Basic D&D - 1071 - Rules Cyclopedia

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RULESCYCLOPEDIA
RULESCYCLOPEDIA
_ " ........* _ ...

Rblo of Contents
hnadvnioa ................... ...................5 RJasscdca
...............
muLc Rde.Plnying7 ......... ...................I
... 5
cIuptu6: YorrmCDc
setting u p ....................... Time.......... .....
.....
Cydopedi. OrgMiZatim ........... ... I DLonce .......
Movement ......................
Cbvrnrcmlfmsscabn Land Travel ......................
cbrpOa1:v LQylaacrmiOtl.. ... 6 -1 Traqcl.....................
RollfixAb tyScorn .............. A d Travel ..........................
Prim Rquiaim ................ c h . p p r 7 : ~ 8 n t l E & .........
chooKlcbpnnerclra ...... ... 6 Raplornuon and the Game 'Bun ....
Adjust Ability Scorn .......... ... 7 Travel sod the Game Day ..........
Encounten ......................
Roll fix Hit Points ................. ...7
Roll for Momp .................... ... 8 surprice .........................
Buy Equipment ................... ... a Homer Rcdooa ................
Determine othu Numbets sod Rolls ....... ... 8 Wandering Monster Encounten ..........
Rvrdon and Rurvit ....................
h o r CLr .......................... ... 8
AmcL Rolls .......................... BdMcingetem(0pti~d)....
nlm ........................ cb.pa&comb.I .................
Note Mjuummtsfor Ability Scorn ........ ... 9
order of combat .................
..................
smllgill ....................... Initkive
l n t c U i .................... .. 10 Morde (Optbod) ..........
.... 10
WLdom .................. Combu Mlncuvur ....
Datcrity ................. 10 7 k Attack Roll .......
conaitution ............... .. 10 ach*k combat .......
a hn a ............................ .. 10 Magic ....................
chooK Wunctcr Alignment .............. ., 10 Hmd-to-Had combat .....
Selcct Nune. Pemdty, and &k d ........ ... . 1112 IC0 wapom cmnbat (option
Unumed combat ..........
~crcrmincchuvtcr Height rind .........
R u n Expchce .............................. . . 12 Aerinl b b u .............
Hit Diec .ndHit Points ..................... .. 12 N a d Combat ....... .... :.
Prime Rquiaitca and Experience Points ........ .. 12 ulldawatcr Gmlbat ........
c I u p t u 1 : T b c c h u w r c r ~............. .. 13 siege combat ..............
Undcntlndhg the Bbles ................. .. 1j chaptag ulw combt ......
About the C h r a ............ ........13 Tbe War MIchiae ................
cleric .................... ........ 13 ThesiegcM.chine ...............
Fighter ................... ........16 chapta 10 Expuhce ..............
Mspic-Ulcr ..... .. 19 axpericlwc Prom Ro*-PLying ...........
TM .......... .. 21 Exp+nce Prom Achicviq Goah ........
Dwnrf .................... .. 23 Expauuc Prom Monrtcn ..............
Elf ....................... .. 24 tkpimccProm- ...............
naning .................. . . 26 Erpericacc PmnBxaptioarl A& .....
Druid (Optiond) ................ . . 28 Rstc OsExpericnCe Gain ...........
My& (Optional) ...............
C h a p 3: Spdh and spellpntu ......
.. 29
.. 32
Mnrimum Hit pain0 ..............
Plthr to Lnmorcplirg ...................
........ ,119
........119
lnttoductlon to Spcllcpning ......... .. 32 Creating High-Level Player , w e n .... ........ tu
1p9
Clerical spells .....................
clericd Spell lin ............
. . 33
........33
clupca11:Nonpl.lnchnaspar
RetPinut .......................
.......... ........
........ 1% ,

Druidic Spell lin ........... ........33 Merccnnriea ..................... ........ 151


Magical Spell List ........... ........34 specinli ............................ . . .... ........ t3Z
Druidic Spells ............... ........41 ..........I54
Magicd Spells ...............
chap4a 4: l&uiplnalt . , , .
........43
..6i
clnpm
DnlingWith
12: Y
e Authonun
Tides ..........................
........... ,..,.. 1s
........13%
. . I

M o q ................ . . 62 The Gnsuuction Proms ......... ......... 13>


wnwos ....................
. ...................... ..61 Stmnghold Rctpioers ................... ........ 137
hmor .. 6 7
........68
Stronghold Staff ...................... ........1s
Advcntudq Gear ................. After the Stronghold la Built ............. ..... ........ &*$
..... ..... ........ r*.
Lnd auupOmtionEquipment
Water TMlponation ...............
Siege Equipmot ........................
........70
........70
. . 72
Dominions ............................
C h a p 13: D q c o n EdrtnRocsdura , , ., , .....
Ability Checks ........................
........
........tcJ
*'
chrpca % Other Chaacm Abilitia .........
Weapon M a w -
.. 75 '4p...............................
gnmcntChprys ..
......;.I
143
,. 143
;enenl SUI4 Anti-Magic Hkts ..... I.. 143

, , . . ,: ., 1 ' 5 i

, ' , . . .
.
I
Y

Arpnentr and Complaints .............................. MLCcheouiWcapona ........... .................... 24


Chum puroa spell8 .................... Addiriwal Wcapan Modifien ... 24.
climbing ............................. Ar;rifnco ................. ... 249
u
vea ................................. cl&ing TrcnnIre .......... ... 249
cm* ChPrPcrcrs .....................
Dnrmgc to Magical Item ................
.... 145
145
Making Magical Item
Making M e a l Cwrtrucu
.................
.............
'0
3
DcmihwM c h & l K S ...................... .. 145 M a k i n g H u g c M ~ I n m r. ..... ... 'A
Doon ..................................... .. 141 Spell RwMh ............ ..... ... 255
Equipment Not Listed ....................... .. 147 Experience Prom Speb and SI XIIccn ... 255
ZLUn SpeU ............................ ....... 147 Ch* 17: ..... ... 256
Listening .............................. .......147 ..... ... 2%
Magic-User Spell Choice ................. .............147 ................ ..............256
Mapping .............................. .............148 Duieningthe sming ................. ...............256
Multiple chpncters ....................... Adapting the Game to the Setting ...... .............. 159
Nor Item and Mo~tcrs .................................. 148 D e i p i n g M v e n n w and Dungeon .........as
Ovc- Dice .......................................... Running Advennua ............. .........261
Reality S h i h .......................... ....... 148
148 cb.pn 18: The phaa -fo ....... .........263
Record Keeping ........................ ....... 148 Arrangemat of the P h c a ............. .........263
Retiring Ch~neters ............... 1A9 Intupl.tmr Mvcnnuea ........... .............. 163
S Chnracter Conditions ....... 'Ihc Bheml Plane .............. ..............263
TRi d Abilities ...................
Tmmferring Characters ..................
Elemental P h u ................
Bftrm on Magic .................
..............264
.........264
..................... The Outer Planea ................ .........265
ch aw 14:YOQJW~
How to Read Monster Dcseriprions ........
Special Attacks .........................
..... Beyond the Multivcne ................
1 9 Variantllula ................
...165
... 266
Special Ddcnrs ....................... Abdq S ew and Saving Thmws ....... ... a66
Monster Type .................... Dcmihuman and My~ic8xpedencc M l r ...... .........166
Monster List ..................... Nonlethal Combat ......................... .........267
Changing Monsters .....................
Monster SpcUcsnen .................... Appn-
Undcad kega and Pawns ...............
c h a p 1 5 lmmonnL .................... .. 119 __
AwmdLl:TheD&[email protected]%dd ......................... 26
The Known World .......................... .........268
Immods and Sphcm of Power .......... . . 219
.. The Hollow World .......................... .........189
How the lmmortels Intemt With Mort& ....... AD&DoGme ConrrajOac ......... .........291
^
Appcndix2:
..
Iuunorral StatLcicr ........................... Why Gnven? ............................. .........191
PCI Becoming ImmorcPlr ..................... Game DBennca .......................... .........291
Chppca 16: anuUrr ...................... Convening eetwcen the &ea ......... ... 29a
Dividing ? f e w c ...................... ChPnctm ........................... ... 19a
ChoosingTrcpnues .... .. 114 MOMIC~S................. .........194
Gins ................ . . 226 .............
Magical IumS .........194
Gems ............... Immorrplr and Dei& ............ ... 294
Jorclry .............. Mepwuaenu .................. ... 294
Special ltcplure ....... AppoDdL3I*cardshco .......... ... 295
Magical ltcm .......................... .. 228 DM'I chrrpncr cnrd ............. .........29j
P O C h ............................... .. 232 ChuPctcr Record shm ........... .........2%
Suol6 ..................................... llA SpeU Book Shm ..................... ... 297
Wanda . Scavu.and Rods ..................... A d v e n w Record Sheet ............... ... 2 9
Rings ...................................... Hex Mapping Paper .................. ...199
Miscellaneous Magical Ituns .............. .............139 AppndL4ladku ............... .........300
hmor and Shields ..................... .............242 Index toS Us .................. .........300
Missile Weapons and Misrilcr ............................... 243 Index to &es and Checkliro ..... ...... ... 30'
swords ................................................. 144 General Index .................. ...... ... 30
I :
Cmdjtr
R d a Compilnti~and D c d o p c n t : Aaron Alhcon
I
E d i d Cmrdirum:Stcven E. Schcnd
Smcn E. Schend. with Jon Pickem md Dori "the Barbarian" Wau-y
pmien CoordiaPtor: Bmce Heard
An D k w : Peggy Cooper
Pmnr Com An:J& Esrlcy
Back C o m An: Robin Rnnb
Inraioi hn: Tury Dykrcra
I h t o p p h y : Dennis Kauth and P r q Gmphio
Graphic Design: Stephanie Tabat and Robin Raab
T-7: AngewrP k u and Tmty ZMIpene
Roducdoo: spnh Pegpmnd
~ I ~ U
The D O Cyclopedia is iderivative work baaed on the original DUNGEONS &
DRAGONS. game by E. Gary Gypax and Daw Amnon. The Cyclopedia haa aha
been drawn from rhe worh of nnd benefited from the input of the following
opk:JimBambm. Brim Blume. Tim Brovn.J o n a h cnrpipn. David Cook.
goy Denning.Anne C. Gray, Ernie Gygpr. Allen H~mmuk,B m c Heard
Kevin Hen+. John Eric Holmcs. HaroldJohnson, Tim Kaak. JeffKcy, Rbb Kuntr.
Alan Lucicn. %eve M d . P d Mcnucr. Tom Moldvay, Mike Motnard.
Steve Pemn. Jon Pickem. Brian Piuer. Mine1 Price. Pirrick L. Price, Paul Reiche,
E m Robinson. Gordon Wick. Iawrence Schick. Don Snow. Edward G.Sollen.
Garry Spiegle. Stephen D. S U ~ ~ ~ Rplph
V M . Wagner.Jim Ward, Jean Weh, and
Bill Willienon.
Additional thanks go to the Cyclopedia's mmmcntaton and helpen:
Mark Bennm. William W.COMON.Alan Grimes and rhe Role Plnyen Guild of
KRIIJMCity, Bmce Heard. Rob King. Dirk Runmecke. m d Lung Richmond.

ADVANCED WNOEONS DRAGONS, AD6D. DRAWLANCE, DUNOEONS h DRAGONS, DAD, FORGOTTEN REALMS, M d
WORLD OF QREYHAWK w r@@bWnd lndnnuk.d TSR, IN.
CRECrmRE CRUCIBLE, DARK SUN, FIEND FOUO. HOLLOW WORLD, R N E N W , BA'ITLESYSTEMS,M d WELLJAMMER n
ir.d.muk8 ol TSR, Ac.
UNKHMAR I8 a M e m a r k owned by Flltr U.b.r a d 1 uwd wlh ponnbdon.
Fundwn HOUM and la amII1(. compnlu hive worldwld. dW.trlbuibnrlghu In th bmk Ind.(or EngM produo(.d
TSR. IK.
Dl8VlbUt.d W the book M d hDbby Wr In the U n M KlnOaan by TSR Lid.
D l s l r l W (0 ihd toy and h&by t r h by mgbnal dldrlbumn.

01001 TSR. IK. All Right8 R d .


D O Cplopnup is as accurate a nunc A table is normally used. the DM sitting at the die's sides. Por example, "d6" refa to a six-
you could want for this W. A "qclo. one end with information about the dungcon. sidcd die. We w "dpb" or ldlW to refer to
is an cncgdopedin, and this book is an The DM &en ures an upright piece of stiff card- percentage die.
encyclopedia of all ma'or D&D ~ p m tules.
e board ( d e d a acreen) to hide the description There u e no twc- or three-ded dice. but wc
ThL book is i n d e d to be a reference vol. and maps of the dun n so they M not vu- can rercnd there .IC. We use a cuin for a d2-
ume for thw who already play the D&D gme. d m d y seen by the p K m . h& is 1, tjls is 2. To make ad3. roll ad6, md
You'llfind it much more convenient to look up a The players sit around the table, away fmm then divide the result by two and round up.
rpeciGc tule hue than in eulier vemiona of the the DM.where they can all d y xe any map Often, a ~ + l l p p e M b c f o r e t h c "d" as
e. Jwabaut everything appearing in the made during the advennue, the order of the fw wcllas&tit.T%nshomthenumberoftimes
~ e d s m h h n c - b u t inamoreeonvenientfor- ures(ifuscd). andsofonh. you should roll the die. (Por enmple, 2d8
mat. Por example, all the gam& spells Min one During the game, players h u l d be allowed mcpM roll the eight-sided die d e . ) When you
place, and all the details of creating a fighter. to refer to any player's ai& whenever they wish, rolladiemorethmonec,addthcrraultrofthc
c h chnrnncr M in one location. including the chnmer creation d o n o f the rob together. So, 3d6 mems d the h-rided
However, though this book is aimed at the ex- Cyclopedia (Chapters 1-5). However, they die thm timn md add the d u .Por exampk.
perienced user, it is poasible to learn to play the should not be allowed to see everything in this a 3d6 roll of3.5, and 1is 9 (3 +5 + 1-9).
D&D game from thew pages. The Cyclopedia book. The mystery and excitement w unknown
lncL many o f the examples and the patient a- momers and magic can be spoiled if wmeonc
planation you'll find in the DUNGEONS & looks up all the detailr during the game. Cyclopedia Organization
DRAGONS. bmcd KU, but you can still learn Wbodrisdividcd~toduchvMncmtioa
to play from thew mks. &,
Mapping and Calling du rula radon. and thc rppadica.
Although cnch person will be playing the role
What I6 Role-Playing? of a character, the playen should dm handle the Cbarmctrr Cmation Soctton
Before relolion, thcte WM d o . Audiences job of mapping and calling. Any player can be In this section of the book, w'regoing to de-
earlier in this century sat in front of thcir radios the mapper or d e r . &be everythingneeded to know in order ro c1c.
and thrilled to the aploiu of bigpthan-life ca- The mapper is the player who dram a map of ate aplayerdruum-a charmer plpged by any
dio hnocs. Since it was d o , they couldn't rce the dungeon as it is explored. One or more of player except the Dungcon Muar. 'hDM.
what was going on, but they didn't need m-all the chsrmrs should be making maps, but one too. rill find this section usdul when crea*
the action was dnuibed by dialogue, narration. of the pla us must make the actual map. The human and demihuman nonplayer charactem.
and sound &em. and was translated by the map shoulh be kept on the cable for all to see In thic senion. Chpptus 1-5 give you a basic
imaginaGons of the henem into m ea they and rcfet to. Pencil should be used when making understandin$ of the D&D ~ p m eN I ~ : a thot-
could rce, a p e r i m e , and remember. the map, in case of errors or tricky passaga. ough dcscripuon of the way human and dani-
Role-playing games ue much like d o ad- Ifthe party's movement c d n it into new and human charactus M created; information on
ventura, ~ c pfor t one impomnt detil: they. u r n pedterritory, the DM d describe the u- the spells, skills. and quipment the duMcrs
're interactive. One player provides the narrative o in Iecai~so the party's mapper can map it. ~f use to pcwmplish dKir objcctna; and informa-
and m e ofthe dialogue, but the other players, something such as a KCRI door or ueaaure item tion on the thinga playa and their chnmers
instead of just ittiag and envisioningwhat's go. is discovered. the DM dcscriba it and announces need to do in the course of d p m s .
ing on, a c d y prrddpnn.Each player convols the d u if the chuprrcrs examine it.
the Miom of a charucu in the $10 decides on The caUw is a player rclmed by rhe d e r
hL dona,supplies his chnrnncr's k l o g u e , and players to d a r i b e party dona so the DM R u l u Seotlon
m h decidona b w d on the character's person- doesn't have to h e n to scwnl voices at once. This d o n of the book,covering Chapters 6-
ality and his current game o p t i o ~ . He or she tells the DM what the patty is doing 19, give detailed information on hPndling
The DUNGEONS & DRAGONS game is a this cum. If the DM prefers, e u h individual mwnnent, encounters, and combat; It dm m.
rs
furtug role- laying game. This means that it's
rt in a wor where men and nomen can wield
powerful nugic. where monsters like dqons
player can describe his own actions.Ihe caller is
jut a convenience in many campaigns; it's not a
game NIC that players have to w.
em p d u m such as ma comht, gmnringex.
perience, and playing nonplayer charactem. Io
lprgeat components include dl information
h i v e , and where herow like Sinbad, H c d n . needed for momten. Immortals. and treasure.
and Lancelot abound.
When you play the D&D game, one player
Uiing the Dlce In addition, this section di~ugesDungeon Mas.
ter procedum. ~ ~ m p U g &vg n, d ~ mks.
t and
d become the DungeonMaster (dmknown u Often the characters want to do mething the planes ofaistence.
the DM or referee). He or she will create the that involves an element of chance.Say someone
world and e in which the adventures will
be Caking place and d create a variety of char.
WMU to leap Onto a galloping home. He might
make i t - x he might not1 You can roll dice to
Appandicr
actem to populate the A d . The DM will dm decide if the action succds. In the D&D game The appendices hold vlluabk information re.
develop utuations mkiqplncc in that world and there .IC many kinds ofdice: four-. h-,eight-. garding the D&D game world and dm on con-
will then NII adven-nning as thc main ten-. twelve-, and even twenty-ridcd dice. venin charactem over to the ADVANCED
narrator of the norinin which the other players' A four-aided die lwka like a pprunid. Drop it DUN~EONS a DRAGONS. gamc. you'll tind
characters d pnnicipate. on the table. Read the numbers th.r Mfke up supplemental m r d sheets, us& forms, and
The other players will create characters-the along the bomun ofthe die. IhL number is the in& for spells and rules.
h e m of the DM's smry. The DM will pmcnt result of the toll.
their chusners with situations, and they'll de- When r o k any die with h d e s or more.
Pronoun Note
cide how to rcac~to those situations. Several rim- one side d w a y ; l d t p c e up. ~ h number
b is the
ations progMcing townrd a conclusion bceomc result. On the tcn4ded die. the number 0 is The male pronouns (he, him, his) M used
an advennur or mry; a number of adventures Usually read M 10. throughout this book.We h o p ChL won't be in-
played one her another b m e a cam*. You can w a ten-sided die to find a percent- te rcted by anyone as an attempt to exclude fe-
age (a number from 1.100). Roll the die once. m3es fmm the m e or rn imply their d u r i o n .
Setting Up Read the m l t as the "tena" digit, counting a 0 Centuries of w have made thew pronouns ncu.
as '.no tau!' Roll a second rime and read the re- d. and wc feel their w provides for clcnr and
When P p u KWtogethct to play, everyone sult pt the " o m " digit. Lf both tab M z e m . eon& wtitten tm.
bring w
L
they need, i
ndw dice,
pendhmd ppur. and chnnmn(preferably on
the d t is 100.
We &n w abbmirdocu m refu to wious
d u M c r sheco). kinds of dice: a "d" followed by the number of
* er or later you will want to make up your
new character. Before you stm. get a
pe 'I and the multisided dice used with the
D O game. You will PLSO need a blank chaw-
tu shm (or a piece of notebook paper) to keep
mck of the details. A sample character sheet is
found in Appendix 3.
his ability to do such things as break down
lcckcd doors.
Iare&nn (Inr) L the character's mental
might. It pffms the number of languages the
character a n learn.
Widom (Wi)is the character's strength of
understanding of the world. the way things
work, the forces of nature, and a0 fonh.It affects
next to the name6 of the abilities.
High ability KOICS can help the character in
ccrrain things. For example. high Strength al-
lows a character m deal out more damage in
combat: a high Constitution helps a charmer
survive injury: a high Charhr helps a chanucer
attract friends. Law KOIU have d
site effect. We'll &us thcae &u
y thc o p p
in the Bo-
If you M using a blank piece of paper, copy
the form ofthe character sheet onto it-in other the character's natural ability to resist magical nuses and Penalties for Ability Scorn Table.
wordr, allow a space for your name and the char- spells. You can adjust the ability scorn in Step 3
acter's name at the top I&. a place for character Darrriry (Dex) is the character's nimbleness ("Adjust Ability Scorn"). butfmyoumustdc-
dnrs. Icvcl. amor cku, and hit points below and grace. Ir affccu the character's ability to cide what dnrs your character will bc.
chat. and so fonh. The Dungeon Master should wield missile and thrown weapons (such as bows
be preKnt and should watch the creation of any and throwing knives) and can make it h d e r for Prime Requiriter
player dlptpcter, including all dice rolls. enemies to hit the character.
Your fm uy at creating a new character will Constitution (Con) is the character's physical Each character class qvim prowcs in OM of
probably take au hour or so. Even when you M health and vigor. It affecu the character's hit the abilities-in d e words, each c l w hnr an
used to the procedure, it will still take 10-30 poinu sore (Le., his ability to survive being in- ability that is of uwnm imptpncc to that cku.
minute. If the Dungeon Master is just begin- jured). (For example. a f4hter's mwr impomc ability
ning a new campaign. he should call everyone Charisms (Cha) is the character's force of per- is Strength and a cleric's is Wisdom.) k M
together for a session where d l players create m d t y and presence. It affects the way other known as prime rquisins.
their chsncrers and where he describes the cam- charactcd, especially nonplaycr characters con- Each character dw has iu own prime q u i -
paign world in which the others will be playing. volled by the DM, react to the character. sire. This means esch clw is dented at ccnain
Once the campaign is underway, a player You mU dice to find each ability score. This is thiogs. such as fahting (fighters becwe oftheir
shouldn't try to c m u a character at the begin- done by rolling the six-sidcd die three times and Strength), hcpling (deb because of their Wis-
ning ofa play-sessiOn (unlcs the DM ~ p ~ i f ~ d adding
y the t e d t s . Or, if you have h e six. dom). sneaking about (thieves bmuM of their
~ l r him
r to)-it delays the SM ofthe game. All sided din, roll the dice together. (This is nor. Dexterity), and so on. The higher a drprpcw's
the rolling, adjusting. buying, and so fonh mally referred to in the text as "rolling 3d6!') prime requisite ro~r.the more *illhe will have
should be done bcforchand. For example. if you roll ones each time. then in his clw (his "job). Prime requLircs for each
The following is a bt of the steps to take when the total KO= is 3. the least KOICposible. If you clw M listed with the charactndw.
making a new character: each step is then ex- roll all sixer. then the total is 18, the highest
p l b d in detail. xote you can have.
You should end up with six numbers. each be- Choose a Character Clarr
ween 3 and 18. The= M yourcharacter'sability A duMa du is a character's mnin profa.
sores. Write the sores down as you roll them. sion in the cnmpaign. Think of each character

I 11. Determine character height and weight


12. Eamuperiencc

Roll for Ability Scorer


Roll 3d6 for each ability:
Strength
lntelliince
Wisdom
Dexterity
Constitution

Many of the attributes that make pp a


character-for instance. his physical might and
his level of intelligencc-uc represented by
numbers in the game. Six of these Mthe charac.
ter's abiliues: Strength, Intelligence. Wisdom,
Dmcrity, Connitution. and C h a t h a .
Strengrh (Str) is the character's physical
might. It affects the amount of damage the char.
acter does with hand-to.hand weapons (such as
swords and clubs) and thrown weapons (such as
thrown s e m and knives), affects his chance to
hit with [and-to-hand weavons, and determines
claw as a mn of stereotype. Pot instance, all war. law and order throughout the campaign world. M Strength and Dexterity. A b . a mynic char-
riots in books and movies have some features in The deric wields magic. and he can UIC h o s t P( Pnet musr have smm of
13 or better in both
hir
m m o n and thm S ~ X features,
ZC mlated many weapons and armor typa as a fighter. The Wisdom and Dexterity abilities.
into the D O p c terms. M what make up deric's prime requisite is his Wisdom. All these character clptan will be dcxricribed in
the fighter character clssr. A P&kris a character whose main skill is his grcaret detail in Chaptn 2. If you don't et
The player chPrPner (E) clnsaes available for p m e u ar A fighter C M be a heavily u- know enough about chac dpua to decide w l a t
you to chaue include four human c l w n (deric. m o d knight or a lightly mod washbudder, you new character should be, you can akip
fighter, magic-user,thief). thrcc demihuman but it's his anmordinq skill in combat that ahead to Chapter 2. then mum here and make
classes ( d d , elf, hnlfling), and two apecial makes him spccial. In the game. a fqhtcr's your choice. When you've decided what c k .
chsmctet c k (druid. m 'e) prime requisite is his Strength. ter c l ~ your
g chprpner will be. continue with the
You'w probably noticcd%t he names ofthe A M ~ I c . U Sa character
C ~ ~ who wields magic. next step.
dcmihuman charmer dwn mund more like He trpa linle or norling in the way of fighting
ability. and in the early pan of hir career he has
me or specie names than professions. That's
because demihumana M more limited in their little in the way of magical ability either. But as Adjurt Ability Scorer
options than humans M. so the en& me can he gains in experience. he h m c s a po~rerful
be represented by a single character daw. character and can wield powerful magical spella.
The magic-user's prime requisite is his Intelli- mre you don't want to raise your prime rev
gence. uisitc by one point. You can perfom thu
Fyprr of Chrrmctor C l r r m r A Thidis a character who has spying abilities. d e as many times as you want. m long as
M o a chpmrtets will be humana. In most D&D Whether he actually makes his living =enling you do not lower any ability below a mre of
pmc campaigns. humans are the most wide. from other people. he has many skilla appropri. 9. You cannot 1- your Dexterity. C o d t u .
a p d of all intelligent being%. Any new cham. ate to that liwlihood. He can m e stdrhily, tion. or Charisma. You can only raise you
ut can belong to one of the human classes climbshccrsurfaces,picklocks.andmfonh. He
(cleric, fighter, magic-WI, thicf). regPrdhS of has combat abilitin bmer than a magic-urcr's.
his ability scorn. but he's not a stton comhtant' Thc thicfs Once you've rolled you charhptmct'~ abilities
prime requisite is hir bmerity. and decided on his chamcur c h , it M possible
A Dwsrfis a m d y . quat dcmihuman. He re. to raise his prime requisite by lowering other
sembles the fighter in many details. but has ability xotn. This is LOKof like d o i n g hard to
many special abilities-and special mictioos- improve one skill while lettin# others bccomc
that set him apan from human fightcts. The neglected. (POI exam IC. a mngk-wcr mi ht
dwarfs prime requisite is his Strength. Also. a spend nll his time nu&( hard. ocgkaingl[rM
d d chPrpcter must have a C o n a i ~ t i ~KOIC n a e r c i x ; he'd end up with a higher lnrelligencc
of 9 or more. If the character you're clearing has and a lower Strength.)
a Connitution of 8 or I-, he cannot be a dwarf. These arc the rules for cxchnngiq ability
An Elfis a lean, nimble demihumpo. He is a poinu:
vcty capable combination of the fGter and
magic.user d w . He'snot quite as rough as a 1. The prime requisite goes up 1 point for e&
human fighter. nor will he evn achieve the great 2 poinn that another ability acme goes d m .
magical ability of a human magic-user.but he If a character has IWO prime requisite. both
don have mast of the abilities of both c k . can bc n i u d .
He has other special abiliues md muinions that 1. C O O S ~ ~ N ~ OC ~h a r h a poims cannot be
and
set him apan from the human c k . The elf exchanged with othets.
has two prime requisites: Strength and Intelli. 3. Dexterity cannot be lowered (but it may be
gence, and the Intelligence KOR must be 9 or raised for a thief ot hplfling charpctct).
more. If the character ou're mating has an In. 4. No score C M k h e r c d below 9. If it is al.
tclligence of E of less. be cannot be an elf. ready 10 or less. it c m o t be h e r e d .
A HdfXw is a small demihuman. He has
Demihuman characten ( d d . elf. and half- many abilities Similnt OI a fqhrer. but he is PLO Bnmple: An elf has Intelligence md Strength
ling)should be a lide leu common: thcr mes noted for his ability in vmodmmahip. He's not scorn of 12 and a Wiadom of 13. His player
M supposed to be somewhat reclusive and mys- wanu him to be both monger and unmn. He
as rough as a fighter. and he has special abilities
terious. They arc known as "demihumans" be- and m u i c t i m that XI him apan from the dmpsthe'WidomKorebyZ,roll,wlpoinc
c a w they are m similar to humans. Bnch EM be added to Strength. Then he drop the
fighter claw. The halfling has two prime requi-
demihuman character CIPY has specificability re- sites: Strength and Dexterity, and the Dmerity Wisdom ,@a to 9, rind adds 1 10 Inrelligence.
quirements. If a newly mated character doesn't KOR must be 9 ot more. Also, a halfiing charac. Thir Y C S U ~are Intelligence and Strength K O ~
haw high enough scorn in mmc specific abili. ter must have a score of 9 01better for his Gnsti- of 13 and an adjusted Wiadom of9.
tier. he can't belong to the demihuman c h s . tution. A deric with Strength and Wisdom of 15
The special character classes (druid and mys- A Druid L a special type of spellcastcr who de. dropsthcSvcngthby6(to9)andrpirncheWir.
tic) technically belong in the XI of human char. votes himxlf to the needs and preservation of dom by 3 (to 18).
m e t classes. but they have such stringent NaNK. However, you can't stan a character off
requirements and unusual guidelines that as a druid. A druid character must stan off as a If you wxnt to ~ ~ ~ h p nmy g eability smre
they're set aside for you to look at aepamtely. cleric-in fact, a cleric of the N e u d align- points, you must do that now before you go any
The DM might not want to use them in his cam- ment (ali#nments arc discussed in Step 9 , hnher in making the character. No such adjust-
paign: it's 4 e t for him to make and enforce "Choarc Character Aliient")-and earn a mCnQ can be made later. Remember that you do
this decision if they're act aside, lot of nrpericnce (up to experience level) as a not have to adjust any ability K O ~ This
. is an
cleric. Only at that point can he become a druid. option, not a requirement.
Doicriptionr of Chrrrctor A Myark is a type of warrior-monk. He lives a
mo~cLifc,devoleshimsclftophilosophyand
ClrB8.r
the mastery of his physical bcdy. and vninr him- Roll for Hit Point8
A Ucnc is a human character who has dedi- self to become a mmer of unarmed fahring. Your charmer's hit point score repmenu his
cated his life to a g m t and wonhy cause. M e n . Mystics M not appropriate to d campaigns. m ability to w i v e injury. The h@et his hit point
thL cplue is the cleric's alignment. A Lawful der- the DM has the option of rcfusing IO allow mys. score, the more damage he can Nnnio betore
ic, for examplc. would be dedicated to spreading tics in his world. The mynic's prime requisites dying. Characters who survive long enough to
gain a g d deal of experience typically gain mora all and can only we a few typesofwepp- menu to your annor clan from your Dexterity.
more and more hit poinu;therefore. an experi- ON. It would be a waste ofmonq for a chnnnu Find y a u Dexterity MICon the Bonum and
cnccd chnncrer lnnr longer in a fqht or other of this clasr to buy a sword or shield; inrtcad, his Penalties For Ability Scorn table. For evrry + 1
dpnecrovr dtuawn~than doa an inexperienced money CMbe saved or apmt on oil, torches, and on the table. iubmcr 1 from your annot dnu.
other items. Thieves, however, must buy -
For everp 1. add 1 to your annor c h .
thieves' mls to use their Open Locks ability.
mntknlly at& the numar of hit poinu h IC- On a piece of piece paper, write down all the H.Mlple:Ifyouucwcaringchainmailanda
&. Fightus and d- d v e a lot of hit equipment you want to buy and add up the mt. shield (AC 4). but have a Dexterity )cox of 15
poinu. MPgk.urrs and thicvcs rcceivc only a few. If it m u more gold p i a s than you have, you (+ 1 bonus). your armor clpu number M p m
'ha h a h &e amedium amounr. must e m mmerhing from the ht. When you andgoesdown,m3.Ifyouuewcuingplna
Find your chamter's clan on the Character can pay for your lin of equipment, subtract the mail and shield (AC 2) but have a Darmty
clpu and Hit Dice Table. and then roll the type cost from you money, and write the equipment -
MICof 5 ( 2 penalty). you m o r claw w o m u
of die indicated in order to find your s
w hit
t down on your chnr~ctersheet. andpupto4
poinu. Note thar yolu character's Constirution Be cwful when shopping! You may forget to
xorc a n &ect the number of hit poinu he will buy ropc, for aamjle, and ydd+y fmd a need Remember: The 1-1 the AC number. rhe
have. Look for the B o n u s and Pedries for for it during an Venmre and d you didn't harder you M m hit. A penalty IO ann01 dnu
Ability Scorn Table and apply the appropriate buy it. you don't have it. Ask the other plpyen actually nivs the number, mpL;ine you &et to
number to the number of hit poinu rolled for and your DM for advice on what m buy-and hit. If your AC is even bener than ZM. then
your character. what nor to buy. Remember that money can be negative numben. or "minus" numben. M
saved for buying expedvc quipment her. d. For a m p l e . a character with a Dextcriry
Scoreof18(a +3bonus,whkhcr~nrlaresto -3
Don't Forget Spell8 to the AC) and wearing plate mail and shiild

If your character is a spclkastcr, he will alm


(AC2) would have an AC of "minw one" ( 1). -
need to equip himself with the spells he knows.
Magiy~sersknow one spell at their fun level of Attmck Roll8
experience, while clerics learn theit first spell at An a& roU is a number repmendry huw
ld4
Id8 I second level. Ask your DM for the rpcb which
your c h w e r knows.
Magic-users also need to have spell books to
ensy or difficult it is for your chammr to hit 0th.
e1 tnrgnr.
In tombac. when your character is trying to hit
mod the spells they know.A magic-user's first another character. you roll Id20 r h i is
~ known P(
rpell bwkisfrre. agift ofthc wizard who taught hi^ atrack roll. (In mmc game supplemenu. it'a
him.Clerics do not need spell books. also called the "hit roll," "whit roll," or "IOU to
I*~ o not
a apply. I hit.") Once you know the number you've rolled
Determine Other on the die. you add any boousa your character
geu from high ability scorn. magical mpoac.
Roll for Money Numben and Roll8 or other fnCt018. You'll compprc that fmal ruult
Armor clan, anack rolls. and saving rhmmare to the number required to hit rhe armor clw of
yourcho~~cr'sopponent. Ifyoumchotacecd
I Roll 3d6 and multiply by 10 to tind your
character's starring gold pieces.
numbers-numben which you'll Cnwau from
the c h ~ t cother
~ ' amibures
~ or End on pmvid.
ed tables-which M imponant to the way the
character pedomu in combat.
that number, your chntnrtcr has mccsafully hit
his opponent.
But how do you f u d out what number you
bur character sfam out with no pounsioas xed IO hit a cenun armor clam? That's h p l e
t for n o d clothes and a ti& money, enough: We provide it to you on handy tables.
3 up over many ycprr. b u will need to go
shopping for quipment, bur fint you must fmd
Armor Clam8 Take a look at the A d Rob Table on pa@
Armor dm. mmnimn abbreviated as AC. is 106.Go ahead and flipforward IO chat table and
out how much money you have. a number indicating how tough it is IO hit your remm here when you ve looked at it.
Roll 3d6 (three six-dded dice), and multiply character. With the annor claw. unlike most P use the table. cmu.rcference your cham.
the tapl by 10. (Tor aampk. if you roll 12, the numbers in the D&D game, a low number is ter'r experience level and chamcwr dnu with hi
total is 120.)This is the number of gold pieces good for a charmer, and a i y b number is bad. opponent's m o r clan. On the table. "MU"
(gp)that you start with. Write that on your cbar- Your armor dnrr is a combination of the type stan& for magic-user. "C.T.D"ann& for "clcr.
nefer sheet. If you're usinga hand-written sheet, of armor you M wcpring. plus any adjunmenu io. thieves. and druids," "F" repah for "tight-
write down the word "Money" on the back and due to Denerity. Fint. fmd your annor typc on en" (and aJm includes myniu and low-level
put beside it the number you've just rolled. the A m o r Type and Armor Uw Table. demihumm). and "DH' s t d for "duni-
humans'' (and is d for high-crperiencedemi-
Buy Equipment humans). Thc numben "19" rJmugh "-20"
stand for the oppodtion'r armor clan,
Now that you have your money, you can spend
it on the equipment you need to go adventur-
ing. There is a com@ctc list of equipment in
h T I p
No annor
h c l n r o
9 I A lsr level fqhter attach an enemy with an
armor dnu (AC)of 2. On the A d Rob a b l e
in Chapter 8,&a to the " F (for tighter) column.
Chapter 4 later in thu book. Be sun to ask your go down to whue it aap "1-3" (which m s
Dungcon MMW if everything on that lis is "Experience LNeL 1 thmugb 3"), and then go
a d a b l e in his campaign. If hi campaign devi. right to the column correspondingto AC 2. You
aces a lot from the "repadud" D&DO game need m roll a 17 to hit that m o r claw.
camp+, he could have a very different ht of
qurpmcnt, which he should provide for you. A& polh lbbla n.THACO
There M rntrictions on what ituns your char- If Uring a shield. subttm 1 from the AC Now. record your charmer's attack rob o
mer u allowed to have. especially on m o r and number. 8mp;chain mail alone is AC 5. the character sheer. T ~ C IM
C two wap to d.
wcapoac. Before you go shopping, be me you but with a h i e it i s AC 4. this.One for beginning plryen and for players
have md the full description of your chprpeter who mrnnimn have a Mtime juggling oum-
dpr,Lnter in tbia chapcer. O m you know your ymol clan as provided kn: the &et is fot apnienad pLrgen who
Pot a m p l e . a uugic-urr CLMO~ wear MYar- by your m o r type. you can determine adjust- don't have trouble juggling numben.
A d BdL: With the fun way, you write down Saving Throw6 n w . while low ones give the character special
your chnrncter's rolls to hit m d m o r clpges. penalties. &low LIC the chuac~cr'sabilitica and
l m a d of wording dl the lined m o r clpues rims on what sorca ofadjurrmcnts high and lar
(19 to -20). we t w d l y word only ACs 9 m abilities will bring him.
- 5 ; thnc M the m o r clrucs mon commonly level on the Saving Throws Table in Chapter
8. Move a c m IO the column reprnenting
When you have high scorcs in abilities, note
encountered in a gune. the rpaifrc adjustmentswhich mult fmm them;
On your chpmctn shm. you'd make a am&. the type of attack your chPrscter is sustain- if you're not wing a character sheet which d-
simple table listing the am& roh for your char. ing. The number shown in &at column is ready haa b h h for these adjustments. place
mer's level and character clru. An example is your saving throw. Roll that number or bn. them beside the abilities (Strength. m.)which
tven on this age of the attack rolls for a fint fer on Id20 ro avoid or diminish the cffecw of grant them to the eharactcr. The h v x r and
eve1 fighter: i r all characten. refer ro the main the attack, Penalties for Ability Scores Table rhars ability
table in Chapter 8. then write d m the peni.
~

adjustments.
nmt infomation on your characrcr shm. This A savinc JImw re menu your character's ar-
-7. when your fm lml fighter is attacking an tempt m avoid thc Ars of some son of unusu-
AC of -2, you'd be able to look down on his al attack-poilon. magical speUs. the flaming
character shea and sec immediately that he breath of a dragon, and so fonh. A nrcccrsful
necdrto~eveamUof20tohithistnrger. saving throw means that the charactereither sus.
tnin~a reduced amount of damage 01 su&n no
THACO: The abbreviation W A C 0 stands for hprmful effect at all. depending on the of
"To Hit Armor Wasr 0." Thcre*snothing myste- attack. An unsucc&l saving thm means that
rious about it: It's just the number yout charac. the chpmcter sustains the full h a p 01 cffmof
ter needs to hit armor claw 0. On the table the attack. The saving thm is rolled on Id20
immediarcly above. for example. you see that a when specified by the DM.
11 Iml fighrcr necds to achieve a roll of 19 ro A character doesn'r have just one raving thm
hit M armor claw ofo; therefore. his THACO i5 number; he has a &rent one for each of five Now. let's go Jvough each ofthe abilitia and
19. Werent carcgorics of unusual attach. T ~ O K see what high KOICS will do for esch abiliry.
Some apencnced playen will not want ro categories indude "Poiton or Death Ray:' 'Wg.
hpve Mentire table dumtiqup thcu character ic Wand:' '"KItning to Stone or Pardysis:' Stnnpth
sheers; they'll just record their chmctcrs' "Dragon Breath:' and "Spells or Magic Sd!'
THACO number. Additionally, many abbmi. Saving rhran are based on your character's High S u e d &u how well a character hi1
atcd deacriptions of monnen used in D&Dc claw and experience level. You can fmd you with melee weapons-&at is, hand.hdd mp
game adventures will LUC the THACO number. chnrpncr's saving rhronr on the Saving T h m ons. It nffenr how much damage the churctc
To UK THACO. you have to do some adding Tpble on page 109 of Chapter 8. Go ahead and docs with melee neppoar. and with thmn
and subtracting during combat. You subtract flip to that table, look it mer, and m u m here. weapons like hurled knimand rpcur. And it d
your modified anack roll (the number rolled on To find &e aaving throws fot ywr chnrpcrcr, fmr h w often acharactn a n budge IN& door.
a 20-sided die plus any bonuses) from your simply look up his daw and cxperimcc level. Pnr ways.
THACO. and the result is the armor claw your example, if your character is a 1st level elf. his The character', adjwtment for a high
character him. saving throws would be: S a m & rore is applied to any mll he maka to
For example. Ruggin is a 3rd level dwarf, and hit m m n c in melee combat.
Death Ray or P o h : 12: Magic W a d 13; Pa- F o r i n r ~ c eifacharactcthaaaSuengthofl7
.
he's &hung a hobgoblin clad in chain mail (AC ralytia or 'Iirm to Stone: 13; Dragon Breath: IS:
5). Ruggin's THACO is 19. and he roh a 16; (therefore, a +2 adjurrment). and rdh a 9 M
Spch or St& 15 his Idlo to hh someone. he pu to add his
Ruggin suacuhrlly hiw his opponent's m o r
clp~ (19 - 16 = 3) since he hit an AC 3 (w Write the saving throws appropriate for your S tr
e w adjustment to rhat roll. Hc b ac-
achievcdarollnfH(9+2- 11).Ifrhcehurc-
better than AC 5). characrer on his character sheet.
-
LikOrir. instcad of figuhg out which AC
your attack hiw. you CM use THACO ro dner.
mine what number ia n d e d m hit a spccitic ar-
mor daw. Subrract the defender's m o r clam
H i h WLdom and Saving 'Ihra
If a character has a Wisdom mre of 13 or
more. he mcives a bonus m one of his aaving
fer has a S t r e d of 8 (the&,
has pc~allyachieved a roll of8 (9 I 8). -
a I penrlty)
and rolls a 9. he haa OI s u h his penrlty; he
-
The character's adjustment fot Streqth is nlro
applied to damage he does with mdee and
from thc attacker's THACO. If the armot d p is~ throws; ifhis Wisdom is 8 01 less. he mtivn a
a negative value. add the m o r claw number to PCIIPlty. thrown weapons.
the attacker's THACO. The mult is the number Tntc a look at the h n w s and Penaltin for For example. let w ray a character with
the attacker needs to hit his opponent. Ability Scorn Table below. If your Wisdom score Strength 18 (adjurrmmt +3) hiu lomcollc wid
For i n w c e , Ruggin the 3rd level dwarf needs is high or low ennugh for a bonus or penalty, IC- a m r d and does 8 points of damage. He add
a 19 or h e r on a 20-sided die to hit a m o m r cord that on your chpmcter shm beside you hia Strength bonus tothedmrgc. and LO b IC
with AC 0. Ru gin is facing a uoU (AC4) and he Wisdom score. This bonus 01 penalty &em ~ d done y 11 points of damage. -, I
needs a rou of13 or gtePtcr to hit the m a t e r
(19 -4 IS).
If you're a beginning player. you should stick
to the &gcr mblc; when you're comforrpblc
your charmer's saving throws w. spcllr. When
rolling your saving h o w VI. rpells. you can add
the chPnetcr'r Wisdom bonus to his saving
thm (or must subtract the penalty, if he haa a
chuerret with a S t ~ ~ gof
done 6 points of damage (8 2 6). -
t h5 ( a d j j -2
who rolb 8 points of dam= hn, n r m d y onl]
-
Finally, the chnncru get8 his bonus nr penalty
to his Open Doors roll. The Opm Doors roll u
with it. ou can practice wing the THACO num- penalty instead).
bet. When you're equally comfonable with the character's ability to f o r e open sNCL doors.
(The DM can optionally use it to dscidc wbnher
THACO. you can m p wording the whole table
on your character ;beet, and merely tecord Note Adjurtmenttr for the charactet i mtmng enough w M t dmilu
m
THACO. Ability Scorer feats o f r u n y h , ruth as m i n g okwerionr.)
The Open Doom roll is rolled M a ld6, with a
You've h d y am, on m e d d o n s , that roll of 5 or 6 meaning nrcccss; the chsnner with
high abilities give your charactc~special bo- high S t
re w a p p h hia adjurrment to the
number he rob on the die. However, a I U N ~ .
AC: 9 8 7 6 5 4 3 2 1 0 - 1 - 2 - 3 - 4 - 3 unmodified "6" on Open d m roll will al.
AtrSdrBOll: 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 way6 open a door, despite my penaltics IO the
convuy.
him-when the character is talking to them (but
Abilitia and Adjlurmmu Tsbk not unkm he is talking).
Ability Adjustments To: If he cries to hire retainen (bodyguards. assist.
Strength Attack Rolls (Melee Weapons and Unarmed Combat), Damage Rolls MU. and IO forth). his Charisma will determine
(Melee and Thrown Weapons). Opening Doon the number he EM hire, and how loyal they will
Intelligence h g u n g e r . General Skib (Optional) be. 'lour Dungeon Master will tell you if MY re-
Wisdom Saving Throw vs. Spells tainers M available. and will play the roles of
Dexterity Attack Rob (Thrown and Missile Weapons). Armor WMS the mainen your character finds and (possibly)
Constitution Hit Points I Ex rience Level hires.
Charisma Reactions rom ?&
Porcxamplc, acharactcrwith Strength 13 (ad. If your campaign makes use of a lot of
justment + I ) tries to budge a stuck door. On his languages-epdly common in a campaign Mj. lleaiaur Morde
ld6, he rob a 4. This isn't enough; it's not a 5 or where the player chprpnen travel through a lot -3 1 4
6. But he adds his + I adjustment. his 4 be- dforeign lands, or where there M a lot of talk.
comes a >, and suddenly it's enough: He CM ing monster s ties a character's ability with
budge the stuck dwr. Similarly, a character with g:
languages can veryiimponant .
Strength 3 (adjustment -3) tries a similarly
stuck door. On his ld6, he rolls a 5 , n o d l y a Wlrdom
~cccas.But he must apply his -3 adjustment
and his 5 suddenly becomes a 2, a Failure. The efku of a high Wisdom M dixussed
above, under "High Wisdom and Saving
Throws." Adjusunents for high Wisdom KOKS Whenever your character is talking I
Intelligence affect the character's saving throws vs. spells. CRaNR (mower or character) conmlled
High Innlligcnce affects the number of Ian- DM,rell the DM what your m n i o n adju-)
gungn a character knows. If the DM is using the is. If your Dungeon Muter allows the w of re,
optional general skills N ~ S .high lntclligence al- Dextarlty tahen and you attempt I O Cmpby Some. yob
so affects the number ofgeneral skills the charac. The Cffeets of a high Dmerity M dixusscd will need to tell him you character's maximum
ter knowa. a h , under "Armor Class:' Adjustments for number of retainers. as well as the Retainer Mo.
A human character of "average" Intelligence high Lknerity scores affect the character's AC. ralc ware (which is a mcaaure oflcyalry and cour.
(asoreof9.12)knowspwoIpnguagcs: theCom. They also e&n the character's ability to hit age). Reaction adjustments due to high
mon tongue and M alignment tongue. The with m i ~ i weapons-any
l~ thrown weapons or Chprisma never adjust MYrolls you nukc; they
character can m d and write thoae Ipnguages. weapons launched through the air. The charac- only affect rob made by the Dungcon Master, IO
(The Common ronguc is the "standard" tongue ter's adjustment for a high or low Dmeriry is ap. he n m b to know thL informnrion.
for the campaign. A campaign set in modem plied to his roll to hit when he is using mirsile
America would have English as its Common
tongue. for example.) Demihuman characters
W-POM.
For example. a character with a 17 Dexterity
ChOO6e Character
usually know additional I~gungu,as described (adjustment + 2). using a bow. is trying to shoot Alignment
for each dcmihuman character dpar. a d w t enemy. He n m b a 13 to hit his amy. An alyyuu is a code of behavior or m y of
If the character receives an adjurrment fmm On his Id20 amck roll. he rob a 12. He has Me w h gudes the acdwr and thoughts of
an Intcllipnce over 12 (a bonus. in other hiled. But now he adds his bonus for high Dex- charactets and momn. There M thtec dip-
words), this is the number of additional IM- terity (+ 2) and his 12 becomes a 14: He has ac-
menu in the D&iY game: Law, Cham, and
gunger the character CM m d and write. .Lour tually hit his opponent. NCUtdty.
Dungeon Mpstcr will tell you what languages M
available. You mua choose your added Ian- Playen may choose the alignments they fee
g u a p before you play the character in a game.
Conrtltution will bert fit their chamten. A player doer nol
Your Constitution sore can affect the number have to cell ocher phyen what alignment he or
If the IntcUincc adjustment is a penalty, she has picked, but must tell the Duagcci~M a .
then the charmer has mublc writing and per- of hit points you haw. h k earlier in this chap.
haps speaking. ter for the Bonuses and Penalties for 'Ability ter. Most lawful charactenwill wcnl their align.
In either cue. look at the intelligence and Scores table, and apply the bonw or penalty to menu if Prked.
LMguagca Tsbk. the number of hit points you rolled. But what- When picking alignments, the characten
MI the adjustments. your hir points cannot be
should know that Chnoticr cannot k uuacd,
lowered to 0 (zero); you will have at least 1 hit even by other uloaiu. A ChmK character doer
Intelligence and L q w - T.b* not work well with other PCI.
In-uaeof point for each roll.
h h w P
3
'

Has trouble speaking. cannot


Each time a character a lcvel of experi.
erne (a meamre of how cxperienccd he is). roll 2
A ' nments give charactera guidelines to live
by. ey M MI s&olute rules: characten will
try to follow their alignmentguidelines, but may
read or write for more hit points. And each time you roll. you
adjust the roll Mording to your Constitution not always be ~cccadul.To bmcr understand
4-5 Cannot read or write Common the philosophic: behind them, lec's define the
6.8 CM wrin simnlc Common score.
Eventually, your character will stop gaining three alignments.
dice of hit points every time he e m a level of
experience. and will no longer gain b u mfor e Law (or Lawful)
very high or vety low Conacitution xore. h. Law is the belief that everything should follow
stead, he'll start apre-aet n ~ b eoft hit M order, and that obeying NICS is the natural
points every level. an hls Comtution bonus
will not apply to that number. But that's dfin way of li. Lawii~lcreatures will tly to cell the
wntes native IN&. obey laws that arc fair, keep p k i s e s , and
languages, + 2 additional the furre; don't worry about it right now.
C M for all living things.
1anWPger If a choice must be nude h e e n the bendit
18 Reads and writes native Charirma of a group or an individual. a Lawful character
languages, + 3 additional A character's Charisma sore will affect how will usually c h m c the group. Sometimes indi.
~MPUsPn othcn. whether characten 01 monrten. react to vidual freedoms must be given up for the good
ofthe group. Lawful characters and monsters of. recognize when another dignment language is about his campaign.world chan you do; you
ten act in prrdictpble ways. Lawful behavior is being @en. but will MK understand it. Align- know more about your character than he don.
usually the m e as "good" behavior. ment languages haw no written form.A charac- The two of you have to work cogcrher to inte-
ter may not learn a different alignment language grate your characret into his world.
Chaor (or Chaotb) unleas he changes alignments. In such a cex. the
character forgers the old alignment language
This mepM that the DM may recommend or
even insist on some changes to your character
Chws is the opposite of Law. It is the belief and s t m using the n m one immediately. background in order to make him fit kncr into
that life is random and that chance and luck NIC the campaign world. You should normally acnpt
the world. Laws M made IO be broken. long any recommendations char don't seriourly inter-
as a person can get away with it. It is not impor. Select Name, fere with your concept of your character, and
cant to keep pro&.
uuth M both uxful.
and lyiq and telling the Pemonallty, and should negotiate on the ones which do.
Por example. you may haw decided thar your
B a Chaotic CMNIT. the individual is the Background character's family lived in a small fiing village
mom imponant of all things. Scltiiness is the You may have been thinking about this all in a small. distant island far, fnr away. Your DM
normal way of life. and the group is nor impor. during the character-creation p e a s , but now may prcfet that he lived in a d l f wvillage
tant. Chaotics often act on sudden desires and it's time to give your character his name, person- on the coast of rhe main continent. not quite so
whims. They have m n g belief in the power of aliry, and bdgmund-the traits which make isolated. This probably won't alter your charac.
luck. They cannot always be t ~ ~ t eChwtic
d. be- him a real character. ret's personalicy or personal history, and will al-
havior is usually rhe same as behavior that could low your DM to fit your charmer more eadly
be called "evil." Each individual player muat de- into the campaign, so chis is the lon of change
cide if his Chwuc character is closer to a mean, Name you can acquiace to without any worries.
seltii "evil" personality 01 merely a happy-go- You should give your character a name appro. Bur let's spy your DM wanu to eaablirh m e -
lucky, unprediccable personality. priate to the world in which he'll be advennrr- thing ek about your character: That when he
ing. A& your DM if his campaign setting is wps ten. a w a m l f with a distinctive red-and-
Neutrallty (or Neutral) bawd on any denl.world civilization; if so, use a silver coat burst in rhmu h the door of rhe h i.
name appropriate to that civilization. (If you're ly hut and killed all e!c family except your
Neutrality is rhe belief that the world is a bal- not familiar with that civilization, ask your DM charmer, and that your character was tpiKd by
ana between Law and Chws. It is imponant for help.) Or if you M adventuring in an An. rhe family of your mother's brother.
chat ncitha side get too much power and upxt bian setting, such legendpry names as Ali Baba, It's obvious here rhat your DM is ~ t t i n gyou
this balance. The individual is imporcant, but so Sinbad. and Sdadin arc appropriate names. up for m e future encounter with that selfnub
is the p u p ; the two sides must work together. Many campaigns arc svnighcforrnrd fantasy werewolf-pethapa it will be far in the futum, o
A Neutrd character is most interested in per- with elcmcnrs drawn from a number ofsou~~es. Perhaps the hunt for char monster will be uxd PI
sonal survival. Such characters believe in their yet thw campaigns may not be m n g l y bawd rhe event which will bring dl the player charac-
own wiu and abilities rather than luck. They in any of those sources. In that caw. you need ters togcchcr in the fint place. Whichever, he's
tend to rerum the treatment they receive from merely make up a fanrwy-sounding name and nor crying to kill your character's family for frivo-
others. N e u d characters will join a pmy if they ask the DM if it sounds appropriate to his cam- lous m n s , bur for m n s related to plot.
chink it is in their own best inrerra. but will not paign. Such names can be made up of However.you've been imagining that your
be overly helpful unless there is some son of interesting-sounding syllables like Adragan or chnrpner is emotionaJly strong and unrurcd.
profit in it. Neurd behavior may be considered Nissia. Or,and especiplly in the caw of I rinlly and sill has a good relatiomhip wirh h i p ~ a u
"good" or "evil" (or neither). named elm. they could be composed of dsuip. and siblings, and the DM's change wodd &.
rive words like Silvetglade or Woodshadow. ously &m your concept of your character. You
Alinnment Behavior C h w e a nume cnrrfully. It should r e p m n t explain this to him. This is where negotiations
the charmer in some way, or at least be a name enter the picture.
W e this sinration as M example: A group of He may counter, "All right, let's say inatcad
player characters is a&ed by a large number of you like. You might find yourself playin! chis
charmer for years. and if you give him a ~ l l or y that the wemolf a d d the lad pub, and
monsters. &ape is not possible unless the mon. inappropriate name. you might regm it later. your fatha was among those killed. Aa the old-
stem Mslowed down. est son. you suddenly had to become the man of
A h&/ charmer will fight to protect the the family, and now, after you've been the main
group, regardlerc of the danger. The character Penonality provider for years. your brothers and SLtCrs M
will nor run away unlcss the whole group doer so Alignment isn't all there is to a character's old enou to take wet, and you EM leave to
01 is othernk d e .
A N e u d character will fight to protect the
personality. You should think about your charac-
ter, about his mannerisms. the way he speaks,
8
make a e for yourself at last!'
This dl leam your ch~rsrrerwith a mgcd!
group as long as it is rensonably safe to do so. If the way he dresses. how he spends moneg, what in his pan, but he didn't lose his entire family
the danger is COO great, rhe chmcter will try to son of people he likes,how he likes to spend his and wasn't present to see his farhet dcsvoyed
save himself, even at rhe erpense of the rest of non-adventuring time, and so on. The more at- the monster, which would tend to leave hin
the party. tention you inmr in imagining your character, much healthier emotionally. So you could agm
A Chaotic character might fight the monsters with all his uairs. v h e s , and vices, the more in- to this change. and both your purposes and your
or he might run away immediately-Chwrics terescing and "red" you will make him. Sure. DM's M served.
arc. as always. unpredictable. The character may it's UMfUl for your character to be the mightiest Another thing you can do, and your DM may
not even care what happened to the reat of the
Party.
..
warrior in the world . bur none of the other be doing so as well. is to establish that your char.
player characterswill EM whcrhcr he lives or dies acter already knows some of rhe orher player
Playing an alignment does not mean a cham. unlerc he has a perrondiry. characters.Tilk wirh the other players to find out
ter must 20 stu$d things. A charmer should al-
~~mcthing about their charmers. When the
wa s act as intelligently the Intelligenceccore
inJicarcs. unleas there is a rcwn ro act o t h e r w ~ Background players have come up wirh rimilar backgrounds,
you might suggest that those backgrounds inter.
(&.as a magical curse). At some point. you'll need to decide on your scmd with yours. and then rry to work out the
character's background: where and when he was derails. Perhaps anocher player thought of his
Alignment Language8 bom. how he was teared, who his family is, who characta as gmwing up in a fishing village. in
his friends were. and what he did up until the which csde you might s u p that it be the mi
Each alignment has a secm language of pass- t h e he enters Dhv.
words. hand sitnals. and other bodv motions. as your character's. Perhaps another characta
his isn't a ;old efforr-ir's a cooperative d- hw been in the army, and you conceived of your
Player charme; and intelligent monkera dwap fort between you and the DM. He knows more character as havinu bricflv been a wldier. See if
you can put your chnractn in the m e unit. At the end of every gpmescssion or complete Primr Raquiritrr and
This WK of thing helps establish connections adventure smry (the DM will decide which), the
between your characten.Thew C O M C ~ ~ ~ OcanM Dungeon Master will award experience points Exprrlrnca Point6
keep an advennuing group from falling aparr (abbreviated as "XP")m the characters. Experi. If your character's prime q u i d t e is high
over trivial incidents of misvust and confusion. encc points M awarded for accomplishing go& enough, he will gec a u a experience points. The
in the COUISC of the advcncure story. Experience B o n w and Penalties Table will
Every 10 often, a character will have c m e d
Determine Character enough experience points m main a higher ex.
serve your rule of thumb for calculating how
much cxim experience clnicr, fighters. magic.
Height and Weight periencc level; this is often rdened mas "going
up a level." Each time the durpner p up a
wen, and thieves get for high prime requlires.
The player can choose any height and weight level, he gain8 more abilities. Under no umum.
for his charmer which the DM agrea is appro. smces can a chuncter advance more th.n one
priatc. The Character Height and Weight Tnble level per adventure: d expcrknce beyond one
will give you M idea what height and weight level ofadwrcmenr CM k retained up ro one
mngu prc average for character races. For UM poinrshon o f a twu level advance. Any addidon-
with later encumbrance nrlcs, all character nl experience is loat.
weights M given in coin-weights: one coin Take a look at the Fighter Experience Tnblc on
equals one-tenth of a pound, so a character page 16. then return here.
weighing 2.000 cn actunlly weigb 200 Ibs. As you can see on that table, a fighter with no
experience points (0 XF') is a 1st level fqhter.
ChpRncr Height and Weight Zibk During his adventuringcareer, he'll cam erperi-
cnce points. Once he reaches 2,000 points, his
HumanChvrncn player should inform the DM that he's reached
-
his 2nd experience level; once he reaches 4,000
experience points. he CMtell the DM that he's
reached 3rd level; and w on.
The number of experience points the charac-
In1 6.8: 10%
In1 13.15: + I %
Inc 16.18: +lo%
I
1,400 cn 1.210 cn
ter mwc e m becomes proponionately greater
and greater. Don't be planned by chis. The char-
DCx 6-8: - 1096
acter's rise &rough experience levels will slow
down. but not SJ much as chia table suggests. As
- 10%
6'0" 1,750cn 1,550cn
he bKokUCS rougher, he can undercake rougher
and mugher quesw. which will cam him propor.
uonately more experience points.
Str 6.8:
Su 13-15: + I % I
H i t Dicr and H i t Polntr
I -Chamam I After a character reaches 9th experience level
(often referred ro as "Name" level), the player
no longer rolls dice ro gain addirional hit points
f o ~the character: For each level of experience Wk 13-15: +5%
4'2" 1,550cn 1.500cn eamed, a given number of hit points (insread of W h 16-18! + 10%
4'4" 1.6SO cn 1,600 cn Hit Dice) will be gained. The number of hit
WChvrncn paints gained each level (after 9th) will be shown
P d e later in the next chapter: it differs from character
ClaM to chuMer ClaM.
Each player will roll Hit Dicc for h i character
from 1st experience level to 9th (or 8rh, in rhc
case ofthc halflingcharacter,who CMonly go up For example. a fqhter's prLnc requisite is
m 8th level). Starring wirh loth level, the char. Strmgrh. If he has a Sucngch of 3.5. k laru
acter will receive a PIC-set number of hit points 20% of all rhe experience points he CUM. If he
appropriate for his character class. has a Strengrh of 6-8. he loses 10%. If his
~ n s u t u t i o nadjustments to hit poinn apply strengrhis13.15,hcCarMM~5%.~if
only to the Hit Dice the player rolls; they do not his Srrengrh is 16.18, he cams M am 10%.
apply to the hit points added at higher levels. If a fighter wirh a Suer& of 16 were m be
given 100 points ofapericncc. his player would
MnrimUmimLaadE.puience~ts add in M mra 10% (for a c o d of 110 aped-

I 3'0"
3'2"
600 cn
620 cn
Dwaives and elm may not pmgregi beyond
12th level. Halflings may only rise IO 8th level.
Druids may only achieve 30th level (and only
encc points) before writing rhe pmount down on
his c h u ~ e sheet.
r

then after a special challenge, which is described blculptingBrpu*laBonuIa


Earn Experience in the next chapter),while mysrics CMonly reach Unlcss your DM rells you otherwise. you will
always calculate your character's experiencc bo.
As characten go rhrough a lot of advennues, 16rh level. The other four human clpues (cleric.
fqhter, mPgiC-uMr, thief) may continue all the .
nus . , or experience penalty. However, some
they grndually get better and better at what they way to 36th level. DMI prefer to keep a clwc eye on chnmnus' Q.
do. Everyone l a m s ro fight better (es edally Once a chumer reacheshis maximum experi- perience gninr, and may h i d e ro calculate all
fighters). Everyone learns to withsmd i m a g e encc level, he don nor rrop earning erpenencc such b o n u s themrelves. In such a cue. theDM
better (more hit points and better saving needs to tell his players about thit dKidOn ahad
chm).and w fonh. This is all ascomplished points. Characters can always casn more experi.
cnce points. Players should keep of all of rime;otherwise they mighr rccidcndly add
through the use of experience points and experi. the experience points their characten earn. in thcir experience bonuses again.
encc levels,
other. But the ream CM be different in your
About the C l a w s own campaign; a DM can decide. for instance,
Here M some notes on the three categories of that in his own world the elves and dwmcs ar
magic-user, th$ the thm demihuman cloues character clnuetihumans. dcmihumans, and the best of friends!
(dwarf, elf, h ne). and no special human id-before you progreu on to the actual All demihuman races uadc and interact wid.
dprsa (dtuid, my&)., descriptions. humans; though men can be dangerous. many
Each character dw M presented in the follow- M also trustworthy and have p o d points.
ing fashion. Human Wnra Spcrial AbilitiCr and Ysnnrrm: All demi.
Bcmd Mntuid: This box shows abbreviated In the D&Da game. humans M the m a t pro- human races receive special abilities. which
intormotion about rhe c h m r dpsa for players Lift race. They M also the me with the greatest make them much more effective than humans i r
who arc plcady familiar with the game and only potential. While demihuman character classes certain situations. The special abilities of end
need m be reminded of certain details. can only attain moderate experience levels (8th. race M detailed in the dcacription of each char
Da+priom The clw is described in tcrms of 10th. or 12th level, depending on the clwl mer dw.
the wts, ah, and abilities common to aU me). each of the four h i c human character
members 2 t h e profcsion or a. classes can attain 36th experience level. special-
Expmhcc Tsble: This table shows the maxi. In many D&D game campaigns. human civili- '&re M two other human chplncter h s .
mum qxrience level a member of chis charmer zation is similar to the civilizations of Western the druid and the mystic, which M desuibed
dw can attain. the number ofapericna points Europe in the late Middle Ages and eprly Renois. separately fmrn the ckck. fighter. magic-wr.
it cakes to nchieve each experience level, and the SMCC period. In such campaigns, you can upcct and thief. We p m n t them separately because
number of magical spells the chuacter acquires m scc mon humans living in kingdoms ruled by the DM may not wish to include them in hi
at each level (in the case of spellcasting chanuter a king and queen and organized in feudal fief- campaign.
clpsscs). doms. with a rising middle c l w of traders and The druid is a litdc complicated. becaw
Saving Thmns Tkbk This table shows the druid characten stan play PI clcries and then
character's w i n g thmm at evev experience bwevcr, your Dungeon Master may decide change their character dwes to h o m e druids.
level the character can attain. not to follow that standud; he may prefer for his The mystic. a monastic specinlin in unumcd
cLp* Lkcaih: This text calks about many of human civilizations to resemble ancient Egypt, combat, is not appropriate for d campaigns.
the dad s p e d chnmnninics: its p h e requi- feudalJapan, conquistndor.era Mexico, a culture Some of their special abilities mimic thosc of
site. its Hit Dice, restrictions or p d v ~ r ~ with
gc~ from a s p d i c fantasy novel, or something cre- other human clwes. but many M unique to
armor and weapons, and any other significant ated from his own imagination. Be sure to ask this dw, including their inuePsingly pomrhrl
details. your Dungcon Master about the name of hu- unarmed combat mctiw.
spedpl Abilities: This text talks a b u t any man cultures in his world; the more you know
special abilitieswhich the chuacter clw popus- ahead of time, the better you C M fit your c h w
e.Some dwes can cast magicalspells; some can ter inm the existing sming
Cleric
sce in the dark; m e have no special abilities at
all. h e special abilitieswill q u i r e tables and DcmihUmMcln*a Rime IkquisiW. wisdom.
cables of their own. Dcmihuman characten M more limited than expn*nesaOnw: 5%forWiadom13-15.
At H i g h Bxprimcc LCVCL: Pinally, this tm human chnmctcrs. They can't rise w very high 10% for Wisdom 16-18.
ducribcs sDcdal chnrncndrtics and reswnsibili- levels of experience (dwwes u e limited to 12th Hir DLC: Id6 per level up to gth level.
ties the c h k t e r acquires when he rekhes high- level. elves to loth, hpltlings m 8th). Elves can. Stnrting with loth level, +1 hit point per
er levels of experience. not learn very powerful mngic; they can only level. and Constitutionadiusunentsno lone-
learn up to 5th level spells. while humans can er apply.
learn up to 9th level spells. Ms*mum k d : 36.
Understanding the C h The dcmihuman race ofdwnrvcs. elves. Amor: Any. plus shield.
Rbles and halflings have a different way of life than %pw: No edged or pointed weapons;
all d e n permitted.
humans. They usually live longer, have a stricter
Take a look at any of the experience tables in way of life. and fmd security in large family Special Abilities: lllming undcad; clericpl
the following pages. Here's an explanation of groups called Clans.A Wan may include meral
thw tables' column headings. hundred demihumans. The head of the Clan is
M: This column shows the experience always the oldest member, male or female. ilk A cleric is a human character who is dedicated
levels which C~ULICCCN of chii clw can attain. nuning that member is fit to NIC. m serving a great and wonhy awe. This c a w
Mort human doues M ma& 36th level; some Day-to-day tasks M usudy done by those can be an Lmmonal being dedicated to a sppedfic
dpsscs u e more mtrid. god or attribute: sometimes the cleric is xrving
best suited to do them.Unlike many human
XP: This column s hm the number ofqxri- communities. few demihumans M lazy; every. only his alignment. and has no intemt in im-
e m poinu it cakes for the character to attain one has a job, with Wan duties and responsibili- m o d beings. The D&D game dm nor deal
each qxrience level. A Stprring chuacter has 0 ties. and " d i g off' is nearly unthinkable. with the ethical and theological belicfs of the
experience points and is at 1st level. The DM may drowe to develop many other P(- chnncten in the w e .
A& M Not dl expcricnce tables will pccts of demihuman family life (such as mu- All clerics belong to orden. or clerical Wci.
have this column; only the demihuman cables riage customs. indusuy, clan.to.clan relations. nia. made up of cledu serving the same ends.
have it. Attack ranks M measures of a dcmi. and so forth) as needed. A brand-new cleric chuactcr is at the very bot.
human's ability to improve his fqhting skills Dcmihumnn Relath: Elves and dwarves wmofhisdericalorpnnirntiw;asheBPinscrpe-
even when he's reached his maximum aperi- don't usually like each other. This dislike usually riencc levels. he will nlro gain new powers and
ena level. Each attack rank corresponds to a surfpces as verbal battles, rather than physical. mponribilirin penaining to his cletical order.
fighter's experience level when you determine Both get along fairly well with halflings. The DM will decide. and will inform you, h m
how well the demihuman hits in combat;see the The DM will decide why elves and dwwes the clerical orden of his campaign M pmnpod.
Attack Rolls a b l e on page 106 to see how well don't get along in his own campai~n.In the A cleric can leam to cut spells after gaining a
demihumuu attack at diffemt amck ranks. D&D game's Known World setting. it's h a w e level of experience. A 1st level cleric cannot c a t
SpcuI/Lercl:Not aU experience cables will thev M so nhvaicallv and emotiondv different M Y spek once he reaches 2nd level. he can be.
have this column-only the cables belonging to (el& M rall'and willowy, dwwcs'short and gin to cast spells. A cleic's spell powers come
spcllcMing character c k . As you'll see in s c a l y ; elves love freedom and the outdoors. from the suenprh ofthe cleric's beliefs. The cler.
Chapter 3. spells u e umgd in levels-just as
there M 1st level characters, there M 1st level
spells. for inarmce. The cable showa how manv
dwarves love organization and caverns, ctc.),
and because the two races had many clashes in
the p for which they've never forgiven one an.
ic siu and medicates. md
Thcse swlls can then be wc T
y l-rlb:
dunne an ven
cure. Mon clerical spells uc for heal&. protec-
7
and gpinr ld6 more hit poinu (plus bonus) with
each kvel of experience. One additicd bit
point M gained for wh Iml &a 9rh Iml.
h: A de& can wca~any kind of urnor.
and CUI uy a shield.
A d& cans We My weapon
u forbidden by
with a sharp edge of point; thi~
the clcric'r beliefs. m induda umn and
q m b . But the dcdc W UK any 11011-edged
-.
...... .
Spocltrl Abllitiw
100,000 3 3
A cleric hnr (wo $pial abilitin: turning un-
dead monsters and c w i q ckriol spells.
lhiOgUadad
I : 7w.m
5
5
5
5
4
I 4
2
4
2
2 -- I A cleric hu the poru to force cemin mon.
srem c&d the "unded' (skckmna, rombiu.
ghouh, wights. and orha tppa) to run amn 01
even to prLh. Thi $pial ability L cplkd
"ruining undead!'
When a cleric c1Icoynrcra an undead m o ~ e r ,
the dcric may either attnck it nondly (with L
20 1.300.000 weaponorspell).ortrytoturnit.Thcckrkcan.
nor both arrack and turn undcd in OLK mund.
when youwanr ywrduictouy toturnua-
d d , juar tell your Dungeon Muter "I'll uy to
turn undead thL d! 'porerto turn un-
The
dead is inhmr in the cleriq he don not 4
the symbol of his fairh of any other de*ice to do
it. unkw the DM dcdua othariu.
Undead m o N M ue nof u a
- turn-
ed by the cleric. When the encounter OCCUII. the
player muar d e r IO the cleric'r ?tuningUDdnd
table to fmd the effect the cleric hu.
When theclcricuiuea turn an undndmon-
Iter, tind the c w r k l of cxpuimce lpoI
the top ofthe mbk. Read dom the left column
until you find the name ofthe undad moor0
Ifyouree1"--"inthccolumn,thenyouEpa
nor rum the moo11cf. If you ree anydung elr
you have a chance to thc monster, or pet
ClaLS ThmnPbk haps rmd momera. See inmediarely below
1-4 5-8 9-11 13-16 17-20 21-24 25-28 29-32 33-36 under "Explnnation ofRnulu:' IO leun how to
Death RdPoison 11 9 7 6 I find out if you have turned the m.nutu,
Apply thc d u imrmh~ely.if the ucrmp
suacedr,oncortmrcoftheundnd~
will rcrmr of be dauoyed. Btn don't toprct, if
U the monucr n turned,it hun'r becn daroyed;
irmrydaidetomurnroon., , .
don. and opthering infomarion. Clerical spells the strengthening of their beliefa. If you my to turn a lpccitic undced maane
uc ditrumr from magic-uyr qeb.Clerics can 11 ia very impomr for clerics to be hithful to (forinsmna, o n e a p c c i f i v u u p i r e ) d f d , ~
uy only their own type of rpellr; they never uri- their beliefs. If a ckric behavu in a manner that c ~ n uy n agdn IO turn ir in tanmefyht. A
lize rrgic-uyr rpeb. is not cauiarenr with the chpnner'i dignmcnr some later mounter, you can try to turn th.t in
Clerics have good fighting skib and can fwhr or beliefs. the dcrK may k punihed by the &vidual a&.
monrren. A cleric can wear any type d w r , order-or by even g m ~ powen. r This punish-
like a tighrer; he can uy many ypa o f ~ p 0 1 1 1 , ment could be L penaly on attack rob, a bn- lhphdmdRenllu
bur CMMI uy edged or pie+ w e a p o ~of any p o w quem that muar be complercd. or m n a 7,9.0111: Whccwua numbnit lined, the
son. Unlike magic.uyn. whosc rpellr uc oftm lack of speb. Thc DY will re11 you whar the deric ha8 1 chance IO turn the u n d d nmnncm.
wed during banla. 8 dedc'r spcb ue w d y c h m r murr do IO repin h u good d i n g . The player rolls 2d6 (nosir-sided dice). If the
needed &I bada (NCh Y currr) or for m c d
%bring (such Y d;tccdne thin&).
- Clam Dottrllr
I d k q U d IO 01 WIU IhM the IWIlbU
given, the ancmp u nuning unded L IUCCCN.
your party h u enough fightem, your deric fill.
should not need IO fight often. Bur he is Rime %q&ira A deric's prime requisite L When the ancmpr at tuming undnd ia nu.
equipped for fwhring ifhk combat skill is necd- Wisdom.If a deru hu a WLdom KOIC of 13-15, cnsful, the Dungcon Mutn (not the plagcr)wiU
cd. W a d for waya that hia rpeb CM help be- the chuMer piiu a 5% bonw to crperimec toll 7d6 to dnumiae the number of Hir Dice of
fore,du ' , and &a banla. poinu earned m mry adventure: ifhis widom u n d d monxen thu turn awar At k.n one
Porh t z thm l mb of experience. a der- M16.18,hecunsalO%bonwtoXP. m o m r will be turned, i-cgdkw of what the
ic's power is very limited. But u they advance (to Hit Dia: Roll a six-sided die (Ids) 10 deter- DM eab on his dicc.
a maximum of 36th Id) ckrica
, obtain more mine a deric'r hir poinu. A clcric mrta with ld6 k p k : A 1st k l && hu jun CIIC~UII.
spelkoflpeuer power, due buh ea prpcdcc and rercdallmupofac~~nromhia. Zombia(uyou
1 1 9 l T T D D D D

can learn in Chapter 14) each have two Hit Dice zombies. Since each zombie b a 2-Hit Die c r m u n d d d be turned. the DM rob 2d6 M de-
(2 HD).The ckric trin to ~m the zombiu. NE, the dcdc has Nmed four zombin. Pnu scribed above; r e g a r h of his roll. at l e one
~
On the Turning U n d d Table, a 1st level der. zombies Nrn and begin shambling away from u n d d will be rumcd.
it ss. a zombie yields a result of 9: The cleric the deric as fast as they can mow. Thh leaves the D:The attempt at turning the u n d d auto
mum roll a 9 or greater on 2d6 to turn the tom. cleric with only thm w fight. N m round. he rnaticdly succecda-in fact. it nmcda so well
biu. The deric‘s player rob 2d6 and nchievcs a can a n d them with weapons or rpcb,or he can that the affected momen arc d m y d i d
10-he has succeofully turned undcad. ug to turn thun. too. of merely turned. B determine how m y Hit
The DM now rob to see what sort of results T: The attempt at turning the undead auto- Dice of u n d d will be dntroyed. the DM rob
the cleric achieves. He rob Zd6 and pchievcs an maricpllg succeeds: the cleric’s player don not 2d6 M duuibed a h ; regardleu of hi mu. u
8; in other words, the cleric cunu 8 Hit Dice of need to roll for success, To determine how many lcpn one undead will be d m y e d . m eDM dc.
cidu w h u hsppenc when the momera arc de-
amyed: They might We away, bunt into flame
and cnunbk away, 01 dLintepnte like a vunpirc
in nulli#ht. for hunce.)
D +: Thh b thesune as the “ Dmult a h .
m c p t that thc DH w h 3d6 to find out how
many Hit Dice o f u n d d d be dauoyed. Re-
gardless of the roll. at lenn one sndead will be
dnuoyed.
DI: Thh b the lpme M the “D‘tault a h .
except tha the DM rob 4d6 w find out how
many Hit Dice of undcad will be dnooyed. Re-
gardJnr of the mu. ar le^ one undcad rill be
dnrmged.
UIhgoerLnlsplL
Starcing at the 2nd level ofaperience (having
w e d 1.500 XP or more), the cleric 00 UT
apclb. The pmcdura which the deric learns
and EP(O hb rpcb arc dnuibed in Chapter 3.

Himbrr Exporioncr k v r l r
When a cleric reatha N m e level (9th). he b
cded a patriarch (if male) or matrimh (if fe-
male). At thic p i n t in h b adventuring career, he
h a several optuana available w him.
If the character u a Neutd cleric. he CM de.
cide to become a druid inaread (we the dncrip
cion of that ch~rnncrclnrs below): he certninly
d o n not have to change his clam
If the cleric LI a Neutral who does not V M w ~
h e a druid, or if he is L a d l or wlpocic
alignment. he mum decide whether w build a
clerical stronghold approved by h b dcrical order.
Depending on how the DM has set up hi
campaign. the cleric miiht have hilt himelfa
home, even a lavish castle. long betore. How. should dcsign the stronghold the way he wishes A fighter is a human whose main abiliry b
ever, that was his pumnd home, r e ~ l e s of
s to see it built. The DM will calculate how much fighting skill. Fighters often have greater
how big it is or what he has done with it. Here, it would con to build, determine to hi# om sat- Strength than other chmcten. They usually hit
we're caking about a stronghold sanctioned by idnnion how much of the design is p o d and opponents more often in combat, and inflict
the deric's order, one which will be built and neccsaary planning (and how much is cxuava. more damage.
maintained m furrher the go& ofthe order. gant ovcmpendinrre), and decide what pmpor- In the D O game, f y h m pmt#t duir
cion of the con the clerical order will urume. weaker fiends and dies. A pury made up&
h d - w WeM Regprdlcsa of how much the dcrical order of flghters would ptobably mmive m a t
A ckric who decides to build a stronghold pays. the stronghold is technically the cleric's dungeon and wilderness cncounrers, even thas
with the sanction of hia clerical order is called a propeq. The cleric can't deny acces to the where magic would be urcful. Every group of or-
'kd-owning cleric!' (Now This is merely a propeq and its facilities to members of his ploren should have at leas one or TM f&m.
convenient term. A land-owning cleric can go order-nody, he shouldn't ever wish to do In p u p advmnun, the fighten should say
adventuring with his foodowe friends; he is not so-but it's his land, and he can't just be as- in front and ~ cM t the "front line" in combat
tied to hiI land.) There M advantages and dir. signed ro some Other mnghold a&ainn his will. situations. If there M t h m or more @tern in
advantages m "ting up a clerical atronghold. A number (typically ld6) of lowcr level ckriu the party, one should nay m the back, in cut the
Mnnapr: Thc ehupcocr can pmgnn up willrome mthe sucqhdd o m it is built, m as- chuacrcn' ppny is approached from the mr by
c b u g h the M b of hia ckrical order. The cham- siu and KWCthe cleric in opradng the m g enemin. In batdc iueIf, fightm have a bmer
my d v e f k d aid from his ordcr toward hold's clerical tunnionr.(Sce Chapter 11 for more chance at suMving physical dunage, since lhcr
:building ofthe monghold. The chamcccr may on chis.) N d y , he'll gn fmor no wimnt have more hit points than mon Other c l w r
beabkminueuchisipnbandbuildmong clerics if he haa a rcputarionfor abusingor endan. A fi htcr chprnncr should k able to EI a va.
d e m e n t s there. which could d t in him be. @ring hiI retainen. Thee derics have atrived riqJ m po ns .~h your concepriw o f y n u
mming a very m l t h y hamster indeed. with the intention of helping m operate the fighter ch- h i t s him ODC dur 0f-p
Diadmntages: The character will be the chief mnghold. not to trawl with the cleric on his ad. ON, you should q u i p him with both hand.m.
clerical authority (for his clerical order) for the ventures. The DM &Id m c each of hue
r hand and &ilc ~npon~.
Idr around his nroyhold. This means that he clerics an individual. with his own name, per. Fighrers may advance as high 36th level.
I clerical reaponsib iues to d the pcople liv- sonality, bnd;ground, goah. and abilities. Their rapid advomes, borh in mmbar abiliv and
...$ on and around his lands-reqensibilitics
which may interfere with hir dcsire m travel with
If the cleric manlga his land well and sew
his order q d l y well. he will probably rise in
in their amount of hit poinw. rmke durn n a d
leaden in human d e m e n t s . erpcci.llp nnd
his old adventurin friends or which may con. power in the bumuency of his clerical order. In ones. High level @tm rpnd a lor dtheir t h e
front him with d m l t problems. addition. he may be awnrdcd more land; more training and leading men-it.rmu, deuing du
normal men will d e the M a u w n d the der. wildrmai ofmaurcn. .nd expnd@ bumn
lhrrlLyckria ic's stronghold, and the cleric will receive more dements.
A cleric who decides not to build a mnghold tax income from the Ktckments.
sanctioned by his order is &md m as a "travel-
1 cluL:' even if he is not always on the mpd C h x h q m Tmwl
veling. There M nL0 advantpgn and disad- A cknc who decides to travel may follow one
n n m p m being a traveling cleric. ofm routes: in civilized lands. or in wilderncsa.
Mvanrya: The cleric d o n not have to tic A cleric who travels within the boundaries of
himaclfdova m any one plpee or group of pco- the civilid world usually looks for ways m help
pk; mcpt when acting on official requuu from thm of the m e dignment (whatever that may
hu order, he may where he pknaer. be). The cleric may travel alone. with retainen.
-m a w : %e cleric may not rise m or or with other cleriu.
above the nnkofa hnd-amiag cleric. and may A cleric who trawls to the wildernew usually
not pehieve much political influence within hia ~ M h e for
s enemies ofthe clerical order, to con-
order. (He doesn't stop earning experience vcn or dntrov. This cleric normdv travels with
points. experience levels, or penonal power: he other characten as an adventuring party (though
just cannot c l i b any higher in the clerical or- the orhen may J1be Nffi).
der's hierarchy.) The cleric still has rcspnsibili.
t i n to his clerical order, natully; M Mre, he C h # h # Bpdr and Forth
may be required at any rime to uphold the be- Once a pln er decides m be a traveling or
liefs and accomplish the & of his order. land-owning creric, only a major development in
the ampaipn or in the chunner should change
BuomingakndOmer that stam. The DM should discourage frequent
If the gth level deric decides to build a strong 01 C w d Ofthe Ckk'lM N S .
hold, he must report m a superior of some rypc,
either an &ici.l of his order or a Nkr of the na.
tion where he wishes to m t l c , to ask for land. Fighter
This ruler should willingly grant the Land, u n k ~
the cleric ha8 had problem with him in the ppa, Rimr Requiire: strength.
if 10, the d e r may require some service of the B.pnienaaOnlu: 5%forSvength13.15,
cleric (such as a quest) before he grants the land. 10%for Streqth 16-16.
(The DMmm decide whethcr the ckiic'a order Hit Dice: Id8 per level up to grh level.
hu the Power 10 make Nch grants, according to Scpning with loth level. + 2 hit poinn per
the civilization of his amppien world.) level. and Connitution adjwunents no long.
If the cleric h never k e n punished for mis-
behavior. either bv hiI order or bv the
I - - rnowen
- ---
bkumuo M:36th.
th8t gnnt him ~ spells. hiI order can (SI the Amuw Any; shields nllomd.
DM's dkmion) help him with the colt ofbuld. h p a n ~Any.
:
ing the stronghold.-Such help wdy involves Special AWties: h c e Attack and Set
the ordm paying for up to an9 mount the DM
feels to be renronabk (the m d u d is 50% of 35 3,360,Wo
the monghokl's construction). The alaver 36 3,480,000
Class Detail8
Rime Rquirite: A fighter's prime requisite is
Strength. If a fighter has a Strength score of 13-
15 or more. the character gains a 5 % bonus to
apcricnce points catned in every adventure; if
his Strength is 16-18. his bonus is 10%.
Hit Dice Roll an 8-sided die (Ids) to dcter-
mine a fighter's hit poinu. A fighter s t m with
Id8 (1-8) hit points (plw Constitution bonus, if
any) and gains Id8 more hit poinu (plus bonus)
with each level of experience. Two additional hit
poinu M gained for each level after !%h level.
Amtor: A fighter can wear any kind of armor
and may use a shield.
.- Afightcr museany kind ofweapon.

Special Abilities
Betinning fighten initially receive only a cou-
ple o special abilities and need no other special
abilities to survive and prosper. Their great
strength. hit poinu. strong atmor. and many
weapons make them a powetful character clas
without additional special abilities. At higher
experience levels, though, they do receive some
additional fighting abilities.
The two special abilities they do receive imme-
diately M the Lance Attack maneuver and Set
Spear YI. Charge maneuver. These maneuvers
are described in Chapter 8.
At higher experience levels, some fighten re.
ceivc specific special abilities. including Pightcr
Combat Options and other abilities; these are al.
so dnaibed in Chapter 8

Higher Experience Levels Land-Owning Fighters At the very least, a land-owning fighter within
A fighter with enough money may build him. There M two ways for a fighter to become a an existing country will be granted the title of
xlf a home. even icutlc, before he reaches 9th land-owning fighter: indcpcndently or in fealty Baton (if male) or Baroness (if female). or the
experiencelevel. However. this home has no of. to a greater ~ k r . equivalent. If he continues to expand his land
ficid sanction; even if it is icastle. the chvncter The DM decideson what son of government is within the nation's laws and to make his domin-
is not a ruler or a nobleman. used in his campaign. Assuming that it's based ion an increasingly strong and rich one. he may
When a fighter reaches Nunc level (9th on medieval Europe, as is the cpse with many mcive greater titles, such Y CwntlCountns
level). the character is, owing to his great abili- D k D . game campaigns, a nation's government and DukclDuchcP.
ties and reputation. addtrsscd as Lord (if male) consisa in pan of a king and queen ruling a If the fighter wishes to make his dominion in a
or Lady (iffcmalc). This is status within his com. srrongcourtofdukes, counts and barons, each of wilderness which is not within an ndning coun-
munity even if it is not a fotmil title; it is for the whom rules a smaller territory or ficfdom. try, he may call himself anything he wanw-
DM to decide whether or not it is a formal title In order m become a ruler within an existing baton, duke. king, emperor. However, be aware
batowed upon the fighter by the nation's NIC~S. country, he will have to petition the country's that a tw-glorious title will make others laugh at
At Name level. the fighter will have to decide rulers for a grant of land. If he has already done him. If he takes a title, it should bc appropriate
whether he intends to be a "land-owning fight- them great services in the past, they may ivc it to the size and strength of the dominion he is
er" (i.e.. a ruler in his own right. and lord of a to him immediately and gratefully, but ifhe is ruling; he may wish to change his tide as it in-
region of land) or i"traveling fighter" (one who not already their friend or ally, they may send ctcascs in size and prosperity,
may own homes but not NIC land, and has no him on a difficult quest so that he can prove
cs cially strong responsibilities to the nation's himself to them. Once he has been gtanted the lhvcling Fixhten
ruffs). Don't be confused by these names. A land, he may build his castle upon it (at his own If, at 9th level, a fighter d o n not decide to
land-owning fighter may spend a lot of time expense). The land may be occupied or not; if it make a dominion for himself, he chooses to be-
traveling and adventuring, and a traveling fight. is unoccupied, the ptopctivc ruler had best try come a traveling fighter (you can w e the term
cr may spend a lot of his time at home. to lure settlen there swn, so that his dominion wen if he really doesn't do a lot of traveling).
will begin receiving tax revenues. Raveling fighters don't usually have the political

I Fighter SMvin~Throws 'Ihblc


Normal .
Le"&
- .__19-21 I
I ' SMvinB Throw
Death RnylPohn
MZll
14
1-3
12
44
10
7-9
8
10-12
6
13-15
6
16-18
5 5
22-24
4
25-27
4
28-30
3
31-33
3
3436
2
..dpter 2: The --iaracter Classes
power that land-owning fighters do, but they In most campaigns, knights are the most com. would naturally be unknown). If the I :
can receive special abilities to help compensate mon sort of traveling fighters. The following is within a territory that has declared 7
for that. (Note that we said can. They don't re- NICS apply to knights. hostile to the knight's liege. the knight need
ccivc these abilities automatically.) not respond-if the call to arms is qainst the
The alignment of a traveling fighter ,deter. If summoned by his liege the knight must re. land of his liege. he must nor respond. In
minn special abilities and other charactenstics port to him as quickly as possible, and must fact. the knight would be in great danger
serve as the liege orders. when the call to sounds.
pnlndinr If the knight wet refuses to obey the liege, or
A Lnwful travelina fiphrcr mav be known as a cvcr mean fealty to any other liege, the Avenger8
paladin if he mccts 'ih;following requirements, knight loses three levels of experience, (The A Chaotic traveling fighter may become an
If he does not meet those requirements. he may DM may increase chis penalty if the offense avenger if he meets the following requirements,
become a knight (described below). warrants it.) The previous liege may even or- Otherwise. a Chaotic traveling fig lay alsn
der the offender slain for his treachery. In ad- become a knight.
1. The fightermust wcarfealry(anoathofserv. dition. rumors and tal= of the "traitorous
ice) to a Lawful clerical order to gain paladin knight" may haunt the character forcvcr af- The fighter must make an alrrutrs with a
starus. The fighter musi be of Name level or ter; the chnrncter may find it dificult to find Chaotic clerical order. This is nor a awcnring
greater to k accepted by rhc clerical order. help in places where his reputation is known. an oath of fealty, but a loose agreement of
Thercafrcr. the paladin may be summoned If his liege dies, the knight is free to choose loyalty and support; the order may decline
by the order's lcaden at any time. and mux another. Additional benefits (lands. money, the offer. If the order accepts, the order's
do as they command. as long as the scrvicc ctc.) may be awarded to knights who swear leaders may summon the avenger at any
aids the powers of Good. fealty to the succcmr of a liege who dies. time, and hcmust doas they command. Ifhc
2. A paladin can detecr evil (as per the cleric A knight may petition the liege for a disobeys them. he losn all special abilities
spell) as often as once per round, simply by peaceful end to his oath; however rarely and benefits of the avenger. Even rhcn. the
concentrating. (Range: 120. The paladin granted. The knight would be banished, at fighter may regain avenger status by negoti-
cannot use this ability and artack in the same the least, and could be stripped of all posses. ating with a different order.
round. ) sions as well. An avenger can detect evil (as the cleric spell)
3. If rhc paladin's Wisdom score is 13 or greater. A knight may visit any castle. of any territory, up to once per round, simply by concentrat-
the character can cast cleric spells as if he were and request sanctuary. The castle owner ing. (Range: 120'. The avenger may not use
a cleric of one-third his actual cxperiencc must, by the customs of the land, give the this ability and attack in the same round.)
level (round any fracrion down), if a fighter knight a place to stay for up to three days, If the avenger's Wisdom score is 13or greater,
becomes a paladin right at h h level. he'll rm. along with food and drink. He does not have the avenger can learn to cast cleric spells as if
mcdiatcly gain rhe spells of a 3rd lcvcl cleric. to be friendly io the knight, but, according he were a cleric of onc.third his actual cxperi.
A 17th level paladin can cas1 spells as if he to this custom, may not challenge. attack. or cncc lcvel (round all fractions down). There,
were a 5th level cleric. If his Wisdom score is refuse sanctuary to the knight. (Note that the fore, a 12th-14th lcvel avenger casu spells E
12 or less. the fighter can still be a paladin. knight cannot challenge or attack his host or a 4th lcvcl cleric. If his Wirdom score is 12 or
but cannot c u r spells members of his host's court or family, either. leu, the fighter can still be an avenger, but
The paladin learns how to meditate and Should he do his sanctuary is at an end, cannot cast spells.
cast spell^ from the clerics of thc order. The and his host is now free to punish him.) In The avenger leams how to meditate and
clerics wlll refuse any offer of cornpensation cmpaigns modeled after medieval Europe. cast spells from the clerics of the order-but
or payment for this service. this custom is nearly universal, but the DM is at a price (the price is at the DM's discretion,
4. A paladin can rum undcad. as if he were a free to indicate that the custom is not present but a minimum of 10,000 gp per clerical
cleric of one.third hw actual experience level if his nations are not similar to Europe's. spell level gained is recommended).
(round all fractions down). Thcrdorc. a 6th If a call to urns sounds (a call for knights to An avenger may rum undcad as if he were a
or 7th lcvcl paladin can turn undcad with the battle for justice), the knight must respond. cleric of one-third his actual experience level.
same abiliry of a 2nd levcl cleric. This declaration can only be issued by the but with an important difference. If the re.
5 . A paladin may only travel with a number of ruler of a large town (Mayor) or territory sult is "turn" or "destroy," the avenger may
hirelings equal IO or leu than his clerical (Archduke or greater status). and the knight choose to control them inned.If control is
Ievcl. In orhcr words. if he can cast spells or need only respond if it sounds in the area chosen, it lasts for 1 rum per level of the
turn undead as a 5th level cleric. he can have through which he is passing or if it is called avenger-thus. a 17th level avenger could
five hirelings accompany him. by his liege. When the call to arms sounds, control them for 17 rums.Undead thus con-
6. A paladin must assist anyonc who asks for the knight must immediately travel as fast as trolled behave pb if chaimcd, obeying the
help-with two exceptions: He docs nm have possible to the ruling castle of the one who avenger as if they were friends.
to help evil characters or achieve evil go&, made the call to arms, and fight as ordered However, if the undcad arc turned or de.
and if the paladin is on a mission for a higher by the ruler-within the constraints of any stroycd by a cleric during the duration of the
authority (such as a quest. serving a duke. knightly oaths he twk in the course of the contcoL the control is dispelled immediately.
etc.), he can offer only a small mount of campaign. (If the ruler who made the call to and cannot be renewed. If the duration of
help (such as rhelrering or advising the per- arms orders him to kill innocents or helpless the control ends without incident, the un-
son in need of aid), along with an cxplana- prhncrs, the knight may choose to refuse. dead will flee (as if turned).
don for his refusal. Assistance never involves but hc will m k e an cMmy of that Nkr.) The 5 . An avenger may not hav; human or demi-
donations of money or items. but only service knight is entitled to compensation for this human hirelings. However,the avenger may
for a short time. service; the NICI issuing the call to arms must try to persuade monsters of Chaotic align.
grant the knight a gift appropriate to the Val. mcnt to become his hirelings. If a Chaotic
Kdghcs uc of the knight's services. (Many rulers will creature is not immediately hostile. the
A- N e u r d rravcling fighter may become a offcr the gift out of gratitude; some will not. avenger may offer f w d or treasure. indica.
knight. Lnprful traveling fighters who do not be- The knight has the right to demand the gift; ring (through word or gestures) friendship. If
come paladins, or Chaotic trading fighrers who he does not have to demand it if he does not this fails, ducats or combat resulting in sur-
do not become an avengers(described below) arc wish to.) render may accomplish neatly the same re.
also able io become knighis. There M two notable exceptions to the sult. If the creature's Reaction roll indicates
To goin knighthood. a fighter must swear fed- custom of the call to arm. In lands where the friendship. the creature is persuaded to fol-
ry to a prince. king, 01 emperor. In return. thc civilization is very different from medieval low and obey the avenger. The effect lasts for
NICI will declare the character a knight: rhat Europe, this custom might not be used (in a duration identical to a cham magic-user
N k r rhcn becomes the knight's "liege" wilderness arcas where there arc no rulers, it spell: once it ends. it cannot be renewed. The
avenger may have the numkr of Chpodc
monnerhkliry that his C h a r h a w r e al.
lon for; once he lorcwe. he m a y y t o p
nude &a.
6. An a r my vbit M Y castle. tuin. or
d a m m k NIed by an intelligent
ch.otic mo-r or chvrcccr and. wing his
dipmcnt c o n p . demrnd Sanctuuy (re
knight, above). An avcqcr may pretend m
b e a h hcandrquatS.nmuyofothn
N k I ; #he dcceiw the d m (and L mt
@ped up by ulme dignment.cwedin~
magic). the &r will provide him with nor-
mal Sanctuary.
ChU+gBUk.adP&
Once a plnp d a i d n to be a traveling or
lacd-owni~tighter, only a major development
in the csmp.iPn or in the chuacter hould
change that mtw. The DM chould dLcoursgc
1 16
f r e q u e n t o r c u u P l c ~ d t h e f ~ h t h t n ' r ~ ~ 17
1,350.000
1,500.oW
5
6
5
5
5
5
4
4
3
4
2
3
2
2
-
- -- 1
Magic-User
Rimc acsllidce:Inteui@ncc. I 22 2.250.m b b 5 5 5 4 3 2 2 1
IhpxkueaOOw:5% forIntelligenn 13.
15, 10% for Incellipce 16.18.
Hit Dice Id4 per Iml up to 9th level.
Startiag with 10th Irvel. + 1 hit point pu
*vel. ud CoMitvtiOnndjurmrma no long-
a apply.
Ill.rdmum M: 36.
Armor: None; no field permitted.
Wispmu Dneper only O p t i d (DM'r
dkcretion): sed€, b l o w p . flaming oil. holy
water, net. thrown rock. sling,whip.
SpCLl hilitia: Magid speUs.

A mgic-uu L a human character who stud-


i n the p e n ofmagic. Magic-urcn fmd ~peb,
put them into h h ,and study tho* bc& to
Inm the speh. Magic-usen have their own Magk-um&* lluaab*
rpclh. endrely d&rent fmm clniCal rpclla. A Imb 1-5 6-10 11-15 16-20 21-24 2s-28 29-32 33-36
mqic-urr hu poor fighting *ills. and h l d
avoid combat. Death RaylPoiCon 13 11 9 7 5 4 3 2
A magic-user conantram on learning and
c m i q magic rpcllt. He'llfmd that 1 hi& Intel-
ligence u very helpaul. The magic.uu'r other
ability rorn M often low. Honmr. a hish
Conni~tion mte will help your magic-wr sur.
vim -1. kawc it giw a bonw to hit Your nugicwcr should not go on advcnrum (plw bonus) with wh lml of oprinwe. One
pointcone ofthe tuqic-wr'lmLer traits. done; k a r u e of his low dcfcnrcs and hit p d d i t i o d hit point i rpincd for euh Iml pfar
Magic.urn greatly feu damage. All the other points. we surprise muld killhim.In (FOUPS. he 9th level.
characterdurncanuuumorofmmekind,but should a h y r spy in the middle of the party, Armol: A magic-ruer caanot .w MYW d
magic-wts can only w dorhcs. Thus. they p m t d fmm amcb, and tw his magic in m o r , and annot use a shield.
M cpry to hit. They SLO have few hit points. wayl chat will help win the fight. T b p : A magic-usermay only we d q g m
ME&-UUII nut a8 the d n t c h u P m H . M wcpponr. Opdonnlly, at the DM'r diumion.
but CM mntuplly become the mom ponerful. Clrrr Dotrllr magic-usen an use the d, blowgun. flaming
Their magical spell8 CUI be used for many oil. holy water. ner. thrown mck, sling, and
dings-from aimple things like opening doom Rime acpOtjn:A magic-wer'rprime requi- whip.
and lah, to imprcnive and danguw magid site is Intelligence. If a mgic.urcr has PO Intclli.
attach much M chmwing lightning. All der& on ena mre of 13-15, the character p i n 8 a 5 %
rpellcprcing M given in Chapter 3. %onusto cqcriencc points earned in mty ad- Sgnclrl Abllltlr
However, it h &en difficult for w e t s to VCnnUe, if he ha8 an Intelligence of 16-18, the The mPgif.urct'r sole rperial ability is that he
survive. Their few mpom and (at low bonus u 10%. can cut magic speb. The pmcnrr ofspell book
levels) bplnncc against the p a they m n d y Hit Dice: Roll a 4-aided die (ld4) to deter. and new spell ScqUiriuom, M well M how the
achieve. Therefore, magic- mwt be cay- mine a magic-wr's hit points. A @.user magic-user mcmotiza and CMW spells, an de.
dous at lower levels, a8 few will Wvm long stam with ld4 (1-4) hit poinw (plus Constitu. &bed in Chapter 3.
without p d w . don bonw, if any) and gain, ld4 more hit poinu
pleasoliNdc. Thymnyormymtinrcanrith
the ru*o and mkofrhe nndoac in whkh t h y
k. M IhCY PkUC. 'Ihy llU)'mOMUe W P O n
quaDamdedvcnnucswithchcitdd~.orhcr
wizatd~my visit urd macrpad with dum in a-
d u m facillmtc+ rcsarchand undaaad.
ing. llq might PMkippCc in the opntim d
rhmLdnqk.Onlythcmmm*nthmprd
wizacd~,arhor wid, mvch w hide. build their
mworinthemrtd.ngemuurd~bkucnr
dlindmibn.
h d - ( h m i n l ~ . U c c n :Mylo
If a land-owningmagic-user cannot or dce,
not want to maintain a mer, the character m y
apply for a position P)a ma& in my existing
c d e or songhold. If thc ruler doa not hvc a
magiu rndcan &rd one. he will u a d y scccpt
the application. , , unlas the wizud hu no d e a
reputation that the d c r caom wn the wizud.
'Ihc magut r d * k the NkI in macn hvokk#
magic and handla the magical necds of the ~ 1 . ~ 1
and the smnghold.
To become a magis. the mqic-uscr m w fint
tind a ruler who is willing w hkc and N R
him. He mun negotiate payment and &%I-
CtiD with the ruler. ( S d a r d pllymeat is a mini.
mum of 3,m gold pieces per month. mth
ma& nbove 15th level comuunding higher
payment.) Pinnlly. the chumer m m mpf an
oath ofMqw that trulcr to keomc a magist.
When the agreements d temu M mm-
plere. the ruler supplies all the magids needs.
including P plxe to wy in the moqhold (usu.
ally a suite of smd mcmr). pus& and YI-
~ t s and . orher agrred.~ponben& (sucb 01
ish gift. &idtitle to the dominion, and po*. mqid itmu. either w use or PI ov-t @u).
Hiflbrr Exporii bly some son of official tank of nobility m keep The ruln u d y pays for ma#idracndl CmW
At Name (9th)level VI g~cater,a magic-user is the favor of the character. (Only the mat power- if the imn or rpcll rcdcuchcd will M t the
called a wizard (if male) or m a p (female). A h ful of rulen would dare m d e a d a magic-uur, suonghold. The nugirt must mvc the ruler M
at Name level. a magic-uscr may create magical wharevcr their dignment differences.) ordcred in all mpccu. but U never required to
item. After the magic-urer m o w into his m r , he 6ghr 01 ahmir be placed in danger.
U on reachin Name level. a magic.urr may May choose to build a dungeon beneath or near A m y go w normd dvcnnua if the
buils a m e r ( t h e can afford to). A magic.user it. Mort wizards and mag^ employ spccidisu w ruler gives .-cp The Nkf kll.nn thu
who ~nswccsa m r will wually attract ld6 moreopericnamcnarsmonporcrfulm '
(1-6) apprentices. all magic-wen of experience
do their mining and engineering, but may de.
cide to create the dungcons themelva if they and rill usually give pumircionif no
magical needs are prcping.
2
l ~ ~1-3.l sThe DM will decide how m a y ap- know the proper speUI.
prentices arrive to serve the wizard. and should Ofcoune. MYcharacter building P srmnghold n e magin is bound by oath not w wak
create names. backgrounds, and character sheeta c d d aL0 build a dungeon. a subterrannn mm. apins~the intcruu of his &r. If at omc dmc
for them: they should be complete charmers. plea where prisoners CM be kept Md the charac. in the funut he fmds h t he cannot yne tbe
If a Name level magic.user decides to build a ter can crfonn specific mearches in m.But ruler. he m w otficinlly recwy~cchis oath dfc-
towet. or w toke up regular midence in the a v u a r ~ c a nchoose for hh dungeon w be diffcr. dty and dcpM the ruler'r borne. He annot op
home ofa NICI who wishes to employ him. he is a t . If. once one or more levcls of the dungcoo port his hrmer ruler und he has I& the t d d r
referred to M a land-owning magic-user: other- M complmd, the wizard leava an unguarded home. (Ifhcinrendswbccomcaneocmydthe
w k . he is a traveling magic.user (even if he at. opening into the dungeon. monsters will be at- ruler. it's berr for him w dcput in amn and
rudly spends more h e in his own home than tracted and will build lairs. Some wizards en. send his official aotifiadw by pmay.)
on the road). courage this son ofthing so chat they have d y
access to a variety of different monacr typa lh* y.ck-um: Magi
knd-owniug M (&I for research. and for staying aware of A m d i q magic-wcr of either gender U
lndcpcnaent W i l d what's happening in the replms ofmonstcn). known PI a mrgus.
Magic-uaen who decide to live in their own Such monsterhfested dungeons arc not 1. A magus may virit any I a n d . m n i ~mngic.
suongholds. regegsldlcss of their politicd pffia. Iwked upon favorably by humans in the refin. yy1 to offer w help with magical d. If
tions or inrercst in the outer world, M referred Dungeons tend to make the loenL ncIyou1. and the d e r is meprcd. it& or QCUS re-
to as independent wlnrdr. They M mmmonly the m o m n in them often prey on ncnrby hu.
referred to and addrnxd PI wizard or MW,
d e d will be completed futer and mon
man mmmunitk. Wizards who u n t e thw efficiently, M described in Chapter 3.
whatever their a t ~ tides
d may be. dungeons need w be aware that h level dven- 2. The magw will atvIcT powerhl trawling
An independent magic-user may build or Nren may d e action against the monsten d fighten and duicr. who &I w mvel with
seize a tower. 0 y tradition, he need not seek per- these dungcons. either to keep h e region safe or and help the magw in return for pay. The
mission from the lad ruler beforehand. If. how. simply m fill their own c de n with the mon- m s y s m m ld6 auch h i r c l i i . lbere
evcr. the wizard does seek the ruler's permikon. hirelings M dlevclr much hi&u than nor-
the ruler will probably give the magic-wcr a law d (5th level minimum).
High Esp&naIeTeI# snd SpLlDmage 1% he gaim a 5 % bonus to experience points whenever you want your thief to use a rpeonl
Here's one f d but very important note caned in evety advennuc;if his Dmerity is 16- ability: at the DM'r &retion. either the p h p
a b u t high level ma&.users: 18. the bonus is 10%. or the DM will roll percentile dice (d%). If the
Aaydamagc-&apcU can produce a m a - Hit Dkc: Roll a 44ded die (ld4) to d n n - d t is qual to or lcsr than the pmcnape
h u m of20 d i e ofdamage (ofwharever type is mine a thief's hit points. A thief s t m with ld4 given, the thiefs attempt is sucensful.
applicable). Therefore, a 16th level magic-user (1.4) hit points @Ius Constitution bonus. if any)
casting a f i b d l spell C M deal out 16d6 points and g h ld4 mote hit points (plw bonus) wkh DcsripctOn,afthe Spsdpl A b i l i k
of damage, but a 27th level caster only infiicu each level of crperiencc. Two additional hit Open loch (OL): With mcesrful use of chis
the maximum of 2Od6 points of damage. points are gained for each level dter 9th level. special ability, and with professional lockpicks
Armor: A thief may only wear leather armor, (&en d e d "thieves' tools"). the thief may
and may not UR a shield. open loch. The chnrncter m a y ug touse thisskill
Thief *pons: A thief may use any &le weap- only once per lock. The thief m a y IXH vy
on, and any other weapon wable with one hand with that pnnicular lock until he gains another
Rimc Requisite Dexterity. (two-handed weapons are prohibited). level of aperience. Without lockpicka. he may
Eqmknce Bonus: S% for Datcrity 13. not UR rhu ability.
15, 10% for D-tity 16.18. Find 'Ihp (prl: With ~ c c a r f u luse of this
Hit Dia: ld4 per lcvel up ro 9th level.
Spcirl Abilltier special ability, the thief may &ne a loom 01
Starting with 10th level, +Z hit points pet Thieves have nwerous special abilities. They an object and determine whether it is rtggcd
kvel. and Constitutionadjuammts no long. receive some of them at 1st experience level. with traps. He may check only once per trap, nod
cr apply. when they begin play, and receive 0 t h as~~they failure prevents the character from fm&g any
Madmum Lrrd: 36. gain experience lewls. uap in or on the object ~CMhed.(Since the DM
Armor:katha armor only: shield not per- At 1st crperience level. thieves know the fol- petuplly does the rolling. the playa doMlt
mitted. lowing &ilk: Open Locks. Find and Remove kaowhormanytlnpshe'srollingrofind.)Ifthe
=pons: Any missile weapon; any one- Trppnpr, Climb W&. Mow Silently, Hide in thief find5 a trap. he may uy his Remove Trap
handed melee weapon. Shadows. Pick Pockets. and Hear Noise.They al- ability to remove or d c d v a t e it.
Special Abilities: At 1st level-Open M) Learn rhe skill of Backstabbing. The Thief
Locks. Pind Trap, 8 e m m Trpps, Climb
W&, Mow Silently, Hide in Shadows,Pick
Special Abilities lible shows the developmentof
many ofthe thief's special abilities.
T (11):With suceenful we ol
this special ab icy, the hefmay remove or d n r -
uvate a uap. He may not roll this ability against
Pockctc. Hear Noise, and Backstab: at 4th The column on the left is the thiefr experi- a trap unlcsr the map has been found. The rM
kvel-Read any normal language 80%; at ence level: cnnr-referencehu level with the skill may up his ability only once per tmp; failure w
10th level-cast ma&.urer spells from scmb
(10% chance of bacldire). POI the chances of
he is vying to use. For innme. a 6th level thief
using his Climb W& skill has a 92% chance.
""S,p%ygy the trap.
Wlth Nccudul use ofthir
sucecsr for these abilities, sce "Special Abili. Ench number on the cable above is the per- special ability, the thief can climb steep surfnres.
ties" below. mtnp chance chat the thief is suctesdul in us- such as sheer d f i . d. and so M. Tbc
ing that special ability. E
ll the Dungeon Mutt h n c c s for NCCCM M good, but if hiled. the
A thief is a human who apedalizes in stealtl
lodrpicling. trap removing. d other such ac-
tivities. As the name indicans. however, mast
characten belonging to the thief clw do steal.
(Theym l y steal fbm their friends or members
of their own groups, however. A thidwho s t d s
from friendr is w d y not permitted to adven-
ture with them ever again!)
Thieves belong to an organization(sometimes
c d e d a Guild). Every town has a building,
d e d the Guild MI. where thieves ma live
r
and cat (for a price, of mume). Every thief earns
"the Am" (a thief's unique skills; sec "Special
Abilities:' below) from teachen at the Guild.
Thieves M a n o d part of life in most cam-
a,
p ' n worlds becaw oftheir unique and useful
but they arc not usually welcome in the
betcerpnmoftowLu.
The thief's job is w use his special abilities
where needed. A thief's &Us can be very usetul,
and they can be used over and over. Por exam-
ple, a magicuer may use a spell to open a lock.
but the spell only work once; a thiefmay uy to
open Lodu whenever desired. Consequently,
thieves M found in mast groups ofadventuren.
Most thieves have hi@ Dexterity xom. Since
rhk can improve thur ability M use missile
weapons, most thieves u6c one or more types of
mi9iles. The thiefwill alba fmd it weft11m have
a word or dagger in SiNPtiom where he can't
avoid dose combat.
Thieves may advance to 36th level.

Clrrr Detrilr
4,800.
9.600 I

I 10
11
280,000''
400,000 I

1,000,000 I s 30 30 50 I
1,120,000
lR 1 2AnMn

I :: 1,720,000
1,840,000 I

I 28
29
2,440,000
7.560.000 I
34 3,160,000
35 3280,000
36 3,400,000
*Thiefgaim80%chpncetoreadanynor-
md (nonmagical) writing. language.
d e , or map
** Thief gpLu ability to c a t magic-user
s Usfrom llruolls(1O%chanccthat
CEme11wlEa&re,

thief slips at the halfway point and W. The ... .


.. ..
DM mllr for mesa once for every 100' dimbed. 35 118 109 127 119 99 98
If the roll is a hilure. the thief cakes 1-6 (ld6) 120 110 130 120 100 100 195
poinisofdmagcper 10'fden. Pallingduringa OL R RT cw Ms Hs PP HN
10' climb will inflict 1 p i n t of damage.
Edorc h d y (11s Succcgfulw ofrhia spc- shadow, the chief mag UIC hia Move Silent1 When uaing the skill, subtract 5 96 per level or
cid ability ollmn tke thief m move silently. ability, but attacking m m n e rcoepL the thief! HD of victim. (Normal men-men and women
Whenthethiefuiestourethissldll,healwaya If the chief uiea to hide in shadow but fails,he who have no adventuring ability at 111 d do
belimr he has been mc&. but a hiled roll will not know that hia position ofconcealment is not belong to any adventuring chlnncr claw-
means that m m n c can henr his pruage. The a failure until someone s m him d announces M mated PI being 0 level.)
DM.at hia dlcmion, n y m q rhe chiefs toll the fact. Noa that if the chief is under dirat ob-
pt any rime:When he ma movmg silently puoul servrtion. he can'i hide in rhndonr apbn the Example: A la level thief trim to pick the
a field of dried leaves, his percentage chance people watching him: they'll be able to follow p o h of a 161 level fighter walking along the
would go down. while ifhc don so during a loud his progrm with no problem. srmt. His chance u 20% (normd) minua 5 (5
tournament, hia chance will be greatly en- Pick Pahm (PP):This specid ability dow h e s 1). or 15%. The DM tolls the perantile
hnnccd. Noa that it doem't & the thicf MY the chuacter to a e d chin@ from anorher charac. dice and roll8 a 41. This is o w twice what he
goodtouacthiiskill nspinst wmmne who is nl. ar's pemn without him nod&-. It's a very needed to roll, so the thiefia caught in the act.
ready aware dhim. iiaky skill to w. If the attempt sucmdr. the
Hideinshda(Hs):succndulUICofrhia thief is able to pick thc other's pxkctt without Har NOir 0: Thia specid ability gives the
apecirl ability means chat the thief m o w into anyone nOrieing. If the roll is a h p l e fnilure, thief the ability to hear faint noires-such PI
and r e m h in shadow,lppLinghim vcty h u d the rhM fails top his hnnds on what hc'r seck- b r e i 9 0" the other side of the door, or the
to see. while the thief is m shrdovl. obrcnrn ing. If the roll M gmar than twice what the clatter dutant twotepr approxhing tut.The
onlv E C ~a chance to see him if thev look dimtlv thid ne& to ruccced or an 00 in any CPIC. the DM can rule that any loud situation, such PI a
ot G,at which time hc muat mu'+: m& rhiefis mutht in the act by hi8 in& victim, battle. prcvatt dK thieffmm wing thh skill.
meam chat he remains unohxrved. While in
hpr Ur offhid Abilirie~ will not automatically be replaced by others if
Watch for opportunities to use special abili- they die or leave; the character will have IO re- Maximum Level: 12.
ties, and simply tell your Dungeon Master when uuit new thieves himself. Annoc AnK shields rmitted.
you want your thief to use one. At this point. n player character thief may Weupom Any S m f m Medium melee
A stuck or exceptionally difficult lock. nre- want to consider setting up a Thieves' Guild. weapon; short bows and cfoubows permit.
fully hidden trap. slippery wall, 01 vng fsint A thief who wishes to scttle must contact the led. but longbows forbidden.
noise may cause a penalty ro be applied to the Thieves' Guild of the region where he W M ~ Sto Special Abilitia: Fighter Maneuvers
normal chances of succerrful skill w. The DM scnle. If the thief has not been an enemy of this (Lance Attork and Set S p a vs. Chacge ma-
couldwignthetaskapmaltyof -1%. -lo%, Guild (or, even if he h a , if he CUI persuade or neuvers at 1st level; at 660,000 XP, Fighter
- 20%, or higher depending on the difficulty of
the task. If, after applying sueh penaltin, the
bribe the Guild to cooperate). the Guild will
help earabliih the thief as a guildmaster. He may
Combat Options); half damage from spells at
1.4oo.wO XP, infravision; extra lanyagu
chance of s u m remains 100% or greater, the be the master of a new branch of the Guild, an (dwarf, gnome, goblin, kobold); 1 in 3
DM should adjust it ro 99%, allowing a 1% expansion branch in a new neighborhood. or of chance to detect traps, sliding w&. sloping
minimum chance of failure in all cases. an established Guild whoM leader has stepped ~.
corridors. new construction.
However, the DM should not modifyMove Si- down or died. ~~

lently or Hide in Shadows rkill chances unkss The Dunmn Master will describe how manv A dwarf is shon and stocky, standing about 4'
the thief is underrnlring actions that M outside new thieves"arrivc ar the new Guild, or will di- tall and wcighin about 150 ounds. Male
the ability's usual functions (trying to move si- &be how the existing Guild is currently o r p dwarves w c a ~bngBbePrds. TheirI$LI is N d a y M
lently while running at full speed or pcms~a nired. The Gwld will generare income from ia wrh.colored and their hair is dark brown. gray,
floor covered with MUI shells, hiding when illegal activities. or black. Stubborn but practical, dwnms are
very near to tortMigE, ert.). The character can, at m e point, uk for ton- fond of p o d food and drink. They value crnfu.
t d of a lnrger branch ofthe Guild (thi~ is mom. manship and love gold. Dwarves M sturdy
Other ThidAbilides mended when 18th lcvel is reached). and may fighters and M r c s h t to magic,
E a b a b If a thief can sneak up on a vic- eventually become a powerful 0fX~i.lin the Although the dwarf dpra is different from the
tim, completely unnoticed, the thief may Guild Headquarters. fighter class in many mys, their t& M the
bnckmb-if he is using a one-handed melce S W (high level) thims M always ncedcd same. Dwnnes M only able ro attain a mpd.
weapon. he may strike at particularly vulnerable for d8Uulr and unique adventurn. and the mum of 12 n r i e m levels at bat. However,
poinu ofhis mgct'sbody. (Though the ability is Guildmaster thief is the pemn adventurers con- this is balance8cby the dwarfs special abilities,
called "backstabbing:' the weapon doesn't have racr when such jobs M available. You. as the such as the ability to see in the dark, detection
to be a stabbing weapon. A thief can use this Guildmaster, may choose to rake the jobs or al- abilities, and better saving throws. Dwarves M
ability wirh a club, for example.) low one or more of che Guild members to have formidabk fi8htcrs. no matter what their level.
When baclutabbing. the thief gains a bonus them-but you have fun choice. in any cw. h e n families M organized in Clans.
of + 4 on the attack roll: if the target is hit. the
damage done is twice normal (roll the damage Tta* Thiievn Clam Dotailr
for the weapon. muluply the result by two. and A Name level thid who c h m nor 10 estab.
then add any peninat modifiers). ILh any hideout or any station in the local Guild Rimc ReqUtite: A d w d s prime requisite is
If the intended victim sees. hears. or is waned authority is a traveling thief. known plso PI a Strength. If a dwnrf has a Strength score of 13.
of the rhiefs approach, the thief's attack is nor a 15, the chnrPctergPinr a 5 % bonw to
bPEhrab; ic is an ordinpry attack, doing the
damage appropriate for the weapon wed.
L-A q u e must remain a member of a ~ h i e v e s ' poinu earned in every adventure;
Guild, though he need visit the Guild only is 16-18, the bonusis 10%.
ifhisTzz
When no battle is in progress, a backstnh at- once a year. Minimum Scna. A dwarf character rnuar
tempt may require a Move Silently ability check. 2. Once a chamcccr betoma a rogue. the durnc. have a Constitution score of 9 or greater
. when
The DM will make all the necessary decisions on ret can never become IGuildmaster in an a- first played.
that matter, rPWedbnnchofthcGuii.Homr,ifhe Hn Dice Boll an h i d e d die (Ids) to dner.
Read 4 u a g e I : When the thief reaches 4th later decides to sede down. and if the Guild. mine a dwarfs hit points. A dwarf stnm with
level, he guns M 80% chance to m d MYnor. mMer permits, he may XI up a new branch d 1dB (1-8) hit poinu @lw Constitution bonus,if
mal writing or language (includingsimplecodes, the Guild where none cumtly &. any) and gains Id8 more hit poinu (plus bonw)
dead languages. vcasure maps, and 10 on, but 3. A rogue has a chtnce (checked bg the DM with ench nrpericnce level. Thm hir points M
not magical writings). If he tries but fails to m d o'hcc per gnmc week) of dkovcring tmaure gained pel level afIu9th level.
a piece of writing. he must gain at lwt one ex- map or rumors abour the location of great Armor: A dwarf may wear any kind of armor,
perience level More crying to read it again, teasurn. lhk &MCCis b a d on him keep. and may we a ahield.
CSa spul P m Magic-Ur h l b : At 10th ing his ear to the thieves' grapevine. %porn: A dwarfmay w any md or i.
level, a thief gains the ability ro cast magic-user 4. Likeviu, the rogue may visit any branch of um melee weapon. (If ou'ie unnrre o
spells from spell scrolls. However, there is always the Thieves' Guild to scc the Guildmastet whether a weapon is mal[ M medium, see me
a 10% chpnce that the spell will backfiie, cmt- and learn local information. rips. and Weapons Table in Chapter 4.)They may not we
ing M unorpected rcsult. h a w e of the thief's rumors-if the local Guildmasteris willing to longbows. but can YM shon bows and cmssbovs.
imperfect undemanding of magical writings. suffer his presence in rhe territory. If the
This ability only allows thieves to cast spells from Guildmaster is willing. it will only be under Spoclal A b i l i t i r
existing magic ~ t o l l s not
. to write their own. the condition rhpr the character hire assist-
ance from merpl low level thieves on a rem. Special Atradn
Hiphor Exporionoo Lovolm pornry basis. Dwarves M good fighters. W;e fghters, they
know the lance Attack and Set Spear vs. Charge
When a thief reaches Name (9th) level, he is maneuvers,
called a master thief (whether male or female). Dwarf
Fight- Combat Optioau
Land-- Thicva When the dwarfs experience points total
Name level t h i m may COMINCCa hideout (a rnents: Constirution 9 or better. reaches 660,000, he gains the Fighter Combat
fortified h o w in a city, a cave network. CK.). A BxpcdaoeEbnlu: 5 % forSrrcngrh 13.15. Options (see "Combat Maneuvers" in Chap.
thief who has constructed a hideout will attract 10% for Srrcngch 16.18. re1 8).
Id6 1st kvel apprentice thieves. who come to Hit Diec: Id8 per level up to 9th Ievcl. With the multiple attacks combat option, the
learn from a master. These will generally Srartingwith IOthlevel. +3hpperlevcland dwarf can make two at& at 660,wO nperi
(though not always) be loyal to the rhief. but erne poino. and three at 2,200,000nperimc
1.400,000** G
1,600.000 n

2,400,000 L
M
* Gain Pighter Combnt Options. Two at-
& m powible at thia level.
**AuromariwJly takes half damage from
damapcawng spell or spell-like effect.
t Three attpeks pn mund poasiblc at rhii
levcl.

points. He can UM the mash and ppny combat


options, but cannot IMC the disarm option
against a giant-sired opponent. (A giant-sired
opponent is any moMtcr which is described as
king a giant. a giant animal, a garganma, or is
othenirc in the DM’s opinion enormous.)

w -
Experienced d w e r become more resistant to
magic. When the dwarf reaches the 1,400,000
LhdSavingThmm%bk

Death Rav or Poison


1-3
8
4.6
6
1-9
4
10.12
2 1
olpuicncc point mark, the dwarf automatidy
12 9 6 3
takes only half damage from an dam*
cawing spell or spe~-likceffect (suX as from a * At 1,400,000 W ,dwarves automaticdy take only half damage from spells. or one-quarter dun-
magical item or strange monster powers such as age if the saving throw is succndul.
beholders’ eyes but not including dragon’s
breath). Divide the rolled damage by 2 and
round down. If the &ect ellom a saving throw. eye; once they atart moving, they become b l u q things in Mm a , tell the DM. You haw 1chntlce
a successful roll indicates that he only takes V 4 but very obvious Light-blue fgures. in 3 rofmd them.TheDM will roll ld6. anda 1
damage; divide the rolled damage by 4 and Infravision isn’t nocd enoueh ro read bv. A or 2 will indicate succas ifthere is anvthini ro
round down. (Ifthe result is ‘/z point ofdamage character can use 16infravisioi to mogni&an fmd a d t of 3-6 means your dw& d c k
or las, the chst~ctercakes 1 point of damage.) individual only if they m within 10’ distance nmhin You may check once for each trap, did-
InfRIlhion
... unless the individual is very, very distinctive ing w a k sloping corridor, 01 new connruction.
(for aampk. 8’ c d or waking with a cmcch). Youmuatell~DMifyouwMrtoloottornny.
Infnvision is the ability to x c heat (and the thing: the detection is never auwmatic.
lack of heat). Dvnrvcs have infravision in addi-
tion to normal sight and can KC 60’in the dark. -w, .
c nor.
InftpvLion docs MX work in t h ~ c s c n c of
In addition to Common and alignment
tongues, a dwarf can speak the hguages of the
Higbrr Exporlrncr k v r l r
mal and magical light. With w o n , warm dwarf, gnome,goblin, and kobold mces. When a dwarf reaches Name (9th) level, he is
things appear fed, and cold thinga appear blue. usually r e f e d to as a dwarf lord (or dwarf lady,
A creature cwld be =en u a ted shape, leaving Detection in the case of female dwarves).
f i t reddish foocprina. A cold pool of water Dwarves can sometimes detect traps (spcciti. He m a y build a stronghold. Unlas he I r-
would seem a deep blue color. cdy. maps built into stone.work or heavy mn. d e n his dwnrven Wan and is living pm( I.
Chnnncnwith infravision can even see items rtmction. not other types of traps such as mans, it should be an underground cavern
or unnues the same temperature as the sur- rope-maps in the forest or sprinpout needles complex located in either mountains or lib. (If
1 rounding air ( a h a table or a skeleton). since built into a jewelry box); they can also detect he is Living amo humans,he may build any
air flowwill inevitably show the viewer their bor- slidink d, d ~ p i n gcorridors, and new con- mrdy scone d w % g in the humau fuhion in.
ders, outlining them in a faint liibtcr-blue tone. nnKt1OM. stead. but will d l W M ~for there to be an
Until they m m . they will be very faint to the Ifyourdwufchnncterwcstoscarchforsuch underground complex conned ro it.) The
character may hire only dwarven mercenaries, and gains ld6 more hit poinu (plus bonus) with weapon (most notably dragon breach, but io.
but mav hirc sDecialisrs and hirelim of other
1
each level of experience. Two additional hit duding all sorts of bmth weapon a d ) . If the
races. poinu M gained at 10th level. breath allow a lpving dum,rwccnrtul mU in-
Amor: An elf may wear any kind of m o r , dicates that the elf taka only one.quuta dun.
Elf and may w a shield.
Weapons: An elfmry w M Yweapon.
age. W h e n modifying d m q c d n c d . h p
round down. If the mult is ' / I point of damage
~- ot Ins. the chPncttr takes 1 point of damage.
Prime RequYta: Strength and InreUi- Speclrl Abllltlrr
gence. Other Requirements: Intelligence l&*
KOICof 9 or more. spcinl Attscb Elve~have infmvision identid to that of
h W : 5 % for SUeength of 13 After reaching m a h u m level (~hh).elves dwarves. Sce the dcrriprion of i n f r n v h in the
or better and Intelligence of 13-15. 10% for may continue to improve in combat ability. This explanadon ofthe d w d s rpeC*l abilities.
Sucngth of 13 or bettcr and Intclligmcc of is a slow procers. however, due to the fact that
16-18. they must divide their training time between Lnprnlcr
Hit Dim ld6 pm level up to !Xh level. fwhting and ma&. Elves always know the fol. In addition to the languages of all
10th level, + 1 hit point, and Constitution lowing fighter maneuvers: Set Spear vs, Attack; characters-the Common and rlipnment
adjustment does not apply. h c e Auack. tongues-an elf can I@ the luyusgn of the
M.ximumM: 10. elf, gaou. hobgoblin. Md Orc fpm.
Armor: All: shields permitted. Pightu h b a r opfionr
Weapons: Any. When the character's experience point total DCtCCliM
Special Abilitica: Fighter Maneuvers reaches 85O.Oo0, the character rcceives the Cam- Au elm can fmd seun and hidden doon bet-
(Lance Attack. Set Spear VI. Charge; at bat 0 p t i 0 for
~ fqhters (see their descriptionon t a than other characters. You must reU the DM
850,oM) XP, Combat Options for Fighters); page 104, under "Combat Maneuven"). With if you want to look for KCIC( and hidden doom:
half damage from dragon breath at multiple attacks, two attacks M porsible at the dcrmion is never automatic.
1,600,000 XP; infmvision: extra languages 830.000 experience points, and three attacks at
(elf, gnoll. hobgoblin, OK); 1 in 3 C ~ M C Cto 2,600,000 experience poinu;the elf never gain8 Immunity to Ghoul €'ad*
detect secret and hidden doors; immunity to four a d per round. The elf m a p w the All elves uc naturally immune to the pnnlyz.
ghoul paralysis; magic spells. smaah. parry, and disarm options M dcrribed in ing attacks of g h d . Othu cypu of paralysis,
the t u f . such attach from a cprri00 uawkr or gelati-
An elf is slender and graceful, with delicate now cube. do affect them nonnrlly.
features and pointed cars. A0 elf is 5' to 5Vz' Spd.lDdenrr
tall. and weigh about 170 pounds. Experienced elves become more rebcant to spill
Elves M able to use dl types of armor and drpgon breath. When the elf reaches the Elves can we mngic-usu spells just as n q i c .
weapons. and can cast magical spells. 1,600,000 experience poinu mark, he automati. wen can. though thy rcceiw fewer and lower
For elves M advennucn; most prefer to cally takes only haif damage from any breath level spells. Spell are dcxribcd in Chapter 3.
spend their time fenacing and frolicking in wood.
land glades. Except for adventurers. elves rnrely
visit the cities of man.
Elves M fascinated by magic and never grow
rircdof collecting spells and magical items. espe-
cially if the items M beautifully crafted.
Elves are similar to both fighters and magic.
users. Read the description of the fwhter c h for
some ups on playing a fqhar-type chamma,
but remember that the elf don not have as many
hit poinu M a tighter. The elf can best perform
as a fqhter if he is undamaged or only slightly
hurt More entering a bade; othemisc. he
should stay back and help with magic spells. aa a
ic-wr docs.
?n elf may only advance to l h h level. How.
ever, this is balanced by the s'fle special abilities.
capccidly the combination of fighting and
spellcasting. This combination makes M elf far
more powe&l than a human of the same level.
Elves only employ other elves as mercenary
f.ghters, although thy may hire speciplLu and
hirchlgS of MY Me.
Elvcn families live in Clam.

Clam Detrllr
Rime Requbitc: Elves have cwo prime requi-
sites: SUengtb and Intelligence. If an elf has a
smre of 13 or more in both ability xom. he
&a 5 % bonus to experience poinu earned. If
his Intelligencexore is 16-18 and hia Strength is
13 or more,the bonus is 10%.
Minimum Ssna: An elf character must have
Intelligence9 or greater when fun layed
Hit Dice: Roll' a 6-idcd die Cld6) to deter.
mine an elfs hit poinu. An elf ita& with id6
Higher Experience Levelr
When the elf reaches Name (9th)level, he is
often referred to PI a lord wizard (if male) or lady
maga (if female).
He may build a special kind of stronghold
deep in the fornt. This stronghold must picas-
ingly blend with its surroundings, usually a nat- 4 16,000
ural site of great beauty. Typical locations PIC the
to ofgreat trees, on the edges ofquiet vales, or I s 32,000
be%d rushing waterfalls. Because of the effort 64.000 2 2 2 - I
to beautify the work, the structure costs as much
as similar work if made of stone.
When the stronghold is completed. the char.
ami will develop a friendship with the animals 600,000 C 3 3 3 3
of the forest (birds. rabbits. squirrels, foxes, 850.WO' D
beus, ctc.). AU normal animals within five miles
of the stronghold will be friendly toward the
elves dwelling there. Animals will be able to
warn of approaching strangers. carry news of
events, deliver short mesages to nearby places,
etc. In return for these services. the animals will
expect the elves to help and :I them.

Halfling * Gain the Fighter Combat Options. Two attacks per round poarible at drL level.
** Automatically takes half damage from any breath wenpon.
Rime ReqUirite: Strength and Dexterity. t Three attacks per round possible at this level.
Other Requirements: Dexterity of 9 or bet.
ref. Constitution of 9 or better.
Hxpricncc Bonui: 5 % for either Strength
or Dexterity of 13 or more, 10% for both
Strength and Dmerity of 13 or more.
Hit Dk: ld6 per level up to 8th level.
M l x i m w Lvd: 8.
A r m Any; shield is permitted; armor
ElfSSvhg Throws Table

Death RavlPoison
1-3
12
4-6
R
7.9
A
10
1
must be designed specifiially for haltlings.
Wcapau: Any Small melee weapon; short 15 11 7 3 1
bow;light cmbow.
Spmal Abilitia: Fighter Maneuver (Set
S p a vs. Charge); at 900,000 XP, Fighter
Combat Options); Combat Bonuses ( 2 AC -
* At 1.600.000 XP, elves take half damage from breath weapons. or one.quarter
saving throw is successful.
damage if the
I
vs. monsters larger than man.sizc. t 1 to at. woodland abilities. saving throws. and combat Special Abilitier
tack roll with missile weapons, + 1 to Indi- bonuses.
vidual Initiative): half damage from spells at COmbatBcmura
300,OM)XP. halfdamagcfromdragon breath Clarr Detail All haltlings gain the following bonuses when
at 2,100,000 XP: 90% chance to hide mo- in combat.
tionless in woodlands, 33% chance to hide Rime Requisite A haiiling has (xo prime
motionless in dimly lit building interiors. requisites: Strength and Dexterity. If either of wfling Combat B c m w Tnblc
A haltling is a short demihuman. and looks
these ability scores is 13 or greater, the character
gains a 5% bonus to experience points earned in -2 bonus to arm01clws when attacked by
creatures larger than mnn-sized ( k ,
much like a human child with slightly CWf)' adVCntW. If both of thCSC KOICS M 13 01
em. A halfling stands about 3' tall and%$: greater, the experience points bonus is 10%. an AC of6 becomes a 4)
about 60 pounds. Halflings rarely have beards. bIiaimum Scorrr: A halfling character must + 1 bonus to the attack roll when using any
Halflings arc outgoing but not unusually have a score of 9 or greater in both Dexterity and missile weapon
Constitution. + 1 bonus to individual initiative (see
brave, seeking ueasure as a way to gain the com.
forts of home, which they so dearly Iwe. Half. Hit JXcc Roll a 64ded die (ld6) to deter- Chapter 8 for details on Initiative)
lings prefer to live in pleasant areas of fair mine a halflin 's hit points. A halfling SPI N
countryside near rolling hills and gentle s t f e r n . with ld6 (1-6) f i t points (plus Constimuon bo. A creature is larger than man-rired when it is
When not working or adventuring,halflings will nus, if any) and gains ld6 more hit points (plus referred to as "giant; "~gpnruan:' or "enor-
spend most of their time eating, drinking, I&- bonus) with each level of experience. mous" in a monster description. It is likewise
ing with friends, and reking. Their communi. Armor: A haltling may wear any kind of PI. larger than man-sized if it is a rcal.world C ~ N R
ties are called shires, and their recognized mor,and may use a shield. However, their armor which the DM considers bigger than a man (for
spokesman is called a Sheriff. Halfling families and shields must be spxially made for their example. a horse). As a NIC of thumb. any non-
live in C l m . small size. Even dwuf-sired amor is too large human-shaped CreaNIe whore size is not other-
Haltlings M m d l a n d folk, and usually g n for them. wise given in a description c a n be presumed to
along well with elves and dwarves. They have Weapm: A haltling may use MYSmall melee be 1-1 than man-sized if it has 4 or more HD.
special abilities in the outdoors. Halflings weapon and may use short bows and light MIS-
behave simhly to fighters and dwnrves. A half. bows. (If you're unsure whether a weapon is SpednlAttoch
ling's saving throws M as good as those of Small or not. MC the Weapons Tpble found in In combat. a halfling may use the Set Spesl
dwwcs. Haiflings may only advance to 8th Chapter 4.) vs. Charge maneuver, as described in Chapter 8
level. This limitation is balanced by their under "Combat Maneuvers:' They M mo small
to utilize the Lance Attack maneuver, however.
Ann*
w Rank

4 8.000
..,...
32.000
A
B
xnn nnn

1.MO.MM F
l.EGi?.W G
2.10(1,m H
2,400,000 I
2,700.000 J
3.000.000tt K
* Automitically takes half damage from
any damage-causing spell or spell-likecf-
fcct.
"Gains the Fighter Combat Options. Two
ittacks per round p i b l e i t this level.
t Automatically takes half damage from
any breath weipon.
tt Three attack per round possible at this
level.

Fighter Combat Options


When the halfling's experience point total
reaches 900,000, he gnins the Fighter Combat
Options on page 104. For the multiple iota&
option, two attldw are possible at 900,000 we- Halkling Saving Thra Table
ricncc points, and three attack at 3.000,WO ex.
pericncc points. The halfling can use the smash Lev& 1-3 4-6
and pvry options as described. but cannot use Death RavIPoison 8
the disarm option effectively against a giant-
sired opponent.
S+d Wnm
Experienced halflings become more resistant * AtZ,lOO,000XP,halflinptnkehaIfdmPgcfrom breathweipons, orone-qunnerdamagcifthc
IO both magic and breath weapons. When the saving throw is succcldul.
halfling reachce the 300,000 experience point ** At 300.000 W ,halflings take half damage from spells. or one-quarter damage if the saving
mark, he automitically takes only half damage thmw is successful.
from any damage-causing spell or spell-like cf.
fcct (such as from imagical item). If the &cct
allows isaving throw. a successful roll indicates hide in building interiors such as dungeons, scmcr who has a chance to detect him will do so.
that he takes only damage. though not with as much SUCCCIJ. In such rima- Indoors, a light bright enough to banish
In addition. when the halfling mechcs the tions. if a haltling finds some deep shadows 01 shadows and illuminate everything well (such 1s
2.100,WOexperience point mark, he likewise cover IO hide in. his chance drops to 33%; if he magical light) will ruin the hiding ittcmpr. Nit.
iutomatically takes only half damage from cannot find shadows or cover, he has no chance urally. if the halfling charmer is himsclfcnrrying
breath weapons (most notably dragon breath. at all. a light. it will be i m p i b l e for him IO hide.
but including all sons of breath weapon ittacks). This ibilitv is not the same 1s the thief's Move
and takes only '/a damage if he successfully Sllently or k d c in S h a d w abilities. To use hu
makes a saving throw (if the attack allows one). ability. the hallling musr stay motionless. If he Hinhrr Expor~oncr ~~~~l~
When modifying sustained damage. dwiys uin to mow to Lother site. anyone can see A halfling reaching 8th experience level is
round fractions down. If the result is ' 1 2 point of him. usually referred to by the title of sheriff. In your
damage or leu. the character takes 1 point of When your h d i n g UKS this ability, inform campaign. this may be a merely honorary rirle,
damage. the DM. He'll mll percentile dice (d%) for the or the DM miy choose to have the haltling char.
halfling. On a roll of 90 or less. the h&ing will actcf be ekcted to iI d sheriffs position.
Woodland Abiiiuw remain unnoticed. On a 91 01 mater obscmers Regardlm of his experience level, ihalfling
Outdoors, halflink are difficult to spot, hav. with a chance to detect the h i l i n g wiil do so. In may build a stronghold whcneva he hn, the
in$ the ability to hide in w w d s or underbrush, a dungeon or other building interior, the DM money and the interest. The swnghold will i t .
In such cover, they have a 90% chance to remain will roll d%. On iroll of 33 or leu. the halfling tracf a whole community of other haUlings if
unseen (the DM will roll). Halflings CM even remains undetected: on a 34 or greater. an ob- constmcfcd in iplace suired to rhcirprcfemnces.
when characten perform good deeb in the
woodlnnds, such PI cuing wounded MirmL,
chis docs MI make the druid automatically
friendly. However, urircnere in fqhcing a huge
disaster-such aa a magical nom or major fornr
fire-could earn the gratitude and pouiblc
frirndship of a druid.
Should the druid change nlignment. hc will
retain all the clerical nbilitier and clerical rpclls
which druids can ux (but will not regain his
ability to turn undend); he will IOK all druid
b e n c h including druidic rpcUa unlns he re-
turns m N e u d aUgnmcnb, ,
Druids have unusual abhues that help them
in their woodland role, but the also have m y
~rscricrions.Thee are dcacribcc!beLm.

Clarr Dotailr
Rime Rcquijtc: A druid’s prime requisite is
Wisdom. Ifadruid hps a Wiadom mre of 13-15
the charmer gain8 a 5% bonus to experience
poinuentned;ifhiWisdomis 16.18,heeunaa
10% bonus to upcriencc poinu.
Hit DLC: A c h m cannot become a druid
until he haa reached at lepn Name (9th) apui-
ence level u a cleric. Thcrcforc. from then on.
he d l receive only 1 hit point per apericncc
level gained pftcr hh lml.
Amux: The druid may nor wea~mnrl m o r
or UM m m l items. He can wear leather m o r
and shields made of wood and lather.
, derio. may MI use
Weapons: D ~ i d r like
piercing or cutting weapons; and m n of the
weapon types they can use, they may MI have
w c ~ p o n rwith meal y. He can commision
uafumcn to make all-wooden VCII~OM ofappro-
may then join the realm of the druids.
Druid (Optional) A druid is pure N e u d , never Lawful or C h a m
priate weapons: thq cost 50% more rhna their
counterputs. but othervise behave identically
otic. The druid devotes his life to the balance of
Pime Rcqubitc: Wisdom.Other Require- all things and to the study of nature.
menu: N n r d alignment. Druid items and equipment arc all made of Abilitirr and Rwrlctiou
ExpedenccBonw:5%forWiadom13.15, items that were once alive (leather, wood, etc.). Dmid SpelL
10% for Wisdom 16-18. “Dead”things that have never been alive arc re- Druids can c u t any spells Jlnt clerics can (a.
Hit Dice: S w i n g with 10th level. + 1 hit pulsive to the druid; the chnmctcr Simply wn’r cept thw which affect good or evil. PI dcxribed
point pet lml. and Constitution adjust- want to use or touch than. HOWCVCI, the ehprpe- below). D ~ i dnlro
r have PECCUto a special lin of
menu do not apply. ter should not object if others IISC “dead” druid spells. which nwmd clerics uanot leMlor
Maaim- Lnel: 36; Druid must chal. things.Thus, a druid can be a challenging char- CW. The druid is not able m wt marrspebper
lenge and defeat another Druid of the newly. acter to play, but the role can be entUtnining. day than a cleric. but he caa use spells from both
attained apcricncc level starting at 30th Druids, unlike clerics, have no powu ro Cum cleric and dnri spll l k. The principles ofcler.
level. undead and so have rcwn to fear u n d d mono kal and dtuiidic magic and the lis0 of speb arc
Annor: Lcather armor:shield permitted if sten. They may contact town churches ifundd found in Chapter 3.
made only of wood and leather. monsrem threaten their realms. A druid cannot wt MYspell that affwgood
Weapna: A n y non.edged/non-picrdng Every druid lives in, protcctr. and tends a see- or evil @mrecuon h evil or dispel d. for a-
weapon made with no metal. tionofwoodlands. ( D ~ i d s m ~ t l i v e i n a ample).
~ He must live in a woodland home, nth-
spednl A W t k Spells (both druidic and setting; they cannot live in a city or town.) n thnn in a town or city. He may viril a arg
clerical). Druids do not think ofthemrclvesas ownen, but (though he won’t feel comfomblc there). and
I
rather s)careraken. of wilderness. Nearly mry he will always prefer to rlecp in the wilderness- I
A Neutral cleric of 9th to 29th level may vec in every d a n d is cared for a druid. in a cave or ocher natural hclw if the weather is
choose to sNdy nature instad of remaining Although minor damage to the WWQ is a fact of bad.
among “civilized” areaa. If he does so. he life, druids punish deliberare evil destruction of
changes character clam and become a druid. To vecs or nature. Even chrotic monstm ~ M W
become a druid. the cleric must fmd and live in a this, and avoid harming drings ofthe woods Ln Highor Exprrimcr kvrlr
woodland home, meditating for one to four they incur the wrath of the local druid. Druids at Nme (9th) level or above receive
:ld4. rolled by the DM) months. The DM and playen should be wc not to the tide of druid, whether male or female. There
During that h e , a higher level druid (usu. abuse chis protective role. For aunplc, a pnrtg arc Only nine druids of 3olh level, s m n of 31St.
dly 25th level ot greater) will find the cleric,
:est him for worthiness, and teach him the
princi Ics of druidic philoro hy and magic.
fomging fw food would not be attacked
ta
druid unlcs they killed more nnimah than t q
could eat. wantonly destroyed tren. nc.
fiveof32nd, foufd33dthreeof34th. twoof
35th. and one of 36th (the Grear Druid).
P
(The hM may prefer to hand e dl that in the
background, or to make a protracted role-
The battles of Law and CbDOr M not the af-
fairs of the druids, and they may Simply watch
When the character reach= 3Orh lml. he
m w fmd and Cwenge one of the nine 30rh
level druids: thq will only k b t with magic and
playing adventure out of it.) The new druid such encounten from & ,I helping neitbct side,
strength, and believe in extraordinary but non-
magical powen (rather than the powets of
nature. as the druids do).
Myatiw EM often be recognized by their robe
or other unusual b. but another dininctive
3
feature is their Ute. Upon meeting another
creature prnumed to be peaceful, the myark
rpLes a fut, coven it with the other band, and
600.000 5 4 3 2 2 - I bows slighdy. This rymbolbes greetings (the
bow). repdines to fight if necessary (the an),
but peaceful intentions (the c o v e d fist).

18 1,100,000
19 1,200,000

4 8.000
I 16.000

120.oM)
241) O M

480.000

9 9
I 15
16
960.000
1.080.000 I
2.900.000 9 9 9 9 I
ClrM D@tdIE
plimc Rcquilm: The mystic has two prime
requisites, Smn& and Datecity. But since he
musf have a MOR of at less 13 in Dexterity to be
I Death RaylPoirOn
Mamr Wan&
7
R
6
1
5 4
I
3
4
2
2
a mystic in the fm place. it is his StrmSJl acore
that determines his bonus to experience. If a
myatichptaStrengthacoreof13.15 thechhrmncr
gains a 5% bonus to experiencepoints earned in
nnry adventure; if his Strength it 16.18, he
earns a 10% bonus to apuicnce points.
Miuimum Scom: A mystic d u M m must
u(MMd combat, aa wenpons M not PIIowcd. If Mystiw M monastic humans who follow a have scorn of 13 or better in borh his Wisdom
the player chusncr laua. he stays at 29th Iml, strict discipline ofmedication, denial, seclusion, and Dnaerity abilities.
-1 enough c x y i a c e poinu that he u 1 a. and mastery of the human body. Mystiw M Hit Dia: Roll a 6-sided die (ld6) to deter.
pcricncc point short of 30tb level. Once he’s re. dilled in unarmed combat. They live in clois- minc a mystic’shit pints.A mystic stam with
gained 30th Iml, he m a y uy yak,but c m o t ten, or monastic communities: , ld6 (1-6) hit points (plur Constitution bonus, if
h e another challenge until three months have M y a h adventure M gain spmtual growth and ~ more hit pointa (plus born)
any) and g a i ld6
since his ~ISC challenge. l e m the lemons of life ouuidc the c l o ~They
. with each level ofeqxriencc. Two hit points M
m l y adventure with other mystics; they prefer gained for every Level beyond 9th Icvel.
M attach themselves M adventuring putics con-
Myrtic (Optional) sisting of many &rent rypn ofadvennucn.
A r m Myatiw cpll never weu m o r of any
e. not CM they ever use pmlcnire n+A
Mystiw receive eqxtience from VCPNCConly
if they donate it to the needy. Ah,they mun
?,evlCU (such as ring& donks. ne.);they rely MI
their dixipline for proterrion.
othu Rquiremmta: Wisdom and Dexterity donate (tithe) ten percear of their treasure to W e q o ~ Mysties
~: M mined M usc all mp.
acorn of 13 Of k t e r . rheu cloister. OM, but rat dl myxks c q rhun; higher level
J@aiaceBonua: 5% for Strength 13-15. A mystic‘s oath is his bond. He must be m e mystiw especially travel unarmed, or armed only
10% for Strength 16.18. to his oath and rrrivc M repay all debts. Should with a walking.ataff which doubka as a quarter.
Hir Dim ld6 per Level up to 9th level. heforsmrhimsclf(bmk~oathhehasmade), stafi,
s w i n g with 10th level. + 2 hit points per he ia expelledh m the clolrer, may not gain any
level, and Gnstitution adjuamentsno long- new experience Icvels. loaa one level per ycu
= VP!Y. away from the cloister, and may not join any oth- Spwiml Abilitirr
Menmam M: 16. er. similu, cloister. The DM mag dow him a MysriCr have a lot of special abilities, which
Armor:None:ahidd not permitted. epnd quen to regain hb honor and his rpnding help compensatefor theu inability to west am
WeapU: any^ in the cloister. or own personal pousaions; we’ll dnuibe th<
SrrcLIsl Abilities: AC bonuser. increpxd Moct mystic8 (75%) MLawful, though other below.
movement, and mMipl pm (see Mystic Spe- alignments M qrermted. All M unerly de. Level: Thin column s h m the myaic’s xi-
cial Abilities Tpble); (at 9th level) Set S p m d to the mysuc direipline, which is neither ence level.
v1. PighCCr combat O p h M ; ACm- good nor evil, irmilv in that rapen LO druid A C Thir column rhorr the mysic‘s m r
batica: thief abilities: mvstic abilities. philaophp. Honcvcr, the mystiw rely on inner- cleu. MysriCr cannot weu afmor, but their ACS
1 I 16 + s weaiwn I
Thee attsclw don't p i n the attack or damage
ic.weppon uivnlam. but
bon-dtheirY'
.3
can hit cmtures as the mduat
' we-
urd.FOI m m p ~ ea. 5th kvci myacic cnb
wen
d
hun a gargcylc when fighrin# bprcbande
Scc Spenrn. C h p e , Pigh~etcombsr opiorv
Beginnrng mysucr CMutilLe the fighter's St.
S p a vs. Charge maneuver. They c m u&e
&e h e A d maneuver.
At Name (9th) level. they get h e of the
Fighter Combat Opriau (smash, pury, and dir-
arm, but M I multiple attacks). The Pightn
Combat Options are d 4 e d under "Combat
MMCUVCIS" in Chapter 8.
Acrobstia
Some mystics may plro porrcua special ability
called acmbatiw. lhir lpccinlircd ability, while
uscful. dcwcu a mystic fmm fully focusing on
his combat abilities; chia is why acmbptk my&s
-
have a 20% penalty on all earned experience.
Acrobatio allow a mystic to perform thc follow.
L ing dons:
Jumpslkap
lhbles/PIipa
Cprches (to prevent onuclffrom %g)
swings
eplnncing
The game &cu of chis abiliry are duse:
Pim, the mystic's acmbatics ability includes
every feature of the Auobacics general skill men-
tioned in Chapter 5.
Second. with a rueedul ability check, the
become lower as they gain in experience due to plinc involves physical mining, medication. mystic CM MW mugh. broken ternin at no
their skill in maneuvering. philosophy, and comprehension of the forces of modifiation to his mwemenf rate: He flip ovu
MV: This column ahows the mystic's move- the univcrsc. and mystics are caught to m l v e o h c t i a u , leaps a
cw trendm. h ~ d r p r i n e t
ment rate. First level mystics move as fast as MY difficult situationspeacefully whcneverporrible; oyer low feacn, nc. This docn't &t hia long.
other unarmored chamten. but higher level for these ICP(OIU m 'a do not care to have distance movement rates; it only &ccu his en.
mystics leam to move very, very h t indeed. t h C U lifertyh I e f l a p1 "martid Pm:' as the
counter speed and running speed.
H.ndAtrPcb--lN! M stics are very effective term suggests that all they do is fight. The mys- Third. the my& CM MW a line of enem
fighters; as they go up in /cveh, they are able to tics' discipline is presumed to integrate and wt. warriors without having to go m u n d or bred
attack multiple times per round, and this IY improve upon the bare-handed combat
column shorn how many rimes per round they through it. With a succemid ability chcck, he
t&hniques d&ribcd in Chapter 8. can roll bmnen the legs of one opponent, or
may attack. Mystics we this column when am&. As you CMYCC in the Myatic Specid Abilitia
ing either bPn-handed or when Urinp melee handqring over the line, or pole-wult using his
Table on the next page, mystics CM d e more spear, and thus MW a diamncc c q d to hk en.
WCPpOM. oftenthan normalh&& elude a& h e r counter speed's movement rate. He suffers 110
Hand An.drr-thmage: When mystics fuht (their enhanced AC). and deal more damage AC penalty when he perfom this acrion.
bare-handed, they use chia column to find the when fighting barehanded. They can plro fight The mystic's chance to perform MYof theK
amount of damage they do. They do add with weapnv, and CMwe their multiple anah actions su~asfullyis calculated this way: Thm
S m g c h bonuses to the amount of damage per round with melee and thrown wenpons (but
shown. tima the mystic'sDexterity SCOIC plus two cima
not miuilc weapons). the my&s expcricncc level equals the mystic's
In addition, when fighting manned, they CM
MrutialAm
Mystio are able to fight very effectively with-
out using weapons or magic. They utilize a form
often hun m o m r s which CM ordinarilyonly be
hit by magical weapons. Though a mystic's
hands are not magical, M experienced mystic
Acrobariw Check -
percentile chance to perform the action.

d % tollvr. ([3XDex]+[ZxLvl])
of manned combat as pan of their mystid CM use them effectively @st cmturcs h-
training. They call this training "the discipline:' For example, a 3rd h e l mystic with Dertcriq
mune to normal weapons. as shown in the Mynic 15 would have a 51% chance toperfmm an Ac
but &era often cnll it "murial am."The disci. Unarmed Attack Equivalents Table. rohatics feat.
The DM,if he prefer8 M make atrobah M
!asier nnd more commonly ureful abiliQ- can de-
ide to use some a l m a r e means to check suc.
a. POI example. he might have the player roll
1dzo ngninst his Durrri score, with MY roll
equal m or leas thrn the L e r i c y KO= indica-
ting success.
Whatever t y p of roll he ws. the DM is free
to adjust any individual roll to rdlect the dEi-
culry of the mion being attempted. Doing a
bsclctlip on the mer to entcrtpin a fldofchil-
dren is much d e r than doing one while Mui.
iflg on a wire ten stories in the air: the DM might
wish to improve the mynic's chance to perform
the former rrdr and make the latter cask hacder.
llli&-AbiiitiCS
Any mystic can UM the following specid abili.
ties ofthieves as if he were a chief ofthe same
level: Find 'hp,Remove Ttaps. Move Silently,
Climb Walls, and Hide in Shadows.
* The my& receives the Fighter Combat Options (not including multiplc attsch): see the de-
tdy&Abilitia scription of them under "Combat MMCUWB" in Chapter 8. The myaic can use these Combat
Mystics gain the following special abilities as Options with weapons or in unarmed fighung.
they progress in experience levels:
2nd Level: Awareness
4th Level: Heal Self Gentle Buch: O m pet day, the mystic may Hl#hor Exporbace k v o k
6th Level: Speak with Animals
8th Level: Resistance
use the Gentle Touch on any one living creature
(it requires a normal roll to hit: if he fils to hit, A mystic of Name (9th) level is oddrcsrcd as
1
10th Level: Spent with Anyone he can q the Gentle %uch again). The mystic master (ifmale) or misuas (if female). j
12th Level: Mind Block must declare he is wing the Gentle Touch before There ate many nayscia of 1st to 9th level. but
14th Level: Blnnkout he roll8 to hit, and must declare which result (ex- only seven each of 10th to 12th level. five each of
16th Level: Gentle Touch plained below) he is seeking. The victim does 13th to 15th level. and three of 16th level.
not get a saving rhmw. but I victim which has When the character gains enough cxpaime
BIpLLIpfioN 0 f M p t . i ~Abilities more Hit Dice thpn the mystic's experience level poinu to reach loth level, he m w find and
Awareness: The mystic is only surprised on a is not & c t e d . c M e t 9 ; one of the seven loth !eel m e ,
roll of 1 (on ld6). (Surprise is explained in The Buch will hwe one of the following re. they w fight bate-handed (wcppons M cat al-
Chapter 7.) sulu (the mystic decides and announces which lowed). If the player chamctu laa,he stays at
Heal &E The mystic may,onceper daj cure before he rolls to hit): chum, curenll, death, 9th level, losing enough cxpcduwe points that
himself of 1 point of dnmage fbr each experience qucsr, or pernlu;. These effects mimic the same he is 1 experience point shm of loth Icvcl. Once
level he has. He does this simply by concentrat. dFects of the following spells in all he's regained 10th level, he may cry again, but
ingfor 1 round. Example: a 10th level mystic can
concentrate for one round and will heal (regain)
cept duration: cham person, CZ:~
spell, quar, and hold person. The &m hats fn
cannot issue another challenge until three
mcnths haw pnrred since his fust chpueryc.
10 hit points of damage. 24 hours-except for death, which is a perma. (Note:If a DM's campaign world is pertievlnrly
Spenk with Animals: The mystic may speak nent effect. Inrgc. he might d e c k that there ate seven 10th
with any normal or giant pnimnl as often as de- andso forchpermnunenrin hisworld.)
sired; animals understand hk speech and he un. Sp0Chl R O l t l ' b t i O N At Name level. the mystic may d e s k m buiM
dentands rheim. though no animal is forced to a stronghold. or claisrer. If his Grand Abbot
tdk to him. Mystics may nor UM protmive magical devices (i.e.. themysticinchatgeofhiscunentcloiacr)
Rerirtnnce: The mystic tpkes only hplfdpmpgC (such as tinp. chmks. etc.). agrees that he is fit to manage one, the cloister
(round down) from dl spells and breath weap All the material goods (money, magid items, will pay for constnrction ofthe new cloister. Thc
om that intlict damage, or one-quarter damage erc.) won, purchased. or acquired as t r c ~ ~by
re new cloister remainsa brnnchof the old one un.
(round down) if the saving throw is succesrhrl. the mystic M prmally owned by his cloister, not til the PC achieves 13th level. nt which Ciw the
Any attark that does him damage will do a mini- by the mystic himself. Should the cloister have PC is called a Grearer W e r and can dahrr in.
mum of 1point of damage, even if rounding in- need of something "owned" by n mystic, the dependence. At that point, he may wish to tcech
dicates 0 pinu of damage. head of the cloister need only ask for it. his mysticr-in-tminingin techniques and phiba.
;Tp" wi+ Anyone: The mystic may speak
wi MYliving creature chat has a language of
any son.as often as desired. The creature being
spoken m docs not have to converse with him.
ophies different from those of the other
cloister-that is. he may wish to acablish his
own "sdrool" of the dldpline. I
Mind Block: The mystic is immune to ESP,
hold and rlow spells. magical charms. quem,
and gess spells.
B1Pnkout: By Mncenuating fbt 1 round, the
myStiC c a w s his prcMncc M "disapp!' No
living01 undrad creature can KC him: there is no
saving h o w . The effect lasts for 1 round per
level of the mystic: it is dispelled automatidly if
he amdw. He may only do this once per day.
clerics have memorized at the beginning of an DM may ask for some details: for example. some
Introduction t o adventure.They do not need IO write down their spells axe cast at a target. and you must tell the
Spellcasting spells, since they can simply meditate to re-
memorize them.
DM what the target is. For example. icleric's
player might say3 "I'm casting a cure light
In this chapter, we'll learn how characters ac- wounds spell on Rug in
quire and then cast magical spells of all types. Rating and Re-Memorizing The character must%ecblc tognnuc and spepk
You've already seen that some characters arc After ispell is cast, the character cannot IC. normaUy to cast a spcll. While casting a spell. the
more accomplished and powerful than others, memorize it until he is wcll.rcstcd. One night's chamctcr must remain in onc place and wnccn-
and that the more powerful ones are said IO be at sleep is enough rest. Upon awakening, before he mate. The charvter cannot cast spells while walk-
higher experience levels than those who ire lesr spends time on any strenuous activities, the ing or running, rowing iboat or poling imfr. and
powerful. spells arc rated in much the same way. spcllcastcr must spend an hour (ofgame time)in so on. If the charmer is dkrurbed (i.c., hit in
in l m L . lowcr.lcvcl spellcasters can learn only study or meditation. Magic-users and elves must cnmbnr, rackled, ctc.) while casing ispell, the
l o w ~ r - l ~ vspells:
~ l higher-level spellcasters can use their spell books to regain spells. while clerics spell will be ruined, and will sciU be %used*'
add higher-level spells. Highcr.lcvel spells M and druids need only meditate fromhismindjustasifithadbeencast.
crful than lower-level spells. Just because spcllcastcrs spend their mornings Spells must be cast one at a h e : icharacter
In e D & P game. there are three different
momIf? doing their memorization or meditation for cannot cast more than one spell at the same rime
categories of spells: clerical. magical, and druid- spells, it doesn't mean that they forget their un- (Le., no more than one in the same combat
ic. Here's a little table which shows you which cast spells overnight. Unless they wish to do so. round).
type ofcharacter C M use which type of spell. they won't forget the spells they didn't cast. The
next morning, the spellcaster needs only IO study hponnnt Note: Unless othcrwix noted
Clasacs and spllr Tnblc or meditate to replace thox spells he cast the in i spell description. damage caused by
characlcr call UK which previous day. spells is always rolled on six-sided dice. If a
wso Type of spell
Mulupla of the Same Spcll
character can cast a spell which d m six dice
Cleric Clerical of damage, this is customarily 6d6.
Druid Clerical. Druidic Characters often memorize the same spell The maximum damage produced by any
Elf Magical multiple times so that they can cast it sevenl sin IC spell-including fucbnll. lightenkg
(Fighter Sub-Wwn) times in the course of iday. A cleric knowing b oIt and delayed blast fmbdl-is 20 dice.
rvj;
Magic-user
clerical
Clerical
Magical
that he's going to face fierce battle during the
day may memorize numerous cure light wounds
spells. for instance.
of the type specified (usually d6, therefore i
maximum of 2Od6). This is very imporrant
for game balance. and should not be ig-
S h k Cl&cal, Druidic nored.
Thief Magical' Number of Spellr Known For example, without this maximum, a
Wokan Magical 36th level magic-user could instantly slay any
In the last chapter. you saw experience tables other magic-user by surprise, rcgnrdlcss of
* At level 10+ , and only from scrolls I for all the character cluuer. The experience t i - the results of the saving throw!
blcs for clerics. magic-users. clvn., and dmids
The avenger and paladin are fighter sub- had a block of columns labelled "Spclls/Levcl."
c*rxs: see the description of the fighter class. This column shows you how,manyspells ofeach Reading Spell Dercriptic
Shamans and wokani ~ I C spellcaster monsters. as spell level h e charmer can hive memorized at
cd in Chapter 14. one rime. Below. each spcll is explained in terms of its
fact that character c l w c s use different For instance. take ilook at the table below. It range. duration. and effect; these t h m details
"f magic keeps all spellcasters from being is taken from the experience table of the cleric arc followed by its description.
identical to one another. A cleric will cast a very clus. Range: This is a measure of how far from the
different rypc of spell from a magic-user: an elf spcllcastcr the m ic will reach. The character
will cast the same sons of spells as a magic-uscr. CkIiC SpelLlleVcl should be sure. b x r c casting the spell. that the
but far fewer, and he can fight much better than level1 2 3 4 5 6 7 target is within range. If the description says
the magic.user; a druid can cast clerical spells. 8 1 ' 1 2 1 - - - "Range: 0:' the spell may only be used on the
but he really shines when he's casting druidic spellcaster, and cannot be cast on others. If
spells. which arc his specialty: and so on "Range: Touch'' is given. the spell can be placed
In this chpn. we see that an 8th level cleric on any creature the spcllcastcr touches-
can. at any one time. memorize nine spells and including the spellcaster himself. If the range
Memorizing Spellr no more. He'll know three 1st level spells, three listed is idistance, and you're not sure how far
During M adventure. a spellcaster can only 2nd level spells, two 3rd level spells. and one 4th from the target your character is. ask the DM if
use spells he has memorized. Memorization is a level spell. your target is within your spell's range.
special process of imprinting one use of a spell in In the course of a day, as he casts them, he for- Duration: This describes how long the effecu
the caster's mind. When the spellcasting charac. gets them. If he were to cast w o 1st level spells of the spell last. A spell's duration is given either
ter memorizes ispell, he holds it in his mind and his 4th levcl spell, he'd only know one 1st in rounds (each round lasrs rcn seconds) or NM
and can cast it at any time. But when he casrs it, level spell, thm 2nd level spells, and IWO 3rd (each rum w ten mnutcs). If the description says
it vanishes from his memory; His knowledge of it level spells. "Duration: Permanent:' then the spell has a
flows away as the spell discharges. For this rea- The "Spells/Levcl" columns on the cxperi- permanent effect that does not go away after a
son, characters constanrly have to re-memorize encc cham shows how many spells can be memo- given duration (though other spells can some-
spells. rized at any one time. not how many spells the times dispel it). If the spell's duration is listed as
Magic-users and elves can only use spells that spcllcastcr has access to. He doesn't have IO "Instantaneous," the spell d e s &ect immcdi-
they hive found, researched, or have been memorize the same spells every day. Magic.uwrs ately, though specific spell deseriptions will alter
taught by their mentors. These spells are re. may have more spells in their books than they its actual duration.
corded in ilarge. bound volume called a "spell can know at any one time; clerics may. over a per. E&n:This gives details on either the number
book." The book is written in a magical language iod of days. learn many more different spells of crciturcs or objects, or an area or volume of
that only the magic.user who owns the book can than they can cast in a single day. space. which the spell affects; it can also briefly
read. This spell book is the list of spells that can describe what the spell docs in short form.
be used by that character when taking spells for Carting Spells Dcrcription: This t a t explains whit the spell
an adventure. does IO those it nffecrs.
In the game, when you mun your CM~ECS~ to
casta spell. just tell your Dungcon Master. The
Srvinp Throw# VI. Spollr Clerical Spells L h t
With many magic spells. a c h u r can &en
resist some of the spell's effcco by awking a Pint M SecondM
Id20 roll called a u h q rhror. A wing throw is 1 Cure Light Wounds' Bless*
the number the character must toll qual to or 2 Detect Evil Find Tnps
higher chan to svcccacfully"save against a spell." 3 DetecrM~gK Hold Penon*
Bwically, if your chancer maker his saving 4 Light* Know AIign~nent'
throw. he can either reduce the damage inflicted 5 Ptotedon from Evil RerLt Fife
by the spell or he can parrially (or fully) misr the 6 Purify Food and Water Silence 15' Radiw
spell's effeccs, depending on the individual 7 RcmoveFca* SnpLe C h
m
spell. 8 RnistCold Speak with Animal
If a character IS allowed to makc a wing
throw VI. rhe effecu o f a qrd.the spell dcprip Fourrh tnel Pihh L**
tion will mention the fact. dcsuiprion 1 AnimateDcad Commune
plro explains the &ea of a $ a d u l save. You 2 Create Water Cmte Food
can lean more about saving throws in Chapcer 8 3 Cure Serious woundr. C u e Critical Wounds*
on PW 109. 4 DispelMagic Dispel Evil
5 NcvrnlitcPoLon* Inxcr Plague
Rrvrnlblr Sprllr 6 Protection from Evil 10' radius QUnt*
7 SpeakwithPlancs Raise Dead*
Some sp& can be cw "mersed:' meaning 8 SricksroSnaker 'hesight
that they mu11in an effect opposite to the effect
n d y described for rhc spell. Por ""ple3 Seven& M
when a cleric cwu a reversed henling spel , it 1 Ennhqunke
harms the recipient. 2Holy Word
On the spell hits you 71 &d in rhb chapter, 3 RaiseDeadFully*
MYspell marked with an astehk (*) may be re- 4 Retore'
vennl; the spell dcsuiip.tion
. will explain what 5 Survival
the reversed spell does IC IS nor xlf-evident. If 6 %vel
a spell name is not maked with an MC*, the 7 wish
spell is not reversible. 8 Wiradry
Mngic-usenm u memorix their spells in the
m e d form in older to use them reversed. Reversible Swll
Clerk. on the other hand, vill I w n rheir spells
through meditation. and can decide during the
cwting whether 10 C M them in proper or re.
v e d form.
Druidic Spell6 L i l t
Pint M SemndM fhLd k
Multiple Spoil Ettocta 1 DctectD~nger Hear Metal
l
Call Lightning
Some spells can be wed to cemporptily im. 2 Faerie Fire ObscvfC Hold Animal
provcachprpctcr'sattnckrolls,damagerolls. sav- 3 Locate Produce Fife Protection from Poison
ing throws. and other abiliriu. 4 PredictWeatbet wprp \Jrrwd Water Breathing
As P general rule, curing the same spell twice
on someone doesn't do any g o d ; the spells' d. Pourth Lcrd Pifrh M SLthlnd
feccs do not combine, even if they were cp(t by 1 Concml Temperature 10' radius Anti-Plant Shell Anti-Animal Shell
two different characters. Por innnncc. LWO hwre 2 Planthr Control Winds Summon Weather
spells (described further in this chapter) do not 3 Protection from Lightning Dissolve
combine to allow a orget ch~rnncrto attack at 4 SummonAnimpls Pam Plant
foUr t h the tlWrnd rate: only rhe fmt hasre
will cake effect. Seventh Inel
DitTunrspells. on the 0th- hand. 01 the et- 1 CmpingDOom
kcs of spells and magical itchu. will usually 2 MctaltoWd
combine succwfully. For example, a blas speu 3 Summon Ekmend
give a chaaxtcr a + 1 to hb arack roll: so does a 4 Weather Gnu01
magical sword with a + 1 bonus. If a chnnncr
with amnginl sword + I is blessed by a cleric.
the two bonuses combine and he haa a + 2 d d - brrninp Spa111 The dcric can medicate in a certain m u a t
of noise: the sound of a camp readying iuelf in
ed to his attack roll (in nddition to normal B learn a spell, the cleric medimca, petition-
Svengch bonuses). the morning, the normd bwtling o f a house or
ing the power he serves. The memory and details inn, even while pcoplc are trying to talk with
ofthcspellsappe~rinthederic'smind.Theder- him. He's not totdy CUI &from his surround-
Clerical Spells ic may c.lt the speUs at my rime there&er. The ings, and CM put up a hmd or uy a few won31
dcric will m e m b e r csch spell until it is cwt. to fomrd funher interruption. But it's nor
Clerical spells tend to be less flashy than even if it is not used for days or weeks.
magic.user spells. Clerical mqic primdy in. +ble for the cleric to mediratc in the middle
As a player, all you need to do is chmsc what- of a battle.
volvn heding, divination of mth, protection ever spells you want your charmer to have. This
from ham, and so fonh. Seldom do you xe der. if the cleric leaned spells on a r&w day
can only be done when the cleric hw had a good char he no l o w wane to have an%ble to him.
ical spells as forceful and dramark w rhe magic. night's deep and immediately hw a full hour
user's lighmin8 bolt. On the other hand, clerics he can opt to forget them and medicate on new
when he does not have to do anything stnnuous.
-n fight well and don't need &I spells. SpCUS.
Magical Spells Lirt to cure paralysis. The cleric may cut it on him.
self if desired.
This spell cannot incresrc a mature's ropl hit
Finr M second k d ThirdM poinu a h the origLul amount.
1 Analyze Continual Light' ClaiIVoyance Whenmd,thicrpell,cauaI&ltrmwic,
2 ChpnnPcnon Dcrect Evil Crcare Air c a w s 1&+1 (2-7) pohm of @ w MY
3 DetectMlgic Defect Invisible Dipel Magic mature or chnncter touched (Mw i n g thm* is
4 FloaungDk Entangle Pirebd dowed). The cl& must makc a n d attack
5 HoldPoKal ESP' Fly mll to inflict this damage.
6 Light. Invisibility Hnsfe'
7 MagicMinile Knock Hold Person' Decca Evil
8 Protection from Evil Levitate Infravision Range: 120'
9 Readhguw locaw Object Invisibility 10' Radius Duntion: 6 N ~ S
LO ReadMacic Mirror Image Iightning Bolt Effect Bverychingwithin 120'
L1 Shield " Phantasmal Foxe Protection from Evil 10' Rndius
12 slcep Web Protection from Normal Mirrilca When this spell iscpn, rheoluk will re d y
13 Venviloquh Wizard lock Water Breathing enchanced objem within 120' glow. It will llro
c a w cmcures that want to harm the &tic to
Fmnh M Fail M SLthM glow when they M within nnge. The l c d
1 ChannMonster Animate Dead Anti-Magic SheU thoughtsofthe cmtura cannot be hcud. Re.
2 Clothform ClOUdLiU Death SDCU member that a Chnnic alignmentdoa nor a u m
3 confurion Conjure Elemenral Disinte&ate maficdy mean Evil, although mnny C h d c
4 DimmsionDoor Contm Outer Plane Geps* monsters have nril intentions. 'Ihpr and p o h
5 GroMhofPlpnu* Dincolve' Invisible ScaJker M neither god nol Nil, merely dmgemur; rhL
6 Hdudnrrory 'Rnnin Feeblemind Lower Water spell does nor rmrl them.
7 Ice Storm/Wall oflce Hold Monster' Move EPrth
8 MpIunorph
9 Polymorph Other
Magic Jar
Ppsswall
Projmed Image
Reincarnation
-w
Range: 0
IO Polvmomh Self Plckinesis Stone ro Flesh* Duration: 2 NIKU
I1 R&ove'Cune* %le n Stoneform Effect: Evcryching within 60'
.2 Wall ofFUe w a ~ Stone
h W d of Iron
.3 Wizard Eye Woodform Weather Gmml When chii spell is cast, thc duL will re a
glow surround mneicpl objecu. U~NIQ. and
h t h M Eighth M Ninth &eel places within the rpcll's&. Thc glow will not
1 ChaImPlnnt Clone Contingency kn wry long; dericr rhwld nomully UT the
2 Create N o d MOMICIS Creace Magical Monsters Crcaw Any Momer I UwlywhcnthcywantwknarifP.rriollPr
3 Delayed Blast Pirebd Dance Gate' d y sight arc. in fin. mgiat.
o&m . ~ r c ~withm
4 Ifonform Explosive Cloud HCd For example, a door may be held hut m q i d y ,
5 Lare Foxe Field ImmUnic, a m g c r might ~ u d bey an c n d r ~ t mon.
~d
6 MagicDoorf. Maw Chpnn' Maze iter, or a vcwlc might be cnchmccd.
7 Maw Invisibhtv* Mind Bprricr. Mecmr Swarm
Permanence Power word Kill Light'
Polymorph Any Object Prismatic Wall Range 120'
Power Word Blind ShwhPnBc Duration: 12 turns
1 SummonObjcct Steelform Survival Effect: Volume of 30'd i m e a r
2 sword Symbol Thestop
3 'Rkpo~MYObjm Travel Wish This speU maces a I.geb d oflight, asif fut
Reversible Spell by a bright torch or lamp. If he Cpeu is fut 011
an objcct (Neb as the cleric's wcnpoa), the light
will m e with the object.
Number and Typer of Spellr Chaotic clerics &en use the m e d spells. nnd If he cpdl is c u t at aucL(yIc's eyes. the vic-
only UM the normpl forma to benefit their tim must nuke a saving rhmaw. rpcll. Ehct.iL
The cleric may know at any one time the num- friends. Neutnl cletiw can chm w fut the the saving throw. the vi& will be b h W by
, ber ofrpeb appropriate for his experience level,
as shown on the cleric's experience cable in
normal or the mersed forms. ~ dundon of rhe rpell, or u n d
the light f o thc
rhc qxu &et is canceled.
chapter 2. When md, thL s U, dukneac,c r a m a
The &tic may know any clerical spell from the Llrt of C b r i c r l Spellr d e ofduknes 30' in E-. It will block d
list of clerical spelb sa long as he is o f a high Following is a lia of claienl spells and heir sight except infm&n. Darhua will da
enough olpericncc level IO know it and CMC it, deunprions. They're divided up into apell levels &hr speU if cpn up00 it, but may itself be can.
and so long as the DM has nor banned the UT of and ~ctin alphabetical order. All spells marked ccled by anocher &hr spell. If cut at UL oppo
chat plrriculu spell in hi8 campaign. The cleric with astemk (*) CM be cast in m r s e d tom. nent's eycs, dacheac c a w blindnew tor the
cannor lcun a spell from either the druidic spells ducation of the spell or until canceled. Ifthe m.
list 01 the mneicpl spelL list. gct makes a successful MV& throw n.rpcll, the
Pint hvrl Clrricrl Spollr spell miares.
Revenible Spell#
BmtcccionfnXllETil
A deric may mcrse a spell simply by casting it Dunuon: Permanent Rnry:O
brcksrprd. The player h p l y says, "My cleric is E f k t : Any one tivint macure Duntion 12 NIIU
mung the spell in mcne!' Effect The cleric only
However, Lnwhl cleria prefer not to cast This ll either heah damage or moves pa.
spells in I C V C ~form. They only cast the IC. nlysis. &d to heal. it can cure 2-7 (ld6+1) ThLSPd CIC.rcLM imkibk I M g d hnicr
versed tom in mrcme life-or-death situations. poinu ofdamnge. It cannot heal damme ifused d around the cleric's body (Ins than an inch
pnimnls of that type if they are within 30'; the GiahofAnimpl vide clenr and brief answers; howcvcr, if the
effect moves with the caster. Range: 120' alignmenu differ, the spirit may reply in riddles.
The cleric CM speak to MYnormal or giant Duration: 12 turn
forms of the specific animal type named. but on- Effect: Doubles the size of one animal StIiking
ly to one type at a h e . The caster may not use Range: 30'
this spell to speak to intelligent animnls and This spell doubles the size of one normal or Duration: 1 turn
fantdC CICPNICS. giaat animal. The animal then has twice its nor- Effect: ld6 bonus to damage on 1 weapon
The creatures spoken to usually have favorable mal sucngth and inflicts double iu normal dam-
r e d o m ( + 2 bonur to the reaction roll). and age, It may also carry twice its normal This spell allows any one weapon to inflict ld6
the EM be talked into doing a favor for the cler- encumbraace.This spell does not change an ani- mddiriod inu of dam per attack (like a
ic Jthe reaction roll is high enough. The animal mal's behavior. m o r clw, or hit points. and magical S o f m ~ n g I% ) . weapon win inflict
mwt be able to undcntnnd the reonest m d does not affect intelligent animal races or chis exua damage with every s u c d l blow for
must be able IO perform it. fantastic creatures. as long as the spell Iasu. This bonus does MI a p
ply to attack rolls, but only ro damage rolls.
Third Level Clerical 8 I8 Locate Obi- If the cleric casts this s eli on a normal weap
~mge: o-(ciCleric only) on, the weapon may t en damage creatures
~

CoDQUpllight* Duration: 6 turn which M normally affected only by magic wrrp-


Range: 120' Effect: Detecu one object within 120' OM; the weapon will do ld6 points of damage
Duration Permanent per strike (regardless of the normal damage of
Effect: Sphere of light 60' a c r o ~ s This spell allows the cleric to sense the direc- the weapon).
tion of one hown object. It gives no informa-
This spell creates light as bright daylight in tion about distance. It can detect a common Fourth k v e l Clerical Spell8
a spkdcpl volume of 30' radius. It lasts until a object with only a partial dexription (such as
dispel magic or continua/ darkues spell is cast "stairs leading up") but it will only meal the AnimnteDend
upon it. CMNICS penalized in bright daylight directionto the closest such object. lb fmd a spe- Range: 60'
suffer the same penalties within this spell e&n cifc object, the cleric must know exactly what Duration: Permanent
(for example. goblins. which suffer a 1 attack - the object looks like (size, shape, color, eu.). Effect:Creates zombies or skeletons
roll penalty in daylight. suffer the same penalty The spell will not locate a creature.
within the &ect of mnrinud lighr). This spell allows the caster to make animated,
If the spell is cast on M opponent's eyes. the Remore Cunc' enchanted akelecons or zombies from normal
victim must make a saving throw VI. spells or be Range: Touch skeletons or dead bodies within range. These M-
blinded until the effect is removed. This spell Duration: Permanent imated undead creatures will obey the cleric un.
may be cast in an m a , upon an object. or on a Effect:Removes any one cum til they M dcsrmyed by another cleric or a +I
person or mature; it CMah be CMdircdy on a magi: spell.
person's or cceatucc's eyes, thua blinding him. This spdl removes one curse. whether on a pot ench experience level of the cleric, he may
The mene of this spell, continual darkuesr. chwter, item, or area. Some cursekespecially animate one Hit Die ofundead. A skeleton has
creates a completely dark volume of the m e those on magical items-may only be removed the m e Hit Dice as the original creature, but a
sue. Torches, lantern. and even a /&hrspell will for a shon time, at the DMs discretion; such zombie has one Hit Die more than the original.
not sect it, and infravision cannot penetrate it. curses would require a dispel evil spell for per- Note that this doesn't count character experi-
A motinudlighrspcllwill, howmr, cancel it. If manent removal (or possibly a remove cum cast ence levels as Hit Dice: For purpoacr ofthia spell,
E M on a creature's eyes, the ucatun muat mplic by a high level cleric M magic-user, again at all human8 and danihumana M 1 W c m -
a saving throw vs. spells or be blinded (withthe DM's discretion). m s , so the remains of a 9th level chid would
same effects as blindncss from the normal Eon- The reveue of chis spell, curse, causes a mis. be animated as a zombie with 2 HD.
unud light until the saell is removed. fonune or penalty to pffcct the victim. Curses are Animated creatures do not have MY spells,
limited only by the CMCCI'S impgination, but if but arc immune to deep and chum effects and
curt BlidlcsI an ammpted a m is too powerful. it may return poison. Lawful clerics must take care to use rhis
Range: Touch to the caster (DM's discretion)! Safe limita to spellonly for good pulposc. Animatingthe dead
Dumtion: Permanent curses may include: - 4 penalty on attack rolls; is usually a Chaotic act.
Effect: One living creature - 2 penalty on saving throws; prime requisite re-
create %tu
duced to half normal; - 4 penalty on others' re-
This spell will cure nearly MYform of blind. auion rolls to him. The victim may make a Range: 10'
ness, including those caused by light or dukues saving throw vs. spells ro avoid the curse. Duration: 6 NIN
spells (whether normal ar continual). It will not. Effect: Creates one mpgiul spring
however, &ect blindneu cawed by a curse. speak rich chc Dend
Range: 10' With hii spell. the cleric summons forth M
c w DimIe* Duration: 1round per lwei of the cleric enchanted fin fromthe ground or a wall. The
Range: 30'
Duration: Permanent
Effect:Cleric may ask three questions 2 k
spring will ow I M hour, creating enough wa-
ta for 12 men and their mounts (for that day,
Effect: One living creature within range By means of this spdl. a cleric may ask three about SO gallons). For each of the cleric's orpui.
questionso f a deceased spirit if the body is with. e m levels above 8, water for twelve additional
This spell will cure MYliving c r e a m of one in range. men and mounu is created; thus a loth level
disease. such as those caused by a mummy or A cleric of 6th or 7th lml CMcontact recently cleric could create water for 36 men and horses.
green slime. If cast by a cleric of 11th level or decensed spirits(rhosc dead up to 4 days). Clerics The cleric doesn't have to create the mold-
greater, chis spell will also cure lycanthropy. of levels 8.14 have diihtly more power (contact- mum amount of water if he doesn't wish to. He
The reverse of rhis spell, E.we &a,infects ing spirits up to 4 months dead). and cltrio of might with to create a spring which will flowfor
the victim with a hideous wasting disease unlw levels 15-20 have even more (speaking with half M how, or a few minutes: the player need
he successfully makes a saving throw vs. spells. A corpses up to 4 years dead). No time M u apply only fell the GM how many gallons he wants the
-
d k d victim has a 2 penalty on all attack to cieriea of 2lst level or greater. spell to create, up to the spell's maximum.
rolls. In addition. the victim's wounds cannot be The spirit will alwaya reply in a tongue known
magicaUy cured, and natural healin takes twice to the cleric, but CM only offer knowledge of
as long as usual. The d i s c ~ is
c hrafin 2d12 (2- things up to the time of its death. If the spirit's
24) days unles runoved by a clue dircue spell. alignment is the same as the cleric's, it wiU pro-
Cure seriow wounds' m dl directioix. The spell xmed ps ptotadon A cleric may commune only o m a week. If
Range: TMIch from attacks by monacers of an alignment other the clerics in the campaign are wing the spell roo
Duration: Permanent than the Caster's. Each UeaNre within the barri- often,the DM may wish to limit its use to o m P
Effect: Any one living creature et pins a t 1 to all saving throws. and all art& month. Once a year the cleric may ask twice the
This spell is h i l a r IO a cure lighr wounds
-
against those within arc penplized by 1 to the
attacker's attack roll while the spell lam.
normal number of qudons. The DM
wish to establuh that this must occur on%$
Wll,butwilIcureonecreaNreof2d6+2(4-14) In addition, enchanted creatures cannot at. which is significant to the greater powers being
points of damage. rack those within the barrier in hand.to-hand questioned.
The reverse of this spell, cause serious (melee) combat. (An enchanted creature is any
wounds, causes 2d6 + 2 points of damage ro any creature which is magically summoned or con- clate Food
creature or character touched (no saving thmw). walled, such as a charmed character, or one that Range: 10'
The caster must make a normal auack mll to RIC- is nor harmed by normal weapons. A creature Duration: Pennancnt
cersfully cast the cpwe serious wounds spell that can be hit only by a silver weapon-a were- Effect: Creates food for 12 or more
wolf,for example-is not an enchanted m a -
Dispel M a e We.) This spell created enough normal food to feed
Range: 120 If anyone within the barrier an& an en. up m 12 men and their mounts for om dny. Pet
Duration: Permanent chanted creature. the barrier will no longer pre- evey kvel of the cleric above Brh, the spell ne-
Effect: Destroys spells in a 20' cube vent the CreaNre from attacking hand-m-hand, a m enough food for 12 additional men and
but the bonus to saving t hm and penaly to mounts. The cleric doesn't have to create the
This spell destroys other spell &ecu in a cubic attack mllr will still apply. maximum amount of food ifhe doun't w i d to:
volume of 20' X 20' X 20'. It don not affectmag. Attackers, including enchanted creatures, can he can create a lcou amounr. C m e d food
ical items. Spell effects created by a caster artack pcople inside the barrier by vjng missile spoils after 24 houa; therefore it is impomibk m
(whether ckric. druid, magic.w. or elf) of a
level equal to or lower than the caster of the dis-
-
or magud accacks. They do suffer the 1 p a l .
cy to attack mlla. bur thnr is the only penalty
lay in a big sore of food ueaced by this spell.
pelm icare automatically and immediately de. they suffer. CUrecrialW~*
sroye? Spell &em created by a higher.kvel Range: Touch
caster might not be affected. The chance offail. SprrL with Flanm Duration: Permanent
ure is 5 % per level of difference beeween the Range: 0 (Cleric only) Wm:Any one living mature
casrers. For example. a 7th level cleric crying to Duration: 3 nuns
dispel a web spell cast by a %h level magic-user Effect: All plants within 30' This spell is similar to a cure &hr wmds
would have a 10% c k e of failure. spell, bur will cure one living CMNE of 366 t 3
Dispel magic will not &ecr a magical item This spell enables the cleric to mlk to plana as (6.21) points ofdamage.
(such as a scroll. a magical sword, etc.). How. though they arc incclligent. The cleric may re- The weme of Ihia spell (cause uicicnl wMu)&)
met, it can dupe1 the &em of the magical item quest P simple favor, and the plants will grant it c a m 3d6 +3 (6.21) points of damage ro M y
when that item is uxd (for cxmpk. a spellcarer if it M wirhin the plants' power to understand living creature or character couched (no sa
can cast dispel magic on the vicrim of a ring of
human conmiand snap him out of char control,
and perform. This spellmay be used to allow the
cleric and pnny to pass through otherwise im-
throw). The caster must make a normal acme
roll ro'cpusethe criricnl wound.
Y
or on a flamingweapon m douse the k c ) . penerrable undergmh. It will PLO allow the
cleric to communicate with p l ~ t l monsters
l ~ DLpel Evil
N~~tlPLi~F'oimn* (such OS UCM~S) Range: 30'
Range: Touch Duration: 1 turn
Duition: Perminent stidrr to sllaka Effect: Enchanted or undead moMtets or OIK
Efkct: A creature, conwiner, or objca Range: 120' curse or c h m
Duration: 6 nuns
This spell will make poison harmless either in Effect: Up to 16 sticks This spell may affecr nll undead and enchant-
a UeaNre, a container (such as a bortk), or on ed (summoned,controlled. and nnimatcd)mon-
one objecr (such as a chest). It will even wive a This spell NIM 2dS sicks into d e s (de- sten within range. It will dntroy the momer
victim slain by poison if cut within 10 rounds of tailed below). The snakes may be poisonous unless each vi& makes a saving thror w.
the poisoning1 (50% chance per snake: the DM can roll ld6 for spells. If CM at only OM creature. that ~ N C C
The spell will affect any and 111 poisons each snake: on a roll of 1.3. the snake is poison. takes a -2 penalty m the saving throw. Any
present at the time it is cast. but don not cure om). They obey the cleric's commands,bur will creature from another plane u banished (forced
any damage (and will thus not revive a poisoned Nrn back into sticks when slah or when the to renun to its home plane) if it fnih the saving
victim who has died of wounds). SDCII'S duration en&. throw. Even if the victims s u c c d l y d their
Thereverseofthisspell,crearepoisoa,maybe S n h : NA 2d8 (2d6): AC 6. HD 1: AT 1 saving throws. they must flee the area. and will
cast, by touch, on a creature or container. A ckr- bite:DmgId4:MVW'(3O'):Sa~Pl:MLl2: stay away as long as the caster mncentraccq the
K cannot CMCit on any other object. A victim lT Nil: AL Neutml: SA Doison 00% chance m e t cannm move while mcenrrating.
must make a saving rhrow vs. poison or be im. for each snake to be po&ous); XP 10 (non- This spell will PLO remove rhe curse fromany
mediately slain by the poison. If cpdt on a con- poisonow)or 13 (poisonous). one NIgd item, or may be used to remove the
tainer, the spell poisons its contents; no saving influence of any magid c h m .
throw applies, even for magical concainers or Flfth Level Clrrlcal Spollr
contents (such PI potions). (Of course. when -&P
someone drinks those poisoned contents. he gets communc Range: 480'
a saving throw.) Using cmrepimn. or poison. Range: 0 (Cleric only) Ducation: 1 dig
ing in any case. is usually a Chaotic M. Duration: 3 ~ Y I M Bffca:Creates a swarm of 30' radius
Effect 3 questions
Protodm tiam E d 10' Radiw This spell summons a VM swarm of inamr.
R u y0 This spell allows the cleric to ask questions of The s w a m obscures vision and d r i w off crea.
Durauon: 12 NIIU the greater powers (whatever forces of namre, NES of lers than 3 Hit Dice (no saving throw).
Effect Barrier 20' diamccer greater spirits. M legendary Immortals the DM The swarm moves at up ro 20' per round as di.
has created for this camppign world). The cleric rcncd by the cleric while it is within mp The
This spell creates an invisible magi4 barrier may ask thre+ quntions chat can be amwered CMer must moce(~tlotc,without ~QN)B,to
all around the caster, extending for a 10' radius "qes" or "no:' conml the swarm. If the caster is dinarbed, the
inrmrrater and the spell mds. This spell only m within 60’. The victim may make a saving details of the objects animated. As a guideline, a
works ourdwn and a b - g r o u n d . duow n.death ray to avoid the e&ct.A Lawful man-sized smuc might move at 30‘ per round,
cleric will only use f&cr ofdearh in a life-or- atrack once per round for 2d8 (2-16) points of
Qllar’ death situation. Fingu of death will actually damage, and have an armor clnu of 1. A chair
w; 30’
Durauon: Special
cure 3d10 (3-30) points of dnmpee for any un-
dead with 10 or more Hit Dice (phantom.
might only be AC 6, but move at 180’per round
on its four legs, attacking twice per round for
mea:compels one living CMNCI haunt. spirit. nightshade, or rpeeial). ld4 poinu pet amck. All objects have the m e
chances to hit as the cleric animating them.
This spell forces the vicrim to perform dome au+t
s p e d cask or qua. commanded by the cast. Range: 0 (cleric only) Barrier.
er. The vi& may make a saving rhmw VI. Duration: 1 turn + 1 round per lml of caster. Range 60’
spella: if he succeeds, the spell don not &t Effect: Reveals all things Duration: 17 NM
him. E&n: clcares whirling hammen
A typical task might involve slaying a c e m h When he CMCSthis spell, the cleric is able to
momccr, raeuing a prisoner, obtaining a magi. see all things within 120‘. The spell is quite pow. Thia spell crearn a magical barrier in an ucp
cd irem for the CMICI, or p i n g on a pilgrimage. erhrl;the cleric a n clearly see dl hidden, invisi. up to 30’ in diammr and 30’ high. The W r r L
If the task is impouiblc or suicidal, the spell has bk, and nherral objecw and mnua as with a wall of whirling and dancing h e m . obvi-
no d f a t . Once the cask is complmd. the spell the magic-wr demr inviible spell. In addi. o d y dangerous many who wme in c o u w with
ends. tion, MY em doom as well as things or ma. it. Any cmrun passing through the barrier
The spell form the vicrim to undercake a cask. cures not in their INC form-whether takes 7d10 (7-70) points of damage fmm the
but doan’t fom him to like it. Once the cask is polymorphed. disguised, or orheiwisc--uc seen whirling hammers (no saving rhmw nlloncd).
accomplished. the victim might WLh IO exact te- as they uuly M, with no pdbiliry of decep- Thia spell is &en wed to block an enVLflCe or
vrnge on the cleric, jusc depending on the &- tion. Alignment is also “seen:’ PI is experience wage.
cumstanccs of the adventure. Any victim and power. The m n c of this spell (remove barrier) will
r c h i n g to go on the quar is c d until the d a m y any one buriuueatcd by a cleric. IC can
g u m is continued. The type of cune is decided Sixth Level Clrricrl Spellr also be used to dcscroy a magic-wr’swall ofice,
by the DM. but may be double normal nrength. wall offm, clothform, wowlfom, or d of
The mne of this spell. remove quesr, may Auialsurllllt m e spell cffccm. It will not &ect the magic-
be wed to dispel an u n w a n d questor a gum- Range: 60‘ user spells wall ofimn, sronefor, im& or
related cum. The chance of SUK- is 50%. Duration: 1 day pet level ofcasrer Sreelfomr.
modified by 5 % for mry Iml of the caner dif. BtIm:SCNMCfetches one irem or CICPNIC
fenfrom the level of the caner of the fust quur. Cram N
& Animrl,
Thus. an 11th level cleric attemptingto rcmove a An puipl w a n t is a very intelligent being Range: 30’
quesr c u t by a 13th lml cleric has only a 40% from the elemental plane. With this spell, the Duration: 10 rums
ma of succela: a 36th Iml cleric attun Ung cleric summons one of thee w, which a Bffcct: h t n 1.6 1 4 animals
I remove a gumcan by a 20th Iml cleric as a
-30% chance (reduced to 99% to provide for a
K penrs immediately. The cleric mun then descrig;
one c r e a m or irem and its location to the ser. The cleric is able to mare normal animu
1% chanceoffnilure). vant, or elsc it will depm. W h e n it hears chia fromthin nit with this spell.The animals will ap.
dcrcription and location, the aerial servanr pear at a point chosen (within 30’), but may
Raise Dad’ leaves. uying to fmd the item or mature and thereafter be sent (by command) up to 240’
Range: 120’ bring it to the cleric. The KIWU will take away, if desired. The animals created will under.
Duration: Permanent much time as needed. up to the limit ofthe du. stand and obey thc cleric at all times. They d l
-1: Body of one hunun or demihuman ration. If the spell’s duration lapses More the fight if so commpnded, and will perform ocher
cask is completed, even if the aerial KNPIIIis al. actions (canying. watching. etc.) to the ben of
By means of this ell, the cleric can r a k any ready bringing the carget back to the caster, the their abiliria. They are normal animals. and
3
human, d d , h ng, or elf from the dead. aerial servant has W e d to accomplish its cask.
See below for M e r details.
may amck ochers unlcss their insuvclions M
The body must be pmenr, and if pan is missing, cpnfvllywordcd.
the nircd chnncrer will be disabled accordingly. The aerial KIWX has 18 Srrength. and can The cleric may choac the number of animals
An 8th level cleric can niK a body tbar has carry up to 500 Ibs (5.000 cn). It can become c r e a d , but not the exact rype; the DM should
been dead for up to four days. POI each level of crhercpl at will, and thus CM uavel to m a t plac- decide. or m n randomly dererminc, what s o n
the cleric above 8rh, add four days to chis time. es easily. However, it cannot paw chmugh a p of animals ap The spell will m r
e om luge
Thus, a 10th Iml cleric can niK bodia that
have been dead for up to nvelvc days.
m ’ o n fmevil spell &I.
If it cannot perform its duty within the dun-
R“.
SUhd (dv MI hippOpOtPmW, e.),thm
medium-sized animals (bear, p a r cat, nc.). 01
The recipient m n s to life with 1 hit point, cion ofthe spell, the KCIVMC becoma h e and six mall animals (wolf,rock baboon. nc.). The
and cannot fight, CUI spells, w abilitk. carry re- to amck che caster. spell cannot m a t e giant animals. The animals
heavy lo&, 01 move at more than half speed. See Chapter 14 for a full description of the disappear when rLin or when thc spell duration
Thuc penalties will disappear nfrcr rwo full aerial servant. Cndr.
weeks ofcomplete bed rest, but the healing can-
not be speeded by magic. AnLDmtc Objau C d
The cleric may nlso CMCthis spell at any one Range: 60’ Range: Touch
undead maNre within range. The undmd uep- Duration: 6 tyrm h c i o n : Pcrmanenr
cure will be destroyed unlnr it makes a saving B&n:Causes objects to move
-
rhmw n. spells with a 2 penalty. Howocr, a
vampire which fiiL its saving throw is nor de- The cleric may use this spell to cause any non-
Effm: Cum anyding
spell is the mort powerful or me n q
stmyed, merely forced to retreat to iu d m ,in livinp. nomagical objects to move and amck. spclls. When used to cure wounds, it cues near-
gnreoulform,asfastaspouiblc.Whencuratan Magical objects arc noc p&ncd. The spell can Iy all damage, leaving che m i lent with onl
undead maclue of more Hit Dice than a vam-
pire. chis spell inflicts 3d10 (3-30) points of
animate any one object up to 400 Iba (4,000 cn)
(roughly the size of two men). or a number of
id6 pomts of damage. (Restore %e victim to
starting hit points, then roll ld6 and subtract
d
damage. The ueature can make a saving rhmw d e r . o b j e c w whore tot4 &ighr does not e* chat ammnt from the victim’s hit point tornl.)
n .z l
ls to take half damage. c n d 400
~.. Ihs. The spell can remove a CWK,neutralize a poi.
e lCVCne of this spell, f w ofdeath, ue. The DM must decide on rhe mmmcnt ram. son, cure p d y u s , cure a d i m a , NC
I blind-
aces a death ray that will kill any one living crea. number of attacks, damage. and other combat nnr, or m n nmm a feeblemind c f k t instead
of henling. Homrer, it will cure one thing only: ducinacion when the spell is ant. During the lines giveo in the mike dead spell apply
if the recipient is suffering from two or more af. round in which this spell is cast, the cleric auto- (including time limitations. rest needed. erc.).
&dons (such as wounds and a curse), the cleric maticaUy gains initiative unless nuptiwd. A 17th level cleric can use this spell on a hu-
mwt name the ailment the spell is intended m man or demihuman body chnt hns been dead up
clue.
If cut on the mipicnt of a nubc dead spell.
Seventh Level Clerical Spell8 to 4 months, for each level of crperiencc nbovc
17th. chis time incmKs 4 months. Thus, a 19th
the curnll eliminates the need for two weeks of fisrrhqnnke level cleric could CP(L nW dnd W y on a body
bed rest; the recipient can immediately function Range: 120 yards that ha been dead up to 12 months.
normdy This is the only form of magid curing Duration: 1 cum The spell ufad ro undead. Cur on UL un-
thnr will work on a newly-m'd creature. f i f i r : Causes CMh tremors dead of 7 Hit Dice or lnr, the spell im-
medintely destroys the crenture (no awing
Piadthcpuh This powerful spell c a w s a section ol to throw). The spell forca an undead CrenNIC of 7
Range: 0 (Cleric only) shake, and opens large cracks in the ground. A to 12 Hit Due to d e n s a ~ t h r o w wrpelb,
.
Duration: 6 NUIM t 1 cum per level of the caster 17th level cmer can &ccr an area up to 60' with a -4 pmalry to che roll; if the cmrure tnils
squprc. adding I' to each dimension with each

