have leaves of deep green in the spring
weigh from 400 to 600 pounds. and summer. In the fall and winter the leaves
change to yellow, orange, or red, but they rarely
Titanothere fall out. A treant’s legs fit together when closed
to look like the trunk of a tree, and a motionless
Armor Class: 15 treant is nearly indistinguishable from a tree. A
Hit Dice: 12 (+10) treant is about 30 feet tall, with a “trunk” about
No. of Attacks: 1 butt or 1 trample 2 feet in diameter. It weighs about 4,500
Damage: 2d6 or 3d8 pounds.
Movement: 40' (10') Treants speak their own language, plus Common
No. Appearing: Wild 1d6 and Elvish. Most also can manage a smattering
Save As: Fighter: 8 of just about all other humanoid tongues, at
Morale: 7 least enough to say “Get away from my trees!”
Treants prefer to watch potential foes carefully
Treasure Type: None
before attacking. They often charge suddenly
XP: 1,875

A titanothere is a huge prehistoric animal that


resembles the rhinoceros; adults average 10' tall
and 13' long. They have large, forked horns
rather than the pointed horns of rhinos. Like
rhinos, they are herd animals, and males
aggressively defend the herd; females only enter
combat if the male(s) are defeated or the
attackers are very numerous. If a single
titanothere is encountered, it will be a rogue
male; they are bad tempered and prone to
attacking smaller creatures that enter their
territory.

149
MONSTERS BASIC FANTASY RPG

from cover to trample the despoilers of forests. arms. They normally stand 5 to 6 feet tall. They
If sorely pressed, they animate trees as can change color at will, and 50% of the time a
reinforcements. group can blend into the environment well
enough to surprise on a roll of 1-5 on 1d6.
A treant can animate trees within 180' at will,
Furthermore, they gain a +2 attack bonus during
controlling up to two trees at a time. It takes
any surprise round due to their excellent ambush
one round for a normal tree to uproot itself.
skills.
Thereafter it moves at a speed of 10' and fights
as a treant in all respects. Such trees lose their Troglodytes secrete a smelly oil that keeps their
ability to move if the treant that animated them scaly skin supple. All mammals (including, of
is incapacitated or moves out of range. course, all the standard character races) find the
scent repulsive, and those within 10 feet of the
Troglodyte Troglodyte must make a saving throw versus
poison. Those failing the save suffer a -2 penalty
Armor Class: 15 to attack rolls while they remain within range of
Hit Dice: 2 the Troglodyte. Getting out of range negates the
No. of Attacks: 2 claws/1 bite penalty, but renewed exposure reinstates the
Damage: 1d4/1d4/1d4 penalty. The results of the original save last a full
24 hours, after which a new save must be rolled.
Movement: 40'
No. Appearing: 1d8, Lair 5d8 Troglodytes are very hostile, attacking equal or
Save As: Fighter: 2 weaker non-troglodyte groups on sight. They
Morale: 9 prefer to attack with surprise, depending on their
color-changing ability for this.
Treasure Type: A
XP: 75 One out of every eight troglodytes will be a
warrior of 4 Hit Dice (240 XP) that gains a +1
Troglodytes are very intelligent lizardlike bonus to damage due to Strength. Troglodytes
humanoid creatures. They have large red eyes gain a +1 bonus to their morale if they are led
and spiny “combs” on their legs, head, and by a warrior. In lairs of 24 or more, there will be
a troglodyte leader of 6 Hit Dice (500 XP) with an
Armor Class of 17 and having a +2 bonus to
damage due to Strength. In the lair, troglodytes
never fail a morale check as long as the leader is
alive.

Troll
Armor Class: 16
Hit Dice: 6*
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/1d10
Movement: 40'
No. Appearing: 1d8, Wild 1d8, Lair 1d8
Save As: Fighter: 6
Morale: 10 (8)
Treasure Type: D
XP: 555

A typical adult troll stands 9 feet tall and weighs


500 pounds. A troll’s rubbery hide is moss
green, mottled green and gray, or putrid gray.
The hair is usually greenish black or iron gray.
They appear sexless if examined, and their
method of reproduction is a mystery. Trolls walk
upright but hunched forward with sagging
shoulders. Their gait is uneven, and when they

150
BASIC FANTASY RPG MONSTERS

run, their arms dangle and drag along the Three times per day a unicorn can cast cure
ground. For all this seeming awkwardness, trolls light wounds by a touch of its horn. Once per
are very agile. day a unicorn can transport itself 360' (as the
spell dimension door), and can carry a full load
Trolls have the power of regeneration; they heal
(possibly including a rider) while doing so. A
1 hit point of damage each round after being
light load for a unicorn is up to 300 pounds; a
injured. A troll reduced to 0 hit points is not
heavy load, up to 550 pounds.
dead, but only disabled for 2d6 rounds, at which
point it will regain 1 hit point. Note that the troll An Alicorn resembles a unicorn in all details,
may “play dead” until it has regenerated further. save that they always have yellow, orange or red
Damage from fire and acid cannot be eyes, and (if one gets close enough to see)
regenerated, and must heal at the normal rate; a pronounced, sharp canine teeth. Alicorns are as
troll can only be killed by this sort of damage. evil as unicorns are good, using their razor-sharp
The lower morale rating (in parentheses) is used horns and clawlike hooves as weapons. They
when the troll faces attackers armed with fire or attack any weaker creatures for the sheer
acid. If a troll loses a limb or body part, the lost pleasure of killing, but will try to avoid stronger
portion regrows in one turn; or, the creature can parties.
reattach the severed member instantly by
Alicorns cannot heal or transport themselves by
holding it to the stump.
magic as unicorns do. However, alicorns may
Trolls are hateful creatures, reveling in combat become invisible at will, exactly as if wearing a
and bloodshed. Though trolls could easily use a ring of invisibility.
variety of weapons, they much prefer the
sensation of flesh being rent by their teeth and
claws.

Unicorn (and Alicorn)


Unicorn Alicorn
Armor Class: 19 19
Hit Dice: 4* 4*
No. of Attacks: 2 hooves/1 horn 2 hooves/1 horn
(+3 attack
bonus)
Damage: 1d8/1d8/1d6+3 2d4/2d4/2d6
Movement: 80' 70'
No. Appearing: Wild 1d6 Wild 1d8
Save As: Fighter: 8 Fighter: 6
Morale: 7 9
Treasure Type: None None
XP: 280 280

Unicorns are horselike creatures having a single


spirally-twisted horn in the middle of the
forehead. A typical adult unicorn grows to 8 feet
in length, stands 5 feet high at the shoulder, and
weighs 1,200 pounds. Females are slightly
smaller and slimmer than males. A unicorn has
deep sea-blue, violet, brown, or fiery gold eyes.
Males sport a white beard.
Unicorns normally attack only when defending
themselves or their forests. They either charge,
impaling foes with their horns like lances, or
strike with their hooves. The horn is a +3 magic
weapon, though its power fades if removed from
the unicorn.

151
MONSTERS BASIC FANTASY RPG

Urgoblin for they cast no shadows and throw no


reflections in mirrors. They speak any languages
Armor Class: 14 (11) they knew in life.
Hit Dice: 2*
A vampire can charm anyone who meets its
No. of Attacks: 1 weapon
gaze; a save vs. Spells is allowed to resist, but at
Damage: 1d8 or by weapon a penalty of -2 due to the power of the charm.
Movement: 30' Unarmored 40' This charm is so powerful that the victim will not
No. Appearing: Special resist being bitten by the vampire.
Save As: Fighter: 2
The bite inflicts 1d3 damage, then each round
Morale: 9 thereafter one energy level is drained from the
Treasure Type: Q, R, S each; special in lair victim. The vampire regenerates a 1d6 hit points
XP: 100 (if needed) for each energy level drained. If the
victim dies from the energy drain, he or she will
These creatures appear to be normal arise as a vampire at the next sunset (but not
hobgoblins, but urgoblins are actually a mutant less than 12 hours later). Vampires spawned in
subspecies. Urgoblins are able to regenerate this way are under the permanent control of the
much as do trolls (with the same limitations). vampire who created them.
All urgoblins are male; if an urgoblin mates with
a female hobgoblin, any offspring will also be If using the bite attack, the vampire suffers a
male, but only one in four such offspring will penalty of -5 to Armor Class due to the
share their father's gifts. Like hobgoblins, vulnerable position it must assume. For this
urgoblins wear toughened hides and carry reason, the bite is rarely used in combat.
wooden shields into battle, blending in perfectly. Vampires have great Strength, gaining a bonus
of +3 to damage when using melee weapons,
Some hobgoblin tribes consider urgoblins an and a vampire will generally choose to use a
abomination, and kill them whenever they can melee weapon (or even its bare hands) in
be identified. Other hobgoblin tribes employ combat rather than attempting to bite.
them as bodyguards for the chieftain, and accord
them great honor. There are even rumors of a
tribe entirely made up of urgoblins, with
kidnapped hobgoblin females as their mates;
reportedly they slit the throats of all infants born
to their mates, so that only those who have the
power of regeneration survive.

Vampire*
Armor Class: 18 to 20 ‡
Hit Dice: 7** to 9** (+8)
No. of Attacks: 1 weapon or special
Damage: 1d8 or by weapon or special
Movement: 40' Fly 60'
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 7 to 9 (as Hit Dice)
Morale: 11
Treasure Type: F
XP: 800 - 1,225

Vampires appear just as they did in life, although


their features are often hardened and feral, with
the predatory look of wolves. They often
embrace finery and decadence and may assume
the guise of nobility. Despite their human
appearance, vampires can be easily recognized,

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BASIC FANTASY RPG MONSTERS

Vampires are unharmed by non-magical


weapons, and like all undead are immune to
sleep, charm and hold spells. If reduced to 0
hit points in combat, the vampire is not
destroyed, though it may appear to be. The
vampire will begin to regenerate 1d8 hours later,
recovering 1 hit point per turn, and resuming
normal activity as soon as the first point is
restored.
Vampires command the lesser creatures of the
night and once per day can call forth 10d10 rats,
5d4 giant rats, 10d10 bats, 3d6 giant bats, or a
pack of 3d6 wolves (assuming any such
creatures are nearby). These creatures arrive in
2d6 rounds and serve the vampire for up to 1
hour.
A vampire can assume the form of a giant bat
or a dire wolf at will, requiring one round to
complete the transformation. The flying
movement listed is for the giant bat form. In
animal form, the vampire can use the normal
attacks for that form. It can't use its other
powers while in animal form, except that
creatures summoned are still controlled, and
charms already in effect continue in effect.
For all their power, vampires have a number of one-third of its hit points each round until it is
weaknesses: destroyed at the end of the third round of
Repelling a Vampire: Vampires cannot immersion. Driving a wooden stake through a
tolerate the strong odor of garlic and will not vampire’s heart instantly slays the monster.
enter an area laced with it. Similarly, they recoil However, it returns to life if the stake is
from a mirror or a strongly presented holy removed, unless the body is destroyed, by water
symbol. These things don’t harm the vampire – or sunlight as described above, or by burning it
they merely keep it at bay. A recoiling vampire completely in a funeral pyre.
must stay at least 5 feet away from a creature
holding the mirror or holy symbol and cannot Water Termite, Giant
touch or make melee attacks against the
creature holding the item for the rest of the Armor Class: 13
encounter. Hit Dice: 1 to 4
No. of Attacks: 1 spray
Vampires are also unable to cross running water,
Damage: Stun
although they can be carried over it while resting
Movement: Swim 30'
in their coffins or aboard a ship. They are utterly
unable to enter a home or other building unless No. Appearing: Wild 1d4
invited in by someone with the authority to do Save As: Fighter: 1 to 4 (as Hit Dice)
so. They may freely enter public places, since Morale: 10
these are by definition open to all. Treasure Type: None
Slaying a Vampire: Reducing a vampire’s hit XP: 25 - 240
points to 0 or lower incapacitates it but doesn’t
Giant water termites vary from 1' to 5' in length.
always destroy it, as described above. However, They attack using a noxious spray with a range
certain attacks can slay vampires. Exposing any
of 5' which stuns the target for a full turn on a
vampire to direct sunlight disorients it: It can act hit; a save vs. Poison is allowed to avoid the
for only one round and is destroyed utterly in the
effect. A stunned character can neither move
next round if it cannot escape. Similarly, nor take action for the remainder of the current
immersing a vampire in running water robs it of
round and all of the next one.

153
MONSTERS BASIC FANTASY RPG

However, the primary concern regarding these Whale, Killer


monsters is the damage they can do to boats
and ships. Each creature can do 2d4 points of Armor Class: 17
damage to a ship's hull per round (no roll Hit Dice: 6
required) for a number of rounds equal to 1d4 No. of Attacks: 1 bite
plus the creature's hit dice total; after this time, Damage: 2d10
the monster is full. They eat noisily. Movement: Swim 80' (10')
These creatures are found in fresh and salt water No. Appearing: Wild 1d6
as well as in swamps. The freshwater variety Save As: Fighter: 6
tend to be smaller, 1-2 hit dice, the saltwater Morale: 10
variety 3-4 hit dice, and those found in swamps Treasure Type: None
range from 2-3 hit dice. XP: 500

Weasel, Giant (or Ferret, Giant) These ferocious creatures are about 30 feet long.
Killer whales, also called “orca” (both singular
Armor Class: 17 and plural), are strikingly marked in black and
Hit Dice: 5 white, with prominent white patches that
No. of Attacks: 1 bite + hold resemble eyes. Their real eyes are much smaller
Damage: 2d4 + 2d4 per round and located away from the fake eye-spots.
Movement: 50' Killer whales eat fish, squid, seals, and other
No. Appearing: 1d4, Wild 1d6, Lair 1d6 whales, but are not above consuming a meal of
Save As: Fighter: 5 human or demi-human fare.
Morale: 8
Treasure Type: V Whale, Narwhal
XP: 360
Armor Class: 19
Giant weasels resemble their more normally Hit Dice: 12 (+10)
sized cousins, having long bodies, short legs, No. of Attacks: 1 horn
and pointed, toothy snouts. They are predatory Damage: 2d6
animals, hunting those creatures smaller than Movement: Swim 60'
themselves. No. Appearing: Wild 1d4
Weasels of all sorts are cunning, crafty hunters, Save As: Fighter: 6
and surprise their prey on 1-3 on 1d6. Once a Morale: 8
giant weasel bites a living creature, it hangs on, Treasure Type: Special
rending with its teeth each round until the victim XP: 1,875
or the weasel is dead, or until the weasel fails a
morale check (rolled normally) in which case it Narwhals are aquatic mammals resembling large
will let go of its victim and flee. dolphins with a single (or rarely, double) tusk
There are many varieties of normal-sized weasel, protruding straight forward from the mouth. The
including several which are called ferrets; in tusk is helical in shape, and they are sometimes
some territories, the giant weasel is thus called a cut short and sold as “unicorn horns.” However,
giant ferret. The only distinction is that those they have no particular magical value. Narwhals
which are tamed are always called ferrets, are found in cold northern seas. They are not
though not all giant ferrets are tame. Various particularly aggressive.
humanoid races as well as some fairy creatures
are known to tame giant ferrets for use as
guards or war-animals.

