Spellcraft & Swordplay Basic Game
Spellcraft & Swordplay Basic Game
Spellcraft & Swordplay Basic Game
Acknowledgements: Philotomy Jurament and Old Geezer, on RPG.Net, for great comments and interpretations of the rules that inspired this game, Matthew
Finch and Stewart Marshall, for getting the whole „retro-gaming‰ phenomenon up and running in a big way, and Daniel Proctor for taking it a step further with
the first shot at the B/X version.
Artwork: All artwork is in the Public Domain and was collected at KarenÊs Whimsy, the Medieval Bestiary, Medieval Macabre, and Wikipedia Commons.
http://karenswhimsy.com
http://www.godecookery.com/macabre/macabre.htm
http://bestiary.ca/
http://commons.wikimedia.org/
Playtesters: Timothy Brannan, Roger Calver, Ben Monroe, James Edward Raggi IV, Stuart Roe, Matt Slepin
Spellcraft & Swordplay is a Trademark ™ of Jason Vey and Elf Lair Games.
Designation of Product Identity: The titles „Spellcraft & Swordplay,‰ „Swordsmen and Spellslingers,‰ „Combat and Conflict,‰ and „Monsters and Magic‰ are
declared product identity.
Designation of Open Content: With the exception of product identity previously declared, all text from „Abilities‰ through „Basic Equipment and Costs,‰ all text
from „The Basics‰ through „Travel,‰ and all text of Book Three, as well as any text that is open content by virtue of appearing in another open content source is
hereby designated as open content under the Open Game License version 1.0a.
Acknowledgements: Marv Breig, Matt Slepin and James Maliszewski for great reviews, Internet discussion board presence, and aiding in word of mouth. Special
Thanks also to Roger Calver, Bill Coffin, Joseph Goodman, Shane Hensley, and George Vasilakos, for opportunities, advice, and support.
CHARACTER RACES
CHARACTER CLASSES
Once youÊve chosen the race for your character, you need to ADVANCEMENT TABLE
choose a class. The character class determines your A table explaining the advancement progression of the class,
characterÊs training and approach to the adventuring life. experience points required for each level, cumulative Hit Dice
There are four classes in Spellcraft & Swordplay: Warrior, per level, the number of attacks the character gains at each
Wizard, Thief, and Priest. Each class gives certain abilities level, and any special attacks or magic use accumulated.
and advantages, enabling it to fulfill an important role in an Note that under „Attacks,‰ individual bonuses are „pips‰ that
adventuring group. may be added to any one or more attacks in a progression, to
the maximum. Thus, a character listed as having „7+2‰
READING THE CLASS ENTRIES attacks gains 7 attacks in a round, and may add +2 to a single
Character classes and their abilities follow below and are listed one of these attacks, or may add +1 to any two attacks, at the
in a standard fashion: playerÊs discretion.
CLASS Similarly, hit dice represent the cumulative total hit dice and
Introductory text describing the nature of the class, pips gained by a character. Thus, a character at fifth level
prerequisites to enter, etc. with 5 hit dice advancing to 6th level, with a listing of „6+2,‰
would not roll 6 dice plus two pips to add to his total, but
Class Abilities would roll one die, adding two pips to the total, so that his
Special abilities granted to the class, and their functionality in cumulative total hit dice to date were 6+2. Likewise, an entry
game, including any restrictions upon the class. of „7+3‰ which at next level reads „7+5‰ would see the
character adding only 2 pips to his current hit point total.
WIZARD
Wizards have a difficult road to walk, but if they succeed the Arcane Spells: Wizards maintain a spell book full of the
reward is power undreamed of by other mortals. Theirs is the arcane formulae by which they make their way in the world.
province of arcane magic, weaving the magic energies of the From this book a wizard is capable of holding the magical
world together to produce incredible supernatural effects. energy of a certain number of spells, determined by level, in
TolkienÊs seminal gray wizard and Merlin of Arthurian fame his mind for discharge whenever he needs them. Every
are prime examples of wizards in fiction, as are the creepy morning, the wizard must spend one hour studying his spell
sisters in Macbeth or the wicked step mother of various book or the magical energy begins to fade and he forgets. As
„Cinderella‰ and „Snow White‰ tales. a general rule, any morning that the wizard does not study, he
loses one die worth of spell levels from memory, with higher
In addition to casting arcane spells, wizards can employ any level spells vanishing before lower level ones.
sort of magic item except for weapons and armor, these
being restricted to daggers, staves and slings. Even in the Spells are organized by complexity, or spell level, which is
mundane, wizards can only employ daggers, staves and slings different than character level. To cast a spell, a wizard rolls
as weapons. They may not wear armor of any sort, as bulky 2d6, adding his Intelligence ability check modifier, and
plates and padding impede the range of movement necessary attempts to equal or better a casting threshold based upon the
for the complex rituals of spellcasting, and may never use complexity of the spell (See Wizard Table 1: Spell Casting).
shields of any sort, as spellcasting requires their hands to be
free (though wizards who wield a staff often work it into their Three results are possible:
gestures). Their purview is the mystic, not the martial.
1. If the spell casting roll achieves a result of „Immediate‰,
Wizard Abilities the spell goes off immediately, at full effect, as intended.
Read Magic: Wizards can read the arcane script used to 2. If the spell casting roll achieves a result of „Delayed,‰ the
create scrolls, wards, and runes, and which is used in the spell will go off one round after casting is complete.
writing of spellbooks. Only wizards (and higher level Thieves) 3. If the spell casting roll fails (rolls lower than the target for
can read this writing. a delayed result), the spell fizzles and is erased from
memory. The spell cannot be used again until the wizard
engages in his daily spell book studies the following
10
Scribing scrolls costs 100 gold pieces and 1 day per spell
level. Scrolls are single-use versions of spells that require no
casting roll; the wizard simply reads the scroll and the spell
activates, the magic consuming the scroll in the process. A
wizard may not scribe a scroll for a spell he cannot cast;
however, it is possible to attempt to read a higher level scroll.
Doing so requires the caster make a successful Intelligence
check with a penalty equal to the level of the spell on the
scroll. Thus, if a first level caster with Intelligence 18
attempts to read a fourth level spell scroll, he must roll 2d6,
adding 1 for level and 3 for his check bonus, and a penalty of
-4 for the spell level. If he succeeds, the spell works as
normal. If he fails, the scroll is destroyed and the spell does
not work.
Any spell that the wizard can cast or can have cast by a Priest
can be imbued into a potion at a cost of 100 gold pieces and
1 week per level of the spell in materials and brewing. This is
in addition to any cost another spell caster may charge for
casting a spell not accessible to the brewer.
11
PRIEST
In some ways, priests are a combination of the previous two Priest Abilities
classes. They have better martial ability and more access to Divine Spells: Similar to wizards, priests have the ability to
weapons and armor than do wizards, though not nearly as cast spells. Spell casting for priests is done exactly the same
good as warriors, and they can perform feats of magic, as wizards, using the numbers on Wizard Table 1: Spell
though not nearly on the same plane as wizards, and of a Casting (p. 11), but priests cast spells from their own list.
different sort. Priests are warrior-Priests who wander the land Rather than Intelligence, priests add their Wisdom ability
battling heathens in the name of their god. They disdain check modifier to the spell casting roll, and cast at one level
bloodshed, so they may only use bashing and non-bladed below their actual level.
weapons, often preferring hammers or maces, and may wear
leather, padded, studded, scale, or chain armor. They may Priests do not keep spell books; rather, every morning they
use shields. must spend one hour in prayer, asking their god to grant
them certain powers to aid them in the course of the day.