-
f i f i t : Shows the path to M area the toll, it is desuoyed. The spell intlicts 6d10
experience level nbove 17th. Por example. an (6-60) points of damage upon an undcad mon.
When casting this spell. the cleric must nnme 18th level ckric n&na an area up to 65' quare; srer of more thur 11 Hit Dice, but the victim
a apechic place. though it need not be a place he 19th level, 70' q u q c ; and so forrh. may nuke a saving throw VI. speb to tnkc hrlf
has visited before. For the duration of the spell, Wirhin the area of cffm, all mall dwellings dun*.
the cleric knows the dimtion to that place. In PIC reduced to rubble, and larger conrrructionr The revew of chis spell (oblirrrsre W d l &m
addition. the cleric will mngically pin any spc.
cial knowledge needed to get to &e place; for
are cracked open. m e n formations (hills.
cliffsides, etc.) form mckdides. Cracks in the
a living creature jwt as mmpl fd,
undead (dcsuoy 7 Hit Dicc or Inr, et EL). If c m
expmple, he would know the location of ~ u c l e& may open and engulf 1 creanue in 6 (de- at an undead macure of any type, obliteratehns
doom, pawwords. and w forth. termined mndomly). crushing them (when the the m e cffm as E cumll would on a l i v i i
When the spell's duration runs out, the caster die roll randomly determines rhnr a character is ucntun(curingal1bur ld6poLuaofdrmagc,or
only runember$ the general dirmion TO the in danger of falling into a crack and being curing blindness orkblcmind, ere.).
place. All other spccid information is forsotten. crushed, the character gets a saving Jlrow vs.
The spell is instantly negated is the cnstet at- death to =ape falling in). &rrotr*
tempts to write down, record, or disclose that Range: Uuch
special knowledge m &n. Thia spell is often Holy wold Duration: Permanent
used to find a f m nenpc route. Range: 0 Bfh:Ratores 1 level lost to e n q y dnin
Duratiotx Instanmncous
SpenL with Monrtm* EEm: All macurcswithin 40' Thir spell restores one full level of energy (a.
Range: 0 (Cleric only) perimcc) to any victim who has lost a kwl be-
Duration: 1 round per level of the cleric This spell affeers all crearurcs, friend or foe, c a w of enegy & (for inrtpncc. from a
fifir: Permits conversation with any monster within a circular area of 40' radius, centered on vnmpire's attack). It docr not restore more than
the caster. When the cleric wcs this spcll. all one level. nor docs it add a level if no level has
This spell gives the caster the m e r to ask ueacurcsof alignmenu other than the cleric's arc been lm. Furthermore, the deric c & n g thL
qucsrions of any and d living and undcad uea. affected as follows (no snving throw VI. spells al. spell loon one level ofexperience, as ifsttuck by
tures within 30'. Even unintelligent monsters loved): a wight when the spell ir CM, however, the dn-
will undemcand and repond to the cleric. Those ic's lops is notpermancnt, and the cleric need w-
spoken to will not attack the cleric while engaged Holy Word &w Iy rest for 2d10 (2-20) days to rcgnin the Ian
in conversation, bur may defend themselves or u p ro 5th Level: Killed experience.
flee if nrracked. The cleric may ask only one Iml6-8: Stunned 2dlO cum mnC of Ihb@, life&, dniMWC
question per round, and the spell lasts one Level 9.12: Ddened ld6 turns level of experience fmm the victim touched, just
round per level of the cmer. level 1 s t : Stunned Idlo rounds like the touch of a wight or wrnith. C d n g the
The rcvepx of this spell, babble. has a 60' rcvencd rpcll causes no cxpuicncc level lor, IO
range, a duration of 1 turn per level of the cprrer, Any victim of 13th Iml (nHit Dice) or high- the cleric. nor does it require MYrest sfrawd,
and nifmr one target within spell range. The er, or any victim of the same alignment as the but it is a ChpotiC m,avoided by Iawful d&.
viccim may m&e a saving throw VI. spells m casfet, may make a sa* thmv n. spells to
avoid the effect, but with a - 2 penalry to the avoid d spell e&cw. This povcrhrl spell cnnnot slu*inl
roll. If he fails the saving thmw.the victim CM- be blocked by stone, nor by any Mhcr wlid m.- Raqcmudr
not communicatewith any d e r macure for the terial except lead. It CM h o m r he blmked hy Duration: One hour per Iml of the caner
duration of the spell. Even hand motions, writ- an anti.nlagic shell. !xect Ptotccw we CrrUuK ilgdnst d non.
ten nom, tekpnrhy, and all other forma ofcom. mngicnl damage from the a v -1
'
munication will seem garbled. This does not llsiK L h d P d y '
interfere with the victim's spellcprring (if any), Range: 60' m spellpmteco the Dopicntfmn dvmc
but docs prevent him from wing MYmagical Duration: Permanent aonditiolu ofpuqx5. ilxhdiq mrmpl hat or
item which arc activnted by command words- 6ffCCt: h k C S My LVhg C M M mid, lack of air, and so fonh.Whilc the @I
is in
the command words rum into gibberish. eftsr.cttecncocr nadsnoair, food,^. or*.
ma spell is similpr m the sth level speu rsiK =spelld=J~mnepLut
lvmdofi*cnll dead, except thnr it can miie MY living
b n g c 0 (Cleric only) creature-not just h u m w and demihumnns. onr,orp ~blowsfmnctnntrrr.Irc!uspm
Duration: Inrrantaneous Any human or dunihuman recipient awnkens tm against aU @ EwKd by namrnl
Effect Telepom the caster to sanctuaq bedinrely, with full hit pointd, and is able to eondidoor~orhppLoaofaLpcnec.
fight. use abilities. ipeb known. nc., without For example. a cleric might use chis
S e i ro a mPgic-uMr's rekport spell, this any pcnalties--errept thwe penaltics the crea. dcsen or blizzard to prcvenr d a r n a g ~ % ~ ~ ~ :
spell carr~esthe cleric and all equipment carried Malready pwesscd at the rime of death. POI nnrunl conditions; underground or underwnccr,
(but no other crcacures) to the cleric's home. re- example, a victim c u d or &wed nt death ennbling survival without nir; in space, to magi-
gardless of the distance. The cleric mwt have a would still suffer the affliction when &fi~IIy c d y survive in vncuum; or 00 the ckmcnal
permanent home (such as a cutle). and s mdi. If any other living creature (ocher than a hu. hcofPire,mpmccccig.Lureonditioaltirc
cation mom within that home; this mom is the man or demihuman) ir the recipient. the guide- LlW.
lhrrl ICU the gaze m e r of a hili&while re&ing remponry. The DM may wish IO zdvk playcia
Range 0 d of my own abilities and item" is a c&Uy when their wishes meed the limit of the spell'r
Dumtion: One nun per level of the m e r worded wish chat's out of balance. Chpnncrs power (or hi8 patience).
Wm: A l l w aerial or gwous uavcl able to use thee high.levd spells M W y hpmmr Nore: Whenevn M & is de-
uitc pone&l. Thia wish could mult in the ~ r i b e das being unchangeable "even with a
This spell allowa the cleric to move quickly !haracter growing a basiliak head in addition m &," chat mtemrnt supencdu d others hcrc.
and frrely,even b n m n the planes of existence. the character's own head. Wiabu CMcause great problem, if not han-
The cwter (only) my fly in the same mnnner as A wish cannot be used to g i n eitha arpni- dled properly. The DM must IK thn xithes M
given by the magic-user's spell. at a rare of 364' cncc points or levels of qeriencc. reasonably limited or the balance and enjoyment
(120'). The cleric Mah enter a nearby lane of Possible BflEcw: A properly worded wish can of the game will be complcrcly upoer. The DM
existence, simply by concentracing or oneP
round. He may enter a maximum of one plane
subsrimre for any other magical spell of 8th level
or Icss, or MYclerical or druidic spell o f 6 6 level
should na dow d e s that alter the bpries of
the game (such w a wish that dri@m can't
per cum. or I=, at the DM's discretion. This common use breathe for damage). The more unmmnabk
The cleric may b h g one other CIeaCUIC for of a wish is more likely to succeed with lide and grecdy the wish is, the I f f l likely that the
y levels of experience (rounded down;
~ e t five chance for error than other uses of the spell. wish will become rrplity.
for a m p l e , a 29th level cleric could b h g five Othcrvire. if the wish is used to harm another
other cmcum on the journey). I% bring others, cmmre, the victim may make a saving thmw va. Wimdq
he must touch them, or they must much him, spells. If the Iave ia aucceldul, the victim d e s Range: 0 (cleric only)
while the spell is can and the ahifr is made. Any half the ill effects and the other hdfreboundr on Duration: One turn
unwilling c~eamreCMmake a saving thmw M. rhc c m r (who may ah save to avoid it, but Wece A U m the use of one magic-usn dcvicc
spells to avoid the &ea. The cleric must cake with a -4 penalty to the mll). If the wish will or mu spell
the othen with him-he c m o t send them inconvenience amcone without harming him
while mnainiq behind. (for example, by causing him to relepon into a The cleric wing chis speU gpinr the ponu ta
While chis spell is in &ex, the caster (only) prison cell), the victim gem no duow. u s one item n o d l y muicced m magic-wm:
may w m c grwoua fbmr by concentrating for A character can use a wish m gain u ~ u f eup . either a device (such w a wand) 01 a umU con-
one full round. (If he is intcmrpted. no change m a maximum of 50,wO p l d pieces per &. taining a 1st or 2nd level magic.user spell.
occun.)Unlike the potion effect, d equipment HOWCVCI, the c l ~ f elro s s 1 nrperience point per cleric cannot cplt spells of 3rd or heher level,
cprried ah becomes pan of the same grvous gold piece value of ueasure gained. and rhb Imr even chough they may be p m m t on the umll.)
cloud. In this form. the caster may travel at dou- cannot be magicdy restored. ThL ability IMU for one nfrn. or until the moll
ble the normal flying ntc: 720' (240'). While The cleric can use a wish to temporarily or device ia wed.
~MCOUS. the ckriccannotuse item or can spells, chsnge any one ability KOICto a minimum of 3 The dcric magically gains knowledge of the
but PLO cannot be damaged except by magic or maximum of 18. Thia &ea lpns for only six p r o p usc ofthe item, as if the chmner wue a
(weaponsorceminspells).A h , agwouabeing turns. magicmer. For the duration and &ex of the
cannot p a s rhrough a pmm'm f m evd 6 p d Wishes can nbo be used m permanently in- magic.user spell. the CMCI is vcpred M the mini-
c&n or an anri-mrgic shell CMC ability KOICS, but the con is very high: mum Iml neccgpry to cplt the spell.
You mum CMw many d n w the number of
WLh the ability mre desired. All the wishes mwr be
Range: S p d MI within a one-week period.
Duration Special 'lou may mise an ability KOIC only one point
8&ct: special at a time. To r a i ~your Strength ham 15 m 16
takes 16 wish-. P then mise it to 17 will take an
A wish is the single most powerful spell a der- additional 17 wishes. Wishes cannot permn-
ic can have. It is never found on a scroll. but may nently lower ability %om.
be placed elsewhere (in a ring, for aample) in A wish cannot raise the maximum experience
me cam. Only clerics of 36th level and with M level for human chuamrs; 36th level is an a b
18 (or greater) Wisdom KOIC may cast the wish lute limit. Homer.one wish can allow demi.
spell. humans to gain one additional Hit Die (for a
Win#the Wish:The player must say or n m maximum of 9 for halfiings. 11 for elves.
write the CXMwish hb chrnrtcr makes. The and 13 for dwarves). This affects only hit poinu.
wording is very imponant. The wish will wdy rad docs not change any other =om (such as at-
follow the liternl wording, and whatever the in. tack mlls, elves' number ofspclls, cce.).
tentiona of the cleric. A wish can change a demihuman m a human,
The DM shouM try m main& game bnlnncc, or the INCDC. Such a change ia permaacnt, and
e ncithermo genecow no^ caoainpv in de- the fripient don not become magical. Half-
ciding the &em of a wish. Even a I d l y phnucd lings and dwarves become tighten of the m e
nirh. made with god int~ntion~, ma level. Elves become magic-users or fighters (but
d a . However, if the d is Jy!Ym% not both). at the choice dthe m e r of the &.
with mslLiovsintent. the DM should make every The changed character would then gain levels of
effon m dicrmt the d u ofthe spell a that the apcricnce normally. A human chnngn to the
~ not pmdit fmn it. lfncceapry, the DM
C M T does same level demihuman. but no higher than the
can even dimllowthc wbh it would hen have no normal racial maximum.
&. Whenever a dhik or ia m i d n ~ t e d , If one character casts a wish m change an.
the DM should qh (after the game) the prob other's character cluc. the victim (at hb option)
lun or flaw in rhc phmsine. may make a saving duow VI. spelh with a + 5
Here M some examples of faulty wishes: bonua to mist the change.
"I wish that I knm evetything about chis A wish can amctimes change the ICNIU of a
dungeon" could result in the ch~rpcrerknowing pan occurrence. Thia is normally limited ta
all for only a second, and then forgetting it. evenu of the previous day. A lost bade may be
"I wish for amillion p l d pias" can be p t - won. or the lowcs may be made far lesa mere,
ed by having them land on the chnrpctcr (that's
1W.WJfp"d" of2p and thenvanish.
"I wu m unm IC 9 and permanently pos-
but impouible odds c m o t be overcome com-
pletely. A death could be changed to a near-
death sunirpl;a permanent Ims could be made
he wishes to locate. The animal or plant gets no This spell causa a misty vapor to pdse fmm
Druidlc Spells saving throw. (ThL spell is most often wed to the ground around the druid, forming a huge
Druids Mlearn and eut any spell that a cleric find spedal IM planu.) cloud. 'Ikc doud is 1' high per Iml ofthe druid.
can-with the exception of spells that affect and is 10' in diameter for each level. For erun-
alignments (such prorccubn fmm evil). RedinNklrhn ple. a 20th lcvcl druid could CM an obvvlc 20'
However,drui& also have their own cpeh, Ranpe: 0 (druid only) tdl and 200' diameter (100' radius). The doud
spells which clerics and magic-wn cannot uti- Duration: 12 hours has no ill &em acept to block vision.
lize. The druid cannot C M more spells in a day Effect: Gives knowldgc of coming weather The CMCI,and all creatures able to KC invisi.
than a cleric, but he has the advantage of being ble things, will be able to tee dimly through thc
able to learn s Us from two different sources. This spell enables the dtuid to learn the a m - cloud. All othcr crcamea within the cloud will
his own lin anche cleric's spell h. rate weather to come for the next 12 hours. It be delayed and conhrred by the &cc. Whik
Druidic spells tend to concern nature and the affm an ma 1 mile in diameter per level ofthe within the cloud, thne creatures M diatively
natural ordn of Me rather than combat or p e r druid: for example, a 20th level druid would blind.
like many of the clerical and magical spells. DN. lean the weather within a 20 mile diameter (a
idic 3pells u e pko not tevtcsibk. 10 mile radius). The spell d m not give the Pdncc Ph
druid any control over the weather; it merely Range: 0 (druid only)
Firat k v d Druldlc Spdlr predict5 what is to come. Duration: 2 turns per level
E&R: Cream firc in hand
-DDlyl
Range: 5' per level of the csJtcr
Second Level Druidlo 8p.118 This spell c a w a small flame to a p p in the
Duration: One hour Heat r d d druid's hand. It docs not harm the casta in any
Effect: Rev& hazards Range: 30' way, and sheds light ns if a normal torch. Thc
Duration: 7 rounds flame can be w d to ignite combustibk mauri-
This spell combines lome effectsof detect evil Effm:Warms one metal objm ds touched to it (a lantern, torch, oil, m.)with-
and find traps.while it is functioning. the druid out harming the magical fluM.While holding
can concentrate on places, objects, ot ereptvrra Thir spell cow3 one object fo slowly heat and the flame. the cuter can aw it to dhppcar
within range. He nccdr a full round of concen. then cool. It will affect one metal item weighing and reappear by concentration once pa round.
tration to examine one squaw foot of ~ pone, uptoone-hnlfpound(Icn)perlnrclofthem. u n d the duration ends. Other itmu may be
cmNre,oroncunallobject(achest.weapon,ot er. A 12th level druid, forerun le, can heat up held and uscd in the hand while the fm is wt. If
d e r item). Larger objects require more time. to 6 poundc (60 cn-a normgaword, for in- desired. thefue may be dropped or thrown fo a
After he examines the thin , the druid will stance), while a 20th level druid can heat 10 30' range. but d + p 1 round after leaving
B
know whether it is immediate y dangerous, p.
tentiruy d q e m u s . or W i n (all mictly from
pounds (100 en-for example. a two-handed
snotd).
the druid's hand. (Any fue it ignituducing that
round remains burning.)
the druid's point of view). Note that most crea. The heat causcs no damage to magical items.
NRs .IC potentidy dangctouS. This spell will
detect poisons,while other spells may not.
Normal weapons or other items may be severely
damaged. especially if made of both wood and
m-
Range: 240'
The duration is a full hour when uscd in natu- metPl (as a normal Ipace). as the wood will burn Duration: Permanent
d outdoor smings on the Prime Plane; eke. away at the point ofcontact with m d . W N ~C :aw d e n weaponr IO bend
where, the duration is half normal (three turn). If the object is being held when heated, the
heat causa damage to the holder: 1 point of This s ell causes one or more woodm wenp
Panic Pire damage during the first round, 2 points in the OM to tend and (probably) become U K ~ .
h g c : 60' second. 4 poinu in the third. 6 points in the The spell will affect one a r m for each level of
Duration: 1 round per level of m e r founh, and then decreasing at the saute rate (for the cuter; treat a spear. javelin, or magical
Effect: Illuminates cccatuccs or obpts a total of 22 poinu of heat damage over m e n wand as two arrows' worth, and any club, bow
rounds). In the founh round. the searing heat or staff (m ical or otherwise) IM four. The spell
With chis spell. the dnti can outline one o( will cause leathet, w d , paper, and other flam- will not 3 e c t any wooden item other thnn
more ucames or objects with a pale, flickering, mable objecu in contact with the metal m catch weapons. If a magical wooden item (such PI
greenish fue. The fire docs not intlict any dam- fm. an enchanted staff) M the target, the wielder
age. The objects or creacura need only be de- The holder gcu no saving throw, but fue re- may make a saving throw vs. spells to avoid the
tmed in some way (such ns by sight. or a dmcr sistance negates all damage. The character can &st. Item carried but not held get M savin&
inviiblespell) to be the object dthis spell. drop the item at any time, of coune, and crea. throw; magical item with "plws" might not
AU a& against the ourlined C~CPNIC or ob- NICS of low intelligence M 80% likely to do 10 be affected. at a 10% chance p t r "plus." (Por
ject gain a + 2 bonus to a n d rolls. The druid (check each round). example, an m w + I would hive a 10%
can outline one man-sized creature (about 12' of Once the spell has been cast, the druid no chance to be unaffected.)
&e) for each 5 levels of experience. Thus. at I u needs to concentrate; the heating and
20th level, 48' offa can be produced (outlining c % g pmeed automaticallp A dispel mmgic
one dragon-sized ucature: two hone-sized. or can smp the effect, but normal meplg ( h e r . Third Lave1 Druidic Spellr
four man-sized creatures). i o n in water, ex.) will nor. a W-
If the spell is used on an item imbedded in an Range: 360
Locsn opponent (such M amow or ger) the op- Duration: 1 turn per level of the m e r
Range: 0 (druid only) ponent may t e m m the item kXscs inidativc IBCW CPlL lightning bolts from a storm
Duration: 6 turns for h t round (and taka the appropriate heat
&I: Detects 1 animal or plant within 120' damage for that round well). This spell cannot k used unlar a mcm of
Heat damage disrupts mncenmtion; the vic. some (any) type is within rnnge of the druid.
This spell allows the druid to rnre the direc- tim cannot eut spellr during any round in which (This doa not mean that he must k within the
tion of one known normal animal ot p l ~ tThe . hc sustsi~ damage from this spell. spell's range of the storm cloud, but only that
druid can locate (similar to the lanre object the stormy weather be caking place within 360'
spell) any n o d or giant.sired animal. but not 0bICU-C of him.)
fantastic c m t u m , plant monsters, nor any in. Range: 0 (druid only) If a norm is present. the druid may c d 1
telligent creature or plant. Duration: 1 cum per level of the m e r lighming bolt per cum (10 minutes) to strike at
He must name the exact type of animal or Effect Creates a huge misty cloud any point w i b range. The & b e bolr de.
plant, but does not need to m the specific one Mends fmm the ab, hitting an Mp 20' acl(gl.
Each victim within that area tpkn 8d6 (8.48) For the duration of this spell, no planu CM barrier stop all ittacks by planu and plant-like
poinu of ckeuKal damage. but may make isav- prevent the druid's passage, no miner how monsters. so chit they CMinflict no damage. If
ing throw vb. spells to take hnlf damage. The dense. Even mca will bend or magically Open to the caster pwhca through n o d but dense
druid need not call the lightning every Nm un- nllow the druid to pass. The druid CM fmly CPI- gmarh while pmtated. he will open ipath chat
lur dcaired; it remains available until the spell ry e uipmcnt while moving through w h h r i . others CMppls through.
duration (or the storm) ends. ers.%utno Other CmNR Can UK the pass-age. While protected, the druid cannot ittack
Non that idruid can hide inside ilarge tree PIMU except by speb; the plants M p m e d
HoldAnimrl after casting this spell. The druid cannot rrr from the druid's phyical attacks, just as the
Range: 180' whit is happening while he is in the me. druid is protected from thein.
Dunuion: 1 turn per level of the caster
Effm: Pudyzes w e d a n i d 4 plnecdonhom~b~ Control Win&
Range: Touch Range: 10' radiua per level of the wter
This spell will affect MYnormal or giant-ired Duration: 1 Nm per level of the Castet Duration: 1 turn per h e 1 of the caster
animal, but will not affect MYfantasticcreiture, Effect: Pmtecu against lightning ittack Effect: Calm or incmun winds
nor one of greater than animal intelligence (2).
Each victim must make isaving throw vs. spells Any recipient of this spell is immune to i With chis spell, the druid CM cmac all the air
or be p d y r e d for the duntion of the spell. given amount of electricnl damage. The druid's within range to behive as desired. either LVIcu-
The druid CM affect 1 Hit Die of animals for erperiencc level determinn the amount of dam- ing to @e foxe or slowing to idead wlm. The
ch Iml of orperiencc. ignoring "plusca" to age: for each level of erperiencc, one die (ld6) druid must concentrate for one full rum of con-
Hit Dice. For example. i20th level druid could of damage is negated. Subtract the number of centration (can't move or insd;) to change the
cpn the spd i t 10 giant toada (which hive 2 + 2 dice from the number of dice of damage that wind complcrcly (calm to gale, fot a m p l e ) .
Hit Dice each). Note that the spell CUI affect would be done to him. Anv %her-level spclknner uaing thc m e spell
summoaed, conjured, or controlled nnimplr. i lily counter the spell. The effect mows
Example: A 20th level druid c a m chis spell. i ~ecaster.
RoceccionfmmFvison He is protected a g b t ZOd6 lightnin damage. If the spell is cast against M ai^ cmtum (such
Range: Touch
Duration: One nunper lml of the caster
Effect: Gives one cmuurc h u n i t g to all poison

For the duration of chis spell. the recipient is


-
For example, chis would negate the &u of two
fulldllighmingirtacks (of8diceench)onhim.
plus half of a third (8 + 8 + 4 20). The third
cdl lighrning intlicu 4d6 poinu of damage on
him (but he docs gn his saving throw igainnit),
as an clunental), the vicrim CMmakc iwing
throw vb. spells. If the victim fails iu roll, the
druid can day or control the air u e ~ l l tby
proper UK of the wind force. The UCPNR will
only obey as long as the druid main& concen-
completely immune to the effeco of p o r n of and any subsequent c d lighrh# itt& made tration and while the spell is active: if the druid's
all qpm,includinggsa traps and tloudkillspeb. against him will do full damage. concentricion is broken ot rhe spell's durarion
This pIotmion extends to items carried (thus Inpacs. the cmtw will ittack the druid.
protecting against ispirit's poisonous presence. summon-
for example). Furthermore, the recipient pins i Range: 360' Didve
+4 bonus on saving rhrows vs. poisonous bmth Duration: 3 N I I M Range: 240'
weapons (such as green dragon bmth). but not Effect: and bdrienb n o I d Dunwn: 3-18 days
peuifkntion bmth (such as a gorgoo's). Effm:
Liquefies 3,000 qum fcct
With this spell, the druid CM summon MYor
MuaBmuhing all normal animpla within range. Only normal. Nearly identical to the 5th level magic.uscr
Range: 30' nonmigical creatures of ~ h aintelligence
l are spell of the same name, this effmchangn ivol.
Duration: 1 day affected, including munmals, repciln, amphib. ume of soil or rock (but not iconstrunion) to i
Effect: One air-breathing cmrure inns. etc. The spell doer not affect inreets, ar- m o m ofmud. An miup to 10' deep or thick is
thropods,humans, and demihumm. The druid affected, and may hive up to 3.mquare feet
This spell allows the recipient to bmthe while may choose one or more known animals, miy of surface am. The druid may choose the exact
under witer (it MYdepth). It don not affect c d for spceifc typcs. or may summon every. width and length (20'X 150', 30'X 100'. etc.),
movement in MYwy. nor don it interfere with thing within range. The torpl Hit Dice of the M. but the emire mi of& must be within 240'
the breaching of air. impls respanding will equal the level of the of the caster. Crcinrmmoving through the mud
druid. b t normal small ucinues (froga, mice, M slowed to 1046 of their n m a l movement
Fourth Lrvrl Druidic Sprllr squirrels, smd birds, nc.) as 1/10 Hit Die ench.
AnimpL &tcd will come i t their fastest
rate at k. and may lxcome stuck (it thc DM's
dircmion, ivictim mwt makc saving throw vs.
~ t mpmpanuc
l 10' d u n movement rate. and will understand the druid's speb to avoid bemming s d ) .
Range: 0 (druid only) speech while the spell is in effect. They will be.
Duration: 1 Nm per level Of the cecter friend and help the druid, to the limit of their pu p1.01
Effect Gaols or NMM air within 10' abilities. If harmed in M way, isummoned ani. Range: 0 (druid only)
maJ will normally flee, X e spell broken for chat Duration:IMCMIMWUS
This spell allows the druid to alter the temper- pnimrl. However, if the druid is being ittacked Effect Short-range tcleponition
PNR within M mi 20' amw.The maximum when isummoned ~ h aarrives. l the animal
chpnge is 50 dcgms (Fahrenheit). either warmer will immediately ittack the opponent, fleeing With chis spell, the druid EM enter one tree,
or cooler. The change occm immediately, and only if it fails im o d e check. tclepon, and immediitely step out of naother
the effect mom with the druid. The druid may This spell may llso be u r d to wlm hostile ani- me of the name type. The ueu must be large
change the temperature aimply by concentrating mals encountered while adventuring. enough to enclme the druid. The range idruid
for 1 round. and the remperiture will main CMtclepon win by the type of me, as follows.
changed M long PI the spell Iasu. The spell is Fifth Lrvrl Druidic Sprllr
dfor laiaing cold or heit m the caster may
w i v e t u a p e r ~ n ONcmcs.
r~~ AnIi.pLsnc shell O* myptds
Range: 0 (druid only) Ash. Elm,Linden, Yew 360 yard$
Plant Dool Duration: 1 round per level of the druid Evergreen ueec 240 yards
Range: 0 (druid only) Effect: Personal barrier which blocks PIMW Other ueec 300 yards
D d o n : 1 turn per level of the caster
B&er: Opcna ipith through growth This spell cmtn M invisible tarrier m u n d
the druid's body (Iur than M inch iwiy). Tht
Sixth Level Druidic Spell8 ration. The items caught arc not harmed by the (pit. e&. fire. water) in one day. The clemenral
effect. but d e n weapons (bows. crossbows. will understand the druid's spoken commands
4nnri-Animal Shell most spcm and javelins. ctc.) and magical items and will perform any & within iw p e r (car-
h g c : 0 (druid only) (wands, staves. etc.) cannot be used while tying. attacking, etc.) directed by the caster,
Duration: 1 turn per level of the caster trapped in the effect. Unlike the magic-user's version of the spell.
Effect: Personal barrier that blocks animals Once created. the wave of force docs not re. the druid does not need to concentrate to contra1
quire concentration. Howcver. the caster may the crearure. The caster may send it back to its
This spell creates an invisible barrier around cause it to vanish before the duration ends by own plane with a iimplc command, and some-
the druids body (less than an inch away). The concentratingfor one round. one else may send it back by the w of a dispel
barrier stops all atracks by animals. both normal Thisspell has many useful applications during ma.& or dispel evil spell.
and giant-sired, as well as in- and all other mass combat ( a g h a group of archers or siege
nonfantastic creatures of animal intclligence ot engines) and waterborne adventures (to move a weather Control
less (0.2). The druid cannot attack animals while ship). It will move wooden objms which have Range: 0 (druid only)
e d by use of othn spells; the ani-
p t ~ t ~ t except metal atmhmcnn (such as trcasurc chests). Duration: Concentration
mals are protected from the druid's physical at- Howcver. it will not move permanent CMSCNC- Eftecr: All wearher within 240 yards
tach. just as the druid is protected ftom theirs. tions (such as buildings, including objects per.
manently attached to them such as doors) or This spell allows the druid to create one spe-
Summon %ather other secured objects (such as tms). cial weather condition in thc surrounding ~1
Range: 5 miles or more (within a 240 yard radius). The caster may selccr
Duration: 6 rums per l ~ c l Seventh Level Druidic Spell8 thc weather condition.The spell only work out-
Effect: Brings weather to druid's area doors, and the weather will a f f ~all
t creatures in
Creeping Doom the area (including the caster). The effcm last as
When the druid casts this spell. some known Range: 120' long as the caster concentrates, without moving,
nearby weather condition is pulled to thc druids Duration: 1 round pet Imcl of the caster if the caster is being moved (for cxamplc. aboard
location. The druid docs not have control of the Wect: Creates a 20' X 20' insect horde a ship), the &cct moves also. The spell's effects
wcpthcr, but merely summons it. vary, but the following results M typical:
Only a druid of 25th level or greater may sum-
mon scvcre weather (hurricane. severe heat
This spell magically creates a huge swum of
1,000 creeping insects. appearing anywhere
-
Rain: 2 penalty to attack rolls applies to all
missile fire. After three t u r ~ rhc
, ground be.
wave. etc.). The range of summoning is 5 miles within 120' of thc druid (as c h m by the cast- comes muddy, reducing movement to half the
at lcvels 12 to 15. adding 1 mile for ea& level of er). They fill an area at least 20' X 20', and can bc normal rate.
the caster above 15th. (A 20th level druid could ordned to fiU any area up to a maximum of Snow: Visibility (the distance a creature can
summon wnrhcr from up to 10 miles away.) 60'X 60'. see) is reduced to 20'; movement is reduced to
The ueeping doom can move at up to 60'(20') half the normal rate. Riven and screams may
lknrpon Through P h r a if the caster remains within 120' of any pan of freeze over. Mud remains after the snow thaws.
Range: Infinite the swarm. They vanish after the duration ends. for the same movement penalty.
Duration: Instantaneous or whenever the druid is more than 120' away. Fog: 20' visibility. half normal movement.
Effect: Long-range tclcportation The insects always attack everyone and every Those within the fag might become Imr, moving
thing in their path, Micting 1 point of damage in the wrong direction.
This spell may be used a maximum of once per 10 insects. a total of 100 pints per round to Clw: Thia cancels bad weather (rain.snow,
p n day. The druid must be neat a plant (of any each creature caught in the effect (no saving fog) but not seconduy effects (such as mud).
sire), and must choose either a general location thmw). Normal attacks (suchas fue) can damage Intense Hear: Movement reduced to half nor-
or a specifc known plant clsewhcrc. After cast- the horde slightly, but even a fmul spell will mal.Excesd water (from rain, snow, mud ws-
ing the spcil. the druid magically cnten the only slay 100 of them (reducing the damage ac- muted from rock. ctc.) dries up.
nearby plant and steps out ofa plant at the desti- cordin]!y). The cFping doom can be destroyed High Winds:No missile fueor flying is p i -
nation (if the druid could not s ecify the exact by a upel magic spell (at normal chances for ble. Movement reduced to half normal. At sea,
plant. he appcm from a plant c!ncrmined ran- success), but it can peneuatc a protection fm ships sailing with the wind mwe 50% faster. In
domly by the DM). There is no limit to the evil &I, and can move over most obataclcs at the desert. high winds create a sandstorm, for
range. but the plants must both be living for the the normal movement rate. half normal movement and 20'visibility
spell to work. and must both bc on the same Tornado: This cteatcs a whirlwind undn the
plane of eldarencc. If either plant is dead. the Metal to wood druid control, attacking and moving as if it wp( a
spell fails. Otherwk. the caster immediately IC- Range: 120' 12 HD air elmcntal. At sea. treat the tornado as
appcpn st the new location. The caster can trans. Duration: Permanent a storm or gale.
porc IWO additional willing creatures. Effect: Changes metal into dead wood
lbrn Wood Thii spell can be used to change any metal Magical Spells
Range: 30' item or items into wood. The spell can uans-
Duration: One turn per level ofthe druid mute five pounds (50 cn weight) per level of the Casting Magical Spell6
Effect: Pushes 111 wooden items away casrcr. Any magical m e d itcm is 90% miscant Spells used by ma&-users and elves are some-
to the magic. The effect is permanent. and the what different from thox used by c b i u and
This spell creates an invisible wave of force, affected metal cannot be changed back with a druids. both in their dfcm and the ways they
120' long and 60' call. Its midpoint can be cre- d*peI magic spell. Any armor changed to wood arc learned and used.
aced anywhere within 30' of the caster. This wave falls off the wearer and any weapons affected
of force then immcdidy movn in one horiron-
tal direction, as specifred by the caster, at the
rum to nomagical wooden clubs. w-
When a magicmer or elf begins play at fmt
rare of 10' per round. If the druid desires. he can Summon Elemental Icvcl. he s t m with a s ell book. given to him by
stop the wave of force at any time. but cannot Range: 240' his tcachcr. The spdlgook will contain two 1st
thereafter move it again. Dusation: 6 turns level spells. The Dungeon Master will tell you
AI1 wooden objects contacting or contacted by WK~: Summons one 16 HD elcmenral what spells your character s m with.
the wave of force bccome stuck to it and move The spell book is large and bulky, and cannot
with it. The wave of force continues moving un- This spell allows the caster to summon any one be easily carried (about 2' squuc, 2-6 inches
il it reaches the maximum range of 360 feet, clcmcntal per spell (see Chapter 14). The druid thick. weighing at least 20 pounds). Ir will not
md stops there for the remainder of the spell du- m y only summon one of each type of elemental fit inside a normal sack of anv sire. but mav be
carried in a backpack or saddlebag. All spell magic hidden from them. Higher-level . character's time, leaving none for adventuring.
books are written in magical words, and only users may even decide to steal or dcsuoy th ' A character can d e a second spell book to
their owners may read them without using the spell books to teach them a lemon-forcing tnem leave in a safe place in cue his primary book is
read megicspell (described later). to work for many boring weeks or months to re. destroyed. This doesn'r take all the rime and
Aa previously discussed. the mngic-user or elf COIIS~NC~ them (see "Lost Spell Books," below). money which reconnruction of spells IC uim a
forgcu each spell as he casts it. This is why he has But that's casual exchanges of spells. It's magic-user or elf could copy four s p e i a dhy
a spell book: He can memorize the spell again known for magic-usersto give spells to PCs in from hu p t i m q spell book IO his "backup!'
later and have it available to him once more. more remarkable circumstances. For instance,
On the magic-user and elf experience tables, low-level spellcasters might do a p a t favor for a T h C Php u u M u % s s p l lBook
the "Spells/LNel" columns indicate how many h i g h h e 1 magician (save his child, undertake a Both the player and the DM need to keep
spells of each level the characrer can have memo- special quest for him and demonstrate remark- vndr of exactly which spells M in a chprmer's
rized at one time.This doesn't limit the number able bravery while w i n g it out, etc.). In such a spell book. Both people can keep unck of which
of spells the character CMhave in his speU books. case. it is not necemily inappropriate for the spells the character has had PCFCI( to: the player
For example. a fourth level magic-user can NPC to reward the PC with a spell. can keep track of the ones the character acquires.
memorize four spells-two 1st level and two 2nd The 'Ihcher: Once the player character reach- If eyer there's a difference in the IWO q x U lir
level. But his spell book might have more spells es 4th experience level. his teacher donn't have the player should be able IO remembcrwhere th
written in ir. He might have six 1st level spells to leave play entirely. The PC might be able to character acquired the mra spells: if the wlr
written in his book, for instance. and he might visit and train with him from h e to h e . and nation doesn't sari& the DM.he's mav
have three 2nd lcvel spells. He can still only the teacher could continue to teach him spells. the spell from the c h k t e r ' s &I1 book: A $1
memorize two of each type in a day. But since the PC is a journeyman now, the teach- dix 3 provides a copyablc spell book &et. on
er might also require him to undertake specific which playen can keep the name and dcvriprion
MNmsplL tasks ("Now,I need you to take this flask to Bs- of all their characters' qxils.
Every magic-userand elf was taught magic by devius in far-off Pmkaland . . . and don't In
bmcone else-normally, by a nonplayer charac- the dragon get you:') in order to remain his SN-
t u spellcaster of 7th experience level or higher, dent. While the PC could continue learning
Revrnible Sprllr
Your campaign can aasume that magic-user spells this way, the teacher should not be his only Unlike clerical spells. magical spells mun be
and elf characters have such a teacher, whom source for new speu1: he should be learning oth- memorized in their rcvcned form to be usable in
they visit and learn from whenever they're not ers as he adventures, rhat form. The spellcpnermust w l m the normal
adventuring. The DM may wish to work this Scroh: One magical treasure sometimes or reversed form of the spell when he memorizes
NPC into a full-fledged character who can ap. found in adventures is the magid suoll. Some the spell for the day. Then's no problem to
penr in adventures as a consultant or expert. scrolls have magic-user spells written upon memorizing a spell in reversed form: if the spell
The PW teacher does not go on adventures- them. A magic-user can use the scroll by caning can be reversed. the magic-user knows how to
not until the characters reach or exceed his expc the spell from it-in which CPK the written spell memorize ir char way.
rience level. and only then if the DM wishes him disappears as soon as it is cast. Or,he can transfer Of coune, a magic-utcr could memorize it
to. Otherwise. the player charuters would have it to his spell book (during this procns. the spell once in normal form and once in reversed form.
a very powerful ally along. one who would solve disappws from the scroll), and he will have For example. if a spcllcasrer h u a lighr spcll in a
most of their adventuring problems. gained a new spell. spell book, the character could memorize both
When the player character begins play, the Enemy Magburn: Should the PCs encount. lighr and darkness for an adventure.
teacher gives him a spell book with two 1st level er and defeat an enemy magic-user,the PC In the spell lU0 below. aU spells which can be
spells in it. When the PC reaches 2nd level. the magic-user mi ht uy to help hinuelf to the me. reversed are marked with an asterisk (*).
teacher writes another 1st level spell in the book. my's spell boof. The DM should make sure that
When the PC reaches 3rd level. the teacher will the spell book has many spells which M identi. P i n t Love1 Magical Sprllr
write a 2nd level spell in his book, and when he cal to those in the PC's spell book: Most magic.
reaches 4th level the teacher will give him one usen have many spells in common, especially the AMlyre
more 2nd level spell. lowerhel spells. The PC should gain only one Range: 0 (touch only)
In many campaigns, that's the point at which or two new spells out of such an encounter. A Duration: 1 m n d
the teacher stops instructing the character. The new spell is a IM find. and a spell book is an Effect: Analyzes magic on one item
character has gone from apprentice to journey. even rarer treasure: the books PIC always well
man.and now he must journey in order to leam hidden and protected. PCs using someone else's A spellcaster using rhis spell can handle one
more of magic. spell book ma fmd magical traps and curses item and learn the enchantment on ir. I
So, where can PCs learn more spells? Th within before &cy fmd any new spells. muat be put on the s Ikasrer's hend. s
have several options, and may explore any or I
of them during their careers.
3 held in his hand. bracecu put on his wrist. etc.
for rhir spell IO work. Any consequencesof rhis
Higher-level Spells
Other Magic-Urn: By ancient t r a d i t i o n 4 A magic-user cannot put into his spell book a action (for example. from c u d or booby-
necessity and common sense-magic.users M spell of a higher.level than he can cut. In other trapped objects) fall upon the spellcaster.
loathe to d e spells among themselves. Each words, if he can't yet cast P 3rd level spell, he though he geu his usual saving thmws.
magic-userknows that he may become a very certainly can't write one in his spell book. The spclkasrcr has a chance of 1% plus 5 %
powerful wizard some day . . . and that he may per experience level to determine one mpricnl
end up being the enemy of another wizard of latspellBoolrr characteristic of the item; if the item is non-
similar power. No wizard wanu to teach the oth- A magic-useror elf whose spell book is lost or magical. his chance L IO determine that &I.
er fellow magic that can kill him. This is some- destroyed cannot regain spells until he repl- The spell does not r e d much precise infor-
thing the DM should reinforce in his campaign: the spell book. He can't just read from some. mation. Ir will characterize a weapon's plur
If he fmda characters casually trading spells from body else's spell book. He can recreate the spells (attack bonus) as "many" or "few," will esri
their spell books. he should remind them of the
traditions of smecy. of the p a d R ~ P M M for that
..
from memory and rcMprch . but it takes a lot mare the number of charges on an item withit,
25% ofthe wal number,ea.
of money and a lot of time.
d i t i o n . ofthe paranoia that infects the magic- The method, amount of time, and cost it
wrs' community, and so on. If they decline to takes to recreate a spell book arc for the DM to chvmpcrml
accept his recommendation,their charuters may decide. Here's a rough guideline: 1,000 gold Range: 120
pick up a reputation-as magic-users who can't pieces and one week of study for each spell level Duration: See below
kccp their trade smn. Other spellcasten. per. replaced. (For example, each 3rd level spell Effect: One living person (see below)
haps even their old teachers. will refuse to teach would require 3.000 gp and three weeks to re.
them and will take special pains ta keep their construct). This reconstnution takes up aU the This wll will only a!Tm humans. dcmi
is allowed a saving throw vs. spells. If the saving by a ueaturc or object. The flonring disc is m- Thus a 6th level spellcut&may create thm mu-
h w is succnsful, the spell h u no deet. If it ated at the height of the rpellcner'r waist. and siln. The rpelk~~ter may shoot the miuila all at
fails, the vi& will believe that the spellcuter is will always remain at that height. It will auto. one mgct or at different targets.
its "bcstfriend:'andwilltortoddendthe~lL matically follow the rpclltnn at his current
cuter$" p"y, threat. whether real or & a g movement rate. remaining wirhin 6' of him at Pmcertioafmmm
ined. e VKW IS chumcd. all timcs. It can never be used p1 a weapon, be. Range: 0
As a general rule, the spell only affects uea- cause it h u no solid existence and veers away Duration: 6 N ~ U
wa which look similar to humans in various from anything it might run into. When the du- Effect: The spelkutcr only
ways-humans. demihumans. certain giant- ration ends. the floating disc will diwppear. sud.
c l w u n t u ~ erc.~ , It will not affect nnimaJs, dcnly dro ping anything upon it. No saving This spell cream an invisible magical barrier
magical creatures (such as living statues), un. throw is alYowed. all nmund the spellcuter's body (lus than an
dead monsters. or human-like CreaNreS larger inch away). A11 attacks against the spelhtcr M
than ogres.
If the spellcaster can speak a language that the
Hold hml
Range: 10'
-
penalized by 1 to their attack rolla. and the
spellcuter gains a + 1 bonus to all w i n g h o w .
chumcdvictim undeutands,the spelkuter may Duration: 2.12 (2d6) Nm while the pll Im.
give orders to the victim. These orders should Effect: One door, gate. or similar portal In addition. endwted creatures cannot at.
sound like suggestions. u if "just between tack the spellcuter in hand-to-hand or melee
friends!' The chumed victim will usually obcy, This spell will magically hold shut any combat. (An enchanted unture u one that nor-
but the victim may resist orders that M contrary portal-for example, a door or gate. A k n d mal weapons cannot hurt: only magical weapons
to the victim's neNre (alignment and habitst- spell will open the hold porml. Any CICUNR can hit the crcaturc. A CrCaNre that can be only
he doesn't need to roll anything to mist. A vic. t h m or more Hit Dice greater than the caster hit by a silver weapon-a werewolf. for
tim will rduse to obcy if ordered to kill itself. (and chprpcte~t h m or more levcL higher) may nrpmpk-is not an enchanted creature. Any
A chum may lut for months. The victim may break open a held portal in one round. but the C ~ N that K is magically summoned or con-
make another saving throw every so often, de- portal will relock if allowed to closc within the trolled. such PI a charmed chnrpner. is also con-
pending on its Intelligence score. duntion of the spell. sidered to be an enchanted creature.)
Example: Any 5th level character can break The bnniet thus completely p m m a all at-
Charm Person Duntion through a hold p o d spell cut by a 2nd lwei tach from thnse c r e a m unlur they we missile
spellcaster. weapons; the b i e r is no defense agaim mis.
lfthc Wcth Hu:
High Intelligence (13.18):
He Saves Eveq:
1 day
light. tack roll penalties.
-
siles, though the snacken still suffu che 1 at-
Avenge Intelligence (9.12): 1 week
l a w Intelligence (3.8): I month Range: 120' This spell will not &ect a magic miwile. ei-
Duration: 6 NIM + 1 turnllevelof the cuter ther incoming or outgoing. If the spelkutcr at-
A more complex aystem for determining the Effect: Volume of 30' diameter tacks (hand-to-hand)anyth~w during the spell's
duntion of a chum spell appears in Chapter 13, duration. the e&n changes slightly Enchand
on page 144.
A victim who is given conflicting orden and
Mprcaaions by his old adventuring friends and
r
?his spell mates a Iar ball of light, much
like a bright torchlight. I the spell is cast on an
object (such as a can), the lighr will move with
macure ue then able to much the s Ikutn.
but rhe attack roll and raving thrw $&meno
aill apply until the spell duration ends.
his new "best friend" should react u any person the object. If cut at a creatirre's eyes, the crca-
would in r e d life: with confusion. He will not NK must make a saving throw vs. spells. If he ReadL-ynla
automatically assume that one pmy or the other fails the saving throw, the victim will be blinded Range: 0
.
is lying . . even if the player wants him to. by the light until the duration ends (see page
150. forthccffectsofblindneu). Ifhemakesthe
Duration: 2 nuns
The chum is automatically broken if the spell- Effect:The spellcuter only
cuter attach the victim, whether by spell or by saving h w , the &hr appears in the ai behind
weapon. T k victim will fi ht normally if at- the intended victim. This spell will allow the spellcaster to d.
not
tacked by the spellcuter's d e s . When reversed, lhis spell. darkness, creates a spepk. any unknown languqa or code, includ-
circle of darkness 30' in diameter. It will block all ing vcuure map. secret symbols, Md so forth,
Detm Magic sight except infravision. Darkness will cancel a until the duration a d s .
Range: 0 light spell if cast upon it (but mny itself be an.
Duration: 2 turns celcd by another light spell). If cast at an o p p Read Magic
Bffcct: Everything within 60' nenr's eyes, it will cause blindness until Range: 0
canceled. or until the duration ends: u before, Duration: 1turn
When he cam this spell, the spellcaster will the victim d w get a saving throw. Effect:The spellcasteronly
see a glow surround all magical objects. crea.
tures. and places which M visible and within Ma@c Mis~ile This spell will allow the pllcprrer to read, not
range of the spell. No saving throw is allowed. Range: 150' speak, any m i d words or mnn, such u those
Example: Shortly h e r casting this spell. a Duration: 1 round found on sa% and otha items. A spellcuter
magic-user walk into a room containing a door l3Rect: Creatn 1 or more arrows cannot understand unfmilint magic writings
locked by magic, a magical potion lying nearby, without using this spell. However,once a spell.
and a weamre chest containing a magical wand. A magic missile is a glowing MOV. created cuter reads a scroll or funcs with thL spell, he
All the magic will glow. but the spellc~~ter can and shot by magic, which inflicts ld6 t 1 (2-7) can read or p a k that magic Inter wirhour using
see only the door and potion: the light of the points of damage ro any creature it strikes. After a spell.
glowing wand is hidden by the treasure chest. the spell is cast, the MOV appears next to the &I spcu boob M written in mpBicd words,
spellcuter and hovers there (moving with him) and only their owners may read them without
plmeing Diu until the apdlcuter causes it to shoot. When using this spell.
Range: 0 shot. the magic miwile will automafiEpu hit any
Duration: 6 NIM one visible target the a p c b t e r spec& The shield
EfEct: Disc remains within 6' magic miwile ac~pllyh u no solid form, and Range: 0
cannot be touched. A magic miuile never miun Duration: 2 NIM
This s ell creates an invisible magical horizon- its wgct and the target is not allowed a saving Effect:The spellcaster only
2
tal pla orm about the siie and shape d a small
round shield. It cpll carry up to 5000 cn (500
t h .
Por every 5 levels of experience of the cnrter, ThL spell crcatn a magical barrier all around
pounds). It Cannot be created in a D1aw oceuDied r m more missiles M created the name spell. the spellcuter flcss than M inch awav). It moves
with the spellcaster. While the duration IPM. will not affect it, and infnvkion cannot penc. thowhts of any ingle living creature, regardku
the spekaster ha8 an AC of 2 against misides, trace it.If cplf on a cmture's eyes. the creature of the language. The spell does not plbw the
and AC 4 againsr all other attacks. must make a saving throw VI. spells or be blind. caster to hear the h u g h a of undead cmtum.
If m e o n e shoar a magic miuile at a spell. cd until the spell M removed. A cunrinud &br If more than one creature is within range and
caster protected by this spell, the spellcaster may spell will cancel its effcus. in the direction the m e r is mncenuwng, the
n u k e a saving thmw w. spells (one saving throw spellnrter will "hear" a confurcd jum k of
per miuile). If the saving throw is succnrful. the Detect Ed thoughts. The spellcastera n wn out the jumble
q i c m M e has no effect; it hits the barrier and Range: 60' only by conccnmting for M extn six m da to
mpontcs. Duration: 2 N ~ W fmd a single creature.
Effect: Everything within 60' ESP will not be hampered by MYamount of
s*ep wood or liquid. and wdl pencuate as much
Range: 240' When hia spell is cast, the spclkaster will see fwo f e e of&, but a thin coating of k.d will
Duration: 4d4 (4.16) turns a glow surround all evilly-enchanted objects block the spell. Tnrl(eu can make a saving throw
E&c 2-16 Hit Din of living c m m m within a within 60'. It will also cam creatum that want vs. spell to avoid the rpd effects.
40'quam ma to hann the spellcaster to glow when they PIC Themclaeofthirspell,mindm~,mybe
within range.The spell. however, does nor pllow nrt, by couch. on MYone creature. Thc mipi-
This spell will put creatures to dcep for up to the spellaster to hear the actual thoughts ofthe cnt is complncly immune to ESP and all other
16 turns. It will only affect c m t u m with 4 t 1 UCPNICS. forms ofmind-mding for the spell duntion.
Hit Dice or 1-generally, amdl ot man-sized Remember that Chaotic alignment is not au-
cmcum. The spell will not affect m a t u m out- tomPticdy the m e as Nil. although many In?ilibiliq
side the 40' X 40' am which the layer choores chaotic monsrers have evil intentions. naps and Range: 240'
&M UndCad Of Very 1-e
P
M the spell's wga am.The spel will not work p o h n arc neitha good nor evil, but merely Duntion: Permanent until I I
M N I C S . SUCh U dangerous. Effect: One creamre or object
dragons.
When a chhnmncer is first hit with a deep spell, Dnsr Invisible Thi spell will make any one C ~ S - WJCCI
falling or sagging to the ground will m wake Range: 10' per INCI of the spellaster invisible. When a creature h n invisible. all
himup.Howcvc~,duMnr&tedbyarleep Duration: 6 NIM items that he cartin and WCM also become in&
spell arc not in a deep dcep. Any ~ l ~ ~ pchar.
ing e t : The spelhter only ible. Any invisible item bccoma visible again
mer or creature will awaken if slapped. kicked, when it leaves the creature's posression
01 haken. When chis spell is CM. the lpellcpner can see (dropped, KCdown. CK.). A light source (such
ChPMcrs CM kill a sleeping victim with a sin. all invisible cteatures and objects within range. as a torch) may be made invisible, but the light
gk blow of any e d e d weapon, r e ~ l a of s the The 10' fot epch k V C 1 Of the Y p C k U t C t . given off will dwys remain visible.
crcnture's hit points. For ample. a 3rd level spellmet can uy chi If the ~pell~utcrmakes an object invisible that
%ur Dungeon Master will roll Id8 to find the spell to see invisible things within 30'. is not %carried or worn, it will h e visi.
total Hit Dice or experiencelevels ofmonstemaf. ble again when touched by MYliving C ~ N I C .
fected by the spell. Enmngle An invisible creature will remain inwible until
The victims get no saving throw against this Range: 30' he or she a& 01 cam m y spell.
spell. Duration: 1 round per l ~ e l
EfTem: Gnuols mpu Knc
Vemhqdm
Range: 60' This e l l d l m the spellcaster to uy any Duntion: Sce below
DUnUOn: 2 NIM ropelike object of l i h g or once-living miterid Effect: One lock or bar
B&cr: One item or location (roots, vines. leather mpn. plant-fibre mpa.
nc.) io behave as he or she orders. About IO' of Thisrpe~~wil~opmanytypcoflock.This II
This spell will allow the s p e h e r to make
the round d hi^ or her voice come from m e -
normd 'lr" diameter vine plus I' per INCI ofthe
m e r can be affected.
will open an n o d or magicdly IOCLC~
(one a f f e c d by a hold pDml or wizard I d
Er
where ek.'such as a naNc, Mimd. a dark cor- The c o m m d which can be given during M spell). and any mm door (but a SCCICI door
ner, and so forth. The "somewhere e W must e n ~ # l spell
c include: coil (form a n n t d). must be found before ir EM be knocked open).
be within Ian@ ofthe spell. coilmdknor. loop. Ioopandknor. uemdknor, Any magic will remain, however, and
and the ~ C Mof all the above. Thc vine or will take e&ct once again when the daw i
Second kvol Magical Sp~ llr rope must be within 1' of MYobject it is to coil
around or tie up. x) it must ofra be thrown at
doaed. This spell will also unlock a gare, or un-
stick it if it is stuck, and will cause dny-t
ConiiIuIal Light' the target. This rpell is vup &I in climbing chest to own e d v . It will nL0 c p w a barred
Range 120' situations; a spellcaster can twa a rope up the door to &.m ~ a l l forcing y the bu to fdl
Durachl: Permanent
B&n: volumc of 60'dillmeter
side ofa wall or cliff and command it to loop and
knor itself nround a projemon at the height of
the floor. I f i door is locked and barred. only
type oflock will be opened.
03
the throw. Coil m d h r e&ctively ties up a vic-
This spell crcpw a globe of light 60' PCIOS. It rim. Loicw
is much brighter than a torch,but not PI bright A person or monster anacked by MYuy of RMF: 0
PI full daylight. It will continue to glow forever, the spell my make a saving thror w. spells to h u O n : 6 turns t 1 Nm/kveI ofthe caster
or until it is magically removed.It may be n r t on avoid the effects of the enm& Effect: The ~ p e l l only ~ t ~ ~
an object. just as the first INCI light spell. Ifcast
at a creature's 'yn, the vicrim muat make a sav- E
w When thL spell M cast, the spellaster ma
Lythmsvw. spells. If he fails the saving h o w , Range: 60' move up or down in the ai^ without any suppon
the victim is blinded-permanently, or until the Duration: 12 turns This spell doer nor, however. allow the spellcprt.
spell is dispelled. If he makes the saving throw, Effm: All thovghts in one direction er to move from side to side. For arnmplc, a
the globe will still appca~,but will remain in the spekastn could levitue to a ceiling. and then
place it WM cast. and the intended vicrim will This spell will allow thc spelkpttcr to "hear" could slowly move sideways by pus& and pull.
suffer no ill effects. thouphts. The spellcnner must concentrate in ing. His movement up or down is at the rate of
Thc lcvclx of S r spell, mnrinunl darkness.
i one direction for six rounda (one minute) to hear 20' per round.
ueata a volume of complete d a r k in a 30' the thoughts (if any) of a mature within ruyc. The spell c a n m be CUI on d a pnoa or
radius. 'IbKhes, hremr. and cvcn a &br spell Ihe spell allonthe s p e h t e r to undentnad the object. The spellcpter may carq a normd
mount of wcighr whlc levitating. up to 2.000 castcr moves. talking if the spcllcastcrtalks. and M. spells; ifhc is succc&l, the victim is not af.
.n (200 Ibs) in weight. poasibly anothn man- so fonh. The spcllcprtcr need nor conccnrratc: fectcd, and rcalircs that thc attack is an illusion.
ized CBNIC (if ir isn’t wcaring metal armor). thc impgca will rcmain until the durarion ends. The phantasmal force will rcmain as long as
lny crcaturc smallct than man-sized can be cac. or until they arc hit. the spcllcnstcr conccntraccs. If the spcllcastcr
ricd. unless heavily Iadcn. No saving throw is al- The imagcs arc nor rcal. and cannor actually moves. rakcs any dmngc. or fails any saving
lowed. do anyrhing. Any succcsdul attack on the spcll- throw.his concentration u broken and the phan.
castcr will suikc an imagc instead, which will t a m disappears.
Locate objm mcrcly cause that imngc to disappeu (regardless This spell never inflicts any rcal dmagc.
Rangc: 60‘ + 10‘ pcr lcvcl of thc spcllcasrcr of the ~ ~dunage): a lthis continucs until all Those “killed” by it will mcrcly fail uncon-
Duration: 2 turns thc imagcs PIC dispelled. (If thc spcllcastcr IS scious, rhosc “turncd to stone*’ will be paca.
Effect: Onc object within rangc caughr in thc cffcct of an Mea-rypc attack. such lyrcd, and so forth. Thc cffects wear off in ld4
as a fmbd spcll. all imagcs will disappcac and turns. If the charactcr does makc his saving
Thc spcllcprtctcasu thu spell 10 find an object thc spcllcasrcr will be &cctcd by the spcll.) throw to realize ehpr the atmk is an illusion. the
within the spcll’s rangc. For this spell to work, damage suscaincd disappcm immediately.
thc spcllcasrcr must know cracrly what thc ob- Phnauomnl Porn
ject looks likc. He can spccdy a cnmmon typc of Rangc: 240’ Web
object. such as “any flight of stairs:’ hrcad. Duration: Conccnrration (scc bclow) Rangc: 10‘
Thc spell will pomr to rhc ncnmr designatcd Effect: A volume 20’ X 20‘ X 20’ Duration: 48 turns
object within range. giving rhc direction but nor Fffect: A volume 10’ x 10’X 10’
thc disrancc. This spcll creatcs or changes appearances of
The spcll‘s rangc incrcascs as the spcllcotcr everything within the PICP nffcctcd. Thc spcll. This spell crcares a mass of scicky strands
gam lcvcls of cxpcricncc. For cxnmplc. a 2nd caster can create the illusion of something he M which arc difficult to destroy m c p t with flmc.
Icvel spcllcotcr can locate objccu up to 80’ she h o seen. Ifnot, thc DM will give a bonus to It usually blocks the area affected. Gianu and
away; a 3rd lcvcl spcllcasrcr. up IO go‘. the saving throws of those trying to ignore the othcr creatures with great strength can break
spell’s effects. If the speUcotcr docs nM usc this through a web in 2 rounds. A human of Avcragc
Mirror Image spell to amck. the illusion crcatcd by this spell Scrcngrh (a score of 9-12) will take 2d4 (2.8)
Rangc: 0 will disappear when rouchcd turns to break through the wcb. Plnmes (from a
Duration: 6 turns If the spelkaster uses the spcll to ncaic thc il- torch, for cxmplc) will dcstroy the web in 2
Effect: T h e spcllcastcronly lusion of a monster. it will appear in cvcry way to rounds, but all creatures within the web will bc
bc the monstcr in qucsrion. Howcvcr, rhc mon. burned for 1-6 (ld6) poinu of dmagc. Anyone
With this spcll, the spcllcastcrcrcaccs Id4 (1- siet is AC 9 and will duappcac when hir. wcaring gnunrlcrs of ogre power (a magical trea-
4) additional imagcs which look and acr mctly If the spcllcastcruxs the spell to crcptc an at- sure) can break free of a wcb in 4 rounds.
likc him.The images appear and rcmain next to tack (a phantasmal magic missik. collapsing
(withm 3’ of) the spellcastcr.mnvinp ifthc SDCU. wall, ctc.), the victim may makc a saving throw
W M W could fly into the ether of cuter space. magic works. w a b u d spelkamr can still not
Range: 10' The spell don not protect pmplc fmm the ef- cp61mo1~than onespell per round. and thew
Duration: Permanent fects of p o h gpuer unlcg the gas in question is of magkd device (such as m&) cannot be
Wm: Oncpntd O I lak a normal component of the atmmphere. speeded up.
Themcrseofcbiarpell,&nv,willrrmovethe
This spell is a more ponchl version ofa hold Dirpcl M y i c effectsof a h spell, or will cause IhCvkrimrfo
p o d spell. It will work on any lock, not merely Range: 120' move and attack at halfnonnd rpeed.
doors, and will h t forever (or until magically Duration: Permanent As with hasre, the slm spell dar not d e c t
dLPJled). However, a l m d spell can open the Effect: Duuoys spells in a 20' cube qAkutin8 orthe w o f m g i d d c v k n .
wizard lock. The victims may make a w i n g throw vs. spells
Thc wizard who cast the wizard lock can easily Thisspell destroysother spell effects in a cubic to avoid the effect.
open the door he has enchanted. as CM any volume of 20' X 20' X 20'. It does not & e t mag.
magic.* chuPctcr or mture of three or icnl items. Spell effects crzated by a caster Hold Paaon*
more levels (or Hit Dice) greater than the caster. (whether cleric, druid, magic-user, or elf) of a Range: 120'
This son of door.opcning don nor remove the Iml qud to or lower than the speUcPcnr ofthe Duration: 1 turn/lcvel
magic, and the magical lock will relock when d- dispel magic PK automnticnlly and immedhtely Effect: Pnnlyzcr up to 4 Cleaturea
lowcdtoclDsc(justaswiththeholdponnlspell). dntroyed. Spell effm created by a higher-level
spellmer might not be affected. The chance of The hoMpema spell will nffeet any human,
failure is 5 % pet level of difference between the dmihuman, or humnn.LiLc c r e a (bu&u, ~ ~
Third hvrl Magical Spollr spellcwers. Por example. a 7th l ~ emagic-user
l drynd, gnoll, hobgoblin. Lobold. lizard JIM.
crying to dispel a web spell cast by a 9th kvel ogrc, on,nixie, pixie O1 rpdtc, for inac&xc). It
Range: 60' cleric would have a 10% chance of failure. will not nffeet the undead or creature8 lugc~
Duratiom 12 tusna Dipel magic will not affect a magical item than ogres.
6iTect: See through another's cycs (such as a scroll, a magical sword. etc.). Hw- Each vucim must make a saving rhmn 91.
NCI,it can dispel the effects of the magical item spell8 or be pprnlyred for nine turn.The rpcll
With this spell. the caster may K C through the when that imn is used (a spelkasm can CMdis- may be cam at asingle penon 01 01 a ~troup.If
qcs of any single creature in spell rpry.
"Seeing" through a creature's eyes take one
pel mngic on the victim of a ring ofhuman con-
Uol and map him out of that concml).
MI at a single person, the victim &era a 2 -
penalty to the saving throw. If cast at a group, it
full rum, after which the caster can change to an- will affect up to four permu (of the clerk's
other creature. even one in another dirmion; he Fidd choKc), but with no penalty to their mb. The
docs not have to cast the spell again fo do so.TWO R ~ g e 2: 40' pdyris m a y only be rrmcved by the l ~ n e d
f k t of mck or a thin coating of lead blocks the Duration: Imtnntaneous form ofthe spell, or by a dirpel myirrpcll.
&nr of this spell. No saving throw is allowed. Effect: Explosion in a sphere 40'diameter The m m ofthe Ipell, fapeon, mllovw
the ppnlyris of up ro fau victims ofthe normal
create Air form ofthe spell (kl holdpenoacpsc by a
Range: Immcdiatc M p ,8 , m cu. ft.
Duntion: 1 how per level of caster
This spell creates a missile of fue that b u m
into a ball of fve with a 40' diameter (20' radius)
where it st& a targct. The fmbd will cause
28
cleric). It has np other cct; e.&, n d o n not
remwe the effects of a ~ W p.ntyub
c ability.
B&n:Pmvides breathable ai ld6 points of fm damage per loci ofthe caster
to evety creature in the area of effrct. laknrhion
' I l i a spell pmvides breathable ai& npccidl in Each victim may make P saving thiwr vs. Range: Touch
m w h m othemk thne is none to be
is M on a volume of8,ooO cubic feet (swh as a
d. It spells; if sueensful. the spell will only do half
damage. For cxample, a fireball M by a 6th
Duration: 1 day
Effect: One living u c a ~ r e
20' X 20'X 20' room) and, while it is in &, level spelkamer will b m for 6d6 (6.36) points
mtyonc in that area has good ai to breathe. of damage; chnnem who make their saving This spell cnahkl the recipient to see in the
Ctutomarily, it's wed when dungeon cxplor- throw vs. s ll will cake only half ofthe damage duk. to a 60' range. with the m e w a ofvision
rs M tcappcd where ah is tunning out. When mUed on dice. postaKd by d w m and e h .
ast in cbia fashion. the spell effmstays in one Infravision is the ability (0 see heat (and the
he; it does not mosc with the caster. NY lackofheat). Dwum. e h . n n d ~ e r s d t h c
Hovevcr.it doa not have to be cast in only Range Touch i h v k ~ o nspell have infnririw in addition to
that way; it can be cast on enclosed vehicle intc- Duration: ld6 (1-6)turn t 1 rum per kvel of nonnd sight and can rec 60' in the dmk. Infn-
&m(such as the bclow.deck mas of ships). liv. the cplfcr vision d o n not w d in 4 and m+l
ing cmutues, or pieces ofquipmcnt. When it is Effect: One creature may fly light. Pire d other heat arnucu can intcrfcre
w M.it will provide pMurized ai for the du. with infravision,jus as a bright fkdr dlight can
ration ofthe spell effect, and the spell will mvcl This spell allon the targct it is cast upon @oo- make n o d vision go black for a htt time.
with the vehicle on which it is M . sibly the spclluura himself) to fly. The recipient With infravision. warm rhing~~FQCXred,
The spell may be cast upon one penon. can fly in any direction and at any speed up to and cold rhings appear blue. POI armpk, an
whereupon he can breathe normally. It's not the 360' (120')by mere concentration. The recipient a p p m r c h i ~m~rc could ti recn u a red
same as water bmching. though-if he dives may nko stop and hover at any point (as a Ievi- shape, leaving hint reddish footprints. A cold
u n d ~ rhe. can still breathe, but great qwn. ate spell); this docs not require concentration. pool of water would seem a deep hhtc color.
titics of ai M always bubbling u from him, chnrwcawith~concvmsc.~O1
mDkiag stcaithy trawl an i m p i d i t y . Hua' CIClNlcl nhLh M IhC amC mnpauUa M the
The rpcll may bc cas upon aapccitiipiece of Range: 240' sumwdng air (suchPI a mbk or a k k c m ) , rina
quipment like a helmet, and whichever one Duration: 3 turns air fbw rill inevitably show tbc v*mr thcir bar.
person wean it may breathe normally If the hel- Effect: Up to 24 c r e a ~ mmove double speed dm,ou&q than in afaira Iigh~~-bhr 001~.
met is not fully enclosed ( i t . . airti ht), ai will Und they move, 9 w i U be w y f a i n ~tothe eye;
out it under p m w ; uJ-ter cbia This spell donup to 24 cmcura in a 60'di. -they mowrg. tbq bsrmK b h q but
m b stealthy movement impouihle. metet circle to ptdorm acticns at double speed rrrp obviom Iight.bhu figum.
A flying CICPNICon which chis spell is cast can forhdfanhow(3nunr).Th~scn&nedmay InfrpvLirm isn't good enough to read by. A
not only breathe in h d e environments, it can move at up to twice normal speed and make character can use his infravision to recognize an
fly through airless void. This means that a double the nonnd number of missile or hand- individual only if they M within 10' dirtrnce
peyw-ddu could cast one spell on himself and *hand attpdu. unlcg &e individd is wty. vCi-9 diainctiw (far
m o a his pcgaIu8, d then &e fro dthm Thb rpcU don not affect the ntc at which aumptc, 8' call or walkiq with a uutch).
rerLibility 10' d u s 'Ihic spell Eivn the recipient cwpletc pnwcc. above. The dorh cannot be CMIin a m OEN.
Range: 120' tion from 111 md nonmagiral minib (such as pied by mother object.
Duration:Permanent until broken u r n s . quarrels. thrown spears. etc.): the s . spell is oftca wed tomdoc
In a d v c n ~ ~this
Effect: All creatures within 10' ranged attacks h p l y miu. h g c or magical at. quick Ihdten nnd to create mpc.
fpJI). such as a catapult none or a magic unm.
This spell makes the recipient (and all othcn M no^ nffmed. cblfEbl
within 10' at the time of the cming) invisible. The s p e h t e r CM cast the spell on any one R M ~ :120'
This is an area effect, and thw who move fur- creature within the spell's range. Duration: 12 rounds
ther than 10' ftom the recipient become visible. Effect: 3-18 uepnuo in an pm 60' puoll
They may not repin lnvhibiky by returning to Wta Brading
the m a . Othenirc. the inviaibility is the m e Range: 30' Thir spell will confur ita v&tima..ffadae9
PI that burowed by the spell invisibility. An in. Duration: 1 day (24 houn) crcpfwl within a 30' d i u s . Vietimr with km
visible creature will remain inviaiblc until he or Wm:One air-breathing creature than 2 + 1 Hit DKc M ll01 nlbaed a rrhy
she attacks or casta any spell. thrar. Ttror with 2 + 1 o t more Hit Dw SQvR
All item carried (whether by the recipient or This spell allows the recipient to breathe while make asaving rhmnvs. speborery round d t h e
othen within 10') .Is0bemmc invisible. underwater (at any depth). It does not affect hL spell's duration, if they m a i n in the ua.01be
movement in any way. nor doer it interfere with Confused.
l&htniq Bolt thc breathing of air if the recipient emerga h c o n f u s e d creatum act randomly. The DM
Fungc 180' the watet. should roll 2d6 each round ro &tennine crh
Duration: IN~MMCOUS UCONIC'S action. using the following chart:
Effect: Bolt 60' long, 5' wide Fourth Lovol Maglcrl S p l l r ConfUsiM Rmlu
This spell creates a bolt of lightning. starting Clwm Yolutn Zd6 RoU Resulr
up to 180' away from the caster and atending Range: 120' 2-5 Attvk the rpellcPctet's ppny
60' in a nnight line funhn nay. All C I C P ~ ~ I C S Duntion: Special 6-8 Donothing
within the area of &I take ld6 poinu of dam. Mect:One or more living creatures 9-12 Annd the CICU~I~C'Sown pury
age per level of the spellcaster. (Thus a 6th Iml
elf would cast a lightning bolt doing 6d6 poinu This spell effect is identical to that o f a chum DimayjonDwc
ofdamage.) penon spell. but will nffmMYcreature accpt
Each victim may make a saving thtow vs. an uadad moniut. If cut on vkcims with 1 Hit Range: 10'
ation: 1 round
spek if succuaful. he takes only half damage. Dice or kn.the spell rill cham 3d6 (3-18)vu. C[: Safely rrnarpon one creature
If the lightniog bolt mikes a solid surface timt. Otherwiac. it will charm only one victim.
(such as a wall). it will bounce back toward the euh victim may make a saving thrors vs. spells This spell will uuupon one manuc (dtkr
cuter until the total lmgh of the bolt is 60'. to avoid the cffms.
thccastcroravictimupm 1 O ' h t h e c n r m ) t o
a p k c up to 360' nay. The cuter pi& the de-
Rotedon fmm Ed 10' Radius wochform sired destination. If he doer not know the loa.
Range: 0 Range: Touch tion. the caster may spec% the direction ad
Duration: 12 tutns Duration: Permanent distance of travel. but the disuxe CPWM n.
Effect: Barrier 20' diameter Effm: Crcatn up to 30' X 30' clmh cecd a total of 360' (for aampk. 360' nnight
This spell ucaus quantities of cloth up to up; 01 200' wnt. 60' Youth. Md loo' down).
This spell ucam an invisible magical b r i e r If this would muse the recipient ro urive at a
d around the caster, mending for a 10' radius 30'X30'. The cloth treated by a single spell location mupied by a solid object, the ipllhas
in 111 directions. The spell r m n as protection must appcnr in one picce. Unlike many cmrion- no effect.
from attacks by momen of an alignment other type spells. this one creates cloth that is non-
An unwilling recipient mr d e a saving
than the caster's. Each C ~ N R within the bnrri.
et gain^ a + 1to all w i n g throws. and all attacks
ma ical and cannot k dirpclled.
d the campaign urn the o p t i o d gcncd rhron vs. apUr to avoid the &.
-
PBpinst thme within M penalized by 1 to the
attacker's attack roll while the spell IN.
skills and the cmer has an appropriate Crph
skill, he may shape the cloth PI he cream it. He GronhOfplsnu*
Ranm 120'
In addition. c n c h ~ t e dcmtum cannot at- may thus create a tent, a sail, a single gument. a
drape. 60' ofmmmon rope. CK. If the campaign Du&on: Special
tack thor within the barrier in hand.to-hand Wect: Enlarges 3OOO aquare fecc of plana
(melec) cmnbat. (An enchanted C ~ N R is any doean't u x the skib N ~ S the. chatacter could
creature which is magically summoned or con. have k e n dcfured earlier as one who knows how
tmllcd. such M a charmed character, or one that m wort cloth in order for him 10 do thL.NaN- Thisspellcnuscswmal brush o r d ro bc-
rally. unshaped clmh created by this spell can lac. come thickly overgrown with vinu, ~mpen,
is not harmed by ncfmal weapons. A creature thorns. and brim (or types of mull plant-lifc
that can be hit only by a silver weapon-a were. cr be cut. w n and othuwix fPlhioncd into PpPI'OPIhC I O the W).The SpCu rfieerr M YU
wolf,for orpmple-is not an enchanted crcP- such objects.
The cloth so created is much like undved ofupto3,ooOaqu~f~(thcc~ercha*athe
m.) dimrnsions ofthc spell &I). The planu ro be
If anyone within the bamcr attacks an en- linen-it's tough, scmiccable. and unglnmor-
chanted CreaNIC, the barrier will no longer pre. ous. A caster can create his doth with an d n - affected must be entirely within the spell's
vent thc CICSNNfromattacking hand-to.hand. ishcd end. and later he or another caster can use &e uca nffectcd by the spell M imparonble to
but the bonus to saving thmws and penalty to another clothform to create cloth joined to the
attack rob will d l apply, fmt on that edge-and there will be no mm or
d but giant-iaed cm-. Thc effect lam un-
Attacken. including enchanted matures, can weaknes at the joining. ' I l i a mpkcs it a god til removed by the memcd form of the spell or
attack people inside the barrier by wing missile spell fot mating rugged, dependable sails. by a +I q i c rpell.
-
or magical attacks. They do suffer the 1penal-
ty to attack rolk. but that is the only penalty
When cmted. the cloth orrnrda fmm the
caster's hands and out along the gmund. If there
The menc of chia spell, &lnkplmu, cpuys
dl normal plants within the MI of cffccc to
tho,&t. M obstackr. it piln up .9pionthcm but does
shrink and become pnmblc. It may bc d to
not shove them back. The spell may not be cast negate the &a of the n o d spell. Shrink
PloceclionhNormsllllidla to m a t e a huge shnt which falls over a unit of
pl~~wM
i lIle t plnnt-likc monsters (auch M
UCMtS).
Range: 30' enemin. for instance. The cloth. when created,
b t i o i X 12 NIIU may not be attached to anything cue t to an
&n: Ow creature der appllR of C h b f h I I C h h , M La
d
e&. The illusion will hide the recipients trom
creatum moving through the MP dfecred.
The spell lam until n dispel mwic i can on it
or until the cater decides LO drop the illudon.
The appearance of cnch disguised creature re-
t u im~ normal if the creature moves out of the
n&ncd mea. Honcvcr, movement within the
MP docs not dnvoy the illusion.

Polynuxph Othu
Range: 60’
Duration: Permanent until dispelled
Effect: Changes one living creature
Thin spell changw the victim into wtha liv-
ing creature. The new form mny have no mom
than twice as many Hit Dice as the original. or
the spell will fail. The vicrim’s hit poinu remnin
the same: an 8th Iml prince with 32 hit poinu
could end up a frog with 32 hit ints.
Unue the p ~ l g m ~ r psex h spec the po,p
morph orhen spell actually turm the victim into
the new creature. giving him MYand all rpecial
abilitiesofthe new form, plus iu tendencies and
behavior. POI example, P hobgoblin poly-
morphed into n mule will think and ut Wrc n
mule.
This spell cannot crenre a duplicate of n spe-
cific individual, only a race or monster type. Por
ewm IC, a creature pol morphcd into a 9th
lml ightcr d l indeed L e n human. bur
not n e c c d y a frghter and no higher than 1st
ICVel.
The victim of chis spell mny make n saving
throw vs. s ells to avoid the &. The &ccr
lasts until J s p e ~ e dor
, unril the creature dies.
I - h u U . i l I n ~anah level of the caster to every creature in the m a .
Range: 240’ Each victim may make a saving throw vs. spells, PollmorphSclf
Durntion: Special, if he is successtul. he takes only half damage. Range: 0 (Caster only)
Mm: Changca or hides te& in 240’ radius Pue-type creatures (red dragons, flame damn. Duration 6 turns + 1 nun per level of the caster
(or less) den, ne.) have a - 4 penalty on their saving Effect: Cuter may change shapes
throws, but cold-type creatures (frost giant, frost
This spell creates the illusion of a terrain fca. damander, ea.) are nor dfected by the spell. This spell allows the mter to change Ihlpe.
ture. either indoon (such a pit, stairs, ctc.) or A d of ice is a rhin vertical d of MYdi. tnking the physical form of pn~therliving crea-
outdoors (hill. awsmp. grove of trees, ea.), pos- mensions and shape determined by the SpekMt- ture. The Hit Dice of the new form mYlt be
sibly hiding a real feature. The caster could cre. er totalling 1,200 square feet or less (N’X 120’, equal to or lcac than the Hit Dice of the caner, or
ate the illusion of solid ground over a series of 30’X40’, m.). The d l is opaque and d l the spell will tnil.
pits or quickeand pools. or he could create the b l d sight. The wall must be cnsc to rest on &e The caster’s armor clw, hit poinu. am&
image of dense forest over his m y ’ s camp, m. ground or similar support, and cannot be cast in rolls, and saving rhrowr do not change, and he
The caster may choose to place his hducinnm. a space occupied by anorher object. d a s not gain speeinl abilities (mch as ghout’
ry emin over a comparatively small area (for in- Creatures of less than 4 Hit Dice or l e ~ e l CM.
s pdysis) or special immunities ofthe new form:
SIMCC, a throne room)or over a much larger one not break through the d l . Creature of4 HD or however, he does gain the natural physical abili.
(for ncpmple. a hill). If he chooses to cut the more levels CM break through, but rake id6 ties of the new form. POI example, a rpellcnnu
spell on a larger terrain feature, the entire fea- poinu of damage in the process. Pire-type m a - polymorphed into a frost &nt has the lmngth
ture to be d f ~ t e dmust be within the range of tures each take twice the amount of damage of a frost giant and the ability to hurl boulders,
the spell. (A hill with greater than a 480’ diamc. (2d6) while brcPking through. but nor immunity from cold. A spekascer poly.
ter would not be affected.) morphed into a dmgon could fly but would not
The spell lasts until the illusion is touched by Muunorph be able to use my breath we~poaror spells.
M intelligent creature, or until dispelled. Range: 240‘ The spellcaster C P M O t cut rpeb while poly.
Duration: See below morphed into n different form.The s 11 Ism
Le S t O r m l W dlec Bffect: Causes illusion dum within 240’ range for the lincd duration, or until dispel$or un.
Range: 120’ til the caster is killed. This spell will not enabl
Duration: Storm, 1 round; Wall. 12 turns This spell will affect up to 100 human or man. the caster to take the form of a spepccifc individ
Effm:Storm in 20’ x 20‘ x 20’ volume; or wall sized creatures in a 240’ diameter, making them unl ( K Cpolymorph orher).
of 1,200 SquM feet appear to be the trees of M orchard, dcnx
woods. or other large plant life nppropriatc to Runove CUM*
This spell may be casr in either of w ways: the region. (Unless the cam aign’s deserts fen- Range: %ch
either US M icy b h , ice storm, or d dice.
Anicesrarmf~lsa20’X20’X20’cube.Ifcast
P
Nre very large cactus, the Spe 1 won’t work in the
desert.) Unwilling creatures are not dfected.
Duration Permanent
E f f ~ r :Removes MYone curse
in a smaller a n , it will remain 20’ long at most. Creatures larger than man-size (such as hones)
The storm inflicts ld6 points ofcold damage per may be included, counting as two or three men TI& spell removes one cum, whether MI
character, item, or area. Some
thor on magical it-may only be tmporari- but PIC immune to deep and cham effects and d e r . ’Ihe “distPclce” bemen the Prime Plane
ly d ,at the DM’s dicemion, requiring a poison. Lawful cleria must cake care to uic chia and the c l ~ outer t plane ia )-the E W .
dC&d dirpel mi/spell for permMCIIdy WmOV- spell only for p o d purpore. Animating the dead elemental, and Annl Planes lic “bmeen”
i n g t h e ~ ~ ( o r p o u i b l y a ~ o v e ~ m c is~ usually
b y a Chaotic act. them.l l u r e are many outer planes. many too
a hi h level spellcaster). far removed to be &d by Ihb @.
d~mmc of this spell, c u m , causa a mi.
fomnc or penalty to &I the recipient. C u m
CIoIldkiIl
Range: 1’
Thc caser may choose the h e . up w the
m h u m allowed. The DM ChaL the wer‘s
arc limited only by the caset’s imagination, but Durarion: 6 NIN chance of insanity once, when the h m o d ia
if M armnpted cum is [oo powenid. it may re- EKect: Crcatu a moving poisonous cloud fmt contacted. If the curer is 2111 Iml 01
turn w the caster (DM’s disoetion)l Safe limits
to c u m may indude: - 4 pcnnlty on attack
-
rolls; 2 penalty to d ~ v i n throws;
g prime r q .
uisitc reduced to half normal. The victim m a y
d e a saving throwVI. spells m avoid the cum.

WdPh
This spell creates a circuk cloud of poisonow
n 20’ tall, which appem next
vapor, 30’ ~ c m and
M the rpellcaster. It m o w awy at the rate of6W
(20’ per round) in M Y one d i d o n (with the
wind, if any: d c r w i x . in the direction chaxn
by the caster). This cloud is heavier than air and
may atill not know the -
greater, thc chance of inanity ia duced by 5%
per locl of the C M Q a b 20.
Even if insanity d w not rwult, the lmmrmt
w the chmnn”
questions. or may lie, at the DM’s dLpedotl. 1
rhc DM d w not wish just to deride whnha rh
Immod kmwa or is lying, he can d m th
Range: 60’ will sink when p i b l e (going down holes, did. chartbelowtodm is.
Duration: Concentration ing downhill. ere.).The cloud will evaporate if it
Wea: Crcata 1200 quare feet offire hits trees or thick vegetation. If cast in a r m d C M M OUtCr Plane
This spell cmtu a thin vertical w d of fire of
MY dimenah and ahape, determined by the
d
area such in a 10’ tall dungeon corridor). the
clou may be of smaller than normal l e .
All living creatures within the cloud take 1
D h c e&
Number of ch.nccof.. .
Quesriotrs LMMiry Knowin# L)-
spellepsnr, rotplline 1,200 quare feet (for Qam- point of damage pet round. Any victim of leas 3 5% 25% 50%
ple. lO’X120’. ZO’X60’. 30’X40‘. etc.). The than 5 Hit Dice must make a saving throw m. 4 10% 30% 45%
wall is opaque and will block si ht. The wall can. poton or be killed by the vapors. 5 15% 35% 40%
not be cast u a space acupicd %y another object. 6 20% 40% 35%
It laaa long the caster conccnmtcs, without caljmel3kmald 7 25% 50% 30%
moving, on it. Range: 240’ 8 30% 60% 25%
Creatures of lcu than 4 Hit Dim canaot break Duration: Concentration 9 35% 70% 20%
thmugh the wall. Creatures of4 HD or more can Effect: Summons one 16 HD elemental 10 40% 80% 15%
bred through, bur take ld6 points of damage in
the procur. Undcad and cold-using creatures This spell allows the caster to m m o n MY one 11 45% 90% 10%
(white dngons, fmst giants, etc.) each cake dou- elemental (AC -2, HD 16, Damage 3d8; see 12 50% 95% 5%
ble damage wh& breaking rhrough. the daeription of clement& in Chapter 14). * Or not knowing
The curer can only summon one of each t ~ p eof
Wizud Eye elemental (e&, air,fur,water) in one day. The spellcaser CM w thb ~pell once a monl
Range: 240‘ The clemcntal will perform MYtasks within at most (01 lcu often, at the DM’I oprion). &
Duration: 6 turns n g , nc.) as long as the
its powcr ( ~ ~ ~ iattacking. ~MMC charmer m e n with m. rfw L n u n
Creates movable invisible eye C M Q maintains mntrol by concentrating. The bet ofmka of game cimc qual w thc nunbe
caner cannot tight, cast other spells. or move of the plane contacted.
This spell creatu an invisible eye through over half Normal Speed, else he will h e control
whichthccastercanrc. ItiatheaixcofamJeyc of the ckmental. If he loses control, he cannor DirolW’
and has infravision (60‘ range). The wizard eye regain it. An uncontroUed elemental will uy to Range: 120’
floats through the air at up M 120‘ per turn,but slay its summoner, and may atrack anyone in its Duration: 3-18 daya
will not go throu h solid objects nor move more path while pursuing him. Effect: Liqvitia 3000 quare feet
than 240’ away frn the caser. The spellcaster The spell‘s caster may mrn a controlled cle.
must concentrate (without moving) to see mental to its home plane simply by conccntm This apcll c h n n p a volume ofroil01 rack (but
through the eye. tion. A dipel magi’c or dispel evil spell CM not a consuuction) w a monu of mud.An area
m n M unmnvollcd elemental to its p l ~ c . up to 10’ dcep or thick ispffecred,and m a y bm
Fifth Level Magical Spollr
AnirmtcDad
Range: 60’
D&tion: Permanent
calm &el P b e
R a y ; 0 (spellcaster only)
Durauon: See below
Effect: 3-12 questions m a y be answered
up to 3.000 qquM k of&
magic.wr may choose the e m t wid
length (2o’x 150’, 30’X loo’, etc.). but
tLc-of~ectmust+withi.24o~ofthecw
slm
cr. Creatures
d t o l Omoving h ~ m othe
% o f tthrough
M