154
BASIC FANTASY RPG MONSTERS

Whale, Sperm Any humanoid slain by a wight becomes a wight


by the next sunset (but not less than 12 hours
Armor Class: 22 later). Wight spawn are under the command of
Hit Dice: 36* (+16) the wight that created them and remain
No. of Attacks: 1 bite or special enslaved until its death.
Damage: 3d20 Like all undead, wights may be Turned by Clerics
Movement: Swim 60' (20') and are immune to sleep, charm and hold
No. Appearing: Wild 1d3 magics. Wights are harmed only by silver or
Save As: Fighter: 8 magical weapons, and take only half damage
Morale: 7 from burning oil.
Treasure Type: None
XP: 17,850 Wolf
These creatures can be up to 60 feet long. They Normal Dire
prey on giant squid. Sperm whales can emit an Armor Class: 13 14
invisible focused beam of sound 5' wide up to a Hit Dice: 2 4
50' range underwater. This blast of sound No. of Attacks: 1 bite 1 bite
disorients target creatures, leaving them Damage: 1d6 2d4
effectively stunned for 1d4 rounds. A stunned Movement: 60' 50'
character can neither move nor take action for
No. Appearing: 2d6, 1d4,
the indicated duration. No attack roll is required,
Wild 3d6, Wild 2d4,
but a save vs. Death Ray is allowed to resist. A
Lair 3d6 Lair 2d4
sperm whale can emit as many such blasts of
Save As: Fighter: 2 Fighter: 4
sound as it desires, once per round, instead of
biting. Morale: 8 9
Treasure Type: None None
Wight* XP: 75 240

Armor Class: 15 † Wolves are pack hunters known for their


persistence and cunning. They prefer to
Hit Dice: 3*
surround and flank a foe when they can.
No. of Attacks: 1 touch
Damage: Energy drain (1 level) Dire wolves are efficient pack hunters that will
Movement: 30' kill anything they can catch. Dire wolves are
generally mottled gray or black, about 9 feet
No. Appearing: 1d6, Wild 1d8, Lair 1d8
long and weighing some 800 pounds.
Save As: Fighter: 3
Morale: 12
Wraith*
Treasure Type: B
XP: 175 Armor Class: 15 ‡
Hit Dice: 4**
A wight’s appearance is a weird and twisted
No. of Attacks: 1 touch
reflection of the form it had in life. A wight is
about the height and weight of a human. Wights Damage: 1d6 + energy drain (1 level)
do not possess any of the abilities they had in Movement: Fly 80'
life. No. Appearing: 1d4, Lair 1d6
Save As: Fighter: 4
If a wight touches (or is touched by) a living
creature, that living creature suffers one level of Morale: 12
energy drain (as described in the Encounter Treasure Type: E
section). No saving throw is allowed. Striking a XP: 320
wight with a weapon does not count as
“touching” it. Wraiths are incorporeal creatures born of evil
and darkness. In some cases, the grim
silhouette of a wraith might appear armored or

155
MONSTERS BASIC FANTASY RPG

outfitted with weapons. This appearance does


not affect the creature’s AC or combat abilities
but only reflects the shape it had in life.
Like all undead, they may be Turned by Clerics
and are immune to sleep, charm and hold
magics. Due to their incorporeal nature, they
cannot be harmed by non-magical weapons.

Wyvern
Armor Class: 18
Hit Dice: 7*
No. of Attacks: 1 bite/1 stinger or 2 talons/1
stinger
Damage: 2d8/1d6 + poison
or 1d10/1d10/1d6 + poison
Movement: 30' (10') Fly 80' (15')
No. Appearing: Wild 1d6, Lair 1d6
Save As: Fighter: 7
Morale: 9
Treasure Type: E
XP: 735

A distant cousin to the true dragons, the wyvern


is a huge flying lizard with a poisonous stinger in
its tail. A wyvern’s body is 15 feet long, and
dark brown to gray; half that length is tail. Its
wingspan is about 20 feet. A wyvern weighs it, but of course if the victim makes a nuisance of
about one ton. They are built more like bats itself (such as by injuring the wyvern), it may be
than lizards, having two legs and two wings; dropped.
contrast this with true dragons, which have four
legs and two wings.
Yellow Mold
Wyverns are of animal intelligence, but are
excellent predators with good hunting abilities. Armor Class: Can always be hit
When attacking they will make a loud hiss, or Hit Dice: 2*
sometimes a deep-throated growl much like that No. of Attacks: Special
of a bull alligator. Damage: See below
Wyverns attack nearly anything that isn’t Movement: 0
obviously more powerful than themselves. A No. Appearing: 1d8
wyvern dives from the air, clawing at its Save As: Normal Man
opponent with its talons and stinging it to death. Morale: N/A
Any living creature hit by the wyvern's stinger Treasure Type: None
must save vs. Poison or die. A wyvern can slash XP: 100
with its talons only when making a flyby attack
or when landing. If disturbed, a patch of this mold bursts forth
with a cloud of poisonous spores. Each patch
If a wyvern hits with both its talons, it may
covers from 10 to 25 square feet; several
attempt to carry off its victim; only victims
patches may grow adjacent to each other, and
weighing 300 pounds or less can be carried off,
will appear to be a single patch in this case.
and the wyvern can only carry a victim for at
Each patch can emit a cloud of spores once per
most 6 rounds. While flying with a victim, the
day. All within 10 feet of the mold will be
wyvern cannot make any further attacks against
affected by the spores and must save vs. Death
Ray or take 1d8 points of damage per round for
6 rounds. Sunlight renders yellow mold dormant.

156
BASIC FANTASY RPG MONSTERS

Zombie hacked to pieces to “kill” them. They take only


half damage from blunt weapons, and only a
Armor Class: 12 (see below) single point from arrows, bolts or sling stones
Hit Dice: 2 (plus any magical bonus). A zombie never has
No. of Attacks: 1 weapon Initiative and always acts last in any given
Damage: 1d8 or by weapon round. Like all undead, they may be Turned by
Movement: 20' Clerics and are immune to sleep, charm and
No. Appearing: 2d4, Wild 4d6
hold magics. As they are mindless, no form of
mind reading is of any use against them.
Save As: Fighter: 2
Zombies never fail morale checks, and thus
Morale: 12 always fight until destroyed.
Treasure Type: None
XP: 75

Zombies are the undead corpses of humanoid


creatures. They are deathly slow, but they move
silently, are very strong and must be literally

157
TREASURE BASIC FANTASY RPG

PART 7: TREASURE
“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 crossguard 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 Placed Treasures


Some adventurers choose to adventure to battle The Game Master is never required to roll for
evil, while other seek to attain glory or power… treasure; rather, treasure may be placed, or
but others go in search of treasure, gold and random treasures amended, as desired or
jewels and magical items. Below is the needed for the purposes of the adventure.
information the Game Master will need to satisfy Special treasures are always placed; for
the greedy. example, a special magic item needed to
complete an adventure.
Random Treasure Generation
Adjusting Treasure Awards
The tables below describe the various treasure
types assigned to monsters, as well as There will be many cases where random treasure
unguarded treasures appropriate to various generation is not the best method to employ.
dungeon levels. To generate a random treasure, For instance, a larger than average treasure
find the indicated treasure type and read across; assigned to a smaller than average lair of
where a percentage chance is given, roll monsters might need to be reduced. It is up to
percentile dice to see if that sort of treasure is the Game Master to decide how much treasure
found. If so, roll the indicated dice to determine he or she wishes to allow into the campaign. Too
how much. much gold (or other treasure which can be
converted to gold) may make things too easy for
Tables for the random generation of gems,
the player characters. Similarly, too many magic
jewelry (and bejeweled art pieces), and magic
items may also make things too easy.
items are provided after the main treasure
tables. 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

158
BASIC FANTASY RPG TREASURE

angering the players… particularly if you use


heavy-handed methods. Start small, and work
up as you gain experience.

Treasure Types
Lair Treasures
100's of 100's of 100's of 100's of 100's of Gems and
Type Copper Silver Electrum Gold Platinum Jewelry Magic Items
A 50% 5d6 60% 5d6 40% 5d4 70% 10d6 50% 1d10 50% 6d6 30% any 3
50% 6d6
B 75% 5d10 50% 5d6 50% 5d4 50% 3d6 None 25% 1d6 10% 1 weapon or
25% 1d6 armor
C 60% 6d6 60% 5d4 30% 2d6 None None 25% 1d4 15% any 1d2
25% 1d4
D 30% 4d6 45% 6d6 None 90% 5d8 None 30% 1d8 20% any 1d2
30% 1d8 + 1 potion
E 30% 2d8 60% 6d10 50% 3d8 50% 4d10 None 10% 1d10 30% any 1d4
10% 1d10 + 1 scroll
F None 40% 3d8 50% 4d8 85% 6d10 70% 2d8 20% 2d12 35% any 1d4 except
10% 1d12 weapons
+ 1 potion
+ 1 scroll
G None None None 90% 4d6x10 75% 5d8 25% 3d6 50% any 1d4
25% 1d10 + 1 scroll
H 75% 8d10 75% 6d10x10 75% 3d10x10 75% 5d8x10 75% 9d8 50% 1d100 20% any 1d4
50% 10d4 + 1 potion
+ 1 scroll
I None None None None 80% 3d10 50% 2d6 15% any 1
50% 2d6
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 None
45% 2d6
N None None None None None None 40% 2d4 potions
None
O None None None None None None 50% 1d4 scrolls
None

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TREASURE BASIC FANTASY RPG

Individual Treasures
Pieces of Pieces of Pieces of Pieces of Pieces of Gems and
Type Copper Silver Electrum Gold Platinum 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 2% Any 1
5% 1d4
V None 25% 1d20 25% 1d20 50% 1d20 25% 1d20 10% 1d4 5% Any 1
10% 1d4

Unguarded Treasures
Leve 100's of 100's of 100's of 100's of 100's of Gems and Magic Items
l Copper Silver Electrum Gold Platinum Jewelry
1 75% 1d8 50% 1d6 25% 1d4 7% 1d4 1% 1d4 7% 1d4 2% Any 1
3% 1d4
2 50% 1d10 50% 1d8 25% 1d6 20% 1d6 2% 1d4 10% 1d6 5% Any 1
7% 1d4
3 30% 2d6 50% 1d10 25% 1d8 50% 1d6 4% 1d4 15% 1d6 8% Any 1
7% 1d6
4-5 20% 3d6 50% 2d6 25% 1d10 50% 2d6 8% 1d4 20% 1d8 12% Any 1
10% 1d6
6-7 15% 4d6 50% 3d6 25% 1d12 70% 2d8 15% 1d4 30% 1d8 16% Any 1
15% 1d6
8+ 10% 5d6 50% 5d6 25% 2d8 75% 4d6 30% 1d4 40% 1d8 20% Any 1
30% 1d8

Note: Unguarded treasures should be rare; see the Game Master section, below, for advice on
placement of unguarded treasure.

Gems and Jewelry


Use the tables below to determine the base The values of gems vary from the above for
value and number found when gems are reasons of quality, size, etc. The GM may use
indicated in a treasure hoard. If the number the table below to adjust the values of the gems
generated in the main table above is small, roll in the hoard, at his or her option. This is why
for each gem; but if the number is large (10 or there is no die result given in the table above for
more, at the GM's option), after each roll for Type Jewel; on a roll of 12 on the table below, a Gem
and Base Value, roll the indicated die to see how can become a Jewel.
many such gems are in the hoard.
2d6 Value Adjustment
d% Type Base Value Numbe 2 Next Lower Value Row
in Gold r 3 1/2
Pieces Found
4 3/4
01-20 Ornamental 10 1d10
5-9 Normal Value
21-45 Semiprecious 50 1d8
10 1.5 Times
46-75 Fancy 100 1d6
11 2 Times
76-95 Precious 500 1d4
12 Next Higher Value Row
96-00 Gem 1000 1d2
Jewel 5000 1

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d% Gem Type d% Gem Type d% Type d% Type


01-10 Greenstone 66-70 Topaz 01-06 Anklet 56-62 Earring
11-20 Malachite 71-75 Bloodstone 07-12 Belt 63-65 Flagon
21-28 Aventurine 76-79 Sapphire 13-14 Bowl 66-68 Goblet
29-38 Phenalope 80-89 Diamond 15-21 Bracelet 69-73 Knife
39-45 Amethyst 90-94 Fire Opal 22-27 Brooch 74-77 Letter Opener
46-54 Fluorospar 95-97 Ruby 28-32 Buckle 78-80 Locket
55-60 Garnet 98-00 Emerald 33-37 Chain 81-82 Medal
61-65 Alexandrite 38-40 Choker 83-89 Necklace
41-42 Circlet 90 Plate
Standard items of jewelry are valued at 2d8x100
43-47 Clasp 91-95 Pin
gp value. The table below can be used to
48-51 Comb 96 Sceptre
generate descriptions of the items themselves.
52 Crown 97-99 Statuette
53-55 Cup 00 Tiara

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Magic Item Generation


Determine the sort of item found by rolling on d% Roll Weapon Bonus
the following table: Melee Missile Bonus
Any Exc. 01-40 01-46 +1
Weapon Weapon 41-50 47-58 +2
Any or Armor s Type of Item 51-55 59-64 +3
01-25 01-70 Weapon 56-57 +4
26-35 71-00 01-12 Armor 58 +5
36-55 13-40 Potion 59-75 65-82 +1, +2 vs. Special Enemy
56-85 41-79 Scroll 76-85 83-94 +1, +3 vs. Special Enemy
86-90 80-86 Ring 86-95 Roll Again + Special Ability
91-95 87-93 Wand, Staff, or Rod 96-98 95-98 Cursed, -1*
96-00 94-00 Miscellaneous Magic 99-00 99-00 Cursed, -2*
* If cursed weapons are rolled along with special
abilities, ignore the special ability roll.
Magic Weapons
First, roll d% on the following table to determine 1d6 Special Enemy 1d6 Special Enemy
the weapon type: 1 Dragons 4 Regenerators
2 Enchanted 5 Spell Users
d% Weapon Type
3 Lycanthropes 6 Undead
01-02 Great Axe
03-09 Battle Axe
1d20 Special Ability
10-11 Hand Axe
01-09 Casts Light on Command
12-19 Shortbow 10-11 Charm Person
20-27 Shortbow Arrow 12 Drains Energy
28-31 Longbow 13-16 Flames on Command
32-35 Longbow Arrow 17-19 Locate Objects
36-43 Light Quarrel 20 Wishes
44-47 Heavy Quarrel
48-59 Dagger Magic Armor
60-65 Shortsword
66-79 Longsword Generate the type and bonus of each item of
magic armor on the tables below.
80-81 Scimitar
82-83 Two-Handed Sword d% Armor Type d% Armor Bonus
84-86 Warhammer 01-09 Leather 01-50 +1
Armor
87-94 Mace
10-28 Chain Mail 51-80 +2
95 Maul
29-43 Plate Mail 81-90 +3
96 Pole Arm
44-00 Shield 91-95 Cursed *
97 Sling Bullet
96-00 Cursed, AC 11
98-00 Spear **
* If Cursed armor is rolled, roll again and reverse
Next, roll on the Weapon Bonus tables. Follow the bonus (e.g., -1 instead of +1).
the directions given if a roll on the Special ** This armor has AC 11 but appears to be +1 when
Enemy or Special Ability tables are indicated; tested.
generally multiple rolls on the Special Ability
table should be ignored when rolled.

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Potions
d% Type d% Type d% Type
01-03 Clairaudience 26-32 Delusion 64-68 Heroism
04-06 Clairvoyance 33-35 Diminution 69-72 Invisibility
07-08 Cold Resistance 36-39 ESP 73-76 Invulnerability
09-11 Control Animal 40-43 Fire Resistance 77-80 Levitation
12-13 Control Dragon 44-47 Flying 81-84 Longevity
14-16 Control Giant 48-51 Gaseous Form 85-86 Poison
17-19 Control Human 52-55 Giant Strength 87-89 Polymorph Self
20-22 Control Plant 56-59 Growth 90-97 Speed
23-25 Control Undead 60-63 Healing 98-00 Treasure Finding

Scrolls Rings
d% General Type d% Type
01-03 Cleric Spell Scroll (1 Spell) 01-06 Control Animal
04-06 Cleric Spell Scroll (2 Spells) 07-12 Control Human
07-08 Cleric Spell Scroll (3 Spells) 13-19 Control Plant
09 Cleric Spell Scroll (4 Spells) 20-30 Delusion
10-15 Magic-User Spell Scroll (1 Spell) 31-33 Djinni Summoning
16-20 Magic-User Spell Scroll (2 Spells) 34-44 Fire Resistance
21-25 Magic-User Spell Scroll (3 Spells) 45-57 Invisibility
26-29 Magic-User Spell Scroll (4 Spells) 58-66 Protection +1
30-32 Magic-User Spell Scroll (5 Spells) 67-70 Protection +2
33-34 Magic-User Spell Scroll (6 Spells) 71 Protection +3
35 Magic-User Spell Scroll (7 Spells) 72-73 Regeneration
36-40 Cursed Scroll 74-75 Spell Storing
41-46 Protection from Elementals 76-81 Spell Turning
47-56 Protection from Lycanthropes 82-83 Telekinesis
57-61 Protection from Magic 84-90 Water Walking
62-75 Protection from Undead 91-97 Weakness
76-85 Map to Treasure Type A 98 Wishes
86-89 Map to Treasure Type E 99-00 X-Ray Vision
90-92 Map to Treasure Type G
93-00 Map to 1d4 Magic Items