The number of spells granted are shown on Character
Advancement Table 3: Priests, and can be chosen from all
spells able to be cast by the priest. Just as with wizards,
however, if a priest fails his spell casting check or rolls snake
eyes, he forgets the spell for the remainder of the day, though
if 2 is the requisite target the spell may still work one last
time.
Bane of the Dead: Once per day, a Priest can cause any
undead of equal or lesser hit dice to immediately make a
morale check (see book two) when confronted, or flee. This
morale check suffers a penalty equal to one plus one third the
PriestÊs level (rounded down). Thus, a third level priest
imparts a -2 penalty to morale checks. Certain evil priests
may cause subjugation in undead who fail this morale check,
rather than causing them to flee. This is the only time non-
intelligent undead such as zombies or skeletons must perform
a morale check. Any undead creature more than four hit dice
below the PriestÊs level who fail their morale check are
instantly destroyed. At the RefereeÊs discretion, intelligent
undead may not flee; rather, they suffer -2 to attacks, saves,
and ability checks while in the PriestÊs presence.
Priests follow a specific deity or pantheon, and priest
characters should choose a specific deity or pantheon to Divine Conviction: Priests add +2 to all saves based on
worship within your campaign milieu. There are no Wisdom.
unaligned priests.
ADVANCEMENT TABLE 3: PRIESTS
Level Hit Dice Attacks Spells Granted by Level XP Needed
12
1 1 1 NIL 0
2 2 1+1 1 2000
3 3 2+1 11 4000
12
Thief Abilities
Most thief abilities use standard ability checks to determine
success. These checks gain special class-based bonuses. In
addition, certain races have racial bonuses to certain abilities.
These numbers are located on Thief Table I: Racial Bonuses
and Advancement Table 4: Thieves (p. 14). Thieves should
add their appropriate ability bonus to their base chance of
success on skills. The associated ability for each skill is listed
in the skill description, below. Thus, a first level dwarf thief Perception (Intelligence or Wisdom): Thieves have a better
with a Dexterity of 17 will have a Remove Traps bonus of +3 chance of hearing noise and noticing things that are out of
(Dex) + 2 (Dwarf) + 1 (1st level) = +6. See p. 14 for more the ordinary than do other creatures. They may attempt to
information on racial and level advancement bonuses. As with listen through doors where other creatures would have
any Ability Check, snake eyes always fails, and a roll of box problems, and are adept at finding hidden compartments and
cars always succeeds. secret doors, and at noticing potential or impending threats.
When checking for success, the Referee should grant a bonus Cant: Thieves have a special lingo, a sort of „street speak‰
of +1 for every 3 levels above the opponent the thief is, or a that identifies them to each other and allows them to speak in
penalty of -1 for every 2 levels below the opponent the thief code about thieving activities. This cant is not a full language,
is. and is restricted only to speaking about activities of a less-
than-savory nature.
Open Locks (Dexterity): Thieves are expert locksmiths, and
given time and the right tools can bypass almost any secured Expert Linguist (Intelligence): Beginning at 3rd level, thieves
enclosure. They use a Dexterity check to determine success, are capable of deciphering most documents and writings,
and failure indicates that the lock is simply beyond the thiefÊs including maps, curses, wards, etc., so long as the languages
current level of expertise. He can try again next level⁄or are mundane and not magical in nature, and gain a +5 to do
someone can just bust it off. so.
Trap Smith (Intelligence to Find, Dexterity to Remove): A Climb (Strength): Thieves can attempt to climb any sheer
thief can attempt to disarm mechanical traps and bypass surface, from a cliff face to a building. At first level, the thief
magical traps when detected (use rules for detecting secret gains +5 to climb; at third level increase this bonus by +1.
doors for detecting traps). If the thief fails his roll to remove Other factors (grease, ice, use of climbing gear, etc.) may also
or bypass a trap by more than 3, he will instead set off the affect this ability at the RefereeÊs discretion.
trap, suffering full consequences for doing so.
Vital Strike: By striking when unnoticed or from behind, the
Pick Pockets (Dexterity): This represents the thiefÊs chance to thief can target vital areas, increasing his chance for a hit and
pilfer an item unnoticed. Any time a thief fails his roll to pick dealing extra damage. If the thief is unnoticed (see „Stealth‰)
pockets by more than 4, the mark may make a Wisdom or behind a target, as when flanking (see „Combat,‰ chapter
ability check to notice the attempt. 3), he adds +3 to his „to Hit‰ roll, and if successful deals
double damage.
13
ALIGNMENT
Next, choose an alignment for your character: his selfishness gets the better of everyone, and these people are
philosophical and moral outlook. There are four alignments: driven by their own needs, being neither good nor evil,
Good, Neutral (Balance), Neutral (Unaligned), and Evil. though some lean more towards one extreme than the other.
Good characters champion freedom from tyranny, respect Neutral (Balance) characters tend to view themselves as
others, and hold a deep reverence for life. guardians of the cosmos and can be full of arrogance and
Evil characters are selfish, lustful, greedy, and immoral. hubris as a result, turning on friends and allies the moment
they sense the balance shifting.
Neutral (Unaligned) characters represent the majority of
people in the world. Unaligned people try to act for the good
of everyone, and even may believe theyÊre good people. But
14
LEVEL 1
Charm Person: This charm makes a medium-size or smaller battered down by strong opponents. The spell lasts for one
humanoid regard the caster as a trusted friend and ally. If the hour per level of the caster.
target is being threatened or attacked by the caster or the
casterÊs allies, however, it receives a +5 bonus to its saving Light: This spell causes an object to shed light, clearly
throw. The spell does not enable the character to control the illuminating the area around it as much as a torch, albeit with
charmed creature as if it were an automaton, but the subject clear, white light. Although the effect is immobile, it can be
does perceive the casterÊs words and actions in the most cast on a movable object. Light taken into an area of magical
favorable way. Any act by the caster or the casterÊs apparent darkness does not function. The spell lasts for one turn per
allies that threatens the charmed creature breaks the spell. level of the caster.
Note also that the caster must speak the creatureÊs language
to communicate commands. The subject may make a Magic Missile: This spell conjures a bolt of magical energy
Charisma-based saving throw to negate the effects. This spell that automatically strikes its target, dealing 1d6-1 damage
lasts for one hour per level of the caster. (minimum 1 point). For every four levels of the caster,
another missile fires (a fourth level caster fires two missiles, an
Dancing Lights: Depending on the version selected during eighth level caster three, etc.), though all missiles fire
casting, the caster creates up to four lights that resemble simultaneously and strike the same target.
lanterns or torches (and provide the same amount of light), or
up to four glowing spheres of light (which look like will-oÊ- Detect Evil: The caster can sense the presence of
wisps), or one faintly glowing, vaguely humanoid shape. The supernatural evil within a 60 foot radius, as well as how
dancing lights must stay within 20 feet of each other, but relatively powerful the source of the evil is (minimal, slight,
otherwise move as the caster desires (no concentration moderate, great, obscene). The spell notes the general
required): forward or back, up or down, straight or turning direction, but not the exact location or distance of the evil.
corners, etc. The lights can move up to 100 feet per round. A This spell will detect undead, but not evil characters of lesser
light winks out if its distance from the caster exceeds the than eighth level (and those of eighth to tenth level will
casterÊs line of sight. A creature that interacts with a dancing generally register as „slight.‰) The spell lasts for one turn per
light gets a Wisdom-based saving throw to recognize it is an level of the caster.
illusion.