-
v emud
m a tLI(m l
Effm:Creacca zombiu or skeletona
This spell dowa the apcllcpncr to contact one best, and may become s (at the DM’a dime
This spell dows the spellcaser to make ani. of the outer p l ~ of u d a n c e to r e k know]. cion, a victim must saving throw vs. ap*l
mated. enchanted akclcwns or aombica from edge from M Immod creature-a powcrfvl to avoid becoming su ).
n o d akeletona or dead bodica within m g e .
Thne animated undcad creanun will obev the
cleric until they are duvoycd by ~ d c r d &
IllUKUd being played by the DM. The Wisut and
most powerful h o n & live on the most dis.
or ~ cant outer plpn~s.However, mental conrm with
the same volume of 3d
The menc of chis 11 (harden) will changt
w mck, but pcmu-
nently A victim in the p u d may make a ndng
a dipel magic spell. an Immortal may a u r a m o d to go inaane. throw vs. spells 10 a* being trapped in &
POI clch aperiencc level d t h c cleric, he may The more distant the p l ~ c the , ~ I C E W the hardened mud.
animste one Hit Die of undead. A akelnon has chance of a correct mmcr-but the gmtm the
the aune Hit Dice as the original creature. but a chnnce of innnity as well. Fcob*miad
zombie has one Hit Die more thvl the originnl. The number of questiom the spellcaster may Rmgc 240‘
No# that this d a m ’ t count character aperi. ask is equal to the “diatancc” to the outer plane. Duration: Permnncnt u@riIdispeUcd
encc lmls 08 Hit Due: For pwpcdca ofthb apcll, “Distance” to any other plane of existence is Hffm:h e r s Intclligencc mrc to 2
all humam and demihumanr are 1 HD cm. measured in the number ofplpncs the character
nun, so the remains of a hh level thief would w u l d have to cmrc in order to visit that plane. This spell will only &I a mngicwer, elf, 01
be animsted as a zombie with 2 HD. See the chart on pap 264 m ~e where the vnri- a monster which CUI cast ma&d spek it doa
Animated crcatuta do not have MY spelb. ow planes of odstence lie in relation to one an. not affect thor which CM only cleric ot dmii
It will make the victim helpless, unable to cast pnmrll "Casual Knowledge" mcam that the caaur
speb or chi& dearly ( M if the victim has an In- Range: 30' has been there once or twice. or is visualizing the
telligence KO= of 2). The victim may make a Duration: 3 turn aiming point from desriptions or magical
saving throw va. rpeb to avoid the &I, but Effect: Creates a hole 10' deep means. "General Knowledge" means the caster
with a - 4 penalty to the roll. has been to the ma often, or has spat several
The fkblunind lasts until m o v e d by a d i - This spell c a w a hole 5' diameter, 10' deep we& studying the area magicdy (via a y d
pelm~icspell(atnormalchancesforauccess)or to appear in solid rock or stone only. The hole b d , nc.)."Exact Knowledge" means t h e c e r
by a deric's curcall spell. may be horizontal or vertical. has made a detailed petwnnl mrdy of the ma.
The stone reappears at the end of the dura- Once the DM bas determined how well the
tion. If someone is still in the tunnel when the character knows the destination. the DM rolls
stone reappears. he gerr a saving throw va. turn d96. Ifthe result is "Succep," the teleporter ar-
to stone. If he succeeds, he is hurled out the tiva exactly when chc caster desired.
nearest end of the tunnel. If he fails, he is If the result is "%a High:' the recipient ar-
trapped within the reappearing stone, and dies. rives 1dlOX 10' a h e the desired dearination,
'Ilia spell has an c&et identical to chat of a
hold persun spell, but will p&n MYliving ma.
are.(It does not affect the undead.) Each victim Range: 120'
K
c
z
then falls. taking damage on impact (ld6 ints
of damage p 10' fallen). (If he had al y cast
a fly or levitare spell. or already had a flying de-
m u make a saving throw vs. spells or be para- Duration: 6 rounds vice operating, he can avoid this damage.)
lyzed. The spell may be cast at a single mature Effect: 200 en of weight per level of caster If the result is "Too Low:' the recipient Miw
-
o r a p u p . Ifcastatasingleueennuc,thevictim
takes a 2 penalty to his saving throw.If cast at
a group, it will n&n ld4 creatures (of the spell.
This spell enables the spelkaster to move a
creature or objm simply by concentrating. The
Id10 X 10' below the desired h t i o n . Any crea.
we celeporting into a solid objca is h t l y
killed unless a vacant ma (such a cave or
caster's choice, and within spell range). but with item may weigh up m 200 cn (20 Ibs) per level of dungeon) lies at chat point (DM's dirunion).
no pendues to the wing throw. the caster (a 10th level elf could move object
'Ihe INCm of thia Spell, fm UIMStCI, te- weighing u to 2,000 cn,or 200 Ibs). The caster WdOfSronC
moves the paralysis of up to four vi& of hold may mOve $e object in any d d o n , at a rate of Range: 60'
pusan or holdmonsrerspells. It has no other cf. up to 20' per round. Duration: Special
kt. An unwilling victim may make a saving throw Effect: Creates lo00 cubic feet of stone
vs. speh LO avoid the cffm.If he mpkn the roll.
M+J- he doesn't budge. If a target is bein6 held by Thisspell creates a vertical stone wall n d y 2'
Range: 30' someone, the holder can make a saving throw thick. The caster chaoses the wall's dimensions
Duration: See below -
with a 2 penalty to retain the t ~ g eitem.
t and shape, but iu total ma must be 500 squm
R&t: Me over one body If the tel&n& grabs an objm that is being feer or less (lO'X50'. 20'X25'. ne.). and the
carried but not held in the hand, the owner may entire wall murr be within bo' ofthe csstn.
'Iliaspell causes the caster's body to fall into a grab for it as it is yanked away. To catch the de. The caster must cmte the wall w h m the wall
trance. while the caster's life force is placed in an paning object, he must makc a saving throw vs. will rest on the ground or similar suppon. and
innnLnate object (which is called a magic jar re.
g a r b of its form: it does not have to be an ac-
-
spells with a 5 penalty.
The caster must concentrate while moving ob.
cannot create the wall in a space Plready occu-
pied by another object.
tual jar) within nnge. From thia object>the jecu. and the objecta will f d if the caster is dis- The waU lasts until it is dispelled or physically
caster's life force may ammpt ro cake over any turbed. broken.
one creature within 120' of the ma& jnr. If the If a wall of stone topples, it c a m lodl0
vicrLn makes a sucassful saving throw VI. spells, m w poinu of damage to what it hits, and it shaners.
the ~ t t a n pf&
t and the caster may not tiy to Range: 10'
take over that victim again for one turn. If the Duration: Instantaneous woodtorm
foils the saving throw. the caster takes Effect: ?tansporn one mature with equipment huge: Touch
is body and the life force of the victim is Duration: Permanent
p i m into the magic jar. Thii spell instantly transporn the spellcaster E&t: Creates 1,WOcubicfeetofwood
The caster may =use the body to perform any or another recipient M any unmupied destina-
n o d dona, but not specid abilities (similar tion on the same plane of existence. Distance This spell creates a mam of wood equal to
porph self& A dispel nil spell does not matrer so long as the destination is on 1.000 cubic fecr: it mav be Mpaped in MY fa&.
%&e the spellcaster'sd e force out ofthe vic. the same plane. The recipient arrives at the des. ion the caster des& (lO'X 3%10' block,
tim's body and back into the magic jar. When tination with all equipment he was cplrying. An 25'x20'x2'Wall,etc.)
the spellcaster m n a to his or her real body, the unwilling victim C M make a saving throw vs, Casting time varies depending on the com-
victim's life f o m ~ N I M to his body and the spell to avoid the spell &cas. plexity of the design. A simple wall and other
spell ends. The caster may not deliberately choose a desti- simple shapes take 1 round. A simple staircase
If the poaxsscd body is demyed. the victim's nation he knows ro be occupied by a solid object. may tpke 10 rounds (1 turn). A complicated de-
life force dies, and the caster's life force mums and he must c h o w to appear on a surface (such sign which is s u p p d to adhere to very tight
to the mwiciar. From there the caster may w to as ground kvel or the top of a building); he can- specificatiow-such as the kcel of a ship-could
take over-another body or return m the original not choose to appear far up in the air. take the maximum time dowable, 12 NIM (2
bod Teleporcingis dangerous; there is a chance the hours) just to work up in rough form. When the
$the magic jnr is destroyed while the caster's telcporter will ap car in a d i d objm. The telc. caster wants to try a complicated design, the DM
life force is within it, the caster is W.If the porter's chance
gnivirra&
! safely depends on how decides how long the casting will take.
magic jar is destroyed while the caster's life force m h l l y the CMer has studied the area. The object must be created as a single piece,
is in a victim's body, the life force is stranded in On the chart below. the DM determines how with no moving parts. The original caster of the
that body, and the life force of the body's origi- well the caster knows the destination. spell may later CMI woodform on an object he
nal owner is destloyed. If the caster's original has llrcady created with the same spell. in order
body is dnuoyed. his life t o m is stranded in the Tdeprt chances to modifg it for up to two hours. This is how
magic jar until the caster can rake over another Knowledge nfDestinarion Ruulr spellcaster artists &n make fine woodcnrvings,
body! Ouud Ccnd Exact for instance. When he is satisfied with his work,
The taking ovn of another body is a Chaotic 01.so 01-80 01-9s succeg he casu w c d t k n on it one last time to "lock it
Ut. in place:' and it may no longer be modified by
~ r spells. n
The mass of wood must be crcated so as to rest Move Bnnh
on the ground or M a r support, and w n o t be
cm in a space occupied by another object.
Gk: 30'
Duration: Until complncd or removed
Range: 240'
Duration: 6 turns
A caster can create his wood with one or more Effect GmpeL one uearure Effect M w n soil
rough sides. and late he or another caster can
w Mother nwdfDnn to create wood perfectly This spell forces a victim either to perform or This spell c a m soil (but not nxk) to move.
joined to the fint on that side-and there will be avoid a stated action. For example. a character The caster can w the spell to move ea& hor-
no seam or weaknnr at the joining. Thia makes may be to bring back an object for the ironally to make a hill, or veniuUy, to open a
it a gcmd spell for cmting svong ships and caster, to eat whenever the chance a r k . or never large hole (one up to 240' deep, unlas it reaches
wooden buildings. to m al certain information. The action must solid &). The spell mwes the soil at up to 60'
The caster may decide whnt mdwocd is cre- be pmsible and not d i d y fatal or else the gns per cum, and at the end of the spell duration,
ated, within reason. The DM may tcfuse to allow will mrn and affect the caster instead! the moved soil remains where it is put. Thir
the cuter to pick very expensive. orotic, or magi- When the spell is first cast, the victim may is helpful for comnuxing cnnles.
cal woods. make a saving throw vs. spells to avoid the spell's
The wood created by this spell is not dispella-
ble: it lasts until broken through, burned. or de-
effect.
If the victim ignores thegns, penalties (de- Range: 240
9
stroyed by spells like disintcgrare. cided by the DM) are applied until the c h v ~ e t Duration: 6 cum
The armor class and hit points of building ma- either obeys the gnv or dies. Suitable penaltiu Effect: Creates one image
terials M given in the Fonifrcations Table on include penalties in combat, lowered ability
page 137. Based on those guidelines. a wall of scores,low of spells. pain and wcaknas, and so This spell mates an image of the e w e r up to
wood has an AC of -4(6) and 60 hit points per forth. Dispel magic and m o w cum spells will 240' away; the image will lm without coixenus-
1' chicknnr. Mort building exterior walls would not affect a gnv. cion. The p r o j d imrgc CPMM be dish.
be about 8" hick and have 40 hit points. The gens m&n the vinim perform an action. guished from the original accpt by touch. Any
but does not make him chink it is his own idea: spell the spellcaster CMUwill seem to come fmn
Sixth Level Mapicd Spell8 Once he finishesperforming his t d . he may de. the image, but the cancer must still be abk to see
ddc to exact revenge on the s p e k e r . the target.
Anti.blqic shell The mem of this spell. rcmovegcu, will rid Spellsand missile attackswill not appm to ar
Range: 0 (Caster only) a character of an unwanted gnv and its effecw. fen the image. If the image is touched or mx
Duration: 12 turns Honevet, if the caster is of a lower level than the by a hand-cc-hand weapon. it d~nppcara
Effect: Personal barrier which blocks magic caster of the ori inal there is a chance of
This spell creates M invisible barrier around
failure ( 5 % perLe1 GLce). Rcinrolnncion
Range: 10'
the spellcaster's body (Inr than an inch away). Invhibk SrpUIcr Duration: Permanent
The barrier stops all spells or spell cffecu. in. Range: 0 ( h e r only) Effect Creates a n m body
cluding the caster's. The castct may destroy thc Duration: Until mission is accomplished
shell at will; othetwisc. it lm for the duration. Effect: SUOUIIOM one creature To cast this spell. the magic-user must have
Excqt for a wish, no magic (including a dispel pan (however small) of a dead body. The speU
magic spell) can CMCCIthe bmier. This spell summons M invisible s d c r (from magically mates a new body, and the lifc fola
Chapter 14) which will perform one task for the which was once in the dead body mlp)and in-
caster. The creature will serve the casrer regard- habits the new one. The DM CM choore what
umw. 240'
~~~ ~~ less of the time or distance involved. until the sort of body is created, or w refera to the tables
Duration: Instantaneous task is completed or until the c r e a m is slain. A below to decide.
Effect: Slays 4d8 (4-32) Hit Dice of CICaNICS dispel evil spell will force the creature to mwn If the life force is reincamared as a diITemt
within a 60' X 60' X 60' M U to its home plane. me. all dctnilr of the new me apply, inrrcnd d
the old. Por orm le, a ckric ~ ~ i n ~ as~an~ t e d
This spell will affect 4ds (4-32) Hit Dice ofliv- lonnmm elf is no longer a Lric, but is able to cast magic-
ing creatures within the given arta. Normal Rnnge: 240' user speb and fqht as an elf.
planw and insects M automatically slain, and Duration: 10 NIM The victim's level of expcrimce d( DI
those with no hit poinw (normal inrcew. plants Effect: Cuts depths to half normal change unlcss restricted by the mnximum KOI
smaller than shrub.sircd. for instance) M not demihumans. If the victim is reincamaced in a
counted in the total nffected. Undead ate not af. Thii spell caused a body of water to lower to monster body, the victim's digmuat helps de-
fected, nor M maturw with S or more Hit Dice half its normal depth. It will effect an area up to termine the type of monster which pppnn; a
(OI kvcls of orperience). 10,000squaw fm (width and length). If cast on charmer will not be reincarnated in the body of
The loweat Hit Dice crearures PIC affected a constantly-renewed source of water (such as a a monster that canna have his plienment. A
fmt. Each victim must make a saving throw vs. river or ocean). it lowen that area ofwater for the monster body may not gain levels of experience:
death ray or die. en& duration of the spell (or until it is dis- the chPrnctcr must play as the reincnrnaccd ue-
pelled); surroundingwater dou not rush in until cure, or mire from play. or (perhaps) be m'ha
the spell is ended. If cast m u n d a boat or ship, nated again when slain.
the vessel may become stuck.
Durkon: Instantaneous At the end of the spell'sduration. the sudden Reincamation Rwulw
Effect Destroys one CreaNre or object rush of water filling the "hole" will sweep a Type of M y Appra~ing(Roll 1 de)
ship's deck clepr of most items (and people who 1 Human 5 Elf
This spell c a w s one C ~ N ~or Cnonmagicnl fail their saving throws w. spells) and taust
object to uumble to dust. A victim may make a ld12+20(21-32)pointsofhulldnmngc. 2 Human 6-
3 Human 7 Originalrace
s a v i q thmw va. death ray to avoid the effect. This 3pcll can cum a rampaging river into a 4 Dwarf 8 Monster
(The spell can didntepre a drpgon, P ship. or a river which the hemes' pmy can ford, can cause (rec below)
10' &on of wall, for example.) Some pools to Imffnr enough for the adventut-
The spell does not affect magical items or spell era m see what's deeper in them, ctc. If cast
&eM. m u n d a boat or shi I spell may cause th
bay or river to drop I I for the v e ~to~ bc
l
come stuck.
Type ofMonmr Body Appeuing ( R d ld6) appropriate choice.However, a caster can choote mal.BXM water (from rain, mow, mud mw-
Id6 Lnwful Neurrnl Chaotic such stones as clear lead crystal. and so make muted from rock, nc.) drin up.
1 Blink Dog Ape, White Bugbear thick, strong. perfcet windows with this ~pell. High Winds: No missile fire or flying is pa’
2 Gnome Bear’ Gnoll The stone is not dlpelhble; it Inns until bm- ble. Movement r e d d to half n o d . At ae
3 Neanderthal Centaur Kobold ken or desvoycd by s Us like disinngnre. ship sailing with the wind mow 50% fpncr. 1.
4 Owl, g h t Griffon Manticore he armor c l n ~an&r poinu ofbu~di ma- the daett. hwh winds create a ~~KOIYII, for
5 Pegasus L i z d M a n Orc teripls uc given on the Porrifitiom Tnblc on half n o d movement and 20’ vbibility.
6 ’Exant Pmc %gkdYte page 137. In general. fmm thorc pidelinn. Tomdo: Thia creates a whirlwind under the
* Any normal bepr mnc mils have an AC of -4(6) and 100 hit magic-wconwl, atcukingandmovingasifit
points per 1’ chickncg; doing 500 hit poinu of WM a 12 HD air elemental.AI aca, mat the cor.
damage m a 5’ d will definitely knock a hole nado as a storm or p l c . I
The DM may add more monsters to the lists. in it. Building exterior mlls t a d to be about 7”
Such monsters should have 8 Hit Dice or lear nnd thick and have 60 hit points.
should be at least semi-intelligent. Sovmtb Lovol Migicrl Spollr
\pnllofimn h F % l u
StoncIOP*lh* Range: 120’
120’ Range: 120’
Duration: Permanent Duration: Permanent Duration 6 monthr(see below)
E f k t : One C ~ N orRobject
Effecc: Creates 500 square fen of iron Effect: Chprmr one uet or more mder PIMU
This spell creates a vcnical d of iron exactly Similpr to a charm p e r m spell, chis a t
Thia spell cum any one sratue (or quantity of 2’ thick. The magic-w may chwre any length causa one tree, Iia medium-*zed burha, 12
stone up to 10‘ X 10’ X 10‘) to flesh. It is usually
used to restore a chmctcr turned m none (by and width. but the total MImyll be 500 quare d shrub. or 24 mall planu co bcamc
gorgon bmth, for example). feet or I c g (10‘x 50’, 2o’X25’, nc.), and the friends of the magic-wr (no savins throw).
The reverse of this spell, flesh m m e , will entire wall must be within 120’ ofthe caster, The However, a plant-l&e mo&r (tmnc;rhri&&,
Nrn one living c r e a m , including d quip. caster must crearc the d l w it m on the ex.)may make a saving thrown. rpclb w &
ground or similar support. It cannot be cast in a ....&
the .
....
.
mcnt wried. to stone. The victim may makc a The charmedplpnuwill undemand and obcy
saving throw n.Nrn to stone to avoid the dfect. space occupied by another object. It IWS until
dispelled. di~inr~grated. or physically broken all commands of the magic-user, as long as the
stonefonn (though it will resist all but giant-sized physical tasks are within their ability (includingthe en.
attacks). Moat other spell dfecw, including fire- tan ling of puaen-by within range. bur not in-
Range: Touch brll. lightning bolr, nc.,have no ciTcct on a d dut ug movement. sensing alignment, nc.),
Duration: Permanent
Effect: Creates 1,ooo cubic feet ofstonc ofimn. If the wall is made to topple. it causa The planv will re& charmed for Iia monthr.
lodl0 (10-1M)) poinv of damage m whatever it until the chum is dlpelled, or until winter
This spell creates a mua of stone equal to hirs, and shatters. (when they deep). (Ihia spell is quite VKfUl
1,ooO cubic feer; it may be urangcd in any tnrh-
If the w d is attacked, it h a number of hit around a swnghold, both h i d e ~

ion the caster desires ( l O ’ X 1O’X 10’ block,


25’X20’X2’wall. etc.).
points equal to the level of the casfer. A Nst
monster can d m y a wall ofiron with a single
much. Otherwir. the wall can only be dam@
cinuy when wd nfar a 4th IC
plmuspell. and p i b l y apcrma. -
_..__-.-.)
6

Casting time vslia depending on the com.


plcxity of the deign. A simple wall and other by banering; see Chapter 9 @pet 118) for more Cmtc N d Yorucca
simple shapes take 1 round. A h p l c stnircasc on battering nmcks. Range: 30’
may cake 10 munda (1 turn). A complicated de- Duration 1 turn
sign meant to adhere to very tight wkathu C o n d Effect: Cream 1 or more ~ O M ~ C ~ S
specifcations-such as an ornate fountain or Range: 0 (magic-uscr only)
statue-dd take the maximum time allowa- Duration: Concentration This spell c a w monstm m appev out of
Effect: All weather within 240 YPlQ thin air. All monnem a& wiU undenturd
ble, 12 curm (2 hours), just to work up in rough
form. When the CMW m u to uy a compli- mi obcy the aster’s CommUrLficing, w.
cated or unusual design, the DM decides how This spell allows the magic-user m create one rying 01 fct~hingrhinp, ctc. They will fdrhfull:~
long the casting will cake. special weather condition in the surrounding K- obcy all c w n m ~ d m s the best oftheir ibiiitia
The object must be created as a single piece, ea (within a 240 y d radius). The spellcnncr Each m o m will nppnr wrying iu noma-
with no moving p m . The original caster of the may select the weather condition. The spell only weapons d a ~ p M gio normal umol (if any),
spell may later cast stondbrm on an objca he works ourdoors, and the weather will &ea d but d v a o t h m k unquippcd. At the end d
has a h d y created with the same spell in order CreaNreS in the area (inch- thc curer). The one turn, all the monners u e d wnbb b d
m modifi it for up to two hours. This is how d k t a last aa long the spellcar comcmccs, into thin air. along with dl their quipmcnt. (If
@-user prrisrs oikn make tine statues, for in- without m w k , if the CWCI is being m d (for a moaner haa dropped a weapon while fighdng
stance. When he is satiafied with his work, the examplc. aboard a hip), the cffcaman a h . andthcnvanirhcs,thempoadtrppeur,toa.)
magic-userCMW nonehm on it one Isn time m The spell’sdfem vary, but the following mulrs The total number dHit D i n dmonnut ap.
“lock if in place,” and it may no longer be modi- are typical: pepring is qual co the Iml of the magic-uscr
fied by stondorm spells. Run: - 2 penalty to atuck m h applies to d C d n g the (If the ~ h C C r ’ kVCl
S M)(

The mua of stone must be created to rest on missile &. After three NIM.the ground be. qn 01pct multiple of the morrstm’ Hit Din,
the p u n d or similar SUPPON. and cannot be comes muddy, reducing movement to half the drop all t n n i o ~ ) The
. magic-uscr may &most
cast in a space occupied by another object. normal rare. the a~ rgpe of manners created, but he must
A caster can create his none with one or more Snow: Visibility (the &MCCa creamre CM select only ~ O M C C M with no special abilities
rough sides. and later he or another c a r can see) is reduced to 20’; mowment is r e d u d to (i.e.. no a r L k next m the Hit Die number in
w anoher mnefom to create none joined to half the n o d rate. Riven and MPID( m a y the moaner explanation). ThL spell don not
the first on chat side-and there will be no seam freeze over. Mud remains nfar the mow haw. create humma, demihumans, or undd. h.
or weakncg at the joining. This makes it a good for the m e movement penalty. cum of 1-1 Hit Dice arc counted as 1 Hit Die;
spell for creating strong walls and gigantic Pog: 20‘ visibility, half n o d movement. creaturca of ‘ / I Hit Die or leu are counted V I
buildings-colisea, palaces. etc. Thorc within the fog might bccomc lost, moving Hit Die nch.
The caster may decide what ~m ofstone is cre- in the wnmg direction. Emnple: With this spell, a 15th level casm
ated. within reawn. The DM may rdux to allow Wear: This cancels bad weather (&.I MW, could summon 30 giant bau, ne. 01 bbol&
( V z Hit Die momem); or 15 goblins, ora, or
the caster m pick WY spensivc, erotic. or magi.
cal stone. Vdui de, for instncc. is an L- d
fog) but not secondary dfecrs such mud).
Inreme Hear: Movement re wed to half nor. hobgoblins (1 Hit Die monners); or 7 IC& ba-
i
boons, gnolls. or lizard men ( 2 Hit Die mon. first on that side-and there will be no scam or M a s Inviribility'
stcrs); or 5 boars, draco lizards, or bugbeus (3 wcnkncu at the joining. This makes it a g d Range: 240'
Hit Die monsters); or 3 black bears, panthers, or spell for creating iron reinforcements for walls. Duration: Permanent until broken
giant wcascls (5 Hit Die monsters);and so fonh. The iron so created is not dispelhble; it lasts Effect: Creatures or objects in 60' square area
until broken or destroyed by spells like dicintc.
Delayed Blast Fireball grate or creatures such as N S ~monsters. This bestows invisibiliry (as the 2nd level
Range: 240' The armor clam and hit points of building ma. spell) on several creatures. All the recipients
Duration: 0 to 60 rounds urials arc given in the Fortitiitions Tiblc an must be within an area 60'square within 240' of
Effect: Delayed blast fireball of 20' radius page 137. Following these general guidelines. the magic-user. The spell will affect up to 6
we find that an iron wall will have an AC of - dragon-sized creatures, or up to 300 man.sizcd
As the name implies. this is a fireball spell lO(2) and about 15 hit points per 1" thickness. creatures. After the spell is cast. each creature
whose blast can be delayed; it behaves like a becomes invisible, along with all equipment it
time bomb. When he casts the spell, the magic- lore carries (as per the invisibility spell, above). An
user states the exact number of rounds of delay Range: 0 (magic-user only) invisible creature will remain invisible until he or
(from 0 to 60) until the spell detonates. A small Duration: Permanent she attack or cuts any spell.
rock. very similar in appearance to a valuable Wcct: Reveals dctailsof 1item. place, or person The rcvcrse of this spell. (appear), will cause
gem. then shoots out toward the desired loca. all invisible creatures and objects in a
tion, and remains at that location until the By means of this spell. the magic-user may 20' X 20' X 20' volume to bccome visible. C m -
stated delay elapses. The "gem" may be picked gain knowledge of one item. place, or person. If turcs on the Astral and Ethereal plane are not
up, carried, and so forth. the caster holds the item being studied, the spell within the area of effect: the spell cannot reac'
When the stated duration ends. it explodes in takes ld4 turns to complete. and the magic-user across planar boundaries. All other forms of it
an effect identical to a normal firebdl-a sud. learns rhc item's name, method of operation and visibility are affected. both magical and natum
den instantaneous explosion inflicting Id6 command words (ifany), and approximate num- and all victim of this spell cannot become invisi
points of damage per level of the caster to all ber of chsrgcs (if any, within five of the correct ble again for one full turn.
within the area of effect (a sphere of 20' radius). number).
Each victim may make a saving throw vs. spells If the item has more than one mode of opera. Power Word Stun
to take half damage. tion, or more than one command word, only one Range: 120'
Once the spell has been cast, the explosion fvnctionwill be revealed for each lore spell used, Duration: 2d6 or ld6 turns
cannot be hurried nor further delayed, except and the spell will not men hint that the object Effect: Stuns 1 creature of 70 hp or leu
with a wish. The "gem" created is pure magic, has any other functions
notanactdobjcct,dcannot bemovedmagi- If the spell is being used to investigate a place This lets the caster stun we victim within 12(
cally (by rclckinmis, CCICPOR, ctc.); however, it or person, or an item which the caster is not (no saving throw). A victim with 1.35 hit points
can be dispelled. holding, the spell may t h e ldlM days to com- is stunned for 2d6 turns; a victim with 36-70 hit
plete. A purely legenduy topic should require points is stunned for Id6 turns. No creature with
lmnform large amounts of time. and the information 71 or greater hit points is affected,
Range: Touch gained may be in the form of a riddle or pacm.
Duration: Permanent The Dungeon Master should reveal only general Reverse Gravity
Effect: Creates 500 square feet of iron details if the place is large. or if the person is of Range: 90'
great power. Duration: I/, round (2 seconds)
This spell creates a wall of iron 2" thick (or Effect:Causer victims in a 30' cubic volume to
leu) with an area equal to 500 square feet: it may Magic Door' fall upward
be arranged in any fashion the caster desires Range: 10'
(1O'X5O'Wall, or 25'X2O'wall, ctc.) Duration: 7 uses This spell affects all creatures and objects
Casting time varies depending on the com- Effect: Creates one passage within a cubic volume 30' X 30' x 30'. causing
plexity of the design. A simple wall and other them to "fall" in a direction oppoditc the nor.
simple shapes take 1 round. A simplc staircase This spell may be cast on any wall, floor. ceil- mal gravity. In two seconds, creature and objects
may t h e 10 rounds (1 turn). A complicated dc- ing, or section 6f ground. It creates a magical, can "fall" a maximum of65'. No saving throw is
sign which is supposed to adhere to very tight invisible doorway that only the spellcastcr may allowed. and all victims hitting a ceiling or other
specifications-such as a giant poncullis-could use. It also creates a passage through up to 10' of obstruction take ld6 points of damage per 10'
take the maximum time allowable, 12 turns (2 non-living solid material beyond the doorway it- "fallen:' Note that after the two seconds have
hours) just to create in rough form. When the self. It cannot be created in a living object of any elapsed, gravity returns to normal and all victims
caster wants to try a complicated or unusual de- kind. The door is undetectable except by a dc- will fall back to their original places. suffering
sign, the DM decides how long the casting will 1 s tm q i c spell. and cannot be destroyed except more falling damage. The DM should make a
take. by a dispel magic spell (at normal chances for morale check for ench NPC victim of this spell.
The object must bc created as a single piece, succcss). b p l c : A magic.uscr casts this spell at a
with no moving parts. The original caster of the The magic door lasu until dispelled, or until it group of approaching giants in a 40' tall room.
spell may later cast imnform on object he has has been used seven times. Note that each one. The iants "fall" to the ceiling and rhcn back to
already created with the same spell, in order to way passage through the door is counted as a the ioor, each taking a total of 8d6 points of
modify it for up to two hours. This is how magic- 'separate use. damage in the process: 4d6 from "falling" up
user artists often make fine iron statues, for in- The werse of this spell, magic lock. is a pow- and hitting the ceiling. and another 4d6 from
stance. When he is satisfied with his work, he erful version of the 2nd level wizard lock spell, falling back down to the floor.
c a s imnfom on it one last i i c to "lock it in but cannot be affected by a knock spell or by the
place:' and it may no longer be modified by effects of any magical item. The magic lock statue
im&rm spells. causes any one pond to become totally impw. Range: 0 (Magicuer only)
The iron wall must be created to rest on the able as long as the magic remain&only the spell. Duration: 2 turns per level of the caster
ground or similar support, and cannot be cast in caster can use the pond. The spell can affectan Effect: Allows caster to turn to stone
a space occupied by another object. Unlike the empty 10' X 10'ponal.like arca(such as an cmp-
metal created by the wall of iron spell. it does ty doorway). The locked portal docs not change This allows the magicwer to change into a
not have to be created in a vertical position. in appearance. As with a magic door, the en- statue. along with aU nonliving equipment he
A caster can create his iron with one or more chantment remains until the ponal h u been carries. up to once per round (to or from statue
rough sides. and later he or another caster can used seven times or until removed by a dispel form) for the duration of the spell. The caster
use another i m h m to create iron joined to the magic spell. can concentrate on other spells while in statue
for, though he can cast no new spells while in (at normal chances of success) ot a wish. the features. statistics (abilities). and memories
this form. Although this spell does not give him poueued by the original at the time the flesh
immunity to "turn to stone" effects (from a gor- T&lepccAny O b j a was taken. This IS a vcry imponant point. For ex.
gon's attack). the caster may Simply turn back to Range: Touch ample, a 20th level magic-user might leave a
normal one round after becoming petrified. Duration: Instantanmus pound of flesh with a scroll of this s ell. so that
While in statue form, the magicwer is armor Effect: Causes 1 object to teleport he might be restored if lost: but if J e chslacter
clnu -4, but cannot move. He cannot be dam. gnins another ten lcvcb of experience and then
aged by cold or fire (whether normal or magical) This spell is similar to the 5th level rclcpon dies. the clone will be the younger. less-
ot by normal weapons. He does not breathe. and ~pcll.but nonliving objects can be affected. Af- expnienced. 20th level form.
is thus immune to all gas attacks, drowning, etc. ter casting this spell, the spcllcastcr may touch If a clonc duplicates a perron still living. or if
Magical weapons and other spells (such as light- one ctcaturc or object and cause it to teleport. the original perron regains life. a very hamdous
ning bolr) inflict normal damage on him. If a The normal chance of ctror apply (see the dc- situation develop. Each form instantly becomes
fire or cold spell is cast at the magic-user while in scription of the rclepon spell ab0vc)l an object aware of the other's existence. A partial mind-
normal form, the chancier n n d only win initia- appearing too high will fall and probably break. link exists beween them: e& can feel the oth-
tive (with a + 2 bonus) to turn into a statue bc- while one appearing too low will be destroyed er's emotions (bur no othcr rhoughts). If either
fore the attnddng spell strikes. instantly. If the spcllcastcr uses this spell to tele. one is damaged. the other takes the same dam-
port himself, there is no chance for error. Tbc age (but may make a saving throw vs. speB to
Summon Objea caster may not deliberately ch- a destination take half damage). This effect does not apply to
Range: Infinite occupied by a solid object or in open air above chum.. SICCD. .. cures. or other effecrs that do not
Duration: Instantaneous the ground. cause damage.
Effect: Retrieves one object from caster's home The maximum weight affected is 500 cn (IO The done is immediately obsescd with the
pounds) per level of the castcr. If an object is a need to destroy its original and will do anything
By means of this spell, the magic-user can solid pan of a greater whole (suchas a section of to accomplish this. From rhc time a clone be.
cause one nonliving object to leave the spellcas- wall). the spell will tclcport imaximum of one comes aware of its original. it has one day per
ten's home and appear in his hand. The object 10'X 10' X 10' cubc of material. If the castcr is level of its creator li.c.. the caster of the clone
must weigh no more than 500 cn (IO pounds), trying to tclcpon a creature that weighs more spell) to kill the original.
and may be no bigger than a staffor small chest. than the spell allows. the spell fails. BxMlple: A 25th level fighter dies. His friend
The spellcastct must be very familiar with the If another creature holds or carries the item the 34th level magic.uscr, who poa~ssesa pound
item and its exact location, or the spell will not which the caster is trying to telepon, the creature of the fighter's flesh for this ptccix purpose,
work. Thc cpste~must also hivc prepared the may make a saving thtow VI. spells (with a - 2 doncs him. Then someone else rnixs the fighter
item beforehand by sptinkling it with a special penalty). If the saving throw is successful, the from the dead. The clone becomes aware of his
powder that costs 1,000gold pieces per item pre- tclcpon fails. original and is compelled to kill him. He has 34
pared; the powder becomes invisible and does If the cpstet touches another creature. the tar- days to do so-one day for every experience level
not interfere with the item in any way. The spell get creature may make a saving throw VI. spelb of his creatot.
cannot summon item that have not been prc. (if so desired) to avoid being telepord. but If the clone succecds in killing its original. it
pued in this fashion. -
with a 2 penalty to the roll. can continue with irs life normally; but if it fails
If the magic-user prepares a chest for use with and does not immediately die, it becomes in.
this spell. fills the chest with weapons and magi. Eighth Level Magical Spells sane.
cal items, and then later tries to summon it to When a clone goes insane. the original cm-
him, the chest appears-empty. All its contents Clone cure pcrmanentl loses one point of Intelligence
stay behind. where the chest originally stood. Range: 10' and one point ohisdom. The original may also
since they have not been magically prepared for Duration: Permanent thereafter become insane ( I % chance per day,
use with the spell. and since the spell can sum- Effect: Grow onc duplicate creatutc from a not cumulative). If this occurs, the victim and
mon only one prepared object at a time. piece of the original ctcature the clone die one week later, both forever dead
If another being posscsscs the item summon- and unrecoverable even with a wish.
ed, it will not appcnr, but the caster will know A clone is an exact duplicate of another living Special Note: If the original and the clone arc
approximately who and where the possessor is. creature, grown from a piece of the original kept on different planes of existence. no mind.
The magicwcr may use this spell from any lo- through the use of this spell. The piece need not link occurs,and the clone is not compelled to kill
cation, even if the item summoned is on another be alive at the time the spell is cast. its original. No ill effects wcur, and the two re.
plane of existence. A human or demihuman clone is me and may main complctcly unaware of their situation. If
be vcry hgerous. A clone of any other living they ever m p y the same plane, the mind-link
saod creature is imore common thing called a simula- occurs and cannot be broken thereaiier except by
Range: 30' crum. A character can hive only one clone at i the destruction of the clone or its original.
Duration: 1 round per level of the caster time; attcmpts at making multiple clones of a
Effect: Creates a magical sword single character automatically fail. Undead and Other clones: A clone of any other livi a.
~onsuuctscannot be cloned, because they arc tutc (MI ihuman or dcmihuman) is 1
When this spell is cast. a glowing sword made not living creatures. (You could clone someone simulacrum. One percent of the original's flesh
of magic, rather than metal. appears next to the from flesh taken before that person became un- is needed, and the cost of other materials is 500
caster. The magicwcr may cause it to attack any dead, but he would not be subject to the e f f w gold pieces per hit paint of the original. As with
ctcature within 30'.simply by concentrating;the dcsuibed below for situations wherc two exam- a normal clone, the time required to grow a sim.
sword flies to the target and attacks. If the cast. pler of the same pctson mist.) ulacrum is one week per Hit Die of the original.
er's concentration is broken. the sword mcrely Human and demihuman clones: To cteate a A simulacrum always obeys irs creator (the
stops anncking. It remains in existence for one human or demihuman clone, this spell must be spellcastcr). It understands all the languages
round per level of the spcllcaster. cast on one pound of the pcrson's flesh. This spoken by the caster. Within a range of 10' per
The sword moves very quickly, attacking twice spell requires the caster to use up other materials levcl of the caster, it can receive mental com.
per round and making its attack rolb at the cast- coating 5 ,000 gold pieces per Hit Die of the orig- mands if the creator concentmtcs on sending
er's level. Dmagc is the sync as a rwo-handed inal. Thc clone awakens only when fully grown; them.
sword (Idlo), but this magical creation is capa- this takes one week per Hit Die of the clone. A simulncrum is an enchanted monster. It can
ble of hitting any target (even those hit only by When completed. thc clone is not magical and hc blocked by a prorecrion from evil spell and is
powerful magical weapons). cannot be dispelled. magical; a dispel magicspell can (subject to nor.
The sword cannot be destroyed before the du- If the human or demihuman original is not mal chances of failure for that spell) cause it to
ration ends, except by a dispel magic spell effect alive when the clone awakens, the done ha all vanish without a tmc.
The rimulacnun's alignment is the same w not attack, use spells (or spell-likeabilities), or telepon or dimanion door spell can bypass it:
that of the spellcMet. r ~ g d l e uof the origind flee. While dancing. the victim suffers a -4 these spells allow the castet to travel into or out
cream's alignment. Its armor dw, mowment penalty to his saving throws, and a +4 penalty of the field without harming the field. The fbm
rate, mode. and number ofnttacb ace the same to his armor dw. fieldcxisa only on one plane ofarisrcnce. Thus,
w the 0 ' inal's The duration is thrce rounds for a aster of
A h%& hw only SO% d the &inds 18th w 20th level; four rounds for levels 21-24.
Hit Dim. hit poinu. and damage per attack. The five rounds at levels 25-28. six rounds at levels Though mmt A n wed w a burier or cagt, a
DM K& dl00 for each specid ability; it is p m n t 29.32, and seven round8 at Icvela 33.36. fomfieldcan e d y be UKd to M imid-
in the rimulwun if the d t is 01.50. However.
a M y grown simulnoum ncver has any ofthe
spells or spell-like abilities of the ori&ind.
Esploaive Cloud
Range: 1'
ble floor, stairway, chair, or other objm. A fare
field can be made permanent. but the perme-
nence spell is still subject to dispel magic, and if
.
If the original creature is alive, the simula. Duration: 6 wns temwed, the fomfielddhppcaa immediately.
m m does not grow beyond chis point. If the Hfm: Creates a moving poisonous doud Even if mated with a permanence spell, a fam
oripind creature dies (or is already dead). the fieldwill dways vlnirh if sttuck by a disinregnt~
rimulwrm continues to incrwe in abilities. This spell mates M dfat which looks identi. spell 01 wished away.
epiniq M additional 5 % per week to a d-cd to the 5th level cloudkillspell (a 20' tall cloud
mum of 90% of the original's scaciscics. When ofgrecnLh g~ 30' in diameter appearing next to MP* Chum*
complete. the DM rob again to see which rpe- the cwter). The cloud is only mildly poisonous; R!ange 120'
cial abilities previously mining M gained. in. all victims within it must make a saving throw va. Ducation: Specipl (w chum penon spell)
cludin speb and speULikc abilities (using the spells or be p d y r c d that round. Each victim Bffm: 30 k c &of CrrPNRS
90% 2awe for each: dI may be p m n t ) . within the doud mnlvr a new saving throw each
round. This spell creates the same c f f a u a chann
C a t e uuid w- The doud is Nled with rpnrkling lights (visi. person 01 chann m o m spell, except that the
RMge: 6s- ble only to those within it), which M d l cx. spell affeca 30 levels (DI Hit Dice) at once. Each
Duntion: Two wns plosions. Each round, all those within the cloud victim may d e a saving throw n. speb to
E&t: Creates one ot more monsters cake damage from the explosions. with no aaving avoid the chum. but with a - 2 pen+ to the
throw allowed. This damage is 1 point for each roll. The spell will not affect a creature of 31 or
This spell is similac to the 7th level cmre nor- two levels of experience of the mqic-uset, more ltveL or Hit Dice.
mal m o m m spell, except that it CM create rounded down (9 points at 18th ot l%h level. 10 The duration of each chum is determined by
monsters with some special abilities (up to two
~ e t b k s ) .The range and duration M double
chose ofthe laset spell. All other details M the
r inu at 2orh ot 21% Icvel, CK.).This qlosive
amagt will affect MYcreature. including those
immune ro fire. gw,clecuicity, and other apecia!
the victim's Intelligence (we chum puroo,
above). If the m+user nnndra one of the
chumed victims, only that one mature's churn
same: the creatures M chmcn by the aster, ap' attacks. is automatically broken. Any otha churned
pear out of thin air, and vanish at the end of the crearum teeing the attack may mnke another
spell duration. Po= Pield spving throw. but other ueanues' chums Mmx
The -tal number of Hit Dice of monsters ap. Range: 120' *red.
pepring is qual to the level of the magic-wt Ducation: 6 NI~S Thelevmcofthiscpcll,moKcharm,wiu
c w k the spell (again, dropping fractions if the E&t: Creates an invisible barrier unfailingly mow all c hum & within a
caster's level is not an exact multiple of the ma. 20' x 20' x 20' VOhllne. It will PfCWIlt My
rum'Hit Dice). The spell don not create hu. This spell creates M invisible, immovpble bar. object in that area from creating chum effccw
mans or demihumans, but CM create undead. ricr or object of pure force. It hw almost no for one rum.
CreaNmof 1.1 Hit Die count w 1 Hit Die; crea. thickness, but cannot be broken or destroyed by
rum of l/s Hit Die or leu count w ' / z Hit Die MYmeans except a di9integrsre spell or a wish; Mindnuria*
each. even a dispclmrgic spell cannot affect it. A force Range: 10'
S edd Note: This spell CM create a construct field's shape is limited to a sphere. hemisphere. Duration: 1 how per I d of the caaer
(a,
IU dined in Chapter 14) if the spekwter UKI
the materids normally required for the con-
a flat d a c e . a cylindct, a squnre or r c c w y l a c
bm with flat sides. 01 put of such a bm. The
Effect: P m a against mind-affdng spells and
items
suucr's creation. Only one construct will appear, sphere's radius CM be a mndmum of 20'. The ....
regardh of the cwrer's Hit Dice: but it is per. flat surtpce or combinations thereof may be up This spell affccw one c r e a m M u 111
manent. and dou nor vanish at the end of the to 5,000 squace feet in total am.Thc force field tccipicnt may mate a saving throw va. .pu.m
spell duration-though it still may be dupelled cannot be lmgullr in shape, and its surface must avoid the &a.
at normal chances ofsucccrr. This consmct may be perfectly smooth. It CM be w mall w the The spell p m n u MYform of BSE chimy.
have only wa wterisks ( s p e d abilities) or leu; cwtet desires. MCC, dsirnudience, ystal b d gazi , or MY
tee Chapter 14 for lins of the known types of The h e field will not appepr within MY other form of m e n d duence or i L a -
c o l u v u ~and the number of special abilities solid or creawe. Any pan of it that would do sn pthcring (such w by a contact hi#ha plane 01
they have. The m of materials is a minimum of will not appear, leaving a hole in the force aunmon object) from working on the target
5,000 p l d pieces per asterisk (or more, depend. field-normally, a hole large enough for the vic- mature. The asret or recipient simply don not
ing on your campaign). Chapter 16 contains tim to crape through. Ruthennore, the edges exist for the puqmses of those and aimilnr spell
more rules for enchanting magical items (includ. of the ficldM blunt and cannot cause damage effmsfor the dumticm ofthe mind bnrriermpell.
ing consmu). and hw suggestions regardii in any way. The h e fidd will ICP w h m it is In addition, the recipient gains a bonus of + 8
nondiapcllablc consuuco.
MYmeans but a wish.
&
put until it dhppenrs, and cannot moved by to saving throws a&s mind-iduencing at-
I&, such w all forms of cbum, illusion and
D.acc Crcatun(s) completely enclosed by a &d pbantermr, fccblcmiad, and the like. (Howevct,
Range: Touch h e field will not starve, suffer trom lack of air, a roll of 1 always fails the saving throw, regard-
Duration: 3 or more rounds or otherwire be harmed by the enwement. A leu ofadjunmenu.)
e t :C aw 1 victim w dance d e d force field magically pmcnm MYwithin The reverse of this spell. open mind, c aw
it from n a m d death. This docs not prevent the victim touched to be vulnerable to dl the
This spell c a w one victim to prpncc madly dpmpse or death fmm attach by others within mind-influencing attacks given above. AU the
about, performing a jig ot other dance, for 3 ot the force field. victim's saving rhronr Sepinrt such dfau M pc-
more rounds. The .user must touch the Nothing can pan through a fbmfield, Spells, nalized by -8 for the duration ofthe spell. This
victim for the spell t o Z c f f e c t (a norm4 attack missiles. blows, breath n a p , and all other reversed spell must be caa by couch, requiring a
roll). The victim gets no saving throw, and CM. attack tomu merely bounce c& it. Howmr, a normal a w k roll.
pcmmaue of the caster. If the change is fmm animal to UKI speb (highkc1 thieves with aadlr do not
Range: 10' mined (or the meme), it lasts for one turn per count!), may make a saving thmw w. spells ifhe
Duration:Permanent until dispelled level of the caster. If no change in kingdom oc. merely r e d or rotrches (mhuthan passes) drc
Effect: Causa one magical effect to become per- cun (for example. if a CICPNIG is polymorphed symbol. If the wing throw is suceadul, the
manent into some other cream). the change is perma. symbolhas no &ect.
nent until removed by a dispel magii spell (at All symbols look similnr to n o d writings.
By means of this spell, the magic-user can n m d chances for sue~eu). Six~bolsndthcirdfccumgivmbebw;thc
cause one othu magic-user spell effect of 7th Note thpt cmtum cmted by meam of chis DM may cmte d m (such as polymorph. tele.
level or lesa to become permanent. This spell will spell M not aummaricnlly friendly. A poly Porr, ch-. gnr. nc.)
MI make permanent any spell which has M "in- m q h cannot affect a creature's age or hit Denrh: Slays MYm a m with 75 hit points ot
s t a n ~ ~ or w "permanent"
" duration (such as points. (She the 4th level polymorph self and leu; don not affect a mature with 76 hit points
dispelmngic. lighrningtolr, ere.);cleri- polymorph orhm spells for other guidelines.) or more.
cal spells and 8th or 9th level magic-user spek This spell will not af€ect a c r e a m which has D h r d : The victim artndrs .uia(If anv) or is
ah cannot be made permanent. more than 1 X the ypellrastds rrpnmce level, ochmiV confurd (as the 4th &l &&ion
The DM CM d d n n that the permanence
spell will not work with any other specific spell.
Whenever a chprpncr wishes m CMIthe spell. the
in Hit Dice. For example. a 20th level magic-
user cannot pffm a ucanue with 41 or more Hir
Dice.
r
spell). The effect is rmancnr until pcmoscd by
a dupe1 mqic spe (at normal chance for NC-
cm) or by a cleric's c ured spell
DM should ~Prefullyconsider whether p u m p - Feu; The victim immditely runs away from
nence will affect the d e r spell. Certain spell h w mrd Blind the symbol.at hi^ Running Speed. for 30 roundr
combinations could setinruly affect a campaign's Range: 120' (as the wand).
game balance. and the DM should c&Uy rep Dumtim: 1-4days or 1-8 harn (rce below) Insanity:The victim becomes insane. and can-
ulatc all uxs of chis spell. Effecr: Blinds 1 C ~ N ~with
C 80 hit points or leu not attack. c a s spells. or use special abilities or
A pennpnence spell lam until dispelled by a item. The victim may walk. but mwt be CM-
dispel magic spell from either the caster or aomc With this spell. the caster may blind one vic- fully tended or may run away. Thii C&n is per.
higher-lml spellcaster (at normal chances for tim within 120' (no saving thm).A victim with manent until r e m o d by a dlpclm.gicrpell (at
succm). When the pumanmce spell is dis- 1-40 hit points is blinded for Id4 days; one with normal chances for NECCI()or by a &tic's nunU
pelled, the other spell effect vanishes immedi- 41.80 hit points is blinded for 2d4 hours. The spell.
ately. spell das not affect cmtumwith 81 or more hit SI-: The v k t h fdb deep. and C m M be
Except for wcapow, an item can only receive point% awakened. The victim will wake normally in
onepumurencespcll,and aucature can receive A blindedvictim suffcn penalties of -4 on all ldlO + 10(11-20) houn or if magicis wed
two at mast. If a permanence spell is cast on an saving throws and +4 on m o r class. A cleric:, to negate it (at normal chan2TNcrrtr).
item or sea that almdy has one in effect (or a cure blindam or d l spell will not remove Srunning; N%u my n e p ~ t ewith 150 or
cream which a l m d y has two, or a weapon this blindnns unlesa the cleric is of a level qual fewer hit points. Thc victim is m e d for 2d6
which a l m d y has five), both permanence spells m or higher than the caster of the power word Nf~(PIthep0WKrWOrdSN~spell).
wtompcLpuy fail,A weapon may have up 10 five blind.
permanent effects. but a 25% (noncumulative) 'Ikd
c h a m of failure applies to each permanence nf- Stoclform Range: 0 ( C a s C f only)
IC1 the h. FUrrhCUllOIC. if the petYU&YCilCC Range: Touch h t i o n : One turn per level ofthe C M C ~
fails,it dcatmys the weapon completely. Duration: Permanent Effm: A l h aerial or opteous tlavel
Some spells wed on a creamre that M com- Effect: CICatcs up to 500 SqUPIC feu of steel
monly made permanent PIC: d e w m q i q p m This spell Puows thc magic-wer to move
r&n kam ~ i lre , d languages, read magic, This spell is effectively identical to the 7th quickly and fmly, m n bmern the p h e s of
dmct h b i b l e , and fly Some spells commonly INCI irohim spell. However,the marerial uc- orirtrnce. The cwcr (only) may fly in the lpme
made permanent on M O ~light, M phanuumd ated is of wcapan-quality; a mordrrlrer with manner as given by the magic-user's spell. at a
h e , conhiion, and cloudkill. this spell could cast the spell and create a finely. rate of 360' (120'). The CMCI CPD dro enter a
A magic-user does not need a permanence upfred. high-quality sword in 12 turns (two nearby plane of orincnce, h p l y by connntmt.
spell m make any permanent magical item. Us- hours) or Ins. ing for one m u d . He may enter a muimum of
ingpemanmceto bindaspelltoanobjectisnot Following the same gened guidelines as iron- one plane per nun.
the smc ss endunting the object. Enchanted -
fbmr,a steel wall will have an AC of 10(1\ and The mpric-wn mny bring one orher UCUNIC
obiccu M more durable and xrmanent than about 20 hir points per 1" rhicknesa. for NC &e leveh of apericncc (rounded
ob& which have merely h d spells perma. down; %r example. a 28th level magic-urer
ncntly placed upon them. S Y d could bring five d e r cmmm on the journey).
Range: Touch To bring den, he must touch them, or they
Polyumph any Obi- Duration: Permanent must touch him, while the spell is CM and the
Range: 240' Effect Creates one magid rune shift is made. Any unwilling c m mcan makc a
Duration: See below saving thmv w. speh m avoid the dfen.The
Effect: Changes form of one object or creature This spell ucates a written magical drawing (a CMCI mult take the othen with him-he cannot
"rune") of grcnt power. There M six kinds of rend than while remaining behind.
This spell is similnr to the 4th Iml polymorph symbols; the caster must ~ l c c tone whm the While this speU is in effect. the magic-user
orhen spcll, except that it will affect objew as spell is memorized.The rune m y be placed on (only) may WULM gaaow h by conccnmt.
well as UCaNm. If the object is p u t of a greater an objm (such a door or Mu) or placed in ing for one full round. (Ifhe is interrupted. no
wblc (such as a section of wall), the spell will mid& The rune cannot movc; d placed on a change occurs.) Unlike the potion effect. all
affect up to a 10' X 10' X 10' volume. A creature creature or moving object, it will remain at that equipment tarried also becomes pan of the m e
m y avoid the effects if it succcrduly makes a point when the surfpee m o w (pmibly floating gPreouscdoud. In chis form, the caner may mvel
saving throw vs. spells is made at a -4 penalty m in mid.&). at double the normal flying rate: 720' (240').
the roll. When any living creature passes over or While -us, the magic-user cannot IJSC items
The duration of the polymorph depends on thmugh the rune, or touches the object on which or cast spells, but ah cannot be damaged except
the degree of the change. There M thrce basic the rune is inscribed, or (foolishly) mds the by magic (weaponsor certain spells). Also. a p .
kingdoms of all thinga-animal, vegetable, and rune, the rune's effect takes place immediately mu5 being cannot ppu through a p r o m o n
mined.If an object is polymorphed to one of a (no saving h o w ) . h evil spell effect or an anti-mqu shell.
nearby kingdom (animal-vepble. vegetable- There is one m e tion a mngic-uru, and any
mined) the spell's duration IS one hour per level other c r e a m whit\ : c normally cast magic.
vanish at the end of the spell duration. (How- lmmunicy
Ninth Level Magical Spell8 N C ~a, dispel ma.& spell, .with normal chancn Range: Touch (one creature)
Contiaguuy of succcss. CM destroy this type ofconsuuct.) Duration: One turn per level of the caster
Range: Touch As with the 8th INCI spell. the cost of matcri. Effect: Bcstows immunity or resistance to some
Duration: Indefinite (see below) ala required IO create a construct is a minimum spells and weapons
Effect: Prepares one other spell of 5.000 gold pieces per asterisk (or more, dc-
pending on your campaign). If the consttuct had This spell given the recipient total immunity
This powedul spell acts as a trigger for one four or more asterisks(such as a drolem). the cost to all 1st.. 2nd.. and 3rd l ~ e spells.
l Further.
srated magicuer spell; chis second spell must be is doubled (or more;ask your DM). Chapter 16 more. 4th- and 5th INCI spells have only half
of 4th level or lesi that docs not normally cause contains more rules for enchanting magical normal effect, or one-qumer normal if the vic-
damage items (includingconstructs). and has suggestions tim makes a succcuful saving throw. Any s ell
While casting a contingency spell. the magic. regarding nondispellableconsttucts. effect that is quantifiable is reduced in d c t ;
user musc describe one situation and the spell Created monsters of all types can be blocked there effects include reductions in duration, bo-
which is contingent upon it. When that situa- by a protection from eviI or anri.magic shell spell nuses, penalties, damage. CIC. Round fractions
tion nnn occurs, the contingent spell effect trig effect off in the recipient's favor.
gets automatically and immediately, as if cast at The recipient is also completely immune to all
that time. &IC* missiles (normal or magical), as well as normal
~ ~ a m p lof
c sproper use: Range: 30' and silver weapons; he takes hnlf damage from
"When I am touched or suuck by any living Duration: ldlOX 10 (1-1001turns or 1 Ntn magical hand-held weapons. This applies only to
creature that is not a Lawful or Ncutd cleric, ex. Effect: Opens a pond to another plane weapons; claws, bites. breath weapons. and 0th.
cept for my friends Charlie McGonigle and Sally cr natural attack forms arc not blocked.
Silvernose (contingency), then cast chum mom When the magic.user casts this spell, he must By concentrating. the recipient can drop the
srer on the C ~ C Z ~ N I Ctouching or sviking me name one mget: the Ethereal Plane, the Astd protection. allowing spells (such as CUIC wounds)
(spell)." Plane, one of the four elemental planes. or one to have normal effects for that round. If
"When 1have eight hit points or Ius and pm outer plane. He must also name a rnidcnt of dropped, the immunity is absent for one round
about to be damaged (contingency). then CM that plane. usually that of an Immortal. a ~ l e r (including the protectionfrom weapons), but re-
dimension dwr on myself IO take me to a desti- of the plane. The spell opens a direct connection automatically at the end of the round.
nation one inch above ground INCI directly up- to the &et plane of exhence. A carefully worded wish spell can extend this
ward; or, if that is greater than 360' away, to the Agateto an outer plane remains open for only protection. giving immunity to 4th INCI spells
furthest unoccupied prep within range that I one turn. Any other gate remains open for and + 1 weapons, and half normal effect from
have seen within the 12 hour period prim IO the ldlOX10 (1-100) N~US,and there is a 10% 5th and 6th lcvcl spells. No further improve.
existence of this contingency (spell effect)!' chance per rum that some other.planu Crelturc menu are possible.
No item or creature can have more than one will wander through the gate while it is open.
contingency spell cast on it; not wen a wish can A gate to an elemental plane actually crews a Maze
allow multiple applications. The mntingeacy vortex and a wormhole, and a wish may be used Range: 60'
described can be as detailed or as simple as de- to make them permanent. Planes. VO~ICXCS, and Duration: See below (ld6 turns. Zd20 rounds,
sired. but is somewhat limited in effect: It must wormholes are described in Chapter 18. 2d4 rounds, or ld4 rounds)
pertain to something within 120' of the trigger. Contact with an outer plane is dangerous. and Effect: 'Raps one creature
ing event. A contingency basd on a far-off oc- the magic-user must know and speak the name
currence is beyond the spell's capacity. The of the Immortal he wishes to contact. The Im- This spell creates an indestructible maze in
target and effect of the secondary spell must al- mortal he calls will probably (95% chance) arrive the Astral Plane and places one victim into the
ways be specified. and if any necessary details are in ld6 rounds, but there is a 5 % chance that maze (he gets no saving throw). The intelligence
lacking, the secondary spell docs not occur. some other being from the outer planes will re- of the victim determines the time he needs to es-
A contingency spell effect has no maximum spond. When the being arrives. it immediately cape the maze.
duration. It may remain for centuries before the looks for the spcllcastcr.
siruation described comes to p w . If the casrei does not have an excellent reason Maze Duration
for opening thegare, the being will probably de. vicrim 's Time Required
Cmte Any Monster stroy the caster. Even i
f the caster provides an ex- IntelIigence To &cape
Range: ga' cellent reason. the being may merely leave Non- to Low (1-8) ld6 (1-6) turns
Duration: 3 ~ r n s immediately, showing no intetest. If the reason Average (9-12) 2dZO (2-40) rounds
Wect: Creates one or more monsters is of supreme import^^ to the magicuet and High (13-17) 2d4 (2-8) rounds
of some interest to the being (DMs discretion). Genius (18 + ) ld4 (1-4) rounds
This spell is similar to the 7th level spell create it may actually help for a short time.
nortnnl monsters and the 8th level spell mate The INCIX of this spell. closegstc,will close a When he exapcs the maze,the victim ICNICU
magicnlmonstcrs, but with fewer limitations on gate created by normal form of the spell. It can to the exact place from which he originally disap-
the types of creatures appearing. also be used to close a permanent gate to a near. peared.
The range and durntion arc triple those of the by plane (such ad an elemcntal voacx). But the
7th level version. The spell cannot create hu. spell cannot Pffect an Immortal; it cannot. fot Meteor S w a m
mans and demihumans. but can create any other instance. make him leave if he chooses to stay. Range: 240'
creature, rcgordless of the number of special Duration: Instantaneous
abilities (asterisks). However, if the caster wanm Hcnl Effect: Creates four or eighr mcrcvr-nrebab
to create a creature with three or more asterisks. Range: Touch (one creature)
the castet must have carefully studied one (either Duration: Permanent This spell creates either 4 or 8 meteors (at the
alive or dead) for at least one hour to be able to Effect: Cures anything caster's choice). Each meteor can be aimed at a
create another with this spell. As with the lesser different target within range, but only one me.
spells. the maximum number of Hit Dice of This spell's &ect is identical to that of the 6th teor can be aimed at any one creature. Each me-
creatures is equal to the lcvel of the caster. level cleric spell curcnll. When used to cure teor slams into its target and explodes like a
To crearc a construct (as desribed in Chapter wounds, it cures nearly all of the damage. Icav- fircbdl (affecting all creatures within a 20' radi-
14), the caster musr obtain the proper materials ing only ld6 points of damage remaining. It can us).
necessary to create the construct. The spell will instead remove a cum, neutralize a poison, cure If the cadtcr creates four metcon. each strikes
rteate only one construct. regardless of the cast- a disease, cure blindness, or men remove a for 8d6 (8.48) points of damage and then ex-
r's Hit Dice; but it is permanent, and does not feeblemind effect. plodes for 8d6 (8-48) points of fire damage. If
the cuter creates eight smaller meteors, each c i u d i i the cuter ofthe prismatic mu) will not Except for t h e limiu. the m e r CM k c m e
svikn for 4d6 (4-24) poinu and then explodes be able to pus through the wall. but the attempt any creature or object that he or she h u ever
for 4d6 more poinu off- damage. Note that if will not damage either the antimagic shell or seen. He cannot change into imaginary or unfa.
the meteors are h e d accurately, a victim or MO the prismnric d. milk UC~INICS; u d e s there Mten-aimeduolh
might find itself within Overlapping bluu and The rismacic w d mends into the n e w t in your cmpaign. for cxun le. he c p ~ otturn
thus take explosion damage multiple times. plane ofexistence (the Ethereal Plane, if c u t on into one. he cuter may c L g c shape at nill
The player rolb damage for each strike and the Prime Plane), appenring there u an inde- during the spcll’sduration; each change requires
blur scpnrarely. A meteor never misses its target. structible solid d. Flanpr and dimensional a full round ofconcmmtion.
Any victim struck by a meteor rakes full travel can therefore not bypus it. Note that the cuter docs puume the flaws of
“ d e “ damage (no saving throw). Each victim The colon and &em of a rirmaric wa// M the new form u well u iu surngchs. If, for ex.
within a blut d u s may make a saving throw always the m e ; when crcntedlthe viola side is ~ p l e , t h e c a s t e r M s ~ c k b y+2,
a ~+lvs.
vs. spells to take only half ofthe given blast dam- always closest to the cuter. The effms and colors dragons while in dmgon form. the + 5 bonus ap-
age. Even fm.&ant and fire-using matures of the primatic wall are summarized below. plies ag+inst his new form.
PIC fully affected by strikes from a meteor lllb~llc&ctcpnnotbcmpdcpcrmMnnvnd
swarm,although they might be resistant to the h*F is subject to d&dma#ic. During& rpll dun-
fiery explosions. A scparare saving throw must Range: 0 (cuter only) tion. the cpncrannnpam through nnypmarrion
bc made for each blut the character contacu. Duration: One turn per level of the cuter hepil OT anti-m&c JheU spell &.
ERect: Cuter may change form
ParrrWordKill SUlVivnl
Range: 120’ This spell is similpr to the 4th level polymorph Range: Touch
Duration: Instantaneous self spell. but is far more powerful. The cuter Duration: One h o u per level ofthe cuter
IifFect: Slays or SNM one or more matures actually becomes another creature or object in all E&ct: Protecu one creature against all non-
respmr except the mind, hit poinu. and w i n g magical environmental damage
This spell enables the m e r to affect one or throws. The caster takes his new m o r clnaa. at.
more victims within 120’ (no saving throw). Ex- tpdt rolls, special attack forms, immunities, and lllb spell pmc.zu the recipient fmn ndvasc
ception: A magic-uaer, and any cmture which all other details from the form he h u taken. mndirioas of all c y p s . i
d* nomd heal Q
can e ~ magic-uaer
~ t spells, may make a saving A magic-wer cannot cut spells in any form ex. mld, lackofair, vnd Wfmth. while thcrpll is in
throw vs. spells to avoid this effect. with a -4 cept that of a bipedal humanoid (demihuman. &, rhccnacrndnopL, fwd,mnr,or Jap.
penalty to the roll. goblin. ogre. giant, etc.). The cuter cannot take The apdl d=mprorat SepiaamngLsldPmsge
A single victim with 1.60 hit poinu is auto- a completely unique form (such u that ofa spc. of~Ytypc,,~damage.*,bIWhwcpp.
maticdy shin: one with 61-100 hit points is CZC chacacter, Elemental Ruler, or Immottal). a, or p h y d blow f m ueacura.It does pm.
stunned (as power word stun) and unable m act He can gain the likeness but not the abilities of tect against all damage caused by natural
for ld4 nuns. No cmture with 101 or more hit another character class. When wearing another mdiwns on other planes ofaiacncc.
poinu is af€ected. form. he can only cast spells from his own mem. polaatnpk. adcdcmight we this& in a
The ll can a h be used to slay up to five ory; he can’t cast from scrouC or his spell book. demor blizzacd to pmmt damage fmnthe ~t
victims%h h u 20 hit poinu or less (again,no He cannot assume huge inanimate forms; if he Unld* dagroundorwrdavpm, ala.
saving throw). vies to. the form will be a maximum of one foot bliug nwivrl without air; in w ,to mrgLplly
tall per experience level of the cuter and 100 cn survive in vwum; OI on the e*mmepl p h of
Rirmnticw weight per level. Fin. to protect apimeondidonnl fire d.lmsec.
Range: 60’
huntion: 6 NM
E&: Creates a multi-colored bprrier h a t i c W d 8&cu
Color 8&cr
~

Negared By
1
This spell cmtes a barrier of many colors with Red Blodu all mapid missiles; Any magid
a glittering appearance as if from light shining intlicu 12 points of damage
thmugh a prism. This Wnll is 2v chi&. with ‘/e” (no saving throw allowed)
bmren the colors. The effect must be either a orange Blodu all nonmagical miesilcs; Any magical lightning
sphere with a radius of 10’. centered on the cut. inflicu 24 poinu of damage
er. or a flat surface (vertical or horizontal) of up (no saving throw allowed)
to 5M) q u a feet in MO. Yellow Blocks all breath weapons; Magic &/e spell
Whatever i o form. the prismatic d cannot inflicts 48 poinu of damage
be m d (even by a wish). The cuter may p w (no saving throw allowed)
through it freely and unharmed, with any items Green Blah all dnmion spells Pmwdl spell
he choosn m wry. All other CreaNm and ob. (cfyrml b&, ESP, etc.);
jcm contPning or pasing through the prismatic anyone touching it must make a
d a affected by its magic, stming with the saving throw VI. poison or die
fm color they contact. Blue El& all p ~ i s o gases,
~. v d Dkhcgmre spell
It takes powerful magic to break through the gaze attacks; anyone touching it
d. A wish spell or a md O ~ C M C ~ E ~ will
~ W re-
I must make a saving throw vk
move the duce outermost remaining colors, but turn to stone or be pnrified
that’s all. Indigo Bl& all matter; anyone Dipel magic spell
To break through a prirmsric wall. an attacker touching it must make a saving
must attack it with a spec& sequence of spells. throw vs. spells or be
Ench spell will cancel one color of the prismatic gated to a random
d l . These remedy spells. shown on the chm outer plane. and possibly (50%)
below. must be c u t ~n the correct order (fm. lost forever
MYmagical cold ro remove the red layer: then. Violet Blacks magic of all types; anyone Continua/ light spell
M Y magical lightning to remove the orange lay. touching it must make a saving
er; and so on). When cut successfully. each spcU throw m. wands or be struck
causa the appro date color to dicappm from unconscious iuui insane (curable
4
the wall. When layers are gone. so is the wall.
A penon with an active anti-magic shed (in-
only by a cured/ spell
or a wish)
~

Timnmp able to use thcse high.Icvc1 spells M &ady Impomor Now: Whenever an effect u de-
Range: 0 (caster only) quite powerful. This wish could mult in the scribed as being unchangeable % e n with n
Duration: 2.5 rounds character growing a basilirk head in addition to wish," thu aatment supurnicr all orhen hew.
Effect: Allows caster to act for ld4+1 (2-I) the character's Own head. Wishes CM c a w @cat problems if not han-
rounds while everything else "stops" A wish cannot be used to gain either experi- dled p"p"!y ,%DM mu# ~e chat wishes M
ence points or levels of experience. repronnb y h t e d or rhe balance and enjoyment
'Ib the caster, this spell seems to stop time. It Pw'ble Eti$ec@s:A properly worded wish can of the game will be compleccly upset. The DM
speeds the caster so greatly that all other ma. substitutefor any other magical spell of8th level should not allow wishes that alter the basics of
tures seem frozen at their Normal Speeds, in or Ius. or any clerical or druidic spell of 6th level the game (such as a wish that dragom can't
"normal time:' Prom the caster's point of view. or lers. at the DM's discretion. This common use breachc for damngc). The more unresrwable
the effectlasts for ld4 + 1 (2.5) rounds. The cast- of a wish is more likely to succeed with little and &reedy thc wub is. the h likely h t the
er may perform one action during each of these chance for error than other uses of che spell.
magical rounds. Otherwise.if the wish is used to harm another
Normal and magical fuc, cold. gas, etc. can creature, the victim may make a saving rhrow vs.
still hum the cwtct. While the timcsmp is in cf- spells. If the save is sucrcssful. the victim d e s
fcct, however, other creamres Minvulnerableto half the ill effects and the orhcr hdfrebounds M
the caster's art& and spells. Spells with dura,
tions other than "instantaneous" m y be cte.
aced and left to take effect when time resumes.
Note that no time elapses while this spell is in
effect: durations of other spells cast start after
the nstu (who may also saw w avoid it, but
with a -4 penalty to the roll). If the wish will
inconvenience someone without huming him
(for example. by causing him to relepm into a
prison cell). the victim gcw no saving throw.
i !

the timesrop ends. A chuPctct can use a wish to gain ueasurc. up


The spellcaster cannot move items held by to a maximum of 50,000 gold piem per wish.
thw in "normal time," but can move other However, the caster loses 1 experience point per
items that M not "sNc~:' including thw worn gold piece value of ueasure 'ncd, and chis lonc
at curied by othets. The caster is completely un. m o t b~ magicpliy r e s t o 2 '
detectable by those in "normal rime." However, The magic-user can use a wish to temporarily
the magicuer cannot pnu through a protection change any one ability score to a minimum of 3 II
fmm evil or antimagic shell while under this or maximum of 18. This effect lasu for only six
spell's effect. turns.
Wishes can also be used to permanently in-
Wirh crease ability m s , but the cost is very hqh: I!
Range: Special Yau must cast as many wishes as che numbet of
Duration: Special
Effect: Special
the ability yore desired. All the wishes must be
e
cast within a one.week eriod.
%u may Rire M abi '9 score only one point
ij
A wiah is the sin~lemost powerful spell a at a time. To rSire your Strength from 15 to 16
magic-user can have. It is never found on a takes 16 wishes. To then Rw it to 17 will take an
i
I
scroll. but may be placed elsewhere (in a ring, additional 17 wishes. Wishes cannot perma.
for example) in rue cases. Only magic-users of ncntly lower sbili9 scores.
36th level and with an 18 (or greater) Wisdom A wish cannot t& the maximum experience
score may cat the wish spell. level for human characten: 36th level is an abso- i
wording the Wish: The player must say or
write the exact wish his character makes. The
lute limit. Homer, one wish can allow dcmi.
humans to gain one additional Hit Die (for a i!
wording is very important. The wish will usually new maximum of 9 for haMings, 11 for elves,
follow the litcrnl wording, and whatever the in- and 13 for d w e s ) . This affccu only hit poinu.
tentions of the magic-user.
The DM should uy to maintain game balance,
and does not change any other scores (such as at.
tack rolls, elves' number ofspells. etc.).
I
being neither too generous nor COO stingy in de. A wish can change a demihuman to a human,
ciding the effectsof a wish. Even a badly phrased or the revem. Such a change is permanent. and
wish. made with good intentions, may have the recipient does not become magical. Half-
g d results. Homer, if the wish is gmdy, or lingr and d w m n bemmc fighten of the same
made with malicious intent. the DM should level. Elves become m e - u s e r s or fqhten (but
make every aOrt to dist~rtthe resulu of the
spell so that the caster does not p d i t from it. If
necers~y,the DM can even disallow the wiah: it
notboth), atthechoiceofthecasterofthe wich.
The changed character would then gain levels of
experience normally A human changes to the
i
would then have no effect. Whenever a wish fails
or is misinterpreted, the DM should explain (af-
same level dcmihuman, but no higher than tht
normal racial maximum. i
I
ter the g m c ) the problem M flaw in the phras. If one character casu a wish to c h ~ an- g ~
hg. other's c h w t e r class, the vi& at his option)
~

?re M some examplcs of faulty wisher: \


m a y m a k c a s p v i n g ~ w . s p e l a w i t h a+ 3
I
!
I wish that I knew everything about chis
dungeon" could result in the character knowing
bonus to resist the change.
AwLhcan~unccLneschangetheresulwof;
i
all for only a second. and then forgetting it. past occunmce. This is normally limited u
"I wish for a million gold pieces" can be evenu of the previous dry. A lost battle may b i
granted by having them land on the c h w t c r won, at thc Lorra may be made frr les mere, j
pounds of gold!), and then van.
(that's 1 0 0 . 0 ~ but i m p d b l c odds cannot be overromc corn.
ish. pletely. A death could bc changed to a near.
"I wish to immediately and permanently pas. death survival; a permanent lors could be made
sess the $ore power of a basiiikk while retaining temporary. The DM may wish to advise players
di of my own abilities and items" is a cucfully when their d e s w e e d the limit of the spell's
worded wish that's out of balance. Chwan power (or his patience).
I

s who rhrow themrelvcs into dan.


inrationstend to d v e a lor longer
haw the right rooli and equipment for
g nration. In &is chapter, we List m m of
wrmd quipmcnt chnncrcrs will need in a
hns
P e .
Ammunition:
Money See Ammunition a b l e
Some quick nms on money in the D&Dm Anr:
game: Axe> Battle Id8 7 60 rs2H,M
S t d q cold: Beginning characters receive a h e . Hand ld6 10120130 4 30 t.S
one-time sum of 3d6 X 10 gold pieces. This rep
resents mone saved up che character before
d 2
he embarkc on his a venturing career. or
money given to him by his family Wts he lefr
home. It should be spent on weapons, armor,
and equipment; the DM may have tscommen. Cmssbow, Hvy 2d4 801160/240 50 80 a.m,s.2H.L
d a h u to what the characters should buy.
When tint created, the character ah can be as.
sumed to own two or thm sets ofplain clothes, a 5 5 C,I.S.S
plir of shoes, a belt, and a belr.pnrch. Club ’ - - ~ ~ ld4 3 50 c,r,M

gold pieces = gp
-
Abbmiuhu: The game ccdnmonly uses the
followin$ abbreviations.
plaunum pieces pp
Hammet, Throwi
Hammer Wu
St& ld6 5 40 c.r,w.lH.M

-
elmrum pieces ep
tihtcr pieces = sp
wppcrpieces cp
Cowmiom: b u can wnwn money from one
type to anache wing the fowi values.
To~ch
Daggers:
Normal
ld4

ld4 10120/30
‘Is

3
10

10
c.r,s

r,w,S
Silver ld4 10/20/30 30 10 t,w,S
1sp = 10 cp

- -
lep-51p-5OCp
l g p = 2cp = lo* = 1oocp
pp 5gp 1Oep = 50sp = 5OOcp
pole wenpala:
Hdbcrd 7 150 s,ZH,L

iponr
t cburncnwill want to carry one 01 more
c WCS~OM.The Weapons llble shows the
IU available in the D&D game. Some of
these wenpons haw special &cu that arc Some
ofthe WCS~OMin the cable will look very similar shield walpons:
m one anorher. Bur these W - ~ M often demon. Shirld, Horncd
mpte subswtid differences d you dx) use the Shield, Knife
o p w d weapon mastery rules described in the __
Shield. Sword
nm chapter. Shield, lLskcd
Weapon infomation in the table is dctined
folh: swordl:
Item gives the weapon’s name. Short
Damp shows che amount of damage the
weapon does: if the wlumn shows “ld6,”
fci inapocc. you’d roll ld6. for a mu11of 1
m 6 pine of damage whzncver you hit
with that weapon. ’Iko-Handed ldlO 15 100 ZH,L
Ruye shows the rnnge characterirtics ofthe
weapon if it tires projectiles or can be OtkI%vQIw
thmwn. A number like “601120/180,” for Blowgun, ;p to 2‘ Nil 10/20130 3 6 a.m.s,w,S
example. means rhnt chc weapon is at short Blowgun, 2‘+ Nil 20125130 6 15 n,m,s,w,lH.M
m g e (for the indicated + 1 to a& roll
modifier) from 1’ to 60‘; it is at medium
mnge (for no artack roll modifier) from 61‘ Holv Wawr Id8 10130/ 50 1 C.l.C.W.S
-
to 120’; and it is at long range (for a 1 to
a& roll modifer) from 121’ to 180’. &-
yond 180’, it cannot hit a -I. These din.
tanen arc mcwrcd as feet indoors and as
yards outdoors; for example, a crogbow Wh$ Id2
..
llft
-.-.
lOift s,w,M
.-
that can tire 180’ inside a dungeon can
launcb its quarrel180 yprds outside. (POIexplanations of Notes, see the n m page.)
cat Irp) shows how much it casu to buy
the m p o n in gold pieces (gp).
naq missiles, acept that their mow &e

-
~

-ak (N-) made of silver, which is urdul when &bt.


cain monaen. Such umws nv c o m p m r k ~a.
a The weapon's n o d lopd of ammunition is &ady included in the weapon's encumbrance
(bow: 20 -: uo*bm:30 quarrck ding: M l l o ~blowgun:
: 5 dam). If you W M ~ pmsive andm w d y & &e prm. ntba
to vaq the number of miaaila you arty with the &e weapon, 2 equal 1 cn in rhan in batches of20 ot 30. Likcuiae, aihu pel.
encumbrance. 3 quarrels equal 1 cn, 5 sling m n u equal 1 cn. and 5 d m qual 1 cn. leu me d e fot slings.
The&. a long bow without mows ha encumbrance of 20 CII; a li&t c m & w Atrow and quslrel cat8 include rh pria of a
without qunnela has an encumbrance of40cn. cheap quiver or CPT, bothofwhich c q de
c Ucriu may UK rhis weapon. Druids may, too, if they can fmd a form ofrhis weapon with no ard load of ammunition.
m d or stone PpN.
m
n
Mirdlc weapon: never used as a melce weapon.
A net's em and encumbrance arc baxd on its &e. Nets rm( 1rp pu quare foot of surfncc
MP and have an e n c u m b c of 1 cn per qunv foot. A Medium net (6' X 6') would
~t36rp(3.6sp)andhaveanencumbcof36cn.
w.cl)oa Ducriptk.r
The weapons from the Wapnu Tkbk ye d
auibed hue. They M lined in rlphrbedul o
I
r This weapon can be thmwn,but is only m l y urcd this way: only charactera at the Bxpert or der for convenience.
p a t n level of weapon mutery can thmw this weapon in combat.
s This wea baa ipecial feanuu; md the weapon duuiption. Axe. Bur*:Thia is a large me. or m-bLded
t T h i s i s a f 2 weapon that may pbo be thmwn. chopping head fned upon a long(3'.5') woodm
v Thi weapon may be set vt. a ch.rge. shaft. This is a no-handed wcapnn; the meldn
w Magic-uxn may use thia weapon at the DM's ditunion. ofthe weapon may mat use a shield and
HH This weapon CMbe used either one-handedor two.handcd. Used ~ohpnded,it operates Lola individualinitiative to ducMen not u a i q
similarly to two-handed weapon (i.e., the wielder cannot use a shield when using the a n o - h a d e d weapon. H.ltlLyr snd and n m -
weapon this way). Honocr, a ch~netcrusing this weapon, even in its no-handed @$e, humam such M goblins unnor w rhis weapon.
don not autotnaticpllyk individual initiative. Halflings and other amdl ncncan we
this weapon. An, H.ad: This is a d l cboppins blpdc
to a anuU (1' 2
2H This weapon i q u h t whands for UK.The wielder of the weapon may not w a shield and
h a y s lovr individual initiative to charactus not using a two-handed weawn. Half-
lings and amdl races c m o r use this weapon.
(usually only MC blndc) &d
wooden shaft. It is a one-h.aded w q c m
my be thmwn.
ill
s smdlwenpon.
M Mediumweapon. BMnrd Sword See Sword. B ~ t (below).
d
L Lamweswn.
But* Arc: Sce Are. Bpnlc (above).
-
~~ ~

wapQIl~B&mTllble BLekidr: This weapon is a d knhu Wt.


V.8' Long. filled with sand of mepl rba snd
V W I h u m PniledsOriryl rvnp attached. It uur, little
M o r ma, et,
HitDicc
u p to 1
kNone2 Wjack
Knockout
OIWllip
Entangle
damage ( 1 2 points) but. if it is upcd m nriLc a
victim's head 01 d .it can padblg nun 01
ca w unconuiouineaa.
1+1to3 +1 Knodtout Entangle This weapon has no effecton avictim weatin#
3+lt06 +2 StUn Slow a metal helmet (which is included in any act d
6+lt09 +3 Stun Slow plate. banded. chain, or Vnlc mail) ot on any
9tlto12 t4 Delay Delay unarmored monatu d armor clan 0 01 la
12+ ormore +5 Delay Delay (which indicnvr very tough akin or pramire

-
* The effects of suae65iiIi saviru thmws arc a l a i n e d in each weawn's description. plating).
The DM decides wh& 01 not romemc uc
ing a b h k j u k can hit hk target's herd. Ihc DM
AmmuuitionWk might decide. for cnmpk. thpt meaw who
s d up on p-@&
sandprd Bnc target can aim at the twgct's head with nopad-
*of rcod(I0f Coat (I0fdlotI rq, or that the chmcm, in combat. can dm Y
Ammdtim ShW W per-) the enemy's head by takhg a -4 per& md
Blowgun Dm S 1 5 attack roll. ALO at the DM'r diuctioo. it d
Bow Anow 20 5 2 target is 8 0 much d e r than the mdn hub.
Silver-tipped mow 1 5 2 attacker can't ma& hi head. then the a& csn
cmasbow QUUICI 30 10 3 Only idkt M I d -.
Silver-tipped q u m l 1 S 3 Iftheat~ddarhitthetwgct'ahed,cwaJt
sling stone 01 lead pellet 30 1 5 the Weapon Specid Effects Xbk. ?he v i c b
Silver pellet 1 S S mun d e a wing h o w VI. dcprh my (paribiy
with a bonw; KC the cable). Ifhe fila the nviq
shows how much encumbrance the
Brie (a) tbmw, he &n the additional &rr ahowna
weapon has, &in coin-weights(cn). the cable, determined by his Hit Dice. l k a c
One coin weighs one-tenth of a pound. Re. W e weapon8 auch as bows evcntudly run CffCCta P l C M fObW8:
mcmbu that the more encumbrancea char- out of ammunition: here's whot it cosu to buy KnocLour: The victim is immediately won.
~ e is w
r in g .the dower he movcs. additional ammunition acious and remains helpleu for dlM) (d%)
Nina refen you m the ductiption d o n These fipm +PLY for my W of weapon mundr.
that ducribn weapon dunctuLNcr Some- . that g m by the nnme shown. A m coat the Srun: Tbe victim mnned and will remain
timv a weapon that looks unimprurivc on ( m e , come in the m e standard I d ,and stunned until he wcnafully maka a arving
the chm will have special features lined in have the same encumbrnnce for a short bow as thmw M. death my, He may tty to nuke a ner
the Nota column. nnd those snaecial fea. for a low bow: dam for a short blowan me saving thmw each round.
Delay: The vKtim is mildly dued: he k
initiative on the n a t round.
h 6 v m This weapon is a rube. 6'.4' long. ual initiative for the n a t round. H.lbad: See Polearm. Halberd (below).
The user places a mall dsn or thorn inm it, aims This weapon can only affecr solid creatures.
the rube at a target, and blows air into it- Wraiths. spectm. &red crcacum. and mon- Hnmmer.Iluorinl:This is P hrt.ahaf~,
forcing the d m to fly townrd the target. sters nude of water (such as a warn elemental) broad-headed hammer, capable of crushing
The dnm c a w no d a m y themselves. How. cannot be nffcmd. blows. It is balanced for thnming.
ever, the dnm M usually treated with p o h n . A Bolas M awkward to carry and may become
blowgun dm merely mtches the vi&, with tangled. For e& additiond bdacarried. the en. Hrmma. \1Au: This weapon consists of a
little penmtion; it inflicu no real damage. If cumbrance of the bolas triples: 1 bola = 5 cn. 2 bmpd hammn bead-sometimes with two mik.
hit, thevicrLnmustmakcasavingthrowvr.poi- bolas = 15 cn. 3 bok = 45 EO. etc. ing end, instead of just one-on a medium-
wn or d e r the effects. Depending on the sire length (about 3') d e n rhnft.
QI l o e l ofexpcrience ofthe victim. he may gain Bow.hq:This is a piece of wood bent into a
a bonus to the saving throw (re the Weapon cum. with a taut string holding it in that posi- Haad Axe: See Axe. Hand ( a h ) .
Specid Bffenr Table). No undead creature or tion: it is uxd to launch arrows.
any creature immune to poipon can be b m e d Thisbow isam.handed weapon; the wielder Heavy Cro8abow: See Croubow, Heavy
by a blowgun. of the weapon may not use a shield and always (above).
The use of deadly poiwn as a weapon is not a loser individual initiative to characten not using
good act. Because of i o dangers, poison may be a two-handed weapon. Halflin#s and mall rues Hdy Warn: This is watu h t has been pre-
dcclered illegal by Id or regional ~ l e nIn. this such as goblins cannor use rhu weapon. pued by a spcid duic (who must be PT leaat 9th
CPX, hwf'ul characten do not typically UM it. kvel or above). It is llormplly pkced into a
The DM may choose not to allow player charac- Bor, %on: This bow is similar to the long breakable bottle or gourd and then hurled at a
ters ro use poiwns in his campaign. W m players bow, but it is smaller and not able to fire mows target; if it strikcs the target, the containn
chat, if they want their characten m use blow. ~ f ~ 1 . I t , r 0 0 , i s a ~ h a n d e d w e a p buritcan
on. smashn and the t u p is splashed.
guns, monsters will have than as well. be used by halfling characten and small races Holy water only doet the listed damage to un-
Longer blowguns are two-handed weapons; such as g o b h . dead monsters; dl ocher chamem and ~ O N ~ ~ I S
the wielder of the weapon may not use a shield M unaffected by it (except for b c i i damp
and alwaya lmer indindual initiative to charac. CanU: The CCSNS (PlUId: CUU) 1 SON Of ened).
ten not using a two-handed weapon. Halflings glove or thong wrapped amund the hand; n has If you M using the optional Weapon -wry
and dnonhumlns such as goblins cannor UK rough. cutting edges on the back. sa th.c a rules (in the n m chapter). all characters have
rhiu weapon. punching arrack will intlii more damage on an B d c mastery level when wing holy water.
op onenr. If the campaign uses the optional
Bok This weapon is a cord with weighted
bds on the ends. It is whirled m u n d and
P
N es for two-weapons use, a characrn docs not
d e r the - 4 penalty for the cesm worn on hi
Homed Shield See Shield Wcnpoar. Horned
Shield (below).
thmwn at a victim. It causes very little d m y off hand.
itself (Id2 points). but may entangle, slow, or Javelin: This weapon is a thnUting point atop
delay the victim. Club This is a simple. blunt piece of wood alight, long (4'.6') pole. Chnrmen un thmw it
If the attack roll is a 20 (not counting any used to batter opponeno. at targets or UK it in hand-to-hand combat: in
modifiers),the victim must make a saving throw hand-to-hand, they can use it with one hand.
vs. death ray or be inuncdiately p d y r e d ; he Gambow, H a v : This IS a &le weapon keeping the other hand free for a shield or n e a p
will die in ld6+2 (3.8) rounds from mangling i na~rough bow (like a mall bow. but
~ o n ~ i s rof on. Halflings (and small races such as goblins)
udest rucued. If freed, the victim re& ef- smellerand d e s made of mal)laid c m . Murethismnpon.
fectively paralyzed for 2d6 (2.12) rounds. Crea. wise a cm a stock with a rrigget. It fires stubby
turn that do not breathe (such as constmcts) M arrows called qunnels. Kdk Shicld: See Shield Weapons. Knife
immune to this effect. Heavy umsbows are buky. rquinng two Shield (below).
Ifthe a w l ; roll is succeMhrl but not a 20, the hands to use. and arc slow ro reload. A character
victim must make a saving throw vs. death ray, with 18 strength cm draw back the string with W. When in mbat on horaebed;, many
pouibly with a bonus (see the Weapon Special one hand and fire every round, but weaker &ar- fikhten use a special spat cpllcd a l a m .
Effw Table). If the saving throw is succndul, W~CN must point the crossbow nou.down on the Fwhccn. dwarves, d elm can use the LMnAt.
the attack has no cffect except dunage. If the ground. bnee it with one foot. and draw back tack maneuver (re Chapter 8). Mynkr M ux
vicrim fails the saving throw. the result m i c a by the string with both hands in order to reload it: lanca, chough chq do M( have the LMn Attack
the victim's experience level or size (KCthe they can only fire it once every mrounds. combat maneuver; even when on the back of a
Weapon Special Bffmr Table). This crossbow U a rw.handed weapon; the charging hme, mystics phrayr thnrrt with the
The victim may uy to make a new saving wielder of the weapon may not UK a shield and wcspon PI though fighting with a spat. o d v r
thmv during the hand-to-hand combat p h w of always loscs individual initiative ro characten human dsgn wno( use a lance effenivclv
e& round until one is NCCCS~U: this indicates nor d o g a two-handed weapon. Halflings and A chsrseter with a lance may nil1 use a shield;
that the vicdm has remowd the bola. If another small nonhumans such as goblins mnor use his however. if yw are wing the o p t i o d Weapon
character cries to temow the bola that has struck weapon. M P I I Cd~ e s (in the next chapter). a chntsncr
a victim, the victim rolls hb own saving throw vs. who is at B d c mastery with the lance cannot yet
death ray, with a + 2 bonus. When the victim Crmbow. Q h t : This wespa is similar to the use a shield. Under the Weapon Mastery NICS. a
makes the saving throw, the bola is removed. heavy crossbow. but smaller. ICalso requires two lance can be used to gain a defenrc bonus. but
The victim may spend 1 round destroying the hands to load. but only one ro fuc. ench round a lance is uxd to defend. it causes
bola if he has an edged weapon and choosw to This c m b o w is a cwo.hpndcd veppon; the only half d a m y .
dcscmy it. Othetwisc, the bola is undunagd he wielder of the weapon may not use a shield and If the wielder ofthe lance has the Multiple At-
can hold on to it or drop it. always l a a individual initiative to characters tacks opuon, he can indecd make multiple at.
Possible bola effects, as listed on the Weapon not ruins 8 m.handed w a w n . Halfliw char- tack& but not ell against the same foe. He must
Special Effects Table,,4 follows: acten ana smd races such as-goblins cankc use m&e each attack against a dWuent target. I&.
Borpngle: The vuum cannot attack. cast chis weapon. iug them in the c o w of his h e durge.
spells. or move until his saving thmw is s u m - A lame used from the bark of a flying mount
h U y made. Dagger: This is a small blade with a one- can be used nonndly If the wielder needs to re-
Slow: The victim is dowd moving and at- banded grip. It may be used in haod-to-hand Inx the lame and tier it to his saddle sa hat it
tacking at half his normal rate; he cannot cast combat or thrown. Some expensive varieties M will not drop to the ground, he cannot defend
Spells. made out of silver for use against certain magical with it.
Delay: The vi& auromaticnlly l a a individ- UePNles.
Light Crowbar: See h b o w , Light (above). A net can easily be damaged by any edged Weapons Table. They have individual en& be-
weapon (or daw or bite), but it can be repaired if c a w each h u arrpin chnrscrerlrkc that diuin-
bq Bor: See Bow. long (above). rope or cord is available, which requires ld3 gvish it from the othen when using the Weapon
turns of undirmrbed repair work. A damaged Muary du.The vuiations M f o k m
This is a heavy ruillinghcod attached to
b. net h uselnr. Hdbenl:l%aenponLborha
a shon. or medium-length wooden &A. New come in a vdetg of sizes; if the target h a hopping weapon. It hu a
too large for the net, he will gain bonum to his aspike on the top and a hook on the back.
Net A net is M open merh of rope or cord. saving throw to avoid the &w.U h g the New Pike: This thnuting aenpon (uscmiauy an
Small new (up to 10' X 10') M commonly used Table. determine how many liEn the victim i nms.long rpepr) has a chon,rhup spearhead on
in hunting d adven and EM be wed as larger than the net. Por each size @cater, ck- .:-- themddavcrylongpolc(12-18').
c i h a h m d . t o - h w E ' L n weapon. n e timgpinra t4bonu8.Amlldlisnlways . POleM: 'Ilus chq& weapw hu a d
net's encumbrance varies by the sue. ure unlessthe bonw is t 2 0 or @cater. axehead d e d to a pole of varying kngth (5-
This weapon is commodfl-ivpikble in most Nn, 6' X 6' or amda may be wed one- 15'). It is usentially an cmn-long battle
campaign worlda. Iw COI( is low, but it is easily handed. Lpreer net( ~ U ~ ~WO I ChMda and SI& Poleum: All orha pokuma use this n
damaged. The net is one of humankind's fmt fer rbc same pmaltia M othu two-handed the Weapons Table. A ehnnctu wing L poicam
tools, having been invcntediaprchirwric times, weapons. The wielder may not UK a shield, al- can say that it is a p e r i c polcum, arhecln ry
and it is used by mocr hundmoid mowen tot wags loMs individual inidPtlve to dnncrcn not that he is w i q one ofthe following apaific
both hunting and defense. using a m.hended weapon; and halfline and typetofd-ddpokumr:
A net can only affect crepNrn made of wlid small nonbumans (such goblins) c m o t we Bardichc: ThL vnpon has a hcppr m
material. Wraiths, specrres. ctherepl c m t u m , ners larger than 6' X 6'. blade with a long r p h projecting forwd.
and momen made of water (d M water cle- Bill: A lightweight weapon, the bill haa
ment&) cannot be affected. Normnl Sword: See Sword, N o d (below). long, narrow, single-cdged b*dc (w;C a rfhc,.
A net inflicts no damage on the vKtim. but GLorme:Thistmponxambkrbillrich
may entangle, IIOW,or delay the vicrim. The Oil, u. This rype of weapon wually
condm of cooking or lamp oil poured into a
a thin spite on the back ofthe W, awing
forvrud.
wieldu makes a normal roll m hit hir target; if
he don,the target must make a saving rhmw vs. breakable container (ruch P( a bottle, gourd, or G1Pivc:l%nenpomhprrbmad.kaif&e
death ray, p d b l g with a bonus (see the Weapon g h lunp). with a furc or wicL mached. In We.
Specid BITcccaTnble). combat. the wielder lighw the fvrc or wick and lochaber Arc: This ncnpon has a loq
Ifthcsavingduowm&,thenetdoeanot c h i t at his target (lighting md rhrowing on- heavy, aingbbladcd sue d a hook on th
affect the target; it drops ofThim without im- ly d e s one roundif the charna haa another lit back, pointing fd.
pairing him at all. If the victim fpiL h i saving object handy). Ifthe containa him the target, it Pudman: The pprban has a broad speu-
throw, the result vatiu by the victim's q c r i . bunw. rplnshn the cugu with the oil, and ig- head with tvm hooks at the base, pointhg hr-
ence Iml or size. nites the oil on target. ward.
Once a target is trapped in a net, he may makc Bumingoilcawr ldspoinwofdmqecach Ruueur: This r n p o n ku a h n , dntp
a new rpving &tow durin the bd-to-hand round atprgct is in the fin. oil the hnr been lit rpileflded by two hac, curved bhdopl in
d
combat phnse of each roun until one is N C C ~ ~and
ful; a auccerdvl roll indicnw that the net haa
. throvn will bum for 2 munda. If you Mw
ing the optiond Weapon Ypncry NIU ( a m
bnr.
S p m : The rprmm hu a long spike wit'
becn pulled off and thrown aide. If he has a chapter). d durnctcn M rmuidued to have two sh.rp curved blades forming a trident ship
dagger (but nor a Ionget weap6n or a nonbladed Wc mastery level with thrown containaa of Spontoon: The sponmon has an d.boru
weapon) in his hand when k ia hit with the net, burning oil. blade, poaibb wavy or with aM.
k h a + 4 to hissaving duow;~YCCCIImeans Voulgc: The wuip hn a large. heavy,
that he haa cut his way out d t h e net, thw de- PiEc: see Poknmrs. Pike (below). broad blade like 8 clcavcr.
smyhg it. Intheamp.ien,aDMcan6itnplyuse E
polcprrm: Polcarnu consist d r u i a u w c a p l ne& polcam c ~ u M g the Weapons P ..-x
Nca Tnb* blades mounted on long poles. Polcpmu my be poleprm mrkau. or, if he's wing rbc wcapca
V*cim'c Sire Jhuirnlmc* N u Sire** wed only by f ten, d w a , elves. and mys- M u t n y des,he CM follow the guid+c~ ia
iTp to 1' 2' x 2' tics. Bccaux o? I pdnrm's length, a chawter that c h a p for combining rhc UriD of hsl-
1+'-3' 4' x 4' with a p o b may attack a foe m n when there b e d , p&ei, and polcumr into new nenparr.
Medium 3 tO.6' 6' X 6' is anothn friend 01 foe bcwea them. M e n . Regardlea of e dl poleumi arc fro.
6 +'-lo' 91x91 I polearm wielden stand in the mend rnnk ofthe handcdmpnu;Edieldaofthennponmay
combat, miking ova the he& of their front. not ux a shield end alwap lorn individual ini-
line comrpdu to hit front-line tighten of the en- tiative m chpnctem not wing a two-handed
a n y fwce w*cppon. Hnlflinp and d nonhununa ( 8 4 1
A poknnn may be used with the Fighter Cam. P) goblins) cannoruse this weapon.
A smd net is right for a target the sire of bat options. Hovmr, the o p t i o d disnrm rule
a halfting; a medium net is right for hu. mag only be used where noted with the weapon po*ns: See Poknmrs,Poleaxe (above).
man, d d , and elftargew. type.
** Or equivalent in q u a fm. The polcnrm user's attack rob suffapenaltin W,Thmnn: This is a IO& of fur size or
of-3foteachofrhcfdloaingcptes: rmplln.When a chnnctcr h any o b j j that
Magical nn, M rare. The few that a L t can- Theuserisadd. cpugl impact damage, w a t it as if it were a
not be damaged except by fire or acid; daggcn The wielder is attacking from behind a larg- thrown rock; the DM can redua the damage
will not cut through them.An entangled victim e1 ally doneifhethinlrsitisnotaspunichingasanor-
can only remove the net, not dMlpBc it. An d y in front ofthe user is wing a two. mal rock. Strength d f i c a t i o m apply to acmck
The e&nt k e d on the Weapon Special Bt. handed weapon (other than a polcam)or any rdLtddamage.
k w Table M as foUm: acrpon that ia swung backwad behind the If you YC wing thc vptiond Wnpon Murcry
Bnrurgle: The victim cannot anack, cast w i e k r (e.g., a battle axe, bola, ding. etc.), thw rules, all characten M conddered to have Basic
spells. or move until a saving throw is m&l. endangering the polcam bearer. mastery level with duown &.
Slow: The victim is slowed, moving and at. If you M using the Weapon Mrrtcry rules
tacking at half his normal rate. He cannot cast from the n a t chapter, characten trained in the Shield Ubpotu: Thac weapons combine a
spur. use ofthac frehanded w c p p o ~can d d a t at. shield with weapon bl.da. Though awkward
Delay: The victim automatically loscs initin- tach with them. and pmne 10 bmking, a shieldnapom can prr
tivc for the next round. Fwr NMS ofwle pmu M &own on the vide a second attack when wed with a oni
handed weapon. Only fighters. thieves. and of the weapon may not use a ahicld and always even in iu twehanded scyle, does not loK his
dunihumana may use these weapons. Monsters loses individual initiative to chplscters not u ~ h g initiativeroll, and h&lingi and other smnll ucp-
d y use shield weapons. a two-handed weapon. Haltlings and small non- turn can UK this weapon.
The larger shield weapons may b m k during humpor annot use this wcnpon.
bank. Check for breakage whenever the attacker nuked sbicld. See Shield Weapons 'Ii-kd
or the defender rolls the exact attack roll needed. Stone: See Rodr, Thmrm (above) Shield (above).
(For cnmple. if a roll of 9 or bmct is needed to
hit and L 9 is rolled on the die, check for break- Sword. Butnrd:This populnr weapon is simi-
*.) Each time a brepLnec m u m , one of the lac to a normal sword (below) but has a longer (ah).
shield weapon's blades becomes unusable. blade and a hilt (handle) nearly as long as chat of
The chance that a shield weapon will break is a two-handed sword: the o v e d weapon length wk HMmu:See Hammer. War ( a h ) .
5 or lerr on ld10. Magical shield bonuses add to may be from 3111' to 4 W . The sword may be
the die roll, and mngicnl weapon bonuxr of the wielded either one- or no-handed. whip: Thic weapon is a h g , braided lcrther
focrubtrsnfromit. In additionto magicalmod. A c h ~ r ~ r t ecannot
t use a shield while using rtrpp with a h a d e . It may be frcan 5'-30' lmg.
-
ifius,modifg the foe's a n d roll by 1 per 10 thi, item two-handed. However, it does nor
cauw the log of individual initiative. The bas-
It is a hand-rohmd weapon and may be wed ro
either cause damage (Id2 poinu) or ro enan&.
poinu ofmsrimum damage poariblc.
Por example, a @her with a d shield + 3 cud sword cannot be wed h a haltling or other More each combat round, the urer must d e c k
is attacked by a monster using a two-handed smnll humanoid. which option is being used. Whichem he uxr,
sword. The monster needs a 7 to hit his target he makes a normal attack roll.
(at 4
ore an modifications),
. and he rob a 7 on
the die. e welder of the sword shield must
Sword. N d This is the classic weapon of
fantasy. It consku o f a one.handcd hilt (handle)
If he mrn a hit, the whip either intlicu Id2
poinu ofdamage or (if entangling is attempted)
check for breakage. attached to a long cutting or thnUting blade: the f o w the victim to make a saving throw VI.
The shield wielder's base roll is ld10; on a Ior weapon is usually b n m n 2%' to 3'12' long. death ray, possibly with a bonus. (See the Wenp
I c s hi8 shield breaks. His roll will have a -1 on Special EfFccu nblc for hir sa^ throw b
penalty because his opponent's two-handed Sword, Short: Thh is much likc thc normal nus and the d t of the a n d . ) If the victim
sword can do up to 10 poinu of damage. But he aword (above) but smaller; it is usudy h e e n fails hL saving throw, he may be entangled,
will have a bonus of + 3 because his shield is 2' to 2Vz' long. Haltlings and s m d nonhumana slowed. or delayed.
-
magical. He rolls a 6, which yields 6 1+ 3 - 8 .
Hir shield docsn't break.
such as goblins can ub+ this weapon. The e&crr listed on the Weapon Special Ef-
fccu Tnble M as follow
The four types of shield weapons M as fol- Sword. 'Ra-HMdcd: This weapon, nko cnllcd Ennngle: The victim cannot attack, a11
h: the great sword. is the largest type of mod. It is spells, or move until a wing throw is wcwa!i~I.
Homed Shield: A one-foot cimlu shield that similar to the normal sword (above) but much Slow; The victim is dowedsmoving and at-
is strapped to the a
im rather than held. A single longer, usually being 4%' to 6%' long. t&g at half his normal rate. He cannot EM
spike projects from iu center. This shield is very Thii sword is a two-handed weapon; the spells.
dunble and will not break. wielder ofthe w e a p may not use a rhieldand I k l a y : Thc victim a u r o m d d y h initin.
Knife Shield: A s m d budder equipped with dwap loses individunl initiative m duncrur rive for the n a round.
one or two short blades protruding from iu not wing a two-handed weapon. Hdflhgs and This weapon is not very us& a a p t as a tsc-
sides. small nonhvmrnsm h goblins cannot use this tical device. It is m01f often wed by a thidor
Sward Meld;A medium-sizeshield with one weapon. other character who wanu to help a front.linc
or two sword or spear blades projecting from the tighter aomchow while m d y q q i n g in
rides (ifround) or ends (if oblong). Sword Shield See Shield Weapons, Sword melee.
Zukd Shield: A luge shield with one to four Shield (above). A whip CM only entangle -NR# made of
shon bladca protruding from the sides. It may solid material. Wraiths, spccmr. ethereal ma.
have a central spike. Due ro iu size. the nuked lluowiq Iiamriw See Hammer,Throwing cures,and monstcm d e of water (such as warn
shield uira mo hands to use and may not be (above). clemenrok) cannot be entangled. They will,
used 3 an additional weapon or another
shield. Chamccers wing this weapon always lore 'Bueh: A torch is bsricnlly a fluning club. Al-
however, suffer the normal damage c r u d by a
whip. (A normal whip will not hit a momer that
individual initiative to characters not using a though lighter than a dub, it is on fm so it does can only be hit by magical wepponr, of me;
two-handed m p o n . Hlltlings and dnon- the same amount of damage as a club (ld4). If that would require a magical whip.)
humans such PI goblins annot use this m p o n . someone UIC( M unlit mrch as a blud&coning
shon Bor: See Bow, Short (abqve).
wea n. it docs Id2 poinu of dunage.
$ou use the optional weapon M-ty d e s,
Nonrtrndrrd Wmpon Umr
mastery with a dub is nko maatcry with a torch. (Optioarl)
Shoe Sword: See Sword, Shon (below). H m r (nko from the Weapon M u t q rules), Sometimesa drPrPcter may want ro use a onc-
somcone unskilled with a torch docs not halve handed weapon with two hands. Thh intlicu
S I i q This is a lepgthof mid or a long l d e r damage. but alwa inflicu ld4 points (regnrd-
n n p with a pouch m the middle. The user plac.
a a scone 01m d "bullet" in the pouch, holds
E).
less if the torch is
more dunage. but hu the following limitltionr:
Any one-handed weapon (except "Other
Weapons") can be used for chia option.
the rling by the ends. whir&it to build up sped, 'Ridat This is a light spear with three barbed The character loses individd initiative.
and then releasa one end ofthe suap to launch prory on the end, designed for underwater use. The character cannot &cccivdy use a shield
the missile at his tnrgct. Any d l c r c a ~ ~(2'e s long 01lar. sucb as nor- fot defense while wielding a weapon two-
mal firh) hit by a trident b m e sruck on the handed (no AC bonus).
Spear: The spcnr is a thrusdng head actached spiked prongs. To free themselves, they need to When used two-handed, weapons gain an ad-
to one end of a mcdium.to.long pole (6'4). make abilirg check n.Strength m free them. ditional + 1 point of damage ro their art&.
Fighters, dwarves, elver. and mystic8 can use the KIWI. They may makc one anunpt pu round; This bonus applies to any one-handed weapons
M spenr VI. chargc mpncuvcr ( r e Chapter 8). many s m d cmcures have Stnnghr chat do not used with both hands. regardla of the Mi&J
exceed 1or 2. damageoftheweapon. Therefore,adaggctwed
M: This is a 2" -thick d, 4'-6' long, p i . This weapon can be used either one. or two- inthiswayinflict8 ld4+1 (24)poinuofdnm.
bly with iron-loadedends. A staff may be used handed. UKd no-handed, it operatu similarly age, and a spcu docs ld6+1 (2-7) polnu of
b y d ~ , c v c n b y q i c - u s e r s i f t h e D M s o to other two-handed weapons (i.e.. the wielder dsmnge when wielded with both hands.
permiU. cann01 use a ahield when wing the weapon this
Thestaffisawo-handedweapon:thewielder way). H n r r m . e chplscter wing this weapon,
I
Armor
All fighters, deria, dwarves, elvca, and half-
Lings Can use any of the rypU Of armor described AC
belar. Thirm and druids CM use the types of (-1)' Shield
b) (a) Nota
armor indicated in chc "Notes" column. Magic-
10 100 D
users and mystia can use none of rhne armor
ma.
Armor is normally made for a spccifc race.
The DM can impore penaltin on a charmer who
wean rhc mol ofa differenr me. Por example. 0 Suit Armor 250 750 S
an elf would find a d d s chain mail awkward
and heavy (for M additional reduction to mwc- * Subvnct 1from AC if a shield is used.
mcnt beyond what che armor's encumbrance D A druid can use chi8 type of armor if it contains no metal pnm or ocher nonor@ componena
calk for). a halfling would fmd it very hard to ( p m that have never been dive).
mow in a human's armor (he would have to save S Suit armor has some very special chPrscterisua; carefully read rhc description of this cypc of
vs. paralysis each round to avoid ripping and armor.
falling down), and a dwarf couldn't gn into a T A thief can use rhis type of armor.
h.ltling's armor at all!
the leather. Plue Mail: This is not che full plate armor
Armor Deicriptionr WlniD Mail: This is a full.sired shin. often in- usually srsociared wich knights. It consiw of nu-
&dl W d PPllM dNIC4 u %I. ?he cluding a hood and sorncrimea including full merous metal plates (the chestplate being the
playucanprrnuaethnthbchenrar,a s p o f c h e pana. made of interlocked rings of m d . It is m w Lnport~ntof hem) linked togerher by
%IdPPllM,gnsrhetyped~appmpMte worn over a quilted rhin c&d a p h o n . chain mesh; it's much like chc chain mail m o r
tothePrmor(e.g., 6wn aamut lenther cap m aW When someone with a heavy weapon hits a char. described above except that it hu large, h p c d
dhelm). llu player may imagine othn appm acter in chain mail, che gambelon keeps the metal plates reinforcing it.
plipp ~ m m p a n m cas r he choacbgpuntleo. chain mail's links from being driven into the Scale Mail: This armor con& of light lenrhcr
.nmbrua, grcrva, c D E . 4 thcr m m u do flesh. (Additionally, it keeps him from being armor completely covered with overlapping
not play or amlor&. chilled by flesh-to-metalconcact in cool weather metal K ~ Csewn
S or riveted onto the leacher,
The armor l k d in the Armor Table is de- and from being pinched by the rings.) W:A shield CMbe any of a number of
suibcd here and is presented alphabetically for h r h a Armor: This armor is made of tough sires M follows:
your convenience. leather, ofnn boiled for exua toughncaa, or even &get or Buckler (a small round shield,
BMdedMail:This is a suit of heavy leather ar. boiled in wax (which produces armor known as with only one nmp, held in che fighter's hand);
mor wirh strips or knobs of metal imbedded in CUir-lmUlll). Medium or Round (a larger, heavier shield,
&en with two srraps-onc for the fighter’shand
and one hvther up on his forennn); or
Wd or Tower (a huge shield nearly the size
of the wielder. w u d y with two maps like n Me-
dium).
Regntdle~ofsize, d shields provide the s m c
amount of proremion by lowering the armor daas I Horre.wu 120’ 140‘) 4.000 8.m I
gore by - 1. Smnller shielda are considered CM-
ier to move into the path of danger, while larger
shieldr m t h e r but are slower to mow into
the p a 8 of danger-thus the benefit is evenly
divided.
suit Arma: suit MMKis the cypc of armor mo.
dpad with the m o u n d knights of high iwnaacc.
An unarmored fighter ne& two full Nm ro ring Gear Tnble.
It acbacs the w c ~ complctclV
f in a shtath of dmr in suit armo~;it takes one full turn to take
nal,withchain-linkj~to~tmovcmcnt. It
is & e n d e d plate annor(* is di&renr thpn it off. Budiagfor~AnimnL(~)
plntc mil),tull plate, gothic MnoT. OrjLnlshg ar. Suit armor gim no additional protmion The DM can dow characters to wmmiUion
moL Howrva, Nit annor M m like the* ar- against gnzc attach (such M a medusa‘s) or elcc. barding for other U c a N I u . If he dou, here are
tricicy (such as a blue dragon’s lighming bmth). m e tulw for the DM to gauge the con and en-
mmadedwingrhelnrtdaysofof-mnking.
The a x i d of gunpwdu forced annm-mvkcn to -
The wearer h u n 5 penalty when using any cumbrance of bardiag mpde for other cyp of
chicken rhe annor rmdc, which rendered it wo
miuilc drvicc other than a uaabow. If alone, cmnuea.
the WeMr suffus a -1 penalty to be surpriccd. In Chapter 14, many cmcum hnve a lLtiog
4pad dumsy and hprncdcpl hUr,Lnding (In d e r words. a fighter in such armor rolling titled “Load!’ ThL shows whnr son of I
d the
to the atandonment of nuking armor. In the
for surprise might roll n 3, indicating no nu. c m m can carry and with what modifuation to
DaDognme,thcpraaKcdmpgLhaJhadpLnon prise. but the pendry applied will reduce the roll its movement rate. (Notd creams have this
thernmedfat on suit MMK. to a 2, rcsvlthg in the tight* being surprised.) i&rmation.) With many “Load” pnragraphi is
Advanngw: Suit armor alone is armor clpn 0.
It may be wed yith a shield for armor dnar 1.
Suit armor reducu the damage inflicrcd by
- Barding
a “Bnrding Multipliu!’ Thi, M a number thnt
repramv how much more W i t it is to make
barding for thir ucaturc and how much more
molt area &em (fire. wld, gas. acid), including Some characters purchaae armor for their encumbered the cmNre will be with barding.
bmch weapons. The base damage is reduced by horses so that their mounts. too, will be prom. To determine how much it c a m ro make bud-
1 point per die of dnmpgc, and the ~ e gains~ rcd in combnr.
n + 2 bonw to the applicable saving throw.The
ing for any rype ofcmcure, take its barding cost
minimum bnse damage is nlwnys at least 1point and encumbrance multiplier and mulu ly it by
the cost and encumbrance wlumns f k the
per die. Bnrding Tpbk.
For example, the damage from the breath of n
mall red dragon (HD 10, 57 hit points) M te-
For example. a character wants to fmd the cost
ducedbp 1pointper die of dam* (-10) 1047; andcncumbrnnceofarmorspccinllymadeforhis
the fghter in suit armor may make the wual sav- r i f h . We the cost and encumbrance d u n
ing rhmw. but with a + 2 bonus, to take half from the W i n g nble and then multiply them
d a m w (24 points). by the barding colt and encumbrance multiplier
from thc description of the griffon in Chnpter

1
Magical suit armor can reduce such damage Plntc 500
14. The griffon’s multiplier M n XI. The grif.
still further, 1 pint per die of d a m w for Field 600
each two pluses of enchantment (rounded 0 Joust 7w 5.m fon’s basic AC is 5. so it will need banded bard-
ing (or better) to improve its condition.
down). Multiplying the cost and encumbrance by 5. the
If n fighter in suit armor is m o u n d and hrr Most of thue cyp of barding cormpond to banded armor for a would cost 2.mgp
Pssinrnce from A m , the didvantaga of en- types of chnncar armor. Chnin barding, for ex.
cumbtnme, slow movement. and surprise can be and haw an e n c u m b e of7.100 cn.The grif-
ample, M made up of the m e mncerinl aa a fon’s dncription sn that it can fly with up to a
minimized. chhnmncr’s chain mnil. Jourt barding is the hone 1oadof7,000cnar~;Iedo~14,000enathp~f
Disadvnnnys: Suit armor is bulky and ex- equivllcnr of suit armor, Field barding i similnr
pcluive. Iw encumbrance is 750 cn. It must be m j m barding. but lighter. speed. so the gritron q i n g thk armor must be
specially mnde for one wearer. Pilored exactly to reduced ro halfflying speed.
fit; the cost is 250 gp. Magical forms are propar-
When barding pmidw an AC that is only
BudiagandEncnmbrana qual w or wone than the creature’s n a m d AC.
tionndy more valuable. awmging 50% greuer On the Barding Encumbrance a b l e arc the itwill do no good to w a r the umor.
value than plate mail of idendnl enchantment. types of mounts for which bnrding is w u d y
Suit umor i awkwnrd in some situntions, w- made. Note that one aaimal’s barding will not
pccidy when gating up from a prone position
or mounting a steed. If attempted alone, the
fit another of animal. except chat bardin Adventuring Qear
made for a w u hone will fir a draft hone an!
chance ofsucas is 1 in 6 per round. In lace me. vice vena. Thi acction dcscriba many of the itmu that
d i d rimes, the Inner problem was solved by Listed on he W n g Encumbrance a b l e is charucen tnkc on advcnturw.
the w of a svlp tied around the wearer and the ~ i m a l ,iw nonnd movement m e , the
over a handy limb or bar. The knight was then mount of encumbranceit can c q at its normal Adventuring aarr
hoisted into the air and lowered onto the mount. movunmt rue, and thc amount of encum- Descriptions
In the D&D game. w ~ automaric
e NCCCL) in brance it can c a q up to half its movement rntc.
gating up if anyone is available to help the If loaded with an amount of encumbrance The equipment b e d in the Advenmring
weMr. greater than the mount shown in the laar Gear Tnble is described here. The itcma M as.
Suit annor is noisy and dow. Its common column, the h a t will not move. ranged dphnaticdy for yow wnvmience.
creaka and ddw can be henrd up to 120 fm Remember chat the encumbranceshown is the hCkp& This Iturdy pack is uwd to c q
away and negate chances for surprise. The wear- total encumbrance being cnrdcd by the be^. quipment on the chpncter’s back. The ahoul-
er’s movement rate is 30‘ (10‘ ; most fighfen Thin includa the buding, the weight of the d u strnpa law the chmner‘s handr frec for
prefer m we their suit annor only whm fighung rider(:) and d umor and gear. Bncumbrance ocher U t i O m .
from honcback. rata for chnncan’ gnr is listed in the Adwn- Boou: Plnin boou are standard. mid.calf
who can use a war h e r .
Hnt or Cnp: ThL is standard hcnd$w for the

-
K*i&&. It is often uscdio ph&dly wud off
vampires. and DMI mny makc holy lymbols net.
nrnry for a cleric to Nm undnd.
Holy Warn This k water prepared by a high
Umk. short- 10.' level cleric. It will CSUKdamngc to unded mon-
Cloak, long sten.
Clothcs, plai Tun<<and pats; blousc and s lmn S+ex These are eencinlly I-. bq
dress; robe; or equivalent iron naik they mny h v e flat h d 01 circulu.
Cloth
open h d (the lntter kind is urful fa tying
Clothes. fine See above 20 BP 20.9 topes to). Spikes can be used to wedge do00
See above 30.' open. provide grips for climbing or lachon for
mpu, pry thine loore. and to fonh.C h u v t c N
will need 8 hammer to them into bud
surfaces w h as stone mR2.
Lntan: This is a simple oil hntem tbsc am
light in a 30' rndius. burning one fll of d in
I noiy symbol
Holy water Breakable vial four houn (24 rums). Man r y p a are bund01
enclad against wind.
bliuoc Your chuutcr can use a mLmr to look
around cornen. ncpmim empcy mom. md de.
fend agaim magical gaze ann&. m e n a dur-
mer urn a mirror to watch an opponent. he
I Pole Wooden, 10' long 100 r m i v a P - 2 pnulty to amck rolls w h m he
tries to hit that tafpc. nnd he anno(UK 8 shield
(he's holding the mirror in his shield hand). The
area must be lit for the mirror to rort this . n y

.- for one Denon


Oil: Oil is burned in n lantcm for light.
flask ofoil may hbethroMl nsamLdle Wenp
on or poured out and ignited to delay pursuit.
Po*, wuakn: This is the proverbid 10' pole.
mndeofProod2" rhick. P ~ d d y C a u t b U d .
vennuen, or advenrurcn in regions where such
objcnshnveproventheiruufulnca.wpolesto
prod piles of raga. nir m u n d in watery pools,
poke into comen. touch objecu thnt m y have
trap arrnched to them,tat the sturdiness of
f l and~ledger. ~ and to forth.
Quiver: This is a container for or quar.
rels: irk usudy made of lenther. A leer-quality
quiverMincludedinrhebuicco~of8bpdof
ammuniuon. as noted on the Ammunition X.
wolfsbane One bunch 1 ble above.
Rarioru: Your chamctcr needs to pack food
* This is the item's encumbrance when empty. When goods arc placed within it. the encum- and drink when traveling; muons M food that
b m c includes borh the item's encumbrance and the encumbrance of the goods within it. hns been pack& for travel. A single muon is
Thus. a fully fded belt pouch has an encumbrance of 55 cn. enough food to auscpl, one vigorous ndult for a
** This is the encumbrance ifpwked. Ifthe clothes Mworn, disregard the encumbrance. m k - b t is. about 21 meals. Rntions for d.
*** This is the quiver's encumbrance when empty. Pilled with arm or quarrels, it is up to 10 cn vencum typically come in rwa typa as follows:
for encumbrance. A 5.cn encumbrance quiver + 10 cn of missiles (20 arrm or 30 quarrels) Srpn&dRsriolu:Thntrationsconrirtofub
s t i l l equals only a 10-cn encumbrance bundle to carp around. treated food chosen and prepared for trnvdiq
they will last up to a m k when thc chnrncmr
lenther boots. Riding boots M more erpentivc clothes, after nlll) M traveling outdoors. Carried into n dnnk. un-
footwear coming up to the knee or just below. Garlic This is an aromatic herb that repels healthy dungeon, they rpoil overnight.
Swssh-topped boo0 ue s& lenther boou that w n p h and some other undead monsters. Imn Rauons: 'Ihmrations M praerved food
come up well above the knee. but the top por. Gr&ing %& A luge 3. or 4-pronged (bedicrky* hard tack. dried fruiu nnd vcgcm.
tion folds down at knn height or below. result- hook, made ofspccinuy hardened imn, rhis item bln. etc.): they are not as tasty as randnrd ra-
ing in a cuff. is ried m the end dthe top and then swung u tions,bur they last for rwo months (eight w&)
Cloak The D O game gives no special bcn.
dit to chpnete~w e b cl&. but the DM
or over a q t . A successfulattack roll,with dd
d t y moditiers as the DM decides. mema that the
in normal travel and up to a week in brd condi-
uons (such as dungeons),
may decide that a ch&er caught in cold h w k has anchorediuelfm the mrgn. With UK of Ropc (50' Length): This is a heavy climbing
wencher without a cloak or similnr gnnnent could thL mol, the rhmm can &en uapl gaps 01 tope that can support three fully loaded humans
Cventudy Suffer frOm C X p o W e . climb walls they could MI othcnLe climb. The (i.e.. about7.500cnincncumbrancc). Ropecan
worhcr: A charmer is p r e m e d to SMI play hook may nlro be attpched m a n d y to a nearby be tied m an iron spike and used to climb up
with two or three KO of clothes of the plain vnri. surface. such as when a thief climb a wall and steep walls. It may hbe useful in tying up cap
cry. Plnin clothes Mfme for most travel and ad. then arrnches a line for his friends m climb. tured prboners. pulling doors open. nc.
venturing purposes; the better grader of clothes Hamma: ThL is used m drive iron spikes into Snck. rplrc: This is a burlap. doth,or lenrh
are for social u'poses. (Charmers invited to the hard surfaces. Used as a weapon, it does ld3 bag, usually 2' X 4'. It is n o r d p cnnied ovn
king's brill &II'I go in plain or middlc.dpar points of damage and can be wielded by anyone shoulder (occupying one hand) or tied onto a
..e

CMor saddle-horn: ifcnnied in band, it is UN- much furrher on the m e a m m t ofwater. Saddle aY: This is a long, two-poclncd
d y dropped when the owner pinto combat. Hona: As ampaiens develop. characterawill lather container that lies behind the d l e .
socl;. smrll: S d n r to a luge sack, the 1' X 2' traVC1 m M y d e s CeMh of advellture. Mort Wigon: This is a luge wooden wagon pulled
doth bag can be arried over the shoulder ( o m - characten will probably purchuc one or more by two or four draft how (or four, h,or cigbt
pying one hnnd) or tied onto a cart or a saddlc- honu to makc travel futcr and d e r . Typa of mules). The wapn's mpximum safe mOsemmt
horn. Some characten tie it off their bclts or h o w ue as follow: nte is 60' (20'): above that ntc, the DM should
(with quick-relea h) to their spcnrhndc. DmfrHona:Thuc hones Mhuge. plodding c hd once per turn to sce if the wagon bmb
Shoa: A character should have shw if he is animals usudly wed to plow ficldc and perform d a r n or tip mr. On 1 on a ld6. it b m b
going to travel or explore dungcons; the DM other farm labon. Characten will wldom want down, and on a 2 it rip mr. wagon cannot
mi ht assign damage to barefoot characters to ride t h ~ n - n o ~ ~ ~this
d y will acur only t m d through desert, forest. mountain, or
W L through bnd terrain or tlenchcrow cam. when they need to vuuport Minjured person or swamp except by mad.
combs. a lotofgcnr and rheybave noorher mount.
Staka and 116.uet: lhne luge (18") wooden Ridin#Hms: This 'ypc of hone is the h ~lyorrmcntspadl
d e s and a wooden d e r can be quite useful normal steed, but it is no help in combat. The mimb noted ahwe M pull the cmyhg
ford&tfom~gcs. War Hann: These homes Mlarger and hnrdi. apleirics for cam d wpgoar with no problem
quircd for picking locks, er than riding honec, and they may be wful in or hindrance ngninn thcu movement speeds.
these item ue usable only by thieves. A typicpl wildernessencounters. A wat hone M fuht, w The vehicles can be l& heavier, but move-
ret includes vatiow lalpidrs, tine wire. ne. ing it8 two front hoof attacks (for ld6 points ment s p e d will arffcr.
Tiadabm The tinderbox i a small box con. each), with the help of the dunner riding it. shpl)' put, if the M h a l ' S nOrmd CilCUm.
taiaing flint, steel, and tinder (wood shavings). While guiding the hone, the charmer m o t bmcc value is e ud to or hi+ t h the
~
Charactem UK thii to start MY firer, be it for cast a spell. but he can attack or perform m e weight in the vchde, it CMpull 11 at ita normd
their camp or their torches. Tow a tinderbox, other d o n (such as drinking a porion. c h ~ g . speed. Ifrhcencumbranccofthevehiclc4
roll ld6; under normd (comparatively dry) cir- ing w p o ~ere.)., When not catrying a rider, a the animal's M U I Iencumbrance
~ value, it M
curnstances, a fire is sweatidly ignited on a re- wat hone will defend irrlf without needing be pulled at half the animal's normd speed.
sult of 1 or 2. Someone with a tinderbox may try such guidance. Any dpn a n ride a wat hone. For enmple. one draft hone p u b a cart bod.
to UK it once per round. Mnla: Mules Mcheaper, Inr g l l m o m ani. edhnth3,000cnofc~o;th~cartcould
Tcuch: Thil is any 1' to 2' bang piece ofwood, mals thpn honu, but they ue VCQ durable and travel at the horse's mpximum rate of 90' (JO'),
its h n d rometLM cwcred with MMPmmable reliable mounts and pack animals. though speeds gmtcr than 60' (20') rkk upcct.
aubatnncc such as pitch. It casts light in a 30' ra. Ponies: Ponies ue small riding equines. Their ting the vehicle and the c u p . The lsmc dnfr
diw and b u m for one hour (hturns). See the diminutive stature makes than ideal mounts for hone con pull acart bodedwith 5.ooO cn ofcar.
dedption from the Weapons Table for informa. wings,children. and n n d &ten. go, butthiicutmovesathrlfapeedor4~'(15').
tion on wing a torch as a w p q clerica can use The item and acmutrements liatcd in the
it US a weapon. Landlknsporation Gear Tablc Mdto ad.
Watmkia: Thil flexible contaiaer is usually venturers who have the a h e riding ~ h & . Water 'Ikanrportation
made oflcnther or apmurved animal bladder. It When characters must trawl dong riven or
hns a liquid capacity d o n e quart and an cncum. Land Trrnrportation oceans,
lclo~l they'll need m find water U.N-
bnaee of 30 cn when filled, 5 cn when empty, portation. Vcgeb and pertinent inforrmrion M
Wine: Thil is the c a t of a quart of common Equlpmrnt Dwrlptionr bred in the Sailing Vcge& able.
wine, not induding the container. The item l i in the Land lknsprtation CRW IlUmben do Mt indude the W M of
UWfhnc: Sold dried or fruh in single sprigs, Gear Table M dewibed here and arc arranged the wrccls. All vcgcls should have a
thk is M herb uscd to drive off l ~ ~ ~ t h r o p c r ,dphpbetLdy for your ux.
who cannot abide its presence. Om: A cpll is pulled either by one or two
3
%
cept lifeboats, river boats, nilboats,
Asaruleofthumb.gaUcy6donlydongthc
:
draft home or by two to four mulcs. The cart's c o w they do not venture umr oceans. River
k n d 'Ikanrportrtion mpximum safe movement rate is 60' (20'); a h boats and nfo ue wed for travel on rivers d
that ratc, the DM chould check once pa turn to will almost surely be d d if they venture
Equipment see if the CM breaks down or tips mer. On 1on a too fr~mmpctnl shomT- ue n-dy
Charactets usudy acquire land Mima&,and ld6, it break8 down, and on a 2 or 3 it tips over. wed on rivers. All aha Y ~ K & M suitable for
d e s cam or ryom. for uanapomtion of The cart's c q i n g Capacity is 4,000 cn when UK on the open ocean.
t h e ~ ~ ~ hand' c their
a gear overland. Adventurers ulled by a single horsc, 8,000 cn when ulled
tgPKdlY bug the t p C 8 of Mhbfor tIanSpOrm y! two. It connor trawl through ducrt, kmt, Watrr D.rcrlptioar
uon k e d in the Riding AnLnd Gnu Table. In mountain, or nnmp except by mad.
addition. they may pvrchw other quipment saddle &'Ed: Thil is a leuha and wooden The vessels l i in he Suling kl Table
from the Land 'Itampomtion Gcnr Table. aaddlc with metal fnmnings. It is usvmed w in. ue described b c h .
dude a blanket, bridle and bit, and stimp. The Bat, Rim: Thil h t is designed specificnlly
saddle's clpacity doer not refer to the sire ofthe for river mve1. The len& is 20'.30', beam
rider; it is the mount of cMunbmce the sad. (width) is IO', and d n t (depth under water) is
dle can wsrq in the form ofsackc tied w the 2l-3'. Capeeity: 30,000 Cn. h:
8 toluI, 2
saddle-horn, w p aheathesl, ctc. d o n (one of whom acts as aptain). It may be

Riding Animal Ducriptionr


The MLnrLlirted in the Ridingh h d Gnu (a) The Bnc ti is the amount of weight the empty container adds to the load the hone cnrria.
Table are deauibed here and M arranged dpha- For - p K fully Men saddlebag has an encumbrance of 900 cn.
berieplly for y n u we. (b) The cart's or wagon's appcity varie with the number ofhona pulling it; one hone indicates
CnmeL: T h c ~anima& are normdly only the ICMCI capacity, two h o w indicates the greater. Thae fipm ue b a d M using draft
hona. 'Iiso mulcs can NMN~C
for one hone.
add a ram for an additional I/,of the ship's ILt- SCmod-Wnr. These ue decent d a . men will not improve iu pedmnsnce. It a un,
ed cost. A wpf galley a l d y hw a ram included tiws.Thccharactcrisina~cabinwithupm is less than full. but at lenn W the Used num-
in the cm. Other ships may not add nmr. three other pcople; some of them may be stran- ber, the weapon's rate of fue is half normal. If
limp l b m p : A luge or small d i n g ship VIS if ChUUCtCD M UWChg dn& 01 & LLot the clew is reduced bclar half but not below 114
may be converted into a uoo t r m p r t by pag- arrange to be plpccd in the same cabin. Scrvicc is the linednumber. rhe ueppon's race offin is di-
ing additional V I ofthe Lpps bred can. A minimal. but merls M adquatc. B.ch character vided by four. b u n d down all fractions.
voop transport hw ' I , more hull points than a hw 5.000 cn of cargo -e in the hold available Damage is the mount of damage cndr vepp.
normal &g ship, and it carries rwicc w many tohim,andhecancomfoMblyfitanother 1,000 on can do.
troop w the normal vercel of irr rype. The one cn of gear in his cabin. He can pufchra an addi- h@should be d PI you noUld foc My
uoop unnsport l i d on the Sailing VeueL ?hbk rional 5,oOO cn of spm in the hold for 1/10 the midew n. However, the "Min" fiyrc is
is equivalent to a converted large ailing ship. COIt of his pausge. the c l
- c c a t which t h e m p o n can fire
Campulr: A longahip, any type of galley, and Third-Clul: Thew M minimal a a o d a - at e target. A light carapulr can't fire at anything
either rype of sailed warship may add one light tions. The character may have a bunk in a large dwr h a 150 yards.for inrpncc. Aa usual, tar-
catapult b o n d rhc numbers of catapults al. common pw~ngerbold; on a sm&z boat or g e t s t1tobitatshonmgeand
~ -1tohitpt
ready described for them. The ferry, he may just have a scat opm m the sky. If iow mge.
T.
ship may use heavy crtapulu instc Ordinary
sailing ships, voop t m p m , and the smaller
this is p " B e o n aship that can hold 20people
or more, the price of ppnrge includes 1,000 cn
Fire hte derribes the maximum rt
which the mpon can fire; for aample, Icon-
lt

vessels MI mentioned above cwum mcunt a of space in the cup area. A chuncm can keep tinuously manned brllicta can fire one pmjeccile
catapult. A catapult and 20 rounds ofshot weigh another 500 cn of gepr near or undu his bunk, evny two munda (20 Sceonds).
20,000 cn. Catapults are discuned later in this andhccanpurchnrcanother 1,000cnofrpllccin AmmoCaa/Wd rdlen, the amcunt dun.
chapter, under "Siege Equipment:' the cargo M a for the cwt of his m e . If munition uscd during a d u d mk-long
tbia is ppnrge on a ntr. few, C . M C01, other siege. Dud- longtr dcgn. you'll w the nrln
Pl88l9r srnd vcarcl, the chntnncr hw no c a r p privilep in the "Siege Gambat" section of Quptn 8.
because of s p a constrictions. He can bringonly This section hw more dsuiled rula PaDining
Characters don't have to buy ships in order to what he can comfortably carry on his pnaon. un. m chc we ofdegempoac.
get from place to place acms the water. Thy can Inr he CMI m buy anorher scat at the same rate. The "coa:' "Scmdud Size:' and "Enc (my
book pnrrsee on commercialvureb. The Ppusge The additional scat would give him about 2.000 lisred in the MircellureousSiege Equipment ?h.
T.bk shows the coat of such transportation b e d cn ofroom for quipmmt. P d . ifavailable. is ble on 74 M Elf-cxphtofy: the runria-
on the dnu ofpassage and the distance traveled. mesger and m ~ e . ing c o l u m M w f o l k
To we the table, determine how far the chnncrcr AC rha the equipment's own .rmn d.as,
is t m v e w , divide that distance by the numba whm someone attar& the quipmmt itself, this
shown. and the m l t is the cost of pwssge per Siege Equipment is the nrmor dsu he must hit.
penon (in silver pieces). Should c h r n c a n decide to lay dege to a M- AC+ show, the prmof dnu bonw that the

' W&g
-
POIa m p l e , an adventurer travels 80 miles at
Ont-dpsrpucpge. Hi,mtcis~miladividedby
1sp 80 sp for passage. A Merent adventurer,
the SDmC 80 d e r but @le by rhird-
dsu,wouldpay4sp(8Omiln+ZOrp-4sp).
&ation or q u i p a sniling vessel with bcavy
weapons, siege wea onry and mLcellsnnw
siege information is A n d in thii section.
Many of the siege weapons duuilxd here
equipment provides m thocc who M prorated
byit. Ifanarmorclu6chlnnerMinaideabel.
fry, hisnrmor clan against outside attackem is a
-2. O ~ C theC be* is d e , h,- 01.
need m be opcrared by mined CIM. POI him. mordnuis6.
plicity's sake, the DM CM u ~ m thu c ld6 days HP rha the quipmmt's hit poinu: once
V n t working with the W t a is suEcimt to the equipment hw d n c d that numkr of hit
m n the clew with it. If the campaign wcl the points, it col*paa, bewanes useless. and rnrn
optional General Skib Zrom Chapter 5. the d- m protea thae wirhin it.
Pint-clsu Milcsll sp lev skill ccunrr US uaining with e w y exking
Sccond-clnrc Mile/Srp type ofsicge wcapn. S i m p Wmpon D~lcrlptionr
Wea n information linedin the Siege Wcap
O N T.K is w f o h Ihc aeppons listed in the Siege WClpOnr ?h-
The pur cllrrcs lincd in the Pasmgc Teblc Con (a) show, only the mst dtbc aeppon blc M described here and M una(ed alpha.
M d e s c r i ahere and M arranged alphabeti. itaclf; pmmunirion c a w M shown on Mnhu b e j d l y for your convenience.
cluy for your convenience. column. Bdlisa: A brlliisvagrimilar to anormal
Pint.Clp*: T h a M luxurious sccommdo. Bnc (0)is the weight ofeach weapon. u o u h and ww mually the cro*bon's fore.
tions. The chamctu h u his own cabin (two or AC show, the weapon's mor clsu when fired runner. It is much larger (& )'.lo' long) and
m m pcople rraveling togmhcr may book a sin- upon at m g e ; in m e k combat. conrider siege mounted on apladom or wheeled carriage. The
gk larger cabin). Service is fun-We, and me& weapons to have ACI 066. bpllistp dnuibed in the Siege Wnponr Tpblc is
M cxcellenr. Each character hw 10,000 cn of W show, the weapon's hit points. When L the lprgcst one available. It is mounted on
mgo rprce in the hold available, and he CMCPI.
ily put Mother 5 , r n ~ ~ o f s in
p hit
~ ~cabin.
e
can urchnrc an cxtm 10,oOO cn dspncc in the
He
wea n hw d e n its listed number of hit poinu,
it is4pmken and will 110 longer work.
PullCrrrindicatatheoptimumsLeofam
A .
wheels or on a m p ) , or it can be placed on a
pivot. e kur M the PIC when it is m d e d on
a ship or a defensive fortiticarion.
hokffor 1/10 the mst of his pwagc. m operate thio piece of equipment. More clew. B a l k mununition resemble spcm, but
they have larger heads. The ammunirion is new of his class; for example. a mngic-userof lar-5th Another type of ammunition piah hot.
ly useless pBniMt ~ n r u u ~ t i o but
n ~ .they EMin- level hw the same Mpdr toll w a fighter of 1st. Pitch shot wnsh of. luge bpu of pitch ( m e -
flict some damage ro equipment. They are 3rd level.) If openred by an untrained crew. or rimamixed with gmvel) louied into the weapon
by a trained uen with no dlcrist p m n c , it and lir just bctorr ir's fired. Pitch rhot doer not
deigned for use against men, PnimPL, and
molwfcm.
The crew of a bpuim must be mined to we
fm M though it were I normal man with P 8
pmaly to the attack roll.
- do normal dunnge. Where it hiu. it doer ld6
fm datu* in P IO'X 10' M a : it ignites MY
it, but the weapon does nor require that an mil- Ilun, Bnmriry: A barrcring mm is a luge, flnmmnble rmeu (such w oil) thar ir hiu.
lerisr be prexnt (we "General SMh," in Chap heavy log or h i l a r devicc mounted on wheels. wooden sU;ctu& can be &aged by pitch
rer 5 for the millcry &ill). The log is usudly apped with menl. Thir end is attach. Damage sraru out slowly--innnd of
If a bpllisra is o erared b a trained crew,one repeatedly dammed pkinrr a r u g a (such as a raking ld6 poinu of dams(*, d n scnbmm
of whom is an arcferisr, it fues at the fighter ex. door or gate), using bmre f o ~ to e cause damage. rake only 1 point. Bur d e n muctwa at-
perience level ofthe mille&. (Ifthe artillerist is The standard bancdng mm is 10' long and racked by fm can be set &, cauungi!rthc~
not a fighter, use the equivalent fxhting ability necds a Isman uew ro operate. Pot a longer damage. A building's chance to catch is 5%
of his dpu;for nmmple, a magic-userof 1st-5rh ram, add one crewman pa e m foot of length. per poinr of dPmPge cawed by each fue attack.
A mm can be nwponed by fmcr m a than it This is ~mulnrivcduring any one-day
level hw the m e a d toll w a fightct of 1s.
31d level.) If operared by a Mined uen with no rakes to openrc it. in other d s , a building ht by one 2%
hw a 5% chance to catch fm. a 10% chance on
arrillerisr p m t , take the size of the operating The ram is commonly wd by fwrening ir me-
crew (maximum: 4) and we the sire as if it were curely to smut c h h atpehed ro a wheeled gal- the n a r attack. and ao on. Anything xt C&I
the emeriencc level o f a fuhrer: in other words, lery shed ceiling or belfi-y (see "Mi~ccllnneous will rake 1 point of damage the fun mund, 3
&e &allcr thc crew. the w&c the arrack roll be.
coma. If operated by OD untrained crew. the
ballbra fver w though it were a n o d man
Iy toa'
Siege upmmt:' below). The 'pm is then cwi-
up ro and swung agemat the targcr.
When a ram is used in this manner, only one
more poinu by the end of the furr tum. 6 poinu
the second turn, and 12 poinu for cnch nun
thuenfar unril dnuoyed.
with a - 8 penalty to the attack toll. man is needed for each 2' of the nm's length: a Carapulu and ucbucheu can UK pitch h;
Bote A bore k a long. heavy l o g b devicc fiveman crew is sufficient for a 10' barrering thcir fuing bowb musr be spednlly reinforced
mm.Thcc~~~ofabaucdngmmdocanothave cosung 50 gp)to fire pitch shot. Pitch shot ccdu
hung from chrirU: i o m d tip is rimilar to a
corkauew. lmcd of being carried. it ma with. to be Mined in iu use. i '
ivc rimes w much w normal shot.
in a cmdle of chum IO it can be freely m t c d . Tmbnclm Somewhat similar to the catapult,
Roper M wtapppped rightly around it and M aucbuchet is a huge wooden bu with ading at
one end, mounted on P wooden fmme in KCSSW
Mlecellaneour Mqe
pulled alternately fmm each side bv two crews of Equipmnt D ~ l ~ r i p t l o ~
four mcn each. fashion. Insread of using to cs and tension ro
In use, the bore is rolled up ro iu ruga (nor- ptopel it. the b ~ isr m o u n t J o n a pivor so that The quipmenr bred in the M i ~ e h m v r
m d y t h gate
~ of a fortifiiarion). Two men hold pm of the bu projccu r m d the target. A luge Sicgc Equipment Tnble is ducribed hac and k
the bore f d y +lUt thc tprlec l V y r m f C while busker or nct is hung from thia end and is fded arranged alphabnicdy for your convenience.
the other men. in TWO p u p a of four, pull the with weights. Ropa M used to pull the long aelsrl: A belfry (or siege tonu)is a pmtemd
ropu in xquence to forate the bore-fi~t one din arm down and to hold it for loading. rrplwnp. The IC& belfry is a 30' dl build-
direction. then the othcr. Thc bore u t u d y drills d h e n rel-dr the weighu pull the shon ann ing on wheel, d e ofa mut wood fnmc with
ioway into the target. The borc don not t q u k d o w n d and the lorq ann pivota quickly up. chinwpllr. Thewalbptcewcd with unmrcdot
a siege specialist to use. but its crew does need to ward. The ding d w ~ n u e l l yw the weighu w e animal hides and b W m to minimize fire
be Mined in ia use. A bore is roodow to anack mch the bonmn ofrhe ~IC and tlics open. caw. damage. The interior of the building con& a
a mobile t ~ g ofpny
a won. ing the &or m fly &in a high, Mhed trajectory. well-built rtnlrsng. One or two doon lead inro
C~tap~lA t : catapult it a huge wooden n e rnnge dfircis dctermiaed by the amounr of the bddingatthe bwe. Adtawbridge near the
'4rpoon"mounted in a wooden fmme. Iu lower weight in the W e r or net and by the exacr poi- top of the beltry is controlled from inside. A fi-
end is fued by n k c d rope. IO that the t c b o n tion ofthe bwkccon theshort m ofthe bnr. nal set ofsrcps I d s to the &of the belfry,
on the ropes keeps the spoon ponion nearly up. If D ucbuchet is opzmted by a Mined crew, with a ~ e wprotmcd by a uap door boned on
right. When the spoon is pulled down. the ropn one ofwhom is M artilleht,ir fires at the fqhrer the h i d e .
k o m c nut. Thc qoon u lmucd in this posi- u p u i c n c e l e v e l d t h e M . (Ifthc&ist In use. the be@ is pushed or pulled up to a
tion, loaded with shot. and releued. The spoon is not a fqhrer, we the equidmr fighting abili- wall; uoop, then enter the doom and climb the
maps quickly upward until it hia a borizonnl ty of his cIPU; for example, a magic-um of lsr- srninrpy. When ready, rbq lower the drawbridge
aarbu and mps:the shot continua on iu way, 5th lcvel has the m e amek roll w a tigbter of w thar it givcs acccu m the top of the djacenr
following M arched crajmi-y. The range d e s lst.3rd level.) If operated by M uatlpincd crew. wall, and rhm charge acms to melee. Some
by the UIIOM~ of tension on the ropa. or by a Mined crew with no arrillcrisr p m n r . it troops may rake a pmiuon atop the belfry, add.
A tlained vdllerinknw the proper amounu tun w though it were a normal man with a - 8 ing rniasilc fuc to the melee atop the wall.
of W b o n for d o u r IUlgU of fm. UK of the penalty to the atrack toll. If a be& is subjected to fm nrmck, it rpLa
campult requkr the prerencc of an d e & . If full initid firc damage. but it hw only a 1%
you M using the General Skih mlcs from Al~ti~Typadhunirion chance to ignite for each 2 poinu of& damage
Chapter 5 , anyone with thc millcry sill CM Previously, weapon tabla have shown damage it wrains. (See the description above for pitch
captain a catapult. Othctwix. the millerin and c m k r o n for mal ammunition. Normal shot and see Chapter 8 for more dctpils on fm
m u be a hired NFC specialist. ammunition is ammunition of a conrirtcnt qual- and fire fighting.)
There M two common qpci of cacapulu- ity, weight. pnd h e . G d l q Shed: Thisp m r i v e device is a wood-
li hr and heavy. Either map be mounted on a In the field. chrnrren metima have to re1 en building with a light frnmc comc~~ccion. It
i
w eeled c d q e for towing. but it mwc be fm.
ly blocked in place when used. Lighr cmpulu
on avrilpble nones and proj+du to l a d
fiom their weapons. Thisgreatly dum the ccwt
h w s i d c d but no end wall. The mofu nor-
m d y mdwith animal hid- or w e b l d e u
map plro be mounted on hips. of operating a weapon continuously. but is a to minimirc 6re damage. The standacd gallery
Carapulu cannot be fircd at moving tntpeu. drain on manpower due to having ro lind am- shed is 20' long, 10' wide, and 10' ull. Ir can be
An exception is the shipmounted catapult.
which u aimed by v h e of the ship acering in
munition. The DM will decide in ~g Nch in-
stance whether rhis f ing for ammunition
~

-
c d d by 20 men. and ir g i m a 12 banus to
the m o r duo of thole within it. A gallery shed
the correct direction; it can only be aimed at very dowr down the rate %fo or diminhhn the is most &en used dong with a ram or bo^^,
h g c momn and ocher hips. weapon's c f f c c t i v a ~ .Polagcd rub may not which is w n d e d by chaina from the ceiling of
Ifa catapult is operated by a trained crew. one bc as sccumre w srmndlrd ammunition. and the the shed before advancing on the enemy.
of whom is M artillerist. it firn at the fighter ex- DM CUI assign atrack roll prmlties to those who HoLt: A hoirt is amachine used toliftvnall
perience lcvel of the &&. (If the UrillULt is we them. Only carapulu and rnbudKw may numbem oftmops over or to the top of a d or
not a fighter, UIC the q u i d c n t fighting ability utilize found SOIICI.
h e , similar to a belfrfi, with a long beam
projecting from the top and a pulley on the
beam. A lnge bn*ct, mpabkofMyineup to
four men, i niKd by ropa through the puky
andconnectedto amnch. The rate ofurcntvu-
iu by the number d cmmen operating the
houc and by the nvmberoftmopa in the b.rtn.
A hoiat M normdly wed to rnLc d - u m e d or
higher level uoop (thore who CM withstand
m e mirilc firc bcforr engaging in melee) to
the top of a w d .
Inddu:The siege I& u a large. mrdy VU.
ionofthethconl~.Ittmatc&crive
when used by surprir or @t d&ndem d-
read~occupied by amfkcn from a belfty 01
hwt. U d &ne, ladden M d y toppled 01
brokm by defenden.
To toppk a I&, Utc the number of de.
fendem trying to topple the ladder (numbat
greater t h four~ c u t M four) and multiply
that number by tout. The amckcr (on the Ind.
der) must toll above rhat rrrult on ld20 PI a nv-
ing throw each round 01 the ladder L toppled.
The attacker may attempt thu aave once pcr
round.
Utkt: A mMtln L a Modca wall, built
with whccb for eug movcmcnt. The rpndvd
mlndet u 8' long and 4' high and un lhicld up
tofivemcn.Thwepmwctcdbythemmtktgain
a -4 bonus to MIWI dam. M ~ r l m u e o f t e n
u d by tmo who arc puahing a.bdtigp to a
~nndbytR"oeoprpvlyro('IpIang wof
P hoist.
TimbnPort: A timber fort u L heavy modm
wall built i n d o t u . It inmovlbkonly with dif.
fiorlw. k h I d o n of the 4 U 8' h l g and 4'-
>'high. Thac pmtected by a timber fort gain a
I -8 bonus to armor dur.

\\
P ~ N o w ~ m S i c g c ~
Specid nddicionnl ruk~fi~rthncweapoor a
pw: c h h e r e in thM book in the "S~ege
chine" d o n ofchrprer 8.

\\
o types of special abilities (called weapon bastard swords, depending on how he has allot. does with the weapon and the greater number of
astery and general skills) can be uscd by ted his weapon choices. One exception is the special results he can achieve with the weapon.
pldyk characters in campaign games. These two net; training with the net allows a character to The different levels of mastew arc detailed un-
scm of abilities are optional; the Dungcon Mas. use small ncrs onc.handcd and larger nets two- der "Training:' next.
fer decides whether they will be used in his or handed, so the net has only one e n y on the
her world. weapons Mastery Table. Training
Weapon mastery is a character's ability to use Basic level of ability is the same level of ability
weapons with greacer skill than the game nor- you're already familiar with; basic levcl allows Although characters can gain basic levels of
mally allows. All characters. not just fighters. the character to use the weapon effectively by mastery simply by expending weapon choices.
can learn to usc weapon mastery. doing the damage and special functionslisted on characters cannot attain higher levels in the m e
General skius arc abilities that characters can the weapons Table in Chapter 4. However, a way. Once the character has spent his 1st level
l m and usc in the campaign. Few general &ills character docs not have to use every weapon choices. to gain additional knowledge of the usc
are useful in combat, but many arc helpful choice he has to buy basic level of ability with a of a weapon he must be trained by someone who
throu hout the course of a campaign; they also ncw weapon. Instead. he can c h m to specialize has equal or greater knowledge of that specific
help &iinc the character and make him or her by applying his weapon choices to a weapon he weapon. That someone could be another PC.
seem more real. already knows, thus improving his ability with but it is usudy an NPC teacher found during
that weapon. These degrees of ability arc called adventures or through word-of-mouth. In =me
levels of masrery and M listed in the Leveb of campaigns, weapon masters run academies
Weapon M a s t e r y Weapon Mastery Table. where they teach the proper use of specific wcap.
In the D&Dmcombat system. each character ons; sword academics are common. In other
automatically knows how IO use every weapon Weapon Choices by Experience Level Table campaigns, mystics may allow nonmystics to
available to his character class for use. The fol- l m n at their monasteries; many mystics are
lowing system gives player characters the option Weapon Choices by weapon masters.
to either study one weapon in de th or co study a
Expcticnce CharacterWass: Dcmihumans can train to reach higher levels
few weapons to a less intense Lgrcc. When a Level Fighters hll Othcra of weapon mastery just as human characters can.
1 4 2 However, dcmihumans M eligible to train only
character is using the wcapon(s) he has mas-
tered, he has an advantage over those who have 3 5 3 at levels 4 and 8 (and lcvcl12 for dwarves) and at
not studied thcsc weapons. every 200,000 experience points after reaching
their maximum Ievcl.
Weapon Choicer After finding a trainer who will provide the
necessary instruction, the student must pay 111 of
With the weapon mastery rules. when a hu. I 19 I the required costs before training can begin. The
man character is started. he docs not know how costs and time required for weapon training vary
to usc any weapons. He is given weapon choices by the level of mastery sought, and they are list.
so that he may choose to learn individual wcap. ed in the Training Times and COJrs Table.
ons. Dcmihumans do not gain or usc weapon A student can train only co the nm rank of
choices; due to their longer lifespans and ability above his own. He can go from Basic t,
wildcrncss.oricntcd lifestyles. demihuman char.
acters stm with basic skill in all weapons not re.
stricted from their classes. However.
dcmihumam can increase their weapon mastery
* + 1 weapon choice per 200,000 XP above
1
the character's m u m u m experience level.
Skilled. for exmple. and next time go fron
Skilled to Expert. but he can never jump straight
from Basic to Expert.
A student can vain in the hope of achieving
through training, as outlined below.
Number of Weapon Choices
k c b of Weapon M a s t e q Table
N u m k of Weapon k e l of I the next level of mastery-and yet fail to do so.
The student character has a chance of failure ap.
plied to each training period. His chances of suc
Fighters start off at 1st level with four weapon
choices; all other character classes start off with
I choicesspent
0
1
1
Masteq
Unskilled
Basic
I cess and failure vary by the mastery levels o
himxlfand his trainer, as given in the Chance o
two. 2 Skilled Tnining Success nble. From the character's pel
Human characters gain one new weapon 3 Expert spectivc, failure may O C Nbecause
~ the trainc
choice at each of the following experience levels:
3,6,9,11,15,23,30,and36.Fighters~~
weaponchoicesat levels 19.27, and 33. Allchar.
acters gain one ncw weapon choice for every
4
5
Master
Grand Master I has insufficientknowledge or lacks the ability t<
train others or because the student cannot full'
absorb the ncw information.
At 1st experience level. a character must Pdure does not mean that the character ha
200.000 experience points they cam above their lost his weapon choice for that experience level
maximum experience Icvcl. spend all his weapon choices on different wcap-
ons; he may not yet progress beyond basic ability The weapon choice is still there, and it's still
The Weapon choices by Experience Lcvcl Ta- dedicated to the weapon and level of mastery he
ble shows the character's number of weapon with any weapon. He may spend subsequent
weapon choices to either buy basic ability with P has chosen for it. The student has lost the time
choices. and money he has spent, but he may spend more
ncw weapon or to gain the opportunity to im-
prove his level of mastery with a weapon he al- time and money until he reaches the level of
What to Do With Weapon Choices ready knows. mastery for which he has spent his W I 1
For each weapon choice he has, a character choice.
may choose to learn one weapon at the basic In general. the higher a character's level of
mastery with a weapon. the more damage he The chance of succcss is checked hvrway
levcl of ability. By "one weapon:' we mean pre.
ciscly that-one weapon from the Weapons Mas.
tcry Table uscd in one fashion only One lkainiq Tirnea and Costs Table
weapon. for example. might mean a "normal
sword"; ic does not mean "all swords!' level of Time Con Per
When a weapon can be used in two different M m c q Sousht R q u i r d (wks) Week (a
Basic (new weapon) 1 100
fashions (ix.. one-handed and two-handed, as Skilled 2
. 7 w
with the bastard sword), a weapon choice buys -,
.I

only one of those fashions. A character can have Expen 4 500


different levels of mastery. for examplc. with Master 8 750
one-handed bastard swords and two-handed Grand Master 12 1,000
chance ofnailing suae* Tnbk
Attack and Dofenw Benefit8

1 -*
%a's Knowledge There M a number of a& and defense
Bndc SLillCd Ilrpur ram G-IYW bendiu avnilable to drnrnncrs when w i a ~the
None 60% 80% 95 % 99% 99%
weapon mastery NI-.nee M outlined i;l the
W i C 1% 50 % 70% 90% 95 % following tm.
Skilled - 1% 40% 60% 80%
e n - - 1% 30% 50% OppollcntTYP.ndD.mslcBon-
Master
Grnnd Master
-
-
-
-
-
- 1%
-
20% Many damage inucasn and a m k roll bo-
nuses vary with the type ot op ent. 0
1%
nenu that atrack with t w o - h s mhile%
devices have similar dcfenm to thae that a&
through the wining period. le student is Skilled Wraponr Urr with n a n d body wcpponry. ThL rype ofoppa.
immediately informed of d rlu. (In the nent is designated "M" (for Mhile or Mmscet)
role-playing situation, this usudy consisuof the When using the weapon maatcry d e a . the on the Wcapcns Msner).Tnble.
teacher caking the student aside and telling him weapons from last chapter's Weapons Table ac- Defense is very dHerent for opponents &g
that he is nor ready yet and that it is uselcar for q u h new abilitiesand damage ranges. All thee hand-held weapons that M swung (such as
him to continue at this time.) The student may new bonuses, damage rypes. and spedd y6u M swords and axes) or thrown (such as dngpcn and
then either conrinuc (despite his teacher's rec. given in the Weapons Mastery Tnble in rhk chap. bolas) and opponenca wiag migik-fuemapom
ommendation)or nop the training. ter. Wenpons that were nearly identical in the that need only one hand ([email protected] blowgum.
If the success roll failed but the student de- pmrious tules become much more distinctive prelopded light cwbons). On the W e a m
cides to continue wainingfor the fvll period. the here. Mastery Table, thw opponents M dwignated
student may then study the same level a pin bur Characters might choose to spcciplirc in a par. "H'(for Hand-held).
with a Merent trainer, and his chance Jsuccess riculnr weapon because of iu bmer damage If an opponent could fir into both categolies
is increaxd by 10%. against weapon-using opponenu, or they might (such as a wererat carrying a sword, who has both
If the student chooses to s o p the wining choose a weapon for iw special uses (such as par. ~ n body d weaponry and a hand-held weap
midway, he may then study the same level with a rying blows or wipping opponenu). on), the chwter atracking that opponent uws
different master at the same chance for success. The DM may mcdify the Weapons Mastery Ta- his weapon's damage ruulu that Mmoa favor.
The two advantages to this option M that the ble if he chooses, either by adjusting lidweap. able to the opponmr (not to the attacker!).
character docs urn lose the res of the time he on charpcceristics or by adding new weapons. He However, if this type of opponent drops the
would spend with the fun teacher and that the should not add any new weapons that M sign& weapon it holds, it unmediately becomes cate-
furt rePdKt normally refun& hdf the cos of candy more pwmful than the ones listed in the gory Y for all dculauons.
uaining. (Chaotic teachers mi#hr not offer re. table; new weapons should bc vrigned balanced Mort weapons M betrcr when rttacking one
fun&.) bendiw and weaknesses. or the ocher of these defenx categories. On the
As you can see from the Chance of 'hining Weapons M ~ n u yTable, w h weapon's liating
SUCCCM Table. it is posrible (1% chance) for a TppaOfBenetia shows a primpy opponent (the caregory of de-
c h w t e r ro learn a superior level of weapon mas- Characters gain scved bendits from wcnpon fense a g h which the weapon is most effective)
tery froma teacher who is actually the charmer's mastery. These bcndirs include mra damage, and a rccondpry opponent (the ocher category,
qual. (Such unusual mining marches usuaUy annck roll bonuses, i m p m d range with mis- a g h which it is leu effective). A few weapons
end up with the tnehcr &ring and anuounc. siles and thrown weapons, abiliry to throw some are q d y g o d again8 both target rupn; they
ing that his student has surpassed him: "Now. hand-to-hand weapons, bonuses to armor drrr. bepr the rable nocarion [P-A], where "A"
you M the master, and I am the student!") and other special mults (stunning, paralpis, en. mds for All.
However, learnin froman qual-level teacher ia tanglement, etc.).
very difficult tod",. Whenever possible. the stu- Att~ckBoll Bonuaa
dent should fmd a teacher who is morc skilled Applyiq Benetiu Characters with skilled or better weapon mas.
than he is; when that isn't possible. h o m e r , he Somemaneuvers and special weapon effecu in teries mcive bonuses ro the a m k roll with the
will have to Upin with a teacher who is his equal. thnc tules provide bonum to anack rollr in mastered weapons. as nored in the Attpck Roll
At the morc advanced levels, characters M combat. These bendiu arc applied before other Bonuses Table. When the cheractcr succcsdullg
k l y to tnin with their equals and j u s as likely modifiers. Using this method, high.erperience completes Mining and acbinna a new level of
to fpil their chance ro succeed the fus rime fighters and demihumans might gain enough weapon mastery, he gains his new applicable at-
around. Mort characters will choose to f& bonuses to bring the atrack roll needed to 2 or rack roll bonuses and d ocher rpeual weapon
trpiniog with that reacher anyway so that they less. nctivaring their Muld le Acta& oprion. bcndiu fromthe new lonl of ma~ery(ILtcd in
will have a 10% bonus with the n m reacher (Multiple Attacks are dcrcrikd in the "Combat the Weapons M ~ t c Table
q and described
they min under. Obviously, it takes quite a Maneuvers" section in Chapter 8.) weapon d d p t i o n a section below).
while to main the grand master level of compe- M e r weapon mastery bcndiu can be applied ~

tency. during the normal course of the combat M - AmrlrRollBrr~ue~lhL~k


quencc. Benefits such as the greater dam
available can be acrucid factor when doublcdT Levelof Bonw BonM
Unrkilled Weapon6 U6r a chiefs Backstab ability. M-fY n.Rimnrg n.secondaq
A character who is not trained in any weapon Some benefits can ormr only if the playa an- unskilled Nobonus Nobonus
(i.e.. hehasnotdevotedevenoneweaponchoice nounces that his character is deliberately using BpriC No bonus No bonus
m a weapon is c l d i e d as unskilled. them (such as ddlmin , disarming, ex.).The Skilled t 2 t 1
If an unddled character uws a weapon, the player must always tell tffe DM he is using one of
weapon has iu basic mastery chprnereristics and these options. He must mention this use M a
bonuses or penalties, but it does only h d f d m - he mh tu hit. It is too late to mention it nfar the I
age.Thus. if an unskilled charmer uses a weap. die hw been cast.
on that don Id8 inu of damage, he will roll Armor clvr bonuses gained through weapon Even with the additional boouses gained from
Id8 and then h$ the result (rounding fm. mastery should be applied automatidy in aU weapon m ~ e r ydon't
, forget to apply a chpmc-
Uons down) for the accualdamage. Missile weap. applicable situations. However, players may ter's Strcngth adjustment to aU melee a& rolls
OM used at the unskilled mastery level also w t to remind the DM once or twice. and to melee and thrown-weapon damage rolls.
-
meive a 1 penalty to attack rolls. A h apply big Dmcriry adiuscmcnt to all
thrown and missile attack rol&.
Improved Range Opponentsmust be above animal intelligence to follows:
A character at skilled or better mastery with a be affected. Bwii-no despair effect possible.
ranged weapon can often fue or hurl it fanher Tslgcts that fail their mode rolls try to flee or Skilled-up.m 4 hit dice or levels.
than someone Ins accomplished. AU notes on surrender at their n m oppomniry. The DM Expen-up to 8 hit dice or levels.
improved weapon ranges arc on the Weapons should describe the erpmsions of the monsters Master-up IO 12 hit dice or levels
Mastery Table. Remember that the ranges for who'vc had m make special despair mode Grand Master-up to 16 hit dice or levels.
thmwn and miasilc weapons M calculated in chedu, but he or she shouldn't describe whether When the despair effect is turned on a group,
feet in indoor settings and in yards in outdoor the monsters successfully made theu rolls until it always affects the lamt-level (or lownt-HD)
combat. it's time for them m act. enemies furt.
Thmwing Ability With Hand-to-IInnd Weapons When to Roll for Dapaiu The DM should P q w q of Use: A weapon master can only
Weapon masters can throw m e weapons chat have affected monsters and NPCc make their w his despair ability once per fight (once the
other charutcr's can't throw effectively. Masters of mode rolls under any of the following drcum. current situation leaves the comht sequence.
bade PXM, dubs and mrchn, w hanunen,b stnnces: the fight is over).
ard svords. n o d swords. and shon swords can The weapon user inflicts maximum podtiblc
throw these in combat st& at the q c n level damage with his weapon. Other Note6
of mastery. Ranges for these weapons arc given on The weapon wr avoids d damage in a round
the Weapons Mastery Table, and there are rulu by deflecting the opponent's blows. (Dcflm. When choosing a chnncar's weapons, keep
for rarely thrown weapons after the table ing is described in the 8cccion on dcdptiona the character in mind; be sure m select the weap.
of s cid cffccts after the Weapons Mastery ON the cbaracrer (MI n e c d y the player!)
Bonlua m h e Wielder's A r m C1.u Tabr) would choose. Be a m of standad weapon re-
When a character is using a weapon he has The weapon user disarms two or more o p p strictions. Wings can only use d l weapons.
mastered. he gains an m o r clpu bonus (above nents in the same round. for example.
any he might receive from his armor or defensive The DM may choose m check for despair dur- Weapons that do a wide range of damage M
I.
maneuvers The m o r clpu bonus he receives
applies on y to a given number of act& per
round. That number is given on the Weapons
ing other special situations if he desires.
K V i a i m ~of Dapair: Player characters un.
present in each category. Low damngc is usudy
o f f wby specid bench. Once a suitable weap.
on is found, review the other weapons within
Mastery Table, and it may apply to Y (Missile/ der a despair effect must make a saving throw vs, that category with comparable dunage or special
Monster) attackers. H (Hand-held) attackers, or death ray. If they succeed, the9 PK merely im- effects and consider the weapon's potential
A (AU)attackers. as shown on the cable. For a- p r d , thm who fail must reveat in awe for (avdablc with funher training). Weapon mas-
ample, if the table says that the character has M: ld6 rounds. tery choices. once taken. cannot be c h ~ g c d .
-ZAC/Z,itrne~athathegcua-2 armorclpu Remember chat weapon mastery bonuses ap.
bonus against the first two atcpeks made against N u m b A&ned: The despair effect CMon. ply only when the character is using the weapon
him that round by miuiles or monster attpdien. ly affect a cerrnin number of enemies at a time. he has mastered, not when he urn other wenp-
Liliewise. A: -6AC/3 indicates that the charu. Thic Vpricr with the character's level of mastery as ons, even similar onn.
ter gcu a -6 armor claw bonus against the furt
three attacks made against him that round by
my miSrilc or monster attacker.
Some shields do not have a number pftcr a
slash mark; that means that the shield pnnrides
the character an additionalm o r clpu benefit d
the time the shield is held, not ius for a certain
number of amcks per round.
Having an armor c1.u bonus don nor count as
a maneuver; the character may still move and at-
tack at normal rata.
Ddul€ive Malleuvcp
In addition to the above m o r clpu bonuses.
a character may have an armor dm adjustment
due to Fighting Withdrawal and Parry defensive
maneuvers, as described in Chapter 8.

Special Reiultr
Weapon masters can do some amazing things
with their weapons: they get '*more perform-
ance" out of the weapons they've mastered.
Most ofthe specid results M lined in the "Spe-
cial Bffcccs" column ofthe Wea na Mastery Ta.
ble and are described in ge secrion on
descriptions of special effects. which follows the
table.
However, one special result M common to aU
weapons: the despair &I.
D@Efkt
A weapon master's Pmp2in.g ability with his
weapon can cause despair and fear in some o p p
nents. This is called the despair dfect. When it
happens. the targets affected must make a
standard morale check (described in Chapter 8).
I -
\",'
How t o Road tho Woapon Special Wau: This column summarizes the qucnt roll of I or lea on ld10. a blade breaks.
weapon's special abilities; you wiU need m read Cbarp: If the wielder charge 20 ya& or
Martory Rble the t a t after the table to u n d e m d what t h e r more and d e s hii target, the victim cake8 d o u
The columnr on the table provide the follow. notntions mean. Certain r ~ n p have o ~ M addi- blc dunage.
ing information: tional aymbol ("I") in this column; thu lymbol Deah The victim is d u d to 0 hit points.
-.
1

This column gives not only the indicates that these weapons have apceid &ecu Ddlccr. In nddition m any attacks. the &Id-
weapon name but also many other details nbout beyond the other weaponr' special effects. Read er of this weapon mny attempt m deflect the
its use; compare the symbols beneath the weap the following tm for more informationon these number of melee and thrown weapon attacks in-
on name m the list of nbbmrintions at the bot. particular weapons. dicated in one round. To denM each nttack, the
tom ofthc cable. character m w make a saving throw n. death
Id: This heading stands for "lcvcl of mas- The"I"Nootioa my.
tery." Each weapon has statistics listed for five Pivc weapons-the blackjack, blowgun, bola, W y : The victim hit by chis weapon m w
different levels of mastery.If your character ha8 net. and whip-* listed on the Wenpons Mas. make a saving thmw or IOIC inichtive rh t
orpvl msrrery with n n o d sword. he'd find tcry lible with an "I" symbol in their "Special round. If the type of w i n g throw is not .
Effects" column.This mans you need to d e r fied, it is a saving thmw VI. padpis. Por mwe

=:
the enuy for normal sword and skip down to the
line lnbelcd "EX" (for Bxpen)in chis column. to the following Special Effects libles to KC amclu. this effect o c ~ onlyn at the indicated
RMga: This column shows the weapon's whnt else these weapons do m their victims.
range when thrown or launched. Not all weap. The wielder of this wenpon mny at-
ons hnve rangcs listed. Note that the weapon's Spoclal Effoctr Dowriptionr tempt m disum an opponent i m d ofrruking
rnry incram with each new level of mastery. a n o r d attack. The attacker m w roll m hit the
Damy:This column shows the damage the The specid CffmJ lined for weapons in the target. The victim CMsave his wmpn by mUhg
wenpon d w . Dnmnge, too. increases with each Weapons Mastery 'hble M described here and lur than or equal to his Dancrity on 1dK). If the
new lcvel of mastery. This column often hu ~ p . M arranged alphnbetically for your mvm- nttacker has the Disarm h b 8 t Opion, the vie.
amte entries far "P" and "S"-thc weapon docs imce. tim must add n + I penalty to his die mil. ?be
di&lcnt amounts of damage to its primary and B& Whenever the wielder of a ahicld DM should determine Dmerity Yoru hr Nfca
weapon orhis foe rolls the exact number needed and monsters or elu euume a Dexterity score of
m n d a r y tnrgn VPU. to hit the other, there is a chance chnt one of the
Ddenr: This column shows the &ecn the 11. In addition, for a c h level o f m ~ ~ c the
r y at.
weapon has on the armor claw of its wielder. shield wcnpon's blades will break. With a mbse- d e r has spined beyond buk, the victim d.
fern a penalty of t 1 to his roll n,the effect.
Double Damage On a nntud d l of th
Specid l3fk11 Wle One: Blowgun md Net number(s)indicated. the wenpon inflinsdouM
V*tim'S Bonui m damage.
H i t Da
M ia
u p to 1
z
None
RemltI ob Pailed sdvill# muow
Blowgun
Death
Net
antnngle
Earan& An entangled vi+ cannot atcad
cast speb, or mow. The victim may m& a PV
ing throw vd. death rny each round m
Hd:lNtcadofmnLinganodn~th
3+lto6 loss ot I O % hp + p y l l y r ~ Slow wielder of this weapon mny attempt to hook ana
6+lto9 Lors of 50% hp Slow puli down a foc. The attacker mwt roll to hit.
0 + 1 tnl? rnccnf?<% hn This causes the minimum h a g e pmible for
the weapon; the victim m u make a saving
16 t 1 or more +I L w o f l O % hp Delay thrown. paralysis o r f d darn. A +4 bomu m
save n.: POilOll Death an9 attack rolls applieswhen acmkiog a fallen foe.f
fallen fwalso has a -4 penalty to 111 savin
throws and a - 2 pendry to attack rolls while 01
the ground. A duncter can s w d up in on
mnd.
lyite: Pire has a chance m ignite nnythini
flammable that it hits. The chnnce is qual 11
5% (rolled on Idloo) per point of d w
caused in nch round. If M item igniaa it will
lilt03 +I Kncckout Knockout burn for ld6 munds causing Id4 points of dam.
age each round.
6+1 to9 KnocLorrt: The victim is rendered u & m ..
9 + 1 to 12
for 1dlOO munds.
Stun No OE-?l8nd Penalty: If n isusin&
1 6 t 1 or more
Save n.:
+5 Delay
Depth anv
Delay
Death Rav
Delay
Dcsth liav
the optional %o W - EEha (see
Chnpter 8 and consult the DM). the CWLM docr
ten lcvel ~apltiea
-
not take n -4 pendty or the 1 weapon mpc
when uscd in the &-hand. I-
sped.lB&coTableThree: Boln and Whip the chnrktcr UKS two MU. he can strike wid
V W I Bonus m RemltsofPriledSa~Thror ' both weapons at the same cham farmaen.
M or BPdCl -1 Gmul Pnnlydx Pntnlyrir freezes a U ~ N R in place
Hit Dia slrilled MnnU MMtU for 1-6 turns.A paralyzed uenturc ia n w c of
UD to I Bntnnnlc what i h a p p i n g but cannot mare, nttack.
talk. or cast spells. Any cures ll can negate the

-
e f f m of pdyais, but they not cylc dunage
6+lto9 in addition m removing the paralysis.
9 + 1 to 12 Poimn: see the special Bffeco %Me8 one-
to 1 n e e for cf€afs.
16t 1 or more +5 Delny Delay Dclny semnd Attack: The wielder is abk to d e a
save n.: a
9 an9 Death h 9 r m n d nctack with this rhicld mpon while nt-
cneking With another oac-hmdnl weapon in hh
other hand. This second attack is made with no Bill: This weapon urn poleme satistics and tety. If the charactu nill has any wcnpnn choker
&-hand penalty. deflect scores.In addition. the bill has the hook I&. his player can assign them as he plerm to
Sn n. Chug= If the wielder is aware of a ability o f a halberd. buy Basic masteries with other m n p o ~he : can-
charging enemy, he may set this weapon against Giwmc: This polearm urn pike statistic#and not buy higher than bnsic mpnety for these addi-
the chnrge. A charge only takes place when the deflect KOICS. The gisarmc also has the hook tional wenpons.
enemy rushes the wielder nt 20 yards (or more) ability of a halberd. When fitting these tules into an existing cam-
this round. If the wielder's weapon hits the Gluve: This weapon uses poleme statistics paign, the DM should not allow a chplncm to
charging foe. it inflicts double listed dnmnge. and deflect scorn. The glaive c a m double buy a w-n skill above crpen level udur the
Skewer: If the target has no more than the damage like a dagger. This weapon may be set character is at 24th experience lml or grcnter.
number of Hit Dice indicated. the wielder of VI. admge. He or she should not dow a chunnu to buy a
this weapon may decide to &mer him instead of loehsber Axe: This p0lnnn follows all of the weapon skill a h master Iml unlcss the chu-
strike him nonndy. A normal attack consists of halberd NICS. but the lochaber axe may a h stun acter is plrcady 30th lml or bmcr.
striking the target and withdrawing the trident at the highest mmasteries. Refer to "Reality Shift" in Chapter 13 for ad-
for another attack; with the skewer, the attacker pnrrirnn: This wenpon follows all the pike d i t i o d sugenrion, about wing with sudden
thrustshis trident into the target and twists it so N I ~ . but the partizan may also disarm. This retroactive changes in a campaign.
thnt it is not easily mnctcd. Once the weapon weapon may be set vs. a charge.
hits. it is stuck; it will remain stuck for ld4+4 Ranseur: This polearm IUS halberd statistics Weapon-Uring Mon8ton
(5.8) rounds. after which time the victim's and deflect KOM. The l p ~ e u rmap plra be used
movements will cause it to come free. For each ro disarm at skilled level and above. This weapon Monsten may use we- mpnety Nkl if
round a victim remains skewered, he automnti- may be set vs. a charge. they ordinarily w weapons to attack. Just as
cally d e s ld6 points of damage. Spetum: Thii weapon uses pike statistics and with player characters. a monster must find a
Slow: The victim is slowed and can move and deflm scores. The aperum may also disarm at trainer willing to teach it. Its maximum possible
attack at only half his n o d movement rates. skilled or greater mastery. It may be set M. a skill is determined by its Intelligence. as given in
He can cast no spells while slowed. charge. the Mancry Limits for Weapon-Using Monsten
StmngIc If the attacker makes a natural roll of Spntoon: This polearm uses spenr statistics. Table. (See Chapter 13 for advice on detcnnin-
the number(s) indicated, the victim must make but it may not be thrown. It IUS the deflect ing monster Intelligence scores.)

--
a succ:Caafulsaving throw vs. death my or bcmmc scores of a halberd. The spontoon does double Note that only humans and demihumanscan
immediately paralyzed and die in ld6+2 (3.8) damage like a dagger and may be set vs. a bemme grand masten: momen cannot.
rounds unleu rescued. If the victim escapes. he charge.
survives but remains p d y r e d for 2d6 (2.12) bulge: This weapon w s poleaxe statistics, Mdnnng ltniu for Wapon-Urin# MOIUI~
rounds. but it c a w + 2 points of damage. The voulge IhbIe
SNn: If the victim is approximately the same uses the deflect scoresfor a halberd. It mny c a w
size as the attacker or smaller, he is sNnned if he double damnge like a dagger.
Yonuer MarimamMd
fails a saving throv vs. death ray. A stunned u p to 11 BPsir
character moves at ' h speed and cannot attack or
can spells. The character also has a + 2 armor
Throwing Rarely Thrown 12.15 skilled
-
c l w penalty and a 2 saving throw penalty. A
stunned character can make a saving throw w.
Weapon8 16.17
18 +
&pen
Master
Several of the weapons listed in the Weapons
death my each round to recover from the stun M ~ t c t yTable, while nonndy used in melee.
effect. Por missile weapons, this effect occurs on-
ly at the specified ranges.
can be thrown by a wielder at high levels of mas.
tery in desperate situations.
Qeneral Skill8
To rhtow these weapons, the attacker must General skills M abilities that characters can
Individual Weapon make a nonnal attack roll m d e d by Strength use in the campaign. There M many g e n d
Dercriptionr (but not by Dexterity). skills. but no dwneter will have more than a few
Since the maneuver is unerpccrcd. the attack. ofthem. soncharacter'schoiceobckillswillhclp
Some of the weapon, on the Weapons Mastery er fm checks to see if his foe is surpdMd (a roll make him mote distinctive and more individu-
Tpblc M marked with either one or two aster- of 1 or 2 on ld6). If the victim is not surprised, d y urdul in some campaign situations.
mks. When a weapon is marked with one asterisk the victim makes a saving throw vs. death ra to Using g m e d *ills is o p u d . If the DM
(*), refer to Ian chapter's Weapon Dncriptions if
reduce damage by half. If he is surprised or he
faih his saving throw, he tnLa fvll damage from
doean'twnnttowtheminhisorhercam~
to lcpm about the item's s ecid characteristics. they won't be used.
I
If a weapon is marked wit i two asterisks (**), the attack.
that weapon is dercribed here. Item M ar- Beginning Sklllr
ranged alphabetidy for your convenience. Retroactive Weapon All 1st level characters IMwith fop1 "blank
BIowgu~~: A victim hit by a poisoned blow- Martery skills. often called rlors. (When a *ill is chocn
gun dart fmd by someone with skilled or bettcr If a campaign has deady begun but the DM it stops being a slot.)
weapon mastery makes his saving h a w s at a would like to add weapon mpnery to it, it's not Characten who have M InteUigmcc of more
penalty. The weapon master knows how to accu- [oo late. The DM should sci~ by cnrehrlly exam. than 12 stan with more than four rw1 hu. If
rarelv fire the dart into veins. arteries. and other ining each character. Chnmcten &en have a few the character has an I n t e + u c of 13-15, he
cnti;al areas. thus introducing the p&on more favorite weapons. Auume that these M the gets 1 additiod skill slot; d his Intelligmce is
quickly into the bloodsucm. character's prcferencn, these will be the weap. 16-17, he gcu 2 additiod rw1dota; and if his
ons for which the character h learned increased Intelligenceis 18, he gets 3 additional skill alns.
Polcprmr, Other: The last chapter mentioned mastery,while the knowledge of the p r o p use Different things determine which skills M
that Units of the halberd, pike, and poleaxe of other wcapons has faded through lack of use. choscn to fd the chnncter's slots. The la cr
could be combined to individualize the other The DM may then give the chnrpcru the num- maych-someordoftheltillsto~~
c y p s of polearm mentioned. This is an optional bcr of weapon choices appropriate for his c l w available skill slots. Or the DM may inrirt that
rule to be used if the DM wishes these weapons and experience level. Weapons that M the char. the player select c e m h skill choices appropriate
to be individualized. Thee additional polearms acter's penonal trademark can be bought up to for the character background the player h cho-
nrc detailed as follows: experr mastery; weapons thnt the character uses sen.
Eardicbe: This polearm UXI halberd statistics frequently can be bought up to skilled mastery;
but plra has the deflect abilitiesofthe pike. The wcarmna thu the c k e r has been knnwn to
bardiche may be set vs. n charge.
HOWSkill8 A n Uird Skill6 Di8CrlptiOnE
Each skill is bwed on one of the character's The skills listed in the Sample Skib Table are
ability K O ~ S(Strength. Intelligence. Wisdom. described hue and M arranged alphabecicdly
Dexterity, Constitution, and charisma). for your convenience. Roll skill rob again61 the
Whenever the DM feels a character's eelected abiliq undu which thesc skillr were listed in the
skill is appropriate to a game situation. he of she table.
will ask the player to roll ld20 against the corres- AcmbafL.: The character with this skill can
ponding ability score.This is called a skill rollor perform impressive pcrobaric feats, balance on
skill check. If the roll on the ld20 is equal to 01 taut ropes and wit-, etc. A succtsBul skill roll is
lerr than the ability score. the skill UK succeeds. required to pcrform any acrobatic feat; failure
A roll of 20 always fails. no matter how high the may ruult in the character falling. A succcadul
chance for swcrr. roll dwn a character to reduce the CRKUVC
Example: If the character is riding a horse and height of a fall by 10'. A DM can give an PM-
the hone is suddenly spooked and begins rcar- batic c h w r a + 2 to save VI. mechanical craps
ing, the DM will decide that the character'sRid- where agility would helpsuch M tilting floors
ing skill is appropriate to check in this situation. and pit craps. Many entenainers. thicva, and
The player will roll ldZO against his skill-related nimble warriors have chis skill. This skill is not
ability s ~ u e(Dexterity). If the character's Dex. the equal of a mystic's pcrobaciu ability, bur the
tcrityis 15, theph er hwonl to rolla 15 orlcrr mystic's special ability can be presumed to in.
to UK his Riding s h l l succe~ully. cludc this skill; a mystic don nor have to pur-
Sw&ly rolling the skill normally dwn c h w the acrobatiu skilI.
the character to paomplish the twk he is at- Acting: This is the ability to make MC'S living
tempting. For instance. ifa character is trying to w a stage actor, but it also i m p m the ability to
track an animal through the fomt and he suc. assume a different pemnslity or to show fnlx
cessfully makes his k k i n g skill check. then he emotions. Succevful UK of this skill nllan a
is able to follow the Mcka of his prey. c h m t u to tell mnvincing lies over a limited
period of time.
Srmplr Skill8 Alchemy: This skill provides the ability to rec-
ognize and identify common alchemical sub.
The Sample Skills nble lists a number of skills ~ . poiaons. Succus with chis
(MIICCS, p ~ t i oand
appropriate to most D a m game campaigns. skill will dow a chrrpner to create an Mtidon
The players and the DM may add skills to this list porion for one specific type of poimn-if the
w the DM sns fit. The DM determines which DM says that this is possible in his campaign.
ability K O ~ Cpertpinr to each new drill. Almnea:successfulwcsofthisakiuplloarthe
charmer to drpw n mpoa without losing MY n v u n cumplera. rivers, cfc. A character with dmk b required f o r d c h w t u or group of
timc, to avoid the c&crr ofrurpria. nnd to chis sw1 d nutomnWy Lwv the route hc chnnnurthuthcdhg&dchuvcerMtrying
d e up at the slightat out-of-plue noire. has taka to get whne hc M (if hc PI conxiow to fool with hisdhg&. zllc rrger rhu thc dia.
Ahanate Y+ This &ill giver n chlnner d the rime). Many d m m , have chis skill. guiacd character M crying to fool must make a
bMic tuniliprifgwith m g i a that PIC not rdpted
to stnndard spcllcplcing. It includa knowing
The Caving skillcan .Lo be used in n maze.
Skill c h h ue ncamry when the chpnctcr hu
WLdolnroll tbeD . rollinordato
pennrnte t h e z L c ( s e eaTu r r - w
many mngical nbilitia of well-known Prime become disoriented. If he is forced to f*e for a Each orher” u the end of chis chnpm).
Plnncnndatmpluurmonnurnnddlmmortal long met&, he must make a &ill check to keep EadlarMce: This skill giva the chwtutk
beiagr. The DM d c f i i what typn of knowl- fmm being lost. (Wmncrcrs without thin skill ability to performnriring r u t for longpapdr o
edge chis skill provider in his or her cnmpaign. aucoma&puY kcmM loa in sudr a u d o n . ) time. A d ChCcLwuu thu thc chuw
A n i d ‘hi&# (chmctlp):The charmer CeranLmy (Chmelpcifif ImmMsl):A char. ter M able to run (or perform amc dcmtndLy
knows how to &, unin, and M for one type accawithchis *ill knows how to honor M h- ark)foran hour without collapsing. Theclunc-
ofpnimnl.ThcnnimalMbetaughtlomeh. mortal chlough U ~ annd l ceremony: the skill
DIC uick or b ~ orden. k A chamcter who a l l ~ a d c r i c c h a r a c t c r m p e ~ ~ n ~ r i ~forma
a h the a*,with a cumuhdn &cy of +
of his dcrical order and could cvcn (ifthc DM f o r d cxun how. Once the chuxtahucom
allow) pumit a chunnu to gain an Immonal’r plmd his task or frik a skill roll and c d h p a .
attention (throughd m u t pnyer, k i n g , d- he must laforthrce times the unountdtimc
HowGr, a home uninc~can6- any wn of fm of poucnionr, etc.). This *ill i d u d a he WM pefforming thnt ark.
n d horse or pony and a d e r can wain knowing the mde of behavior and the rimah hgiacu@ Thia ia the &ill of plannil
any hrccd of d
m g bond w i 3.
Any cum l rhu featurea a
wme mimd type will have
p W n g to the Immortal. signing, and buuding luge CDIUrmCriODl L-. -
In culiu DaD. gnme pmducu, chis *illwa~ houres, bridgw, dam. andwfofth. Unks~buil
many memben with the cormpondingAnLnnl A n &red to as “Honor(@i immortal)!’ undathccycdadedcn&ca,rhrg
Baining *ill. Cheating: Thia i the skill ofwinning nt gpm- a m r m r r c - n ~ built by msnpowu and ma
An:This is the *illofcmting art. There PIC bling gama by cheating-by dcpling a r d from ~ tuiah or pure uugic-will inevitably coUcpc o
merpl different fvpcs of Art *ill p““,
rculpfure. aoodcpmng. mocric, etc.). e plny.
the bottom of the deck. etc. The chen
acta h u l d make hia Cheating s w 1 3 ench
chnr- n&rwmc nhercnlnmity. Eqincciing &ieu
nL0 beuscdtomluuccwanvtiauthcpaty i
ll
a must ap+ one wn of art his durscrer pnc- ch- he playt with M make one skill roll pnniag chlough or om:whnt sh8p rhcy‘re in
&a: a chpnctcr CUI d e the *illwed times (Cheating at the ~d level. Gambling at n when and by whom they auc huik. and won.
Md be p&nt in smnl different fom of
art. Art&illcan be wed to improve the rcsnion
-&cy,
1@cy, or a brce Intelligence check at n -4
whichevu in an)against the chnmncr’r
b a p c : The chuvar Moftcn nbkmget k
when tied or M e d up. A d l *ill mU
ofNPcl to the party: if the PnLt can p e n t M chdng roll. Ifone or more of the other playen meam chat thc character in nbk [o get rid of hk
NPC with n pormit or m l p m of that penon makca his roll loncr than the cheater does (see ciu. Another roll M needed to open n locked
(and makc hia An roll), the artist rccciva n + 2 “Using Sills Again~t!3ach Other“ in chis chap door. The DY a n apply bonuca and pen&
to reaction. The playucanchoore for hir charac- ter), hc detect8 the c h e h g . This sw1 M limited to the dmk bwd on the quality dthc mpa
tu‘s Art skill to be b e d on Widom inand of to duncrurofchsotic dignmcnt. and h u , the inukncy of the bck, the lack of
Intelligence. cnh (eboor tlp):The character know one lodrpicking too&. etC.
Anilla7: A durscrermust have chis skill if he cgpe of cmft; cumplcr indude atmor-making. PLclkildLu: This M thc ability toma firr
in to command the uew of a piece of d l u g
(catnpult or ucbuchet). He does not have to
bow-making, tnttooing, leathemrking. smith-
ing, wenpan-making. etc. The dunncr must
withoutntiadubm.Achuvarrirhni -
makc his skill roll with drhn: merely know- choore which aoetype of& the *illpertains c d y (no roll mearpnl)in ordiaugmsditirm.I‘
ingthe skill Menayh. Thc DMcan d on him to: ofewrse. he can spend more dom and have the durscrer M crying to build 0 t h without I
to make his &ill roll d time the eh.rpctuor m e d typer of craft &&. tinderbar. he will ~ n d tlumd; y h mur.
thcuewlLnsnt nncw prget: the skill nllonr the ‘Ihc chpnctcr can make hi living u chis pro. make a ld6 roll d round, d o n a 1or 2 he
charmer to makc d pertinent cdcuhtionc of fcssion and, with n 6ucc&l roll. makc cxpcrt ignimthe fm.If the c h v l n u M crying [o build
tn’aor, dirrsnce. and duow weight. opinioau on mbjcm purninine to hia *ill. afire in ndvemew n d i h (duringhighwid o
&I
k u can n~tunnriv~ly lllo~ the dunctcr
to ovcmce the building and repair of d Vsrinier
Daapr Sauc: A .succewful skill roll mcpM win# wec mod), he must make n rldll chal
rhnt the ch- M detect M imminent dan. with &ria Pgigva the DM.
of siege quipmcnt. The character c~lln know gu. The c4nmctcr will n n hthe M W or PoodTutLy: ThisM the nbility totnu
both how to build and how to effectivelyopem SOUKC of the dnnga. The DM,not thc player, and m e r to KC ifthcy have rpoikd. Thl
artiUugwcnpomunlearhe cnka thc *illtwice. mnka thc&ill roll. and he or hcdrould not tell dunncrcan nvoid N&ringfrwnfoodpdae
A d&ill roll nllonr n the plnyer thnt n roll hu been mnde unlear the ing by arcfully tuting hiafo0dfirf.C. Thbabuiq
chpnctcr to get the bat d n l nvnilnble for &, roll M a NCCCU (nnd thne M dpnller pment). will wrdctccrpoimm sdded to n dish uokgtlu
remica. or informntion. It’s not usuallv waihle Dcaiving:ThM M the ability to pemnde n IL- DM determines rhu thc pim hu n w e ( i ~
tenu of the “truth” Md -ty of whu the which cp(e it may be too hte anyny).
speaker M 8aying. despite the fact that the &ill Gambliry: Thia is the ability to win mol
user in lying through his teeth. Succ&l UK of BMa l of*lll(- Cud 6nmw. fi
hoot uacargmwithout beingablctoseeitiitu chis skill CPWI an NPC IO believe an u n m ample) and bating. T ~ rn& M hooea pioc
t y p i d y wcd when the ChUMu M in dnrknca stltement or to aacpt n mialndiag stncwnent PI (cheating in mered chcwhne). urd 1 d
or when the target M outside the range of his honat and ainarc. Pdm indicucr that thc check incMcs the c h w n ‘ r dwm for win
sight or i n f r a v h . The dunctcr must be able charmer wundr unconvincing. This skill cannot niag monq at the gama.
to henr the prget wthat iu paition M be ml- be w d M player duncten. H.sltu. This M ability to went rounda
uated. If the duncta maker his *illcheck, hc Dcaa Doccpion: This M the nbilicy to recap nnd ding no^ illne*er nmong humuu nnd dcmi
can then fa u t h e tnrpx; he ncedrmattnck roll &e dcaptive behavior in an NPC. This don humam. A 6 u c c d skill roll a chlnne
to hit the target, but the chlnncr doan’t ur&I normnlthcuuthorhLchoodofs~scec- to ren~rrld3 hit poinu to awounded chrnctn
the n o d d h u c &ria. menu, the n m t i v n h o f t h c apcakcr, or the a- (A related skill, Vnerianry Heding. don rimi
Em-: Withn.succaofulwcdchis*ill,the act nature dthc deception. This skill only *ufu lu UcDrment 0fMim.L and m o w . )
ch- can mist thc c&crr of nny magical the chprsnu to d i r m the deceptive N E .The This skill Mnorbewedonawoundedchar.
fimL An h’PC wing rhic SU . Is u c c d y can ig. DM mnka the &ill toll for the Chupnu.inform- acter more thur once for the lyllc rnofroutdr.
nore the d o of mode chccka 01 of&& nrch i n g h ofthe mk. The &ill don not work on If the dunctcr rccciva new wounds. Haliap
PI Intimidation.
This in M ability t O dmyt know
where one M while exploring underground cava,
player chpmctua.
DLguk This in the ability tomakc acharac-
ter I d like lomeone cbe. A 6 u c c e D~
g rre E &
Liedqainuthc~roundr.Ilu
n stsn of rounds, t)o( i
D
e VidUpuY qainu ench injuq. ( n e wm “sn of
d
'

wounds" usually refers 10 all the hir points lost roll, he can interpret information in light of his M h k y : This is the ability 10 mimic animal
by a character in a single combat situation.) occupation. A character must specify which type noises and foreign-language accents. This is a
If a healer rolls a natural 20 when using this of labor he knows, and he can sclect multiple La- very useful skill in the wilderness especially.
skill, he accidcnrally i d i c r s ld3 points of dam. bor skills 10 be proficient in many types of jobs. When characters use recognition codes or signals
age to rhc parienr, and he may not treat that set Language (choose rype): See "Optional Rule char imitate the screech of a hwt owl or a noise
of wounds again. for Languages:' later in this chapter. from wme orhcr animal, this skill allows them to
Successful skill rolls allow the healer to diag Law and Justice: This is the knowledge of the mimic those noises convincingly so that enemy
nose type of illness. In addition. a toll made by 5 laws and judicial system of one culture ot coun- listeners arc not automatically ripped off that
ot more will allow the character to determine try; chuncrcrs who wish IO be a judge or advo- there are spies in the area.
whcrher an illness is natural or magically in- cate (lawyer) musr select this skill. Each empire Mountaineering: This does not replace a
duced. or nation has its own codes, so characters who rhids special climbing ability; it is the skill of
Hunting: This is the abiliry to locate, stalk, wish to be conversant in different narions' codes mountain-climbing with the u x of ropcs. pi.
and hunt large and small game with the bow, should choose this skill for each set of laws they tons, and other climbing gear. A character who
sling, or spear. Successful use of this skill gives wish to study. has Mountaineering skill can use such gear to
the character a + 1 10 hit with a bow, sling, or Leadership: Successful use of this skill adds climb difficult mountain and clifffaces and can
spear against an unaware target in a peaceful t 1to the morale of any NPCs under the charac- tig lines IO enable nonclimbers to tackle those
outdoor setring; rhc skill is not usable in most ret's control. It can also be used to convinceother faces as well.
combat situations, NPCs to follow the character's commands. The Muscle: This skill is experiencewith heavy lift-
The character can automarically supply him- DM can decide that any NPC who has a good ing and hard labor. The character can direct
self with food over a long period of rime if he is reason not to follow the leader is automatically groups of laborers so that their cfforrs are the
in a fairly fertile area and has a missile weapon. succcssful at resisting this skill. Unlike Intimida- most effective pwiblc. This character under.
spear, or javelin. In areas nor normally rich in tion, Leadership does not bully, antagonize. or stands the u x of simple machinery such as
game he must make a skill roll and receive penal. make enemies of the NPCs ir is used upon. wedges, pulleys, and Icvcrs. With a successful
tics to that roll (penalties determined by the Lip Reading: To use this skill. the character skill check. the character receive a + 2 bonus on
DM). If he is trying to supply more than just must be able to see the lips of the rarget person Strength rolls for tash such as n ning doon.
himself. he must make a skill roll if he is supply-
-
ing one other person, and he takes a 1penalty
or crearure and understand the language being
spoken. A successful check allows a character to
F
M d c (chwse type): This ski1 allows a charac.
fer to play one group of related instruments in -
for cach additional person afrcr the first he is try "overhear" the conversation; if rhc lip reader skilled manner. The player chooscs the group (
ing to supply. He musr roll each day, and failure understands rhc language being spoken, he can instruments that his character knows, and th
indicates char he has nor found enough food to understand the speakers' words. The distance 10 chsnctcr can rake the skill several times in order
feed everyone that day. the rarget and the available light should be rak- to know multiple instrument groups. Groups in-
A character with the Hunting skill forages au- en inro account-the DM should apply skill roll clude stringed instruments. brw. percussion,
tomatically in fertile areas (even when on the penalties for difficult situations. woodwinds, ctc. This skill is often raken in con.
move) and uses his Hunting skill roll to dcrcr- Magical Engineering: This is the ability to rec. junction with the Singing skill.
mine how succcssful he is during full days spent ognize the blsic principle of some unfamiliar Myatickrn: This skill. rhough similar to Cerc-
in search of game. magical devices. It does nor include practical mony (above). is taken by nonclcrics. This skill
Intimidation: This is rhc abiliry 10 bully non- training in design or fabrication of magical arti- dows rhe character to instinctively know the
player characrers into doing what the player facts. It does allow rhc characrcr to recognize best C O W of action to please the Immonals in
character wants them 10 do. Success means that most common magical irems with a successful general. A successful skill roll, for example,
NPCs arc intimidated into doing what the char. skill roll. It doesn't allow a characrerto recognize means that the character recognizes an idol dedi-
actcr wants. This &ill cannor be used againsr uncommon magical items or to disringuish cated to an Immortal and that the characters
PCs. NFCs who have this skill used upon them trapped or cursed items from safe ones. should give ir its due respects.
arc unlikely 10 ever become friends with the in. Mapping (Crurognphy): If a character has this Nature Lore: This skill is the knowledge of
rimidating player characrcr. skill. he can understand and make maps even if common plant and animal life forms of one spc.
Use of this skill means that the character is ei- he cannot m d and write. The skill allows rhc cific terrain: desert. forest. jungle, mountain/
rhcr implicitly or explicitly threatening the tar. character to comprehend simple maps wirhour a hill, open sea. plains, or arctic. The character can
get with violence or orhcr dire consequences if skill roll; the character should make skill rolls to gain several Nature Lore skills by spending one
the target doesn't comply. For this reason, In- interprcr 01 draft complicated layouts or to map skill slot for each differenr terrain he learns.
timidation works best against low-level charac. an area by memory. A characrcr does not have to This skill gives the character knowledge of
ten. It docs not work at all on player characters have this skill in order IO map a dungeon as the such things as edible and poisonous plants. heal-
or on NPCs of 5th level or higher. The DM can characters explore it. A character who can map ing herbs, and signsof unnatural danger (such as
also, at his or her option, decide that ir does nor but not read obviously cannor understand the unusual quiet. absence of normal plant or ani-
work on someone who is obviously in a much words on a map. mal life, atypical animal behavior. CCC.).
stronger position than the character using the Military Tactics: This skill allows a character to When the character uses this skill in his home
skill. For example, a king surrounded by elite
guards, even if he himself is a 1st lcvcl character.
interpret the movement of enemy forces and to -
territory, he receives a 2 bonus to the die rolled
move his own forces better. When using this for the skill check. When he uses ir in rcrriroty
is unlikely 10 feel rhrearcncd. skill, the player (nor the character) first canines very similar to his home, he receives no bonus.
Knowledge (ch- type): The character is an the situation and decides what he thinks is "he less it resembles his own home territory, the
expert in one field of study such as the culture ot right-what he thinks the enemy is doing or how grearer the penalty he will receive, up to a +4.
geography of an area, history, legends, theology, he should set up his units. Navigation: By taking directions from the po-
ex. A character can usually make his living by The DM. not the player. mlb the characrcr's sition of the sun and the stm (or of whatever at.
teaching his skill or acring as an expert on the Military Tasrics skill. On a successful roll, the mosphcric phenomena arc appropriate in your
subjecr; with a successful roll, he can make ex- DM will trurhfully tell the player whether he has campaign), the character can always know
pert commentary on information relating to his calculated correctly; if he has not calculated cot- roughly where hc is. Successful skill rolls, with
skill. The character raking this skill musr specify rccrly but the roll was successful. the DM should positive or negative modifiers for the character's
whar sort of knowledge he is acquiring, A char- offer some advice on how the player should set distance from his home rcrritory and familiarity
acter can xlcct multiple Knowledge skills. using up his forces. If the roll is a failure, the DM with his surroundings, will cell the character
one for cach diffcrenr field of study, should re11 rhc player his characrcr cannot inter. mote precisely where he is.
labor: The character is very accomplished at prct the enemy troop movements well enough to Penwion: This is the ability to persuade
one type of labor such as bricklaying. farming, use them to his advantage. The succcss of the roll NPCs of your character's honesty and sincerity,
mining, stonecutting, etc. Thc character can drrctmincs bonuses or penalties for the troops This isn't a liar's skill; the speaker musr believe
make his living with the skill. With a successful during m w combat. the truth of whar he says. Successhrl use of the
skill means the listener believes what the speaker with this skill can make their living with it, usu- or when there is a chance that he will be heard.
rells him. It does not mean that the l h n e r will ally as spccialisrs in large cities. The DM should he must make his skill check. If the DM doesn't
agree to actions propascd by the speaker. The not allow thu skill to characters belonging to want him to know that the DM can make the
DM can & modifiersfrom t 1 to t 8 to the more primitive cultures. but it is entirely appro- skill check for him.
skill roll if the audience is hostile. This is a good priare to characters from highly Civilized arcas of Storytelling: This is the ability to captivate a
skill for diplomars and negotiators to have. the world. The player must indicate which audience when telling stories. The character ca
pilninl (h type): This is the equivalent branch of science his character has mastered: a earn his living p1 a teller of stories; if he also hr.
of the Riding skill but applies to sailing vnaels. chunner can buy multiple Science skills to know Knowledge skill8 of such things as history, he can
(It can also apply to large flyin vessel8 such as multiple diuiplincs. be a mrytcllcr of history.
aerial ships and flying castles. dsuch things arc shipbuildin#: This is the skill of designing sumvnl (ChOoK ternin):This skill allows th
prcsent in a campaign. The use of magical items and building ships. It d l m a character to super- chsrncter to easily find food (especially vegm
such as flying cnrpcu and flying brooms does not vise the construction of profcssional.quality bln and fruits), shelter, and water in a singl.
require the Pilotingskill.) A character must use a ships, whether they M made by muscle or by type of terrain, xlcctcd from one of the follow.
different category of Piloting for each different magic. The Shipbuilding skill will also let char- ing: desert. forest/jungle, mountaidhill, open
type of vewcl. as ddmed in the Piloting Skill: mers evaluate the ships they encounter. deter- sea. pkinr. mtic. Descm Survival doesn'c give
Types of Vurcls Table. As such. he will need to mine who built them and when, ex. the charmer the ability to survive in the form:
spend more than one skill to pilot more than one siylplinl (&meIp) Succcasful
: use of &is he must Plso take F o m Survival for that.
type of V C M I . skill allows the character to leave messages that A character with the Survival skill forages au-
Planu Gmgrnphy: This skill gives the charac- can only be understood by another Signaling tomatically in fertile U C M , wen when on the
rer a generalhowledge ofthe Prime. inner, out- specialist of the same culture. d e guild. mili. move. If he is tryin m supply more rhpn jw
er, A s d , and Ethercnl Planes as described t q tome, or "rchool:' For ~MIMCC. one dwarf himself,he must m& a skill check at a t 1 pen-
elsewhere in this book. This skill includes knowl- character with the Signaling skill could pile rocks alty to his die roll for each additional person that
edge of techniques of travel among the planes into a clwret: it would Mmmunicate nothing to he is vying to supply. He must mil each day, and
and common inhabitants of known planes. most characters. but another dwarf character failure indicates that he has mt found enough
Rohadan: The character is accomplished at with Sinaling would recognize it as a signal and food for everyone he is trying to supply.
one type of nonlabor profession such as politics, be able to interpm its meaning. The character can follow uacks. The
cooking. estate management. horse grooming, When a character d e s a Signaling skill. he DM is frec to increase or penalize the chance t
scribing (the character must be literate), ctc. The m w specify the type and culture of signals that success depending on the cimmstnnm (age (
character EM make his living with his skill, and he will be studyingand he must have the oppor- the uacks. type oftemin, number of& k-
(with a succendul roll) make cxpcn commentary tunity to learn such signals. Appropriatetype of ing followed. and so forth).
on subjects pertaining to his skill. The player signah indude military tNmpct naval V c m i n q Haling: This iC the same as Hd-
must indicate which specific p&sion his chu- flag signals. smoke signals. drum signals. ctc. ing (above), but this skill pertsins m creatures
p
actcr knows; a character can buy rcveral different
skills.
Dmw: A successful skill check with this
Singing: 'Ibis is the ability to sing in a skilled
m m c r ; a charmer CM make his living with thic
&iand ll (if he is good enough) can become a fn-
that arc neither humans nor demihumans-in
other words, nonhumans, monstur, nonnal mi.
malr, and so forth.
allows the character to nock and fm an ar. mow cnteminet or bud. A character can take this skill in one of two
row with a + 2 bonus to individual initiative. Snnra: This is the skill of building traps to ways: 1) as a General Veterinary H d a g skill.
Nding ( c h o w type): This skill includes the Caplure &ah. monsters. and unwanted visi- which m u that he makes his roll with a t 1
buif carc and feeding of a riding animal and the tors. A suaerdvl skill roll means the trap func. penalty for every type of c r e w he treats; or 2)
abiliv to control it under difficult c'ucumstanc. tions properly. The DM can assign modifiersto as a Specialized Veterinary Haling skill that pep
es. &ding rolls arc required if a charmer is try. the alll roll bpvd on the mount of time the rains to one class of c r e a m (for oumpk,
ing to use a weapon fmm the back of a riding character had m set up the trap. the availability equines). The charmer with a SpecializedVmr.
animal; fnilure means that the mount is moving of materials. ctc. inary Healing skill takes no penalty when treat.
too much for the character to uac the weapon. srrplch (chmePrrnin): Thii is limilar to the ing the creatures that arc his specinlty, but he
Each Ridin4 skill allows the character to ride rhicfs Move Silently ability, with some impor. takes a t 2 penalty with d other tqcs pf CICY
onctypeofanunnl;ifachuaacrwishestohw tMt diffCrmCCS.' I h C chUS.CWt &g the StCdth m.(A character could take the rh m c e . one
how to ride two different types of beasts, he skill must chooae one type of tctnin in which the General and one Specialized; he would have his
must buy two different Riding skills. Hones con. skill works from the following list: city/ listed roll for the creatures that were his specialty
stitute one type of animal; giant eagles consti- outdoors. indoonlcaws. foresr/junglc. plains. and only have a t 1 penalty when mating all
tute another. desert, ax&. and mounraindhills. The skill on- other creatures.) A character with Vctuitlpry
When a character uses his Riding skill on the ly works in that type of ternin. (Horcver. the Hesling skill vying to treat a human or dcm-
wrong animal (for a m p l e , when a hone rider chunner could conceivably spend m e n dors. human rolls at a t 3 penalty.
tries to ride a camel), he suffers a +4 ro his Rid- one for ench type of Stealth skill,) Wrestling: In wrestling combat, a succc&
ing mlb. When a chprnnn with no Riding skill CitylOucdoorsis used in the sttern. in &- roll will give the character a t 1 to his wrestling
at all tries to ride an animal, he must make a strewn alleyways. on moftops. and in similar ur- rating (see the "Unarmed Combat" NICS in
Danerity check at a +8 penalty to his die roll. bm environments. IndoorslCnvn is used in Chapter 8). Higher skill give higher bo-
Homer, a character doun't have to make the dungeons and catacombs, in caverns and cava. nuses, x) a character with Wrestling t 1 would
NCCM roll except in difficult situations, such as atid in m t enclosed spaces. The other terrain receive a t2 bonus. w d so on.
when the animal is s p o k e d . Othetwk. he CM types arc rlf.nrplM8tory.
stay on the animal's back without diffiilty. Humans. demihumans. and humanoids can
Science (cho@ac type): The character is an a. take the Stealth skill. The character will move
Optional Rule for LanBuaw
pen in one branch of scientific study such as as. vcty quietly in the terrains for which he has the With the DM's permission, characters can use
tronomy, geology, m d u r g y , etc. Characters skill. When he is vying to sneak up on x)mconc skill slots to take additional languages. (Addi-
tional Ian ages M an InreUince-bad skill.)
pilnLu sldll: Typa o f V d W k
For each sg spent on a new language. the char.
acter can speak the language (not mcnrprily very
Type of vnrel v d in Thil CStCgW well) and can read it (if he is intelligent enough
Small boats River boat, sailing boat, canoe. ship's lifeboat, nfc to read his regular languages). Characters srill
GnUcys Small gnllcg, luge galley, war galley, longship get dl the frec hguages they're entitled u n
Water vcuelr Luge d i n g ship. smd rpiling ship, noop TtansFmrt their Intelligence and rncinl abilities.
Flying veuels Aerial b a t , aerial ship Characters have m u b k spcakiq thnc !ami-
tional "skill languages:' A charmer speaking P
skill language will automatically understand slot for every 800,000 experience earned after Time Use
someonespeakingslowly and simply. If the char. that. Above 10th level, elves get another slot at When it's importint to know, the DM decides
acter is listening IO someone who is excited or us. 1,310,000 experience points and another for how much time each use of a skill represents.
ing technical speech, he must make his skill roll every 1,MX).OW experience poinrs earned after The time it takes to look i t the stm and make a
to understand the language. Pailurc means he that. Above 8th level. hPlflings get another slot basic Navigation roll might be ibout a minute:
didn't understand what was said. at 300.000 experience points and another for the time it uku IO makc isuperior spear. both
The character speaking a skill language com- every 1,200,000 points camcd beyond that, head and shaft, will be ifcw days; and the time
municates in the same way. When he's sttug Thesc points are outlined in the Skill Slot Acqui. it takes IO make a Tracking roll to recognize what
gling to explain something fast, complicated,or sition (Dcmihumans) Tnblc. son of creature Idt the prints Wore a character
technical or when he's flustered or excited, he The DM can simply s u r n e that your charac- may only be a second or two.
must make a skill roll to get the idea across. ter is meeting with P teacher who can instruct
him in the skill, or the DM can introduce an using skills %gcrhcr
NPC who is the character's teacher. Unlike the Often. when the character's skill roll has
Improving Sklllr situation with weapon mastery, the character failed. all the other characters with the same skill
Characters' skills can be increased to higher never has to roll anything to acquire the skill. If will say. "He failed?!Let me make myskill roll!"
scores. Simply ux more skill choices to improve the DM says the skill is ivailible to player charac- This isn't a good thing IO do. If the DM lets
skill rolls. and the PC will gn a -t 1 to his skill roll ters and if the PC has an empty skill slot and ac- everyone make a skill toll for the same task when
for every skill choice added IO that skill. A skill ccu to a teacher, he can take the skill. someonehas failed. one character will eventually
choice can be uacd to either improve an existing Important DM's Note: Intelligent monsters, succeed: it's therefore pointless to have a skills
skill by one point or to buy a ncw skill, not both. such as ora and giants, can also hive general system since every task will be "nutmatically"
h m p / e : Alaric has only iCharisma of 12, yet skills. The DM may prdcr only to give skills to (that is, "cvcntually") successful.
he wants IO be initural leader. Instead of using monstcIs that have distinctive personalities and The DM should usually decide that the cir.
only one skill choice to purchase the Leadership roles within a campaign. cumstinces that led one character to fail will
skill. he chmcs to usc dyee on that skill. The make all the others fail. For cxample. a character
tcat choice gives him his Leadership skill; he Skillr and the DM tracking his prey fails h~ roll and loses the t d .
must roll his Charisma KOIC. 12, for all Lcader- The DM decides that it's because the creature
ship checks. His two extra skill choices give him It's the responsibility of the DM to see IO it went to the trees. a rainfall obliterated the
M idditional + 2 IO his rolls ( + 1 for each skill that players don't abuse these skills and achieve tracks, or whatever, there we no tracks m find.
choice spent). His Leadership checks'will now be results totally inappropriate IO their use in the Therefore, the other characters CM'I make their
made at 14 instead of 12. campaign. It's also the responsibility of the DM own Tracking skill rolls here, except IO confiim
to rcward characters who use their skills cleverly the fwt that there arc no tracks.
Learning More Skillr and in the context of the adventure. HWNCI, sometimes it's rewanable for char.
The DM decides when icharacter can try his acters to use their skills together to solve itask.
Your character can choose to purchase more skill roll. and the DM also decides what SOK of For example, when cwo healers are trying to di-
skills or improve existing ones. All characters get effect the skill can have in a situation. The DM agnose a disease, two can be better thin one.
i ncw skill slot every four orpericncc levels. shouldn't make the characters roll over and over The characters can choose which of them is the
Thus. humans get four slots (plus bonuses for for the same task, only at critical points in play chid problem-solver for this situation (usually
high Intelligence) at level 1, then an extra at the PC with the highest skill), and that PC and
INCI I, another i t INCI 9. another at level 13. Poitive and Negative M&im the others with the same skill ill make their skill
and so on. See the Skill Slot Acquisition (Hu- When the character is using a skill. the DM rolls. The DM u x s the roll of the chid problem-
mans) 'Ihble. may wish to s i g n positive or negative modifiers -
solver and gives him a 1 modifier for every one
to make the character's roll easier or harder. of his friends who mndc the roll and a + 1 modi-
Skill Slot Acquisition (Humam) Table Thesc modifiers arc based on circumstances. fier for every one who fiilcd it. The chief
Circumstances that make a job sli htly more problem-solver can never receive more than a
Jhpcience
lcvel
skill Slots
Gained
difficult warrant a + 1 or + 2 modifier. Those
that make the job substantially more difficult
- 3 bonus this way. but there is no limit to the
1 4. penalty he can receive if his allies all roll badly.
5 1 warrant a + 3 or +4 modifier. Those that make
9 1 the iob very hard-such as not being able IO see, U6ing slrius A p i m Each Other
13 1
working on the rolling deck of iship during a Sometimes situations will come up where two
mere storm, and so forth-can warant penal- skills are in conflict. A character with Deception
..17 1
ties of + I, + 10, or even + IS to the roll.
21 can try to fast-talk a character with Detect De.
2s
On the other hand, circumstances that make ception, or two Bargaining characters can hag.
29 1
the job easier-such as having all the marcrials gle. When the DM sees this situation occur, he
33 1 needed. having IOU of time. and so fonh- can have both panics roll their appropriate skills.
warrant positive bendits at the s m e scale. The character with the lowest succMsful roll wins
' Not counting bonuses for high Intelligence The character always has a chance of success, the contest. When a tied roll occurs, the DM has
scorcs. however bad the odds, as long as the DM says it's to analyze the situation: he ma have them teroll
remotely pmiblc to succeed. A natural roll of 1 for a clear decision or he may dyeidc that the sit-
Above 12th level. dwarves get another skill on Id20 is an automatic success, just as a roll of uation is unchanged.
slot at 1,200,000experience points and another 20 is an automitic failure.

Skill Slot Acquiaition @emihumnnr) 'tbk


Dwarf Level Numbu of BLfLsvd Numbu of Number of
or XP P t a l N m Slm or W lbral N m Slow or w lbIal N m Slots
1st ]Ne1 4' 1st 1 N C l 4' 1st level
5th 1071 1 5th 1 N C l 1 5th level
9th level 1 9th level 1
1,200,000 1 1,310,000 1 +1.200,000
+ 800,000 1 -t 1.000,wo 1
* Not counting bonuses for high Intelligence Kores.
chapter covers all the information need. See the Measurements of Game Time Tnble
for more information on how these units intcr-
Feet VI. Yard8
for movement in the D&Dm world. Us.
tules that follow for time; movement; COMUC. In dungeons and other indoor settings, the
and travel by land, water, and air will help add basic unit of distance measurement is the foot.
realism to the game. Skipped Time Missile and spell ranges arc rncuurcd in feet; a
character's normal speed is expressed in feet. In
It's also possible to measure longer periods of wildernesses, open fields. open city streets, and
Time time simply by skipping wer them. Por instance. other outdoor settings. the buic unit of distance
charmers might finishupone adventure tog&- measurement is the yard. (One yard equals three
Time is handled somewhat differently in the CI and decide they need to fu!fii their family ob.
D&D game than it is in real life. Time that the feet.) In outdoor settings, it is easier to mwe
ligations for awhile. They split up, each quickly due to more open terrain and better
players experience is called ':real time." Time returning to his respective home. and agree to
that the characres experience IS "game time." In lighting. Therefore. a character's normal speed
meet at an inn known to all of them after one outdoors is expressed in yards.
D&D games. the pusage of time experienced by month, The DM will ask each character what
the characters is usually com resscd A game can
Example: A charactn who moves 90'per nun
he's doing during this skipped time, give each (normal speed) in a dungeon could move 90
take as little as M hour o?real &e or up to character the results of his actions, and then
twelve hours (or even longer with tirclcs~play- yards (or 180') per turn outdoors.
bring the characters back together again when Missiles and spell ranges are also read as fen in
ers). but that real time may represent days or the time is up. Great lengths of time, up to
weeks of p e time. dungeons and as yards in the wildcrnw. How-
years. can be p a d this way if both players and ever, the area deed by a spell (or by W n g
h e time is not always longer than actual the DM wish to do so.
real time. Combat and some role-playing can oil. a net, or any other such attack) is not read as
take much longer than the actual p e time. For yards; it is always read as feet. Thus, a fireball
example, it may take half an hour of real time to Arrumed and Defined spell cast in the wilderness would have a m g e of
play a battle that lnsts only a few minutes of Actionr 240 yards, but it would still have an m a effetof
40 feet in diameter.
game time. In D&D p e s . the player doer not normally
have to describe every d o n his character takes Map srrlsr
Roundr. Turn#, and Day6 throughout the day. For example, when the You may want to keep maps of the characters'
Game time is divided into rounds, turn. and
characters M doing long-distance traveling and travels; it's usually a very good idea in traditional
time is being measured by the day, it's rewn- dungeon-bawd campaigns. and the DM may in-
days, as described in the following text.
Raundx Situations of immediate danger- able for everyone to assume that the characters sist on it. With dungeon or indoor maps, you
such as combat or those precarious seconds when do eat, rest after and sometimes during travel, use graph paper. Each square on the paper typi-
a charmer trips a trap. f& into a pit, grabs hold talk to one another. behave in a normally pN- cally represents 10' of distance. With wilderness
of the side, and gazes down in terror at the dent and cvdul fashion. and so forth. without or outdoor maps, you ux hex paper. Map hex
poison-tipped spikes far below-arc normally the players having to mlc-play every single inci. scales vary widely, but the most commonly used
dent or encounter. e scales urnally have one hex represent
mwured in rounds, each of which teprmnts 10
seconds of game time. Except when the rules D*DY
8 or 2 miles, Always check the map key printed
specify otherwise. each character can perform Distance on maps. In any case. the DM will tell you if he
only one action during a round-swing a sword, or she wants you to map in a different scale.
cut a spell, or perform some movement or other Movement, Mini*, and SpeU Rnallqr
action. Indoors: Normal movement sped. missile Miniature Pigura
'Itnu: Slightly less intense situations-such as Your campaign group might like to ux minia-
ranges. and spell ranges are measure&in feet ture figures to rcprmnt all characters and mon-
carefully exploring a dangerousset of catacombs, (90' means ninety feet indoors).
sneaking up on an enemy encampment, or c y Outdoors: Normal mwement speed. mis- sters, especially in combat encounters.
ing to escape a pursuing army that is a mile or Several types of miniature figures are available
sile ranges, and spell ranges are measured in
more behind-arc usually measured in turns, ysds (120' actually mans 120 yards out-
from toy and hobby shops worldwide that arc
each of which represents 10 minutes of game made of metal. plutic, or cardboard; the metal
doors). and plastic ones are suitable for painting. With
time. In the course of a nun, should something Everywhere: Spell effects are always mca-
happen to propel the character into an immcdi. sured in feet. so many available, you should be able to find
ately dangerous situation, the DM will always M a p and Miniaturn figures that look very similar to your characters.
shift the time sequence to rounds. Map .We: Dungeon maps are usually The 2Smm figurines (a human is about 1* tall)
Days: Characters' lives arc not all spent in arc well-suited to D&D gama.
done on graph paper, one square rcpresent-
breakneck action scenes. Sometimes they do ing 10'. Wilderness maps arc usually on hex When you use miniatures to conduct combat,
things that take a great deal of time to accom. paper. one hex repmenting 8. 16. 24, 32. 1" on the table suifacc represents 10' of dis-
plish. such as journey 1,000 miles on horseback. 72, or any other distance in miles tance. Ifa character can move 30 yards (90') in a
do library research. create a plem. or sir around Using Miniatures: In standard p c play round. you'd move his figure 9" head on the
the city waiting whik the Lung finisha putting usink miniatures, 25mm lead or cardboard table.
his army together. Typically, the DM peucs this miniatures represent human-male figures. If You can use a ruler to measure distances or you
time in days, describing one or two things the you use 2Smm hex paper to regulate move- can buy one of many vinyl or plastic playing sur-
characters might learn or do each day. Should ment, one hex repmcnts 10'; if you M not faces that are already gridded into inches. Add'
one of these events lead to a role-playing cn- using a hex-grid. one inch on the table-top or tionally, you can use watercolor markers to dro
counter. the DM can always shift to turns and surface rcDrmnts 10' (indoors oroutdoors). mom and situation detailson vinyl ot plastic su.
rounds. faces and easily crpx them once the combat is
done.
M a u u m a t s of Game Time Table
Mauum Bnd Anivitia M a u d ThL Way Movement
1 round 10 seconds Combat, some spell durations "Move: 120' (40')" gives the character's rates
1 turn 10 minutes Noncombat movement. some spell durations. exploration of
dungeons of movement. The fusc number. wually UO', is
1 day 144 turns Long-disrance movement (mileslday). spell rcscuch. magical the number of feet the character moves per turn
item creation at a very cautious walking pace indoors; out.
doors, the unit of measurement is tripled so that
120' becomes 120 y a d per cum. (Outdoor
nmmcnt is tripled becnusc of cpcicr terrain, Chnrsncr Maemcat Rnta and EncumbRna Table
bener lighting. m.) This first number is &en
known as "normal speed."
The second number within pprenthese6 is the
movement rate per mund in feet; this number is
&en called "encounter spced" and is the num.
ber wed during combat. Outdoon. the en-
counter speed would be 40 yuds as oppoml to
40' in chis instance.
Movement is wmerimcs written as "MV 120'
(40')" or "Movement 120' (40'):' move 90'per turn: outdoors. walking cautiously mcnt rate up to n cenain amount of encum-
(normalspeed) bur over easier terrain. he'll walk brance carried. It will move at Mia movement
Womrl, Encountor, and 90 y d per NIn. rate up to twice thnt amount of cncumbrnnce
Important Nac: Groups ofcharacren. i f c h q curied, and it will not be abk to move nc greater
Running Spoedr intend to stny together, move at the rate of the than n cerrain amowt ofcncumbnncc.
Though the normal speed of 120' per turn rlownt characrer.
r e m vety slow, chis rate includes m y P(-
wed dona-mnp in , peeking nmund cor- Monrtrr Movrmrnt R a t u
Land Travel
xn.mating, and so It 8 %.
encountem, movement is mcenrred in Monsters' and animals' movement ram are
Thi6 aection digunu movin over land using
various movement rates. the &t terrain has on
encounter speed. chntactus move at ' I , thcu nlao a p m e d in thc "120' (40')"format. Some movement. long-distance ttnvel. becoming h t ,
normal speed in fen per round. In other wordsq monsters move much fnncr than player charac- and fmding food in the wilds.
if the chmcrer's normal speed is 120' per turn, ters. but others ue the m e speed or slowcr. See
his encounter speed is 40' per round indoors. Chnpter 14 for the movement mtu of vpMus
In a d d i r i ~ ,when characten M running at monsters. Ovrrlind Movrment R a t u
tull cpeed (wward or a m y from M enemy),their The only time monster encumbrance is d i e d % find the d h c c a p a q trave& in a d
rate is qual to their normal speed in fen per is when the monater or animal is carrying awny find the normal speed of the slowest pvrg me)
mund (rather than cum)or t h ~ c etimes their en. some heavg prey or is being used to carry riden. bcr or mount (if dl p a q members M mou~...
counter speed. A chpnner can Nn at maximum Guidelines M found in Chapter 14. ed). Divide that speed by I.The wult is the
speed for 30 rounds at mon (5 minutes) before These rules are somewhat implcr than thae number of miles per da the party mores
h m i n g exhausted. (Charactem with the op. for player chprprrer encumbrance. POI inrtnace. t;
through clepr terrain (open clds and ran e, dry,
uonal Endurance SLiU can maintnin rhis pncc for a monner wiU be shlc to move nt iu full move. ctc.). his number, ofmume, is modific%ifter.
'ongcrperiodroftimc.)Inotherwords. ifachar-
rcar'r normal speed t 12W per turn and his en- PrrpinEffcea on Movemar Ihb*
:ounter speed is 40' per round. his running
a& Maemcat
peed is 120' per round indoon.

An nhnustcd characrer must rest for at least


Bail/road* 1% normal
Normal I
lhree NnlS(30 minUtCS) bCfOte N M h g 01 fight- Mountunlawampljungk
ing again. An exhnustcd character who is forced
m fight without rest is penalized in combat. Ice/glncier '/I normal
Monsren gain a +2 bonus to their attack rolls to * Unpaved rondr allow uavelen to ignore every terrain m d xpr muddy 1
hit the chsrPctcr (becnwe he is unable to dcdgc Paved rondr allow mvclers to ignore every terrain modifer em ow.
incoming attacks c&crivdy). and the charac.
ter must subtract 2 from dl nttack damage rob
(he cannot muster the strength to hit mote c&c.
tivcly, but any successful hit will still inflier at
lcpn 1point of damage).
A character who becomes crhavncd but is
fomd to continue NMing c m o t we his maxi.
mum running speed. He drops to encounter
and CUIMImove any faster until he has
I.

Charicter Movrmrnt Rater I Donkqormule 36 24 16- ~~ 12 16 I


A n y character will have a movement rate of
"120' (40')" unlcat he is weighed down by a lot
4gear. The weight and clunuincat of geaf is
dled encumbrance and is m e w e d in "en:' This is a character with a 120' normal speed: he tan (anyno mote than 400 cn encumbrance.
which Mcoin-weight equivalents; 1 coin equals '*This is a character with a 90' normal speed (that is. someone carrying between 401 and 800 cn
ipprmimatelg 1/10 of n pound in weight and encumbnncc).
iwkwardnera. The mount of cncumbmncc the t This is a thnracur with a 60' normal speed (that is. someone wrying between 801 and 1,200 cn
;hnrPcrcr carries dncrmines how fast he can encumbmnce).
move, as noted in the Ch~nctcrMovement +t The mvd rates listed here M poaaible but will kiu h e horn if only one is used for the en&
Rates and Kncumbmce Table. trip. Typically. a rider only manngcs to achieve the% ram by riding one.third the dLtpacc listad
Bnmple: A chnrpcter g 60 Ibs. (600cn) and d i n g his hone in twice nt way scntioru for fruh mounu. Ar the end ofthe day, he and the
farmor nnd c q u i p m m t x slowed to a MV threc honer arc exhausted. but all Malive. If a rider doer not intend to kU or exham hia horn.
f 90' (30'). lkveling in. a dungeon, at a vyr he should use the uawl ram lined for the war horn instead.
:nudous walk in^ DPCC (normal meed). he'll
rain is Ins favorable. Bacoming Lort (although actually traveling northern), the
nrrain (the features of the land being a. group decides to tum nonhnnt:the members
p l o d ) affects the rate of travel. Though it A party following a road. trail, or river or led will actudly be going nonh at this point.
makes no diffcrtnce to the combat round or the by a reliable guide will not become lost. A guide
10-minun turn, the terrain may &ect the dis- is a miner who knows the I d m a or-if you Food in tho Wild
tance a party travels in a day, as oullined in the are using the optional general skills rules-is a
Termin E&ts MI Movement Table. PC or an NPC who has eithet the Navigation or ’Ikvsling c h n r n n e ~metimes run out d
On the Terrain Wecu on Movement Table, Knowledge (of the a m in question) skill. The food in the wild. Cautious pucies bring enough
modiftcn Mnot cumulative.When two or more DM may require the chamcter to make his standatd or iron rations far mqom’sUT f o the ~
conditions arc in effect (not counting mill NavigationlKnowledgeskill check each day to whok trip plus up to 50% am;but gmt delays
mad), simply UM the worn condition to deter- keep the party on tlPCk. (weather, magicplmpl. othetpwbkw)canmU
mine the party’s movement. When the However, if a party is noc on a mad, mil. or -Use them W Nn OUt offood. HOWCWI, mOrr
chpncten’path will carty them through several river and dou not have a guide, the pa~tymay terrain types (but not in some owamp$ or
Werent t y p of tetrain in a angle day, the DM become 10%. The DM mu%check each day m MC OCCPN),puties may either torpst . or hunt tom .
should decide which one terrain type dominates ifthe adventurers become lost by rolling ld6 be- mort f d .
and bnae their movement on that type of termin. fort the party begins movement for the day Find The c h p r ~ c rmav
t ~ forppc while travcline. bur
For convenience‘s sake, character and mount the type of terrain the party is traveling through they dow thek d u l i m&ment rate w nor.
movement in the most common types of terrain on the following lin; if the roll on the die mal as a lesult. (They cannot f w while on I
Mlisted in the naveling Rates by Terrain Table. matches the number listed, the party becomes forced much.) Fongcd food includes nuu. ber.
Find out which party member moves s/owc~ton lwt. des. mme plmu. and powibly smd game. In
this cable; his movement rate will dictate the cleat or gnulanb: 1. p o d termin and weuhet. chuwm, usudly
movement for the entire party. Swamp, jungle, or desert: 1.3. have a IO% chance (1-3 on ld6) of finding
All other termin: 1-2. enough food to survive. The DM may modhj
Iang-DismucTravel and Rest If a pmy is lost. find the direction of mvel this due to the termin. and he a s h c will mslv
Chprpcters and mounrs must rest one full day (either by the DM’s choice or by random roll). all the ncawuy m h .
for mty six days they spend traveling, Those The DM must keep VpCk ofthe party’s actual po- If thcchnrmeurpcnd afuU day in rhe vicinity
-
who do not rat d e r a 1 penalty on a n d
rolls and damage rolls until they do est. If they
sition and the direction the chprncte~think they
arc going1 For example. the pany m m b n a tell
of rheu camp, m a l f q i o t is wmm~ticnuy
succurful. Such thuncrcm might p M r & l e )
go more than air days without resting. they suf. the DM that they w m t to travel no&. However, encowrtn pnimplr rhat they can hunt far rddi-
-
fa an additional 1 penalty per air days undl
they do rat, and they must rest one full day for
the DM has mmly determined that the pmy is
loat and that nonheast is the direction the party
uonal food. m y r rpcnt in a forced march or rat-
ing cannor be spent hunting
each air days they spent traveling if they M to chinks is nonh. If the group travels this direction IfthecampaignU~thepnwnlIkilbfrom
lose the penalty. and then decides to travel in a different dim. Chapter I. I ch- with the H u n k killfor.
tion. the DM will have to adjust nccordingly. For ages automaticdp (without movement p e d -
arpmple. &er traveling “nonh” for six d e s ties) in fndk ueas. even rhcn on rhc uwu. d
he -hi Hunting drill roll to deccrmioe how
succnrful he is during days p e n t in ICUCII d
game.
IfcharactenND out offood, they rillbemme
ravaged by hunger. They will need w ICSImorc.
travel slower. d e r ittvk roll penrb*s s d
gtndud lm of hit poinu, and m ~ d l face y
death fmm rtuvation.

Water Travel
C ~ ~ CMI sometimes
S forced w wim 01
LIK ships to reach ducinationr via watrmga.
This Kction describer how to do both.

By Swimming (and
Drowning)
In the D m game, all charactm may wim
u n l a the DM decides &enLC. A chuucer’s
movement we while swimming is 1h his out.
~ round + 5 =
door running p e d (120 y a d pu
24 yacds per round). A charsncr miming
undemrtr always m m m hi movement rate
in fkt. Thus, a charmu who.can wim at 24
y d per round on the surface can swim at 24
feet per round undervnter.
Under MI^ C O U ~ ~ ~ ~aOswhming
M, cham.
n r is in no danger of drowning. Howvet9if the
c h ~ e t c is
r swimming while canying heav en-
cumbrance or swimming in rough, dangerous
conditions, be can drown. If a ch.nncr is c q .
ing more than 400 cn encumbrance. sheer
weight will dmg him down. Ihc DM should de-
cide on the chances ofdrowningin w& wuu.
m++g while encumbed. 01 fighting while
Genedy, if the DM wirha. he EM tell the
player to make M appropriate ability check nch
round (foraample, a Strength check if the char-
acter isbattlinghighscosora~nstituhchcck BtTcnlNocCC
r exhaustion) to chak on the &amcur'$
' 'cy to keep his hend a h water. On the fun
d o n the chprpercr m*eshis ability check. he
Becalmed: no movement except by oar: oplcd movcmcnt
reduced to ' h normal amount bccaur of rower
fie
dips under the water. 3 Bnremc light bmre Movement reduced to '1s normal; nlw wed when beating
When a character goes undemtc-and M- before normal win&
not b r a h e there-he must hold h i breath or 4 Lightbrcezc Mwunent reduced to '1s n o d ; nlw wd when quurcl
immedipaly begin drowning. He CM hold his reach4 before normal winds
bmrh for a number of rounds qual to his Con. 5 Modemubrceze Movement reduced to 21: normal: nlw u r d when bmad
n i ~ t scoreh if he does not exen himself: if he reaching before normal w i d 8
acrw himself (by fqhting. psnicking, ctc.) he 6-8 N o d w i n d s N o d movement
can only hold his breath for a number of rounds 9 Sa~ghmze Mowmcnt is 1% n o d ( ~ ' I s mm)
plw d
qual to bdfhis Constitution score. 10 Highwinds Movement is 1% normal ( m a l plw V z am)
Once a chuncter can no longer hold h i 11 Extreme high win& Double n o d m m e n t *
breath, he beg& to drown. He must make a
Cmwitution cheek every mund. 'Ihe fint dKd;
i againn his normal Constitution acore; each
12 Gale
---
Wqs have M 80% chance of ahling;triple n o d
movement in randan dirccrion rolling ld6:
1 dninddirrnion

--
subsequent OM is rolled with a cumulative + 1 2 Wrwboard
penalty to the die roll ( t 1 on the second check, 3 120'StPrbonrd
+ I on the third, ctc.). 4 180' (reverse)
Once he fnils a check. he hsr drowned-but 5 120'porr
he is not dead et Although he dawn't breathe. 6 9 60'porr
hewill not beh for anumbcr dmundsqual
to '1s his Cohcritution score (round up). While ' May take on water ( u d e d v e l &ana 20%, d e d vnrel chance 10%). Takin#on water re.
duca s p e d by ' h until d- and repait M possible.
he M in this state halfway b e w e n Me and
dcnth,ifhcepakhealedbynchnr~ctcrwiththe
Healin# skill or by a &amcur with h&g mag. (triple) one day's mwunent, the maneuver n (hnoted under d i n g ship a h . a gomi pilot
ic, he will m e r normdy. ruecndul and the d i p is safe (though likely to CM improve the&y'schancea ifthe DM uw-
If thi happy event doa not take place, the be far offcwrae). If the ship rcxha a d n e ing the general ski& rules and the pibt can
chunctu die. However,he still may be brought or orher shore, there is a 75 96 chance thu it will make his Piloting Iw1 check. ,- nyy
back to life by Inire deadspell. be broken up wing to beach, and only a 25% galleys did have sails, but thegdep found ~t)
A drnncter who d e s the smgc at which he chance that it will sdely f
d a sheltering harbor. the D O game do not.)
&g C O d N t h rob to keep hdrown- (DMs CM modify that chance if they rue wing IfaDM prcfcn to add mote complc*ty to his
ing, even if he is m u c d and does not drown, is the optional general skills. If the ship's pilot an game world, he CM uid conre opriorulwuu
considered exhausted, as described above under make his Piloting skill check, the ship'¶chances movement rules for mveling by *.tu. Roil zd6
"Exhaustion!' of findiag safety impmvc by 5% for mry point uthcranofnchdnymvckd .Rend
hy which he 6uccdully d e s his d.) check the raultr on the Opdornl%tcr Move.
By Ship 'w ry (rnhr, M): Any SaKl wirhout ment Mpdificlrion Pbk.
n* hu only a 20% chanceofweatheringa&,
For waterborne tmveling, whether on P river f.ilurc~ltrintherhipbciinrpmped.Ifthe
Aerirl TMvd
or mat a ccas, chprsnmmove at the ship'c mu.
The shi 's movement m u piven on the Sailing
Vnscls $le in Chapter 4 IS for average sailing
CUIlditiOM. If the VOyqe k fnsorrd by Stendy
eL isinsightofthemdncwhcnthe
t 'w,checkthecoM.ltemin.Ifitis cu
tmnin,the gaucymry bench before the rmnn
$' ch.Mur tmvclillg on d mouDD can
mole 71 mila per &y. chvvan rmvding on
hiw. Fold o h terrain, roll ld6; arault o f 1 4 middevica (& u flying cupof clll more
w i d 8 and calm waters. the sped may be in. indiares that the pilot&& a nfc bnch orcoye.
m d to M much SI double the number given. 120miles pn day.
If the seas Mrouph or the veml bcmlmed, little
or no progrnr nught be made in a day1
When d i n g on sea nr oceans, there is a
chance that the weather will k u d m b l e for
tmVC1. Roll Id6 at the beginning of each day; a
~tof2i~mnowindanda~l1of12indi-
cam d er or fierce nom. The &w ruch
mather has on ship travel M M follows:
No Wind: Sailing ship (wuclswithout row.
era) may not mow and must spend the entirc
A
day in the m e uca h a ) Rowed ships Mnev-
er stopped for lack wind: they M unafkud
hy cnlm weather.
G.k os Storm: R d u di&r whether the ship
isagilingshipor agdey, as noted in the follolv.
ing:
Sai/ing S i p : This type ot ship may either
sit (80% d w e e of ginking) or ~ y before
n the
wind. Movement mte i triple n o d , but it is in
a random dLenion as determined by the DM.
(The DM an see the Water Movement Modifrcn-
tion Table for a handy dirccrion perator if he
or she wishes.) If no mastline is mched during
"encounter" a c u n when a player char. ber by 10; the m l r is the distance. in f u t , at !
which the mohlfers m dcrmed. G . m e D q ~ I
!
nis i the ~ U I M C C at which the DM fuat be. 1. Daybreak Pury prepam for travel, stud-
encounter can m l r in combat b n m n the two ginskeepingrmckofthunandthcdinrnccat i n @, ~ k t travel s dimtion.
sidu. conversation. cooperation. a chnre, or sim- which both sides fmt have a chance to norice one 2. Gecunglac: DM rolk id6 to s u ifparty
i h event. "Evasion" b what happens when an another. Once the monsrem appear, the DM bccomes loa. If m. see the "Innd ? t a d "
encounter occw and one side wanu to escape should switch to the Encounter Checklist (on aMion in Chapter 6.
the d e r ; hat side Nrns and runs. page 93) to determine what happmr next. 3. Daytime Wanddng Moncaa: The DM
In this chapter, standud procedum for game makes a ld6 roll for wandering momten
and g m l C day$ PIC dim& M W d M W h a t WandetingtdLmsmsChecL for the dayrime how. See the Chance d
happens during encounters and during evasion Evcry IWO cum (nor every turn), the DM rolls Encounter Table for determining rob. i
artempa. Surprise, nnniOns, and wandering
monscers w alm detailed.
ld6 to check for wandeting monsters or nadom
encounters. In MYsewing where there is a p d -
bilirg of characters mnning acmu monsters (or
4. BneorrnrtrUemltk: W d on the DM'a die
roll, the party dcm the fobwing:
a. If no wandering m o m n w cncoun-
1 i
smgers. wild ~ i m dOCCUPMM~.
Exploration and the ofa dungmn
that w not locked in a pprricular mom or uen.
cered. party concluder movement and
daylight period ends. Skip to Step 6.
!
!

Qama"urn or anything else that might be movhq freely


through M aren), the DM can check for wander-
b. If wandering m o m n m enioun.
cered. the DM gon ro the Encounter
When charmers m exploring a lpecitic am ing monatcn and random encounters. For e Checklist. below. If the characters j
(much M a dungeon). moving through heavily mote in-depth mnhod ofdenrmining encount- WMC to d e or pursue encountered
patmlled territory (such M M umed camp or the ers, the DM CM check the Chance of Encounter monsters. the DM gon to the "Eva.
border between d k n d l y nations), 01rnvcling Table and follow the i d o m there for check. i o n and Punuit" section later in this I
through a heavily populated zone (such M a ing for encounten. chapter.
town), the DM measures h e in rum. Each If the DM's roll indicates that there will be M Baunc ancl: M e r the encounter, the
cum repmenu 10 minuus; eusromdy cham- encounter, the DM can choore what aort of en. party may resume travel. If they m h,
ten will travel at their normal speed during counter it M ( b d on whet he know6 h t the the DM may (at his option) recheck the
p e turns. Bach game turn follows the panem ma), or he can roll on the wandering monsters d k r i o n of travel.
noted in the Game ILrn Cheddict. tables later in thir chapter. 6. NightMl: The party finds a place to nop
Impatant Nne: If the Dungeon Muter has and rest.
GameIhmChefllLt W y decided to have a prearranged encounter 7. Nuhttime \1RodainlM- The DM
1. win- blonncrn: If the wandering during thia two-nuntime pniod or if he hpr de. makes a ld12 roll for wandering monsters
monsters check at the end of the prcvioua cidcd that the characters will bavc no encounter for the nighttime houn. See the Chance
turn was pcduve. the monsters arrive during this period. he CMskip the wandering dEnwuntcr Table for determining rob.
now. Under normal dungeon condirions, mohltcr roll. If M encounter is indicated, thc DM
they appear 2d6 X 10' amy in a diremion choorcs the watch during which it accum:
of the DM's choice (see the "Encounter Leaving the Game Tarn
The DM continun determining time in &e
two or three PC guards can be p a a d dur-
ing the night, each taking an equal
1
Distance" mtion, below, for more infor-
mation). Leave the Game %rn Cheddirr NUIS and wing the Game lbm Checklist until amount of rime guarding the party while
sequence and go to the Encounter Check. he feeb chat the sicuarion hM c h ~ g and
d he nb on mKh. Continue with one of the fol- i
1
k,below. SeC "Handling WMdeChg longer ne& to use rhc checklist. Pot ernm k, loving neps:
Monstm:' bclow. for more detPiL on the chaccen might r e d a diffcrmt me &r. a. If M encounter OECUII. the DM w i
handling wandering mohlfers. rain (the comparatively d e outdoors of the wid the Bncounrer ChecklLt, below.
2. Acciolu: The caller (or each player) de- dunecr, the inn where they plan to spend the b. If no encounter occw, the DM pro

i
%ribes party actiotu (movement. h e n - night, +e p ~ e caravan d of theu p w n , cuds to step 9.
iug, searching, ctc.). etc.). whleh anll remove them from the normal 8. Rmme Rat: Once MY nighttime en-
3. Rudrn: The DM dacribes the rrrulu of t W KqUCnCC. councw is ovcr, the party rrmm to m.
'I actions M folloar: 9. Night'i Bnd:Return to Srep 1 a h .
32 actionsruultinadilcose~~(ase.
cret door, trap. ctc.), the DM teb
Wave1 and the QameDay gmup, unngc to ambuh the other group. and I
I
them what they found. Chnrpcws who w craveling ovcrland or acmm mfonh.
b. IfrhcPCIcnreredancwam,thcDM open water and who w nor moving through BnmvntmLcrp game &ctmlm acidng d
dnuiber it m that the mapper can drngeroua terrimriea should uavel in game days, unpdkmbk and dvc dumeD ~ ~ ~ C with I K C
maD it. nor game turns. The d n for long-dlranceWCI. diEcrcntmoruw m.No map d mrp k q i
c. If ab encounter o w n , &ip to the En. land uavcl mczs were praented in Chppru 6, will d d crrrg cmnm, monster, or &nrmcr 1,

counter Checklk. and traveling by lhip rater were dLNued there rhnt C M k tound M the MS. -red
4. W e M # Yonitem Check: The DM and in Chapter 4. Each game day #penttraveling map, ofcourse, bur rhe w of randome ~ w n f u l
ch& for-wanduing mamen and mn- follows the Game Day Checklin. can add tlfmr to aampnign. ourscrea tmvding
dom encountem. The DM cob Id6 mry chmugh a junglemight run amn a tiger, adyt ~

ocher cum to duck for this. If rhi, is a


Encounterr python, ?an m n molc tnnrudcmwcrer; Jlu
dungeon and a "1" comes up on the die.
the P O will encounter wandering mon-
rten at the beginning of the ncn turn
An "encounter" acun when two or more
groups come within visual nnge of one another
moplocI u p m t b u a e it belong, m rhc type
ofruenininquc6tion.
In a dungmn, roU for encounten once every
I!
(other types of terrain have d8etent and at least one group bemmn aware ofthe oth- IWO rums: in the outdoon, roll once d u t h the
chancu M lhown on the Chance of En. er; thc term is PLQ u d to refer M incidena day and once (at a reduced chnncc) at night. i
counter Iiblc. below). where PCI encounter uaps. Check the Chance of Bnrounrer Table on the tal.
In rn dungmn sinmriwr, group encoun. lowing page for when to roll and type of en-
cering d e r group will become aware of one an- counters.
Wandering Monrten orha at or nearly at the m e &,In outdoor Some Miom or item may h e the chance
When a DM's roll indicaus that wandering encounrur and a few dungan encounters, one of wandering monsters. bud n o k . bacdu,
group could kmme EWEIC of the other and mt cursed item, or exploring rpecipl MU may al-
momten will appear, they rppcnr the following resepl iuclf. allowing the gmup mcmben to run low the DM ro check for wandering m-
turn.Thc DM rob 2d6 and multiplier thir num- amy without being dcncted, spy on the other every cum-and possibly with higher chancn
CbofEnOmnterTab* Surprire
TpcofEncounca RoIlMuhod
Dungeon and dry Roll ld6 every two IUIM when traveling and roll Id12 ollce during the When M unexpected encounter occurs, both
night; on a 1. an encounter occurs rides roll ld6. Each side that rolls a 1 or 2 is
Wildernem Determine the type ofternin the party is in and roll Id6 once duclng the surprixd. Pcwible resulm are nc folloas:
day and roll ldl2 once when camped at night; consult the following for Nathcr Group II S u r p d : Both are
aware of one another and can be on guard.
I encounter occurrences
I Bolb Group AIC SlUprLed: Both groups
loK one round due ro the sudden su rise
TtpedPnnin Chwc and confusion; m e the round is over,%th
Clear. g d a n d a . inhabited, or settled 1
P o w , river, hillr, barren lands. desert, ocean*. or aerial** 1-2 group M back in conuol of thcmsclm,
a m of one anmher, and on g u d .
Swamp, jungle, or mountpins 1-3 onc Group II SUlplLed. The UMUprised
Ocean: A roll of 1 indicatca a normal ocean encounter.A roll of 2 indicates no encounter unlcss p u p Can take advanmge of rile situnriw by
the ship Ian& at the end of the day; if IO, a land encounter is used. evading (automatic SUKCM, meaning rhu
-
"Aerial encounters always use the Flyers subtable in the Wilderness Encounter Pble. regardless the other group doesn't notice thcm at d),
1 ofte&. by attacking (the attacking group geu one
free round of a n a h before the other gmup
(1.2, 1-3, 01 1.4 on ld6). the twa pnniea are when the encounter takn can respond), or by other mclns (leaving one
When the DM choosw to have an encounter plase. or two members in the open m negotiate
or when a die roll indicates an encounter, the When both pixies M surprised, the encount- while the other members hide in mbwh, for
DM must first determine or randomly roll whar er distance is ld4 X 10' (or yards ifoutdmrs). example).
son of encounter it is (an encounter with wan- issu r i s e d . t h e u a w g r 9
dering monsters. an NPC or a group d NPQ, or
a trap). Once that's determined. he or she CM
WhcnoneiF
3
pnnynoticn esurpnre ' pmyattheld x10
(or yards) distance rolled; the surprired pnny
When the DM determines that therc will be
an encounter. the DM should roll ld6 once for
Nn the encounter according to the Encounter won't notice the unsurprised party until r h q each groupor he can In one dthe playerr roll
ChccHLt. reach half that distance. for the PCs, if he isn't womed a h t tipping
When neither party is dsed. cake a look at them off that mething is about u)happen. A
Encounter r' ince the Encounter Durnoeer%Ie. When the type
of remain (dungeon, wilderness, occan/ren, or
resulr of 1 or 2 means that the gmu in question
is surprised (though chi may &I with m e
Once the Dung [s6ter hnc determined underwater)is horn. the DM can find mt how monsters; see Chapter 14). In any given en-
munter, one group could be surprised, or the
other could, or both. or neither.

1
~ u t chcckht
u Enmuntu Diapnca Table
1. Gnmc Tim: Game time switches from w
Dungeon.
Visibility
Very odlight
Enmuntu
DM's choice
DLtnclce
4d6 X 10'
10-minute turns to 10-second rounds.
The DM d m not have to inform the Duneeon' DimEht** DM's choice 2d6 X 10'
players of this until he or she informs
them that they M having an encounter.
2. Snrprk Both sides make appropnatc
rolls ld6). the caller for the PCs and the
I.
DM or the m o m r s . Any side that rolls a
1or a 2 is surprised. P keep from alerting Ocean/sca C iylight Monster
,""
ysrru
4d6 X 10 yards
players than an encounter is imminent,
the DM CMsimply make both rolls him-
or henelf.
3. Initiative: If one side is sumrised. ir loses
initiative automatically. 0;hemisc. both
ides make initiativerolls (ld6) to see who * Or other indoor setting.
mows. t a b . or a m k s fmt. The side that ** Or full darkness with infmvision used.
rolls higher w fmt. t Or very poor visibility (heavy snow or fog, sandstorm. ctc.).
4. R e d o w $the DM does not know how
rhc monstcts will react to the PCs. the
The actions or words of the Pcc may affect
DM makes reaction rolls to determine
their initial reactions. See the Monster
Monster Reactions monsters' reactions. Gestum of fiendship can
R e d o n s Table under "Monstet Reac. Just because an encounter takes place docs not give the PC, a bonus at the DM's dketion;
tions:' below. m a n that the two parties automatically attack threats, attempts m appeu menacing. and rude.
ness can give the PCs a penalty. Adjusunenu for
5. Raulu: The DM determines the m l u
of the parry's actions as follows:
one another. Either pmy may be in a mood to
trade, talk. exchange rumors and information,
or even run away from one another.
-
PC actions can range from a 2 penalty to a + 2
bonus. If a charismatic character is apcaking for
a. If the PCs trigger a trap. the DM a p
plies the consequences. The player characters determine how they his entire pnrty while another character is silently
b. If both sides can speak. rolc.pky the wish to react. The DM decides how the monsters glaring. bristling. and a h m r i x indupth ' u
conversation until agreement is and NPCs will react. Descriptions of some mon. he's a tough guy, the rudcneg penalty COL I-

reached. one side leaves. or a fight be. sters (KC Chapter 14) will determine how they ily cancel the Charisma bonus.
gins. react. while the DM might wish a monster to re- Don't roll more than three times.If by the
c. If the PCs run away. make a morale act a cerrPin way. When the DM wants m use a third roll the monster hasn't achimd a roll of 10
check for the monstecs or NPCa to x c random reaction for the monster or NPC. he CM or bcttct, it will decide to attack or leave.
if they give chase. If so,use the pur- consult the Monster Reactions Table.
suit and d o n NICS later this chap
ter to see if the PCs gm away.
If the DM wants to use the random Monster
Reactions TPbk for the PCs' encounters with
Wandering Monster
d. If one or both sides attack. play pro- monsters and NPCs. he can roll 2d6 on the table Encounters
ceeds with the Combat Sequence and apply the indicated results. After the fmt
round, the DM should modi^ the 2d6 roll of the The tables in this section will help generate
Checklist (see Chaptet 8, page 102; wandering monster and &om encounters.
s t a n with Step 1 and roll for initiative character talking for the group by the character's
Charisma bonuses or penalties. Por the fmt ICY. The Dungeon Encounters Levels 1-10 Tablea giv
again). guidelinesfor the number of moactcrs that con
6. Encounter En&: After the cncountct cion roll, the DM shouldn't cake Charisma ad-
justments into account. stitute an "encounter:' For instance, an entr
ends. begin play with a new turn. Always mi ht read "Hobgoblin ld6"; in such a case
mume rhar an encounter cakes at least rol? ld6 for the number of hobgoblins cncoun
one full turn to molve. Hmtu Reauim Tabk cered by the player characters.
Roll 2d6 Monatcr Reaction In the Wilderneg Encounters Table, W e
When neither group is surprised, both can a 2-3 Monster atracks Encounters Table, and City Encounters Table, no
at the s m e time. If one decides to attack, the 4.6 Monster is aggressive (growls. such number idelines are given. C o d t the
othn can respond immediately. If one decides to
Nn. the other can give chase. Neither has an ad-
threatens); roll again in one round
with a penalty of -4 to the roll
r$"
description o the monster in question from
Chapter 14; the taf with the headline "Num.
vantage wcr the other. 7-9 Monster is cautious; roll again in ber of Monsters" gives handy guidelines for IC-
The same applies when both groups are sur- one round lccting numbers of monsters for cnwuntets,
prixd. Both groups arc caught off guard and 10-11 Monster is neutral; roll again in The tables in this section Mgeneral tables for
laae a linle time gathering their wits; neither one round with a bonus of +4 to an "average" dungeon. The Dungeon Master is
group recovers before the other docs. Once they the roll encouraged to make his own wifii encounter
. have themelvcs under control, they pnxecd as 12 Monster is friendly table for specific dungcons and settings in his
thou h neither group was surprised. cmpaign. These Can change the frequency of
Wfien one group surprises the other, it can. if The DM un s~baituteany appropriatemponr monstcn, inttoducc new monsters of the DM's
it chooaes. take advantage of the situation. It for& olla dcxribcd above. A d y monrter creation. use a different type of die (d8, dl2.
might attack. in which case it would get a free that mlla a 2-3. for instance. might flcc dOt ex.).and so on.
round of attacks on the other group before the atrpd;ing; if it mils a 4-6 instead, it might shy away When a random encounter is to occur, the DM
surprised group could respond. It mi ht PLO tty from the FCs and be ready m run. fmt needs to know where the characters M-
to sneak away, in which case it woulf avoid the You may need to make more than one roll on dungeon or wilderness. "City" is treated iua
other group automatically, with no chance for the M o m r Reactions Lble. When the result like Pny othcr wilderness ten&.
the other group to discover or catch it. says ro roll again in one round, allow :he Pcc to If the random encounter is in a dungeon sn-
When surprise occurs,the DM looks at the ter- react m the monster. If they do something to get dng. go ro the "Dungeon Encounters" Kction
rain and situation and decides exactly what has a specific reaction (such as annck). you won't below. If it's a wilderness (or a city) setting, go to
happened. describing this to the players, who need to roll pmnin. Ifthev tn to bluff. nenotiare. the "wilderness Encounters" section. Both S ~ M
must work within the limits of the situation. on page 95.
-1

9 nmom *2m) ld4


10 Hp' h&
11 Lye pe, WI ld4
12 Meousp
ld6 Mummy
ldlO NPC Part!
OchreJell
Rhagodcs!
idz
18 Sco ion, Giant ld3
19
20
d
Wmi&
ld2
ld2

II 1BssilisL
2
3
cnecilin
CDcknuiCc
ld3
ld4 II

~.~
....

I io
11
Hiao1aur
Mummy
id4
ld4

I 20 Zombie ld6

Apppdnl Dnngmn lzllccutea LerrL 8.10 Table


RoUldZO Moluta No. Alrpldnl
. ". ...
146
1
2
Bui
Blackpudding
ld6
1
Id3
Dopplcgangcr

I 8
9
Golem.
Hydn(7-12hed)
1
1

ld4 I
Id4

J
,apter 7: Encounters and -.-"
Dungwn Encounten
dungcon level where the m.
counter tllkes plnce. Consult the cabk correa-
pondingto that dungeon level. Roll ld20 on
thnr cable to bcc what sort of m o m r is en-
I 3 Humanoid Humanoid I
I countered.
Makc whatever die roll is indicated in the
"Number R n c o u n d column ro d e r -
mine how many monsters of that cype appcat
in thia a c o u n t c ~ Coaruh
. Chapter 14 for de-
t a b about that monrrer.
Play out the encounter as ducribed earlier
under "Encounters!'

In dungeon encounters. furt derumine the 3 Humanoid Humanoid Humanoid


dungeon kvel where the encounter is taking
place. The DM or writer who created the
dungeon will n o r d y haw designated it "Level
1:' "Levcl2," or some such. If he or h e hun'r.
look at the type of monsters found on the
dungeon level; if they tend m avenge 1 cxperi-
enec level or HD, it's probably Level 1; if they
tend to avenge 3 crperienec levels or HD, it's
probably level 3; and so on.
Below Mtables for severnl different dungeon I 3 Humanoid Svunmer I
levels. Roll ldzoon the cabk that cormponds w
the dungeon levcl in quntion. The Id20 mulc
will idcn* acype of monsrer. Now mll the dice
indicated in the right.hand column IO d e r . .
mine how many of that monster M involved in
the encounter.
Spcddt Dragon Dragon I
For example, on the fun level of a dungeon, * Any inhabited ~ nareal is "Smled:'
the DM rolls an encounter. He consults the **Consult the "Spccid Castle Encounters" section below for Subtable: 10.Ca.de Encounters.
Dungeon Encounters Level 1 'hble below and t C o d t the " S D C CCirv
~ Encounten" section below for Subtable: 11. Cior Encounters.
rob ld20; the mult is a 14. According ea the
cable, the encounter will be with ora. The die against the column cormponding to the correct ld6; if the result is a 3, roll ld6 again and see
roll in the "Number Appearing" column ofthe terrain type. ThL will dim1 you to one of eleven which of the demihuman tues is the mulr. For
cable L ld6; the DM rolls Id6 and gets a 4. TI& subcables. nine of which immediately follow the human owners of a castk, regardlear of c h . roll
mwp~ thsx che cncouncu is with four om.The main cable. The orher fwo subtables Mpment- ldZ0+8 for the owner's kvel. Dunihumans'
DM can now contulr the dncriprion of ora in ed with explanatory tm in the sections that fol. levels M h e d in the table.
x
Cha rer 14 m lee what they do, how mugh they
M, ow they behave, and so forth.
The monsters lined in the Dungcon Encount-
low the the ninth subcable.
Roll ldlZ on the subtable i n d i i by che
previous roll. Check the ldl2 result against the
If the DM has nor already dnermined what
the c ~ t inhabitants'
k reactions will be to player
chnrpcrers. he or she can either chcck the Mon.
ers Tabln M different levels of difll~ulcy,de- column cormponding ro the terrain rype. ster Ructions Table given earlier in this chapter
pending on the level of dungeon they arc h p k : The player characters M craveling or check the Casde Reacdom Table on p l y 99.
typkdy found in. Later in chis book is a d o n through heavily wccded moundns. The DM The "Reaction" columns of the cable w u m c
on dungeon deign that d i s ~ the ~ ~difference
n decides that chis is more mountainous terrain that the parry does noching to either prouse w.
in ditfrcultg between different levels of a than it is wooded. She roUs on the Wildernem picion or ro inspire trust; the DM can certpinly
dungeon. Encounters 'hble; her Id8 roll is a 6. On the adjust the die roll if the P a ' P a i o toward
~ thc
"Barren,Mountain. HiU" column. a humanoid C M ~ inhabitants
C warrant the modificodon.
Wlldrrnrrr Encounten encounter is indicated. The DM looks at the hu- Remember, COO. that some high.level PC
manoid subtable, rolk IdlZ. and checks the re. fighters may have the right of sancruaty at CMIICS
Pind the type of terrain on the Wildemem sult against the column for "Barren, Mountain, in the campaign; a PC with that right who de-
Encounters 'hble where the encounter is
ing place. Roll Id8 and chcck the column
I*- Hill."The DMs roll L a 2. which indicares a
cloud giant for the PCd' encounter.
clam hu name and cide will normally receive a
"Pricndly" result.
comsponding ro the terrain type. The ruub Once che encountered monster is dermined. Note that the men listed M only part of the
tells which subcable ro conrub. Go to chat ace Chaper 14 for dctnils about that monster. c d c owner's form and MSimply the unit sent
s u b b l e and roll Id12 on the column cones- Chapter 14 will describe the monster's habits. out pfter annoying uavclers; the ren of the cas.
ponding ro the terrain cype where the m- acrivicics, number likely to appear, and so forth. tlc's forces should include other men and might
counter is caking place. The result rclk which With dl the information in hand, the en- even include special monsters.
m o m r the characters encounter. counter with the PCS is ready ro play out. Con- h u e : The men will chase the party off the
See Chapter 14 for d d about that mon. sult the Encounter Checklist and the Encounter lord's land or charge the chnrPctcrs a mll. This
srcr, including how many m o m n appcnr. Dirt~nccsTable for other furors regarding en. sum may vary depending on the p c d r y of
Play out the encounter aa derribed under counters. the lord, how wealthy the chpncters h k , and
"Encounters" on page 91, using the visibil- other factors. Refusing to y may result in the
icy, distance. and n u ~ r i a chnon. I Specinl Cpn* Bnewntm P a being arrested. Nn &e land, or affckcd.
The DM can determine character clw o f c d c The DM can ignore this mult if the c d e owner
In a wildernesr cnwynter, the type of terrain inhabitants either by using the Subtable: lo. is Lawful and the Ks have behaved well.
D h an h W m t DPn. On the Wildemu. En-
C d e Encounters (page 98) or by releccing h a . Ignore: No anempr is made m aid or hind.-
a as appropriate. If the table is m be used. roll a the P W .
The Subtable: 11. Ciq Encounters indicnrec
only the encountered character's profedon-
not his level or incent. The DM mun decide how
to use this cyp of chnnctcr in the UICOUIIICI.
For example, nu ALhemLt might wirh m hire
the chPncrcn to fmd him some r u e ingredients;
M h n a s i n might bemiking one o f t h e PCI; a
BICWCIcould have set up a drinking c o n m to
determine whac beer M bmcr-his own or a
compctimr's-and rrin to penurde a PC to par.
ricipuc; and M y , a Government officd could
be seeking revenge pkinat a high.nnking.thid
who is blnckmniling him, and he might uy to
p a d c the PCBto help him.
You CMPLO u s the Subtable: City Bneount-
Wcsscl. Giant Wolf, Dire en when crying to chink of an interming k gc
p .
cion for an encounter.?tmlare the name of the
type of character to the appropriate cyp of
building or i t c - f o r imancc, "Judge" would
become "Courtroom," while "Undertaker"
would become "Ccmner).:'

Wandoring Yonrtrn rnd


Hlgb-hvrl PCr
In low-level play, wandering momem help
make advcnnrrn inreredring, keep the characten
alert. and give the characten experience in dam
gerous ituationr. once the chnncten M Wty
Spider, Widow
Spider, Tirantella
Spider, &tdh
Wolf
Snake, Spitting
Spider, Crab
Tyrann&awus
Wolf,Dire I experienced, though, wmdcrin monsten nd
9
longer seme rhis laat purpose. the DM NM
them e r d y PI they come up on the Encounter
P b l n , momter encounters will be n o t h i but
Subtable: 2. Humat~oida
Roll clear. -1 boring delays or (at bnt) comic relief.
Thedore, when the PCI M high level, the
DM needs to chic4 bnetly nbout cvety random
encounw and decide how the PCd experience
h e l s &en things. He or h e lhould dLcnrd
(that is. not play) encounten thnr would be
noching bur dull corntaw and keep the encount.
en h t have other purports. To h r end &ere
an essentially rhrce types of cnmunren the DM
can consider mnning.
For ariunplc, there's nothing wmng with m-
icrelirfencounrcmaa long PI they're d e l i h t e l y
Nn with that intcnr. For example, a p u p of
Thoul Thoul Tiloul Tbii well-played bugbean blundering into a gmup of
Tbll Tbll ?toll ?toll high-level PCs can provide a lor of humor. But
Rnu Barren. rin
recurring encounren dong the same linn will,
h e r a &OK while, wear vcty thin.
Then, there M rm'dencounrem. A large
group of lower level m o m n who have a supui.
or howlcdgc of the rcmin, g d tnnica, Imp$,
and the advantage of NQrk can chdcnge (or
at least delny) high-level characren.
I 5 Giant. Stone OPK G ~ l l I There are dso respectful avoidance
encountem. Word of a high-level p w ' i m e r
will c e d n l y circulate in any dungeon or wilder.
nea scrcing, dong with deruiptionr ofthe indi-
vidunla involved; weaker m o w n WUwatch for

I ::
10 OK Pixie OK Orc and avoid these dangerouschpncten. When NI.
muglcdyte Sprite Pixie W1dYte priw encounten occur, the low-level momem
I
Tbll Thoul SDfk Tbll I will auromaricdly opt M prefcnbly evade the
PCI or to dk with them;such moNtCn would
Friendly The c ~ ~ towner
l e invita the p q to ever a specid rerulr is rolled. the DM CM either a& the FCs only under the m s t dtuationr.
stny. (This is not necessarily utual friendship; roll again and use one of the more c m n re. aelpccrful ivoidpncc encounters help reinforce
some NPCs may have evil intentiom townrd the sulta, or he or she can roll on the Subtable 11. to the Pcs that they're more pmc*ul and influ-
uNuIpming p q . . .) . City Encounters (on page 98).
I% use rhis subtable, roll Id8 to find the KC-
ential characten now-and it's a boodt M their
egos.
spedpl Ciq &rcounan tion of the subtable m be used (the mbcable M To d e c t the powers of high-level characten,
On the Wilderness Encounten Pble, the en- split into SCCI~OM marked 1-8). Then roll Id20 to the DM mag .Ira alter the monrtut' morde (de.
cry for city retrain h a a "Specid" result. When- fmd out what sort of person tbc Pcs encounter. aaibed in the ncrt chapter). If the P O demon.
M: 3. ntlmrru*
Rim Hill I)cmt
Adventurer Advcnrurcr AdvcnNrcr MVCUNM Advennucr
Bandit Bandir Bandit Bandit cleric

I* When an NPC parry ia indicated. the encounter L with one chwtcr of rumc Iml M greater, plw 2-20 low.tml nppandar. when rrpsdsc k d tide
M nivcn. the meounrer u with 6.15 individuh ofthat level. I
subable: 4. pllen
Rdlldll Mollnain I

Snake. Sea -.
Termite, Wa
Termite, Wa Iermric. Wa
Termite. Wal

subnwc: 9. unul
Roll
ldlZ
1&silhk

Bectlt, 0
11
Dragon. Green Beetle, Tig
nmmnIM 1"- u-r
6 Lv&tbrODc. I

Spider. Black Wi
Spider. Crab

Medun
11
12 neaut I
s u w e : 10. cut* Eneounrar Subtable: 11. City&Icounra*
Roll
Id6 O m e r o f r b c C d c lncl hman/Gondolier C o m t i o n Worker
1 Cleric ld20+8 Animal Trainer
2 Magic-Uw Id20 + 8
3 Demihuman
Roll ld6 again:
1-2 Dwarf 12th
3-4 Elf 10th
5.6 Haliling 8th
4-6Fighter ld20 + 8
id6 owM’sAli#nrnCnt
1 chaotic
2-4 N C U ~
5-6 Lawful

smte fieme magic or combat abilities, the mon.


sten might decide to retreat or reconsider their
position.
It’s a misake rimply to change the wandering
monster encounter tables so that only tough
monsters appepr. First because it’s not very logi.
cnl (the PCS will wonder where d the leaer crea-
I 19
2o Boardinghouse Keeper
CoDchmOa
Constable
Fktehu
Foundry Worker
tures went), and second because it’s frustrating
to the PCS (who will a ~ ~ u m comtly,
c, that it
doesn‘t matter how m n g they become becawe M&o’ Guild W i r
the DM will just increase the power of mery
m o m r in the world to compemte for them).
None of chis m e w that the DM should en-
tirely get rid of encounters with less-povcrful
monbtcrs. Por instance, when a week monster I 7 Geolonist Land Wicer I
~ m c asl a clue to a dangerous but M as yn un-
dismvcrcd situation or is an interesting and en.
terrrining role-plying oppmnicy, the monater
~ e should be kept.
s e w a ddmite p u ’ p ~ and

Evarion and Purruit


When IWO groups encounter one another. one
or both may decide to d e the other, or one
14 Guild Officer
Haltling Adventurer
Madame
Madman
Public Bathkecpn
RopannLer I
up may decide to pursue the e v a d q group.
!L m e w that, as soon as the groups spot one
another, the evading p u p turns and NN, try-
ing to get out of the pursuers’ sight. Time is
measured in rounds for as long as the chw oc.
I ~ is “evading:’ and
EUQ. The side N M ~ I away
l&O sariom? sCnion.9
the ocher chering is “in pursuit:’ The Ewion 1 Schoolteacher Thief Adventurer
chcdrlist on page 99 gives a step-by-step proce- 2 scribe Thieves’ Guild Wxer
dure for handling d o n and pursuit. 3
4 . serf
, Servant. vired
Servant. Indent
7bwn Drunk

Doflnltlonm Shipwrighr
The t e r n wed in the Evasion checklist M Sboemak
dstncd in the following subsectionsand arc pre. singer
xnted in the order that t h q M moat likely to
omu. Smuggler V&te
Soapmaker wnrchousc Worker
bnpcr
Contact omn when the IWO pucks encount-
er one another, as per the earlier rncounrer tula.
T h q do nor have to be near one another, only
within VLUd m.5~. When the encounter occurs.
the DM determines the encounter distance and
the p m i a ’ relative states of surprise. 18
19 TPxidermin woodclner
W o n 10 Evade 20 Thatcher Woodcutter
In M encounter, if one group SUQI~SCS an-
other (bur is not itself surprised), it may auto-

Pint roll Id8 to determine which section to w for the encounter; then roll id20 in that section to
find the city-dweller used for the encounter.
madcnlly evnde the surprised group by turning
away and movinn off at another direction at run.
o w n ’ s CIaN Pnuol Typc/Size
Pighter 2-12heavy horsemen
Magic-User 2.12 heavy featmen 1 2-5 6
Cleric 2-12medium horsemen 1.2 3-4 5.6
Demihuman 2-12demihumans 1 2-5 6
ning speed for one round. The nonsutpriwd ning speed. and time is mewred in rounds. A
roup has enoukh time to get clear of the area BIsdonChecldLt though thir were combat, each i d c rob initu
%&re the surprued group cpll m w c r enough to I. C~ncpcr:The two parties encounter one tivc once per round, with the two sides taking
give chase. In 6x1, if the surpdred party didn’t another. movement in initinrive order. The chw will con.
detect the nonsurpriacd party, the surprised par. 1. D & to E d : One party decides to tinuc until one ofthe following evenrs occurs.
ty will never h o w that it has just k n through evade. If the evading party is not sur- Thcpunum dedde to#ivc up rhc &nu. Pca
an encounter. prised and the other pnny is surprised. decide whether or not m keep chasing for their
evasion is automatically successful; go to own reasons; monsters and NPCs, on the
DaGon to Runrc Step 6.If the other party is not surprtscd, otherhand. make a new mode check mry five
If neither party in M encounter was surprixd p to Step 2. rounds, with failure indicating that they have
and one party mok offin an attempt to evade, 5. Deddon to PUMC: The other party de- given up the chase.
the other ppny must now decide whether to pur- cides whether to purne. The Pca decide Thepunuenutch up to the evaders. Thir can
sue. Player characten decide for their own rea- for themselves; monsters must make a happen for one of a number of reasons. If the
sons whether to give c h ~Monsters
. and NPCs morale check ( d d i e d in Chapter 8). On pursuen end one round having caught up m the
make a mode check (described in the n a t a succcsdul m o d e check, the monsters evaders (the DM should be keepin crack oftheir
chapter). If the IWC group contains different give chase (go to Step 4). On an u m c - relative positions to determine &a) and then
types of monsters. we the m o d e check of the c&l mode check. the monsten do not win initiative the nat round, they can attack,
monster that leads the group. If the monsters/ chase (go to Step 6). fofthg the evaders to Nm and fuht. Or the
NPO succcsrfully m&e the mode check. they 1. Attempt to E & The DM rolls on the evaders could run into come obacpdc that pre.
givcchase;iftheyf~,theyktthePCIgoanddo Evasion Table. If the PCs aucceed, they vents them from continuing (a sheer diff h e . a
not pumue. have evaded the pursuers (go to Step 6). dead-end hallway, a magically locked door, an.
If they fail, pursuit continues (Step 5). other ppny ofcnania, and sa on). In there i ~ -
Attempt to Evade >.h u i t Continua: Movement is mea- ations. combat usually rcsulu. though the
If neither group was surprircd(or if both were) sured in rounds and conducted at run- evaders might chow to surrender h a d .
and one gmup wishes to cry &on. the DM ning speed; both sides roll ld6 for The d e m ucapc. There M a number of
rolls on the Evasion Tnblc. Pind the i r e of the initiative once per round; the side with ways evaders can escape their pursuers, including
party and compare it to the number ofuearures the higher roll m o w first each round. the following:
encountered. This ives the percentage chance The chpx continues until one of the fol- Evadm can. if time permits, CM a spell
that the &on wilkbc successful. Ifr large par. lowing happens: that will h them IO gn away. Por nmmpk,
cy breaks up into smdl parties. roll for each small a. The punuers decide m give up. Mon- they might cast a telepm U to whisk the patty
party separately;in tbis way, some parties could
evade while othem could be caught.
sten must makc P new morale chcd; $
to dety; a p w wall ape 1 to g* than romc-
mry rivcmundsandgivc up the chase where inacccsiblc (fdowed by a dispel magic to
Rxunple: A PC p of eight characters NM if they fail the check. Go to Step 6.
3
into a muting parry 12 om. Comparing the
“Party Sue 5-12” entry to the “Number of
b. The evading party is caupht by the
caJKel thc pas wall M that thc punvnr cannot
follow): or a Wru ofiron spell to f o m d l pumuit
pursuers (because of supenor speed or long enough for the evaders to get away
Monsters Encountered 9 + line, the PO have a te& o h l c s ) . Combat mum; p If pouible. evaders CUI run tPr enough
70% chance to evade the om. The DM roh a to the Combat ChecldLt in Chapter 8. ahead ofthe pumen (o that they are tempomi.
d100; on a 01.70. the PCs have succnafully c. The evading party escapes (by using ly out ofvision range when they mch an llcp of
evaded the monsters, and on a 71-00,the mon-
sters successfully pursue the chnrPcten.
magic speh or by f i d l y &e a difticult terrain (for exam le, thick woods, a
sumrdul &on roll on the Evpuon long dungeon corridor r i d 4 with doors and
The DM may adjust evasion chances for ter. Table when terrain and circumrcpnces side pnsqes. ere.). In such c a m , the DM would
rain. differences in speed. and other f m m as warant). Go to Step 6. again roll on the Evasion Table for the d m ,
noted in the Evasion Table. Por example, woods i. Rcgaio Evaders rest and deter. and succes would mean that the pursuers fpil to
might add a 25% chance to evade the monsters. mine where they now M. follow their andu.
If monsters are familiar with an area, they may
be able to evade pursuers by rapidly turning cor.
nem, dosing doors behind them,and so forth.If
one group can move at l c ~ twicet as fast as the
other, the faster group adjusrs the chances of
evasion by 25% in iu favor (that is. if the faster
gmup is pursuing. it subuacu 25% from the
evaders’evasion chance, and if the faster group
is evading. it adds 25 P( to its evasion chance). If
the pursuing group has sent out small group of
scouu. evasion is made more difficult (a 10%-
penalty is applied to the evpsion chance).
lmpomnt Note Regardlur of the number of
&on penalties. the C M d i group always has
at least a 5% chance to evade.

P u d t conciaues
If the fmevasion awemut was unsuccerbul.
”+ 11.30
31 + I
Evaders can drop pods that the m o m i s consult their map, and the DM should cnforec
might want; a hungry m o m r might want meat this fact rigorously If their mowment carried Ship Endon lhble
miom, for example. while a vampire might be them into MU they already knew or had Evading Ship's Speed Churad
more content with magical UCMUUS. la thesc mapped, they're fine. But, ut thc DM's d k e - ( P n d ) E*
cpxs, the DM mlls ld6 ifhc or she feels that the tion. their atrempu at d o n could have carried Pam1 than punuer 80%
item dropped is indeed appealing to the mom them deep into unknown territory (such PI wil- 0'030' rlarn 50%

I
ster. On a 1.3, the monster srops to consume (or derness off the p e d mads and wik or una. 31'-60' slowcr 40%
retrieve) the pr&red goods and is delayed long plored dungeon levels). and now the characters 61'.90' slower 35%
enough for the evaders to get away arc losf: they'll have to explore their way back m 91'-120'dower 25%
the PrCpI they know. 121'+ dowcr 10%
acpineadag
If the evaders do gn away, they need to rest Evirion i t Boa If d o n is a~ccahrl.the punuer IOU sight
from their exertion8 and regain their bearings- Iits prey and cannot fmd it pkin or attack it
that is, determine where they now M. Ships meeting at sea may wish to evade one mt day. A rbip can evade iupunuer by sailing
round the chpx I d , the evaders another. To determine one ship's chance ofelud- it0 a bpffling Mhipelago, heading intn a con-
m%d% ina another ship, consult the Ship Evasion Tnble. ceding fcg, hiding irxlf in a cove and ducking
out once the pursuers M put. and so forth.
If the d o n is not mccerdul, the umer
atnmata~CC0f3M)y~onac~Sljl.(*t
the DM's dlcmion. if the weather is impairing
vision, the p u m a may starr closer.) The p u m -
ing ship d m in.
If the pumer's speed is 0.30' r round
greater than the evader (or netua~y Lr),
race ofclotiogis 10yards per round. Ifthe differ.
the

ence is pater than 30' per mund. the purwu


c l m in at iu normal movement rate.
A d o w e r d can doac in on a faster one by
virtue of superior sailing. If the evading d i p
miased iu roll for evuion on rhe Ship E w i w Tn-
ble yet it is faster than the pursuing ship, this
means that the p u m u is sailiag much more ef-
fectively than the evader.
If the DM is using the optional general sl;illr
rule, he or she can mll the fwo captab' Pilot.
ointh one d e r . Ifthe
ing slllr in ~ ~ m p t i t i w
evading dip's captain m k hi6 Itill better, he
evadca punuit; if the pursuer rolls hi6 bmcr, he
is able to dole at the rata described a h .

Balancing Encounton
(Optional)
When the DM is uncertain u to whether an
encounter is a fait challenge, he or she CUI ure
the following ~ y s t ~ton make that dcurmina-
tion.Thk optional NIC gives a fairly accurate es-
hat^ of an cncountecr'simpm on a W puny
Although this system is too involved to ure with
mat random ~IICOWIM. it is urdul for pre-
pnrcd encounters. However, the DM is never IC.
quircd to ure it, and no other rule in the D O
game depend on iu we.
The syatem makca the following ruumptiom:
The Pcputy is cumpcd ofr n m n l mi.
o f c h m r dura who arc adquanlg quipped
(wirh both and magic). Review any 6peei.l
abilities of this encounter's mop(rcI; if it has
abilities that ma member of the putg can with-
stand, this encounter is too tough for them.
The mwrer ir enmunrunl in a noma/
melee. If the monster is waiting in ambvsh or
hu spedpl weapons or traps, the DM should
treat the encounter uone level tougher than the
calculation8show.
The mmrem wcountued arc nll rhe m e
type. If a mixed group of monsters is encoun.
4 tcred. make sure the total of the monsters' ad.
justcd Hit DKc falls within the d&d range. If
themomrsa~cmounad,rddonlyh.lfthcHD
ofthe mount or rider, whichever is weaker, PI ad-
ditions to the adjusted Hit Dice of the larger HD Each asrerisk next to a monstcrk hit dice.
of the mount or cider. Special NPC abiliucs. Pot NPC parties, ~ c a c h p l l c n gTable
c
The Tod P m y level (TPL)is equidenr ro awud a p e r bonus for each of the following Adj. HD
rhe pdjurred Hit Dice d u e ofrhe monsrcx The conditions: 1) Everyone in the party has t 2 ofm chnllmgelncl
TPL(dewiW and calculated below)is not ad. weapons or better; and 2) There are spellcasten 110%+ Exuemelv. danaerous
-
jawed for magical or special abilities. If the DM in the party. (%kc the highest level ofapeh that 9o-llOPI Risky
believes spcdal abilities will play a major role in may be cast, divide by two, then divide that re- 70.90% Major
the encounter (for example, the entire party is sult by the number of characters in the party, 50.70% Challenging
made up of 18th level spellmtcrs), the DM will rounding up; the result is the power bonus add- 30.50% Gwdfight
need to add power bonuses. as described below, ed to the Individual Adjusted Hit Dice f w r e of 20.30% Distrmion
to the TFT. everg character in the party.) 10.20% Minor
The patty is ar full srre&. The DM may Exmple: A moniter'i description (from 1.10% T w w
adjust the TPL downward when the ppny is not Chapter 14) says "HD 9**." For each asterisk. ~ ~

at full nrength, as dimssed below. add in half the creature's basic HD; therefore. The term presented in the Encounter CM.
~~
each asterisk is worth t 4 V z HD to chis creature's lengc Tnble M defmed in the following mand
Iidardq B n c o U I l ~c w rating, and its Individual Adjuated Hit Dice arc hted in the order of challenge.