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Wands, Staves and Rods Miscellaneous Magic Items


d% Type d% Type
01-08 Rod of Cancellation 01-04 Amulet of Proof against Detection and
09-13 Snake Staff Location
14-17 Staff of Commanding 05-06 Bag of Devouring
18-28 Staff of Healing 07-12 Bag of Holding
29-30 Staff of Power 13-17 Boots of Levitation
31-34 Staff of Striking 18-22 Boots of Speed
35 Staff of Wizardry 23-27 Boots of Traveling and Leaping
36-40 Wand of Cold 28 Bowl Commanding Water Elementals
41-45 Wand of Enemy Detection 29 Brazier Commanding Fire Elementals
46-50 Wand of Fear 30-35 Broom of Flying
51-55 Wand of Fireballs 36 Censer Commanding Air Elementals
56-60 Wand of Illusion 37-39 Cloak of Displacement
61-65 Wand of Lightning Bolts 40-43 Crystal Ball
66-73 Wand of Magic Detection 44-45 Crystal Ball with Clairaudience
74-79 Wand of Paralyzation 46 Drums of Panic
80-84 Wand of Polymorph 47 Efreeti Bottle
85-92 Wand of Secret Door Detection 48-54 Elven Boots
93-00 Wand of Trap Detection 55-61 Elven Cloak
62-63 Flying Carpet
64-70 Gauntlets of Ogre Power
71-72 Girdle of Giant Strength
73-78 Helm of Reading Languages and Magic
79 Helm of Telepathy
80 Helm of Teleportation
81 Horn of Blasting
82 Horn of Doom
83-91 Medallion of ESP
92 Mirror of Life Trapping
93-97 Rope of Climbing
98-99 Scarab of Protection
00 Stone Commanding Earth Elementals

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Explanation of Magic Items


Using Magic Items called accommodation. The GM may create
“primitive” items lacking this power if he or she
To use a magic item, it must be activated, wishes.
although sometimes activation simply means
putting a ring on your finger. Some items, once Generally only one magical item of a given type
donned, function constantly. may be worn at the same time. For example, a
character can normally only wear one suit of
Many items are activated just by using them. For armor, wear one necklace and carry one shield
instance, a character has to drink a potion, swing at a time. In the case of rings, a character may
a sword, interpose a shield to deflect a blow in wear one magical ring per hand. If a character
combat, wear a ring, or don a cloak. Activation wears more items of a given type than would
of these items is generally straightforward and normally be practical, the items will usually fail
self-explanatory. This doesn’t mean that if you to function due to interference with one another;
use such an item, you automatically know what for instance, wearing two rings on the same
it can do. You must know (or at least guess) hand normally results in both rings failing to
what the item can do and then use the item in operate. Note, however, that this limitation
order to activate it, unless the benefit of the item cannot be used to disable cursed magic items.
comes automatically, such as from drinking a For example, wearing a cursed ring would
potion or swinging a sword. prevent another magic ring from being worn and
If no activation method is suggested either in the used on that hand, but the curse would not be
magic item description or by the nature of the lifted by donning a second magic ring.
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
needed.
A command word can be a real word, but when Magic Weapons
this is the case, the holder of the item runs the
risk of activating the item accidentally by Magic weapons are created with a variety of
speaking the word in normal conversation. More powers and will usually aid the wielder in
often, the command word is some seemingly combat. A magical weapon's bonus is applied to
nonsensical word, or a word or phrase from an all attack and damage rolls made with the
ancient language no longer in common use. weapon.
Note that many magic items must be held in the Casts Light on Command: By drawing the
hand (or otherwise specially handled or worn) to weapon and uttering a command word, the
be used; the risk of accidental activation is less wielder may cause it to glow; it will then shed
significant for such items. light with the same radius as a light spell.
Learning the command word for an item may be Sheathing or laying down the weapon, or
easy (sometimes the word is actually inscribed speaking the command word again, dispels the
on the item) or it may be difficult, requiring the effect. This power may be used as often as
services of a powerful wizard or sage, or some desired.
other means of discovery. Charm Person: This power allows the wielder to
Only the character holding or wearing a magic cast charm person once per day, as if by an 8th
item may activate it. A character who has been level Magic-User, by brandishing the weapon,
gagged or silenced may not activate a magic speaking a command word and gazing at the
item which requires a command word. target creature. (The wielder's gaze does not
have to be met for the spell to be cast.) The
When an article of magic armor, clothing or target creature is allowed saving throws just as
jewelry (including a ring) is discovered, size is described in the spell description.
not usually an issue. Such items magically
adjust themselves for wearers from as small as Drains Energy: A weapon with this power
Halflings to as large as Humans. This effect is 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

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with this power, after which time the weapon remove curse spell needed to rid the character
loses this power but retains any other magical of the weapon will be unopposed (i.e. no saving
effects or bonuses. throw).
Flames on Command: Upon command, the
weapon will be sheathed in fire. The fire does Magic Armor
not harm the wielder. The effect remains until Magic armor (including shields) offers improved,
the command is given again, or until the weapon magical protection to the wearer. In general,
is dropped or sheathed. While it flames, all magic armor grants the normal Armor Class for
damage done by the weapon is treated as fire its type, plus the magical armor bonus, as rolled
damage, and an additional +1 bonus (in addition on the Magic Armor table; for example, Plate
to the weapon's normal bonus) is added to Mail +2 provides an Armor Class of 19.
damage when fighting trolls, treants, and other
creatures especially vulnerable to fire. It casts There are two varieties of cursed armor:
light and burns just as if it were a torch. Cursed Armor -1 and Cursed Armor AC 11. The
first variety's AC is reduced by the rolled penalty;
Locate Objects: This power allows the wielder for example, Plate Mail -1 grants Armor Class 16.
to cast the spell locate object once per day, as The second type is much worse, for regardless of
if by an 8th level Magic-User. the type, it only provides Armor Class 11.
Special Enemy: These weapons are created to Dexterity and shield bonuses still apply.
combat a specific sort of creature, as rolled on Cursed armor cannot be removed from the
the Special Ability table. When used against that wearer once the curse is proven, that is, once
specific enemy, the second listed bonus applies the wearer is hit in combat. Once the curse has
instead of the first; so a sword +1, +3 vs. taken effect, only a remove curse spell, or
Undead would provide +1 attack and damage some more powerful magic (such as a wish), will
against giant rats, but +3 attack and damage enable the wearer to remove it. The armor will
rolls against zombies. detect as magical, like any other magic armor;
Wishes: Weapons with this power have the the curse cannot be detected by any means
ability to grant 1d4 wishes. The GM must other than wearing the armor in combat.
adjudicate all wishes, and instructions are given
in the Game Master section regarding this. Potions
After these wishes have been made, the weapon
loses this power, but retains any other bonuses A potion is an elixir concocted with a spell-like
and powers. effect that affects only the drinker. Unless
otherwise noted, a potion grants its benefits for
Cursed Weapons inflict a penalty to the 1d6+6 turns (even if the duration of an
wielder's attack rolls, as rolled on the Weapon associated spell is longer or shorter).
Bonus table. The curse causes the afflicted
character to be unable to get rid of the weapon. Clairaudience: This potion enables the drinker
There are two possible forms the curse may to hear sounds in another area through the ears
take: Obsession and Affliction. The GM may of a living creature in that area, up to a
decide which to use at his or her option. maximum 60' away. This effect otherwise
functions just as the spell clairvoyance.
Obsession: Regardless of how severe the
penalty is, the character wielding the weapon Clairvoyance: This potion grants the imbiber
will believe it is a bonus and refuse to use any the effect of the clairvoyance spell.
other weapon in combat. A remove curse spell Cold Resistance: This potion grants the
is the only way to rid a character of such a imbiber the power of the spell resist cold.
weapon; but as he or she will believe the weapon
is the best magical weapon ever, the character Control Animal: This potion functions like a
receives a saving throw vs. Spells to resist. control human potion, but affects only normal,
non-magical animals.
Affliction: The character knows the weapon is
cursed as soon as he or she uses it in combat; Control Dragon: This potion functions like a
however, any attempt to throw it away fails, as control human potion, but affects only dragons.
the weapon magically appears back in the Control Giant: This potion functions like a
character's hand whenever he or she tries to control human potion, but affects only giants.
draw any other weapon. In this case, the

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Control Human: This potion allows the drinker also loses supernatural abilities while in gaseous
to charm a human, demi-human, or humanoid by form. A gaseous creature can fly at a speed of
gazing at them. The effect functions like the 10', and can pass through small holes or narrow
charm person spell. If the charm is resisted, openings, even mere cracks, as long as the
the drinker can attempt to charm up to two more potion persists. The gaseous creature is subject
targets before the potion’s benefit is exhausted. to the effects of wind, and can’t enter water or
other liquid. Objects cannot be manipulated in
Control Plant: This potion grants the drinker
this form, even those brought along when the
control over one or more plants or plant
potion was imbibed. The drinker cannot resume
creatures within a 10' square area up to 50'
material form at will, but must wait for the potion
away. Normal plants become animated, having a
to expire; however, the potion may be quaffed in
movement rate of 10', and obey the drinker's
thirds, in which case each drink lasts 1d4+1
commands. If ordered to attack, only the largest
turns.
plants can do any real harm, attacking with a +0
attack bonus and inflicting 1d4 points of damage Giant Strength: This potion grants the imbiber
per hit. Affected plant creatures (who fail to the Strength of a giant. For the duration, the
save vs. Spells) can understand the drinker, and drinker gains a bonus of +5 on attack and
behave as if under a charm monster spell. damage rolls with melee or thrown weapons, and
can throw large stones just as a stone giant can.
Control Undead: This potion grants the drinker
command of 3d6 hit dice of undead monsters. A Growth: The drinker of this potion (with all
save vs. Spells is allowed to resist the effect. equipment worn or carried) becomes twice
Mindless undead follow the drinker's commands normal height and eight times normal weight.
exactly; free-willed undead act as if under a The enlarged character is treated as having the
charm person spell. Strength of a Stone Giant (but without the rock-
throwing ability), gaining +5 on attack and
Delusion: This cursed potion will appear, if
damage rolls.
tested or analyzed, to be one of the other
potions (other than poison). When imbibed, the Healing: The imbiber of this potion receives
drinker will briefly believe he has received the 1d6+1 hit points of healing (as the spell cure
benefits of the “other” potion, but the illusion will light wounds).
be swiftly exposed…
Heroism: This potion improves the fighting
Diminution: This potion reduces the drinker and ability of the drinker. Fighters of less than 3rd
all items worn or carried to one-twelfth of his or level gain +3 to attack bonus as well as gaining
her original height (so that a 6' tall character 3 hit dice. Fighters of 4th to 5th level gain +2 to
becomes 6” tall). The drinker's weight is divided attack bonus and 2 hit dice. Fighters of 6 th or 7th
by 1,728; this makes an armed warrior weigh level gain +1 to attack bonus and 1 hit die.
less than 2.5 ounces. The affected creature Fighters of 8th level or higher, as well as non-
cannot make an effective attack against any Fighter class characters, gain no hit dice, but still
creature bigger than a house cat, but may be receive +1 to attack bonus. Hit dice gained are
able to slip under doors or into cracks and has a only temporary, and damage received is
90% chance of moving about undetected (both deducted from those hit dice first; any that
in terms of sound and vision). remain when the potion expires are simply lost.
ESP: This potion grants the power of the spell of Invisibility: This potion makes the imbiber
the same name. invisible (as the spell). This potion may be
quaffed in thirds, in which case each drink lasts
Fire Resistance: This potion grants the
1d4+1 turns.
imbiber the power of the spell resist fire.
Invulnerability: This potion grants a bonus of
Flying: This spell grants the power of the spell
+2 to Armor Class.
fly.
Levitation: This potion grants the power of the
Gaseous Form: The drinker and all of his or her
spell levitate.
gear become insubstantial, misty, and
translucent. He or she becomes immune to non- Longevity: The drinker of this potion becomes
magical weapons, and has an Armor Class of 22 younger by 1d10 years.
vs. magical weapons. The imbiber can’t attack
or cast spells while in gaseous form. The drinker

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Poison: This isn't a potion at all, it's a trap. The Magic-Users, save that the 10% penalty assigned
drinker must save vs. Poison or die, even if only for not knowing the spell does not apply.
a sip was imbibed.
Spell Scrolls: Spell Level
Polymorph Self: This potion grants the power
d% Level of Spell
of the spell of the same name.
01-30 1st
Speed: This potion gives the drinker the 31-55 2nd
benefits of the spell haste. 56-75 3rd
Treasure Finding: The imbiber of this potion 76-88 4th
will immediately know the direction and 89-97 5th
approximate distance to the largest treasure 98-00 6th
hoard in a 300' spherical radius. This potion
specifically detects platinum, gold, electrum, A Cursed Scroll inflicts some curse upon
silver, and copper; gemstones and magic items whoever reads it. It need not be read
are not detected. completely; in fact, merely glancing at the text is
enough to inflict the curse. A saving throw may
Scrolls or may not be allowed, as determined by the GM
(though a save vs. Spells should usually be
Most scrolls contain some sort of magic which is allowed). The GM is encouraged to be creative
activated when read, and which may only be when creating curses; the spell bestow curse
used once; the characters burn away as the (the reverse of remove curse) can be used for
words are read. inspiration, but cursed scrolls can contain more
powerful or inventive curses at the GM's
Spell Scrolls are enchanted with one or more
discretion.
Cleric or Magic-User spells (never both sorts on
the same scroll). Each spell can be used just Protection Scrolls can be read by any
once, though of course the same spell may character class, assuming the character can read
appear multiple times on a single scroll. Use the the language the scroll is written in (see the
table below to determine the spell level of each notes under Language in the Character section
spell on a scroll. Only a Cleric can use a Clerical for details). When read, a protection scroll
scroll, and only a Magic-User can use a Magic- creates a 10' radius protective circle around the
User scroll. reader; preventing the warded creatures from
entering. The circle moves with the reader. Any
Magic-Users must cast read magic on a spell
creature other than the sort the scroll wards may
scroll before being able to use it; each scroll
enter, including of course the allies of the scroll-
needs to be treated in this way just once, and
reader, who are themselves protected so long as
the effect lasts indefinitely thereafter. If a Magic-
they remain entirely within the circle. If any
User attempts to cast a spell from a scroll, and
creature within the circle performs a melee
he or she does not know that spell, there is a
attack against any of the warded creatures, the
10% chance the spell will fail. If a spell on a
circle is broken and the warded creatures may
scroll is of higher level than the highest level
freely attack. Normal protection scrolls last for 2
spell the Magic-User can cast, for each spell level
turns after being read.
of difference, add 10% to the chance of failure.
For example, Aura the 3rd level Magic-User Protection from Magic scrolls are special, as
attempts to cast polymorph self from a scroll. they protect against magic spells and items
Aura is able to cast, at most, 2 nd level spells. rather than creatures. No magical effect can
Polymorph self is a 4th level spell, so Aura has cross the 10' circle of protection in either
a chance of failure of 10% (she doesn't know the direction for 1d4 turns. As with the other
spell) plus 20% (2nd level maximum vs. 4th level protection scrolls, the circle created by this scroll
spell), for a total of 30%. moves with the reader.
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 suffer the same chance of failure as do

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Treasure Maps are generally non-magical. Delusion: This ring appears to be some other
They must be created by the GM, although he or sort of ring (roll again on the rings table to
she may delay creating the map until the determine what sort). Whoever wears it believes
characters can actually use it. The treasure it is working, and behaves thus (so a character
indicated on the map will normally be guarded who believes he is wearing a ring of invisibility
by some sort of monster, determined by the GM will believe himself to actually be invisible).
as desired. Unlike the potion of the same name, the ring's
effect is not dispelled by the wearer taking
Rings damage; in fact, the only way to rid a character
of this cursed item is with the spell remove
A ring is a circular metal band worn on the finger curse.
(no more than one ring per hand) that has a
spell-like power (often a constant effect that Djinni Summoning: This ring serves as a
affects the wearer). special gate by means of which a specific djinni
can be called from the Elemental Plane of Air.
Control Animal: The wearer of this ring can When the ring is rubbed, the djinni appears on
charm up to 6 hit dice of animals. The effect the next round. The djinni faithfully obeys and
works much like a charm person spell, but only serves the wearer of the ring, but never for more
affects animals (including giant-sized animals, than 1 hour per day. If the djinni of the ring is
but excluding fantastic creatures as well as ever killed, the ring becomes non-magical and
anything more intelligent than a dog or cat). The worthless.
wearer can activate the power at will, targeting
any animal within 60' that he or she can see. Fire Resistance: The wearer of this ring
The wearer may choose to end the effect for one receives protection as the spell resist fire, but
or more controlled creatures at any time, in the protection works continually.
order to “free” enough hit dice to control a new Invisibility: By activating this simple silver
target. ring, the wearer can benefit from invisibility, as
Control Human: The wearer of this ring may the spell. If the invisibility is dispelled (as
cast the spell charm person at any target he or described for the spell), the ring may not be
she can see within 60'. The wearer can use this reactivated for one full turn. The invisibility
power once per round, at will, but cannot control effect otherwise lasts for 24 hours.
more than 6 hit dice of creatures at a time; Protection: This ring offers continual magical
however, the wearer may choose to end the protection in the form of a bonus to the Armor
effect for one or more controlled creatures at any Class of the wearer (varying from +1 to +3 as
time, in order to “free” enough hit dice to control shown on the table). This bonus is also applied
a new target. to the wearer's saving throw die rolls.
Control Plant: The wearer of this ring may Regeneration: This ring grants the wearer the
create an effect equivalent to a potion of plant power of regeneration, exactly as described in
control at will, affecting plants or plant the description of the troll, including the
creatures within 60' that he or she can see. The weakness with respect to acid and fire damage.
effect lasts as long as the wearer remains within However, only damage taken while wearing the
60' of the plants or plant creatures. A saving ring is regenerated.
throw is allowed just as for the potion.
Spell Storing: A ring of spell storing contains a
number of Magic-User spells that the wearer can
cast. Each spell has a caster level equal to the
minimum level needed to cast that spell. Any
class may wear and use this ring, but it can only
be recharged by a Magic-User casting the
appropriate spell into it. A table is provided
below to determine how many spells, and what
levels they are. A ring of spell storing must be
recharged with the same spells that were placed
into it when it was made; so a ring of two spell
storing containing fireball and fly can only be
recharged with those two spells. The ring