Read Languages: This spell allows the caster to read any and
Detect Magic: the caster can detect the presence of magical all mundane languages, modern or ancient. It lasts for 10
auras in anything the caster observes. The Strength of the minutes per level of the caster.
magic detected will be revealed as lingering, faint, moderate,
strong or overwhelming. Magical areas, multiple types of Sleep: Creatures within range and within a 30Ê diameter circle
magic or strong local magical emanations may confuse or that are capable of sleep fall into a comatose slumber, with
conceal weaker auras, although the Referee may allow the weaker ones being felled prior to stronger ones. The spell
caster to spend additional rounds concentrating to decipher affects 2d6 HD of creatures. For creatures with equal HD,
the confusion or reveal weaker auras. The Referee may those closest to the spellÊs point of origin are affected first. No
require an Intelligence check to do so. The spell lasts for only creature with 5 or more HD is affected, and HD not sufficient
one turn. to affect a creature are wasted. The spell is centered on a
location determined by the caster. Slapping or wounding will
Hold Portal: This spell magically bars a door, gate, window, awaken affected creatures, but normal noise does not. Sleep
shutter of wood, metal or stone. The magic holds the portal does not affect unconscious creatures, constructs or undead
fast, just as if it were securely closed and normally locked. A creatures. The spell lasts for 1 turn per level of the caster,
knock spell or a successful dispel magic can negate the hold and creatures are entitled to a saving throw using their
portal, and portals held shut by this spell can still be forced or Wisdom ability modifier (if applicable) to resist.
15
Invisibility: The target (and all of his or her gear) vanishes Protection from Evil: This spell creates a magical barrier
from all forms of natural sight, including special visions. Items around the subject at a distance of 1 foot offering protection
dropped or put down by an invisible creature become visible; against evil creatures. It does not defend against evil
items picked up disappear if tucked into the clothing or characters of less than 8 levels/Hit Dice, but will defend
pouches worn by the creature. Light, however, never against powerful characters, undead and other supernatural
becomes invisible, although a source of light can become so evils.
(thus, the effect is that of a light with no visible source). Any
part of an item that the subject carries but that extends more The barrier moves with the subject and grants a +2 bonus to
than 10 feet from it becomes visible, such as a trailing rope. AC and +1 to saving throws against evil creatures. The spell
The spell ends if the subject attacks or behaves in a hostile prevents bodily contact: the melee attacks of such creatures
manner towards any creature, but otherwise lasts until fail and the creatures recoil from the protective magic. The
cancelled by the caster or until the subject makes a saving protection ends if the warded creature makes an attack
throw with Intelligence ability check modifier. against, or tries to force the barrier against, the blocked
creature. Magic resistance can allow a summoned or conjured
Knock: This spell opens stuck or locked doors, even magically creature to overcome this protection and touch the warded
held ones. It slides bolts and lifts latches. It opens secret creature by making a save. Otherwise, no save is allowed.
doors, as well as locked or trick-opening boxes or chests, and The spell lasts for one hour.
also loosens shackles or chains that have been employed to
hold closures shut. Knocked doors do not relock themselves Wizard Lock: Magically locks a door, chest, or portal. The
once opened. Knock cannot raise portcullises or similar caster can freely pass your own arcane lock without affecting
impediments, nor can it undo or untangle knots. Each spell it; otherwise, a door or object secured with this spell can be
can undo up to two means of preventing egress through a opened only by breaking in or with a successful dispel magic
portal. If used to open a magically locked closure, knock does or knock spell. Halves the chance to break open a door or
not remove the spell but simply inhibits its functioning for 10 portal affected by this spell. (A knock spell does not remove
minutes. an arcane lock; it only suppresses the effect for 10 minutes.)
16
LEVEL 1
Cure Light Wounds: This spell heals 1d6+1 points of damage food and water suitable for eating and drinking. It does not
to a character touched. Requires a melee spell attack against prevent subsequent decay or spoilage. Unholy water and
unwilling targets. similar food and drink of significance is spoiled by purify food
and drink, but the spell has no effect on creatures of any type
Purify Food & Water: This spell makes up to 1 cubic foot per nor upon magic potions.
level of spoiled, rotten, poisonous, or otherwise contaminated
LEVEL 2
Bless: The priest instills his allies with divine aid, adding +1 to level, and the target may make a saving throw with Wisdom
attack rolls and saves against fear. Lasts for 1 round per ability check modifier to resist.
level.
Speak with Animals: The caster can comprehend and
Find Traps: The caster locates any mechanical or magical communicate with animals. He may ask questions and receive
traps within 30 feet. This spell lasts for 1 round per level. answers, although the spell doesnÊt make them any more
friendly or cooperative than normal. Further, it doesnÊt make
Hold Person: This spell holds a single medium-sized or less animals any more intelligent, so answers and comments will
humanoid target rigidly in place. It is aware and breathes be based on the animalÊs perception. The spell lasts for 1
normally but cannot take any physical action. It can, however, round per level.
execute purely mental actions. The spell lasts for 1 round per
EQUIPMENT AND ECONOMY
Characters begin with 75 coin with which to buy equipment. Characters do not have to pay for basics: a suit of traveling clothes
or robes, cloak, boots, belt and pouches. Additional equipment costs can be extrapolated from what is here.
BASIC EQUIPMENT AND COSTS
Weapons and Armor
Item Cost Item Cost Item Cost
Dagger 1 Pole Arm 7 Sling Stones, 20 5
Hand Axe 2 Halberd 7 Silver Tipped +10
Mace 5 Lance 4 Leather or Padded 15
Armor
Short Sword 5 Short Bow 15 Studded Leather 20
Long Sword 7 Long Bow 40 Chain, Scale Mail, 30
Lorica Segmentata
Two-Handed 15 Composite Bow 50 Plate Mail 50
Sword
Battle Axe 7 Light Crossbow 15 Shield 10
Morning Star 6 Heavy Crossbow 25 Barding 150
Flail 5 Sling 1
Spear 3 Arrows/Quarrels, 20 10
17
Miscellanea
Item Cost Item Cost
Rope, 50Ê 1 Holy Symbol, silver 25
Pole, 10Ê 1 Holy water, 1 vial 25
Small Sack 1 Wine, qt., poor 3
Large Sack 1 Wine, qt., avg. 5
Backpack 3 Wine, qt. fine 10
Water/wine skin 1 Iron Rations, wk. 5
6 Torches 1 Meal, bread and porridge 1
Lantern 10 Meal, hearty stew 3
Flask of Oil 1 Meal, good mutton and sides 5
5 stakes & mallet 5 Ale or mead, pt. 1
Mirror 2 Lodgings, basic, 1 night 2
Holy Symbol, 2 Lodgings, full accommodation (inc. 10
wood meals), 1 night
18
19
THE BASICS
Almost all actions in S&S are handled by rolling 2d6, adding rolled to check a probability (often for a mishap or miss
bonuses, and trying to equal or get better than a target chance), but these are the exception to the rule.
number. On rare occasions, a number (1 to 3) d6 may be
TIME
The first thing to clarify in our book on rules is how time is minute of in-game time. During a round of combat,
distributed in the game, since a great many actions you will characters will have the ability to make a number of attacks or
undertake, from attacking an enemy to engaging in actions. Each action will take a number of „passes,‰ each
negotiations to casting spells revolve around time. In general, segment being equal to six seconds of time; there are ten
when discussing time in a non-vital situation, time is just passes in a round.
addressed as we do every day: seconds, minutes, hours, days,
weeks, etc. However, when the breakdown of time becomes Ten rounds is equal to a Turn, which obviously then
important, there is game terminology used. represents ten minutes. Whenever you see the term „Turn,‰
count tens of minutes in game time.
