ЭЛЕКТРОННАЯ БИБЛИОТЕКА КОАПП
Сборники Художественной, Технической, Справочной, Английской, Нормативной, Исторической, и др. литературы.



Table of Contents


   Introduction................................................ 5
         What Is Role-Playing?................................. 5
         Setting Up............................................ 5
         Cyclopedia Organization............................... 5

    Character Creation Section
    Chapter 1: Steps in Character Creation..................... 6
         Roll for Ability Scores............................... 6
         Prime Requisites...................................... 6
         Choose a Character Class.............................. 6
         Adjust Ability Scores................................. 7
         Roll for Hit Points................................... 7
         Roll for Money........................................ 8
         Buy Equipment......................................... 8
         Determine Other Numbers and Rolls..................... 8
             Armor Class....................................... 8
             Attack Rolls...................................... 8
             Saving Throws..................................... 8
         Note Adjustments for Ability Scores................... 9
             Strength.......................................... 9
             Intelligence...................................... 9
             Wisdom............................................ 10
             Dexterity......................................... 10
             Constitution...................................... 10
             Charisma.......................................... 10
         Choose Character Alignment............................ 10
         Select Name, Personality, and Background............. 11
         Determine Character Height and Weight................. 12
         Earn Experience....................................... 12
         Hit Dice and Hit Points............................... 12
         Prime Requisites and Experience Points................ 12
     Chapter 2: The Character Classes.......................... 13
         Understanding the Tables.............................. 13
         About the Classes..................................... 13
             Cleric............................................ 13
             Fighter........................................... 16
             Magic-User........................................ 19
             Thief............................................. 21
             Dwarf............................................. 23
             Elf............................................... 24
             Halfling.......................................... 26
             Druid  (Optional)................................. 28
             Mystic (Optional)................................. 29
         Chapter 3: Spells and Spellcasting.................... 32
             Introduction to Spellcasting...................... 32
             Clerical Spells................................... 33
             Clerical Spell List............................... 33
             Druidic Spell  List............................... 33
             Magical Spell  List............................... 34
             Druidic  Spells................................... 41
             Magical  Spells................................... 43
         Chapter 4: Equipment.................................. 62
             Money............................................. 62
             Weapons........................................... 62
             Armor............................................. 67
             Adventuring Gear.................................. 68
             Land Transportation Equipment..................... 70
             Water Transportation.............................. 70
             Siege Equipment................................... 72
         Chapter 5: Other Character Abilities.................. 75
             Weapon Mastery.................................... 75
             General Skills.................................... 81

         Rules  Section

         Chapter 6: Movement....................................87
             Time...............................................87
             Distance...........................................87
             Movement...........................................87
             Land Travel........................................88
             Water  Travel......................................89
             Aerial Travel......................................90
         Chapter 7: Encounters and Evasion......................91
             Exploration and the Game Turn......................91
             Travel and the Game Day............................91
             Encounters.........................................91
             Surprise...........................................92
             Monster Reactions..................................93
             Wandering Monster Encounters.......................93
             Evasion and Pursuit................................98
             Balancing Encounters (Optional)....................100
          Chapter 8: Combat.....................................102
             Order of Combat....................................102
             Initiative.........................................102
             Morale (Optional)..................................102
             Combat Maneuvers...................................103
             The Attack Roll....................................105
             Missile Combat.....................................108
             Magic..............................................109
             Hand-to-Hand Combat................................110
             Two Weapons Combat (Optional)......................110
             Unarmed Combat.....................................110
             Aerial Combat......................................114
             Naval Combat.......................................115
             Underwater Combat..................................115
             Siege Combat.......................................115
          Chapter 9: Mass Combat................................117
             The War Machine....................................117
             The Siege Machine..................................122
          Chapter 10: Experience................................127
             Experience From Role-Playing.......................127
             Experience From Achieving Goals....................127
             Experience From Monsters...........................127
             Experience From Treasure...........................128
             Experience From Exceptional Actions................128
             Rate of Experience Gain............................129
             Maximum Hit Points.................................129
             Paths to Immortality...............................129
             Creating High-Level Player Characters..............129
          Chapter  11: Nonplayer Characters.....................132
             Retainers..........................................132
             Mercenaries........................................132
             Specialists........................................132
          Chapter 12: Strongholds and Dominions.................134
             Dealing With the Authorities.......................134
             Titles.............................................135
             The Construction Process...........................135
             Stronghold Retainers...............................137
             Stronghold Staff...................................138
             After the Stronghold Is Built......................139
             Dominions..........................................139
          Chapter 13: Dungeon Master Procedures.................143
             Ability Checks.....................................143
             Aging..............................................143
         Alignment Changes......................................143
             Anti-Magic Effects.................................143
             Arguments and Complaints...........................144
             Charm Person Spells................................144
             Climbing...........................................145
             Clues..............................................145
             Creating Characters................................145
             Damage to Magical Items............................145
             Demihuman Clan Relics..............................145
             Doors..............................................147
             Equipment Not Listed...............................147
             Haste Spell........................................147
             Listening..........................................147
             Magic-User Spell Choice............................147
             Mapping............................................148
             Multiple Characters................................148
             New Items and Monsters.............................148
             Overusing Dice.....................................148
             Reality Shifts.....................................148
             Record Keeping.....................................148
             Retiring Characters................................149
             Special Character Conditions.......................150
             Thief Abilities....................................151
             Transferring Characters............................151
          Chapter 14: Monsters..................................152
             How to Read Monster Descriptions...................152
             Special Attacks....................................153
             Special Defenses...................................154
             Monster Type.......................................155
             Monster List.......................................156
             Changing Monsters..................................214
             Monster Spellcasters...............................215
             Undead Lieges and Pawns............................217
          Chapter 15: Immortals.................................219
             Immortals and Spheres of Power.....................219
             How the Immortals Interact With Mortals............219
             Immortal Statistics................................220
             PCs Becoming Immortals.............................222
          Chapter 16: Treasure..................................224
             Dividing Treasure..................................224
             Choosing Treasures.................................224
             Coins..............................................226
             Gems...............................................226
             jewelry............................................227
             Special Treasure...................................228
             Magical Items......................................228
             Potions............................................232
             Scrolls............................................234
             Wands, Staves, and Rods............................236
             Rings..............................................237
             Miscellaneous Magical Items........................239
             Armor and Shields..................................242
             Missile Weapons and Missiles.......................243
             Swords.............................................244                                            ...
             Miscellaneous Weapons..............................
             Additional Weapon Modifiers........................
             Artifacts..........................................
             Cashing Treasure...................................
             Making  Magical Items..............................
             Making Magical Constructs..........................
             Making Huge Magical Constructs.....................
             Spell Research.....................................
             Experience From Spells and Enchantment.............
          Chapter 17: Campaigning...............................
             Campaign Tone and Goals............................
             Player Character  Goals............................
             Designing the Setting..............................
             Adapting the Game to the Setting...................
             Designing Adventures and Dungeons..................
             Running Adventures.................................
          Chapter 18: The Planes of Existence...................
             Arrangement of the Planes..........................
             Interplanar Adventures.............................
             The Ethereal Plane.................................
             Elemental Planes...................................
             Effects on Magic...................................
             The Outer Planes...................................
             Beyond the Multiverse..............................
          Chapter  19:  Variant  Rules..........................
             Ability Scores and Saving Throws...................
             Demihuman and Mystic Experience ...................
             Nonlethal Combat...................................

          Appendices
          Appendix 1: The D&De Game World.......................
             The  Known World...................................
             The Hollow World...................................
          Appendix 2: AD&D@ Game Conversions....................
             Why Convert?.......................................
             Game Differences...................................
             Converting Between the Games.......................
             Characters.........................................
             Monsters...........................................
             Magical Items......................................
             Immortals and Deities..............................
             Measurements.......................................
          Appendix 3: Record Sheets.............................
             DM's  Character  Card..............................
             Character Record Sheet.............................
             Spell     Book   Sheet.............................
             Adventure Record Sheet.............................
             Hex Mapping Paper..................................
          Appendix  4: Indices..................................
             Index to Spells....................................
             Index to Tables and Checklists.....................
             General Index......................................


                                Credits                                                                                                 Credits

     Rules Compilation and Development: Aaron Allston                                                                 pilation and Development: Aaron Allston
     Editorial Coordinator: Steven E. Schend                                                                           Coordinator: Steven E. Schend
     Editing: Steven E. Schend, withjon Pickens and Dori "the Barbarian" Watry
     Project Coordinator: Bruce Heard
     Art Director: Peggy Cooper
     Front Cover Art: Jeff Easley
     Back Cover Art: Robin Raab
     Interior Art: Terry Dykstra
     Cartography: Dennis Kauth and Frey Graphics
     Graphic Design: Stephanie Tabat and Robin Raab
     Typography: Angelika Lokotz and Trauey Zarnagne
     Production: Sarah Feggestad



                            Acknowledgements

    The D&D Cyclopedia is a derivative work based on the original DUNGEONS  &
DRAGONS game by E. Gary Gygax and Dave Arneson. The Cyclopedia has also been
drawn from the works of and benefitted  from  the  input  of  the  following
people:  Jim Bambra,  Brian Blume,  Tim Brown,  jonatha Caspian, David Cook,
Troy Denning,  Anne C.  Gray, Ernie Gygax, Allen Hammack, Bruce Heard, Kevin
Hendryx,  John Eric Holmes,  Harold Johnson,  Tim Kask, Jeff Key, Rob Kuntz,
Alan Lucien,  Steve Marsh,  Frank Mentzer,  Tom Moldvay, Mike Mornard, Steve
Perrin,  Jon Pickens,  Brian Pitzer,  Michael Price,  Patrick L. Price, Paul
Reiche,  Evan Robinson,  Gordon Schick, Lawrence Schick, Don Snow, Edward G.
Sollers,  GaM Spiegic,  Stephen D.  Sullivan,  Ralph Wagner,  Jim Ward, jean
Wells, and Bill Wilkerson.
  Additional thanks  go to the Cyclopedia's commentators and helpers:  Mark
Bennett, William W Connors, Alan Grimes and the Role Players Guild of Kansas
City, Bruce Heard, Rob King, Dirk Remmecke, and Luray Richmond.



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                                                                                                                                 Introduction

  The D&D Cyclopedia is as accurate a name as you could want for this book.
A "cyclopedia" is an encyclopedia,  and this book is an encyclopedia of  all
major D&D game rules.
  This book is intended to be a reference volume for those who already play
the D&D game. You'll find it much more convenient to look up a specific rule
here than in earlier versions of the game.  just about everything  appearing
in the boxed sets is here-but in a more convenient format.  For example, all
the game's spells are in one place,  and  all  the  details  of  creating  a
fighter- class character are in one location.
  However, though this book  is  aimed  at  the  experienced  user,  it  is
possible  to  learn  to  play the D&D game from these pages.  The Cyclopedia
lacks many of the examples and the patient explanation you'll  find  in  the
DUNGEONS  &  DRAGONS boxed sets,  but you can still learn to play from these
rules.

  What Is Role-Playing?

  Before television, there was radio. Audiences earlier in this century sat
in  front  of  their radios and thrilled to the exploits of bigger-than-life
radio heroes.  Since it was radio,  they couldn't see what was going on, but
they didn't need to-all the action was described by dialogue, narration, and
sound effects,  and was translated by the imaginations of the listeners into
scenes they could see, experience, and remember.
  Role-playing games  are  much  like  radio  adventures,  except  for  one
important detail: they're interactive. One player provides the narrative and
some of the dialogue,  but the other players,  instead of just  sitting  and
envisioning what's going on,  actually participate. Each player controls the
actions of a character in the story,  decides on his actions,  supplies  his
character's   dialogue,   and  makes  decisions  based  on  the  character's
personality and his current game options.
  The DUNGEONS  &  DRAGONS game is a fantasy role-playing game.  This means
that it's set in a world where men and women can wield powerful magic, where
monsters like dragons thrive,  and where heroes like Sinbad,  Hercules,  and
Lancelot abound.
  When you  play  the  D&D game,  one player will become the Dungeon Master
(also known as the DM or referee).  He or she  will  create  the  world  and
setting  in  which  the  adventures  will  be taking place and will create a
variety of characters to populate  the  world.  The  DM  will  also  develop
situations taking place in that world and will then run adventures-acting as
the main narrator of the stories in which the other players' characters will
participate.
  The other players will create characters-the heroes of  the  DM's  story.
The DM will present their characters with situations, and they'll decide how
to react to  those  situations.  Several  situations  progressing  toward  a
conclusion  become an adventure or story;  a number of adventures played one
after another become a campaign.


                                Setting Up
  When a group gets together to play, everyone should bring what they need,
including dice,  pencils and papers, and characters (preferably on character
sheets).
  A table  is  normally  used,  the  DM sitting at one end with information
about the dungeon. The DM often uses an upright piece of staff card
  There are no two- or three-sided dice,  but we and maps of the dungeon so
they are not accidentally seen by the players.
  The players  sit around the table,  away from the DM,  where they can all
easily see any maps made during the adventure,  the order of the figures (if
used), and so forth.
   During the game, players should be allowed to refer to any player's aids
whenever  they  wish,  including  the  character  creation  section  of  the
Cyclopedia (Chapters 1-5).  However,  they should  not  be  allowed  to  see
everything in this book.  The mystery and excitement on unknown monsters and
magic can be spoiled if someone looks up all the details during the game.

Mapping and Calling

  Although each person will be playing the role of a character, the players
should  also  handle the jobs of mapping and calling.  Any player can be the
mapper or caller.
  The mapper  is  the  player  who  draws  a  map  of  the dungeon as it is
explored.  One or more of the characters should be making maps,  but one  of
the  players  must make the actual map.  The map should be kept on the table
for all to see and refer to.  Pencil should be used when making the map,  in
case of errors or tricky passages.
  If the party's movement carries it into new and unmapped  territory,  the
DM  will  describe  the area in detail so the party's mapper can map it.  If
something such as a secret door or  treasure  item  is  discovered,  the  DM
describes it and announces the results if the characters examine it.
  The caller is a player selected by the other players  to  describe  party
actions  so  the DM doesn't have to listen to several voices at once.  He or
she tells the DM what the party is doing this turn.  If the DM prefers, each
individual  player  can  describe  his  own  actions.  The  caller is just a
convenience in many campaigns;  it's not a game rule that  players  have  to
use.

Using the Dice

  Often the  characters  want  to  do something that involves an element of
chance.  Say someone wants to leap onto a galloping  horse.  He  might  make
it-or he might not!  You can roll dice to decide if the action succeeds.  In
the D&D game there are many kinds  of  dices:  four-,  six-,  eight-,  ten-,
twelve-, and even twenty-sided dice.
  A four-sided dice looks like a pyramid.  Drop it on the table.  Read  the
numbers  that  are face up along the bottom of the dice.  This number is the
result of the roll.
  When rolling any dice with six sides or more,  one side always lands face
up. This number is the result.  On the  ten-sided  dice,  the  number  0  is
usually read as 10.
   You can use a ten-sided dice to find a percentage (a number from 1-100).
Roll the dice once. Read the result as the "tens" digit, counting a 0 as "no
tens." Roll a second time and read the result as the "ones" digit.  If  both
rolls are zeroes, the result is 100.
  We often use abbreviations to refer to  various  kinds  of  dice:  a  "d"
followed  by the number of the dice's sides.  For example,  "d6" refers to a
six- sided dice. We use "d%" or 1d100 to refer to percentage dice.
  We use a coin for a d2- heads is 1,  tails is 2. To make a d3, roll a d6,
and then divide the result by two and round up.
  Often, a  number  appears before the "d" as well as after it.  This shows
the number of times you should roll the dice.  (For example,  2d8 means roll
the  eight-sided  dice twice.) When you roll a dice more than once,  add the
results of the rolls together.  So,  3d6 means roll the six-sided dice three
times and add the results.  For example, a 3d6 roll of 3, 5, and 1 is 9 (3 +
5 + 1 = 9).

Cyclopedia Organization

 This book is divided  into  the  character  creation  section,  the  rules
section, and the appendices.

Character Creation Section

  In this section of the book, we're going to describe everything needed to
know in order to create a player character-a character played by any  player
except the Dungeon Master.  The DM,  too, will find this section useful when
creating human and demihuman nonplayer characters.
  In this  section,  Chapters 1-5 give you a basic understanding of the D&D
game rules; a thorough description of the way human and demihuman characters
are created; information on the spells, skills, and equipment the characters
use to accomplish their objectives;  and information on the  things  players
and their characters need to do in the course of a game.

 Rules Section

  This section  of  the  book,  covering  Chapters  6-  19,  gives detailed
information on handling movement,  encounters,  and combat;  It also  covers
procedures such as mass combat,  granting experience,  and playing nonplayer
characters.  Its largest  components  include  all  information  needed  for
monsters, Immortals, and treasure.
  In addition,  this   section   discusses   Dungeon   Master   procedures,
campaigning, variant rules, and the planes of existence.

 Appendices

  The appendices hold valuable information regarding the D&D game world and
also on converting characters over to the ADVANCED DUNGEONS & DRAGONS  game.
You'll find supplemental record sheets, useful forms, and indices for spells
and rules.

 Pronoun Note

  The mate pronouns (he,  him,  his) are used throughout this book. We hope
this  won't  be  interpreted by anyone as an attempt to exclude females from
the game or to imply their exclusion.  Centuries  of  use  have  made  these
pronouns  neutral,  and  we  feel  their  use provides for clear and concise
written text.
  Sooner or later you will want to make up your new character.  Before  you
start,  get a the multisided dice used with the D&D game. You will also need
a blank character sheet (or a piece of notebook paper) to keep track of  the
details. A sample character sheet is found in Appendix 3.
  If you are using a blank piece of paper,  copy the form of the  character
sheet  onto  it-in  other  words,  allow  a  space  for  your  name  and the
character's name at the top left,  a place for character class, level, armor
class, and hit points below that, and so forth. The Dungeon Master should be
present and should watch the creation of any player character, including all
dice rolls.
    Your first try at creating a new character will probably take  an  hour
or  so.  Even  when you are used to the procedure,  it will still take 10-30
minutes.  If the Dungeon Master is just beginning a new campaign,  he should
call  everyone  together  for  a  session  where  all  players  create their
characters and where he describes the campaign world  in  which  the  others
will  be playing.  Once the campaign is underway,  a player shouldn't try to
create a character at  the  beginning  of  a  play-session  (unless  the  DM
specifically asks him to)-it delays the start of the game.  All the rolling,
adjusting, buying, and so forth should be done beforehand. n
    The following  is  a  list  of  the  steps  to  take  when making a new
character; each step is then explained in detail.

       Steps to creating a character:
       1. Roll for  ability  scores
       2. Choose a character class
       3. Adjust   ability    scores
       4. Roll for hit points
       5. Roll for money
       6. Buy equipment
       7. Determine other numbers and rolls
       8. Note adjustments for ability scores
       9. Choose character alignment
       10. Select name, personality, and background
       11. Determine character height and weight
       12. Earn experience

       Roll for Ability Scores

       Roil 3d6  for  each  ability:
                         Strength
                         Intelligence
                         Wisdom
                         Dexterity
                         Constitution
                         Charisma

  Many of the  attributes  that  make  up  a  character-for  instance,  his
physical  might  and his level of intelligence-are represented by numbers in
the  game.  Six  of  these  are   the   character's   abilities:   Strength,
Intelligence,  Wisdom, Dexterity, Constitution, and Charisma. Strength (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 spears and knives),  affects his chance to hit  with
hand-to-hand weapons,  and determines his ability to do such things as break
down locked doors.
 Intelligence (Int) is the character's mental might.  It affects the number
of languages the character can learn.
  Wisdom (Wis)  is  the  character's strength of understanding of the world,
the way things work,  the forces of nature,  and so  forth.  It  affects  the
character's natural ability to resist magical spells.
  Dexterity (Dex) is the character's nimbleness and grace.  It  affects  the
character's  ability  to  wield  missile and thrown weapons (such as bows and
throwing knifes@) and can make it harder for enemies to hit the character.
  Constitution (Con)  is  the  character's  physical  health  and vigor.  It
affects the character's hit points score (i.e.,  his ability to survive being
injured).
  Charisma (Cha) is the character's force of personality  and  presence.  It
affects the way other characters,  especially nonplayer characters controlled
by the DM, react to the character.
  You roll  dice  to  find  each ability score.  This is done by rolling the
six-sided die three times and adding the results.  Or, if you have three six-
sided  dice,  roll the dice together.  (This is normally referred to in the
text as "rolling 3d6.")
   For example,  if you toll ones each time,  the the total score is 3,  the
least score possible.  If you roll all sixes,  then  the  total  is  18,  the
highest score you can have.
  You should end up with six numbers, each between 3 and 18. These are your
character's ability scores.  Write the scores down as you roll them, next to
the names of the abilities.
  High ability  scores  can  help  the  character  in  certain things.  For
example, high Strength allows a character to deal out more damage in combat;
a high Constitution helps a character survive injury;  a high Charisma helps
a character attract friends.  Low scores have exactly the  opposite  effect.
We'll  discuss these effects in the Bonuses and Penalties for Ability Scores
Table.
  You can  adjust  the  ability scores in Step 3 ("Adjust Ability Scores"),
but first you must decide what class your character will be.

Prime Requisites

 Each character class requires prowess in one  of  the  abilities-in  other
words,  each  class  has  its  ability  that is of utmost importance to that
class.  (For example,  a fighter's most important ability is Strength and  a
cleric's is Wisdom.) These are known as prime requisites.
  Each character class has its own prime requisite.  This means each  class
is  talented at certain things,  such as fighting (fighters because of their
Strength),  healing  (clerics  because  of  their  Wisdom),  sneaking  about
(thieves  because of their Dexterity),  and so on.  The higher a character's
prime requisite score, the more skill he will have in his class (his "job").
Prime requisites for each class are listed with the character class.

Choose a Character  Class

  A character  class  is  a  character's main profession in the campaign.
Think of each character

                                  6

  class as a sort of stereotype.  For instance,  all warriors in books  and
movies have some features in common and those specific features,  translated
into the D&D game terms, are what make up the fighter character class.
 The player  character  (PC)  classes  available for you to choose include
four human classes (cleric,  fighter,  magic-user,  thief), three demihuman
classes (dwarf,  elf,  halting),  and two special character classes (druid,
mystic).
 You've probably  noticed that the names of the demihuman character classes
sound more like race or  species  names  than  professions.  That's  because
demihumans are more limited in thief options than humans are,  so the entire
face can be represented by a single character class.

Types of Character Classes

 Most characters will be humans. In most D&D game campaigns, humans are the
most  widespread of all intelligent beings.  Any new character can belong to
one of the human classes (cleric, fighter, magic-user, thief), regardless of
his ability scores.

 Character Classes and Ability Requirements
 Table
 Character        Prime             Other
 Class            Requisite(s)      Requirements
 Cleric           Wisdom            None
 Fighter          Strength          None
 Magic-User       Intelligence      None
 Thief            Dexterity         None
 Dwarf            Strength          Constitution 9
 Elf              Strength,         Intelligence 9
                  Intelligence
 Halfling         Strength,         Dexterity 9,
                  Dexterity         Constitution 9
 Druid            Wisdom            Neutral align-
                                    ment, obtain
                                    9th level as a
                                    cleric
 Mystic           Strength,         Wisdom 13,
                  Dexterity         Dexterity 13


 Demihuman characters (dwarf,  elf,  and halfling) should be a little  less
common:  these  races  are supposed to be somewhat reclusive and mysterious.
They are known as "demihumans" because they are so similar to  humans.  Each
demihuman  character  class  has  specific ability requirements.  If a newly
created character  does  not  have  high  enough  scores  in  some  specific
abilities, he can't belong to the demihuman classes.
 The special character classes (druid and mystic) technically belong in the
set  of  human character classes,  but they have such stringent requirements
and unusual guidelines t@at they're set aside for you to look at separately.
The  DM  might not want to use them in his campaign;  it's easier for him to
make and enforce this decision if they're set aside.

Descriptions of Character
Classes

  A Cleric  is  a human character who has dedicated his life to a great and
worthy cause.  Often, this cause is the cleric's alignment. A Lawful cleric,
for  example,  would  be dedicated to spreading law and order throughout the
campaign world.  The cleric wields magic,  and he can  use  almost  as  many
weapons  and  armor types as a fighter.  The cleric's prime requisite is his
Wisdom.
   A Fighter  is  a  character whose main skill is his prowess at arms.  A
fighter can be a heavily armored knight or a lightly armored  swashbuckler,
but  it's his extraordinary skill in combat that makes him special.  In the
game, a fighter's prime requisite is his Strength.
  A Magic- User is a character who wields magic.  He has little or nothing
in the way of fighting ability,  and in the early part of his career he has
little in the way of magical ability either. But as he gains in experience,
he becomes a powerful character and can wield powerful magical spells.  The
magic-user's prime requisite is his Intelligence.
  A Thief is a character who has spying  abilities.  Whether  he  actually
makes his living stealing from other people, he has many skills appropriate
to that livehood. He can move stealthily, climb sheer surfaces, pick locks,
and so forth.  He has combat abilities better than a magic-user's, but he's
not a strong combatant. The thief's' prime requisite is his Dexterity.
  A Dwarf is a sturdy, squat demihuman.  He resembles the fighter in  many
details,  but has many special abilities and special restrictions that set
him apart from human fighters. The dwarfs' prime requisite is his Strength.
Also, a dwarf character must have a Constitution score of q or more. If the
character you're creating has a Constitution of 8 or less,  he cannot be  a
dwarf.
  An Elf is a lean,  nimble demihuman. He is a very capable combination of
the  fighter  and  magic-user  classes.  He's not quite as tough as a human
fighter,  nor will he ever achieve the great magical  ability  of  a  human
magic-user,  but he does have most of the abilities of both classes. He has
other special abilities and restrictions that set him apart from the  human
classes. The elf has two prime requisites: Strength and Intelligence, and
the Intelligence score must be 9 or more.  If the character you're creating
has an Intelligence of 8 or less, he cannot be an elf.
  A Halfling is a small demihuman.  He has many  abilities  similar  to  a
fighter,  but he is also noted for his ability in woodsmanship. He's not as
tough as a fighter,  and he has special abilities and restrictions that set
him  apart  from  the fighter class.  The halting has two prime requisites:
Strength and Dexterity,  and the Dexterity score must be 9 or more. Also, a
halting character must have a score of q or better for his Constitution.
  A Druid is a special type of spellcaster who devotes  himself  to  the
needs and preservation of Nature.  However, you can't start a character off
as a druid.  A druid character must start off as a  cleric-in  fact,  as  a
cleric of the Neutral  alignment  (alignments  are  discussed  in  Step  9,
"Choose  Character  Alignment")-and  earn  a  lot  of experience (up to 9th
experience level) as a cleric. Only at that point can he become a druid.
  A Mystic  is  a type of warrior-monk.  He lives a monastic life,  devotes
himself to philosophy and the mastery  of  his  physical  body,  and  trains
himself to become a master of unarmed fighting.  Mystics are not appropriate
to all campaigns,  so the DM has the option of refusing to allow mystics  in
his world. The mystic's prime requisites are Strength and Dexterity. Also, a
mystic c acter must have scores of 13 or better in both Wisdom and Dexterity
abilities.
  All these character classes will be describe greater detail in Chapter 2.
If you don't know enough about these classes to decide  your  new  character
should  be,  you  can ahead to Chapter 2,  then return here and your choice.
When you've decided what character class your character will be, continue
with  next step.

Adjust Ability Scores


  You can trade two points from an ability score you don't  want  to  raise
your  prime  requisite by one point.  You can perform trade as many times as
you want,  so long you do not lower any ability below a score 9.  You cannot
lower  your Dexterity,  Constitution,  or Charisma.  You can only raise your
Character's prime requisite score.

  Once you've rolled your character's ability and decided on his  character
class,  it  is  possible to raise his prime requisite by lowering of ability
scores. This is sort of like training hardly improve one skill while letting
others become neglected. (For example, a magic-user might spend all his time
studying  hard,  neglecting  his  exercise;  he'd  end  up  with  a   higher
Intelligence and a lower Strength.)
  These are the rules for exchanging ability points:

  1. The prime requisite goes up 1 point for each  2  points  that  another
ability score goes down.  If a character has two prime requisites,  both can
be raised.
  2 .Constitution and Charisma points cannot be exchanged with others.
  3. Dexterity cannot be lowered (but it may  be  raised  for  a  thief  or
Halfling character).
  4. No  score  can  be  lowered below 9.  If it is already 10 or less,  it
cannot be lowered.

  Example: An  elf  has Intelligence and Strength scores of 12 and a Wisdom
of 13.  His player wants him to be both stronger and smarter.  He drops  the
Wisdom  score  by 2,  to 1 1,  so 1 point can be added to Strength.  Then he
drops the Wisdom again,  to 9,  and adds 1 to Intelligence. This results are
Intelligence and Strength scores of 13 and an adjusted Wisdom of g.
  A cleric with Strength and Wisdom of 15 drops the Strength by  6  (to  9)
and raises the Wisdom by 3 (to 18).

  If you  want  to exchange any ability score points,  you must do that now
before you go any further in making the character. No such adjustments can
be  made later.  Remember that you do not have to adjust any ability scores.
This is an option, not a requirement.

Roll for Hit Points

  Your character's hit  point  score  represents  his  ability  to  survive
injury.  The  higher  his  hit  point score,  the more damage he can sustain
before dying. Characters who survive long enough to
gain a good deal of experience typically gain  more  and  more  hit  points;
therefore,  an  experienced  character  lasts  longer  in  a  fight or other
dangerous situations than does an inexperienced character.
 A character's  profession (his character class) dramatically affects the
number of hit points he receives.  Fighters and dwarves receive a  lot  of
hit  points.  Magic-users and thieves receive only a few.  The other classes
receive a medium amount.
 Find your character's class on the Character Class and Hit Dice Table, and
then roll the type of die indicated in  order  to  find  your  starting  hit
points.  Note that your character's Constitution score can affect the number
of hit points he will have.  Look for the Bonuses and Penalties for  Ability
Scores  Table  and  apply the appropriate number to the number of hit points
rolled for your character.

Character Class and Hit Dice Table

                                 Dice for

  Character Class                 Hit Points

  Cleric                            1d6
  Fighter                           1d8
  Magic-user                        1d4
  Thief                             1d4
  Dwarf                             1d8
  Elf                               1d6
  Halfling                          1d6
  Druid
  Mystic                            1d6
  Does not apply.


Roll for Money

              Starting gold piece

  Your character starts out with no possessions except for  normal  clothes
and a little money,  saved up over many years.  You will need to go shopping
for equipment, but first you must find out how much money you have.
  Roll 3d6  (three  six-sided  dice),  and  multiply the total by 10.  (For
example,  if you roll 12,  the total is 120.) This is  the  number  of  gold
pieces  (gp)  that  you start with.  Write that on your character sheet.  If
you're using a hand-written sheet write down the word "Money"  on  the  back
an@ put beside it the number you've just rolled.

Buy Equipment

  Now that you have your money,  you can spend it on the equipment you need
to go adventuring.  There is a complete list of equipment in Chapter 4 later
in this book.  Be sure to ask your Dungeon Master if everything on that list
is available in his campaign.  If his  campaign  deviates  a  lot  from  the
"standard"  D&DO  game  campaign,  he  could  have  a very different list of
equipment, which he should provide for you.
  There are  restrictions  on what items your character is allowed to have,
especially on armor and weapons.  Before you go shopping,  be sure you  have
read the full description of your character list, later in this chapter.
   For example,  a magic-user cannot wear any armor at all and can only use
a few types of weapons. It would be a waste of money for a character of this
class to buy a sword or shield;  instead, his money can be saved or spent on
oil,  torches, and other items. Thieves, however, must buy thieves' tools to
use their Open Locks ability.  On a piece of piece paper, write down all the
equipment you Want to buy and add up the cost.
   If it costs more gold pieces than you have,  you  must  erase  something
from  the  list.  When you can pay for your list of equipment,  subtract the
cost from your money,  and write the equipment down on your character sheet.
Be  careful  when  shopping!  You may forget to buy rope,  for example,  and
suddenly find a need for it during an adventure-and if you  didn't  buy  it,
you  don't have it.  Ask the other players and your DM for advice on what to
buy-and what not to buy.  Remember  that  money  can  be  saved  for  buying
expensive equipment later.


Don't Forget Spells

  If your character is a spellcaster,  he will also need to  equip  himself
with the spells he knows. Magic-users know one spell at their first level of
experience,  while clerics learn their first spell at second level. Ask your
DM for the spells which your character knows.  Magic-users also need to have
spell books to record the spells they know.  A magic-user's first spell book
is  free,  a  gift  of the wizard who taught him.  Clerics do not need spell
books.

Determine Other Numbers and Rolls
  Armor class,  attack  rolls,  and saving throws are numbers-numbers which
you'll calculate  from  the character's other attributes or find on provided
tables-which are important to the way the character performs in combat.

Armor Class

Armor class,  sometimes abbreviated as AC,  is a number indicating how tough
it is to hit your character.  With the armor class,  unlike most numbers  in
the  D&D  game,  a low number is good for a character,  and a high number is
bad. Your armor class is a combination of the type of armor you are wearing,
plus  any adjustments due to Dexterity.  First,  find your armor type on the
Armor Type and Armor Class Table.

Armor Type and Armor Class Table

Armor Type                     Armor Class

No armor                               9
Leather armor                          7
Scale armor                            6
Chain mail                             5
Banded armor                           4
Plate mail                             3
Suit armor                             0
Shield                          Subtract 1*

*  If  using  a  shield,  subtract  1  from   the   AC
number.  Example:  chain   mail   alone   is   AC   5,
but with a shield it is AC 4.

  Once you  know  your armor class as provided by your armor type,  you can
determine adjustments  to  your  armor class from your Dexterity.  Find your
  Dexterity score on the Bonuses and Penalties For Ability Scores
table.  For every + 1 on the table,  subtract 1 from your armor  class.  For
every -1 add 1 to your armor class.

Example: If  you  are  wearing  chain  mail and a shield (AC 4),  but have a
Dexterity score of 15 (+ 1 bonus), your armor class number improves and goes
down,  to  3.  If  you  are  wearing plate mail and shield (AC 2) but have a
Dexterity score of 5 ( - 2 penalty), your armor class worsens and goes up to
4.

Remember: The lower the AC number,  the harder you are to hit.  A penalty to
armor class actually raises the number, making you easier to hit. If your AC
is  even better than zero,  then negative numbers,  or "minus" numbers,  are
used.  For example,  a character with a Dexterity Score of 18 (a + 3  bonus,
which  translates to - 3 to the AC) and wearing plate mail and shield (AC 2)
would have an AC of "minus one"


Attack Rolls
  An attack roll is a number representing how easy or difficult it  is  for
your  character  to  hit  other targets.  In combat,  when your character is
trying to hit another character,  you roll 1d2O; this is known as his attack
roll.  (In some game supplements,  it's also called the "hit roll," " to-hit
roll," or "roll to hit.") Once you know the number you've rolled on the die,
you  add  any bonuses your character gets from high ability scores,  magical
weapons,  or other factors.  You'll compare that final result to the  number
required  to hit the armor class of your character's opponent.  If you reach
or exceed that number, your character has successfully hit his opponent.
But how  do you find out what number you need to hit a certain armor class?
That's simple enough:  We provide it to you on handy tables.  Take a look at
the Attack Rolls Table on page 106.  Go ahead and flip forward to that table
and return here when you've looked at it.  To use the table, cross-reference
your character's experience level and character class  with  his  opponent's
armor  class.  On the table,  "MU" stands for magic-user,  "C,TD" stands for
"clerics,  thieves,  and druids," "F" stands for "fighters"  (and  also
includes mystics and low-level demihumans), and "DH" stands for "demihumans"
(and is used for high-experience demihumans). The numbers " 19" through 20"

Stand for the opposition's armor class.
   A 1st  level fighter attacks an enemy with an armor class (AC) of 2.  On
the Attack Rolls Table in Chapter 8,  go to the "F" (for fighter) column, go
down  to  where it says "1-3" (which means "Experience Levels I through 3"),
and then go right to the column corresponding to AC 2. You need to roll a 17
to hit that armor class.

Attack Rolls Tables vs.  THACO
  Now, record your character's attack rolls on the character  sheet.  There
are  two  ways to do this.  One is for beginning players and for players who
sometimes have a hard time juggling numbers;  the other is  for  experienced
players who don't have trouble juggling numbers.
  Attack Rolls:  With the first way,  you write down your character's rolls to
hit several armor classes. Instead of recording all the listed armor classes
(19 to -20),  we usually record only ACs 9 to  -  5;  these  are  the  armor
classes most commonly encountered in a game.
  On your character sheet,  you'd make a small,  simple table  listing  the
attack  rolls  for  your  character's level and character class.  An example
given on this page of the attack rolls for a first level  fighter;  for  all
characters, refer  to  the  main  table  in  Chapter 8,  then write down the
pertinent information on your character sheet.  This way,  when  your  first
level  fighter is attacking an AC of - 2,  you'd be able to look down on his
character sheet and see immediately that he needs to achieve a roll of 20 to
hit his target.

  THACO: The  abbreviation THACO stands for "To Hit Armor Class O." There's
nothing mysterious about it:  It's just the number your character  needs  to
hit armor class 0. On the table immediately above, for example, you see that
a 1st level fighter needs to achieve a roll of 19 to hit an armor  class  of
0; therefore, his THACO is 19.
  Some experienced players will not want to have an entire table cluttering
up  their  character  sheets;  they'll  just  record their characters' THACO
number. Additionally, many abbreviated descriptions of monsters used in D&D@
game adventures will use the THACO number.
 To use THACO,  you have to do some adding and subtracting  during  combat.
You  subtract your modified attack roll (the number rolled on a 20-sided die
plus any bonuses) from your THACO,  and the result is the armor  class  your
character hits.

 For example,  Ruggin  is a 3rd level dwarf,  and he's fighting a hobgoblin
clad in chain mail (AC 5).  Ruggin's THACO is 19,  and he rolls a 16; Ruggin
successfully  hits  his opponent's armor class (19 - 16 = 3) since he hit an
AC 3 (two better than AC 5).
 Likewise, instead  of figuring out which AC your attack hits,  you can use
THACO to determine what number is needed to  hit  a  specific  armor  class.
Subtract the defender's armor class from the attacker's THACO.  If the armor
class is a negative value,  add the armor class  number  to  the  attacker's
THACO. The result is the number the attacker needs to hit his opponent. e
 For instance,  Ruggin the 3rd level dwarf  needs  a  19  or  better  on  a
20-sided die to hit a monster with AC 0. Ruggin is facing a troll (AC 4) and
he needs a roll of 15 of greater to hit the monster (19 - 4 = 15).
 If you're a beginning player,  you should stick to the larger table;  when
you're comfortable with it,  you can practice using the THACO  number.  When
you're  equally  comfortable  with  THACO,  you can stop recording the whole
table on your character sheet, and merely record THACO.




 AC:           9  8  7  6  5  4  3  2  1  0 -1 -2 -3 -4 -5
 Attack Roll: 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20

Saving Throws

  Find your character's class and experience level  on  the  Saving  Throws
Table  in  Chapter  8.  Move  across  to the column representing the type of
attack your character is sustaining.  The number shown in that column is  is
your  saving throw.  Roll that number or better on 1d2O to avoid or diminish
the effects of the attack.

A saving throw represents your character's attempt to avoid the effects  of
some sort of unusual attack-poison,  magical spells, the flaming breath of a
dragon,  and so forth.  A successful saving throw means that  the  character
either  sustains  a reduced amount of damage or suffers no harmful effect at
all,  depending on the type of attack.  An unsuccessful saving  throw  means
that  the  character sustains the full damage or effect of the attack.  The
saving throw is rolled on 1d2O when specified by the DM.
A character  doesn't have just one saving throw number;  he has a different
one for  each  of  five  different  categories  of  unusual  attacks.  Those
categories  include  "Poison or Death Ray," " Magic Wand," "Turning to Stone
or Paralysis," "Dragon Breath," and "Spells or Magic Staff."
Saving throws are based on your character's class and experience level. You
can find your character's saving throws on the Saving Throws Table  on  page
109 of Chapter 8.  Go ahead and flip to that table, look it over, and return
here.
To find the saving throws for your character,  simply took up his class and
experience level.  For example,  if your character is a 1st level  elf,  his
saving throws would be:

  Death Ray or Poison:  12; Magic Wand: 13; Paralysis or Turn to Stone: 13;
Dragon Breath: 15; Spells or Staff: 15

Write the saving throws appropriate for  your  character  on  his  character
sheet.

High Wisdom and Saving Throws
If a character has a Wisdom score of 13 or more, he receives a bonus to one
of his saving throws; if his Wisdom is 8 or less, he receives a penalty.
  Take a look at the Bonuses and Penalties for Ability Scores Table  below.
If  your  Wisdom score is high or low enough for a bonus or penalty,  record
that on your character sheet beside your Wisdom score. This bonus or penalty
affects your character's saving throws vs.  spells. When rolling your saving
throw vs.  spells,  you can add the character's Wisdom bonus to  his  saving
throw (or must subtract the penalty, if he has a penalty instead).

Note Adjustments for Ability Scores

  You've already seen,  on several occasions, that high abilities give your
character special  bonuses,  while  low  ones  give  the  character  special
penalties.  Below  are  the character's abilities and notes on what sorts of
adjustments high and low abilities will bring him.
  When you  have  high  scores in abilities,  note the specific adjustments
which result from them;  if you're not,using a character sheet which already
has blanks for these adjustments, place them beside the abilities (Strength,
etc.) which grant them to the  character.  The  Bonuses  and  Penalties  for
Ability Scores Table shows ability adjustments.

  Bonuses  and  Penalties   for   Ability   Scores

       Ability Score               Adjustment
              2-3                   -   3   Penalty
              4-5                   -   2   Penalty
              6-8                   -   1   Penalty
             9-12               No adjustment
            13-15                   +   1    Bonus
            16-17                   +   2    Bonus
               18                   +   3    Bonus

  Now, let's go through each of the abilities and see what high scores will
do for each ability.

Strength

  High Strength affects how well a character hits with melee weapons - that
is, hand-held weapons.  It affects how much damage the character  does  with
melee weapons, and with thrown weapons like hurled knives and spears. And it
affects how often a character can budge stuck doorways.
  The character's  adjustment  for  a high Strength score is applied to any
roll he makes to hit someone in melee combat.
  For instance,  if  a  character  has  a Strength of 17 (therefore,  a + 2
adjustment),  and rolls a 9 on his 1d2O to hit someone,  he gets to add  his
Strength adjustment to that roll.  He has actually achieved a roll of I 1 (9
+ 2 = 11).  If the character has a Strength of 8 (therefore,  a - 1 penalty)
and  tolls a 9,  he has to subtract his penalty;  he has actually achieved a
roll of 8 (9 - 1 = 8).
  The character's adjustment for Strength is also applied to damage he does
with melee and thrown weapons.
  For example,  let  us  say  a character with Strength 18 (adjustment + 3)
hits someone with a sword and does 8 points of damage.  He adds his Strength
bonus to the damage, and so has actually done 11 points of damage. Likewise,
a character with a Strength of 5 (adjustment - 2)  who  rolls  8  points  of
damage has actually only done 6 points of damage (8 - 2 = 6).
  Finally, the character gets his bonus or penalty to his Open Doors  roll.
The  Open  Doors  roll is the character's ability to force open stuck doors.
(The DM can optionally use it to decide  whether  the  character  is  strong
enough  to perform similar feats of strength,  such as moving obstructions.)
The Open Doors roll is tolled on a 1d6,  with a  roll  of  5  or  6  meaning
success;  the  character  with  high  Strength applies his adjustment to the
number he rolls on the dice.  However,  a natural, unmodified "6" on an Open
doors roll will always open a door, despite any penalties to the contrary.

   Abilities and Adjustments Table
   Ability                     Adjustments     To:
   Strength                    Attack Rolls (Melee Weapons and Unarmed
                               Combat), Damage Rolls
                               (Melee and Thrown Weapons), Opening Doors
   Intelligence                Languages, General Skills (Optional)
   Wisdom                      Saving Throws vs.  Spells
   Dexterity                   Attack Rolls (Thrown and Missile Weapons),
                               Armor Class
   Constitution                Hit  Points  per  Experience   Level
   Charisma                    Reactions    from     NPCs

 For example,  a  character  with  Strength  13 (adjustment + 1) tries to
budge a stuck door.  On his 1d6, he rolls a 4. This isn't enough; it's not
a 5 or 6.  But he adds his + 1 adjustment, his 4 becomes a 5, and suddenly
it's enough:  He can budge the stuck door.  Similarly,  a  character  with
Strength 3 (adjustment - 3) tries a similarly stuck door.  On his 1d6,  he
rolls a 5,  normally a success.  But he must apply his - 3 adjustment  and
his 5 suddenly becomes a 2, a failure.

Intelligence
 High Intelligence affects the number of languages a character knows.  If
the DM is using the optional general skills rules,  high Intelligence also
affects the number of general skills the character knows.
 A human  character of "average" Intelligence (a score of 9-12) knows two
languages:  the Common tongue -and an alignment tongue.  The character can
read  and  write  those  languages.  (The  Common tongue is the "standard"
tongue for the campaign.  A campaign set  in  modern  America  would  have
English  as its Common tongue,  for example.) Demihuman characters usually
know additional languages,  as  described  for  each  demihuman  character
class.
 if the character receives an adjustment from an Intelligence over 12  (a
bonus,  in  other  words),  this is the number of additional languages the
character can read and write.  Your Dungeon  Master  will  tell  you  what
languages  are available.  You must choose your added languages before you
play the character in a game.
 If the  Intelligence  adjustment  is  a penalty,  then the character has
trouble writing and perhaps speaking.
 In either case, look at the Intelligence and Languages Table.

     Intelligence and Languages Table
     intelligence Use of
           Score    Languages
               3    Has trouble speaking, cannot read or write
             4-5    Cannot read or write Common
             6-8    Can write simple Common words
            9-12    Reads and writes native languages (usually two)
           13-15    Reads and writes native
                    languages, +1 additional
                    language
           16-17    Reads and writes native
                    languages, +2 additional
                    languages
              18    Reads  and  writes   native
                    languages, +3 additional
                    languages

  If your campaign makes use of a lot of languages-especially common  in  a
campaign  where the player characters travel through a lot of foreign lands,
or where there are a lot of talking monster species character's ability with
languages can be very important.

Wisdom
   The effects of a high Wisdom are discussed above, under "High Wisdom and
Saving Throws." Adjustments for high Wisdom scores  affect  the  character's
saving throws vs. spells.

Dexterity
  The effects of a high Dexterity are discussed above, under "Armor Class."
Adjustments for high Dexterity scores affect the character's AC.
  They also  affect the character's ability to hit with missile weapons-any
thrown  weapons  or  weapons  launched  through  the  air.  The  character's
adjustment for a high or low Dexterity is applied to his roll to hit when he
is using missile weapons.
  For example,  a  character with a 17 Dexterity (adjustment + 2),  using a
bow,  is trying to shoot a distant enemy. He needs a 13 to hit his enemy. On
his  1d20  attack roll,  he rolls a 12.  He has failed.  But now he adds his
bonus for high Dexterity ( + 2) and his 12 becomes a 14: He has actually hit
his opponent.

Constitution
  Your Constitution score can affect the number of  hit  points  you  have.
Look  earlier  in  this chapter for the Bonuses and Penalties for Ability
Scores table, and apply the bonus of penalty to the number of hit points you
rolled. But whatever the adjustments, your hit points cannot be lowered to 0
(zero); you will have at least I hit point for each roll.
  Each time  a  character  gains  a  level  of experience (a measure of how
experienced he is),  roll for more hit points.  And each time you roll,  you
adjust the roll according to your Constitution score.
  Eventually, your character will stop gaining dice  of  hit  points  every
time  he earns a level of experience,  and will no longer gain bonuses for a
very high or very low Constitution score.  Instead,  he'll start  getting  a
preset number of hit points every level, and his Constitution bonus will not
apply to that number.  But that's off in the future;  don't worry  about  it
right now.

Charisma
  A character's Charisma score will affect how others,  whether  characters
or  monsters,  react  to  him-when the character is talking to them (but not
unless  he  is  talking).  If  he  tries  to  hire  retainers   (bodyguards,
assistants,  and  so  forth),  his Charisma will determine the number he can
hire,  and how loyal they will be.  Your Dungeon Master will tell you if any
retainers  are  available,  and  will  play  the roles of the retainers your
character finds and (possibly) hires.

Charisma    Adjustment    Table

Charisma  Reaction  Max.  No.  Retainer
Score          Adj .     Retainers     Morale
   3          -   3          1            4
 4-5          -   2          2            5
 6-8          -   1          3            6
 9-12      No adj.           4            7
13-15         +   1          5            8
16-17         +   2          6            9
 18           +   3          7            10

  Whenever your character is talking to any creature (monster or character)
controlled by the DM,  tell the DM what your reaction adjustment is. If your
Dungeon Master allows the use of retainers and you attempt to  employ  some,
you  will need to tell him your character's maximum number of retainers,  as
well as the Retainer Morale  score  (which  is  a  measure  of  loyalty  and
courage).  Reaction  adjustments due to high Charisma never adjust any rolls
you make;  they only affect rolls made by the Dungeon Master, so he needs to
know this information.

Choose Character

Alignment
  An alignment is a code of behavior  or  way  of  life  which  guides  the
actions and thoughts of characters and monsters.  There are three alignments
  in the D&De game:  Law,  Chaos,  and Neutrality.  Players may choose  the
  alignments they feel will best fit their
characters.  A player does not have to tell other players what alignment  he
or  she  has  picked,  but  must  tell  the  Dungeon  Master.  Most Lawful
characters will reveal their alignments if asked.  When picking  alignments,
the  characters  should know that Chaotics cannot be trusted,  even by other
Chaotics. A Chaotic character does not work well with other PCs.
Alignments give  characters  guidelines  to live by.  They are not absolute
rules: characters will try to follow their alignment guidelines, but may not
always  be  successful.  To  better understand the philosophies behind them,
let's define the three alignments.


Law (or Lawful)

Law is  the belief that everything should follow an order,  and that obeying
rules is the natural way of life.  Lawful creatures will  try  to  tell  the
truth,  obey  laws  that  are fair,  keep promises,  and care for all living
things.  If a choice must be made between the  benefit  of  a  group  or  an
individual,  a  Lawful  character  will usually choose the group.  Sometimes
individual freedoms must be given up for the good
of the  group.  Lawful  characters  and monsters often act in predictable
ways. Lawful behavior is usually the same as "good" behavior.


      Chaos (or Chaotic)

   Chaos is  the opposite of Law.  It is the belief that life is random and
that chance and luck rule the world.  Laws are made to be broken, as long as
a  person  can get away with it.  It is not important to keep promises,  and
lying and telling the truth are both useful.

 To a Chaotic creature, the individual is the most important of all things.
Selfishness  is  the  normal  way  of life,  and the group is not important.
Chaotics often act on sudden desires an( whims.  They have strong belief  in
the  power  of  luck.  They  cannot  always be trusted.  Chaotic behavior is
usually the same as behavior that could be called  "evil."  Each  individual
player  must  decide  if his Chaotic character is closer to a mean,  selfish
"evil" personality or merely a happy-go-lucky, unpredictable personality.


Neutrality (or Neutral)

 Neutrality is  the  belief  that  the  world  is a balance between Law and
Chaos.  It is important that neither side get too much power and upset  this
balance.  The  individual is important,  but so is the group;  the two sides
must work together.

 A Neutral  character  is  most  interested  in  personal  survival.   Such
characters  believe  in their own wits and abilities rather than luck.  They
tend to return the treatment they receive from  others.  Neutral  characters
will  join a party if they think it is in their own best interest,  but will
not be overly helpful unless there is some sort of  profit  in  it.  Neutral
behavior may be considered '.good" or "evil" (of neither).

Alignment Behavior

 Take this  situation  as  an  example:  A  group  of  player characters is
attacked by a large number of monsters.  Escape is not possible  unless  the
monsters are slowed down.
 A Lawful character will fight to protect  the  group,  regardless  of  the
danger. The character will not run away unless the whole group does so or is
otherwise safe.
 A Neutral  character  will  fight  to  protect  the group as long as it is
reasonably safe to do so. If the danger is too great, the character will try
to save himself, even at the expense of the rest of the party.
 A Chaotic character  might  fight  the  monsters  or  he  might  run  away
immediately - Chaotics are,  as always, unpredictable. The character may not
even care what happened to the rest of the party.
 Playing an  alignment  does not mean a character must do stupid things.  A
character should always act  as  intelligently  as  the  Intelligence  score
indicates,  unless  there  is  a  reason to act otherwise (such as a magical
curse).

Alignment Languages

 Each alignment has a secret language of passwords, hand signals, and other
body  motions.  Player characters and intelligent monsters always know their
alignments.  They will also recognize when  another  alignment  language  is
being spoken,  but  will  not  understand  it.  Alignment  languages have no
written form.  A character may not  learn  a  different  alignment  language
unless he changes alignments.  In such a case, the character forgets the old
alignment language and starts using the new one immediately.

Select Name, Personality, and Background

  You may have been thinking about this all during  the  character-creation
process, but now it's time to give your character his name, personality, and
background-the traits which make him a real character.

Name

  You should give your character a name appropriate to the world  in  which
he'll  be  adventuring.  Ask your DM if his campaign setting is based on any
real-world civilization; if so, use a name appropriate to that civilization.
(If you're not familiar with that civilization, ask your DM for help.) Or if
you are adventuring in an Arabian setting, such legendary names as Ali Baba,
Sinbad, and Saladin are appropriate names.
  Many campaigns are straightforward fantasy with  elements  drawn  from  a
number  of sources,  yet these campaigns may not be strongly based in any of
those sources. In that case, you need merely make up a fantasy-sounding name
and ask  the DM if it sounds appropriate to his campaign.  Such names can be
made up of interesting-sounding syllables like Adragan or  Nissia.  Or,  and
especially  in the case of lyrically named elves,  they could be composed of
descriptive words like Silverglade or Woodshadow.

  Choose a name carefully.  It should represent the character in some  way,
or  at  least  be  a  name  you  like.  You might find yourself playing this
character for years,  and if you give him a silly or inappropriate name, you
might regret it later.

Personality
  Alignment isn't all there is to a  character's  personality.  You  should
think about your character, about his mannerisms, the way he speaks, the way
he dresses,  how he spends money, what sort of people he likes, how he likes
to spend his non-adventuring time,  and so on. The more attention you invest
in imagining your character,  with all his traits,  virtues,  and vices, the
more  interesting and "real" you will make him.  Sure,  it's useful for your
character to be the mightiest warrior in the world ... but none of the other
player  characters  will  care  whether  he  lives  or  dies unless he has a
personality.

Background
   At some point,  you'll need to decide on  your  character's  background:
where and when he was born,  how he was reared,  who his family is,  who his
friends were, and what he did up until the time he enters play.
   This isn't a solo effort-it's a cooperative effort between you  and  the
DM.  He knows more about his campaign-world than you do; you know more about
your character than he does.  The two  of  you  have  to  work  together  to
integrate your character into his world.

  This means  that  the  DM may recommend or even insist on some changes to
your character background in order to make him fit better into the  campaign
world.  You  should normally accept any recommendations that don't seriously
interfere with your concept of your character,  and should negotiate on  the
ones which do.

   For example,  you may have decided that your character's family lived in
a small fishing village in a small,  distant island far,  far away.  Your DM
may prefer that he lived in a small fishing village on the coast of the main
continent, not quite so isolated. This probably won't alter your character's
personality  or  personal  history,  and  will  allow  your  DM  to fit your
character more fully into the campaign,  so this is the sort of  change  you
can acquiesce to without any worries.

  But let's  say  your  DM  wants  to  establish  something else about your
character:  That when he was ten,  a werewolf with  a  distinctive  red-and-
silver  coat  burst in through the door of the family hut and killed all the
family except your character,  and that your character  was  raised  by  the
family of your mother's brother.

  It's obvious  here  that  your  DM  is  setting  you  up  for some future
encounter with that selfsame werewolf-perhaps it will be far in the  future,
or  perhaps  the  hunt for that monster will be used as the event which will
bring all the player characters together in the first place. Whichever, he's
not  trying  to kill your character's family for frivolous reasons,  but for
reasons related to plot.  However, you've been imagining that your character
is emotionally strong and unscarred,  and still has a good relationship with
his parents and siblings,  and the DM's changes would seriously affect  your
concept  of  your  character.  You  explain  this  to  him.  This  is  where
negotiations enter the picture.

  He may counter,  "All right, let's say instead that the werewolf attacked
the  local pub,  and your father was among those killed.  As the oldest son,
you suddenly had to become the man of the family, and now, after you've been
the  main  provider  for years,  your brothers and sisters are old enough to
take over, and you can leave to make a life for yourself at last."

  This still leaves your character with a  tragedy  in  his  past,  but  he
didn't  lose  his  entire  family,  and  wasn't  present  to  see his father
destroyed by the monster,  which would tend  to  leave  him  much  healthier
emotionally.  So you could agree to this change,  and both your purposes and
your DM's are served.
  Another thing  you  can  do,  and your DM may be doing so as well,  is to
establish that your  character  already  knows  some  of  the  other  player
characters.  Talk  with  the other players to find out something about their
characters.  When the players have come up  with  similar  backgrounds,  you
might suggest that those backgrounds intersected with yours, and then try to
work out the details.  Perhaps another player thought of  his  character  as
growing up in a fishing village,  in which case you might suggest that it be
the same as your character's.  Perhaps another character  has  been  in  the
army,  and you conceived of your character as having briefly been a soldier.
See if you can put your character in the same unit.
  This sort of thing helps establish connections between  your  characters.
These  connections  can keep an adventuring group from falling apart is high
over trivial incidents of mistrust and confusion.

Determine  Character

Height  and  Weight

  The player can choose any height and weight for his character  which  the
DM  agrees  is appropriate.  The Character Height and Weight Table will give
you an idea what height and weight ranges are average for  character  races.
For  use  with  later encumbrance rules,  all character weights are given in
coin-weights:  one coin equals one-tenth of a pound, so a character weighing
2,000 cn actually weighs 200 lbs.


Character    Height    and    Weight    Table

Human Characters
                           Male            Female
    Height                    Weight       (cn)
    4'10"                  1,100   cn      1,050    cn
    5'1"                   1,200   cn      1,100    cn
    5'2"                   1,300   cn      1,200    cn
    5'4"                   1,400   cn      1,250    cn
    5'6"                   1,500   cn      1,300    cn
    5'8"                   1,550   cn      1,400    cn
    5'10"                  1,650   cn      1,500    cn
    6'0"                   1,750   cn      1,550    cn
    6'2"                   1,850   cn      1,650    cn
    6'4"                   2,000   cn      1,750    cn
Dwarf Characters
                           Male            Female
    Height                     Weight      (cn)
    3'8"                   1,300   cn      1,250    cn
    3'10'                  1,400   cn      1,350    cn
    4'0"                   1,500   cn      1,450    cn
    4'2"                   1,550   cn      1,500    cn
    4'4"                   1,650   cn      1,600    cn

Elf Characters

                           Male            Female

    Height                     Weight      (cn)

    4'8"                   900     cn         750  cn
    5'0"                   1,000   cn         800  cn
    5'2"                   1,100   cn         900  cn
    5'4"                   1,200   cn       1,000  cn
    5'6"                   1,300   cn       1,100  cn
    5'8"                   1,400   cn       1,200  cn


Halfling    Characters    Both      Sexes

    Height                      Weight     (cn)

    2'10"                           580   cn
    3'0"                            600   cn
    3'2                             620   cn

Earn Experience

  As characters  go  through  a  lot  of  adventures,  however,  some  they
gradually get better and better at what they characters' experience.Everyone
learns to  fight  better  (especially  all  fighters).  Everyone  learns  to
withstand  damage,  the  DM better (more hit points and better saving cision
ahead throws), and so forth. This is all accomplished add through the use of
experience points and experience levels.

At the  end  of every game-session or complete adventure story (the DM will
decide which),  the Dungeon Master will award experience points (abbreviated
as "XP") to the characters.  Experience points are awarded for accomplishing
goals in the course of the adventure story.

  Every so often,  a character will have earned enough experience points to
attain  a higher experience level;  this is often referred to as "going up a
level." Each time the character goes up a level,  he gains  more  abilities.
Under  no  circumstances  can  a  character  advance more than one level per
adventure; all experience beyond one level of advancement can be retained up
to  one  point  short  of a two level advance.  Any additional experience is
lost.  Take a look at the Fighter Experience Table on page 16,  then  return
here.
  As you can see on that table,  a fighter with no experience points (0 XP)
is a 1st level fighter. During his adventuring career, he'll earn experience
points.  Once he reaches 2,000 points,  his player should inform the DM that
he's  reached  his  2nd  experience level;  once he reaches 4,000 experience
points,  he can tell the+ DM that he's reached 3rd level;  and  so  on.  The
number of experience points the character must earn, becomes proportionately
greater and greater.  Don't be alarmed by this. The character's rise through
experience levels will slow down, but not as much as this table suggests. As
he becomes tougher,  he can undertake tougher and tougher quests, which will
earn him proportionately more experience points.

Hit Dice and Hit Points

After a  character reaches 9th experience level (often referred to as "Name"
level),  the player no longer rolls dice to gain additional hit  points  for
the  character:  For each level of experience earned,  a given number of hit
points (instead of Hit Dice) will be gained. The number of hit points gained
each  level (after 9th) will be shown later in the next chapter;  it differs
from character class to character class.

Each player will roll Hit Dice for his character from 1st  experience  level
to 9th (or 8th,  in the case of the halting character, who can only go up to
8th level).  Starting with 10th level,  the character will receive a pre-set
number of hit points appropriate for his character class.

Constitution adjustments to hit points apply only to the Hit Dice the player
rolls; they do not apply to the hit points added at higher levels.

Maximum Levels and Experience Points

Dwarves and elves may not progress beyond 12th  level.  Halflings  may  only
rise to 8th level. Druids may only achieve 30th level (and only then after a
special challenge,  which is described in the next chapter),  while  mystics
can  only reach 16th level.  The other four human classes (cleric,  fighter,
magic-user, thief) may continue -all the way to 36th level.

Once a character reaches his maximum experience  level,  he  does  not  stop
earning  experience  points.  Characters  can  always  earn  more experience
points.  Players should keep records of  all  the  experience  points  their
characters earn.

  Prime Requisites and Experience Points

  If your  character's  prime  requisite is high enough,  he will get extra
experience points.  The Experience Bonuses and Penalties Table will serve as
your  rule  of  thumb  for  calculating  how  much extra experience clerics,
fighters, magic- users, and thieves get for high prime requisites.


     Experience Bonuses and Penalties Table
     Character       Prime    Requisite    and
     Class           Experience          Bonus
     Cleric          Wis       3-5:       -20%
                     Wis       6-8:       -10%
                     Wis     13-15:       + 5%
                     Wis     16-18:       +10%
     Fighter         Str       3-5:       -20%
                     Str       6-8:       -10%
                     Str     13-15:       + 5%
                     Str     16-18:       +10%
     Magic-User      Int       3-5:       -20%
                     Int       6-8:       -10%
                     Int     13-15:       + 5%
                     Int     16-18:       +10%
     Thief           Dex       3-5:       -20%
                     Dex       6-8:       -10%
                     Dex     13-15:       + 5%
                     Dex     16-18:       +10%
     Dwarf           Str       3-5:       -20%
                     Str       6-8:       -10%
                     Str     13-15:       + 5%
                     Str     16-18:       +10%
     Elf             Str     13-18 and Int 13-15: + 5%
                     Str     13-18 and Int 16-18: +10%
     Halfling        Str     13-18 or  Dex 13-18: + 5%
                     Str     13-18 and Dex 13-18: +10%
     Druid           Wis      3-5:        -20%
                     Wis      6-8:        -10%
                     Wis    13-15:        + 5%
                     Wis    16-18:        +10%
     Mystic          Str      3-5:        -10%
                     Str      6-8:        - 5%
                     Str    13-15:        + 5%
                     Str    16-18:        +10%



  For example,  a  fighter's  prime  requisite  is  Strength.  If  he has a
Strength of 3-5,  he loses 20%  of all the experience points he earns. If he
has a Strength of 6-8,  he loses 10%.  If his Strength is 13-15, he earns an
extra 5 %. And if his Strength is 16-18, he earns an extra 10%. If a fighter
with a Strength of 16 were to be given 100 points of experience,  his player
would add in an extra 10%  (for a total of  110  experience  points)  before
writing the amount down on his character sheet.

     Calculating Experience Bonuses

  Unless your  DM  tells  you  otherwise,  you  will  always calculate your
character's experience bonus ...  or experience penalty.  However,  some DMs
prefer  to keep a close eye on characters' experience gains,  and may decide
to calculate all such bonuses themselves.  In such a case,  the DM needs  to
tell  his  players  about this decision ahead of time;  otherwise they might
accidentally add in their experience bonuses again.
  The character professions,  or "character classes," are described  below.
They include the basic human classes (cleric,  fighter,  magic-user, thief),
the three demihuman classes (dwarf,  elf,  halfling),  and two special human
classes (druid, mystic).
   Each character class is presented in the following fashion.
  Boxed Material:   This   box  shows  abbreviated  information  about  the
character class for players who are already familiar with the game and  only
need to be reminded of certain details.
  Description: The class is described in terms of the  traits,  goals,  and
abilities common to all members of the profession or race.
  Experience Table:  This table shows the maximum experience level a member
of this character class can attain, the number of experience points it takes
to achieve each experience level,  and the  number  of  magical  spells  the
character  acquires  at  each  level (in the case of spellcasting character
classes).
  Saving Throws  Table:  This  table shows the character's saving throws at
every experience level the character can attain.
  Class Details:   This  text  talks  about  many  of  the  class'  special
characteristics:  its  prime  requisite,  its  Hit  Dice,  restrictions   or
advantages with armor and weapons, and any other significant details.
  Special Abilities:  This text talks about any special abilities which the
character  class possesses.  Some classes can cast magical spells;  some can
see in the dark;  some have  no  special  abilities  at  all.  Some  special
abilities will require tables and tables of their own.
  At Higher  Experience  Levels:  Finally,  this  text  describes   special
characteristics  and responsibilities the character acquires when he reaches
higher levels of experience.


  Understanding the Tables

  Take a  look  at  any  of  the  experience tables in the following pages.
Here's an explanation of those tables' column headings.
  Level: This  column  shows the experience levels which characters of this
class can attain.  Most human classes can reach 36th level; some classes are
more restricted.
  XP: This column shows the number of experience points it  takes  for  the
character  to  attain  each  experience  level.  A  starting character has 0
experience points and is at 1st level.
  Attack Rank:  Not  all experience tables will have this column;  only the
demihuman tables have it. Attack ranks are measures of a demihuman's ability
to improve  his  fighting  skill  if  even  when  he's  reached  his maximum
experience level.  Each attack rank corresponds to  a  fighter's  experience
level  when  you  determine  how well the demihuman hits in combat;  see the
Attack Rolls Table on  page  106  to  see  how  well  demihumans  attack  at
different attack ranks.
  Spells/Level: Not all experience tables will have  this  column-only  the
tables belonging to spellcasting character classes. As you'll see in Chapter
3,  spells are arranged in levels-just as there are  1st  level  characters,
there are 1st level spells,  for instance.  The table shows how many spells
of  which spell level a character can know.

About the Classes

 Here are some notes on the three categories of  character  classes-humans,
demihumans,   and  special-before  you  progress  on  to  the  actual  class
descriptions.

Human Classes
 In the  D&D@  game,  humans are the most prolific race.  They are also the
race with the greatest potential. While demihuman character classes can only
attain moderate experience levels (8th,  10th,  or 12th level,  depending on
the class/ race),  each of the four basic human character classes can attain
36th experience level.
 In many  D&D  game  campaigns,  human  civilization  is  similar  to   the
civilizations   of  Western  Europe  in  the  late  Middle  Ages  and  early
Renaissance period.  In such campaigns,  you can expect to see  most  humans
living  in  kingdoms  ruled  by  a  king  and  queen and organized in feudal
domains, with a rising middle class of traders and craftsmen in the cities.
 However, your  Dungeon  Master may decide not to follow that standard;  he
may  prefer  for  his  human  civilizations  to  resemble   ancient   Egypt,
feudal Japan, conquistador-era  Mexico,  a  culture  from a specific fantasy
novel,  or something created from his own imagination.  Be sure to ask  your
Dungeon Master about the nature of human cultures in his world; the more you
know ahead of time,  the better you can fit your character into the existing
setting.

Demihuman Classes
  Demihuman characters are more limited than human characters.  They  can't
rise  to  very high levels of experience (dwarves are limited to 12th level,
elves to 10th,  Halflings to 8th).  Elves cannot learn very powerful  magic;
they can only learn up to 5th level spells, while humans can learn up to 9th
level spells.
 Clans: The demihuman race of dwarves, elves,and halflings have a different
way of life than humans.  They usually live longer,  have a stricter way  of
life,  and  find  security  in large family groups called Clans.  A Clan may
include several hundred demihumans.  The head of  the  Clan  is  always  the
oldest member, male or female, assuming that member is fit to rule.
  Day-today tasks are usually done by those best suited to do them.  Unlike
many human communities,  few demihumans are lazy;  everyone has a job,  with
Clan duties and responsibilities,  and "goofing off' is nearly  unthinkable.
The DM  may  choose  to  develop many other aspects of demihuman family life
(such as marriage customs,  industry,  clan-to-clan relations, and so forth)
as needed).
  Demihuman Relations:  Elves and dwarves don't usually  like  each  other.
This dislike usually surfaces as verbal battles,  rather than physical. Both
get along fairly well with halflings.
  The DM  will  decide  why  elves  and  dwarves don't get along in his own
campaign.  In the D&D game's Known World setting,  it's because they are  so
physically  and  emotionally different (elves are tall and willowy,  dwarves
short and  stocky;  elves  love  freedom  and  the  outdoors,  dwarves  love
organization and caverns,  etc.), and because the two races had many clashes
which they've never forgiven one another. But the reason can be different in
your own campaign;  a DM can decide, for instance, that in his own world the
elves and dwarves are the best of friends!
  All demihuman  races  trade  and interact with humans;  though men can be
dangerous, many are also trustworthy and have good points.
  Special Abilities  and  Maneuvers:  All  demihuman  races receive special
abilities,  which make them much  more  effective  than  humans  in  certain
situations.  The  special  abilities  of  each  race  are  detailed  in  the
description of each character class.

Special Classes
  There are  two  other human character classes,  the druid and the mystic,
which are described separately from the  cleric,  fighter,  magic-user,  and
thief.  We  present  them  separately because the DM may not wish to include
them in his campaign.
  The druid is a little complicated, because druid characters start play as
clerics and then change their character classes to become druids.
  The mystic,  a monastic specialist in unarmed combat,  is not appropriate
for all campaigns.  Some of their special abilities  mimic  those  of  other
human   classes,  but  many  are  unique  to  this  class,  including  their
increasingly powerful unarmed combat tactics.


Cleric

  Prime Requisite: Wisdom.
  Experience Bonus: 5 % for Wisdom 13-15, 10% for Wisdom 16-18.
  Hit Dice:  1d6 per level up to 9th level.  Starting with 10th level,
  + 1 hit point per level, and Constitution adjustments no longer apply.
  Maximum Level: 36.
  Armor: Any, plus shield.
  Weapons: No edged or pointed weapons; all others permitted.
  Special Abilities: Turning undead; clerical spells.

  A cleric is a human character who is dedicated to  serving  a  great  and
worthy  cause.  This  cause can be an Immortal being dedicated to a specific
goal or attribute;  sometimes the cleric is serving only his alignment,  and
has  no  interest  in  immortal beings.  The D&D game does not deal with the
ethical and theological beliefs of the characters in the game.
  All clerics belong to orders,  or clerical societies,  made up of clerics
serving the same ends.
  A brand-new  cleric  character  is  at  the  very  bottom of his clerical
organization;  as he gains experience levels,  he will also gain new  powers
and  responsibilities pertaining to his clerical order.  The DM will decide,
and will inform you, how the clerical orders of his campaign are arranged.
  A cleric can learn to cast spells after gaining a level of experience.  A
1st level cleric cannot cast any spells;  once he reaches 2nd level,  he can
begin to cast spells.  A cleric's spell powers come from the strength of the
cleric's beliefs.  The cleric  sits  and  meditates,  and  magically  learns
spells.  These  spells  can then be used during an adventure.  Most clerical
spells are for healing, protection


                      Cleric Experience Table
                               Spells/Level

Level    XP        1    2    3    4    5    6    7

 1        0        -    -    -    -    -    -    -
 2    1,500        1    -    -    -    -    -    -
 3    3,000        2    -    -    -    -    -    -
 4    6,000        2    1    -    -    -    -    -
 5    12,000       2    2    -    -    -    -    -
 6    25,000       2    2    1    -    -    -    -
 7    50,000       3    2    2    -    -    -    -
 8    100,000      3    3    2    1    -    -    -
 9    200,000      3    3    3    2    -    -    -
 10   300,000      4    4    3    2    1    -    -
 11   400,000      4    4    3    3    2    -    -
 12   500,000      4    4    4    3    2    1    -
 13   600,000      5    5    4    3    2    2    -
 14   700,000      5    5    5    3    3    2    -
 15   800,000      6    5    5    3    3    3    -
 16   900,000      6    5    5    4    4    3    -
 17   1,000,000    6    6    5    4    4    3    1
 18   1,100,000    6    6    5    4    4    3    2
 19   1,200,000    7    6    5    4    4    4    2
 20   1,300,000    7    6    5    4    4    4    3
 21   1,400,000    7    6    5    5    5    4    3
 22   1,500,000    7    6    5    5    5    4    4
 23   1,600,000    7    7    6    6    5    4    4
 24   1,700,000    8    7    6    6    5    5    4
 25   1,800,000    8    7    6    6    5    5    5
 26   1,900,000    8    7    7    6    6    5    5
 27   2,000,000    8    8    7    6    6    6    5
 28   2,100,000    8    8    7    7    7    6    5
 29   2,200,000    8    8    7    7    7    6    6
 30   2,300,000    8    8    8    7    7    7    6
 31   2,400,000    8    8    8    8    8    7    6
 32   2,500,000    9    8    8    8    8    7    7
 33   2,600,000    9    9    8    8    8    8    7
 34   2,700,000    9    9    9    8    8    8    8
 35   2,800,000    9    9    9    9    9    8    8
 36   2,900,000    9    9    9    9    9    9    9


Cleric Savings
Levels                  1-4 5-8 9-12 13-16 17-20 21-24  25-28  29-32  33-36
Death Ray/Poison         11   9    7     6     5     4      3      2      2
Magic Wands              12  10    8     7     6     5      4      3      2
Paralysis/Turn to Stone  14  12   10     8     6     5      4      3      2
Dragon Breath            16  14   12    10     8     6      4      3      2
Rod/Staff/Spell          15  13   11     9     7     5      4      3      2

       and gathering  information.  Clerical  spells  are  different   from
magic-user spells. Clerics can use only their own type of spells; they never
utilize magic-user spells.
     Clerics have good fighting skills and can fight monsters. A cleric can
wear any type of armor,  like a fighter;  he can use many types of  weapons,
but  cannot  use edged or piercing weapons of any sort.  Unlike magic-users,
whose spells are often used during battles,  a cleric's spells  are  usually
needed  after  battles  (such  as  cures)  or for general exploring (such as
detecting things).
     If your  party  has  enough  fighters,  your cleric should not need to
fight often.  But he is equipped for fighting if his combat skill is needed.
Watch for ways that his spells can help before, during, and after battles.
     For the  first  three  levels of experience,  a cleric's power is very
limited.  But as they advance (to a maximum of 36th level),  clerics  obtain
more spells of greater power,  due both to practice and the strengthening of
their beliefs.  It is very important for clerics to  be  faithful  to  their
beliefs.  If  a  cleric  behaves in a manner that is not consistent with the
character's alignment or beliefs, the cleric may be punished by the order-or
by even greater powers. This punishment could be a penalty on attack rolls',
a dangerous quest that must be completed,  or  even a lack of spells.The  DM
will tell you what the character must do to regain his good standing.

Class Details

  Prime Requisite:  A cleric's prime requisite is Wisdom. If a cleric has a
Wisdom score of 13-15,  the character gains a 5 % bonus to experience points
earned in every adventure;  if his Wisdom is 16-18,  he earns a 10% bonus to
XP. Hit Dice: Roll a six-sided die (1d6) to determine a cleric's hit points.
A  cleric starts with 1d6 (1-6) hit points (plus any Constitution bonus) and
gains 1d6 more hit points (plus bonus) with each level  of  experience.  One
additional hit point is gained for each level after 9th level.

Armor: A cleric can wear any kind of armor, and can use a shield.

Weapons: A cleric cannot use any weapon with a sharp edge or point;  this is
forbidden by the cleric's beliefs.  This includes arrows and  quarrels.  But
the cleric can use any non-edged weapon.


Special Abilities
A cleric  has  two special abilities:  turning undead monsters and casting
clerical spells.

Turning Undead
A cleric  has  the  power  to  force  certain  monsters  called the "undead"
(skeletons,  zombies,  ghouls, wights, and other types) to run away, or even
to  perish.  This  special ability is called "turning undead." When a cleric
encounters an undead monster, the cleric may either attack it normally (with
a  weapon  or spell),  or try to turn it.  The cleric cannot both attack and
turn undead  in one round.  When you want your cleric to try to turn undead,
just tell your Dungeon Master "I'll try to  turn  undead  this  round."  The
power to turn undead is inherent in the cleric;  he does not need the symbol
of his faith or any other device to do it, unless the DM declares otherwise.
Undead  monsters  are  not  automatically  turned  by  the cleric.  When the
encounter occurs, the player must refer to the cleric's Turning Undead table
to  find the effect the cleric has.  When the cleric tries to turn an undead
monster,  find the cleric's level of experience across the top of the table.
Read down the left column until you find the name of the undead monster.  If
you see a "-" in the column,  then you cannot turn the monster.  If you  see
anything  else,  you  have a chance to turn the monster,  or perhaps several
monsters.  See immediately below,  under "Explanation of Results:' to  learn
how  to  find  out  if  you  have  turned  the  monster.  Apply  the results
immediately.  If the attempt succeeds,  one or more of the  undead  monsters
will retreat or be destroyed. But don't forget, if the monster is turned, it
hasn't been destroyed; it may decide to return soon....
  If you try to turn a specific undead monster (for instance,  one specific
vampire)  and  fail,  you cannot try again to turn it in the same fight.  At
some later encounter, you can try to turn that individual again.

Explanation of Results
  7, 9, or 11: Whenever a number is listed, the cleric has a chance to turn
the undead monsters. The player rolls 2d6 (two six-sided dice). If the total
is equal to or greater than the number given,  the attempt at turning undead
is successful.
  When the attempt at turning undead is successful, the Dungeon Master (not
the  player)  will  roll  2d6  to  determine  the  number  of  Hit  Dice  of
undead,monsters  that  turn  away.  At  least  one  monster  will be turned,
regardless of what the DM rolls on his dice.
  Example: A  1st  level  cleric  has  just  encountered a group of seven
zombies. Zombies (as you


        Turning Undead Table (Roil 2d6)
                            Cleric's    Level
Undead     1    2    3    4    5    6    7    8    9-10   11-12   13-14
Skeleton   7    T    T    D    D    D    D    D      D      D +     D +
Zombie     9    7    T    T    D    D    D    D      D      D       D +
Ghoul      11   9    7    T    T    D    D    D      D      D         D
Wight      -    11   9    7    T    T    D    D      D      D         D
Wraith     -    -    11   9    7    T    T    D      D      D         D
Mummy      -    -    -    11   9    7    T    T      D      D         D
Spectra    -    -    -    -    11   9    7    T      T      D         D
Vampire    -    -    -    -    -    11   9    7      T      T         D
Phantom    -    -    -    -    -    -    11   9      7      T         T
Haunt      -    -    -    -    -    -    -    11     9      7         T
Spirit     -    -    -    -    -    -    -    -      11     9         7
Nightshade -    -    -    -    -    -    -    -      -      11        9
Lich       -    -    -    -    -    -    -    -      -      -         11
Special    -    -    -    -    -    -    -    -      -      -         -


Undead      15-16     17-20    21-24   25-28   29-32  33-36
Skeleton      D +      D +      D +    D #      D #    D #
Zombie        D +      D +      D +    D +      D #    D #
Ghoul         D +      D +      D +    D +      D +    D #
Wight         D        D +      D +    D +      D +    D +
Wraith        D        D        D +    D +      D +    D +
Mummy         D        D        D      D +      D +    D +
Spectra       D        D        D      D        D +    D +
Vampire       D        D        D      D        D      D +
Phantom       D        D        D      D        D      D
Haunt         T        D        D      D        D      D
Spirit        T        T        D      D        D      D
Nightshade    7        T        T      D        D      D
Lich          9        7        T      T        T      T
Special       11       9        7      T        T      T



        7,9, or 11 =   number   needed   to   turn   successfully
        T   automatic  turn,  2d6  Hit   Dice   of   undead
        D   automatic   Destroy,   2d6   Hit   Dice   of   undead
        D +    automatic  Destroy,  3d6  Hit   Dice   of   undead
        D#    automatic  Destroy,  4d6   Hit   Dice   of   undead

  can learn in Chapter 14) each have two Hit Dice (2 HD).  The cleric tries
to turn the zombies.
  On the Turning Undead Table,  a 1st level cleric vs.  a zombie  yields  a
result of 9: The cleric must roll a 9 or greater on 2d6 to turn the zombies.
The  cleric's  player rolls 2d6 and achieves a 10-he has successfully turned
undead.
  The DM now rolls to see what sort of  results  the  cleric  achieves.  He
rolls 2d6 and achieves an 8;  in other words, the cleric turns 8 Hit Dice of
zombies.  Since each zombie is a 2-Hit Die creature,  the cleric has  turned
four zombies.  Four zombies turn and begin shambling away from the cleric as
fast as they can move. This leaves the cleric with only three to fight. Next
round,  he  can  attack  them with weapons of spells,  or he can try to turn
them, too.
  T. The attempt at turning the undead automatically succeeds; the cleric's
player does not need to roll for success.  To determine how many undead will
be turned,  the DM rolls 2d6 as described above;  regardless of his roll, at
least one undead will be turned.
  D: The  attempt at turning the undead automatically succeeds-in fact,  it
succeeds so well that the affected monsters are destroyed instead of  merely
turned.  To determine how many Hit Dice of undead will be destroyed,  the DM
rolls 2d6 as described above;  regardless of his roll,  at least one  undead
will be destroyed.  (The DM decides  what  happens  when  the  monsters  are
destroyed:  They  might  fade  away,  burst into flame and crumble away,  or
disintegrate like a vampire in sunlight, for instance.)
   D +:  This is the same as the "D" result above, except that the DM rolls
3d6 to find out how many Hit Dice of undead will be destroyed. Regardless of
the roll, at least one undead will be destroyed.
   D#: This  is the same as the "D" result above,  except that the DM rolls
4d6 to find out how many Hit Dice of undead will be destroyed. Regardless of
the roll, at least one undead will be destroyed.

Using  Clerical   Spells
   Starting at the 2nd level of  experience  (having  earned  1,500  XP  or
more),  the cleric can use spells. The procedures by which the cleric learns
and casts his spells are described in Chapter 3.

Higher Experience  Levels

   When a cleric reaches Name level (9th),  he is called  a  patriarch  (if
mate) or matriarch (if female).  At this point in his adventuring career, he
has several options available to him.
   If the  character  is a Neutral cleric,  he can decide to become a druid
instead (see the description of that character class  below);  he  certainly
does not have to change his class.
   If the cleric is a Neutral who does not want to become a druid, or if he
is  Lawful or Chaotic alignment,  he must decide whether to build a clerical
stronghold approved by his clerical order.
   Depending on  how the DM has set up his campaign,  the cleric might have
built himself a


home, even a lavish castle,  long before.  However,  that was  his  personal
home,  regardless of how big it is or what he has done with it.  Here, we're
talking about a stronghold sanctioned by the cleric's order,  one which will
be built and maintained to further the goals of the order.

Land-Owning Clerics
 A cleric who decides to build  a  stronghold  with  the  sanction  of  his
clerical  order  is  called a "land-owning cleric." (Note:  This is merely a
convenient term.  A land-owning cleric can go adventuring with his footloose
friends; he is not tied to his land.) There are advantages and disadvantages
to setting up a clerical stronghold.
  Advantages: The  character  can  progress  up  through  the  ranks of his
clerical order.  The character may receive  financial  aid  from  his  order
toward the building of the stronghold. The character may be able to increase
his lands and build strong settlements there,  which  could  result  in  him
becoming a very wealthy character indeed.
  Disadvantages: The character will be the chief  clerical  authority  (for
his clerical order) for the lands around his stronghold.  This means that he
has clerical responsibilities to all the people living  on  and  around  his
lands-responsibilities  which  may  interfere with his desire to travel with
his old adventuring  friends  of  which  may  confront  him  with  difficult
problems.

Traveling Clerics
 A cleric who decides not to build a stronghold sanctioned by his order  is
referred  to  as a "traveling cleric," even if he is not always on the road
traveling.  There are also advantages and disadvantages to being a traveling
cleric.
 Advantages: The cleric does not have to tie himself down to any one  place
or  group  of  people;  except  when acting on official requests from his
order, he may go where he pleases.
 Disadvantages: The  cleric  may  not  rise  to  or  above  the  rank  of a
land-owning cleric,  and may not achieve much political influence within his
order.  (He  doesn't stop earning experience points,  experience levels,  or
personal power;  he just cannot climb any higher  in  the  clerical  order's
hierarchy.)  The  cleric  still  has responsibilities to his clerical order,
naturally;  as before,  he may be required at any time to uphold the beliefs
and accomplish the goals of his order.

Becoming a Land Owner
 If the 9th level cleric decides to build a stronghold, he must report to a
superior of  some  type,  either  an official of his order or a ruler of the
nation where he wishes to  settle,  to  ask  for  land.  This  ruler  should
willingly grant the land, unless the cleric has had problems with him in the
past;  if so,  the ruler may requite some service of the cleric (such  as  a
quest)  before he grants the land.  (The DM must decide whether the cleric's
order has the power to make such grants,  according to the  civilization  of
his campaign world.)
  If the cleric has never been punished  for  misbehavior,  either  by  his
order or by the powers that grant him his spells, his order can (at the DM's
discretion) help him with the cost of building  the  stronghold.  Such  help
usually  involves  the  order paying for up to any amount the DM feels to be
reasonable (the standard is  50%  of  the  stronghold's  construction).  The
player  should design the stronghold the way he wishes to see it built.  The
DM will calculate how much it would cost to  build,  determine  to  his  own
satisfaction  how much of the design is good and necessary planning (and how
much is extravagant overexpenditure), and decide what proportion of the cost
the clerical order will assume.
 Regardless of  how  much  the  clerical  order  pays,  the  stronghold  is
technically  the  cleric's  property.  The  cleric  can't deny access to the
property and its facilities to members of his order-normally,  he  shouldn't
ever wish to do so-but it's his land,  and he can't just be assigned to some
other stronghold against his will.
  A number  (typically  1d6)  of  lower  level  clerics  will  come  to the
stronghold once it is built, to assist and serve the cleric in operating the
stronghold's  clerical  functions.  (See  Chapter  11  for  more  on  this.)
Naturally,  he'll get fewer or no assistant clerics if he has  a  reputation
for abusing  or  endangering his retainers.  These clerics have arrived with
the intention of helping to operate the stronghold,  not to travel with  the
cleric on  his adventures.  The DM should create each of these clerics as an
individual,  with  his  own  name,  personality,  background,   goals,   and
abilities.
 If the cleric manages his land well and serves his order equally well,  he
will  probably  rise  in power in the bureaucracy of his clerical order.  In
addition,  he may be awarded more land; more normal men will settle the area
around the cleric's stronghold,  and the cleric will receive more tax income
from the settlements.

Choosing to Travel
  A cleric who decides to travel may follow one of two routes: in civilized
lands,  or in wilderness.  A cleric who travels within the boundaries of the
civilized  world  usually looks for ways to help those of the same alignment
(whatever that may be). The cleric may travel alone, with retainers, or with
other clerics.
 A cleric who travels to the wilderness usually searches for enemies of the
clerical  order,  to  convert or destroy.  This cleric normally travels with
other characters as an adventuring party  (though  the  others  may  all  be
NPCS).

Changing Back and Forth
 Once a player decides to be a traveling  or  land-owning  cleric,  only  a
major  development  in  the  campaign or in the character should change that
status.  The DM should discourage frequent or casual changes of the cleric's
status.


Fighter

  Prime Requisite: Strength.
  Experience Bonus: 5 % for Strength 13-15, 10% for Strength 16-18.
  Hit Dice: 1d8 per level up to 9th level. Starting with 10th level,
  +2 hit points per level, and Constitution adjustments no longer apply.
  Maximum Level: 36th.
  Armor: Any; shields allowed.
  Weapons: Any.
  Special Abilities:  Lance  Attack  and  Set  Spear vs.  Charge maneuvers,
Fighter Combat Options (see Chapter 8).
  A fighter is a human whose main ability is fighting skill. Fighters often
have greater Strength than other characters. They usually hit opponents more
often in combat, and inflict more damage.
  In the D&D game,  fighters protect their weaker  friends  and  allies.  A
party  made  up  only  of  fighters  would probably survive most dungeon and
wilderness encounters,  even those where magic would be useful.  Every group
of explorers should have at least one of two fighters.
  In group adventures,  the fighters should stay in front and  act  as  the
"front  line"  in combat situations.  If there are three or more fighters in
the party,  one should stay in the back,  in case the characters'  party  is
approached  from  the  fear  by enemies.  In battle itself,  fighters have a
better chance at surviving physical damage,  since they have more hit points
than most other classes.
  A fighter character should be able to use a variety  of  weapons.  Unless
your conception of your fighter character Omits him to one class of weapons,
you should equip him with both hand-to- hand and missile weapons.
  Fighters may advance as high as 36th level. Their rapid advances, both in
combat ability and in their amount of hit points,  make them natural leaders
in human settlements, especially small ones. High level fighters spend a lot
of their time training and leading men-at-arms,  clearing the wilderness  of
monsters, and expanding human settlements.


            Fighter Experience Table

    Level    XP    Level      XP    Level      XP

     1        0    13    720,000    25  2,160,000
     2    2,000    14    840,000    26  2,280,000
     3    4,000    15    960,000    27  2,400,000
     4    8,000    16  1,080,000    28  2,520,000
     5   16,000    17  1,200,000    29  2,640,000
     6   32,000    18  1,320,000    30  2,760,000
     7   64,000    19  1,440,000    31  2,880,000
     8  120,000    20  1,560,000    32  3,000,000
     9  240,000    21  1,680,000    33  3,120,000
    10  360,000    22  1,800,000    34  3,240,000
    11  480,000    23  1,920,000    35  3,360,000
    12  600,000    24  2,040,000    36  3,480,000



Class Details

  Prime Requisite:  A  fighter's prime requisite is Strength.  If a fighter
has a Strength score of 13- 15 of more,  the character gains a 5 %  bonus to
experience points earned in every adventure;  if his Strength is 16-18,  his
bonus is 10%.
  Hit Dice:  Roll an 8-sided die (1d8) to determine a fighter's hit points.
A fighter starts with 1d8 (1-8) hit points (plus Constitution bonus, if any)
and  gains  1d8  more hit points (plus bonus) with each level of experience.
Two additional hit points are gained for each level after 9th level.
  Armor: A fighter can wear any kind of armor and may use a shield.
  Weapons: A fighter  can  use  any  kind  of  weapon.

Special Abilities

  Beginning fighters  initially  receive only a couple of special abilities
and need no other special abilities to  survive  and  prosper.  Their  great
strength,  hit points,  strong armor,  and many weapons make them a powerful
character class without additional special abilities.  At higher  experience
levels, though, they do receive some additional fighting abilities.
  The two special abilities they  do  receive  immediately  are  the  Lance
Attack  maneuver  and  Set  Spear vs.  Charge maneuver.  These maneuvers are
described in Chapter 8.
  At higher  experience  levels,  some  fighters  receive specific special
abilities,  including Fighter Combat Options and other abilities;  these are
also described in Chapter 8.

Higher Experience Levels
  A fighter with enough money may build himself  a  home,  even  a  castle,
before he reaches 9th experience level.  However,  this home has no official
sanction;  even if it is a castle,  the  character  is  not  a  ruler  or  a
nobleman.
  When a fighter reaches Name level (9th level), the character is, owing to
his great abilities and reputation,  addressed as Lord (if male) or Lady (if
female).  This is status within his community even if it  is  not  a  formal
title;  it  is  for  the  DM  to  decide whether or not it is a formal title
bestowed upon the fighter by the nation's rulers.
  At Name level, the fighter will have to decide whether he intends to be a
"land-owning fighter" (i.e.,  a ruler in his own right, and lord of a region
of  land) or a "traveling fighter" (one who may own homes but not rule land,
and has no especially strong responsibilities to the nation's rulers). Don't
be  confused  by these names.  A land-owning fighter may spend a lot of time
traveling and adventuring,  and a traveling fighter may spend a lot  of  his
time at home.


 Fighter Saving Throws Table
                            Normal
 Saving Throw                Man  1-3 4-6 7-9 10-12 13-15 16-18
 Death Ray/Poison             14   12  10   8     6     6     5
 Magic Wands                  15   13  11   9     7     6     6
 Paralysis/Turn to Stone      16   14  12  10     8     7     6
 Breath Attack                17   15  13  11     9     8     7
 Rod/Staff/Spell              17   16  14  12    10     9     8

 Saving Throw               19-21  22-24  25-27  28-30  31-33  34-36
 Death Ray/Poison               5      4      4      3      3      2
 Magic Wands                    5      5      4      4      3      2
 Paralysis/Turn to Stone        6      5      5      4      3      2
 Breath Attack                  6      5      4      3      2      2
 Rod/Staff/Spell                7      6      5      4      3      2

Land-Owning Fighters
   There are  two  ways  for  a  fighter  to  become a land-owning fighter:
independently or in fealty to a greater ruler.
  The DM  decides  on  what  sort  of  government  is used in his campaign.
Assuming that it's based on medieval Europe,  as is the case with  many  D&D
game  campaigns,  a nation's government consists in part of a king and queen
ruling a strong court of dukes,  counts and barons,  each of  whom  rules  a
smaller territory or domain.
   In order to become a ruler within an existing country,  he will have  to
petition  the  country's rulers for a grant of land.  If he has already done
them great services in the past,  they may give it to  him  immediately  and
gratefully, but if he is not already their friend of ally, they may send him
on a difficult quest so that he can prove himself to them.  Once he has been
granted the land,  he may build his castle upon it (at his own expense). The
land may be occupied or not;  if it is unoccupied, the prospective ruler had
best  try  to  lure  settlers  there  soon,  so that his dominion will begin
receiving tax revenues.
 At the  very least,  a land-owning fighter within an existing country will
be granted the title of Baron (if male) or  Baroness  (if  female),  or  the
equivalent.  If he continues to expand his land within the nation's laws and
to make his dominion an increasingly strong and rich  one,  he  may  receive
greater titles, such as Count/Countess and Duke/Duchess.
  If the fighter wishes to make his dominion in a wilderness which  is  not
within  an  existing country,  he may call himself anything he wants- baron,
duke,  king,  emperor. However, be aware that a too-glorious title will make
others  laugh at him.  If he takes a title,  it should be appropriate to the
size and strength of the dominion he is ruling;  he may wish to  change  his
title as it increases in size and prosperity.

Traveling fighters
  If, at 9th level,  a fighter does not  decide  to  make  a  dominion  for
himself, he chooses to become a traveling fighter (you can use the term even
if he really doesn't do a lot of traveling).
  Traveling fighters  don't  usually  have  the  political
power that land-owning fighters do,  but they can receive special  abilities
to  help compensate for that.  (Note that we said can.  They don't   receive
these abilities automatically.)
   The alignment  of  a  traveling fighter determines special abilities and
other characteristics.

Paladins
  A Lawful  traveling  fighter  may  be  known as a paladin if he meets the
following requirements.  If he does not  meet  those  requirements,  he  may
become a knight (described below).

  The fighter  must  sweat fealty (an oath of service) to a Lawful clerical
order to gain paladin status.  The fighter must be of Name level or  greater
to  be  accepted  by  the  clerical  order.  Thereafter,  the paladin may be
summoned by the order's leaders at any time, and must do as they command, as
long  as  the service aids the powers of Good.
  2 .A paladin can detect evil (as per the cleric spell) as often  as  once
per round,  simply by concentrating.  (Range:  120'.  The paladin cannot use
this ability and attack in the same round.)
  3. If the paladin's Wisdom score is 13 of greater, the character can cast
cleric spells as if he were a cleric  of  one-third  his  actual  experience
level (round any fraction down); if a fighter becomes a paladin right at 9th
level, he'll immediately gain the spells of a 3rd level cleric. A 17th level
paladin  can  cast  spells  as if he were a 5th level cleric.  If his Wisdom
score is 12 of less,  the fighter can still be a paladin,  but  cannot  cast
spells.
  The paladin learns how to meditate and cast spells from  the  clerics  of
the order.  The clerics will refuse any offer of compensation or payment for
this service.
  4. A  paladin  can  turn undead,  as if he were a cleric of one-third his
actual experience level (round all fractions down).  Therefore, a 6th or 7th
level paladin can turn undead with the same ability of a 2nd level cleric.
  5. A paladin may only travel with a number of hirelings equal to or  less
than  his  clerical  level.  In  other words,  if he can cast spells or turn
undead as a 5th level cleric, he can have five hirelings accompany him.
  6. A paladin must assist anyone who asks for help-with two exceptions: He
does not have to help evil characters or achieve  evil  goals,  and  if  the
paladin  is on a mission for a higher authority (such as a quest,  serving a
duke, etc.), he can offer only a small amount of help (such as sheltering or
advising  the  person  in  need  of aid),  along with an explanation for his
refusal.  Assistance never involves donations of money or  items,  but  only
service for a short time.

Knights
   A Neutral traveling  fighter  may  become  a  knight.  Lawful  traveling
fighters  who  do not become paladins,  or Chaotic traveling fighters who do
not become an avengers (described below) are also able to become knights.
   To gain knighthood,  a fighter must swear fealty to a prince,  king,  or
emperor.  In return,  the ruler will declare the character  a  knight;  that
ruler then becomes the knight's "liege."
   In most campaigns,  knights  are  the  most  common  sort  of  traveling
fighters. The following rules apply to knights.

  1. If  summoned  by his liege the knight must report to him as quickly as
possible,  and must serve as the liege orders.
  2. If the knight ever refuses to obey the liege, or ever swears fealty to
any other liege,  the knight loses three levels of experience.  (The DM  may
increase  this  penalty  if the offense warrants it.) The previous liege may
even order the offender slain for his treachery.  In  addition,  rumors  and
tales of the "traitorous knight" may haunt the character forever after;  the
character may find it difficult to find help in places where his  reputation
is known.
  If his liege dies,  the knight is  free  to  choose  another.  Additional
benefits (lands,  money, etc.) may be awarded to knights who swear fealty to
the successor of a liege who dies.
  A knight  may petition the liege for a peaceful end to his oath;  however
rarely granted.  The knight would be banished,  at the least,  and could  be
stripped of all possessions as well.
  3. A  knight  may  visit  any  castle,  of  any  territory,  and  request
sanctuary.  The  castle  owner  must,  by the customs of the land,  give the
knight a place to stay for up to three days,  along with food and drink.  He
does not have to be friendly to the knight,  but,  according to this custom,
may not challenge, attack, or refuse sanctuary to the knight. (Note that the
knight cannot challenge or attack his host or members of his host's court or
family, either. Should he do so, his sanctuary is at an end, and his host is
now  free  to punish him.) In campaigns modeled after medieval Europe,  this
custom is nearly universal,  but the DM is free to indicate that the  custom
is not present if his nations are not similar to Europe's.
  4. If a call to arms sounds (a call for knights to battle  for  justice),
the knight must respond. This declaration can only be issued by the ruler of
a large town (Mayor) of territory (Archduke  or  greater  status),  and  the
knight  need  only  respond  if  it  sounds  in the area through which he is
passing or if it is called by his liege.  When the call to arms sounds,  the
knight  must  immediately travel as fast as possible to the ruling castle of
the one who made the call to arms,  and fight as ordered by the ruler-within
the constraints of any knightly oaths he took in the course of the campaign.
(If the ruler who made the call to arms orders  him  to  kill  innocents  or
helpless  prisoners,  the  knight may choose to refuse,  but he will make an
enemy of that ruler.) The  knight  is  entitled  to  compensation  for  this
service;  the  ruler  issuing  the call to arms must grant the knight a gift
appropriate to the value of the knight's services.  (Many rulers will  offer
the gift out of gratitude; some will not. The knight has the right to demand
the gift; he does not have to demand it if he does not wish to.)
  There are  two  notable exceptions to the custom of the call to arms.  In
lands where the civilization is very different from  medieval  Europe,  this
custom might not be used (in wilderness areas where there are no rulers,  it
would naturally be unknown).  If the knight is within a territory  that  has
declared  itself  hostile  to  the  knight's  liege,  the  knight  need  not
respond-if the call to arms is against the land of his liege,  he  must  not
respond.  In fact, the knight would be in great danger when the call to arms
sounds.

Avengers
   A Chaotic  traveling  fighter  may  become  an  avenger  if he meets the
following requirements.  Otherwise,  a Chaotic traveling  fighter  may  also
become a knight.

  1 . The fighter must make an alliance with a Chaotic clerical order. This
is not a swearing an oath of fealty,  but a loose agreement of  loyalty  and
support;  the order may decline the offer. If the order accepts, the order's
leaders may summon the avenger at any time,  and he must do as they command.
If  he  disobeys  them,  he  loses all special abilities and benefits of the
avenger. Even  then,  the  fighter  may regain avenger status by negotiating
with a different order.
  2. An avenger can detect evil (as the cleric spell) up to once per round,
simply by concentrating.  (Range: 12O'. The avenger may not use this ability
and attack in the same round.)
  3. If the avenger's Wisdom score is 13 or greater,  the avenger can learn
to  cast  cleric  spells  as  if  he  were  a cleric of one-third his actual
experience level (round all fractions down).  Therefore,  a 12th-14th  level
avenger  casts  spells  as a 4th level cleric.  If his Wisdom score is 12 or
less, the fighter can still be an avenger, but cannot cast spells.
  The avenger learns how to meditate and cast spells from  the  clerics  of
the order-but at a price (the price is at the DM's discretion, but a minimum
of 10,000 gp per clerical spell level gained is recommended).
  4. An  avenger  may  turn  undead as if he were a cleric of one-third his
actual experience level,  but with an important difference.  If the   result
is  "turn" or "destroy," the avenger may choose to control them instead.  If
control is chosen, it lasts for 1 turn per level of the avenger-thus, a 17th
level avenger could control them for 17 turns. Undead thus controlled behave
as if charmed, obeying the avenger as if they were friends.
  However, if  the  undead  are  turned or destroyed by a cleric during the
duration of the control, the control is dispelled immediately, and cannot be
renewed. If the duration of the control ends without  incident,  the  undead
will flee (as if turned).
  5 An  avenger  may  not have human or demihuman hirelings.  However,  the
avenger may try to persuade monsters of  Chaotic  alignment  to  become  his
hirelings. If a Chaotic creature is not immediately hostile, the avenger may
offer food or treasure, indicating (through word or gestures) friendship. If
this  fails,  threats or combat resulting in surrender may accomplish nearly
the same result.  If the creature's Reaction roll indicates friendship,  the
creature is persuaded to follow and obey the avenger. The effect lasts for a
duration identical to a charm magic-user spell;  once it ends,  it cannot be
renewed. The
avenger may  have  the  number  of  Chaotic  monster  hirelings  that his
Charisma score allows for;  once he  loses  one,  he  may  try  to  persuade
another.
  6. An avenger may visit any castle, ruin, or dungeon known to be ruled by
an intelligent Chaotic monster or character and, using his alignment tongue,
demand Sanctuary (see knight,  above). An avenger may pretend to be a knight
and request Sanctuary of other rulers;  if he deceives the ruler (and is not
tripped up by some alignment-revealing magic),  the ruler will  provide  him
with normal Sanctuary.

     Changing Back and Forth
  Once a player decides to be a traveling of land-owning  fighter,  only  a
major  development  in  the  campaign or in the character should change that
status. The DM should discourage frequent or casual changes of the fighter's
status.


     Magic-User

          Prime Requisite: Intelligence.

  Experience Bonus:  5 %  for Intelligence 13-  15,
  10%  for  Intelligence 16-18.
  Hit Dice: 1d4 per level up to 9th level.
  Starting with  10th  level,  +  1  hit point per level,  and Constitution
adjustments no longer apply.
  Maximum Level: 36.
  Armor: None; no shield permitted.
  Weapons: Dagger only. Optional (DM's discretion): staff, blowgun, flaming
oil, holy water, net, thrown rock, sling, whip.
  Special Abilities: Magical spells.

    A magic-user  is  a  human  character  who studies the powers of magic.
Magic-users find spells, put them into books, and study those books to learn
the  spells.  Magic-users  have  their  own spells,  entirely different from
clerical spells.  A magic-user has poor fighting skills,  and  should  avoid
combat.
    A magic-user concentrates on learning and casting magic  spells.  He'll
find  that  a  high  Intelligence  is  very helpful.  The magic-user's other
ability scores are often low.  However,  a high Constitution score will help
your  magic-user survive longer,  because it gives a bonus to hit points-one
of the magic-user's weaker traits.
    Magic-users greatly  fear  damage.  All the other character classes can
use armor of some kind,  but magic-users can only wear clothes.  Thus,  they
are easy to hit. They also have few hit points.
    Magic-users start as the weakest characters,  but can eventually become
the  most  powerful.  Their  magical spells can be used for many things-from
simple things like opening doors and  locks,  to  impressive  and  dangerous
magical attacks such as throwing lightning.  All details on Spellcasting are
given in Chapter 3.
    However, it  is  often difficult for magic-users to survive.  Their few
weapons and spells (at low levels) balance against the power they eventually
achieve.  Therefore,  magic-users  must be cautious at lower levels,  as few
will survive long without protection.
  Your magic-user  should  not  go on adventures alone;  because of his low
defenses and hit points,  one surprise could kill him.  In groups,  he should
always stay in the middle of the party,  protected from attacks,  and use his
magic in ways that will help win the fight.

                       Magic-User Experience Table

                                 Spells/Level
  Level       XP       1  2  3  4  5  6  7  8  9
    1        0         1  -  -  -  -  -  -  -  -
    2        2,500     2  -  -  -  -  -  -  -  -
    3        5,000     2  1  -  -  -  -  -  -  -
    4        10,000    2  2  -  -  -  -  -  -  -
    5        20,000    2  2  1  -  -  -  -  -  -
    6        40,000    2  2  2  -  -  -  -  -  -
    7        80,000    3  2  2  1  -  -  -  -  -
    8        150,000   3  3  2  2  -  -  -  -  -
    9        300,000   3  3  3  2  1  -  -  -  -
   10        450,000   3  3  3  3  2  -  -  -  -
   11        600,000   4  3  3  3  2  1  -  -  -
   12        750,000   4  4  4  3  2  1  -  -  -
   13        900,000   4  4  4  3  2  2  -  -  -
   14      1,050,000   4  4  4  4  3  2  -  -  -
   15      1,200,000   5  4  4  4  3  2  1  -  -
   16      1,350,000   5  5  5  4  3  2  2  -  -
   17      1,500,000   6  5  5  4  4  3  2  -  -
   18      1,650,000   6  5  5  4  4  3  2  1  -
   19      1,800,000   6  5  5  5  4  3  2  2  -
   20      1,950,000   6  5  5  5  4  4  3  2  -
   21      2,100,000   6  5  5  5  4  4  3  2  1
   22      2,250,000   6  6  5  5  5  4  3  2  2
   23      2,400,000   6  6  6  6  5  4  3  3  2
   24      2,550,000   7  7  6  6  5  5  4  3  2
   25      2,700,000   7  7  6  6  5  5  4  4  3
   26      2,850,000   7  7  7  6  6  5  5  4  3
   27      3,000,000   7  7  7  6  6  5  5  5  4
   28      3,150,000   8  8  7  6  6  6  6  5  4
   29      3,300,000   8  8  7  7  7  6  6  5  5
   30      3,450,000   8  8  8  7  7  7  6  6  5
   31      3,600,000   8  8  8  7  7  7  7  6  6
   32      3,750,000   9  8  8  8  8  7  7  7  6
   33      3,900,000   9  9  9  8  8  8  7  7  7
   34      4,050,000   9  9  9  9  8  8  8  8  7
   35      4,200,000   9  9  9  9  9  9  8  8  8
   36      4,350,000   9  9  9  9  9  9  9  9  9


                   Magic-User    Saving    Throws     Table

 Levels                  1-5 6-10 11-15 16-20 21-24 25-28 29-32 33-36
 Death Ray/ Poison        13   11     9     7     5     4     3     2
 Magic Wands              14   12    10     8     6     4     3     2
 Paralysis/Turn to Stone  13   11     9     7     5     4     3     2
 Breath  Attack           16   14    12    10     8     6     4     2
 Rod / Staff / Spell      15   12     9     6     4     3     2     2


 Class  Details

    Prime Requisite:  A magic-user's prime requisite is  Intelligence.  If  a
magic-user has an Intelligence score of 13-15, the character gains a 5% bonus
to experience points earned in every adventure;  if he has an Intelligence of
16-18, the bonus is 10%.
    Hit Dice:  Roll a 4-sided die  (1d4)  to  determine  a  magic-user's  hit
points.  A  magic-user  starts  with 1d4 (1-4) hit points (plus Constitution
bonus, if any) and gains 1d4 more hit points (plus bonus) with each level of
experience.  One  additional  hit  point  is gained for each level after 9th
level.
   Armor: A  magic-user  cannot  wear  any  kind  of armor,  and cannot use a
shield.
    Weapons: A magic-user may only use daggers as weapons. Optionally, at the
DM's discretion,  magic-users can use the staff,  blowgun, flaming oil, holy
water, net, thrown rock, sling, and whip.



                            Special Abilities

   The magic-user's  sole  special  ability is that he can cast magic spells.
The processes of spell book and new spell acquisitions,  as well as  how  the
magic-user memorizes and casts spells, are described in Chapter 3.



                        Higher Experience Levels

    At Name (9th) level or greater, a magic-user is called a wizard (if mate)
or maga (female). Also at Name level, a magic-user may create magical items.
  Upon reaching Name level,  a magic-user may build  a  tower  (if  he  can
afford  to).  A  magic-user  who constructs a tower will usually attract 1d6
(1-6) apprentices,  all magic-users of experience levels 1-3.  The  DM  will
decide  how  many apprentices arrive to serve the wizard,  and should create
names,  backgrounds,  and character sheets for them; they should be complete
characters.
  If a Name level magic-user decides to  build  a  tower,  or  to  take  up
regular  residence  in  the home of a ruler who wishes to employ him,  he is
referred to as a  land-owning  magic-user;  otherwise,  he  is  a  traveling
magic-user (even if he actually spends more time in his own home than on the
road).

Land-Owning Magic-Users:
Independent Wizards
  Magic-users who decide to live in their own  strongholds,  regardless  of
their political affiliations or interest in the outer world, are referred to
as independent wizards.  They are commonly  referred  to  and  addressed  as
wizard or maga, whatever their actual titles may be.
  An independent magic-user may build or seize a tower.  By  tradition,  he
need not seek permission from the local ruler beforehand.  If,  however, the
wizard does seek the ruler's permission,  the ruler will probably  give  the
magic-user a lavish gift,  official title to the dominion, and possibly some
sort of official rank of nobility to keep the favor of the character.  (Only
the  most  powerful  of  rulers would dare to offend a magic-user,  whatever
their alignment differences.)
   After the  magic-user  moves  into  his tower,  he may choose to build a
dungeon beneath or near it.  Most wizards and magas employ specialists to do
their  mining  and  engineering,  but  may  decide  to  create  the dungeons
themselves if they know the proper spells.
  Of course,  any  character  building  a  stronghold  could  also  build a
dungeon,  a subterranean  complex  where  prisoners  can  be  kept  and  the
character can perform specific researches in secret. But a wizard can choose
for his dungeon to be different.  If, once one or more levels of the dungeon
are  completed,  the  wizard  leaves  an unguarded opening into the dungeon,
monsters will be attracted and will build lairs. Some wizards encourage this
sort  of  thing  so  that  they  have ready access to a variety of different
monster types  (useful  for  research,  and  for  staying  aware  of  what's
happening in the realms of monsters).
  Such monster-infested dungeons are not looked upon favorably by humans in
the  region.  Dungeons tend to make the locals nervous,  and the monsters in
them often prey on  nearby  human  communities.  Wizards  who  create  these
dungeons need to be aware that low level adventurers may take action against
the monsters of these dungeons,  either to keep the region safe of simply to
fill their own coffers with the monsters' treasure.
  Independent wizards do not usually live in complete solitude. They may or
may  not  interact  with the rulers and nobles of the nations in which they
live,  as they please. They may continue to go on quests and adventures with
their old friends. Other wizards may visit and correspond with them in order
to facilitate magical research and understanding.  They might participate in
the operation of schools of magic. Only the most misanthropic of wizards, or
those  with  much  to  hide,  build their  towers  in the most dangerous and
inaccessible areas and live there alone.

Land-Owning Magic-Users: Magists
  If a land-owning magic-user cannot or does not want to maintain a  tower,
the character may apply for a position as a magist in any existing castle or
stronghold. If the ruler does not have a magist and can afford one, he will
usually  accept  the  application  ...  unless  the  wizard  has  so  vile a
reputation that the ruler cannot trust the wizard.  The magist  advises  the
ruler  in matters involving magic and handles the magical needs of the ruler
and the stronghold.
  To become a magist, the magic-user must first find a ruler who is willing
to hire and support him.  He must negotiate payment and other benefits  with
the  ruler.  (Standard  payment is a minimum of 3,000 gold pieces per month,
with magists above 15th  level  commanding  higher  payment.)  Finally,  the
character must swear an oath of fealty to that ruler to become a magist.
  When the agreements and terms are complete,  the ruler supplies  all  the
magist's needs, including a place to stay in the stronghold (usually a suite
of several rooms), guards and servants, and other agreed-upon benefits (such
as  magical  items,  either to use or as outright gifts).  The ruler usually
pays for magical research costs if the item or spell researched will benefit
the stronghold.  The magist must serve the ruler as ordered in all respects,
but is never required to fight or otherwise be placed in danger.
  A magist may go on normal adventures if the ruler gives.  permission. The
ruler knows that more experience means a  more  powerful  magist,  and  will
usually give permission if no immediate magical needs are pressing.
  The magist is bound by oath not to work  against  the  interests  of  his
ruler.  If  at  some,  time  in the future he finds that he cannot serve the
ruler, he must officially renounce his oath of fealty and depart the ruler's
home.  He cannot oppose his former ruler until he has left the ruler's home.
(If he intends to become an enemy of the ruler,  it's best for him to depart
in secret and send his official notification by proxy.)

Traveling Magic-Users: Magi
  A traveling magic-user of either gender is known as a magus.
  1. A  magus  may  visit any land-owning magic- user to offer to help with
magical research,  If the offer is accepted, items or spells researched will
be completed faster and more efficiently,  as described in Chapter 3.
  2. The magus will attract powerful traveling fighters  and  clerics,  who
offer  to  travel  with  and  help  the  magus in return for pay.  The magus
attracts 1d6 such hirelings.  These hirelings are of levels much higher than
normal (5th level minimum).


  High Experience Levels and Spell Damage
   Here's one final but very important note about high level magic-users:
   Any damage-causing  spell can produce a maximum of 20 dice of damage (of
whatever type is applicable).  Therefore, a 16th level magic-user casting a
fireball spell can deal out 16d6 points of damage,  but a 27th level caster
only inflicts the maximum of 20d6 points of damage.


Thief

  Prime Requisite: Dexterity.
  Experience   Bonus:   5%   for    Dexterity    13-15,
  10% for Dexterity 16-18.
  Hit Dice: 1d4 per level up to 9th level. Starting with 10th level, +2 hit
points per level, and Constitution adjustments no longer apply.
    Maximum Level: 36.
    Armor: Leather armor only; shield not permitted.
    Weapons: Any missile weapon; any onehanded melee weapon.

    Special Abilities: At 1st level-Open Locks, Find Traps, Remove Traps, Climb
Walls,  Move  Silently,  Hide  in  Shadows,  Pick Pockets,  Hear Noise,  and
Backstab;  at 4th level-Read any normal language  80%;  at  10th  level-cast
magic-user spells from scrolls (10%  chance of backfire). For the chances of
success for these abilities, see "Special Abilities" below.

  A thief  is  a  human  who  specializes  in  stealth,  lockpicking,  trap
removing,  and other such activities.  As the name indicates,  however, most
characters belonging to the thief c@s do  steal.  (They  rarely  steal  from
their  friends or members of their own groups,  however.  A thief who steals
from friends is usually not permitted to adventure with them ever again!)
  Thieves belong to an organization (sometimes called a Guild).  Every town
has a building, called the Guild Hall, where thieves may live and eat (for a
price,  of course).  Every thief learns " the Arts" (a thief's unique skills;
see "Special Abilities," below) from teachers at the Guild.  Thieves  are  a
normal  part  of  life  in  most campaign worlds because of their unique and
useful skills,  but they are not usually welcome  in  the  better  parts  of
towns.
  The thiefs job is to use his special abilities  where  needed.  A  thiefs
skills can be very useful,  and they can be used over and over. For example,
a magic-user may use a spell to open a lock,  but the spell only works once;
a thief may try to open locks whenever desired.  Consequently,  thieves  are
found in most groups of adventurers.
  Most thieves  have  high  Dexterity scores.  Since this can improve their
ability to use missile weapons,  most thieves  use  one  of  more  types  of
missiles.  The  thief  will also find it useful to have a sword or dagger in
situations where he can't avoid close combat.
  Thieves may advance to 36th level.

Class Details

  Prime Requisite: A thief s prime requisite is Dexterity. If a thief has a
Dexterity score of 13- 15,  he gains a 5%  bonus to experience points earned
in every adventure; if his Dexterity is 16- 18, the bonus is 10%.
  Hit Dice:  Roll a 4-sided die (1d4) to determine a thiefs hit  points.  A
thief  starts  with 1d4 (1-4) hit points (plus Constitution bonus,  if any)
and gains 1d4 more hit points (plus bonus) with each  level  of  experience.
Two additional hit points are gained for each level after 9th level.
 Armor: A thief may only wear leather armor, and may not use a shield.
 Weapons: A  thief may use any missile weapon,  and any other weapon usable
with one hand (two-handed weapons are prohibited).

Special Abilities

 Thieves have numerous special abilities.  They receive some of them at 1st
experience  level,  when  they  begin play,  and receive others as they gain
experience levels.
  At 1st experience level,  thieves know the following skills:  Open Locks,
Find and Remove Traps,  Climb Walls,  Move Silently,  Hide in Shadows,  Pick
Pockets,  and  Hear  Noise.  They also learn the skill of Backstabbing.  The
Thief Special Abilities Table shows the development of many  of  the  thiefs
special abilities.
 The column on the left is the thiefs experience level; cross-reference his
level  with the skill he is trying to use.  For instance,  a 6th level thief
using his Climb Walls skill has a 92 % chance.
 Each number  on the table above is the percentage chance that the thief is
successful in using that special ability.  Tell the Dungeon Master  whenever
you want your thief to use a special ability; at the DM's discretion, either
the player or the DM will roll percentile dice (d%).  If the result is equal
to or less than the percentage given, the thiefs attempt is successful.

Descriptions of the Special Abilities
 Open Locks (OL):  With successful use of this special  ability,  and  with
professional  lockpicks (often called "thieves' tools"),  the thief may open
locks. The character may try to use this skill only once per lock. The thief
may  not try again with that particular lock until he gains another level of
experience. Without lockpicks, he may not use this ability.
  Find Traps (FT):  With successful use of this special ability,  the thief
may examine a room or an object and determine  whether  it  is  rigged  with
traps.  He may check only once per trap,  and failure prevents the character
from finding any trap in or on the object searched.  (Since the DM  actually
does  the  rolling,  the  player doesn't know how many traps he's rolling to
find.) If the thief finds a trap,  he may use his Remove  Traps  ability  to
remove or deactivate it.
  Remove Traps (RT): With successful use of this special ability, the thief
may remove or deactivate a trap. He may not roll this ability against a trap
unless the trap has been found.  The thief may try his ability only once per
trap; failure to remove a trap triggers the trap.
  Climb Walls (CW):  With successful use of this special ability, the thief
can climb steep surfaces,  such as sheer cliffs,  walls,  and so forth.  The
chances for success are good, but if failed, the



                    Chapter 2: The Character Classes

                          Thief Experience Table
       Level           XP
           1            0    13     640,000    25   2,080,000
           2        1,200    14     760,000    26   2,200,000
           3        2,400    15     880,000    27   2,320,000
           4        4,800*   16   1,000,000    28   2,440,000
           5        9,600    17   1,120,000    29   2,560,000
           6       20,000    18   1,240,000    30   2,680,000
           7       40,000    19   1,360,000    31   2,800,000
           8       80,000    20   1,480,000    32   2,920,000
           9      160,000    21   1,600,000    33   3,040,000
           10     280,000**  22   1,720,000    34   3,160,000
           11     400,000    23   1,840,000    35   3,280,000
           12     520,000    24   1,960,000    36   3,400,000


  * Thief gains 80%  chance  to  read  any  normal  (nonmagical)  writing,
language, code, or map
  * Thief gains ability to cast magic-user spells from spell  scrolls  (10%
chance that the spell will backfire)


thief slips at the halfway point and falls.  The DM rolls for  success  once
for every 100' climbed.  If the roll is a failure, the thief takes 1-6 (1d6)
points of damage per 10' fallen.  Falling during a 10' climb will inflict  1
point of damage.
 Move Silently (MS):  Successful use of this  special  ability  allows  the
thief  to move silently.  When the thief tries to use this skill,  he always
believes he has been successful,  but a failed roll means that  someone  can
hear his passage.  The DM,  at his discretion, may modify the thiefs roll at
any time:  When he tries moving silently across a field of dried leaves, his
percentage  chance  would  go  down,  while  if  he  does  so  during a loud
tournament, his chance will be greatly enhanced. Note that it doesn't do the
thief  any  good  to  use this skill against someone who is already aware of
him.
 Hide in Shadows (HS):  Successful use of this special ability  means  that
the  thief  moves into and remains in shadows,  making him very hard to see.
While the thief is in shadows,  observers only get a chance to  see  him  if
they look directly at him,  at which time he must roll again;  success means
that he remains unobserved.  While in shadows,  the thief may use  his  Move
Silently  ability,  but  attacking  someone reveals the thief.  If the thief
tries to hide in shadows but fails,  he will not know that his  position  of
concealment is a failure until someone sees him and announces the fact. Note
that if the thief is under direct observation,  he  can't  hide  in  shadows
against the people watching him; they'll be able to follow his progress with
no problem.
  Pick Pockets (PP):  This special ability allows the  character  to  steal
things  from  another  character's person without him noticing.  It's a very
risky skill to use.  If the attempt succeeds,  the thief is able to pick the
other's  pockets  without anyone noticing.  If the roll is a simple failure,
the thief fails to get his hands on  what  he's  seeking.  If  the  roll  is
greater than twice what th thief needs to succeed or an 00 in any case,  the
thief is caught in the act by his intended victim, and possibly others.
  When using  the skill,  subtract 5 %  per level or HD of victim.  (Normal
men-men and women who have no adventuring ability at all and do  not  belong
to any adventuring character class- are treated as being 0 level.)

  Example: A  1st  level  thief  tries  to  pick  the pocket of a 1st level
fighter walking along the street.  His chance is 20%  (normal)  minus  5  (5
times 1),  or 15%.  The DM rolls the percentile dice and rolls a 41. This is
over twice what he needed to roll, so the thief is caught in the act.

  Hear Noise (HN): This special ability gives the thief the ability to hear
faint noises-such as breathing on the other side of the door, of the clatter
of distant footsteps approaching  fast.  The  DM  can  rule  that  any  loud
situation, such as a battle, prevents the thief from using this skill.


                       Thief   Saving   Throws   Table

 Levels                 1-4 5-8 9-12 13-16 17-20 21-24
 Death Ray/Poison        13  11    9     7     5     4
 Magic Wands             14  12   10     8     6     5
 Paralysis/Turn to Stone 13  11    9     7     5     4
 Breath Attack           16  14   12    10     8     6
 Rod/Staff/Spell         15  13   11     9     7     5

 Levels                     25-28    29-32    33-36
 Death Ray/Poison               3        2        2
 Magic Wands                    4        3        2
 Paralysis/Turn to Stone        3        2        2
 Breath Attack                  4        3        2
 Rod/Staff/Spell                4        3        2


                 Thief Special Abilities Table (Percentages)

        Open    Find Remove Climb      Move   Hide in     Pick   Hear
 Level  Locks  Traps  Traps Walls  Silently   Shadows  Pockets  Noise
     1     15     10     10   87         20        10       20     30
     2     20     15     15   88         25        15       25     35
     3     25     20     20   89         30        20       30     40
     4     30     25     25   90         35        24       35     45
     5     35     30     30   91         40        28       4o     50
     6     40     35     34   92         44        32       45     54
     7     45     40     38   93         48        35       50     58
     8     50     45     42   94         52        38       55     62
     9     54     50     46   95         55        41       6o     66
     10    58     54     50   96         58        44       65     70
     11    62     58     54   97         61        47       70     74
     12    66     62     58   98         64        50       75     78
     13    69     66     61   99         66        53       80     81
     14    72     70     64   100        68        56       85     84
     15    75     73     67   101        70        58       90     87
     16    78     76     70   102        72        60       95     90
     17    81     80     73   103        74        62       100    92
     18    84     83     76   104        76        64       105    94
     19    86     86     79   105        78        66       110    96
     20    88     89     82   106        80        68       115    98
     21    90     92     85   107        82        70       120    100
     22    92     94     88   108        84        72       125    102
     23    94     96     91   109        86        74       130    104
     24    96     98     94   110        88        76       135    106
     25    98     99     97   111        89        78       140    108
     26    100    100    100  112        90        80       i45    110
     27    102    101    103  113        91        82       150    112
     28    104    102    106  114        92        84       155    114
     29    106    103    109  115        93        86       160    116
     30    108    104    112  116        94        88       165    118
     31    110    105    115  117        95        90       170    120
     32    112    106    118  118        96        92       175    122
     33    114    107    121  118        97        94       180    124
     34    116    108    124  119        98        96       185    126
     35    118    109    127  119        99        98       190    128
     36    120    110    130  120        100       100      195    130

     Lvl   OL     FT     RT   CW         MS        HS       PP     HN


                        Proper Use of Thief Abilities
 Watch for opportunities to use special abilities,  and  simply  tell  your
Dungeon Master when you want your thief to use one.
  A stuck or exceptionally difficult lock,  carefully hidden trap, slippery
wall, or very faint noise may cause a penalty to be applied to the  normal
chances of successful skill use.  The DM may could assign the task a penalty
of -5%,  -10%,  -20%,  or higher depending on the difficulty of at the task.
If,  after applying such penalties, the  chance of success remains 100% or
greater,  the  DM should adjust it to 99%,  allowing a 1%  minimum chance of
failure in all cases.
 However, the  DM  should not modify Move Silently or Hide in Shadows skill
chances unless 4' the thief is undertaking  actions  that  are  outside  the
ability's  usual  functions  (trying  to move silently while running at full
speed or across floor covered with peanut shells,  hiding when very near  to
torchlight, etc.).

Other Thief Abilities
 Backstabbing: If a thief can sneak up on a victim,  completely  unnoticed,
the  thief may he backstab-if he is using a one-handed melee weapon,  he may
strike at particularly vulnerable , points of his target's body. (Though the
ability  is  called  "backstabbing,"  the  weapon  doesn't  have  on to be a
stabbingweapon. A thief can use this ability with a club, for example.)
 When backstabbing,  the  thief gains a bonus of +4 on the attack roll;  if
the target is hit,  the damage done is twice normal (roll the damage for the
weapon,  multiply the result by two,  and then add any pertinent modifiers).
 If the intended victim sees,  hears,  or is warned of the thiefs approach,
the  thiefs  attack is not a backstab;  it is an ordinary attack,  doing the
damage appropriate for the weapon used.
 When no  battle  is  in  progress,  a  backstab attempt may require a Move
Silently ability check. The DM will make all the necessary decisions on that
matter.
 Read Languages:  When the thief reaches 4th level,  he gains an 80% chance
to  read any normal writing or language (including simple codes,  etc.) dead
languages,  treasure maps, and so on, but not magical writings). If he tries
but  fails to read a piece of writing,  he must gain at least one experience
level before trying to read it again.
 Cast Spells  From  Magic-User  Scrolls:  At 10th level,  a thief gains the
ability to cast magic-user to spells from spell scrolls.  However,  there is
always he a 10%  chance that the spell will backfire, creating an unexpected
result,  because  of  the  thiefs  s.  imperfect  understanding  of  magical
writings.  This  ability  only  allows  thieves to cast spells from existing
magic scrolls, not to write their own.
                                                                                                                                                                             y
Higher Experience Levels
  When a  thief  reaches  Name  (9th)  level,  he  is called a master thief
(whether male or female).
Land-Owning Thieves
  Name level thieves may construct a hide-out (a fortified house in a  city,
a  cave network,  etc.).  A thief who has constructed a hide-out will attract
2d6 1st level apprentice thieves, who come to the learn from a master. These
will  generally  (though not always) be loyal to the thief,  but  will not
automatically be replaced by others if they die or leave; the character will
have to recruit new thieves himself.
     At this point,  a player character thief may want to consider  setting
up a Thieves' Guild.
    A thief who wishes to settle must contact the  Thieves'  Guild  of  the
region where he wants to settle.  If the thief has not been an enemy of this
Guild (or,  even if he has,  if he  can  persuade  or  bribe  the  Guild  to
cooperate), the Guild will help establish the thief as a guildmaster. He may
be the master of a new branch of the Guild,  an expansion branch  in  a  new
neighborhood,  or  of  an established Guild whose leader has stepped down or
died.
    The Dungeon Master will describe how many new thieves arrive at the new
Guild,  or will describe how the existing Guild is currently organized.  The
Guild will generate income from its illegal activities.
    The character can, at some point, ask for control of a larger branch of
the  Guild  (this  is  recommended  when  18th  level  is reached),  and may
eventually become a powerful official in the Guild Headquarters.
    Skilled (high level) thieves are always needed for difficult and unique
adventures, and the Guildmaster thief is the person adventurers contact when
such  jobs are available.  You,  as the Guildmaster,  may choose to take the
jobs or allow one or more of the Guild members to  have  them-but  you  have
first choice, in any case.

Traveling Thieves
    A Name level thief who chooses not to  establish  any  hide-out  or  any
station  in the local Guild authority is a traveling thief,  known also as a
rogue.
  1. A rogue must remain a member of a Thieves' Guild, though he need visit
the Guild only once a year.
  2. Once  a  character  becomes a rogue,  the character can never become a
Guildmaster in an established branch of the  Guild.  However,  if  he  later
decides to settle down, and if the Guild-master permits, he may set up a new
branch of the Guild where none currently exists.
  3. A  rogue  has  a  chance  (checked  by  the  DM once per game week) of
discovering treasure maps or rumors about the location of  great  treasures.
This chance is based on him keeping his ear to the thieves' grapevine.
  4 . Likewise, the rogue may visit any branch of the Thieves' Guild to see
the Guildmaster and learn local information,  tips, and rumors- if the local
Guildmaster is willing to suffer his  presence  in  the  territory.  If  the
Guildmaster  is  willing,  it  will  only  be  under  the condition that the
character hire assistance from several low  level  thieves  on  a  temporary
basis.


Dwarf
  Prime Requisite: Strength. Other Requirements: Constitution 9 or better.
  Experience  Bonus:  5  %   for   Strength   13-15,
10% for Strength 16-18.
  Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, + 3 hp
per level and Constitution adjustments no longer apply.
  Maximum Level: 12.
  Armor: Any; shields permitted.
  Weapons: Any Small or Medium  melee  weapon;  short  bows  and  crossbows
permitted, but longbows forbidden.
  Special Abilities:  Fighter Maneuvers (Lance Attack  and  Set  Spear  vs.
Charge maneuvers at 1st level;  at 660,000 XP, Fighter Combat Options); half
damage from spells at 1,400,000 XP;  infravision;  extra  languages  (dwarf,
gnome,  goblin,  kobold);  1  in  3  chance to detect traps,  sliding walls,
sloping corridors, new construction.

  A dwarf is short and stocky,  standing about 4' tall and  weighing  about
150  pounds.  Male  dwarves  wear  long  beards.  Their  skin  is  ruddy  or
earth-colored and their hair is dark brown,  gray,  or black.  'Stubborn but
practical, dwarves are fond of good food and drink. They value craftsmanship
and love gold. Dwarves are sturdy fighters and are resistant to magic.
  Although the dwarf class is different from  the  fighter  class  in  many
ways, their tasks are the same. Dwarves are only able to attain a maximum of
12 experience levels at best.  However,  this  is  balanced  by  the  dwarfs
special  abilities,  such  as  the  ability  to  see in the dark,  detection
abilities,  and better saving throws.  Dwarves are formidable  fighters,  no
matter what their level.
   Dwarven families are organized in Clans.