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TREASURE BASIC FANTASY RPG

magically imparts to the wearer the names of all common metal, or up to 3 feet of wood or dirt.
spells stored within it. A ring found in a treasure Thicker substances or a thin sheet of lead or gold
hoard may be completely charged, or blocks the vision. The ring may be used three
discharged, or partially charged, at the GM's times per day, and each use lasts at most one
option. turn (or until the wearer ceases to concentrate
upon it).
Level of
d% # of Spells d% Spell
01-24 1 01-30 1st Wands, Staves and Rods
25-48 2 31-55 2nd A wand is a short stick, generally 12 to 18 inches
49-67 3 56-75 3rd long, imbued with the power to cast a specific
68-81 4 76-85 4th spell or spell-like effect. A newly created wand
82-91 5 86-97 5th has 20 charges, and each use of the wand
92-96 6 98-00 6th depletes one of those charges; a wand found in a
treasure hoard will have 2d10 charges
97-00 7
remaining. If a wand generates an effect
equivalent to a spell, assume the spell functions
Spell Turning: This ring reflects spells cast
as if cast by a 6th level caster, or the lowest level
directly at the wearer, but not area effect spells,
caster who could cast that spell (whichever is
back at the caster; so a hold person spell would
higher), unless otherwise noted. Wands are
be reflected, but not a fireball. It will reflect up
generally usable only by Magic-Users. Saving
to 2d6 spells before its power is exhausted.
throws are rolled as normal, but on the Magic
Telekinesis: The wearer of this ring can use the Wands column rather than the Spells column.
power of the spell telekinesis, as if cast by a
A staff has a number of different (but often
12th level Magic-User. The effect may be used as
related) spell effects. A newly created staff has
many times per day as the wearer wishes, but
30 charges, and each use of the staff depletes
lasts only as long as the wearer concentrates on
one or more of those charges. A staff found in a
it.
treasure hoard will have 3d10 charges
Water Walking: This ring allows the wearer to remaining. Spell effects generated by a staff
walk on any liquid as if it were firm ground. Mud, operate at 8th level, or the lowest caster level the
oil, snow, quicksand, running water, ice, and spell could be cast by, whichever is higher,
even lava can be traversed easily, since the unless otherwise stated. Staves are usable only
wearer’s feet hover an inch or two above the by Magic-Users, except where noted. Saving
surface. Molten lava will still cause the wearer throws against magic from a staff are rolled on
damage from the heat since he or she is still the Spells column.
near it. The wearer can walk, run, or otherwise
A rod is a scepter-like item with a special power
move across the surface as if it were normal
unlike that of any known spell. Rods are
ground.
normally usable by any class.
Weakness: Whoever puts this ring on is cursed;
Rod of Cancellation: This dreaded rod is a
his or her Strength score is reduced immediately
bane to magic items, for its touch drains an item
to 3. The ring can only be removed with
of all magical properties. If the item is held by a
remove curse.
creature, an attack roll is needed to touch it.
Wishes: A ring of wishes contains the power to Upon draining an item, the rod itself becomes
grant wishes to the wearer. 1d4 wishes will brittle and cannot be used again. Drained items
remain within the ring when it is found. The GM are only restorable by a wish.
must adjudicate all wishes, and instructions are
Snake Staf: This item is a walking staff +1.
given in the Game Master section regarding
When used by a Cleric, the user may command
this.
the staff to transform into a constrictor snake
X-Ray Vision: On command, this ring gives its (instead of causing damage) on a successful hit.
possessor the ability to see into and through The snake will wrap around a target up to man
solid matter. Vision range is 20 feet, with the sized and hold him or her fast for 1d4 turns,
viewer seeing as if he were looking at something unless a save vs. Spells is made. The snake
in normal light even if there is no illumination. X- does not attack in any other way, nor cause any
ray vision can penetrate 1 foot of stone, 1 inch of damage. The snake may be recalled by the user

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BASIC FANTASY RPG TREASURE

at any point, in which case it returns to his or her has been spoken, the effect dissipates after one
hand and returns to staff form. It also returns in turn.
this way when the duration expires, or if the
Staf of Wizardry: This staff is equivalent to
save is made. The snake has Armor Class 15,
the staf of power, above, and has the
moves 20' per round and has 20 hit points; any
following powers as well: invisibility, passwall,
hit points of damage taken are healed
web, and conjure elementals (as the spell, but
completely when the snake returns to staff form;
conjuring staff elementals as described in the
if killed in snake form, the magic is destroyed
Monsters section). These powers each use one
and it turns into a broken stick. The staff may be
charge when activated.
used any number of times per day, and neither
has nor uses charges. Wand of Cold: This wand generates a conical
blast of cold doing 6d8 damage (save vs. Magic
Staf of Commanding: This staff can cast
Wands for half damage). The cone spreads from
charm person and charm monster spells, and
the tip of the wand to a width of 30' at a distance
can grant a power equivalent to a potion of
of 40' away.
plant control. Each function uses one charge.
Wand of Enemy Detection: The effect of this
Staf of Healing: This staff can heal 1d6+1 hit
wand is to make all enemies of the user within
points per charge expended, as the spell cure
60' glow with a greenish white light for one
light wounds. Alternately, with an expenditure
round. Even hidden or invisible enemies glow in
of two charges, the staff can cast cure disease.
this way, revealing them, but enemies
This staff is only usable by a Cleric.
completely out of sight (such as behind a wall)
Staf of Power: This is a very potent magic may not be seen by the user. An “enemy” is any
item, with offensive and defensive abilities. It is creature which is thinking of or otherwise
usually topped with a glistening gem, its shaft intending to harm the user; also, all undead
straight and smooth. It has the following powers monsters and animated constructs within range
costing one charge per use: lightning bolt will glow in this way regardless of intent or
(6d6 damage), fireball (6d6 damage), cone of thoughts (or lack thereof).
cold (as the wand, for 6d6 damage), continual
Wand of Fear: This wand generates the effect
light, and telekinesis (as the ring, lasting at
of the spell cause fear (the reverse of the spell
most 1d6 turns). The staff is also a +2 walking
remove fear).
staff, and can be used exactly as a staf of
striking. A staff of power can be used for a Wand of Fireballs: This wand generates
retributive strike, requiring it to be broken by its fireballs, exactly as the spell, doing 6d6
wielder. All charges currently in the staff are damage.
instantly released in a 30' radius, doing 1d6
Wand of Illusion: This wand allows the user to
damage per charge remaining (save vs. Spells
create illusions equivalent to the spell
for half damage). All within the area, including
phantasmal force.
the wielder, are affected by this.
Wand of Lightning Bolts: This wand
After all charges are used up from the staff, it
generates lightning bolts, exactly as the spell,
remains a +2 walking staff. Once empty of
doing 6d6 damage.
charges, it cannot be used for a retributive
strike. Wand of Magic Detection: This wand grants
the user a power equivalent to the spell detect
Staf of Striking: This staff has no attack
magic.
bonus, but is treated as a +1 weapon with
respect to what sorts of monsters it can hit (and Wand of Paralyzation: This wand creates the
is usable by any class in that mode). This staff's effect of the spell hold person.
primary power may only be used if wielded by a
Cleric: By uttering a command word, the Cleric Wand of Polymorph: This wand can be used
may create an effect similar to the spell to cast either polymorph self or polymorph
striking. Expenditure of one charge adds 1d6 other.
damage to the weapon's next strike; expenditure Wand of Secret Door Detection: This wand
of two charges adds 2d6, and expenditure of grants the user a power similar to the spell find
three charges adds 3d6 damage. If the weapon traps, but which reveals secret doors rather
is not successfully used after the command word than traps.

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TREASURE BASIC FANTASY RPG

Wand of Trap Detection: This wand grants rounds each day. The duration of the haste
the user a power equivalent to the spell find effect need not be consecutive rounds; the boots
traps. can be turned off and on as desired.
Boots of Traveling and Leaping: These boots
Miscellaneous Magic Items increase the wearer’s base land speed by an
additional 10' per round. In addition to this
Amulet of Proof against Detection and
traveling ability, these boots allow the wearer to
Location: The wearer of this item is immune to
make great leaps, jumping up to 10' high and/or
all forms of scrying (including crystal balls,
30' across.
clairvoyance, clairaudience, and any other
means of location or spying at a distance) as Bowl Commanding Water Elementals: This
well as any form of mind reading (such as the large container is usually fashioned from blue or
spell ESP). Other characters who remain within green semiprecious stone. It is about 1 foot in
30' of the wearer are also immune to scrying, diameter, half that deep, and relatively fragile.
but not to mind reading. When the bowl is filled with fresh water, and
certain words are spoken, a water elemental
Bag of Devouring: This bag appears to be an
appears and follows the commands of the
ordinary sack. Detection for magical properties
summoner (as described for the Elemental
makes it seem as if it were a bag of holding,
monster entry). The summoning words require 1
and in fact it performs exactly like one when first
full round to speak. Only one such elemental
used. However, all items placed within
can be called per day.
disappear forever 1d6+6 turns later. The bag
continues to weigh whatever it did after the Brazier Commanding Fire Elementals: This
items were placed within it (that is, one-tenth device appears to be a normal container for
the total weight of the items), until it is again holding burning coals. When a fire is lit in the
opened and discovered to be empty. brazier and the proper summoning words are
spoken, a fire elemental appears and follows the
Bag of Holding: This appears to be a common
commands of the summoner (as described for
cloth sack about 2 feet by 4 feet in size. The bag
the Elemental monster entry). The summoning
of holding opens into an extradimensional space,
words require 1 full round to speak. Only one
and is able to hold more than should be possible:
such elemental can be called per day.
up to 500 pounds of weight, and up to 70 cubic
feet of volume. A bag of holding weighs one- Broom of Flying: This broom is able to fly
tenth as much as the total of the objects held through the air for up to 9 hours per day (split up
within. Any object to be stored in a bag of as its owner desires). The broom can carry 200
holding must fit through the opening, which has pounds and fly at a speed of 40 feet, or up to
a circumference of 4 feet. 400 pounds at a speed at 30 feet. In addition,
the broom can travel alone to any destination
If the bag is overloaded, or if sharp objects
named by the owner as long as he or she has a
pierce it (from inside or outside), the bag
good idea of the location and layout of that
ruptures and is ruined. All contents are lost
destination. It comes to its owner from as far
forever. If a bag of holding is turned inside out,
away as 300 yards when the command word is
its contents spill out, unharmed, but the bag
spoken.
must be put right before it can be used again. If
living creatures are placed within the bag, they Censer Commanding Air Elementals: This 6-
can survive for up to one turn, after which time inch-wide, 1-inch-high perforated golden vessel
they suffocate. Retrieving a specific item from a resembles a thurible found in a place of worship.
bag of holding takes a full round during which no If it is filled with incense and lit, summoning
movement may be made. words spoken over it summon forth an air
elemental which follows the commands of the
Boots of Levitation: On command, these
summoner (as described for the Elemental
leather boots allow the wearer to levitate as if
monster entry). The summoning words require 1
by the spell of the same name.
full round to speak. Only one such elemental
Boots of Speed: The wearer of these boots can can be called per day.
click his or her boot heels together, thus
Cloak of Displacement: This item appears to
activating a haste spell effect for up to 10
be a normal cloak, but when worn by a character
its magical properties distort and warp light

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BASIC FANTASY RPG TREASURE

waves, causing the wearer's apparent location to that the efreeti of the bottle grants three wishes.
shift around constantly over a range of 3' from In either case, the efreeti afterward disappears
his or her true location. The first melee or forever. The other 80% of the time (11–90), the
missile attack by any creature against the inhabitant of the bottle loyally serves the
wearer will miss, and all further attacks by that character for up to an hour per day for 101 days
attacker are made with an attack penalty of -2. (or until the efreeti’s death), doing as he or she
This is not cumulative with the penalty for commands. After 101 days have passed, the
fighting blind. efreeti is freed from service and may return to its
extradimensional home. Roll only the first time
Crystal Ball: This is the most common form of
the bottle is opened (or the GM may choose
scrying device, a crystal sphere about 6 inches in
which sort of bottle is found as he or she
diameter. They may only be used by Magic-
desires).
Users, who can use the device to see over
virtually any distance. A crystal ball can be used Elven Boots: These soft boots enable the
three times per day, for up to a turn each time. wearer to move quietly in virtually any
surroundings, granting a 90% chance of success
The chance of success when using a crystal ball
when moving silently (as the Thief ability of the
is as shown below. Total chances equal to or
same name).
greater than 100% do not require a roll.
Elven Cloak: This cloak of neutral gray cloth is
Knowledge and Connection Chance indistinguishable from an ordinary cloak of the
Secondhand Knowledge (heard of) 25% same color. However, when worn with the hood
Firsthand Knowledge (seen briefly) 55% drawn up around the head, the wearer becomes
Familiar (known well) 95% nearly invisible, granting an 80% chance that the
Possession or garment +25% wearer can move about unnoticed. If detected
Body part, lock of hair, bit of nail, etc. +50% by onlookers, the wearer can be attacked
without significant penalty.
The user of the crystal ball is the only one who
Flying Carpet: This rug is able to fly through
will see the image. No sound will be heard
the air on command. A flying carpet is typically
normally. Detect magic, detect evil, and ESP
5' x 8' in size and can carry up to 500 pounds at
have a 3% chance per level of the caster of
a movement rate of 100' per round, or up to
operating correctly if used with a crystal ball.
1000 pounds (its maximum capacity) at a rate of
Crystal Ball with Clairaudience: This item 50' per round. A flying carpet can fly at any
works exactly like the standard crystal ball, speed up to its maximum, and can hover on
above, but also allows the user to hear any command.
sounds in the location viewed as if he or she
Gauntlets of Ogre Power: These gauntlets
were there.
are made of tough leather with iron studs
Drums of Panic: These drums are kettle drums running across the back of the hands and
(hemispheres about 1-1/2 feet in diameter on fingers. They grant the wearer a Strength bonus
stands). They come in pairs and are of +4 (instead of his or her own Strength bonus).
unremarkable in appearance. If both of the pair Both gauntlets must be worn for the magic to be
are sounded, all creatures of less than 6 hit dice effective.
within 120' (with the exception of those within a
Girdle of Giant Strength: This item grants the
20' radius safe zone around the drums) must
wearer the Strength of a giant. For so long as it
save vs. Spells or flee in fear. The drums can be
is worn, the wearer gains a Strength bonus of +5
used once per day.
(instead of his or her own Strength bonus), and
Efreeti Bottle: This item is typically fashioned can throw large stones just as a stone giant
of brass or bronze, with a lead stopper bearing does.
special seals; or, it may be a lamp made of
Helm of Reading Languages and Magic:
brass. A thin stream of smoke is often seen
Appearing as a normal helmet, this helm grants
issuing from it. The bottle can be opened once
its wearer the ability to understand the spoken
per day. When opened, the efreeti imprisoned
words of any creature and to read text in any
within issues from the bottle instantly. There is a
language and any magical writing. Note that the
10% chance (01–10 on d%) that the efreeti is
limitations described under the spell read
insane and attacks immediately upon being
released. There is also a 10% chance (91–100)