In combat, time is broken up into one-minute passes called
rounds. Whenever you see the term „Round,‰ it refers to one
ABILITY CHECKS
There will be times in game when the Referee has a character or penalize actions based on their difficulty as indicated on
make a simple ability check to determine the result of some Table: Difficulty Modifiers (p. 21).
action not otherwise covered by the rules. When making an
ability check, 2d6 are rolled, the bonus or penalty on the When in doubt as to how to handle any given situation, go
Check Modifier table (p. 7) added, and any penalties or with an ability check. If the situation requires a contest
bonuses granted by the Referee applied. If the result of the between two people, have both roll ability checks, with the
check is 11 or better, the check succeeds. higher result winning. These are called contested tests. For
example, if two people are having an arm-wrestling
In general, besides the ability check modifier, characters gain competition, the Referee can call for both to make a strength
+1 to ability checks at first level and every multiple of three check. Both characters would roll 2d6, adding their strength
thereafter (ie. 3, 6, 9, etc). ability check modifier and +1 for every three class levels
possessed. The highest result wins the contest; however, if
As a rule of thumb, if the task is so easy and mundane that a neither result equals 11, the contest is deadlocked and
character of a given class and level should be able to do it continues on.
without any trouble, donÊt roll. Only roll for critical,
important, and difficult tasks. The Referee will grant bonuses
20
Saving Throws
Many attack forms require the player to make a saving throw
for his character. A saving throw is an ability check which
represents the characterÊs ability to avoid dangerous or deadly
situations. Saving throws will always add ability bonuses based
on the type of save. The Fire Ball spell, for example, allows a
character a saving throw with their dexterity adjustment to Morale checks for monsters use the ability check guidelines
take only half damage. An unmodified („natural‰) roll of 2 given on p. 35. The situation that inspired the morale check
always fails, and a natural roll of 12 always succeeds. Each will generally dictate the results of a failed check; i.e. if an
class gains a special class-based bonus to certain saving overwhelming force demands surrender, a failed morale check
throws, as listed under the class description in Book One. will likely result in surrender. If the party were faced, on the
Wizards, for example, gain +2 to all Intelligence based saves, other hand, by a horde of slobbering, maddened berserkers
and Warriors gain +2 to all Constitution-based saves. out to destroy everything in their path, a failed morale check
Morale might result in the release of bodily waste, and in rapid flight
Morale is the ability to keep on going in the face of adversity. from the situation.
Whenever a situation occurs that could cause a character or
monster to surrender or break and run, that character or
MOVEMENT
Base Movement Rates Halflings wearing no armor move at 45 feet per round. If
Base movement rates per round for player character races are wearing light armor movement rate is 35 feet, and if wearing
as follows. Other creaturesÊ movement rates are listed under medium armor movement is 25 feet. If a Halfling decides to
individual monster entries in Book 3. don heavy plate armor, his movement will be a mere 15 feet.
Halflings donÊt have the strength and endurance of dwarves in
Humans and Elves wearing light or no armor (no heavier than such bulky gear.
padded or leather) move at 60 feet per round. If wearing
medium armor (up to chain), they move at 45 feet, and if In a combat situation, characters may move up to half of their
wearing plate armor, humans move at 30 feet. maximum movement and still attack. If a character moves
more than half of their maximum movement, they may not
Dwarves wearing no or light armor move at 45 feet per attack. The exceptions to this are elves and Halflings with
round. If wearing medium armor their movement rate is 35 specific ranged weapons.
feet, and if wearing plate, movement is reduced to 25 feet.
21
COMBAT
LetÊs face it: the vast majority of fantasy gaming revolves Referees, use common sense, here; if the party sets up an
around battles. Swords flashing, spells blazing, killing things extraordinarily clever ambush and thereÊs no way you can see
and taking their stuff. ThatÊs what this type of play is geared that their enemies would detect them, the party should
towards. At its most basic, the progression of combat in automatically gain surprise.
game is as follows:
If no surprise or equal surprise exists, the next step is to
1. Determine surprise and check initiative check initiative. Checking initiative is a matter of everyone
2. Winner attacks rolling a die or dice and adding their Dexterity Reaction
3. Damage and casualties resolved Adjustment. It really doesnÊt matter whether you roll 1d6,
4. Loser attacks 2d6, or even 3d6, just so long as all involved parties roll the
5. Damage and casualties resolved same number of dice. Whoever rolls the highest gets to act
6. Repeat first, and initiative progresses in descending order from there.
Surprise and Initiative Referees might do better to roll for opponents in groups.
If there is a chance that one party has surprised another (or That is to say, if the characters are facing a group of five orcs
that both parties are surprised) each party with the potential led by an ogre and a troll, roll one initiative test for all five
for surprise rolls a d6, applying any modifiers the Referee orcs, one for the ogre, and one for the troll. This just helps
deems appropriate. A result of 1 or keep things organized.
2 indicates surprise. If only one
party is surprised, the other party Note that any characters engaging in
gets one free action (not full round, ranged attacks always attack first,
but action) against the surprised though still in decreasing order of
party. That is to say, a fifth level their own initiative.
warrior could move in and make a
single attack, but not a full 4-attack Attack
routine. A wizard can cast a spell on Each character, in descending order
a surprise round, though the spell of initiative, makes one or more
will not go off until the first regular attacks as indicated on their level
initiative action of a member of his progression chart. To make an
(or one round later, if the spell is attack, roll 2d6, add your Strength
delayed). Thus, a wizard casting a modifier and any other modifiers you
spell on a surprise round should may have, subtract your opponent's
hope he or one of his teammates dexterity penalty, if the opponent is a
gains initiative for the regular Warrior, then consult the combat
combat; otherwise, the enemy will matrix, cross-referencing your
attack before his spell takes effect. weapon against the armor class of
your opponent. If your total equals
If both dice indicate surprise, or exceeds the number listed, youÊve
whichever party has the higher result scored a hit! Note that armor class is
will gain a surprise pass. Thus, if based on the general type of armor
one party rolls a 1 and the other a (even natural armor) possessed or
2, the party with the 2 will get to attack. worn by an opponent. Shields improve armor class by one.
See Combat Table 1: Armor Type and AC (p. 23) for a
If the rolls are a tie, then the partiesÊ surprise offsets, and in complete breakdown of armor types and the armor class they
game the situation is treated as if there were no surprise. impart.
22
SHIELDS
It is advisable for players to keep the matrix for any weapon Shields make it easier to parry enemy attacks. Thus, use of a
their character uses written on their character sheet. This shield imparts a -1 penalty to a single opponentÊs roll to hit
way, the player can simply roll 2d6 and reference his own every round.
attacks, which saves time in the long run. In general, thereÊs
23
24
25
Healing
Characters may receive magical healing by spell or by the
Priest or PaladinÊs ability to lay on hands, or may heal
naturally. A character will heal their level plus their
Constitution modifier in points of damage per every full day of
rest (which means each day that no adventuring takes place).