is 18. lkmnely D q u o w : This encounter is a
Pollow them three steps to determine the im. & m p k An NPC pany has four members; killer. If the PCs do not m m t or flee. they will
pact of M encounter: one can cast spells up to 8tb level. The pany's probably be defeated and may die. This type of
1. Dmrmine the TPL ('&tal Party h e l ) of
the Pc party.
2. Determine the Individual Adjusted I G r PmY.
-
power bonus equals '14 (8 levels + 2 +4 mem-
bers Vr), or 1power bonus to everyone in the
encounter is wually used for "no win" situations
when the DM WMB it obvious that the players
cannot beat the monsters in a fight.
Dice of the Monsters. If more than one monster is prcscnt in the en- RLLY: The monsters M equalto the party and
3. Determine the WPC of challenge faced. counter, add their Individual Adjusted Hit Dice there is an even chance that either side may win.
figum together. This encounrcr may c q u i many
~ ~ of t h z ' s
Dllinitlonr Dcmminc the ChpUen#e
rcsourccs, and some members may die. en-
counters M sometimes used for the grand final
The terms used in the dancing Encounters The challenge of an encounter is cxpreased as a to a quest.
Checklist M ddined here and presented in the percentage number. To find that number, divide Maim This N E of encounter is wuallv ux\.
order of procedure. rhe combined Individual Adjusted Hit Dice of aa thimpin fighior cliias of an advent&. If PD
the monsters by the TPL of the player character adventure has little fighting, the DM may want
DncrminetheTPL party, Remember that a number such as 5" ac-
'I. to include one or rwo of these encounrn
The Total Pam Level (TPL) is the sum of the tually unnslates into percentile form as "50%: Chnllmging: This encounter will cha
crperience 1evels.dall &e c h k t e r s in the par- as shown in the Challenge Percentage Tnble. pany's might. but the party has the odar to tu
ty. If the pony consists of six loth lcvcl cham. found below. favor if the encounter is laycd well. If the ad-
ters, the TPL is 60 (6 X 10). When a DM is using the bnlnncing encounters. venture is &on. three to L e of these encounters
The DM CM adjust the TPL downward if the optional tule, he or she should decide which may be used.
pany is not at hrll strength. If a chamcar has level of challenge the encounter should be (see Good Pighe This is the most common level of
taken at least 1 hit point ofdamage for every ex- the Encounter Challenge Tnble). Then the DM encwnter -and can make up half of an adven-
perience level he has (that is, an 8th level chuac- C M multiply the TFT by the challenge percent cure. A good fight may also indude tough ran-
ter has taken 8 or more hit poinu of damage), ages (from the Challenge Percentable Tnble) to dom encounters.
ueat him as being one experience level Ins than get a range of Hit Dice. Di~clMion:This is a smaller encounter that
he is. Divide the highex number obtsined by the will cwt the party some hit poinrs but should be
If he has taken at least 2 hit points of damage adjusted monster Hit Dice to determine how easy to overcome. This level should be used
for every level he has (in this case. 16 hit poinrs many monsters should be present in the en- when there M many encounters and the party
of damage). treat him as being two levels I n s counter. The DM can use any fraction to make haa little chance to mover from previous ones.
than he is. For the TPL figure. damage can re. one monster a larger leader or can mat a fraction M k Moat random encounters should be of
ducc a chamctcr to no less than '12 (round down) as a youngster. this level. Often minor encounters arc used to
his a c t 4 e x p i a c e level. When checking the impact of an encounter, wpm a party of somerhing worse ahead.
Rxample: An 8th level fighter with 40 hit the DM can take the total adjusted monster Hit 'Ibo Eaq: An encounter that is tw easy is best
poinw has taken 24 hit points in damage. This is
he is rated as being a %level fighter (8 3 5)
for the Total Party Level.
-
3 hit poinrs for every ericnce level he has. so
-
Dice and divide by the TPL X 100 to determine
the percentage. Then. be or she can Iwk up the
result in the challenge levels PI listed in
counter Challenge Tnble.
I.
ignored or played for humor. It is not a real chal-
lenge unless the party is weaponlns or injured.

-
Dearmine the hdividnal Adjwted Hir Dia of By fuding the total Hit Dice of a group of
the Moi~sccs monsters about to be encountered by aparty (ac-
Number Percentage
The Individual Adjusted Hit D i n fwre rep.
resents the monster's overall &ctiveness; it's a
combination of its Hit Dice and special abilities.
To find the Individual Adjusted Hit Dice, .3
--
.1 = 10%
.2 20%
30%
cording to the encounter key), the impact of the
encounter can be estimated in advance. If the
DM sees that the likely mult is not desirable.
their numbers or hit points may be modified.
take the creature's Hit Dice. If there M addi. .4 = 40% There M many good l c p u l ~ for modifvine ex-
tions to the Hit Dice, divide additional hit .I 50% isting detpils (&en called "winging it"). If the
.6 = 60%
-
poinrs by five, round up, and add the result to pnny is Criri.ally injured. the DM might want to
the number of Hit Dice. For example, acreature .7 = 70%
avoid killing characters. If the has been re.
with 4 + 3 HD would count as 5 HD. .8 80%
markably unlucky in uewre during the
If there M any subtractions from the Hit .9= 90% advenw. du DM might want to add more. with
Dice, subtract % HD pcr 2 points subtracted. 1.0 = 100%
a cormponding inucnse in danger.
For example, a creamre with 1-1 HD would
count as ' / I HD.
Then add half of the original Hit Dice figure
for each power bonus. Power bonuses indude:
4 hen an encounter N ~ M into a battle, the
conflict is played out in mmbar rounds.
Each c mbat round is ten seconds of game time.
During a round, chacwers,can do one thing:
move, attack, cast a spell. drink a potion, or any
The phases for iniuauve. mode. movement.
misilc combat. magic, and hand-ro-handmm.
bar u c described rn detail later in thrs chapter,
under their own headlines
Characten who chox to talk get a few words
into what they meant to say before violence
erupts (wuming that violence does erupt: pcr-
haps everyone wanted to talkl). All the chuac.
ters who decided to attack or run do so, and then
the chuactcr who chose to talk can attack or run
other single action that a penon can normally do spcdnl Relults
in ten seconds. A character cannot do two things At the end of the tound. the DM dcrctmines as he chox , , , after everyone else has gone.
in a single round, such as run 20 feet and then all results of "special actions": attempts to re.
attack. He would have to run 20 feet in one treat. offers to surrcndcr. resolution of special Individual Initiative
round, then attack in the next round. skills. ctc. The DM may prefer to molve some
Characters mcly stand solidly in one p!ace special results at other points in the combat (Optional)
and fight without moving from one position. round, For example. if a thief is trying to move
When a character attacks. we wumc that he is silently. the DM can to resolve the SUCCCSI or fail- Every player rolls ld6
maneuvering for p i t i o n . To rdlect this limited ure of that skill during the movement phase of DM rolls a sepacatc ld6 fc monster or
vcmcnt, a character CM move up to 5 feet the round. NPC. High rolb go first in me round. In case
ile he is fighting. Maneuvering in this way of a tic. the tied parties roll again, high roll
going first. until all tics are resolved.
" 4 s not count as an action during the round.
Melee refers to hand.to.hand combat only.
Initiative
Battle implies the use of hand-to.hand combat, The fmt action in a combat round is to roll Some DMs may prefer to use "individual ini-
missile combat. and spell combat used in combi. initiative. The initiative toll determines who gets tiative." With this son of initiative, every player
nation. This chapter deals with all details of in- t o w first in combat. rolls Id6 for his own character. and the DM rolls
dividual and party combat. Mass combat Id6 for every monster or NPC involved in the
(between umics) is covered in Chapter 9. QroupInitlative encounter. It othcmlx oper~iesthe same way as
normal initiative. Even when a DM prefers

I
group initiative, he may prefer to ux individual
Order of Combat The DM tolls Id6 for the NPCx one player initiative in combat rounds where the two sides
Many of the encounter results from the last rolls ld6 for the player characters. The side tied their group initiative roll.
that rolls the higbcn number acts fmt. In
chapter rderrcd you to the Combat Sequence case of a tic. all action this round is simulta.
Checklist. The combat sequence is a checklist for D m e r i t y Adjustmcnea (Optional)
ncous. However. even when initiative is si. At the DM's ofon, a , c h . r a y ' s Dexterity
the DM and covers every action possible within a
combat round. Keep in mind that the sequence multaneous. the steps of the combat can modify his in vidual uutiaiive roll. word-
is a guideline-DMs should ignore it when com- sequence occur in order. ing io the Bonum and Penalties for Abiliry
mon sense overrides the normal sequence. Scores Table on page 9. A character's bonus to
The group that wins the initiative gets to act individual initiative does not affect the
first. Note that the group that wins the initiative roll in group initiative.
Combat Sequence CheddLt docs not have to attack. The players and the DM
A. Iniriarivc: Each side rolls ld6 to deter. should decide based on the circumstances
mine initiative. whether ibe characters wish to talk. move Morale (Optional)
B. First Side Gon:The side that won the ini. around. run away. or attack. DMs u e free w ignore this rule cntircry. auu
tiativc acts first. Likewise. the monsters will decide, bnvd on they can gauge the morale bnxd on the situa-
1. Morale (Optional): Monsters and the siruation they see-and their ability to inrer- tion. the nature of the C ~ ~ N I involved.
C and
NPCs roll Mode Checks. Also, any- pret it. and their customary behavior-what they any other factors they deem as relevant. The mo-
one who needs to make a saving throw will do when they win initiative. Some will have rale check is supposed to be a convenience for
vs. an ongoing effect docs so now. no interat in fqhting. Some,territorial, willwm the DM. to give him a quick way to decide how
2. Movement: Characters who choose to the Pcs away from their Inin but not attack unluc CICPNXS react; it's not a straight-jacket to keep
move do so now. they u c inuudcd upon. Some will d e or ex. him from role- laying a character the way be sees
3. Missile Combat: Charactersusing mis- change information; some will merely attack. that character pehaving.
sile and thrown weapons make their
attacks. initiative and Multiple Attacks
a. They c h w c their targets. Ifa monster that wins initiative has more than
b. They make their attack rolls. one attack, it will get dl of its attacks More the score (found in monster descriptions). If 2d6
c. They roll damage for any succcu. player characters can act. If a high INCI character roll is equal to or less than m o d e score. crea.
ful hits. with multiple amacks wins the initiative, he gets rule pwsues combat; otherwise. it avoih
4. Magic: Charactcrs using magic cast to make all his attacks before the other side gets combat. Only NPCs and monsters roll mo-
their spells. to move. d e ; PCs make their own decisions.
a. They c h m c their tugets.
b. Their targets roll saving throws if Ties Mode is a measure of a acarurc's cowage.
a propriare. If each side rolls the sane number for initia- loyalty, and high spirits. All monsters and NPCs
c. l $ ~ cDM applies the results. tive, then all the action happens at once; the have a m o d e number score which is uscd to de.
5. Hand-ro-Hand Combat: Characters actions u e "simultaneous:' and neither side terminc their state of morale in bad situations.
fighting hand-to-hand make their at- wins the initiative. Each creature in Chapter 14 will have an entry
racks. In a round where things u e happening simul- for morale. Good m o d e (a high number) indi.
a. They choose their targets. taneously, every character and monster who catcs. in general. that a CrelNrC is stubborn and
b. They make their attack rolls. chose to attack gets to roll all his aaacks. Even if tenacious: it is willing to keep fighting in m o s
c. They roll damage for any success- one character's attacks killed an opponents, the bad situations. Bid morale (a low number)
ful hits. opponent gets to roll his attacks becaw they're means that the creature is easily panicked, cow-
C. Smnd Side Goes: The side that lost the taking place simultaneously. udly, or otherwise indined to get away.
initiative acts now, performing the same Characters who chose to run will do so. If an. Mode is only a function of monsters and
five steps. other character chose to attack the runner, he NPCs. Players always decide how their chuacters
D. Soecid Resub: The DM announces anv gets to make his attack. If the attack misscs or will face dangers: they do not roll morale.
special rcsu~ts. fails to kill the runner, the runner gets his full
movement.
When t o Check Morale retainers but have lost none of their own Movement
members: + 2 bonus.
The DM never needs to check m o d e for a Monsters have slain one or more PCsl You learned about movement in Chapter 6.
with a morale score of 2 or
C~WNIC 12. A mode retainers and have lost one or more of their Here arc some additional details:
of 2 means that the creature always runs away own members: + 1 bonus. Eneountu Speed: A character or monster
from danger; it will not fight. A score of 12 The PCs have been using a lot of magic may move his full encounter speed move.
means that the ueaturc will always pursue com. against the monsters, and the monsters have ment ('/s normal mwcment in one round)
bat and fqht to the death. once it has begun to -
no equivalent magic: 1penalq. and still make his attacks this round.
fight; it never gives up. The DM can adjust the morale check for what- Running Speed: A character or monster
Creatures with m o d e scores from 3 to 11 ever circumstances he deems approprim. but may move his full running speed movement
need to make m o d e checks under the following total adjustments should never exceed a bonus (3 X normal movement) this round if he is
dICUllUtMCCS: of +2orpcnaltyof-2. not alrcady engaged in combat but cannot
At the Slnn of an Emdon: When a group attack if he doer so.
tries to evade encounters; the DM rolls to Retainer Morale N d S p e d A character's normal spccd
sce if the creatures give chase. is never used during the combat sequence.
During P Chpte: Every five combat rounds; A maincr's m o d e is determined by his em- Simple. quick actions such as drawing a new
success means that the creatures continue w ployer's Charisma score. Consult the Charisma weapon do not subtract from a character's move.
give chase. and failure means they break off Adjustment Table in Cha fer 1 on page 10. For ment score; the DM may c h m c to deduct some
the chase. cxwnple. on that table. $a character has a Cha- of a character's movement for the round if he
In Combat: When the creature is first hit, risma score of 18, his retainers will have morale performs any more complicated maneuvers.
taking 1 or more hit points of damage. scores of 10. Only check a retainer's m o d e dur- Standing up after a fall, however3does count
In Combat: When the creature is reduced to ing an adventure when the following occurs: an action in a combat round.
one-quarter (or less) of its starting hit In Combat:If the retainer's employer orders
the retainer into danger while the employer
points.
In Combat: When the fmt death (on either remains in safer surroundings Combat Maneuvers
side, PC or NPC/monster) takes place; the In Combat: When the retainer is reduced to In the missile combat, magic, and hand-to-
DM makes one mode roll tot the remain- one-quartet (or less) of his starting hit hand combat phases. characters choose maneu-
ing C ~ N R Sw see if they wish to continue. points. vers to perform. The Combat Maneuvers Tzble
In Combat:When half of the creatures arc In Combat: When the retaincr is subjected shows d normal combat maneuvers in the order
not f m to act (bemuse they arc dead, to a weapon master's Dcspdr effect (as dc- in which they wcur within a combat round.
asleep. controlled, CIC.). scribed in Chapter 5). A character can only perform one of the ma-
In Combat: When the Ucaturc or NPC is At An9 Time: When the retainer is subject- neuvers per round unless he has the multiple at-
subjected to a weapon master's Despair d- ed to a magical item or spell that calk for a tacks option; see the descriprion for that
fect (as described in Chapter 5). morale check. (Example: dn11n5 of pari:, maneuver, below,
At A n y Time:When the creature or NPC is revcrsc p v i q spell.)
subjected to a magical item or spell that Dercription of Maneuver8
calls for a m o d e check. (Example: drums of
panic, ICVCKC gmviq spell.)
Deciding on Morale Score8 Thmn
All monsters in this book have mode scores A character can use any weapon that is thrown
listed for them. All monsters and NPCs appear.
Mode Phnse
Mode has its own phase in the combat see

uence described at the start of the chapter. In


ing in DBDm game supplements and adventurn
should nL0 have morale scorn listed for them.
L '
daggers and hand axes, for instance). A succes
1 hit will do the damage listed for the wenpoi
The character gets his Dmeriry and magic a-
%is phase. monsters make their m o d e rolls for Occuionally, though, it happens that a mon- nuses to his attack roll and his Strength and
went8 that took place in the Inn combat round. ster or NPC is mentioned without a mode magic bonus to any damage he inflicts. Tnrgets
A h in this phase, characters and monsters make score. A h , whenever you create a new NPC or must be in range (see the listing for weapon
their saving t h m against ongoing effects of monster, you have to decide what its mode ranges in the Weapons table of Chapter 4). If a
spells or conditions (such as stunning) that re. K O I C is. character has multiple attacks. he can throw a
quire them to make saving throws every round. There arc two easy ways to do this. weapon for any attack he makes in a round.
First. you can simply decide on a score based
on what you know about the NPC/creature; Ph
How to Check Morale compare the perwnplity of that creature to the A character uses any missile fire wewon
Whenever the situation calls for a m o d e Morale Scorer table. and c h m c a morale score (bows. crossbows, and ;lings. for instanccj in
check the DM rolls 2d6. The m o d e score is list. that fits the ueature. combat. A mccsahl hit will do the damage list-
cd in the monster description in Chapter 14. ed for thc weapon. The character gets his Dmcr-
If the rcsult is lesr than or equal m the m o d e iry bonus to his attack toll. Tnrgets must be in
score. the creatures will pume the fight. range of the weapon (see the lining for weapon
If the result is grratcr than the creatures' mo- ranges in the Weapons table of Chaprcr 4). A
rale score, the creatures will fleelavoid combat, monster attacking with a ranged damage power
cd for a cease-tin or surrender. (such as a dragon's breath) will use this maneu-
ver in combat.
Always frightenedor very
AcUurtmr ~ :he Morale cam spell
Check A character casts a spell-from memory or
from a scroll. A monster attacking with a magical
The DM may decide to adjust a m o d e chd power that doesn't qualify aa a ranged damage
to reflect the combat's current circumstances. attack or a hand-to-hand attack, such as a vam-
When you roll the 2d6 for the morale check, add pire's &ann. will use this maneuver in combat.
the bonus to or subtract the penalty from the
m o d e score imlf-not the number rolled on
Ur Magical I r a 0
the dice.
Second, if you have no clues as to the uea- A character with a nonweapon magical item
Here arc some sample situations that can lead turc'spersonality or motivations. just roll 2d6. can we it with thi maneuver. This is the maneu-
The result is the C ~ C P N ~ C ' Sm o d e score. vet for use of most nonwapon magical items
to adjustments to the morale check:
Monsters have slain one or more PCsl (potions. wands. staves, rods, rings. and miscel-
kill the momer. the monncr rill be abk to at.
tack on irs own hand-to-hand combat p h w of
whocln the combat rquence.
perform MdtipcAttscb
Thmw MiMilc phase All characters Thrs is L F g h r r Combat Option maneuver,
PiIC Missile p h w All characters fm available at 12th level to h u m fithccu. st
Cut Spell Magic phase Auchamccrs other experience point twL to demihvmnnr
Use Magical Item Magic phase Allchamccn (KC their experience tnbln).
Amck Hand.to.handphase All characters In m e k combat.if the ti htcr can hit his o p
Pighcing Withdrawal Hand-to-hand phase All characters ponent with an a d roll $ 2 ( d e d by dl
Retreat Hand-to-hand phase All charpcters bonwu). he can make two nrrnclrr pa round
h a Attack Hand-to-hand phase Pightcn. darnrvn. elves Ppninn that target (three per round ar level24.
sa spear vs. charge Hand-to-hand phase Pighters, dunihumana. mynicr four pa round at level 36).
Multiple Atmcks Hand-to-hand phase special* Each a& of a muhiple nnnckr m p ~ l o can u
Smslh Hand-to-hand phase Special* be a throw, atnick. k d . M dtum. A
ParrY Hand.to-hand phase special* drprncmun mix and match his mlncwcm for
Diwm Hand-to-hand phase Seal' innsm.a chnnrterwith rhree atdraper round
Could pc*ormM Mnck. dicnan. lttpdr C o m b -
* Characters with the Fighter Combat Options can ux them.subject to any limitations listed with tion against his fa.or rhmv three k n i v a k a d
the character clpu description. ofone. T h i c l n M c u v u r p p l i e s t o i d a l ~ .
SWKCS. and the c h n n r t u C M UK morcmCnr 01
laneow magical item) and for the in&ensive lance attack if his mount NM (ilk.swim) for sane orhnscdon inrtcpdofnnaherpmck
magic powers of other magical items (for in. 20 yprdr or more toward the fghtet's tqn.
stance, an enchanted sword's derccr evil power). The character geu his S v e n h and magic ad- SQdl
jusunene to the atmck roll and d- with the Thir is a Pighter combat option maneuver,
Attd lance attack maneuver. The lance. if it hiu. will fim available at 9th level to fighters and myniu.
A character artpel with any hand-to-hand inflict double damspe with a mcccadul hit-roll and at other apericnn point r o d to duni-
weapon. A sucrrrdul hit inflicts the weapon's the damage for the lance, multiply the tuult by hum= (aec their apctience cables). With this
standard dunagc on the tnrgct. The character 2. and then apply all appropriate adjutmenu. hpnd-to-handmaneuver. the chnncter automat-
gets to add his Stteryh aad magic bonuses to
both his a m k roll and the damnge he dou with
Without enough room to charge-if the mount -
ically l o v r initiative and taka 1 5 penalty to
moves less than 20 yards or is mtionq-the the a d roll (he $rillgcu his S u a & and
his weapon. If a character has the multiple at- lance docs n o d damage only. magic adjunmmu to his amck roll).
tacks maneuver, he may choose this m ~ e u v e r Pightns. dwarves and elm CM UK a lance at- If attack him. the chumcur adds his S u c q t h
for any attack he makes in a round. tack, but no other chnrpner dprr can do so. If a bonus. magic bonum and his enrim Sue&
PighkWithdud character hn, the multiple a& maneuver, he XM to his weapon's mal dunage.
A charmer un only perform this maneuver may choose the lance amck maneuver for any at. For example. a Sumgrh 17 fshhm ( + 2 to u-
when he begins his combat round in hand-to- tack he makes in a round. However. he cannot tack and damage) udng a n*onl ti' ( + 2 to at-
hand combat with an enemy With this maneu. hit the same target time after time: he must tack. Id8 * 2 damage) would perform a ma&
ver, the chnrPncr h l away from his enemy at a choose a new c a r p along his mount's line of thir way: He roll! to hit with a net penalty of 1 -
rate of 5' per round. He makes no amck unless movement for euh a d . and therefore he ( t 2 t 2 - 5 ) . If he hin. he rob l d 8 t 2 1
hi enemies follow him hru in rhe same cambar must be capable of hitting each "pet with an (17 + 2 t 2 ) for damage1
round, on~ecnemies'olmmomentphue.If attack toll of 2.
they dp. he can make his attack at rhe end ofrhe +l
enemies' m o m e n t phase, More the enemies
SerSpexn.ChpOe This is a Pightn Combat Option maneuver.
A character on foot and carrying a rpent. pike. fm available at 9th level to f g h r m and m y a h ,
begin their own atmcl. The character's amck is mrd shield. or lance can sa the weapon vs. a and at other cxpcrimx point rot& to demi-
the same u a normal attack. Ifhe is not in hand. charge. A charge is when a m m c t charm the human9 (aec their experience tabks). With thir
to-hand combat with his enemy when his move. character-that ia. NIU toward him for 20 or maneuver, the fighter does not make any a&
ment phase comes around in the next round. he more yprdr Mote iu attack. A charmer an plro roll. Imd. he blodu incoming attacks fot the
can go to running speed that n a t round. set his spear vs. another charmer's lance attack entire combu round: all enemin ;~mcLin# him
Retlat against him. d e r a - 4 penalty to hit him with melee and
A character can only perform this maneuver When the character "smvs. chnrge:' he holds thrOrm (but Mt &e) weapOIU
when he begins his combat round in hand-to. the weapon fm,braced against the ground and
hand combat with an enemy. The character NM toward the o n n u h i enemy. The character geta Dhm
away from his memy at Ereater than half his en. his Strength and magic adjustmentr to his a& Thir is a Pightcr Combat Option mancurcr.
and damage rob. If the charmer's attack hits.
fm avnilable at 9rh Iml to k h c c u and mynicr.
COUnter speed, up to his full cllcounter speed.
he intlicu double damage on his target, adding and at otha experience point r o d to dcmi-
He forfeits the m o r elam bonus of his shield. h u m m (aec their experience rabla).
Any enemy actding him later in the combat
round (that is. either an enemy who followed
him during the enemica' movement phase ot an
enemy attacking with a ranged weapon) receives
damage adjunmenta after doubling.
The character must declare a set rpenr vs.
charge before he is in hand-to-handcombat with
the m t u r e charging him.POI example. if the
ThicmnwRlun*beurdwbmthc
a Mpda a aenpm-wing oppaunr. The
p"rhbaomvlsocapthdmpoicd~to
z
hi, d r o l l . If he hila. he inaLa no dallugc. la-
a t 2 attack roll bonus this round. This is the character'sparty wins initiativein the round and
same + 2 that characters normally get for attack. the character surpeets the monster will charge, d. the victim rolb ld20. minua hi w
ing from behind (m the Attack Roll Modifiers he could declare his r t spear vs. charge maom- bonws, plus his MncLn's Dmeritg bmws. if
Table on page 108). vet Likewise, the charactersmisht m a group of
r h e f i n a l m l l i c ~ h m d wthcvicdm's Dmuitg
If the character is not in hand.to.hand combat charging monsters several rounds beforr thq ar- amrc. the VLtim drophiswcppoa.
with his enemy when his movement phase coma rive. and set their rpepn agaim the charge one Brpmpe: Sir Hcgier is fighting a warrior
up in the next round. he can go to w i n g or more rounds ahead of time. whom he intends to take alive. The warrior is AC
speed that next round. Normally, the character mntn his atmck on 0, and h u a Dmetity of 17: Sir Hogier is 20th
the moNtcr's movement Dhase. when the mon- level, with the bonuru from a Strength of 16
LMceAtrpcL and a t 2 sword. H+r haa a Damnty of 12.
IfachuMcr is on a ridina nced frveh u a Hogier nmlrto roll a 7 tohit ACO. Hemlb 86,
but adds hi bonwufrom Stlcngtb and word ro
get a 1 0 he has hit.
Now. the victim rolls ld20. He rolls a 15. He The Attack Roll
s u h his own Dmeriry bonus (a + 1, from ~~

his Datericy of 13). for a result of 14. Sir Hogier, Attack Roll C h d h t : All Ch.nnnr
with a Dmeriry of 12, h u no Dmerity bonus to 1. The attacker looks on the Attack Rolls Table: All Chatacters and fm& the armor c l w of his
add. The fmal result is a 14, which is more than target. The number given on the table is the number he needs to achieve with his roll and
the victim's Dmerity of 13. The disarm attempt bonuses to hit his target.
has succeeded. a. Weapon Mnrruy Option: Because they help determine how often a character can use multi-
Once disarmed. the victim may either switch ple ~ttacks,weapon mastery attack bonuses M applied m the chamwr's attack mU. If a
weapona (suffering only the loss of initiative for character nee& ro roll M 18 to hit someone but he has a + 2 bonus for weapon mastery, he
the nm round). or he may uy to mrieve the actually needs a 16 for a succegful irtack (optional).
weapon. When revioring a weapon, a victim b. The victim's armor clw may be modified by p d a l exposure if the attacker is using a mktile
must mreat to grab the dropped weapon. weapon and the victim is only eqmed for part ofa round. See "Cover Adjustments" later in
this chapter (optional).
2. The attder rob ld20.
Attack Rollr lkblr 3. The attacker adda pertinent bonuses m his Id20 roll. Pertinent bonum include:
(All Charactrrr) a. Strength adjurrmmt, for melee attacks.
The Attack Rolls Tnblc: All Characters on b. Danedty adjustment, for missile or thrown attacks.
page 106 is used when characten a t t i k targets. c. Magic bonuses. either from spelk affecting the character or magical weapons being used.
It is used both for PCS and for NPCS. 4. The attacker subtracts pertinent penalties from his Id20 roll. Pertinent penalties include:
a. Cover, if m W c Mnck and the target is partially conceded (optional).
Expaadin# the Attack Rolls Table b. Magical cum. if the cum affectscombat abilities and attack rolls.
Attack rob Monly given for targets of AC 19 5. If the result ofthe modifii ld70 roll equals or meeds the number on the Attack Rolls Table:
-
through AC 20, but there Mno red upper or
lower limits-the numbers may be nrcrapolated
All chnmcnrs. the attacker has hit his target. Imptant Note:An unadjusted (natural) roll of 1
) of20 always hits, if it is possible for the attack to hit
always missu. An unadjusted ( ~ t u n lroll
indefinitely m the right or I&. Notice that any the mrget.
numberabove 10thaten&ina0(20,30,etc.)is 6. If the result was a hit, the attacker now rolls damage. Pim, he rolla the damage listed for the
repeated five times before the table moves on to weapon or attack.
the nm number. 7. Adjust the roll with any multipliers, such a thiefs Backstab ability, or a charge bonus.
The numbers 2 and 10 also repeats five times, 8. Then, the attacker adds in any pertinent bonuses to damage. Pertinent bonuses include:
after which the numbers drop normally. Instead a. Strength adjustments (added to melee attacks).
of going inm negative numben. each zero or less b. Magic bonuses (from magic weapons or magic spells affecting the charmer).
has a dag et (t)and is explained in the notes. c. The a&cr's en& S u m & gore is added m the damage if he performed iuna& manmwr.
Note $1 an unadjusted roll of 1 should al- 9. The sum of the number rolled on the damage dice and the pertinent bonuses is the amount of
ways miss. A natural roll of 20 should always hit. damage the victim takes.
ULchvytCrs

I y.1 w
*-
(In&Lrrl pyL ... .- .- _ < __ ._ _. .. &ma(JlrHir
L
N d & 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 1 i 1 7 1 8 1 9 2 0
1-5 1-4 1-3 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
6-10 1-8 4.6 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5 1 6 1 7
11-15 9-12 7-9 A o t 1 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5
B l t o t l 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4
16-20 13-16 10-12 C Z t l t o t l 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3
D 3 t 2 t l t o t l 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2
I! 21-25 17-20 13-15 E
P
4 t 3 t T t I
5 t 4 t 3 t 2
t M i
t l t O t l
2 -
2
2
~ -
2
2
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2
2 2 2 3
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-2 f- A s 6 7 8 9 1 0 1 1
4 5 6 7 8 9 1 0
26-30 21-24 16-18 G 6 t 5 t 4 t t t 2 t i t o t l 2 2 2 2 2 3 4 5 6 7 8 9
H 7 t 6 t 5 t 4 t 3 t 2 t l t o t l 2 2 2 2 2 3 4 5 6 7 8
31-35 25-28 19-21 I 8 t 7 t 6 t 5 t 4 t 3 t T r I t W i 2 2 2 2 2 3 4 5 6 7
J 9 t s t 7 t 6 t 5 t 4 t 3 t 2 t l t o t l 2 2 2 2 2 3 4 5 6
DI 36 29-32 22-24 K I o t 9 t 8 t 7 t 6 t 5 t 4 t 3 t r t .i t o.. t i. 2 7 1 2 2 3 4 5
L I o t 1 o t 9 t 8 t 7 t 6 t 5 t 4 t 3 t r t I t o t ; 2 2 2 3 4
)t 33-35 25-27 M 1 o t l o t l o t 9 t 8 t 7 t 6 t 5 t 4 t 3 t ~ l t o t 1 2 2 2 2 2 3
$1 36 28-30
31-33
~ o t ~ o t i o t i o t i o 9tt
12t Ilt lot lot lot lot
st
lot
7t
9t
6t 5t 4 t 3 t z t
8t
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rt 6 t 5 t 4 t 3 t 2 t It ot 1
2 2 2
2
2
2
34-36 14t 13t 1Zt Ilt lot lot lot lot lot 9t 8 t 7t 6 t It 4 t 3 t 2 t It Ot 1

20 20 20 m zi 22 23 24 25 M 27 28 29 30 30 30 30 M 31 32
1-5 1-4 1- 20 m 20 M 20 21 22 23 24 25 26 27 za EJ 30 30 M M M 31
6-10 5-8 4. 18 19 M 20 20 20 20 21 22 23 24 25 26 27 za 29 M w) 30 w)
11-15 9-12 7- A 16 17 18 19 20 20 20 20 m 21 u 23 24 25 26 27 28 EJ M 30
B 15 16 17 18 19 20 20 m 20 20 21 22 23 24 25 26 27 28 29 Y,
16.20 13-16 10-12 C 14 15 16 17 18 19 20 zo 20 20 20 21 22 23 24 25 M 27 28 29
D 13 14 15 16 17 18 19 20 m 20 20 20 21 22 23 24 25 M 27 28
21-25 17-20 13-15 E 12 13 I4 15 16 17 18 19 20 20 20 20 N) 21 22 23 24 25 m 27
P 11 12 13 I4 15 16 17 18 19 20 20 2O 20 20 21 22 23 24 25 26
X30 21-24 16-18 G IO 11 12 13 14 15 16 17 18 19 m 20 M m 20 21 22 23 24 25
H 9 IO 11 12 13 14 15 16 17 18 19 20 20 m 20 20 21 a 23 24
31-35 25-28 19-21 I 8 9 io 11 12 13 14 15 16 17 18 19 M M m m 20 21 22 23
J 7 8 9 10 11 12 13 I4 15 16 17 18 19 20 20 20 20 20 21 22
36 29-32 22-24 K 6 7 8 9 10 11 12 13 14 15 16 17 -
18 ~. 20
19 20 20 20 20 21
L 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
33-35 25-27 M 4 5 6 7 8 9 10 11 I2 13 14 15 16 17 18 19 20 20 20 20
36 28-30 2 3 4 5 6 7 8 9 10 11 12 13 1416 15 17 18 19 20 20
31-33 2 2 2 3 4 5 6 7 8 9 IO 11 12
13 14 15 16 17 18 19
34-36 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5 1 6 1 7
NOI~MM 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
upto1 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
1 + to2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5 1 6 1 7 1 8
2 + to3 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5 1 6 1 7
3+ to4 1 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5 1 6
4+to5 0 ' 1 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5
5 + to6 1 ' 0 . 1 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 1 _.
1 .- 4
6+ to7 2 ' 1 ' 0 ' 1 2 2 2 2 2 3 4 5 6 7 8 91 0 1 1 1 2 1 3
7 + to8 3 ' 2 ' 1 ' 0 * 1 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2
8+m9 4 ' 3 ' 2 ' 1 ' 0 * 1 2 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1
- , _I

11+to13 6 * 5 * 4 * 3 * 2 g 1 ' O * 1 2 2 i 3 i 6 7 8 9
13tto15 7 * 6 * 5 * 4 * 3 ' 2 * 1 * 0 ' 1 2 2 2 2 2 3 4 5 6 7 8
15+ to 17 8 * 7 * 6 * 5 * 4 * 3 * 2 ' 1 ' 0 * 1 2 2 2 2 2 3 4 5 6 7
17+ to 19 9' 8' 7' 6. 5* 4' 3' 2* 1' 0' 1 2 2 2 2 2 3 4 5 6
19+ to 21 10' 9' 8' 7' 6* 5' 4' 3. 2' 1' 0' 1 2 2 2 2 2 3 4 5
2 l t to23 ' 10' 10' 9' 8' 7' 6' 5. 4" 3' 2' 1' 0' 1 2 2 2 2 2 3 4
7' 6. 5. 4' 3' 2- I* a* 1 2 2 2 2 ? aI
2 3 t to25 10' 10. 10. 9' 8' -

2 > + to27 io* io* io* io* 9. a* 7' 6' j* i* J* i*3' i* 0'1. i i1 i2 i2 2
2
2
27tto29 10' 10' 10' 10. 10. 9. 8' 7' 6' 5' 4' 2' 0' 2

29+ to 31 11. 10. 10. 10. 10' 10. 9' 8' 7' 6. 5' 4' 3. 2' 1' 0' 1 2 2 2
31 + to 33 12' 11' 10' 10' 10' 10' 10' 9* 8' 7' 6' 5. 4' 3' 2' 1' 0'
33+ to35 13" 12. 11' 10' 10' 10' 10' 10' P 8* 7' 6' 5* 4' 3. 2' 1' 0' 1 2
35td u p 14' 13' 12' 11' 10' lo* 10' 10' 10' .
9 8' 7' '6 I* 4. 4' I* 1. M 1

19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

-M -17 -M -19 -ZO


LO 20 2
upto1 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 M 30 30 31
1 + to2 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 M M 30
2+ to3 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 30 38
3 + to4 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30 30
4 + to5 16 17 18 I9 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30 30
5+ to6 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29 30
6 + to7 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28 29
7+ to8 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27 28
8+ to9 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26 27
9 + toll 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25 26
11+ to 13 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24 25
1 3 t to15 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 24
15+ to 17 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23
17+ to 19 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 21
19+ to21 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21
21tto23 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
23+ to 25 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20
25+ to27 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
27tto29 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20
29+ to31 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
31+ to33 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
33+ to 35 2 2 2 2 3 4 5 6 7 8 9 1 0 1 1 1 2 1 3 1 4 1 5 1 6 1 7 1 8
35+mdup 2 2 2 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
-1 -2 -3 -4 -5 -6 -1 -8 -9 -10 -11 -12 -13 -14 -15 -16 -17 -18 -19 -28
Extn Damage (Optional) each shot's penalties: they range from -1 for
Whenever the number needed IO hit is a zero
Missile Combat nominal soft cover IO -6 for 314 hard cover.
or less. a dagger appears next to it on the tables. Missile Combat Phase On the Target Cover Table, the fractions rcp-
This indicates that the attack hits unless a natu- resent how much of the target is behind cover.
ral 1 is rolled, and the attack inflicts additional In the missile combat phase of the combat IC- "Soft" m m s that m h i k attacks easily pcnc-
damage equal to the number with the dagger. quence, each character who has chosen to use a uate the cover, whose value is mainly to hide the
Thus, if a character needs a "7t" on the table to missile or thrown weapon now chooses his target, target (bushes. tapestries. ctc.). "Hard m e a
hit, he will automatically hit that armor clvs un. rolls to hit that target, and (if his roll is a succeu) that the cover can often deflect or stop the mis-
less he rolls a natural 1; if he does hit, he inflicts rolls damage for his attack. The victim, if hit, sile attacks (boulders, heavy oaken tables, doors,
7 extra points of damage to his target. If this rule applies results immediately. If the attack kills or and so forth).
is not used, treat all Attack Rolls Table: All Char- stuns the victim. the victim will not be able to
acters entries of 1 and those with a dagger as a 2. act later in the round. Target Cover Table
Zargechy: SofiCwcr HadCwcr
THACO Missile Adjustments to Hit '14 cover -1 -2
The term "THACO" stands for "To Hit Ar- Each of the factors in &e Missile Adjusmncs ' 1 2 cover -2 -4
mor Wass 0,'' If someone needs to roll a 7-nOt IO Hit Checklist can provide a bonus or penalty V d cover -3 -6
counting any of his individual bonuses or IO the attack roll when using missile or thrown
Full cover -4 Can't hit
penalties-to hit an armor class of 0, we say that weapons.
he has a THACO of 7. Magic Adjustments
Many character and monstct descriptions If your character is under the effects of a magic
you'll find in published adventures will list the 1. Duterity:Dex3. -3:Dex4-5. - 2 ; spell that helps his chances to hit, that help-
individual's THACO. This is a convenience for Dcx6-8. -1;Dcx13.15, +1;Dcx which is normally a bonus to his attack roll-is
you, since you can quickly calculate a characret's 16.17, + 2 ; Dcx 18, + 3 applied here. Bonuses from such things as magi.
chance to hit any armor class from his THACO. 2. Range: Weapon Shon Range. + 1: cal arrows & apply to the attack roll.
When a target's ACis WOISC than 0 ( i z , 1, 2, 3,
Weapon Medium Range. no ajustmcnt;
CIC.), you subtract that AC from his THACO. Like-
wise, whcnatprget'sACisbetterthanO(i.c., -1, Weapon Long Range. 1 - Missile Adjustments to
-2. ctc.), you subvvt the AC from the THACO 3. Cover; (See text below) Damage
mm-but m e m b e r that subtracting negative
4. Magic: Adjustments according to spell or
n u m b is the m e as adding p o s i k numbers. effect used Charactem get their Strength adjustment tc
Expmple: Sinestros is a 13th lcvcl fighter. His thrown weapon damage. but not to missile
THACO from the table is an 11, To hit an AC of weapon damage. If a weapon has a magical bo-
D ~ ~ ~ e Adjustments
rity nus (an arrow + I ) , you & add the bonus IO
0, he needs to roll an 11. He wants to hit an op Include any bonuses or penalties to your at.
ponent with M AC of I. We subtract 5 from the the damage the weapon does. An arrow does ld6
tack roll due to high or low Dexterity. You may points of damage; an arrow + 1 does ld6+ 1.
11 he needs for the higher AC. The result: 6. He
needs to roll a 6 to hit AC 5 .
-
have an adjustment from 3 to + 3, depending
on your Dexterity score,
On the other hand, let's say he's attacking Targets Within S'

-
fromthcTHACOnumber: 11-(-4)
-
someone with M AC of 4. We subtract the AC
15. He needs a 15 to hit AC -4.
- 11+4
Range Adjustments
Every missile or thrown weapon in the game is
rated in term of its range-how far away it may
Missile attacks arc not normally effectivewith-
in a 5' range. If the target is within 5' and the
attacker is using a &ilc fmdcvicc (bow, crms-
be cast IO hit a target. If the range is short, it's bow, etc.). the attack automaucdly misses un-
Attack Rolls Table easier for a character to hit his target: add 1 to less the target cannot move. The tacgct must be
the attack roll. For instance. if a character is
(All Monsters) throwing a net at a target six feet away, that's
tied down, grabbed by another character, held
by magic, ot otherwise pinned. else the missile
M O ~ S I don't
C ~ use the same attack rolb table within the 10' short range, and a + 1 on the at- attack will fail.
as do chacarten: they use h e Attack Rolls Table: tack roll. If you don't know for sure that you're
All MOIISIC~Son page 107. at short range, after you've rolled to hit, ask the
NOR that this rablc continuer. just as the DM if you got the + 1 bonus on the attack. Partial Targets (Optional)
player characters' Attack Rolls Table continuer. If the distance to the target is greater than the Sometimes a target is only arposcd for pan of
There is no limit to possible armor classes. short range number but not greater than the me- a round (such as during a quick run between
dium m g c number. the range is medium. Your points of concealment). If so. the DM can use
Attack Roll Modifiers character gets no adjuorment for range. this tule to simulate the difficulty of hitting a
If the dstince to the target is greater than the target that is only bridly exposed to fire.
Some modifiers to the attack roll that are used medium range number but equal to or less than A combat round is ten seconds long. The DM
in many combat situations arc listed in the fol. the long range number. the range is long. It's a should calculate. based on how he xes the situa-
lowing table. mote difficult shot; your character must subtract tion. how long the target was exposed. then con-
1 from his attack roll sult the table below for the target's defensive
At& Roll Mdoditicrs Table bonus. The bonus applies both to m o r d w
Cover Adjustmenu and saving throws. In fact, if the attack is a spell
Attack Roll
CirnunstpnCC ModitiiC
The enemy may be harder to hit because it is chat normally does not allow a saving throw. any
Attacking from behind + 2 bonus. hiding behind something; this is called cover, A defensive bonus from partial expasure gives the
Attacker can't see target -4 penalty character can gain the advantage of cover by hid- target a saving throw of 20.
Lager than man-sized ing behind a table or chair, or a tree or boulder
Seconds
monster attacks haltling - 1 penalty outdoors. A shield does nor provide cover for
-
puposcs of this rule: the 1 to AC bonus is the Exposed: 1 2 3 4 5 6 7 8 9 10
Target exhausted
Attacker exhausted -
+ 2 bonus
2 penalty only adjustment the shield provides.
If a target is behind covet, the DM should
Defensive
Bonus
* Ignore defender's shield mention the fact to the players, he will apply (+) 9 8 7 4 3 2 1 0
penalties to the attack rolls. The DM does not
Characters may become exhausted from run- have to tell his players precisely how severe the
ninp or ovcrcxcnion. as described in ChaDtcr 7. attack roll penalties are. The DM determines
Magic
Magic P b a u
In the magic hnce of the mmbat sequence.
c e ~ chusctcr
h wL c k n to cast aspell this I
round (who can cast a spell and hasn't already
made a migile attack thb round) now choacd 15
his tuget. He make an attack roll to hit that car.
gec i f attack
~ roll is required for his a ell. The ..
13
tpger makes a saving throw if one ia & w e d or
nmuary. The tugn applica any damage. ifany,
immediately. As before, if the attack kills or
stuns the victim. the Victim will not he able to
act later in the round

Maximum S p I 1 Damage
ThL d e waa przKnad in Chapter 3, hut ia
imponant enough to repeat here and elrorhue.
The muimum dpmrse ploduced by an h s l e
rpeUb10&,dthcrgpeddicc~ed.

Charactor Saving Throwr


The player fm& out what he'a raving
against (death my, poiaon, magic wan&. pa-
mlyaia, turn to stone. drsgon h m t h , md.
srpffor apell). He crors-references his charac. 26-30 3 4
ter level with the am& on the Saving Throws 31-33 3 3 3
Table: AU Characters and rolk ld20. If he 34-36 2 2 2
tolls or emc& the number shown, he has
succcrdully saved.
bhriGua
The bad &em of many magK spells can be
dLninished or ~ l l n i ~ t ealtogether
d if chc vic.
1 1-5'
6-10
13
11
14
12
13
11
16
14
l5
12 I
tim can nuke a saving thmw.
To nuke a w i n g throw. the player f d out
from thc DM what ~ r oft saving thmw he
should make (va. death my or ison, magic
or md. stntror spell).
s"
wan&. p d y h or turn to stone, rngw breath.
2 t
E
If the magical attack doesn't exactly coms-
pond to one ofthose categories, the DM should
dcddc which type of saving h w mlumn the
attack most h l y connpondr to. For mmple.
a magical fkme-chrowcris similar to a dngon'l
fiery breath. ao a character in the &ea done
would make a saving throw VI. dmgon breath.
The player ~ s r - r d u e n c ahis characur'a claw
and lcvcl with the column he's to roll on, and
then mlk ld2O. If his die roll equals or meeds
the numbu shown, he has ruccndvlly saved.
Some spells. magical items and high Wisdom
2
2
3
2
2
2 23 ; I
2

xom can improve some saving throws; when-


ever the player thinka his ch.nncr haa a bonus ..
peninst a certain attack, he should remind the
DM ofthu M o r e rolling the saving throw.

Monrtor Saving Tbmwr


Monsters do not have a separate saving thmws
cable. They use the S M C mblc as characters.
If a monster ducri tton in another publica-
tion does not haw a &ves As:" liating. here's a

I
simple d e of thumb: Intelligent c m m saw 2 4 -7
as fighters of equal erpcricncc level ro the mon-
sters' Hit Dice. A c r e a m d animalintelliice
or lower s a w ps a f&ta whose experience level
is half the monster', Hit Dice (round up). Thur a
PHDrno~ofIntelliPmalddsrveaaa I 7-11 4
campaign uses weapon mastery rules. a - 1
Hand-to-Hand Combat Two aponm Combat weapon mastery level reduction penalty).
Hand-to-Hand Combat Pbare (Optional) Multiple An& with Weapon Mastery
In the hand-to-hand combat phase of the In many fantasy and advcncure novels and If the campaign is using both multiple attacks
combat xquence, each character who has chosen movies, characters can fight with two WC~POM, and wcapan mastery (bur not the two wcllponr
to make a hand-to-hand attack, and who has not carrying one weapon in each hand. If the DM combat N~CS). weaponr that allow a xcond at-
WMW to simulate this in his campaign. he tack provide a maximum of + I attack pe
yet either made a missile attack or cast a spell.
can now attnck. He c h m his tatgct, rolls to may-at his opwn-aUow a charactet to a& round such weapons do not strike at a penalty
hit. and (if the roll is a success) rolls damage for with two weapons. As an example. a 24th level fighter has thm at
his atrack. The victim, if hit. applies results im- In this situation. a character who canies a racks per round. Using a bastard sword (one
mediately. If the attack kills or SNM the vicrim. weapon in each hand geo one addirional anack handed) as his main attack and a sword shield a
the victim will nor be able to act later in the per combat round. Both attacks take place dur- his second weapon, he Ma 4 three rime (at
round. ing his hand.10-hand combat phase, one after no penalty) with hu bastard m t d and m e (at
If the attacker has multiple attacks, he per. the other. The attacker can decide each round no penalty) with his sword shield in one round. !
forms chooses a target and rolls to hit for each of which weapon he uses fim and which he uses
his anacks. second. The second a d is at a penalty of - 4 Au Three Rules Tg*her
to hit (but not to damage). If the cmppign is wing all three sets of rules
(multiple arcacks, two weapons combat. and
Hand-to-Hand Adjuatmenw Weapon Maitery Penattier weapon mastery),using both two weapons com.
Adjust your hand-ro.hand attack roll as noted bat NICS and weapon mnnuy weapons that add
in the following checklist. If you M using the optional weapon mastery a second aaack will provide a maximum of + 1
rules. there is an additional penalty: The s a n d attack per round.
attack is treated as if at one w e r y level lower If the off-hand weapon is a cams or any one
Hand-CO-Hnnd Wbpm Adjustment to Hit than normal.
nndDnmye Checklist that, on ita Weapon Mascry Table listing, mys
For instance, if a chnrncrer ha8 6rpert mastery the weapon provides second attack (horned
I. Suengrh:Su3. -3:Str4-5, -2:Sv in botb normal sword and shon sword, and uses shield. knife shield. sword shield), rhe off-hand
6-8, -1: Su 13.15. t 1 ; Str 16-17. +2: a normal sword for his fiat attpdr and short attack is at no penalty-neither M attack roll nor
str 18. + 3
2. Magic Adjvaments according to spell or
effect used
sword for his second. he strikes at
"e'"
with the normal sword but only at Ski ed level
with the shon sword; ah.
level
his second anack docs
a weapon mnnery level pendry. If the c h w t e r
is using a tusked shield. he geca his normal num-
3. Fi&r Combat Oprions: Smssh: 5 to
attack, add Strength score M damage:
- -
take the 4 attack roll penalty described mtier.
If the character has only Basic mastery with his
ber of atracks per round, plus one attack for the
nuked shield. If the off-hand weapon is any 0th.
er type of weapon, it suffers the normal - 4 at-
Lance Anack and Set Spear VI. Charge:
Double damage.
xcond wca n, it is treated as Basic mastery:it is
not reduc$to Unskilled. If a character is Un-
-
tack roll penalty and 1 weapon mastery level
penalty.
skilled with his second weapon. he may not use Example: A 24th level fighter has d
Hand-to-Hand W b p o Adjunmenu
~ to it for his second attack. tacks per round. His campaign uaes the mumptc
Hit only attacks, weapon mastery, and w weapona com-
1. Weapon Masteq (Optioad): See the Coordinatino Multhle bat NIW. If he uses a normal one-handed.
Attack Roll Bonuses Tnbk under Attack& Wiipon M06tery. weapon (with or without a shield) or a
"Weapon Mastery'' in Chapter 5 . two-handed weapon, he gns r h m attacks per
and Two Weapon6 Combat round, which is normal for hir aperience locl
When your charmer vies to atmck a target in Multiple arm& (the Fighter Combat Option) and the multiple attacks rules.
hand-to-handor melee combat, adjust his attack and the mysric's character class abilities both If he uses a one-handed weapon in one hand
and damage rob for the following things: provide a character with cxua atracks per round. and a cestus. horned shield. knife shield, or
S m r y h : Bonuses to hit and damage fromex. *o weapons combat, as described above. sword shield in the other, he gns four an& per
ceprional Sucngch (or penalries. from cxccprion- gives a character an a m atrack when he has a round-three with his pdmary weapon, one
ally low Strength) apply to every hand-to-hand weapon in each hand and decides to use both with his off-hand weapon. The &-hand atrack
attack a player chnrncrer makes. weapons in a combat round. One weapon from -
d a c not take the -4 attack roll/ 1 weapon
Magic A character may also bendit from ChaDter 4. the cutus. if used on the second mastery level penalty.
m q i d spells or magid weapons. Some spells hand. takes no off-hand penalry when uxd with If he uses a one.handed weapon in one hand
and enchanted weapons will give the character these optional combat N ~ C Y . and another one.handed weapon in the ocher
bonuses of + 1, + 2, or more to hit and ro dam- With Weapon Mastev, some W C S ~ O M allow a (bur the second weapon is not a cams. homed
age: Some weapons will only add bonuses character a sicond attack in a combai round with shield, knife shield, or sword shield). he has four
aguna cenain rypes of monsters. and the char- no off-hand penalty); one weapon, the tusked attacks per round. Three arc with his p r i m q
acter doesn't ger the bonuses from a weapon if weapon, the founh is with hu &-hand weapon.
he is nor striking with that weapon, naturally.
Maneuvers: Three combat maneuvers can af-
shield, can't bcutcd with any other weapon, but
allows two a&, with neither attack at an off-
weapon mastery level penalty.
-
The off-hand a n s k is at the - 4 attack roll/ 1
hand penalty.
fect the attack roll and the amount of damage How do these NICS work together? If he uses a cusked shield, he geo four attacks
the character does with an attack. With the mr round. all with the nuked shield no attack
-
smash maneuver, the character takes a 5 pen. Multiple A u a c k a n i t h ~ ~ h b a t &CIS the -4 accack roll/ 1 weapon mpaery -
dty IO hit. but adds his entire Strength score to If the campaign is using both multiple attacks level penalty.
the amount of damage he normally does with and two weapons combat. the addirion of two
the aaack. With the lance attack or set spes VI.
charge maneuver, the PC rob the amount of
weapons combat allows a maximum of t 1 at-
tack per round, at the h e d chances. Pot exam-
Unarmed Combat
damage he doca with the lance. doubles that ple, a 12th level fighter with two attacks per Unarmed combat occun when a charmer at-
mount. and then adds any other bonuses. round carries a normal sword in one hand and a tacks an opponent without using a weapon. In
dagger in the other. With the two weapons com- the standard NIC for unarmed combat, an un-
Optionally, adjust his attack roll if he is at a bat d e s . he geu t 1 attack per round. There- armed character inflicts 1 point of damage per
Skilled or bener level of weapon mastery with fore, each round, he can attack twice with his hit plus any Strength bonum. Strength penal-
the weapon he's using, as per the weamn mas- normal sword (at no penalty) and once with his ties & not adjust u n w e d combat damage to
tery rules in Chapter 5. dagger (at P - 4 anack roll penalty, and, if the l a rhan I point. Characters make normal anack
rolls and use dl standard combat rules. Unarm- heads have suffcred stun or'knockout results. items. He cannot we general skills. Any weapon
ed combat takes place in the hand-to-handcom- Several types of creatures should be immune to mastery skill he poucssn above Buic level is IC-
bat phase ofthe combat round. some or all of the effects of Striking techniques. duccd to Bpdic level
All the following NICS arc options to expand Use the following guidelines:
unarmed combat. and can be used at the DM's Undcad. constructs. and all wzes, jellies, Knockout Btzcco
dircletion. The DM EM nko. if desired. give P and molds M completely immune to the Knockout is simply a hon deep. The victim is
10% nrpuience point bonus if player characters effects of strikes-immune to damage, unconsciow and completely helpless.
defeat monsters using unarmed combat, stun. and knockout results.
If a creature can be hit only by magical SttikiugandCombat MnneUM
Striking and Wrertling weapons, striking has no &I unlm the Amrack: A strike is a normal use of the anack
attacker is wearing a piece of magical appar- maneuver from the Combat MPncuven Pble
(Optional) el on the body pan doing the striking. He cnrlicr this chapter.
Who May Use Saiking d W & would need a magical glove or gauntln for F&htin# Wichdrawd: An unarmed character
All character clwcs and levels of c h m t e s fist strikes. magical boot for kicks, cfc. Mag can perform a tighring withdrawal n o d y .
may use striking and wrestling techniques. ical rings do notcount as "appM1" for rhis Retrrac An unarmed chnnnet can perform
In unarmed combat. the attacker either strikes purpose. remat maneuver normally. but MI whik he
an opponent (with a fisc, kick, ctc.), or tries to creatures that M immune to most normal stIiking.
grab an opponent (jump on, tackle, ete.). Thus, weapons but do not necessarily require
are use two systems: One for striking. including magic to hit them do not suffer dnmrge Snitin;artdikoWupomGmbu
all unarmed blows. and one for wrestling, for all from strikes, but can suffer stun or knock- If the campaign is using the two weapons
other forms of unarmed combat. out rrrulu. (Example: Lycanhmpes, which combat rules. then chuacten can strike with
Mystic-class charmers only use the s t r i h g M immune to normal wcppons but can be their &.hand i n s t d of using weaponr in th.-
NICS when they wish to fuht someone without hit by silver weapons.) If the attacker is hand. n e off-hand auike will m&r the MUIY
doing him s i g d i c ~ harm;
~ t they Plready pogess wearing magical apparel as dcauibed above, penalties: - 4 to hit. and (ifyou use the wppo
unarmed combat abilities that fa^ ~ r any p
abilitier provided by the optional rules below.
~ the strike attacks will nko do damage to
thcx types of momers. '7 -
mute NICS. too) 1 level of wppon mmel
(Bpuc eve1 nap Bpdic).
s t r i l d n l d w = P M T (U
~~

Unumed Combat vs. Wca of oppormnity StrikiiqROadurrC~


These striking and w z r u l e s d e r only to The DaDo game word u a wry phys- pw
unarmed combat. If a character attacks another 1. During the hand-to-hand c( vigorous setting. T~CIC~OIC. every chlnner (IC-
with a weapon, wen a weapon of o p p o ~ n i t y of the combat round. the player an- Bprdleac ofcharacter class) ia pmumcd m hne a
(mugs,mblcs, chnin. etc.). thisisarmedcombat nounces that he intends to n&~. He may Basic level of masterg with striking techniques.
and follows normal combat N ~ S . (lteat wcap strike with his fut, foot (kick), head He d w not have to spend a w e a p m e t y
ons ofopponunity as dubs, generally with a 1 - (butt), elbow, or knee. If he intends to
use a fm, the character must be empty-
choice m get this; it is free.
to - 4 penalty to hit based on how clumsy the Characcen can tnin up to gmter I m L of
weapon is in the opinion of the DM.) handed, or ma drop or put away an irun m-ry in suiking. using the normal NIU for
in his striking band. weapon m e r g . Instead of spending a new level
2. The character goer through normal initia- of m m r y on a weapon, the character would
Striking (Optional) tive and attack roll pmcedures. spend it on one rgpe of unarmed combat. Syg.
When one character hits his wget in unarmed 3. If his strike hits. the character d w the remized training in suiking redrniquer is u d y
combat, this is called "striking:' A strike nor- bex damage of0 plus any bonuses from a called boxing.
m d y results in either a "stun" or a "knockout." high Strength. Look at "Weapon M e i y " in Chapter 5 for
HOWCVCI, ifthe attPcker has le= than 4 Hit Dice, 4. A victim hit by a strike must roll ld20, explanations of the symbols and abbmiations
a stun is the only pcwible result. See the Striking and subuact his Constitution*score from above. In hon, they M:
Pmedure Checklist for details. the nsult. If the total is 1 or more. the [P-H]: Primnty tugct is hand-tohartdl
victim is stunned for one round. The thrown weapon-using monster.
Rauicrioru stunned victim must also makc a saving SM: S d "weapon!'
AmckcrHit Dice:Although any mature may thmw vs. death my with a +4 bonus to 1H One-handed attack.
attempt m strike an opponent, inexperienced the mll, or suffer a knnocLout. The dura. S H Shield may be used.
(i.e., low level) characters do not do it very well. tion of the knockout is simply the r e d t t:Melee "weapon," mrely or n o w thrown.
If the attacker has less than 4 Hit Dice, he cannot of the "ld20-minus-Constitution.Seore" BS: Basic skill.
achieve a knockout rrrult; a stun is the only. .pas- roll in combat rounds. S K Skilled.
sible result.
Sze Diffcrenm: A auike cannot achieve a " If the victim is an NPC and his C o ~ t i t u - Bx: Expea.
MS: Master.
stun or knockout result if the victim is taro or
tion score is not known. the DM rolls or IC.
lect one. If the victim is a momer, use GM:Grand Muter.
more timer the size (hcightllength. not weight) twice its Hit Dice as its Constitution KOIC
of the attacker. (The auike will still do normal O p i O a n l R ~ t o ( ~
damage.)A hnlfing cannot do m n ot knockout (ignoring "pluses"). The DM may c h o o m ~ use m e , d,or non
IO a full-grown human, but can nchicve thuc IC. ofthe following optional NIU for d n g .
mlts again81an elf or dwarf. which arc not rvicc smnB&ca 1. Randing Only a fut suikc can c a m
its height. When a character strikes a m o m r , Wirh the onemund stuns caused in unarmed knockout. All other striker result in r m II ~
the DM decides whnhct the victim is rvo or combat. the victim cannot make any attacks un- k. but for a duration of ld20 minus th
more timer the size of the attacker. til the stun wean off. (In some other types of tugct's Constitution score in rounds.
Monrrerr With Other Artacks: Creatutes stun. the stun might go on awhile, a l l o n i the 2. %ugh Oppoacna: A knockout is not m i -
whose weapons M p m of their bodies ( m h stunned character to attack, ineffectually,after a ble if the victim has more Hit Dice hart the
clam) do not normally strike. There M n ~ c p cenain amount of time has d . l a&r,
tions: Beam. for a m p l e . can mike as wll as
claw. When a momer with natural hand-to-
Also. while stunned, the h i m mmu at one-
third the ~ ~ nmovement
~ a l rate for whatever
3. U d q ""g't:
to use all of
A character decide not
or her Strength, "pulling ch
hand weapons nko strikes,it does st& damage speed he is attempring. He suffcrs a - 4 pcnalty punch" so that no dunngc is inflicted. Th,
eaual to half of its normal act&. to all his savim chmws. He suffers a + 4 aenalm charmer may either use his en& S w
bonus, or no Strength bonus. but may M
chwsc a number in betarcen.
B&re the game or a crucial bonlc. the DM
should find each character's and monsccrb wres.
t k =ring (W.

iH S H t
BS
SK
Ex
:ri
ld4 t 1 - No &-hand penalty:
CJIlMUI and Npc( Exunple: A 9th Iml
dwarf hpa a Sucngth of 17 and a D a r e n of%
he wean chainmail + 3 and carries a hie%. We
MS P:2d4; S:ld4+1 -
Srun. knockour (save 1)
No &-hand penalty;
- cake hia apcrimcc lcvel and divide by 2, m d .

GM P:3d4;S:Zd4+1 - Stun, knockout (saw 3)


No &-hand penalty;
- ingup(I),hisSvcngthbonus(+?),hiaDamri.
ty penalty ( - l), and his buic mor dur, llof
or Darerity adjustmenu (AC4.
Srun, knockout (save -5) ~ ~ 4 ~ ~ ~ g cwcgahiswm. h c ~ ~ h
cling racing (Wa)of 10. If he'd drop his sh*ld,
4. So* Tlua:Ifa chnrsrccr has a Smngch gains a - I bonus to his m o r c l p u by block. his wrutling rating would go up M 11; if he'd
adjwcmenr, rhat adjwcment also applies. in ing an& with a m p o n . take &his morhm, it muld p u p to 1%
r c v u ~ ,IO the victim's saving throws VI. D h :An unarmed fiehter CMtry to dis- MMKCrExunple: A Snow Ape h u 3 t 1 HD
depth ray to resist knockouts. For orample. a arm an armed tighter. and y c u s no mor. We take its €IDand mulu.
Stm& 17 fahter ( + 2 Strength bonw) ply by 2. dropping plurer (6) pad d d 9 ( + 9); in
suikes another character. If he achieves a m n Wmrtlin(l (Option1 WR is 15.
mult and the victim must save vsi. death ray
or be knocked out. the victim folk his saving When M u n m c d chpnccsr @bo a VIS- Worst armor d~rrcs(for instance, 9)m l t in
-
h a w at a 2 penalty because of the am&.
er's great Strength. If a chprpncr haa a low
and u i n M hold him, pin him, or bear him to
the ground, thh is called "wrding:' Humans,
h e r nmrling ratins, than good urnor d.gn
(forinmnce. 2). ThL it corrcu. Themom Mnn
Svcngch and nonndy h u a Svcngth penal- demihumw, humanoid momers. and human. a chnrpctcr is wearing. the h u d u i c is for him to
ty, that penalty becomes a bonus to the vic- shaped undead momers can all d e . wmde &ccrively. Remember, magic bonum
w'aaaving throw. urd D a t d t y adjustments do not cmnt mrnrd
5. O w in HMd: A s&g chpncrer may Ratdnioru Wi-Cd+gfUtins,.
wear a cestud or carry a smd, hcav object Who May W d e : Any character of any clan Unwlc other rcctionr of the rules. in which
(such M a pouch full of coins). If he d m w, or lml, mort humanoid monsrm, and undead Hit Dice and levels Mequated. thh section w
his strike d o g normal strike damage (nor monsters that were origindy human. demi. Hit Dice preciKly, w 1 25th lm1 fyhter rrill h u
m p o n dunage). but if the victim mun save human or humanoid may uae wmtling. only 9 Hit Dice.
to avoid k i n g knocked out. he cakes a - 2 Armed vs. Unnrmed: When a chu-
hiu'ariwiVe,
penalty to hi0 saving throw. mer anempts to d e an armed opponent, WfaditIg~w
6. Eycnatiq ViCrirm: If the victim h u a the w e d opponent alwayr wins initurive auto- Each opponent involved in w r d i n g ( w h c h r
power of regeneration (wearing a magical matically. anuking or defending) nukes a simple mU of
ring. for example), the duration of a knock. UnhreUi#ar M m m : Uninallipt mon. Id20 nch round. If the ChUMer is crying t4
out is reduced. Each point of regeneration sten will always choose to uae their normal at- wrcsdc, he adds his WR to the d. If h c iw
ability rcduccs the knockout duration by 1 tacks instead of wmcling. unless controlled. to do w e t h i n g e k (suchu&. uae ad*
round mry round. For orample. a uoll re. Momer Immuniries: Several type of ere.- ger, etc.), he does nor add his WR thn round.
genenrea at 3 hit points per round. It suffers cures Mimmune to some or d of the &.xu of The highest mU w h t h e round. Tiu dicmte no
a knockout of 8 rounds duration. The first
round it is kn& out. you a u n t & one
round of duracion and m b m three more
w m r l i : Noncorporeal undead (wraith, s p
WC. er~.),oozes, jellies. slimes, and similar uta-
tuns cannot k wrestled. Ethereal or elcmcntnl
result in chat round. In normal
tests, dwncn mow up and d m the -%iz
ing cable Peeording to how WCUthq M doing.
.
m u d for its regeneration. At the end oftruo creatures can k wrestled only by opponents in
rounds, the WU h u uscd up its entire 8 the same form. FIK
round knockout duration. ContactAbiliUa: Spedpl"r0Uch" lbiliticr (en. Grab
7. Fighm b m k t OpMU: The additional ergy drain,rum mmne, erc.)funcdon d y medm
combat option8 for fqhters and demihumw during wrenling if the m o n m wishes them to. Pin
can be applied to aU form of striking. For a m p k , a chnrpner w m t h g a mdutricc
Muluple A m c b : A character with multi- mun makc a saving thmwvs. cum to rmnc evgr Before the wreder nrncla hi^ ter(ln, both
plc act& who is able to hit his t q with a mund while in a n w with the monstu. targc~uccotuidued fm.When o n e d
roll of 2 can make multiple suikes. A charac- Iy a d the other, he gnbs hh victim. If he
m with multiple act& who is wing a weap. P~for\xrrrnlLu wins thcrmtlingroll on the nnn d, k per.
on in one hand urd nothing in the othu. and forms a cakedown, bringins his opponent dovn
who can hit his carget with either type of at. to the ground and getting to a superior podtioa
WIutliq hdql (WR) chftlin over him. (If the victim is almdy down on the
rack with a roll of 2, can divide his a d be-
meen weapon attscks and rwikn. ChwtCapadNPCI pund. thewinnuatillgcu inmaarprior
h u h : An unarmed durPeter with the 1. Divide the characrcr's level by two. ttonandmrhinuclfupfortknatroun$~
rmnrh maneuver option may snush with his rounding up. hcwinranorhcrnrnclingrolloachenmround,
frit; thh is c d c d a "haymaker!' He suffers 2. Add the b o n w (or m b m the penal- he h u pinned hia oppnunt.
-
the normal 5 to hit. but the other smash
rules M dBerenr for a haymaker. Pint. the
ties) for Strength and Datetity scom.
3. Find the chnrpcter'i unmodified AC (nor
ThL, ofcoune, ucuma chat the Ticrim isn't
~ nomull7 does @I
fighcing back. l l victim
unarmed character adds only half his counting m ic or Dexterity adjust. back. So, nch round the two puues IIC mc
Suength score to the damage he docs with mens). and 8 d rhe result M the cod. cling. endl make8 his mnllymll. compare the
the ad. Sccond, a viccim who must make MOUSCUI two Id20 rob. The higher roll wim. A tic m w
a saving dvmr VI. death ray peninn knockout 1. Multiply the monncr's Hit Dice by 2, not chat there is M change in the chnrpcters' reluive
d o g so at a -4 penalty, negating the srand. counting plws. riruations. Now, if one chuurer w h one,
ard +4 bonus given. Third, the haynuker 2. If the m o m is not w d n g mor, add round, he mova the other f e k dawn MC h l
can ptren monaen of MYsize; momma m 9. If the momer ic wearing mor (OK, ( h m grab to takcdown, for example). If the
or more rimes the sue ofthc attscker M nor Lobold, giant. ogre, and other human. other character wins the n a t , hc m o m the corn-
immune to scun and knockour & e a of the oids), add iu m o r clpu number inncnd bat back up one Icvel.
haymker. d 9. Bnmpk: lbu Ehuvren UT wrcding. Ihc
Purv: Innnd ofanacking, the chumer fintf a h t u h u aWRof 15, and the second h u a
13. In the fun round, the two come together
rcld roll. The fLnfighter rolls a 9 on ld20: that, \prrnlLu UMUOCd b b u M u t q Tsb*
plw his WR,c q d 24. The scmnd fighter rob Lrl Dnmye Dcfen#e Spednlmccn
'Ikhnique
a 13: that, plw his WR,q u l b 26. The mond
feter has grabbed the fun.
Wmtling BS 1point - Grab, takedown, pin
( - 3 to pinned WR)
NM round, the two roll again. The fun fight- [P-H]SM SK ld3 t 1 WR &ab. t&own. p h
er rob a 15; that, plus his WR,qual8 30. The (-6mpinncdWR)
mond fighter, however, rolls a natural 20. That 2Ht EX Id4 t 1 +2 WR Grab, takedown. pin
p h s his WR equlb 33. The Mond fuhter takes ( - 9 to pinned 'i
his o ponent down to the gmund; h& winning
this &ht.
Th<third round. the fm fighter rolls a 10 and R Grab, t&edown, pin
the accond fighter nbo rolls a 10: the fun fight.
( - 15 topinned WR)
a ' s 25 wina over the accond fihter'r 23. and the
fmt fighter b& the takedown.Both fighten A pinned character can perform no combat
arc now on the ground. and the fmt fighter is wmliq a 0 d b b . t bfaaculrra
~ M C U V C ~ Once per round, however, he can See "Wmtling Effccu" for guidelina o
still grabbed, but he's no longer in imminent
&per of being pinned.
.
-
make his w m h g roll (at a 3 penalty) to try to
escape the pin. If he ever benu his opponent's
which normal combat mancuscn m y be used
againat a wrestler.
On the founh round. the fmt fuhrer rolls a ~ m t l i n groll, he breaks the pin and rrrm~to
13 and the r m n d f&ter a 14. The first fighter's Fi#hdag Withd.txwitf,Rcmst: A channer
28 & beaten the second fighter's 17, and the being taken d m . who hra k e n grabbed, taken dam, or pinned
fint fighter breaks out ofthe grab. NM round, The pinning character can iIQict 1.6 points of cannot perform these mpneuven.
the fia fighter f o b a 9 and the accond fighter a damagc(plus Suengthbonus, ifany), ifhc wish- Multiple Am&: A character who haa multi.
3; the fmfqhtcr's 24 bclu the mond fighter's es to: he dar not have to inflic~this damage. If ple attach dl makes only one wrrctling rollpa
16, and the fmt fighter grab the second fihter. he pluu to do damage to his pinned opponent, combat round. If he does not wrack, hc may
In the dxth round. the fim f&ter rolls a 13 hc must state his intent during the hand-to. we his usual number d am& per round.
and the rcond fqhter an 8; the fm fghter wins hand combat phase dthc round. The victim can
q d n . and perfom a takedown on the second make a saving throw va. death ray to avoid all wmliq=dw=m-
fwhta. In the menth round. the fm finhtef damage, and a natural "20" is M escape h m a A8 with striking earlier, every dunncr L pre-
Glls a 14 and the accond f h t a nbo rolls 14: pin. If a group haa pinned a character (ace be. sumed to have a h i c level of maste with mr
the fmt fihter's 29 beau %e fim fighter's 27. low), d ofthem CM inflictdamage, but the de.
fender only makes one saving throw.
2
ding techniques. Thia d a r nor can e charactc
a weapon mastery choice: it u frce. As with strih
- -pins the second. He hns won
m d the fint fighter
ing, characters CM train up to n t e r lcvcls a
the match.
Multiple WratIun weapon mastery in wmtling, vling the norma
Wrdu n. Amdra When t h m or mote characrur d decide to NICE forweapon nustay. I n ~ ofd spending a
One fqhrer could be wrestling while the other wmtle against a common opponent. find the new level o f m ~ c r yon a weapon, the charmer
might be vling aomc other attack, ~ c ashan un. single nrntler with the highcn WR (called the would spend it on nmtling.
armed mikc 01 a dqger attack. In such a case. "leader"). U r his wrnrling roll for the entire Look at the "Weapon Mastery" rules in Chap
the character who is ~ m t l i n gwill be able to pin group, moditied PI follows: ter I for explanations ofthe cymbals and abbre
his opponent relatively quickly Hoaevcr, the viatiom on the Wmtling Uwmed Combat
other character can still make attach while 1. Foreachgmupmcmberwithhplf(or1ar)thc Mastery table. In short. they arc:
grabbed or taken down. and might knock out Ieadef's Hit Dim, add 1 to the group WR. [P-HI: Primpry tprg~tis hand.tohnnd/
the wrestlu 01 stab him to death Wore the pin 2. For each group member with mole than half thrown weapon-wingmonster.
OtNU.
the leader's Hit Dice, add I to the group SM: Small "weapon:'
WR. 2H: Tnohanded attack.
Maliy- t:Melce "weapon:' m l y or n m r h n .
A character who is grabbed by a wmtler can A maximum of four attackers can wrestle an BS: Bssicrkill.
d do many things. The easiest and mcm im. opponent of equal size. Up to eight attackers can S K Skilled.
mediate reaction u to drop eoergrhing and wrestle an opponent of twice their i r e , 12 E X RXpett.
counter-pap le the wmtling attack. He can nbo qdm opponent of triple their sire, erc. MS: Master.
throw a Pd or medium throwing weapon (not
at the p e ~ who n has grabbed him!) and attack WratlmBcLyAmcLed
GM: Grand Muter.
As you CM r e , a wmding "weapon muter'
unarmed or with any d or medium hand W h e n a wrestler haa grabbed. taken down. or pins his victima more and more cffcetively; h<
weapon. If he haa the Fighter Combat O p t i ~ ~ , pinned a victim and is then attacked by another doer more damage each round. and the victim
he can smash, can pcdorm a disarm. and CMuse wrestler, the defending wmtler may either haa a harder time (rctlcctcd in thc minw to his
multiple attach with MY of the ana& d l (a) relcsrc his victim and defend normally, or WICSthg rating) tO gCI f m of the pin.
available to him. He cannot f a a miuile weap. (b) continue to hold his victim and try to defend
on, cast a spell. use a magical item. perform a ag.inSt the new attack with a -4 penalty to his optiolulRda h W m h g
f4hting withdrawal. mmt. lance attack. r t WR. While holding a grabbed. taken d m . or The DM may c h ~ o r cto we some, d.or none
spcarvs. chprge. or parry. pinned victim, he can make no other grab. Each of the following o p t i o d ~ l c for
s wmrling.
A ch~rnrterwho hns been d e n down hna roll he wins merely indicates he mccnrtully
fewer options. He CM throw only und throwing avoids the new nttack, while holding the 1. Iamnt F'in: When one wmtler'a malLy
W C S ~ O M (mill not at the pemn who has taken pmriowly-grabbed victim. d ( l d 2 0 + W R ) , is20ormorcpoinuhigha
him down) and attack unarmed or with MY When a wmtler has grabbed, taken down, or than the other's. the loser ia inatantly
small hand w y Counter-pnp ling against pinned a victim and is then attacked by a non. pinned, regardless of what the FRO wratlers'
the wmtler L s t available whde t i e n dam. If wrestler, the defending wrestler mag either relative pwitioac were previously
he haa the Fihtet Combat Options, he can use (a) release his victim and defend n ~ t ~ ~ or ~ d y 2.
, WU Mjwmenu:Whcn calculating a char
(b) continue to hold his victim. If he relcsrcs his acta's wr~tlingraring, adjust the w d i n
multiple attvb with MY of the attach ail1
available to him. He cannot fire a &le weap- victim, he gcu his fi~U armor clw and can attack
by other means than wrestling. But if he con-
-
rating according to chptMCr c ~ u : 1pen&.
ty to magic-urn; + I bonus to fighter,
on. c u t a spcll. u r a magical item. perform a
f i g h d q withdrawal, remat. lance attack. r t rinucs to hold hir victim, he's very cnsy to hit; dwarf. thief, and mystic; 110 adjusunent for
rpcnr w. charge. smash, parry, or disarm. m a t him aa being AC 9, with no Dexterity b other d w .
num. and he c w atuck the new arcscker.
3. opponents with Multiple Attacks: If a crca- Combat Effects of Flying bat. They attack with their attack roll chances
cure has multiple attacks and is pinned. only and damage rolls whenever they come within
one attack is negated by each pin. For exam. Hand-to-HandCombat range of an enemy. Well-trained monsters will
ple. two attackers pinning a troll would ne. A character's mount 01 means offlight deter. only attack targets designated by their riders.
gate its bite and one claw, but the uoll would mines the son of melee weapons he can use cf.
still be able to use iw second claw attlck each fcctivcly. Ifa character is using a fly JPCll, he can Miraile Combat
round. use melee weapons effectively. He can, for exam- Conduct missile fue normally during aerial
4. SimpUicd Rolls: When comparing die rolls P k fly right UPto awinged mount and attack it combat. Some flying mounts are unsteady,
(1d20 +WR), subtract the lowcr wrestling or iw rider. easily avoiding its flapping wings. though, and missile fircn suffcr attack roll pen.
rating from the highcr. The opponent with If a character's mount has magical flight in. dries when firing from them.The fly spell and
the higher rating adds the difference to his stead Ofwings (for CXmPk, a flying carpet Or a flying magical items (carpco. brooms, ships,
ld2O roll. and the other opponent rolls Id20 diinn), the character can use medium or large etc.) are considered steady platforms. Attackers
unmodified. For example, a fightcr with a weapons effectively. Difficulty in maneuvering using missile weapons suffer no special attack
WR of 12 is wrestling a bugbear with a WR of and weapons' lack of reach make it impossible roll penalties when firing from such platforms.
15; subtracting the 12 from 15 gives the bug. for him to use small weapons. Other means of flight, such as a pegasus which
bear a + 3 bonus to wrestling rolls against If a character is riding a mount that flies by flies by flapping its wings, are considered un.
normal Id20 wrestling rolls for the fighter. of wings, he must use only luge wcapons. steady. Piring a missile or throwing a wcapon
5. General skillr: In the "Gencd Skills" section Most riders of winged beasts prder the lance. from such a platform has a - 4 penalty to hit.
of Chapter 5, you will find a Wrcsding skill chat which works just as well in the ai[ it does on
adds to a character's wnstling rating. the ground. Spellr;rsting
In combat, follow the combat sequence nor- Spellcasting requires a steady platform. while
mdk. Hand-tohnd attacks do not suffer any many magical devices do not require a steady
Aerial Combat special penalties when made in aerial combat. If hand.
In aerial combat. most normal forms of attacks a f l k P a w within m g e of mother flier during
arc rendered uscless and characters must usually his movement phase. men if he docs not finish Special AIrial Attacks
rely on missile fire and m ic to carry the battle his movement Within weapon r n g c , he can
to their foes. As in Ian? banles and higher make a hand.to-hand attack on his target. How- Bombing
ground, the creature highest in the l i r usually ever, his target can makc a I C N m attack on the Rocks and other items can be dropped from an
has an advantage. (The DM may want to rccord target's own hand-to-hand phase, even if the altitude of 300' or less, using an attack roll of 16
the altitude of each crcature.) Speed is & very CWO flyers arc no longer close to one another. or better (regardless of the target's normal armor
impomant. DMs CMplace bonuses and penaltics Both attacks occur when the two flyers arc in clw). The damagc depends on the size of the
on attacks b a d on the altitude and speed djf. range, and then the flying mounts complete flyer. For example, if a flying mount can carry a
fcrcnces of opponents. their movement for the round. man. the flyer may instead cvry an equivalent
amount of encumbrance in rocks to inflict 2-12
Monster Combat points of damagc to a11 within a 1O'X 10' area
Flying monsters may also attack in acrid com. (one attack roll per victim).
.. . C91-e!9-;-
14 \ \
oqmm auo pmoq ao lllw m An 6[pwmu
&qa 'aaqmm a m m amp awoa sdy uaydh
Fire: Damage caused by ignition-by fire 30 feet of the fire. that the spell will have no effect when CM on a
that h caught (not by fue-related spells). Bkmmtal, U'atu: This category includes hy- wood or stone structure. Pdymorphjns may cre-
Specid: Damage caused by spells or special drpr and undines. Attacks against wood cause ate a breach in a stone or wooden wall.
creature attacks. normal structural damage but at& against Ilnmc Gravity: Anything lifted by this spell
There are plso three types of wgets, as fol- stone cause only 1 point for every 10 points of suffers falling damage as if dro ped from 20
lows. damage inflicted. rounded up. feet. However. anything fascene! or rooted to
Monsters: This includes all characters and FaUhg: Wooden and stone mctum take the ground is not affected.
all living and undead modtcrs. half normal Wing damage. Shrink: The nighmwler may shrink some.
Wooden: All wooden strucrures, including Fire: W d m strurmres can be damaged by thing up to 10,OOO cn pctual weight. There is a
siege quipment. wooden sailing vessels. fire. but take only 1 point per 6-sided die of 10% chance that the ability will have M effect
wagons,huu. wooden hows. and wooden damage or per 5 points of maximum poasible on wood or stone strurmres. If p&ned, the
pnm of stone constructions. damage, rounded up. structure s h r i h to one-sixth sue and functions
Stone: All stone SVUC~UICS,including walls. Funhermore. wooden items attacked by fire at one-sixth effect.
buildings, natural cover such as stony bluffs can be st aiirc, causing further damage. The lirm mod: This spell cauaca no damage but
and hills. and other smne constructions (but chance of being st dire is 5 % per point of dam- m m s wooden objects 10the extent of its range
not including stone golms, living statues. age caused by each f i e attack. Anything sn due unless they M fastened down.
CW.). will take 1 point of damage the fmt round, 3 Warp rood: This has no effect on woodm
more points by the end of the first turn. 6 points siege equipment.
Spci.lAmdD the second turn and 12 points for cnch turn Web: If used on a k g c weapon, this spell nn.
Special attacks indude natural creature abili- thereafter, until deamyed. dcrs it uselrrr for the duration of the spell.
ties, spells. and magical effects. Special attacks Any creature caught within a burning m c . Wizard Lack: This spell makes a siege weapon
that cause physical damage arc outlined in the cure will take damage equal to ld6 per point of unusable for the duration of the spell.
Special Attacks Checklist. structural damage at the same rate. Any flam.
mable structures next to a svyrrme that has hporpnt Note About spedrl Atack~
spdnlAmchChaLLin been sn a f i i may plso catch fur with a chance of Equipment and structures do not get a saving
Apina d c n S I N C I U ~ ~ :
+ 10% for each turn the first mcture burns. throw against special attacks.
If water or loose earth and workers are availa-
Normally cause half damage. ble. the workers may attempt to extinguish the
If attack is a spell and no damage range is spedal Dcfcnm
given (as with dirinregmre), it causes 5 fm. Each turn a fire is fought. the player should Some spelis may be E M on wooden and scone
roll ld6 p a 10 workers. This is the number of strucrures in order m improve their defense. This
poinu per level of the spell. points of ~ t ~ c t u r afm l damage extinguished is normally done to clolc up a breach that siege
Againnt m n e d o n s : that turn. If the number is greater than the fire equipment has made in a Mu. Normd dfw
Causes 1 point per ah-sided die of damage. damage for that turn. the fur is minguiahed. apply in all cues. Magical walk and spek like
If attack doesn't use d6. attack caws 1point Only 10 peo le may fight a fue for every 30 feet web and growth ofplants can cbre up a breach
per 5 points of maximum possible dam- of S t N C t W ioncage. Each fire fighter suffers 1 in question for the ll duration or until the
age. rounded up. point of damage per point of structural damage
caused that turn. If the firewas c a w d by special
barrier they create is% brenched.
If attack is a spell and no dama e ran
given. it causa 2 points per Le1
spell.
$2 catapult shot or a dmgon, fm fighters can nun-
guish only half the normal number of points.
NPC Sirgo Spocirlirtr
Stone will not burn, but wooden pnm of The following NPCI PIC neccasary for any op-
special ry es of damage from other special at- stone constructions will burn (roofs. floors, eration involving siege quipmcnt:
tacks M as kllows. doom etc.). Fire damage is the same as for Attill& (250 gp/*rrl/raoath):An mil-
Add This attack causes full damage to wood wooden sttuctures, but only 10% ofthe total hit lerist ia an NPC trained and experienced in
but only the normal ~tructuraldamage to stone. points of a scone building may be burned. the operation of siege d e r y (caapdt or
BLdrbpII: Ttcat this monster =.if a dirinre- Flood: A flood is a forceful wave of water that mbuchn). One d e & t is needed for cnch
gratespell. crpshca against a structure. Damage is subject to piece of siege d e r y .
Conunrecs: These monsters c a w damage at the normal s t ~ c n u l lreductions for physical Siege En~ineet(1,OOO gp/month): A siege
the normal reductions, but do not take any dam. damage. Damage is equal to 3-24poinu per 10 engineer designs siege equipment and as.
age when attacking stone structures. fooi height of the wave or depth ofthe mouth of sists the commander in their tactical w. A
Crrepinll Doom: See Insect Plague. a broken dam. If the flood is from a lake, it will siege engineer muat be employed if MY
Crpalliae: This attack weakens both wood last for 1 round per 100 square yarda of surfpce special siege equipment (not including
and stone structures. All subsequent physical at- area of the lake. ladder or timber fort) is used. One siege
ndrs at the weakened point cause twice the nor- ICE An ice attack works the same as crgsrdlize engineer is needed for each five pieces of
mal SUUCNI~ damage. up to a total of 50 but lasts for only 1-6 rounds. large equipment used. Large equipment
poinu. when the effect ccpxs. haax Phiye: This attack caum full damage includes d mantkts. belfries and hoists.
Dimlse: This spell only work against un. to wooden S t N C t U r e s but no damage to scone but not anillerg.
crafted stone and will not affect a castle d. If CO~~~NC~~OM. -6 W p e h rroOpr uscd as
cast on the bedrock beneath a wall. there is a Lava Lava works like fire when attacking both minus. One engineer is needed per OICOYP.
10% chance per spell that a 10-foot wide section wood and stone but causes twice the amount of tion. In MC day, one minu can dig out 20
of the wall will collapse. damage as tire. Lava c a w ld6 poinu of dam. cubic frrr of hard rock, 40 cubic fm of&
Bkmental, A k This category includes djinni, age per squm yard. rock. or 60 cubic frrr of hnrd-puked earth.
acrid s e m t s . and invisible S~&CK. Attacks Lighmly: This is treated as a physical attack UP COCCI7 &CKCnn WOIk in W C Qcpypdon.
fmm these creatures cause normal structural against wwd and scone. with a 5 % chance m
damage but have no dfect on scone. catch fm r each 2 points of damage. GenedsLilL
Blunental, Earth: This category includes kryst Mqua&pa~.~: When a magid weapon is IfyouMus' theopdoaal upld;ills,thcn
and horde creatures. Attacks against wood c a w
normal structural damage but attack against
used. the m a g d bonuses should be added only
after making the noted reductions for physical
one M. G&! ~nilluy, a
& for b o ~ prdl-
h
k~andsicgcwrginms,homcr,characturatl
stone cause twice the normal structural damage. strucnuu. learn the skill c i k as an Milluin or as a siege
Bluneatal, Fire: This category indudu cfrceti PMnll:This spell has no effmngpinst wood engineet. Tb lepm how m bodr opeme the mp.
and helions. A m k c a w normal svuctural but will cause a breach in a stone DNCIUIC. 001 and howthey M built and uKdmol&.
dnmpBt PI firc, but the fue cpnnot be extin- bG ~ INo : effect. civcly, a PCmusr choast this skill t w k .
guished as long as the Creature remains within PoIporph Objm There is a 10% chance
are times in a D&Dmgame session Step 1 I Calculate the b88ic come with their own gear, and that gear will be
it‘s necessary to play out large-scale of average quality. If the lender of the force
the form of a wargame. ?his happens fOIWe f’8tiftg wants to buy them superior weapons or :,
most often when the player characters M very The basic force rating is the total of four fac- the cost comes out of his own pocket.
exppaimced and arc in command of an army. At tors: leadership, experience, tramng. and
that point, it’s often not enough just to role-play equipment. A f h h factor applies if the force is + 5 . 10. or 15 (based on quality of weapon)
+ 5 (if carry a second weapon of equal
out the battle’s results; the players want to be
personally responsible for the implementation of
the p l m . the carryin out of their orders, and
the success or failure oftheir troops. his chapter
special: elves, dwarves. or powerful monsters.
Imdmhip Pactor: Find the experiencelevel of
the leader of the force. Modify it by all the lead-
er’s adjustments for Intelligence, Wisdom, and -
t
auditv)
-
j (if AC I or better\
Equipment Factor
allows playas to wmee and command large Charisma scores. Then add a t 2 bonus for each
scale battles. 1% of the force that is of Name level (9th level Special Tmop Pnnor: If the troops arc all ei-
This chapter is divided into two sections: or above) characters (PG or NF’G). ther elves or dwarves, this factor is 15. Note
Pan One. “The War Machine:‘ shows you that dwvves and elves arc never in the same
how to conduct land engagements such as the Leader’s experience level force.
conflicts between armies. + Intelligence. Wisdom, and Charisma If some monster troops have two or more as-
P u t Two, ”The Siege Machine:’ expands h e adjustments terisks listed with their Hit Dice. they arc “Spe-
War Machine NICS to include assaults on forcifi- t 2 per 1% of force that is Name level cial:’ For each 1% of the force that is “Special,”
cations such as castles. Leadership Factor score 2 points for chis factor. For cxunple. in a
force of 290 ghouls and 10 spectm. 4%
The W a r Machine Expcriena Pactor: Find the average nrpcri- force (the spectres)has two asterisks, for a
factor of + 8
cncc l ~ eofl the officers in the force (not count-
The War Machime is a system of game NICS de. ing the leader), and multiply it by 3. For
signed to molve large battles in the D&D game. nonhuman troops. the officer INCI is the average Add It AU Up: Easic Force Rating (Em)
The War Machine will work with any number of Hit Dice, plus one. Nore: A force must have at Addallthncfactorstofindthc baskforcemi
troops; it is recommended for any force with least one officer for every 40 troops, or this pan in# (BFR)of the force. Record this number fa
more than ten combatants. To UM the system.all of the experience factor is zero. future reference.
you need is a pencil and paper, plus some howl- Find the average INCI of the troops (not in-
edge of simple Mthmetic. cluding the leader or officers). double it, and Leadership
add that to the officer rating. Add 1 to the total + Experience
A~iurnptionr for every victory the force has won in the last ten t Training
t Equipment
ycm ( t 10 m a h u m ) , and subtract 1 for NCV
S ~ e r aassumptions
l
chine mas combat system:
M made in the War Ma.
time the force has been muted in that time ( 10
maximum).
- -
+ Special Troop
Basic Force Fac
1, All troops have a “ 1 ~ of ~ quality”
1 that can
improve or drop with time and experience. ([Total INCIS of ofEccrs]+ [Number of Step 2: Find xnw rrvt
Many other factors such as terrain. weather, officers])x 3
etc., besides quality of troops. influence the t ([%tal l N C 1 of troops] + [NWllber of Troop clas is a measure of the qunlit
outcome of a large battle. troopSl)X2 of a force. Once you h o w the BFR of the force,
Luck, gmd or bad, can influence combat re- t 1 per vmory (up to t 10) use the table below to find the uoop class. Keep
sulu, whether in a single combat or a CIA
armies.
A character h o w how to survive in the
D&D world; the player does not need to
of
--1 per rout (up to 10)
Experience Factor
- a record of both the BFR and the troop dass.

W n h g Pactor: Score 1 point f y week


know the tactics of war. spent in training (maximum20 pe Add 1 0-20 Un&ned 71-80 Aver&
for each week that the leader spends with them 21.35 Poor 81-100 Good
HOW I t Work6 (maximum20), and add 1 for each month that 36.55 Below Average 101-125 Excellent
the troops remain together and M not off in 56.70 Pair :26+ Elite
Each body oftroops (called a “force”)is given their homes or towns (maximum12 per year). I J
a racing for quality. When combat occurs. this Costs: Use the “Mercenary” pay rates from
“battle rating” (romnimes abbreviated as BR) is
modified for battle conditions (terrain, number
Chapter 11. Training time c w double the Step 3: Calculate the battle
standard amounts shown in that chapter.
of opponents. morale. etc.). Each player then rating (BR)
rolls d % , and adds the modified battle rating of + 1 per week trained (up to 20)
the tmop. The high roll wins the battle. Divide the BFR of the force by 10, rounding
t 1 per week leader trained with them (up up. The result is the bonus to use in all the fol-
The entire system has four basic steps: to 20) lowing calculations.
Calculate the basic force raring (BFR)of the
””8”.
Fin the troopclep.
I. Calculate the battle n r i w (BR).
-
t 1 per month troops on duty (up to 12)
WngFactor
Examine the following statements and their
explanations, and then add the bonus to the
BPR every time one of the statements is m e .
(For example, if statement “a” is INC and
Equipment Factor: The base value is 5 , 10, or
4. Determine and apply combat results. 15, depending on the quality of the weapons. statement “b“ is INC. you add the bonus
Use 5 if the weapons M “average” (the normal twice.) Since this could be done up to 12 rimes,
Steps 1, 2, and 3 are handled when a force is cost). AU troops arc assumed to have average the total bonus could be more than the original
hired and outfitted. Step 4 is uscd when a battle weapons unless others M specified). Use 10 if BFR.
occurs. Throughout the system, the person or the weapons are “good, (double normal cost). The total BR is the original BFR plus all bo-
creature commanding a force is called the leader. or 15 if “n;ceUent“ (triple normal cost). nuses. Note the BR with the troop class and the
Others, called &ccrs. help the leader to control Add 5 if the troops are, armed with a second BFR.
the force. The fighting pcmns in a force are weapon of the same quality as the first. Add 5
called rmp. more points if the average armor class of the Mounted:
In the calculations. round all fractions up un- uoops is 5 or better. a. 20% or more of the force is mounted.
less the instructions say otherwise. Costs: Troops hired at the cos for mercenaries b. 50% or more of the force is mounted.
Mida: but not mere Imitation. It applies to flying a. Start with the leader's lvcl: t
c. 20% ormarcofthcforcccanwemirrilcfm. need8 PI well (such as pegad). b. Add ONE of these, based on
d. 20% or more of the f M c her a missile fm sped l h d be dcvlated with a creature's the avcra&c Hit Dice of the force:
range of 100' or more. fastest mode of movement. For example, flying
aryial: C I c a t l M l h d be used at their flying rare, not
hthnn1:20
e. 1% or more of the force is quipped with their waJking raw. 1 to 2 t:30
magical abilities. 3 to 4 + : 40
f. 20% or more of the force is equipped with Example: An elvm prince has a force of 500 5to6+:55
magical abilities. elver. dl 2nd Iml and quipped with bows and 7to8+:65
g. 100% of the force is equipped with magical longswords. The BPR is 96, and rmop clsu is 9 or more: 80
abilities. "Good!' One hun of his clva Mmounted
w:
h. 5 % or more of the force CMC M spells.
on pegui, and all th% cs can C a s t spells. now.
evcr, only 12 elva have magical items.
c.
Hit Dice Putor:
Add if the force her any:
uchen: t10 t
+-

i. 30% or more of the force can cast *Us ThebonwislO%of%9.6,wbichrounbup spellunen: t 1 0 t


Flying to 10.The prince adds 10to the BPR eight times: magicalbein@: + l o -t
j. 196ormoreoftheforcccanfly. for a. (20% Mmounted), c. and d. (morethan flying bein@: t 10 -
t
k. 20% or more of the force can fly 20% can fm missiles. and the maaimum mge d. Add the maximum d m l y
L grater than 100'), h. and i. (the entire force per m n d ofthe mort
can cast spells). j. and k. (20% of the force can numerous creature type: +-
100' per turn (or more,P fly). and I. (the avenge movement rate is well QllicL'IbtnlBR: =-
over 100' pa tum).
-h The total bonur of +EO, added to the BPR, Didins a Fora
Mounted applies to any "steed:' incl~ding gives a total BR of 176. POI you to use the War Machine in a battli
hones. dire wolves,gr&ns, *OM, ctc. each ride must have the same numba of fora
M i v i l n includes bows, uorcbaws. slings, and QllicLBatdeRptLyl or d e s . If one side has a greater number of
others (giant-thrown boulders, manticore Situations will &en arise where plpgcm and forces than the other side. the side with fnrr
spikes, etr.). DMs don't want to take the time to we the full forces mwc be divided into qual number of
M~idindudcrmagicdweapons(sword + I . system for determining battle ratinns. The fol- d e s . A player may keep the ouginal nthg of
umw t.?, et al.), breath weapons, any poison,
magical defenses. regeneration, energy drain.
I&ing quick Iystcm a wok for i o s t troops. the force, and simply declare that rmop have
without requiting man cakuhtionr. If there been split into separate d e s .
wan& and other devices, ctc. is an avemdy powerful !tl rce (because of level. Example: A force of 1,OOO ora (BR 72) meets
Spells includes only 6pclls memorized. cert abilitiu. Hit Due. ctc.). it u probably better to three other form: 200 elva (BR 83)- 400 men
from xrollr, or spell-likenatural rbilities (such we the full pmces: this p m e n workr better for (BR70), and 140dnuves (BR88). Thc ora must
as a spirit's). lower level and simpler uniu. ~ , of which will hsve the
split into h e f o r c ~ all
PI* indudes normal and magical forms, samcBR(72).'Ihesemightbe100,100and800,
or MY d e r combination, as long as at kprt 10 t 2 0 if defending in mountains. hills, or cPrualt*l: When subtracting CMU~UCS, con-
individunL Ye ill nch force. rough tetrain. or behind a wall sider half of them dead and the other half as
Iheh fora pi& ita opponent; the player with t 5 0 i f h e i in a stronghold (see "Sieges") wounded. When a force contains mixed troop
the force having the hiwhat BR choaa fun. (such as trolls qnd goblins). the cnaualtiea must
then the force with the next-highnrBR. ud so 5. Immonik (Use only one per h e ) : be split as evenly as possible between them. Ifa
On. b t h the~CXMlpk h e , the dwnrvCS + 150 iffora is immune to enemy's attacks force retmts from the field, tmt all wounded
pick one gmup of 100 om. The n m highnr + 50 if 1% of fora is immune to enemy's at. killed. If a force h o k the field after the battle,
rated fora picks an opponent; the elva take the tacks those wounded troops can m n to nction in
other gmup of 100 010. The drird h i g h rating +50 iffofceisimmuneto80% dcnemy'sat- Id4 months.
u the om,so they would chooce next-but there pdcl
P b Trw will remain fatigued for Id4
is only one remaining force, the men, so the 800 w
6. P a t i p (Use only one pet f m ) :
days. "Seriousc fatigued" troopr become
010 will tight the 4W men. "moderately fatigued" in ld4 &p, md will
- 10 iffora is modentcly htigued
Stop 4: Dotormino COmb8t -
30 if force is seriously fatigued
have their strength m r e d after another ld4
&Ys.
Troop0 properly quipped and trained or na. onin T h i term represents whatmr
nrultn rive to the terrain do not d e r the penalty measure of distance is mast appropriate. On a
Thc forces that have bem rated d n g to (cg. Anbsindnut). h a or squue grid map. thia is one hex or square.
the above three ltep M now prepared to meet If no unit of measure seems obvious, w 1mile.
M the fxld of W e . To tind out what the result If multiple forca fight and 1 or more h a or
ofthia engagement is. start with the BR of& -0: p i the mal number of troopr each side holds the field, another round dbattl
~ .add or subcnut all ofthe followingad.
f o ~and in cneh h e . and divide the larger number by may be fought between them. If somc of a play
junmcnra thu apply. the malkr. If the mtnl is 1.01 to 1.5, the 1.5 er's forces have muted or retreated. any that re
ratio is used. Only the lager side bendits from main may choosc w mmt to avoid fightiq
1. b o p Ratio (Use only one per battle): this adjustment, and only one benetit applies. another bade.
+15 if1.5to1 Steeds Monly counted as membets of a fora
+30 if2to1 if their primpry function is fighting (such 1s If all of the enemy force have I& the t e h .
+45 if3to1 dragons) and not tmnsprtation (such as horns). unit occupied by your forces, a day of battle
+60 if4to1 M d e : This reflects the confidence of a force. ends. No more fwhringocnur until the n a t day
+70 i f 5 w 1 Ihp that fipht in their home territory, that (ifapplicable).
+& if6w Il know they can bear an opponent, or Mof supe-
+90 if7tol rior quality w the foe may benetit from one, #[email protected]
+loo if8-lOrn 1 some,orallofthac.
+110 ifll-15 to 1 Condition: Certain conditions may help or Extensive siege NICS M provided later in this
+ 120 if 16.20 w 1 harm a fora. Goblins in the daylight Mat a dic- chapter. Por simple sieges, here ue simpler rules.
+130 if21-3Otol advantage, as M fire giants in MOW. A force loerted inside a fortifid st"^
+140 if3140tol Turdn:In m a n y c u e s , the ground on which (walled town. c d e , stronghold, nc.) may be
+150 if41-50to 1 the battle is fought will give M advantage to one attacked by another force. but has a supuior po-
+160 if51.60m1,erc. side or the other. Apply many of these modi. sition. This is called a "siege!' The f m w i t h
fienas fit your fora; note that some apply only the stnutwe is the defender. If the ddmdg
2. yM* K all that apply): w defendem. comnoutofthcstructure, unmoditied WJPU.
t 10 ifr",,is in dominion oftheir liege
t 10 ifthey have bnten thir foe before
Determining Who the "Dcfhder" Is: If
one force has taken a position and waita for
chine der should be used. If the defender IC.
mains within the stmture. a siege multa; yse
t 10 if mop das i 2 Imls higher than the the d e r w come to it, that force is the de- these following additional NIU.
enemy fender. When two form nnive at the same lo-
+ 30 if a n d i n g an enemy "on the march" cation at the same rime, they must stop The defendergets the following benetits:
- 10 if any Pcwmpying force has routed moving. If both form choose to defend, nei-
thergeu the defender bonus.
1. When calculating the voop ratio, multiply
the number ofdefendiq voopl by 4.
3. Bnvimauwnt (Useall thu apply): h n u n i d a : This ref*cta the advantage p 2. Combat Raulra of "Rcueat" M "Rm" ue
+25 ifinanrunelyfavonblecnvitonment u*ed by some creatures who cannot be hit by ignored by the defender.
- 25 if in atrcmely unhvonble environment
*20 if the en& force in a night battle has
normal wc'pon~;gargoyles and lycanthmpa ue
some aamples.
3. AU defender cuualtia ue reduced by half,

infrpviaion Fat&ue: ?hops may become fatigued as a The attacker has the following o p h :
combat mult of a previous battle (snthe War 1. The attacker CM attack normally, wing the
4. 'Ibnin(UKall that apply): Machine Combat Bcsvlts Table) or because of a above lukr, and &ring bcervac the de-
+2O if higher altitude than opponent forced march. fender is so well cmplnad, M
+20 for bdflingh e in fickor wmds 2. The attacker on "besic e" the ddcnder-
+ 10fM elven forte in wodc llaulo the attacker wmyndl de! ddcnden. keep.
+ 20 for dwatven h e in h i b or mountains When the BR is d ias desuibed above, ing them within the nrumue. This adds t 5
- 20 for force with mounted troops in moun.
rains, woodr. ormmghold
nch player roh d % and adds the moditid BR
to the result. The mtnl is the combat mult. The
to the atta&f's BR for each week of the
siege. (Thir rrprumts the building of siege
-- 20 for force in mite (mamh/mud)*
10 for force on hitting ground (snow/
player with the highest combat result wins. engines, and mining to weaken the de.
fender's position.)
md)* Appl~combntRu~da
When the winner and have been identi- Specid NOW Some form have clerics avail+
' %millModitindonr (& Mndm 04) hi.dctcrmine the &em of the battle (killed.
wounded, htigucd, ctc.) follovt:
blc to magically c m t e food and water. If a be-
(Ignore if all attacken can fl use only half of sieged defender d w not have a cleric. the DM
adjuamentif5% ormoreJ~ttackencmfly): S u b t the loser's combat mult from the should keep a mord ofthe defenders' food sup
+ 10 if defending in place (holding) winner's result. Find thir difference in the I&. plica. After these M exhausted, the defender
+50 if defending a narrow detik, p a s or hand column of the War Machine Combat Re. lases 10% of ita numben (nor rating pointa) per
sults Table. Apply the resulting c m d t i a . week until the siege cndr.
briaoe
t40 if&r rduat ~ deep
b ( water
fptisuc. and laatton to both the winning (W)
and IC& (I)troopr. notcd.
char &CI is applied to both sides in the
\klu YsQiDc Combat R d t s Table If the tuult is two &ts (ceppmtedby a
Clmalda Fatigue Loation the m l r on the Idr applia to the "Side A,"
W : L W : L W : L and the nsult on the tight to "Side B!' There is
noadvi tokin eith rB.
1-8
9-15
0
0
:
:
10%
20%
N
N
:
:
N
N
F
F
:
:
R
R Ifmi B
none orcep ~isindvedin
16-14 10% : 20% N : M F : R the bar--. - 1 0 0 ~one tu-. =_ side, nnt
force.

(opcioanl)
et a bade is fought and casualua have
been determined, the winner of the bade CM
choosc to ahow mercy to the h e r . Ifw, this is
declared before the h r ' s cprualtia have been
ioi.izo 20% : 709 : Rout Ft3 : Rout aubuncced. When mercy is shown, apply thc fol
121.150 10% : 709 : Rout Ft3 : ROUI lowing immediately:
151+ 10% : 1009 - Ft5 : - 1. The loser's casualties Mcut in half.
2. All wounded may be recovered. cvcn
w-h
w: winner
losu has k e n driven from the &Id.
3 . A +2bonus pliestonllthel0~1'sfu
L: IaKr d o n rolls invoving'p the winner (iluding
I % : The percent ofthe force killed and wounded. Round frictions up. bath leaden).
N: The force is not fatigued. 4. If the loser fighu the winner again within 1
M: The force is mcduately fatigued. yenr, a -20 penalp applia to the lau's BR
S: The force is seriously fatigued.
F:
R:
The force holdr the battlefield her the bade.
The force must rerrert fmm the field.
-h(w)
Some of the OM of player characters can
R +I: The force must m a t chat number of t u n i n units.
F t I : The force CM advance that number of retnin units.
Rout: The force ceases to exist such. Survivors will a p p at home Idlo weeka later. I have a great &ea on the outcome of a bade.
Use the following adjusrmeno to the hcde rat.
in (BR) AU mdications apply to the total BR
ohthe foKe.

Ih*lw e (optiorul)
I Infbrmpuon (Useonly one per force):
t 50 detailed plan, or with trpitor 01spy
+20 with g d reconnaissance
+ 10 with some monnaiesance
1A&+ ! -zo/c2 ClItli +20/ -25 with misinformation
0 Cl/Cl --1o/c1 +10
c1/-10 NE The information must be known to the co
mander of a side before the bank begins. Use
4 -lu +SO if a plan has been capnued, maling &e
enuny'sprcpntntionr,orifanenemy&sup
A/B AIB AIB AIB A/B AIB I plies the enemy h e with information, or
high-placed spy iva good reponr. A i n le
wA wk+h d.
A& -- forccfulanacktomm
close and combat
qvelop onunpr to cncircle foc
erring soldier wi&not praridc rhis
"God monnaiuancc" m w thnt the
OppoSing force has been scouted mt m
hours, from mrcral different dirmions. "Somc

-
q p lure foc to an ambush
Hold n d fast at all costa
q t h d m w remar rather than fight
monnniwancc" mcux that m e routing infor
mation has been garhered. but I& detail
"Misinformation" CM be the capture of
plans. 01 belief in information provided by a
double agent. or other unusual drrmnnnces.
T
C 2,C3: Cwalries w increased by 1096, 20%. or 30%.
G I : Cpclulrie~M decrwed by 10%. Surprir:
+lo, +ZS, erc.:Addthunvmbertotheforce'rBR. +40 with surprise a& from pmbuah
-110, -2% erc.: Subrncrthisnumberfromthcforce'sBR. + 20 with surprise amck on encampment
NH: The plans fpnccl, with no &ea on the bank.
NC:No combat occurs; no loun M intlined. If a ch.rpctu d m romcrhing maprional to
hide the force (umoufinge them. oaupy the
heighta ovet a narrow p a , m.),the force her a
Optional Rulrr Each commander (player) chooscs a taccic
fmm the TMio Table. To indiate the choice. 50% chana of surprbhg M memy chat mayu
The folloViap guidelines can be added to the into the ambush. If the ambushing force is invis-
place a 6-sided die on rhe table before you, with ible. the chance is 80%. Other adjustments for
WU Machine IMM combat rynem if desired. the numkr of your plpn up. h e r it with
They give playen the o p p o ~ ~ n1i0pc o n d the night. n a n d amin (hnlfliw in woods, for ex.
one hand until your opponent her nlro d e a nmpk), or magic should be decided by the DM.
battla more darclg. choice: then mepl both choice at the p m e
time. Use the Tactics Table to Gnd the rcsulrs.
A nuprix ana& on M encampment requim
the C h i W i O n of Cauny idms,guud6, and
Tn*icl(oprionnl)
A good lndu will o e h t a plan before corn.
(Remember that the die is placed to reflect the
Dlaya's cho6ce: it is not rolled d d v . Written M Y magical prcteccions. 9 chis can k mom.
plirhed with L role-playing ~VCUNIC widrout
raking M alarm, the encamped force CMk at-
tacked with WDrLC.
Leader Lars: restored to full strength. Without supplies. a force can travel for one
+ 30 if leader is "removed' Rod of Victory: Add a + 25 bonus to the com- day without penalty. After a second day, the
+ 10 if other officer is "removed" bat roll (to a maximum roll of 100). If the holder force becomes "moderately fatigued." After a
lmcs the bade by a difference of greater than thhd day, the force is " s c r i o d y fatigued." A se-
"Removed" can mean killed, captured. 100, UE the "91-100" combat results. riously fatigued force cannot mow. One day's
churned. put to sleep, or otherwise "removed" supply of food rcmwes all of this fatigue (either
from the force before the battle begins. Remov- Troop Movement moderate or serious). but docs not &ect fatigue
caused as a combat result.
ing an opposing leader does not count as a heroic
task (see "PC Heroics"). The following guidelines should be used
An attempt to remove an op osing leader can when mwing forces: Forad March
become a good role-playing &enture. Be sure A force C M attempt a forced march ro increPse
to allow a good chance of the PCs being "re- scple its movement rate. but this might not be succcss.
moved" themselves! Also, when a force led by a The scales for time and dhtance can vary by ful. If it is attempted. fmd the troop class. roll
PC fehts one led by an NF'C. the enemy may the sire of a force and the distance involved. The ld6. and consult the following table. A force
send a group to "remove" the PC. standard 24-mile map h a can k used when that is "seriously fatigued" cannot attempt a
large forces move over large distances. When op- forced march.
PC Heroics: posing forces draw near each other, one move per
+ 20 if PC leader accomplishes heroic task day is recommended. DMs should try to prepare Muleu-
t 10 if name level PC (not force leader) ac. a detailed map of the area when this occurs. When the forces of two opparing sides begin
complishes heroic task to move, the order of mwcmcnc becomes im-
-- 2010 ifif name
PC leader fails heroic task
level PC (not leader) fails heroic
Movement Rate
Up to 50 troops can move together at their ba.
p o ~ m tT.his order is resolved with an initiative
roll at the beginning of each rime unit. Dcxreriry
sc movement rate. When more troops M in- adjustments do not apply to this roll.
task
volved, travel slows. Remember that a The player or side with initiative decides
Only PCS can attempt heroics, and the DM mvement rate is based on the speed of the slow- whether to move fmt. or to force the opponent
CR member of any group. to move first. The player or side chosen moves all
must first create a situation where they may do
51-100 troops move at two-thirds their usual of its forces, marking the movement on the map
so.The heroic act must be visible to at lcpn 10%
of the PC's force. and the act should be risky (a rate. if one is k i n g used. The remaining side then
50% chance of failure, or worse).
101 or more troops move at half the usual moves. After all mwcment is complete. forces
Example of Heroics:Fighting a huge and feat. rate. that arc in contlct can engage in combat.
some member of the opposing force (dragon. Movement rates for wilderncss travel are dis- If a map is being used. two armies come into
vampire. crc.); rescuing a "branch force" cut off cussed in Chapter 6. If you M using a her map contact whenever they enter the same her,
from the main force: or singlc.handcdly battling to regulate movement, these rates can easily be square, ot space. Each force must either stop or
a huge enemy force. applied to the scale of the map. The DM may allow the opponent to attack with the "on the
include a bonus or penalty for easy or rugged ter- march adjusrmcnt ( + 30).
rain. but most situations are covered in the War If no map is being used, the same effect occurs
Other Notea Machine. whenever two forces come within one mile of
A normal game session CM be played in com- each other. If either of the forces has at leas
bination with the War Machine, using the sys- Pood
If a force is carrying fwd supplies. either on 5.000 troops. the range for contact is five miles.
tem to determine overall results while focusing Once the forces are in contact, ncithct force
the game on the actions of the chamten. The wagons ot on individuals, keep track of the sup-
plies. Remember to consider encumbrance when can leave the arm without allowing the enemy to
shift from role playing to mass combat situations attack with the "on the march" modifier unlcss:
(and back) CMbe accomplished easily with these calculating the movement rate.
guidelines: If a force forages for food, modify the basic a. The loser o fa battle is required to retreat far-
1. h a e to PCI: PCs (and major NPCs) M tule (SCC page 89) M fOllOWS. The force kadcr cltl ther than the winner can pursue. as indicated
never kille!as a result of a War Machine battle. chwse to slow movement to two.thirds the nor- by the War Machine Combat Results Table.
They can be scattered and scpmted (DM's op- mal rate, with a 2 in 6 chance offinding enough For example. the P/R+ 1 and the F t 1/R+3
tion), but any attempts to actually damage the food. or may slow movement to one-third nor- results allow the loser to break contact with
mal. for a 4 in 6 chance of succcss. Terrain can the foe; the P/R and F t 3 I R + 2 results do
characters should be handled in normal game
sessions. -
modify the chances by + 1 or 1 at the DM's not.
2. PC items and s w .If a normal adventure dhrction.
is played. then only the spells and magical item
chnrgcs l~tuallyused are lost. If no adventure is
played. determine whether the PC is on the win- Die Roll
ning or losing side. If on the losing side, a11 com-
bat speh and two-thirds of the charger in all
offensive and defensive magical items are used.
If on the winning side, one-third of the applica-
ble magical item charges M used, and the PC
kccps 1 combat spell uncast.
3. hpuiaec Points: Experience points are
earned both for commanding iforce and for per-
forming heroics. If a PC leads a force, find the
number of troops in the enemy force. If the PC
wins the battle. the PC gets that number of ex. F Forced march succcssful; add 50% to day's movement
pcricnce points. The PC gets one-third of that M: Force is moderately fatigued.
number if the battle is lost. S: Force is seriously fatigued
4. M q i n l Icems: A stafTofhcdth or md of N No forced march, no fatigue
vicrory can affect a battle and its aftermath, as * If force is already moderately fatigued. it becomes scriou igued with this rcsult.
follom:
StafTofHcnlth: If the user holds the field after All results Mcumulative; "F + S" indicates that the forci ch is successful. but that the force
a bactlc, up to 100 wounded cen be immediately is seriously fatigued afterward.
b. If one player chooses the "Withdraw" tacuc. game. a siege situation crops up, the players and
and the other player chooses anything m c p t the DM must d d e how t h q want to rcsolve it.
the "Attack + tactic. the player who chose There arc thm mcthodx
"Withdraw" may remove his force one ter- 1. Play a normal game based on the siege.
rain unit after the combat is resolved. Rnmt 2. Use the basic Wnr Mnchine system.
results arc added to this move if required. A 3. Use the Siege Machine.
withdrawing unit cannot occupy the field or
pursue an opponent. wen if the combat re- Play a Normnl Game: Each player should re-
sult allows this. vim the section on siege quipment from Chap.
ref 4. The siege will probably be a long cxcrcix
Order of Eventr in unless the c h m e r s have additional rhings to
the War Machine do during the siege. or unlur the chnr~nenhave
some means to defeat the enemy force in rela-
Uvely &on order.
WuMachineChaklist use the Bpdc p(hr bl8chiue: The bnsic WU
4. When ltoopa hnAcquircd: Machine rules provide simple modifen for for&
1. Divide the m p s into separate forces fications uwd in a combat. as described earlier
or armies. or decide that they will be this chapter.
one large force. U+ the Siege Mnehine: In chis xnion. we'll
2. Determine the basic force raring describe the Siege Machine N ~ S .
(BPR)for each force.
3. Determine the m p claw for each What tho Sirgo Machinr Ir
force.
4. Dnermine the bade raring (BR) for The Siege Machine is a sa of anded Wu
each force. Machine rules for patpults on fort%tiom. &-
8. When 'hop Are Moved: fore using these tules. cuh player should have
1. Determine the movunentrnrcofcach detailed information on the following subjects:
force. The War Machine syaccm. ducdbed earlier
2. Determine a maD and time rde (ter- this chapter.
rain units and time units). The uoops involved (including leaden. nor-
3. Roll for initiative. The winner decides mal quipmcnt. and other details needed
which side mom fmr. for the War Machine).
4. The forces of one side arc moved as tu The defenders' fortification (including
as they will travel during one tLne thickness and length of walls,height ofoth-
unit (uoudly a day or week). Cf COnnrUCIiON. CtC.).
Any forces that must b d contact The i e g c quipment w d by both sides.
to move can be immediately attacked and the number of crewmen operating each
"on the march." After the batrle. they (occ Chapter 4 for NICS on siege quip-
can move n o r d y unless they re. mcnr).
ccivcd an "R+" or "Rout" combat The cxm monthly c o n of mercenary mops
result. h i d to fight with the form (see Chapter I 1
I. The forces of the other side u e moved for information on mercenaries).
as far as they will travel during this The am Iwcls of all clerics in M with each
time unit. ("Onthe march" art& force.
are resolved as given above.) The cxm number of full rations available
6. The side with initiative can declvc (see "Sustenance," below).
that it is attacking in any and all ter- The Siege Muhine is played out in NIIS of
rain units where the forces of two sides one week. also known as siege NUM. When the
an in contact. (Rcsolve with Combat forces within the defensive sttucture " u y forth
Order of Events.) to mack the besieging force. combat is played
7. The side without initiative may attack out under normal Wu Machine tuks.
(as per Step 6; rcsolvc with Combat
Order of Events).
C. When 'hop Fight (Combat Order of
Sirgr Optionr
Evenu): ktdU"dU' OpdOM
1. Modify each side's BR as given. 1. Dcpar~:The a w t i n g forces leave the bade
2. M d i f j each side's BR for any cam- complnely. No further combat m n .
paign considerations. 2. Bombard: The attackers maintain a poition
3. If the optional tnctics arc wed, chmx distant from the fodication but arithin
tactics. range of the smallcat Pttillery used Anillcry
4. Roll d % for each side; add the modi- and bdisra fue is the only possible form of
fied BR to the roll. combat; no melee or missile fire occurs.
5. Use the W u Machine Combat Results 3. Harm: The arracking force encamps near the
Pblc to find the raults, and apply fodication. Some siege equipment may be
them (moditred by tactics. i f u x d ) . uxd. but not all (see "Siege Prepuations").
The artatking force is within range of m i d c
fue. Combat is intermittent, in a n y form cx.
The Siege Machine ccpt meln.
4. Auaulr: The attacking force usca all available
A siege situation is one where an m y tries to siege equipment and attacks forcefully. trp
capture a fonified smcture held by another u- ing to pennrate the fodiation. The attack-
my. When, in the coum of a normal D&D@ inn force rains a bonus of + 5 % (not mcrelv
+ I ) to irs BR, bur the defenders' cwalties ment of the anacking force. (See " C o n d e d c. Ammunirion: Each side deducts one
M d e u e w d by 5% (effects identical to the Infomration" for furrhcr duds.) The linr week's mount of a m m u n i h from each
standard tactics). The combat cum is other- shouldnorindudcBRdues. Whenfinirhed. sieac weawn's total. Both idea 011 add
wise Nn normally. Combat is primarily me. the players d e h, and bah players can &uni&n gained by gathering (KC
Ice, with some miwile fm bur usually no make notes ifduircd. At the DM's option, re- "Siege Accounting").
anillcry fm. intnucmmocan Mive lpocr to d either the d. Dominion Gas#: If the end o f a month
defendur or amdrm. In rhL ox,the player occura at thc end o f a but* week. each
Defmdcr's*e- fccciving the rcintorcanenrs should m k c a side d e s appropriate adi-u to
The defender can at any time choore to leave second list and mmmpure emu. BFR. tmop their dominion r r c d n . deducting nor-
the fortress to make an nuaulr. If an avenue of d Coats Md ldding K I O i l d -.
ncppc &. the defenders may chwsc to de-
pan. If they rem& within the forcifiiation,the
dea, and BR bonum.
4. C a l c u b t e t c B R b o n ~ ~ ~ : B o l h p l a y e n ~ e
back their own h and privatcly note the BR
However, a ruler under sic e cannot re-
9
wive dominion income. a rcoondpn
defenders harass. Defenders can nor bombard bonum for each item while adding con- d e r hu been previody d w i p t d , th
the attackers. cealed equipment information. The BR bo- dominion account& continua normail]
If the defenders d e M w u k , they lose all nuses for mon siege weapons vnry by the BR fa Md OhbnnL: The brd
fortificationbonuses but may choose the h e of numberofcrewperweapon. Theerpctnum- 2. M%lc4
m tiona for uoop ratio, d e , cnvi
attack (day or night) and gain a + l o % (not ber of crew per machine should be noted, ronmcnt, immunities,and titiguc should b-
+lo) bonw to their BR (rounded up), which along with the BR bonus. to avoid emn. done oped9 (but without revealingthe start-
repmenu a degree of surprise. Combat is other- 5a.Dticndcr tin& totsl BR KO=and siege ing BR). Some bonum for terrain dno apply
wuc run normally, Uring the War Machine Com- weapon bonwr: The defending player adds (but see Terrain, below). Remmbu tbat
bat Results Table (not applying siege the tool defnue bonw to the original BR when calculating the uoop ratio, the number
modifications). Standard modification for nor- xore of the f o m to find the teal modified of uoopo defending a fodiiation is multi-
mal tactics M used. but the (former) attacker BR. (The KO= is MI revealed at rhis h e . ) plied by tour. p.rieue automatically Isn for
may choose a new tactic and is not bound by the Mdiuond bonusn for siege weppon, will one m k instead of Id4 day$.
siege tactic currently being used. (Tbe number vary by the tactics used by the a&r, bur Bmin: In the Ww Mnchinc, m e fursin
of defenders is no longer multiplied by 4.) can be calculated at chis time aa follows: bonus apply to the defender only. Ignore
If the fortification has a Rcret a i t (posribly A d e r Bwnbnrds: Attacker adds d the the following n o d h w u : they are re-
underground). the defenden can depm unno. bonuses for anillcry (cpcnpult and uebu- placed by the more detailed d& bonurs
ticed. If 10% of the defending force is I& to chn),plus half the bonurn for bPllistu. for the fortifrcntion, ad cnwnted in the
mainwin the appenrnncc ofsucngcb, the depu- Armckct Harasw: Arcacker add8 dwble "Siege Pqprptiona" K&: dcfmdiy
NICof the main force can m a i n undiscovered the bonuses for d e r y , and nddr the full place. defending behind a d. force IS u
for m e h e . varying by the attscker's current bonum for b h . mnghold
tacric. If the attackers M hnrpuing, the depar- Arncku Amdu: Attacker adds no value 3. cboor tuxLx EPdr player cbcuw one siege
c u e becomes apparent one to four h o w h e r for d e r y but adds double the bonus for tactic (as detailed in #5 below). Pouiblc tac.
dawn. If thc attacken PIC bombarding, the de- bnllltaa. cia uc depan, bombard, hum, and asaaulr.
PUNIC will not be noticed. If the anackcs are 5b.Atmcku&nhtwBRbonlufmcdcrb: Though optional in the Wu Machine, d a
nuaulcing, the depprmre is dLMlewd pfter om The ~ t d i player ~ g privately cukulatu the are requited for the Siege Machine. De-
cum.The defenders' smaller force my,how- siege equipment bonur, that will apply to fenden may not b o m b d .
ever, be dermed by special squads (see below). each tactic drown, aa follows: 4. RnePlmaiaandmmfof**
If the defenden' fortification is not nuround- Bombard:All d e r y b o n u s apply, plus mcna The t d c urcd by the nttackcr u re.
ed. the defending forces an dcpM by normal halfthe ballinn bonum. vealedht. IfthcbombardtMicisud,tbe
means. If thir tskes place viaiily and d- day. Hams: Bonuses for bplli(cI, h b e r fort. defender's tactic is MI rrmled and he um
ligbt, the anackers gain immcdiprc knowledge and mander apply. Some or d d e q bc- the bombard bonur, only Each player
andcanpttpckacmrdingronoIIILplWw Machine nuru an apply, ifthe attacker dccidn t- -7 the BR bonus that applies (bucd o(1 tk tac.
NIU. If the depIxvrr tpLa place under aver of artillery despite poasible caaualtiu n : tiu w d ) and adds the bonw to tk BR of
d u b or irrvisibilicy, the defenderscan moyt up UCW. the force.
to one full dunit away from the acmckcs. k u l r : All mLecUanmw equipment bo.
If the defenden dcpnrr, the atudrur may
pursue. occupy the fonifiction, or do both (by
nusea apply, plus double U t a bonuru.
Anillcry bonum may apply, if the atcackcr
d u r c wg by the &s &.
5. F i a d a n d q p I y ~ . ~ d m i b f o r d r L ~
r fdbn.
Bombard: The atracking playcr ddc th
splitting their force). Anillcry cannot be moved decides to use d e r y despite thc possible BRbonur gained fa d k qandhllktu. H
fast enough to pursue a fleeing force. cwaltics. then rolls Id10 IO deteruune C M ~ U CioE
flictcd on the defendingforces. The mulch
Siege Pnparmtionr Odor of Evrntr in roll is read aa a puccntage (lo%, 20%
30%,ctc.)ofthcBRratingqurl~~thcHit
&forr commencing a siege. the DM and play. Siege Machine Dice ofcwalrier inflicted on the defendar.
en need to make the following prepamtiom: Once all p ~ ~ p p r r rare
i o made,
~ you CMcon. The defender follasr the same pmadvn
1. Fiad CQI( tW epch ddc: Each player needs to duct siege combat. Each game m k (i.e.. nch but rolls 2d10.
fud out the weekly payroll, food and wawr siege cum). follow this sequence of menu: Pot exemplc, the ptcackcr hu 85 BR poinr
supplies (suatmm),and nmmunition coats of u t h y and the defender hu 40. The at-
1. Dcdnctcaaforthebanlemdr:IgnorethM d e r tolls a 5. cawin 42% Hit Dkc of m.
of his entire force. Revim the derpiled notes
given for each topic at the end ofthis smion.
step for the hm bade of the siege. Apply it
to the second and sutmqucnt bade rolls. If
sualties (5096 of 85).he ddendu rob an
Each player notes the mount of money, ra- ll.cau*ng~HitDKeofc~~~(llO%
the defending force choaru IO h a m , siege of40).
UOM, and ammunition he hns on hand at the combat continues unleu the attacker de.
dtprt ofthe siege. Harass: Each player rob d % ,and pddc the
2. FindBPB,uoopdp*,andBRfotmchforce: ppm. Each player deducts costs for the cum rerub to the BR of the force. The playu with
ad follows: the higher t d wins rhis round ofthe siege.
Each player privately dculares thne detpib, a. P a p e n u : Cnrh paymenu to murenary
Wing the standard War Machine rulu. Subtlnct the lowcr total from the higbu, and
tmopa (om. week's payroll) are deducted refer to the War MIchine Combat Rca~lu
?b.
3. Ij,Mdeomprricgedecrit:Thedefcnding from each side's total money,
playu makes a list of the &, buildings, blc to f u d the muldng ca~altiwand ti-
b. Susrenance: Each side dcducu one m k ' s y!uc (Up to this inr, the rorrdure is
moat. and other pura of& torrifrcarion, plus food and water from i o cumt mm for
d unconcnled sicne -IIS in use. The at- 1 cnuc~tothatoftE~U.)Modi-
all uoops not fed by clerical spells. fy the d r s M follows:
* Thwc a e p p o may
~ have whceL attached and be toned. Towing cncumbnnce
il pulling only 400 cn.
- 1/12 the listed encumbrance;thua n h m c pdliq II mtln w ~~Kc

I l l ~ wcpponr
6 ~ may have wheels attached and be towed. Towing mcumbrance
w k h is nullinn onlv 400cn.
- 1/11 the listed encumbnaa: thus a hone p u b # a mtkt 4
there be 1 piece pet 1.000 men in the KC.
&st
on the number ofvev u d . One m un be lifted 10 fm per m n d pcremman urd.Up to six crewmen may b.
DCY depend8
uwd to opcnuc the devuc. For every additional man Lifted.to a maximum of fwr men. N b m 10 fcet per round.
2 All bonura require that there be 1pi= per 100 men in the force. (Greater numben CMmultiply the BR h u a up to 5 X mudmun:
a. AI c a d t i e s ue only one-tenth of rmrmd not even, do not mund off; consider the fraction That nnpoar require a cmof at *rrs
(drop the lut rem in all cua). u one wounded cpsualry. The QY( voops to quurslthelhrcdrLerobcunbk. Ifa
b. Both &n and defmden ignore low- which casualties ue applied CMbe d e l i i t e d la rh.n full, but gmm than
tion churpn; * "Bout" or "-" -It for for more r;nlism. but this is not required. the LLred number, the BR+
fptiove is tmted as "S:' spcd.lNae: If anillcry is u d in a Wnr M* Cat uc lulfnonnd. If a m
c. Defender mdriu ue half the find I chine battle (involving no fortifications), double hrtf bur nm bebr oac-fourth,
mt.If&r).iluud,&tcMm& thenumberof~~ua,andnpply100%rorhc
.. and BR+ M did& by four.
u for bombnrd. enemy Mop.
h u k : The pmcedure Uxd for srpult is
identical to that for hpmu. but with the fa!. Other Datal

-
modifoptom:
a. CIIurltin are Inlfof d.
b. A "Rout" or "-"
fault indicates that ~ be tbe
in siege situations. A m m ~ n i t imay
the lean ue driven back. If the defenden larges single rmt ofthe iege.
lea. they M driven out of the fonifica. Before the battle, each lnycr noto the
tion. If the anden lore. they M forced amount of pmmunitiw aw&e for
back to a bombardi~pooition. weapon. The weekly mm ue given for d w h
c. Defender c d u a uc half the fmal per- phyacan dpim a Mght or width up to 5 fen dif- weapon in the equipment d d . Caa rbould
m t . If &ry il ured. fdon the bom faentfmm rhe dmount. be recorded so that one unit equals im L ' 8
batd procedure. Visible Equipment: The ntt&t mwt tmpl worth of ammunition. Norc that the costa ue
the exact and concct number ofpicccs of visible subtracted from n dominion m ~ l r andy may be
~,.CmBtyltlr siege quipment wed u the nm of the hnk.
However. OR equipment un be bsought in
conridcd part CMh, p m &.
InStcp1ofcnch~ttlcwcek,bothphyende.
c.' Cuualtin mulcing from haran or us :- later or CMbe concded by luge mucnuu. The duct ~ n m ~ n to i t be
i ~uud in the following
" c i a ue spplied normally. Cuualtia fmm ~ 1 1 - airteace of such run weapon^ u mn*d M turn (week), aubtrscring 1 (we m k ' s worth)
lery bombardment ue determined acpnntcly, aa soon PI they M wed. when their bonum m fmm the d for each uege wenpon.
explained abow under bombard. combat ue applied. Each p h g a then add8 n number to da am-
The caaunltin from the attacker's d e r y may Invirible Equipmmr: Invis~M~ used by ci. munition gathered. Ballinn ammunition can
, a m bo& aides. depending on the cacti0 used ther side counu lmnrdr mamlin wen never be gathered orreurcd; all mi*cd h u ue
'q the attacker. 17 if the enemy has no metbadof broken and unurnble. Arrill ammunition EM
invisible objenr. If the enemy spar a mm of be gathered and mued by s rd
ic .
The dctaib
bmbnrd 100%d&en O%a& mula pulling invisible i e g e equipment but vug for each idc, M f o h .
Haran 80% defenden 20% a&n cannot dmct invisible. the a&t may identify The defending fom EM only gather a ynrll
hult 60% dcfenden 40% mackcn the inridblc siege wupon incomnly. amount d apmt ammunition. The anndret
Divide the total Hit Dice of c u ~ a l t i uby the must fim meal the topl number of d a y
sicp BCluipDmt piem that fired in the prcvim week. The de.
perage Hit Dice d the lovesl level m p s : the Chapter 4 conrpins many dmilt on i c g e
mlt is the pctual number ofcuualties. As with fender divides that torpl by 4; the mult il tl-
weapons. Here.we'll show you the icge weapon number of wceh of ammunition that the d
80nnal cmalties. consider half of them aa dead cables @I, but in there tablo we'll & k c you
ud the &et halfu wounded. If the division b f d e n can gather.
ge M.chine dnnilt d thac rrppool.
The defenders may nlso c h m to destroy
stone buildings and w the stone for ammuni-
tion. Thiscan be done quickly by few men. Eacb
stone building yields a number of unirs (weeks'
worth) of ammunition q u a l to its BR value.
Howmr, the BR bonus for the building must be
immediately deducted from the defender's orig-
inal total.
The amking force can gather a much larger
mount of spent artillery ammunition. A m m u -
nition c a n d y be collectedfmm Millerg w d in
the prMous week. The mount vpries by the tac-
tic uxd in the current week.
Bornbud Three-quarters of the weapons fired
Hama 0ne.hdfofthe weapons fwd
Assowlt One-founh of the W ~ W fited
M

Thee Iigurcs puumc that all available troop


arc employed in gathering ammunition. 'Ikwps
I 22
23
468
504
2,340
2.520
36 972 8.748
I
M employed do not rat enough to offset fn- no clerics at all. Anyone not receiving full mtions tllte, but should take gmt cate to keep DM
tiguc, but do not suffer additional fatigue. If a
commander dowa the troop0 to rat to o f f mfa.
tigue, the mount of ammunition gathered is
r:
becomes fati cd moderate fatigue after one
week of leas an proper feeding, minu fatigue
after another week. becoming weak (king 50%
knowledge and NPC knowlcdpe sepuntc.
Whenever doubt exists, mulu should be dccid.
ed in the player's favor.
hdfnsmuch. of BR) after a third week. Mode drop 2 poinrs A roup of adventurers can h o m e a special
If a miasile weapon NIISout of ammunition, it for each m k of leas than normal feeding. squd for a siege. This is an id& way to play a
gives no further BR bonuses. If a weapon is left Tim not fed at all will desert or rebel after only normal DBD game withiu the siege system.
unused to mve ammunition, its BR bonus is not 1-3 &a of such trcarment. The results ofaspecial squad's misrionye ap.
counted for that week. Horru and other mounts of rLailpr 8izc re. plied immediately. M o t e thc next siege bmk.
Arrillery shot can be w d in any piece ofnnil- quite dwble no& (human) ratiws. Under- For expmple, n ~ t i byo ~a rpcci.l quad that re.
leq. Poi c o n d o n , consider 6 units of light cat. feeding brings the same pennltia Mfor mops: if SUh in the har O f K V C d h WponS, ICndCrS,
apult ammunition M q u a l to 5 units of heavy not fed, the mounts may flce, attack their own- clerics, eu., may require the nulculption of any
catapult ammunition. or 4 units of trcbuchn ers, or simply weaken and die (in 4-9 daya). or all combat detnib (from wop BB onwuda).
ammunition. Foraging and hunting ue virmdy wlar for
Pa@: The standard metcenacy p a y d (re+ armies. Any force of 1M) 01 mte troop8 cpn Piddcaulmah
Chapter 11) is given in cwt per month. Divide quickly gather everg available food source in an Siegequipmentcan beco~uuctcdatthesit
by four to fmd the cos per week. area in only a day, providing food for one week at ofthe riege. E a h piece of q u i p m a s mua k
To be uxd for payroll, caab must be either most, and often lw. c o d undu the SUperVLim of. riege en-
k t at the siege site or delivered at regular inter- In Step 1 of each week of siege combat, both gineer. An d e r k is plso needed for anv d-
3 (either procedure requiring guards). Cash
must be in a phyricpl form suitable for individ.
players deduct the full r a t i w to be wed in the
coming week. If lur than full mtiw~ hed,
Ieq under consuuccion. One siege engin
supervise up to h t c o n m u c h m OM
n
:.
ual pnymenrs; mercenarica cannot be expected fatigue and m o d e c h ~ ue v e lied immcdi. One artillerist can supervise only IWO conmuc-
to make change. M C I C C ~ Cmay S be given large ately. Rations arc not deducted
plied by cleria,
gr voopr sup. tions at once.
sums P( payment in advance druvices. but this To con st^^^ equipment, hardwue (d mp-
practice cncouqa duemion and &n causa a terials and m0lC)mwt be bm& to the+
dropinmodc(duetog~mbling,theft. Miden- spcdnlsqurdc rite. The cost o f h u d r u c is 10% ofthe lirrd
tpL Losr, ctc.). Either side CM use special qu&gmupo of ccm of the piece of quipment.
slurcnwe:A ~ ~ rationdKWCSdone per. specialisrs with accpuond skills who work to. Wood must be in p h j f u l supply at 01 M I
mfor one week, but 5 iL ifkept longer thnn a ward special pupses. Typical pvlpaes arc re. the siege siu. If a forest r c m u ~ is ~within
week. An iron lotton m a one person for a c m s i m a c c (gathering information about the miles, 10 men CM gather enough wood in on
week, but rpo* only if kept for eight weeks. enemy), demoLition (attempring to destmy one day to make 3 hit poino of q u i p m a r . If th
One n e k ' s food and w m r for one pason is ot more chosen picm of quipment), and mm. d is 5-10 milea away, doubk the tin^
dedafulllotton. mMd0 (Cpptllflclp 01 k i h O M mOre pCMM 15mikraway,triplethetimc.andif15-2
The prim k e d for food in Chapter 4 rctlect valuable to the encmv). away, quadruple the time needed.
the markup spplicd to food &red to adven. specid quadsusu& involve magic. A mon. Nearby wooden buildin@ can be a murcc of
turers or d d in t a v m and inns. When f e e d w nahncc squad might indvdc puums able to m e wble mod. Five feec of building d can
an anny and buying food regularly in bulk. di- fly invisibly, observing enemy forca at c l w be con*encd into 1 hit point of equipment
vide those b e d food costs in half. Thir reduced range. or thieve who ue able to s d quietly. A (This amma the w ofraticm and besms a
price is not available to mall p d e s of tmvelii- demolition quad is usually formed to desrrop well as the walk tbcrmelvca.) Stone building
dveni-urcrs. s k weapons or a belfry. A commando muad is (with d e n m f s ) can plso yield u d l e brims
The limiting hctor for clerical assistance is the of& tonhcd to femoyeor capture enemy lead. but only 5 hit points of equipment per n m d a
5th lcvel create fad spell. Much more water m or magic-urn. stone building.
than food Can be PICdUCed. by the 4th kVCl UC. Special qupdr must be created and defined otrc mmtipb ue at hand, any arpasLea but
are wpter spell. The following table ives the before the starc of the siege. Their adrtence unapLvd pmn can mnarun 1/2 hit @I of
number of men fed by one create f&d spell dbould not be c e d e d to the opposing phyu. csvipmcnr per day The mnrdmvm number of
("Men per Spell" column) and the rod number The members of MY spedal squad must be P a d r s thet can be uxd is qual to hnlfrhe hit
of men a cleric can sustnin if d a d a b l e spellr or n m c d "0.Wat MPchinc procedures ue points of the finirhcd equipment. For m p k . fi
ue uxd to do M ("Max Men" column). The not applied; these events M played out under sh men wvrk on a light cprnpulr under pmpa su.
cleric must provide food d d none can be normal D&D@~ 1 ~ s . pw.iaion, they will finish 3 bit @fa per day, mk.
stored M the magicdy.ucated g o d spoils with- Specid squads operate between siege b a d e sh daw to comDlnc an 18 hit mint cnnault.
in 24 hours. weeks. Thcit activities are Dhwd luinu normal
Some forca have inrvfftcient numbers or
Post-Siqc Adjutmenu normal buildings more dcuiled view of m e d i d siege &.
D m q c to PMificltions: If siege miwiles ue towers The siege d o n of the War Machine plrendy
UKd during a siege, fortitication#m&r a cutain barbicnns decu the assumption that mme M dl siege
amount of damage. To determine the scau of keeps weapons ue being employed, and chat some a p
the walk, cowers, and other pans of the fonifica- pmpriatc defenses ue at hand and likcwle d.
tion, make a damage toll for each attacker siege Attach Agnion P porri00 o f s PMificltion: If For tsrr rnolurion of any plault on a forcifii-
weapon in use at the end of the siege (example: M attacker wishes to mnccnrnte h i p~ault rion (whether d e d town or huge forcrcm), you
ld8+8forlightcacapult). Adddlofthcaedam- agajnst a mdl portion of a forrifred position. he can still use that rgstem.
age rob together. Multiply the result by the CM do Y) under the following conditiona: However, not dl nmckr on fonrcrrcs will re-
number of wceh that the siege hated. The de. Nh in SiCgCr. ThL C @ d Y t N C if pamhrl
fender then tolls d% and subtlncts the result 1. The attacker can use no more thnn 300 troops
and four siege engines per 100 fcet of attack
magic-usersM present, for magic CM produce
from the attacker's d. The result is the nun. vev fur r d u . When bodr sides have porcrfvl
ber of hit poinu of damage to the forritieation. frontage. magic-users, the brink could be quickly molvcd
If the m a l damage dthe original hit 2. The defender gem the full BR bendt from
the seetion of the fodication under attack. in either direction. depending on the tMia
poinu. the forcitiKation is mm letdy reduced to He also geu the full BR b e n d t for any towen used. Thc War Machine N I ue ~ inadequate for
rubble.OthervLc,f~Ppply~nmPgeto75% of with 200 fen of the area under attack. The such cues. A p e d o n dcvoccd entirely m
the wall's hit points, and (if MYdamage net& thu of battle M rccommended.
funher accounting) to the following svumres. defender then adds in one-quarter ofthe BR If a long siege situation doer priusone impor.
in the ordn given. Deduct 2096 of each strut- b e n d t for the rernsiningppns of the for&
cation. rant point should be emphasized: the co(tl of
cure's original hit points each h e . If further paying one's forces and maincaini ~ p p l i fora
damage needs accounting, apply 20% more theu use should be nrietlg a p p d throughout
damage to the walls and each item on the follow- Additional Detail# any siege. Colt waa hirtoricnlly (and should re-
ing h, in order, going through the lirt u many Thnc notes are &red PI hiaoricd informa- main, in the game) the greaten o W e to siege
tima na nccesspry: warfare.
tion, to sdmulatc the imagination and give a
gatchoura, gates, and drawbridges
* er's uperiencc point total deter-
'ne8 hia experience level. The moa e x p
ried points a character hns, the highcr h i level
and the more powerful he is. Comqucntly, ex.
perience ia a very imporrant clement of the
game. Only through thc acquisition of experi-
ence poinu can chanurcn improve their abili-
that motivate8 the m y of NPG and improvw
their mode. and so fonh. If the demonrrntion
of role-playing enlivens the game. impmxs the
DM. or makes for a very memorable rene. the
DM may decide to give the player a bonus.
The bonus given to the character should be
about one.twentieth the poinu it takes him to
4. Divide the d t by the number of player
characters and NF'G who pnnicipad in the
defeat of the monster(s). A character doa
not have w have done well apim the mon.
srer: he need only have uied. Wuncrnr who
die M awarded their shve of poina. mo:
They'll need the poinu if rnLed fmm the
ties; without experience. the chanuten would get from his current level to the n m . Don't ysc dead. and thL N& help dmr b c n
forever be frail and weak. his current experience point total: use the base from cowing their W e n comradd apcri.
In the g m e , there M five normal ways for number. ence poinu.
player characten to acquire experience: Enmple: Drcdina M a 5th level fighter. His 5. The d t ithe number ofcrperiencc poina
that each of the participating PC,and Npc,
1. By Role-Playing Well player has j u t pulled off an imprusivc piece of gains from the cncouner.
2. By Achieving P q Goals role-playing and d e e m s a reward. The DM ig. 6. If thc characten d a n d y fought but did no(
3. By D e f ~ ~ t i nMomn
g and Opponents noms Drcdian's mal experience point r o d defeat the momrs-i.c.. they were chvd
4. By Acquiring Ticnaure and looks at the experience paint mble for faht. &or defeated and captured-thc duMur
en. It says it takes a ilghter 16.000 cxperience
I.By Performing ILrcepuond Anions
points to get from level I to level 6. One- meive only one-founh ('h)of thc cnlnrlwd
experience poinu.
We'll talk about thee five methods one by twentieth of that i800: the DM award8 Dredian
800 experience poinu.
one and then dirnur the m e at which chanuten If the encountered momer is no( k e d in
should gain experience poinu and levels. Bnch Chapter 14. follow thia procedure wtcpd:
method has a m e of experience gain liatcd; thh A character should not mck more than one
such bonus in a single play session. evcn if he 1. Pind the monster's base Hit Dice and rhe
ia the standard a t e recommended for the ~ M W .
We'll talk about 0 p t i 0 ~the DM haa to change role-plays well throughout the sucion. number of Merish beside iu Hit Dicc. I g
the propordons ofcrperiencc gain by increasing nore asuriaka you find angahm e k only
the o m by the Hit Dice n u m b hm an?
the importpncc of dome acriona and dcuepcing
that oforhen.
Experience From relevance. (If lhir is a monster you've cmd
Achieving Qorlr y o d , give it one MI& for nch @i6-
a n t magical ability it has. If the IIIo(uIcIi a
Experience From When the characten achieve a major p a l , character. UM hh experience k*ct h Hit
Dice. If he haa magical item. give him om
Role-Playing panrd them expcriencc e ual to the XP Val.
uc of m o m n dcfcatA in reaching that pncrirk for mry combat abiliry he has from L
Ed. magiditem; i f h e h a s m a g i c Q c b . h h i m
When a player perfom M exceptional an W r k k for tW0 J p U k?rh he has
and appropriate piece of role-playing. you memorized. rounding up (thus Icharacter
can a d him an experience bonus epud to When charmers achim the principal goal of with 7th &vel speb would have four MICI.
one-twentieth ( V m ) the bere number of an dvenrurc of cmpPign. the DM should give isks.)
them crperience boourn. Normdy. this bonus

-
should be equal to the experience point cod the 2. Gmprue the monster's Hit Dicc and n u m b
characten received for d the monsten they de- ofurerhka ro the Erpcdcocc Poinu for Mon
When playen role.play their chanuen exfep- men table. Use the pble ro u l c u h lux
tionally wll, the DM can give their chanutcn feated in the coumc of that mry line. many experience poinu the monster ironh
QM experience poiou. Some types of mcp.
Pot ch$ reason. it's Ipod idea for the DM to 3. Repeat the pmceu for evcry other
tional role-playing include: keep track of the encounten the chslMen have the characters mounarcd in thir incident.
had in the mume d a protracted mry line. That
Good Ugnmmt Play: Poinu M awarded in way, he'll find it much simpler to recplculaa this (If d the monstm Mofthe u m c qpc. you
a dNau0n where the chanuter's frienda demand
only need c a h l a a the number oocc and
experience bonus. then multiply it the number of identicnl
that he do tomcrhing. and it's much simpler,
more convenient,and more profinble for him to mwsten present.)
do that thing, but he follows the dicraas of his Experience From 4. Add all thcae n u m k n t o H e r .
5. Perform ncps 4.7 fmm the lin immedlotly
nlignmcnt or esmbhhcd perronaliry.
kaptimd H a o h or s.cdticc: A w d a can
MOn8tOm above thL one.
go to rhe character who is Mly aware that he's Add XP Value of dl monsren defeated: di. Altrrlrkm rad Spoclrl
likely to d e r gready from h i decision, and if
given the option to ~n away or e m unaarh- vide by number ofchuactera who Abllitlr
cd, makca the hard decision and pe8-m act nch character who ppnicipated. One ~ t c ~ wk kplaced by the Hit Dice of a
of great sacrEcc or bravery. In such a case! you m w a r for each of iu special abilitin. Gemr-
may want ro give the character an expenenre ally, a special abiliry ia a pmcr h a t can be uud
point bonus. But be cprrfull When a chanuter ia Characten e m experience poinu by defeat.
monstcn and other poncnu. Defearinp a in melee. but which b not chnrsrrednic of basic
sure he's going to win the encounter, he's not be- rumid WS. FW asmp&, a aying
ing hemic or sclt-sdicing. When a charmer monster docm't nec-?y mean killing it: de.
fenting an opponent an mean M h g it. captur. docs not 8er an uteri& for pod mnmnenbil
knows he CM be resurrected easily, he's not be- iry. but it may have a m p ability.
ing heroic if he he8 death. Only when the char. ing it. uidriag it into dnvoying itself, trnpping
it forever to that it C M 'menace
~ the rem of the A n y mature abk to CM speb S&I ooc .(ccI
mer knows that he's likcly to d e r gmtly for kk for each no spell I d thpr it can memorize
h i d o n is it h e r o h or amitice, and to the world. and I)fonh.
Tb calculate how much experience chuacccrs ( m u d up: a m+-\un who can memorize up
DM has to d u a t e ench "noble" action in that ro 3rd level rpeh geu 2 Mer&). A p U 4
light. g n from combat encounters, f o l k thue neps:
experience Iml is u x d for the nkulaut
Other Exceptional Role-Plaging: Pinally, 1. Find the demiption of the monster dcfcnrcd nemd ofhb or her Hir Die.
whenever a player perfom tome role-playing in Chaprer 14. If a mscure has magid irem with a d
that really imprerscs the DM. the DM can award 2. At the h m of the monster satistics ia a pmus, d d one ability for nch combat abili
him tome extra experience. Such a dcmonrtm-
rion of role-playing might k an emotional en-
line for the monster's "XP (Experience
Point) Value:'
of such an item. Defensive and miwcllrnan~
fecu should add no nncdrb udnr thcy have
3
counter with an NPC. reacring ro the losa of a 3. Take chis number and multiply it by the tome ml dfect on thc e~counwr.
loved one, s p m n m d y composing a s p m h number ofmonstcn defeated. Any cmNre with rpell4h prtpek p e n
Experience From Experience From
Treamun Exceptional Action8
Each 1 gp valucoftrcwre won by achar. When a player performs M accptid
acter = 1 XF c m e d by the character. action, the DM can u w d his chamcur M a.
pcriencc bonus qual to onc.mntinh ('h)
Wealth (coins. gem,jewelry and other items the bw points he needs to get to the next
3 35 15 I of value) is worth experience points. The
amount of treasure found will help determine
3+ how MI the characten advance through q e r i . The DM can award cxpriencc bonum to
4 cncc Imls. chnrpncn who perform " a r c e p W actions"
4+ At the end of each adventure. the charactem that don't belong to any ofthe are& a h .
nm experience points bpKdon the actual value The DM hu to decide what con~ritutuMmep.

-
of d trcuures thq haw found and kept. If t w d action in your campaign. h a rule of
they've sold or traded newlywon urrnues. they thumb,anaceptionalMionisarucearthatthe
fl experience points bawd on the money they character achieves when the DM didn't think he
meived. not the theoretical worrb ofthe traded could. or didn't ~ridprccthe dmr by
IlCPIUre. which he achieved it. There is no limit to the
Characters will fmd that the very valuable, number oftgpu ofacc tional action in a c m -
I 8+ 77s 625 I portable treasures such as gem and jewelry M paign. The only rule $thumb you CM we is
I 9
9+to10
900
750
much preferable to bulging rndu of gold cohu:
they Mfpr more &icient. in aperience m e d
thi~:If a phycr character uia mething rhnt is
unexpected. imp- the DM and orher play.
for encumbrancecarried, than ordinpry coin.On en. doer @edfororhimrelfand his hicrrdr, and
the other hand, characters should take what they succcedr, then you h l d count it as an neep.
CMget; the DM decider what SON ofmonctnry tional action.
VCMUCS M awarded in bb campaign. The standard award for an m tiond action
is the 5Me a8 it was for mcption2'role-pia~
Typw d Tnarun one-twentieth of the buc experience poinrr it
I I the chwter IO get fromhis current kvel
h u r e whose value counts towad experi- IC next level.
18+ to 19 2,250 1.550 ence includes:
19+ to20 2,375 1,800 ~ otcepdod d o n s in-
Two common t y p of
20+ to21 2.500 2,m 1. &amre taken from defeated momn and clude rpving allicr from h a m and aceptiollpl
opponents. skill we.
For every Hit Die over 21, add 250 points 2. Rewards b u m d on the chnrpcnrs far w
I O both the bMe value and the bonus. Any compliahing dan e m tasks. Saving Allion From Harm
Hit Die with aplw ( +)is countcd as the next 3. Money paid to c f a r a c t e n f o r x c m ~
higher catemm (thw 23 4 1 HD = 24 HD). dangerous &. Thk type of aceptional action takes place
when the PCI encounter a MWriOa where the
4. (Thieves only) Monq gained e * m B
gains one prtchk for each such power. For eum. abiliticssudraspidgoekcting. , ,' . Dungeon Mmer fully expects them P be I&.
d y hurt, and yet a character runnap w MVC
ple, the WI t's ability to drain experience levels
8
M a spell- e attack power. Again, dcfenrive or
miscellpneour @.like powem do nor normally
Salaries for ordinug jobs do not ax& &td
a character's cxpericnce points. Chrncop only
them from that fate in an unapected and un-
likely way.
get experience h m money obtained dtuiq For example, the PCI m d e r into a neat of
add pttcrLkr, though ccnaiu exceptional d&. dangemw or chdenging cxperiencn. v a m p k . A nasty fight is apccred, and as the
cs may do so.
pC( walk in, the vampim riw out oftheircof-
Exprlencr and Magical b. Suddenly, M ore any cornbar mm, one pc
Modifying XP Valuer steps forward and announcca that the pcs M
You may modifg the experience point value of
1trmr representatives of a famow evil lord who MU
MYcreature if it proves tougher or d e r to de- We don't reammend that you award cham. to forge an d k w i t h thcwnpira. andif the
feat chpn its abilities would indicate. For ocpm. ten full q & n c e point value for the sale of vampua PrUJi they're mre to miu out on a
plc. defeating a 36th level magic-user would their magical item. Sale of a rure item may gnat opportunity for mutual gain. While the
n d y bring a total of 3>,OOO experience bring a character VMI amounts of u n m e d ex- vampires h e n in innmt. he r p h a clever story
points. It would be counted as a 36 HD UCaNn perience, and upset the bplnnce of your game; it about a way by which the imaginary lord's min-
(base 6,730 XP) that can we up to 9th level would plao give one character a lot more experi- ions and thp v m p k can take over rhir entire
speb(5,7SOXPperastehktLnes 5nrteridLc = ence points than the mount meivcd by charac. region of the m n y . The DM rob for the vam-
28.750XP). ButdtheputydWnte8mtnhhby tern who don't sell tbcir magical item, which im'lennionr and fmds them wry pwitiwly
surprise M o r
e he CM cast a ingle spell. they could upset other playen. f;lpaed to the PC's f i r . The PC arranges for
s h o u l d c m l n t ~ f o r i n m n c ethe
, basc6.250 If a c h w t e r sells a magical item, fmfmd another meeting in another place, and the pcs
experience points, with the chamcten receiving out how much it c a t s to cmte the item (you'U InSe.
MP for the victim's ipell p w n . find that in the NICS for mating mrgical item Now. the player character who wow this
e DM can add ormbtract pmda* for ex. in Chapter 16). The d e price will be at lnst lovely talc of lies ha8 done somcthiag very p d .
c c p t i d d&nxs relative to the P C ~ ' p m pFor twice that pld p i a amount, but the crpcri- He kept his friends from being hurt in tbu sur-
example. a gprltoylc gets one bonus for its im. a c e points pined by the character will be a prix encounter, and he's rer thingr up so that
munity to normal weapons, since low-lml char. msrimum of 10% ofthe mcuq value it took to thq C a n fxht the v a m p k at a t h e and place
acten ID mal foea) M ruudg quipped with create the magical item in the fmt place. The of thCk owll c h d g . ThL h M arcepthd
for, MY, magical weapens. But when high-
level chPrPercn face gargoyles. this d e f e w is no
DM may reduce the mount of experience points
d further if he lhinkr the chPrPctcr is ptofiting
action, and he should moat certainly be 4.
cd for it.
longer exceptional; the DM may accordingly de- unfairly.
cide w remove the Mcrisk bonus.
Bonurrr for Exceptional blazimrn Hit poina (Humnru)Tbbk
Skill Urr Dicc coa ?dlRblrnHitPoinu
Characten can earn cxpedencc bonum for ex. Rob BMIU Lvl15 Lvl25 Lvl 36
ccptiond use of their special character-drrtskills clcric 54 27 87 97 108
and ahilitiu. Normal, everyday use of thue Fighter 72 27 111 131 153
aldlL should not cam bonuses, hut deliberate Magic-user 36 27 69 79 90
use of thw skills in orccptiody difficult SiNa- Thid 36 27 75 95 117
tions could.
For example. a thid could discover that a Hit noinn for the m v m Mthe r m c u rhoae Followina the n a h listed above is not enouuh
foom h u a very intricate m p m it; he knows for a fGhter. hut the &tic has a maximum ex. to h t e &o~aliry. hut it giver a focus to &e
he'll mnkc hia Removc 'hpa rw1 check at a dan- perience kvel of 16;the maximum hit point to- lives of m o d . Compkte and unn conviction
gerous minus and muld be s e i d d y wounded or td for mystics is 113.Hit poinu for the dnrid M to the tenm of their cmpiru. pmf&nr. and
even killed if he fails it. In aucb a tax, the DM the same as thore for a dsric. beliefs open the ultimue pathways to the powa
could award him a bonus ifba&iiberatcly takes and the gift oflmm~~ditp
on the task he knm is dau@ns and syccna- Hit points for drmihumpnr uc limited by
thek maximum levels: h N i p 8th level: clvn
fully d h n s the trap.
10th level; d a m n 12th level. Hplflinpr and Creating High-Level
Rate of Experhce Qain elves we a Hit Die of ld6 per level. and dwmes Player Characters
loll 1d8: thus. with 18 Conrutution. the most
hle hit poinn for maximum level demi. There Mtime when you will want a player to
On the averngc, c h m m m shouldf" up on:
c q u i a c c h e 1 appmxLnptcly every ivc adwn fp"
urmns M: create a new c h ~ n n e who
r a r p m at higher dun
1st level. This situation u d y coma up in one
NICS.At that speed, level advancement doesn't of che following citcunuunces:
come d y enough to cause bondom, hut isn't
PM enough to c a w fwurrion. 1. When the DM belirvu that la level chuac-
Various fncton caa adiw that rate of nrpcri- ten M mo w e d OI UIlSkilled for the type @
a c e gin. Are m t of the chncten magic-usen
campaign he wanu w run. The duired can
or elva, who q u i n more ricncc poinu than p u p may be high-action and high-dangc
mtodvrCLgCoTheym~,upan.~ or holed on a movie or book where the cha
of oncc every ch 01rven adwnnun. Do you play acccrs M all very powrful. 'Ihird level<
two ahon ~MICS a wcek instead of one long one? Note that a h higher is 1 recommended nmiq erpericnc.
wlprsctua might go up a level OM every eight to
ten adventuresinstead. Do you play once a month
9
many hit poino M a ighter.have about
a dwarf caahalf
be M
tough M a 36th level ckric. and elvu and magic-
as level.
2. Whcn the new c h w c e r is joining an dder,
OIIna? uscn have h i l a r numbers of hit pinta at nuxi- ntnbllhtd, ~ - l e v cpl u p of P G due I
You might think a h t adjusting expericn~ mum level. the death of UI &a chnnner. Ir is recon
gainsa they go up alcvel ona cvcry two games. mended that hia s t m i q erpnicnce h e 1 be
a that the players don't b e tnuuptcd by anwhere from hnlf the he1 of the kpr-
thCiId~~tCofprogras. Path8 to Immortality erpcrieaccd cxiaing chpmer PO (90 rapui-
This subject will be explained in greater detail encc levels below the bart.expericnccd
Maximum Rata of in Chapter 15, but you should know lome gen- CXIIthg ChUutCr.
Exprrlrncr aain eral details at rhir time. 3. when the DM m u to run nDkD.gamc
After reaching level 26 or greater. a k t e r module written for high-level chptwtcn. ot
A character cannot gain more than one level of CUI attempt to gain Immonality. Immortnliry is an advcnrurc of hia own creation for high.
experience in one adventure, rcgnrdlna of how just what it gounds like: n e r d youth coupled level P a . but none of the cha~utcnin hia
many experience pointa are awarded. Whcn a with gteat power. campaign b at that level. In thi~cpv. what-
charmer M awarded enough experience points to In m e cam aigna. Immodry is basically a ever is indicated on the covet ofthe module is
gain two levels. uim his awarded expcticnce
p i n t s a that his erpcrience point total sm
chnrpncr mL, the character's m i t e m a t : the appropriate level OI play.
just one point shon of the mount needed
the nan level of uperiencc that he would have
E when the chncter nchimr Immonaliry, he's IC-
tirrd from play. In other cnmpnignr. the f m u of In CPIU such P( these. it's p i f a t l y a
p w-
the cmpaign rhifrr m in Immorcpl chuacten. ate to stan offchnnctca at b h e r than la h e l .
gained. Bc on the den if characten Mgoing up Chnncren &eve Lnmornliry by following Bur be warned: If the DM allows inapeticnced
as much as an experience level per adventure: It one offow pathr: playcn to do a. he m u t be car& thu the
is a sign that the DM is givi out far mo many A dgnnn is a character who builds Igreat and game does not degenerate into a XI~Mof combat
experience points. most #ely through the povcrful empire. The dynauy m u t k nat. and CXCKMCS with little ml role playing and dto.
awarding of t m u t e experience. mua stand tot a long time. E& too much d e s - m h i n u . Ifvou and VOUI
A hem (or epic hno u a chpmcter who repre-
Maximum Hit Point6 v o u the ultimate ideds'of hnoiam. The k -
fer must display the uniu ofthe drrtu epic hero ten thaican easily fG into youicam nip
:.
:.
The DM should dways insist on ~eeingthe in every thought and action. Among &et view the whole procedure carefufiy b e
player roll the die to gain his chamfer's new hit rhinp, the chamcter must rnvel tofu h ds and atming.
poinu when the chpmctergmup a Icvcl. and be perform great and noble de&.
awM of the maximum number of hit poinu A pusloa is a chnrnncr who rcsrhci the ulti-
that chprpcten CUI posrihly have. The maximum mate in hia or her pmfewion. The p a q o n must
Stop 1: Chwrr I C l ~ r
hit points paarible for any human character is a invent OI dircover new d;il&mdh k d p e . and The player must fint chmM a me and profes.
combined total ofrhc roll of nine Hit Dice. any m w be renowned PI a muter proturional. lion for the charmer. The DM my dirpllow cer.
Constitution bonuses. and the given hit point A polymath is a c h u u t c r who kpM much cain drrtes depending on the needs of the
gains for additional levels. For an 18 Constitu. about everything. nor only in the ocipinal pmfes. campaign, the adventure, or other limimtion~.
tion and maximum die rolls. thne totals are don. but in all ~ a sThe . k t e r must give up 'Ihe ph auld c his ch
shown in the Maximum Hit Poinu (Humans) all known skills hefore gaining others. and be- and p14 tat& e; the
Tnble. coming a membet of a rnyateriow m d unique
brotherhood.
Chapter I O : Expe
Step 2: QeneratrAbility we'll d u l with quipping the chyytcrs bclav.
DMs may adjust the percentage to fit your
Step 7: Choou Normal
Sconr campaign. but the mount should be a function Equipment
The DM may require the player to d e ran- of the experience point total. If characten M A high-lcvcl character lhould be given an
dom 3d6 rolls as with beginning characten.but
chi! arbitrnry method may result in conflicts with
poor in thM camppisn (through taxes. thieves.
etc.). the percentage may be as low as 1/10 of 1%
nomagical item he dains, witbin rem. 1
powerful character m l d have acquired a lot of
the dnrr chosen. Instead. you might chink about of the experience point t o d . If Dungeon M e - property in the c o w of a long and fruithl ca.
ruing one of these methods to generate ability ten w& thne new chamten to buy strongholds EeI. The player should CVCnNdy makc a com.
scorn: with their own coins (instead of simply assigning plctc list of nll these items, but a nninl lin wiU
them estates e part of their pre-campaign back- 5- for the moment. NO^ tiat ~hnnnur
P h Method: Rolling And Aaigniq &ora grounds),you might increase the percentage up keep many common supplics in storage and
The player rob 3d6 eight times and keeps the to 25% ofthe experience point total. don't carry them around on adventurn.
sir bat KOB. These KOB he assigns to hi char- The DM may wiah to forbid or limit certain
acter's abilities in w h n m r order he c h o w s . If. Stop 8: Flnd Total Hit Pointr lngc or unusual items (milin waels, cprrln,
for i m c c . he c h w for his character to be a etc.), but remember that hiitf.lml chnrsctm
fighter, he'll probably assign the best KOICS to Have each player, within your sight. roll hi often own such things. If the DM dccidu. for
Strength. Constitution and Dmerity. character'shit points up to Name level (8th level any plot-related reanon, that the character has
for haifiings. 9th level for d other characten). any mutauding debts (either ones he WI or
SaOd Method: pdnt Auocldon Any human, dwaif, or elf chnrpcter gm nine ones owed IO him), he must inform the player.
The DM may also give the player a point total rolk a halfling gcu eight.
and dow the player to choose specfit ability High-level characten. having survived for a Altcnute &nipping Method
KOB to fit the character being created. The DM long time. usually have greater than average hit Alternatively. the DM may give each character
could give each player 60 + 5d6 points (that is. points. The DM may account for this by dowing an amount of osh (such PI 20,ooo gp total. or
the player rolls 5d6. adds 64 to the total. and any roll of 1 to be creared as a 2: he might even 1,OW Bp per experience kVC1) to spend on Mn-
gets that as his number of points). or could give mend thia by creating 2s e 3s insread. magical supplies. The DM may cn the prices of
each player an equal number of points-at least Another method is to &ate the average supplies to tuic the campaign, mpllins dome
60. but no more than 90. The player assigns numberofhirpoinuperdie(2'1zford4,3'/2for items common, therefore cheap, and other iterm
these points to his character's abilities. Of d6. and 4'12 for d8). add 1112, and multiply that rare and expensive.
course, the range limitation of 3 to 18 for ability result by the number ofHit Dice. POIexample, a
KOB d l applies. gth INCI f htcr has nine d8 m k , take the 4%
for d8. ad3 1112 for a total of 6, and multiply Step 8: Find Magical
Stop 3: Note Bonuaer and that by 9:the character would therefore have a Equipmont
base of 54 hit points.
Ponaltlor Bawd on Ability Mter fmding the total hit points from die Any character of N m c level or greater should
poucsc several magical items. The exact number
Sconr rolls. m? it accotdingro the Conaitution bo-
nus ot pen ty Take the adjustment for the Con- depend on your style of play and p e d p d -
Use the Bonum and Penalties for Ability stitution. multiply ic by the numkr of dice creoces. Here Mtwo m e t h d to find the num.
Scores table in Chapter 1 (page 9) to dnctmine rolled by the character (nine timer for most c h . ber and type of magical items a new high-level
bonuses and penalties derived from ability es. eight times for hdtlings). and add it to the characterpowases. One or the other ofthc~tvo
scorn. hit point tad. POI arnmplc. a fqhter with a methods should work in most campaigns.
Constitution of 15 gas a bonus of + 2 hit points
Step 4: Dotormino Charactor for nine levels, or 18 additional hit points. Method One: Buyiag
Add the bonus hit points gained for each level All charmen get a number of gold piem
Love1 and XP Total above N m e level. Hit point bonum above gth equal to their number of experience points. Thk
The DM decides the apericnce level at which INCI are nor modified by Constitution. money is to be spent on magid items alone.
the charmer m.He should decide by gaug Give the playm a list of available magicd items.
ing what character levels his adventures require: The price for each item may be determined us.
Cleric: 9d6 (9-54 hit points) plus Conrritu. ing the fobwing list. A player may spend hi
if he doesn't want all rhe chnrnncn to srart at tion bonuses. +I/level the&. Average b d r for any number and t y p of magical items.
aacdy the same level. he could vary the cham- per die: 3'12.
w nnge by a random Id4 die roll. For example, figher: 9d8 (9-72 hit points) plus Consri-
Thk method M the moat popular. A player
if he needs characten c l w to 22nd level, the may choosc to buy a very powerful item ( a d
tution bonuses, +21level thereafter. Average ofwizudg for a m p l e ) , paying M exorbitant
DM could tell each player to roll Id4 and add 20 per die: 4th.
to it for hk charmer's 1 ~ ~the1 characten
; would price for it, and taking f m r items overnll as a
Ma$ic.usw W4 (9-36 hit points) Ius uencc. The buying method nllm for
then be from levels 21 to 24. ~mtltutionbonuses. + 111eve1 thereAr.
If the campaign already has high-level PCs r z r e c d o m in developing a character.
Avenge per die: 2'12. The DM can use the following Magical Item
and new PCs M joining them. the characten Thief:9d4 (9-36 hit points) plus Constitu.
should sfart no higher than IWO l ~ e l below
s the Price h g u TPble to help decide the pricc of
tion bonum. +Z/level thereafter. Average each magical item. Or, the following rule of
lowest-level existing PC. DMs should be sure per die: 2'12.
that the introdunion of new experienced PCs Dwpd: W8 (9-72 hit poino) plus Consti.
thumb may be used to help determine the price:
will not anger the players who've slowly and NUOn bonUSCS, +3/lCVCl thCICaftC1 Up to a. Detctmine the type of item and begin with
ppinfully builr their characters up through the 12th level. Average per die: 4%. the base price.
experience levels. Elf: 9d6 (9-54 hit points) plus Constitu. b. For every plus or combat bonus,add the brrc
Remember that demihumnnr gain special bo. tion bonum. + 1 at 1Orh level. Average per price to the current total.
nuses at specific amounts of experience. die: 3 V 2 . c. POI NCIY speU-like ability, dncrmine who
Hnlfling: 8d6 (8-48 bit points) plus Con- the quivalcnt spell's level w d d be and ad(
Stop S: Find Curnnt Carh stitution bonusu. Average per die: 3%. the base value for each level.
Druid: As cleric up to the point at which d. If the ability is phenomenal (much as a wich).
Total the character becomes a druid. +I/lepel add 100,WOED V ) the value.
~epchncrvchnrpcrncnsh d t o I % o f thereafter. e. POI every chGgc ponreased. add one-tentho
hisapuiencepoino in goldpiccct's1, mony M Mpuc: 9d6 (9-54 hit poinu) plus CoMi. the base price.
nu UrcdsmpllKhMmgimnc. It is the Mlount the N h n bonuses. +2/kvel the&, Avenge
per die: 3V2.
in Chapter 1, whik saving thra arc given in that dthe duncut: (b) the rcuincn arc ddu
each character class duuiption. Actnck rob M aamc p e d clsn as the PC (awh as ryhta IC.
readily available from the rwdud tabk in cninen fc4 a polndin oflulighc); (c) th O u m k
Chapter 8. and m o d e ofsuch retainm may m acted thu
determined by the chpncter's Chprirrm rorr.

-
Stop 10: Noto Spr~lml Retainen should have a full eDmprcmmt d
common equipment. including mounu. All the
Abllltiu CQltl offinding and hiIing Jwm hlve almdy
The player ahould review all the abilitica of kur paid. A n y nughl cguipmrnt Mu1 k
the character's class. A deric's N~TIundead abili. purchpsedbythe h ~ c h ~ ~ ~ ~ ~ ~ ~ p .
ties along with spells, special iighter techniques. mqkchorcn byc!c chuMerin Step 8.
5,000 to 75.000 magic-user spells, thief &ill pemntngn, and
demihuman specirl abilities rhould be written
15.000 to 300. down on a player mord &I. Any rukr map have a ochn
my.
5.000 to 5w.m PD N a c orher special abilities from any optional durotennu).have a grmp ,
-
d bu
rules you may be using. Such a p e i d abilities in. only with &e spaid perminion d du ha
dude weapon mancry and general skills (Chap. ruler.IbcnumberofMoprnupkmircla.
Nore that this wt of prices is romewhat in- ter 5) and wrestling rating (Chapter 8). than four times thc chnnnu's level in mpl Hic
tlatcd from the price ranges you'll see in the Review and note down pertinent det& on all Dice. Thac voopo have n o m u l r a p a u . hne
rules for magical item creation in Chapter 16. magical items mvncd and spells known. mined with the PC for 13 mh 01 Ira. and
The prices in that chapter, even doubled to re. have leu than 2 Hit Dice each. with o&em h n .
flcct sala price, M more reasonable for w in a spll- ing 1 more Hit Die.
c a m p y , while t h e p a here are more appro. Por magicwen, the DM mun decide which The COR o f h h # . quipping. and milin#
priate or dus meth of quipping new charac. spells the charmer knows and record them in these basic m p r is conridered to have almdv
ten with magical items. the chmcccr's spell book. A magic-user should bccnpaid.The rmwpayfmmhisamih
Mcthod~:Aronmcnt
have at I n n one mom lpell (at nch spell Iml) %
bk cash for higher. I troopor ofhar. baa
quipmcnt 01 winiq, mounts. mi& firc &I.
in the book than the character can cast per day.
Each la r may cake a number (selmed by For example, a 26th level magic-urcr can ity, flyingability, magic. ctc.h Y)(I(I M the chu.
the D M P J L ~ O ~sc ~m.b, wan& (or naves or memorize four 8th INCI s Us, so the character met stam plry. Do0 com (mch Y monrhly
rcda). rings, miscelheoru items. armor and should have at lcnn five 8 glcvcl speb in his or apcnrr for cuppon) begin.
shield, and weapons. The strmgtha @IUMCS) arc her spell bok. Ur the WK Mwhioc m y crmbu s p m
determined. where apppplicpblc. by a d l W toll us. Elf chprsncn CM gain more spells for theit from Chapte 9 to mkuhu the aoop cbn and
ing the appro tiate tabla in Chapter 16. The as. spell books men after they peak at loth INcI. bottle mung dthe h e . If m u mmb.1 OCNII.
merit m e c L gives ~ chnnnen
l l a fnirly even Por M clfs spell book. fmd the etfs quivalent use' either the Wnt M v h i m or, for gune cam.
srprring point. on the avenge. a characm has a l ~ e (comparing
l the elfs cqacrience poinu to ruing 25mm miniatum. the BATTlE.
number of magical item equal to hdf of hk or thore of a magic-uwrand give the yme number PY%P M'miscum R d u to rrdvc it.
herlevelofarpuicnce. hdfofwhich ~ p e r m a . of spells as for a magic-user,but only give spells
nent m Kal items.
Thoug 'g, chis m y reem quite generous, re-
through INCI 5, the maximum that M elf EM Stop 12: Ert.blbb Chmctor
memoriz$. In +didon. M elf ChpMa may
member that a high-level fxhter (for example) have scm of higher-level spelh. The DM CLO Brck#ronll and h m u l i t y
often has a ~t of magical m o r , a magid adda 10% chanceoffnilurewhenmeranelfusea The player may want to ucpte the fouoring
shield, one or two permanent magical weapons. a roll with a spell of 6th lcvcl or higher. deraih of the chnnner'i b d g r o u d
and a few temporary ones (wunlly mida)-
plus a few porionr. a vreful scmll or two (&en Stop 11:Rovoml Cmmpalpn Place and time of binh
ProteCriOn). a ring, and pwibly a few &ell.. Social and f m d lpcw dpucnu
neous magical items. D.tmllr EdY~nhgMddNdapufe.
The actwJ t y p and functions of moat ofthe The DM may choose to prep^ a detailed Tima. h t i o n s . and mulu of nouwonhy
magical items should be known by the player. background for each new Ehprscrcr. The charac. dvennue,
Auume that nll cursed 01 otherwise hprmful ter may k on a special quat, or perhqx &red Recent conflicu. RIG-. em.
iamr have been discovered and appropriately by a c u m or other anemal fora. The DM
c l d or dirpored of. The DM may indicate The player should nlro think abaut rryl to a.
should also List current nunon, mpterica. or
the number of+ m a i a i i in applicable clua of which the player characta is aware. mblirh and develop the dumer'r pcnaulity,
inmr nuh as wand$, but should only give a
proximate numberr-the DM should all 2; The DM should crate any mninua d t e d
with the PC.If the chnnneris a&, the DM
including nuh &OM PI:
phyn how many chngec remain within a plus or ahould have a general idea of the h t i o n of the Phpsital atvibuta
minru 10% range, to c a w uncemiaty. Por ex- chwter's castle and the size, lo+m, populr- Mend a n i d a
ample. a player could know that a wand has ap- tion, and mources of the dominron. W;n and dislikes
proximately 50 charges, but he should be unsure Using thue busic dominion d& (we Chap. Personal q u i h
ofthe am numkr. ter 12). you EM quickly calculate the net Lifestyk
When in doubt to the mount of magic to monthly i n m a (resource, mx, and smdud). Preferred comp.nionr
give out. be stingy. If characten have too link For an C n a W dominicn, amme that the Preferred mpau and me&& ofcombat
magic. the DM can always add mom during pa current Lmruty totnl is q u a l to three months' Ambitions, h o p . go&, and furure p h i
adventure. It is fu more Wilt to take away unmodifcd income. The dominion cor&dcnce
icema l l m d y in play. level AM LT 250 (average).If the character & He should dinua all thue choices with the
lum dominions, the DM h l d detumiae DM and even with thc other playen, so that they
Stop 8: Cmlculmto Armor their d d . can ntnblish prior lint, and relationship be.
Clmu, Savin# Throwr. and Rsmincu
tween nll the new chusctcn.
With nll thu Pccanplirhcd. the new high.
Attmck Rollr A chmcccr may gain retainers whose com- kvcl charmen can begin play
u w the U ~ d u mepol
d to determine these bined a p e r i m e leveh total the duncru'a as
pieces of information. Armor dpcr EM be found long as: (a) M retainer's kvel is gmter than hdf
npliyer characters belong to inumber of 4. The PCS can discurn the interviews and decide NPC; in his own mind, he's the hero of his own
iffcrent categories: retainers, mercenaries, who they want to hire. They then talk to the story. He won't obey PCs' orders blindly or let
ts. etc. This chapter will deal with all NPCs again and make their formal offer. Roll himself be sacrificed to profit the PCS, and he
these cypes of NPCS. on the "Retainer Reaction Table," modified won't be a happy employee if trcited badly,
by the offering Pc's Charisma adjusuncnt threatened. or needlessly endangered.
and any factors the DM thinks signifcant
Retainers (such as especially high or low pay.nrcs). RecninersnndTreasum
A retainer is a person hired by a chamtcr to Most of the NPCs will accept; those who de. Retainers do not normally get a share of the
help on an adventure or iseries of adventures. cline will do so because thcv want more treasure found on in adventure; regardless of
Retainers M sometimes called "hirelings:' Re. money or had a bad reaction id the PCs dur. the trcasurc recovered, they receive iset salary.
taincrs arc never characters run by players; ing the interview. See the "Dividing Treasure" guidelines from
retainers are always NPCs run by the DM. 5 . POI all the NPCs they hire. the PCs must buv Chapter 16 for more on this.
The DM may prefer that PCs not hire re s all necessary equipment; the minimum: When PCs hire retainers. they should clearly
in his campaign. This decision is cspeciall: . necessary equipment of armor and one or cwo state whether or not the miiners receive a n y
mon when there are plenty of PCs to accomplish weapons becomes the permanent property of shares of C~CPSUICS. If the PCS do not do so. the
the campaign's adventures. or when the player the NPC and constitutes a "hiring bonus," rctaincrs will cercainly ask about chis in rbe
characters arc arong enough to handle the ad. 6. The DM must make up character sheets for all course of the interview. If the PCS do pay the re.
venture's dangers. In games with only a few retainers. The PCs ought to work up "retainer taincrs a bonus from treasure, that may make the
players or with weak and inexperienced charac- sheets" to list all the details the PCS know retainer more loyal. In other words, the well-
ten, the DM usually permits the PCs to hire about the retiiners. including the retainers' treated retainer will face greater dangers without
retainers. names, character clwes, races. list of weapons Nnning awa , and will obey the PCs' insuuc-
and equipment carried. and pcrsonility tions more A e n ,
Hiring Retainers traits, plus any other information you wish to
remember. Rerainus and Experience
When the PCs decide that they need to hire When the DM calculates experience pints at
some reraincrs. the Dungeon Master can simply Employer Charisma the end of an adventure, the total amount of ex.
ask them how many and whit kinds they want, pcricncc points earned by the group is divided
p w the game time it would take to find them, Remember that the PCS' Charisma scores af- among the number of characters. A retainer gets
and announce that they've been hired. fect the number of retainers they can employ. one shvc of experience just as any player cham-
Or,the PCs can go through the process of hir- See the Charisma Adjustment Table in Chapter ter docs.
ing them personally, and the players role-play 1 (page 10) for this number. Normally, you use
the signifuant encounters and interviews. the highest Charisma score among the PCs to
When using the latter method, follow these determine the total number of retainers the Mercenaries
steps: PCs can hire. If the PCs feel they must have Mercenaries are hired soldiers who will fight
more retainers and the DM agrees. each PC and perform other typical military tasks. They do
1. The characters search for retainers. The DM should hire his own retainers based on his own not normally go on dungeon adventures, and
should be ready to describe the local tavern or Charisma score. will only participate in ccnnin wilderness advcn-
meeting place in town and to improvise ocher tures (fighting other d e s , clearing monsters
locitionswhere the PCs will look for retainers. Retainer R d o n Table around a castle, defending the casde, etc.).
2. The DM decides how many people will apply Players should be aware of the morale of
for the jobs based on the money and terms 2d6 Rminer
Roll Rdon their mercenaries; high death rates. low pay,
the PCs offer and the P O ' reputation as em. 2 Refuse, insulted" and other poor trcauncnt will cause them ro re-
ploycrs (if any). Most applicants will be "nor- volt or dcscn their liege. G w d trcitment and
3-5 Refuse
mal men" unsuited for adventure; for NCV exciting but not cxtrwrdinarily dingerous SCN-
few normal men, there will be one or more 1st 6-8 Rollagain
9-11 Accept ice will lead to greater loyalty, as will success on
or higher level NPCs. (Applicants will never the battlcfield.
be more than half the experience INCI of the 12 Accept. impressed"
Merceniries arc often hired to guard a castle or
PCs-unless the PCs are themlvcs 1st level, * Insulted: Reactions of other potential re- suonghold. The following cosw only cover nor-
in which case some of the applicants will also -
tainers in the area are penalized by 1. mal upkeep (feeding and supplying that soldier
be 1st INC~). It will not be immediately obvi- ** Impressed: Retainer's m o d e is high, for with normal gear). Mercenaries will already own
ous which characters are normal men and + 1 bonus. their own weapons and armor,but isuonghold-
which M higher level; these chamtcrs don't owner will need to employ morcrs (100 gpl
wear their experience lcvcls on their S~CNCS! month) and smiths (25 gplmonth) to keep the
3. The PCs conduct the interviews, They must Rnliner Monle (Optional)
' The mode of a retuner is a measure of the arms and armor in good condition.
specify the pay they offer, what is expected of POI hazardous (warcimc) ducy, double d the
the retainers. and what the expected length of NPCs willingness to follow the PC in the face of
danger. If the morale vote is ihigh number costs shown (for mercenaries only!) on the Mer-
employ is. The NPCs may ask detailed q u a - cenaries Zblc; standard pranice is to pay double
tions about the job and challenge the PCs (good mode). the retainer will stand fast. but if
it IS ilow number (bad morale). the NPC may normal ply-scales in times of war. The DM
about any rumors told about the PCs and should decide what types of uoops a character
their previous relitionships with retainers. mn away in a dangerous siruirion. The morale
score is determined by the employing drpmctct's may employ. and their stnrring morale,
The PCs don't have to conduct iseparate in-
terview for every applicant; the DM will prob- Charisma score: see the Charisma Adjusrmcnt
ably only want to rolc.play out the most Zblc tn Chapter 1 (page IO) for chis number. Specialists
interesting interviews. NPCs with interesting The DM may adjust retainers' morale scores due
to PC anions. rewards. and so fonh. Retainer The characters may, i t some point. want to
personalities. even those who are "normal hire NPCs with special uaining or skills in cer-
men" characters and are trying to bluff their m o d e should be checked h e r each adventure.
and may be checked during adventures. tain areas ocher than mere fighting. These peo-
way into PC employ, arc the ones who deserve ple arc known as specialists. Specialists are not
to have their interviews played. Remember
retainers, and they will not go on adventures.
that some interviews will be with one NPC Using Retainera However, a character may him as many specialists
who is the leader of his own small band; in as he can pfford.
such a case. the PCs either hire the entire Remember chat rcta~ncrsarc characters. not
robots. A recliner doesn't know that he's an PCS find specidiscs by posting notices in town
band or no member of the band. and conducting interviews. as with retainers
Archer (leather, shorr bow, sword) , , , .
Bowman. Mounted (light horse. short t

Poarmn. Hrny (chain. shield. mrd) . , ...., ., .., ..., , ., . , , . 3 6


Horscm~.Lkht (leather, Lm) . .. ... ..... ... .. . .... .... . .. 10 -S 20
1%
-

Such &ea ma9 be PMmd by none, one, or


mM9paronr. dcpdingonthe typc ofrpedrl-
iat wanted. the dre d the I d population. the
rcpuorion of the employer, and the amount od
moneg orbwuao&rrd. 'IluDM may* to
~bllhguihfor~profcmimswhcreccr-
tnia *paofrpcfirlicrc uecMlmwlgfound.
fdlorine lin dspciabo i not compre-
hmriw; the DM may WMI to introduce -9
aha rypa.

(knorrl Sklllr
'%5 ny charactet of any level CMbuild himself
a home-ifhc haa the money to do so.Un.
til h is su%iienrlyarperienced and well known,
he cannot build himself a stronghold-a fonifi-
polirics, and Clanmusten and Keepen do not
seek human dominion titles. A FC Wanholder,
however, mug seek and achieve a tide (bacon.
count, CCC.) by representing the Clan in i o d d .
mngic.Wcr, the &r

Myrticr
.
wiU M( h u b ,dcta
ly, ifcvu, mcddle in the nffpin dwhfd.%

cawn that allm the PC to awctt his authority ings with humma. Pcrmiaaion mun fust be ob-
ovcr the surrounding countryaide. tained from the CLnmUtet and Kceper, but this When a mystic &a glh k l . k my de-
is a common pmccicc (npednuy if the PC owns cide IO build a n r o n h l d called a c b h r . If rhe
the srronghold). mvatic haa had a d and noble ndvcnnuirU fp-
Dealing With the At, the Grand-Abbot of the mydc's &nt
cloiatn will he1 the mynk build the new cldr-
Authorltiee Druid6 ret: The GrancfAbbor will pay UP ro 100% d
When the charmer repchcs Name level (9th Druids do not build suonghdds, employ
level for most clpasu. 8th for hdflhgs), we nor- mercenpriU. 01 hire civilian emplogces. How.
d y puumc thnt he ha^ sufficient erpdencc N C ~ . b i d s do establishthe m e son of author-
and reputation that the region's rukn (kings. itv over their surroundinns that othet Name level
prinen,~.)approvcofhimbecominganrong &n do. Local ruI& ignore the presence of
hold ~ k tor, M cautious ot rupmful enough h i & . omending they don't Oitt. and dtuids
ofhim that they p&t not to o p p him on chis MUMU; confii-theii demonnuationa of au-
matter, The following guidelines describe how thority io people who a b u s and wantonly de-
durpctcrs go a h t becoming stronghold ~ k n . nmy the forem protected by the druid. Prwn authority Osn neuby communi^, 'a
.fc
thyquindmsmdowprrobnlnJm.
Clrricr WoisIua eria 10 spread the rbalnnic lrnarc
Fightan
~

edge and discipline of the mpciu' pmlaciOa:


When a cleric of 9th level 01greater decidesDI When a fighter of 9th INCI 01 higher decides though a doistct in a dangerous am may be
c o m a a nronghold. consider the deric's pct- IO build a nronghold. it is ~gumcdthat ~ m o n built like any c d e . it bchrvw like a ~ h m lnot
.
ronplity and h r y : Decide whether rhe player of the C h n t S n e t ' S gICUl u
1 a0n IC& the Nkr a Nkt's fo;trcw. For thae M O M . regiod
has &ne a gcod job at playing the character of the province or-iiation. To help @inthe good rulers do MI normaUy become involved with
properly. If the cleric has met bcen punished by will of the poncrful character and his friends, mystics and their cloimn.
his clcriul order or by hir lmmonal patron, be- r robably award m e &al utle
the ~ l e will
c u u s of mere dignmcnr changes, the deric's to the hhur.5;his a r u d is wuallv chat of born. Thirvrr
order will not h m e involved in the COPIVUC. nid sa&: the PC is now mtitledio cd hinuelf
tion of the stronghold. a b m n (or bmncm. with female chpnners). In
On the ocher hand. if the player haa done a such a cw, the following mnu d e plue: build or buy :hideout. he must y e k the approv-
very g m l job at all times of adhering to his Mre c i m c t i o n &.ot while &e stlong al ofthe Thieves' Guild. If M ~ C I Guild is oo-
alignment guidelines and helping his clctical ot- hold is king built, the fqhter k RIllllllMLcd
der, the order will pay for halfthe c a t ofthe m- to the ruler's stronghold and is officially pro-
tire nrongholdl ready controlled. the Thieve'Guild will help b
If (ma most commonly occurs) the situation is A mll of rulenhip is dmwn up. signed by d h P the c h u P n c f ' S hidmUt M M odficinl
somewhere in b m e n these cxucmes. the order the NICI lad the drprsncr,and is given to the bra& o f k c greater Guild and PLIO by xnding
will pay for up to 50% of the stlonghold's cat. fighter aa pmof of the ruler's n.p. P d and new apprentices to work for the cbaraccet. If 8
The DM decides how much the order will p y . Support. rogue rhicvw' gang s m pilfering in thc chnnc-
The fighter IWJMIO his territory and NICS ref8 am without petmiasion. the character CM
Drmihumanr that territory. In times of war, the fighter must ask for and will probably receive Guild support
lend m i l i m aid to hir ruler: if the fighter's in stopping such Icdons.
When a dwarf, elf, ot M i n g character builds tenitoty is b ; iinvaded. the rnlerwil~Svpply Members of the Thieves' Guild will normaU~
a stronghold (withinthe conditions givm in each the fuhrer with militnrp aid. if the fqhter in. be willing to ull a new m m thidwhere he CM
dnss description),the c h ~ t e tfamily
' ~ will help dicates that he needs it. SS
II a new branch of the Guild. Morr villaga
tofrndalantion.Then, ifthecharectcrdonnot hltemativek the DM mieht have ertablbhed and mall t o m s should nor have h i h a , and
have the money ro build the stronghold, the steps the fight& mun underkc ro be a w d c d a larger communiciu my have one bnuuh tor
f d y will loan up ro 50% of the cwt ro the gmnt of nobility in the campaign. He might, for every 1,Ooo n o d nnudrmturirymidcnw.
character. If the chmctcr's Clan haa a smaller h a n c c , have m KIVC the nition's NICI P) a Nac that thieve M not often lilicd towns-
srroagholdthan the new one. the Clanwill move general to demonstrate hi8 abiliry and loyalty, DCOD~C 01 rulers. but the Guild is an Kcepred
in. Otherwise,they still suppott the new strong quell a number ofmilitnrpmdu or bouu of& &xiof life. Many povcrful advcmurem 'fiad
hold by transferring up to 40% of their Wan to il unrm~,01receive the a p p d o f a simple ma- thiem vety urful during their &nnu+r. and
the new locution. jority ofthe nution's orher nobles. e(c. If he frilr thus thev NDPXI th GuiM i n d h l y . R h M
If the character'sstronghold is ever rhrcatcncd to achieve rhere ads, the tighter cannot own a
bymemies, the whole Clan may come to the aid stronghold. phycr chnnnen by harawin# d m i n g the
of the mnghold and may (if the threat is ~ r i - lnnc Thieves' Guild network.
OUI enough) brin other Urn. Even whole ann-
ies of momen &n hnimte at the thought of Indrpondrnt StrmgrOlllr
srnning a major war afmst an ogMizcd demi- When a magic-wr mches 9rh level ot greater
human WM srrongho d and builds a tower. the I d ruler normally is- If a charmer has bcen denied permimion ro
The political leader of a Wan is called the sues a roclamation: chis proclunation m& it build a stronghold (owing to failure ro meet his
Wanmaster; rhe spiritVal leader is the Kecpcr of dcar Jar the ruler's s u b w M mm interfere rulerr' requirements), he bas a couple of
the Relic. A player charlctct d m not normally with the magic-user or the tower. The magic-uru opuons.
gain any of these rirles: they require great does not haw to seek permission or win a p p d
amounu of work and time. leaving none for ad- of the local authorities: hieh level mnnic-usn BiiHLTh
venturing. The highest rank normally achieved M nomtiously indepcode; and ruleiscldom The character can decide to wnit and work tp
by a PC dcmihuman is that of Clanholder. A due to make enemies of them. wd aining the rcccpcs~cdthc ruler who k
Wanholder serves the Clan, and may indeed dmic! him the neccwary permiaiOn. In I
own the S I N C I U ~ of
~ the Clan stronghold. but he meantime, he may build himrelfa drclliag b,.
does not control the Clan members. cannot surround it with defensive walls and CM-
The dcmihuman faces C M U d e for human
If he tries building a walled KNCNIC or e m Noble Titles king or emperor, and who rules a dominion in
ploying a larger force of troops, he will make an the kingdom or empire. The dominion is called
enemy of the region's o v e d ruler, who will see The ruler of a dominion is called a noble, a a grpnd duchy. ThL tide can alm be given by an
him as an immediate threat to the throne. The member of the nobiliry. Nobles normally gain emperor to M independent duke who joins the
ruler may decide to march mop 'MI the PC. their titles by grant from a member ofthe royalty Cmph. though this is Very e.
or to send a series of warnings be% arrpddng. (KC below), or p i b l y from some other w e r - A pdnce (or pri.ccU) is a child o f a king or
or to take more sub& s t e p to c u b the Pc's am- eign (iependent) ruler. unpcror, whether by bmh. mMiPpe, or adopt-
bitions. as the DM chwacs, If the PC has a dominion witbin the structure ion. A pMcc is usually a baron, but he need not
of M existing r e h . then the PC's tide is based be a dominion NICI unleu desired. A prince
senling tbe Wildemetl on the following. Both m a d i n e and feminine cannot g m t other tides unleu a d o m i n i is
The chsmcter might instead decide to take all r e m Mgiven (feminine in pacenthem). All ti. ruled, and the limiu of the dominion rank ap.
his worldly & out to an area considered m e dn Mcumulative; for example. a king could be ply. For example, a baron prince can only ap-
wilderness: No human or demihuman ruler lays a duke, marquis, count. viscount, and baron. point senuchals. The dominion of a prince is
claim to this land. Thnc. he can buiid his A rukr who lorn M leaves a dominion may called a principality.
stronghold and be iu ruler. keep his or her tide gained through rulership. IC- A uown prince is a prince who will inherit a
In doing this, the PC is declaring his indepcn- gadleu ofcurrent status, weu, etc. kingdom when the current king dies. An imperi.
dence from his former ruler and establishing his A bplon (baronen)rules a dominion of at least d prince is a prince who will inherit an empire
own link nation. This could anger his former one nronghold and the population needed to when the emperor dies.
NIU; or, that ruler might approve and hope that ruppon it. The dominion is called a barony. A A king (Mqucen) is a ruler of a large grearer
the PC will be a success so that the ruler CMlater bamn may build additional strongholds wiihin dominion, a kingdom. The lum dominions
make treaties of allcginnccwith him. his dominion, and the dnuMcr may appoint within it Mruled by archdukes. dukes. or other
The PC can chwae his own title of rulership. seneschals to rule them. rulers.
If other dominions M near the newly founded A rircount (viswunw)d e s one or more bar- An mpem (or empren) is a rukr of a group
dominion, however, their rulers may a t unfa- onies, at l w t one ofthem through a bamn. The of independent dominions, each ruled by a
vorably to the "upm:' depending on the title greater dominion has no special name. A vir- king, queen, archduke. duke, or k r d e r . The
wuned. count may alm be a baron and thus dirmly d e greater dominion is called an empire.
The Ruler R e d o n s TPble gives a percentage a bamny, or may choose not to keep that duty, as For kingdoms and empires. a c ~ r a t edomin.
chanccofarennion.Rolld%fotenchNPCruln dcsised. A &count can bccomc a count only by ion details cannot be given; the types v a wide-
~ ~
of a domain n n r the newly founded territory. adding a dominion by conquest; other methods ly. If desired. a group of duchies may make up a
If the roll indicates a reaction, the d e r will, at of adding dominions do MI change his title. A prindpnlity that can be pur of a kingdom, and
the very least, send spies and agents to gather in. viscount may appoint seneschals. allofthmcoUcctivclycan be panofan empire.
formation a b u t the PC's dominion. A reaction A count (counw)is a viscount who adds a
roll may be used to help determine funher dominion by conquest and d e s at least h c c Forms of Addrers
d o n s . A friendly ~ l c may
r send a m b d o r s . lesser dominions. The gmrer dominion is d e d
seeking alliance or friendship. An unfriendly a cuuncy. A count can only become a marquis by The followin term are wed when pepk king
ruler may send hircd bnndiu or even an m y . adding another dominion by conquest. A count to any d e r in krma~or m i d sming:
The QMd o n s must be decided by the DM, may appoint bamns and sencsdrPlr. Baron, Viscount. Count, or Marquk "Your
based on the nature ofthe campaign and funher A nwquh (nwquk)is a count who has add- LordshiplYour Ladyship"
actions by the player charmer involved. ed one or more dominions by conquest (in addi- Duke or Archduke "Your Gnce"
Remember, too, that an area might be consid. tion to the ones nec to become a count). If prince: "Your Highness"
cred wilderness because it is considered the other dominions a x e d by any method. the Cmwn Prince: "Your b y a l Highness"
propmg of some monstn (such as an orcish cul. utle of duke can be gained. A marqub may ap. ImperiaI PrincelPrinccss: "Your Imperial
mre, or a very territorial dmgon); the PC could point barons and KneIEhals. Highness"
make himselfpermanentenemies by moving in- A duke (ducheu) is a marquis who has added KinglQueen: "Your Majesty"
to territory that is clnimed by some monster. one or more dominions by any method. Funher BmperorlBmp~:"'loluImperial Majesty"
additions do not alter this tide. The greater do- Ocher tides M often used in add~~cdin#othi
minion is d e d a duchy. A duke may appoint imponant PC~SOM.For example. a knight is al-
Titles seneschals, batons, visounn, counu. and mar- ways "Sir" or "Madam" unleu "Lord" or "La.
A fqhter who follows the normal procedure quixs. as long as the dominion requirement for dy" applies and is then used instead. You may
for k o m i n g a stronghold ruler typically be- each is mer. add other titlcs as desired.
comes a bamn. This section dmils other titles of A royal penon (archduke or higher) unrallg
nobility in the game-tides the chrpcter can as. Royal Tltlrr uses the term "we" instead of "I" in formal
pire to and tides of nobles h e charmer will be specch; as royalty and as a high.ranking d e r ,
denling with. The tern m y a / ~is ~rcsennd for Lings (or high. the "we" pronoun represent8 both thc d e r and
In your m camppign. you may not wish to CI rulers) and their families. Any royal d e r may, his dominion.
limit the acquirition of standard noble tides to if deiced, resel~ethe ri ht to bmow noble ti-
des. The following ddnitions M for D M P
fqhters done. A thicfposing as a fighter might
follow the tighter's pmedures (though he'll game purporcr, and do not preciscly match the The Construction
probably have a =ret Thieves' Guild headquar- historical titlcs of the same name.
An PrcbdULc is a duke who is a relative of a
Process
ters in his stronghold),for example.
Once a PC has been p n t e d permission to
build a stronghold (or, in the we of magic.
Rda Reactions able users, simply decided to build the m g h o l d ) .
A*umcd -rap Chpna dN&g Rula he must first dnr the local area ofmonsters.The
Title Baron V h r Count Mslgyir Duke OthU u map hex, or an 8.
"local ma'' ~ o n s t i ~ tone
BPron 100 80 60 40 20 10 mile by 8 . d area. ~ The chsmcter enters the ar.
ea with a force of men and either tighu or
negotiates with any monsters in the area.
An a m is considered dnr when all si&iicor
monsters in the area have been killed, drive
out, or p e r s d e d (through bribery, threats, p e ~
suasion, or mutual-defense agreemenu) to leave
the Pc's subjects alone. Note: Normal local COnstNCtiOn Time such buildings together and consider them one
wildlife does not constitute "monsters" for this The time required for construction is one continuous building; if a PC needs to build a
purpose. The PC will have to clean out any man- game day for every 100 gp spent. This wumcs large manor, this is one way to do it. When two
killer animals. but does not have to destroy every the land has already been cleared and prepared stone buildings are placed together in this fash-
normal animal in the region, even if these ani- and a11 the materials are on hand. For every ion, their BR+ bonuses do not combine.
mals may be dangerous when menaced. 100,000 gp (or less) in costs, one engineer must Budding, Wwd: This building is of the same
W h m the area is clear. the player draws a be hired. dimensions as the stone building above. and fol-
complete map of the stronghold he wants to lows the same NICS for layout and combining
build, using the details from the Fortifications Nota on the Table buildings together to form one building. A wood
Table. After the DM reviews and approves the Construcrion Derail: Most of these terms are building can only be combined with another
plans (sometimes suggesting changes). the PC self-explanatory, but you can look at the "De. wood building: if placed it next to a stone build.
must find and hire an engineer, and, if the PC xription" column (far right) for details if the ing, the two arc considered separate structures.
has the money to build his new home, the con. term is unfamiliar. Door, Exterior (Iron or Sronc): Such a door is
Prruction begins. Cosr (gp):This is the detail's cost in gold picc- normally placed on the entrances to keeps and
cs. Remember rhat this is the cost for r u d con- stone buildings in order to make them more de-
Stronghold Plans struction: in heavily-settled areas, stone fensible.
construction is 40% of the mount quoted. and Door. Interior (wood. reinforced. imn/sronc.
Most characters build strongholds that are wood construction is 20%. However, hcavily- secret): Keeps. stone buildings and wood build.
medieval-style castles: a series of small buildings settled areas already have rulers who normally ings come with interior and exterior wooden
surrounded by a large stone wall. The whole won't allow PCs to build full castle complexes: doors. These doors can be upgraded to rein.
complex is built so that the builders may add n- PCs are normally limited to buying smaller forced, iron or stone doors by paying the appro.
cia sets of walls. and may build additional struc. homes with limited defenses. priate amounts: not all doors in a dwelling have
tures within the innermost wall. Some of the AC: Two armor clwes are given; the l&.hand to be reinforced. Other types of construction
elements normally found in a castle are the keep, armor class is dfectivc vs. missile fire, and the (such as gatehouses and dungeon rooms) do not
a strong defensive building where the castle's de. right.hand armor c l w SCNCS to protect vs. melee come with interior doors. which have to be add.
fenders may retire if the walls arc breached: bar. attacks. Therefore, the gatehouse ( - 4 1 6 ) is ar- cd at full costs.
racks to house hired fighters: a manor, the morclw - 4 vs. ballistas, catapults and the like, Drawbridge: This is the standard wooden
normal home for the character, his family and but is only armor c l w 6 against battering rams. platform raised and lowered by a crank device.
xrvanrs; and simple wdl defenses. such as a hp: Hit points; remember that an ordinary Dungeon Corridors: These ue the costs for or.
small tower Ius gatehouse. A full castle com- sword or fist won't serve to knock construction dinary construction of dungeons, You can aha
P
plcx can casi y cost over 250,000 gp!
When drawing stronghold plans, the designer
down. Consult the Siege Machine Weapons Ta- use the cost listed for dungeon corridors to build
ble in Chapter 9 for effective weapon damage secret pwageways through castle walls.
needs to allow for thickness of walls on his draw. against consrruction. Floor, Improved (fine wood, flagstone. tile):
ing. A castle's outside walls are about 10' thick, BR + (WarMachine): This is the construction This is a f&ing detail; it has no effect on the
tower and gatehouse walls are about 5' chick, detail's bonus to the BR rating of a military force stronghold's defensiveness, but improved floors
and stone house walls are about 1'.2' thick. within it. When using the War Machine mas make the building look nicer, a good tacric for
combat rules, the BR bonuses apply only to the impressing visitors, demonstrating one's person-
Costs and Time defending force, and only if that force remains al fmancial worth, ctc.
within the fortifications. Note that these bo- Gate, W d e n : This is the standard cnuyway
costs nuses replace the standard + 50 bonus for a forti- through w d c n walls; stone walk normally take
The Fortifications Table gives you the prices fication (see Siege Machine for details). a gatehouse or full barbican. The wooden gate
and characteristics of the "building-blocks" that Description: This column gives additional dc- consists of two large wooden doors with wooden
are put together to make a stronghold. tails about the construction element, including reinforcing bars that enable the defenders to
The costs for typical SCNCCUICS arc average for dimensions. lock attackers out.
heavy construction taking place well away from &rehouse: This is the basic entryway through
hcavilyscttled areas. Most PCs arc permitted to Nota on Coastrunion Dcoib stone walls. It consists of a building with a pas.
build their strongholds in unsettled, unruly Arrow Slit: This is a defensive window that sagcway rhrough it: the outside face of the pas-
lands: wizards, however. build where they may be built into towers. gatchows. keeps. s a g m y is barred by a port~~llis, while the
c h m . The costs shown include the costs for stone or wood buildings. even dungeon corri. interior face of the plssagcway is guarded by a
paying, feeding and sheltering the laborers who dors. An archer firing through it gets its defcn- wooden gate. Add a drawbridge on the outside
build the stronghold, but don't include the cost sivc bonuses; he has only a 60' field of fire out and two towers flanking the gatehouse, and the
of engineers hired to oversee the site. The DM from the window. gatehouse is a barbican instead.
may round off costs to the nearest convenient Barbican: The standard entryway into a castle. Keep. Square: This is the basic ingredient of
figure to make record keeping simple. Its walls are stone. 30" (i.c.. 2 ' 1 2 ' ) thick. the castle: A heavy stone building that is the cas.
Important Note: These costs can be used for Bartlcmcnr: These go on top of stronghold tlc's last refuge when the walls are breached. A
structuta other than strongholds. For example, walls. The AC is for the battlement irsclf (when keep is massive: 60' on each side by 80' high. In
a 5th level fighter might want to spend some of it is being attacked by artillery, for example): it a small castle. the keep is also the home of the
his hard.won treasure on a town house: he can does nor apply to the defenders who stand bc- family: in a large castle complex, it may be uxd
use the Fortifications Table to choose and buy hind the battlements, but DMs may use the op. principally for storage and possibly for housing
the type of dwelling he wants. tional rules for cover to give defenders an AC troops when an area is attacked.
The DM may adjust the amounts for special bonus (see Chapter 8). Moat, Unfil/cd or Filled: This is a defensive
circumstances; a nearby dwarvcn mining town Building, Sronc: This is a standard dwelling, ditch: some are just earthen ditches that make ir
might supply plenty of stonework at lower costs two stories tall made of stone. The price indudes difficult for invaders to get to the walls, while
or supplies might have to be carted in for greater interior walls, dwrs, stain, floors and roof of ochers are fdled with water or mud to increase
costs. More significantly,constructions in settled normal wood the exterior walls arc stone 1' the difficulty.
areas (ix.. constructions in areas already ruled thick. The exterior walls may be armnged as the Root Improved: These, like improved floors.
and heavily settled. and in the vicinity of a town designer wishes: 30'X40' is mast practical and arc cosmetic improvements designed to dcmon-
or larger community) cost much less to build. In most common for dwellings, while 20' X 60' is strate the builder's wealth. However, tile roofs
settled areas. stone constructions cost about 40% very practical for workshops. bunkhouses and do not burn, which gives them a defensive bene.
of the prices listed: wooden constructions in set- dormitories. The interior walls and doors may be fit against burning pitch during a siege.
tled areas cast about 20% ofthc prices listed. arranged as the builder desires. Shifting Waf/:This is the sort of feature tricky
A stronghold designer can place two or more builders use to provide for quick getaways, to
section
Window. Open 10 - 12(0) - - 3'X 1'
Window. Barred 20 - 15(0) - - 3'X 1'

hP Dacription
ArrowsT
p t pils -
Declow Angled window 3' tall. 1' wide
Door, Interior
Wood 10 10 3' wide. 7' high
reinforced 20n 25 3' wide, 7' high
ironlstone 50 35 j'wide, 7' high

25 10'X 10'
Shunen (window) SW 10
S&. lmproved
fmc wood 20 30 3' wide, 10' ascent
stone m 75 3' wide, 10' ascent
%P COSTX 1 - 4 ' X 3'; hp by materid type (KC "Doon")
* This price indudn and wumes roofs. interior walls.doors and stain of standard wood mluvucuon (15 poinu of dunnge to make a hole).
** Thne prices include digging and mining down to IO'. Por levcls below 50', follow thnc guidelines: Double the listed pricn for every additional 50'
maximum depth up IO P mprimum of I X lisrcd COST.
t Thew hir poinu CM be divided into the components of this fortifuntion.
tt These, plur internal walls and modm fuumirhings. can be p m of the building design by adding 25 % ro the COST of the basic nmmre: e u h c y p of
item ad& 25% (thusa stone building that comn with reinforced doors. tile floors. a roof offme wood, none
dtcrnt furninue would c a t 7.500 rn i n x d of 3.000.
&. S ~ U I I C Kwet all the window. and

trap dungeons, or to mlh.?.e invndeK. the cost of a single trigger attached where and ished openingr left i Cdwel o
Shumrs (window): Except in very temperate how the builder wants it. A rrnp door is 12 let in air and light for the inhabimu.
climatn. d exterior windows on buildinm that sauare feet in size fnonndv 3 ' X 4 ' ) and mu
are normally occupied will need shutten &keep &ice ai much ai an ordinnry>nteriordoor ofthe
the wind and foul weather out. same mPrerial type (Le., an iron trap door would Stronghold Retrinen
Stairs. Improved (fme Hood or S~MCJ: This is c a t 100 gp); for every addiuonal 11quam fen. When a 9th level or hieher level PC builds a
a cosmetic hprovcment. as with improved add that base em a g h (thus a 6'X 8' iron trap suonghold, he often me& troops and main-
flOOK. door would cost 400 gp). CK to staff the stronghold. The type and number
Pwr ( ~ U M Round, I, Round 11): This a WIU (&de, W):Thee are standard me- he meivcs w i n with his charmer dais.
defensive towu nonndy anached to a wall. It is rior rpplls surroundingsuongholds and other for-
not the same as a wizard's tower, which is nor- tituations. A builder can double the width of a
mdly built along the linn of a stone keep. stone wall by doubling its price. and the BRt clr,qcr
'
%p Door: This is a standud villain's uick; bonuses add together. Also. a builder can have Once a cleric COMVUCW P suonghold ai
villains often put rrnp doors immcdiitely in ~ v e r p xu
l of wallr. each one inside the next; of by his clerical order (see the dacriptb
front of their thrones, so that they can deporit these are d e d cvnPin wplls, and their BR t bo- cleric character claw in Chapter 2), Id6 X
visiting charmers in the dungeons without hav. nuM do add together. 300) loyal troops will come to help the cL
Window(0pm or W )These : arc just fin. will be ofthe same alignment as the clef)
137wb
-- e' \
will be normal men, with fighter leaders of up to Mystics the PC is pvriculvly fond of a servitor. M the
3rd level. Unlike mercenaries, they require no servitoris exceptionally skillful. the PC may wish
pay and they never check morale (they have a A mystic who founds his own cloister will be to pay more for the servitor's services.
m o d e score of 12). The aut composition joined by ld2 X 10 1st level mystics and ld6 X 30
(number of archers. cavalry, ctc.) and weapons normal men who want to become mystics. The Peasant Workers
carried arc left for the DM to decide. PC mystic will have to XI up a seKsustaining
In addition to troops, the cleric will attract whool-that is, the mystics-in-trainingwork the Most of the normal work in a stronghold is
other low level clerics to serve the order. As with fields or at crafts to earn money enough to feed done by P C P ~ Mfrom
~ S the nearby community.
rtronghold construction, these will bc sent by and shelter them all. These peasants work without pay; it is their duty
the cleric's original order-ld6. if the character There may be a steady rotation of trainees; to their ruler. Household servanrs, herdsmen.
has been well-played; none if the cleric has IC- every year. 80% of the previous y m ' s trainees and others are trained. and given food, but are
ccived or is in n n d of some alignment punish- leave in frustration or arc told they have no apti. not provided shelter unless in times of war or
ment. Thuc deriu will be of lst3rd level. and tudc for the mystic's m and Id6 X 20 normal siege.
of the s m e alignment as the cleric. men will come in to rcplnce them. A normal The number of peasants available is deter-
man in training typically takes two years ofgame mined by the population. As an averngc, each
time to become a 1st level mystic. peasant family consists of 5 persons; 5 % of the
peasanu are available to serve the N I c ~ . For ex.
When a dcmihuman builds a stronghold. his Thieves ample, in a barony of 100 families (500 per-
Clan will help him with it. If no stronghold ex- sons), the baron has 25 peasant servants. When
isted for that Clan, the entire family (ld6x 30 When a thief character builds a hideout. he visitors come, another 5% of the peasants can
1st level NPCs of the same clw) may move in to will gain 2d6 1st level chidapprentices. sent by temporarily be used as servanrs. if needed. In
help with and defend the stronghold,at no cort the Thieves' Guild. These may be of any align. large dominions, even the original 1%may not
to the chulctcr. They will often patrol the area. ment. and arc usually (but not always)loyal. At be needed to SCNC all at once. except for tour-
but will not normally clear the area of monsters; least one will be a spy for the local Guild, sent naments.
for this task, the PC must hire mercenaries. A to keep an eye on the character's progress. The
demihuman may only hire mercenaries of the DM should decide on the income gained by the Advieors and Officials
same me. character from the minor pilfering of his subor-
Good and fair trcaunent will usually attract dinates Mort N I C ~have advisors to handle the many
morc NPCs (possibly other Clans, as allies). but details of the dominion and stronghold, and to
family squabbles do ark. often for very minor
res~onr.Afcud may result in a temporary lark of
Other Stronghold Retainers advise the ruler as needed. The most common
advisors are the urillerist, castellan, chaplain,
Clan supporc, which can be restored by apolo- That's all the personnel the new stronghold engineer, guard captain. herald. magist. chief
gies. p d b l y a political wedding or two. and a owner receives "automatically." If he wants any magistrate. reeve, sage. seneschal. and steward.
large feast to mthc feelings. Any such feuds will morc employees-and he normally will-he will Other offkids may be needed for the proper
bc put aside immediately if any real thrcnt arises haw to employ them from the "Mercenaries" handlin of a stronghold or dominion, including
from outside the stronghold-but often just as and "Specialists" guidelines from Chapter 11. a b a i d , chamberlain. equerry, magistrates,
quickly resumed after the danger passes. marshals. provosts. sheri&. and wardens. When
cosu are not noted. the ofticial is paid 5 @I
Note that the owner of a stronghold does not
automatically become the Clan leadet; if the
Stronghold Staff month.
PC wants to become the Clan leader. this Every stronghold is maintained through the An PnillerLC (750 @/month) is a stronghold
should become a campaign goal and the DM work of many people-the "staff." A stafl's sire retainer whose specialty is siege weapons. This
should provide adventures that let the charac- can vary widely, depending on the title of the person. usually a 3rd-5th level fighter. also ad.
ter pursue it. ruler. the size of the stronghold. and so forth. v i r a the ruler on some military details. The mil.
The following details apply to an "average" hu- k i s t is a subordinate ofthc castellan.
Druids man stronghold, A W is a minor official in charge of one
T h e staff is all the 5amc me as the PC. Any area of the stronghold (dungeon, walls, tower,
Druids do not build strongholds and do not mixed staff will eventually cause problems. The etc.). He is the subordinate of the greater o I
therefore gain stronghold retainers. N I C ~ may keep troops ("garrison" mops) in a who deals with that area. For orynplc. tht .
stronghold. but again. problems (fighting liff of the walls would answer to the castellan.
Fighters among thcmxlves. taktng orders) will arise if Aonellnn(2,000@/month)isanimportant
they are of a different me. stronghold retainer who is responsible for all
Once afightcr has become a baron or baron. military aspecrs of the stronghold, both offen-
css.up to 50 normal men and fighters of levels Retainers and Servitors sive and defensive. The castellan is usually a
1-3 will come to apply for jobs and trainin fighter, level 5-9. He answers only to the ruler, or
These NPCs may be of any alignment. If hitci; The ruler is directly served by stronghold IC. to the seneschal when the ruler is not present.
they do work for pay: they must be paid stand. rainerr and servitors. The chvnberlain oversees the cleaning and
aid rates for mercenaries. as described in Chap- You'refamiliaralrcady with the idea ofrctain- food serving staff. He is subordinate to the chief
ter 11 under "Mercenaries." In other words, en: some stronghold tcuiners. however. aren't steward.
the newly-landed noble fighter will not have to so much paid specialists as unusually loyal and Theehnplnin(500gp/month)isthcchiefclcr-
look around too hard to find troops. but he well-regarded employees or noble-botn subordi- ic of the stronghold. and p"ibly of the domin-
does not get "free" ones like clerics and demi- nates working with the PC bccaux they admix ion. This title is added to the cleric's norma'
humans do. N never relegated
the PC. Stronghold I C W ~ ~ Care title. The relatively low cost is because 10% of a1
IO menial tasks. dominion income must be paid to the clerical or.
A servitor is a particularly loyal servant 01 der most preeminent in the area. If this t
cmftsman. often gaining the job through inhcri- not paid, the chaplain will not serve.
When a magic-user builds his tower, up to six tance. The many types of common servitors in- An engineer (750 @/month) is a retainer cx
magic-users of levels 1-3 (and of any alignment) clude armorer. barber. carpenter. cellarman pcricnced at construction-of a road. moat
will come seeking training. Up to 12 normal (wine steward). cooks. dairyman, falconer. for. building, wall. and so torch. If the PC wants tc
men will also come, seeking to become magic- ester. gardener. grooms.kennelman. miller. por. improve his dominion with such things. he must
users. Their intelligence scores will usually be calman, potter. poultryman. smith.stonemason. employ an engineer, The engineer reports to the
above average. but many will probably become and wcnver. When a servitor isn't listed on the seneschal.
discouraged and quit after ld6 months. Specialisis Table from Chapter 11. he receive 5 An wucm is in charm of the care and feedinn
groomc and stableboys. An equerry U the m e Spocirl ?oritlonr
u the bailiff of the nabla. He U a ~ubordinate
ofth~chiefrtcwd. When 1Nkr the h gCOf a h e r Nkn (count mila (1 map hex). Larger dominim M
The p a d mpuin (4.000+ gplmonth) mm- and higher). the lesser rulers may send their sons ccnainly possible, but a PC rhould start
m.ndr all the ruler’s personal p d . posts and daughten to the liege u servants and for with a mall one at bat.
watcha within the smnghold. and U rnpomi- training. 2. loation: Every map hex of land u one of
ble for the safety of the ruler-and the trca~ry. A q.LC U theson ofa nobk. w h o m u i three basic types:
The purl captain i usually a 9th or higher Iml servant while being trained as a fighter. When ”Civilized”-wcll-scttkd Ian&
fqhter. The purl captain is a nrbordinate ofthe the PC acquires the title ofcount. laacr den of “Wilderncs”-unsctded land8
cutellan. h i dominion offer him ld6 squua. Squires be- “Bor&r~”-bctwcm the above
A knld (300.500 gplmonth) is a mainer come 1st level fighters after 6 month d upin. The DM should decide whit type c d hex of
who knom the coats of arm. signs, symbols, ing. and then g i n at leut 1 lml of experience land U u needed.
andrenbofmonoralldominionsneprandfar. per year. A squire’st&ing U finished when he
The henld aJw mskn announccmenta, both in reaches 5th level: the squire then return home,
and U usually replaced by mother (beginner) When starting with 8 map of major mnin
co w and around the stronghold. The henld ia :uurn,dun, and towns. the foumfing guide.
aJw hmiliu with the requirementsof honor and squire.Knighuusually have 1-3squirn puigned n a may be used to determine which type cnd
chidry, and advisa the ruler as needed. The to them for training by the noble involved.
A Iady-iO-micLy is the daughter of a noble ex could be. blsed on terrain:
henld U a subordinate of the chief s t d . Uw,grassland, hills, river, or woods A q
A d (3000 + gplmonth)U a 9 h or high- within the der’s realm.acting u a setvant but
crcrice~~~ycr who i~ rcs&onsibk for +I
m the m n old, includmg its
ofcm P~NPUYin search of a husband. Prom 1-4
ladiein-waitingwill be sent to a K count only
type
Settled: Civilized or borderland
if the PC i female or i married: the wife or Mountain:Borderland or wildernew (or set-
dcfenx: u the magut gains more levels. he may tlcd if ir contains a d w e n stronghold)
demaad salaries qual to 250 gp/level. The ma- grown daughter of a male PC rulu may be s a t
India-in-waiting. LPdia-in-vritiog M trained Jungle or Swamp: Borderland or wildewn
gin may have a tower clwvhere, dividmg his DCSCK: Borderland Mwilderncat; however,
rime bmeen h i own home and hL employer’s. and dascly watched by the matron ofthe strong.
hold. opris may be any type
or may rimply be a hired NPC (or PC)living per. Ocean: Wilderncat (surface) or any type (un.
mancntly in his employer’s stronghold. The ma. detsca)
g i n U technically i subordinate of the PC. and
amwen to no one else. not even the seneschal.
Aftor tho Stronghold ir Apply the foUmiUg guideha, based on the
towm and cities placed (unkn limired by ter-
The chiefnughntc (2.000 gphonth) U a Built &):
JUd#C of the law. acting for the Nkf. The
magirtrate learns the law of the greater do- AU d d MU will r e d free of mwsrcn Every demihuman Clan is c o d e r e d chi.
PI long PI they uc patroUed. Patrols often range lizcd. regsldlcr ofits population.
miniin (if any), and advises the ruler of them. An7 area that U 1.6 maD haec (8 milea DCI
The magisunre ovenecs the s h e f a and l n v r up to 24 mila h m the stronghold. but jungles.
swamp. and mounnim q u i r e a gutiron be h a ) from P city or lplgc tayn (xc baptcr i7.
mngiurata. The chicfmagiurate U a dirm sub- page 257) U civilized.
odnate of the nrling K.and of the seneschal built every 8 mila to keep the area cleu. Addi-
tiond area may be d d and mkd. Any M. that i 1-3 map h a w (8 mil- per
when the PC i away from the stronghold. hex) froma civilized area i a borderland.
A normal unlimare uavels mong the towns W e n CPD be anmted to c l d ueu if the
ruler spends money on improvements (inns, AU other areas PIC wildernew.
and citia of 8 dominion, pning PI judge for the Thae nota Mpidelinu, and the DM is nor
peuants. He is the subordinateof the chiefmq mills. boatyards. etc.) and dm advertises. Thae
utnte. corn. and the number of mtlers who m m into limited to the mn(ter given. An M.may actually
the area. M the DM’s deckion. The mtlen will contain nocirin or luge mwlu at all, r n d d be
A myrM U an aging fighter hired to t& considucd ”civilized!’
troops and pards. He U a subordinate of the pay r m for nrppon. pmcccion. and so fonh.
cencllan. b w d on the “Dominion Iocome” dn I w r in
A pmwm is a tax collector. He U a subordinate chi, chapter. 3. ~ P c p u n t h m i l i a u c r v c d c d
ofrhe rme. in every dominion. to work .rdntlc the
A rave (500 gplmonth)U i bookkckeeper, re- Dominionr land. As anawmp, each M y
sponsible for the records of taxes. tithn. gifts. h u five pmdunive memben. The mnnal
and IO forth. A iecc of land that is owned and ruled U “stuting number” of peasant frmilier
Angc(2.000 /month)isnspcciPlininlore c d a domioion. It may be d a n y size. and the present win by the dmap ha:
and obsrure kno%dgc. ruler can k either a PC M an NPC. A dominion Civilized: 500-5.000 funiiiu pet ha
A s a d (4.000 pp/month) U the most h- could be a small tcwcron an acte of land, or a Borderland: 200-1,2wfnmiliapaha
portant penon in i skonghold, except for the mighty empire with theunndr o f p p l e . AU PC Wildemcat: 10-100 W ea pa h a
d e r . The seneschal U appointed by the d e r , ruler strongholds. both human and dcmi.
and is mponribk for anything with which the human, Mcalled dominions. E d month. the populatim rill pQ &.
ruler d o a not choorc to bother. Thc scnnchnl is Most dominions M pur of lugcr temmria; ucue iuclf, at antcdetcnnimdbthc num.
the d e r when the ruler is n n there; he answers the d e r of the dominion typically an ber ofhmilia pracnr:
only to the ruler. oath of service and fealty to a gmrer d e r . The
A haS is a policeman, rapomiblc for law smallat dominion is called a bnrony. Any Iup popllhtiaa popaktia
enforcement. arrests and i n m r i g a t h . (Csscs M.. containing tvo M more bmniu. U vety (p.mil*r) haene (karitia) lscrae
are brought More a magiurate for judging.) genenlly called a “ p t e r dominion,” and my 1.100 +25% 301-400 +lo%
The sheriff is a subordinate of the chief magis- hi= any of several m e s (county. duchy, king. 101-200 +20% 401-500 +5%
vpte. dom. m.). 201-300 +1596 500+ +l%to
The chief ltrmd (1,ooO gp/month) U re. +5%
sponriblc for all the day-today &airs of the Birlc Iahmitlon
stronghold, including food preparation. house. Abo,anyhexmiyplinarbsc 1.lOhmiliaper
keeping. and so forth. When a dominion is ntablirhed. the DM month for any of many rewms (accidents.
A mrdcn is a person charged with the protec- mum determine d e t h d i u &e, ladon, pop weather, guod or b.d h.mn.nc.).
tion of some part of the dominion (game war. uluion. and mown. When this i done. he
den, town warden, nc.). He is a subordin8te of can determine rhe dominion income. 0-
the c p a c h . in population. incomc. and w fonh ue +&cd
anreperrnth (dgamc time).
sources (used for paying taxes to one's liege. for Note that the experience points c m c d by
holidays, and visiting nobles). Peasants work the NPCI M always haif the amount given to PCs.
natural resources-either animal, miner. ruler's fields. raise and tend animals, act as ser. whether from adventures, ~lership,or other ac-
11, or vegetable. The exact type can vary vants. build the roads, repair buildings, and so tivities. NPC N I C ~may thus rise in level (and
widely. Peasants use and provide rcsourc- forth. This simplified game mechanic is used to power) as time p a s . but not as fast as a PC.
cs. and the ruler gains tax income from represent many aspects of medieval life. Some Dungeon Masters may object to a PC re-
them. Tax income is normally 1 gold piece per ceiving expcricncc far pasivcly runainina in a
month per peasant family, paid in cash. The ex- dominion. There arc ways to discourage I
First. select or randomly determine (using . hinhcr or lower
ut tax rate is set bv the ~ l c rbut tivity. The DM could increase the char
Idlo) the amount of resources in the dominion. taxes can cause &ous pro'blems &ce "Confi- coup by 10% for every ycnr the PC stays in ni
For dominions larger than 1 (24-mile) map hex. dence Level"). dominion (or 1%for every month). Altemarell
this may be applied to each hex. Raoum income varies by the type of resourc. the DM may apply double the normal chance fo
Next, select or randomly determine (using es. as follows: Unnatud Events per game month. Make sur
Idlo) the type of resource. When selecting, con. the players h o w of these penalties in advance.
sidcr the location of the dominion and its tcr- Animal: 2 gp per peasant family ' .
Vegetable: 1 gp per peasant family The following are clarifuations for use
d n ; for example. a desert has very few vegetable tctmining dominion income and XP p i p i n .
rcsources Mineral: 3 gp per peasant family
special situations.
When an cxisting dominion is obtained, income Rich Resources: Any dominion hex that brings
Dominion Resources Table starts immediately. When a new dominion is crc- in more than 11.W p of resource income mus'
Die Roll
1
RWUKCS Gained
1 rcsource
atcd, all incomes begin after one month
One other type of income applies to any ruler
f
have its own local N er, lord of rhat hex alone
Otherwise. part of the resourcc~are stolen b
2-7 2 Icsourccs of more than one dominion-income from the bandits. greedy peasants, nearby ~ k nor, othe
0.9 3 rcsources lcuer NIC~S who have sworn fealty to the PC. individualswho covet the wealth (dlox 10%).
10 4 resources sometimes called "salt tax.'' Each ~ l e rinclud.
, The wealthy hex and its NICI may be part ofa
ldia Roll TVLXof h u m ing PCI>must pay 20% of dl income to his or greater dominion ruled by a P C the FC gains
1-3 .i&ai* her liege (a ruler of a greater dominion). 20% of the income generated thereby, though
4.8 Vegetable** not the experience for it.
9-10 Mined"' Dominion lnmme and XP Limic Family %&: Each family may work on-
PC ~ l e gun
n experience points through rub ly one rcsourcc.
* Animal: dairy, fat and oil, fuh, fowl, cnhip. by collecting resourcc and tax income Resource Mninrenance: All the ICSOUKCS in an
furs. herds, bees (honey and wax), from their peasant subjects. A PC or NPC N I C ~ area must be worked. Animal and vegetable IC-
horses. ivory. gains 1 experience poinr for each 1 gold piece of sources cannot be ignored in favor of r o d ex
** Vegembk: farm produce, foodstuffs, resource and tax income, but none for standard ploitation of a mined resource; such a methrx
oil, fodder, wood and timber. paper, income or "salt tax" income. Experience points of rulership would bring rebellion. Each reswsce
wine. are gained at the end of each month. As DM. should be supported by at least 20% of the total
'** Mined: copper, silver, gold, platinum. you may want to make the PC work for the ape. number of families in the hex. Many peasant
iron, lead, an. gemstones. tar and oil, ricncc points-by fighting monster, battles, families prefer farming to mining and would
clay, stone quarry, coal. worrying about drought, etc. strongly resent being forced into the mined
trade. If the peasant populace is forced to mine,
Euemple: A PC swears fealty to an NPC count, apply a penalty against the next dominion confi-
Dominion Adminiatration and receives an existing wilderness barony of one -
dence check of 1 per 10 families greater than
The ruler of a dominion sets all laws and tax map hex. It has 200 pCPrPnt families, with 1 min. 10% of the total population so forced.
rates. and controls as much of the lives of the c d and 1 animal resource. The player decides to
peasants as desired. The N~CI'S liege normally use the standard tax rate. In the fmt month, the Record Keeping
leaves dl marten in the hands of the local ~ l e r . PC b m n receives 3.200 gp worth of income: The player should now have notes on the loca-
without interfering except in the most extreme 2 , W gp of Standard income, 1,000 gp of Re. tion, sire, and population of the dominion, the
cases. The greater ruler expects stability and very source income, and 200 gp of Tnrr income. For number and type of resources. the three in-
little else. that month. the PC gains 1.200 XP from domin. c o r n , a total income per month. and total a-
A dominion ~ l e ris chief judge and law. ion rule. However,if the PC docs noding in the pericncc gained per month. The income if
maker. A ~ l c holds
r various "courts" for formal game, he shouldn't receive Ius uperiencc points. added to a dominion treasury, kept by the char,
occasions. In a court of law. criminal cases are During the second month, the population in- actcr. Note that the treasury is a combination of
judged. Courts of honor are held. in which creases by 40 families (20% of 200). and 5 othcn cash, merchandise, and so forth. Merchandise is
awards of all types are given out. A court of wel- come ofage (by random roll). for a new popula- assumed to be sold when possible, using trade
come is held to honor visitors, especially nobles. tion of 241 families. The total income for the routes. The value of the treasury is used to pay
Failure to properly honor a visiting noble is a di. second month is 3,920 gp: 2.450 gp of standard for umps. new construction, and other things.
rect insult; failure to honor a liege is t m n . income; 1.221 gp resource income; 241 gp tax Only pan of the treasury (20.10%) can be treat.
Peaceful administration of the dominion is of- income. The experience point total for the sec- cd as cash during any one month, the ~csfis paid
ten I d t to a seneschal. a representative of the ond month is 1.470. to the liege as tax. The PC may add cpsh to the
ruler. In time of war, the seneschal puts his abili- treasury as desired.
ties at the service of the castellan or other mili. Modify this procedure as needed to maintain The player should keep a record of each of the
tary commander designated by the NIc~. A game balance. PCI should not gain vast amounts following dominion details:
"ruling council" is made up of wious advisors, of XP by avoiding adventures! A PC should gain
no more than 1 level of cxpricnce for 12-18 Dominion sire and type of hex (each)
each with his own area of authority.
Current population
months of rulership (not counting - XP from ad- 0 Number and type of resources
vcnrures).
Dominion Income PC overlords gain no XP for the navments Current treasury (both cash and total)
Each dominion NICK receives income from from their lesser A m (the salt tax). K s e pay.
three sources: standard income. resource in- ments are usually in the form of troops or mer- OominionBXpcnra
come, and tax income. chandise. but may be cash. This income has The ovcdl cost of maintaining strongholds L
Standard income is service equal to 10 gp per already bccn credited to the local d e r (for XP assumed to have Plreadv been deducted for dl
month pcr vewant familv. This is not monev: it purposes). and cannot be counted as XP for oth- incomes: no extra money need be spent for this
er N k r S . by a PC ruler. nowwet, other mts may occur
raholds an
thatmwt be paid. AUd4minim ucaut-
unnedfhnn the dominion t m a u y 8 t the end d
Cuh w e month. A Camidace chak is mpdc when:
pint, if the dominion is put o f a greater do- 1. A g u n c y e u b e ~ .
minion, 20% of dincome must be given to the 2. A plnnue or cekbntioo erpeard by the
higher N*I neh month. Such "payments" uc populace is canceled or nor &nducted (see
urually d e in the fonn of military uoops. and "Holidays:' nc.).
d d y much&. 3. A n u 4 dLuter occun (we "Eveno").
Second. 10% of d dominion income should 4. An enemy military force mten dominion
be paid tothe theancy (thelarl derical order dtory.
whvh is mm p m k n t ) . Although him is no( 5. Someorhusituatbnuiwrrhstcould~ect
abaolwely required. it is highly recommended. mmt of the dwninion (DM'r option).
If him "tithe" (tenth) is oot paid, no chic WU
be pnmincd to perform any tcivia in &at do. Do not roll dice to mlLe a contidnrc check.
miQion(iacludlng all fomrsof curinp If lna is simply apply the m u l m given bebm for the
pid.ceruin tcrvica may be withheld; the the- current confidence kvd h i b b d e d for
ourey ha8 limited puiencc. the situation).
Other costs may indude. but arc not limited
to. the foUowii: a d h and othu officinl; A. 450-500 + The dominion is Mal. Apply
entertaining visitors; holidays and feasts;mps; the f0Uowing &ma:
and mrullloKnts. 1. AU income is 10% greater than d.
2. Agcna spying for orher dominiom may
Vifitoa (75% chance for eacb) be K c r d y re-
Any NICI visiting a stronghold will erpcn to Wenled to the N k .
m i v e the serviccs and d o n s of home. This 3. If Irandom check indiam a dLurer
can bccomc quite erpcnsive, especiplly during (see Events W e ) during the coming
visita fmm nobles. yeat, there is a 25% chance that it will
ThL basit coat L in gold p i a a pcr day ofviait; not occur.
the Coif hluda d coif) for Np- the IW- 4. No ch.npcs to the contdence Iml of
bk's retinue. When more than one noble visits the dominion will reduce the l
e1bdm
atonce. YIC the highcsctick applicable. Pareach 400 for the MIcheck.
tilled visitor accompanying the higher ruler, add 5. Add25pointstothccwfidcncckrclfDI
SO gp to the coat. the n a t c d k k n a check.
The cos includca one feast pcr day, but docs
not include any gifts given to the visiting NICI (a B. r1oo-c(g:The dominion is "hhiq.Apply
common p m c ) . c&ns 1, 2, and 3 given for "A" (Ideal).
C. 350-)99: The dominion is Rocpmur. A p
ply &ma 1 and 3 given for "A" (Ideal),
and apply 2 with a 25% chance pu a p t .
I VIxount 150 I D.300.W The dominion ir l i d t h y . Apply
&at 1 given for "A" (Ideal), and apply 2
with a 25% chance pcr agent.
Rince * E. 270.299: The dominion is Sc+. Apply
1.000 effect 2 given for "A" (Ideal). but with a
Emperor 1.500 25 % chance pcr nguu.
'pol aprina. mn is dcocrmincd by the noble F. a3o-wtThe&iis-Nospe.
L
dominion) tide pluc 100 gp; c.g., a visit
a c m t prince costa 4oogp pcr day chi- apply
G. Mo.229: The dominion is Umtdy. *IC
Remind plnym to consider these cram when is 1 dunce in 6 &at the &Iml
chupctm visit their own h e r dominiom. A will suddenly drup by 10%.
duke'a mk-long visit to a bamn muld put the
poor buon deeply in debt. n. 1 ~ 1 9 9 Ihe
: dominion is ~cbnc.Apply
Although peupnts and other subjectsof. do- the f o h i n g &em
minion arc loyal only to their immediate &a, 1. Half of the v t a (2% timc the
they wiU obcyaviaicingmbkunlerrtheoldca number offunilia)form a pamtmili-
PIC contrary to the hell der's g a d h. tia.NactheWU~Bueamhr
rionr and hvs.
Hdid.*
Either a nobk N k or the thhcancy may de-
dm a holiday. The W y &m all wirbia the
mlm; for example, a kiag'r holidq is nuiw.
wide. Ihecos of a W y L d e d d from the
r o d income of the person declaring it (the chi.
cnlorde~'scithe,theovulord's20%,ctc.).Ifthe
holiday isdcdued by amunt or lamnok. the
to m.E& lnacr dominion must then con. number and quality d military forces. number
ofsuongholds, events of all tgpa, and relacions
Dominion Event8
tribute even more troop for the armies of the
greater dominion, p s i b l y led by the lnacr with demibumam nearby. At the beginning of each game yew, when a
NIc~. In addition, a peasant m y (troop dnra: confidence check ismade,the DM can rlro xlm
”poor”) is rkKd in rimes ofwnr, whelp defend Chinning Rulen or randomly determine m u (borh namal and
the homeland. Normally, one-tenth of the total unnanupl) to OCCUI in thc coming yew. A per.
peasant population CM“muster:’ joining the PI- Though a ruler CM appoint others to positions centpge chance M given f~ each event to d e u -
my. This number can be doubled ifsotely need- of authority (as given in each tide description), mine randomly. The DM may modifg chances as
ed. but the troop class then drops to tPking away tides M a bit more difficult. A m e - dnitrd.
“untnincd!‘ The od?cost ofa asant a m y is a schd can be changed without uouble. but any Each dominion rhould have ld4 m n a per
corresponding loss Ofmcome (O Yall thm types). change in noble r u h mag c a w a r e d o n yea^. Random redrs rhould be m&X fot bnl.
For cxamplc. if 20% of the peasants have mur- baxd on the alignment of the deposed ruler. If ance: four diiasten in a single y e u could wipe
teed. the total income will only be 80% of nor- the ~ l ewas
r Chaotic, no reaction o c ~ among
n out a dominion, which is w d l y unfai~.
mal for that month. the mlcd people. If the ~b WPI Neutral, there Space docs tlot permit detailed d e u i p c i w of
is a 50% chance of a reaction. If the ruler was events; those inJuded here will help to airnu-
Dominion Confldenor Level Lamdid, a removal reaction is automatic. late the DM’s imagination.
To find the exact reaction, toll ld20. and corn.
A dominion’s confidence level M a measure of pare the result to the dominion confidence level,
the populace’s satisfaction with their ~ l e r . using the following table.
g h 1 to 500, the confidence level is All ofthe following dcpend on the terrain,
%%d each game yeu, and as often as needed locnrion, and d e r details ofthe dominion.
mherwk. The cumnt confidence level should Event chance
be noted, along with the notes on population. Comet 30%
income, ctc. Death (Wid,Rdu, w.) 10%
EaIthquake* 10%
DetuminLy the contidcnaLevel hlosion 10%
The base confidence level of a dominion
cqunLthctotPlof151-210(d%+15O),plusthc
total of all 6 of the ruler’s ability KOICS. This
level is the sunc at che kginning of cacb new
year, tegardlerr of changc~or temporary adjust.
menu during the year.
(Youmay thwre to create a more compln sys-
tem, based on the vnrious factors of dominion
Nk.)
V: Violent Reaction from the peasants. Conf-
C~thCcoatidcnalcvcl dence level drop to 49- “Turbulent” (K)-
You may adjust the bax number each month if not already there. P e w militia fmeu
because of PC actions. events, and other facton attack all strongholds; assassination at-
as dcsired. A maximum bonus or penalty of SO tempts, sabotage, and other effects M ponri-
per month. or 10 per item is mommended. b k (DM’, choice).
Many things could cause a change in confdcnce U: Unfavorable reaction from the p e ~ a n t s .
Iml. including (but not limited to) the follow-

1
Subtract 20 poinn from the confidence level
ing: na rates, number and titles of visitors. (minimum 0) for the next check only. Vokano’ 2%
number of tournaments held, number of advi. A Acceptable reaction from the peasants; no Wareraput 25%
son. officials and rulers opulation gmwch or change. Whirlpool 2S%
loss. weather. number ;6pholid,,. changes in P: Favorable reaction from the p e s s ~ t sAdd
. 20
* ThL event constirutes a disaster. I
neuby dominions, existence of bandits. wm, points to the confidence level for the n m
number and aualin of magistraws and sheriffs, check onlv.
Ullo.tud E m U pbk
The following events M mt based on na- I
Asseuinauon
Bandit.

Accidental Death of OffiCLl


VIP visitor
WandednE Monsters. 20 W + 7S% I
this chapter, we'll calk about coping with a Alignment Change8 Anti-magic radiated by a CCI UNCI such as
problems and strange rima- - - m o d is slkhtly different: it is spo& (I s
up in a campaign. Sometimes a player forgets (or ignores) the a percent& chance for it m aff& each rpeu or
alignment of his character, and plays the adven- item). and it only affects tnnponrg magic.
TempoTmagic includes all spells, potions
Ability Checks turer inmntcdy. You should talk privately with
the player about the problem. and encoutsgc scrolls,wan , m v n , and mds. All spell-liked
During the play of the game, a player will the proper play ofalignmcnr. NNCIdo this dur. feca produced by permanent magid item
eventually cry something not explained in the= ing a game; deal with the problem in private. (such as the h u e effect that a d ofsprediq
rules. In moa cam. the chnmcter's action could If the problem continues nfru you have m e d can produce) M also temponrg effects. subja
pertain ro one of his ability scores. A chuMer the player more than once. you may tell the player to dampeniy by anti-magic, but the magics.,
crying mwalk along the top ofa very narrow wall to chpnoe the alignment of the charactu to the items t h e m v u M unharmed.
is wing his Datuity: a chnmcter wing to mow alignment actually being played. You may dm as. If no percentage is given for the AM effect. it
the huge boulder blocking the corridor is using sen a penalty against the character u this time. is 100% and d f ~ t all s magic within the area
his Strength. mch as the loas of one level ofcxperiena. noted. OtherwLe. each temponrg magical item
In such ~ N U ~ O M , have the charactu roll ld20 Remember. roo. that you have not changed or effect must be individually checked for cancel
againat his pertinent ability score. If he rolls the character's alignment: The player has, by lation of its power as soon PI it enten the A-b
equal to or less than the score, he has succcgsully playing his chnrpncr as a dfirent alignment. area.A.Mischeckedcnchroundbyrdlingdl00
performed the task: if he rolls greater than his Sometimes players will change their chnmc- A magic effect is canceled if the dl00 d t i
score. he has failed. ten' alignments for appropriate mns. If a equal to or lcss than the given A-Mpercentage
When the task looks exceptionally cpsy or dif- character is affected by a helm of d&mxnr Once an effect is negated. it remainscanceled fa
ficult, the DM can mcdiify the attempt by add- changing or other cursed t m t e that affects the entire encounter
ing a bonus or penalty to the number the player alignment. then obviously the player had no
rolls on the dZO. This whole proccss is called the choice. (Generally. the original alignment will A-M Duration
ability check. return a pcrtod of rime after the helm or the
See also the section on "General Skills" in cunc is removed.) A h , evenu in the life of a It is im nunc to notc that A.M is not a dipel
Chapter I; these rules pmvide alternative ways charactcr might force the player ro rmpluate the magic e&. h e l e d magic may m m m e it
CO InOh'C S W SiNUiOIlS. charmer's permnaliry and play him differently. leaves the range of the A-M effect. Magic can.
So long PI he plays the new alignment well and celed by d a t e d A.M remains canceled for MC
consinently. there should be no problem. turn after it leaves the A.M area.
AdnB If you penalize alignment changes, you The rime during which a magical effect is ne.
In the D&D@world. d k , blindness, and should also reward good alignment play by gated doer count as part of the duration of the
other afflirtions can k d y cured by clerical awarding more aperience or m u m . spell or effect. Magical effects dcauibed PI in-
s ells. Punhermore, the raise dead and raise stantaneous (fmbru.Iighming bolt. e=.) M
&d tuUy spells seem to bestow ncar-immor- destroyed by the A-Mand do not mappear her.
mlity-but this is not quite m e . Anti-Magic Effects
ChnrPncr aging should be a cuefully resuict- Magic can metimes be wcPLened or altered Drtrllrd Exrmplrr
ed element of the game. When a character so chat it i?i canceled or only panidly functions.
1. pocionr
mchn the end of a long natural life an, magi- This phenomenon is called anti-magic (AM).
cal means of prolonging or m r i n g s e should Anti-magic is stated as a percentage chance that Anlmmodcomcswithin A-Mlpneeofap
uon offl ing The potion is deactivated by ran.
have link or no &KC. A lnire spell should only
mtore the character for a brief period of rime
magic will MI work within a given area.
The fmt encounter with antimagic for most dom 104 A d becomes nomagical hawed
water. If consumed during this rime, the watet
(ld10 days or whatcver the DM chows). The PCs occurs when they confront a beholder.
following ages M mommended as the maxi- whose central eye projects an anti-magic my has no effect. and all bendits are forever loa.If
mum for chnmcter raced: Thir my's A-M wlue is 100%; magic will not not consumed, the liquid again becomes a
work within the my. s r a n d d potion offlyingone Nm after the Im-
HumM 100 (95+2d12) Some very m creacum (notably Immonah) m o d dcp.rrc.
HiJfling 200 (190+2d20) parseu pucial or mal anti-magic.
DwaIf 400 (37I+d100) 2.paconnlspcllB&co
Elf 800 (750+2d100) A fighter with plate mail + 3 and rbield + 3
A potion oflongevityd o u remove ten yem of
Why A-M Exirtr drink8 a pouon ofpolymorphselfwhile hia allies
aging, but the DM may apply any restrictions as Anti-Magic mulu from differences between cast blur and hure rpells upon him. He cum
desired. POI a m p l e : life fonmnative to different planes of existence. himselfinto a giant, pi& up a neatby club, anc
Magic native to the inner planes of d t e n c e (the a r c h an Immod. As he a n h . he step
1. The potion might only e t unnatural ag. Prime, Ethereal, and elemental plana) hnc. within lpnee of the Immonnl's A.M. The DM
ing (such PI that c a d by haunts): or, tions best when wed on mcum and thinga na- checks the A.M. rolling once for each of the
2. Each living creature might only be able m tive to those plnnn. Crcanues from other p h s fighter's magical effccu.
ddnk five such potions in a liferime. all fur- M not made the same way By random roU. the hpne and the polymorph
ther wes having no effccq or, All creatures native to the inner planes M M c d e d . but the bks is not. The chprsncr
3. Each use might have a chance of creating a made of components of the fow Sphem of Lwtpnrlyrrsuma nopnnl form and shnt to aor-
reverse effect, aging the character 10 ycm. Power (Maner, Energy, Time,and Thought) and malrpeedbut d g a i n s a + 1bonus m a d and
A wid should be the only magic capable of M all affected by the Sphere of Enuopy. But damage rolls. Hc can no longer we the &ntsized
e n d i n g a chnmcter's life to a g m t degree. As creatures of the Astral and outer planes lack one club,butdrawhissxard +Jinnend.Thewenp.
a guideline. it should have a maximum effect or more of the four components, and may avoid on,mor, andshicld M notcheclied, since they
qual ro that o f a potion oflonpitu. but with. most of the effects of Entropy as well. M pumnnent magical itmu.
out resuiccions. When the DM checks again at the start dthc
n m round, the Mea is negated also. so the bo.
Some characters will avoid the fite of aging by Magic Affwtrd n w no longer apply
undenakin the path m Immortality and suc-
ceeding in %at quest. Other dunran who have When A-Mis used as an a m k form (such as One turn after the Immortal leaves or the
lived long, exciting and fruitful lives will proba- the beholder's my), it is powerful enough ro can- fighter moves out of range of the ~ti-mogic.the
bly accept the fmal mf brought by deuh, panic- cel the effects of dl fonm of magic, including fighter's polymorph and hssn effects rrnppenr.
d u l y if their players arc anxious to get on with permanent items. The instant a magical item is The f d t c r can continue to we the polynmph
new. v i d chnmcrers. moved out of the my, it regains normal power, effect for 5-10 more cums (the potion effects
-.-
.-.

apt4 I 3 Iur ..ion M iterProcedurea


Fur cxampk. "Some footpMu lead off m the chamcter is hit by a mckslidc. Daterity adjwt-
kft, but yOU'IC M I SUR W h a t mnde rhnn!' h h menu could be applied to the &. Ifa chvlctu
clua may help m SWCI the p ~inythe tight direc- trier to break mcthing. Scragch adjwmcnu
tion within a dungeon. You may insen clues as could be applied. No adjustment should be

I: 0 120 days
90 days
60 davs
pmoftheiunndauiptionr.
Clues should be given when the p m y is ap.
proaching a deadly a m . especially on the fun 01
semnd level of a dungeon. Clues such as awful
p t e r than t2. However, adjuffmenum the
chance ofsurvid CM be any number ofmbuw.
tions from the roll. A potion bntk droppa
from a tabletop might r q u i a~check
~ for break.
smells or bones ofesllicr victims wun characten
that there is mreme danger nearby; subjecting
-
age. but with a 2 adjustment(thw, only a d
of4 indicates breakage).
characten to such danger with no waming is llot If an item is damaged, it may either be parri.
vely fair. ally damaged or completely dauq.ed. For irenu

1; I
Higher level duncten M more accwtnned to with magical bonum. me of more poiam may
.~~~~~. p t d a n p . and drrpn dungeon leveh may in- be lcat due m damage (DM's &e). P d m
3 houn deed cvntain sudden-death Situatinu. Vague of and scrolls should be compkely acrvoytd by
1 hour misleading clues may be p d e d by m ~ ~any emre damage.
21 t 1 rum map found or pu-, or by slight hard-to-
fmd indicatim in the dungcon MPI. In g e d ,
Some lycanthropn can be c h m e d when in when the playen bemme more qxtienced. the Demihuman Clan Reliu
human form, but this is nearly uwlm: Only clues may b e k r and more subtle. Each demihuman clan has a d item.
nmlmand wereboars arc affected and the caUed a "Relic:' which is kcpt in the carar of
chum will auromDticnlly be broken when the
c m t y n assumes animal form1
Cmatlng Characten the clan stronghold. The Relic is tcndcd by a
Ke-1 and 2d4 aides. Wc describe the individ-
When a newly created character has all low ual types ofreliu below.
scores (dscum under 9, the player should be
Climbing allowed to dixard it.
Ihc position of K n b heredinry; ea&
Keeper passes the sccret~mkdgcofthe and.
Thieves (and d y thieves) have the special You should allow beginning playen to we ing and UM of the Relic to his of hcr wn or
ability m climb sheet surfaces. Howmr, any characten they l k ! It's hard to have fun playing daughter. nmr wtiting down any &la, !u t
character can uy to climb more ordinary surfaces when you are forced to we a poor character, with they be stolen. Thi secret knowledge include
(1tree, a sreep hill, a WPU with cssy handholds. norcoreabwe901tworcombelow6:such char. d m i h of constrvcting a special item. given in
ctc.) many situations arise where characten want actem should be discarded. (Onthe orher hand, each clpu dcrription.
m do this. a player might want to play t b chnnner; if he
Generally, any characten in m d armor will docs. In him.) Rolic Powen
llof be able to climb well. Characters in leather Ifa player wan0 a cennin clpu of character but
of no armor should be able m climb easily, with rolls abilities that strongly fawar anorher cku, Each surd item givei a
only a slight chance of falling. In siNations you may allow him ro switch the ability smm in Keeper. It alm mnrinuP y &tur i m
an aura.
where "normal" climbing might be attempted. around. Jwt switch the highest KOIC rolled for which hu a "nun u n d d c&cr simii to a
fmt,decidc on a buc chance for succc~~. Pot ex. the chuacter to the Prime Requisite ability ap. cleric's. The Relic may. at unpredictabk times
ample, if chnnnen rcek m rpend the night in a propriate to the clan the player wants. (thac best for the HOT b c i i played), d m
m with many ovcrhanfig branches, there the following additional spell-& abdida, this
only omus when the DM mys they do. and the
might be an 18 in 20 chance ofsuccnsful climb.
ing by unarmored chnnnen. Thore in m a l ar-
Damage to Magical P G can n m r predin thne cpcnu.
mor, such M chain mail, might find their ltemr CURblindnrn
chances slimmer (11 in 20) in climbing up top. cum dimse
Dexterity checks (roll Dmerity or Ica on ld20) Any item may be dam& by rough treat-
ment.Armor and weapons. however, M made neuvpLze poiwn
m y d o w an easy way for DMs w check chances rrriow round#
to withstand a great amount of punishment. CUR
of PCd falling from their perches. Whatever The DM should decide whether an item idenrifv m q i d irem
chances you decide to we. make a note of them
rp t h q may be applied in f u ~ r egames. Re- might be damaged. based on the item and the Dolninsdoa
member that falling characten rake ld6 points
of damage for each 10' fallen. a pe of attack and then would make an item
amage roll.
Some breath wenpons (acid, fm, cold) should
The Knpcr of a Relic e n b great pmr&
among the CIM; the pmcn of life and death ar
litenlly in thc Kcepcr's hank (much a hurmn
require such checks. If the wer makes his saving cleric's). Thus, the Keqm is held in avc by the
Cluer throw ngrinrt the breath weapon, magical bo- entire clan.
Beginning playen often need help in learning num can be applied to the item's roll. In game mechanics, this is a domioarion
to play. When running a game for beginnen. the
Long MIS (100' or more) should require ability-the Kccper cat^ give d e n . and the c h
checks. Pooh ofacid, mckslides. and other cases memben will o b q them.The only clan member
DM should encourage them by saying such of extreme damage should require checks for
things as "Do you want IO r n x h for secret immune to this effect is the Wmmnnu. &e
items carried. A scroll normally need not be leader ofthe entire clan. who rnpecu the Kecp
doom?" or other suggestions. This should not be checked accpt against fm damage; you may al-
wntinucd once the players have experience with er's p e r but u n u in awe of it. mognizing it
w include water damage. if desired. as a service and a tool tor the clan's nurinl.
the p e , but such clues can be very helpful m
beginncn. To check for damage to items, roll Id4 or ld6 The Kccper never a b w a this porn;it is al-
(using ld6 if the chance of damage is high), If ways wed for the best intcmu of the clan. not
You my wiah to dow wme "automatic suc-
cm" siNations to cncounge the playen. Thw the result ir grcsrer than the item's Stre& the Keeper. The Clpnmutc~is &en c d t e d
who never find rccm doon will toon stop look. (number of "pluses")), rhe irem is damaged. about imporcant situationsand o&n. and kept
ing for them. Items without pluues may be given ratings for advised about the current amount of pmcr in
rhir p u r p o ~ Cansider:
~. the Relic (see "Spell-LikePowen:' below).
When the playen gain qxriena with the
any potion or scroll a + 1 item; If the IUC situation O C N where
@tYlC, thq may SCUT d i n g qLKEthM & "DO ~ the Keeper
we find my MCCI of ppcaing uepnuer?"of "Wc
a n y w m d o r d a s a t2 giwr M order to an NK WM member .nd the
don't Laon wbich way m go fmm here. Arc there and all permanent items (such as rodr, rings, Wanmmer counten it immediately. the mipi-
any dua?"You may o&r descriptive infampdon and mircellaneour items) as + 3. ent of the order is mdwd(simply d k m r
that playen will haw m dctenninc what it means.
This roll may be mcdifrcd; for aampk. if a or think cleprly)until the situation is tcsolved. I
PC may make a saving throw vs. spells to avoid the fabulous clven lightship and oil of sunfight The lens and oil cannot be created by any oth-
this confusion. described below. er means, including a wish.
This large. intelligent tree may be mistaken Dwvven clans also can construct magical
lhrn Undead for a treant. It cannot be moved, nor can it move hammcn. shields. m t , and othet items typi- -
The Relic constantly radiates a magical force itself, except by i n elven Treekeeper. It can only cal to dwarves by using a Forge of Powc
that has the same ability to turn undead as a be left or found unattended if an entire clan is cost and time for construction are left to th
lSth INCI cleric, at a base range of 360'. destroyed, Most elvcn strongholds will pay
In many ways, this effect is more powehl 20,000 gp or more for accurate information Elf
than the cleric ability, for even if the turning at- about the location of a living clanlws Tree. An clvcn Treekeeper, Clanmaster. and seven
tempt fails (against nightshade or larger). it is aides (all maximum level) may use a Tree of Life
automatically repeated in the following round. The Halflln$ Relic to create the famous but extremely m e elvcn
In addition. turned undcad will probably not re- lighttenrs. in the following manner.
turn (check morale. applying a -6 penalty). A Crucibk of Blacfflamc rests at the hem of The Treekccpet draws one ounce of sap (at
every halfling clan stronghold. Blacfflamc is like most) each month from the Tree of Life. distill-
speu-Like Powers normal flame in reverse: It burns ashes and ing it to a single drop of golden liquid. Extreme
The powet for each of these &ems comes di- leaves whole items. The Crucible, a truncated care must be taken lest the Tree be harmed by
rectly from the Relic. That power is diminished pyramid-shaped wooden container, may be used the drawing of sap (which could seriously reduce
when the Kccpct usen the Rclic's other spell-like (along with the Bl&ame itself) to cteate the or even negate its special powers). With the help
powers. fabulous web ofshadows and the extremely m e of the Clanmastcr and aides. the Ttee's branches
The Relic's cum undead effect s c a n s out with oil ofmoonlight dwribcd later. M guided so that a fcw leaves of perfect paper-
an initial range of 360'. Euh use of a spell-like A Crucible may only be left unattended if an smooth f~xturearc grown each year. The dis.
power reduces this range by S'. When it reaches entire halfling clan is destroyed. If any nonhalfl- tilled sap is mired with the powdctcd leafveins,
0. the Relic can do nothing funher; its turn un- ing posscsscs a Crucible. mort h d i n g clans creating oil of sunlight-the distilled csxnce of
dead power is negated and none of its spell-like hearing of it will offer to buy the Crucible for light iwlf. The process can only produce one
powcts work. When properly tended by th: 10,ooO gp or more. or 1W.oDo gp or more if it ounce of oil per year.
Keeper, the Relic's power returns at the rate of 5 contains Blacldlame (dcpcnding on the clan's re- Other perfect leaves arc carefully prcued into
range per day (but never faster). sourcen). If thc finder refuses to sell it. the clan the shape of the lightship hull, and enchant,
Cure blindness. curc disease. neutralize poi- may employ thieves to steal it, or may even as- menu (known only to the Treekeeper) are cui
son, nuescrious wounds: These effects are iden- semble or hire an army IO retake it, as they con- upon it. At the right moment of the yw, the oi
tical to the clerical spells of the same names. sider the Crucible to be the property of halflings is spread on the specially prepared hull, and tht
treated as if cast by a 15th level cleric. and halflings alone. fmal cnchanuncnu USC. If all goes well. tht
Identify magical item: To use thu power, the However, if the finder sells it to halflings for lightship is then complete. able to fly rt
Keeper places a magical item by the Relic. leaves 50% of the amount offered (or less), the clan the air at 360' per turn as long as it rem
it thcte for 24 houts, and then touches the item. buying the Crucible will award the title of hon- sunlight (which propels it). One hundred O U ~ C C J
Knowledge about the item then magically ap- orary clan member to the person selling it if he of oil arc needed for each lightship; each light.
pears in the Keeper's mind. The name of the did not destroy the clan that originally owned ship can carry ten elves.
item and number of "plusxs" arc mealcd. but the crucible. The oil cannot be created by any other means.
nor the number of charges (if the object uses magical or otherwise. including a wish.
charges). Cursed items will. unfonunatcly, be Craft Use of the Relics filven clans also can construct magic bows. ar-
identified as normal ones. As with the use of rows. swords, and other item typical to elves by
cldcal spell effects, this reduces the Relic's turn. The rules that follow are for DM and NPC wc using a Tree of Life. Cmt and time for con~vuc-
ing rangc by 5'. only; no player c h a t c r can participate in the cion is I& to the DM's dixrction.
constwtion of thex famous, but inctcdibly rare
The Dwarven Relic items. You may place one or more of these in a -g
campaign. but very few should Cxist, if a~ 111. A Crucible of Blackflame is a truncated pyre
A Forge of Power rests at the hem of every Each requires centuries of work to create. and mid made of m e wood. with a solid b w . and i
dwmen stronghold. Most Forges of Power con. should be treated with appropriate awe and re- triangular hole in each side. The Blackflame in-
sist of a pais of objects: a large crucible (object8 spect by the dcmihuman clan involved. side a Crucible of Blackflame is exactly the re-
placed within it ue automatically heated to a p verse of a normal flanu, black in color and
propriate tern erarurcs), and a lac e anvil (upon Dwarf emanating darkness and coolness, with flickcr-
which metal o\jects are hamrncrc~andshaped). By using the Forge of Power, the Keeper, ing revenc "shadows" of light. The flame will
The Porge is used to create the fabulour dwmen Clanmaster, and S N C ~ dwnrvcn blacksmiths burn anything normally not burnable. and will
lens and the extremely rare oil of darkness (de- (all of maximum level) can work together to con- not harm combustible item (hence the wooden
scribed later). struct a d w e n lens-a sheet of puce gold, gcn- container). Blackflame can be used to light a
A Forge may only be left unattended if an en. tly hammered out to perfect paper-thin texture. torch without burning it. and intlicts cold dam-
tire clan is destroyed. If any nondwarf finds and This is a long task; it must be worked slowly and age in the same manner as a normal fire (but re-
posw~xsa Potgc, most dwarren clam that hcas carefully, and requires centuries to complete versed). Blackflame will ?Is0 restore ashes to
of it will offer to buy the Forge. for 100,000 gp (800-1.000 years). The completed lens is a 10' their original form, but does not return an incin-
or more (depending on the clan's resources). If diameter disk, mounted in a ring of pure gcm- erated victim to life.
the finder refuses IO sell it, the clans may employ stone, and is uxd only to crate oilofdarknesr. Using the Crucible and the Blacldlame. tht
thieves to steal it. or may even assemble an army The lens ~ t u a l l yconcentrates and distills halfling Keeper of the Flame, Clanmaster, and
IO retake it, as they consider the Forge to be the darkness itself to form the oil, and can only cre- several halfling sheriffs can work together to con-
property of dwnrvcs and dwarves alone. ate one ounce per year if left in complete dark- SINCC a wcb ofshadows. Occasionally but very
However. if the finder sells it to dwarves for ness throughout the year; MY light will spoil the rarely, the odd shadows cast by a Blacfflamc
50% of the mount offered (or less). the clan entire batch. have material existence for a shon time: if
buying the Porge will award the title of h o n o q Oil of darkmu, in turn, is used to make d- caught and immediately placed in the Crucible.
clan member IO the person selling it unless he ships, famous but extremely rare magical dwar- these wisps of material can be stored. When
destroyed the clan that originally owned it, vcn rock boats. which can move through solid enough shadows have been caught (a procedure
The Elven Relic rock as easily as birds move in the air. One hun. that takes over 200 years). the Keeper can draw
died ounces of oil are needed tot each rockship; power from the Crucible itself(using the ancient
A Tree of Life stands at the center of el- each rockship can carry a crew of 10 dwarves and secrets) and weave the web of shadows.
ven d~ stronghold. It also may be used to create it moves at the same rates as a WM-&~. square nn of gossamerstrands. It cannot t
I Master Procedui
by any m w u (even magical) cxccpr in shadows
or moonlight. and is carefully kept and stored by
Equipment Not Listed Lisreni:
thc Keeper. Beginning players should not be allowed to Any characrcr may iistcn for nolys. inis oc-
The webis uscd for only one thing-collecting purchasc cquipmcnt other than the items given curs most often at doors, but may occur any-
moonlight. When thc Kccper and Clanmaster on thc listl in Chiptcr 4 unless you decide other. where. For a chiractcr to artempt listcning, the
hold thc web for an entire night under thc light wisc. If a player wants a piece of equipment not area must be quiet to result in any IUCCCSS. Near
of a full moon. chanting thc ancient phrases listcd and you dccidc to allow it, you must dc- a watcrfall, for cxamplc. listcning is nearly im-
known only to thcmulvn. thc moonlight is cidc on its cost, cncumbrancc, and'othcr charac. possible. If the area is quiet. all the characten
caught and distilled. forming a single drop ofsil. tcristiu; if you allow the player to come up with must also be quict to have any succcs. This
vc liquid. This oil of mwnlighr is collected the cqui mcnt charactcristics.you could end up mcans that cvcryonc must stop and wait whilc
anastorcd in shadow. avoiding the light of day. with u n h n c c d cquipmcnt cntcring the cam- onc or morc characten listen. because armor,
A full ounce is required for any dfcct (pthcrcd paign and becoming a problem. weapons. and other items make noise when
ovct 1.10 years), and may then be rubbed into a characters arc moving.
If any player says "1'11 listen for noises:' roll
fabric (oftcn to makc a sail or kite). Any object
thus mated gains the abihry to fly at 360' per Haste Spell ld6. You, the DM,should always roll, whether
turn whcn in moonlight. which ptopeh it. Thcrc PIC many magical ways for crcamrcs to or not thete is anything to hnu, to keep the play-
Haltling clans also can construct magical dag. move and fight at greatcr rhan normal speed: ers guessing. If the result is a 1 (1-2 for a dwarf,
gcn. slings. swords. and other items typical to the most common is the haste spell. The follow- elf or haltling), the charactcr will hear PI IC
halflings by using the Cruciblc of Blackflamc. ing NICS apply in such situations being madc, if conditions permit success
C a t and time for construction are lcft to the A 1st or 2nd level thief has the samc cnancn
DM's discretion. 1. Saving t h m arc never affected by speed to Hear Noirc as a dcmihuman. As he gains
differences. morc levels. the chid bccomcs morc adcpt at
Doors 2. Hit rolls pain a + 2 bonus for cach sDccd dif- hearing noises.
fcrcncc. hasredcharacter who dr& a po-
Doors arc common in most dungeons. Many
doors PIC locked. and many othcn arc stuck. If
tion ofspced thus guns a rotd bonus of +4
to all attack rolls against opponents moving
Magic-User Spell Choice
locked. a door cannot be opcncd until a thicf at normal spccd, but only a + 2 bonus Whcn a player starts a magic-uxr or elf char-
unlock it or until a magic-user casu a knock against singly haired opponents. This bonus acter, the player will ask you what spells the char-
spcll upon it. Any unlockcd door can be easily only affccu hit rolls. not damage rolls. acter has in the spcll book. The magicwer's
opcncd by any monster.After a door is opcncd. 3. The armor cllac ofa hasredcrcaturc IS not dif- teacher is a higher level NPC magic-user, and thc
it will usually slowly swing shut unless a spikc is ferent from its AC PI normal speed. but it re- spells come from the tcachcr. The "spell b!d'
used to wedge the door open or it is held open. ccivcs a - 2 AC bonus for the ncxr speed wumcd in the game can simply bc a list of spells
effcct. Thus, afightetwcaringplat~mailand kcpt on the character shcct. You may play the
"Open Doorr" Ability shicld (AC 2) is treated as AC 0 If "double- role of thc teacher if you wish, but this may alm
s ceded" (such as from both the porion and be wumcd.
A stuck door can bc forced open by any char- C L spell). This systcm for spells allows you, the DM. to
acter. If a player says "1'11 open the door:' roll 4. Wands. staves. rods. spells, and othcr magi. keep control of the spells used in the game. For
ld6. Ifthc result is Ior 6. the door is succcufully c d eflecrs are nor affcctcd by speed. Magic cxamplc. you may wish to avoid charm penon
forced opcn. This roll should be modficd by a always takes standard tunc to use. without spells. You can avoid it simply by not giving it to
charactcc's Strength %ore adjustmcnc. but a roll bonuses or penalties for speed dfectl. the charactcrs. (You'll have to make sure that the
of 6 should always open a stuck door. 5. A maximum of two dXerenr rypcs of speed characters nevcr find a scroll or another magic.
The attempt may be madc oncc per round per may be cumulative. For example. if a charac- user's spcll book with the spell on it. too.)
character. However. if the firs1 artempt fails. ter drinks a porion of spced and is haired. the The first spcll givcn should always be read
monsters on the other side of the door cannot be charactcr moves ac four rimes normal rate- magic. This dlow the charactcr to read scrolls
surprised: they have hcard the noise. twice normal from thc potion. and twice nor- found, and would be a basic parr of the charac-
mal from the spell. Four rimes normal is h e ter's training.
Secret Doorr maximum possi6lc nre increase: attempts at The second spell givcn to a beginning magic-
"triple speeding" or faster ratcs always fail. user charactcr should be fairly powcrful. You
Any character may scmh for secret doors. Thc For every lcvcl of spccd. doublc the number should avoid giving dcrecr magic, lighr, or pro-
playcr must describe the exact area bcing of attach the character can make that round. rection fmm cvil Y the second spell. as these arc
s c d c d . This takes about one turn for cach 6. Identical types of speed arc nor cumulative. nearly thc samc as the clerical vcrsions (easily ac.
10'X lo'arcasearched. lfaplaycrsays"Mychar- If a hasrc spell is cast on a character who is quircd by a 2nd or highcr level cleric).
acm will look for secret doon," roll ld6. You already under thc influence of another hasre For magicmcr characters. good "sccond
should danysroll. whether a smet door is thcrc spell. thc second spell has no dfect spclls" arc chnrm penon, magic missile. deep
or not. to kcep the players guessing. If thcrc is a 7, The DM may add othcr rcstrictions as dc. (all useful attack-typc spclls), and shield (a valu-
secret door and the result is a 1, the chpmacrer has sired. For example. problcms in communica. able protection).
found the secret door. Elvn find sccrct doors tion can develop through speed Mcrcnccs. Thc floating disc. holdpond, read languages.
with a roll of 1 or 2. cspecially whcn a character moving at four and venrriloquism spcllsarc useful: however. the
Once a secret door has been found and i n cx. times normal spced tries to talk with others playcr of a beginning magic.uscr may feel usclcu
act location noted on a map. anyonc reading moving at normal spccd. in an advcnturc if "misccllancous" spells (which
that map a n find the secret door later (no roll includes rend magic) are rhc only o n e hc knows.
mcssary). A secret or hidden door may nor be Spccd can be an extremely viluablc tool for These spclls make good "third spclls," when thc
opcncd until it has bccn found characters in combat. If the bonuses gained by character reachcs sccond Icvcl.
spccd givc the PCS too much power, you should You may wish to givc one spell to one bcgin-
Sprcial Doom add M Ycontrols nccdcd to keep thc game bal- ning magic-user and a different spell to another
anced and entcrtaining. bcginncr. This incrcpxs thc number of different
Some doors may be made to opcn only in one spcllc available to a pmy. However, bc sure to
direction. Such doors may not be forced open give spcllsfairly. Tty co give one powcrful spcll to
from the wrong sidc. but will open normally ifa each. to avoid complaints of unfpimess.
knock spell is used (from either sidc).
Lort Spell Book6
If a magic-user or elf character loses a spell
book, the character has a big problem. Nobody
would allow the charactcr to use a borrowed
book, and without a b k the character has no
spclls to memorize! You should always offer
some method for the character to find a lost
b o k or gain a new one. This should not be easy;
it may involve paying a large sum of money (01
i n unbrcakible promise to pay in the future). a
special service or journcy. dangerous adventure.
at some other method. Remembcr that the chat-
acter is heavily penalized by the loss of the book,
and the playcr will probablv not havc much fun
until it is rccovercd.

Mapping
Mapping a dungcon is one of the biggest
problems for bcginning players. You can makc it
cvicr by following some simple guidclincs:
1. Describe areas clearly and accuntcly. If you
make a mistakc, tell the players right away,
and make necessary corrections.
2 . Use thcsame rcrms in descriptions. and try to
describe rwm dctails (size of the room. exits.
crcaturcs, othcr contents) in the same order
each timc. If the players k o m c familiar
with certain oftcn-used rcrms, they can mip
morc easily. Somc common terms for corri-
dors arc:
Side passage (or Sidemad): A corridor
branches offto onc side, but the main cor.
ridor continues.
Four-wny interscnion: Corridors branch
off to bcrh sides of thc main corridor.
T-intersection: Thc main corridor ends i r New Items and Monsters Reality Shifts
an intersection where corridors continue Experienced Dungeon Masters often make up A DM may occasionally decide to change a
left and right. thcit own monsters. ~ I C ~ J U I C S ,spclls. and so proccdurc that has been uscd in many prcvious
Set a standard dcscription i r thc start of the forth. This is not rccommcndcd for beginners. g m c s . Rule changcs and additions can usually
advcnturc for corridors, rooms. walls, and Thc cntire game system is carefully balanced, bc introduced by some logical means such as
other typical fcitures. For cxample. if you and it is easy for a bcginning DM to create a tw. finding a new spell on a long-forgotten xroll, or
start by saying "A standard corridor is 10' powerful item; such an item is very hard to get a magical weapon could be stolen by NPC
wide and 10' high," you can simply say rid of once it has bccn put into thc game. thicvcs to remove it from play.
"standard corridor" instcad of dcscribing it When you stm to include your own creations. Somctimcs a change cannot bc logically ex-
cach time. Standard walls might be "madc start out by making them similar to those in this plaincd. For broad and basic rule changes, work
of stone blocks, cach 2' long and 1' tall, mor- book. Magical items usually havc chargcs. mon- with you players to dcvelop a logical explana-
tared on all sidcs," and no furthcr wall dc. stcrs and charactcr clwes all havc srrcngths and tion. If no othcr method presene itself, a reality
xription is necdcd unlcu it diffcrs from the weaknesses. For magical items. familiarize v o w shift may be the only option.
standard. self wirh the ru1cs"for magic item ctcati& in A rcality shift means that the DM and the
4. When you design your own dungeons, usc Chapter 16 (page 250). playcts have decided that they want to play the
straight corridors and squarc rooms at first. game by different rules. Do not try to replay past
You may try othcr shapcs and twisted coni- events or adventures that may havc hinged on
dots whcn you and the players ate morc Overusing Dice the changed rule. Bither reconsider the results of
cxpcricnccd-but cvcn then, it will still slow Ncw Dungeon Mastcrs often make the com. such encounters (modifying treasure, XP, and
down the gamc. mon mistake of using random dicc rolls to detcr. items gained thereby) or just ignorc the past
mine everything. An cntirc cvcning can be complcrcly.
Multiple Characters spoiled if(for cxamplc) an unplanned wilderness
encounter on thc way to thc dungcon goes badly
Avoid rcality shifts whcrcvcr possible, apply.
ing changcs by invcnting logical remns for their
You should nor allow bcginning players to for the party. Thc DM must use good judgment ndstence.
play morc than one character at thc same timc. It in addition to randomtables. Encountcrs should
can be hard enough to lay the rolc of oncchar. bc scaled to thc strength of the pmy and should
utcr: mo or more can %e very confusing. How- be in harmony with the thcmc of the adventure: Record Keeping
NCI, whcn the players arc morc expcrienccd, whcncvcr possible, they should be worked into A Dungeon Master must often kccp track of
you may consider this as an optional sysrcm. the story thc characters are playing out. large amounts of information. The following
You might run scvcnl diffcrcnt campaigns in Likewise. the DM may choose numbcrs in. guideline axe provided as suggestions on how to
your fantasy game world; if so. you my allow steadof tolling for thcmount of damage, num- turn a disorganized I #toa neat. well-run
each playcr to have icharacter in cach campaign. ber appearing, ctc. This may be ncccssary to game.
This can bc morc interesting, and allows thc allow for a more enjoyable gamc: heavy damage
players to try different cluscs. early in the game may spoil the fun.
NPC Data time when the effect disappears. When that
Timekeeping The DM should also fill out a character sheet much h e has been marked off, the DM knows
A DM CMkeep a firm grip on game events if for each NPC that might go on an adventure that the spell effect has ended.
always aware of the exact game h e . Many ef- with a pmy. For convenience's sake, the DM To speed up play, make notes on encounters
fects have given durations. and a l l actions take should make up NPC sheets in the same format ahead of time on the dungeon or wilderness cn-
rime. While PCs suoll about dungeon corridors. as the PC character sheets. counter key. % save even more time, put statis.
NPC, and monsters may be busily engaged in In addition to the usual information. an tics of monsters on the prepared notes. The DM
their own affairs. some of which may affect the NPC's record should indicate the NPC's home may alm have notes on the details of magical
pnny at some point-but when! town (or the area in which the NPC can be treasurcs, or at least the book and page refer.
Good records of actions taken help organize found) and his personal characteristics and mo. ences where complete information can be found.
timekeeping. During a very active encounter, rives (stubborn,costly to hire, flamboyant, eu.). When the combat ends, make the calculations
keeping track of time can help eliminate confu. for experience point awards and circle rhc total
sion and help you keep crack of durations of cf. Adventure Record Sheetr for that encounter. Note nll treasures found as
fects. movement, and when foes can enter or well. and if they arc taken by the party. You may
leave combat. Make a timerrack, a simple list of Ib help a DM organize an adventure and tun wish to keep separate treasure records for each
numbers. and mark off time as it passes. it swiftly, he may wish to prepare an adventure character for encumbrance calculations.
Rounds, turns, hours, and days can thus be ac- record sheet. We a sheet of paper and, at the When the time comes to end the adventure,
counted for. top left corner, write the real date and the date of the DM has all the relevant experience notes on
?he timekeeping note sheets can be discarded the adventure in campaign time. Note the char- the adventure record. Total and divide the a p e -