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TREASURE BASIC FANTASY RPG

languages apply to this device also. hit dice of undead created by the horn may exist
Understanding a magical text does not at any one time.
necessarily imply spell use.
Medallion of ESP: This appears to be a
Helm of Telepathy: The wearer can read the normal pendant disk hung from a neck chain.
surface thoughts of a target creature within 90' Usually fashioned from bronze, copper, or nickel-
as if using the spell ESP. Furthermore, he or she silver, the medallion allows the wearer to read
can send a telepathic message to anyone whose the thoughts of others, as with the spell ESP. It
surface thoughts are thus being read (allowing can be used as many times per day as desired,
two-way communication). This helm may be but each such usage requires a minimum of 1
used up to three times per day. round of full concentration to activate, and the
wearer must continue to concentrate to maintain
Helm of Teleportation: A character wearing
the effect.
this device may teleport three times per day,
exactly as if he or she had cast the spell of the Mirror of Life Trapping: This crystal device is
same name. usually about 4 feet square and framed in metal
or wood. It can be hung or placed on a surface
Horn of Blasting: This horn appears to be a
and then activated by giving a command word.
normal trumpet. It can be sounded as a normal
Only a Magic-User can properly control this
horn, but if the command word is spoken and the
device. The same command word deactivates
instrument is then played, it deals 2d6 points of
the mirror. The character who activates the
damage to creatures within a cone 40' long and
device is immune to it. The mirror has twenty
40' wide at the far end, and causes them to be
extradimensional cells within it; any creature
deafened for 2d6 rounds. Affected creatures
coming within 30' of the device and looking at its
may save vs. Death Ray, taking half damage and
own reflection must make a save vs. Spells or be
avoiding deafness if the save is made.
trapped within the mirror in one of the cells.
Crystalline creatures take double damage.
Nonliving creatures are generally immune to When a creature is trapped, it is taken bodily into
deafness, but still suffer damage as described. the mirror. Size is not a factor, but constructs
and undead are not trapped. A victim’s
If a horn of blasting is used magically more than
equipment (including clothing and anything
once in a given day, there is a 10% cumulative
being carried) is taken also. The mirror’s owner
chance with each extra use that it explodes and
can call the reflection of any creature trapped
deals 3d6 points of damage to the person
within to its surface and engage the powerless
sounding it.
prisoner in conversation. He or she can also free
The horn can also be used to damage or destroy any trapped creature by verbal command.
buildings, fortifications, etc. Double the damage
If the mirror’s capacity is exceeded, one victim
listed above when a horn of blasting is used
(determined randomly) is set free in order to
against a structure. The Stronghold rules in
accommodate the latest one. If the mirror is
the Game Master section contains further
broken, all victims currently trapped in it are
guidance on this.
freed.
Horn of Doom: When blown, this horn will
Rope of Climbing: This 50' long rope is no
create animated skeletons or zombies as if by
thicker than a wand, but it is strong enough to
the spell animate dead. Up to 3d6 hit dice of
support 3,000 pounds. Upon command, the rope
undead monsters will be so created from
snakes forward, upward, downward, or in any
remains within a 60' radius of the character who
other direction at 10' per round, attaching itself
blew the horn. If both skeletal and fleshy
securely wherever its owner desires. It can
remains are available in the area of effect,
unfasten itself and return in the same manner.
skeletons will be animated in preference over
The rope must have something to tie itself to in
zombies. If the user is a magic-user or cleric, the
order to support weight other than its own. One
created undead may be controlled so long as
end of the rope must be held by the user when
that character retains the horn. If blown by a
its magic is invoked.
fighter or thief, the undead created will be
uncontrolled. Uncontrolled undead monsters will Scarab of Protection: This device appears to
attack any living creatures nearby. The horn be a silver medallion in the shape of a beetle.
may be used once per day, but no more than 18 The scarab absorbs energy-draining attacks,
death effects, and curses. Upon absorbing 2d6

174
BASIC FANTASY RPG TREASURE

such attacks, the scarab crumbles to dust and is summoning, and a Huge earth elemental comes
destroyed. to the summoner and follows the commands of
the summoner (as described for the Elemental
Stone Commanding Earth Elementals: A
monster entry). The summoning words require 1
stone of this nature is typically an oddly shaped
full round to speak. Only one such elemental
piece of roughly polished rock. The possessor of
can be called per day.
such a stone need but utter a few words of

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GAME MASTER INFORMATION BASIC FANTASY RPG

PART 8: GAME MASTER INFORMATION


Wandering Monsters
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
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.

176
BASIC FANTASY RPG GAME MASTER INFORMATION

Die Roll Level 1 Level 2 Level 3


1 Bee, Giant Beetle, Giant Bombardier Ant, Giant
2 Goblin Fly, Giant Ape, Carnivorous
3 Green Slime* Ghoul Beetle, Giant Tiger
4 Kobold Gnoll Bugbear
5 NPC Party: Adventurer Gray Ooze Doppleganger
6 NPC Party: Bandit Hobgoblin Gargoyle*
7 Orc Lizard Man Gelatinous Cube
8 Skeleton NPC Party: Adventurer Lycanthrope, Wererat*
9 Snake, Cobra Snake, Pit Viper Ogre
10 Spider, Giant Crab Spider, Giant Black Widow Shadow*
11 Stirge Troglodyte Tentacle Worm
12 Wolf Zombie Wight*

Die Roll Level 4-5 Level 6-7 Level 8+


1 Bear, Cave Basilisk Black Pudding
2 Caecilia, Giant Black Pudding Chimera
3 Cockatrice Caecilia, Giant Giant, Hill
4 Doppleganger Displacer Giant, Stone
5 Gray Ooze Hydra Hydra
6 Hellhound Lycanthrope, Weretiger* Lycanthrope, Wereboar*
7 Lycanthrope, Werewolf* Mummy* Purple Worm
8 Minotaur Owlbear Salamander, Flame*
9 Ochre Jelly* Rust Monster* Salamander, Frost*
10 Owlbear Scorpion, Giant Vampire*
11 Rust Monster* Spectre*
12 Wraith* Troll

Wilderness Encounters
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; 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).

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GAME MASTER INFORMATION BASIC FANTASY RPG

Die Roll Desert or Barren Grassland Inhabited Territories


2 Dragon, Blue Dragon, Green Dragon, Gold
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 Blink Dog Ogre
15 Gnoll Wolf, Dire Minotaur
16 Dragon, Red Giant, Hill Vampire*

Die Roll Jungle Mountains or Hills Ocean


2 Dragon, Green Dragon, White Dragon, Sea
3 NPC Party: Bandit Roc (1d6:1-3 Large, Hydra
4-5 Huge,
6 Giant)
4 Goblin Displacer 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, Red Sea Serpent

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Die Roll River or Riverside Swamp Woods or Forest


2 Dragon, Black Dragon, Black Dragon, Green
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 Lizardman Leech, Giant Bear, Black
8 Crocodile Lizardman 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 Troglodyte Wolf, Dire
14 Nixie Blood Rose Giant, Hill
15 Water Termite, Giant Hangman Tree Owlbear
16 Dragon, Green Basilisk Unicorn

City, Town or Village Encounters


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 his or her 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 his or her 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, Lycanthrope,
Wererat* Wererat*

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BASIC FANTASY RPG GAME MASTER INFORMATION

Beggar encounters will often begin with a single Mercenary encounters will involve 2d6
beggar approaching the party, but there will members of a mercenary company, going about
generally be 2d4 beggars in the area, and if any some business or other. A mercenary leader
party member gives anything to the first beggar, may offer a position to Fighter-classed player
the others will descend on the party like flies. characters if they have any reputation at all.
Each beggar is 90% likely to be a normal man,
Merchants are a common feature of towns, and
and 10% likely to be a 1st level Thief, possibly
may be encountered performing any sort of
scouting for the Thieves Guild or a local gang.
business. As with mercenary encounters,
Bully encounters will be with 2d4 young toughs; merchants may offer jobs to interesting player
each is 70% likely to be a normal man, 30% characters, particularly those with good
likely to be a 1st level Fighter. Bullies generally reputations. See Creating an NPC Party,
appear unarmed, depending on their brawling below, for details on this type of encounter. (A
ability in a fight (but keeping a dagger or merchant in a town may not have a full
shortsword hidden, to be used in case the fight is entourage as described below; the GM should
going against them). Bullies can be a bit use his or her discretion in creating the
unpredictable, such that the GM may want to encounter.)
use a reaction roll to determine the leader's
Nobles encountered may also offer positions to
mood.
player characters, or possibly offer a reward for
City Watch encounters will be with 2d6 some dangerous task. Player characters with
watchmen, all 1st level Fighters save for the bad reputations may be confronted, ordered to
squad leader, who will be from 2nd through 4th leave town, or even arrested if the noble is able
level. They will confront “suspicious-looking” to call for the city watch. (See Creating an
characters, but generally will need a good NPC Party, below, for details on this type of
reason before they attempt to arrest or encounter.) A noble in a town may not have a
otherwise interfere with player characters. full entourage as described below; the GM
should use his or her discretion in creating the
Doppleganger encounters will, of course,
encounter.
appear to be some other type of encounter; the
GM should roll again to determine what the Press Gangs will consist of 2d6 Fighters, all 1st
doppleganger is masquerading as. 1d6 level except for one or two leaders of 2nd through
dopplegangers will be encountered; any extra 5th level. They will be armed with blunt weapons
group members will be humans who do not know or possibly will fight with their bare hands, since
they are traveling in the company of their goal is to capture rather than kill player
shapeshifting monsters. If the party is characters; however, it is likely that at least
“interesting” to the dopplegangers, one or more some members of a press gang will have
of the monsters will attempt to follow them and daggers or swords on their persons in case a
replace a party member (as described in the serious fight breaks out. A press gang will not
monster description). In many cases, player confront a party of equal or greater size unless
character parties will not discover the true the party is obviously weakened, drunk, etc. If
nature of the encounter until much later. the party loses, they will awaken aboard a ship
at sea or in a military camp (depending on
Giant Rat encounters will generally involve
whether sailors or soldiers captured them),
alleys, the docks, or other “low” places. Rats are
unarmed and at the mercy of their captors.
generally not dangerous unless provoked, but if
surprised they may attack. See the monster Priest encounters will usually be similar to a
description for details of this encounter type. group of pilgrims (see Creating an NPC Party,
below, for details), though the group
Lycanthrope, Wererat encounters will appear
encountered will not be as large as would be
to be some other type of encounter, either
encountered in the wilderness. Generally, a
another sort of “normal” encounter or a giant rat
single priest of 1st through 4th level will be
encounter (depending on the circumstances).
encountered, accompanied by 1d4 of the
Wererats are cowardly and will not attack a party
faithful.
of equal or larger size.
Shadow encounters in a town will be much like
the same encounter underground; see the
monster description for details.

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Thief encounters will be with a group of 1d6 Wizard encounters will involve a Magic-User of
Thieves, generally disguised as ordinary 4th through 7th level, accompanied by 1d4-1
townsmen or sometimes as beggars. One Thief apprentices of 1st level. The GM must decide on
in the group will be from 2nd to 4th level, with the the temperament and mood of the wizard.
others being 1st level only. They will seek to
steal from the party, of course, unless watched
very carefully.

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Creating An NPC Party


Adventurers In their lair or hideout, a party of bandits will
generally have type A treasure (with magic items
A party of NPC omitted since they will have already been
adventurers will usually generated using the rules below).
consist of 4-8 characters,
as follows: 1d3 Fighters, Buccaneers and Pirates
1d2 Thieves, 1d2 Clerics,
The difference between
and 1d2-1 Magic-Users.
buccaneers and pirates is
Usually the characters
largely a question of what they
will all be of similar
wish to be called; whatever you
levels; after deciding
call them, they are waterborne
what average level the
equivalents of bandits, attacking
party should be, you
other ships or raiding coastal
may wish to make a few
towns for plunder.
of the characters lower
levels (to reflect the A buccaneer party will consist of 3d8 1st level
usual “replacements” Fighters, led by a Fighter of 3 rd to 6th level
brought in when some (1d4+2) and 1d3 Fighters of 2nd to 5th level. All
characters die). will be experienced at handling ships, of course.
They will be unarmored or armored only in
The Game Master must
leather, and will be armed with swords and bows
choose the race(s) of the
or crossbows.
NPC adventurers to suit
the region they are Seagoing pirates may appear in larger numbers,
found in (or come from). but the number of leader-types will be similar to
Probably 80% or more of that given above. Generate magic items for
adventurers are Human, leaders only as described below. A shipload of
10% are Dwarves, 6% are Halfling and the pirates or buccaneers will have a type A
remaining 4% Elvish. If the NPC adventurer treasure, with magic items omitted (since magic
party is evil, the GM may choose to replace some items will already have been rolled for the NPCs);
party members with humanoid monsters such as the treasure may not be aboard the ship,
orcs, hobgoblins, or gnolls. however, as pirates often prefer to bury their
treasures on islands. In such a case, the Captain
The party may be rivals with the player
or one of his mates will have a treasure map
characters, vying for the same treasures, or they
leading to the location of the treasure.
may actually be enemies, evil marauders that
the player characters must defeat. It is, of Merchants
course, possible that the NPC adventurers are
allied or otherwise friendly with the player Merchants must often transport their wares
characters, but this may make things too easy through wilderness areas. Roughly half of the
for the players. time (50%), a land-bound merchant party will be
led by a single wealthy merchant; other
Bandits, Brigands, and Highwaymen merchant parties will consist of 1d4+1 less
wealthy merchants who have banded together
A party of bandits will generally consist of 2d12
for their own safety. There will be 2d4 wagons
1st level Fighters and 1d6 1st level Thieves, led by
(but at least one per merchant) drawn by horses
a Fighter or Thief of 2nd to 5th level (1d4+1) or by
or mules. Each wagon is driven by a teamster
one of each class (if there are 11 or more 1 st
who is a normal man, usually unarmored and
level members total). In the wilderness, bandits
armed with a dagger or shortsword. The
will generally have horses or other steeds
caravan will employ 1d4+2 first-level Fighters
appropriate to the terrain (stolen, of course) as
and 1d4 second-level Fighters as guards.
well as light armor, swords and bows or
crossbows. Determine magic items as given If encountered at sea, a merchant party will
below for the leaders only; rank-and-file generally consist of a single ship owned or
members will not normally have magic items. rented by a single merchant. The ship will have
a crew of 2d8+8 regular crewmen, who are

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normal men, unarmored and armed with clubs, The remainder of the party is rather random in
daggers or shortswords; the Captain, First Mate, nature; most pilgrim groups include 3d6 normal
and other officers are taken from this number. men (or women if the religion allows women to
Large ships may require larger crews. 1d4+2 go on pilgrimages), 1d6 Fighters of level 1-4 (roll
first-level Fighters and 1d4 second-level Fighters for each) with chainmail and longsword, and 1d4
will be aboard as guards, just as with a caravan. Thieves of level 1-4 (each of whom may be a
genuine devout person, or possibly just on the
Besides the valuable but undoubtedly bulky
lam). There is also a 50% chance of a single
trade goods transported by the merchant
Magic-User of level 1-4 being with the party.
caravan or ship, such a party will also have a
type A treasure, with magic items omitted; it Pilgrims usually travel light, carrying a single bag
may be in one chest, or spread out among the each and walking or riding mules or horses. The
wagons. pilgrim party will most likely be bringing
offerings of some sort to their destination;
Nobles generate a type A treasure for this purpose. If
A noble party will consist of a noble (of course), magic items are indicated, they will most likely
possibly accompanied by a spouse (also a noble, not be used by any of the NPCs as they have
of course) and/or one or more children. Each already been dedicated to the god or pantheon.
adult noble will have at least one attendant
Magic Items for NPCs
(assistant, lady-in-waiting, etc.).
NPCs will generally have magic items in
Lower-ranking nobles (such as barons) will have
proportion to their class and level; assume a 5%
a single wagon or carriage, drawn by fine horses;
chance per level that any given Fighter, Thief or
higher-ranking nobles will have two or more
Cleric NPC will have a magic weapon or magic
wagons. The noble may be mounted on a
armor (roll for weapon and armor separately for
warhorse, though he or she may choose to ride
each NPC). Regardless of level, a roll of 96-00
in a carriage part of the time. Each carriage or
should be considered a failure. Magic-Users will
wagon will have a teamster, who in this case will
have a Ring of Protection (roll the bonus as usual
be a 1st level Fighter in chainmail with a
for the item) on a roll of
longsword. At least two mounted Fighters of 1 st
4% per level, and a
through 4th level will be with the noble as guards;
magic dagger or walking
again, higher ranking nobles will have more
staff on a roll of 3% per
guards. Guards will generally be armed with
level.
longswords and possibly lances, armored in
platemail, and their warhorses will usually be In addition, assume a 2%
barded with chainmail. Determining the exact per level chance that any
number of guards is left to the GM in this case. given character will have
The normal chances for magic items apply, of a potion, and 3% per
course. level that a Cleric or
Magic-User will have a
A noble will usually be traveling with a little
scroll of some sort.
spending money; a type A treasure should be
rolled to represent this. In this case, do not omit Finally, add up the levels
the magic items, as nobles will generally be of all members of the party, and use this number
more wealthy than the average party of men. as a percentage chance that a Miscellaneous
Magic item will be found among them. If the roll
Nobles are usually (70%) normal men; otherwise,
is made, divide the number by two and roll
roll 1d10: 1-6 indicates a Fighter, 7-8 indicates a
again; if the second roll is made, two such items
Magic-User, 9 indicates a Cleric, and 10 indicates
are found. If the party has more than 3
a Thief. (Clerical “nobles” are bishops,
members, you might wish to divide the number
archbishops, and the like.) Roll 2d4-1 for the
in half again and roll for a third such item.
level of each “classed” noble.
Assign the Miscellaneous Magic item or items to
Pilgrims whichever party members seem most
appropriate, or roll randomly if you can't decide.
A party of pilgrims is on its way to (or from) a
major religious locale or activity. Such a party Demi-Human Parties
will be led by a 1d4 Clerics of level 1-4 (roll for
each).