If a character undergoes normal activity, the healing rate is
halved. In any case, a character brought to near death (below
zero hit points) must receive magical healing or spend at least
1d6 full days in bed before natural healing begins.
VISION
On a clear day outdoors, characters can see clearly up to 250 • A blinded creature loses its dexterity modifier in combat
yards with no problems. Thus, elves can see in starlight and and attackers gain +2 to hit the creature (unless they also
moonlight for up to 250 yards. Dwarves can see in normal are blinded).
darkness (any condition that is not utter pitch) for up to 250
yards. Such abilities do not cancel out the thiefÊs ability to be • A blinded creature takes a -4 penalty dexterity-based
stealthy. checks. A creature blinded by darkness automatically fails
any check relying on vision.
Blindness, Invisibility and Darkness • Blinded creatures cannot use gaze attacks and are
While some characters and monsters can see perfectly well
immune to gaze attacks.
without any light at all, characters with normal vision can be
rendered completely blind by putting out the lights. Torches • A blinded creature can make a wisdom check each round
or lanterns can be blown out by sudden gusts of subterranean in order to locate foes. A successful check lets a blinded
wind, magical light sources can be dispelled or countered, or character hear an unseen creature „over there
magical traps might create fields of impenetrable darkness. somewhere.‰ This results in a 4-in-6 miss chance until
the blinded creature hits (d6 after a successful attack; 5-6
In many cases, some characters or monsters might be able to hits), after which the miss chance is the standard 50%.
see, while others are blinded. For purposes of the following
points, a blinded creature is one who simply canÊt see through • If a blinded creature is struck by an unseen foe, the
the surrounding darkness. These same conditions apply to blinded character pinpoints the location of the creature
dealing with an invisible assailant; treat everyone who canÊt that struck him (until the unseen creature moves, of
see the invisible creature as though they are blinded in respect course). The only exception is if the unseen creature has
to it. a reach greater than 5 feet (in which case the blinded
character knows the location of the unseen opponent,
• Blinded creatures lose the ability to deal extra damage but has not pinpointed him) or uses a ranged attack (in
due to precision (for example, a thiefÊs back attack). which case, the blinded character knows the general
direction of the foe, but not his location).
• Blinded creatures halve movement, and canÊt run or
charge. • A creature with the scent ability automatically pinpoints
unseen creatures within 5 feet of its location.
• 3-in-6 miss chance in combat; on any successful attack,
roll an additional d6 and if the result is 4-6, the hit is Light Sources
successful. Blinded creatures must first pinpoint the Light sources will overcome normal darkness. A typical
location of an opponent in order to attack; if the blinded campfire will shed light in a 30 foot radius; a torch will light
creature launches an attack without pinpointing, it up to a 20 foot radius; a lantern has a 15 foot radius.
attacks a random area within its reach. For ranged Assume that half again the distance beyond provides shadowy
attacks or spells against a foe whose location is not illumination, imposing -3 to Wisdom checks to see and -2 to
pinpointed, roll to determine which direction the blinded hit targets, and half again that is dim illumination, Imposing -6
creature is facing; its attack is directed at the closest to Wisdom checks to see and -4 to hit targets. Bullseye
target that lies in that direction. lanterns can be adjusted to emit a 15-foot beam rather than
lighting a radius.
27
AWARDING EXPERIENCE
In order to advance, characters will need to earn experience. party feel some real sense of risk, grants XP equal to twenty
Generally, this is accomplished through defeating monsters times the party level plus one, and a deadly challenge, where
and overcoming challenges. Each monster has a set XP one or more characters are at risk of losing their lives, or
(experience point) award, listed in its monster entry. which consumes a great deal of the partyÊs current resources
Defeating the creature awards this many points to the party, in spells, hit points, or treasure, provides XP equal to fifty
which are divided evenly among the characters. Defeating times the party level plus one or more.
multiple creatures of a single type, of course, provides
multiple experience awards. Experience is never granted for treasure, as treasure is its own
reward.
For overcoming challenges, the Referee should gauge how
difficult the challenge was, and award experience accordingly. Bonus XP may be awarded for good role playing (50-100 XP
An easy challenge, which requires an ability check or two but per character) or enhancing the play experience for the group
nothing more, provides XP equal to five times the level of the (amusing moments or quips, for example, that donÊt distract
party plus one (i.e. a first level party would get 10 XP for such from overall game play but heighten the mood of all involved)
a challenge·2 x (party level +1)). An average or moderate (10-25 XP per character).
challenge, one that uses party resources but isnÊt particularly
dangerous, provides XP equal to ten times the level of the Creation of custom monsters, as well as experience awards
party plus one. A difficult challenge, one that makes the for custom creatures, is covered in Book 3.
28
29
Centaur 1-24 G L 3 90Ê 4 (16 hp) 2 hooves (maces) and weapon Darkvision, Track, Woodland Stride 4 110+4 (174)
Dryad 1 G M 3 -3 60Ê 2 (8 hp) Weapon Magic, Tree Dependence, Tree Stride, Wild 1 25+2 (41)
Empathy, Spell Resistance 0
Dwarf 1-100 N(U) M 6 35Ê 1 (6 hp) Weapon (dwarves can have Darkvision, dwarf traits as per volume 1, combat 2 7+1 (13) or
multiple hit dice and gain one expertise (orcs and giants), Warrior abilities. special if
attack per 3 hit dice). multi HD (see
XP table).
Elemental 1-4 N(B) S-I Var. 90Ê 1-20 Slam Elemental Move 120Ê Nightvision, Elemental 1/7/9 Var.
Mastery, Regeneration, Elemental Blast,
Whirlwind
Elf 2-300 G M 6 -1 90Ê 1 (5 hp) By weapon or spell (Elves can Nightvision, Elf Traits as per volume 1, Warrior 1 7+1 (12) or
have multiple hit dice--see and Wizard abilities. Special if
dwarves) Multi-HD (See
XP table).
Gargoyle 1-8 E M 8 75Ê 5 (20 hp) 2 claw, bite, gore (2 short sword, Darkvision, Freeze, fly 90Ê 5 160+5 (260)
dagger, hand axe)
Ghoul 1-24 E M 2 75Ê 2 (8 hp) 2 claw, bite (2 hand axes, dagger) Darkvision, Paralysis 1 30+2 (46)
Gnoll 2-200 E L 5 90Ê 2 (9 hp) Slam (club) or by weapon Nightvision 1 10+2 (28)
Gnome 4-400 N(B) S 3 -1 50Ê 1 (4 hp) Weapon or spell (Gnomes can Nightvision, Animal Empathy (Burrowers), 1 7+1 (11) or
have multiple hit dice--see Combat Expertise (goblins and kobolds), Special if
dwarves) Enhanced hearing, Magic, Thief Abilities Multi-HD (See
XP table).
Goblin 2-400 E S 3 45Ê 1 (3 hp) Weapon Darkvision, Thief Abilities 1 5+1 (8)
Green Slime 1-6 N(U) Any 1 2.5Ê 4 (16 hp) None Engulf (2d6 acid), Vulnerable fire, cold, acid, Nil 120+4 (184)
electricity, immune normal weapons (full)
Halfling 2-600 G S 2 -3 45Ê 1 (4 hp) By weapon (Halflings can have Nightvision, Halfing Traits as per volume 1, Thief 1 7+1 or
multiple hit dice--see dwarves) abilities. Special if
Multi-HD (See
XP table).