Class Details

  Prime Requisite:  A dwarfs prime requisite is Strength.  If a dwarf has a
Strength  score  of  13- 15,  the character gains a 5 %  bonus to experience
points earned in every adventure;  if his Strength is 16-18,  the  bonus  is
10%.
   Minimum Scores: A dwarf character must have a Constitution score of 9 or
greater when first played.
  Hit Dice:  Roll an 8-sided dice (1d8) to determine a dwarfs hit points. A
dwarf starts with 1d8 (1-8) hit points (plus Constitution bonus, if any) and
gains 1d8 more hit points (plus bonus) with each experience level. Three hit
points are gained per level after 9th level.
  Armor: A dwarf may wear any kind of armor, and may use a shield.
   Weapons: A  dwarf  may use any small or medium melee weapon.  (If you're
unsure as to whether a weapon is small or medium,  see the Weapons Table  in
Chapter 4.) They may not use longbows, but can use short bows and crossbows.

Special Abilities

Special Attacks
  Dwarves are good fighters.  Like fighters, they know the Lance Attack and
Set Spear vs. Charge maneuvers.
Fighter Combat Options
  When the  dwarfs  experience  points total reaches 660,000,  he gains the
Fighter Combat Options (see "Combat Maneuvers" in Chapter 8).
  With the  multiple attacks combat option,  the dwarf can make two attacks
at 660,000 experience points, and three at 2,200,000 experience
points. He can use the smash and parry combat options,  but cannot use  the
disarm  option  against a giant-sized opponent.  (A giant-sized opponent is
any monster which is  described  as  being  a  giant,  a  giant  animal,  a
gargantua, or is otherwise in the DM's opinion enormous.)

Dwarf Experience Table
     Level          XP           Attack Rank
         1               0
         2           2,200
         3           4,400
         4           8,800
         5          17,000
         6          35,000
         7          70,000
         8         140,000
         9         270,000
         10        400,000
         1я21 я0       530,000
         12        660,000*             C
                   800,000              D
                 1,000,000              E
                 1,200,000              F
                 1,400,000**            G
                 1,600,000              H
                 1,800,000              I
                 2,000,000              J
                 2,200,000t             K
                 2,400,000              L
                 2,600,000              M

  * Gain Fighter Combat Options. Two attacks are possible at this level.
  ** Automatically   takes   half   damage  from  damage-causing  spell  or
spell-like effect.
  t Three attacks per round possible at this level.

    Dwarf Saving Throws Table

Levels                  1-3   4-6  7-9  10-12
Death Ray or Poison       8     6    4      2
Magic Wands               9     7    5      3
Paralysis/Turn to Stone  10     8    6      4
Dragon Breath            13    10    7      4
Rod/Staff/Spell*         12     9    6      3

    * At  1,400,000  XP,  dwarves  automatically  take  only half damage from
spells, or one-quarter damage if the saving throw is successful.



  Special   Defenses
  Experienced dwarves become  more  resistant  to  magic.  When  the  dwarf
reaches  the 1,400,000 experience point mark,  the dwarf automatically takes
only half damage from any damage- causing spell of spell-like  effect  (such
as from a magical item or strange monster powers such as beholders' eyes but
not including dragon's breath).  Divide the rolled damage  by  2  and  round
down.  If the effect allows a saving throw, a successful roll indicates that
he only takes 1/4 damage;  divide the rolled damage by 4 and round down. (If
the  result  is 1/2 point of damage or less,  the character takes 1 point of
damage.)

Infravision
  Infravision is  the  ability to see heat (and the lack of heat).  Dwarves
have infravision in addition to normal sight and can see 60'  in  the  dark.
Infravision does not work in the presence of normal and magical light.  With
infravision, warm things appear fed, and cold things appear blue. A creature
could be seen as a red shape,  leaving faint reddish footprints. A cold pool
of water would seem a deep blue color.

  Characters with infravision can even see  items  or  creatures  the  same
temperature  as  the surrounding air (such as a table or a skeleton),  since
air flow will inevitably show the viewer their borders,  outlining them in a
faint  fighter-blue  tone.  Until they move,  they will be very faint to the
eye;  once they start moving, they become blurry but very obvious light-blue
figures.

 Infravision isn't  good  enough  to  read  by.  A  character  can  use his
infravision to recognize an individual only if they are within 10' distance
... unless the individual is  very,  very  distinctive
(for example, 8' tall or walking with a crutch).

Languages
 In addition  to  Common  and  alignment  tongues,  a  dwarf  can speak the
languages of the dwarf, gnome, goblin, and kobold races.

Detection
 Dwarves can  sometimes  detect  traps  (specifically,  traps  built   into
stone-work  or  heavy  construction,  not  other  types  of  traps  such  as
rope-traps in the forest or spring-out needles built into  a  jewelry  box);
they   can   also   detect   sliding   walls,  sloping  corridors,  and  new
constructions.

  If your dwarf character wants to search for such things in an area,  tell
the DM.  You have 1 chance in 3 to find them.  The DM will roll 1d6, and a I
or  2  will  indicate success if there is anything to find;  a result of 3-6
means your dwarf detects nothing.  You may check once for each trap, sliding
wall,  sloping corridor,  or new construction.  You must tell the DM if  you
want to look for anything; the detection is never automatic.

Higher Experience Levels
   When a  dwarf  reaches Name (9th) level,  he is usually referred to as a
dwarf lord (or dwarf lady, in the case of female dwarves).
  He may build a stronghold. Unless he has forsaken his dwarven Clan and is
living among humans,  it should be an underground cavern complex located in
either mountains or hills.  (If he is living among humans, he may build any
sturdy stone dwelling in the human fashion instead, but will still want for
there to be an underground complex connected to it.) The
character may hire only dwarven mercenaries, but may hire specialists and
hirelings of other races.


    Elf
  Prime Requisites:   Strength   and   Intelligence.   Other  Requirements:
Intelligence score of 9 or more.
  Experience Bonus:  5  %  for Strength of 13 or better and Intelligence of
13-15, 10% for Strength of 13 or better and Intelligence of 16-18.
  Hit Dice:  1d6 per level up to 9th level.  10th level, + 1 hit point, and
Constitution adjustment does not apply.
  Maximum Level: 10.
  Armor: All; shields permitted.
  Weapons: Any.
  Special Abilities: Fighter Maneuvers (Lance Attack, Set Spear vs. Charge;
at 850,000 XP,  Combat Options for Fighters); half damage from dragon breath
at 1,600,000 XP;  infravision; extra languages (elf, gnoll, hobgoblin, orc);
1  in  3  chance  to  detect  secret  and  hidden  doors;  immunity to ghoul
paralysis; magic spells.

 An elf is slender and graceful,  with delicate features and pointed  ears.
An elf is 5' to 5'1/2' tall, and weighs about 120 pounds.
 Elves are able to use all types of armor and weapons, and can cast magical
spells.
 Few elves are adventurers;  most prefer to spend their time  feasting  and
frolicking  in woodland glades.  Except for adventurers,  elves rarely visit
the cities of man.
 Elves are  fascinated  by  magic and never grow tired of collecting spells
and magical items, especially if the items are beautifully crafted.
 Elves are similar to both fighters and magic- users.  Read the description
of the fighter class for some tips on playing a fighter-type character,  but
remember that the elf does not have as many hit points as a fighter. The elf
can best perform as a fighter if he  is  undamaged  or  only  slightly  hurt
before entering a battle; otherwise, he should stay back and help with magic
spells, as a magic-user does.
 An elf  may only advance to 10th level.  However,  this is balanced by the
elf's  special  abilities,  especially  the  combination  of  fighting   and
spellcasting.  This  combination makes an elf far more powerful than a human
of the same level.
 Elves only  employ  other  elves as mercenary fighters,  although they may
hire specialists and hirelings of any race.
 Eleven families live in Clans.

Class Details

 Prime Requisite:   Elves   have   two   prime   requisites:  Strength  and
Intelligence. If an elf has a score of 13 or more in both ability scores, he
gains a 5%  bonus to experience points earned.  If his Intelligence score is
16-18 and his Strength is 13 or more, the bonus is 10%.
 Minimum Scores:  An elf character must have Intelligence 9 or greater when
first played.
 Hit Dice:  Roll  a 6-sided die (1d6) to determine an elf s hit points.  An
elf starts with 1d (1-6) hit point on bonus, if any) and gains 1d6 more  hit
points (plus bonus) with each level of experience. Two additional hit points
are gained at 10th level.
  Armor: An elf may wear any kind of armor, and may use a shield.
  Weapons: An elf may use any weapon.

Special Abilities

Special Attacks
  After reaching  maximum  level  (10th),  elves may continue to improve in
combat ability.  This is a slow process,  however, due to the fact that they
must  divide  their  training time between fighting and magic.  Elves always
know the following fighter maneuvers: Set Spear vs. Attack; Lance Attack.

Fighter Combat Options
   When the   character's  experience  point  total  reaches  850,000,  the
character receives the Combat Options for fighters (see their description on
page 104,  under "Combat Maneuvers"). With multiple attacks, two attacks are
possible at 850,000  experience  points,  and  three  attacks  at  2,600,000
experience points;  the elf never gains four attacks per round.  The elf may
use the smash, parry, and disarm options as described in the text.

Special Defenses
  Experienced elves  become  more resistant to dragon breath.  When the elf
reaches the 1,600,000 experience points mark,  he automatically  takes  only
half damage  from  any  breath  weapon  (most  notably  dragon  breath,  but
including all sorts of breath weapon attacks). If the breath allows a saving
throw,  a successful roll indicates that  the  elf  takes  only  one-quarter
damage. When modifying damage sustained, always round down. If the result is
1/2 point of damage or less, the character takes 1 point of damage.

Infravision
   Elves have infravision identical to that of dwarves. See the description
of infravision in the explanation of the dwarfs special abilities.

Languages
  In addition to the languages of all characters-the Common  and  alignment
tongues-an elf can speak the languages of the elf, gnoll, hobgoblin, and orc
races.

Detection
  All elves  can find secret and hidden doors better than other characters.
You must tell the DM if you want to look for secret and  hidden  doors;  the
detection is never automatic.

Immnunity to Ghoul Paralysis
  All elves are naturally immune to the paralyzing attacks of ghouls. Other
types  of  paralysis,  such  as attacks from a carrion crawler or gelatinous
cube, do affect them normally.

Spells
  Elves can  use  magic-user  spells just as magic- users can,  though they
receive fewer and lower level spells. Spell are described in Chapter 3.

 Higher Experience Levels
  When the elf reaches Name (9th) level,  he is often referred to as a lord
wizard (if male) or lady maga (if female).
  He may build a special kind  of  stronghold  deep  in  the  forest.  This
stronghold  must  pleasingly blend with its surroundings,  usually a natural
site of great beauty.  Typical locations are the tops of great trees, on the
edges of quiet vales,  or behind rushing waterfalls. Because of the effort 1
to beautify the work,  the structure costs as much 2 as similar work if made
of stone.

  When the stronghold is completed, the character will develop a friendship
with the animals 3 2 of the forest (birds, rabbits, squirrels, foxes, beefs,
etc.).  All  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 messages to
nearby places,  etc.  In return for these services,  the animals will expect
the elves to help and protect them.

Elf Experience Table
                          Attack         Spells / Level
  Level         XP        Rank          1   2   3  4   5
       1              0                 1   -   -  -   -
       2          4,000                 2   -   -  -   -
       3          8,000                 2   1   -  -   -
       4         16,000                 2   2   -  -   -
       5         32,000                 2   2   1  -   -
       6         64,000                 2   2   2  -   -
       7        120,000                 3   2   2  1   -
       8        250,000                 3   3   2  2   -
       9        400,000                 3   3   3  2   1
      10        600,000    C            3   3   3  3   2
                850,000*   D
              1,100,000    E
              1,350,000    F
              1,600,000**  G
              1,850,000    H
              2,100,000    I
              2,350,000    J
              2,600,000t   K
              2,850,000    L
              3,100,000    M

  * Gain the Fighter Combat Options. Two attacks per found possible at this
level.
  ** Automatically takes half damage from any breath weapon.
  t Three attacks per round possible at this level.


Elf  Saving   Throws   Table

Levels                  1-3  4-6  7-9  10
Death Ray/Poison         12   8      4   2
Magic Wands              13   10     7   4
Paralysis/Turn to Stone  13   10     7   4
Breath  Attack*          15   11     7   3
Rod/Staff/Spell          15   11     7   3

  * At  1,600,000  XP,  elves  take  half  damage  from breath weapons,  or
one-quarter damage if the saving throw is successful.



 Halfling

  Prime Requisite: Strength and Dexterity. Other Requirements: Dexterity of
9 or better, Constitution of 9 or better.
  Experience Bonus: 5 % for either Strength or Dexterity of 13 or more, 10%
for both Strength and Dexterity of 13 or more.
  Hit Dice: 1d6 per level up to 8th level.
  Maximum Level: 8.
  Armor: Any;  shield is permitted; armor must be designed specifically for
halflings.
      Weapons: Any Small melee weapon; short bow; light crossbow.
  Special Abilities:  Fighter Maneuver (Set Spear vs.  Charge);  at 900,000
XP, Fighter Combat Options); Combat Bonuses (- 2 AC vs. monsters larger than
man-size,  + 1 to attack roll  with  missile  weapons,  +  1  to  Individual
Initiative);  half damage from spells at 300,000 XP, half damage from dragon
breath at 2,100,000 XP;  90%  chance to hide motionless  in  woodlands,  33%
chance to hide motionless in dimly lit building interiors.

  A halfling  is a short demihuman,  and looks much like a human child with
slightly pointed ears.  A halting stands about 3' tall and  weighs  about  60
pounds. Halflings rarely have beards. Halflings are outgoing but not unusually
brave, seeking treasure as a way to gain the comforts of home, which they so
dearly love.  Halflings prefer to live in pleasant areas of fair countryside
near rolling hills and gentle streams.  When  not  working  or  adventuring,
halflings  will  spend  most  of their time eating,  drinking,  talking with
friends,  and relaxing.  Their communities  are  called  shires,  and  their
recognized spokesman is called a Sheriff. Halting families live in Clans.

  Halflings are  woodland  folk,  and usually get along well with elves and
dwarves.  They have special abilities  in  the  outdoors.  Halflings  behave
similarly to fighters and dwarves. A halfling's saving throws are as good as
those of dwarves. Halflings may only advance to 8th level. This limitation is
balanced by their woodland abilities, saving throws, and combat bonuses.

Class Details
  Prime Requisite:  A  halting  has  two  prime  requisites:  Strength  and
Dexterity. If either of these ability scores is 13 or greater, the character
gains a 5 % bonus to experience points earned in every adventure. If both of
these scores are 13 of greater, the experience points bonus is 10%.
   Minimum Scores: A halting character must have a score of 9 or greater in
both Dexterity and Constitution.
  Hit Dice: Roll a 6-sided die (1d6) to determine a halfling's hit points. A
halting  starts with 1d6 (1-6) hit points (plus Constitution bonus,  if any)
and gains 1d6 more hit points (plus bonus) with each level of experience.
  Armor: A  halfling  may  wear  any  kind of armor,  and may use a shield.
However,  their armor and shields must be specially  made  for  their  small
size. Even dwarf-sized armor is too large for them.
  Weapons: A halting may use any Small melee weapon and may use short  bows
and  light cross-bows.  (if you're unsure whether a weapon is Small or not,
see the Weapons Table found in Chapter 4.)


Special Abilities

Combat      Bonuses
All  halflings  gain  the  following  bonuses   when
in    combat.

Halfling Combat Bonuses Table
  - 2 bonus to armor class when attacked by creatures larger than man-sized
(i.e., an AC of 6 becomes a 4)
  + 1 bonus to the attack roll when using any missile weapon
  + 1  bonus  to  individual  initiative  (see  Chapter  8  for  details on
Initiative)
  A creature  is  larger  than man-sized when it is referred to as "giant,"
"gargantuan," or "enormous" in a monster description.  It is likewise larger
than  man-sized if it is a real-world creature which the DM considers bigger
than a man (for example, a horse). As a rule of thumb, any non- human-shaped
creature  whose size is not otherwise given in a description can be presumed
to be larger than man-sized if it has 4 or more HD.

Special     Attacks
  In combat,  a  halting  may  use  the Set Spear vs.  Charge maneuver,  as
described in Chapter 8 under "Combat  Maneuvers."  They  are  too  small  to
utilize the Lance Attack maneuver, however.


       Halting Experience Table
                               Attack
           Level         XP     Rank
              1           0
              2       2,000
              3       4,000
              4       8,000
              5      16,000
              6      32,000
              7      64,000
              8     120,000      A
                    300,000*     B
                    600,000      C
                    900,000**    D
                  1,200,000      E
                  1,500,000      F
                  1,800,000      G
                  2,100,000t     H
                  2,400,000      I
                  2,700,000      J
                  3,000,000tt    K

  * Automatically  takes  half  damage  from  any  damage-causing  spell or
spell-like effect.
  ** Gains  the  Fighter Combat Options.  Two attacks per round possible at
this level.
  t Automatically takes half damage from any breath weapon.
  tt Three attacks per round possible at this level.

Haling Saving Throws Table

Levels                   1-3   4-6  7-8
Death Ray/Poison           8     5    2
Magic Wands                9     6    3
Paralysis/Turn to Stone   10     7    4
Breath Attack*            13     9    5
Rod/Staff/Spell**         12     8    4

    * At 2,  100,000 XP,  halflings take half damage from breath weapons,  or
 one-quarter damage if the saving throw is successful.
    ** At 300,000 XP,  halflings take half damage from spells,  or one-quarter
 damage if the saving throw is successful.


    Fighter Combat Options
  When the halfling's experience point total reaches 900,000,  he gains  the
Fighter  Combat  Options on page 104.  For the multiple attacks option,  two
attacks are possible at 900,000 experience  points,  and  three  attacks  at
3,000,000 experience points. The halting can use the smash and parry options
as described,  but cannot use the disarm option effectively against a giant-
sized opponent.

Special    Defenses
  Experienced halflings become more resistant r damage if the to both magic
and  breath  weapons.  When the halting reaches the 300,000 experience point
the  saving  mark,  he  automatically  takes  only  half  damage  from   any
damage-causing spell or spell-like effect (such as from a magical item).  If
the effect allows a saving throw,  a successful roll indicates that he takes
only 1/4 damage.
  In addition,  when the halting reaches  the  2,100,000  experience  point
mark,  he  likewise automatically takes only half damage from breath weapons
(most notably dragon breath,  but  including  all  sorts  of  breath  weapon
attacks),  and takes only 1/4 damage if he successfully makes a saving throw
(if the attack allows one).
  When modifying  sustained  damage,  always  round fractions down.  If the
result is 1/2point of damage or less, the character takes 1 point of damage.

Woodland     Abilities
  Outdoors, halflings are difficult to spot, having the ability to hide in
woods of underbrush. In such cover, they have a 90 % chance to remain unseen
(the  DM  will  roll).  Halflings can even hide in building interiors such as
dungeons,  though not with as much success. In such situations, if a halting
finds some deep shadows or cover to hide in,  his chance drops to 33%; if he
cannot find shadows or cover, he has no chance at all.
  This ability  is  not  the  same  as  the thiefs Move Silently or Hide in
Shadows abilities.  To use his ability, the halting must stay motionless. If
he tries to move to another site, anyone can see him.
 When your halfling uses this ability, inform the DM. He'll roll percentile
dice  (d%)  for  the  halfling.  On a roll of go or less,  the halfling will
remain unnoticed.  On a 91 or greater, observers with a chance to detect the
halfling  will do so.  In a dungeon or other building interior,  the DM will
roll d%.  On a roll of 33 or less,  the halfling remains undetected; on a 34
or greater, an observer who has a chance to detect him will do so.
  Indoors, a  light  bright  enough  to  banish  shadows   and   illuminate
everything well (such as  magical  light)  will  ruin  the  hiding  attempt.
Naturally,  if the halting character is himself carrying a light, it will be
impossible for him to hide.

Higher Experience Levels

  A halting  reaching  8th  experience  level is usually referred to by the
title of sheriff.  In your campaign, this may be a merely honorary title, or
the  DM  may  choose  to  have  the halfling character be elected to a local
sheriff's position.
  Regardless of  his  experience  level,  a halfling may build a stronghold
whenever he has the money and the interest.  The stronghold will  attract  a
whole community of other halflings if constructed in a place suited to their
preferences.

Druid (Optional)

  Prime Requisite: Wisdom. Other Requirements: Neutral alignment.
  Experience Bonus: 5 % for Wisdom 13-15, 10% for Wisdom 16-18.
  Hit Dice:  Starting  with  10th  level,  +  1  hit  point per level,  and
Constitution adjustments do not apply.
  Maximum Level:  36;  Druid must challenge and defeat another Druid of the
newly- attained experience level starting at 30th level.
  Armor: Leather armor; shield permitted if made only of wood and leather.
  Weapons: Any non-edged/non-piercing weapon made with no metal.
  Special Abilities: Spells (both druidic and clerical).

  A Neutral  cleric of 9th to 29th level may choose to study nature instead
of remaining among "civilized" areas.  If he does so,  he changes  character
class and becomes a druid.  To become a druid, the cleric must find and live
in a woodland home,  meditating for one to four  (1d4,  rolled  by  the  DM)
months.
  During that time,  a higher level druid (usually 25th level  of  greater)
will find the cleric,  test him for worthiness, and teach him the principles
of druidic philosophy and magic.  (The DM may prefer to handle all  that  in
the  background,  or to make a protracted role-playing adventure out of it.)
The new druid may then join the realm of the druids.
  A druid is pure Neutral, never Lawful or Chaotic. The druid devotes his
life to the balance of all things and to the study of nature.
  Druid items  and  equipment  are  all  made of items that were once alive
(leather, wood,  etc.).  "Dead"  things  that  have  never  been  alive  are
repulsive to the druid;  the character simply won't want  to  use  or  touch
them.  However, the character should not object if others use "dead" things.
Thus,  a druid can be a challenging character to play,  but the role can  be
entertaining.
  Druids, unlike  clerics,  have no power to turn undead and so have reason
to fear undead monsters.  They may contact town churches if undead monsters
threaten their realms.
  Every druid lives in, protects, and tends a section of woodlands. (Druids
must  live in a nature setting;  they cannot live in a city or town.) Druids
do not  think  of  themselves  as  owners,  but  rather  as  caretakers,  of
wilderness.  Nearly  every  tree  in every woodland is cared for by a druid.
Although minor damage to  the  woods  is  a  fact  of  life,  druids  punish
deliberate  evil destruction of trees or nature.  Even Chaotic monsters know
this, and avoid harming things of the woods lest they incur the wrath of the
local druid.
  The DM and players should be sure not to abuse this protective role.  For
example,  a  party foraging for food would not be attacked by a druid unless
they killed more animals than they could eat, wantonly destroyed trees, etc.
  The battles of Law and Chaos are not the affairs of the druids,  and they
may simply watch such encounters from afar, helping neither side.

When characters perform good deeds in the woodlands,  such as curing wounded
animals,  this  does  not  make  the druid automatically friendly.  However,
assistance in fighting a huge disaster-such as  a  magical  storm  or  major
forest  fire-could  earn  the  gratitude and possible friendship of a druid.
Should the druid change alignment, he will retain all the clerical abilities
and clerical spells which druids can use (but will not regain his ability to
turn undead);  he will lose all  druid  benefits  including  druidic  spells
unless  he returns to Neutral alignment.  Druids have unusual abilities that
help them in their woodland role,  but they  also  have  many  restrictions.
These are described below.

Class Details
  Prime Requisite:  A druid's prime requisite is Wisdom.  If a druid has  a
Wisdom  score  of 13-15 the character gains a 5%  bonus to experience points
earned; if his Wisdom is 16-18, he earns a 10% bonus to experience points.
  Hit Dice: A character cannot become a druid until he has reached at least
Name (9th) experience level as a cleric.  Therefore,  from then on,  he will
receive only 1 hit point per experience level gained after 9th level.
  Armor: The druid may not wear metal armor or use metal items. He can wear
leather armor and shields made of wood and leather.
  Weapons: Druids,  like clerics,  may not use piercing or cutting weapons;
and  even  of the weapon types they can use,  they may not have weapons with
metal parts.  He can commission craftsmen to  make  all-wooden  versions  of
appropriate  weapons;  they  cost  50%  more  than  their counterparts,  but
otherwise behave identically.

Abilities and Restrictions

Druid Spells

  Druids can cast any spells that clerics can (except  those  which  affect
good or evil, as described below). Druids also have access to a special list
of druid spells, which normal clerics cannot learn or cast. The druid is not
able  to cast more spells per day than a cleric,  but he can use spells from
both cleric and druid spell lists.  The principles of clerical  and  druidic
magic and the lists of spells are found in Chapter 3.
  A druid cannot cast any spell that affects good or evil (protection  from
evil or dispel evil,  for example).  He must live in a woodland home, rather
than in a town  or  city.  He  may  visit  a  city  (though  he  won't  feel
comfortable there), and he will always prefer to sleep in the wilderness- in
a cave or other natural shelter if the weather is bad.

Higher Experience Levels

  Druids at Name (9th) level or above receive the title of  druid,  whether
male  or  female.  There are only nine druids of 30th level,  seven of 31st,
five of 32nd, four of 33rd, three of 34th, two of 35th, and one of 36th (the
Great Druid).
  When the character reaches 30th level,  he must find and challenge one of
the nine 30th level druids; they will only fight with magic and
unarmed combat,  as weapons are not allowed.  if the player character loses,
he  stays  at  29th level,  losing enough experience points that he is 1 ex-
perience point short of 30th level.  Once he's regained 30th level,  he  may
try again, but cannot issue another challenge until three months have passed
since his first challenge.


                         Druid   Experience    Table

                                 Spells/Level
          Level       XP       1   2   3   4   5   6   7

          9         200,000    3   3   3   2   -   -   -
          10        300,000    4   4   3   2   1   -   -
          11        400,000    4   4   3   3   2   -   -
          12        500,000    4   4   4   3   2   1   -
          13        600,000    5   5   4   3   2   2   -
          14        700,000    5   5   5   3   3   2   -
          15        800,000    6   5   5   3   3   3   -
          16        900,000    6   5   5   4   4   3   -
          17      1,000,000    6   6   5   4   4   3   1
          18      1,100,000    6   6   5   4   4   3   2
          19      1,200,000    7   6   5   4   4   4   2
          20      1,300,000    7   6   5   4   4   4   3
          21      1,400,000    7   6   5   5   5   4   3
          22      1,500,000    7   6   5   5   5   4   4
          23      1,600,000    7   7   6   6   5   4   4
          24      1,700,000    8   7   6   6   5   5   4
          25      1,800,000    8   7   6   6   5   5   5
          26      1,900,000    8   7   7   6   6   5   5
          27      2,000,000    8   8   7   6   6   6   5
          28      2,100,000    8   8   7   7   7   6   5
          29      2,200,000    8   8   7   7   7   6   6
          30      2,300,000    8   8   8   7   7   7   6
          31      2,400,000    8   8   8   8   8   7   6
          32      2,500,000    9   8   8   8   8   7   7
          33      2,600,000    9   9   8   8   8   8   7
          34      2,700,000    9   9   9   8   8   8   8
          35      2,800,000    9   9   9   9   9   8   8
          36      2,900,000    9   9   9   9   9   9   9


  Druid Saving Throws Table

  levels                    9-12  13-16 17-20  21-24 25-28 29-32 33-36
  Death Ray/ Poison            7     6      5      4     3     2     2
  Magic  Wands                 8     7      6      5     4     3     2
  Paralysis/Turn to Stone     10     8      6      5     4     3     2
  Dragon Breath               12     10     8      6     4     3     2
  Rod/Staff/Spell             11     9      7      5     4     3     2




 Mystic (Optional)

    Prime Requisite:  Strength and Dexterity.  Other Requirements: Wisdom and
Dexterity scores of 13 or better.
  Experience Bonus: 5 % for Strength 13-15, 10% for Strength 16-18.
  Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hit
points per level, and Constitution adjustments no longer apply.
  Maximum Level: 16.
  Armor: None; shield not permitted.
  Weapons:      Any.
  Special Abilities:  AC bonuses, increased movement, and martial arts (see
Mystic Special Abilities Table);  (at  9th  level)  Set  Spear  vs.  Charge,
Fighter Combat Options; Acrobatics; thief abilities; mystic abilities.

  Mystics are monastic humans who follow a strict discipline of meditation,
denial,  seclusion,  and mastery of the human body.  Mystics are skilled  in
unarmed combat: They live in cloisters, or monastic communities.
  Mystics adventure  to gain spiritual growth and learn the lessons of life
outside the cloister.  They rarely adventure with other mystics; they prefer
to  attach  themselves to adventuring parties consisting of many different
types of adventurers.
  Mystics receive experience from treasure only if they donate  it  to  the
needy. Also, they must donate (tithe) ten percent of their treasure to their
cloister.
  A mystic's  oath  is his bond.  He must be true to his oath and strive to
repay all debts.  Should he forswear himself (break an oath he has made), he
is expelled from the cloister, may not gain any new experience levels, loses
one level per year away from the cloister,  and  may  not  join  any  other,
similar,  cloister.  The  DM may allow him a grand quest to regain his honor
and his standing in the cloister.
Most mystics (75% ) are
  Lawful, though other alignments are represented.  All are utterly devoted
to  the mystic discipline,  which is neither good nor evil,  similar in that
respect to druid philosophy. However, the mystics rely on innerstrength, and
believe  in extraordinary but non- magical powers (rather than the powers of
nature, as the druids do).
  Mystics can often be recognized by their robes or other unusual garb, but
another distinctive feature is their salute.  Upon meeting another  creature
presumed to be peaceful,  the mystic raises a fist, covers it with the other
hand,  and bows slightly.  This symbolizes greetings (the bow), readiness to
fight if necessary (the fist), but peaceful intentions (the covered fist).

            Mystic Experience Table
         Level        XP
             1             0
             2         2,000
             3         4,000
             4         8,000
             5        16,000
             6        32,000
             7        64,000
             8       120,000
             9       240,000
            10       360,000
            11       480,000
            12       600,000
            13       720,000
            14       840,000
            15       960,000
            16     1,080,000


Class Details

  Prime Requisite:  The  mystic  has  two  prime  requisites,  Strength and
Dexterity.  But since he must have a score of at least 13 in Dexterity to be
a  mystic  in the first place,  it is his Strength score that determines his
bonus to experience. If a mystic has a Strength score of 13-15 the character
gains  a  5 %  bonus to experience points earned in every adventure;  if his
Strength is 16-18, he earns a 10% bonus to experience points.
  Minimum Scores:  A  mystic  character must have scores of 13 or better in
both his Wisdom and Dexterity abilities.
  Hit Dice:  Roll a 6-sided die (1d6) to determine a mystic's hit points. A
mystic starts with 1d6 (1-6) hit points (plus Constitution  bonus,  if  any)
and  gains  1d6  more hit points (plus bonus) with each level of experience.
Two hit points are gained for every level beyond 9th level.
  Armor: Mystics  can  never wear armor of any type,  nor can they ever use
protective magical devices (such as rings, cloaks, etc.); they rely on their
discipline for protection.
  Weapons: Mystics are trained to use all  weapons,  but  not  all  mystics
carry  them;  higher level mystics especially travel unarmed,  or armed only
with a walking-staff which doubles as a quatter- staff.

Special Abilities

  Mystics have a lot of special abilities,  which help compensate for their
inability  to  wear  armor or own personal possessions;  we'll describe them
below.
  Level: This column shows the mystic's experience level.  AC:  This column
shows the mystic's armor class. Mystics cannot wear armor, but their ACs
become lower   as   they  gain  in  experience  due  to  their  skill  in
maneuvering.


                     Mystic Saying Throws Table

     Levels                   1-3  4-6  7-9  10-12  13-15  16
     Death Ray/Poison         12   10     8     6       6   5
     Magic Wands              13   11     9     7       6   6
     Paralysis/Turn to Stone  14   12    10     8       7   6
     Breath Attack            15   13    11     9       8   7
     Rod / Staff / Spell      16   14    12     10      9   8

  MV: This  column  shows  the mystic's movement rate.  First level mystics
move as fast as any other unarmored characters,  but  higher  level  mystics
learn to move very, very fast indeed.
  Hand Attacks- #AT.  Mystics are very effective fighters; as they go up in
levels,  they  are able to attack multiple times per round,  and this column
shows how many times per round they may attack. Mystics use this column when
attacking either bare-handed or when using melee weapons.
  Hand Attacks-Damage: When mystics fight bare-handed, they use this column
to  find  the amount of damage they do.  They do add Strength bonuses to the
amount of damage shown.

Martial Arts
  Mystics are  able  to  fight  very  effectively  without using weapons of
magic.  They utilize a form of unarmed combat  as  part  of  their  mystical
training. They call this training "the discipline," but others often call it
"martial arts." The discipline  involves  physical  training,  meditation,
philosophy, and comprehension of the forces of the universe, and mystics are
taught to resolve difficult situations  peacefully  whenever  possible;  for
these  reasons,  mystics do not care to have their lifestyles referred to as
"martial arts," as the term suggests that all they do  is  fight.  The  mys-
tics'  discipline  is  presumed  to  integrate  and  vastly improve upon the
bare-handed combat techniques described in Chapter 8.
  As you  can  see  in the Mystic Special Abilities Table on the next page,
mystics can strike more often  than  normal  humans,  elude  attacks  better
(their enhanced AC), and deal more damage when fighting barehanded. They can
also fight with weapons,  and can use their multiple attacks per round  with
melee and thrown weapons (but not missile weapons).
  In addition,  when fighting unarmed,  they can often hurt monsters  which
can  ordinarily only be hit by magical weapons.  Though a mystic's hands are
not  magical,  an  experienced  mystic  can  use  them  effectively  against
creatures immune to normal weapons,  as shown in the Mystic Unarmed Attack
Equivalents Table.

 Mystic Unarmed Attack Equivalents, Table
                       Weapon
      Level            Equivalent
         2             Silver Weapon
         5             +   1   weapon
         8             +   2   weapon
        11             +   3   weapon
        14             +   4   weapon
        16             +   5   weapon

  These attacks  don't  gain  the  attack  or  damage  bonuses   of   their
magic-weapon  equivalents,  but can hit creatures as if the indicated weapon
were used,  For example, a 5th level mystic can hit and hurt a gargoyle when
fighting barehanded.

Set Spear vs.  Charge, Fighter Combat Options
  Beginning mystics  can  utilize  the  fighter's  Set  Spear  vs.   Charge
maneuver. They cannot utilize the Lance Attack maneuver.
  At Name (9th) level, they get three of the Fighter Combat Options (smash,
parry,  and disarm,  but not multiple attacks). The Fighter Combat Options
are detailed under "Combat Maneuvers" in Chapter 8.

Acrobatics
  Some mystics  may also possess a special ability called acrobatics.  This
specialized ability, while useful, detracts a mystic from fully focusing on
his combat abilities; this is why acrobatic mystics have a - 20 % penalty on
all earned experience.  Acrobatics allows a mystic to perform the  following
actions:
jumps/Leaps
Tumbles / Flips
Catches (to prevent oneself from falling)
Swings
Balancing

The game effects of this ability are these:

  First, the mystic's acrobatics ability  includes  every  feature  of  the
Acrobatics general skill mentioned in Chapter 5.
  Second, with a successful ability check,  the  mystic  can  cross  rough,
broken  terrain  at  no  modification  to  his movement rate:  He flips over
obstructions,  leaps across trenches, handsprings over low fences, etc. This
doesn't  affect  his  long-distance  movement  rates;  it  only  affects his
encounter speed and running speed.
  Third, the mystic can cross a line of enemy warriors without having to go
around or break through it.  With a successful ability check,  he  can  roll
between the legs of one opponent, or handspring over the line, or pole-vault
using his spear,  and thus cross a distance equal to his  encounter  speed's
movement rate. He suffers no AC penalty when he performs this action.
  The mystic's chance to perform  any  of  these  actions  successfully  is
calculated this way: Three times the mystic's Dexterity score plus two times
the mystic's experience level  equals  the  mystic's  percentile  chance  to
perform the action.

                             Acrobatics Check
                    d% roll vs. ([3 x Dex] + [2 x Lvl)
  For example, a 3rd level mystic with Dexterity 15 would have a 51% chance
to perform an Acrobatics feat.


 Mystic Special Abilities Table
                   Hand Attacks  Mystic
   Level    AC   MV    #AT       Damage      Abilities
       1     9   120'    1       1d4
       2     8   130'    1       1d4 +1      Awareness
       3     7   140'    1       1d6
       4     6   150'    1       1d6 +1      Heal Self
       5     5   160'    2       1d8
       6     4   170'    2       1d8 +1      Speak with Animals
       7     3   180,    2       1d10
       8     2   190,    2       1d12        Resistance
       9*    1   200'    3       2d8
      10     0   210'    3       2d10        Speak with Anyone
      11     -1  220'    3       2d12
      12     -2  240'    3       3d8 +1      Mind Block
      13     -3  260'    4       4d6 +2
      14     -4  280'    4       5d6         Blankout
      15     -5  300'    4       4d8
      16     -6  320'    4       3d12        Gentle Touch

  * The  mystic receives the Fighter Combat Options (not including multiple
attacks); see the description of them under "Combat Maneuvers" in Chapter 8.
The mystic can use these Combat Options with weapons or in unarmed fighting.


  The DM,  if  he  prefers  to  make acrobatics an easier and more commonly
useful ability, can decide to use some alternate means to check success. For
example,  he  might  have  the player roll 1d20 against his Dexterity score,
with any roll equal to or less than the Dexterity score indicating success.
  Whatever type  of  roll he uses,  the DM is free to adjust any individual
roll to reflect the difficulty  of  the  action  being  attempted.  Doing  a
backflip  on the street to entertain a flock of children is much easier than
doing one while walking on a wire ten stories in the air;  the DM might wish
to  improve  the  mystic's  chance  to  perform the former task and make the
latter task harder.

Thief Abilities

  Any mystic can use the following special abilities of thieves  as  if  he
were  a thief of the same level:  Find Traps,  Remove Traps,  Move Silently,
Climb Walls, and Hide in Shadows.

Mystic Abilities
Mystics  gain  the  following  special  abilities   as
they progress in experience levels:
2nd Level: Awareness
4th Level: Heal Self
6th Level: Speak with Animals
8th Level: Resistance
10th Level: Speak with Anyone
12th Level: Mind Block
14th Level: Blankout
16th Level: Gentle Touch

Explanations of Mystic Abilities
  Awareness: The  mystic  is  only  surprised  on  a  roll  of  1 (on 1d6).
(Surprise is explained in Chapter 7.)
  Heal Self:  The mystic may,  once per day,  cure himself of  1  point  of
damage   for   each  experience  level  he  has.  He  does  this  simply  by
concentrating for 1 round.  Example: a 10th level mystic can concentrate for
one round and will heal (regain) 10 hit points of damage.
  Speak with Animals:  The mystic may speak with any normal or giant animal
as often as desired;  animals  understand  his  speech  and  he  understands
theirs, though no animal is forced to talk to him.
  Resistance: The mystic takes only  half  damage  (found  down)  from  all
spells and breath weapons that inflict damage,  or one-quarter damage (round
down) if the saving throw is successful.  Any attack that  does  him  damage
will do a minimum of 1 point of damage,  even if rounding indicates 0 points
of damage.
  Speak with Anyone: The mystic may speak with any living creature that has
a language of any sort,  as often as desired.  The creature being spoken  to
does not have to converse with him.
  Mind Block:  The mystic is immune to ESP,  hold and slow spells,  magical
charms, quests, and gets spells.
  Blankout: By concentrating for 1 round, the mystic causes his presence to
"disappear."  No  living or undead creature can see him;  there is no saving
throw. The effect lasts for 1 round per level of the mystic; it is dispelled
automatically if he attacks. He may only do this once per day.

  Gentle Touch:  Once  per day,  the mystic may use the Gentle Touch on any
one living creature (it requires a normal roll to hit;  if he fails to  hit,
he can try the Gentle Touch again).  The mystic must declare he is using the
Gentle Touch  before  he  rolls  to  hit,  and  must  declare  which  result
(explained below) he is seeking. The victim does not get a saving throw, but
a  victim  which has more Hit Dice than the mystic's experience level is not
affected.
  The Touch will have one of the following results (the mystic decides  and
announces which before he rolls to hit):  charm,  cureall,  death, quest, or
paralysis.  These effects mimic the same effects of the following spells  in
all respects except duration: charm person, cureall, death spell, quest, and
holdperson.  The effect lasts for 24 hours-except  for  death,  which  is  a
permanent effect.

Special       Restrictions
  Mystics may not use protective magical devices (such  as  rings,  cloaks,
etc.).
  All the material goods (money,  magical items,  etc.) won,  purchased, or
acquired  as treasure by the mystic are actually owned by his cloister,  not
by the mystic himself. Should the cloister have need of something "owned" by
a mystic, the head of the cloister need only ask for it.

Higher Experience Levels
  A mystic of Name (9th) level is addressed as master (if male) or mistress
(if female).
  There are many mystics of 1st to 9th level,  but only seven each of  10th
to 12th level, five each of 13th to 15th level, and three of 16th level.
  When the character gains enough experience points to reach 10th level, he
must find and challenge one of the seven 10th level mystics; they will fight
bare-handed (weapons are not allowed).  If the player  character  loses,  he
stays at 9th level,  losing enough experience points that he is 1 experience
point short of 10th level.  Once he's regained 10th level, he may try again,
but  cannot issue another challenge until three months have passed since his
first challenge.  (Note:  If a DM's campaign world is particularly large, he
might  declare  that  there are seven 10th and so forth per continent in his
world.)
  At Name level,  the mystic may desire to build a stronghold, or cloister.
If his Grand Abbot (i.e.,  the mystic in charge  of  his  current  cloister)
agrees that he is fit to manage one,  the cloister will pay for construction
of the new cloister.  The new cloister remains a branch of the old one until
the PC achieves 13th level,  at which time the PC is called a Greater Master
and  can  declare  independence.  At  that  point,  he may wish to teach his
mystics-in-training in techniques and philosophies different from  those  of
the other cloister-that is, he may wish to establish his own "school" of the
discipline.


                  Chapter 3: Spells and Spellcasting

        Introduction to Spellcasting

      In this chapter,  we'll learn how characters acquire and then  cast
magical spells of all types.  You've already seen that some characters are
more accomplished and powerful than others,  and that  the  more  powerful
ones  are  said  to be at higher experience levels than those who are less
powerful.  Spells are rated in much the same way,  in levels.  Lower-level
spellcasters can learn only lower-level spells;  higher-level spellcasters
can add higher-level spells.  Higher-level spells are more  powerful  than
lower-level spells.
 In the  D&D  game,  there  are  three  different  categories  of spells:
clerical,  magical,  and druidic.  Here's a little table which  shows  you
which type of character can use which type of spell.


Classes and  Spells  Table
Character                Can Use Which
Class                    Type of Spell
Cleric                   Clerical
Druid                    Clerical, Druidic
Elf                      Magical

(Fighter Sub-Classes)

Avenger                  Clerical
Paladin                  Clerical
Magic-user               Magical
Sharnan                  Clerical, Druidic
Thief                    Magical*
Wokan                    Magical

* At level 10 + , and only from scrolls

The avenger and paladin are fighter sub- classes;  see the description  of
the  fighter  class.  Shamans  and  wokani  are  spellcaster monsters,  as
described in Chapter 14.

The fact  that  character  classes  use different types of magic keeps all
spellcasters from being identical to one another.  A cleric  will  cast  a
very different type of spell from a magic-user;  an elf will cast the same
sorts of spells as a magic-user,  but far fewer,  and he  can  fight  much
better  than  the  magic-user;  a  druid can cast clerical spells,  but he
really shines when he's casting druidic spells,  which are his  specialty;
and so on.


Memorizing Spells

During an adventure,  a spellcaster can only use spells he has  memorized.
Memorization  is a special process of imprinting one use of a spell in the
caster's mind. When the Spellcasting character memorizes a spell, he holds
it  in  his  mind  and can cast it at any time.  But when he casts it,  it
vanishes from his memory:  His knowledge of it flows  away  a5  the  spell
discharges.  For  this  reason,  characters constantly have to re-memorize
spells.

Magic-users and  elves  can  only  use  spells  that  they   have   found,
researched,  or  have  been  taught  by  their  mentors.  These spells are
recorded in a large,  bound volume called a  "spell  book."  The  book  is
written  in  a magical language that only the magic-user who owns the book
can read.  This spell book is the list of spells that can be used by  that
character when taking spells for an adventure.

      Clerics and druids gain their spells by the way of  meditation,  DM
may choose which spells clerics have  memorized at the beginning of an
adventure.  They do not need to write down their spells,  since  they  can
simply meditate to rememorize them.

Resting and Re-Memorizing
      After a spell is cast,  the character cannot rememorize it until he
is well-rested.  One night's sleep is enough rest.  Upon awakening, before
he spends time on any strenuous activities,  the spellcaster must spend an
hour (of game time) in study or meditation. Magic-users and elves must use
their  spell  books  to regain spells,  while clerics and druids need only
meditate.
Just because Spellcasters spend their mornings doing their memorization or
meditation for spells,  it doesn't mean  that  they  forget  their  uncast
spells overnight.  Unless they wish to do so, they won't forget the spells
they didn't cast. The next morning, the spellcaster needs only to study or
meditate to replace those spells he cast the previous day.

Multiples  of  the  Same  Span
Characters often  memorize  the same spell multiple times so that they can
cast it several times in the course of a day.  A cleric knowing that  he's
going  to  face  fierce  battle  during the day may memorize numerous cure
light wounds spells, for instance.

Number of Spells Known
In the  last  chapter,  you  saw  experience  tables for all the character
classes. The experience tables for clerics, magic-users, elves, and druids
had a block of columns labeled "Spells/Level."
      This column  shows  you  how  many  spells  of each spell level the
character can have memorized at one time. For instance, take a look at the
table below. It is taken from the experience table of the cleric

Cleric                Spells / Level

Level    1     2       3      4      5       6      7

 8      3     3       2      1      -       -       -

      In this  chart,  we  see  that an 8th level cleric can,  at any one
time, memorize nine spells and no more. He'll know three 1st level spells,
three 2nd level spells,  two 3rd level spells, and one 4th level spell. In
the course of a day, as he casts them, he forgets them. If he were to cast
two 1st level spells and his 4th level spell, he'd only know one 1st level
spell, three 2nd level spells, and two 3rd level spells.

   The "Spells/Level" columns on the experience  charts  shows  how  many
spells  can  be  memorized  at  any  one  time,  not  how  many spells the
spellcaster has access to.  He doesn't have to memorize  the  same  spells
every  day.  Magic-users may have more spells in their books than they can
know at any one time;  clerics may, over a period of days, learn many more
different spells than they can cast in a single day.

Casting Spells

      During the game, when you want your character to cast a spell, just
tell  your Dungeon Master.  The DM may ask for some details;  for-example,
some spells are cast at target, and you must tell the DM what the target
is.  For example,  a cleric's player might say,  "I'm casting a cure light
wounds spell on Ruggin."
      The character must be able to gesture and speak normally to cast  a
spell.  While casting a spell,  the character must remain in one place and
concentrate.  The character cannot cast spells while walking  or  running,
rowing a boat or poling a raft,  and so on.  If the character is disturbed
(i.e., hit in combat, tackled, etc.) while casting a spell, the spell will
be ruined, and will still be "erased" from his mind just as if it had been
cast.
     Spells must be cast one at a time; a character cannot cast more than
one spell at the same time (i.e.,  no more than one in the  same  combat
round).

   Important Note:  Unless otherwise noted in a spell description, damage
caused by spells is always rolled on six-sided dice.  If a  character  can
cast a spell which does six dice of damage, this is customarily 6d6.
   The maximum damage produced by any single  spell-including  fireball,
lightening  bolt,  and  delayed  blast  fireball-is  20 dice,  of the type
specified (usually  d6,  therefore  a  maximum  of  20d6).  This  is  very
important for game balance, and should not be ignored.
   For example,  without this maximum,  a  36th  level  magic-user  could
instantly slay any other magic-user by surprise, regardless of the results
of the saving throw!

   Reading Spell Descriptions

   Below, each spell is explained in terms of its  range,  duration,  and
effect; these three details are followed by its description.
   Range: This is a measure of how far from  the  spellcaster  the  magic
will reach.  The character should be sure,  before casting the spell, that
the target is within range.  If the description says "Range: 0", the spell
may  only  be  used on the spellcaster,  and cannot be cast on others.  If
"Range:  Touch" is given,  the spell can be placed  on  any  creature  the
spellcaster  touches-  including  the  spellcaster  himself.  If the range
listed is a distance,  and you're not sure how far from  the  target  your
character is, ask the DM your target is within your spell's range.
   Duration: This describes how long the effects of  the  spell  last.  A
spell's  duration is given either in rounds (each round lasts ten seconds)
or turns (each turn is ten minutes).  If the description says,  "Duration:
Permanent",  then  the  spell  has  permanent effect that does not go away
after a given duration (though other spells can sometimes dispel  it).  If
the  spell's duration is listed as "Instantaneous," the spell takes effect
immediately,  though specific spell descriptions  will  alter  its  actual
duration.
   Effect: This gives details  on  either  the  number  of  creatures  or
objects,  or an area or volume of space,  which the spell affects;  it can
also briefly describe what the spell does in short form.
   Description: This  text  explains  what  the  spell  does  to those it
affects.


Saving Throws vs.  Spells

  With many magic spells,  a character  can  often  resist  some  of  the
spell's  effects  by  making a d Level 1d20 roll called a saving throw.  A
saving throw is the number the character must roll equal to or higher than
to successfully "save against a spell." Basically, if your character makes
his saving th of Animal throw,  he can either reduce the damage  inflicted
by  the  spell  or  he  can  partially (or fully) resist the Curse spell's
effects, depending on the individual spell.
  If a  character is allowed to make a saving throw vs.  the effects of a
spell,  the spell description will mention the fact. The spell description
also  explains  the effect of a successful save.  You can learn more about
saving throws in Chapter 8 on page 109.

Reversible  Spells

  Some spells can be cast "reversed," meaning  that  they  result  in  an
effect  opposite  to  the  effect  normally  described for the spell.  For
example,  when a cleric casts a  reversed  healing  spell,  it  harms  the
recipient.
  On the spell lists you'll find in this chapter,  any spell marked  with
an  asterisk (*) may be reversed;  the spell description will explain what
the reversed spell does if it is not self-evident.  If a spell name is not
marked with an asterisk, the spell is not reversible.
  Magic-users must memorize their spells in the reversed form in order to
use  them reversed.  Clerics,  on the other hand,  will learn their spells
through meditation, and can decide during the casting whether to cast them
in proper or reversed form.

Multiple Spell Effects

  Some spells  can  be  used  to temporarily improve a character's attack
rolls, damage rolls, saving throws, and other abilities,
  As a  general rule,  casting the same spell twice on someone doesn't do
any good;  the spells' effects do not combine,  even if they were cast  by
two  different  characters.  For  instance,  two  haste  spells (described
further in this chapter) do not combine to allow  a  target  character  to
attack  at  four  times  the  normal rate;  only the first haste will take
effect.
  Different spells,  on  the  other  hand,  or  the effects of spells and
magical items,  will usually combine successfully.  For example,  a  bless
spell  gives a character a +1 to his attack roll;  so does a magical sword
with a +1 bonus.  If a character with a magical sword +1 is blessed  by  a
cleric,  the  two bonuses combine and he has a +2 added to his attack roll
(in addition to normal Strength bonuses).

Clerical Spells

  Clerical spells tend to be less flashy than magic-user spells. Clerical
magic  primarily  involves healing,  divination of truth,  protection from
harm,  and so forth.  Seldom do you see clerical spells  as  forceful  and
dramatic as the magic- user's lightning bolt.  On the other hand,  clerics
can fight well and don't need such spells.

Clerical Spells List


     First    Level             Second     Level        Third    Level
   1 Cure Light Wounds*         Bless*                  Continual Light*
   2 Detect    Evil             Find    Traps           Cure Blindness
   3 Detect      Magic          Hold     Person*        Cure Disease*
   4 Light*                     Know Alignment*         Growth of Animal
   5 Protection from Evil       Resist   Fire           Locate Object
   6 Purify Food and Water      Silence 15' Radius      Remove Curse*
   7 Remove      Fear*          Snake      Charm        Speak with the Dead
   8 Resist    Cold             Speak with Animal       Striking

     Fourth      Level          Fifth   Level           Sixth    Level
   1 Animate Dead               Commune                 Aerial Servant
   2 Create      Water          Create      Food        Animate Objects
   3 Cure Serious Wounds*       Cure Critical Wounds*   Barrier@
   4 Dispel      Magic          Dispel   Evil           Create Normal Animals
   5 Neutralize Poison*         Insect    Plague        Cureall
   6 Protection from            Quest*                  Find the Path
     Evil 10' radius
   7 Speak with Plants          Raise      Dead*        Speak with Monsters*
   8 Sticks to Snakes           Truesight               Word of Recall

     Seventh     Level
   I Earthquake
   2 Hole      Word
   3 Raise Dead Fully*
   4 Restore*
   5 Survival
   6 Travel
   7 Wish
   8 Wizardry

    * Reversible    Spell

    Druidic Spells List

  First    Level                   Second     Level    Third    Level
I Detect Danger                    Heat    Metal       Call Lightning
2 Faerie    Fire                   Obscure             Hold Animal
3 Locate                           Produce     Fire    Protection from Poison
4 Predict Weather                  Warp        Wood    Water Breathing

  Fourth      Level                Fifth   Level       Sixth    Level
I Control Temperature 10' radius   Anti-Plant Shell    Anti-Animal Shell
2 Plant     Door                   Control Winds       Summon Weather
3 Protection from Lightning        Dissolve            Transport Through Plants
4 Summon Animals                   Pass    Plant       Turn      Wood

    Seventh     Level
 1 Creeping Doom
 2 Metal to Wood
 3 Summon Elemental
 4 Weather Control


 Learning Spells
   To learn  a  spell,  the  cleric  meditates,  petitioning the power he
serves. The memory and details of the spells appear in the cleric's mind.
The  cleric  may  cast the spells at any time thereafter.  The cleric will
remember each spell until it is cast,  even if it is not used for days  or
weeks.
    As a  player,  all  you need to do is choose whatever spells you want
your character to have.  This can only be done when the cleric has  had  a
good  night's  sleep and immediately has a full hour when he does not have
to do anything strenuous.
 The cleric can meditate in a certain amount of noise:  the  sound  of  a
camp  readying  itself  in the morning,  the normal bustling of a house or
inn,  even while people are trying to talk with him.  He's not totally cut
off  from  his  surroundings,  and can put up a hand or say a few words to
forestall further interruption.  But it's not possible for the  cleric  to
meditate in the middle of a battle.
 If the  cleric  learned spells on a previous day that he no longer wants
to have available to him,  he can opt to forget them and meditate  on  new
spells.



     Magical  Spells   List

   First Level                         Second       Level

  1 Analyze                            Continual   Light*
  2 Charm   Person                     Detect        Evil
  3 Detect   Magic                     Detect   Invisible
  4 Floating  Disc                     Entangle
  5 Hold  Portal                       ESP*
  6 Light*                             Invisibility
  7 Magic  Missile                     Knock
  8 Protection from Evil               Levitate
  9 Read Languages                     Locate  Object
  10 Read   Magic                      Mirror  Image
  11 Shield                            Phantasmal Force
  12 Sleep                             Web
  13 Ventriloquism                     Wizard  Lock


 Third Level                           Fourth   Level

 1 Clairvoyance                       Charm Monster
 2 Create Air                         Clothform
 3 Dispel Magic                       Confusion
 4 Fireball                           Dimension Door
 5 Fly                                Growth of Plants*
 6 Haste*                             Hallucinatory Terrain
 7 Hold Person*                       Ice Storm/Wall of Ice
 8 Infravision                        Massmorph
 9 Invisibility 10' Radius            Polymorph Other
 10 Lightning Bolt                     Polymorph Self
 11 Protection from Evil 10' Radii      Remove Curse*
 12 Protection from Normal Missile      Wall  of  Fire
 13 Water      Breathing               Wizard     Eye


 Fifth        Level                   Sixth Level

 1 Animate       Dead                 Anti-Magic     Shell
 2 Cloudkill                          Death Spell
 3 Conjure Elemental                  Disintegrate
 4 Contact   Outer    Plane           Geas*
 5 Dissolve*                          invisible    Stalker
 6 Feeblemind                         Lower Water
 7 Hold      Monster*                 Move Earth
 8 Magicjar                           Projected      Image
 9 Passwall                           Reincarnation
 10 Telekinesis                       Stone   to    Flesh*
 11 Teleport                          Stoneform
 12 Wall   of    Stone                Wall of Iron
 13 Woodform                          Weather      Control

  Seventh Level                        Eighth   Level
  1 Charm Plant                        Clone
  2 Create    Normal     Monsters      Create Magical Monsters
  3 Delayed Blast Fireball             Dance
  4 Ironform                           Explosive Cloud
  5 Lore                               Force   Field
  6 Magic Door*                        Mass  Charm*
  7 Mass Invisibility*                 Mind  Barrier*
  8 Power Word Stun                    Permanence
  9 Reverse Gravity                    Polymorph Any Object
  10 Statue                            Power  Word  Blind
  11 Summon Object                     Steelform
  12 Sword                             Symbol
  13 Teleport any Object               Travel

  Ninth Level
  Contingency
  Create Any Monster
  Gate*
  Heal
  Immunity
  Maze
  Meteor  Swarm
  Power Word Kill
  Prismatic  Wall
  Shapechange
  Survival
  Timestop
  Wish


  * Reversible Spell


  Number  and  Types  of  Spells

 The cleric may know at any one time the number of spells appropriate for
his experience level, as shown on the cleric's experience table in Chapter
2.
 The cleric may know any clerical spell from the list of clerical  spells
so long as he is of a high enough experience level to know it and cast it,
and so long as the DM has not banned the use of that particular  spell  in
his  campaign.  The  cleric  cannot  learn a spell from either the druidic
spells list or the magical spells list.

Reversible Spells

 A cleric  may reverse a spell simply by casting it backward.  The player
simply says, "My cleric is casting the spell in reverse."
 However, Lawful clerics prefer not to cast spells in reversed form. They
only cast the reversed forms in extreme life-or-death situations.
 Chaotic clerics  often  use  the reversed spells and only use the normal
forms to benefit their friends.  Neutral clerics can choose  to  cast  the
normal or the reversed forms.


List of Clerical Spells
 Following is a list of clerical spells and their  descriptions.  They're
divided  up  into  spell levels and set in alphabetical order.  All spells
marked with an asterisk (*) can be cast in reversed form.

 First             Level Clerical Spells

 Cure Light Wounds*
 Range: Touch
 Duration: Permanent
 Effect: Any one living creature

 This spell either heals damage or removes paralysis. If used to heal, it
can  cure  2-7 (1d6+1) points of damage.  It cannot heal damage if used to
cure paralysis, The cleric may cast it on himself if desired.
 This spell  cannot  increase  a  creature's  total  hit points above the
original amount.  When reversed,  this spell,  cause light wounds,  causes
1d6+1  (2-7)  points  of  damage  to any creature or character touched (no
saving throw is allowed).  The cleric must make a normal  attack  roll  to
inflict this damage.

Detect Evil
Range:120'
Duration: 6 turns
Effect: Everything within 120'
When this spell is cast,the cleric will see evilly enchanted objects within
120'  glow.  it  will also cause creatures that want to harm the cleric to
glow when they are within range.  The actual  thoughts  of  the  creatures
cannot be heard.  Remember that a Chaotic alignment does not automatically
mean Evil,  although many Chaotic monsters have evil intentions. Traps and
poison  are neither good nor evil,  merely dangerous;  this spell does not
reveal them.


Detect Magic

Range: 0
Duration: 2 turns
Effect: Everything within 60'

When this spell is cast,  the cleric will  see  a  glow  surround  magical
objects,  creatures,  and places within the spell's effect.  The glow will
not last very long;  clerics should normally use the spell only when  they
want  to  know  if  particular objects already within sight are,  in fact,
magical.  For example, a door may be held shut magically, a stranger might
actually be an enchanted monster, or a treasure might be enchanted.


Light*

Range:120'
Duration: 12 turns
Effect: Volume of 30' diameter

 This spell creates a large ball of light,  as if casts by a bright torch
or lamp. If the spell is cast on -an object (such as the cleric's weapon),
the light will move with the object.
 If the spell is cast at a creature's eyes, the victim must make a saving
throw vs.  spell.  If he fails saving throw, the victim will be blinded by
the  light  for  the  duration of the spell,  or until the spell effect is
canceled.
When reversed,  this spell,  darkness, creates a circle of darkness 30' in
diameter. It will block all sight except infravision. Darkness will cancel
a light spell if cast upon it, but may itself be canceled by another light
spell.  If cast at an opponent's eyes,  darkness causes blindness for  the
duration of the spell or until canceled.  if the target makes a successful
saving throw vs. spell, the spell misses.

Protection from Evil

Range:O
Duration: 12 turns
Effect: The cleric only

 This spell creates an invisible magical barrier all around the  cleric's
body (less than an inch
away). While the spell lasts, characters and monsters attacking the cleric
are penalized by -1 to their attack rolls, and the cleric gains a +1 bonus
to all saving throws.
 In addition,  enchanted creatures cannot  even  touch  the  cleric!  (An
enchanted  creature is one that normal weapons will not affect,  one which
only magical weapons can hit.  A creature that can only be hit by a silver
weapon  -  a  werewolf,  for  example-is  not  an enchanted creature.  Any
creature that is magically summoned of  controlled,  such  as  a  charmed
character,  is  also  considered to be an enchanted creature.) The barrier
thus completely protects the cleric from all melee or hand-to-hand attacks
from  such  creatures;  however,  it  cannot  prevent attacks from missile
weapons.  Enchanted creatures using missile weapons still  suffer  the  -1
penalty to the attack roll, but they can hit the cleric.
 This spell will not affect a magic missile spell used by magic-users.
 If the cleric attacks an enchanted creature during the spell's duration,
the spell's effect changes slightly.  Enchanted creatures are then able to
touch  the  magic-user,  but  still  suffer  the attack foil penalty;  the
penalty and the cleric's saving throw adjustments still  apply  until  the
spell duration ends.

Purify Food and Water
Range: 10'
Duration: Permanent
Effect: See below

 This spell will make spoiled or poisoned food and water safe and usable.
It  will  purify  one  ration  of  preserved food (either iron of standard
rations),  or six waterskins of water,  or enough normal food  to  feed  a
dozen  people.  If  cast at mud,  the spell will cause the dirt to settle,
leaving a pool of pure,  cleat water. The spell will not affect any living
creature.

Remove Fear*
Range: Touch
Duration: 2 turns
Effect:  Any  one   living   creature

 When the cleric casts this spell and then touches any  living  creature,
the spell will calm the creature and remove any fear.  If the creature has
been affected by a fear spell or effect which does not  normally  allow  a
saving  throw,  the  remove fear spell can still be useful.  If the cleric
casts the spell on someone afflicted by a magical fear effect,  the victim
gets to make a saving throw vs.  spells,  adding a bonus to the roll equal
to the cleric's level of experience (up to a maximum bonus of + 6). If the
saving  throw is successful,  the victim's fear is negated.  Regardless of
the cleric's level or any bonuses, a roll of 1 will always fail.
 The reversed form of the spell,  cause fear will make any  one  creature
flee for two turns. The victim may make a saving throw vs. spells to avoid
the effect. This reversed spell has a range of 120'.

Resist Cold
Range: 0
Duration: 6 turns
Effect:  All  creatures  within   30'
  When this spell is cast,  all creatures within 30' of  the  cleric  can
withstand freezing temperatures without harm.  In addition, those affected
gain  a  bonus  of  +  2  to  all  saving  throws  against  cold  attacks.
Furthermore,  any damage from cold is reduced by 1 point per die of damage
(but with a minimum of 1 point of damage per die).  The effect  will  move
with the cleric.

Second Level Clerical Spells

Bless*
Range:60'
Duration:   6    turns
Effect: All within a 20' square area

 This spell improves the morale of friendly creatures by +  1  and  gives
the  recipients  a  +1 bonus on all attack and damage rolls.  It will only
affect creatures in a 2O'x20' area,  and only those who  are  not  yet  in
melee.
  When reversed,  this  spell,  blight,  places a - 1 penalty on enemies'
morale,  attack rolls,  and damage tolls.  Each victim may make  a  saving
throw vs. spells to avoid the penalties.

Find Traps
Range: 0 (Cleric only)
Duration:   2    turns
Effect: Traps within 30'glow

  This spell  causes all mechanical and magical traps to glow with a dull
blue light when the cleric comes within 30' of them.  It does  not  reveal
the types of traps,  nor any method of removing them.  Note that an ambush
is not a trap, nor is a natural hazard, such as quicksand.

Hold Person*
Range:180'
Duration:   9    turns
Effect: Paralyzes up to 4 creatures

  The hold person spell will affect any human,  demihuman,  or human-like
creature (bugbear, dryad, gnoll, hobgoblin, kobold, lizard man, ogre, orc,
nixie,  pixie or sprite,  for instance).  It will not affect the undead or
creatures larger than ogres.  Each victim must make  a  saving  throw  vs.
spells  or be paralyzed for nine turns.  The spell may be cast at a single
person or at a group. If cast at a single person, the victim suffers a - 2
penalty to the saving throw. If cast at a group, it will affect up to four
persons (of the cleric's choice),  but with no penalty to their rolls. The
paralysis  may only be removed by the reversed form of the spell,  or by a
dispel magic spell.
  The reverse of the spell,  free person,  removes the paralysis of up to
four victims of the normal form of the spell (including hold  person  cast
by  a  magic-user  or an elf).  It has no other effect;  it does not,  for
instance, remove the effects of a ghoul's paralysis ability.

Know Alignment*
Range: 0 (Cleric only)
Duration: 1 round
Effect: One creature within 10'

  The caster  of this spell may discover the alignment (Lawful,  Neutral,
or Chaotic) of any one creature within 10'.  The spell may also be used to
find the alignment of an enchanted item or area (if any).
 The reverse of the spell,  confuse alignment,  lasts for  one  turn  per
level  of the caster,  and may be cast on any one creature,  by touch.  No
saving throw is allowed.  For as long as the spell lasts,  a cleric trying
to  identify  the  alignment  of  the  recipient  by using the normal know
alignment spell will get a false answer.  That same false answer  will  be
the result of any further attempts.

Resist Fire
Range: 30'
Duration: 2 turns
Effect: One living creature

 For the duration of this spell,  normal fife and heat  cannot  harm  the
spell's  recipient.  The  recipient  also  gains a + 2 bonus on all saving
throws  against  magical   fire   (dragon's   breath,   fireball,   etc.).
Furthermore, damage from such fire is reduced by 1 point per die of damage
(though each die will inflict at least 1 point of  damage,  regardless  of
adjustments).  Red  dragon breath damage is reduced by 1 point per Hit Die
of the creature (again, to no less than 1 point of damage per Hit Die).

Silence 15' Radius
Range:180'
Duration: 12 turns
Effect: Sphere of silence 30' across
 This spell  makes  the  area of effect totally silent.  Conversation and
Spellcasting in this area are impossible for the duration  of  the  spell.
This  spell  does not prevent a person within the area from hearing noises
outside the area.  If cast on a creature,  the victim must make  a  saving
throw vs.  spells or the spell effects will move with the creature. If the
saving throw is successful,  the spell remains in the area in which it was
cast, and the victim may move out of the area.

Snake Charm
Range:60'
Duration: 2-5 rounds or 2-5 turns
 Effect: Charms 1 HD of snakes per level of the caster

 With this spell,  a cleric may charm 1 Hit Die of snakes for each  level
of experience he has,  and no saving throw is allowed.  A 5th level cleric
could charm one 5 HD snake, five 1 HD snakes, or any combination totaling
5  Hit Dice or less.  The snakes affected will rise up and sway,  but will
not attack unless attacked themselves.
 If the  cleric  uses  the  spell  on  snakes attacking him,  the spell's
duration is 1d4+1 (2-5) rounds;  otherwise,  it lasts 1d4+1  (2-5)  turns.
When  the  spell  wears off,  the snakes return to normal (but with normal
reactions; they will not be automatically hostile).

Speak with Animals
Range: 0 (Cleric only)
Duration: 6 turns
Effect: Allows conversation within 30'
 When casting  this spell,  the cleric must name one type of animal (such
as wolves). For the duration of the spell, the cleric may speak with all
animals of  that  type  if they are within 30';  the effect moves with the
caster.
 The cleric can speak to any normal or giant forms of the specific animal
type named,  but only to one type at a time.  The caster may not use  this
spell to speak to intelligent animals and fantastic creatures.
 The creatures spoken to usually have favorable reactions ( + 2 bonus  to
the  reaction  roll),  and  they  can be talked into doing a favor for the
cleric if the reaction roll is high enough.  The animal must  be  able  to
understand the request and must be able to perform it.


Third Level Clerical Spells

Continual Light*
Range:120'
Duration: Permanent
Effect: Sphere of light 60' across

 This spell creates light as bright as daylight in a spherical volume  of
30'  radius.  It lasts until a dispel magic or continual darkness spell is
cast upon it.  Creatures penalized in  bright  daylight  suffer  the  same
penalties within this spell effect (for example, goblins, which suffer a -
1 attack toll penalty in daylight,  suffer the  same  penalty  within  the
effect of continual light).
If the spell is cast on an opponent's eyes,  the victim must make a saving
throw vs. spells or be blinded until the effect is removed. This spell may
be cast in an area,  upon an object,  or on a person or creature;  it  can
also be cast directly on a person's or creature's eyes, thus blinding him.
The reverse of this spell,  continual darkness,  creates a completely dark
volume of the same size.  Torches,  lanterns,  and even a light spell will
not affect it,  and infravision cannot penetrate  it.  A  continual  light
spell will, however, cancel it. If cast on a creature's eyes, the creature
must make a saving throw vs.  spells or be blinded (with the same  effects
as blindness from the normal continual light until the spell is removed.

Cure Blindness
Range: Touch
Duration: Permanent
Effect: One living creature

This spell will cure nearly any form of blindness, including those caused
by light or darkness spells (whether normal or continual).  It  will  not,
however, affect blindness caused by a curse.

Cure Disease*
Range:30'
Duration: Permanent
Effect: One living creature within range

 This spell will cure any living creature of one disease,  such -as those
caused by a mummy or green slime.  If cast by a cleric of  11th  level  or
greater, this spell will also cure lycanthropy.
 The reverse  of  this  spell,  cause disease,  infects the victim with a
hideous wasting disease unless he successfully makes a  saving  throw  vs.
spells.  A  diseased  victim  has  a  - 2 penalty on all attack rolls.  In
addition,  the victim's wounds cannot  be  magically  cured,  and  natural
healing takes twice as long as usual. The disease is fatal in 2d12 (2- 24)
days unless removed by a cure disease spell.

Growth  of  Animal
Range:120'
Duration: 12 turns
Effect: Doubles the size of one animal

This spell doubles the size of one normal or giant animal. The animal then
h-as twice its normal strength and inflicts double its normal  damage.  It
may also carry twice its normal encumbrance. This spell does not change an
animal's behavior,  armor class,  or  hit  points,  and  does  not  affect
intelligent animal races or fantastic creatures.

Locate Object
Range: 0 (Cleric only)
Duration: 6  turns
Effect: Detects one object within 120'

 This spell allows the cleric to sense the direction of one known object.
It gives no information about distance. It can detect a common object with
only  a partial description (such as "stairs leading up") but it will only
reveal the direction to the  closest  such  object.  To  find  a  specific
object,  the  cleric  must  know exactly what the object looks like (size,
shape, color, etc.). The spell will not locate a creature.

Remove Curse*
Range: Touch
Duration: Permanent
Effect: Removes any one curse

 This spell removes one curse,  whether on a character,  item,  or  area.
Some  curses-especially  those  on magical items-may only be removed for a
short time,  at the DM's discretion;  such curses would require  a  dispel
evil  spell  for  permanent  removal (or possibly a remove curse cast by a
high level cleric or magic-user, again at DM's discretion).
 The reverse of this spell,  curse,  causes a misfortune  or  penalty  to
affect  the  victim.  Curses are limited only by the caster's imagination,
but if an attempted curse is too powerful,  it may return  to  the  caster
(DM's discretion)! Safe limits to curses may include: -4 penalty on attack
rolls;  - 2 penalty on saving throws;  prime requisite  reduced  to  half
normal;  - 4 penalty on others' reaction rolls to him. The victim may make
a saving throw vs. spells to avoid the curse.

Speak with the Dead
Range: 10
Duration: 1 round per  level  of  the  cleric
Effect: Cleric may ask three questions

By means of this spell,  a cleric may ask three questions of  a  deceased
spirit if the body is within range.
 A cleric  of  6th  or  7th  level  can contact recently deceased spirits
(those dead up to 4 days).  Cleric's of levels  8-14  have  slightly  more
power  (cont-acting  spirits  up to 4 months dead),  and clerics of levels
15-20 have even more (speaking with corpses up to 4 years dead).  No  time
limits apply to clerics of 21st level or greater.
 The spirit will always reply in a tongue known to the  cleric,  but  can
only  offer  knowledge  of  things  up  to  the time of its death.  If the
spirit's alignment is the same as the cleric's,  it will provide clear and
brief answers;  however, if the alignments differ, the spirit may reply in
riddles.

Striking
Range:30'
Duration: 1 turn
Effect: 1d6 bonus to damage on 1 weapon

 This spell allows any one weapon to inflict  1d6  additional  points  of
damage  per  attack  (like  a magical staff of striking).  The weapon will
inflict this extra damage with every successful blow for as  long  as  the
spell lasts. This bonus does not apply to attack rolls, but only to damage
rolls.
 If the cleric casts this spell on a normal weapon,  the weapon may  then
damage  creatures  which are normally affected only by magic weapons;  the
weapon will do 1d6 points of damage per strike (regardless of  the  normal
damage of the weapon).

Fourth Level Clerical Spells

Animate Dead
Range:60'
Duration: Permanent
Effect: Creates zombies or skeletons

This spell allows the caster to make  animated,  enchanted  skeletons  or
zombies from normal skeletons or dead bodies within range.  These animated
undead creatures will obey the cleric until they are destroyed by  another
cleric of a dispel magic spell.
 For each experience level of the cleric,  he may animate one Hit Die  of
undead.  A skeleton has the same Hit Dice as the original creature,  but a
zombie has one Hit Die more than the  original.  Note  that  this  doesn't
count character experience levels as Hit Dice: For purposes of this spell,
all humans and demihumans are 1 HD creatures,  so the  remains  of  a  9th
level thief would be animated as a zombie with 2 HD.
Animated creatures  do  not  have any spells,  but are immune to sleep and
charm effects and poison.  Lawful clerics must take care to use this spell
only for good purpose. Animating the dead is usually a Chaotic act.

Create Water
Range: 10'
Duration: 6 turns
Effect: Creates one magical spring

With this spell,  the cleric summons forth an enchanted  spring  from  the
ground  or a wall.  The spring will flow for an hour'creating enough water
for 12 men and their mounts (for that day,  about 50 gallons). For each of
the  cleric's  experience levels above 8,  water for twelve additional men
and mounts is created;  thus a 10th level cleric could create water for 36
men and horses.
The cleric doesn't have to create the  maximum  amount  of  water  if  he
doesn't wish to. He might wish to create a spring which will flow for half
an hour,  or a few minutes;  the player need only tell  the  GM  how  many
gallons he wants the spell to create, up to the spell's maximum.


Cure Serious Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature

 This spell is similar to a cure light wounds spell,  but will  cure  one
creature of 2d6 + 2 (4-14) points of damage.
 The reverse of this spell,  cause serious wounds,  causes 2d6 + 2 points
of damage to any creature or character  touched  (no  saving  throw).  The
caster  must  make  a  normal  attack  roll to successfully cast the cause
serious wounds spell.

Dispel Magic
Range: 120'
Duration: Permanent
Effect: Destroys spells in a 20' cube
 This spell destroys other spell effects in a cubic volume of  20'x  20'x
20'.  It does not affect magical items.  Spell effects created by a caster
(whether cleric,  druid,  magic-user, or elf) of a level equal to or lower
than  the  caster  of  the  dispel magic are automatically and immediately
destroyed.  Spell effects created by a higher-level caster  might  not  be
affected.  The chance of failure is 5% per level of difference between the
casters. For example, a 7th level cleric trying to dispel a web spell cast
by a 9th level magic-user would have a 10% chance of failure.
 Dispel magic will not affect a magical item (such as a scroll, a magical
sword,  etc.). However, it can dispel the effects of the magical item when
that item is used (for example, a spellcaster can cast dispel magic on the
victim  of a ring of human control and snap hi 'm out of that control,  or
on a flaming weapon to douse the flame).

Neutralize Poison*
Range: Touch
Duration: Permanent
Effect: A creature, container, or object
 This spell  will make poison harmless either in a creature,  a container
(such as a bottle),  or on one object (such as  a  chest).  It  will  even
revive a victim slain by poison if cast within 10 rounds of the poisoning!
 The spell will affect any and all poisons present  at  the  time  it  is
cast,  but  does  not cure any damage (and will thus not revive a poisoned
victim who has died of wounds).
 The reverse of this spell,  create poison,  may be cast,  by touch, on a
creature  or  container.  A  cleric cannot cast it on any other object.  A
victim must make a saving throw vs.  poison or be immediately slain by the
poison.  If cast on a container, the spell poisons its contents; no saving
throw applies,  even for magical containers or contents (such as potions).
(Of course,  when someone drinks those poisoned contents, he gets a saving
throw.) Using create poison,  or poisoning  in  any  case,  is  usually  a
Chaotic act.

Protection from Evil 10' Radius
Range: 0
Duration: 12 turns
Effect: Barrier 20' diameter
 This spell  creates  an invisible magical barrier all around the caster,
extending for a  10'  radius  in  all  directions.  The  spell  serves  as
protection  from  attacks  by  monsters  of  an  alignment  other than the
caster's.  Each creature within the barrier  gains  a  +1  to  all  saving
throws,  and  all  attacks against those within are penalized by -1 to the
attacker's attack roll while the spell lasts.
  In addition, enchanted creatures cannot attack those within the barrier
in hand-to-hand (melee) combat.  (An enchanted creature  is  any  creature
which is magically summoned or controlled, such as a charmed character, or
one that is not harmed by normal weapons.  A creature that can be hit only
by a silver weapon- a werewolf, for example-is not an enchanted creature.)
  If anyone within the barrier attacks an enchanted creature, the barrier
will  no longer prevent the creature from attacking hand-to-hand,  but the
bonus to saving throws and penalty to attack rolls will still apply.
  Attackers, including enchanted creatures,  can attack people inside the
barrier by using missile or magical attacks. They do suffer the -1 penalty
to attack rolls, but that is the only penalty they suffer.

Speak    with    Plants
Range: 0 (Cleric only)
Duration:    3    turns
Effect: All plants within 30'
  This spell enables the cleric to talk to  plants  as  though  they  are
intelligent.  The  cleric may request a simple favor,  and the plants will
grant it if it is within the plants' power to understand and perform. This
spell  may be used to allow the cleric and party to pass through otherwise
impenetrable undergrowth.  It will also allow the  cleric  to  communicate
with plantlike monsters (such as truants).

Sticks to Snakes
Range:120'
Duration:    6    turns
Effect: Up to 16 sticks
 This spell turns 2d8 sticks into snakes (detailed below). The snakes may
be poisonous (50% chance per snake; the DM can toll 1d6 for each snake; on
a roll of 1-3,  the snake is poisonous).  They obey the cleric's commands,
but will turn back into sticks when slain or  when  the  spell's  duration
ends.
  Snakes: NA 2d8 (2d8); AC 6, HD 1; AT 1 bite; Dmg 1d4; MV 90'(30'); Save
  F1;  ML 12; TT Nil; AL Neutral; SA poison (50% chance for each snake to
  be poisonous); XP 10 (non- poisonous) or 13 (poisonous).


Fifth Level Clerical                  Spells

Commune
Range: 0 (Cleric only)
Duration:    3    turns
Effect:   3   questions
 This spell  allows  the  cleric  to  ask questions of the greater powers
(whatever forces of nature, greater spirits, or legendary Immortals the DM
has  created for this campaign world).  The cleric may ask three questions
that can be answered yes" or "no."
 A cleric  may  commune only once a week.  If the clerics in the campaign
are using the spell too often,  the DM may wish to limit its use to once a
month.  Once  a  year  the  cleric  may  ask  twice  the  normal number of
questions.  The DM might wish to establish that this must occur on  a  day
which is significant to the greater powers being questioned.

Create Food
Range: 10'
Duration: Permanent
Effect: Creates food for 12 or more
 This spell  creates  enough  normal  food to feed up to 12 men and their
mounts for one day.  For every level of the cleric above  8th,  the  spell
creates  enough food for 12 additional men and mounts.  The cleric doesn't
have to create the maximum amount of food if he doesn't wish  to;  he  can
create a lesser amount.  Created food spoils after 24 hours;  therefore it
is impossible to lay in a big store of food created by this spell.

Cure Critical Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
 This spell is similar to a cure light wounds spell,  but will  cure  one
living creature of 3d6 + 3 (6-21) points of damage.
 The reverse  of  this  spell (cause critical wounds) causes 3d6+3 (6-21)
points of damage to any living creature or character  touched  (no  saving
throw).  The  caster  must make a normal attack roll to cause the critical
wound.

Dispel Evil
Range:30'
Duration: 1 turn
Effect: Enchanted or undead monsters or one curse or charm
 This spell  may  affect all undead and enchanted (summoned,  controlled,
and animated) monsters within range.  It will destroy the  monster  unless
each victim makes a saving throw vs. spells. If cast at only one creature,
that creature takes a - 2 penalty to the saving throw.  Any  creature  from
another plane is banished (forced to return to its home plane) if it fails
the saving throw.  Even if the  victims  successfully  roll  their  saving
throws,  they must flee the area, and will stay away as long as the caster
concentrates; the caster cannot move while concentrating.
 This spell  will also remove the curse from any one cursed item,  or may
be used to remove the influence of any magical charm.

Insect Plague
Range:480'
Duration: 1 day
Effect: Creates a swarm of 30' radius
 This spell summons a vast swarm of insects.  The swarm  obscures  vision
and  drives  off creatures of less than 3 Hit Dice (no saving throw).  The
swarm moves at up to 20' per round as directed by the cleric while  it  is
within range.  The caster must concentrate, without moving, to control the
swarm. If the caster is disturbed, the
insects scatter  and  the  spell ends.  This spell only works outdoors and
above-ground.

Quest*
Range: 30'
Duration: Special
Effect: Compels one living creature
 This spell  forces the victim to perform some special task or quest,  as
commanded by the caster. The victim may make a saving throw vs. spells; if
he succeeds, the spell does not affect him.
 A typical task might involve  slaying  a  certain  monster,  rescuing  a
prisoner,  obtaining  a  magical  item  for  the  caster,  or  going  on a
pilgrimage.  If the task is impossible  of  suicidal,  the  spell  has  no
effect. Once the task is completed, the spell ends.
 The spell forces the victim to undertake a task,  but doesn't force  him
to like it.  Once the task is accomplished, the victim might wish to exact
revenge on  the  cleric,  just  depending  on  the  circumstances  of  the
adventure.  Any  victim  refusing  to  go on the quest is cursed until the
quest is continued.  The type of curse is decided by the DM,  but  may  be
double normal strength.  The reverse of this spell,  remove quest,  may be
used to dispel an unwanted quest or a quest- related curse.  The chance of
success is 50%, modified by 5 % for every level of the caster differs from
the level of the caster of the first quest.  Thus,  an 11th  level  cleric
attempting  to  remove  a quest cast by a 13th level cleric has only a 40%
chance of success;  a 36th level cleric attempting to remove a quest  cast
by a 20th level cleric has a 130%  chance (reduced to 99% to provide for a
1% chance of failure).

Raise Dead*
Range:120'
Duration: Permanent
Effect: Body of one human or demihuman
 By means of this spell, the cleric can raise any human, dwarf, halfling,
or elf from the dead.  The body must be present,  and if part is  missing,
the raised character will be disabled accordingly. An 8th level cleric can
rise a body that has been dead for up to four days.  For each level of the
cleric above 8th,  add four days to this time.  Thus,  a 10th level cleric
can raise bodies that have been dead for up to twelve days.
 The recipient returns to life with 1 hit point,  and cannot fight,  cast
spells, use abilities, carry heavy loads, of move at more than half speed.
These penalties will disappear after two full weeks of complete bed  rest,
but the healing cannot be speeded by magic.
 The cleric may also cast this spell at any one  undead  creature  within
range.  The  undead  creature  will  be destroyed unless it makes a saving
throw vs.  spells with a -2 penalty.  However,  a vampire which fails  its
saving throw is not destroyed,  merely forced to retreat to its coffin, in
gaseous form, as fast as possible. When cast at an undead creature of more
Hit Dice than a vampire, this spell inflicts 3d1O (3-30) points of damage.
The creature can make a saving throw vs. spells to take half damage.
 The reverse of this spell,  finger of death,  creates a death ray that
will kill any one living creature within 60'. The victim may make a saving
throw  vs.  death  ray to avoid the effect.  A Lawful cleric will only use
finger of death in a  life-or-  death  situation.  Finger  of  death  will
actually  cure 3d1O (3-30) points of damage for any undead with 10 or more
Hit Dice (phantom, haunt, spirit, nightshade, or special).

Truesight
Range: 0 (cleric only)
Duration: 1 turn + 1 round per level of caster.
Effect: Reveals all things
 When he casts this spell,  the cleric is able to see all  things  within
120'.  The spell is quite powerful; the cleric can clearly see all hidden,
invisible,  and ethereal objects and  creatures  as  with  the  magic-user
detect invisible spell. In addition, any secret doors as well as things or
creatures not  in  their  true  form-whether  polymorphed,  disguised,  or
otherwise-are  seen  as they truly are,  with no possibility of deception.
Alignment is also "seen:' as is experience and power.



Sixth Level Clerical Spells

Aerial Servant
Range:60'
Duration: 1 day per level of caster
Effect: Servant fetches one item or creature
An aerial  servant  is  a very intelligent being from the elemental plane.
With this spell,  the cleric summons one of these  beings,  which  appears
immediately.  The  cleric  must then describe one creature or item and its
location to the servant,  or else it  will  depart.  When  it  hears  this
description  and location,  the aerial servant leaves,  trying to find the
item or creature and bring it to the cleric. The servant will take as much
time as needed,  up to the limit of the duration.  If the spell's duration
lapses before the task is completed, even if the aerial servant is already
bringing  the target back to the caster,  the aerial servant has failed to
accomplish its task. See below for further details.
The aerial servant has 18 Strength,  and can carry up to 500  lbs  (5,000
cn).  It  can become ethereal at will,  and thus can travel to most places
easily.  However,  it cannot pass through a  protection  from  evil  spell
effect.
If it  cannot  perform  its  duty  within the duration of the spell,  the
servant becomes insane and returns to attack the caster.
See Chapter 14 for a full description of the aerial servant.

Animate Objects
Range:60'
Duration: 6 turns
Effect: Causes objects to move
 The cleric may use this spell  to  cause  any  non-  living,  nonmagical
objects  to move and attack.  Magical objects are not affected.  The spell
can animate any one object up to 400 lbs (4,000 cn) (roughly the  size  of
two  men),  or  a  number  of  smaller objects whose total weight does not
exceed 400 lbs.
 The DM must decide on the movement rate,  number of attacks, damage, and
other combat details of the objects animated.  As a guideline, a man-sized
statue  might move at 30' per round,  attack once per round for 2d8 (2-16)
points of damage,  and have an armor class of 1.  A chair might only be AC
6,  but move at 180' per round on its four legs, attacking twice per round
for 1d4 points per attack. All objects have the same chances to hit as the
cleric animating them.

Barrier*
Range:60'
Duration: 12 turns
Effect: Creates whirling hammers

 This spell  creates  a  magical barrier in an area up to 30' in diameter
and 30'high.  The barrier is a  wall  of  whirling  and  dancing  hammers,
obviously  dangerous  to  any  who  come in contact with it.  Any creature
passing through the barrier takes 7d1O (7-70) points of  damage  from  the
whirling  hammers  (no saving throw allowed).  This spell is often used to
block an entrance or passage.
 The reverse of this spell (remove barrier) will destroy any one  barrier
created by a cleric. It can also be used to destroy a magic-user's wall of
ice, wall of fire, clothform, woodform, or wall of stone spell effects. It
will not affect the magic- user spells wall of iron,  stoneform,  ironform
or steelform.

Create Normal Animals
Range:30'
Duration: 10 turns
Effect: Creates 1-6 loyal animals
 The cleric  is  able  to  create  normal animals from thin air with this
spell.  The animals will appear at a point chosen (within  30'),  but  may
thereafter be sent (by command) up to 240' away,  if desired.  The animals
created will understand and obey the cleric at all times.  They will fight
if so commanded, and will perform other actions (carrying, watching, etc.)
to the best of their abilities.  They are normal animals,  and may  attack
others unless their instructions are carefully worded.
 The cleric may choose the number of animals created,  but not the  exact
type;  the  DM  should  decide,  or even randomly determine,  what sort of
animals  appear.  The  spell  will  create  one  large  animal  (elephant,
hippopotamus,  etc.),  three medium-sized animals (bear, great cat, etc.),
or six small animals (wolf,  rock baboon,  etc.).  The spell cannot create
giant animals. The animals disappear when slain or when the spell duration
ends.

Cure All
Range: Touch
Duration: Permanent
Effect: Cures anything
This spell is the most powerful of the healing spells.  When used to  cure
wounds,  it  cures nearly all damage,  leaving the recipient with only 1d6
points of damage.  (Restore the victim to full starting hit  points,  then
roll 1d6 and subtract that amount from the victim's hit point total.)
The spell can remove a curse, neutralize a poison, cure paralysis, cute a
disease, cure blindness, or even remove a feeblemind effect instead
of healing.  However,  it will cure one thing only;  if the  recipient  is
suffering  from two or more afflictions (such as wounds and a curse),  the
cleric must name the ailment the spell is intended to cure.
 If cast  on the recipient of a raise dead spell,  the cureall eliminates
the need for two weeks of bed rest; the recipient can immediately function
normally.  This  is  the  only  form of magical curing that will work on a
newly-raised creature.

Find the Path
Range:  0  (Cleric   only)
Duration: 6 turns +  1  turn  per  level  of  the  caster
Effect: Shows the path to an area
 When casting this spell,  the cleric must name a specific place,  though
it  need  not  be  a place he has visited before.  For the duration of the
spell,  the cleric knows the direction to that  place.  In  addition,  the
cleric  will  magically  gain  any  special knowledge needed to get to the
place; for example, he would know the location of secret doors, passwords,
and so forth.
 When the spell's duration  runs  out,  the  caster  only  remembers  the
general   direction  to  the  place.  All  other  special  information  is
forgotten.  The spell is instantly negated is the caster attempts to write
down,  record, or disclose that special knowledge to others. This spell is
often used to find a fast escape route.

Speak    with    Monsters*
Range:  0  (Cleric   only)
Duration: 1 round per level of the cleric
Effect: Permits conversation with any monster
 This spell  gives  the  caster the power to ask questions of any and all
living and undead creatures within 30'.  Even unintelligent monsters  will
understand and respond to the cleric.  Those spoken to will not attack the
cleric while engaged in conversation, but may defend themselves or flee if
attacked.  The  cleric  may  ask only one question per round'and the spell
lasts one round per level of the caster.
 The reverse of this spell, babble, has a 60' range, a duration of 1 turn
per  level of the caster,  and affects one target within spell range.  The
victim may make a saving throw vs.  spells to avoid the effect, but with a
- 2 penalty to the roll.  If he fails the saving throw, the victim can not
communicate with any other creature for the duration of  the  spell.  Even
hand  motions,  writ-  ten  notes,  telepathy,  and  all  other  forms  of
communication will seem garbled. This does not interfere with the victim's
spellcasting  (if any),  but does prevent him from using any magical items
which are  activated  by  command  words-  the  command  words  turn  into
gibberish.

Word of Recall
Range:  0  (Cleric   only)
Duration: Instantaneous
Effect: Teleports the caster to sanctuary
 Similar to a magic-user's teleport spell,  this spell carries the cleric
and  all  equipment carried (but no other creatures) to the cleric's home,
regardless of the distance. The cleric must have a permanent home (such as
a  castle),  and  a  meditation  room  within that home;  this room is the
destination when the spell is cast.  During the round in which this  spell
is cast, the cleric automatically gains initiative unless surprised.


Seventh Level Clerical  Spells

Earthquake
Range: 120 yards
Duration: 1 turn
Effect: Causes earth tremors
  This powerful spell causes a section of earth to shake, and opens large
cracks in the ground.  A 17th level caster can affect an area  up  to  60'
square, adding 5' to each dimension with each experience level above 17th.
For example,  an 18th level cleric affects an area up to 65' square;  19th
level, 70' square; and so forth.
  Within the area of effect,  all small dwellings are reduced to  rubble,
and  larger  constructions  are  cracked open.  Earthen formations (hills,
cliffsides, etc.) form rockslides. Cracks in the earth may open and engulf
I  creature  in 6 (determined randomly),  crushing them (when the die roll
randomly determines that a character is in danger of falling into a  crack
and being crushed,  the character gets a saving throw vs.  death to escape
failing in).

Holy      Word
Range: 0
Duration:        Instantaneous
Effect: All creatures within 40'
  This spell affects all creatures, friend or foe, within a circular area
of 40' radius,  centered on the caster.  When the cleric casts this spell,
all creatures of alignments  other  than  the  cleric's  are  affected  as
follows (no saving throw vs. spells allowed):

Holy Word Effects
Up to 5th Level:            Killed
Level 6-8:                  Stunned 2d10 turns
Level 9-12:                 Deafened 1d6 turns
Level 13   +:               Stunned 1d10 rounds
 Any victim  of 13th level (or Hit Dice) or higher,  or any victim of the
same alignment as the caster,  may make a saving throw vs. spells to avoid
all spell effects.  This powerful spell cannot be blocked by stone, nor by
any other solid material except lead.  It can,  however,  be blocked by an
anti-magic shell.

Raise Dead Fully*
Range:     60'
Duration: Permanent
Effect: Raises any living creature
  This spell is similar to the 5th level spell raise dead, except that it
can raise any living creature-not just humans and demihumans. Any human or
demihuman recipient awakens immediately, with full hit points, and is able
to fight,  use abilities, spells known, etc., without any penalties-except
those penalties the creature already possessed at the time of  death.  For
example,  a  victim  cursed  or  discased  at death would still suffer the
affliction when raised fully.
  If any other living creature (other than a human or demihuman)  is  the
recipient,  the  guidelines given in the raise dead spell apply (including
time limitations, rest needed, etc.).
 A 17th level cleric can use this spell on a human or demihuman body that
has  been  dead  up to 4 months;  for each level of experience above 17th,
this time increases 4 months.  Thus,  a 19th level cleric could cast raise
dead fully on a body that has been dead up to 12 months.
 The spell is fatal to undead.  Cast on an undead creature of 7 Hit  Dice
or  less,  the  spell immediately destroys the creature (no saving throw).
The spell forces an undead creature of 7 to 12 Hit Dice to make  a  saving
throw vs.  spells,  with a - 4 penalty to the roll;  if the creature fails
the roll, it is destroyed. The spell inflicts 6d10 (6-60) points of damage
upon an undead monster of more than 12 Hit Dice, but the victim may make a
saving throw vs. spells to take half damage.
 The reverse  of  this  spell  (obliterate) will affect a living creature
just as the normal form affects undead (destroy 7 Hit  Dice  or  less,  et
al.).  If cast at an undead creature of any type, obliterate has the sa-me
effect as a cureall would on a living creature (curing all but 1d6  points
of damage, or curing blindness of feeblemind, etc.).

Restore*
Range: Touch
Duration: Permanent
Effect: Restores 1 level lost to energy drain
 This spell restores one full level of energy (experience) to any  victim
who  has  lost  a  level  because  of  energy drain (for instance,  from a
vampire's attack).  It does not restore more than one level,  nor does  it
add  a  level if no level has been lost.  Furthermore,  the cleric casting
this spell loses one level of experience, as if struck by a wight when the
spell is cast; however, the cleric's loss is not permanent, and the cleric
need only rest for 2d10 (2-20) days to regain the lost experience.
 The reverse  of this spell,  life drain,  drains one level of experience
from the victim touched, just like the touch of a wight or wraith. Casting
the reversed spell causes no experience level loss to the cleric, nor does
it require any rest afterward,  but it is a Chaotic act, avoided by Lawful
clerics.

Survival
Range: Touch
Duration: One hour per level of the caster
 Effect: Protects  one  creature against all non- magical damage from the
environment
 Spell protects the recipient  from  adverse  conditions  of  all  types,
including normal heat or cold,  lack of air, and so forth. While the spell
is in effect,  the caster needs no air,  food,  water, or sleep. The spell
does  not  protect  against  magical  damage  of any type,  attack damage,
poisons, breath weapons, or physical blows from creatures. It does protect
against  all  damage  caused  by  natural  conditions  on  other planes of
existence.
 For example,  a cleric might use this spell:  in a desert or blizzard to
prevent damage from the natural  conditions;  underground  or  underwater,
enabling survival without air;  in space,  to magically survive in vacuum;
or on the elemental plane of Fire,  to protect  against  conditional  fire
damage.


Travel
Range: 0
Duration: One turn per level of the caster
Effect: Allows aerial or gaseous travel
 This spell allows the cleric to move quickly -and freely,  even  between
the  planes of existence.  The caster (only) may fly in the same manner as
given by the magic-user's spell,  at a rate of 360' (120'). The cleric can
also  enter  a nearby plane of existence,  simply by concentrating for one
round. He may enter a maximum of one plane per turn.
 The cleric may bring  one  other  creature  for  every  five  levels  of
experience  (rounded  down;  for example,  a 29th level cleric could bring
five other creatures on the journey). To bring others, he must touch them,
or they must touch him, while the spell is cast and the shift is made. Any
unwilling creature can make a saving throw vs. spells to avoid the effect.
The  cleric  must  take  the  others  with  him-he  cannot send them while
remaining behind.
 While this spell is in effect, the caster (only) may assume gaseous form
by  concentrating  for  one full round.  (If he is interrupted,  no change
occurs.) Unlike the potion effect, all equipment carried also becomes part
of the same gaseous cloud.  In this form,  the caster may travel at double
the normal flying rate:  720' (240'). While gaseous, the cleric cannot use
items or cast spells,  but also cannot be damaged except by magic (weapons
or certain spells). Also, a gaseous being cannot pass through a protection
from evil spell effect or an anti-magic shell.

Wish
Range: Special
Duration: Special
Effect: Special
  A wish is the single most powerful spell a cleric can have. It is never
found on a scroll, but may be placed elsewhere (in a ring, for example) in
rare cases.  Only clerics of 36th level and with an 18 (or greater) Wisdom
score may cast the wish spell.
  Wording the Wish:  The player must say or  write  the  exact  wish  his
character  makes.  The  wording  is very important.  The wish will usually
follow the literal wording, and whatever the intentions of the cleric.
  The DM should try to maintain game balance,  being neither too generous
nor too stingy in deciding the effects of a wish.  Even  a  badly  phrased
wish,  made with good intentions,  may have good results.  However, if the
wish is greedy,  or made with malicious intent,  the DM should make  every
effort  to  distort  the  results of the spell so that the caster does not
profit from it.  If necessary, the DM can even disallow the wish; it would
then  have no effect.  Whenever a wish fails or is misinterpreted,  the DM
should explain (after the game) the problem or flaw in the phrasing.
  Here are some examples of faulty wishes:
 "I wish that I knew everything about this dungeon" could result  in  the
character knowing all for only a second, and then forgetting it.
  " I  wish for a million gold pieces" can be granted by having them land
on the character (that's 100,000 pounds of gold!), and then vanish.
 "I wish to immediately and permanently  possess  the  gaze  power  of  a
basilisk while retaining all of my own abilities and items" is a carefully
worded wish that's out of balance. Characters able to use these high-level
spells are already quite powerful. This wish could result in the character
growing a basilisk head in addition to the character's own head.
 A wish cannot be used to gain either  experience  points  or  levels  of
experience.
 Possible Effects:  A properly worded wish can substitute for  any  other
magical  spell  of 8th level or less,  or any clerical or druidic spell of
6th level or less,  at the DM's discretion.  This common use of a wish  is
more likely to succeed with little chance for error than other uses of the
spell.  Otherwise, if the wishes used to harm another creature, the victim
may make a saving throw vs.  spells. If the save is successful, the victim
takes half the ill effects and the other half rebounds on the caster  (who
may also save to avoid it, but with a -4 penalty to the roll). If the wish
will inconvenience someone without harming him (for  example,  by  causing
him to teleport into a prison cell), the victim gets no saving throw.
 A character  can use a wish to gain treasure,  up to a maximum of 50,000
gold pieces per wish.  However,  the caster loses 1 experience  point  per
gold  piece  value  of treasure gained,  and this loss cannot be magically
restored.
 The cleric can use a wish to temporarily change any one ability score to
a minimum of 3 or maximum of 18. This effect lasts for only six turns.
 Wishes can also be used to permanently increase ability scores,  but the
cost  is  very  high:  You  must  cast as many wishes as the number of the
ability score desired.  All the wishes must  be  cast  within  a  one-week
period.
 You may  raise an ability score only one point at a time.  To raise your
Strength from 15 to 16 takes 16 wishes.  To then raise it to 17 will  take
an additional 17 wishes. Wishes cannot permanently lower ability scores.
 A wish cannot raise the maximum experience level for  human  characters;
36th level is an absolute limit. However, one wish can allow demihumans to
gain one additional Hit Die (for a new maximum of 9 for halflings,  11 for
elves,  and  13 for dwarves).  This affects only hit points,  and does not
change any other scores (such as attack rolls,  elves' number  of  spells,
etc.).
A wish can change a demihuman to a human,  or the reverse.  Such a change
is  permanent,  and  the recipient does not become magical.  Halflings and
dwarves become fighters of the same level.  Elves  become  magic-users  or
fighters  (but  not  both),  at the choice of the caster of the wish.  The
changed character would then gain levels of experience normally.  A  human
changes to the same level demihuman,  but no higher than the normal racial
maximum.
 If one character casts a wish to change another's character  class,  the
victim (at his option) may make a saving throw vs.  spells with a +5 bonus
to resist the change.
 A wish can sometimes change the results of a past  occurrence.  This  is
normally limited to events of the previous day.  A lost battle may be won,
or the losses may be made far less severe,  but impossible odds cannot  be
overcome completely.  A death could be changed to a neardeath survival;  a
permanent loss could be made temporary.  The DM may wish to advise players
when their wishes exceed the limit of the spell-power (or his patience).
 Important Note:  Whenever an effect is described as  being  unchangeable
"even with a wish," that statement supersedes all others here.
 Wishes can cause great problems if not handled properly. The DM must see
that wishes are reasonably limited or the balance  and  enjoyment  of  the
game  will be completely upset.  The DM should not allow wishes that alter
the basics of the game (such as a wish  that  dragons  can't  breathe  for
damage).  The  more  unreasonable and greedy the wish is,  the less likely
that the wish will become reality.

Wizardry
Range: 0 (cleric only)
Duration: One turn
Effect: Allows the use of one magic-user device or scroll spell

The cleric  using  this  spell  gains  the  power to use one item normally
restricted to magic-users:  either a device (such as a wand) or  a  scroll
containing  a  1st or 2nd level magic-user spell.  (The cleric cannot cast
spells of 3rd or higher level,  even though they may  be  present  on  the
scroll.)
 This ability lasts for one turn, or until the scroll or device is used.
The cleric magically gains knowledge of the proper use of the item,  as if
the character were a magic-user.  For  the  duration  and  effect  of  the
magic-user spell,  the caster is treated as the minimum level necessary to
cast the spell.


                          Druidic Spells

  Druids can  learn  and  cast  any  spell  that  a  cleric  can-with the
exception of spells that affect alignments (such as protection from evil.
  However, druids also have their own spells,  spells which  clerics  and
magic-users  cannot  utilize.  The  druid cannot cast more spells in a day
than a cleric, but he has the advantage of being able to learn spells from
two different sources, his own list and the cleric's spell list.
  Druidic spells  tend  to  concern  nature and the natural order of life
rather than combat or power like many of the clerical and magical  spells.
Druidic spells are also not reversible.

First Level Druidic Spells

Detect Danger
Range: 5' per level of the caster
Duration: One hour
Effect: Reveals hazards

  This spell combines some effects of detect evil and find  traps.  While
it  is  functioning,  the  druid  can concentrate on places,  objects,  or
creatures within range.  He needs a full round of concentration to examine
one  square  foot  of  area,  one creature,  or one small object (a chest,
weapon, or smaller item). Larger objects require more time.
  After he  examines  the  thing,  the  druid  will  know  whether  it is
immediately dangerous, potentially dangerous, or benign (all strictly from
the  druid's  point  of  view).  Note  that most creatures are potentially
dangerous. This spell will detect poisons, while other spells may not.
 The duration is a full hour when used in natural outdoor settings on the
Prime Plane; elsewhere, the duration is half normal (three turns).

Faerie Fire
Range: 60'
Duration: 1 found per level of caster
Effect: Illuminates creatures or objects

  With this spell, the druid can outtine one or more creatures or objects
with  a  pale,  flickering,  greenish fire.  The fire does not inflict any
damage.  The objects or creatures need only be detected in some way  (such
as by sight, or a detect invisible spell) to be the object of this spell.
  All attacks against the outlined creature or object gain a + 2 bonus to
attack  rolls.  The druid can outline one man-sized creature (about 12' of
fire) for each 5 levels of experience.  Thus,  at 20th level,  48' of fire
can be produced (outlining one dragon-sized creature,  two horse-sized, or
four man-sized creatures).

Locate
Range: 0 (druid only)
Duration: 6 turns
Effect: Detects 1 animal or plant within 120'

  This spell  allows the druid to sense the direction of one known normal
animal or plant. The druid can locate (similar to the locate object spell)
any  normal  or  giant-sized  animal,  but not fantastic creatures,  plant
monsters, nor any intelligent creature or plant.
  He must name the exact type of animal of plant,  but does not  need  to
see  the  specific  one  he wishes to locate.  The animal or plant gets no
saving throw. (This spell is most often used to find special rare plants.)

Predict Weather
Range: 0 (druid only)
Duration: 12 hours
Effect: Gives knowledge of coming weather

  This spell enables the druid to learn the accurate weather to come  for
the next 12 hours.  It affects an area 1 mile in diameter per level of the
druid; for example, a 20th level druid would learn the weather within a 20
mile  diameter  (a 10 mile radius).  The spell does not give the druid any
control over the weather; it merely predicts what is to come.

Second Level Druidic Spells

Heat Metal
Range:30'
Duration: 7 rounds
Effect: Warms one metal object

  This spell causes one object to slowly heat  and  then  cool.  It  will
affect  one  metal  item weighing up to one-half pound (5 cn) per level of
the caster.  A 12th level druid,  for example, can heat up to 6 pounds (60
cn-a  normal  sword,  for instance),  while a 20th level druid can heat 10
pounds (100 cn-for example, a two-handed sword).
  The heat causes no damage to magical items.  Normal  weapons  or  other
items  may be severely damaged,  especially if made of both wood and metal
(as a normal lance),  as the wood will burn away at the point  of  contact
with metal.
   If the object is being held when heated, the heat causes damage to the
holder:  1 point of damage during the first round, 2 points in the second,
4 points in the third,  8 points in the fourth, and then decreasing at the
same rate (for a total of 22 points of heat damage over seven rounds).  In
the fourth round,  the searing heat will cause leather,  wood,  paper, and
other flammable objects in contact with the metal to catch fire.
  The holder  gets  no  saving  throw,  but  fire  resistance negates all
damage.  The character can drop the item  at  any  time,  of  course,  and
creatures of low intelligence are 80% likely to do so (check each round).
  Once the spell has been cast, the druid no longer needs to concentrate;
the heating and cooling proceed automatically. A dispel magic can stop the
effect, but normal means (immersion in water, etc.) will not.
  If the  spell  is  used  on an item embedded in an opponent (such as an
arrow or dagger),  the opponent may remove the item but  loses  initiative
for  that  round  (and takes the appropriate heat damage for that round as
well).
  Heat damage disrupts  concentration;  the  victim  cannot  cast  spells
during any round in which he sustains damage from this spell.

Obscure
Range: 0 (druid only)
Duration: 1 turn per level of the caster
Effect: Creates a huge misty cloud
 This spell causes a misty vapor to arise  from  the  ground  around  the
druid,  forming a huge cloud. The cloud is 1' high per level of the druid,
and is 10' in diameter for each level.  For example,  a 20th  level  druid
could cast an obscure 20' tall and 200' diameter (100' radius).  The cloud
has no ill effects except to block vision.
 The caster, and all creatures able to see invisible things, will be able
to see dimly through the cloud.  All other creatures within the cloud will
be  delayed  and  confused  by the effect.  While within the cloud,  these
creatures are effectively blind.

Produce    Fire
Range: 0 (druid only)
Duration: 2 turns per level
Effect: Creates fire in hand

 This spell  causes a small flame to appear in the druid's hand.  It does
not harm the caster in any way,  and sheds light as if a normal torch. The
flame  can  be  used  to  ignite  combustible  materials  touched to it (a
lantern,  torch,  oil,  etc.) without harming  the  magical  flame.  While
holding  the  flame,  the caster can cause it to disappear and reappear by
concentration once per round,  until the duration ends. Other items may be
held and used in the hand while the fire is out.  If desired, the fire may
be dropped or thrown to a 30' range,  but disappears 1 round after leaving
the druid's hand. (Any fire it ignites during that round remains burning.)

Warp  Wood
Range:240'
Duration: Permanent
Effect: Causes wooden weapons to bend

 This spell  causes  one  or  more  wooden weapons to bend and (probably)
become useless.  The spell will affect one arrow for  each  level  of  the
caster;  treat a spear, javelin, or magical wand as two arrows' worth, and
any club,  bow or staff (magical or otherwise) as four. The spell will not
affect any wooden items other than weapons. If a magical wooden item (such
as an enchanted staff) is the target,  the wilder may make a saving throw
vs.  spells to avoid the effect.  Items carried but not held get no saving
throw;  magical items with "pluses" might not be affected, at a 10% chance
per  "plus."  (For  example,  an  arrow  +1 would have a 10%  chance to be
unaffected.)


Third Level Druidic Spells

Call Lightning
Range:360'
Duration: 1 turn per level of the caster
Effect: Calls lightning bolts from a storm

  This spell cannot be used unless a storm of some (any) type  is  within
range of the druid. (This does not mean that he must be within the spell's
range of the storm cloud, but only that the stormy weather be taking place
within 360' of him.)
 If a storm is present,  the druid may call 1 lightning bolt per turn (10
minutes) to strike at any point within range.  The lightning bolt descends
from the sky, hitting an area 20' across.
Each victim  within  that area takes 8d6 (8-48) points of electrical damage,
but may make a saving throw vs.  spells to take half damage.  The druid need
not call the lightning every turn unless desired; it remains available until
the spell duration (or the storm) ends.

Hold Animal
Range:180'
Duration: I turn per level of the caster
Effect: Paralyzes several animals

  This spell  will  affect  any normal or giant-sized animal,  but will not
affect any fantastic creature,  nor one of greater than animal  intelligence
(2). Each victim must make a saving throw vs. spells or be paralyzed for the
duration of the spell.
The druid can affect 1 Hit Die of animals  for  each  level  of  experience,
ignoring  "plumes" to Hit Dice.  For example,  a 20th level druid could cast
the spell at I 0 giant toads (which have 2 + 2 Hit Dice each). Note that the
spell can affect summoned, conjured, or controlled animals.

Protection from Poison
Range: Touch
Duration: One turn per level of the caster
Effect: Gives one  creature  immunity  to  all  poison

For the duration of this spell,  the recipient is completely immune  to  the
effects  of poisons of all types,  including gas traps and cloudkill spells.
This protection extends to items carried (thus protecting against a spirit's
poisonous  presence,  for example).  Furthermore,  the recipient gains a + 4
bonus on saving throws vs.  poisonous breath weapons (such as  green  dragon
breath), but not petrification breath (such as a gorgon's).

Water Breathing
Range:30'
Duration: I day
Effect: One air-breathing creature

This spell allows the recipient to breathe while under water (at any depth).
It does not affect movement in any way,  nor  does  it  interfere  with  the
breathing of air.

Fourth Level Druidic Spells

Control Temperature 10' radius
Range: 0 (druid only)
Duration: I turn per level of the caster
Effect: Cools or warms air within 10'

This spell  allows  the  druid  to  alter the temperature within an area 20'
across.  The maximum change is 50 degrees  (Fahrenheit),  either  warmer  or
cooler.  The change occurs immediately, and the effect moves with the druid.
The druid may change the temperature simply by concentrating  for  I  round,
and  the  temperature  will  remain changed as long as the spell lasts.  The
spell is useful for resisting  cold  or  heat  so  the  caster  may  survive
temperature extremes.

Plant Door
Range: 0 (druid only)
Duration: 1 turn per level of the caster
Effect: Opens a path through growth
  For the duration of  this  spell,  no  plants  can  prevent  the  druid's
passage,  no  matter  how  dense.  Even trees will bend or magically open to
allow the druid to pass.  The druid can freely carry equipment while  moving
through such barriers,  but no other creature can use the passage. Note that
a druid can hide inside a large tree after casting  this  spell.  The  druid
cannot see what is happening while he is in the tree.

Protection from Lightning
Range: Touch
Duration: 1 turn per level of the caster
Effect: Protects against lightning attack

Any recipient  of  this  spell  is  immune  to  a given amount of electrical
damage.  The druid's experience level determines the amount of  damage:  for
each level of experience,  one die (1d6) of damage is negated.  Subtract the
number of dice from the number of dice of damage that would be done to him.

Example: A  20th level druid casts this spell.  He is protected against 20d6
lightning damage.  For example,  this would negate the effects of  two  full
call lighting attacks (of 8 dice each)on him,  plus half of a third (8 + 8 +
4 = 20).  The third call lighting inflicts 4d6 points of damage on him  (but
he does get his saving throw against it),  and any subsequent call lightning
attacks made against him will do full damage.

Summon Animals
Range:360'
Duration: 3 turns
Effect: Calls and befriends normal animals

  With this spell,  the druid can summon any or all normal  animals  within
range.   Only  normal,  nonmagical  creatures  of  animal  intelligence  are
affected,  including mammals,  reptiles, amphibians, etc. The spell does not
affect insects, arthropods, humans, and demihumans. The druid may choose one
or more known animals, may call for specific types, or may summon everything
within  range.  The  total Hit Dice of the animals responding will equal the
level of the druid.  Treat normal small creatures (frogs,  mice,  squirrels,
small birds, etc.) as 1/10 Hit Die each. Animals affected will come at their
fastest movement rate,  and will understand the  druid's  speech  while  the
spell is in effect.  They will be friend and help the druid, to the limit of
their abilities. If harmed in any way, a summoned animal will normally flee,
the  spell broken for that animal.  However,  if the druid is being attacked
when a summoned animal arrives,  the  animal  will  immediately  attack  the
opponent,  fleeing  only if it fails a morale check.  This spell may also be
used to calm hostile animals encountered while adventuring.

Fifth Level Druidic Spells

Anti-Plant Shell
Range: 0 (druid only)
Duration: 1 round per level of the druid
Effect: Personal barrier which blocks plants

  This spell creates an invisible barrier around  the  druid's  body  (less
than  an inch away).  The barrier stops all attacks by plants and plant-like
monsters,  so that they can inflict no damage.  If the caster pushes through
normal but dense growth while protected, he will open a path that others can
pass through.
While protected,  the  druid  cannot  attack  plants except by spells;  the
plants are protected from the druid's physical attacks, just as the druid is
protected from theirs.

Control Winds
Range: 10' radius per level of the  caster
Duration: 1 turn per level of  the  caster
Effect: Calms or increases winds

With this  spell,  the druid can cause all the air within range to behave as
desired,  either increasing to gale force or slowing to  a  dead  calm.  The
druid  must  concentrate  for  one full turn of concentration (can't move or
attack) to change the wind completely (calm to gale, for example).
Any higher-level  spellcaster  using  the same spell can easily counter the
spell. The effect moves with the caster.
If the spell is cast against an air creature (such as  an  elemental),  the
victim can make a saving throw vs. spells. If the victim fails its roll, the
druid can slay or control the air creature by proper use of the wind  force.
The creature will only obey as long as the druid maintains concentration and
while the spell is active;  if the druid's concentration is  broken  or  the
spell's duration lapses, the creature will attack the druid.

Dissolve
Range:240'
Duration: 3-18 days
Effect: Liquefies 3,000 square feet

  Nearly identical to the 5th level magic-user spell of the same name, this
effect changes a volume of soil or rock (but not a construction) to a morass
of  mud.  An  area  up to 10' deep or thick is affected,  and may have up to
3,000 square feet of surface area.  The druid may choose the exact width and
length (20'x 150',  30'x 100',  etc.), but the entire area of effect must be
within 240' of the caster.  Creatures moving through the mud are  slowed  to
10% of their normal movement rate at best, and may become stuck (at the DM's
discretion,  a victim must make saving throw vs.  spells to  avoid  becoming
stuck).

Pass Plant
Range: 0 (druid only)
Duration: Instantaneous
Effect: Short-range teleportation

With this spell,  the druid can enter one tree,  teleport,  and  immediately
step out of another tree of the same type. The trees must be large enough to
enclose the druid.  The range a druid can teleport varies  by  the  type  of
tree, as follows.

Oak                            600   yards
Ash, Elm, Linden, Yew          360   yards
Evergreen trees                240   yards
Other trees                    300   yards



Sixth Level Druidic Spells

Anti-Animal Shell
Range: 0 (druid only)
Duration: I turn per level of the caster
Effect: Personal barrier that blocks animals

 This spell creates an invisible barrier around the druid's body (less than
an  inch  away).  The barrier stops all attacks by animals,  both normal and
giant-sized,  as well as insects and all  other  nonfantastic  creatures  of
animal  intelligence  or  less (0-2).  The druid cannot attack animals while
protected except by use of other spells;  the animals are protected from the
druid's physical attacks, just as the druid is protected from theirs.

Summon Weather
Range: 5 miles or more
Duration: 6 turns per level
Effect: Brings weather to druid's area

 When the  druid  casts this spell,  some known nearby weather condition is
pulled to the druid's location.  The druid does  not  have  control  of  the
weather, but merely summons it.
 Only a  druid  of  a  5th  level  or  greater  may  summon  severe weather
(hurricane,  severe heat wave,  etc.).  The range of summoning is 5 miles at
levels 12 to 15,  adding 1 mile for each level of the caster above 15th.  (A
20th level druid could summon weather from up to 10 miles away.)

Transport Through Plants
Range: Infinite
Duration: Instantaneous
Effect: Long-range teleportation

 This spell may be used a maximum of once per day. The druid must be near a
plant (of any size), and must choose either a general location or a specific
known plant elsewhere.  After casting the spell,  the druid magically enters
the nearby plant and steps out of a plant at the destination (if  the  druid
could  not  specify  the  exact  plant,  he  appears from a plant determined
randomly by the DM).  There is no limit to the range,  but the  plants  must
both be living for the spell to work,  and must both be on the same plane of
existence.  If either plant is dead,  the spell fails. Otherwise, the caster
immediately  reappears  at  the  new location.  The caster can transport two
additional willing creatures.

Turn Wood
Range: 30'
Duration: One turn per level of the druid
Effect: Pushes all wooden items away

 This spell creates an invisible wave of force, 120' long and 60' tall. Its
midpoint  can  be  created  anywhere within 30' of the caster.  This wave of
force then immediately moves in one horizontal direction,  as  specified  by
the caster,  at the rate of 10' per round. If the druid desires, he can stop
the wave of force at any time, but cannot thereafter move it again.
 All wooden objects contacting or contacted by the  wave  of  force  become
stuck  to  it and move with it.  The wave of force continues moving until it
reaches the maximum range of 360 feet,  and stops there for the remainder of
the  spell  duration.  The  items  caught are not harmed by the effect,  but
wooden weapons (bows, crossbows, most spears and javelins, etc.) and magical
items (wands, staves, etc.) cannot be used while trapped in the effect.
 Once created,  the wave of force does not require concentration.  However,
the  caster may cause it to vanish before the duration ends by concentrating
for one round.
  This spell has many useful applications during  mass  combat  (against  a
group  of  archers  or  siege  engines) and waterborne adventures (to move a
ship).  It will move wooden objects which have metal  attachments  (such  as
treasure chests). However, it will not move permanent constructions (such as
buildings,  including objects permanently attached to them such as doors) or
other secured objects (such as trees).

Seventh Level Druidic                   Spells

Creeping Doom
Range:120'
Duration: 1 round per level of the caster
Effect: Creates a 20' x 20' insect horde

 This spell  magically  creates  a  huge  swarm  of 1,000 creeping insects,
appearing anywhere within 120' of the druid (as chosen by the caster).  They
fill an area at least 20'x 20',  and can be ordered to fill any area up to a
maximum of 60' x 60'.
 The creeping  doom can move at up to 60'(20') if the caster remains within
120' of any part of the swarm.  They vanish  after  the  duration  ends,  or
whenever the druid is more than 120' away.
  The insects   always  attack  everyone  and  everything  in  their  path,
inflicting I point of damage per 10 insects, a total of 100 points per round
to  each  creature  caught  in the effect (no saving throw).  Normal attacks
(such as fire) can damage the horde slightly, but even a fireball spell will
only  slay 100 of them (reducing the damage accordingly).  The creeping doom
can be destroyed by a dispel magic spell (at normal  chances  for  success),
but  it can penetrate a protection from evil effect,  and can move over most
obstacles at the normal movement rate.

Metal to Wood
Range:120'
Duration: Permanent
Effect: Changes metal into dead wood

 This spell  can  be used to change any metal item or items into wood.  The
spell can transmute five pounds (50 cn weight) per level of the caster.  Any
magical metal item is 90%  resistant to the magic.  The effect is permanent,
and the affected metal cannot be changed back with a dispel magic spell. Any
armor  changed to wood falls off the wearer and any weapons affected turn to
nonmagical wooden clubs.

Summon Elemental
Range:240'
Duration: 6 turns
Effect: Summons one 16 HD elemental

  This spell allows the caster to summon any one elemental per  spell  (see
Chapter  14).  The druid may only summon one of each type of elemental (air,
earth,  fire,  water) in one day.  The elemental will understand the druid's
spoken  commands  and  will  perform  any  tasks within its power (carrying,
attacking, etc.) as directed by the caster.
   Unlike the magic-user's version of the spell, the druid does not need to
concentrate to control the creature.  The caster may send it back to its own
plane with a simple command, and someone else may send it back by the use of
a dispel magic or dispel evil spell.

Weather Control
Range: 0 (druid only)
Duration: Concentration
Effect: All weather within 240 yards

  This spell  allows  the  druid to create one special weather condition in
the surrounding area (within a 240 yard radius).  The caster may select  the
weather  condition.  The  spell  only  works outdoors,  and the weather will
affect all creatures in the area (including the caster).  The effects  lasts
as long as the caster concentrates,  without moving;  if the caster is being
moved (for example,  aboard a ship),  the effect  moves  also.  The  spell's
effects vary, but the following results are typical:
  Rain: -  2  penalty  to  attack rolls applies to all missile fire.  After
three turns,  the ground becomes muddy, reducing movement to half the normal
rate.
  Snow: Visibility  (the  distance  a  creature can see) is reduced to 20';
movement is reduced to half the normal rate.  Rivers and streams may  freeze
over. Mud remains after the snow thaws, for the same movement penalty.
   Fog: 20' visibility,  half normal movement.  Those within the fog  might
become lost, moving in the wrong direction.
  Clear: This  cancels  bad  weather  (fain,  snow,  fog) but not secondary
effects (such as mud).
  Intense Heat:  Movement reduced to half normal.  Excess water (from rain,
snow, mud transmuted from rock, etc.) dries up.
  High Winds:  No missile fire or flying is possible.  Movement reduced  to
half normal.  At sea,  ships sailing with the wind move 50%  faster.  In the
desert,  high winds create a sandstorm,  for half normal  movement  and  20'
visibility.
  Tornado: This creates a whirlwind under the druid control,  attacking and
moving as if it was a 12 HD air elemental.  At sea,  treat the tornado as  a
storm or gale.


Magical Spells
Casting Magical Spells

   Spells used by magic-users and elves are somewhat different  from  those
used  by  clerics  and  druids,  both in their effects and the ways they are
learned and used.

Spell Books
  When a magic-user or elf begins play at first level,  he  starts  with  a
spell book, given to him by his teacher. The spell book will contain two 1st
level spells.  The Dungeon Master will tell you what spells  your  character
starts with.
  The spell book is large and bulky, and cannot be easily carried (about 2'
square,  2-6 inches thick,  weighing at least 20 pounds).  It will  not  fit
inside a normal sack of any size, but may be
carried in a backpack or saddlebag.  All spell books are written in  magical
words,  and  only  their  owners  may read them without using the read magic
spell (described later).
  As previously discussed,  the magic-user or elf forgets each spell as  he
casts it.  This is why he has a spell book:  He can memorize the spell again
later and have it available to him once more.
On the magic-user and elf  experience  tables,  the  "Spells/Level"  columns
indicate  how  many spells of each level the character can have memorized at
one time.  This doesn't limit the number of spells the character can have in
his  spell books.  For example,  a fourth level magic-user can memorize four
spells-two 1st level and two 2nd level.  But his spell book might have  more
spells  written  in  it.  He  might have six 1st level spells written in his
book,  for instance,  and he might have three 2nd level spells. He can still
only memorize two of each type in a day.

Learning New Spells
  Every magic-user and elf was taught magic by someone else-normally,  by a
nonplayer  character  spellcaster  of 7th experience level or higher.  Your
campaign can assume that magic-user and elf characters have such a  teacher,
whom they visit and learn from whenever they're not adventuring.  The DM may
wish to work this NPC into  a  full-fledged  character  who  can  appear  in
adventures as a consultant or expert.
  The PCs' teacher does not go on adventures not until the characters reach
or exceed his experience level,  and only then if  the  DM  wishes  him  to.
Otherwise,  the player characters would have a very powerful ally along, one
who would solve most of their adventuring problems.
When the  player  character begins play,  the teacher gives him a spell book
with two 1st level spells in it.  When the PC reaches 2nd level, the teacher
writes  another 1st level spell in the book.  When the PC reaches 3rd level,
the teacher will write a 2nd level spell in his book,  and when  he  reaches
4th level the teacher will give him one more 2nd level spell.

  In many  campaigns,  that's  the  point  at  which  the   teacher   stops
instructing  the  character.  The  character  has  gone  from  apprentice to
journeyman, and now he must journey in order to learn more of magic.
So, where  can  PCs  learn more spells?  They have several options,  and may
explore any or all of them during their careers.
  Other Magic-Users:  By  ancient   tradition-of   necessity   and   common
sense-magic-users   are  loathe  to  trade  spells  among  themselves.  Each
magic-user knows that he may become a very powerful wizard some day ...  and
that  he  may end up being the enemy of another wizard of similar power.  No
wizard wants to teach the other fellow magic that  can  kill  him.  This  is
something  the  DM should reinforce in his campaign:  If he finds characters
casually trading spells from their spell books, he should remind them of the
traditions  of  secrecy,  of  the  good reasons for that tradition,  of the
paranoia that infects the magic-  users'  community,  and  so  on.  If  they
decline  to  accept  his  recommendation,  their  characters  may  pick up a
reputation-as  magic-users  who  can't  keep  their  trade   secret.   Other
spellcasters, perhaps even their old teachers, will refuse to teach them and
will take special pains to keep their magic hidden from  them.  Higher-level
magic-  users  may  even  decide to steal or destroy the PCs' spell books to
teach them a lesson-forcing them to work for many boring weeks or months  to
reconstruct them (see "Lost Spell Books," below).
  But that's casual exchanges of spells. It's known for magic-users to give
spells  to  PCs  in more remarkable circumstances.  For instance,  low-level
spellcasters might do a great favor for  a  high-level  magician  (save  his
child,  undertake a special quest for him and demonstrate remarkable bravery
while carrying it out,  etc.).  In  such  a  case,  it  is  not  necessarily
inappropriate for the NPC to reward the PC with a spell.
  The Teacher:  Once the player character reaches 4th experience level, his
teacher doesn't have to leave play entirely.  The PC might be able to  visit
and  train  with  him  from time to time,  and the teacher could continue to
teach him spells.
  But since the PC is a journeyman now,  the teacher might also require him
to undertake specific tasks ("Now, I need you to take this flask to Esdevius
in far-off Parokaland .  . . and don't let the dragon get you.") in order to
remain  his  student.  While the PC could continue learning spells this way,
the teacher should not be his only source  for  new  spells;  he  should  be
learning others as he adventures.
Scrolls: One  magical  treasure sometimes found in adventures is the magical
scroll.  Some scrolls have magic-user spells written upon them. A magic-user
can  use  the  scroll by casting the spell from it-in which case the written
spell disappears as soon as it is cast.  Or, he can transfer it to his spell
book  (during  this process,  the spell disappears from the scroll),  and he
will have gained a new spell.
  Enemy Magic-Users:  Should  the  PCs  encounter  and  defeat   an   enemy
magic-user, the PC magic-user might try to help himself to the enemy's spell
book.  The DM should make sure that the spell book has many spells which are
identical  to  those  in  the  PC's spell book:  Most magic- users have many
spells in common, especially the lower-level spells. The PC should gain only
one or two new spells out of such an encounter.  A new spell is a rare find,
and a spell book is an even rarer treasure; the books are always well hidden
and  protected.  PCs  using someone else's spell book may find magical traps
and curses within before they find any new spells.

Higher-level Spells
A magic-user  cannot  put into his spell book a spell of a higher-level than
he can cast.  In other words,  if he can't yet cast a 3rd  level  spell,  he
certainly can't write one in his spell book.

Lost Spell Books
A magic-user or elf whose spell book is  lost  or  destroyed  cannot  regain
spells  until  he replaces the spell book.  He can't just read from somebody
else's spell book.  He can recreate the spells from memory and research  ...
but it takes a lot of money and a lot of time.
  The method,  amount  of time,  and cost it takes to recreate a spell book
are for the DM to decide.  Here's a rough guideline:  1,000 gold pieces  and
one  week  of  study for each spell level replaced.  (For example,  each 3rd
level spell would require 3,000 gp and three  weeks  to  reconstruct).  This
reconstruction   takes   up  an  the  character's  time,  leaving  none  for
adventuring.  A character can make a second spell book to leave  in  a  safe
place in case his primary book is destroyed.  This doesn't take all the time
and money which reconstruction of spells requires; a magic-user of elf could
copy four spells a day from his primary spell book to his "backup."

The Player Character's Spell Book
  Both the player and the DM need to keep track of exactly which spells are
in a character's spell book.  Both people can keep track of which spells the
character  h-as  had  access  to;  the player can keep track of the ones the
character acquires. If ever there's a difference in the two spell lists, the
player  should  be  able to remember where the char-acter acquired the extra
spells; if the explanation doesn't satisfy the DM, he's may remove the spell
from  the character's spell book.  Appendix 3 provides a copyable spell book
sheet,  on which players can keep the name  and  description  of  all  their
characters' spells.

Reversible Spells

Unlike clerical  spells,  magical spells must be memorized in their reversed
form to be usable in that form.  The spellcaster must select the  normal  or
reversed form of the spell when he memorizes the spell for the day.  There's
no problem to memorizing a spell in reversed form; if the spell
can  be  reversed,  the  magic-user  knows  how  to
memorize it that way.
  Of course, a magic-user could memorize it once in normal form and once in
reversed form.  For example,  if a spellcaster has a light spell in a  spell
book, the character could memorize both light and darkness for an adventure.
In the spell lists below,  all spells which can be reversed are marked  with
an asterisk

First Level Magical Spells

Analyze
Range: 0 (touch only)
Duration: 1 round
Effect: Analyzes magic on one item

  A spellcaster  using  this  spell  can  handle  one  item  and  learn the
enchantment on it.  Helms must be put on the Spellcasters head, swords held
in his hand, bracelets put over his wrist,  etc. for this spell to work. Any
consequences of this action (for example,  from  cursed  or  booby-  trapped
objects) fall upon the spellcaster, though he gets his usual saving throws.

The spellcaster has a chance  of  15%  plus  5%  per  experience  level  to
determine one magical characteristic of the item; if the item is nonmagical,
his chance is to determine that fact.

  The spell does not reveal much precise information.  It will characterize
a weapon's pluses (attack bonus) as  "many"  or  "few,"  will  estimate  the
number of charges on an item within 25 % of the actual number, etc.