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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, a party of demi-humans will be
homogeneous…. an Elf party would consist of all
Elves, for instance. If encountered in the
territory of another race, the demi-human 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 demi-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 race, 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.

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Dealing with Players


Character Creation Options "flip" the scores by subtracting all the scores (not
just the "bad" ones) from 21. This makes a 3
The standard character creation rules call for into an 18, for example, and will result in a total
rolling 3d6 for each Ability Score in order. of bonuses and penalties that is positive if the
Players may complain that they can't create the total was previously negative.
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
Acquisition of Spells
the players must not be allowed to demand Clerics have an obvious advantage over Magic-
these options; it's purely the decision of the Users, in that, in theory, they have access to any
Game Master. spell of any level which they can cast. However,
Point Swapping: Allow the player to “move” note that Clerics are limited in their spell
points from one Ability Score to another, at a selection based on their deity, faith or ethos; for
rate of -2 to one score for each +1 added to the instance, a Cleric of the goddess of healing
other. The maximum score is still 18 (or the should not be surprised that his or her deity
racial maximum if lower), and the player should refuses to grant reversed healing spells. If a
not be allowed to lower any score below 9. Cleric prays for a spell that is not allowed, the
Game Master may choose to grant the character
Score Swapping: Let the player exchange any a different spell, or optionally (if the deity is
two Ability Scores, once per character. angered) no spell at all for that “slot.”
The Full Shuffle: Let the player arrange the six Magic-Users begin play knowing two spells, read
Ability Score values as he or she wishes. This magic plus one other (unless the GM grants
allows the most customization for the player, but more starting spells). Each time the character
on the other hand you may find that all player gains a level, he or she gains the ability to cast
characters in your campaign begin to look very more spells; in addition, every other level the
much alike. It's not uncommon for players to Magic-User gains access to the next higher level
“dump” the lowest statistic in Charisma, for spells (until all levels are available). However,
instance. gaining the ability to cast these spells does not
necessarily mean the Magic-User instantly learns
Hopeless Characters new spells.

Sometimes a player will look at the six scores Magic-Users may learn spells by being taught by
rolled, and declare the character “hopeless.” another Magic-User, or by studying another
The Game Master should always allow the player Magic-User's spellbook. If being taught, a spell
to scrap a character with less than 9 in the first can be learned in a single day; researching
four scores (since all four classes would be another Magic-User's spellbook takes one day
unavailable to that character). However, you as per spell level. In either case, the spell learned
the Game Master might choose to allow the must be transcribed into the Magic-User's own
player to reroll a character with scores that are spellbook, at a cost of 500 gp per spell level
overall below average even if the character isn't transcribed.
as “hopeless” as this. A Magic-User may add a new spell of any level
Here's a suggestion: Sum up the Ability Score he or she may cast at any point; however, spells
bonuses or penalties that apply to the character. of higher levels may not be learned or added to
If the total is negative, consider the character the Magic-User's spellbook. The Magic-User
below average, and allow the player to scratch must find a teacher or acquire a reference work
the entire set of scores and reroll. If the total is (such as another Magic-User's spellbook) in order
zero, the character is “average,” and the player to learn new spells, and the cost of such is in
probably should go ahead and play the character addition to the costs given above. Often a
as rolled. Obviously, if the total is greater than Magic-User will maintain a relationship with his
zero, the character should be played as rolled. or her original master, who will teach the
character new spells either for free or in return
As an alternative, a player who rolls a set of for services. Sometimes two Magic-Users will
ability scores where the total of all the bonuses agree to exchange known spells. In many cases
and penalties is negative may be allowed to the only option available to a Magic-User will be

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BASIC FANTASY RPG GAME MASTER INFORMATION

to pay another Magic-User (often an NPC) It's hard to swing a weapon when the weapon is
anywhere from 100 gp to 1000 gp per spell level trying to swing you. If such a character tries to
in return for such training. use a prohibited weapon, the Game Master may
either apply a -5 attack penalty based on the
Magic-Users may also create entirely new spells
difficulty of using the weapon, or alternately
(or alter existing spells); see the Magic Research
declare the attempt unsuccessful, at his or her
rules, below, for details.
option.

Weapon and Armor Restrictions Judging Wishes


Several races and classes have weapon and/or Wishes are one of the most potentially
armor restrictions applied to them. What unbalancing things in the game. With a carefully
happens when a player declares that his or her worded wish, a player character can make
character is going to use a prohibited weapon or sweeping, dramatic changes in the game world,
wear prohibited armor? possibly even rewriting history. Before allowing
Clerics: The prohibition against edged weapons the player characters in your game access to
is a matter of faith for Clerics. Therefore, if a even one wish, think about how you will deal
Cleric uses a prohibited weapon, he or she with it.
immediately loses access to his or her spells as Wishes are granted by a variety of beings. Even
well as the power to Turn the Undead. A higher- when a wish comes from a device (a ring or a
level NPC Cleric of the same faith must assign sword, for instance), some extradimensional
some quest to the miscreant which must be being, god or devil or whatever, has placed that
completed in order for the fallen Cleric to atone wish in the device. A wish will tend to further
and regain his or her powers. If unrepentant, the the goals of the granting being; if the granter is
character is changed permanently from a Cleric an evil efreeti, for instance, it will attempt to
to a Fighter. Refigure the character's level, twist the meaning or intent of the wish so that it
applying the current XP total to the Fighter table does not really accomplish what the player
to determine this. Hit points and attack bonus character wants. On the other hand, if the
remain the same; change the attack bonus only granter is one of the good powers, it will grant
after a new level is gained as a Fighter, and roll the wish as intended so long at the player
Fighter hit dice as normal when levels are character isn't being greedy or spiteful.
gained.
Game balance is the main issue that must be
Magic-Users: These characters are simply considered. Using a wish to heal the entire
untrained in any weapon other than those party, teleport everyone without error to a
normally allowed to them, and should suffer a -5 distant location, or to avoid or redo a
attack penalty when using any prohibited catastrophic battle, is reasonable. A wish that a
weapon. A Magic-User in armor can't cast spells character be restored to life and health is
at all; any such attempt fails, and the spell is reasonable, but a wish that not only restores but
lost. also improves the character is not.
Thieves: Wearing armor heavier, more In general, a wish is granted with at least literal
restrictive and/or noisier than leather armor accuracy… the words of the wish must be
prevents the use of any Thief ability, including fulfilled. The exception is wishes that are
the Sneak Attack ability. Thieves may choose to unreasonable for game balance purposes; they
wear such armor, but this only makes them a are still at least literally interpreted, but may be
poor excuse for a Fighter. only partially granted. In the last example
Dwarves and Halflings: These characters are above, for instance, the granting power would
prohibited from using large weapons, mainly due likely restore the character to life and health but
to their small stature and relatively low weight. ignore the “improvements” wished for.

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Optional Rules
Death and Dying Magical healing will restore the character to
whatever total is rolled on the healing die roll (up
The rules state that, at zero hit points, the to the usual maximum of course).
character is dead. If this is too harsh for you,
here are several approaches to changing the Note that any spellcaster reduced to zero hit
situation: points who subsequently survives loses all
remaining prepared spells.
Raise Dead: The first approach doesn't change
the rules a bit. Arrange matters so that This rule might be combined with the
characters killed in an adventure can be easily suggestions under Raise Dead, above.
raised (but at a substantial cost). This not only Negative Hit Points: Instead of stopping at
“deals” with the mortality issue, it also soaks up zero hit points, keep track of the current
excess treasure, preventing the player negative figure. At the end of each round after
characters from becoming too rich to be he or she falls, the character loses an additional
interested in adventuring. It also tends to hit point. If a total of -10 is reached, the
reward the cautious (since they get to keep their character is dead. Before this point is reached,
gold more often). the character may have his or her wounds bound
What if the characters don't have enough money and/or receive magical healing, which will
when they die to afford to be raised? Allow the stabilize the character. The injured character
local religious establishment to raise dead may not move more than a few feet without
adventurers in return for their indenture… that help, nor fight, nor cast spells, until his or her hit
is, the adventurers, upon being restored to life, points are again greater than zero. This rule
owe the church or temple the money it would should not be combined with the Save vs. Death
have cost to be raised, or an equivalent service. option.
Thus, the local religious leaders would have a Just as with the Save vs. Death rule,
ready pool of adventurers to undertake spellcasters who survive being reduced to zero
dangerous missions for them. or negative hit points lose all currently prepared
But the adventurer(s) are dead… how can they spells.
agree to the indenture? There are two options: As a further option, the GM may choose to use a
the priests can use speak with dead to attain negative number equal to the character's
agreement, or the adventurers can sign an Constitution score rather than a straight -10.
agreement with the church before leaving on the
potentially dangerous adventure. The latter
might even be considered a standard procedure “Save or Die” Poison
in some places. Poisons, as described in the Encounter and
Save vs. Death: The first actual rule alteration Monster sections, kill characters instantly. Game
is to allow characters reduced to zero hit points Masters may find this makes the mortality rate
to save vs. Death Ray to avoid death. If the save of player characters a bit too high. On the other
is failed, the character is immediately dead, just hand, poisons should be
as in the normal rules. If the save is made, the scary. Here's an optional rule
character remains alive for 2d10 rounds; if the which may make things a bit
character's wounds are bound (or he or she easier without entirely
receives healing magic) within this time frame, removing the fear from
death is averted. The character remains poison:
unconscious for the full 2d10 rounds rolled, Where a “save or die” poison
either dying if left untreated or awakening if his is indicated, the victim must
or her wounds are bound. make a save vs. Poison or
Binding the wounds of the dying character suffer 1d6 damage per round
stabilizes him or her at zero hit points. Non- for 6 rounds, starting the
magical healing will require a full week to restore round following the exposure
the first hit point; after this, healing proceeds at to the poison; this is an
the normal rate. average of 21 points of
damage, but even a first

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BASIC FANTASY RPG GAME MASTER INFORMATION

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).

Awarding Experience Points for Treasure


Gained
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.

Ability Rolls
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
Preparing Spells from Memory
may be an Ability Score. Here is a suggested Sometimes a Magic-User will want to prepare
method for making rolls against Ability Scores spells, but his or her spellbook may be
that still gives better odds to higher level unavailable; this includes when the book has
characters: been destroyed or stolen as well as times when
The player rolls 1d20 and adds his or her Ability the Magic-User has been captured or trapped.
Bonus for the score the GM thinks is most A Magic-User can always prepare read magic
appropriate, as well as any situational bonus or from memory. Other spells require an
penalty the GM assigns. Consult the following Intelligence ability roll, as described above, with
table. If the total rolled is equal to or higher than the spell level as a penalty on the die roll.
the given Target number, the roll is a success.
Failure exhausts the spell slot being prepared,
Level Target just as if it had been successfully prepared and
NM or 1 17 then cast; so if a 5th level Magic-User attempts to
2-3 16 prepare fireball from memory, and fails, he or
4-5 15 she will have no 3rd level spells for the day.
6-7 14
8-9 13 Thief Abilities
10-11 12 Some players of Thieves may wish to have more
12-13 11 control over their Thief abilities. If you study the
14-15 10 Thief Abilities table, you'll discover its secret:
16-17 9 from levels 2-9, the Thief improves 30
18-19 8 percentiles (total) each level; from levels 10-15,
20 7 20 percentiles; and from level 16 on, 10
percentiles. If you wish to allow Thief
customization, simply let the player allocate
these points as he or she wishes rather than

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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.

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BASIC FANTASY RPG GAME MASTER INFORMATION

Magical Research
General Rules for Research Magic-User may research an entirely new spell.
Of course, no character may invent or research a
At some point a Magic-User or Cleric may wish to spell of a level higher than he or she can cast.
start creating magic items or inventing spells.
This is termed magical research. For any If the character is inventing a spell outright, the
research, Magic-User must have a tower or GM must determine the spell's level and judge
laboratory, while a Cleric requires a properly whether or not the spell is possible “as is.” The
consecrated temple or church of his or her faith. GM does not have to tell the player whether the
In addition, there will be a cost for the creation of spell is possible, and in fact this may be
each item, a minimum time required to create it, preferable.
and a given chance of success. If the roll fails, The cost to research a spell is 1,000 gp per spell
generally the time and money are wasted and level for “standard” spells, or 2,000 gp per spell
the procedure must be started again from the level for newly invented spells; in either case,
beginning; however, consult the detailed rules one week is required per spell level to complete
below for exceptions. the research. The chance of success is 25%,
In almost all cases, the Game Master should plus 5% per level of the character, minus 10%
make this roll in secret. There are many per level of the spell; the maximum chance of
situations where the character (or the player) success is 95%.
should not know whether the roll has actually If the research roll is successful, the character
failed, or whether the GM has decided the may add the spell to his or her spellbook (if a
research is impossible for the character. The GM Magic-User) or may subsequently pray for the
may decide to tell the player that the research is spell (if a Cleric). On a failure, the money and
impossible if the roll succeeds; if the roll is a time are spent to no avail. Clerics of the same
failure, that is all the player should be told. deity, faith or ethos may teach each other the
In general, Clerics may only create magic items prayers required to access new spells; this takes
reproducing the effects of Clerical spells; Clerics one hour per spell level. The procedure to
may also make enchanted weapons and armor, exchange spells with other Magic-Users has
even those sorts which they may not use already been explained (under Acquisition of
themselves (since they may be creating Spells, above).
weapons or armor for other followers of their As mentioned above, the GM may decide that a
faith). Magic-Users may create any sort of magic proposed new spell is not “correct” for his or her
item except for those reproducing Clerical spells campaign; too powerful, too low in level, etc.
for which no equivalent Magic-User spell exists. Rather than tell the player this, there are two
Time spent doing magical research must be strategies that may be used.
eight-hour workdays with interruptions lasting no First, the Game Master may decide to revise the
more than two days. Longer interruptions result spell. If the roll is a success, the GM then
in automatic failure of the project. presents the player with a revised writeup of the
The GM may, if he or she so desires, grant spell, adjusted however the GM feels necessary
Experience Points to characters who successfully for game balance purposes.
complete magical research. It is suggested that The alternative, more appropriate when the GM
the rate of such awards be 1 XP per 10 gp spent believes the spell should be higher level than the
on the research. This award may be granted for player character can cast, is to make the roll
all research, or only for creation of magic items, anyway. If the roll fails, that is all the player
or not at all if the GM prefers to emphasize needs to know; but if it succeeds, the GM should
adventuring for advancement purposes. then show the player the revised version of the
spell and explain that the character may try
Spell Research again when he or she attains a high enough level
to cast it. In this case, the GM may allow the
Researching new spells is the most common type character to reduce either the time or the cost
of magical research. A Magic-User may research by half when the research is attempted again at
a standard spell, removing the need for a the higher level.
teacher or reference; alternately, a Cleric or

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Magic Item Research Other Single-Use Items