Hippogriff 1-4 N(U) L 3 -3 95Ê 3 (13 hp) 2 claws, bite (2 daggers, hand Fly 175Ê, Nightvision 2 30+3 (69)
axe)
Hobgoblin 4-200 E M 5 90Ê 1+5 (9 hp) By Weapon Darkvision 1 7+1 (15)
30
Horse, Heavy 1-20 N(U) L 4 100Ê 4 (16 hp) 2 hooves (flails) Nil Nil 40+4 (104)
Horse, Light 1-30 N(U) L 4 120Ê 2 (10 hp) 2 hooves (maces) Nil Nil 10+2 (30)
Horse, Med. 1-30 N(U) L 4 110Ê 3 (14 hp) 2 hooves (morning stars) Nil Nil 20+3 (62)
Human 4-400 N(U) M Var. 90Ê 1 (6 hp) By Weapon (Humans can have Human traits as per volume 1. Var. 5+1 or
multiple hit dice--see dwarves) Special if
Multi-HD (See
XP table).
31
HOW TO READ THE TABLE
Monster: The name of the monster. creatures over 10 HD, simply intuit the progression past tenth
level. An 11 HD creature saves as 10th, level, and reduce the
# Appear: The numerical range of monsters encountered. A required save by one point per two HD thereafter. Thus, a
monster with a list of 2-400, for example, can be 15-HD creature saves at 4. No matter how many hit dice a
encountered in pairs, or an entire community will generally creature has, a natural roll of 2 will always fail a save.
have up to 400 members. Parenthetical notations give hit points for an average member
of the species.
AL: The creatureÊs alignment tendency. Note that there are
always exceptions to the rule, and it is possible, however Attacks: The type and number of basic attacks a creature has.
unlikely, to encounter a creature that does not behave as per Parenthetical notations indicate what weapon type to
the tendencies of its race, such as a good orc. Alignments are reference on the combat chart in Volume 2, and non-standard
Good (G), Evil (E), Neutral Unaligned (N(U)), and Neutral damage (if any). Thus, Bite (dagger) means the creature has a
Balance (N(B)) and detailed in Volume 1. bite, which is scored as a dagger on the Weapon Type vs. AC
chart in volume 2. Attacks separated by commas indicate
SZ: The creatureÊs size rating: Tiny (T), Small (S), Medium multiple attacks. Attacks after an „or‰ indicate other options
(M), Large (L), Huge (H), Giant (G), Colossal (C), or immense in lieu of standard attacks. Thus, a creature with „2 claws
(I). For details on the effects of size, see Volume 2. and bite (2 daggers and short sword) or tail swipe (flail, 3d6)‰
indicates the creature can use either 2 claws and a bite, OR it
AC: The creatureÊs armor class. See p. 22-24. If a creature can attempt a tail swipe which scores as a flail and does 3d6
has an armor class with a penalty listed after it, this represents damage.
the penalty to an enemyÊs attack roll to hit the creature.
Thus, AC 4 -3 means the creature has an AC of 4, and the Special: Any special abilities or attacks a creature has. Unless
attacker subtracts three from all rolls to hit it. This penalty otherwise stated, special attacks are used in lieu of basic
refers to other defenses besides artificial and natural armor, attacks, not in addition to.
such as the creatureÊs reaction adjustment.
Treasure: the treasure type the creature possesses. See p. 46
Move: The number of feet per round the creature can move. for details.
In combat, creatures can move half their total movement and
still make an attack. See Volume 2. XP: The amount of experience points gained for defeating
each creature of this type. This is expressed as a base value,
HD: The number of hit dice a monster has. Roughly followed by a „per hit point‰ bonus. A creature with an XP
equivalent to its level of experience, were it a player value of 5+1 gives 5 experience points, plus one per hit point
character. Monsters always make saving throws as Warriors, the creature has. Parenthetical notations are total experience
using their Hit Dice to reference the level at which they save. for an average member of the species.
Thus, a 2 HD creature saves as a second level Warrior. For
Alternate Form: The creatureÊs normal form is that of a Breath Weapon (type/damage/usage): The creature can
regular human or demi-human. In its natural form, the breathe a gout of flame or cloud of frost or gas, or spit a
creature retains any heightened senses or vision capabilities of stream of poison or acid, or has another ranged attack
its alternate form but no others, except where „Improved‰ is delivered from its mouth. The parenthetical notation
indicated, in which case the human form has all abilities of the indicates the type of attack, the amount of damage it deals,
creature. These creatures have immunity to polymorph and how often the creature can use it. Thus „Breath Weapon
spells. (Fire/2d6/day)‰ indicates the creature breathes a gout of
flame that deals 2d6 damage, once per day. Unless
Animal Empathy (Type): The creature has a special otherwise noted in the creatureÊs description, breath weapons
relationship with nature which allows them to communicate always allow a save with Dexterity reaction adjustment for half
with animals of the specified type. The communication is damage. Unless otherwise specified, a breath weapon is a 25Ê
more telepathic and empathetic than it is conversational, long cone that is 15Ê wide at the far end.
though posture and sounds can communicate emotions such
as stress and fear. The information communicated must be Breathe Water: The creature can breathe in water as well as
relatively simple, taking place on the animalÊs level of humans can breathe air. Unless otherwise stated, the
32
[Class] Abilities: The creature has the abilities of the given Fly: The creature can fly. The number indicates its speed.
class, at an equivalent level to its hit dice. Thus, a 1 HD An indicator such as, „as large‰ indicates its maneuverability is
creature with Thief Abilities has the abilities of a first level as a creature of that size.
Thief.
Forget: The victim of such an attack forgets everything,
Combat Expertise (type): A deep-seeded racial enmity exists including his own name. He loses all class abilities (though hit
in this species. The creature gains +1 to hit and damage points remain) and becomes an otherwise normal member of
against creatures of the specified type in melee combat (not his race, with complete amnesia. The effect is permanent;
ranged). only a Priestal Remove Curse spell can restore lost memories.
Parenthetical notations denote the delivery type for this
Constrict: The creature can attack by enveloping and/or attack.
squeezing the character. Damage is 1 die per round of
constriction; breaking free requires an opposed Strength Immune: The creature is immune to attacks of the specified
check. type. If a fraction is present, the creature is only partially
immune, suffering reduced damage as indicated (i.e. „Immune
Darkvision: The creature can see in the dark as well as a acid ½‰ means the creature suffers half damage from acid).
dwarf.
Incorporeal: The creature is insubstantial and ghostlike. It
Direction Sense: The creature cannot become lost through may pass through solid objects at will, and any physical attack
any means, magical or mundane, and always knows exactly suffers a 1-3 miss chance. When it attacks, it ignores armor,
which direction it is travelling. always attacking as if the target were AC 1.
Energy Drain: The stated attack drains a level of experience Light Sensitivity: whenever in bright light, the creature suffers
or hit die from the target, who loses enough experience -2 to all attack rolls, saves, and ability checks. Light Sensitivity
points to place him at the midpoint of the next lower level. (Full) means the creature is helpless and utterly repulsed by
He loses 4+Con modifier hit points and all associated abilities daylight (but not other forms of light); if caught in an area of
that were gained at his current level. If level drain takes a daylight it loses its special qualities, cannot attack and must
character below first level, he is dead and cannot be the flee to an area of shadow.
recipient of a Raise Dead spell. Those who are subject to
energy drain attacks get a Constitution-based saving throw to Lycanthropy: When bitten by this creature, unless the victim
avoid the effect. makes a save with Constitution bonus and a penalty equal to
the number of bites suffered, he will become a lycanthrope of
Engulf: The creature attacks by engulfing its victim, or a the same type that bit him on the next full moon. Eating
portion thereof, doing damage per every round the creature is wolfsbane within an hour of being bitten will stave off the
covered. In the case of enveloping oozes such as puddings, disease, but wolfsbane is a class 2 poison (p. 14).
the creature or engulfed part must be completely immersed in
water or some other solvent for removal to occur. If the Magic: The creature has spells or spell-like abilities detailed
creature dies while engulfed, it is assimilated into the mass, under its text entry.
doubling its size and adding hit points equal to the engulfed
creature. Nightvision: The creature can see in the dark as well as an elf.