Charm Person
Range:120
Duration: See below
Effect: One living person (see below)

  This spell  will  only  affect  humans,  demihumans,  and   certain   other
creatures. The victim
is allowed a saving throw vs. spells. If the saving throw is successful, the
spell has  no  effect.  If  it  falls, the  victim  will  believe  that  the
spellcaster  is  its "best friend," and will try to defend the spell- caster
against any threat, whether real or imagined. The victim is charmed.
  As a general rule, the spell only affects creatures which look similar to
humans in various ways-humans,  demihumans,  certain giant- class creatures,
etc. It will not affect animals, magical creatures (such as living statues),
undead monsters, or human-like creatures larger than ogres.
  If the  spellcaster  can  speak  a  language  that  the  charmed   victim
understands,  the  spellcaster  may give orders to the victim.  These orders
should sound like suggestions,  as if "just between  friends."  The  charmed
victim will usually obey, but the victim may resist orders that are contrary
to the victim's nature (alignment and habits) -  he  doesn't  need  to  roll
anything to resist. A victim will refuse to obey if ordered to kill itself.
  A charm  may  last  for months.  The victim may make another saving throw
every so often, depending on its Intelligence score.

Charm Person Duration
If the Victim Has:             He Saves Every:
High Intelligence (13-18):     1 day
Average Intelligence (9-12):   1 week
Low Intelligence (3-8):        1 month

A more  complex system for determining the duration of a charm spell appears
in Chapter 13, on page 144.
  A victim who is given conflicting  orders  and  impressions  by  his  old
adventuring  friends  and  his  new "best friend" should react as any person
would in real life:  with confusion.  He will not automatically assume  that
one party or the other is lying ... even if the player wants him to.
The charm is automatically broken if the spell- caster attacks  the  victim,
whether by spell or by weapon. The victim will fight normally if attacked by
the spellcaster's allies.

Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60'

  When he casts this spell,  the spellcaster will see a glow  surround  all
magical objects, creatures, and places which are visible and within range of
the spell. No saving throw is allowed.
Example: Shortly after casting this spell,  a magic-user walks into  a  room
containing  a  door  locked by magic,  a magical potion lying nearby,  and a
treasure chest containing a magical wand.  All the magic will glow,  but the
spellcaster can see only the door and potion;  the light of the glowing wand
is hidden by the treasure chest.

Floating Disc
Range: 0
Duration: 6 turns
Effect: Disc remains within 6'

  This spell  creates  an  invisible  magical horizontal platform about the
size and shape of a small round shield.  It can carry up  to  5000  cn  (500
pounds).  It  cannot be created in a place occupied by a creature or object.
The floating disc is created at the height of the spellcaster's  waist,  and
will  always  remain  at  that  height.  It  will  automatically  follow the
spellcaster at his current movement rate,  remaining within 6' of him at all
times. It can  never be used as a weapon,  because it has no solid existence
and veers away from anything it might run into.  When the duration ends, the
floating disc will disappear,  suddenly dropping anything upon it. No saving
throw is allowed.

Hold Portal
Range: 10'
Duration: 2-12 (2d6) turns
Effect: One door, gate, or similar portal

This spell will magically hold shut any portal-for example,  a door or gate.
A knock spell will open the hold portal. Any creature three or more Hit Dice
greater than the caster (and characters three or  more  levels  higher)  may
break open a held portal in one round, but the portal will relock if allowed
to close within the duration of the spell.  Example: Any 5th level character
can break through a hold portal spell cast by a 2nd level spellcaster.

Light*
Range: 120'
Duration: 6 turns + 1 turn/ level of the caster
Effect: Volume of 30' diameter

This spell creates a large ball of light, much like a bright torchlight. If
the spell is cast on an object (such as a coin),  the light will  move  with
the  object.  If cast at a creature's eyes,  the creature must make a saving
throw vs.  spells.  If he fails the saving throw, the victim will be blinded
by  the  light  until  the  duration ends (see page 150,  for the effects of
blindness).  If he makes the saving throw,  the light  appears  in  the  air
behind the intended victim.
When reversed,  this spell,  darkness,  creates a circle of darkness 30' in
diameter. It will block all sight except infravision. Darkness will cancel a
light  spell  if  cast  upon it (but may itself be canceled by another light
spell).  If cast at an  opponent's  eyes,  it  will  cause  blindness  until
canceled,  or  until  the  duration ends;  as before,  the victim does get a
saving throw.

Magic Missile
 Range:150'
Duration: 1 round
Effect: Creates 1 or more arrows

A magic  missile  is  a  glowing  arrow,  created and shot by magic,  which
inflicts 1d6 + 1 (2-7) points of damage to any creature  it  strikes.  After
the  spell  is  cast,  the  arrow appears next to the spellcaster and hovers
there (moving with him) until the spellcaster causes it to shoot. When shot,
the  magic  missile  will  automatically  hit  any  one  visible  target the
spellcaster specifies.  The magic missile actually has no  solid  form,  and
cannot be touched. A magic missile never misses its target and the target is
not allowed a saving throw.
  For every  5  levels  of experience of the caster,  two more missiles are
created by the same spell.
 Thus a  6th  level spellcaster may create three missiles.  The spellcaster
may shoot the missiles all at one target or at different targets.

Protection from Evil
Range: 0
Duration: 6 turns
Effect: The spellcaster only

  This spell  creates  an  invisible  magical  barrier   all   around   the
spellcaster's  body  (less  than  an  inch  away).  All  attacks against the
spellcaster are penalized by - I to their attack rolls,  and the spellcaster
gains a + I bonus to all saving throws, while the spell lasts.
  In addition,  enchanted  creatures  cannot  attack  the  spellcaster   in
hand-to-hand  or  melee  combat.  (An  enchanted creature is one that normal
weapons cannot hurt;  only magical weapons can hit the creature.  A creature
that  can  be only hit by a silver weapon-a werewolf,  for example-is not an
enchanted creature.  Any creature that is magically summoned or  controlled,
such  as  a  charmed  character,  is  also  considered  to  be  an enchanted
creature.)
  The barrier thus completely prevents all  attacks  from  those  creatures
unless they use missile weapons; the barrier is no defense against missiles,
though the attackers still suffer the attack roll penalties.
  This spell will not affect a magic missile,  either incoming or outgoing.
If the  spellcaster  attacks  (hand-to-hand)  anything  during  the  spell's
duration,  the effect changes slightly. Enchanted creatures are then able to
touch the spellcaster,  but the attack roll  and  saving  throw  adjustments
still apply until the spell duration ends.

Read Languages
Range: 0
Duration: 2 turns
Effect: The spellcaster only

  This spell will allow the spellcaster to read,  not  speak,  any  unknown
languages or codes,  including treasure maps,  secret symbols, and so forth,
until the duration ends.

Read Magic
Range: 0
Duration: 1 turn
Effect: The spellcaster only

  This spell will allow the spellcaster to read,  not  speak,  any  magical
words  or  runes,  such  as  those  found  on  scrolls  and  other items.  A
spellcaster cannot understand unfamiliar magic writings without  using  this
spell.  However,  once  a  spell-  caster  reads a scroll or runes with this
spell,  he can read or speak that magic later without  using  a  spell.  All
spell  books  are  written in magical words,  and only their owners may read
them without using this spell.

Shield
Range: 0
Duration: 2 turns
Effect: The spellcaster only

  This spell  creates  a  magical  barrier all around the spellcaster (less
than an inch away). It moves
with the spellcaster. While the duration lasts, the spellcaster has an AC of
2 against missiles,  and AC 4 against all other attacks. If someone shoots a
magic missile at a spell- caster protected by this  spell,  the  spellcaster
may  make a saving throw vs.  spells (one saving throw per missile).  If the
saving throw is successful,  the magic missile has no effect;  it  hits  the
barrier and evaporates.

Sleep
Range:240'
Duration: 4d4 (4-16) turns
Effect: 2-16 Hit Dice of living creatures within a 40' square area

This spell will put creatures to sleep for up  to  16  turns. It  will  only
affect  creatures with 4 + 1 Hit Dice or less-generally,  small or man-sized
creatures.  The spell will not affect creatures outside the 40' x  40'  area
which the player chooses as the spell's target area. The spell will not work
against undead or very large creatures, such as dragons.
  When a character is first hit with a sleep spell,  falling or sagging  to
the  ground  will not wake him up.  However,  characters affected by a sleep
spell are not in a deep sleep.  Any  steeping  character  or  creature  will
awaken if slapped, kicked, orsha-ken.
  Characters can kill a sleeping victim with a single  blow  of  any  edged
weapon, regardless of the creature's hit points.
Your Dungeon  Master  will roll 2d8 to find the total Hit Dice or experience
levels of monsters affected by the spell.  The victims get no  saving  throw
against this spell.

Ventriloquism
Range:60'
Duration: 2 turns
Effect: One item or location

This spell will allow the spellcaster to make the sound of his or her  voice
come from somewhere else,  such as a statue,  animal,  a dark corner, and so
forth. The "somewhere else" must be within range of the spell.

Second Level Magical  Spells

Continual Light*
Range:120'
Duration: Permanent
Effect: Volume  of  60'  diameter

  This spell creates a globe of light 60' across.  It is much brighter than
a torch,  but not as bright as full  daylight.  It  will  continue  to  glow
forever, or until it is magically removed. It may be cast on an object, just
as the first level light spell.  If cast at a creature's  eyes,  the  victim
must  make  a  saving throw vs.  spells.  If he fails the saving throw,  the
victim is blinded-permanently,  or until the spell is dispelled. If he makes
the saving throw,  the globe will still appear, but will remain in the place
it was cast, and the intended victim will suffer no ill effects.
The reverse of this spell,  continual darkness, creates a volume of complete
darkness in a 30' radius. Torches, lanterns, and even a light spell will not
affect  it,  and  infravision  cannot penetrate it.  If cast on a creature's
eyes,  the creature must make a saving throw vs.  spells or be blinded until
the spell is removed. A continual light spell will cancel its effects.

Detect Evil
Range:60'
Duration: 2turns
Effect: Everything within 60'

  When this  spell  is  cast,  the spellcaster will see a glow surround all
evilly-enchanted objects within 60'.  It will also cause creatures that want
to  harm  the  spellcaster  to  glow when they are within range.  The spell,
however,  does not allow the spellcaster to hear the actual thoughts of  the
creatures.
  Remember that Chaotic alignment is not automatically the  same  as  evil,
although  many  Chaotic monsters have evil intentions.  Traps and poison are
neither good nor evil, but merely dangerous.

Detect Invisible
Range: 10' per level of the spellcaster
Duration: 6 turns
Effect: The spellcaster only

When this  spell  is cast,  the spellcaster can see all invisible creatures
and  objects  within  range.  The  range  is  10'  for  each  level  of  the
spellcaster.
For example,  a 3rd level spellcaster can use this spell to  see  invisible
things within 30'.

Entangle
Range:30'
Duration: I round per level
Effect: Controls ropes

This spell allows the spellcaster to use any rope-like object of  living  or
once-living material (roots,  vines, leather ropes, plant-fiber ropes, etc.)
to behave as he or she orders.  About 50' of normal 1/2" diameter vine  plus
5' per level of the caster can be affected.
  The commands which can be given during an entangle  spell  include:  coil
(form a neat stack),  coil and knot,  loop, loop and knot, tic and knot, and
the reverses of all the above.  The vine or rope must be within  1'  of  any
object  it  is  to coil around or tie up,  so it must often be thrown at the
target.  This spell is very useful in climbing situations; a spellcaster can
toss  a  rope up the side of a wall or cliff and command it to loop and knot
itself around a  projection  at  the  height  of  the  throw.  Coiling  knot
effectively ties up a victim.
  A person of monster attacked by any use of the spell may  make  a  saving
throw vs. spells to avoid the effects of the entangle.

ESP*
Range:60'
Duration: 12 turns
Effect: All thoughts in one direction

This spell  will  allow the spellcaster to "hear" thoughts.  The spellcaster
must concentrate in one direction for six rounds (one minute)  to  hear  the
thoughts (if any) of a creature within range.
  The spell allows the spellcaster to understand the thoughts of any single
living creature,  regardless of the language.  The spell does not allow  the
caster  to hear the thoughts of undead creatures.  If more than one creature
is within range and in  the  direction  the  caster  is  concentrating,  the
spellcaster  will "hear" a confused jumble of thoughts.  The spellcaster can
sort out the jumble only by concentrating for an extra six rounds to find  a
single creature.
  ESP will  not  be  hampered  by  any  amount of wood or liquid,  and will
penetrate as much as two feet of rock, but a thin coating of lead will block
the  spell.  Targets  can  make a saving throw vs.  spell to avoid the spell
effects.
  The reverse of this spell,  mindmask,  may be cast,  by touch, on any one
creature.  The  recipient is completely immune to ESP and all other forms of
mind-reading for the spell duration.

Invisibility
Range:240'
Duration: Permanent until broken
Effect: One creature or object

  This spell will make  any  one  creature  or  object  invisible.  When  a
creature becomes invisible,  all items that he carries and wears also become
invisible.  Any invisible item becomes visible  again  when  it  leaves  the
creature's possession (dropped,  set down,  etc.). A light source (such as a
torch) may be made invisible,  but the light given off  will  always  remain
visible.
If the spellcaster makes an object invisible that is not being  carried  or
worn, it will become visible again when touched by any living creature.
An invisible creature will remain invisible until  he  or  she  attacks  or
casts any spell.

Knock
Range:60'
Duration: See below
Effect: One lock or bar

  This spell will open any type of lock. This spell will open any normal or
magically locked door (one affected by a hold portal or wizard lock  spell),
and  any  secret  door  (but  a  secret  door must be found before it can be
knocked open).  Any locking magic will remain, however, and will take effect
once again when the door is closed.  This spell will also unlock a gate,  or
unstuck it if it is stuck, and will cause any treasure chest to open easily.
It will also cause a barred door to open,  magically forcing the bar to fall
to the floor.  If a door is locked and barred, only one type of lock will be
opened.

  Levitate
  Range:O
  Duration: 6 turns + 1 turn/ level of the caster
  Effect: The spellcaster only

  When this spell is cast,  the spellcaster may move up or down in the  air
without any support.  This spell does not, however, allow the spellcaster to
move from side to side.  For example,  a spellcaster  could  levitate  to  a
ceiling,  and  then  could slowly move sideways by pushing and pulling.  His
movement up or down is at the rate of 20' per found.
 The spell cannot be cast on another person or object.  The spellcaster may
carry a normal
amount of  weight  while  levitating,  up  to  2,OOO cn (200 lbs) in weight,
possibly another mansized creature (if it isn't wearing  metal  armor).  Any
creature  smaller  than man-sized can be carried,  unless heavily laden.  No
saving throw is allowed.

Locate Object
Range: 60' + 10' per level of the spellcaster
Duration:  2 turns
Effect: One object within range

 The spellcaster  casts  this  spell  to  find an object within the spell's
range.  For this spell to work,  the spellcaster must know exactly what  the
object  looks  like.  He  can specify a common type of object,  such as "any
flight of stairs," instead.
 The spell will point to the nearest designated object within range, giving
the direction but not the distance.
 The spell's range increases as the spellcaster gains levels of experience.
For example,  a 2nd level spellcaster can locate objects up to 80'  away;  a
3rd level spellcaster, up to 90'.

Mirror Image
Range: 0
Duration: 6 turns
Effect: The spellcaster only

 With this  spell,  the  spellcaster  creates  1d4 (1- 4) additional images
which look and act exactly like him.  The images appear and remain  next  to
(within 3' of) the spellcaster,  moving if the spellcaster moves, talking if
the spellcaster talks,  and so forth.  The spellcaster need not concentrate;
the images will remain until the duration ends, or until they are hit.
 The images are not real,  and cannot actually do anything.  Any successful
attack on the spellcaster will strike an image instead,  which  will  merely
cause  that  image  to  disappear  (regardless  of the actual damage);  this
continues until all the images are dispelled.  (If the spellcaster is caught
in the effect of an area-type attack,  such as a fireball spell,  all images
will disappear and the spellcaster will be affected by the spell.)

Phantasmal Force
Range:240'
Duration: Concentration (see below)
Effect: A volume 20'x 20'x 20'

  This spell creates or changes appearances of everything within  the  area
affected.  The  spell- caster can create the illusion of something he or she
has seen.  If not,  the DM will give a bonus to the saving throws  of  those
trying  to ignore the spell's effects.  If the spellcaster does not use this
spell to attack,  the illusion created by this  spell  will  disappear  when
touched.
 If the spellcaster uses the spell to create the illusion of a monster,  it
will appear in every way to be the monster in question. However, the monster
is AC 9 and will disappear when hit.
 If the spellcaster uses the spell to create an attack (a phantasmal magic
missile,  collapsing  wall,  etc.),  the  victim may make a saving throw vs.
spells;  if he is successful,  the victim is not affected, and realizes that
the attack is an illusion.
  The phantasmal force will remain as long as the spellcaster concentrates.
If the spellcaster moves,  takes any damage,  or fails any saving throw, his
concentration is broken and the phantasm disappears.
  This spell never inflicts any real damage.  Those  "killed"  by  it  will
merely fall unconscious,  those "turned to stone" will be paralyzed,  and so
forth.  The effects wear off in 1d4 turns.  If the character does  make  his
saving throw to realize that the attack is an illusion, the damage sustained
disappears immediately.

Web
Range:10'
Duration: 48 turns
Effect: A volume 10'x 10'x 10'

  This spell  creates  a  mass  of  sticky  strands  which are difficult to
destroy except with flame.  It usually blocks the area affected.  Giants and
other  creatures with great strength can break through a web in 2 rounds.  A
human of Average Strength (a score of 9-12) will take  2d4  (2-8)  turns  to
break through the web.  Flames (from a torch,  for example) will destroy the
web in 2 rounds,  but all creatures within the web will be  burned  for  1-6
(1d6)  points  of damage.  Anyone wearing gaunts    of ogre power (a magical
treasure) can break free of a web in 4 rounds.

Wizard Lock
Range: 10'
Duration: Permanent
Effect: One portal of lock

 This spell is a more powerful version of a hold portal spell. It will work
on any lock,  not merely doors,  and will last forever (or  until  magically
dispelled). However, a knock spell can open the wizard lock.
 The wizard who cast the wizard lock  can  easily  open  the  door  he  has
enchanted,  as  can  any  magic-using character or creature of three or more
levels (or Hit Dice) greater than the caster. This sort of door-opening does
not remove the magic, and the magical lock will relock when allowed to close
(just as with the hold portal spell).

Third Level Magical Spells

Clairvoyance
Range:60'
Duration: 12 turns
Effect: See through another's eyes

 With this  spell,  the  caster  may  see  through  the  eyes of any single
creature in spell range.
 "Seeing" through  a  creature's eyes takes one full turn,  after which the
caster can change to another creature,  even one in  another  direction;  he
does  not have to cast the spell again to do so.  Two feet of rock or a thin
coating of lead blocks the  effects  of  this  spell.  No  saving  throw  is
allowed.

Create Air
Range: Immediate area, 8,000 cu. ft.
Duration: I hour per level of caster
Effect: Provides breathable air

 This spell  provides  breathable air,  especially in areas where otherwise
there is none to be had. It is cast on a volume of 8,000 cubic feet (such as
a  20' x 20' x 20' room) and,  while it is in effect,  everyone in that area
has good air to breathe.
 Customarily, it's used when dungeon explorers are  trapped  where  air  is
running out. When cast in this fashion, the spell effect stays in one place;
it does not move with the caster.
 However, it does not have to be cast in only that way;  it can be cast  on
enclosed  vehicle interiors (such as the below-deck areas of ships),  living
creatures,  or pieces of equipment.  When it is so  cast,  it  will  provide
pressurized  air  for  the duration of the spell effect,  and the spell will
travel with the vehicle on which it is cast.
 The spell may be cast upon one person,  whereupon he can breathe normally.
It's not the same as water breathing,  though-if he dives underwater, he can
still breathe,  but great quantities of air are always bubbling up from him,
making stealthy travel an impossibility.
 The spell  may  be  cast upon a specific piece of equipment like a helmet,
and whichever one person wears it may breathe normally. If the helmet is not
fully enclosed (i.e.,  airtight),  air will lack out from it under pressure;
underwater this makes stealthy movement impossible.
 A flying  creature  on  which  this  spell is cast can not only breathe in
hostile environments,  it can fly through airless void.  This means  that  a
pegasus-rider  could  cast one spell on himself and one on his pegasus,  and
then the two of them could fly into the ether of outer space.
  The spell  does  not  protect  people  from  the effects of poison gasses
unless the gas in question is a normal component of the atmosphere.

Dispel Magic
Range:120'
Duration: Permanent
Effect: Destroys smells in a 20' cube

  This spell destroys other spell effects in a cubic volume  of  20'x  20'x
20'.  It  does  not affect magical items.  Spell effects created by a caster
(whether cleric,  druid,  magic-user,  or elf) of a level equal to or  lower
than  the  spellcaster of the dispel magic are automatically and immediately
destroyed.  Spell effects created by a higher-level spellcaster might not be
affected.  The chance of failure is 5 %  per level of difference between the
spellcasters.  For example,  a 7th level magic-user trying to dispel  a  web
spell cast by a 9th level cleric would have a 10% chance of failure.
  Dispel magic will not affect a magical item (such as a scroll,  a magical
sword,  etc.).  However,  it can dispel the effects of the magical item when
that item is used (a spellcaster can cast dispel magic on the  victim  of  a
ring of human control and snap him out of that control).

Fireball
Range:240'
Duration: Instantaneous
Effect: Explosion in a sphere 40' diameter

  This spell creates a missile of fire that bursts into a ball of fire with
a  40'  diameter  (20' radius) where it strikes a target.  The fireball will
cause 1d6 points of fire damage per level of the caster to every creature in
the area of effect.
  Each victim may make a saving throw vs.  spells; if successful, the spell
will only do half damage.  For example,  a fireball  cast  by  a  6th  level
spellcaster will burst for 6d6 (6-36) points of damage;  characters who make
their saving throw vs. spell will take only half of the damage rolled on the
dice.

Fly
Range: Touch
  Duration: 1d6 (1-6) turns + 1 turn per level of the caster
Effect: One creature may fly

  This spell  allows  the  target it is cast upon (possibly the spellcaster
himself) to fly.  The recipient can fly in any direction and at any speed up
to 360' (120') by mere concentration.  The recipient may also stop and hover
at any point (as a levitate spell); this does not require concentration.

Haste*
Range:240'
Duration: 3 turns
Effect: Up to 24 creatures move double speed

  This spell  allows  up to 24 creatures in a 60'diameter circle to perform
actions at double speed for half an hour (3 turns).  Those affected may move
at  up to twice normal speed and make double the normal number of missile or
hand- to-hand attacks.
  This spell  does  not  affect the rate at which magic works,  so a hasted
spellcaster can still not cast more than one spell per round, and the use of
magical devices (such as wands) cannot be speeded up.
  The reverse of this spell,  slow,  will remove the  effects  of  a  haste
spell, or will cause the victims to move and attack at half normal speed.
 As with  haste,  the slow spell does not affect spellcasting or the use of
magical devices.
  The victims may make a saving throw vs. spells to avoid the effect.

Hold Person*
Range:120'
Duration: 1 turn/level
Effect: Paralyzes up to 4 creatures

 The hold  person  spell  will affect any human,  demihuman,  or human-like
creature (bugbear,  dryad,  gnoll, hobgoblin, kobold, lizard man, ogre, orc,
nixie,  pixie  or  sprite,  for instance).  It will not affect the undead or
creatures larger than ogres.
 Each victim  must make a saving throw vs.  spells or be paralyzed for nine
turns.  The spell may be cast at a single person or at a group. If cast at a
single person, the victim suffers a - 2 penalty to the saving throw. If cast
at a group,  it will affect up to four persons (of the cleric's choice), but
with  no  penalty  to their rolls.  The paralysis may only be removed by the
reversed form of the spell, or by a dispel magic spell.
  The reverse of the spell,  free person,  removes the paralysis of  up  to
four  victims of the normal form of the spell (including hold person cast by
a cleric). It has no other effect; e.g., it does not remove the effects of a
ghoul's paralysis ability.

Infravision
Range: Touch
Duration: 1 day
Effect: One living creature

 This spell enables the recipient to see in the dark,  to a 60' range, with
the same sort of vision possessed by dwarves and elves.
  Infravision is the ability to see heat (and the lack of  heat).  Dwarves,
elves,  and casters of the infravision spell have infravision in addition to
normal sight and can see 60' in the  dark.  infravision  does  not  work  in
normal  and  magical  light.  Fire and other heat sources can interfere with
infravision, just as a bright flash of light can make normal vision go black
for a short time.
 With infravision,  warm things appear red,  and cold things -appear  blue.
For example,  an approaching creature could be seen as a red shape,  leaving
faint reddish footprints. A cold pool of water would seem a deep blue color.
  Characters with infravision can even see items or creatures which are the
same temperature as the surrounding air (such as a  table  or  a  skeleton),
since air flow will inevitably show the viewer their borders, outfining them
in a faint Eghter-blue tone. Until they move, they will be very faint to the
eye;  once they start moving, they become blurry but very obvious light-blue
figures.
 Infravision isn't  good  enough  to  read  by.  A  character  can use his
infravision to recognize an individual only if they are within 10'  distance
unless  the  individual is very,  very distinctive (for example,  8' tall or
walking with a crutch).


Invisibility 10' radius
Range: 120'
Duration: Permanent until broken
Effect: All creatures within 10'

  This spell makes the recipient (and all others within 10' at the time  of
the casting) invisible.  This is an area effect,  and those who move further
than 10' from the recipient become visible. They may not regain invisibility
by  returning to the area.  Otherwise,  the invisibility is the same as that
bestowed by the  spell  invisibility.  An  invisible  creature  will  remain
invisible until he or she attacks or casts any spell.
All items  carried  (whether  by  the  recipient  or others within 10') also
become invisible.

Lightning Bolt
Range: 180'
Duration: Instantaneous
Effect: Bolt 60' long, 5' wide
  This spell creates a bolt of lightning, starting up to 180' away from the
caster  and  extending  60'  in a straight line further away.  All creatures
within the area of effect take  1d6  points  of  damage  per  level  of  the
spellcaster.  (Thus  a  6th  level elf would cast a lightning bolt doing 6d6
points of damage.)
Each victim may make a saving throw vs. spells; if successful, he takes only
half damage. If the lightning bolt strikes a solid surface (such as a wall),
it  will bounce back toward the caster until the total length of the bolt is
60'.

Protection from Evil 10' Radius
Range: 0
Duration: 12 turns
Effect: Barrier 20' diameter

  This spell  creates  an  invisible magical barrier all around the caster,
extending for a 10' radius in all directions. The spell serves as protection
from  attacks  by  monsters  of  an alignment other than the caster's.  Each
creature within the barrier gains a +  1  to  all  saving  throws,  and  all
attacks  against  those within are penalized by - 1 to the attacker's attack
roll while the spell lasts.
In addition,  enchanted  creatures cannot attack those within the barrier in
hand-to-hand (melee) combat. (An enchanted creature is any creature which is
magically summoned or controlled,  such as a charmed character,  or one that
is not harmed by normal weapons. A creature that can be hit only by a silver
weapon-a werewolf, for example-is not an enchanted creature.
  If anyone within the barrier attacks an enchanted creature,  the  barrier
will  no  longer  prevent the creature from attacking hand-to-hand,  but the
bonus to saving throws and penalty to attack rolls will still apply.
Attackers, including  enchanted  creatures,  can  attack  people  inside the
barrier by using missile or magical attacks.  They do suffer the penalty  to
attack rolls, but that is the only penalty they suffer.

Protection from Normal Missiles
Range: 30'
Duration: 12 turns
Effect: One creature
  This spell  gives  the  recipient  complete  protection  from  all  small
nonmagical missiles (such as arrows,  quarrels,  thrown spears,  etc.);  the
ranged attacks simply miss.  Large or magical attacks,  such as  a  catapult
stone or a magic arrow, are not affected.
The spellcaster can cast the spell on any one creature within  the  spell's
range.

Water Breathing
Range:30'
Duration: 1 day (24 hours)
Effect: One air-breathing creature

This spell allows the recipient to breathe while underwater (at any  depth).
It  does not affect his movement in any way,  nor does it interfere with the
breathing of air if the recipient emerges from the water.

Fourth Level Magical  Spells
Charm Monster
Range:120'
Duration: Special
Effect: One or more living creatures

This spell effect is identical to that of a charm  person  spell,  but  will
affect any creature except an undead monster. If cast on victims with 3 Hit
Dice or less,  the spell will charm 3d6 (3-18) victims.  Otherwise, it will
charm only one victim.  Each victim may make a saving throw  vs.  spells  to
avoid the effects.

Clothform
Range: Touch
Duration: Permanent
Effect: Creates up to 30' x 30' cloth

  This spell creates quantities of cloth up to 30'x 30'.  The cloth created
by a single spell must appear  in  one  piece.  Unlike  many  creation  type
spells, this one creates cloth that is nonmagical and cannot be dispelled.
  If the  campaign  uses  the optional general skills and the caster has an
appropriate Craft skill,  he may shape the cloth as he creates  it.  He  may
thus create a tent,  a sail,  a single garment,  a drape, 60'of common rope,
etc.  If the campaign doesn't use the skills rules, the character could have
been  defined earlier as one who knows how to work cloth in order for him to
do this.  Naturally,  unshaped cloth created by this spell can later be cut,
sewn and otherwise fashioned into such objects.
The cloth so created is much like undyed linen-it's tough, serviceable, and
unglamorous. A caster can create his cloth with an unfinished end, and later
he or another caster can use another clothform to create cloth joined to the
first on that edge-and there will be no seam or  weakness  at  the  joining.
This makes it a good spell for creating rugged, dependable sails.
  When created,  the cloth extrudes from the caster's hands and  out  along
the  ground.  If there are obstacles,  it piles up against them but does not
shove them back.  The spell may not be cast to create  a  huge  sheet  which
falls over a unit of enemies, for instance. The cloth, when created, may not
be attached to anything except to another expanse  of  clothform  cloth,  as
described  above.  The  cloth  cannot be cast in a space occupied by another
object.
In adventures, this spell is often used to make quick shelters and to create
rope.

Confusion
Range:120'
Duration: 12 rounds
Effect: 3- 18 creatures in an area 60' across

This spell  will  confuse its victims,  affecting all creatures within a 30'
radius.  Victims with less than 2 + 1 Hit Dice  are  not  allowed  a  saving
throw. Those with 2 + 1 or more Hit Dice must make a saving throw vs. spells
every round of the spell's duration,  if they remain  in  the  area,  or  be
confused'
  Confused creatures act randomly.  The DM should roll 2d6  each  round  to
determine each creature's action, using the following chart:
Confusion Results
2d6 Roll  Result
2-5      Attack the spellcaster's party
6-8      Do nothing
9-12     Attack the creature's own party

Dimension Door
Range: 10'
Duration: 1 round
Effect: Safely transport one creature

This spell will transport one creature (either the caster or a victim up  to
10'  from  the  caster)  to  a  place up to 360' away.  The caster picks the
desired destination.  If he does not  know  the  location,  the  caster  may
specify the direction and distance of travel, but the distance cannot exceed
a total of 360' (for example, 360' straight up; or 200' west, 60' south, and
100' down).
  If this would cause the recipient to arrive at a location occupied  by  a
solid object, the spell has no effect.
  An unwilling recipient may make a saving throw vs.  spells to  avoid  the
effect.

Growth of Plants*
Range: 120'
Duration: Special
Effect: Enlarges 3000 square feet of plants

  This spell  causes normal brush or woods to become thickly overgrown with
vines, deepers, thorns, and briefs (or types of small plant-life appropriate
to  the  area).  The  spell  affects  an area of upto 3,000 square feet (the
caster chooses the dimensions  of  the  spell  effect).  The  plants  to  be
affected must be entirely within the spell's range.
The area  affected  by  the  spell  is  impassable  to  all  but giant-sized
creatures.  The effect lasts until removed by the reversed form of the spell
or by a dispel magic spell.
  The reverse of this spell, shrink plants, causes all normal plants within
the area of effect to shrink and become passable.  It may be used to  negate
the  effects  of  the no-al spell.  Shrink plants will not affect plant-like
monsters (such as treants).

Hallucinatory Terrain
Range:240'
Duration: Special
Effect: Changes or hides terrain in 240' radius (or less)

This spell creates the illusion of a terrain feature,  either indoors (such
as a pit,  stairs,  etc.) or outdoors (hill,  swamp,  grove of trees, etc.),
possibly  hiding  a  real  feature.  The caster could create the illusion of
solid ground over a series of pits or quicksand pools,  or he  could  create
the image of dense forest over his army's camp, etc.
 The caster   may   choose  to  place  his  hallucinatory  terrain  over  a
comparatively small area (for instance, a throne room) or over a much larger
one  (for  example,  a  hill).  If  he chooses to cast the spell on a larger
terrain feature,  the entire feature to be affected must be within the range
of  the  spell.  (A  hill  with  greater  than  a 480' diameter would not be
affected.)
 The spell lasts until the illusion is touched by an intelligent  creature,
or until dispelled.


Ice Storm/Wail of Ice
Range:120'
Duration: Storm, 1 round; Wall, 12 turns
Effect: Storm in 20'x 20'x 20' volume; or Wall of 1,200 square feet

  This spell may be cast in either of two ways: either as an icy blast, ice
storm, or wall of ice.
  An ice  storm fills a 20'x 20'x 20' cube.  If cast in a smaller area,  it
will remain 20' long at most.  The storm inflicts 1d6 points of cold  damage
per level of the caster to every creature in the area.  Each victim may make
a saving throw vs.  spells;  if he is successful, he takes only half damage.
Fire-type creatures (red dragons, flame salamanders, etc.) have a -4 penalty
on  their  saving  throws,  but  cold-type  creatures  (frost  giant,  frost
salamander, etc.) are not affected by the spell.
A wall  of  ice  is  a  thin  vertical  wall  of  any  dimensions and shape
determined by the spellcaster totaling 1,200 square feet  of  less  (10'  x
120' 3o'x40',  etc.).  The wall is opaque and will block sight. The wall must
be cast to rest on the ground or similar support,  and cannot be cast  in  a
space occupied by another object.
Creatures of less than 4 Hit Dice or levels cannot break through the  wall.
Creatures  of 4 HD or more levels can break through,  but take 1d6 points of
damage in the process.  Fire-type creatures each take twice  the  amount  of
damage (2d6) while breaking through.



Massmorph
Range:240'
Duration: See below
Effect:  Causes  illusion  of  trees  within  240'  range

  This spell  will  affect up to 100 human or man-sized creatures in a 240'
diameter,  making them appear to be the trees of an orchard, dense woods, or
other  large  plant  life appropriate to the region.  (Unless the campaign's
deserts feature very large cactus,  the spell won't  work  in  the  desert.)
Unwilling creatures are not affected.
  Creatures larger than man-size (such as horses) may be included, counting
as two of three men  each.  The  illusion  will  hide  the  recipients  from
creatures  moving through the area affected.  The spell lasts until a dispel
magic is cast on it or until the caster decides to drop  the  illusion.  The
appearance  of  each  disguised  creature  returns to normal if the creature
moves out of the affected area.  However,  movement within the area does not
destroy the illusion.

Polymorph Other
Range:60'
Duration: Permanent until dispelled
Effect: Changes one living creature

  This spell changes the victim into another living creature.  The new form
may have no more than twice as many Hit Dice as the original,  or the  spell
will fail. The victim's hit points remain the same; an 8th level prince with
32 hit points could end up as a frog with 32 hit points.
  Unlike the  polymorph  self  spell,  the  polymorph others spell actually
turns the victim into the new creature,  giving  him  any  and  all  special
abilities of the new form,  plus its tendencies and behavior. For example, a
hobgoblin polymorphed into a mule will think and act like a mule.
  This spell cannot create a duplicate of a  specific  individual,  only  a
race or monster type.  For example,  a creature polymorphed into a 9th level
fighter will indeed become a human,  but not necessarily a  fighter  and  no
higher than 1st level.
  The victim of this spell may make a saving throw vs. spells to avoid the
effect. The effect lasts until dispelled, or until the creature dies.

Polymorph Self
Range: 0 (Caster only)
Duration: 6 turns + 1 turn  per  level  of  the  caster
Effect: Caster may change shapes

  This spell allows the caster to change shape, taking the physical form of
another living creature.  The Hit Dice of the new form must be equal  to  or
less than the Hit Dice of the caster, or the spell will fail.
  The caster's armor class,  hit points, attack rolls, and saving throws do
not  change,  and  he  does  not  gain  special  abilities  (such as ghouls'
paralysis) or special immunities of the new form;  however, he does gain the
natural  physical  abilities  of  the new form.  For example,  a spellcaster
polymorphed into a frost giant has the strength of a  frost  giant  and  the
ability  to  hurl  boulders,  but  not  immunity  from  cold.  A spellcaster
polymorphed into a dragon could fly but would not be able to use any  breath
weapons or spells.
The spellcaster cannot cast spells while polymorphed into a different form.
The spell lasts for the listed duration,  or until dispelled,  or until  the
caster is killed.  This spell will not enable the caster to take the form of
a specific individual (see polymorph other).

Remove Curse*
Range: Touch
Duration: Permanent
Effect: Removes any one curse

This spell removes one curse,  whether on a character,  item, or area. Some
curses-especially
those on  magical  items-may  only  be  temporarily  removed,  at  the  DM's
discretion,  requiring a clerical dispel evil spell for permanently removing
the effects (or possibly a remove curse cast by a high-level spellcaster).
 The reverse of this spell, curse, causes a misfortune or penalty to affect
the recipient.  Curses are limited only by the caster's imagination,  but if
an  attempted  curse  is  too  powerful,  it  may return to the caster (DM's
discretion)! Safe limits to curses may include: - 4 penalty on attack rolls;
-  2  penalty to all saving throws;  prime requisite reduced to half normal.
The victim may make a saving throw vs. spells to avoid the curse.

Wail of Fire
Range: 60'
Duration: Concentration
Effect: Creates 1200 square feet of fife

 This spell creates a thin vertical wall of  fire  of  ,any  dimension  and
shape,  determined  by  the  spellcaster,  totaling  1,200 square feet (for
example,  10'x 120',  20'x 60', 30'x 40', etc.). The wall is opaque and will
block sight.  The wall cannot be cast is a space occupied by another object.
It lasts as long as the caster concentrates, without moving, on it.
 Creatures of less than 4 Hit Dice cannot break through the wall. Creatures
of  4  HD  or  more can break through,  but take 1d6 points of damage in the
process. Undead and cold-using creatures (white dragons, frost giants, etc.)
each take double damage while breaking through.

Wizard Eye
Range: 240'
'Duration: 6 turns
Effect: Creates movable invisible eye

 This spell creates an invisible eye through which the caster can  see.  It
is  the  size of a real eye and has infravision (60' range).  The wizard eye
floats through the air at up to 120' per turn, but will not go through solid
objects  nor move more than 240' away from the caster.  The spellcaster must
concentrate (without moving) to see through the eye.

Fifth Level Magical Spells

Animate Dead
Range: 60'
Duration: Permanent
Effect: Creates zombies or skeletons

 This spell allows the spellcaster to make animated, enchanted skeletons or
zombies  from  normal skeletons or dead bodies within range.  These animated
undead creatures will obey the cleric until they are  destroyed  by  another
cleric of a dispel magic spell.
 For each experience level of the cleric,  he may animate one  Hit  Die  of
undead.  A  skeleton  has the same Hit Dice as the original creature,  but a
zombie has one Hit Die more than the original.  Note that this doesn't count
character  experience  levels as Hit Dice:  For purposes of this spell,  all
humans and demihumans are 1 HD creatures,  so the remains  of  a  9th  level
thief would be animated as a zombie with 2 HD.
 Animated  creatures   do   not   have   any   spells,
but  are  immune  to  sleep  and   charm   effects   and
poison.  Lawful  clerics  must  take  care  to  use  this
spell  only  for  good  purpose.  Animating   the   dead
is usually a Chaotic act.

Cloudkill
Range: l'
Duration:   6 turns
Effect: Creates a moving poisonous cloud

 This spell creates a circular cloud of poisonous vapor, 30' across and 20'
tall,  which  appears next to the spellcaster.  It moves away at the rate of
60' (20' per round) in any one direction (with the wind,  if any; otherwise,
in  the direction chosen by the caster).  This cloud is heavier than air and
will sink when possible (going down  holes,  sliding  downhill,  etc.).  The
cloud  will  evaporate  if  it hits trees or thick vegetation.  If cast in a
small area (such as in a 10' tall dungeon corridor),  the cloud  may  be  of
smaller than normal size.
 All living  creatures  within  the cloud take 1 point of damage per round.
Any victim of less than 5 Hit Dice must make a saving throw vs. poison or be
killed by the vapors.

Conjure Elemental
Range:240'
Duration: Concentration
Effect: Summons one 16 HD elemental

 This spell  allows the caster to summon any one elemental (AC - 2,  HD 16,
Damage 3d8; see the description of elementals in Chapter 14). The caster can
only summon one of each type of elemental (earth,  air,  fire, water) in one
day.
  The elemental  will  perform  any  tasks  within  its  power   (carrying,
attacking,  etc.)  as long as the caster maintains control by concentrating.
The caster cannot fight,  cast other spells, or move over half Normal Speed,
else he will lose control of the elemental.  If he loses control,  he cannot
regain it.  An uncontrolled elemental will try to slay its summoner, and may
attack anyone in its path while pursuing him.
 The spell's  caster  may  return  a controlled elemental to its home plane
simply by concentration.  A dispel magic or dispel evil spell can  return an
uncontrolled elemental to its plane.

Contact Outer Plane
Range: 0 (spellcaster only)
Duration: See below
Effect: 3-12 questions may be answered

 This spell  allows  the  spellcaster to contact one of the outer planes of
existence to seek knowledge from an Immortal creature - a  powerful  magical
being  played by the DM.  The wisest and most powerful Immortals live on the
most distant outer planes.  However,  mental contact with  an  Immortal  may
cause  a  mortal to go insane.  The more distant the plane,  the greater the
chance of a correct answer-but the greater the chance of insanity as well.
  The number  of  questions  the  spellcaster  may  ask  is  equal  to  the
"distance" to the outer plane. "Distance" to any other plane of existence is
measured  in the number of planes the character would have to cross in order
to visit that plane.
  See the chart on page 264 to see where the various  planes  of  existence
lie  in relation to one another.  The "distance" between the Prime Plane and
the closest outer plane is 3-the Ethereal,  elemental, and Astral Planes lie
"between"  them.  There  are  many outer planes,  many too far removed to be
affected by this spell.
 The caster  may  choose  the distance,  up to the maximum allowed.  The DM
checks the caster's chance of insanity once,  when  the  Immortal  is  first
contacted. If the caster is 21st level or greater, the chance of insanity is
reduced by 5% per level of the caster above 20.
  Even if  insanity  does  not result,  the Immortal may still not know the
answer to the character's questions,  or may lie, at the DM's discretion. If
the  DM does not wish just to decide whether the Immortal knows or is lying,
he can roil on the chart below to determine this.

Contact   Outer    Plane

Distance &
Number of                Chance of...
Questions     Insanity        Knowing      Lying*
     3           5%           25%           50%
     4          10%           30%           45%
     5          15%           35%           40%
     6          20%           40%           35%
     7          25%           50%           30%
     8          30%           60%           25%
     9          35%           70%           20%
     10         40%           80%           15%
     11         45%           90%           10%
     12         50%           95%            5%

  * Or not knowing

  The spellcaster can use this spell once a month at most (or less often,
at  the  DM's  option),  An  insane character recovers with rest,  after a
number of weeks of game time equal to the number of the plane contacted.

Dissolve*
Range:120'
Duration:   3-18    days
Effect: Liquefies 3000 square feet

 This spell  changes a volume of soil of rock (but not a construction) to
a morass of mud. An area up to 10' deep or thick is affected, and may have
up  to  3,000  square feet of surface area.  The magic-user may choose the
exact width and length (20'x 150',  30'x 100',  etc.), but the entire area
of effect must be within 240' of the caster.  Creatures moving through the
mud are slowed to 10 %  of their normal movement rate  at  best,  and  may
become stuck (at the DM's discretion,  a victim must make saving throw vs.
spells to avoid becoming stuck).
 The reverse of this spell (harden) will change the same volume of mud to
rock,  but permanently.  A victim in the mud may make a saving  throw  vs.
spells to avoid being trapped in the hardened mud.

Feeblemind
Range:240'
Duration: Permanent until dispelled
Effect: Lowers Intelligence score to 2

   This spell will only affect a magic-user,  elf, or a monster which can
cast  magical  spells;  it does not affect those which cast only cleric or
druid
It will  make the victim helpless,  unable to cast spells or think clearly
(as if the victim has an Intelligence score of 2).  The victim may make  a
saving throw vs. spells to avoid the effect, but with a - 4 penalty to the
roll.
   The feeblemind keeps until removed by a dispel magic spell (at  normal
chances for success) or by a cleric's cureall spell.

Hold Monster*
Range:120'
Duration: 6 turns + 1  turn  per  level  of  the  caster
Effect: Paralyzes 1-4 creatures
   This spell has an effect identical to that of a hold person spell, but
will affect any living creature.  (It does not affect  the  undead.)  Each
victim must make a saving throw vs.  spells or be paralyzed. The spell may
be cast at a single creature or a group. If cast at a single creature, the
victim  takes  a - 2 penalty to his saving throw.  If cast at a group,  it
will affect 1d4 creatures (of the spell- caster's choice, and within spell
range), but with no penalties to the saving throw.
   The reverse of this spell,  free monster,  removes the paralysis of up
to four victims of hold person or hold monster spells.  It h-as  no  other
effect.

Magic jar
Range:30'
Duration: See below
Effect: Take over one body
   This spell causes the caster Is body to fall into a trance,  while the
caster's life force is placed in an inanimate object (which  is  called  a
magic  jar  regardless of its form;  it does not have to be an actual jar)
within range.  From this object,  the caster's life force may  attempt  to
take  over  any  one creature within 120' of the magic jar.  If the victim
makes a successful saving throw vs.  spells,  the attempt  fails  and  the
caster  may  not  try to take over that victim again for one turn.  If the
victim fails the saving throw, the caster takes over his body and the life
force of the victim is placed into the magic jar.
   The caster may cause the body to perform any normal actions,  but  not
special  abilities  (similar  to  a polymorph self effect).  A dispel evil
spell will force the spellcaster's life force out of the victim's body and
back  into the magic jar.  When the spellcaster returns to his or her real
body, the victim's life force returns to his body and the spell ends.
   If the possessed body is destroyed,  the victim's life force dies, and
the  caster's  life force returns to the magic jar.  From there the caster
may try to take over another body or return to the original body.
   If the  magic jar is destroyed while the caster's life force is within
it, the caster is killed. If the magic jar is destroyed while the caster's
life force is in a victim's body, the life force is stranded in that body,
and the force of the body's original owner is destroyed.  If the  caster's
original  body  is destroyed,  his life force is stranded in the magic jar
until the caster can take over another body!
   The taking over of another body is a Chaotic act.


Passwall
Range:30'
Duration: 3 turns
Effect: Creates a hole 10' deep
   This spell causes a hole 5' diameter, 10' deep to appear in solid rock
or stone only. The hole may be horizontal or vertical.
   The stone reappears at the end of the duration. If someone is still in
the  tunnel when the stone reappears,  he gets a saving throw vs.  turn to
stone.  If he succeeds, he is hurled out the nearest end of the tunnel. if
he fails, he is trapped within the reappearing stone, and dies.

Telekinesis
Range:120'
Duration: 6 rounds
Effect: 200 cn of weight per level of caster
   This spell enables the spellcaster to move a creature or object simply
by  concentrating.  The  item may weigh up to 200 cn (20 lbs) per level of
the caster (a 10th level elf could move an object weighing up to 2,000 cn,
or 200 lbs).  The caster m-ay move the object in any direction,  at a rate
of up to 20' per round.
   An unwilling  victim  may make a saving throw vs.  spells to avoid the
effect.  If he makes the roll, he doesn't budge. If a target is being held
by  someone,  the  holder  can  make  a saving throw with a - 2 penalty to
retain the target item.
   If the telekinesis grabs an object that is being carried but not  held
in the hand,  the owner may grab for it as it is yanked away. To catch the
departing object,  he must make a saving throw  vs.  spells  with  a  -  5
penalty.
   The caster must concentrate while moving objects, and the objects will
fall if the caster is disturbed.

Teleport
Range: 10'
Duration: Instantaneous
Effect:  Transports  one  creature   with   equipment
This spell instantly transports the spell-caster or another recipient  to
any  unoccupied destination on the same plane of existence.  Distance does
not matter so long as the destination is on the same plane.  The recipient
arrives  at  the  destination  with  all  equipment  he  was carrying.  An
unwilling victim can make a saving throw vs.  spell  to  avoid  the  spell
effects.
   The caster may not deliberately choose a destination he  knows  to  be
occupied  by  a  solid  object,  and he must choose to appear on a surface
(such as ground level or the top of a building);  he  can  not  choose  to
appear far up in the air.
   Teleporting is dangerous; there is a chance the teleporter will appear
in a solid object.  The teleporter's chance of arriving safely depends  on
how carefully the caster has studied the area.
   On the  chart  below,  the DM determines how well the caster knows the
destination.

Teleport Chances
Knowledge of Destination              Result
Casual       General        Exact
01-50         01-80         01-95      Success
51-75         81-90         96-99      Too       High
76-00         91-00           00       Too        Low

   "Casual Knowledge" means that the caster has been there once or twice,
or is visualizing the aiming point from  descriptions  or  magical  means.
"General  Knowledge"  means the caster has been to the area often,  or has
spent several weeks studying the area magically (via crystal ball,  etc.).
"Exact  Knowledge"  means the caster has made a detailed personal study of
the area.
   Once the   DM   has  determined  how  well  the  character  knows  the
destination,  the DM rolls d%.  If the result is "Success," the teleporter
arrives exactly where the caster desired.
   If the  result is "Too High," the recipient arrives 1d10x10' above the
desired destination,  then falls,  taking damage on impact (1d6 points  of
damage  per 10' fallen).  (If he had already cast a fly or levitate spell,
or already had a flying device operating, he can avoid this damage.)
   If the  result  is "Too Low," the recipient arrives 1d10x10' below the
desired  location.  Any  creature  teleporting  into  a  solid  object  is
instantly  killed unless a vacant area (such as a cave or dungeon) lies at
that point (DM's discretion).

Wall of Stone
Range:60'
Duration: Special
Effect: Creates 1000 cubic feet of stone
   This spell creates a vertical stone wall exactly 2' thick.  The caster
chooses  the  wall's dimensions and shape,  but its total area must be 500
square feet or less (10' x 50', 20' x 25', etc.), and the entire wall must
be within 60' of the caster.
   The caster must create the wall where the wall will rest on the ground
or similar support, and cannot create the wall in a space already occupied
by another object.
   The wall lasts until it is dispelled or physically broken.
   If a wall of stone topples,  it causes 10d10 points of damage to  what
it hits, and it shatters.

Woodform
Range: Touch
Duration: Permanent
Effect:  Creates  1,000  cubic  feet  of  wood
   This spell creates a mass of wood equal to 1,000 cubic feet; it may be
arranged in any fashion the caster desires (10' x 10' x  10'  block,  25'x
20'x 2' wall, etc.)
   Casting time  varies  depending  on  the  complexity of the design.  A
simple wall and other simple shapes take 1 round.  A simple staircase  may
take 10 rounds (i turn).  A complicated design which is supposed to adhere
to very tight specifications-such as the keel of  a  ship-could  take  the
maximum time allowable,  12 turns (2 hours) just to work up in rough form.
When the caster wants to try a complicated design, the DM decides how long
the casting will take.
   The object  must  be created as a single piece,  with no moving parts.
The original caster of the spell may later cast woodform on an  object  he
has  already created with the same spell,  in order to modify it for up to
two hours.  This is how spellcaster artists often make fine  woodcarvings,
for instance.  When he is satisfied with his work, he casts woodform on it
one last time to "lock it in place," and it may no longer be  modified  by
woodform spells.
 The mass of wood must be created so as to rest on the ground or  similar
support, and cannot be cast in a space occupied by another object.
 A caster can create his wood with one or more rough sides,  and later he
or another caster can use another woodform to create wood perfectly joined
to  the  first  on  that side-and there will be no seam or weakness at the
joining.  This makes it a good spell for creating strong ships and  wooden
buildings.
 The caster may decide what sort of wood is created,  within reason.  The
DM  may  refuse  to  allow the caster to pick very expensive,  exotic,  or
magical woods.
   The wood created by this spell is  not  dispellable;  it  lasts  until
broken through, burned, or destroyed by spells like disintegrate.
 The armor  class  and  hit points of building materials are given in the
Fortifications Table on page 137.  Based on those guidelines,  a  wall  of
wood has an AC of - 4(6) and 60 hit points per 1' thickness. Most building
exterior walls would be about 8" thick and have 40 hit points.

Sixth Level Magical Spells

Anti-Magic Shell
Range: 0 (Caster only)
Duration: 12 turns
Effect: Personal barrier which blocks magic
 This spell  creates  an  invisible barrier around the spellcaster's body
(less than an inch away).  The barrier stops all spells or spell  effects,
including  the  caster's.  The  caster  may  destroy  the  shell  at will;
otherwise,  it lasts for  the  duration.  Except  for  a  wish,  no  magic
(including a dispel magic spell) can cancel the barrier.

Death Spell
Range: 240'
Duration:       Instantaneous
Effect:  Slays   4d8   (4-32) Hit   Dice   of   creatures
       within a 60' x 60' x 60' area
 This spell  will  affect  4d8 (4-32) Hit Dice of living creatures within
the given area.  Normal plants and insects are  automatically  slain,  and
those with no hit points (normal insects, plants smaller than shrub-sized,
for instance) are not counted  in  the  total  affected.  Undead  are  not
affected,  nor  are  creatures  with  8  or  more  Hit  Dice (or levels of
experience).
 The lowest  Hit  or Dice creatures are affected first.  Each victim must
make a saving throw vs. death ray or die.

Disintegrate
Range: 60'
Duration: Instantaneous
Effect: Destroys one creature or object
 This spell causes one creature or nonmagical object to crumble to  dust.
A victim may make a saving throw vs.  death ray to avoid the effect.  (The
spell can disintegrate a dragon,  a ship,  or a 10'section  of  wall,  for
example.)
 The spell does not affect magical items or spell effects.

Geas*
Range:30'
Duration: Until completed or removed
Effect: Compels one creature
 This spell forces a victim either to perform or avoid a  stated  action.
For  example,  a  character  may be geesed to bring back an object for the
caster,  to eat whenever the chance arises,  or never  to  reveal  certain
information.  The  action  must be possible and not directly fatal or else
the geas will return and affect the caster instead!
 When the  spell  is  first cast,  the victim may make a saving throw vs.
spells to avoid the spell's effect.
 If the victim ignores the  geas,  penalties  (decided  by  the  DM)  are
applied  until  the  character  either  obeys  the geas or dies.  Suitable
penalties include penalties in combat,  lowered ability  scores,  loss  of
spells,  pain  and weakness,  and so forth.  Dispel magic and remove curse
spells will not affect a geas.
  The geas  makes  the  victim  perform an action,  but does not make him
think it is his own idea:  Once he finishes performing his  task,  he  may
decide to exact revenge on the spellcaster.
 The reverse  of  this  spell,  remove  geas,  will rid a character of an
unwanted Geas and its effects.  However, if the caster is of a lower level
than  the  caster of the original geas,  there is a chance of failure (5 %
per level difference).

Invisible Stalker
Range: 0 (Caster only)
Duration: Until mission is accomplished
Effect: Summons one creature
  This spell summons an invisible stalker (from Chapter  14)  which  will
perform  one  task  for  the  caster.  The  creature will serve the caster
regardless of the time or distance involved,  until the task is  completed
or  until  the  creature  is  stain.  A  dispel  evil spell will force the
creature to return to its home plane.

Lower Water
Range:240'
Duration: 10 turns
Effect: Cuts depths to half normal
 This spell causes a body of water to lower to half its normal depth.  It
will effect an area up to 10,000 square feet (width and length).  If  cast
on  a  constantly-renewed  source of water (such as a river or ocean),  it
lowers that area of water for the entire duration of the spell  (or  until
it  is  dispelled);  surrounding water does not rush in until the spell is
ended. If cast around a boat or ship, the vessel may become stuck.
 At the end of the spell's duration, the sudden rush of water filling the
"hole"  will  sweep a ship's deck clear of most items (and people who fail
their saving throws vs. spells) and cause 1d12 + 20 (21-32) points of hull
damage.
  This spell  can  turn  a rampaging river into a river which the heroes'
party can ford,  can  cause  some  pools  to  lower  fat  enough  for  the
adventurers  to see what's deeper in them,  etc.  If cast around a boat or
ship,  this spell may cause the bay or river to drop enough for the vessel
to become stuck.

Move Earth
Range:240'
Duration:   6   turns
Effect:  Moves   soil
  This spell causes soil (but not rock) to move.  The caster can use  the
spell to move earth horizontally to make a hill,  or vertically, to open a
large hole (one up to 240' deep,  unless it reaches solid rock). The spell
moves  the  soil  at  up  to  60'  per  turn,  and at the end of the spell
duration,  the moved soil remains where it is put.  This spell is  helpful
for constructing castles.

Projected Image
Range:240'
Duration:   6   turns
Effect: Creates one image
  This spell creates an image of the caster up to 240'  away;  the  image
will   last   without   concentration.   The  projected  image  cannot  be
distinguished from the original except by touch. Any spell the spellcaster
casts will seem to come from the image,  but the caster must still be able
to see the target.
  Spells and missile attacks will not appear to affect the image.  If the
image is touched or struck by a hand-to-hand weapon, it disappears.

Reincarnation
Range: 10'
Duration: Permanent
Effect: Creates a new body
   To cast this spell, the magic-user must have a part (however small) of
a  dead body.  The spell magically creates a new body,  and the life force
which was once in the dead body returns and inhabits the new one.  The  DM
can choose what sort of body is created, or can refers to the tables below
to decide.
  If the  life  force is reincamated as a different race,  ail details of
the new race apply, instead of the old. For example, a cleric reincarnated
as  an  elf is no longer a cleric,  but is able to cast magic- user spells
and fight as an elf.
  The victim's level of experience does not change unless  restricted  by
the  maximum  for  demihumans.  If the victim is reincarnated in a monster
body,  the victim's alignment helps determine the type  of  monster  which
appears;  a  character  will  not be reincarnated in the body of a monster
that cannot have his alignment.  A monster body may  not  gain  levels  of
experience;  the  character  must  play  as the reincarnated creature,  or
retire from play, or (perhaps) be reincarnated again when slain.

Reincarnation Results
Type of Body Appearing (Roll 1d8)
         1 Human                5 Elf
         2 Human                6 Halfling
         3 Human                7 Original race
         4 Dwarf                8 Monster
                                   (see below)

Type of Monster Body Appearing (Roll 1d6)
1d6 Lawful       Neutral         Chaotic
1 Blink Dog       Ape, White      Bugbear
2 Gnome           Bear*           Gnoll
3 Neanderthal     Centaur         Kobold
4 Owl, giant      Griffon         Manticore
5 Pegasus         Lizard Man      Orc
6 Treant          Pixie           Troglodyte

Any normal bear
The DM may add more monsters to the lists. Such monsters should have 8 Hit
Dice or less and should be at least semi-intelligent.

Stone to Flesh*
Range:120'
Duration: Permanent
Effect: One creature or object
   This spell  turns any one statue (or quantity of stone up to 10'x 10'x
10') to flesh.  It is usually used to restore a character turned to  stone
(by gorgon breath, for example).
   The reverse  of  this  spell,  flesh  to  stone,  will turn one living
creature, including all equipment carried, to stone. The victim may make a
saving throw vs. turn to stone to avoid the effect.

Stoneform
Range: Touch
Duration: Permanent
Effect: Creates  1,000  cubic  feet  of stone This spell creates a mass of
stone equal to 1,000 cubic feet;  it may be arranged in  any  fashion  the
caster desires (10'x10'x10' block, 25'x 20'x 2' wall, etc.).
   Casting time varies depending on the complexity  of  the  design.  A
simple  wall and other simple shapes take I round.  A simple staircase may
take 10 rounds (i turn).  A complicated design meant  to  adhere  to  very
tight  specifications-such  as an ornate fountain or statue-could take the
maximum time allowable, 12 turns (2 hours), just to work up in rough form.
When  the  caster  wants  to  try a complicated or unusual design,  the DM
decides how long the casting will take.
   The object must be created as a single piece,  with no  moving  parts.
The  original caster of the spell may later cast stoneform on an object he
has already created with the same spell in order to modify it  for  up  to
two  hours.  This  is how magic-user artists often make fine statues,  for
instance.  When he is  satisfied  with  his  work,  the  magic-user  casts
stoneform  on it one last time to "lock it in place," and it may no longer
be modified by stoneform spells.
   The mass of stone must be created to rest on  the  ground  or  similar
support, and cannot be cast in a space occupied by another object.
   A caster can create his stone with one or more rough sides,  and later
he  of  another caster can use another stoneform to create stone joined to
the first on that side-and there will  be  no  seam  or  weakness  at  the
joining. This makes it a good spell for creating strong walls and gigantic
buildings-colisea, palaces, etc.
   The caster  may  decide what sort of stone is created,  within reason.
The DM may refuse to allow the caster to pick very expensive,  exotic,  or
magical stones.  Valuable jade,  for instance, is an inappropriate choice.
However,  a caster can choose such stones as clear lead  crystal,  and  so
make thick, strong, perfect windows with this spell.
   The stone is not dispellable;  it lasts until broken or  destroyed  by
spells like disintegrate.
   The armor class and hit points of building materials are given on  the
Fortifications Table on page 137. In general, from those guidelines, stone
walls have an AC of -4(6) and 100 hit points per 1' thickness;  doing  500
hit  points  of  damage  to  a 5' wall will definitely knock a hole in it.
Building exterior walls tend to be about 7" thick and have 60 hit points.

Wall of Iron
Range:120'
Duration: Permanent
Effect: Creates 500 square feet of iron
   This spell  creates  a  vertical  wall  of iron exactly 2' thick.  The
magic-user may choose any length and width, but the total area must be 500
square feet or less (10' x 50', 20' x 25', etc.), and the entire wall must
be within 120' of the caster.  The caster must create the wall so it rests
on the ground or similar support. It cannot be cast in a space occupied by
another object.  It lasts until dispelled,  disintegrated,  or  physically
broken (though it will resist all but giant-sized physical attacks).  Most
other spell effects,  including fireball,  lighting bolt,  etc.,  have  no
effect on a wall of iron.  If the wall is made to topple,  it causes 10d10
(10-100) points of damage to whatever it hits, and shatters.
   If the  wall  is attacked,  it has a number of hit points equal to the
level of the caster.  A rust monster can destroy a wall  of  iron  with  a
single touch.  Otherwise,  the wall can only be damaged by battering;  see
Chapter 9 (page 118) for more on battering attacks.

Weather Control
Range: 0 (magic-user  only)
Duration: Concentration
Effect: All weather within 240 yards
This spell  allows  the magic-user to create one special weather condition
in the surrounding area (within a 240 yard radius).  The  spellcaster  may
select  the  weather  condition.  The  spell only works outdoors,  and the
weather will affect all creatures in the area (including the caster).  The
effects last as long as the spellcaster concentrates,  without moving;  if
the caster is being moved (for example,  aboard a ship),  the effect moves
also.
The spell's effects vary,  but the following results are typical:
   Rain: -  2 penalty to attack rolls applies to all missile fire.  After
three turns,  the ground becomes muddy,  reducing  movement  to  half  the
normal rate.
   Snow: Visibility  (the distance a creature can see) is reduced to 20';
movement is reduced to half the normal rate. Rivers and streams may freeze
over. Mud remains after the snow thaws, for the same movement penalty.
   Fog: 20' visibility,  half normal movement. Those within the fog might
become lost, moving in the wrong direction.
   Clear: This  cancels bad weather (rain,  snow,  fog) but not secondary
effects (such as mud).  Intense Heat:  Movement reduced  to  half  normal.
Excess water (from rain, snow, mud transmuted from rock, etc.) dries up.
   High Winds: No missile fire or flying is possible. Movement reduced to
half normal.  At sea,  ships sailing with the wind move 50% faster. In the
desert,  high winds create a sandstorm,  for half normal movement and  20'
visibility.
   Tornado: This  creates  a  whirlwind  under  the  magic-user  control,
attacking and moving as if it was a 12 HD air elemental. At sea, treat the
tornado as a storm or gale.

Seventh Level Magical Spells
Charm Plant
Range:120'
Duration: 6 months(see below)
Effect: Charms one tree or more smaller plants
   Similar to a charm person spell,  this effect  causes  one  tree,  six
medium-sized bushes, 12 small shrubs, or 24 small plants to become friends
of the  magic-user  (no  saving  throw).  However,  a  plant-like  monster
(treant,  shrieker, etc.) may make a saving throw vs. spells to resist the
effect.
   The charmed  plants  will  understand  and  obey  all  commands of the
magic-user, as longe as the tasks are within their ability (including  the
entangling of passers-by within range, but not including movement, sensing
alignment, etc.).
   The plants will remain charmed for six  months,  until  the  charm  is
dispelled,  or until winter (when they steep). (This spell is quite useful
around a stronghold, both inside and out, especially when used after a 4th
level growth of plants spell, and possibly a permanence as well.)

Create Normal Monsters
Range:30'
Duration: I turn
Effect: Creates 1 of more monsters
This spell  causes  monsters  to  appear  out  of thin air.  All monsters
appearing  will  understand  and  obey  the  caster's   commands-fighting,
carrying or fetching things,  etc.  They will faithfully obey all commands
to the best of their abilities.  Each monster  will  appear  carrying  its
normal  weapons  and  wearing  its  normal arm.  or (if any),  but arrives
otherwise unequipped.  At the end of one turn,  all the  monsters  created
vanish back into thin air,  along with all their equipment.  (if a monster
has dropped  a  weapon  while  fighting  and  then  vanishes,  the  weapon
disappears, too.)
   The total number of Hit Dice of monsters appearing  is  equal  to  the
level of the magic-user casting the spell.  (If the spellcaster's level is
not an exact multiple of the monsters' Hit Dice,  drop all fractions). The
magic-user  may  choose  the  exact type of monsters created,  but he must
select only monsters with no special abilities (i.e.,  no asterisk next to
the Hit Die number in the monster explanation). This spell does not create
humans,  demihumans,  or undead. Creatures of 1-1 1/2 Hit Dice are counted
as 1 Hit Die;  creatures of 1/2 Hit Die or less are counted as 1/2 Hit Die
each.
   Example: With  this  spell,  a 15th level caster could summon 30 giant
bats,  rats,  or kobolds (1/2 Hit Die monsters);  or 15 goblins,  orcs, or
hobgoblins (i Hit Die monsters); or  rock baboons,
gnolls,  or lizard men (2 Hit Die  monsters);  or  5  boars,  dragons,
lizards,  or bugbears (3 Hit Die monsters); or 3 black bears, panthers, or
giant weasels (5 Hit Die monsters); and so forth.

Delayed Blast Fireball
Range: 240'
Duration: 0 to 60 rounds
Effect: Delayed blast fireball of 20' radius
  As the name implies,  this is a  fireball  spell  whose  blast  can  be
delayed;  it behaves like a time bomb. When he casts the spell, the magic-
user states the exact number of rounds of delay (from 0 to 60)  until  the
spell  detonates.  A small rock,  very similar in appearance to a valuable
gem,  then shoots out toward the desired location,  and  remains  at  that
location  until  the  stated  delay  elapses.  The "gem" may be picked up,
carried, and so forth.
  When the stated duration ends,  it explodes in an effect identical to a
normal  fireball a sudden instantaneous explosion inflicting 1d6 points of
damage per level of the caster to all within the area of effect (a  sphere
of  20'  radius).  Each victim may make a saving throw vs.  spells to take
half damage.
  Once the  spell  has  been  cast,  the  explosion cannot be hurried nor
further delayed,  except for with a wish. The "gem" created is pure magic,
not  an  actual  object,  and  cannot  be moved magically (by telekinesis,
teleport, etc.); however, it can be dispelled.

Ironform
Range: Touch
Duration: Permanent
Effect: Creates 500 square feet of iron
  This spell creates a wall of iron 2" thick (or less) with an area equal
to 500 square feet;  it may be arranged in any fashion the caster  desires
(10'x 50' wall, or 25'x 20' wall, etc.)
  Casting time varies depending on the complexity of the design. A simple
wall and other simple shapes take 1 round.  A simple staircase may take 10
rounds (i turn).  A complicated design which is supposed to adhere to very
tight specifications-such as a giant  portcullis-could  take  the  maximum
time allowable,  12 turns (2 hours) just to create in rough form. When the
caster wants to try a complicated of unusual design,  the DM  decides  how
long the casting will take.
  The object must be,created as a single piece, with no moving parts. The
original  caster  of the spell may later cast ironform on an object he has
already created with the same spell,  in order to modify it for up to  two
hours.  This is how magic- user artists often make fine iron statues,  for
instance.  When he is satisfied with his work, he casts ironform on it one
last  time  to  "lock  it  in  place," and it may no longer be modified by
ironform spells.
  The iron wall must be created to rest on the ground or similar support,
and cannot be cast in a space occupied by another object. Unlike the metal
created by the wall of iron spell,  it does not have to be  created  in  a
vertical position.
  A caster can create his iron with one of more rough sides, and later he
of another caster can use another ironform to create iron  joined  to  the
first  on  that side-and there will be no seam or weakness at the joining.
This makes it a good spell for creating iron reinforcements for walls.
  The iron  so  created  is  not  dispellable;  it  lasts until broken or
destroyed by spells like disintegrate of creatures such as rust monsters.
 The armor class and hit points of building materials are  given  in  the
Fortifications Table on page 137.  Following these general guidelines,  we
find that an iron wall will have an AC of -10(2) and about 15  hit  points
per 1" thickness.

Lore
Range: 0 (magic-user only)
Duration: Permanent
Effect: Reveals details of 1  item,  place,  or  person
 By means  of this spell,  the magic-user may gain knowledge of one item,
place,  or person.  If the caster holds the item being studied,  the spell
takes  1d4  turns to complete,  and the magic-user learns the item's name,
method of operation and command words (if any),  and approximate number of
charges (if any, within five of the correct number).
 If the  item  has  more  than  one  mode of operation,  or more than one
command word, only one function will be revealed for each lore spell used,
and the spell will not even hint that the object has any other functions.
 If the spell is being used to investigate a place or person,  or an item
which  the  caster  is  not  holding,  the  spell  may  take 1d100 days to
complete.  A purely legendary topic should require large amounts of  time,
and  the  information  gained may be in the form of a riddle or poem.  The
Dungeon Master should reveal only general details if the place  is  large,
or if the person is of great power.

Magic Door*
Range: 10'
Duration: 7 uses
Effect: Creates one passage
 This spell  may  be  cast  on any wall,  floor,  ceiling,  or section of
ground.  It creates a magical, invisible doorway that only the spellcaster
may  use.  It also creates a passage through up to 10' of non-living solid
material beyond the doorway itself.  It cannot  be  created  in  a  living
object  of  any  kind.  The  door is undetectable except by a detect magic
spell,  and cannot be destroyed except by a dispel magic spell (at  normal
chances for success).
 The magic  door  lasts until dispelled,  of until it has been used seven
times.  Note that each one way passage through the door is  counted  as  a
separate use.
 The reverse of this spell,  magic lock, is a powerful version of the 2nd
level wizard lock spell, but cannot be affected by a knock spell or by the
effects  of  any  magical  item.  The  magic lock causes any one portal to
become totally impassable as long as the magic remains;  only  the  spell-
caster   can   use  the  portal.  The  spell  can  affect  an  empty  10'x
10'portal-like area (such as an empty doorway). The locked portal does not
change in,appearance.  As with a magic door, the enchantment remains until
the portal has been used seven times or until removed by  a  dispel  magic
spell.

Mass Invisibility*
Range:240'
Duration: Permanent until broken
Effect: Creatures or objects in 60' square area
  This bestows  invisibility  (as  the  2nd  level  spell)   on   several
creatures.  All  the  recipients  must be within an area 60' square within
240' of the magic-user.  The  spell  will  affect  up  to  6  dragon-sized
creatures, or up to 300 man-sized creatures. After the spell is cast, each
creature becomes invisible,  along with all equipment it carries  (as  per
the   invisibility  spell,  above).  An  invisible  creature  will  remain
invisible until he or she attacks or casts any spell.
 The reverse of this spell,  (appear), will cause all invisible creatures
and objects in a 20'x 20'x 20' volume to become visible.  Creatures on the
Astral and Ethereal planes are not within the area of  effect;  the  spell
cannot reach across planar boundaries. All other forms of invisibility are
affected,  both magical and natural,  and all victims of this spell cannot
become invisible again for one full turn.

Power Word Stun
Range:120'
Duration: 2d6 or 1d6 turns
Effect: Stuns 1 creature of 70 hp or less
 This lets  the  caster stun one victim within 120' (no saving throw).  A
victim with 1-35 hit points is stunned for 2d6 turns;  a victim with 36-70
hit  points  is stunned for 1d6 turns.  No creature with 71 or greater hit
points is affected.

Reverse Gravity
Range: 90'
Duration: 1/5 round (2 seconds)
Effect: Causes victims in a 30' cubic volume to fall upward
 This spell  affects all creatures and objects within a cubic volume 30'x
30'x 30',  causing them to "fall"  in  a  direction  opposite  the  normal
gravity.  In  two  seconds,  creatures and objects can "fall" a maximum of
65'.  No saving throw is allowed,  and all victims hitting  a  ceiling  or
other  obstruction  take  1d6 points of damage per 10' "fallen." Note that
after the two seconds have elapsed,  gravity returns  to  normal  and  all
victims  will  fall back to their original places,  suffering more falling
damage.  The DM should make a morale check for each  NPC  victim  of  this
spell.
  Example: A magic-user casts this spell at a group of approaching giants
in a 40' tall room.  The giants "fall" to the ceiling and then back to the
floor,  each taking a total of 8d6 points of damage in  the  process:  4d6
from  "failing"  up and hitting the ceiling,  and another 4d6 from failing
back down to the floor.

Statue
Range: 0 (Magic-user only)
Duration: 2 turns per level of the caster
Effect: Allows caster to turn to stone
 This allows the magic-user to change  into  a  statue,  along  with  all
nonliving  equipment  he carries,  up to once per round (to or from statue
form) for the duration of the spell.  The caster can concentrate on  other
spells while in statue
for, though  he  can cast no new spells while in this form.  Although this
spell does not give him immunity  to  "turn  to  stone"  effects  (from  a
gorgon's  attack),  the  caster  may  simply turn back to normal one round
after becoming petrified.
   While in statue form,  the magic-user is armor class  -4,  but  cannot
move.  He cannot be damaged by cold or fire (whether normal or magical) or
by normal weapons.  He does not breathe,  and is thus immune  to  all  gas
attacks,  drowning,  etc.  Magical  weapons  and  other  spells  (such  as
lightning bolt) inflict normal damage on him.  If a fire or cold spell  is
cast  at the magic-user while in normal form,  the character need only win
initiative (with a + 2 bonus) to turn into a statue before the attacking
spell strikes.

Summon Object
Range: Infinite
Duration: Instantaneous
Effect:  Retrieves  one  object  from  caster's   home
   By means of this spell,  the magic-user can cause one nonliving object
to  leave the spellcaster's home and appear in his hand.  The object must
weigh no more than 500 cn (50 pounds),  and may be no bigger than a  staff
or  small  chest.  The spellcaster must be very familiar with the item and
its exact location,  or the spell will not work. The caster must also have
prepared  the  item beforehand by sprinkling it with a special powder that
costs 1,000 gold pieces per item prepared;  the powder  becomes  invisible
and  does not interfere with the item in any way.  The spell cannot summon
items that have not been prepared in this fashion.
   If the magic-user prepares a chest for use with this spell,  fills the
chest with weapons and magical items, and then later tries to summon it to
him,  the  chest  appears-empty.  All its contents stay behind,  where the
chest originally stood,  since they have not been magically  prepared  for
use  with  the  spell,  and  since  the spell can summon only one prepared
object at a time.
   If another being possesses the item summoned,  it will not appear, but
the caster will know approximately who and where  the  possessor  is.  The
magic-user may use this spell from any location, even if the item summoned
is on another plane of existence.

Sword
Range:30'
Duration: 1 round per level of the caster
Effect: Creates a magical sword
   When this  spell is cast,  a glowing sword made of magic,  rather than
metal,  appears next to the caster.  The magic-user may cause it to attack
any creature within 30',  simply by concentrating;  the sword flies to the
target and attacks.  If the caster's concentration is  broken,  the  sword
merely stops attacking. It remains in existence for one round per level of
the spellcaster.
   The sword moves very quickly, attacking twice per round and making its
attack rolls at the caster's level.  Damage is the same  as  a  two-handed
sword  (1d10),  but this magical creation is capable of hitting any target
(even those hit only by powerful magical weapons).
The sword cannot be destroyed before the duration ends, except by a dispel
magic spell effect (at normal chances of success) or a wish.

Teleport Any Object
Range: Touch
Duration: Instantaneous
Effect: Causes 1 object to teleport
   This spell is similar to the 5th level teleport spell,  but  nonliving
objects  can  be affected.  After casting this spell,  the spellcaster may
touch one creature or object and cause it to teleport.  The normal  chance
of  error  apply  (see  the  description  of the teleport spell above)l an
object appearing  too  high  will  fall  and  probably  break,  while  one
appearing  too  low  will be destroyed instantly.  If the spellcaster uses
this spell to teleport himself,  there is no chance for error.  The caster
may not deliberately choose a destination occupied by a solid object or in
open air above the ground.
The maximum weight affected is 500 cn (50 pounds) per level of the caster.
If an object is a solid part of a greater whole  (such  as  a  section  of
wall),  the  spell  will  teleport  a maximum of one 10'x 10'x 10' cube of
material.  If the caster is trying to teleport a creature that weighs more
than the spell allows, the spell fails.
   If another creature holds or carries the  item  which  the  caster  is
trying to teleport,  the creature may make a saving throw vs. spells (with
a -2 penalty). If the saving throw is successful, the teleport fails.
   If the caster touches another creature, the target creature may make a
saving throw vs.  spells (if so desired) to avoid  being  teleported,  but
with a - 2 penalty to the roll.



Eighth Level Magical Spells

Clone
Range: 10'
Duration: Permanent
Effect: Grows one duplicate creature from a piece of the original creature
   A clone is an exact duplicate of another living creature, grown from a
piece of the original through the use of this spell. The piece need not be
alive at the time the spell is cast.
   A human or demihuman clone is rare and may be very dangerous.  A clone
of any other living creature is a more commorlthing called a simulacrum. A
character can have only one clone at a time;  attempts at making  multiple
clones  of  a  single character automatically fail.  Undead and constructs
cannot be cloned,  because they are not living creatures. (You could clone
someone  from  flesh taken before that person became undead,  but he would
not be subject to the effects described below  for  situations  where  two
examples of the same person exist.)
   Human and demihuman clones: To create a human or demihuman clone, this
spell must be cast on one pound of the person's flesh. This spell requires
the caster to use up other materials costing 5,000.  gold pieces  per  Hit
Die of the original.  The clone awakens only when fully grown;  this takes
one week per Hit Die of the  clone.  When  completed,  the  clone  is  not
magical and cannot be dispelled.
   If the  human  or  demihuman  original  is  not  alive  when the clone
awakens,  the clone has all  the  features,  statistics  (abilities),  and
memories  possessed by the original at the time the flesh was taken.  This
is a very important point.  For example,  a 20th  level  magic-user  might
leave  a  pound of flesh with a scroll of this spell,  so that he might be
restored if lost;  but if  the  character  gains  another  ten  levels  of
experience and then dies, the clone will be the younger, less experienced,
20th level form.
   If a clone duplicates a person still living, or if the original person
regains  life,  a  very hazardous situation develops.  Each form instantly
becomes aware of the  other's  existence.  A  partial  mind-  link  exists
between them;  each can feel the other's emotions (but no other thoughts).
If either one is damaged,  the other takes the same damage (but may make a
saving throw vs.  spells to take half damage).  This effect does not apply
to charm, sleep, cures, or other effects that do not cause damage.
   The clone  is  immediately  obsessed  with  the  need  to  destroy its
original and will do anything to accomplish this.  From the time  a  clone
becomes  aware  of  its original,  it has one day per level of its creator
(i.e., the caster of the clone spell) to kill the original.
   Example: A  25th  level  fighter  dies.  His  friend  the  34th  level
magic-user,  who possesses a pound of the fighter's flesh for this precise
purpose,  bones  him.  Then someone else raises the fighter from the dead.
The clone becomes aware of his original and is compelled to kill  him.  He
has 34 days to do so-one day for every experience level of his creator.
   If the  clone  succeeds in killing its original,  it can continue with
its life normally;  but if it fails  and  does  not  immediately  die,  it
becomes insane.
   When a clone goes insane,  the original creature permanently loses one
point of Intelligence and one point  of  Wisdom.  The  original  may  also
thereafter  become  insane (5%  chance per day,  not cumulative).  If this
occurs, the victim and the clone die one week later, both forever dead and
unrecoverable even with a wish.
   Special Note:  If the original and the clone  are  kept  on  different
planes of existence, no mindlink occurs, and the clone is not compelled to
kill its original.  No ill effects occur,  and the two  remain  completely
unaware  of  their  situation.  If  they  ever occupy the same plane,  the
mind-link occurs and cannot be broken thereafter except by the destruction
of the clone or its original.
   Other clones:  A  clone  of  any other living creature (not a human of
demihuman) is called a simulacr-um. One percent of the original's flesh is
needed,  and  the cost of other materials is 500 gold pieces per hit point
of the original.  As with a normal clone,  the time  required  to  grow  a
simulacrum  is  one week per Hit Die of the original,  A simulacrum always
obeys its creator (the spellcaster).  It  understands  all  the  languages
spoken  by the caster.  Within a range of 10' per level of the caster,  it
can receive mental commands if the creator concentrates on sending them.
A simulacrum is an enchanted monster.  It can be blocked by a  protection
from  evil  spell  and  is  magical;  a dispel magic spell can (subject to
normal chances of failure for that spell) cause it  to  vanish  without  a
trace.
  The simulacrum's alignment is the same  as  that  of  the  spellcaster,
regardless of the original creature's alignment. Its armor class, movement
rate, morale, and number of attacks are the same as the original's.
  A simulacrum has only 50%  of the original's Hit Dice,  hit points, and
damage per attack.  The DM rolls d100 for  each  special  ability;  it  is
present in the simulacrum if the result is 01-50. However, a freshly grown
simulacrum never has any of the spells  or  spell-like  abilities  of  the
original.
  If the original creature is alive,  the simulacrum does not grow beyond
this point.  If the original creature  dies  (or  is  already  dead),  the
simulacr-um continues to increase in abilities,  gaining an additional 5 %
per week to a maximum of 90%  of the original's statistics. When complete,
the  DM  rolls again to see which special abilities previously missing are
gained,  including spells and spell-like abilities (using the  90%  chance
for each; all may be present).

Create Magical Monsters
Range: 60'
Duration: Two turns
Effect: Creates one or more monsters
  This spell  is  similar  to the 7th level create normal monsters spell,
except that it can create monsters with some special abilities (up to  two
asterisks).  The  range and duration are double those of the lesser spell.
All other details are the same:  the creatures are chosen by  the  caster,
appear out of thin air, and vanish at the end of the spell duration.
  The total  number  of  Hit  Dice  of monsters appearing is equal to the
level of the magic-user casting the spell (again,  dropping  fractions  if
the  caster's  level is not an exact multiple of the creatures' Hit Dice).
The spell does not create humans or demihumans,  but  can  create  undead.
Creatures of 1 - 1 Hit Die count as 1 Hit Die; creatures of 1/2 Hit Die or
less count as 1/2 Hit Die each.
  Special Note:  This spell can create a construct (as defined in Chapter
14)  if  the  spellcaster  uses  the  materials  normally requited for the
construct's creation.  Only one construct will appear,  regardless of  the
caster's Hit Dice;  but it is permanent, and does not vanish at the end of
the spell duration-though it still may be dispelled at normal  chances  of
success. This construct may have only two asterisks (special abilities) or
less;  see Chapter 14 for lists of the known types of constructs  and  the
number of special abilities they have.  The cost of materials is a minimum
of 5,000 gold pieces per asterisk (or more,  depending on your  campaign).
Chapter  16  contains  more  rules for enchanting magical items (including
constructs), and has suggestions regarding nondispellable constructs.

Dance
Range: Touch
Duration: 3 or more rounds
Effect: Causes 1 victim to dance
  This spell causes one victim to prance madly about, performing a jig or
other dance,  for 3 or more rounds.  The magic-user must touch the  victim
for  the  spell to take effect (a normal attack roll).  The victim gets no
saving throw, and can not attack, use spells (or spell-like abilities), or
flee. While dancing, the victim suffers a -4 penalty to his saving throws,
and a +4 penalty to his armor class.
  The duration is three rounds for a caster of 18th to 20th  level;  four
rounds for levels 21-24, five rounds at levels 25-28, six rounds at levels
29-32, and seven rounds at levels 33-36.

Explosive Cloud
Range: 1'
Duration: 6 turns
Effect: Creates a moving poisonous cloud
 This spell creates an effect which looks  identical  to  the  5th  level
cloudkill  spell  (a  20'  tall  cloud  of  greenish  gas  30' in diameter
appearing next to the caster).  The cloud is only  mildly  poisonous;  all
victims within it must make a saving throw vs. spells or be paralyzed that
found. Each victim within the cloud makes a new saving throw each round.
 The cloud is filled with sparkling lights (visible only to those  within
it),  which are small explosions.  Each round, those within the cloud take
damage from the explosions, with no saving throw allowed. This damage is 1
point for each two levels of experience of the magic-user, rounded down (9
points at 18th or 19th level, 10 points at 20th or 21st level, etc.). This
explosive damage will affect any creature, including those immune to fire,
gas, electricity, and other special attacks.

Force Field
Range: 120'
Duration: 6 turns
Effect: Creates an invisible barrier
 This spell  creates  an  invisible,  immovable barrier or object of pure
force.  It has almost no thickness,  but cannot be broken or destroyed  by
any means except a disintegrate spell or a wish; even a dispel magic spell
cannot  affect  it.  A  force  field's  shape  is  limited  to  a  sphere,
hemisphere,  a flat surface,  a cylinder, a square or rectangular box with
flat sides, or part of such a box. The sphere's radius can be a maximum of
20'.  The  flat  surface of combinations thereof may be up to 5,000 square
feet in total area.  The force Field cannot be irregular in shape, and its
surface  must  be  perfectly  smooth.  It  can  be  as small as the caster
desires.
 The force  field will not appear within any solid or creature.  Any part
of it that would do so will not  appear,  leaving  a  hole  in  the  force
field-normally,  a  hole  large  enough  for the victim to escape through.
Furthermore,  the edges of the field are blunt and cannot cause damage  in
any  way.  The  force field will stay where it is put until it disappears,
and cannot be moved by any means but a wish.
 Creature(s) completely enclosed by a sealed force field will not starve,
suffer  from  lack  of  air,  or otherwise be harmed by the encasement.  A
sealed force field magically preserves any within it from  natural  death.
This  does  not  prevent damage or death from attacks by others within the
force field.
 Nothing can pass through a force field.  Spells, missiles, blows, breath
weapons,  and all other attack forms merely  bounce  off  it.  However,  a
teleport  or  dimension  door spell can bypass it;  these spells allow the
caster to travel into of out of the field without harming the  field.  The
force  field  exists only on one plane of existence.  Thus,  planar travel
(via gate or other means) can also bypass it.
 Though most often used as a barrier or cage, a force field can easily be
used to create an invisible floor,  stairway,  chair,  or other object.  A
force field can be made permanent,  but  the  permanence  spell  is  still
subject  to  dispel  magic,  and  if  removed,  the force field disappears
immediately.  Even if treated with a permanence spell,  a force field will
always vanish if struck by a disintegrate spell or wished away.

Mass Charm*
Range:120'
Duration: Special (as charm person spell)
Effect: 30 Levels of creatures
  This spell  creates  the same effect as a charm person or charm monster
spell, except that the spell affects 30 levels (or Hit Dice) at once. Each
victim may make a saving throw vs.  spells to avoid the charm,  but with a
-2 penalty to the toll. The spell will not affect a creature of 31 of more
levels or Hit Dice.
   The duration of each charm is determined by the victim's  Intelligence
(see  charm person,  above).  If the magic-user attacks one of the charmed
victims, only that one creature's charm is automatically broken. Any other
charmed  creatures  seeing  the attack may make another saving throw,  but
other creatures' charms are not affected.
 The reverse of this spell,  remove charm,  will unfailingly  remove  all
charm  effects  within  a  20'x 20'x 20' volume.  It will also prevent any
object in that area from creating charm effects for one turn.

Mind Barrier*
Range: 10'
Duration: 1 hour per level of the caster
Effect: Protects against mind-affecting spells and items
 This spell affects one creature;  an  unwilling  recipient  may  make  a
saving throw vs. spells to avoid the effect.
   The spell  prevents  any  form  of  ESP  clairvoyance,  ciqirqudience,
crystal ball gazing,  or any other form of mental influence or information
gathering  (such  as  by  a  contact  higher  plane or summon object) from
working on the target creature.  The caster of recipient simply  does  not
exist for the purposes of those and similar spell effects for the duration
of the mind barrier spell.
 In addition, the recipient gains a bonus of + 8 to saving throws against
mind-influencing attacks,  such  as  all  forms  of  charm,  illusion  2nd
phantasms,  feeblemind,  and the like.  (However, a roll of 1 always fails
the saving throw, regardless of adjustments.)
 The reverse  of this spell,  open mind,  causes the victim touched to be
vulnerable to all  the  mind-influencing  attacks  given  above.  All  the
victim's  saving  throws against such effects are penalized by - 8 for the
duration of the  spell.  This  reversed  spell  must  be  cast  by  touch,
requiring a normal attack roll.


Permanence
Range: 10'
Duration: Permanent until dispelled
Effect:  Causes  one   magical   effect   to   become   permanent
   By means of this spell,  the magic-user can cause one other magic-user
spell effect of 7th level or less to become permanent. This spell will not
make  permanent  any  spell  which  has  an "instantaneous" or "permanent"
duration (such as dispel magic, Fireball, lightning bolt, etc.); clerical
spells  and  8th  or  9th  level  magic-user  spells  also  cannot be made
permanent.
   The DM  can  declare  that the permanence spell will not work with any
other specific spell.  Whenever a character wishes to cast the spell,  the
DM  should  carefully  consider  whether  permanence will affect the other
spell. Certain spell combinations could seriously affect a campaign's game
balance, and the DM should carefully regulate all uses of this spell.
   A permanence  spell lasts until dispelled by a dispel magic spell from
either the caster or some higher-level spellcaster (at normal chances  for
success).  When the permanence spell is dispelled,  the other spell effect
vanishes immediately.
   Except for weapons, an item can only receive one permanence spell, and
a  creature  can receive two at most.  If a permanence spell is cast on an
item or area that already has one in effect (or a creature  which  already
has  two,  or  a  weapon  which already has five),  both permanence spells
automatically fail.  A weapon may have up to five permanent effects, but a
25  %  (noncumulative)  chance of failure applies to each permanence after
the first.  Furthermore,  if the permanence fails,  it destroys the weapon
completely.
Some spells  used  on  a  creature  that are commonly made permanent are:
detect magic,  protection from evil,  read languages,  read magic,  detect
invisible,  and  fly.  Some  spells  commonly  made permanent on areas are
light, phantasmal force, confusion, and cloudkill.
 A magic-user  does  not  need  a  permanence spell to make any permanent
magical item.  Using permanence to bind a spell to an object  is  not  the
same  as  enchanting  the  object.  Enchanted objects are more durable and
permanent than objects which have merely  had  spells  permanently  placed
upon them.

Polymorph any Object
Range:240'
Duration: See below
Effect:   Changes   form   of   one   object   of   creature
 This spell is similar to the 4th level polymorph  others  spell,  except
that it will affect objects as well as creatures. If the object is part of
a greater whole (such as a section of wall), the spell will affect up to a
10'x 10'x 10' volume.  A creature may avoid the effects if it successfully
makes a saving throw vs. spells is made at a -4 penalty to the roll.
  The duration of the polymorph depends on  the  degree  of  the  change.
There  are  three  basic  kingdoms  of all things-animal,  vegetable,  and
mineral.  If  an  object  is  polymorphed  to  one  of  a  nearby  kingdom
(animal-vegetable,  vegetable-  mineral)  the spell's duration is one hour
per level of the caster.  If the change is from animal to mineral (or  the
reverse),  it lasts for one turn per level of the caster.  If no change in
kingdom occurs (for example,  if a creature is polymorphed into some other
creature),  the  change is permanent until removed by a dispel magic spell
(at normal chances for success).
   Note that   creatures   created   by  means  of  this  spell  are  not
automatically friendly.  A polymorph cannot affect a creature's age or hit
points.  (See the 4th level polymorph self and polymorph others spells for
other guidelines.)
   This spell will not affect a creature which has  more  than  2  x  the
spellcaster's  experience  levels in Hit Dice.  For example,  a 20th level
magic- user cannot affect a creature with 41 or more Hit Dice.

Power Word Blind
Range:120'
Duration: 1-4 days or 2-8 hours (see below)
Effect: Blinds 1 creature with 80 hit points or less With this spell, the
caster may blind one victim within 120' (no saving throw).  A victim  with
1-40  hit  points  is  blinded for 1d4 days;  one with 41-80 hit points is
blinded for 2d4 hours. The spell does not affect creatures with 81 or more
hit points.
   A blinded victim suffers penalties of - 4 on all saving throws and  +4
on armor class. A cleric's cure blindness or cureall spell will not remove
this blindness unless the cleric is of a level equal to or higher than the
caster of the power word blind.

Steelform
Range: Touch
Duration: Permanent
Effect: Creates up to 500 square feet of steel
   This spell is effectively identical to the 7th level  ironform  spell.
However, the material created is of weapon-quality; a swordmaker with this
spell could cast the spell and  create  a  finely-  crafted,  high-quality
sword in 12 turns (two hours) or less.
Following the  same  general  guidelines as iron- form,  a steel wall will
have an AC of -10(2) and about 20 hit points per 1" thickness.

Symbol
Range: Touch
Duration: Permanent
Effect: Creates one magical rune
   This spell  creates  a  written  magical  drawing  (a "rune") of great
power. There are six kinds of symbols; the caster must select one when the
spell is memorized. The rune may be placed on an object (such as a door or
wall) or placed in mid-air.  The rune cannot move; if placed on a creature
or  moving  object,  it  will  remain at that point when the surface moves
(possibly floating in mid-air).
   When any living creature passes over or through the rune,  or  touches
the object on which the rune is inscribed,  or (foolishly) reads the rune,
the rune's effect takes place immediately (no saving throw).
   There is one exception: a magic-user, and any other creature which can
normally cast magic- user spells (high-level thieves with scrolls  do  not
count!),  may make a saving throw vs. spells if he merely reads or touches
(rather than passes) the symbol.  If the saving throw is  successful,  the
symbol has no effect.
   All symbols look similar to normal writings.
   Six symbols  and  their  effects  are  given below;  the DM may create
others (such as polymorph, teleport, charm, geas, etc.).
   Death: Slays any creature with 75 hit points or less;  does not affect
a creature with 76 hit points or more.
   Discord: The  victim  attacks allies (if any) or is otherwise confused
(as the 4th level confusion spell).  The effect is permanent until removed
by  a  dispel magic spell (at normal chances for success) or by a cleric's
cureall spell.
   Fear: The victim immediately runs away from the symbol, at his Running
Speed, for 30 rounds (as the wand).
   Insanity: The victim becomes insane,  and can not attack, cast spells,
or use special abilities or items.  The  victim  may  walk,  but  must  be
carefully  tended or may run away.  This effect is permanent until removed
by a dispel magic spell (at normal chances for success) or by  a  cleric's
cureall spell.
   Sleep: The  victim  falls asleep,  and cannot be awakened.  The victim
will wake normally in 1d10+10 (11-20) hours or if dispel magic is used  to
negate it (at normal chances for success).
   Stunning: Affects  any  creature  with  150  or fewer hit points.  The
victim is stunned for 2d6 turns (as the power word stun spell).

Travel
Range: 0 (caster only)
Duration: One turn per level of the caster
Effect: Allows aerial or gaseous travel
   This spell allows the magic-user to  move  quickly  and  freely,  even
between  the  planes  of existence.  The caster (only) may fly in the same
manner as given by the magic-user's spell,  at a rate of 360' (120').  The
caster can also enter a nearby plane of existence, simply by concentrating
for one round. He may enter a maximum of one plane per turn.
   The magic-user may bring one other creature for every five  levels  of
experience (rounded down; for example, a 28th level magic-user could bring
five other creatures on the journey). To bring others, he must touch them,
or they must touch him, while the spell is cast and the shift is made. Any
unwilling creature can make a saving throw vs. spells to avoid the effect.
The  caster  must  take  the  others  with  him-he  cannot send them while
remaining behind.
   While this spell is  in  effect,  the  magic-user  (only)  may  assume
gaseous  form by concentrating for one full round.  (If he is interrupted,
no change occurs.) Unlike the potion effect,  all equipment  carried  also
becomes  part  of  the  same gaseous cloud.  In this form,  the caster may
travel at double the normal flying rate:  720' (240').  While gaseous, the
magic-user  cannot  use  items or cast spells,  but also cannot be damaged
except by magic (weapons or certain spells).  Also, a gaseous being cannot
pass through a protection from evil spell effect or an anti-magic shell.


Ninth Level Magical Spells

Contingency
Range: Touch
Duration: Indefinite (see below)
Effect: Prepares one  spell
 This powerful spell acts as a trigger for one stated  magic-user  spell;
this  second  spell  must  be  of 4th level of less that does not normally
cause damage.
 While casting a contingency spell,  the magic- user  must  describe  one
situation  and the spell which is contingent upon it.  When that situation
next occurs,  the  contingent  spell  effect  triggers  automatically  and
immediately, as if cast at that time.
 Examples of proper use:
 "When I am touched or struck by any living creature that is not a Lawful
or Neutral cleric,  except for my  friends  Charley  McGonigle  and  Sally
Silvernose (contingency), then cast charm monster on the creature touching
or striking me (spell)."
 "When I  have  eight  hit  points  or  less  and  am about to be damaged
(contingency),  then cast dimension  door  on  myself  to  take  me  to  a
destination  one inch above ground level directly upward;  or,  if that is
greater than 360' away,  to the furthest unoccupied area within range that
I  have  seen  within  the  12  hour period prior to the existence of this
contingency (spell effect)."
 No item or creature can have more than one contingency spell cast on it;
not even a wish can allow multiple applications. The contingency described
can  be  as detailed or as simple as desired,.  but is somewhat limited in
effect:  It must pertain to something within 120' of the triggering event.
A  contingency  based  on  a  far-off  occurrence  is  beyond  the spell's
capacity.  The target and effect of the secondary  spell  must  always  be
specified,  and if any necessary details are lacking,  the secondary spell
does not occur.
 A contingency spell effect has no maximum duration.  It may  remain  for
centuries before the situation described comes to pass.

Create Any Monster
Range: 10'
Duration: 3 turns
Effect: Creates one of more monsters
 This spell  is similar to the 7th level spell create normal monsters and
the 8th level spell create magical monsters, but with fewer limitations on
the types of creatures appearing.
 The range  and  duration are triple those of the 7th level version.  The
spell cannot create humans  and  demihumans,  but  can  create  any  other
creature,  regardless  of  the  number  of  special abilities (asterisks).
However,  if the caster wants to create a  creature  with  three  or  more
asterisks, the  caster  must  have  carefully studied one (either alive or
dead) for at least one hour to be able to create another with this  spell.
As with the lesser spells,  the maximum number of Hit Dice of creatures is
equal to the level of the caster.
 To create a construct (as described in  Chapter  14),  the  caster  must
obtain  the proper materials necessary to create the construct.  The spell
will create only one construct,  regardless of the caster's Hit Dice;  but
it  is  permanent,  and  does not vanish at the end of the spell duration.
(However,  a dispel magic spell,  with  normal  chances  of  success,  can
destroy this type of construct.)
  As with the 8th level spell, the cost of materials required to create a
construct  is  a  minimum  of  5,000  gold  pieces  per asterisk (or more,
depending on your campaign).  If the construct has four or more  asterisks
(such as a golem),  the cost is doubled (or more; ask your DM). Chapter 16
contains more rules for enchanting magical items  (including  constructs),
and has suggestions regarding nondispellable constructs.
  Created monsters  of  all types can be blocked by protection from evil
or anti-magic shell effect.

Gate*
Range:30'
Duration: 1d10 x 10 (1- 100) turns or I turn
Effect: Opens a portal to another plane
  When the magic-user casts this spell,  he must  name  one  target:  the
Ethereal Plane, the Astral Plane, one of the four elemental planes, or one
outer plane.  He must also name a resident of that plane,  usually that of
an Immortal,  a ruler of the plane. The spell opens a direct connection to
the other plane of existence.
  A gate to an outer plane remains open for only one turn. Any other gate
remains open for 1d10x10 (1-100) turns, and there is a 10% chance per turn
that  some  other-planar creature will wander through the gate while it is
open.
  A gate to an elemental plane actually creates a vortex and a  wormhole,
and  a  wish  may be used to make them permanent.  Planes,  vortexes,  and
wormholes are described in Chapter 18.
  Contact with an outer plane is dangerous,  and the magic-user must know
and  speak the name of the Immortal he wishes to contact.  The Immortal he
calls will probably (95 %  chance) arrive in 1d6 rounds, but there is a 5%
chance that some other being from the outer planes will respond.  When the
being arrives, it immediately looks for the spellcaster.
   If the  caster does not have an excellent reason for opening the gate,
the being will probably destroy the caster. Even if the caster provides an
excellent  reason,  the  being  may  merely leave immediately,  showing no
interest.  If the reason is of supreme importance to the magic-user and of
some  interest to the being (DM's discretion),  it may actually help for a
short time.
  The reverse of this spell,  close gate,  will close a gate  created  by
normal form of the spell. It can also be used to close a permanent gate to
a nearby plane (such as an elemental vortex).  But the spell cannot affect
an  Immortal;  it  cannot,  for instance,  make him leave if he chooses to
stay.

Heal
Range: Touch (one creature)
Duration: Permanent
Effect: Cures anything

  This spell's effect is identical to that of the 6th level cleric  spell
cureall.  When  used  to  cure wounds,  it cures nearly all of the damage,
leaving only 1d6 points of damage  remaining.  It  can  instead  remove  a
curse, neutralize a poison, cure a disease, cure blindness, or even remove
a feeblemind effect.


Immunity
Range: Touch (one creature)
Duration: One turn per level of the caster
Effect: Bestows immunity or resistance to some spells and weapons

  This spell  gives the recipient total immunity to all 1st-,  2nd-,  and
3rd level spells.  Furthermore,  4th- and 5th level spells have only  half
normal  effect,  or  one-quarter  normal  if the victim makes a successful
saving throw.  Any spell effect that is quantifiable is reduced in effect;
these effects include reductions in duration,  bonuses, penalties, damage,
etc. Round fractions off in the recipient's favor.
   The recipient is also completely immune to  all  missiles  (normal  or
magical),  as well as normal and silver weapons; he takes half damage from
magical hand-held weapons.  This applies only to  weapons;  claws,  bites,
breath weapons, and other natural attack forms are not blocked.
  By concentrating,  the recipient  can  drop  the  protection,  allowing
spells  (such  as  cure wounds) to have normal effects for that round.  If
dropped,  the immunity is absent for one round (including  the  protection
from weapons), but returns automatically at the end of the round.
   A carefully worded wish  spell  can  extend  this  protection,  giving
immunity  to 4th level spells and +1 weapons,  and half normal effect from
5th and 6th level spells. No further improvements are possible.


Maze
Range:60'
Duration: See below (1d6 turns, 2d20 rounds, 2d4 rounds, or 1d4 rounds)
Effect: Traps one creature
  This spell creates an indestructible  maze  in  the  Astral  Plane  and
places   one  victim  into  the  maze  (he  gets  no  saving  throw).  The
intelligence of the victim determines the time  he  needs  to  escape  the
maze.

Maze      Duration
Victim's                   Time Required
Intelligence                To Escape
Non to Low (1-8)             1d6 (1-6) turns
Average  ( 9-12)           2d2O (2-40) rounds
High     (13-17)             2d4 (2-8) rounds
Genius   (18+)               1d4 (1-4) rounds
  When he escapes the maze,  the victim returns to the exact  place  from
which he originally disappeared.

Meteor       Swarm
Range:240'
Duration:       Instantaneous
Effect: Creates four of eight meteor-fireballs
  This spell creates either 4 or 8 meteors (at the caster's choice). Each
meteor can be aimed at a different  target  within  range,  but  only  one
meteor can be aimed at any one creature. Each meteor slams into its target
and explodes like  a  fireball  (affecting  all  creatures  within  a  20'
radius).
  If the caster creates four meteors,  each strikes for 8d6 (8-48) points
of damage and then explodes for 8d6 (8-48) points of fire damage. If
the caster  creates  eight  smaller  meteors,  each strikes for 4d6 (4-24)
points and then explodes for 4d6 more points of fire damage.  Note that if
the  meteors  are  aimed  accurately,  a  victim or area might find itself
within overlapping blasts and thus take explosion damage multiple times.
   The player rolls damage for each strike and blast separately. A meteor
never misses its  target.  Any  victim  struck  by  a  meteor  takes  full
"strike" damage (no saving throw).  Each victim within a blast radius may
make a saving throw vs.  spells to take  only  half  of  the  given  blast
damage. Even fire-resistant and fire-using creatures are fully affected by
strikes from a meteor swarm, although they might be resistant to the fiery
explosions.  A  separate  saving  throw  must  be  made for each blast the
character contacts.

Power Word Kill
Range:120'
Duration: Instantaneous
Effect: Slays or stuns one or more creatures
   This spell  enables  the  caster  to affect one or more victims within
120' (no saving throw).  Exception:  A magic-user,  and any creature which
can  cast magic-user spells,  may make a saving throw vs.  spells to avoid
this effect, with a -4 penalty to the roll.
   A single victim with 1-60 hit points is automatically slain;  one with
61-100  hit  points  is stunned (as power word stun) and unable to act for
1d4 turns, No creature with 101 or more hit points is affected.
   The spell can also be used to slay up to five victims if each  has  20
hit points or less (again, no saving throw).

Prismatic Wall
Range:60'
Duration: 6 turns
Effect: Creates a multi-colored barrier
   This spell  creates  a  barrier  of  many  colors  with  a  glittering
appearance as if from light shining through  a  prism.  This  wall  is  2"
thick,  with  1/8" between the colors.  The effect must be either a sphere
with a radius of 10',  centered on the caster, or a flat surface (vertical
or horizontal) of up to 500 square feet in area.
   Whatever its form,  the prismatic wall cannot  be  moved  (even  by  a
wish).  The caster may pass through it freely and unharmed, with any items
he chooses to carry. All other creatures and objects contacting or passing
through  the  prismatic wall are affected by its magic,  starting with the
first color they contact.
   It takes  powerful magic to break through the wall.  A wish spell or a
rod of cancellation will remove the three outermost remaining colors,  but
that's all.
   To break through a prismatic wall,  an attacker must attack it with  a
specific  sequence  of  spells.  Each  spell  will cancel one color of the
prismatic wall.  These remedy spells,  shown on the chart below,  must  be
cast  in  the  correct  order  (first,  any magical cold to remove the red
layer; then, any magical lightning to remove the orange layer; and so on).
When  cast  successfully,  each  spell  causes  the  appropriate  color to
disappear from the wall.  When all layers are gone,  so  is  the  wall.  A
person  with  an  active  anti-magic  shell  (including  the caster of the
prismatic wall) will not be able to pass through the wall, but the attempt
will not damage either the anti-magic shell or the prismatic wall.
   The prismatic  wall  extends  into the nearest plane of existence (the
Ethereal Plane,  if cast on  the  Prime  Plane),  appearing  there  as  an
indestructible solid wall. Planar and dimensional travel can therefore not
bypass it. The colors and effects of a prismatic wall are always the same;
when created, the violet side is always closest to the caster. The effects
and colors of the prismatic wall are summarized below.

 Prismatic   Wall   Effects

Color    Effect                                        Negated By

Red      Blocks all  magical  missiles;                Any magical cold
         inflicts 12 points of damage
         (no  saving   throw   allowed)
Orange   Blocks   all    nonmagical    missiles;       Any magical lightning
         inflicts 24 points of damage
         (no  saving   throw   allowed)
Yellow   Blocks  all  breath   weapons;                Magic missile spell
         inflicts 48 points   of damage
         (no  saving   throw   allowed)
Green    Blocks  all  detection  spells                Passwall spell
         (crystal  balls,  ESP,  etc.);
         saving  throw   vs.   poison   or   die
Blue     Blocks   all   poisons,   gases,    and       Disintegrate spell
         gaze  attacks;   anyone   touching   it
         must   make   a   saving   throw    vs.
         turn to stone or be petrified
Indigo   Blocks  all   matter;   anyone                Dispel magic spell
         touching  it   must   make   a   saving
         throw vs. spells or be
         gated to a random
         outer   plane,   and   possibly   (50%)
         lost forever
Violet   Blocks  magic  of  all  types;   anyone       Continual light spell
         touching  it   must   make   a   saving
         throw   vs.   wands   or   be    struck
         unconscious   and   insane    (curable
         only by a cureall spell
         or a wish)



 Shapechange
 Range: 0 (caster only)
 Duration: One turn per level of the caster
 Effect: Caster may change form

   This spell is similar to the 4th level polymorph self  spell,  but  is
far more powerful,  The caster actually becomes another creature or object
in all respects except the mind, hit points, and saving throws. The caster
takes his new armor class, attack rolls, special attack forms, immunities,
and all other details from the form he has taken.
A magic-user cannot cast spells in any  form  except  that  of  a  bipedal
humanoid (demihuman,  goblin, ogre, giant, etc.). The caster cannot take a
completely unique form (such as that of a  specific  character,  Elemental
Ruler,  of  Immortal).  He  can gain the likeness but not the abilities of
another character class.  When wearing another  form,  he  can  only  cast
spells from his own memory;  he can't cast from scrolls of his spell book.
He cannot assume huge inanimate forms;  if he tries to, the form will be a
maximum  of  one  foot  tall per experience level of the caster and 100 cn
weight per level.
   Except for these limits,  the caster can become any creature or object
that he or  she  has  ever  seen.  He  cannot  change  into  imaginary  or
unfamiliar creatures;  unless there are ten-armed trolls in your campaign,
for example,  he cannot turn into one. The caster may change shape at will
during  the  spell's  duration;  each  change  requires  a  full  round of
concentration.
   Note that  the caster does assume the flaws of the new form as well as
its strengths. If, for example, the caster is struck by a sword +2, +5 vs.
dragons while in dragon form, the +5 bonus applies against his new form.
   This spell  effect  cannot  be made permanent and is subject to dispel
magic.  During the spell duration,  the caster  cannot  pass  through  any
protection from evil or anti-magic shell span effect.

Survival
Range:Touch
Duration: One hour per level of the caster
Effect: Protects  one  creature  against  all  non-  magical environmental
damage

This spell  protects  the  recipient  from adverse conditions of all types,
including normal heat or cold,  lack of air, and so forth. While the spell
is in effect,  the caster needs no air,  food,  water, or sleep. The spell
does not protect against  magical  damage  of  any  type,  attack  damage,
poisons, breath weapons, or physical blows from creatures. It does protect
against all damage  caused  by  natural  conditions  on  other  planes  of
existence.
   For example, a cleric might use this spell: in a desert or blizzard to
prevent  damage  from  the natural conditions;  underground or underwater,
enabling survival without air;  in space,  to magically survive in vacuum;
or  on  the  elemental plane of Fire,  to protect against conditional fire
damage.


Timestop
Range: 0 (caster only)
Duration: 2-5 rounds
Effect: Allows caster to act for 1d4 + 1  (2-5)  rounds  while  everything
       else "stops"

   To the caster,  this spell seems to stop time. It speeds the caster so
greatly that all other creatures seem frozen at their  Normal  Speeds,  in
"normal time." From the caster's point of view, the effect lasts for 1d4+1
(2-5) rounds.  The caster may perform one  action  during  each  of  these
magical rounds.
   Normal and magical fire,  cold,  gas,  etc. can still harm the caster.
While the timestop is in effect, however, other creatures are invulnerable
to the caster's attacks and  spells.  Spells  with  durations  other  than
"instantaneous"  may be created 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 timestop ends.
   The spellcaster  cannot move items held by those in "normal time," but
can move other items that are not "stuck"' including those worn or carried
by  others.  The  caster  is  completely  undetectable by those in "normal
time." However,  the magic-user cannot pass through a protection from evil
or anti-magic shell while under this spell's effect.

Wish
Range: Special
Duration: Special
Effect: Special
   A wish is the single most powerful spell a magic-user can have.  It is
never found on a scroll,  but may be placed  elsewhere  (in  a  ring,  for
example) in rare cases.  Only magic-users of 36th level and with an 18 (or
greater) Wisdom score may cast the wish spell.
   Wording the  Wish:  The  player  must  say or write the exact wish his
character makes.  The wording is very important.  The  wish  will  usually
follow the literal wording, and whatever the intentions of the magic-user.
   The DM should try to maintain game balance, being neither too generous
nor  too  stingy  in deciding the effects of a wish.  Even a badly phrased
wish,  made with good intentions,  may have good results.  However, if the
wish  is greedy,  or made with malicious intent,  the DM should make every
effort to distort the results of the spell  so that the  caster  does  not
profit from it.  If necessary, the DM can even disallow the wish; it would
then have no effect.  Whenever a wish fails or is misinterpreted,  the  DM
should explain (after the game) the problem or flaw in the phrasing.
   Here are some examples of faulty wishes:
   "I wish that I knew everything about this dungeon" could result in the
character knowing all for only a second, and then forgetting it.
   "I wish  for a million gold pieces" can be granted by having them land
on the character (that's 100,000 pounds of gold!), and then vanished.
   "I wish to immediately and permanently possess the  gaze  power  of  a
basilisk while retaining all of my own abilities and items" is a carefully
worded wish that's out of balance. Characters able to use these high-level
spells are already quite powerful. This wish could result in the character
growing a basilisk head in addition to the character's own head.
   A wish cannot be used to gain either experience points  or  levels  of
experience.
   Possible Effects:  A properly worded wish can substitute for any other
magical  spell  of 8th level or less,  or any clerical or druidic spell of
6th level or less,  at the DM's discretion.  This common use of a wish  is
more likely to succeed with little chance for error than other uses of the
spell.
   Otherwise, if the wish is used to harm another  creature,  the  victim
may make a saving throw vs.  spells. If the save is successful, the victim
takes half the ill effects and the other half rebounds on the caster  (who
may  also  save to avoid it,  but with a -4 penalty to the roll).  If the
wish will inconvenience someone  without  harming  him  (for  example,  by
causing  him  to  teleport into a prison cell),  the victim gets no saving
throw.
   A character can use a wish to gain treasure, up to a maximum of 50,000
gold pieces per wish.  However,  the caster loses 1 experience  point  per
gold  piece  value  of treasure gained,  and this loss cannot be magically
restored.
  The magic-user can use a wish to temporarily  change  any  one  ability
score  to a minimum of 3 or maximum of 18.  This effect lasts for only six
turns.
  Wishes can also be used to permanently increase ability scores, but the
cost  is  very  high:  You  must  cast as many wishes as the number of the
ability score desired.  All the wishes must  be  cast  within  a  one-week
period.
  You may raise an ability score only one point at a time.  To raise your
Strength from 15 to 16 takes 16 wishes.  To then raise it to 17 will  take
an additional 17 wishes. Wishes cannot permanently lower ability scores.
  A wish cannot raise the maximum experience level for human  characters;
36th level is an absolute limit. However, one wish can allow demihumans to
gain one additional Hit Die (for a new maximum of 9 for halflings,  11 for
elves,  and  13 for dwarves).  This affects only hit points,  and does not
change any other scores (such as attack rolls,  elves' number  of  spells,
etc.).
  A wish can change a demihuman to a human, or the reverse. Such a change
is  permanent,  and  the recipient does not become magical.  Halflings and
dwarves become fighters of the same level.  Elves  become  magic-users  or
fighters  (but  not  both),  at the choice of the caster of the wish.  The
changed character would then gain levels of experience normally.  A  human
changes to the same level demihuman,  but no higher than the normal racial
maximum.
  If one character casts a wish to change another's  character  c@s,  the
victim (at his option) may make a saving throw vs.  spells with a +5 bonus
to resist the change.
  A wish can sometimes change the results of a past occurrence.  This  is
normally limited to events of the previous day.  A lost battle may be won,
or the losses may be made far less severe,  but impossible odds cannot  be
overcome completely. A death could be changed to a near- death survival; a
permanent loss could be made temporary.  The DM may wish to advise players
when their wishes exceed the limit of the spell's power (or his patience).
  Important Note:  Whenever an effect is described as being  unchangeable
"even with a wish," that statement supersedes all others here.
   Wishes can cause great problems if not handled properly.  The DM  must
see that wishes are reasonably limited or the balance and enjoyment of the
game will be completely upset.  The DM should not allow wishes that  alter
the  basics  of  the  game  (such as a wish that dragons can't breathe for
damage).  The more unreasonable and greedy the wish is,  the  less  likely
that the wish will become reality.


                                    61

                                Equipment


  Characters who  throw  themselves  into  dangerous  situations tend to
survive a lot longer of they have the right tools  and  equipment  for  each
situation.  In this chapter, we list most of the normal equipment characters
will need in a game.

Money

Some quick notes on money in the D&D game:

  Starting Gold.  Beginning characters receive a one-time sum of 3d6  x  10
gold  pieces.  This  represents  money  saved  up by the character before he
embarked on his adventuring career,  or money given to  him  by  his  family
before he left home.  It should be spent on weapons,  armor,  and equipment;
the DM may have recommendations as to what the characters should  buy.  When
first created, the character also can be assumed to own two or three sets of
plain clothes, a pair of shoes, a belt, and a belt-pouch.

  Abbreviations: The game commonly uses the following abbreviations.
   platinum  pieces = pp
   gold pieces = gp
   electrum  pieces = ep
   silver pieces = sp
   copper pieces = cp
Conversions: You can convert money  from  one  type  to  another  using  the
following values.
   1 sp = 10 cp
   1 ep =  5 sp = 50 cp
   1 gp =  2 ep = 10 sp = 100 cp
   1 pp =  5 gp = 10 ep =  50 sp = 500 cp

Weapons

  Most characters  will  want  to  carry one or more reliable weapons.  The
Weapons Table shows the weapons available in the D&D  game.  Some  of  these
weapons  have special effects that are Some of the weapons in the table will
look very similar to  one  another.  But  these  weapons  often  demonstrate
substantial  differences  if  you also use the optional weapon mastery rules
described in the next chapter.
  Weapon information in the table is defined as follows:
* Item gives the weapon's name.
* Damage shows the amount of damage the
weapon does; if the column shows "1d6" for instance, you'd roll 1d6, for a
result  of I to 6 points of damage whenever you hit with that weapon.
* Range  shows  the  range  characteristics  of  the  weapon  if  it   fires
projectiles or can be thrown. A number like "60/120/180," for example, means
that the weapon is at short range (for the indicated  +  1  to  attack  roll
modifier)  from  11  to  60';  it  is  at  medium  range (for no attack roll
modifier) from 61' to 120';  and it is at long range (for a -  1  to  attack
roll modifier) from 121' to 180'. Beyond 180', it cannot hit a target. These
distances are measured as feet indoors and as yards outdoors; for example, a
crossbow  that  can  fire  180'  ins1de a dungeon can launch its quarrel 180
yards outs1de.
* Cost  (gp)  shows  how much it costs to buy the weapon in gold pieces(gp).

  Weapons Table
                                  Range       Cost   Enc
  Item                   Damage   S/MIL       (gp)  (cn)   Notes

  Ammunition:
  See Ammunition Table

  Axes:
  Axe, Battle            1d8                     7     60  r,2H,M
  Axe,  Hand             1d6      10/20/30       4     30  t,S


  Bows:
  Bow, Short             1d6      50/100/150     25    20  a,m,2H,M
  Bow,Long               1d6      70/140/210     40    30  a,m,2H,L
  Crossbow, Light        1d6      60/120/180     30    50  a,m,s,2H,M
  Crossbow, Heavy        2d4      80/160/240     50    80  a,m,s,2H,L

  Bludgeons:
  Blackjack              1d2                     5      5  c,r,s,S
  Club                   1d4                     3     50  c,r,M
  Hammer, Throwing       1d4      10/20/30       4     25  c,t,M
  Hammer,      War       1d6                     5     50  c,r,M
  Mice                   1d6                     5     30  c,r,M
  Staff                  1d6                     5     40  c,r,w,2H,M
  Torch                  1d4                     1/6   20  c,r,S

  Daggers:
  Normal                 1d4      10/20/30        3    10  t,W,S
  Silver                 1d4      10/20/30       30    10  t,w,S

  Pole    Weapons:
  Halberd                1d10                    7    150  s,2H,L
  javelin                1d6      30/60/90       1     20  t,M
  Lance                  1d10                    10   180  s,v,L
  Pike                   1d10                    3     80  s,v,2H,L
  Polearm                1d10                    7    150  s,2H,L
  Poleaxe                1d10                    5    120  s,2H,L
  Spear                  1d6      20/40/160      3     30  t,v,L
  Trident                1d6      10/20/30       5     25  s,t,M

  Shield Weapons:
  Shield, Horned         1d2                     15    20  s,S
  Shield,    Knife       1d4 + 1                 65    70  s,S
  Shield,    Sword       1d4 + 2                 200  185  s,v,M
  Shield, Tasked         1d4 + 1                 200  275  s,2H,L

  Swords:
  Short                  1d6                     7     30  r,S
  Normal                 1d8                     10    60  r,M
  Bastard
  One-Handed             1d6 + 1                 15    80  R,HH,L
  Two-Handed             1d8+1                   15    80  r,2H,L
  Two-Handed             1d10                    15   100  2H,L

  Other Weapons:
  Blowgun, up to 2'      Nil        10/20/30     3      6  a,m,s,w,S
  Blowgun, 2'+           Nil        20/25/30     6     15  a,m,s,w,2H,M
  Bola                   1d2        20/40/60     5      5  s,t,M
  Cestus                 1d3                     5     10  s,S
  Holy       Water       1d8        10/30/50    25      1  C,S,t,W,S
  Net                    Nil        10/20/30     n      n  s,t,w,M or L
  Oil,     Burning       1d8        10/30/50     2    100  C,S,t,W,S
  Rock, Thrown           1d3        10/30/50  1/10     10  C,t,W,s
  Sling                  1d4        40/80/160    2     20  c,m,w,S
  Whip                   1d2                  1/ft  10/ft  s,w,m

  (For  explanations  of  Notes,  see   the   next   page.)



 Weapons Table (Notes)
 a The weapon's normal load of ammunition is already included in the weapon's
         encumbrance  (bow:  20  arrows;  crossbow:  30 quarrels;  sling:  30
         stones;  blowgun:  5 darts).  If you want  to  vary  the  number  of
         missiles  you carry with the missile weapon,  2 arrows equal 1 cn in
         encumbrance, 3 quarrels equal 1 cn, 5 sling stones equal I cn, and 5
         darts  equal  I  cn.  Therefore,  a  long  bow without arrows has an
         encumbrance of 20 cn;  a light  crossbow  without  quarrels  has  an
         encumbrance of 40 cn.
 c Clerics may use this weapon.  Druids may,  too, if they can find a form of
         this weapon with no metal or stone parts.
 m Missile weapon;  never used  as  a  melee  weapon.
 n A net's cost and encumbrance are based on its size.  Nets cost I sp per
    square foot of surface area and have an encumbrance of 1  cn  per  square
    foot. A  Medium  net  (6'x  6')  would  cost  36  sp (3.6 gp) and have an
    encumbrance of 36 cn.
 r This  weapon  can  be  thrown,  but  is  only  rarely used this way;  only
    characters at the Expert or greater  level  of  weapon  mastery  can
    throw this weapon in combat.
 s    This weapon has special features; read the weapon description.
 t    This is a  hand  weapon  that  may  also  be  thrown.
 v    This weapon may be set vs. a charge.
 w    Magic-users  may  use  this  weapon  at  the  DM's   discretion.
 HH This weapon can be used either one-handed or two-handed. Used two-handed,
         it  operates  similarly  to  two-handed  weapons (i.e.,  the wielder
         cannot use a shield when using the  weapon  this  way).  However,  a
         character using this weapon,  even in its two-handed style, does not
         automatically lose individual initiative. Halflings and other  small
         races can use this weapon.
 2H This weapon requires two hands for use. The wielder of the weapon may not
         use  a  shield  and always loses individual initiative to characters
         not using a two-handed weapon.  Halflings and small races cannot use
         this weapon.
 S   Small weapon.
 M   Medium weapon.
 L   Large weapon.

 Weapon Special Effects Table

 Victim's      Bonus to         Failed Saving Throw Results*
 Level  or       Saving               Bola, Net,
 Hit  Dice        Throw    Blackjack  or    Whip   Blowgun
 Up  to  1         None    Knockout   Entangle     By poison
 1 + 1 to 3          +1    Knockout   Entangle     By poison
 3 + 1 to 6          +2    Stun       Slow         By poison
 6 + 1 to 9          +3    Stun       Slow         By poison
 9 + 1 to 12         +4    Delay      Delay        By poison
 12 + or more        +5    Delay      Delay        By poison

    * The  effects of successful saving throws are explained in each weapon's
 description.

  Ammunition Table
                                     Standard            Enc
              Type     of            Load (# of   Cost   of shots
  Weapon      Ammunition             Shots)       (gp)   per cn)

  Blowgun     Dart                      5            1     5
  Bow         Arrow                    20            5     2
              Silver-tipped arrow       1            5     2
  Crossbow    Quarrel                  30           10     3
              Silver-tipped quarrel     1            5     3
  Sling       Stone or lead pellet     30            1     5
              Silver pellet             1            5     5

  * Enc (cn) shows  how  much  encumbrance  the  weapon  has,  measured  in
coin-weights (cn).  One coin weighs one-tenth of a pound.  Remember that the
more encumbrance a character is carrying, the slower he moves.
  * Notes  refers  you  to  the  description  section that describes weapon
characteristics.  Sometimes a weapon that looks unimpressive  on  the  chart
will  have  special  features listed in the Notes column,  and those special
features might make them very useful weapons indeed.

Ammunition

   Missile weapons such as bows eventually run out  of  ammunition;  here's
what it costs to buy additional ammunition.
   These figures apply for any type of weapon that goes by the name  shown.
Arrows  cost  the same,  come in the same standard loads,  and have the same
encumbrance for a short bow as for a long bow; darts for a short blowgun are
identical to those for a long blowgun.

   Silver-tipped arrows  and  quarrels  are like ordinary missiles,  except
that their arrowheads are made of silver, which is useful when fighting cer-
tain monsters.  Such arrows are comparatively expensive and are usually sold
by the arrow,  rather than in batches of 20 or 30.  Likewise, silver pellets
are made for slings.
  Arrow and quarrel costs include the price of a cheap quiver or case, both
of which carry a stand are load of ammunition.

Weapon Descriptions

  The weapons from the Weapons Table are described here. They are listed in
alphabetical order for convenience.

   Axe, Battle: This is a large one- or two-bladed chopping head fixed upon
a  long (3'- 5') wooden shaft.  This is a two-handed weapon;  the wielder of
the weapon may not use a shield and always loses  individual  initiative  to
characters  not  using  a two-handed weapon. Halflings and small non-humans
such as goblins cannot use this weapon.

   Axe, Hand:  This is a small chopping  blade  (usually  only  one  blade)
affixed  to a small (1'-2') wooden shaft.  It is a one-handed weapon and may
be thrown.

   Bastard Sword: See Sword, Bastard (below).
   Battle Axe: See Axe, Battle (above).

  Blackjack: This weapon is a small leather sack,  4" -8" long, filled with
sand or metal shot and with a looped strap attached. It causes little damage
(1d2  points) but,  if it is used to strike a victim's head or neck,  it can
possibly stun or cause unconsciousness.
  This weapon  has  no  effect on a victim wearing a metal helmet (which is
included in any set of plate,  banded,  chain,  or scale  mail)  or  on  any
unarmored  monster of armor class 0 or less (which indicates very tough skin
or protective plating).
  The DM  decides  whether  or  not  someone  using a blackjack can hit his
target's head.  The DM might dec1de,  for  example,  that  someone  who  has
sneaked  up on a completely unsuspecting target can aim at the target's head
with no penalty,  or that the character,  in combat,  can aim at the enemy's
head  by  taking  a  -4  penalty  to  the  attack  roll.  Also at the DM's
discretion,  if the target is so much taller  than  the  attacker  that  the
attacker  can't  reach  his  head,  then  the attack can only inflict normal
damage.
  If the  attack  does  hit  the target's head,  consult the Weapon Special
Effects Table.  The victim must make a saving throw vs.  death ray (possibly
with a bonus;  see the table).  If he fails the saving throw, he suffers the
additional effects shown on the table,  as determined by his Hit Dice. These
effects are as follows:
  Knockout: The victim is immediately unconscious  and  remains  helpless
for d100 (d%) rounds.
  Stun: The victim is stunned and will remain stunned until he successfully
makes a saving throw vs.  death ray. He may try to make a nev., saving throw
each round.
   Delay: The  victim  is  mildly  dazed;  he  loses initiative on the next
round.
  Blowgun: This weapon is a tube, 6" -4' long. The user places a small dart
or thorn into it,  aims the tube at a target, and blows air into it forcing
the dart to fly toward the target.
  The darts cause no damage themselves.  However,  the  darts  are  usually
treated with poison. A blowgun dart merely scratches the victim, with little
penetration;  it inflicts no real damage.  If hit,  the victim must  make  a
saving  throw  vs.  poison  or suffer the effects.  Depending on the size or
level of experience of the victim,  he may gain a bonus to the saving  throw
(see  the Weapon Special Effects Table).  No undead creature of any creature
immune to poison can be harmed by a blowgun.
  The use  of  deadly poison as a weapon is not a good act.  Because of its
dangers, poison may be declared illegal by local or regional rulers. In this
case,  Lawful  characters do not typically use it.  The DM may choose not to
allow player characters to use poisons in his campaign.  Warn players  that,
if they want their characters to use blowguns,  monsters will have them as
well.
  Longer blowguns are two-handed weapons; the wielder of the weapon may not
use a shield and always loses individual initiative to characters not  using
two-handed weapon.  Halflings and small nonhumans such as goblins cannot use
this weapon.
  Bola: This  weapon  is  a  cord  with  weighted balls on the ends.  It is
whirled around and thrown at a victim.  It causes very little damage  itself
(1d2 points), but may entangle, slow, or delay the victim.
If the attack roll is a 20 (not counting any  modifiers),  the  victim  must
make a saving throw vs.  death ray or be immediately paralyzed;  he will die
in 1d6 + 2 (3-8) rounds from strangling unless rescued. If freed, the victim
remains  effectively paralyzed for 2d6 (2-12) rounds.  Creatures that do not
breathe (such as constructs) are immune to this effect.  If the attack  roll
is  successful but not a 20,  the victim must make a saving throw vs.  death
ray,  possibly with a bonus (see the Weapon Special Effects Table).  If  the
saving throw is successful,  the attack has no effect except damage.  If the
victim fails the saving throw,  the result varies by the victim's experience
level or size (see the Weapon Special Effects Table).  The victim may try to
make a new saving throw during the hand-to-hand combat phase of  each  round
until  one  is  successful;  this  indicates that the victim has removed the
bola.  If another character tries to remove  the  bola  that  has  struck  a
victim,  the  victim  rolls his own saving throw vs.  death ray,  with a + 2
bonus.  When the victim makes the saving throw,  the bola  is  removed.  The
victim  may  spend 1 round destroying the bola if he has an edged weapon and
chooses to destroy it.  Otherwise,  the bola is undamaged; he can hold on to
it  or  drop  it.  Possible  bola  effects,  as listed on the Weapon Special
Effects Table,  are as follows:  Entangle:  The victim cannot  attack,  cast
spells,  or  move  until  his saving throw is successfully made.  Slow:  The
victim is slowed,  moving and attacking at half his normal rate;  he  cannot
cast spells.  Delay:  The victim automatically loses individual initiative
for the next round.  This weapon can only affect solid  creatures.  Wraiths,
specters,  ethereal  creatures,  and monsters made of water (such as a water
elemental) cannot be affected.  Bolas are awkward to carry  and  may  become
tangled.  For  each  additional  bola carried,  the encumbrance of the bolas
triples: 1 bola = 5 cn, 2 bolas = 15 cn, 3 bolas = 45 cn, etc.

  Bow, Long:  This is a piece of wood bent into a curve, with a taut string
holding  it  in  that position;  it is used to launch arrows.  This bow is a
two-handed weapon; the wielder of the weapon may not use a shield and always
loses  individual  initiative  to  characters not using a two-handed weapon.
Halflings and small races such as goblins cannot use this weapon.

Bow, Short:  This bow is similar to the long bow,  but it is smaller and not
able to fire arrows as far.  It,  too, is a two-handed weapon, but it can be
used by halfling characters and small races such as goblins.

  Cestus: The cestus (plural:  cesti) is a sort of glove or  thong  wrapped
around the hand; it has rough, cutting edges on the back, so that a punching
attack will inflict more damage on an opponent.  If the  campaign  uses  the
optional  rules  for  two-weapons  use,  a character does not suffer the -4
penalty for the cestus worn on his off hand.