atier the adventure is over, but the DM may wish acters*mission or primary activity for that day's rience point awards. and remind players of the
IO make permanent nom of the dates and places adventure at the top right corner of the paper. mawre found so they may divide it as they wish.
of unusual or disastrous events, encounters. or Use the copies of the record sheets you have Note all results on the record sheet.
other details. for all PCs and NPCs taking part in the current
adventure. Copy the information you mwt need Placement During
Timetrack P b l c during the game, including ench character's
name, clw. and level. Encountem
Days in a Month In Appendix 3, you'll fmd a full-sized copy of
1 2 3 4 5 6 7 8 9 1 0 If the DM keeps track of monster and PC loca-
this adventure record sheet. You can photocopy tions by memory alone, he sometimes makes er.
11 12 13 14 15 16 17 18 19 20 it and u x one record sheet for each advcnnrrc
2 1 22 23 24 25 26 27 28 - - you play.
101s. Miniature figures or other items to
represent the opponents are useful for visualiza.
Hours in a Day tion and arc best used on a gridded playing sur.
1 2 . 3 4 5 6 1 Abbreviations on the Adventure Rccocd Shea face to indicate distances. A surface that can be
7 8 9 10 11 12 Not all the abbreviations on the Adventure further marked to indicate walls. furniture. CK.
13 14 15 16 17 18 Record Sheet from Appendix 3 nrc explained bc- is ideal.
19 20 21 22 23 24 low; some should already bc familiar to you. If miniature figures are not available, try mak.
lbms in an Hour ing abstract playing aids to represent monsters.
1 2 3 4 5 6 NA, AC, and hp arc the numbcr of monsters Thcx can be as simple as scraps of paper with
appenring, thcu armor clw, and hit pints, rc- numbers on them, dice. or pieces of round
Rounds in a lbm spectively. If wo or more monsters are encoun-
1 2 3 4 1 6 7 8 9 10 wooden dowel. each about an inch high and
16 17 18 19 20
tered. use the xcond line bclow the monster marked with a color and a number. With only
11 12 13 14 15
entry to list their hit points. Multiple monsters four colors and single-digitnumbers. an accurate
2 1 22 23 24 25 26 27 28 29 30 should be numbered to avoid confusion. Be sum
3 1 32 33 34 3 1 36 37 38 3 940 account can be kept of up to 36 monsters. Play.
to leave room beside each hit points figure to en can identify their opponents by number and
41 4 2 43 4 4 45 46 47 48 49 50 keep track of wounds. color ("I hit red spectre X7 for 12 points!"). and
THACO is the scorc the monster needs to hit the DM can use the same identification in pri-
m o r clw zero (0). vate records.
#AT and Damage are the number of attacks
Character Records made in one round and the range of damage
Another alternative is chalk and an inexpcn-
sive chalkboard for making diagrams. The DM
If a DM keeps his own file of information each attack causes. If the monster has special at- will still need to keep separate records of monster
about player characters, he can find important tacks, uy to abbreviate thne att& as one word hit points. but all creature positions can be easily
details about them quickly, even during games. or a phrase. changed.
He can either keep a full copy of their character STw and STs are the monster's saving throws
sheets or put compressed data on an index cud. vs. wands and spells, respectively. These TWO arc
The player isn't allowed to keep back any infor. the most commonly used during encounters Retiring Characters
mation about his character; the player must at all with well-equipped characters. For a variety of reasons. a player or the DM
times divulge any details about his character to ML is the morale of the monsters. Monsters may decide that a character should be retired. A
the DM. should not always fight IO the death. However. player may lose interest in a character. The DM
At a minimum, the DM will need the follow. the DM may decide how a monster will react in-
ing information about each PC The chanctcr's stead of using the optional m o d e N ~ S . might then make the character an NPC and have
=Vis thc XP value of one CreaNre. him reappear during later adventures. That
name, m o r clw, hit points, alignment, c l w character might still rise in Icvcls, but at a lesser
and level, experience points. ability scores. rate of experience progress. Diacsldcd characters
THACQ. saving throws. weapons. temporary Uiing the Adventure Rccord Shea
Whenever magic affectsa character, note the who were fully developed in the past ate ideal for
magical items, permanent magical items, and new players who want IO play established charac-
the player's name. nature of the effect and its duration to the right
of the character information. Ux abbreviations ters in a campaign.
The DM may also want to know special de. The DM may decide that a c h w t e r is no
tails. such as XP,gear. cash totals. thief abilities, whenever possible. to save space. longer suitable for a pyticular campaign due to
magic-user spell books, dominion details and in- As game time passes. deduct from all magical an excess of money, items, or power. or some
come, location in the game world. items or in- effects durations, When a character would be
awnre of an exact duration. warn the player other reason. Before retiring the character, the
formation sought, ecc. DM should discuss the problem with the player
See Appendix 3 for photocopiable character when only a brief time remains. and try to find alternatives. Remember chat a
sheets you can use for thex pulpwes. An alternate method of keeping tnck of dura- properly played but ma-powerful character may
tions is to mark on the timctnck the exact game
be suitable for another DM's campaim.
WbCDeser any durncter u retired tiom play, chnncter is nor dead, and a chanuter cannot Stmmatloa and &fatiom
pmidc the orher charmers with logical l ~ l udie fmm mere p d y s i s .
fol the dinppenmna. An advcntvru might A p d y r c d charactn tcmaia~awake and A character be@ to stuvc a h one MIday
m e imp (to d e t condnear or retion). die a m of whrt u hsppcning awund him. but without food. For every full day a dunctngoa
o f n n d PUM or old , myatcricd~dinp cannot do th.c rcquirn m ~ ~ ~(in- c n rwithout either food M water, mll om die d chc
pnr. o1 just mire from E
advmutinE lite. cluding speaking. s p e l l d n g . and m forth)un-
til the paulyie ends.
type SPaifKa b e h . 'Ihruult tthe numbct of
hit poimr he loKI.w b i a d n g , the chvlncr
Hmd.fo-hmd attach on a &ped chaw. cannot h d d y , and berliry rplb do not
Spocirl Character rer automatically hit. but M edged-ncapm a- rcltore hit poina IOU fmm a c a m t h omil the
Condition6 tack will not automatic& kill a p d y r c d
chancrcr w it would a sleeping chmctcr. c=c%hY&, helndtl.uy
UlMctrnaomniwr find thenuelm in unu- R a n g 4 attncka M made against the victim w if bccomdcg and Im wihc Samriol
effective,
Id U n u d o o b S i N P U O I U that h i t their C&C. he wen AC 9. 'hbk belor h a .l b y(c t& ab*.6nd ou
drcnctl or opwm. Hcrc M m e d thae Paralysis iuelfhw Mpermanent effccw of any what pcfcatw of the chrnrtn's hit poinu lh
ainruiona and their c&ca. kind. It Iwa for 2d4 cuma (ualcsa a diffuent hw I@I to atprrptim: Divide the chuutcr's un.
number is given in thc IDOLU~CIor rpell dauip. modified hir point wtal into the muaba dhit
BlidOO8r tion). The cleric spell cure lighr wound6 can bc poino Loa to mrvation. (Pot mmpk. a fightct
wd IO tcmm the pdysis, but will not eurc with 32 hitpoina who hw lon 10 hit poina w
Charactm can be blinded by a d a y d cf. any d m w when wed for this purpose. m r v a h hw Loa a b u t 31% ofhirhitpoina to
fan. POI aunple. a lybt or mrinud lighr ~ ' o 0 ./ 3 1 2~ 5 . ) ~h ~ ~ I & t
rpcll my be cwt dirrnly on a character's ycr.or to thc tabk. (uouuanlsousc chisable mdem.
E Chuvtu withovt infmvkion may fmd h i m ~ ~ l f Prone Characters mine the effccw ofnusndononlnonItcn.)
in an ML of complete dukncsa. A chamter who hw fallen (e&, been
A chvrnu who is completely blind. for what- knocked over in combat) k cwy IO hit: Attackers
ever nuon. d e n i -4 penalty to all wving e i v c a + 4 bonus to th& a d m b when at.
Stunnine
tbron,i -6 &rp to all a d mllr (he hw w tacking a fallen foe. cettpint y p ofrpb,arcndu, or mpBkrl cf-
guemwhuc histnrpn k by hearing). and a +4 Afillenfoenlsohwa - 4 p c n d q m d m v i n g fern can m n a charmer. The duntion d the
penalty to his m m r c h for the d u d o n ofhis throw and a -2 penalty to a d while on m n b dctermiaed by the type of act&, the dc-
bliadnesl. the ground. actiption ofeach type ofat& that can stun dl
A chuuter who U forced to mvcl gmt dir- A character on the ground taka one mund of dnuibe ita d u d o n .
tuuca while blind must move very h l y . If he u movement to cond up; rho. for the ten ofthe A w e d character suffers the followingpen.
to d slowly enough rhat he dlnot fill down round h e r he h w d u , the chprpetu sill alucs:
srepl d wdk unknwing into pia. he m u d e n the penaltics of a d e n ch-.
moye 8t one-rhitd his nonnd a p e d . . and..
w h t h u he i~ indoon of outdoors, that spetd ia
1. The aunned chwter C.MM attack anyone
Slrrp and Unooarc1oora.u for the fin nun he is aunned (or u n d the
m d in k r , not yuds. m n m n 017,if that is farm): &r the frnt
A blind chvrnu who is guided by a ighted A sleeping character i helplar. If an att&r Nm, he M at a -4 to bit until the stun wean
chuum can move safely i t rwo-rhirb hi! nor. CM come up to a sleeping ChYMu without OR
IMInte,and hi movement k mcwred in
when outdoors. A ch- mounted on i om
su&n no movement pcnalq if comeone elx k
P waking that character, he can kill the slecper
with a singk blow ofany edged weapon, ngud.
2. He movm at 0 n c . W the normalmoscmmr
rarc for whatevu apecd he is 8ctcrnpting.
lcrs oh the victim's hit poinu. 3. H e r u f f m a - 4 p e n . l t y m a l l h b n v i n p
guiding thu horsc. Amckc on a skeping chrnrter made with throw.
&I(Le., M a t ) h d - w b r o d wnpon, putp 4. Hcsuffersa + 4 p e d t y m h i r p m t o r &
maticdy hit: nngcd attach M made s g a h (thus an AC 5 bccomn a 9).
thevictim w if he were AC 9. 5. He cann.n CollceDtlPrc, cp~fspcb. or we
Ahuwocr mule deaf by magic (a cyne or a Any sleeping c m m , including one hir by a magid item.
horn dbhscing, for mmple) u ceminly incon. sleep tpcll. can be awrtcncd by&, ruch u a 6. H e c a n n o t ~ g e n c n l i k i l L .
vcniaad. Since he cannot hear, he rill mirs ah.Le, dap. or tidr 7. Anymponmwtcrythechnrnctcrparaa
m q d p Aouted at him by his pllia (the Some fypnof deep Mm heavy thu the chu- above Ewic loel is r e d d m Bwic kvel.
dnfchupcvt h d d make a saving h n . MU will not awaken when dknubcd; tby M
dewh ny: if he fiib it. he is facing the wmng dcfiicd with individual spell or cmnbu.&t The detic spell cure&hr WOIUI~~CM be urd
waywhenthewPmingbcdcd).Acuneofdcpf- decsriptions, and M canally rrfurrd to w un. to mm the m n effect. but wiU net cure any
ncg would be cured by a rcmove eursc &I. downm.AvicjmofvncaffiwraatM d- when wd fotthk p\uposc.
vhiledenfoarcaudbyidamofblvtinlmuld much like a skcpcr, but dl IIM a d e n and
bedbyacurcdspell. cannet resist when bein@titd up.
lavlribllity
A dunctn who annot ye hi!opponent due
-6 penalty to d
to .DirrvMlhyplpeU suffers a
i d rob mule +USI hi invkible foe;he hu satvationable
wgucgwhnehis prier u by hearing. He & ChnaetHU Hithintlor
no &ty w his Acwhenmmckedby an inriti. No Pood ld2/day
blc chuwtn:Remember, wmeonc rho a d No Water ld8/day
loM the bonum of invkibili~ N O Wdr No 'Warn ldlO/day
Parmlyrir MUStl*cl MomDlan
Various type1 of spch and monater attach la to stM.don @=(1.I) RmIa
CM &We. 01 " f m Z C : ' lcharactcl. If1 &Ut-
0%-24% 6 hours No Pcnalty
25%-49% 8how X a/.
&u h& by i p d y z i n g a& and f i l a a save 50%-74% 10 haur x '/I
in# throw VI. pualpis. the character is 12 bovn x 3/4
immobilized and unable to do mvthinu. The
Trnps may set off the trap (DM's decision). or 2. The chuacter OWM more or better magical
Thief Abilitier may leave it to be triggered when a ~crtpinaction items are owned than by other ChSlMers
All DMs should be familiar with the special occurs (opening the chest or door, lifting the 3. The character's treasure amounu to more
abilities of thieves. If you M not, turn m Chap. item, ere.). than 50% greater than the amount m c d
ter 2 and read the dueription of the thief clans Attcmpu to use the Move Silently or Hide in by any other character in your game
@age 21). Many dungeon designs include ICY. Shadows abilities will alwava seun succnrful to
eral rnps for thieve m find and remove. I& the thief. Only the DM kn&s for sure. based on Any one of these problems may be corrected.
for them m open. and sheer walls for their spe- the result ofthe roll. simply by changing the details on the charmer
d climbing skills. The DM may decide on any rcsult without sheet. But if allowed m remain unchanged, any
When a player says "My thiefcharacter will uy rolling. Por example. if a party is being chased one ofthem CMunballncc encounten you have
m .. :' and names one of thcse abilities. you by an unbeatable monster and a locked door set up. If any change8 arc newruy, you should
must roll to determine the success of the at- stand8 between them and the exit, you may au. calk a b u t them with the player, in private, be-
tempt. All of a chiefs abilities M checked by tomatidly allow an Open Lockr ability attempt fore the game.
rolling pcrcentage dice (d%). to succeed, to make the game more fun by allow- When an experienced character comes into
Ask the player what his percentage chance is ing the party to escape-porribly &r fighting your campaign, you may aho want m cnnblish
for the skill used. If you keep recorda of the char. the UeaNre for a short time. how he came here. If the character's former cam-
actcm. be sure that the thief's percentages M in paign is set on a world very rimilar m your cam.
your records and that the player's mor& match paign world. you can pmend that he had hb
pun. Roll the percentage dice. (The DM always TFanrferring Characterr previous adVcnNre6 on chis world all dong, and
docs this; the player don not.) If the result is Inr A player may come to your game with a char. describe m the other pc( what they've head
than or equal to the k e d chance of success. the acrer mated somewhere elx. If this occurs. ex. about chis character. If &e former cahpaign WM
attempt meeds. amine the character sheet carefully. In general, on a distinctly different world, you can dcwibe
A failed attempt will often simply have no re- you may allow the character to " d e r " into the magical prmeu that brought him here (per-
sult. The thief will know,for example. that the your game unlesa: haps he slid down the wrong wormhole during
lock h v not been o ned. that no craps were planar travel, or offended 011 Immoml who ex-
found, that the g w a s not dimbed. and so 1. The character is of a higher level than the
iled him from his original world).
forth. However, a W e d attempt at Remove other characters in the game
"monster," technically, is any creature that Some Hit Dice numbers are followed by ad- found outdwrs in wildernnr. If either number
not a player character. This chapter de- jwmenu (a plus or minus followed by another is zero. the monster is not normally found in
many &rent types of monsters; thme number). For example. "Hir Dice: 3 t 1" shows that locntion. The DM can always adjut the
moruters are listed in PlphDbniCpl order. the number of Hit Dice (3) m d an adjustment number mor- to the situation.
Monsters arc not always ravenous bww that ( t 1). The adjwrmcnr is the number of hit Dungeon Bacounrem: The fmt No.Appear-
I automatically attack PCs and ferociously fight to points added to or subtracted from the total of ing figure applies to dungeon encounters. Find
the death. Monsters may be friendly or un. the dice: for instance. with a Hit Dice 3 t 1 CICP. the level of the dungeon upon which the en-
friendly, wild or tame, normal or bizarre. Some cure? the DM would roll 3d8 and add 1 to the counter occurs. Ifthe monster's level (fi )
will be random. dangerous encounters; some total. If he rolled 14 on the dice, the creature hw is equal to the level of the dungeon, we the
will be long-term enemies of the PCS; some will 15 hit points. listed No. Appearing. If the monster's level is
be one-time or permanent allies of the PCs. The If an ~ t c r i s k(*) appears n a t to the Hit Dice grearerthan the dungeon level, reduce the No.
Monster Reaction Table hChapter 7 can be number, the monster hu a spcud ability (wu- Appearing for this encounter (at lewt one will
wed m determine how monsters respond to the ally either magical spells, a special attack. or a appear). If the monster's level is leu than the
PCs at fmt ifdesircd. sDccial defense) which will be aolaincd in the dungcon level. then increw the No. Appear.
ireamre's dacdqtion. A creamre-may haw lev. ing for this encounter.If the creature is encoun
eral wterkkr by IUHit Dice fwre. one for e d tcred in iu dungeon lair, the No. Appeuial
How to Read Monrter special ability. Special abilities&cct the number can be multiplied by up to five rimes. b.** *hi
Ducriptionr
- of experience points the characters m n for de-
feating the monster, w explained in Chapter 10.
DM must use his or her judgment wh
creasing monster numbers to avoid
E d enuy M the following pages hw a de- Beside the Hit Dice number will be an abbre- whelming the layer characters.
scription of the monsters. often including notes
on their behavior. Ewry monster is described in
viation: (S). (M).or 6). (S)sands for " S m W
or "Smaller Thm Man-Size:' mennine that
Wildemear: 'he m n d No. Appearing figwe
(in parenthesea) is wed for nondungcoa a.
the m e manner. these cmtura are smaller than m a t humans. counters. If the creatures are fwnd in their wil-
(M) means "Medium" or "Man-Size," meming derness lair, the No. Appearing CM be
MOartrr Nimr that thy M comparable in size with humans. multiplied by up to five rimimes w a h .
If the npme of a monster is followed by an as- (L) means "Large" or " h g e r Than Man-Size," In any monster lnir (whether id a dungeon of
mcPninp that they arc substantially larger than wildcmns). up to hnlf of the total number
rerisk (*), then a special or magical weapon is full-grown humans. Remember that hPlflings present may be young or wry old creatures,
needed to hit that monster. The monster's de- haveadefeosive bonus PgPinstallcmmmof
scriprion wul what SOKof weapon is needed. Use sometimeswith linle or no combat ability. In d.
&me moiuccn with caution; they arc very dan- this size. dition. several adults may be a b t (hun ,
gerous m Im.levcl characters who may not haw scouting. ctc.). depending on the maon, :
More (MV) d day, md &a conditions.
the right type of weapon to effcctivcly fiphr such l'his gives the movemeot rate for the monster.
creaNrcs. Usually. on this line. you'll see m numben. saw A, (saw)
with the second number in parcnthun. The This line h w s you the chusctp clan and
Monrtrr Strtlrtlcr fmt number is the number of feet the monster level at which the monster makes rp~bgthmn.
Jun w the player charmers have abilities m w a in ooe 10-minute tum; the second num. POI example. if the description says "Saw: P7,"
ber is the movement rate per mund (for en. then the moMcr saws w a 7th level fqhtcr.
(Strength. Dartcriry, etc.). m o w n have staris.
tis. Eve monster in this chapter hw the follow-
counters). C: Cleric
ing Xt 07mtistiCs: Some monsters have a m n d movement rate. P: Fighter
The fm is the rate when wdkhg. and the m. M:Magic-User
Armor OMS: ond is a special form of movement. such w T: Thief
Hit D k swimming. flying. or climbing. D DwaIf
Move:
A&: E: 6If
Atrack8 (#AT) H:W n g
DPmrge: This gives the number and type of attacks the
No. Appearing: monster can make in one round. Some monsten Refer to the applicablecharacter clpls d w i p
save As! have additional spaid acta&. described later. tion m fmd the exact saving throw8 the monster
MO&. UM. As a NIC of thumb, unintelligent momen
h r e Type: k g e(D4 wually save M fqhters of half their mautn
Intelligence: This line teul you the mount of d a p g c a level. Some mnsters may have spceinl dmn-
Alignment: monster inflictsif its attack succeeds. gmn w ments m some saving throws, as given i
XP Value: the roll of one or more dice. When a monster hw descriptions.
more than one attack in a round. the attncks and
Amvn UU (AC) damages are given in the same order. "By wenp Man* (W
This number works jwr like a characrcr's ar. on" means that the monster always anndrs with This optional NICmewIcd the monster'q
mor clws: the lower the number. the harder it is a weapon: the damage is daumined by the courage in combat. Whenever a monster ne&
to hit the c r e a m . weapon rgpe. A monster udag a normal m r d to make a m o d e check (KC the "Mode" m.
A monster's armor dws is determined by the will do normal d m q e for the n tion of Chapter 8) the DM mul 2d6 W t the
d mrd,
creature's speed and dexterity- the touphncg of number shown on this line. If the mdt i#
plus any dMlpac h u r n listed on thL line or in
skin. and armor worn (ifan9). The DM ma9 ad. themonnudaui tion. f l a t u than the m o d e score, the monsters ug tb
just the armor ch for special SiNdOnS. For a. Atypicalenug~dnmagcmightrend"Dam- run away or aunender. OthenLc, the motldtcn
mple. a hobgoblin is normally armor clws 6 age: ld6/2d6." The tim attnck litrcd under conrinue to fi&. If the momen arc mmun.
pR"b"b1y w i n g leather armor). but may be "Attacks" c a w ld6 poinu of d m r e d in their I& or hnw s p e d I d e n . I&
anged to emor ch 2 if the hobgoblin some.
haw fm& plate mail armor.
second one lirted causes Zd6 points 8:: their m o d e scores by 1 or 2 poinu.
No. Appnrial (NA) -=Two
Hit D k (w) This line, "Number Appearing," shows the To tind out how much and what type of tree
Thisgivesthenumberofe' hr.sidcddim(d8) number of m o m r s that can be encountered. sure is being guarded b the monsters, compare
wed to find the monster's f i t points. A line The fmt number show the number of monsters the lemr giwn here to d e letters on the Ttc~ure
reading "Hit Dice: 11" m e w that the creature normally f m d in a dungeon room. The m n d T w Table (both Ttcwurc cpnied and ltessurr
hu 1Id8 hit poinu. number (in parentheses) gives the number in Lair) hChapter 16. "Nil" indicates no
If a rreasure rype is given in parentheses. it is the monster can only be harmed by magical nns. where most adventures take pllce.
the rremre carried by the monsrei rather than weapons or is magically summoned or con- S m p : This terrain includes swamps, manh-
found in its lair. A wandering monster with no trolled), and these monsters can be affected by cs. bogs, and similar low. wet ground.
lcrccr in parentheses will have no rreasure. such spells as prorecuon from evil 10' radius. Uhds: This terrain is wuoodland. forests. jun.
Monster rarity is given in parentheseswhether a glcs. and similar terrain. including wooded hills.
intelligence C I ~ N I C is "Common:' "Rue," or "Very Rare:'
When a monster is hir by a charm or m a r Common creatures will appm frequently in a Losd (OpIiOnnl)
spell or whenever the DM just needs 10 know a p campaign; m creatures should appear only occa- Some monsters can be hmcucd to carry
proximately how bright the crearure is. its Intel- sionally; and very m CICPN~CSshould only show riders or loads of geu. Such monsters arc given
ligcncc can be a guideline. This line gives the up in mr~ordinaryplaces or chmstancu. an encumbrance total the C ~ C P N I C can c q ,
avrragc incclligcnce for a creature of rhis type Normally, two numbers arc given. The CICPNIC
The DM can vary the intclligcncc of individual Description can carry up to the fux number without difkicul.
monsters.as described larcr in this chapter. This is a general dcscriprion of the monster's ry: ir can carry up to the second number at no
Monster intelligence scores range from 0 10 habits, appearance, special abilities, and behav. more than halfits listed movement ram. (Re-
1 s t . Unthinking crearurcs such as insects and ior. In rhe description, you may find my of the minder: 10 cn = 1 pound,)
slimes rate an Inrclligcncc score of 0 Common following terms.
animals normally have Intelligrncc scores of 2. Carnivore: The crearurc prefers to eat mear Barding Multiplier (Optional)
Some very bright animals (for example. pegasi) and does nor usually eat plants. omc monsters that carry riders can be fined
have Intelligence scores of 4 or 5 . well into rhc Herbivo~:The creature prefers to cat plants h specially crafrcd barding (armor for
human range. However. note rhar having scores rather than meat. mounts). If they can use barding. that barding
of 3 to 5 doesn'r mean rhcsc creatures think the -ivorr: The creature prefers 10 eat insects normally costs more and weighs more than horse
way humans do. merely thnr they often seem rather than plants or red meat. barding. Choose a type of barding for the mon.
clever in comparison with the stupidest . Omnivore: The creature will eat nearly any- srer (see the "Armor" section of Chapter 4).
man beings. thing edible. norc its cost and encumbrance. and then multi-
Nocrurnd: The crearure is normally active ar ply thar cosr and encumbrance by the number
Alignment (AL) night, sleepin during the day. However, shown on chis line. The results arc the cost and
Monsters may be Lawful. Neutral. or Chaotic.
Normal animals M Neutral. A good Dungcon
f
dungcons arc o rcn dark as night, and a noctul. encumbrance of barding for a creature of thii
nal creature may be awake during "daylight type.
Master always considers alignment when playing hours" if found within a dark dungeon.
the role of a monster. For example, a Lawful A monster's home is called its lair Most mon.
monster does not normally have any reason to at. srer lairs arc in dungeon rooms or outside, hid.
Abbreviated Monster
tack a pmy of player characters; even if it is den in rhc wilderness. Most monsters will defend Lirtings
guarding M area, it will first warn the characters their lairs fiercely. In many D&Da game adventures, you will
away. Only intelligent monsters can speak an find shon monster linings. These lisrings con-
alignment language. Thin tain most of the information described above
This line describes the type of terrain the bur use abbreviations instead of full-length
w value (xpv) monster frequents. The monster need not be terms. vastly compressing rhe monsrcr informa.
This line indicates the experience points to be limited to this type of terrain. Terms used 10 de. tion.
awarded for the defeat of one of that type of fine terrain include the following. Here's a typical abbreviared momrer listing:
monster. However, the DM may give more a p e . Cavern: This includes natural caves, deep fis-
riencc points for monsters in "tou h" encount- sures, grorrocs. natural tunnel complexes, and
ers, such as an attack on a well-ddnded lair, or other underground settings. Dmgon,Pdet:NA 1-6(2-12):AC8;HD
Ins experience points for encounters where the Cold/Amic: These are areas of snow.capped 3': #AT 1 birc; Dmg 1-3 + venom; MV m'
(30'). flying 120' (40'); Save P3; ML 8; TT
monsrcrs never get to bring their abilities into
play. See Chapter 10 for more details on experi.
mounrains, ice-sheets. snow-covered plains, and
tundra. -
K + L; AL N SA venom bite for 2 penalty
to attack rolls and saving throws (save yo. poi-
ence point awards. Dmn: This terrain includes arid barrens. hot
rocky plains, sand seas, and similar areas son avoids); XPV 50.
Monster Descriptions h r World: This is a special area cut off from
the outside world, where creatures from a by. Some entries slightly vary from the format
Below the monster statistics are pangraphs of gone age live on unchanged, including prchis- shown above. Some,for instance. will alter the
rcxr-the monsfer's description. Aside from the toric areas. order in which the statistics appear and may add
main body of the description, there may be scv. Mow&: These arc rocky areas. including other information. Don't be confused by
eral special pangraphs including the following: cliffs, gorges. mesas, peaks, volcanocs. and sa changes in order or the addition of exrra statis-
Monster Type: on; it Ilw extends to include hills, rocky barrens. tics; the hasic abbreviations are the w e . Some
Terrain: and other very rough and broken terrain. of the extra abbreviations you'll see in variations
Orrsn: Occam include salt water seas and sur. of the short monster description include:
Load: (Optional)
Barding Multiplier: (Optional) face and underwater encounrcrs. Coastal en- hP Hit points
counters are specially noted. SA SDecial attack
Momter Type O p : This is clear or rolling ground. includ- SD Siccia1 defense
This is a general guide as to the type of mon- ing grasslands, plains, savannahs, steppes. THACQ Tb Hit Armor C l w 0
ster this creature is; different types of monsters scrubland. veldt, and moorlands.
have different sets of abilities. as described later River/Iake: This includes freshwater cncount-
in the chapter. cr areas, with borh surface and underwater en- Special Attacks
Monster types include Normal Animal (in. counter possibilities. Many monsters have special actacks. which are
cluding Gianr Animals and Prehistoric Ani. Ruins: These are ruined or abandoned build- mentloned in their dmriprions. A chsmcrcr can
mals), Lowlife (including Insects, Arachnids, ings, nnifcial Underground complexes (dun- usually avoid the dfcctr of a special attack by
Fungi, Slimes. and similar creatures). Construct, geons), tombs, crypts, graveyards, and similar making a succeuful saving throw (rhough some
Dragon (including dragonlike creatures or desolate places.
serried: Thex areas contain villages. towns. attacks. such as energy drain. have no .wing
Dragon-Kin), Humanoid (including Human, thlow).
Demihuman, and Giant Humanoid), Monster, cities, and other (generally human) communities Each special atrack which a crca~urct
Planar Monster, and Undead. fromwhich most dangerous crearures have been ir an asterisk (*) beside the creature's h t DIC
"Enchanted" monsters are identified (i.e.. driven. The opposite of a settled area is wilder- figure. Read the following explanations C M
fully and rdcr to this section whcnevcr special point of thc new Icvcl. Against powerful
demihumans (those who have advanccd beyond
Swallow
attacks arc used in a game.
level h i t s ) , the attack drains 101,W0-120,000 Some monsters arc largc cnough to swallow a
cxpcricncc poinw (ld20 X 1.000 + 100.000). victim wholc. This attack always succccds if thc
Acid A 1st lcvcl character hit by an cncrgy drain at- attack roll is 20 and might succeed with a lowcr
Acid damage is possiblc from the attacks of tack is killcd and ofien returns as an undcad un. numbcr (givcn in thc dcscription), The swal-
black dragon breath. gray ooze, and other crea- der the control of thc slaycr. If not specified, this lowed victim takes a given amount of damage
cures, The amount of damagc donc by an acid occurs 24-72 hours aftcr dcath. each round until the monsrer or thc victim is
attack is gkcn with the monstcr description; nor- Lost cxpcricncc Icvcls can bc regained through killed. If the victim has an edged weapon. he
mal items can be ruined if the victim of thc acid the 7th lcvcl clerical spcll restore or by eaming may attack thc monster from inside, but with a
attack fails a saving throw. the expericncc through normal advcnturing. - 4 pcnalty on attack rolls. The insidc of any
A monstcr hit by cncrgy drain would losc one creature is AC 7 unless noted otherwise. Being
Hit Dic from this cftect, with loss of hit points swallowcd oftcn has effects other than damagc
Blindnesr and possible reduction of attack rolls and.saving (lossof consciousness,paralysis. ctc.). If thc vic-
Certain monstcr powers. spclls, spccial throws. tim dies, the body is completely digcstcd in onc
actions, or fighting in the dark without infra- In general. a monster with the cncrgy drain hour (six Nms) and cannot be recovered
vision can result in blindness. Somc forms of ability must makc a conscious attack with it for
blindness do not involve sight: for cxamplc. a thc power to take effect. In othn words. a y a m - swoop
bat can bc "blinded" by thc clcrical silcncc IJ' pirc could pick up and carry a human without
radiwspell. Scc "Special Character Conditions" harming him or her, if thc vampirc wished to do This attack is similar to a charge. but is pcr-
in Chapter 13 for more dctails. w,likewise, amysticcouldnt~ackavampicewith formed by flying monstcrs. Unlike the chnrgc,
his barc hands and nor losc expericncc lcvcls just thc swoop only docs double damage if the mon-
SKCI surprises its opponcnt. If thc attack roll is 18
Charge from hitting the vampire.
or morc and the monstct has talons or some way
If a monstet can run toward iw opponcnt for to grab prey, thc monster holds on and rtics to fly
20 yards (20 feet indoors), it inflicts double dam. Paralysis away with its victim. If thc victim is too hcavy,
age if it hits. A monster cannot chargc in certain This dfcct "frce2cs" a chsrpctcr. If a chvlctcr thc rnonstcr Icw go immediately. A swoop can-
types of terrain: broken. heavy forest. junglc. is hit by a paralyzing attack and fads thc saving not be uscd in dcnsc forcst or junglc cover.
mountain. swamp. ctc. throw vs. paralysis, the character is unable to do
anything (scc Chapter 13. under "Special Char- Trample
Charm m e r Conditions").
Some monsters uy to usc their large she to
Somc monsters can enchant a character so that crush their opponcnts. Whcn trampling. a mon-
the character believes that the monstcr is a Petrification ster gains a +4 bonus to its attack roll ifchc vic-
friend. If a character is the victim of a chum at. This is a dangerous ability of ccrtun fantastic tim is man-sized or smallcr. Some groups of
tack (from a harpy. fot cxample) and fails a sav. monstcn. It may take the form of a gaze. breath. animals (herds) may also rmmplc, usually inflict.
ing throw VI. spells. the dLvPctct is immediately or normal hit in combat. as given in the monster ing Id20 poinrs of damage through shccr num-
chumcd. This special attack works just likc thc dcxription. When hit by a petrification attack. ber rather than large size.
magic.user chum person spell. cxccpr that thc the victim must makc a saving throw w. Nro to
cffccr ends at oncc if the monstcr is killcd. stone. A vicdm who fails the raving throw rums
into a aonc SCPNC. All cquipmcnt carried.
Special Defenses
Continuour Damage whether normal or magical. rums to stone with In addition to g o d armor claws, high Hit
him, bccoming pan of thc statuc and not tcmw. Dicc totals. and spcdal attacks. somc monstcrs
Some monsters hold on whcn they hit thcir able. Certain magical spells can restotc a peui. havc the additional special dcfcnxs of immunity
victims. When this occurs. thcy nccd make no fied vicum to normal to normal weapons and spell immunity.
funhcr atrack rolls; the victim takcs a givcn
amount of damagc each tound. usually until the
monster or its victim is killed. Constriction and Poiron Immunity t o Normal
blood draining arc two examples of this type of Monster poison is simple and dangcrous. A Weapons
special attack. characrcr hit by poison who fails his saving throw Many cnchantcd monstets are completely im-
VI. poison dies: if hc makes his saving throw. he
mune KO thc effects ofnormal (ix., nomagical)
is unaffccrcd. Optionally, poison may inflict weapons. Thesc ueatures arc cspccially danger-
dam*-for cxamplc, Id6 per Hit Dic of thc ous to low-level characters who arc less likely to
Unlcss othcrwix noted in the dcscription. dis- crcaturc, with a save fot half damage.
casc requiresa saving throw VI. poison. Failure have magical weapons available. Somc of these
means the chupctcr h a a 21% chancc of dying crcaturcs (lycanthropes, for examplc) are vulner-
within 1.6 days, and in any event hc will nccd Spell Ability able to silver weapons, whilc others are cvcn im-
complctc rest for that time. Success means the This mcans a monster can cast onc or morc munc to some magical weapons. For instancc.
character avoids thc diseasc. Dixasc can be spells. Un1e.u otherwise spccificd. thc monsrei some monstctr arc immune to normal weapons
cured at oncc by spells such as cure discuc. acts as a spellcaster of level equal to its own Hit
and wcapons of up to a + 1 magical bonus. a + 2
Dice. Usually the ability is innate (that is, thc bonus, or more.The greater the immunity, thc
morc dangerous the monstcr is. Monsters with
Energy Drain monster docs not rcquite spell books or time to these immunitics havc an astcrisk (*) bcsidc
mcmorizc or medicare) and will be limitcd to a thcir name in thc monstcr listing.
This is a dangerous attack form, with no sav- certain numbcr of times pcr day. "At will"
ing throw allowed. If a character is hit by an cn- means thc monster can u x the ability every
crgy drain attack (by a wi ht for cxamplc). rhe round if desired. Some monster spcllcastcrs acr
charmcr loses one levcl &$criencc. With par- likc magic-users or clcrics. These monsters.
ticularly nasty cncrgy-drPibcrs (such as vam. called wokmi and shamans. are detailed in the
pires), thc charactcr will lose two levels of "Monstcr Spellcasrcrs" scction (page 211). A
cxpericncc. Thc cncrgy drain removcs all thc monstcr tcccivcs onc asterisk (*) for every two
bendits of the lost apcriencc lcvcls (hit points. spell lcvcls it can cast: rhus. a ueature that can
spells. and so forth) as xK)n as it occurs. Thc vic. casr 3rd level spells will havc rwo asterisks for
t h ' s experience point total drops to the mid-
Spdl Immunity greater c o n s t r u ~include gugoyln lad p-
lem. The following general rules apply to all TypedHurnuCbdk
Thirrpcci.ldcfcnscmayo*cman forma. conatructs:
U n d d ue immune to all forma
deep, and hoM b,many fur-usingu c u l ~
Jh, 1. They can be mated only if the propa magi.
1. Pind N u m k Appeating
2. Drramuv' aUr dcwh (dldl2):
ue Lmmyllc to z yt
p e spella. same parrrful cal pmcar b urd.Rulca for their cmnion ue 1.2 Unit
ucnnuermay k immune to spells dlar paver, given in Chapter 16. 3-6 PLhat
such all 1at and 2nd level rpclL, paribly in 2. They do not heal n d y ; magic must be 7.8 Ggic.l..I
addition to immunity to a apccifk type of spell. used to cure them of MYdanuge incurred. 9.10 Thief
When spell immunityb mentioned, it applies to 3. Thqueimmunetothc&cctadp&on 11 DNA
d spell-likee&cu OS well, including thac pro. (aim they ue not uuly dive) aad mend et- 12 M@
duced by momten or &Kn. For acpmpk, im. fa(&m. deep, illusions. etc.).
4. They do not re mducc: them ue MCI "b
munity to dl Iat.3rd Inn1 spells .Is0 mnfers
immunity to fueb.ll from a wand or d ( s i n c e P
by gnrgoyks:' or cxunpk.
3. Dmrrmnc '
toll ld6):
AligPmmcofach(eboqca

fitdl is a 3rd Inn1 spell


rk
Homer,dragon bm b a natural ability of
dtqons. not a nugicd one, and ia not &ccted
Dragon (Dragon-Kin) 1-3
44
krfvl
NCUd
unlar a dcxription mentiom it sp~citi~dly. The dRpnr .IC among the fi- and most 6 chroric
dangernu of mwrren. They ue huge reptila
with g m t wings. uvcl tmh. ahup dm.and a 4. Pind the for the
Monvter Type keen a m u a of their own mpukity. M a r -* sdcn OIY h b
or mll Ida.
m z
have"bmrhwqona" pnackawhnethq
Each mown daeription has a line for "Moo- breath out adnmyinle&nsuch as tire). many 5. Select the equipment for the NPCI.
atcr Typr!' Here. thue general catcgoria of ue of great i n t e ~ and , some M can Ma&d itam m y be cdded ifdcdpnl.
monster ue dnuibed in greater d a d . The ute- If-, thc i t e m should k d by the
gorics indude: rpclL. Not all dmpna ue nil; ame ue very
good, benevolent c r e a m . "Gwhcnncraadcd. Pamcabercht
Normal Animal @lua Giant Animal and There ue .Is0 dragm-kim, rpaia related to
RchinorieAnimal) drrgonr. such as ehimmc.drake. dragon Nr.
COMtIllCt ( B t X h t e d Mwncr)
rln, hydma, sahmandur. and wyvcm.
Dragon (and Dragon-Kin)
Humanoid (plus Human, Demihunun,
and Giant Humanoid) Humanoid (QiantHumanoid,
Lowlife
Mcuater
Domihuman, Human)
Planar M w n c r
Undcad
Sometimes a monster will belong to more
hoIKofthLTQtcIopiu.

Normal Animal (Qirnt


Admai, Pmhirtoric Animal)
A danimal ia any aorc d nmmgid
belongs in IU mvimnment. If a
cleu~rrthat
prW "-Cf"U M Midh t Own in the
rdrorldorbarnrinntbmdofsuchanMid,
it b 8 *'M(IIUI.nLnal:' A nomul animal m a y
b C S C 4 U & i q M h f f C k W C' as a fkld-morucor
udutpmuasatigu.
A &mi .nip.lia simply an overtired renion
d n d m i m r l . It ia not nugial and doe
nu difra in uuck formr or behrior fran io
rrmlkr oounterpn; it ia simply mar
bauuc it ia much larger.
A pebi*odc lairml ia a cmturc that waa
~ncc8aolrmlmimrlinnthcpur but h u krrmv
cninn on our world; such U(.NICI as due.
moth r$crs, dincmua, and a r e beau arc p m
hhrork d. In a yne rorld. prrhinoric
.nLnala m a y never have become extinct or may
hnre becomcacinccin most places but atdl n j n
i n b h e d ycsd ruch u lostvaucya.

Conwruct (Enchrntd
Momtar) 7.
A EOMM~b amnaccr that ia nu aaualiy
olive, but which has bcen created magically.
Thus 111 consttucu u c a&o "enchanted" mon.
stem. A leuernrnsvuctcan be hit by MYwcap.
on. The leuer conatructs include living atatues.
A gmmr comrtucr nn be hit only by ma&d
Lowlifr I
The bmlife emrum PIC, for the mat pur, Hi
MI e: 11" (L)
nonintdligcnt (Inrelligcncc 0) and haw iimplc 150' (50')
lifnrylci. Mar M planu. fungi, k u . ard. 2 rpennll antler or breath
nids. slimes, oora. or orher invcrrcbrata such M
(8-1
worm or slugs. The category nL0 indudu rpcd- DRJIlage: id6 t61 ld6+6/2dn
m a of huge size.
No. Ap&: O(1)
Save Ax c11
Monrtor Mode: 10
A moaua ia MYcreature that does nor fit into TkcamrcTypc: B
we ofthe other cawparin. Tkey rend to be leg. InteUgence: 12
endary or fabulous matures, but orhcrniac may Alignment: "Id
haw little in common with each other. Some re- XP Vduc: 2,700
semble mnnben of other p u p s (humanoids or Monmr Type:Mmter (Rue).
anima&. for csunplc) but have abilities or Thir aolirary ucacurc ia a pmccmr of wood-
powen chat ~t them apm. land cmcum. The lcrncon 9' tall, with the
PIIIU, wno, and f a d fcamm of a human but
Planar Monrtrr (Enct - the anden and loner legs of an elk iu whole
AcrPeonrnrcmanbenofthewwd*nd
munity dong with mmun, ~IY&, me.
body is c m d with brown elklike hidc. M s d i r i c n t l y bold and fare Chat they ue re-
Monitor) It CMcpllloufLBc inelf perfectly (M if i n v l i - novncd h a o a of rhcv forat ha. Anrcon
AU PIMmw~tcclIU haw we dung in com- Me) in light 01 dnue woods. When ~ g e byd somcdma work with druids m pmavc thc
mon: they mme from a p h e of aLtmce other the m m n dayin# of woodhd ~ U U I C(or I safety of the woods, apccklly if a d a q e m u
t h the~ Prime PIMC (the dimension that i the similar vile M), the actneon sprinp our of hid- h a t ia involved.
phyo chnnctcn' home). Some momterr will ing, usually with nupri~ (14 on ld6). It &n There em k actneon cpclkutur; rce "Mon-
both Prime Plane and orher PIMU ver. uffl luge wood and bone span to p&h or day ster Spellcuars" on page 2 15.
ma; chae will be noted. PIMU momten that the dcfiien ofthe woob. Tunin:Rbods.
"
e summoned or gated m the Prime PIMC M
& d o mOMn1M r e l l .
Mar orher-planarueuum do not haw "not.
It hw a powerhl breach weapon rhnt CUI be
used m e p a day, filling a 1V X 10' X 10' cube;
load: 3,000 cn at full apeat 6
speed. " 1
mal" V C P I U ~ ~but
I may have the quivdcnt in
the mterid of their own p h u . For nunplc.
valuable germ on the elemend p h c of Water
may appear M bia dcolored ice. When the tren-
sure rgpe given ia "Special," the DM map chpng~
the VcpIUlcI mtch the PIMC.

Undoad
The llndad M CICPNfcI chat WCtC Once dive
but llop owe their aincace to powerful super.
n d or mqicd force upon their rpiriu 01
bodia. Mor undead CMbe repelled by cleriu or
nnnh objem. web M holy symbob. Unded
Mnot Pffectedby p c i n l a& chat &t only
living c m m m ( N C M~ e n ) or by ~peb that
lffm thc mind (deep,chum. hold. diuord, in-
mi& fcebkmiad. n~.).U n d d cmtcd by
magical speb M "enchanted" moanen.

Moartrr P y u r n c y
Monstcn M lined PI being mmmon. me. or
wry m. Rare ~ O M M rhould be wed lerr &e-
. rare mon.
quendy chan common m o ~ c r a Very
rn h u l d unully appear in euefully planned
encounten or in #cldom-virited rmings.

Monrtor Lirt
'IhM in the basic Ikt of momten for the DkDO
gnrne. Otha mONtCn ue intmduced in adwn-
rum and Npp~cmrnupubliahed fm the game.
I .',,I,!
Adaptor arc known by a name which rounds like
Anaorosls: 9 "hmou!' llq are only e n c o d on the
Hit Dice: 8' (W Prim Plane when conjured by a deric (KC the
MOW: 120 (40') derical spell m'd remnt). They don't Ute to
A d : 2 (d) or Kc below be summoned for this h v e hboq they do nor
Damage: ld8+4/ld8+4orrcebelow deliberately or mnlidauly &rclpm their
No.A p p h g : ld6 (ldl2) ~mmonus'orders, but they ue hadul CM-
save Ax F8 mia of humans who vkit rhe plane of Air
Mode: 10 CkkS MnunmW d d K W U tOpufMm
7lcmucType: V IMka for them. summorvd acrid suvsnts rill
Intelligence: 13 not fight; they only accept orders to r t c chhga
Alignment: Any DI prkonur md bring them back to the cleric.
XP value: 1,200 They M only be humcd by spelb a magical
m a p . They uad at ~pr-qmd.& au.
Mocuar w: Mwstu ( pfiw their p q (1-7 on ld8). Ibe pemnuge
free of thc -t's pip is

-
Adrpton ue a peculiar race native to aU chance of b&g
plana of crdrtcace. Thq are vcry intelligent, equal m the viccim's Hit Dia or apeimx kvel
and their ancient race has p n t u and wider (is., an 18th levcl fighter has an 18% drnnce to
b l e d than any q e . but their CUI& phi- b m k frec of tbe Mp).
~orophy& !d
lS rhu they PMY thCU grCnt PIMC of&: On their home plane, the h u
ktr~rledgcb e m e n plana and human CUIN~~C. have their own cvil empire, WM in plac.
Innead, they travel and observe civilization a where there ue few a no othu crucum.
rhrovghout the planes. achnnging infomation Their cncmia M the heliwr and the djian.
only Mlwg rhemrelva. They feu d - t y p c cIe8tluu and MI*lrr.
Adaptors M narural (nonmagical) poly. W n : Plane of Air: Any.
molphs. able to change into the form of plly h a d : 5.000 cn at full flying & 1 0 . cn~ ~
creature of human or demibuman h e . They al- at W speed when mrinins item a nrLwcrs
m chmp dol after they edapt to an attack. for thei temporary m a e n
Thq ue tra&rs, rawly staying anywhere for
more than three dap, and able to enter and
leave other plana at will.
Thae cmtum have the ability to adapt-to
alter their phyeical s t r u m to N v i v c in any en.
v ~ c o co. m crrposed to any rype ofmoeicpl
attack, they then become immune m it; for ex- H E: 1.4 (M-L)
ample. a Ii#btninp bolr would intlicr full or W M 240' (80')
dunage when fmr uaed against it, bur aU clccui. 1 utack (butt, bite, or kick,
cal mpdu would the& have no effect. The by species)
adapmtion fideaway in Id10 tllllu if not w d . Dmnge: ld4, ld6, or Id8
Incciubat, adapm~~ M rtillcd ar d p h y (2 No. A p p h g : 0 (3d10)
a a a c k ~ p a d+4bonurmartpeLaaddmage
, Save h: F1
&). Ifthe DM nirha, he can have an pdrptor Mode: 5
p m itself with hra& devLes whicb tbe pcs Treasure Type: Nil
cMmcmnprrhmdorur(ifdaired, deipdby Intelligcnce: 2
rhc DM). axpmpkr might iadudc a Bnme ~ k ,N v r n t : NCUvpl
trpocc indum, or maey neutnllu. w value: 10. 20. 35, or 75
M.pmnueaoctbemmeas~ Ape, Snow
thcy fpnna nun inm dupliclta dqccik peopk. MoMer Typc Normal Animal (Common).
?&run: Anywhere humans ue found. This rn of mmer ttptinicr repwnts molt ArmorW 6
wildgraEingcrea~rcs,Nchascaribou. dccr, elk. Hit Dia: 3
Aai.l S a M t (H.oou)' gono, m e , and wild a n . All but tbe moat MOW 9
inhospitable climatu in the world will feature at
A d : 1CWD, 1 ""g
Armorclpg: 0 Dpmngc: ld6/2d6
Hit Dicc: 16'. (M) least one type of herd h t . No. App~uing: O(2dlO)
MOW: 2401 (80') Pcs might attack members of a herd in order save h: F3
E kl 720' (240') m ac ULe meat. The Hit Dice of end damage
done\ herd pepturea depend on the rype of Monk: 7 (11)
ActncLs: 1 lkca.u!reType: K
4da UCPICS they UT. Here pn some aunplc herd Intellgcncc: 4
acanua:
Alignment: ch.aic
XP Value: 50
Mo&: 9 HitD*e DaQqc
Ikem~reType: NilorSpecinl Antelopc,Dm,Goats 1-2(M) ld4 Momref Type:N m d Animal (Rue).
Inrelli~: 12 Wild Honu.Zebm Snow apes M squat. baboonlike cmuw
Alignment: C h d caribou. O m with shaggy white fur. They M &a btel
XP value: 4.050 Elk, Moac, Clnk 4 (L) k n t . nnd often mukc simple 14 c
lhupened bones. T h q annot, h r , p q
The DM may add ocher bsrd Mimnls wirhin more complicated coneepts. such as the use d a
th= y bow and arm.
Aerial servants M humanoid in sha They In any gven herd only one animal in fovr is
appear to be man-*ped figurer of mi& foe; male: the rea ue h a l e d and vou11p. A male hu
they ue cerk end mcrucing.
Aerial servants PIC beings nadve m the ek-
w-
hrwnr0: 6

like chat d &nt ea&. with goldcn.fcpthetCd


wine, The mnle ucbon hPt a head. UM. and
snow aDc &hrs viciovslv i& the mornle in m- tom like a huge muruhrman; thc kmale h
tenth& this nu).'.ikhough they
make intelligible mnd~. MOWpper communi-
cate with each othct wing a compla sign lan-
TrcpnUcTlpe: u
Intelligmcc: 2
puaac. In addition. an& apes often leave Alignment: N d
XP vnluc: 20

shcbcrmeptinthcrora~.
Amio:Arctic, MwntninS (cold). wit at wii.
Ape, White -
ArmorcLplr: 6
Hit Dice 4 (M) &e and range), bulausn-d riectns to kmmc
MOW: 110' (40') Lawful and peaceful for Zd6 Nrm (no wing
An& 2 clansot 1 mk throw). It removanllevil thoughrsaeddar not
c a w dam*. The &is the *re of a d
m e : ld4/ld4 or ld6 sword but M solid b e and inflim 4d8 poinu
No. Appcating: ld6 (Zd4)
Save As: P2 of damage to any victim hit. O m crenrcd. it
Mode: 7 lpns for lhree turn.
ltcnnvcType Nil Archom liw in r d tpmilics d OMmad
Inwcc: 2 pair and ld3 90ung. Archom M encountered
Alienmmt: Neud alone 01in mated ppia; advennuen SLWn M-
XP WlK: 75 er encountet archon young.
Terrain: Any, any Planar.
M o n r r ~Type;Nannnl Animal (Rare). L a d : 5,000 cn attullspccd; 10,OOO cn at half
White ppa have lort their color due to m a n y sped (may cprrg a chprpctcr at a uucinl time if
yean of living in caves. ne
y M noeturnd her- he is worthy).
bivom, looking for fruirs and vegcrpbla at
A t M
%&do not go out oftheir way w atcut char- AnnotWa5a: 0
MM; if ppplovhd by humans and demi- Hit Dice: 14' (I)
humans and given aduncc to flee, they rilldo Move: 180' (60')
so. But if ~ ( U I C aJ p p d their lsit, the apn Ana& 4 Alignment: QlMicorNcud
will threaten the i n d e m . If their threats Mig. Dmsge 2dlZ/Zd12/2d12/2dlO +
n o d , they will attack. They may throw one P0;on (sped)
stone per round for Id6 points each. No. AppcPring: ld3 (ld6)
White apes M not intelligent and are come- Save A% Pl4
times kept aa pew by Neandcrrhpls (cavemen). Morplc: 7
NoImnlly. in rht wild,they live in caves in family K
.k
anu
cm I
pupa of 2-8mcmbm. Intelligence: 8
M n : Cavern. Hill, Mountain, Ruin. Alignment: wunie
XP value: 1,500
Archon
AnnorWnu: -6 MMSW Type:Giant Humpnoid (Rare).
Hit Dice: 20*'**** (I) Athndu M humanoid and nand 18' d.
MOW: 120' (40') Each h hideouc but mcqnizabk fnnua.a
Plying: 360'(120') malformed body, and a third ann in the center
AttsckS: see below d i u cheat.
DMlpge: see below Thnc h q molufcn M quite mpid and iil-
No. Apparing: Id2 (1dZ) tempered.They live in d families, rbcltcring umayhavcanNFClcaduofanyhu-
Save As: c20 in caves, and h u n g on OM another when no(
Monk: 11 huntiq for mas. (They conaida humns w be crpericncc gmterthan thc kndiu. The *der
TkcwnTlpe: Nil mcpt.)Theglovcg~Mdjorckgand,ifanof. may haw ~ ' p g e t b haha than mete rob%
InCcUgcm: 16 kt ispoodenqh. rill ~cceptruchin rrmm for he might bc nuemblinp a network of bandit
Alignment: Lwhl not attacking m w h . -for rome gmm nefnriw purpwe, or he
XP Wue: 13.175 A~amdrbybsshingrhdroppmmonldr may be a nobleman h e d for a crime, raipped
rhicktnc nwnpr ordtolyI and bihgwith dvir ofhistirk, andlivingthclifeda buditQmit he
Mmter 7)pc: Planar Monrta (Very RM). gnarled, pdmauww*c rccth. Any victim bit- C M dcU his
nadlw Blt Bear
A form ofundd; ree Haunt. NOmd Ght LUd Grizzly
AnnorClrrr: 6 6 Armorclsrr: 6 8
BadW Hit D k '14 (1hp) (S) 2 (M) Hit Dice: 4 (1) 5 (L)
.4mlorwss: 4 Nwe: 9' (3') 30' (10') MOW: 120' (40') 120' (4'"'
Hit Due: 6 t 1"" (1) Plying: 120' (40') 180' (60') A& 2 dawdl bite 2 daw
MOVC: 60' (20') Amdrs: Confusion 1 bite DMUge: ld3/ld3/ld6 ld8Ilc
AtrpckS: 1 b i t d l gaze Damage: Nil ld4 No. Appearing: 1-4 (ld4) 1 (ld4)
Damage:
- Idlo t pmification No. Appearing: dl00 (d100) Idlo (ldl0) Save AK F2 F4
(apCcW Save Aa: NormalMan P1 Morale: 7 10
No. Appearing: ld6 (ld6) Modc: 6 8 Ii-e~wTypc: U U
save Ax F6 'IteMucTypc: Nil Nil InteUi$ence: 2 2
Mode: 9 Intclligcncc: 2 2 Alignment: Neud N d
ltwureTv~c: F Alignment: Neud N d wvdue: 75 1;
InteIkgctG 2 XP value: 5 20
Alignment: Neud Polpl cak
XP Value: 950 Mansnr Type: Normal Bat: N m d Animal hmorckp: 6 I
(Common); Giant Eat: Gimt Animal (Cam- Hit Dice: 6 (1)
Mansnr Type: Monrar (he); P h Mon- -). Mm: 110' (40) &o~)
ster (vevRm). Baa MnOCrYmPl flying inscchm.Th+- Attnclrr: 2h/lbite
A bpdlLk M a 10'-long U r d ; it l& much
ILkc a large d e with four kga and a d i k e
grah on ita h d . It may beof any color, but is
ten C
OW 01 nbnndoned building, and
fmd thdrway about by echoloadon (a type of
mdatuainghearingandechoa c o k o b j c m ) .
Dormse: ld6/l&/ld10
No. Appaing: 1(ld2)
Save AK P3 F4
...,'"*,
wdy very bright and dininctive. It M some. Since they have verg weak cya,rpclL that affect Monle: 8 9
rimn c d d the "Ling d da!' right (nuh M light) do not work on bau. How. TbaureTypc: U V
The k d a k ir a nonintellipt but very ma@ ever, a rilenee 15' rsdius lpell will &tively 2
cal hard.It U w in underground cavern or wild "blind" a bat.
and tangled thickets. Any ~ ~ N I Chit by a bnsi. N o d bta: Thuc ve mall mammals
WI munm& a saving duow vs. turn to m e or
be pmX4 all equipment he curiu will also be
weigh only a for ouncn. & will not ma&
men but may eoofusc them by flying wound
turned to none. The W ' s gaze haa the same their he&. Thuemust be at *.n ten bat8 co
&; anyone meeting the gaze mwt make the eoofusc one Ebupccu. chprlnm who ue con-
rsmc saving rhmn or be puifred. A surpriaed
character putomnicdy meem the gaze (but gcu
-
fuscdhave a 2 penalty on theu attack rob and
saving thmm and cannot CP(I cpells. N o d
che saving thm). h a mun check monle each round unlnr they
t
A charmer in hd-to-hand combat with the Mcontrolled or nunmoned.
C ~ N mwt P eithn avoid the gaze or meet the Gi.at B.a:Giant bau Mmuch largucoudar
gaze each round. When achuPctu tria to m i d d normal bat specin. Giant baa bok. like
the gaze. he d e n a -4 penalty to ell attack mallu bat speoca but gmv m k approximately
rolls lepinn the master, while the &b gains S long>with awingqm ~ They
t h 25'.
a +2 bonus todl iu attacks againat the cham. PIC cunirora (or. more appmprltcly, heme-
ter. If the chunnu meeu the gaze, he attacks vom-blocd-drinlna) and rmp attack h u m m
and defends d y but muat make the saving ifaaanelg hulyg.
throw athi3 normal odds.
A dumetcr may UT a mirror when confront.
inga bnsillk. whilc using a mirror, he d m a
Ghncy.mphc&a:of
cr tbatencnutcn,
5% will k with group giant vunpire bur,
far more dangerow crcaNm (Hn 20, XP v.tuc
-2 penalty to the attack roll (inatnd of -4). 25). The bite ofngiurtvmnph bat dac no ex-
T h c u n m w t be lit for the mirror to bc cficctive ma damage but ita SLtLn must makc a saving
and the attacker c~llotUK a shield. If the h i - throw va. patplysir 01 fd u d tor ldlO
li& KCI ioclfin the mirror (a mll of 1 on ld6, roundr. This will llhw the vampire bat to fed
checked tach round). it mun make a saving without X i diuurbed, draining Id4 ta of
throw 01bCturnedto0e! blood per round. Any Victimr who die E h a v -
BaailLb M native to both the P h Plane ing their blood drained by a giant vmn in bat
and the elemend plane dEerrh. m w make a lovim throw w. o r L e
Plane O l h & On the plane ofEatth, a bad- an undesd cm(ute-24 hnvs &I de&.
WI M mercly a LLntdore creature made of mdr. %An: Cnvem. R u b .
Its90'gazcsloncmnrmmdcofarth(aathe Lad:Giant Eat: 500 cn at full meed: 1,ooO
ICVCISC of the Ule-UICI hMte) for ld6 cn tt half speed.
*,
roundr (no saving duow). The gaze can rtill pet-
creatures not made ofeerrh (the &
saplnB thmw sdll apPlin).
BMiing Mdri*: X 1 (Giant Bat).

The planar bscilisk can burrow through very


d e w rocL at a 180' (60') rate. It w d y avoida
other life fom on ita own p l ~ c .
Efmin:Cavern. Wed: Plane of8nnh.
Ba,G h t Beetle, G h t BebOldU
Armorclass: 7 Fire Oil Tiger Armor Wnu: 01217
Hit Dice: '/P,(l.:hp)(S) ArmorClnu: 4 4 3 Hit Dice: 11***** (hp specid) (M)
Mme: 150 (50) Hit Dice: 1+2(S) 2*(M) 3+1(M) Move: 30' (10')
A& 1- Move: 120' (40') 120' (40') 150' (50') Attack.% 1 bite + ea l
D.mpBe: ld3 + special AtCUkS: 1 bite 1 bin + 1 bite Dpmnec: 2d8 + spcual
No.AppCnring: ld6 (5d6)
Save As: F1 Damage: 2d4
special
ld6 + 2d6
No.Appearing: (0)
Save As: M11
'
Mode: 9 Mode: 12
%sure Type: See below No.Appearing: Id8 %sure TYDC: 1.N, 0
Intelligence: 0 Ud61 InnUinci: 16
Alignment: Neutd Save As: P1 ' Alignment: Chaotic
XP Vdue: 6 Morale: 7 XP value: 5.100
TkuunTmc: Nil
Moarrrr Type: lowlife (Rare). InteUigcn& o 0 0 Monrru Type; M o m (RM).
Giant bee. nlw called "killer bees:' M fwt- Alignment: N e u d Neutral Neutd A beholder, nlw called an "eye rynat" or
lorg giant bces with namy i m p . Giant bees XP wuc: 15 25 50 "sph~of~anyeycd:'l o d ; r ~ e a I s l ( * f k h #
always a t d anyone within 30' oftheir hive. If a bnll (about 4' in diameter) m r e d with tough
giant bee attack hiu, the bee dies, but the crea- Monsrer Type: lowlife (Common). mor-plnted skin. Amp the beholder M rm
cure m a g mwt make a M V throw vx. poison Pire &n*: Fire beetles arc 2'/r'.long cm. mall eye on s t a b . each with i o own
~
of die. The stinger will work its way into the vic.
tim, intlicring 1point ofdprmgcper round, un.
turn often found below ground. A fire beetle
h u two glowing glands above iu cyer and one
power. A large mtd cye M on the fmnt the
body, with a roothy mouth klow it.
Yd
less P character spends a round pulling it out. nepI the back of its abdomen. These glands give A beholder ~ O Y Lby I m m s of a slow &ght
Owi to the great wight of their hives, giant off light in a 10' mdius and will continue to glow that cannot be dispelled. It s p a * maf Ian-
bees pr% to build their hives in mall caves and for ld6 daw h e r thev are removed. p a g u and is ammely intelligent, cnrcl. and
underground mu ncil the surface. oil &: oil anier M 3'.10ng giant h t l c d greedy. It is norrmlly h n d plane but is mly
There will always be at lean 10 bees with their that sommmcs burmw u n d e p d . Whm nt. ( 5 % chance) found with ld6 young (nch with
queen in or ncil the hive. At lcut four of thee
bn, will have 1 Hit Die each (XP 13). The
tacked, an oil beerlc rpuim an oily nuid PI one
pnsdrn (an astncL toll u needed, the range M 5').
Via nonant Hit Dice and m n of~ eve
blte damage ld4 poinu).
-
~ c&cu.
qucen bee h u 2 Wt D k (XP35) and can sting I h e d r e i a p n i n f u l b t i ~ t c m ~ a ~-2purnl-
ga The beholder's front q c almyr p- an
repcnadly without dying. ty on t8c victim's a& & unril cured by a NIT mti-magicray, which amponrily "ttlflu off'di
Giant bees make magical honey. If a character &br &speU 01 until 24 how hnw p a r d nmgK within 60' in front d i t (ree "Anti-Mngk"
eats the honey of an entire hive (about two Tipr &a*: Tiger beetles M 4'-lmg qiant I ip Chapter 13). Magicnl nclpom used within
~

pinu), it hu an &ccr like a half-suength porion Wu with n striped cnnppce thnt looks &a thc ray M mated u if n0nmrgk.l. spelb M
O b W n g , cutiq Id4 points of damage. *m ?hey Mcarnivora and unrrltp prep within it area of d f s t Minstantly N~DC~: spell6
T&mio:Plain, Woods. Mountain, Hill. on robber fies, c u t fmm further amy M ruined when the cf.
@u get within range. Thc beholder rill vturlly
, mrn to face any character who s t m cuting. N.
i.ieingtherpdl.
~MagicJwenpo~and item will work narmaJ-
g m c e rhey Mlullovedfmm the anti-myie my
~

w. md d n g spell &u with durations


wilt l ~ m oncee the my M directed chewhere.
Th; my cannot be aimed above or bebw thc
C ~ N Rbut . only stmiaht ow in front of it. A,

cannot be wed on nq*tr within the anti.myie


nV.
i f a character urn a wcnpon to p n r ~a be-
holder, the plnper must dcdare nhm hia druu-
ter is aiming at-the body, the luge cye, 01 a
eyc aulk. Each targc~h u a differat morclpr
and hit poinu u f o l k :
The body is ACO and ha8 5Ohit poinu.
The front eye MAC 2 and h u 2Ohitpoinu.
An eyc aulk M only AC 7, but a n with-
stand 12 of damage.-e to cyesmlb
does M H count towud tilling the UCINIC.
Small eyes and e ~ & : If an n t t d roll
M eyestalk M succnrful, the DM chould
roll randomly to ree which aulk is damaged. A
"slain" eyatpur h u been cut &,but a dprmged
stdk d m not intetfere with the eye's function-
ing. loct eyn grow brck in 2d4 days; partial
damage ro eyeaplkr regeneratea at the rate of 1
hit point per day.
Only four andl eye CM aim in one direction
nt the t h e . and they C M n o t aee the area
d i r m l y below the body. Each eye stalk can shoot
a ray with a different spell-like effect once per
-
Eye 1.
Eye 2.
Eye 3.
Bye 4.
Eye 5.
Bye 6.
8vc 7.
Eye 8.
Eye 9.
Eye 10.

Emin: Cavern, Ruins. '


Bdl*urMiad*
llnnorwrU: -4/-2/3
Hit Dice: 20.****** (hp specid) (M)
Mm: 60' 120')
A d : 1 biie t apccial
Dunrge: 2d10 + apccial
No. Appearing: l(0)
save hr: MZO
monle: 12
nMurcTgpe: L,N,O(X2)
Intelligence: 16
Alignment: chaotic
XP value: 14,97>
Marrsnr Type:Undud Coruuuct, BnJuntcd
0% Rue).
An undead beholder iarimilnr to a liv'
but ia a c o ~ ~u cc at d tot m e a
purpac. AU undead behdden M co~ltrunt;
"d beholden ncvcr become vndead.
ThL m o ~ c bob l quite ltnilar to a MI^
beholder--. 1-e h t i n g W, nbmt foul feet Eye 1. poimrredud(range 60')
in dinmeter, m re d with tough umwplted Eye 2. cbarm(uvrmpim, 12o'range,
4dn.A thcmonaternrctenmbll w o n
at&, 3 with iu own magid powa b e 7
central eye ia on the front of the body, with a
- 2 penalty to the In*
Bye 3. mntinud
rhra)
(nngc 120')
tccthy mouth below it. The p n ~ n mow Bye 4. death spell (sangc 120')
about by magical flight, a n a n d (nonmagial) Eye 5. energy drain 1 level (uwight)
ability. It ia aucmely intelligent, and apeaka Eye 6. energy dniu 2 kcla (aqyuc)
many h g u l g u . Any dek Of 25th k d OI Eye 7. purlyds (a8 g+l, range 69 : note
B"tC1 will rccogniire the creature 4) urldead c h n t h UC UIUIlUm to thU IW)
Eye 8. b a t e obim 160' rwe)
when h e m it.
An undead beholder m o t be harmed by Eye 9.
normal. rilver, or evcn + 1 mqicai weapons; a
syc 10.
magid m p o n of + 2 or better mchananent ia
neededto damage it. It ia immune to nll cbarm,
hold, and deep c&nr,dl illwiom. de& IPF,
Runia: Cavern. h i m . 1 . I
and poiaon.
The monster's body IC crater 3 hit poinu
per round aa- u it ir gaged. If reduced to
0 hit poina. it ia €01 ~4m
into a form and
cannot regenerate; it must rear61 1hour in MPI
dukncaa before the regenuuion o m
@.The moMcl uaurlly keep mral ~ o ofd
eondnurl dutnar neu ia lowion.
An undndbehaldetcan li.1ymegamua form
at will. In thia form,it h u no apccid abilities,
but can no^ be hnrmcd mept by magic chnt d-
fecu air. The momtu .anno( w ."y rqcd.l
.bitifia dutiag that mund ofeombat in whuh it
ia becoming 01leaving iu gwau form.
hrUaM: 9
- 3.000 cn at half speed. Great Bou: 3,000 cn at
full spced; 6,000 a ac half speed.
Armorckrr: 5
Hit DKe: None (KCbelow) (M) Hit Dice: 4' (S) Barding Multiplier: X 3.
MOW 30' (10') Move: 120' (40')
Attpdrs: 1couch A t t h 1 bite B W
Dnmsee: DLiotegmion Dmy: ld6 ArmorCkg: 5
No. Appring: l(1) No. Appearing: ld6 (id6 t 3) , Hit Dice: 3+1(L)
save As: scc below save As: P4 Move: 90' (30')
Mode: 12 Mode: 6 Attack 1-
ltennueType: Nil acMIrcTypc: c Dmuge: Bynclpon + 1
Indigence: 0 Inrelligencc: 9 No. A p p e a r h 2d8 (5d4)
Alignment: None (KC below) AlignmCnt: Lawfill save As: F3
XP value: 7,500 XP value: 125 Mode: 9
?teMueType: (P+Q)B
Mansrct vpe:PlpDnr Monster (Very Rue). Manstu Type: Monster (Common). Intelligence 7
It is nctknown what thesecuriousbciqa M, ThL unusual crcanuc is a smd,bmwn-furred. Alignment: Cbnotic
or even if they are living UCMUU. A blackball ~ggd-looking&e with big pwS. It is not. XP Value: 50
(or "deadly sphere") is simply a feacurclesablack bowever, a n o r 4 animal. It is indigent. ofccn
gIobe, 5' in diameter. It m o m slowly but usu- tnvelsinpndo, M d l l s u a l i m i t d nkporrndon Monster Type:Humanoid (Common).
ally randomly. whntevet it couches simply disin- ability. It can "blink out" of rmc spot and imme- Bugbean are giant hairy g o b l i n s - h d
1
- (no M* throw), so it moves fmly diately appear ("blink in") at Mothct, It hnr in. rhat grow to about 8' t d and are covered with
thmveh Mvthine. stincts hat prevent it from nppePring in a solid bristly dark fur.
When ureountcred, the blprkbpll moves w- objm. Despite their &e and awkward walk, they
within 60'.
ward the neMlf inceliigent u e ~ u e When attpcld it "blinks" close to M me. move very qui* and attack withcur warning
It hu no reqnizable mind or incdigcnce and my, a&, and%n reappean ld4X 10' awaF whenever they an.They muprkon .roll 0f1-3
is immune to everything except Immonal con- If seriously threatened, M entire pack will (on ld6) due to their d t h . When wing mp
Uol. Anlmmodcanumunandnblackball,bur "blink" out and not reappear. ons. they add +1 to d nnack and damage rob
it is beyand m o d conuok fomnatcly, it is a-
d y m. It may be ddcatcd by a p r e cll
6ading it to m e other plane, or by a c a r & $
Though as inrelligent as many humnar. blink
dogs do not speak human 01 danihumvl lan-
pages: thq CM communicate only among
becauscdtheirsucn
In the-, dg.
live in dCommuni.
des of 5-20 m~mben,and scnd out hunrjng pcb
worded I&. thanselvcr. T h q like to live free the way w o h of2.16fighmr,ThquI~d~athcrdaaimab
%mixAny. do and rend to come in contlict with humuu on. whcncla posaibk and SomCtLnes mid fprmm'
Iy when m l c n cnuopch on their territories. n~rngerhedt and 1 foc
Blur Spore
ArmorClaM: 9
They are carnivores, living on wild elk, moose.
and other herd-beasts.
G --.
in dmaoflpnt W p , theg may 131 hu.
mnnrforfmd. They are bsrLslly intdipx, w
Hit Dice: 1*,(1 hit point) (M) Blink d w nko hate and mack d i s p k r ing uude knives. clubs, and SpCM d q mntc
Move: 30 (10') beam, their n a d enemies. It is surpmcd chat thcmrha, t h q lmow how to ux the mkperh
Attack 1 blink dogs and displncn besrrr bo& come from wrrpnutheywmnLneswnlfrombumMs.
Damage: DLeprc only some d-1 plane ofaincence. There can be bugbcnr spcllcnnen;~ e "Mon.
e
No. Appearing: Id3 (1) 7kraiiY: open,woods,Dncn. lfer Spelkaaccn:'
Save As: P1 %rein: Cavern. Hill, Marntain, Woods.
Morale: 9 BOU
lteasureTypc: Nil Nomd Grear CVdlL
Intcllincncc: 0 ArmorclaM: 7 4 hrmotcls9: 6
,uig&ent: Nnrd Hit Dice: ~ 3' (M) io* (L) Hit Dim 6' (I)
XP Value: 13 Move: 90' (30') 90' (30') Move: 60'(20')
Anndrs: lnjk l d Arrpekr: 1 bite
Monnu Type: Lowlife (Rare). Damage: 2d4 2d8 Damage: Id8
A blur spore looh almost d y like a be- No. App* ld6(ld6) ld6 (ld6) No. Appcariag: Id3 (ld3)
h o k (K Beholder. a h ) . However, it is a save As: PZ P5 save h: P3
we dflopting fungur. Mode: 9 9 Morple: 9
When Seen in dim light, a blast spore is usu- TtcnaureTypc: Nil Nil TkasurcType: B
dy mLcakcn for a beholder; a chprncter must Intelligence: z 2 InrcUinelKc: 0
roll 10% or leu on Id100 to d the Merence. Alignment: Ncud Nnrd ALignr;lcnt: Ncuual
When chnrPcrcn come within lo'. thcir chance XP Value: 50 1,750 XP value: 500
fordctmionimpmvcsto25%.
Ifa blnn s p r e is dam+ in any way, it ex. Monaer Type:Bou: N o d Animpl (Corn. Mmrer Type Lowlife (Rue).
plod= for 6.36 (6d6) poms of damage co d mon). Great Boar: Giant Animal (Rare). ThL giant gray wormlike mnuc is about 3c
wichin 20'; each victim may make a wing throw Wild bcan generally prefer formed ~ p bur b long. They are mcpt-eacas and can be found
VI. wands to take haif damage. Tbb aplodon can be found nearly evcywhue.Thq Momni- n&ly a n ~ h e r e .
does not howm viccims with spores the way the vores and have auemely kd frmpm whm dis- cpccilia &en lie in wait in loac ail jua be-
normal a& does. turbed. T h q sometime lie in thicken in the low the surface. Wheacvcr a d paq of mi-
When approached, this ucamremigbt sprny a tDmt and charge passersby. They do ham the mnborhumuupg,thqhootupwtofthe
h m r of spores in a 20' X 20' X 20' volume be- charge m a c k g * v : if* can *&e! ground and begin biting with their lpge mouths
fore it. Each victim mua make a swing throw vs. for 20 pfdl rrvhurg theu Prey. they 111- and sharp reah. An d j d a& roll of 19
poison; ifhc fails. the spores hit bin. penccmte. flicr doubk d a m y when thr,hit. or 20 m e a rhat the cnccilin has nPllared its
and grow into ld6 more blast wres, causing Gmt h: Thcu rare bcan M huge and preywhole. Avictimcakes ld8pointsofdamage
death in 24 hnus unlesa a cure disnse spell is t e r @ i i . They M mat &en found in "lost each round undl the victim 01 the CMilil is
applied. world smings and are occasionally URd as dead.
%rain: Cavern, Ruins. mounts bv bnrbpdc uibn. Turpin:Any except Ardc.
clma
AnwtcLp: 7
Hit- 2 (I) Lion
6
rw
6
T k
6
Mac: 150' (50')
A& 1 bitell hoof
-: llld4
No. A@g: 0 (2d4) A d : 2 &/i bite 2 dn&i bite
save A% P1 Dpmnec: ldj/ldj/ld6 ld4/ld4/ld8
M& 7 Id10
'E-cmucTgpc: Nil No. Appearing: ld4 (ld4) Id2 (ld6) ld4 (ld8) 1 (ld3) ld4 (ld4)
la- 2 save as P2 P2 P3 P3 P4
AIipkt NNtrpl Mornle: 8 8 9 9 10
XP wuc: 20 'E-umreTqpe: U U U U V
lateuigmcc: 2 2 2 2 2
Alignment: Neud Neuml Neud NCUd NCUml
XPVdue: 50 75 175 275 650

7
3 +'1 (L)
120' (40')
8 ten& oI 1 bite
Panlysi~or 1 point
Id4 (0)
P2
9
B
0
NCUd
75
chimera rocodUe
Armorwar: 4 N m d Lgc Gim and d f m p i c n l awampa and riven. somccimca
Hit Dice: Armorwar: 5 3 1 they ue Ken in underground rim and aeu.
Move: 3 2 0 ' ) Hit Dice: 2 (M)6(L) 15 (L) Awkward on land, cmccdiln do nor m y far
plying: 180' (60') Move: 90'(30') W'(30') 90'(30') fmmwaterandwillrpendhounfloptinejurrun-
AW*: 2 dawd3 heads + breath Swimming: 90' (30') 90' (30') 90' (30') . auh tima, they can be mia.
der the ~ r f i c cAt
(special) AttdX 1 bite 1 bite 1 bite tpLen for lop.
Damage: ld3/ ld3/2d4/ id10/3d4 t Damage: Id8 2d8 3d8 Ifhungry, h e animala will attack acatum in
3d6 No. Appearing: 0 (ld8) 0 (ld4) 0 (ld3) the w.rc~.laey ue pnrrieululy Mnncd to the
No. Appearing: Id2 (ld4) Save As: P1 P3 P8 amell of blood or violent of the warm.
Save As: P9 Mode: 7 7 9 Normal cmodilcs grow to 10' or more in
Mode: 9 aeMIreType: Nil Nil Nil Iength. Large cmccdiler PK a b u t 20' -1 and
TtcaaureTypc: P Intelligence: 2 2 2 can overturn canoes and amall nfa. Giant c~oco-
Intelligence: 6 Alignment: Neutral N c u d Ncutral dilu ue nlmost alwayi found in "loatworldr"
Ali#nment: ChWtiC XP value: 20 275 1,350 where prchinoric ucanrrtr thrive. They M mr
w value: 2,300 50' long and haw bcen known to attack mall
Moaner Type: Normal Animal (Common). ships.
M w m r Type: Monatcr (Very Rnre). Giant clocodilc (Rare). Rmn: Ever, Swamp. (Giant Cmcodilc:
A chimera M a horrid combination of three Cmccdiles ue commonly found in trapid "lost Worlds!')
di&rent creatum. It haa three heads (goat, li-
on, and dmgon), the forebady of a lion, the
hindquarten of a g a t , and the win5 and tail of
ArmorWnss: 2
cldop
aW n . Armotclus: 5
Chuncne ue me, Iolitary u c a N r u that ue Hit Dice: 3 (L) Hit Dice 13' (L)
very territorial. They usually live in wild hilk but Move: 60' (20') MOVC: 90' (30')
may a e r r i o d y be found in m e dungcons. AN& 2 pincen Am*: 1club
They might llso live in mall groupoften Dmw: 2d612d6 Dpmage: 3d10
mated plirs with one or two young. No. Abpearing: Id2 (ld6) No. Appeaiing: 1(ld4)
In combat, the goat's head bum. the lion's Save As: F2 Saw Ai: P13
head bita, and the dngon'a head can bite or Morale: 7 Mode: 9
breathe tin (a cone 50' long and 10' wide at the ?ke~ureTwc: Nil aeMIre Typc: B + 5,000 ~p
end, for 3d6 pointa of damage). The breath CM InteIligm;;: 2 Intelligence: 9
only be uaed thrce tima per day. In a fight, the Alignment: Ncud Alignment: ChroriC
chimera haa a 5096 chance each mund to w ita w Value: 35 XP value: 2.300
breath art& once it haa w d all three auch at.
tach, it wiU UK only ita other ansdu. M a h n u Type: Giant Animal (Rue). Mmru Type: Giun Humpnoid (h).
OccpciOnnUy, a chimera-ill.tempercd and Giant crab ue nonintelligent rnimnL found A cydopa @!d cydopca) M a me type d g i -
dqetoua to begin with-wiU turn rogue. A in a h p l h waten, m a lriven. and buried in Lnt, nored for Ita grCnt MZC Md the aingk eye
mgucchimeraflia toaomedi(tantplpcc(urually sand on beacha. They cannot awim. The com- the center ofita forehead. A cydopa M about 20'
a hill or mountain near a hunun community) mon giant crab M 8' in diameter, but larger apcci- tall. It haa poor depth perception b e m of its
and be& to terrorize the am.trying to drive
out or U1 every living thing in that re ion A
mena may be found(up to 6 Hit Dicc, Dpmngc
3d6 pointa per claw).
-
single eye. and it &kea with a penalty of 2 on
allattukrob. A q d o p n i l l unrally fight with a
e chimera will nor atop thir couw o!(nibn; They ue alwaya hungry and will a& and eat wooden club. It can duov & to a 200' nnge
z e r it liillr everything and obtaina itselfa new anything that mow. Salt-watergiant crabhave (60/130/200), each hit cawing 3d6 pointa of
territory or it h killed. a slightly merent appepmnec than hah-water damage.
W n : Cavern, Hill, Mountain. Ruins. giant crab. Some cydopa (596) ue able to CM a cum
lord: 4.500 cn at full srreed. 9.000 en at half Tetrain: Ocean. River/Lakc (including once a wcek. (The DM ahould decide the CIM
Sped shores). MtWC of thC CWSC.)
W a g Muluplier: X 3. A cyclopa usually lives alone. though a small
p u p may aomcrimci ahare a luge cave. They
spend their time raising sheep and grapea.
Cyclopca ue known for their stupidity, and a
ArmorCku: 6 Its beak attack c a w ld6 poinn of damage. clever party CM often cacapc from them by
Hit Dice: 5" (S) Any creature bitten or touched by a cockatrice trickery,
MOW: 90' (30'), mwt make a rrviag throw or be turned to ~fotlc. There can be cyclops spellcpnen; K C "Mon.
Flying: lso'(60) coclwriccs may be found anywhere. iter Spellcpnen"later in rhL chapter.
Attach: lbA PlwofPdrth: Onthcplaneof8nrrh, amck- &rain: Hill, Mountain.
Danuge: ld6 + peaifrcation (rpecial) auicc M a foot-long birdlike crcatue made of
No. Appearing: ld4 (2d4) waft earth. It is nearly hnrmlur, able to inflict Devil Swine
Saw As: PI only 1 point of damlgc with a beak attack. Ita see L y a n h p e .
Mde: 7 toll& C M Id pcvifg CrWUtr M t d e of
%CaaUleTyQe: D earth (the wing throw a t i l l applia). cocknaicca
Intelligence: 2 b m d ~ ~ ~ i aonl their
l p a n plane.
Alignment: Ncutd
w value: 425

Monstu Type: Monrar (Very Rue). Planar


Monatcr (Very R u e )
This k a b g i c d monatcr with the head, B-: hy,
w b , and lega o f a m t e r and the tail o f a
snake.
A&:

-
Damage:
No. Appearing: 20 (id6 X20)
snvt h
i c (level HD) DmiKab Group
Morale: 8
NUmba Hit ckial-
TrcMUre Type: A X 2 t Fpcr20
Inalliince: hGmup D k M 1 Z "3w?M5 6 XP
0
1SACOlyter 1 1 - - - - - 10
Alignment:
1Prim 2' 3 2 - - - - - 25
XP value:
1 curate 3' 5 2 2 - - - - so
1Bishop 4.' 7 3 2 2 - - -
175
1Pauiarch 5**** 3 9 3 3 - - 2 675
resembling manu rap in h a p . size and a p 1 Matriarch 6***** 12 4 4 3 4 2 1 1,400
pcprpnce (ace MMU Ray). Outside their lain. Entire group: 3,WO
they M alwayr found in group of 20 or more.
Thi~standard group u outlined in the cable. (The aster& beside the Hit Din sand for the following: one asterisk for neh two lmk a&
Other leader types that n;in (in the lair. for ble (rounded down), one for immunity m normal n~llpons,and one for vampiric abilities.)
cxunplc) M outlined in the Leader table.
The tnil and bite of a normal dcviltlh of 1.4
Hit Due nch inflict 1 point of damage. How- DmiKablepda
ever, those d 5 or more Hit Din have the abili. Hit wericnl- -wbl--
UCY o f m p U U M Well (Xe h p k ) . Dk M 1 2 3 4 5 6
These wnpire dcviltluh ioflict more &age Adept 1+3* 2 1 - - - -
(ld4/ld6) a d a double energy drain with ench
hit. ' I h q can only be hprmed by magical or ail-
Vicar 2t3* 4 2 1 - -
ver weapons (or holy item. M vpmpircs). but can Elder 3+3* 6 2 2 1 - 100
be w e d by a duic. l i regular vampires. Thy LmI 4+3* E 3 3 2 2 - 275
Parriprdr 5t3***** 10 4 4 3 2
-
CUI chum and regenerate a s normal vampires,
- -
Dbwuq Aquatic
a n ~ t youre own d y "new" dinosun. m
smd rprge Amr0IL-d
base rheir d d p ! h s on renl dinapun.
AmrorcLu: 7 5107 2 104
Hit Dice: 2 w 8 (S mL) 9 m 24 (L) 6 m 9 (L) When assigning XI? mat than M having no
Move: OWN' 0 to 60' 10' to 60' S p e d r l abilities unlar they CM d o w oppo
SaLnming: 120' to 180' 150' to 240' go' m 150' ncnts whole (PI noted in come dauipciot~). If
Atrpdcr: ...................... .l bite ( t 2 flippers). ............................ you create your own dinoaaun, add PII MU&
for each special ability (nuhM poisoa. thming
Damage: 1 to 2d4 2d4 to 4d8 ld4 to 2dE
No. Appcafing: Id2 to 2d8 Id2 m ld4 Id2 to ld6 spikes. mvoop; ornptionsl mor,pnd Il
Save As: ...................... .F (level 9 V s HD). ................. ...... D ~ ~ e ! z . c w h mchis i nboot
caw bear (bear),giant bau,giant oocodile, mp!
Morale: 3106 61011 7w9
TrcMUreTw: Nil Nil(U t V) Nil d o n (elephant), p f u a u u , nhnoah cig~
Intelligence: lm3 lm3 (cats, pa),trkupmpa, and iyrsmxaum IQ.
Alignment Neud Neud Most aquatic dinmum M M,nude.. or
XP value: varies combination of the two.M e a M omnivolw:
eating marine planu and a few smrll fuh or ock
Dinmmq h a d Cunivom er epnr victim. The finr or ilimm dnm m a i
ic dinbraur may be uxd in d h . thobgd th.
Smd kgc i not a normal attack form (wonly if the dino-
AmrorClpu: Sot4 6m4 saur i in a frmry).
Hit Dice: 1m 5 (S toL) 6 to 20 (L) 1 to 7 is to L) Small .puntic Only primitive fish and eeb f d
Move: 120' m 180' 120' to 210' 150' m 210' into chis categoq. Mat flee if disrwbed by any-
Attndcr: 1bite(+2clam) 2 daws/ 1 bite 1 bite thing 1 foot long or more.
Bite Damage ld3 to 2d4 2d4 m SdE ld3 to 2d6 Large nqwtic: Some large land herbivores
ChwDpmpge: Oorl ld3 to 2d6 0 have marine counterpuu. similar in a
No. Appeuing: 2d4 m 2d6 Id2 to 2d4 ld4 (0 3d6 except for smaller legs. and fin^ inst=
Saw h ...................... .F(level '/a ID). ............................. Some look like snakes with unmorcd d e l i k c
Morale: 6 to 8 9 10 11 6 to 8 bodies. Only h e l q e n aquatic dinosaun have
'kMurC'Ippe: Nil Nil (IJ t V) Nil or V h a h mode.Carnivorous types will be more ag.
htelligcncc: 1m3 lm3 1w3 grcnive and tcmmrial. A very large apecLnen
Alignment: NCUd Neutral Neud (20+ HD) may be able to swallow man.dzed
XP value: Vpries Varies Vnriu opponents on an attack roll of 20: UCMUIC may
be found inside ita body.
Moarrer Type:Monster (Rue). mammal$. AU dinosaun ue v e q stupid (Intelli- Armoted aquatic: All the dinasaura in chis cpt-
Though not swicrly mrmt in the aciendfic g a c e 1.3) and e d y fooled. e q M slow in comparison to ocher marine
MIX, thegame term "dinosaur" applies toany
prehkmric bud, fh. mammal,or reptile found
Bnchdiaareurcanbeplorcdinoaeotthreecoc.
egoriu:aquatic (mwrly m;uiae) dinasam, land-
& because ~f their large ~ h c b n
ancestors of modern mnln.
. q arc the
in the Mcsoroic or Palcomic e r ~ Dinarnun
. bnscd d v o r e s (meat earn), and Innd-bsscd 'Rmin: rfjTcrlLskc. ocean (Prehimiic)
were the anccMm ofmodern birds. reptiles, and herbivores (plant c a m ) . Ux the general infor.
Dilnnl Fra)'
ArmorcLr: 5
Hit Diu: 7 + 1.Q
Move: 90' (30')
Plying: 240' (80')
Amcb: l(fi6torWhirhrind) +
cpd.l
Dunage: 2d8 (fist) or 2d6 (whLhind)
No. A& l(1)
a
vc Aa: P14
Monle: 12
ltanuck: Nil
d in-^, ~ . m Habirorr
d
smnu MCdid kgc
Armorclur: 7 6 or 5 6m5
Hit Diu: 1to 5 (S t o L ) 6 to 12 (L) 13 to 40 (Lto L)
Mon: 90' to 180' 60' to 120' 30' to 90'
AmcL: 1pilmhitC lrnil ltnil

7 . ....... 1 to 2d4
le Drmye: Nil or Ipcci.l
No. ppcumg: 2d6to3d10
save k ... ..
... ..... ..
ld4 to 2d6
2d8 to 3d6
ld6 to 2d8
-
.P(Icvel ' h HD)
2d8to4d6
2d6 to lodlo
ld4 to 2d8
.. .. ........ ..... ..., ........ ,
Monlc: 4to6 )to7 6to8
TiwyreType: Nil Nil Nil
Inteulr*ncc: lm3 lto3 lto3
AligMlat: N N ~ NCUd NCUd
XP WUe: ViUia vuia Vuia
*AndAnnored
Dolphin DOPP~V
ArmorClnu: 5 Armotcclnu: 5
Hit Dice: 3* (L) Hit DKe: 4* (MI
Move Move: 9-21 (30’)
(Swimming): 180‘ (60‘) Attack 1 bite
A& 1 head butt Dampee: Id12
The benevolent djinn empire iu noted for its Damage: 2d4 No. Appearing: ld6 (ld6)
lack of laws. The ak demennlr and the djinn arc No. Appearing: 0 (ld20) Save As: P8
generally at peace, though Ocrpcional qunrrela Save As: D6 Mode: 8
and IMfights do caw. Their enemies arc the Mode: 10 ~ t e r t c ~ u ~ ~ ye ~ e :
h m u and the cfreec, and they fear cnrrh-type TtemreType: Nil
CmNICS and I&. Int&cnce: 9
Temio:plane of Air, Dncn (preferred). Intelligence: 15 ’UigUlnCnt: OlOotiC
lord: A djinni can fly carrying 3.500 cn of
Alignment: LPWtiIl w value: 125
~tattUUrprrdor7.000cnofweightathnlt
w Value: 50
specd; in rimes of grave need. it CM cnrry up to
Monsru Type: Monacr (he).
Momiw Type: Normal Animal (Common). These man-sized rhape-changiugcmcum M
12,WO cn of weight (for 3 cum walking or 1 Dolphins arc w i n g mammnl; their fivor. inalligcnt and ~ i l A. doppkpuuer M able to
turn flying) but the djinni must rat for 1 nun ice food U fish. They arc related to whnln, but
afterward. shape irsclf into the CXM form of any human,
arc much m&r. They arc 10’ long with a demihuman, or hununoid cmauc it sea (up to
m t h hide. Dolphins cannot breathe WPWI 7‘ d). Once in the form ofthe pmn it k imi-
D j i d (Grata;PuhJ* and must come to the surfpce ome mty 15 min- tating, it Dmdv chat penon. in- to kill
Armorunu: -2 utes for air. him and m e his identity. Its hdte aict is
Hit Dice: 15*** (L) Dolphins arc intelligent and have their own to kill the orieirrpl pmon in rome way withovt
Move: 120’ (40’) high-pitched language. They CM communicate aleniag the ppny. Then. in the role ofthlt indi-
plying: 360’ (120‘) telepnrhicdy with other dolphins within 50 vidual, it mpdr ochers by SUQI~IC,Ozan whcn
Attsdrs: 2 fiw or 1whirlwind miles, and they can detecr mrgif underwater they are already engaged in Combat.
DMlage: 3d10/3d10 or 3d12 + (360‘ m g e ) Sleep and chum spells do MI affect doppk.
special Dolphins hate h k s and occPriondy a& gangers and they mekc d saving tbrovr n 8th
No. Appearing: l(1) them.Dolphins arc the fiends of most sailon lml fqhtm due to their highly m e ” ? .
save As: M30 and have been known to help people in uouble. When killed, a doppkgaager NM lllfo la
Mode: 11 Mermen somnimes ride dolDhim M needs: original form. a sldnny, hairkw. g e n d e k hu-
Tican!reType: Nil manoid with pnk, Nbbcry &in.
Intehgencc: 14 It U believed the dopplgnngcr wtnbtib a
Alignment: ChWtiC ~ r c CCkprhic
d hk With 011 htcnded V k I h
XP value: 4.800 (only). It q d y IcMu mrychii the vicrim
knows (crm to the point daMvaing dctlikd
questionr at the sunc time-a roolm-tbnn
0% R.re). the victim, should W be prrmt). Homer. a
In the clementnl plane of the rulers ofthe dop ~ n n n a u r c s p e l b m c m o r i x c d b y a
djinn arc known M P M ~ M .They appepr PI vety *peLVinim.
Iuuc normal diinn. A D a h cannot be &ed Dopplegangcr s p e h e m arc cxtmncly M,
by-normal ~eapons.o;cvcn by weapons of less but not unknown.Such lpucpnUr CMwe h e i r
than + 2 enchanrmcnt. They regenerate at the own spells in MY humanoid form; see “Monatu
rate of 3 poinw per round. SpellcMcrs!’
A pasha an perform all the abilities of a not- Termin: Any.
mal djinni ( a h ) n oftcn n desired. up to once
per rwnd. It CM.Loenter or leave the e t h d
Plane by conccntnting for 1 full round.
They have other special powem. each usable
once per day, including:
Gnat anocher’r wirh
cpn doudwl
CM arrerrogas
CM ~ ~ e r c o n m l
A &a’s whiflwhd form U 120’ d. 40’ di-
ameter at the cop. 10‘ diameter at the base. and
can move at 240’ (80’) mre. Unlike normal
djinn, it can enter or leave whirlwind form in on-
ly 1 round. Thii form Mkw Id12 points of
damage to dl in its path and days any victim of
les than 5 Hit Dice unles the victim makes a
saving thmw n. death my.
Ppthu cannot be summoned by spells. and
arc Mucnced by very few msoicpl item]. They
normally appear on the Prime plane only in re.
sponte to the cries of a m i m r e d djinni.
Rmin: Normally found only on their own
plane: prefer Duen terrpiru.
Losd: 10.0O0 cn flying of full @; 20,000 cn
flyioanthdfrprrd:oldOUbkthhWhUlvpILillo.
Blw
kryr Hw s
m d kge Hvgc
h r wan: 3 1 -1 Armor C k 0 -2 -4
Hit Dice: 6'. (I) 9.'. (I) 12"- (L) Hit Dice 9- (L) 13+3*** (I) 18**** (I)
MCW: 90' (30') 120' (40') 150' (50') MOW: 90'(30') 120' (40') 150' (50')
Plying: 240' (80') 300' (100') 360' (120') Plying: 240' (80') )oo' (100') 360' (120')
Attndu: Attacks:
Ground 2 claws/ 1 bite 2 claws/ 1 bite 2 claws/l bite Ground: 2 daws/ 1 bite 2 */l bite 2 clawdl bite
Air: Up to 6: Upto6: Upto6: Air: Up to 6: Up to 6: Upto6
see below Sab e h see below scc below see belor seekbr
Dmw: scc b e h see below set below Dpmnge: see below sce b e l a see k h
Breath cone: 80' X 30' 80' X 40' 90' X 40' Bmth line: loo' x 5' lSO'X5' 200' X 5(T M)
No. Appearing: ld4 (ld4) ld3 (ld3) ld2 (ld2) No. Appearing: ld4 (ld4) Id3 (ld3) Id2 (ld2)
save As: P6 P18 P36 save A% P9 P27 P36
.~
Monk: 8 9 10 Mde: 9 9 10
Trcuure Type: H HX2.1 HX3,IXl ' k a m e Type: H HX2, I HX3.1X2
Indigence: 9 12 15 Intelligence: 9 12 15
Alignment: NCUd NCUd NCUd AligLLmurt: Neutral NCUd NCUd
wVdw: 725 3,Ooo 4,750 w value: 2,300 4,500 7,525
XP with r p c h 950 3,700 5,625 w with swh 3.m 5.500 8.875

BLVL
smd kryr Hus smd kge Huge
AmorWan: 2 0 -2 Armork -1 -3 -5
Hit Due: 7'. 10t 3*** (L) 14**** (I) Hit Dice: 10'. (L) 15.- (I) 20**** (I)
(I), 120' (40') 150' (50') Move:
MOW: 90'(30') 120' (40') 150'(50')
240'(30)
(80') 300' (100') 360' (120') Plying 240' (80') 300'(100') 360' (120')
Attach
Ground: 2 clamll bite 2 clawdl bite 2 clawdl bite Ground 2 daws/ 1 bite 2 clawdl bite 2 d m / 1 bite
Air: Up to 6: Upto6 Upto6 Air Upto6 Upto6: Upto6:
see below set below seebclm sce below See below seebclow
Dnmrgc.: see
below see below see below Bmth cone: 90'XW 135'X 30' 180'X30'
Bmtb h e : 60cx 5' 90'XS' 120'X 5 1 Dpmsse: scc below See b c h see bekw
No. Appearing: Id4 (ld4) ld3 (Id3) Id2 (1d2) No. Ap- ld4 (ld4) ld3 (ld3) ld2 (ld2)
Saw A% P7 P21 P36 Saw As: P10 P30 P36
~.~
M&: 8 9 10 Mode: 10 10 11
BeawteType: H Hx2, I Hx3.1x2 Thaui-c Type: H HX2.1 HXj.IX2
Intdligencc: 9 12 15 Itlte~cc: 9 12 15
Alignment ChpodC chaotic chraric Alignment ChWtL ChnotiC auotic
XP Value: 1,250 3.500 5,500 XP value: 2,500 4,800 9.575
XPwithspek 1,650 4,300 6.500 XP with rpcb: 3,250 5,850 11,375

Armor C k
small
1
kryr
-1
Hvgc
-3
Gold
Armorwur:
smd
-2 m
-4 !y I
Hit Due:
MOW:
Plying:
Attach
Ground:
8- a,
90' (3+)
240' (80')
2 claws/ 1 bite
12-* (I)
120' ( i i j
300' (100')
2 claws/ 1 bite
16**** (LI
ijo,
360' (120')
2 claws/ 1 bite
Hit Due:
MOW:
A
-
Plying:
Growrd:
11'. (I)
90' (30')
240' (80')
2 clawdl bite
16+3*** (L)
120' (40')
300' (100')
2 claws/ 1 bite
22*-* (L)
150' 00')
360' (120')
2 clawdl bite
I
I

Air: Upw6 u p to 6 Up to 6: Air: Up to 6: Upto6 Upm6


see b e h see b e h see b e h see b e l a see below see bcbr
Dnmrgc: see below see below see b e h Dvnrgc: see b e h sce bebr see below
Bmth cloud: 50' X 40' X 30' 50' X 40' X 30' 50' X 50' X 30' Bmth cone: 90' x 30' 135'X 30' 180'X300'
No. ApppCnrine: ld4 (ld4) ld3 (ld3) Id2 (ld2) Bmth cloud: 5O'X4O'X 30' 50'X40'X 30' 50' X 50' X 30'
Saw As: P8 P24 P36 No. A p p d ~ g ld4 fld4) Id3 (ld3) Id2 (1d2)
Morale: 9 9 10 Save A% P11. I P33 P36
7kcamrcType: H HX2. I Hx3.Ix2 M&: 10 10 11
Intelligence: 9 12 15 Ilruufe Type: H HX2, I HXj.IX2
Alignment ChpotiC chraric auotic Intellinence: 9 12 1%
XP Value: 1.750 3.875 6,250 Align&ent: LdUl GfUl GdUl
XPwithsp&: 2.300 4.750 7,350 XP Vdue: 2,700 5.450 11.750
XPwithSelL: 3.500 6.600 14.MO
M o m r Tgpe: Dragon (Rare).
D~nr~a~oldnccofhupcwingdIL-
a d . They like m live in irohced. out-of-the-way
P1Linl. plws where fcwmen Mfound. D m p uc ~ a.
10% 50% tremdy pow& m ~ ~ t and r nshould be urd
with caucion when encountucd lov I d
plnyc~chnrsnen. It u lccQmmmded that umil
durpnen reach 4th lese1 and hi& th.t only
the youngem Md mdat dn@m be uud.
There Mm r n l typcr of+n. d h l
y g
able hy the colon of their hide^: whcc. ,
green, blue.red,mdpld. Thoughthecohof
their d y hidn make +OS look di&rrnt.
they 111haw q u i t e l k * in common: they
M d hatched horn e a . d uc Cunrorrr. 111
have breith weapom. Drnpnr haw a p t love
ld4 each
ofcmnuc. but chq d ue theu o m limmm.
Dmgonr in bat& will do neryrhiq pcuibk m
ld6+1C. Yvc their ovll live. indudmg d e r .
Many dragom Lirr h u d d 01 thowads of
ycm. Betuuc dtheil long hiatoq, they aod m
chinli I u s ofthe gwlyn m a (& u k).
C h d c +nr might capture m a . but rill
wudy kill lad a t thun immedincly. N c u d
h o n r might eithu i d 01 @re a purg
compkelg. I a h l b o a . homn,may YN.
dy help a p q ifthe c h n t ~ u ycs uuly worthy
of thir p t honor. When phying i dngon. a
DM should keep in mind thu, becnuv ot io
pride. even the hungrim dmgm rillpaw and
hw flattery (if no om ia artpcLhy it, and if
Sdl 6d6 2d4 ench 4 4 4 - - it ucdenmda the lmpplc ofthe @).
hge 6d6+4 3d4 each 5 5 4 3 - 7UiogDmg~m:DragomnninuUigmt,and
Huge 6d6+8 4d4ench 5 5 5 4 3 m e d q o m can qxd the Dmpn and bm.
moo tongun. The pnccntyr lined under
"Chpnce ofTp1Ling" is the chance that a dragon and 30' d, around the dragon'8 rugm dircrrly pickuponcotmorevictimrifiaattackmUa~
will be able to wlk. Wng d r a g o ~M plso able
to we m&al (but not clerical) apcUa. The num-
bet of spells and theu leveb M given in the ta-
in front of it.
&v@ l h m Euh vicrim within a dragon's
brcarh muat make a saving rhrow va. breath
high enough (see table).
When a dragon rwoopr, ita victimsder a 1
penalty to theiraurprhc roll. befawe ofthe ma.
-
ble. Dragon apch M urually selmed randomly. weapon (even if the breath is similar to another m ' s silent glide. If the dlppn s u r p h the vic-
Whetever applicable. mi the Hit Dice of the rypeofanack).Ifareeashrl. thevictimtnlinon. tim, each hit inflicu double damage.
dragon u the level of curer for spell-like &em ly halfdmage from the breath.
(forpurpomObduration. dlpclling. ctc.). Breach weapons M not lpeur and canna be AmdrRoll SwmpA&
Sleepin8 D -
: The peecentage chance turned 01 abtorbed by devicca or other pmative SIC N d Farm
given under "Chance of S i n g Asleep" applica spell &an except those that apccifically men. Small 20 1 claw
whenever a pnny enwuntm a dragon on the tion dragon breath. Large 18.20 2 clawa
ground (flying drpeons M never uleep). Any DWIM M immune to the & e a of thek Huge 16-20 2 claw + 1 bite
m l t greater than the percentage meana that own breathweapon w.Ruther, they automat- ~

the d q n ia not deep (rhough it may be pre. i d y make theu swing throna nepinn any attack A victim caught by a snoop can attack the
tending m be!). If a dragon U e t k ~ p it. may be form that ia the same u their breath wcppw. Pot d n,butwitha-Zpeanltymallattackrob.
attacked for one round (with a bonua of +2 on
all arcpck rob). during which it will awaken.
arnmple, a red dragon d e n no damage from
(and ally iporc~)f l d n g oil, and d e n on-
3 each hit inflim only minimum damage.
A victim held in a claw a u d d y aLu
b m b u ia handled normally for the w n d and ly one-half damage from a 6reW spell. nonnddawdamageeachround. butifthevic-
aubgquent rounds. tim w h initiative, he may M fm (am a spell,
weGold "r Gold dragon] always wlk and
spells. ey can plso change their shppe. and
ohm a p p in the form of a human or animd.
Ph+dAna&
ArrackBonrun: SmpU dragons anack Y mon-
nera oftheir lined Hit Dice. Large *OM gain
we a device, CK.).
A victim held in a bite automatically tpLa
n o d bite damage each round, and can1101
Gold d r a g o ~can breathe either fire (like a red a t 2 bonw ea all anack rob.Huge dngon, concenuate (regdkn of initiative). When tbe
dragon) 01 chloMe gaa (like a greeo dragon). gain a +4 bonw LO all attack rob. victim M dead he is dd. A drngon cm bite
chough they still have a t d , o f three breath Ty~~es of Physical A d : Dragon8 urudy avictimhcldinarlaw, butwitha -2penahym
weapon a& per day (nor SIX). The type of d e two claw attacks and one biu attncl; at the the attack roll. If auccdul. the victim u wu-
breath used should be chosen by the DM to fit DM's option they can we other special a n d f e d to the mouth.
the situation. forms (kick,tail, wing) defined later.
When a flying dragon pnsduan aerial wga. OtbeiAarb
-th\acspmt it gea IWO daw attacks and one bire attack, but Thee M elemmu of the hover attack or op.
AU dragons have a apccial a m k d e d their cannot we wing, kick or d amcka. When at- rional ground ucsch. includiq thm ourlined
"breath wc~poo!' A n y dragon can usc iu breath tacking a ground.level vi+ from the air, a in the fowi paragraphs.
weapon up K) three h c a each day. A dragon's dragon can usc one Crush, HOW, 01 Swoop at- Kick: Any victim hit by a kick a n d m w
fmt a n d is almost alwaya with ita breath weap CnCL (Y duuibed below). but no two in combi- make a saving thrown. pnnlysis or be knocked
on. The number of pointa of damage the bnath nation. over. A penalty applies m the saving rhrow,
m p o o d a r ia, equal m the dragon's cumnr Ifa dragon attacks while on the ground, it can qual m the amount of damage htkted. Any
number of hit poino. Any damage done to a substitute a wing, kick or a tail attack 61any of victim knockcd over can ger up during thc l l ~ t
dragon prill rcducc the damage it can do with ita iu normal pttndrs. so I q u it mrLa only hxe round, but will aummodcnlly lac initiative.
breath weapon. attacks in the round. (Fot example, the dragon Bil: Any victim hit by the d a& of. laqe
Afur the firs breath anack. and until it has +gh~ bite one cpyt,kick cporhcr. and rwap or huge dmgon mwt make aaaving throwva. pa.
wd up all thm btenthr for the day, a d m p IIS tad umas a third instead ofluiru two clawa
I
dysi~ or be knockcd wet (uwith a kirk) and is
might c h m either m bmrhe 01 attack with i o and one bite.) disarmed. A penalty applia to the aaving rhrow,
~tud mpona. To determine thir randomly Crush: This maneuvet L &en wd if the qual rothe dama,ge inflkted.A d h m d o p p
(md dragona only). roll I d 6 on a roll of 1-3 dragon surprivs nonhuman victims, or pwibly nent can spend we round p k b g up the acllp.
the dragon will we i o claw and bite attach;on a againrrany ponenoifthe M dol&
on, OF can k t c h weapons, mctely lwing
roll of 4-6 the dragon wiU breathe agnin. wounded. A n cnuhing,t h z pmully initiaXnC.
and huge dngona rue breath weapona &nds on ita vicrlns. E d may mnlic a saving Wiag:A wing anackcan be u r d SpiM any
inulligcndy, not randomly. They rarely aim at rhmw VI. death ray; mass indicatca m p l m opponmt within range-which ia gKaI. The
single oppoaeau. and n o d y save the attack cvprion ofthe uush. and no damnge ia intlincd.
tMgCU 3'paHitDkob1bdragon.
tot we spiDn p u p . The volume ofthe breath AvicrLn may rhooa IO remain in the area. ak- hit ty a- rta* mwt m& a aaviq throw
wepponrnaeptawuhthc~ueofthedragon:the ing the full damage ofthe uush; if he holds a va. paralgns or beicunned. A &applinm
breath sizes M given in the tables a h . weapon in hand, he may makc M artack roll the aaviq rhmw, qual to the dam* intlincd.
shrpe o f h t h : A dragon's breath weapon with a +4 bonua. If he him he inflicu double
appcM u one of rhree diEuent shapes: wne- damage.
shaped. a might h e , ora doud d g u . A mall dragon can muh one victim only. A Dryoa-
Smpu d m g o ~normally attack with c l a n and
A mne-shrped bmth bepint at the dragon's largedmgonMrrvshdina 10'diwcircle. A bite when on Ihegmund, without whq kicksor
mouth (where it ia 2' wide) and a p d out uotil huge dragon can cnuh all in a 20' radiw circle. d anacks. Their I q 8 M wo ahon for & d w
it mcha iu widm point ar io furthen end. Por Hover: When wing this attack 6mn, the Licking unlcas M opponent ia close behind
aample.thcueaof&mof~anallwhiudmg- dragon paurn in flight dirmlg a h ita targea, them. They M not p&ent in anacking with
on's bteath ia a cone 80' long and 30' wide at its ita wings batin&furiously The dragon ma at- the d (though it may be wed minflin damage
f i r end. tack up toaixoppoaeauin one mundwhile!m. only, pchcDM'achoKe). IfiurwoopsrrPdhiu,
A l i n e - s h d breath s t m in the dragon's uing, wing 1 bire, Zfrontclawa, 2rcprkir.k~. a amall dragon can pick up one man-sizedoppo-
mouth and airetch- out toward ita victim-in a aad 1tail (but nowingitmcb). A brcathwnp. nent.
straight line (wen downward). Even at ita on cannot be wed while hovering, bccpwe of L q e +US we all an& accpt wings.
s o w e , a line-ahaped breath is 5' wide. the wind fmm the wings. Kick a& can be used agaium any opponenta
A Clwd-shrped breath biUm forth from tbe After 1 round of hovcr anacks. the dragon within 10' of the body A tail attack can be
dragon's mouth m form a doud. On the table, myR land immcdiauly, but the dragon cannot aimed at MY opponent to the tear or dda. If iu
rhtK dimension M shasn: The finr M the ctuh after hovering. (Now chat the location of moop attack hiu, a largedragon can pick up m e
width, the wand is the depth, and the rhird is opponenumight prevent the UIC of wmc attack or two man-ired opponents, ot we horn-Mrcd
the height. Therdim, with a s m d green drag- h.)
on, you gm a cloud h e ' s IO' wide, 40' deep Smwp: Thia special ability ia mentioaed at the
(i.e..it~~upa,40'8nyfromthcdragon), start of thir chapter; in addition the dmgon may eaai&t anv oDwnenc within melee ran&.
J
Dragon Ruler of ~ e l v edragons: four gold, four amber, and
four blue, d sutliiiencly dedicated to serving
the Great One that they do not gec into fights
Diuannd @e Star Dragon), Ruler ofdl Law- based o n d i p n r ditrmnccr. All ofrhew at-
ful Dnypns* tendanu em uy spells.
Armor Class: -10 When unvclinp, the drpeon rulers w*

Move: 180' (60')


., Hit Dice:
Move:
3g..****.*
180' (60')
(I)
bring one o f d rype ofthdr Lgarsubjsrr; tor
example, when on an acursion to thc Prime
Plying: 420' (140') Flying: 420' (140') Plane, Diamond brings one by dngon (160 hit
Act&: UD 10 9 fKC below) Art&: u p to 9 (see below) poinu),w capphire drpBom (144 hit poinu), and
Dam*: sic belo;, Damage: see below onccryd dragon (%htpOinu).in lddifiw m
Breath: As any chaotic dragon Breath: As any lawful dragun rhe usual four gold dngonr (176 hit poinue&).
No. Appearing: No. Appearing: 1 (1) (unique) All dragon rulers Mimmw m c hum ,M ,
Save As: (l)(unique&low)
P36(andsee Save As: P36 (see below) PPmlgsL, dow, der& mfi dirinregmh, and
Mor& 10 (see below) Mode: 10 (stt below) poison. Dragon rulcrs cannot be s u b d d 01
TieayreType: HX4.IX3.N.O ltcasure Type: HX4, I X 3, N. 0 tamed like some luacr dragons,
Intehgtnce: 18 Intelligence: 18 The rhm laser rulers M immune to normal
Alignment: chaotic Alignment: Lawful and silvered mpoas, m d spells of6th k l 0 1
XP value: 25,250 XP Value: 38.750 I=, and to all wenpoor oflar than t3 enchant-
ment. The Great One is immune IO n d and
Opal (The Sun Dragon), Ruler of d NeutraI The G m t 0% Ruler ofAU Dragdin# silvered werpons. duicplldruiidic rpelk of 6tb
Dragonfl Iml or In, and magical spells of 8th Iml01Inr,
Armor Class: -12
Armor Was% -9 Hit Dice: 40****.*.. and weapons of Inr than t 4 endunmat.
2,*...**.*(L) (L) AU drngMl NlCls M h U n e to d dragon
Hit Dice: Move: 240' (80')
Move: 180' (60') Plying: 480' (1601) bmth WCS~OM and are d c c t e d dmpn
plying: 420' (140') A d : u p IO 10 (stt below) mtd rnagknl item.
ACCdS: Up to 9 (see below) Damage: See below A dragon &t can polVmorph iwlf u will in-
Dun*: set below to the form of any ofiu follower dragons. Buh
Bmth: As MYdragon Nkr has a spell book containing d of the
Bmth: As any n e u d dragon No. Appearing: 1 (l)(uniquc)
No.Appearing: 1 (1) (unique) Save As: F36 (see below) known spells. but must srudy and learn thm
Save As: F36 (see below) Mode: 10 (see below) jun as a n d magic-w. Wcrical spells M
Mode: 10 (see below) lhsure Type: HX 5,1X4. NXZ, O X 2, gained wirh he u r d amount of meditation.
Treesure Type: HX4, IX 3, N. 0 t special Each dragon ruler can use any bmth mpon
Intelligence: 18 Intelligence: 18 of iu f o l l m . each once pu day, and while in
Nienr: NCUd Alknmcnt: Unknown either n o d or polymorphed (IO a lcaxr dnp-
w value: .3 2. . m XP-value: 68,000 on) form.For example, Opal can brcathc a cone
ofcold (as a white), line of acid-and-darkna (as
~~

an onyx), cloud ofgrr-and-diccue(as a jade). or


A&nndDamagu a lightning bolt (as a blue), for P t d of four
Bite 01 Cnuh Clam, Ki&, Win@. and UI bmthr per dag. Each on rukr can attack up
Peal (Moon) 6d8 2d8 each to nine times per m?f(with two bites, two
6d8 + 4 daws. two wings. two ki&, and two tnil).
W (Sun) 2d8 t 2 each
The Great One can use my breuhwerponof
Diamond (Star) 6d8 + 8 2d8 + 4 each
The Great One ) 3d10 each any drngMl, each once pu day, and while in ei-
ther normal or polymorphed fonn. He has up to
10 arm&. uing the rail rwicc.
SPJL & M(Both C andwv) The lair crcasum ofthe dragon d e n always
1 2 3 4 3 6 7
The lesser Rulers 6 5 4 3 2 1 include at least thm misccllannnu magical
The Great One b 8 7 6 5 4 3 items usable by drpswr; hue item my be
used against invaders, US apptcpinte. The Great
One,in addidon. oms one Mifnn. (The rpc-
Monster T._
Y ~D :m- n , PIMU Monster lVerv . . h l . Nkr of Chwtic drppons. has scales like cifk MitpCr is the DM's choicc, bur the Mifnn is
m). morher:of-pcarl-whitc b; iridescent. con- not ulrimarely fadto the dragon NIU, nor das
Each of the three Dragon Rulers is the leader scantly shifting, like her Chwtic nature. it involve undnd in any way.)
d dl dngons with the same alignment. Thew 9,ruler of N C U dragons, ~ has & TheDragua Rulen rt as lesdersford dngon.
thm rulers. in turn, obey the Great One, ruler wluch Mwhite with thourands of tiny specks of kind. nuy nrbimoc aLpUta bnmca of
bfd draguns. color in d the hues ofthe rainbow. dmgons and C a M i d y - v acp*mnlly--ut
Pearl: Rules Chaodc D r a g u ~(Black, Gmn, Diamond, Nkr of Lawful dragons. has scales on the kh.lfoflesur dngonr a g a i other
~ ~ spc.
Red and Amber) with the refractive qualiun of faceted diamond cia.Thydo nnintrrccdcnhenapucyofhclar
Opal: Rules Neutral Dragons (White,Onyx, They glitter and gleam with so much reflected dnuoyrarogutdragon,butwiUrtnhenadpa
Jade and Blue) light that it is hard to scare at chis dragon. ofdngonrfpca~ninctionorwlnvrmcnt.
Diamond: Ruler Lawful Dragons (Crystal. The Great One has ~aln which glow brightly, The thm h C r Nkrs of drnpnLind do not
~

Sapphire, Ruby and Gold) like the surfpn of a white sun: no one can SCM like or coopernre with each other, but neithe do
directly at him except through a dprkncss spell they fuht each other. The Great One m u thm
Thew CRaNfCS M rmUnely tare. dmOn effect (through which he looks like an enonnous equally, without a favorite. The onpins of the
never appearing on the Prime Plane unlest there thrre-hwkd white dragon). d e r s k unknown, but the lesser NTWS may be
is great need. Thev M d Immormal. Ifa drarmn Each ruler is alwavs attended bv four of his or the offspring ofThe G m t One.
rul-et's material b&ly is slain, the spirit goes m i u her Iargesr. most pokcrful follow;rs. P a l is al.
home plane (one of the outer planes) and creates
Te&: Outer Plane (their own).
ways PcCompMied by four huge amber dragons. h d : Pull speed when carrying 1,oOO cn X
a new body each with 176 hit poinu. Opal k always with HD in encumbrance; half speed when curying
Each of rhue drarmns is bipm than the bie. four blue h n s . each wirh 144hit winu. Dia- 2.ooO cn X HD in encumbrance.
Drlgon lbrtlc'
ArmorClpss: -2 Monsrcr Type: Dragon-Kin (Rarc). on docs damage like a dragon's breath weapon.
Hit Dice: 30; CL), Dragon turtles arc a magical crossbreed of a inflicting hit points of damage equal to the cur-
Move: 30 (IO) dragon and a giant turtle. They have the head, rent hit points of the dragon turtle.
Swimming: 90' (30') limbs, and tail of a great dragon and the hard Dragon turtles live in grear caverns on the bot.
Atracks: 2 claws/ 1 bite shell of a NKIC. Dragon t u r t k ~PIC so Iar that tom of the deepest ocem. where they keep the
Damage: Id8/ld8/ld6X 10 sailors have landed on ones floating on sur- rmures of sunken ships. On occasion. they will
No. Appearing: 0 (1) face. mistaking them for s m d islands. These rise under ships, attempting to overturn them
Save A% F15 creatures usually live in rhc depths of great and devour the occupants.
Morale: 10 oceans and seas, seldom surfacing or approach- Nore: Dragon turtks arc cxrremely powerful
~ e a s u r Type:
e H ing land. CrelNres that should not be used unless the
Inrclligcncc: 5 The dragon turtle is able to use a breath weip- player chvncrcrs are of very high level.
Alignment: Chaotic on just like a dragon. It can breathe a cloud of Terrain: ocean.
XP value: 9,000 steam 50' long and 40' wide. This breath weap.

Drake Drolrm*
Mandrake Wwddrake Colddrake EiemenraP ArmorClw: -3
ArmorClass: 0 0 0 0 Hit Dice: 20***** (L)
Hit Dice: 3'** (M) 4*** (M) 5'"' (M) 6*'**(M) Move: 120' (40')
Move: 120' (40') 120' (40') 120' (40') 120' (40') Flying: 240' (80')
Flying: 30' (IO') 30' (IO') 30' (IO') 30' (10') Attacks: 2 claws/ 1 bite
Attacks: 2 claws/ 1 bite 2 claws/ 1 bite 2 claws/ 1 bite 2 claws/ 1 bite Damage: 2d6/2d6/ld20+10
Damage: ld2/1d2/ id6 ldZ/ld2/1d8 ld2/ ldZ/2d4 Id31 ld3/ Id8 + 2 No. Appearing: 1 (1)
No. Appearing: Id4 (ld4) Id4 (ld4) Id4 (ld4) Id4 (ld4) Save As: F10 (and see below)
Save As: M6 M8 M10' ' MU' Morale: 12
Morale: 8 8 8 9 Treasure Type: special (see below)
llcasurc Type: (V X 2). E (Vx2).E (Vx2),E Special Intclliecncc: 3
Intcllincncc: 10 10 10 10 AlignGent: Neutral
Aligmknt: Chwtic Chaotic Chwtic Ncuval XP value: 11,375
XP value: 80 225 550 1.175
Monster Type: Construct, Enchanted (Ver
Monsrcr Type:Dragon-Kin (Rare). Elcmcnral townsfolk. he\.
Drakes: Dragon-Kin. Planar Monster, Enchant- Wooddrake: These dark grsw arples can Akolcm is a type of golcm that looks like a
cd (Rare). change themselves into elf or halfling forms. dragon: it can be made ro look like a dragon of
A drake is a man-sized creature that looks They are otherwise very similnr in habits to man- any color, or may simply be a dragon skeleton.
much like a dragon in irs normal form. However, drakes. and are sometimes discovered amidst el- Like other golcms. it is not alive. but a con-
it is most ofrcn encounteredpolymorphed into a ven or haltling communities. S ~ N Cmade
~ by a high level magic-user or cleric.
human or demihuman form. Drakes have no Colddrake: These white drakes shun the light Drolems are extreme1 rare, made and used on-
breath weapons or spellcasting abilities, bur they of day, living deep underground (usually in icy ly to guard a specid item or area. A special
can talk. They may be evil or good (50% chance caverns). They can change themselves into dwvf book and several rare materials are needed ro
of each) but, except for Elemental forms, are al- or gnome forms, and can sometimes be found make a drolem.
ways very Chwtic. Drakes are extremely intclli. amidst an underground d w d or gnome com- A drolem is nonintclligcnt. and obeys its in-
gent and clever; they tell lies as needed, and muniq. su~ctionsn;ncrly. It can see invisible rhin s with-
surrender rather than fight to the death.
Drakes arc immune to all spells of 4th INCI or
Bluncntnl Drake: There arc four types: air.
drakes (blue). earthdrakes (brown). f e e s
d"
in 60', and is immune to charm, hol , sleep.
and d other mind.nffecting spells. all forms OC
less, but may cancel this immunity for 1 round (red), and warcrdrakcs (sea-green). They have fuc and cold, and all gases. It is ah immune tl
by concentrating-to receive the benefits of a the same immunities as all drakes. Elcmcnral all spells of4th INCI or less. to normal and silvc
cure wounds spell. for cxamplc. drakes arc also immune to normal and silver weapons, and even magical weapons of + 2 or
In normal form. a drake looks similar to a small weapons: a magical weapon is needed to damage lesser enchantment,
dragon without front legs and with tiny wings. them. They live on the clcmental planes. and arc The drolem's claws inflict 2d6 points of dam
These wings can only support slow flight, and on- very rare on the Prime Plane. They cannot nor- age each, and its huge jaws cause 11.31
ly for an hour at a time. All drakes can polymorph mally travel between theplanes. but may "ride" (Id20 + IO) points of damage. A drolcm can al
themselves into humanoid form (and back) as of. along with an elemental or other creature, either so breathe three times per day. Its breath is a
ten as desind. In human or demihuman form, a to or from their plane of origin. small poisonous cloud, 20' X 20' X 20'; all with.
drake can ux any wcapn permitted m t h i ~ c s . On the Prime Plane. elemental drakes can in it must make a saving throw VI. dragon
The attacks and damage given above apply to nor- rake the forms of young giants (1-4 feet shorter breath or die.
mal (dngon-kin) form only than normal). but they cannor throw rodw in Termin: Any.
All drakes arc thieves. having all the special those forms, and can only inflict 2d6 points of Load: 20,OW cn at till speed; 40,000 cn at ul
abilities of a 5th level thief. Some mandrakes damage in hand-to-handcombat (instead of the to half speed.
may actually join Thieves' Guilds and improve normal damage done by the giant form). An air-
their abilities. though most avoid such lawful- drake can wurne the form of a cloud gianr: an ON^
ness. They are fond of pranks and tricks. and earthdrake. a stone giant; a fuedrakc. a fire gi- A form of undead; see Spirit,
sometimes act as agents for evil powen. A pro. ant; and a waterdrake. a storm giant. They are
tection from evil spell blocks drakes. sometimes found amidst similar real giants. act.
Mandrake: These tan drakes can change into ing for their own purposes.
human form. and they enjoy the company of On their home planes, elemcnral drakes can.
men. They often hold minor jobs in stables and not change into giant forms; instead. they as.
taverns in towns (never in positions of impor. sume the form of a small elemental, with all the
tance or power). and may pretend to be advcn- abilirics of that form (rrcar each as a 6 Hit Dice
rurcrs. They often steal food from town elcmental in size and ability).
storehouses. and valuables from wandering Terrain: Any.
Bfrral (Grraa;Am&)*
Armorwnss: -2
Hit Dice: to*** (L)
MOW: 120' (40')
Plk 360' (120')
Amcb: 2fim
w 3dlOI3dIO
No. Appemiq: l(1)
save Ax M36
Monk: 11
TicmucTme: Nil
h 6 : 14
Nipumt: awlic
XP value: 7,771
:.

E b t d * use of a special mkllaneous magical item. However, an elemental cannot paw a promon
Air, Enrrh, Pk. Wkter Conjured Hluncntnlr PIC summoned by the fm evil spell &ea.
Annor Claw: 2,0, or -2 (see below) casting of the 5th level magic-user spell. ~AnelemcntalwillvPnishifitoriununmoner
Hit Dice: 8. 12.01 16 (see below) (L) B summon an elemental. a character must is slain. of when the NmmODn mid^ it hck IO
MOW have i large amount ofthe element nearby (such iu plane (which quina control), or if i diqpc'
Air (plying): 360'(120') as open air. bue ruth, i pool ofwaur or a bw- magic is cast upon it.
Enrrh: 60' (20') fire). When the elemental arrives, it is h d l c . An ai! ekmentd appcan P( a p a t whirlwind,
Fire: 120i(4d', and must be conmllcd by concentration i t all 2' tall m d Vr" in diameter for cnch Hit Die (a
Water: 60' (io')' timn. The summoner's concenmtion is broken staff elemental would be 16' tall and 4' pcrog).
S a i 180' (60') ifhe d e s damage or fa& my saving thm91.The In combat, all victims of2 HD 01 l a hit the
AtrPd;s: 1 or Special summoner can move only up to haif normal whirbind must a w i n g thmv w. L h
t
Damage: Id8, 2d8,013d8 (see below) speed while concenunting. my of be wept away. The eluncntd iaflL0 an
No.Appearing: 1(1) If the summoner's concentration is bmken, extra Id8 poinu of damage S g . i ~any flying
Save h: F8-16 (see below) the elemental will attack him.Once loa. control opponent.
Motale: 10 cannot be regained. The elemental can attack An cpnh ekmentdappppcnrs as a huge maulike
T k u u Type:
~~ Nil any creature b e w c n it and iu summoner if ir fw, 1' tall for cnch Hit Die (a rpcll.coajur~I
Intelligence: 9 desires. elemental would be 16' d). It cannot UOLI a
Alignment: Neutral If nunmoned in an area wo mall for it (see water M e r wider than its height. It inflim M
XP value: See below size notea below). an elemental will fd the avail- extra Id8 poinu of damage a g a h any
summoninn
ltun
- XP
AC HD ValutDamage Aa
save
able mi-sideways, for example-possibly
damaging the summoner in the process (and
thus breaking the summoner's concentration).
nent m d i n g on the p n d .
A f~ ekmentd appears as a swirling pillnr of
roaring flame, 1' d and 1' in diamnn for each
staff 2 8 650 Id8 F8
Device 0 12 1,250 2d8 F12
Spell -2 16 1,850 3d8 F16 Blcmmpl Ddaua urd vdaembilitia
DoIIbkDpIIIpge N d Damage* M i a i d Damagt**
Monstu Type: Planlr Monster, Enchanted Blanenpl fmm fmm from
(Gammon). Ail E& Air, Fire water
An elemental is a magical. enchanted creature E& Fire E&. Water Air
that lives on another plane of existence (one of Fire Water Fire. Ail E&
the elemental planes). It can be harmed only by Water Air Water,E& Fire
m ic or m@cd wca om * When double damage is indicated, the elemental may make a saving h o w w. rpeh to tntc
Y d a c m e n d s ( J e kpkcat) arc summoned normal damage.
by a magic-user with a special staff. ** Minimal damage is 1 hit point wr die of dam=.
Device EIemennLc M hmmoned with the
Hit Die (a device elemmtal would be 12’ dl gcr the elemend. the ks rmacipl it can hold
and 12’ ~crm).It cannot clou a water b r i e r &er. Thw. aging &o can chnn(e ek.
wida than ita own d i u n e t a It M ian Qua mental‘s &e. Io n o d lifc man u 30 to 3) Hit
Id8 points of damage againat MYcream with Dice.
mld-bad abilities. Small elemendi Mcreated when a hrgc ck-
A wrrr elemend appeur u a gm~twave of mend rplita itselt Whcn chi acura, the “par.
wnw. ‘h‘ d and 2’ in dinmeter for each Hit at”elemend divide into a number of ppm
Die (n s d c k m e n t a l is 4’ taU and 16’ IUOU). It equal m ita Hit Dice; a h new clemend hrr 1
k not abk to move more than 60’from wntcr. It Hit Die. ThL dar nor occur frequently, and the
inNetl M QM Id8 points of damage e n s t ekmmtab Mvcq d w about the d d of
MYopponent in water. the pmm.
An elemental taker double, n o d , or mini-
mal m
mnh: Any
from cemin attack forms. -
Blementnlr w d y dluun CICPNIU
Prime Plane ( 1 pmrlty to aU &on &).
They CMrecognize wh ddton by amell. How.
from the

Lad: 500 cn X HD at u to full rpced. or ever, when viaimrs appear in dcmcntal form,
1,mcnxHDstupmhng+.Somepro. thq do appreciate the &ON ( + 1 bonw to reac-
tmbar may be needed (for arnmpk, againat -
cion rolls, inatcad of 1penalty). In my event.
the heat of a fire elemental). they will not normally sttack nor help vuimn ex
ccpc in special circurmcpneca. Though mat am
Eknmtal*(on eIeunnul plane) ofbkUd d i i C U t , hWfUl ( N h )and a-
Awned ch*: 5 or benn lrce below) otic (rraegadc)e*ment&do &. Some M
Hit Dice: 1’ or more bel&) (L) m a good or mil.
Move: 360’ (120‘) Element& live in tow- and citier on their
A& 1 Own worlds. Borh tbe work and the building
materinlr M made entirely of pure elemental

-
-: sire (ace below)
No.Appnrine: ld6 (1dlW) matcrial,inrolid, liquid,orgaxowfom.Inthc
save h P(leve1 HD) universe of ita own plane, each ekmmd race
Momk: 9 occupica c h m ~ ~ ofworlda.
dr
acnnUeType: Variable The elemental MI Mfar oldcr than human.
telligence: 9 kind, and more civilLed in mvry way& They
NCUd hnw an formsfor rix sera.
Some elunmtPL baome ckiia or magic-
WCH in much the auric ways na humuu. How-
mer, M dunental mum be M adult d 9 or more
Hit Dice before chis knowledge can be learned.
M M of~ the spella ofthe &mentab Mentirely
different, and m e caanot be cast by humuu
S.6 3 ld6 275
exapt when in elemend fan.
mmin: Blemend P h n .
Elemental R&P
ArmorCl#% srrbelow
-3 3dlO 2.125 Hit Dice: 41*** to EO*** (L)
19-20 -4 4d8 2.375 MOW: 120’ (40’)
21.22 -I 2 73n Attackx 2 h
Dunage: See below (per fm)
No.Appearing: ld6
Saw As: P36
Unrlc: 11
TreaaureType: Special
IntcUknCc: 1s
AIign&nc L&lor Naual
Maastcr rgpe: P ~ U
MOMC~, ~nchrntd XP Value: 28,500 at 41**** Hit Dice,
(vety h). plw 1,OOO per Hit Die over 41
The rutLti0 above applr only m e k t a l a
mmvntued on their own planer of altcnce. HitDice: AnnorChn: hmagc
hmagt:
31 10 48 -11 Ed12
ad12
On the Prime Plane, their abiliriu M very h-
id.One asccriak (for W calculation) npplics 49 to 56
57m64
-
-
12
13
9d12
lodl2
only to clement& urcountcrcd on their own
PhCS. 65 m 72
73 10 80
-
-15
14 lld12
lad12
Elementab Mthe dominant life fomu on the
elemend p h , and rcfer m themxhm PI
“peo k!‘ Sbc may M from 1 to 32 Hit Dice. M o ~ c rType: Planat Monucr, E
ndr
and
and &e nrlm M mu$Iargcr (50 Hit Dice at (very h e ) .
h, and porribly over 100). T h a dow, huge creatures M identical m
Their s y n ~ no f d c L *milpr (0 chat of hu. normal element&, but far hgp: Thq M 2‘
man Dominionr. taU pu Hit Die. The number appming applica
An elementpl‘s n o r d form k a bloblike per plane. Elemend rulers M unmunc to 1s
ahnpe. It can uepre “PIIIU” M needed. to a max- tluough 5th level SpelL. polon, dl chum, hold,
imum of 1 per Hit Die, but can only a& with and other mental armcka, iUwiona of aU rypcs.
one blow pu round. The ckmmml’a mat& and MYIPCU which d d cause inswot deuh
rm i held e by ita life h e . The pun- (Nchu &regrare). weapons of + 3 or leg en-
w - P a n . Ghat
Annorclam 5 horclan: 5
Hit Due: 1. Hit D k l+l(S)
Mm: 120' (40') him: 150' (50')
A& 1 weapon 1 bite
DMlllgC: BYm ~ p o n DMlltgC: Id8
No. Appearing: ld4 (Zd24) No. Appearing: Id8 (ld12)
save A#: El Save As: P1
Mode: 8 or 10 (see bela) Monlc: 8
'ItruurcTypc ( S + T ) E ~asureTypc: Nil
Intelligence: 13 Intelliacence: 2
Alignment kvful or Neutral ALig&ent: NCUd
(P value: 6 XP wuc: 15
Monster Type: Dcmihunun (Rare).
Ehw can abo appnr u NPCI. Otherwise, Piah, GLnt
hey might be encounteredas mvclem or wilder. Giant Bus Giant&R Giant Snyroa
-en patrols. In hand-to-hand combat, they at. Amtorch6s: 7 7 0
tack M fint I m l fighten. Each elf wiU have one 5 +5' (L) 10+2*(L)
lr[ lcvel spell (chaen u random). lf 15 or mote Hit Due: 2 (I)
M a e (swim): 120' (40') 180' (60') 180' (60')
elves appear, one of them d l be a leader (level A& 1 bite 4 spines + po+ (rpocial) 1bite
2.7). Ta check for poaible itam the leader may Damnge: ld6 ld4 each + porson 2d10
have, muldply the leader's Iml by 5. The mult No. Appearing: 0 (2d4) 0 (2d4) 0 (2dlO)
rant &MCC for that I& to own a
sgrn from MYone pnrticulnr nrbtabk.
Roll separately for each subtable. checking them
save As:
Mode:
P1
8
P3
8
P5
0
lkasycType: Nil Ni Nil
d.k long a8 their leader M alive and fqhring Intellmm 1 1 1
with them, elpen monlc is 10 nthu than 8.
BlsacvlnMk dpedbyghoul.
cent NeUtd NClld NCUd
%&I: d.ElW: &Can.
XP Value: 20
Monster T9p: Giant Animnl (Common).
400 1,900
four of the lhnrp spina covuing the cmtute's
P& Thnc moNtcm uc jw thm *picll erpmplw body; the victim take id4 points o f d w q c p
Armotwur: 5 of the ategoy of "giant W;" many Dthm ex- spine and requiring a lpving throw vs. p&n for
Hit Dia: 1 + 1' 01mote 6) ist. and the DM may c m t e PI many u he wLhn. each hit. Any failure d t s ia dath. Dwpie ita
Mac: 120' (40') Giant Bu:These uc nolnuuy* W, and fearsome a d , the fish b nomdly pcrrful.
Plying: 240' (80') will amckonlyifamoraeloff(hding.sized and will only a& if dLNrbcd.
A&: 1 weapon or spell or smaller) istlouingncarbg 01 on the &e. Gi.nt slryeoa: Thi~dmguaucrrnnue isal-
DUM@: By weawn or spell Thy may abo be summoned. and directed to ma[ 30' brig and covered with thick amorlik
No.Appearing: ld6 (5d8+20) fqht, by nisiw. K d W . It b a f i e @=I, Md C M nrlbr M
save As: E l (or bctm) Giant sdnr Rocktih: fuh. found in oppmtwithan attack lollof 18- h. Thc
Mode: 9 r h p l l o w d l ~ t u , i s v e r y ~ t t o r c e . o b r c r s - VICW ukw Zd6poinuofdmage pu round and
en may mimkc it for a large roclr m lump o f d m d e a mving thrown. dnth ny orbe
' I t r u u r c m (Nil)Spedal (70% chance). If dirnubcd,the fuh will a m k psnllncd. If not pnmlpred, the victim nuy 01-
Inallirrnec: 13
to drivc off fow. If it him a victim m is touched uck tiom within.
by mident. the victim is . u r o m a t i c ~h i by Bmn: River/kte. Occnn.
Maonu Type: Humanoid (Rare).
The faerie &bit the air and clouds. Paeries
uc dac relnuvw of the demhumnru. with fa.
NW
I of each race: nKy appepr M halfling-sizcd
humanoidswith(lounmer~,dwprrrLhnora 32. Q il**'(L)
and bcafda, and clvLh M and cyw. P d e s ' 180' (60') 240' 180')
Mea uc light and they fly with Little e&ur.
They build their homes of "clouds:' and en.
Plyin&
A&
-8 300' ( i d )
4
-
3
. I

joy w n the sunrhilcnom rpoc bclow.


i DMl%gC: ld4+lcUh 4d3/4d3 / 4d6/4d6/
They have their own p a t empire ofthc wiadfu + ppnll* 4d6/4d4 4d10
above the earth, commonly known only to thun. No. A p p d n g
l(1) 1(1) 1(1)
aelm and a few air UCPNIW. save As: P13 P32 P36
p.uicluc inviaiblc u dl rimer, andMonk: 11 11 11(9)
nnerlppePltononnaldght.p.uiclcmsecLnL Ik~urcType: B X 4 cx4 DX4
aMe h i n g easily
~ Th Mowing abilidr uc am- Intelligeacc: 0 5 6
mrm to dlfauica. unbk at rill.up to m a p Alignment Neutral M C wlnodc
d ~ C ~ i b m ( l i & t h C p a i o n ) , XP Value: 6,500 lo.m 29,m
-*(a l 0 " k m i n d tbcficric), CMdmr M m m Typc: Gnrgnntua Grrina Cmwlu:
k(awhgdrizzkwithinfog),return to mnd T ~ C K
monsters u c extremely mpls, UIF
La*life (Very Rare); Garg~tuaGarguyk: Con- pmducts of the mad w i d Gafgantua. Thrrc
fam (h gucuv). rvmmaa hrrerr (aww nnrct,Enrhawd(VqRare): GafgannuTtoU: exampled of G a r g a n ~cmtum
~ uc g h
opafluna m flicln. hout candles, and a.
abla the faerie to move at a 360' (120')) me). Giant Humanoid (Veq he). E b C .
A gugurnra M a very larp variety of aom Bcepwc of their h d i b l c size, gupntuu
Common faerie have 1 + 1 Hit Dice, but other monster. A gnrkntua IS the same type of
kadm hve up to 9 Hit Dim. Spellcastern uc uc noby whilc moving, and c ~ nqnr u c any-
monner M its rmallcr form, thus a gargantuan thing. They abo &a -4 penalty to their at.
rare but do adrr (magic-urur and ckrics); rce u ~ is a
gargoyle b a C O N I N Ca~g, n r g ~ t troll tack rob when aaacking man-size m cm&r
"Monster Spellepctcn" later in thic chapter. giant humanoid. and SO on. opponents.
The rtnrirciu for any gugannw monster M Gattillour cube Ohm
cplculatcd as follows: Armorclam: 8 A form of undcnd; see Haunt.
Height: 2 tima normal Hit Dice: 4' (L)
Hit Due: 8 times normal. counting each Move: 60' (20')
"DIU" P( one Hit Die added Atrpdca. 1
Movement rate: 2 tima normal Damage: 2d4 + special
Dmage: 4 timn n d No. Appearing: l ( 0 )
Number Appearing: 1 Save As: F2
Save As: Fighter uf level qual to iu Hit Mode: 12 DnmPge: ld3lld3lld3 + specin
Dice: half level if unintelligent TtcnmrcTypc: (V) No. Appearing: Id6 (2d8)
Morde: 11 Intelligence: 0 Save As: F2
h u r e Type: 4 tima normal size, at 2 Alignment: NCUd
tima normal DCICCIICWCS XP Value: 125 TkmreType: B
Armor clas. n l i e n t . - n u m k t and type of Intelligence: 3
atrllkt. and mal and magical abilities ere un- Monster Type Monster (Common). Alignment: chnOtiC
had.mcpr for regeneration. (4 times nor- This monster looks like a great quantity of XP Value: 25
dnte). - cleer jelly, usually in the fom d a 10' X 10' X 10'
m&l: Same a8 the original rpccica. cube. It is h d to see, and it sulpriscs d u n (1.4 Type: Undcad (Common).
Load:Eight timn n d . on ld6). A gelatinous cube m o m through the g h F M undead creatures, immune to
moms and corridors ofa dungeon, sweeping the deep d charm spelL. They M hideous, beu-
GugoyW halls ckan of all living and dead m a t e d . In the dike matured who will attack nnd eat any living
AmrorCks: 5 prmu. it may pick up itmu it cannot digoh thiig. They have no real memoria oftheir form.
Hit Due: 4- (L) (such as weapons, CO~IM. and gems).The gelati- cr lives: they do not talk, and have lit& more
Move: 90' (30') nous cube will attack any living mature it en- than animal intelligence. Any hit from a ghoul
Plying: 150' (50') counters. Any successful hit will do damage to will p d y z c any creature of ogre.& or yMUn
Atrpdrr: 2 daws/ 1 bitel I horn the victim and will pko paralyre him unless a ( a n p t elw) unlc* the victim moku a saving
DnmPge: ld3/ id)/ ld6/ id4 saving throw VI. paralysis in made. This paralysis throw n. paralysis. Once an opponent is pare
No. Appearing: ld6 (2d4) lasu 2d4 turns unless mpgically cured. An a t t d lyzed, the ghoul will turn and attack mother op.
Save As: Pa on a p d y r e d tar t aummaticnuy hiu (only a ponent, continuing until either the ghoul or d
Mode: 11 dam* roll is nee&). Thc gelatinous cube will the opponent,uc p d y z e d ot dcnd. TXspPml.
Tfcuute'Ippe: c continue attacking mtum until it din or they ysis lm 2d4 nun8 unless magically cured.
h K W C : 5 do: if it wins. it m cp oup the dcnd with all the These matures do not like the sun. They tend
Aliimt: chwtic d e r mash and continue on iu path. to live in graveyards. dustering in empty tomb
XP value: 175 A gelatinous cube may be h m c d by fire and when not hunting. Ghoula M nlro scavengers,
weapons, but not by cold or lightning.The lair feeding on carrion when living prey is scm.
Manmr Type: Connruct. Enchanted (RM). of these strange monsten may contain ld4 cubes R d :Cavern. Ruins.
Garuoyks M magical constructs. created by (ea& with trccp~~c type V, hut usually IIO addi-
tional treasure). The lnir will not have any
for u- c h a m h and &her Mtcs.-Many "young" gelatinous cuhn; adulu split into two
thouunds have been mated over the ccnturia: fully grown cubes.
m a t d them eventudy escape or outlive their 'Rmin: Cavern, Ruins.
muters and leave to form their own groups.
As piccud in medieval architecture, they M
humanoid matures with horns, clam, *,
and batlike wings: they M conridcrrd hideous.
looking bcnrtr. Theh skin often looks exactly like
stone and they M often mistaken for s t a w .
Cpgoyla M, very cunning, at leas semi-
ing fmd or &.
intelligent, and lnueaibly patient. Never need-
literally for years.
they can sit and watch a site
h P U K of the DUIDMCS for Which thCV WClc
cmted. gargoy~csicna to be very territotidm a -
turer. If not d commanded by a wizard. they
will n o d v chow a place [such P( a tuincd
building, a cave compl&, or a mountain) and
ddmd it from d intruders. attacking nearly
anything that enuonehn on their territory.
Gnrgoyln can only be hit with magic or ma+
cd weapana and M not affecud by sleep or
chum spells. The DM should not use gargoyks
unless the player characters have at least one
nun: Cavern, Ruins.
had: 2.000 cn at full speed;4,000 cn at haif
SpCcd.
Ght
w StMe Pmrt PiW
horclnu: 4 4 4 4
Hit Due: 8 (I) 9 (L) 10 + 1' (L) 11 + 2. (L)
MOW: 120' (40') 120' (40') 120' (40') 120' (40')
A& 1weapon 1 weapon 1 weapon 1weapon
Damage: 2d8 3d6 4d6 5d6
No. A p p ~ h g : ld4 (ld4) Id2 (ld6) Id2 (ld4) 1dZ (ld3)
Save As: P8 P9 PI0 P11
8 9 P 9
E + 5,OWgp E + 5.mgp E + 5,mgp E + 5,OOOgp
7
10 14 13
chnotiC NCUd chaotic chWtic
650 900 1.900 2.125

Uwd smnn Mwnrain Scn


Armor am: 4 2 0 0
Hit Dice: 13*(L) 15.' (L) 12. to 20. (L) 9* m 15*(L)
Move: 120' (40') 150' (SO') 150'(50') 120' (40')
A&: 1- 1 +specid 1 weapon 1or +al
D&Ylage: 6d6 8d6 + special Idlo see below
No. Appearing:
Save A%
Mode:
ld2 (ld3)
P12
10
1(ld3)
P15
10 9
-
ld4 (Id20)
P(lcve1 HD)
Id2 (ld20)
-
P ( l m 1 HD)
10
aeMlrr Type: E + 5,@30gp E + 5.000gp E + 5,OoOgp E + 5,WOgp
Intelligence: 16 18 11 12
Alignment: NCUd lnwful NNWJ N N ~
XP wuc: 2.300 3.750 By HD By HD
XPWocfor Yollntpin andSaGhau: throw mks. but have limited range (30/60/ t h m w b o u l d c r a ( ~150/300/450). Thy h e
V'1.600 10*-1.750 11*~1.900 100). Thy live in MIor at the base of m a - thunderatornu, and may create one in 1 ~ mIf .
12'-2.125 13*=2,300 14*-2.500 tairu. and nid human mmmunitics fmm time a mum is p m t , a storm giant may thmn me
15'-2.700 16*=2,950 17*-3.150 to time for food and plunder. liglrtniog Mr Rag 5 roundr. lhir bolt will do
18'-3.475 19*'3.800 20*-4.175 Scoae Gizuo Thac gianu M 14' tall and damage q u a l to the remaining hit point, ofthe
have my mcklike skin. Thy we Iargcmlnnitn giant (asavingthmwvs. spclbwill reduce thk to
Monster Type: Giant Humanoid (Hill uclubs.TheyadvnhurlmckI(rpoeer 100/200/ half damage). Storm gianu live on movntpin
Giants-Gmmw. 0 t h c n - R ~ ~ ) 300). They live in cava ot d e stone hun. and rops. in doud castla.or deep under water. Their
Gianu arc huge humanlike monatcu. The may have ld4 cave bears u guar& (50% castles will alwaya be parded by either 2d4 grif-
"laur" forms of gianu (fa. frost, hill and ChnnCC). fons (in mouotnins and clouds) or a giant
sronc) M crudely-formed and ugly. while the P m ci.ntl: Thac ae- gmuu have pale crabs (under water). Jigbtning docs not s&n
"gmtet" tpces (cloud. mountain, sea and skio and light yclbwor liphr blue hair. Thy d thac g i ~ uand , they M ofrcn fnund in the
storm)ue much more like humaru in form and 18' d. have long full beds, and .sepT fur SLiar middle of fierce stormc. enjqing the weather.
nature. and imn armor. Prost giaaumay bud mckI(rang- ~Ghnolbaelppenraimilprtonone
G h u either live solitary lives or live in mm- ea 60/130/200). Thy Ofpn build d c a rborc or hill gianu. nyl M hairy, have gray? "-
munitia of their own kind; in either wsc. thy the timberhe d l~ovspppcdmountains. Pros a n d d 12'm 2O'd(uSunllp 1 ' p a H
rend to live far away from human and demi- g k m h p hnrr e i h 3d6 polar bean (20% Thy oftcn (80%) arrg boulders, Md 01
human avilluions. Them EM be giant spell- cham) or 6d6 d e s (80%) =pards. nuy M thcm @at dupaEes (100/200/m). f
castera (hill. smne. frost. &.doud. and storm mp&cpdbymld-bardupcLs. poinn of damage each.nyl Muaruuy n
gianu d y ) ; see "Monster spellwen" in this RLC Gisrm: lbae g k m hnvc red akin and bur mctccnq, and may be hircd m fight
duprer. dut bwr hair and beds. ?bqarc 1 6 ' d a n d lnge torcc. In mclcc combat. they ua
Lna giants ue usually willing to negotiate coppa, bras. 01 brmuc PIIIYY. lheg Ofpn swords or m e dub (for ldlO X 5 dam+,.
when encounrercd. u thy have heud of the thmw (rmp60/130/200). Pire giaau UIU- SaGLno:The~nody~yaepnun
dpaOut ofattacking men. G m t u g k n d y ally make thcu h e ma^ VOLpam or aht M m l y seen, preferring to live in tbe deepen
have no prrjudice ngpinn dvcntureuand some- q d y ha plnca. 'Iheudes M& d e d canyons of the depths. Thy appcnr iden
times will e n d them ugucsrs. H o m r , gi- black baked mud rchfmcd with crude imn. tical to humans, acept for their bcight (15'11
anu d e our large MN of land u their own Thy h y a have athu Id3 b y h (20% chance) 20' tall). Sea giant8 brrpthc water, but EM bok.
and sometimes destroy human mmmunitics 01 3d6 bcllhouods (80%)u pards. Ihee ripnu theit brcnthrforup to ofuU turn whcn vcnturiag
built in the lands they've chimed. ALO. lome M nOt&cled by lilctr-bardnasdo. our ofthe sea (which M somctbing thy do verg
for rogue devclop habiu which bring aold Giant%lhaeika giants have white a mly). 'Iluntgh able m UK weapons (usually
them into conflia with d v c n b u a gmyskinandhair.ThyrcnrpPlerobcs.lldasod bugespnn,doingldlOx4damage),theym-
bandit's habit ofmbbery. a ghoul's rp~tcfnr hu- 20'd. Clcudgianu have kcm eycs and a d q ly do so. They EM push water with great force,
m flah. or an Nil wizud's d& m rule 1-t YPIC d d . so thy M nrelp Nlpdrd (1 cresting a current (underwater)in a cone-ahpped
a i . cham in 6). Thy may thmw W a s (raqw a m SO' long and 30' widc at i o bpx; all within
u & U E M ChIOW bOuldUrM I l k i k w e p P - 60/130/200). Thy Ine in cpalcr in the sides d that m a M shoved 60' away from the giant u
OM, though the range d e s . ,4117 hit from P mountains a uop m a m ~ofdouds. Thy kecp ei. great v e d (no saving throw), and each victim
thrown boulder intlicu 3d6 poinu of damage. hid6 dma (in doub 01 mountains) 01 must makc a saving thmw VI. death my or be
b i n g rangn in vud. (for outdoor encount- 6d6 dire wolves (only in mountains) u guards. stunncdfor ld6 m d s . On the &, thiscur-
era) M given for each giant. Ifcncouated in a Ooudripnu hate m k dimdud and m y block rent hemmer awavewith the same e&ct but of
dungcon. the rnnge should be read u f m . m o u n t a i n p w u m rmp+sas.~ grater size (120' long and 60' wide at the bpx)
HiLlGi.00: lhaehaicy bmta M 1 2 ' d and smrm Ginno: Thcx M thc tpllca gku. of- and Mkta 2d6 hull poinu of damage m an!
vup stupid. They mr animal skina and carry ten over 22' d. Thy have bronze-cold skin vmcl in in path.
huge dubs and spcno. Thy somctimca (25%) and bright red or yellow hair. They m l y (10%) Turpin: Variable k linnt m e .
Gnoll Goblin
ArmorClus: 5 A~mo~Clods: 6
Hit Dice: 2 (L) Hit Dice: 1.; (S)
Move: 90’(30’) Move: 90 (30’)
Attacks: 1 weapon Arcpeks: 1 weapon hunring p r i e s out at night ro scavenge food
Dnmage: By weapon + DmUgC: By weapon and attack poorly-defended gmupr of humans.
No. Appearing: Id6 (3d6) No. Appearing: 2d8 (6dlO) There b a 20% cbancc that when goblins w en
Save .k F2 Save As: Normal MM countered outdoors, 1 of every 4 will be u
Mode: 8 Mode; 7 or 9 (see below) dire wolf. Goblins hate dwarves and will
TmweType: (P)D Tuwure Type: (R)C them on sight.
Intelligence: 7 Intelligence: 9 In the goblin lnir liva a goblin with 1
Alignment: Chaoric Alignment: Chaotic hit points who fuhu as a 3 HD m o ~ u
XP value: 20 XP value: 5 gains a + I b u r w dunage rolls. The
kinghwabodyguudof2d6goblinswha
Mmrer Type: Humanoid (Common). 2 Hit Dice moMuI and have 2d6 hi1 point
Gnolls Mferocious humanoids of low intclli- Monsccr Type: Humanoid (Common).
gcncc. They resemble a CIOM between a human
d a hyena. They live in rough, rugged wwu.
Goblins ~ I C a humanoid race. mall (Yh’ to
4%’ t d ) and very ugly by human standards.
They have pointed em and miwhapcn teeth.
each. The king and his bodyguard may
full daylight without a penalv. The p b b
d e is 9nthathan 7 as h g as &irking i
- u

Id and wilderneaa nuw. Gnolls may use d them and still dive.
wcnpons, but mosr do nor work mer& they sted Their skin is a pde ennhy color, such as chalky
mosr oftheir m d weapons from humans. They can or livid gray. Their y e s nu red, and glow There can bc goblin rpellcnrtus; sa “Monsu
when there is linle light. SPCU~WCCIS“ lata in this chaptu.
nu swng. bur dislike work and prefer to bully Bmh: Cavern; W. Mountain, W d .
and steal. For every 20 gnolls encountercd.’one Goblins live underground in caves and caverns
will be a leader with 16 hit points who attacks w
a 3 Hit Die monstcr.
Gnolls are m u d to be the d t of P magi-
c d combination of a gnome and a troll by an evil
UlU#iC.USCt.
There can be gnoU spdkasters; see “Monster
SpeUc~ur”lnur in this chapter.
Termin: Hill. Mountain.
Gnome
AmrWssr: 5
No. Appearing: I ( 1 )
Hit Dim: 1 (S)
Move: 60’(20’)
Awks: 1 weapon Mode: 12 12 12 12 12 12
DMppe: BY w e a m TuwureType: Nil Nil Nil Nil Nil Nil
No. Aipcnring: Id8 (5d8) Intelligence: 4 4 4 4 4 4
save h: D1 Alignment: Neutral Neutral Nmtnl Neud Neutd Neud .. .,
Momk: 8 or 10 (KC below) w Vduc: 35 500 500 1,200 1,750 5,971 .. ...;...,..
i_>.
~ .
II” ,~.
?frrnrreT~~c: (PIC
Inullipen;;: ii Monsrer Type Constn~t,Bndr~tcd(Rare). riddle. In m b 8 1 , M
Aigl&CIlt: Lnwtul or Neurd A golem is a “conrtrct:’ a ponutUl, en- w 0 hit points will rhr
w value: 10 chantedmonster created and Mimnted by a high
levcl magic-user or cleric. Gokms can be mnde
Monmr Type: Humanoid (Common). of almost MYmaterid. The DM should feel f m
Gnomes M a humanoid m e related to (bur to ueau new c p s as desired.
smdcr thpn) dwarves. They stand 3%’ to 4’ t d Golems can only be damaged by magic or
and have long noses and full beards. Gnomes mngicpl weapons. Thy nu PLO immune to
have well-devclo ed infravision, with a 90’ sleep, charm. and holdspells. w well PI d p e s without sinking, rising ro the &e when it
range. Thy usuai!y live in burrows in the low. (since they do not breathe). The creation ofa go. wishes. Mud gnlem hug their victims with both
lands or in underground communirin. lem is disnused in Chapter 16. arms, uying fo d a the vicdm in its body. If
Gnomes M acellmt smiths and miners. wood Go*tn: W e manlike figum about 3‘ a mud gokm hits, it will nu-y cuuc 2d6
They h e gold and gum and have been known
to rake foolish risks just to obtain them. They
-
td. they move niftly, with a penalty of 1 on
iniriarive rolls. They bum easily, with P -2 pen-
points ofrmwhcring d q , n c h round
der.
love machinery of dl kinds and prefer uorrbows
nnd wpt hammers w weapons. Gnomes Ure m w
dwarves. bur make wpt with goblins and k e
alty r o d saving r hrm VI. fire. and d such at-
tacks gain + 1point pu die of dunage. They M
immune to d cold.- sttasks and d &ik
usudy lions 01tigers. *
Amba Gokm: T h a m a n b k giant cn
Mfiulflccc uvkur
and can dum imiriblc mentum within My.
bolds, who areal their precious gold. They usu. fm, including mqic midcie spells. ~ ~ : ~ ~ ~ h
dy attack kobolds on sight. Bone Golcm:Thhnc PIC 6 ’ . d cmtum made WICfue g i ~ mand IMd 1 6 ’ d . lhdrakinis
For evcry 20 gnomes.one will be a leader with fnm human bona bound mgnhu into a man- b r o n r e d t h c u blcadbliquidtire. Any nlrannuc
11 hit points who tights w a 2 Hit Die monster. like form.Their four PIIN may be amched n w - hit by a b m e g o k m aLcs ldlocrmpoina of
In the gnome city or village lives a clan chiettpin ly anywhere on their bodies. Four one-hnnded damage fnm the gmu heat M d c it ( u n h the
and hir ld6 bodyguards. The clan chidrain has weapons (or two two.handcd ones) mny be used vicdm b recirrnnt ro firc). Anyaw Xotingdamngc
18 hit points. anacks as a 4 Hit Die monsut, and by a bone golcm. and it may anack w enemies on P b e gokm with an edged wenporn m w
a bonus of + 1on damage rolls. The bodg- each round. Bone gokm are immune to fire, makc a saving rhroa VI. denth ray or wke 2d6
guards have 10-13hit poinu and am& w 3 HD cold, and elccuicd attacks. ~ofdMlnge~thefierg“blo0d”rPvldDg
monsuts. h long w the clan chieftain or leader 0bddi.n Gokm: Golcms made of obridi~ out ofthewcund. BronregOlmLIauMc PfICned
is alive, all gnomes within sight of him have a will appear w shapfcatured humanoids carved byfiu-bpud&.
mode of 10 rather than 8. of this black gkrs. Obsidian golnnr have only Tunin: Vuiabk.
There can be gnome spdknrrers; see “Mon- W : 5 0 0 c n X HDatfuumacment
LOW cn X iu HD at halfmovmmt 101
Gorgon Gray Ooze Grrmlin
ArmorCIass: 2 Annorwnn: 8 Armor Class: 7
Hit Dice: 8' (?, Hit Dice: 3*p, Hit Dice: 1" (S)
Move: 120 (40') Mwe: 10 ( 3 ) Move: 120' (40')
Attacks: 1 horn or 1 breath Attacks: 1 Attack Special
Damage: Zd6 or petrifiiation (special) Damage: 2d8 Damage: Special
No. Appearing: Id2 (ld4) No. Appearing: ld4 (ld4) No. Appearing: ld6 (ld6)
Save As: F8 Save As: F2 Save As: El
Mode: 8 Morale: 12 Mode: 12
~easureTypc: E Treasure Type: Nil Treasure Type: Nil
Intelligence: 1 Intelligence: 0 Intelligence: 9
Alignment: Chaotic Alignment: NcuvPl Alignment: Chaotic
XP value: 1.200 w value: 50 XF Value: 16
Morurer Type: Monster (Very Rare): Planar Monsrer Type: Lowlife (Common). Monster Type: Monster (Rare).
Monster (Very Ruc). This seeping horror looks like wet none- Gremlins uc 3'.tall humanoids with pasty
A gorgon is a magical bull-like monster cov- usually a patch about 8' in diameter, or a boul- graygreen skin, large saucer-shaped eyes and
ered with large ironlikc K&. It is usually found der about 4' in diameter-and is difficult to see. pointed e m . They are whimsical and have an
in hills or grasslands. It may either attack with its It Seuetcs an acid which docs 2d8 points of dam- evil sense of humor. Gremlins can d i a t e a cha-
great horns (often charging for double damage). age if it touches bare skin. This acid will dissolve otic aura with a 20' radius. Inside the area ofcf-
01 use its horrible breath weapon. Its breath is a and dnvoy normal armor or weapons in only I fect. "anything that can go wrong will go
cloud of vapor. 60' long and 10' wide. Those round, and magical items in one turn. After the wrong" at the DM's discretion. Characters must
within it must make a saving throw vs. turn to first hit, the ooze sticks to its victim. automati- successfully save vs. spells each round to avoi
stone. or be petrifed. Gorgons uc immune to cally destroying any normal armor and continu- the effect of the gremlins.
their breath weapons and all other petrifying at. ing to inflict 2d8 points of damage each round. Gremlins have no attack other than their cha.
tacks. Gorgons are native m both the Prime Gray ooze cannot be harmed by cold or fire, otic aura. However,any CreaNrC that attacks a
Plane and their original home. the elemental but can be harmed by weapons and lightning. A gremlin and r n k s must roll a second attack
against him.or herself. Any c h v ~ e casting
r a
plane of Earth. lair may contain ld4 oozes. w i b l v with a SDC-. spell within the chwric aura musc roll a save vs,
Plane of Ennh: On the plane of Earth. a gor- cia^ trepSure made ofstone'(bwschoice).
gon is a local herd animal, bred by the horde Rmn: Cavern. Ruins. spells. If successful, the spell affects the grcn
creatures (see below) and "milked" (though this lins; if unsuccc&l, the spell affects the caster
fluid is bitter and oily, in human terms) or slain Green Slime' Gremlin magic usually affects mechanical dt
for food. Its breath can still petrify creatures not vices before nonmcchanical devices. A c m b
Armor Class: Can always be hit might break in half, axeheads might MI offthe
made of earth (saving throw applies). Hit Dice: 2.' (I) shaft. e=. The exact effects of gremlin magic d<
Move: 3' (1') pends on the DMs imagination. In gcncd, ch
Elcmcnd Plane OfEarthSraristics: €fD4, Attacks: 1 magic is not deadly but is playfvlly m n l i a n
IAT 1 horn, D 1-4, NA 1-8 (3.36), Save P4, Damage: See below Gremlins live in dccp. hidden caves.
No. Appearing: l(0) There can be gremlin spellcastcrs;see "Mor
Save As: F1 ster Spellcasters" later in this chapter.
Rmn: Hill. Open; Plane of Earth, Morale: 7 Rmn: Any.
Treasure Type: (P + S) B
Grab Grlu Intelligence: 0 Griffon
Annor Class: 9 Alignment: Neud
w Value: 30 ArmorWass: 5
Hit Dice: I per 5' squuc (M) Hit Dice: 7 (L)
Move: 0 Move: 120' (40')
Attacks: 1 Monsrer Type: lowlife (Common).
Grcen slime cannot be harmed by any a& Flying: 360' (12
Damage: special Anacks: 2 daws/
No. Appearing: Not Applicable except fm or cold. It dissolves cloth or leather
instantly. wood and mnal in 6 rounds. but can. Damage: ld4/ ld4/ 2d8
Save As: Normal Man No. Appearing: 1 (2d8)
Mode: 12 not dissolve scone. Green slime often clings to
waUs and ceilings and drops down in a surprise save As: P4
Treasure Type: Nil Morale: 8
Intelligence: 0 attack.
Once in contact with flesh. it such and turns TrcasureType: E
Alignment: Neud Intelligence: 2
w Value: 10 the flesh into green slime. It cannot be scraped
off. but may be burnt off, or treated with a CUR Alignment: Neuvpl
d i J C a Spell. XP value: 450
Momrer Type: Lowlife (Common).
Grab grass looks like ordinary d l g m (3'4' When green slime drops on a victim (or is Monner Type: Monster (Rare).
tall). Grab g m is animated and will attempt to stepped on). the victim can usually burn it A griffon has the head. wings. and front claw
hold any individual that moves into or through while it is dissolving armot and clothing. If it is of an eagle and the body and hindquarters of a
it. There is a 5 % chance each round that anyone not burned off, the victim will turn completely lion. Its favorite prey is horses. When within
with a strength of 12 or less can break frce of the into green slime Id4 rounds after the first 6. 120' of a hone. a griffon must make a mode
grab grass. For every point of strength greater round (one minute) period. Burning does half check or attack immediately. It can c a u y off a
than 12, the chance increases by 5% (an individ- damage to the green slime and half damage to horse-sized creature at half its flying rate.
ual with 16 strength, for example, would have a the victim. Wild griffons may be tamed if capture<
25 % chance each round to break frce) Terrain: Cavern. Ruins. young. becoming loyal mounts.Tamed griffon
The grab g m patch has one Hit Die for every arc still likely to attack hones. however, an1
5' square area (thus 5' square are destroyed for must check mode as above.
every 8 hit points of damage done to the grass). Rmn: Mountain.
Rmn: Hill, Jungle, Open. Load 3.500 cn at full sped. or 7,000 cn ai
half speed.
Bprding Multiplier: X 5 .
Hdmns
Armorwu: 7(or5,Kcklor) Amorclnu: 7
Hit Dice 1-1 Hit Dice: 3. (M)
h: 90' (30') Mare: do' (20')
A& Impon myin#: 150' (SO')
D-w: BY- A d : 2dnrr/lwcnpon+rped.l
No. &exin& 3d6(5d8) D-: ld4l ld41ld6
save k: H1 No.Appeuiag: ld6 (Zd4)
Monle: 8 or 10 (ucbelor) Save As: P6
" W T y p :
Inccllircnce:
Ali#nmac
(P+S)B
11
knfvl
Man*:
ltanuc
InteUi@lCC:
*: 7
C
7
XP wue: 5 Nignmenc chpotic
XPWW 50
Maaanr~:Demihumvr(commOn).
H.Lflingr CM &O aWepr U m.other.
wise, they uc w d i y mcountcrcdd m M their
rmlmrenm. They a d PI fimt lcvcl tightem.
receivinga + 1atuclr b w when using miuilc
weapon$. H.Lflinpr get a 2 armor c b bonus
when fi#hcing *ger than mra.drcd cnemiu.
They ye good at hiding, and in woodt orun-
dUbnuh CUI V M L h SO W d that the= d 7 1
10% duM that anyone ruching for them
will wcced.Por evuy 10 hrlflinga, thete will
be one l d u (Icsel 2). As long u their l d e r is
alive and fighting with them, their mode k 10
rather than 8. They live in d l riupI*r of30-
300 inh.himo. E u h , or hire. hu a
l h d ( I d 2.7) and % a ward of 5.20
militia with 2 Hit Dice. Bcasurc type B L
found only if the hdflingsye m o u n d in a
wildcmcg setting.
armin: Hill, opcn.
into wailing again (if the opponents M vcy
clever), hut will not use its rhird wail until it is in
the midst of combat. If avoided. a banshee will
not pursue.
Ghon: Ofall the more powerful u n d d . only
a ghost may be of any alignment.
Evety ghost ha@the ability to use a magic jat
effect (similar to the spell; range 30’) on one vic.
tim per turn. If succersful. one item c&ed by
the ghost will glow, powered by the life fom of
iu victim. The ghost’s forcc then posacucr the
body ofthe victim, and c a w s it m at& othen.
During this time. and for as long as it pownru
another, the ghost‘s fwrc mps.merely holding
the light (but oozing the ectoplnsmic net). The
ghost and the item both remain ethereal. If its
mwic jnrattempt fails. a ghost Wrnuy material-
izes and a w k a with blows or its gaze atmck.
Some ghosts appear in forms related m their
death. A drowned human might appear &d
in water, soaking nll things around it; the gholt
of a pcnon who died of fue might appear
cloaked in ethereal flpmcr. The DM may add de.
rails of this son whenever desked.
A Lw€d g h appcpa as a tr~rvparrnthu-
m ~ usually
. canying a lantern or candle. If at-
tacked, it can respond with thccMlcarmd;rasany
other ghar. If ap msched with caution, the
ghmwillgnnrre. &oUowcd, it will lead roaape-
d clue OI ucaSurec,and then *pear. some
L a & g h a u a d n r m l y m g u i d e ~ l livingbe.
ings away from some area of gear danger,
A Neutral g h a t M a human soul who has be-
come mpped, unable to rest. either becaw the
body remains unburied. or because the b c i i
haunt can create M ecroplrvaic net while doing This loo M permanent and cumulative (a&ad- W M greatly beunyed, harmed, or d. If thb
other things, and haunu can use a gaze attack ditiond 10 years drains mother point). A WLh type of ghwt M aided, and the body found md
as well as its special or physical acta&. If sui. will m r e only one point lost in this manner, returned to a churchyard, the ghost will rea in
d y threatened (or if motale fails). a haunt will and lers powerful magic cannot &ect the loss. peace. When aided, the ghost usually mnL its
VCPNIC hcard.
inm the Ethc~cdPlane and not return for All aging can be countered only with a porion of
Id8 days. A haunt can only enter the Ether three longcvirv or I wish. If a victim’s Constitution A Cbaoricghat looka like a nearly cmparent
times per day, but can leave it at MYtime. dmps to 0, the victim dies permanently, and CM. bundle of cloth. It may pf(umc any form de.
Net: When tint encountered. a haunt will not be m i d . sired. even (but m l y ) that of a Lpwfulo~Ncu-
normally lcplt oozing moplum. This appears u riming: When a cleric’s attempt at turning a unl ghost. Whatever the form, the cmnue wiU
wispy tendrils, slowly forming a net. The net has haunt gives a “D” mult, the mature may make always have a dprk candle, torch, or lantern with
no effect on the movement ofthe haunt or 0th. a saving throw vs. spells to avoid desuuction. If it. When fm encountered, a Chaork g h UEU
en, however, and is only a visual cffm for thm the saving thmw is sueccsshrl. the monster is not its magic jat spell immediately unlur it is mas.
rounds; but after that time. the net is complete, turned or destroyed, although the cleric can re. quemding as one of the other types.
forming a 10’ radius around the haunt and mov- peat the attempt. Other turning results M han.
ing with it. Any living creature within a com- dled normally. Poltag& This rvpngc being is cMnplncly
plete ectoplpunic net must m&e a saving throw , Each haunt keeps the u ~ u r ofe its victims in invisible, having the form of a clurvr of C M .
VI. spelh or be pulled into the Ethereal PIMC some area n a the place where it is encountered. plasmii tentdes with dozensdtiny qa.It can-
(where the net ah &). The ethereal victim is Victims of haunts do not become haunu them- not be s e n except by magic.Its ~toplrmricnet
helplur unless he poolamspecial items or spch selves unless they M mmnely o i l beingr. is usually the fmt thing accn. Its gaze attack will
that permit travel from that plane (oilofethue- only &ea mamm able to see i n d b k things.
d n m , relepon, nc.). The haunt will attack iu Buuhe: This lonely haunt p d e s desolate A poltergeist thmws and moves thine with i a
etherenl victims when it ICNIM to the Ether. moon and outdoor places, though it is masion- tentacks. It is usually found in an area where
h e : A haunt’s @e a w k h u a 60’range, ally found underground. It is a gvardian of sons, lwse items (SI&. mdo, ctc.) CM be e d y

- and may be used once per round (against a single


victim) at most, in addition to other attack
forms. The victim of the e must make a sav.
ing throw VI. spells or cparalyzed for 2d4
rounds. A haunt often ignores iu paralyzed vic-
and may prmally help one me in its area (&en
sprites or pixies) by frightening and chasing cne.
mics away. It is ~morcdthat a banshee M the
mu1 of an evil femde elf, amning for its mL.
d d s in life.
picked up and used; othenrisc, the polter
will move items cnnicd by the inuuden.
monster can throw two items per mnd: the
damage done varies by the i r e ofthe item, fnm
%:
as little u 1point (for a mall stick) to 3d6 points
h, concentrating iu attacks on other enemies A bpnshec can w its special atmck. a mil. (a lnge mck). In addition. any victim hit muIt
nearby, until only helpless ones remain. three times per day. All victim within 60’ must make a saving throw va. sph or age 10 y w :
A fh :Each blow from a haunt ages the vic- make a saving throw va. death my or die on the this saving thmw m w be made for evety hit.
tim y ld4 X 10 years. Elves may ignore the cf- spot. The creature often UXI one wail at an out- Unlike other haunts, poltergeists inhbit only
fecrs ofthe first 200 y w ofaging: dwarves may of-ran@ dsnncc to ward off approaching ene- indoor or underground arm, and may be found
ignore the fmt 50 yearr. and haltlings. the fint mies; an immediatemotale check must be made in groups.
20 y e ~ Othenrisc.
. each 10 years of aging will for NPCI and monstem hearinn it. with P +4 %Miin: Ruins.
cause the victim to lox 1 Doint of Constitution.
-(-dT%! ambush ipnny if the chance for sumem is gocd. trol fm complndy. chmging it to solid. liquid,
Armor cku: 4 or better especially if the party has recently been wound- ~ w at rill(wing throw rpplin for
or g a ~ form
Hit Dice: 1.' to 12**. (M) ed. S o m e h n thuga may be hired as guards. if fm-typc uearnes).
Move: 120' (40') auurcd of high level clerical nssistnncc when in. Ahdicautsebbyforrnisliringdin
Artpclw: 1 weapon jured or slain. They may m l y be found working opponent. Ifits amck d is mcesiid, it rhdnb
Dam*: By weapon or special with bnndiuor other renegade groups. often un. a m d the.ictim, V h D h M O a move. The
No.Appearing: ld6 (2dl2)
Save As:
Morale:
T(leve1 HD)
7 or better
- beknormt to the bandits thunrhca.
TJJU#Speeisl Abiliacs: Thuga know mnhods
to kill quickly, neatly, and ilendy. A thug also
has the wme #pedplibiliuca L( a thicfofthe
helion mny aqucezetazd8@a ddpmn* (per
round), but m b trier to dpmn* oppoDcntl in
thiJmp. prdarhgto ~ p u d u l o a m rIt.
T r c ~ ~Type:
re (lJ + V). P will. homr, defend iwctfifutsetcd.
xune Ievcl; for n;smple. i6 Hit Die thug EM HelEorr Mfamow philoaophaa md ncpdn-
Intelligence:
Nvent:
12
Neud
W Value by HD: 1.'
2"
16 ---
30
dimb walls with i91% chance ofauccur. Thugs
ux standard moIuIa ittack d l tables, not thw
for durnctas.
IOM.ThcircMmia M the cfim aad the hroou,
and they feu "rcr-typc UMIm snd imck
Ternin: Plane d F i .
3**
-65 A chug may mpkeprcpsntioru to auprir ivic-
tim; ifm.aIOUd1.j ( ~ d 1 . 2 ) ~ m .

-
4' 175 Hellbound
I** 425 prir. nlcsc pp?mhns ofren indude disguix,
6.'. 950 nlcced i t monng slkmlg (as thc thkflbility). and
C d p c d mppMhdd*, porlblg
7.'.
8*"*
9*-* --
1,650
2,850
3,700
lo***** 4,750
11**'** 5,100
wh5suadluybidiaginrhdmr.
If 1 prepared thug epina rurprisc. the victim
may be slain with a single blow. regacdlar of hit
points. No attack mll is mpde; inncad. the becc
12****** 6,500 ch~ofsuccersisIOW,modifiedbythcdi&r.
cnce in Hit Dice, as f o l b n : if the victim's level
Monstu Type:HWM (RM) is greater than che Thug's. subunct 5% per Hit
Headsmen (also d e d "executionen") M Die; if the victim's levcl is krs than the Thug's,
NPC hum- commonly employed by dominion add 5% per Hit Die. If the thug& not gain XP wue:
surprise, inormal a& roll h made,and nor. 65, 175,425,725, or 1,250
mlers. They arc trained in the businers of killing
chinala who have received the death penalty. mal damage is inflicted if the attempt aucmda. Mmrer Type:Monrrer (Rue).
MOM headsmen are skilled in the proper use of A succ&l hit mi7 .la0 require the victim to Ihic reddish-bm doglike monffer is u big
bladed weapons, mpes. and poisons and Mable make iwing throw VI. p o h if the thug is w- as a u n d pony. Z-xy M often found nenr v d u -
to execure criminals quickly and neatly. ing a poisoned blade. noes, deep in dungcons, or with ocher fire-
All pmfcaconal headsmen belong to their Example: A 7 HD thug attempting tn kill D 3 loving ucphll~(such as fm giaats).
own guild, which is auociited with the Thieves' HDfighterha~achanccof50%phu20% (for4 HeUhounda M cunning and highly intdli.
Guild. Headsmen keep their uue identities HD differencein the thug's favor), or 70%. If gent. They can often d u e t inviait& (as the
complcaly ram,w i n g hoods or disgule, the same thug Vied to kill i25th level fwhter magic-uxr spell; 75% chance per round. range
when engaged in p m f w i o d activities. MMY lord, the chance is 50% minus 10% (2 HD dif.
60'). They M immune to normal fk ,nukc
md
own ordinpry shops, and can seem to be perfectly ference in the victim's favor), or 40%. h a m all snving throws sa fightera ofqual Hit Dice
ordinpry wwnsfok. H d m e n of 6 HD or more ber that the fighter has only 9 HD (d ice his or A kknd will a n d one victim, either
are 90% undctmible in their disguises, and her added hit points per level ibove?!ar), for i breathing fm (we chance in thrce: 1-2 on ld6)
study h g u of~all mm to h p m their mas- difference of only 2 Hit Dice in thL example. or biting (nochances in three: 3 4 on ld6) each
quedes. Headsmen of 10 HD or more CM even Tcmia:Any; M e d . round. The k a t h does ld6 p i n t s of dnmye
ux the ram languages of other alignments for epch Hit Die ofthe hound.The victim of&(
Thng~:A m t organization exists within the Helion'
breath may make i saving thmrr VE. &or
Guild of Headsmen. Thesc evil hepdrmen enjoy ArmorWsrr: 1 breath to cake hplfdamage.
their work too much, and offer their services for Hit Dice: 9' (L) %rain: Cavan, Mounmin.
opm hire. otheia d them hgprcins or Thugs;
they call themselvcs Pragmiti ("the practical
Mwe:
Plying:
90' (30')
240' (80')
w: 250 cn D a Hit Die lthrll speed; mcn
perHitDiear d.
peopk"). Attacks: 1- &dhgMuJ HD3-5 xl.HD6-7: X2.
unlike the rnevcs' Guild, the Prngmpti M Damage: See below
not supponed by a d v e n m or den. They PIC No. Appearing: ld4 (2dm) Hippopiff
sometimes hired by otha Np6,aprrinuy evil sive As: P9
o m . Homa,PCI do not ~ ~ m conmct d y thae Morale: 9
ArmorClsrs: 5
headsmen for MY rrpan; their orpinuion is &asurcType: SpeciaJ Hit Dice: 3 + 1 (L)
d a n p u w as either M enemy or M d y . Thugm M Inrelligrncc: 14 Move: 180' (60')
&uuw and self-serving, known to enon Alignmenr: Lawful Plying: 360' (120')
money from their previous "clime" with h t s Altpdrs: 2 dim/ 1 bite
XP value: 1.600
ofexpoaun. kidnapping, or even murder. Dam*: ld6/ ld6/ld10
Thuga suongly prefer atealch. treachery, and Mowrer Type: Plpnpr Monster, Enchanted No.Appcacing: 0 (2d8)
ambush to normal attacks. They &en we magi- (Very RM). SlVC Ax P2
cal devices when ittnddng powcrhrl opponents; Helioos M intclligmt @ant.ired cmcura Morale: 8
F M ,hg8, and IUkCllanCOW items M pre. mde d h .' I k y UT tlpmrc to the elmmcpl 'hsurcTypc: Nil
rred. Thuga mly ux Wal wespon~.pre. p h o f P k , andnrcrPnlynrounmcde~bc*hue. Intelligence: 3
ferring cheap but &ccrive tmlr that could cplily HelaM M anraUlyg0c.d. M d rhun viok&x. Nig&ent: Nevv~l
be left behind. They never use spells, though A helion ippenra as i20' dinmcar ring of w Value 50
they may hire (or be led by) evil sDellcprtas. flame. It is immune to poison, n o d a ~ l p o ~ ,
Thugs w a l l y retreat ii wounaed. and may all 1st and 2nd level spells. md m all Mpdg
flee even $merely h e r e d , dependingon the bpccd on e&.
situiuon. They rarely a& adventuren. know. A helion can detect iavisible at will. and CM
bepltl, and can Cury off IOan-iUed 01 Mder Horde
p q , They can be ridden iftmed; this is &est Armorwau: 3 in 1-10 days. Each ~ I M C Cin the & of the
when they M m i d from young. Hippoetiffr Hit Dice: 3' to 21. (S.L, see below) horde i occupied by ldlW lite forces.
nest in mcky c-. but my fly anywhere in MOVC: 150' f50') Each individual life force has iu own name.
ddpre Allthebodiaofa i
€lip&
thei n
will uwduy attnck pegasiswho M
d cnemin. Even when ridden, they
A&:
Dnmpgc:
l b i & o r ; ~
V&n by Hit Din
No. Appeariag: 2d4 (dlWx 10)
tothcsmenune. 3' cbfeforvwilli
thbc~causeco
in d d q with a horde creature. The cmturc 11
n
musf make a mode check each nun they tee save As: see below selfcan only die if d o f i u bodies ue dauoyed
pcgui, or will cum and attask thee creatures de-
spire their riders' orders.
'Rmia: Mountain.
Mode:
ltepaue *.
Intelligence:
12
spednl
13
The horde creatym do not d e r MY&
Litefmt to be intelligent. Whcn a hordc nced
more mom,it will simply t q to rpLe it, withw
Loul: 3,000 cn at full speed; 6,000 cn at half Alignment: Inntul r e g d for other creatum; thus, they ue madd
spd. XP value: By Hit Dice (see below) end evil. The horde creacura &en m p l e wid
Badin# Mdripkr: X 1. each othet hl this W W for SpC.
Hit E&
Diee k l r c xp A horde creature CMuse ESP and rrletnaiS
Hoblorn 3' ld6 IO (up to 2,000 cn) PI &aPI duled. up to o l l ~
Armor- 6 4 ld6 125 per round. It conununiuta by dcpacby, speak.
Hit Dice: 1+1(M) 5 Id8 3W diKCCdY 10 the IOiOdS d O t h C S 11
&die

Mwc: 90'(30') bly intelligent. Md can M i r y h d k dozens of


ACtldu: 1wcnpon conversatiom at once.
Dunrge: By m p o n Each horde i very Lawful and always danger.
No. Appearing: ld6 (4d6) ous. A horde creature svrifrca u many bodia u
Save Ax P1 ncedcd to rcvha god, and thus tbe morde of a
Mode: 8 or 10 (see below) 11*-12* 2d8 1,900 M y is 12. The creature is immune a rill mad
TRuurcType: (QD 13*.16* 3d6 2.300 c&crs (chum.hold, deep. ctc.), but the bodia
17*.20* 4d6 3,150 M susceptible to blow and damage-ca
21' 5d6 4,500 t* of most typn. h a u s e d i u
individual bodin, a horde n o m d y das not
M o m r Type: PIMU M o m r (Very Rare). bother a attempt a save them; in play, it simply
M m n r Tgpe: Humanoid (Common). "The hotda" ye life fomu native to the cle- hila all rsving throm voluntnrilp: Homer, if
Hobgoblins M relative of goblins. but M e Earth. Each ingle life force haa
m e n d p l ~ of 10% or more dahordc's bodies a r c h in asin-
biggu Md meaner. lhey live underground in hundreds of separate irmtlike bodies. The size gle activity (an encounter with enemies, for ex-
caw and dungcons, but often hunt outdoors in dthe bodiu IMgnfmm 3 I O 21 feet b g ; the mple), the CtCaNre will either molvc the
rough, rqged mrtclpnd and wildemcar (having length mmrpondi to the Hit Dice (Le., a 3-W problem pccrully (nego+ciog. avoiding, etc.
M pennlua in daylight). body will be 3' h g ) . Dcmilr on the individual or d other hordes for USU~POOC.
A hobgoblin &and ld4 bodyguard8 live in W e s Mgiven a h . Each horde CMhave a different spezia of in
the hobgoblin laic. Tbc king has 22 hit poinu One horde life force CM COnd Up to 10,000 KC^ PI ica bodies. One horde might coodn of
and fieha PI a 5 Hit Dice monster,doing a bo- Hit Dice d bodiK. RcplLcemCOt bodia C M be bcdin which look lite huge p l d praying o w .
nusd t 2 on dpmagcrolk. The bodyguards d created at the rare d 1Hit Die per nun. Unlike Ckt with W k , While Moth- e tdd
fi&ht PI 4 Hit D i a momen aad have 3d6 hit Luens, there i no "queen" body; the life force d i s h blpck beerlei with glowing red rip m
poinu each. As long u their king is alive and is widely I p d , aecvpyinp d the bodies evenly. thdtM-.
with them, hobgoblin mode is 10 rather t h ~ The life h e CM only control bodies within a The hordes' munia Mthe ktym and tbc un-
8. A hobgoblin khg might have one or more volume 1W mika a m ;if fplren out& that dina. They feu firc-rype cmNrn nad 8ttKkf.
thnrlrinhisbd dMWCll(SCC%ul). range, a body becomes a mindless thing, dying D d n : P h OhEnnh.
There can beTobgoblin rpcllcutem: see
"Mmei Spellcasten" later in this chapter.
D d n : Cavern, Hill, Mountain. Wo&.

Horse
RidingHorw W H m Dnfr H m h Y and c m o t moye at chargin# spd for mm
ArmorCkas: 7 7 7 7 thanthrecrmndruatimc.
3 (I) i (I) Dnh Hon:This is a large horse bred for
120' (40') 210' (70') rturdinas nnd endurance. It i wed ~a
Amdra: 2hOW-3 2hooscr pack animal, or for plowitrg 01 p ~ h mpm.
g
DPmnge: ld4/ld4 ld6/ld6 ld3 ld4/ld4 A draft horse rillnot fight: if attacked, it will
No. Appearing: 0 (ldlOX 10) 0 (domutic) 0 (domestic) flee.
Save As: P1 F2 F2 1 Pony: This is a d h m . p r d d u a rid-
Mode: 7 9 6 7 ing mount by many humso dddm.hnlfljngs
Ifepnre: Nil Nil Nil Nil and dwarves.
Intelligence: 2 2 2 1 Rrmn: Opcn.
Alignlnac NCUWJ NCUd NCUd NCUd Lad:Riding Honc: 3,000 en of weight a
XP Value: 20 35 35 20 normal rates, or 6.000 cn at haif normd. Wa
Horse: 4.000 cn at normal rater, or 8,000 cn at
M-
Ho
w: Normal Animal (bmmon).
w ue fau-lylcd-e llrcpdg fsmiliu
feed on. Mom wild h o w 00 the plains fall into
the "riding hone" arcgory once tamed.
halfnormal. DnftHonc: Pullr4.5OOcnatnor-
mal ram. q 9.000 en at half 1101111.1. Pony:
toplapm.lhey'reher~,thcyNnvildin A r H a r : ' I h i r ~ o f h o a e i s b d f o r i u 2,000 cn at normal rates. or 4.000 cn at haif
thephi08 aad M be tpmcd M ddiog-beuo. warlike cempcrpmmt and s t n y h . UnWK other normal.
Bidiy Har:This best can cury a rider for a horn. it is trained to charc.When c h ~ p i ~ g . Bardin# Mukiptier: X 1.
g ~ ~ ndistance
tp t h MY~ other rype of hone. It io rider can do double damagc whcn tung a
is d e r , aad can adn w h u m r there is grass to '-w.The honc c p ~ o ft i e h ~while duging,
Who (GuudLrr Owl) interfere with p s i n g Pca who do M damage to Monrru Type: Morutcr (he).
hmcLpI(: 5 the wmdlands or the lpccl ofthc forrsr. A hydra L a large cmturc with adngonlikc
Hit Dice: 4.' to 15**** (L) Most of thcac avian &ria M 4th Iml: 25% body and 5-12 snakelike he&. It has one Hit
Move: 90' (30') M higher lmla (M given above; maximum M Die for each head. and each head has 8 hit
Flging: 210' (70') L 15th). Although ablc ro physically dcfend pinta. Ita saving chron M as a fuhtcr level
A* 2 claws/ 1 beak or 1 spell thcmsclvcs with their ahup claw and k a t . equal to the number of heada.
ld6/ld6/ld4 or asspell cmturudcpmd on thcir rpeUr and the asimncc The hydra will attack with all ofita he& cvay
-
DPmilgC:
No. Appearing: ld4 (ld20) oftheir woodlnnd allies hr protection. Thc hripo round. POI mry 8 poinu of dnrmge a hydra
Save As: c fIwel HD) M known to some druids. h g b their p
phies (alignments) obviously di&r greatly.
b takes, me head L dcmoycd. For aunplc, Sa 7.
Mode: 9 headed hydra wok 18 ' ta ofdamage, it wovld
Ttcamre Type: 0 No one knows where these cmtum come only d w i t h 5 h x the n a t d .
IntcUigcncc: 10 from, but their alignment and clerical powers S p i a l . ununral hydm 011 be created. These
Alignment: suggest that they were cmted to KIVCthc c n d ~ muld have poisonour bite, or breathe fire (as a
--
Lpwful
XP value by HD: ofkwfvl~ O I t d J . hellhound. for 8 pinu of dam- p n head); a
4" 175 lo**** 4,000 Zmin: woods. few more examplea Mshown below. Such m-
5** 425 11*'** 4.300 Losd: A hsiao can move at up to full speed tururhouldbeplaccd roguardspccial cmmm.
6". 9 950 12"" 4,750 when catqing 250 cn x ita HD in encumbme; Sea Hydm Thi8 monncrhas adapted rom
Po*9 1,650 13**** 5,150 it can move'at half apccd when carryiq 500 cn ter. It has f hinstead d kp.It L ahenhe the
-
8*** 9 2,300 14**'*
9*** 3,000 15**** 9
5,500
5,850
X itaHD.

HVdN
aamc as i o 1and.dvcUing cnuins.
plying Hydra:Very m and very dangmw.
thismonncr hac hugeldike wingr, andknevu
M
- Type: Monrtcr (Rare). Armorclsas: 5 mistaka for a dragon or wyan. It can rroop
The hsiao (ah-HOW) M a race of pelceful Hit Dice: 5-12 (1 per head) (L) down and a& with up to three he&, each
cleric-philosophers who inhabit ~ o o d l ~ and
ds Move: 120' (40') hcnd capable of carrying OEa mnn-ired m
fom. Attack 5-12 bites (1 per head) smallervictim. Its fl ing movement mtc flying L
&ao look like giant owla with broad fcath. DPmPnc: ldlO each 180' (60') pa munJ Hit Dice M 5-9.0.
e n d wiags and large intelligent golden eyes. No. Aipearing: 1 (1) Re#amatin~Hydra: Thic f~ and deadly
These cmtum live in trees,, making earthen Save As: PI-12 , monster regeneratea damage very quickly. at 3
ness and NM& high a h the forest floor. Mode: 11 hit poinu per round. Howoer, dunlge donc by
The h r i ~know and work closely with other
d l m d creatures (including actoLo111. cm.
taun, d q d . eixs, VMD, and unicorn), and
IkasuleType:
Intcllinence:
.ui-ent:
B
2
Neutm~
d'
fire attack including flaming swords) or
m n d IC~KC by a brand will MI regenem.
Hit Dice are 5-90,
may all on them for aid. Their go& indude the XP Value: 175,275.450,650.900. 2mia: Hydra, Regenerating nydn: h p .
prrrervation of wmdland wilderncss W t in. 1.W0, 1,100. or 1,250 Sen Hydra: Lake. Ocean. Flying Hgdn: Moun.
tnr~ionrby dnngerous humanoids. They will not
"ame& and auy- his. All YmMd
Amtorch 2 rkrirm within the yep (and any moMQt with
Hit Dice: 5- to 12- Q) .
AC 5 (Y bum) lllfDlllltyIuyukczpoinuof
MoVe: 60' (20') damage per round. Unnrmod victiou (and
swimming: lao'(60') mintem with AC 6 (Y ronc) take 4 poinu pu
A d : 2clawIor6pccisl d. Annorch
-: 1dlOlldlOoraebclon A n y victim who NIU out dthe warm. or who Hit Dice: :la (1-4 hp) (S)
No. Apfiug: l(1) a m the inatcad of making anotha at- MoVe: 90'(30')
Save Ax P ( l m l = 2 x HD) tackor takinganothaurton,taku only 1point A~orlir:
per round. Toawat at the ihcccc.thevictim must 1-
Mo& 9 Da~nage: wrcspon -1
ltMvrrTypc spccisl UK a weapon or torch; attenpa to awat with
No. A p p m k 4d4 (id6 X 10)
Intcuigalce: 9 hnndaor prrm have no&. Save Aa: N d Man
Alignment: Lawfill If the- k damaged. it will p u ~ iuat.
e Monk: 6 or 8 (cec below)
w value: &Hit DLC: U C k U neatly ~ h U fd t (ML 11). A victim C a n
rtillcsclpe either by dipppcuillg hOln right (in.
TtmucTypc (P)J
5HD: 425 In- 9
6HD: 725 visible, uound a cornu. ctc.) or diving under Aligmuent chaotic
1 w: 1.250 mua(which Uls d the iwCa&crone round. XP value: 5
8 w: 1;Tio duriag which llMllpl damage i done).
?&I&:Any (except Amtic).
9 HD:2,300
10 HD:2.500
11 HD: 2.700
12 w: 3;w
M m t a T@: PLnu Monster, Bochratcd
Hit DLC:
Movc:
i*(M)
120 (40')
(VW W). Attpch: 1 blow
A bydmx k an intelligent U p b k creature DMlPge: 4d4
rmdedh. It U MthCtothC ChUIltdphCof No.App+ l(1)
Water, and u plman never found'on the Prime Save Ax P8
P h e . The hydm I& kagiaat crab with a Mode: 12
body 8' long. with six l q a and threc clnn qual. TtcahrcType: Nil
1y podrioned around iu body. Although the hy. In*nce: 11
h u e L a d in beh.rior, marc evil. Aligmuent: NCUd
Hydm arc immune to dwapom. d
181and 2nd I d rpcb, and to d attacka bued
w value: 1,200
on fuc. Ah+ CUI derscrinvidblcat will, and
Monster Type: P k Monncr. Bnchantcd
can U K d m mw& webs &pel m&, ice (RM).
s n r m / d , and mru m icr(mueh kthe re.
An invisible ctalku u a magical humnnlitc
nomtu b p n o r h u p h e ofcdrmrcc, nun-
m e dthe magic-uu'r MQCU, but rub. moned by the nqk-uurpcll invidblc &r.
d N h g WUa and ice for mud and mck) threc If the ~ m m o n e drcnllru u given a dmpk task
tima per day (dM ifa gth I d magic-uu). that u cleat and CUI be d y m m p M . it wiU
The bydmx IMC fooL nude d ice, and build obey pmmptly. If the o* k a m p l a or lengthy,
cities and d& d d scum, Their enemia arc the cmture will try to ~~KOII the intent while
theundina and thekrp. and theg fcsr air-fgpe okyiagthe literal command. Por a m p l e , ifor-
unturcsand&. dacdtoguatdaucaaurclongaonpnrh.alncck,the
2min: P h of mer. stalker may ukc it away to in an plane dais-
lmettSnur* cllce and pard it thae former.
Amtorch 1 Aninvbible &rismnst& urd to track
Hit Dice: 2.. 3*, or 4. (S) andrllycnunia. It ishighly intdligat. and a
Mme: 30' (10') f m ~ I t l mctcr.
c~ If a victim cannot dmninvisi.
Plying: 60' 120') blcrhiagl, rhedkawill NIP& on amll of 1-
A d : 1 &a& 5 (on ld6). A cmtutc with the ability to d u e t
-: scc below M b l c thing8 rrcciVa a +4 h u a when at.
No. Appearing: 1 (Id3 rmmu) tacking an inviaibk &r. The &rwill m
Save As: N d MM turn to iu a m p h e ma it krl.in,dlpclled, or
Mode 11 hu m m p M in d.
lfeMue Type: Nil The M d "invisible C t d k a P (which is the
InteUkcncc: 0 bunan name for the rpecin) livw on the de.
Nigmimt NCUd mental p h e d Air. They d thermcha the
w value: 25, 50, or 125 "&ai!' Invisible ualkcn ue much fpcrcr lpced
M
- T p :l a l i f e . Bnchantcd (RM). on their homc plane: 360' (120').
plure d Air: On their hone pLnc, the
An k t k not sale UCUUIC, but uemucb lite dop-, they- IMC BSP
rather a p u p o f d ihcccc acting tugether. It
may be attracted to Iight or strange SUI&, .or a d ,and tOncufi M y form
m y be defending in lair. Ua thnc dunncnr. native to their p h . "key Wuuy lpperr M air
elanmtsb. d j h . or haoou (mid umntl).
ti0 for the ocolionr when a character rtunbla lhdr m e form k neatly identl.l to thu of an
into a beehive or nup'r neat. for immnce.
The swarm may fd a lO'XlO'X30' a m or air clrmcatd. h g b h t llce can tell the dif-
more."be iamtsue normrl-sized. citha crawl- fcrencc. Ssbaiarcormionrllyhbythedjinn
M (MU. CCUUpedW, 01 +idm), f l p a (h 01
and h e haoou PI lpLtorgunrdc.
WaIpS), or both (bmlcr or loclMts).
sahri on their own p h m y have 1to 12 Hit
No attack roll is d e for the swarm; it M an Dice.though d ue about man-size in their vue
fcuma. Some Mkllown t O u r C ~ bk. O &
&NKI mtthan. ?he klySl M IhCndCY
of the hydrax. chough thy mely cnmuntcr
them. They fcnr wutcr-cype UCUIUKI and mnch.
Emn: Plane of Ennh.
Lava ooxe
ArmorWss: I 20,000
Hit Due: 9 (L) 21,500
Mwe: 90'(30')
Attockr: 3 Preudopods
h q c : (4d6 + 3d6) X 3 (see below)

7 961+11
No. Appearing: ld3 (2d4)
Saw Ax F9
Mode: 12 33*. 30,500
'Ite~ueType: Nil 26,750 3.4.. 9d4+25 32.000
Intelligence: 0 =35.
34.0.*M
.'* 6 + 2 m 5 0M6+25
9d6+26
0 28.000 35..0.* 9d4 t 26 33.500
Alignment: Chnotic
w Vduc: 900
,ArmorClus: 0
Monster Type:Lowlife (Very Rue). Hit Dice: See a h c (M)
'IhL ahapelur m o m r pppnn u n puddle or MOW 90' 130')
urcun of hot molten rock. nbur 10' X 10'. It Attacks: i t0;Ch'or 1 spell
liva in or ncnr n volcano or other place of gnnt Dunngc: Id10 + p d y & or by spell
h a t . Alth h the ooze L native to the Prime No.Appcuing: l(1)
ne. it c 3 m l y erin on the elemcntpl plane Save As: ChMeter type and level
of Pk. Mode: 10
Lava ooze M fluid, nble to pnrr through mall Treasure Type: See description below
holcr or urcb.It EPD XNC vibrsuonr within 60'. Intelligence: 18+
The moNfer nttpcks mending pseudo ods Alignment: UlDOric
(up to h e per nun%; from in fluid d y to XP Vduc: See above
mike ut i a oppooeno up to 15' i w y euh hit
ioflim 4d6 pinta of damage, and lnver n mat- Monster Type: Undcad, Enchanted (Very
ing of lira thnt inflicu 3d6 poinu of nutomatic RUT).
hnt damage per round for ld4 mundr them A lich u a powerful u n d d m o w r ofmsgi-
&.I Multiple hits on a && I opponent do not cd origin. It I& like n akelnon wearing fine
garmenu. Md vu once an o i l and chnnic
inuepx this h a t dpmpgc, but the dwtioN r e
cumul.tive. mngic-user or cleric of lese1 21 or g m t c ~(den
The livp ooze b mindleu and n m c b until de. 27.36). A lidr u nill able to UK rpclL u it did
suogcd. It is immune to fue (both normal and while nlive, m it u a v ~ e l dmgemu.
y A lich M
OOT n o r d y found rnndui , bur Lvond re.
mnginl) nnd to d mind nnacks (including
chum, H i?nc.). but PLU double dunpgc 3
mniua in or very ncnr a well-d ended hir. SI& n
lair might be n dungeon, cnmccmb. tomb, or
from cold macks.
Rmin:Mountain (ooksnic). necropolh ('kiq of the dead").
The wry sight ofnlich cnum furin dchr-
Lcb, GLDt
kmolWnrr:
Hit DKe:
MOW
7
6Q
90' (30')
men below 5th Inel (no uving how).Iu
mueat touch c u w ldlO poino ofdunage, md
can paalyzc any creature fm ld100 days (though
a wing how npplia, md the p d y & u magi-
d y dlpellnblc).
1-5
6-9
10-12
Spwtt~(2d4)
V m p h (ld6)
Phantom. Shade 1ld3)

faunr, Poltergeist (1
I
A&: 1 bite Before my encounter with a lich, the DM pitit. D N ~
Damage: ld6 should rclm rpeUr fm du a e n ~ r e'hi . should
No.A p p e ~0 (ld4) be done with care,PI n lich u extremely intelli-
Save As: P3 gent and UKS than to iu bar a dm o w .Note 20 U n d d Beholder
Monk: 10 rhar the lich's mor& u 10. but a lich
I I
Ttcn~reType: Nil flea if in lrmddnngcr. A nunmoacd vampire mny (25% dwcc;
h I C k C : 0 Licha Mundead. Mdcan be mmcd (but not check for each) be a nqic.uacr or duic of lnel
'uipilent: Ncud datroyed) by clcria. They M immune to 7-9 (la3 +6).
w wue: 275 chum. deep, fkbl&d, polymorph, d d , Licha Mmuster villains, coordinrhg umies
Iighrnhg, md den& .ad can be humcd and s p p n d d e up ufthe u n d d . E u h
h i m Type:Lawlife (Common). only by magicalmpolu.Thy Y e & immune one hu i a OM gnl: Om m y want to n c h i m
A giant leech L n lalhromc wormlike crca- to the CtTmr of d spell8 of leu h 4th level. vue Immorrrlity, one may rcme an cvil Immoml
ture,thicker in the middle t h at~the ends: it Outside d i u Inir, L lich alwys nrria ld4 t 1 ofhuopy, we mny wiah to d o r m the entire
hw reddish-bm *in and is about 3'4' long. paerhrl mrgicd item to be 4 in CPIC of world into n horrid plnyground for drc undcad.
It is a p w i t c , sucking the blood d i u prey. In uouble. kbu should choore thac. not nndomlg Bub lich in n campaign should have io own
combat. a giant leech attpcks with iu nrckerlikc determine dum. Within i a lair, n lich ha 4dS mime, gqk, Md mocinrion.
mouth. If it hia, it then holds on and rudrr additiod tunponrg magical iams (os owe). 'Rmin: Ruins.
blood for Id6 poinu of damage per round. It
muat k uled to k rcmotnd.
Rmin:swamp.
r 14: [on
ArmorClPg: 4
-0 DncO Hit Dice: 2" (S)
AnnorCLcs: 5 5 Move: 60'(20')
Hit Dicc: 3+1(M1 4+2(M) Flying: 180' (64')
Move: 120' (io;) no' (40;) An& 1 bite or 1 bump or 1 spit
Glide: 150' (50') h*e: id2 m Id4 or see b c l a
A d : 1 bite 1 bite 1 bite/l horn 2clapoli bite No. Appearing: 2d10 (0)
DPmsge: Id8 ldlO 2d41 ld6 ld4/ld4/2d6 Save Ax P2
No. Appearing: ld6 (Idlo) ld4 (Ids) . ,
ld3 lld6) ld2 (ld4) Mode: I
save
_ As:
. .. F2
.- F3 F3 ~ F3 TtepaureType: Nil
Mde: 7 7 6 Intelligence: 0
U V Alignment: Ncud
2 2 w value: 30
Neutral Neutral
300 215 M o m r Type: Luwlifc (Commoa).
Giant locurw are 2'4' long and live d e
M o m r Type: Giant Animal (Common). KCU, but will settle for human prey in lean ground. They may be miIraken for A a N n (or
Gecko: A gecko M a 5' long lizard colored pale times. The C ~ N EM R a h attack with ita horn might not be noticed at d)until appmoched.
blue with orsnge.bmn spots. &koa M Doc. (for ld6 pinta of dam*) and may we ita tail to bccaw of their nwc.gny color. They ue hu-
uund cunivom. They hunt by climbing walls knock other attackers down (make other at- bivom, and also aifun* m& u gellow m i d
or tlw with their speddy adapted fen, then tack roll. not doing MYdamage but prmnting d rhrickers. They cannot be homed by yellow
dropping on their prey to attack. the rarget muck from atrpddng that mund). mold or most PO~SOIIS.
Dneo: A dram IS a 6' long lizard with wide %atam: A tuatara M M 8' long cpmivore Instead offighting, thq usually fleeby jump
flaps of akin b m r e n ita legs. It spreads these which loob like a m h n an iguana and a ing away (up to 60'). Unfomnatelg t h q adtm
ilapa to glide through the air, like a flying squir. tcmd. It her pebble-colored olive akin with white become conhrred. and may MidcntnUy jump
rel. D n c ~ sM g a c d l y found above ground, spikn dong ita back. A tuatara her a membrane intoa nny(5Olbchanccpujump).Ifro,avic.
though they m e t i m a creep into caves to a. over its eye which, when lavered, is sensitive to tim M Setermined randomly and an atrack d i
cape very cold or hot weather. They M cuni- changes in temperature, allowing it to " r e " in made. If the giant lonut hiu a dunner.th vic-
vom and have been known to attack darknur (9' infravkion). tim M battered for ld4 p inta of damage. The
adventurers. 'Rmin: Cavern. Dncrr, W d . locust then %a away.
Homed chnme*on:A horned chameleon k a Load: Giant lizards can curg 500 m X their When friehtened 01 attacked. dpor locum
. 7' long lizard which can change color m blend HD at up to full speed, or 1,OOOcn X their HD make a loud shrieking noise to run their lel-
into ita wroundings. It sulprises on a roll of 1-5 at up to half speed. They cannot be tamed aa lows. In dungmm, tbi shriek her a 20% chance
(on ld6). A horned chameleon can shoot out its mounu except with DM !xdssimqand the perroundofannrtiag~moolltn;
sticky tonpc up m 5' long. A sucasrhrl hit DM might h i s t (for example) that the taming If cornered, a g s l t locurt will spit I hown
meatu that the victim is pulled to the homed and training of one takes a Animal Ttainer lizard gwcyrvbdsnce up m 10'. Thc tugetil mpad
chameleon's mouth and bitten for 2d4 points of aa AC 9 lcyalar dhk vue ymo(h.A vis.
damage. Horned chnmclmns prefer giant in- tim hit by giant locunspittle must makc awing
throw vs. picon or be unable to do anytbingfor
lirudlllna 1 turn, due to the awful amell. &r thL time
the vi& will be used to the smell, but my
Amrorclnrt: 5 Lizard men are d-intelligent and yse rpem character approncbin within 5' m w nL0 mrtc
Hit Dice 2 + 1 (M) md l y club (mat the dub aa mace), gpi?. a saving thron or &r the m e ctrccu. T ~ L
MOVC
swimming:
W(20)
120{(4$) e m t strength.
-
itlrr abonur of + 1 on dun= rob due to their aroma will lpst until the spittle M rsrhedoff,
'Rmih:Cavern.
Atuctr: 1weapon One in ten will a little Common. PCS
DMUSC: BYmpon +1 can ncgotinte with l i d men that can talk. If
No.Appxing: 2d4 (6d6) t h q M hungq enough3thnyh. and the PCI
Saw As: F2 can't deliver them a lot of food. the lizard men
Monlc: 12 will still prefer to eat the chnmctm. Lizard men
llMIle'Ippe: D live hard lives. hunting moat of their
Inallirrncc: 6 hours. Sometima they hire thrmelves out to
Aligwilent: NCUtId &er M PI warrim or xouts. T h q have no
XP wue: 25 interat in other races other t h what
~ tJme raca
can do for them (i.c., provide food in one way or
SnOthU).
Some vatinin of lizard men are just drab
green or brown in color, while others may be dm
miticnlly eololful: Bright reds, blues, yellow. or
grccna, like lome otbu rcpdlcs.
There can be lizard man Ikaatcrs; see
"M- SpeUc~en" luain chapter.
Rrmin.Cavcm, RiverlLntc. Swamps.
lkuS1. WctmvlP were- werebed
ArmOrwu: 7(9)t 5 (9W a (on 3 (9)t
Hit Dice
Mac:
3. (y
120 (40')
'4 (MI
180' (60')
5' Q
150' (50') 120' (40')
Amclir: 1 biteorwclpon 1 bite 2 d r d l bite 2 clm/l bite
DUMgC: 2d4 2d6 ld6/ld6/2d6 Zd4/ldrl/Zd8
No.Appeuing: laS(Zd8)
laorby- ld6(2d6) ld4 (2d4) ld4 (ld4) ld4 (ld4)
*Al: P3 P4 F4 PI P6
M d : 8 8 9 9 10
'ItasyType: C C C C C
In!clhgcncc 10 10 10 10 10
Alynmmt: cbw* W I d NNd NcVd NcVd
XP wuc: 50 125 200 3Ml 500
t The numbuin p.rmtherai rhcuernuc'svmorcL*whcninhuman form.
Wmtd w%aw wclwhrP w Dnilswine.
ArfllOrchaB: 4(9)t 6 (9W 4 (9)t 5 (9)t 3 (9)t
Hit Dim 3 + P(M) 3 + P(M) . Q
4 5 + P(M) 9 Q
.
Move 60' (20') 180' (60') 0' (0') 60'(20') 180' (60')
Plying:l80' (60') Swhdn&: 90' (30') srimmi: lM'(60') sw+ming: 180'(60')
Aarrh:
D.rmee:
No.
1 bite
Id4
ld6 (ld8)
1 biteornnpw
id6 or by weapon
ld6 (Zd6)
1 bite
2d6
0 (2d6)
1 bite
2d6
0 (2dlO)
'r
2 -by-a bhn
Id4 (Id4)
saw Ax P3 F3 P4 PI
Id& 7 8 7 9
TtcmrcType: C C C C C
in- 10 11 9 10 11
Alilplment: wuotic NNd NNd chnotic
XP Wuc: 75 75 125 400 1.600
t The n u m b in p.rmtkua ic the c m m ' a prmorclnrcwhm in hwmo b.

r- -=
I

,I -
or service. Any character who becomes a full ly- they must change into a shark and will maraud map the victim. Thne tentacles M msrcd with
canthmpe will become M NPC.to be tun by the the sw. Under this forred change they low their an acid slime and do 2d6 points of damage each
DM only. intelligence and b m c bloodthiaty U e n . round. The victim CM be freed only when thc
The only difference bermen a wereshark and a &ra is Uled.
mako shark is that weresharks arc innlligent and In addition. the breath of a m&ra is p o h .
only magic or silver weapons will harm a ow. Each time it hits with a bite. its victim must
c~thropesk a w the ~ ~ r ~ . p n i m form
a l is their weteshark. In island areas there arc m o r s of savevs.pohn(ata +3bonus)ordie. Amalfua
natunl form, and human form is the shape they humans that ~IC wcreshssks. is immune to acid and can be struck only by
wume. They M intelligent. CM speak Corn- Wxaeal: This unusual WNIC is only found magid weapons.
mon in either form. and CMuse MY" p o n . A nepl seamam of cold water. The more common Aside fromits combat abilities, a malfm can
werent usually p d u s to use a man.sired rat female form (dexribed) is not normally aggra- detect invisible and open doors as if it bad a
form, but CMbecome afull-sized human. Were- sivc. but the nrer male (bull) seal CM be quite knock spell. Becaux of its tough conninrtion
rats M ~ncnkyand often KCamburhes, surpris- dnngtrous (AC 3: HD 8': MV (same); Dmg and highly magicalMNIC,it saw as a 13th level
ing on a roll of 1.4 (on ld6). They summon giant 2dlo; Save P8: ML 11; XFV 1,200). One bull fQhU1.
rats to help them in bade. Only a werent's bite sed is usually accompanied by 2d4 females. 2mn:Any; Dimension of Nightmares.
causes lycanthropy Devil slline:A devil swine appears as either a
M d :Thne matures Msemi-intelligent huge hog or a grosaly fat human. Although it M-rpion
and usudy hunt in packs. Any group of 5 or can change shape freely during the night, it ArmorWpn: 1
more will have a leader with 30 hit points. who must keep one shape throughout the daylight
' an& as a 5 Hit Dice monster, adding + 2 to houn. Devil swine prefer the fringes of human Hit Dice: E** 0
MOW: 240' (80')
damage rolls. Werewolves summon normal settlements. n p e d d y thore near swamps or for- AI&% 1 wcapon/l nil
wolves to form large packs with them. ests. They Mcarnivorous, espcddy fond ofhu.
Dnmrge: 3d6/ld10 + pOiran
\IRrrbou: Werebcara are semi-intclligcnt and man flesh. and will ambush if possible. Each No. A p p e h Id8 (2dlO)
bad.cempered. In human form they often seem devil mine can cast a churn p m spell rhrce Save As: PB
to bc bcmckcrs, and may PCI the same wa9 in times per day. It can w thir spell in either hu.
bade (gaining + 2 on a n d rob and fi hung man or swine form. A saving h o w vs. speb is
w the death). Werebcara summon norm boprs 1
to help them in bade. Wcrebcara do not a s x i .
-
allowed, but with a 2 penalty IO the roll. Each
devil swine normally has 0.3 (ld4.1) humans un- mmt: (
are with devil swine. der its conuol. They Munlike werebopn; being w-vduc: 1.750
Weccc@c Thcse relatives of the great cats of-
ten act like them,being vcty curious but becom-
ing dangerous when threatened. They M p o d
swimmers and quier trackers, surprising often
fat, pi& and unwth-skinned. while m e h
have bristly, hairy hides.
E**"
9***
lo**'*
--
XP with spells,

- 2,300
3,000
3.700
HD:
11****
12*****
13*****
-- 4,300
5,625
6,500
(1.4 on ld6). They can summon MY type of Mdfai*
g m t cat that is in the area (preferring ti IS). ArmorClpu: 3
m b werebears are vcty inte%gcnt, Hit Dice: 9" (L) Monarer Type: MOIIS~CI(RM).
even in Mimnl form. A wcrebear vsudy prden Move: 60'(70') The manscotpion is M evil combination of
to live alone or with benra. It might be friendly, Attacks: 2 claws, bite + spedal man and arachnid. The upper body is Lite thpt
homer, if pcncdully approached. In combat. Dpmage: ld10/ ld10/ id6 d r h u m a n , butitslmrpamucthwcofagi-
werebenn EM hug for 2d8 oinrs of damage in
addition to normal damage78 both paws bit e
same target in one round. A werebeat can sum-
s; No. Appcpdng, 1(la)
Save As: P13
MI scorpion (with stinging nil). It may be found
in nearly MYclimate, but mwt fmquenq in
dcauo. mountains. and dungeons.
Mode: 11
mon any type of beat in the MO. 'IteasurcType: E This arachnid wanio~nonndy wields a huge
Intelligence: 10 pole ann (damage 3d6 points), but may UT a
long bow or MYother wm on available. It IIM
uncammm8?rlrmpa
wuebpr: ex dangerous flying C ~ N I C SM
sometimes confused with vampires, turning
Alignment:
XP value:
Chaotic
2.300 plrosuiLewithirsdfcaded~dypohmwd,
the victim hit cakes Idlo points of dunage, and
from human to bat form at will. In addition to Monster Type: PIanlr MOIUICI, Bnchanted must make nsaving throw w. p o h or die. E m
summoning normal and giant bnw, they CM Wty h). i f t h e s a v i n g t h r o v i s r ~ l t, h e v i n l n l p u -
summon ld4 other werebnts (eachdwhich CM. A maifera is a m a N r e from the Dimension of alyscd for 0-7 rounds (1d8-1). Only v i c t i m im.
in rum. summon other nor& or giant bats, but N & u n ~ s . where many evil dreams M bred mune to pnnlyric or poisoncan avoid rhL &est,
not mote werebaa). Each wcrebar bite may in- and teleued into the minds of sleeping people. w the monsters M grzady fesred. They uc im-
flict a nonmagical disenrc (of the DM's choice): A maifen appears only through the acts of a mune to their own poiton and to the poWa of
the chance is 1 in 6, checked per bite. powerful magic.user or M Immonal; its dimen- d scorpions.
Wuckm Where dense underbmh slows mact sion is believed poLonow and deadly ro hu- Some 1 in 20) of the nncbnid SICMII~uc
n d movement to half or Inr, this c t e a ~ ~ e
CM maintain fkll or two-thirda normal move-
mMS.
The nulfera has a large. elephantlike fpce and
.d
derics, 8th-l3&lcvcl(withthe
added Hit Dice). Howcver, th-=
ment. It a h normally has high intelligence. and a shon trunk. The head is topped by large horn. found only in hcir Inir.
thusofrcn becomes a magic-wr as well (though Large fanga protrude fmm either side of the Manscorpions M incdigcnt nulike bein@
spellr CM be CM only when in human fom).A trunk. The chest is a maw ofslimy, shon renta.
wcdoxcan plroehlvm @emuuin person form.
animah in fm form) three times per day; how-
cles. long. m& plllu end in large. jagged
pincers. Its feet Mwebbed and d m d . It is col.
whshox main incercsw involve m
denroying w t u m diffnurt fmm' an.Thq
c q
do not make friends with other rmcimt r a m
2
w food and

ever, this &I lam for 24 houn at moat. ored night-black but has red veins and eyes. and make pnr only of giant scorptOnr. Thq
Wemhnrt: Thee M mermen. infiicted with In combat. a maifera ittacks with pincers and make nids on d w r r human communities for
a form of 1 canthmpy that cnnbles them to take bites. If both pincers hit the same rugct, the vu. food and a m k MYliving thing that venture in-
the form ao! mako shark anytime they c h o w w tim is dragged to the chat ofthe &n on the w their tcmtoun.
long it is in dnrkana. When the mow is hll next round. The tenrndn then automaucallv Temia: Cavern. DCKK, Mountain.
MMU Ray Load: 3,000cnatuptohrllrpeed, ot6,OWcn MCk

ArmorClus:
Normal
6
Giant
6
at up to half
speed.
W i n g hfultiptier: X 2.
Armor Class:
Hit Dice:
-A
11"
- ro 16.. (L)
Hit Dice: 4' (L) 10' (L) Move: 90' (30')
Move: 120' (40') 180' (60') Attacks: 1
Attach 1 tail 1 buffet/ 1 tail R Damage: ld6 X 10/ id6 X 10 +
Damage: Id8 + 3d4/2d10 + i**
(M) paralyzing breath
paralysis paralysis Move: 90' (30') No. Appearing: 1 0 )
No. Appearing: 0 (1-3) O(1) ArtaCb: 1 snakebite + special Save Ax F36
Save As: F2 F5 Damage: ld6 + poison Mode: 12
Mode: 7 7 No. Appearing: ld3 (ld4) Treasure Type: See below
Treasure Type: Nil V Save As: F4 (see below) Intelligence: Not ramble.
Intelligence: 2 2 Morale: 8 ilignment: La&l (with master) or
Alignment:
XP Value:
Neuvsl
125
Neutral
1,750
Treasute Type:
Intelligence:
(V) F
9 XP Value by HD: 11*' --
Chaotic (without)
2.700
Monster Type: Normal: Normal Animal
(Common); Giant:Giant Animal (Rue).
Manta rays arc aquatic creatures. flat fuh
Alignment:
XP value:
Chaotic
175

Monster Type: Monster ( h e ) . Planar Mon-


12"
13" -
3,000
3,250
14.' = 3.500
whosc bodies ue shaped like broad wings or 15" 3,750
sails. They flap their "wings" to propel them ster (Very Rue). 16'. 4,050
through the watet. When a manta ray lies in the A medusa looks like a human female with live
sand on the mean floor it is completely invisible. snakes growing from her head instcad of hair. Me- Monster Type: Consuucr. Enchantca (very
Normal Manu Ray: Normal manta rays can d u m arc very magical. and the mere sight of a Rare).
grow to be 7' in width and 12' in length. The tail medusa will nun a mature to stone unlcss the vic- Meksue huge (15'.25'tall)metalliccreations,
on the manta ray has many sharp poisonous tim makes a saving h o w vs. rum m stone. How- created by a longdead race of inhuman in-
spines that can paralyze its victim. They attack wet, thic will affect only one character p r round, sectlike sorccrcts. Those with masters generally
with this tail. A saving throw vs. poison will pre- and characters may watch the rctlmion of a me- serve as guards. Lone mcka usually wander ran.
vent paralysis. dusa in a minor without danger. If a medusa M domly, attacking most creatutes they encounter.
Giant Manta Ray: Giant manta rays can be up her own rcilmion. she must make a saving duaw Most meks resemble their creators. with in-
to about 40' in width and 75' in length. Beside vs. Nrn m smne 01 she d pe* hcnclfl sectlike feaNtes. barrel-like chests. and long,
the poisonous tail, they can also buffer (mm) a In combat. the medusa makes one attack roll barbed, double.jointed m s and Icp. HOWNC~,
for the bites of the snakes. and if they hit, the
x
crcatute for 3d4 oints of damage. They feed
from the ocean oor and sometimes swallow
ueasure that has settled there.
victim must make a saving throw vs. poison (in
addition to taking ld6 points of damage) or die
in one turn. A medusa will often wear a robe
meks resembling giants, lizards. and many other
CtCaNICS have been encountered.
Each "normal" mck attacks by d n g with
Terrain: Ocean. its heavy limbs and breathing a paralyzing gas in
with a hood for disguise so she can uick her vic. a 20' diameter cloud m u n d it. Each victim
Manticore rims into looking at her. Medusae occasionally within the cloud must make a saving throw vs.
use weapons. breath weapon (each round) or be paralyzed for
ArmorClass: 4 Anyone who cries m attack a medusa without ld3 turn,
Hit Dice: 6 + 1' (L) looking at her must s u b w t 4 from the a& Meks arc not intelligent, but respond to sim-
Mwe: 120' (40') roll, and the snakes may a u d with a + 2 bonus ple verbal commands from their masters. A
Flying: 180' (60') to the attack roll. A medusa ah gains +2 on all cold-based attack will slow a mek to halfspccd.
AtmckS: 2 claws/ 1 bite or 6 spikes saving throwJ vs. spells due to her magical nature. but they arc immune to all other spells erccpt
Damage: ld4/ld4/2d4 or Id6 each Many medusae ue evil. Others ue reclusive disintegrate.
No. Appearing: Id2 (ld4) %holm, ancient sages who can guide herms on Terrain: Anv.
Save As: F6 their quests and who conceal their deadly visages
Mode: 9 under veils.
TtcasurcType: D There arc also medusa spcllcastcn (see "Mon-
Intelligence: 3 ster Spellcastcrs" later in this chapter).
Alignment: Chaotic M e d u m arc native to both the Prime Plane
XP Value: 650 and their original home. the elcmcnd plane of
Monster Type: Monster ( h e ) . Earth.
A manticore is a horrid monster with the body PlnnedEpnh:OnthcplancofEPnh,amedu.
of a lion. leathery bat wings, a tail ridged with sa is an ugly writhing maw of 10' long tentacles
spikes, and the face of a man with large, sharp connmed m a small lumpy sphedcnl body Sev.
fangs. It usually lives in wild mountain ranges. c d eyes on foot-long cycstpllw ah prouude from
The manticore has 24 tail spikes. and can the body; the mouth has many tmh. The tenta-
shoot sL each round men when flying (ranges cles ue wed borh for mwcment (180' (60'))and
50/100/180). The UeaNre regrows Two spikes combat. The medusa can attack with 10 rcntdes
per day. Its favorite food is man. per round; each hit rcquim a saving rhmw vs. pa.
Manticorn frequently w k humans. ambush. dysk (Inrring 2d4 rounds iffailcd). A paralyzed
ing them with spike attacks when the human victim is drawn to the mouth and bitten for 2-16
group stops to rest. Another tactic is to stalk its (2d8) points of damage pet round (no a& roll
prey like a great cat. creeping up close on an un. required while the victim is paralyzed).
suspcting victim. When that victim is alone,
the manticore fires off a barrage of tail-spikes to Glmenml Plane o f E d SratiStiu: AC 4,
bring the victim down. The manticore then cats hlJ 8.5 MV 180' (607, NA 1-4, Save P4,
the victim. LPJ frequently, a pack of manticom ML 9. l T ( V ) E AL c, XP 1,710.
will stalk and attack a group of victims.
Dmn: Mountain. Terrain: Cavern. Ruins; Plane of Earth.
*d
brwuS: Variabk Wibk
Hit Dice: 104
MOW: 120' (40')
At&: 1 weapon 1 wapon
DUMgC: BYwnpon b-pon
No. Appenring: 0 (ld4 X 10) O(ld6+lXlO)
snve As: P1 P1
Mode: 8 6 (7) 10
I t e w Type A A A
Intelligence: 11 11 I1
Alignment: chnotic N e u d (Chnotic) hwflll
XP wuu: Vuinbk VnrLbk Vaiinbk
Noble NOUIi3d Wer
ArmorwuS: 2 Variable 5
Hit Dice: 3-8 (M) 1 (M) 1 (Y
Move: 60' (20') 120' (40') 90 (30')
A d : 1weapon 1 weupon 1 weapon
DlmUgC: BY w.=pon b Mpon BYwenpon
No. Appnring: 0 (2d6) O(ld4X10) 0 (ld20)
Saw As: P3-8 P1 P1
Mode: 8 8
Iteuw Type: vx3 A
hteuigcncc: 11 11
Alignment: h
Y NCUml
w vnlucs: Vaiinbk Variable
Mo~uType:Humrn(cOmmon~ they uerniling. Chow n type ofship tomuch
Mort group of men M kd by bigher lcvcl thetarnin. B u c c ~ n c e n n n d p i r a m u e o ~ d
lndur (with tcttcr prmor, hit poinu, snving M shown w the n b k .

ally have
the camp
%
throwa, and pwibly magi4 item). Men UN.
nmpl. M a c tmaure is usually ar
ere Mother typa ofmcn (see PLO DarLh: Dmbh are dnut d e n . A h
Berserker, Hndrrmo (and ?%up), Mgrdc, Nor. River Bodu 1-8 90% M f3ghtei-s;dE lclt nt*. Rniba
mdHu~M). Small Gnucy 1-6 20-40 ofrenfmnampcctribadupm30m.lbd
bynlOchMchq.-a riul.riaa
IrJng ship
W e d wnnhip
1-4
1-3
30-50
40.80 tco(l(7596) or a -YL e
towna and robbing cp~psptud travelen. M a c
belong tothe fighter dut. h m r g 20 brig&
there Lone eddiwd 2nd Iml W r e r who acta
u their lender. Por mry 40 btiaanda thae is M
additiond 4th lcvcl fwhter Mi.0 u commnndcr
of the entire gmup.
Hnlf of the briganda bnve lenther m o r ,
shield, short bow, and mord. The reat M
-*be kilkd o l d r e d . krful
towme if* *. c h q may
Ehuscpn may be
mounted on ridin# hona, wear chain mail,and invited w join the u u d c . and thac who rrhue
cnrrg shields and nrordr. The leadera wear phte will beviewed with gntnupiciw unkr id
d.cury words and h e , and ride w u rcuoncu1 be providca u mrhg thqahodd ne
h o n a with buding. ppnicipate.
Brigands often bund together in fortified
CMI of50-300mc11.A~~~ L.hrnyskdbyn
9th YL~I Wter. with pn Jditiwplsth level Nobk: This is n general term for mp member
of n raid du, of Nkn. It doc6 no1 mpply to
fighter forevery50 b r i w . Thuc ia PLOi M% the family ofn KingorQuan (culled Rqnlty).
rhrnce that n m.oie.wr oflcvcl9-11 is in the Ttavcling nobler encountered will n o d y be
brigand c m p , and n 30% chance thnt M 8th fighten, dud in fine plnte mail umol and
lml cleric is in the w d qmp. shield. Bnch noble fightn is n l w ~ pcfompn-
nied by n #quire(2nd level fighter-umnt). and
Bumrwa (dpiatc): Buccnrrnuefouod on mny PLO hive up w 12 rminers and hirelinga
ma, riven, Emthkcs. and -.
Thn lirc bv of the DM'r choice. Noble fdten may be
-
mning nontighren who arc usveIii to sow
dirtant dominion.
The DM can wptc titla fol wblo wing the
Itlllctluc ofthe nm* M a guidc. Some tm-
d i t i d titlu M:
BnronlBnroncg Emir
CountICountesr KhM ?s
DukeIDuchar wt
Normd: These groups of wandering tribesmen Uamm
may be p d u l or warlike, and may have MY Armor Clan: 6 Armor was:
alignment. Small bands encountered hunting or 5 (or e( form)
Hit Dice: 1-4 (M) Hit Dice 3 + 1" (M, 01 ai form)
foraging in the wilderness musually kept at the Move: 120' (40')
main camp. Nomads m keen traders and &en MOW: 120' (40') or w form
Attach: 1 weapon Attndrs: 1weapon or w form
have knowledge of h w a y places, though they DUDpge: By weapon
tend to be nrpedtiour. Nomad bands moga- Dpmpge: By weapon type or form
No. Appearing: 0 (ld20) No. Appeprinp: ld6 (ld20)
nizcd w shown. Save As: F1-4 Save As: M11
Mode: 8 Mode: 8 or 10 (see below)
Orgmiration of- N d Tknrure Type: A 'IfenrureType: Variable
pnant Intelligence: Intellinace: 14
w.ap0Iu&Amuu ofYm Alignment Alig&ent: Any (often Chaotic)
h c c . leather armor and shield, XP value: 10, 20, or 75 XP Value 100
riding hone or camel SO% M o m r Type: Humanoid (Common).
Bow, leather armor, riding hone Mermen arc water.breathing humanoids. A M o m r Type: Humanoid (Rare).
or urnel 20% merman hw the upper body of a man and the Metamorphs look very similar IO humana. but
h e . chain m d and shield, lower body of a large fuh. Mermen PIC armed have pointed em and pure white eyn. They m
riding hone or camel 30% with s am, tridents, or daggers. They live in clovly related m humana but, w a rpccies. M
Orpniaacbn of Steppa Nom& cowt&aten and hunt f& and harvest kelp. rnaiten of the ancient M ofshaperhifting. They
Except for leaden, all mermen have 1 Hit Die m not IyCanthmpU. though they m somnLnu
Pneent miscakcn for them.
Wupoar & Armor ofMen and save w 1st level fighten.
Lance, leather armor and shield, The n u m k appcuing represents a s m d A mecamorph can shapahift up to 11 time
hunting pamy, although mermen often form each day. but only into certain fomu. Unlike the
riding hone 20%
underwater villages of ld3 X 100 members. For polymorph selfspell effect. chis nonmagiai &a-
Bar,leather armor, riding horse 50%
every ten mermen encountered. there is M ddi. pes& g i v e the mctamorph d the abilities of
Bow,chain mail, riding hone 20% tional leader with 2 Hit Dice. For every 50 there the new form; even special attach (such ai a
Lance,chain mail and shield, is one leader with 4 Hit Dice. Mermen leaders skunk's spray) gained. Metnmorph~cannot
riding or war hone 10% saw w tighten ofa level egud m their Hit Dice. take giant-bed Or fantwIic fomu. but can cake
Mermen often keep trnurcd marine momen any normal nonmagid form.
For every 25 nomads, an ndditiollpl 2nd lrvel and animah to help guard their homes. The form a mctunorph can w each day M:
tighter leader is prcunt. For every 40 nmnndc Mermen are the people of the sea, and a DM
thue is a 4th lcvel fighter ai lender. Nomad tribes can w them the same way ai NPC humms. worm Inrm Reptile
may have up to 3W fighting men gathcrcd ro- Them can be merman spcllcpstcrs: ace "Monater Leech Cnurnccnn Amphibian
in a camp of mmporpry huts or tents. In Spekpaers." Spider Munmal Fish
addition m thc leadm girm above, thm is we Rrmm: Ocean. Centipede Bird
5th level fighru for every 1W men and M 8th
level fighter ai the clan DI tribe chid.At the main
m p , thm m a y (SO% chance) be a MI level der.
ic, and F i b l y (25%) an 8th levcl magic-wr.
Ibda:lkdcrs m merdrmts who trawl in cam
m a from mvm m town, buying and selling wi.
OUT gmda (wines, silks. jewel, precious mer&
and thc like). lllm in thc caravan d y ride
hoacs. but they m likely m travel by cam4 in
d m and h i m lands and by mule in the mow.
c a b . AU traders wear chain m d and cprry a
sword and dagger. Typical caravan orpization is
ahown.

10 20 40 4 1 1.12
30 60 6 1 1-12
I
40 80 8 1

All fighters M AC 4, wieldq swords, dag


1.12
I F-
t
PIS. and cr~aabows.The m r a &ab may be
hones, mules. or even camels. If a m v a n hw
Iar than 20 wagons. &e tmwure should be m.
d u d in pmportion.
'Rmin: By type:
Brigand Any (wilderness)
BuceancerlPinte River/LnLe, OEcna
Noble
Deacn, Steppe
Any (between cities)
Mvsucs have the followinn thiefabilities: find There can be neandenhal spckasten: see use. The nelrozon attacks with the bony tip of
trap;. remove traps. move h t l y . dimb walls. "Monster Spellcasten" later in this chapter, iu long tail, which docs the listed damage and
and hide in s h a h (xe table). Once per day a Termm Hill, Mountain; Any (prehistoric). a h has a 50% chance of knocking mr and
mystic can cure himself of 4 poinu of damsgc stunning iu victim (a saving throw vs. p d y s i r
(leader. 7) by concentrating for one round. Nekroron prevents tb) for ld6 rounds.
AnnorCluc: 7 The we of a nekrozon is a 60' long magical
MptkThidAbiIitiu Yptk lade1 Hit Dice: 7.8 (L) death ray. If it looh at anyone, the victim must
Find Trap 25% 40% MOW 60' (20') make a saving throw Y). death my or die imme-
Remm Trap 25% 38% Attach: 1 'Ed/ 1 GUe @ossible) diately. Fomnatcly, there is only a 1 in 4
M m Silently 35% 48% Damage: ld6 + gpre (special) chance that the nckmzon will look up when en-
Climb Walls 90% 93% NO. Appearing 0 (ld3) countered; this chance is plro chc&ed each
Hide in Shadow 24% 35% Save As: F4 round of combat. Even then, it can only we at
Mode: 8 one victim per round. It never looks stmight up
If 7 or 8 mystics are encountered. one will be a hureType: C into the air.
l d u with 7 Hit Dice. The leader rnLu the mo- Intelligence: 2 Anyone delibentely looking direcrly at its
d e of the mysua to 10. The leader can d e Alignment: N m d I
eyes will die without even a saving throw. Fen
~IIUCS vulncnblc to + 1 magical weapons with XP Value: 1,250 are this foolish.but completenupriW (1 on ld6)
his hand attacks. Although one or more mystics indicates that someone (determined 'pndomly)
might join a group if it is in the interest ofrheir Monster Type: Monster (Very Rare). has accidentally done so.
order, my& can Plro be hircd at a standard rate Found only in the wilderness (usually in The nekroron is immune to energy drains.
of 50 gp per day per Hit Die of the mysric. swampy areas). the terrible nekmzon resembles a death rays, and all spells and attack forms aw.
Mystics can often be recognized by their robes huge buffalo with a long tail, a long neck and a ing instant death (including dicintegmre) olccpt
or other unusual garb. bur another distinctive hac's head. Ancient lore c d s this creature a through points of damage.
feanue is their salute. Upon meeting another "catoblcpas:' though cbis term is not in nurent Termin: swamp.
creature presumed to be peaceful. the mystic
Iaiscs a firt, covers it with the other hand, and
Nightdude'
h slightly. This symbolizes greetings (the
bow). m d i n u to fqht if necessy (the firt). NighrcmwleF NightwalkeP Nighnvhp
-
but pcaccful intentiona (the med fut). Armor CIPII: -4 -6 -8
Funher details on mystic cloisters can be Hit Dice: 25-30***** (L) 21;26***** (I) 17.20***** (L)
found on pages 134 and 138. Move: 120' (40') 150' (50') 30' (10')
Termin:Any. Flying: 60' (20') 240' (80')
Attacks: 2 and see below 2 k d see below 1 and see below
Damage: 2d10/2d4 and see below 3d10/3d10 and see below ld6 +6 and KC below
No. Appepring: 1(1) 1(1) 1(1)
Hit Dice: 2 (MI Save As: F25-30 and see below F21-26 and see below F17-20 and xe below
Move: 120'(40') Morale: 12 12 17
Attach: 1 weapon Treasure Type: Any A& i;ny
Damage: By weapon + 1 Intelligence: 19 19 19
No. Appepling: ldlO (ld4X 10) Alignment: Chaotic Chwtic Chwuc
Save As: F2 XP Value: 18.500 (HD 25) 12,500(HD 21) 7,750 (HD 17)
Mode: 7 20.000 (HD26) 14,000(HD22) 8,875 (HD 18)
TrcuvrcType: C 21,500 (HD27) 15.500 (HD23) 10.000 (HD19)
Intellinencc: 7 23.000 (HD 28) 17.000 (HD24) 11,375 (HD20)
'' Alignicnt: Lawful 24,500 (HD 29) 18.500 (HD 25)
. . XPValue: 20 26.000 (HD30) 20,000 (HD 26)
Monster Type: Humanoid (Rare)
Neanderthals (also known as cavcmcn
DM Chccklk
Detecr magic, sce invisible (60');mvcs psninn
-
a penalty of 4 on d their attack rolls, but oth-
er forms of liiht do not &ect them.They epll
haw quat bodies with luge bones and poverful turn: spoils all food in 120'; poison touch (-2 enter and leave the Ethereal Plane at will, but
musles. Their faces have apelike features. in- penalty to saw); + 3 weapon to hit; immune to only do so if seriowly threatened.
cluding large brows above the eycs. NePnder. spells of levels 1-5: At will: causc &sese, cham The resence of a nightshade within 120'
thds live in f d 9 groups in caws and cawrns. person, doudkill(ns 2191 level magic-wcr).Eon- spoils a fI consumable items, induding normal
~pedpllyin hill and mountain rerritoriin fac fusion. duknem, dispel magic, finger of death food and water. holy water, standard and iron n-
from human communities, or in secluded "loat (as 21st level cleric). haste, hold-, invisi- dons, and even magical potions (no saving
world" MPI. If they attack, they usudy use bility (as 2lst level magic-user), summon lesser throw). The item do not become poisonous, bw
thrown apenrs. They we stone axes. dubs. or undead; individual specialties. do become completely w c h . Thia same pm
stone hammen in hand-to-hand combat. ence chills the pv within 120'; this negates tho
Ncpndcnhal leaden are almost a s c p t e me, Monster Type: Undcad. Enchanted (Very nightshade's chances of sulprise if the victims
much 1-1 dw the average Ncandnthnl. These Race). haw ever encountered a nightshade bdorc. The
Inden have 6 Hit Dice and are up to 10' d. The d d l y nightshades ace luge, povcrhrl chilling feeling has no effect other rhnn spoiling
There will be 10-40 Nnndcnhds (ld4 X 10) in evil beings which seek ro spmd death. They are consumables and alerting the w y .
rhe lpir with tvo Icnden, one mnle and OM 6. d cxucmely IM, usudy created or summoned Nightshades can only be harmed by wcnponr
male. Ncandenhrb often hunt cave beam and for a spec& urpooe by a more powcrhrl being. of + 3 or gmtcr enchantment, magic staves or
kcep white apes as pts.They ~ I friendly
C toward All nightsh acfcs are a deep jet black in color, with rods. or by spells of6th INCI or grcnter. They are
dwprvcI and gnomes. but hare p b h and ko- no other colon on their entire forms.They haw immune to all forms of illusion. all magic
bob, and will Prtpd: ogres M aight. Neandn- no visible eyes. apparently sensing their sur. wands. poison. chum, hold, and mld spell e f .
thda PIC shy and will avoid humans. but are not roundings magically; they can see invisible and fecu, d spells of5th level or I-, d normal, ail.
w u d y M e unlu they are attacked. A p m p u
ly Bloomed and dmKd ncanderchal muld con.
hidden things as Cplilv M normal ones. Ninht.
shades ~ I d
C onremeiy clever and wise (ha&
ver. and
~- rnmiicnl
.- -- - -. .-"...
__c-.._ nf + ? rn- IC...
-..- wemnns
cnchanment. Nm.to-mnc cffecu.d d non.
xorcs of 19 in Intclliince and Wisdom). muical attacks (such PI fm.bouldcra ail m \
breath, d i n g half damage unlear the saving A nightcrawler has the ability to magically Nkle
throw is made (indkting '14 damage). ahrinlr one opponent within 60'. once pa round. ArmorWas: 7
All nighwhadu can w the w i spcll- The victim may make a saving how vs. spella to
like powur pt will, one power per round: chm avoid the effect; if he tpils this, the victim Hit Dice:
Move:
1-
120 (40')
(y
p e m ! invisibitiry, hme, confusion, and rhrinlo ro 1' and the nightcrnaln thereafter Awb: 1tspainl
doudwI(all as 8 a 2111 level magic-w); M- pins a t 4 bonus to ita a& mll a g n h that Dmw: ld4 t charm
nm, bald penan, cause dicnsc, magic, opponent (thus swallowing on M attack roll of No. Appearing: 0 (2d20)
t p ofdearb (as a 21% I d cleric). The 15 or greater). The rhrinlr effect ia permanent
of thae powem ue all identical to the Save As: El
undl dispelled. Mode: 6
lFy dects. bur M produced by brief muen- TrcayreType: B
ntion alone, MI requiring the usual pllCW- N- This appenrs rimilu to a giant of Intehnence: 13
ng woA or gaturn. and can be produced in some tp, bur jet black in color and without Alig&ent: Neutral
t d dCnCC. cpnicd ituns. stahding 20' tall. It a& with
In addition, all nighwhadu can d m n mwic two swiningr p n round; these terrible blom cause
XP value: 13
at will, and can md all &ngu cs and m q k l 3d10 points of damage each, and every blow is Monster ?ppe: H u m d d (Rare).
wririnp. ~f using one iw speY-litcpowers, a deadly poison, as with all nighwhadu. Nixies M 3'4all wtcr rpri'm. lbq look like
nighwhadc canaot attack physically during that Each hit by a nightwalker has a 50% chance of mall beautiful women. and their akin is light
round. crushing the victln's ahield or annor. Apply this blue, green, or graygreen. 'Ihq M pan of che
A nighwhade CUI rbo aummon other undead effect to shields fun. and reduce the chance by community of " f o r a folk:' dong with an-
once each four h, and often don so before 10% paplsgicsl "plus"-forexmplc, a + 5 or t a w , -, macons. etc. Nhda d w d in riv-
atucking p r q irrlf. %I find the undead re- better h e l d cannot be duuoyed in this way, a ers and Mu,making thcir Inin in the
spondbq m the SUIIW~ON, roll l d 6 +4rhieldhasa10% chanccofbeingdarmyed. pan ofthc water.
1-3 phantom (shade) erC. No saving throw d d ,and weapons M Niria avoid combat, but may uy ro chm M
4-5 haunt (chaotic ghon) not affected unless the monster rrmally picks inuudn. Tal nixies CUI together CM one slwh
6 apidt(handd~j) them up. The creature may, however, automati- charm, andifthevictimfailahissavingthmn,
d y destroy MYm@ item or weapon it cap. he entcn the water and sava the nixies h a
If a duic's atcempr at turning a nighwhade turn (from a fallen opponent, for cxmple). by year. Each nixie can cast a WPLCI bm* rpcu
sueeecds, the momn may make a rrviag throw crvlhing it. on h a dave, but chia must be renewed cy &y.
vs. spells to avoid the effect. If the savin throw
A nightwpllrer has the ability to gaze at one If forced to fuht, niria use small uidcno nad
is succmf~l,the turn atrunpt is ignorcf, it has opponent per round. to a 60' range. The victim d w m (weapons which do ld4 damage). M
no effect. but is not counted as a failure, and the may make a saving throw VI. spells to avoid the each may summon a&r bass for aid (accFi.d
cleric may repeat the atcunpt ifdcsircd. Purrher- ~c;ifitMfPilcd,thevicrimiscursed,lvffcring Ginat).
mom. the mouucr may make another saving a -4 penalty on all attack tolls and saving Thcre can be nixie spellcnners; see "Mwnn
throw for any " D mult that it don not avoid, thtowa until the cum is removed. (A dispel oil Spellcastets" later in chia chapter.
and ifnrfcesaful. it is merely turned. spell will cancel the curse. but a remove cum Zrrah: RiverlLake.
Each nighwhade has other abilities de. spell will only work if cast by a 25th or higher
mibed below. In hand-tohand combat, the level caster.) NO^ normn
touch of a nighwhadc is deadly poisonous, re.
Nigh- This appepn similsr to a gigantic
hrwnrr: 9
quiring an immediate saving rhrow vs. poison Hit Dice: 1-1(M)
with a -2 penalty to the roll (in addition to nor. tat, solid black in color, with a 50' wingrprcad. Move: 120' (40')
Its fm anad is normally a mmop downward,
dmage). and its high speed gives it a 9096 chance of sur- AtU& 1-n
N~ghwhaderalwp cnrq treasure of great vd- Damage: BYm p o n
ut, which they swallow and clrrg with them. prising opponents (unlnr thq have experience No. Appearing: ld4 (3d20)
T h q amm coins, car ing only gems,jewelry, with nighwhada, which negates q r i as~ex- save As: N o d Man
%
and magical (MUIU. q collect the (MUIU plaiaed abovc).
Any victim hit by a nightwing must make a
Mode: 6
of their victim af.tcr every tattle. Tm~~reTypc: (P)U
saving throw VI. spells. If he fails this saving Intelligence: 10
Nuhtamkr: Thil PppeM rimilnr to a purple throw. the victim turns into a giant bat (see the Alignment: Any
worm, about 100' long and lO'-lS' wide. but polymorph other magic-user spell). Anyone XP Value: 5
bLck in color. If it a p p d e s trom under M op. turned into a bat ia a servant of the nightwing
(as if charmed) until the polymorph effect is Manrter Typc: Human (Common).
p e n t , t ~ ~ c l i nthrough
g rock, it surprirn
5O%ofthetimc(unlnrthevictimhawmna dispelled. "Normal human" ia the gunc tum for a hl
A nightwing can attempt to hit a victim's man who dOU not rek advcnnuc. A nandhi
nigbwhadc More, mognizing the chilling ap. m~ d m not have a character c h , but migh~
p d ofthc creature). items instead of causing physicnl damage. It will
A nightcrawler d o w its~opponent if its at. wthisa&formifthevictimdam~it,orif (opdonally)have General SkiUI.
tack roll is 19 or 20. A victim swaJlowed loou 1 the vicrim'r defenses c a w the nighmmg to mias The DM should select. rather than roll. a nor.
k lper round. due to enegl drain (no saving when attacking normally. This attack requires a mal human's hit points, according to the chw.
rhmn; however, it does not lffen anyone pro- normal attack roll but with a t 4 bonus: if m. ter's age, health, and pmfcnion (1-7 hit points).
c u h l , the item is hit. The effmofsuch astrike For acpmplc, a blacksmith could haw 7 hit
tected by a pmrccum fium nil spcll &).
N o d bita lnflicr 2d10 points of dnrmge (plus drains one "plus" of magic from the item. It points, but a young child or sickly might
the usual saving throw v8. poison). Its dreaded don not pffm items wichout "pluues:' A shield have only 1 hit point.
td Stinper inflicrr 2d4 points, requires the usual or weapon a i held is the usual target. The Mort humDnr M "nomul" humam and have ,
raving throw aphn the poiwn. and rbo has a 1 stolen "plurrcs" a n be restored by a dispel cvil little or no role in adventum. Some n o d peo-
in 8 chance of killing the victim immediately (no spell c w on the item a&tcd, or by a m o w Pk belonging to rpcdtk PdCCdbN 01 S o d
saving how,no a d j m e n t s ; roll ld8. and on a cum pllfrom a 25th or h i level caster. dnraes (such as merchant, soldier, lord. Eout.
1the victim is dead). Temio:Any. , healer, and so fonh) M of help in some
x e n t u r u . Soldiers and other fqhting men will
have higher morale.
Typical n o d h u m w M psnnfs. chil.
dren. houacrivu, workus. arci~ts. vihgen
mwnrpcople, f l b m e n , and cshdur (ah, BC.
the entry for Men).
NFC Party 5. Choose or randomly determine the mngical Termin: Lake (not river), &CUI (cwal).
AImm Clw: By NPC clw items curried by the NPCa ( K C below). Ruins.
Hit Dice: Varinble (M) 6. Decide on the NPC m o l c h q order. Lopd: 3.000 cn at hrll speed; 6,000 cn at half
Move: Vnriable speed.
AUUCLs: WeapoM Md spells If encountered in the wildcrncu, there is n
DUIll?@: ld6 or Heaponr and spcll 75% chance that the NPC pany will be mount. ochre Jd
& . ed. In gencd, NPG should have nbout the Armorclnrc: 8
No. Appearing: ld4 +4 (ld4 +4) s m c amount of equipment as n PC of the same
level. Mngic mny be w i p e d or determined IM. Hit Dice: 3' (L)
snve, As: NPC clw end level Move: 30' (10')
. .
Mode: 8 or more domly. The chpncc of MYNPC of 1st lcvel or Atudrs: 1
'Itca~~reType: gnotct pocserdng mngid i t a is S% pet lcvel DmUgC: 2d6
Intelligence: (maximum chance 95%). checking on each No. Appcsuhg: l ( 0 )
Alignment: mngical item suicnble: save '4% F3
XP Value: swordl Scroll Mode: 12
Moaster Typc: H ~ (Common).
M Armor WMdlStatnROd TmsureType: Nil
An NPC pnrry ia MYp u p of nonplayer chnr- Potion M ~ ~ ~ M CMngic
OUS Intelligenec: 0
acten. B.rh NPC may be Of My dw, leVCl, Md OthU WenpOnS Alignment: NNU~
plienment. AU rules for plnyer characters apply XP Value: 300
If M NPC c m o r UK M item, the NPC
to NPCI. An NPC pany mny k created in @cut should an have it (do not e-call).Change any Moaner Type: Low& (commoa).
dernil before a game or created on the spot. mngical items if daircd. NPCI will UK thcu An ahrrjeuy is modue.Cdoral giant MIocb
Moat prrries (whether NPG or PO) will nor mngic if wmbnt begins. Playen should not ob- thnt CM be h e d only by fire a c d . If can
w ~ tottight other parties, prderring momten .& mngical items from NPCI except through s e q duovgh r md cmcks, and daaoy wod,
to challenge. The DM mny wish to m i d the h e r , trickery, or forre. lenther, and clcth in 1 round. bur ~ teat l ~
luge, complicpccd battle chat wuld occur be. Rmin: Any, including other planes. though& orsmnc. Anach withmpoac or
m e n no parties. When PCI meet M NPC pnr. lightning merely mnlrc ld4 + 1 nnnlln (2 Hit
cy, decide how the NPCI will repct, or roll n Nuck.Lvee Dice)ahrc jellia. A n o n d ahrr jelly c a w
reaction. Modify the roll if you choose (pcrhnps 2d6poinoofdamagcpcrrodfoapod~.
rhe NPG hnve heard of the K p q , or M wen ArmorW~s: 4
Hit Dice! 11**' (I) Smalln odue jellies inflict only hdfdsmrgc.
f d n r with than p1 allies. rivals, or enemies). MOW: 120' (W) T e d : Csvem. RU~M.
Swimming: 360' (120')
AUUCkS: 2 daws odic
DPmPM: 3d8 + death (e&) A form of undepd; see Spirir.
24 DtpnninAnger No. Aipcnring: 0 (1)
snve As: P11 O p
6.8 Negotiare
9.12 O&r IO buv or sell information Morale: 10 ArmorcIp(I: 5
I I TksrureType: Nil Hit DKe: 4 + 1 (L)
r
The NPG mny d e r to bu information about
thc dungeon n IdMP, or ld100x) gp, or
m sell rimilnr information (for the same price
Intelligence:
Alignment:
XP value:
9
Chpotic
3.500
MOW:
Atmckr:
D~m~ge:
90' (30')
1 club
Byweapon + l
w). Typical infomution wuld be: monsters No. App- ld6 (2d6)
seen, mps found, stain up or down, or ocher Monner Type:Monnn (RM) Save As P4
~ C U N The~DM. should decide on the pice of- The evil. amphibious nuckulavec is n relntive Mode: 10
fUCd by the NPQ WMidCIhlg the d u e of the of the ccntur. It is shpped similnrly but hns M aeWrrTypc: (SX1O)SX100 + C
informution sold. enlnrged. hidcovs head. The CICUNIC'S &in ia Intelligence: 6
h U n # NPC M m : cmring NPC p d e s tnqpsnnt, md the resulting n p p e n ~ (visi-~~e Alignmenr: ChpOciC
in ndvance will save time. Choose the manben b k white ropy musdes, yellon v e h . Md black XP value: 125
of an NPC p a y or us random mlis. a s f o l h . bload) ia quite homble.
The nuckPlnvec is immune to fuc and pa+, Mmmr Type: Humanoid (CMMOn).
1. Roll ld6 + 3 m fmd the Number A p p and regenemtu 3 points per round. Howcvn, 11 Ogres~hugefcnrromch~crnaua.
ing. (POICM ofplay, you a n make the NPC c m o t C W flowing fIah warer. w q 8'to 10' d. Theyrcu animal rtins for
pany numkr qual w the PC party number, A nuckalnvee rudinca feu in a 50' ndiur; e& clothu, and often liw in cam. They M verg
plus ld4 iighten.) cmmre within the PICP mwc make a saving primitive and M y ; they hunt animnlr when
2. Determine the c h of& b rolling ld20, throw vs. paralysis or flee for 2d6 rounds. The they have to. but M just us wntenr to mbuh
then roll ld6 ndding the m&iws #ken to wing thmw must be mndc a h bund that M upvclen or bully them inro svnendering food
find the Icvel: opponent remainsin the MP. and m q head. When encwnared waide
ld20 wu M The monster's very presence slays dl normal thet lair, n gmup of ogm will k cuqing
1.3 cl& 4-9 (ld6+3) insects and other r m d creatures with 2 hit ld6 X 100 gp in lnrge mekr. 0- hntc n d e r -
4 druid 3-8 (ld6+2) poinn or less, ut a 120' mnge. Any victim hit by thnlr nnd nillmuck them on dght.
5-6 dwarf 7-12 (ld6+6) i u claw attrck must make a raving throw VI. 0- hnve no spednl combat tactics. When
7.8 elf 3-8 (ld6+2) death my of die. The monster brenthes n cone indined fo tight. thy will beat their prcy with
9.11 khcer 4-9 (ld6+3) d wid once evcq t h e e rounds, 60' long and h g e clukuntil it rcops 01the wrafnil
12 h@ng 3-8 (ld6+2) 10' wide at the bsse, inflicting the UCLNIC'S n mode check and flee.
13-1s magic-uru 4.9 (ld6+3) current hit points in damnge; each victim mny Ogra of @curerthan normal intelligence can
16 my& 3-8 (ld6+2) make n saving throw vs. dlngon b m t h to take be s p e h u s ; see " M o m Spellasten" later
17-18 thief 5-lO(ld6+4) hdfdmngc. in thir chapter.
19-20 fighter 6*11(ld6+5)

- - -
NuJlslnoze ure friendly with d cypa of un. Termih:C a m , Wildernerr (MY).
3. Determine alignment o f a h NPC with l d 6 dend. They CMs pd frcely with them,and un.
1-3 Lawful; 4 4 N N ~ 6; Chwcic. dead do not ncmck nuckplavec wleg rigidly OOU
@midl can only be N d . ) wnmlled. See Black PuddiQ. -.-y &L. -.A &e,
4. Choose or mdomly determine the spells of There can be nuckdnvcc spcllcnsrcn; see and /CUP
MV. swllcmem in the MY.
. . n " in thir chapter.
"Moaner S p e l k ~ ~ e later
-

198 .-
-e. .,-
- " ?ab
o v l Ba.
ArmorWnu: 6 with 8 hit poinu who gains a + 1 bonur on dsm- ArmorClep: 5
Hit Dice: 1 (M) ylemlls. Ifchislendniskilled, themodeofthe Hit Dice: 5( I )
MOW: 120' (40') gmup becoma 6 iMcnd of8. Ora M afraid of Move: 120' (40')
AttUkS: 1 wppon anything kgw or stronger than they M.but Art& 2 clawdl bite
Dmnge: BYm p o n may be forced to Gght by rhdr leaden. DMlec: Ide/ld8/ Id8
No. Appearing: 2d4 (ld6x 10) Ora M oftcn used for Mnia by Chaotic lead- No. Appearing: ld4 (ld4)
save A s P1 en (both humans and monsten). They prefer save A% P3
Mode: 8 or 6 (rce below) swords, spem, axes, and clubs for weaponc. Morale: 9
TkcnweTyp: (P)D They m o t UK mechmcd weapons (such TkWreTyp: c
Intellinrnce: 1 cacanu1uI. and onlv their leaden u n d c d IntcUimxc: 2
chaotic how-tookrate such'devices. .4ligGlcne Nard
10 There are many Merent tribes of orcs. Ewh XP Value: 175
tribe has M many female ora u mala,and at Molurer Type: Molurer (Coaunoa).
rer Type: Humanoid (Common). least n o children ("whelps") for cnch two An owl bnr is a huge burlike emmrrwitb
n orc is an ugly humrnliLe cmture. and adulw. The leader of an orc tribe is a chi&
ka like a combinntion of animal d man. with 15 hit poinu, who attacks as a 4 Hit Dice the head o f a giant owl. The ~ n t w U c f q

ora M h p d like humans, but many monster and pins +2 on damue rob.Por eve. from the feet to the neck. u which p t fru
have bordal kid fclmles and rmh. ry 20 OKS in i tribe. them m a y b an ogre with giwa way to tcathcra. I t rpndr 8' d rad weigh
O w M nocturnal omnivoy, F d p+ to them (1 in6 chance). lberc U a 1in lochnncc of 15.000 cn 11.500 &I. 0 1 1 ku,am cun.
live underground. When @hung rn dayhght, M allied uoll livina in the lair u well.
-
they have a penalty of 1 on their attack rolls.
Orcs have had tempera and do not like other liv.
There can be ok spellcnaen; rce "Monster
Spellcastm" later in thir chapter.
Rmn: Wildern= (any).
One member of each gmup of ora is a leader

Phantom*
Apparition* vidM*
AnnorCle~: 0 0
Hit Dice: lo**' (M) 12*** (M)
Hit Dice: 2 t 2 (L) Move: 180' (60') 0 (see klov)
Attlcks: 2dm 2-8 nrordr
MOW:
Plyink!:
240' (80')
480' (160') Dmnge:
No. A p m 1(1)
ld6+2/11 3d4 - L abw)
A&; 2 hoava 1(0)
Damage: ld611d6 Save h:ai M10 TI1
No. Appeuing: 0 (Idl2) Mode: 10 ?
save As: P2 'h~cpruteTyp~: (L)N. 0 (L, N. V) 0
Intelligence: 11 10
Mode . 8 &unent: ChWk chaotic
TkasurcTypc: Nil tic
InteUince: 4 XP value: 3,250 3.500 3,879
Alignment: LaWfUl
XP value: 25 DMChecklin:
Atracks:Sight-fcu;S$cdfo~cach fm is rdlecud back onto the cleric. whomr
Monster Typc: Momtcf (Rate). Defenxa: Echeml at UK, ranng throw va. nL0 make a saving throw n. speb or bc pu-
"hac semi-intelligentflying h o w M wild mrning (spells); magical m p o n to hit lyzed with fear for 2d6 mundr.
and shy. They cannot be tamed, but will serve Each phantom kcpr the u a w e d i m rL-
Lawful chnrscters (rad d y lpwful characten)if Monrrer Type: Undead. Enchanted (Rue). time. The apparition and keep their tm.
captured and trained while young. Pegmi uc the PhMroms M undeld beingl which lurk mar- sure8 in some m a near where thq m
natural rncmia of hippogriffs. ly anywhere. They avoid n d i &t , but M not encountered, but a vision's mulue rill lppeu
Rrrain: Hill, Mountain, Open. bothered by magical wt sourcu. They M im. in the srnifthe vision is dutmytd.
b a d : 3,000 cn at full speed, 6,000 cn at half mune to d chunu and cold spells, and can only
speed. be damaged by magical ncaponc. Appa#itim: Thb is asin& b d creature.
Bprdiog Multiplier: X 1. Erheml form: m e n fmt encountered, a appnring much like a wight but =mi-
phantom is alwaya in nonmaterial form, and mnspent. It is h y s ren snnding in idcu
(though it EMbe turned) cannbt be damqcd ar un when fint cncaumcd, md n e w WI my
dl from the Prime Plane. Each phantom has a mpoas. An ~ppuirion'sfLn a& is the cm.
F i a l aMck form, given in the dnuiption, tionofamirliagmni-uampIllrpucntmlr.lo'bigb
whuh it normally urn immedktely. The phan- with a 20' diu.AU within the min must m&
:omthen rnatcrializa fot phylicpl cam!x, be. asaving thrown. apcbor lx rnusnd, umt
:& AC 0. todo anything b u t d the& until it dim
Peu: Everyone ~ e i n ga phantom (within penn. lhar remniniq within the swirling m.
120') mucr d e a raving throw vg. spells 01 run must makc the win# throw each round. The
IWY in fear. Cmnues of 3 Hit D ice or arc mbt lpRI for 12 rounds, or until the crcacwc is
automaticallypffcctcd (no raving throw) rad will destroyed or ~ m c dWhen
. the e n d n g effect
utterly rcfure to return m the un in which the wcacs off, a victim need not m& any timber
phantom vu reen. Other creatures arc u d e c t . saving thmn agaim the &. The & will
ed if the savin throw is m&. move with the ucanue.
%w: Alfphantonu MterLrant to turning After enuulcing at lnrr one victim. the app
by derio. "D" renrluMhandled n o d y , but rition m a t d i m and rnLes the rict
ifa "T" d t occun. the phantom may mnke a both bony clans ( +4 bonus to attnck ro1
age ld6 t 2 poinu pu daw). An apparition rare- PbomL* ~

ly a& movinp victims. uying to day at kcam Inn' Armor Clam: 3


one victim per encounter. ArmorWa~: 2 -2 Hit Due: 1.- (S)
Any human or dcmihuman dain by an appa. Hit Dice: p.** (M) 18***** (L) Move: 90' (30')
ition will bccumc one in one weck: the only way Move: 90' (30') 150' (50') P1yi.a: 1w (607
to avoid thb fare i to M a dupe1mi/cpell on Plying: 360' (120') 450'(150') A d 1 dagger
the body before casing a&desd(d within An&: 2 claw/ 1 bite 2 dam/ 1 bite DUnSgC: ld4
the m k ' s time). If a nisc dead ir M without DtUllrge: ld6/ ld6/2d6 2d6/2d6/4d6 No. Ap.ppePring: 2d4 (ld4X 10)
the dhpd evil. the character will revive. appar- No. Appnring: 0 (1d2) 0 (ld2) Save A: E1
ently none the worse for the qcriencc-but Save Ax F10 F20 Mornlc: 7
will begin to fade a wcck later, turning inm M Mode: 9 10 b~cTgpc: R+S
apparition. TtewrcTtme: V vx2 Incd@nce: 14
Inrelligm&: 6 6 Alipmcnt: Neutral
shdc: Similar to M apparition. this ~ t u t e Alignment: Neud NCUd XP Value: 19
looka like a ingle hummid, but phlp Cpnia a XPvalue: 4.400 8.875
dagger. It surprLa iu victim 90% J t h e time. M o ~ e Tr p : Humpaoid (Rue).
normally moving t h g h a r J 1 or door when Moasrer Type: Plpnu Monrrer, Enchanted Pmu a ~ de hvrmolike UcnNm with in.
h a t encountered. It moves quickly t
t~rger.rhrcucniag with i
d one
o weapon: the victim
(Veiy Rue). azctlike *.
They .K Ilisnndy &cd to
The phoenix i.8 a native of the cluncntal plane elvn, but M only 1'-2' t d . They invisible
mwtmakeisavingrhmavs. deathrayorimmc- of Fife. and h the appcuylcc of a k g c red- unlac thq want to be Ken (01 unlar mrgLnlly
d i a d y fall deed in honor. o w eagle sunoundcd by i n ~ t u thaws. e On *).
After hii n i d a d . the h a d e matcrializu the PIime P h c it L quite rare. but may be Pixies do not tuffer the limiratiws of the in-
and vkiowly rl~huMY nearby vinimr with io found in MY climate. It L nmr holtile unlar visibility spell-they CM ann* and ranrin in.
dagger. Ifvriourly endangered or if m o d e hiL. attndrcd, and L nrrer h d underground. visible, and they alwayr gain q r h c when
it will dematerialize and &e. Unlike other The phoenix it immune to all formr offue. d doing w. They may not be amckd in the fim
phantoms. a rhde alwayr inhabiw indoor or un. chm and hold spells, and to weapons of leu round of combat, but nftu that thcL attndun
dergmund ueu. than t 3 enchantment. will r e shadows and movement in the nL and
In combat, a phoenix actacka with io claw may a& the piriu with a -4 penalty on at-
VLios: Quire dfirent from other phantoms. a and be&. AU opponent8 within iw flamutake pcir rob.
vision always inhabits a ific ma of no ream Their und inxctlikc wings can only ~ p p o n
manoids. rather thna a ingle one. and mat
i
than $00 quare tm.x v i s i o n b of 2 4 hu.
fire damage per round, regardlcn o f p m l i o n a
(phoenix Anme L different from d other rypn pixie for thm nuns, and they mwc rut one full
off=). When a phoenix L slain or dcsrroycd. it nUn nftu flying.
have WCS~OM and m o r of various cypu. A vi. dirappcnn with M explotion of fm in a 20' mdi- Pixie8have their a n communitin in the nil.
i o n &en loob like the remains ofa fierce battle w (M a firem,each vi& may make a spving dcrnen. T h q do not am& humans acepr
with no survivors. The Vision b a m d y a collec- h w VI. dragon breath ro cake half damage. when t h q M rhuluchu attacked 01 cndm-
tion of lost SOUL. but ngain. protection+ from fLC do not apply. gmd. T h q may do trvon for polite adnntur.
W h e n fint encountered. d the SOULs t u c to The phoenix rnppe~ from io anhu 1 mund em; t h y know much ofthe vildcrncu and tan
up and howl. All within 90' hearing the noire later, whole and Mly c u d . and will immedi. guide h u o u IO Ion ci& 01hiddcn cavern.
mwc make a saving throw VI. spcb. All those atcly flee from io a&n. There 011 be pi*C ape- K C "~OIWKI
filing the saving thmv ue fded with S O m @xccpcfor a wish, there is no known way to SDelhtcrs" later in thia chapter.
and qmppthy for the mia in the viaion; they permanently dnvoy a phoenix, and io method
will b e k all action h hopeleu, and sit down of tepmduction L unknown.
and cry for the Ion SOULfor 11-20 rounds Lacl pbocnl: ?hb UCaNre h a a 10' Wkg-
(Id10 + 10). Thoce within range must eoDtinuc spread and m ds 5' 41.It &tu fire in a 10'
m make one saving thmv each round. radius, intlicting 3d6 poinu per round. Iu ex- Armorc1pu: 0 -4
Nkx crying out for ld3 rounds. the creatures placion inflins Id10 X 5 poino ofdmagc. Wan 6. (M) 12. (L)
in the Vision stm ro rise (matcrirliring)and at- Hit Dice:
dpmnee L id6 poinw nch; beak damage b id6 Mow: 120' (40') 120' (40')
tack, continuing their awful railing. No ingle poinu. AltUC*: 2 dam 2 claw
individual h u MY hit poinu: the Vision M a GlcmrphanL:Thidueanrnh~a25'Wkg. DMlilgC: 2d6/2d6 3d6/3d6
whole h u 12 Hit Dice. and all d u n y inflimd spread and rtpnds 10' Id.It rrdirper tiIe h a 20'
on d indidduds b counted against thu total. No. A p p d n g : 0 (Idlo) 0 (ld4)
radius. inflining 6d6 poino per round. It8 ex. Save Ax F6 F12
The Vision a& once per individual phanmm p h i o n intlim ldlOX10 poino of d u n y . 9 11
within it. each individual attacking M a 12 HD Mode:
W a r damngc L 2d6 poino each; beak d u n y it TkyeType: Specid Special
m o ~ l t c rand idkting Id8 poinw of damage pu 4d6 poino.
hit. ( B ~ L I typically m c d with a normal Intcllrgmm: 8 8
Phoenixfcathen~bewcdtomakcapotion Alignment: Chaotic Chaotic
sword: the DM may equip the phantom other-
*. u h g the a p p m p t i ~dM.ge
~
rypc. H m m r , no magid WCSPOM or other
by weapon
ofpbourir fife rrsicmclm, whicb butows 1 4
immuniq 10 normal and magical fire. rcducu
d m y from fire-type bmth rcapotu ro half
XP Vduc: 500 2,125

magical items will be wed.) Within their te- MOMW Tme: PIMU Monster, Endunted
(saving throwfor one-quarter), and am N a nor-
I-

mkcd MU. phantom3 d a vbion mow I t 40' (&).


malpotionofiireruiunxeagaimphomixfire. A p l m loob like a human. or giant-sized
perround. One feather caa be m r e d each time a phoe-
If a vision is sumrdully turned, it dimppnrs skeleton made of elemental matter.
nix b dain. Tluee feathers from a lmer phoenix There ue four qp3 o f p h , one ofeach el-
for ld6 houn before muming; it canna move (WoIth10,000 each) ue required to nuke rhe
away from the given locatioo. All individual ement. A pLun is made ofa combination ofele.
potion, or one%ther from a gmtcr phmnix mental material and e c c o p h ( d i d ether). It
phantom in a Vision ue confined within the ar- (worth 25.000 gp).
ea. and plulot punve or d e . cannot safely CrLt on MYplane crccpt the Ethe-
ZmiQ:Any; PIMCofPife. Iml. and b m h w encountered within a
2min: Ruina.
wormhole. On any plane erccpt the E t h d , a
plum automntinlly l a a 1 Hit Die per round
from cnugq drain, vmhhing when dead.
A p h f e d on io element, and regemmi
dmam when feedinn at the rate of 1point p
wiUcpure a p h tognin Hit Dice and hit pointa. F’terouur
b r m m p l c . a f i t d u s t u afire phun by a h h Small MCdim
Iml m q K - w a would ~eulcit to immediately f h d d ) (Ptcmodon) f-w
gain 9 d d i t i o d Hit DKc (We hit pomta). AnnorClnrc: 7 6 5
Plasma M immune to oiron and notmal Hit Dice: 5 (M) 10 (L)
wenpona. and M only dightfy damyed by ma& Move (Plying): 180’ (64’) 240’(120’) 180’ (60’)
icpl wcapna. kpch bbw from a magid weapon A d : l t d lbenk 1b k
inflicu only ita magic damage (“pluan”). i g Damage: Id3 id12
noring n o r d weapon damage and svength bo. No. Appenring: 2d4 (2d4) 0 (ld4)
nures. Por a m p l e , a sword + 4 would inflict 4 Save As: PI P3 F5
points of damage on a phun. Morale: 7 8 9
A p h can only be damaged by magical Treasure Type: Nil Nil
weapons (aa given above) and by attack forma Intelligence: 2 2
b w d on elemental dominance. Alignment: Neutral NCUd
Once per turn. a p h m can “spend” 10 of its
hit points to create an acid doud baaed on its cle-
w value: 10 175
ment. This cloud is a 30’diameter sphere. which Monster Type: Prchistonc Animal ( V e q have a w ~ ~ p VI up to 50’. Insy wu OIW
a n
inflictd 20 points of dnmnge to all within it (a. he). attack and carry off man-sizeducuwcs.
ccpt the plaam): each victim may make a raving Thnc M hollow-boned flying and g l i d q LugePtemmur:LpleCpreromurshaveawinr
throw w. w o n breath to u k c half damage. reptiles. They have long beaka filled with nu. span ofover 50 fcet. Ifthcy attack with n
The cloud lascs fot ld6 munds. A plasm normal- memus teeth, and reptilian arm st~~mrc( with they will makc a attack for doubl I-
ly aaw rhis attack form to use when fleeing. skin webbing which constitutes their winga. age. ~ h c can
y cary- a creature as l p g p1
~a
Ihmin: Ethereal Plane, Wormholes (only). Small Pcemaur (Pterodac~l):There PIC whom.
PLriouOnu
ArmolCIPo: 7
- batlike reptiles with wingapam of 8-10 feet.
They hunt insects. birda, and small animnls, gti-
DIT&: Small, Medium: W. bfwntain.Jun-
gk @nhkmrL). L q e : Mamtpin(prdkk).
ding slowly along air currents M spot theu prey. roul:A pternnodon can carry 2.000 cn u full
Hit Dice: 16 (L) If driven by great hunger, they may attack rpeed; 3,000arhalfrpced.ALPrpcptemuvrcan
Move: 150’ 50‘ human.aized maturca. crury 4.000 cn at tu11 speed; 8,000 cn at half
Attacks: 1 bite Medium Ptemuur (Pluulodon): Pterano. speed.
Dampne: 4d6
No. Aipearing:
Save As:
0 (ld3)
P8
dons are much larger and more aggressive. They Bar& Multipler: X 1.
-
Morale: 9 Purple Worm
TreasureType: Nil AtmorClus: 6 dwelling creuurn.
Intelligence: 2 nit Dice: 15’ CL), They attack by biting and stinging with thei
Alignment: Neud Move: 60’ (20 ) t&. Iftheattpekmllforthcbiteu4ormorr
XP value: 1.850 AttKks: 1 bitell sung greater thaa the number required (or a 20, in
Monster Type: Prehistoric Animal (Rare). Damage: 2d8/ld8 t poison any c w ) , they C a n Rnllov acaNh2 (mM.rire
?hi lake- or aen-dwelling dinosaur has a No. Appearing: Id2 (ld4) or smaller) whole: mlloned victims uke 3d6
heavy body featuring two MU of flippers (fore- Save As: P8 points of damage neh round the&. A vic-
limb and hind limba) and a long neck. It g m tim stung by the tail must make a uving t h
to about 30‘-50’ long, about half of which is vs. poison or die.
neck. PInioapun dive m hunt fish and squid, Note that if purple w o r n we encountered
but actually spend moat of their time at the wa- underground, the rire of underground tunnels
ter’s sudace. They M aggressive and may rise up may pment the creature from uaing one of in
underneath a small vesscl and tip its sailors and attacka. If it appruaches by tunneling, it may
iuKngers into the aca. rcsvlting in a feeding Monster Type: Lowlife (Very RM). surprise the victim (1 in 4 chance), but ld4+ 1
&nzy of plesiosaurs and other marine ~TCPNCS. Purple worm are huge. slime-covered ma. rounda will pas Mote its tail is dragged fm of
Ternin:ocean. tu= wet 100’ long and 8‘ to 10‘ in dinmeter. the burmw.
These monsters tunnel though the earth. bur. Ternin: Cavern, Ruins, Swamp, Wwds
Polta8dst mwing up from the ground to feed on S U ~ K C - (dense).
A form of undead: x c Haunt.

Normal Giant M o m u Type: Normal Rae N d Animal be sick in bed for 1 month, uniblc to adventure.
ArmorClas: 9 7 (Common). G m t Rnt: Giant Animal (Camon). N d Ran N o d m hve gray or ham
Hit Dice: 1 hit 112 (1.4 hit Rats M dever mdmts that C M cat meat, fur, and PIC fmm 6’ to 2’ long. They attack in
point 6) points) (S) grain, sawduat, PLma anything. Rats usually “packs” of 5-10 m per pck. If there M ~OIC
Move: 60’ (20’) 120‘ (40‘) avoid humam and will MI attack unlw sum. than 10 rats they will divide into pscb of 10 or
Swimming: 30’(LO’) 60‘ (20‘) moned (by a wererat. for example)or defending leg and a& several WNUK(:w pnd; wiU
Attacks: 1 bite 1 bite their lair. Rats M g o d swimmen and may at. only attack w CMNR at a rLne nad nulm one
per psck neh tack while in water. They M afraid offue, and attack per m u d Rats climb nllovcr the C M N I C
Damage: Id6 + Id3 t will run from it unlus forced to fight by a sum- they M amcking, mien kaodjne the vkdm
disease dire* moning CMNR. down.
No.Appeuing: l d l o x 5 _--
hi6 Some rats cury diseplcs. Anyone bitten by a Giant R an Thnc maturea M very sitnilat to
(ldlOX2) (3dlO) rat haa a 1 in 20 chance of being infected. (This the normal vatietia. but M 3’ long or more.
Save As: Normnl Man Normal Man chpncc should be checked a h time a rat suc- and have gray or black fur. They M mien found
Mode: 5 8 c d l l y hits. If a rat is discad, its XP award is in dark cmem of dung- moma and in was
hureType: L L 6.) ?he vktim may still avoid the diKpK by with undead monnen.
Intelligence: 2 2 makityl a saving throw w. poison. If failed, the RrrPin: Normal Rats: Any. Giant Ran Ca.
Alignment Neuvpl NCUd victim may die in Id6 days (1 in 4 chana)or may vem. Ruins.
w Value: 2 5
-1. Robber Ply
A fom dead; aee Spirit. ArmorCluc: 6
Revener
Armorclur: -4
Hit Dice- 10. (M)
MOVC: 180' (60') Dnmpge: ld8
Amd;r: 1 touch No.Appedns: ld6 (2d6
D a y : lars of 1Knsc (special. see Save As: P1
bew Mode: 8
No. AppeUing: Id3 (0) acpnuCTgpe: U
Save A€: PlO Intelligence: 0
Morale: 11 Alignment: NCUwl
'ItcasurcType: Nil
InteUigcnce: 10
Alignment: ChpatiC
XP value: 1,750
Monster Type: Monner (Rare).
ThL mo~ufetappeua as a human figwe with
rlickol hands and a h U head with flowing,
whia hair. A m e n u pmwb dark, underground
cavern and dust-fded tombs and crypts. When
it touches a victim, it drains one of the vittim's
sums permanently; the victim may make a sav-
ing +row w. spelb, Necess indica* that the
losr M temponrg (1-g only 2d6 munh). The Mode: 8
loat stnx mag k chosen OI randomly deter- breType: I
mined; subacquent hits h y s drain &rent
KW. A renarr spell will restore one lost KIMC.
ate:Victim cannot identifg MU (rueh
MOM). M m t u Type: Monster (RM). newt check morde if encountered in theirlair,
SmeU: Victim is immune to vile odor &.xu. Rocs are huge buds ofpley resembling eagles. hatched or CWNIC~as chicks, young 100a n be
-
but d m a 1 penalty to surprise rob. T h q M very lawful, and M often unfriendly trained as ridinpbcnnr.
He&#: VietLn cannot hear and loM the mnrdncutrala (- 1 on re& rob)and &a. B&: Mountains (laith Any (hunting).
ability to . y k dearly (may ruin spell CM%). otia (-2 on repcdona). lond:AmccancMyupto1.~cn x itrm
'Ibuch: ictim's Dexterity drops by 4 potno R c a prefer solitude and will moop to a t ~ d PT full f l y q 4: 2,ooO cn X its HD at hd
(and, if an elf. m o t find MUCI doom). MYintruders unlcar w&Uy appmached. Their flying rpnd.
Sight: Victim is blinded. ncm M in h e highcat mountah. and may E d m g Muldplia: smrll ROC: x3. rprls
Simh Sense: Victim may not use ES8 UVJnl (50% chance) contain Id6 eggs or young. Rca Roc: X I . Giant& X io.
arb, telepathy or similar ~ n m - ~ a c magical
~ r y
e&cts. Run Monrta
l&min:Ruinr.
Armor Clur: 2
Rhuode*r Hit Dice: 5' (L)
Armor ape: Move: . .
120' (40')
Hit Dice:
Amdrr: 1 Mare: 126' (40') lZO"(h')
Maw: Damage: see hlow AttdX Zdmllbite 4dmllbitc
Attack No. Appearing: ld4 (ld4) DlUUpge: ld4/ l d l l Id8 ld6( X4)/2d6
DlUUrge: Saw As: P3 , No. Appearing: ld4+ 1 (2d4) ld3 (ld3)
No. Appenrinb: Monlc: 7 save '4s F8 912
save As: 'EnmreTypc: Nil Mode 8 9
Mode: Intelligence: 2 %%JWTypc F E
%-came Type: Alignment: N N ~ Intelligence: 1 1
InteUigcnce: D value: 300 Alignment: N C U ~ chnnic
Alignment: NCUd Monmr Type: Monner (Rare). XP value: 1,200 2.125
XP value: 125
MaastvType:Larlife(Rarc).
A wt m o m 1 bnr a body like a giant m a -
dillowitha low td, md two lonnfmt anten. ".~-- .~.
Moaner Type: B ~ a n ~
A rhagcdan is a giant spiderlike carnivore,
aboutthesiteofadhorse. Ithasanmr.

ing only in the dark. They Md y found in


cam. nnd can dimb nllr.
Termin: Cavern. Ruins; Hill, Mountain.
Wodu. (after dark).
isteri
Pmm damandm This mwner hu six legs shde Shm,Giant
and white or blue-white d es . When not on iu A form o f u n d d ; ace P~MWIJ. ArmorWnu: 4
own p b . it p& h e n wsltel~ds,glncicrs. Hit Dice: 1’ )!(
and icy tundra. It attacks by rearing up, striking Shdor’ MOW: 180 (60’)
with four legs plus one bite. It h immune to ArmorcLu: 7 Actrdis: 2 bitu
cold. AU crencufc~within 20’ take ld8 poinu of Hit Dice: 2 +2* (M) hagc: ld6/ld6
dpmrse each round from the exuune cold the Move: 90‘(30’) No. Appearing: Id8 (ld4)
monster mdiates. A&: 1 save ‘4s F1
l’trmin: Plnmc: P h e of Fire. Pmsc: Plane of Dmngc: ld4 + specid hide: 10
Air. No. Appeuing: Id8 (ldl2) TkeasunTypc: Nil
Save As: F2 Intelligence: 2
srcld Mde: 12 Alignment: Neud
TmmreType: F XP Value: 13
Intelligence: 4
Alignment: WUofiC M- Type: Giant Animal (Rare).
XF vphrc: 35 Giant shmn Led; like Luge, bww&md
D ~ q e : 2d4/2d4 or 2d8 mcs with long snouu. They caa bumrr, climb,
No. Appring: 0 (ldlo) Monnu Type: Monaer, Bnch~ted(Rare).
This monster is not u n d d .
Snve As: PI Shadows ue noncorporenl (gb&e) intelli- or the In& d i t . A shm UIQ ndulitc que&
Monlc: 601 11 (KC b C h )
found in eerie, dark p h ruch as
’IkureTypc: Nil
gent ~~CCIUISII to “KC” iu arrmun- (as brtc do), nnd a n
dungconr. deep forntr, 01 m h . They can only ”KC” thing^ within 60‘ rncll a~ naanrrrwitb
Indigence: 6 be harmed by magical ~ c p p o They ~ . look like
Alipmnr: Neutral normnl ight. Since it ne& echoa to ”rec:’ a
lcpl hadm and C a r l alm thcil Ihape aliitly. g i ~h trmdLIikr open amas, and m m h m-
XP value: 300 Shadom ue hard w rec and d y gain surprise dergrcund mast ofthe time. A dlaKc Il‘ndius
Monster Type:Humanoid (Rare). (1.5 on ld6). spell will ”blind” a g i ~ shrew.
t If it cannot
The sasquuch ue n very h y race of low intelli- If a hadow mma hit, it will drnin 1 inc of hear, it will be conhucd,and then bccomn AC
gcncc who dwell deep within dark wmdr and in sucngch in addition fo doing n o d &lyre. 8, with a p e d t y of -4 on i o attack rolb.
high mountpinr. llu p e n w e is a nll apelike lhir w d n c s s will last for 8 turn. Any creature A giant hrm h wry quick and rill nhnp
mm with a teed h d , luge f a t . and a whole Strength h reduced to zero h e s a take the initirriw a,iu fm st&. It also g&u
chick nut ofhnir (&k brown inwmdr, white in shadow immediately. Shadows ue not dfected n + 1 bonw on iu initiative rdl for thc remain-
mountnlu). It it omnivomus, occPsionnllyslnyine by deep 01chum q ~ l bbur . they ue not undead ing rounds of combnt. Ita attack h r h x i e i ~
d p r e y but d y eating p h u and buries. and cannot be turned by clerics. (attacking the h d and choulden of the de-
Alrhoughm nggraive, it will ddurd i d f d 2rrain: Ruins. Woodr. fender) thu MYviccim of 3 Hit Dice (3rd Inel)
iu cavern !air f a o d a u y monlc 11). mtxking or lessmust makc a w i n g thmnn.death my or
with d u w GW. In
bodden to a )O’w
mL, it an aim thmn
(damage 2d8 poinu). Alsu,
Shuk mn away in fear.
Shrews only cat inma and vylccnblc mstter,
Grnr
ifborhh.ndr hitoluviaim, thc mquiuchhuge tor Bull Mako White but they u e m netywI and ygrai*e lhct &cy
annddid4d6poimof~. Armorwnar: 4 4 4 PIC likely IO B t t d any- h t LOWI nithin
Common names for snsquacch indude “Big. Hit Dice: 2.04 4(M) 8(L) 20’ ofthem.
foot” (the woodland &ty) and “Yeti“ or Move: 180’ (60’) 180‘ (60‘) 180‘ (60’) ’Rdn: Open, Ruins. Woods.
“Abominable Snowman” (the mountain folk). Anndu: 1 bite 1 bite 1 bite
Snow apes (4.v.) are PLaO &n called by the kc. DMIPge: 2d4 2d6 2dlO SMaa
ter Mnames. No. Appearing: 0 (3d6) 0 (2d6) 0 (ld4) Armorcleg: 7
There CM be sasquatch spc~lcastcrs; see Snve As: PI F2 F4 Hit Dice: 3 (M)
“Monrter Spellnuters” later in chi8 chapter. Morale: 7 7 7 MOW: 9“(3‘)
%fain: Mountain. Woods. TrcaaureType: Nil Nil Nil At& see b e h
Scarpion, G b t Incdligcnce: 2 2 2 Nil
ArmorClrrs: 2 Alignment: Neud Neutral Neutral No. Appearing: ld8 (0)
Hit Dke: 4. XPVdue: 25 75 650 Save As: P2
MOVC: 150 (50’) Monster Type: Normal Animal (Common). Morale: 11
Attacks: 2 claws/ 1 sring Grent White: Normal Animal (Rare). TnaswTypc: Nil
DPmPgc: ldlO/ldlO/ld4 + poison S h a h ue prcdntors, feeding d y on ti&. Intellilrncc: 0
No. Appcuing: ld6 (ld6) They have lide intelligence and ue unpdcta. Alignmmt: N d
save Ar: P2 ble. They ue atcrncad to the rent of blood XP value: 35
Mde: 11 within 300’and it will drive them into a feeding Monner Type: lowlife (Caamon).
TnasurcType: V f m u y (the nmck but make no d e chedu). Shriekcn look like ginm mmhmonn. Thy
Intelligence: 0 Shprlu ue &und in rnlt water. live in underground c a m and uc able w
kdi~nmCIlC: NWd Ball shut:Thcse ue 8’ long and brown in col- movc pround dmly They react 10 Qht (within
XP Vnlue 125 or. Bull h a r k will ram their prey fm to stun ic 60’) and movement (within 30’) by mittin# n
Momter Type: Lowlife (Raw). (saw vs. ppntysia or be sN1uLed for three piercing shriek which Iw for ld3 rounds. pot
A giant mrpion lcuka just like the n d rounds), and then amd: the helplcss prey thr each round d shrieking, the DM an roll ld6;
d n i d , but h the size of a Mullhome. It lives n m round. any result of4-6 indiepreschnt a wnnduhg mon-
in dnerrs, caves. and ruiua, preying on my nni- Mako ShSlL:nKse ue 12’ long and bluc-ipy Stet hu heud the n o k . d will at& in 2d6
mnl over 2’ in length. It usudy ansdu on sight. or tan in color. Mnto ah& ue very unprcdictn. mundr.
It fighu by g n r p h g a victim with in clamand bk, ignoring prey OM moment and atcncking Theirrhriekcm mm d Mimrlr (apecinUy
stinging. If either claw hits, the attack roll for anotJler. birds and bus). which the shriekem slowly mwl
the stinger gains a + 2 bonus. Anyone mck by Gmt Whitc Shuk:Tl~lhcscue 30’ long or lug- over to and d n w into thck feeding oritrca, on
the stinger must make a rvcccssful ~ v i n gthrow et and gray with a white undmidc. They have the bottom of their “rtalk~:’ They M mho am-
W..poirOnoldie. bccn known to deamy small bonu. CIl&CS#. f&g Off C h lcfr in thdr Vicinity.
Rmin:Cavern, Dcsen. Ruins. %fain:oann. Tbrmin: Cavern. Ruins.
Skeleton
Armorclass: 7 Ann~rClpss: 8 do no damage at all), and edged wnpona inflict
Hit Dice 1 (M) Hit Dice 9** or more (see below) (L) only half dunagc @Ius magic adjustment). pur.
Move: 60 (20') Move: 60' (20') thermore, a fighter's Smsrh option inflica no
An&: 1 Buffwing: 30' (10') additional dnmsge.
D:- BYwapon Aud. 1bite 01 1spit ~ can atrack with iu hup tongue
The g i a dug
No. Appeuing: 3d4 (3d10) Dmsgc: Id12 ot as dragon breath (which dou Id12 damage). bur prefers ca spit
Save As: P1 No. Appearing: l(1) acid. Their ranged acid a n d can fly m a 5'
Mode: 12 Save As: F(leve1 ' / r H D ) range per Hit Die (45' at 9 Hit Due. m.).The
'ItwurcTypc: Nil Mode: 8 first such attack will always misl (the dug UIU it
Intelligcncc: 1 'Ikas~mType: Nil to m g c in on victims), bur following a& ue
Alignment: wlaotic Intelligence: 2 calculated normally.
w Value: 10 Alinnmcnt: Neutd Any victim hit by the acid t h damsge qd
Monster Type: Undend, Enchanted (Com- XP-value: See below to the dug's current hit poinu (a victim my
mon). Giant slug XPby Hit Diec: make a saving rhra w. dragon breath to ahc
Animated s k e l n o ~PIC undcad CIC~NRSoften 2.300( 9") 3.250(13**) 4,3uu ( l l * * ) half damage). The add may PLO duuop. equip.
!d g u d i by the high k d &-WU ot 2,500 (lo**) 3,500 (14**) 4,825 (18") mcnt cartied if the saving rhmw is fpiled. Giant
ric who animated them.or by p a w undead 2.700 (11"') 3,750 (15.') 5.350 (19**) slugs have been found with up m 20.' Hit Dkc.
CLnt W:The giacurruil, found in deep
who command dum. S u e t o arc ~ of.
tcn found neat pvcyacds. dungeons. and h e r
3.000(12**) 4.050(16**) 5,975 (10**)
-
forests, has a great h U that giva it AC 2; it ir
ocherwise identical to the ghat dug.The lbcU 01
daemd p h . Since they M u n d d , they m :Giant Animal (Rare).
beturned by daicr. and M not &cud by sleep ~~~~~ is a huge bonelcg c r e a m chat a giant snail can be crafccd into shields that be.
or drpmr spcb, not any form of mind reading. dwells in underground caverns and dungeons. srow resistance m acid am& (the WI gniu a
Skc*mnr will alwaya fqht until "killed!' Ita Nbbery body a l h s it to squeeze through +4 bonus m all sa- thran agdm add,in.
%min: Ruins. any opening 5' X 5' or larget. Bccausc of iu cln& duding black dragon bmrh).
tidry, a&cn do nor get to count strengch bo- %nxh: Giant Slug: Cavern, Ruh. Giant
.Snail, G i ~ t nuses when attacking them. blunt weaponr Snail: Woods.
A fonn of giant dug; see Slug. Girnr. inflict only magic dpmnge (if not magical, they

mke
Spining Cobra Giant Racer pir vipw sep snake Giant Rnnler RockPythan
ArmorWne: 7 5 6 6 5 6
Hit Dice: 1. (S) 2 (M) 2' (MI 3. (M) 4' (M) 5. (L)
Move: 90' (30') 120' (40') 90' (30') 90'(30') 120' (40') 90'(30')
A& 1 bite of 1 spit 1 bite 1 bite 1 bite 2 bites 1 bite/ 1 rqueezc
Dprmge: ld3 + poieon ld6 ld4 t poirOn 1+ pohn Id4 + p o h n ld412d4
No. Appeuing: ld6 (ld6) ld6 (Ids) Id8 (Ids) 0 (Ids) ld4 (ld4) Id3 (ld3)
Save k F1 F1 F1 F2 F2 F3
Mdc: 7 7 7 7 8 8
TnnsureTypc: Nil Nil Nil Nil U U
Inrellipcncc: 2 2 2 2 2 2
Aign&enr: NCUd Neud "d Ncurral Neud Neutral
XP wue: 13 20 25 50 125 300
Monster Type:Normal Animal (Common). both; it will usually spit. The damage given (ld3 molc thnn apinprick. and rillpunmtiad50%
Snakes PIC long. sinuous, k g l e ~reptiles. points) applies only m the bite: in this we, the ofthe time. The victimmuat& a uvhgthma
They come in two varieties: consuictors and vi. victim must make a saving h a w vs. poison or w. poian. and the poiron i rbr-udng; io full
pen. Conrvicton wrap mund their p r q and die in Idlo N ~ S . &ecu id4+2 tlvlu m be felt if rhc '
squeeze it to death (they can bite. mo,for some Giant Racer: 'This is an "nvcmge" fppe of pi. chm L fa. Unlike othu snake. am I
damage): vipcrs bite their prey and inject p i - MI sn& about 4' long. It has no a p c d abili- rill d humpnr: they ucwg e m .
son. Snakes PIC found nlmoat everywhere, a d d - ties, bur is h r than most othu qpw. It is nor Giant P.
* A g i ~nnlemake
t is a 10'
ing only very cold places. Most M&CS do not poisonous, but iu bite can be dangerous in it- long snake with brom and white d u set in 1
usually a n d unlcg ~ p r i r e dor threatened. self. Larger onu may be found, avunging 2' diamond panun. On iu tail is Idried, d y rat-
M a t snakes M camivno but prdet p r q small long per Hit Die and idlining ld8, IdlO, or tle. which itoftenshakcat o m &in& or
enough for them m cat; when dining, they un- even 2d6 poinu of damage per bite. anders who M too large to cat. The viccim d1
hinge their jam and swallow their prey whole. Pit Viper: A pit viper is a 5' long gf~~ccnish-gtny giM1 nttlanakc bite muIt & a Uvhg thrm
sqimh ,Cobra: A spining cobra is a 3' long poisonous snake with small piu in its h d . vs. poison or die in ld6 cum. 'This nukc i rev
grayish-wtute make. It spirs a stream ofvenom at These pits M as heat sermon, with a sage of fia.and nmch twice per round. the d u.
iu victim's eyes. up m a distance of 6' away. If 60'. The combination of pits and infravkion rack coming at the end of the round.
the spit hiu. the victim must makc a saving makca it very hard to fight a pit viper; it is so Rock plrhm: This 30' long snake has b m m
rhmw w. poison 01 be blinded. (Thisblindncg quick that it always gains the iaitiauve (no mll and yellow IC& in a spiral pnetn. Iu fits
can normally k removed only by a cure blind. needed). A n y victim binen by a pit viper mwt I& is a bite. If the bite is mcaoful. it coib
nesa spell, but the DM may allon ocher meth- make a saving rlvow VI. poison or die. Mund the vi& and conndcrr in the m e
ods.) As with moat small poisonous s n h . a Sea smbc: Sea snpLcs PIC snaka adapted for mund. IhL ueczing does 2d4 poinu of duo-
spining cobra will not a& human-sired 01 living in the M.AU M poisonous. Thpl average sge per r o u t 3 and mun auromatiuup. u n d
lugcr opponenu unlusr r d c d or threatened. It 6'long. butmbemuchlPgeriftheDMdcsira the snake diu or releprn the victim.
can either spit or bite in one mund, but not (2' long pa Hit Die). A acavdLe's bite i linlc ItIrain: Any accpt Arctic. Sea Snake. Ocean.
Spectral Hound* At any tinu &I a character ha8 been affect- Sphh
Armorclus: -2 ed, he may be mmd to the nonnal world by a hmor clpcs: 0
Hit Dice: I** (M) dimendon doorrpcll. When the spell L c a s . the Hit Dice: 12***.* (L)
Move: 150' (50') affected character or charactem can ncp through MOW 180' (60')
AWkX 1 the dimension door and rrmm to the normal Plying: 360' (120')
DMlngc: 2d6 + special world. A&: 2 daws/ 1 bite
NO. Appedng: ld6 (ld6) S p e d hounds may be $vu& by silw~or Dpmrge: 3d6/3d6/2d8
Saw As: PI magical weapm. but not by ~ r m pweapons.
l NO.AppPedllg: Id2 (ld4)
Morale: 12 They M immune ro fire. and cold-based spells. Save As: P24
TrcnnuTypc: Nil Terrain: Any; including all dimensional Mode: 10
Intelligence: 3 planes. Trcnnu Type: E
Alignment: Chaotic Intelligence:
XP value: 425 Space' Alignment:
Armorclnrs: 2 XP value:
Monster Type: Planar MOMICI, Enchanted Hit Dice: '.6 IM)
(Wb). MOW 150'.(5$) M o m r Type: Monster (Ram).
S p d hounds M creatures from the Di- Plying: 300' (100') A sphinx ia a luge. winged emcure with a Li-
mmaional Vortex-the void between all dimen. Artwks: 1touch on's body and a human's fia.It L fond of dsy
sions. In thia world they nppcar as ghostly
dogs-pnle in color and translucent. Their eyes
D:-
No. AipePMg: ld4 (ld8)
-.
Id8 + double enercv drain climates. but may be encounted mptwrr.
nunc ofnn u n guud. Some C b d spbinxa
M fonnlm pools of utter blackncs. They M save As: F6 M very turitorial. setding on Ihilltop oeu I
mellent &CH and once on the fnil of a em. Mode: 11 r o d and preventing d trawlem from prdng
cure. they follow it for days. They M bred and 'E~mueType: E dong char d.
unined by intetplpw beinp (such M elemental Intelligence: 8 Both male and f e r d e sphinxa M my intel.
N ~ D amin,
. pashas, m.)as hunting animals, Alignment: chwtic @nt spcllnaten, the female a 12th level cleric
and M m e t i m e s w d to track intrusive advcn- XP value: 725 and the male a 12 INCI magk-wr. Theit myic
cum back to their home planes. Likewise. nd- is so povahrl thnr d savin( thmn lpinlc rheL
venmrcrs might be able to charm spectral Monster Type: Undcad. Enchanred (Paw). spells ue made with a - 4 padry.
houndr and train them to &villnine throu h The g h d y spenm M among the mightiest In cambar. a sphinx CM attack with claws .ad
the planes. S p d houndr never come to $e of the undcad. They hnw no solid bodin;they bite (or spells). but in man fnrcd a d L io
Prime Plane except when being used in t h i s nppear M d u c e n t b c i i of cvil cxprcsrion. mar. The mar is urpble only twice pet day, but i
manner by greater powen. their cyn fiery and red or black and tCnnml~ar. quire powerful. Euh victim within 120' mun
In combat, a apeCrni hound nrmcks by biting. Once human or dunihuman, they hnw riaen af- make a saving thrown. s p c h at a - 4 pmdtpor
A n y character bitan a spccunl hound must ret death to do ~ i lThey
. M often wed w lieu. flee in k f 0 1 ld6 NIUI.Bnch Vi& within 60'
aave n. spells. If he snves, the charmer suffers tenanta by grenter oil pawen. must check for k (PI a h ) and mun nL0
only the 2d6 points of damage fmm the bite. if They can only be hit by ma&d wcapom: sil- mnlv a nving throw sl. p d y r k ot be sunned
hefpils tosnvc. he begins wfndc. This W g i s ver WCPPOM haw no &I. Like all undcad. for1-6mundr. (kcthe"SpccinlWIuncraCon-
very pdunl: In 24 houia the chprnner has faded spmrer arc immune w sleep, charm, and hold diriom" d o n of Chi ter 13 for more on the
to the same translucent appearance as a rpectd apeuc. ~ ~ i c u n n i n g . ) E a c I v t t i m r i t h 1o'mYu
in
hound. The character's equipment L nor affect- A hit b a qwaeinflifts Id8 poinu of dam- chccktixfeuand stun (M a h ) . but nL0 uka
ed. When the chnrpncr finishes fading cam. age in &tion to a double energy dmain (thc vic- 6d6 poinu of d m y e , and i dufencd fm Idlo
plerely, he is unnble w hold any normal items. h I m S two CXpCIknce INCb). A chuPcrC1 dnh NM (no saving h).
He L unable to hcu or talk to unfaded cham- by a spectre will rite the n m night u a spccuc The aphinx is immune to d In. 2nd. 43n
ten. Prom the tpded character's point of view, all under the convol of the rlrycr. level rpcUr and to mnmykalvcapona. It bm
normal thinp appear translucent, while faded %rain: Ruins. puarles. riddles. and uivia. Churncn may
things (i.c. the spmnl houndr nnd other affect. avoid combit Of gain the aphim's fricldddp by
cd charmers) neem solid and normal. *.
rolving chc I p h i d s
Iftworphinrcsnmencounmcdmgnhn, rheg
ueanutedpsir; ifmore thanno uenuoun.
rered, &cy M a d psirvidacutu.
&rain: An9; UpeCLuy D m .
hd:6,WOcnufullcpad, 12.WOcnnrhal
w,G&t W P P 1 . a u
C h b Spider Black Widow ~RWUU~ ArmorcIpII: 6
Armarclnu!
-. 7 b $ Hit Dice: 5.' to 10. (sce belov) (M)
Hit Dkc: i*(M) 3 (M) i*
(L) MOW 180' (60')
Movc: 120' (40') 60' (20') 120' (40') AWk: 1 bi& '
In Web No webs 120' (40') No web
~ ~ ~.. DPmplc: 2d6+pokon
AtUCkO: 1 biu 1 bite 1 biu No. ApPenring: 2d6 (3d6)
D m : Id8 + h 2d6 + Lon ld8 + p o h Save Aa: P5
No. Appearing: ld4 ( 1 4 Id3 (l& ld3 (ld3) Mode: 9
save As: P1 PZ P2 TrcamueTgpe: Seebelow
Morale: 1 8 8 Inullipmce: 12
'JfeMreType:
Intelligence:
Alignment:
w value
U
0
NCUd
25
U
0
NCUd
50
U
0
NNd
125
hlignknt:
XP value:
Any
I.*
6** 725
--
By Hit Dcc:
425

Monatrt
Giant @ax
*: larlife (Rue).
M rimply huge vudons of nor-
trapped. The webs may 1Lo be burned amy.
Any victim of the bite of a black widow spider
7** 1,250
8.'
9'. -
1,750
2,300
All giant spidur an be clm must make a w i n g rhmnvs. poiaon or die in 1 10"' 2,500
pry."""3- mmy arc poisonow. All ue
auuvora. either trap& their pixy in web or
turn.
'IL.ncdL: AtprPnrellauahugehairymagical Mansrrr w:Planar Mwrrer (Very Rue).
jumping at v b by sup&. However, t h q arc spider that looh like a 7' long tptpntuh. Iu bite The "plum spiden" M inulligmt plane.
nrcly inuUipt. and will cban fke fmra f k. dou not kill; inncnd,it c am the victim (ifa traveling urchnidswith a vast, but odd, dviliu-
'Ibne exunph of gLnt cpidnr Mgivenhere. cpving thmw vs. poirOn Ufiikd)to hmvrpinfd tion. They CM travel through p l m n pad
Cnb S p i k This ia a 5' long rpider with a spasm that rrsemble a frantic d u m . Thh h a atMwill.
~~IDCM~O ThoK mon commonly a.
ch.mdewliluability to bknd into iu surround. had a m ical effect on onlookerr. An one countered have 5 Hit D h , but kden ofup to
iolp,wp~onrmUofi-rl(onld6).Itdingr watching% dance must d e a w i n g 12 Hit Dkc have becn found.Their home plane
to rrlL or c e i h p and drop onto iu prey. After VI. spJL or 8tntt to duna in the ( m e way. DWK- not howll, and (10 tmea duck have ever
the fun nmck, it can be rcen md a& nor- ing victim have a p e d t y of -4 on theiramck been dlamrcd; planar spiden dnctibe it M a
mPlly.Anyrirrimofiubitemmurtmnlreasr~ rolL,mdamckengain + 4 o n t h e i r a d r o b . w ol mrrtrd with c i t h made up of buildin@
d
r
throw v8. pohn or die in ld4 turns. H o w m , The &cm of the biu lur for 2d6 turns. How. lovingly crafted horn impcrihbk whiu web.
thcpoimnis~,andthevictim~a+2 ever,dnnccnwilldmpfmmahnwtionin5 PImu rpidcu arc widely.en0ugh tlascled thrt
bonus to thecpving thm mu. @mu . thq will then be h e l p b against at-
md m m weak Common.
M d W* spider: Thh vicioUr amchnid is cpdu. Thoacaughtwhilcwauhingwilldwcad In combst. a plum Qider Urim from m-
6' long, and had a red "hourglus" mark on iu long M the origind victim. (A dispel magi: spell other plane (usually the Ethed), amdu. md
belly. It w d y m y 8 dac to iu webbed Ish. The will stop the dum.) then "Wback to the cthcr plme. It auto.
B d n : Cnb: clvern, Ruins. Black Widow, matially &a initistive when "difring:' md
spell for the usually (75%) cmnot be atrPdred before it
lewal H o m r , h d opponcntl m y amck
omally before rhc creature "rhifo:'
i Nomully, my victim bitten muaa makc a MV.
mg throw vs. poiaon with a -4 p e d t y to the
roll. or die. However, the creature cm Ehoooe to
bite withouc wing the poison. if daiicd.
Any spider encounrued m y have Id3 mtcCl.
-1 magical item that it cm we, or it mny
haw ld4 odd but nonmagiui item with which
it-but not humuu-is timilint
Occnaiond rare encounter8 may be with
spellcasting planarwer derio or mgk-urca
(maximum 9th level in ather). Por W cpleuh.
tiom, one UrULk is added for each two k k o f
spell we. Pluur rpidar that CM lplL C a l l l m
nnrpeb and then phnr out in thehenmcmd.
Planat rpidcn will nm r u t o m n r i d y .meL
Pa.In fact, rincc they're the primary intclli-
pncc oftheir om plane. they lhould be p L y d
much like humms. Thmcould be plmar-spider
b.ndiu. NPC advcnW p b . ctc. M a .
when encountered, will 6to Po and fuxl
out their inantions toward him:n;ls a d be p
d nupriae to characten who have only encam.
cered "normal" giant spiders!
Brrdn: Any.
Sairit.
DNP odic. RmnanP
Armor Class: -4 -4 -3
Hit DKe: 14**** (M) 16**** (M) 18'". (M)
Move: 90' (30') 0 (see below) 120' (40')
A&: lor4 1 (see below) 2 claw/ 1 bite
Damage: See below (dt poison) ld12 t poison (see below) 2d4/2d4/1d4t2(111 t poison)
No.AppePring: 1(1) or id4 t 1 3 (1) 1(1)
Save As: F14 P16 F18
Morale: 11 12 10
Tmaure Type: 1.0. v I. 0. v I, 0.v
InteUince: 14 12 13
Alignment: ChWtiC ChWtiC ChWtiC
XP value: s.s00 6.250 1.12s
DM Checklist: Dntj: DNj appear as body pMU. floating or Once it has aetded for the ni& M odic can-
A& Poison touch and preaencc; cleric crawling about in a horrible way. A dmj is UN- not mow kom the spot until dqbreak. whik
spells;other apeciala d y encountered in the form of a hand, eye, or wing iurpells, it macrack by mimuingputa
Dcfenscs: t 2 weapon or h e r to hit; im- skull. DNj M very intelligent and strongly evil. the plant. The longest b m h or vine of
mune ro 1st4rd level spch
Dmj only: Fin1 nrccndul turn attempt forces
fat more dangerous than they may seem.
A dmj can split its cwencc. mating four
plant lenchec out (10-30' ma&), a
16 HD moMer and inflidn# Id12 poinu of
aa a
druj componcnu ro reunite; mbxquent turn (idenrical)forms instead of one. This CM be per- damage per hit (in addition to polon).
rolls handled normally. formed only once per night. E& of the fomu nlcplant is inndidykilkdrhe. &e&
can attack separately, but only one ofthe forms is poaaa ir. Ihc ucuw ur( du pbnc'i p m m
RM).
Monster Type: Undcad. Enchanted (Very
Spiriu Mpowerful evil beings inhabiting the
r
able to cast s h (PI given a h ) . The form us-
ing the spel s can &en be dictinguished, it
will hover nearby while the other forma attack. If
xck outahplifemfccd a.Mca
Mimpta individud law, whkh flat ami
(mmment rptc 30' pa round) in d of-
i

bodies (or body paru) of othen; they are among that form is slain,one of the surviving t o m im- it can animateup m t such lnres at one timc. ?In
the nasciest of undead monsrem. They M im. mediately gains d unused 8peUcancing abilities. lffns nny bemtup to 1mik ttrm the&. Ani.
mune to spells below 4th level, and cannot be All four forma are poisonous. rmtdlffns wrrmlly & h).
harmed by normal weapons or magical weapons If Nrned by a cleric, the puts ofa dmj turned Buh lafpmdu P( d a 4 Hn Drc mmcia, m
of l a rhan t 2 enchanunent. M forced IO reunite into one creature, remain- ayapee isin8ltcd, krtechvLtLn hitmvamph
All apiriu M travelen. never staying in one ing united for ld4 t 1 rounds. Punher NCCCU at a saving duown. llpetllor be clnnned. A cham
p!ace for more than one night; they become in- turning is handled normally. vinimis~mnrdduodic.udhUp- 4 e
vuible and nearly powerless (except to move) DNj M always encountered singly unless alcyon thmingthrow agaiou thcmallp.drpL
with the light of dawn, regainin# their powers at commanded into service by L licb or more power- When encuing thc prup* OUIP.
duak. In daylight, any spirit CMtravel up to 24 ful member of the Sphere of Death. In such If the plant poucavd hu no dcwchabh
miles per day (1 hex). cws. two dmj eyes may rar wilhin a dmj skull, leaves, the odic may animate pombol
All iriu arc isonous. When hit by a spirit accompanied by two dmj hands; no more than (pine needla, flowers,ctc.)in a mubt -,
in han%).mhan~mbac, the victim must make these five druj can ever gather in one place. asdescribed above-u to 6 at once.nch with a
a saving h o w vs. poison or die immediately. A
new saving throw must be made for each hit by
Eye: An eyc druj daru about, crying ro touch
(poiMn) iu opponenc; a much does not inflict
chum ability pcr d.
Odics occasionally inhabit the bodies ob
the spirit. any damage other than poisoning. Each eye dmj p l ~ t l i kmomen.
~ The c ~ u may e make a
Thc p a i r o ~ presence
~r of a irit causes all CM a b gaze at one victim per m u d (30' savin# throw 01. spells to avoid the paarion.
coMurmbk imM w i h 30'. $puding range), in addition to its physical a&. The vic. but may die from the level dnininp and d e r
fond and water, holy w c r , d r n t i o ~(evm iron) dm musc make a saving throw va. pdyais or be abilitiu of the odic even if drc saving &row is
and even magical potions ro bcmmc apiled and paralyzed for Id4 rums. The eye dmj may r o d swnbul. The odic gains the abilitin of any
d e g (bur not poisoned), with no spving throw a paralyzed victim automaticdy. plantlike momer poncsxd. l k y may be urd
dowcd. E m living lanu and md iarem with. Hand: A hand dmj inflicu ld4 poinu of dam- in addition to the normal abilitiaoftheodic.
in chi am M Jyzed, dying if the spirit re. qe,whcn it him. and thercafcer holds onto iu Odia arc dwap encountered singly.
mains there more than an hour. This effect VI^, causing automatic dunage each round
negates all fonns of plant conuol. inrm N.IIIU the&r. The damage c a d is q u a l m the Revenant:ThL honor appaia ro be a zombie,
and plagues, borh nomuland magid. AC of the viccim. ignoring dmcrity and shield though it walks at a fpnu race. It newt csnia
All spiriu cansax invisible dines, and can at- bonum, plus ld4 poinu. If the adjuned armor ~ p o p l . T h C ~ t ~ t h C ~ i n C c M
tack than w i h t pcnalcy. All spuie can, once clnrr is a negative number, the attack will cdll in. ofVIcamr, auprisias thcm 10% of& time. i$
pu mund. at d, create the follming cleric spell flh ld4 points of duny each round. can leap ona per cum ea a6o'rangc; whcn
effm: darknew#&nee lSmd~us,cause d k w , Skull: A skull dmj flonu toward and bites iu mupriung and leaping on avictim. iarhm u.
w i m p r e dead, 6nguofdnrh (das ifwst by a victim. When f m apprcached. the victim mwt racks d hit (no attack rolls needed). &q nor.
16th level cleric). A spirit will o f m pause m a'. make a saving throw vs. speh or be frozen with mal damage and three x p w saving tbrovsW.
mare the body o f a fnllm victim, creating and feu, dowing the skulldmj ro bite (noa& roll poison.
contmlling it a zombie ro tight for it and add ro needed) for Zd4 poinu of damage. The normal Once per night, a m n a n t can bymmol) 1d4
the chm.(At~unpuat cuming such m m b M saving throw w. poison applies ro cnch bite. s p c c ro
~ come to iu aid. The lpcua wiU ar-
rmdc PI if "nhg the spirit i d ) All of thcp rive ld6 t 2 round8 after bing ~ n n n o a e dd
,
spell.lilre abilities uire CoIIcCIIMtion, aa do Odic: This evil spirit uavela up ro 24 milu nch will obey and tight for the revenant. Thcy may
n d speh. so w 3 c usiug an abilicy, a spirit day, d n inro a plant by night. It is danger- be m e das n o d -a.
cannot a& physically. Unlike ~ n n n cl h i c ous even i?avoided, as it animata paru of the Rcwrmu suemimmt rocumiagatmnpu. If
spells, no wo& or ~CSNRS M needed. plant m do iu bidding. The plant can easily be any "D" d t is iadicptsd, the m t may
A spirit nonndy haa no ucaswe. though it s e a at long range (up IO 300 yards). as the odic mpLe asaving throw w. spells; ifauecahrl. du pt.
may occasionally sem as a guard for mme special tadintu a purplish light in a 20' tadius. Any liv. mnpthsl~dfa.A"t~m"d~mrving
item. Those characten who risk crave1 at night ing bing within chis light must make a saving throw,b w d u m m n m d rcavnin ld4tum.
may encounter a spirit with ld6 of iu victims, h a w vs. spells or lose 1 level because of energy Revcnanu~dwa encountemj
who mav carrv ueaaure. drain (as ifsuuck by a wight). Rrrnin: Anv lusudrBamn lnndr
Sp0.b sprite
Annor C h : 0 (renucles: 4) ArmorClmr: 5 Sprites Msmall winged people (about 1fooc
Hit Dice: 7"" (M) Hit Dice: '/r* (1-4 hp) (S) tall) related to pixin urd elves. Thouah ahy,
MOVC: 180' (60') Move: 60'(20'), they M very curious and have a atrange sense of
Attack% 12 renucles/l bire Flying: 180' (60) humor.
DMlngc: 1 + parnIyris/ZdlO Act& 1 rpeu Five sprim acting IO rher can c w one cum
No. Appca~ing: Id4 (2d4) Dmagc: S n below spell. ~hk willcake thcffon. ~fimrgicpne(ial
sive As: see below No. Appearing: 3d6 (5d8) joke, such M tripping or hiving one's nolc grow.
Monlc: 10 sive As: e1 The Cxut &at ofthe Nllc ia lcft 10 the DWS
Treasure Typc: See below Morale: 7 imagination. (The effects of the sprim' ~ l l c
Intclligenn: 2 ?teuweType: S can be countered by a m o v e cum 4.)
Alignment: ChMtK Inrclligcncc: 14 Sprite will never nure death on prupocc wen if
XP Value: 1,650 Alignment: Ncuud r h q M attacked.
Monsrer Type:Monster (Very h e ) .
XP value: 6 There can be sprite pllcuten; r n "Manner
Spellcwten" liter in rhir chlptu.
The sporacle appcnn identical m i beholder i t Monster Type: Humanoid (Common). Rmin:woods.
first +e: a flouing bell-likeC ~ N I C , 5' in di.
meter, with e huge gaping mouth and ilarge
central q e ~ Y J Vit.~ Tentacles sprout from its en.
rite bod It hm six qes, poritioned evenly ibour
the A of the b ~ d y(mp. bortom, front;
buk. sides). It nonndly keep aU but ifew up-
Armotclur:
Hit Dice:
4'
3 (M)
2
4. (L)
a
i*(I)
per tcnuela rewted. Move: 90'(.30'). 30' (IO') 60' (20')
A rpornde regenerate by submersing iuelf in AWh: 2 2 2
fresh warcl (but not in brine) i t the rate of 3 hit DmlgC: ld6/ld6 ld8/ Id8 +rpedd 2d6/2d6
&ti pu round so IOU body p u u may be rip- No. Appearing ld6 (ld6) ld4 (ld4) ld3 (ld3)
idly regrown. If ilmsc tentacle falls or ia placed Save As: F3 F4 PI
in water. it will grow into iwhole creature in 1 Mode: 11 11 11
hour. This is their only method of reprodunion. T ~ ~ ~ u r e T y p eNil
: Nil Nil
10 thq M often found near iwater SOUICC. Intelligence: 7 7 7
A sprnck may ittdanythin& but p&s Alignment: bWfUl NCUd
humanoids M food. A, it m o m inm combit, it XP value: 35 125
extends all ita tentncles, ippeuing m sprout
them M it a r t a h . It mows throu h PL or water Monster Type: bnstruer. Bnchanted (Gun. Imn: A living iron atitw has ibody that M
by mpeicd tlight, but is very quit!. It spins np. mon). absorb iron and s m l . It ulrcr n d daumgc
idly in nlldimti0118 when in combnt, using nll of A living S t l N C Ul CnChpntCd ~ l t e m da. when hit, but i f i nonnugial meollcgonh
its rentdcs each mund against 1 or 2 o p p Mmade by ipowcrtvl wizard. It ippenrs 10 be ured, the ictacker must makc i~ . V i n throw
g VI
ncnts. A sporacle h u ivemgc intelligence (10) iperfmly normd statue-until it mwnl A liv- spelk of the weapon will kame stuck in th
and cannot use spells or magical items. ing sritue may be any size or rmtuinl, the a i m body ofthe living Lon statue, and can only b
The rponde prefers not m bite vicicrimr chit given M tppicd. Living crpstal, imn,and rock removed if the aritw is killed. (Ifthe rrrponb
M still moving. It use its tentacle ittacks only, stitues M given PI anmpks, and the DM may lcft in the scam, the statue will eveMlJllr ab-
until nll hive been desuoycd; only then will it create others. (Not mry NNC in a campaign sorb the metal complcrely and ejea nomeml
m u m m its fcmious bite. ePdr rentaclc hit in- should be a living stacue. If merp m e in your PpM, w the scatvewiU not f o m m d k uonnd
flicu 1point of dampee, and each r q u i i ~sav.
~ ~ campaign is a living atatue, PCS will know that with weapons sicking out ofir.)
ing thrown. pmlgsis. Failure indieires hit the any statue thq ree can ucpck than.Have noble. Ro*:A living rock scatuc has an oucmnucof
venomous rcntncle h u a d skin, and rakes cf- men poneu atatuq M UCMUR and dccotmion; none bur is fded with hot mqma (ctiy kvi).
f m . ThL PUJyrk ia idelayed WK, however, hive expensive public buildings and p l p E ~be When the ucprure urndo. it qvim rho mqpni
taking effect after 1 round p m n ; it lam for 1 decorated with statues: living s m e s M very from its fingertips(or aimilnr m e m h ) h ad6
Nm thereafter unlerr cured. If its opponents m in cornparkan with the numben of "red" pointa of damage per hit.
fin, it will remain to fenat upon its paralyzed st1tues.) Rmin:Any (especi*lyRuins).
vinimr; if there M none, it always pursues.
be d=wd by any M of
Living NNCS M not affected by ~ l N spells.
p k d : Crystal stlruc: 1 , m cn 11 fufl w;
sporpde Cryunk A living a y d ltpfllc is P life form 3,000 cn i t hdfspccd. lmn SPINC: 2,u
W-P, and by p n p ~ e w e n p o cxcepc n made of crystah i m a d of flesh. Crystal s t i n m full speed, 4.000 cn i t hdfrprrd. Rock
isling. However, it ia immune m blunt weapons, can look like SC~NCS of anything, but &en ip- 2,500cnitfUllrped; 5,MMcnarhdfcpcso.
and m nllrpeua and magical devices except thae pear human.
that oux damage these will destroy me rcntpdc
pcr die of damngc (or pa m&cmkde)), af.
fcctingthe rmnue's hit poinu. Once nll t h e m - St&@
pdea ue daaoyed. w h spelh have no funkr hnorClm: 7 Monster Qpc: Monster (Comma).
e&ct.Sporndes M M ( hnr,and uc immune to Hit Dice: 1')s) A scigcis ib i r d l h c m u e w i r h ilongaau.
nll sound-- eff- thq M SIW immune 10 Move: 30 (10') It imeb by chrwting its be& into the vicrim'a
poisun. padyak, and cham. Flying 180' (60') body, and feeds on blood. A nrccsduf I
If any awkcr dedpnr the tentacles to be the Attack% I ld3 points of damage) means that it I
Pget ofthe blow. and uses an &d
the t c n d e ia AC 4, and easily mere^^ Damage:
No.Appepring:
ld3
ldlO(3d12)
cached iuelfm the victim,mckingfor ld3 p i
of damage per round until the victim is dnd.
falling d, itentacle will live for up to 1 hour, Save As: F2 A flying scire gains ibonus of + 2 on i a fia
remaining venomous for that time. When the Mdc: 9 ittack roll against any one opponent dul
c m t w is reduced to 0 hit points or leu, its body TkamucType: L speedy dming itrack.
comes npm gmmqucly, spinning wildly and Intelligence: 1 Bmin: Cavern. Ruins. W d s .
sending nll maining tentacles in various dim- Alignment: Ncuud
rions. (Makefind a& mlls M ipplicible.) XP value: 13
Pmio: cavern.
AnncnCIP((: 6
Armoruas: 4 6 5 Hit D k 3** (M)
Hit Dkc: 1 + l(S) 2 + 1 (S) 4 (M) Mow 12w (40')
No*c: W (30') 120' (40') 180' (60') A t t h 2eknorlmpon
Atth See belor See below
ld4
See below
ld6
m: ld3/ld3 or by nelpon
No. AppCnrinp: ld6 (Idlo)
DPmy: ld3
No. Appcuing: 0 (ld4) 0 (ld3) 0 (ld6+ 1) Save P3
Save k P1 P2 P3 Monle: 10
Monk 10 8 11 TreasureTypr: C
Ttcwu~~Typc: Nil Nil Nil Intellipeluc: 6
Intelligence: 0 0 0 Alipknt: wlnodc
Alignment: Ncurd Neud Ncutd XP value: 65
XP Value: 15 25 75
Hanrrer Type: Lowlife (commoo). must be mode. A victim hit by rhc rprny m w
Water tennita range from lI.5' long, the I q . make a u* throv VI. poiroo a be punlqnd
ot fvund only in OOCM waters. All M ahaped for 1 NIII. If rhc ~ N I isCfrighrclvd under-
like nomul tennim, except for an d d c sac in warn, i o ink docr DO( p d y r e , but merely pro-
rheir abdwen chat can impkc and expel water vi& an inky w m for thc cmrute'a m m t .
for mcmncnt and f u d i i . When the sac is The real amuofthcplcmmm is the dnuuc-
completely expanded, the cmture I d a like a tion they bring to ship.'Ihcg clLy to hub. nch
lwgc balloon with a dh w l c head on the cawingpoints d hull damage qual to rheir bite
front. before leni~ggo. Once any dpmpse hu been in- dimgmmtc ihit point pcr d - n nit
The macute don M Ibite unlar COUXI& in. flicted. there u I 50% c h pa ~round~ that
is alive.
scad, it wes an inky spray fot defense. When sommnc will norice the Idage.
friehtened above water, a normal a n d roll Rrnin: swamp. Lake. OCM.

Bunt Mca.top
Ckr Annorclpas: 2 Armorclw 4
Amtor Clw: 7 2 Hit Dice: 8. (L) Hit Dice: 20. (I),
Hit Dice: + 2(M) 3+1*(M) MOW: 60' (20') Move: 90'(30)
Move: 90' (30') 60' (20') A* 2 branches ACUCb: 3 horn
Amdrs: 1 bite 1 bite + special Damage: 2d6/2d6 Damage: ld8/ld8/2d8
DUMgC: ld4+1 ld6 + cham No. Appearing: 0 (ld8) No.AppeuiOe: O(ld6)
No. Appearing: ld4 (ld6) ld4 (ld4) Save As: P8 Save As: P10
Slvc As: Pl F3 Morale: 9 Mode: 9
Monle: 6 7 TrcMreType: C TtcanucTgpc: Nil
T t a w T y p e Nil V Intclligmce: 11 Intclligenee: 2
IntellLeM: 2 2 Alignment: kvful hli(tnwnt: NCUd
Alig&nt: Ncuual Ncud XP Value: 1,200 XP value: 4.175
w value: 25 75 Monster Type: Monster (Rue). Monsrer Type: Prehistoric Animd (Vcr
mmmr ryp:~ i a n ut a l (commort). A is an 18' tall. intelligentcream chat -1.
GLnt Toad: A giant toad is about the &e ofa looks like a tm with facial featwen. It h.s m Thi is an a c m d hcrbirorovt dinormr. h
vcq Lge dps. and neighs 150-250 pounds. It main branches that act u umr with hands, and walb about on twr km and hu much thc mme
un change nsckin wlotm blend intowoob or it mlk: upon le that end in todike feet mnpcnhrcnt u an ekphmr. The ainmop is
11is w m e r n J L y with the protenion ~ f f ~ r . about 30' long and d g h 10.11
~ tolH. A cd-
p d y lit du-. nrrprisiiq its prey on a roll
ats and plant life; it is friendr with mor( ofthe MeacmotplatcgIowafromm~~~
of 1-3 (on ld6). It can shoot io conpc out to intelligent form maturw (ucacom. centaurs,
lY, and may drag victims of dwuf size or its ne&. and iwrapoa include a cbm Imm
smrller m ita mouth to be bitten. S d prey is dIyPdl, nC.). %cuterpC& a dor nnd diflcult grmhgfmmits mcut and two long homg8
mllowed whole on a a& roll of 20, CEWIU~ tonye. and dhvunrhosc who w fm. hgaboveitaeya.Adngkuiceram isam
Id6 poinu of damage each round thereafter. AU cruounterswith ~ Y I D begin at a dLcpnce for all but thc IaIgmI ofthe p&ry ca-
' llaa 'B*d/Carc Toad: A mck toad, or "cave
of30yudr or lar, since they M rvuly identical mun.
to normal wes, and they nuprle on a d of 1.3 Although it is an habl*ac. it is yprdrr
cad",lim in rocky, cold regions auch PI high (on ld6). Although nomul weapons can harm
mountains or frozen dcanr. It is about the size and d q a o w . w u d y d q on sight. It
of+ lwgc dog, neighs 150 pounds, and carries a them.blunt (ruch PI maces) only inflkt might dye (hdouble damage) on rhc fim
h d . bumpy ihell on its back (like a ~ t t l e ) On
. 1 point of damage per hit @lw magic and a u d . and w any amct .far it hasgotten 20
ita head, it h u bulging. multi.fscncd cyn h i . nrength hw). yards or more away from i o rnrmy.
lu ,'o a fly':. The cyn shine with a hypnotic Each ucant can animsre any two ma within l&min: Open @tehhrk).
gbW. h y CICPNte hg into ChC eyes must 60' m mow at 30' (10') and f&t PI manta. A lod:1O.OOO m at full rpsd, 20,oOO m at
VcMt may chsnpe which tmr it is animating
lpve n. pm~ysis,o t E p ~ n l y z e d for 2.8 (la) from round to round.
hdfaDced.
rounds. The eye: will mntinue to cplf a feeble
light (5' radius) for ld3 h o w her the C ~ N I C Thac can be U M t spcllurnn: see "rdonatu
dies. but the hypnotic powers will be loat. When SpeUcnte~~"Inter in thia dupm.
attacking, it bites with a horny, beaked mouth. Rrnin:woods.
%W
I~
:I Giant T d Cavern; W o d (near wa.
I-). Rock/Cave Topd: Cavern; Dnen (cold).
Mountain.
.,. , . . :..

.-*e Tyrannouurua Rea


Anaorclw: 5 ArmorUass: 3
Hit Dice: 2' Hit Dice:
MOW: 120 (40') Move: :3{w)
Anacks: 2 claws/ 1 bite Attacks: 1 bite
Dam*: ld4/ id41 ld4 Damage: 6d6
No. AppepMe: ld8 (Ids) No. Appearing: 0 (ld2)
Save As: P2 Save As: F10
Morale: 9 Mode: 11
'hsureType: A Trcwrc Type: V X 3
Intelligence: 10 Intelligence: 2
Alignment: Chwtic Alignment: Neutral
XP value: 2, XP value: 2,375
Mwsrer Type: Humanoid (Rare). Monsrer Type: Prehistoric Animal (Very
A troglodyte is an intelligent humanoid rep- RM).
tile. It has a shon tail. long legs, and a spiny The "tyrant lizard" is the l~rgcsthunting di.
"comb" on its head and arms.'hglodytes walk n m u r found. It's at lart 40' long (mican be
u right and w their hands as well as humans. longer), weighing in at 8 tons: when standing. it
A cy hate most other creatures.
'hgodyter have the ChnmclmaliLe ability to
is a b u t 20' high. Ir inhabits "lost world" ucas.
The tyrannosauruswnllrs on ita hind legs, with
change ~ O K and . UM it to hide by rock HDUI, its heavy tail held out behind as a counterbal-
surprising often (1-4 on ld6). A troglodyte plro ance. Its forelimbs M small, bearing two claws
secreta an oil that roducca a stench. nauseating each, but M next to wleu in combat. How-
humans and denul!umw unless a saving throw ever, its mighty jaws. bearing teeth up m 6"
vs. pobn is d e . Nauseated d r p r ~ c t ehave
~ a long, more than make up for that deficit. It will
- 2 penalty on their attack rolls while in hand- attack anyching man-sized or larger, vsually at-
m-hand combat with the troglodytes. tpckinB the largest CrCaNre first. It can swallow a
There can be troglodyte s ellcasters: see man-sized op oncnt if its attack roll is 19-18;
"Monster Spellc~lte~" later in &s chapter. the victim t&s 2d4 points of damage each
Tcmn:Cavern, Ruins. round until removed.
Rrmin:Jungle, Open,WmQ (prehiaotic).
lkOU
Armorclw: 4 Undine.
Hit Dice: 6 + 3'(L) ArmorClw: 4
MOW:
Ana&
120' (40')
2 claws/ 1 bite
Hit Dice: '"8 (r;)
Move: 90' (30 )
Damage ld61 ld61 ldlO Swimming: 240' (80')
No. Appearing: Id8 (ld8) Acta& 1 fut or 1coil
Save As: F6 Damage: 2d8 or Id10
Morale: 10 or 8 (see below) No. Appearing: l(1)
aepnUeTp: D Save As: F16
IntcUigence: 6 Morale: 9
Alignment: Chaotic TmwureType: Nil
XP Value: 650 Intelligence: 10
Alignment: chwtic
M0lUt.z Type: Giant Humanoid (Rare). XP value: 2,300
TkolIs M 8 ' d , chin, somewhat intelligent
ltumanoidr,withfemciousfea~,shnrpteeth, Mmrer Type: Planar Monster, Enchanted
and a mottled skin almost liLe rubber. (Very k c ) .
They M carnivores. and prefer humpa and An undme is an intelligent creature made of
humanlike victims to all other foods. They live water. It is rare even on the clunenral plane of
nearly anywhere, often in the ruined dwellings Water3 its home, and is almost n n u encoun- no damage from the melting.
ofthcir victims. tered on the Prime Plane. Undinea M Chaotic An undine can attack with one "fiat" ( d k c
A troll is very strong. and rends its opponents in behavior, but (similar to djinn) have very extension) per round. If the blow hits, the un.
with OM and sharp teeth. It has the power of good intentions and despise evil. dine may choosc to coil around the opponent,
regeneration, the ability to g r w back togaher On its home p h , an undine normally ha$ a tgueczing for Idlo points of automatic omtic.
when damaged. It be& to regenerate 3 rounds form like a feamreleed transparent snake. It can uon damagc each round. An undine can coil
after it is damaged. The troll's wounds heal easily change shape, mmctimes wing a form around any creature of gianr die or l a . and the
themselves at a rate of 3 hit points per round. with many tent$cles to handle objects. Once per victim cannot move. mnack. or conccwate.
and even wered limba will crawl back to the cum.it can swim quickly in the form of. ~ N O ~ V . On &e Prime Plane. an undine ippcm iden-
body and rejoin. The head and daws ofthe troll ing coil, moving at 480 (160') rate for up to 10 tical 10 a water elemend. While in water, it is
will co~tinueto fqht as long sa the creature has 1 invisible. and t e e ~ e n ~ ~dam=
~ t e s at the rate of 3
hit point or more.H o m r , the mU cannot re.
rounds.
Undines ue immune to poison,n o d weap points per ma. When out &water. homer.
generate damage from fire or acid, and when at- ons, all 1st and 2nd level s~ells.and to all act& it doer not regenerate. and instead takes 1 p i n t
tacked by thcse methods,the morale score is 8. based on fue. Ao undin<cpa derm invisible at of damage per round from dryinup.An undine is
Unlerc rotally destroyed by fm or acid, it will will. and can urc demt magic. web. dupeimPg- not as l ~ i i c das an elmend: i i is not blocked
eventually regenerate completely. ic, ice s r o r m / d . and fie ro ice three timer per by apmmtion fmm evil effect. and is not forced
There can be troll spcllcnaters; sce "Monster day (all as ifa 9th level magic-wr). An undine's to remain within 60' of water,
Spcllcnctc~"later in this chapter. vebis made ofice a m & . which function in the Their enemies ue the hvdm and the hordes.
Terrain: Cavern, Wilderneed (any). sameway;however,flamcmetelymeluthcweb. and they feu air-type creatures and a&.
rather than burning ir, and trapped victims d e Termin:Plane of Water.

.\ . .e.'
-. M.
\
Unicorn Vampire' above and is m u n c m d weapon a d .
~~~