Enhanced (Sense): The creature gains +2 to any ability checks Pack Mentality: The creature is instinctively driven to move in
that involve the specified sense. a pack. If it sees a member of its pack injured or endangered,
it will leap to the defense of its comrade to the exclusion of all
[Elemental] Mastery: The creature has magical abilities related else. This instinct grants a +2 to attack and damage rolls
directly to one of the four elements. This includes the ability while defending another member of its pack.
to summon and command elementals whose total hit dice
equal one half or less the hit dice of the monster (1 HD Paralysis: The creatureÊs attack will paralyze a creature for
creatures cannot summon elementals). In addition all attacks 1d6 turns (unless otherwise indicated), unless the creature
based on the element have no effect on the creature, and makes a successful Constitution-based save. Elves are
physical attacks from creatures associated with the element in immune to this effect.
question suffer a -1.
Petrify: The creature has an attack that turns the victim to
Fear: The creature puts off an aura of supernatural terror. stone unless a successful Constitution-based saving throw is
Unless a successful Wisdom-based save is made, panic and made. The attack with the petrification effect is listed.
terror race through the hearts of those affected by this ability,
causing them to flee from the creature as fast as possible. The Poison (Class): The creature can inject poison of the indicated
affected cower in abject horror if cornered, and if forced to class. For effects, see p. 14.
33
Rend: If the creature strikes with both its claws, it makes an Tree Stride: The creature may travel via trees. A creature
opposed Strength ability check against its adversary. If the with this ability may step into any tree and emerge from any
creature wins, it deals an extra 2d6 damage. other tree within 50Ê. Each tree-to-tree movement requires
one round to accomplish.
Sleep: The creature can affect a target as per the sleep spell,
but with no restrictions on hit dice. Parenthetical notations Vulnerable (type): The creature suffers double damage from
denote the delivery method (often a drug- or poison-coated attacks of the indicated type.
weapon).
Whirlwind: The creature can turn itself into a whirlwind once
Spawn: Those killed by this creature (usually by its level drain every turn and remain in that form for one round per every
attack) raise as new creatures of the type that killed them two hit dice. It can move at its base speed, is 5Ê wide at the
within 2d10 hours, though all hit dice and powers are at half base, 30Ê wide at the top, and 5Ê high per hit die. All vision,
the effectiveness of the original creature. Spawned creatures including darkvision and nightvision, is obscured due to
are always utterly subservient to the creature that made them; whirling debris equal to a 40Ê diameter surrounding the cloud.
upon their masterÊs death, the spawn become full-fledged, Any creature caught in the whirlwind who is less than half the
full-powered members of their species. whirlwindÊs height must make a save with Dexterity reaction
modifier or suffer 1 die of damage per two hit dice of the
Spell Resistance: The creature is resistant to magical spells. It whirlwind, and if the Dexterity save fails must make a
may roll 2d6, adding its Spell Resistance bonus, and if it rolls Strength ability modifier save or be picked up and suspended,
higher than the WizardÊs spellcasting roll, the spell has no suffering 1 die of damage per round thereafter. Only flying
effect. The creature still gains any saving throw allowed even creatures may make regular Strength ability modifier saves to
if spell resistance fails. Thus, a creature with Spell Resistance escape (1/round). Creatures can act normally, but suffer -2 to
1 rolls 2d6 and adds 1. A creature with Spell Resistance 0 all rolls while suspended. The whirlwind can suspend one
simply rolls straight 2d6. A creature that does not have spell medium sized creature per hit die, with large creatures
resistance listed does not have spell resistance. counting as two medium-sized creatures, and small or tiny
creatures counting as one half of a medium creature.
Swim: The creatureÊs speed when moving through the water.
Elementals can create slightly different versions of this ability
Tracking: The creature has some means, natural or with the same game mechanics. For Air elementals it is
supernatural, to track prey. This is accomplished by rolling standard as above. For water elementals it can be either a
2d6 and adding the creatureÊs tracking bonus. For creatures water spout that stretches into the sky, or a vortex that sucks
with ability scores, this roll is replaced by a Wisdom or creatures down, drowning them. For fire elementals the
Intelligence ability check, depending on whether the creature damage is from raging heat, and for water elementals the
is relying on natural senses (Wisdom) or training (Intelligence). debris field deals the damage.
Bonuses from enhanced senses do add to tracking rolls.
Woodland Stride: The creature can move through wooded
Trample: The creature is large enough to lumber over other areas without leaving any trace; it is impossible to track.
creatures of at least 3 sizes smaller without being drawn into
MONSTER COMBAT
In general, monsters attack as Warriors with levels equivalent attack, use its least effective attack form as its base attack.
to the monster's hit dice. This grants him a bonus to attacks However, if a monter's routine contains fewer attacks than he
equal to a warriorÊs pips, which can be divided amongst would normally be allowed, he does not gain extra attacks like
attacks as standard. Thus, a 4 HD monster has +3 to divide a Warrior. Thus, a monster with 8 HD who has a claw, claw
up as he chooses amongst his attacks. bite routine gains his claw, claw, bite, and may divide a +5
bonus up amongst those attacks as it chooses, but does not
A monsterÊs attack routine trumps the number of attacks a gain extra attacks as a Warrior. The only exceptions to this
Warrior would have. If a monster's attack routine contains rule are monsters with Warrior class abilities, which function
more attacks than would normally be allowed to an equivalent as Warriors in all respects, and monsters whose attack lists
level Warrior, the monster's attack routine trumps the hit dice „by weapon,‰ in which case the monster gains weapon-based
limit. Thus, if a 2HD monster has a claw, claw bite attack attacks exactly as a Warrior with the monsterÊs Hit Dice in
when normally he'd only have 2 attacks, he still gets his claw, levels.
claw, and bite. If the monster has neither a hand or bite
34
Table: Monster Experience Values Special: There are three categories of special abilities,
HD BASE PER I II III designated in the chart by the Roman numerals I, II and III. A
HP given monsterÊs total experience value increases by the
1 5 1 2 4 5 amount of special abilities it has. Special ability experience is
2 10 2 5 7 10 added to the base experience for the monster. For example,
3 20 3 10 15 20 Skagg (4HD) has four attacks per round, a category I ability.
4 40 4 20 30 40 So its base experience points are increased by 40 points (for
5 80 5 40 60 80 a total of 120) plus 4 per hit point.