Club: This is a simple, blunt piece of wood used to batter opponents.

Crossbow, Heavy:  This is a missile weapon consisting of a tough bow (like a
small bow,  but smaller and sometimes made of metal) laid crosswise across
a stock with a trigger, It fires stubby arrows called quarrels.
  Heavy crossbows  are bulky,  requiring two hands to use,  and are slow to
reload.  A character with 18 strength can draw back the string with one hand
and  fire  every  round,  but  weaker  characters  must  point  the crossbow
nose-down on the ground,  brace it with one foot,  and draw back the  string
with both hands in order to reload it;  they can only fire it once every two
rounds.
  This crossbow  is a two-handed weapon;  the wielder of the weapon may not
use a shield and always loses individual initiative to characters not  using
a  two-handed  weapon.  Halflings and small nonhumans such as goblins cannot
use this weapon.
  Crossbow, Light:  This  weapon  is  similar  to  the heavy crossbow,  but
smaller. It also requires two hands to load, but only one to fire.
  This crossbow  is a two-handed weapon;  the wielder of the weapon may not
use a shield and always loses individual initiative to characters not  using
a  two-handed  weapon.  Halfling  characters and small races such as goblins
cannot use this weapon.

Dagger: This is a small blade with a one- handed grip.  It may be  used  in
hand-to-hand  combat  or  thrown.  Some  expensive varieties are made out of
silver for use against certain magical creatures.

Halberd: See Polearms, Halberd (below).

Hammer, Throwing:  This is a short-shafted,  broad-headed hammer, capable of
crushing blows. It is balanced for throwing.

Hammer, War: This weapon consists of a broad hammer head-sometimes with two
striking ends instead of just one-on a  medium-  length  (about  3')  wooden
shaft.

Hand Axe: See Axe, Hand (above).

Heavy     Crossbow:     See      Crossbow,      Heavy
(above).

  Holy Water: This is water that has been prepared by a special cleric (who
must be at least 9th level or above). It is normally placed into a breakable
bottle or gourd and then hurled at a target;  if it strikes the target,  the
container smashes and the target is splashed.
  Holy water only does the listed damage  to  undead  monsters;  all  other
characters and monsters are unaffected by it (except for being dampened).
  If you are using the optional Weapon Mastery rules (in the next chapter),
all characters have Basic mastery level when using holy water.

Horned Shield: See Shield Weapons, Horned Shield (below).

  Javelin: This  weapon  is  a  thrusting point atop a light,  long (4'-6')
pole.  Characters can throw it at targets or use it in hand-to-hand  combat;
in hand-to-hand,  they can use it with one hand, keeping the other hand free
for a shield or weapon.  Halflings (and small races such as goblins) can use
this weapon.

Knife Shield: See Shield Weapons, Knife Shield (below).

Lance: When  in combat on horseback,  many fighters use a special long spear
called a lance.
  Fighters, dwarves,  and  elves  can  use the Lance Attack maneuver (see
Chapter 8). Mystics can use lances, though they do not have the Lance Attack
combat maneuver;  even when on the back of a charging horse,  mystics always
thrust with the weapon as though fighting with a spear.  Other human classes
cannot use a lance effectively.
  A character with a lance may still use a  shield;  however,  if  you  are
using  the optional Weapon Mastery rules (in the next chapter),  a character
who is at Basic mastery with the lance cannot yet use a  shield.  Under  the
Weapon Mastery rules,  a lance can be used to gain a defense bonus, but each
round a lance is used to defend, it causes only half damage.
  If the  wielder  of  the  lance  has the Multiple Attacks option,  he can
indeed make multiple attacks, but not all against the same foe. He must make
each  attack  against  a different target,  taking them in the course of his
lance charge.
  A lance used from the back of a flying mount can be used normally. If the
wielder needs to release the lance and ties it to his saddle so that it will
not drop to the ground, he cannot defend with it.


Light   Crossbow:   See    Crossbow,    Light    (above).

Long Bow: See Bow, Long (above).

  Mace: This is a heavy striking head attached to a short- or medium-length
wooden shaft.

  Net: A net is an open mesh of rope or cord.  Small nets (up to 10'x10')
are  commonly  used  in  hunting and adventuring and can be used as either a
hand-to-hand or thrown weapon. The net's encumbrance varies by the size.
  This weapon  is  commonly available in most campaign worlds.  Its cost is
low,  but it is easily damaged.  The net is one of humankind's first  tools,
having  been invented in prehistoric times,  and it is used by most humanoid
monsters for both hunting and defense.
  A net  can  only  affect  creatures  made  of  solid  material.  Wraiths,
specters, ethereal creatures, and monsters made of water (such as water ele-
mentals) cannot be affected.
  A net inflicts no damage on the victim,  but may entangle, slow, or delay
the victim.  The wielder makes a normal toll to hit his target;  if he does,
the target must make a saving throw vs.  death ray,  possibly with  a  bonus
(see the Weapon Special Effects Table).
  If the saving throw succeeds,  the net does not  affect  the  target;  it
drops  off him without impairing him at all.  If the victim fails his saving
throw, the result varies by the victim's experience level or size.
  Once a target is trapped in a net,  he may make a new saving throw during
the hand-to-hand combat phase of each round  until  one  is  successful;  a
successful roll indicates that the net has been pulled off and thrown as1de.
If he has a dagger (but not a longer weapon or a nonbladed  weapon)  in  his
hand when he is hit with the net,  he has a +4 to his saving throw;  success
means that he has cut his way out of the net, thus destroying it.

  Nets Table
  Victim's Size      Equivalent*     Net Size**
  Very small          Up to 1'         2'x 2'
  Small                 1+'-3'         4'x 4'
  Medium                3+'-6'         6'x 6'
  Large                 6+'-10'        6'x 6'
  Very large           10+'-15'       12'x 12'
  Huge                 15+'-20'       16'x 16'
  Mammoth              20+'-30'       25'x 25'

  * A small net is right for a target the size of a halfling;  a medium net
is right for human, dwarf, and elf targets.
  ** Or equivalent in square feet.

  Magical nets are rare.  The few that exist cannot be  damaged  except  by
fife  of  ac1d;  daggers will not cut through them.  An entangled victim can
only remove the net, not damage it.
  The effects listed on the Weapon Special Effects Table are as follows:
  Entangle: The victim cannot attack,  cast spells,  or move until a saving
throw is successful.
  Slow: The victim is slowed, moving and attacking at half his normal rate.
He cannot cast spells.
  Delay: The victim automatically loses initiative for the  next  round.
  A net can easily be damaged by any edged weapon (or claw or bite), but it
can be repaired if rope or cord is available,  which requires 1d3  turns  of
undisturbed repair work. A damaged net is useless.
   Nets come in a variety of sizes; if the target is too large for the net,
he  will  gain  bonuses to his saving throw to avoid the effects.  Using the
Nets Table,  determine how many sizes the victim is larger than the net. For
each  size  greater,  the  victim gains a +4 bonus.  A roll of I is always a
failure unless the bonus is + 20 or greater.
  Nets 6'x  6' or smaller may be used one- handed.  Larger nets require two
hands and suffer the same penalties as other two-handed weapons. The wielder
may  not use a shield,  always loses individual initiative to characters not
using a two-handed weapon;  and  halflings  and  small  nonhumans  (such  as
goblins) cannot use nets larger than 6' x 6'.

   Normal Sword: See Sword, Normal (below).

  Oil, Burning: This type of weapon usually consists of cooking or lamp oil
poured into a breakable container (such as a bottle,  gourd, or glass lamp),
with a fuse or wick attached. In combat, the wielder lights the fuse or wick
and throws it at his target (lighting and throwing only takes one  round  if
the  character  has  another  lit  object handy).  If the container hits the
target,  it bursts, splashes the target with the oil, and ignites the oil on
target.
  Burning oil causes 1d8 points of damage each round a  target  is  in  the
fire.  Oil  that has been lit and thrown will burn for 2 rounds.  If you are
using the optional Weapon Mastery rules (next chapter),  all characters  are
considered  to  have  Basic  mastery level with thrown containers of burning
oil.

  Pike: See Polearms, Pike (below).

  Polearms: Polearms consist of  various  weapon  blades  mounted  on  long
poles.  Polearms may be used only by fighters,  dwarves, elves, and mystics.
Because of a polearm's length,  a character with a polearm may attack a  foe
even  when  there  is  another  friend or foe between them.  Often,  polearm
wielders stand in the second rank of the combat,  striking over the heads of
their frontline comrades to hit front-line fighters of the enemy force.
  A polearm may be used with  the  Fighter  Combat  options.  However,  the
optional disarm rule may only be used where noted with the weapon type.
   The polearm user's attack rolls suffer penalties of -3 for each  of  the
following cases:
  * The user is a dwarf.
  * The  wielder  is  attacking  from   behind   a   larger ally.
  * An ally in front of the user is using a two- handed weapon (other  than
a polearm) or any weapon that is swung backward behind the wielder (e.g.,  a
battle axe, bola, sling, etc.), thus endangering the polearm bearer.
  If you  are  using  the  Weapon  Mastery  rules  from  the  next chapter,
characters trained in the use of these two-handed weapons  can  deflect  at-
tacks with them.
  Four types of pole arms  are  shown  on  the  Weapons  Table.  They  have
individual  entries  because each has certain characteristics that distin-
guish it from the others when using the Weapon Mastery rules. The variations
are as follows:
  Halberd: This weapon is both a thrusting and a chopping weapon.  It has a
broad axehead with a spike on the top and a hook on the back.
  Pike: This thrusting weapon  (essentially  an  extra-long  spear)  has  a
short, sharp spearhead on the end of a very long pole (12-18').
  Poleaxe: This chopping weapon has a small axehead attached to a  pole  of
varying length (5- 15'). It is essentially an extra-long battle axe.
  Polearm: All other polearms  use  this  line  on  the  Weapons  Table.  A
character  using  a polearm can say that it is a generic polearm,  or he can
say that he is using one of  the  following  specific  types  of  real-world
polearms:
  * Bardiche:  This weapon  has  a  heavy  axe  blade  with  a  long  spike
projecting forward.
  * Bill:  A lightweight weapon,  the bill has a long, narrow, single-edged
blade (like a scythe).
  * Gisarme:  This weapon resembles a bill with a thin spike on the back of
the blade, curving forward.
  * Glaive: This weapon has a broad, knifelike blade.
  * Lochaber Axe:  This weapon has a long,  heavy, single-bladed axe with a
hook on the back, pointing forward.
  * Partizan:  The  partizan  has  a  broad spearhead with two hooks at the
base, pointing forward.
  * Ranseur:  This  weapon  has a short,  sharp spike flanked by two short,
curved blades at its base.
  * Spetum:  The  spetum  has  a  long  spike  with two sharp curved blades
forming a trident shape.
  * Spontoon:  The  spontoon has an elaborate blade,  possibly wavy or with
flares.
  * Voulge: The voulge has a large, heavy, broad blade like a cleaver.
   In the campaign,  a DM can simply use the generic Polearm entry  on  the
Weapons  Table  for polearm variants.  Or,  if he's using the Weapon Mastery
rules, he can follow the guidelines in that chapter for combining the traits
of halberds, pikes, and polearms into new weapons.
  Regardless of type,  all polearms are two- handed weapons; the wielder of
the  weapon may not use a shield and always loses individual initiative to
characters not using a two-handed  weapon.  Halflings  and  small  nonhumans
(such as goblins) cannot use this weapon.

  Poleaxe: See Polearms, Poleaxe (above).

   Rock, Thrown:  This is a rock of fist size or smaller.  When a character
throws any object that causes impact damage, treat it as if it were a thrown
rock;  the DM can reduce the damage done if he thinks it is not as punishing
as a normal rock. Strength modifications apply to attack rolls and damage.
  If you  are  using the optional Weapon Mastery rules,  all characters are
considered to have Basic mastery level with thrown rocks.

  Shield Weapons: These weapons combine a shield with weapon blades. Though
awkward  and prone to breaking,  a shield weapon can provide a second attack
when used with a onehanded weapon.
Only fighters,  thieves,  and demihumans may  use  these
weapons.  Monsters rarely use shield weapons.  The larger shield weapons may
break during battle.  Check  for  breakage  whenever  the  attacker  or  the
defender rolls the exact attack roll needed. (For example, if a roll of q or
better is needed to hit and a 9 is rolled on the die,  check for  breakage.)
Each  time  a  breakage  occurs,  one  of the shield weapon's blades becomes
unusable.  The chance that a shield weapon will break is 5 or less on  1d10.
Magical  shield  bonuses add to the die roll,  and magical weapon bonuses of
the foe subtract from it. In addition to magical modifiers, modify the foe's
attack roll by -1 per 10 points of maximum damage possible.  For example, a
fighter wit@ a sword shield + 3 is attacked by a monster using a  two-handed
sword.  The  monster needs a 7 to hit his target (before any modifications),
and he rolls a 7 on the die.  The wielder of the sword shield must check for
breakage.  The shield wielder's base roll is 1d10; on a 5 or less his shield
breaks.  His roll will have a - 1 penalty because his opponent's  two-handed
sword  can  do  up  to 10 points of damage.  But he will have a bonus of + 3
because his shield is magical. He rolls a 6, which yields 6 - 1 + 3 = 8. His
shield doesn't break. The four types of shield weapons are as follows:
   Homed Shield:  A  one-foot  circular  shield that is strapped to the arm
rather than held.  A single spike projects from its center.  This shield  is
very durable and will not break.
   Knife Shield:  A small buckler equipped with one  or  two  short  blades
protruding from its sides.
   Sword Shield: A medium-size shield with one or two sword or spear blades
projecting from the sides (if round) or ends (if oblong).
   Tusked Shield:  A large shield with one to four short blades  protruding
from the sides.  It may have a central spike.  Due to its size, the tusked s
shield requires two hands to use and may not be used with  an
additional  weapon  or  another shield.  Characters using this weapon always
lose individual initiative - to  characters  not  using  two-handed  weapon.
Halflings and small nonhumans such as goblins cannot use this weapon.

Short Bow: See Bow, Short (above).

Short Sword: See Sword, Short (below).

Sling: This is a length of cord or a long leather strap with a pouch in  the
middle.  The  user places a stone or metal "bullet" in the pouch,  holds the
sling by the ends, whirls it to build up speed, and then releases one end of
the strap to launch the missile at his target.

Spear: The spear is a thrusting head attached to one end of a medium-to-long
pole (6'-8').  Fighters,  dwarves,  elves, and mystics can use the set spear
vs. charge maneuver (see Chapter 8).

Staff: This  is  a  2" -thick staff,  4'-6' long,  possibly with iron-loaded
ends.  A staff may be used by all classes,  even by magic-users if the DM so
permits.
   The staff is a two-handed weapon;  the wielder of the weapon may not use
a  shield  and  always loses individual initiative to characters not using a
two-handed weapon. Halflings and small non-humans cannot use this weapon.

Stone: See Rock, Thrown (above).

Sword, Bastard: This popular weapon is similar to a normal sword (below) but
has  a  longer  blade  and  a  hilt  (handle)  nearly  as  long as that of a
two-handed sword;  the overall weapon length may be from 3'/2' to 4'/2'. The
sword  may  be  wielded either one- or two-handed.  A character cannot use a
shield while using this item two-handed. However, it does not cause the loss
of individual initiative.  The bastard sword cannot be used by a halfling or
other small humanoid.

Sword, Normal:  This is the classic weapon of  fantasy.  It  consists  of  a
one-handed  hilt  (handle)  attached  to  a long cutting or thrusting blade;
weapon is usually between 21/2' to 3'/2' long.

Sword, Short:  This is much like the normal sword (above) but smaller; it is
usually  between  2'  to 2'1/2' long.  Halflings and small nonhumans such as
goblins can use this weapon.

Sword, Two-Handed:  This weapon, also called the great sword, is the largest
type  of sword.  It is similar to the normal sword (-above) but much longer,
usually being 4'/2' to 6'/2' long.  This sword is a two-handed  weapon;  the
wielder  of  the  weapon  may  not  use a shield and always loses individual
initiative to characters not using a two-handed weapon.  Halflings and small
nonhumans such as goblins cannot use this weapon.

Sword Shield: See Shield Weapons, Sword Shield (above).

Throwing Hammer: See Hammer, (above).

Torch: A torch is basically a flaming club. Although lighter than a club, it
is on fire so it the same amount of damage as a club (1d4).  someone uses an
unlit  torch as a bludgeoning weapon,  it does 1d2 points of damage.  If you
use the optional Weapon Mastery rules,  mastery with a club is also  mastery
with  a  torch.  However  (also  from  the  Weapon  Mastery rules),  someone
unskilled with a torch does not halve damage, but always inflicts 1d4 points
(regardless if the torch is lit).

Trident: This is a light spear with three barbed prongs on the end, designed
for underwater use.  Any small creatures (2' long or less,  such  as  normal
fish)  hit  by  a  trident  become  stuck  on  the  spiked  prongs.  To free
themselves,  they need to make an ability check vs.  Strength to free  them-
selves.  They  may  make  one  attempt per round;  many small creatures have
Strengths that do not exceed 1 or 2.  This weapon can be used either one- or
two-  handed.  Used  two-handed,  it  operates similarly to other two-handed
weapons (i.e.,  the wielder cannot use a shield when using the  weapon  this
way).  However, a character using this weapon, even in its two-handed style,
does not lose his initiative roll, and halflings and other small creatures
can use this weapon.

Tusked Shield: See Shield Weapons, Tusked Shield (above).

Two-Handed Sword: See Sword, Two-Handed (above).

War Hammer: See Hammer, War (above).

Whip: This weapon is a long,  braided leather strap with a handle. It may be
from 5'-30' long.  It is a hand-to-hand weapon and may  be  used  to  either
cause damage (1d2 points) or to entangle Before each combat round,  the user
must declare which option is being used.  Whichever  he  uses,  he  makes  a
normal attack roll.
   If he scores a hit, the whip either inflicts 1d2 points of damage or (if
entangling  is attempted) the forces the victim to make a saving throw death
ray,  possibly with a bonus.  (See the Weapon Special Effects Table for  his
saving  throw  bonus  and the result of the attack.) If the victim fails his
saving throw, he may be entangled, slowed, or delayed,

The effects listed on the Weapon  Special  Effects  Table  are  as  follows:
   Entangle: The victim cannot attack,  cast spells, or move until a saving
throw is successful.
   Slow: The  victim  is  slowed,  moving  and attacking at half his normal
rate. He cannot cast spells.
   Delay: The victim automatically loses initiative for the next round.
   This weapon is not very useful except as -a tactical device.  It is most
often  used  by  a  thief  or other character who wants to help a front-line
fighter somehow while not actually engaging in melee.
   A whip  can  only  entangle  creatures made of solid material.  Wraiths,
specters, ethereal creatures, and monsters made of water (such a elementals)
cannot be entangled.  They will, however, suffer the normal damage caused by
a whip.  (A normal whip will not hit a monster that does can only be hit  by
magical weapons, of course that would require a magical whip.)

Nonstandard Weapon Use
(Optional)
   Sometimes a  character  may  want  to  use a one- handed weapon with two
hands. This inflicts more damage, but has the following limitations:
   * Any  one-handed  weapon  (except "Other Weapons") can be used for this
option: .
   * The character loses individual initiative.
   * The character cannot  effectively  use  a  shield  for  defense  while
wielding a weapon two- handed (no AC bonus).
When used two-handed,  weapons gain an additional + 1 point of damage  to
their  attacks.  This bonus applies to any one-handed weapons used with both
hands,  regardless of the origin@ damage of the weapon.  Therefore, a dagger
used in this way inflicts 1d4 + 1 (2-5) points of dam. age, and a spear does
1d6 + 1 (2-7) points of damage when wielded with both hands.


  Armor Table
                          Cost    Enc
  AC      Armor Type      (gp)   (cn)    Notes
  - 1)*   Shield           10     100       D
     7    Leather Armor    20     200      D,T
     6    Scale Mail       30     300
     5    Chain Mail       40     400
     4    Banded Mail      50     450
     3    Plate Mail       60     500
     0    Suit Armor      250     750       S

Subtract 1 from AC if a shield is used.
  D A druid can use this type of armor if it contains  no  metal  parts  or
other nonorganic components (parts that have never been alive).
  S Suit armor has some very special characteristics;  carefully  read  the
description of this type of armor.
  T A thief can use this type of armor.


Armor

  All fighters,  clerics,  dwarves, elves, and halflings can use any of the
types of armor described below..  Thieves and druids can use  the  types  of
armor indicated in the "Notes" column. Magic- users and mystics can use none
of these armor types.
  Armor is  normally made for a specific face.  The DM can impose penalties
on a character who wears the armor of a different race.  For example, an elf
would  find  a  dwarf's  chain  mail awkward  and  heavy (for an additional
reduction to movement beyond what the  armor's  encumbrance  calls  for),  a
halfling  would  find it very hard to move in a human's armor (he would have
to save vs.  paralysis each round to avoid tripping and falling down), and a
dwarf couldn't get into a halfling's armor at all!

Armor Descriptions
  Each type of armor constitutes a full set.  The player can  presume  that
his  character,  as  part  of  the  set of armor,  gets the type of headgear
appropriate to the armor (e.g.,  from a stout leather cap to  a  full  metal
helm).  The  player  may  imagine  other appropriate armor components as he
chooses-gauntlets,  braces,  grieves,  etc.-as these  components  do  not
affect play or armor class.
  The armor listed in the Armor Table is described here  and  is  presented
alphabetically for your convenience.
  Banded Mail:  This is a suit of heavy leather armor with strips or  knobs
of metal embedded in the leather.
 Chain Mail:  This is a  full-sized  shirt,  often  including  a  hood  and
sometimes  including full pants,  made of interlocked rings of metal.  It is
worn over a quilted shirt called a gambeson.  When  someone  with  a  heavy
weapon  hits a character in chain mail,  the gambeson keeps the chain mail's
links from being driven into the flesh.  (Additionally,  it keeps  him  from
being  chilled  by  flesh-to-metal  contact  in  cool weather and from being
pinched by the rings.)
 Leather Armor: This armor is made of tough leather, often boiled for extra
toughness,  or  even  boiled  in  wax  (which  produces   armor   known   as
cuir-boulli).
   Plate Mail:  This is not the full plate armor  usually  associated  with
knights. It consists of numerous metal plates (the chestplate being the most
important of them) linked together by chain mesh;  it's much like the  chain
mail  armor  described  above except that it has large,  shaped metal plates
reinforcing it.
  Scale Mail: This armor consists of light leather armor completely covered
with overlapping metal scales sewn or riveted onto the leather.
  Shield: A shield can be any of a number of sizes as follows:
  * Target or Buckler (a small round shield,  with only one strap,  held in
the fighter's hand);
  * Medium or Round (a larger, heavier shield,
often with two straps-one for the fighter's hand and one further up  on  his
forearm);  or o Wall or Tower (a huge shield nearly the size of the wielder,
usually with two straps like a Medium).
  Regardless of size,  all shields provide the same amount of protection by
lowering the armor class score by - 1. Smaller shields are considered easier
to  move  into the path of danger,  while leather shields protect better but
are slower to move into the  path  of  danger-thus  the  benefit  is  evenly
divided.
  Suit Armor:  Suit armor is the type of armor associated with the  mounted
knights  of  high romance.  It encloses the wearer completely in a sheath of
steel,  with chain-link joints to permit movement.  It is often called plate
armor  (which is different than plate mail),  full plate,  gothic armor,  or
jousting armor. However, suit armor is more like the plate armor made during
the last days of armor-making.  The arrival of gunpowder forced armor-makers
to thicken the armor made,  which rendered  it  too  heavy  and  clumsy  and
impractical for use,  leading to the abandonment of making armor. In the D&D
game, the presence of magic has had almost the same effect on suit armor.

  Advantages: Suit armor alone is armor class 0.  It may  be  used  with  a
shield for armor class - 1.  Suit armor reduces the damage inflicted by most
area effects (fire,  cold,  gas,  ac1d),  including breath weapons. The base
damage  is reduced by 1 point per die of damage,  and the wearer gains a + 2
bonus to the applicable saving throw.  The minimum base damage is always  at
least 1 point per die.
  For example,  the damage from the breath of a small red dragon (HD 10, 57
hit  points)  is  reduced by I point per die of damage ( - 10) to 47;  the
fighter in suit armor may make the usual saving throw,  but  with  a  +  2
bonus, to take half damage (24 points).
  Magical suit armor, can reduce such damage still further, by 1 point per
die of damage for each two pluses of enchantment (rounded down).
  If a fighter in suit armor is mounted and has assistance from others, the
disadvantages of en cumbrance, slow movement, and surprise can be minimized.
  Disadvantages: Suit armor is bulky and expensive.  Its encumbrance is 750
cn.  It must be specially made for one wearer,  tailored exactly to fit; the
cost is 250 gp.  Magical forms are proportionately more valuable,  averaging
50% greater value than plate mail of identical enchantment.

Suit armor is awkward in some situations,  especially when getting up from a
prone position or mounting a  steed.  If  attempted  alone,  the  chance  of
success is 1 in 6 per round.  In late medieval times, the latter problem was
solved by the use of a strap tied around the wearer and over a handy limb or
bar. The knight was then hoisted into the air and lowered onto.the mount. In
the D&D game,  assume automatic success in getting up if anyone is available
to help the wearer.

Suit armor  is noisy and slow.  Its common creaks and clanks can be heard up
to 120 feet away and negate chances for surprise. The wearer's movement rate
is  30'  (10');  most  fighters  prefer  to  use  their suit armor'only when
fighting from horseback.

  An unarmored fighter needs two full turns to  dress  in  suit  armor;  it
takes one full turn to take it off.

  Suit armor gives no additional protection against gaze attacks (such as a
medusa's) or electricity (such as a blue dragon's lightning breath).

  The wearer has a - 5 penalty when using any missile device other  than  a
crossbow.  If alone,  the wearer suffers a - 1 penalty to be surprised.  (In
other words,  a fighter in such armor rolling for surprise might roll  a  3,
indicating no surprise, but the penalty applied will reduce the roll to a 2,
resulting in the fighter being surprised.)


Barding

  Some characters  purchase  armor  for  their horses so that their mounts,
too, will be protected in combat.

Barding Encumbrance Table
                  Movement   Encumbrance:        Encumbrance:
                  Rate       Full Movement (cn)  Half Movement (cn)
 Animal
 Horse, Draft     90'   (30')      4,500                  9,000
 Horse, R1ding    240'  (80')      3,000                  6,000
 Horse, War       120'  (40')      4,000                  8,000
 Mule             120'  (40')      3,000                  6,000
 Pegasus          240'  (80')      3,000                  6,000
 Flying           480' (160')      3,000                  6,000
 Pony             210'  (70')      2,000                  4,000
 Unicorn          240'  (80')      2,000                  4,000

                   Armor                  Cost   Enc
         AC        Type                   (gp)   cn
          7        Leather                 40     250
          6        Scale                   75     400
          5        Chain                  150     600
          4        Banded                 400   1,500
          3        Plate                  500   3,000
          2        Field                  600   4,000
          0        Joust                  700   5,000

  Most of  these  types  of barding correspond to types of character armor.
Chain barding, for example, is made up of the same material as a character's
chain  mail.  joust  barding  is  the horse equivalent of suit armor.  Field
barding is similar to joust barding, but lighter.

 Barding and Encumbrance
  On the  Barding  Encumbrance  Table  are  the  types  of mounts for which
barding is usually made. Note that one animal's barding will not fit another
type  of  animal,  except that barding made for a war horse will fit a draft
horse and vice versa.
Listed on the Barding Encumbrance Table is the animal,  its normal movement
rate,  the  amount of encumbrance it can carry at its normal movement rate,
and the amount of encumbrance it can carry up to half its movement rate. If
loaded  with  an amount of encumbrance greater than the amount shown in the
last column, the beast will not move.

Remember that the encumbrance shown is the total encumbrance being  carried
by the beast.  This includes the barding, the weight of the rider(s) and
armor and gear.  Encumbrance rates for characters' gear is  listed  in  the
Adventuring Gear Table.

   Barding for Other Animals (Optional)

  The DM can allow characters to commission barding for other creatures. If
he does,  here are some rules for the DM to gauge the cost and encumbrance
of barding made for other types of creatures.

  In Chapter  14,  many  creatures have a listing titled "Load." This shows
what sort of load the creature can carry and with what modification  to  its
movement  rate.  (Not all creatures have this information.) With many "Load"
paragraphs is a "Barding Multiplier." This is a number that  represents  how
much  more  difficult  it  is to make barding for this creature and how much
more encumbered the creature will be with barding.  To determine how much it
costs  to  make barding for any type of creature,  take its barding cost and
encumbrance multiplier and multiply it by the cost and  encumbrance  columns
from the Barding Table.
For example,  a character wants to find the cost and  encumbrance  of  armor
specially  made  for his griffon.  Take the cost and encumbrance values from
the Barding Table and then multiply them by the barding cost and encumbrance
multiplier from the description of the griffon in Chapter 14.  The griffon's
multiplier is a x 5.  The griffon's basic AC is 5,  so it will  need  banded
barding (or better) to improve its condition.
  Multiplying the cost and encumbrance by 5, the banded armor for a griffon
would  cost  2,000  gp  and  have an encumbrance of 7,500 cn.  The griffon's
description says that it can fly with up to a load of 7,000 cn at full speed
or  14,000  cn  at  half  speed,  so the griffon carrying this armor must be
reduced to half flying speed.

  When barding provides an AC that is only  equal  to  or  worse  than  the
creature's natural AC, it will do no good to wear the armor.


Adventuring Gear

 This section  describes  many  of  the  items  that  characters  take   on
adventures.

Adventuring Gear
Descriptions

 The equipment listed in the Adventuring Gear Table is described here.  The
items are arranged alphabetically for your convenience.

 Backpack: This  sturdy  pack is used to carry equipment on the character's
back. The shoulder straps leave the character's hands free of other actions.

    Boots: Plain boots are standard, mid-calf


  Adventuring Gear Table
                                                                            Enc
 Item                  Description /     Notes          Cost        (cn)
 Backpack              Capacity   400   cn              5 gp        20*
 Belt                                                   2 sp         5**
 Boots,   plain                                         1 gp        10**
 Boots, riding or                                       5 gp        15**
 swash-topped
 Cloak,   short                                         5 sp        10**
 Cloak,    long                                         1 gp        15**
 Clothes, plain        Tunic and pants; blouse and skirt
                       dress; robe; or equivalent       5 sp        20***
 Clothes, middle-class See above                        5 gp        20**
 Clothes,  fine        See above                       20 gp        20**
 Clothes, extravagant  See above                       50+ gp       30**
 Garlic                                                 5 gp         1
 Grappling hook                                        25 gp        80
 Hammer                Small                            2 gp        10
 Hat   or   cap                                         2 sp         3
 Holy    symbol                                        25 gp         1
 Holy     water        Breakable    vial               25 gp         1
 Iron     spike        One         spike                1 sp         5
 Iron    spikes        Twelve     spikes                1 gp        60
 Lantern               Burns         oil               10 gp        30
 Mirror                Hand-size      steel             5 gp         5
 Oil                   One         flask                2 gp        10
 Pole                  Wooden,      10'long             1 gp       100
 Pouch,    belt        Capacity   50    cn              5 sp         2*
 Quiver                For arrows or quarrels           1 gp         5***
 Rations,  iron        Preserved food for one person
                         for one      week             15 gp        70
 Rations, standard     Unpreserved food for one person
                         for   one    week              5 gp       200
 Rope                  50'length                        1 gp        50
 Sack,    small        Capacity   200   cn              1 gp         1*
 Sack,large            Capacity   600   cn              2 gp         5*
 Shoes                                                  5 sp         8**
 Stakes (3) and mallet                                  3 gp        10
 Thieves' tools        Lockpicks,  wire,   etc.        25 gp        10
 Tinder     box        Flint,  steel,  kindling
 Torch                                                  3 gp         5
                       One           torch              2 sp        20
 Torches               Six         torches              1 gp       120
 Waterskin/wineskin    One-quart capacity; enc 30 when
                         filled                         1 gp         5
 Wine                  One quart, wineskin not included 1 gp        30
 Wolfsbane             One           bunch              10 gp        1

  * This is the item's encumbrance when empty. When goods are placed within
it, the encumbrance includes both the item's encumbrance and the encumbrance
of the goods within it.  Thus, a fully filled belt pouch has an encumbrance
of 55 cn.
  ** This is the encumbrance if packed.  If the clothes are worn, disregard
the encumbrance.
  *** This is the quiver's encumbrance when empty.  Filled with  arrows  or
quarrels,  it is up to 10 cn for encumbrance. A 5-cn encumbrance quiver + 10
cn of missiles (20  arrows  or  30  quarrels)  still  equals  only  a  10-cn
encumbrance bundle to carry around.

leather boots.  Riding boots are more expensive footwear coming  up  to  the
knee  or just below.  Swash-topped boots are soft leather boots that come up
well above the knee, but the top portion folds down at knee height or below,
resulting in a cuff.
  Cloak: The D&D game  gives  no  special  benefit  to  characters  wearing
cloaks,  but  the  DM  may  dec1de  that  a character caught in cold weather
without a cloak or similar garment could eventually suffer from exposure.
  Clothes: A  character is presumed to start play with two or three sets of
clothes of the plain variety.  Plain clothes are fine for  most  travel  and
adventuring purposes;  the better grades of clothes are for social purposes.
(Characters invited to the king's ball don't go  in  plain  or  middle-class
clothes, after all!)
  Garlic: This is an aromatic herb that  repels  vampires  and  some  other
undead monsters.
 Grappling Hook:  A large 3- or 4-pronged hook,  made of specially hardened
iron,  this  item is tied to the end of the rope and then swung up or over a
target.  A successful attack roll,  with  difficulty  modifiers  as  the  DM
decides,  means that the hook has anchored itself to the target. With use of
this tool, the characters can often cross gaps or climb walls they could not
otherwise climb. The hook may also be attached manually to a nearby surface,
such as when a thief climbs a wall and then attaches a line for his  friends
to climb.
 Hammer: This is used to drive iron spikes into hard surfaces.  Used  as  a
weapon,  it  does  1d3 points of damage and can be wielded by anyone who can
use a war hammer.
  Hat or Cap: This is standard headgear for the campaign setting.
  Holy Symbol:  This is a sign or symbol of a cleric's beliefs. It is often
used  to  physically  ward  off  vampires,  and  DMs  may  make holy symbols
necessary for a cleric to turn undead.
  Holy Water:  This is water prepared by a high level cleric. It will cause
damage to undead monsters.
  Iron Spikes:  These are essentially large, long iron nails; they may have
flat heads or circular,  open heads (the latter kind  is  useful  for  tying
ropes  to).  Spikes  can  be  used  to  wedge doors open;  provide grips for
climbing or anchors for ropes,  pry things loose,  and so forth.  Characters
will need a hammer to pound them into hard surfaces such as stone and wood.
  Lantern: This is a simple oil lantern that casts light in a  30'  radius,
burning one flask of oil in four hours (24 turns).  Most types are shuttered
or enclosed -against wind.
  Mirror: Your  character can use a mirror to look around corners,  examine
empty rooms,  and defend against magical gaze attacks. When a character uses
a mirror to watch an opponent, he receives a -2 penalty to attack rolls when
he tries to hit that target,  and he cannot use a shield (he's  holding  the
mirror in his shield hand). The area must be lit for the mirror to work this
way.
  Oil: Oil  is  burned  in a lantern for light.  A flask of oil may also be
thrown as a missile weapon or poured out and ignited to delay pursuit.
  Pole, Wooden:  This  is  the proverbial 10' pole,  made of wood 2" thick.
Particularly cautious adventurers,  or adventurers  in  regions  where  such
objects have proven their usefulness,  use poles to prod piles of rags, stir
around in watery pools, poke into corners, touch objects that may have traps
attached to them, test the sturdiness of floors and ledges, and so forth.
  Quiver: This is a container for arrows or quarrels; it is usually made of
leather.  A lesser-quality quiver is included in the basic cost of a load of
ammunition, as noted on the Ammunition Table above.
  Rations: Your  character  needs  to  pack  food and drink when traveling;
rations are food that has been packaged  for  travel.  A  single  ration  is
enough  food  to  sustain  one  vigorous adult for a week-that is,  about 21
meals. Rations for adventurers typically come in two types as follows:
  Standard Rations:  These  rations  consist  of  untreated food chosen and
prepared for traveling;  they will last up to a week when the characters are
traveling  outdoors.  Carried  into  a dank,  unhealthy dungeon,  they spoil
overnight.
  Iron Rations:  These  rations are preserved food (beef jerky,  hard tack,
dried fruits and vegetables,  etc.);  they are  not  as  tasty  as  standard
rations,  but they last for two months (eight weeks) in normal travel and up
to a week in bad conditions (such as dungeons).
  Rope (50'  Length):  This is a heavy climbing rope that can support three
fully loaded humans (i.e.,  about 7,500 cn in encumbrance). Rope can be tied
to an iron spike and used to climb up steep walls.  It may also be useful in
tying up captured prisoners, pulling doors open, etc.
  Sack, Large: This is a burlap, cloth, or leather bag, usually 2' x 4'. It
is normally carried over a shoulder (occupying one hand) or tied onto a
cart or saddle-horn;  if carried in hand,  it is usually dropped when the
owner goes into combat.
  Sack, Small: Similar to a large sack, the 1'x 2' cloth bag can be carried
over  the  shoulder  (occupying  one  hand) or tied onto a cart of a saddle-
horn.  Some characters tie it off their belts or (with quick-release  knots)
to their spearheads.
  Shoes: A character should have shoes if he is going to travel or  explore
dungeons;  the DM might assign damage to barefoot characters walking through
bad terrain or treacherous catacombs.
  Stakes and  Mallet:  Three  large (18") wooden stakes and a wooden mallet
can be quite useful for destroying vampires.
  Thieves' Tools:  Required for picking locks,  these items are usable only
by thieves. A typical set includes various lockpicks, fine wire, etc.
  Tinderbox: The tinderbox is a small  box  containing  flint,  steel,  and
tinder  (wood shavings).  Characters use this to start any fires,  be it for
their camp or their torches.  To use a tinderbox,  roll  1d6;  under  normal
(comparatively  dry)  circumstances,  a  fire  is  successfully ignited on a
result of 1 or 2.  Someone with a tinderbox may try - to  use  it  once  per
round.
  Torch: This is any 1' to 2'  long  piece  of  wood,  its  head  sometimes
covered with an inflammable substance such as pitch. It casts light in a 30'
radius and burns for one hour (six turns).  See  the  description  from  the
Weapons Table for information on using a torch as a weapon;  clerics can use
it as a weapon.
  Waterskin: This flexible container  is  usually  made  of  leather  or  a
preserved  animal  bladder.  It  has  a  liquid capacity of one quart and an
encumbrance of 30 cn when filled, 5 cn when empty.
  Wine: This  is  the  cost  of  a quart of common wine,  not including the
container.
  Wolfsbane: Sold dried or fresh in single sprigs,  this is an herb used to
drive off lycanthropes, who cannot abide its presence.

    Land Transportation

    Equipment
  Characters usually  acquire land animals,  and sometimes carts or wagons,
for transportation of themselves and  their  gear  overland.  Adventurers
typically  buy  the  types  of  animals  for transportation listed in the
R1ding Animal Costs Table. In addition, they may purchase other equipment
from the Land Transportation Gear Table.

    Riding Animal Costs Table
        Animal                       Cost (gp)
        Camel                            100
        Horse:
          Draft                           40
          Riding                          75
          War                            250
        Mule                              30
        Pony                              35

    Riding  Animal  Descriptions

  The animals  listed  in  the R1ding Animal Costs Table are described here
and are arranged alphabetically for your use.
  Camels: These  animals are normally only found in desert campaigns.  They
are better suited to and climates than horses,  and they travel much further
on the same amount of water.
  Horses: As campaigns develop, characters will travel many miles in search
of  adventure.  Most characters will probably purchase one or more horses to
make travel faster and easier. Types of horses are as follows:
  Draft Horses:  These  horses  are huge,  plodding animals usually used to
plow fields and perform other farm labors.  Characters will seldom  want  to
ride  them-normally  this  will  occur  only  when they need to transport an
injured person or a lot of gear and they have no other mount.
  Riding Horses:  This type of horse is the fastest normal steed, but it is
no help in combat.
  War Horses:  These  horses are larger and harder than riding horses,  and
they may be useful in wilderness encounters.  A war horse can fight, using
its  two  front  hoof  attacks  (for 1d6 points each),  with the help of the
character f1ding it.  While guiding the horse,  the character cannot cast  a
spell,  but  he  can attack or perform some other action (such as drinking a
potion, changing weapons, etc.). When not carrying a rider, a war horse will
defend itself without needing such gu1dance. Any class can ride a war horse.
  Mules: Mules are cheaper,  less glamorous animals than horses,  but  they
are very durable and reliable mounts and pack animals.
  Ponies: Ponies are small riding equines.  Their diminutive stature  makes
them ideal mounts for halflings, children, and small characters.
  The items and accountements listed in the Land Transportation Gear  Table
are useful to adventurers who have the above riding animals.

Land Transportation

Equipment Descriptions
The items listed in the Land Transportation Gear Table are  described  here
and are arranged alphabetically for your use.
  Cart: A cart is pulled either by one or two draft horses  or  by  two  to
four  mules.  The cart's maximum safe movement rate is 60'(20');  above that
rate,  the DM should check once per turn to see if the cart breaks  down  or
tips over.  On I on a 1d6, it breaks down, and on a 2 or 3 it tips over. The
cart's carrying capacity is 4,000 cn when pulled by a single horse, 8,000 cn
when pulled by two.  It cannot travel through desert,  forest,  mountain, or
swamp except by road.
Saddle & Tack: This is a leather and wooden saddle with metal fastenings. It
is assumed to include a blanket,  bridle and bit, and stirrups. The saddle's
capacity  does  not  refer  to  the  size of the rider;  it is the amount of
encumbrance the  saddle  can  carry  in  the  form  of  sacks  tied  to  the
saddle-horn, weapon sheathes, etc.

  Saddle Bag:  This  is  a  long,  two pocketed leather container that lies
behind the saddle.
  Wagon: This  is  a  large wooden wagon pulled by two or four draft horses
(or four,  six,  or eight mules).  The wagon's maximum safe movement rate is
60' (20');  above that rate,  the DM should check once per turn to see if the
wagon breaks down or tips over. On 1 on a 1d6, it breaks down, and on a 2 it
tips  over.  The wagon cannot travel through desert,  forest,  mountain,  of
swamp except by road.

Vehicle Movement Speeds
  The animals  noted  above  can pull the carrying capacities for carts and
wagons with no problem or hindrance against their movement speeds.
The vehicles  can  be  loaded  heavier,  but  movement speeds will suffer.
  Simply put,  if the animal's normal encumbrance  value  is  equal  to  or
higher  than the weight in the vehicle,  it can pull it at its normal speed.
If the encumbrance of the vehicle exceeds the  animal's  normal  encumbrance
value, it can be pulled at half the animal's normal speed.
  For example,  one draft horse pulls a cart loaded down with 3,000 cn  of
cargo;  this  cart  could  travel  at the horse's maximum rate of 90' (30'),
though speeds greater than 60' (20') risk  upsetting  the  vehicle  and  the
cargo.  The  same draft horse can pull a cart loaded with 5,000 cn of cargo,
but this cart moves at half speed or 45' (15')


Water Transportation

  When characters  must travel along rivers or across oceans,  they'll need
to find water transportation.  Vessels and pertinent information are  listed
in the Sailing Vessels Table.
  Crew numbers do not include the captains  of  the  vessels.  All  vessels
should have a captain except lifeboats, river boats, sailboats, and rafts.
  As a rule of thumb,  galleys sail only  along  the  coast;  they  do  not
venture  across oceans.  River boats and rafts are used for travel on rivers
and will almost surely be destroyed if they venture  too  far  from  coastal
shores.  Canoes are normally used on rivers.  All other vessels are suitable
for use on the open ocean.

Water Vessel Descriptions

  The vessels listed in the Sailing Vessels Table are described below.
  Boat, River:  This  boat  is designed specifically for river travel.  The
length is 20'-30',  beam (width) is 10',  and draft (depth under  water)  is
2'-3'.  Capacity:  30,000 cn. Crew: 8 rowers, 2 sailors (one of whom acts as
captain). It may be rowed  or  poled;  it  may  have  a  wooden   roof   for
protection   from   weather   (1,000   gp   extra).

Land   Transportation   Gear   Table
Item               Cost (gp)   Capacity (m)                   Notes
Saddle & Tack           25             200 (Enc 300)              (a)
Saddle Bags              5             800 (Enc 100)              (a)
Cart (2 wheels)        100           4,000/ 8,000                 (b)
Wagon (4 wheels)       200          15,000/25,000                 (b)

  (a) The  Enc  figure  is the amount of weight the empty container adds to
the load the horse carries.  For example,  a fully laden  saddlebag  has  an
encumbrance of 900 cn.
  (b) The cart's or wagon's capacity  varies  with  the  number  of  horses
pulling  it;  one horse indicates the lesser capacity,  two horses indicates
the greater.  These figures are based on using draft horses.  Two mules  can
substitute for one horse.

 Sailing Vessels Table
                            Cost     Crew
 Item                       (gp)     Rowers    Sailors      Marines
 Boat, River                4,000      8            2          -
 Boat, Sailing              2,000    -              1          -
 Canoe                         50    -              1          -
 Galleys:
   Large                   30,000    180         20            50
   Small                   10,000    60          10            20
   War                     60,000    300         30            75
 Lifeboat, Ship's           1,000    -           -             -
 Longship                  15,000    -           75t           -
 Rafts tt:
   Professional          1 gp/sq ft  -                         -
   Built by PCs              -       -           -             -
 Sailing Ships:
   Small                    5,000    -           10            25++
   Large                   20,000    -           20            50++
 Troop Transport           30,000    -           20           100++


 Item                Capacity   Move      Move        Hull      Armor
 Boat, River                    Mi/Day**  Ft/Rnd**    Points     Class
 Boat, Sailing         40,000   36          60        20-40         8
 Canoe                 20,000   72         120        20-40         8
 Galleys:               6,000   18          60         5-10         9
   Large               60,000   18/72       90/120   100-120        7
   Small               40,000   18/90       90/150    80-100        8
   War                 80,000   12/72       60/120   120-150        7
 Lifeboat, Ship's      15,000   18          30        10-20         9
 Longship              30,000   18/90       90/150    60-80         8
 Rafts tt:
   Professional        10,000   12          30          5           9
   Built by PCs         5,000   12          30          5           9
 Sailing Ships:
   Small              100,000   90         150        60-90         8
   Large              300,000   72         120        120-180       7
 Troop Transport      600,000   60          90        160-220       7


  *This column  shows the vessel's capacity in addition to the listed crew.
For example,  a river boat can ca@ 8 people  and  40,000  cn  in  additional
cargo. "Cargo" includes any additional passengers.
  ** If two rates are given,  the first rate is for rowing,  the second for
sailing. The first rate is used on windless days (or rounds), and the second
on days or rounds when there is wind in the  sails.  If  only  one  rate  is
given,  it is for sailing;  on windless days,  or days when wind is against
the vessel, the vessel does not move.
  t Longship: Sailors acts as both rowers and marines.
  tt The hull points and movement rate figures are for each 100 square foot
section (10'x 10').
  ++ Sailing ships have no marines.  If this vessel  is  converted  into  a
troop  transport,  it  can  accommodate  this number of marines and keep its
cargo capacity, but it costs 1/3 more gp.


   Boat, Sailing:  This  is  a  single-master  boat,  designed  for lake of
coastal use.  The length is 15'- 45',  beam is 5'-15',  and draft is  3'-8'.
Capacity: 20,000 cn. Minimum crew: 1 sailor; additional crew and captain may
be hired.
   Canoe: This  is  a  light  wood  frame  covered with hides,  canvas,  or
waterproof bark;  it is designed for rivers and swamps.  The length is  15',
beam is 3', and draft is 1'. Capacity: 6,000 cn. It may be carried by one or
two people;  encumbrance is 1,000 cn for one,  300 cn each for two people. A
special type of canoe,  the outrigger, can sail on the ocean; it costs twice
as much as the normal canoe and has three times the encumbrance.
   Galley, Large:  This  ship  is designed for oceans and large lakes.  The
length is 120'- 150',  beam is 15'-20', and draft is 3'. Capacity: 40,000 cn
plus crew.  Standard crew: 180 rowers, 20 sailors, 50 marines, 1 captain. It
has a single mast with a square sail.  It can have a ram(1/3additional cost)
and two light catapults (bow and stem).
   Galley, Small:  Similar to the large galley,  this  ship  is  built  for
coastal and lake use.  The length is 60'-100', beam is 10'-15', and draft is
2'-3'.  Capacity: 20,000 cn plus crew. Standard crew: 60 rowers, 10 sailors,
20  marines,  1  captain.  This  ship can have a ram(1/3 extra cost) and two
light catapults (bow and stem).
   Galley, War: This large, two-master galley is designed for combat; it is
often used as a flagship.  The length is 120'-150',  beam  is  20'-30',  and
draft is 4'-6'. Capacity: 60,000 cn plus crew. Standard crew: 300 rowers, 30
sailors,  75 marines,  1 captain.  This ship always has a ram and  one  deck
above  the  rowers has two light wooden towers (bow and stem),  each 10'-20'
square, height 15'-20'. It can have three light catapults.
  Lifeboat, Ship's:  This vessel can carry up to ten people. It is designed
for survival and each has a collapsible mast.  The length is  20',  beam  is
4'-5',  and draft is 1'-2'.  Capacity: 15,000 cn. Stored onboard the ship is
one week's iron rations for ten people. Small ships usually carry one or two
lifeboats;  large  ships carry three or four.  Lifeboats are not included in
the listed cost of ships.  A lifeboat carried onboard another vessel has  an
encumbrance of 5,000 cn (deducted from the ship's capacity).
  Longship: This ship is designed for river,  ocean,  or coastal  use.  The
length is 60'-80', beam is 10'-15', and draft is 2'-3'. Capacity: 40,000 cn.
Standard crew:  75 sailors (acting as rowers and marines),  1 captain. Sixty
rowers are needed for full speed.
  Raft: This is an awkward floating platform of barge,  moved by  poles  or
natural current,  and often equipped with a crude steering oar. Maximum size
30'x 40'.  Capacity: 10,000 cn per 100 square feet. The raft may have raised
edges  and  a tent or wood hut for shelter.  It is often dismantled and sold
for the value of the wood (1/4 Price) once the cargo  reaches  a  downstream
port. It may be found as a ferry at a river crossing.
  Characters can build their own rafts if wood is available-this takes  1d3
days per 100 square feet (maximum size 600 square feet).  Capacity: 5,000 cn
per 100 square feet.
  Sailing Ship,  Large: This is a three-masted ship with one or more decks.
The length is 100'- 150',  beam is 25'-30',  and draft is 10'-12'. Capacity:
300,000  cn plus crew.  Standard crew:  20 sailors,  I captain.  The bow and
stern are raised "castles" for better field of fire,  and it  may  have  two
light catapults.
  Sailing Ship,  Small:  Very similar to the large sailing ship,  the small
sailing ship has a single mast.  The length is 60'-80', beam is 20'-30', and
draft is 5'-8'. Capacity: 100,000 cn plus crew. Standard crew: 10 sailors, 1
captain.
  Troop Transport:  Identical in size to the large sailing ship,  this ship
is designed to carry people. Capacity: double large sailing ship, calculated
for men and  horses.  This  vessel  often  has  special  modifications.  For
example,  troop  transports  designed to carry cavalry will have a hatch cut
into the side for loading horses or other animals.

Ship Combat Characteristics
  Hull Pts:  A ship's ability to remain afloat after taking water or damage
is measured by a number, called hull points. Hull points for a ship are very
similar  to  hit  points for a character;  when a ship reaches zero or fewer
hull points, it will sink in 1d10 rounds.
  If a ship is reduced to zero of fewer hull points,  it can no longer move
under its own power or attack with ship-mounted weapons.
  The DM  can  dec1de  whether any onboard catapults are then destroyed (he
can choose to roll 1d6,  with a 1-4 indicating the weapon is  wrecked);  the
crew may use personal weapons normally.
  When the PCs buy a ship,  the DM decides how many  hull  points  it  has,
choosing  from the range of hull points listed in the Sailing Vessels Table.
As a general rule of thumb,  a new ship from a good shipyard will  have  the
maximum  listed  hull points.  A new ship from a less-reliable shipyard or a
well-maintained older ship will have  somewhat  fewer  hull  points.  And  a
scurvy river barge that's taking on water will have the lowest possible hull
points indeed.
 Armor Class:  This  number is used to determine chances of success for ram
and catapult attacks against a ship.

Ship Modifications
  Some ships can be modified for transport or combat, with additional costs
as follows:
  Adding a Ram: A large or small galley may
add a  ram  for  an  additional 1/3 of the ship's listed cost.  A war galley
already has a ram included in the cost. Other ships may not add rams.
  Troop Transport:  A  large  or small sailing ship may be converted into a
troop transport by paying an additional 1/2 of the  ship's  listed  cost.  A
troop transport has 1/3 more hull points than a normal sailing ship,  and it
carries twice as many troops as the normal vessel of its type. The one troop
transport  listed  on the Sailing Vessels Table is equivalent to a converted
large sailing ship.
  Catapult: A  longship,  any  type  of  galley,  and either type of sailed
warship may add one light catapult beyond the numbers of  catapults  already
described  for  them.  The  larger  sailing  ships  may  use heavy catapults
instead.  Ordinary sailing ships,  troop transports, and the smaller vessels
not  mentioned  above  cannot mount a catapult.  A catapult and 20 rounds of
shot weigh 20,000 cn.  Catapults are discussed later in this chapter,  under
"Siege Equipment."

Passage

  Characters don't  have  to  buy ships in order to get from place to place
across the water.  They can book passage on commercial vessels.  The Passage
Table  shows  the  cost of such transportation based on the class of passage
and the distance traveled. To use the table, determine how far the character
is  traveling;  divide that distance by the number shown,  and the result is
the cost of passage per person (in silver pieces).
  For example an adventurer travels 80 miles at first-class pass.  His rate
is 80 miles divided by 1 sp = 80 sp for  passage.  A  different  adventurer,
traveling  the  same 80 miles but going by third- class,  would pay 4 sp (80
miles - 20 sp 4 sp).

  Passage Table

  Class of                            Minimum
  Passage              Rate              Cost
  First-Class          Miles/1  sp      35 sp
  Second-Class         Miles/5  sp      10 sp
  Third-Class          Miles/20 sp       2 sp

  The passage classes listed in the Passage Table are  described  here  and
are arranged alphabetically for your convenience.
  First-Class: These are luxurious accommodations.  The character  has  his
own  cabin  (two  or more people traveling together may book a single larger
cabin).  Service is first-rate,  and meals are excellent. Each character has
10,000  cn  of  cargo  space  in  the hold available,  and he can easily put
another 5,000 cn of space in his cabin.  He can purchase an extra 10,000  cn
of space in the hold for 1/10 the cost of his passage.
 Second-Class: These are decent accommodations. The character is in a small
cabin with up to three other people;  some  of  them  may  be  strangers  if
characters  are  traveling singly or do not arrange to be placed in the same
cabin.  Service is minimal, but meals are adequate. Each character has 5,000
cn  of cargo space in the hold available to him,  and he can comfortably fit
another 1,000 cn of gear in his cabin.  He can purchase an additional  5,000
cn of space in the hold for 1/10 the cost of his passage.
 Third-Class: These  are  minimal accommodations.  The character may have a
bunk in a large common passenger hold;  on a smaller boat or ferry,  he  may
just have a seat open to the sky. If this is passage on a ship that can hold
20 people or more,  the price of passage includes 1,000 cn of space  in  the
cargo  area.  A  character can keep another 500 cn of gear near or under his
bunk,  and he can purchase another 1,000 cn of space in the cargo  area  for
1/5 the cost of his passage.  If this is passage on a raft, ferry, canoe, or
other small vessel,  the character has no cargo privileges because of sp-ace
constrictions.  He  can  bring  only  what  he  can comfortably carry on his
person, unless he cares to buy another seat at the same rate. The additional
seat  would  give  him  about  2,000  cn  of  room for equipment.  Food,  if
available, is meager and coarse.

Siege Equipment
  Should characters  decide  to  lay  siege  to  a fortification or equip a
sailing vessel with heavy weapons,  siege weaponry and  miscellaneous  Siege
information is found in this section.
 Many of the siege weapons described here need to be  operated  by  trained
crews.  For simplicity's sake, the DM can assume that 1d6 days spent working
with the ballista is sufficient to train the crew with it.  If the  campaign
uses the optional General Skills from Chapter 5,  the artillery skill counts
as training with every existing type of siege weapon.
 Weapon  information  listed  in  the  Siege   Weapons Table is as follows:
 Cost (gp) shows only the cost of the weapon itself;  ammunition costs  are
shown on another column.
 Enc (cn) is the weight of each weapon.
 AC shows  the  weapon's  armor  class  when fired upon at range;  in melee
combat, consider siege weapons to have ACs of 6.
 HP shows  the  weapon's  hit  points.  When  a weapon has taken its listed
number of hit points, it is broken and will no longer work.
 Full Crew  indicates  the  optimum size of a crew to operate this piece of
equipment.  More crewmen will not improve its performance. If a crew is less
than full, but at least half the listed number, the weapon's fate of fire is
half normal.  If the crew is reduced below half but not below 1/4 the listed
number,  the  weapon's  rate  of  fire  is  divided by four.  Round down all
fractions.
Damage  is  the  amount   of   damage   each   weapon can do.
 Range should be read as you would for any  missile  weapon.  However,  the
"Min"  figure  is  the  closest  distance  at which the weapon can fire at a
target.  A light catapult can't fire at anything closer than 150 yards,  for
instance.  As usual, targets are + 1 to hit at short range and - 1 to hit at
long range.
 Fire Rate  describes  the  maximum rate at which the weapon can fire;  for
example,  a continuously manned ballista can fire one projectile  every  two
rounds (20 seconds).
 Ammo Cost /Week reflects the amount of ammunition used during  a  standard
week-long  siege.  During longer sieges,  you'll use the rules in the "Siege
Combat"  section  of  Chapter  8.  This  section  has  more  detailed  rules
pertaining to the use of siege weapons.
 The "Cost," "Standard Size," and "Enc (cn)" listed  in  the  Miscellaneous
Siege Equipment Table on page 74 are self-explanatory; the remaining columns
are as follows:  AC shows the equipment's  own  armor  class;  when  someone
attacks the equipment itself, this is the armor class he must hit.
 AC + shows the armor class bonus that the equipment provides to those  who
are protected by it.  If an armor class 6 character is inside a belfry,  his
armor class against  outside  attackers  is  a  -  2.  Once  the  belfry  is
destroyed, however, armor class is 6.
 HP shows the equipment's hit points; once the equipment has sustained that
number of hit points,  it collapses,  becomes useless, and ceases to protect
those within it.

Siege Weapon Descriptions
 The weapons listed in the Siege Weapons Table are described here  and  are
arranged alphabetically for your convenience.
 Ballista: A ballista is very similar to a normal crossbow and was actually
the crossbow's forerunner. It is much larger (often 5'-10' long) and mounted
on  a  platform  or  wheeled  carriage.  The ballista described in the Siege
Weapons Table is the largest one available. It is mounted on wheels (or on a
wagon),  or  it can be placed on a pivot.  The latter is the case when it is
installed on a ship or a defensive fortification.
  Ballista   ammunition    resembles    spears,    but
they have   larger   heads.   The   ammunition  is  nearly  useless  against
constructions,  but they can inflict some  damage  to  equipment.  They  are
designed for use against men, animals, and monsters.

      Siege Weapons Table

                   Cost   Enc                    Full    Fire
 Weapon          (gp)   (cn)         AC     HP   Crew    Rate
 Ballista         75     6,000*       4      9    4     1 per  2
 Catapult, Light 150    12,000*       4     18    6     1 per  5
 Catapult, Heavy 250    18,000*       0     27    8     1 per  6
 Trebuchet       400    24,000*       0     36   12     1 per  6
 Bore            150     3,000       -4     50   10     1 per  2
 Ram, Battering  100     3,000       -4     50   10     1 per  2

 Weapon
                  Range                    Damage    Ammo
 Ballista         100/200/300 (Min: NA)    d10+6    Cost/Wk.
 Catapult, Light  200/250/300 (Min: 150)   d8+8      2,000
 Catapult, Heavy  250/325/400 (Min: 175)   d10+10    4,000
 Trebuchet        250/400/500 (Min: 100)   d12+13    6,000
 Bore             -                        d6+14     8,000
 Ram, Battering   -                        d6+8        -
                                                       -
   These weapons  may  have wheels attached and be towed.  Towing encumbrance
=1/12 the listed encumbrance;  thus a horse  pulling  a  heavy  catapult  on
wheels is pulling 1,500 cn.


  The crew of a ballista must be trained to use it, but the weapon does not
require  that  an artillerist be present (see "General Skills," in Chapter 5
for the artillery skill). ,
  If a  ballista  is  operated  by  a  trained  crew,  one  of  whom  is an
artillerist,  it fires at the fighter experience level of  the  artillerist.
(If the artillerist is not a fighter, use the equivalent fighting ability of
his class;  for example,  a magic-user of 1st-5th level has the same  attack
roll  as a fighter of 1st- 3rd level.) If operated by a trained crew with no
artillerist present,  take the size of the operating crew (maximum:  4)  and
use  the  size  as  if  it were the experience level of a fighter;  in other
words,  the smaller the crew, the worse the attack roll becomes. If operated
by an untrained crew, the ballista fifes as though it were a normal man with
a - 8 penalty to the attack roll.
  Bore: A bore is a long,  heavy loglike device hung from chains; its metal
tip is similar to a corkscrew.  Instead of being carried,  it rests within a
cradle  of  chains  so  it can be freely rotated.  Ropes are wrapped tightly
around it and are pulled alternately from each side by two crews of four men
each.
  In use,  the bore is rolled up to its target  (normally  the  gate  of  a
fortification).  Two  men  hold the bore firmly against the target structure
while the other men,  in two groups of four,  pull the ropes in sequence  to
rotate  the  bore-first  one  direction,  then the other.  The bore actually
drills its way into the target. The bore does not require a siege specialist
to use,  but its crew does need to be trained in its use. A bore is too slow
to attack a mobile target of any sort.
 Catapult: A  catapult  is  a huge wooden spoon" mounted in a wooden frame.
Its lower end is fixed by twisted ropes,  so that the tension on  the  ropes
keeps the spoon portion nearly upright.  When the spoon is pulled down,  the
ropes become taut.  The spoon is secured in this position, loaded with shot,
and  released.  The  spoon  snaps  quickly upward until it hits a horizontal
crossbar and stops;  the shot continues on  its  way,  following  an  arched
trajectory. The range varies by the amount of tension on the ropes.
  A trained artillerist knows the proper amounts  of  tension  for  various
ranges of fire. Use of the catapult requires the presence of an artillerist.
If you are using the General Skills rules from Chapter 5,  anyone  with  the
artillery skill can captain a catapult. Otherwise, the artillerist must be a
hired NPC specialist.
  There are  two common types of catapults- fight and heavy.  Either may be
mounted on a wheeled carriage for towing,  but it must be firmly blocked  in
place when used. Light catapults may also be mounted on ships.
  Catapults cannot  be  fired  at  moving  targets.  An  exception  is  the
ship-mounted catapult,  which is aimed by virtue of the ship steering in the
correct direction;  it can only be aimed at very large  monsters  and  other
ships.
  If a catapult  is  operated  by  a  trained  crew,  one  of  whom  is  an
artillerist,  it  fires  at the fighter experience level of the artillerist.
(If the artillerist is not a fighter, use the equivalent fighting ability of
his class;  for example,  a magic-user of 1st- 5th level has the same attack
roll as a fighter of 1st- 3rd level.) If operated by an untrained  crew,  or
by a trained crew with no artillerist present,  it fires as though it were a
normal man with a - 8 penalty to the attack roll.
  Ram, Battering:  A battering ram is a large,  heavy log or similar device
mounted on wheels.  The log is  usually  capped  with  metal.  This  end  is
repeatedly  slammed  against a target (such as a door or gate),  using brute
force to cause damage.
  The standard  battering  ram  is  10'  long  and  needs  a 10-man crew to
operate.  For a longer ram, add one crewman per extra foot of length. A rain
can be transported by fewer men than it takes to operate it.
  The rain is commonly used  by  fastening  it  securely  to  stout  chains
attached  to  a  wheeled  gallery shed ceiling of belfry (see "Miscellaneous
Siege Equipment," below).  The ram is then easily tolled  up  to  and  swung
against  the  target.  When  a  ram is used in this manner,  only one man is
needed for each 2' of the ram's length;  a five-man crew is sufficient for a
10' battering ram.  The crew of a battering rain does not have to be trained
in its use.
  Trebuchet: Somewhat similar to the catapult,  a trebuchet is a huge wooden
bar with a sling at one end,  mounted on a wooden frame in  seesaw  fashion.
Instead  of  using  ropes and tension to propel it,  the bar is mounted on a
pivot so that part of the bar projects toward the target.  A large basket or
net is hung from this end and is filled with weights. Ropes are used to pull
the long sling arm down and to hold it for loading.
  When released,  the  weights pull the short arm downward and the long arm
pivots quickly upward.  The sling slows naturally as the weights  reach  the
bottom  of  the  arc and flies open,  causing the shot to fly off in a high,
arched trajectory.  The range of fire is determined by the amount of  weight
in  the  basket  of net and by the exact position of the basket on the short
arm of the bar.
  If a  trebuchet  is  operated  by  a  trained  crew,  one  of  whom is an
artillerist,  it fires at the fighter experience level of  the  artillerist.
(If the artillerist is not a fighter, use the equivalent fighting ability of
his class;  for example,  a magic-user of 1st- 5th level has the same attack
toll as a fighter of 1st-3rd level.) If operated by an untrained crew, or by
a trained crew with no artillerist present,  it fires as though  it  were  a
normal man with a - 8 penalty to the attack roll.

Alternative Types of Ammunition
  Previously, weapon tables have shown damage and cost factors  for  normal
ammunition. Normal ammunition is ammunition of a consistent quality, weight,
and size.
  In the  field,  characters sometimes have to rely on available stones and
projectiles to launch from their weapons.  This greatly reduces the cost  of
operating a weapon continuously, but is a drain on manpower due to having to
find ammunition.  The DM will decide  in  any  such  instance  whether  this
foraging  for  ammunition  slows  down  the  rate  of fire of diminishes the
weapon's effectiveness.  Foraged rocks may not be as  accurate  as  standard
ammunition,  and  the  DM  can assign attack foil penalties to those who use
them. Only catapults and trebuchets may utilize found stones.
 Another type  of ammunition is pitch shot.  Pitch shot consists of a large
ball of pitch (sometimes mixed with gravel) loaded into the weapon  and  lit
just before it's fired. Pitch shot does not do normal damage. Where it hits,
it does 1d6 fire damage in a 10'x 10' area; it ignites any flammable targets
(such as oil) that it hits.
   Wooden structures can be damaged by pitch  attacks.  Damage  starts  out
slowly-instead of taking 1d6 points of damage, wooden structures take only 1
point.  But wooden structures attacked by fire can  be  set  afire,  causing
further damage.  A building's chance to catch fire is 5% per point of damage
caused by each fife attack. This is cumulative during any one-day period- in
other  words,  a  building hit by one fire attack has a 5 %  chance to catch
fire,  a 10%  chance on the next attack,  and so on. Anything set afire will
take  1  point  of  damage the first round,  3 more points by the end of the
first turn, 6 points the second turn, and 12 points for each turn thereafter
until destroyed.
  Catapults and trebuchets can use pitch shots;  their firing bowls must be
specially  reinforced  (costing 50 gp) to fire pitch shot.  Pitch shot costs
five times as much as normal shot.

Miscellaneous Siege

Equipment Descriptions
  The equipment  listed  in  the  Miscellaneous  Siege  Equipment  Table is
described here and is arranged alphabetically for your convenience
  Belfry: A  belfry (or siege tower) is a protected stairway.  The standard
belfry is a 30' tall building on wheels,  made of a stout  wood  frame  with
thin  walls.  The  walls  are  covered  with uncured or wet animal hides and
blanket  to minimize fire damage.  The interior of  the  belfry  contains  a
well-built stairway.  One or two doors lead into the building at the base. A
drawbridge near the top of the belfry is controlled from inside. A final set
of  steps  leads to the roof of the belfry,  with access protected by a trap
door barred on the inside.
  In use,  the  belfry is pushed or pulled up to a wall;  troops then enter
the doors and climb the stairway.  When ready,  they lower the drawbridge so
that it gives access to the top of the adjacent wag,  and then charge across
to melee.  Some troops may take a position atop the belfry,  adding  missile
fire to the melee atop the wall.
   If a belfry is subjected to fire attack,  it  takes  full  initial  fire
damage,  but  it  has  only a 5%  chance to ignite for each 2 points of fire
damage it sustains.  (See the description  above  for  pitch  shot  and  see
Chapter 8 for more details on fires and fire fighting.)
   Gallery Shed:  This protective device is a wooden building with a  light
frame construction. It has side walls but no end walls. The roof is normally
covered with animal hides or wet  blankets  to  minimize  fire  damage.  The
standard gallery shed is 20' long, 10' wide, and 10' tall. It can be carried
by 20 men,  and it gives a - 12 bonus to the armor class of those within it.
A  gallery  shed  is  most  often  used  along with a ram or bore,  which is
suspended by chains from the ceiling of the shed  before  advancing  on  the
enemy.
  Hoist: A hoist is a machine used to lift small numbers of troops over  or
to the top of a wall or other obstruction. A hoist consists of a light
frame, similar to a belfry's, with a long beam projecting from the top and
a pulley on the beam. A large basket, capable of carrying up to four men, is
raised  by  ropes  through the pulley and connected to a winch.  The rate of
ascent varies by the number of crewmen operating the hoist and by the number
of  troops  in  the basket.  A hoist is normally used to raise well-armed or
higher level troops (those  who  can  withstand  some  missile  fire  before
engaging in melee) to the top of a wall.

                             Miscellaneous Table

                                  Standard    Enc (cn)  AC  AC+  HP
 Type           Cost              Size
 Belfry         25 gp/ft height   30' tall    250,000*  0    -8  75
 Gallery Shed   15 gp/ft length   10'x10'x20'   8,000*  4   -12  40
 Hoist          5 gp/ft height    30' tall     12,000*  4     0  15
 Ladder         1 gp/10' height   30' tall        900   4     0   3
 Mantlet        2 gp/ft length    8'  long      4,800*  0    -4  16
 Timber Fort    4 gp/ft length    8'  long      7,200*  0    -8  32

   These weapons  may  have wheels attached and be towed.  Towing encumbrance
 =1/12 the listed encumbrance;  thus a horse pulling a mantlet on  wheels  is
 pulling only 400 cn.

 Ladder: The siege ladder is a large,  sturdy version of the common ladder.
It is most effective when used by  surprise  or  against  defenders  already
occupied by attackers from a belfry or hoist. Used alone, ladders are easily
toppled or broken by defenders.
 To topple  a  ladder,  take  the  number of defenders trying to topple the
ladder (numbers greater than four count as four) and multiply that number by
four.  The attacker (on the ladder) must roll above that result on 1d2O as a
saving throw each round or the ladder is toppled. The attacker may attempt
this save once per round.
 Mantlet: A mantlet is a wooden wall,  built with wheels for easy movement.
The standard mantlet is 8' long and 4' high and can shield up to  five  men.
Those protected by the mantlet gain a - 4 bonus to armor class. Mantlets are
often used by troops who are pushing a belfry up to  a  wall  and  by  those
operating or waiting for use of a hoist.
 Timber Fort: A timber fort is a heavy wooden wall built in sections. It is
movable only with difficulty. Each section of the wall is 8' long and 4'- 5'
high. Those protected by a timber fort gain a - 8 bonus to armor class.

Final Notes on Siege Weapons
 Special additional  rules  for these weapons appear elsewhere in this book
in the "Siege Machine" section of Chapter 8.
 Two types of special abilities (called weapon mastery and general  skills)
can  be  used  by  player  characters  in campaign games.  These two sets of
abilities are optional; the Dungeon Master decides whether they will be used
in his or her world.
  Weapon mastery is a character's ability to use weapons with greater skill
than the game normally allows.  All characters, not just fighters, can learn
to use weapon mastery.
  General skills  are  abilities  that  characters can learn and use in the
campaign.  Few general skills are useful in combat,  but  many  are  helpful
throughout the course of a campaign; they also help define the character and
make him or her seem more real.

Weapon Mastery

 In the D&D combat system,  each character automatically knows how  to  use
every weapon available to his character class for use.  The following system
gives player characters the option to either study one weapon in depth or to
study a few weapons to a less intense degree.  When a character is using the
weapon(s) he has mastered,  he has an advantage  over  those  who  have  not
studied these weapons.

Weapon Choices
  With the weapon mastery rules, when a human character is started, he does
not  know how to use any weapons.  He is given weapon choices so that he may
choose to learn individual weapons.  Demihumans do not gain  or  use  weapon
choices;  due  to their longer lifespans and wilderness-oriented lifestyles,
demihuman characters start with basic skill in all  weapons  not  restricted
from  their classes.  However,  demihumans can increase their weapon mastery
through training, as outlined below.

Number of Weapon Choices
  Fighters staff  off  at  1st  level  with four weapon choices;  all other
character classes start off with two.
  Human characters  gain  one  new  weapon  choice at each of the following
experience levels:  3,  6,  9,  11,  15,  23, 30, and 36. Fighters also gain
weapon choices at levels 19,  27, and 33. All characters gain one new weapon
choice for every 200,000 experience points they  earn  above  their  maximum
experience level.
  The Weapon Choices by Experience Level Table shows the character's number
of weapon choices.

What to Do With Weapon Choices
  For each weapon choice he has, a character may choose to learn one weapon
at  the  basic level of  ability By "one weapon:' we mean precisely that-one
weapon from the Weapons Mastery Table used in one fashion only.  One weapon,
for  example,  might mean a "normal Cost Per sword";  it does not mean " all
swords."
 When a weapon can be used in two different 100 fashions (i.e.,  one-handed
and two-handed,  as 250 with the bastard sword),  a weapon choice  buys  500
only  one  of  those fashions.  A character can have 750 different levels of
mastery,  for example,  with 1,000 one-handed bastard swords and  two-handed
bastard  swords,  depending  on how he has allotted his weapon choices.  One
exception is the net;  training with the net allows a character to use small
nets  one-handed and larger nets two- handed,  so the net has only one entry
on the Weapons Mastery Table.
  Basic level  of  ability  is  the  same  level  of ability you're already
familiar  with;  basic  level  allows  the  character  to  use  the   weapon
effectively  by doing the damage and special functions listed on the Weapons
Table in Chapter 4.  However,  a character does not have to use every weapon
choice he has to buy basic level of ability with a new weapon.  Instead,  he
can choose to specialize by applying his  weapon  choices  to  a  weapon  he
already knows, thus improving his ability with that weapon. These degrees of
ability are called levels of mastery and are listed in the Levels of  Weapon
Mastery Table.

    Weapon Choices by Experience Level Table

                          Weapon Choices by
         Experience        Character        Class:
            Level        Fighters        All Others
             1                 4                2
             3                 5                3
             6                 6                4
             9                 7                5
            11                 8                6
            15                 9                7
            19                10                7
            23                11                8
            27                12                8
            30                13                9
            33                14                9
            36*               15               10
      * +1 weapon choice per 200,000 XP above
     the character's maximum experience level.


     Levels of Weapon Mastery Table
       Number  of                  Weapon Level of
       Choices Spent                  Mastery

                0                     Unskilled
                1                     Basic
                2                     Skilled
                3                     Expert
                4                     Master
                5                     Grand Master

  At 1st experience level, a character must spend all his weapon choices on
different weapons;  he may not yet progress beyond basic  ability  with  any
weapon.  He  may spend subsequent weapon choices to either buy basic ability
with a new weapon or to gain the opportunity to improve his level of mastery
with a weapon he already knows.
  In general,  the higher a character's level of mastery with a weapon, the
more  damage  he  does  with  the  weapon  and the greater number of special
results he can achieve with the weapon.  The different levels of mastery are
detailed under "Training:' next.

 Training

  Although characters  can gain basic levels of mastery simply by expending
weapon choices, characters cannot attain higher levels in the same way. Once
the character has spent his 1st level choices,  to gain additional knowledge
of the use of a weapon he must be  trained  by  someone  who  has  equal  or
greater knowledge of that specific weapon. That someone could be another PC,
but it is  usually  an  NPC  teacher  found  during  adventures  or  through
word-of-mouth.  In  some campaigns,  weapon masters run academies where they
teach the proper use of specific weapons;  sword academies  are  common.  In
other campaigns, mystics may allow nonmystics to learn at their monasteries;
many mystics are weapon masters.
  Demihumans can  train  to  reach  higher levels of weapon mastery just as
human characters can.  However,  demihumans are eligible to  train  only  at
levels  4  and  8  and level 12 for dwarves) and at every 200,000 experience
points after reaching their maximum level.
  After finding  a trainer who will provide the necessary instruction,  the
student must pay all of the required costs before training  can  begin.  The
costs  and  time  required  for weapon training vary by the level of mastery
sought, and they are listed in the Training Times and Costs Table.
 A student can train only to the next rank of ability above his own. He can
go from Basic to Skilled,  for example,  and next time go  from  Skilled  to
Expert, but he can never jump straight from Basic to Expert.
 A student can train in the hope of achieving the next level of mastery-and
yet fail to do so.  The student character has a chance of failure applied to
each training period. His chances of success and failure vary by the mastery
levels  of  himself  and  his  trainer,  as  given in the Chance of Training
Success Table.  From the character's perspective,  failure may occur because
the  trainer has insufficient knowledge or lacks the ability to train others
or because the student cannot fully absorb the new information.
  Failure does  not  mean that the character has lost his weapon choice for
that experience level.  The weapon choice is still  there,  and  it's  still
dedicated  to  the  weapon  and  level of mastery he has chosen for it.  The
student has lost the time and money he has spent, but he may spend more time
and  money  until he reaches the level of mastery for which he has spent his
weapon choice.
    The chance of success is checked halfway
through the training period,  and the student is immediately  informed  of
the  results.  (In the role-playing situation,  this usually consists of the
teacher taking the student -aside and telling him that he is not  ready  yet
and  that  it  is useless for him to continue at this time.) The student may
then either continue (despite his  teacher's  recommendation)  or  stop  the
training.  If  the  success  roil failed but the student decides to continue
training for the full period,  the student may then  study  the  same  level
again  but with a different trainer,  and his chance of success is increased
by 10%.

  Training Times and Costs Table

  Level  of                   Time       Cost Per
  Mastery Sought        Required (wks)  Week (gp)
  Basic (-new weapon)             1           100
  Skilled                         2           250
  Expert                          4           500
  Master                          8           750
  Grand Master                   12         1,000


      Chance of Training Success Table

      Student's                            Trainer's Knowledge

      Knowledge     Basic   Skilled   Expert   Master  Grand Master
      None            60%       80%      95%      99%          99%
      Basic            1%       50%      70%      90%          95%
      Skilled          -         1%      40%      60%          80%
      Expert           -         -        1%      30%          50%
      Master           -         -        -        1%          20%
      Grand Master     -         -        -        -            1%

 If the student chooses to stop the training midway,  he may then study the
same level with a different master at the same chance for success.  The  two
advantages  to  this option are that the character does not lose the rest of
the time he would spend with the first teacher and that  the  first  teacher
normally  refunds  half  the  cost of training.  (Chaotic teachers might not
offer refunds.) As you can see from the Chance of Training Success Table, it
is possible (1%  chance) for a character to learn a superior level of weapon
mastery from a teacher who is actually the character's equal.  (Such unusual
training  matches  usually  end up with the teacher realizing and announcing
that his student has surpassed him:  "Now,  you are the master, and I am the
student!")  However,  learning from an equal-level teacher is very difficult
to do.  Whenever possible,  the student should find a teacher  who  is  more
skilled than he is; when that isn't possible, however, he will have to train
with a teacher who is his equal. At the more advanced levels, characters are
likely to train with their equals and just as likely to fail their chance to
succeed the first  time  around.  Most  characters  will  choose  to  finish
training  with  that teacher anyway so that they will have a 10%  bonus with
the next teacher they train under.  Obviously,  it takes quite  a  while  to
attain the grand master level of competency.

Unskilled Weapons Use

 A character who is not trained in any weapon (i.e.,  he  has  not  devoted
even one weapon choice to a weapon) is classified as unskilled.
 If an unskilled character uses a weapon,  the weapon has its basic mastery
characteristics and bonuses or penalties,  but it  does  only  half  damage.
Thus,  if  an  unskilled  character  uses a weapon that does 1d8 points of
damage, he will roll 1d8 and then halve the result (rounding fractions down)
for  the actual damage.  Missile weapons used at the unskilled mastery level
also receive a - 1  penalty  to  attack  rolls.  Also  apply  his  Dexterity
adjustment to all

Skilled Weapons Use

 When using  the  weapon  mastery  rules,  the  weapons from last chapter's
Weapons Table acquire  new  abilities  and  damage  ranges.  All  these  new
bonuses,  damage  types,  and  special uses are given in the Weapons Mastery
Table in this chapter.  Weapons that were nearly identical in  the  previous
rules become much more distinctive here.
 Characters might  choose  to  specialize in a particular weapon because of
its better damage against weapon-using opponents,  or they  might  choose  a
weapon for its special uses (such as parrying blows or tripping opponents).
 The DM may modify the Weapons Mastery  Table  if  he  chooses,  either  by
adjusting listed weapon characteristics or by adding new weapons.  He should
not add any new weapons that are significantly more powerful than  the  ones
listed  in  the table;  new weapons should be assigned balanced benefits and
weaknesses.

Types of Benefits
 Characters gain  several  benefits  from  weapon  mastery.  These benefits
include extra damage,  attack roll bonuses, improved range with missiles and
thrown weapons, ability to throw some hand-to-hand weapons, bonuses to armor
class, and other special results (stunning, paralysis, entanglement, etc.).

Applying Benefits
 Some maneuvers and special weapon effects in these rules  provide  bonuses
to  attack  rolls  in  combat.  These  benefits  are  applied  before  other
modifiers.  Using this method, high-experience fighters and demihumans might
gain enough bonuses to bring the attack roll needed to 2 or less, activating
their Multiple Attacks  option.  (Multiple  Attacks  are  described  in  the
"Combat Maneuvers" section in Chapter 8.)
 Other weapon  mastery  benefits can be applied during the normal course of
the combat sequence.  Benefits such as the greater damage available can be a
crucial factor when doubled by a thief's Backstab ability.
 Some benefits can occur only if the player announces that his character is
deliberately using them (such as deflecting,  disarming,  etc.).  The player
must  always  tell the DM he is using one of these options.  He must mention
this use before he rolls to hit.  It is too late to mention it after the die
has been cast.
Armor class   bonuses  gained  through  weapon  mastery  should  be  applied
automatically in all applicable situations.  However,  players may,  want to
remind the DM once or twice. Attack and Defense Benefits

There are  a  number  of attack and defense benefits available to characters
when using the weapon mastery rules.  These are outlined  in  the  following
text.

Opponent Type and Damage Bonuses
 Many damage  increases  and  attack  roll  bonuses  vary  with the type of
opponent.  Opponents that attack with two-handed missile fire  devices  have
similar defenses to those that attack with natural body weaponry.  This type
of opponent is designated "M"  (for  Missile  of  Monster)  on  the  Weapons
Mastery Table.
 Defense is  very  different for opponents using hand-held weapons that are
swung (such as swords and axes) or thrown (such as daggers  and  bolas)  and
opponents using missile-fire weapons that need only one hand (slings,  short
blowguns,  preloaded light crossbows).  On the Weapons Mastery Table,  these
opponents are designated "H" (for Hand-held).
 If an  opponent could fit into both categories (such as a wererat carrying
a sword,  who has both natural body weaponry and a  hand-held  weapon),  the
character  attacking that opponent uses his weapon's damage results that are
most favorable to the opponent (not to the attacker!). However, if this type
of opponent drops the weapon it holds, it immediately becomes category M for
all calculations. Most weapons are better when attacking one or the other of
these  defense  categories.  On  the  Weapons  Mastery Table,  each weapon's
listing shows a primary opponent (the category of defense against which  the
weapon  is  most  effective)  and  a secondary opponent (the other category,
against which it is less effective).  A few weapons are equally good against
both target types;  they bear the table notation [P=A], where "A" stands for
All.

Attack  Roll  Bonuses
 Characters with skilled or better weapon masteries receive bonuses to  the
attack  roll with the mastered weapons,  as noted in the Attack Roll Bonuses
Table. When the character successfully completes training and achieves a new
level of weapon mastery, he gains his new applicable attack roll bonuses and
all other special weapon benefits from the new level of mastery  (listed  in
the  Weapons  Mastery Table and described in the weapon descriptions section
below).

 Attack Roll Bonuses Table
 Level of              Bonus            Bonus
 Mastery             vs. Primary     vs. Secondary

 Unskilled           No bonus         No bonus
 Basic               No bonus         No bonus
 Skilled                  + 2              + 1
 Expert                   + 4              + 2
 Master                   + 6              + 4
 Grand Master             + 8              + 6

Even with the additional bonuses gained from weapon mastery,  don't  forget
to  apply a character's Strength adjustment to all melee attack rolls and to
melee and thrown-weapon damage rolls.


Improved Range
A character  at  skilled  or  better mastery with a ranged weapon can often
fire or hurl it  farther  than  someone  less  accomplished.  All  notes  on
improved  weapon ranges are on the Weapons Mastery Table.  Remember that the
ranges for thrown and missile weapons  are  calculated  in  feet  in  indoor
settings and in yards in outdoor combat.

Throwing   Ability    With    Hand-to-Hand    Weapons

Weapon masters  can  throw  some weapons that other character's can't throw
effectively. Masters of battle axes, clubs and torches, war hammers, bastard
swords,  normal swords,  and short swords can throw these in combat starting
at the expert level of mastery.  Ranges for these weapons are given  on  the
Weapons  Mastery Table,  and there are rules for barely thrown weapons after
the table.

Bonuses to the Wielder's Armor Class
When a character is using a weapon he has mastered, he gains an armor class
bonus (above any he might receive from his armor  or  defensive  maneuvers).
The  armor class bonus he receives applies only to a given number of attacks
per round.  That number is given on the Weapons Mastery Table,  and  it  may
apply to M (Missile/ Monster) attackers, H (Hand-held) attackers, or A (All)
attackers,  as shown on the table.  For example,  if the table says that the
character  has  M:  -2AC/2,  it  means  that he gets a - 2 armor class bonus
against the first two attacks made against him that  round  by  missiles  or
monster attackers.  Likewise, A: - 6AC/3 indicates that the character gets a
- 6 armor class bonus against the first three attacks made against him  that
round by any missile or monster attacker.
 Some shields do not have a number after a slash mark;  that means that the
shield provides the character an additional armor class benefit all the time
the shield is held,  not just for a certain number  of  attacks  per  found.
Having an armor class bonus does not count as a maneuver;  the character may
still move and attack at normal rates.

Defensive Maneuvers
In addition to the above armor class bonuses, a character may have an armor
class adjustment due to Fighting Withdrawal and Parry  defensive  maneuvers,
as described in Chapter 8.

Special Results
Weapon masters can do some amazing things with their weapons; they get more
performance out of the weapons they've mastered. Most of the special results
are listed in the "Special Effects" column of the Weapons Mastery Table  and
are  described  in  the  section  on descriptions of special effects,  which
follows the table.
However, one special result is common to all weapons: the despair effect.

Despair Effect
A weapon master's amazing ability with his weapon  can  cause  despair  and
fear in some opponents.  This is called the despair effect. When it happens,
the targets affected must make a standard morale check (described in Chapter
8). Opponents must be above animal intelligence to be affected.
 Targets that fail their morale tolls try to flee  or  surrender  at  their
next  opportunity.  The  DM  should describe the expressions of the monsters
who've had to make special despair morale checks,  but he or  she  shouldn't
describe  whether the monsters successfully made their rolls until it's time
for them to act.

 When to Roll for Despair:  The DM should have affected monsters  and  NPCs
make their morale rolls under any of the following circumstances:
 * The weapon user inflicts maximum possible damage with his weapon.
 * The  weapon  user  avoids  all  damage  in  a  round  by  deflecting the
opponent's blows. (Deflecting is described in the section on descriptions of
special effects after the Weapons Mastery Table.)
 * The weapon user disarms two or more opponents in the same round.
 The DM  may choose to check for despair during other special situations if
he desires.

 PC Victims of Despair:  Player characters under a despair effect must make
a saving throw vs.  death ray.  If they succeed,  they are merely impressed;
those who fail must retreat in awe for 1d6 rounds.

 Numbers Affected:  The despair effect can only affect a certain number  of
enemies  at  a  time.  This  varies with the character's level of mastery as
follows:
* Basic-no despair effect possible.
* Skilled-up to 4 hit dice or levels.
* Expert-up to 8 hit dice or levels.
* Master-up to 12 hit dice or levels.
* Grand Master-up to 16 hit dice or levels.
 When the despair effect is turned  on  a  group,  it  always  affects  the
lowest-level (or lowest-HD) enemies first.

 Frequency of  Use:  A  weapon master can only use his despair ability once
per fight (once the current situation leaves the combat sequence,  the fight
is over).

Other Notes
 When choosing a character's weapons,  keep the character in mind;  be sure
to  select  the  weapons  the  character (not necessarily the player!) would
choose.  Be aware of standard weapon restrictions.  Halflings can  only  use
small weapons, for example.
 Weapons that do a wide range of damage are present in each  category.  Low
damage  is  usually  offset  by special benefits.  Once a suitable weapon is
found,  review the other weapons within that category with comparable damage
or  special  effects  and  consider  the  weapon's potential (available with
further training). Weapon mastery choices, once taken, cannot be changed.
 Remember that  weapon  mastery  bonuses  apply  only when the character is
using the weapon he has mastered,  not when  he  uses  other  weapons,  even
similar ones.


How to Read the Weapon

Mastery Table
  The columns on the table provide the following information:  Weapon: This
column gives not only the weapon name but also many other details about  its
use;   compare   the  symbols  beneath  the  weapon  name  to  the  list  of
abbreviations at the bottom of the table.
 Lvl: This   heading  stands  for  "level  of  mastery."  Each  weapon  has
statistics listed for five different levels of mastery.  If  your  character
has expert mastery with a normal sword, he'd find the entry for normal sword
and skip down to the line labeled "EX" (for Expert) in this column.
 Ranges: This column shows the weapon's range when thrown or launched.  Not
all weapons have ranges listed.  Note that the weapon's range increases with
each new level of mastery.
 Damage: This column  shows  the  damage  the  weapon  does.  Damage,  too,
increases  with  each  new level of mastery.  This column often has separate
entries for " P " and " S " -the weapon does different amounts of damage  to
its primary and secondary target types.
  Defense: This column shows the effects the weapon has on the armor  class
of its wielder.

Special Effects:  This column summarizes the weapon's special abilities; you
will need to read  the  text  after  the  table  to  understand  what  these
notations  mean.  Certain weapons have an additional symbol (" SS ") in this
column; this symbol indicates that these weapons have special effects beyond
the  other  weapons'  special  effects.  Read  the  following  text-for more
information on these particular weapons.

The " SS " Notation

Five weapons-the blackjack,  blowgun,  bola, net, and whip-are listed on the
Weapons  Mastery  Table  with  an  "  SS " symbol in their "Special Effects"
column. This means you need to refer t@ the following Special Effects Tables
to see what else these weapons do to their victims.

Special Effects Descriptions

The special  effects  listed  for  weapons  in the Weapons Mastery Table are
described here and are arranged alphabetically for your convenience.

  Breaks: Whenever the wielder of a shield weapon  or  his  foe  tolls  the
exact  number  needed  to  hit the other,  there is a chance that one of the
shield weapon's blades will break.  With a subsequent roll of 5 or  less  on
1d10,  a blade breaks.  Charge:  If the wielder charges 20 yards or more and
strikes his target, the victim takes double damage.
  Death: The victim is reduced to 0 hit points. Deflect: In addition to any
attacks,  the wielder of this weapon may attempt to deflect  the  number  of
melee  and  thrown  weapon attacks indicated in one round.  To deflect each
attack, the character must make a saving throw vs. death ray.

Delay: The victim hit by this weapon  must  make  a  saving  throw  or  lose
initiative the next round. If the type of saving throw is not specified, it
is a saving throw vs. paralysis. For missile attacks, this effect occurs only
at the indicated ranges.

Disarm: The wielder of this weapon may attempt to disarm an opponent instead
of making a normal attack.  The attacker must roll to hit  the  target.  The
victim can save his weapon by rolling less than or equal to his Dexterity on
1d20.  If the attacker has the Disarm Combat option, the victim must add a +
5 penalty to his die roll. The DM should determine Dexterity scores for NPCs
and monsters or else assume a Dexterity score of 1 1.  In addition, for each
level of mastery the attacker has gained beyond basic,  the victim suffers a
penalty of + 1 to his roll vs.  the effect.
  Double Damage:  On  a  natural  toll  of number(s) indicated,  the weapon
inflicts double damage.
  Entangle: An entangled victim cannot attack,  cast spells,  of move.  The
victim may make a saving throw vs. death ray each round to escape.
  Hook: Instead of making a normal attack,  the wielder of this weapon  may
attempt  to  hook and pull down a foe.  The attacker must roll to hit.  This
causes the minimum damage possible for the weapon;  the victim must  make  a
saving throw vs. paralysis or fall down. A + 4 bonus to attack rolls applies
when attacking a fallen foe.  A fallen foe also has  a  -4  penalty  to  all
saving  throws  and  a  -  2 penalty to attack tolls while on the ground.  A
character can stand up in one round.
  Ignite: Fire has a chance to ignite anything flammable that it hits.  The
chance  is equal to 5%  (rolled on 1d1OO) per point of damage caused in each
round.  If an item ignites it will burn for 1d6 rounds causing 1d4 points of
damage each round.
  Knockout: The victim is rendered unconscious for 1d100 rounds.
  No Off-Hand  Penalty:  If  a  campaign  is using the optional Two Weapons
Combat rules (see Chapter 8 and consult the DM),  the cestus does not take a
-4  penalty  or  the  -1  weapon  mastery  level  penalties when used in the
off-hand.  If the character uses two cesti,  he can strike with both weapons
at the same chance for success.  Paralysis:  Paralysis freezes a creature in
place for 1-6 turns.  A paralyzed creature is aware of what is happening but
cannot move,  attack,  talk,  or cast spells.  Any cure spell can negate the
effects of paralysis,  but they do not cure damage in addition  to  removing
the paralysis.
  Poison: See the Special Effects Tables One- Three for effects.
  Second Attack:  The  wielder  is  able  to make a second attack with this
shield weapon while attacking with another one-handed weapon in his
other hand. This second attack is made with no off-hand penalty.


   Special   Effects   Table   One:   Blowgun and net

   Victim's      Bonus to
   Level or      Saving       Results of Failed Saving  Throw
   Hit Dice       Throw              Blowgun                Net
   Up to 1         None               Death                 Entangle
   1+1  to  3     +1          Loss of 75% hp + paralysis    Entangle
   3+1  to  6     +2          Loss of 50% hp + paralysis    Slow
   6+1  to  9     +3          Loss of 50% hp                Slow
   9+1  to 12     +4          Loss of 25% hp                Delay
   12+1 to 16     +5          Loss of 25% hp                Delay
   16+1 or more   +5          Loss of 10% hp                Delay
   Save  vs.:                 Poison                        Death Ray


    Special Effects Table Two: Blackjack

   Victim's      Bonus to  Results of Failed Saving Throw
   Level or      Saving    Basic/    Expert/   Grand
   Hit Dice       Throw    Skilled   Master    Master

   Up to 1         None    Knockout  Knockout  Knockout
   1+1  to  3     +1       Knockout  Knockout  Knockout
   3+1  to  6     +2       Stun      Knockout  Knockout
   6+1  to  9     +3       Stun      Stun      Knockout
   9+1  to 12     +4       Delay     Stun      Stun
   12+1 to 16     +5       Delay     Delay     Stun
   16+1 or more   +5       Delay     Delay     Delay
   Save  vs.:              Death Ray Death Ray Death Ray


    Special Effects Table Three: Bola and Whip

   Victim's      Bonus to   Results of Failed Saving Throw
   Level or      Saving    Basic     Expert    Grand
   Hit Dice       Throw    Skilled   Master    Master

   Up to 1         None    Entangle  Entangle  Entangle
   1+1  to  3     +1       Entangle  Entangle  Entangle
   3+1  to  6     +2       Slow      Entangle  Entangle
   6+1  to  9     +3       Slow      Slow      Entangle
   9+1  to 12     +4       Delay     Slow      Slow
   12+1 to 16     +5       Delay     Delay     Slow
   16+1 or more   +5       Delay     Delay     Delay
   Save  vs.:              Death Ray Death Ray Death Ray


  Set vs.  Charge:  If the wielder is aware of a charging enemy, he may set
this weapon against the charge.  A charge only takes place  when  the  enemy
rushes the wielder at 20 yards (or more) this round. If the wielder's weapon
hits the charging foe, it inflicts double listed damage.
  Skewer: If  the target has no more than the number of Hit Dice indicated,
the wielder of this weapon may decide to skewer him instead  of  strike  him
normally.  A  normal  attack consists of striking the target and withdrawing
the trident for another attack;  with the skewer,  the attacker thrusts  his
trident  into  the  target and twists it so that it is not easily extracted.
Once the weapon hits,  it is stuck;  it will remain stuck for 1d4 + 4  (5-8)
rounds,  after which time the victim's movements will cause it to come free.
For each round a victim remains skewered,  he automatically takes 1d6  points
of damage.
  Slow: The victim is slowed and can move  and  attack  at  only  half  his
normal movement rates. He can cast no spells while slowed.
  Strangle: If  the  attacker  makes  a  natural  roll  of  the   number(s)
indicated,  the victim must make a successful saving throw vs.  death ray or
become immediately paralyzed and die in 1d6 + 2 (3-8) rounds unless rescued.
If  the  victim  escapes,  he  survives but remains paralyzed for 2d6 (2-12)
rounds.
  Stun: If  the  victim  is  approximately the same size as the attacker or
smaller, he is stunned if he falls a saving throw vs.  death ray.  A stunned
character moves at 1/3 Speed and cannot attack or cast spells. The character
also has a +2 armor class penalty and a - 2 saving throw penalty.  A stunned
character  can make a saving throw vs.  death ray each round to recover from
the stun effect.  For missile  weapons,  this  effect  occurs  only  at  the
specified ranges.

Individual Weapon
Descriptions
 Some of  the  weapons  on the Weapons Mastery Table are marked with either
one or two asterisks.  When a weapon is marked with one asterisk (*),  refer
to  last  chapter's  Weapon  Descriptions  to learn about the item's special
characteristics.  If a weapon is marked with two asterisks (**), that weapon
is described here. Items are arranged alphabetically for your convenience.

 Blowguns: A  victim hit by a poisoned blow- gun dart fired by someone with
skilled or better weapon mastery makes his saving throws at a  penalty.  The
weapon  master  knows how to accurately fire the daft into veins,  arteries,
and other critical areas,  thus introducing the poison more quickly into the
bloodstream.

 Polearms, Other:  The last chapter mentioned that traits of  the  halberd,
pike,  and  poleaxe  could  be  combined to individualize the other types of
polearm mentioned.  This is an optional rule to be used  if  the  DM  wishes
these  weapons to be individualized.  These additional polearms are detailed
as follows:

 Bardiche: This  polearm  uses  halberd statistics but also has the deflect
abilities of the pike. The bardiche may be set vs. a charge.

  Bill: This  weapon  uses  poleaxe  statistics  and  deflect  scores.   In
addition, the bill has the hook ability of a halberd.
  Gisarme: This polearm  uses  pike  statistics  and  deflect  scores.  The
gisarme also has the hook ability of a halberd.
  Glaive: This weapon uses  poleaxe  statistics  and  deflect  scores.  The
glaive  causes  double  damage like a dagger.  This weapon may be set vs.  a
charge.
  Lochaber Axe:  This  polearm  follows  all of the halberd rules,  but the
lochaber axe may also stun at the highest two masteries.
  Partizan: This  weapon  follows all the pike rules,  but the partizan may
also disarm. This weapon may be set vs. a charge.
  Ranscur: This  polearm  uses  halberd  statisti  and deflect scores.  The
ranseur may also be used to disarm at skilled level and above.  This  weapon
may be set vs. a charge.
   Spetum: This weapon uses pike statistics and deflect scores.  The spetum
may also disarm at skilled or greater mastery. It may be set vs. a charge.
  Spontoon: This polearm uses spear statistics,  but it may not be  thrown.
It  uses  the  deflect scores of a halberd.  The spontoon does double damage
like a dagger and may be set vs. a charge.
  Voulge: This weapon uses poleaxe statistics,  but it causes + 2 points of
damage.  The voulge uses the deflect scores for  a  halberd.  it  may  cause
double damage like a dagger.

  Throwing Rarely Thrown Weapons
  Several of  the  weapons  listed  in  the  Weapons  Mastery Table,  while
normally used in melee, can be thrown by a wielder at high levels of mastery
in desperate situations.
  To throw  these  weapons,  the  attacker  must  make a normal attack roll
modified by Strength (but not by Dexterity).
  Since the maneuver is unexpected, the attacker first checks to see if his
foe is surprised (a toll of 1 or 2 on 1d6).  If the victim is not surprised,
the victim makes a saving throw vs.  death ray to reduce damage by half.  If
he is surprised of if he fails his saving throw,  he takes full damage  from
the attack.


  Retroactive Weapon Mastery

  If a campaign has already begun but the  DM  would  like  to  add  weapon
mastery to it, it's not too late. The DM should start by carefully examining
each character.  Characters often have a few favorite weapons.  Assume  that
these  are the character's preferences;  these will be the weapons for which
the character has learned increased mastery,  while  the  knowledge  of  the
proper  use of other weapons has faded through lack of use.  The DM may then
give the character the number of weapon choices appropriate  for  his  class
and  experience  level.  Weapons that are the character's personal trademark
can be bought  up  to  expert  mastery;  weapons  that  the  character  uses
frequently  can be bought up to skilled mastery;  weapons that the character
has been known to use effectively should be bought to basic mastery.  If the
character  still has any weapon choices left,  his player can assign them as
he pleases to buy Basic masteries with other weapons;  he cannot buy  higher
than basic mastery for these additional weapons.
  When fitting these rules into an existing campaign,  the  DM  should  not
allow  a  character  to  buy  a  weapon  skill above expert level unless the
character is at 24th experience level or greater. He or she should not allow
a character to buy a weapon skill above master level unless the character is
already 30th level or better.
Refer to  "Reality  Shift"  in  Chapter 13 for additional suggestions about
coping with sudden retroactive changes in a campaign.

Weapon-Using Monsters

  Monsters may use weapon mastery rules if they ordinarily use  weapons  to
attack.  Just  as  with  player  characters,  a  monster must find a trainer
willing to teach it.  Its  maximum  possible  skill  is  determined  by  its
Intelligence,  as  given  in  the  Mastery  Limits for Weapon-Using Monsters
Table.  (See Chapter 13  for  advice  on  determining  monster  Intelligence
scores.)
Note that only humans and demihumans  can  become  grand  masters;  monsters
cannot.

 Mastery Limits for Weapon-Using Monsters Table
     Monster                Maximum Level of
     Intelligence           Weapon Mastery
     Up to 11               Basic
     12-15                  Skilled
     16-17                  Expert
     18 +                   Master

  General Skills
  General skills are abilities that characters can  use  in  the  campaign.
There are many general skills, but no character will have more than a few of
them,  so a character's choice of skills will help make him more distinctive
and more individually useful in some campaign situations.
  Using general skills is optional.  If the DM doesn't want to use them  in
his or her campaign, they won't be used.

Beginning Skills
  All 1st level characters start with four  "blank"  skills,  often  called
slots.  (When a skill is chosen, it stops being a slot.) Characters who have
an Intelligence of more than 12 start with more than four  skill  slots.  If
the character has an Intelligence of 13-15, he gets I additional skill slot;
if his Intelligence is 16-17,  he gets 2 additional skill slots;  and if his
Intelligence  is  18,  he  gets  3 additional skill slots.  Different things
determine which skills are chosen to fill the character's slots.  The player
may choose some or all of the skills to fill his Available skill slots. Or
the DM may insist that the player select certain skill  choices  appropriate
for the character background the player has chosen.


How Skills Are Used
  Each skill  is  based on one of the character's ability scores (Strength,
Intelligence, Wisdom, Dexterity, Constitution, and Charisma).
  Whenever the  DM  feels  a character's selected skill is appropriate to a
game situation,  he or she will ask the player  to  roll  1d20  against  the
corresponding ability score.  This is called a skill roll or skill check.
If the roll on the 1d20 is equal to or less  than  the  ability  score,  the
skill  use  succeeds.  A  roll  of 20 always fails,  no matter how high the
chance for success.
  Example: If  the  character  is  riding a horse and the horse is suddenly
spooked and begins rearing,  the DM will decide that the character's  Riding
skill  is appropriate to check in this situation.  The player will roll 1d20
against his skill-related ability  score  (Dexterity).  If  the  character's
Dexterity is 15,  the player has only to roll a 15 or less to use his Riding
skill successfully.
  Successfully rolling   the   skill   normally  allows  the  character  to
accomplish the task he is attempting. For instance, if a character is trying
to track an animal through the forest and he successfully makes his Tracking
skill check, then he is able to follow the tracks of his prey.

Sample Skills
  The Sample  Skills Table lists a number of skills appropriate to most D&D
game campaigns. The players and the DM may add skills to this list as the DM
sees fit. The DM determines which ability score pertains to each new skill.
Skills Descriptions
  The skills  listed  in the Sample Skills Table are described here and are
arranged alphabetically for your convenience.  Roll skill rolls against  the
ability under which these skills were listed in the table.
  Acrobatics: The  character  with  this  skill  can   perform   impressive
acrobatic feats,  balance on taut ropes and wires,  etc.  A successful skill
roll is requited to perform any acrobatic feat;  failure may result  in  the
character  falling.  A  successful  roll  allows  a  character to reduce the
effective height of a fall by 10'.  A DM can give an acrobatic character a +
2  to  save  vs.  mechanical  traps where agility would help-such as tilting
floors and pit traps.  Many entertainers,  thieves, and nimble warriors have
this  skill.  This  skill is not the equal of a mystic's acrobatics ability,
but the mystic's special ability can be presumed to include  this  skill;  a
mystic does not have to purchase the acrobatics skill.
  Acting: This is the ability to make one's living as a stage actor, but it
also  imparts the ability to assume a different personality or to show false
emotions. Successful use of this skill allows a character to tell convincing
lies over a limited period of time.
  Alchemy: This skill provides the ability to recognize and identify common
alchemical substances,  potions,  and poisons.  Success with this skill will
allow a character to create an antidote potion  for  one  specific  type  of
poison-if the DM says that this is possible in his campaign.
  Alertness: Successful uses of this skill  allow  the
character to draw a weapon without losing any time,  to avoid the effects of
surprise, and to wake up at the slightest out-of-place noise.


 Sample Skills Table
 Strength Skills  Intelligence Skills    Wisdom Skills

 Intimidation     Alchemy                Animal Training (choose type)
 Muscle           Alternate Magics       Art (choose type)
 Wrestling        Art (choose type)      Bravery
                  Artillery              Caving
                  Craft (choose type)    Ceremony (choose specific immortal)
                  Disguise               Danger Sense
                  Engineering            Detect Deception
                  Fire-Building          Gambling
                  Heating                Law and justice (choose culture)
                  Hunting                Mysticism
                  Knowledge (choose type)
                  Labor
                  Language (choose type)      Dexterity Skills
                  Lip Reading                 Acrobatics
                  Magical Engineering         Alertness
                  Mapping/Cartography         Blind Shooting
                  Military Tactics            Cheating
                  Mimicry                     Escape
                  Nature Lore                 Mountaineering
                  Navigation                  Piloting (choose type)
                  Planar Geography            Quick Draw
                  Profession (choose type)    Riding (choose type)
                  Science (choose type)       Stealth (choose terrain)
                  Shipbuilding
                  Signaling (choose type)     Constitution Skills
                  Snares                      Endurance
                  Survival (choose terrain)   Food Tasting
                  Tracking
                  Veterinary Healing

    Charisma Skills
    Acting
    Bargaining
    Deception
    Leadership
    Music (choose type)
    Persuasion
    Singing
    Storytelling


  Alternate Magics:  This  skill  gives  a character basic familiarity with
magics that are not related to standard Spellcasting.  It  includes  knowing
many  magical  abilities  of well-known Prime Plane and extraplanar monsters
and of Immortal beings.  The DM defines what types of knowledge  this  skill
provides in his or her campaign.
  Animal Training (choose type):  The character knows how to raise,  train,
and care for one type of animal. The animal can be taught some simple tricks
or simple orders.  A character who wants to  train  two  or  more  different
animal  types  must  choose  this skill more than once-Horse Training is one
skill,  Dog Training is another. However, a horse trainer can train any sort
of  natural horse or pony and a dog trainer can train any breed of dog.  Any
culture that features a strong bond with some animal  type  will  have  many
members with the corresponding Animal Training skill.
  Art: This is the skill of creating art. There are several different types
of Art skill (painting,  sculpture,  woodcarving,  mosaic, etc.). The player
must specify one sort of art his character practices;  a character can  take
the  skill several times and be proficient in several different forms of an.
Art skill can be used to improve the reaction of NPCs to the party;  if  the
artist  can  present an NPC with a portrait or sculpture of that person (and
make his Art toll),  the artist receives a + 2 to reaction.  The player  can
choose  for  his  character's  Art  skill to be based,  on Wisdom instead of
Intelligence.
  Artillery: A  character must have this skill if he is to command the crew
of a piece of artillery (catapult or trebuchet).  He does not have  to  make
his  skill roll with each shot;  merely knowing the skill is enough.  The DM
can call on him to make his skill roll each time the character or  the  crew
aims  at a new target;  the skill allows the character to make all pertinent
calculations of trajectory, distance, and throw weight.
  This skill  can alternatively allow the character to oversee the building
and repair of all varieties of siege equipment.  The character  cannot  know
both how to build and how to effectively operate artillery weapons unless he
takes the skill twice.
  Bargaining: A  successful  skill  roll  allows a character to get the best
deal available  for  goods,  services,  or  information.  It's  not  usually
possible  for  a  character to bargain someone into giving him very much for
nothing.
  Blind Shooting:  This  skill  is the ability to shoot at a target without
being able to see it; it is typically used when the character is in darkness
or  when  the  target is outside the range of his sight or infravision.  The
character must be able to hear the  target  so  that  its  position  can  be
evaluated.  If the character makes his skill check,  he can then fire at the
target; he needs an attack toll to hit the target, but the character doesn't
suffer the normal darkness penalties.
  Bravery: With a successful use of this skill,  the character  can  resist
the  effects  of any magical fear.  An NPC using this skill successfully can
ignore the results of morale checks or of skills such as Intimidation.
  Caving: This  is  an  ability to always know where one is while exploring
underground caves,  cavern complexes,  rivers,  etc.  A character with  this
skill  will automatically know the route he has taken to get where he is (if
he was conscious all the time). Many dwarves have this skill.
  The Caving skill can also be used in a maze.  Skill checks are  necessary
when  the  character  has become disoriented.  If he is forced to flee for a
long stretch,  he  must  make  a  skill  check  to  keep  from  being  lost.
(Characters   without  this  skill  automatically  become  lost  in  such  a
situation.)
  Ceremony (choose  specific  Immortal):  A character with this skill knows
how to honor an Immortal through ritual and ceremony;  the  skill  allows  a
cleric  character  to perform normal rituals of his clerical order and could
even (if the DM allows) permit a character to gain an  Immortal's  attention
(through devout prayer, fasting, sacrifice of possessions, etc.). This skill
includes knowing the code of  behavior  and  the  rituals  pleasing  to  the
Immortal.
  In earlier D&D@ game products, this skill was often referred to as "Honor
(specific immortal)."
   Cheating: This is the skill of winning at gambling games by  cheating-by
dealing  cards  from  the  bottom of the deck,  etc.  The cheating character
should make his Cheating skill toll;  each character he plays with can  make
one skill toll (Cheating at the normal level,  Gambling at a - 1 penalty, or
a base Intelligence check at a - 4 penalty,  whichever is best) against  the
character's  cheating  roll.  If  one or more of the other players makes his
roll lower than the cheater does (see "Using Skills Against Each  Other"  in
this chapter),  he detects the cheating. This skill is limited to characters
of Chaotic alignment.
   Craft (choose  type):  The  character knows one type of craft;  examples
include  armor-making,  bow-making,  tattooing,  leatherworking,   smithing,
weapon-making,  etc.  The  character must choose which one type of craft the
skill pertains to; of course, he can spend more slots and have several types
of craft skills.
  The character can  make  his  living  at  this  profession  and,  with  a
successful roll, make expert opinions on subjects pertaining to his skill.
  Danger Sense: A successful skill roll means that the character can detect
an imminent danger.  The character will not know the nature or source of the
danger.  The DM,  not the player, makes the skill roll, and he or she should
not  tell  the player that a roll has been made unless the roll is a success
(and there is danger present).
  Deceiving: This  is the ability to persuade a listener of the "truth" and
sincerity of what the speaker is saying,  despite the fact  that  the  skill
user is lying through his teeth.  Successful use of this skill causes an NPC
to believe an untrue statement or toaccept a misleading statement as  honest
and sincere.  Failure indicates that the character sounds unconvincing. This
skill cannot be used on player characters.
  Detect Deception:  This is the ability to recognize deceptive behavior in
an NPC.  This does not reveal the truth or falsehood of specific statements,
the motivations of the speaker,  of the exact nature of the deception.  This
skill only warns the character to distrust the deceptive NPC.  The DM  makes
the  skill  roll for the character,  informing him of the result.  The skill
does not work on player characters.
  Disguise: This is the ability to make a character look like someone else.
A  successful  Disguise  check  is  required  for each character or group of
characters that the disguised character is trying to fool with his disguise.
The target that the disguised character is trying to fool must make a Wisdom
roll against the Disguise roll in  order  to  penetrate  the  disguise  (see
"Using Skills Against Each Other" at the end of this chapter).
  Endurance: This skill gives the character the ability to perform a tiring
task for long periods of time.  A successful check means that the  character
is  able  to  run  (or  perform  some  demanding  task)  for an hour without
collapsing.  The character must make another check each hour he performs the
task,  with  a  cumulative  penalty  of  +  1 for each extra hour.  Once the
character has completed his task or fails a skill  roll  and  collapses,  he
must rest for three times the amount of time he was performing that task.
  Engineering: This is the skill of planning, designing, and building large
constructions  such as houses,  bridges,  dams,  and so forth.  Unless built
under the eye of a trained engineer,  a  large  structure-whether  built  by
manpower and materials or pure magic-will inevitably collapse of suffer some
other calamity. Engineering skill can also be used to evaluate constructions
the  party  is passing through or over:  what shape they're in,  when and by
whom they were built, and so on.
  Escape: The  character is often able to get loose when tied or locked up.
A successful skill roll means that the character is able to get rid  of  his
ties. Another roll is needed to open a locked door. The DM can apply bonuses
and penalties to the check based on the quality of the ropes and knots,  the
intricacy of the lock, the lack of lockpicking tools, etc.
  Fire-Building: This is the ability to start a fire without a tinderbox. A
character   with  a  tinderbox  and  this  skill  is  able  to  start  fires
automatically (no roll necessary) in ordinary conditions.  If the  character
is  trying to build a fife without a tinderbox,  he will eventually succeed;
he must make a 1d6 toll each round,  and on a 1 or 2 he ignites the fire. If
the  character  is trying to build a fire in adverse conditions (during high
winds or using wet wood), he must make a skill check with penalties assigned
by the DM.
  Food Tasting:  This is the ability to taste food and water to see if they
have spoiled.  Thus the character can avoid suffering from food poisoning by
carefully tasting his food first. This ability will not detect poisons added
to  a  dish  unless  the DM determines that the poison has a taste (in which
case it may be too late anyway).
  Gambling: This is the ability to win money in games of skill (competitive
card games,  for example) and betting.  This involves honest games (cheating
is  covered  elsewhere),  and  a  successful check increases the character's
Chances for winning money at the games.
  Healing: This is the ability to treat wounds and diagnose illnesses among
humans and demihumans. A successful skill roll allows a character to restore
1d3 hit points to a wounded character. (A related skill, Veterinary Healing,
allows similar treatment of animals and monsters.)
  This skill  cannot  be used on a wounded character more than once for the
same set of wounds.  If the character receives new wounds, Healing skill can
be  applied  against  the  new wounds.  The skill is rolled against a set of
wounds,  not individually against each injury.  (The  term  "set  of
wounds" usually refers to all the hit points lost by a character in a single
combat situation.)
  If a  healer  rolls  a natural 20 when using this skill,  he accidentally
inflicts 1d3 points of damage to the patient,  and he may not treat that set
of wounds again.
  Successful skill rolls allow the healer to diagnose type of  illness.  In
addition,  a  roll  made  by 5 or more will allow the character to determine
whether an illness is natural or magically induced.  Hunting:  This  is  the
ability to locate, stalk, and hunt large and small game with the bow, sting,
or spear. Successful use of this skill gives the character a + I to hit with
a  bow,  sling,  or  spear  against  an unaware target in a peaceful outdoor
setting; the skill is not usable in most combat situations.
  The character  can  automatically  supply  himself  with food over a long
period of time if he is in a fairly fertile area and has a  missile  weapon,
spear,  or javelin.  In areas not normally rich in game he must make a skill
roll and receive penalties to that roll (penalties determined by the DM). If
he is trying to supply more than just himself,  he must make a skill roll if
he is supplying one other person,  and he takes  a  -  1  penalty  for  each
additional person -after the first he is trying to supply. He must roll each
day,  and failure indicates that he  has  not  found  enough  food  to  feed
everyone that day.
  A character with the Hunting skill forages automatically in fertile areas
(even  when  on  the  move) and uses his Hunting skill roll to determine how
successful he is during full days spent in search of game.
  Intimidation: This  is  the  ability  to  bully nonplayer characters into
doing what the player character wants them to do.  Success means  that  NPCs
are  intimidated  into doing what the character wants.  This skill cannot be
used against PCs.  NPCs who have this skill used upon them are  unlikely  to
ever  become  friends  with  the intimidating player character.  Use of this
skill  means  that  the  character  is  either  implicitly   or   explicitly
threatening  the  target  with  violence  or  other dire consequences if the
target doesn't comply.  For this reason,  Intimidation  works  best  against
low-level  characters.  It  does  not work at all on player characters or on
NPCs of 5th level or higher.  The DM can also,  at his or her option, decide
that  it  does  not  work  on  someone  who  is obviously in a much stronger
position than the character using the skill.  For example, a king surrounded
by elite guards, even if he himself is a 1st level character, is unlikely to
feel threatened.
  Knowledge (choose type): The character is an expert in one field of study
such as the culture or geography of an  area,  history,  legends,  theology,
etc. A character can usually make his living by teaching his skill or acting
as an expert on the subject;  with a successful roll,  he  can  make  expert
commentary  on information relating to his skill.  The character taking this
skill must specify what sort of knowledge he is acquiring.  A character  can
select  multiple  Knowledge  skills,  using  one for each different field of
study.
  Labor: The  character  is  very accomplished at one type of labor such as
bricklaying,  farming, mining, stonecutting, etc. The character can make his
living with the skill.  With a successful roll, he can interpret information
in light of his occupation.  A character must specify which type of labor he
knows,  and  he  can  select  multiple Labor skills to be proficient in many
types of jobs.  Language (choose type):  See "Optional Rule for  Languages,"
later in this chapter.
  Law and justice: This is the knowledge of the laws and judicial system of
one  culture  or  country;  characters  who  wish  to be a judge or advocate
(lawyer) must select this skill. Each empire or nation has its own codes, so
characters  who  wish  to  be  conversant in different nations' codes should
choose this skill for each set of laws they wish to study.
  Leadership: Successful  use  of  this skill adds + 1 to the morale of any
NPCs under the character's control.  It can also be used to  convince  other
NPCs to follow the character's commands.  The DM can decide that any NPC who
has a good reason not to follow the leader is  automatically  successful  at
resisting  this  skill.  Unlike  Intimidation,  Leadership  does  not bully,
antagonize, or make enemies of the NPCs it is used upon.
  Lip Reading:  To  use  this skill,  the character must be able to see the
lips of the target person or creature  and  understand  the  language  being
spoken.   A   successful   check   allows  a  character  to  "overhear"  the
conversation;  if the lip reader understands the language being  spoken,  he
can  understand  the  speakers'  words.  The  distance to the target and the
available light should be taken into account-the DM should apply skill  roll
penalties for difficult situations.
  Magical Engineering:  This  is  the  ability  to  recognize   the   basic
principles of some unfamiliar magical devices. It does not include practical
training in design or fabrication of magical artifacts.  It does  allow  the
character  to  recognize  most  common magical items with a successful skill
roll. It doesn't allow a character to recognize uncommon magical items or to
distinguish trapped or cursed items from safe ones.
  Mapping (Cartography):  If a character has this skill,  he can understand
and  make  maps  even  if  he  cannot  read and write.  The skill allows the
character to comprehend simple maps without  a  skill  roll;  the  character
should  make skill rolls to interpret or draft complicated layouts or to map
an area by memory.  A character does not have to have this skill in order to
map a dungeon as the characters explore it.  A character who can map but not
read obviously cannot understand the words on a map.
  Military Tactics: This skill allows a character to interpret the movement
of enemy forces and to move his own forces better.  When using  this  skill,
the player (not the character) first examines the situation and decides what
he thinks is right-what he thinks the enemy is doing or how he should set up
his units.
  The DM,  not the player, rolls the character's Military Tactics skill. On
a  successful  roll,  the  DM will truthfully tell the player whether he has
calculated correctly;  if he has not calculated correctly but the  roll  was
successful,  the DM should offer some advice on how the player should set up
his forces.  If the roll is a failure,  the DM should tell  the  player  his
character cannot interpret the enemy troop movements well enough to use them
to his advantage.  The success of the roll determines bonuses  or  penalties
for the troops during mass combat.
  Mimicry: This is the ability to mimic animal noises and  foreign-language
accents.  This  is  a  very useful skill in the wilderness especially.  When
characters use recognition codes or signals that imitate the  screech  of  a
hoot owl or a noise from some other animal,  this skill allows them to mimic
those noises convincingly so that  enemy  listeners  are  not  automatically
tipped off that there are spies in the area.
  Mountaineering: This does not replace a thief's special climbing  ability;
it  is  the  skill of mountain-climbing with the use of ropes,  pitons,  and
other climbing gear.  A character who has Mountaineering skill can use  such
gear to climb difficult mountain and cliff faces and can rig lines to enable
nonclimbers to tackle those faces as well.
  Muscle: This  skill is experience with heavy lifting and hard labor.  The
char-acter can direct groups of laborers so that their efforts are the  most
effective  possible.  This character understands the use of simple machinery
such as wedges,  pulleys,  and levers.  With a successful skill  check,  the
character  receives  a + 2 bonus on Strength rolls for tasks such as opening
doors.
  Music (choose  type):  This skill allows a character to play one group of
related instruments in a skilled manner.  The player chooses  the  group  of
instruments  that his character knows,  and the character can take the skill
several times in order to know multiple instrument  groups.  Groups  include
stringed instruments, brass, percussion, woodwinds, etc. This skill is often
taken in conjunction with the Singing skill.  Mysticism:  This skill, though
similar to Ceremony (above),  is taken by nonclerics. This skill allows the
character to instinctively know the best course  of  action  to  please  the
Immortals in general.  A successful skill roll,  for example, means that the
character  recognizes  an  idol  dedicated  to  an  Immortal  and  that  the
characters should give it its due respects.
  Nature Lore:  This skill is the knowledge of common plant and animal life
forms of one specific terrain:  desert, forest, jungle, mountain/ hill, open
sea, plains, or arctic. The character can gain several Nature Lore skills by
spending  one  skill  slot for each different terrain he learns.  This skill
gives the character knowledge of such things as edible and poisonous plants,
healing herbs, and signs of unnatural danger (such as unusual quiet, absence
of normal plant or animal life,  atypical animal behavior,  etc.).  When the
character uses this skill in his home territory,  he receives a - 2 bonus to
the die rolled for the skill check.  When  he  uses  it  in  territory  very
similar  to  his home,  he receives no bonus.  The less it resembles his own
home territory, the greater the penalty he will receive, up to a +4.
  Navigation: By  taking  directions  from  the position of the sun and the
stars  (or  of  whatever  atmospheric  phenomena  are  appropriate  in  your
campaign),  the  character  can always know roughly where he is.  Successful
skill rolls,  with  positive  or  negative  modifiers  for  the  character's
distance from his home territory and familiarity with his surroundings, will
tell the character more precisely where he is.
  Persuasion: This  is  the  ability  to  persuade NPCs of your character's
honesty and sincerity.  This isn't a liar's skill;  the speaker must believe
the truth of what he says. Successful use of the
skill means the listener believes what the speaker tells him. It does not
mean that the listener will agree to actions proposed by the speaker. The DM
can  assign  modifiers  from + 1 to + 8 to the skill roll if the audience is
hostile. This is a good skill for diplomats and negotiators to have
  Piloting (choose  type):  This  is the equivalent of the Riding skill but
applies to sailing vessels.  (it can also apply to large flying vessels such
as  aerial  ships  and  flying  castles,  if  such  things  are present in a
campaign.  The use of magical items such as flying carpets and flying brooms
does  not  require  the  Piloting  skill.)  A character must use a different
category of Piloting for each different type of vessel,  as defined  in  the
Piloting Skill:  Types of Vessels Table. As such, he will need to spend more
than one skill to pilot more than one type of vessel.
  Planar Geography:  This  skill gives the character a general knowledge of
the Prime,  inner, outer, Astral, and Ethereal Planes as described elsewhere
in  this  book.  This skill includes knowledge of techniques of travel among
the planes and common inhabitants of known planes.
  Profession: The  character  is  accomplished  at  one  type  of  nonlabor
profession such as politics,  cooking,  estate management,  horse  grooming,
scribing (the character must be literate),  etc.  The character can make his
living with his skill,  and (with a successful roll) make expert  commentary
on subjects pertaining to his skill. The player must indicate which specific
profession his character  knows;  a  character  can  buy  several  different
Profession skills.
  Quick Draw: A successful skill check with this skill allows the character
to rock and fire an arrow with a + 2 bonus to individual initiative.
  Riding (choose type): This skill includes the basic care and feeding of a
riding  animal  and the ability to control it under difficult circumstances.
Riding rolls are required if a character is trying to use a weapon from  the
back of a riding animal; failure means that the mount is moving too much for
the character to use the weapon.
  Each Riding  skill allows the character to ride one type of animal;  if a
character wishes to know how to ride two different types of beasts, he first
buy two different Riding skills. Horses constitute one type of animal; giant
eagles constitute another.
  When a  character uses his Riding skill on the wrong animal (for example,
when a horse rider tries to ride a camel),  he suffers a +4  to  his  Riding
rolls. When a character with no Riding skill at all tries to ride an animal,
he must make a Dexterity check at a + 8 penalty to his die roll.
  However, a  character  doesn't  have  to  make the success roll except in
difficult situations,  such as when the animal is spooked. Otherwise, he can
stay on the animal's back without difficulty.
  Science (choose type):  The character is  an  expert  in  one  branch  of
scientific study such as astronomy,  geology,  metallurgy,  etc.  Characters
with this skill can make their living with it,  usually  as  specialists  in
large cities.  The DM should not allow this skill to characters belonging to
more primitive cultures,  but it is entirely appropriate to characters  from
highly  civilized areas of the world.  The player must indicate which branch
of science his character has mastered;  a character can buy multiple Science
skills to know multiple disciplines.
  Shipbuilding: This is the skill  of  designing  and  building  ships.  It
allows  a  character  to  supervise the construction of professional-quality
ships,  whether they are made by muscle or by magic.  The Shipbuilding skill
will  also  let characters evaluate the ships they encounter,  determine who
built them and when, etc.
  Signaling (choose   type):  Successful  use  of  this  skill  allows  the
character to leave messages that can only be understood by another Signaling
specialist of the same culture,  trade guild,  military force,  or "school."
For instance,  one dwarf character with the Signaling skill could pile rocks
into a cluster; it would communicate nothing to most characters, but another
dwarf character with Signaling would recognize it as a signal and be able to
interpret its meaning.
  When a character takes a Signaling skill,  he must specify the  type  and
culture of signals that he will be studying and he must have the opportunity
to learn such signals. Appropriate types of signals include military trumpet
signals, naval flag signals, smoke signals, drum signals, etc.
  Singing: This is the ability to sing in a skilled manner; a character can
make  his  living  with  this  skill and (if he is good enough) can become a
famous entertainer or bard.
   Snares: This  is  the  skill  of  building  traps  to  capture  animals,
monsters,  and unwanted visitors.  A successful skill roll  means  the  trap
functions properly. The DM can assign modifiers to the skill roll based on
the mount of time the character had to set up the trap,  the availability of
materials, etc.
   Stealth (choose terrain):  This is similar to the thief's  Move  Silently
ability,  with some important differences.  The character taking the Stealth
skill must choose one type of terrain in which  the  skill  works  from  the
following   list:  city/  outdoors,  indoors/caves,  forest/jungle,  plains,
desert,  arctic,  and mountains/ hills. The skill only works in that type of
terrain.  (However,  the character could conceivably spend seven slots,  one
for each type of Stealth skill.)
  City/Outdoors is  used  in  the  streets,  in  trashstrewn alleyways,  on
rooftops,  and in similar  urban  environments.  Indoors/Caves  is  used  in
dungeons and catacombs,  in caverns and caves,  and in most enclosed spaces.
The other terrain types are self-explanatory.
   Humans, demihumans,  and  humanoids  can  take  the  Stealth skill.  The
character will move very quietly in the terrains for which he has the skill.
When  he  is trying to sneak up on someone or when there is a chance that he
will be heard,  he must make his skill check.  If the DM doesn't want him to
know that the DM can make the skill check for him.
  Storytelling: This is the ability to captivate an audience  when  telling
stories.  The  character  can earn his living as a teller of stories;  if he
also has Knowledge skills of such things as history, he can be a storyteller
of history.
  Survival (choose terrain): This skill allows the character to easily find
food (especially vegetables and fruits), shelter, and water in a single type
of terrain,  selected from one  of  the  following:  desert,  forest/jungle,
mountain/hill,  open sea,  plains,  arctic. Desert Survival doesn't give the
character the ability to survive in the forest;  he must  also  take  Forest
Survival for that.
  A character with the Survival  skill  forages  automatically  in  fertile
areas,  even  when  on  the  move.  If he is trying to supply more than just
himself, he must make a skill check at a +1 penalty to his die roll for each
additional  person that he is trying to supply.  He must roll each day,  and
failure indicates that he has not found  enough  food  for  everyone  he  is
trying to supply.
   Tracking: The character can follow tracks. The DM is free to increase or
penalize  the  chance  of success depending on the circumstances (age of the
tracks, type of terrain, number of tracks being followed, and so forth).
  Veterinary Heating:  This is the same as Healing (above),  but this skill
pertains to creatures that are neither humans  nor  demihumans  -  in  other
words, nonhumans, monsters, normal animals, and so forth.
   A character can take this skill in one of two  ways:
  1) as  a General Veterinary Healing skill,  which means that he makes his
roll with a + 1 penalty for every type of creature he treats; or
  2) as  a  Specialized Veterinary Healing skill that pertains to one class
of creatures (for  example,  equines).  The  character  with  a  Specialized
Veterinary  Healing  skill takes no penalty when treating the creatures that
are his specialty,  but he takes a + 2  penalty  with  all  other  types  of
creatures.  (A  character  could  take the skill twice,  one General and one
Specialized;  he would have his listed roll for the creatures that were  his
specialty  and only have a + 1 penalty when treating all other creatures.) A
character with Veterinary Healing skill trying to treat a human or demihuman
rolls at a + 3 penalty.
  Wrestling: In wrestling combat, a successful roll will give the character
a + 1 to his wrestling rating (see the "Unarmed Combat" rules in Chapter 8).
Higher skill scores give higher bonuses,  so a character with  Wrestling  +1
would receive a + 2 bonus, and so on.

Optional Rule for Languages

  With the  DM's  permission,  characters  can  use  skill  slots  to  take
additional  languages.  (Additional  languages  are  an   Intelligence-based
skill.)  For each slot spent on a new language,  the character can speak the
language (not necessarily very well) and can read it (if he  is  intelligent
enough  to  read  his regular languages).  Characters still get all the free
languages they're entitled to from their Intelligence and racial abilities.
  Characters have  trouble  speaking  these additional "skill languages." A
character speaking a
skill language will automatically understand someone speaking slowly  and
simply.  If  the  character  is  listening to someone who is excited or using
technical speech,  he must make his skill roll to understand  the  language.
Failure means he didn't understand what was said.
  The character speaking a skill language communicates  in  the  same  way.
When he's struggling to explain something fast, complicated, or technical or
when he's flustered or excited,  he must make a skill roll to get  the  idea
across.