Any character who wishes to create magical Scrolls (other than spell scrolls), potions, and a
items must know all (if any) spells to be imbued few other items (such as the rod of
in the item. Items that produce effects not cancellation) are single-use items. These items
matching any known spell may require additional may be created by Magic-Users or Clerics of the
research (to devise the unknown spell) if the GM 7th level or higher.
so desires.
The chance of success is as given for scrolls,
Some magic items require one or more special above, when the item being created reproduces
components that cannot usually be bought. a known spell (or when the GM decides a spell
Special components can only be used once on must be created, as described above). For other
such a project. For example, the GM might types of items, the GM should assign a spell level
require the skin of a displacer to create a cloak as he or she sees fit, and the cost and time
of displacement, or red dragon saliva to create required is doubled (making up for the spell
a wand of fireballs. Note that there are research or knowledge required for spell-
specific rules for components under Other Magic reproducing items). The time required is one
Items, below. week plus one day per spell level (or equivalent),
and the cost to enchant the item is 50 gp per
Special component requirements are entirely at
spell level, per day.
the option of the Game Master, and are usually
employed to slow the creation of powerful magic Potions are a special case; the character creating
items that might tend to unbalance the a potion may create a large batch, consisting of
campaign. It's also a good way to lead the several doses, which may be bottled in separate
spellcaster (and his party) into dangerous vials or combined in a larger flask. For each
adventures. additional dose created at the same time, reduce
the chance of success by 5% and increase the
Chance of Success time required by one day. Note that increasing
the time required will directly increase the cost.
Unless given differently below, the base chance If the roll to create the item fails, the entire
of success creating a magic item is 15% plus 5% batch is spoiled.
per level of the spellcaster, plus the spellcaster's
full Intelligence (if a Magic-User) or Wisdom (if a Permanent Magic Items
Cleric). Thus, a 9th level spellcaster with a 15
Prime Requisite has a base chance of 75%. Creating permanent magic items (rings,
weapons, wands, staves, and most
Spell Scrolls miscellaneous magic items) requires a Magic-
User or Cleric of the 9th level or higher.
A spellcaster may create a scroll containing any
spell he or she has access to (for a Magic-User, When enchanting an item with multiple abilities,
spells in his or her spellbook; for a Cleric, any each ability of the item requires a separate roll
spell the character might successfully pray for). for success; the first failed roll ends the
The cost is 500 gp per spell level, and the time enchantment process. Such an item will still
required is 1 day per spell level. perform the powers or effects already
successfully enchanted into it, but no further
Reduce the chance of success based on the level enchantment is possible.
of the spell being inscribed, at a rate of -10% per
level. Permanent magic items, including weapons
(described in detail below), must be created from
If the roll fails, the enchantment of the scroll has high-quality items. The cost of such items will
failed; however, if the caster tries again to generally be ten times the normal cost for such
inscribe the same spell, either the cost or the an item.
time is reduced by half (at the character's
option). Enchanting Weapons
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

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sword +1, +3 vs. dragons would cost 2,500 Item can be recharged: Figure the additional
gp to enchant. Enchanting a weapon takes one cost and time, and the penalty to the chance of
week plus two days per point of bonus; thus, the success, for rechargeable items as being exactly
sword described would require twelve days to twice the figures from the table above; so,
enchant. creating a rechargeable item with 3 charges
costs 600 gp more rather than 300 gp more, and
Reduce the chance of success by 10% times the
takes two days per charge (or four extra days);
bonus; so, a sword +1 would reduce the base
the chance of success is lowered 10% rather
chance 10%, while the sword +1, +3 vs.
than 5%.
dragons described above would reduce the
base chance 25%. Further, the chance of Item recharges itself: Creating a self-
success may be increased 25% by doubling the recharging item is expensive; apply the following
cost and time required (this decision must be adjustments to the charge cost, time and chance
announced before the roll is made). for items that recharge automatically. Note that
self-recharging items are never “rechargeable” in
For weapons having additional powers, combine
that they may not be recharged other than by
the rules above with the rules for creating
themselves.
permanent items. All enchantments must be
applied in a single enchantment “session.” Charging Cost Time Chance
Rate
Other Magic Items 1 per day x3 x2 - 10%
All per day x5 x3 - 30%
Magic items can have several features. Each All per week x4 x2 - 20%
feature added to a magic item increases the cost
and the time required, and decreases the chance Charges are generic: This means that all the
of success. The features are as follows: effects of the item draw power from the same
Creates a spell or spell-like efect: This is pool of charges; most Magic-User staffs are in
the basic feature of all non-weapon magic items. this category. Items with generic charges are
The base cost of this enchantment is 500 gp per automatically rechargeable; don't apply the
spell level; time required is five days plus two normal adjustments for this feature. Instead,
days per level. If the magic item has multiple combine the normal costs for the charge pools of
spell or spell-like effects, add the cost and time each effect (which must all have the same
figures together. The chance of success is number of charges), and then divide the charge
reduced 5% per spell level. cost, time and chance adjustments by two.
Thus, two effects sharing one pool costs the
Has multiple charges: This includes, of same as a single effect with a single pool.
course, wands and staffs, but several other
magic items would also have charges. Each Item may be used by any class: By default,
spell or spell-like effect normally has a separate magic items may only be used by the class that
pool of charges (but see next). The table below created them; so a wand of fireballs is
shows the various maximum charge levels and normally usable only by Magic-Users, or a staf
the associated cost, time and chance of healing only by Clerics. This feature allows
adjustments: the item to be used by any class of character,
and involves assigning simple command words
Charge Cost per Charges Chance and gestures to the item. Adding this feature
Level Charge per Day costs 1,000 gp per effect. Note that all the
2-3 +150 gp 1 - 5% item's effects do not have to be covered; it is
4-7 +125 gp 2 - 10% possible to create an item where some effects
8-20 +100 gp 3 - 20% may be used by any class, but other effects may
21-30 +75 gp 4 - 30% only be used by the creator's class.

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.

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Cursed Items
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
Item operates continuously or must decide whether or not a failed research
automatically: This feature supersedes both project will actually create a cursed item.
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 five and applies a 40% 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.

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BASIC FANTASY RPG GAME MASTER INFORMATION

Creating a Dungeon Adventure


1. Think About Why There are many other possible scenarios, and
each has many variations. Knowing the
When creating a dungeon, the first question
answer to this question will make the next
you must answer is: Why will your player
questions easier to answer.
characters risk going into this dangerous
dungeon full of monsters and traps? 2. What Kind Of Setting Is It?
Here are some possible scenarios: Is the dungeon beneath a ruined fortress, or
an ancient wizard's tower? Or perhaps it's a
To Explore the Unknown: This is common
natural cave, which has been expanded by
in pulp fiction. One or more of the player
kobolds… or the tomb of an ancient barbarian
characters has heard of some ancient site,
warlord, guarded by undead monsters… there
and wishes to explore purely for knowledge.
are many possibilities.
Possibly some of the other player characters
are involved for other reasons. 3. Choose Special Monsters
To Battle An Evil Incursion: Goblins are Now you know why the player characters want
raiding farms in the area, and the Baron has to go there (or why they will, when they learn
offered a reward for stopping the raids; the of the dungeon), and you know what sort of
player characters are happy to help. place it is. Next, decide what special
monsters you will place within. For instance,
To Rescue A Kidnapped Victim: Some
the natural cave expanded by kobolds
friend of the player characters has been
contains kobolds, obviously, while the
kidnapped, and they must sneak into or storm
warlord's tomb contains some undead,
the villain's tower/cave/dungeon to rescue the
zombies and skeletons perhaps.
victim. Or, perhaps, the victim is the son or
daughter of the local Baron or a wealthy
4. Draw The Dungeon Map
merchant who offers a reward for the safe
return of his or her offspring. Dungeon maps can be drawn on graph paper
in pencil, or created on the computer with any
To Fulfill A Quest: The local church, to
of a broad variety of dungeon-drawing
whom the player characters owe a favor,
programs. (If you like the design of the maps
would like an ancient relic recovered from a
in the official Basic Fantasy RPG adventure
lost mountain fortress, and the High Priest
modules, be sure to visit www.basicfantasy.org
asks them to look into it; or some similar task
and try out our map designer, MapMatic +2.)
might be assigned, depending on who the
When creating a dungeon for personal use,
player characters owe a favor.
there is certainly no good reason not to use
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.

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pencil and paper. Below is an example of a A monster with treasure might indicate a
hand-drawn dungeon map, with the various lair, or it might be a group of monsters
symbols noted: carrying loot, possibly camping for some
reason before moving on.
5. Stock The Dungeon
A trap is, obviously, some sort of device
“Stocking” the dungeon refers to assigning intended to harm the player characters,
contents to each room. There are several including such things as pendulum blades,
possibilities; a room might contain a monster hidden pits, spear-chucking devices, and so
(which might or might not have treasure), a forth. A trap with treasure is such a trap
trap (which might guard a treasure, or might protecting a treasure, which might be in the
not), an “unguarded” treasure, a “special” room beyond the trap or actually within it
(something other than a monster, trap, or (such as in a pit). See the Traps section,
treasure; often a puzzle of some sort), or be below, for more information.
“empty.”
A special might be a puzzle of some sort,
The GM may choose the contents of any room, such as a door that can only be opened by a
or may roll on the table below: combination (hidden elsewhere in the
d% Contents dungeon); or perhaps an oracle that answers
questions about the dungeon (but possibly it
01-16 Empty
lies). The classic “magic fountain” that
17-20 Unguarded Treasure
randomly changes the ability scores of the
21-60 Monster
drinker is another possibility; if this is done,
61-84 Monster with Treasure some sort of limit should be imposed (such as,
85-88 Special the device only affects a given creature once,
89-96 Trap or the device causes harm more often than it
97-00 Trap with Treasure gives aid) to prevent abuse. In general, a
“special” room is any room containing
An unguarded treasure will generally be
something that either interests or obstructs
hidden (such as in a secret room, inside an
the player characters but is not a monster,
unusual container, etc.) or protected by a trap
trap, or unguarded treasure.
(a poison needle in the lock of a chest, or a
poison gas canister that explodes if the Empty rooms contain no monsters, traps,
container is opened, or something similar); unguarded treasures, or specials. This does
such a treasure might even be hidden and not mean that they are truly “empty;” a room
trapped! Again, some sort of saving throw might contain a fireplace, upholstered chairs,
should be allowed if a trap is used. It's not a side tables, torch sconces, and curtains, and
bad idea to hide a treasure so well that the still be considered empty. Hide a treasure in
player characters are unlikely to find it; don't a secret drawer in a side table, and it becomes
be concerned if they don't. If you give away an unguarded treasure room; in other words,
the location of all your unguarded treasures, to be empty there has to be basically nothing
your players will not appreciate it properly of serious interest to the player characters in
when they manage to find one by cleverness the room.
or luck.
A monster might be selected by the GM or
6. Finishing Touches
rolled on the random encounter tables. It's The GM may wish to create one or more
traditional that the first level (below ground) custom wandering monster tables for the
contains monsters of 1 hit die or less, the dungeon; monster patrols, if any, may need to
second level contains monsters of around 2 hit be described; and possibly some locations
dice, and so on, but the GM may choose to may have unusual sounds, smells, graffiti, etc.
arrange his or her dungeon in any way which need to be noted. Don't spend too
desired. much time on this, though.

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BASIC FANTASY RPG GAME MASTER INFORMATION

Remember, if you only detail the “interesting” Game Master: In this room you see a
things, your players will begin to guess what comfortable-looking upholstered chair, a side
might be in a room. Some extra description table and a foot stool. Two burned-out
will help make things uncertain for the torches are held by sconces on each wall.
players. For instance, a room with an
Player 1: If we don't see any monsters, the
unguarded treasure:
thief will check the table and the footstool for
Game Master: This room contains a chest, traps and see if anything is hidden inside
centered against the far wall. them, while the rest of us check for secret
doors… one of those sconces might open one.
Player 1: We look for monsters, and if we
don't see any, the thief will check the chest for A little extra detail can add a lot to the
traps. adventure.
Kind of boring, right? This might be better:

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Traps Pit Trap: Usually hidden with a breakable


cover, trap door, or illusion. The victim must
Some suggestions of typical traps are listed save vs Death Ray (with Dexterity bonus added)
below, to assist the GM. Deadlier traps can be or fall into the pit, taking damage according to
created by combining simple traps, by making the distance fallen (see "Falling Damage"). A pit
their effects harder to avoid, or by making them trap can be made deadlier by placing spikes,
capable of dealing more damage. acid, or dangerous creatures at the bottom, or
Traps are not necessarily reliable; the GM may partly filling it with water to represent a
choose to make a roll of some sort for each drowning hazard.
potential victim until the trap is sprung (say, 1-2 Poison Dart Trap: A spring-loaded dart
on 1d6). Or, a trap door might not open until a launcher attacks at AB +1 for 1d4 points of
given weight is placed on it, so that a lightly damage, and the victim must save vs. Poison or
loaded thief might cross without difficulty, only die.
to see his heavily armored warrior ally fall victim
to it. Poison Gas: Gas emerges from vents to fill the
room. All within the affected area must save vs.
Alarm: Everyone within a 30' radius must save Poison or die. Poison gases are sometimes
vs Spells or be deafened for 1d8 turns by the highly flammable and may be ignited by torches
loud noise. The GM should check immediately for or other flame sources, doing perhaps 1d6 points
wandering monsters, which, if indicated, will of damage to each character in the area of effect
arrive in 2d10 rounds. (with a save vs. Dragon Breath allowed to avoid
Arrow Trap: A hidden, mounted crossbow the damage).
attacks at AB +1, doing 1d6+1 points of damage Poison Needle Trap: A tiny, spring-loaded
on a successful hit. needle pops out of a keyhole or other small
Chute: These are usually covered with a hidden aperture and injects poison into the finger of the
trap door. The triggering character must save vs. character who triggered the trap (most likely, a
Death Ray (with Dexterity bonus added) or Thief trying to pick the lock), who must save vs.
tumble down to lower level of the dungeon. Poison or die.
Chutes usually do little or no damage to the Portcullis: A falling gate blocks the passage.
victim. The character who triggered the trap must save
Falling stones or bricks: Rocks fall from the vs Death Ray or take 3d6 points of damage.
ceiling. The triggering character must save vs. Rolling Boulder Trap: A spherical or cylindrical
Paralysis or Petrify (with Dexterity bonus added) rock rolls down a slanting corridor. Anyone in its
or take 1d10 points of damage. path must save vs. Death Ray (with Dexterity
Flashing Light: With a loud snap, a bright light bonus added) or take 2d6 points of damage.
goes off in the face of the character that Alternately, if the corridor has no other place for
triggered the trap. That character, and anyone the character to escape to (that is, no room for
else looking directly at it, must save vs. Spells or the character to step out of the path of the rock),
be blinded for 1d8 turns. it may be necessary to outrun the rock to avoid
the damage.
Monster-Attracting Spray: A strong-smelling
but harmless liquid is sprayed on the triggering Blade Trap: A blade or spear drops down from
character. The smell attracts predatory the ceiling or pops out of the wall and attacks at
creatures, doubling the chances of wandering AB +1 for 1d8 points of damage. Particularly
monsters for 1d6 hours or until washed off. large blades might attack everyone along a 10'
or 20' line.
Oil Slick: Oil is sprayed onto the floor of the
room. Anyone trying to walk through the oil Triggered Spell: When activated, a spell of the
must save vs Death Ray (with Dexterity bonus GM's choice is cast, targeting or centered on the
added) or fall prone. Oil is highly flammable and character who triggered it. Popular choices
may be ignited by torches or other flame sources include curses, illusions, or a wall of fire.
held by characters who slip and fall into it.

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Designing a Wilderness Adventure


1. Think About Why 3. Draw An Area Map
This is much the same task as was described Now it's time to draw the area map. Some
above. The player characters may enter a Game Masters prefer to draw maps freehand,
particular area looking for a town to resupply while others like to use hex or graph paper; of
from, a church or temple to provide healing course, programs are available to create maps
services, or for many other reasons. Once in on a computer as well. It is a good idea to
the area, the Game Master can make the provide a scale for the map, which can be
player characters aware of adventuring whatever best fits the map and the area you
opportunities in the area, by means of rumors, want to depict. A scale of 18 miles per square
posted bounties (such as for raiding or hex is a good choice for a large-scale map,
humanoids), quests offered by local clergy, as this is the distance that a group of humans
and so forth. can cover in a day in clear terrain (see
Wilderness Movement Rates), which
2. What Kind Of Setting Is It? makes it easy to determine travel times.

Decide whether the area is deep in the Rivers and coastline, hills and mountains,
wilderness, or in more inhabited territories, forests and plains must be clear on the map.
what sort of climate will be found there, how All of these areas should have an appropriate
many towns, and of what size, are present, climate: for example, the windward side of a
and so on. mountain range will usually receive a great
deal of rain, while the other side will be dry.
You may choose to design a new territory You may choose to create an area with
based on the goals of the player characters in abnormal weather for its location, such as a
your campaign. For example, if the player sandy desert in the midst of a rain forest, but
characters decide to seek their fortunes in the this should be unusual, a tip to observant
richest city in the world, you could decide players that strange magic is involved.
where this is and begin to describe it by
providing rumors of its wealth and splendor Go ahead and place any interesting sites such
told by far-wandering merchants. If these as towns, ruins, and significant monster lairs.
descriptions intrigue the characters and they Remember, in most cases your party of
travel toward the city, you will have time to adventurers will need some base of
decide what terrain – and dangers – lie in their operations, be it a city, town, village, or border
path. fortress.