6 120 6 60 90 120
7 180 7 90 135 180 Special I: This category includes three or more attacks per
8 250 8 125 200 250 round, spell use of 1st-3rd level (or equivalent spell-like
abilities), and unique abilities such as tracking, hiding, or back
Experience per Hit Point: A monsterÊs hit point total attacks.
influences the amount of experience it confers. To calculate
this, simply multiply the number of hit points by the hit dice Special II: This category includes 5 or more attacks per
of the creature, and divide by 2. For example, a 5 HD round, damage of 4d6 or more for a single attack, spell use of
creature has an average of 18 hit points. The base is 80 4th-7th level or equivalent, and extraordinary powers like
experience points plus 5 experience points per hit point. 90 invisibility or etherealness.
extra experience points would be awarded for this creature,
for a total of 170. Special III: This category includes death attacks, petrification
attacks, and spell use of 8th level and higher (or equivalent)
MONSTER DESCRIPTIONS
Ant, Giant: These mutant creatures are just like normal ants,
only they range from 4-6 feet in length. As with normal ants,
they live in a colony underground, digging vast tunnel systems
and carrying food back to their queen, who resides at the
center of the complex, has triple the hit dice, climbs at 50Ê,
and has a poisonous bite (Class 3 poison). The Queen ant will
have a trove of treasure (3).
Ape, Great: Great apes include any large simian creature such
as a gorilla, orangutan or chimpanzee. They live in large
family groups in tropical forests. For every four apes there is
one bull and one infant. Ape family groups are strictly
hierarchical, and they are led by the strongest bull ape. If
anything should happen to him, the next strongest bull
replaces him. The bull ape is generally very aggressive,
territorial, and protective.
35
DRAGONS
Dragons come in five types: Fire, Ice, Storm, Swamp, and
Forest. The variations are environs, coloring, and breath
weapon. Fire dragons range from a burnt orange to red in
color, sometimes of a metallic copper or golden hue. Their
breath weapon is a cone of flame. The breath weapon of an
Ice dragon is a cone of frost, and these dragons are generally
light gray to snow white in color, also exhibiting shades of
metallic silver. Storm dragons breathe lightning and are often
found in shades of blue, including a metallic or sapphire hue.
Swamp dragons unleash a cloud of poisoned gas, and tend to
be sickly yellow to brown or black in color, and Forest
dragons spew a stream of acid and appear in shades of green,
including a metallic emerald. Metallic or „gem‰ shades are
often (though not always) indicative of a dragon with a Good
alignment. Otherwise, their abilities are largely the same.
Dragons increase in size and become more powerful with
age. The table below outlines their abilities by age.
36
ELEMENTALS
Elementals are denizens of the elemental planes of existence, Elemental Blast: Elementals can fire a blast of elemental force
formed from the planeÊs pure substance. They are seldom comprised of their element. This blast strikes and has range
encountered on the mortal realms, but are often summoned as a long bow and deals 1 die of damage per class of the
by powerful spellcasters. Air, earth, fire, and water elementals elemental.
are the most commonly encountered, but more obscure types
such as dust, mud, smoke, and others also exist. In addition, elementals of at least 5 HD can unleash a
concentrated blast of the element of which they are a part.
All elementals regenerate 2 hit points per round if fighting in This blast functions exactly like a Fire Ball spell cast by a
their natural planes or in close proximity to their respective Wizard with as many levels as the elemental has hit dice.
elements. Elementals are magical creatures and can only be
hit by magical weapons. As the elemental grows in power, Elemental Control: All elementals can cast any spell from the
more and more powerful weapons are required to hit. See Wizard or Priest spell lists that has anything to do with their
the table for an outline of elemental abilities. element, caster level being equal to a Wizard with levels equal
to the elementalÊs hit dice.
All elementals can move through the element of which they
are a part at a speed of 120Ê. An Earth elemental, then, can Elemental Experience by Hit Dice: Calculate XP for
„swim‰ through earth or rock at this speed. An air elemental elementals based upon the guidelines found on p. 35.
can fly at this speed. A water elemental can swim at this Elementals of Class 1 and 2 have Special Abilities 1 and 2.
speed. Fire elementals can move through fire and fly, making
them among the most dangerous.
39
40
42
Potions Weapons
The potions here are outside of the normal emulation of As stated above, the most common weapons simply impart a
magic spells. All potions are single-use items; once bonus from +1 to +3 to hit and damage. Some items have
consumed, they are gone. additional properties, but all have at least a +1 bonus.
Giant Strength: This potion conveys a Strength of 19 or Bane: A bane weapon excels at attacking one type or subtype
higher, determined by rolling a d6 and consulting the table of creature. It is normally a +1 weapon, but against its
below. It lasts 10 minutes. designated foe, its effective enchanted bonus is +3, and it
inflicts an extra 2d6 points of damage against the foe as well.
1-2 Str 19 (+6) The foe of the weapon should be determined prior to the
3-4 Str 20 (+6) adventure by the Referee, or rolled randomly using 2d6:
5-6 Str 21 (+6)
2d6 Bane vs.
Protection from Alignment: This offers protection from 2-3 Undead
evil/good/balance. Once consumed, the character gains a +2 4-5 Orc
AC bonus, and to saving throws versus the particular 6-7 Goblin
alignment the potion was brewed against. This lasts for 2 8-9 Lycanthropes
rounds per level of the creator. 10-11 Dragons
12 Elementals
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Table 2: Gemstones
2d6 GEMSTONE GP VALUE
2-3 Amber, amethyst, jadeite 5
4 Precious opal, banded eye, malachite 10
5 Moonstone, pearl, lapis lazuli, tiger eye 25
6 Bloodstone, white agate, violet-blue sapphire 50
7 Whitish moonstone, common opal, 100
8 Green nephrite, peridot, amethyst 250
9 Violet or green garnet, fire opal, topaz 500
10 Emerald, black opal, tourmaline 1000
11 Star ruby, jade, sapphire (other than blue) 2500
12 Diamond, blood red ruby, blue sapphire 5000
Table 3: Extraordinary Items
2d6 TYPE*
2-4 Expert weapons**
5-6 Jewelry
7-8 Worn & Ceremonial
9-10 Hand Crafted Items
11-12 Antiquities
*Roll on Gemstones table for GP value of item
**Expert Weapons grant non-magical +1 to hit or damage (not both)
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Now Available
Spellcraft & Swordplay – Deluxe Edition
Everything you need to create grand adventures of dark and gritty swords and sorcery, epic fantasy, or
even fairy tale fantasy. All you need is some imagination and a few friends! Inspired by the very earliest
days of the hobby, Spellcraft & Swordplay uses a rules-lite system that allows fast play in a fast, loose, and
cinematic style. Now newly expanded, this edition corrects errors and contains more Elite Paths, rules for
unarmed combat, naval combat, and more! Explore ancient ruins, rescue captive princesses, slay dragons,
and build your own legacy of adventure and excitement!
ELG1007 (Hardcover): $28.00 E-book: $6.00 Pocket Size (Softcover): $15.00
Monstrous Mayhem
The first sourcebook for Spellcraft & Swordplay! Includes a new Elite path, hedge magic and legerdemain,
mass combat, underwater adventures, a host of new monsters and more! Compatible with the original,
revised or deluxe edition of Spellcraft & Swordplay, Monstrous Mayhem is an invaluable resource for
players and Referees alike!
ELG1003 (Softcover): $13.00 E-book: $5.00 ELG1004 (Hardcover): $23.00
Pocket Size: $11.00
Coming Soon!
Eldritch Witchery
The ultimate sourcebook for magic using characters! This book contains a set of new Elite Paths,
exploring all manner of witchcraft from demonic horror-film types to Gaia-worshipping naturalists. In
addition, it introduces demons and devils, and takes Spellcraft & Swordplay magic to entirely new places.
Written by Timothy S. Brannan.
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