Piloting Skill: Types of Vessels Table
Type of Vessel   Vessels in This Category
Small boats      River boat, sailing boat,  canoe, ship's lifeboat, raft
Galleys          Small galley, large galley, war galley, longship
Water vessels    Large sailing ship, small sailing ship, Troop Transport
Flying vessels   Aerial boat, aerial ship



      Improving Skills
  Characters' skills can be increased to higher  scores.  Simply  use  more
skill choices to improve skill rolls, and the PC will get a + 1 to his skill
roll for every skill choice added to that skill.  A skill choice can be used
to either improve an existing skill by one point or to buy a new skill,  not
both.  Example:  Alaric has only a Charisma of 12,  yet he  wants  to  be  a
natural  leader.  Instead  of  using  only  one skill choice to purchase the
Leadership skill,  he chooses to use three on that skill.  The first  choice
gives him his Leadership skill; he must roll his Charisma score, 12, for all
Leadership checks. His two extra skill choices give him an additional + 2 to
his rolls ( + 1 for each skill choice spent). His Leadership checks will now
be made at 14 instead of 12.

      Learning More Skills

  Your character can choose to purchase more  skills  or  improve  existing
ones.  All  characters  get  a  new skill slot every four experience levels.
Thus, humans get four slots (plus bonuses for high Intelligence) at level 1,
then an extra at level 5,  another at level 9,  another at level 13,  and so
on. See the Skill Slot Acquisition (Humans)

        Table.

        Skill Slot Acquisition (Humans) Table

               Experience                    Skill Slots
                    Level                       Gained
                        1                        4*
                        5                        1
                        9                        1
                        13                       1
                        17                       1
                        21                       l
                        25                       1
                        29                       1
                        33                       1
           * Not counting bonuses for high Intelligence

  Above 12th level,  dwarves get another skill slot at 1,200,000 experience
points and another slot for every  800,000  experience  earned  after  that.
Above 10th level,  elves get another slot at 1,350,000 experience points and
another for every 1,000,000 experience points earned after that.  Above  8th
level, halflings  get  another slot at 300,000 experience points and another
for every 1,200,000 points earned beyond that.  These points are outlined in
the Skill Slot Acquisition (Demihumans) Table.
  The DM can simply assume that your character is meeting  with  a  teacher
who can instruct him in the skill, or the DM can introduce an NPC who is the
character's teacher. Unlike the situation with weapon mastery, the character
never has to roll anything to acquire the skill. If the DM says the skill is
available 'to player characters and if the PC has an empty  skill  slot  and
access to a teacher, he can take the skill.
  Important DM's Note:  Intelligent monsters,  such as orcs and giants, can
also have general skills.  The DM may prefer only to give skills to monsters
that have distinctive personalities and roles within a campaign.

Skills and the DM
  It's the  responsibility  of the DM to see to it that players don't abuse
these skills and achieve results totally inappropriate to their use  in  the
campaign.  It's  also  the responsibility of the DM to reward characters who
use their skills cleverly and in the context of the adventure.
  The DM  decides when a character can try his skill roll,  and the DM also
decides what sort of effect the skill  can  have  in  a  situation.  The  DM
shouldn't make the characters roll over and over for the same task,  only at
critical points in play.
  Positive and Negative Modifiers
  When the character is using a skill,  the DM may wish to assign  positive
or  negative modifiers to make the character's roll easier or harder.  These
modifiers are based on circumstances.
  Circumstances that  make a job slightly more difficult warrant a +1 or +2
modifier.  Those that make the job substantially more difficult warrant a +3
or +4 modifier.  Those that make the job very hard-such as not being able to
see,  working on the rolling deck of a ship during a severe  storm,  and  so
forth@can warrant penalties of + 5, + 10, or even + 15 to the roll.
  On the other hand,  circumstances that make the job easier-such as having
all the materials needed,  having lots of time, and so forthwarrant positive
benefits at the same scale.
  The character  always has a chance of success,  however bad the odds,  as
long as the DM says it's remotely possible to succeed.  A natural roll of  1
on  1d20  is  an  automatic  success,  just  as a roll of 20 is an automatic
failure.

Time Use
  When it's  important to know,  the DM decides how much time each use of a
skill represents.  The time it takes to look at the stars and make  a  basic
Navigation  roll  might  be  about  a  minute;  the  time it takes to make a
superior spear,  both he-ad -and shaft,  will be a few days; and the time it
takes  to  make  a Tracking roll to recognize what sort of creature left the
prints before a character may only be a second or two.

Using Skills Together
  Often, when  the  character's  skill  roll  has  failed,  all  the  other
characters with the same skill will say,  "He failed? I let me make my skill
roll!  " This isn't a good thing to do. If the DM lets everyone make a skill
roll for  the  same  task  when  someone  has  failed,  one  character  will
eventually  succeed;  it's therefore pointless to have a skills system since
every task will be "automatically" (that is, "eventually") successful.
  The DM  should  usually  decide  that  the  circumstances  that  led  one
character to fail will make all the others fail.  For example,  a  character
tracking  his  prey fails his roll and loses the track.  The DM decides that
it's because the creature went to the  trees,  a  rainfall  obliterated  the
tracks,  or  whatever,  there  are no tracks to find.  Therefore,  the other
characters can't make their own Tracking skill tolls here, except to confirm
the fact that there are no tracks.
  However, sometimes it's reasonable for characters  to  use  their  skills
together  to  solve  a  task.  For  example,  when two healers are trying to
diagnose a disease, two can be better than one.
  The characters  can  choose which of them is the chief problem-solver for
this situation (usually the PC with the  highest skill), and that PC and the
others with the same skill all make their skill rolls.  The DM uses the roll
of the chief problemsolver and gives him a - 1 modifier for every one of his
friends  who  made  the roll and a + 1 modifier for every one who failed it.
The chief problem-solver can never receive more than a - 3 bonus  this  way,
but  there  is no limit to the penalty he can receive if his allies all roll
badly.

Using Skills Against Each Other
  Sometimes situations  will  come  up where two skills are in conflict.  A
character with Deception can  try  to  fast-talk  a  character  with  Detect
Deception,  or  two Bargaining characters can haggle.  When the DM sees this
situation occur, he can have both parties toll their appropriate skills. The
character with the lowest successful roll wins the contest. When a tied roll
occurs,  the DM has to analyze the situation;  he may have them reroll for a
clear decision or he may decide that the situation is unchanged.

         Skill Slots Acquisition (Demihumans) Table

 Dwarf Level  Number of   Elf  Level   Number of   Halfling Level Number of
 or XP Total  New Slots   or XP Total  New Slots   or XP Total    New Slots
 1st  level          4*   1st  level         4*    1st level             4*
 5th  level          1    5th  level         1     5th level             1
 9th  level          1    9th  level         1     300,000               1
 1,200,000           1    1,350,000          1     + 1,200,000           1
 + 800,000           1    + 1,000,000        1

            * Not counting bonuses for high Intelligence scores.

                                      86
                             Chapter 6: Movement


  This chapter  covers  all  the information needed for movement in the D&D
world.  Using the rules that follow for time;  movement; and travel by land,
water, and air will help add realism to the game.

Time

Time is  handled  somewhat  differently  in  the D&D game than it is in real
life.  Time that the players experience is called "real time." Time that the
characters  experience  is  "game  time." In D&D games,  the passage of time
experienced by the characters is usually compressed.  A  game  can  take  as
little  as  an  hour of real time or up to twelve hours (of even longer with
tireless players),  but that real time may represent days or weeks  of  game
time.

Game time  is  not  always  longer  than  actual real time.  Combat and some
role-playing can take much longer than the actual game time. For example, it
may  take  half  an hour of real time to play a battle that lasts only a few
minutes of game time.

Rounds, Turns, and Days
Game time  is  divided  into rounds,  turns,  and days,  as described in the
following text.

Rounds: Situations of immediate danger- such as combat or  those  precarious
seconds when a character trips a trap,  falls into a pit,  grabs hold of the
side,  and gazes down in terror at the poison-tipped  spikes  far  below-are
normally  measured  in rounds,  each of which represents 10 seconds of gained
time.  Except when the rules specify otherwise,  each character can  perform
only one action during a round-swing a sword,  cast a spell, of perform some
movement or other action.

Turns: Slightly less intense situations carefully exploring a dangerous  set
of  catacombs,  sneaking  up  on an enemy encampment,  of trying to escape a
pursuing army that is a mile or more behind-are usually  measured  in  turns,
each  of which represents 10 minutes of game time.  In the course of a turn,
should  something  happen  to  propel  the  character  into  an  immediately
dangerous situation, the DM will always shift the time sequence to rounds.

Days: Characters'  lives  are  not  all  spent  in  breakneck action scenes.
Sometimes they do things that take a great deal of time to accomplish,  such
as journey 1,000 miles on horseback, do library research, create a golem, or
sit around the city  waiting  while  the  king  finishes  putting  his  army
together.  Typically, the DM passes this time in days, describing one or two
things the characters might learn or do each day. Should one of these events
lead  to  a  role-playing  encounter,  the  DM can always shift to turns and
rounds.

Measurements of Game Time Table

Measure    Equals        Activities Measured This Way

1 round 10 seconds  Combat, some spell durations
1 turn  10 minutes  Noncombat movement,  some spell durations,
                   exploration of dungeons
1 day  144 turns    Long-distance movement (miles/day),  spell research,
                   magical item creation

  See the Measurements of Game Time Table for more information on how these
units interconnect.

Skipped   Time

  It's also  possible  to measure longer periods of time simply by skipping
over them.  For instance,  characters might finish up one adventure together
and  decide  they need to fulfill their family obligations for awhile.  They
split up, each returning to his respective home, and agree to meet at an inn
known  to  all of them after one month.  The DM will ask each character what
he's doing during this skipped time,  give each character the results of his
actions,  and then bring the characters back together again when the time is
up.  Great lengths of time,  up to years,  can be passed this  way  if  both
players and the DM wish to do so.

Assumed and Defined Actions
   In D&D games, the player does not normally have to describe every action
his character takes throughout the day. For example, when the characters are
doing long-distance traveling and time is being measured by  the  day,  it's
reasonable for everyone to assume that the characters do eat, rest after and
sometimes during travel,  talk to one another,  behave in a normally prudent
and careful fashion,  and so forth, without the  players having to role-play
every single incident or encounter.

Distance
Movement, Missile, and Spell Ranges

  Indoors: Normal  movement speed,  missile ranges,  and spell ranges are
measured in feet (90' means ninety feet indoors).
  Outdoors :  Normal movement speed, missile ranges, and spell ranges are
measured in yards (120' actually means 120 yards outdoors).
Everywhere: Spell effects are always measured in feet.

Maps    and    Miniatures

  Map Scale:  Dungeon  maps  are  usually  done on graph paper,  one square
representing 10'.  Wilderness  maps  are  usually  on  hex  paper,  one  hex
representing 8, 16, 24, 32, 72, or any other distance in miles.
  Using Miniatures:  In standard game play using miniatures,  25mm lead  or
cardboard  miniatures  represent  human-scale  figures.  If you use 25mm hex
paper to regulate movement,  one hex represents 10'; if you are not using a
hex-grid,  one  inch  on the table-top or surface represents 10' (indoors or
outdoors).

Feet vs.  Yards

  In dungeons and  other  indoor  settings,  the  basic  unit  of  distance
measurement  is  the  foot.  Missile  and spell ranges are measured in feet;
character's normal speed is expressed in feet. In wildernesses, open fields,
open  city  streets,  an other outdoor settings,  the basic unit of distance
measurement is the yard.  (One yard equals three feet.) In outdoor settings,
it  is  easier to move quickly due to more open terrain and better lighting.
Therefore, a character's normal speed outdoors is expressed in yards.

  Example: A character who moves 90' per turn (normal speed) in  a  dungeon
could move 90 yards (or 180') per turn outdoors.

  Missiles and  spell ranges are also read as feet in dungeons and as yards
in the wilderness. However, the area effected by a spell (or by flaming oil, a
net, or any other such attack) is not read yards; it is always read as feet.
Thus,  a fireball spell cast in the wilderness would have  a  range  of  240
yards, but it would still have an area effect of 40 feet in diameter.

Map Scales
  You may want to keep maps of the characters' travels; it's usually a very
good idea in traditional dungeon- based campaigns,  and the DM may insist on
it.  With dungeon or indoor maps,  you use graph paper.  Each square on  the
paper typically represents 10' of distance. With wilderness or outdoor maps,
you use hex paper.  Map hex scales vary widely,  but the most commonly  used
D&D  game scales usually have one hex represent 8 or 24 miles.  Always check
the map key printed on maps.  In any case, the DM will tell you if he or she
wants you to map in a different scale.



Miniature Figures
  Your campaign group might like to use miniature figures to represent  all
characters and monsters, especially in combat encounters.

  Several types of miniature figures are available from toy and hobby shops
worldwide that are made of metal,  plastic,  of  cardboard;  the  metal  and
plastic ones are suitable for painting.  With so many available,  you should
be able to find figures that look very similar to your characters.  The 25mm
figurines (a human is about 1" tall) are well-suited to D&D games.

  When you  use  miniatures  to  conduct  combat,  1"  on the table surface
represents 10' of distance.  If a character can move 30  yards  (90')  in  a
round, you'd move his figure 91, ahead on the table.

  You can use a ruler to measure distances or you can buy one of many vinyl
or  plastic  playing  surfaces  that  are  already  gridded   into   inches.
Additionally,  you  can  use  watercolor  markers to draw room and situation
details on vinyl or plastic surfaces and easily erase them once  the  combat
is done.

Movement

  "Move: 120'  (40')"  gives  the character's rates of movement.  The first
number,  usually 120', is the number of feet the character moves per turn at
a very cautious walking pace indoors;  outdoors,  the unit of measurement is
tripled so that


   Character Movement Rates and Encumbrance Table

               Normal    Speed  Encounter Speed    Running Speed
   Enc  (cn)   (feet per turn)  (feet per round)   (feet per round)
      0-  400         120              40                     120
    401-  800          90              30                      90
    801-1,200          60              20                      60
  1,201-1,600          30              10                      30
  1,601-2,400          15               5                      15
  2,401+                0               0                       0

   Terrain Effects on Movement Table

   Terrain                                Movement
   Trail/road*                            1 1/2 normal
   Clear/city/grassland                   Normal
   Forest/muddy ground/snow               2/3  normal
   Hill/desert/broken terrain             2/3  normal
   Mountain/swamp/jungle                  1/2  normal
   Ice/glacier                            1/2  normal

   * Unpaved roads allow travelers to ignore every terrain modifier except muddy
   ground/snow.  Paved  roads  allow  travelers to ignore every terrain modifier
   except snow.

  Traveling Rates by  Terrain  Table
                            Miles Covered Per Day:
  Travel Mode      Trail  Clear  Hills  Mountains  Desert
  Foot, no  enc*   36     24     16            12      16
  Foot, It  enc**  24     12      8             6       8
  Foot, hvy  enc t 12      8      6             4       6
  Camel            48     32     24            16      32
  Elephant         36     24     12             8       8
  Riding  horse tt 72     48     36            24      16
  Donkey or mule   36     24     16            12      16
  War horse        36     24     16            12       8
  Draft horse      24     16     12             8       8
  Ox               16     12     10             8       6

  * This is a character with a 120' normal speed; he can carry no more than
400 cn encumbrance.
  ** This is a character with a 90' normal speed (that is, someone carrying
between 401 and 800 cn encumbrance).
  t This is a character with a 60' normal speed (that is,  someone carrying
between 801 and 1,200 cn encumbrance).
  tt The travel rates listed here are possible but will kill the  horse  if
only  one  is used for the entire trip.  Typically,  a rider only manages to
achieve these rates by riding one-third the distance listed and trading  his
horse in twice at way stations for fresh mounts.  At the end of the day,  he
and the three horses are exhausted,  but all are alive.  If a rider does not
intend  to kill or exhaust his horse,  he should use the travel rates listed
for the war horse instead.

120' becomes 120 yards per turn.  (Outdoor movement is  tripled  because  of
easier terrain,  better lighting,  etc.) This first number is often known as
"normal speed."
  The second  number  within  parentheses is the movement rate per round in
feet;  this number is often called "encounter speed" and is the number  used
during combat. Outdoors, the encounter speed would be 40 yards as opposed to
40' in this instance.
  Movement is  sometimes  written  as  "MV  120'  (40')"  or "Movement 120'
(40')."

  Normal, Encounter, and Running Speeds

  Though the normal speed of 120' per  turn  seems  very  slow,  this  rate
includes many assumed actions-mapping,  peeking around corners, resting, and
so forth.
  During encounters,  movement  is measured in encounter speed.  Characters
move at 1/3 their normal speed in feet per round.  In other  words,  if  the
character's  normal  speed is 120' per turn,  his encounter speed is 40' per
round indoors.
  In addition,  when  characters  are running at full speed (toward or away
from an enemy),  their rate is equal to their normal speed in feet per round
(rather than turn) or three times their encounter speed. A character can run
at maximum  speed  for  30  rounds  at  most  (5  minutes)  before  becoming
exhausted.  (Characters  with the optional Endurance skill can maintain this
pace for longer periods of time.) In other words,  if a  character's  normal
speed is 120' per turn and his encounter speed is 40' per round, his running
speed is 120' per round indoors.

Exhaustion
  An exhausted  character  must  rest for at least three turns (30 minutes)
before running or fighting again.  An exhausted character who is  forced  to
fight  without  rest  is  penalized in combat.  Monsters gain a + 2 bonus to
their attack rolls to hit the character  (because  he  is  unable  to  dodge
incoming attacks as effectively), and the character must subtract 2 from all
attack damage rolls (he cannot muster the strength to hit more  effectively,
but any successful hit will still inflict at least 1 point of damage).
  A character who becomes exhausted  but  is  forced  to  continue  running
cannot use his maximum running speed. He drops to encounter speed and cannot
move any faster until he has rested.

Character Movement Rates

  Any character will have a movement rate  of  120'  (40')"  unless  he  is
weighed  down by a lot of gear.  The weight and clumsiness of gear is called
encumbrance and is measured in "cn",  which are coin-weight  equivalents;  1
coin  equals  approximately  1/10 of a pound in weight and awkwardness.  The
amount of encumbrance the character carries determines how fast he can move,
as noted in the Character Movement Rates and Encumbrance Table.
  Example: A character carring 60 lbs. (600 cn) of armor and equipment will
be slowed to a MV of 90' (30').  Traveling in a dungeon,  at a very cautious
walking pace (normal speed),  he'll move 90'  per  turn;  outdoors,  walking
cautiously  (normal speed) but over easier terrain,  he'll walk 90 yards per
turn.
     Important Note: Groups of characters, if they intend to stay together,
move at the rate of the slowest character.

Monster  Movement   Rates

  Monsters' and animals' movement rates are also expressed in  the  "  120'
(40')"  format.  Some monsters move much faster than player characters,  but
others are the same speed or slower.  See Chapter 14 for the movement  rates
of various monsters.
     The only time monster encumbrance is tallied is when  the  monster  or
animal  is  carrying  away some heavy prey or is being used to carry riders.
Guidelines are found in Chapter 14.
     These rules  are  somewhat  simpler  than  those  for player character
encumbrance.  For instance,  a monster will be able  to  move  at  its  full
movement rate up to a certain amount of encumbrance carried. It will move at
half its movement rate up to twice that amount of encumbrance  carried,  and
it will not be able to move at greater than a certain amount of encumbrance.

Land Travel

   This section  discusses  moving  over land using various movement rates,
the effect terrain has on movement, long-distance travel, becoming lost, and
finding food in the wilds.

Overland Movement Rates

  To find  the distance a party travels in a day,  find the normal speed of
the slowest party member or mount (if all party members are mounted). Divide
that  speed by 5.  The result is the number of miles per day the party moves
through clear terrain (open fields and range,  city,  etc.). This number, of
course, is modified if terrain is less favorable.
 Terrain (the  features  of  the  land  being explored) affects the rate of
travel.  Though it makes no difference to the combat round or the  10-minute
turn,  the  terrain  may  affect  the distance a party travels in a day,  as
outlined in the Terrain Effects on Movement Table.
 On the  Terrain  Effects on Movement Table,  modifiers are not cumulative.
When two or more conditions are in effect (not counting trail/ road), simply
use  the  worst  condition  to  determine  the  party's  movement.  When the
characters' path will carry them through several different types of  terrain
in  a single day,  the DM should decide which one terrain type dominates and
base their movement on that type of terrain.
 For convenience's  sake,  character  and mount movement in the most common
types of terrain are listed in the Traveling Rates by  Terrain  Table.  Find
out  which party member moves slowest on this table;  his movement rate will
dictate the movement for the entire party.

Long-Distance Travel and Rest
 Characters and mounts must rest one full day for every six days they spend
traveling.  Those who do not rest suffer a - I penalty on attack  rolls  and
damage  rolls  until  they  do  rest.  If they go more than six days without
resting,  they suffer an additional - I penalty per six days until  they  do
rest, and they must rest one full day for each six days they spent traveling
if they are to lose the penalty.

Becoming  Lost

  A party following a road, trail, or river or led by a reliable guide will
not  become  lost.  A guide is a retainer who knows the local area or-if you
are using the optional general skills rules-is a PC or an NPC who has either
the  Navigation  or  Knowledge  (of the area in question) skill.  The DM may
require the character to make his Navigation/Knowledge skill check each  day
to keep the party on track.
   However, if a party is not on a road,  trail, or river and does not have
a guide, the party may become lost. The DM must check each day to see if the
adventurers become lost by rolling 1d6 before the party begins movement  for
the  day.  Find  the  type  of terrain the party is traveling through on the
following list;  if the roll on the die matches the number listed, the party
becomes lost.
   * Clear or grasslands: 1.
   * Swamp, jungle, or desert: 1-3.
   * All other terrain: 1-2.
  If a  party  is  lost,  find  the direction of travel (either by the DM's
choice or by random roll).  The DM must keep track  of  the  party's  actual
position and the direction the characters think they are going! For example,
the party members tell the DM that they want to travel north.  However,  the
DM  has secretly determined that the party is lost and that northeast is the
direction the party thinks is north. If the group travels this direction and
then decides to travel in a different direction,  the DM will have to adjust
accordingly.  For example,  after traveling "north" for six miles  (although
actually  traveling  northeast),  the  group decides to turn northwest;  the
members will actually be going north at this point.

Food in the Wild

  Traveling characters sometimes run out of  food  in  the  wild.  Cautious
parties  bring  enough  standard  or iron rations for everyone's use for the
whole trip plus up to 50 %  extra; but great delays (weather, magical traps,
other  problems) can still cause them to run out of food.  However,  in most
terrain types (but not in some swamps or oceans),  parties may either forage
or hunt to get more food.
 The characters may forage while  traveling,  but  they  slow  their  daily
movement  rate  to  2/3  normal as a result.  (They cannot forage while on a
forced march.)  Foraged  food  includes  nuts,  berries,  some  plants,  and
possibly small game.  In good terrain and weather, characters usually have a
50% chance (1-3 on 1d6) of finding enough food to survive. The DM may modify
this due to the terrain, and he or she will make all the necessary rolls.
 If the characters spend a full day in the vicinity of their  camp,  normal
foraging  is  automatically successful.  Such characters might (DM's choice)
encounter animals that they can hunt for additional food.  Days spent  in  a
forced match or resting cannot be spent hunting.
  If the campaign is using the general skills from Chapter 5,  a  character
with the Hunting skill forages automatically (without movement penalties) in
fertile areas,  even when on the move, and he uses his Hunting skill roll to
determine how successful he is during days spent in search of game.
 If characters run out of food,  they will become ravaged by  hunger.  They
will  need  to  rest more,  travel slower,  suffer attack roll penalties and
gradual loss of hit points, and eventually face death from starvation.

Water Travel

 Characters are sometimes forced to swim of use ships to reach destinations
via waterways. This section describes how to do both.

  By Swimming (and Drowning)

 In the  D&D  game,  all  characters  may  swim  unless  the  DM  decides
otherwise.  A character's movement rate while swimming is  1/5  his  outdoor
running  speed  (120 yards per round / 5 = 24 yards per round).  A character
swimming underwater always measures his  movement  rate  in  feet.  Thus,  a
character  who- can swim at 24 yards per round on the surface can swim at 24
feet per round underwater.
 Under normal conditions, a swimming character is in no danger of drowning.
However,  if the character is swimming while carrying heavy  encumbrance  or
swimming  in rough,  dangerous conditions,  he can drown.  If a character is
carrying more than 400 cn encumbrance,  sheer weight will drag him down. The
DM  should decide on the chances of drowning in rough water,  swimming while
encumbered, or fighting while swimming.


      Water Movement Modification Table
 Roll
 (2d6) Weather                 Effect/Notes
       No  wind              Becalmed; no movement except by oar; oared
                             movement reduced to 1/3 normal amount because
                             of rower fatigue
 3     Extreme light breeze  Movement reduced to 1/3 normal; also used when
                             beating before  normal   winds
 4     Light breeze          Movement reduced to 1/3 normal; also used when
                             quarter reaching before normal winds
 5     Moderate breeze       Movement reduced to 2/3 normal; also used when
                             broad reaching before normal winds
 6-8   Normal winds          Normal movement
 9     Strong breeze         Movement is 1 1/3 normal (normal plus 1/3 extra)
 10    High winds            Movement is 1 1/2 normal (normal plus 1/2 extra)
 11    Extreme high winds    Double normal movement*
 12    Gale              Galleys have an 80% chance of sinking; triple normal
                             movement in random direction rolling 1d6:
                                  1=    desired direction
                                  2=    60'  starboard
                                  3=    120' starboard
                                  4=    180' (reverse)
                                  5=    120' port
                                  6=    60'  port

  * May  take  on  water (unsailed vessel chance 20%,  sailed vessel chance
10%).  Taking on water reduces speed by 1/3 until  docking  and  repair  are
possible.

  Generally, if  the  DM  wishes,  he  can  tell  the  player  to  make  an
appropriate ability check each round (for example,  a Strength check if  the
character  is battling high seas or a Constitution check against exhaustion)
to check on the character's ability to keep his head  above  water.  On  the
first  occasion  the character misses his ability check,  he slips under the
water.
  When a character goes underwater- and cannot breathe there - he must hold
his breath immediately begin drowning.  He can hold his breath for a  number
of  rounds equal to his Constitution score if he does not exert himself;  if
he exerts himself (by fighting, panicking, etc.) he can only hold his breath
for a number of rounds equal to half his Constitution score.
  Once a  character can no longer hold his breath,  he begins to drown.  He
must make a triple normal Constitution check every round. The first check is
against his normal Constitution score;  each subsequent one is rolled with a
cumulative + 1 penalty to the die roll (+ 1 on the second check,  + 2 on the
third, etc.).
  Once he fails a check, he has drowned-but he is not dead yet. Although he
doesn't breathe, he will not be dead for a number of rounds equal to 1/3 his
Constitution  score  (found  up).  While he is in this state halfway between
life and death, if he can be healed by a character with the Healing skill or
by a character with healing magic, he will recover normally.
  If this happy event does not take place,  the character dies. However, he
still may be brought back to life by a raise dead st)ell.
  A character  who  reaches  the  stage  at which he is making Constitution
rolls to keep from drowning,  even if he is rescued and does not  drown,  is
considered exhausted, as described above under "Exhaustion."

By Ship
For waterborne traveling,  whether on a river or near  a  coast,  characters
move at the ship's rate.
  The ship's  movement rate given on the Sailing Vessels Table in Chapter 4
is for average sailing conditions.  If the voyage is favored by steady winds
and calm waters,  the speed may be increased to as much as double the number
given.  If the seas are rough or the vessel becalmed,  little or no progress
might be made in a day!
  When sailing  on seas or oceans,  there is a chance that the weather will
be unsuitable for travel. Roll 2d6 at the beginning of each day; a result of
2  indicates no wind and a roll of 12 indicates gales or fierce storms.  The
effects such weather has on ship travel are as follows:
  No Wind:  Sailing ships (vessels without rowers) may not  move  and  must
spend  the entire day in the same area (hex).  Rowed ships are never stopped
for lack of wind; they are unaffected by calm weather.
  Gale or  Storm:  Results  differ  whether the ship is a sailing ship or a
galley, as noted in the following:
  Sailing Ship: This type of ship may either sit (80% chance of sinking) or
run before the wind.  Movement rate is triple normal,  but it is in a random
direction as determined by the DM.  (The  DM  can  see  the  Water  Movement
Modification  Table for a handy direction generator if he or she wishes.) If
no coastline is reached during (triple) one day's movement,  the maneuver is
successful and the ship is safe (though likely to be far off course). If the
ship reaches a coastline or other shore, there is a 75 % chance that it will
be broken up trying to beach, and only a 25% chance that it will safely find
a sheltering harbor.  (DMs can modify that chance  if  they  are  using  the
optional  general  skills.  If  the ship's pilot can make his Piloting skill
check ,  the ship's chances of finding safety improve by 5 % for every point
by which he successfully makes his roll.)
  A Galley (Lifeboat, Raft): Any vessel without sails has only a 20% chance
of  weathering  a  gale;  failure results in the ship being swamped.  If the
galley is in sight of the coastline when the  gale  first  hits,  check  the
coastal  terrain.  If  it is clear terrain,  the galley may beach before the
storm hits.  For all other terrain, roll 1d6; a result of 1-2 indicates that
the pilot finds a safe beach or cove.  (As noted under sailing ship above, a
good pilot can improve the galley's chances if the DM is using  the  general
skills rules and the pilot can make his Piloting skill check.  Historically,
many galleys did have sails, but the galleys found in the D&D game do not.)
  If a DM prefer to add more complexity to his game world,  he can add some
optional water movement rules for traveling by water.  Roll 2d6 at the start
of  each  day  traveled by water and check the results on the Optional Water
Movement Modification Table.

Aerial Travel
  Characters traveling  on  aerial  mounts  can  move  72  miles  per  day.
Characters traveling on aerial devices (such as flying carpets) can move 120
miles per day.
  An encounter occurs when a player character or a PC party meets a person,
group, or monster that is not a member of his party. An encounter can result
in combat between the two sides,  conversation,  cooperation,  a  chase,  or
similar  event.  "Evasion"  is what happens when an encounter occurs and one
side wants to escape the other; that side turns and runs.
  In this  chapter,  standard  procedures  for game turns and game days are
discussed as well as what  happens  during  encounters  and  during  evasion
attempts. Surprise, reactions, and wandering monsters are also detailed.

Exploration and the

Game Turn

  When characters are exploring a specific area (such as a dungeon), moving
through heavily patrolled territory (such as an armed  camp  or  the  border
between  unmendly  nations),  or  traveling through a heavily populated zone
(such as a town),  the DM measures time in turns. Each  turn  represents  10
minutes;  customarily  characters  will travel at their normal speed (luting
game turns.  Each game turn follows  the  pattern  noted  in  the  Game Turn
Checklist.

  Game Turn Checklist
  1. Wandering Monsters:  If the wandering monsters check at the end of the
previous  turn was positive,  the monsters arrive now.  Under normal dungeon
conditions,  they appear 2d6 x 10' away in a direction of  the  DM's  choice
(see the "Encounter Distance" section,  below,  for more information). Leave
the Game Turn Checklist sequence and go to the Encounter  Checklist,  below.
See  "Handling  Wandering  Monsters,"  below,  for  more details on handling
wandering monsters.
  2. Actions:   The   caller  (or  each  player)  describes  party  actions
(movement, listening, searching, etc.).
  3. Results:  The  DM  describes  the  results  of  the party's actions as
follows:
  a. If PC actions result in a discovery (a secret door,  trap,  etc.), the
DM tells them what they found.
  b. If the PCs entered a new area,  the DM describes it so that the mapper
can map it.
  c. If an encounter occurs, skip to the Encounter Checklist.
  4. Wander Monsters Check: The DM checks for wandering monsters and random
encounters.  The DM rolls 1d6 every other turn to check for this. If this is
a dungeon and a "1" comes up on the die,  the PCs will  encounter  wandering
monsters  at  the  beginning  of  the next turn (other types of terrain have
different chances as shown on the Chance of Encounter Table, below).

Wandering Monsters
  When a  DM's  roll  indicates that wandering monsters will appear,  they
appear the following turn.  The DM rolls 2d6 and multiplies this  number  by
10; the result is the distance, in feet, at which the monsters are detected.
  This is the distance at which the DM first begins keeping track  of  them
and  the  distance  at  which  both  sides first have a chance to notice one
another.  Once the monsters appear,  the DM should switch to  the  Encounter
Checklist (on page 93) to determine what happens next.

Wandering Monsters Check
  Every two turns (not every turn), the DM rolls 1d6 to check for wandering
monsters  of random encounters.  In any setting where there is a possibility
of characters running across monsters (or strangers, wild animals, occupants
of  a dungeon that are not locked in a particular room or area,  or anything
else that might be moving freely through an area),  the  DM  can  check  for
wandering  monsters  and  random  encounters.  For a more in-depth method of
determining encounters,  the DM can check the Chance of Encounter Table  and
follow the instructions there for checking for encounters.
  If the DM's roll indicates that there will be an encounter,  the  DM  can
choose what sort of encounter it is (based on what he knows about the area),
or he can roll on the wandering monsters tables later in this chapter.
  Important Note:  If  the  Dungeon  Master  has  already decided to have a
prearranged encounter during this two-turn time period or if he his  decided
that  the characters will have no encounter during this period,  he can skip
the wandering monster roll.

Leaving the Game Turn
  The DM  continues  determining time in game turns and using the Game Turn
Checklist until he feels that the situation has changed  and  he  no  longer
needs  to  use  the  checklist.  For  example,  the characters might reach a
different  type  of  terrain  (the  comparatively  safe  outdoors   of   the
wilderness,  the  inn  where  they  plan  to spend the night,  the protected
caravan of their patron,  etc.), which will remove them from the normal game
turn sequence.



Travel and the  Game  Day

   Characters who  are  traveling overland or across open water and who are
not moving through dangerous territories should travel  in  game  days,  not
game turns. The rules for long-distance overland travel fates were presented
in Chapter 6,  and traveling by ship  rates  were  discussed  there  and  in
Chapter 4. Each game day spent traveling follows the Game Day Checklist.

Game Day Checklist
  1 .  Daybreak:  Party prepares for travel, studies spells, selects travel
direction.
  2. Getting Lost:  DM rolls 1d6 to see if party becomes lost.  If so,  see
the "Land Travel" section in Chapter 6.
  3. Daytime Wandering Monsters:  The DM makes a  1d6  roll  for  wandering
monsters  for  the  daytime  hours.  See  the  Chance of Encounter Table for
determining rolls.
  4. Encounter Results.  Based on the DM's die roll,  the  party  does  the
following:
  a. If no wandering monsters are encountered, party concludes movement and
daylight period ends. Skip to Step 6.
  b. If  wandering  monsters are encountered,  the DM goes to the Encounter
Checklist,  below.  If the characters want to evade  or  pursue  encountered
monsters,  the  DM  goes  to the "Evasion and Pursuit" section later in this
chapter.
  5 .  Resume Travel:  After the encounter, the party may resume travel. If
they are lost, the DM may (at his option) recheck the direction of travel.
  6. Nightfall: The party finds a place to stop and rest.
  7. Nighttime Wandering Monsters:  The DM makes a 1d12 roll for  wandering
monsters  for  the  nighttime  hours.  See the Chance of Encounter Table for
determining rolls.  If an encounter is indicated,  the DM chooses the  watch
during  which  it  occurs;  two  or three PC guards can be posted during the
night,  each taking an equal amount of time  guarding  the  party  while  on
watch. Continue with one of the following steps:
  a. If an encounter occurs, the DM uses the Encounter Checklist, below.
  b. If no encounter occurs, the DM proceeds to Step 9.
  8. Resume Rest:  Once any nighttime encounter is over,  the party returns
to rest.
  9. Night's End: Return to Step 1 above.

Encounters

  An "encounter" occurs when two or more groups come within visual range of
one another and at least one group becomes aware of the other;  the term  is
also used to refer to incidents where PCs encounter traps.
  In most dungeon situations,  groups encountering other groups will become
aware  of  one another at or nearly at the same time.  In outdoor encounters
and a few dungeon encounters,  one group could become aware of the other and
not  reveal  itself,  allowing  the  group members to run away without being
detected,  spy on the other group, arrange to ambush the other group, and so
forth.
 Encounters keep  game  adventures  exciting  and  unpredictable  and  give
characters experience with different monster types.  No map and map key will
detail every creature,  monster,  or character that can be found on the area
represented  by a map,  of course,  but the use of random encounters can add
flavor to a campaign. Characters traveling through a jungle might run across
a tiger,  a giant python, or an even more fantastic monster; this monster is
present because it belongs to the type of terrain in question.
  In a dungeon,  roll for encounters once every two turns; in the outdoors,
roll once during the day and once (at a reduced chance) at night.  Check the
Chance of Encounter Table on the following page for when to roll and type of
encounters.
  Some actions or items may increase the chance of wandering monsters. Loud
noises,  battles,  cursed items, or exploring special areas may allow the DM
to check for wandering monsters every turn-and possibly with higher chances


    Chance of Encounter Table

Type of Encounter/Roll Method
  Dungeon and city
  Roll 1d6  every  two  turns  when traveling and roll 1d12 once during the
night; on a 1, an encounter occurs
Wilderness
  Determine the type of terrain the party is in and toll  1d6  once  during
the  day and roll 1d12 once when camped at night;  consult the following for
encounter occurrences

Type of Terrain                                                Chance
Clear, grasslands, inhabited, or settled                           1
Forest, river, hills, barren lands, desert, ocean*, or aerial**   1-2
Swamp, jungle, or mountains                                       1-3
  * Ocean:  A roll of 1 indicates a normal ocean encounter.  A  roll  of  2
indicates no encounter unless the ship lands -at the end of the day;  if so,
a land encounter is used.
  ** Aerial encounters always use the Flyers  subtable  in  the  Wilderness
Encounter Table, regardless

(1-2, 1-3, or 1-4 on  1d6).
When the  DM  chooses  to have an encounter or when a die roll indicates an
encounter,  the DM must first  determine  or  randomly  roll  what  sort  of
encounter it is (an encounter with wandering monsters,  an NPC or a group of
NPCS,  or a trap).  Once that's determined,  he or she can run the encounter
according to the Encounter Checklist.

Encounter Distance
  Once the  Dungeon Master has determined that an encounter will take place
and has determined the relative conditions of surprise for the  two  groups,
he or she can decide how far apart the two parties ,  the when the encounter
takes place.
  When both parties are surprised,  the encounter distance is 1d4 x 10' (or
yards if outdoors)
  When one party is surprised,  the unsurprised party notices the surprised
party at the 1d4 x 10, (or yards) distance rolled; the surprised party won't
notice the unsurprised party until they reach half that distance.
 When neither party is surprised,  take a look at the  Encounter  Distances
Table.  When  the  type  of  terrain  (dungeon,  wilderness,  ocean/sea,  of
underwater) is known,  the DM can find out how far apart the groups are when
the encounter takes place.

Surprise

  When an  unexpected encounter occurs both sides roll 1d6.  Each side that
rolls 1 or 2 is surprised. Possible results are as follows:
  Neither group  is surprised:  Both are aware of one another and can be on
the guard.
  Both Groups  Are Surprised:  Both groups lose one round due to the sudden
surprise and confusion;  once the round is over,  both groups  are  back  in
control of themselves, aware of one another, and on guard.
  One Group Is Surprised:  The unsurprised group can take advantage of  the
situation  by  evading  (automatic  success,  meaning  that  the other group
doesn't notice them at all), by attacking (the attacking group gets one free
round  of  attacks  before  the other group can respond),  or by other means
(leaving one or two members in the open to negotiate while the other members
hide in ambush, for example).

   When the DM determines that there will be an encounter, the DM should roll
1d6 once for each group-or he can let one of the players roll for the  PCs,
if  he  isn't  worried  about  tipping  them off that something is about to
happen.  A result of 1 or 2 means that the group in question  is  surprised
(though this may differ with some monsters;  see Chapter 14).  In any given
encounter,  one group could be surprised, or the other could, or both, or
neither.


 Encounter Distances Table

 Setting     Visibility       Encounter     Distance

 Dungeon*    Very good light  DM's choice   4d6  x  10'
 Dungeon*    Dim light**      DM's choice   2d6  x  10'
 Dungeon*    No light t       DM's choice   1d4  x  10'
 Wilderness  Clear daylight   DM's choice   4d6  x  10  yards
 Wilderness  Dim  light**     DM's choice   2d6  x  10  yards
 Wilderness  No  lightt       DM's choice   1d4  x  10  yards
 Ocean/sea   Clear daylight   Ship          300   yards
 Ocean/sea   Clear daylight   Monster       4d6  x  10  yards
 Ocean/sea   Dim  light**     Ship          120   yards
 Ocean/sea   Dim  light**     Monster       2d6  x  10  yards
 Ocean/sea   No  light t      Ship          40    yards
 Ocean/sea   No  light t      Monster       1d4  x  10  yards
 Undersea    Any light        DM's choice   1d6  x  10  yards

    * Or other indoor setting.
    * Or  full  darkness  with  infravision   used.
    t Or  very  poor  visibility  (heavy  snow  or  fog,  sandstorm,  etc.).


 Encounter Checklist

  1. Game Time:  Game time  switches  from  10-minute  turns  to  10-second
rounds.  The  DM does not have to inform the players of this until he or she
informs them that they are having an encounter.
  2. Surprise:  Both sides make appropriate rolls (1d6), the caller for the
PCs and the DM for the monsters.  Any  side  that  rolls  a  1  or  a  2  is
surprised.  To keep from alerting players than an encounter is imminent, the
DM can simply make both rolls him- or herself.
  3. Initiative:   If   one   side   is   surprised,  it  loses  initiative
automatically.  Otherwise, both sides make initiative rolls (1d6) to see who
moves, talks, or attacks first. The side that rolls higher goes first.
  4. Reactions:  If the DM does not know how the monsters will react to the
PCs,  the DM makes reaction rolls to determine their initial reactions.  See
the Monster Reactions Table under "Monster Reactions," below.
  5. Results:  The  DM  determines  the  results  of the party's actions as
follows:
  a. If  the  PCs  trigger  a  trap,  the  DM  applies the consequences.
  b. If both sides can speak, role-play the conversation until agreement is
reached, one side leaves, of a fight begins.
  c. If  the PCs run away,  make a morale check for the monsters or NPCs to
see if they give chase.  If so, use the pursuit and evasion rules later this
chapter to see if the PCs get away.
  d. If one or both sides attack,  play proceeds with the  Combat  Sequence
Checklist  (see  Chapter  8,  page  102;  start  with  Step  1  and roll for
initiative again).
  6. Encounter Ends:  After the encounter ends, begin play with a new turn.
Always assume that an encounter takes at least one full turn to resolve.

  When neither  group  is surprised,  both can act at th same time.  If one
decides to attack, the other can respond immediately. If one decides to run,
the other can give chase. Neither has an advantage over the other.
  The same applies when both groups are surprised.  Both groups are  caught
off  guard  and  lose  a  little  time  gathering their wits;  neither group
recovers before the other does.  Once they have  themselves  under  control,
they proceed as though neither group was surprised.
  When one group surprises the other, it can, if it chooses, take advantage
of the situation.  It might attack,  in which case it would get a free round
of attacks on the other group before the surprised group could  respond.  It
might  also try to sneak away,  in which case it would avoid the other group
automatically, with no chance for the other group to discover or catch it.

  When surprise  occurs,  the  DM  looks  at  the terrain and situation and
decides exactly what has happened,  describing this to the players, who must
work within the limits of the situation.

Monster  Reactions
  Just because  an encounter takes place does not mean that the two parties
automatically attack one another.  Either party may be in a mood  to  trade,
talk, exchange rumors and information, or even run away from one another.
  The player  characters  determine how they wish to react.  The DM decides
how the monsters and NPCs will react.  Descriptions of  some  monsters  (see
Chapter 14) will determine how they react, while the DM might wish a monster
to react a certain way.  When the DM wants to use a random reaction for  the
monster or NPC, he can consult the Monster Reactions Table.
  If the  DM  wants  to use the random Monster Reactions Table for the PCs'
encounters with monsters and NPCS,  he can roll 2d6 on the table  and  apply
the indicated results.  After the first round,  the DM should modify the 2d6
roll of the character talking for the  group  by  the  character's  Charisma
bonuses  or  penalties.  For the first reaction roll,  the DM shouldn't take
Charisma adjustments into account.

     Monster   Reactions    Table

    Roll 2d6    Monster Reaction
       2-3      Monster attacks
       4-6      Monster    is    aggressive    (growls,
                threatens); roll  again  in  one  round
                with a penalty of - 4  to  the  roll
       7-9      Monster  is  cautious;  roll  again  in
                oneround
     10-11      Monster is   neutral;   roll   again  in
                oneround  with  a  bonus  of   +   4 to
                the roll
        12      Monster is friendly

  The DM can substitute any appropriate response  for  the  ones  described
above. A cowardly monster that rolls a 2-3, for instance, might flee instead
of attacking;  if it rolls a 4-6 instead, it might shy away from the PCs and
be ready to run.
  You may  need  to make more than one roll on the Monster Reactions Table.
When the result says to roll again in one round,  allow the PCs to react  to
the  monster.  If  they  do  something  to  get a specific reaction (such as
attack),  you won't need to roll again.  If they try to bluff, negotiate, or
befriend  the  creature,  roll again with the penalty or bonus listed on the
table.

  The actions or words of the PCs may affect monsters' reactions.  Gestures
of friendship can give the PCs a bonus  at  the  DM's  discretion;  threats,
attempts  to  appear  menacing,  and  rudeness  can  give the PCs a penalty.
Adjustments for PC actions can range from a - 2 penalty to a + 2 bonus. If a
charismatic  character  is  speaking  for  his  entire  party  while another
character is silently glaring, bristling, and otherwise indicating that he's
a tough guy, the rudeness penalty could easily cancel the Charisma bonus.

  Don't roll more than three times. If by the third toll the monster hasn't
achieved a roll of 10 or better, it will decide to attack or leave.

Wandering Monster Encounters
  The tables  in  this  section  will  help  generate wandering monster and
random encounters. The Dungeon Encounters Levels 1-10 Tables give guidelines
for  the number of monsters that constitute an encounter." For instance,  an
entry might read "Hobgoblin 1d6"; in such a case, roll 1d6 for the number of
hobgoblins encountered by the player characters.
  In the  Wilderness  Encounters Table,  Castle Encounters Table,  and City
Encounters  Table,  no  such  number  guidelines  are  given.  Consult   the
description  of  the monster in question from Chapter 14;  the text with the
headline "Number of Monsters" gives handy guidelines for  selecting  numbers
of monsters for encounters.

  The tables  in  this section are general tables for an "average" dungeon.
The Dungeon Master is encouraged to make his own  specific  encounter  table
for  specific  dungeons  and settings in his campaign.  These can change the
frequency of monsters,  introduce new monsters of the DM's creation,  use  a
different type of die (d8, d12, etc.), and so on.
  When a random encounter is to occur, the DM first needs to know where the
characters are- dungeon or wilderness. "City" is treated just like any other
wilderness terrain.

  If the random encounter is in a  dungeon  setting,  go  to  the  "Dungeon
Encounters" section below.  If it's a wilderness (or a city) setting,  go to
the "Wilderness Encounters" section. Both start on page 95.



 Dungeon Encounters Level 1 Table      Dungeon Encounters Level 2 Table

  Roll                      Number     Roll                      Number
  1d20    Monster           Appearing  1d20    Monster           Appearing
     1    Bandit            1d6           1    Beetle,     Oil      1d6
     2    Beetle, Fire      1d6           2    Carrion Crawler      1
     3    Cave Locust       1d6           3    Ghoul                1d4
     4    Centipede, Giant  1d6           4    Gnoll                1d4
     5    Ghoul             1d2           5    Goblin               2d4
     6    Goblin            1d6           6    Gray       Ooze      1
     7-10 Human             1d3           7    Hobgoblin            1d6
     11   Kobold            2d6           8-10 Human                1d3
     12   Lizard, Gecko     1d2           11   Lizard,   Draco      1
     13   NPC Party         1 party       12   Lizard      Man      1d6
     14   Orc               1d6           13   Neanderthal          2d4
     15   Skeleton          1d10          14   NPC       Party      1 party
     16   Snake,Racer       1d2           15   Orc                  1d10
     17   Spicier, Crab     1d2           16   Skeleton             2d6
     18   Stirge            1d8           17   Snake, Pit Viper     1d6
     19   Troglodyte        1d3           18   Spider, Black Widow  1
     20   Zombie            1d3           19   Troglodyte           1d6
                                          20   Zombie               1d6


 Dungeon Encounters Level 3 Table     Dungeon Encounters Levels 4-5 Table
 Roll                       Number    Roll                      Number
 1d20   Monster            Appearing  1d20    Monster           Appearing
   1    Ape,      White        1d4       1    Blink Dog              1d4
   2    Beetle,   Tiger        1d4       2    Bugbear                1d6+4
   3    Bugbear                1d6       3    Caecilia               1
   4    Carrion Crawler        1d3       4    Cockatrice             1d2
   5    Dopplegangef           1d2       5    Displacer   Beast      1
   6    Gargoyle               1d3       6    Gargoyle               1d4+1
   7    Gelatinous Cube        1         7    Giant,       Hill      1
   8    Harpy                  1d3       8    Harpy                  1d4+1
   9-10 Human                  1d3       9    Hellhound (1d3 + 2 HD) 1d4
   11   Living Statue, Crystal 1d4       10   Hydra (5-headed)       1
   12   Lycanthrope, Wererat   1d6       11   Lycanthrope, Werewoff  1d4
   13   Medusa                 1         12   Medusa                 1d2
   14   NPC       party        1 party   13   Mummy                  1d3
   15   Ochre     jelly        1d10      14   NPC   Party            1
   16   Ogre                   1d3       15   Ochre jelly            1
   17   Shadow                 1d4       16   Rhagodessa             1d3
   18   Spider, Tarantella     1         17   Rust      Monster      1d2
   19   Thoul                  1d4       18   Scorpion,   Giant      1d3
   20   Wight                  1d3       19   Troll                  1d2                                                      ter.                                                                           ter.
                                         20   Wraith                 1d2

  Dungeon Encounters Levels 6-7 Table   Dungeon Encounters Levels 8-10 Table
  Roll                      Number      Roll                      Number
  1d20    Monster           Appearing   1d20    Monster           Appearing
   1      Basilisk              1d3      1      Basilisk            1d6
   2      Caecilia.             1d4      2      Black     Pudding   1
   3      Cockatrice            1d3      3      Chimera             1
   4      Giant,       Hill     1d2      4      Devil       Swine   1d2
   5      Giant,      Stone     1d2      5      Dragon              1d2
   6      Heilhound (5-7 HD)    1d4      6-7    Giant*              1d6
   7      Hydra (6-8 heads)     1        8      Golem*              1
   8      Lycanthrope*          1d3      9      Hydra (7-12 heads)  1
   9      Manticore             1        10     Living    Statue*   1d4+1
   10     Minotaur              1d4      11-12  Lycanthrope*        1d6+1
   11     Mummy                 1d4      13     NPC         Party   1
   12     NPC         Party     1        14     Purple       Worm   1
   13     Ochrejelly            1        15     Rust      Monster   1d4+1
   14     Ogre                  2d4      16     Salamander*         1d4
   15     Rust      Monster     1d3+1    17     Snake*              1d4+1
   16     Spectra               1d3      18     Spectra             1d3
   17     Spider, Tarantella    1d3      19     Spider*             1d4+1
   18     Salamander, Flame     1d2      20     Vampire             1d2
   19     Troll                 1d4+1
   20     Vampire               1
    * Either  weretiger  or  werebear.   * Select  any  one  type and modify
                                         the number  appearing for
                                         the level of monster


                      Chapter 7: Encounters and Evasions

                         Wilderness Encounters Table
    Roll         Clear,
    1d8          Grassland              Woods                 River                  Swamp
      1          Human                  Human                 Human                  Human
      2          Flyer                  Flyer                 Flyer                  Flyer
      3          Humanoid               Humanoid              Humanoid               Humanoid
      4          Animal                 Insect                Insect                 Swimmer
      5          Animal                 Unusual               Swimmer                Undead
      6          Unusual                Animal                Swimmer                Undead
      7          Dragon                 Animal                Animal                 Insect
      8          Insect                 Dragon                Dragon                 Dragon

   Roll          Barren,
    1d8          Mountain, Hill         Desert                Settled*
      1          Human                  Human                 Castle**
      2          Flyer                  Flyer                 Flyer
      3          Humanoid               Humanoid              Humanoid
      4          Unusual                Human                 Human
      5          Animal                 Animal                Human
      6          Humanoid               Dragon                Animal
      7          Dragon                 Undead                Animal
      8          Dragon                 Animal                Dragon
   Roll
    1d8          City                   Ocean                 jungle
      1          Human                  Human                 Human
      2          Undead                 Flyer                 Flyer
      3          Humanoid               Swimmer               Insect
      4          Human                  Swimmer               Insect
      5          Human                  Swimmer               Humanoid
      6          Human                  Swimmer               Animal
      7          Human                  Swimmer               Animal
      8          Special               Dragon                Dragon
  * Any  inhabited  rural  area  is  "Settled."
    * Consult the "Special Castle Encounters" section below for Subtable: 10.
 Castle Encounters.
    t Consult the "Special City Encounters" section below for  Subtable:  11.
 City Encounters.


 Dungeon Encounters
  Determine the dungeon level where the encounter takes place.  Consult the
table corresponding to that dungeon level.  Roll 1d20 on that table  to  see
what sort of monster is encountered.  Make whatever die roll is indicated in
the "Number Encountered" column to determine how many monsters of that  type
appear in this encounter. Consult Chapter 14 for details about that monster.
Play out the encounter as described earlier under "Encounters."

  In dungeon encounters,  first  determine  the  dungeon  level  where  the
encounter  is  taking  place.  The DM or writer who created the dungeon will
normally have designated it "Level 1," "Level 2" or some such. If he or she
hasn't,  look  at the types of monsters found on the dungeon level;  if they
tend to average 1 experience level of HD,  it's probably level  1;  if  they
tend to average 3 experience levels or HD, it's probably level 3; and so on.
  Below are tables for several different dungeon levels.  Roll 1d20 on  the
table  that  corresponds  to the dungeon level in question.  The 1d20 result
will identify a type  of  monster.  Now  roll  the  dice  indicated  in  the
right-hand  column to determine how many of that monster are involved in the
encounter.
  For example,  on the first level of a dungeon, the DM tolls an encounter.
He consults the Dungeon Encounters Level 1 Table below and rolls  1d20;  the
result is a 14. According to the table, the encounter will be with orcs. The
die roll in the "Number Appearing" column of the table is 1d6;  the DM rolls
1d6  and gets a 4.  This means that the encounter is with four orcs.  The DM
can now consult the description of orcs in Chapter 14 to see what  they  do,
how tough they are, how they behave, and so forth.
  The monsters listed in the Dungeon Encounters Tables are different levels
of  difficulty,  depending  on the level of dungeon they are typically found
in,  Later in this book is a Section on dungeon design  that  discusses  the
difference in difficulty between different levels of a dungeon.

             Wilderness Encounters

  Find the type of terrain on the Wilderness  Encounters  Table  where  the
encounter  is  taking place.  Roll 1d8 and check the column corresponding to
the terrain type.  The result tells which subtable to consult.  Go  to  that
subtable and roll 1d12 on the column corresponding to the terrain type where
the encounter is taking place. The result tells which monster the characters
encounter.
  See Chapter  14  for  details  about  that  monster,  including  how many
monsters appear.  Play out the encounter as described under "Encounters"  on
page 91, using the visibility, distance, and surprise factors.

  In a wilderness encounter,  the type of terrain plays an important  part.
On  the  Wilderness Encounters Table,  roll 1d8 and check the result against
the column corresponding to the correct terrain type.  This will direct  you
to one of eleven subtables, nine of which immediately follow the main table.
The other two subtables are presented with explanatory text in the  sections
that follow the the ninth subtable.
  Roll 1d12 on the subtable indicated by the previous toll.  Check the 1d12
result against the column corresponding to the terrain type.
  Example: The player  characters  are  traveling  through  heavily  wooded
mountains.  The  DM decides that this is more mountainous terrain than it is
wooded.  She rolls on the Wilderness Encounters Table;  her 1d8 roll is a 6.
On the "Barren,  Mountain,  Hill" column, a humanoid encounter is indicated.
The DM looks at the humanoid subtable,  rolls 1d12,  and checks  the  result
against the column for "Barren, Mountain, Hill." The DM's roll is a 2, which
indicates a cloud giant for the PCs' encounter.
  Once the  encountered  monster is determined,  The Chapter 14 for details
about  that  monster.  (Chapter  14  will  describe  the  monster's  habits,
activities, number likely to appear, and so forth.

  With all the information in hand,  the encounter with the PCs is ready to
play out.  Consult the Encounter Checklist and the Encounter Distances Table
for other factors regarding encounters.

Special   Castle   Encounters
  The DM  can  determine  character  class  of castle inhabitants either by
using the Subtable:  10. Castle Encounters (page 98) or by selecting classes
as appropriate.  If the table is to be used,  roll a 1d6; if the result is a
3,  roll 1d6 again and see which of the demihuman races is the  result.  For
human owners of a castle, regardless of class, roll 1d20 + 8 for the owner's
level. Demihumans' levels are listed in the table.
  If the DM  has  not  already  determined  what  the  castle  inhabitants'
re-actions  will  be  to  player characters,  he or she can either check the
Monster Reactions Table given earlier in this chapter or  check  the  Castle
Reactions Table on page 99.  The "Reaction" columns of the table assume that
the party does nothing to either arouse suspicion or to inspire  trust;  the
DM  can  certainly adjust the die roll if the PCs' actions toward the castle
inhabitants warrant the modification.
  Remember, too,  that some high-level PC fighters may have  the  right  of
sanctuary at castles in the campaign;  a PC with that fight who declares his
name and title will normally receive a "Friendly" result.
  Note that  the  men listed are only part of the castle owner's forces and
are simply the unit sent out after  annoying  travelers;  the  rest  of  the
castle's  forces  should  include  other  men and might even include special
monsters.
  Pursue: The men will chase the party off the lord's land  or  charge  the
characters  a  toll.  This  sum may vary depending on the personality of the
lord,  how wealthy the characters look,  and other factors.  Refusing to pay
may result in the PCs being arrested,  run off the land, or attacked. The DM
can ignore this result if the castle  owner  is  Lawful  and  the  PCs  have
behaved well.
  Ignore: No attempt is made to aid or hinder the party.



     Subtable: 1. Animals
   Roll    Clear,
   1d12    Grassland                Woods
   1       Animal      Herd         Animal      Herd
   2       Baboon,     Rock         Boar
   3       Boar                     Cat,     Panther
   4       Cat, Lion                Cat, Tiger
   5       Elephant                 Lizard,    Gecko
   6       Ferret,    Giant         Lizard,    Draco
   7       Horse,    Riding         Lizard,  Tuatara
   8       Lizard,    Draco         Snake,     Viper
   9       Mule                     Spider,     Crab
   10      Snake,     Viper         Unicorn
   11      Snake,   Rattler         Wolf
   12      Weasel,    Giant         Wolf, Dire

   Roll                                    Barren,
   1d12  River                   Mountain / Hill
   1     Animal     Herd         Animal Herd
   2     Boar                    Ape,Snow
   3     Cat,    Panther         Ape, White
   4     Cat,      Tiger         Baboon, Rock
   5     Crab,     Giant         Bear, Cave
   6     Crocodile               Bear, Grizzly
   7     Crocodile, Large        Cat, Mountain Lion
   8     Fish,      Rock         Mule
   9     Leech,    Giant         Snake, Viper
   10    Rat,      Giant         Snake, Rattler
   11    Shrew,    Giant         Wolf
   12    Toad,     Giant         Wolf, Dire

   Roll
   1d12    Desert                Settled
   1       Animal      Herd      Animal      Herd
   2       Animal      Herd      Animal      Herd
   3       Camel                 Boar
   4       Camel                 Cat, Tiger
   5       Cat, Lion             Ferret,    Giant
   6       Cat, Lion             Horse,    Riding
   7       Lizard,    Gecko      Rat, Giant
   8       Lizard,  Tuatara      Shrew,     Giant
   9       Snake,     Viper      Snake,     Racer
   10      Snake,   Rattler      Snake,     Viper
   11      Spider,    Widow      Spider,Tarantella
   12      Spider, Tarantella    Wolf


   Roll
   1d12      Jungle                  Prehistoric
   1         Animal     Herd         Bear, Cave
   2         Boar                    Cat, Sabretooth
   3         Cat,    Panther         Crocodile, Giant
   4         Lizard,   Draco         Elephant, Mastodon
   5         Lizard,   Gecko         Pterodactyl
   6         Lizard, Horned          Pteranondon
   7         Rat,      Giant         Snake, Racer
   8         Shrew,    Giant         Snake, Viper
   9         Snake,    Viper         Triceratops
   10        Snake, Python           Triceratops
   11        Snake, Spitting         Tyrannosaurus
   12        Spider,    Crab         Wolf, Dire


   Subtable:       2.       Humanoids

   Roll    Clear,
   1d12    Grassland               Woods
   1       Bugbear                 Bugbear
   2       Elf                     Cyclops
   3       Giant,      Hill        Dryad
   4       Gnoll                   Elf
   5       Goblin                  Giant,  Hill
   6       Halfling                Gnoll
   7       Hobgoblin               Goblin
   8       Ogre                    Hobgoblin
   9       Orc                     Ogre
   10      Pixie                   Orc
   11      Thoul                   Thoul
   12      Troll                   Troll

   Roll    Barren,
   1d12    Mountain, Hill          Desert
   1       Dwarf                   Giant, Fire
   2       Giant, Cloud            Goblin
   3       Giant, Frost            Hobgoblin
   4       Giant,  Hill            Hobgoblin
   5       Giant, Stone            Ogre
   6       Giant, Storm            Ogre
   7       Gnome                   Ogre
   8       Goblin                  Orc
   9       Kobold                  Orc
   10      Orc                     Pixie
   11      Troglodyte              Sprite
   12      Troll                   Thoul

   Roll    City  and
   1d12    Inhabited               Jungle
   1       Dwarf                   Bugbear
   2       Elf                     Cyclops
   3       Giant,     Hill         Elf
   4       Gnome                   Giant, Fire
   5       Gnoll                   Giant, Hill
   6       Goblin                  Gnoll
   7       Halting                 Goblin
   8       Hobgoblin               Lizard Man
   9       Ogre                    Ogre
   10      Orc                     Orc
   11      Pixie                   Troglodyte
   12      Sprite                  Troll

   Roll
   1d12    River                   Swamp
   1       Bugbear                 Gnoll
   2       Elf                     Goblin
   3       Gnoll                   Hobgoblin
   4       Hobgoblin               Lizard Man
   5       Lizard      Man         Lizard Man
   6       Lizard      Man         Lizard Man
   7       Nixie                   Nixie
   8       Ogre                    Ogre
   9       Orc                     Orc
   10      Sprite                  Troglodyte
   11      Thoul                   Troll
   12      Troll                   Troll


         Friendly: The castle owner invites the party to stay. (This is not
necessarily actual friendship; some NPCs may have evil intentions toward the
unsuspecting party ... City Encounters (on page 98).

Special City Encounters
         On the Wilderness Encounters Table, the entry for city terrain has
a "Special" result.  Whenever a special result is rolled,  the DM can either
roll again and use one of the more common results,  or he or she can roll on
the Subtable: 11.

    To use this subtable,  roll 1d8 to find the section of the subtable  to
be used (the subtable is split into sections marked 1-8).  Then roll 1d20 to
find out what sort of person the PCs encounter.

  The Subtable:  11.  City  Encounters  indicates  only   the   encountered
character's  profession  not his level or intent.  The DM must decide how to
use this type of character in the encounter.
  For example,  an  Alchemist might wish to hire the characters to find him
some rare ingredients;  an Assassin might be stalking  one  of  the  PCs;  a
Brewer  could  have  set  up  a  drinking contest to determine whose beer is
better-his own or a competitor's-and tries to persuade a PC to  participate;
and  lastly,  a  Government  Official  could  be  seeking  revenge against a
high-ranking thief who is blackmailing him, and he might try to persuade the
PCs to help him.
  You can also use the Subtable: City Encounters when trying to think of an
interesting  location  for  an encounter.  Translate the name of the type of
character to the appropriate type of building or site-for instance,  "Judge"
would become "Courtroom," while "Undertaker" would become "Cemetery."

  Wandering Monsters and High-Level PCs
  In low-level play,  wandering monsters help make adventures  interesting,
keep  the characters alert,  and give the characters experience in dangerous
situations.  Once the characters are  very  experienced,  though,  wandering
monsters  no longer serve this last purpose.  If the DM runs them exactly as
they come up on the Encounter Tables, monster encounters will be nothing but
boring  delays or (at best) comic relief.  Therefore,  when the PCs are high
level, the DM needs to think briefly about every random encounter and decide
how the PCs' experience levels affect things. He or she should discard (that
is, not play) encounters that would be nothing but dull combats and keep the
encounters that have other purposes. To that end there are essentially three
types of encounters the DM can consider running.
  For example,  there's  nothing wrong with comic relief encounters as long
as they're deliberately run with  that  intent.  For  example,  a  group  of
well-played bugbears blundering into a group of high-level PCs can provide a
lot of humor.  But recurring encounters along the same lines will,  after a
short while, wear very thin.
  Then, there are  tactical  encounters.  A  large  group  of  lower  level
monsters who have a superior knowledge of the terrain,  good tactics, traps,
and the advantage of surprise can challenge (of at least  delay)  high-level
characters.
  There are also respectful avoidance  encounters.  Word  of  a  high-level
party's  power  will  certainly  circulate  in  any dungeon or wilderness
setting,  along  with  descriptions  of  the  individuals  involved;  weaker
monsters will watch for and avoid these dangerous characters.  When surprise
encounters  occur,  the  low-level  monsters  will  automatically   opt   to
preferably  evade  the PCs or to talk with them;  such monsters would attack
the PCs only under the rarest situations.  Respectful  avoidance  encounters
help  reinforce  to  the  PCs  that  they're  more  powerful and influential
characters now-and it's a boost to their egos.
  To reflect the powers of high-level characters, the DM may also alter the
monsters' morale (described in the next chapter). If the PCs demonstrate
fierce magic or combat abilities,  the monsters might decide  to
retreat or reconsider their position.


                   Chapter 7: Encounters and Evasion

                         Subtable:     3.     Humans*

   Roll      Clear,       Woods       River          Hill          Desert
   1d12      Grassland
   1         Adventurer   Adventurer  Adventurer     Adventurer    Adventurer
   2         Bandit       Bandit      Bandit         Bandit        Cleric
   3         Bandit       Bandit      Buccaneer      Berserker     Dervish
   4         Berserker    Berserker   Buccaneer      Berserker     Dervish
   5         Brigand      Brigand     Buccaneer      Brigand       Fighter
   6         Cleric       Brigand     Cleric         Caveman       Magic-User
   7         Fighter      Brigand     Cleric         Caveman       Merchant
   8         Magic-User   Cleric      Fighter        Caveman       Noble
   9         Merchant     Fighter     Magic-User     Cleric        Nomad
   10        Merchant     Magic-User  Merchant       Fighter       Nomad
   11        Noble        Merchant    Merchant       Magic-User    Nomad
   12        Nomad        NPC Party   NPC Party      Merchant      Nomad

   Roll      Settled      Ocean       Jungle         Swamp
   1d12
   1         Acolyte      Adventurer  Adventurer     Adventurer
   2         Adventurer   Buccaneer   Adventurer     Adventurer
   3         Bandit       Buccaneer   Bandit         Bandit
   4         Bandit       Merchant    Berserker      Bandit
   5         Cleric       Merchant    Brigand        Berserker
   6         Fighter      Merchant    Brigand        Brigand
   7         Magic-User   Merchant    Brigand        Cleric
   8         Merchant     Merchant    Caveman        Fighter
   9         Noble        Pirate      Cleric         Magic-User
   10        NPC Party    Pirate      Fighter        Merchant
   11        Trader       Pirate      Magic-User     NPC     Party
   12        Veteran      Pirate      Merchant       Trader

    * When an NPC party is indicated,  the encounter is with one character of
name  level  of  greater,  plus 2-20 low-level apprentices.  When a specific
level title is given, the encounter is with 6-15 individuals of that level.


   Subtable: 4. Flyers
   Roll    Mountain              Desert               All     Other
   1d12
     1     Bee,     Giant        Gargoyle             Bee,    Giant
     2     Gargoyle              Gargoyle             Cockatfice
     3     Griffon               Griffon              Gargoyle
     4     Harpy                 Harpy                Griffon
     5     Hippogrff             Insect    Swarm      Hippogriff
     6     Insect     Swarm      Lizard,   Draco      Lizard, Draco
     7     Manticore             Manticore            Pegasus
     8     Pegasus               Manticore            Pixie
     9     Robber     Fly        Manticore            Robber Fly
     10    Roc, Small            Roc, Small           Roc,    Small
     11    Roc, Large            Roc, Large           Sprite  Large
     12    Roc, Giant            Roc, Giant           Stirge  Giant
                                                                                                                                                                    I
    Subtable:    5.    Swimmers
  Roll       River /  Lake        Ocean                Swamp
  1d12
     1       Crab,     Giant      Giant,     Storm     Crab, Giant
     2       Crocodile            Hydra,       Sea     Crocodile
     3       Crocodile, Large     Hydra,       Sea     Crocodile
     4       Fish, Giant Bass     Hydra,       Sea     Crocodile, Large
     5       Fish,    Sturgeon    Merman               Crocodile, Large
     6       Leech,    Giant      Snake,Sea            Leech, Giant
     7       Leech,    Giant      Snake,Sea            Leech, Giant
     8       Lizard    Man        Snake,Sea            Leech, Giant
     9       Lizard    Man        Snake,Sea            Lizard Man
     10      Merman               Termite, Water       Lizard Man
     11      Nixie                Termite, Water       Termite, Water
     12      Termite,    Water    Termite, Water       Termite, Water


   Subtable: 6. Dragons   Subtable: 7. Insects        Subtable:  8. Undead
   Roll                   Roll                        Roll
   1d12*                  1d12                        1d12
   1 Chimera              1   Ant,    Giant           I  Ghoul
   2 Dragon, Black        2   Bee,    Giant           2  Ghoul
   3 Dragon,  Blue        3   Beetle,  Fire           3  Ghoul
   4 Dragon,  Gold        4   Beetle,   Oil           4  Mummy
   5 Dragon, Green        5   Beetle, Tiger           5  Skeleton
   6 Dragon,   Red        6   Insect  Swarm           6  Skeleton
   7 Dragon, White        7   Rhagodessa              7  Spectre
   8 Hydra                8   Robber    Fly           8  Wight
   9 Hydra                9   Scorpion, Giant         9  Wraith
   10 Wyvern              10  Spider,  Black   Widow  10 Vampire
   11 Salamander, Flame   11  Spider,  Crab           11 Zombie
   12 Salamander, Frost   12  Spider, Tarantella      12 Zombie

   At sea, roll 1d10.

       Subtable: 9.Unusual          Subtable: 10.  Castle Encounters
       Roll                         Roll
       1d12                         1d6    Owner of the Castle     Level
       1   Basilisk                   1    Cleric                  1d20+8
       2   Blink   Dog                2    Magic-User              1d20+8
       3   Centaur                    3    Demihuman
       4   Displacer Beast                 Roll 1d6 again:
       5   Gorgon                                1-2 Dwarf         12th
       6   Lycanthrope,                          3-4 Elf           10th
           Werebear                              5-6 Halfling      8th
       7   Lycanthrope,             4-6    Fighter                 1d20+8
           Werebear                 1d6    Owner's Alignment
       8   Lycanthrope, Wererat       1    Chaotic
       9   Lycanthrope,             2-4    Neutral
           Weretiger                5-6    Lawful
       10  Lycanthrope,
           Werewolf
       11  Medusa
       12  Treant


                      Chapter 7: Encounters and Evasion

  It's a mistake simply to  change  the  wandering  monster  encounter
tables so that only tough monsters appear.  First because it's not very
logical (the PCs will wonder where all the lesser creatures went),  and
second because it's frustrating to the PCs (who will assume, correctly,
that it doesn't matter how strong they become because the DM will  just
increase  the  power  of  every  monster in the world to compensate for
them).
  None of this means that the DM should entirely get rid of encounters
with less-powerful monsters.  For instance,  when a weak monster serves
as  a clue to a dangerous but an as yet undiscovered situation or is an
interesting and  entertaining  role-playing  opportunity,  the  monster
serves a definite purpose and should be kept.

Evasion and Pursuit
  When two groups encounter one another,  one or both  may  decide  to
evade  the other,  or one group may decide to pursue the evading group.
This means that,  as soon as the groups spot one another,  the  evading
group turns and runs, trying to get out of the pursuers' sight. Time is
measured in rounds for  as long as the chase occurs.  The side  running
away  is  "evading," and the other chasing is "in pursuit." The Evasion
Checklist on page  99  gives  a  step-by-step  procedure  for  handling
evasion and pursuit.

Definitions
  The terms used in the Evasion Checklist are defined in the following
subsections and are presented in the order that they are most likely to
occur.

Contact
  Contact occurs when the two parties encounter one  another,  as  per
the  earlier encounter rules.  They do not have to be near one another,
only within visual range.  When the encounter occurs, the DM determines
the encounter distance and the parties' relative states of surprise.

Decision to Evade
  In an  encounter,  if one group surprises another (but is not itself
surprised),  it may automatically evade the surprised group by  turning
away and moving off at another direction at running speed  for  one  round.
The  nonsurprised group has enough time to get
cleat of the area before the surprised group  can  recover  enough  to  give
chase. In fact, if the surprised party didn't detect the nonsurprised party,
the surprised party will never  know  that  it  has  just  been  through  an
encounter.


  Subtable:  11.  City  Encounters *
 1d20  Section 1            Section 2         Section 3
    1  Alchemist            Boatman/Gondolier Construction Worker
    2  Animal Trainer       Bodyguard         Cooper
    3  Apothecary           Bonecarver        Craft Guildsman
    4  Archaeologist        Bootmaker         Dairy Worker
    5  Armorer              Bowyer            Dancer
    6  Artist/Sculptor      Brewer            Diplomat
    7  Assassin             Broommaker        Diver
    8  Astrologer           Butcher           Docksman/Wharfsman
    9  Astronomer           Candlemaker       Doctor/Dentist
   10  Athlete              Caravan Master    Druid       Adventurer
   11  Baker                Carpenter         Dwarf       Adventurer
   12  Banker               Carter            Elf Adventurer
   13  Barber               Chandler          Entertainer
   14  Bartender            Charcoalmaker     Farmer
   15  Basketweaver         Chef              Ferryman
   16  Bazaar Merchant      Chemist           Fighter Adventurer
   17  Beekeepef            Church/Temple
                              Employee        Fighter, Mercenary
   18  Beggar               Cleric Adventurer Fisherman
   19  Blacksmith           Coachman          Fletcher
   20  Boardinghouse Keeper Constable         Foundry Worker

 1d20   Section 4            Section 5                 Section 6
    1   Freighter            Jailor                    Merchant
    2   Furnituremaker       Jeweler                   Merchants' Guild
                                                       Officer
    3   Furrier              Judge                     Metaismith
    4   Gambler              Juggler/Mime              Military Officer
    5   Gemcutter            Kennel Keeper             Miller
    6   Gentleman/Lady       Laborer                   Monastery Worker
    7   Geologist            Land Officer              Moneylender
    8   Glassblower          Lawyer                    Mystic Adventurer
    9   Goldsmith            Leatherworker             Nobleman/Noblewoman
    10  Government Official  Lighthouse Keeper         Peasant
    11  Graveyard Keeper     Locksmith                 Peddler
    12  Guardsman            Logger                    Politician
    13  Guide                Lumberyard Worker         Potter
    i4  Guild    Officer     Madame                    Public Bathkeeper
    15  Halting Adventurer   Madman                    Ropemaker
    16  Harlot               Magic-User Adventurer     Royalty
    17  Healer               Magic-User Guild Officer  Sage
    18  Herbalist            Majordomo                 Sailor, Captain
    19  Hunter               Mason                     Sailor, Common
    20  Innkeeper            Mayor                     Saloonkeeper

 1d20   Section 7            Section 8
    1   Schoolteacher        Thief Adventurer
    2   Scribe               Thieves' Guild Officer
    3   Serf                 Town Drunk
    4   Servant, Hired       Town Hall Employee
    5   Servant, Indentured  Trading Post Employee
    6   Shipwright           Translator
    7   Shoemaker            Treasurer
    8   Singer               Undertaker
    9   Slave                Vagrant
    10  Smuggler             Vigilante
    11  Soapmaker            Warehouse Worker
    12  Spy                  Watchman
    13  Stablekeepef         Watering-Hole Worker
    14  Stoneworker          Weaver
    15  Tailor               Welldigger
    16  Tanner               Wellkeeper
    17  Tavernkeeper         Wheelwright
    18  Tax     Assessor     Winemaker
    19  Taxidermist          Woodcarver
    20  Thatcher             Woodcutter

  * First  roll  1d8  to  determine which section to use for the encounter;
then roll 1d20 in that  section  to  find  the  city-dweller  used  for  the
encounter.


                Castle Reactions Table
                                         Reaction (Roll 1d6)
  Owner's Class  Patrol Type/Size        Pursue  Ignore  Friendly
  Fighter        2-12 heavy horsemen       1-3     4-5      6
  Magic-User     2-12 heavy footmen         1      2-5      6
  Cleric         2-12 medium horsemen      1-2     3-4     5-6
  Demihuman      2-12 demihumans            1      2-5      6


 Decision to Pursue
 If neither party in an encounter was surprised and one party took  off  in
an  attempt  to  evade,  the  other party must now decide whether to pursue.
Player characters decide for  their  own  reasons  whether  to  give  chase.
Monsters  and  NPCs make a morale check (described in the next chapter).  If
the NPC group contains different types of monsters,  use the morale check of
the  monster  that leads the group.  If the monsters/ NPCs successfully make
the morale check,  they give chase; if they fail, they let the PCs go and do
not pursue.

Attempt to Evade
 If neither group was surprised (or if both were) and one group  wishes  to
try evasion,  the DM rolls on the Evasion Table.  Find the size of the party
and compare it to the  number  of  creatures  encountered.  This  gives  the
percentage  chance  that  the  evasion will be successful.  If a large party
breaks up into small parties,  roll for each small party separately; in this
way, some parties could evade while others could be caught.
 Example: A  PC  party of eight characters runs into a scouting party of 12
orcs.  Comparing the "Party Size 5-12" entry  to  the  "Number  of  Monsters
Encountered 9 + " line,  the PCs have a 70% chance to evade the orcs. The DM
rolls a d100; on a 01-70, the PCs have successfully evaded the monsters, and
on a 71-100, the monsters successfully pursue the characters.
 The DM may adjust evasion chances for terrain,  differences in speed,  and
other factors as noted in the Evasion Table.  For example, woods might add a
25  %  chance to evade the monsters.  If monsters are familiar with an area,
they may be able to evade pursuers by rapidly turning corners, closing doors
behind them,  and so forth.  If one group can move at least twice as fast as
the other,  the faster group adjusts the chances of evasion by 2 5 %  in its
favor (that is,  if the faster group is pursuing,  it subtracts 25% from the
evaders' evasion chance,  and if the faster group is evading,  it adds 2 5 %
to  its evasion chance).  If the pursuing group has sent out small groups of
scouts,  evasion is made more difficult (a -10%  penalty is applied  to  the
evasion chance).
 Important Note: Regardless of the number of evasion penalties, the evading
group always has at least a 5% chance to evade.


Pursuit Continues
 If the first evasion attempt was unsuccessful,  the chase is on.  Movement
is carried out at running speed,  and time is measured in rounds.  As though
this  were combat,  each side rolls initiative once per round,  with the two
sides taking movement in initiative order. The chase will continue until one
of the following events occurs.
   The pursuers decide to give up the chase.  PCs decide whether or not  to
keep  chasing  for their own reasons;  monsters and NPCS,  on the otherhand,
make a new morale check every five rounds, with failure indicating that they
have given up the chase.
   The pursuers catch up to the evaders.  This can  happen  for  one  of  a
number  of  reasons.  If  the pursuers end one round having caught up to the
evaders (the DM should be keeping  track  of  their  relative  positions  to
determine  this)  and  then win initiative the next round,  they can attack,
forcing the evaders to turn and fight.  Or the evaders could run  into  some
obstacle that prevents them from continuing (a sheer cliff face,  a dead-end
hallway,  a magically locked door,  another party of enemies, and so on). In
these situations, combat usually results, though the evaders might choose to
surrender instead.
   The evaders escape.  There are a number of ways evaders can escape their
pursuers, including the following:
  * Evaders can,  if time permits, cast a spell that will allow them to get
away.  For  example,  they might cast a teleport spell to whisk the party to
safety;  a pass wall spell to get them somewhere inaccessible (followed by a
dispel magic to cancel the pass wall so that the pursuers cannot follow); or
a wall of iron spell to forestall pursuit long enough for the evaders to get
away.
   * If possible,  evaders can run far enough ahead of the pursuers so that
they are temporarily out  of  vision  range  when  they  reach  an  area  of
difficult terrain (for example, thick woods, a long dungeon corridor riddled
with doors and side passages,  etc.). In such cases, the DM would again roil
on  the  Evasion  Table  for  the  evaders,  and success would mean that the
pursuers fail to follow their tracks.

Evasion Checklist
  1. Contact: The two parties encounter one another.
  2. Decision to Evade: One party decides to evade. If the evading party is
not  surprised  and  the other party is surprised,  evasion is automatically
successful; go to Step 6. If the other party is not surprised, go to Step 2.
  3. Decision to Pursue: The other party decides whether to pursue. The PCs
decide for themselves; monsters must make a morale check (defined in Chapter
8). On a successful morale check, the monsters give chase (go to Step 4). On
an unsuccessful morale check, the monsters do not chase (go to Step 6).
  4. Attempt  to  Evade:  The  DM  rolls  on the Evasion Table.  If the PCs
succeed, they have evaded the pursuers (go to Step 6). If they fail, pursuit
continues (Step 5).
  5 .Pursuit  Continues:  Movement  is  measured in rounds and conducted at
running speed;  both sides roll 1d6 for initiative once per round;  the side
with  the higher roll moves first each round.  The chase continues until one
of the following happens:
  a. The pursuers decide to give up.  Monsters must make a new morale check
every  five rounds and give up the chase if they fail the check.  Go to Step
6.
  b. The evading party is caught by the pursuers (because of superior speed
or terrain obstacles).  Combat occurs; go to the Combat Checklist in Chapter
8.
  c. The evading party escapes (by using magic spells or by finally  making
a   successful   evasion   roll  on  the  Evasion  Table  when  terrain  and
circumstances warrant). Go to Step 6.
  6. Regain Bearings: Evaders rest and determine where they now are.

Evasion Table
    Party   No. of Monsters Chance of  Condition             Adjustment
    Size      Encountered     Evasion  in Effect              to Chance
    1-4               1         50%    Wooded terrain           +25%
                    2-3         70%    Featureless terrain      -15%
                    4 +         90%    Pursuers are twice
    5-12            1-3         35%          as fast as evade   -25%
                    4-8         50%    Evaders are twice as
                    9 +         70%          fast as pursuers   +25%
    13-24           1-6         25%    Pursuers have
                    7-16        35%          scouts in place    -15%
                    17 +        50%
    25 +            1-10        10%

                    11-30       25%
                    31+         35%


    Evaders can  drop goods that the monsters might want;  a hungry monster
might want meal rations,  for example, while a vampire might be more content
with magical treasures.  In these cases, the DM rolls 1d6 if he or she feels
that the item dropped is indeed appealing to the  monster.  On  a  1-3,  the
monster  stops  to  consume (or retrieve) the proffered goods and is delayed
long enough for the evaders to get away.

Regain Bearings
  If the  evaders  do get away,  they need to rest from their exertions and
regain their bearings, that is, determine where they now are.
 For every round the chase lasted,  the evaders moved at full running speed
in directions chosen or assumed by the DM.  They didn't have time to consult
their map, and the DM should enforce this fact rigorously. If their movement
carried them into areas they already knew or had mapped,  they're fine. But,
at  the  DM's discretion,  their attempts at evasion could have carried them
deep into unknown territory (such as wilderness off  the  posted  roads  and
trails  or  unexplored  dungeon  levels),  and  now the characters are lost;
they'll have to explore their way back to the areas they know.

Evasion at Sea
  Ships meeting  at  sea  may  wish to evade one another.  To determine one
ship's chance of eluding another ship, consult the Ship Evasion Table.

  Ship Evasion Table
  Evading Ship's Speed    Chance of
  (per round)               Evasion
  Faster than pursuer         80%
  0'-30' slower               50%
  31'-60' slower              40%
  61'-90' slower              35%
  91'-120' slower             25%
  121'+ slower                10%

  If evasion is successful,  the pursuer loses sight of its prey and cannot
find it again or attack it that day. A ship can evade its pursuer by sailing
into a baffling archipelago, heading into a concealing fog, hiding itself in
a cove and ducking out once the pursuers are past, and so forth.
  If the evasion is not successful, the pursuer starts at a distance of 300
yards on a clear day.  (At the DM's discretion,  if the weather is impairing
vision, the pursuer may start closer.) The pursuing ship closes in.
  If the  pursuer's  speed  is  0-30' per round greater than the evader (or
actually slower),  the rate of  closing  is  10  yards  per  round.  If  the
difference  is  greater  than  30'  per round,  the pursuer closes in at its
normal movement rate.
  A slower vessel can close in on  a  faster  one  by  virtue  of  superior
sailing. If the evading ship missed its roll for evasion on the Ship Evasion
Table yet it is faster than the pursuing ship,  this means that the  pursuer
is sailing much more effectively than the evader.
  If the DM is using the optional general skills rules,  he or she  can  roll
the  two captains' Piloting skills in competition with one another.  If the
evading ship's captain rolls his skill better,  he evades pursuit;  if  the
pursuer rolls his better, he is able to close at the rates described above.

  Balancing Encounters
  (Optional)
    When the  DM is uncertain as to whether an encounter is a fair challenge,
he or she can use the following system  to  make  that  determination.  This
optional rule gives a fairly accurate estimate of an encounter's impact on a
PCs' party.  Although this system is too involved to use  with  most  random
encounters,  it is useful for prepared encounters.  However, the DM is never
required to use it, and no other rules in the D&D game depend on its use.
The   system   makes   the   following   assumptions:
  * The PC party is composed of a normal mix of character classes  who  are
adequately equipped (with both gear and magic). Review any special abilities
of this encounter's monster; if it has abilities that no member of the party
can withstand, this encounter is too tough for them.
  * The monster is encountered in a normal melee. If the monster is waiting
in ambush or has special weapons or traps, the DM should treat the encounter
as one level tougher than the calculations show.
  * The monsters encountered are all the same type.  If a  mixed  group  of
monsters  is encountered,  make sure the total of the monsters' adjusted Hit
Dice falls within the desired range.  If the monsters are mounted,  add only
half the HD of the mount or rider, whichever is weaker, as additions to
the adjusted Hit Dice of the larger HD of the mount or rider.
    * The  Total  Party  Level-(TPL)  is  equivalent to the adjusted Hit Dice
value of the monster.  The TPL (described  and  calculated  below)  is  not
adjusted  for  magical  or  special  abilities.  If the DM believes special
abilities will play a major role in the encounter (for example,  the entire
party is made up of 18th level Spellcasters), the DM will need to add power
bonuses, as described below, to the TPL.
 * The party is at full strength.  The DM may adjust the TPL downward when
the party is not at full strength, as discussed below.

 Balancing Encounters Checklist

 Follow these three steps to determine the impact of an encounter:
 1. Determine the TPL (Total Party Level) of the PC party.
 2. Determine the Individual Adjusted Hit Dice of the Monsters.
 3. Determine the type of challenge faced.

Definitions
 The terms used in the Balancing Encounters Checklist are defined here and
presented in the order of procedure.

Determine the TPL
 The Total Party Level (TPL) is the sum of the experience  levels  of  all
the  characters  in  the  party.  If  the  party consists of six 10th level
characters, the TPL is 60 (6 x 10).
 The DM  can adjust the TPL downward if the party is not at full strength.
If a character has  taken  at  least  I  hit  point  of  damage  for  every
experience  level  he  has (that is,  an 8th level character has taken 8 or
more hit points of damage),  treat him as being one experience  level  less
than he is.
 If he has taken at l@t 2 hit points of damage for every level he has  (in
this  case,  16  hit points of damage),  treat him as being two levels less
than he is.  For the TPL figure,  damage can reduce a character to no  less
than 1/2 (round down) his actual experience level.
 Example: An 8th level fighter with 40 hit points has taken 24 hit  points
in damage. This is 3 hit points for every experience level he has, so he is
rated as being a 5th level fighter (8 - 3 = 5) for the Total Party Level.

Determine the Individual Adjusted Hit Dice of the Monsters
 The Individual  Adjusted Hit Dice figure represents the monster's overall
effectiveness; it's a combination of its Hit Dice and special abilities.
 To find  the Individual Adjusted Hit Dice,  take the creature's Hit Dice.
If there are additions to the Hit Dice,  divide additional  hit  points  by
five,  round up, and add the result to the number of Hit Dice. For example,
a creature with 4 + 3 HD would count as 5 HD.

 If there are any subtractions from the Hit Dice,  subtract 1/2 HD  per  2
points  subtracted.  For example,  a creature with 1-1 HD would count as 1/2
HD.
  Then add half of the original Hit Dice figure for each power bonus. Power
bonuses include:
  * Each asterisk next to a monster's hit dice.
  * Special NPC abilities. For NPC parties, award a power bonus for each of
the  following  conditions:  1)  Everyone  in  the  party has + 2 weapons or
better;  and 2) There are Spellcasters in the party. (Take the highest level
of  spells that may be cast,  divide by two,  then divide that result by the
number of characters in the party,  rounding up;  the result  is  the  power
bonus added to the Individual Adjusted Hit Dice figure of every character in
the party.)
  Example: A  monster's  description  (from  Chapter 14) says "HD 9**." For
each asterisk, add in half the creature's basic HD; therefore, each asterisk
is  worth + 4 1/2 HD to this creature's rating,  and its Individual Adjusted
Hit Dice is 18.
  Example: An NPC party has four members;  one can cast spells  up  to  8th
level. The party's power bonus equals 1/4 (8 levels /2 /4 members = 1/4), or
1 power bonus to everyone in the party.
   If more  than  one  monster  is  present  in  the  encounter,  add their
Individual Adjusted Hit Dice figures together.

Determine the  Challenge
  The challenge of an encounter is expressed as  a  percentage  number.  To
find  that  number,  divide the combined Individual Adjusted Hit Dice of the
monsters by the TPL of the player character party .  Remember that a  number
such  as ".5" actually translates into percentile form as "50%," as shown in
the Challenge Percentage Table, found below.
   When a DM is using the balancing encounters optional  rule,  he  or  she
should  decide  which  level  of  challenge the encounter should be (see the
Encounter Challenge Table).  Then  the  DM  can  multiply  the  TPL  by  the
challenge  percentages (from the Challenge Percentable Table) to get a range
of Hit Dice.
   Divide the  highest  number obtained by the adjusted monster Hit Dice to
determine how many monsters should be present in the encounter.  The DM  can
use any fraction to make one monster a larger leader or can treat a fraction
as a youngster.
   When checking  the  impact  of  an encounter,  the DM can take the total
adjusted monster Hit Dice and divide  by  the  TPLX  100  to  determine  the
percentage. Then, he or she can look p the result in the challenge levels as
listed in the Encounter Challenge Table.

 Challenge Percentage Table    Encounter Challenge Table

 Number = Percentage           Adj. HD
    .1=    10%                 of   TPL        Challenge Level
    .2=    20%                 110% +          Extremely dangerous
    .3=    30%                 90-110%         Risky
    .4=    40%                 70-90%          Major
    .5=    50%                 50-70%          Challenging
    .6=    60%                 30-50%          Good fight
    .7=    70%                 20-30%          Distraction
    .8=    80%                 10-20%          Minor
    .9=    90%                 1-10%           Too easy
   1.0=   100%

 The terms presented in the Encounter Challenge Table are  defined  in  the
following text and are listed in the order of challenge.
  Extremely Dangerous:  This  encounter  is  a  killer.  If  the PCs do not
retreat or flee,  they will probably be defeated and may die.  This type  of
encounter  is  usually  used  for  "no  win" situations when the DM wants it
obvious that the players cannot beat the monsters in a fight.
  Risky: The  monsters  are  equal to the party and there is an even chance
that either side may win.  This encounter may require many  of  the  party's
resources, and some members may die. Risky encounters are sometimes used for
the grand finale to a quest.
 Major: This  type of encounter is usually used as the main fight or climax
of an adventure. If an adventure has little fighting, the DM may want
to include one or two of these encounters.
 Challenging: This encounter will challenge a party's might,  but the party
has the odds in its favor if the encounter is played well.  If the adventure
is short, three to five of these encounters may be used.
 Good Fight:  This is the most common level of encounter and  can  make  up
half of an adventure. A good fight may also include tough random encounters.
  Distraction: This is a smaller encounter that wail cost  the  party  some
hit  points  but should be easy to overcome.  This level should be used when
there are many encounters and the party has little chance  to  recover  from
previous ones.
 Minor: Most  random  encounters  should  be  of  this  level.  Often minor
encounters are used to
warn a party of something worse ahead.
 Too Easy:  An encounter that is too easy is best  ignored  or  played  for
humor. It is not a real challenge unless the party is weaponless or injured.

  Reversing the Process

 By finding the total  Hit  Dice  of  a  group  of  monsters  about  to  be
encountered  by a party (according to the encounter key),  the impact of the
encounter can be estimated in advance. If the DM sees that the likely result
is not desirable, their numbers or hit points may be modified.

 There are  many  good reasons for modifying existing details (often called
"winging it").  If the party is critically injured,  the DM  might  want  to
avoid  killing  characters.  If  the  party  has  been remarkably unlucky in
treasure finding during the adventure, the DM might want to add more, with a
corresponding increase in danger.

                                   101
                   Chapter 8:  Combat

  When an encounter turns into a battle,  the conflict  is  played  out  in
combat  rounds.  Each  combat  round  is ten seconds of game time.  During a
round,  characters can do one thing:  move,  attack,  cast a spell,  drink a
potion,  or  any  other  single  action that a person can normally do in ten
seconds.  A character cannot do two things in a single round, such as run 20
feet and then attack. He would have to run 20 feet in one round, then attack
in the next round.
  Characters rarely stand solidly in one place  and  fight  without  moving
from  one  position.  When  a  character  attacks,  we  assume  that  he  is
maneuvering for position.  To reflect this limited movement, a character can
move  up  to  5 feet while he is fighting.  Maneuvering in this way does not
count as an action during the round.
  Melee refers  to  hand-to-hand  combat  only.  Battle  implies the use of
hand-to-hand combat,  missile combat,  and spell combat used in combination.
This  chapter  deals  with all details of individual and party combat.  Mass
combat (between armies) is covered in Chapter 9.

Order of Combat
  Many of the encounter results from the last chapter referred you  to  the
Combat Sequence Checklist. The combat sequence is a checklist for the DM and
covers every action possible within a combat round.  Keep in mind  that  the
sequence is a guideline-DMs should ignore it when common sense overrides the
normal sequence.

  Combat Sequence Checklist

  A .   Initiative:  Each  side  rolls   1d6   to   determine  initiative.
  B. First Side Goes: The side that won the initiative acts first.
  1. Morale (Optional):  Monsters and NPCs roll Morale Checks. Also, anyone
who needs to make a saving throw vs. an ongoing effect does so now.
  2. Movement: Characters who choose to move do so now.
  3 .Missile Combat: Characters using missile and thrown weapons make their
attacks.
          a. They choose their targets.
          b. They make their attack rolls.
          c. They roll damage for any successful hits.
  4. Magic: Characters using magic cast their spells.
          a.  They choose their targets.
          b.  Their  targets roll saving throws  if appropriate.
          c.  The DM applies the results.
  5 .Hand-to-Hand  Combat:  Characters  fighting  hand-to-hand  make  their
attacks.
          a.  They choose their targets.
          b. They make their attack rolls.
          c.   They   roll   damage   for   any   successful   hits.
  C. Second Side  Goes:  The  side  that  lost  the  initiative  acts  now,
performing the same five steps.
  D. Special Results: The DM announces any special results.
   The phases for initiative,  morale, movement, missile combat, magic, and
hand-to-hand combat are described in detail later  in  this  chapter,  under
their own headlines.

Special Results
   At the  end  of  the  round,  the  DM determines all results of "special
actions":  attempts to retreat,  offers to surrender,  resolution of special
skills,  etc.  The  DM  may  prefer to resolve some special results at other
points in the combat round.  For example,  if a  thief  is  trying  to  move
silently,  the DM can to resolve the success or failure of that skill during
the movement phase of the round.

Initiative

   The first action in a combat round is to roll initiative. The initiative
roll determines who gets to act first in combat.

Group Initiative
  The DM rolls 1d6 for the NPCS;  one  player  rolls  1d6  for  the  player
characters.  The side that tolls the highest number acts first. In case of a
tie, all action this round is simultaneous. However, even when initiative is
simultaneous, the steps of the combat sequence occur in order.

   The group that wins the initiative gets to  act  first.  Note  that  the
group that wins the initiative does not h2ve to attack.  The players and the
DM should decide based on the circumstances whether the characters  wish  to
talk, move around, run away, or attack.
    Likewise, the monsters will decide, based on the situation they see and
their  ability to interpret it,  and their customary behavior-what they will
do when they win initiative.  Some will have no interest in fighting.  Some,
territorial,  will  warn the Pcs away from their lairs but not attack unless
they are intruded upon.  Some will trade or exchange information;  some will
merely attack.

Initiative and Multiple Attacks
  If a monster that wins initiative has more than one attack,  it will  get
all  of  its  attacks before the player characters can act.  If a high level
character with multiple attacks wins the initiative, he gets to make all his
attacks before the other side gets to move.

Ties
  If each side rolls the same number for initiative, then all the action
happens  at once;  the actions are "simultaneous," and neither side wins the
initiative.
  In a round where things are happening simultaneously, every character and
monster  who  chose  to  attack  gets  to roll all his attacks.  Even if one
character's attacks killed an opponents,  the  opponent  gets  to  roll  his
attacks because they're taking place simultaneously.
  Characters who chose to run will do so.  If another  character  chose  to
attack the runner, he gets to make his attack. If the attack misses or fails
to kill the runner, the runner gets his full movement.
  Characters who  chose to talk get a few words into what they meant to say
before violence erupts (assuming that violence does erupt;  perhaps everyone
wanted to talk!). All the characters who decided to attack or run do so, and
then the character who chose to talk can attack or run as he chose ... after
everyone else has gone.

Individual Initiative

(Optional)
  Every player rolls 1d6 for his character; the DM rolls a separate 1d6 for
each monster or NPC. High rolls go first in the round. In case of a tie, the
tied parties roll again, high roll going first, until all ties are resolved.

  Some DMs  may  prefer  to  use "individual initiative." With this sort of
initiative,  every player rolls 1d6 for his own character,  and the DM rolls
1d6  for  every  monster  or  NPC  involved  in the encounter.  It otherwise
operates the same way as normal initiative.  Even when a DM  prefers  group
initiative,  he  may  prefer  to  use individual initiative in combat rounds
where the two sides tied their group initiative roll.

Dexterity Adjustments (Optional)
  At the DM's option,  a character's Dexterity can  modify  his  individual
initiative  roll,  according to the Bonuses and Penalties for Ability Scores
Table on page 9.  A character's bonus  to  individual  initiative  does  not
affect the party's roll in group initiative.

Morale (Optional)
  DMs are free to ignore this rule entirely,  and they can gauge the morale
b@d on the situation,  the nature of the creature involved,  and  any  other
factors  they  deem  as  relevant.  The  morale  check  is  supposed to be a
convenience for the DM,  to give him a quick way  to  decide  how  creatures
react;  it's not a straight-jacket to keep him from role-playing a character
the way he sees that character behaving.

 DM rolls  2d6  against  creature's  morale   score   (found   in   monster
descriptions).  If 2d6 roil is equal to or less than morale score,  creature
pursues combat;  otherwise,  it avoids combat.  Only NPCs and monsters  roll
morale; PCs make their own decisions.

  Morale is a measure of a creature's courage,  loyalty,  and high spirits.
All monsters and NPCS have a morale number score which is used to  determine
their  state  of morale in bad situations.  Each creature in Chapter 14 will
have an entry for morale. Good morale (a high number) indicates, in general,
that a creature is stubborn and tenacious; it is willing to keep fighting in
most bad situations. Bad morale (a low number)
means  that  the  creature  is  easily  panicked,  cowardly, or otherwise inclined to get away.
  Morale is only a function of monsters and NPCS. Players always decide how
their characters will face dangers; they do not roll morale.


When to Check Morale
  The DM never needs to check morale for a creature with a morale score  of
2 or 12. A morale of 2 means that the creature always runs away from danger;
it will not fight.  A score of 12 means that the creature will always pursue
combat  and fight to the death,  once it has begun to fight;  it never gives
up:
 Creatures with morale scores from 3 to 11 need to make morale checks under
the following circumstances:
  At the Start of an Evasion:  When a group tries to evade encounters;  the
DM rolls to see if the creatures give chase.
  During a  Chase:  Every  five  combat  rounds;  success  means  that  the
creatures continue to give chase,  and failure  means  they  break  off  the
chase.
  * In Combat:  When the creature is first hit, taking I or more hit points
of damage.
  * In Combat: When the creature is reduced to one-quarter (of less) of its
starting hit points.
  * In Combat:  When the first death (on either side,  PC  or  NPC/monster)
takes place; the DM makes one morale roll for the remaining creatures to see
if they wish to continue.
  * In Combat: When half of the creatures are not free to act (because they
are dead, asleep, controlled, etc.).
  * In  Combat:  When the creature of NPC is subjected to a weapon master's
Despair effect (as described in Chapter 5).
  * At Any Time: When the creature of NPC is subjected to a magical item or
spell  that  calls  for a morale check.  (Example:  drums of panic,  reverse
gravity spell.)

Morale Phase

  Morale has its own phase in the combat sequence described at the start of
the chapter. In this phase, monsters make their morale rolls for events that
took place in the last combat round.  Also in  this  phase,  characters  and
monsters  make  their  saving  throws  against  ongoing effects of spells or
conditions (such as stunning) that require them to make saving throws  every
round.

How to Check Morale
  Whenever the situation calls for a morale check the  DM  rolls  2d6.  The
morale score is listed in the monster description in Chapter 14.
  If the result is less than or equal to the morale  score,  the  creatures
will pursue the fight.
  If the result is greater than the creatures' morale score,  the creatures
will flee/avoid combat, call for a cease-fire, or surrender.

Adjustments to the Morale
Check
  The DM  may  decide  to  adjust  a  morale  check to reflect the combat's
current circumstances.
  When you roll the 2d6 for the morale check,  add the bonus to or subtract
the penalty from the morale score itself not the number rolled on the dice.
  Here are some sample situations that  can  lead  to  adjustments  to  the
morale check:
  Monsters have slain one or more PCs/ retainers  but  have  lost  none  of
their own
  * Monsters have slain one or more PCs/ retainers and  have  lost  one  or
more of their own members: + 1 bonus.
  * The  PCs  have been using a lot of magic against the monsters,  and the
monsters have no equivalent magic: - 1 penalty.
  The DM can adjust the morale check for whatever  circumstances  he  deems
appropriate,  but  total  adjustments  should never exceed a bonus of + 2 or
penalty of - 2.

Retainer Morale
  A retainer's  morale  is  determined  by  his  employer's Charisma score.
Consult the Charisma Adjustment Table in Chapter 1 on page 10.  For example,
on that table, if a character has a Charisma score of 18, his retainers will
have morale scores of 10. Only check a retainer's morale during an adventure
when the following occurs:
  * In Combat:  If the retainer's employer orders the retainer into  danger
while the employer remains in safer surroundings.
  * In Combat: When the retainer is reduced to one-quarter (or less) of his
starting hit points.
  * In Combat:  When the retainer is subjected to a weapon master's Despair
effect (as described in Chapter 5).
  * At Any Time:  When the retainer is subjected to a magical item of spell
that  calls for a morale check.  (Example:  drums of panic,  reverse gravity
spell.)

Deciding on Morale  Scores
  All monsters in this  book  have  morale  scores  listed  for  them.  All
monsters  and  NPCs  appearing in D&D game supplements and adventures should
also have morale scores listed for them.
  Occasionally, though,  it happens that a  monster  or  NPC  is  mentioned
without a morale score.  Also, whenever you create a new NPC or monster, you
have to decide what its morale score is.
   There are  two  easy  ways  to  do  this.
  One what you know about the NPC/creature; compare the personality of that
creature to the Morale Scores table, and choose a morale score that fits the
creature.

     Morale Scores Table
                                                 Morale
    Type of                                      Score
    Personality                                  Range
    Abjectly cowardly                            2
    Always frightened or very
      cautious                                   3-5
    Unmotivated                                  6
    Disinterested                                7
    Normal                                       8
    Brave, determined, or stubborn               9-11
    Suicidally brave or berserk                  12


  Second, if you  have  no  clues  as  to  the  creature's  personality  or
motivations, just roll 2d6. The result is the creature's morale score.
Movement
  You learned about movement in Chapter Here are some additional details:
  * Encounter Speed:  A character or monster may move  his  full  encounter
speed  movement (1/3 normal movement in one round and still make his attacks
this round.
  * Running Speed:  A character or monster may move his full running  speed
movement  (3  X  normal  movement)  this  round if he not already engaged in
combat but cann't attack if he does so.
  Normal Speed:  A character's normal speed is never used during the combat
sequence
  Simple, quick actions such as drawing a new weapon do not subtract from a
character's movement score; the DM may choose to deduct so of a character's
movement for the round if performs any more complicated maneuver Standing up
after a fall, however, does count an action in a combat round.

Combat Maneuvers
  In the missile combat,  magic, and hand-to-hand combat phases, characters
choose maneuvers to perform.  The Combat Maneuvers Table  shows  all  normal
combat maneuvers in the order in which they occur within a combat round.
   A character can only perform one of the maneuvers per  round  unless  he
has  the  multiple  attacks  option;  see  the description for the maneuver,
below.

Description of Maneuvers

Throw
  A character can use any weapon that is throws (daggers and hand axes, for
instance).  A  successful  hit  will do the damage listed for the weapon The
character gets his Dexterity and magic bonuses to his attack  toll  and  his
Strength and magic bonus to any damage he inflicts.  Target must be in range
(see the listing for weapon ranges in the Weapons table of  Chapter  4).  If
character has multiple attacks,  he can throw weapon for any attack he makes
in a round.

Fire
  A character uses any missile fire weapon (bows,  crossbows,  and  slings,
for  instance)  combat.  A  successful hit will do the damage listed for the
weapon.  The character gets his Dexterity bonus to his attack foil.  Targets
must  be  in  range  of the weapon (see the listing for weapon ranges in the
Weapons table of Chapter 4).  monster attacking with a ranged  damage  power
(such as a dragon's breath) will use this maneuver in combat.

Cast Spell
  A character casts a spell  from  memory  or  from  a  scroll.  A  monster
attacking  with a magic power that doesn't qualify as a ranged damage attack
or a hand-to-hand attack,  such as a vampire's charm, will use this maneuver
in combat

Use Magical Item
  A character with a nonweapon magical items can use it with this maneuver.
This  is  the  maneuver  for  use  of most nonweapon magical items (potions,
wands, staves, rods, rings, and miscellaneous magical items) and for the
inoffensive  magic  powers  of  other
magical items (for instance, an enchanted sword's detect evil power).

  Combat Maneuvers Table
                        When                 Who Can
  Combat Maneuver       Performed            Perform
  Throw                 Missile phase        All characters
  Fire                  Missile phase        All characters
  Cast Spell            Magic   phase        All characters
  Use Magical Item      Magic   phase        All characters
  Attack                Hand-to-hand phase   All characters
  Fighting Withdrawal   Hand-to-hand phase   All characters
  Retreat               Hand-to-hand phase   All characters
  Lance Attack          Hand-to-hand phase   Fighters, dwarves, elves
  Set Spear vs. Charge  Hand-to-hand phase   Fighters, demihumans, mystics
  Multiple Attacks      Hand-to-hand phase   Special*
  Smash                 Hand-to-hand phase   Special*
  Parry                 Hand-to-hand phase   Special*
  Disarm                Hand-to-hand phase   Special*

  * Characters with the Fighter Combat Options can use them, subject to any
limitations listed with the character class description.

Attack
  A character  attacks  with  any  hand-to-hand  weapon.  A  successful hit
inflicts the weapon's standard damage on the target.  The character gets  to
add his Strength and magic bonuses to both his attack roll and the damage he
does with his weapon.  If a character has the multiple attacks maneuver,  he
may choose this maneuver for any attack he makes in a round.
Fighting   Withdrawal
  A character  can  only  perform  this  maneuver when he begins his combat
round in hand-to- hand  combat  with  an  enemy.  With  this  maneuver,  the
character  backs away from his enemy at a rate of 5' per round.  He makes no
attack unless his enemies follow him later in the same combat round,  on the
enemies' own movement phase.If they do, he can make his attack at the end of
the enemies' movement phase, before the enemies begin their own attacks. The
character's  attack  is  the same as a normal attack.  If he is not in hand-
to-hand combat with his enemy when his movement phase comes  around  in  the
next round, he can go to running speed that next round.
Retreat
  A character  can  only  perform  this  maneuver when he begins his combat
round in hand-to- hand combat with an enemy.  The character runs  away  from
his enemy at greater than half his encounter speed, up to his full encounter
speed.  He forfeits the armor class bonus of his shield. Any enemy attacking
him  later  in  the combat round (that is,  either an enemy who followed him
during the enemies' movement phase or  an  enemy  attacking  with  a  ranged
weapon)  receives  a + 2 attack roll bonus this round.  This is the same + 2
that characters normally get for attacking from behind (see the Attack  Roll
Modifiers Table on page 108).
  If the character is not in hand-to-hand combat with his  enemy  when  his
movement  phase comes up in the next round,  he can go to running speed that
next round.
Lance Attack
  If a character is on a riding steed (such as a  horse)  and  is  using  a
lance,  he can perform the lance attack if his mount runs (ties,  swims) for
20 yards or more toward the fighter's target.
  The character  gets his Strength and magic adjustments to the attack roll
and damage with the lance attack maneuver.  The  lance,  if  it  hits,  will
inflict  double  damage with a successful hit-roll the damage for the lance,
multiply the result by  2,  and  then  apply  all  appropriate  adjustments.
Without  enough  room  to charge-if the mount moves less than 20 yards or is
stationary the lance does normal damage only.
  Fighters, dwarves  and  elves  can  use  a  lance  attack,  but  no other
character class can do so. If a character has the multiple attacks maneuver,
he  may choose the lance attack maneuver for any attack he makes in a round.
However, he cannot hit the same target time after time; he must choose a new
target along his mount's line of movement for each attack,  and therefore he
must be capable of hitting each target with an attack roll of 2.
Set Spear vs.  Charge
  A character on foot and carrying a spear,  pike,  sword shield,  or lance
can  set  the  weapon vs.  a charge.  A charge is when a monster charges the
character-that is, runs toward him for 20 or more yards before its attack. A
character  can  also  set  his  spear  vs.  another character's lance attack
against him.
  When the  character "sets vs.  charge," he holds the weapon firm,  braced
against the ground and toward the onrushing enemy.  The character  gets  his
Strength  and  magic  adjustments  to  his  attack and damage rolls.  If the
character's attack hits,  he inflicts double damage on  his  target,  adding
damage adjustments after doubling.
  The character must declare a  set  spear  vs.  charge  before  he  is  in
hand-to-hand  combat  with  the creature charging him.  For example,  if the
character's party wins initiative in the round and  the  character  suspects
the monster will charge, he could declare his set spear vs. charge maneuver.
Likewise,  the characters might see a group  of  charging  monsters  several
rounds  before  they arrive,  and set their spears against the charge one or
more rounds ahead of time.
  Normally, the character makes his attack on the monster's movement phase,
when the monster first moves within range of the weapon.  It his attack hits
and kills the monster,  the monster cannot hurt him in return. If his attack
fails to kill the monster,  the monster will be able to attack  on  its  own
hand-to-hand combat phase of the combat sequence.
Multiple Attacks
  This is  a Fighter Combat Option maneuver,  first available at 12th level
to human fighters, at other experience point totals to demihumans (see their
experience tables).
  In melee combat,  if the fighter can hit his opponent with an attack roll
of  2  (modified by all bonuses),  he can make two attacks per round against
that target (three per round at level 24, four per round at level 36).
  Each attack of a multiple attacks maneuver can be a throw,  attack, lance
attack,  or disarm.  A character  can  mix  and  match  his  maneuvers;  for
instance,  a character with three attacks per round could perform an attack,
disarm, attack combination against his foe, or throw three knives instead of
one. This maneuver applies to ideal circumstances, and the character can use
movement or some other action instead of another attack.
Smash
  This is a Fighter Combat Option maneuver, first available at 9th level to
fighters  and  mystics,  and  at other experience point totals to demihumans
(see  their  experience  tables).  With  this  hand-to-hand  maneuver,   the
character  automatically  loses  initiative  and  takes a - 5 penalty to the
attack roll (he still gets his Strength and magic adjustments to his  attack
roll).
  If attack hits, the character adds his Strength bonus, magic bonuses, and
his  entire  Strength  score to his weapon's normal damage.  For example,  a
Strength 17 fighter (+2 to attack and  damage)  using  a  sword  +2  (+2  to
attack, 1d8 + 2 damage) would perform a smash this way: He tolls to hit with
a net penalty of -1 (+2+2-5).  If he hits,  he  rolls  1d8+21  (17+2+2)  for
damage!
Parry
  This is a Fighter Combat Option maneuver, first available at 9th level to
fighters and mystics,  and at other experience point  totals  to  demihumans
(see their experience tables). With this maneuver, the fighter does not make
any attack roll.  Instead,  he blocks incoming attacks for the entire combat
round;  all  enemies attacking him suffer a -4 penalty to hit him with melee
and thrown (but not missile) weapons.
Disarm
  This is a Fighter Combat Option maneuver, first available at 9th level to
fighters  and  mystics,  and  at other experience point totals to demihumans
(see their experience tables).  This maneuver can  only  be  used  when  the
fighter  attacks  a  weapon-using  opponent.  The  fighter  gets  his normal
Strength and magic adjustments to his attack roll.  If he hits,  he inflicts
no damage.  stead,  the victim rolls 1d20, minus his Dexterity bonuses, plus
his attacker's Dexterity bonuses.  If the final roil  is  greater  than  the
victim's Dexterity score, the victim drops his weapon.
  Example: Sir Hogier is fighting a warrior whom he intends to take  alive.
The  warrior is AC 0,  and has a Dexterity of 17;  Sir Hogier is 20th level,
with the bonuses from a Strength of 16  and  a  +  2  sword.  Hogier  has  a
Dexterity of 12. Hogier needs to roll a 7 to hit AC0. He rolls a 6, but adds
his bonuses from Strength and sword to
get a 10; he has hit.
 Now, the victim rolls 1d20.  He rolls a 15. He subtracts his own Dexterity
bonus  (a + 1,  from his Dexterity of 13),  for a result of 14.  Sir Hogier,
with a Dexterity of 12, has no Dexterity bonus to add. The final result is a
14,  which is more than the victim's Dexterity of 13. The disarm attempt has
succeeded.
 Once disarmed,  the victim may either switch weapons (suffering  only  the
loss  of  initiative  for  the  next  round),  or he may try to retrieve the
weapon.  When retrieving a weapon, a victim must retreat to grab the dropped
weapon.

Attack Rolls Table

(All Characters)
 The Attack Rolls Table: All Characters on page 106 is used when characters
attack targets. It is used both for PCs and for NPCS.

Expanding the Attack Rolls Table
 Attack rolls are only given for targets of AC 19  through  AC  -  20,  but
there  are  no  real  upper  or lower limits-the numbers may be extrapolated
indefinitely to the right or left. Notice that any number above 10 that ends
in  a 0 (20,  30,  etc.) is repeated five times before the table moves on to
the next number.
 The numbers 2 and 10 also repeats five times, after which the numbers drop
normally.  Instead of going into negative numbers,  each zero or less has  a
dagger (t) and is explained in the notes.
 Note that an unadjusted roll of 1 should always miss. A natural roll of 20
should always hit.


 Attack Roll Checklist: All Characters

  1. The attacker looks on the Attack Rolls Table: All Characters and finds
the armor class of his target.  The number given on the table is the  number
he needs to achieve with his roll and bonuses to hit his target.
  a. Weapon Mastery  Option:  Because  they  help  determine  how  often  a
character  can  use  multiple  attacks,  weapon  mastery  attack bonuses are
applied to the character's attack roll.  If a character needs to toll an  18
to hit someone but he has a + 2 bonus for weapon mastery,  he actually needs
a 16 for a successful attack (optional).
  b. The victim's armor class may be modified by partial  exposure  if  the
attacker  is  using a missile weapon and the victim is only exposed for part
of a round. See "Cover Adjustments" later in this chapter (optional).
  2. The attacker rolls 1d20.
  3. The attacker adds  pertinent  bonuses  to  his  1d20  roll.  Pertinent
bonuses include:
  a. Strength adjustment, for melee attacks.
  b. Dexterity adjustment, for missile or thrown attacks.
  c. Magic  bonuses,  either from spells affecting the character or magical
weapons being used.
  4. The  attacker  subtracts  pertinent  penalties  from  his  1d20  roll.
Pertinent penalties include:
  a. Cover,  if  missile  attack  and  the  target  is  partially concealed
(optional).
  b. Magical curses,  if the curse  affects  combat  abilities  and  attack
rolls.
  5 .  If the result of the modified 1d20 roll equals or exceeds the number
on the Attack Rolls Table:  All Characters, the attacker has hit his target.
Important  Note:  An  unadjusted  (natural)  roil  of  I  always misses.  An
unadjusted (natural) roll of 20 always hits,  if  it  is  possible  for  the
attack to hit the target.
  6. If  the  result was a hit,  the attacker now rolls damage.  First,  he
rolls the damage listed for the weapon or attack.
  7 .  Adjust  the  roll  with  any multipliers,  such as a thiefs Backstab
ability, or a charge bonus.
  8. Then,  the attacker adds in any pertinent bonuses to damage. Pertinent
bonuses include:
  a . Strength adjustments (added to melee attacks).
  b. Magic bonuses (from  magic  weapons  or  magic  spells  affecting  the
character).
  c. The  attacker's  entire  Strength  score  is added to the damage if he
performed a smash maneuver.
  9. The sum of the number rolled on the  damage  dice  and  the  pertinent
bonuses is the amount o damage the victim takes.


    Class & Level Armor Class Hit

  mu         C,TD  F*   DH** 19  18  17   16   15   14   13   12   11   10
  Normal Man   2     2    3   4   5   6    7    8    9    10  11   12   13
  1-5        1-4   1-3        2   2   2    3    4    5    6    7    8    9
  6-10       5-8   4-6        2   2   2    2    2    3    4    5    6    7
  11-15      9-12  7-9    A   0t  1   2    2    2    2    2    3    4    5
                          B   1t  0t  1    2    2    2    2    2    3    4
  16-20      13-16 10-12  C   2t  1t  0t   1    2    2    2    2    2    3
                          D   3t  2t  1t   0t   1    2    2    2    2    2
  21-25      17-20 13-15  E   4t  3t  2t   1t   0t   1    2    2    2    2
                          F   5t  4t  3t   2t   1t   0t   1    2    2    2
  26-30      21-24 16-18  G   6t  5t  4t   3t   2t   1t   0t   1    2    2
                          H   7t  6t  5t   4t   3t   2t   1t   0t   1    2
  31-35      25-28 19-21  I   8t  7t  6t   5t   4t   3t   2t   1t   0t   1
                          J   9t  8t  7t   6t   5t   4t   3t   2t   1t   0t
  36         29-32 22-24  K   10t 9t  8t   7t   6t   5t   4t   3t   2t   1t
                          L   10t 10t 9t   8t   7t   6t   5t   4t   3t   2t
             33-35 25-27  M   10t 10t 10t  9t   8t   7t   6t   5t   4t   3t
             36    28-30      10t 10t 10t  10t  10t  9t   8t   7t   6t   5t
                   31-33      12t 11t 10t  10t  10t  10t  10t  9t   8t   7t
                   34-36      14t 13t 12t  11t  10t  10t  10t  10t  10t  9t

  mu         C,TD  F*   DH**  9   8   7   6   5   4   3   2   1   0
  Normal Man   2     2    3  11  12  13  14  15  16  17  18  19  20
  1-5        1-4   1-3       10  11  12  13  14  15  16  17  18  19
  6-10       5-8   4-6        8   9  10  11  12  13  14  15  16  17
  11-15      9-12  7-9    A   6   7   8   9  10  11  12  13  14  15
                          B   5   6   7   8   9  10  11  12  13  14
  16-20      13-16 10-12  C   4   5   6   7   8   9  10  11  12  13
                          D   3   4   5   6   7   8   9  10  11  12
  21-25      17-20 13-15  E   2   3   4   5   6   7   8   9  10  11
                          F   2   2   3   4   5   6   7   8   9  10
  26-30      21-24 16-18  G   2   2   2   3   4   5   6   7   8   9
                          H   2   2   2   2   3   4   5   6   7   8
  31-35      25-28 19-21  I   2   2   2   2   2   3   4   5   6   7
                          J   1   2   2   2   2   2   3   4   5   6
  36         29-32 22-24  K   0t  1   2   2   2   2   2   3   4   5
                          L   1t  0t  1   2   2   2   2   2   3   4
             33-35 25-27  M   2t  1t  0t  1   2   2   2   2   2   3
             36    28-30      4t  3t  2t  1t  0t  1   2   2   2   2
                   31-33      6t  5t  4t  3t  2t  1t  0t  1   2   2
                   34-36      8t  7t  6t  5t  4t  3t  2t  1t  0t  1


    Class & Level Armor Class Hit
     mu     C,TD   F*   DH**  -1  -2  -3  -4  -5  -6  -7  -8  -9  -10  -11
  Normal Man                  20  20  20  20  21  22  23  24  25   26   27
     1-5    1-4    1-3        20  20  20  20  20  21  22  23  24   25   26
     6-10   5-8    4-6        18  19  20  20  20  20  20  21  22   23   24
     11-15  9-12   7-9    A   16  17  18  19  20  20  20  20  20   21   22
                          B   15  16  17  18  19  20  20  20  20   20   21
     16-20  13-16  10-12  C   14  15  16  17  18  19  20  20  20   20   20
                          D   13  14  15  16  17  18  19  20  20   20   20
     21-25  17-20  13-15  E   12  13  i4  15  16  17  18  19  20   20   20
                          F   11  12  13  14  15  16  17  18  19   20   20
     26-30  21-24  16-18  G   10  11  12  13  i4  15  16  17  18   19   20
                          H    9  10  11  12  13  14  15  16  17   18   19
     31-35  25-28  19-21  I    8   9  10  11  12  13  14  15  16   17   18
                          J    7   8   9  10  11  12  13  14  15   16   17
     36     29-32  22-24  K    6   7   8   9  10  11  12  13  14   15   16
                          L    5   6   7   8   9  10  11  12  13   14   15
            33-35  25-27  M    4   5   6   7   8   9  10  11  12   13   14
            36     28-30       2   3   4   5   6   7   8   9  10   11   12
                   31-33       2   2   2   3   4   5   6   7   8    9   10
                   34-36       2   2   2   2   2   3   4   5   6    7    8

      mu     C,TD   F*  DH** -12 -13 -14 -15 -16 -17 -18 -19 -20
   Normal Man                 28  29  30  30  30  30  30  31  32
      1-5    1-4    1-3       27  28  29  30  30  30  30  30  31
      6-10   5-8    4-6       25  26  27  28  29  30  30  30  30
      11-15  9-12   7-9    A  23  24  25  26  27  28  29  30  30
                           B  22  23  24  25  26  27  28  29  30
      16-20  13-16  10-12  C  21  22  23  24  25  26  27  28  29
                           D  20  21  22  23  24  25  26  27  28
      21-25  17-20  13-15  E  20  20  21  22  23  24  25  26  27
                           F  20  20  20  21  22  23  24  25  26
      26-30  21-24  16-18  G  20  20  20  20  21  22  23  24  25
                           H  20  20  20  20  20  21  22  23  24
      31-35  25-28  19-21  I  19  20  20  20  20  20  21  22  23
                           J  18  19  20  20  20  20  20  21  22
      36     29-32  22-24  K  17  18  19  20  20  20  20  20  21
                           L  16  17  18  19  20  20  20  20  20
             33-35  25-27  M  15  16  17  18  19  20  20  20  20
             36     28-30     13  14  15  16  17  18  19  20  20
                    31-33     11  12  13  14  15  16  17  18  19
                    34-36      9  10  11  12  13  14  15  16  17


               Notes
  * Also dwarves,  elves, halflings up to their Name levels, and mystics up
to 16th level.
  ** Demihuman attack ranks, for very experienced demihuman characters.
  t Misses  only  on a natural 1.  Add the number shown to the total damage
done by the attack.
  1. A1though 20 is the maximum unadjusted roll,  bonuses may result  in  a
total of 21 or more.
  2. Armor classes worse than 9 are possible due to Dexterity  and  magical
penalties.


    Attack Rolls Table: An Monsters

    Creature's Armor Class Hit

     Creature's
     Hit     Dice   19 18  17   16  15  14  13  12  11  10

     Normal   Man   2   2   3    4   5   6   7   8   9  10
      Up to  1      2   2   2    3   4   5   6   7   8   9
      1+ to  2      2   2   2    2   3   4   5   6   7   8
      2+ to  3      2   2   2    2   2   3   4   5   6   7
      3+ to  4      1   2   2    2   2   2   3   4   5   6
      4+ to  5      0*  1   2    2   2   2   2   3   4   5
      5+ to  6      1*  0*  1    2   2   2   2   2   3   4
      6+ to  7      2*  1*  0*   1   2   2   2   2   2   3
      7+ to  8      3*  2*  1*   0*  1   2   2   2   2   2
      8+ to  9      4*  3*  2*   1*  0*  1   2   2   2   2
      9+ to 11      5*  4*  3*   2*  1*  0*  1   2   2   2
     11+ to 13      6*  5*  4*   3*  2*  1*  0*  1   2   2
     13+ to 15      7*  6*  5*   4*  3*  2*  1*  0*  1   2
     15+ to 17      8*  7*  6*   5*  4*  3*  2*  1*  0*  1
     17+ to 19      9*  8*  7*   6*  5*  4*  3*  2*  1*  0*
     19+ to 21     10*  9*  B*   7*  6*  5*  4*  3*  2*  1*
     21+ to 23     10* 10*  9*   8*  7*  6*  5*  4*  3*  2*
     23+ to 25     10* 10*  10*  9*  8*  7*  6*  5*  4*  3*
     25+ to 27     10* 10*  10* 10*  9*  8*  7*  6*  5*  4*
     27+ to 29     10* 10*  10* 10* 10*  9*  8*  7*  6*  5*
     29+ to 31     11* 10*  10* 10* 10* 10*  9*  8*  7*  6*
     31+ to 33     12* 11*  10* 10* 10* 10* 10*  9*  8*  7*
     33+ to 35     13* 12*  11* 10* 10* 10* 10* 10*  9*  8*
     35+ and up    14* 13*  12* 11* 10* 10* 10* 10* 10*  9*

     Creature's
     Hit     Dice   9   8  7    6   5   4   3   2  1   0

     Normal   Man  11  12  13  14  15  16  17  18 19  20
      Up to  1     10  11  12  13  14  15  16  17 18  19
      1+ to  2      9  10  11  12  13  14  15  16 17  18
      2+ to  3      8   9  10  11  12  13  14  15 16  17
      3+ to  4      7   8   9  19  11  12  13  14 15  16
      4+ to  5      6   7   8   9  10  11  12  13 14  15
      5+ to  6      5   6   7   8   9  10  11  12 13  14
      6+ to  7      4   5   6   7   8   9  10  11 12  13
      7+ to  8      3   4   5   6   7   8   9  10 11  12
      8+ to  9      2   3   4   5   6   7   8   9 10  11
      9+ to 11      2   2   3   4   5   6   7   8  9  10
     11+ to 13      2   2   2   3   4   5   6   7  8   9
     13+ to 15      2   2   2   2   3   4   5   6  7   8
     15+ to 17      2   2   2   2   2   3   4   5  6   7
     17+ to 19      1   2   2   2   2   2   3   4  5   6
     19+ to 21      0*  1   2   2   2   2   2   3  4   5
     21+ to 23      1*  0*  1   2   2   2   2   2  3   4
     23+ to 25      2*  1*  0*  1   2   2   2   2  2   3
     25+ to 27      3*  2*  1*  0*  1   2   2   2  2   2
     27+ to 29      4*  3*  2*  1*  0*  1   2   2  2   2
     29+ to 31      5*  4*  3*  2*  1*  0*  1   2  2   2
     31+ to 33      6*  5*  4*  3*  2*  1*  0*  1  2   2
     33+ to 35      7*  6*  5*  4*  3*  2*  1*  0* 1   2
     35+ and up     8*  7*  6*  5*  4*  3*  2*  1* 0*  1


     Creature's
     Hit     Dice  -1  -2  -3  -4  -5  -6  -7  -8  -9  -10 -11

     Normal   Man  20  20  20  20  21  22  23  24  25   26  27
      Up to  1     20  20  20  20  20  21  22  23  24   25  26
      1+ to  2     19  20  20  20  20  20  21  22  23   24  25
      2+ to  3     18  19  20  20  20  20  20  21  22   23  24
      3+ to  4     17  18  19  20  20  20  20  20  21   22  23
      4+ to  5     16  17  18  19  20  20  20  20  20   21  22
      5+ to  6     15  16  17  18  19  20  20  20  20   20  21
      6+ to  7     14  15  16  17  18  19  20  20  20   20  20
      7+ to  8     13  14  15  16  17  18  19  20  20   20  20
      8+ to  9     12  13  14  15  16  17  18  19  20   20  20
      9+ to 11     11  12  13  14  15  16  17  18  19   20  20
     11+ to 13     10  11  12  13  14  15  16  17  18   19  20
     13+ to 15      9  10  11  12  13  14  15  16  17   18  19
     15+ to 17      8   9  10  11  12  13  14  15  16   17  18
     17+ to 19      7   8   9  10  11  12  13  14  15   16  17
     19+ to 21      6   7   8   9  10  11  12  13  14   15  16
     21+ to 23      5   6   7   8   9  10  11  12  13   14  15
     23+ to 25      4   5   6   7   8   9  10  11  12   13  14
     25+ to 27      3   4   5   6   7   8   9  10  11   12  13
     27+ to 29      2   3   4   5   6   7   8   9  10   11  12
     29+ to 31      2   2   3   4   5   6   7   8   9   10  11
     31+ to 33      2   2   2   3   4   5   6   7   8    9  10
     33+ to 35      2   2   2   2   3   4   5   6   7    8   9
     35+ and up     2   2   2   2   2   3   4   5   6    7   8

     Creature's
     Hit     Dice  -12   -13  -14  -15  -16  -17  -18  -19  -20

     Normal   Man   28    29   30   30   30   30   30   31   32
      Up to  1      27    28   29   30   30   30   30   30   31
      1+ to  2      26    27   28   29   30   30   30   30   30
      2+ to  3      25    26   27   28   29   30   30   30   30
      3+ to  4      24    25   26   27   28   29   30   30   30
      4+ to  5      23    24   25   26   27   28   29   30   30
      5+ to  6      22    23   24   25   26   27   28   29   30
      6+ to  7      21    22   23   24   25   26   27   28   29
      7+ to  8      20    21   22   23   24   25   26   27   28
      8+ to  9      20    20   21   22   23   24   25   26   27
      9+ to 11      20    20   20   21   22   23   24   25   26
     11+ to 13      20    20   20   20   21   22   23   24   25
     13+ to 15      20    20   20   20   20   21   22   23   24
     15+ to 17      19    20   20   20   20   20   21   22   23
     17+ to 19      18    19   20   20   20   20   20   21   22
     19+ to 21      17    18   19   20   20   20   20   20   21
     21+ to 23      16    17   18   19   20   20   20   20   20
     23+ to 25      15    16   17   18   19   20   20   20   20
     25+ to 27      14    15   16   17   18   19   20   20   20
     27+ to 29      13    14   15   16   17   18   19   20   20
     29+ to 31      12    13   14   15   16   17   18   19   20
     31+ to 33      11    12   13   14   15   16   17   18   19
     33+ to 35      10    11   12   13   14   15   16   17   18
     35+ and up      9    10   11   12   13   14   15   16   17

    Note
    * Misses only on a natural 1.  Add the numbers shown to the total  damage
done by the attack.

 Extra Damage (Optional)
 Whenever the number needed to hit is a zero or less, a dagger appears next
to it on the tables.  This indicates that the attack hits unless a natural 1
is rolled,  and the attack inflicts additional damage equal  to  the  number
with the dagger. Thus, if a character needs a " 7t " on the table to hit, he
will automatically hit that armor class unless he rolls a natural 1;  if  he
does hit,  he inflicts 7 extra points of damage to his target.  If this rule
is not used,  treat all Attack Rolls Table:  All Characters entries of 1 and
those with a dagger as a 2.