Armor Class: In human form. a vampire can attack by gaze


Armor Class: 2 2
or touch. or can summon other crcaturcs. The
Hit Dice: 4* (U Hit Dice: 7**.9** (M)
Move: 120' (40') touch of a vampire inflicts a double energy drain
Move: 240 (80') (removing 2 Icvcls of cxpcricnce) in addition to
Attacks: 2 hooves1 1 horn Flying: 180' (60')
Atticks: 1 touch or special damage. The creature's gaze can chum. Any vic.
Damage: ld8 each rim who meets the gaze may make a saving
No. Appearing: Id2 (Ids) Damage: Idlo + double energy drain
or special throw VI. spclb to avoid the c h m . but with a
Swe As: F8 - 2 penalty to thc roll.
Mode: 7 or 9 (see below) No. Appearing: ld4 (ld6)
Nil Save As: F7.9 The vampire may summon any one of the fol-
Treasure Type: lowing crcaturcs. which will come to its aid if
Intclligcncc: 4 Morale: 11
Treasure Type: F they are within 300 feet (300 yards outdoors):
Alignment: Lawful
XP Value: 125 Intelligence: 10 Rats 10.100 Giant rats 5.20
Alignment: Chaotic Bats 10-100 Giant bars 3-18
Monster Type: Monster (Rare). X P Value: 1,250: 1,750 or 2.3M) Wolves 3-18 Direwolves 2.8
A unicorn looks like a slender home with a Monster Type: Undead. Enchanted (Rare).
horn growing from its forehead. Unicorns are al- Any chancier slain by a vampire will rcrurn
Vampires arc among the most feared of the from death in three days. as a vampire under the
ways very beautiful animals; no one has ever seen undcad. They haunt ruins, tombs. crlprs and
an ugly one. Unicorns M shy creatures. but control of the slayer.
other places deserted by man. hut fly out at There can bt vampire spclkasten: see "Mon-
fierce when cornered. Only a pure maiden can night to prey on man.
talk to or ride one. A unicorn can magically tclc- sier Spelkutcrs" later in t h s chapter.
Abilities d h u p k Vampires arc unlffccted Wnknclag of b p i m : A vampue cannot
port iwelf(with a rider) to a distance of 360' once by sleep, chm,and holdspch. and can only be
per day, A unicorn's morale is improved (9) if it come within 10 feet of a strongly prcvntcd holy
hit with magical weapons. A vampire may take symbol. although it can move to attack from an.
has a rider. the form ofa human, a dire wolf3a giant bat, or a
These creatures live in the deep forests. far other direction. The odor of garlic repels a vam.
gaseous cloud i t will. Each change tlkn 1 round. pire: the crcaturc must mlkc a succeuful saving
away from sentient crcarures. They arc often Whatcvcr iu form, a vampire regenerates 3 hit
hunted by evil wizards, who prize their horns for throw vs pown DI stay at least 10 fccr away
points er round, stming 1s soon as it is dam. from the garlic during that round.
their alchemical pations and spell researches. aged. I! a vampire is reduced to 0 hit points it
Terrain: Woods. Vampires cannot cross running water. either
does not regenerate, but becomes gaseous and on foot or flying, except at bridges or while in
Load: 2,000 cn at full speed: 4,000 cn at half flees to its coffin.
speed. their coffins. During the day. a vampire usually
In dirc wolf or giant bat form. the wnpire's rnis in its coffin: failure to do so rcsulrs in the
Barding Multiplier: X 1, move. attacks. and damage arc thoac ofthc animal. loss of 2d6 hit poinu per day. These hit points
The wnpirc's AC. Hit Dice, morale, and saving arc not regencratcd until h e vampire h u rnied
throws remain unchnnged. In gsscavs form, a wm- in its coffo for a full day. A vampire cuts no re-
pire cannot attack, but can fly at the rpccd given flection and avoids mirrors
A vnmpirc may be durroyed by driring a Wbda
roodeo stake through its hean or by immmiOn Killer G m r . Nprvhpl
in running watufor 1 turn.Ifavnmpirc is ex- ArmorClaw 6 6 7
p o d to dimt sunlight. the creamre must make Hit Dice: 6(L) 36*(L) 12(L) dcnirem of the deep (such M the ghnt o ~ p l u
alpving durm VI. death rayeach round 01 &- Move. Swim: 180' (So') 180' (So')
tegmte. A caorinud &hr spell wiU not dirinte-
240'(80') d giant quid).Man.sizcd 01 nnrtkr-c
AttUClu: 1 bite
1 bite 1 horn rill be nssllorcd who& m a d * d that is4 (i
grnteawnpirc. Ifalldthcvnmpirc'scofii~are DPmnge: 2d10 3d2O 2d6 .nore than the score needed to hit. A mlkmu
b l e d or daroycd, the vmpirc will &,
uthg zd6 hitpointsofdasnBge ptr day. It din NO. APpepdng:
save As: F3
0 (ld6)
0 (1-3)
F18
0 (ld4)
P12
creature will take 3d6 points of rid
round. G m t whpka will romecima (10%) at-
pu
when its hit points M reduced to 0 . Morale: 10 10 8 tack ships, attempting to nm. Thr mmstct
V h %e~unType: Nil Nil Nil whale doa 6d6 hull points of dpmpsc in ;my.
A form dundead; see Phurtom. Intelligence: 2 2 4 cndul m.
Alignment! N N U ~ Neuvrl lpwful Bnrrmelg n r g~r n t whales might fa^^ t<
wm&oLnt XPVhe 275 12.000 1,250 double or triple this she,with a
Anaorwnrp: 7 increase in Hit D k and damage.-
Hit Dice: 4 + 4 (L) Monsra Type: Killer Whale: N o d Animal mora dmonncr whales luge enough to swdm
Move 150' (IO') (Common); G m t W e Giant Animal (Very an entire hubor of ahipd
At& 1 bite + special Rare); N u w M Monster (Rare). N0nh.l: The nuwhal is 15' long, p y to
D-w: 2d4 I(illa whp*: The= M 25' long and uc white in cola, and has an 8' long rpinl han M
No. Appearing: ld4 (ld6) found mainly in cold waters. They live by hunt. rts head (lite thrt of a unirom). it is M intelli
Save As: P3 ingother sea cresturu. C r e a m of haifling size gent magical CreaNre, vcry mdeplen! and K
Monle: 8 a sm.llu will be swallowed whok if thc killer uetive. It is rumored that their om vrbrate u
TmuureTypc: V whale mm a 70 on its hit roll. Thw swallowed the prrrmce of evil. Theif horm,M worth fm
I n m e : 2 d e Id6 points of damage pm mund and will 1.OM)to 6,644 gold piern 4fot their iporp.
.IUienment: Neutral drown in 10 rounds unless frecd. nmin:ocean
XP value: 125
MOMQ Type: Giant Animal (Gammon). w
A&twcsstl is 8 ' 9 !cq md mvucd with a N m d Wolf Dire Wolf cam. Captured wolf cute may be tniaed )ib
rkbb mlmd hu of white. gold, a brown. ?her ArmorCIw: 7 6 dogs (if rhc DM permits). but with di&ulry.If
quick d vician PtalpPoD hunt ringlg a in Hit Dice 2+2 (M) 4 + 1 (M) three a fmr w o h ue nuountered, or if a
WillMdonMdaKt MOW: 180'(60') lSO'(50') pack k reduced IO less than 50% of its d g h d
% i
tildwirplpl is dend a d rhcy M kiw.
3
d d n n . ~
A
-:
d ~
1 bite
ld6
~
1 bite
2d4
~
numbers. their monk is 6 rather than 8.
DLe Ubkx Dire wolves are larger and more
Giant weorcb have infmviaion to 30' and can No. A p d g : 2d6 (3d6) Id4 (2d4) faaious than nond w o h . md pe d.
track p t i e s by rent. They will p m e wounded Save As: Pl P2 intelligent. They M fierce enemies and d y
t~ in reference to all other. They live in Nn. Mode: 8 or 6 8 hunt in packs. They are found in caves. d,
b un&gmnd. (ree below) or mountains. They PIC sometimes vnined by
nmin:covcrn, Ruins. Woods. lkasureType: Nil Nil goblins to be used M mounts. Captured dirt
Ld:2,000m,fullrpad,4,~m,hdfspcod. lntelliguuc: 2 4 wolf cubs tan be trained k c dogs (if the DM
Alignment: Neutral Neud permits), but they PIC evcn more thnn
w--)
sce Lycanthrope. XP value: 25 125 normal wolvu.

wight*
hmot ww:
Hit Dice:
MOW:
Atth 1
Dmnge: hagy drain Wraith'
No. A p m Id6 (Ids)
Save As: P3 ArmorCIw: 3 cal body, appearing M a pale, plmocr unnrpu-
Monk: 12 Hit Dice 4'. (M) a t , manlike figure ofthick mist. A d t h is a
TteMure Type: B Move: 120' (40') spirit of the unhappy dad, sclfuhy hiding it-
Inrelligmce: 5 Plying: 240' (80') self to the Prime P h by draining life from the
Alignment: Chnotic A d 1 touch liv' Wnithr dwell in deatted lands a in the
XP Value: 50 Damage: ld6 + energy drain dwY& of creatures they have slain 01 driven
No. Appearing: ld4 (ld6) away.
Manaa T m : Undend, lhhanted (Common). Save As: F4 WIUithS M immune to skep, chum, and
A wight is an undendrpirit living in the body of Mdc: 11 hold spells. A wraith can only be hit by silva a
a dead humpn a danihuman. A wight I& TkeasurcType: E m idwcaponr. butsilvcrwcpponrwilloolgdo
muchM its bad7 appcpndin lift, but bopK.whitc Inteuigencc: 7 hsdamnge. The touch ofa wraith is c"crgg
and thin,with h o h . lifclna eyes. Its burial pr. .Upneat: chaotic dnia of 1 level, in addition to causing id6
meno will be tMmd and fdthhy. XP value: 175 points ofdamnge. A victim slain by a wraith will
Wights can only be hit by silvered or magical become a d t h in one day, under thc control of
weapons. They ue greatly feared. M they drain MoMer Type: Undead (Rare.Enchanted). the shyer.
life energy when striking a victim. Bpeh hit A wraith is an undead mcnster with no phpd- % r m i n : h n h d r , Ruins.
drains one levcl of rience or Hit Die. A n y
penon totally d r a i n s life energy by a wight
will become a wight in ld4 days, and will be un-
der control of the dayer.
lkrlill: &nrn h d a . R u w .
. I
-
AnnoIwnss:
Hit D k
MOVC:
Plying:
Attsdrr:
3
;q0,)
240' (80')
1 bite/ 1sting
wlow Mold
Armor Wpu:
Hit D k
Hove:
A t t h
DMlPge:
Spom
Can always be hit
2'
0
(LI

ld6 t spednl
Zombie
ArmorClnrr:
Hit Dice:
Move:
ArmJ;r:
Dmsge:
8
2 (M)
90'(30')
1claw or 1 weapon
Id8 01 by weapon
D.mnge: 2d8/ld6 + poison No. Appearing: Id8 (ld4) No. Appearing: 2d4 (4d6)
No. ApPnring: ld7 (ld6) Save As: P2 Save As. P1
save Ax P4 Mode: Not applinble Mode: 12
Mode: 9 TMurrTppc: Nil TWMWCTY~C:Nil
%wyre'IPpe: E In- 0 Intelligence: 1
Inrelhme: 3 'uiplrnf: NCUd Alignment: ChnOrL
Alig&lCW ChMiC XP Value: 25 XP value: 20
XP valuc: 850
Monsnr Tgpc: h l i f e (Common). MMSnt Type: Undcad, Enchanted (Corn.
Marwtu vpe: Momer, Dngon-Kin (Rnre). ThL deadly fungus covers an u e a of 100 moo).
A wyvem look like a twc-legged dragon with quare fen (a 10' X 10' area wunts as one mon- Zombies arc mindlru undead humans 01
a long d. U& d v m , wyvems ue mosrly m,sod many may be found co&dm). Yellow demihumphc. They ue anpcp c o w animated
brown, red, 01m-redm hue. Thac bcMpre mold can only be MIed by fm:a torch will do by an evil magic.uscr or cleric. lly ue often
fer to live on clifts or in fom.but my be ld4 points of damage to it each round. It CMcat wed as cheap labor and h a p soldma by evil
found anywhere. through wt+ and leather but CMMCharm . can be turned by cl& but PIC nn
~ l e nThey
In combat, thc wyvern will bite and uth its metal 01 stone. It does not actually attack, but if affected by sleep or cham qxb. They can be
tail over its head to hit ponenu in front of it. it is touched, even by a torch, the touch may harmed by normal wmponr. Zombicr arc &n
Thorc smog by the 1 3musc make a raving (50% chance pa touch)cause the mold to squin a , they make no
placed to p a r d u c ~ ~ r csince
chmw va. poison or die. out a 1O'x 1O'X 10' cloud of sporu. Anyone noise. They ue slow fighters, and always hK ini.
Like mwc dmnon-kin. m e m s ue Umi- caught within the cloud will take Id6 minm of ciative (no toll needed).
vore~.They prefer-chc t ~ t oflargz
c herd-hts d & g e and must make a saving thmv i s . dcath 2&: Ruins.
mch u elk and m w c , but will attack humans my or choke m death within 6 m d r .
they encounter and eat the remains if they arc 'Rmin: Cavern. Ruins.
victorious.
Emin: Mountain. Woadr.
L a d : 3.500 CAI at full a p e 4 7.000 u1 at half
speed.
Buding Mduplier: X 3.
possibly fnll if they pursue).
Changing MOn8tm A Lpaful UChU, W h O C M Shwt 1-
The eiven monster descriptions M guide- on out ofsommnc's hand, KVU a mpe,
lina.The DM can chnnge details of MYindivid- or make any orher type d non-ing
ual monster to suit the needs ofthe campaign or shot with his normal ittack toll.
ofirpecifc adventure. Unexpectedchanges add
new levels of excitement and mystery. 6. R m n e ?my &poerntirm.
An ochre jelly hiding up P chimney: mt
Bark Wayr t o vary cowed, it I& like iblack pudding.
* A moll lepdu that. when it sea the DU.
Monmten tybarls: "It's 1boUt h e you got h-ere.
1. ~ t h e P h ~ D a a i p t i o n . Fall in and f o l k me . . !'
Arctic snakes that hive white hr but M A rwm with giant spiders tha~hu te-
otherwise identical to mck pythons. versed gravity (the spiders look right.
Oren uowbred with gorgons, mcm- side up. but M d y on the mom's
bling the former, but with the nitistia nilins).
and brcith weapon of the latter.
A mbe of small cannib&: &on and 7. C ~ c n m * - ~ C l r l c V r p l ~ .
wizened bald men with bwhy eyebrows, AI d encounter table that changw the
redtatroosofmpenrrontheirnnnr,and frequency of monsters. indding (or ex-
fikd teeth (kobold statistics). dUding) C d UCUIUCS.
cpll be added to such tabla.

