Basic Fantasy RPG Rules r107
Basic Fantasy RPG Rules r107
Basic Fantasy RPG Rules r107
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.
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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
3
PLAYER CHARACTERS BASIC FANTASY RPG
4
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.
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BASIC FANTASY RPG PLAYER CHARACTERS
Character Races
Dwarves Elves
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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
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BASIC FANTASY RPG PLAYER CHARACTERS
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.
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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).
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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
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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.
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
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BASIC FANTASY RPG PLAYER CHARACTERS
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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.
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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
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PLAYER CHARACTERS BASIC FANTASY RPG
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.
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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
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SPELLS BASIC FANTASY RPG
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BASIC FANTASY RPG SPELLS
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
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SPELLS BASIC FANTASY RPG
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BASIC FANTASY RPG SPELLS
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SPELLS BASIC FANTASY RPG
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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.
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.
26
BASIC FANTASY RPG SPELLS
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
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,
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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
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.
38
BASIC FANTASY RPG SPELLS
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.
40
BASIC FANTASY RPG SPELLS
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
43
SPELLS BASIC FANTASY RPG
44
BASIC FANTASY RPG ADVENTURE
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.
45
ADVENTURE BASIC FANTASY RPG
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.
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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
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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.
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BASIC FANTASY RPG ADVENTURE
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
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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.
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BASIC FANTASY RPG ADVENTURE
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ADVENTURE BASIC FANTASY RPG
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.
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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.
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ADVENTURE BASIC FANTASY RPG
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BASIC FANTASY RPG ENCOUNTER
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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
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BASIC FANTASY RPG ENCOUNTER
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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).
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BASIC FANTASY RPG ENCOUNTER
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ENCOUNTER BASIC FANTASY RPG
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)
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
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ENCOUNTER BASIC FANTASY RPG
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.
64
BASIC FANTASY RPG ENCOUNTER
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.
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
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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
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
73
MONSTERS BASIC FANTASY RPG
74
BASIC FANTASY RPG MONSTERS
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
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
78
BASIC FANTASY RPG MONSTERS
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
80
BASIC FANTASY RPG MONSTERS
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
81
MONSTERS BASIC FANTASY RPG
creatures.
82
BASIC FANTASY RPG MONSTERS
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
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
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
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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
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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,
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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.
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BASIC FANTASY RPG MONSTERS
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MONSTERS BASIC FANTASY RPG
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
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BASIC FANTASY RPG MONSTERS
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
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MONSTERS BASIC FANTASY RPG
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BASIC FANTASY RPG MONSTERS
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
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MONSTERS BASIC FANTASY RPG
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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
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MONSTERS BASIC FANTASY RPG
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BASIC FANTASY RPG MONSTERS
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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
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.
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BASIC FANTASY RPG MONSTERS
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MONSTERS BASIC FANTASY RPG
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.
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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
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MONSTERS BASIC FANTASY RPG
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.
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BASIC FANTASY RPG MONSTERS
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
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BASIC FANTASY RPG MONSTERS
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MONSTERS BASIC FANTASY RPG
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
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BASIC FANTASY RPG MONSTERS
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
based attacks.
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BASIC FANTASY RPG MONSTERS
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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
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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.
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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
113
MONSTERS BASIC FANTASY RPG
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
114
BASIC FANTASY RPG MONSTERS
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.
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BASIC FANTASY RPG MONSTERS
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
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
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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.
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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
120
BASIC FANTASY RPG MONSTERS
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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
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MONSTERS BASIC FANTASY RPG
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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
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
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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
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.
128
BASIC FANTASY RPG MONSTERS
129
MONSTERS BASIC FANTASY RPG
130
BASIC FANTASY RPG MONSTERS
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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
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
132
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
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
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
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.
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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
138
BASIC FANTASY RPG MONSTERS
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
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
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MONSTERS BASIC FANTASY RPG
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
142
BASIC FANTASY RPG MONSTERS
143
MONSTERS BASIC FANTASY RPG
144
BASIC FANTASY RPG MONSTERS
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
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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
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
147
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
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
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
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.
151
MONSTERS BASIC FANTASY RPG
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
152
BASIC FANTASY RPG MONSTERS
153
MONSTERS BASIC FANTASY RPG
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
155
MONSTERS BASIC FANTASY RPG
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
156
BASIC FANTASY RPG MONSTERS
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!”
158
BASIC FANTASY RPG TREASURE
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.
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BASIC FANTASY RPG TREASURE
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TREASURE BASIC FANTASY RPG
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BASIC FANTASY RPG TREASURE
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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TREASURE BASIC FANTASY RPG
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BASIC FANTASY RPG TREASURE
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TREASURE BASIC FANTASY RPG
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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BASIC FANTASY RPG TREASURE
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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TREASURE BASIC FANTASY RPG
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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BASIC FANTASY RPG TREASURE
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
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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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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.
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BASIC FANTASY RPG GAME MASTER INFORMATION
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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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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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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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.
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GAME MASTER INFORMATION BASIC FANTASY RPG
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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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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GAME MASTER INFORMATION BASIC FANTASY RPG
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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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.
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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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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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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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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.)
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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
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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
206
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OPEN GAME LICENSE BASIC FANTASY RPG
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