THAC0
 The term "THAC0" stands for "To Hit Armor Class 0." If  someone  needs  to
roll  a 7 - not counting any of his individual bonuses or penalties - to hit
an armor class of 0, we say that he has a THAC0 of 7.
 Many character   and   monster   descriptions  you'll  find  in  published
adventures will list the individual's THAC0.  This is a convenience for you,
since  you can quickly calculate a character's chance to hit any armor class
from his THAC0.

 When a target's AC is worse than 0 (i.e.,  1,  2,  3,  etc.), you subtract
that AC from his THAC0. Likewise, when a target's AC is better than 0 (i.e.,
-1,  -2, etc.), you subtract the AC from the THAC0 score - but remember that
subtracting negative numbers is the same as adding positive numbers.
  Example: Sinestros is a 13th level fighter.  His THAC0 from the table  is
an  11.  To  hit  an  AC  of 0,  he needs to roll an 11.  He wants to hit an
opponent with an AC of 5.  We subtract 5 from the 11 he needs for the higher
AC. The result: 6. He needs to roll a 6 to hit AC 5.
  On the other hand,  let's say he's attacking someone with an AC of -4. We
subtract the AC from the THAC0 number: 11-(-4)=11+4=15. He needs a 15 to hit
AC -4.

Attack Rolls Table
(All Monsters)

 Monsters don't use the same attack rolls table as do characters;  they use
the Attack Rolls Table: All Monsters on page 107.
 Note that  this  table  continues,  just  as the player characters' Attack
Rolls Table continues. There is no limit to possible armor classes.

Attack Roll Modifiers

 Some modifiers to the attack roll that are used in many combat  situations
are listed in the following table.

   Attack Roll Modifiers Table
                                        Attack   Roll
   Circumstance                         Modifier
   Attacking from behind                +2 bonus*
   Attacker can't see target            -4 penalty
   Larger than man-sized
     monster attacks halting            -1 penalty
   Target exhausted                     +2 bonus
   Attacker exhausted                   -2 penalty
     * Ignore defender's shield

   Characters may become exhausted from running or overexertion, as described
in Chapter 7.


Missile Combat

Missile Combat Phase
 In the  missile  combat phase of the combat sequence,  each character who
has chosen to use a missile or thrown weapon now chooses his  target,  rolls
to  hit  that  target,  and  (if his roll is a success) rolls damage for his
attack. The victim, if hit, applies results immediately. If the attack kills
or stuns the victim, the victim will not be able to act later in the round.

Missile Adjustments to Hit
 Each of the factors in  the  Missile  Adjustments  to  Hit  Checklist  can
provide  a  bonus or penalty to the attack roll when using missile or thrown
weapons.

   Missile Adjustments to Hit Checklist

    Dexterity: Dex 3,  -3;  Dex 4-5,  -2;  Dex 6-8,  -1;  Dex 13-15, + 1;
    Dex 16-17, +2; Dex 18, +3

   2.  Range: Weapon Short Range, + 1;
       Weapon Medium Range, no adjustment;
       Weapon Long Range, - 1

   3 . Cover: (See text below)
   4.  Magic: Adjustments according to spell or
       effect used

 Dexterity Adjustments
 Include any bonuses or penalties to your attack roll due to  high  or  low
Dexterity.  You  may  have  an  adjustment from -3 to +3,  depending on your
Dexterity score.

Range Adjustments
 Every missile  or  thrown  weapon  in  the  game  is rated in terms of its
range-how far away it may be cast to hit a target.  If the range  is  short,
it's easier for a character to hit his target; add 1 to the attack roll. For
instance, if a character is throwing a net at a target six feet away, that's
within the 10' short range,  and a + 1 on the attack roll. If you don't know
for sure that you're at short range,  after you've rolled to hit, ask the DM
if you got the + 1 bonus on the attack.

  If the  distance to the target is greater than the short range number but
not greater than  the  medium  range  number,  the  range  is  medium.  Your
character gets no adjustment for range.
 If the distance to the target is greater than the medium range number  but
equal to or less than the long range number,  the range is long. it's a more
difficult shot; your character must subtract 1 from his attack roll.

Cover Adjustments
 The enemy may be harder to hit because it is hiding behind something; this
is called cover.  A character can gain the  advantage  of  cover  by  hiding
behind  a table or chair,  or a tree or boulder outdoors.  A shield does not
provide cover for purposes of this rule;  the - 1 to AC bonus  is  the  only
adjustment the shield provides.
 If a target is behind cover,  the  DM  should  mention  the  fact  to  the
players;  he will apply penalties to the attack rolls.  The DM does not have
to tell his players precisely how severe the attack roll penalties are.  The
DM determines each shot's penalties;  they range from for nominal soft cover
to - 6 for 1/4 hard cover.
  On the Target Cover Table, the fractions represent how much of the target
is behind cover.  "Soft" means that missile  attacks  easily  penetrate  the
cover,  whose value is mainly to hide the target (bushes, tapestries, etc.).
"Hard" means that the cover can often deflect or stop  the  missile  attacks
(boulders, heavy oaken tables, doors, and so forth).

    Target Cover Table
   Target has:        Soft Cover       Hard Cover
   1/4  cover              -1                -2
   1/2  cover              -2                -4
   3/4  cover              -3                -6
   Fullcover               -4            Can't hit

 Magic Adjustments
 If your  character  is  under  the effects of a magic spell that helps his
chances to hit,  that help- which is normally a bonus to his attack  roll-is
applied  here.  Bonuses from such things as magical arrows also apply to the
attack roll.

  Missile Adjustments to Damage

 Characters get their Strength adjustment to thrown weapon damage,  but not
to  missile  weapon damage.  If a weapon has a magical bonus (an arrow + 1),
you also add the bonus to the damage the weapon  does.  An  arrow  does  1d6
points of damage; an arrow + 1 does 1d6 + 1.

Targets Within 5'
 Missile attacks are not normally effective  within  a  5'  range.  If  the
target  is  within  5' and the attacker is using a missile fire device (bow,
crossbow,  etc.),  the attack automatically misses unless the target  cannot
move.  The target must be tied down,  grabbed by another character,  held by
magic, or otherwise pinned, else the missile attack will fail.


Partial Targets (Optional)

  Sometimes a  target is only exposed for part of a round (such as during a
quick run between points of concealment). If so, the DM can use this rule to
simulate  the difficulty of hitting a target that is only briefly exposed to
fire.
 A combat round is ten seconds long.  The DM should calculate, based on how
he  sees  the situation,  how long the target was exposed,  then consult the
table below for the target's defensive bonus.  The  bonus  applies  both  to
armor class and saving throws. In fact, if the attack is a spell that normally
does not allow a saving throw,  any defensive bonus  from  partial  exposure
gives the target-a saving throw of 20. Seconds

 Exposed:   1  2  3  4  5  6  7  8  9  10

 Defensive
 Bonus      9  8  7  6  5  4  3  2  1   0


  Magic
  Magic Phase
 In the magic phase of the combat sequence,  each character who has chosen
to  cast a spell this round (who can cast a spell and hasn't already made a
missile attack this round) now chooses his target.  He makes an attack roll
to  hit  that target dan attack roll is required for his spell.  The target
makes a saving throw if one is allowed or necessary. The target applies any
damage,  if any,  immediately.  As before, if the attack kills or stuns the
victim, the victim will not be able to act later in the round.

Maximum Spell Damage

 This rule was presented in Chapter 3,  but is important enough to  repeat
here  and elsewhere.  The maximum damage produced by any single spell is 20
dice, of the type of dice specified.

  Character Saving Throws

 The player finds out what he's saving against (death ray, poison, magic
wands,  paralysis, turn to stone, dragon breath, rod, staff or spell). He
cross-references his character level with the attack on the Saving Throws
Table:  All Characters and rolls 1d20.  If he tolls or exceeds the number
shown, he has successfully saved.

    The bad  effects  of  many  magic  spells can be diminished or eliminated
altogether if the victim can make a saving throw.
 To make a saving throw,  the player finds out from the DM  what  sort  of
saving  throw  he  should  make  (vs.  death  ray  or poison,  magic wands,
paralysis or turn to stone, dragon breath, or rod, staff or spell).
 If the  magical  attack  doesn't  exactly  correspond  to  one  of  those
categories,  the DM should decide which type of  saving  throw  column  the
attack most closely corresponds to. For example, a magical flame-thrower is
similar to a dragon's fiery breath,  so a character in the  effect  of  one
would make a saving throw vs. dragon breath.
 The player cross-references his character's class and  level  with  the
column  he's  to  roll on,  and then rolls 1d20.  If his die roll equals or
exceeds the number shown, he has successfully saved.
 Some spells, magical items and high Wisdom scores can improve some saving
throws;  whenever  the  player  thinks  his character has a bonus against a
certain attack,  he should remind the DM of this before rolling the  saving
throw.

Monster Saving Throws

 Monsters do not have a separate saving throws table.  They use  the  same
table as characters.

 If a  monster  description  in another Duplication does not have a "Saves
As:  " listing,'here's a simple rule of thumb: Intelligent creatures save as
fighters of equal experience level to the monsters' Hit Dice.  A creature of
animal intelligence or lower saves as a fighter whose  experience  level  is
half the monster's Hit Dice (round up).  Thus a 9-HD monster of Intelligence
1 would save as a 5th level fighter.

 Saving Throws Table: An Characters

 Character        Death Ray   Magic   Paralysis or  Dragon  Rod, Staff,
 Class            or Poison   Wands  Turn to Stone  Breath   or Spell

 Cleric/Druid
 1-4              11           12         14          16        15
 5-8               9           10         12          14        13
 9-12              7            8         10          12        11
 13-16             6            7          8          10         9
 17-20             5            6          6           8         7
 21-24             4            5          5           6         5
 25-28             3            4          4           4         4
 29-32             2            3          3           3         3
 33-36             2            2          2           2         2


 Fighter/Mystic
 Normal Man (0)    14          15         16          17        17
 1-3               12          13         14          15        16
 4-6               10          11         12          13        14
 7-9               8            9         10          11        12
 10-12             6            7          8           9        10
 13-15             6            6          7           8         9
 16-18             5            6          6           7         8
 19-21             5            5          6           6         7
 22-24             4            5          5           5         6
 25-27             4            4          5           4         5
 28-30             3            4          4           3         4
 31-33             3            3          3           2         3
 34-36             2            2          2           2         2

  Magic-user
 1-5               13           14         13          16        15
 6-10              11           12         11          14        12
 11-15             9            10         9           12        9
 16-20             7            8          7           10        6
 21-24             5            6          5           8         4
 25-28             4            4          4           6         3
 29-32             3            3          3           4         2
 33-36             2            2          2           2         2


 Thick
 1-4               13          14         13          16        15
 5-8               11          12         11          14        13
 9-12              9           10          9          12        11
 13-16             7            8          7          10         9
 17-20             5            6          5           8         7
 21-24             4            5          4           6         5
 25-28             3            4          3           4         4
 29-32             2            3          2           3         3
 33-36             2            2          2           2         2

 Dwarf
 1-3               8            9         10          13        12
 4-6               6            7          8          10         9
 7-9               4            5          6           7         6
 10-12             2            3          4           4         3


 Elf
 1-3              12           13         13          15        15
 4-6               8           10         10          11        11
 7-9               4            7          7           7         7
 10                2            4          4           3         3

 Halfling
 1-3               8            9         10          13        12
 4-6               5            6          7           9         8
 7-8               2            3          4           5         4


 Hand-to-Hand Combat
 Hand-to-Hand Combat Phase
   in the hand-to-hand combat phase of the combat sequence,  each character
who has chosen to make a hand-to-hand attack,  and who has  not  yet  either
made  a  missile  attack  or  cast a spell,  can now attack.  He chooses his
target,  rolls to hit,  and (if the roll is a success) rolls damage for  his
attack. The victim, if hit, applies results immediately. If the attack kills
or stuns the victim, the victim will not be able to act later in the round.
   If the attacker has multiple attacks,  he performs chooses a target  and
rolls to hit for each of his attacks.

Hand-to-Hand Adjustments

   Adjust  your  hand-to-hand  attack  roll  as   noted
in the following checklist.

   Hand-to-Hand Weapon       Adjustment to Hit
   and Damage Checklist

  1. Strength: Str 3, - 3; Str 4- 5, - 2; Str 6-8, - 1; Str 13-15, + 1;
  Str 16-17, + 2; Str 18, + 3
  2. Magic: Adjustments according to spell of effect used
  3. Fighter Combat Options:  Smash:  - 5 to attack,  add Strength score to
damage; Lance Attack and Set Spear vs. Charge: Double damage.

  Hand-to-Hand Weapons Adjustments to Hit Only
  1. Weapon Mastery (Optional):  See the Attack Roll  Bonuses  Table  under
"Weapon Mastery" in Chapter 5.
   When your character tries to attack a target in  hand-to-hand  or  melee
comb-at, adjust his attack and damage rolls for the following things:
   Strength: Bonuses  to  hit  and  damage  from  exceptional  Strength (or
penalties,  from exceptionally low Strength)  apply  to  every  hand-to-hand
attack a player character makes.
   Magic: A  character  may  also  benefit  from  magical spells or magical
weapons.  Some spells and enchanted weapons will give the character  bonuses
of  +  1,  +  2,  or  more to hit and to damage.  Some weapons will only add
bonuses against certain types of monsters, and the character doesn't get the
bonuses from a weapon if he is not striking with that weapon, naturally.
   Maneuvers: Three  combat  maneuvers  can  affect the attack roll and the
amount of damage the character does with an attack. With the smash maneuver,
the character takes a - 5 penalty to hit, but adds his entire Strength score
to the amount of damage he normally does with the  attack.  With  the  lance
attack or set spear vs.  charge maneuver,  the PC rolls the amount of damage
he does with the lance,  doubles  that  amount,  and  then  adds  any  other
bonuses.

   Optionally, adjust his attack roll if he is at a Skilled or better level
of  weapon  mastery  with  the weapon he's using,  as per the weapon mastery
rules in Chapter 5. Two Weapons Combat (Optional)
  In many fantasy and adventure novels and  movies,  characters  can  fight
with  two  weapons,  carrying  one  weapon in each hand.  If the DM wants to
simulate this in his campaign,  he may-at his option-allow  a  character  to
attack with two weapons.
  In this situation, a character who carries a weapon in each hand gets one
additional  attack  per  combat  round.  Both  attacks take place during his
hand-to-hand combat phase, one after the other. The attacker can decide each
round which weapon he uses first and which he uses second. The second attack
is at a penalty of - 4 to hit (but not to damage).

Weapon Mastery Penalties
   If you  are  using  the  optional  weapon  mastery  rules,  there  is an
additional penalty: The second attack is treated -as if at one mastery level
lower than normal.
  For instance,  if a character has Expert mastery in both normal sword and
short sword,  and uses a normal sword for his first attack and  short  sword
for his second, he strikes at Expert level with the normal sword but only at
Skilled level with the short sword;  also, his second attack does take the -
4  attack  roll  penalty described earlier.  If the character has only Basic
mastery with his second weapon,  it is treated as Basic mastery;  it is  not
reduced to Unskilled. If a character is Unskilled with his second weapon, he
may not use it for his second attack.

Coordinating Multiple
Attacks, Weapon Mastery,

and Two Weapons Combat
  Multiple attacks  (the  Fighter Combat Option) and the mystic's character
class abilities both provide a character with extra attacks per round.
  Two weapons combat, as described above, gives a character an extra attack
when  he  has  a  weapon  in  each hand and decides to use both weapons in a
combat round.  One weapon from Chapter 4,  the cestus, if used on the second
hand, takes no off-hand penalty when used with these optional combat rules.
  With Weapon Mastery,  some weapons allow a character a second attack in a
combat round with no off-hand penalty); one weapon, the tusked shield, can't
be used with any other weapon,  but allows two attacks,  with neither attack
at an offhand penalty.

  How do these rules work together?
Multiple Attacks with Two Weapons Combat
  If the campaign is using both multiple attacks and  two  weapons  combat,
the  addition of two weapons combat allows a maximum of +1 attack per round,
at the listed chances.  For example,  a 12th level fighter with two  attacks
per round carries a normal sword in one hand and a dagger in the other. With
the two weapons combat rules,  he gets + 1 attack per round. Therefore, each
round,  he  can  attack twice with his normal sword (at no penalty) and once
with his dagger (at a -4 attack roll penalty,  and,  if  the  campaign  uses
weapon mastery rules, a weapon mastery level reduction penalty).

Multiple Attacks with Weapon Mastery
  If the  campaign  is  using both multiple attacks and weapon mastery (but
not the two weapons combat  rules),  weapons  that  allow  a  second  attack
provide  a maximum of + 1 attack per round;  such weapons do not strike at a
penalty.  As an example,  a 24th level fighter has three attacks per  round.
Using a bastard sword (one- handed) as his main attack and a sword shield as
his second weapon,  he can attack three  times  (at  no  penalty)  with  his
bastard sword and once (at no penalty) with his sword shield in one round.

All Three Rules Together
  If the  campaign is using all three sets of rules (multiple attacks,  two
weapons combat, and weapon mastery), using both two weapons combat rules and
weapon  mastery weapons that add a second attack will provide a maximum of +
1 attack per round.
  If the off-hand weapon is a cestus or any one that, on its Weapon Mastery
Table listing,  says the weapon provides second attack (horned shield, knife
shield,  sword  shield),  the  off-hand  attack  is at no penalty-neither an
attack roll nor a weapon mastery level penalty.  If the character is using a
tusked  shield,  he  gets  his normal number of attacks per round,  plus one
attack for the tusked shield.  If the off-hand weapon is any other  type  of
weapon, it suffers the normal - 4 attack roll penalty and - 1 weapon mastery
level penalty.
  Example: A 24th level fighter has three attacks per round.  His  campaign
uses the multiple attacks,  weapon mastery, and two weapons combat rules. If
he uses a normal  one-handed-  weapon  (with  or  without  a  shield)  or  a
two-handed weapon,  he gets three attacks per round, which is normal for his
experience level and the multiple attacks rules.
  If he uses a one-handed weapon in one hand and a cestus,  horned  shield,
knife  shield,  or  sword  shield  in  the  other,  he gets four attacks per
round-three with his primary weapon,  one  with  his  off-hand  weapon.  The
off-hand  attack  does  not  take the -4 attack roll/-1 weapon mastery level
penalty.
  If he  uses a one-handed weapon in one hand and another one-handed weapon
in the other (but the second weapon is not a cestus,  horned  shield,  knife
shield,  or sword shield), he has four attacks per round. Three are with his
primary weapon,  the fourth is with his off-hand weapon. The off-hand attack
is at the -4 attack roll/-1 weapon mastery level penalty.
  If he uses a tusked shield,  he gets four attacks per round, all with the
tusked shield;  no attack suffers the -4 attack roll/-1 weapon mastery level
penalty.

Unarmed Combat

  Unarmed combat occurs when a character attacks an opponent without  using
a weapon.  In the standard rule for unarmed combat,  an unarmed character
inflicts 1 point of damage per  hit  plus  any  Strength  bonuses.  Strength
penalties  do  not  adjust  unarmed  combat  damage  to  less  than 1 point.
Characters make normal attack
rolls and use all standard combat rules.  Unarmed combat takes  place  in
the hand-to-hand combat phase of the combat round.
  All the following rules are options to expand unarmed combat,  and can be
used  at  the  DM's  discretion.  The  DM can also,  if desired,  give a 10%
experience point bonus if player characters defeat  monsters  using  unarmed
combat.

Striking and Wrestling

(Optional)
Who May Use Striking and Wrestling
 All character  classes  and  levels  of  characters  may  use striking and
wrestling techniques.
  In unarmed combat,  the attacker either strikes an opponent (with a fist,
kick,  etc.), or tries to grab an opponent (jump on, tackle, etc.). Thus, we
use two systems:  One for striking, including all unarmed blows, and one for
wrestling, for all other forms of unarmed combat.
  Mystic-class characters  only  use  the  striking rules when they wish to
fight someone without doing  him  significant  harm;  they  already  possess
unarmed  combat  abilities  that  far  surpass any abilities provided by the
optional rules below.

Unarmed Combat vs. Weapons of Opportunity

 These striking  and  wrestling  rules  refer only to unarmed combat.  If a
character attacks another with a weapon, even a weapon of opportunity (mugs,
tables, chairs, etc.), this is armed combat and follows normal combat rules.
(Treat weapons of opportunity as clubs, generally with a -1 to -4 penalty to
hit based on how clumsy the weapon is in the opinion of the DM.)

Striking (Optional)

 When ore character hits his target  in  unarmed  combat,  this  is  called
"striking."  A  strike  normally results in either a "stun" or a "knockout."
However,  if the attacker has less than 4 Hit  Dice,  a  stun  is  the  only
possible result. See the Striking

Procedure Checklist for details.

Restrictions
  AttackerHitDice: Although any creature may attempt to strike an opponent,
inexperienced (i.e.,  low level) characters do not do it very well.  If  the
attacker  has less than 4 Hit Dice,  he cannot achieve a knockout result;  a
stun is the only possible result.
  Size Differences:  A  strike  cannot achieve a stun or knockout result if
the victim is two or more times the size (height/ length, not weight) of the
attacker, (The strike will still do normal damage.) A halting cannot do stun
or knockout to a full-grown human,  but can achieve these results against an
elf  or  dwarf,  which are not twice its height.  When a character strikes a
monster,  the DM decides whether the victim is two or more times the size of
the attacker.
  Monsters With Other Attacks:  Creatures whose weapons are parts of  their
bodies (such as claws) do not normally strike.  There are exceptions: Bears,
for example,  can strike as well  as  claw.  When  a  monster  with  natural
hand-to-  hand weapons also strikes,  it does strike damage equal to half of
its normal attack.
 Monster Immunities:  Creatures  with  multiple  heads may suffer few or no
results until all of its  heads  have  suffered  stun  or*knockout  results.
Several types of creatures should be immune to some or all of the effects of
Striking techniques. Use the following guidelines:
  * Undead,  constructs,  and all oozes,  jellies, and molds are completely
immune to the effects  of  strikes-immune  to  damage,  stun,  and  knockout
results.
  * If  a  creature  can  be  hit only by magical weapons,  striking has no
effect unless the attacker is wearing a piece of magical apparel on the body
part doing the striking.  He would need a magical glove or gauntlet for fist
strikes,  magical boot for  kicks,  etc.  Magical  rings  do  not  count  as
"apparel" for this purpose.
Creatures that  are  immune  to  most  normal weapons but do not necessarily
require magic to hit them do not suffer damage from strikes,  but can suffer
stun or knockout results. (Example: Lycanthropes, which are immune to normal
weapons but can be hit by  silver  weapons.)  If  the  attacker  is  wearing
magical  apparel as described above,  the strike attacks will also do damage
to these types of monsters.

Striking Procedure Checklist

1 .During  the  hand-to-hand  combat  phase of the combat round,  the player
announces that he intends to strike.  He may  strike  with  his  fist,  foot
(kick),  head  (butt),  elbow,  or  knee.  If he intends to use a fist,  the
character must be empty handed,  or may drop or put  away  an  item  in  his
striking hand.
  2 .The   character   goes  through  normal  initiative  and  attack  roll
procedures.
  3. If  his strike hits,  the character does the base damage of 0 plus any
bonuses from a high Strength.
4. A victim hit by a strike must roll 1d20,  and subtract  his  Constitution
score from the result.  If the total is 1 or more, the victim is stunned for
one round.  The stunned victim must also make a saving throw vs.  death  ray
with  a  +4  bonus  to the roll,  or suffer a knockout.  The duration of the
knockout is simply the result of the "1d20-minus-Constitution-Score" roll in
combat rounds.
If the  victim  is  an NPC and his Constitution score is not known,  the DM
rolls or select one.  If the victim is a monster,  use twice its Hit Dice as
its Constitution score (ignoring "pluses").

Stun Effects
     With the  one-round stuns caused in unarmed combat,  the victim cannot
make any attacks until the stun wears off. (In some other types of stun, the
stun  might  go  on  awhile,  allowing  the  stunned  character  to  attack,
ineffectually, after a certain amount of time has passed.)
     Also, while stunned,  the victim moves at onethird the normal movement
rate for whatever speed he is attempting.  He suffers a - 4 penalty  to  all
his saving throws. He suffers a + 4 penalty to his armor class (thus an AC 5
becomes a 9).  He cannot concentrate,  cast spells, or use magical items. He
cannot use general skills. Any weapon mastery skill he possesses above Basic
level is reduced to Basic level.

Knockout     Effects
   Knockout is  simply  a  short  sleep.  The  victim  is  unconscious  and
completely helpless.

Striking and Combat Maneuvers
   Attack: A strike is a normal use of the attack maneuver from the  Combat
Maneuvers Table earlier this chapter.
   Fighting Withdrawal:   An   unarmed  character  can  perform  a  fighting
withdrawal normally.
   Retreat: An unarmed character can perform retreat maneuver normally, but
not while he is striking.

Striking and Two Weapons Combat
   If the campaign is using the two weapons combat rules,  then  characters
can  strike  with their off-hand instead of using weapons in that hand.  The
off-hand strike will suffer the normal penalties:  - 4 to hit,  and (if  you
use  the weapon mastery rules,  too) - 1 level of weapon master (Basic level
stays Basic).

Striking and Weapon Mastery (Optional)
   The D&D  game world is a very physical and vigorous setting.  Therefore,
every character (regardless of character class) is presumed  to  have  Basic
level  of  mastery  with  striking  techniques.  He does not have to spend a
weapon master choice to get this; it is free.
   Characters can train up to greater levels of mastery in striking,  using
the  normal  rules  for  weapon mastery.  Instead of spending a new level of
mastery on a weapon,  the character would spend it on one  type  of  unaimed
combat. Systemized training in striking techniques is usually called boxing.
    Look at  "Weapon  Mastery"  in Chapter 5 for explanations of the symbols
and abbreviation above. In short, they are:

     *[P=H]:    Primary    target    is     hand-to-hand
      thrown weapon-using monster.
     *SM: Small "weapon."
     *1H: One-handed attack.
     *SH: Shield may be used.
     *t:  Melee  "weapon,"  rarely   or   never   thrown
     *BS: Basic skill.
     *SK:    Skilled.
     *EX:     Expert.
     *MS:     Master.
     *GM: Grand Master.

 Optional Rules for Striking
    The DM may choose to use some,  all,  of no of the  following  optional
rules for striking.
  1. Punching:  Only  a  fist strike can cause knockout.  All other strikes
result in stuns best,  but  for  a  duration  of  1d20  minus  the  target's
Constitution score in rounds.
  2. Tough Opponents: A knockout is not possible if the victim has more Hit
Dice than the attacker.
  3. Using Strength:  A character may decide not to use all of his  or  her
Strength,  "pulling the punch" so that no damage is inflicted. The character
may either use his entire Strength bonus,  or no Strength bonus, but may not
choose a number in between.


 Technique   Lvl  Damage            Defense  Special Effects
 Striking    BS   1 point           -        Stun, knockout
 [P = H] SM  SK   1d3               -        Stun, knockout
 1H SH t     EX   1d4+1             -        No off-hand penalty; Stun,
                                             knockout (save - 1)
             MS   P:2d4; S:1d4+1    -        No off-hand penalty;
                                             Stun, knockout (save - 3)
             GM   P: 3d4; S: 2d4+1  -        No off-hand penalty;
                                             Stun, knockout (save - 5)

  4. Saving  Throws:  If  a  character  has  a  Strength  adjustment,  that
adjustment also applies, in reverse, to the victim's saving throws vs. death
ray to resist knockouts.  For example,  a Strength 17 fighter ( + 2 Strength
bonus)  strikes  another  character.  If  he  achieves a stun result and the
victim must save vs.  death ray or be knocked  out,  the  victim  rolls  his
saving throw at a - 2 penalty because of the attacker's great Strength. If a
character has a low Strength and  normally  has  a  Strength  penalty,  that
penalty becomes a bonus to the victim's saving throw.
  5. Objects in Hand:  A striking character may wear a cestus  or  carry  a
small,  heavy  object  (such as a pouch full of coins).  If he does so,  his
strike does normal strike damage (not weapon damage), but if the victim must
save to avoid being knocked out, he takes a - 2 penalty to his saving throw.
  6. Regenerating  Victims:  If  the  victim  his  a  power of regeneration
(wearing a magical ring,  for  example),  the  duration  of  a  knockout  is
reduced. Each point of regeneration ability reduces the knockout duration by
1 round every round.  For example,  a troll regenerates at 3 hit points  per
round.  It  suffers  a knockout of 8 rounds duration.  The first round it is
knocked out,  you count off one round of duration and  subtract  three  more
rounds for its regeneration. At the end of two rounds, the troll has used up
its entire 8 round knockout duration.
  7. Fighter Combat Options: The additional combat options for fighters and
demihumans can be applied to all forms of striking.
 Multiple Attacks:  A  character  with multiple attacks who is able to hit
his target with a roll of 2 can make multiple  strikes.  A  character  with
multiple  attacks  who  is  using  a  weapon in one hand and nothing in the
other, and who can hit his target with either type of attack with a roll of
2, can divide his attacks between weapon attacks and strikes.

  Smash: An unarmed character with the smash maneuver option may smash with
his  fist;  this  is called a "haymaker' " He suffers the normal - 5 to hit,
but the other smash rules are different for a haymaker.  First,  the unarmed
character  adds  only half his Strength score to the damage he does with the
smash.  Second,  a victim who must make a saving throw vs. death ray against
knockout  does  so  at  a -4 penalty,  negating the standard +4 bonus given.
Third,  the haymaker can affect monsters of any size;  monsters two or  more
times  the  size of the attacker are not immune to stun and knockout effects
of the haymaker.
  Parry: Instead  of attacking,  the character gains a 5 bonus to his armor
class by blocking attacks with a weapon.
Disarm: An unarmed fighter can try to disarm an armed fighter.


Wrestling (Optional)

When an unarmed character grabs a victim and tries to hold him,  pin him, or
bear  him  to  the ground,  this is called "wrestling." Humans,  demihumans,
humanoid monsters, and human-shaped undead monsters can all wrestle.

Restrictions
  Who May  Wrestle:  Any  character  of  any class or level,  most humanoid
monsters,  and undead monsters that  were  originally  human,  demihuman  or
humanoid may use wrestling.
  Initiative, Armed  vs.  Unarmed:  When a character attempts to wrestle an
armed opponent, the armed opponent always wins initiative automatically.
  Unintelligent Monsters:  Unintelligent monsters will always choose to use
their normal attacks instead of wrestling, unless controlled.
Monster Immunities:  Several types of creatures are immune to some or all of
the  effects  of  wrestling:  Noncorporeal undead (wraith,  spectre,  etc.),
oozes,  jellies,  slimes, and similar creatures cannot be wrestled. Ethereal
or elemental creatures can be wrestled only by opponents in the same form.

Contact Abilities:  Special " touch "  abilities  (energy  drain,  turn  to
stone,  etc.)  function normally during wrestling if the monster wishes them
to.

For example,  a character wrestling a cockatrice must make a  saving  throw
vs. turn to stone every round while in contact with the monster.

Preparing for Wrestling

Wrestling Ratings (VM) Checklist

Characters and NPCs
  1. Divide the character's level by two, rounding up.
  2. Add the bonuses (or subtract the penalties) for Strength and Dexterity
scores.
3. Find  the  character's  unmodified  AC  (not  counting magic or Dexterity
 adjustments), and add the result to the total.

Monsters
  1 .Multiply the monster's Hit Dice by 2, not counting pluses.
  2. If the monster is not wearing armor,  add 9. If the monster is wearing
armor (orc, kobold, giant, ogre, and other humanoids), add its armor class
number instead of 9.

  Before the game or a crucial battle,  the DM should find each character's
and monster's wrestling rating (WR).
  Characters and NPCs Example: A 9th level dwarf has a Strength of 17 and a
Dexterity of 8;  he wears chain mail + 3 and carries a shield.  We take  his
experience  level and divide by 2,  rounding up (5),  his Strength bonus ( +
2),  his Dexterity penalty 1), and his basic armor class, not counting magic
or Dexterity adjustments (AC 4,  for + 4); adding these together, we get his
wrestling rating (WR) of 10.  If he'd drop his shield,  his wrestling rating
would go up to 11; if he'd take off his armor first, it would go up to 15.
  Monster Example: A Snow Ape has 3+1 HD and wears no armor. We take its HD
and multiply by 2, dropping pluses (6) and add 9 (+9); its WR is 15.


  Worse armor classes (for instance,  9) result in better wrestling ratings
than good armor classes (for instance, 2). This is correct. The more armor a
character is wearing,  the harder it is  for  him  to  wrestle  effectively.
Remember,  magic  bonuses  and  Dexterity  adjustments  do  not count toward
wrestling ratings.
Unlike other  sections  of  the  rules,  in  which  Hit  Dice and levels are
equated, this section uses Hit Dice precisely, so a 25th level fighter still
has only 9 Hit Dice.

Wrestling Procedure
Each opponent involved in wrestling (whether attacking or defending) makes a
simple  roll of 1d2O each round.  If the character is trying to wrestle,  he
adds his WR to the roll.  If he is trying to  do  something  else  (such  as
strike,  use a dagger, etc.), he does not add his WR that round, The highest
roll wins the round.  Ties dictate  no  result  in  that  round.  In  normal
wrestling  con  tests,  characters  move  up  and  down  the following table
according to how well they are doing.

                        Free
                        Grab
                    Takedown
                         Pin

 Before the wrestler wrestles his target, both targets are considered free.
When one successfully attacks the other, he grabs his victim. If he wins the
wrestling  roll  on  the  next found,  he performs a takedown,  bringing his
opponent down to the ground and getting to a superior position over him. (If
the  victim  is  already  down  on the ground,  the winner still gets into a
superior position and sets himself up  for  the  next  round.)  If  he  wins
another wrestling roll on the next round, he has pinned his opponent.
  This, of course,  assumes that the victim isn't fighting back. The victim
normally does fight back. So, each round the two parties are wrestling, each
makes his wrestling roll.  Compare the two 1d20 rolls. The higher roll wins.
A  tie means that there is no change in the characters' relative situations.
Now,  if one character wins one round,  he moves the other fellow  down  one
level (from grab to takedown,  for example). If the other character wins the
next, he moves the combat back up one level.

  Example: Two characters are wrestling.  The first fighter has a WR of 15,
and the second has a 13.


 Wrestling Unarmed Combat Mastery Table

 Technique   Lvl  Damage        Defense Special Effects
 Wrestling   BS   1 point               Grab, takedown,pin
 [P = H] SM  SK   1d3           +1 WR   Grab, takedown,pin
 2H t        EX   1d4 + 1       +2 WR   Grab, takedown,pin
             MS   P:2d4; S:1d4  +3 WR   Grab, takedown,pin
             GM   P:3d4; S:2d4  +4 WR   Grab, takedown,pin

  In the  first  round,  the two come together and roll.  The first fighter
rolls a 9 on 1d20;  that, plus his RW, equals 24. The second fighter rolls a
13; that, plus his WR, equals 26. The second fighter has grabbed the first.
  Next round,  the two roll again. The first fighter rolls a 15; that, plus
his WR,  equals 30.  The second fighter,  however,  rolls a natural 20. That
plus his WR equals 33.  The second fighter takes his opponent  down  to  the
ground; he's winning this fight.
  The third round, the first fighter rolls a 10 and the second fighter also
rolls a 10;  the first fighter's 25 wins over the second fighter's  23,  and
the  first fighter breaks the takedown.  Both fighter are now on the ground,
and the first fighter is still grabbed,  but  he's  no  longer  in  imminent
danger of being pinned.
  On the fourth round,  the first fighter rolls a 13 and the second fighter
a 14.  The first fighter's      28 has beaten the second fighter's  27,  and
the      first fighter breaks out of the grab.  Next round the first fighter
rolls a 9 and the second fighter a per 3;  the first fighter's 24 beats  the
second fighter's 16, and the first fighter grabs the second fighter.
  In the sixth round, the first fighter roll a 13 and the second fighter an
8;  the first fighter wins again,  and performs a  takedown  on  the  second
fighter.  In the seventh round,  the first fighter rolls a 14 and the second
fighter also rolls a 14;  the first fighter's 29 beats the  first  fighter's
27,           and the first fighter pins the second. He has won the match.
                                                                                                                                                                                       a
Wrestler vs.  Attacker

  One fighter  could be wrestling while the other might be using some other
attack,  such as an unarmed strike or a dagger attack.  In such a case,
     the  character  who  is  wrestling  will  be able to pin           his
opponent relatively quickly.  However,  the other character can  still  make
attacks  when  is  and/ and/ grabbed or taken down,  and might knock out the
wrestler or stab him to death before the pin occurs.

Wrestling Effects                                                                                                                                                                    own.

  A character  who  is grabbed by a wrestler can still do many things.  The
easiest and most immediate reaction is to drop everything an counter-grapple
the  wrestling  attack.  He can also throw a small or medium throwing weapon
(not           at the person who has grabbed him!) and attack h h unarmed or
with any small or medium hand weapon.  If he has the Fighter Combat Options,
hi hi he can smash,  can perform a disaim, and can use multiple attacks with
any of the attacks still available to him.  He cannot fire a missile weapon,
cast a spell,  use a  magical  item,  perform  a  non  fighting  withdrawal,
retreat, lance attack, set spear vs. charge, or parry.
  A character who has been taken down has fewer options.  He can throw only
small  throwing      weapons (still not at the person who has taken      him
down)  and  attack  unarmed  or   with   any   anti   small   hand   weapon.
Counter-grappling  against       the wrestler is still available while taken
down.  If he has the Fighter Combat  Options,  he  can  use         multiple
attacks with any of the attacks still      available to him.  He cannot fire
a missile weapon,  cast a spell,  use a magical item,  perform a    fighting
withdrawal,  retreat,  lance attack,  set spear vs. charge, smash, parry, or
disarm.
A pinned character can perform no combat maneuvers. Once per round, however,
he can make his wrestling roll (at a - 3 penalty) to try to escape the  pin.
If  he  ever  beats  his  opponent's  wrestling roll,  he breaks the pin and
returns to being taken down.

The pinning character can inflict 1-6 points of damage (plus Strength bonus,
if  any),  if he wishes to;  he does not have to inflict this damage.  If he
plans to do damage to his pinned opponent,  he must state his intent  during
the  hand-to-  hand combat phase of the round.  The victim can make a saving
throw vs.  death ray to avoid all damage,  and a natural "20" is  an  escape
from a pin.  If a group has pinned a character (see below),  all of them can
inflict damage, but the defender only makes one saving throw.

Multiple Wrestlers
  When three  or  more  characters  all  decide to wrestle against a common
opponent,  find  the  single  wrestler  with  the  highest  WR  (called  the
"leader"). Use his wrestling roll for the entire group, modified as follows:
  For each group member with half (or less) the leader's Hit Dice, add 1 to
the group WR.  For each group member with more than half  the  leader's  Hit
Dice, add 5 to the group WR.
  A maximum of four attackers can wrestle an opponent of equal size.  Up to
eight  attackers can wrestle an opponent of twice their size,  12 against an
opponent of triple their size, etc. Wrestlers Being Attacked
  When a wrestler has grabbed,  taken down,  or pinned a victim and is then
attacked by another wrestler,  the defending wrestler may either (a) release
his  victim and defend normally,  or (b) continue to hold his victim and try
to defend against the new attack with a - 4 penalty to his WR. While holding
a grabbed,  taken down,  or pinned victim,  he can make no other grabs. Each
roll he wins merely indicates he successfully avoids the new  attack,  while
holding the previously-grabbed victim.
When a wrestler has grabbed,  taken down,  or pinned a victim  and  is  then
attacked  by a non- wrestler,  the defending wrestler may either (a) release
his victim and defend normally,  or continue  to  hold  his  victim.  If  he
releases  his victim,  he gets his full armor class and call attack by other
means than wrestling. But if he continues to hold his victim, he's very easy
to hit;  treat him as being AC 9,  with no Dexterity bonuses,  and he cannot
attack the new attacker.

Wrestling and Combat Maneuvers
 See "Wrestling Effects" for guidelines on which  normal  combat  maneuvers
may be used
against a wrestler.
 Fighting Withdrawal,  Retreat:  A  character  who has been grabbed,  taken
down, or pinned cannot perform these maneuvers.
 Multiple Attacks:  A character who has multiple attacks still  makes  only
one wrestling roll per combat round.  If he does not wrestle, he may use his
usual number of attacks per round.

Wrestling and Weapon Mastery
 As with striking earlier,  every character is presumed  to  have  a  Basic
level of mastery with wresting techniques. This does not cost the character
a weapon mastery choice;  it is free. As with striking, characters can train
up to greater levels of weapon mastery in wrestling,  using the normal rules
for weapon mastery.  Instead of spending a new level of mastery on a weapon,
the character would spend it on wrestling.
 Look at  the  "Weapon  Mastery" rules in Chapter 5 for explanations of the
symbols and abbreviations on the Wrestling Unarmed Combat Mastery table.  In
short, they are:

 *  [P=H]:    Primary    target     is     hand-to-hand/
    thrown      weapon-using      monster.
 *  SM: Small "weapon."
 *  2H:    Two-handed     attack.
 *  t:  Melee  "weapon,"   rarely   or   never   thrown.
 *  BS: Basic skill.
 *  SK: Skilled.
 *  EX: Expert.
 *  MS: Master.
 *  GM: Grand Master.
  As you can see,  a wrestling "weapon master" pins his  victims  more  and
more  effectively;  he  does  more  damage each found,  and the victim has a
harder time (reflected in the minus to his wrestling rating) to get free  of
the pin.

  Optional Rules for Wrestling
  The DM may choose to use some,  all,  or non of  the  following  optional
rules for wrestling.

 1 .Instant  Pin:  When  one wrestler's wrestling roll (1d2O + WR),  is 20 or
more points higher than the  other's,  the  loser  is  instantly  pinned,
regardless of what the two wrestlers relative positions were previously.

    2 .Class  Adjustments:  When calculating a char actor's wrestling rating,
adjust the wrestling rating according to character class:  - 1 penalty  to
magic-users;  + 1 bonus to fighter,  dwarf, thief, and mystic; no adjustment
for other classes.

  3.  Opponents  with  Multiple  Attacks:  If   a   creature has  multiple
attacks and is pinned,  only one attack is negated by
each pin.  For example,  two attackers pinning a troll would negate its bite
and  one  claw,  but  the  troll  would still be able to use its second claw
attack each round.
  4. Simplified  Rolls:  When  comparing die rolls (1d20+WR),  subtract the
lower wrestling rating from the higher.  The opponent with the higher rating
adds  the  difference  to  his 1d20 roll,  and the other opponent rolls 1d20
unmodified.  For example,  a fighter with a WR of 12 is wrestling a  bugbear
with a WR of 15;  subtracting the 12 from 15 gives the bugbear a +3 bonus to
wrestling rolls against normal 1d20 wrestling rolls for the fighter.
  5. General Skills: In the "General Skills" section of Chapter 5, you will
find a Wrestling skill that adds to a character's wrestling rating.

Aerial Combat
 In aerial  combat,  most  normal forms of attacks are rendered useless and
characters must usually rely on missile fire and magic to carry  the  battle
to their foes. As in land battles and higher ground, the creature highest in
the air usually has an advantage. (The DM may want to record the altitude of
each  creature.)  Speed  is  also very important.  DMs can place bonuses and
penalties on  attacks  based  on  the  altitude  and  speed  differences  of
opponents.

Hand-to-Hand Combat
  A character's mount or means of  flight  determines  the  sort  of  melee
weapons he can use effectively.  If a character is using a fly spell, he can
use melee weapons effectively. He can, for example, fly right up to a winged
mount and attack it or its rider, easily avoiding its flapping wings.
  If a character's mount has magical flight instead of wings (for  example,
a  flying carpet or a djinn),  the character can use medium or large weapons
effectively.  Difficulty in maneuvering and weapons' lack of reach  make  it
impossible for him to use small weapons.
  If a character is riding a mount that flies by use of wings,  he must use
only  large  weapons.  Most riders of winged beasts prefer the lance,  which
works just -as well in the air as it does on the ground.
  In combat,  follow the combat sequence normally.  Hand-to-hand attacks do
not suffer any special penalties when made in  aerial  combat.  If  a  flier
passes  within range of another flier during his movement phase,  even if he
does not finish his movement within weapon range, he can make a hand-to-hand
attack  on his target.  However,  his target can make a return attack on the
target's own hand-to-hand phase,  even if the two flyers are no longer close
to  one  another.  Both attacks occur when the two flyers are in range,  and
then the flying mounts complete their movement for the round.

Monster Combat
  Flying monsters may also attack in aerial command  damage  rolls  whenever
they  come within range of an enemy.  Well-trained monsters will only attack
targets designated by their riders.

Missile Combat
  Conduct missile fire normally during aerial combat.  Some  flying  mounts
are unsteady,  though,  and missile firers suffer attack roll penalties when
firing from them.  The fly spell and flying magical items (carpets,  brooms,
ships,  etc.)  are  considered  steady  platforms.  Attackers  using missile
weapons suffer no special  attack  roll  penalties  when  firing  from  such
platforms.  Other means of flight, such as a pegasus which flies by flapping
its wings,  are considered unsteady.  Firing a missile or throwing a  weapon
from such a platform has a -4 penalty to hit.

Spellcasting
  Spellcasting requires a steady platform,  while many magical  devices  do
not require a steady hand.

Special Aerial Attacks

Bombing
  Rocks and  other  items  can be dropped from an altitude of 300' or less,
using an attack roll of 16 or better  (regardless  of  the  target's  normal
armor class). The damage depends on the size of the flyer. For example, if a
flying mount can carry a man, the flyer may instead ca@ an equivalent amount
of  encumbrance  in  rocks  to inflict 2-12 points of damage to all within a
10'x 10' area (one attack roll per victim).


Swoop Attack
 Certain flying  creatures may also make a swoop" attack on any opponent at
a lower altitude. This attack is similar to a Charge, but applies to flying
creatures rushing over 10 feet
toward their prey.  This  attack,  if  successful,  inflicts double damage upon  its  target,  but  only  if
the attacking creature surprises its target.
  If the attack roll is 18 or more and the monster has talons or  some  way
to  hold  prey,  the monster grasps the victim and attempts to fly away with
its victim.  If the victim is too heavy,  the monster lets go immediately. A
swoop cannot be used in dense forest or jungle cover.
 Example: A roc of 3 Hit Dice can lift a halting wily,  while a 6  Hit  Die
roc can carry away a man. Horses can be carried away by 12 Hit Die tops, and
a 24 Hit Die roc can lift an elephant or creature of similar encumbrance.

  The DM can add freely to the existing guidelines  for  aerial  combat  as
needed.  DMs  are  free  to develop their own rules for climbing and diving,
turning,  crashing, and other aerial maneuvers pertaining to both travel and
combat.  Other  factors  to  consider  include  weather  conditions while in
flight, skills in riding aerial mounts, and the problems of failing riders.

Naval Combat
  Naval combat between water vessels usually starts with missile  fire  and
magic.  When  the  boats  are close enough,  the enemy craft is grappled and
boarded,  and hand-to-hand combat takes place between the two crews.  A ship
with tam can do special damage to other ships and large monsters.
  Read the rules for "Evasion at Sea" in Chapter
  7. They describe how vessels close upon one- another.  Combat at  sea  is
fought in rounds.
 It is  helpful  to  have a sketch of the ships' deck plans during boarding
actions.
 Unless noted  otherwise,  giant  sea creatures and magic attacks inflict I
point of hull damage for every 5 points of normal damage.

Missile Combat

 Crews of ships can fire upon one another whenever they come within missile
range.  Ships armed with catapults will tend to be more effective than those
without. Hand missile weapons such as bows and crossbows can damage and kill
crewmen but do no effective damage against the ship itself.  A catapult,  on
the other hand, does its full damage to either ship or living target. You'll
find rules for catapults in Chapter 4.

Close-Quarters Combat

 When ships come close to one another,  they normally try to ram  or  board
one another,

Ramming
  To ram a target,  the ship must bring its bow into contact with the enemy
ship-in other words,  it must close until it touches the enemy  ship.  Ships
can also ram large sea-monsters.  Small targets are impossible to hit with a
ship. They can easily outmaneuver a ramming vessel.
  The ram  attack  takes  place in the missile phase of the combat round in
which the ships touch. The ramming ship's pilot rolls to hit as if he were a
1st level fighter attacking the target ship's armor class. The DM can modify
this for weather conditions, maneuverability, and other factors. The ram, if
it hits,  does damage to the ship's hull points (or,  if it hits a large sea
creature, to the creature's hit points).
   Each successful ram attack does damage according  to  the  size  of  the
ramming vessel as shown in the Ram Attacks Table.

     Ram Attacks Table
    Ramming
    Vessel          Opponent         Damage
    Small galley    Ship            (1d4 + 1)x 10
                                     (50-80)
                    Creature         3d8   (3-24)
     Large/war
     galley         Ship            (1d6 + 5)x 10
                                     (60-110)
                    Creature         6d6   (6-36)

  On the same round the attacker has rammed the defender,  it may decide to
grapple during the hand-to-hand phase of the  combat  round.  If  crew  does
success, it can move to board on the next combat round's movement phase.

Damage to Ships
  Each 10% of hull damage reduces the ship's speed by 10%, until the ship
is repaired in port.
  Each 10%  loss of rowers reduces a ship's rowed speed by 10%  also.  When
the ship has suffered 75%  of its hull points in damage,  the ship is dead in
the water;  it cannot move until at least makeshift repairs are  made.  When
the ship has taken all its hull points in damage,  it sinks, and repairs are
no longer possible.

Grappling and Boarding
  Ships' crews attempt to grapple at a distance of 50'  or  less.  If  both
ships'  crews want to grapple,  grappling is automatically successful.  Both
crews throw out grappling lines,  both sets of lines connect,  and the ships
are drawn together. If only one ship's crew wants to grapple, roll 1d6 every
round;  a result of 1-2 indicates success while a 3-6 means that  the  other
crew successfully cuts and casts the grappling lines free.
  After ships are grappled,  the boarding battle is fought  just  like  any
large  hand-to-hand  combat.  Characters  boarding  an  enemy  vessel have a
penalty of + 2 on armor class and - 2 on all attack rolls during the  combat
round  they board;  the difficulty of climbing over two sets of ship's rails
and finding footing on an  enemy's  deck  puts  them  at  risk.  The  battle
continues until the crew of one ship surrenders or dies.

Repairs
  A ship's  crew may repair up to half the damage the ship has taken.  Five
or more crewmen must be assigned to repair duty for repairs to be effective.
A  repair  crew  can  repair  one point of hull damage per full turn of work.
These repairs are makeshift and will fall apart in 6d6 days;  for  permanent
repairs,  and  to get the remaining hull points repaired,  the crew must get
the ship to a port.
  Repairs and  attempts  to  put  out fires (see "Siege Combat") take place
after the ship sustains its damage for the turn. Repair and fir crews cannot
fight or do anything else while performing these tasks.

Underwater Combat

  The following guidelines are in  effect  when  characters  perform  combat
while underwater:
  Basic Penalty:  All surface oweliers suffer a  -  to  attack  roils  (for
ranged and hand-to-hand combat) underwater.  The DM is free to diminish that
penalty as the characters become accustomed to undersea fighting;  as a rule
of  thumb,  characters  make  an  Intelligence  check  for  each month spent
underwater, and success eliminate one - 1 penalty until the penalty is gone.
  Missile Weapons:  Most missile  weapons  do  not  work  underwater.  Only
crossbows made by undersea dwellers (such as mermen) will function Even with
those crossbows, read all undersea ranges in feet at all times.
  Spells: Spells that are associated with the elf mental plane  of  Air  or
Fire  do  not work under water.  Characters cannot cast spells at all unless
they all are using a magical item that allow them to breathe.
  Hand-to-Hand Weapons:  Cutting,  slashing  and  smashing  weapons  (axes,
swords,  maces etc.) are not useful underwater.  They suffer - 10 penalty to
hit and do only half damage Thrusting  and  piercing  weapons  (spears,  tri
dents, daggers, short swords, lances, etc.) function normally.

 Siege Combat
    There  are  three  ways  to  conduct  siege  combat
    1. Play a normal game session based on the siege.
    2. Use the Siege Machine rules.
    3. Use expanded War Machine rules.

  Mass combat rules are in the next chapter.  This chapter only covers sieges
conducted under the normal rules. The action centers on an assault, in which
the attackers storm the walls of  a  fortification  using  spells,  ladders,
rams,  and siege equipment. Defensive walls may be battered down or breached
before the assault takes place.

Structural Damage

  The damage  ranges listed for creatures,  normal weapons,  siege weapons,
and spells are for attacks against characters and creatures.  Siege  weapons
and buildings,  however,  are more resistant to damage. Statistics and other
information for siege weapons and fortifications are given in Chapters 4 and
9.

Fortification Damage
  There are four types of attacks that  can  be  done  to  a  building,  as
follows.
  Creature: Damage  done  by  character  unarmed combat,  by melee weapons,
missile weapons,  and thrown  weapons  (normal  or  magical),  and  by  many
creature attack (claws, fangs).
  Structural: Damage done by  siege  weapons  rams,  battering  attacks  by
creatures of ogre size or larger, damage caused by creature
  * Fire:  Damage caused by  ignition-by  fire  that  has  caught  (not  by
fire-related spells).  Special:  Damage caused by spells or special creature
attacks.
  There  are  also  three  types  of   targets,   as   follows.
  * Monsters:  This includes all  characters  and  all  living  and  undead
monsters.
  * Wooden:  All  wooden  structures,  including  siege  equipment,  wooden
sailing  vessels,  wagons,  huts,  wooden houses,  and wooden parts of stone
constructions.
  * Stone:  All stone structures, including walls, buildings, natural cover
such as stony bluffs and hills,  and  other  stone  constructions  (but  not
including stone golems, living statues, etc.).

Special Attacks
  Special attacks include natural creature abilities,  spells, and magical
effects.  Special  attacks  that  cause  physical damage are outlined in the
Special Attacks Checklist.


    Special Attacks Checklist

  Against wooden structures:
  Normally cause half damage.
  If attack is a spell and no damage range is given (as with disintegrate),
it causes 5 points per level of the spell.
  Against stone constructions:
  Causes 1 point per six-sided die of damage.
  If attack  doesn't use d6,  attack causes 1 point per 5 points of maximum
possible damage, rounded up.
  If attack is a spell and no damage range is given, it causes 2 points per
level of the spell.
  Special  types  of  damage   from   other   special   at-
tacks are as follows.
  Acid: This  attack  causes  full  damage  to  wood  but  only  the normal
structural damage to stone.
  Blackball: Treat  this  monster  as if a disintegrate spell.
  Constructs: These monsters cause damage at the normal reductions,  but do
not take any damage when attacking stone structures.
  Creeping Doom: See Insect Plague.
  Crystallize: This  attack  weakens  both  wood and stone structures.  All
subsequent physical attacks at the weakened point  cause  twice  the  normal
structural damage, up to a total of 50 points, when the effect ceases.
  Dissolve: This spell only works against  uncrafted  stone  and  will  not
affect a castle wall.  If cast on the bedrock beneath a wall, there is a 10%
chance per spell that a 10-foot wide section of the wall will collapse.
  Elemental, Air:  This  category  includes  djinni,  aerial servants,  and
invisible stalkers.  Attacks from these creatures  cause  normal  structural
damage but have no effect on stone.
  Elemental, Earth:  This  category  includes  kryst  and  horde creatures.
Attacks against wood cause normal  structural  damage  but  attacks  against
stone cause twice the normal structural damage.
  Elemental, Fire:  This  category  includes  efreets and helions.  Attacks
cause normal structural damage as fire,  but the fire cannot be extinguished
as long as the creature remains within 30 feet of the fire.
   Elemental, Water:  This category includes hydrax  and  undines.  Attacks
against  wood cause normal structural damage but attacks against stone cause
only 1 point for every 10 points of damage inflicted, rounded up.
  Failing: Wooden and stone structures take half normal falling damage.
  Fire: Wooden structures can be damaged by fire, but take only I point per
6-sided die of damage or per 5 points of maximum  possible  damage,  rounded
up.
  Furthermore, wooden  items  attacked  by  fire can be set afire,  causing
further damage.  The chance of being set afire is 5 %  per point  of  damage
caused  by each fire attack.  Anything set afire will take 1 point of damage
the first found,  3 more points by the end of the first turn,  6 points  the
second turn and 12 points for each turn thereafter, until destroyed.
  Any creature  caught within a burning structure will take damage equal to
1d6 per  point  of  structural  damage  at  the  same  rate.  Any  flammable
structures  next  to a structure that has been set afire may also catch fire
with a chance of + 10% for each turn the first structure burns.
  If water  or  loose  earth  and  workers  are available,  the workers may
attempt to extinguish the fire.  Each turn a  fire  is  fought,  the  player
should  roll 1d6 per 10 workers.  This is the number of points of structural
fire damage extinguished that turn.  If the number is greater than the  fire
damage for that turn,  the fire is extinguished.  Only 10 people may fight a
fire for every 30 feet of structure frontage.  Each fire fighter  suffers  1
point of damage per point of structural damage caused that turn. If the fire
was caused  by  special  catapult  shot  or  a  dragon,  fire  fighters  can
extinguish only half the normal number of points.
  Stone will not burn,  but wooden parts of stone constructions  will  burn
(roofs,  floors,  doors,  etc.).  Fire  damage  is  the  same  as for wooden
structures,  but only 10% of the total hit points of a stone building may be
burned.
  Flood: A flood is a  forceful  wave  of  water  that  crashes  against  a
structure.  Damage  is  subject  to  the  normal  structural  reductions for
physical damage.  Damage is equal to 3-24 points per 10 foot height  of  the
wave of depth of the mouth of a broken dam.  If the flood is from a lake, it
will last for 1 round per 100 square yards of surface area of the lake.
  Ice: An ice attack works the same as crystallize but lasts for  only  1-6
rounds.
   Insect Plague:  This attack causes full damage to wooden structures  but
no damage to stone constructions.
  Lava: Lava  works like fire when attacking both wood and stone but causes
twice the amount of damage as fire.  Lava causes 1d6 points of dam- age  per
square yard.
  Lightning: This  is  treated as a physical attack against wood and stone,
with a 5% chance to catch fire per each 2 points of damage.
  Magical Weapons:  When a magical weapon  is  used,  the  magical  bonuses
should  be  added  only  after  making  the  noted  reductions  for physical
structures.
  Passwall: This spell has no effect against wood but will cause  a  breach
in a stone structure.
  Poison Gas: No effect.
  Polymorph Object:  There  is  a  10%  chance  that the spell will have no
effect when cast on a wood or stone structure.  Polymorphing  may  create  a
breach in a stone or wooden wall.
  Reverse Gravity:  Anything lifted by this spell suffers falling damage as
if dropped from 20 feet.  However, anything fastened or rooted to the ground
is not affected.
   Shrink: The  nightcrawler  may  shrink  something up to 50,000 cn actual
weight.  There is a 10%  chance that the ability will have no effect on wood
or  stone structures.  If affected,  the structure shrinks to one-sixth size
and functions at one-sixth effect.
  Turn wood:  This  spell  causes no damage but moves wooden objects to the
extent of its range unless they are fastened down.
  Warp wood: This has no effect on wooden siege equipment.
  Web: If used on a siege weapon,  this spell renders it  useless  for  the
duration of the spell,
  Wizard Lock: This spell makes a siege weapon unusable for the duration of
the spell.

Important Note About Special Attacks
  Equipment and structures do  not  get  a  saving  throw  against  special
attacks.

Special Defenses
   Some spells may be cast on wooden  and  stone  structures  in  order  to
improve their defense. This is normally done to close up a breach that siege
equipment has made in a wall.  Normal effects apply in  all  cases.  Magical
walls  and  spells  like  web  and growth of plants can close up a breach in
question for the spell duration or until the barrier  they  create  is  also
breached.

NPC Siege Specialists

  The following  NPCs  are  necessary  for  any  operation  involving siege
equipment:
    Artillerist (250 gp/level/month):  An artillerist is an NPC  trained  and
experienced in the operation of siege artillery (catapult of trebuchet). One
artillerist is needed for each piece of siege artillery.
  Siege Engineer (1,000 gp/month): A siege engineer designs siege equipment
and assists the commander in their tactical use.  A siege engineer  must  be
employed  if  any  special  siege  equipment (not including ladder or timber
fort) is used.  One siege engineer is needed for each five pieces  of  large
equipment used.  Large equipment includes all mantlets, belfries and hoists,
but not artillery.
  Engineers may supervise troops used as miners. One engineer is needed per
excavation. In one day, one miner can dig out 20 cubic feet of hard rock, 40
cubic  feet of soft rock,  or 60 cubic feet of hard-packed earth.  Up to ten
miners can work in one excavation.

General Skills
  If you  are using the optional general skills,  then one skill,  labeled
Artillery,  suffices for both artillerist  and  siege  engineers;  however,
characters  can  learn  the  skill  either  as  an artillerist or as a siege
engineer.  To learn how to both operate the weapons and how they  are  built
and used most effectively, a PC must choose this skill twice.

                                   116

             Chapter 9: Mass  Combat


  There are times in a D&D game session when it's  necessary  to  play  out
large-scale  battles in the form of a wargame.  This happens most often when
the player characters are very experienced and are in command of an army. At
that  point,  it's  often  not  enough  just  to  role-play out the battle's
results;  the  players  want  to   be   personally   responsible   for   the
implementation  of  the  plans,  the  carrying out of their orders,  and the
success or failure of their troops.  This chapter allows players to  oversee
and command large scale battles.
  This chapter is divided into two sections:
  Part One,  "The  War  Machine," shows you how to conduct land engagements
such as the conflicts between armies.
  Part Two,  "The Siege Machine," expands the War Machine rules to include
assaults on fortifications such as castles.

The War Machine

  The War Machine is a system of  game  rules  designed  to  resolve  large
battles  in  the  D&D  game.  The  War  Machine will work with any number of
troops;  it is recommended for any force with more than ten  combatants.  To
use  the system,  all you need is a pencil and paper,  plus some knowledge of
simple arithmetic.

Assumptions
  Several assumptions are made in the War Machine mass combat system:
  1. All troops have a "level of quality" that can  improve  or  drop  with
time and experience.
  2. Many other factors such as terrain,  weather, etc., besides quality of
troops, influence the outcome of a large battle.
  3. Luck, good or bad, can influence combat results, whether in a single
combat or a clash of armies.
  4. A character knows how to survive in the D&D world; the player does not
need to know the tactics of war.

How It Works
  Each body  of  troops  (called  a "force") is given a rating for quality.
When combat occurs,  this "battle rating" (sometimes abbreviated as  BR)  is
modified for battle conditions (terrain, number of opponents, morale, etc.).
Each player then rolls d%,  and adds  the  modified  battle  rating  of  the
troops. The high roll wins the battle.
  The entire system has four basic steps:
  1. Calculate the basic forcerating (BFR) of the troops.
  2. Find the troop class.
  3. Calculate the battle rating (BR).
  4. Determine and apply combat results.

  Steps 1, 2, and 3 are handled when a force is hired and outfitted. Step 4
is used when a battle occurs.  Throughout the system, the person or creature
commanding a force is called the leader.  Others,  called officers, help the
leader  to  control  the  force.  The fighting persons in a force are called
troops.
  In the  calculations,  round all fractions up unless the instructions say
otherwise.

  Step 1: Calculate the basic force rating
 The basic  force  rating  is  the  total  of  four  factors:  leadership,
experience,  training, and equipment. A fifth factor applies if the force is
special: elves, dwarves, or powerful monsters.
 Leadership Factor:  Find  the experience level of the leader of the force.
Modify it by all the leader's  adjustments  for  Intelligence,  Wisdom,  and
Charisma scores.  Then add a + 2 bonus for each 1 %  of the force that is of
Name level (9th level or above) characters (PCs or NPCS).

 Leader's experience level
 + Intelligence, Wisdom, and Charisma adjustments
 + 2 per 1% of force that is Name level
 = Leadership Factor

  Experience Factor:  Find the average experience level of the officers  in
the  force  (not  counting the leader),  and multiply it by 3.  For nonhuman
troops,  the officer level is the average Hit Dice,  plus one. Note: A force
must  have  at  least  one officer for every 40 troops,  or this part of the
experience factor is zero.
 Find the average  level  of  the  troops  (not  including  the  leader  or
officers), double it, and add that to the officer rating. Add 1 to the total
for every victory the force has won in the last ten ears (+ 10 maximum), and
subtract  1  for  every  time  the  force has been routed in that time (- 10
maximum).

 ([Total levels of officers] / [Number of officers]) X 3
 + ([Total level of troops] / [Number of troops]) X 2
 +  1 per victory (up to + 10)
 -  1 per rout (up to - 10)
 =  Experience Factor

  Training Factor:  Score 1 point for every week spent in training (maximum
20 per year).  Add 1 for each week that the leader spends with them (maximum
20),  and add 1 for each month that the troops remain together and  are  not
off in their homes or towns (maximum 12 per year).
  Costs: Use the "Mercenary" pay rates from Chapter 11. Training time costs
double the standard amounts shown in that chapter.
  + 1 per week trained (up to 20)
  + 1 per week leader trained with them (up to 20)
  + 1 per month troops on duty (up to 12)
  = Training Factor

  Equipment Factor:  The base value is 5,  10,  or  15,  depending  on  the
quality  of  the  weapons.  Use  5  if the weapons are "average" (the normal
cost).  All troops are assumed to have average  weapons  unless  others  are
specified).  Use 10 if the weapons are "good" (double normal cost), or 15 if
"excellent" (triple normal cost).
 Add 5  if the troops are armed with a second weapon of the same quality as
the first.  Add 5 more points if the average armor class of the troops is  5
or better.
  Costs: Troops hired at the cost for mercenaries come with their own gear,
and that gear will of average quality.  If the leader of the force wants  to
buy them superior weapons or armor, the cost comes out of his own pocket.

   + 5,10 or 15  (based  on  quality  of  weapon)
   + 5 (if carry a second weapon of equal quality)
   + 5 (if AC = 5 or better)
     =  Equipment Factor

   Special Troop  Factor:  If  the  troops  are all elves or dwarves,  this
factor is 15. Note that dwarves and elves are never in the same force.
   If some  monster troops have two or more asterisks listed with their Hit
Dice, they are "Special." For each 1 % of the force that is "Special score 2
points for this factor. For example, in force of 290 ghouls and 10 specters,
4%  of the force (the specters) has two asterisks, for a special factor of +
8.

Add It AH Up: Basic Force Rating (BFR)
  Add all these factors to find the basic force rating (BPR) of the  force.
Record this number for future reference.
   Leadership
   + Experience
   + Training
   + Equipment
   + Special Troop
   =  Basic Force Factor

  Step 2: Find the troop class
   Troop class is a measure of the overall quality of  a  force.  Once  you
know the BFR of the force use the table below to find the troop cws.  Keep a
record of both the BFR and the troop class.

   Troop Class Table
   BFR    Troop Class        BFR       Troop  Class
   0-20   Untrained          71-80     Average
   21-35  Poor               81-100    Good
   36-55  Below Average      101-125   Excellent
   56-70  Fair               126 +     Elite

  Step 3: Calculate the battle rating (BR)
   Divide the BFR of the force by 10,  rounding up. The result is the bonus
to use in all the following calculations.
  Examine the  following statements and the explanations,  and then add the
bonus to the BFR every time one of the statements is true (For  example,  if
statement  "a" is true and statement "b" is true,  you add the bonus twice.)
Since this could be done up to 12 times the total bonus could be  more  than
the original BFR.
  The total  BR is the original BFR plus all bonuses.  Note the BR with the
troop class and to BFR.
     Mounted:
  a. 20% or more of the force is mounted.
  b. 50% or more of the force is mounted.


Missiles:
  c. 20%or more of the force can use missile fire.
  d. 20% or more of the force has a missile fire range of 100' or more.
Magical:
  e. 1% or more of the force is equipped with magical abilities.
  f. 20% or more of the force is equipped with magical abilities.
  g. 100% of the force is equipped with magical abilities.
Spells:
  h. 5 % or more of the force can cast spells.
  i. 30% of more of the force can cast spells.
Flying:
  j. 1% or more of the force can fly.
  k. 20% or more of the force can fly.
Speed:
  1. The force has an average movement rate of 100' per turn (or more).

Explanations
  Mounted applies to any "steed," including horses,  dire wolves, griffons,
dragons, etc.
  Missiles includes  bows,  crossbows,  slings,  and  others  (giant-thrown
boulders, manticore spikes, etc.).
  Magical includes magical weapons (sword +1,  arrow +2,  et  al.),  breath
weapons, any poison, magical defenses, regeneration, energy drain, wands and
other devices, etc.
  Spells includes only spells memorized,  cast from scrolls,  or spell-like
natural abilities (such as a spirit's).
   Flying includes  normal and magical forms,  but not mere levitation.  It
applies to flying steeds as well (such as pegasi).
 Speed should be calculated with a creature's fastest mode of movement. For
example,  flying creatures should be used at their flying  rate,  not  their
walking rate.

  Example: An  elven  prince  has  a force of 500 elves,  all 2nd level and
equipped with bows and longswords. The BFR is 96, and troop class is "Good."
One  hundred of his elves are mounted on pegasi,  and all the elves can cast
spells. However, only 12 elves have magical items.
  The bonus is 10% of 96: 9.6, which rounds up to 10. The prince adds 10 to
the BFR eight times:  for a. (20% are mounted), c. and d. (more than 20% can
fire missiles,  and the maximum range is greater than 100'),  h. and i. (the
entire force can cast spells),  j. and k. (20% of the force can fly), and 1.
(the average movement rate is well over 100' per turn).
  The total bonus of + 80, added to the BFR, gives a total BR of 176.

Quick Battle Ratings
 Situations will  often  arise where players and DMs don't want to take the
time to use the full system for determining battle  ratings.  The  following
quick   system  will  work  for  most  troops,  without  requiring  as  many
calculations.  If there is an extremely powerful force  (because  of  level,
abilities,  Hit Dice,  etc.), it is probably better to use the full process;
this process works better for lower level and simpler units.

a. Start  with  the  leader's  level:      + ___________
b. Add ONE of these, based on the average Hit Dice of the force:
                    Less than 1: 20
                        1 to 2+: 30
                        3 to 4+: 40
                        5 to 6+: 55
                        7 to 8+: 65
                        9 or more: 80
    Hit Dice Factor:                       +___________
c.  Add if the force has any:
                      archers:   +   10    +___________
                  Spellcasters:  +   10    +___________
             magical   beings:   +   10    +___________
               flying  beings:   +   10    +___________
d. Add the maximum damage per round of the most
numerous creature type:                     +___________
Quick Total BR:                             =___________

Dividing a Force
   For you to use the War Machine in a battle, each side must have the same
number of forces or armies.  If one side has a greater number of forces than
the other side,  the side with fewer forces must be divided  into  an  equal
number  of armies.  A player may keep the original rating of the force,  and
simply declare that troops have been split into separate armies.
  Example: A  force  of  1,000  orcs (BR 72) meets three other forces:  200
elves (BR 83), 400 men (BR 70), and 140 dwarves (BR 88). The orcs must split
into three forces,  all of which will have the same BR (72).  These might be
100, 100 and 800,
or any other combination,  as long as at least 10 individuals are in each
force.
  Each force  picks  its  opponent;  the  player  with the force having the
highest BR chooses first,  then the force with the next-highest BR,  and  so
on.  Continuing  the example above,  the dwarves pick one group of 100 orcs.
The next highest rated force picks an opponent;  the elves  take  the  other
group  of  100  orcs.  The  third highest rating is the orcs,  so they would
choose next-but there are only one remaining force, the men, so the 800 orcs
will fight the 400 men.

  Step 4: Determine combat results

  The forces that have been rated according to the above  three  steps  are
now prepared to meet on the field of battle.  To find out what the result of
this engagement is, start with the BR of each force, and add or subtract all
of the following adjustments that apply.

1. Troop Ratio (Use only one per battle):
   + 15  if 1.5 to 1
   + 30  if 2  to  1
   + 35  if 3  to  1
   + 60  if 4  to  1
   + 70  if 5  to  1
   + 80  if 6  to  1
   + 90  if 7  to  1
  + 100  if 8-10  to 1
  + 110  if 11-15 to 1
  + 120  if 16-20 to 1
  + 130  if 21-30 to 1
  + 140  if 31-4o to 1
  + 150  if 41-50 to 1
  + 160  if 51-60 to 1,  etc.

2. Morale (Use all that apply):
  + 10 if force is in dominion of their liege
  + 10 if they have beaten this foe before
  + 10 if troop class is 2 levels higher than the enemy
  + 30 if attacking an enemy "on the march"
  - 10 if any accompanying force has routed

3. Environment (Use all that apply):
  + 25 if in extremely favorable environment
  - 25 if in extremely unfavorable environment
  + 20 if the entire force in a night battle has infravision

4. Terrain (Use all that apply):
  + 20 if higher altitude than opponent
  + 20 for halfling force in fields of woods
  + 10 for elven force in woods
  + 20 for dwarven force in hills or mountains
  - 20 for force with mounted troops in mountains, woods, or stronghold
  - 20 for force in mire (marsh/mud)*
  - 10 for force on shifting ground (snow/ sand)*
  Terrain Modifications  (for Defenders Only) water.  If a b (Ignore if all
attackers can fly;  use only half of cleric,  the D adjustment if 5% or more
of attackers can fly): enders' food supply

  + 10 if defending in place (holding)
  + 50 if defending a narrow defile, pass or bridge
  + 40 if attacker must cross deep water
  + 20 if defending in mountains, hills, or rough terrain, or behind a wall
  + 50 if force is in a stronghold (see "Sieges")

5. Immunities (Use only one per force):
  + 150 if force is immune to enemy's attacks
  + 50 if 1% of force is immune to enemy's attacks
  + 50 if force is immune to 80% of enemy's attacks

6. Fatigue (Use only one per force):
  - 10 if force is moderately fatigued
  - 30 if force is seriously fatigued

* Troops  properly  equipped  and  trained  or native to the terrain do not
suffer the penalty (e.g. Arabs in desert).

Explanations
 Troop Ratio: Find the total number of troops in each force, and divide the
larger number by the smaller.  If the total is 1.01 to 1.5, the 1.5 ratio is
used.  Only  the  sieger  side  benefits from this adjustment,  and only one
benefit applies.
  Steeds are only counted as members of a force if their  primary  function
is fighting (such as dragons) and not transportation (such as horses).
  Morale: This reflects the confidence of a force.  Troops  that  fight  in
their  home  territory,  that  know  they  can  beat an opponent,  or are of
superior quality to the foe may benefit from one, some, or all of these.
  Condition: Certain  conditions  may help or harm a force.  Goblins in the
daylight are at a disadvantage, as are fire giants in snow.
  Terrain: In many cases,  the ground on which the battle  is  fought  will
give  an  advantage  to one side of the other.  Apply as many of these modi-
fiers as fit your force; note that some apply only to defenders.
  Determining Who the "Defender" Is:  If one force has taken a position and
waits for the other to come to it,  that force is  the  defender.  When  two
forces arrive at the same location at the same time,  they must stop moving.
If both forces choose to defend, neither gets the defender bonus.
  Immunities: This  reflects  the advantage possessed by some creatures who
cannot be hit  by  normal  weapons;  gargoyles  and  lycanthropes  are  some
examples.
  Fatigue: Troops may become fatigued as a  combat  result  of  a  previous
battle  (see  the  War  Machine Combat Results Table) or because of a forced
march.

Results
  Then the BR is modified as described above, each player rolls d% and adds
the  modified BR to the result.  The total is the combat result.  The player
with the highest combat result wins.

Applying Combat Results
  When the winner and loser have been identified,  determine the effects of
the battle (killed, wanded, fatigued, etc.) as follows:
  Substract the  loser's combat result from the winner's result.  Find this
difference in the left- hand column of the War Machine Combat Results Table.
Apply  the resulting casualties,  fatigue,  and location to both the winning
(W) and losing (L) troops, as noted.
   Casualties: When  subtracting casualties,  consider half of them as dead
and the other half wounded.  When a force contains  mixed  troops  (such  as
trolls  and  goblins),  the  casualties  may  be split as evenly as possible
between them. If force retreats from the field, treat all wounded killed. If
a  force holds the field after the battle those wounded troops can return to
action 1d4 months.
   Fatigue: Troops will remain fatigued for 1  days.  "Seriously  fatigued"
troops become " moderately fatigued" in 1d4 days, and we have their strength
restored after another 1 days.

   Terrain units: This term represents whatever measure of distance is most
appropriate. On hex or square grid map, this is one hex or square If no unit
of measure seems obvious,  use 1 mile If multiple forces fight and 1 or more
forces  of each side holds the field,  another round of battle may be fought
between them.  If some of a player's forces have routed  or  retreated,  any
that remain may choose to retreat to avoid fighting another battle.

   If all  of  the enemy forces have left the terrain unit occupied by your
forces, a day of battle ends. No more fighting occurs until the next day (if
applicable).

Sieges

  Extensive siege  rules  are  provided  later in this chapter.  For simple
sieges, here are simpler rules
    A force  located  inside  a  fortified structure (walled town,  castle,
stronghold,  etc.) may  attacked  by  another  force,  but  has  a  superior
position.  This  is  called a "siege." The force within the structure is the
defender. If the defender comes out of the structure, unmodified War Machine
rules should be used.  If the defender remains within the structure, a siege
results; use these following additional rules.

  The defender gets the following  benefits:  When  calculating  the  troop
ratio, multiply the number of defending troops by 4.
  2. Combat Results of "Retreat" or "Rout" are ignored by the defender.
  3. All defender casualties are reduced by half.

The attacker has the following options:
  1. The attacker can attack normally, using the above rules, and suffering
because the defender is so well emplaced, or
2. The attacker can "besiege"  the  defender,  the  attacker  surrounds  the
   defenders,  keeping  them  within  the  structure.  This  adds  + to the
   attacker's BR for each week of the siege.  (This represents the building
   of siege engines, and mining to weaken the defender's position.) Special
   Note: Some forces have clerics available to magically create
food and water.  If a sieged defender does not have a cleric,  the DM should
keep a record of the defenders' food supplies.  After these  are  exhausted,
the defender loses 10% of its numbers (not rating points) per week until the
siege ends.


    War Machine Combat Results Table
 Difference    Casualties     Fatigue      Location
                 W     L      W    L        W    L
 1-8            0     10%     N    N       F     R
 9-15           0     20%     N    N       F     R
 16-24          10%   20%     N    M       F     R
 25-30          10%   30%     N    M       F    R+1
 31-38          20%   40%     M    S       R     R
 39-50          0%    30%     N    S       F    R+2
 51-63          20%   50%     M    S       F+1  R+3
 64-80          30%   60%     M    S       F+1  R+3
 81-90          10%   50%     N    S       F+3  R+2
 91-100         0%    30%     N  Rout      F+3  Rout
 101-120        20%   70%     N  Rout      F+3  Rout
 121-150        10%   70%     N  Rout      F+3  Rout
 151  +         10%   100%    N    -       F+5   -

    Explanations

 W:    Winner
 L:    Loser
 #%:   The  percent  of  the  force   killed   and   wounded.
       Round   fractions   up.
 N:    The force  is  not  fatigued.
 M:    The force is  moderately  fatigued.
 S:    The force is  seriously  fatigued.
 F:    The force holds the battlefield after the  battle.
 R:    The force must retreat from  the  field.
 R+    The force must retreat that  number  of  terrain  units.
 F+    The force can advance  that  number  of  terrain  units.
 Rout: The force ceases to exist as such.
       Survivors will appear at home 1d10 weeks later.


    Tactics  Table   (Optional)
                                  Side     A
                     1         2        3         4        5      6
    Side    B     Attack+   Attack   Envelop    Trap     Hold    Withdraw
    1   Attack+   C2/C2    -20/C2     c1/+10   +20/C2    -25/C2    C3/+20
    2   Attack    C2/-20    C1/C1    -10/C1    +10/C1    C-1/-     C2/+10
    3   Envelop   +10/C1    C1/-10      NE     -20/C-1    C2/+20  C-1/+10
    4   Trap      C2/+20    C1/+10   C-1/-20     NE      C-1/-20  C-1/C-1
    5   Hold      C2/-25     -/C-1   +20/C2    -20/C-1      NC       NC
    6   Withdraw  +20/C3    +10/C2   +10/C-1   C-1/C-1      NC       NC
                   A/B        A/B      A/B       A/B        A/B      A/B
    Explanations
    Attack + = forceful attack to overrun
    Attack = close and combat
    Envelop = attempt to encircle foe
    Trap = lure foe to an ambush
    Hold = stand fast at all costs
    Withdraw = retreat rather than fight

    Results
    C1, C2, C3: Casualties are increased by 10%, 20%, or 30%.
    C-1: Casualties are decreased by 10%.
    + 10, + 25, etc.: Add this number to the force's BR.
    - 10, - 25, etc.: Subtract this number from the force's BR.
    NE: The plans cancel, with no effect on the battle.
    NC: No combat occurs; no losses are inflicted.

 Optional   Rules

  The following guidelines can be added to  the  War  Machine  mass  combat
system if desired.  They give players the opportunity to control the battles
more closely.

Tactics (Optional)
  A good leader will select a plan before committing troops to battle.  The
success of this plan depends on the opponent's plan.
   Each commander  (player)  chooses  a  tactic from the Tactics Table.  To
indicate the choice,  place a 6-sided die on the table before you,  with the
number  of  your plan facing up.  Cover it with one hand until your opponent
has also made a choice;  then reveal both choices at the same time.  Use the
Tactics  Table  to  find  the  results.  (Remember that the die is placed to
reflect the player's choice;  it is not tolled randomly. Written choices can
also be used.)
  If the result gives only one effect (NE or NC), that effect is applied to
both sides in the battle.  If the result is  two  effects  (separated  by  a
slash),  the  result  on the left applies to the "Side A," and the result on
the right to "Side B." There is no advantage to being either A or B.
  If more  than  one  force per side is involved in the battle,  choose one
tactic per side, not per force.

Mercy (Optional)
  After a battle is fought and casualties have been determined,  the winner
of the battle can choose to show mercy to,the loser. If so, this is declared
before the loser's casualties have been subtracted.  When  mercy  is  shown,
apply the following immediately:
  1. The loser's casualties are cut in half.
  2. All  wounded may be recovered,  even if the loser has been driven from
the field.
  3. A + 2 bonus applies to all the loser's future reaction rolls involving
the winner (including both leaders).
  4. If the loser fights the winner again within 1 year,  a  -  20  penalty
applies to the loser's BR.

Character Actions (Optional)
  Some of the actions of player characters can have a great effect  on  the
outcome  of  a  battle.  Use  the following adjustments to the battle fating
(BR). All modifications apply to the total BR of the force.

Information (Use only one per force):
  + 50 detailed plan, or with traitor or spy
  + 20 with good reconnaissance
  + 10 with some reconnaissance
  - 2 5 with misinformation
  The information  must  be  known  to  the  commander of a side before the
battle begins.  Use + 50 if a plan has been captured,  revealing the enemy's
preparations,  or  if  an  enemy  officer  supplies  the  enemy  force  with
information,  or if a high-placed spy gives good reports. A single deserting
soldier will not provide this benefit.
  "Good reconnaissance" means that  the  entire  opposing  force  has  been
scouted   over  severe  hours,  from  several  different  directions.  "Some
reconnaissance" means that some scouting information has been gathered,  but
lacks detail.  "Misinformation" can be the capture of fate plans,  or belief
in information provided by a double agent, or other unusual circumstances.

Surprise:
  + 40 with surprise attack from ambush
  + 20 with surprise attack on encampment

  If a  character  does something exceptional to hide the force (camouflage
them,  occupy the heights over a narrow pass,  etc.),  the force has  a  50%
chance  of surprising an enemy that moves into the ambush.  If the ambushing
force is invisible,  the chance is 80%. Other adjustments for night, natural
terrain (halflings in woods, for example), or magic should be decided by the
DM.
  A surprise  attack  on  an  encampment  requires the elimination of enemy
pickets,  guards,  and any magical protections.  If this can be accomplished
with  a role-playing adventure without raising an alarm,  the encamped force
can be attacked with surprise.


Leader   Loss:
  + 30 if leader is "removed"
  + 10 if other officer is "removed"

  "Removed" can mean killed,  captured, charmed, put to sleep, or otherwise
"removed" from the force before the  battle  begins.  Removing  an  opposing
leader does not count as a heroic task (see "PC Heroics").
  An attempt to remove an opposing leader can become  a  good  role-playing
adventure.  Be  sure  to  allow  a  good  chance  of the PCs being "removed"
themselves!  Also,  when a force lid by a PC fights one led by an  NPC,  the
enemy may send a group to "remove" the PC.

PC    Heroics:
  + 20 if PC leader accomplishes heroic task
  + 10 if name level PC (not force leader) accomplishes heroic task
  - 20 if PC leader fails heroic task
  - 10 if name level PC (not leader) fails heroic task

  Only PCs can attempt heroics,  and the DM must first create  a  situation
where they may do so.  The heroic act must be visible to at least 10% of the
PC's force, and the act should be risky (a 50% chance of failure, or worse).

  Example of Heroics:  Fighting a huge and fearsome member of the  opposing
force (dragon,  vampire,  etc.);  rescuing a "branch force" cut off from the
main force; of single-handedly battling a huge enemy force.

Other Notes
  A normal  game session can be played in combination with the War Machine,
using the system to determine overall results while focusing the game on the
actions  of  the  characters.  The  shift  from  role playing to mass combat
situations (and back) can be accomplished easily with these guidelines:
  1. Damage to PCs:  PCs (and major NPCS) are never killed as a result of a
War Machine battle.  They can be scattered and separated (DM's option) , but
any attempts to actually damage the characters should be handled  in  normal
game sessions.
  2. PC items and spells:  If a normal  adventure  played,  then  only  the
spells  and magical item charges actually used are lost.  If no adventure is
played, determine whether the PC is on the winning or losing side. If on the
losing  side,  all  combat  spells  and  two-thirds  of  the  charges in all
offensive and defensive magical items are used.  If  on  the  winning  side,
one-third of the applicable magical item charges are used,  and the PC keeps
1 combat spell uncast.
  3. Experience Points:  Experience points are earned both for commanding a
force and for performing heroics.  If a PC leads a force, find the +M number
of troops in the enemy force.  If the PC wins the battle,  the PC gets  that
number  of  experience  points.  The PC gets one-third of that number if the
battle is lost.
  4. Magical Items: A staff of health or rod of victory can affect a battle
and its aftermath, as follows:
  Staff of Health:  If the user holds the field after e force a battle,  up
to 500 wounded can be immediately restored to full strength.
  Rod of Victory: Add a + 25 bonus to the combat roll (to a maximum roll of
100).  If the holder loses the battle by a difference of greater  than  100,
use the "91-100" combat results.

Group Movement
     The following guidelines should be used when moving forces:

Scale
 The scales for time and distance can vary by the size of a force  and  the
distance  involved.  The  standard  24-mile  map  hex can be used when large
forces move over large distances. When opposing forces draw near each other,
one move per day is recommended. DMs should try to prepare a detailed map of
the area when this occurs.

Movement Rate
  Up to 50 troops can move together at their base movement rate.  When more
troops are involved, travel slows. Remember that a movement rate is based on
the speed of the slowest member of any group.
  51-100 troops move at two-thirds their usual rate.
  101 or more troops move at half the usual rate

    Movement rates for wilderness travel are discussed in Chapter 6. If you
are using a hex map to regulate movement,  these rates can easily be applied
to  the scale of the map.  The DM may include a bonus or penalty for easy or
rugged terrain, but most situations are covered in the War Machine.

Food
    If a   force  is  carrying  food  supplies,  either  on  wagons  or  on
individuals,  keep track of the supplies.  Remember to consider  encumbrance
when calculating the movement rate.
    If a force forages for food,  modify the basic rule (see  page  89)  as
follows.  The  force  leader  can  choose to slow movement to two-thirds the
normal rate, with a 2 in 6 chance of finding enough food or may slow movement
to one-third normal,  for a 4 in 6 chance of success. Terrain can modify the
chances by +1 or -1 at the DM's discretion.
  Without supplies, a force can travel for one day without penalty. After a
second day,  the force becomes "moderately fatigued." After a third day, the
force  is "seriously fatigued." A seriously fatigued force cannot move.  One
day's supply of food  removes  all  of  this  fatigue  (either  moderate  or
serious), but does not affect fatigue caused as a combat result.

  Forced March
 A force can attempt a forced march to increase its movement rate, but this
might not be successful. If it is attempted, find the troop class, roll 1d6,
and consult the following table. A force that is "seriously fatigued" cannot
attempt a forced march.

Maneuvering
  When the  forces  of  two  opposing  sides  begin  to move,  the order of
movement becomes important.  This order is resolved with an initiative  roll
at  the  beginning of each time unit.  Dexterity adjustments do not apply to
this roll.
 The player or side with initiative decides whether to move  first,  of  to
force the opponent to move first. The player of side chosen moves all of its
forces,  marking the movement on the map if one is being used. The remaining
side then moves.  After all movement is complete, forces that are in contact
can engage in combat.
 If a map is being used,  two armies come into contact whenever they  enter
the  same hex,  square,  or space.  Each force must either stop or allow the
opponent to attack with the "on the march" adjustment ( + 30).
  If no map is being used,  the same effect occurs whenever two forces come
within  one  mile of each other.  If either of the forces has at least 5,000
troops, the range for contact is five miles
 Once the forces are in contact,  neither force can leave the area  without
allowing the enemy to attack with the "on the march" modifier unless:

  a. The  loser  of a battle is required to retreat farther than the winner
can pursue,  as indicated by the  War  Machine  Combat  Results  Table.  For
example,  the F/R+1 and the F+1/R+3 results allow the loser to break contact
with the foe; the F/R and F+3/R+2 results do not.

 Forced Marches Table
                                  Die   Roll
 Troop Class    1   2     3     4     5     6
 Untrained      F   F+M   F+S   M     M     M
 Poor           F   F+M   F+S   N     N     M
 Below Average  F   F+M   F+M   F+S   M     M
 Fair           F   F+M   F+M   F+M   N     N
 Average        F   F     F+M   F+M   N     M
 Good           F   F     F+M   F+M   N     N
 Excellent      F   F     F     F     F+M   N
 Elite          F   F     F     F     F+M   F+M

    F: Forced march successful; add 50% to day's movement
    M: Force is moderately fatigued*
    S: Force is seriously fatigued
    N: No forced march, no fatigue
    * If force is already moderately fatigued,  it becomes seriously fatigued
with this result.
  All results  are  cumulative;  "F+S"  indicates  that the forced march is
successful, but that the force is seriously fatigued afterward.

  Combat
  b. If  one  player  chooses  the "Withdraw" tactic,  and the other player
chooses anything  except  the  "Attack+  "  tactic,  the  player  who  chose
"Withdraw"  may  remove  his  force  one  terrain  unit  after the combat is
resolved.  Retreat results are added to this move if required. A withdrawing
unit  cannot  occupy  the  field  of pursue an opponent,  even if the combat
result allows this.

  Order of Events in the War Machine

 War Machine Checklist

 A. When Troops Are Acquitted:
  1. Divide the troops into separate forces or armies,  or decide that they
will be one large force.
  2. Determine the basic force rating (BFR) for each force.
  3. Determine the troop class for each force.
  4. Determine the battle rating (BR) for each force.
 B. When Troops Are Moved:
  1. Determine the movement rate of each force.
  2. Determine a map and time scale (terrain units and time units).
  3. Roll for initiative. The winner decides which side moves first.
  4. The forces of one side are moved as far as they will travel during one
time unit (usually a day or week).
  Any forces  that  must  break contact to move can be immediately attacked
"on the march." After  the  battle,  they  can  move  normally  unless  they
received an "R + " or "Rout" combat result.
  5. The  forces  of  the  other  side are moved as far as they will travel
during this time unit. ("On the march" attacks are resolved as given above.)
  6. The  side  with initiative can declare that it is attacking in any and
all terrain units where the forces of two sides  are  in  contact.  (Resolve
with Combat Order of Events.)
  7. The side without initiative may attack (as per Step  6;  resolve  with
Combat Order of Events).
  C. When Troops Fight (Combat Order of Events):
  1. Modify each side's BR as given.
  2. Modify each side's BR for any campaign considerations.
  3. If the optional tactics are used, choose tactics.
  4. Roll d% for each side; add the modified BR to the roll.
  5 .Use the War Machine Combat Results Table  to  find  the  results,  and
apply them (modified by tactics, if used).


The Siege Machine

   A siege  situation  is  one  where  an army tries to capture a fortified
structure held by another army. When, in the course of a normal D&De game, a
siege  situation crops up,  the players and the DM must decide how they want
to resolve it. There are three methods:
    1.  Play  a  normal  game   based   on   the   siege.
    2.  Use the basic War Machine system.
    3.  Use the Siege Machine.

  Play a  Normal  Game:  Each  player  should  review  the section on siege
equipment from Chapter 4.  The siege will probably be a long exercise unless
the characters have additional things to do during the siege,  of unless the
characters have some means to defeat the enemy  force  in  relatively  short
order.
    Use the  Basic War Machine:  The basic War Machine rules provide simple
modifiers for fortifications used in a combat,  as  described  earlier  this
chapter.
     Use the  Siege  Machine:  In  this  section,  we'll describe the Siege
Machine rules.

What the Siege Machine Is

  The Siege Machine is a set of expanded War Machine rules for assaults  on
fortifications.  Before using these rules,  each player should have detailed
information on the following subjects:
  * The War Machine system, described earlier this chapter.
  * The troops involved (including leaders,  normal  equipment,  and  other
details needed for the War Machine).
  * The  defenders' fortification (including thickness and length of walls,
height of other constructions, etc.).
  * The siege equipment used by both  sides,  and  the  number  of  crewmen
operating each (see Chapter 4 for rules on siege equipment).
  * The exact monthly cost of mercenary troops  hired  to  fight  with  the
force (see Chapter 11 for information on mercenaries).
  * The exact levels of all clerics in or with each force.
  * The exact number of full rations available (see "Sustenance," below).
    The Siege  Machine  is  played out in turns of one week,  also known as
siege turns.  When the forces within the defensive structure sally forth  to
attack  the  besieging force,  combat is played out under normal War Machine
rules.

Siege Options

Attacker's Siege Options
  1. Depart:  The attacking forces leave the battle completely.  No further
combat occurs.
  2. Bombard:  The  attackers  maintain  a  position   distant   from   the
fortification but within range of the smallest artillery used. Artillery and
ballista fire is the only possible form of combat;  no melee or missile fire
occurs.
  3. Harass: The attacking force encamps near the fortification. Some siege
equipment may be used, but not ail (see "Siege Preparations"). The attacking
force is within range of missile fire.  Combat is intermittent,  in any form
except melee.
  4. Assault:  The  attacking  force uses all available siege equipment and
attacks forcefully,  trying to penetrate the fortification. The attack force
gains a bonus of + 5 % (not merely
  + 5)  to  its  BR,  but  the  defenders'  casualties are decreased by 5 %
(effects identical to the standard tactics).  The combat turn  is  otherwise
run normally.  Combat is primarily melee, with some missile fire but usually
no artillery fire.

        Defender's Siege Options
  The defender  can  at  any  time  choose to leave the fortress to make an
assault.  If an avenue of escape exists, the defenders may choose to depart.
If they remain within the fortification, the defenders harass. Defenders can
not bombard the attackers.
  If the defenders make an assault, they lose all fortification bonuses but
may choose the time of attack (day or night) and gain a +  10%  (not  +  10)
bonus  to  their  BR  (rounded  up),  which represents a degree of surprise.
Combat is otherwise run normally, using the War Machine Combat Results Table
(not applying siege modifications). Standard modification for normal tactics
are used, but the (former) attacker may choose a new tactic and is not bound
by  the  siege  tactic currently being used.  (The number of defenders is no
longer multiplied by 4.)
  If the  fortification  has  a  secret  exit  (possibly underground),  the
defenders can depart unnoticed.  If 10%  of the defending force is  left  to
maintain  the  appearance  of strength,  the departure of the main force can
remain undiscovered for some time, varying by the attacker's current tactic.
If  the attackers are harassing,  the departure becomes apparent one to four
hours after dawn. If the attackers are bombarding, the departure will not be
noticed.  If the attackers are assaulting, the departure is discovered after
one turn.  The defenders' smaller force may, however, be detected by special
squads (see below).
  If the defenders' fortification is not surrounded,  the defending  forces
can depart by normal means. If this takes place visibly and during daylight,
the attackers gain immediate knowledge and can attack  according  to  normal
War  Machine rules.  If the departure takes place under cover of darkness or
invisibility,  the defenders can move up to one full terrain unit away  from
the attackers.
  If the  defenders  depart,  the  attackers   may   pursue,   occupy   the
fortification,  or  do both (by splitting their force).  Artillery cannot be
moved fast enough to pursue a fleeing force.

        Siege Preparations

  Before commencing a siege,  the DM and players need to make the following
preparations:
  1. Find  costs  for  each side:  Each player needs to find out the weekly
payroll,  food and water supplies (sustenance),  and ammunition costs of his
entire  force.  Review the detailed notes given for each topic at the end of
this section. Each player notes the amount of money, rations, and ammunition
he has on hand at the start of the siege.
  2. Find BFR,  troop mass,  and BR for each force:  Each player  privately
calculates these details, using the standard War Machine rules.
  3. List and compare siege details:  The defending player makes a list  of
the weapon,  buildings, moat, and other parts of his fortification, plus all
unconcealed siege weapons in use.  The attacker lists  all  the  unconcealed
siege  equipment  of  the attacking force.  (See "Concealed Information" for
further details.) The lists should not include BR values. When finished, the
players trade lists, and both players can make notes if desired. At the DM's
option,  reinforcements can arrive later to  aid  either  the  defenders  of
attackers. In this case, the player receiving the reinforcements should make
a second list and re-compute costs, BFR, troop class, and BR bonuses.
  4. Calculate total BR bonuses: Both players take back their own lists and
privately note the BR bonuses for each item while adding concealed equipment
information.  The BR bonuses for most siege weapons vary by  the  number  of
crew per weapon. The exact number of crew per machine should be noted, along
with the BR bonus, to avoid errors.
  5a. Defender finds total BR score and siege weapon bonuses: The defending
player adds the total defense bonus to the original BR score of the force to
find the total modified BR.  (The score  is  not  revealed  at  this  time.)
Additional  bonuses  for  siege weapons will vary by the tactics used by the
attacker, but can be calculated at this time as follows:
  Attacker Bombards:  Attacker adds all the bonuses for artillery (catapult
and trebuchet), plus half the bonuses for ballista.
  Attacker Harasses:  Attacker  adds double the bonuses for artillery,  and
adds the full bonuses for ballistas.
  Attacker Assaults:  Attacker adds no value for artillery but adds  double
the bonus for ballistas.
  5b.Attacker calculates  BR  bonus  for each tactic:  The attacking player
privately calculates the siege equipment bonuses that  will  apply  to  each
tactic chosen, as follows:
  Bombard: All artillery bonuses apply, plus half the ballista bonuses.
  Harass: Bonuses for ballistas, timber fort, and mantlet apply. Some or all
artillery bonuses can apply,  if  the  attacker  decides  to  use  artillery
despite possible casualties to the crew.
  Assault: All miscellaneous equipment bonuses apply,  plus double ballista
bonuses.  Artillery bonuses may  apply,  if  the  attacker  decides  to  use
artillery despite the possible casualties.

  Order of Events in Siege Machine
  Once all preparations are made,  you can conduct siege combat.  Each game
week (i.e., each siege turn), follow this sequence of events:

  1.Deduct costs for the battle week: Ignore this step for the first battle
of the siege.  Apply it to the second and subsequent battle  rolls.  If  the
defending  force  chooses  to  harass,  siege  combat  continues  unless the
attacker departs. Each player deducts costs for the turn as follows:
  a. Payments:  Cash  payments to mercenary troops (one week's payroll) are
deducted from each side's total money.
  b. Sustenance:  Each side deducts one week's  food  and  water  from  its
current stores for all troops not fed by clerical spells.
  c. Ammunition:  Each  side  deducts  one week's amount of ammunition from
each siege weapon's total. Both sides can add ammunition gained by gathering
(see "Siege Accounting").
  d. Dominion Costs:  If the end of a month occurs at the end of  a  battle
week,  each side makes appropriate adjustments to their dominion treasuries,
deducting normal costs and adding normal  income.  However,  a  ruler  under
siege  cannot  receive  dominion  income.  If  a  secondary  ruler  has been
previously designated, the dominion accounting continues normally.
  2 .  Modify  BR  for field of battle:  The battle modifications for troop
ratio,  morale,  environment, immunities, a-nd fatigue should be done openly
(but without revealing the starting BR). Some bonuses for terrain also apply
(but see Terrain,  below).  Remember that when calculating the troop  ratio,
the  number  of  troops  defending  a  fortification  is multiplied by four.
Fatigue automatically lasts for one week instead of 1d4 days.
  Terrain: In  the War Machine,  some terrain bonuses apply to the defender
only.  Ignore the following normal bonuses;  they are replaced by  the  more
detailed  defense bonus for the fortification,  as calculated in the "Siege
Preparations" section: defending in place, defending behind a wall, force is
in stronghold
  3. Choose  tactics:  Each player chooses one siege tactic (as detailed in
#5 below). Possible tactics are depart, bombard, harass, and assault. Though
optional  in  the  War  Machine,  tactic are required for the Siege Machine.
Defenders may not bombard.
  4. Reveal  tactics and modify BR for siege equipment:  The tactic used by
the attacker  is  revealed  first.  If  the  bombard  tactic  is  used,  the
defender's tactic is not revealed and he use the bombard bonuses only.  Each
player find the BR bonus that applies (based on the tactics used)  and  adds
the bonus to the BR of the force.
  5. Find  and  apply  results:  The details for this procedure vary by the
attacker's tactic,  as follows.  Bombard:  The attacking player adds the  BR
bonus  gained  for  artillery and ballists.  He then rolls 1d10 to determine
casualties inflicted on the defending forces.  The resulting roll is read as
a percentage (10%,  20%, 30%, etc.) of the BR rating equaling the High Dice
of casualties inflicted on the  defenders  The  defender  follows  the  same
procedure, but rolls 2d10.
  For example,  the attacker has 85 BR point of artillery and the  defender
has 40.  The attacker rolls a 5, causing 421/2 Et Dice of casualties (50% of
85). The defender rolls 11, causing 44 Hit Dice of casualties (110 of 40).
  Harass: Each player rolls d %, and adds th result to the BR of the force.
The player with the higher total wins this found of the siege  Subtract  the
lower  total  from  the higher,  and refer to the War Machine Combat Results
Table to find the resulting casualties and fatigue.  (Up to this point,  the
procedure  identical  to  that  of  the  War Machine.) Modify the results as
follows:

   Siege Machine Weapons Table
   Weapon           Enc (cn)    AC   hp    Crew   Range
   Ballista            6,000*    4   9     4      100/200/300   (Min:  NA)
   Catapult, Light    12,000*    4   18    6      200/250/300   (Min: 150)
   Catapult, Heavy    18,000*    0   27    8      250/325/400   (Min: 175)
   Trebuchet          24,000*    0   36    12     250/400/500   (Min: 100)
   Bore                3,000    -4   50    10     -
   Ram, Battering      3,000    -4   50    10     -

   Weapon               Damage              Rate     BR+  Cost/Wk.
   Ballista             d10+6               1 per 2   +2  2,000
   Catapult, Light      d8+8                1 per 5   +4  4,000
   Catapult, Heavy      d10+10              1 per 6   +8  6,000
   Trebuchet            1d12 +13            1 per 6  +12  8,000
   Bore                 1d6  +  14          1 per 2   +4   -
   Ram, Battering       1d6+8               1 per 2   +4


  * These weapons may have wheels attached and be towed. Towing encumbrance
is the listed encumbrance;  thus a horse pulling  a  mantlet  on  wheels  is
pulling only 400 cn.

  Miscellaneous Siege Machine Equipment Table
                                   Standard
 Type         Cost                 Size           Enc   (cn)
 Belfry       25  gp/ft   height   30' tall      250,000*
 Gallery Shed 15  gp/ft   length   10'x10'x20'     8,000*
 Hoistt        5  gp/ft   height   30' tall        12,000*
 Ladder        1  gp/10'  height   30' tall           900
 Mantlet       2  gp/ft   length    8' long         4,800*
 Timber Fort   4  gp/ft   length    8' long         7,200*


 Type           AC  AC+      HP     BR+
 Belfry          0   -8      75     + 10**
 Gallery Shed    4  -12      40     Doubles  values  of  bore   or   ram
 Hoistt          4    0      15     +4**  (+2 with  Belfry)
 Ladder          4    0       3     +2**  (+2 with  Belfry)
 Mantlet         0   -4      16     +2 - (A) + 3 + (H)
 Timber Fort     0   -8      32     +4 + (A) + 6 + (H)



  * These weapons may have wheels attached and be towed. Towing encumbrance
is  the  listed  encumbrance;  thus  a  horse pulling a mantlet on wheels is
pulling only 400 cn.
  ** All bonuses require that there be 1 piece per 1,000 men in the force.
  t The hoist's usefulness depends on the number of crew used.  One man can
be lifted 10 feet per round per crewman used.  Up to six crewmen may be used
to operate the device. For every additional man lifted, to a maximum of four
men,  subtract 10 feet per round.  All bonuses require that there be 1 piece
per 100 men in the force. (Greater numbers can multiply the BR bonus up to 5
X maximum.)

  a. All casualties are only one-tenth of normal (drop the last zero in all
cases).
  b. Both attackers and defenders ignore location changes;  a "Rout" or "-"
result for fatigue is treated as "S."
  c. Defender casualties are half the final percent.  If artillery is used,
calculate casualties as for bombard.
  Assault: The procedure used for assault is identical to that for harass,
but with the following modifications:
  a. Casualties are half of normal.
  b. A  "Rout" or "-" result indicates that the losers are driven back.  If
the defenders lose,  they are  driven  out  of  the  fortification.  If  the
attackers lose, they are forced back to a bombarding position.
  c. Defender casualties are half the final percent.  If artillery is used,
follow the bombard procedure.

Casualties

  Casualties resulting from harass or assault tactics are applied normally.
Casualties   from   artillery  bombardment  are  determined  separately,  as
explained above under bombard.
  The casualties from the  attacker's  artillery  may  affect  both  sides,
depending on the tactics used by the attacker.

Bombard        100%    defenders     0%     attackers
Harass          80%    defenders    20%     attackers
Assault         60%    defenders    40%     attackers

  Divide the total Hit Dice of casualties by the average Hit  Dice  of  the
lowest level troops;  the result is the actual number of casualties. As with
normal casualties,  consider half of them as dead  and  the  other  half  as
wounded.  If  the  division  is  not  even,  do not round off;  consider the
fraction as one wounded casualty.  The exact troops to which casualties  are
applied can be designated for more realism, but this is not required.
  Special Note:  If artillery is used in a War Machine battle (involving no
fortifications),  double the number of casualties,  and apply  100%  to  the
enemy troops.

Other  Details
  Concealed and False Information
  In Step  3  of "Siege Preparations," players make lists and compare siege
details. Both players may conceal or exaggerate certain details.
  Fortification Details:  The thickness  and  height of walls, towers, and
belfries must be noted,  but each player can claim a height or width up to 5
feet different from the actual amount.
  Visible Equipment:  The attacker must reveal the exact and correct number
of  pieces  of  visible  siege  equipment  used  at the start of the battle.
However, more equipment can be brought in later or can be concealed by large
structures. The existence of such secret weapons is revealed as soon as they
are used, when their bonuses to combat are applied.
  Invisible Equipment:  Invisibility used by  either  side  counts  towards
concealing  weapons  only  if the enemy has no method of detecting invisible
objects.  If the enemy  spots  a  team  of  mules  pulling  invisible  siege
equipment  but  cannot  detect  invisible,  the  attacker  may  identify the
invisible siege weapon incorrectly.

  Siege Equipment
  Chapter 4  contains many details on siege weapons.  Here,  we'll show you
the siege weapon tables again,  but in these tables we'll give you the Siege
Machine details of these weapons.
  These weapons  require a crew of at least one- quarter the listed size to
be usable.  If a crew less than full,  but greater than or equal to ham  the
listed  number,  the  BR  + and the Ammo Cost are half normal.  If a crew is
reduced below half but not below one-fourth,  the  Ammo  Cost  and  BR+  are
divided by four. Round all fractions down.

Siege   Accounting   and    Costs
  Ammunition: The  missiles  used by catapults,  trebuchets,  and ballistas
must be accounted for in siege situations.  Ammunition may  be  the  largest
single cost of the siege.
  Before the  battle,  each player notes the amount of ammunition available
for each siege weapon.  The weekly costs are given for each such  weapon  in
the  equipment  details.  Costs should be recorded so that one unit equals a
week's worth of ammunition.  Note that  the  costs  are  subtracted  from  a
dominion treasury and may be considered part cash, part services.
  In Step 1 of each battle week,  both players deduct ammunition to be used
in the following turn (week),  subtracting 1 (one  week's  worth)  from  the
total for each siege weapon.
  Each player then adds a number to reflect ammunition  gathered.  Ballista
ammunition can never be gathered or raised;  all missed shots are broken and
unusable.  Artillery ammunition can be gathered and raised by each side. The
detail vary for each side, as follows.
  The defending force can only gather a small amount of  spent  ammunition.
The  attacker  must  first  reveal the total number of artillery pieces that
fired in the previous week. The defender divides that total by 4; the result
is the number of weeks of ammunition that the defenders can gather.


  Clerics  and  the  Create  Food   Spell   Table

   Lvl of   Men per       Max     Lvl of   Men per     Max
   Cleric     spell       Men     Cleric     spell     Men
      10        36         36     24        540       2,700
      11        72        144     25        576       2,880
      12       108        215     26        612       3,672
      13       144        288     27        648       3,888
      14       180        540     28        684       4,788
      15       216        648     29        720       5,040
      16       252      1,008     30        756       5,292
      17       288      1,152     31        792       6,336
      18       324      1,296     32        828       6,624
      19       360      1,440     33        864       6,912
      20       396      1,584     34        900       7,200
      21       432      2,160     35        936       8,424
      22       468      2,340     36        972       8,748
      23       504      2,520

  The defenders may also choose to destroy  stone  buildings  and  use  the
stone  for  ammunition.  This  can  be  done quickly by few men.  Each stone
building yields a number of units (weeks' worth) of ammunition equal to  its
BR  value.  However,  the  BR  bonus  for  the  building must be immediately
deducted from the defender's original total.
  The attacking force can gather a much larger amount  of  spent  artillery
ammunition.  Ammunition  can  only  be  collected from artillery used in the
previous week. The amount varies by the tactic used in the current week.
Bombard      Three-quarters of the weapons fired
Harass       One-half of the weapons fired
Assault      One-fourth of the weapons fired

  These figures  assume that all available troops are employed in gathering
ammunition.  Troops so employed do not rest enough to offset fatigue, but do
not  suffer additional fatigue.  If a commander allows the troops to rest to
offset fatigue, the amount of ammunition gathered is half as much.
  If a missile weapon runs out  of  ammunition,  it  gives  no  further  BR
bonuses.  If a weapon is left unused to save ammunition, its BR bonus is not
counted for that week.
  Artillery shot can be used in any piece  of  artillery.  For  conversion,
consider  6  units of light catapult ammunition as equal to 5 units of heavy
catapult ammunition, or 4 units of trebuchet ammunition.
  Payroll: The  standard  mercenary  payroll  (see Chapter 11) is given in
cost per month. Divide by four to find the cost per week.
  To be used for payroll,  cash must be either kept at the  siege  site  of
delivered  at  regular  intervals (either procedure requiring guards).  Cash
must be in a physical form suitable  for  individual  payments;  mercenaries
cannot  be  expected to make change.  Mercenaries may be given large sums as
payment in advance of services,  but t@is practice encourages desertion  and
often  causes  a  drop in morale (due to gambling,  theft,  accidental loss,
etc.).
  Sustenance: A standard ration serves one person for one week,  but spoils
if  kept  longer  than  a week.  An iron ration also serves one person for a
week, but spoils only if kept for eight weeks. One week's food and water for
one person is called a full ration.
  The prices listed for food in Chapter 4 reflect the  markups  applied  to
food  offered  to  adventurers or sold in taverns and inns.  When feeding an
army and buying food regularly in bulk,  divide those listed food  costs  in
half.  This  reduced  price  is  not available to small parties of traveling
adventurers.
  The limiting  factor for clerical assistance is the 5th level create food
spell.  Much more water than food can be produced,  by the 4th level  create
water  spell.  The following table gives the number of men fed by one create
food spell ("Men per Spell" column) and the total number of men a cleric can
sustain  if  all available spells are used to do so ("Max Men" column).  The
cleric must provide food daily;  none can be stored as the magically-created
food spoils within 24 hours.
  Some forces have insufficient numbers or levels  of  clerics  to  sustain
them,  and  some  have no clerics at all.  Anyone not receiving full rations
becomes fatigued:  moderate fatigue after  one  week  of  less  than  proper
feeding,  serious fatigue after another week,  becoming weak (losing 50%  of
BR) after a third week.  Morale drops 2 points for each week  of  less  than
normal  feeding.  Troops  not fed at all will desert or rebel after only 1-3
days of such treatment.
  Horses and other mounts of similar size  require  double  normal  (human)
rations.  Underfeeding brings the same penalties as for troops; if not fed,.
the mounts may flee,  attack their owners,  or simply weaken and die (in 4-9
days).
  Foraging and  hunting are virtually useless for armies.  Any force of 100
or more troops can quickly gather every available food source in an area  in
only a day, providing food for one week at most, and often less.
 In Step 1 of each week of siege  combat,  both  players  deduct  the  full
rations to be used in the coming week. If less than full rations are issued,
fatigue and morale changes are applied immediately. Rations are not deducted
for troops supplied by clerics.

Special Squads
  Either side can use special squads-groups of specialists with exceptional
skills who work toward special purposes. Typical purposes are reconnaissance
(gathering information about the enemy),  demolition (attempting to  destroy
one or more chosen pieces of equipment),  and commando (capturing or killing
one or more persons valuable to the enemy).
 Special squads usually involve magic. A reconnaissance squad might include
persons  able  to fly invisibly,  observing enemy forces at close range,  or
thieves who are able to sneak quietly.  A demolition squad is usually formed
to  destroy siege weapons or -a belfry.  A commando squad is often formed to
remove or capture enemy leaders or magic-users.
 Special squads must be created and defined before the start of the  siege.
Their  existence should not be revealed to the opposing player.  The members
of any special squad must be PCs or named NPCS.  War Machine procedures  are
not applied; these events are played out under normal D&D rules.
 Special squads  operate  between siege battle weeks.  Their activities are
played using normal game rules.  If the DM is also one of the players in the
siege battle, he or she may run the adventure, but should take great care to
keep DM knowledge and NPC knowledge separate Whenever doubt exists,  results
should be decided in the player's favor.
  A group of adventurers can become a special squad for a siege. This is an
ideal way to play normal D&D game within the siege system.
   The results of a special squad's mission are applied immediately, before
the next siege battle For example, actions by a special squad that result in
the loss of several siege weapons,  leader clerics,  etc.,  may require  the
recalculation of an or all combat details (from troop BR onwards).

Field Construction
  Siege equipment can be constructed at the site of the siege.  Each  piece
of  equipment must be constructed under the supervision of a siege engineer.
An artillerist is also needed for  any  artillery  under  construction.  One
siege  engineer  can  supervise  up  to four constructions at one time.  One
artillerist can supervise only two constructions at once.
   To construct equipment,  hardware (metal materials and  tools)  must  be
brought to the siege site. The cost of hardware is 10% of the listed cost of
the piece of equipment.
  Wood must be in plentiful supply at or next the siege site.  If a  forest
resource is within 5 miles,  10 men can gather enough wood in on day to make
5 hit points of equipment.  If the wood is 5-10 miles away, double the time.
If it's 15 miles away,  triple the time,  and if 15-20 miles away, quadruple
the time needed.
  Nearby wooden  buildings  can be a source some usable wood.  Five feet of
building wall can be converted into 1 hit point of equipment  (This  assumes
the  use  of rafters and beams well as the walls themselves.) Stone building
(with wooden roofs) can also yield usable beam but  only  5  hit  points  of
equipment per standard stone building.
  Once materials  are  at  hand,  any  supervised  by  untrained person can
construct 1/2 hit point of equipment per day.  The maximum number of workers
that  can be used is equal to half the hit points of the finished equipment.
For example,  six men work on a Eight catapult under proper supervision, they
will finish 3 hit points per day, thing six days to complete an 18 hit point
catapult No more than nine men can work on it at once.
  Ballista ammunition cannot be built in the field except by an armorer.


 Post-Siege Adjustments
  Damage to  Fortifications:  If  siege  missiles  are used during a siege,
fortifications suffer a certain amount of damage.  To determine the state of
the walls,  towers, and other parts of the fortification, make a damage foil
for each attacker siege weapon in use at the end of the siege (example:  1d8
+  8 for light catapult).  Add all of these damage rolls together.  Multiply
the result by the number of weeks that the siege lasted.  The defender  then
rolls d%  and subtracts the result from the attacker's total.  The result is
the number of hit points of damage to the fortification.
  If the total damage exceeds the original hit points, the fortification is
completely reduced to rubble.  Otherwise,  first apply damage to 75%  of the
wall's  hit  points,  and  (if  any  damage needs further accounting) to the
following structures,  in the order given.  Deduct 20%  of each  structure's
original hit points each time. If further damage needs accounting, apply 20%
more damage to the walls and each item on  the  following  list,  in  order,
going through the list as many times as necessary:
  gatehouses, gates, and drawbridges
  normal buildings
  towers
  barbicans
  keeps

    Attacks Against a Portion of a Fortification:  If an attacker  wishes  to
concentrate his assault against a small portion of a fortified position,  he
can do so under t he following conditions:
  1. The attacker can use no more than 300 troops and  four  siege  engines
per 100 feet of attack frontage.
  2. The  defender  gets  the  full  BR  benefit  from  the  section of the
fortification under attack.  He also gets the full BR benefit for any towers
with  200  feet  of  the  area  under  attack.  The  defender  then  adds in
one-quarter of the BR benefit for the remaining parts of the fortification.

Additional Details
  These notes  are  offered  as  historical  information,  to stimulate the
imagination and give a more detailed view of medieval siege warfare,
  The siege section of the War Machine already reflects the assumption that
some or all siege weapons are being  employed,  and  that  some  appropriate
defenses  are at hand and likewise used.  For fast resolution of any assault
on a fortification (whether walled town or huge fortress), you can still use
that system.
  However, not all attacks on fortresses will result  in  sieges.  This  is
especially  true if powerful magic-users are present,  for magic can produce
very fast results.  When both sides have powerful  magic-users,  the  battle
could  be  quickly  resolved  in either direction,  depending on the tactics
used.  The War Machine rules are inadequate for such cases.  A game  session
devoted entirely to this soft of battle is recommended.
  If a  long  siege  situation  does  arise,  one important point should be
emphasized:  the costs of paying one's forces and maintaining  supplies  for
their  use  should  be  strictly  applied  throughout  any  siege.  Cost was
historically (and should remain, in the game) the greatest obstacle to siege
warfare.


          Chapter 10: Experience

   Character's experience point total determines his experience level.  The
more  experience  points a character has,  the higher his level and the more
powerful he is.  Consequently, experience is a very important element of the
game.  Only  through  the  acquisition  of  experience points can characters
improve their abilities; without experience, the characters would forever be
frail and weak.
  In the game,  there are five normal ways for player characters to acquire
experience:

1. By Role-Playing Well
2. By Achieving Party Goals
3. By Defeating Monsters and Opponents
4. By Acquiring Treasure
5. By Performing Exceptional Actions

 We'll talk about these five methods one by one and then discuss the rate  at
which characters should gain experience points and levels. Each method has a
rate of experience gain listed;  this is the standard rate  recommended  for
the  game.  We'll talk about options the DM has to change the proportions of
experience gain by increasing the importance of some actions and  decreasing
that of others.

  Experience From Role-Playing
  When a  player  performs  an  exceptional  and   appropriate   piece   of
role-playing, you can award him an experience bonus equal to points he needs
to get to the next level.
  When players role-play their characters exceptionally well,  the  DM  can
give  their  characters  extra experience points.  Some types of exceptional
role-playing include:
  Good Alignment  Play:  Points  are  awarded  in  a  situation  where  the
character's friends demand that he do something, and it's much simpler. more
convenient, and more profitable for him to do that thing, but he follows the
dictates of his alignment or established personality.
  Exceptional Heroism  or Sacrifice:  Awards can go to the character who is
fully aware that he's likely to suffer greatly from  his  decision,  and  if
given  the  option to run away or escape unscathed,  makes the hard decision
and performs an act f f of great sacrifice or bravery.  In such a case,  you
may  want  to give the character an experience point bonus.  But be careful!
When a character is sure he's going to win the  encounter,  he's  not  being
heroic  or  self-sacrificing.  Whet  a character knows he can be resurrected
easily,  he's not being heroic if he faces death.  Only when  the  character
knows  that  he's  likely  to suffer greatly for his action is it heroism or
sacrifice, and so the DM has to evaluate each "noble" action in that light.
  Other Exceptional Role-Playing:  Finally, whenever a player performs some
role-playing c c that really impresses the DM,  the DM can  award  him  some
extra experience. Such a demonstration of role-playing might be an emotional
encounter with an NPC,  reacting to the loss of a loved  one,  spontaneously
composing  a  speech  e e that motivates the army of NPCs and improves their
morale,  and so forth.  If the demonstration of  role-playing  enlivens  the
game,  impresses  the  DM,  or makes for a very memorable scene,  the DM may
decide to give the player a bonus.
  The bonus given to the character should be about one-twentieth the points
it takes him to get from his current  level  to  the  next.  Don't  use  his
current experience point total; use the base number.
  Example: Dredian is a 5th level fighter.  His player has just pulled  off
an  impressive  piece of role-playing and deserves a reward.  The DM ignores
Dredian's actual experience point total and looks at  the  experience  point
table  for  fighters.  It says it takes a fighter 16,000 experience ponts to
get from level 5 to level 6.  One- twentieth of that is 800;  the DM  awards
Dredian 800 experience points.

  A character should not receive more than one such bonus in a single  play
session, even if he role-plays well throughout the session.

  Experience From Achieving Goals
 When the  characters achieve a major goal,  award them experience equal to
the XP Value of monsters defeated in reaching that goal.
  When characters achieve the principal goal of  them  experience  bonuses.
Normally,  this  bonus  should  be  equal  to the experience point total the
characters received for all the monsters they defeated in the course of that
story line.
For this reason, it's a good idea for the DM to keep track of the encounters
the characters have had in the course of a protracted story line.  That way,
he'll find it much simpler to recalculate this experience bonus.

  Experience From Monsters
 Add XP Value of all monsters defeated;  divide by number of characters who
participated  in their defeat;  award the result in XP to each character who
participated.
  Characters earn  experience  points  by  defeating  monsters  and   other
opponents.   Defeating  a  monster  doesn't  necessarily  mean  killing  it;
defeating an opponent can mean killing it,  capturing it, tricking it into
destroying  itself,  trapping it forever so that it can't menace the rest of
the world, and so forth.
  To calculate  how  much experience characters get from combat encounters,
follow these steps:

  1. Find the description of the monster defeated in Chapter 14.
  2. At  the  bottom  of the monster statistics is a line for the monster's
"XP (Experience Point) Value."
  3. Take this number and multiply it by the number of monsters defeated.
  4. Divide the result by the number of  player  characters  and  NPCs  who
participated  in the defeat of the monster(s).  A character does not have to
have done well against the monster;  he need only have tried. Characters who
die  are  awarded  their  share of points,  too.  They'll need the points if
raised from the dead,  and this rule helps  deter  character  from  coveting
their fallen comrades' experience points.
  5. The result is the  number  of  experience  points  that  each  of  the
participating PCs and NPCs gains from the encounter.
  6. If  the  characters valiantly fought but did not defeat the monsters -
i.e.,  they were chased off or defeated and captured-the characters  receive
only one-fourth (1/4) of the calculated experience points.

  If the encountered monster is not  listed  in  Chapter  14,  follow  this
procedure instead:
  1. Find the monster's base Hit Dice and the number  of  asterisks  beside
its Hit Dice.  Ignore asterisks you find anywhere else;  oni the ones by the
Hit Dice number have any relevance.  (If this is a  monster  you've  created
yourself,  give it one asterisk for each significant magical ability it has.
If the monster is a character, use his experience level for H Dice. If he has
magical items,  give him one asterisk for every combat ability he has from a
magical item;  if he has magic spells,  give him an asterisk for  every  two
spell levels he has memorized,  rounding up (thus a character with 7th level
spells would have four asterisks
  2. Compare the  monster's  Hit  Dice  and  number  of  asterisks  to  the
Experience  Points  for Monsters table.  Use the table to calculate how many
experience points the monster is worth
  3. Repeat  the process for every other monster the characters encountered
in this incident.  (If all the monsters are of the same type,  you only need
calculate  the  number  once and then multiply it by the number of identical
monsters present.)
  4. Add all these numbers together.
  5 .Perform steps 4-7 from the list immediately above this one.

  Asterisks and Special Abilities
  One asterisk is placed by the Hit Dice of  a  monster  for  each  of  its
special abilities.  Generally, a special ability is a power that can be used
in melee,  but which is not characteristic of  basic  survival  skills.  For
example,   a   flying   creature   does   not   get  an  asterisk  for  good
maneuverability, but it may have a swoop ability.
  Any creature  able  to  cast spells gains one asterisk for each two spell
levels that it can memorize (round up;  a magic-user who can memorize up  to
3rd level spells gets 2 asterisks). A spellcaster's experience level is used
for the calculation, instead of his or her Hit Dice.
  If a  creature has magical items with attack powers,  add one ability for
each combat ability of such an item.  Defensive  and  miscellaneous  effects
should add no asterisks unless they have some real effect on the encounter.
   Any creature with spell-like attack powers
gains one asterisk for each such power.  For example, the wight's ability to
drain  experience levels is a spell-like attack power.  Again,  defensive or
miscellaneous spell-like  powers  do  not  normally  add  asterisks,  though
certain exceptional defenses may do so.


    Experience Points for Monsters Table

     Monster's           Base        Bonus per
     Hit   Dice       XP Value         Asterisk
     Under    1              5               1
     1                      10               3
     1 +                    15               4
     2                      20               5
     2 +                    25              10
     3                      35              15
     3 +                    50              25
     4                      75              50
     4 +                   125              75
     5                     175             125
     5 +                   225             175
     6                     275             225
     6+                    350             300
     7                     450             400
     7 +                   550             475
     8                     650             550
     8 +                   775             625
     9                     900             700
     9 + to  10          1,000             750
     10 + to  11         1,100             800
     11 + to  12         1,250             875
     12 + to  13         1,350             950
     13 + to  14         1,500           1,000
     14 + to  15         1,650           1,050
     15 + to  16         1,850           1,100
     16 + to  17         2,000           1,150
     17 + to  18         2,125           1,350
     18 + to  19         2,250           1,550
     19+  to  20         2,375           1,800
     20 + to  21         2,500           2,000

  For every Hit Die over 21,  add 250 points to both the base value and the
bonus.  Any Hit Die with a plus ( + ) is counted as the next higher category
(thus 23+1 HD =24 HD).


Modifying XP Values
  You may modify the experience point value of any creature  if  it  proves
tougher or easier to de feat than its abilities would indicate. For example,
defeating a 36th level magic-user would normally lifing a  total  of  35,000
experience  points.  It would be counted as a 36 HD creature (base 6,250 XP)
that can use up to 9th level spells (5,750 XP per asterisk times 5 asterisks
=  28,7 50 XP)- But if the party disintegrates him by surprise before he can
cast a single spell,  they should earn less XP-for instance,  the base 6,250
experience points,  with the characters receiving no points for the victim's
spell powers.
  The DM can add or subtract asterisks for exceptional defenses relative to
the  PCs'party.  For example,  a gargoyle gets one bonus for its immunity to
normal weapons,  since low-level characters (its  usual  foes)  are  usually
equipped with few,  if any, magical weapons. But when high. level characters
face  gargoyles,  this  defense  is  no  longer  exceptional;  the  DM   may
accordingly decide to remove the asterisk bonus

  Experience From Treasure
  Each 1 gp value of treasure won by a character = 1 XP earned by the
character.
  Wealth (coins,   gems,  jewelry  and  other  items  of  value)  is  worth
experience points. The amount of treasure found will help determine how fast
the characters advance through experience levels.
  At the end of each adventure, the characters earn experience points based
on  the  actual value of all treasures they have found and kept.  If they've
sold or traded newly-won treasures,  they get experience points based on the
money they received, not the theoretical worth of the traded treasure.
  Characters will find that the very valuable,  portable treasures such  as
gems  and  jewelry are much preferable to bulging sacks of gold coins;  they
are far more efficient,  in experience earned for encumbrance carried,  than
ordinary coin.  On the other hand, characters should take what they can get;
the DM decides what sorts of monetary treasures are awarded in his campaign.

  Types of Treasure
  Treasure whose value counts toward experience includes:
  1. Treasure taken from defeated monsters and opponents.
  2. Rewards bestowed on the characters for accomplishing dangerous tasks.
  3. Money paid to characters for accomplishing dangerous tasks.
  4. (Thieves  only)  Money  gained  from  thieving   abilities   such   as
pickpocketing.
  Salaries for ordinary jobs do not count toward a  character's  experience
points.  Characters only get experience from money obtained during dangerous
or challenging experiences.

Experience and Magical
Items
  We don't recommend that you award characters full experience point  value
for  the  sale  of  their  magical  items.  Sale  of a rare item may bring a
character vast amounts of unearned experience, and upset the balance of your
game; It would also give one character a lot more experience points than the
amount received by characters who don't  sell  their  magical  items,  which
could upset other players.
  If a character sells a magical item,  first find out how much it costs to
create the item (you'll find that in the rules for creating magical items in
Chapter 16).  The sale price will be at least twice that gold piece  amount,
but  the  experience points gained by the character will be a maximum of 10%
of the money value it took to create the magical item in  the  first  place.
The DM may reduce the amount of experience points still further if he thinks
the character is profiting unfairly.

  Experience From Exceptional Actions

When a player  performs  an  exceptional  action,  the  DM  can  award  his
character  an experience bonus equal to one-twentieth (1/20) the base points
he needs to get to the next level.
 The DM can award experience bonuses to characters who perform "exceptional
actions" that don't belong to any of the categories above.
The DM has  to  decide  what  constitutes  an  exceptional  action  in  your
campaign.  As  a rule of thumb,  an exceptional action is a success that the
character achieves when the DM didn't think he could,  or didn't  anticipate
the clever means by which he achieved it. There is no limit to the number of
types of exceptional action in a campaign.  The only rule of thumb  you  can
use this:  If a player character tries something that unexpected,  impresses
the DM and other players,  does  good  for  himself  and  his  friends,  and
succeeds, then you should count it as an exceptional action.
  The standard  award  for  an exceptional action is the same as it was for
exceptional role-playing:  one-twentieth of the base  experience  points  it
takes the character to get from his current level to the next level.
 Two common types of exceptional actions include saving  allies  from  harm
and exceptional skill use.


Saving Allies From Harm
  This type of exceptional action takes place  when  the  PCs  encounter  a
situation  where the Dungeon Master fully expects them to be seriously hurt,
and yet a character manages to save them from that fate in an unexpected and
unlikely way.
  For example,  the PCs wander into a nest of vampires.  A nasty  fight  is
expected,  and  as the PCs walk in,  the vampires rise out of their coffins.
Suddenly,  before any combat starts, one PC steps forward and announces that
the  PCs  are  representatives  of  a famous evil lord who wants to forge an
alliance with the vampires,  and if the vampires attack they're sure to miss
out  on  a  great opportunity for mutual gain.  While the vampires listen in
interest,  he spins a clever story about a way by which the imaginary lord's
minions  and  the  vampires can take over this entire region of the country.
The DM rolls for the vampires' reactions  and  finds  them  very  positively
disposed  to the PC's offer.  The PC arranges for another meeting in another
place, and the PCs leave.
  Now, the player character who wove this lovely  tale  of  lies  has  done
something  very  good.  He kept his friends from being hurt in this surprise
encounter,  and he's set things up so that they can fight the vampires at  a
time and place of their own choosing.  This is an exceptional action,  and he
should most certainly be rewarded for it.


 Maximum Hit Points (Humans) Table

              Dice    Con              Maximum Hit Points
              Rolls   Bonus  Lvl 15   Lvl 25   Lvl 36
 Cleric       54      27         87       97      108
 Fighter      72      27        111      131      153
 Magic-user   36      27         69       79       90
 Thief        36      27         75       95      117

 Bonuses for Exceptional
 Skill Use
  Characters can earn experience  bonuses  for  exceptional  use  of  their
special character-class skills and abilities.  Normal, everyday use of these
skills should not earn bonuses,  but  deliberate  use  of  those  skills  in
exceptionally difficult situations could.
  For example, a thief could discover that a room has a very intricate trap
on it; he knows he'll make his Remove Traps skill check at a dangerous minus
and could be seriously wounded or even killed if he  fails  it.  In  such  a
case, the DM could award him a bonus if he deliberately takes on the task he
knows is dangerous and successfully disarms the trap.