2. Add sped.l Abilida. A hidden sect of Wds who M Qlnolic


Skeletons that hurl their fmger joinrr PI and evil due to an ancient ~ ~ t e
ma& missiles O m with different tribal usirr:
1. 0- ofthe Red Hnnd Kldom Nn in k p lrudnllm-DioDio(ldb)-
A larger than average bruilirk. such that
siva vems iu pevifrcition are i t -2. uanbnt ( t 2 morale bonw). lntdtilcacDud.sec i a 3 4 s 6
A haltling village whose militia is t 2 2. om ofthe ClooLCd lboth M cov. 0- 1 1 0 0 0 0 1 1
d l y and won't ittack unless hey 2-3 1 0 0 0 1 1 1
with dingr instead of t 1. 4-5 2 0 0 1 1 2 2
Winged elves with iflying move of 1 50' hlve i t lm 2-to-1 odds. They M0.
pecidly treacherous and untrust- 6-8 3 0 1 1 2 2 3
(50'). 4 0 1 2 2 j i
worthy, even for orcs.
3. Take L k d s Pram Nitme. 3. Om of the Yellow Eye arc PIIprrins 13-15 4 0 1 2 2 3 4
Spiders that rhrow nets of web (up to who prefer garrota and blowguns. 16-17 3 0 1 1 2 2 3
They M seldom seen; many have 18 2 0 0 1 1 2 2 ~
120') to snare their prey,
Snakes, such PI the poisonow cord clerical speh. Each hua d l d q p
d e and the hnrmluaking snake. told tattooed somewhere on iu body. Enmpk: ne mnman hu 1 b e d Inteui.
lpatt by the order of their colored bead- 4. O m of the White Mountain we gme of 12. To dmrmiae the YOIC of an indi-
ing. blsrk-flnehed mows. They vidual menuan, 8DM ptothe "9-12" line on
Plying aquirrcls (pouibly carnivorous or keep their word once they give it, and the table a h . He mlL ld6 and the rcnrlt b i
rabid) that glide to ittack intruders. d e r no penalty in bright light. 4; the&, the wiltion will be 8 2. He rolb
~tlunl behivi0ral.y. nnorhr ld6 and the rcnrlc b 16; dm&t. the
ZYZ3unting that rve 8. m h spd.l combinrcim m-a. p? awiUbelddcdrotheIne~rorr.
the prey into ambush set by other pack Pixie archers riding giant bees. T cmun's actual In- u 14.
manbur: or animah that threaten and A tmll lord with iringofacid resitmn,
retreat inmad of mindleasly ittackhg. and hom afbl.sring.riding igiant slug.
A medusa with twice mrmal hit dicc,
4. ur U n d TMiclo1 wupoms. armed with imagic h a n d poiwned
A giant "bags" chamten with igiant mum + 2. and immune to the &ats of
sack inncad o f u h g i"sp0n. her reflected we.
An ogre wen M unwual club (the only A symbiotic black pudding sh.ped tikc P
oar of. boat the party findslater). bW&g' that spits ~KCII h e .
Koboldr ureflaabofflnmi oil and pit .An0 gokm thnt rhpam when
trp p tbat opm when someone heavier slnin, revealing ibronze . g o b imide.
IIIM rOpwndr step on them. This belches out amdl (2.3 Hit DK) fa
Amie cavemen pelt the arty with blad- elanentala uch mund until dah.
daa of sed bbod. w h d intpeu raven-
ouspolubnn. The most important thing to remember about
changing monsters b tbat the party win be set up
Hobgoblins set spears against party
chargw. while their archers fue OW. by their tpmiliarity with the
Have fun1
+ monsters.
hd.
A wizard owns ipair of charmed and
hrmd hydras. Somches i more detailed approach to
changing m a t e r s in d. Th following op.
5. k t e Npcl With spctl Atmck Poniu. dwal NICE a n be wed if desired.
The KL&s h u o n c r , who has a t 2
ittdbonw with his M, and chops off
P man-sizedopponent's head on initu-
ral roll of 20. The Intelligence of a creature b P vphrable
An orc wok carrying ipan of grew, @e to mk-playing an encounter. Stupid mi-
~ m& tactical erron in &;
n u may w
OnamayNlplirC~with~tnps.

- 2 1 4 - w - .. .: & .. -. .a.
\ \
cousins. but with a few differencessuitable for shouts and howls, and waving strnnge items.
Hit points: Add the modifier as points their adaptation to the new environment. The nonhuman spellcasters that are known
per Hit Die.' The DM might decide to allow apecial water. MC listed below (under "Maximum Spellcaster
Attack r o b Add the modifierto the roll. breathing creatures to venture into new territory Ability"), along with the maximum levels at-
Damage: Add the modifier per die of only when conditions permit them to survive tainable by each. Some individuah may be
damage.' normally. Dense fog, pouring rain, deep snow, both classes (a shaman/wokan), but then the
Saves: Subuact the modifier from or other wet weather conditions might permit maximum level for each class is then hnlfwhat
the roll. waret creatures to be found wandcrii nearly is listed.
Armoc Subuact the modifier from anywhere. Snow sharks, their fins breaking Note that moa nonhumans in a t r i k or Ipt
the AC. through the drifu, might pmve quite hazardous know nothing of magic, and may feu or discrunt
* There should alwaya be a minimum of 1 to travelus in the winter mnntha. Giant jellyiii
might be found floating about on low cloud CW.
it; only the rare shamans and wokani know how
point per die. to uac it. These cpeUcastcn oftcn use their I&
er, their tendrils trailing down in the min. snag. to riae to positionr of paver within their uibca.
B calculate the XP value of different size ging passemby. Only one nonhuman in 20 is a cpellcastu, nnd
monsters,take the mal number of bonus hit Remember that in adapting monsters to new many grou shave no wokani, only a shaman.
poinu and divide by 5, rounding up fractions: conditions, the DM w not bound by the limits of The s p c k usable by shamans and WOW M
add the result to the base HD rotal of the mon. our normal world. But the DM should try to find listed below (under "Spells Usable by Shnmmr"
ster. This is the number of Hit Dice to be used logical reasons within the framework of the fan- and "Spells UIpbk by W O W ) . Shunans and
when calculating XP value. tasy world for why and how these unusual situa. wokmi do not know, and C M learn, ~ rpeb
Por example, a normal-sired gorgon would tions come about. Although it may be easier to other than these. Shnmana and wokani canm
just cos things in without worryin about rea. read scrolls. but may uac orher magical items. A
have:
R
sons or consequences. "rational nwy" can
provide much more entenainmcnt all around.
shaman can use any clerical item; a wokan a n
use any item usable by a magic-user.
I AC 2; HD 8'; THACO 12; Dmg 2d6; Save P8 I A shaman or wokan normally has 3.8 hit
The largest variety of common gorgon would Nlonrter Spellcarterm points per Hit Die (ld6 t 2 instead of Ida), and
B p i a~ + 1 hit point bonus per spellclster erpe-
have: The use of magical speb is not limited to hu. rimce level (wen if the total m e & the nand
mans and elves. Many humanoid races have their maximum for the monster type).
AC -1; HD 8+24*; THACO 9; Dmg own magic.uscrs, clerics. and even druids. A h p t m t Now: The table below, fM the
2d6+6; SaveP8+3; XPValue: As 13 HD nonhuman cleric or h i d is known as a shnmnn. moa p m , doer not lin monstets t h on ~ CM
and a nonhuman magic-user as a W U ~ .Sha- spells as full membem of the appropriate chw-
mans and woknni do not know all the usual ter classckfor instance. men,khes, devilfish
TtiM Lndea: Some creatum that live in spells. The spells they do know they often CMin sphinxes, ere. Such creatum M not limited u
t r i k have hcrediruy leaden who gain the tide an unusual manner, involving dancing, the spell lim for shamans and h i .
by birth. The larger size of these leaders can be
reinforced thmugh the generations: mon will
have modifrcn of t 3 based on the guidelines
above.
'IiuninsU n d d : An unusually large or small
undead might be turned by a cleric with the
m e chances as the normal form. or pouibly as a
more or leac powerful undcad (cormponding to
the new Hit Dice).

A V
Consider the iverage number of hit poinu per
Hit Die PI a d a t i o n ofa monster's age. A new.
born creature would have 1 hit point per Hrt Die
(the minimum) and gradually gins more hit
poinu it agca. The average rore (41,~ poinu
per die on the average) is reached at the prime of
life: a macure. vcll.dcveloped creature just ap.
proaching middle age for its race. Atter that
point. hit points usually decline. reaching as few /'
as twice the minimum (newborn)hit poinu. Dc- A.
feated monstets should only be womh their full,
listed XP value when at full adult hit points: you
can reduce the XP value when a monncr is too
young or too old to have full hit poinu.
Monster size also often varies by age. begin-
ning at 10.25% of adult size and shrinking to
90% of adult dre in old age.

Envlronmrntrl Varlrttonr
Monstets may easily be adapted 10 different
environments. Under water. for example. play.
ers would expect the usual predators-fuh.
shark. octopus. nc.-but might be surprised to
fmd underwaru forma of birds. dragons. peo.
Dlc. undcad. and so fonh. Thne variations
Spllr Urrblr by Shrmanr

DS W8
s6 w4
Gnraur D8 W8

I hric
.. I

w4
W6 Sprllr Urablr by Wol
Sprcirl Monrter Sprllcrrtm tal to exceed thisamount, the attempt automati- Benfltr to I Lirge
c d y GIs.
When a lich or other undcad spellcpner see& A liege is telcpatbicdy linked to iu pawns
A lycanthrope may be a mlmagic-user, cleric. to control other undcad. i u spellmer level is and can we and hear through than whenevu it
or h i d in human form. Howmr, it may not used instead of iu Hit Dice. Like a magic-user, chooau. Thia communication is at will and need
use any spells while in were-form and, when it a lich is fnr more powctful than i u Hit Dice in. not be continuous.
wuma were-fonn, most lose d memory of dicatc Control of a pawn is total, even ro the point
spells Ieamed. as if all the spells had been cast. A that it will obey ~ i ~ i orden:
d d P a m obey
devil swine spellcpcter can cast three chum per- Procedure without hesitation. The m h u m mnge ofcon-
son spells per day in either were or human form, cml is 24 miles (one outdoor map hex) per Hit
but can only cast other spdk while in human If an undead uies to mntml a potential pawn, Die ofthe liege.
form. Devil swine will not forget spelh while in may have no more than hnlf the Hit If a pawn fails a mode check and flces from
were-fonn: When they m n to human fonn,
all their memorized spells M d l with them.
the‘T
Dice the liege. (This docs not apply in ce& combat, the liege may ,top the pawn and force it
SiNatiOns; see below.) If the subjm a l d y back inm melee.Thia can be the only Mion the
controlled by any m e w , the undcad attempt- lie takes during chat melee mund. The pawn
UndadSplbastcn ing control instantly recognizes chis fact, It may wifmiss at lnrt one full round ofatmcks.
A spellcnater slain by an undcad may retain still attempt control, but with a -4 penalty m A liege can mare a chain of control by in.
the use of spells after returning as M undcad. the mll. nruning iu pawns m become liega too. FOIex.
Smral undcad spellcnatcrs M k e d a h and If one undead tries to control another, find ample. a rprme could control up to 12 wighu.
in the main Monster Lis. the Hit Dice ofthe would-be liege and
If a cleric becomes a mummy (through a pmc-
ea known only to the ancient high prima of cer-
pawn on the following table, and roll 2r%f
number rolled is equal to or gmwr than the
who could each contml up to riw Ilelmns. Di-
reet communication and control docs not d
through a chain of control, but only to a liege’s
tain religions). the undcad mummy may w number given on the table, the attempt succeeds pemnal pawns.
clerical spells to the full m e n t passed in life, and the undcad subject becomesthe pawn ofthe Any liege may coordinate the amdu of iu
and may control other undead as well ( r e Lieges controller. A total of2 or less (possible if the mll pawns in a well-organized W n . A liege at the
and Pawns). A mummy magic.wer is limited to is penalized) always indicates failure. top of a chain of control that &u of ren or
3rd l ~ eability,
l even if it had higher level spell If the undead attempting mntml was once a more undcad (counting the entire chain)may k
w i n iu previous Me. spell-using character and can now use spells it considered the Leader of an undcad my.When
did in lifc. a +2 banw applies to d die mlh to applying the W ~ Machine
I m w combat rynem
Undead Liege6 and control other undcad. ( r e Chapter 9) m e the following derails for cal.
During melee, an attempt to gain control is culating the force’s BFR:
Pawn6 considered a combat mion.
If an undead mates another of the same c y p
Under certain conditions. intelligent undcad 1. Leadenhip Factor: Treat the liege%Wis-
by slaying a living cleatwe, the new undcad is dom as equal to its Intelliincc. and ueat
c m m m can uy to control other undcad. The automatidy a pawn of the slayer if the slayer
undcad need not be a spellcaster to control other ChaILmn as 18. (see the Inrelligcnce see-
wanu it to be. Spcctm, v a m p k , wighu. and tion. )
undead C ~ N R S . d t h s M the only undcad with chis ability.
An undcad mature being controlled by an- 2. Experience Factor: Beat each controlled
This may force the creator m releslc orhu aist- liege PI M O f h I .
other is a pawn. An undcad controlling one or ing pawns: if so, the pawns with the highest Hit
more 1-1 undead is a liege. Skeletons and 3. apining Pactor: Automatic maximum
Dice Mreleased fm.An undcad would be wise
zombies can only be pawns, but any other type to release a less-important pawn before the new
(52)
of undcad can be either a liege or a pawn. Ran. 4. Equipment Pactor: h u m c normalmp.
pawn rises as an undead monster; that way, he OM
dom encounters with undead may occasionally can keep the pawns he wanu.
(10% chance) be with pawns controlled by a I. SpecirlTroop Factor: CprCtUlly review the
If an undead can call or Nmmon others. those percentage of the force chat has two 01
greater undcad mature. responding M automaticdy iu pawns unless
A liege may control a number of undcad more asterisks lined with iu Hit Dice.
the new Hit Dice total would exceed the limiu
whose total Hit Dice M less than or equal to given above, or unless the liege pllowr them to
twice the liege’s Hit Dice. If an attempt by the retain frce will.
liege to control other undcadwould c a w the to-

rnanrom - - - - - - -
Haunt - - - - - - - I
spirit - - - - - - - 7
9
Roll 2d6; if the result is the number needed (or higher), the liege has succnsfully taken control of the lener undcad.
C Convol is automatx.
(a) Noaspell-wmg vampire of 7 or 8 Hit Dice.
(b) Vampire of 9 Hit Dice or any spell-usingvampire
Turning Controlled Undoad
When a character tries to turn pawns. the at-
temptischdedasifngainsttheliegc.Ifthcat-
tcm t fails, the pawns are completely
un&ed, even if they would normally be turn.
ed or destroyed by the result. If the turn suc.
e a & , the control link is broken, but there is no
other effect. A second attempt at ~ m i n gthe
same group must be d e for the former pawns
to be turned with normal chpncn and results.

Durmtion of Control
At moonrise on the night of the hll moon, all
pamu M freed of control and cannot be con-
trolled again until the following dawn. Thus,
the maximum continuous duration of undcad
control is about four weeks. Any liege may re-
lcnw control of its plwni nt any time.

Enerpy Dnlnen
Whenever an encrgy.draining undcad (spec.
tre, vampire, wight, wraith) slay, a victim, the
victim hrer rim as an undead ofthc same ty ,
a pawn of the slayer. In this CPY, the m o r c a Y s
nnd Hit Dice of the victim become thore of the
nandard undcnd form. but the hit points M
one-half of thox pcmcsred in life. (Now that
such a victim usually d o a not rise immediately,
but usually after a period of24 to 72 hours,or SJ
given in nch m o m r description.)
If the liege undcad is slain after the victim h u
h e n as P pawn, the victim becomes free-willed
and g a h 1 hit int per hour until reaching the
full number offit points poaMled in life.
If the original undcad is slain before its victim
can rise as Mundcad, the victim becomes a frec-
willed undcad inacad of a pawn. In this c w ,
the new undead mature h a d the hit points of
the original living victim (not one-half). and has
the same Hit Dice as well. Its armor class and
movement rate change to match the new u n d d
form. Such detnils of these mated undcad may
thus vprg widely from the standard monster de-
scriptions. Note that Hit Dice,not levels of ex.
perience. remain the sum.
If the victim WL( a cleric or magic-userin life.
spells M usable only when the undcad is frec-
a d . An undcad cleric must nil1 meditate to
gah spells. and an undead magic-user must still
keep a spell book to memorize spells. Those cler-
ks who wcn druids in life men to normal cleric
s t m a in un-death; there arc no undcad d d & .
If a cleric (or @adin or awnper)glinr a T or
D result when attempting to turn M u n d d
spellcaster, the undcad may make a saving throw
VI. spells to avoid the &cct entirely. If succcs6.
ful, the turn attempt is ignored, but is not
counted a failure: The same deric m y make
fvnher attempts at tu* the same mature.
Any undcad spellcaner may be rccmercd and
restored to n o d life h e r it hpr been shin in
undcad form. The remain8 must be treated with
a m o v e NLS spell from a 26th or higher level
cleric,follmd b y d l a n d r s k d e r d ( o r r r i c c
dead M y ) spells. in that order.
s characters reach higher experience levels. alignment (order and form in all) and ~ ~ V O K lmmortrlr in the Qmmr
hey will bemme aware of m r s even the fighter des. Matter is opposed to Time's
mighii~cthanthey, powers beyond-mod ken. efforts to cause change and provides Thought Immortals pmvidc challenge for high level
The iduencc of thae powers is deeply interwo- with existing order. characters. Their subtle manipulations lead to
ven with the fabric of umpaign events. and it The Sphere ofhergy is closely related to the campaign events, and the possibility drenching
becomes denr rJut thae superior beings manip- element offire. Its purpose is to create more en. this scams provides chnrpcterr with a new goal.
ulate the world. perhap the endre multivene, ergy and activity. Energy is highly active, dy- An Immonal is a being who cannot die by
pccording to theu om d&. These beings M namic and excited. It seeks to alter and earthly means. Immonpk do not need fwd.
the Immonpk. transform things, consuming matter, slowing drink. or air. They wily manipulate element,
time, and exciting thought to release mote en- and magical energies while remaining almost to.
ergy. Highly temperamental, energy is also very tdly immune to their effects.
Immortal8 and Sphere8 creative. channeling magical energies and An Immortal's go& M to gain personal
of Power forming things from the ether. Energy repre-
sents the Chaotic dignmenr (disorder and
power and to advance the influence of his
Sphere. ImmoItPls gain p e r through service to
Once monal heroes of legend. the Immonnlr uniqueness) and favors the magic-user CIMS.thcu Sphere: To ~ ~ C R Mthe C influence of one's
pined powers and responsibilities beyond Energy is opposed to Thought's efforts to con- Sphere is nlw to gain increaxd power from hat
worldly concern. Now Immorcplr. they subtly trol it and seeks to ttnnsfonn Matter into energy Sphere.
manipulm the events of the multivetse to ad- to continue at its highest level despite the rav- The D a h of m o d s and I m m o d crm(
vance their Sphem of Power. Thcu maneuver- ages of Time. when &vice to a Sphere requires I m m o d to
c m t e challenger and e ic s a p to ten the The Sphere of Time is closely related to the intervene on the various planes ofabtenc
worth of monpk while A e r i n g the ~mmor. element of water. Its pupox is to promote monpk have entered the lore and legends
nlr' own mysterious &. change in all things and to main& the flow of world through these chance encounrets.
Each Immonal K ~ C Sone Sphere of Power time. Time is everywhere, ebbing and flowing. The Prime Plane holds sped interest h
(described below). and the suuggle for domi- recycling the lurona of the past to remind the Immonpk. It is the only place in %ich sentier
nance between the Sphera of Power c a m con. present. It is a creative. shaping force causing humanoids occup and manipulate an envi.
ilict in the campaign. change through aging and rebirth. Time repre- mnment compoxd of all five Sphem. 11 ir p l r ~
Each Immonalhas hir own penonal interests, sents the Neutral alignment (seeking change, the only place that reliably produces new
o f m drawn from hia experiences in life. One but nlw stability through the ages) and favors Immod.
my be a pawn of w u , while another may be a the cleric and druid classes. Time is o p p d to Thus, many I m m o d visit the Prime Plane
patron of the aiw.Each I m m o d romotes hia Matter's &ow to withstand c h ~ g causes ~, a with regularity. Once, in the dincant p ~ Im-,
om peranal i n t e r n in the momfworld. loss of Energy through time, and teaches monpk lived in the Prime Plane and d u d y in-
Buh Immonal is served by an order ofdctics. Thought the luroni ofhiatory. fluenced the p r o m of the sentient ma.They
The lmmottd provides power (i.e.. clerical The Sphere ofnooughris doxly related to the later deparced. wisely, to preserve the plane's
speb) to his deric followers. and also giver them clement of air Its purpose is to categorize all of unique environment.
idnnce oftcn in the form of the & r i d order's &nce and to make all other Spheres its tools.
f & p s p 6 i l l g &.but sometima by diredy Thought is the very ersence of the Immonpk.It
or mhrectly manipulating the cleric into a 1pc- is realization, philosophy, and understanding. How the Immortal8
cific qUUt Of LR of d o n s ) . Thought seek to analgzc everything and a n Interact With Mortalr
Each Immortal dnws nrengch fmm the num. manipulate the other powers of the multivene.
bers and devotion of his m o d followers (i.e.. Thought docs not repment a single alignment, Monpk on the Prime Plane M dealt with in.
the cleriu and non-clerics who favor the Immor. but is comprised of all alignments. It kvon the directly and through subversion. Immorrnlr do
td and hia gods). and x) there arc nlsosemndq thicfand mystic dnrrcs, as the thicflives by hia not commonly confront monpk d i r d y .
8 t ~ g g I ebcnveen
~ l m m o d who want to lure wiu and clevernew and the mystic strives to live Immortals do not often appcpr to m o d in
followersaway from one another. by p h h p h y and telson. Thought opposes the physical form, scanding up before them and en.
Nore: Not all derio scm M I m m o d . how- chaotic excesses of Energy and attempts to ma- joinin them to Mion. More commonly, an Im-
CVU. h e Y K the kU rpcCifK COnCCpts of nipulate the effects of Time to create order and mortPkwiu appenr to one mend in his d r a m .
Law, Neutrality. and Chaos. while 0 t h serve ~ ~
form in Matter. or will inspire a deric to a prophecy affecting the
great non-sentient forca such as Nature. The Shere o f h t r o ~or v Derrh is not related m o d s . On nrer masions. the h o d d
to MYckment. Its p&e is the ultimate de. appcpr before a pany of mom& in his incorpor.
"bo S p h m r of Powrr svuction of the multivcrse. The four other cd form (m below).
Immonpk usually communicate with monpk
The entire multivene (that is, the combina. Sphem of Power o p p Entropy but recognize
its impormnce in the f u d o n i n g of each of the in order to command them or peuuadc rhun 11
tion of all the universes)can be divided into five undertake d o n s which advance the Immonnlr
distinct components. nlw called Spheres of other Spheres. Entropy is the weakening of the
fabric of the multiverse. rot. weathering. and plans. When one Immortal s e a an enemy Im
Power. Thae five Sphem M Matter, Energy, monal plottin& the fur1 Immod will usuall:
Time, Thought. and Entropy. Everything in the diuipation. It x c b to bring dl thinp to a nop.
c a u ~ n goblivion. At the same time. Entropy it- communicate information and his d a i r u to i
muluvenc is comporcd of a wmbination of all group of faithful clerics or heroic playn chnrpc
five of these wmponenm in varying proponions. selfcan not cxim without the presence ofthc oth-
er powers. Y) it sects first to subjugate before ten. petsunding thooe heroes to confront th,
Each I m m o d s ew one of the Spbem. minions ofhia enemy. The Immonpk thmeIve
seeking to either increase its iduence in the bringing about oblivion. Enwpy does not favor
MY SIC dnrs. Enwpy seeks to d e s t q Mat- seldom pnnicipare penonally in the
mulrivenc or to maintain the balance of power between their minions.
mong the Sphem. In t h e of the Spheres
fer, x i p a t e Energy, cause Time to stagnate.
and stop nm Thought. It's usually not necewaty to have a character
(Maner, Energy, and Time), one d i i e n t is sheer for an d v e Immonal: m o d heroes in
dominant: in the other no (Thought. Enwpy) The multivene is best served when there is
balance b e e n the Sphem of Power. If one reasonable campaigns don't often attack them.
no alignment dominatu. However,in cenain nre situations, mond he.
The Sphere oflldntter is clately related to the should ever gain an overwhelmin domirwcc
over the others. 0n1y Entropy m u d w i n , for M- mu will decide that they have to amck an Im.
element of earch. Its purpose is to withstand monal. At that point. M a DM.you can choose
dcauuction and decay. This Sphere stands for ance between all the Sphem u necnsprg for har-
mony. Thus. while each Sphere mnmntly strives one ofseveral different mponru for the Immor-
Itufdincu and stability. Matter. in its three
forms. is the building block of all things. Even to advance and gmw. the other Sphcm of Power
in decay, matter usa the elements to create n m y to maintain the balance by retarding 01 c m . ~ ~~~~ ~ ~~~.
~~

cering an opposing Sphere's growth. DM,~ifhewantslmmoItPlsinhiacnmp~toh


forms. Matter is rich in variety and easily muta- incredibly powerful beings, E Mjust decide that
ble to any form. Matter reD&nu the Lawful no mortal player character even approximates
%&mm?s&
4 * -8 *. -. 1 2* - - .. .
,e
- -!a
the amount of power it takes to hurt an Immor. ity may normdly recognize an Immonnl. In- Mortal Form
d.Therefore. with this choice. the DM can jut s r d . Immorrnls prefer to manipulate their
ducribe how the Immortal frowns. wavn his followera' Prime Plann by other mernr. An I m m d CM create MY m o d form to
arms. and all the PG PIC puslvred (no saving One sub& but common way involves rhe we how hia in~~lligence
when he appcara in the
throw possible), c u d , &wed. randomly telc- of omens to pmage some great cvcnr. encourage modwotld.,Hemncmte amodformofany
poned. or other orherwk diWOditd. an undertaking, or w m of danger. A n h e r molllTcI specin, and at the maximum aperi-
(2) The Immortal Leaves: The Immonil common way is to inspire a mortal through mm- enec level (or HD fgure) for that a&.
might jut disappear completely: no mortal tal suggestions or dc~wnr. The Immortalis bound by dl c h u m clna or
magic could bind him here. He could then pur. When attempting w change the c o w ofhis. s p i c a l L n i t a t i ~of~the form he u~umea.Por
NC his unirhmcnt ofthe PG at his own leisure. tory, an Imm~rtalmay use more d v e methods. cxa~nple,if nn lmmond cmta a human form
(3)de l m m d Stsp and P i i h u A p d c u - The moat common is the use ofa pawn, a servitor for hmself, he can create anyrhing fmm a nor.
luly foolish lmmortpl might jut nay behind to or follower of his Sphere dPower-somnlnw a mal man ro a 36th level adventurer (or 16th
fight. (It's not foolish for him ro believe that he PC.A pawn may be given M Immonal MihCt level. if he taker a Myadc identity). If, for in-
would win a fight; but he r k h Iw ofpowr, re- and a goal ro accomplish and then left fa his om S~MCC,he were to bccome a 24th lcvcl cleric, he
dunion in status. and porrible additional pun. meam. The awn faces m o d risk in persondy would be bound the cleric'r limintionr on
ishmenu if such direct manipulation is performing 5, n*.A less tiah method is tor a rpelb. m o r , and w n p o ~ .Violation of any
unruccudul.) The DM might have arranged an pawn (usually NPC) to act as M agent of the such l i m i t ~ ~would t i ~ ~force the I m m o d to be-
adventure where some arcifact has bound an Im. Sphere IOcoach a more powerful character w u11 gin to d e on either his manifntation or incor.
monal in place IO that the P G haw a chance at den& the Immonal's task. In either w e , thee p o d form, M dcxribed below.
a d n g and temporarily or permanently de- ea of events which drag player charac. This m o d form is not detenrble by other
stroying him. so not dl circumstances where an
Immonal nays around to fight necenorily mean
MtheP
ters an the world's most fmour, powerful
NPG into the plans of the Immonala.
Immoda M an objen h o h g M O I ~ UImmor-
d.Therefore, the I m m o d housed in the mor.
that the lmmonal is foolish. Immonplr fmm the sphere ofanMpy Mthe tpl totm CM wdk freely pmone morrrls.using all
moat likely to become personally involved in the abilitin of his mortal form. Not many Im-
Immortal Bohrvior their plotting. often revenling their mu form w
their minions,servitors. nnd enemin. No action
morrala like to do thk becoming Immod and
then hrer returning w the limitations ofn mor-
The Immonals hive i rule mong themselves: that would endanger the Prime Plane is CVN TPL- tnl body, to thcm. is like being cured of blind.
D i m Action Agnincr M o d is Forbidden. The en by any Immortal. including one ofhuopy. new and then becoming blind again: PLO, an
wiser ones m o n them have convinced moat of I m m o d wandering awund in a mortal identity
the othen that t f e y need w live with this code can't keep his attention on as many of his plans
and enforce it on othen who acen't M sensible. Immortal Statirticr pd he could if he were back on the Immortals'
And IO the hmonala spend a lot oftheu magi. Immortals have h e basic forms in which plane. But same do it in order to advance their
cal energy "scanning" for the tcll.talc emana- they CM confront monala. Thwc PIC the moml penonal p b or w keep an eye on monala CN.
tions of direct Immonal intervention on the form.the mdesration form, and the incorpor- Cial to their plnnr.
m o d p l ~ eAn ~ .Immonal who just show up eaI form. An immortal CUI throw off his m o d form
on the m o d world and staru killing the monnls
he dislikn will instantly be noticed, and will
probably be attpdred. by the other Immonala.
Thi is why Immonih rend to h i t them.
selves to speaking to mortals in dreams. or ap.
pearing very bridy and nor manifesting wry
much energy: this is why they uy to persuade
mortal8 to their own datrinn and let the mor-
tals do all the work.
Ofcourse, not d Immonds arc happy to bow
ro the will of the mwca. Some chafe at the "no
k t action" rule and do appear directly when.
ever they think they can get away with it. Often.
it will be in a m o d form (described below).
which is no more powcrful thpn a high level
player character but u not dnectablc by the 0th.
er Immonala. Immonala appear on the Prime
Material Plane in their m e identities (Le., in
their manifestation forms, dnuibed below)usu-
d y only in high-energy places and ituationr
where they &ink the other I m m o d will not
notice their presence.
When M Immonal appears on the m o d
world in his manifestation form. there is a 5 p6
cumulative chance pet round that the witching
Immonala will notice. If they notice. they will
ptobably decide to yank the erring lmmonal
back out of the monal world by force. If he is a
kuer Immonnl of one of the four "pod"
Sphcm. they may be able to punish him; if he is
M Immonal of Entropy, he will not allow him.
wlf to be svmmoncd into their presence and will
limply escape to cause trouble later on.
Immortal Manlpulatlonr
An Immonal will not generally reveal himself
to monala. Only candidatesfor future immortal.
and take on his manifestation form or his incor.
p o d form at any time. But it's not innancane. ImmomlMmifCrmdo.Pomuab*
ous;it takes one full nun for the transformation Immoml *of-
to be completed. During this cum. the Immortal Stafitdcl A=We Gmta ultimate
NumbcrApPenring: 1
is uansfonning but h u a l l the MU and limita.
t i o of
~ his m o d form. Armor Claw:
Hit Due:
0
1y...*****
1
- 10
jO********
-
1
20
45*******.
Likewise, the Immortal can change his mortal
form to another m o d form, under the m e Hit Points: 100 250
time constraints. If an Immonal wants w main- MOW: 60' (20') MI' (20') 60' (20')
tain two identities on the mortal world, one of a Flying: 150' (50') lYO'(50') lYO'(50')
female 36th level magic-wt and chedwr of a A-. 2 3 4
loth level dwarf, he CM change freely h n DmPge: 2d6 or specid 3d6 or special 4d601rpednl
them-and any number of additional forms and Save As: M36 M36 M36
identities-and be subjeer only w the limitation Anti-Magic: 50% w 5' 60% to 5' 90Ut05'
that each vandormation takes one turn. Morale: 12 12 12
The Immortal may create any garments. Treasure Type: nla nla nla
weapns. and normal (non-anifacr) magical Alignment: Vnrics Vnries Vwits
item as pouessio~for his m o d form.When
he changes to another form. d thm objects Note that b e mode MORd m ' r mean that he's at Gtrorcr or Ultimate IncLI: he can puv
Mni.h; a hero stealing such an item will watch it an Immortal will my and fight to the death in spell duntion u he p l ~ l c s he
; don IM ncd
disappenr into thin air once the Immortal MY combat: though thnt's what a mode of 12 spell boob. and don not form myic.llla
change#f m . And when the Immortal returns means for m o m n . that's not what it m e w spebuhcusesthcm(androcouldcutdknme
to the form which had that item,che item re- here. The Immonal mode %oreof 12 merely spell w r and over).
NIIZ to the Immortal-not to the thief. means that Immonnl,never failmode rob.un- , Ryyoenres: The madfatation fomregmu-
The mortal form of M Immortal has one der chav me cimmtmces when they have to aces 1 hit point per day. If hun, the Immoml
special p e r : make such rolls. usually CPIL( henling ma& on him&.
Cammunibation: The Immonal can speak Mon I i - ~ ~ ~ r will
t a l ~not bother to conduct Specid M A W : The d n r t i o n form a n
with any living CreaNre and with nonliving combat with mortals: more often. hey vanish only be hit by a + 5 or grwer mduntcdwap
scene of combat, preferring IO visit re. on, or by M mihct; when damaged, he takcs
their encmica later, and at their con- onlytheminimumdamnpeporribk(i.c.ifdam-
, Those who do stay to fight will age is Zd6+3&u, theimmonaluka 5 poinu
not fqht to the death, and will instcad of dam@.
DDCEI once thcv've taken 25 96 of their hit SpeCi.IDdsNcvs. MomlMpOiclhermnif&
The Immortpl's more powerful form is his taUM fonn h U n C to d d p b .
d~-u c a t i o n form. This form is u much of his
~~~~~~~ ~~~~~
Whenever Immortal's form is destroyed on Specid Defeme n. Pobn: Mdestation
"vue" lmmonal body u he can~pkjectinro the the Prime Plane, the Immonal uaudy arranges forma autonutidly make d saving rhrasr n.
m o d world (the Prime Plane). The lmmonnl for its utter dcsuuction. At wont, the form poirws.
can make his manifestation form look like any. would leave cluca about the existence and activi- ItnvclPowcn:T%emanifucationhhutbc
thing. bur it will always radiate the power of an ties of the Immonnl,. and powerful monnlr power to Oy at d. releporr without e m once
Immonrl: M Immonal in this form cannot con- could seriously interferr with Immortal p l m if per hour, and tnvel u h d y and d y om
vince anyone that he is not an I m m o d . su&iently arouxd. time each per day.
Mm Immonnl, choose one or two specific a p
penmnces for their manifacarion forms; this M d a r a c i o n Porn spetl Powen
helps when they M dealing with their monal Anti-Mngic: Sce Chapter 13 under "Anri-
Incorporal Form
followersand minions. They can switch iMMtly Ma@'' Manifacation form Anti-Mngic is of the The Immoml's third form is his inrorpoml
beween thav appearances if th choose. rdated (non-attack) variety, and so it primarily form.ThisformiareallyjunapmjmionofhL
'~hm power levels o f ~ m m o J P r eshown be- dfms tmpornrp magical items and dFmr[such mind from hi native Sphere ro the moml
low: k t , GITUCI.and Ultimate. The DM will u spelle). world; it usually appears as a ghving, hub
decide which Immonal~in his own campaign fall A m Attack: When the L n m d decides to MCUltidf m ,O r a take the form ofMyrOn of
into which power level. make an am a& (which ia wudy done to im. dream projected straight inm a monrl'i mind.
Lnter Immonnlr M either fairly new IO im- pres his foUowcrs and their fiends, M to tcdy In either case. the Imfnod can appeu kforc
mondiry or have simply never developed a lot of hiaencmia). dviccimswithln6Vofthemnnifo- (or in the drenmc @ w e d momah d at once,
pover; they rmd to be patrons of Ica.domimnt tation fonn must make spvingthmwn. spells, re- M can kviaible ro (or in the dream cs)d y 0 1 1 ~ .
rrnirs or profewions (such u ssgcuafr or youth). cciviq no bonuses from quipmcnt. aplleffmr, as the Immonalchowa.
pauons of specifc cities. ot auvans of greater or Widom mi%if the aaving throw fails, the vic- Thc appearance of an incorporeal form on the
Immonals; many ofthun have few followers. tim is awed. The Immoml can then decide m o d world don not den wmhing Immomah.
Gmter Immonab M powerful being who whnherrheviccimfeebrumr(aeatuafSnrspcll Therefore, an I m m o d can fmly COmmynLLIe
represent L n p o r t ~functions
r and have gained a of thm m duntion). paralysis ( M a g thm with his minions wirhout a l a other Immor.
lor of magical might. They rend to be pauons of w,see the desaiption of pnnlydr in *tu rpla w his activities.
dgnif1cant trniu or pmfnrionc (such u diploma. 13, undu "Spcdnl Charactn coodirionr). or Mortal magic has abrolutely no &at on the
cy or the thief character class), patrons of entire Ehnrm (treat u a charm spell of2 X n o d dun. incorporeal form.No mount of rpellr cm M
nations or tribes; they often have LMer Immor- don). The manifestation formcan make one am the incorporeal fom will hun the Immod. On
ral subordinata and tometimes answer w Ulti- a& per round. but a ~ r m d limits
g himrelf to the other hand, the incorporeal form c m o t cut
mate Immonals. only one per encounter. any speb against monnlr.
Ultimate Immorrnlr Mthorc who PIC the old- Communication: The Immod can speak The incoqmd form can change into either
est and mon powerful: they often represenr very with any living creature and with nodwing the manifmpdon form or the m o d form .ttn
populnr or important MIIS (such as warface. things related to his own Sphere; he knows d a uansformation of one turn.
love. agriculture, ex.) and have many subordi- 'w-
nate Immonab and followers. MWICUse:The manifestation form can we Fightlng Immortmlr
These divisions M mere conveniences for the any clerical, druidic, or magical spell as a spell-
DM.who can mate Immortalswith other %a&. cutti whon level is 2X the I m d ' a HD lmnwtnlrdonot &in the DkD. guncfcd
ria and power levels. (thus M30 if he's an Lnxr I m m o d , or M36 if playu characters to fight or kill. They're sup.
m be wefil forces which confound, in. the vprious parhs bdolr a duncrer decides m o d in his thoughts. The Lnmorrnl will h a y s
P,=d
fluencc, s".
M u d player charmen . . , not PI
"monsters" to be artneked and UUcd. their
which path m pursue. heat the d but will judge the chnmncr's WOK-
chines bdorc mponding. To check for the Im-
1. The charmer aclccu the path for the Sphere mortal's mpom.roll ldlo md m o d i p~in the '
homes looted for vcp~re. of Power he wants to KKVC.(
However,it could happen that the Pcc will
fmd rhemrelves fighting Immorrpls. Should chia
Sphere of Power favors a speak %$
clam. a chnrnctcr of MY c h may ~y m
followitq able.

happen, here M some basic guidelines. achieve Immortality with MY Sphere.) lmrnmtnli*lpoarcTnblc
2. The character must find M Immortal
M d h
If M Immortal's mortal form is killed on the aponror-i.c.. c h w e the Immortalhe ho
/r
r-4
to be his aponror, and uy to purundc t I alignment
Prime Plane. the Immortal is banished b d to Immortnl m guide him to Immortality. Per additional bciog accompanying rh
his own plane for Id20 days. He may only reap-
p m on the Prime Plane in his incorporenl form
during this period of banishment. Finding a Sponror -3 Per failed in climbing the
test
mountain
Finding an I m m o d and petitioning for
W a m c i o n Form sponsorship is but the fmt of many W i t
If the I m m o d s manifestation krm is killed tUkS.
~fhePlimePlane,hisspLitretumsmhishome The charmer must an out on another ndvcn.
plane and f o m a new manifestation form in a m e of recatch m locate the lace where the Im-
number of days equal m his I m m o d hit poinu. mortal he has chosen may mncpctcd. This
During chis tune, he may only reap- on the
mortal world in his incorporeal form.
could be at the top ofa remore mountPin with a
reputPCion for dangerous hazards, in a myscic
'Itcat rnults of l a than 1 as 1 and mla -
Lnmortplson their own plane MauoDmpricnlly greater thnn 10 as 10.
grove surrounded by deep forest teeming with
in their mpnifacpdonfoun. If this form is w k d monsrcn,inatrenchatthebormmofthercn,or
on the Immoml's w plane, the Immorcplis h. in a perfectly safe temple . . . one it took wed Raulo
nm dead. Ho*cvcr, M Ieven the mpidat OT dangerous advcnmcs m find. 1-2 The Immortal ic diJplcMed and Icu
moat violent of Lnmomla would Epil m UT cele- the charmer h w (by an omen in
o
ponabiliria m gm m a tpfu haven, or (if rhey The Gift ld6 days) that he will not mmer chc
haw a fill nun a d a b l e m them) cpo revert m Once the location for perition hu been deter- Call.
heir inmrporerl form. and send their minions d- mined, the lhnnnn must u n t c a gift of partic- 3-8 The Immortal arrives in dlW days.
laany p6 crazy enough m attack them. ular relevance to the Sphere or personality ofthc He scnds an omen of his impdin#
Immortal. This gift should be especially kauri. arrival in ld4 days.
lneorporrnl F- ful and have the qualities of the Sphere. The 9-10 The Imm~rtalis v u y pleased and
The incorpoml form cannot be killed or more valuable the gift, the higher the chances arrives in ld6 days.
hanncd in MYway. for the charmer to receive a favorable mpow
fmm the Inunottpl; a minimurnvdw ofl5,OW While awaiting the Immorul's arrival. the
PCr Becoming lmmortalr gold pieces is recommended. but nor required.
When the gift is prepared, the character may
chpnner should runnin on the d r and
medicare for 80% of his weking hours. If the
Since all Immorrpls were once m o d , the DM embark on rhe joumn, m the mountain. lhis dwpctnh e s f h e mounmin, check rhelmmor.
my permit chnncren to seek Immortality by journey should be very dangerous; the character tal's mpow again with a -2 modifer. If the
tding the winding journey into heroic legend. It should rise one level or gain 120,000 experience Immortal mponds. he sed8 an omen m reU the
: easy to gain Immortality,and mon never poinu during his journey,and the chnrncter may chunau to mum m the moUDtpLI. Iffhe ICC-
cd.But the truly peraistmt and heroic char. be diavncted by many advcnmm along the way ond mult is 9 or 10 (w above), The ImnmwJ
acter may gain Immortality if he proves worthy He mun take C M that the giftis not damaged or will appeu wherever the character is at the end
enough. Howcvcr, if he gaias Immorrelity, it is stolen. If it is, the dMugt must be repaired or of the waitin8 time,but nor while the chmctu
l i l y that the chancccr will retire from the the item m e d before he continues. is in the company of anyone elre.
rnlm ofthc living md never be hePrd of penin.
Immortality must be won. It can only k The Seven %in ThcMaxing
errned by succe&Uy completing rrvnnl a- Qimbin the mountain m its summit should The arrival of an L a m o d is alwayc a pu.
tremely ditlicult t ~ h . *becha& engine. It is recommeadcd that the formante. ThL arrival may be p n d i o ~OK m p
There Mfour pacha to Immodity, each cor. DM create w e n encounters that must be met in reriour. Ifgnndiac, rheImmdappeau inan
ruponding m om of the four clemcntpl Spheres climbing the mountain. The encounters should elemend fom bued on his Sphere.
of Power. Any intelligent mortal mching his ul- t t the character's m d e and worh in the fol.
rimate experience level may try to earn immor- lowing:
tality. Homer, only humpns may attempt to Honw and rmmrorthinns. SphaeBLclllnUrlPotmr
b e an Immortal of the Sphere of Marter. Dedication to the Sphere of P m r . Matter: Erupting from the cpnh ora any
Resourcefulness and resolution without m o d unnuc
Pnnqulrikr combnt. Energy: Fiery, bright, or on rays of light
Bnvefy Time: Watery b e h or as a storm
A human character of the cleric, fighter, Persistence in the face of adversity. Thought Wild and windy
magic.user, chief or druid clam must first reach Mercy and cbatity of the hem.
3 h h level. and a dunhuman or mynic must widom. The Immortal, in his fm a p a r a t ~ cwill
, au-
first mch UL expeUClKC p i n t W d of l.OW,MK) Not all these encounters need be mmbat- tomatidy utilize the p d p PIpect of his aura
poinu to be a candidate for Immortality. Once related; in fact, ~ D D should
C be mle-playing en. attack ability on all mm& in the MP. He may
thne levels (uc attained, the chnncter may begin counters where the character muat make the release c m t u m from t h i ~
pprnlpsir at will.
w+Mh m discover the paths to Immortality. correct deckion baKd M the emir being cencd. The I m m o d examines the character and
These aths M not common knvledgc. The Not eve challenge must be won to reach the then communicatu verbally or cekpothicnly.
DM sho& put the chnrncter through a gnreling summiifbet they must all be m a . psking what the charmer m u . The char~cter
IdvenNre during which the PC learns what is re. must explain his dwim humbly and prcrmt hir
quircd of a candidate for Immortality. Immortal Rnpoarc gift.To determine the Immod's mpoore. mll
Eve- path to Immmality begha with the fol. Once the summit is reached. the character ldlO and YIC the above modifen plus the fol-
lowing step. Make sure to mim the detpilr of must meditate for Id6 days, calling to the Im. lowing:
- > If the character is haughty. At the end of these steps, the character must
return to the place he met his sponwr and PgPin
must be creative in devising a means to acquk
this item.
-2 Ifthegifc'svnlueislnrlhan25.000gp.
+ 1 If the petitioner is of the character class meet with that Immortal. If the character has Rsrim~ny:The Paragon must recruit at least
favored by the Immortal'sSphere of Power. failed to complete any ofthe step. the Immortal six apprentices and rhcy must rise at I t a t 12
+ I Ifrhegift'svalucis2>.O00gpormore. may MI further requirements to be fulficd be. levels while in his service. He must alm tnuu-
+ 1 POI ench doubling of the gift's value fore Immortality is granted. form the land for 100 miles m n d his home.
beyond 25.000 (+2 if M.000 gp: + 3 if Ifdofthcatepaarccompleted,the lmmortd This d o r m a t i o n must give the land a unique
100.000 gp. and Y) on). revim the whims of chance. Roll ld10.If a 1 is appearance and range of inhabitants.
Again, m a t all results of leu than 1 as 1 and rolled, the character has W e d and is not gronted Tpsk: A Paragon must be acknowledged them.
rcsults of greater than 10 as 10. Immortality. H e may request funher tasks. or he periorofdochcrmagic-userswithina1,000mlk
may give up. radius. He may accomplish thir dueugh mqgiPl
If the character is granted I m m o d t y , he may duels or by driving d other magic.ua~rout ofhk
PefirionRuponra Table lands. The chawter should challenge at kpn
cake a ycpl to complete his m o d affairs and
1.2 Petition Rejected. Immortal destroys then must leave the Prime Plane to join the eight magic users of 25th Imlo1 gmw.That
the gift and sers the character a quest StNggkS of the CoM1OS. magic users may fcsm up against rhc Paragon. .;?,
befgte he can return to petition Gain. The four paths to imm~rtnlityM:
3-8 Petition Accepted. POIymnrh 2%
9.10 Petition Accepted With Pleasure.
Immortal gives the character a small
w-This is the route to the Sphere of T h e . This This is the path to the Sphere of Maw.This
path favors the @ter c h .
magical item of the Sphere of Power path favors clerics and h i & . Quwt and W :The Polymath must face the
as a token and relepons the character Quen: The character must undertake a punt chdknge to a u u d in rhm additkd hn u
home. for an prrifnct that will allow him to travel cleric, rhief, and magic-user. The Polymath,
through time. during& ofhisthm lives as onothcrchueafcl
Whatever the rerponse, the Immortal will Ed:The character must travel h e a d in time claas, must quen for and gain the m e urihrr.
take (or destroy) the gift. to three xpnrnte periods and help rhrec differ- H e beginr each new CMCI at finr Ievel, with no
If the lmmonpl accepts the character's p t i - ent descendants to retain their kingdoms and memoria of his previous liva. The quam may
cion. he instructs the character in the steps re. perpeNate the dynasty. not begin until the character reachn 5th lnel in
quired to complete the path to ImmoKPlity. 2sRstimony: The character must create a realm each dw. The fust two h a the pnifnn is
Detlilr of thex s t e p follow. The Immortd M- with a population of at least 50,000 people if a gained, the 1mm01tal reappara to dw drnrnaa
m rsmoat of the character's questionsif they arc human or 10,Mx)if demihuman. H e must alm within Id20 X 10 dry to dah it. The h m o d
reawnable. He then sets the conditions for the design and build a great new capital for his land. then reducu the character to fm level a d
next meeting and leaves as if he was never there. W :The chprpner must found a dynasty. The causes him to forget his past w thu he my be-
Once M Immortal leaves. he will not be seen dynaaty must be ruled by the chamcut and hk or gin as thenanchncardpu. The third tLnc the
pBnin until the path is completed or the cham- her dmndants for at leM 20 yam ofthe chaw- artifact is gained, the chacaccer may mria it.
ter returns to petition again. Prom this point on, tcr's Ne. At the end of thk &, the character and the I m m d r m dl pan memoria.
the Immortal (though unseen) is instrumental in must have a living grandchild to inherit the dy. Ed: Mer completing the fmal step of the
placing obcacles and challenges in the charac- naaty. Thir grandchild may be adopced instead of quat. the c h u m mua advmm alone umil
tcr's path. a blood relative but mun be announced as the he reaches 12th level. He d n r the sbiliciu d
heir. During the 20 yam, the ehnncar should d the chacaccerckrsnand advluxu in ddsacs
Tho Four Pithe face at lean fourmajor challenge to his rule. equally.
Rsrimony: The Polymath must be u m m p
Once a character gains a aponaor, he mun Epic Ha0 nicd on his adventurn by one manbet of nch
w h his highest-porcible apcriencc level before This is the route to the Sphere of Thought. human chmcter clrss. These commdu may not
d n g &on the path to Immortality. The ques- This path favors the thief and mystic claasa. begin at a level higher than the chprpcla. If any
or must be mx to his c h o m Sphere of Power Q u a : The Epic Hero must undertake a quat of thee characters arc dah, the Pdy-
urd bring it gloty and honor during the trials. for a major Mifncr from the Sphere ofThought. math mun take steps to rcaurect than.smiq
Each path q u i r e s that a m o d paw the fol- Did: The Bpic Hero must tnck down and aside his quat if necawy. Once the que# u
owing five tough requirements: bring about the permanent destructionof an ar- completed and Wore beginning the d, rhc
tifact of the Sphere of Enaopy. chnrnan must n m a monument at l e a IO0
1. The character's adventurn must gain him a 'Rsrimony: The Epic Hero must fmd and trnin fCCt d 10 the glOty of his adVCIlNfC6.ThL mOn-
rpeeific amount of experience. This amount a successor. The succasor mun be the player umcnt must stand for at least ten y m .
is 6 0 0 . XP ~ for moat classes but only charutcr of a different player. In addition. an
400,000W for the c h h e Sphere favors. Epic Hero must create a new legendary weapon. Whoa PCe Roach
' u chaster mwt complete a new quest to
2. R W :The Epic Hm, must live up to the heroic
retrieve an artifact of lcaaer q greater magni- ideals of courage, ncpdfpnnac, and dedication. Immortality
Nde from his Sphere of Power. The quest for H e must c o m p k an epic q u a to perform a If a character rcptha Immonslicg,he must re.
&is nnitper should cake w e d game y m . nearly impoarible task, such as driving d dragons rirefromrhcplayofthegunc. . . u n l n s t h e
3. The character must successfully complete a fromthe land or building a a l e in the sky. Thio campnign foou chnnga to foliar the lmmomL
trial of spcdsc value to his class and the quat should rake about five yam to mmplerc. and their d v i t i a . (This mrmdy only tntn
Sphere (see below).
4. The character must preparc a testimonial to place when fwo or more FCs have become Im-
mortals.)lmmoml former P O ma reappear in
his greatness. a combination of followm
(people devoted to his philosophies and
%the mute to the Sphere ofEnetgy. This
path favon the mugic-userclnss.
the campaign as a patron-an
manipulator-of their old friends.
d
aomctimcs
achievements) and a lasting monument. The Qua: The Pangon must qunt for a laser u.
monument to his greatness must be financed tifact of the Sphere of Energy.
by the character, and he must participate in mil:The Paragon must create an entirely new
its creation by either adventuring for compo magicnl item. The c m of the much to create
neats and manpower or by taking the risks of such an item equals the total experience points
the actual physical consuuuion. of the character. The components to make the
5. The chacuter must complete a rpecifc mon- item should be auemely me and difficult to
umental taak that will bendit his Sphere (see find, including at lepn one impossible item (the
below for details). footfd of a cat or the mar of a lion). The player
- - 2 2 .: .-e- . \.
e CO~M , jewelry, and magical itani
gems. Miglcal T n r i u n Chooring 'harum8
Thepiwaccofmagicdvcameinahwdof. In this d o n andin the natmnl-,
t o u a d i n d u l e i u d m i t m a be&cdu ten complicua the pmea ddividing ueuure. the DM will read methods for c b o h g which
pqlaltoru * d f m m m d i a p e r f m p Typicdly. chlnncn divide magical tmlure ttrp~lc~ to appear in his M her game. Mort ucp.
hgnnea*. Aschuvmd lxromcmon arperi. mong themrclm tint. and thor who receive wcs, ofcourae. M urocirtcd with a nwmcr-
enadsrdaphrtmlne~.ilsaatruas,mnarrrir magiul UeUuIe rrrrive l u d t m r e . A, the vcuwe is rhe arrcwe in the monncr'r lnir
berm gunrded. knu hidden, and p d b l y a~lcofthumb.pmmncntm&items(such or it is the treaauc the m m e r Mia with it
Butchnrk mon dit,mol SJ 1m+al d M ring) M coruided worth molt of the time
T ? D M a h d bez%l whm pl.dag tm. more tlnn temporary magical iDcmr (nrdr as a There M cwo waya m determine what sort of
NIC benur UCUUIC help8 dnenninc the rate 8t potion or mu); item that ue tcmponty but m u r e bdongs to a IIIOMU:dclibentely and
which c h w t e n g i n erper*nce. that M be wed m y times (nub u a magid randomly.
wand) M unully counted u pennrnent itcms
UnkW che rpcuthey ew k d little aignihnce
Dividing Ttearun or U s C f u l n ~ . Dollborato Tnaiun C&im
More play stam, playen chould pem on The DM EMsimply decide what mt of tm-
how they intend to divide up ~CUUICfrom each DiridLy M d Conrnc NIC cnch monacrhu by.&thmyhthe LLa
adventure. Note thr the DdrD. e ha8 no Party mcmben may mme to a ~ n r m w M dvcrnuc on the f o k l n g p y l a and Iclccr&
hud.and-fut mle fahow playen E d
l divide who a h d d get what, d witbout rolling. For a- monetuy arrcwe and m q i d irenu. It is rec-
their dunnm' trca.wc. That decision k best mple, if the chamctm apnue L uw@Jrchoud ommendcd, however, chat the mounts of-.
left to ench Bpming p u p . that includtrnmqidnmd multwodthcpu- sure c h o m fall within thc ~ g and a t y p
As a buic mle m keep in mind, however, the ty'r firhtcm already have magical nordr while LLted for the monster's "annUeType,''There.
diviaion oftrca.wc should not be krd on the the third docs not,they may simplydccidc that fore. become W u with the g u d d i n ~for
mount of work dune by di&rmt chatactem. the third Q h t n p u it. If the hovd indudes a random ueuure choice, apinodin the&.
P&mwill u r u d y be more d w than othcn, magical ring that beam chehmily crew of one of h g &, to help dctmnine har much and
and thieves may haw little m do; though the the chwter'r duu. they m a y chink it only right which tlpcs ofttmurc to choole.
thief's p h p may play hia d e well. thcre mry that this chlrnncr get the ring.
be few tap and lab to deal with. But nch Thc nuat dthe g m e is coopnnion. not
cbrncterruked duyrinmucb ofurrnuc. and competition, and members of mon Bmup Random "marun C h o h
cuh did special work u needed; the churcrer lhouldrcmemberwhenthcy'redividingrmnue %I d d n e a monster's tmaurc at random,
ahodd UOI be penalized if his special k i l l s were
ddom needed in this adwnnue. Don't adjust
tmuuc hlaa k w r one chrnner wp( unable
that rhdr Chrnnmuenrp
B""
m be €=iendror
.Ilia.Individual p p ynsmiCr do nuy, of
cnure, but the pc( M luppord m help, OM
w the ~re"pby.srcppracdure outlinrd in the
W o m Trcsnuc ChCeklLt.

m do mueh this rime u o w d ; in the next dwn. comprte with. one nncthu.
nut, hc m y k the key player.

1 r I
piear-sherobal5onaldlDO,wthcte~lbe There's also a 50% chance of j m L in the laic
p.adomacMucchrwLc platinum. She then rolls a 6 on Id8 w shown in she rob a 53 on ld100. w there won't be MY
1. Find the momr's cmaurc type. This is the enuy, sa the lair hw 6,000 platinum pieces in jewels.
littcd in the starirciCa iafomudon given it.(Rancmbcrth.tRnlofthcTtewuteinlnin There's only a 5% chance of there a iape.
for each monncr in Chrpter 14. Each table is piem in t h u d . ) cial vcwte in the lair. She & a whopping 98
vcwute type lisu a Irrtff or a combina- Checking FM 2 ofthe Trewure in Lain table. on ld100. w rhut d d i t e l y won't be MYrp.
tion of Icners. she rea that there's a 50% chnncc ofthe lair con- cial uewre. FiruU,: thne's a 15% ehurcc of
2. Look at the Ttcwurc Types T a b (pnh taining gem: she rolls a 33 on ld100. w there thm being a ma&d itnn in the t m ; she rolL
lfeMIre in LPin and %wurc Cnmed). will be gem. She i d s 2d6. w shown on the ta. a 28 on Id100 w M nugic is plaent.
Pind the lines cormpowling to the ma- ble, to fmd that thne will be fovr gems in the The cmaurc in thc mu' wt 6.000 pp and
sure cype k m r codwRead =IO.(the m e . (She'll have to skip down to the aation on fourgerm.The DMchowutoehect the d u e of
lines to fmd the +blc typer of ttemue gems to fmd out whu kind and how d u r b l e thegem right away. She rdL l d l w f o r d of
present. (Note that bo& paw of each ta- they M. u listed in the Gem W e Table.) the four gem. rolling P 23, 54.61, and 97. As
ble should be checked bor uewre p i -
bilities.) Each type will $% a percentage,
fc4lowed by a XMF d m b e n .
3. Roll Id100 against rhq cbauce shown in
each column. If the number shown or I u s v
is rolled. this type of ucwurc is in the
trove. (Goto Step 4.) Ethc roll is a b B
$46 ld6
50% Id8
30% ld6
25% ld6
%% ld4
25% ld4
E% 2d6
39% ld3
PP
25% Id2
Nil
the percentage chance given, there is no
cmaurc dthis cype in rhc m e . If "nil"
is listed, this type ofvcwurc is automati-
C
Y

E
20% ldl2
I V r n ,ul
5% Id
30% Id4
l,lD 101'

30% 1 4 1 2
'."
10% ld4
25% id4
Nil
w10
25% I&
,ut
Nil
'
I"
Nil
a l l y not included in the hoard; don't roll F Nil 10% 2dlU 20% Ids 41% Id: M% id3
M*ng. G Nil Nd Nil M%lblx10 W%1&
4. Determine the amount of each vcwte
pmcnt. For Lutmce, if the column is for
H
I
25% 3dl ..
50% IdlOi
, .,..
mop6 ld4X10 50% ld6XlO 25% 5d4
"1,ooOS of gp" and the roll listed is J NU NU
"2d6," roll 2d6 and multiply the result by K Nil 30% ld6 10% Id7 Nil Nil
1,000 to get the amount of gold pieces M Nil Nil Nil 40% 2d4 50% 3610
present. L,N,O Nil NU Nil Nfi Nil
5. If the die rob from Put 2 of both %a-
sure Types Tablea indicate gems. jewelry, Pan 2: Gay.Jm@,
Specid !Ikum, and M+d Irenu
or special vcwure, see the appropriate speckl Hyicnl
value tables in the folln*ing SCC~~OM for Tmcoerm Jnrlr! TkmIle 1
-
those item' worth. If m&al item M
present. roll for the czpe( itans using the 10% 1 sword, rnisccllancous weapon.
appropriate Magical ltuna Subtables. 01 m or
, n u I\^.. 1
I
Idodifyiq Radu D 30% Id8 30% l& 10% Id2 lr%Any2+Ypocion
If rob give M amount of ueasure that is too E 10% ldl0 10% Id10 15% Id2 25% Any 3 + 1 rmll
much or foo little, adjust the result. Always cake F 20% 2d12 10% ldl2 20% Id3 30% 1raxion.lrUoll. + 5 u u b u t
the number of monsters encountered into con-
sideration and make such adjusunmts d l y , "
a p e c i d y when incrcwing treasure awarded, be- H 50% Idlo
caw mwt of the experience the characten will I 10% Zd6
get will be from t M I

M n%5d4 45% 2d6 Nil Nil


When the tmsure type iven is a letter from N Nil Nil 10% Id2 40% 2d4 wtions
A to 0.that treasure is on& found in the mM- 0 Nil Nil 10% ld3 50% Id4 kolls
ster's lair (and only if the lair is found, nacu-
rally). When the treasure type given is from P to
V, the ttemte is cacried by the monster. Thia
difference is reflected in the w of two Treasure
Types Tables-one for Trcwurc in Lnin and one
for Trewrc Carried.
D-ltennueExnmple
Le's say that a DM hw MI Y a nest of ma in NU NU 246 Nil Nil
the player characters' path. &e notes all the Nil Nil Nil 2d4 Nil
monster characteristics on her map key and also
notes that ma have vcmue type "I" only)
which means that they have lair mwure but that
they c q no persod ucwure. She will have no
need to refer to Trcwurc Trpn Table: aewrC
CnrriCd.
On T ~ w u r cTypcs Table: Trewurc in Lairs, T w Genu Jnrlr! It&
homer, she checks the tine for vcp~uretype P,Q.R Nil Nil Nil Nil
"I!' The chance for most pcs of coins is "nil,"
w she doesn't have to roll rhac colurmu. But
V 10% Id2 1096 ld4 I% Ans I
noted in the Gem Value Tnbk, the gem'totnl the Gun Value Tabk for the rnhrn given for
d u e is 12,100 gp. That puu the total d u e of Gem wuc Tpbk normal guns.) H m ~ifa, gem has been mod-
thin ~ ~ I C P I L UmC a t 18.100 gp. wue Zed by both size snd quality. the size and quali-
1dlW (e) hfi ty gem d u e tuulm M multiplied.
AlcrylteMucWW 01-08 10 A p e , quartz, tuquok For example, a pprl m&d by a die roll of
The average d u e of& VCMUIC type (in gp) 04.10 50 W t a l , jasper, o n p 4 would be offai~lycmrll i r e (gemvalue ' / I nor-
is given in the Average T r c ~ ~Val=
r e Tmbk. 11-25 100 Amber, amcthp, c o d , mal). (As noted on the Gem Value Table, the
The d u n reprermt the amount of gold a typi- ma.jade value o f a typical, normal ped is 500 gp.) If the
cal horde of tmmm is worth if d rolls M aver. 26-46 500 Aquamarine, penrl. topaz die roll for qualiq is a 10, h m r , the penrl is
age. Thme a v e w do nor include the value of 47.71 1,000 Cubuncle. opal of very p a d quality ( m d u e 8 X normal).
mneicpl items dur might be in the uewiw.Af. 72-90 5.000 Bmetald, by, sapphire he pearl. though Mlef is exquisite nonethe.
laa. with avalueof2,000gp ('/a X 8-4 X 500-
ter idling for uepsure, the DM may refer to this 91-97 10,000 Diamond, jacinth
table to see whether the m u r e is lrrger or 98-00 Special Stantone., vistnl** 2.000 gp).
d k r JIM average. StMtOnc: Any gem of 1,000 gp d u e or
more (from carbuncle to jacinth, except Damam Gem8
for diamonds) may be found with a star- The DM may ala0 m o d i the value ofgems if
like formation in i o center. These M of. they M subjected m ha& treatment after they
ten called by their individual names (Star have been collected. For example. most gem
Ruby, Stat Sapphire. etc.) and M, as a will shpncr if struck. Guns may undr 01 shatte
I C 750 J 25 I group, called stai~tones.A stamtone haa because ofn m a l fire 01 m a i n rpek (&MI
D 4.000 K 250 twice the d u e of its normal gem type. lighrniag bolt, etc.). All effects M left to thi
E 2,500 L 225 I* W:Corundum, a m i n e d , is the sub- DM's discretion; a cracked gem is ronh 10-50%
F 7.600 M 50,000 stance of which mbies and emeralds M (ld4+lX10)oftheoriginnlduc. Asbucc~cd
G 25.000 made.It may plro be found in othu col- gem might leave a d l piece ronh 5-109(
on,m and u a d y transparent: golden (ld6 + 4) of the ori#inal; however. the powducc
yellow, deep violet. and brilliant ornnge. mnnants may still be of due m NPC magic
Coins Thesegem as uisn1I8.A rrLtnl
may have any d u e the DM choosea from
wts. who my need gem powder for potions,
rcrollr, m inks, nc.
All wins M about equal in size and weight. 1.000 to 100,000 gp, but the average tris-
Each win weiths about 1/10 of a wund. In the tal is worth 50,000 gp.
DO p e , " " c p " SCM& for iopper piem. Optional R u l r
?p" for ilver pieces, "ep" for electrum pieces. The DM should feel free m LLK the fdbwiag
"Bp" for gold pieces, krd "pp" for platinum Variable Gem Size and time-saving optional rules when placiq gems in
pieces. (Elecuum is a mixture of silver and gold
whose d u e falls between the two.) Quality m u r e honrda.
k u r a q e Gem lkuum: fief fmding the

-- -- -- - -
The n t e of exchange between coins is M fol- Guns Mg m e d y presumed 00 be ofaverage c , DM
total value of all the gems in a t t e c p ~ ~the
Ian: quality and sire, but the DM can vuy the value may combine or split them into different num.
m c p losp 2 e p l g p % p p o r and sue of individual gems M he or she rcrc tit bem of gems adding up to the same gp values.
500 cp 50 sp 10 ep 5 gp 1pp by wing the Variable Gem Size and Quality Tp- For example. 5 gems worth 100 gp each could
ble. It is best rodothis with nomore than 5 % of be changed to 1 p w l (worth 500 gp): 10 o n p
a ucaaurc's gem:otherwise it b m m a very gem (each wotth 50 gp); or 4 wncta (wonh
complicated to keep ~ a c kof a maw's value. 100 gp apiece) and 10 piecn of turquok (each
For convenience's sake, all gems have the same On the Variable Gem Sue and Quality Tnble. worth 10 gp).
encumbrance due: one gem q h 1 cn of en- IOU a Id10 and find the modificntion to the gem Rdl tor Group of(;emc. When scveml gcnn
cumbrance. Thisisnotromuchafunnionofthe (size, quality, or both). If only size or quality is M found together, the DM doem't have to
gem's weight as of the gem's sire and incgular &cctcd, roll ~ ~ t hld10,e r find the appropriate make a sepmre roll for each and mry grm. In
shhppc, which make it inconvenient for cprrying. Miiation in the latter halfofthe table, and note stead, heorshecandividcthemncdgkinti
Whenmr a gem of unusual size is men. the gem's new d u e . If both size and quality M group of thIee to five gems each, d u g o m
tioned, the DM can still presume that the gun &ted. roll a ldlO twice-reading the fmt for each group. This is quite &I for d
dou not meed the 1-en mcumbmce figure.
(In real-world rem, a gem would have to weigh
number for the she vatiation and the second for
the quality.
u e p ~ r (Tgpe
e H,Gem: 50% ld100) M we M
other heavy-gem tmsum.
"8"
248 n n m to qual the actual weight of an aver- Gem value for a gem that has been moditied
* game win!)
To determine the value of a gem found in a
by size or quality only is seIf-cxplanatory. (See
~ I C M U I C 1011
, percent e dice (1dlW) and refer
to the Gem Value Tm%e. Note If the average
cha~acterIml is under 9th level. subtact 10
fromtheJdlWmU,uca~nganymodifediwult
k d than 01 M o l .
There M two ways to tell the players about
the gems they've found. The DM can say,
"You've found a gem worth 100 gp," and not be
wncerned about the gem type or quality. Or the
DM can say (for example). "You've found a
lovely, caned piece of c od:' and In the chnmc-
rem dimvcr its exact d u e later-at the town
jeweler's shop, say, probably for a s m d fee (usu-
d y 1 of the gem's due). If the optional gen-
etal skills ~ l e M s being used, a character could
have the Professionskill and have choxn his m
ferrioa to be an usasor,whid! w o ~ l d
Jewelry I Jewelry Wue Table
To find the vplue o f a p i a of jcwelq, roll
1dlW on thc JmlryValue Table. If the average
party level is lea than 9 h Iml. subtmcc l o b
h e IdlWroU, ucating any roll Inr dw 01 asOl.
1.500 10
The value of each piece of jewelry should be
determined scpnrptely, except when large num. I 07*10 10
06-90 20.m
2 I'OO I
bers are found such as in ~easutet y p A (50%
6d6) and H (50% ld4 X 10). When several piec-
ea M found togcrher, the DM can divide them
into groups of three to five items each and then
make one roll for each group. After the DM
finds the value of the jewelry, he or she CUI select
or randomly determine a type for each piece us-
ing the Jewelry Type Table.
All pieces of jewelry arc made of valuable
metals. gems, and/or other treasured material
(suchas ivory, ebony. fur, et^.). Their values may
vary by up to 15% above 01 below the mount
given on the table if the DM chooses to modify
them. (For example. a piece listed ps 20,000 gp
could be given any value from 17,000 to 23.000
gp,)If the DM decides to vary the value, he can
roll ld6. A 1.3 means that the value is lers than
that l i e d . and a 4-6 means that the value is 9 rcnaant
greater than that listed. The DM can roll ld6 10 Pin Rabbit's Poor Tim
again. A 1.2 means that the differenceis 15% ,a
3.4 means the difference is 10%. and a 5-6
means the difference is 5 % .
Of course, the DM may choose M allow jew.
due Table
Icm
I
clry of greater value than that given. And when look, rare
both gems and jewelry OENT in the same trea- UT. common'
sure, the DM may combine them. Por example, "..I.

a single gem with a value of 1,000 g along with


a necklace valued at 1,500 gp c o u l ~ b echanged
to "two gold crowns. each with a large p w l ~t
initrfront. andeachisworth 1.250gp."
Typm of Jawalry
To find the type of jewelry (necklace, non-
magical ring. ctc.). roll ldlO on the Jewelry Type
Iible and go down the column that the value of
the item falls in (previously determined on the
Jewelry Value Table). Pot inwance. if L 95 wps
rolled on the Jewelry Value Table (resulting in a
jewel worth 30.000 gp). the DM would roll ldlO
and check the "15,000.50.000" column on the 91.95 S~omctte ldlW Idlox 100
Jewelry Type Table. Say a 4 was rolled: the DM 96-00 Wine, M id6 t 3 X 10 ld6/W
would have a medallion worth 30.000 gp. * Common fun include beaver, fox, mrrren. murknt. and ~ a l .
J~D&cion~ ** Rich furs include ermine. mink, and snbk.
The types of jewelry l i e d in the Jewelry Type I . .
t Prices and mcumbrancu M for each MUM yard.
I
Table M d d i c d in the following tm. &It. Leather with gem or engraved metal, Rare T y p x
CommonTypcr: worn around the A t . Amuler. Ornate pendant or kqnmkc. gun-
Anwet. Leather scrap adorned with gems. collu:Ornate metal with clam or leather with studded. woibltr ~ m v e d .
&r&.Baubles strung on heavy thread. gems, yarn around the neck. Cmwn.~Gold& pT*dnum headgear, studded
BrPrrlcr. Ornamental wrist chain or strap. Earrq. U ~ a l l yfound as a pair; dmetal with large gems; kingly quality.
Brooch. Ornammral piece with a pin on the clasp with gem or cngtnvcd nones. Diadem. Very omate mown, empuor quality.
bpck, dver or gold acting. Four-Leaf Uover. A traditional good-luck Meddion. Omate gwn.studded pendant.
Buckle. Fastener fot shoes of othn k m . symbol,faahioncd d metal and germ. Orb. Gem-eudded globe held in the hand;
Cameo. A gem or stooe engraved in relief. H m .Brooch or kecpullc offinemetal,often &n inlald 01nyncd.
Chain. Valuable m c d fashioned into wrist, engraved or with gems. Riw. Solid fine metal with gem; may appear
d e . m neck wear. led Engraved brooch or Leeparkc of metal, idmticll ro magical ringa,
Wasp. Fastener to hold a c l d ot dress. studded with &us. Scurb. b e d gemtone of Lrge sire and
L d c r . Small case for holding P keep&. of. Nefwlce. Engraved metal sunp with a p e d high quality,sometima ahaped as L bmle.
ten hung on a chain. metal and gems,hung around the neck. Sceptu. Rod or wand of metal or M wood,
Pin. Usually gold or platinum. with a small Pendnnr. Ornamental piece hung from a engraved and gem.mdded.
gem on the tip. chain of fine metal. ~GSIIIM. Engraved f w e or symbol of M
Unmmmon~: Rabbit's Poor. A uaditional gwd.luck piece, met& and gems;may be amulet or padant.
Armband. Chain or stta made of fine metal, fur, and gem. T h .Smdlcromorherddre*,ofmgrlqd-
worn on the upper arm. iro fbut IHI than a crown or diadem.)
D r m i p d Jrwrlry limit ado^ M M a M Efku tables below to fmd the exact MNR ofa mngicnl
The following should bc noted when a magi- item. There is a seaion of ten fot each type of
Jewelry CM quite cwily be damaged by such cal item is being used. magical creamre; thcr scctionr mrc nkcr the
thingr w very hot firc, lightning bolts. uushing. Ranga .ad Dumtiau: If the range or dun- weapon subtables. Genenting m e of thcr
and other mu h rreaunent. Damaged jewelry is cion of the effect prcduced by a magical item ia trcwures can be complicated. If n subtable
worth only hpItf normal value. not given, treat it w if it were caat by a 6th Iml doesn't immedincdy make msc, read thc M
The g e m found in certain types of jewelry M spelkwter. on rhc conesponding rype of ucauuc.
subject to the guidelines given above for dam. l t d a c i m Sevenl iwns can detect, control, Usc the W h g guidehes when consul*
aged gems. Note plro that the d u e of jewelry is or perform actions within a given range. Thcr the Mngical Item Subtables:
because of its fme craftsmanship, not nceurarily actions can be blocked by a thin k t of lead,
the p m ; MYrough treatment cnn result in the other metal 1' thick, or stone 10' thick. 1. Limicdcm Several iwns M w b l e only by a
loarof10.8096 (Idex 10)ofthevalue. certain chnrsncr daw,by d spellcPmrs,or by
C d IcaM d nonspehtem. If any ofthe following let.
Any trewure can hold a c u d magical item. ters appca~on the subtabla, the im noted
Special Treasure A cum can be removed for a short time (Id20 may only be wed by the daw @I&
The DM mny dcdde to place unusual but rounds) by any mnow curie spell, but it CM on. (C): cleliconly.
valuable v e ~ u in c a uove. The Special Trcwure ly be permanently removed by the same spell fDR1: Druid onlv.
Value Table gives guidelines that may be used to from a high-level cleric or magic-user (15th level Dmrf onb.
determine the value of such item. A DM may or above is recommended). A ckric's dicpel evil Elf only.
Pightcr only.
fmd it more appmprinte to deliberately ~ l e c t spell should remow nearly all CUES. except per- w i n g only.
such iwns (rather than determine than ran. haps thaK bearowed by either w'y powedul
domly) so that he can place them in ptep( where spcllcnrters or items; these would require a dis- Mngic-uacr only
they might rceronably be found, with some logi- pel evil or removec u m cwt by a 36th level spell. Nonspekwcer o
cwter. A wish may be used at any time to remove dwwes, h.lilin@. an
cd uplnnntion for their appearance. SpeueMcr only (derics.
a cum; treat the wirh w a powerful m o w c u m
at 36th level magic UM. and magic-users).
Magical Items The cum on an item may have nenrly any ef- Thid only.
fect imaginable. A sword + 2 might be c u d to N&: In the &btabks below, them M M
MaEicd iwns M divided into two camw magical iwns that only the my& clsu can
p e r m k r items, which M not used up ( m h ' w M w a sword - 2 (penalizing the a w k roll); a
shield +3 could likewise have the mene cffccc. use, chough such items-while against the
swords and nnnor). and fanporaryitem, which mystic phihphy-arc artnialy p&ble.
arc usedeither on& (mrh as &is) 01 for a cn- penalikg the user's prmol clwa by 3. C w d
cain number of h e s (sueh w xlmc wands). item could work normally bur have side effetu,
Many temporary items have a limited number of causing the wielder to MCCZC. drop imns. e r ~ .
- ~ e i a w eMdagi
c h ~ r p e s o r ~ ~ ~ . ~ e n t h e 1 ~ c h the
item is no longer m y w l It is im&ssiblc for a
. cal urpo M rnre and valuable; the
DM should make it ble for chnraccen to re-
charmer to fmd out ow many charges an item 4""
move any cum and ree the item for proper use.
The removal of a nowerful cum. however. m w
hw.and auh items can only rarely be recharged.
The d y way chprsetcn .can idmtify what an involve n quest or &ne other service for the NP~:
item docs is by tuting it (trying on the ring. rip- rpellcwtcr mnoving n cue.
ping the porion, er~.). This can be dPngerous w
some magical item hnve been d or poisoned.
If a hirclinn is ordered to do this testhe. he
hw the right i o expect ro keep the item. 8 the
PCI use their hitelin@ to cut magical items but
don't dow them to k e a the items. the PG'
reputawn as employas ;iube rrioudy dam.
ldlOO T~pcofMa&alItun
01-25 Potion I Maglcrl -)on Subtablr
Thuc M two methds tot determinii
aged. The DM should let the playen know that

-- -
their characten M d ~ t i n because
g oftheir bad magiol weapons can have a number of addition
repurntion pl employers. al bonum and abilities, d d i the e~
nature of a wupon is often complex.
Using Magical Item T h e $ i m p k m c c h o d b a ~ l tabk(the
e Mag-
Chpmcreo must DmDerlv usc m i d item if ical Wcnpon GcnaDdon Table), rcavnmardcd
the magic is to hnie M y &t. Po; example. a
magical shield will have no effect if it is slung
& a chpmcrer's back (it m w be canied nor.
Uling C b C ~ i ~ l l I P i n l h b k
When a roll for u e w w on the two Ttewrc
for "E"" for
lcvds1.1O;rhistab Luodurrtgprofrnpar
and bwic mgkal bonuw. Simply choose &I
* *
m d v on a chnmctcr's arm). and a tine cannot be Typa TPbln indicates that magical irem arc rypcofweppon to include in aucpNfc m o r
usedwhen cnrded in n &et (it miat be worn present. roll 1dlW on the Magical lam Main roll d d y : 1-2,miuilcnerponor*, 3.4,
on a f u r for iu magic to be in &ea). Table to tind the t w c ofmdcal item. The mult sword, or 5.6, d n e e n u mpw. Then roll
indicntes which adbtable t i toll on to fmd the 1dlW for the spaiiic weapon.
tive when worn; the &mer doe, MI h& to e m nature of the magical ueasurc. Go to the The mond method,folkwing the Magical
concentrate on them to use them.Por a m p l e . appropriatesubtnble. roll on it w indicated. find Weapon G e n e d o n Table, splits weapon gene.
medallions chat prevent use of PSP always work ntion into each lype of weapon and is mom-
when worn around the neck. to the tG vcrion w h e appmpriue m+ mended for rclectin m icnl weapons for
All tempotary items arc either consumed item type to m d the dcauipcion. Note that a chprpETen of advance%]eve?. These subtables
(when they M drunk or eaten. for a m p l e ) or roll indicating a weapon can d e r the DM to dif- M nL0 suitable if the DM would like a m p o n
M uyd more gradually. If n magical item is not ferent me&& offiding the armd wcnpon. to have more SM K and ~MUKS. This
abilities
e r'a conn&d. rhe-wer must hold
the t ~ that method p m t s rhrct subtablei that continue
the i;m and concentrate on it in order to u1c it. Mrglcrl Itrm Subtrblrr in the manner of the six previous subtabla for
while wing the item. the u y t may not move. magid items. There is n &M of Mfoc excl
C M a rpell,-or take any other action during that
d. The use ofthe mngicni item d es place
Once the genval type of magical item hw
been determined h the Magical Itemr Main
w ofw Heopoary; rhac wnionr
rented with the text explaining the p m n u
*
Pre
during the magic phue ofthe mubat round. Table. coorult one of the cormponding rub- mnnicnl item.
~

Magical Item Subtable; 1. podoru


ldlW paioll ldlW podon
01-02 Agiliq 47-49 Giant Strength
03 AnimaIConwi 50-51 G d

28 BLsluciq 78-80 Polymorph Self


29-30 Blemend Porn 81-82 Sight
31-32 ESP 83-84 S p h I 1 Pmrsction
33 Ethciedity 85-88 Sped 52.55 Quickness

42 Freedom 97 ? ~ ~ M U IPinding
C
43.45 GnaeousPorn 98 UndcPdConml
46 G i ~ t C o n ~ o l 99-00 Waccr Breathing

18-19 Iliuniination 62-63 Qucruoning


20-21 M y a ( S ) 64 Repedtion(S)
22-25 MaD to nOImd tre'asuIc 65-66 S n h

l.YO JpcUf
7-98 b p p i
1 31-36 Ponds ~
9-00 liuth

I
I -sadl.bnll..
~_
ldlW
01-70
'"soh
Ma#Knl
Uedc01 Yagic-User
#oh
ldlW SpClL DnridldlW IdlW
01-50 1 01.34 01-28
SpU
1
I

1 11-95
96.00
ClGKd
Dddic
11-83
8444
2
3
31.58
59-76
77-88
2949
50.64
65.75 i
3
89-95 76-84 5
%.99 85-91 6
00 92-96 7
97.99 8
00 9
Roll foi only one type ofd l pct spell sctoll found in tlepwe.Thm roll
ld3 for the numbcr of swb that scroll contains. Pinally, find the kvel of
nch apcll bepnntcly.

wid Item subtsbk: 3. W a d , Stma, plld Rod#


ldlOO Wnd, W,01 Rod* ldlW Wnd. W,oillod.

-;;;;Rd
IdlW W , S m
01.05 Wand of Cold (M) 53.56 Wand of Seuet Dcor Detection (M) 86-87 Stnffof Wirnsnng (L,
06-10 Wand dEnemy Detection (M) 57-64 Wand of 'Rap DeKction (M) 88 SdofWirardty(M)
11-14 Wand d P c u (M) 61 St?ffofCommanding(S) 89.90 Rod ofCancellation
20-23 Wand of Illusion ( 6 Staff of the Druid of Hcdth (C

72.78 Staff of Healing (( 96 R o l V i < r o q


39-42 Wand of Negation (M) 79 StaffofPower(Mj 97.99 Rad Or Wcapocuy
43-47 Wand of Pnnlyzntion (M) 80.82 Sn& S&(C) 00 ROdofthcWynn
48-52 Wand of Polymolphing (M) 83.85 St?ffofStIiting(S)
'Roll 3dlO to find the number o f C h 6 C S in a wand (3.30 chams). Roll Zd20 to find the number of k c s in a rcpff12-40chnrml. Rods hnvc no chuoes
11-17 ScPlernail 40.50 Platemail 76-77 Scnle&rhield 91.00 Plate&rhield

mer and rhen the chance of specid


pawn on Annor War M & k If rhe
pcrccnmp lined or Icw i rolled. roll

I
W 10% I 95-00 +5 ld4+1
* M i d e mpo~
can have ddirional mapon modilen. Roll ldl00 for missile mapon moditre; ifnrcccphrl. see the Additional Weapon M&im 'Lbk.
** Miroila CUI alm have ddiriond modilen called ulenu. Roll ldl00 for miuile rplcnu; ifrucauful, go to Miuile 'Menu.
M a c memu
ldla 'hht ldlW Talent ldlW Talent IdlW Talent IdlW Talent
01.04 Biting 27-31 Cvdng 46-52 Ghting 68.72 Seeking 86.89 stunning
01-09 Blinking 32-34 Dhjng 53-57 Pcnevnting 73-76 Sinking 90.91 XlrpOning
10-14 Churning 35-38 Dispelling 58-61 Wiling 77-78 Slaying 92-96 Transpartin-
15.21 Climbing 39-41 plyine 67-67 &reaming 79-81 sp~ll;rs 97.00 Wounding

1-06 A m r +1(2d10)
7-11 h o a r + 2 (M6)

4 4 Sword. two.handcd .(
5 +1,+3ssdmgooli
6 + 1 *% oi.nrli.
%w
AdditidblpMOdifim~
Miu.
swords blpoNAdditionalMLuiifia
01-65 C N d 01-70 +I 40% 01-19 01-33 + 1 extra n opponent.
30-50 34-57 +Zaulnopponent*
05-92 D Ibo-handed I 82-92 89-96 +3 25% X t I Z "I opponcnt-

I xcra "I opponcnt'


I 99-00 00 +5 15% xtra "I oppuncnt-
76.00 86.00 Tnlent"
Roll ldl00 to find the type of award; then roll Id100 and check the appmprhte weapon dur mlumn
for the magical amck and damage bonus. Roll Id100 a d n a the perccntw luted for the c h a m of M 'Add the additional modifier to the bsric
additional modifier; if the roll ir aumlsful, see the Additional Weapon Modifiem nble. Then check magical bonur to find the total weapon bo-
lntellipcc ofsaord. nus for YK against special opponenu. For
example. a roll of 74 for a mrd + 3 will pive
h ~ d s m m i that weapon a + 8 bonus againat L apcciGc
IdlW INT comm&h Parrag opponent. Go to Opponentsto find the type'
01-79 Nil Nil Nil of opponent.
*' Go to Wenu to f d the apccifx talent.
OPpMenQ
LdlW Type ldlW Type
01-06 Buga 59-67 R and
07-09 COMUUCD d r

c 26-35 Dmamml
36-50 Dctcct shifting walls an
51-61 Detect doping p-er
66-71 Fiod sccrct doors
31.35
41
46.14
Extradam
Hedin
Illusion
01-05 Brei
06-12
13-16
17-23
24-15
Chu
Dca
Ddc
DtfkUnI
."".".-...
-14
-19
-61
-73
Healing
Hiding
Holding
Lighting
74-79 Ylcncine
26-27 Dmining- 80-81 Slung
28132 "g""" 82-85 Slowins
33 38 Pin
3943 Plan

M~lamSubtaMc:9.ldiK&Oeolu~*

ldiW Wrapon
01.09 Arc,bade
10.15 Arc. hand

)-E4 Polevm
* Roll ld100; if the number rolled i the pmnT Iiad or go
to the Additional Weapon Modifien nbk u1 follm the proce.
durroutlinedrhnefordnuminingldditionalbonurnrninltop -
54-56 HMmer.war(mwning) C poncnu.
** Roll ld100, if the number rolled i the pcrccnmgc linedor la,go
* Roll ldlW, find the weapon clur, and then roll ldlW in the appropriatecolumn of directly to Weno in the Addiuond Wmpon Modif~enBblc for
M a g i d Bonwcr and Modifiem for the weapon': bonus and the chance ofln ddiW dctcmining a d d i t i d nlcnu.
mditicr.
I I
Potions nuns (half an hour). Neither potion will have auccesdul saving throws)have no effect atier the
MYfunher effect. Cenain potions whose S&I duration ends.
Some guidelines regarding potions arc given M permanent (for a m p l e , herling or lonse*. Roll ldlO to determine what types of poi so^
in the following text. ity) do not munt towold this restriction. the antidote proncu agim.
MCC: Potions arc usually found in Contml F'otioru: When using these p ~ t i o the ~.
m Aglw r vials.
' Ench potion has a different user must KC the vKtims to direct their W~OM. 1-4 Poisons from 3.HD (or lesser) creacum
amell and color-even two potions with the s m e The controlled u c a c u m cannot be forred to kill 5.7 Poisons from 7-HDlor Icuer) c m m s *
effmappear compluely different until w d . A themselves. The ch~nctercannot perform MY
character sippiq the potion ( d i n g just a taste) ocher actiom while conwlling orhers, and he
will realize what the potion's effect is; the char.
acter can then label the potion and keep it for
may mow at up to half normal speed only. A vK- * A potion o f p i o n is n o d y created as poi-
cim may make a raving throw VI. spells to avoid wn from a 7-HDmower. The DM CM adiuu
later w. Sipping a potion docs not decrease the the mnwl, but the user may repeat the ammpt this option as necessary.
potion's effm or duration, although sipping a once per round. on MYvinLn seen. until the po-
poirOned potion will cause the character to suffer tion's duration ends. 8*ndiry: The WI my change color at will to
the poisun's effecu. any mlor. pattarn, 01 combination of&. Only
.Inel of8&n: If the range of the potion's cf. Potion Deroriptlonr color can be altcred, but nll iams d e d M af.
fect is not scatcd. treat it as if it were a spell cast fecccd. The w r hidden by this chrmckwl*e
by a 6th level spellcaster. The potions listed in Mqicnl Item Subtable: wouflagc M m l y be detected (10% chocc)
DUN^: Unlcg nated o t h c n k , the effect 1. Potions, page 229, Mdescribed in the follow- unlcsr the o k r m cpll dnen invidble chiqs 01
ofapotionlpm7.12curns.Roll ld6+6todctcr. pouacS mC&bt(M the C k d C F U ) 01 a Shih
mine the potion's duration. Only the DM ability
should know the exact duration; he or she will ,- Bng acpllac: "Bug" includes any form of
roll for duration and keep track of it when a char. bonws. arachnid (spider. tick, scorpion, nc.), i w n
m e r UKS a potion. AnLrvll Conrml: The user may conwl up to (ant. beetk, fly, nc.). or chilopcd (centipede,
Doeage: Usually the entire wntenu of a vial is 3d6 Hit Dice of ~ L n n l s(normal or giant, but millipede. CK.). Afterusingthispodon, theuser
a ingle dose. The entire potion mwc be d ~ n k not fantasric or mqical). When the control cannot be touched by MYn o d bug. and a
for the potion to have the k e d effm. If a po- ends, the ~ L n a l swill be afraid and will leave giant-sized bug will &ma the user vnlcrr the
tion does not follow this guideline, the text will thcarcaifthqcan. bug makes a saving fhmwVI. spelL. If the saving
infonn the DM. Antidote: The user becomes mmplctely im- throw is nrecndul. the potion don nor n&n thc
In Combat: Drinking a porion takes one mune to c e n h poisons and g a i a~ t 2 bonus to giant bug. The potion ndds a + 4 bonus to any
round. rUsavingthrowcvc,poison.Thcmpkcstrgpeof raving duowr dowed agim mogicrlly sum.
Multiple P d o m If a ch~rsercrdrinks a po- anridocc protecu against the p o h of nll CICP- moned or conwlled bugs.
tion while M O ~ ~ Cpotion
I is still in effect, chat Cures with 3 Hit Dice or le@;swnger antidom wninlld*na: The user may listen to noim
chpncter will become sick and will be unable to counteract the p o h of larger ueatum. POMOM (includin spmh) in am u to 60' away
do ~ y r h L y(no w i n g duar allowed) for three avoided during the duntion of the potion (by through &e Mofa creamre in gat a m .
CLinopacc: The user msy see an MP up to
60' away &rough the cycs of a cmma in that
Ma.

-9 The LUCI may climb sheer N&CS


u i f a s p i er, w i t h o n l y a ~ %chmceoffrling
(checked per 100' of climbing. at Inn once per
climb).
Defuw The user @M a bonus to aim01
c k , which Iaaa for 1 fum only. Roll Idlo to
findcheponctofthcpotion.
1-3 +1
4.5 +2
6.7 +3
8-9 t4
10 +I
Delusion: The user will believe this potion to
have the effea of MY one othu potion (roll
again for the fakc porion). Hoamr. ir has M
real effm.
Diminntiom Anyone uking this podon will
immediately shrink to 6n in he@tt. He cpll only
attack creacum d e r than 1' for n o d dam-
age. The w r can dip throuph mnll cnch and
has a 90% chance of not being rem when stand-
ing a d . Thia potion will pncel a potion of
growth without ill &u.
D m p a Control: There M several different
types of chis porion. one m n n p o n d q IO each
dragon rypc. The user may Control up to duee
mrll d r n g o ~at o m , but the @OM do get
saving duowr.h g e and huge dngons M not
affecred by these potions. The controlled dmg.
OM will do whatcvcr is commanded ofthem ex.
ccpt CMC rpeuI. They will be h d when the
conwl ends.Roll Id20 to f d the rype of dmg-
1-5 White (or C i y d ) Prrcdom: The user cannot be affected by pa. charncur bcmmca invisible, all rhe item, (but
6-10 Black (or Onyx) ralysis of MY son nor by hold pusan or hold not other ucnnues) unied and worn by the user
11.14 Green (orJade) monsrcrspclls. nlso become invisible.Any invisibleitem dbe-
15-17 Blue (or Snpphiu) Gauou Ponn:Upoa dtinLing ChL potion,the come visible a@ when it leave the rhmctcr'r
18-19 Red (or Ruby) w u ' s bodv will mkc the fonn o f n dcud of m. posMlsion (mt d a m , dmpped, and so forth).
20 Gold (or Amber) g v c p ~ willWfdi
~ n p t h u q;he wu is c ~ y i a or s The DM may allow players m divide n wle pc-
rhmugh thc grsmuc body m M on the flmr. tion ofinvbibjlivinto u many u six sip#, each
The DM can roll ld100, and on 01.30 the po- The wcr will keep mnml over hi body, and he of which works normally but lpnr only we nun.
tion p r ~ d l p&cts
y the gemstone dragon cquiv. canmovchmughIlnnllholainw&, char.and Inmlnabiliir).:The user's armor d u and
almt (crgnal i n n e d of white, onyx instcad of so forth. A cremre or chpruwr in g8eww form snving t hm gain L bonus of 2 for the duntion
black, CIC.). canna a d . bur he hrs M A C of -2 and CM- of the polion. If used mote than m e per week,
D m m q c c h If the wr spenlu to one sleep- n a be b m e d by nonmpsicpl wcnpmr. the only effst is sickness.
ing or punlyred c w within 30'. the crencure GLnr conaol: There are several dilTCrcnt Initntioa:Drinking this potion will luvc the
will hear and silently answer as if awnkc. The rypcr of this potion, one for each type of giant. same effects as the magic-wr spell Imithn.
user will hear the responses by ESP and will be The uscr may control up m four giants at once. The wr may move up or d a m in the lir with-
able m undentand the language u d The crea- but each giant gm n rnving throw. They will be out MYsupport. %p i o n don llot enable the
NICis not compelled to be truthful. Dead and M e once h e control ends. Roll Id20 to fmd user m move side-to-side. The wr could, how-
undcad cmtum cannot be affected. but c u d the type of giant affccud. ever, levitate to n ceiling and move dcwiyo by
sleeping victims arc within the power of the po- pushing or pulling. Motion up or down is at a
tion. The effect lasts for 1 turn only, and it op' 1-5 Hill rate of 60' per round.
6-10 Stone I h e wu immediately h
plies m only one rlecping or p d y d c t e p ~ t e . 11.14 Prost
a 10
BLnn;cir).: The wr may ameh his or her years younger. The d ect is permanent, d m not
15-16 Pire wear off, and cannot be dispelled. % potion
M y , plus all equipment carried. to nearly MY
form-flat, long, etc-to a maximum of 30' 17 Mounuin will have no effcct on any creamre iimd m
18 Sea drink it. In addition, age cannot be reduced be.
long or n minimum of 1" thick. Items cmied 19 Cloud
cannot be w d or dropped unlear they au first low 15 (or below midndolcxence for cmtum
returned to normal form. While in "mtched" 20 Storm other than humans), and the change cannot nd-
form,the user cannot a d or cast spells. but he versely affect MY ability mm or 0 t h abilities.
~
takes half damage from blunt weaponS (mace, GLnr S m q t h : The w r gains the nrength of Luck: Thii porion mntec the user lucky. Th
a fmn grant. However, the potion h u no effm d
hammer, giant-thrown boulder, etc.). The effect a strcngth.ndjurting mngicsl item (such as
plnycr of the charncur wing rhis potion mny
lasts for 1 turn only. pluntlm ofoprepower)i worn.Otherwise. the chagc the mult of any one roll of hh rather
B*mmtnl Porn: Them arc four types of rhis thnn mlling e random mult (M muck 01dam-
podon: Air, Earth, Fire, and Water (cqud w r inflicts double normal dnmagc with any age roll, wing throw,etc.). Other playus' ml&
weapon, and he may throw small boulders cannot be affected. nor can thc Dun- Mnr-
chnnces for each). The wr may chpngc into the
(mgcs60/130/200)for 3d6points ofdamage.
form of M elemental of the np ropriate type) Gmwth: Thir potion caums the wr to grow fer's rob be nffecced. The effcct luts for 1 hour
and back m normal f rmi ut o! en PI desired or until the luck is used.
while the potion lasts. Each change of form take; mice normal size. t c m p o d y inmasing effcc. The &at ofthis podon is quite un-
1 round. While in elementd form, no specid
tive Strength. giving the ability m iaflict double usual. The user can permit othu, m d y
immunitiesue gained, but the special nnnck, of
dam* (mice the amount rolled) on MY nic- merge their forms with the wr's. iduding dl
eachelemennl ucwablc(secChapter 14). Note ceuful hit. The uset's hit points. however. will equipment Mid,u if dl were @scar. A m%x-
that a pronrrioo fivm evil effect will not block a not incrensc. Thi potion will cuvel a porim of hum o f m other c r r m m a n mugerith
diminution without ill effecu. the w r ofthc potion. Thc ma& annea be
chamcur wing this potion. The w r ' s m o r Hcslinl: Like the clerical cure lipht wounds
clw and hit points do not change. The duration spell. d r i i g thir potion will mtore ld6+1 f o r 4 the wr CM. at will, pmcnt pngmr
is1Nrndy.
(2.7) lost hit points or will cure p&sfor one
from merging.A crcnrurc merged with the user
Bsp: % wtion will have the m e &t as can leave the merger by merely stepping out. No
*e&-& p.u The Grcan hear^*; CICpNR.
Haoiua: Thipotionhps no effmon an elf, a
c m m merged with anorher ( i n c l u u thc
thoughts (ifany) of MY MC ucpmwithin 60' by user) can anack or cast a spell,but he m a y speak.
anvmunring for one full round in one direction. cleric. magic-user,mystic. or thief. However, a
fighter. dwarf, hnlflii. or normal man (01 mon- D n m y to the wr ofthc potion don nor &ea
The wtcm "Wthrough 2' of rxk, but a thin rhoMmerged.
coadngoflcadvillblockthe~ ster!) who drinks thic potion gains the Hit Dicc. plnnc C o a d The wr may c o d dl plnnts
E ~ h d c y :The user can become nhcrcal hit points. and nll8bilitin of a higher level char- and plantlike creatum (Lidudingm-) in a
once. at any h e during the potion's duration. acur (or monster) pd follows. 30' X 30' uen up m 60' away. Normal plants ma.
and mag t h e d e r remnin ethereal for up to 24 C t l m n t M B&n trolled my entangle vktims in their area, but
hours. rcmming w the Prime Plane at will. Once Normal man Becomes a 4th kvel fxhter they tuum c a w dunage.
he has m n e d m the Prime P l ~ e the . potion 1-3 Gains 3 levels or Hit Dice Poison: Poimna look like nomd m+al po-
will not enable him to become erhereal again. 4.7 Gains 2 levels or Hit Dice tion~.A churctcr who mmlbwa my nmount of
Pire Raimnce: The w r cannot be humed by 8.10 Gains 1 level or Hit Die otion, men n sip, must make a saving
normal fue. and he gains n + I bonus to all snv. 11 + No d c c t n. p o h n or diel The DM CM c hwm
ing throw against fue atcocks. In addition. the Mve the poimn do n specific nmount ofdnmagc
wr tnkes I u s damye from magical and drpgon All wounds takm during the durmtion of the
-
fue: 1 point per die of damage (minimum of 1
point per die).
potion-iacludiq energy dnlu-au subtract-
ed from the magically gained hit poinu and
i n n r r d u a n n h u inn
pollmorph ~ : % e u~cr mny dunce hhnpe
(as thc magic-userspell) up m once per round
PI* The w r may fly at up to 120' per lcvelr fwt. until the potion wean &.
round without tiring (uthe &em of the magic- Humm~Coaaol: The user m a y control up m 6 Si* The user CM demr invkbk thin@ (u
user spell). Hit Dice ofhumans at once (normalmen count. the magic-wr spell) for 1 turn. This will negate
Forticudt: The w r ' s Conmitution rmrc be. inp PI ' h Hit Die each). h i l a r to h e effecn of a W a c s for that time.
comes 18. and the user hediDtely @a corres. cham pem spell. The effect has n 60' m&e. spoffh: The wr can undersfand MY and nll
ponding hit points (if any). Points of d a m y to and the chum h only as long u the potion's languages head within 60' and CM rnpond in
the w r arc taken from the magically gained hit duration., , the m e tongues. A language must be heard to
points f k r . Damnge applied m the w r ' s origi. InrLihL9: This polion will have the same cf. be w d unlerr nlrcady known.
d hit points will remain &r the duntion en&
Until cuRd by the usual means.
fcas UI the m8gic-wr wll invisibjliq 'Ibc po-
tion will make the user invisible. When a
w: The user mova niocM k an&
twice per round, and performs other K~~OIIS ex-
cept spellcascing at twice normal speed. W h o Can Ute: Only magic.users, elva. and mediately a p p m w the nha. There is no limit
SucnFh: The user's SrrengtJ~KOIC becoma loth level (01 higher-level)rhim CM use magi- to the mngc, as long as both s c m l l s ~ on the
18. and the u x r immediately gains all applicable cal scrolls; only clcrim and druids can ux clnicll same plane ofadncaa. The mnspge may be up
bonuses. scIoIb; and only h i & a use druidic d. m1~wordsinkngch.Itwcmnspgeiiemcd.
Supu-HenlLy: This potion acta just like an Detamhhg Conteno: To determine what's the orher well. Each meulge mwc
application of a cluie's cure crirical murids spell on a moll, characten must have enough light to be e m d re EM be written, and
(see Chapter 3 for de& of chii spell). read by. Magic-yMm and elvn mwt use a d there ii a 5% chance (nor cumulative) thu MY
The uxr may swim in MY liquid at magit spell ro dercimine what's on a mll: erasing will dcrvog the magic dbnh d.
the rate of 180' per cum, even if cncumbed. chicvca, clerics. and d ~ i imply
b md their cradon:The user ofthis &able rtoll may
The wcr cannot sink (or even be pwhed below scrolls. In MYCMC, all characten must not md draw a picture of MY normal item up to
the wrfpec) u& the encumbrance is o w 3.000 the KIOU aloud unless rhcy nlro wish IO CMC the 5 ' X 1O'X 1' in &e ( h g h drawn much d e r )
cn.The ability to h t h e met is mtgrnntcd by spell at the same time they figure out the kind and up to 5,ooO m weight. The imn may then k
rhispocion. The cffccw Ipn for 8 hours. of spell. taken &the d and d l Magical item a-
lkamuc Finding: By concencucing. the wet Casing the scroll Spell: To cut rhe spell on a m be cmcd nor can any l i v i r ~ching~,but all
can detect the dimrion and distance (but not scroll, the character must be able w md the 9 p dmor and mpoar, for aampk,
the amount) of the largest v c w within 360'. scroll and must md it aloud. A dl may only quite d y &. Tbe itunwiUspnLh c i k on
Undad Conaol. The user may conwl up to be used once; the words dispppepr as they M command of the m m OI pfocr 24 h. Tbe
18 Hit Dice of undcad monaten. The undcad md aloud. KIOU a mate one item pa day only.
will be hostile when the conwl ads. PmtsCion spellr: Anyone who CM read-not C u d : Unformnately, when my w r i k M a
Warn Breathing: The UYI can freely breathe just spellcascers-may use protection scmlL; the c u d mll is even seen, the victim is i m m d -
either water 01pit (as the magic.user wll)for 4 pmtedon spell disnppenn as it is rend aloud. atelp d . No mding is neavargl The DM
hours. h r e Map: Anyone who EM read-nor must make up each d s cum. Exampla of a
just spellcasten-may understand t ~ ~ a s u r e few wmmon cuna include rhe following:
Scrollr maps: a charmer who cannot read may make M The mdCI NIIU in10 fros ( 0 1 l Q m C orhu
Intelligence check to undemcand the map any. h& ~imal).
A scroll is a piece of old paper 01 parchment way Such maps do nor disappeu when read. A W M d C M g mOMC1 of the 1- level M
upon which a high.level magic-usu. elf, or cleric the d e r appem and a d the reader by
has wrirten a magical formula. It is ah poariblc Scroll Dowrlptionr wprk (a free a& with bonuaa).
to generate maps via mlls as noted on the Map One magical item omd by the mder dia.
Kal Item Subtable: 2. Scrolls;thcsc maps M car- The ~ d listed b in Magical Item Subtable: 2. a p p a a (the item is dweaoc nndomtgde-
rogrpphie diagrams of a pdcular area (often Scrolls, page 229, M described in the following termined by the DM).
one where trea5ure is hidden or loat cities M to tm. The reader l a u one h e 1 of apericna.
be found). Commlujertion: This is actually rwo mk, ifmckbv a wipht. IThe DM chould IOU
Some guidelines regarding scrolls M given in one s t o d inride the other. They Mcas$ Kpa. again for PfUn.lk1 chacter ro avoid un.
the following tm. rated. If a meuagc is written on one m l l , it im- hL "inrant death.")
The reader's Prime Rcauitite must be re-
rolled.
n, 8'1 'I' Funue wounds will take rwicc M long w
heal. and h c a l i i ipelb will only lutolehdf
llomul amounu until the cum is lifted.
Only a remove cum rpell ( ~ Chapter e 3) a
mm s c w of chi8 naN~c.Homr, thc DM
may allow the db t e r to be Nled a
high.levelhTCckricmmrgt-uscr,whowllldc-
mand that the d u M c r cmplnc a rpeckl ad-
YC~NIC OI pufonn a worrhy but di&eult d.
Delay: ThL is a d l ofone rpell. When cw-
in# the @ell from the moll. the W U mta an
amount of delay from 0 to 12 munb. Thm-
a b , ifthe user curia the suoll, the w h r r
cmplne conwl of the rpcll when it OCOIII. If
rhe roll is not c&cd by the uxr, the spell ef-
fect appeau &the diwclf, n&ning the
neamt C ~ N E if a recipient is pan of the rpcll
pmceu. ~ e ~ p e l l d o u m t ~ t h e x mwen Ii,
Xir L a &rypc apeU. For anmplc, nn elf&
a delay lighrniq bok scroll, delaying it 8
munda. and then DUUthe d awav. Buht

The item will rem& for 24 houn or until the


WI commMdr it m wish. The name mppcm
on r h e d when theimn rmlhn.h y r i u ~
ofthe rL;itunr l i e d o n the mllcan be created
each day. one protected attacks one of the given creatures down and used. However, none of the items can
Illumination:This scroll beau the drawing of in hand-to-hand combat. be removed from the room.
a flame. If the scroll is set afire, it will burn with Four types of protection scrolls ire described If the scroll is taken down. the room cannot be
a clear light in a 60' radius. lasting for up IO 6 in the following text. entered or left. but remains in existence on an-
hours per day. The burning does not ham the Prorecrionfrom Elemenrals: This scroll creates other dimension. If any creiturn PIC in the room
scroll, but iris nevertheless "normal" fne (and a circle of protection (10' radius) acound the when the scroll is taken down, the air inside per.
can be used to light rorchn. for example). The reader, No elemental can attack thore within the mirs surftval for up to 24 hours. No creatures so
flame cannot be extinguished except by water or circle unless attacked first in hand-to-hand com- caught can escape by any meins other than a
on command of the user; no wind, normil or bat. Once attacked. an elemental may attack in wish. The food and drink PIC replenished each
magical. can cause it to even flicker. This item return. The effect lasts for 2 turns and moves time the scroll is tikcn down. The room can be
may already be lit when found. with the reader. created once per day and wdl remain for up to 12
Magen (rpeUcPltcm only): This scroll is blank; Protection from Lycanrhropes: When read. hours per use; if not removed in that rime. the
it is used to identify magical effects. The user this scroll will protect all those within the circle scroll will fill down by itself.
may hold the K ~ O Uand command it to identify for 6 turns against a variable number of lycan. Spell Catching: This rcroll u blank when
any one chosen magical effect within 30'. The thropcs. The n u m b of lycanthropcs affected found. It may be used to "catch" a spell cast 11
name of the magical spell or effect then appears varies according to their type. as follows. the uset. It cannot [itch spell-like effects. nor
on the scroll. along with the level of the caster of can it catch device.produced dfccts (such as
the swll effect. The scroll will identifv one maei. Werebats, wercrars. wcrefoxcs Idlo affected from a wand), but a spell cast from a scroll COO be
I
werebonr,. werewolves Id8 affected caught. There ace four types of this scroll: roll
ci~&Ltper day. Wereseals. wereshirks ld6 affected
Map to Trryurr, (Normal, Magical, Com- ldlO to determine the capacity.
bind. or SDeCinl): Each maD should be made in Werebears, weretigers Id4 affected
a d w i e bithe dhl. Such maps show a route to Devil swine Id2 affected 1-4 1st or 2nd level spells
1-7 1st to 4th level spells
the location o f i masure m a dungmn or iwildcr- la to 6th level spells
ness area. The masure is wdy hdden or pro. Protection from Magic: This scroll creates a cir- 8-9
tecrcd by monsters. traps. andlor magic. Bued cle of protection (10' radius) around the reader. 10 1st to 8th level spells
on the rype of rmsure given. the DM should x. No spells or spell cffecw (including those from
items) may enter or leave the circle. The effect The user of the scroll must hold it up, like a
lect ichallenging monster (who has a simimiLr uca- lasts for ld4 turns, mows with the reader, and shield: no other action is possible while using the
sure we)and design the map and momer Iait scroll. The uxr must then make a saving throw
accordingly. Nore h i t the map may be panially may not be broken except by a wish.
incorrect. omining an imporrant d n d (such as Protection f m Llndcad: When read. this VI. spells. with a +4 bonus to the toll; ifsuccns-
scroll will protect all those within the circle from ful, the incoming spell has no effect and is in-
the type of monsters. dangerous uaps. etc.) or ov.
e variable number of undead for 6 turns. The stead transferred to the scroll. appearing as i
ing some fnlae infomition: however. the ueasure
mentioned should pnually be there. Sometimes number of undead nffected varies according to normil scroll spell. T h e exact spell caught will
maps are only panidy complne or are wrirtcn in their rype. as follows. not be known until a rend magic spell is used to
the form of iriddle. And some a n only be md Skeletons. zombies. ghouls 2d12 affected identify it.
by a m d l ~ g spell. ~ w ~ Wighrs, wraiths, mummies 2d6 affected The suoll can only hold one spell i t irime: the
Normal masure contains coins and gems but Specters (or larger monsters) Id6 affected spell caught mun either be wed or copied inw a
no magical items. while imagical rreasure may spell book (magic.uur spells only) before the
include some coins and a few gems of low value Quwioning: The user of thii scroll may ask scroll can catch anocher spell. Any n/pe of spell
in addition to magical items. A combined rrca- questions of any nonliving nonmagical objects: (magical. clerical. or druidic) can be aught as
Ion as the levcl does not meed the scroll's cnpnc-
sure has coins, magical items. and valuible gems
or jewelry in roughly equal proponions. Special
their answers will appear on the scroll. The scroll
will displiy up to three answers per day. The an-
Le
icy. s r ~ lofspcfi
l cmnh~rgcannot n & ~stp e ~ ~ c
rreasure should contain at least one permanent sweu will be given as if the objecrs were living
of levelsgrciter than the given capacity. and it can
magical item. such as a staff or sword: these catch a maximum of one spell per day.
beings. but they will be limited to simple obser- Splls: Use Spell Scrolls in the magical item
items should be mentioned on the map. vations as if the objccu could see. hear, and
Mapping: This scroll is blink. When held and smell. The scroll cannot be uxd to question liv- subtable for scrolls to find the a t spell levels
01 choose spells as appropriate. Spell scrolls are
commanded to wntc. this scroll will draw a map ing or magical things.
of an ma chosen (that is, rhc DM accurately Repetition: This scmll appem to be a normal good ways to introduce new spells in a cam.
draws the map for the players). The area must be scroll of one spell. and the standard restrictions paign. and rhcy may rhus be designed with the
completely within LOO' of the scroll. and it may apply to its use. However, 1 turn after the spell is characters' current spell books in mind. Note
be up to 10,000 square feet in sire. The scroll has cast. the scroll creates the same spell effect a scc. that only druids can cast spells on druid scrolls.
1 chance in 6 IO detect secret doors. but it will ond time. centered on the scroll or affecting the though the spell name can be m a l e d by a read
not draw whit lies beyond them.The scroll func- nearest creature if irecipient is pan of the spell magic spell.
tions once per day. 'Exppiy: This scroll can create one trap. The
pmccss. As with inormal spell scroll, any spell
Pomls: This scroll crnter a pass-wall dfect. cast from it is then gone; however, another spell type of uap differs by the plicemcnt of the
identical to the magic-user spell. When placed may be written on the scroll ifit is of the same scroll. The scroll is destroyed when the trap is
on isurface and commindcd to funnion. the Iml. and the rcpctirion effect will again apply, creitcd. If placed on ifloor, ihidden pit uap is
scroll dirappem and a I'.diameter hole appears sedy: ThL scroll is blank. When held and creired: if on a ceiling. a falling block trap ap.
that is up to 10' deep. The scroll docs not affect commanded to write. it will draw picturn of crea- pem. On walls,a poison dart or gas uap will be
living or magical things. The hole will disappear tures within 100' in any area chosen by the user. created. The exact trap is I& for the DM's de.
after 3 turns or when commanded by the reader Up to four different t y p of creatures an be pic. sw.The trap created is quite real and is not illu.
of the scroll. When the hole duappcm. rhc soty or magical.
nucd. The scroll will funcrion once per day, re.
scroll rcippem. The scroll may be uxd wicc gardless of the number of creatures pictured. T r u h This woll is blank when found. The
each day. Shdter: This scroll is inscribed with an dnbo- user may ask P question of any living being with.
Protection: A protection scroll may be reid rate drawing of ilO'-square m m , lit, with cwo in 30': the complete and INC answer appcm on
and used by any charmer who can read the beds, a table and two chairs. food and drink for the scroll. read from the victim's mind by a pow-
Common language. When read, it creates icir. two on the table, and e pait of normal swords on
erful version of ESI! Note that the answer is true
c k of protection 10' across that will move with the far wall, each hung over ishield. If the wroll only within the limits ofthc vicrim's knowledge.
the reader at iu center. It will prevent any of the is hung on any vertical surfue. the room pic. The scroll will displiy one answer per day.
iven creatures from entering this circle. but it tured may be entered and the items used. The
L s not prevent spell or missile i t r a c k from
those creatures. The circle will be broken if any-
food and drink arc pure and will nourish any liv-
ing thing. The swords and shields may be taken
I

struck by the my must d e a saving chmw VI. charge per use. These mated spell 4
Wands, Staves, and Rods wands or be paralyzed for 6 turns. Mtreated as if cut by a 10th level spe
A wand is a thin, smooth nick about 18" Wand of Polymorphly: This wand creates ei- er. The effects Mdependent on type ofde.
long: a srdis 2" thick and about 6' long: and a ther a polymorph selfor p l y m q h other effect ment as follows:
rod is similar to a wand, but is 3' long. A wand (as if using the magic-user spells). The u x r must hit.: &hming bolt9cloudkiu
CM only be uxd by a magic-user or M elf. A stare which effect is desired. An unwilling victim Earth: web, mlldsrone
staffcan only be used by a spellcasrer (sometimes may make a saving throw VI. wands to avoid the Pk: fmW. apu of&
restricted to a specific type). Lnstly. a rod may be effect. Water: ice (storm 01 wall)
used by any character clw. Wand of Sam Door Detcnirm: The user may When uxd on the elemental plane ofthe cor-
A wand normall has ZdlO charges when find any seeret door within ZO', using one charge responding type, the ponen M quitc different.
found and a staff 3dlO; the DM rolls the num- per xcm door found. As long as one or m01ccharges remain in the
ber, keeps the m l t to himself, and tm& the Wand of Trap Dnonion: Thir wand will point staff, the powers granted to the holder M nn
character's use of the wand or staff. If desired. at all trap within 20', one at a time, at a mt of the powen given above, but M rather thc fol.
the DM may use a larger number of charges: one charge per uap found. lowingpow?
3d10 for a wand, 2d20 for a staff. Rods arc per- Immuruty m damage from the plane its&,
manent icenu that do not require charges. Each Staff Do8criptionr with vision to 60' range.
ux of a power casu one charge unless noted Movement within the plane at the
otherwk. Each ircm may be uxd once per The staves listed in MPgicd Item Subtable: 3. 120 fmper nun (40'/round).
round at most. Wands, Staves, and Rods. page 229. M de- Communication ability with MYruident of
scribed in the following tm. that plane.
Staff of Commanding: Usable by all spell- A -4bonustonrmordnssifnnndrcdbya
Wand Dercriptionr casten, this magical item has all the powers of mident of that plane.
The wands listed in Magical Item Subtable: 3. the rings of animal. human, and plant control Nore chat thae m w do not provide the abil-
Wands, Staves. and Rods, page 229, M de- (see the individual descriptionsunder "Rings:' icy to bmthe on the plane; m e Mher device 01
xribed in the following tm.Note that all of the below). spell must nko be used. However, when a s d b
wands listed here are usable only by magic-urn. MofDtpelliy: The touch of this item has used dong with a matching ring of &mend
Wnnd of Cold This wand creates a cone of the m e effm as a dispel magic spell from a ndnpmtion or taliman ofelemend t m d . all cf.
cold, 60' long and 30' wide at the far end. All 15th level caster, but it will affect only the item fecu given a h M extended to a 10' radius
within the cone take 6d6 points of cold damage, or magicd effect touched. Any potion or m l l around the uxt.
but they may make a saving throw vs. wands for touched is corn letely desmyed, and any per. Erccpt for the snEofekmendpower, coch
hdfdamage. manent magics item touched beeomes non. staff CM be used m negate &ectd relariag m
Wand o f h y Dncedon: When a charge is magical for ld4 rounds (including armor and the clunent w which it is oppoad (see the
used, this item will cause all enemies within 60' weapons). This effect may be permanently Dominancc.Opporition Table on paec 264). at
(even thox hidden or invisible) m glow, as if on harmful m intelligent swords (DM's choice). the COBT ofone charge if the effect wu ruoduced
fm. Each ux of the staff costs one charge. This staff by the opporite st& or two chnrga if-a normal
wind of Pear: This wand creates a cone of is usable by any character. spell was used. POI a m p l e , a d o f a i r could
fear, 60' long and 30' wide at the fnr end. All WoftheDruidaThisstnffisus~blconlyby be used m negate a mll offm spell cut by any
within the cone must make a saving thmw ys. druids. Ad~idcarryingthisstafftPff$pinronertun magic-user, at the COBT of w charges.
wands or run away from the user at three times spell of each spell level. 'Ihe m m spells must be A summoned elemental may be sent back to
their normal rate for 30 rounds. selected when the usual s@ are acquired (UN- itr home plane with the same COBT of charges
wind of P k W Wit cmtes a fmbd e ffm ally during morning medmuon). B u h day's ux (one if p r o d u d by the oppmire staff, w if
(as ifusing the mPgic-userspell)up to 240' away. of the staff uses one chsgc. The staff is a + 3 conjured by spell), but the elemental m w be
All victims rake €d6 points of fm damage. but weapon as well, and it may be used as such (in- touched by the rtaff@orriblyrequiring a normal
they may make a saving throw vs. wands for half flicting Id6 + 3 points of damage per hit) with.
damage.
wind of Ul~on:This creates a p h a n m d
out uslng My charges.
Staff of an Element: Usable only by magic-
atTkt.3 u evcr taken to the plane it is oppacd
to, it immediately explodes, intliccing 20 points
~effenfasifusin~themppic-uxrs~ell). The usefs. there M m e n types of these staves; roll of el&al dunage plus ld8 points of dsmagc
user must ConcenuaG on theiliusioito hain- ldlW to determine the exact type found. per charge remdning in the staff. The aplaion
cain it, but he may walk at half n o d maw- 01-21 Staffof Air Ws a sphere of 60' dins; all creatures within i
ment rate while doing so. 22-42 StaffofEPnh the effect may make a saving rhmr vs. speb
wind of Lightning Bolu This creates a light- with a - 4 penalty m the roll m take half dun-
ning bolt (M if using the magic.uxr spell). stan. age. The wielder of the staff, h m e t , p u w
ing up to 240' away and 60' long from that r& of Air and Wn saving h.
mint. The victims d e 6d6 mints of electrical 92.98 S t a f f m a n d Pire StaffofH.lmLy:Usable only by deria. this
barnage. but they may make's saving throw VI. 99-00 Staffof Elemental Pover item functioru simiily w a mewed 4 o f
wands for halfdamage. healing. at the COBT of one charge per c r e a m
WmdoflldnrieDetechn: Whenacharaeis EPchsraffisastd+2andmaybeusedasonc harmed. Itinflicts ld6+1 (2-7)pointaofdnm.
used, this icemiill ceuse any magicd item Ah- without using any charges. d n g for ld6+2 age to any cmrure touched by the &(no sav.
in 20' to glow. If the item cannot normally be points of damage. Staves of two clanents gain ing chow): a normal attack roll may be required.
seen (within a doscd chest. for m m ~ . l .e ) the
. dl the pwns of both naves. and the sra@ofele This is in addition m n d we- damage
glow will not be seen. m e n d power has the powen of dl four. (ld6 points). if applicable.
Wad of Meal Dncedon: This wand will
point toward any type of metal named if within
20' and if 1,ooOcn or more in weight. The u x r
Each staffcontaim the following powen when
used on the Prime Plane: ine &.
Thedofhermiogepnnko~rethefok-
with the rmtl w e d . Buh &I is
idenricpl to the revcned form of a daial spell.
A + 4 bonus to saving t h r m VI. attack
cannot detea the amount of m 4 . fom baaed on that clement. Nore hat the useofthis&$ awlPotic m.
Wand of Negation: This wand CUI be used to Complete immunity to a t t u b by any ele-
cancel the effects of one other wand or staff. If Cause blindness 2 chnrgn
mental ofthat type. cause disease 2 charges
the other effect has a duration. the negation lasts The ability to summon one 8-Hit Due ele-
for one round. cause suious wounds 3 charges
mental of that rypc per day (as the magic. &are poiso0 4 chnrga
Wand of P M I I y w i M This wand projects a user spell). each summoning coating one
me-shaped ray when a charge is used. The my is
60' long and 30' wide at its end. A n y mature
ue. It may only be used once per day per per. wand). In addi~on.the w miy break the staff, Rod of V h o q : U d l c by any cbamcret, thu
on,but it will h d any number ofpmws owe w h i relcwr dl d i u power at o m . This fmd rod mpkn the user lucky in VOI ( w b a the War
.dag. It docs not have or IUC chugn for healing. a& is an explosion thit inflicu 8 points of Machine ~ M combatS system u used). The fol-
AI M option. the DM mi9 add charges m the damage per charge &ng in the swff. AU lowing bonuacs *ply M that system:
.wff (in addition to iu curing obilitin) to create cmtum within 30’ (including the userl) take A t25bonusippliestothcCombatRerule
the following &m.at the con of the ch~r~n damage (but dl may make a raving throw VI. roll (to I maximum total of 100).
indicated, Srpftfor half damage). On the Combat Results Table, if the ditra.
ence in wedl t ~ l l sis 101 or more, the IC.
Cure blindness 1charge sult for “91.100” is wed, iimithg the
cure disrpc 1charnc Rod Drcrlptionr numbw of c~~dtics.
&re sriow wounds 2 char”ges The rcds listed in Magid l a m Subrabk: 3. R o d o f ~ T h b r o +Iisonlywnbk
d
Ncuualucp~ 2 charges Wands, Staves. and Rods. page 229, M de- by a dwarf, h.lfliry.fwhtcr, chief. 01mysic. On
scribed in the following t a t . command of the user, it will e h g m and may
StntTofF’owm This ituncan be wd as isnff RodofCUUdhOSl ’ : This rod is wabk by any be divided into f*o weapons of the aauw k c .
ofmiking and can nlm be used to create any of charmer. It will work only once, but it will &n each t 2. Each of thaR may k s i d u l y divided
the following magic-user spell &CCU (each do- any magical item it hits, making that item for- inm two t 1 w*m. The rod cannot be di.
ing 8d6 points of dnmnge): tiMmlI, ljshmiw ever nonmagical. The target is m t c d as having vidcd d d e n t d y , and it can k reparmbled
bolr, and inrmnn. It can nlm create a condnud
&bt effect or mow 2,400 cn of weight by releki-
an armor dam of 9. The DM may adjust the ar-
mor cleu of an item if it ia being used in combat
h p b by P&g e. E d rssP
on,rcgnrdlenofire,intliculd6poiaDofdsm.
n&, M the ring. This swff is usable only by (such as when crying m hit isword). age per hit, plus magic b o n w (but noc
magic-users. lntelligurt magid swords and + 5 magid Strength bonuses).
SnnLC Urable only by clerks, this magi. itma may lnirt the &ea of rhe rod if the UXI Rod of ck Wym: Usable by any c h p ~ u .
cal is a s d + I and will inflict ld6+1 makes i s a v i q h v r . wnads. ThL m l y indi. there M three rypn of thb rod; determine the
points of damage per hit. cam successful resisrpm, and the rod still mpins type randomly or relea one
Upon command, the staff m s into isnake iu powu. A svord t I with i n t ~ for, a-
and coils around the creature suuck. The com-
msnd may be rpokcn when the victim is hit. The
t
mple, d~i 2 bonw m the raving h. ldlO Alignmar L h p AC Brrrtb(ct
1-5 L a d l Gold -2 PUelGpr
WdDorrmUon ’ : Usable by any chmter.
victim is allowed to make a saving throw vs. this md aids in ruling. If a d e r carries it on a 6.8 Neuud Blue 0 Lightning
spells to avoid the serpent’s coil. Any man-ired toul throughout his or her dominion, the rod
9-10 Chaotic Black 2 Acid
or mder victim will k held he1 ICM for ld4
!
turns (unless the snake is ordered y the owner
pdds a bonus m all Codidme Loel rolls, bpxd
on the percentage of residents viewing it (roll’ Each is a md t j and each inflim l a + ) (6-
13) poinu of damage per hit (but without
to relcpre the victim before that time). Larger Id100 for the result).
cmtusrs cannot be ensnued in the snake’s coils. Smngthbonuses).Oneeperday.themdmqbe
The ~ p k c characteristia
’ ~ M M followa. 01-50 + 10 tumed into id l dragon of the appqriatc
51-75 +20 type. The created b g o n hnc 30 hit poinu and
hp 20; MV 64’(20’); #AT 1 76-90 +30 can only be affected by magic (wcnpons. spells,
(special); Dm (spedd); Save C3; ML 12; 91.99 +40 ecc.). It will understand and faithfully serve the
W6 00 + 50 userofthemdtothebmofiunbitity;forapm.
ple, it can nn M mearengcr, &, or guard. It
When hed,the snake crawls back to its own- When not on display, the rod must be kept in will fight to the death unlm comnun&d other-
er and k o m e s a staff once agein. The snake is the der’s stronghold. The cffecu Ina for rhne wise. The dragon knows no spcilr. It will mum
completely healed when it returns to naff fnrm. months, but the rod may be shown again to the torodformonomunand:ifdrinindngcn
If killed in s d e form, it cannot return m df populace M duircd. form, however, it cnnnor return to rod torm and
form and it lases d q i c a l properties. This Bod of Hcplth: Usable bv &rip onlv. this rod is forevet dnuoytd. Speb and ahn magid
item docs not haw or we charges. hnr Pu rhegowers o f i rrpfi4fhedi but with. forma of heding can k wd to h d the cm-
At the DM‘s option. the staff can be given out erpen mg my charges. 11 can 2 c c any one NIC. if desired, but MT ptter it is W.
charges. The user can spend charges m add bo- ~ N I C only once per day. r e g d m of the ef- Ifadqonisdbyausuofadiflaat
*
n w to rhe snake’s atmck roll ( 1 bonw per fect chcuen.
Bod dhmia:Only a dwarf, hnlfling. fighter,
alignment, rhe dmgonwill attack the user immc-
charge spent); up to five charges can be used in a distely, fighting m the death. Whcn tbh m.it
sin le attack (fori + 5 bonw). chid. or m p i c may use this unusual item. It C a I U m k commpnded m reNmmmdf.mIl.
1 charge can nlm be used m cure the snake
while it is in mmbat. The user casts icuring spell
may be wd M a~penr* j in d rupecu. On
command of the user, it will stop wherever it is.
of any type and expends one charge tu transfer and it cannot be moved by any meaiu except a Ring8
the cure to the snake. The mount of curing is wish. A s a n d command relepccr it. If the rod is A magical ring m m be worn on ifinga or
determined normdy; no lpfl e limit i p lies
S& of Suikiq Usable %y d rpe&&n.
rhis weapon inflicu 2d6 (2.12) poinu of damage
in motion when stop
P
. ’
it will continue iu di-
muon when relense Pot example. it may be
thmn w a r d Id m and commanded to stop.
thumb to function.Hamu.a ring may ntro
carried and then ut on when needed. Only <
magid ring can &worn per hand. Ifmore ti-
per charge if the hit is succudul. Only one h e r r e l d if an enemy enten an that the rod that M worn, the ringa negate each orher and
chnrge may be wed per strike. will continue t m d the enemy (a normal attack none will fixtion, with the mepliw of a ring
SIUT of Withe- One hit from chis staff roll U made). If the user falls,a command will ofweakness.
s victim 10 yeprs. One 01two hits will be
p ~ e the stop the rod suddenly. and the u ~ may r hold on- Any ring may be used by a y character d m ,
fadto most d m a & and h d m many hu- to the rod. except where noted othenisc in the text.
m=. Blves may ignore the first 200 years o f a g BoddPsrqiqThismd t9canbeusedasi
mg, dwarves may ignore the f m 50 yews. and melecv+npon,inflicdneld8+5(6-13)poinuoh
Ring Dlloriptlonr
k%%%~~~
only by deriw.
ore the fm 20 years. U n d d
t h i s item. Thu staff is usable d”w€E!
Itmay
hit (but 110 Su-cngh bonw
kwcdtojmrryamcb. if e w
choma~abilityatrhe~ofamnd.
rXa’. The rings listed in Magical Item Sububk 4.
Rings, page 229. are dcxribed in the following
St& of Wizardty Usable only by magic- When amckcd in melcc. the w r ’ s p r m o ~claw tat.
wen,thissnff + I has d the powers of a d o f Anirml Control: The wemr of this ring may
gowcr, plw them ic user spell effects ofinvisi- command Id6 normal animals (nr we giant.
7-
ility, p u r d , we , and CM~UIC elemenrnl. It
may nlm be used to create a whi~lwiad(I. if from
sired). The aninula M no^ llbwed a MV’
thra m resist CCdnwI. The rim will ,coni3
a djinni) or shoot a cone of p a d y Z i t i b n (as the
23m-h- \ .
i n t e u n t animal specin or fi;lcplticor magicd
mrmtcm. Thewcater mwt be ablemosccthe an. the r i i , attack meone, or cast apells. (though spells CM k mtudied and spfely cast)
imals to conuol them. The control will lprr as Life Rotation: This valuable ring will negate until a mnoweuneisapplied by a 25th or higher
long the wearer concenmtn on the enimpL the c&ca of ld6 encrn drain attack& If the level rpcllann: Ihis remedy only permits the re-
and does not mow or k h t . When the wcuer wearer is muck by M encrgy-dmining undcad moval dthe ring Mddoanot m a .A
stop cuncam , the &ab will be free to (or effect). ChptBCs are drained from the ring and evilc cast by a 36th level cpncrwill the
attack their c o n 3 e r or run away (roll mctions no lmb are lm. If a single blow drains mote nng mto a n o d riug of@ w.
with a p a a l t y of -1 to the roll). This ring can apuicnce levels tbpn hue are cbprgu mnain- Spu SI-: When found, thia ring haa ld6
only be wed once per turn. ingin the ring, the ring disintegrates; otherwiac, spells stoted within it. T h e exact spells are the
IkMomTheweuuwillbelimthiatobe
any one other ring (roll again for the imaginq
m).However, it has no mleffect. The wcuer
will l l o ~be convinced othenisc until a remove
c u m is u r d to dispel the cnchenment.
Diinni- . :ThemrermPyrummon
one djinni to mvc for up to one day. The djinni
chnga M used.
-
it becomes a rh# ofpromtion t 1 when d the
Muwry: ThL ring can only be urcd by a spell-
caster. It nllara the to d a n y one cpell
cast. must decide, rithin 1 turn of
cpadng nspcll, to d i t ; thememq then reap.
and the spell is iasrnndy "desmeed!' Thc
limit of the ring'a powers and they cannot be
changed. When the ring is put on, the wearer
magically knows what spells M stored and how
to use rhun. After a spell is used. it may be IC-
placed by a 6pellnrtcrwho mwr cast the replace.
meat spell directly at the ring. The M g will not
absorb spells thrown at the wearer. The
I

will only acme and obey the penon wearing the rqcmrrstorcthemcnmsyofmrerpdlpndqr. the ring have the duration, range. par l ls
&t in
ring at the rime 0 t h aurnmoning. The ring may k I d This ring haa the SPmC &t equal to the lowen level needed to cast them.
be u r d only once pu week. the potion of the same m e . but only lsru as The DM ahould selm the type of spells in the
Bu: nSring. wornon the car as an earring, long as thy wearer concentrates. ring; about 20% of these rings typically contain
haa no tffect when worn. H c r m . when re- RotcmDnfl, t 2 , t 3 , o r t4:Thiaringim. d e r i d apells.
moved and placed against MYm&e (a door, pmvesthcweuet'srnnordassby1,2,3,or4,as spll y: This ring reflccts 2d6 apella
chm. ctc.). the IWI may hear d n o k ormr. Iiami. For example, a riug ofpmtecuw tj back to their casters (per day) so thnt the wearer
ring within 60' of the &. Light bresthing, worn by a magic-urr with no armor (AC 9 ) is not affected by apell atrack6. Only spells are
heartbeeta, and even hint breezes CMbe heard. would give the m+usu an AC of 6 while he reflected, not spcll.likc powers of moMCIs or
The ring will funetioa tbm times per day. wears the ring. This item also add8 its bonua to spell-like effccta from irunr. Once the ring's
Blcmcntd &+ion: There are m e n Mer. dl ofthc wcuu's ~ v i n grhrass; in the example number of apells is Imdred. it becomes uselesa
cnt t y p a of b ~ g roll; ldlOO to determine here, the magic-user would get a t 3 bonus to for the mt of the day.
the exact or select one as appropriate. saving throws. S u n i d : The wearer can auvive without nir,
n1-21 Air A variation of this ring is the riOg ofprom. fwd. or drink while the ring is worn by wing the
UM t I, 5'adirw. This ring improves the wear- cbarges contained within it. The rin contains
'er's umor clsa and wing throws by 1 (M a ldlOO t 100 (101.200) chagn when found. By
normal rh# ofpromrion +I), but the ring pko spending one charge. the user needs no food or
gives the same bonus to d cmturca within 5'- drink for 24 houn. Survival without dr requires
both friend and toel No rings &&g OD area one charge per hour. The ring turna black when
92-98 Earth and Fire U C IUOIC pOWCdUl thM t 1. five ot fewer charges main.
99-00 All elements Quidmu: Once each day, the wearer of tbis Wekind:The wearer may b l y mow i n ~ .
The weyer of this ring CM.when in the ap- ring can move and attack at double normal rates imate objects weighing up to 2,OOO cn by con-
for 1 turn. The & M identical to the magic- centration done. up to a distance of 50'.
DIUDM~Celemenul ulane. freelv breathe and WI spell hsrte, but this effect can be produced 'htk Three rima per day, this ring aUowa the
by ~ m m ~ not d by
. spellcasting. wearer to know whether a spokm repfnncnt is
Relmornaon: The wearer regenerates 10% hit vue or fabe. Note that if the person or creature
points at the dow rate of 1 per turn. The ring uncring the aratcment bc/.iwca it to be vue, a
not be harmed by normal fun,and he gains a also replaces lost limbo; a fmger will IC~IOW in 24 "vue" mult will be obtained. By telepathy, the
bonus of +2 on dl wing throws vs. fm spells how, and a whole limb CMbe replaced in one ring reb thewcater d i t s powen as soon as it i
and n. red bmth. In addition. the DM week. The ring will not function if the wearer's worn.
aubtnctr1pointhomepchdicoffLcdamrgcto hit points drop to 0 or Icrr. Pin and acid damage 'hrbfdncm Thir item claims to be aringof
the weam (with a minimum &magc of 1 point cannot be rzgcnuated. vvrh when worn (Ma h ) . but actually it func-
pu die rolled to determine the dnmsge). I*med*r:Once e& day, this ring will pro- tiona Merently. When the wcuer f y t tries to
HolLLa:This ring is uslbk only by a cleric or duce one remedy-a cure blindness. cure determine the truth of a statement, the sratc-
druid. If the ring is worn while spells are gained &a.remove curse+or neuunli.e p h apcll rncnt will appat to be uue-but thec&. thc
(Usunuy during morning meditation), the cleric &t. Each e&n is idencicrl to the cluit spell w e ~ will r be unable to lie. The wearer must
g h Me CIM spell erch of lmk 1.2, Md 3 U ofthe 6pmc nunc and is treated as if cut by a pmvidc full and completely me answers to MY
appropriate. (Extra spells apply only to spell 25thlcvclderic.Theringpmducestbecffcctdc- question naked of him so long as he weam the
l ~ ~obrainablc.
l s For example, a 5th Iml cleric sued when the wcuer wncentlpDu and touches ring. He cannot remove the ring until a remove
-moved,
ld "r M y 3rd lCVCl@S.)IfthC ring
e apclb are forgoran (though rhis
has no effectif the spells are llready a) In.ad-
the recipient.
Safm: The &t ofthis h e is similar to thnt
ofapoiwof~uck.Uthering'~wepretfnilsnsav.
curse is applied by a 26th or higher level caster.
Truthlc*na: This item OLO claim to be a
riug ofmrhwhen worn, but it functions in a
dition, a el& (but not a druid) gains a t 1 bo ing Jum. his player m y "change fate" by M- manner opposite that of a riug ofuuthfulncss-
nus to MYrob to turn u n d d , including the noumhg thnt h i MVing thmv vp(. in fact. that is, the wearer is unable to tell the truth and
roll determining the Hit Dice ofundcad turned.
The ring doca not &ect turn attempts not re-
quiring a roll.
m c c d . The ring will negate ld4 failed raving
throws and then diaintegrare.
srrinl: Once each day, the wearer ofthk ring
moved until a mnove c-a,
must lie at all times. The I' cannot be re-
or higher level CM~CI,is applied.
cast by a 26th
Human COMd: T)IL is the same e&n 01 the nn Ice nu thin@ plainly, as if the cleric spell Warn The wearer of this ring may
pcfion ofthc sum name. The e&ct h until
CPMkd by the We? ofthe ring, the ring IC-
m&r were CM. The wearer need not be a walk on the SurfPee of M y body of water and will
moord. or unul a dqdmrgicspell lcmoop the IpcllcMrcr. The C&n &Its for 3 tuna. not sink.
ehum. spnaniru: hlthough this ting pppenrs and Weakocu:When this ring is put on, the wear.
funcdons 01a *drpeU tumiw,it hnr an cnn. cr becomes d e r and his Strength score be.
I n M Q : The wearer is invisible as long as dmLncnde&niftheusuiaarpllfssler.Aftcr comes 3 within ld6 rounds. The wearer cannot
the ring is worn. If the wearer atrpcLs or cam rhc rpellcvar haa cut a spcll while the ting is cake off t h i s ring unless a remove curse spell is
he or she will bcwme visible. The wcacct worn. the ling ~~eDD''d the r c d n i q spells used. If more than one ring is worn per hand,
can only bermne i n d b l e once per turn, but munotized bytheapclhtcr. Thctingcpnna be this ring will acill'function despite the other
there no dundon to the invisibility; thcwenm fuDovod after it has cam the V c M I ' a apcb b'cffCCW being C M C C k d .
will mv inviaiblc US lon~as he don not t J c off
WLhu: A ring of wkhca is M extremely pow. claw is 4 and it has 40 hull points. It is operated power to btcn to n o k through the e m of a
erful item. Wishes must be handled wry cucful. by a magical command word that its d e r c m w in the M a viewed. It ia only usable by a
ly by the DM and the playen dike. To find the knows: chwlcters who find an undersea boat magic-user.
number of wLha contained, roll ld10. may have to go on an advennuc to discover the crp.l Bsll with ESP: This plro worb like a
1-4 1 bmt's wmmnnd word. If tbe command word is standard uyrtal bail. but with the added power
5.7 2 known, no m n or sailon M required. The to listen to thc thought8 of a cmture vimed. It
bmr will obey commands to scm, stop, cum to is only usable by a magic-user.
8-9 3 pon (Icft), turn to swbonrd (right). stop turn-
10 4 DLplseor Cloak: Thisiamwvpr light rap;the
ing (while keeping the same speed). submerge, -is d y 5' away fiomtbepucciwd loa.
X-ray Vision:The WCMI may see idistance of level &, and surface. When underwater, the tion. The dopk &a a bonus of +2 tothe wcpf-
up to 30'. even through a wall and into the space boat radinres a wtct bmthingcffect. protecting a's saving rhrovr VI. spell, w a n d / d / r o d , .nd
beyond. by standing still and concentrating. The all pasengets and crew as long they touch it. cum to sone armcl. Hand-cc-hand a& on
cffm may be blocked by gold or Id. The wear. The undema h t CMbe fitted with grips so the wearer M pmnlired by -2 on the attack
et can inspect one 1O'X 10' ma per use (which
that the p w n g e n can avoid driftiag away. roll$. and mat misrile finwill a u e y miar.
require a full cum). and he will be able to see Note: The DM may wisb to mate similar Drum ofP.IIL: Thcse lpgc katlc dnunr
any uaps or secret doon in the a m examined. magical boats that vrvel only on ice, sand, in the hive no effect on any cteatum within 10' of
The ring allows the wcmr to see through items nir, and so fonh. them. When used, howcvcr, dl UCPNICI 10'.
Boo0 of Initntion: The WCMI may levitate 240' away must mplv a saviag chon vs. spell or
less dense than stone (such as cloth. d, or wa-
ter) more easily, to a range of 60'. The ring may (as if using the magic-uxr spell). There is no tun away from the user for 3 full uuna. If the
be used up to 1turn per hour. limit I O the duIadon. mode system is used. no w i n g thmn M 4-
BooaofSpeed:Thewearermaymmasfaat cd, but each creinuc must make a mornle ChaL
as a riding hone (240' [SO']) for 12 houn, after irurerd, with a penalty of +2 IO the toll.
Miscellaneous Magical which the W ~ Y Cmust
I rest for one full day. Ukti Bottle: This item M a luge, heavy
Items Booa of lis* sad Le+g The weyet scaled jug about 3' high. Ifthc sed M broken and
ne& no m during n01-4 movanmt. The the S I 0 per pulled. M CfIC& Will EomC foIth to
Each of the items listed in this section may be WCMI may nlao make mighty jumps. to a maxi- servee!c opena once per dip for 101 dqa (or
used by any ch~rncterclw and up to once per mum height of 10' and imadmumlength of30'. until slain). The cmcure will mum to ita home
round, ~ n l norede ~ otherwise. Mort of the given Bonl of Commudng Water B*mcnnb: This (thefabledCiorofBnu)afteritstnmof~~
effectseither work automatically or PIC activated item may be used only once per day. The bowl is is ended. It will acme no one but the penw
by concentration alone. 3' in dipmeter; it requires 1 turn to use. The opening the w e .
There is no limit to the many types ofmagical bowl will summon a water elemend and will al- Egg ofUbder: Thir scrangeitcmis the &of
items possible: the devices and &ts given here low the user to wntml it, subjm to normal rule a chicken's egg, but it may h of any color. A-
M a mere spm ling The DM may cmte others for elemental wnuol. egg breaks when drop d or thmm (to 60' my
as dcaired. wit! nc&y any powcrs as appropri- BnrkofComrmn*PkBlanenaL: This imum -): in the &owing ro~nd,a maw
ate. HOWMI,when deigning such items, keep item may be used only once per day. It requircr 1 emerges fmm it and g m u,n o d &e, there.
th: balance of the game in mind. If an item du- turn to use and will summon ifw elemental &I obeyininp the t h m r of the egg to the bgt
pllcares d e r i d powen, for nnmple, it my that will d o w the WI to conuol it, aubject to of it8 ability. (Note that the c~cpmremust be
cause deds themaelves to become leu useful in normal rules for elemental wnttol. able to hear the w ' s c ~ m m ~ d sThe . ) -c
the game. Keep such items IM and limit them Bnrom ofFlying When verbally commanded, will &appear after one hour of d t e n c c or
by giving them expendablecharges, lest they ad- the broom will c a y it8 owner through the ait at when alain. The C ~ N I Cappearing is never de.
vcnely &ect the game, 240' per turn. One other person (or up to 2,000 termincd until the egg m d y breaks; ehpnc.
cn of baggage) may also be carried, but the ten can never know what creature will appnr
Mi6COllanOOU6 Item broom slows to 180' per turn. beforehand. The DM mav add othcr u c a t w . if
Drcdption6
C M of contmuiag Air Jhncntals: This deired. To determine &e type of mature &
item may be used only once I day and requim pea@, roll Idl2.
The magical items listed in Magical Item Sub- 1turn t o m . he censer w J L m n an u t elc.
table: 5. Miscellnncovs Items. page 229, arc de- m e n d and will allow the wet to contml it. sub.
seribed in the followingtan. jcu to normal rules for elemental conuol.
Amulet ofRotenion fmm C@ B!ah nnd C b k of Time:Tbk simple m c d stick is 3"
ESP The w e ~ of r tbis item is automatically long ind made of a silvery metal. On command,
protected from being spied on by anyone using a it will keep crack of h e . chiming evey hour on
the hour-the chime can be heard by d within 6 Cat, mountain lion
CI@ ball 01 My type ofssI! 7 Cat. D U U ~ ~ C I
Bag of DnoluLy: This item looks like a nor- M)'(regardlcss ofintcrveningwnll, rock,ctc.). If
mal small ad. but anycbing placed within it dampened by a dence, 15' radius spell, the
disappears. Anyone may reach in and fmd the chime will dispel the silencebut be dampened to
contents by touch-if the wntents m sciU there1 a 30-foot range for that cum.
If the contents are MI removed within ld6 + 1 A second wmmand will cause the chime to
(7-12) NlM. they will be forevet lost. The bag turn color. It will turn gold at one end, the wlor
will not &m living creatures unleu the entire slowly spreading to th; other end in an hour's
h e . A rhird command word c a w the chime Blvcn Cloak: The wearer of his cloak is nenrly
creature is s e d inside the bag. This is imps. invisible (roll ld6; seen only on i1). The WMI
sible to do except with vety small creatures. to stop ringing or to stop changing color-but
not until I turn clipses after the wmmmd. becomes visible when attacking or casing a
Bag of Holdiy: This bag looks like a normal spell. and he may nor become invisible again for
s m d sack, but any item placed within it disap. C t y d Ed:This item can only be used by an
elf or a magic-user. Its owner miy look into it a full turn.
pear. Anyone may reach in and find the contents Uven &uti: The W~ICIof thne bootl may
by touch. The bag will w u d y hold tmsures up and see any place or object thought about as it
d t s at that h e . It will work thm h e s per move with nearly complete silence (roll id10
to 10,000 cn in weight, but will only weigh 600 heard only on a 1).
en when full. An item to be Dlaced inside the day, and the image will h t for 1 turn. Spelk
cannot be c a s "through" the crystd ball. The Fly& Caqct: This item can eprry one psssen.
bag may be no larger than 10' 5' x 3'. A larger ger at up IO 300' per turn. two at 240' per turn,
item will not fit inside. more fpmiliar the object or area to be seen, the
clcwcr the picture will be. or three at 180' per turn. It will not c a m more
h t , Undurcn: This item WDCMidenticalto
c9Ital Ed with w.inlld*ncc: This work
like a standard c r y d b d , but with the added
winds. If this occurs. every item carried ( d u d .
ing body dothing andlor m o t but including
caps. gloves, t m ~ r ee,o . ) is blown about, land-
ing warnred within 60'. A nrcc&l saving
throw indicates that the vicrim has M e n to the
ground in time.tightly grasping all item ut.
ded. The hurrirMe /ampmay themfter be ured
PI a lamp oflong burning for the mnaindn of
the day. It nrm its "hurricane" effm every 24
h o w . which mun again be cri gercd bcfore the
lamp cpI1 be ofmoa bmdiciafur.
LmpdJmq lhiritm isidmtiaJ m
a normd advennuer'a hm.It is Mdc of
metal. with a h e r mmpurmcnt for oil. a han-
de. and IhutterS nroVnd the body to pmCm the
fluncfromwind. Whenfded with oil md lit as a
normal I M ~ it. rill bum 4shed light wicb-
out using oil. Ifthe flunc is nudouscd by rica.
the I m p ofbng buming b e ~mneicpl.
M a h U h dW.30'- Thia magid me-
daUion is swung on a & md worn nmund the
neck. If the wearer conccnrrata for 1 mund. he
may Idthe kU&U of M y OOC mNlC *irhin
30'. Thc w p ~ n m a y move normally but cannot
fight or CM spells while mnccncraring. 'Ihc DM
must roll ld6 each rime this item is used: it will
not work properly on a roll of 1. If a 1 OCND.the :.
d l i o n w i l l bmadcprr thc tholl&D ofthc use.... '
m cvayone within 30'1 The DM may rllov a PY-
ingthmwn. rpeUr w p m m t the meddionfmm
lending a cream's h g h u .
Mcddlinn d W. 90' R q e This item is
identical to the mddkon o f a 3 0 ' ~ n g ca- .
ccpt thu it has a greater nngc.
Mirmr of Iifc Tnppinl: This unique item
mm man-sizeor d l e r mnuafor an indc6.
weight of the passengers will have to be &- helm vmrk, the wearer must concentme on rhc nice period. Any such creature who looh inm
laced. mature, and he may nor move or cm spells. If the mirror must make a saving throv vs. spells or
G.Unde0 of ogre h: Thae gauntleu will the cream fnik a snviag throw vs. spells (or pu. be d e d into it (complete with nll equipment
giwthemnra Smngrb rote of18, gnininp nll miu thc thought reading)),the wearer will under- and tmMure!). The mirror C a n mre up 20 .
normal bonuses. If t h c m r n is not using amsp. nand the crcpnm's thoughla. C T ~ P N ~when: it is full. no more CM be
on,he CM strike with one fiat each mud, gaining Helm oflUcpomtion: Usable by magic.usen tnpped. Crcnnues trapped in the mirror do not
a + 3 on hit rolls. for ld4 poinu of damage. only, this helm dows the wearer m teleprr (M age ot need food or air, but they ue completely
Gtd* of Gtnt S+I This item givcs the the magic-user spell. including C~MCCS of error) ptcrleu. Anyone can o l k with the c m ~ m
m e r the same chances to hit as a hill giant. himelf or to attempt m telepo~another cm. trapped in the mirror (if thy qmk the same
Thc wcaru daer double damage with whsccvct turc ot item. An u n w U i i victim CM makc a Ipnpuage). If the mirror is broken. dl the uer-
weapon he is using. saving throw VI. spells m avoid the effect. M a r cum rmppcd within ue immediately released.
Hclm of Alignmat Ch.nl"l: This item one use. the helm will no longer function. If a However. mapped individuah M be recovered
looks like a fancy helmet. When the helm is put rcleporr spell is thm east upon it, the user M without harming the mirmr by using iwih.
on, it will immediately change the wearer's then tdcporr as often as dcaircd, up m once per Muzrlcd~:Thiaitmisadcviceof
alignment (the DM should determine the new round, without using charges. However,when- lenthera m p s with metd buckles and may be hs-
alignment randomly). This device can only be ever the helm is u r d to telcport another item or tmed over the mouth of MY dor monster
taken off by using a m o v e c y ~ s espell, but the CC
IZN
IC
I. it again becomes UKICL). requiring M. that has ibin attack. It will magially erpand or
weuer will rnLr =king the runoval. Once it is other te1ep-t spell m reacrimte it. m n m m fit the ueanue. and the victim can
removed. however, the wearer's original align. Horn of B1pnLy: This horn creates a cone of breathe but cannot bite (Mtalk) while wearing
mat will mum. As M option, the DM may al. sound, 100' long and 20' wide at the fsr end, the muzzle.The muzzle will lack in p l w with a
low the character to remove the helm by when blown. Victims within this un take 2d6 commaad word (treat as iwir.rd/o&by a 15th '
performing a special task or adventure. pointa ofdamage and must make a saving throw level caster) and will unlock and fnll off with a
Helm of- The wearer is able m read VI. spella or be deafened for one tw1;COMVUC.
second command. The muzzle CM be com-
MYwiring, ngard&ssofthe languageor magical riom and ship take Id8 pinta of dunage.The manded as often as dnircd.
propema ofthe suipt. This daa not aUow dur. horn m a y be blown but once per wn. Nil, P i i r : This inm appears identical to
reten m u r spcll~mllrunlasthyCM do so nor. Lamp, Hurricane: ThL item appears and the common iron n i l of medieval cprpenuy. 1".
d p : Thia helm is hgile, however, and will be functions as a I m p of long bum@ in nll re. 4" long and very crudely m d e . It may eprilv be ,
darroyed if the wearer is killed. Any hit on the spmr. but only &r its storm has passed, as de- mrhkcd if found with othct colUVYRion nu-
mrnmight (10% chpncc) destmy the helm. scribed hemfur. terLlr unleu iderm magic apell is u r d .
HelmofWcphy: Thisitan loo* like a fancy This lamp is always closed when found. When If mistaken for a mil of** md tom-
helmet. The wearer of chis helm may send mes. the Chutters M opened, violent gum of wind mPndcd to funnion. the n d dinppem. When
rages, by men thought, m MY creature within and faincome from the lamp, dousing the bold- the user next cries m avoid the anention of M
90'. Thc c r w u f c & v i q the thought messages er (Who gets no saving throv) and nll others enemy (by h i d i ~ pinvisibilirp.
. n c . L the nail IC-
willunddthun. (The c reammay r d i ~ ~ ~ within
m 30'. This "hurricane" l ~ fort 3 rounds:
~ a Iy-glowing f &, painting at the
lawnd.)Ihewcsm mav aba md the thDuphu c u h victim must nuke a roving throw k.speUs; for 1 6rounds. l h e f ~ d m a y r e -
and nll thooe failing ue knocked over from the appnr during each similar attempt thereafter
(24% chlnce for a h ) , but immow cura will Unfmnuely, thm is i25% chance per use Leucr 'lilramM: This item is idvavlo
c a w it to vanish forever. that thc auillwill auddcnlv drnin ofinlt. d n e that may be foundon ichnin; thae
Nnil of Point& This item ippeur identicnl the en& vr011u p w t h it is writ& p d m g qpa to n r h ofthc four demcao.It L
to icommon cupenuy nail. If its mmmMd bloc thus created cannot be ternwed fmm the engraved with itriangle in t h e c e n a r d ~ ~
word is known. the user may cause it to point i t pudunent by MYm e w but iwid. bo1 h e i t (oneofthc ten symboladds ele-
plly nMmenLal item named (door. mimav. Oop dQinbinl:'Ibb W'.lorq. thin. strong menulnntr). On the F'rimc P k .t h c w m y
gob piece, ctc.): the nail then &into if i r rope will dimb in any dircniaa upon the com. pmr the tend symbol while casting im j u n
ofbone and poinu toward the closest item of mand of the owner. It can fnncn i a l f to any d a n e n d r p l l ; the alhrmn will rrrm the et
that m e . It will conMuc to mint at chat item provudingaufsaanddsuppon up to 10.0O0 fen, s e n d i n g t h c m r c r i n t o t h e e &
fot 1&rn and then mum to kil form. There is cn ofweiuht. m a d plene. Whik wcnring the dumm, IIM
no limit to the M ~ Cof the nail's dccmion. but WI CUI bmthe ekmmd mancr Y if it wen
it camm detect living or undcnd c m t u m of any pure. dcnn air, and he g a b in rkipa ( d j
type, nor CUI it detc;t any magid item or speh 120'-1,200' range, d c p e d i on coditiw).
dfm.The nai/ ofpohring will function once Gmru WEIIIM: 'Ibis item b dmilu m a
p e day
~ IarcrnlLmanin cn,butPpplkrtoaUthr
OLtmCat:This white creamy sltvc is found in clementnlpks. Ee-ed.nththefourai
idwoodm bax with itoti& n i b . If d the usable d v bv awlkeccn. can identifs manual angulu symbols of the p b . meeting in tht
salve found h tubbed on any part ofthe stin of center. The ten symbols of all thc ckmcecll
the recipient, a magical &t is produced. All mnkc M inscribed srovnd the cdp. If the
ointmmu look, smell, and am the m e . To ibout 3' w e (chough slates of many sizes a& proper command word^ am Laown, the mm
dncrmine the type found, roll Id6 and c o n ~ l t oouible.%ch lamer and MpunL Thc user may nbo force an ekmmrnl being m obcy in-
the following. The DM may add other oinvnenrr 'holds thc date h o r i o n d y and p l k im q i d MlcdOM. Thir UIQ OllC *; the CdkMIl
asdaitrd. item upom it. When thc item h lifted off. the can expend up to ten chqw per aipintoa de.
1 Bknciog: Thir salve giw the recipient i 2
bonw to nnnorclpa and it 2 bonus to d
- n u n e d f t h e i t e m a ~ o n t h e d a t e Ifaniam
hascommand NO&
.
one will q p o n the date
m a d plane.
vhrrl of- Thir imn qpan identi-
saving thrmrr for 1 Nm.
Virh a h idcntificpuon. The slate will only re. cal to in d rpeoclwhcel. but ~taubkany
pent itsclf when all the command words hive rrgon upoa which it is moymed toflar a nr.
2 Hnling: This salve cutes 2d6 + 2 points of
been maled. *I. one * I d&ciilg.lbrs s "yonw be
dam&. The slice is easily fooled by c u d items. towed pEm( 1 rivcr n sunm,& u p to
3 FV&: ~ h i sdve i seems to be an oinment however. And it C M ~dnm I an item's num- 10.0O0 cn weight w i h t sinkkq. E& ddi-
afblcrring. but it h a poison and the mipi- ber of charges or special ability. A porion of
a t muat make isaving throw n. poison,
tional whed o f h r i l l g nllan 5,Wo cn mae
with i- 2 ~ ~ n a lto t vthe mll. or die.
poison will be mirtakenly identified as some weight to k euricd. to thc wrrml mpJmvm
4 scuring:TLU MI& seems to 6 an ointmmr other type. A n y c u d item will be identified for therpeoclofZ5.000 cn. Srunp unel h nbo
as a normal item. (These guidelines should be polliblc. b u t i t i v e t y r l a r m t ~ u n l u ~
ofbraling.but instcnd it inflicts 2d6 points s u i d fotlowed lest the mystery of such item
of K V bum ~ dunwe. which can only be lome mu-typednft lnimnl is mihbk.
fnunJbe mined.) A NnedwtKeldhringwill, vfunmching
repaired by ohmen~ofmfhiag9 PC d
The date may k p m d up to tcn chplller per
spell. or a nirh. thccenterofanyrivcrorsm~m,baomcnuelit
~ : T h i r s a l v e c u m t h e m i p i m t o f d day: item idenrified reauk the fdlovinp num. that point and c~rmotb e d until ammore
*bum dunage. w h u m r the amount and curseis applied by 115th 01 hi* kscl aIcsr.
whcther &CUI or normal. Thir nllanpmgrrrc tocontinlu, but thc cura
WW: 61 ~ ~ I Vurn
C a~ the recipient'a . . will mum espin i t n a t UIC until the wheel is
Potion dcmoycd.
skin to turn ibright color (dncrmined M. Mi*k
domlv from re&. vellow. oranec. blue. wbcclofpanw: Thirrupnle dakcu IO' in
green; or brown). ' h e &ect &I be re.
wand d i i r , mounted on a a d or .rill f*nue.
moved but will gradually mr ofi in Id4 scuff and c d y mared. It is daonted with a blak.
~ t ~ l l c m v
and-white pnncrn of wedges, dl inteaming at
Any permanent magical we the mtu whnc a prm umr is ~souaad;the
F'oach of Scclldry: This item is the size of i Armor or shield arrow doc0 not with the whecl. Near thc
lwge suk (capacity 600 en). Any ittempt i t Ring or rod rim. e& b u I wedge i a d d by a white
stenling the pouch ciusw it to scream, "I am Minir miscehmw item' 10
skull and nrhwhite wedge by indhan. If&
b+g itoleni" (in the Common tongue) re- Major mLeellanmwitem' Special wheel is spun (wily done by any CIC.NIC of 3
penedly for one hour. Iu cries c a n be heard to Strength or gmte). it rotates for 3 mu& Md
120'. If its owner holds it and comman& it to
The DM's judgment hrequired as to thc d u e then comes to IM, wid^ thcgmn umrpoiM-
be quiet, it will obey, but it will repeat its cries and ftcquency of nuh itmu in thc campaign. ing at one d t h e wedges (either bhck or white
i f q l e n again. A "major" item might be idencitiabk, but with e ual chances for each). Hmmr, P
Quill cf- A quiU is ilnrge feather only by nuking the due udna for ld4 dap. C bSr
m J CmNIC CMtlQt moIT the Whed. Md
thor CM be dipped in ink and used as a writing each use CM spin the wheel only once pa dig.
imukment. Usible onlv bv a w k e n . chis Scone of CmtmUiag Burh BLmcaab: This Ifthewhcelhasspunfrcdyforthc3rounds,
miy be wed onlv m e IXI dav. The itwe i
q d CM be ccinmanded' to i o 6 any $pcU 00 i
scroll. It will copy only one rpell per week at
item
only 6' &I.
and it'rq& 1 tuk to W. The
none will Nmmon an evrh ekmend and will
nct touched or interfed with in any way, a
magienl &em OCCIVI. dnermincd by the d t
0th $pin. The w k l cannot be &+d by
m m . The original scroll must be burned. and
the ashes mix& with r p ~ ink
c (of1,000 @cos). nllor the LUU to cunrml it. glb+c to normal mngrcofanyM,includingt*ekio&,andit
The quill is then placed on iblank scroll along d es for elemend c o n d . CMllot bedamngedinanywsp.g.A wblrurd to
with M inkwell containing the prepaced ink &em the whecl will caw the whcel to Vulirh.
U p command. the quill mto write. cmt. regardlea of the wu6. The wheel cannct be
ing two identical spek on the scroll instead of m~mcptbyim~of26olmorrkseL
the single original. If the scroll burnt C O ~ W ~ M (or Hit Dice).The wheel weighs 2O.W cn. For
two or more spells. only one spell will be nrhwhicc 01 blackwsdfl chat nppnn, roll ld6
copied-cither the lamr level spell or (if more t followiag.
and c o ~ u lthe
rhna one M the lamr level) inadomlv alect-
whin wedge (AC6)for the new armor would now be AC 2.If weapon is u d in the attack. the opponent gains
I 1,WO gold pieces appear she plro happened upon a magical Jhield +2 a + 4 bonus to the saving thmw.Only one victim
2 IOgatnctaappear and chose to use it, her m o r c l a would
~ be. CUI be charmed ea& day, but MYnumber of
3 1 bmoch appears come -l(AC2 + -3 -1). saving throsn may be made kfore the cham is
4 1miscellancour magical item appears The actual types of armor were described in suceerrful.
S 1 ability mre rises by 1 point (maximum Chapter 4. Magical versions on identical in class CWC WOUd: The DmKw 01 shield C M CUIC
mre 18) restrictions, and these ICSUK~~OIM must nil1 be half of the damage the u m hw incurred, what-
6 Prime Requisite or Constitution risU by 1 observed by characters. ever that amount may be. once per day. It can
point (maximum score 18) Note that umor and shields made for hu- only cure the user. not pnothcr creature. and it
mans, dwarves, and elves are considered &t &t poicon, disease, or any whir dam@;.:.-,
6l.a- "normaJ.sired:' whilc hlltling equipment is
1 1 ability mre drops by 1 point (minimum counted as much smdcr and giM1 quipmcnt
age but wounds.
Bloccddq: The armor or shield CM, on comb-: ,:
g:.*:;
score 3) much larger. For h c c . a hd&g shield offen m u d of the user. bccome chupd with magical
2 Prime wuisite drops by 1point no ptotmion to a normal-aired character, but a elccvical forec. Ifthe user ir hit while "chqed:'
3 Constitution drop by 1 point normal-sized shield may be wed by an one the attacker takes 6d6 points of clecuicnl dam.
4 LZWIduable magical item cPrried disintc- including a hplfliag. And P giant-sired &Id; age. The anncker may make a swing throw w.
grates considered double normal aize for a + 2 bonus m spells to cake hnltdmagq i f a m p o n is wed in
5 All nomagical item, except for normal armor class. the attack, a +4 bonus to che spvingthrorr pp.
dothing. disintegrate plies. The armor or shield CUI be charged or nnt.
6 Die (no saving throw) t&ed w often w daircd by wing urmmand
Cunrd Armor and Sblrlda words, but it CM only cause damage ("dis-
The DM may select or randomly determine Armor and shields n\ny be w d . The DM charge") once per day
the results of the spin. If desired, the wedges should roll Id8 when either is placed w vcpbllre; E n q y D&: The armor or shield can be-
may be numbered from 1.20, 1-100. or some a rnult of 1 indicata that the item is cumd. come "charge?' on command (as ducribed un-
other conveniently determined number, and a Cunei annor, when fm worn, appears to be a r e der the e l d t y special powcr , but instead of
c h may ~ be made with more varied results.
Wheel, Square This odd "wheel:' the sire of
mor of the type originally rolled on the armor
and shields subtabk. When the character fmt
1,
intliccingdamage,itcawuthe donedthe
opponent's Imls or Hit Dice (as ifa wight). Thc
a normal wapn wheel, is useless on mads and goes into combat with monsters. however, the m e saving throw w the elecuicity p o r n a p
other flat terrain because it is perfectly square. armor mpkes the character easier ro hit by a pen- plica @ossiblywith bonum); if succmsful. the
Honevcr, when mounted properly on a wagon. alty equal to the bonur rolled. Once it has re. drab Qer not occur. The i w n can drain
ally allows movement through mounwin
and csen reripin where then is no mad. A wag.
it
vealed its me nature. the armor will not come
offits wnrrr: someonewill have to cast a remove
eneY
one ml or Hit Die per d8y, but any number of
saving thran may be made before rhL occurs.
M with one q u m wheel CMbe pulled by two
curse to CMCC~ the c y l long
~ enough for the E t h a d t y : The user may komc cthual on
horses and can move at 20'lturn; with two character ro remove the armor. Or a 36th level command and may remain c t h e d for as long w
wheels. 30'/trun; with three. 4O'lnun: and with cleric can cast a m o v e cum ro remove the c y l ~ desired. The wer may return ro the Prime Plane
four,the normal rate of6O'lturn is possible. permanently, and the wea~ermay then enjoy his when a second commpad word is spoken. Ench
magical armor with the p r o w bendits. command word may be used once per day.
Armor and Shields Special Powrr Dracrlptlonr Fl9: When commanded. the armor or shield
creates a fly spell effect w the WI. which 1q.m
To use the Magid Item Subtable: 6. Armor Armor and shields CM have special powers for 12 turns.The WI may then travel in the ai^
and Shields on page 230, roll Id100 to deter- that CM be used once per day at mwt. unleac at up to 360' per turn by mere conantration (w
mine the sire of armor and c h d the appropriate noted otherwise. When both the armor and per the 3rd kW1 IlIUgkdSpeu)
column. Then roll Id100 to determine t p of shield worn have special powers. only one &en Gnrour Pam: This valuable prmol or W d
amor (leather, banded, plate. ne.). If a r c d t CM be produced per round at the user's choice enables the user w tym into a doud of gw (0
indicates a type of armor not used in a DM's unless noted otherwise in the description. Note the potion ofgpwwsform)),including all qui€
campaign (for i n ~ t ~ csome
e . DMs don't allow that armor and shields that have special powcrs ment carried ( d i k e the potion). The user ca
suit armor), rcroll for a new result. Using the ap- remPin p o w for up to 6 turns ndAnn return
are usable by MYdws that CM use armor and
propriate column for the type of m o r (or shields; thete M no other rcsninionr. to normal form by mere concentration.
shield) identified on the Armor W w Modifier The powers listed in the Special Powers sub- HMe: When commanded, the armor or
subtable, check for the AC modifier and sub. table (in the Ma& Item Subtable: 6. Armor shield m t c c a h m s U &m on the w, al-
LIMthe bonus from the base AC rating for that lowing double nonndkvcment and number
and Shields, page 229) are described in the fol-
qp of armor. A b check for the chance of spe lowing mt. ofartDdrs (w the 3rd Iml magic-user spell). The
4 powers on the same subtable. If the percent. Alwxpdon: If the user is hit by a blow h t hpsrr lww for only 1 turn and is usable only once
age listed or less is rolled for the special power, would cause M energy drain, the amor or rhield per day.
consult the Special Pavers subtable. (Spaid Levkibiliq: When commanded, the p r m ~ or
powcrs arc described below.) abaorba the draining &en and only the normal
damage &ects the wer. Each energy drain shield mpkes the user hvisible. as if the 2nd
The bpre armor dnaaes and the finnl AC w- causa the loss of one AC bonus modifier from lml magic-user spell were cast. In addition, the
ings when modified by a magical bonus are our. the armor or hield. When reduced to rem bo. armor or shield CM itself become invisible chrce
lined below. Keep in mind that a shield. is used. owes. the item crumble to dust. (For imcpncc. times per day, on command of the wet.
hwits ACaddedmhtofthedrPmccter'aPnnor. Ildlcetion: Ita lighror maunud hrspell is
Bue Annor
a shield +3 that has abaorbed two energy drain
act& is now only a shield + 1. If it nbmrtm yet
another energy drain, it is reduced to zero and
cast at the user, the armor or ahicld3 automat-
ically reflea it back at the rntet, who must make
disintegrarcs.) This spdal powcr is nor under a spving thmw vb. spells or k blinded (w given
the control ofthe user: a chprperer m o t choose in the respcecivc spell descriptions). The i w n
to suffer the enem drain and leave the item in- will rrtlecr up to three spells pet day. In nddi-
tm. The normal limit of one use per day dou tion. when the user is in melee pesiM a creature
not apply to this power. with a gaze attack. the chance ofgsle reflection
chsrm:When thc user is hit by an opponent, M the same as ifn mi1101were held but wirhout
the opponent must make a ~ i n thmw g YS.
spells or become charmedby the user of the spe-
-
the 2 penalty to the user's attack rob (which
represents the awkwardness of b o h g the mir-
For a m p l e , a fighter who came aclog chaia cial armor or shield (w the magic-urn spell ror d attempting to &at thc rmc rim).
mail + 3 and erchanpd her normal scale mail c h a r m p e ~ or
o charm mnsrer)).If a hand-held Remove Clw: This armor or shield cannot it-
~lfbedwhmfarnd.WhenuKnm.ndcd,
the itan rrill crate anmorccurscrpcll &ea on
the wer only M if a 36th krd canter (automati-
clup.-ing om cum). Nac: Thir item will
function a w d of three tima. at a mndmum iporn and Mider
rate of once per day. Mer i o three c h u m M (page 230)w determine the item.Nore
wed, no other special nbilitia remain and it can- the wcnpon class. Miuik weapom (tuch
rn be rcduged; the item doa rermin magical, u bowa and blowgwu) M C h D,
homr,rcgudlew of rpcnt ch-. while miailn MC1.u A. (Weapon dua
u a measure of how diiliilt it u to con-
struct wnponr or ammunition; weapon
lUluile Weapon8 rad clurcs arc diwurred in full under
Mirilu "Swords:' below.)
!. The M a g i d Item Submblc: 7. W e
A W k aenpon u a weapon (bow.ding. Wenponr and Mirila is h t h u divided
ctc.) rhu l a d n Mmunition Chmugb the air. into two submbln: Mi*ik Wclponr and
md a d e u the .mmunitiM ( m W,e . Misdln. O n c e t h e r p c d f t ~ o f r n a l
m.)a m i d e m p o n lurnchcs. Nomul we8pon item has bcen d&rmined~(lmg bo; or
rrrtlicdaulpply to l&Cd hll¶M Ndk for in- quarrels, for mmple). the DM h u l d
m e . a mqic-user cannot use a d i i , and he chak the appropriate submbk and note
armol we a q i c r l *ng athu. the fdloaiap.
A l l q i d m b i k w e a p o ~ h 8 v cbonruerthu Aor miuilc rerpolrr. the DM rob
&e thcm lddiwnal plum w borfr nmck and 1dlOO to fmd the magical bmw (to
damage fob. M a g i d mLdfn (auh M M Unn anvk and damage rolh). He 01 she
+ I ) pbo h.*e bonum to bah n d and dun. then rolls id4 md ad& the die mll w
w lvua. the magical bonw-thir m l t will in.
As aacd in the mt 00 "Magical Weapon dicate the range mulriplicr. (Thin u an
Subtabla:' we 228. there M two mnhob of additional bonw 8 rniuile weapoo
Mdomly gcncncin#mpau.The fm. recom- mny have to atend iu ringer; if a bo.
mended for chancter lev& 1-10, is a single m. nus is indicated. multiply the wgerp.
bk. If the DM h u decihd to p h n magical on'r short. medium, and long ranges
m b i k w n p 08~ mhdlc in 8 ucyure bard. he by the rmgc multiplier-& redo
or she can simplp mll ldlOO 011 the MP(iEPI will be the ma&l weapon's v u e
Wapon Gaention Dble ( p y e 230), fmd the ranges.) Pinrlly. thc DM should roll
mult in the nppropriuc column. m d place the
item in the VePRve.
whm rwckiq t M u r c uovu with magical
mbik vcnpnr ud m*ila forchurrtur who
r nst the percentage b t e d for the
MCC of an dditionnl weapon modi.
fier. me chance lined to be checked
is the one thnt Correrpoada with the
M above level 10, the DM can we the lpme nugM bonw tint rolled on Chir ~ b .
mble-or he 01 she can w the more W K but nblc.) If the roll u Nacaful. he 01
more compla method of nadom r m m g~ e~ ~~ she then goes to the Additional W c q
cntion. thc k d o m Minilc Weapon m d MLslle on Modifiers Tpble on p y e 231 md
Gemntion Chcddin. applier the ruulu. (Additional modi.
Naedutifbotham*ileudthemirilc.Rlp- fiersinclude bonum against n rpcitic
ithave bmw. rhc d o f t h i r banuvr opponent m d weapon talcnu.)
%2crs will &in daws. Rx mmpk, a *I1Qlm*cila,thcDMroUsldlOOwfind
cmrrbor+2~aqurrrd+3~b.vea the magical bonw (warm& and dam.
+ 5 d u a P d n r r s c l r P O d d d O +)of* ye fob). Hc or she the0 lvua thc die
i f h e actack roll u d .L i k d e , namrl PI- indiud for the number of mLdfn
bDW+IMhumgUgO)k4 found. Lutly. the DM rob nspiM the
i ZA cmagid
f % mirdlc
U 4bYmeeL).
MITIUIIYk o m u non.
pucmtplc lirred for the ch.occ o f a
miuile dent. If the roll i d l .
mqicd &a one we. &las of whether the the DM then mllr 1dlW on the W e
mempt hiu a target (iu bonus w the at& roll Wenu iubepble @nn of the Mqicnl
%TL Hcann. if the miuile hu a dent.
wiU nordcnroy the magic d m
noted aheRisc in the f o l h i q minilc dent
Item S u b m k 7. M * i k Weapons and
Mia) w furd thc m i d e ' s $paific
dent. Ohknu ue h i b e d belor.)
descriptions. UNPUY~if the minile u mrievcd
nfru a m i d shot. it may be rnrvd with iu The &e with rhia dent will MI
magical bonures intact. hitmyfnmdoftheurr. " b w inandout
of uiatencc until it muhea an cncmy (If the
Mirrilo lhlont Ducriptlow sight ofthe enemy h bhLcdby f n d , npcnd.
The dcnu k d in the Mirsilc T.lrnu iub. q may apply w the nnsct roll).
table (in the Magical Item Subnblc: 7. W e chupial:The victim hit mwt makc a mving
Weapons m d Miaila. page 230) M described tJuowvI. llpellr or becbumedby t h c w ( u the
in the following f c x ~ . charm person or chum m m t u magic-user
When the migile hiu. the tnlcnt N~IU @).
it into a pohoua sa&. ln lddirion to normal Thin mlmt only fuant00s if the
dunnge. the v i c h mwt makc a riving rluov minilc t rhor at m object. The minile ~ e u r c l y
vs. pow0 or die (or, at the DM's choia. Ptc ex. hmnr itaclf w my objj hit md then cmra a
tn damye; 2d6, ZdlO. or 2d20 ue rrmm- m& 50'mpc. inuingfwm therpolhit. The
mended mououl. rope will iupporr MYweight ofdLnhen and will
a n y typc, ctc.). Howcvcr, no undcad ueaturc or attack rolls and damagc rolls. Somc swords nlso
construct (golem. living statue, ctc.) can be havc an additional bonus that is used only when
woundcd with this talent, and such creatures fighting a special typc of opponent. Other
suffer only thc initial damagc. swords may havc bonuses or modifiers such as
this missiii.the victim must m&i a saving throw the ability to cast certain spcll dfccrs. Thc DM
w. dcath ray or die. may wish to refer to such spells to find the exact
SpCpLine: A missile with this talent will miss Swords dfcct. Note that each dfcct can only be used
any C P P N r e at which it is shot. It is used for com- Normal wcapon restrictions for character class- oncc per day and that no meditating is needed to
munication pupxes only. The 11x1may give the cs also apply to magical swords. For example. a gain the spellcasting ability.
minrilc any message of 20 words or less and then cleric cannot use a sword, so a cleric cannot u x a As notcd in the text on "Magical Wea on
shoot it. either naming a place within tcn miles or magical sword either. Subtablcs," page 228, them are two meth$of
aiming at a target. Thc missile will automaucdy A magical sword's bonus is added to both its randomly generating swords. The first, tecom-
land on the floor or ground in the target a m and
will repeat the message aloud twice.
Stunning: The victim hit by a missile with this Random Sword Generation ChecLlist
talcnt must make a saving throw vs. spclls or bc 1. Roll ldlMl on the Magical Item Subtable: 8. Swords (pagc 231) to dctcrminc the typc of sword.
snmncdfor Id6 rounds. Notc the wcapon dw.Short and normal swords are C l w C, while bastard and two-handed
Telcportiag: A victim hit by a missilc with this swords arc C l w D. (Weapon c l w is discusscd in full below.)
talent must make a saving throw vs. spells (at a 2. Roll l d l W again and chcck the appropriate wcapon class column for the magical attack and
+ 2 bonus to the roll) or be tcleporrcd to a point damage bonus. Roll Id100 against the pcrccntagc listed for the chance of an additional modi-
Id100 milts away, with the direction and dis- fier; if the roll is successhl. see the Additional Weapon Modifiers Table on pagc 231 and
tance determined randomly. Unlike the effect of apply the results. (Additional modifiers includc bonuses against a specific opponent and
the magic-uscr spell, the victim cannot arrive in weapon talents.)
the air or within a solid object. 3. Since all magical words have a chance of intelligcnce. check thc lntclligcncc of Sword subtablc
Trwponing: A victim hit by a missilc with (in the Magical Item Subtable: 8 . Swords) by again rolling ld1W. The tnult will indicate the
this talent must make a saving throw vs. spells or sword's intclligcncc (if any), method of communication (if any). languages known (ifany), and
be x n t to a point up to 360' away. as determined number of powcn (ifany). (Thcse abilities are explained below.)
by the user of the missile. The dfect is identical 4. If thc sword is intelligent. determine alignmcnt and ego as indicated in the text below undcr
to the magic-user spell dimension dwr, and it "Sword Alignment. Ego, and Control Checks." Also do a control check to see if the intclligcnt
cannot cause thc victim to appcar within a solid sword will control its user.
object. I. The powers available to a sword include primary powcrs, extraordinary powcrs. and the ability
Wounding: Whcn a missile with thc wound- to read magic on command. If a primary or extrmrdinaiy power is indicated for a sword, go to
ing talent strikes a target creature, it inflicts nor. the Primaiy and Extraordinary Powcrr subtablc (in thc Magical Item Subtable: 8. Swords) and
mal dmagc. In addition. however, it causes the roll ld100 in the appropriate column. If more than one power was indicatcd, roll as nccessaiy,
IOU of 1 hit point per round thcreaftcr until ignoring any duplicatc rolls crccpt those that are allowed.
magical curing is applied (a potion, cum spell of
mcndcd for character kveL 1-10, is a single ta- tohave ken abwus fmm all attackand damage smpk, a d + I that the die roll haa indi-
ble. If the DM has derided to p k e a magiad dL.(par example, if a ChVMu klimhe is cated has a + 3 against spclkiuters would be a
sword in a treasum hosrd, he of she CM Simply c m y i n g n d +Jwhcninfnctheiscnyinga d + I , +4n. #pdlamD.
dl l d l m on the Magical Wenpon G u u d o n dd. he will subtract 3 from both his A more unurual modifier is a special abiliq
Tabk (page 230 ,fmd the tesult in the appropri- W a nknr, which may be arpcllorsomcorh~
ate column. d pLre the item in the ucmue.
When mcking vcpwc UOM with magical he may II* duor u m y : He is urda a m p u l -
et &ea pacd by t h e d . sWo& M mac
litcly to have a d e n t than M ahn types d
swords for chvletur who Mabove level 10, the do0 to hap it end ux it. Kit is nden 01 &.the weapons; there ir only a 10% chance that a d -
DM MUK the same tahk-or hcof8becan UK chnncaris d w i t h the dain m get it bpcL. ccllanwwcnpondbave atalent, aanotcdon
the more rpcdFr but more complex mnhod of IhcehvlcrerrillrhfflruxtJutmpponrhtnin the M q M l a m Subtable: 9. Miscell.neau
Mdom sword generation. the Random Sword Me.(IhcDMmayhpvetorclltbsplayachnt Weapons (page 231).
Ga~tiOnCh~Lt. this is what the character wane-and no Dcsuiptioor of additionalbonum and talents
nrymmol-untdthecbmctuisddof~ am.) can be found in the a d o n on "Additid
Only a rpeltMawith a dilpd nilor mnm Weapon Modiftnr," belor.
, WemponClrr cunerpeU can help adunctcr be rid ofthe wcpp
~ & 4 wclpoar typically m w be d e by a on. Ifthespclhtuis h thpo 26th Iffel, rhc srnaln~,commuo*.tioa,nad
special procedure, usually performed by a rpeu aimply cum the chrrpctcr dhir compulrion; speech
mugic-uruof clnk working in conjunction with he may mw get rid ofthe d d. If the If the Id100 roll on the Intellipce of Sword
a MscLmith of atmom. Weqpoll dur b a mea. rplLpRcrb 26ththlnnlorabove. homa.the db- rubtable in the MagKal Item Subtabk: 8.
aue ofthe di&ulty,of that item's connnrctiOn. pcl cdl of mnm cum rpeu will pemunently Swords indicates that the sword hrs M In&-
Thcmpoatablesgvethew&ford change the N n c d d i n t o a namnl mogLnl gence of7 or better. the sword is a v q &-
weapon. G e n d y , Uaw A wcpponr M mall nnd ofwhatmr tpm origidly rolled. able one indeed. 11is inalligent-it Is sendent.
and tunporuy m d a l items, the mmt ~IC- with a personality and ita own goab and mannu-
qucntly found; C b D wcnponr M the largest Sword Abilltir8 h. Typically, it also has one of more primuy
and nmt M they require the most work. or auwrdinnq pann ( d d b e d kbm).
At the DM's opuon, other new mpons m a y Although magical swords can be d y and The DM should role-play M intell$mt sword
be invented. Bpch new weapon should be cate- quickly generated fmm the Magicd Weapon just ss he or she would MY nonplayu c h ~ r n n .
gorized as to one of the four weapon chaw, Gaeration Table on psge 230, the text in this Note that intelligent swordr have no nbdam.
which M as follona: section M help ndd color to a sp&i sword. and thus rhey s h o d be phyd UCC&&
Uur A wnpow M tempo. item; they This d o n CMdm d& morc rpedfic swords in4 on the owner's wisdom fa yidurc d de-
normally bc~omenoJonce ~ d . for the DM who uses the Random Sword Gener- ciuon making.
evenifthcattackmllindic@fCdam*.M a p ation Checklist. Maginl swords, noted in the Mtu f d n g the s w d s In- fmn
ical missiles fall into this category. optional c h d i , cpo be generated with a num- the InteUiice of Sword subobk, note how i
UnrrBwespontincludcallrhronnweapow ber of additional abilities, including: communiates with its ornu, either duo@
(javelin, rpcu, CK.) and small melee wcpp-
OIU.
My$ bonum to attack and damage rolh
Ad r t o d modifen such as attack and
em arhg (a limited telepathy that rolb only
w i t f the penon holding the m r d and is urpbk
Ch Cwclpoar Mlarger hand-helditems, dunage bonum a g a h s p a & opponents only for mmmuni& thou#ha. OOT for read.
indudiq rhotr mods and n o d wds. or rpaipl dents (M obtained hthe Ad- ing mindr)of ihmgh spccrb.
Ch D weapon8 Mtwo-handed items (in- ditional Weapon Moditien Table on page Nat, ifthe d r Intdigmce b 1001
cluding bastard swords) and all missile 231); ddamincbowmanyl thend!alom.
wenponr. sword intelligurce. which nllms communi- (aou the die indica?
cation via empathy of speech and hagunga columnoftheIn~ofsword&t.&.)
Domigning S p i r l Swordr known (if the sword is intelligent and can A sword thm 6pcaka autcinatiouy hon du
Nuutally, the DM m a y MI want to leave the
ph.
mtchgtnt, alignment and c@o and a
Cammontongueandiu~mnyc.Ifi
knowrmorc dun one Iangwgc. the DM mw
ofspecial m
M~UIC r
dsin a campaign entirely to need to control its uru (as determined by a dcmminc which hguagu it&. ALOm
chance. It's entirely appropriate to create special control check); and thar if a d haa the ability to read m&, i
sworda that accompli& cunin feats in a cam-
paign. If one cnmprign goal in a campaign b the
dcwuction $a certain dragon, for imtancc, the
DM may wuh to i n d u c e a dngon-daying
sword into a muueuoyc acquired by the player
chunCtCS.
? b c m t c a n q i c a i n n d fmnthcgmundup.
Powcia, induding prillluy powas. cxuaor-
d i n w m e n . and the abilitv to read
mqi;.
'Ihuc special nnd ahilitica M outlined in
this acuion
M+Bcmusa
Primu9d
n e DM d % - to
' porar.)
-
can .Lo qcak the hngupees it can red. (Thl
tad nugicabiliry is dircured below with th,
up rith 8
hiaory for the d - w h o msdc it, why it
d e . andhowit haa k e n & aatheycat+
and then UK thrr hhtory to dcmmincwbar ka.
tdlnsthc moedundacribed.bovefordling All m d a l swcuds have a bonus from +1 to @ages it ape&. For ~JSMCC, nu hlligcn
up d . & t ~booac,Mt m ~the , swofls at- + 5 that is applied toall attack and damage rolls sword that h a +2 m q M bonw and M ddi
tributes. Keep inmind, howerrr.that thcwcppon m d e by that weapon. t i o d + 3 bonus vs. +tu could have bca
will mnain long lfru thecampaign hasended. &a fo dahundndgatsapbyafPmaudwzu
avoid mting d that M too parrrhrl and Additiad M d i h Z a n and then urcd by a human hem&
that may be a problem in fuw campai@. At nned on the Magical Item Subtable: 8. skw many dngm and dmve o h amy. Pa
S d (page 231), thuc is a percentage chnrw thnc ICUOII(. the mrd may ape& Commm
C u m d Swordr for a magicalweapon to have an additional mod. dmnish, and dm&m~.M thac Inny.rrca beat
ifu; tbncmoditiaM nuuedudngthe comrpond to its bistory.
A n y sword may be cursed. When the die rolls
indicate a d M v c m , roll ld20. If the re-
sult is a l o r 2, place a c u r s e d d i n the ma.
Mdiciwnl Weapon M d m Table. Note that
magical wepponr CM have only one additional
modifier-either M enn bonus pspLUt MOP.
S W o r d ~ C , *, dedconad chab
Intelligent rvordr bave alignments just as
nue inncd. p e n t or a talent. chpncrus do. 'Ib determine the alignment of an
A d r w o m l w i l l m m to be a normal magi- The typical weapon modifier is M CNP magi. intelligent sword, roll ld20.
cal mrd (whatever type was fun rolled) until d bonusngainuaspeciikopponent.This ban
Wd in combat. At that time, the cyne is re. additional + I t 0 +5onpmcLanddunagem~ 1-13 I.*l
d e d . When using that wcnpon, the d will beyond the wcapon'r bptic magical bonus 14-18 Nartnl
caw the p&yU to N b U M t h C PmOuLLt that rp( ~ t h e ~ a d b i p a toppamt. a l For a- lP2Q ckaack
A character cannot detect a sword's alignment will power ofthe sword to h t of the w by do- as noted in the Primary and Extraordinuy
until he picks it up and handles it. If the cham- ing a control check. An intelligent sword will uy Powem submblc of the bhgical Item Subtable:
ret handling the sword is of the same alignment. to conuol its user in each of fme different itua. 8.Svm&,page231.TheDMahouldroll ldlOO
there will be no bad reaction. However,if the tions, including the following: once for each primuy and amrordinuy power
dignment is different, the user will ulrc damage When the user fmt handler the sword. of the sword and find the w l u on the mb.
ndr round while holding the sword. Gloves and When the use is wounded and has half or able. Duplicate mulu should be molkd unless
d e r protective insulation do not protea the lw of his normal hit points remaining. indicated othenlc.
character from this damage. which is as follows. When the user acquires any other magical Rimy Para:The u x r mwt have the sword
weapon. in hand and be CoMCntrpting on thc power in
UW'S S d S Damage When anyone else uses the sword. order to ux it. Any power may be used once pe
Alignment Alignment pubund When a special p u t p o ~could be used (if round. A plimary power is usabk as ofkn as de-
InWfUl Neutrnl ld6 ~~

i d unlcrr n o d othents. l l m c povnr M


applicable).
lb make a conuol cheek, the DM simply com- ddmed as follm:
pMs the 4 1 power K M C S of both UMf and D e a r Nil (@). The sword is able to de.
sword. with the higherxorc~akingconuol~ Such t a t one of theM intentions up to a 20'
Neutral ld6 control lens until either the sword is satLfed or range. No m d can do borh; the DM must
the situation &at caucd the control check bu determine which venion the sword can do.
p d . The OM must d c t e d n e the d o n a of DecmgMu.The d can detm dl qprs
In addition to alignment. intelligent swords any sword in conuol: typical actiona indude the o f g e m and the amount deacb witbin a
also have egos. Roll 1d12 to decerrbine the ego following: 60' range. pointing iuclfin rhu dirrction.
KO= of the sword. (Ego is I measure of the
Leading h e user put nugical mpcna that Demtmrgic. The sword can c a w JIma&
suer& of a sword's penonaliry.) Then add the the w r would have nopped for or causing Within 20' to g h ' (88 the &)UP 10
sword's Inteltigence and ego KOICS to find its will the user to discpld other weapons. thne times pa day.
power. Add 1 to the will power ore for each ex- Forcing the user to h g e into combat to Demmeul.meswordcandnmmeplof
unordinvy power the swotd has (ifany). M&e a win glory for itself. any type requntcd up to a range of 60'. It
note of the total will power ofthe sword. Making the user surrender IO an o p p will point in the direction of the mucri.l,
A charmer's will power is thc total of the dru- ncnt-either one more worthy of the sword but it cannot dnoct the mount.
WI'S htelligcnce and Widan %ores. The DM or one euier for the sword w control. D e m s h i f r L y r p l l s . a d m . Thcsword
may subtract Id8 points ofwill power if the chm Forcing the w r to spend money on items can fmd these items ifwithin 10'.
acrer is wounded, and if the sword and the user for the sword. such jeweled f i ~ i n gfanq
~. DmctslopaTheswordcanLouocnlldop.
M ofdSwcnt alignments, the sword %pins Id10 ing ppgleer witbin a 10' nry.
scabbards. and so fonh.
points to its will power. ("lisadditional bonus Find dcvrr doars. The sword can locprc d
mwt be dctzrmined for each change of users.) R i m a q a n d h r w r d' mpqm e a secret doors within a 10' nngc up to the
When an intelliint sword is hpndled, it may The sword's Intelligence determine h a rimer per day.
uy to conuol its user. The DM must compare the many primnrg and m m r powers ~ it has. Find mps. The sword can detm uqn d all
typcs within 10' up ro thne rimer per dag.
See invirible. The sword can fmd nll inviai.
blc and hidden objau and cmw (but
not secret doors) wirhin a 20' nngc.
JhmodaqpOrar: An mrnordinnry power
is only generated if the mod ha a 12 or higher
Inrellipnceorifamilforaprimugpomgrvea
result of%-99. l f t h c d ha an c s t n d n q
power, roll 1dlOO and fiod the powcr on the Pri-
mary and Exmordinuy Powen mbuble of rhc
M a g i d Imn Subtable:8. S d . for the
enrp damage and lrcplrhg powrs. d u p k re-
sults should be rerollcd. An mnordiny pau
may only be used the dmer pa day u n k
nofed ahenk. nKac powUr ue defined M
worn:
unirsudiem. As with thc porion, the llau
may hear nll n& in one am within 60'
thmugb the canofr cmnuc in chat am.
ulirvo*e. As riJl the potion. chc w
may we any amupm60'away chmugbthe
eyer ofa cleatwe in h t MP.
BSI! As with the porion, t h e w my ha
to the tboughu of any one living ucuufc
within 60'.
Hrrm dun*. This p e r km for ldlo
round8when commanded. The user may in-
flict fbur tima the normal damage OIL cacb
auccudul hit. This power may be generated
more than once; each duplicate roil in-
creases the multiplier by 1 (to 5 times, 6
h e r . nc.).
plyiog..with~paion,rhcvapmny5yin
thcnuforamsamumdduccauarpaur.
*Heding. The sword with cbis pom a n
heal up m a ropl of6 poha obdunagepe
day, at the rate of 1 hit point per round.
This power may be generated more than
once: duplicate rolls increase the amount of Additional Weapon
Cheewin
healing by 6 points each (to 12, 18, CK. per
day). but the rate of healing remains the 1. Roll ldlOO on the Magical Item Subtable:
Modifiers
SmC. 9. Miscellaneous Weapom (page 231) and Two types of weapon modifiers arc generated
Illusion. The uxr may create a phanrwnd find the m e of weawn. NOWthe wcm- on the Additional Weapon Modifiers Table 01
force. as with the magic-uxr spell. on CIW $the item.' page 231. Uoless stated otherwise. the weapoi
Levitation. As with the porion. the uxr may 2 . Checking the appropriate weapon class bonuses vs. opponents and the talents listed in
float in the air for a maximum of three turns column, roll 1dlOO on the Magical Bo- this section u c applicable to all weapons. in-
per use. nuses and Modifiers submblc (from the cluding missile weapons. swords, and miscclh-
Telckinnis. The user may move up to 2.ooO Magical Item Subtable: 9. Miscellaneous neous weapons. Of course. class restriction
cn of weight by mere concentration as with Weapons). The result will indicate the ba. apply to items with these modifiers. and a clas
the ring. sic magical bonus IO ana& and damage that cannot use a normal version of a weapon
Tekparhy This is the same as ESP (above). rolls. cannot u x a magical version that has an addi-
but with the abilitv to "send" thounhts to 3. For a weapon that has a + 1 to + 4 magi- tional modifier. ;,
the creature contacied (as with a he& of te- cal bonus, roll ldlOO against the pcrcent-
lepathy). age listed in the subtable. If the roll is Weapon Bonur VI. Opponent
Telcpormtion. The user may tcleport once succcsdul. go to the Additional Weapon This weapon modifier is an additional a t t d
per day as with the magic-user spell. Modifiers Table (page 231) and roll for and damage bonus when the weapon is used
X-my vision. The uxr may scc through the additional bonus against a specific against a specific opponent (for example. a
things as ifwearing a ring ofx-ray vision. opponent. sword + I . + Z vs. enchanrcd monsters). The
4. For a weapon that has a + 5 magical bo- amount of the bonus may be from + 1 to + I
Miscellaneous Weapons nus, roll ldlOO against the percentage
listed in the subtable. If the roll is success.
greater than the normal magical bonus of the
weapon, as determined by the Additional Weap.
Normal weapon restrictions apply to magical ful, go IO the Additional Weapon Modi. on Modifiers Table. (For instance, a word + I
miscellaneous weapons as well. For example. tiers Table and roll on the Talents that has a + 3 bonus against lycanthropcs would
since a magic-user cannot use a polcum. a subtable for a talent i n s t d of a bonus be a sword + 1. + 4 vs. lycanrhmpes.)
magic-user cannot use a magical polearm. either. against an opponent, The DM should feel free IO add more catego-
Nme: This section is nor uxd for determining ries to the types of opponents as appropriate,
magical swords or magical missile weapons; see
the appropriate sections above instead.
As with magical swords. a weapon's magical
Derigning Special Weapons
Instead of randomly determining results, the
taking care not to upset the balance 0 t h
The opponent categories listed on the
nents subtable (from the Additional Weapon
r;:
bonus is added to both attack and damage rolls. Modifiers Table) arc as follows:
And as with swords. any item may be c u d , DM may wish to xlccr these weapons with a
theme or purpose in mind. For cxample. if the Bugs includes all normal and giant-sized
though there is less chance than with swords. forms of vpchnids (spider. tick, scorpion,
Roll 1dZO; if the result is 1, the item is cursed. DM wants to place a special weapon for a cleric.
CIC.). insects (ant, beetle, fly, CIC.). and chi-
The item is handled in the same manner as a he or she could sclccr a mace or hammer from
the Magical Item Subtable: 9. Miscellaneous lopods (centipedes, c k ) .
cursed sword. Constructs includes a11 created monsters
Some miscellaneous weapons have an addi- Weapons, select a bonus against undcad (from
the Additional Weapon Modifiers Table), and such as living statues or golcms. Gugoyles
tional bonus that is u r d only when fighting a arc also included in this categoty.
specific type of opponent. Other weapons may give it a talent for deflecting energy dnins (from
the Went subtable in the latter table). In this Dragonkind includes nll dngons of all col-
have a talent. the ability to cast certain spell cf- 01s and sizes plus draconian monsters such
fects. (The DM may wish IO refer to such spells IO way. the DM can provide the tools the characters
will need for completing special adventures in a as the chimera. hydra (all types), salaman.
find the exact cffecr. Note that each effect can der, and wyvern.
only be used once per day and that no mcditat. campaign.
Remember that the weapon will remain after Enchanted monsters includes those crea-
ing is needed to gain the spellcasting ability) mres that cannot be hit by normal or silver
As noted in the text on "Magical Weapon the crisis is solved. Though the weapon can be
later removed from the game (by using thieves, weapons.
Subtables," page 228, there arc fwo methods of Giantkind includes all giants and 111 g h t -
randomly generating weapons. The first, rccom- special damage. or various magical means),the
DM should avoid placing items that arc too pow- type creatures such as ogres, cyclopes. and
mended for character levels 1-10, is a single 11. other humanoids that M larger than man.
blc. If the DM has decided IO place a magical erful and that may cause problems later.
size (including characters who have con.
misCcllancous weapon in a treasure hoard, he or sumed a potion ofgmwrh.).
she can simply roll 1dlW on the Magical Wcap. Returning Weaponr Lycvlrhmpa includes all types of were-
on Generation Table (page 230), find the result creaturu. whether in nnimal form or not.
in the appropriatecolumn, and place the item in This type of hand-hurled mhile weapon will
return to the user if it misses the target; it is This includes all chvpctcts nfflictcdwith ly-
the trc~~ure. canthropy.
When stodring ueasun troves with magical sometimes called a "boomerang" weapon. If it
misses, it returns at the end of the same round Planar monsters includes thm CRPIUICS rhnt
miscellaneous weapons for characters who are come from the elemend. nhcrcal, 4, or
above level 10, the DM can use the same table- and may automatically bc safely caught by the
character throwingit (unless the user bas become outer planes. All types u c included. but h.
or he or she can u x the more specific but more mortals do not count as planar monsters.
complex method of random weapon generation, p d y z e d , confuxd. immobile, e m ) . If it hits
the target, the weapon does nor return by itself. Regeneraring rnonsrers includes d m a -
the Random Miscellaneous Weapon Generation IUXS that regain more than l bit point per
Checklist. day by rest or other means. This includes
Wea n c l ~ u c sarc explained above under Mircellaneour Weapon any creature wearing iring ofregenemtion.
"SworG' Abilitier Reptiles and dinosaurs includes all normal
Unlike swords. miscellaneousweapons arc not and giant4zed forms of lizards. snakes,
normnlly intelligent. If desired. the Intelligence Any ~ c l l a n e o uweapon
s can have addition- turtles. crocodiles, and dinosaurs.
of Sword subtable (from the Magical Item Sub- al weapon modifiers. such as bonuses against op.
ponenu or talents. These abilities arc generated Spell-immunemonsrcrsincludes those crca.
table: 8. Swords. page 231) may be used. but a tures that are immune IO 1 or more spell
penalty of -6% should be applied to the roll. using the Additional Weapon Modifiers Table. levels. as specified in the monster dncrip-
Note that only swords can atwin 10or greater In. Such modifiers M described is the following tions (such as drakes) in ChaDter 14. This
tdliaencc. section. does nor include creatures tha; PIC immune
- -
I..,_
. .

muely mmoinq&6cpdls(nrh w the un-


dead immlmiQ rodscp. chum,ad hdd).
SpUcammincludaallclcrio,elvn,magic.
wen. and d e r clcatum able ro w speb
(d w palldins or spiriu. for example).
Widcad d u d e s all typa of unded uea-
uua. both land and ware, iiom skelnon to
lich.
Whw-hmtbidg m o m indudes rhase
cmuua able to breathe water, including
characten under the influence ofaporion or
ring dvnw hrhing, Note that quack
mammala (whale. dolphin. ecc.) hmthc air
and M not included in chis ategoq.
Weapon-uain# monsrem includes those
aep(11luthat have weapons in hsnd (nm
claws) at rhc time ofn melee. Por example, a
reremt wielding a sword would be &red
by this addirional bonus, but the weremt
rrould not be affected if it were attacking
only with iu bia.

'Mats arc unusual magical pawem rhat vati.


ow wenpons can have (though they M modt of-
ten ap lied to swords). M not the same w
.
a morL primary or c x t r E L q p w n , w h i c h
M d d b e d later- aad a sword can have both a
alcnr and primary and amrdinary porn.
Tplcno CMbe m i p
an U &u or some other
UKfUl ability.
All talents may be uled only once per day un-
lesi nncd orhe&. plena char dupliatc p U
cffccaarcwrM1UIspeb,andtheyroquirenei. yq!
ther verbal nrring nor concentration.The use of
a dent occwa in the m q i d spells and items
d
phase of a combat round. The dents lined on but at the an of one magical bonus, which i the 2nd level nugic-wuspell).
theU n u sububle (fromthe Additional Weap drained from the weapon for esch e- *pluning.Thepointosedgeofthbweapon
on Moditen nble, page 231) M w f o h drainnegaad.IfanenergydrPin&&d that has this talent will blue with flunn
Brerrfdng.The weapon with this dznr an reduces the bwww to below zero (such w a upon command. Thc flames wiU nm hum
cmre either one water bra? spell &t d +Zdeflarialnrpcna'srack,which the weapon or the user, but thy will add a
pc! day 01 one air h*%t per day. cwm a double mcgl dnin). the wcapcn +2 bonus to ma& rolls a g w r hippo.
Air 6rcnthhq ~ p p l i aonly the wr with diaintegmra; the CNP drain dw l m &ccc g&, pegwi,ma, and mob and a +3 bo.
pure air for 1 cum, and it an be wed to the user. lfamisdlcweapanhw rhia rplcnr, it nua against c m n m and u n d d momen.
counter the dfeca of airlcunesr, poiwed must be held in hand to Meet the blow The bonus applies to bcuh a w k and dam-
air (such w a g w aap), and m fonh; how- (and cannor be vsed at mela range). age rob.The flame may c ~ i l ybe used to
mer, ir m o r negnte the cffectr of any Dnining. Upon d, the weapon with light a torch, lantern. or other flammable
breath weapon. this d e n t an drab one level or Hit Die item. If a miuile weapon has chis talent. it
Chmhg. The d e n t can create one chum when it auikca M opponent (w if a wraith), applies to all mirrilcs f d inarcad of the
puarn spell &I per day to a 120' range in ddition to n o d damage. Ihe mm. wnpon inelf.
(w the 11 level magic-uwrspell). mnnd may be spoken afar the artack roll is Flying. The weapon with this dent an fly
k i v i q . The weapon with this d e n t can made. The weapon an drain ld4+4 lev& in the air and attack by iuclf. In bade,it
be commanded rochply theappeuauccof or Ht Dice in all; it then locuthis ability for- muit fint be used M ~ P( InaY once. If
the user. The size annor be h g e d . but CVU. h r g y drain Mtlot n&ct My M N I C then commanded m fly, it will continue to
facialfeamm, equipment carried, ccc. can thac hw c n q y drain ~ O M(wight.
I wraith, a n d the reme opponent for thm more
d be modified.Thisisonly an illusion; the spcncr, m.).Ifaminilewcppon hw rhk d. rounds. returning to its mwcer afar that
user temrinr intact. The wenpm must be a t . it may be applied m any mi& .hit. time (or when EommMded to mum). Its
held to cmre the dirguLe (unsheathed in bur each Iml drained plro d m h MCmagi. attack rob M made w if it WIT wielded
the case of edged weapons), and it cannot Cd bonW from the -On. If the normally, baaed on the clan and levcl ofthe
cbpk inelf.-
Defending. The bonus of the weapon may
be used normally (applying to attack and
damage rob)with this talent or w a bonua
.-
bccMvr Mlylu8icpI bcenuseofrhia h.
laes the ability ro energy dnin w well.
. The weapon with rhia tplmt b
coal to the touch. When wed aghs a f u r
it WI. If a missile weapon has this d e n t , it
ventca normal miwila w it ahcan;the own.
a docs nor have to supply it with new mis-
siles, and he cannor ~ p p l yit with magical
to the armor clan o f t h e user. A minilc uaingcrcaturc (such as ared drnsm or fin mirrilea to shoot.
weapon cannot have this dent (mll again). elunennl,fmcxvmpk)themagicalbonusof Hedin#. Thia talent can c m r c one cure E
.- If the user is hit by a blow that the weapon is doubled. In addirton, the
weapon will douse a n o d fin if rhnut into
riow wounds rpeU c&er per day, curing the
user only of 2d6 +2 poinu of damage
would OYIt an cnusy drain, the d e n t can
it. It hw no c&nonmrgicalfue. Ifaminile
_ (as
.
UlfOmPdcPlly d d l m the blow. Mar the OD. the 4th level cleric spdl).
wespon hw thL denr, it applia to dl mit- Hiding. The weapon with this talent an
da k d i a r t e p d of m the weanon iaclf. c m t e MC inviribilirg I U effect on only
gc
the user when comman ed to do so. In ad.
\

blc rhtcc time per day.


~

Holding. This talent EM create one hold AdklCtlTilbk


person spell &ea per day to a 190' range MspitmledAnihct
(as the 2nd level cleric spell). MiMI la*t Grata wi
Lighting. The weapon that h this talent Maximum number of powen 8 11 14 11
can mate one lightrnll &cct per day to a
120' mge and luting for 6 turns (simihr to
the 1st level magic-user spell).
Silencing. This d e n t CM create one silence,
IS' ndiw ell &cct per day to 180' range
?
(uthe 2nd eve1 cleric spell).
Slicing. This talent npplia only to edged
mpoi (svordr dnggcn, ctc.). If any other
weapon type indicates thM talent, roll od that is unique to that nnifnct. W h a . the
again. If the cdgedweapon's attack roll i 19 man powehl mortal mq& have no e&n on
or 20 c0untih.q the weapon's magid bonus dm.
but no other bonuses, the opponent rtmck Using M a n k t inflictc handicap and penal-
must mekc a saving thmw vs. death ray or uu on the chpnctcr. A handicap i a permanent
be suuck dead W hti one blow. If the swing effect rhnt cannot be ncgntcd PI long u the chsr.
throw is mcceasful. the victim still takes t r i m acter hu the pnifpet. It u i d l y appem when a
ple normal damage from the blow. These power o f t h c pnifplt is Gm uud. A p m a l t y i a
special damage bonurcs do not apply when temponrg dudvantage that CUI be o&er by
the weapon is used ngnLut consttucu or un. magic or time while the d m is pocceacd.
dead CiXUNm of M y Sort. Anifacta haw four power levclr: minor, l e r ,
Slowing, When a successfulhit is made, the greater. and mnkr. These levcb &ect the num.
weapon with this d e n t CMc a w rhe oppo- ber and m n g t h of the mifin's powen. handi.
nent muck to banme s l o w d (M the rcvenc up.pnd penalties. P( in the Asrifacu Table.
ofthe 3rd level magic.urcr spell h u e ) for 1
turn (nosaving &row). "he MI may decide Srmplr rrtlfrct
whether or not to M rhis &ect rfrrr the
swing hiu. WASK OP BACHPABUS
Sped&. The talent will. on command, (Mino, &: Bocropfi evil)
create a hute spell &ea on the u x r only.
The u x r may then move at double normal Himoq: This muk w u made by Bpduuus.
speed and u t t d twim I mund fot 1nun M lmmond who b e w e the p a m of the mc.
F
( s i m h to the 3rd leve magic-user spell).
W a t i n g . The weawn that h a this d e n t
d u e . The maat w u to be worn by thc high cler-
it of a P C cult
~ that grew within the M i l c h
will. on command. enable the user to un- Empire and formed a dangerow a l l i ~ c ewith
d e m d my and all languages heard. The the medurpc. With the fall of that empire and
abili lasts for 6 nunr. the duvuccion ofthe cult. the muk w u lac.
m L . he weawn with this d e n t may DMipion:A smooth, blue muk ofa nrange
be co&anded to &arch for MY one mon- ceramic material: the ~CUNM M stylixcd. poari.
ster type or me.The weapon EM then sense bly female or elvish. A wig of long, duk. Icath-
the presence of the cfcacutcs specified, and cry strip is artPchcd at the top and back.
it will vibrate slightly if one or more of the PmM:The M u k ofBnchneu, p o n e s the
nmcd U~DNM come within 60'of it. The following powem:
vibration will silently alert the uxr. A spe- H u h m smnc. 120' m g e . one WNR
ciGc creature cannot be nnmed. only a me (gaze attack).
or m o m r type, and the weapon can only Charm person. 120' range. one c r e a m
sew one race or ryee per day, even if none (gaze attack).
M renscd. Detect magic, 60' mngc.
Widdng. This talent will g m t ld3 wishes 9 p L 8 . d . 64' duration. 5'
6 - ~ m
to rhe user (identical to the gth level magic- opening up to 1X q .
wt spell). 9 WeMl immune co N m Io M M e and
cham ircscb. accpt his own reflected
gaze.
Wearer is immune to poironr from living
An pnif;lct is a powerful magiml item created Creetura.
by an Immortal (gee Chapter 15) and imbued H.odiap: W e n the muk is put on, the
with his r
uo n dVI. Bach,artifm i unique wearer's Chatisma is reduced to 4 (set Nora).
and h o u d be individually dcugned by the DM. The mask cannot be removed or dirguiwd while
Nothing regarding M utifnct happens by the W M I livu.
chance. for the dertiny of each is planned and Pmrkl:SucceadulwofdemrmpOiror5&
contmlled by the Immortals.Thus. they ue only m m e reduca the awu'l own soen& by 1
rarely encountered. man often b9 high-level for om hour. The mccudul w d any orher
chpncun on a path to Immodty. No m o d poverduces thcrcpnr's own stmgtb by 2. If
l
n hM utifnct for long. the wearer's own Strengrh is r e d d to 0. he diu.
Anifxu M mated a401h level for plvpores Naer: ilia Mifrn is evilly enchanted andcan
of determining theit magid &CCN. They M beddprsuch.~~hciloalpointof
immune to man a&, acept thole b9 other WlpMnn immediately when thc mpsk is put on.
snifvu or weapons d at lcut + 5 bonus; bow- thm mare P( thc rue d 1 point p a d until a
ever. &can be dcatmycd by a legendary mnh. C M s m d4 i rruhcd. The d. meanwhile.
ingin thw gmdr. lhepriaa M unlikely to be
higher w p t w h m the itcma arc sara and there
is a demand for them. In hct. prim m y be loner
ifthegmdr IIC incommon supply.

Buying and 9rlllag Magical


luml
At a m e point in the game, the chprsctcn will
probably find a magical item that they canm we
or do not want. Such iwns M p d y traded to
NPCI hr favxm; however, chatactera map try to
sll the item for ash.
Grnapllp, magid i t a can be sold bctmen
chpmubpcl and -but the d e r must
pmoanlly find a buyer through advatking. ap.
plosrhiasd t h y pattons, ctc. If the DM would
like tour anothct methodfapaettlingthb mat-
ter, hit or herWLh0 rhould be followd.

Miking Magical ltemr


At higher expaimn Ievek. magic-uxn and
duio CM create magical item. M m chprsctcn
whoucptc mpBiclr imnr IICmagic-uur. When a
duic ia trying to create mrgical item. substitute
hit WLdom for rhc magic.wu’s Intelligence
when + the mnhodc in this section.
lb MOC any wid item, the character mut
be u kpar 9th level. Some magical item will re-
quire that the dwcrcr be of higher *vel.
A number offvmn need to k coaddnnl
FT@==
when m g i d item. including apcU cf-
fats, qccirlire of ddlL needed, speU compo. P’ I
-
nenu,andthechanaofruccar.ThcscfPctnsarc
dctLKd in the f0UOwin.g text. a
of giant uudlfean rcn-monrpcn). ([Int+Lvl]xl)-(3xrpllicpcl) %
spn- On such an advmnue. the apdhtcr might ac-
The Speupsnr mus know a QCU telat@ to quire enough quanutid dthe rare componrnt to POIexample. a 1 0 6 level wizard with Intelli-
the magical &ect that he m u the object m create mnalauch magical itcma. That’snll right, price 18 vics to make a wandoffib&, which
have.Porexunplc,ifhciauyingtomakeaBPing within rewon. But ifhc comes bscL with a 1.m w a 3rd Ievelrpell. HLdrrncchr mass. wing
cupn,he mun know the By spell. If he docm’t gauonS of giant d dye snd m a to ur it to
t thehulaabovc, L w tolbn.
know the VU, he can‘t etvdwt an item with a tteatc f l p a g c u p e r r h m until cnniry. the ([lS+lO]X2)-(3X3) 47%ondlW
dmilare&ct. dye will inevitably apoil, be dcnoycd, or be
d e n by a rid magic-uxr-mcaning rh.t the If the duMcr that number 01 las on
9pd.I*Iasldlb character wiU c v e n d y have to p adventuring
The rpelksrtcr must hire and work with a spe- again to uquue more d t h c m p m u n t ifhe te
d l w , he hwruccecdedia Cachvrdapthei t a . If
d& who Mmake the type ofphyricpl object to ally wmta to make m m than one 0 t h dpmc
he fail^ to mll the number, the chrncmhw wed
b c a u h a n t e d ( f o r ” m p l c . ~ ~ r i f t h e i t e m magid nun. up nll t h e p l d p i a a . he. andmrmirb hehw
acquired. He must attain nll the rbin#~ he hw
is to be a sword or a weaver ifthe item ia to k a Arpellcpncr might acquire a h of a m mate
Eupct):a l m h l y , if the optionrl pd*ius rial and then try to a p d t h e arnrolarad, trad- lon.attempt tocreate the item, and roll@ the
rules M being d, the apcllcwter mun know nat h e h c trica mlcc ifhe hwsuccccded.
ing it to fellow moglipac for thcir arm lplc
the & U sldll
d FCdllhg to the
l dthe materials. This m‘r$0god. IhcDM cm limply
objector hire aurfmapnwbo doa. say that doesn‘t work-the materiala haw to bc Tho Procru of Enchantnont
lbcreate a magical item, the rpellcpncrand the acquircdandpmcsedbytherpellcprtuhimaclf, Ona nll thespur M determined and Pu the
spaidst must work m&cr while theitem b k- or the DM can say the rpcucSrtu h ’ t fnmilinr m cnmpDMn0 arc oronnblcd. tbcpraa d e n -
ing created; a SplLwnr cannot, for tutpnce. enough with the materiala to rely M than. Alter- chantmatmybe&. SinathLpraa&for
magically mdunt a normal aword o m the mrd natively, the DM caa aay thL ia d right-but the ~magicalitmu,rhcfollainsmthw
hw J m a y bcen made. T h e r p a W s f c e s M apellcwtcr’a subsequent pmjcct will alwpya require bun divided into two&. one 011 amwrad
mrzincd in rhc msfp listed below for treat@ a at kwt MC rare m p o n r n t that he mwt travel weppoarandtheolheronmireuurourirerm.
magid item. forth and q u i r e himaclf. ofcoune, Ihould drMcten fnd the m&ical
item they M trying to crate for de M the
SPllComponencl chnadQ1Iooc* market, they .IC fm to buy the item-but the
Por nyr spell with which a apelrcnstu is aying When a character tries to create a 5 p d i c t y p priawilltypicnllyben*icethatdthemtden-
to enchant an object. he must find romelort d CfmpBiclr item, he my fdH.k ChDM for Ne-
rare element or component (typicdy i n v o b a chanti and matnrctin the anme item.IhLia
CCI is d e d on d1W. vdng the chnnctcr’a InteUi. refd‘! in a number JfiMn. iduding the
h g dieicult advmturc). ?he DM d e r d e s m e (Widom if a dclic), his cutrat Iml, and mrtofadvenLingtheitem,rtoringituntilrl.,
exactly what that component ia and r& the play- the levelofthe rpcU involved (01 the number of
er. Por “mpk, a tna&.wr trying to make a fly- sentimental value. and-naturally-a prd3 for
ymor or weapon b u r r or penalties); nll Mhcr
hgcuprmight have to find araredkworm(ina the maker.
n u m b in theformula~therameforcPchuse. P W y , a DY m y hr*e m e chvrrar who
moarru-h.uarcd wquk a& plrplt The hnndl ia w f o h wLh to cormma m g i d item for sale and not
dyz (whichcan only be from the bodies
for private use. The DM thould note all the time + J m undeadmuntsasasword tZtorthepur.
requirements, prohibitive com (both of which p of calcuhhg the initinl enchantment a t Weapons Initial Enchantment C a t Check.
cake away from the chpncter’s oppomniry O I (theb.r t 1. sppIicablc m d t u p , counts as a list. above) is calculated follows: non-
adventure), and the need for m e components. t 1; thc a d d i t i d t 2 bonus n.undcad, cumu. magicalcost (lOgp)xenc(lWcn)+3-333
If the chnr~crerd l mists in pursuing his new- Iprive with the brr bonus, counts at W p & for gp, which is rounded up OI 340 gp and then
found pmfwion oi%gKal irem.maker, rigor- another t 1). Inicial enchantmar cost for a d doubled becaw the Neld has two bonum,
OUdy CilfOICe the N k S . + I is 3.000gp ([nonmagicalpricc10 g p x m c n for 680 gp. However, chcddng the ch&
enc]X5=3,000gp);mgecad t1, t j v r . above. there is the note scaring chat the mini.
Armor and Weiiponr undcad,wwldmn6,000 (3,000Xz). mum initial enchantment cost of MYm o r
Magical powers r ara exclusively towpld (including shields) is 3.000 gp. Therefore.
The procedure for beatowing bonum (either special opponents con Ies to mukc. however. this shield + Z , chum puwur has M initial
p l w s or minum) on m o r and weapon items is The cost of thnc limited extra magical effects is enchantment cost of 3,000 gp.
different than for misallaneovs magical items. reduced 10% per restriction. One m i c t i o n The dram pus00 effect is a 1st level spell,
Remember that the chance of mcam is rolled would be a claw of monsters: a second would be so that adds another 1.000 gp (the mn of a
only once. regdllcrr of the number of bonum a speciec of monrrers; a third would be a spec&. 1st level spell effect). The total rmt of this
or pendriea the m o r or weapon has. As with named monster. shield is 4,000 gp.
mLceUancous items. the spellcaster must fun The spellcaster must roll w timu for
find the itcm’s iniud enchanrmenr a t . This B.smple: A sword t Z with a c hm drgpds chance of m e s s : once for the initid en-
fmis the mn in gp for materials that Mwed power would cost as follows. chantment (the + 2 bonus), and a sccond
in the creation o f h e mpsicnl itcm.
The initial enchantment cast makes a t 1 bo-
-
nus or 1penalty, according to the spcllcastcr’s
I n i d ach.lltmmr mt for sword t I:
3,000 gp ([lo gpX60 cn cnc]X5-3.000
gp). The + 2 bonus meam initial enchant. -.
cime for the chum perron spell effect. U
the chance of s u m formula, ([InrtLvl] X
-
2) (3 x spell level) % this spcllcrau’s
w

choice. For each sukqucnt plus or minus for ei-


ther armor or weapns. multiply the initial en.
chantment mn by the number of bonuscs or
penalties. (For example, the two-handed nvord
t 1 from the example in the Annor and Weap
men1 CMCis doubled. Total con for magical
d t1:6,000 gp.
spu dfsn mt. the chm d’yxds effect:
4.000 gp. Chmmonsrcris a 4th level spell.
~ o l l ~ :
([ 18 + 201) x 2) -(3 -
mencage cham is 73% for each chance. M
x 1st kvd) 73%
and spell effects cost 1.000 gp per spell level. Bnchnncment Time
OM Initial Enchantment Ch& would cost Permanency is t20,Wo gp (5X4.W gp, Enchantment time for m o r and “capons is
22,500 gp ifmadc into a sword +j.) the spell effect cost). B ~ i spell
c & c r cost is
Ifdnired, m o r and weapons CMbe ernred the same as for magiul items: one week plus one
with additional spell e&cu-there M figured 24,000 gp, -20% (from twa reauictions: day for each 1,000gp (rounded up) spent on the
humanoid claw and species dryad). Torrl cost umor or weapon.
at the corruponding efkct’s spell level and mn for spell effect chum dp&: 19,200 gp.
1,000 gp per spcll level. See below for more in- During this cime. the s l l c ~ t e rmu
formation on adding bonum. Note that magical lbd mapon mt: 25,200 gp. Sword + Z working steadily in hb workop-eight I I
amor and wca ons Mnor be mhargcd, as can (6,000gp)+ c h m d p d s & c r (19.200 gp) per day. (Morehours spent per day WM’Crpeeci
cercpin magx&ems. = 25,200 gp. up the enchantment process; magic mareti&
C m r i M time: 32 days. One week plus one need time ro absorb magid spells. Few= hovrs
To find the inicial enchantment cost of mngi. day per each 1,000gp additional COM. indi.
cd m o r or ~ t ~ pmultiplyo ~ , the itcm’s MI- spent per day, however, will slow the p~occsscon-
cnting 25.2 cxua drys. siderably.)
mal (nonmagical)pria (gp) by its mcumbmna
(cn).For umor, divide this renrlt b 3; for w c a p Gencdy the spellcasrcr cannot be advencur-
ons. multiply it by 5 . Always roun%thc 41 up ing during thb cime. If he taka a one. or t w ~
to the next 10th. This final reault is the initial
Addinlw- day break from the enchantment proceg, it will
Bnn magical effects can be added to umor
enchantmentrmt, as outlined in the Armor and and weapons. Wcnpoo talents, sword primary slow the PICCCSS down by a day or two. If the
W e p p ~Initial
l Enchantment Coa Ch&t. and mnordiaary povcn, and umor special spellcaster cakes more th.n mo d a y off,how-
powen Mconsidered spell effects; find the spell ever, the enchantment is spoiled: the m o r or
* .nd
Con CheddLC
WcapDlu lnidnl Enchanwmlt that comrponds most closely to the d e n t or
power and c n c h ~the
t weapon with that.
weapon is Nined and cannot be enchanted. The
spcllcnncr ha Ion d the gp the im can and
The cmmr muac roll a chance ofrvceeg for must stan over again.
Armor: (nonmpgicd price [gplxcne [cn])
+3 each spell effect added. Each suacasful mll indi-
clrestheimngninr the poacrmkdfor. A k i l w h ~ t s w o r d a
Ukpcm: ( n ~ ~ ~ ~ a gpria
i c a[gp]
l X enc [cn]) Only Immortals create intelligent swotdr.
x5 meam that thc corraponding cffecr is lon and
that no more enchantments may be added (carli. However,there is the pouibility chat an Immor-
tal will make intelligent any sword being ue.
h p l e s : A chain mail hauberk normally
costs 40 gp and weighs 400 cn. Iu i n i d en.
er, arcauful enduntmnrra,if any, M rm lon).
In other word. if the furt roll tnilr. the whole aced. Whenever a character ic uerting a +
m r d , the DM should dnemine. in )ccfef, ban
ehantmentcatis40X400t3, or 5,333 gp. item is mined, the gp spent, and the cime lost. If
the fm mll is a m~ but the second one faila, Immorral hnr made the mrd intelligent. The
A two-handed nonmagical mrdCOM 15 gp maker of the sword will not know whether or MI
and weighs 100 cn. Its initial enchantment then the fint spell e&n has been enchanted on
the item, but the s m n d was a failwe, and no this has happened until well nfcer the modis in
mn is 15 X l00x 5 , O r 7,500 gp. new &ts may be added. But at least the item the hands dits mntual owner. The Immonal’s
survived the initial enchantment and is magical. actions do not change the cost of the weapon.
Nac: The minimuminitial cnchanunmc mn
may be noleg rh.n 3,000 gp fol amlor (in. Note that the extra mn of an additional power
is added to the total amor or weapon a t , not Special Matakl, (Oprioarl)
dudingrhiclds)or 100 gp forormPpolls. All u- The DM CM allow the rpellcastcr’s choia of
mor and wmpm cnchantmenu M limited to the item‘s original initial enchantment con).
The enchantmentprocess takes an extra day per macclipL m &ect hb chance of sucaar. P&us
+ I -5, murimum. chsncrascrnnolmrLc a gems, metals. or materials could mnin magid
+ 1-6 or g m c u piecc of umor or VWXU. 1.000 gp added to the total cost of the weapon
beyond the initial procnr cime. powers h r than rough wood or common
stona. The can mc&j the c h c e of NCCWas
he or the =ea fit.
caster wants to make a shield +2 chat hnr the
rpceial poMI of chum penon. The initial
cost of 30 charges plus one per use during the
M a g i d Armor and Weapons Costa Exynples: A magic.wr wishes m c m u a chosen time f m e .
Armor inirial enchanrmenr cost: (non- wand ofplymorph othcn. This is a 4th h e 1
magical price [gp]X enc [cn])*. 3 spell and is the only spell on the wand, so his
R a p n inirial cnchanrmcnr cwr: (nom initialcnchantmentcOBtis4,MX)gp(4~ 1,ooO
gp-4,000gp).Now, hewantsmchnrgeitby pn day is constructed as follows.
magical price [gp] X cnc [cn]) X 5 Iniud cnchanrmcnr cost: 2,250 gp (3.000
Number of bonuses cost: Initial enchant- giving it 25 charges. The cost is 10,ooO gp
(10% of the initial enchantment corn [ 4 w gp] gp-25%).
ment cost (either m o r or weapons)X the Cosrforchnrgn:7.200gp(2.23OX10% X
number of additional bonuses or pcnal- xnumberofcharges[25]-10,WOgp). Total
cmtofthcwmd: 14.000gp. 32 chprger).
ties (pluses or minuses) lbd Corr: 9.450 gp.
Bonuses agninst opponcnn cosr: ‘12 the ini. Another magic-uxr wants to create a ring
tial enchantment cost X number of bo- of lore with no other spell dfccu. This is a
nuses against opponent 7th level spell. so the initial enchantment SpUs of Variable Pomr
Restriction cost: -10% per bonus against mt is 7 ,000 gp. She wants to make it pnma. Some spells differ in paver with the level of
opponent per restriction (if used) ncnt; the cost is 5 X 7,000 gp. or 35.000 gp. the caster-spells such as firebds are especially
W initial cncbanunent ast: Initial en. Total cost of the ring: 42,000 gp. dramatic examples. When creating magical
chantmcnt cost + number of bonuses cost items, magic-users must conform to the ordinply
+bonuses against opponents cost - Multiple Enchantments limits of the examples of such items already
restriction cost If an item has several separate spell effects, the found in the D&Da game. Wands can do only 6
SpeU e&n mr: 1,000 gp X number of spell creator must roll a chance for NCCCSJ for each dice of damage; staves can do only 8 dice of dam.
levcls per spell effect spell. Each successful roll indicates the item age;rings and many types of miscellaneousmag.
Permanency CM: 5 X spell effect cost gains the power rolled for. A failure means that ...
.--. ;*erns canna be enchanted with
Restriction cost: - 1 0 % per spell effect the corresponding effect is lost and that no more damagetype spells.
against opponent per restriction (ifused) cnchantmcnts may be added (earlier, succnrful When in doubt. find an example in the ma-
Total spell &ea ast: Spell effect cost +per- enchantments,if any, arc not lost). SUR listings earlier in this chapter that mwt
manency cost +restriction cost In other words. if the fire roll fails. the whole dascly resembles the treasure to be created and
%tal Magid Armor or Weapon Coat: Total itemismined. thegpspent.andthcumelost. If use that as a limitation for a PC or NPC who
initial enchantment cost + total spell cf- the first roll is a succcss but the second one fails. wants to crate magic. Also, when beginning to
fcct cost then the fint spell effect has been enchanted on create magid items, become familiar with the
the item. but thc second was a failute. and no dispel magic spell description (in Chapter 3). It
ncw effcctsmay be added. But at least the item describes what happens to permanent items
Miscellaneous Magical Items survived the initial enchantment and is magical. when struck with dispel magic spells.
To create a miscellaneous magical item. the
DM must fmt find the item’s initial cnchant- 8-R Itcma
Ernmple: A 20th level. 18 Intelligence wiz. The cost of recharging items is equal to the
ment cost. Follow the steps outlined in the Mis.
ccllancous Magical Item Enchantment Cost
Checklist to do so.
a d makes a qsd ball with ESR That re-
quires two spell dfccn-cIaimoyance and
6% The initial enchantment COST is 5,000 gp
:one is a 3rd level spell and the other is 2nd
original cost ofchargcs-that is. 10% of the ini-
tial enchantment c o s X the number of charges
the cost to recharge. lrcms with c h ~ can’t
-
g ~ be~
recharged beyond the original number of
level; 1,000 gp X total number of spcll charges they had when they were created.
Cost Checklist Ievcls). The wizard must roll for chance of M mlls arc items with charges, but
P O ~ O and
SUCC~SSfor both spells.
1. The spcllcastcr determines which spells they have but one charge per dasc of potion or
will be cast on the magical item. She tries for the c l ~ y a n c effect
e fmt, as spell pn mll. (According to ancient tradition,
it’s the main component of a uyrrnl ball, The
2. The spcllcastcr calculates the number of
total number of spell lcvck
3. The spellcaster multiplies the number
from SCCD2 bv 1.000 to determine the (118 +20] X 2)-(3 X
-
formula for the chance of success is (IInt+
Lvl] X 2) -(3 X spell level) % .Her ch& is
3)-67%.
each potion vial will contain only one charge of
potion. while some mlls can be enchanted with
more than one spell.) Note that diffemt spell0 on
one scrall arc considered ~ c p m c tmsgicnl itcms.

I cox in
tion of t c
for matcrialr usrd in the crca-
magical item.
Next she tries for the ESP effect. Her
chance is ([ 18 +20] X 2)-(3 X 2)- 72%.
If she makes both chances, she has a clysrd
bdl with E 9 If she makes the fint chance
A wizard may decide at the moment of crea-
tion that M item with charges is nonrcchargc.
able. In this case. reduce the initial enchantment
corn by 20%. Once the item’s charges arc used
When the spellcasterhas collected his rare ma- but fails the second. she has a plain q s m l
terials. paid his initial enchantment cost. made up, the item ccvcs to be magical and can never
his chance of success roll (per spell added), and b d . If she fails the fint chance. she has a be recharged.
spherical lump of crystal that can never be
gone through the necessary rituals. he has an en.
crgized item that is ready to be given its find en- enchanted again. EachPntmcnt Time
chantment, Whether she su~~ccds fully, partidy, or Magical items cake a certain amount of time to
not at d,though, she loses the rest of the create: one week plus one day for ench 1,000 gp
To finish the ‘ob, the spellcastcr must spend costs for the cpd bdl. For instance. this
more gp and c don on the item. Pint, he must item is permanent and not a charged item. so (rounded up) spent on the item.
decide if the item is bvcd on chngcs or is a per- For the aamplcs abme, the wand of p l y .
mancnr item. Items based on charges (such u she will lose 25,000 gp more (5X5,ooo gp morph othcn would take 31 days-one week
wands, staves. porions, and scrolls) are eventu- [initial enchantment cost]-25.000 gp). Her plus 14 more days (for the 14,000 gp total). The
total cost. succeed or fail. is 30.000 m. ring oflore would take 49 days-onc week plus
ally used up. though some are rechargeable.
Items that arc permanent can be used again and 42 digs (for the 42,wO gp).
again and arc never w d up. u ~ Per
a my The restrictions on a magic-user’s time for
The cost for an item to have charges is 10% of Some permanent magical items may only be making magical items arc the same Y for making
the initial enchantment costxthc number of usable a ccnain number of times within a given magical m o r and weapons. See “Enchantment
charges to be given to the item. The cost for an time length. When creating a magical item with Time” in the previous section for more details.
item to be permanent is 3 X the initial cnchint- that son of limitation on it, the DM reduces the
mcnt cost. (This is the same cost as if the item initial enchantment cost by 20% for items that Limits on Magical Item Creation
had 50 charges.) can be used once an hour, by 25% for items used The DM can forbid a player to create any item .
once a day, by 30% for once a week. by 35% for that may unbalance a campaign. One type of
once a month, em. Then the DM CM add the magical item that can criricplly u n b d m e a c m .
paignis a wand or naE, especially if
of a damag. mnsuuct and buying special, me, cqmdve from Chanter 14. look UD the abilirin of chat
ing spell. made permanent instead of with materiala that aid in iu enchantment. m o m . ir the playa 40 m cmre an &.new
chngn (sa one can fire rpells with it mntinu- Construcu. hownrr, only take the same kind ofconnnm. the DM must decide whether
amount of rime m cme do ohcr magical to allow thu
OdY).
Damaging and killing &em should always be iems: One week plus one dny per 1,wOgp of If so, the playa daigm the comrucc accord.
limired, either by applying charges or by limit- cm. Like the magical items, COMINCU ax pko ing m the m n u n suriaia f m n t in Uupur
ing use. subject to the same rimC conaUini0ns. as noted 14.The DM thm dccida w h n h a thc c m ~ ~ n
in " B n c h ~ t m ~ Time"
nt in the d o n a h on is podble by looking ova the cowrucr'i &
mnkiag mugid items. riu and abilities. If thq uc &dficm* ktm
than thosc oferirtinp coturnlcutbrt uc u dmi-
IUHD tmlua. then the plagarhouldmne them
Chance of Succor8 down u n d they wnapond mole w the rbilitia
Once the spellcnsrer has cxpnded the neces- of nining consmu.
em)x number of chlrges sacy rime and gp on n c o m c t , he can roll to m
Cast ofpermnnency: 5 X initial enchantment if the m d r p n u n t is a succeu. HLchnnce of NtWCrmrmnClriddiDo
E M succeac is somewhat different fmm the chance Therc nrc YUDe bnjc puidelinn fucl-ewiq
Bel ca~: I n i d enchantment cmtcost of for making magical items; it is US follows: ncwcomnuu. as outlined in thcfollorirytar.
chuges or i n i d endwtment cost t mt HicDicr: A lavrmnnnrctcm h . W h 1to
of permanency ([Inr t Lvl] X 2) -(W +number ofnmrlks)- % 6 HD;a g m t n c o n M l c f c mh m h 1 m 36.
Itam wid e h g a b ne-: Re- Immllaida: L n r r cculmwu (Nch as living
duce mal cost by 20% Erpmple: A Wisdom 18, 2odr level cleric nuues) ue h u n e m poicon: pua; chum.
Inmrunbkodynoaninaumbaof&m wane to create a bronze golun (20 HD,2 as- deep. and orha mind-nffatinp and illurim
me rime pdod: Thac d w h s to terisks). She's M y gone on her quest to rpeb. However, thq can be humcd by 00rm.l
theinitialcndwtmentcostnrcas~ows. find the w a d mmponcnu, spent 5O.OM) weapons. 'Ihir m of immunities u wonh mY-
Usable per hour: -20% gp on marcrinlr. and spent 57 d a p in the en- nrkk (*). Gmtet COII((NCO (wch as
Usable per day: -25% chantment process. Now it's time for her to P'"r
additionally immune to attacks rom non
Usable per week: -30% check her &MCCof aucceac. Her chance is magM weapons. This is worrh h a nmerbk.
Usable per month: -35% ([18+20]X2)-(20+2) = 54%. some u)oIvuccI h e atn.i n d i d d kamuai-
Calculate as per 30 charges+number of If the roll fails, then the enchanunenr ties (wch to cold, m &.CIC.), but th+ vuy
chuges used per time period. fails, roo. The cleric lora d the time. &OK, from construct to wmuuct. 6nch indidd im-
and money she has crwnded. munity (or p u p of relaad immunities. u the
'iaking DM'r dlcretion)is worth anorher m r & . which
increpa i o cost.
dagical Conmtructr Exi#tin(l VI. New Conrtructr Haling: bnnnurr do not heal d y ;
Consrnrcu (magical monsters such as golems When the playa wanu to create a c o m a they must be hnlcd by magic.U h ahmise
and gargoyles) nrc cmtcd much as magical trea-
sures M.For some of the steps listed in thL m-
cion the DM can refer to the previous section on
"Making Magical Items."
Where the refers to magic-users'chances
baaed on Inrchgmce, S U ~ S ~ ~aNcleric'sC ~ Wis-
dom as appropriate. The spellcaster crearing the
consuuct must be of 18th experience level or a
level qual m the HD ofthe construct being cre-
ated, whichever is gmrec If the const~cthas
more than 36 HD.the DM can either refuse to
dow the chsnrter to create it or can limit iu ue.
auon m 36th level cbww2tern only
If the consrnrct is to have up m M special
abilities (chat is, from rem to two abilities), the
magic-usermust have the mute mngicd mon-
srm spell. (A cleric cm use a wish spell for h i s
purport instead.)
If the construct is to have any special abilities
that would give it three or more asrcrlks, the
magic-user mun have the create my monster
spell inncad. A cleric cannot create a COWINCCof
thia powcr Icvel.
For information on finding me componenu.
see "Spell Components" under "Making Magi-
cal Items:' above.

Corti and Tlme


COMmct ea(: 2,wO gp per HDt5.000 gp
per merisk (as noted in the monster descriptions
in Cbaprer 14).
Once a spekmr has acquiml the IM com-
ponenr, he can begin work on a c o m c t , but
he will have to spend a lot of money. The con.
s m t mt indudes money that goes coward buy.
ing the basic materials that make up the
m u d . a consuuct CM be healed by any spell timately doom the magical item. However,the on top ofor beneath the water, and fmh Pir will
thu hCpL humans and dcmihwnans. However, flaw may nor be revealed until well d u r the ob- be supplied m its pnucngen.
)M can tuWrurc ~ 0 t spell h ~that~he& a ject be ins m see arcady UK (for inruncc. in the N a N d y , holes will be left in the frame as it’s
lfic type of mnmm (far example, a con- c u e $a VuKl not until well inco the d t ’ s bring magically constructed, and ninight doon
IINCCthat b a mechanical momtmity might be mniden voyage 01 even &I). )o the DM should built magically or by normal mean( will be fitted
”healed” by a &hrnin# MI, m e r i n g hit make thcre rolls for the chmcter. not letting there n f t c m d . The doon do not have m be en-
points qual the dsrmge thcontically inflin- him know when he h.l hiled. Por this reason, chanted with these S p c h
cd by the spell;it would be i m m u n e m that spell it’a often a pd idea for a builder to have two or Now, the spells C Mon one acction of bronc-
in combat, but it would not be healed by ordi- rhrec such apem on hand, IO they can spot one fim, h n h n , CK. munr multiple spells for
nary healing magic). anocher‘s mLrPkn. that s d o n only, If a chuscrcr botches a s u m
N
& of Attsckx A COMVUCCcan have any- roll when curing the cachaatment. char &n
whue from one mfouracucksin around. as the The Frame is spoiled-but since it is trill under m m c -
DM dedda. tion. it may be magically removed and a new one
, any ambar round,
D a m p A c o ~ v u c t in The entire fnme ofthe consuuction will have started. It jum cow more that way. .. .
cpn do M mM dprmke in Earnbat dull three to beenchaotod.Onaship,thefnmemnristsof
tiwd iw HLI ia hirpaaw, and it’s nor inappro- the hull. copdeck, and masu. On a building, the Speed of Conrtruction
prim m limit that damage m twice iw HD in hit frame conam of all mcrior walls and an MP of
points. h damage uplaenD the nlaximum flooring at Iwt as large as the building or mm- Speed of magid m m & n depends on
paaibkdamage themnsuuct mldd, and the pln.Thewpllrmaybedwood,stonc,ormecpl; how many spellmen will work on it. Cplculatc
damage should be divided among all its atcpdo. the flooring mwr be d stone or mctal. how many di&rcnt lls ofwhich rgpe need m
POI example, In’s n y &at a rand golm invented The frame must be created through the UK of go into the making z e frame. Determine how
by a player hn 10 HD nnd thuc atcpdu per spells that creau permanent, nondirpellablc many spells of the proper ty~a the p d i p a t i n g
d. ‘Ihuetorr, it muld noT paaibly do more physical objeccs-these spells. listed in Chapter S p e l k M C r s can m.C m p u e the two Ktloffig.
d m 3 0 hit poinw of d a m p per round. Divided 3, include woodform, smefonn, etc. Normal UM and figure out how fisc the project will
among rhrre a&. thnt’a a madmum of 10 hit building techniques can’t make a ~ C N C ~ U Ucome wgcther.
poinrc pu aaack. At maximum. the sand gokm suong enough to atand up to regular moving, so
could do ldlo points of dunage per act&. The the magic-urer mum UK spells. lnurior parti. Willr and Floon
DM might prefer for it m do ld8 ioncnd. de- tiom. such as the floors d a building 01 interior
pendine on howparrdul the sand plcm b. de& of a ship, may be ~ M V U C CinCthe ~ non- As mentioned before, the inuiiar w& and
magical fashion. floon may be m u d by magid or normal
M a t ofthexmighry magiwl imhc M created means.
each ~IUCNCI a spelkuru wants m create, he will by magic-wcn inrtendofclerio. Pfsrhirm m e . If the builder-organizer ir using normal
have m rqmt the creation pmcea at the same ching like chis. a cleric would have m knm and means, he pays the workmen M per the rates
cmu, kngctl oftime. and chance ofrucrru. freely employ the airh spell as a S U ~ ~ ~forN U given on (or cxmpolated fmm) the cham in
Special At& Some consuucts have special, each ofthe clearion spells necegsy for this ruk. Chapur 12.
u n w d ameks (such as poison-gnr breath 01 If the builder-organizer b wing magic m fin.
d n g hug). The DM can approve. veto, 01 The P w w of Building ishthcwalla andflwn. he and hi^ ctcw we the
modifV any rpccirl a& chwcn by the player spells already d a u i k d to do the job. The time
The player charmer designs the floor plans of required b the same as for enchantment of the
mating the consvuct. Each special a& is the building or ship he plana m build. He and
worth anocher asterisk (*) and, as alwaya, each frame; it dcpenda on the number ofrpellca~~n
the DM mum then determine haw many a pli. and the i r e of the job.
asterisk inmswr the mnruuct’s CM). cations clorhform, w&m. sron&m, Individual wdb and other ppnitiona may h m
ironfor, and srcelform spells must go into
Making nuge making the uaft’sframe.
enchantments cpll upon chrm. Por inmncc, a
mighr haw an indivdd
Mapical ltemr When the builders decide to m ~ the ~ mom
n ruch as a libracy
crncinurlli&tm on it IO chat it will nevu be
craft. they muat ~ n c heach~ t one ofthe individ- dark.
Some mighty spellcasten CM create buildings ual forming spclla that p a inm the fnme with
and veueb thu mow by magic.If the DM wants evuy spell rhrt ia m apply to rhe en& cnfr.
ruch thing in a campaign, allow the spellcaster For instancc, a character wanu to create a Finlrhlng Dotailr
player churcren m mate them. metal bont that will carry its pasengem bencarh Rules for madog ocher magical item d-
nKle chin@ rmt a lor ofmoney to make,and the waves without d m n i n them. The d r is ated with the cnft au the same aa for crating
many ofthe created by NPCa M some wb. 60‘ Long ~ n m d e 11’ in tiamem. It is m be mirCeU~eousnugical ircma. In the a m p l e of
d a whimsical id- uanalated inm realiry- built of steel, with four luge, thick w i n d m in the submersible v e l , for Lucancc, a battery of
meaning that they & have little racriol smtegic locations (bow. bow deck, sum, and mda ofma#icd rnirriles might be act up in the
vldulneu and cwr en& formnes. ~FOIin. amidahips mp). bow m act PI mrpedoa. Such details. which do
ac.~ce,a m d o n that rolb wound on wheels.) The player and DM determine that it will take nor nffect the entire magical construction,
Spellcpsars making such things must be of 2,262 quare feet of steel m makc the hull.
18th level 01higher. should be cmted as individual mall magical
(Thst’a 12’ diamererXpix60’ length.) Since item and &ply mounted where they’re to be
Spellcas~nbuilding nrch rhingr must employ each s m h apell u c a t a 500 squue feet of wed. Objcm (like the vehiculu m d afm&
speetlLa who can cmre the n d object be. aceel. the hull will take five a c e h spells m dmiailer) 011 be arcached m the mcrh of a
ing enchanted. For Luuncc, a spellcnrrer d. consmr. Since it‘s m have four luge windom, magical vehicle with conuob in the interior at no
ing a flyingahip mum employ an NPC rpedalisr it will additionally take four mn&m Speus, mra E M or difiimlty.
shipbuilder. In camp+ drer w the optional which will not be cam to ucau objcm of the
general *ilL d e s , the speikuter himaelf may maximum @blc sue allow3 by the spell but
know the &ill putaiaing to the objcer in qua- inauad will be uscd m CMCindividual window#.
tion; regudlerr. he 01 someone working with Now,each Srdtbnn urd m& spell must
him must know the appmpriau skU (which is have the following cnchvrrments made m it: UT.
w w l l y 6ngincering 01 Shipbuilding). a u Sir and flp. Hue. the DM is m t i v e l y W E
The overseein en ineer or ahipwnpht wjll the player m inrupm dy M an und&ta
have to d e his %re&gcncc ability akrl (or Skrll inncad-it d nor lift the vcsxl h e the waves,
roll) duee rimes DCC each dav of consuuction only to the &e, but the spell will allow the If a clerk b cmchg an object with the UK of
Three h i l u m in tire -e dsim- that he h u ahip m move at 360’/rurn undcmtm. wish mils. then crkulau the number of saell
failed m notice an engiaeetininn flaw that will d. With these s~clb.the veuel can cruiae around
i
not accarding w the level ofthe wish spell. Character Procedurrr exccpt,subwt 5 per spell level instead a
A builder of a home or v n v l might hire spell- gardlnr of success chances, a roll of 95 01
casters w do the job for him. If he does. he pays Spell research requires research materials, is an automatic failure. There is no a u t m c
not only the amount dimtcd the project. but components. time. and money. Once these IC- succcss. The chance of succcu for r e e g
alm the salaries of the s~llcasterhirelings. uiremcnts arc met, the character can roll for his spells is as follows:
Check Chapter 12 for more information. 3lance ofsuccess.
Common &I: ([Int+Lvl] X 2)-(3 x spell
level) = %
D h p d M8#k Attack8 Rcrplch
To research a spell. a spellcaster mwt fust have New spell: ([Int+Lvl]X2)-(5Xspdl level)
It may be that a vnvl built with thnc NICS acceu to a large library such as thw that erist in - %
will be hit with a dirpcl magic spell while travel. major cities or those that M in the possession of
ing. What then? Fht. the veuel's entire frame powetful wizards or clerics. For nrpmple. a 5th level cleric with a 15 Wis.
must fit within the 20' X 20' X 20' area affected The DM will have to decide whether a player dom ~ u c h c as common 1st level spell. He h
by the spell. If it does not. the dispel mwc has chomcter's library is d i m w the d-usually a([l5+5]x2)-3-37% chanceofsuccerr
If the i n i d attempt is a failure. the cha
no effect on the vesscl. If it does. the dispel mag.
ic is checked against.
ir isn't until the spellcMu is at last 18th level or
is at lem 9th level and has rigorously acquired must a t over. However, if he uies y
next attempt will be at a + 5 96 chance ~KCCSS
hi
Asnvning it does succced. all affected spelh every spell book and magical mearch volume poa-
"go down" (that is. stop working). Those that sible throughout his career. If the F"s library isn't That + 5 % is cumulative for each failure he hnr,
M not petmanent enchantments Mcompletely adquatc, he'll have ro get pennisaion from a for example, if he fail three rimes. on his h n h
dispelled: those that are permanent cnchant- try he'll have + 15% ro his chance.
menta only go down for Idlo (1.10) rounds.
A flyingvcsscl would begin w drop and would
school of me&, clerLal order, or
E"""'
or cleric in order to usc a greater brary
Danger8 of Spell Ro8oarcL
continue io do so until the fly spell mumed. In Components
the submersible. the v u v ~ would
l aop moving The spellcaster must then find components The DM should be very cprdul when lming
(and begin to sink slowly), and the air would for the development ofthe spell. There Mup to players develop new spells. Those that hnc pa-
slowly begin to go stale until the m t e pir spell the DM to dnermine; on the average. the com- manent effects and those that inercnse in power
m e d (unleu it was topside. in which c p v the ponent must come from a monster with HD at with chpmcter level or hnc no M V ~ D rhrar
~ tau
operators could open a hatch for fresh air). leasr equal to the spell level (or of similar diffi- lead to megiVe imbnlnnccs in P c a m e . A DM
With flying vesscl. this situation could mult culty to attain), and the monster must have same should scvercly limit or forbid any new spell that
in a Msh. (See the rules for falling damage in a propriate relationship to the ma ic spell being could aude such an i m b h e .
Chapter 8 IO calculate damage sustained.) In a
fall. a v e ~ e lrakes the full damage listed. and
ft
d h o p e d . For example. red ragon scales
would be appropriate for an explosive cloud.
In mmr c a w . m n with spek the DM
prova, eonrider any new ape^ introdvced to%
every individual section of the frame and every fresh uoll blood for a regcnerarion. etc. "on probation:' Tkst it in the campaign with the
puenger, crewman.or piece of cargo will take ?he spellcaster must have thesc components understanding that ir may be chpogcd thould it
that damage. in hand Wore be inning spell research,and he pmve hazardous to the campaign.
If. however, "power" stms back up again be- J
must go on an venture w acquire them he
fore the v n v l has crashed or if the ppaxngers
can save thcrmclves with a wish. the veuel and
can't just buy them from a greater wizard or cler-
ic. There M no limits w this proceu other than
Experience from Spells
its precious cugo will not hit the ground. the DM's and players' imaginations. and Enchanted Items
At the DM's discmion, experience points CM
Spell Rerearch Timc and Money
The spcllcastcr must then spend large
be awarded for mating enchanted itam and
magical vesrels and for doing spell resentdr-
A cleric, magic-wr, elf. or druid-even a pal- amounts of gold during the prog~essof his re. such work does. after all, r e p m n t a great in-
adin or an avenger in role innanccs-can try to xuch. The total cmr of spell m u c h comes to vestment in time, money, and cffon.which is
invent new spells and create new magical items 1,000 gp x the spell level. the esrmce of kaining erpcriencc. Note. how
through march. These are difficult and lengthy Research takes one week for the initial re. ever, that experience is only awarded for the fun
projects. For clerics and druids. substirutc the search. plus one day per 1,000 gp spent. At the time a character works on a spec& type ofitem.
Wisdom scores for Intelligence scores in the pro- end of this time, the DM will tell him to make When a character creates a magical item or
cedum that follow. his chance of succeu roll. piece of armor, he can gn an XP awud qual to
If the spellcaster N M our of gold Wore it's the number of gp spent on the item-ifthe en.
Player Procedure8 time for his chance of success roll, he may inter- chanmunt was succ&l. If the cnchnntment
Npt his research, leave on an adventure to cam failed. he gas no experience from the project.
When a player wishes for his spellcastingchu. more money,and come back larer to mume his When a character creates an enchanted nroel.
mer to create a new spell, he fust informs his research: he loses his initial week of research home. or simila~huge magical item, he gns M
DM of his desire. Then. following the format (he'll have to spend another week to refamiliu- XP awud equal to ' h the gp spent on sumdid
shown in Chapter 3. he writes up his spell as he ize himself with his work), but he doesn't lose enchantments going into the d n g of the
envisions it working. He does not indicate its the money he's already spent; those gp M still item. He gns nothing for f d e d cnchantmmts.
spell Icwl. counted toward rescuch cost. For nample. a t m of magic-urua working M
The DM then evaluates the spell as it is writ- a flying war Spuey get the experimcc for the firn
ten up. indicates which spell level he or she chnnca o f s u m galley they succndully cmcc. but not on s u k .
thinks it should be. and suggests any changes The chance of success to research a spell vlyr quent ones of the spme c h ; they'd get expsi.
that the player must make to the spell write.up. depending on the spell level researched and e m f q the fun flying Cpnle they made, but m
If the spell level chosen is higher than the high- whether ir is a new spell (not already appearing
est level spell the spellcastingcharacter can have,
on subgquent oned ofthe same a p p h r e size.
on the campaign world) or P common one (a Thnc XP awards are divided evenly mongall
the character cannot yet research and develop spell that other spelLasters know, but which the
the spell: he must either limit it funher. until spcllcasters working on the enchanted item; this
FC hasn't been able to learn from them and sa is is especially important to remember for enchant-
the DM adjusts the spell level down to that developing independently).
which the character could cast. or wait until the ed vessel. which generate a lot of XP but M
For a common spell. add the magic-user's In. usually worked upon by numerous spellcasten.
charnctcr is of the appropriate level to cast the telligencc score to his experience l ~ cand
l multi. Characters do not get experience for spell
spell he is mating. ply the mult by two. Then subtract 3 per spell
When the player and the DM M satibied that go into the making of the frame (such as
level being rcseuched. mndbna) or from the nonmagical f iw dd.
with the mult. go w the following procedure. For a new spell. follow the same procedure. ed to such vehicles.
D W campaign is an organized ftamc- ings in the campaign. This goal creates the maior
you, the Dungeon Master, cre- StNgglK of the World.
a realistic ~ t t i n gfor a series of Your campaign .pal might be ''F b+g peace
fanwtic advcnnua. It should rrflect the intet- to the world:' ot "Bdefat the cvll wizad ntn
CUI of both the DM and the playen. The gune conno&the soramus underground d pcm the
has a physical setting (wilderness, dungeons. continent:' or some other great and noble pur-
towns, m.).but a campaign is much more than pose. The PO might be a ynrll but critical pan
that, d i n g renlLtic details of all k i n b i t ' s as ofthe action mward chat goal,or might k major
d d e d and interesting a world you CM to forces in the tight.
create .nd your players c u e m explore. If a campaign god is evet completed. there
. T h e campaign and the adventures within it should follow a period of relative quiet. during
u e very similar m a series of fantasy novels. The which characters can pursue their personal gals
characten M the heroes and heroines in thcse and intcresn. before a n m campaign gal is
novels; faus the action on them.A campai is induced.
only vrrful when it fulfil& the purpose &e The campaigngopl CM conekt ofscvenl long
game: Fun. An inexperienced DM can mily be- range. mategic goals. Each tepmcnu a step to.
come caught up in the marion of a gloriously ward the o v c d goal. but is still very b t d ,
d a d e d mrdievpl empire, only to find that the reached after playing many adventures. Strategic
pla en want ~ m c t h i n gaimpk. You should calk p a l a might be "Bfree our continent of evil
wd your players about their interests and create
a fantasy world that entertains and satetLfies boch
cribet." or "Bunite the nations ro thev will aid not up to forcstd it.

you and your PIayCfs.


Designlag the Senlng
Campaign Tone and Qorlm . .
Campaign Tone part of thc game.
The historical setting upon whieh most DQ
The Um&n m e is thc flavor of the cam. game campnipS M b u d is 15th century
paign; it is an intangible clement which gives Euro=-but a f a n t Europe~~ where the print.
the DM and playm an u n d c n t d n g of how ing pt.. and g u n e d e r never inv&d.
thingim in the campaign, of what they can ex. Ihc majority o f d r c n n u n and supplementsre.
pen fmm their cffom. fore the campaign s t e m (and once-ad.'cam. lased by TSR take place in wor&&hke rhis. d
Por example, a campai n where the chuacters ppien gal is concluded), round rhepbye&out 10 if you plan to utilize thov Iex)\uEcI to rheir
ue~mcrrypirates,mig%t~camtleof~. fullest degree of urcfulnc*. you'll want to cmre
buckling a d v c l m t r c . The playen know that the 1similurctring.
tone of such a campaign is supposed to be simi- On the other hand. if ou're la concerned
Inr to happy&* pinte mariK. Thtreton. with the m m thov Jmtures supple.
they know that their churaus can swink around m n u can offer you than with having a cam-
on Ibmud-hn and do othet acrobatic things paign world which reflccts p u r personal v i m
without feu of looking like idiotbthDt if the and imprinntion, you should aulre y o u setting
c h . n n u r behave like pirates do in thae action you want it w be; perhap you'll fmd
- h a , they'll tend m be rewarded as those us& ten, spells. equipment. and plou
novie-pirates M. in those adVClllUIC3 and NppkmCOCS " F p
In another example. a campaign where the You might want to UK I gmd fanmy novel for
charactm UIC d spies working together in a your c a m m ' s bulgrwnd. or you can make
nodd of espionage might have a mnc of decep up all the detail.
don and p ~ m o i aThe . players know that their Write the go& down. This helps
ehpnccers can VYR one MMhet, but they can YOIS rhougho, ue~tn dLdCfmcd
UUYIno one else. and must be wpidous of MY and dmlops a plan for your campaign. '* hrigning tho Mmp
pmon and any event they cns. In creating dun OM, wildcmerc encountcia, In d&ning the map of the campaign's nuin
Decide on the campaign tone you W M ~ to and other w e efmcnu, rh~ayrconsider the sming, you can f o h thae ncpr:
have, and disnus your deckion with your play- various pals ofthe campaign. Design for a spc.
en.Some ofthem may be very vnmmfonablc or cific purpose. Tht is not to say that each and 1. DccjdconthcTcrnia
vnhpppywirh youtchokel For aample, a player mry game reasion must be a serious rrcp t m d 2. DawMPP(I)oftheAm
who likes l i g h t - h c d adventure might be very a pal.Simple dungeon nglorpciool Mvcq en- 3. PI= the How Tbwn and LocalDungeonr
u n d m b l e in the puanoid espionage cam. tettpining 011 occasion. a relena d tnutnrions 4. Locntc Arcns Undet Hvrmn Cwml
paign, while one who like gritty d r m might and awdcomc return to the basia dthc game. 5. Lotare Alcnr Under No&& Cmml
detest a swprhbuckkng.pirates mnc. Having gods doesn't prohibit kht-hearted 6. DauibethcHomcTbwn
adventuring. If humor is not wcll.rcpruentcd in 7. PillinOrhcrDd
Campaign Qoalr the game, the DM and players u c trking the
campaign much too seriourly. M& jokes, tog
8. Create lpin and Encounter 'Ihbles
The ampsign goal is one of the most impor- out puns, and set up p w l y frivolous and ridicu- 1.lkCkkOnthClhain
tant upcer, of your DkD gamn. Gm& give the hs situariona. Enjoy youmlml Decide what rhe area will be like, ovcmll. It
play? and +e DM mething to strive for, and But. in the long run, adventures am far more m y bemountniaour. pl.Lu, woodr. daett. or 8
ProvIdc d with a lcllx of reward and a~om. satirsyin , aud mom interesting, if there M combhtbn dd.Nanudy, the larger the M a
plirhmmt once goals M completed. The best wcll.d&ed g a l s to achieve. P pknroput on thL map. the more m s of
and longerr-runningD&D p e s M thorc that rarniD the map is likely m rcplamt.
have defmitc objectives. Without a greater pur- Your dcdrion on what the campaign's d
pose, playus quickly lapse inm boredom. Player Character Qoalr about help6 dictate what sort of remLu M
A crmpigngoalts awry broad purpose, uau- Just as campaigns have pals,ro do chpmctcn. p m n t . For nample, if you're doing a cam.
dy involving the face ofa nation or enure world and a charmer's gods may have nothing to do paignaboutdacnnomads,moltofyaumnp
d tin together all the adventura and happn. with the cnmpnige goalr. ri8kmadcupdkr,wm,andoccplionJ
'PUnoJ
aq 6aw waieuow p m mwnwwap a1aq.n
. . . .. . . . . . .
. .
Yau should Piso decide who is running the Market Squnrc: Parmen bring their goods into Thus. a mcdievrl fantasy world is no lcrs com.
mm.~maykashcriff~poinredbyabaron. town early each morning, and usually have r e p pln; and detailed rhan our modern world. Each
a town council, a mayor, a powerful merchant Iar customen in the Marker Square s d o n of penon Lives his own Me, has hope and dreams.
prina. a baron. even a high Iml NFC advcntur- town. Shonly after dawn, lad housewives (and and don what ir necessary to survive. Mort peo.
a.NPC rulers should be at Name level at Irm, others) come to the Market SquM to b3-V *he ple contribute,in one way or another, to the su-
with appropriate bodyguards and magic. day's supplies. v i d of their community. The DM should avoi
%de Baw: The town may haw IS neglming the "bnckground" detnilr: althou#
7. Fill in Otha Dccns shops. and possibly a general store. where man the player characters are the most important to
Pinith aff the map with a map key, on which items could bc purchased. If the town is large or the game, they are actually very mall pnm of
you d e nom on local NPCs, rumors. and on a trade route, there may be a Trade Bunnr. the wodd in which t h q live.
points dintem. This should include some pco. This is a collection of various merchants and
ple who hire adventurers (and their repsons). the craftsmen. selling their wares from stands or
frequency and scope of local guard patrols. the small shops dong one or more streets in one pan
name of minor town oKiciela and other person- oftown. The b a a r can be a noisy, chaotic, col- You need to m e up with nt lcpn the bride
alities, and so forth. orful place, dangerous to the unwary rich visitor: dctaila of the hiatoly of the area: When it WM
the thieves M plentiful, both in rhe crow& and settled, dctaila of wan bemen rival inhabitants
8. crate Lpin and BncouatuTabla PMBI the counters! of this MP and between this am and other ar-
Intread of always using the Wandering Mon- Crpft Goilb: The Craft Guilds provide a recent h h r y (especiallydctaila ofhe pcrivi-
ster tabla, you should make up your own en- method of preserving information. Their secrets fvillains, bad rulers, raiders, ctc.).
counter tables for wilderness use. bslcd on the are carefully arded. and not for sale. There are DC wc to work in the characten' dctPiL a h
c m m you place in the region. Try to be con-
sistent (no giant leeches in desert, no h&p in
gr
Guilds both crnfo (suchPI rope mnliag) and
professions (magic-user, thief, ctc.).
their families and brckgrounds into the lad hi
tory. If, for instance, a player decided that h
dense mountains, etc.) A mwn prospers by trading with other m s . chnncr's hther WM kded by a vampire (to ac-
Make nota on a few special monster lairs, but Merchant p d e s of 1.100 wagons would tnvel count for the PC's hatred of undead), then you
do not place them on the map! Use them when the inhabited areas ( m l y risking unqlored could expand that into the Great Vampire
the ChPlMers encounter a monster lair, and sim. wilderness). carrying certain items to places P~eof15YeanAgo.Ifthe hasahisro
ply place it where they fmd it. In a similar man. whae they may be sold for a p&t. Most d e ry, it will seem mu* more r c a S S e phycrs.
ner, dnw a f m p h for caatks, ships, and other mtca quickly h e complex burincgn wirh
thinp that may be used at a fume date. regular rdredules. Langumgrr
Town acpIIIl).:Adventurers bring casb into
lbwnr and C l t b r IOWM.far more than even well-to-do townsfolk You must decide what languages are available
would normdy have. Any visitor with sacka of in the campaign setting. In most D O p a ,
All characters should stan in a home town. gold or gems would be closely watched by there arc 20 or more different lnquaga u u d by
from which they may begin their adventurer. thieves and bandits lurking in shadowy alleys. monsters and chuuan. You mny skn Inn.
'Ibe home town provider a place whetc a pprty Thw it ls wbc top advmturm to visit the town guageftcmtheLiaofChgwp(b-
CM buy equipment. hire men and retainen, sell treasury immediately upon arriving, lest their low), oryoumaydowthcplnycrtodrwlc.Orif
treasures (and perhaps have magical items iden. fortunes disappear into the coffers of the you wish, you can add more languages to the List
tified). and where clerical healing is available for Thieves' Guild. The treasury probably taxes all if you think they will be wed in your p a .
a price or service. Rumors that CM lead to adven. such nmivds. for 10% of the coral value. The The campaign's Common tongue ls going fo
me can be gathered at inns or taverns. Many of coins rhemaelvea are not simple lumps of metal. be the language spoken by the majority ofplayer
the ch~r~eters will have grown up in this town but neither M they fmely d d c d as our characten; in P world which (like B h ) has
andsbouldliaowmpnyoftheNp~foundhere. modern coins. Coinsmiths would work for the many different hvmrn language,you mag have
Most towns should be laatcd very near water- area's ruler, under heavy guard. dfierent nations speaking human l ~ g ~ g e s
ways. Without a ped source of water, no town Much more exists within the mwns and cities very different from whatever you choore to be
CM survive. In some MPS. wells may be dug, of fantasy worlds than can be placed within these the Common mngue.
and a natural spring might have surfaced, at- few pages. In addition to thore i n n i ~ tdis-i ~ ~ Note:The speakersof a language never call it
tracting early sntlcn. Streams and other fresh- cussed above. there are many more pwplc and the Common tongue; give each unique human
water sources M the most popular to colonists. buisncsses essential to life in a medieval smle. language its own name, a name which usually
however3 and a fork of a river will probably bc ment: corresponds to the peopk who speak it. In a
the fmt setded M p of My wilderness. The land campaign set in the Thyatian Empire, for in-
should be suitable for farming, and most h r n s Alchemist Lawyer stance, the Common tongue would be Thyacian.
will be very near the town. Ap0th-Y katherworkcr Remember that the undcad do not have Ian.
In "new" towns, most buildings should be guages specific to them; if they are intelligent
made of wood, wirh stone added to lomc larger undead. they speak the languaga t h q spoke
MCS. D irt roads and paths should lead through- when they were alive.
out the town, pxsibly with some few cobble-
stone main streets if the mwn is large. Most Lint dCommon Ipn
homes should be in one area, and man busi- BmrerV Politician
nesses in another. 1. Other hum^ 11. Haitling
If the town lies nePl dangerous wilderness, it 12. Harpy
might have a defensive wall which stands 10'-30' 2. Bug 13. Hobgoblin
high and with at lest two gates. The wall could
be a simple log barrier. dirt mpam or could bc
more ehbontc, with walkways and pouible Gambler Stables
siege equipment (catapults. oil cauldrons. etc.) Gemcutter Smnmotket
atop it. Each gateway should be cnclored by a
tower of some kind, &en made of stone. Or it 8. Gnoll 19. Ort
may be circled by a moat wirh drawbridges. 9. Gnome 20. Pixie
Each town may have one or more of each of Guild officer
the followin types of buildings. areas, and per-
sons (depenkng on the town's size, laation, de-
grec of civilization. government. etc.):
reer, and each clerical order is usually set up to throughout this volume. To decide whether or
Important NPCr further the aims of one Immortal. not you want to use a variant rule, try to calcu-
You should work up certain details of NPCP late what effect the rule will have on your cam-
who may prove important to the campaign. You paign, Weapon mastery, for instance. would
don't necessarily have to work up full-sized char- Adapting the Game to force characters to specialize in various weapons
acter sheets, but you should note the following the Setting which makes them more powerful with thos
weapons, and yet makes them more awlrwsn
things:
Bc aware. too. that you can adapt the game to when forced to use weapons outside their spc-
1. Name your setting, You don't have to use every single cialty. If this is the effect you want, choose the
2. Appearance (height, weight, age. gender. detail presented in this book: If any element is r,~lc.Then. inform your players which optional
clothing, and interesting details) wrong for your campaign setting, you can re. rules you'll be using.
3. Personality (speech pattern. mannerisms. move that clement.
hobbies, and interests)
4. Occupation and role (what he or she is in the Select character Clarrer Designing Adventures
campaign)
You might not wish for a spccifii D&D game
and Dungeons
NPCP you should work up include local NIC~S, character class to be used in your campaign. Per- Derlgning Adventurer
saga. one or w o guardsmen. one or wo shop haps your campaign is to be bwd on a fantasy
owners, romantic-interest characters. retired ad- novel where there arc no dwarves. clvcs. or An adventure is the role-playing equivalent of
VCnNICrs and other aourtes of information, and haltlings-only humans. That's fine! This is your an action-adventure short story; several advcn-
people who hate the PCs. campaign-mge it any way you want. Simply tura leading toward the same goal may seem
eliminate the unwanted character classes from more like a novel.
aovernment your campaign-n alter them to suit yourself
(just uy to keep them balanced when you do so). Step by Step
As mentioned earlier, the standard D&D' The following steps can be used as a guide in
game campaign is set in a world resembling making a good adventure. Read them for ideas.
15th-century Europe. This means that the cul-
Select or Modify Spellr and follow the steps if you wish.
ture is medieval (each area ruled by a petty war. Likcwisc, you might not want every spell in 1. Choose a scenario
lord, who swears allegiance and service to a this game to appear in your campaign. Do you 2 . Decide on a Setting
greater warlord, who in tern wean to protect his think deep is tw powerful! Eliminate it, or 3. Select Special Monsters
subordinate nobles). graduating into Rcnais- make it a 2nd- or 3rd level spell in your cam- 4 . Draw the Map
sancc (an era when the middle class increases in paign. Do you want the possibility of character
size, wealth, and influence, and when ncw death to be more important in your campaign? I. Flesh Out the Setting
ground is being broken in the arts, sciences and Eliminarc mise dead and similar spells. 6. Fill in the Final Details
philosophies). You should photocopy a spell book sheet from 1. Chooss a S C~M~O
But you don't have to follow this approach in Appendix 3 and write on it every spell you're
A scenario is an idea or theme which tia th
your own campaign. Other names and forms of modifying or eliminating from the campaign. adventure together. The entire adventure should
government PIC certainly possible. and even and keep it handy when you're creating treasure
common. The "Known World" setting (de- fit the scenario. A good scenario gives the players
spcll.scrolls or NPCs from whom the PCP might a reason for adventuring. and keeps the adven-
scribed in Appendix l ) includes a group of learn ncw spells
Jarldoms (ruled by '~arW-Earls. who arc simi- ture consistent and logical. The monsters and
lar to independent counts), an Emirate (ruled by treasures are placed later, based on the scenario
an Emir. a King of tribes), a Republic, several
Select or Modify Monrtem used. In short-the scenario affects everychingin
Freeholds, and others. The collection of creatures in Chapter 14 is the adventure.
The government of your campaign setting, in- drawn from many. many different sourccs: The A scenario can be anythin you can ima incl
stead of being a feudal system. might be one of mythologies of several different cultures and the Some examples are given anjexplaincd bcfow.'
the following types: imaginations of many game-writers have con- Exploring the Unknown:The party is hired to
Confcdcnq: A united group of independent tributed to this enormous list. map unknown territory. The area might once
dominions. Because the list is so varied, you will probably have been familiar but is now overrun or de.
Demoaaq: A single dominion or confederacy find that not every monster is appropriate for suoycd. A suangc tower might mysteriously ap.
of dominions ruled by the citizens, either di- your campaign world. Ruthlessly cast out any pear overnight in a familiar m a ; the local ruler
rectly or through elccted NICIS. monster that is inappropriate to the campaign will want it investigated.
Dictatomhip: Any dominion ruled by one sum setting. and introduce new monsters which fit Invaigating an Enemy Outpoac: Enemies
preme leader (but without nobility or royalty). the setting. as you please. (possibly monsters) arc invading areas settled by
Mngocnq: Dominion ruled by magic-users. For instance, in a campaign setting which is humans. The characters must enter an enemy
Militocmcy: Government by fighters. much like the classical-era real world (ancient outpost. find the sucngrhs and plans of the in-
Monarchy (or Autoaaq): A dominion ruled Rome. Egypt, Grecce. ex.) with magic added, vaders, and destroy them if possible.
by a leader who inherited the title. you'd want to keep such monsters ps centaurs Recovering Ruina: The party is scouting an old
Oliguchy: A dominion ruled by two or more and sphinxes, mummies and dryads, cockatrices village before permanent settlers move in. The
rulers equal in power. and pegasi. hydras and bronze golcms. But oth- ruins may have been werrun by a certain type of
Republic: A democracy with elected N ~ C I S . er creatures. from the common orc and goblin to monster. who must be driven off or slain. The
Thmnq:Government by clerics. the esoteric beholder, detract from the classical ruins could even be underneath-or put of-a
feel of the setting; just eliminate them from your thriving town.
campaign (and from your Wandering Monster Destroying an Ancient E d : The so-called
The Immortals charts and other encounter charts) to help give "evil" is a monster or NPC, but the exact type is
Finally. you can decide on the nature of the the campaign the tone you want not known to the characters-until they adven-
campaign's Immortals. You can follow the same ture to find out what it is. It may have been
procedure shown above for "Important NPCs" deeply buried and reawakened by recent dig-
to determine what they're like.
Select Optional Ruler ging, exploring. and so forth.
For the most part, clerics will bc most inter- Pinally. you can go through this book and sc. Visiting a lost Shrine: To remove a curse or re-
ested in knowing about the Immortals in the car- lcct any Optional Rules you want to include. cover a special item. the parry must travel to a
ly nages of the campaign: e& cleric usually Chapters 5 and 19 include many such optional shrine which has been lost for ages. They have
choosesone Immortal to SCNC throughout his ca- rules. and additional options are scattered onlv a rounh idea of its location. and may have to
c o d t an o d e or seer dwing the uip. 4. D m the Ynp ble:" the cmxucs shouldcooperare01avoid ench
pllllillLu a Quat: A King (or other powerful If the main advcnnue site is to be outdoom,UK other tor lcgical ICPIIM. Some a d v c n w may k
NPC) auigns M epic task to a character or ppny. h a paper to draw the rmp (enchh a would rcpre- based on spedpl temporpry.-is but this
It may involve the recovery of a valuable 01 pow. smt a few dozen or a few hundfcd ynrb, depend. should be the eroception, not thc g m d rule.
&I object. ing on the size of the area). With outdoor map^,
braping Fmrn Enemia: The characters have you'll need to Mte lantiont of d d m,
been aptured! They must ncape fmm Chcir cells uccks. buildings, bridges. ravines,cave encranc~.
Domlpnlng D u n p n r
deep within a dungeon. (&sure to make cgnpe, bib, M d ObStPda. CtC. A dungeon is any indoor place where mon.
and the movery of some equipment, possible- If the site is underground (such as a dungcon), sters and treasures may be found. A dungeon is
though not easy; the Pcs should not jua be res- ILX graph paper (with each aqua normally rep. W d y a p u p of mom, connected by coni-
cued by a powerful NPC.) resenting a 10' X 10' M a , or any other ~ P l you
e don. It could be a csrtlc (new or ruined), some
Rwcuing P&omm Valuable or i m p o ~ t ~ t prefer). With indoor maps, you'll need to note caves. catacombs beneath a city, an actual
p e m M being held pdsoner by M evil group walls. doors, corridors. secret doors, uaps, slid- dungeon once (or currently) used to imprLw
(bendits,ow,ampgic-umwlthallies).Thepar- ing walls, monster lairs, and masure ~ C ~ O M people,
. or anything else you can imagine.
ry may be hired, or may simply be seeking M Some sections of the map may be I& blank, to Some dungeons M site, which figure promi-
announced reward. T h e party may be the g u d s be fded in later. nently in the plot of the current adventure. For
for a pcmn negotiating the ransom demands. Remember that this setting can always be used example. if a dngon's crewre m e is the goal
Using a Magic porcpl: A "magic pormal" is a in later adventures; it may, in fact. become n per. of the adventure. the dungeon (the series of
device which magically sends ucnnues from one manent funue in the cmpaign. cave where the &on, ita ucasure, and many
place to another. It may be a "door" into an- related monsters live) is tied up with th, 1.
other dimension or world, and could become the 5. plah h t the SCCIhg Other dungeons M merely dangerou s
point of an invasion from the fat place! It could ?he proceg of placing the monsters. traps. where monsters dwell ... and where P O mpT80
h p l y be a way to force the party into a secret and ~caswesinto the adventure site is called to gain experience and IICMUIC by fighting chore
ppn of a dungeon. The ppny might be on a mis. "stocking" the rite (or stocking the dungeon). monsters. Such dungcons M god places to in-
sion to desuo the portal, or might be hired to First. place the Special MOM~CIS in their mas. ueeox a F"s power, but m a y ultimately I
reopen or finJa closed or loat portal. he portal along with their ucaaum. Then you may either satirfnccory because they have no rclaciona
mag be hown or seuet, and may operate both Rkct Other CRaNICS 01 roll for them at random, the rest of the campaign world.
ways-or one way only! using either the Wandering Monmr Tables or a The l e d d n dungeon is a number that identi-
Piading a h t Face The chmrtcrs find a listofyourown. fiespnnofthedunpn,andusuallyindicntcathe
long.lost m e chat was once human, but has
lived underground so long that mnny changes
have occurred (change of color, pnimal habits,
6.pill in theFLvl DetriL
After the moms have been stocked, you can
dungeon.
amount of kv 1 p m t in that Mp d the
l ne, or the "funIcvel:' is usunUy
the casim pnn of the dungmn-the place whac
infmvision. etc.). add details about normal item, sounds, smells, the Mlnllarmonsrur and can k tound.
and so forth. Tky to add enough detail to make lone, 4
Level 'Iko is mofc dangemvs than k
2. Dcddc cm asming the adventure interesting: They ought to be able as the numbcia inuenx, so dcu the danger. A
Decide where the adventure will cake plnce. to vkualize the sming as you describe it. and it dungmn my haw any number oflcvcl.
You do not yet have to make a full map of the should be convincing to them.Don't duow in
adventure Ute, but you should decide how the too much detail1 You may fmd younelf ducrib- W Q f W
M a will look in general. Aftcr choosing a gen- ing P setting until your players grow bored. You The Imls of a dungeon M usually buik
eral tppe of m a (some examples ace given be- will d m l a "feel:' in time, for the right vertically-one above the other. In mob
low), make notes on MYipeclfic ideas you have mount d%tdto add. dungcons, the deeper you go, the more danger
for special mom or Mas. To finish, you can make a Wand+ Monrm ous the advmture becomes. The entrance IO thi
table suited to the advcnnue. You'll only need a dungeon is usually on k l One. and nj,
few monsters-from 4 to 1 0 - 4 they should be pits, or chutes (sometimesm n elmton) lead to
selccted tofudre d, the =ring, and the the lower leveh.
map. For example, in ruins. the wand+ mon- Some dungeona may k built in the opporite
1 Caveao gs ~wampr I
stm wuld dl be scavenger rypes ( d o n crawler,
rats. gelptinow cube), giant bmlc, and special
way, with the more difkult lcvcls a h the
first. rather than below. A tower is one example
Monsters (1-4 hobgoblin patds, for clrsmple). ofthis tppe.
Some dungeons may k built horizontally
MIM~W
plsMinl with no a h or below the fint.A "low
When you create adventurn. uy to estimate level" would be a section ofthe dungmn furthe
3.sehcrspednlYonnen the difficulty the PCS will face. Encounters ftom the entrance, but no deeper or higher t h
Ibu should select (and not roll at random) which are too easy will bore the players, while the fun Iml. A group of caves is an exampled
some r p d monsters, based on the KC~WS~O; those which arc too powerful will h u a t c them this type.
thtse should be the main obnndc in the &en- (and kill their charmers, incidentally). If you There may be more than one entrance to a
cure. You may create new monsters if you need some help with his, read the "Balancing dungeon. All the e n u w need not lead to the
chowc. Encounters'' section from Chapter 7. fmlevel. Somemay lead M Y to other ImL.
F ~ example,
I if the scenario is "Recovering Don't be uippdup byddctails. Ifyou put bypasing the fmt.
R u i ~ "in a "Ruined Town"mthg. the cham- in a m o m r which can be hatined by only one when you design a dungeon, you may ILX any
ten might be given rhe miasion to cienn the yea son ofntcnek, p ' d bertcr be sure that the PCS m h d you like. It is mommended that you
out of humanoids M) that humans can re-occupy have that mtack-or can ouuun the moMcI. make simple vcrmicd dungeons &I, with more
the place. You m$ht place a few hobgoblin lain cardvlly consider alignment and abilities, as dangerous levcla below the fm level. You may
(15-20 ueacures in each), plus their pets and well. Lawfulr prcfcr Chaotic oppnenu. Two or fmd other rypa in published modules,and you
friends, as Special Monsters in chis area. more Name level clcriU can handle many leocr may C O M I N ~ ~more elaborate types after some
The rest of the I U ~ Mcan be fdled randomly. unded. Remember the demihumM abilities pnctice.
For example. in a "Rceovering Ruins" advert. (finding scmt doors, stone craps, ctc.), and add
ture, other animals could have crept into the N. special features for them. -*g
ins, including g ts. wolves or wild dogs, a When putting &rent monsters m e r in After plpung special monsters in a dungeon,
ghoul preying 0 lobgoblins, ctc. M setting. a& yourself one simple question: you may fd the mt ofa dungeon with creatures
& h a p p when dl thne ~ ~ ~ N I C J ye I& either at mdom or by choo*og. Many I
.
them for a month? The ~ n i n nshould be "sm. should be I& empty. Ifthere ate creatures
where, the dungeon will be too dangerous.
Im+e what would happm in the dungeon
Duo:Some tiny dam. ha by a spring mah.
anism, shoot out and hit someone (either aut+
M n The mom (or &.
item) movu (rum, drop, dors, k ,m.)un
or door, a
when the adventurers aren't sround. If the mon- matic hiu or by making attack rolls), for dnmrgc apemdly. It might be napped ita roll fot RU
nem would encounter cpch other often. they or some &r c&n (paralysis, poison, etc.). prix(&rirh-1, -2,or-JParrlty)rhDI
should not be enemies; otherwise. the dungeon Explosion: Something blows up, causing that the p a q mcw quicuy cncugh toprevent it.
could be ruined1 It would be neuly empty be- damage to everyone in the WCU-MYKCamount pod: Magical water hu a s m q c &ea if
fore the advennucm arrive. with all the dungeon or dice range, but a savin# thras VI. spells touched (or drunk, or sprinkled on xrmarnc or
tmuure in the lair ofthe Inn survivom. should allow damage to be reduced to half. something), such aa h d i . inflicting dy.nlp
To randomly stock a dungeon mom. roll ld6 Palling Irmu: A b l d (or rubble) t.IL when changing an ability role. making mmctbiq
twice and consult the Room Concmu Table. The somerhing is touched (or at random),suiki magical for a time, invisible for a time, m.
fmt roll is to find the contents (monster, m p , someone and allowing a saving duow vs. wan% So& The mom (or itern) makw man@
speeirl, or empty). and the second roll shows for uying to jump out of the way) for damage noises-moaning. rrepming. tdkhg, nc.
whether ueaaure is prescnt. (either a given number or a dice range). A kgC MNC ofapmon, moll
Po#: Lookslike poison gas, but a failed saving gadger (neuly anything you can imag
throw m l u in (pick one): nothing, ,dgglu, found. It ma be valuable, m+, too hasy o
feu, a terrible smell for ld6 rums (whuh may mose,pliw,Ledw~mnlt(m*.b
attract monsters or inclepx wandering monster a liar), cowring a trap door dam,atmwrc, m
1 1 3 4 5 6 chancu), anger (victims at& each other for
'
could be a utp doo
: This
1.2 Empty T----- ld4 rounds; a mving throw may be applied), or ,ae-d-l Kcm naira. elcsntor, magi
/ " 4-5
y % Monster
p ---
T TT - T- - - l paralysis. cal p o d to clscvhere (mother mom. nnolhe
IUwion: Something suange happens (but not IN^. anotherdungmn). ctc.
6 special ------ really; see phanrPvnd force, a magic.user'r Ikkk Moclrm: IhLapplia to rnynmdolr d,
s b e d away (or
spell). and the c h ~ t e r may listed mmuter. avch as: A no-hcndnl 4pr,
Use the fim roll to find the contents, and then the illusion mag have some other effm, such as acnrrion crawler th!awdks upright and hu ppn-
md across to the column under the result of the
second roll. If the m l t is "T,"place treasure in
the mom.Tr- is m l y found with a "Spe-
giving a fplse clue, luring charactem coward an.
other crap, nc.).
Lkhc A bdpht light flwhes, and all rrrine it
lyzing ten& for pmu, a wild bolc (a
man who teb long, &). a qwn 2
(haJf.sized haltling), a Mouth Hupg (who can'
cial:' In a room with monsters, determine the are ninded fo;a &e (a saving throw va. s&a sing but play8 the h d ) , M Ogfe Jd
amount of vcmre by the means described in
Chapter 16; otherwise, we the Unguarded Pea-
should apply, poviblg with a bonus or penalty m .
(loohlike an Ogre, but. .), d m f o n h .
theroll):- ~ WTbLUI: You may Ict yolu imaginuiol
sure Table below. Pit: A smion of floor civu wav. and lone. run, p l r c i such things as: werpon, whicb fl
Silver pieces are 'always pan of randomly some. or all)chulctersfallk, taking (ld4.'ld6; (amddngbythmuclvn),tlltingskulb,amrgi
placed treasure. and other items might be Id& ld10.2d6. ot more points of) damage. The cal itun or maaurc fund7 muck to chc floor (0
found. The DM rolls percen e dice, and if the
41 3
is equal to or lua than e numbu given.
chat rype of u e p ~ is~ prescnt.
e h u r e should
pit may have m e t h i n g at the bottom (spikes
for more damage. deep water. or a monster). It
wall, or ceiling), a q i c a l wcu (zero gravity, re
versed gravity, growth to double size. shrink a
may instead be a chute. leading down (a one- 1" tall; &I Inm until the chnrscte~leave th,
m l y be sitting out on the floor.You should de- way ride) to the next dungmn level. area). ahuge creature recently &in (m,big u
cide where the m u r e is kept (a locked chut) or Poison clrs: Victimc make wing throm vt. fit through the corridon--"But how did it ge
hidden (a hollow table leg, nc.). poison or d e damage (ld4 points. ld6 poinu. here?"). and so forth.
or whatever is dangerour but not deadly to most
ROom ~ m m charmem). Optiody, a mving throw VI. poison U?iadaiagMwrar
The Room Conrenu Table may call for the with bonum (+1. +2. +4) to the roll may be In a dungeon, monsters are often encounted
placement of a crap or "special." These are ex- made, with failure meaning death. Gaa is YN- in moms. The 10011~(may be their hiss9or the
plained below. ally in a container. released when opened. c m r u m may aimply be "passing through," hav-
P& Need*: This is a small needle. hidden ing lnirs elscvhere.
%P somewhere and neuly undetectable until a i . There encounters are with "Plnccd"
A trap is anything that could c a w damage,
delay or a magical effect to occur. The m p may dentally touched, when it will spring out and monsters-crcarure~mentioned. in the dungeon
be found, and possibly removed. by a thief char- poke a c h ~ n n e who
r tries to open something. description, PI being in one specific place. Hon
mer. l h p s may be placed on doors, mils, ceil- m r , monsters may plto wander around. and b
ings, room furnishings (table, chest, erc.) or Spdpl encountered during thcu travels. The DM doe
directly on a v e p ~ r eYou
. may combine craps, or A "spccinl" is anything you place which ia not not place thae creaturu in any OM rpor. In
place several in one area, but uy nor to make the norm& but is not a trap. m o k r , or trcaaue. stend. they are listed in a special wpndcriq
encounter too dangerous for the characters. Some typkal *'spednlr" arc: monster table. included with the dungeon de
Deadly craps are not recommended until the ALum: The noise -OM a speeirl monster, rription. This chart, designed by the DM, i
2nd lml of a dungeon (or deeper) is reached. OPCM dungmn doom, or has no &I at all. part ofthe design ofmwt dungeonr.
Some typical mps: ILlwion: A dungeon feature (stpin, room, One wandering monster cabk may be wd fa
Bladc: A blade sweeps out, down, or up, hit- door, monster, acasure. etc.) is not really there. an entire dungmn, or separate ILO may be mad
ting someone (possibly allowing a saving throw) but is merely a phantasm. for each level of the dungeon. A typical such ta
for damage. Map C h g c A shifiing wall moves after the ble is the Wildcrnua Encounm Tabk on page
C ~ N ~ CA: monster (snake, beetle. spider. a n y pwcs, cutring off their exit. Th mwt 95, which is furthe divided into subtablea.
ctc.) jump up out and gas one free anack by
gnd another way out of the dungeon. l?e wall
Shifu back h e r a time (1 turn. 1 hour, 1 day).
surprise. Running Adventunr
Tho Campaign Qmup
Normally, when a group geu together to play
the game, one player PN aa the Dungeon Mp(.
ter, who taku on the taaks ofueacing the world
and running advennun; the other mcmbem of
the group are the phycrs. Part of what we'll be
tnltingaboutinsdvuwayafcichcDMdphy
along and cooperate while playing th
CIS to get
game; some of what we'll talk about involves For example. it's not fnir m change the d e s dmmncn. If a fqhter hnr a sword out and
ways for the players to work with one another. unlm evervone knows a h t the chmsc. When charges at a goblin. the goblin is nor going m
D&Dm games usually work best with small you add optional r u h . apply them evinly w ev- think the fightet is friendly! The goblin might
groups-one DM and four to sir phyers. Experi- eryone. players and monncn. Do not make a. attack and might run away, but probably won't
enced DMs may choose to take larger roup .. ceptions: nick to the NIU. and be fair. uymtalk.
but the larger a group is, the lm in&duiit- More often, however, the chunerers will wait
tention each character will get. (In a story with a Tho Dunown Martrr'r Job and "ace what the monnus do" M o m they
really large c u t of characters. such M a disaatcr am anything. Likewbe, most momters will WJ-
movie, each individual character gets leas air A DBD game is basically a xriu of encount- ally wait mace how thechnrnnenM !When chis
time than istory with ismaller cast.) em. with othet d o n s (such as movement and type of encounter be&, you should make D II
problem solving) b m e m them.The dice Mof. action roll for the momtem, using 2d6. Up t
Dungoon Martrr Sotup ten uxd 10 find results when choicu must be thm reaction rolls may be needed to fmiah th
made. All the dice rolls M d e d "game me. CMWCltCt.
k d of Play chania:' The game ronriru mostly of tole plry- Likcwix. whmywfcelthacyou
A cnrchrlly designed campaign can handle in& game mechanics. and strategy. rter's or NPC's penonaliry, u can
characten of all levels. If your experienced play-
em have characters of various levek. be sure to
During M encounter. the players make the st.
tack rolls, damage rolls. and saving dvovs for
G
with reaction rob a~cogcther that e
playing the monsmINPC you
have play susions for the different levek of the their characters. You. the Dungeon Master. would act and react.
duuPctcrs. Characters should normally adven- make similar rolls for the monsters. plus other Whenever h e characten am& the monsters,
ture with other characters of similar level. rolls to find the monsters' actions (such M mc- stop rolling for reactions. The m o ~ will
w fight
Mi+ Lmls of Chmrers: During a cam. dons and morale). m ddcnd thcmaelves, and might run may.
paign, new chnrpcrers often enter the game, ci-
ther replacing last ones or brought by new The DM'I Rola RudqtheCnme
players. But at the same ume. more r ~ ~ ~ e s s f u l You will play the rolu of all the m o m r s . During moct o f a D&D game. the Dungeon
drprpcrcrs will wnunue to advance in arperi- townspeople. and othcf ucatlw eowuntued. M ~ s t c tkavn the decisions to the playem. The
a c e . Thii mates a large differencebetween the The b e t Dungeon M m t s M able to play x v - DM pments the setting-dnuibm what the
levels of the different chmrtcn. ernl toln i t once-such as when the characters chwtersret. offeringchoKesof&ar, andso
This difference can c a w great problems. As a meet another pmy ofadventurers. all played by fonh. But the wwtc of the game is determined
guideline. if the difference in l m k is five or the DM! by the actions of the patty, decided by all rhe
more.the characters h d d adventure ~pnrptel~. However.your creatures M not PI dctded M players. The DM CM almost rela and enjoy the
This guideline will not apply i t rill dmts. and the PG. and ue easier to play. Thdr actions are characters' p m g m as they explore. make maps.
should not be applied ro games wing retainers. &en dmtmined by dice rolls. One rule applia solve puzzles, and so forth.
The Prc-Game Checklist lists some things the to d the creacure~.even though there Mmpny The DM wvally dcnls with the chnrmers as
DM should find out before starting play for the different types: Imagine how the creamre feels. group, rather than the indiddulb. Horrvn
first time. The actions oficrrpwre Moftenderelmined when an encwnter be+. ichange OCNII.
by its alignment or IateUigence. POIexample. an DM uku a more active rok, bcwming t
animal is not very unm. and will m very aware of the actions of each character. The puy-
simply-hungry and hostile. n e u d and unwn. em have a more limited choice of d o o l as they
1. Do all the players know how to play? ccmed, or friendly. More intelligent ucaturu confront imonster or NPC.The DM pkys the
2. Hive you read t h i book all the way to the may be thinking ofmang different things;food.
end? Arc there any rules you're nor famil- role of each of the creatures cncountcd. and
u w c . home and friends. and so forth. decidu their OM whik considering thax of
When an enwuntet seems likely, think about the ehnnners. Game time pwr in "slow mom
3. Do you and all the players know why the how the mamru feel. and how they might act. tion:' as the DM c d y cumidera the round.
characten are embarking on chis new ad- When the encounter begins. you will often roll by-found action (10 scconds at a rime) an
venrure? dice to find the P C N ~reactions of the uearum. announces the results.
4. Ate d the characters ready to go and The results should be adjusted for the matures'
equipped for the idventure? intelligence. habits. and other d d .
5. Have the players chaxn a caller and a Imagine how your creatures will react to there
mapper? Do they have a piece of graph dangerous. Geedy charmers nomping m u n d
paper and a pencil, to map with? the caves! The monsters will try 10 w i v e and be
If any answer is "No,"stop to fu the prob- happy in their own ways, and will oftcn fight to
defend theu homo and m u m .
But remcmbu-dhugh the mon#cm may k
fightiq the chacners. yw M n u fighting the
The Most lmponnnt Rule phyus. If you try to e n t d them, they will en-
There is one d e which applies to everything reMia you. Pl1g the mla d the mofu(M, but
you will do M a Dungeon Master.It is the most forget them when they M s&in. Ihrir only pur-
imponant of dl the du!This is it: Be Fair. pae.inthelong~n.iswpmidcmturpinment.
A Dungeon Master must not take sides. A DM lacing the arperimce points earned during the
who liku his monsters and NPCS better than he Rtaaiom advenmre.
like the pc1, and maliciously sets out to abuu When an encounter begins. you may fiad the You h l d have mordr of all the mtlw
the P G at every oppomnicy, is not a g o d DM. miom of monsters by making Re&n rolb ( x c defeated by the party on an Adventure Rccdrd
As DM. you wiU play the rolu of the C M N ~ " R c ~ o M " in Chapter 7). The redo .re i Sheet (page 298). If nor. wkc a few minutu to
encountered, but should do so fairly, without fa- guide M playing th~monsten'response to the remember the uearurca e n w u n t e d .
voring the monstm or the chamctus. Play the arrival ofthe chuneters.
monsters M they would actually behave, at least An encountered creature might attack auto-
M you imagine them. matically Other m o m r s . however, do nor al-
The playus Mnot fighting or competing with ways am&. so be sure to read the monster
the DM! The c h ~ r ~ e may t e ~ be fighting mon- dncriprions cnrchrlly.
nm. but everyone is laying the game m have Many matures can be friendly or unfriendly,
fun. The players haw &n aploriry and euning depending on the situation. Their rcpnionr can
molepmuful ch-. and the DM hastun aomcrimn be determined by the nctions of the
e world in which the chprpctm live is only made of normal matter. Air &, and can be wnnkkd. hmpy p a y tube: it M addry. The SUrfDce
in their infinite uN. breathed. Gravity existsa,providing directions of is actually made of C C f O P h l (d nhn).W-
~~~~. "normal" adventure "up" and "down:' These thing8 m,h,change, p d by the mlgK needed to n n t c the vam-
Mlimitl&. But the D O e involva other and the plnyur Can PCNIDtely "vinmluc" where hok. Wormhckrey in &e. fmn a thick
p h a and rhings not f o u n z the "normal" their chprPctcra M. what d q M doing, and size to a pillpr or slightly c u m d wall.
world: the rhm-dimensionalunivene is only a what their m n d i n g s Mlike. The hnrdcst p m Each wormhok is wrally 10 miles long n
mall pan o f d t y ! There uc many other places ofadvcnnuing in Mher planes is visualizing what more. The network of permanent womhola be.
waiting to be found. The m a t common beyond they M like. tween the Prime Plnm and elemental plane
the Prime PIMC(the " n o d univcne) are the An adventure in a wormhole is much like a looks similar to the roots of a plant: each smd
other plana ofarltcncc. dungeon adventure. merely vertical instead of wormhole pins a k g e r one. until dl the amplln
Think of the entire normal universe as only horizontal. Air exists, and the flowthrough the wormholes COMM to one huge wormhole con.
one page in a large book. Two pages nm to each wormhole provides a gravity of som. Thus, the nected to the elemental plane itself.
other M touching. but M scpamre and entirely DM and playen can gtadually become w d to Creatures and h n g s in a wormhdc Mmagi-
different. Moving across one page doesn'r take elemental adventure by exploring the worm- cally changed into the "p'oper" ekmmr rhm
you to the n m one: you must go in a different holes, not visiting the orher plana until ready they m c h the elemental plnnc. unkrc pmcctcd
direction alrogether. In a simiimilnr manner. many for them. by powerful magic.
plana exist. and characten need magic to m v e l
from one p l ~ to e another. The whole network
of plana: Prime. Ethereal. inner, hd. and
Timr The E t h e r u l Ptree
outer. is called the muluwm. Timepprxs on the Ethereal Plane and elcmm. A character's fim expericme rich anothe
td plana just as it dou on the Prime Plane. If plane will probably be a shon uip into the E&.
adventurers explore wonnholcs and ahu nearby real Plane. Ether, the material of the Ethrml
Arrangement of the planesfor n w k . thm amkwiUhave ppged on Plane, appears to be a gray fog in io mnmi
Planes the Prime Plane when they rerum. However, rime
may pam at different mtcs-slower, k r , or not
form. If c o m p d (eithn by a ~ N I 01 C b,
magic), it is a sticky gmy solid.
Mast of a campaign takes place in a fantasy at all!-on more d m t planes. Any ethereal WNIC can searc the dimtion
world similpr to out own m e d i d times. That of gravity on the Prime Plane, but is not &med
planet. and the whok of that universe. is called
the Prime Plane. Qrrvity byit.Thuc,whiknhmpl,achnr~cterlmorsrhe
direction of "dorm:' but cannot fall.
One other plane couches the Prime Plane. the The ull created by very large mwcs mists
Erhcml Plane. PLO dlcd "the Ether." Travel to
or through it q u i r e s magic. The "distance" to
P
normal y on the elemental planes, but is m e -
whpt different on the Ethueal P~Mc.Creatures Virion
it cannor be measured in feet or miles: it is a in the Ether are not affected by gmvity, but can When on the Ethereal Plane, vision is IN
magical durance. in a magical direction. sense the pull of gravity on the nearby Prime with the same mgc as in a dark under8 I
A potion or m o r of cthcrerliry allows the Plane. corridor. Except for creatures, everything is the
uxr to enter. travel in. and leave the Ethereal m e color ( g n y fog) and t e m p r a ~ l c(about
Plane. Many s m g c momen wander through Vortrxrr mnd Womholrr 50' Pphrcnheit. or 10' CeMuc). so & v i h is
the Ether. including banshees and poltc Ltr nearly useless. All light S O U I Cfunction
~ Ilonml-
The four elemental plana of Air. E z P i i , A vonm is an invisible hok in a plpnc. with
elemental matter either whirling into or ctupt. ly (a tomh or lantern shining liiht to 30' range,
and Water ue "near" the Prime Plane (as magi. magicd light to greater ranges, ne.), but they
cal distances M measured). but do not touch it ing out of it. A current of clcmencil matter flows
in one direction. to or from the ckmmtal plane. only light the Ether, nor rcadhg into worn-
like the Ether does. To m c h an elemental plane. holes or into the Prime Plane.
a hole must be opened in the Prime Plane. and a If seen by a dcnn invisible spell or simila~
magic, it appepn PI a chimmedng m l o d circle An e t h d mv& cannot see into the Prime
tube must be created through the Ether, leading Plane unlew he use8 a demr imLiblc spell (n
to the elcmental plane. The hole is called a mr- from the front or back-but mnof be seen at all
from the side; it has no hkkncss. On the Prime similar magical &at).However,the g n y fog d
rex. and the be is called a vormholc. the M u may be d m a M din,wing bywhu
VOKCXCS and wormholes can be mated by Plane. the color of the vorm marchcr the plane
to which it leads-blue for Air, brown for Ea&, is nearby on the Prime Plane. Nearby v.tc~ np
prr s p h . and can be made permanent with pears asdnrk &r, and rock. ennh and wood as
wishes. Several permanent wormhola connect red for Fire, and green for Water. Other colon
match other more distant plana. On other even rhickcr ether. Dma rock and h v y mer&
the elemental planes with the Prime Plane. and (lead. gold, ne.), appear as d i d nhn (mp
elemental material is constantly flowing beneea planes. a vottm leadi to the Rime Plane is a
multi-colored awirl of% four elemental colon. p h ) . Fire on the nearby Prime PIMC .ppnn
the plana. This movement c m t c s wind, ocean as bright Ether. Ey notingthae chsnga of d m
currents. volanos. and occasional emhquakn. A vottcx may appear to float in the ah or lie on a
surface. A n a d elemental VORCXis always lo- sity (which &cct e t & n l movemat). a mrrkr
Expuienccd cnwlm of the planes from the CM I d What the MfldiUON M ncubg the
Prime Plane refer to the Prime Plane, Ethereal cated in the clement comcponding to its des&
nation (whirlpool. wkmo). but a m t e d v o m Prime Plane, or can at Iem make a goad v.
Plane. and elemental planes P( the inncrpha.
(by a &anspell) may appear anywhere.
for there Mmany other planes ofexirtcncc.The
A mumhole is a connecting pp~peeh e e n Bnrtbing
inner planes arc surrounded by the hd Plane.
which CM be reached from the Elemental or plana. It is simply a round tube with wrinwcd Chumem can breathe normally in the Ethc.
Ethereal Plana. Think of the inner DIUKS as a sides. nppcpdng very similpr to a dungeon corri- real Plane; the Ethu i a l f is a magiul, though
group of irlpnds in a w t ocean: this Ocean is the dor but without any cornen. However, a worm- stcrile, aiI which cptl Suppon life.
hd Plane. It is rimilar to the Ether, but much hole KUUYro be a vertical passage, rather than
horizontal. becaw of the cumnt through it.
larger. Acmrr the " A s 4 Ocean" are the ouru
plnes. the homes of the Immottpls and other Tmveling in the wormhole with the current is Movrmnt
d e r thin travehg against it.
SMOgC CfCUtUfCS.