On the other hand, your setting should make 4. Detail Interesting Sites And People
sense, which will help players make
meaningful choices when traveling. For Describe at least the base town, and the
example, areas under human control will be dungeon you expect the party to visit first.
settled, with signs of civilization such as Also detail any set or placed encounters you
cleared land for agriculture, roads, laid out in the step above. There is lots of
strongholds, etc. Areas dominated by room for creativity here: a distant, unfamiliar
humanoid monsters, or which are being raided town may have different laws, traditions, or
by wandering humanoids, will be battle- currency. You should also describe key NPCs
scarred and will not have food or other goods and their connections to each other. NPCs
available. A valley that was settled many have their own goals and plans, which may or
years ago but abandoned after a dragon may not involve the PCs, and the actions of
attacked could contain ruined buildings, their player characters toward one person will often
walls likely still bearing the marks of flame influence how others treat them. Don't go
and claw, and fields grown high with saplings. 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.

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5. Create Encounter Tables


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.

200
BASIC FANTASY RPG GAME MASTER INFORMATION

Strongholds
Many player characters, upon reaching higher The construction costs for the stronghold are
levels, choose to settle down and build a determined by the square footage of its walls,
stronghold. Generally this is allowed when a floors and roofs, the materials used, and the
character reaches 9th level or higher. The player thickness of the walls.
character must obtain land on which to build; in
Make sure not to double-count corners on walls
some lands, frontier territory may be made
that are 5' thick or thicker – count the length of
available to any freeman (or freewoman) who
only one face. When determining wall length for
can tame it; in others, land may be available for
round walls and towers, approximate pi by 3,
someone with enough gold; while in other cases
since the inner face of the wall has a shorter
the character will need to petition the local
circumference. The table below gives costs in gp
Count, Duke or King for a land grant.
for each 10’ square section of wall. The number
Usually, Fighters build castles, Magic-Users by the material is its hardness, which is
build towers, Clerics build temples and Thieves deducted from damage to the wall.
build guildhouses, but this is not always so.
1' 5' 10' 15'
Any character who builds a stronghold suitable
Wall material thick thick thick thick
to his or her class will attract 1st level followers of
the same class as follows: Maximum height 40' 60' 80' 100'
Wood (H 6) 10 gp n/a n/a n/a
Class Number of Followers Brick (H 8) 20 gp 50 gp n/a n/a
Fighter 3d6
Soft stone (H 12) 30 gp 70 gp 200 gp n/a
Magic-User 1d8
Hard stone (H 40 gp 90 gp 260 gp 350 gp
Cleric 2d8 16)
Thief 2d6
A 1' thick wall is made of solid pieces of material
These followers will assist the character, but will held with mortar (or pegs and ropes for wooden
not go on adventures away from the stronghold walls); such walls may be at most 40' tall. A 5'
in most cases (especially dangerous dungeon thick wall consists of two 1’ thick walls
adventures). They live from the income sandwiching 3’ of earth and rubble; such a wall
generated by the stronghold. The primary may be at most 60' tall. A 10' thick wall consists
sources of this income are taxes on peasants for of a 4’ thick outer wall and a 2’ thick inner wall
castles, fees for magical services and students' sandwiching 4’ of earth and rubble, and may be
tuition for towers, tithing from the faithful for built up to 80' tall. A 15' thick wall consists of a
temples, and criminal activities for guildhouses. 6’ thick outer wall and a 2’ thick inner wall
A stronghold must have 200 square feet of living sandwiching 7’ of earth and rubble; these walls
space for each follower, as well as quarters for may be built up to 100' tall. To attain the
guests, stables for horses, and so on. maximum height, thinner walls can be used on
A player who wants to build a stronghold should upper stories. For example, an 80 ft. tower must
draw its floor plan. Each story is usually 10' tall. 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.)

201
GAME MASTER INFORMATION BASIC FANTASY RPG

A building over 40’ high must have a solid during an attack may be stabled in the great
foundation, and if over 60’ high, it must rest on hall!) in acceptable comfort. Its floor plans are
bedrock. shown on the next page.
A stronghold requires one worker-day of The first floor has 30 (= 5 [for 50’ length] x 2 [for
construction labor for every gp it costs to build. 20’ height] x 4 walls, minus 8 sections double-
Adding more workers reduces construction time, counted at the corners and 2 sections for the
but the time cannot be reduced below the entrance) 10’ square sections of 10’ thick hard
square root of the time for one worker to build stone walls, which cost 7,800 gp, and 9 10’
the stronghold. Assume that there are 140 square sections of floor, which cost 90 gp, for a
working days per year (seven months of 20 total cost of 7,890 gp. The second floor is the
working days each) in temperate climates. same as the first, except that the walls are 10’
high and there is no deduction for an entrance,
Floors and thatched roofs cost as much and take
giving a cost of 4,250 gp. The third and fourth
as long to build as it would take to build the
floors each require 18 sections of 5’ thick hard
square footage of their bases of 1’ thick wood
stone walls, costing 1,620 gp, and 16 sections of
walls. Wood-shingled roofs cost twice this
floor, costing 160 gp, for a total of 1,780 gp per
amount and take twice as long to build, while
floor. The 50’ square roof costs 4 x 25 x 10 =
slate-shingled roofs cost four times as much and
1,000 gp, and the 40' square attic floor adds 160
take four times as long. (You don't need to
gp. The design calls for a total of 770’ of 1’ thick
calculate the greater surface area of a pitched
interior walls and doors, which would cost 30,800
roof, since the increased height increases
gp if made of hard stone; Sir Percy uses wood,
construction costs enough to cover this.)
which costs only 7,700 gp. These costs total
These costs include normal features of 24,560 gp, but since the keep is 60’ high, its cost
construction such as stairs, doors and windows. is increased by 60% to 39,296 gp. The keep will
Interior walls are not included; they are usually require 39,296 worker-days. Sir Percy may
1’ thick. Parapets, which provide cover for employ up to 198 workers to build the keep, in
defenders atop castle walls and towers, are which case it will take 198 working days to build,
usually 1' thick and 5' high (so they are half- or a year and three months’ time. Keep in mind
cost). what might happen in this time, given that the
area is dangerous enough to warrant building a
Note that guildhouses are almost always built in
castle.
cities and thus are usually built with 1’ thick
exterior walls, but they cost twice as much to Dungeons: A stronghold may also have a
build due to the traps and secret passageways dungeon excavated under it. A dungeon is an
that are designed into them. A Magic-User's excellent place to store perishable supplies, a
tower costs three times as much to build, due to good shelter if the castle is overrun, and often
the need for ancient books, alchemical incorporates an escape route if all is lost for the
equipment, and other supplies for conducting castle’s defenders or a secret way out for raids is
research. desired. Magic-Users sometimes encourage
monsters to take up residence in their dungeons,
For example, Sir Percy, a 9th-level Fighter, as they provide a convenient source of supplies
desires to build a 60’ tall square keep (50’ walls for magical research and help keep away
with a 10’ peaked slate-shingled roof) that is 50’ unwanted guests. Use the following figures for
square. The keep will have four stories and an skilled workers, such as dwarves or goblins, to
attic, and the first story, which will contain the create dungeons; double the times for less
great hall, will be 20’ high. Sir Percy wishes his skilled miners.
keep to be strongly built, so he tells his architect
to build with hard stone and use 10’ thick walls Time for one worker to
for the first two stories and 5’ thick walls for the Material excavate a 5’ cube
rest. The first and second floors will thus be 30’ Earth 5 days (supports are required)
square or 900 square feet, and the third and Soft stone 10 days
fourth floors will be 40’ square or 1,600 square Hard stone 20 days
feet. With a total floor area of 5,000 square feet,
Sir Percy’s keep will house him and up to 24 Structural strength and breaches: A section
other people (or animals such as horses, which 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

202
BASIC FANTASY RPG GAME MASTER INFORMATION

and brick walls only take damage from crushing can take advantage of their height by dropping
blows, while wood walls are also affected by fire objects on attackers near the castle's base;
and chopping attacks. If a given section of wall these missiles do 2d10 points of damage, but
loses all of its hit points, it is breached, allowing they have a -2 attack penalty if dropped from a
attackers to pass through. If a breach occurs on height of 30' or more.
a lower course of wall, there is a 40% chance
Siege engines can damage several adjacent
that the 10’ section above it will be breached by
characters; roll damage separately for each
collapse, and a 20% chance that the section
character in the 10' square hit by the missile. Of
below it will be breached. These secondary
course, the attack roll must be high enough to
breaches have the same chances of affecting the
damage each one; a roll of 19 against characters
next 10’ section above or below them, and so on
having Armor Classes of 18 and 20 would hit the
until the top or bottom course of wall is reached.
former but not the latter.
If a breach occurs on a right or acute corner (90
degrees or less), the chances of breaches double A castle may also be attacked by mining. This
in each direction. method of attack involves tunneling under the
castle wall, then setting fire to the supports of
Attacking a Castle: Siege engines are difficult
the tunnel to cause the wall to collapse. It is also
to aim, but as castles don't dodge around, each
slow, and if the castle has a moat, the tunnel
successive shot by a given siege engine with a
must avoid it, which requires that it be dug
given crew has an increasing chance of hitting.
deeper, requiring twice the time. A mine is dug
To reflect this, the first attack on a castle's walls
like a dungeon, and once its supports are fired,
is made against Armor Class 20; each
the wall above is breached; if the mine is only 5’
subsequent attack by that weapon, fired by that
wide, there is only a 50% chance of causing a
crew, at that same point in the wall, is made
breach.
against an Armor Class one lower than the
previous shot, to a minimum AC of 11. Finally, a screw may be used to attack a
stronghold. This device, which costs 200 gp, is
Attacks on a castle's defenders are at -4 on the
used to bore through castle walls. A crew of at
attack roll if they are standing on the parapets,
least eight is required to operate it. It is only
and at -10 if they are behind arrow slits. Since
used at the base of a wall, and it is usually
characters defending the castle do move around,
operated under a sow, or portable roof, as it is
the odds of hitting them with a siege engine do
slow. (A sow typically costs about 100 gp.) The
not improve from shot to shot. There is an
device does 1d8 points of damage per turn, but
additional -2 on the attack roll for missile attacks
it ignores hardness. A breach caused by a screw
if the defenders are more than 20' higher than
is small, so it has only half the usual chance of
the attackers; this is not specifically due to
spreading to the next course of wall, unless
altitude, but rather because the defenders can
widened by miners.
use more of the wall for cover. The defenders

203
GAME MASTER INFORMATION BASIC FANTASY RPG

204
BASIC FANTASY RPG ALPHABETICAL INDEX

Alphabetical Index
Ability Rolls................153 Death Ray............45, 152 Magic Item Research. 154 Random Treasure
Ability score bonus........3 Death Ray or Poison. .5, 6 Magic Items. .40, 54, 129, Generation................129
Adjusting Treasure Defensive Movement...45 ..........................132, 149 Remove Traps................9
Awards......................129 Demi-Human.......3, 4, 46 Magic Wands.............5, 6 Repairing a Vehicle......52
Adventurers...............148 Demi-Human Parties..149 Magic Weapons. 132, 135 Rest.............................51
Alchemist....................40 Dexterity. . .4, 6, 8, 44, 45 Magic-User........8, 15, 16 Retainers.....................39
Animal Trainer.............40 Doors...........................37 Magical research.......154 Rings.................133, 138
Armor and Shields.......11 Dragon Breath...........5, 6 Maneuverability...........44 Role-Playing..................1
Armor Class 4, 43, 46, 52, Dungeon Encounters. 144 Mapping......................36 Round..............43, 44, 47
............................54, 136 Dungeon Survival........37 Melee Combat.............46 Running.......................44
Armorer (or Dungeons....................37 Mercenaries.................41 Savant.........................40
Weaponsmith).............40 Dwarves............5, 11, 37 Mercenary.................147 Save As.......................54
Attack Bonus.........46, 54 Electrum piece............10 Merchants..........147, 148 Save vs. Death..........152
Attack Bonus Table......46 Elves............5, 11, 37, 43 Miscellaneous Magic Saving Throws. 3, 5, 6, 52
Attacking a Vehicle 13, 52 Encounter. .144, 145, 146 Items.................134, 140 Scrolls........133, 137, 138
Attacks..................52, 54 Encumbrance..............36 Missile Fire...................46 Secret Doors................37
Bandits......................148 Energy Drain...............51 Missile Weapon Ranges Set Weapon Against
Becoming Lost.............39 Engineer......................40 ....................................11 Charge........................45
Beggar......................147 Equipment...............3, 10 Missile Weapon Rate of Ship's Crew..................40
Brawling......................48 Evasion and Pursuit.....45 Fire..............................47 Siege Engines..............14
Brigands....................148 Experience Points 42, 153 Missiles That Miss........47 Silver piece..................10
Buccaneers and Pirates Falling Damage............52 Money.........................10 Silver pieces................10
..................................148 Fighter...........................7 Monster Attack Bonus..46 Sneak Attack.................9
Bully..........................147 Fighting withdrawal.....45 Monster Reactions.......43 Specialists...................40
Carrying Capacity........36 Game Master.........1, 144 Morale.............39, 49, 54 Spell Research...........154
Character Abilities.........4 Game Turns.................36 Move Silently.................9 Spells...5, 6, 7, 15, 16, 17
Character Advancement Gems and Jewelry......131 Movement 13, 36, 38, 39, Starting money..............3
....................................42 Giant Rat...................147 ..............................45, 54 Strength. . .4, 6, 7, 36, 37,
Character sheet.............3 GM.............................1, 2 Movement rate 13, 36, 54 ..............................45, 47
Charge........................45 Gold piece...................10 Negative Hit Points....152 Strongholds...............161
Charging................44, 45 Grenade-Like Missiles. .47 No. Appearing..............54 Subduing Damage.......48
Charisma. 4, 5, 39, 40, 43 Halflings............6, 11, 36 Nobles...............147, 149 Surprise.......................43
City Watch.................147 Healing........................51 Non-Player Characters..2, Thief................8, 37, 147
City, Town or Village Hide..............................9 ..........................148, 149 Thief Abilities.............153
Encounters................146 Highwaymen.............148 Normal men................46 Thieves....8, 37, 146, 147
Cleric.........7, 15, 49, 133 Hit Dice.......................54 NPCs..............2, 148, 149 Thieves' Picks and Tools
Clerics vs. Undead Table Hit Points....3, 4, 5, 6, 37, Oil...............................49 ....................................12
....................................50 ....47, 48, 51, 52, 54, 152 Open Locks....................9 Time............................36
Climb Walls....................9 Holy Water.............12, 49 Optional Rules...........152 Traps...................37, 159
Climbing and Diving....45 Hopeless Characters..150 Order of Play...............43 Traveling by Air............39
Combat.......................44 How to Attack..............45 Overland Travel...........38 Treasure....................129
Combat round........36, 43 Humans...............4, 6, 11 Paralysis or Petrify.....5, 6 Treasure Type..............54
Combination Classes.....6 Individual Treasures...130 PC..................................2 Treasure Types...........130
Common........................4 Initiative.....4, 15, 43, 44, Pick Pockets...................9 Turn.............................36
Constitution...3, 4, 5, 38, ..............................45, 52 Pilgrims.....................149 Turn the Undead......7, 49
44, Intelligence.....4, 5, 8, 37, Placed Treasures........129 Undead. .7, 17, 49, 50, 51
..............................51, 52 ............................52, 153 Platinum piece.............10 Unguarded Treasures.131
Copper pieces.............10 Item Saving Throws.....53 Player Character............2 Using the Dice...............2
Cost of Weapons and Judging Wishes..........151 Poison..................52, 152 Vehicles.................13, 52
Equipment...................10 Lair Treasures............130 Potions...............133, 136 Wandering Monsters..144
Creating An NPC Party Land Transportation.....13 Preparing Spells from Wands, Staves and Rods
..................................148 Languages.....................4 Memory.....................153 ..........................134, 139
Damage...........48, 52, 54 Light....................36, 135 Press Gangs...............147 Water Transportation...13
Darkvision...............5, 36 Listen............................9 Priest.........................147 Waterborne Travel.......38
Deafness and Blindness Magic Armor......132, 136 Prime Requisite.....3, 7, 8 Weapon and Armor
....................................52 Magic Item Generation Race..........................3, 4 Restrictions...............151
Death and Dying.......152 ..................................132 Raise Dead................152 Weapon Size................11

205
ALPHABETICAL INDEX BASIC FANTASY

Weapons.....................11 Wilderness Movement Wizard.......................147


Wilderness Encounters Rates...........................38 Wrestling.....................48
..................................145 Wisdom...............4, 7, 39 XP................3, 40, 42, 54

206
BASIC FANTASY OPEN GAME LICENSE

OPEN GAME LICENSE transformed or adapted; (c) “Distribute” means to


reproduce, license, rent, lease, sell, broadcast, publicly
INTRODUCTION display, transmit or otherwise distribute; (d)“Open Game
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