Rate of Experience Gain
  On the   average,   characters   should   go   up  one  experience  level
approximately every  five  adventures.  At  that  speed,  level  advancement
doesn't come easily enough to cause boredom,  but isn't rare enough to cause
frustration.
  Various factors can adjust that rate of experience gain.  Are most of the
characters magic-users or elves,  who require more  experience  points  than
most  other classes?  They might go up an average of once every six or seven
adventures.  Do you play two short games a week instead  of  one  long  one?
Characters  might  go up a level once every eight to ten adventures instead.
Do you play once a month of less?
  You    might    think    about    adjusting     experience
gains  so  they  go  up  a  level  once  every   two   games,
so   that   the   players   don't   become   frustrated    by
their slow rate of progress.

  Maximum Rate of Experience Gain
  A character  cannot  gain  more  than  one  level  of experience  in  one
adventure,  regardless  of  how  many experience points are awarded.  When a
character is awarded enough experience points to gain two levels,  trim  his
awarded  experience points so that his experience point total stops just one
point short of the amount needed for the next level of  experience  that  he
would have gained.  Be on the alert if characters are going up as much as an
experience level per adventure:  It is a sign that the DM is giving out  far
too  many  experience  points,  most likely through the awarding of treasure
experience.

Maximum Hit Points

  The DM should always insist on seeing the player roll the die to gain his
character's new hit points when the character goes up a level,  and be aware
of the maximum number of hit points that characters can possibly  have.  The
maximum  hit  points possible for any human character is a combined total of
the roll of nine Hit Dice, any Constitution bonuses, and the given hit point
gains  for additional levels.  For an 18 Constitution and maximum die rolls,
these totals are shown in the Maximum Hit Points (Humans) Table.
  Hit points  for  the mystic are the same as those for a fighter,  but the
mystic has a maximum experience level of 16; the maximum hit point total for
mystics  is  1  13.  Hit  points  for  the druid are the same as those for a
cleric.

Hit points for demihumans are limited by their maximum levels: halflings 8th
level;  elves 10th level;  dwarves 12th level. Halflings and elves use a Hit
Die of 1d6 per level,  and dwarves roll 1d8; thus, with 18 Constitution, the
most possible hit points for maximum level demihumans are:

  Maximum Hit Points (Demihumans) Table
              Dice      Con        Lvl    Maximum
             Rolls      Bonus    10-12      Total
Dwarf           72        27       + 9        108
Elf             54        27       + 2         83
Halfling        48        24       -           72

Note that a halfling can have about half as many hit points as a fighter,  a
dwarf can be as tough as a 36th level cleric,  and elves  and  magic-  users
have similar numbers of hit points at maximum level.

  Paths to Immortality
  This subject will be explained in greater detail in Chapter 15,  but  you
should know some general details at this time.
  After reaching  level  26  or  greater,  a  character can attempt to gain
Immortality.  Immortality is just what it sounds like: eternal youth coupled
with great power.
  In some  campaigns,  Immortality is basically a character reward upon the
character's  retirement;  when  the  character  achieves  Immortality,  he's
retired from play.  In other campaigns,  the focus of the campaign shifts to
its Immortal characters.  Characters achieve Immortality by following one of
four paths:
  A dynast is a character who builds  a  great  and  powerful  empire.  The
dynasty must be vast, and must stand for a long time.
  A hero (or epic hero) is a character who represents the  ultimate  ideals
of  heroism.  The character must display the traits of the classic epic hero
in every thought and action.  Among other things,  the character must travel
to far lands and perform great and noble deeds.
A paragon is a character who reaches the ultimate in his or her  profession.
The  paragon  must  invent  or discover new skills and knowledge,and must be
renowned as a master professional.
A polymath is a character who learns much about everything,  not only in the
original profession,  but in all areas. The character must give up all known
skills  before  gaining  others,  and  becoming a member of a mysterious and
unique brotherhood.
   Following the  paths  listed  above is not enough to insure Immortality,
but it gives a focus to the lives of mortals.  Complete and utter conviction
to the tenets of their empires,  professions,  and beliefs open the ultimate
pathways to the power and the gift of Immortality.

Creating  High-Level

Player Characters
   There are  times  when  you will want a player to create a new character
who starts at higher than 1st level.  This situation usually comes up in one
of the following circumstances:

  1. When the DM believes  that  1st  level  characters  are  too  weak  or
unskilled for the type of campaign he wants to run. The desired campaign may
be high-action and high-danger or  based  on  a  movie  or  book  where  the
characters  are  all  very powerful.  Third level or higher is a recommended
starting experience level.
  2. When the new character is joining  an  older  established,  high-level
group of PCs due to the death of an older character.  It is recommended that
his starting experience level be anywhere from half the level of  the  least
experienced   existing   character   to  two  experience  levels  below  the
least-experienced existing character.
  3. When the DM wants to run a D&D  game  module  written  for  high-level
characters,  or  an  adventure of his own creation for high- level PCs,  but
none of the characters in his campaign is  at  that  level.  In  this  case,
whatever is indicated on the cover of the module is the appropriate level to
play.
  In cases  such  as  these,  it's  perfectly  appropriate ate to start off
characters at higher than 1st  level.  But  be  warned:  If  the  DM  allows
inexperienced  players  to do so,  he must be careful that the game does not
degenerate into a series of combat exercises with little real  role  playing
and  altogether  too  much rules-searching.  If you and your players want to
give high-level play a try,  use the following system to generate high-level
characters that can easily fit into your campaign.  view the whole procedure
carefully before starting.

Step 1: Choose  a  Class

   The player must first choose a race and profession  for  the  character.
The  DM may disallow certain classes depending on the needs of the campaign,
the  adventure,  or  other  limitations.  The  player  should   choose   his
character's  name and alignment at this time;  the latter may be dictated by
the choice of class.


  Step 2: Generate Ability Scores
  The DM may require the player to make random 3d6 rolls as with  beginning
characters, but this arbitrary method may result in conflicts with the class
chosen.  Instead,  you might think about  using  one  of  these  methods  to
generate ability scores:

First Method: Rolling And Assigning Scores
  The player rolls 3d6 eight times and keeps the  six  best  scores.  These
scores he assigns to his character's abilities in whatever order he chooses.
If, for instance, he chose for his character to be a fighter, he'll probably
assign the best scores to Strength, Constitution and Dexterity.

Second Method: Point Allocation
  The DM may also give the player a point total and  allow  the  player  to
choose  specific  ability scores to fit the character being created.  The DM
could give each player 60 + 5d6 points (that is,  the player rolls 5d6, adds
60 to the total,  and gets that as his number of points), or could give each
player an equal number of points-at least 60,  but  no  more  than  go.  The
player  assigns  these points to his character's abilities.  Of course,  the
range limitation of 3 to 18 for ability scores still applies.

  Step 3: Note Bonuses and Penalties Based on Ability Scores
  Use the Bonuses and Penalties for Ability Scores table in Chapter 1 (page
9) to determine bonuses and penalties derived from ability scores.

  Step 4: Determine Character Level and XP Total
  The DM decides the experience level at which  the  character  starts.  He
should decide by gauging what character levels his adventures require; if he
doesn't want all the characters to start at exactly the same level, he could
vary the character range by a random 1d4 die roll.  For example, if he needs
characters close to 22nd level,  the DM could tell each player to  roll  1d4
and  add  20  to it for his character's level;  the characters would then be
from levels 21 to 24.
  If the campaign already has high-level PCs and new PCs are joining  them,
the characters should start no higher than two levels below the lowest-level
existing PC. DMs should be sure that the introduction of new experienced PCs
will  not  anger  the  players  who've  slowly  and  painfully  built  their
characters up through the experience levels.
  Remember that demihumans gain special  bonuses  at  specific  amounts  of
experience.

  Step 5: Find Current Cash Total
  Assign each new character cash equal to 1%  of his experience  points  in
gold pieces.  This money is not used for purchasing items.  It is the amount
the character has left  over  when  fully  equipped,  and  We'll  deal  with
equipping the characters below.
  DMs may adjust the percentage to fit your campaign, but the amount should
be a function of the experience point total.  If characters are poor in this
campaign (through taxes,  thieves,  etc.),  the percentage may be as low as
1/10 of 1%  of the experience point total. If Dungeon Masters wish these new
characters  to  buy  strongholds  with  their  own  coins (instead of simply
assigning them estates as part of their precampaign backgrounds),  you might
increase the percentage up to 25% of the experience point total.

Step 6: Find Total  Hit  Points
  Have each player,  within your sight,  roll his character's hit points up
to Name level (8th level for halflings, 9th level for all other characters).
Any human, dwarf, or elf character gets nine rolls; a halfling gets eight.
  High-level characters,  having  survived  for  long  time,  usually  have
greater than average hit points. The DM may account for this by allowing any
roll of 1 to be treated as a 2;  he might even extend this by treating 2s as
3s instead.
  Another method  is  to calculate the average number of hit points per die
(2 1/2 for d4,  3 1/2 for d6,  and 4 1/2 for d8), add 1/2, and multiply that
result by the number of Hit Dice.  For example, a 9th level fighter has nine
d8 rolls; take the 4 1/2 for d8, add 1/2 for a total of 6, and multiply that
by 9; the character would therefore have a base of 54 hit points.
  After finding the total hit points from die rolls, modify it according to
the Constitution bonus or penalty. Take the adjustment for the Constitution,
multiply  it  by  the number of dice foiled by the character (nine times for
most classes, eight times for halflings), and add it to the hit point total.
For  example,  a  fighter  with a Constitution of 15 gets a bonus of + 2 hit
points for nine levels, or 18 additional hit points.
  Add the bonus hit points gained for each  level  above  Name  level.  Hit
point bonuses above 9th level are not modified by Constitution.

  Cleric: 9d6  (9-54  hit  points)  plus  Constitution  bonuses,   +l/level
thereafter. Average per die: 3 1/2.
  Fighter: 9d8  (9-72  hit  points) plus Constitution bonuses,  + 2 / level
thereafter. Average per die: 4 1/2.
  Magic-user: 9d4 (9-36 hit points)  plus  Constitution  bonuses,  +l/level
thereafter. Average per die: 2 1/2.
  Thief: 9d4  (9-36  hit  points)  plus  Constitution bonuses,  + 2 / level
thereafter. Average per die: 2 1/2.
  Dwarf: 9d8  (9-72  hit  points)  plus  Constitution   bonuses,   +3/level
thereafter up to 12th level. Average per die: 4 1/2.
  Elf: 9d6 (9-54 hit points) plus Constitution bonuses,  + 1 at 10th level.
Average per die: 3 1/2.
  Halfling: 8d6 (8-48 hit points) plus Constitution  bonuses.  Average  per
die: 3 1/2.
  Druid: As cleric up to the point at which the character becomes a  druid,
+1/level thereafter.
  Mystic: 9d6  (9-54  hit  points)  plus  Constitution bonuses,  + 2 /level
thereafter. Average per die: 3 1/2.

  Step 7: Choose Normal Equipment
  A high-level character should be given any nonmagical items  he  desires,
within reason. A powerful character would have acquired a lot of property in
the course of a long and fruitful career.  The player should eventually make
a complete list of all these items,  but a partial list will suffice for the
moment.  Note that characters keep many common supplies in storage and don't
carry them around on adventures.
   The DM  may  wish  to  forbid  or  limit  certain large or unusual items
(sailing vessels,  castles,  etc.),  but remember that high-level characters
often own such things.  If the DM decides, for any plot-related reason, that
the character has any outstanding debts (either ones he owes of ones owed to
him), he must inform the player.

Alternate Equipping Method
  Alternatively, the DM may give each character an amount of cash (such  as
20,000  gp  total,  of 1,000 gp per experience level) to spend on nonmagical
supplies. The DM may set the prices of supplies to suit the campaign, making
some items common, therefore cheap, and other items rare and expensive.

  Step 8: Find Magical Equipment

   Any character  of  Name  level or greater should possess several magical
items.  The exact  number  depends  on  your  style  of  play  and  personal
preferences.  Here  are  two  methods to find the number and type of magical
items a new high-level character possesses.  One or the other of  these  two
methods should work in most campaigns.

Method One: Buying
  All characters get a number of gold  pieces  equal  to  their  number  of
experience points. 1/2 money is to be spent on magical items alone.
  Give the  players  a list of available magical items.  The price for each
item may be determined using the following list.  A player may spend  his
funds for any number and type of magical items,
  This method  is  the  most  popular.  A  player  may choose to buy a very
powerful item (a staff of wizardry, for example), paying an exorbitant price
for it,  and taking fewer items overall as a consequence.  The buying method
allows for great freedom in developing a character.
   The DM  can  use  the  following Magical Item Price Ranges Table to help
decide the price of each magical item.  Or,  the following rule of thumb may
be used to help determine the price:

  a. Determine the type of item and begin with the base price.
  b. For every plus or combat bonus,  add the base  price  to  the  current
total.
  c. For every spell-like ability,  determine what the  equivalent  spell's
level would be and add the base value for each level.
  d. If  the ability is phenomenal (such as a wish),  add 100,000 gp to the
value.
  e. For every charge possessed, add one-tenth of the base price.


   Magical Item Price Ranges Table
   Armor                      10,000  to   500,000  gp
   Miscellaneous Item          5,000  to   750,000  gp
   Miscellaneous Weapon        5,000  to   250,000  gp
   Missile                     1,000  to     5,000  gp
   Missile Device             10,000  to   250,000  gp
   Potion                      1,000  to    10,000  gp
   Ring                       10,000  to   250,000  gp
   Rod                        25,000  to   500,000  gp
   Scroll                      5,000  to    75,000  gp
   Shield                      5,000  to   100,000  gp
   Staff                      15,000  to   300,000  gp
   Sword                       5,000  to   500,000  gp
   Wand                        5,000  to   150,000  gp

   Note that this set of prices is somewhat inflated from  the  price  ranges
you'll see in the rules for magical item creation in Chapter 16.  The prices
in that chapter,  even doubled to reflect sales price,  are more  reasonable
for  use in a campaign,  while the prices here are more appropriate for this
method of equipping new characters with magical items.

Method Two: Assortment
 Each player  may  take a number (selected by the DM) of potions,  scrolls,
wands (or staves of rods), rings, miscellaneous items, armor and shield, and
weapons. The strengths (plusses) are determined, where applicable, by a d100
roll using the appropriate tables in Chapter 16. The assortment method gives
all characters a fairly even starting point. On the average, a character has
a number of magical items equal to half of his or her level  of  experience,
half of which are permanent magical items.
 Though this may seem quite generous,  remember that a  high-level  fighter
(for example) often has a set of magical armor, a magical shield, one or two
permanent magical weapons,  and a few temporary ones (usually missiles) plus
a  few  potions,  a  useful  scroll or two (often protection),  a ring,  and
possibly a few miscellaneous magical items.
 The actual  types  and  functions  of  most of the magical items should be
known by the player.  Assume that all cursed or otherwise harmful items have
been  discovered  and  appropriately  cleansed  or  disposed of.  The DM may
indicate the number of charges remaining in applicable items such as  wands,
but  should  only give approximate numbers-the DM should tell the player how
many charges remain within a plus or minus 10%  range, to cause uncertainty.
For  example,  a player could know that a wand has approximately 50 charges,
but he should be unsure of the exact number.
 When in doubt as to the amount  of  magic  to  give  out,  be  stingy.  If
characters  have  too  little  magic,  the  DM can always add more during an
adventure. It is far more difficult to take away items already in play.

  Step 9: Calculate Armor Class, Saving Throws, and Attack Rolls
 Use the standard means to determine these  pieces  of  information.  Armor
class  can  be  found  in  Chapter 1,  while saving throws are given in each
character class description.  Attack rolls are readily  available  from  the
standard table in Chapter 8.

  Step 10: Note Special Abilities
  The player should review all the abilities of the  character's  class.  A
cleric's   turn   undead   abilities  along  with  spells,  special  fighter
techniques,  magic-user  spells,  thief  skill  percentages,  and  demihuman
special abilities should be written down on a player record sheet.
  Note other special abilities from any optional rules you  may  be  using.
Such special abilities include weapon mastery and general skills (Chapter 5)
and wrestling rating (Chapter 8).
  Review and  note  down  pertinent  details on all magical items owned and
spells known.

Spell Books
  For magic-users,  the DM must decide which spells the character knows and
record them in the character's spell book. A magic-user should have at least
one more spell (at each spell level) in the book than the character can cast
per day.
  For example,  a 26th level magic-user can memorize four 8th level spells,
so the character should have at least five 8th level spells in  his  of  her
spell book.
  Elf characters can gain more spells for their spell books even after they
peak at 10th level.  For an elf spell book,  find the elf's equivalent level
(comparing  the elfs experience points to those of a magic-user and give the
same number of spells as for a magic-user,  but  only  give  spells  through
level  5,  the  maximum  that  an  elf  can memorize).  In addition,  an elf
character may have scrolls of higher-level spells.  The DM  can  add  a  10%
chance of failure whenever an elf uses a scroll with a spell of 6th level or
higher.

Step 11: Reveal Campaign
Details
  The DM  may  choose  to  prepare  a  detailed  background  for  each  new
character. The character may be on a special quest, or perhaps affected by a
curse  or  other  external  force.  The  DM should also list current rumors,
mysteries, or clues of which the player character is aware.
  The DM  should  create  any  retainers  associated  with  the PC.  If the
character is a ruler,  the DM should have a general idea of the location  of
the character's castle and the size,  location, population, and resources of
the dominion.
  Using these basic dominion details (see  Chapter  12),  you  can  quickly
calculate  the  net monthly incomes (resource,  tax,  and standard).  For an
established dominion,  assume that the current treasury total  is  equal  to
three months' unmodified income. The dominion confidence level starts at 250
(average).  If the character rules lesser dominions, the DM should determine
their details.

Retainers
  A character may gain retainers whose combined experience levels total the
character's as long as: (a) no retainer's level is greater than half that of
the character;  (b) the retainers are of the same general class  as  the  PC
(such  as  fighter  retainers  for a paladin or knight);  (c) the number and
morale of such retainers may not exceed that determined by  the  character's
Charisma score.
  Retainers should have a full complement of  common  equipment,  including
mounts. All the costs of finding and hiring them have already been paid. Any
magical equipment must be purchased by the player character as part  of  the
magic chosen by the character in Step 8.

Troops
   Any ruler may have a standing army. Other characters may have a group of
mercenaries,  but only with the special permission of the local filler.  The
number  of troops may be no greater than four times the character's level in
total Hit Dice.  These troops have normal weapons,  have trained with the PC
for  13  weeks  or less,  and have less than 2 Hit Dice each,  with officers
having 1 more Hit Die.
  The cost of  hiring,  equipping,  and  training  these  basic  troops  is
considered to have already been paid. The player must pay from his available
cash for higher-level troops or  officers,  better  equipment  or  training,
mounts,  missile fire ability,  flying ability,  magic,  etc. As soon as the
character starts play,  normal costs (such as monthly expenses for  support)
begin.
   Use the  War  Machine mass combat system from Chapter 9 to calculate the
troop class and battle rating of the force. If mass combat occurs use either
the  War Machine or,  for game campaigns using 25mm miniatures,  the BATTLE-
SYSTEM- Miniatures Rules to resolve it.

  Step 12: Establish Character Background and Personality

  The player may want to create the following details  of  the  character's
background:

  Place and time of birth
  Social and financial status of parents
  Early training and cultural exposure
  Times, locations, and results of noteworthy adventures
  Recent conflicts, successes, etc.

  The player should also think about ways  to  establish  and  develop  the
character's personality including such factors as:

  Physical attributes
  Mental attitudes
  Likes and dislikes
  Personal quirks
  Lifestyle
  Preferred companions
  Preferred weapons and methods of combat
  Ambitions, hopes, goals, and future plans

  He should  discuss  all these choices with the DM and even with the other
players,  so that they can establish prior links and  relationships  between
all the new characters.
  With all that accomplished,  the new high-  level  characters  can  begin
play.


  Nonplayer characters   belong   to  a  number  of  different  categories:
retainers,  mercenaries,  specialists,  etc. This chapter will deal with all
these types of NPCs.

Retainers
  A retainer is a person hired by a character to help on an adventure or  a
series of adventures.  Retainers are sometimes called "hirelings." Retainers
are never characters run by players;  retainers are always NPCs run  by  the
DM.
  The DM may prefer that PCs not  hire  retainers  in  his  campaign.  This
decision is especially common when there are plenty of PCs to accomplish the
campaign's adventures,  of when the player characters are strong  enough  to
handle  the  adventure's  dangers.  In games with only a few players or with
weak and inexperienced characters,  the DM usually permits the PCs  to  hire
retainers.

Hiring Retainers
  When the  PCs  decide that they need to hire some retainers,  the Dungeon
Master can simply ask them how many and what kinds they want,  pass the game
time it would take to find them, and announce that they've been hired.
  Or, the PCs can go through the process of hiring them personally, and the
players role-play the significant encounters and interviews.
  When using the latter method, follow these steps:
  1. The characters search  for  retainers.  The  DM  should  be  ready  to
describe  the  local  tavern or meeting place in town and to improvise other
locations where the PCs will look for retainers.
  2. The DM decides how many people will apply for the jobs  based  on  the
money and terms the PCs offer and the PCS' reputation as employers (if any).
Most applicants will be "normal men" unsuited for adventure;  for every  few
normal men,  there will be one or more 1st or higher level NPCs. (Applicants
will never be more than half the experience level of the PCs-unless the  PCs
are themselves 1st level,  in which case some of the applicants will also be
1st level).  It will not be immediately obvious which characters are  normal
men and which are higher level; these characters don't wear their experience
levels on their sleeves!
  3. The PCs conduct the interviews.  They must specify the pay they offer,
what  is  expected of the retainers,  and what the expected length of employ
is.  The NPCs may ask detailed questions about the job and challenge the PCs
about  any  rumors  told about the PCs and their previous relationships with
retainers.  The PCs don't have to conduct a  separate  interview  for  every
applicant;  the  DM  will  probably  only  want  to  role-play  out the most
interesting interviews.  NPCs with interesting personalities, even those who
are  "normal  men"  characters  and  are  trying  to bluff their way into PC
employ,  are the ones who deserve to have their interviews played.  Remember
that some interviews will be with one NPC who is the leader of his own small
band;  in such a case,  the PCs either hire the entire band or no member  of
the band.
  4. The PCs can discuss the interviews and decide who they want  to  hire.
They  then talk to the NPCs again -and make their formal offer.  Roll on the
"Retainer Reaction Table," modified by the offering PC's Charisma adjustment
and  any  factors  the DM thinks significant (such as especially high or low
pay-rates).  Most of the NPCs will accept;  those who  decline  will  do  so
because  they  want  more  money or had a bad reaction to the PCs during the
interview.
  5. For all the NPCs they hire,  the PCs must buy all necessary equipment;
the minimum necessary equipment of armor and one or two weapons becomes  the
permanent property of the NPC and constitutes a "hiring bonus."
6. The DM must make up character sheets for all retainers.  The PCs ought to
work  up  "retainer  sheets"  to list all the details the PCs know about the
retainers, including the retainers' names, character classes, races, list of
weapons  and  equipment  carried,  and  personality  traits,  plus any other
information you wish to remember.

Employer Charisma
Remember that  the  PCs' Charisma scores affect the number of retainers they
can employ.  See the Charisma Adjustment Table in Chapter I  (page  10)  for
this number.  Normally,  you use the highest Charisma score among the PCs to
determine the total number of retainers the PCs can hire.  If the  PCS  feel
they must have more retainers and the DM agrees, each PC should hire his own
retainers based on his own Charisma score.

  Retainer Reaction Table
      2d6       Retainer
      Roll      Reaction
       2        Refuse, insulted*
      3-5       Refuse
      6-8       Roll again
      9-11      Accept
       12       Accept, impressed**

    * Insulted:  Reactions  of  other  potential  retainers  in  the area are
 penalized by - 1.
    ** Impressed: Retainer's morale is high, for + 1 bonus.

Retainer Morale (Optional)
The morale of a retainer is a measure of the NPC's willingness to follow the
PC  in  the  face  of  danger.  If  the  morale score is a high number (good
morale),  the retainer will stand fast,  but if  it  is  a  low.number  (bad
morale),  the NPC may run away in a dangerous situation. The morale score is
determined by the employing character's Charisma  score;  see  the  Charisma
Adjustment  Table in Chapter 1 (page 10) for this number.  The DM may adjust
retainers' morale scores due to PC actions,  rewards, and so forth. Retainer
morale  should  be  checked after each adventure,  and may be checked during
adventures.

Using Retainers
Remember that retainers are characters,  not robots. A retainer doesn't know
that he's an NPC;  in his own mind, he's the hero of his own story. He won't
obey PCs' orders blindly or let himself be sacrificed to profit the PCs, and
he  won't  be a happy employee if treated badly,  threatened,  or needlessly
endangered.

Retainers and Treasure
  Retainers do not normally get  a  share  of  the  treasure  found  on  an
adventure;  regardless of the treasure recovered, they receive a set salary.
See the "Dividing Treasure" guidelines from Chapter 16 for more on this.
 When PCs  hire  retainers,  they  should  clearly state whether or not the
retainers receive any shares of treasures.  If the PCs do  not  do  so,  the
retainers  will certainly ask about this in the course of the interview.  If
the PCs do pay the retainers a  bonus  from  treasure,  that  may  make  the
retainer  more loyal.  In other words,  the well- treated retainer will face
greater dangers without running away,  and will obey the  PCs'  instructions
more often.

Retainers and Experience
 When the  DM calculates experience points at the end of an adventure,  the
total amount of experience points earned by the group is divided  among  the
number  of  characters.  A retainer gets one share of experience just as any
player character does.

Mercenaries

  Mercenaries are hired soldiers who will fight and perform  other  typical
military tasks. They do not normally go on dungeon adventures, and will only
participate  in  certain  wilderness  adventures  (fighting  other   armies,
clearing monsters around a castle, defending the castle, etc.).
 Players should be aware of the morale of  their  mercenaries;  high  death
rates,  low  pay,  and  other  poor  treatment- will cause them to revolt or
desert their liege.  Good treatment and  exciting  but  not  extraordinarily
dangerous  service  will  lead  to  greater loyalty,  as will success on the
battlefield.
  Mercenaries are  often  hired  to  guard  a  castle  or  stronghold.  The
following costs only cover normal upkeep (feeding and supplying that soldier
with normal gear). Mercenaries will already own their own weapons and armor,
but a stronghold.  owner will need to employ  armorers  (100  gp/month)  and
smiths (25 gp/month) to keep the arms and armor in good condition.
 For hazardous (wartime) duty,  double all the costs shown (for mercenaries
only!) on the Mercenaries Table;  standard practice is to pay double  normal
pay-scales  in  times  of  war.  The DM should decide what types of troops a
character may employ, and their starting morale.

Specialists
 The characters may, at some point, want to hire NPCs with special training
or skills in certain areas other than mere fighting.  These people are known
as  specialists.  Specialists  are  not  retainers,  and they will not go on
adventures.  However,  a character may hire as many specialists  as  he  can
afford.
 PCs find  specialists  by  posting  notices  in   towns   and   conducting
interviews, as with retainers.


                    Chapter 11: Nonplayer Characters

  Mercenaries Table
  (All 1st level;  they come with the minimum  equipment  indicated  below;
prices quoted are in gp/month; double pay rates for wartime.)


  Type of Mercenary                              Man  Dwarf  Elf   Orc Goblin
  Archer (leather, short bow, sword)...........   5      -    10    3     2
  Bowman, Mounted (light horse, short bow).....  15      -    30    -     -
  Crossbowman (chain, heavy  crossbow).........   4      6     -    2
  Crossbowman, Mounted (mule, crossbow)........   -     15     -    -     -
  Footman, Light (leather, shield, sword)......   2      -     4    1   1/2
  Footman, Heavy (chain, shield, sword)........   3      5     6  1/2     -
  Horseman, Light (leather, lance).............  10      -    20    -     -
  Horseman, Medium (chain, lance)..............  15      -     -    -     -
  Horseman, Heavy  (plate, sword, lance).......  20      -     -    -     -
  Longbowman (chain, longbow, sword)...........  10      -    20    -     -
  Normal Man (peasant, spear)..................   1      -     -    -     -
  Wolf-Rider (leather, spear, wolf)............   -      -     -    -     5

  Such notices may be answered by none,  one, or many persons, depending on
the  type  of  specialist  wanted,  the  size  of the local population,  the
reputation of the employer, and the amount of money or bonus offered. The DM
may  wish to establish guilds for various professions where certain types of
specialists are commonly found.
 The following list of specialists is not comprehensive; the DM may want to
introduce many other types.

   Specialists Table
   Type of Employee                Cost/Month (gp)
   Alchemist                                1,000
   Animal Trainer                             500
   Armorer                                    100
   Engineer                                   750
   Magic-User                               3,000+
   Sage                                     2,000
   Seaman-
     Rower                                      2
     Sailor                                    10
     Navigator                                150
     Captain                                  250
   Spy                                        500+ *
     Price is per mission.

 Alchemist (1,000 gp/month):  If given a formula or a sample,  an alchemist
may make a duplicate potion at half the normal time and cost. Alchemists may
also  conduct research into different types of potions at twice the cost and
time required for a magic-user.
 Animal Trainer (500 gp/month):  Any PC can train a horse,  mule,  or  dog;
training any other animal or monster requires an animal trainer. Each animal
trainer can handle up to six creatures.  The first "trick" or command taught
should require at least a month,  and each additional command should take at
least another two weeks.  The lengths of time involved will  vary  with  the
intelligence  of  the  animal,  the  complexity of the trick,  and so forth.
Training must be continuous or the animal becomes "untrainable."
  Armorer (100 gp/month):  For every 50 fighters hired,  the PC must employ
one  armorer  to  maintain  their  weapons  and  equipment.  Any armorer not
employed in the maintenance of this  gear  may  make  nonmagical  armor  and
weapons at the rate of one suit of armor, three shields, or five weapons per
month.  For every three assistants (one  of  which  must  be  a  smith)  the
armorer,  may  double this output,  but a single armorer can only manage six
assistants.
 Engineer (750  gp  /  month):  A  PC  needs  to  hire  an engineer for the
construction of castles and  large  structures.  Dwarven  engineers  usually
specialize in tunneling.  One engineer must be hired for every 100,000 gp or
less in construction costs.
  Magic-User (3,000+ gp/month):  See the  character  class  description  of
magic-users, under "At Higher Experience Levels," for the description of the
magist.  A stronghold owner may wish  to  employ  a  magic-user  on  a  more
temporary  basis to perform magical constructions,  to set up magical traps,
or to aid in a siege, thus explaining the listed temporary hiring fees.
 Sage (2,000  gp/month):  A  sage  is  an  advisor,  capable  of  answering
questions involving obscure knowledge.  However, there is always a chance of
failure in researching obscure questions.  The DM must decide on extra costs
of  finding  ancient  books and time required.  Sages are usually rare,  and
there might be few in an entire campaign.
  Seaman (Rower, 2 gp/month; Sailor, 10 gp/month ; Navigator, 150 gp/month;
Captain,  250 gp/month):  Rowers handle oars on galleys and longships.  They
fight as normal men,  and only when the situation is desperate.  Sailors are
usually normal men who a-re capable of sailing vessels and fighting as light
foot  mercenaries  when  the  craft  is attacked.  A navigator is skilled in
piloting a ship on long ocean voyages.  Any ship without a navigator becomes
lost when losing sight of land.  A captain,  needed for most ships,  has the
skills of a sailor and knows coastal waters.
 Spy (500+ gp/mission):  A spy (usually a thief) may be hired to spy  on  a
group  the character wants more information about.  The spy may either be an
outsider who attempts to join the group or a member  of  the  group  who  is
bribed  to  become  a spy.  The DM must decide on the length of the mission,
chance  of  success,  and  so  forth,  based  on  the  information   wanted,
precautions against such spying,  and the amount paid. There may be a chance
that the spy will betray the character;  the spy's loyalty is known only  to
the DM.

General  Skills
     If you're using the optional general skills rules from Chapter 5, each
specialist  character  will  possess  the  skill  that  corresponds  to  his
profession, as shown in the following.

    Specialists  and  General   Skills   Table
   Type of                  Skills
   Specialist               Acquired
   Alchemist                Alchemy
   Animal Trainer           Animal Training
   Armorer                  Craft: Smithing
   Engineer                 Engineering
   Sage                     *
    Seaman-
      Rower                 Profession:Seamanship
      Sailor                Profession:Seamanship
      Captain               Leadership,Profession:Seamanship
      Navigator             Navigation,Profession:Seamanship
   Spy                      **

  * A sage will have a high Intelligence score;  most of his skills will be
knowledges  and sciences.  Since no character can have all the knowledge and
science skills, each sage will be different, specializing in a different set
of subjects.
  * No specific skills are required for a character to be a spy,  but  most
spies have one or more of the following:  Acting,  Alertness,  Disguise, Lip
Reading, Stealth, Thief abilities.

    Stronghold Retainers and Staff
  In Chapter  2,  we  discussed  how  characters  reaching  Name  level and
building their strongholds  often  attract  retainers  who  serve  in  those
strongholds. We deal with that subject in the next chapter, "Strongholds and
Dominions."
  In addition  to  retainers,  a stronghold usually has a staff to maintain
it. Although members of a stronghold's staff are NPCs employed by the player
character, we also deal with them in the next chapter.
  Any character  of  any level can build himself a home-if he has the money
to do so.  Unless he is sufficiently experienced and well known,  he  cannot
build  himself  a  stronghold - a fortification that allows the PC to assert
his authority over the surrounding countryside.

  Dealing With the Authorities
  When the character reaches Name level (9th level for  most  classes,  8th
for  halflings),  we  normally  assume that he has sufficient experience and
reputation that the region's rulers (kings,  princes,  etc.) approve of  him
becoming  a  stronghold  ruler,  or are cautious or respectful enough of him
that they prefer not to oppose him on this matter.  The following guidelines
describe how characters go about becoming stronghold rulers.

Clerics
  When a cleric of 9th level or greater decides to construct a  stronghold,
consider the cleric's personality and history: Decide whether the player has
done a good job at playing the character properly.  If the cleric  has  ever
been  punished  by his clerical order or by his Immortal patron,  because of
severe alignment changes, the cleric's order will not become involved in the
construction of the stronghold.
  On the other hand, if the player has done a very good job at all times of
adhering  to  his  alignment guidelines and helping his clerical order,  the
order will pay for half the cost of the entire stronghold!
  If (as  most commonly occurs) the situation is somewhere in between these
extremes,  the order will pay for up to 50% of the stronghold's cost. The DM
decides how much the order will pay.

Demihumans
  When a dwarf,  elf, or halfling character builds a stronghold (within the
conditions  given  in  each class description),  the character's family will
help to find a location.  Then,  if the character does not have the money to
build  the  stronghold,  the  family will loan up to 50%  of the cost to the
character.  If the character's Clan has a smaller stronghold  than  the  new
one, the Clan will move in. Otherwise, they still support the new stronghold
by transferring up to 40% of their Clan to the new location.
  If the  character's  stronghold is ever threatened by enemies,  the whole
Clan may come to the aid of the stronghold and may (if the threat is serious
enough)  bring other Clans.  Even whole armies of monsters often hesitate at
the thought of starting a major war  against  an  organized  demihuman  Clan
stronghold.
  The political leader of a Clan is called the  Clanmaster;  the  spiritual
leader is the Keeper of the Relic. A player character does not normally gain
any of these titles;  they require great amounts of work and  time,  leaving
none  for adventuring.  The highest rank normally achieved by a PC demihuman
is that of Clanholder.  A Clanholder serves the Clan, and may indeed own the
structure of the Clan stronghold, but he does not control the Clan members.
  The demihuman races care little for human politics,  and Clanmasters  and
Keepers  do not seek human dominion titles.  A PC Clanholder,  however,  may
seek and achieve a title (baron,  count,  etc.) by representing the Clan  in
its  dealings  with  humans.  Permission  must  first  be  obtained from the
Clanmaster and Keeper,  but this is a common practice (especially if the  PC
owns the stronghold)..

Druids

  Druids do not build strongholds,  employ mercenaries,  or  hire  civilian
employees.  However,  druids  do  establish  the same soft of authority over
their surroundings that other Name level characters do.  Local rulers ignore
the  presence  of druids,  pretending they don't exist,  and druids normally
confine their demonstrations of authority to people who abuse  and  wantonly
destroy the forests protected by the druid.

Fighters

  When a fighter of 9th level or higher decides to build a  stronghold,  it
is  assumed  that rumors of the character's great skill soon reach the ruler
of the province or nation.  To help gain  the  good  will  of  the  powerful
character and his friends, the ruler will probably award some official title
to the fighter. This award is usually that of baronial status; the PC is now
entitled to call himself a baron (or baroness,  with female characters).  In
such a case, the following events take place:
  * Before construction starts, or while the stronghold is being built, the
fighter is summoned to the ruler's stronghold and is officially proclaimed a
baron or baroness.
  * A  scroll  of  rulership  is  drawn  up,  signed  by  the ruler and the
character,  and is given to the fighter as proof of the ruler's approval and
support.
  * The fighter returns to his territory and rules that territory.  In times
of war,  the fighter must lend military aid to his ruler;  if the  fighter's
territory is being invaded,  the ruler will supply the fighter with military
aid, if the fighter indicates that he needs it.
   Alternatively, the  DM  might  have  established  steps the fighter must
undertake to be awarded a grant of nobility in the campaign.  He might,  for
instance,  have  to serve the nation's ruler as a general to demonstrate his
ability and loyalty,  quell a number of military revolts or bouts  of  civil
unrest,  or  receive the approval of a simple majority of the nation's other
nobles,  etc.  If he fails to achieve these ends,  the fighter cannot own  a
stronghold.

Magic-Users

  When a  magic-user  reaches 9th level or greater and builds a tower,  the
local ruler normally issues a proclamation; this proclamation makes it clear
that  the  ruler's  subjects are not to interfere with the magic-user or the
tower.  The magic-user does not have to seek permission or win  approval  of
the  local  authorities;  high level magic-users are notoriously independent
and rulers seldom dare to make enemies of them.
  If the magic-user's tower is ever attacked, despite the proclamation, the
ruler will usually send assistance.  However,  if the  attacker  is  another
magic-user,  the ruler will not interfere; rulers rarely, if ever, meddle in
the affairs of wizards.

Mystics
  When a  mystic  reaches  9th  level,  he may decide to build a stronghold
called a cloister.  If the mystic has  had  a  good  and  noble  adventuring
career,  the  Grand  Abbot  of  the  mystic's current cloister will help the
mystic build the new cloister:  The Grand Abbot will pay up to 100%  of  the
construction  costs of a modest cloister.  The new cloister remains a branch
of the old cloister until the mystic reaches 13th level,  at which  time  it
can become an independent cloister.
   Mystics do not rule lands.  A cloister's mystics and mystics-in-training
may farm the surrounding lands to  support  themselves,  and  may  keep  the
region  clear  of  dangerous monsters.  But they never assert authority over
nearby communities, nor are they required to send troops to local rulers.
  Cloisters exist  to spread the scholastic knowledge and discipline of the
mystics' profession; though a cloister in a dangerous area may be built like
any  castle,  it  behaves like a school,  not a ruler's fortress.  For these
reasons,  regional rulers do not normally become involved with  mystics  and
their cloisters.

Thieves

  When a thief reaches 9th level or greater,  to build or buy a hideout, he
must seek the approval of the Thieves' Guild.  If another Guild is operating
in the area,  permission may be denied. However, if the character chooses an
area not al.  ready controlled,  the Thieves' Guild will help by recognizing
the character's hideout as an official branch of the greater Guild and  also
by  sending  new apprentices to work for the character.  If a rogue thieves'
gang starts pilfering  in  the  character's  area  without  permission,  the
character  can  ask  for and will probably receive Guild support in stopping
such actions.
  Members of  the  Thieves'  Guild  will  normally be willing to tell a new
master thief where he can start a new branch of the Guild. Most villages and
small  towns  should not have hideouts,  and larger communities may have one
branch for every 1,000 normal nonadventuring residents.
  Note that thieves are not often liked by towns. people or rulers, but the
Guild is an accepted fact of life.  Many powerful adventurers  find  thieves
very  useful  during  their  adventures,  and  thus  they  support the Guild
indirectly. Rulers arc too wise to incur the wrath of player and non. player
characters by harassing or destroying the large Thieves' Guild network.

Independent Strongholds

  If a character has been denied permission to build a stronghold (owing to
failure to meet 6 rulers' requirements), he has a couple of options.

Biding His Time
  The character can decide to wait and work to. ward gaining the acceptance
of  the ruler who has denied him the necessary permission.  In the meantime,
he may build himself a dwelling but cannot surround it with defensive  walls
and cannot have more than 50 mercenary employees


              Chapter 12: Strongholds and Dominions

  If he  tries  building  a walled structure or employing a larger force of
troops,  he will make an enemy of the region's overall ruler,  who will  see
him  as  an  immediate  threat to the throne.  The ruler may decide to march
troops against the PC,  or to send a series of warnings before attacking, or
to take more subtle steps to curb the PC's ambitions, as the DM chooses.

Settling the Wilderness
  The character  might  instead decide to take all his worldly goods out to
an area considered true wilderness:  No human or demihuman ruler lays  claim
to this land. There, he can build his stronghold and be its ruler.
  In doing this, the PC is declaring his independence from his former ruler
and  establishing his own little nation.  This could anger his former ruler;
of,  that ruler might approve and hope that the PC will be a success so that
the ruler can later make treaties of allegiance with him.
  The PC can choose his own title of rulership. If other dominions are near
the newly founded dominion,  however,  their rulers may react unfavorably to
the "upstart:' depending on the title assumed.
  The Ruler  Reactions Table gives a percentage chance of a reaction.  roll
d% for each NPC ruler of a domain near the newly founded territory.
  If the roll indicates a reaction, the ruler will, at the very least, send
spies  and agents to gather information about the PC's dominion.  A reaction
roll may be used to help determine further actions.  A  friendly  ruler  may
send  ambassadors,  seeking alliance or friendship.  An unfriendly ruler may
send hired bandits of even an army. The exact actions must be decided by the
DM,  based  on  the nature of the campaign and further actions by the player
character involved.
  Remember, too,  that an area might be considered wilderness because it is
considered the property of some monster (such as an  orcish  culture,  or  a
very  territorial  dragon);  the  PC could make himself permanent enemies by
moving into territory that is claimed by some monster.

Titles
  A fighter who follows the normal  procedure  for  becoming  a  stronghold
ruler  typically  becomes  a  baron.  This  section  details other titles of
nobility in the game-titles the character can aspire to and titles of nobles
the character will be dealing with.
  In your own campaign,  you may not  wish  to  limit  the  acquisition  of
standard  noble titles to fighters alone.  A thief posing as a fighter might
follow the  fighter's  procedures  (though  he'll  probably  have  a  secret
Thieves' Guild headquarters in his stronghold), for example.


 Ruler Reactions Table
   Assumed        Percentage Chance of Nearby Ruler Reacting:
   Title     Baron    Viscount  Count  Marquis   Duke  Other
   Baron       100          80     60       40     20    10
   Viscount    100          90     70       60     30    20
   Count       100          90     80       70     40    20
   Marquis     100          90     80       80     50    30
   Duke        100         100     90       90     80    50
   Archduke    100         100    100      100     90    80
   Other       100         100    100      100    100   100

 Noble Titles

 The ruler  of  a  dominion  is  called a noble,  a member of the nobility.
Nobles normally gain their titles by grant from a member of the royalty (see
below), or possibly from some other sovereign (independent) ruler.
  If the PC has a dominion within the structure of an existing realm,  then
the PC's title is based on the following.  Both masculine and feminine terms
are given (feminine in parentheses). All titles are cumulative; for example,
a king could be a duke, marquis, count, viscount, and baron.
 A ruler who loses or leaves a dominion may keep his or  her  title  gained
through rulership, regardless of current status, assets, etc.
 A baron  (baroness)  rules  a  dominion of at least one stronghold and the
population needed to support it.  The dominion is called a barony.  A  baron
may build additional strongholds within his dominion,  and the character may
appoint seneschals to rule them.
 A viscount (viscountess) rules one or more baronies,  at least one of them
through a baron.  The greater dominion has no special name.  A viscount  may
also  be a baron and thus directly rule a barony,  or may choose not to keep
that duty,  as desired.  A viscount can become a  count  only  by  adding  a
dominion  by  conquest;  other methods of adding dominions do not change his
title. A viscount may appoint seneschals.
 A count (countess) is a viscount who adds a dominion by conquest and rules
at least three lesser dominions.  The greater dominion is called a county. A
count can only become a marquis by adding another dominion  by  conquest.  A
count may appoint barons and seneschals.
 A marquis  (marquise)  is  a  count who has added one or more dominions by
conquest (in addition to the ones necessary to become  a  count).  If  other
dominions  are  added  by  any  method,  the title of duke can be gained.  A
marquis may appoint barons and seneschals.
 A duke  (duchess)  is a marquis who has added one or more dominions by any
method.  Further additions do not alter this title.  The greater dominion is
called a duchy.  A duke may appoint seneschals,  barons,  viscounts, counts,
and marquises, as long as the dominion requirement for each is met.

Royal Titles
  The term  royalty  is  reserved  for  kings  (or higher rulers) and their
families. Any royal ruler may, if desired, reserve the fight to bestow noble
titles.  The  following  definitions are for D&D gain purposes,  and do not
precisely match the historical titles of the same names.
  An archduke  is  a  duke who is a relative of a king of emperor,  and who
rules a dominion in the kingdom or empire.  The dominion is called  a  grand
duchy. This title can also be given by an emperor to an independent duke who
joins the empire, though this is very rare.
  A prince (or princess) is a child of a king or emperor, whether by birth,
marriage,  or adoption.  A prince is usually a baron,  but he need not be  a
dominion  ruler unless desired.  A prince cannot giant other titles unless a
dominion is ruled, and the limits of the dominion rank apply. For example, a
baron prince can only appoint seneschals. The dominion of a prince is called
a principality.
  A crown prince is a prince who will inherit a kingdom  when  the  current
king  dies.  An  imperial prince is a prince who will inherit an empire when
the emperor dies.
  A king (of queen) is a ruler of a large greater dominion,  a kingdom. The
lesser dominions within it are ruled by archdukes, dukes, or other rulers.
  An emperor (or empress) is a ruler of a group of  independent  dominions,
each ruled by a king,  queen,  archduke,  duke, or lesser ruler. The greater
dominion is called an empire.
  For kingdoms and empires,  accurate dominion details cannot be given; the
types vary widely. If desired, a group of duchies may make up a principality
that can be part of a kingdom,  and all of them collectively can be part  of
an empire.

Forms of Address
  The following terms are used when speaking to  any  ruler  in  formal  or
social settings:
  Baron, Viscount, Count, or Marquis: "Your Lordship/ Your Ladyship"
  Duke of Archduke: "Your Grace"
  Prince: "Your Highness"
  Crown Prince: "Your Royal Highness"
  Imperial Prince/Princess: "Your Imperial Highness "
  King/Queen: "Your Majesty"
  Emperor/Empress: "Your Imperial Majesty"
  Other titles are often used in addressing other  important  persons.  For
example, a knight is always "Sir" or "Madam" unless "Lord" or "Lady" applies
and is then used instead. You may add other titles as desired.
  A royal person (archduke or higher) usually uses the term "we" instead of
"I" in formal speech;  as royalty and as  a  high-taking  ruler,  the  "we"
pronoun represents both the ruler and his dominion.

The Construction
Process
  Once a  PC has been granted permission to build a stronghold (or,  in the
case of magic- users, simply decided to build the stronghold), he must first
clear the local area of monsters.  The "local area" constitutes one map hex,
or an 8- mile by 8-mile area.  The character enters the area with a force of
men and either fights or negotiates with any monsters in the area.
  An area is considered clear when all significant  monsters  in  the  area
have  been  killed,  driven  out,  or  persuaded (through bribery,  threats,
persuasion, or mutual-defense agreements) to leave
the PC's subjects alone.  Note:  Normal local wildlife does  not  constitute
"monsters"  for  this  purpose.  The PC will have to clean out any mankiller
animals,  but does not have to destroy every normal animal  in  the  region,
even if these animals may be dangerous when menaced.
  When the area is clear, the player draws a complete map of the stronghold
he  wants to build,  using the details from the Fortifications Table.  After
the DM reviews and approves the plans (sometimes suggesting changes), the PC
must  find and hire an engineer,  and,  if the PC has the money to build his
new home, the construction begins.

Stronghold Plans

  Most characters  build  strongholds  that  are medieval-style castles:  a
series of small buildings surrounded  by  a  large  stone  wall.  The  whole
complex  is built so that the builders may add extra sets of walls,  and may
build additional structures within the innermost wall.  Some of the elements
normally  found in a castle are the keep,  a strong defensive building where
the castle's defenders may retire if the walls  are  breached;  barracks  to
house hired fighters; a manor, the normal home for the character, his family
and servants;  and  simple  wall  defenses,  such  as  a  small  tower  plus
gatehouse. A full castle complex can easily cost over 250,000 gp!
  When drawing stronghold plans,  the designer needs to allow for thickness
of walls on his drawing. A castle's outside walls are about 10' thick, tower
and  gatehouse  walls  are  about 5' thick,  and stone house wills are about
l'-2' thick.

Costs and Time

Costs
  The Fortifications Table gives you the prices and characteristics of  the
"building- blocks" that are put together to make a stronghold.
  The costs  for  typical  structures  are  average  for heavy construction
taking place well away from heavily-settled areas. Most PCs are permitted to
build their strongholds in unsettled,  unruly lands; wizards, however, build
where they choose. The costs shown include the costs for paying, feeding and
sheltering the laborers who build the stronghold, but don't include the cost
of engineers hired to oversee the site.  The DM may round off costs  to  the
nearest convenient figure to make record keeping simple.
  Important Note:  These costs  can  be  used  for  structures  other  than
strongholds.  For  example,  a 5th level fighter might want to spend some of
his hard-won treasure on a town house;  he can use the Fortifications  Table
to choose and buy the type of dwelling he wants.
  The DM may adjust the amounts for special circumstances; a nearby dwarven
mining  town  might  supply  plenty  of stonework at lower costs or supplies
might  have  to  be  carted  in  for  greater  costs.  More   significantly,
constructions  in settled areas (i.e.,  constructions in areas already ruled
and heavily settled, and in the vicinity of a town or larger community) cost
much less to build.  In settled areas, stone constructions cost about 40% of
the prices listed;  wooden constructions in settled areas cost about 20%  of
the prices listed.

Construction Time
  The time  required  for  construction  is  one  game day for every 500 gp
spent.  This assumes the land has already been cleared and prepared and  all
the  materials  are  on hand.  For every 100,000 gp (or less) in costs,  one
engineer must be hired.

Notes on the Table
  Construction Details:  Most of these terms are self-explanatory,  but you
can look at the "Description" column (far right) for details if the term  is
unfamiliar.
   Cost (gp):  This is the detail's cost in gold pieces. Remember that this
is  the  cost  for  rural  construction;  in  heavily-settled  areas,  stone
construction  is  40%  of  the amount quoted,  and wood construction is 20%.
However, heavily- settled areas already have rulers who normally won't allow
PCs  to  build  full  castle  complexes;  PCs are normally limited to buying
smaller homes with limited defenses.
  AC: Two armor classes are given;  the left-hand armor class is  effective
vs. missile fire, and the right-hand armor class serves to protect vs. melee
attacks.  Therefore,  the gatehouse ( - 4 /  6)  is  armor  class  -  4  vs.
ballistas,  catapults  and  the  like,  but  is  only  armor class 6 against
battering rams.
  hp: Hit points;  remember that an ordinary sword or fist won't  serve  to
knock construction down.  Consult the Siege Machine Weapons Table in Chapter
9 for effective weapon damage against construction.
   BR +  (War  Machine):  This is the construction detail's bonus to the BR
rating of a military force within it. When using the War Machine mass combat
rules,  the  BR bonuses apply only to the defending force,  and only if that
force remains within the fortifications. Note that these bonuses replace the
standard + 50 bonus for a fortification (see Siege Machine for details).
  Description: This  column gives additional details about the construction
element, including dimensions.

Notes on Construction Details
  Arrow Slit:  This is a defensive window that may be  built  into  towers,
gatehouses,  keeps,  stone  or  wood buildings,  even dungeon corridors.  An
archer firing through it gets its defensive bonuses; he has only a 60' field
of fire out from the window.
  Barbican: The standard entryway into a castle.  Its walls are stone,  30"
(i.e., 2 1/2') thick.
  Battlement: These go on top of  stronghold  walls.  The  AC  is  for  the
battlement itself (when it is being attacked by artillery,  for example); it
does not apply to the defenders who stand behind the  battlements,  but  DMs
may  use  the  optional  rules  for cover to give defenders an AC bonus (see
Chapter 8).
  Building, Stone:  This  is a standard dwelling,  two stories tall made of
stone.  The price includes interior walls, doors, stairs, floors and roof of
normal wood;  the exterior walls are stone 1' thick.  The exterior walls may
be arranged as the designed wishes:  30' x 40' is most  practical  and  most
common  for  dwellings,  while  20'x  60'  is  very practical for workshops,
bunkhouses and dormitories.  The interior walls and doors may be arranged as
the builder desires.
  A stronghold  designer  can  place mo or more such buildings together and
consider them one continuous building; if a PC needs to build a large manor,
this  is  one  way to do it.  When mo stone buildings are placed together in
this fashion, their BR + bonuses do not combine.
 Building, Wood:  This  building  is  of  the  same dimensions as the stone
building above,  and  follows  the  same  rules  for  layout  and  combining
buildings  together  to  form  one  building.  A  wood  building can only be
combined with another wood building;  if placed it next to a stone building,
the two are considered separate structures.
  Door, Exterior (Iron or Stone):  Such a door is normally  placed  on  the
entrances  to  keeps  and  stone  buildings  in  order  to  make  them  more
defensible.
 Door, Interior  (wood,  reinforced,  iron/stone,  secret):  Keeps,   stone
buildings  and  wood buildings come with interior and exterior wooden doors.
These doors can be upgraded to reinforced, iron or stone doors by paying the
appropriate  amounts;  not  all  doors  in a dwelling have to be reinforced.
Other types of construction (such as gatehouses and dungeon  rooms)  do  not
come with interior doors, which have to be added at full costs.
 Drawbridge: This is the standard wooden platform raised and lowered  by  a
crank device.
 Dungeon Corridors:  These are  the  costs  for  ordinary  construction  of
dungeons.  You  can  also use the cost listed for dungeon corridors to build
secret passageways through castle walls.
  Floor, Improved (fine wood, flagstone, tile): This is a finishing detail;
it has no effect on the stronghold's defensiveness, but improved floors make
the  building  look  nicer,  a  good   tactic   for   impressing   visitors,
demonstrating one's personal financial worth, etc.
 Gate, Wooden:  This is the standard entryway through wooden  walls;  stone
walls  normally take a gatehouse or full barbican.  The wooden gate consists
of two large wooden doors with  wooden  reinforcing  bars  that  enable  the
defenders to lock attackers out.
 Gatehouse: This is the basic entryway through stone wails.  It consists of
a building with a passageway through it;  the outside face of the passageway
is barred by a portcullis,  while the interior face  of  the  passageway  is
guarded  by  a  wooden gate.  Add a drawbridge on the outside and two towers
flanking the gatehouse, and the gatehouse is a barbican instead.
  Keep, Square:  This is the basic ingredient of the castle:  A heavy stone
building  that  is  the castle's last refuge when the walls are breached.  A
keep is massive:  60' on each side by 80' high.  In a small castle, the keep
is  also the home of the family;  in a large castle complex,  it may be used
principally for storage and possibly for housing  troops  when  an  area  is
attacked.
  Moat, Unfilled or Filled:  This is  a  defensive  ditch;  some  are  just
earthen  ditches  that  make  it difficult for invaders to get to the walls,
while others are filled with water of mud to increase the difficulty.
  Roof, Improved:  These,  like improved floors,  are cosmetic improvements
designed to demonstrate the builder's wealth. However, tile root do not bum,
which gives them a defensive benefit against burning pitch during a siege.
  Shifting Wall: This is the sort of feature tricky builders use to provide
for quick getaways, to
trap   dungeons,   or   to   confuse   invaders.


                    Chapter 12: Strongholds and Dominions

                            Fortifications   Table
                                                      BR+ (War
   Construction Detail      Cost (gp)    AC     hp    Machine)
   Barbican                  37,000*   -4(6)   700      +14
   Battlement                   500    -4(6)    50      + 1
   Building, Wood             1,500*   -4(6)    40      + 2
   Building, Stone            3,000*   -4(6)    60      + 6
   Door, Exterior
     Iron or Stone              100   -10(2)    35      -
   Drawbridge                   250    -4(8)    50      -
   Dungeon Corridor             500**   -       -       -
   Gate, Wooden               1,000    -8(2)    100     -
   Gatehouse                  6,500*   -4(6)    550t    +11
   Keep, Square              75,000*   -4(6)  2,500     +50
   Moat, Unfilled               400             -       +16
   Moat, Filled                 800             -       +32
   Tower, Bastion             9,000    -4(6)    300     + 6
   Tower, Round I            30,000    -4(6)    350     + 7
   Tower, Round II           15,000    -4(6)    250     + 5
   Wall, Castle               5,000    -4(6)    500     +10
   Wall, Wood                 1,000    -4(6)    300     + 5
   Window, Open                  10   -12(0)      -     -
   Window, Barred                20   -15(0)      -     -

 Construction Detail        Description
 Barbican            Two towers (30'x 20') + gatehouse, gate & drawbridge
 Battlement:         Crenelated   parapet   100'    long
 Building, Wood      Two-story (120' of walls, doors, stairs, floors & roof)
 Building, Stone     Two-story (120' of walls; doors, stairs,
                     floors & roof of wood)
 Door, Exterior
   Iron or Stone     Reinforced  &   barred   (7'x 5')
 Drawbridge          Wooden reinforced (10'x 20')
 Dungeon Corridor    10'x 10'x 10', stone-flagged, stone walls
 Gate, Wooden        Reinforced & barred (10'x 20')
 Gatehouse           Stone (20'x 20'x 30'), includes gate & portcullis)
 Keep, Square        Stone (80'  x  60'  x  60')
 Moat, Unfilled      Ditch (10'deep, 20'wide, 100')
 Moat, Filled        Canal (10' deep, 20' wide, 100')
 Tower, Bastion      Stone, half-round   (30'x 30')
 Tower, Round I      Wide  tower, stone   (30'x 30')
 Tower, Round II     Narrow tower, stone (30'x 20')
 Wall, Castle        Stone  (20'x  5'x  100')  with  battlements  &  stairs;
                     BR+  is  +1   per 10' section)
                     (Attacker gains + 1 BR/ 10 foot breach)
 Wall, Wood          Stockade (20' x 5' x 100') with walk  &  stairs;
                     BR+  is  +1  per  20' section
 Window, Open        3'x 1'
 Window, Barred      3'x 1'


 Finishing Details   Cost  (gp)  hp   Description
 Arrow Slit              10tt    -    Angled window 3' tall, 1' wide
 Door, Interior
   wood                  10      10   3' wide, 7' high                                                                     de,  7'  high
   reinforced            20tt    25   3' wide, 7' high
   iron / stone          50      35   3' wide, 7' high
   secret          cost  X 5      -   3' wide, 7' high; hp by material type
 Floor, Improved
   fine wood            40       25   Price is per 10'x 10'
   flagstone           100tt     25   Price is per 10'x 10'
   tile                100tt     25   Price is per 10'x 10'
 Roof, Improved                  25   Same Costs as "Floor, Improved"
 Shifting Wall       1,000       25   10'x 10'
 Shutters (window)       5tt     10
 Stairs, Improved
   fine wood             20      30   3' wide, 10' ascent
   stone                 60tt    75   3' wide, 10' ascent
 Trap Door         cost  X 2      -   4'x 3'; hp by material type (see "Doors")

  * This price includes and assumes roofs, interior walls, doors and staffs
of standard wood construction (15 points of damage to make a hole).
  ** These prices include digging and mining down to 50'.  For levels below
50',  follow these guidelines: Double the listed prices for every additional
50' maximum depth up to a maximum of 5 x listed cost.
  t These  hit  points  can  be  divided  into  the  components   of   this
fortification.
  tt These,  plus internal walls and modest fumishings,  can be part of the
building design by adding 25 % to the cost of the basic structure; each type
of item adds 25 %  (thus a stone building that comes with reinforced  doors,
tile  floors,  a  roof  of  fine wood,  stone stairs,  shutters over all the
windows, and decent furniture would cost 7,500 gp instead of 3,000.


  Shutters (window):  Except  in  very  temperate  climates,  all  exterior
windows on buildings that are normally occupied will need shutters  to  keep
the wind and foul weather out.
  Stairs, Improved (fine wood or stone): This is a cosmetic improvement, as
with improved floors.
  Tower (Bastion,  Round I,  Round II):  This is a defensive tower normally
attached  to  a  wall.  It  is  not the same  as a wizard's tower,  which is
normally built along the lines of a stone keep.
  Trap Door:  This is a standard villain's trick;  villains often put  trap
doors  immediately  in  front  of  their  thrones,  so that they can deposit
visiting characters in the dungeons without having to stand up.  The cost of
a trap door includes the cost of a single trigger attached where and how the
builder wants it.  A trap door is 12 square feet in size (normally 3' x  4')
and  costs  twice  as much as an ordinary interior door of the same material
type (i.  e.,  an iron trap door would cost 100 gp); for every additional 12
square  feet,  add that base cost again (thus a 6' x 8' iron trap door would
cost 400 gp),
  Wall (Castle,  Wood):  These  are  standard  exterior  walls  surrounding
strongholds and other fortifications.  A builder can double the width  of  a
stone wall by doubling its price,  and the BR+ bonuses add together. Also, a
builder can have several sets of walls,  each one inside the next; these are
called curtain walls, and their BR+ bonuses do add together.
  Window (Open  or  Barred):  These  are just finished openings left in the
sides of dwellings to let in air and light for the inhabitants.

Stronghold Retainers
  When a  9th  level  or  higher  level  PC  builds a stronghold,  he often
receives troops and retainers to staff the stronghold.  The type and  number
he receives varies with his character class.

Clerics
  Once a cleric constructs a stronghold approved of by his  clerical  order
(see  the description of the cleric character class in Chapter 2),  1d6 x 50
(50- 300) loyal troops will come to help the cleric. All will be of the same
alignment as the cleric. Most
will be normal men,  with  fighter  leaders  of  up  to  3rd  level.  Unlike
mercenaries,  they  require  no pay and they never check morale (they have a
morale score of 12).  The exact composition  (number  of  archers,  cavalry,
etc.) and weapons carried are left for the DM to decide.
  In addition to troops, the cleric will attract other low level clerics to
serve the order.  As with stronghold construction, these will be sent by the
cleric's original order-1d6,  if the character has been well-played; none if
the  cleric  has received or is in need of some alignment punishment.  These
clerics will be of 1st-3rd level, and of the same alignment as the cleric.

Demihumans

  When a demihuman builds a stronghold,  his Clan will help him with it. If
no stronghold existed for that Clan,  the entire family (1d6 x 30 1st  level
NPCs  of the same class) may move in to help with and defend the stronghold,
at no cost to the character.  They will often patrol the area,  but will not
normally  clear  the  area  of  monsters;  for  this task,  the PC must hire
mercenaries. A demihuman may only hire mercenaries of the same race.
  Good and  fair  treatment  will usually attract more NPCs (possibly other
Clans,  as allies),  but family squabbles do arise,  often  for  very  minor
reasons. A feud may result in a temporary lack of Clan support, which can be
restored by apologies,  possibly a political wedding or  two,  and  a  large
feast  to  soothe feelings.  Any such feuds wail be put aside immediately if
any real threat arises from outside the stronghold-but often just as quickly
resumed after the danger passes.
  Note that  the  owner  of  a stronghold does not automatically become the
Clan leader; if the PC wants to become the Clan leader, this should become a
campaign  goal  and  the DM should provide adventures that let the character
pursue it.

Druids

  Druids do not build strongholds and  do  not  therefore  gain  stronghold
retainers.

Fighters

  Once a  fighter  has become a baron or baroness,  up to 50 normal men and
fighters of levels 1-3 will come to apply for jobs and training.  These NPCs
may be of any alignment.  If hired,  they do work for pay; they must be paid
standard  rates  for  mercenaries,  as  described  in   Chapter   11   under
"Mercenaries." In other words,  the newly-landed noble fighter will not have
to took around too hard to find troops, but he does not get "free" ones like
clerics and demihumans do.

Magic-Users

  When a  magic-user builds his tower,  up to six magic-users of levels 1-3
(and of any alignment) will come seeking training.  Up to 12 normal men will
also  come,  seeking to become magic- users.  Their intelligence scores will
usually be above average, but many will probably become discouraged and quit
after 1d6 months.

Mystics
  A mystic who founds his own cloister will be joined by 1d2 x 10 1st level
mystics and 1d6 x 30 normal men who want to become mystics.  The  PC  mystic
will    have   to   set   up   a   self-sustaining   school-that   is,   the
mystics-in-training work the fields or at crafts to  earn  money  enough  to
feed and shelter them -all.
  There may be a steady rotation  of  trainees;  every  year,  80%  of  the
previous  year's  trainees  leave  in  frustration  or are told they have no
attitude for the mystic's arts and 1d6 x 20  normal  men  will  come  in  to
replace  them.  A  normal  man in training typically takes two years of game
time to become a 1st level mystic.

Thieves

  When a thief character builds a hideout, he will gain 2d6 1st level thief
apprentices,  sent by the Thieves' Guild. These may be of any alignment, and
are usually (but not always) loyal. At least one will be a spy for the local
Guild, sent to keep an eye on the character's progress. The DM should decide
on the income gained by the  character  from  the  minor  pilfering  of  his
subordinates.

Other Stronghold Retainers

  That's all   the   personnel   the   new   stronghold   owner    receives
"automatically." If he wants any more employees-and he normally will-he will
have to employ them from the "Mercenaries" and "Specialists" guidelines from
Chapter 11.

Stronghold Staff
  Every stronghold is  maintained  through  the  work  of  many  people-the
"staff."  A  staff's  size  can  vary widely,  depending on the title of the
ruler, the size of the stronghold, and so forth. The following details apply
to an "average" human stronghold.
  The staff is all the same race as the PC. Any mixed staff will eventually
cause  problems.  The  ruler  may  keep  troops  ("garrison"  troops)  in  a
stronghold,  but again,  problems (fighting among themselves, taking orders)
will arise if they are of a different race.

Retainers and Servitors

  The ruler is directly served by stronghold retainers and semitors.
  You're familiar already with  the  idea  of  retainers;  some  stronghold
retainers,  however,  aren't so much paid specialists as unusually loyal and
well-regarded employees or  noble-born  subordinates  working  with  the  PC
because  they  admire  the PC.  Stronghold retainers  are never relegated to
menial tasks.
  A servitor is a particularly loyal servant or  craftsman,  often  gaining
the  job  through  inheritance.  The  many types of common servitors include
armorer,  barber,  carpenter,  cellarman (wine  steward),  cooks,  dairyman,
falconer,  forester, gardener, grooms, kennelman, miller, portaiman, potter,
poultryman,  smith,  stonemason, and weaver. When a servitor isn't listed on
the Specialists Table from Chapter 11,  he receives 5 gold pieces per month,
plus room and board;  if the PC is particularly fond of a servitor,  or  the
servitor  is  exceptionally  skillful,  the  PC may wish to pay more for the
servitor's services.

Peasant Workers

  Most of the normal work in a stronghold is  done  by  peasants  from  the
nearby community.
These peasants work without pay; it is their duty to their ruler. Household
servants,  herdsmen,  and  others are trained,  and given food,  but are not
provided shelter unless in times of war or siege.
  The number  of peasants available is determined by the population.  As an
average,  each peasant family consists of 5 persons;  5% of the peasants are
available to serve the ruler.  For example, in a barony of 100 families (500
persons),  the baron has 25 peasant servants. When visitors come, another 5%
of  the  peasants can temporarily be used as servants,  if needed.  In large
dominions,  even the original 5%  may not be needed to serve  all  at  once,
except for tournaments.

Advisors and Officials

  Most rulers  have advisors to handle the many details of the dominion and
stronghold,  and to advise the ruler as needed. The most common advisors are
the  artillerist,  castellan,  chaplain,  engineer,  guard captain,  herald,
magist, chief magistrate, reeve, sage, seneschal, and steward.
  Other officials  may be needed for the proper handling of a stronghold or
dominion,  including a bailiff, chamberlain, equerry, magistrates, marshals,
provosts,  sheriffs,  and wardens. When costs are not noted, the official is
paid 5 gp/ month.
  An artillerist (750 gp/month) is a stronghold retainer whose specialty.is
siege weapons. The person, usually a 3rd-5th level fighter, also advises the
ruler  on  some  military  details.  The artillerist is a subordinate of the
castellan.
   A bailiff is a minor official in charge of one area  of  the  stronghold
(dungeon, walls, tower, etc.). He is the subordinate of the greater official
who deals with that area. For example, the bailiff of the walls would answer
to the castellan.
  A castellan  (2,000  gp/month) is an important stronghold retainer who is
responsible for all military aspects of the stronghold,  both offensive  and
defensive. The castellan is usually a fighter, level 5-9. He answers only to
the ruler, or to the seneschal when the ruler is not present.
   The chamberlain  oversees  the  cleaning  and food serving staff.  He is
subordinate to the chief steward.
  The chaplain (500 gp /month) is the chief cleric of the  stronghold,  and
possibly of the dominion.  This title is added to the cleric's normal title.
The relatively low cost is because 10 %  of all dominion income must be paid
to  the clerical order most preeminent in the area.  If this tithe not paid,
the chaplain will not serve.
  An engineer (750 gp /month) is a retainer experienced at  construction-of
a road,  moat,  building, wall, and so forth. If the PC wants to improve his
dominion with such things,  he must employ an engineer. The engineer reports
to the seneschal.
   An equerry  is  in  charge  of  the care and feeding of horses and other
animals;, he supervises the
grooms and stableboys. An equerry is the same as the bailiff of the stables.
He is a subordinate of the chief steward.
 The guard  captain  (4,000  +  gp/month) commands all the ruler's personal
guards,  posts watches within the stronghold,  and is  responsible  for  the
safety of the ruler-and the treasury.  The guard captain is usually a 9th or
higher level fighter. The guard captain is a subordinate of the castellan.
  A herald (300-500 gp/month) is a retainer who knows the  coats  of  arms,
signs,  symbols, and seals of most or all dominions near and far. The herald
also makes announcements,  both in courts and  around  the  stronghold.  The
herald  is  also  familiar with the requirements of honor and chivalry,  and
advises the ruler as needed.  The herald  is  a  subordinate  of  the  chief
steward.
  A magist (3000 + gp/month) is a 9th or higher  level  magic-user  who  is
responsible  for  all  the  magic  needed  in the stronghold,  including its
defense;  as the magist gains more levels,  he may demand salaries equal  to
250  gp/level.  The  magist  may  have a tower elsewhere,  dividing his time
between his own home and his employer's,  or may simply be a hired  NPC  (or
PC)   living  permanently  in  his  employer's  stronghold.  The  magist  is
technically a subordinate of the PC,  and answers to no one else,  not  even
the seneschal
  The chief magistrate (2,000 gp/month) is a judge of the local law, acting
for the ruler.  The magistrate also learns the laws of the greater  dominion
(if any), and advises the ruler of them The magistrate oversees the sheriffs
and lesser magistrates.  The chief magistrate is a direct subordinate of the
ruling PC, and of the seneschal when the PC is away from the stronghold.
 A normal  magistrate  travels  among  the  towns and cities of a dominion,
acting as judge for the  peasants.  He  is  the  subordinate  of  the  chief
magistrate.
 A marshal  is  an aging fighter hired to train troops and guards.  He is a
subordinate of the castellan.
 A provost is a tax collector. He is a subordinate of the reeve.
 A reeve (500 gp/month) is a bookkeeper,  responsible for  the  records  of
taxes, tithes, gifts, and so forth.
 A sage (2,000 gp/month) is a specialist in lore and obscure knowledge.
 A seneschal   (4,000  gp/  month)  is  the  most  important  person  in  a
stronghold,  except for the ruler.  The seneschal is appointed by the ruler,
and  is  responsible  for  anything  with which the ruler does not choose to
bother.  The seneschal is the ruler when the ruler is not there;  he answers
only to the ruler.
 A sheriff is a policeman,  responsible for law  enforcement,  arrests  and
investigations.  (Cases  are  brought  before a magistrate for judging.) The
sheriff is a subordinate of the chief magistrate.
 The chief  steward  (1,000  gp/month) is responsible for all the day-today
affairs of the stronghold,  including food preparation,  house- keeping, and
so forth.
 A warden  is  a  person  charged  with  the protection of some part of the
dominion (game warden,  town warden,  etc.).  He is  a  subordinate  of  the
castellan.

Special Positions
  When a ruler is the liege of other rulers (count and higher),  the lesser
rulers may send their sons and daughters to the liege as  servants  and  for
training.
  A squire is the son of a noble, who acts as a servant while being trained
as a fighter.  When the PC acquires the title of count, lesser rulers of his
dominion  offer  him 1d6 squires.  Squires become 1st level fighters after 6
months of training, and then gain at least 1 level of experience per year. A
squire's  training  is  finished when he reaches 5th level;  the squire then
returns home,  and is usually replaced by another (beginner) squire. Knights
usually  have  1-3  squires  assigned  to  them  for  training  by the noble
involved.
  A lady-in-waiting is the daughter of a noble within  the  ruler's  realm,
acting  as  a  servant  but often actually in search of a husband.  From 1-4
ladies-in-waiting will be sent to a PC count only if the PC is female or  is
married;  the  wife  or  grown  daughter  of  a  male  PC  ruler may be sent
ladies-in-waiting.  Ladies-in-waiting are trained and closely watched by the
matron of the stronghold.

  After the Stronghold is built all  cleared  areas  will  remain  free  of
monsters  as long as they are patrolled.  Patrols often range up to 24 miles
from the stronghold,  but jungles,  swamps, and mountains require a garrison
be  built  every  8  miles  to  keep the area clear.  Additional area may be
cleared and settled.
  Settlers can be attracted to cleared areas if the ruler spends  money  on
improvements  (inns,  Mills,  boatyards,  etc.)  and also advertises.  These
costs,  and the number of settlers who move into  the  area,  are  the  DM's
decision. The settlers will pay taxes for support, protection, and so forth,
based on the "Dominion Income" rules later in this chapter.

Dominions
  A piece of land that is owned and ruled is called a dominion.  It may  be
of any size, and the ruler can be either a PC or an NPC. A dominion could be
a small tower on an acre of land,  or a  mighty  empire  with  thousands  of
people.  All  PC  ruler  strongholds,  both human and demihuman,  are called
dominions.
  Most dominions  are part of larger territories;  the -let of the dominion
typically swears an oath of service and  fealty  to  a  greater  ruler.  The
smallest  dominion  is called a barony.  Any larger area,  containing two or
more baronies,  is very generally called a "greater dominion," and may  nave
any of several names (county, duchy, kingdom, etc.).

  Basic Information
  When a  dominion  is  established,  the  DM must determine details of its
size,  location,  population,  and resources.  When this  is  done,  he  can
determine the dominion income.  Changes in population,  income, and so forth
are checked once per month (of gaine time).
  1. Size:  New  dominions  usually  cover  24  miles  (1 map hex).  Larger
dominions are certainly possible,  but a PC should start with a small one at
best.
  2. Location: Every map hex of land is one of three basic types:
   "Civilized"-well-settled lands
   "Wilderness"-unsettled lands
   "Borderlands"-between the above
  The DM should decide what type each hex of land is as needed.
  When starting with a map of major terrain features,  cities,  and  towns,
the following guide lines may be used to determine which type each hex could
be, based on terrain:
  Clear, grassland, hills, river, or woods: Any type
  Settled: Civilized or borderland
  Mountain: Borderland  or wilderness (or set tied if it contains a dwarven
stronghold)
  Jungle or Swamp: Borderland or wilderness
  Desert: Borderland or wilderness; however, a oasis may be any type
  Ocean: Wilderness (surface) or any type (undersea)
  Apply the following guidelines,  based on the  towns  and  cities  placed
(unless limited by terrain):
  Every demihuman   Clan   is   considered  civilized,  regardless  of  its
population.
  Any area  that  is  1-6  map hexes (8 miles per hex) from a city or large
town (see Chapter 17, page 257) is civilized.
  Any area that is 1-3 map hexes (8 miles per hex) from a civilized area is
a borderland.
All other areas are wilderness.
  These notes are guidelines, and the DM is no limited to the ranges given.
An area may actually contain no cities or large towns at all,  and still  be
considered "civilized."
  3. Population: Peasant families are needed in every dominion, to work and
settle the land.  As an average,  each peasant family  has  five  productive
members.  The normal "starting number" of peasant families present varies by
the type of map hex:
  Civilized:  500-5,000 families per hex
  Borderland: 200-1,200 families per hex
  Wilderness: 10- 100 families per hex
  Each month,  the population will grow or decrease by itself,  at  a  rate
determined by the number of families present:

Population                   Population
(Families)   Increase       (Families)   Increase
1-100         +   25%        301-400     +10%
101-200       +   20%        401-500     + 5%
201-300       +   15%            500+    + 1% to +5%

  Also, any hex may gain or lose 1- 10 families per month for any  of  many
reasons (accidents like weather, good or bad harvests, etc.).

  4. Dominion  Resources:  Every  dominion  has  natural   resources-either
animal,  mineral, or vegetable. The exact type can vary widely. Peasants use
and provide resources, and the ruler gains tax income from them.

  First, select  or randomly determine (using 1d10) the amount of resources
in the dominion.  For dominions larger than I (24-mile) map hex, this may be
applied to each hex.
  Next, select  or  randomly  determine (using 1d10 ) the type of resource.
When selecting,  consider the location of the dominion and its terrain;  for
example, a desert has very few vegetable resources.


Dominion Resources Table
   Die Roll         Resources Gained
        1           1 resource
        2-7         2 resources
        8-9         3 resources
        10          4 resources
   1d10 Roll        Type of Resource
        1-3         Animal*
        4-8         Vegetable**
        9-10        Mineral***

  * Animal:  dairy,  fat and oil,  fish, fowl, furs, herds, bees (honey and
wax), horses, ivory.
  ** Vegetable:  farm produce,  foodstuffs,  oil,  fodder, wood and timber,
paper, wine.
  *** Mineral:  copper, silver, gold, platinum, iron, lead, tin, gemstones,
tar and oil, clay, stone quarry, coal.

Dominion Administration
  The ruler of a dominion sets all laws and tax rates, and controls as much
of the lives of the peasants as desired.  The ruler's liege normally  leaves
all  matters in the hands of the local ruler,  without interfering except in
the most extreme cases.  The greater ruler expects stability and very little
else.
  A dominion ruler is chief judge  and  lawmaker.  A  ruler  holds  various
"courts" for formal occasions. In a court of law, criminal cases are judged.
Courts of honor are held,  in which awards of all types  are  given  out.  A
court  of welcome is held to honor visitors,  especially nobles.  Failure to
properly honor a visiting noble is a direct insult; failure to honor a liege
is treason.
  Peaceful administration of the dominion is often left to a  seneschal,  a
representative  of  the  ruler.  In  time  of  war,  the  seneschal puts his
abilities at the service  of  the  castellan  or  other  military  commander
designated by the ruler.  A "ruling council" is made up of various advisors,
each with his own area of authority.

   Dominion Income

  Each dominion ruler receives income from three sources:  standard income,
resource income, and tax income.
  Standard income  is  service equal to 10 gp per month per peasant family.
This is not money;  it sources (used for paying taxes to  one's  liege,  for
holidays,  and visiting nobles).  Peasants work the ruler's fields, raise and
tend animals,  act as servants,  build the roads,  repair buildings,  and so
forth.  This  simplified  game mechanic is used to represent many aspects of
medieval life.
  Tax income is normally 1 gold piece per month per peasant family, paid in
cash.  The exact tax rate is set by the ruler, but higher or lower taxes can
cause various problems (see "Confidence Level").
   Resource income  varies  by  the  type  of  resources, as follows:
  Animal: 2 gp per peasant family
  Vegetable: 1 gp per peasant family
  Mineral: 3 gp per peasant family

  When an existing dominion is obtained,  income starts immediately. When a
new dominion is created, all incomes begin after one month.
  One other  type  of  income  applies  to  any  ruler  of  more  than  one
dominion-income  from  the  lesser  rulers  who have sworn fealty to the PC,
sometimes called "salt tax." Each ruler,  including PCs, must pay 20% of all
income to his or her liege (a ruler of a greater dominion).

Dominion Income and XP
  PC rulers  gain  experience  points  through  rulership,  by   collecting
resource and tax income from their peasant subjects. A PC or NPC ruler gains
1 experience point for each 1 gold piece of resource  and  tax  income,  but
none for standard income or "salt tax" income.  Experience points are gained
at the end of each month.  As DM,  you may want to make the PC work for  the
experience points-by fighting monster, battles, worrying about drought, etc.

  Example: A  PC  swears  fealty to an NPC count,  and receives an existing
wilderness barony of one map hex.  It  has  200  peasant  families,  with  1
mineral  and  1 animal resource.  The player decides to use the standard tax
rate.  In the first month,  the PC baron receives 3,200 gp worth of  income:
2,000 gp of Standard income,  1,000 gp of Resource income, and 200 gp of Tax
income.  For that month,  the PC gains 1,200 XP from dominion rule. However,
if  the  PC  does nothing in the game,  he shouldn't receive less experience
points.
  During the second month, the population increases by 40 families (20 % of
200), and 5 others come of age (by random roll), for a new population of 245
families.  The total income for the second month is 3,920 gp:  2,450  gp  of
standard income; 1,225 gp resource income; 245 gp tax income. The experience
point total for the second month is 1,470.

  Modify this procedure as needed to maintain game balance.  PCs should not
gain vast amounts of XP by avoiding adventures!  A PC should  gain  no  more
than  1  level  of experience for 12-18 months of rulership (not counting XP
from adventures).
  PC overlords  gain  no  XP for the payments from their lesser rulers (the
salt tax).  These payments are usually in the form of troops or merchandise,
but  may  be cash.  This income has already been credited to the local ruler
(for XP purposes), and cannot be counted as XP for other rulers.
  Note that the experience points earned by NPCs are always half the amount
given to PCS,  whether from adventures,  rulership, or other activities. NPC
rulers may thus rise in level (and power) as time passes, but not as fast as
a PC.
  Some Dungeon  Masters  may  object  to  a  PC  receiving  experience  for
passively  remaining  in  a  dominion.  There  are  ways  to  discourage  PC
inactivity. The DM could increase the chance of a coup by 10% for every year
the PC stays in his dominion (or 5%  for every month).  Alternately,  the DM
may apply double the normal chance for Unnatural Events per game month. Make
sure the players know of these penalties in advance.
  The following are clarifications for use in determining  dominion  income
and XP gained for special situations.

  Rich Resources:  Any dominion hex that brings in more than 15,000  gp  of
resource  income  must  have  its  own local ruler,  lord of that hex alone.
Otherwise,  part of the resources are stolen by  bandits,  greedy  peasants,
nearby rulers, or other individuals who covet the wealth (d10 x 10% Y).
  The wealthy hex and its ruler may be part of a greater dominion ruled  by
a  PC;  the  PC  gains 20%  of the income generated thereby,  though not the
experience for it.
  Limit Family  Skills:  Each  family  may  work  only one resource.
  Resource Maintenance: All the resources in an area must be worked. Animal
and  vegetable resources cannot be ignored in favor of total exploitation of
a mineral resource;  such a method of rulership would bring rebellion.  Each
resource should be supported by at least 20% of the total number of families
in the hex.  Many peasant  families  prefer  farming  to  mining  and  would
strongly resent being forced into the mineral trade. If the peasant populace
is forced to mine,  apply a penalty against  the  next  dominion  confidence
check  of  -1  per  10 families greater than 50%  of the total population so
forced.

Record Keeping
  The player should now have notes on the location, size, and population of
the dominion,  the number and type of resources,  the three incomes, a total
income per month, and total experience gained per month. The income is added
to a dominion treasury,  kept by the character.  Note that the treasury is a
combination of cash, merchandise, and so forth. Merchandise is assumed to be
sold when possible, using trade routes. The value of the treasury is used to
pay  for  troops,  new  construction,  and  other  things.  Only part of the
treasury (20-50%) can be treated as cash during any one month,  the rest  is
paid to the liege as tax. The PC may add cash to the treasury as desired.
  The player should keep  a  record  of  each  of  the  following  dominion
details:
*  Dominion  size  and  type  of hex (each)
* Current population
* Number and type of resources
* Current treasury (both cash and total)

Dominion Expenses
  The overall cost of maintaining strongholds is assumed  to  have  already
been deducted for all incomes; no extra money need be spent for this by a PC
ruler. However, other costs may occur
that must  be  paid.  All  dominion  costs are subtracted from the dominion
treasury at the end of each 9th month.
  First, if the dominion is part of a greater dominion,  20 % of all income
must be given to the higher ruler each month.  Such "payments" are  usually
made in the form of military troops, and occasionally merchandise.
  Second, 10% of all dominion income should , be paid to the theocracy (the
local clerical  order  which  is  most  prevalent).  Although  this  is  not
absolutely required,  it is highly recommended. , If this "tithe" (tenth) is
not paid,  no cleric will be  permitted  to  perform  any  service  in  that
dominion  (including  all  forms  of  curing).  If  less is t paid,  certain
services may be withheld; the theocracy has limited patience.
  Other costs may include,  but are not limited to the following:  advisors
and other officials;  entertaining visitors;  holidays and feasts;  troops;
and tournaments.

Visitors
  Any ruler  visiting  a stronghold will expect to receive the services and
comforts of home. This can become quite expensive, especially during visits
from nobles.
  This basic cost is in gold pieces per day of visit; the cost includes all
costs for supporting the noble's retinue.  When more than one noble  visits
at  once,  use  the  highest  title  applicable.  For  each  titled visitor
accompanying the higher ruler, add 50 gp to the cost.
  The cost includes one feast per day, but does not include any gifts given
to the visiting ruler (a common practice).

  Noble  Visitor   Costs   Table                                                                                               s
  Title of Visitor               Cost (gp/day)
  Baron                                  100
  Viscount                               150
  Count                                  300
  Marquis                                400
  Duke                                   600
  Archduke                               700
  Prince                                 800
  King                                   1,000
  Emperor                                1,500

  For a  prince,  cost is determined by the noble (dominion) title plus 100
gp; e.g., a visit from a count prince costs 400 gp per day.

    Remind players to consider these costs when characters  visit  their  own
lesser  dominions.  A  duke's week-long visit to a baron could put the poor
baron deeply in debt. n;
 Although peasants and other subjects of a  dominion  are  loyal  only  to
their  immediate  ruler,  they will obey a visiting noble unless the orders
are contrary to the local ruler's general instructions and laws.

Holidays

 Either a noble ruler or the theocracy may declare a holiday.  The holiday
affects  all  within  the realm;  for example,  a king's holiday is nation-
wide. The cost of a holiday is deducted from the total income of the person
declaring it (the clerical order's tithe, the overlord's 20%, etc.). If the
holiday is declared by a count or lesser noble,  the cost is 1  gold  piece
per peasant (5 gold pieces per peasant family).

  Confidence Checks

     A Confidence check is made when:
  1. A game year begins.
  2. A  pleasure or celebration expected by the populace is canceled or not
conducted (see "Holidays:' etc.).
  3. A natural disaster occurs (see "Events").
  4. An enemy military force enters dominion territory.
  5. Some  other  situation  arises  that could affect most of the dominion
(DM's option).

  Do not roll dice to make a confidence check.  Simply  apply  the  results
given  below  for  the  current  confidence level (possibly modified for the
situation).
  A. 450-500+: The dominion is Ideal. Apply the following effects:
  1 . All income is 10% greater than normal.
  2. Agents  spying  for  other  dominions  may  (75%  chance  for each) be
secretly revealed to the ruler.
  3. If a random check indicates a disaster (see Events Table)  during  the
coming year, there is a 2 5 O/o chance that it will not occur.
  4. No changes to the confidence level of the  dominion  will  reduce  the
level below 400 for the next check.
  5 . Add 25 points to the confidence level for the next confidence check.
  B. 400-449: The dominion is Thriving. Apply effects 1, 2, and 3 given for
"A" (Ideal).
  C. 350-399:  The dominion is Prosperous.  Apply effects 1 and 3 given for
"A" (Ideal), and apply 2 with a 25% chance per agent.
  D. 300-349:  The  dominion  is  Healthy.  Apply  effect  1  given for "X'
(Ideal), and apply 2 with a 25% chance per agent.
  E. 270-299: The dominion is Steady. Apply effect 2 given for "X' (Ideal),
but with a 25% chance per agent.
  F. 230-269: The dominion is Average. No special notes apply.
  G. 200-229:  The  dominion  is Unsteady.  There is 1 chance in 6 that the
confidence level will suddenly drop by 10%.
  H. 150-199: The dominion is Defiant. Apply the following effects:
  1. Half  of  the  peasants  (2  1/2  times the number of families) form a
peasant militia. (Use the War Machine mass combat system, from Chapter 9, as
needed.)
  Special Note:  If a dominion force is in field, the cost is 2 gold pieces
per  peasant.  The theocracy usually declares 2 holidays per year;  the king
(if any) usually declares one.

Troops
  One law  of  medieval  society,  perhaps  the  most important of all,  is
"support your liege." Failure to do so can  mean  loss  of  honor,  loyalty,
support,  any population center (town,  village, etc.) equal to one-third of
the number of peasants,  the peasants in that area will not form  a  militia
until the troops leave or attack.
  2. Tax income is zero.
  3. Standard income is half normal at best,  or one-third  normal  in  any
area where a peasant militia exists.
  4. Resource  income  is  half normal at best,  or one-third normal in any
area where a peasant militia exists.
  5. No demihuman Clan within or adjacent to the dominion becomes  involved
unless attacked or provoked
  I. 100-149:  The  dominion is Rebellious.  Apply effects 1 and 2 as given
for "H" (Defiant).  Apply effect 3, but with one-third or one-quarter normal
standard income.  Apply effect 4,  but with one-third or one- quarter normal
resource income. In addition, apply the following effect:
  6. A -5 penalty applies to the confidence level for each  game  month  in
which it remains below 200.
  J. 50-99:  The dominion is Belligerent.  Apply effect 2 as given for  "H"
(Defiant);  apply  effect  3,  but  with  one-quarter  of no normal standard
income.  Apply effect 4,  but with one-quarter or no normal resource income.
Apply  effect  6 as given for "I" (Rebellious),  but with a -10 penalty.  In
addition, apply the following effects:
  1. All officials,  trade  caravans  and  parties  of  travelers  will  be
attacked by bandits.
  2. Any  of  the  dominion's  forces  moving  within  the dominion will be
attacked by peasant militia,  bandits,  enemy agents,  deserters, or hostile
demihumans.
  3. All  demihumans  are  hostile.  Clans  in  or adjacent to the dominion
forbid trespassing and commerce;  all treaties and agreements  are  revoked.
There  is  a  50%  chance  per demihuman Clan that the Clan will provide the
peasants with military support.
  K. 1-49:  The  dominion  is  Turbulent.  Apply  all effects given for "J"
(above),  but with double normal effects or 100%  chance of all variables.
In addition, apply the following effects:
  1. All peasants are in open revolution;  95%  of them  join  the  peasant
militia.
  2. No income is obtained unless collected by force.
  3 .The confidence level of the dominion can never rise to  100  or  above
until the ruler is removed. dominion, and even life.

  Each greater dominion can expect militia support (troops) from its  lesser
dominions,  for  their  expense.  No  set  numbers  or  types  of troops are
required,  but 20%  of the total income must be given to,  or spent for, the
higher ruler; troops are an acceptable way of spending this income
  If war comes, the overlord issues a general call
to arms.  Each lesser dominion must then contribute even more troops for the
armies  of  the  greater  dominion,  possibly  led  by the lesser ruler.  In
addition, a peasant army (troop class: "poor") is raised in times of war, to
help   defend  the  homeland.  Normally,  one-tenth  of  the  total  peasant
population can "muster:' joining the army.  This number can  be  doubled  if
sorely  needed,  but  the troop class then drops to "untrained." The only
cost of a peasant army is a corresponding  loss  of  income  (of  all  three
types).  For example, if 20% of the peasants have mustered, the total income
will only be 80% of normal for that month.

Dominion Confidence Level

  A dominion's confidence level is a measure of the populace's satisfaction
with their ruler.  Ranging from I to 500,  the confidence level  is  checked
each  game  year,  and as often as needed otherwise.  The current confidence
level should be noted, along with the notes on population, income, etc.

Determining the Confidence Level
  The base confidence level of a dominion equals the total of 151-250 (d% +
150),  plus the total of all 6 of the ruler's ability scores.  This level is
the same at the beginning  of  each  new  year,  regardless  of  changes  or
temporary  adjustments  during  the  year.  (You may choose to create a more
complex system, based on the various factors of dominion rule.)

Changing the Confidence Level
  You may adjust the base number each month because of PC actions,  events,
and other factors as desired. A maximum bonus or penalty of 50 per month, or
10  per item is recommended.  Many things could cause a change in confidence
level,  including (but not limited to) the following:  tax rates, number and
titles  of  visitors,  number  of  tournaments  held,  number  of  advisors,
officials  and  rulers,  population  growth  or  loss,  weather,  number  of
holidays,  changes in nearby dominions,  existence of bandits,  wars, number
and quality of magistrates and sheriffs,  number  and  quality  of  military
forces,  number  of  strongholds,  events  of all types,  and relations with
demihumans nearby.

Changing   Rulers

  Though a ruler can appoint others to positions of authority (as given  in
each  title  description),  taking  away  titles is a bit more difficult.  A
seneschal can be changed without trouble, but any change in noble rulers may
cause  a reaction based on the alignment of the deposed ruler.  If the ruler
was Chaotic,  no reaction occurs among the ruled people.  If the  ruler  was
Neutral,  there  is a 50%  chance of a reaction.  If the ruler was Lawful,  a
removal reaction is automatic.
  To find the exact reaction,  roll  1d20,  and  compare the result  to  the  dominion  confidence  level,
using  the   following   table.

  Changing Rulers Effects Table

  Confidence                 1d20  Roll
   Level           1-5    6-10     11-15   16-20
  1-99            v          v      v        u
  100-150         v          v      u        u
  151-199         v          u      u        A
  200-230         u          u      A        A
  231-270         u          A      A        A
  271-300         A          A      A        A
  301-350         A          A      A        F
  351-400         A          A      F        F
  401-450         A          F      F        F
  451-500         F          F      F        F
  V: Violent  Reaction  from  the  peasants.  Confidence level drops to 49-
"Turbulent" (K)- if not already there.  Peasant militia  forces  attack  all
strongholds;   assassination  attempts,  sabotage,  and  other  effects  are
possible (DM's choice).
  U: Unfavorable reaction from the peasants.  Subtract 20 points  from  the
confidence level (minimum 0) for the next check only.
  A: Acceptable reaction from the peasants; no change.
  F: Favorable reaction from the peasants.  Add 20 points to the confidence
level for the next check only.

Dominion Events

  At the beginning of each game year,  when a confidence check is made, the
DM can also select or randomly determine events (both natural and unnatural)
to occur in the coming year.  A percentage chance is given for each event to
determine randomly. The DM may modify chances as desired.
  Each dominion  should have 1d4 events per year.  Random results should be
modified for balance;  four disasters in a single  year  could  wipe  out  a
dominion, which is usually unfair.
   Space does  not  permit detailed descriptions of events;  those included
here will help to stimulate the DM's imagination.

  Natural Events Table
  All of the following depend on the terrain,  location,  and other details
of the dominion.
    Event                                 Chance
    Comet                                    30%
    Death (Official, Ruler, etc.)            10%
    Earthquake*                              10%
    Explosion                                10%
    Fire, Minor                              50%
    Fire, Major*                             10%
    Flood                                 10-50%
    Hurricane*                               15%
    Market Glut                              20%
    Market Shortage                          25%
    Meteor Strike (major)*                    1 %
    Meteor Shower (minor)                    20%
    Plague*                                  25 %
    Population Change (double nor-
       mal) Gain or Lose                     20%
    Resource Lost                            10%
    Resource, New                            10%
    Sinkhole                                  5%
    Storm                                    80%
    Tornado*                                 25%
    Trade Route Lost                         15%
    Trade Route, New                         15%
    Volcano*                                  2%
    Waterspout                               25%
    Whirlpool                                25%

     * This event constitutes a disaster.

    Unnatural Events Table
      The following events are not based on nature.
    Event                                 Chance
    Assassination                            10%
    Bandits                                  50%
    Birth in Ruling Family                   20%
    Border Skirmish                          40%
    Cultural Discovery                       10%
    Fanatic Cult                             10%
    Insurrection                             10%
    Lycanthropy                              15%
    Magical Happening                        30%
    Migration                                10%
    Pretender/Usurper                        10%
    Raiders from other Dominion              25%
    Rebellion (minor)                        10%
    Resident Specialist, New                 20%
    Spy Ring                                 60%
    Traitor                                  30%
    Accidental Death of Official             25%
    VIP Visitor                              10%
    Wandering Monsters, 20 HD +              75%

                              Ability Checks

  During  the  play  of  the   game,   a   player   will
eventually  try  something   not   explained   in   these
rules.  In  most  cases,  the  character's  action  could
pertain  to  one  of  his  ability  scores.  A  character
trying to walk along  the  top  of  a  very  narrow  wall
using  his  Dextefity;  a  character  trying  to  move
the  huge  boulder  blocking  the   corridor   is   using
Strength.
  In such  situations,  have  the  character  roll  id2O
against  his  pertinent  ability  score.  If   he   rolls
equal to or less than  the  score,  he  has  successfully
performed  the  task;  if  he  roils  greater  than   his
scofe, he has failed.
  When  the  task  looks  exceptionally  easy  or   dif-
ficult,  the  DM  can  modify   the   attempt   by   add-
ing  a  bonus  or  penalty  to  the  number  the   player
rol@ on  the  d2o.  This  whole  process  is  called  the
ability check.
  See  also  the  section   on   "General   Skills"   in
Chapter  5;  these   rules   provide   alternative   ways
to resolve special situations.

                                 Aging

  In   the   D&De   world,   disease,   blindness,   and
other  afflictions  can  be  easily  cuted  by   clerical
spells.   Furthermore,   the   raise   dead   and   raise
dead   fully   spells   seem   to   bestow    near-immor-
tality-but this is not quite true.
  Character  aging  should  be  a  carefully   restfict-
ed   clement   of   the   game.    When    a    character
reaches the end of a  long  natuf  al  life  span,  magi-
cal  means  of  prolonging  of  restofing   life   should
have little or no  effect.  A  raise  spell  should  only
restore  the  character  for  a  brief  period  of   time
(idio   days   or   whatever   the   DM   chooses).   The
following   ages   are   recommended   as    the    maxi-
mum for character faces:

Human                      100        (95 + 2dl2)
Halfling                   200      (190 + 2d2O)
Dwarf                      400      (375 + dloo)
Elf                        800      (750+ 2di0o)
  A  potion  of  longevity  does  remove  ten  years  of
aging,  but  the  DM  may  apply  any   restrictions   as
desired.  For example:

1. The potion might      only   affect   unnatural    ag-
  ing (such as that caused by haunts); of      : .
2. Each  living  creature   might   only   be   able   to
  drink five  such  potions  in  a  lifetime,  all  fur-
  ther uses having no effect; or,
3. Each  use  might  have  a   chance   of   creating   a
  reverse effect, aging the character 10 years.

  A  wish  should  be  the   only   magic   capable   of
extending a  character's  life  to  a  great  degree.  As
a  guideline,   it   should   have   a   maximum   effect
equal to  that  of  a  potion  of  longevity,  but  with-
out restrictions.

  Some characters  will  avoid  the  fate  of  aging  by
undertaking   the   path   to   Immortality   and    suc-
ceeding  in  that  quest.  Other  characters   who   have
lived long,  exciting  and  fruitful  lives  will  proba-
bly accept the  final  rest  brought  by  death,  partic-
ularly if their  players  are  anxious  to  get  on  with
new, vital characters.

Alignment Changes

   Sometimes   a   player   forgets   (or   ignores)   the
alignment  of  his  character,  and   plays   the   adven-
turer  incorrectly.  You  should   talk   privately   with
the   player   about   the    problem,    and    encourage
the  proper  play  of  alignment.  Never  do   this   dur-
ing a game; deal with the problem in private.
  If  the  problem  continues  after  you   have   warned
the player  more  than  once,  you  may  teil  the  player
to  change  the  alignment  of  the   character   to   the
alignment  actually  being  played.  You  may   also   as-
sess  a  penalty  against  the  character  at  this  time,
such as the loss of one level of experience.
  Remember,   too,   that   you    have    not    changed
the   character's   alignment:   The   player   has,    by
playing his character as a different alignment.
  Sometimes   players   will   change   their    cha-rac-
ters'   alignments   for   appropriate   reasons.   If   a
character   is   affected   by   a   helm   of   alignment
changing   of   other   cursed   treasure   that   affects
alignment,   then   obviously   the    player    had    no
choice.   (Generally,   the   original   alignment    will
return  a  period  of  time  after   the   helm   or   the
curse  is  removed.)  Also,  events  in  the  life  of   a
character  might  force  the  player  to  reevaluate   the
character's  personality   and   play   him   differently.
So  long  as  he  plays  the  new   alignment   well   and
consistently, there should be no problem.
  If    you    penalize    alignment     changes,     you
should   also    reward    good    alignment    play    by
awarding more experience of treasures.

Anti-lWagic Effects

  Magic   can   sometimes   be   weakened   or    altered
so that  it  is  canceled  or  only  partially  functions.
This    phenomenon    is    called    anti-magic    (A-M).
Anti-magic  is  stated  as  a   percentage   chance   that
magic will not work within a given area.
  The  first   encounter   with   anti-magic   for   most
PCs   occurs    when    they    confront    a    beholder,
whose central eye projects an anti-magic ray.
  This  fay's  A-M  value  is  100%;   magic   will   not
work within the ray.
  Clome   very   rare   creatures   (notably   Immortals)
possess partial or total anti-magic.


Why A-M Exists
  Anti-Magic results from       differences       between
life  forms  native  to  different  planes  of  existence.
Magic  native  to  the  inner  planes  of  existence  (the
Prime,   Ethereal,    and    elemental    planes)    func-
tions  best  when  used  on  creatures  and   things   na-
t.ive  to  those  planes.  Creatures  from  other   planes
are not made the same way.
  All  creatures  native  to   the   inner   planes   are
made   of   components   of   the    four    Spheres    of
Power   (Matter,   Energy,   Time,   and   Thought)    and
are  all  affected  by  the   Sphere   of   Entropy.   But
creatures  of  the  Astral  and  outer  planes  lack   one
or  more  of  the   four   components,   and   may   avoid
most of the effects of Entropy as well.


Magic Affected
  When  A-M  is  used  as  an  attack   form   (such   as
the  beholder's  ray),  it  is  powerful  enough  to  can-
cel  the  effects  of  all  forms  of  magic,   includinl,
permanent  items.  The  instant   a   magical   item   l@s
moved  out  of  the  ray,   it   regains   normal   power.
  Anti-magic  radiated  by  a  creature  such  as  an   I
mortal is slightly different;  it  is  sporadic  (there
a  percentage  chance  for  it  to  affect  each  spell
item),   and   it   only   affects   temporary   magic.
  Temporary   magic   includes   all   spells,   potio
scrolls,  wands,  staves,  and  rods.  All   spell-like
fects    produced    by    permanent    magical     ite
(such  as  the  haste  effect  that  a  sword  of  spee
can  produce)  are   also   temporary   effects,   subj
to   dampening   by   anti-magic,    but    the    magi
items themselves are unharmed.
  If no  percentage  is  given  for  the  A-M  effect,
is  100%  and  affects  all   magic   within   the   af
noted.   Otherwise,   each   temporary    magical    it
or  effect  must  be  individually  checked  for   canc
lation of its  power  as  soon  as  it  enters  the  A-
area.  A-M  is  checked  each  round  by  rolling  d  1
A  magic  effect  is  canceled  if  the   dloo   result
equal  to  or  less  than  the   given   A-M   percenta
Once  an  effect  is  negated,  it   remains   canceled
the entire encounter.

A-M Duration

  It is important to note that A-M is not a
magic   effect.   Canceled   magic   may   retum   once
leaves  the  range  of  the  A-M   effect.   Magic   ca
celed   by   radiated   A-M   remains   canceled    for
tum after it leaves the A-M area.
  The  time  during  which   a   magical   effect   is
gated  does  count  as  part  of  the  duration  of   t
spell  or  effect.  Magical  effects  described  as   i
stantaneous    (fireball,    lighming    bolt,    etc.)
destroyed  by  the  A-M  and  do   not   reappeaf   lat

                     Detailed Examples
                        L. Potions

  An  Immortal   comes   within   A-M   fange   of   a
tion  offlying.  The  potion  is  deactivated   (by   r
dom    foil)    and    becomes    nonmagical     flavor
water.  If  consumed   during   this   time,   the   wa
has no effect,  and  all  benefits  are  forever  iost.
not    consumed,    the    liquid     again     becomes
standard  potion  of  t7ying  one  turn  after  the   I
mortal departs.

                      2. Personal Spell Effects
  A  fighter  with  plate  mail   +   3   and   shicid
drinks  a  potion   ofpolymorph   selfwhile   his   all
cast  bless  and  haste  spells  upon   him.   He   tur
himself into a giant,  picks  up  a  neaf  by  club,  a
attacks   an   Immonal.   As   he   attacks,   he   ste
within   range   of    the    Immortal's    A-M.    The
checks  the  A-M,  rolling   once   for   each   of   t
fighter's magical effects.
   By  random   roll,   the   haste   and   the   polym
are  canceled,  but  the  bless  is  not.  The   charac
instantly  resumes  normal  form   and   slows   to   n
ma] speed but  still  gains  a  +  1  bonus  to  attack
damage roils.  He  can  no  longer  use  the  giant-siz
club,  but  draws  his  sword  +  3  instead.  The   we
on,  armor,  and  shield  are  not  checked,  since   t
are permanent magical items.
   When  the  DM  checks  again  at  the  start  of   t
next  round,  the  bless  is  negated  also,   so   the
nuses no longer apply.
  One  turn   after   the   Immortal   leaves   or   t
fighter  moves  out  of  range  of  the  anti-magic,  t
fighter's   polymorph   and   haste   effects    reappe
  The   fighter   can   continue   to   use   the   polym
effect  for  5-10   more   turns   (the   potion   effects
id6  +  6  turns,  minus  one  turn  for  the  com-
bat  and  one  turn  to  recover  from  the   A-M   ef-
fect).  The haste  continues  for  one  more  turn  (the
spell effect lasts for three turns).  One  round  after
the   haste   and   polymorph   effects   resume,   the
bless effect returns, and lasts for  four  more  turns.

3. Area Span Effects
  A  25th  level  magic-user  is  standing  140'  away
from  an  evil  Immortal  surrounded   by   ten   tough
trolls (45 hit points each), and casts  a  fireball  at
them.  Having  heard  that  this  Immortal   has   per-
sonal  A-M  effects,  the  magic-user  aims  the  blast
to  explode  lo'  from   the   Immortal.   Her   player
rolls 2od6 (the maximum)  for  a  total  of  91  points
of  blast  damage.  The  DM   checks   the   Immortal's
A-M  range  and  percent  and  notes  that  the   blast
effect  of  the  fireball  will  be  canceled  when  it
reaches the A-M.
  The  fireb@]  explodes  outside  of  the  A-M  range
and the  blast  expands  to  fill  the  usual  20-foot-
radius sphere, but within 5'  of  the  Immortal  it  is
stopped as if  blocked  by  an  invisible  shield.  The
Immortal  isn't  even  singed,  nor  are  two  of   the
trolls who happen to be within 5' of it.
  If the A-M fails to cancel  the  fireball,  the  im-
mortal  and   the   trolls   take   damage   from   the
blast.  Each may make  a  saving  throw  vs.  spells  to
take only half damage.
  If the fireball were  aimed  to  explode  within  5'
of  the  Immortal,  and  if  the  A-M   then   canceled
it, the explosion  would  not  occur  at  all.  Because
the spell  is  instantaneous  in  duration,  the  fire-
ball will not reappear at a later time.

Arguments &  Complaints
   If an argument  starts  during  a  game,  stop  the
game  for  a  moment.  Listen  to  both   sides,   and
make  a  decision.   Then   continue   the   game   as
soon  as  possible.  Do  not  allow  an  argument   to
continue for long.  Explain  that  everyone  is  trying
to have  fun,  and  that  the  argument  can  be  set-
tled after the game if necessary.
  If  a  player  complains  about  the  way  you  are
handling something in  the  game,  try  to  listen  to
the   objection.    Be    reasonable-he    might    be
right! If you  can  fix  the  problem  by  changing  a
procedure,  try  to  work  out  a  reasonable  compro-
mise.  For  example,  if  a  player  says  "You   keep
killing  characters  with  poison!",  you  might   try
reducing  the  number  of  poison   traps   and   mon-
sters you have in your campaign.
   Be careful not to change  rules  that  could  over-
balance the game  in  favor  of  the  characters.  The
game system  is  carefully  balanced  to  provide  fun
for all while challenging the characters.
  Some  complaints  may  be  caused  by  a   player's
greed.  It should not be too easy to  get  treasure  or
experience;  these  things  should  be  earned   slow-
ly,  using  the  guidelines  given.  Beware   of   the
"giveaway"   (aka    "Monty    Haul")    game!    Your
players   may   quickly   become   bored   with   easy
riches, and their  characters  will  easily  overpower
most monsters.
  If you are not sure  how  to  handle  a  situation,
just tell this to the players.  Everyone has to  learn,
and learning a game like this  can  be  a  slow  proc-
ess.  Your  players  will  understand  if  you  explain
that you  made  a  mistake,  and  they  might  have  a
sound  and   fair   recommendation   for   ways   you
can  handle  the  situation.  When  you  admit   your
mistakes and  try  to  correct  them,  you  and  your
players will have a better  game  in  the  long  run.

Charm Person Spells

  Whenever  a  magic-user  or  elf  casts  a   charm
person spell, the player will ask  you  for  the  ef.
fect.  This spell will only affect certain  creatures.
The beginning player will  try  it  on  many  differ-
ent monsters, and learn by trial and error.
  Generally,  the  creatures  affected  by  a  charm
person  spell  are  classified   as   "humanoid"   in
Chapter   14-those   that   are    "normal"    human,
demihuman,   giant-size   humans,    of    human-like
creatures that have some sort of society.
   Once a  victim  fails  the  saving  throw  against
the charm,  the  creature  will  remain  charmed  for
at least 24  hours,  and  often  longer.  The  victim
may  make  a  new   saving   throw   to   break   the
charm each  time  the  controlling  character  places
the  charmed  character  in  a  dangerous  situation,
without himself being in  that  danger,  or  after  a
given  duration.  This  duration  is  determined   by
the victim's intelligence and is stated  on  the  Du.
ration of Charm Table.
   Humans,  dwarves  and  halflings  may   have   any
intelligence score from 3 to 18.  Elves  always  have
an Intelligence score  of  9  or  better,  and  magk-
users normally have an Intelligence score  of  13  Of
better.   When   randomly   determining   a   human's
intelligence,  roll  3d6  for  most   humans,   2d6+6
for eives (treating any result of  8  as  a  9),  and
ld6 + 12 for magic-users.

 Duration of Charm Table
 (Frequency of New Saving Throws)
    Intelligence            Save after
    0                       120 days
    1                       90   days
    2                       60   days
    3                       45   days
    4-5                     30   days
    6-8                     15   days
    9-12                    7   days
    13-15                   3   days
    16-17                   24 hours
    18                      8   hours
    19                      3   hours
    20                      1   hour
    21   +                      turn

 Some   lycanthropes   can   be    charmed    when    in
human  form,   but   this   is   nearly   useless:   Only
werewolves   and   wereboars   are   affected   and   the
charm   will   automatically   be   broken    when    the
creature assumes animal form!

Climbing

 Thieves   (and   only   thieves)   have   the   special
ability   to   climb   sheer   surfaces.   However,   any
character  can  try  to  climb  more  ordinary   surfaces
(a tree, a  steep  hill,  a  wall  with  easy  handholds,
etc.)  many  situations  arise  where   characters   want
to do this.
 Generally,  any  characters   in   metal   armor   will
not  be  able  to  climb  well.  Characters  in   leather
or  no  armor  should  be  able  to  climb  easily,  with
only  a  slight  chance   of   falling.   In   situations
where   "normal"    climbing    might    be    attempted,
first decide on  a  base  chance  for  success.  For  ex-
ample, if  characters  seek  to  spend  the  night  in  a
tree    with    many    overhanging    branches,    there
might  be  an  18  in  20  chance  of  successful  climb-
ing  by  unarmored  characters.  Those   in   metal   ar-
mof,   such   as   chain   mail,   might    find    their
chances  slimmer  (i  1  in  20)  in  climbing   up   top
D"terity  checks  (roll  Dexterity  or  less   on   id2O@
may  allow  an  easy  way  for  DMs  to   check   chances
of   PCs   falling   from   their    perches.    Whatever
chances  you  decide  to  use,  make  a  note   of   them
so  they  may   be   applied   in   future   games.   Re-
member  that   falling   characters   take   id6   points
of damage for each lo' fallen.

Clues
 Beginning  players  often   need   help   in   learning
to play.  When running a game for beginneS, tr     he
DM    should    encourage    them    by     saying   ouch
things  as  "Do   you   want   to   search   for   sec@et
doors?"  or  other  suggestions.   This   should   not.@e
continued   once   the   players   have    experienc@7itn
the  game,  but  such  clues  can  be  very  helprui   to
beginners.
 You   may   wish   to   allow   some   "automatic..suc-
cess"  situations  to  encourage   the   players.   Those
who  never  find  secret  doors  will  soon  stop   look-
ing for them.
 When   the   players   gain   experience    with    the
game,  they  may  start  asking   questions   like    ""o
we find any traces of passing creatures?"       or "We
don't  know  which  way  to  go  from  here.  Are   tnere
any  clues?"  You  may  offer   descriptive   information
that players  will  have  to  determine  what  it  means.
 For   example,   "Some   footprints   lead   off   to   the
left,  but  you're  not  sure   what   made   them."   Such
clues may help to steer  the  party  in  the  right  direc-
tion  within  a  dungeon.   You   may   insert   clues   as
part of the room descriptions.
  Clues  shouid  be  given   when   the   party   is   ap-
proaching  a  deadly  area,  especially  on  the  first  or
second  level  of  a   dungeon.   Clues   such   as   awful
smells  or  bones  of  earlier  victims   warn   characters
that   there   is   extreme   danger   nearby;   subjecting
characters  to  such  danger  with  no   warning   is   not
very fair.
  Higher  level  characters   are   more   accustomed   to
great  dangers,  and  deeper   dungeon   levels   may   in-
deed   contain   sudden-death    situations.    Vague    or
misleading   clues   may   be    provided    by    treasure
maps  found   or   purchased,   or   by   slight   hard-to-
find  indications  in  the  dungeon  areas.   In   general,
when   the   players   become   more    experienced,    the
clues may become fewer and more subtle.

Creating Characters

  When   a   newly   created   character   has   all   low
scores  (all  scores  under  9),  the  player   should   be
allowed to discard it.
  You   should   allow   beginning    players    to    use
characters  they  like'  It's  hard  to  have  fun  playing
when  you  are  forced  to  use  a  poor  character,   with
no score  above  9  or  two  scores  below  6;  such  char-
acters  should  be   discarded.   (On   the   other   hand,
a  player  might  want  to  play  this  character;  if   he
does, let him.)
  If a player wants  a  certain  class  of  character  but
rolls  abilities  that  strongly   favor   another   class,
you  may  allow  him   to   switch   the   ability   scores
around.  just  switch  the   highest   score   rolled   for
the  character  to  the   Prime   Requisite   ability   ap-
propriate to the class the player wants.

-Damage to Magical

Items
  Any   item   may   be   damaged    by    rough    treat-
ment.   Armor    and    weapons,    however,    are    made
to withstand a great amount of punishnient.
  -i'ne    DM    should    decide    whether    an    item
might   be   damaged,   based   on   the   item   and   the
type   of   attack   and   then   would   make   an    item
damage roll.
   Some  breath   weapons   (acid,   fire,   cold)   should
require  such  checks.  If  the  user  makes   his   saving
throw   against   the   breath    weapon,    magical    bo-
nuses can be applied to the item's roll.
  Long   falls   (100'    or    more)    should    require
checks.  Pools  of  acid,  rockslides,  and   other   cases
of   extreme   damage    should    require    checks    for
items   carried.   A   scroll   normally   need   not    be
checked  except  against   fire   damage;   you   may   al-
so include water damage, if desired.
  To  check  for  damage  to  items,  roll  id4   or   id6
(using  id6  if  the  chance  of  damage   is   high).   If
the  result   is   greater   than   the   item's   Strength
(number of "plusses"), the item is damaged.
  Items  without  plusses  may  be   given   ratings   for
this purpose.  Consider:
  any potion or scroll as a + I item;
  any wand or staff as a + 2
  and  all  permanent  items   (such   as   rods,   rings,
  and miscellaneous items) as + 3.
  This  roll  may  be  modified;   for   example,   if   a
character  is  hit  by  a  rockslide,  Dexterity   adjust-
ments could be  applied  to  the  rolls.  If  a  character
tries   to   break   something,    Strength    adjustments
could   be    applied.    No    adjustment    should    be
greater  than   +   2.   However,   adjustments   to   the
chance  of  survival  can  be  any  number   of   subtrac-
tions   from   the   roll.   A   potion   bottle   dropped
from  a  tabletop  might  require  a  check   for   break-
age, but  with  a  -  2  adjustment  (thus,  only  a  roll
of 4 indicates breakage).
  If  an  item  is  damaged,  it  may  either  be  parti-
ally  damaged   of   completely   destroyed.   For   items
with   magical   bonuses,   one   or   more   points   may
be   lost   due   to   damage   (DM's   choice).   Potions
and   scrolls   should   be   completely   destroyed    by
any severe damage.

n.emihumaii Clan Relics

   Each   demihuman    clan    has    a    sacred    item,
called  a  "Relic,"  whic,'i  is  kept  in  the  center  o
the  clan  stronghold.  The   Relic   is   tended   by   a
Keeper  and  2d4   aides.   We   describe   the   individ-
ual types of relics below.
  The   position   of   Keeper   is   hereditary;    each
Keeper  passes  the  secret   knowledge   of   the   tend-
ing  and  use  of  the  Relic  to  his  or  her   son   or
daughter,   never   writing   down   any   details,   lest
they   be   stolen.   This   secret   knowledge   includes
details of  constructing  a  special  item,  as  given  in
each class description.

Relic Powers

  Each  sacred  item  gives   a   domination   power   to
its  Keeper.  It  also  continually  radiates   an   aura,
which  has  a  "turn   undead"   effect   similar   to   a
cleric's.  The   Relic   may,   at   unpredictable   times
(those  best  for  the  story  being   played),   manifest
the  following  additional  spell-like   abilities;   this
only  occurs  when  the  DM  says   they   do,   and   the
PCs can never predict these events.
cure blindness
cure discase
neutralize poison

cure serious wounds
identify magical item
Domination
  The  Keeper  of   a   Relic   enjoys   great   prestige
among  the  clan;  the  powers  of  life  and  death   are
literally  in  the  Keeper's  hands  (much   as   a   huma
cleric's).  Thus,  the  Keeper  is  held  in  awe  by   th
entire clan.
   In   game   mechanics,    this    is    a    domination
ability-the  Keeper  can  give  orders,   and   the   clan
members   will   obey   them.   The   only   clan    membe
immune   to   this   effect   is   the   Clanmaster,    th
leader  of  the  entire  clan,  who  respects   the   Keep
er's power  but  is  not  in  awe  of  it,  recognizing  i
as a service and a tool for the clan's survival.
  The  Keeper  never  abuses  this  power;   it   is   al
ways  used  for  the  best  interests  of  the  clan,   no
the   Keeper.   The   Clanmaster   is    often    consulte
about   important   situations   and   orders,   and   kep
advised   about   the   current   amount   of   power    i
the Relic (see "Spell-Like Powers," below).
  If  the  rare  situation   occurs   where   the   Keepe
gives  an  order  to   an   NPC   Clan   member   and   th
Clanmaster   counters   it   immediately,    the    recipi
ent  of  the  order  is  confused  (simply  unable  to  ac
or think clearly) until the situation is resolved.
  PC may make a  saving  throw  vs.  spells  to  avoid
this confusion.

Tum Undead
  The  Relic  constantly  radiates  a  magical   force
that has the  same  ability  to  turn  undead  as  a
15th level cleric, at a base range of 360'.
In  many  ways,  this  effect   is   more   powerful
than the cleric ability, for even if the turning at-
tempt fails (against nightshade or  larger),  it  is
automatically  fepeated  in  the  following   found.
In addition, turned undead  wili  probably  not  re-
turn (check morale, applying a - 6 penalty).


Spell-Like Powers

The powef  for  each  of  these  effects  comes  di-
rectly from the  Relic.  That  power  is  diminished
when the Keeper uses the  Relic's  other  spell-like
powers.
The Relic's  turn  undead  effect  starts  out  with
an initial range of 360'.  Each use of  a  speii-like
power reduces this range  by  5'.  When  it  reaches
0, the Relic can do nothing further;  its  turn  un-
dead power is negated and  none  of  its  spell-like
powers   work.   When   properly   tended   by   the
Keepef, the Relic's power returns at the rate of  5'
range per day (but never faster).
Cure  blindness,  cure   disease,   neutralize   poi.-
son, cure serious wounds: These  effects  are  iaen-
tical to the clerical  spells  of  the  same  names,
treated as if cast by a 15th level cleric.
Identify  magical  item:  To  use  this  power,  the
Keeper places a magical item by  the  Relic,  leaves
it there for 24 hours, and then  touches  the  item.
Knowledge  about  the  item   then   magically   ap-
pears  in  the  Keeper's  mind.  The  name  of   the
item and  number  of  "plusses"  are  revealed,  but
not the  number  of  charges  (if  the  object  uses
charges).  Cursed  items  will,  unfortunately,   be
identified as  normal  ones.  As  with  the  use  of
clerical spell effects, this reduces the Relic's turn-
ing range by 5'.

The Dwarven Relic

A Forge  of  Power  rests  at  the  heart  of  every
dwmen  stronghold.  Most  Forges   of   Power   con-
sist of a pair of objects: a large crucible (object'
placed within it are  automatically  heated  to  ap-
propriate temperatures), and  a  large  anvil  (upon
which  metal  objects  are  hammered  and   shaped).
The Forge is used to  create  the  fabulous  dwarven
lens and the extremely rare  oil  of  darkness  (de-
scribed later).
A Forge may  only  be  left  unattended  if  an  en-
tire clan is destroyed.  If any  nondwarf  finds  and
possesses a Forge,  most  dwarven  clans  that  hear
of it will offer to buy the Forge,  for  100,000  gp
or more (depending  on  the  clan's  resources).  If
the finder refuses to sell it, the clans may  employ
thieves to steal it, or may even  assemble  an  army
to retake it, as they consider the Forge to  be  the
property of dwarves and dwarves alone.
However, if the  finder  sells  it  to  dwarves  for
50% of  the  amount  offered  (or  less),  the  clan
buying the Forge will award the  title  of  honorary
clan member to  the  person  selling  it  unless  he
destroyed the clan that originally owned it.

The Eiven Relic

A Tree of Life stands at the  center  of  every  el-
ven clan stronghold.  It also may be used  to  create
the fabulous eiven lightship  and  oil  of  sunlight
described below.
This  large,  intelligent  tree  may   be   mistaken
for a treant.  It cannot be moved, nor  can  it  move
itself, except by an eiven Treekeeper.  It  can  only
be left or found unattended if  an  entire  clan  is
destroyed.   Most   eiven   strongholds   will   pay
20,000  gp  or   more   for   accurate   information
about the lotation of a living clanless Tree.

       The Halfling Relic

A Crucible of  Blackflame  rests  at  the  heart  of
every halfling clan stronghold.  Blackflame  is  like
normal  flame  in  reverse:  It  burns   ashes   and
leaves whote  items.   The   Crucible,   a   truncated
pyramid-shaped  wooden  container,   may   be   used
(along with the Blackflame  itself)  to  create  the
fabulous wcb  of  sh2dows  and  the  extremely  rare
oil of moonlight described later.
A  Crucible  may  only  be  left  unattended  if  an
entire halfling clan is destroyed.  If any  nonhaffl-
ing  possesses  a  Crucible,  most  halfling   clans
hearing of it will offer to  buy  the  Crucible  for
10,000 gp or more, or  100,000  gp  or  more  if  it
contains Blackflame (depending  on  the  clan's  re-
sources).  If the finder refuses to sell it, the clan
may employ thieves to steal  it,  or  may  even  as-
semble or hire an army to retake it,  as  they  con-
sider the Crucible to be the property  of  halflings
and halflings alone.
However, if the finder sells  it  to  halflings  for
50% of  the  amount  offered  (or  less),  the  clan
buying the Crucible will award  the  title  of  hon-
orary clan member to the person  selling  it  if  he
did not  destroy  the  clan  that  originally  owned
the crucible.

Craft Use of the Relics

The rules  that  follow  are  for  DM  and  NPC  use
only; no player character  can  participate  in  the
construction of these famous,  but  incredibly  rare
items.  You may place one  or  more  of  these  in  a
campaign, but very few  should  exist,  if  at  all.
Each requires  centuries  of  work  to  create,  and
should be  treated  with  appropriate  awe  and  re-
spect by the demihuman clan involved.


Dwarf
By using the Forge of Power, the  Keeper,
Clanmaster,   and   several   dwarven    blacksmiths
(all of maximum level) can  work  together  to  con-
struct a dwarven lens-a sheet  of  pure  gold,  gen-
tly hammered  out  to  perfect  paper-thin  texture.
This is a long task; it must be  worked  slowly  and
carefully,  and  requires  centuries   to   complete
(800-1,000 years).  The  completed  lens  is  a  lo'
@iameter disk,  mounted  in  a  ring  of  pure  gem-
stone, and is used only to create oil  of  darkness.
The  lens   actually   concentrates   and   distills
darkness itself to form the oil, and can  only  cre-
ate one ounce per year if  left  in  complete  dark-
ness throughout the year; any light will  spoil  the
entire batch.
Oil of dqrkness, in turn,  is  used  to  make  rock-
ships,  famous  but  extremely  rare  magical  dwar-
ven  rock  boats,  which  can  move  through   solid
rock as easily as birds move in the  air.  One  hun-
dred ounces of oil are  needed  for  each  rockship;
each rockship can carry a crew  of  10  dwarves  and
it moves at the same rates as a war-galley.
  The lens and oil cannot  be  created  by  any  oth-
er means, including a wish.
Dwarven   clans   also   can   construct    magical
hammers, shields,  armor,  and  other  items  typi-
cal to dwarves by  using  a  Forge  of  Power.  The
cost and time for construction are left to the  DM.

Elf
  An  eiven  Treekeeper,  Clanmaster,   and   several
aides (all maximum level) may use a  Tree  of  Life
to create  the  famous  but  extremely  rafe  eiven
lightboats, in the following manner.
 The  Treekeeper  dfaws  one  ounce   of   sap   (at
most) each month from the Tree  of  Life,  distill-
ing it to a single drop of golden  liquid.  Extreme
care must be taken  lest  the  Tree  be  harmed  by
the drawing of sap (which  could  seriously  reduce
or even negate its special powers).  With  the  help
of the Clanmaster and aides,  the  Tree's  branches
are guided so that a few leaves of  perfect  papet-
smooth  texture  are  grown  each  year.  The  dis-
tilled sap is mixed with the powdered  leaf  veins,
creating oil of sunlight-the distilled  essence  of
light itself.  The  process  can  only  produce  one
ounce of oil per year.
Other perfect leaves  afe  carefully  pressed  into
the shape  of  the  lightship  hull,  and  enchant-
ments (known  only  to  the  Tfeekeeper)  are  cast
upon it.  At the right moment of the year,  the  oil
is spread on the specially prepared hull,  and  the
final enchantments cast.  If  all  goes  well,  the
lightship is then complete,  able  to  fly  through
the air at 360' per turn as long as it  remains  in
sunlight (which propels  it).  One  hundred  ounces
of oil are needed for each lightship;  each  light-
ship can carry ten elves.
The oil cannot  be  created  by  any  other  means,
magical or otherwise, including a wish.
Eiven clans also  can  construct  magic  bows,  ar-
tows, swords, and other items typical to  elyes  by
using a Tree of Life.  Cost and time  for  construc-
tion is left to the DM's discretion.

Halfling
A Crucible  of  Blackflame  is  a  truncated  pyra-
mid made of rare wood, with a  solid  base,  and  a
triangular hole in each side.  The  Blackflame  in-
side a Crucible of Blackflame is  exactly  the  re-
verse  of  a  normal  flame,  black  in  color  and
emanating  darkness  and  coolness,  with  flicker.
ing reverse  "shadows"  of  light.  The  flame  WiR
burn  anything  normally  not  burnable,  and  will
not  harm  combustible  items  (hence  the   wooden
container).  Blackflame  can  be  used  to  light  a
torch without burning it, and  inflicts  cold  dam-
age in the same manner as a normal  fire  (but  re-
versed).  Blackflame  will  also  restore  ashes  to
their original form, but does not return an  incin-
erated victim to life.
Using  the  Crucible  and   the   Blackflame,   the
hatting  Keeper  of  the  Flame,  Clanmaster,   and
several halfling sheriffs can work together to con-
str-uct a web of  shqdows.  Occasionally  but  very
rarely,  the  odd  shadows  cast  by  a  Blackflamc
have  material  existence  for  a  short  time;   i
caught and  immediately  placed  in  the  Crucible,
these  wisps  of  material  can  be  stored.   When
enough  shadows  have  been  caught  (a   procedure
that takes over 200 years),  the  Keeper  can  draw
power from the Crucible itself (using  the  ancient
secrets) and  weave  the  web  of  shadows,  a  lo'
square net of gossamer strands.  It cannot  be  seen
by  any  means  (even   magical)   except   in   shadows
or moonlight,  and  is  carefully  kept  and  stored  by
the Keeper.
 The  web  is  used  for  only   one   thing-collecting
moonlight.    When    the    Keeper    and    Clanmaster
hold the  web  for  an  entire  night  under  the  light
of  a  full   moon,   chanting   the   ancient   phrases
known   only   to   themselves,   the    moonlight    is
caught and distilled, forming  a  single  drop  of  sil-
very  liquid.  This  oil  of  moonlight   is   collected
and  stored  in  shadow,  avoiding  the  light  of  day.
A full  ounce  is  required  for  any  effect  (gathered
over 7- 10  years),  and  may  then  be  rubbed  into  a
fabric (often to  make  a  sail  or  kite).  Any  object
thus treated gains  the  ability  to  fly  at  360,  per
turn when in moonlight, which propels it.
 Halfling  clans  also  can  construct   magical   dag-
gers,  slings,  swords,  and  other  items  typical   to
halflings  by  using   the   Crucible   of   Blackflame.
Cost  and  time  for  construction  are  left   to   the
DM's discretion.

Doors

 Doors   are   common   in    most    dungeons.    Many
doors  are  locked,  and  many  others  are  stuck.   If
locked,  a  door  cannot  be  opened   until   a   thief
unlocks  it  or  until  a  magic-user  casts   a   knock
spell  upon  it.  Any  unlocked  door  can   be   easily
opened  by  any  monster.  After  a  door   is   opened,
it will usually slowly swing  shut  unless  a  spike  is
used to  wedge  the  door  open  or  it  is  held  open.

"Open Doors" Ability

 A  stuck  door  can  be  forced  open  by  any   char-
acter.  If a player  says  "I'll  open  the  door:'  roll
ld6.  If the result is 5 or 6, the door  is  successfully
forced  open.  This  roll  should  be  modified   by   a
character's  Strength  score  adjustment,  but  a   roll
of  6  should  always  open  a  stuck  door.
 The  attempt  may  be  made   once   per   round   pef
character.  However,  if  the   first   attempt   fails,
monsters on  the  other  side  of  the  door  cannot  be
surprised;  they  have  heard   the   noise.

Secret Doors

 Any  character  may  search  for  secret  doors.   The
player   must   describe   the    exact    area    being
searched.  This  takes   about   one   turn   for   each
10'x 10'area  searched.  If  a  player  says  "My  char-
acter  will  look  for  secret  doors,"  roll  id6.  You
should always foil,  whether  a  secret  door  is  there
of not, to keep the players  guessing.  If  there  is  a
secret door and the result is a  1,  the  character  has
found  the  secret  door.  Elves   find   secret   doors
with a roll of 1 or 2.
 Once  a  secret  door  has  been  found  and  its  ex-
act  location   noted   on   a   map,   anyone   reading
that map  can  find  the  secret  door  later  (no  roll
necessary).  A  secret  or  hidden  door  may   not   be
opened until it has been found.

Special Doors
 Some  doors  may  be  made  to  open   only   in   one
direction.  Such  doors   may   not   be   forced   open
from the  wrong  side,  but  will  open  normally  if  a
knock spell  is  used  (from  either  side).