Interplanar Ad!
A wonnhole is n m r
winding llong io entice a, I, bending and
Manyofthethiagsinddcawormholearcmadeof
thra io nunc.
elemental meterial (matchingthe plane to which
Charactencannot walk on the Ethereal Plane.
Without magical movement capability, a visitor
to the Ether cannot travel. A fly spell allom mr-
mal movement (12O'lmund): aporion 01-
ofe~~~givesthcsamerateoftm~r*4
Virurliring it I d a ) , but d e r elements and ueatures M of. spell would in the Prime Plane. Thus,a ha&
When you d d b e z dungeon roam or corridor ten prcamt. Wolmholer cannot be seen from the moves through the Ethu warding to
to the plnycn, thcy CM u e imsgine what it PrLnC P k . aad only the ouoidc a a be seen tionson the ncutq Rime Pkne,as rhorni
looks like. The chprscten' . Mnlwavs froln the Ethcr. ll~ outer surface looks k c a Movement in the Ethereal Plane ?Able.
I I
SCMdO - PDNVNIPIM
-
effected; the penalty applies only to reactions to drifts, with no life force left to hold it together. Effects on Magic
the creature of opposing clement. when the life force ICNUIM. it immedintcly forms
&ample: A party is attacked by a fire elemen- a ncw body, and resumes its "normal" life. The magical strength of any item in the Astral
tal, so their magic.uscr casts a conjure water ele- Disintegrate: This spell works normally except Plane is reduced by one; a sword +4 becomes a
mentalspell. Each blow from the resulting water against an elementalon its home plane. It causes sword + 3 in all respects while there. An item of
elemental inflicts double damage upon the fue an elemental to split into many creatures of 1Hit + 1 enchantment becomes nonmagical on this
elemental. bur it may make a saving throw (per Die each: the number of creatures is equal to the plane.
blow) to take normal damage. Hit Dice of the clcmcntal effected. Each new el. Thrce.dimensiona1 magic of mortals becomr.
Example: A djinni (good) meets an drecti cmcntil has only ld4 hit points. two-dimensional. parallel with the caster. Thus
(mil); each has a -8 penalty to all reaction rolls. Scone IO Flesh: This spell effects solid matter fireball would create a d i d i k e explosion th:
A kryst meets an undine (both good); a - 4 pcn- and often material over which the caster has con. might not harm someone standing very
nlty applies to all their reaction rolls. trol, and turns it into living matter. Each clc. the center. The caster can learn to rotate t
mental plane has a similar version. Each dimensional effect after 3 to 6 castings. so as co
Notes on SpeuS elemental version changes a d i d clement over be able to cause the explosion to occur in a non-
The spells learned on the Prime Plane usually which the caster has dominance into a living clc- parallel direction. In any event, area effect spells
function normally in the Ether and on the ele- mental form. Por example, the local version on will caux no damage if a saving throw is made.
mental planes unless effected by dominance or the plane of Water is ice ro warcrand fire to wa. Magic of Immortal origin remains fully three.
oppasition (see above). Most spells can easily be fer. The reverse of the spell has similar local ef- dimensional, On the Astral Plane. all mortals
vnnslatcd by replacing the terms "stone" with fects, but changes an elemcntal creature into suffer a - 5 saving throw penalty against magical
"solid clement," "water" with "liquid clement:' non-living solid form. For examplc, on the plane effectsof Immortal origin.
and "flesh' with "solidlliquid clcmcnt:' of Water, the reversed spell is flesh ro ice.
Spell-using creatures native to other planes
know "local" versions of many spells. These
The Outer Planes
spells include the clerical barrier. m a t e warer,
The Astral Plane It would be impossible to describe all the dif
and resist fire spelL. and the magic-user charm Much like the Prime Plane. the Astral Plane fercnt types of outer planes which can cxist in
person, cloudkill. fireball. delayed blast firebnll, contains vast reaches of nearly empty space. campaign. There are planes where dragons con
ice srorm/wall. lower warcr, magic missile. mass- Planets, stars. and other typical huge objects can from, planes where the Immortals live, plan,
morph, mow earth, pus-wall, statue, water be found here. Entire outer planes found "in" where many undead spirits collect, and an infin-
breathing and web spells, and a11 wall spells. the Astral Plane are bubble-like; completely iso. ity of other planes besides.
A visitor from the Prime Plane could learn the lated and surrounded by the Astral. Each of these planes can have its own laws
"local" version of these spells, if taught by a In the Astral Plane, all things appear to be out. which modify the effects of magic spells; each
friendly resident. Howcvcr. local elcmcntal vet. lined in a sparkling. shimmering substance. Mor- can have its own inhabitants and monsters, The
sions of spells will work only on the same plane; tals perceive themselves as flat, two-dimensional DM decides which ncw magical laws and which
a flesh ro ice learned on the plane of Water beings, while Immortals will be seen as solid new monsters appear in each outer plane.
would have no effect if cast on any other plane. three-dimensional beings. Huge objects that M To get to one of the outer planes. a character
including the plane of Fire (despite dominance). normally three-dimensional appear to be two- must know something about the plane; he can.
dimensional, Most outer planes and Immortal not simply infer that it exists. Then. he must use
Speb with Limited EReas comvucts will appear duee-dimensional. a garc or a wish to create a vortex or wormhole
Druid spells are uxless on any plane but the leading there. Nothing CM make this access per.
Prime Plane; they arc based entirely on knowl- mancnt; the end that the PCs enter disappears
edge of Nature as it exists on the Prime Plane.
The Astral Boundary one turn after it is created. and the end through
A cleric's m a t e normal animals has no effect The Asttal Plane can be reached from the de- which the PCs emerge disappears one rum after
on an elemental plane unless the local versions of mental planes by using a magical gate. or from the first creature emerges from it.
animals are well-known. A cleric's aerial servant the Ethereal Plane at the Astral boundary. From You can decide which outer planes 10 use in
spell has no effect on the plane of Air, but func- the Ethereal Plane, the boundary appears as a your campaign according to your campaign needs,
tlons normally elsewhere; the same applies to distant shimmering light that becomes brighter pvticularly when the charactersreach high cxpcri-
the invisible scalkcr magic-user spell. Weather as it is approached. The boundary can be crossed ence INCIS. If you wMt your characters to be heav.
conml has no effect on any plane but the Prime magically in either direction (using plane rravcl, ily involved with the Immortals. you can mange
Plane, Prime Plane insect-based spells will not etc.), but no permanent crossing exists or can be for a set of adventures to take place in an Immor-
work on any other plane. made. From the Astral Plane. the Ethereal tal's plane, for example. Create and use each
boundary appears as an unmistakcable dull gray. plane as you need it, and you will not waste any
Special SpeU Notes Magical sight can penetrate the boundary in effort by creating vast numbers of outer planes
Conjure Elemental: When a magic.user casts both directions. your characters may never visit.
this spell on the Prime Plane. the magic opens a
vortex on both planes (both the elemental plane
and the Prime Plane) and creates a tiny worm.
Movement Beyond the Multiverse
hole connecting them. The wormhole is very Normal movement when on the Astral Plane Unsuspected by a11 but the most powerful
small-less than an inch acrou-and it pulk a (such ai walking) is only possible when a surface magic.uscrs (M26+), beyond the multivcrsc arc
life force from the elemental plane through the is present. The usual means of travel is by flight. alternative realities, called "dimensions." It is
vortex. The life force appears on the Prime Plane Gravity is prcxnt only when a solid is nearby, guessed that other dimensions coexist in the
near the s cllcaster, and forms a body from ma- and has only minor effects (similar to Ether. same space as the multivcrse, yet cannot be de-
terial ne& Prime gravity effects). tected by mortal perceptions, Even Immonals,
To form a M y , the elemental life force can Magical travel loses one dimension of capacity. with their heightened perceptions, may have
only use material it is familiar with; a water ele- 2lcport allows three.dimensional flight, as the limited powers in alternative dimensions, One
mental must have water. an earth elemental fly spell (dimension dwr allows flight at half such dimension is the Nightmare Dimension,
must have earth. and so forth. When the magic speed). A fly spell allows kvitarion. A lcviration which is inhabited by creatures that haunt the
ends, the creature's life force gocs back to its spell is usclcss. dreams of mortal and Immortal alike.
plane through the wormhole. and the wormhole There are no signposts to inner or outer Past all planes and dimensions lies a ! ri-
and both vortcxcs disappear. planes, so it is very easy for the inexperienced to ous barrier. called the Dimensional vonex,
When seen from an elcmcnral plane, the elc- get lost; a wish or magical navigation aid might home to horrific monsters called "vortex crca.
mental Pffcctcd by the spell simply disappears. be critically important if adventuring here. tures." Here. even the Immortals fear to tread.
The material of its body suddenly dissipates and
is a chapter of opumal +mks you
inuoduce into your campaign if you
. 'Ibw ~h plso KM p t vraful c x m l c s
for way^ you, the DM,can modif) the gam; to
suit ycumIf. lnsrcnd of using the options in this
chapter, you EM introduce your own unique 2 2.200 4,000 2,000
modifKdOU6.
8.000

Ability Score6 and


7 70.000 120,000
Swing Throw6 8 140,000 250.000
64.000
120.000 120,000
In thc standard NICS, the only ability SCOR 9 270.000 .400,000 300,OM)* 240.000
that can pffect a saving throw is Wisdom (affecu
saving throws vs. spells). The DM docs. however, 10 400,000 600,000 600.000 360.000
have the option to apply ability sore bonuses 11 530,000 850.ooo1' 900,000
and pnnltinto ofhu saving Throws:
Stmgth: Modifes savin&throws VI. paralysis
and nun to stone.
Inre//i#ence': Modifier saving throws vs,
mind attacks (cham, mnfusion, m n t d , h,
fnblemiad, sleep. etc.). 17 1.600.000 2,350.000 2,700,000 1.200,000
Wiafm*: Modifiessaving t h m VI. spells. 18 1.800.000 2,600,000 3,000,000 1.320.000
Dcrrmiy: Modifies saving throws VI. wands
and dragon breath. 19 2,000,000 2,650,000 3,200,000 1,440,000
COnstinrriOn: Modifies saving thmw n. poi- 20 2,200,000 3,100.m 3,400,000 1,560,000
son (but MI n.death ray). 21 2,400,000 3,300,000 3,600,000 1,680,000
WmrLmS: No bonus to saving throwr.
Combined modifier c ~ n cxmd
m + / -3.
25 3.200,000 4,100.000 4.400.000 2,160,000
Death in the Campaign 26
27
3,400.000
3,m.000
4,300,000
4,100,000
4.600,000
4.800.000
2,280,000
2.400.000
If you want your campaign to behave more
like the f a m q stones you read or see in the
movies. you might get rid dsptlk and magM
iamr that bring pcoplc back to Me. T h i ~in.
dudes spells such as & dead, & dead h//j
mmcmntion, and done.
a.
Thh makes the campaign a lot more danger.
When a chprpeter is dead. he's dead. The
-zzq
* .^^
^^^

player characten will be a bit choosier &ut the


fighu they pick, and will run away from fighu
more &en. y h level chanmnwill be mer, as
bad luck and p Dyer l a p a will cake a higher toll. * Automticdy cakes damage from any damage-caurly spell or apell-litc etrSr, d l
This opdon givu charmer death more im- saving dum mcana '14 damage.
pact. It should be a d and m o m e n t a event **Gain Fighter Combu O p c i a ~l.b o attacks arc Pogibk at thb level.
when a character dim-not just a delay in the
pmccedinp. At beat, it shvpem the players'
F-ZKCPUOM Of hw mOSCd thUf C h a M r m are.
At worn. it l e d to general player diasptisk-
tion. It is not mmmended unlw the players him,hccanber~vcd.Ifthchcllcncanhcplhim DwaH
ue mature enough to handle losing a favorite
character.

Kmping Cb&nct.n Alivr


IVU is made at a penalty of 5

wounded-but he'll survive.


- (3~
up to 1 hit point 01 more, 01 the *ill
Atark Rdubiliwr The dwuffollowiq
whether it heah him up m positive hit point or
of
rules no l a y r
not). then the character is alive. He'r CrirLdly
A& Rank dun yw
mine how aell he hi~.
Attack R
to --
fnrtad, hc r o b o ck
hWun jut like afighar didenlicll
o
If you decide to ger rid of the renuremion
spells. you can plro adopt mother d e to make it
a tide harder for chnrpcten ro die.
For iostpacc, when a chnnrter is duced ro 0
hit poinu or below in m b a t (ot from death
spch). he'r not yet dead. He's uamnacinu and Dcmihumpnr and myrrio ue currently lim-
m ~ n a l l gwounded: if left untended. he will die. ired a~ to how high thq can riac in aperience
He must make a savin thm n. deuh ra levels. This is betause they IM &with murg
every turn. ~e d e s the X , toll on the m n i mote ibilities thn normal human ch.ncten:
he dtopa to 0 hit point: he makes another every it's a ruk that Le- them in balm~l.
round he takes additional damage. and every 10 H o m e r . in your own cunp+gn. you might
minutes (one cum) in addition. If he ever f.ils a prefer w pllow there dprvr m rn to 36th kvel.
roll. he's dead. jurt Wrc the n o d human clpna. Using this
If he keeps making his rob until rerched by a rule will q u k you w r e - d u n c e yolu cam-
h d i q cleric. l ~ m e owithl ~ the H&g general paignbdatxc.Ifyouwanttodothir,hneue
skill,oraommncwithahnlin~Dotimwmw sane guideliao.

---& . ., - .: .. .--
Spells: An elf following these NICS uses the tution adjustments no longer count. A player needs to adjust every damage roll he
same Spclls/Levcl chut as the Magic.Uscr clw. Special Abilities That Do Not Improve: makes for his character. With every roll. he notes
Hit Points: Above 9th Icvcl. the elf gets 1 hit Above 16th level, the mystic's armor class, one-fourth ('/a) the damage rolled and rounds
point per level, and Constitution adjustment! movement rate, numbcr of attacks. and hand- the numbcr down; this is the actual damage.
do not count. to-hand damage no longerimpmve. He does not Then. he notes the remaining damage; this is
Saving Throws: The elf s saving throws do not gain any new Special abilities; his hand-to-hand the nonlethal damage.
improve beyond the saving throws shown for the equivalency to magical weapons does not exceed Bath actual and nonlethal damage are applied
elfclass in Chapter 2. +I. to the victim's hit points. but they are monied
Special Ahilida That Do Improve: The mys. separately.
tic will still continue to improve as a fighter and When the actual damage plus the nonlethal
Halfling adventurer. His experience lcvcl will continue to damage equals the enemy's hit points. the enc-
Attack Probability: The halfling following improve and dictate how well he hits; his saving my is unconscious. But only the actual damage is
these rules no longer uses Attack Rank values to throws will continue to improve; he will con- "real" damage: the nonlethal damage "wear
determine how well he hits. Instead, he rolls on tinue to gain hit points; his thief abilities and his off' after a little while.
the Attack Rolls Chart just like a cleric of identi. Acrobatics skill (which is partially dictated by his In 2d6X 10 minutes. the victim will recove.
cal level. experience Icvcl) will continue to improve; and half the lost nonlethal damage. and wake up.
Wilderness Abilities: The halfling's wilder. (if you're using those N ~ S )he will continue to An equal amount of time later, he'll rccovcr the
ness abilities to hide himself do not improve improve his weapon mastcries and gain ncw gen- rest of the nonlethal damage hit points he has
with experience. eral skills. lost. He does not recover the actual damage hit
Hit Points: At 9th Icvcl. the halfling gets one Saving Thmm: The mystic's saving throws do points until he heals them through the usual
more ld6 roll for hit points, his last. Above 9th not improve beyond the saving throws shown for means. such as a CUE lighr wounds spell or rest.
Icvcl. the halfling following gets 1 hit point per the mystic class in Chapter 2 . Magical curing heals actual damage fmt.
level, and Constitution adjustments do not A character can opt to use Nonlethal Combat
count. any time he utilizes one of the following attack
Saving Throws: The halfling's saving throws Nonlethal Combat forms:
do not improve beyond the saving throws shown If characters want to fight to see who's the best
for the halfling clvs in Chapter 2. warrior. but don't really want to injure one an- 1. Unarmed combat.
other seriously, or if they're trying to knock out 2. A weapon designed to do nonlethal
an enemy without killing it. you can have them damage-such as a wooden practice sword.
Mystic use Nonlethal Combat tules. You can automatically count shields (except
Attack Probability: The mystic following spike-bearingshields). clubs, and the like PJ
these tules he rolls on the Attack Rolb Chart just weapons designed to do nonlethal damage.
like a fighter of identical level.
Procedures but if you do, they won't do normal damage;
Hit Points: As before, above 9th Icvcl. the When characters are using Nonlethal Com- they only do nonlethal damage in the cam-
mystic receives 2 hit points per Ievcl. and Consti- bat, they roll to hit and for damage normally. paign. A weapon designed to do nonlethal
damage docs exactly the same amount of
damage as the weapon it simulates-but it
can't be used to do normal damage.
3. Any hand.to-hand weapon.
4. A missile designed to do nonlethal
damage-such as a blunted arrow.
If the character is using unarmed combat or
weapon specially designed for nonlethal dam
age. he fights with no penalty. If he's trying to
use a normal weapon to do nonlethal damage,
-
he suffers a 3 penalty to his attack roll. Nonlc
thal damage makes it easier to conduct duels
capture enemies. nod ston amnle without kill
ing the1
The D&D@ uame Wol I
ndix describes fantasy settings for He renamed the nation afcer himself: It be- him; his children include Lady Adriana (age 20,
ONS & DRAGONSmgynes. Both came the Grand Duchy of Kunmcikm. Mari. a notoriously independent fighter), Lord Justin
(or within) a planet in the Prime lcnev he renamed Speculuum. a much more (age 18, a slight young man with a talent for
Plane known as Mystup. The settings arc made Thyatian sort of name. The Grand Duchy was mathematics and trade), and Lord Valen (age 14.
up of the Known World. the outer world cam. recognized by Thyatis as an inde endent nation; a clever and somewhat sneaky young man MX.
paign areas where charmers normally begin although its rulers never callccfit a kingdom, ious to learn about the world).
thcu careers, and the Hollow World. a mysteri- that is effectively what it is.
ous, gigantic subterranean world the characters Stefan Karmcikos set up his own allies and Population: Karamcikos is a divided land, its
can discover and explore later. The Known cronies as regional rulers. allowing the original majority Traladaran population ruled by the in.
World and the Hollow World have been de- Traladaran rulers to retain their baronies only vadcr Thyatian population. The Traladms arc
scribed in a long-running scries of game supplc- when they swore allegiance to him. a very freespirited people whose dress and
mcnts published by TSR. Inc.; what follows is a The Thyatian rulers. though they control the namn are similar to those of Balkan Europe. The
brief description of the two campaign areas. nation's economic and military might, don't Thyatians arc pragmatic and self.ccntcred. with
have complete control ofthc land. Karameikos is the conquering instincts of the ancient Romans
(with their tastes in entertainment. too). The
The Known World dark and forested, with hundreds of rquve
miles populared only by animals, by loggers and two elements tend to dislike one another greatly.
The Known World has CUIN~CSand a level of foresters. by non.humans such as elves and gob- s p o l l a u n : The capital city of Karameikos
technological development that rescmble the lins. The Ttaladuan forests YC an ancient home has a popularion of 50,000 or more (the Trala.
Europe of our Earth around the 15th century. to vampires. wcrcwolvcs and other dark creatures darans don't willingly cooperate in the census).
The Known World doesn't have gunpowder or of legend. Secret Traiadaran popular movements It features a great deep-water bay through which
the printing press, but in many other ways the oppose the Thyatians, occasionally sabotaging much shipping moves. the well-defended royal
two worlds arc similar. the plans and activities of their NICIS. palace of the Karameikos family. a foreign quar-
Late-medievalfeudalism is the most common Rulcr: Duke Stefan Karmeikos. thirty yerus ter, a dangerous slum called "The Nest", M V C ~
sysm of government: A nobleman, usually a older and more experienced, still NIW his land, merchant districts, the walled.off Duke's Park,
powerli~lwarrior, NICS a region of land, occupy. He tries to keep his nation strong. the better to and much more.
ing a stronghold (often a castle) at its capital, discourageinvasion from dangerous neighbors-
guarding the region and enforcing his laws with Threshold: This northern town of 5.000 rcsi.
such as Thyatis. He docs not actively oppress the dents is a logging and farming community sur.
soldiers normally drawn from the local popula- Ttaladarans to improve the lot of his Thyatians;
tion. The peasants of his region pay him taxes rounded by untamed wilderness. IC'san ideal
and services; he. in turn, protects them against the laws he passes are written to be fair to all. But home town for player characters. Threshold is
invaders and evildoers. Karameikos himself cannot enforce every law, ruled by Bpmn Halaran (also known as Patriarch
and many of his Thyatian subordinatesarc not as Shetlane, a cleric).
Just as the peasants SCNC the noble, so too S C N ~ U ~ O U Sin their dealings with the %la-
does the noble SCNC a greater ruler, a king or cm- darans. Kunmeikos' wife is Duchess Olivia. an Fort Doom: This is the capital of the Black &-
peror. The pmy noble sup lies taxes to the gle Barony, which is ruled by Stefan Karameikos'
greater ~ l e rand 2
. in u m n war S U P ~ O K him
with soldiers and additional money. and often
S
icy. intelligent woman who is a good advisor for
cousin, Baron Ludwig von Hendriks. Von Hen.
must campaign with his king. The greater ruler.
in Nm, is obllgcd to protect the lesser ruler's
claim to nobility, and to help protect the lnser
noble in times of invasion. The oath of mutual
service and support sworn between them is
known as the oarh offedrp
In the Known World. many nations follow
this pattern of government, and some follow
other patterns. Some nations arc populated en-
tirely by demihumansand humanoids.
W e a look at the color maps on pagn 273.
288 for a closeup look at the Known World; a
black and white overview map is found on pages
270 and 271. In this appendix, we're going to
take a general look at the nations shown on those
maps.

The QrandDuchy of
Karameikor
Description: This heavily-forestedregion used
to be known os Ttaladup. a "nation" that was
really a loose confederation of independent bar-
onies.
Thiny ycm ago. Stefan Karameikos, an ambi-
tious nobleman of the nearby Empire of Thyatis,
traded his ancestral lands to the Thyatian emper-
or for Thyatian recognition of Karamcikos' right
to independent rule of Traiadara. Spending all
his family fortune on mercenary armies. Stefan
Karameikos invaded Tmladara, quiddy conquer-
ing the nation's largest sea-port. Marilencv, and
settling garrisons in all the region's larger com-
munities.
driks is a dangerous man who terrorizes and b ~ . Populstion: The Alasiyan culture which is when some of the molt sterile desert areas were
talizes the populace of his dominion; he ah dominant in Ylwam is as harsh as the desert lush and green), and conducting negotiariona
conspires to take the throne of the Grand Duchy. that spawned it. The Ylari greatly admire the between the emirs of this nation and the rulers
Pon Doom has a population of 10,wO. desert warrior, the turbaned hero with hic flash. of surrounding lands.
ing rimitar and noble desert steed.
Mrrnrulc Opponunirin: The Grand Duchy
of Knrnmelkos really is a place of mysteries. So
Magic use is forbidden here: magic-users and
elves arc hunted down, tried, and executed
The Principalltlr6 of Olantrl
little of it is settled by hum- that there is when their presence becomes known. On the Daaipcion: This forested and mountpinous
endlnr oppomnity for adventure in the na. other hand, clerics are venerated in this land. northern land is a msgwncg. a land ruled by
tion's woods and northern mountains. Ancient The Ylari follow the philosophies of AI. magic-users. clerics are outlawed (they're sen-
ruins lie here. long forgotten by the ?hdadms Kalim. a wnrrior and teacher who died (or em- tenced to death when found).
and not yet discovered by the Thyatiw: There barked on a Path to Immortality) a century ago. Gland is divided into many principalities,
M lairs where vampires lurk: there M caves each of which has its own ruler and l a w
His dream was ofthc Desert G d e n . all the des-
from which goblin and bugbear raiders harry iso. ert lands of Ylpruam transformed by work and Aalban is famous for the machines and de-
laced smlements; there are hidden camps of Tra- cooperation into the greenest and fairest of vices its &en make. B e k d z is home to
Indamn freedom fighters who plot the downfall lands: when the Ylari need something to unite elves who M famous for their mclPlvorkr and
of S t d ~ Kmcikol. them. they use the words of AI-Kalim. their fine black lace; the elves in this nation live
Though the clans and tribes of Ylwam often more like humans than elves, dwelling in fine
The Emirate6 of Ylaruam war with one another, they willingly forget their houses and cities rather than sylvan communi.
differencesto band against foreign invaders, but ties. Bergdhoven is famous for its flowers (and
: is a desert land, all blazing
D a n i p i ~ This the dyes and perfumes which come fmm them),
sun. rolling dunes, and widely separated oases, just as willingly renew their internal struggles
once the invasion is thrown back. its cheeses, and its jewelry and guneuners.
similar in appearance and culture to medieval Blackhill is best-known for the quantity of its
Arabia. In recent centuries. the Thyatians and Ylaruam: The capital of the Emirates has a
Alphatinns have come to Ylwam to conquer; fruits and vegetables, and for the coal mined
population (counting surrounding farmlands) of here. Boldavia is a major supplier of salt (mined
they moved in from the south and the n o h and 20,000, about one-tenth the population of all by convicts and slaves) and ice (shipped hutily to
fought in the center, their wan going on for dec- the Emirates. It is a tmde city, through which
ades until the Ylari people threw them out.
G l ~ uCity i and other places). Caurenze is bea
paases much of the agricultud bounty of the known for its graceful m b l e architemre, and
Ruler: The Sultan (Emperor) of the city of land: herd-beasts ofthc desert nomads, grains of for its gold mines and fine weaponry. E m is a
Ylpnmam. a direct descendant of AI-Kalim,is the the farmlands. fabricated goods ofthc renowned land of more traditiond sylvan elves. who arc
titular ~ l e of
r the nation, but he don not have craftsmen of Ylpruam. fme bowyers, woodworkers. and nnisu. Klantyre
absolute power; his Grand Vizier wields consid- Advcnnue Opportunities:Adventures in the is a major supplier of wool and mutton, lumber,
erable influence, as do the individual cmin Emiratescan include repelling Thyatian invaders and heavy woodwork. Kmndahar is a producer
(kings), maliks (dukes). beys (counts), and from the south, grueling trips throu h the des of silk and leather goods. fine beef, and yogun.
sheiks (viscounts). ert. exploring ancient ruins (datingm!m a tim; New Averoigne is best-known for its wines and
the culinpnl am.
Ruler: The " ~ kof"Glanui is n ~ ~ n l al y
council of ten wizard.pMces ruling a very &I.
cient bureaumy. The government needs to be
&iient: the rulers like w plot against one an-
other, but do not like the basic work of rulership.
All rulers in Glanvi are magic-users or elm;
thoae who cannot cwt spells cannot rule.
The ruling princes include: Adban-Prince
Jpew von Dndrenfels (human): Belcadiz-
Princes Carnclia de Pcdorias y Belcadiz (eo,
Bergdhoven-Prince Vansetie Vlaardocn XI (hu.
man);Blackhill-PMce Volwpin Aendyr (hu.
man): Boldavia-Prince Morphail Gore-
vitch.Wwlany (human/-vampire);Caurenze-
Prince Innocenti di Malapima (human); Ere.
wan-Princess Carlotina Brewan (elf);
KIantyre-Prince Brannut McGregor (human/
lich); Krondnhar-Prince Jherek Virayana IV
(human); New Averoigne-Prince Etiennc
d'Ambmrille (human).
Population: The population is a blend of
many ancient cultures. including very urban
elves. descendants of Alphatians. Thyatian colo-
nists, Imladamns. and even lycanthropes and
vmpires.
G h t r i City: The capital ofchii nation, where
the great college of magic is built. lies in a lush
valley where two rivers meet. The city is criss-
cmued both with roads and canals. It is a very
sophisticated community, where magic lights the
s t f ~ t s ,where gondolas and hansom cabs canvey
paasengem from point to point. and where every
l m r y imaginable is available
'"I" I
..

Mrrnmrr Oppormnitiu: This is a good set- fkllpc This is the @cat eppirnl city ofRc€k- R k There Mfive &riff+ Seashire:Jger.
ti^ for a campaign if m m of the characters M home, built at the foot of-and kncpth-POint vonhurybooa;Highrhire:MulthimGIcykud;
magic-wn(and none wertly admiu to k i n g a Everan, the d c n mountain of Rockkme. The BMlhin: Mamgh t i d e h g b ; Hcuuhire Dc-
cleric). With the p a t college of magic at hand city is divided inw two pans. U w r Dcngnr @op. lune Darkcyu; rldldlk sildii *.
to pmvide accidental monsters. new spells. and dation 15.000. including 1,500 humam and 150
unintended p o d s into new worlda, there SI a hplflingr) is a n m g , walled city built phout- PopJulon: The grcar majority of midauof
steady supply of adventure opportunity here. ground at the mountain's h e . Where the city the Fiw S h k M h u g s . But. while molt hue
abuu the mountain. a great runnel l e d down to mans chink that halflingr M peue-loving and
Iawer Dengnr (population 4O.Oo0, indudii 400 harmless, there M many Wi adventurers
Alfbeim and buccnneen in thu region.
DaaipriOn: This nation is a homeland of
humana). a sprawling city built in an monnow
serin ofrrpnupl cavern beneath the mounlsin. Mrrntare
..
: An on invasion is
elves. Once a featureless plain, it was magicnlly always p i b l e ~ be pdt c f u l w
mansformed into a deep, dense forest-ominous M v e n r m c Opponunitia: Raids by huqan.
oids fmm the Broken Lands M common. as M PCS who stayed amund w help.
w wuiden. but a cheerfulhome to elves. This is
P landof enormous ueea, of clven cities made up ambushes carried wt by both sides
, .
I: of tree.hourer hundreds of feet in the air and Thyat18
connected by d e n walkways. It's a plnce Soderfjonl, Veitland, and lk&&e Thyatis a K d d e empire,fa-
wherefew non-elves come unlm they are invited OItland mow for iu imperial hltory. the cunning md
or M attempting to invade. &uy of io leaders, the dspdetxc af i a en-
M p t i o n : These thm nations, living in teminmenu. andthemightofiuumy. Innuny
Rulcr: King Doriath is the day-to-day ruler of chilly nonhcrn coastal lands, M dl similnr to Vi-
tbe elvn of Alfheim; long-term decisions arc ways, it rcsembla the h a n Empire 01 Byrm
king cultures. The SoderfjoldJuldomis a poor tine Empire whm iu umia were d i c v i q heir
made by the Council of Clans, which consi~t~ of nation full of contentious jarla (earls), and con.
the King and the Clanmasten ofthe m e n major grcatm victoria and i o c o w was well inw iu
stantly plagued by humanoid i d e m . W a n d decline.
elven Clans of Alfheim. is a mainland country with a history of milituy The Empire dlllyatis COMins of the King-
Population: The people of Alfheim M all achievement. Ostland is an island nation with a dom of Thyatis, the Pearl l r l ~ d (an
s irluld M.
clves--crcepung residenu of Alfhcim Town great ttadition of ~ ~ l n n s hand
i p pirpcy. tion with a p ~ ~ d o m i n ~b dk yk POpulatiOn).
(lO.000 humans, 300 dwarves. BOO halfline, Rulm Soderfiord Jvldomr: Scderford the r a t e m hpLf Or the lslc d Dawn (an i b d
and a few orhen). The elves here M much as docm't have one N ~ Ieach ; jnrl has h b own very settkd by humans from man di&mt rsca).
they arc in other puts of the world: Lithe and small independent nation. Vestland: King Ochnks (an island mded by %eandnnuof&
mysterious, magical and merry, they M wor. H d d Gudmundwn. P modem and fr4 mlc* n myrteriouc, ~ ~ p p ~ - ~ewemenk i ~ e erlkd
d Al-
shippcn of nature and growing things. They M
no friends of the dwarves in Rockhome or of the
advised by a council of rcprcsc+d wh phatians). and the H i n t n l d (the nonban
jungk fringe of the Murhern continent). M.
tlpod's nobks, craf~ guildmuterr.
humanoLls in the Broken h d s . dcrica, and orhem. OsW:King we'll dcnl only with the nation of Thyacia. b a t
AltWm Bm:The ciry that visitors M most Eye, a middle-aged and uadkional of the empire.
likely to see is Alfheim Town, which has a popu. internt in NIC has waned in the tcll ycpn sinrr Thyads is a d y flatland (with mounmins
htion of 15,MK)-BO% of which is non.elven. his fm wife and unborn son diu&-), boldcring it to the north .ad running tbmugb
and Quem Yma, H o r d ' s p m b d d e : the Island of Hatch to rhe ouch). llwturrhu
Ahentare Oppommitia: Alfheim M a good niuch political porcr Iho lica in& hundc of west you go, the greener tbinga M;the re)tnn
p h to s p k low I d advennuen. or to bw de&#of the lmmomlOdb. border is heavily wooded.
sylvan adventures. Thyncia bordca the Bminta ofY*num w
PcpdathThemenandwomcnd:Scded- the north (and is notmally unfriendly with
Rock- jod. Vesdand, and C h t h d M a tnU, fpis ~ g . them). Kuuacikor to the wen (and mains
amipdon:This is a landoflow. fertile d e y s
sumudcd by high and VepChuMIl mountains.
ged bmd. Shr
P by their envimnnmn and
theu hktorics wufuc and nobk sdvemurc,
they'se a very aggmive lor.
friendly, although me day it will con un chat
~higdom),and the h(iaroM w
southwm (and lemninr friendly, u d c ~~luioar
GA?
Rackhome is the homeland ofthe Known K b t l d s u e cordial). EIKwheIC, the rmion il bounded
d-. md io chick ring of mountah Niu M W ~ Uoppamnitia:
UC Tnvckm in thnc
lands could run afoul ofostknd pinues, or help byru,whichhnveb+d~bccomean
rhcm well. bah dctcnrively and a C 9 t h d y . the Vesdand people against invluions from impomnt naval porn with a m d i h bo& Or
The dwarves build their communitin of tcade and pirecy.
strong stone, using theit famous engineering
aOuhcim and othn humanoid mu, 01 be
kills. Many Rockhome towns and village M ei- caught up in amdl.mlc & b m n n two R&: Thincol I (llhcol Torion). ThLKol vu
dm built pnnidly or complmly underground. competing juls in soderfjord. once a very fMlau gladiuor in Thyatb City.
M y in the I q c natutal cavern that rid. Many yeimago, during an invuion fmm tbc fir-
E% tetriwty. ms potent combination of
sunounding mountains. defensive none for&.
The Five S b l m amy e m p k of Alphatin, Thiacol seized c o n d
ofthe city's troop and rewlled the in&. tk
cations. and underground communities makes
Dadption: This conrtal nation that lia nonh
of Ierendi is the homeland of the hslflingr - ~-
the Lmci;n). XIGICOI is &I a grru
\

Rockhome diffmlt w invade. 'IPIrlrin in


("hin"). Though thue lands have brm three tighter;~isalmanMomLLhsdpoliticipain
R k : Khg E m u t XV (fnmedy BZm. son of times tukd by ouuidm (twice by o m ,once by the ~hyaunnmdition of Seceptiw. cunning.
Bofin. ofthe Everan Clan). Son of King E v w t dwarves), the Pive Shires M now rukd entirely and ueachery.
xn! Everan XV spent his early career p1 E m p e by bin. and ~Onnitutean independent nation
mt. if undininguished, military oftiter. He is a with a s a n g army and navy. Pqndadon: The p p l e of Thyatis pdmirc
-rptki?n, a glib and &able d r p d wha The Pive shirer region is a braed, deeply. f&ing ability a b d elre. They tend to be
newt w hu vye face w ouoiden. He is fond tmencdpicccofmllingland.Thelpndbquitc clew d m . Their politicinnr, mmhrno md
offinding enthuaipnic young adwnrum to Srnd fertile and hin fennerscaa get tvo 01 rhre+ hu- mbitiwr miliary ofticeu t a d to be none too
against thmohdng R m k h o n l c - t , thpt b, vear pu year; the Piw Shim rrpon a lot of uurrw~rthy,but the common advmnrn IC.
thnt don't demand he toll out the militnry. grain to Damkin, Glanui, and KuameiLao. linbk enough.
The Five Shi~nis divided into five regions. Thpcia City: llw capid and greatest city of
P q m h i m Almoa dl midents ofRockbomc d e d shires, each ofwhich is semi-independent
M dwarves. The dwarvn of Rockhome xan the Empire is Thyatis City, popullriw 600,~)o.
and ruled by a h e r X The shires include Thyatis City is justly renowned tor the mapiti.
d o 6 nuly. and aupiciow to outriders. but they
M mury and friendly among their own kind.
scnrhire, Higinhire. Buahke. Hcamhkc, and ancc diu mubk uchi- nnd dK mhhd.
SoUtIMhirc.
\ .
~ ~~~

r---
cation md decadence of io noble ruling class.
2 7 2 - w - .: .. I .
LlNDE

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GOBLINS 0
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I The World of Mystara

:I
i

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1
i

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e

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one inch eouals 1.700 miles


The Hollow World
t
I
I
A
Thyatis city is the mpirc's grcamt srrpoa, Sun-: The imperial capital of Alphatia a magnificent royal palace carved frorr
with an endoMd and defended h b o r , and is the lies in the southwestern region of the conti. white c o d . The king and quem of the Is
seat of the empire's d e and naval flmr. Like nent. It h a vast city of 500,000 residents. and u w d y popular advennrrer.hemr; hm
Mcimt Rome at the height ofthe Roman Empire. features innumerable huge palaces and other they Mwithout m e power and KIVConly
it is a vibrant. Fming+ty whose population is so enormous buildings. h the capital of a magical urehcads. Actual d e is held by CCICR~IIarurp
g m that it NP~Magnuut the very walls. whose empire. it is heavily decorated by and protected cratic tUnilin (making Ierendi M d w y ) .
people Me n W e d by gladismrial@e (the bv magic mells. and 18 often called the "cirv Law tends ro be informal. and c n f ~ ~ bv e drhe
colisnun seats nearly W C - I C Q ~ofthe
~ city popu- strong. Although Ierendi has a highly I
lation at a rime), and whose &me is virtually a Adventure Opportunitia: AI haria is a magi- sional navy, pirates often operate out of I
school for inmgue and dccqujon cal land that teems with wizarL. They like to waters.
Adventure Oppormniriol: Adventures in create n m spells (or steal them from one an-
Minrohd Guilds: The Minrothad dand duster
Thyatis can arise out of thqcmpire's efforts to other) or n m momen (these often b m k out of is a sydiciuacy: The government is tun by tht
keep subject states in line, tu conquer new terri- their pens and run amok). hcndrofvariouscradingguilds.Monofchmm
tories. and to explore nm tenitories to conquer. dunihuman. with elves being the majority.Th<
P O adventuring in Thyatis ktd IO be cautious Othrr A n a # of Notr
about how they deal with employers and nobles: oplc us ~ ~ t e . ~ n r i and
o u rc o n ~ ~ t i v pre
e,
taking care to make it h a d 1or unprofcable for Auuaghin C h : These grassy plateau. forest, Ling to war. ~b maintqm a ncutlp
their employers to betray thl.m. and hilly regions M inhabited by tribal herders position baween Thy& and Alphatia, wading
and hunrcn who live in small villages. All the with and vnnrponing g c d r for borh. Privatcer-
villagcn claim to be descended from the ancient ing. especially against pirates out of Ieiendi. i
Alphatla hero Auunnhin. If threatened bv war. thev will common occupation.
DacriptiM Alphatia is a mighty continent of
magic-wen to the east of the Thyatian Empire:
it is not shown on any of the maps in this vol-
ume. Alphatia rules numerous other lands: all The &oLm Land#: This wasteland of rugged out of the rugged notthern wast by nigh@
together, the main continent and its subordinate hills and mountains, infertile valleys and can- warlords-adventurets of exceptional med,
nations conninrre the Alphatian Empire. yon~,was long ago smashed by a man-made di. (level 15 +) who desire dominions of their own
The continent of Alphatia is a broad, rich land splfer. Sincethen,it has been an ugly and useleg Nominally loyal to Alphacia, the warlords haw
divided up into numerous interdependent na- land. shunned by all but the humanoids: count. their hands h l l with petty I d intrigues. incur
tions. The southwestern regions. the mas best less tribcs of om, kobolds, goblins, hobgoblins, sionr by unfriendly frost giants, and occasions
known to visitors from foreign lands, M sunny ogres. trolls. and other races who hate the hu. full-scnlei n d o n s by the forces of both Thyati
and temperate. good for fmlands and pas. mans who drove them here. They sometimes and Alphatin. Norwold has a long-standing
. "land rush" that is expected to continue into the

'
NKS. The notthwutern regions arc chilly and gather to mid surrounding nations. 'Ihese barren
mountainous.far wilder and Ins settled than the lands M harsh and dangerous. but m o r s I. forseeable f u ~ r ~ .
I.
south. The notthcpltem muon of the continent sisr of great magical treasures hidden here &re
is llso chilly wilderness: it h few human smlc- the cataclysm. Repablic of Dpmldn: This rqublic is cenfercc
1 menu. but is dotted with &arc&' towers and around the eppiul, Dmkin. Iundlh is bas&
'
the summer villas of Alphnaan nobles. The Caverns of the Shadow Blru: long ago. elves on trade f m Lakc Amorak (the lar5e iuland
southcpltcrn pan of Alphatia is flatland with who w i v e d the disaster chat created the Bro- lake), the Streel river. the -ern camvan route.
rich roil. thick with farms. The c e n d regions of ken Lands fled into the earth, fmding deeper and sea trade filtering in through the Wpheggi
the continent feature deep, danflrous forcsu and deeper caverns to shelter them.M y , from swamp. Dmkin is a plutocmcy: the govcmmcnt
where monsters thrive. whhuo dangernu elves their gray and cheerleg cavern. they interact is run by the wealchicst merchant families. The
,, live free. and where the most evil of magic.wets
conduct theit grisly nperiments.
with the surface world only to scheme to gain
control of Alfheim or to pit surface nations
culture resembles chat of Venice M Genoa in me-
dieval Inly. While the settled arcn M fairly
against one another. The shadow elves M very safe, the wild ~ earc( verywild.
I Ruler: Eriadna the Wise. Raised from child.
hoodtobeanletofmen,shesei2edtheimpcri.
al throne from her own father when the man
pale and f r d compared with outer-world elves.
Their society closed and insular; they fear and T I r a n ArchiFgo:
~ This duster of islands
is abaut 1,000 mles mth of the main wnti.
launched a costly, failed invasion of Thyatis and distrust representatives of outside races.
ncnt. What little is known about Thanegioth is
the Alphatian grand council of wizards threat. Thc Ethenpl Khanam These northern steppes buried in myth and superstition.but thcre is at
encd to remove the imperial throne from her least one plateau "lost world" ana. and many
. family line. She magically maintins her appear- M broad. flat, windswept grdands, ruled by
the Rolnndic riders of the golden horde. The islands have tropical jungles, wherein dwell
ance at 30. though she is pc~ally80 and has five Erhcngarians M steppe rides very similar to the primitive uibesmcn. aranea (intelligent spi-
adult children. ders), and h a (cat people).
Mongols. They M wry warlike, and when they
$ Population: The Alphatians M not native to choose to stay organized. they arc a great danger
chia plane. Their original home, fa^ away in an- IO nations all around them.Their "capital" is a The Hollow World
t
' orhu plane, was destroyed in a war of opposing
magic schools. The Alphatians came to the
Known World and settled, building a new em.
tent (yurt)city of several thowand citizens that
wPndcrsscmasthefucoftheKhanatcIands.At
its center are the pavilions of the Golden Khan,
The planet of the Known World is not a wlid
ball like our Earth is. In fact, it's hollow. A riny
i pire based on magic. a series of enormous tents surrounded by n sun hangs in the center of the hollow, and vast
. There M two kinds of Alphatians: common wooden palisade. polar openings permit travel between the inner
and putc. Common Alphatiarts have coppery and outer worlds. The interior landscape is called
skin and brown (sometimesred) hair. Pure AI. Wdann PmhoId8:The Heldann Ma barbaric, the "Hollow World,'' a place of ancient mystery.
phatians. a distinct minority, have very pale &-haired people who hunt, fuh, and mise The Potpr openings leading into the H o h
white skin and dark hair. Neither tace has a so. uopr on isolated farms. They M related to the World M ro huge that their curvature is very
cial dncs advantngc in the empire. pkople in the jarldoms. but acknowledge no very gmdual. That, combined with Jle fact that
' these regions M perpenrally shrouded in fog,
In the empire, all spellcasters arc considered ~ l c among
r thun~lvcrhigher than the individ.
nobles: nonspelkastcn have few rights. Spell. ual householder. Their culture is similar to that means that people can travel from the outer
casters and nonspellcasters live under different of m e d i d Iceland. world to the inner (or vice-versa) without being
sen of laws, laws which (naturally) favor the aware of it.
. spellcoten. Kingdom of Inmdi: The trading ships ofhren- The interior sun sheds daylight at all tiwr in
the Hollow World; night never falls. and creep.
di rival those of Thyatis, and the kingdom sports
tures sweptible to sunlight (such as vampires) Kingdom of Nithin: This nation, in the south- h g o m PLLU:West of Nithia dwell the -a-
arc rare indeed. western regions ofthe continent ofIciria, strong. gom uibamcn. They live in scattered villages,
The interior world has lone been hidden from Iv resembles the real-world settine of ancient where they herd cattle (aurochs) and gmw grain.
the outer world-the few o&r-world explorers Egypt. The Nithim Ma bmwn-ski;med race of The warriors are d, black, and fierce. holding
who have found it have either died there, stayed monument-builders. They arc a vety reverent their own quite well nspiOn the Je&, snd
h u e willingly, or returned without publicizing people, and their ruler, a Phnrnoh. is always a destroying occasional invasions by both the
their discovery To this day, the existence of the cleric. They are also a wealthy people. grown rich Nithians and Milenians. Their culture is much
Hollow World is not generally known in the out- on the grain they export and the gold they mine. like that of the Zulus of Africa.
er world. The Nithians arc the perpetual enemies of the
The Hollow World is home to monstem. ani. Milenians. even though great stretches ofwildcr- A DLD" Campaign Source
mal species and culturn that have long vanished ncss and hostile uibes separate the two empires.
from the cuter world. Every prehistoric animal Bibliography
species listed in the Chapter 14 is common in the Kubitt Valley: Lying south of the Schattenalfen
Hollow World. Here. tw, arc nations that M and north of the Milenian Empire is Kubin Val- Many of the places dncribcd or mentioned
ancmrs of many of the outer world's cultures. Icy. Adventurers who go there tend MI to come in this chapter have bcm written u as full-
The Hollow World was set up by the lmmor.
tplr of the Known World. Their influence has
bad. IC remains a place of mystery. B
length game supplement! publishe by TSR.
Inc. Ifany of thcx settings internu you, you
c s have planted here virtu.
kept the c u l ~ ~ they Mdphcggi &amp: This primordial swamp is in- can Iwk for the supplement corcqon&ng
ally unchanged; each CUINIC remuins frozen at habited chiefly by lizard men with M mly Iron to it.
the cultural and technological level it had at. Age culture. Their tribal society is mauiarchal.
tained just prior to being brought here. The and they follow the Immortal ffi. They often GAZ 1 The Grand Duchy of Karnmelkos
mnpr on pages 282 and 283 show several nations guide Azcan and Schatteenalfcn raiding parties GAZ 2 The Emirates of YI
ofthe Hollow World, all of which lie on the great a c m the m p to war upon each other. They GAZ3 ThePrincipalitiesc iui
continent oflciria. are otherwise very territorial and, especially, will GAZ 4 The Kingdom of IticL.uL
Imporrant N o w On maps of the Hollow kill Nithians (their ancient enemies when both GAZ5 TheElvesofAlfheim ,
World, the directions of Bast and West M re- lived on the Known World). GAZ6 TheDwerrcsofRakhomc
versed. an d e c t of its unique confrgurarion. GAZ 7 The Northern Reaches
M a r y Pirpnr: Shipping in the seas off the equa. (Werfjonl, Vestland, OsrJand)
Therefore, if North is at the mp.then West is to
the ri ht and Bast is to the left in the Hollow
torinl c w u of the Azcan and Milenian Empires GAZ 8 The Five Shires
Worli is often raided by the Merry Pirates. who live on GAZ 9 The Minrothad Guilds
islands many miles to the WCII. At times. the pi- GAZ 10 The O m of That (The Broken
rates will land and raid whole towns, and they &&
Modificatioar to Magic sometimes raid each others' base IOWMas well. GAZ 11 The Republic o f h t i n
M ic doesn't work the m e in the Hollow Their cheerful bluster is legendary, as is their GAZ 12 The Golden Khan of Ethengu
Worzas it does in the outer world. A complete daring. Their culture is much like that of the GAZ 13 The Shadow Elves
list of modifications is given in the HOLLOW buccaneers and pirates of the Caibbean. except GAZ 14 Avuaghin Clans
WORLD" b e d set. These M not given here so that there is no gunpowder. Dam ofthe Bmpemn Bmred Set
that players adventuring there for the first time clhyntis, ~lphnrin.ISIC ofmm)
CM discover the efku for themselves. Mi*nipn J h p k Similar m Clnsaical Greece at x1 The Isle of Dread mancrioth
its height, this em ire is protected by hoplite Archipclap)
soldiers with uutcfhelms, bearing long spwr CM1 Test ofthe Warlords ( N d d )
Hollow World Ana6 of Note and son swords. It controls mu& of southern Ici. M2 Vcngenncc of Alphlh (Norwold)
Azcan Empire: This ancient civilization of ria. lu people M well-known for their arcbitec- MI Talons of Night ( . e ofhm)
copper-skinned folk is dominated by jungle and re, building great homes and public buildioga HOLLOW W O W r nk e d %
slash-and-burn farmlands. The majority of iu of marble. exquisite statues and columned rem. HWRl Sons of Azca
population lives in farming villages, but the em- plea, strong mads and defensive walls. Their per- m 2 Kingdom of Nithia
pire has a number of large stone cities featuring petual enemies arc the Nithianr and the
Sehanenalfen, though they are &en raided by Nore: It is not possible to keep thne itma
ancient.style stepped pyramids. Although most in print at all times; some may k m e rare
of the people M of Neutral alignment. the em- the Merry Pirates as well.
and require comidernble effort to locnte.
pire is tuled by wicked clerirc who obey Atzan.
teorl, an Immortal of the Sphere of Bntropy Nathw Lmdx Thcx prehistoric plains, forms,
(Death). Suangers are normally captured and and jungles are thickly occupied by small uibes
smiticcd in this land. which is much like the of stone-age humans, called the Thousand
Aztec Empice at its height. Tribes of Neathar. The tribes often fiBht one an.
other, but will ally with MC another to drive out
Gentle Folk: These fornu arc home to pacifis an invader. This region has many dinosnurs and
elves. Their culture is basic (but more advanced other ancient Pnimds per square mile.The Nea-
than the Nearbar) and their society unspecial- thar l ~ g u n g espoken here is the Common
ued; the elves live by themselves or in smd tongue of all the Hollow World.
tMlily groups. Neither Neathar nor dinosaurs
willingly e n m the lands ofthe Gentle Folk.Ad. Schartcnnlfen Caverns: Subterranean elves live
venturers may find these lands a haven in which in the mountains bemeen the Azcans and the
they C M M I . Miledsns. These are descended from shadow
elves who found the Hollow World by accident.
JenniaLands: In the plains south of Dnagoro Actually caking damage from sunlight (1 hit
and xm of Nirhia dwell nomadic barbarian poindhour). they hate anyone who cpo with-
hunters. who f o l h large herds of aurochs (M stand the sun. Many f o h the evil Immortpl
ancient breed of oxen). They arc fierce mounted .
Auantcotl . . a f m which doesn't prevent the
wprriors with copper skin and bmwn hair who Schattenalfen and AZCMSfrom warring on one
Morn non-cavalry cultures. They war with both another whenever they chaose.
the T.nngor0 and the Nitlrians.
DVANCED DLNGEONS h DRAGONSa detailed NIC that includes more variables, dow. and often start with two or three spells.
* or
( the ADkDm game) was a development ing it to cover situations in much greater depth. The ADhD system Kparates character claw
o D m game that was fmt published in Since the ADhD gune is so much more m c . and character race. Different class and race
the mid-1970s. While AD&D products M not tured than the DkD game, it is used more often combinations are available (e.g. dwnd
directly compatible with this game, the guide. in convention tournaments, where consistent f htdthicf).
lines in this section will help you if you want to
use AD&D game supplements in your D&D
judging is most important.
The D&D g m c remains d e r to leam, faster
*A? e AD&D alignment system adds a Good.
Evil axis to the D&D game Lpw.Chaw axis,
game campaign or vice versa. to play, and easier to introduce new playem to. allowing greater detail (Lawkl-Good, Chnot.
de to D&D and AD&D game ic-Neutral. ctc).
pm ""Y
Ad w be given at the end ofthis appendix. The AD&D@ Core Ruler AD&D m e s ~ e l l arc
s more COmDlex. While
one or two cIcAcnts o f a DBD s p h may vary
The AD&D 2nd Edition core NICS indude: by CMCI level, any and dl elements of an
- Convert?
Why the Plnycr's Handbook (for players), the ADkD spell (range, duration, effect) might
At some time. you may wish to conven a char. Dungeon Master's Guide (for the DM), and the vary in this way. AD&D spells also arc more
acter. monster or entire adventure from one of first two Monstmus Compendium supplements likely to have multiple effects or reversals.
these gama to the other. (which contain monsters for the game). There AD&D game magical item PIC more com.
For example. you might be a D&D game M special rule supplements (the PHBR and plex; many have three or more separate hnc-
Dungeon Master who finds and really enjoys an DMGR series) and many AD&D campaign set. tions.
ADhD game sup lement. 80 you want to con- tings, as well as adventures. accessories. and even The systems have different combat round time
vert it to be play2 in your campaign. novels b w d on these game worlds. scales (&em encounter pacing).
Or. you might be a DhD game player who The ADhD system uses a 10-point umor c l w
moves to an M a where only the ADhD game is
played. You fmd a new DM who's willing to let
Qame Difference6 YdC.
ADhD game weapons inflict different dam.
you use your experienced characters . . . but The mwt imponant differencesfor conversion age against 1arger.than-man-sized opponents
fint you must conven them to the ADhD Nies purposes have to do with character generation than against smaller opponents.
system. and combat, PI these &ect game balance most Equi ment prices and encumbrance numbers
directly. Specifics include: we %fierent between the two systems.
The ADLD" Qrmr AD&D characters tend to have higher ability Some DhD optional NICS (Pightcr Maneu-
KOICS, cspccidy if some of the optional chu- vers. Weapon Mastery, and so on) have no
The ADhD g m e is much more detailed than mer generation tules M used. However,abil. equivalent in the ADhD system.
the D&D game. It has more character classes. icy KOICbonuses M generally gained at a mre Aside from these differences, the systems PIC
more dinment choices, more monsrers, and of 15 instead of 13, balanced differentiy. The D&D game retires
more d e s . Where the D&D tules system may AD&D characten usually UK different dice to player characren 8.1 level 36;the AD&D game
reduce a situation to one die roll or a single vuia- roll hit points (for example, ti hten roll dlo). encourages player character retirement abour
ble, the ADhD rules system often has a more f
ADhD game clerics get spel s at first level.
n
level 20.
-D
Converting Between the
Gamer Basic scores Use AD&E.SCO~* Use D&D score**
In the following sections. we’ll describe how Ability score adjutmenu Use DkD system Use ADkD system
to convert i t a from one game to the other. In
all c a m , wnsfeu of characten and other things * If the ADkD campaign uses the 4.die generation system, subtract 1from Prime Requisites and
h e n campaigns Mmonitored and approved 2 from other ability scores.
by the hosring DM. ** If the ADkD campaign uses the 4-die generationsystem. add 2 to Prime Rcquiaites and add 1 to
other ability KOICS.
IMity sm In addition, dl scores lower than the minimum the system rquirer for the claw arc adjusted to
One convenient assumption is that DkDm the mmimum. No KOR can be adjusted above 18 or below 3.
and A D O games M alternate realities, in al-
ternate dimensions. Pawing through the dimen-
sional barrier may cause certain changes to the WyslRnCc PDdrDSyncm PAD&DSymm
chnrpcter and his equipment. some of which Cleric Cleric if human- Human cleric
may not be immediately obvious. Druid Cleric if under 9th. otherwise druid. human only Human druid
For example, a character with a large amount Fighter Finhtcr H m m fmhrer
oftrepsure entering a treasure-poorgame, might
find most of his treasure h ~ p e a r s leaving
!
with the need to continue ventunng. Lkewuc
a low-level character, who enteu a campaign
where the average pmy INCI is high, might dis.
cover he has gained a few levels. On the other umm. no others Humm thief
hand. a powerful magical item that the DM
thought would be all right but is causing balance
problems might mplfunminn a few weeks or
months after passing t iensional barrier.

Characters Mystic -
When you want to convert a chmcts, _- Human
Monk6
tween the two games, use the following check- dual-claw Current active claw -
list. It will allow you to convert all significant
chnrnmr details to the other game. * ADkD spheres do not convert well. Use cleric, druid, palndin, or avenger, whichever is closest.
When converting a character from one game Demihumans revert to class. losing clerical abilities.
system to another, the character gains all atttib- ** ADhD character claw or race.
utes and restrictions of the race and claw he is t Optionally, allow a one-time choice of halfling fighterlthid.
be’ converted to. He loses any bonuses and tt Dctalled in the Oricntsl Advennun NICS book; otherwise dual-claw fightcr/thief (advances as
peaties he had under the old system. He makes fighter).
a& rolls. saving throws,etc., according to the Abilities and p e u that the claw don not have in the game system that has been converted to
new system. are lost. Thus a 15th level fighter converted to the ADkD system would lose the abili se the
The same principle holds for converting Smash maneuver because the ADkD system doesn’t have a Smash maneuver. Use the ibilim
equipment. spells, and magical items: use d e s for the system to which you M converting.
equivalent d e ofthe system you will be playing
in. For example, ifan AD&D game broad sword
does 2d4 points of damage. then iu DBD game To D&D System
equivalent d m Id8 points of damage (that is, Subtract I hp per H
it’s a “normal sword”). Subtract 1 hp pcr H
Any ability, skill. spell. item. spell. or other No change
detail that has no equivalent in the other game is Subtract 1 hp pcr H
lost, unless the DM makes a special adjustment Subtract I hp per HD if fipter oruy: A ~ D -
(see “Optional Class Conversions,” given later). add 1 hD wr HD if a tludonlv
When convening from the more complex Gnome. Subtract i h b per HD if fqhter only -
AD&D system, simplify game procedures ps Elf Subtract 1 hp per HD if fighter or ranger No change
much as possible.

’ ADkD character mce.


Unless noted above. basic hit points (those from Hit Dice) do not change. Thus a dwnrven
Kghter/thicfconvertcdto the DkD system would have a base number of hit points from hit dice
:qual to his ADkD amount. The hit point adjustment given above sre per Hit Die, not per level.
l k s c arc base hit points. to be modified by the Constitution bonus of the system you are con-
-
rerting- to. For high 1--1*, use the additional bit Doints Der level of the svstem to which voy are
:onverting.
Convening Chatacten lhble (eontinucd) Optional Clarr Convrnionr
Espclicna I m l To m D @ Syram TO AD&D@Syacan Many AD&D@class and me 0 p t i 0 ~will noc
1.12 No change No change convert directly to the D&D@system. c a p i d )
13+ One equals 3 D&D levels Three equal 1 AD&D level' multiclass and dual-class options. If the DM
wanu to cr;periment with dowing ADBD gam1
* Round fractions down. individualsto keep their special abilities, the fob
lowing guidelines M recommended. We stlong.
Note that lcvelsarc convened, not XP.For example. a 14th level AD&D character would be an Iy recommend that only chnrncten d e r r i n g
18th level D&D character. A 33rd level D&D character would be a 19th level ADBD character. from AD&D campaigns UM these conversions.
Multi.cl&ss AD&D characten use the level of their D&D class. Dunl-cleu AD&D characters we
their Mive class. Combination Single Wpua
The DM can always choose to'altet the level of chamten entering a campaign for purposn of Thnc are single-clnssed dcmihumans who ari
game balance. clerics, mngH. or thieves. Possible combinatiom
are given in the ADBD rules.
'UigNlUnr Hit dice arc the same PI humans of these
To D&D: Keep the Lpwful-Neutral-Chaoticalignment and w the Good-Evil axis as a guide to classes.
role-playing. XP cables M the same as the human c h .
TO AD&D Use past behavior as a guide to assign a Good-Neutral-Evil alignment. Advancement limiu M those of the dcmi-
human type. No spells or chief abilities in
sp*L crease past the last level, but the demihumar
Use the equivalent spells of the system to which you M convening. If no equivalent mists, rank abilities are gained normally.
knowledge ofthe spell is lost. Racial abilities M the same as the race.
Mdicln*Demihvm~s
the^ are treated as combination single classes
except:
The Elfclass is the equivalent of an 1
Use D&D system Use AD&D system fighterlmagc. An AD&D elf fqhter
convert8 as a standard Elf.
* However. the amount the character is I& with should be put into balance with the amount of Hit dice for d human and dmihuman dasser
treasure in the campaign the PC is entering. M both rolled and the mults M amraga
(round down).
The XP table of the cleu that gives the s l m
advancement beyond name level is wed.

,
Earned XP is halved.
Dual-claw HvmMs
These humans can operate in two classcs, sub-
ject to the following:
..-. They advance only in their d v e clnu; the in.
-1 toAC -ltoAC active class can be used but never improve.
They get the most advantageous saving throw,
considering class and level.
They can we any magical item available to ei-
ther of their classes.
They make attacks based on their class and
level-afightcr/thicf7/5 couldarcsJIasa7th
level fighter or bndwtnb as a 5th level chid
DdendPaladim
These CMbe dowed in D&D play at leu than
SLilL & Rofia&a 9th level, ifdesired.
TO DdrD Spccm: Weapon mastery of "expert" or better translates to mapon specialization for
fighter clw charmers only. If more than one weapon is eligible, the player can choose only one. Gnoma
The character is proficient in all weapons in which he has at least "basic" mastery. The following optional rules C M be ured:
Gnomn use haltling details unless othetwire
To AD&D S y s t m Weapon IpeciPliEption becomes a wea on mastery of "expen" in the specialized noted.
weapon. The character receives d additional mastcries 8ue to a character of his D&D level. Gnomes have the attacks and saving thm
Nonmnpon Use the closest equivalent in the current system being w d . dwarves.
Gnomes speak gnome,dwarf, goblin, anu ,.".
The character is subject to any class weapon limiu of the system to which he converts. If the DM bold.
docs not UM the equivalent system or if no equivalent weawn exists, the bendit is lwt. Instead of the hiding ability, gnomes have the
dwarf detecr rrnp and infiiviion abilities.
Monsters ConvUring Monncn Table
Use a similar system to convert monsters from Stabtio B DkW Syuur
one game system to the other. If a similu mon. Armor Class Use given Arm01 Use given Armor Clsss
iter already adru in the system you are convert.
ing to. use those statistics. Otherwise the
guidelines in the Converting Monsters Table can
be used. Given values uc chace in the system
you M converting from.
USCgiven Ro. Appraring
Additional ADBW Monstn S t h ~ i ~ elligent rnonscers savc
The following AD&D@statistics have no ud Icvel; unintelligent "8,- 1-el ne
D&Dmequivalent,but can often be found in the a fighter of half lcvcl
monster description. Including them is optional. Kindred of dernihurnzn
They arc as follows: a demihuman of equal level (cleric, mage, thief), it geu the but ' I
ORGANIZATION (tribal, herd. flock,
etc.).
ACTIVITY CYWE: (nocturnal, diurnal.
CtC.).
DIET:(carnivore, herbivore, etc.).
W A C 0 Use DBD attack number.
SPECIAL ATTACK: Use D&D equivalent.
if there is one.
SWCIAL DEPBNSE: Use DBD equivalent,
if there is one.
MAGIC RESISTANCE h m e no special
resistance to magic.
13 01 14
15
- 8
9
8
9 -
= 130114
15 ~-1
If you like a special monster power that does
not exist in the D&D system. feel free to adapt it
to your game. For example, although magic re-
sistance is not a standud d e , there is no reason
why a special monster of this type could not bc
introduced by the DM as a special encounter.

Magical Items
Magical items should he converted to an
quivalent item in the base system. For example, Uncommon - Rue
-......- -.,.... "..
""
Rare Uncommon I
the AD&D cloak ofelvenkind would become an Very Rue = Rue or Very Rare
elven clod, a wand offire would become a wand
offmbds, ew. If no equivalent exists, the DM
may decide that the item isn't there, that a com- E s h a r c from eauident
p m b k item has replaced it, or that he will modifter " D&D creature AD&D weaturc
Mlslatc the given item into the base system.
When converting AD&D items to the D&D
game, try to limit the number ofdfecw they can
create and simplify use as much as possible.
-
* This gives the D&D move per game turn. lb fmd the move per combat round. divide by 3.
** Read "previous system new wywtcm statistic" when making these conversions. The second-
ary item is the statistic you will need in the system m which you have converted.
t The XP tahlc is given in Chapter 10.
tt The D&D ddiitions u e given in Chapter 14.
Immortals and Deities
The lmmortds of the D&D system and the Shon Bibliography ofD&Deand A D O P m d ~
deities of the AD&D system should not bc con-
verted between the game systems. DUNGEONS &DRAGONS@Products ADVANCED DUNGEONS & DRAGONS
DUNGEONS h DRAGONS Game Produm
DUNGEONS k DRAGONS Cyclopedia Playcr'sHandbwk(2nd Ed.)
Measurements Dawn of the hpcm boxed KC Dungcon Muter's Guide (2nd Ed.)
b e measwements are not converted; use HOLLOW WORLD" boxed yf Monstrous Compendium I & 2 (2nd Ed.)
the equivalent measuremenw of the system to Wrath ofthe Immortnls boxed set kgendsdLore(2ndEd.)
which you convert. (1992 relnw) %e ofhfagic
Accurorics: AC series FHBR series
(includes Book of Mprvelow M a g i , Creature DMGR series
Canlo#, and Bcmk ofMmdmw Inventions) cutles:3-D ~ e ~ r y
Gazetteer Series: GAZ : accessory
Ciries o f M y ~ n r y 3-D
HOLLOW WORLD series: HWR
CREATURE CRUCIBLE" series: PC AD&W Serrincs:
Discontinued rules sew: r------

Basit b e d set FORGOTTEN REALMS. producw


&put boxed set WORLD OF GREYHAWK@p d u m
Gnnpsnion boxed KC SPELLIAMMER" Droducu
Masm boxed set R A ~ 0 F - pr;dum
r
h o m l s boxed ser DARK SUN* products
DM's Charactw Card
Put on 3"x5* carda for eprg reference.

Character Name c l p s s / L C v C l ~

Alignment

Su - Weapons/ F
XP
-I
Inr -
wis - -
Da - Permancnt Magical Item Temporary MagK/Charga
Con -
Cha -

Player N m c - -
(Special Abilities. Gear, and Not
01991 T8R. Inc. 41R M Q R m

- .
-
Temporary MagiclChqer I

Player Name .
(Special Abilities, Gear, and Nota on B d )
9 W l TBR. Inc. u Rkhb R.rmd.
Character Record Sheet
Chnmacter's Nme:

- Attack, Damage, Open Doors


- hgUw(s)
- Saving Throws vs. Spells
- -
Missile Attack Rolls, AC
- Hit PointsILcvd
- Reactions

Death Ray or Poison

Paralysis or nun to Stone

Ana& R o b AC: 9 8 7 6 5
AttackRollNecdcd: - - -- -
THACO

uipmcnt Carried

- -
-

lkwlrc 0
th ch.nnclNna
Carried: AtH lee:
PP: - PI -
gp: - Additional Nmcs and Tides:
p: - - cp: -
P: 6p: -
p: - cp: - cp:' -
tm: - gmr: - genu: -
Height: Hnir:
Weight: Eyes:
Character:

spul oflcvel: -
Name of Spell DcJEription in Brief Name of Spell
Adventure Record Sheet :I

!"
- ndex t o Spells
-
dimemion d m (MU 4)
disintegrate (MU 6 )
power word bliad (MU 8)
pomrrnd kill (MU 9)
This is an index of all spells appearing in this di-I evil (C 5) pone1 vord S N ~(MU 7)
Cyclopedin. The spells arc arranged alphabcri- dirpcl magic (C 4, MU 3) pre& wubcr (Dr1)

-
c d y , and each spell h u a norarion beside i t in diarolvc (Dr 5 , MU 5) Pl%mu!€d(uu9)

-
prrentheres. The lcrrcr in parcnthcscs stands
-
earthquake (C 7)
enrangle (MU 2)
produce luc (Dr 2)

-
for the type of apell ir is (C clerical. Dr Pmi=+ kye (" 6)
ESP (MU 2) pmrecuon fmm NII (C 1, MU 1)
druidic. MU magical). and the number
exphive cloud (MU 8) pmactloo fmm evil IO' ndiur (C 4, MU 3)
srnndr for the spell level (1 1s: level. erc.). faerie fue (Dr 1) prore+ han lightning (Dr4)
Therefore. a norarion such PI "(C 7)" would fceblemind (MU 5) pmImHn fmm n o d m*iler (MU 3)
an "7th level clerical rpell." Spells with mul- find the parh (C 6 ) mdonfmm pinon (Dr3)
.e notations appear in differenr places in rhe fmd traps (C 2) pluifv food and water (C 1)
.pU h r r in Chaprer 3. fingerofdcuh: rair dead (~mrsed) (C 5) qven (C 5)
fireball (MU 3) nLe &ad (C 5)
urial rmt (C 6 ) flnh to none: srme to f l e h (revend) (MU 6) mise d d fully (C 7)
MdYrC (Mu 1) flcming d k (MU 1) m d hpge (MU 1)
&ire dead (C 4, MU J) fly (MU 3) md magic (MU 1)
lnimitr obicru
--,----IC 61 force field (MU 8) reincarnation(MU 6)

I
~~ I

Mu-animalshell (Or 6) free m0MtCl: hold monncr (revend) (MU 5) remove buricr: kn*r (revend) (C 6 )
anti.plmt &ell (Dr 5) free person: hold pcfron (revenedj (C 2, MU 3) r e m cham (MU 8)
mri-rrunir &ell (MU6\.,
~~~
gnte (MU 9 ) I e m N l x (C 3, MU 4)
appetr: mwn inviibiliry (reversed) (MU 7) gew (MU 6 ) remove feu (C 1)
babble: speak with monsters (mrrxd) (C 6 ) growth of animals (C 3) e m p w : p~ (mmed)(MU 6)
bPn*r (C 6 )
blew (C 2)
blight: blnr (reversed) (C 2)
nll ligbtning (Dr 3)
CWT uiunl wounds: cure critical wounds (reversed)
(C 5)
cawdixwc:nuediresw(mcncd)(C3)
growth ofplanra (MU 4)
hnllucinaroq renin (MU4)
huden: d k l w (revened) (MU J)
hwte (MU 3)
heal (MU 9 )
h a t metal (DI 2)
hold animal (Dr3)
-kw,p
nmwe qunt: quclr (meld)(C 5)
ruLt cold (C 1)
ruLtluc(C2)
(C 7)
revem gravity (MU 7)
9)
caw fear: remove fear (revcned) (C 1) hold monster (MU 5) lhrhk P h U 8mnh O f p ~ ~(ICVCrxd)
U (MU 4)
cwac light wounds: cure lighr wounds (reversed) hold pemn (C 2, MU 3) dmce 15' mdiw (C 2)
(C 1) hold p d (MU 1) 4-P (MU 1)
c.w ~ r i wounds:
o ~ cure xriow wounds (reveracd) holy word (C 7) dowow: hnnc (rrrmsd) (MU 3)
(C 4) *e stom (MU4) an&c chum (C 2)
chmmonner(MU4) immunity (MU 9) rpnL wirh animd (C I )
chumperaon (MU1) infraviiioa (MU 3) rpnL wirh m ~ ~ (C6) e n
durm plant (MU 7) insect plague (C 5) speak with p1anu (C 4)
d.irvoytncc (MU 3) invisibility (MU 2) rpcpkwith the d d (C 3)
e (MU 8) imidbilitp 10' d i v r (MU 3) - N e (MU 7)
:#ate: ptc (revend) (MU 9 ) invisible d e r (MU 6) rtcelfonn (MU 8)
""&m (MU 4) ironfom (MU 7) nidu m ansku (C 4)
doudkill (MU 5) hod: (MU 2) atone to flnh (MU 6)
commune (C 5) know alignment (C 2) nonsfom,(MU 6)
mnfmr digrmm:know d i p n e n t (roemd) (C 2) lrvrtm (MU 2) n*g (C j)
conhidon (MU 4) lifc drain: mmre (mcrxd)(C 7) lymmon d (Dr 4)
conjure elunenral (MU 5) lighr (C 1, MU 1) NmmOn Ckmtd (or7)
collrac~outer plane (MU 5) l i m i n g bolt (MU 3) uunmoa ob@ (MU 7)
contingency (MU9) h t c (Dr1) m ~ (Dr 6)
l ~ m weather
continual dukncsl: mnunvnl light (reversed) l ~ c i r eobjen (C 3, MU 2) rvninl (C 7, MU 9 )
(C 3. MU 2) lotc (MU 7) md (MU7)
continual k h r (C 3, MU 2) Iowa wirer (MU 6) ymm (MU 8 )
conuul ~ m p e 10' ~ ~ (Dr
m radius ~ 4) ma& dwr (MU 7) telekined. (MU 5)
conuol winds (Dr 5) magic ju (MU 5) *w (MU 5 )
rclcpon any object (MU 7)
unteaiI(MU3) magic k k : magic door (mencd)(MU 7)
cmtc any monster (MU 9) magic miuilc (MU 1) timnmP (MU 9)
cmtc food (C 5) man charm (MU 8) uvupon rhm& plant^ (DI 6)
untc magid monsters (MU 8) mud invisibility(MU 7) tnnl (C 7)
cmre nonnal animals (C 6) muunotph (MU 4) mrCl (W8)
ucm n m a l monnen (MU 7) maze (MU 9 ) tN=k.ht (C 5)
u c u e pimn: neutralize poiron (mersed)(C 4) m d ID m d (DI7) Nm d(Dr 6)
crcue wrer (C 4) memr swum (MU 9 ) ventriloquism (MU 1)
uecping dwm (Dr7) mind buricr (MU 8) xlll ofLC: alrcmatc hof icy rmrm (MU4)
cute blindnecl (C 3) mindmulr: ESP (reversed) (MU 2) d of fue (Mu 4)
cure critical wounds (C 5) minor imyc (MU 2) d of imn (MU 6)
cure dLepr (C 3) m m euth (MU 6) d o f a t o n c ( M U 5)

I
cure light wound5 (C 1) ncurralizc poimn (C 4) warp d(Dr 2)
cure K ~ ~ Owounds
W (C 4) obliterate: rake dead fully (mcrsed)(C 7) water brcublng (Dr3. MU 3)
(C 6) obcure (Dr 2) wcarhucoavol(Dr7.MU6)
cum: remove wnc (mersed)(C 3, MU 4) open mind: mind bur*: (reverxd) (MU 8) web (MU 2)
d m (MU8) pan plant (Dr 5) wish (C 7, MU 9)
dukneu: light (mcncd) (C 1. MU 1) P d l (MU 5) wirud eye (MU 4)
b t h spell (MU 6) pcnnancncc (MU 8) wizud lod:(MU 2)
delayed blwt fuebd (MU 7) phnntpMal force (MU2) wizudIy (C 7)
dercn danger (Df1) plant door (Dr4) -(MU 5)
d e w evil (C 1, MU 2) &morph any object (MU 8) rordofnclll(C6)
dmninvisible (MU 2) POtYmoIPh nhcm (MU 4)
detm magic (C 1, MU 1) p+lymorph ~clf(MU4)
Magi4 Item Subtable: 1. PottOnr ............ 229 Thief Saving Thmn Table .............
Magical I m Subtable: 2. ScouI ......:. ......229
Magical Item Subtable: 3. WM&,Smvcs.
and BOCL .................
M a g i d Item Subtable: 4. Rin@ .............. 229
Magical Item Subtabk 5. Mircilvlwur
I t m ..................................
7 i - e T~ ~ ~~Table:
I Tteamre Clnicd ;. .......
229 Tmuurc Tms Table: TICMWCin Lain .........
M a g i d Item Sububle: 6. Afmor and TtoopUualible .....
Shields ................................. 230 lhning Uekd Table ........
Atmor Wur Modifier ...................230 U n d d Ammpu m Control 01
S p r i d Powen ......................... 230 Table ................
Magid Item Subublr: 7. M d e Weapons and UnpuudedIkamteTa
M*i*l ................. Uarucud Enne Table , ,
Missile Weapau ....................... 230 Variable Gem Sire and Quality ribi
Miwiles ............................. ,230 Wu M& Cambat Rnvhr a b l e
tuck Boll Modifien Table ... ................ 230 Water Movement Modititation Tabh
tuck Rob Table: All Wuncrcn MPgic.1I m Subtabk 8. Swords ............. 231 Wnpon Wloicei by %pr*ncc Lm
Intelligence of Swod ...................231 %ponSpedrlBffcrtlTable ....
T ~ J U IVduei
C Table . Primpry and E m d i n p r y h e n ........ 231 Weaponr Mpltev Tabk . , ,
M+I Item Subtable: 9.MLcell.nmus
Weapons ................. ........ 231
. .
W e a p i Table , , , , , , , , , , ., , .
Wildmew Bncounten Table .. , .,
M a g i 4 Bonuses and Modifin ........... 231
Mqicd Item Main Wlc ................... 228
Subtable: 1. Animah . .
Subtable: 2. Humraoid, ......
Magkd Weapon Generation Table ............ 230 Sububle: 3. Humans .........
Magir.UrrB.perience Table .................. I9
Magic-Urr Saving Thmma b l e ........... 19. 109 Subublc 5. srimrnm .......
~ V r U L*niU
y for W ~ p O n - U l ~k M
g terS . .
Subtable: 6. Dmpm , , , , , , ,
g Rden Effccti Table ................ 142 Table ................................... 81 Subtable: 7. lnrcu ..........
Muimum Hit Poinu (Demihumans) Tabk ..... I29
Muimum Hit Pointi (Humuu) Table ......... 1?9
Subtable: 8. Undnd ...............
Subtable: 9. U n w d ...............
M u h u m Splkplter Ability Table ............ 216 Subtable: 10. C w k Bncarnten
Mtuutemenu of h e Tme Table ............ 87 S u b u b k 11. City Bnmvl
Mcrcennricr Table .......................... 133 W d i n g Unumcd Combat
Miuellanm Siege Equipmr ...... 74 Table
Mi5cellmms Siege Machine
Table .................................. 124
Ma.lumIntelligae Table ................... 214 Chwklintr
Monster Rnctionr Table ...................... 93 AImDr and weaporu Initid BndUntmeDt
Mode Smns Table ........................ 103 Cherllirt ..........................
Movcmcnt in the B h d Plane Table .........264
Mysic Brpnience Table ...................... 29
A~RollChKHin:AIlU
BalancingBncarnten~
s
.......
.....
Mystic Savins T h Table ............... 30. 109 Combat %quemChcddim .. . , ,
Mysic S p e d Abilities Table .................. 31 Codicnce ChdU .............
Myn* Unumed A w k Rquinlmts Table .......30
N d Bvene Table ....................... 142
Enchantment .....
Enmuntcr chuklia ...................
N n r Table ................................. 65 EwionChccllirt ......
Noble Vislmr C m Tables ................... 141 h e Day Cheddh ....
Pueqelibk ............................... 71 Game '&m Checklist ........................
Petition Rnponeu Table .................... 223 Hand-m-W Weapon Adjutman m Hit
Piloting Skill: Types of V-la Table ............ 85 and D8mw ...............
RamAtepduTable ......................... 115 linofcnnmon ...................
Retainer ReuIion Table ..................... 132 Music4 Armor and Wcapau Cam .............
Riding Animd cmtr Table ................... 70 M L c e U a a m M a g i c a l l t e m ~.....
Room Contenu Table ......... ..... 261 MLccUvnsnu Magical Item Bnchurtment
Ruler Remioru Table ............ ..... 135 ChccWin ...............................
................... Mimile Adjunmenu m Hit kklh .,
~

Sailing Veseb Table 71


Sample S U Table .......................... 82 Movement. Mimile, and Spell Ruye, ...........
Saviag TIuows Table: All Chuuten ...........
ShipEvaion Tabk .........................
109 NPC RMlu for A+g Ch& .
,,, , ,,, ,
loo PI*-Game WlrdrLin .........
Siege M W e %ponr Table ................124
Siege Weapon5 Table ........................ 72
Skill Slot AcquLition (Demihumt) Table ......86
Skill Slot Acquwition (Humans) Table .
Spcciul Bffcrtl Tabk One: Blowgun and
Swcipl Btrmr Table Ifo:Blackjack ............80 I(md0m TICuute a& .................. 225
Special Bflmr Table Thrce: Bol.and Whip ......80 Sped.lAtI&Cherllirt .................... 116
Special Ikamte Vdue Table ................. 227
Specialistsand G a e d SUL Tabk . 116
116
SpcialistiTable ........................... 133 .6
SumriOaTablc ........................... 150
Sdvd in the Elemental Plana Table ........ ,264
Tactia Tabk (Optional) ..................... 120 ...........
............... 70 TaIgeI Cwer Tabk ......................... 108 ..............
%min ?dTec~soa Mmment Table .............88
ThicfBxp&nce Table ........... ..
Qeneral Index ChvPcar height and weight .................. 12 Lord .............. .................24
Chmuer movement mces .................... 88 DMmn IC= ....... ................ 146
Abilities.................................... 6 Chvucer Record Sheer ...............6, 149.2% Dynm ............. ....
Adjust ability acorn ...................... 7,9 Chvge ..................... ......... 154 Elemental p l m n ..............
Bonum nnd pcndtica ...........
w i for ..................... 88,95, LOO, 103
Ability check ..................... ........ 91.96
.................... 6, M n g ueuy~a ......................... 224 ........ 63,88
.......................... 116. 154 Delibcnte LIC ......... 224 .
, , , , , , , , , , 88
............................... 30 Random man .......... 262
Adventure Rccord Sheer ...... Citler ........ ......... ,154
Adventures ..........
Adventuring gent , . , . .
.. , . , .. , . , . 259. 260
......... 68-70
Clnnhdder
Clanmuter
.. ......
.......... ........... 134. 146
Bnerlly. rphercof ....................
Entropy, Qhcre of .........
219
.......... 219
M v h m ............................. 138. 139 Wmr ............................... 13.24.26 Bnvimnment ........
Aerial tnvcl ............................... 90 Cleric ...................7, 13.16, 134. 137, 138 Epic hem ...........
Aging .................... hd.ovning .......... ......... 16 ........ 8. 62-74.147
Alignment ......................... 10,11, 153 lkvciing ................................ 16 Equipment fnaor ..........
W i m b d s ................................ 21 8rhCled PIMe .............
.......................... 145 ............. 91,98-1W
...................17.8
.............62.64 Bxhpunion ................................ 88
Animals ....... ................... 70 ..........145 Bxperhrc ............ .....12, 127429,255
.............143,144 ......... 226 Bonuvr . , 12. 13, 16.
, 1.23.25.26.18.19,129
...... l02.105 PscrOI .................................. 117
Armor ................ 67,68,230.242,243,251 Aeriai ..... II4. 115 Gd" ........................
Armor dss ....... ..................8 ... 117
ArmoIdrtrtamufe ..... Naval ............ ......... 115
'4nitk .................. Siege ............ 115, 116 Brplontion .....................
.......... 115 B.tndmsge ............................. 108
A s c d Plnne ..... ...... 103.105 Pa-e ............................ 119
Attdbcncfiu .. Combat resulu ............ ........... 119 ................. 87
Combat wqucae .................... 102 .... 7, 16.19, 134,138
Attack nnka ..................... Confidencecheck .......... .......... 141 ..................... 17
Codiderne level ........... .......... 142 .......... ..... I7
Conniturion ............... ........ 6, 10
Mdifm ...... COnltNC7 ................. ..... 155,253
Aum anlck . ,. , . , .......... 154 mmvcr ............... 104
Authorities .......... ..........291.294 ........... 21
Avqu ............. PiIc ...................... .......... 116
................ ......... 108 F k mMeUVCI ............. .......... 103
Food .............. ......... 89,121,125
..... 100. 101 Pond much ....... ................ 121
..........72 ..............258 Pox" ................... ...... 118. 119
Ibgc dpmv ............ .......... 146
Porma ofnddnll ........... .......... 135
Buic tom factor
Buicforrenting
. .....
I.. .
, ......... 117
......... 117 D w r ............................. 61.64,79
Ponifkntiona .......
Pour Puhl ..........
.......... 137
.......... 223
&uCtin* nnr ........ ..........73 Dmnge bonura ............................ 76 G d l y ihed ........ ........ 73.74
Battle m h g .... ......... 117 Dpmngc to mrg*nl itcma .................... 145 Gplley ................... ...........71
Beginning rlrilla ...... ..........81 .................... 87 Gnme mvcnha .... ....... 291494
sclfy ........ ................... 150 Game day ......... .....9'
...................266 Game rime ... ..... I
...........150. 154 ................. 76.77 Game turn ........ ..... I
Bhpn ..... ..........62,64,19,80.81 Dehydnrion .............. G m .............
BoPrding ........................... 115 Demihumnns .............. Ocaenl *ilk .......
Bwt ......... Dcaignlng ndwnturcs nnd d u n p m .......259.261 G h l p u r l y * r ..... ...........25
Bola ......... ............. 77 Gift .............. .......... 222
Bombing ...... Government ....... .......... 259
Borc ... ............................. 73 .......... .... 6. IO, IO8 Grand abbor ....... ..... 31
Boa ... ....................... 62-65, 79 Missile a n d n d j m ........... 10 G m d muter ...... ..... 75
cplltopr ............................. I8 Dice ............... ........5, 148 Gmppling .........
GleU5 UIMtet .....
.... 115
........... 31
calling ........................... Dimend, ..........265
c m e i ........................... Dimcnai ..........265 Guild ............. ........21.23
CnmpriPldsmdtmc .... D h l ..........104 Guildmnucr ....... ...........23
Chloe. ...... D h C Wbcrd ........... , , . , , , , . 62,64.65,78
CUIiV3i-C ...... DiUICC Hplfljnn . . . . . . . . . . . . . . . . . . . 7.26,27,267
...... ..........
Dividing w ~ w c Hpmmcr ..................... 62,64,66,69.79
Cast s p d mancu ..................... 103 DM'r C h m e r Cud....... ...... 149,295 ........................ 30
Cut apcllr fmm I IC, rrmllr .......... 23,44 DominionC................ ...... 139-142 Hmd.to-hnnd mmbnt ....
O I d c enmuntera ........................ 95,% Doom .............. .......... 147 .......... 147
....................... 124 D n p n and dngonkinc .........I 1 5 5 Heding ...........
C i n p d t ......................... ................................. 89
CItegOries of lpeUS .......... .... 32 .. , 7,28,29. 134, 138 Hctbivole ...
Curua .................... ,64,78 ................. 95 Hide in SMOU .......... .22
c h n i n m d ...... .... ..........67 Dungeon lcvcb ...... ..........260 .... %,98.129
C h w of swes ........... h g e m Muter , .. , . ..........262 Hiring NPCI ....... ...........132
Chnocic e l l e n t . . . . . . . . . . . . . . . . .10, 11 Dungeons .......... ...... 260,26l ......... 8,I2
chvucer dul ............. .........6.7 Dvpd ....... ........7,2345,266 Hit points ..........
Charmer cmrion .......... ....... 6, 145 ................. 24
..................... Mintsu . . , . . ............31 Polcuc ..........
Modificn .... ...... ............a6
......................... 289.290 Money .. , .. , . 8,,62.130.126 ......................
Holy water , ,. .. . , .. ........ 6 2 , M Moaner ................. . 156 Pnioa duration ..........
Hone ..... ........... 70 Age ..................
Changing ..............................
. 215 Po&, ..................
Plirn, magid items . . . ........... 131
null poinu .72 214 ,,,
Humanoid.......... 155 Bnvivimnuarntal variatiory ..................215 Prime Plmc ............. ....... 263.265
Human8............ .. . 13 ................. 156 Pdmc
Immondity......................... 129 nquisitn 6.7.12.13.16. 19,21.23.25.26,28.29
.............
..........
Player c h u M t
. .. .. ..
Pmne churn0
................................ 98.100
Immond reiponr ............... Planat , , , hrsvit
........ .......................
I I

hmonalr ........................ 219-223,259


............................. :118
Reactionr Quick bade ntingr
Immunity ................................ 119 She ............ RIii .. 71
immunity to normal weaponr ................154 spellcmer ....... Ram .................... 73
lncorpondform ........................... 221 Sntistia ........ ........... 152 Ramming ............... .I5
lnfnvbion .............................. 24,25 Type ........... ....... 153.155 !61
Initindw ................. Momen .......... ......... 156.213.259 Range. weapon .... ..... 108
1mer planer . . . . . . . . . . . . . . . . Mode ........... .........102,103, 119 Rangu ........... ......87
IrJcetison ......... Monal form ............................... 110 R n h .......... ......69
............. 219 Reaction .......... ........ 93.262
invisibility ......... .......... 150 h d 1MpagCI ..... ......... 10.23
Javdn .............................. 62.64,79 Movement ...... . . 87.88, 103,263,164 Red time ... ...... 87
Jcwckj .............................. 227,228 RealitylM. ..... 148
......
Keeper afthe Relic Record keepin . 148. 149
145.147
M ~ i t e movement
r ntcs , ,
Knockout ......... ..........112 Overland movement ntel ...... ...... 21
Knmn World ......
Ladder ............
, , . 13, 268-289
,
...........74
Waat navel mte:
Mule ............
.. ~ ~ . .J, 132. 1%
....... 149, 150
kir ............... .......... I53 ............ 104 h r maneuver ......... ........... 104
knce .............................. 62,64.78 ................81
. . 17, 13. 25, 104 ................ 70
MuLtivetc ........................ ........... , 237.239
Mynic ...............7, 29.31. 134. 65
Nunelm1 .......... 15, 17. 20.23, 24,26.28, 31 146
Naval combat ............................. 115 Rods ...........
Net ............................. 62,65*79,80 ....... 5
Ncutnl rlignment ....................... 10. 1 1 ...... 87
Nor items and monncn .................... 148 ........... 135
.......... Running advenmi . . . . . . . . . . . . . .261.262
Nmmd ...... ...............
I53 Running lpeed . . . . . . . . . . . . . . . . . . 88.
Sailing ship ....................
. 103
...... 71
Nonlcthd combnt ...................267
Nonplnyer chuuter ........................ 132 Sulingvn+ll ........................ 71
lan ipell book . . . . . . . . . . . . . . . . . . 44,
. 148 Nonnandd wc~ponYIL . . . . . . . . . . . . . . .66 swing ttuw ............ l,109.266
Lowlife ............ ................. 156 Normal animd ........... .. .... 155 cleric ................ ...... 14
Mace ............. ...............61.65 Nmmdlpeed .................... 88, LO3 DNii ................ ......19
M y .................................. 20.26 .......
NPC liege s p i a l i a .....116 Dnrf ......... ......a4
Mmgi ...................................... 10 NPCl .................. , 149.259 Elf ............ ......a6
........................ 109.264.265,290 m.hdpenaltg ......... ..
so. 111 P i t e r .........
H m n g ........
...... 17
......27
item creation ...................250-253 oflids .......... .......138. 139
at&
Magid itam ................. 228,239-242.252 oil ............... .. .
, , , 62.65.69 ...... 19
M a g i d mixellaaeous weapon8 ....... 231.247-249 Oil d d u k n a ........... .....146 ............ 152
hdrpicpl miuile weapons ............ 230,243.244 Oil ofrncc&ht ......... .....146
Thief ..........
............. M
.............22
M+ t ~ c u y r e ........................... 224 oil ofsvnlighr ........... .....I46
MagidmpoM ..........228.230.231, 242.149 Omnivore ......... ........... 153 tpclb . . . . . . . . . . . . . . . . .
VI.
M a gk -wr ................... 7. 19,21.134,138 Open d m n ........ ........10, 147 scale d ........ ................... 67
hd.mning.. ............................ 20 Open !ak~ ........ ............ 21 &mlb ............ ......... 229.234, 235
Opponcnt rgpc ........... ......76 ............ 147
outel p k n n ............. .....265 knitor .......... ............ 138
Overland mwemeat ntc . . . . . . . . . . . . 88.89 ... r7,23.25.26, 104
madin ................. ............I8 Mung .............................. 256.259
.................. I21 ........... 223
........... 104 ...... 80, 150,154
........... 221 ............. 104
Manth ........... ................. 74 PaItial tugst ........ ................. I08
Hipping .......... ...... 5, 148,256,217 pprnes ........... ............ 72 ...... 62,64,6%66,I8
Mnp d e 8 ......... PCgwls .......... ........... 256 Siege combat
Muket qura ............ PCl .............. .............7 Siege quipm
Muri.1 .............. ............29 PCl kmrning Immor .......222.223 s i tpddil ............ 116
Muk ofB&eus ........ ........... 249 PeacMt ........... ...........138 Siege nushim ............ 112
M m ..................
lphea d .........
..... 31 PCrrifmdM ....... ........... 154 Siegcmpom ..... .... 72.74
M~ner~ .....219 Pkk pdeu ....... ............ aa s*sn ............ ...... 119
Mvimum hit poinu ....... 129 Pike .............. 62,65,78 SUI check ........ .......82
XdaYbllWalml ..... . 12 Pitch hm ............... ...... 73 Skill choice ....... .......86
M e n i q ........... .....222 Plncnnent of fipinu , . . , , .'. , . . 149 Skill mll .......... , , .. , .. 82
Mucenuiu .............. ........... 132 Pllnsl ofrrirtem ........ ........263.265 SUI slot acquisition . . . . . . . . . . . . . . . . . . . 86
Mercy .............................. I20 Plate mail ............... ............ 67 Skilled weapon ur ....... .............76
MiniaNre tiguhes ........ ............ 87 Player chuuter ........................ 7 skih .................. ....... 82-85.92
Missile adjusuni ........... 108 Poison .................. ........ 80,154 ......15a
M h k combat .......108. 115 Poleam ................ ,.. 61,65. 78, 81 Sh[ ............ 62,66,79
..........
Wenn ............................... 248.249
.......... 'Rimin ............................... 119. 153
Ttrrain cfIemr on movement ..................88
THACO .............................. 8.9. 108 Under*orucombar ........................ 115
................7,21.23, 134, 138. I51 Unskilled weapon uic .......... ........
16
Uac magid item mane~ver .....
...
266.261
Thought. sphere of , .. , . , .. ....... 263
Wmdering monster ..
Wandering monsten cher .............. 91
Tin ..................................... 102 Wanda ...............................129.236
hnagc .............. ............109 Timber fon .................. ........74 War machine ................. ....... 111
Bflm .......... .............32 Time (rounds. turns, days) . . . . . . . . . . . . .87 Wtcr rnnaponuion ..........
Dumtion ....... .............32 ............. , a 9
Immunity ..... ............15s ..........147.249
DNidL , . , .. , . , ...........41.43 .............. 75
bel ................................... 32 W a p n generation ............230.243, 244,247
'Ibvn tltMUty ............................. 258 Wcnpon mutcty ........................ 15. 110
Townr .................................... 258
.......... W e buau ...........
s
s
S
s
............6 1 0 '
s In I& .........
~, s Cdcd .......
Stronghold ............................ 134-139 .. .
Trebuchet , , , , .............. 13 Wokan ............
COnrINuion
Reoinenandd
........................
...............
135-137
133. 131, 139
&eofLik
Trceknper
......
.......
............. 146
............. 146
W l m d abilirin . .
...................11s Trident ............................. 62.66, 79
.... .... 111.1so ............. 117
SruMing ................................. I50 hpmovcmenr .......................... 121 Yard8 ..................................... 87
I

characters from ievels 1 games and characters into


Comprehensive lists of AD&W 2nd Edition game
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