Equipment Not Listed

    Beginning  players   should   not   be   allowed   to
purchase   equipment   other   than   the   items   given
on the lists  in  Chapter  4  unless  you  decide  other-
wise.  If  a  player  wants  a  piece  of  equipment  not
listed  and  you  decide  to  allow  it,  you  must   de-
cide  on  its  cost,  encumbrance,  and   other   charac-
teristics; if you  allow  the  player  to  come  up  with
the  equipment  characteristics,   you   could   end   up
with   unbalanced    equipment    entering    the    cam-
paign and becoming a problem.


Haste Spell
    There  are  many  magical  ways  for   creatures   to
move  and   fight   at   greater   than   normal   speed;
the  most  common  is  the  haste  spell.   The   follow-
ing rules apply in such situations.

1   .Saving   throws   are   never   affected   by   speed
   differences.
2.  Hit rolls gain a  +  2  bonus  for  each  speed  dif-
   ference.  A  hasted  character  who  drinks   a   po-
   tion of specd  thus  gains  a  total  bonus  of  +  4
   to  all  attack  rolls   against   opponents   moving
   at   normal   speed,   but   only   a   +   2   bonus
   against   singly   hasted   opponents.   This   bonus
   only affects hit rolls, not damage rolls.
3.  The armor class of a  hasted  creature  is  not  dif-
   ferent from its  AC  at  normal  speed,  but  it  re-
   ceives  a  -  2  AC  bonus   for   the   next   speed
   effect.  Thus,  a  fighter  wearing  plate  mail  and
   shield  (AC  2)  is  treated  as  AC  0  if  "double-
   speeded"  (such  as  from   both   the   potion   and
   the spell).
4.  Wands,  staves,  rods,  spells,   and   other   magi-
    cal  effects  are  not  affected  by   speed.   Magic
   always  takes   standard   time   to   use,   without
   bonuses or penalties for speed effects.
5.  A  maximum  of   two   different   types   of   speed
   may  be  cumulative.  For  example,  if   a   charac-
   ter drinks  a  potion  ofspced  and  is  hasted,  the
   character  moves   at   four   times   normal   rate-
   twice  normal  from  the  potion,  and   twice   nor-
   mal  from  the  spell.  Four  times  normal  is   the
   maximum   possibk   rate   increase;   attempts    at
   "triple  speeding"  or  faster  rates  always   fail.
   For  every  level  of  speed,   double   the   number
   of  attacks  the  character  can  make  that   round.
6.  Identical  types  of  speed   are   not   cumulative.
   If a haste spell  is  cast  on  a  character  who  is
   already  under  the  influence   of   another   haste
   spell, the second spell has no effect.
7  The  DM   may   add   other   restrictions   as   de-
   sired.   For   example,   problems   in    communica-
   tion   can   develop   through   speed   differences,
   especially  when   a   character   moving   at   four
   times  normal  speed  tries  to  talk   with   others
   moving at normal speed.

   Speed  can  be  an  extremely   valuable   tool   for
characters  in  combat.  If   the   bonuses   gained   by
speed  give  the  PCs  too   much   power,   you   should
add  any  controls  needed  to   keep   the   game   bal-
anced and entertaining.

Listening

   Any  character  may  listen  for  noises.   This   oc
curs  most  often   at   doors,   but   may   occur   an
where.  For  a  character  to  attempt   listening,   th
area  must  be  quiet  to  result  in  any  success.  Ne
a  waterfall,  for  example,  listening  is   nearly   i
possible.  If  the  area  is  quiet,  all  the  characte
must  also  be   quiet   to   have   any   success.   Th
means  that   everyone   must   stop   and   wait   whil
one   or   more   characters   listen,   because    armo
weapons,   and    other    items    make    noise    whe
characters are moving.
  If any player  says  "I'll  listen  for  noises,"  ro
id6.  You,   the   DM,   should   always   roll,   wheth
or not there is  anything  to  hear,  to  keep  the  pla
ers guessing.  If the result  is  a  1  (1-2  for  a  dwa
elf or halfling),  the  character  will  hear  any  nois
being made, if conditions permit success.
  A  1st  or  2nd  level  thief  has  the  same   chanc
to   Hear   Noise   as   a   demihuman.   As   he    gai
more   levels,   the   thief    becomes    more    adept
hearing noises.

Magic-User  Spell  Choice

  When  a  player  starts  a  magic-user  or  elf   cha
acter, the player will  ask  you  what  spells  the  cha
acter  has   in   the   spell   book.   The   magic-user
teacher  is  a  higher  level  NPC  magic-user,  and  th
spells  come  from  the   teacher.   The   "spell   book
assumed in the  game  can  simply  be  a  list  of  spel
kept  on  the  character  sheet.   You   may   play   th
role of the teacher  if  you  wish,  but  this  may  als
be assumed.
   This  system  for  spells  allows  you,  the  DM,   t
keep  control  of  the  spells  used  in  the  game.   F
example,   you   may   wish   to   avoid   charm   perso
spells.  You can avoid it  simply  by  not  giving  it  t
the  characters.  (You'll  have  to  make  sure  that  t
characters  never  find  a  scroll   or   another   magi
user's spell book with the spell on it, too.)
  The  first  spell  given   should   always   be   rea
magic.  This  allows  the  character   to   read   scrol
found,  and  would  be  a  basic  part  of   the   chafa
ter's training.
  The  second  spell  given   to   a   beginning   magi
user   character   should   be   fairly   powerful.   Yo
should avoid giving detect magic, light, or
taction from evil as  the  second  spell,  as  these  ar
nearly the same  as  the  clerical  versions  (easily  a
quired by a 2nd or higher level cleric).
  For    magic-user     characters,     good     "secon
spells"   are   charm   person,   magic   missile,   sic
(all useful  attack-type  spells),  and  shield  (a  val
able protection).
  The floating disc, holdportal, read langu
and  ventriloquism  spells  are  useful;   however,   th
player  of  a  beginning  magic-user  may   feel   usele
in  an  adventure  if   "miscellaneous"   spells   (whic
includes  read  magic)  are  the  only  ones   he   know
These  spells  make  good  "third   spells,"   when   th
character reaches second level.
  You  may  wish  to  give  one  spell  to   one   begi
ning  magic-user  and  a  different   spell   to   anoth
beginner.  This  increases   the   number   of   differe
spells  available  to  a  party.  However,  be  sure   t
give spells fairly.  Try to give  one  powerful  spell  t
each, to avoid complaints of unfairness.

Lost Spell Books

If  a  magic-user  or  elf  character  loses  a  spell
book, the  character   has   a   big   problem.   Nobody
would  allow  the  character   to   use   a   borrowed
book, and  without  a  book   the   character   has   no
spells to   memorize!    You    should    always    offer
some method  for  the  character   to   find   a   lost
book or gain a new  one.  This  should  not  be  easy;
it may  involve  paying  a  large  sum  of  money  (or
an unbreakable  promise  to  pay  in  the  future),  a
special  service  or  journey,  dangerous   adventure,
or  some  other  method.  Remember  that   the   char-
acter is heavily penalized by the loss  of  the  book,
and  the  player  will  probably  not  have  much  fun
until it is recovered.

Mapping

Mapping   a   dungeon   is   one   of   the    biggest
problems  for  beginning  players.  You  can  make  it
easier by following some simpie guidelines:

 Describe  areas  clearly  and  accurately.  If   you
 make  a  mistake,  tell  the  players  right   away,
 and make necessary corrections.
2. Use the same  terms  in  descriptions,  and  try  to
 describe room details  (size  of  the  room,  exits,
 creatures,  other  contents)  in  the   same   order
 each  time.   If   the   players   become   familiar
 with  certain  often-used  terms,   they   can   map
 more  easily.   Some   common   terms   for   corri-
 dors are:
   Side   passage   (or   Sideroad):    A    corridor
   branches off  to  one  side,  but  the  main  cor-
   ridor continues.
   Four-way    intersection:     Corridors     branch
   off to both sides of the main corridor.
   T-intersection:  The   main   corridor   ends   at
   an   intersection   where    corridors    continue
   left and right.
3. Set a standard  description  at  the  start  of  the
 adventure   for   corridors,   rooms,   walls,   and
 other  typical  features.  For   example,   if   you
 start  by  saying  "A  standard  corridor   is   lo'
 wide   and   lo'   high,"   you   can   simply   say
 ,'standard  corridor"  instead  of   describing   it
 each   time.   Standard   walls   might   be   "made
 of stone blocks, each 2'  long  and  l'  tall,  mor-
 tared  on  all  sides,"  and  no  further  wall  de-
 scription is  needed  unless  it  differs  from  the
 standard.
4. When   you   design   your   own    dungeons,    use
 straight  corridors  and  square  rooms  at   first.
 You  may  try  other  shapes  and   twisted   corri-
 dors   when   you   and   the   players   are   more
 experienced-but  even  then,  it  will  still   slow
 down the game.

Multiple Characters

 You  should   not   allow   beginning   players   to
play more than one character  at  the  same  time.  It
can be hard enough to  play  the  role  of  one  char-
acter;  two  or  more  can  be  very  confusing.  How-
ever,  when  the   players   are   more   experienced,
you may consider this as an optional system.
 You  might  run  several  different   campaigns   in
your  fantasy  game  world;  if  so,  you  may   allow
each player to have  a  character  in  each  campaign.
This  can  be  more  interesting,   and   allows   the
players to try different classes.

New Items  and  Monsters

 Experienced   Dungeon   Masters    often    make    up
their  own  monsters,   treasures,   spells,   and   so
forth.  This  is   not   recommended   for   beginners.
The  entire  game   system   is   carefully   balanced,
and it is easy for a beginning  DM  to  create  a  too-
powerful item;  such  an  item  is  very  hard  to  get
rid of once it has been put into the game.
When  you  start  to  include  your   own   creations,
start out by making  them  similar  to  those  in  this
book.  Magical  items  usually   have   charges,   mon-
sters and character  classes  all  have  strengths  and
weaknesses.  For  magical  items,   familiarize   your-
self  with  the  rules  for  magic  item  creation   in
Chapter 16 (page 250).

Overusing Dice

 New   Dungeon   Masters   often   make    the    com-
mon mistake  of  using  random  dice  rolls  to  deter-
mine   everything.   An   entire   evening    can    be
spoiled  if  (for  example)  an  unplanned   wilderness
encounter  on  the  way  to  the  dungeon  goes   badly
for  the  party.  The  DM  must   use   good   judgment
in  addition   to   randomtables.   Encounters   should
be scaled to the  strength  of  the  party  and  should
be  in  harmony  with  the  theme  of  the   adventure;
whenever  possible,  they   should   be   worked   into
the story the characters are playing out.
 Likewise,   the   DM   may   choose    numbers    in-
stead  of  rolling  for  the  amount  of  damage,  num-
ber  appearing,  etc.  This   may   be   necessary   to
allow  for  a  more  enjoyable   game;   heavy   damage
early in the game may spoil the fun.

Reality Shifts

 A  DM  may  occasionally   decide   to   change   a
procedure  that  has  been  used  in  many   previous
games.  Rule  changes  and  additions   can   usually
be  introduced  by  some  logical   means   such   as
finding a new spell on a  long-forgotten  scroll,  or
a   magical   weapon   could   be   stolen   by   NPC
thieves to remove it from play.
 Sometimes  a  change  cannot   be   logically   ex-
plained.  For  broad  and  basic  rule  changes,  work
with your  players  to  develop  a  logical  expiana-
tion.  If no other method presents itself,  a  reality
shift may be the only option.
 A  reality  shift  means  that  the  DM   and   the
players have decided  that  they  want  to  play  the
game by different rules.  Do not try  to  replay  past
events  or  adventures  that  may  have   hinged   on
the changed rule.  Either reconsider  the  results  of
such  encounters   (modifying   treasure,   XP,   and
items  gained  thereby)  or  just  ignore   the   pag
completely.
 Avoid  reality  shifts  wherever  possible,  apply-
ing changes by inventing  logical  reasons  for  the@
existence.

Record Keeping

 A  Dungeon  Master  must  often   keep   track   of
large   amounts   of   information.   The   following
guidelines are provided  as  suggestions  on  how  to
turn  a  disorganized  mess  into  a  neat,  well-run
game.

Timekeeping

  A  DM  can  keep  a  firm  grip  on  game  events  if
always  aware  of  the  exact  game   time.   Many   ef-
fects  have  given  durations,  and  all  actions   take
time.  While  PCs  stroll   about   dungeon   corridors,
NPCs   and   monsters   may   be   busily   engaged   in
their  own  affairs,  some  of  which  may  affect   the
party   at   some   point-but   when?
  Good  records  of   actions   taken   help   organize
timekeeping.   During   a   very    active    encounter,
keeping  track  of  time  can  help   eliminate   confu-
sion and  help  you  keep  track  of  durations  of  ef-
fects,  movement,   and   when   foes   can   enter   or
leave  combat.  Make  a  timetrack,  a  simple  list  of
numbers,   and   mark   off   time   as    it    passes.
Rounds,  turns,  hours,  and  days  can  thus   be   ac-
counted     for.
  The  timekeeping  note  sheets   can   be   discarded
after the  adventure  is  over,  but  the  DM  may  wish
to  make  permanent  notes  of  the  dates  and   places
of  unusual  or  disastrous   events,   encounters,   or
other   details.

               Timetrack         Table
               Days   in    a    Month
       12     3         45       67     8    9  10
  11     12     13     14 l 516     17  18 19   20
  21   22    2    3    24 2 526     27  28 -      -

            Hours    in    a    Day

       1      2         3        4      5       6
       7      8         9        10     1 1     12
       13     14        15       16     17      18
       19     20        21       22     23      24
  Tums   in    an    Hour
       1      2         3        4      5       6
                                                -
  Rounds   in   a    Turn
       1    2    3    4    5    6    7    8     910
  1    112    1 3       14 1 516 1 7    18 19   20

  2    122    23        24 25 26 27     28 29   30
  31   32     33        34 35 36 37     38 39   4,,
  41   42     43        44 45 46 47     48 49   5@
1  51   52     53        54 55 56 57     58 59   60


            Character                Records

  If  a  DM  keeps  his   own   file   of   information
about  player  characters,   he   can   find   important
details  about  them   quickly,   even   during   games.
He can either  keep  a  full  copy  of  their  character
sheets  or  put  compressed  data  on  an  index   card.
The  player  isn't  allowed  to  keep  back  any  infor-
mation about his  character;  the  player  must  at  all
times  divulge  any  details  about  his  character   to
the   DM.
  At  a  minimum,  the  DM  will   need   the   follow-
ing  information  about   each   PC:   The   character's
name,  armor  class,  hit   points,   alignment,   class
and   level,   experience   points,   ability    scores,
THACO,     saving     throws,     weapons,     temporary
magical   items,   permanent    magical    items,    and
the     player's     name.
  The  DM  may  also   want   to   know   special   de-
tails, such as XP, gear, cash totals,  thief  abilities,
magic-user  spell  books,  dominion  details   and   in-
come,  location  in  the  game  world,  items   or   in-
formation   sought,   etc.
  See   Appendix   3   for   photocopiable    character
sheets you can use for these purposes.

                         NPC Data
  The  DM  should  also  fill  out  a  character  sheet
for  each  NPC   that   might   go   on   an   adventure
with  a  party.   For   convenience's   sake,   the   DM
should  make  up  NPC  sheets   in   the   same   format
as the PC character sheets.
  In   addition   to   the   usual   information,    an
NPC's   record   should   indicate   the   NPC's    home
town  (or  the  area   in   which   the   NPC   can   be
found)  and  his  personal   characteristics   and   mo-
tives (stubborn,  costly  to  hire,  flamboyant,  etc.).

Adventure Record Sheets

  To  help  a  DM  organize  an   adventure   and   run
it swiftly,  he  may  wish  to  prepare   an   adventure
record  sheet.  Take  a  sheet  of  paper  and,  at  the
top left corner, write the real date  and  the  date  of
the  adventure  in  campaign  time.   Note   the   char-
acters' mission  or  primary  activity  for  that  day's
adventure at the top right corner of the paper.
  Use  the  copies  of  the  record  sheets  you   have
for  all  PCs  and  NPCs  taking  part  in  the  current
adventure.  Copy   the   information   you   most   need
during   the   game,    including    each    character's
name, class, and level.
  In Appendix 3,  you'll  find  a  full-sized  copy  of
this  adventure  record   sheet.   You   can   photocopy
it  and  use  one  record  sheet  for   each   adventure
you play.

Abbreviations on the Adventure Record Sheet
  Not  all   the   abbreviations   on   the   Adve@t@re
Record  Sheet  from  Appendix  3   are   explained   be-
low; some should already be familiar to you.
  NA,  AC,  and  hp  are   the   number   of   monsters
appearing,  their  armor  class,  and  hit  points,  re-
spectively.  If  two  or  more  monsters   are   encoun-
tered,  use  the   second   line   below   the   monster
t  list  their  hit  points.  Multiple   monsters
=d   be   numbered   to   avoid   confusion.   Be   sure
to  leave  room  beside  each  hit  points   figure   to
keep track of wounds.
  THACO is the score     the  monster  needs   to   hit
armor class zero (0).
  fAT  and   Damage   are   the   number   of   attacks
made   in   one   round   and   the   range   of   d@age
each attack causes.  If  the  monster  has  special  at-
tacks, try to  abbreviate  these  attacks  as  one  word
or a phrase.
  STw  and  STs  are  the   monster's   saving   throws
vs.  wands  and  spells,  respectively.  These  two  are
the    most    commonly    used    during     encounters
with well-equipped characters.
  ML  is  the  morale   of   the   monsters.   Monsters
should  not  always  fight  to   the   death.   However,
the  DM  may  decide  how  a  monster  will  react   in-
stead of using the optional morale rules.
  XPVis the XP value of one creature.


Using the Adventure Record Sheet
  Whenever magic affects a character,       note    the
nature of the effect  and  its  duration  to  the  right
of  the   character   information.   Use   abbreviations
whenever possible, to save space.
  As  game  time  passes,  deduct  from   all   magical
effects   durations.   When   a   character   would   be
aware  of   an   exact   duration,   warn   the   player
when only a brief time remains.
   An  alternate  method  of  keeping  track  of   dura-
tions is  to  mark  on  the  timetrack  the  exact  game
time   when   the   effect    disappears.    When    that
much  time  has   been   marked   off,   the   DM   knows
that the spell effect has ended.
  To  speed  up   play,   make   notes   on   encounters
ahead  of  time  on  the  dungeon   of   wilderness   en-
counter  key.  To  save  even  more  time,  put   statis-
tics  of  monsters  on  the  prepared   notes.   The   DM
may  also  have  notes  on   the   details   of   magical
treasures,  or  at  least  the  book  and   page   refer-
ences  where   complete   information   can   be   found.
  When  the   combat   ends,   make   the   calculations
for  experience  point  awards  and  circle   the   total
for  that  encounter.  Note  all   treasures   found   as
well, and if  they  are  taken  by  the  party.  You  may
wish  to  keep  separate  treasure   records   for   each
character for encumbrance calculations.
  When  the   time   comes   to   end   the   adventure,
the  DM  has  all  the  relevant  experience   notes   on
the  adventure  record.  Total  and  divide   the   expe-
rience  point  awards,  and   remind   players   of   the
treasure found so  they  may  divide  it  as  they  wish.
Note all results on the record sheet.

Placement During

Encounters
  If  the  DM  keeps  track  of  monster  and  PC  loca-
tions  by  memory   alone,   he   sometimes   makes   er-
rors.   -Miniature   figures   or    other    items    to
represent  the  opponents  are  useful   for   visualiza-
tion  and  are  best  used  on  a  gridded  playing  sur-
face  to  indicate  distances.  A  surface  that  can  be
further  marked  to  indicate  walls,   furniture,   etc.
is ideal.
   If miniature  figures  are  not  available,  try  mak-
ing  abstract  playing  aids   to   represent   monsters.
These  can  be  as  simple  as  scraps  of   paper   with
numbers   on   them,   dice,   or   pieces    of    round
wooden   dowel,   each   about   an   inch    high    and
marked  with  a   color   and   a   number.   With   only
four  colors  and  single-digit  numbers,   an   accurate
account  can  be  kept  of  up  to  36  monsters.   Play-
ers  can  identify  their   opponents   by   number   and
color ("I hit  red  spectre  #7  for  12  points!"),  and
the  DM  can  use  the  same   identification   in   pri-
vate records.
  Another  alternative  is   chalk   and   an   inexpen-
sive   chalkboard   for   making   diagrams.    The    DM
will still need  to  keep  separate  records  of  monster
hit points, but all  creature  positions  can  be  easily
changed.


Retiring Characters
   For  a  variety  of  reasons,  a  player  or  the   DM
may  decide  that  a  character  should  be  retired.   A
player  may  lose  interest  in  a  character.   The   DM
might  then  make  the  character   an   NPC   and   have
him    reappear    during    later    adventures.    That
character might still rise in levels,  but  at  a  lesser
rate  of  experience   progress.   Discarded   characters
who were fully  developed  in  the  past  are  ideal  for
new  players  who  want  to  play   established   charac-
ters in a campaign.
I  The  DM  may   decide   that   a   character   is   no
longer  suitable  for  a  particular  campaign   due   to
an Iexcess  of  money,   items,   or   power,   or   some
otner  reason.  Before  retiring   the   character,   the
DM  should  discuss   the   problem   with   the   player
and  try  to   find   alternatives.   Remember   that   a
properly   played   but   too-powerful   character    may
be suitable for another DM's campaign.
  Whenever  any   character   is   retired   from   play,
provide  the  other  characters   with   logical   reasons
for    the    disappearance.    An    adventuref     might
move  away  (to  another   continent   or   region),   die
of  natufal  causes  or  old  age,   mysteriously   disap-
pear, or just retife from the adventuring life.


Special Character

Conditions

  Characters   sometimes   find   themselves   in    unu-
sual  situations-situations  that   limit   their   effec-
tiveness   or   options.   Here   are   some   of    those
situations and their effects.

Blindness

  Characters  can  be  blinded  by  a  variety   of   ef-
fects.  For  example,   a   light   of   continual   light
spell may be cast  directly  on  a  chafactef's  eyes,  or
a  character  without   intravision   may   find   himself
in an area of compiete darkness.
  A  character  who  is  completely  blind,   for   what-
ever  reason,  suffers  a  -4  penalty   to   all   saving
throws, a - 6 penalty to  all  attack  rolls  (he  has  to
guess  where  his  target  is  by  hearing),  and   a   +4
penalty to  his  armor  class  for  the  duration  of  his
blindness.
  A  character  who  is  forced  to  travel  great   dis-
tances while  blind  must  move  very  slowly.  If  he  is
to  walk  slowly  enough  that  he  will  not  fall   down
steps   and   walk   unknowing   into   pits,   he    must
move  at  one-third  his  normal  speed   .   .   .   and,
whether  he  is  indoors  or  outdoors,  that   speed   is
measured in fect, not yards.
  A  blind  character  who  is  guided   by   a   sighted
charactef  can  move  safely  at   two-thirds   his   nor-
mal  rate,  and  his  movement  is   measured   in   yards
when  outdoors.   A   character   mounted   on   a   horse
suffers  no  movement   penalty   if   someone   else   is
guiding that horse.

Deafness

  A  character  made  deaf  by  magic  (a  curse   or   a
horn  of  blasting,  for  example)  is  certainly   incon-
venienced.  Since   he   cannot   hear,   he   will   miss
many  warnings  shouted  at  him  by   his   allies   (the
deaf  character   should   make   a   saving   throw   vs.
death ray;  if  he  fails  it,  he  is  facing  the  wrong
way  when  the  warning  is  called).  A  curse  of  deaf-
ness  would  be   cured   by   a   remove   curse   spell,
while  deafness  caused  by  a  horn  of  blasting   could
be cured by a cureall spell.

liivisibility

  A  character  who   cannot   see   his   opponent   due
to an invisibility spell suffers a  -  6  penalty  to  all
attack tolls  made  against  his  invisible  foe;  he  has
to guess where  his  target  is  by  hearing.  He  suffers
no  penalty  to  his  AC  when  attacked  by  an   invisi-
ble   character:    Remember,    someone    who    attacks
loses the bonuses of invisibility!

Paralysis

  Various   types   of   spells   and   monster   attacks
can  paralyze,  or  "freeze,"  a  charactef.  If  a  char-
acter is hit by a  paralyzing  attack  and  fails  a  sav-
ing   throw    vs.    paralysis,    the    character    is
immobilized   and   unable    to    do    anything.    The
character  is  not   dead,   and   a   character   cannot
die from mete paralysis.
  A    paralyzed    character    femains    awake    and
aware   of   what   is   happening   around   him,    but
cannot  do   anything   that   requires   movement   (in-
cluding  speaking,  spellcasting,  and  so   forth)   un-
til the paralysis ends.
  Hand-to-hand   attacks   on   a   paralyzed    charac-
ter   automatically'hit,   but   an   edged-weapon    at-
tack   will   not   automatically   kill   a    paralyzed
character   as   it   would   a    sleeping    charactef.
Ranged  attacks  are  made  against  the  victim  as   if
he were AC 9.
  Paralysis itself  has  no  permanent  effects  of  any
kind.  It  lasts  for  2d4  turns  (unless  a   different
number  is  given  in  the  monstef  or  spell   descrip-
tion).  The  cleric  spell  cure  light  wounds  can   be
used  to  remove  the  paralysis,  but  will   not   cure
any damage when used for this purpose.


Prone Characters
   A   character   who    has    fallen    (e.g.,    been
knocked  over  in  combat)  is  easy  to  hit:  Attackers
receive a  +4  bonus  to  their  attack  rolls  when  at-
tacking a fallen foe.
  A fallen foe also has a -  4  penalty  to  all  saving
throws and a  -  2  penalty  to  attack  rolls  while  on
the     ground.
  A  character  on  the  ground  takes  one   round   of
movement  to  stand  up;  also,  for  the  rest  of   the
round  after  he  has  stood  up,  the  character   still
suffers the penalties of a fallen character.


Sleep  and  Unconsciousness
  A sleeping  character  is  helpless.  If  an  attacker
can   come   up   to   a   sleeping   character   without
waking  that  character,  he   can   kill   the   sleeper
with  a  single  blow  of  any  edged   weapon,   regard-
less of the victim's hit points.
   Attacks   on   a   sleeping   character   made    with
other   (i.e.,   blunt)   hand-to-hand   weapons    auto-
matically  hit;   ranged   attacks   are   made   against
the victim as if he were AC 9.
  Any  sleeping  creature,  including  one  hit   by   a
sleep  spell,  can  be  awakened  by  force,  such  as  a
shake, slap, or kick.
  Some types of  sleep  are  so  heavy  that  the  char-
acter  will  not  awaken   when   disturbed;   they   are
defined   with   individual   spell   of    combat-result
descriptions,  and  afe  normally  referred  to  as   un-
consciousness.   A   victim   of    unconsciousness    is
much  like  a  sleeper,   but   will   not   awaken   and
cannot resist when being tied up.


  Starvation Table
  Character Has
  No Food
  No     Water
  No Food & No Water
  Percentage of hp                      Must Rest
  Lost to Starvation                    (per  day)
  O%-24%                                 6   hours
  25%-49%                                8   hours
  50%-74%                               10   hours
  75%-99%                               12   hours


Starvation and Dehydration

   A character begins to  starve  aftef  one  full  day
without food.  For  every  full  day  a  character  goes
without either food  or  water,  roll  one  die  of  the
type specified  below.  The  result  is  the  number  of
hit points  he  loses.  While  staining,  the  character

cannot  heat  naturally,  and  healing  spells  do   not
restore  hit  points  lost  from  starvation  until  the
character is no longer starving.
    As  a  character  loses  hit  points,  he  gradually
becomes less  and  less  effective,  as  the  Starvation
Table  below  shows.  To  use  the   table,   find   out
what  percentage  of  the  character's  hit  points   he
has lost  to  starvation:  Divide  the  character's  un-
modified  hit  point  total  into  the  number  of   hit
points lost  to  starvation.  (For  example,  a  fighter

with 32 hit  points  who  has  lost  10  hit  points  to
starvation has lost about 31 %  of  his  hit  points  to
starvation:  '0/32  =  0.  3125.)  Compare  that  result
to the table. (You can also use  this  table  to  deter-
mine the effects of starvation on monsters.)


Stunning

    Certain types of spells,  attacks,  of  magical  ef.
fects  can  stun  a  character.  The  duration  of   the
stun is determined  by  the  type  of  attack;  the  de-
scription of each type of  attack  that  can  stun  will
describe its duration.
   A  stunned  character  suffers  the  following  pen-
alties:

1   .The   stunned   character   cannot   attack   anyone
   for the first turn  he  is  stunned  (or  until  the
    stun wears off, if that is faster); after the  first
   turn, he is at a - 4 to hit  until  the  stun  wears
   off.
2   .He  moves   at   one-third   the   normal   movement
   rate for whatever speed he is attempting.
3   .He  suffers  a  -4  penalty  to   all   his   saving
    throws.
4.  He  suffers  a  +4  penalty   to   his   armor   cim
   (thus an AC 5 becomes a 9).
5   .He  cannot  concentrate,   cast   spells,   or   use
   magical items.
6.  He cannot use general skills.
7.  Any   weapon   mastery   the   character   possesses
   above Basic level is reduced to Basic level.

   The cleric spell  cure  light  wounds  can  be  used
to remove  the  stun  effect,  but  will  not  cure  any
damage when used for this purpose.

    Hit Point Loss
    id2/day
    ld8/day
    idio/day

           Movement                  Penalty to
           Rates                     Attack Rolls
           No Penalty                No Penalty
           X  3/4                    - 2
           X  '/2                    -4
           X  3/4                    -6

Thief Abilities

 All  DMs  should   be   familiar   with   the   special
abilities of thieves.  If  you  are  not,  turn  to  Chap-
ter 2  and  read  the  description  of  the  thief  class
(page   21).   Many   dungeon   designs   include    sev-
eral  traps  for  thieves  to  find  and  remove,   locks
for  them  to  open,  and  sheer  walls  for  their  spe-
cial climbing skills.
 When  a  player  says  "My  thief  character  will  try
to  .  .  ."  and  names  one  of  these  abilities,  you
must  roll  to  determine  the   success   of   the   at-
tempt.  All  of  a  thiefs  abilities  are   checked   by
tolling percentage dice (d % ).
 Ask  the  player  what   his   percentage   chance   is
for the skill used.  If you  keep  records  of  the  char-
acters, be  sure  that  the  thiefs  percentages  are  in
your  records  and  that  the  player's   records   match
yours.  Roll  the  percentage  dice.   (The   DM   always
does this; the player does not.) If the  result  is  less
than or equal  to  the  listed  chance  of  success,  the
attempt succeeds.
 A  failed  attempt  will  often  simply  have  no   re-
sult.  The  thief  will  know,  fof  example,  that   the
lock  has  not  been   opened,   that   no   traps   were
found,  that  the  wall   was   not   climbed,   and   so
forth.   However,   a   failed    attempt    at    Remove
Traps  may  set  off  the  trap   (DM's   decision),   or
may leave it  to  be  triggered  when  a  certain  action
occurs  (opening  the  chest   or   door,   lifting   the
item, etc.).
  Attempts  to  use  the  Move  Silently  or   Hide   in
Shadows  abilities  will  always   seem   successful   to
the  thief.  Only  the  DM  knows  for  sure,  based   on
the result of the roll.
   The   DM   may   decide   on   any   result    without
rolling.  For  example,  if  a  party  is  being   chased
by   an   unbeatable   monster   and   a   locked    door
stands  between  them  and  the   exit,   you   may   au-
tomatically  allow  an   Open   Locks   ability   attempt
to  succeed,  to  make  the  game  more  fun  by   allow-
ing  the  party   to   escape-possibly   after   fighting
the creature for a short time.


Transferring Characters
  A  player  may  come  to  your  game  with   a   char-
acter  created  somewhere  else.  If  this  occurs,   ex-
amine  the  character  sheet   carefully.   In   general,
you  may  allow  the   character   to   "transfer"   into
your game unless:
  The character  is  of  a  higher  level  than  the
other characters in the game

  2.  The  character  owns   more   or   better   magic
      items  are  owned  than   by   other   characters
  3 . The   character's   treasure   amounts   to    mo
       than   50%   greater   than   the   amount   owne
      by any other character in your game

  Any  one  of   these   problems   may   be   cofrecte
simply  by  changing  the   details   on   the   charact
sheet.  But  if   allowed   to   remain   unchanged,   a
one  of   them   can   unbalance   encounters   you   ha
set  up.  If  any  changes  are  necessary,  you   shoul
talk  about  them  with  the  player,  in   private,   b
fore the game.
  When    an    experienced    character    comes    in
your  campaign,  you   may   also   want   to   establis
how he came here.  If the character's former c
paign is set on a world very similar to your c
paign  world,  you   can   pretend   that   he   had   h
previous  adventures  on  this  world  all   along,   an
describe  to   the   othef   PCs   what   they've   hear
about  this  character.  If  the   former   campaign   w
on  a  distinctly  different  world,  you   can   descri
the  magical  process  that   brought   him   here   (pe
haps  he   slid   down   the   wrong   worm-hole   durin
planar  travel,  or   offended   an   Immortal   who   e
iled him from his original world).

                  pter 14: Monsters


       monster,"  technically,  is  any   creature   that
       not  a  player   character.   This   chapter   de-
       many   different   types   of   monsters;    these
monsters are listed in alphabetical order.
  Monsters  are   not   always   ravenous   beasts   that
automatically  attack  PCs  and   ferociously   fight   to
the   death.   Monsters   may   be   friendly    or    un-
friendly,  wild  or  tame,   normal   or   bizarre.   Some
will    be    random,    dangerous    encounters;     some
will  be  long-term  enemies  of  the   PCs;   some   will
be  one-time  or  permanent  allies  of   the   PCs.   The
Monster   Reaction   Table   from   Chapter   7   can   be
used  to   determine   how   monsters   respond   to   the
PCs at first if desired.

How to Read Monster

Descriptions

  Each  entry  on  the  following   pages   has   a   de-
scription  of  the   monsters,   often   including   notes
on  their  behavior.  Every  monster   is   described   in
the same manner.

Monster Name
  If the  name  of  a  monster  is  followed  by  an  as-
terisk  (*),  then  a  special  or   m2gical   weapon   is
needed  to   hit   that   monster.   The   monster's   de-
scription  tells  what  sort  of  weapon  is  needed.  Use
these  monsters  with  caution;   they   are   very   dan-
gerous  to  iow-level  characters   who   may   not   have
the  right  type  of  weapon  to  effectively  fight  such
creatures.


Monster Statistics

  just  as   the   player   chafactets   have   abilities
(Strength,  Dexterity,  etc.),   monsters   have   statis-
tics.  Every  monster  in  this  chapter  has  the  follow-
ing set of statistics:

Armor Class:
Hit Dice:
Move:
Attacks:
Damage:
No. Appearing:
Save As:
Morale:
Treasure Type:
Intelligence:
Alignment:
XP Value:

Armor Class (AC)
  This  number  works  just  like   a   character's   ar-
mor  class:  the  lower  the  numbef,  the  harder  it  is
to hit the creature.
  A  monster's  armor  class   is   determined   by   the
creature's  speed  and   dexterity,   the   toughness   of
skin,  and  armor  wofn  (if  any).   The   DM   may   ad-
just the armor  class  for  special  situations.  For  ex-
ample,   a   hobgoblin   is   normally   afmor   class   6
(probably   wearing   leather   armor),   but    may    be
changed  to  armor  class  2  if   the   hobgoblin   some-
how finds plate mail armor.
Hit Dice (HD)
  This  gives  the  number  of  eight-sided   dice   (dB)
used  to  find  the   monster's   hit   points.   A   line
reading  "Hit  Dice:  1  1  "  means  that  the   creature
has I id8 hit points.
  Some   Hit   Dice   numbers   are   followed   by   ad-
justments  (a  plus   or   minus   followed   by   another
number).  For  example,  "Hit  Dice:  3  +   1   "   shows
the  number  of   Hit   Dice   (3)   and   an   adjustment
(+   1).   The   adjustment   is   the   number   of   hit
points  added  to  or  subtracted  from   the   total   of
the dice; for instance, with  a  Hit  Dice  3  +  1  crea-
ture,  the  DM  would  roll  3d8  and   add   1   to   the
total.  If he rolled 14  on  the  dice,  the  creature  has
15 hit points.
  If an  asterisk  (*)  appears  next  to  the  Hit  Dice
number,  the  monster  has   a   special   ability   (usu-
ally  either  magical  spells,  a  special  attack,  of  a
special  defense)  which  will   be   explained   in   the
creature's  description.  A   creature   may   have   sev-
eral asterisks by  its  Hit  Dice  figure,  one  fof  each
special  ability.  Special  abilities  affect  the  number
of  experience  points  the  characters   earn   for   de-
feating  the  monster,  as  explained   in   Chapter   10.
  Beside  the  Hit  Dice  numbef  will   be   an   abbre-
viation:  (S),  (M),  or  (L).  (S)  stands  for   "Small"
or    "Smaller    Than     Man-Size,"     meaning     that
these   creatures   are   smaller   than   most    humans.
(M)    means    "Medium"    of     "Man-Size,"     meaning
that  they   are   comparable   in   size   with   humans.
(L)   means   "Large"   or   "Larger    Than    Man-Size,"
meaning  that   they   are   substantially   larger   than
full-grown     humans.     Remember     that     halflings
have  a  defensive  bonus   against   all   creatures   of
this size.

Move (MV)

   This  gives  the  movement  rate   for   the   monster.
Usually,  on  this   line,   you'll   see   two   numbers,
with   the   second    number    in    parentheses.    The
first  number  is  the  number   of   feet   the   monster
moves   in   one   10-minute   turn;   the   second   num-
ber  is   the   movement   rate   per   round   (for   en-
counters).
  Some   monsters   have   a   second   movement    rate.
The  first  is  the  rate  when  walking,  and  the   sec-
ond   is   a   special   form   of   movement,   such   as
swimming, flying, or climbing.

Attacks (#AT)
  This  gives  the  number  and  type  of   attacks   the
monster   can   make   in   one   round.   Some   monsters
have  additional   special   attacks,   described   later.

Damage (Dmg)
  This  line  tells  you   the   amount   of   damage   a
monster  inflicts  if  its  attack  succeeds,   given   as
the  roll  of  one  or  more  dice.  When  a  monster  has
more  than  one  attack  in  a  round,  the  attacks   and
damages  are  given  in  the   same   order.   "By   weap-
on"  means  that   the   monster   always   attacks   with
a   weapon;   the   damage   is    determined    by    the
weapon   type.   A   monster   using   a   normal    sword
will   do   normal   damage   for   the   normal    sword,
plus  any  damage  bonuses  listed  on  this  line  or  in
the monster descriptioo.
  A  typical  entry   fof   damage   might   read   "Dam-
age:   id6/2d6."   The   first   attack    listed    under
"Attacks"  causes   id6   points   of   damage   and   the
second  one  listed   causes   2d6   points   of   damage.
No. Appearing (NA)
  This    line,    "Number    Appearing,"    shows    the
number   of   monsters   that    can    be    encountered,
The  first   number   shows   the   number   of   monsters
normally   found   in   a   dungeon   room.   The   second
number    (in    parentheses)     gives     the     number
found  outdoors  in   wilderness.   If   either   number
is  zero,  the  monster  is  not   normally   found   in
that  location.   The   DM   can   always   adjust   the
number according to the situation.
   Dungeon   Encounters:   The   first   No.    Appear-
ing  figure  applies   to   dungeon   encounters.   Find
the  level  of  the   dungeon   upon   which   the   en-
counter  occurs.  If  the  monster's  level  (Hit  Dice)
is  equal  to  the  level  of  the  dungeon,   use   the
listed  No.  Appearing.  If  the  monster's   level   is
greater  than  the  dungeon  level,   reduce   the   No.
Appearing  for  this  encounter  (at  least   one   will
appear).  If  the  monster's  level  is  less  than  the
dungeon   level,   then   increase   the   No.   Appear-
ing for this  encounter.  If  the  creature  is  encoun-
tered  in  its   dungeon   lair,   the   No.   Appearing
can  be  multiplied  by  up  to  five  times,  but   the
DM   must   use   his   or   her   judgment   when   in-
creasing    monster    numbers    to     avoid     over-
whelming the player characters.
   Wilderness:  The   second   No.   Appearing   figure
(in   parentheses)   is   used   for   nondungeon    en-
counters.  If the  creatures  afe  found  in  their  wil-
derness    lair,    the    No.    Appearing    can    bc
multiplied by up to five times as above.
   In  any  monster  lair  (whether  in  a  dungeon  or
wilderness),  up   to   half   of   the   total   numbef
present  may   be   young   or   very   old   creatures,
sometimes with little  or  no  combat  ability.  In  ad.
dition,  several  adults   may   be   absent   (hunting,
scouting,  etc.),  depending   on   the   season,   time
of day, and other conditions.


Save As (Save)
   This  line  shows  you  the  character   class   and
level  at  which  the  monster  makes   saving   throws.
For  exampie,  if  the  description  says  "Save:   F7:'
then the monster saves as a 7th level fighter.

C:  Cleric
F:  Fighter
M: Magic-User
T-. Thief
D: Dwarf
E:  Elf
H: Halfling

   Refer to  the  applicable  character  class  desc@p-
tion  to  find  the  exact  saving  throws  the  monster
uses.  As  a  rule  of  thumb,  unintelligent   monsters
usually  save  as  fighters  of   half   theif   monster
level.  Some monsters may have          special   adjust-
ments  to  some  saving  throws,  as   given   in   thei
descriptions.

Morale (ML)
   This   optional   rule   measures   the    monster's
courage   in   combat.   Whenever   a   monster    needs
to  make  a  morale  check  (see   the   "Morale"   sec.
tion  of  Chapter  8)  the  DM  rolls  2d6  against  the
number  shown  on   this   line.   If   the   result   i
greater than the  morale  score,  the  monsters  try  to
run  away  or   surrender.   Otherwise,   the   monsters
continue  to  fight.  If  the   monsters   are   encoun-
tered  in  their  lair  of  have  special  leaders,   f@
their mofale scores by I of 2 points.
Treasure Type (IT)
   To  find  out  how  much  and  what  type  of  tfc2-
sure  is  being  guarded   by   the   monsters,   compne
the letter given here to the  letters  on  the  Tfe2sure
Types  Table  (both  Treasure   Carried   and   Tre-asum
in  Lair)  from   Chapter   16.   "Nil"   indicates   no
treasure.
         r


                                                                                                                    Chapter 14: Monsters


              If a treasure type  is  given  in  parentheses,  it  is      the   monster   can   only    be    harmed    by    magical     ness, where most adventures take place.
           the  treasure  carried  by   the   monster   rather   than      weapons    or    is    magically    summoned    or     con-        Swamp:   This   terrain    includes    swamps,    marsh
           found  in  its  lair.  A   wandering   monstef   with   no      trolled),  and  these   monsters   can   be   affected   by     es, bogs, and similaf low, wet ground.
           letter in parentheses will have no treasure.                    such spells as protection from evil 10'radius.                      Woods:  This  teffain   is   woodland,   forests,   jun
                                                                              Monster  rarity  is  given  in  parentheses  whether   a     gles,  and  similar  terfain,   including   wooded   hills
           lntelfigence                                                    cfeatufe   is   "Common,"   "Rare,"   or    "Very    Rare."
              When  a  monster  is   hit   by   a   charm   or   maze      Common   creatures   wiil   appear    frequently    in    a     Load (Optional)
           spell.or  whenever  the  DM  just  needs   to   know   ap-      campaign;  rare  creatures   should   appear   only   occa-        Some   monsters    can    be    harnessed    to    c.ar
           proximately  how  bright  the  creature  is,  its   Intel-      sionally;  and  very  rare  creatures  should   only   show     riders  or  loads  of  gear.  Such   monsters   afe   give
           figence  can  be  a  guideline.  This   line   gives   the      up in extraordinary places of circumstances.                    an   encumbrance    total    the    cfeatufe    can    car
           2VCrggC  intelligence  for  a  creature  of   this   type.                                                                       Normally,   two   numbers   are   given.    The    creatur
           The  DM  can   vary   the   intelligence   of   individual      Description                                                     can  carry  up  to  the  first  number   without   difficu
           monsters, as described later in this chapter.                       This  is  a  general  description   of   the   monster's     ty;  it  can  carry  up  to  the  second   numbef   at   n
              Monster   intelligence   scores   range   from   0   to      habits,   appearance,   special   abilities,   and   behav-     more   than   h@f   its   listed   movement   rates.   (Re
           18+.   Unthinking   creatures   such   as   insects    and      ior.  In  the  description,  you  may  find  any   of   the     minder: 10 cn = 1 pound.)
           shmes  rate   an   Intelligence   score   of   0.   Common      following terms.
           animals  normally   have   Intelligence   scores   of   2.         Carnivorc:   The   creature   prefers   to   eat    meat     Barding Multiplier (Optional)
           Some   very   bright   animals   (for   example,   pegasi)      and does not usually eat plants.                                    Some  monsters  that  carry   riders   can   be   fitte
           have  Intelligence  scores  of  4  or  5,  well  into  the         Herbivore:  The   creature   prefers   to   eat   plants     with    specially    crafted     barding     (armor     fo
           human   range.   However,   note   that   having    scofes      rather than meat.                                               mounts).  If   they   can   use   barding,   that   bardin
           of  3  to  5  doesn't  mean  these  creatures  think   the         Insectivore:  The  creature  prefers  to   eat   insects     normally  costs   more   and   weighs   more   than   hors
           way   humans   do,   merely   that   they    often    seem      rather than plants or red meat.                                 barding.  Choose  a   type   of   barding   for   the   mo
           clever  in  comparison   with   the   stupidest   of   hu-         Omnivorc:   The   creature   will   eat   nearly    any-     ster   (see   the   "Armor"   section   of   Chapter    4)
           man beings.                                                     thing edible.                                                   note  its   cost   and   encumbrance,   and   then   multi
                                                                              Nocturnal:  The   creature   is   normally   active   at     ply   that   cost   and   encumbrance   by    the    numbe
           Alignment (AL)                                                  night,    sleeping     during     the     day.     However,     shown  on  this  line.  The  results  are  the   cost   an
              Monsters  may   be   Lawful,   Neutral,   or   Chaotic.      dungeons  are  often  dark  as   night,   and   a   noctur-     encumbrance   of   barding   for   a   creature   of   thi
           Normal   animals   are    Neutral.    A    good    Dungeon      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   monstef.   For   example,   a   Lawful         A monster's home is called its @r.  Most                      Abbreviated Monster
        /monster  does  not  normally  have   any   reason   to   at-      ster  lairs  are  in  dungeon  rooms  of   outside,   nici-     Listings
           tack  a  party  of  player  characters;  even  if  it   is      den  in  the  wilderness.   Most   monsters   will   defend
           guarding an  area,  it  wiil  first  warn  the  characters      their lairs fiercely.                                               In    many    D&De    game    adventures,    you    wil
           away.   Only   intelligent   monsters   can    speak    an                                                                      find  short   monster   listings.   These   listings   con
           alignment language.                                              Terrain                                                         tain   most   of   the    information    described    abov
                                                                              This  line   describes   the   type   of   terrain   the     but    use    abbreviations    instead    of    full-lengt
           XP Value (XPV)                                                  monster   frequents.    The    monster    need    not    be     terms,   vastly   compressing    the    monster    informa
              This  line  indicates  the  experience  points  to   be      limited  to  this  type  of  terrain.  Terms  used  to  de-     tion.
           awarded  for  the  defeat  of  onc   of   that   type   of      fine terrain include the following.                                 Here's   a   typical   abbreviated   monster   listing:
           monster.   However,   the   DM   may   give   more   expe-         Cavefn:  This  includes   natural   caves,   deep   fis-
           rience   points   for   monsters   in   "tough"   encount-      sures,   gfottoes,   natural    tunnel    complexes,    and          Dragon,   Pocket:   NA   1-6   (2-12);   AC   8;   HD
           ers, such  as  an  attack  on  a  well-defended  lair,  of      other underground settings.                                        3*;  #AT  1   bite;   Dmg   1-3   +   venom;   MV   90'
           less  experience   points   for   encounters   where   the         ColdlArctic:   These   are    areas    of    snow-capped        (30'),  flying  120'  (40');  Save   F3;   ML   8;   TT
           monsters  never  get  to  bring   their   abilities   into      mountains,    ice-sheets,    snow-covered    plains,    and        K  +  L;  AL  N;  SA  venom  bite  for   -   2   enalty
           play.  See  Chapter  10  for  more  details   on   experi-      tundra.                                                                                                        p
           ence point awards.                                                  Desert:  This  terrain   includes   and   barrens,   hot        to attack  rolls  and  saving  throws  (save  vs.  poi-
                                                                           rocky plains, sand seas, and similaf areas.                        son avoids); XPV 50.

           Monster Descriptions                                               Lost  World:  This  is  a  special  area  cut  off  from
                                                                           the   outside   world,   where   creatures   from   a   by-        Some   entries   slightly   vary   from    the    forma
              Below  the  monstef  statistics   are   paragraphs   of      gone   age   live   on   unchanged,    including    prehis-     shown  above.  Some,   for   instance,   will   alter   th
           text-the   monster's   description.   Aside    from    the      toric areas.                                                    order  in  which  the  statistics  appear   and   may   ad
           main  body  of  the  description,  there   may   be   sev-         Mountain:   These    are    rocky    areas,    including     other     information.     Don't     be     confused     b
           eral   special   paragraphs   including   the   following:      cliffs,   gorges,   mesas,   peaks,   voicanoes,   and   so     changes  in  ordef  or  the  addition  of   extra   statis
                                                                           on; it  also  extends  to  include  hills,  rocky  barrens,     tics;  the  basic  abbreviations   are   the   same.   Som
           Monstef Type:                                                   and other very rough and broken terrain.                        of  the  extra  abbreviations  you'll  see  in   variation
           Terrain:                                                           Ocean:  Oceans  include  salt  water   seas   and   sur-     of the short monstef description include:
           Load: (Optional)                                                face    and    underwater    encounters.    Coastal     en-     hp          Hit points
           Barding Multiplier: (Optional)                                  counters are specially noted.                                    SA          Special attack
           Monster Type                                                    .  Opcn:  This  is  cleat  or   rolling   ground,   includ-     SD          Special defense
                                                                           ing     grasslands,     plains,     savannahs,     steppes,     THACO       To Hit Armor Class 0
              This is  a  general  guide  as  to  the  type  of  mon-      sc@@land, veldt, and moorlands.         .
           ster  this  creature  is;  different  types  of   monsters         mvcrILake:    This    includes    freshwater    encount-
           have different  sets  of  abilities,  as  described  later      er  areas,   with   both   surface   and   underwater   en-     Special Attacks
           in the chapter.                                                 counter possibilities.                                              Many  monsters   have   special   attacks,   which   ar
              Monster    types    include    Normal    Animal    (in-         Ruins:   These   are   ruined   or   abandoned    buiid-     mentioned  in   their   descriptions.   A   character   ca
           cluding    Giant    Animals    and    Prehistoric     Ani-      ings,    artificial     underground     complexes     (d@n-     usually  avoid  the  effects  of  a   special   attack   b
           mals),    Lowlife    (including    Insects,     Arachnids,      geons),   tombs,   crypts,    graveyards,    and    similar     making   a   successful   saving   throw    (though    som
           Fungi,  Slimes,   and   similar   creatures),   Construct,      desolate places.                                                attacks,   such   as   energy   drain,   have   no   savin
           Dragon     (including     dragonlike     creatures      or         Settled:   These   areas   contain   villages,    towns,     throw).
           Dragon-Kin),       Humanoid       (including        Human,      cities,   and   other   (generally    human)    communities        Each  special  attack  which  a   creature   has   give
           Demihuman,     and     Giant      Humanoid),      Monster,      from which most dangerous creatures have                 en     it  an  asterisk  (*)  beside  the  creature's   Hit   Dic
           Planar Monster, and Undead.
              "Enchanted"    monsters    are    identified     (i.e.,      driven.  The  opposite  of  a  settled  area   is   wlider-     figure.   Read    the    following    explanations    care

                                                                                                     153

                     apter 14: Monsters



     fully  and  refer  to  this  section  whenever  special     point   of   the   new    level.    Against    powerful     Swallow
     attacks are used in a game.                                 demihumans   (those   who    have    advanced    beyond
                                                                 level  limits),  the  attack   drains   101,000-120,000       Some  monsters  are  large  enough  to  swallow  -a

     Acid                                                        experience points (id2O X 1,000 + 100,000).                 victim whole.  This  attack  always  succeeds  if  the

                                                                    A 1st level character hit by  an  energy  drain  at-     attack roll is 20 and  might  succeed  with  a  lower
        Acid damage  is  possible  from   the   attacks   of     tack is killed and  often  returns  as  an  undead  un-     number  (given  in  the   description).   The   swal-

     black  dragon  breath,  gray  ooze,  and  other   crea-     der the control of the slayer.  If not  specified,  this     lowed  victim  takes  a  given   amount   of   damage

     tures.  The  amount  of  damage   done   by   an   acid     occurs 24-72 hours after death.                             each  found  until  the  monster  or  the  victim  is

     attack is given  with  the  monster  description;  nor-        Lost  expefience  levels  can  be  regained  through     killed.  If  the  victim  has  an  edged  weapon,  he

     mal items can be ruined  if  the  victim  of  the  acid     the 7th level clerical  spell  restore  of  by  earning     may attack  the  monster  from  inside,  but  with  a

     attack fails a saving throw.                                the experience through normal adventuring.                  -4  penalty  on  attack  rolls.  The  inside  of  any

                                                                    A  monster  hit  by  energy  drain  would  lose  one     creature  is  AC  7  unless  noted  otherwise.  Being

     Blindness                                                   Hit Die from this  effect,  with  loss  of  hit  points     swallowed  often  has  effects  other   than   damage

                                                                 and possible  reduction  of  attack  rolls  and  saving     (loss of consciousness, paralysis, etc.). If the vic-
        Certain    monster    powers,    spells,     special     throws.                                                     tim dies, the body  is  completely  digested  in  one
     actions,  or  fighting  in  the  dark  without   infra-        In  general,  a  monster  with  the   energy   drain     hour (six turns) and cannot be recovered.
     vision  can  result  in  blindness.   Some   forms   of     ability must  make  a  conscious  attack  with  it  for
     blindness  do  not  involve  sight;  for   example,   a     the power to  take  effect.  In  other  words,  a  vam-     Swoop
     bat can  be  "blinded"  by  the  clerical  silence  15'     pire  could  pick  up  and  carry   a   human   without
     radius  spell.  See  "Special   Character   Conditions"     harming him or  her,  if  the  vampire  wished  to  d'o       This attack is similar to a  charge,  but  is  per-

     in Chapter 13 for more details.                             so; likewise, a mystic  could  attack  a  vampire  with     formed  by  flying  monsters.  Unlike   the   charge,

                                                                 his bare hands and  not  lose  experience  levels  just     the  swoop  only  does  double  damage  if  the  mon-

     Charge                                                      from hitting the vampire.                                   ster surprises its opponent.  If the attack roll is 18
                                                                                                                             or more and  the  monster  has  talons  or  some  way
        If  a  monster  can  run  toward  its  opponent  for                                                                 to grab prey, the monster holds on and tries  to  fly
     20 yards (20 feet indoors),  it  inflicts  double  dam-     Paralysis                                                   away with its victim.  If the  victim  is  too  heavy,
     age if it hits.  A  monster  cannot  charge  in  certain        This effect "freezes" a character.  If  a  character     the  monster  lets  go  immediately.  A  swoop   can-
     types  of  terrain:  broken,  heavy   forest,   jungle,     is hit by a paralyzing  attack  and  fails  the  saving     not be used in dense forest or jungie cover.
     mountain, swamp, etc.                                       throw vs. paralysis, the  character  is  unable  to  do
                                                                 anything  (see  Chapter  13,   under   "Special   Char-     Trample
     Charm                                                       acter Conditions").                                            Some monsters  try  to  use  their  large  size  to
        Some  monsters  can  enchant  a  character  so  that     Petrification                                               crush  their  opponents.  When  trampling,   a   mon-
     the  character  believes  that   the   monster   is   a                                                                 ster gains a + 4 bonus to its attack roll if the vic-
     friend.  If a character is the victim  of  a  charm  at-        This is a dangerous  ability  of  certain  fantastic     tim  is  man-sized  or  smaller.   Some   groups   of
     tack (from a harpy,  for  example)  and  fails  a  sav-     monsters.  It may take  the  form  of  a  gaze,  breath,     animals (herds) may also  trample,  usualiy  inflict-
     ing throw vs.  spells,  the  character  is  immediately     of normal hit  in  combat,  as  given  in  the  monster     ing  id2O  points  of  damage  through   sheet   num-
     charmed.  This  special  attack  works  just  like  the     description.  When  hit  by  a  petrification   attack,     ber rather than large size.
     magic-user  charm  person  spell,   except   that   the     the victim  must  make  a  saving  throw  vs.  turn  to
     effect ends at once if the monster is killed.               stone.  A  victim  who  fails  the  saving  throw  turns     Special Defenses
                                                                 into   a   stone   statue.   All   equipment   carried,
     Continuous Damage                                           whether  normal  or  magical,  turns  to   stone   with       In  addition  to  good  armor  classes,  high   Hit
                                                                 him,  becoming  part  of  the  statue  and  not  remov-     Dice  totals,  and  special  attacks,  some  monsters
        Some  monsters  hold  on   when   they   hit   their     able.  Certain  magical  spells  can  restore  a  petri-     have the  additional  special  defenses  of  immunity
     victims.  When  this  occurs,   they   need   make   no     fied victim to normal.                                      to normal weapons and spell immunity.
     further  attack  rolls;  the  victim  takes   a   given
     amount  of  damage  each  round,  usually   until   the
     monster of  its  victim  is  killed.  Constriction  and     Poison                                                      Immunity to Normal

     blood  draining  are  two  examples  of  this  type  of        Monster poison is simple and       dangerous.      A     Weapons

     special attack.                                             character hit by poison  who  fails  his  saving  throw       Many  enchanted   monsters   are   completely   im-
                                                                 vs. poison dies; if  he  makes  his  saving  throw,  he     mune to the  effects  of  normal  (i.e.,  nonmagical)
     Disease                                                     is   unaffected.   Optionally,   poison   may   inflict     weapons.  These  creatures  are  especially   danger-
                                                                 damage-fof  example,   id6   per   Hit   Die   of   the     ous to low-level characters who are  less  likely  to
        Unless otherwise  noted  in  the  description,  dis-     creature, with a save for half damage.                      have  magical  weapons  available.  Some   of   these
     ease  requites  a  saving  throw  vs.  poison.  Failure
     means the character  has  a  2  5  %  chance  of  dying                                                                 creatures (lycanthropes,  for  example)  are  vulner-

     within  1-6  days,  and  in  any  event  he  will  need     Spell Ability                                               able to silver weapons, while  others  are  even  im-
                                                                                                                             mune  to  some   magical   weapons.   For   instance,
     complete  rest  for  that  time.  Success   means   the        This  means  a  monster  can  cast   one   or   more
     character  avoids   the   disease.   Disease   can   be                                                                 some  monsters   are   immune   to   normal   weapons
                                                                 spells.  Unless  otherwise   specified,   the   monster        I   apons of up to a + 1  magical  bonus,  a  +  2
     cured at once by spells such as cure diseqse.               acts as a spellcaster of level equal  to  its  own  Hit     ana we

                                                                 Dice.  Usually the  ability  is  innate  (that  is,  the     bonus,  or  more.  The  greater  the  immunity,   the

     Energy Drain                                                monster  does  not  require  spell  books  or  time  to     more  dangerous  the  monster   is.   Monsters   with

                                                                 memorize  or  meditate)  and  will  be  limited  to   a     these immunities have an asterisk              beside

        This is  a  dangerous  attack  form,  with  no  sav-     certain  number   of   times   per   day.   "At   will"     their name in the monster listing.

     ing throw allowed.  If a character  is  hit  by  an  en-     means  the  monster   can   use   the   ability   every
     efgy drain  attack  (by  a  wight,  for  example),  the     round  if  desired.  Some  monster   spellcasters   act
     character loses one  level  of  experience.  With  par-     like   magic-users   or   clerics.   These    monsters,
     ticularly   nasty   energy-drainers   (such   as   vam-
                                                                 called  wokani  and  shatnans,  are  detailed  in   the
     pires),  the  character  will  lose   two   levels   ot     "Monster   Spelicasters"   section   (page   215).    A
     experience.  The   energy   drain   removes   all   the     monster  receives  one  asterisk  (*)  for  every   two
     benefits of the lost  experience  levels  (hit  points,     spell levels it can cast; thus,  a  creature  that  can
     spells, and so forth) as soon as it  occurs.  The  vic-     cast 3rd level  spells  will  have  two  asterisks  for
     tim's  experience  point  total  drops  to   the   mid-     that ability.

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                                                                                                                     Chapter 14: Monster



           Spell Immunity                                                  greatef   constructs   include    gargoyles    and    go-
                                                                           lems.  The  following  general   rules   apply   to   all        Type of Human Checklist
              This   special   defense   may   take    many    forms.      constructs:                                                      1.  Find Number Appearing
           Undead   are   immune    to    all    forms    of    charm'                                                                      2.  Determine Class of each (roll ld12):
           sleep,  and  hold  spells;   many   fire-using   creatures      1  .T@ey  can  be  created  only  if  the  proper   magi@-

           afe   immune   to   fire-type   spells.   Some    powerful         cal process is used.  Rules  for  their  creation  are                           1-2       Clefic

           creatures  may  be  immune  to  spells   of   low   power,         given in Chapter 16.                                                             3-6       Fighter

           such  as  all  1st  and  2nd  level  spells,  possibly  in      2. They   do   not   heal   normally;   magic   must   be                           7-8       Magic-user

           addition  to  immunity  to  a  specific  type  of   spell.         used  to   cute   them   of   any   damage   incurred.                           9-10      Thief

           When  spell  immunity  is   mentioned,   it   applies   to      3. They   are   immune   to   the   effects   of   poison                           11        Druid
           all speli-like  effects  as  well,  including  those  pro-         (since they  are  not  truly  alive)  and  mental  ef-                           12        Mystic

           duced by monsters of devices.  For example                          fects (charm, sleep, illusions, etc.).
                                                                                                                                            3.   Determine   Alignment   of   each   (choose    or
           munity  to  all   1st-3rd   level   spells   also   cofe,,      4. They  do  not  reproduce;   there   are   never   "ba-

           immunity  to  fireballs  from  a  wand  or  staff   (since         by gargoyies," for example.                                       roll       id6):

           fireballis a 3rd level spell).                                                                                                                      1-3       Lawful
              However,  dragon  breath  is  a  natural   ability   of      Dragon (Dragon-Kin)                                                                 4-5       Neutfal
           dragons,  not  a  magical  one,  and   is   not   affected         @l  e  dragons  are  among  the  fiercest   and   most                           6         Chaotic
                                                                              in
           unless a description mentions it specifically.                  dangerous   of   monstets.   They   are   huge   reptiles
                                                                           with  great  wings,  cruel  teeth,  sharp  claws,  and  a        4.  Find         the reason  for the    NPCs'     appeaf-
           Monster Type                                                    keen   awareness   of   their   own   superiority.   Most            ance.  Select  one  from   the   checklist   below

                                                                           have  "breath  weapons"   (i.e.,   attacks   where   they            or   roll   id8.
              Each  monster  description  has  a   line   for   "Mon-                                                                       5 . Select    the    equipment    for    the     NPCS.
                                                                           breath  out  a  damaging  effect  such  as  fire),   many
           ster   Type."   Here,   these   general   categories    ot      are  of   great   intelligence,   and   some   can   cast            Magical   items   may   be   added   if   desired.
           monster  are  described  in  greater  detail.  The   cate-      spells.  Not  ail  dragons  are  evil;  some   are   very            If  so,  the  items  should   be   used   by   the
           gories include:                                                 good  benevolent creatures.                                           NPCs    whenever     needed.     Remember     that
              0   Normal    Animal    (plus    Giant    Animal    and                                                                           the   NPCs'   items   may   become   party   trea-
               Prehistoric Animal)                                            There  are  also  dragon-kin,   species   related   to            sure  if  the  NPCs  are   slain,   and   powerful
              0Construct (Enchanted Monster)                               dragons,  such   as   chimeras,   drakes,   dragon   tur-            items  should  not  be   given   out   carelessly.
              *Dragon (and Dragon-Kin)                                     ties, hydras, salamanders, and wyverns.                          6.  Add  other  details  as   necessary,   either   by
              0Humanoid        (plus        Human,         Demihuman,                                                                           selecting   or   rolling   randomly   for    armor
               and Giant Humanoid)                                         Humanoid (Giant Humanoid,                                            class, hit points, spells, and so forth.
              * Lowlife                                                    Demihuman, Human)
              eMonster
              oPlanar Monster                                                 A   humanoid   creature   is   roughly    human    x@n        NPC Reasons for Appearing Checklist
              9 Undead                                                     shape  (two  arms,  rwo  legs,  biped)  but  is  not  hu-        1 . Alone,   Injured   (and    Scqred):    The    NPCs
              Sometimes   a   monster    will    belong    to    more      man   or    demihuman.    Lowly    monsters    such    as            had  set  out   by   themselves   on   in   adven-
           than one of these categories.                                   goblins fall in this category,  as  do  creatures  up  to            ture  but   discovered   that   the   dungeon   is
                                                                           ogre  size.  Humanoids   are   subject   to   the   charm            more     dangerous     than     they     expected.
                                                                           person spell.
           Normal Animal (Giant                                               A  giant  humanoid  is   like   a   normal   humanoid,            They  wish  to  join  the  PC  party  for  safety.
           Animal, Prehistoric Animal)                                     only   larger   and   more   powerful.   These    include        2.  Bait:  The   NPCs   are   bait,   either   charmed

                                                                           true  giants  and  creatures  such   as   trolls.   These            or   controlled   by   a   nearby   monster.   The
              A   normal   animal   is   any   sort   of   nonmagical      creatures  are  not   subject   to   the   charm   person            NPCs  will  attempt  to  lead  the  party  to  the
           creature  that  belongs   in   its   environment.   If   a                                                                           monster's   location   without   creating   suspi-
           game  "monster"  is  an  animal   that   occurs   in   the      spell.                                                               cion.   The   monster   may   appear   while   the
           real world or is  a  variant  breed  of  such  an  animal,         A   deniihuman   is   a   member   of    a    nonhuman            NPCs distract the party.
                                                                           character class: a dwarf, elf, or halfling.
           it  is  a   "normal   animal."   A   normal   animal   may         Finally,   humans   can    be    encountered    nearly        3.  Escaping:   The   NPCs   were   prisoners   of   a
           be  something  as  inoffensive   as   a   field-mouse   or      anywhere   in   a   game   world.   They   provide   many            nearby   monster   but    have    escaped.    They
           as dangerous as a tiger.                                        opportunities   for   role-playing   by   both   the   DM            have   little   of   no   equipment.   The    mon-
              A  giant  animal  is  simply   an   oversized   version      and the  piayefs.  In  addition,  they  can  be  used  to            ster  might  appear  soon  if   aware   of   their
           of  a  normal  animal.  It  is  not   magical   and   d@es      provide  goals  for  the  player   characters   and   can            escape.
           not  differ  in  attack  forms  or   behavior   from   its      lead to  entire  adventures.  In  some  cases,  the  rea-        4.  Looking  for  a  Friend:  The   NPCs   are   look-
           smaller  counterpart;  it   is   simply   more   dangerous      sons  for  the   encounter   may   cause   some   changes            ing  for  a  friend,  either  rumored   of   known
           because it is much larger.                                      in  nearby  rooms  of  the  dungeon.  For   example,   if            to  have   disappeared   in   the   dungeon.   The
              A  prehistoric  animal   is   a   creature   that   was      the  NPCs  are  acting  as  bait,  the  DM  may  wish  to            friend  might  be   a   prisoner   of   a   nearby
           once  a  normal  animal  in  the  past  but   has   become      place  a  harpy  in   a   nearby   empty   foom   or   to            monster.
           extinct  on  our   world;   such   creatures   as   sabre-      chanlye a given monster to a harpy.                              5.  Looking  for  an  Item:   The   NPCs   are   look-
           tooth  tigers,  dinosaurs,  and  cave   bears   are   pre-                                                                           ing  for  a  special  item   either   rumored   or
           historic   animals.   In   a   game   world,   prehistoric         Since  humans  tend   to   be   individuals,   an   en            known to be in the dungeon.
           animals   may   never   have   become   extinct   or    ma      counter  with  humans   will   require   some   work   by        6.  Not   What   They   Seem:   The   NPCs   afe   not
                                                                    y      the  DM,  but  the  encounter   can   be   quite   enter-
           have  become  extinct  in  most  places  but  still  exist      taining.  The  NPC  humans  do  not-  need   to   be   as            mere   humans.   They   may    be    lycanthropes,
           in isolated areas such as lost valleys.                         detailed  as  player  characters.  The  DM   may   create            @pplegangers,    gold    dragons,     etc.     The
e                                                                           each  human  NPC  character  in  full   detail   or   may            L)M   should   determine    the    monstef    type
           Construct (Enchanted                                            use  the  Type   of   Human   Checklist   to   find   the            and run the monsters normally.

           Monster)                                                        necessary   details.   (Note:   This    same    procedure        7.  Running    Away:    The    NPCs    are     running

                                                                           can   be   used   for   demihumans   by   omitting   step            away.from   an    encounter    with    a    nearby
              A construct is a monstef that is       not     actually      #2.)  Use  the   NPC   Reasons   for   Appearing   Check-            monster.    The    monster    may    be    chasing
           alive,   but   which   has   been    created    magically.      list to generate some encounter ideas.                               them.
           Thus   all   constructs   are   also   "enchanted"    mon-                                                                       8.  Sole   Survivors:   The   NPCs   are   the    only
           sters.  A  lesser  construct  can  be  hit  by  any  weap-                                                                           survivors  of  a  recent  battle  with   monsters.
           on.  The  lesser  constructs   include   living   statues.                                                                            The  femains  of  the  rest  of  their  party  may
           A  greater  construct  can  be   hit   only   by   magical                                                                           be found in a nearby monster lair.
           weapons.   They   are   verv   costly   to    make.    The

                                                                                                    155

                  Chapter 14: Monsters


          Lowlife                                                     Actaeon (Elk Centaur)
                                                                      Armor Class:          3                                    each  victim  within  it  must  make  a  saving  throw
             The  lowlife  creatures  are,  for  the  most  part,     Hit Dice:             ll**                                 vs. dragon  breath  or  be  polymorphed  into  a  nor-
          nonintelligent  (Intelligence  0)   and   have   simple     Move:                 150' (50')                           mal forest creature (owl, squirrel,  deer,  etc.).  If
          lifestyles.  Most are  plants,  fungi,  insects,  arach-     Attacks:              2 spears/ Iantler or breath          the  saving  throw  is  successful,  the   transforma-
          nids, slimes, oozes, or  other  invertebrates  such  as                           (special)                            tion still occurs, but lasts for only 24 hours.
          worms or slugs.  The  category  also  includes  speci'-     Damage:               id6+6/id6+6/2d8                           Once  per  day  an  actaeon  may   summon   wood-
          mens of huge size.                                           No. Appearing:        0 (1)                                land creatures to assist it; id6 creatures  arrive  in
                                                                      Save As:              Cil                                  id4  turns.   Choose   or   randomly   determine   the
          Monster                                                     Morale:               10                                   types ofcreatures appearing:

             A monster is any creature that does not fit in           Treasure Type:        B                                         1  boar
                                                           I   to     intelligence:         12
          one of the  other  categories.  They  tend  to  be  eg-     Ali anment:           Neutral                                   2  bear
          endary  or  fabulous  creatures,  but   otherwise   may     XP Value:             2,700                                     3  centaur
          have  little  in  common  with  each  other.  Some  re-                                                                     4  griffon
          semble  members   of   other   groups   (humanoids   of        Monster Type: Monster (Rare).                                5  lizard (chameleon)
          animals,   for   example)   but   have   abilities   or        This solitary creature  is  a  protector  of  wood-          6  treant
          powers that set them apart.                                 land creatures.  The  actaeon  is  9'  tall,  with  the
                                                                      arms, torso,  and  facial  features  of  a  human  but          Actaeons  are  members  of  the   woodland   com-
          Planar Monster (Enchanted                                   the antlers and  lower  legs  of  an  elk;  its  whole     munity  along  with  centaurs,   dryads,   etc.   They
                                                                      body is covered with brown elklike hide.                   are sufficiently bold  and  rare  that  they  are  re-
          Monster)                                                       It can camouflage itself perfectly (as  if  invisi-     nowned  heroes   of   these   forest   folk.   Actaeon
             All  planar  monsters  have  one   thing   in   com-     ble)  in  light  or  dense  woods.  When  angered   by     sometimes   work   with   druids   to   preserve   the
          mon:  they  come  from  a  plane  of  existence   other     the  wanton  slaying   of   woodland   creatures   (or     safety  of  the  woods,  es  ecially  if  a  dangerous
                                                                                                                                                             p
          than  the  Prime  Plane  (the  dimension  that  is  the     similar vile acts), the actaeon springs  out  of  hid-     threat is involved.
          player   characters'   home).   Some   monsters    will     ing, usually with surprise  (1-5  on  id6).  It  often          There can  be  actaeon  spellcasters;  see  "Mon-
          have  both  Prime   Plane   and   other   planar   ver-     uses large wood and bone  spears  to  punish  or  slay     ster Spelic-asters" on page 215.
          sions;  these  will  be  noted.  Planar  monsters  that     the defilers of the woods.                                       Terrain: Woods.
          afe  summoned  or  gated  to  the   Prime   Plane   are        It  has  a  powerful  breath  weapon  that  can  be          Load: 3,000 cn at full speed; 6,ooo  cn  at  half
             enchanted" monsters as well.                             used once per day,  filling  a  lo'x  lo'x  lo'  cube;     speed.
             Most  other-planar  creatures  do  not  have   "nor-
          mal"  treasures  but  may  have   the   equivalent   in
          the  material  of  their  own  planes.   For   example,
          valuable  gems  on  the  elemental   plane   of   Water
          may appear as bits  of  colored  ice.  When  the  trea-
                                         the   DM   may    change
          sure type given is "Special,
          the treasures to match the plane.

          Undead

             i ne undead  are  creatures  that  were  once  ative
          but  now  owe  their  existence  to   powerful   super-
          natural  or  magical  forces  upon  their  spirits   or
          bodies.  Most undead  can  be  repelled  by  clerics  or
          certain  objects,  such   as   holy   symbols.   Undead
          are not affected by special attacks  that  affect  only
          living creatures (such as poison)  or  by  spells  that
          affect the  mind  (sleep,  charm,  hold,  discord,  in-
          sani .ty,   feeblemind,   etc.).   Undead   created   by
          magical spells are "enchanted" monsters.

          Monster Frequency

             Monsters  are  listed  as  being  common,  rare,  or
          very rare.  Rare  monsters  should  be  used  less  fre-
          quently  than   common   monsters.   Very   rare   mon-
          sters  should  usually  appear  in  carefully   planned
          encounters or in seldom-visited settings.

          Monster List

             This is the basic list  of  monsters  for  the  D&D@
          game.  Other  monsters   are   introduced   in   adven-
          tures  and  supplements   published   for   the   game.








                                                                                                156

         @  I                                                                                                 Chapter 14:  Monsters


        Adaptor                                                      are   known    by    a    name    which    sounds    like      young  flee  while  the   mates   protect   them.
        Armor   Class:         9                                     "haoou."   They   are    only    encountered    on    the         Any  group  of  16  or  more  may   panic   when   at-
        Hit   Dice:            8* (M)                                Prime  Plane  when  conjured  by  a   cleric   (see   the      tacked,   running   toward   the   disturbance   40%   of
        Move:                  120' (40')                            clerical  spell  aerial  servant).  They  don't  care  to      the  time  (trampling  all  in  their   path   for   id2O
        Attacks:               2 (sword) or see below                be  summoned  for  this  slave   labor;   they   do   not      points  of  damage;  no  attack   roll   needed).
        Damage:                ld8  +4/  id8  +4  or  see  below     deliberately   or    maliciously    misinterpret    their         Terrain: Open, Light Woods.
        No. Appearing:         id6 (ldl2)                            summoners'   orders,   but   they   are   hateful    ene-
        Save    As:            F8                                    mies of humans who visit the plane of Air.                      Ant,     Giant
        Morale:                10                                       Clerics  can  summon  aerial   servants   to   perform      Armor    Class:         3
        Treasure Type:         v                                     tasks   for   them.   Summoned   aerial   servants   will      Hit Dice:               4* (M)
        Intelligence:          13                                    not fight;  they  only  accept  orders  to  seize  things      Move:                   180' (60')
        Alignment:             Any                                   or  prisoners  and  bring  them  back  to   the   cleric.       Attacks:                1
        XP   Value:            1,200                                 They  can  only  be   harmed   by   spells   of   magical      Damage:                 2d6
                                                                     weapons.  They  travel   at   super-speed,   often   sur-      No. Appearing:          2d4 (4d6)
          Monster Type: Monster (Very Rare).                         prising  their  prey  (1-7  on   id8).   The   percentage      Save As:                F2
          Adaptors  are  a  peculiar   race   native   to   ;ill     chance  of  breaking  free  of  the  servant's  grip   is      Morale:                 7 (and see below)
        planes  of  existence.  They  are   very   intellige   ,     equal to  the  victim's  Hit  Dice  or  experience  level      Treasure Type:          U (and see below)
                                                             n,,
        and  their  ancient   race   has   greater   and   wider     (i. e., an 18th level fighter  has  an  18  %  chance  to      Intelligence:           1
        knowledge  than  any  sage,  but  their  cultural   phi-     break  free  of  the  grip).                                    Alignment:              Neutral
        iosophy  demands  that  they  not   pass   their   great        Plane  of  Air:  On  their  home  plane,   the   haoou      XP Value:               125
        knowledge   between   planes    and    human    culture,     have  their  own  evil  empire,  which  reigns  in  plac-
        Instead,   they   travel   and   observe    civilization     es  where  there  are  few   or   no   other   creatures.          Monster Type: Lowlife (Rare).
        throughout   the    planes,    exchanging    information     Their  enemies   are   the   heiions   and   the   djinn.          Giant ants are black ants  about  6'  long.  They  are
        only among themselves.                                        They fear earth-type creatures and attacks.                    omnivores  and  will  attack  anything  edible  that  hes
          Adaptors    are     natural     (nonmagical)     poly-        Terrain: Plane of Air; Any.                                 in their path (no reaction roil); if they win, they  car-
        morphs,  able  to  change   into   the   form   of   any        Load:  5,000  cn  at  full  flying  speed;  10,000  cn      ry  their  kills  back  to  the  nest.  Once  engaged  in
        creature  of  human  or   demihuman   size.   They   al-     at  half  speed  when  retrieving  items   or   prisoners      combat, they wdl fight  to  the  death,  even  trying  to
        so change color after they adapt       to   an   attack.     for their temporary masters.                                   cross flames to reach their opponents.
        They are travelers, rarely staying     anywhere      for                                                                       A giant ant  nest  looks  like  a  large,  bare  hill.
        more than three days, and able          to   enter   and     Amir                                                           Giant  ant  nests  are  not  as  heavily   populated   as
        leave other planes at will.                                      See   Efrecti,   Greater.                                   those of smaller  ants.  At  any  given  time,  the  nest
          These creatures have the ability      to      adapt-to                                                                    will  be  protected  by  4d6  giant  ants,  and   another
        alter their physical structure to  survive  in  any  en-     Animal Herd                                                    lod6  will  be  on  the  trails,  gathering  food.  There
        vironment.  Once  exposed  to  any   type   of   magical     Armor Class:            7                                      is  an  ant  queen  in   the   deep,   well-guarded   egg
        attack,  they  then  become  immune  to  it;   for   ex-     Hit Dice:               1-4 (M-L)                              chamber of the ant nest.
        ample, a lightning  bolt  would  inflict  full  or  half     Move:                   240' (80')                                Giant  ants  behave  just  like  their  smaller  cous-
        damage when first used  against  it,  but  all  electri-     Attacks:                I attack (butt, bite, or kick,         ins.  They  wander  all  over  the   landscape,   finding
        cal  attacks  would  thereafter  have  no  effect.   The                             by species)                            sources    of    ready    food     (grain     warehouses,
        adaptation  fades  away  in  idio  turns  if  not  used.      Damage:                 id4,ld6,orld8                          watering-holes,     villages),     communicate      their
          In combat,  adaptors  are  skilled  at  swordi)iay  (2     No. Appearing:          0(3dio)                                finds to the nest, and set  up  a  trail  from  the  nest
        attacks  per  round,  +4  bonus  to  attack  and   d@age     Save As:                Fl                                     to  the  food  and  back.
        rots).  If  the  DM  wishes,  he  can  have  an  adaptor     Morale:                 5                                         There  are  legends  of  giant   ants   mining   gold,
        protect itself with  fantastic  devices  which  the  PCs     Treasure Type:          Nil                                    and there is a 30 %  chance  that  a  lair  will  contain
        cannot  comprehend  or  use  (if  desired,  designed  by     Intelligence:           2                                      idio thousand gp worth of nuggets.
        the  DM).  Examples  might   include   a   flame   tube,     Alignment:              Neutral                                   Terrain: Any except Arctic.
        trance inducer, or energy neutralizer.   @                   XP Value:               10, 20, 35, or 75
          Adaptors  are   not   the   same   as   dopplegangers;                                                                    Ape,      Snow
        they cannot turn into  duplicates  of  specific  people.         Monster Type: Normal Animal (Common).                        Armor    Class:         6
          Terrain: Anywhere humans are found.                            This  set  of  monster  statistics   represents   most      Hit Dice:               3 + 1 (M)
                                                                     wild grazing  creatures,  such  as  caribou,  deer,  elk,      Move:                   90' (30')
        Aerial Servant (Haoou)*                                      goats,  moose,  and  wild  oxen.   All   but   the   most      Attacks:                1 club/ 1 hug
        Armor   Class:         0                                     inhospitable  climates  in  the  world  will  feature  at      Damage:                 id6/2d6
        Hit   Dice:            16**   (M)                            least one type of herd beast.                                   No. Appearing:          0(2dio)
        Move:                  240' (80')                               PCs  might  attack  members  of  a   herd   in   order      Save As:                F3
          Flying:              720' (240')                           to  acquire  meat.   The   Hit   Dice   of   and   damage      Morale:                 7 (11)
        Attacks:               I                                     done  by  herd  creatures   depend   on   the   type   of      Treasure Type:          K
        Damage:                4d8                                   creatures  they  are.   Here   are   some   sample   herd      Intelligence:           4
        No. Appearing:         i(id4)                                creatures:                                                     Alignment:              Chaotic
        Save    As:            F16                                                                                                  XP Value:               50
        Morale:                9                                        Type of Animal              Hit Dice - Damage
        Treasure Type:         Nil or Special                           Antelope, Deer, Goats        1-2 (M)   id4                     Monster   Type:    Normal    Animal    (Rare).
        Intelligence:          12                                       Wild    Horses,    Zebras    2 (L)       id4 + I               Snow   apes   are    squat,    baboonlike    creatures
        Alignment:             Chaotic                                  Caribou, Oxen                3 (L)       id6                with  shaggy  white  fur.  They   are   somewhat   intel-
        XP   Value:            4,050                                    Elk,   Moose,   Cattle      4 (L)        id8                ligent,  and  often  make  simple  tools  like  clubs  or
                                                                                                                                    sharpened   bones.   They    cannot,    however,    grasp
          Monster    Type:     Planar     Monster,     Enchanted        The DM may add other herd           animals     within      more  complicated  concepts,  such  as  the  use   of   a
          are).                                                      these ranges.                                                  bow and arrow.
          Aerial  servants   are   humanoid   in   shape.   They        In  any  given  herd  only  one  animal  in  four   is         Because   of   their   camouflage,   they   are    ex-
        appear  to  be  man-shaped  figures  of   roiling   fog;     male;  the  rest  are  females  and  young.  A  male  has      tremely  difficult  to  see  in  snowy  conditions  (sur-
        they  are  eerie  and   menacing.                            at  least  3  hit  points  per  Hit  Die;  females   have      prising  on  a  1-4).  The  snow  ape  uses  one  arm  to
          Aerial  servants  are  beings  native  to   the   ele-     normal   hit   points.   Young   have   only   1-4    hit      attack with  a  weapon  and  attempts  to  hug  its  vic-
        mental  plane  of  Air.  On  their  home   plane,   they                  Hit Die.  When alarmed, females and-               tim  with  the  other.  Because  the  snow  ape   is   so
                                                                     points per
                                                                                                151

                       hapter 14: Mon







               strong, any creature  caught  in  its  hug  takes  2d6         and   chaotic   people   and   monsters,    persuading        Baboon, Rock

               points  of  damage  each  round   until   freed.   The         adventurers  to  attack  those  evils,  and  sometimes        Armor Class:        6

               ape will maintain its hug until it  is  slain  or  its         directly  helping  the  adventurers  who  are  advanc-        Hit Dice:           2 (M)

               morale fails.                                                  ing their goals.                                               Move:               120' (40')

               Although  generally  reclusive,  the   snow   ape   is         Both  male  and  female  archons   have   the   bodies        Attacks:            1 club/ I bite

               clever and cruel, preferring  to  ambush  its  victims         like  that  of  giant  eagles,  with  golden-feathered        Damage:             id6/ id3

               whenever  possible.  If  trapped  or   cornered,   the         wings.  The  male  archon  has  a  head,   arms,   and        No. Appearing:      2d6 (5d6)

               snow ape fights  viciously  (use  the  morale  in  pa-         torso  like  a.huge  muscular  man;  the  female   has        Save As:            F2

               rentheses  in  this  case).   Although   they   cannot         no  torso,  but  has  a  dragonlike  neck  and   three        Morale:             8

               make   intelligible   sounds,   snow   apes   communi-         heads: two  bull's  heads  flanking  a  beautiful  fe-        Treasure Type:      u

               cate  with  each  other  using  a  complex  sign  lan-         male human's.                                                  Intelligence:       2

               guage.   In   addition,   snow   apes   often    leave         In  combat,  each  female's   bull   head   may   gor@        Alignment:          Neutral

               messages for each other  using  a  system  of  stacked         for 3diO  points  of  damage  or  breathe  a  cone  ot        XP Value:           20

               rocks and snowballs.                                           fire lo'  long  for  4d6  points  of  damage.  A  male

               Snow apes  are  omnivores;  they  like  giant  insects         may  use  any  human  weapon,  and   many   have   en-        Monster Type: Normal Animal (Common).

               and red meat (such as humans),  but  wiil  not  attack         chanted weapons.                                               Rock  baboons  are  larger  versions  of  normal  ba-

               very large monsters or  large  parties.  They  hve  in         Archons  are  immune  to   fire,   poison,   and   1st        boons  and  are  more  intelligent.  They  are  omni-

               snowy  mountain  forests  and  do  not  need  to  take         through  4th  level  spells  of  all  types.   Archons        vores but prefer  meat.  They  are  not  inclined  to

               shelter except in the worst snowstorms.                        may use spells as 12th level  clerics  and  can  tcle-        eat  humans,  preferring  small  herd  animals   when

               Terrain: Arctic, Mountains (cold).                             port at will.                                                 they  can  catch  such  beasts.  They  do  not   make

                                                                              Once  per  day,  each  may  use  one   bolt   ofpurity        tools  or  weapons  but  will  pick   up   bones   or

               Ape, White                                                     and may  create  one  sword  offlarne.  The  bolt  ap-        branches to use as clubs.


               Armor Class:       6                                           pears similar  to  a  lighming  bolt  (with  the  same        Rock  baboons  form  packs   of   up   to   30   mem-


               Hit Dice:          4 (M)                                       size and range), but  causes  all  victims  to  become        bers,  each  pack  led  by  a  dominant  male.   They

               Move:              120'   (40')                                Lawful  and  peaceful  for  2d6   turns   (no   saving        are ferocious  and  have  vicious  tempers.  They  do


               Attacks:           2  claws  or 1 rock                         throw).  It removes all  evil  thoughts  and  does  not        not  speak  a   true   language,   but   use   simple


               Damage:            ld4/id4 or id6                              cause damage.  The  sword  is  the  size  of  a  normal        screams to communicate warnings and needs.

                                                                              sword but is  solid  flame  and  inflicts  4d8  points        Rock  baboons  will  not  go  out  of  their  way  to
               No. Appearing:     id6    (2d4)

               Save As:           F2                                          of  damage  to  any  victim  hit.  Once  created,   it        attack travelers, but will try to scare intruders out

                                                                              lasts for three turns.                                        of their hunting grounds.
               Morale:            7

               Treasure Type:     Nil                                         Archons  live  in  small   families   of   one   mated        Terrain: Hill, Mountain, Open.


               Intelligence:      2                                           pair  and   id3   young.   Archons   are   encountered

                                                                              alone or  in  mated  pairs;  adventurers  almost  nev-        Bandit
               Alignment:         Neutral
                                                                              er encounter  archon  young.
               XP Value:          75                                          Terrain:  Any,  any  Planar.                                   Armor Class:        6


                                                                              Load: 5,000 cn  at  full  speed;  10,000  cn  at  half        i!it Dice:          1 (M)

               Monster Type: Normal Animal (Rare).                                                                                           Move:               90' (30')

               White  apes  have  lost  their  color  due   to   many         speed (may carry a character  at  a  crucial  time  if


               years of living in  caves.  They  are  nocturnal  her-         he is worthy).                                                 Attacks:            1 weapon

                                                                                                                                            Damage:             By weapon

               bivores,  looking  for  fruits   and   vegetables   at                                                                       No. Appearing:      2d4 (3dio)

               night.                                                          Athach                                                        Save As:            Ti

               They do not go  out  of  their  way  to  attack  char-         Armor Class:       0                                          Morale:             8

               acters;   if   approached   by   humans   and    demi-         Hit Dice:          14- (L)                                    Treasure Type:      (U) A

               humans and  given  a  chance  to  tee,  they  will  do         Move:              180' (60')                                 Intelligence:       11

               so. But if creatures approach  their  lair,  the  apes         Attacks:           4                                          Alignment:          Chaotic or Neutral

               will threaten the intruders.  If their threats are  ig-         Damage:            2dl2/2dl2/2dl2/2dio +                      XP Value:           10

               nored,  they  will  attack.   They   may   throw   one                            poison (special)

               stone per round for id6 points each.                            No. Appearing:     ld3(ld6)                                   Monster Type: Human (Common).

               White  apes  are  not  intelligent   and   are   some-         Save As:           F14                                        Bandits  afe  NPC  thieves  who   have   joined   to.

               times  kept  as  pets   by   Neanderthals   (cavemen).          Morale:            7                                          gether  for  the  purpose  of  robbing  others.  Fre-

               Normally, in the wild, they live in  caves  in  family         Treasure Type:     I                                          quently,  they  have  small   communities   of   3-30

               groups of 2-8 members.                                          Intelligence:      8                                          members  and  send  out   raiding   groups   of   2-4

               Terrain: Cavern, Hill, Mountain, Ruin.                          Alignment:         Chaotic                                    bandits.  Bandits will  act  as  normal  men  so  they

                                                                              XP Value:          2,500                                      can  surprise   their   intended   victims.   Anothef

               Archon                                                                                                                       bandit tactic is  to  set  up  an  ambush  to  waylay


               Armor Class:       -6                                          Monster Type: Giant Humanoid (Rare).                          wealthy travelers; typically, they will drop  a  tree


               Hit Dice:          20******(L)                                 Athachs are humanoid and stand 18'               tall.        just around the bend of  a  road  so  that  travelers

               Move:              120'   (40')                                Each  has  hideous  but   recognizable   features,   a        have to  stop;  then  the  bandits  stand  back  with

               Flying:            360' (120')                                 malformed  body,  and  a  third  arm  in  the   center        ranged weapons and rob the travelers.


               Attacks:.4         See    below                                of its chest.                                                  Treasure  Type  A  is  only  found  in  the  bandits'


               Damage:            See    below                                These  huge  monsters  are  quite  stupid   and   ill-        wilderness lair.

               No. Appearing:     id2(id2)                                    tempered.  They  live  in  small  families,  sheltering        Bandits  may  have  an  NPC   leader   of   any   hu-

               Save As:           C20                                         in  caves,  and  beating  on  one  another  when   not        man character class who is  one  or  more  levels  of


               Morale:            11                                          hunting  for  meat.  (They  consider  humans   to   be        experience  greater  than  the  bandits.  The  leader


               Treasure Type:     Nil                                         meat.) They love gems  and  jewelry  and,  if  an  of-        m@y  have  an  agenda  other   than   mere   robbery;


               Intelligence:      16                                          fer is good enough, will accept  such  in  feturn  for        he  might  be  assembling   a   network   of   bandit


               Alignment:         Lawful                                      not attacking travelers.                             .1       gangs for  some  greater  nefarious  purpose,  or  he

               XP Value:          13,175                                      Athachs  attack  by  bashing  their   opponents   witn        may be  a  nobleman  framed  for  a  crime,  stripped

                                                                              thick tree stumps or  stones  and  biting  with  their        of his title, and living the life of a bandit until he

               Monster Type: Planar Monster (Very Rare).                      gnarled, poisonous tusklike  teeth.  Any  victim  bit-        can clear his  natne.

               Archons   are   extremely    lawful    beings    whose         ten must make a saving throw vs. poison  with  a  -  4        Terrain:   Any   (usually   wilderness   along    m@n

               sole purpose is  to  oppose  chaos  and  preserve  all         pe@ty or be helpless for id6 turns.                           roads).

               that is Lood.  Thev do  this  by  learning  about  evil          -in: Hill, Mountain, Woods.


                                                                                                       158

    i r


                                                                                                                     Chapter 14: Monsters


           Banshee                                                         Bat                                                            Bear
              A form of undead; see Hqunt.                                                         Normal             Giant                                       Black              Grizzly
                                                                           Armor Class:           6                  6                    Armor Class:           6                  8
           Basilisk                                                        Hit Dice:              1/4 (I hp) (S)     2 (M)                Hit Dice:              4 (L)              5 (L)
           Armor Class:            4                                       Move:                  9' (3')            30'(10')             Move:                  120' (40')         120'(4o')
           Hit Dice:               6 + 1-- (L)                                Flying:             120'(4o')          180' (60')           Attacks:               2 claws/ 1bite     2 claws/ 1 bite
           Move:                   60' (20')                               Attacks:               Confusion          1 bite               Damage:                id3/id3/id6        id8/id8/idi
           Attacks:                1 bite/ 1 gaze                          Damage:                Nil                id4                  No. Appearing:         1-4 (id4)          1 (id4)
           Damage:                 idio + petrification                    No. Appearing:         dloo (dloo)        idio (idio)          Save As:               F2                 F4
                                   (special)                               Save As:               Normal Man         Fl                   Morale:                7                  10
           No.            Appearing: id6 (id6)                             Morale:                6                  8                    Treasure Type:         U                  u
           Save As:                F6                                      Treasure Type:         Nil                Nil                  Intelligence:          2                  2
           Morale:                 9                                       Intelligence:          2                  2                    Alignment:             Neutral            Neutral
           Treasure Type:          F                                       Alignment:             Neutral            Neutral              XP Value:              75                 175
           Intelligence:           2                                       XP Value:              5                  20
           Alignment:              Neutfal                                                                                                                       Polar              Cave
           XP Value:               950                                        Monster    Type:    Normal    Bat:    Nofmal     Animal     Armor Class:           6                  5
                                                                           (Common);    Giant     Bat:     Giant     Animal     (Com-     Hit Dice:              6 (L)              7 (L)
              Monster          Type: Monster   (Rare);   Planaf    Mon-    mon).                                                           Move:                  120'(40)           120' (40')
           ster     (Very     Rare).                                           Bats  are  nocturnal  flying  insectivores.  They   of-     Attacks:               2 claws/ 1bite     2 claws/ I bite
              A   basilisk   is    a10'-long  lizard;  it  looks  much     ten   live   in   caves   or   abandoned   buildings   and     Damage:                id6/   id6/    idlo    2d4/2d4/2d6
           like  a  large  snake  with  four  legs  and  a  crownlike      find  their  way  about  by  echolocation   (a   type   of     No. Appearing:         1 (id2)            1-2 (id2)
           growth on its head.  It  may  be  of  any  color,  but  is      radar  using  hearing  and  echoes  to  locate   objects).      Save As:               F3                 F4
           usually  very  bright  and  distinctive.   It   is   some-      Since  they  have  very  weak  eyes,  spells  that  affect     Morale:                8                  9
           times called the "king of snakes."                              sight  (such  as  light)  do  not  work  on   bats.   How-     Treasure Type:         U                  v
              The  basilisk  is  a  nonintelligent  but  very   magi-      ever,  a  silence  15'  radius  spell   will   effectively     Intelligence:          2                  2
           cal  lizard.  It  lives  in  underground  cavems  or   wad      "blind" a bat.                                                  Alignment:             Neutral            Neutfal
           and  tangled  thickets.  Any  creature  hit  by  a   basi-         Normal    bats:    These     very     small     mammals     XP Value:              275                450
           lisk must make  a  saving  throw  vs.  turn  to  stone  or      weigh  only  a  few   ounces.   They   will   not   attack
           be petrified;  afl  equipment  he  carries  will  also  be      men   but   may   confuse   them    by    flying    around        Monster Type: Black,       Grizzly     Bears:     Norm
           turned  to  stone.  The  basilisk's  gaze  has  the   same      their  heads.  There  must  be  at  least  ten   bats   to     Animal    (Common).    Polar    Bear:     Normal     Anim
           effect;  anyone   meeting   the   gaze   must   make   the      confuse   one   character.   Characters   who   are   con-     (Rare).    Cave    Bear:    Pfehistofic    Animal     (Ve
           same  saving  throw   or   be   petrified.   A   surprised      fused have a  -  2  penalty  on  their  attack  rolls  and     Rare).
           character  automatically  meets   the   gaze   (but   gets      saving   throws   and   cannot   cast    spells.    Normal        Bears a-re  well  known  to  all  adventurers.  If  an
           the    saving     throw).                                       bats  must   check   morale   each   round   unless   they     beat   hits   one   victim   with   both   paws   in   on
              A   charactef   in   hand-to-hand   combat   with   the      afe controlled of summoned.                                    round,  the  bear  hugs  its  victim  and   inflicts   2d
           creature  must  either  avoid  the  gaze   or   meet   the         Giant  Bats:  Giant  bats  afe  much   larger   cousins     points  of  additional  damage  in   that   saine   round
           gaze  each  round.  When  a  chafactef  tries   to   avoid      of   normal   bat   species.   Giant   bats   look    like        Black  Bear:   Black   beafs   have   black   fur   an
           the  gaze,  he  suffers  a  -4  penalty  to   all   attack      smaller  bat  species  but  grow   to   be   approximately     stand  about  6'  tall.  They  are  omnivofes   but   pre
           folls  against  the  monster,  while  the  basilisk  gains      5'  long,  with  a  wingspan  greater   than   25'.   They     fer  roots  and  berries.  A  black  bear  will  not  usu
           a  +2  bonus  to  all  its  attacks  against  the  charac-      are   carnivofes   (or,    more    appropriately,    hemo-     ally   attack   unless   it   is   cornered   and   canno
           ter.  If  the  character  meets  the  gaze,   he   attacks      vores-blood-drinkefs)    and     may     attack     humans     escape.  Adult  black  bears  will  fight  to  the   deat
           and  defends   normally   but   must   make   the   saving      if   extremely   hungry.                                       to  protect  their  young.  They  have   been   known   t
           throw at his normal odds.                                           Giant  Vampire   Bats:   Of   giant   bat   encounters,     raid   camps,   seeking   food.   They   are    especiafl
              A  character  may   use   a   mirror   when   confront-      5  %  will  be  with  groups  of  giant   vainpife   bats,     fond of such treats as fresh fish and sweets.
           ing a  basilisk.  While  using  a  mirror,  he  suffers  a      far  more   dangerous   creatures   (HD   2*,   XP   Value        Grizzly  Bear:   Grizzly   beafs   have   silver-tippe
           -2  penalty  to  the  attack   roll   (instead   of   -4).      25).  The  bite  of  a  giant  vampire  bat  does  no  ex-     brown  or  reddish  brown   fur   and   stand   about   9
           The area must be  lit  for  the  mirror  to  be  effective      tfa  damage  but   its   victim   must   make   a   saving     tall.  They  are  fond  of  meat   and   are   much   mor
           and the  attacker  cannot  use  a  shield.  If  the  basi-      throw  vs.  paralysis  of  fall   unconscious   fof   idio     likely  to  attack  than  black   bears.   Grizzlies   ar
           lisk sees itself in the  mirror  (a  roll  of  I  on  id6,      rounds.  This  wili  allow  the  vampire   bat   to   feed     found  in  most  climates,  but   are   most   common   i
0          checked   each   round),   it   must   make    a    saving      without  being   disturbed,   draining   id4   points   of     mountains    and    forests.
4          thfow or be turned to stone!                                    blood  per  round.  Any  victims   who   die   from   hav-        Polar  Bear:   Polar   bears   have   white   fur   an
              Basilisks  are  native  to   both   the   Prime   Plane      ing  theif  blood  drained  by   a   giant   vampire   bat     stand  about  1  l'  tall.  Tbey  live  in  cold  regions
r          and the elemental plane of Earth.                               must  make  a  saving   thfow   vs.   spells   or   become     They  usually  eat  fish,  but  often   attack   adventur
              Plane  of  Earth:  On  the  plane  of  Earth,  a  basi-      an undead creature 24 hours after death.                       ers.   These   huge   bears   are   good   swimmers,   an
           l@k  is  merely  a  lizardlike  creature  made  of   rock.          Terrain: Cavern, Ruins.                                     theif  wide  feet  allow   them   to   run   across   sno
           Its 90'  gaze  slows  creatures  made  of  earth  (as  the         Load:  Giant  Bat:  500  cn  at   full   speed;   1,000     without sinking.
           reverse  of  the   magic-user   spell   hastc)   for   id6      cn at half speed.                                                  Cave   Bear:   These   enormous   bears   stand   abou
           rounds  (no  saving  throw).  The  gaze  can  still   pet-         Barding Multiplier: x 1 (Giant Bat).                        15' tall.  They do  not  see  well  at  all  but  hunt  ve
s          ri4  creatures   not   made   of   earth   (the   standard                                                                     well by  scent.  If  hungry,  they  will  follow  a  trac
           saving throw still applies).                                                                                                   of  blood  until  they  have  eaten.  They  prefer  a  di
              The   planar   basilisk   can   burrow   through   very                                                                     et  of  fresh-killed  red  meat   and   live   in   caves
           dense rock  at  a  180'  (60')  rate.  It  usually  avoids                                                                     mostly  in   prehistoric   environments   of   very   dis
           other life forms on its own plane.                                                                                             tant   mountain    areas    where    human    civilizatio
              Terrain: Cavern, Woods; Plane of Earth.                                                                                     has   not    penetrated.
                                                                                                                                             Terrain:   Hill,   Mountain,   Woods.    (Cave    Beaf
                                                                                                                                          Same,   but    prehistoric.)
ed
he




                                                                                                    159

                                                    Monster


     Bee, Giant                                                    Beetle, Giant                                                     Beholder

                                                                                       Fire       oil           Tiger                Armor Class:   O/ 2 / 7
     Armor Class:          7                                                                                                         Hit Dice:                (hp special) (M)
     Hit Dice:             '12* (1-4 hp) (S)                       Armor Class:        4          4             3
     Move:                 150' (50')                              Hit Dice:           1 + 2 (S)  2*  (M)       3 + I (M)            Move:          30'(10')

     Attacks:              1 sting                                 Move:               120'   (40') 120'      (40') 150' (50')       Attacks:       1 bite + special

     Damage:               id3 + special                           Attacks:            I bite     1 bite +      1 bite               Damage:        2d8 + special

     No. Appearing:        ld6 (5d6)                                                              special                            No. Appearing: I (0)

     Save As:              Fl                                      Damage:             2d4        id6   +       2d6                  Save As:       Mil

     Morale:               9                                                                      special                            Morale:        12

     Treasure Type:        See below                               No. Appearing:      id8        id8           id6                  Treasure Type: L,  N,   0

     Intelligence:         0                                                           (2d6)      (2d6)         (2d4)                Intelligence:  16

     Alignment:            Neutral                                 Save As:            Fl         Fl            F2                   Alignment:     Chaotic

     XP Value:             6                                       Morale:             7          8             9                    XP Value:      5,100
                                                                   Treasure Ty,)e:     Nit        Nil           u                    Monster Typc: Monster (Rare).
        Monster Type: Lowlife (Rare).                               Intelligence:       0          0             0                    A  beholder,  also  called  an  "eye  tyrant"   of
        Giant bees, also  called  "killer  bees,"  are  foot-      Alignment:          Neutral    Neutral       Neutral              ',sphere of many eyes," looks like a large floating
     long  giant  bees  with  nasty   tempers,   Giant   bees      XP Value:           15         25            50
     always attack anyone within 30'  of  their  hive.  If  a                                                                        ball (about 4' in  diameter)  covered  with  tough

     giant bee attack hits,  the  bee  dies,  but  the  crea-         Monster     Type:     Lowlife     (Common).                    armor-plated  skin.  Atop  the  beholder  are  ten
     ture  stung  must  make  a  saving  throw   vs.   poison         Fire  Beetle:  Fire  beetles  are  2'/2'-Iong  crea-           small eyes on stalks, each with  its  own  magical

     or die.  The stinger wiil work  its  way  into  the  vic-      tures  often  found  below  ground.   A   fire   beetle           power.  A large central eye is on the front of  the

     tim, in @iicting  1  point  of  damage  per  round,  un-      has  two  glowing  glands  above  its  eyes   and   one           body, with a toothy mouth below it.

     less a character spends a round pulling it out.               near  the  back  of  its  abdomen.  These  glands  give           A  beholder  moves  by  means  of  a  slow  flight

        Owing to the  great  weight  of  their  hives,  giant      off light in a 10'radius  and  will  continue  to  glow           that cannot be  dispelled.  It  speaks  most  lan-

     bees prefer to build their  hives  in  small  caves  and      for  id6  days   after   they   are   removed.                    guages and is extremely  intelligent,  cruel,  and

     underground areas near the surface.                               Oil Beetle: Oil beetles are  3'-long  giant  beetles           greedy.  It is normally found alone but  is  rarely

        There will always be at  least  10  bees  with  their      that   sometimes   burrow   underground.    When    at-           (5 % chance)  found  with  id6  young  (each  with

     queen in or near  the  hive.  At  least  four  of  these      tacked, an oil beetle squirts  an  oily  fluid  at  one           I/io normal Hit Dice and  range  of  eye  effects,

     bees  will  have  1  Hit   Die   each   (XP   13).   The      attacker (a-n attack roll is needed; the range is  5').           bite damage id4 points).
     queen  bee  has  2  Hit  Dice  (XP  35)  and  can  sting      The oil raises painful blisters, causing a -  2  penal-           The  beholder's  front  eye  always  projects   an

     repeatedly without dying,                                     ty on the victim's attack tolls until cured by  a  cure           anti-magic ray, which temporarily "turns off'  all

        Giant  bees  make  magical  honey.  If  a   character      light wounds spell  or  until  24  hours  have  passed.           magic within 60' in front of it (see " Anti-Magic"

     eats  the  honey  of   an   entire   hive   (about   two         Tiger  Beetle:  Tiger  beetles  are  4'-long   giant           in  Chapter  13).  Magical  weapons  used   within

     pints), it has an effect  like  a  half-strength  potion      beetles with a  striped  carapace  that  looks  like  a           the ray are treated as if nonmagical.  Spells  cast
     of he@ing, curing id4 points of damage.                       tiger's skin.  They  are  carnivores  and  usually  prey           within it area of effect are instantly ruined; spel@

        Terrain: Plain, Woods, Mountain, Hill.                     on robber flies.                                                  cast from further away  are  ruined  when  the  ef
                                                                      Terrain: Cavern, Plain, Ruins, Woods.                          fects get within range.  The beholder will  usually
                                                                                                                                     turn to face any character who starts casting, ru-
                                                                                                                                     ining the spell.
                                                                                                                                     Magical  weapons  and  items  will  work   normal.
                                                                                                                                     ly once they are removed from the  anti-magic  ray
                                                                                                                                     area, and existing spell  effects  with  durations
                                                                                                                                     will resume once the ray  is  directed  elsewhere.
                                                                                                                                     This ray  cannot  be  aimed  above  or  below  the
                                                                                                                                     ,creature, but only straight out in front of it.  As
                                                                                                                                     this ray can affect any magic, even  that  of  the
                                                                                                                                     smaller eyes (as explained below), the small  eyes
                                                                                                                                     cannot be used on targets  within  the  anti-magic
                                                                                                                                     ray.
                                                                                                                                     If a character uses  a  weapon  to  attack  a  be.
                                                                                                                                     holder, the player must declare what  his  char2c-
                                                                                                                                     ter is aiming at-the body, the large  eye,  or  an
                                                                                                                                     eye stalk.  Each target has a different armor  cigm
                                                                                                                                     and hit points as follows:
                                                                                                                                     0 The body is AC 0 and has 50 hit points.
                                                                                                                                     0 The front eye is AC 2 and  has  20  hit  points.
                                                                                                                                     o An eye  stalk  is  only  AC  7,  but  can  with.
                                                                                                                                      stand  12  of  damage.  Damage  to   eye   stalks
                                                                                                                                      does  not  count  toward  killing  the  creature.
                                                                                                                                     Small  eyes  and  cyest@ks:  If  an  attack   roil
                                                                                                                                     against an eyestalk is successful, the  DM  should
                                                                                                                                     foil randomly to see which  stalk  is  damaged.  A
                                                                                                                                     slain" eyestalk has been cut off,  but  a  damaged
                                                                                                                                     stalk does not interfere with the eye's  function-
                                                                                                                                     ing.  Lost  eyes  grow  back  in  2d4  days;  pard@
                                                                                                                                     damage to eyestalks regenerates at the rate  of  I
                                                                                                                                     hit point per day.
                                                                                                                                     Only four small eyes  can  aim  in  one  direction
                                                                                                                                     at the same  time,  and  they  cannot  see  the  area
                                                                                                                                     directly below the body.  Each eye stalk can  shoot
                                                                                                                                     a ray with a different spell-like effect once  per

                                                                                                160

                                                                                                             Chapter 14: Monsters





         round.  Spell  descriptions  are  given  in  Chapter  3;        its  bite  inflicts  2dio  points  of  damage  and  al-      Berserker

         feversed spell effects are indicated  by  an  asterisk.    so  causes  an  energy  drain   of   two   levels   (as   a      Armor    Class:         7
                                                                    vampire's).                                                       Hit   Dice:             I + I* (M)

         Eye  1.   charm person (range 120')                            The  monster's  front  eye  always   projects   a   ray      Move:                   120' (40')

         Eye  2.   charm monster (range 120')                       of  reflection.  Any  spell  cast  at  the   monster   from      Attacks:                1 weapon

         Eye  3.   sleep (range 240')                               this  difection  is  reflected  back  at  the  caster.   In      Damage:                 By weapon

         Eye  4.   telekinesis (range 120', up to                   addition,   any   attempts   to   turn   undead   from   in      No. Appearing:          id6 (3dio)

                   5,000 cn weight)                                 front  is  also  reflected  back   on   the   clefic,   who      Save    As:             Fl

         Eye  5.   flesh to stone* (range 120')                     must make  a  saving  throw  vs.  spells  or  run  in  fear      Morale:                 12

         Eye  6.                                                    for   2d6   rounds.   The   monster   usually   turns    to      Treasure Type:          (P) B
                   disintegrate   (range   60')

         Eye  7.   cause  feat*  (range   120')                     face  any  character  who  starts  casting  a  spell,   and      Intelligence:           9

         Eye  8.   slow* (range 240')                               watches   for   clerics.   This   reflection   cannot    be      Alignment:              Neutral

         Eye  9.   cause serious wounds* (range 60')                aimed   above   or   behind   the   creature,   but    only      XP   Value:             19

         Eye 10.   death  spell  (range   240')                     straight in front of it.

                                                                        If  a  character  uses  a  weapon  to  attack  an   un-         Monster Type: Human (Rate).

         Terrain: Caverns, Ruins.                                   dead  beholder,  the   player   must   deciare   what   the         Berserkers  are  fighters  who  go   mad   in   battle.
                                                                    character  is  aiming   at-the   body,   the   large   eye,      Most    belong    to     barbarian     cultures-typically,

         Beholder,   Undead*                                        or  an  eye  stalk.  Each  target  has  a  different  armor      northern seagoing cultures.
                                                                    class and hit points as follows:                                    Berserker    reactions    are    determined    normally
         Armor Class:      - 4/ - 2 / 3                                 0 The  body  is  AC   -4,   and   can   take   go   hit      outside  of  combat,  but  once  a  battle   starts   they
         it Dice:          20******* (hp special) (M)                     points   of   damage   before   the    beholder    is      will   always   fight   to   the    death-sometimes    at-
         Move:             60' (20')                                      killed.                                                    tacking  their  comrades  in  their   blind   rage.   When
         Attacks:          I  bite  +   special                         0 The  front  eye  is  AC  -  2,  and  has  30  points.      fighting  humans   or   humanlike   creatures   (such   as
         Dunage:           2dio    +    special                         o An  eye  stalk  is  only   AC   3,   but   each   can      kobolds,  goblins  or  orcs),  they  add   +2   to   their
         0. Appearing:     1 (0)                                          withstand   20   points   of   damage.   Damage    to      attack  rolls  due  to  their  ferocity.  They  never  re-
         Save As:          M20                                            the  eye  stalks  does  not  count   toward   killing      treat, surrender, or take prisoners.
         Morale:           1 2                                            the creature.                                                  Berserkers  do  not  look  different  from   any   oth-
         Treasure Type:    L, N, 0 (x 2)                                Small  eyes  and  eyestalks:   Each   small   eye   may      er  members  of  theit  culture.  In  a  village  of   the
         Intelligence:     16                                       be  used  once  per  found  at   most,   and   only   three      appropriate  culture,  100/0  of  all  fighters  will   be
         Alignment:        Chaotic                                  eyes   can   aim   in   one   direction   (forward,   back-      berserkers.  The  DM  can  create  societies   where   all
         )CP  Value:       14,975                                   ward,  etc.;  if  a  target  is  above  the  creature,  all      fighters are berserkers.
                                                                    ten  small  eyes  can  be   used).   The   beholder   often         Terrain: Any.
         Monster    Type:    Undead     Construct,     Enchanted    uses  only  two  small  eyes   pef   round   unless   seri-

         (Wry Rare).                                                ously threatened.                                                 Black Pudding*
         An  undead  beholder  is  similar  to  a  living   one,        A  "slain"  eye  is  cut  off,  but   a   damaged   eye
         but is a  construct  created  for  some  specific  evil    functions   normally.   Damaged   and   lost   eyes    grow      Armor    Class:         6

         purpose.   All   undead   beholders   afe   constructs;    back  in  id4  +  1  hours  and  do   not   regenerate   as      Hit   Dice:             10* (L)

         r@" beholders never become undead.                         fast as the body of the monster.                                  Move:                   60' (20')

         This  monster  looks  quite   similar   to   a   normal                                                                     Attacks:                1

         beholder-a  large  floating  ball,  about   fouf   feet                                                                     Damage:                 3d8

         in   diameter,   covered   with   tough    armor-plated        Eye  1.    animate dead (range 60')                          No. Appearing:          1 (0)

         skin.  Atop  the  monster  are  ten   small   eyes   on        Eye  2.    charm (as vampire, 120' range,                    Save    As:             F5

         stalks, each  with  its  own  magical  power.  A  large                   - 2 penalty to the saving throw)                  Morale:                 1 2

         central eye is  on  the  front  of  the  body,  with  a        Eye  3.    continual darkness (fange 120')                   Treasure Type:          See below

         toothy   mouth   below   it.   The    creature    moves        Eye  4.    death spell (range 120')                          Intelligence:           0

         ibout  by  magical  flight,   a   natufal   (nonmagical        Eye  5.    energy drain 1 level (as wight)                   Alignment:              Neutral
                                                                        Eye  6.    energy drain 2 levels (as spectre)                XP Value:               1,750
         ability.  It  is  extremely  intelligent,  and   speaks        Eye  7.    paralysis (as ghoul, range 60'; note
         many  languages.  Any   cleric   of   25th   level   or                   that eives are immune to this ray)                   Monster Type: Monstef (Common).
         greater  wiil  recognize   the   creature   as   undead        Eye  8.    animate object (60' range)                           A   black   pudding   is   a    nonintelligent    black
         when he sees it.                                                Eye  9.    dispoi magic (26th level)                         blob  5  to  30  feet  in  diameter.  Puddin  s  are   al-
         An   undead    beholder    cannot    be    harmed    by                                                                                                                   9

         normal,  silver,  or  even  +  1  magical  weapons;   a        Eye 10.    telekinesis (4,000 cn)                            ways  hungry;  they  will   attack   any   creature   they

         magical  weapon  of  +  2  or  better  enchantment   is                                                                     come    across.

         needed to  damage  it.  It  is  immune  to  ali  charm,        Terrain: Cavern, Ruins.                                          With  their   corrosive   touch,   they   inflict   3d8

         hold, and sleep effects,  all  illusions,  deith  rays,                                                                     points  of  damage  to  living  things,   and   can   dis-

         and poison.                                                                                                                 solve  wood  and  corrode  metal   in   one   turn.   They

         The   monster's   body   regenerates   3   hit   points                                                                     cannot   affect    stone.

         per round as soon as  it  is  damaged.  If  reduced  to                                                                        They  can  tfavei  on  ceilings  and  walls,  and   can

         0 hit points,  it  is  forced  into  gaseous  form  and                                                                     pass  through   small   openings.   (Passing   through   a

         c2nnot regenerate; it must rest for  1  hour  in  total                                                                     small  opening  is  very  slow  ankl   usually   takes   a

         d2rkness   before   the   regeneration   starts    once                                                                     full  turn  or   longer.)                1,

         again.  The  monstef  usually  keeps  several  areas  of                                                                        A pudding  can  only  be  killed  by  fire;  other  at-

         continu@ darkness neat its location.                                                                                        tacks  (weapons  or  spells)  merely  break  it  up   into

         An   undead   beholder   can   assume   gaseous    form                                                                     smaller  puddings,  each  with  2   Hit   Dice   and   in-

         at will.  In this form, it  has  no  special  abilities,                                                                     flicting   id8   points   of   damage   per   blow.   How-

         but  cannot  be  harmed  except  by  magic   that   af-                                                                     ever,   a   flaming   sword   will   cause   full   normal

         fects  air.  The  monster  cannot   use   any   special                                                                     damage.

         abilities during that  round  of  combat  in  which  it                                                                        Puddings    normally    have    no    treasure,     but

         .i becoming or leaving its gaseous form.                                                                                    gems   (the   only   remnants   of    previous    victims)

                                                                                                                                     might be found nearby.

                                                                                                                                        Terrain: Cavern, Ruins.



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                       apter 14: Monster


        Blackball (Deadly Sphere)                                    Blink Dog                                                       3,000 cn at half speed.  Great Boar: 3,000 cn  -at
        Armor Class:          9                                      Armor Class:          5                                         full speed; 6,000 cn at half speed.
        Hit Dice:             None (see below) (M)                   Hit Dice:             4- (S)                                    Barding Multiplier: x 3.
        Move:                 30' (10')                              Move:                 120' (40')
        Attacks:              I touch                                Attacks:              I bite                                    Bugbear
        Damage:               Disintegration                         Damage:               ld6                                       Armor C@s:         5
        No. Appearing:        1 (1)                                  No. Appearing:        id6 (ld6 + 3)                             Hit Dice:          3 + 1 (L)
        Save As:              See below                              Save As:              F4                                        Move:              90' (30')
        Morale:               12                                     Morale:               6                                         Attacks:           1 weapon
        Treasure Type:        Nit                                    Treasure Type:        c                                         Damage:            By weapon + 1
        Intelligence:         0                                      Intelligence:         9                                         No. Appearing:     2d8 (5d4)
        Alignment:            None (see below)                       Alignment:            Lawful                                    Save As:           F3
        XP Value:             7,500                                  XP Value:             125                                       Morale:            9
                                                                                                                                     Treasure Type:     (P + Q) B
           Monster Type: Planar Monstef (Very Rare).                     Monster Type: Monster (Common).                               Intelligence:      7
           It is  not  known  what  these  curious  beings  are,        This  unusual  creature  is  a  small,  brown-furred,        Alignment:         Chaotic
        or even  if  they  are  living  creatures.  A  blackball     rugged-looking  canine  with  big  jaws.  It   is   not,        XP Value:          50
        (or "deadly  sphere")  is  simply  a  featureless  black     however, a  normal  animal.  It  is  intelligent,  often
        globe,  5'  in  diameter.  It  moves  slowly  but   usu-     travels in  packs,  and  uses  a  limited  teleportation        Monster Type: Humanoid (Common).
        ally  fandomly.  Whatever  it  touches   simply   disin-     ability.  It can  "blink  out"  of  one  spot  and  imme-        Bugbears  are   giant   hairy   goblins-humanoids
        tegfates  (no  saving  throw),  so   it   moves   freely     diately appear ("blink  in")  at  another.  It  has  in-        that grow to about 8' tall and are  covered  with
        through       anything.                                      stincts that  prevent  it  from  appearing  in  a  solid        bristly dark fur.
           When   encountered,   the   blackball    moves    to-     object.                                                          Despite  their  size  and  awkward   walk,   they
        ward  the  nearest  intelligent  creature  within   60'.         When  attacking,  it  "blinks"  close  to   an   ene-        move very  quietly  and  attack  without  warning
        It  has  no  recognizable  mind  or   intelligence   and     my,  attacks,  and  then  reappears  id4  x  10'   away.        whenever they can.  They surprise on a roll of 1-3
        is   immune   to   everything   except   Immortal   con-     If   seriously   threatened,   an   entire   pack   will        (on ld6) due to their stealth.  When  using  weap-
        trol.  An  Immortal  can  command   a   blackball,   but     "blink" out and not reappear.                                   ons, they add + 1 to all attack and  damage  rol@
        it is beyond mortal  control;  fortunately,  it  is  ex-        Though  as  intelligent   as   many   humans,   blink        because of their strength.
        tremely rare.  It  may  be  defeated  by  a  gate  spell,     dogs   do   not   speak   human   or   demihuman    lan-        In the wilderness, they live  in  small  communi-
        sending it to  some  other  plane,  or  by  a  carefully     guages;    they    can    communicate     only     among        ties of 5-20 members, ana send out hunting  packs
        worded    wish.                                              themselves.  They  like  to  live  free  the  way  wolves        of 2-16 fighters.  They kill and eat  herd  animah
           Terrain: Any.                                             do  and  tend  to  come  in  conflict  with  humans  on-        whenever possible  and  sometimes  raid  farmers'
                                                                     ly  when  settlers  encroach   on   their   territories.        grain storage sheds and  meat-smoking  sheds  for
        Blast Spore                                                  They  are  carnivores,  living  on  wild   elk,   moose,        food; in times of great hardship, they may kill hu-
        Armor    Class:       9                                      and other herd-beasts.                                          mans for food.  They are basically intelligent, us.
        Hit Dice:             1* (i hit point) (M)                      Blink   dogs   also   hate   and   attack   displacer        ing crude knives, clubs,  and  spears  they  make
        Move:                 30' (10')                              beasts, their natural  enemies.  It  is  suspected  that        themselves; they know how  to  use  the  supertot
        Attacks:              I                                      blink  dogs  and  displacer  beasts   both   come   from        weapons they sometimes steal from humans.
        Damage:               Disease only                           some distant plane of existence.                                 There can  be  bugbear  spelicasters;  see  "Mon.
        No. Appearing:        id3 (1)                                   Terrain:   Open,    Woods,    Desert.                        ster Spelicasters."
        Save As:              Fl                                                                                                     Terrain: Cavern, Hill, Mountain, Woods.
        Morale:               9                                      Boar
        Treasure Type:        Nil                                                          Normal           Great                    Caecilia
        Intelligence:         0                                      Armor Class:          7                3                        Armor Class:       6
        Alignment:            Neutral                                Hit Dice:             3* (M)           10* (L)                  Hit Dice:          6* (L)
        XP Value:             13                                     Move:                 90' (30')        90' (30')                Move:              60' (20')
                                                                     Attacks:              I tusk           I tusk                   Attacks:           i bite
           Monster Type: Lowlife (Rare).                              Damage:               2d4              2d8                      Damage:            id8
           A  blast  spore  looks  almost  exactly  like  a  be-     No. Appearing:        id6 (id6)        id6 (id6)                No. Appearing:     id3 (id3)
        holder  (see  Beholder,  above),  However,   it   is   a     Save As:              F2               F5                       Save As:           F3
        type of floating fungus.                                      Morale:               9                9                        Morale:            9
           When seen  in  dim  light,  a  blast  spore  is  usu-     Treasure Type:        Nil              Nil                      Treasure Type:     B
        ally  mistaken  fof  a  beholder;   a   character   must     Intelligence:         2                2                        Intelligence:      0
        roll 10% or  less  on  idloo  to  tell  the  difference.      Alignment:            Neutral          Neutral                  Alignment:         Neutral
        When  characters   come   within   10',   their   chance     XP Value:             50               1,750                    XP Value:          500
        for detection improves to 2 5 %.
           If a blast spore  is  damaged  in  any  way,  it  ex-        Monster        Type: Boar: Normal Animal        (Com-        Monster Type: Lowlife (Rare).
        plodes  for  6-36  (6d6)  points  of   damage   to   all     mon).  Great Boar: Giant Animal (Rare).                           This giant gray wormlike creature  is  about  30'
        within  20';  each  victim  may  make  a  saving   throw        Wild  boars  generally  prefer  forested  areas   but        long.  They  are  meat-eaters  and  can  be  foum
        vs.  wands  to  take   half   damage.   This   explosion     can  be  found  nearly  everywhere.   They   are   omni-        nearly anywhere.
        does  not  shower  victims  with  spores  the  way   the     vores  and  have  extremely  bad   tempers   when   dis-        Caecilia often lie in wait in loose soil just be.
        normal   attack   does.                                      turbed.  They  sometimes  lie   in   thickets   in   the        low the surface.  Whenever a small  party  of  a**
           When  approached,  this  creature   might   spray   a     forest  and  charge  passersby.   They   do   have   the        mals or humans pass, they shoot  up  out  of  the
        shower  of  spores  in  a  20'x  20'x  20'  volume   be-     charge  attack  special  ability;  if  they  can  charge        ground and begin biting with their  large  mouths
        fore it.  Each  victim  must  make  a  saving  throw  vs.     for 20  yards  before  reaching  their  prey,  they  in-        and sharp teeth.  An unadjusted attack roll of  19
        poison; if he fails,  the  spores  hit  him,  penetrate,     flict double damage when they hit.                              or 20 means that the caecilia has  swallowed  iti
        and  grow  into   id6   more   blast   spores,   causing        Great  Boars:  These  rare   boars   are   huge   and        prey whole.  A victim takes id8  points  of  darn*
        death in  24  hours  uniess  a  cure  discase  spell  is     terrifying.  They  are  most  often   found   in   "lost        each round until the  victim  or  the  caecil@  i
        applied.                                                     world"   settings   and   are   occasionally   used   as        dead.
           Terrain: Cavern, Ruins.                                   mounts  by   barbaric   tribes.                                  Terrain: Any except Arctic.
                                                                        Terrain:      Woods.
                                                                        Load:  Normal  Boar:  1,500   cn   at   full   speed;
                                                                                                 162

                                                                                                               Chapter 14: Monsters


          Camel                                                       Cat, Great
          Armor    Class:       7                                                             Mountain                                                                    Sabre-Tooth
          Hit   Dice:           2 (L)                                                         Lion            Panther            Lion                 Tiger               Tiger
          Move:                 150' (50')                            Armor    Class:         6               4                  6                    6                   6
          Attacks:              i bite/ 1 hoof                        Hit Dice:               3 + 2 (M)       4 (M)              5 (L)                6 (L)               8 (L)
          Damage:               1/id4                                 Move:                   150'(50')       210'(70')          150'(50')            150'(50')           150'(50')
          No. Appearing:        0 (2d4)                               Attacks:                2 claws/ I bite 2 claws/ 1bite     2 claws/ 1 bite      2 claws/ 1bite      2 claws/ 1 bite
          Save    As:           Fl                                    Damage:                 id3/id3/id6     id4/id4/id8        id4 + 1 / id4 + I    id6/id6/2d6         id8/id8/2d8
          Morale:               7                                                                                                idio
          Treasure Type:        Nil                                   No.   Appearing:   ld4    (id4)         id2 (id6)          id4 (id8)            1 (id3)             id4 (id4)
          Intelligence:         2                                     Save as                 F2              F2                 F3                   F3                  F4
          Ahgnrnent:            Neutral                               Morale:                 8               8                  9                    9                   10
          XP   Value:           20                                    Treasure Type:          U               u                  u                    u                   v
                                                                      Intelligence:           2               2                  2                    2                   2
            Monster    Type:    Normal    Animal     (Common).         Alignment:              Neutral         Neutral            Neutral              Neutf al            Neutral
            The camel is  an  iii-tempered  beast,  apt  @-  b'ite    XP Value:               50              75                 175                  275                 650
          or  kick  any  creature   that   gets   in   its   way-
          incluctin its owner.  It  often  kicks  with  one  leg.         Monster     Type:     Normal     Animal     (Common).    ests,  and  open  shrub  lands.   They   are   extremely
                    9
            Camels  are  used  as  pack  and  riding  animals  in     Sabfe-Tooth    Tiger:    Prehistoric    Animal     (Very    quick  and  can  outrun  most  prey  over   short   dis-
          deserts and  barren  lands  (with  movement  as  if  in     Rare).                                                      tances.  Panthers are usually black-tuffed.
          clear  terrain).  A  well-watered  camel   may   travel        Tbe "great cats"  are  large  feline  predators  liv-       Lion:  lions  generally   live   in   warm   climates
          for  two  weeks  without  drinking.  Camels  are   hef-     ing  in  wilderness  areas.  They  are  cautious,   nor-    and  thrive  in  savannah  and  brush  lands  near  des-
          bivofes,  preferring  grasses  and  grains,  but   will     mally  only   attacking   theif   natural   prey,   sm0i    erts.  They   usually   hunt   in   groups,   known   as
          cat  animal  skin  and  bones  when   very   hungry.        herd-beasts.  They  will  avoid   fights   with   humans    prides.  Male   lions   have   the   distinctive   lion-
            A  camel  with  one  hump  is  called  a   dromedary,     and   demihumans   uniess   forced   by   extreme   hun-    mane; female lions do not.
          and  one  with  two  humps  is  a  Bactrian   camel.        ger or when trapped with no escape foute.                       Tiger:  Tigers  are  the  largest  of  the   commonly
            Terrain:    Barren    Lands    (Bactrian),     Desert        Gfeat cats rarely go  deeply  into  caves  a-nd  usu-    found  great  cats.  They  pfefef  cooler  climates  and
          (dromedary).                                                ally  remember  a  quick  escape  route  to   the   out-    wooded  lands   where   theit   striped   bodies   offer
            Load:  3,000  cn  normal   speed;   6,000   cn   half     doors.   Despite   their   shyness,   they   afe    very    some  degree  of   camouflage.   They   often   surprise
          speed.                                                      inquisitive and may follow a  party  out  of  cuf  iosi-    their prey (1-4 on id6) when in woodlands.
            Barding Multiplier. x 1.                                  ty. They will always chase a fleeing prey.                      Sabre-Tooth  Tiger:  Sabre-tooth   tigers   are   the
                                                                         Mountain    Lion:    This    tawny-furred     species    largest and most  ferocious  of  the  great  cats.  They
          Carrion Crawler                                             lives  mostly  in  mountainous  fegions  but  also   in-    have  oversized  fangs,  from  which  they   get   their
          Armof    Class:       7                                     habits  forests  and  deserts.  They  will  wander  fur-    name.  Sabre-tooth  tigers  are  mostly   extinct,   ex-
          it    Dice:           3 + I* (L)                            ther  into  dungeons   than   any   other   species   of    cept in "lost world" areas.
          Move:                 120' (40')                            great cat.                                                      Terrain:  See  the   individual   cat   descriptions,
          Attacks:              8 tentacles of I bite                    Panther:  Panthers  are   found   on   plains,   for-    above.
          Damage:               Paralysis of I point
          No. Appearing:        id4 (0)                               Centaur                                                     Centipede,      Giant
          Save    As:           F2                                    Afmof    Class:         5                                   Armor Class:          9
          Morale:               9                                     Hit Dice:               4 (L)                               Hit Dice:             '12 (1-4  hp)*  (S)
          Treasure Type:        B                                     Move:                   180' (60')                          Move:                 60' (20')
          InteUigencc:          0                                     Attacks:                2 hooves/ I weapon                  Attacks:              1 bite
          Alignment:            Neutral                               Damage:                 1 d6 / 1 d6 / by weapon             Damage:               Poison    (special)
          XP   Value:           75                                    No.            Appearing: 0 (2dio)                          No.        Appearing: 2d4 (id8)
                                                                      Save As:                F4                                  Save As:              Normal          Man
            Monster Type: Lowlife (Common).                            Morale:                 8                                   Morale:               7
            This  scavenger   is   a   9'-long,   3'-high   many-     Treasure Type:          A                                   Treasure        Type: Nil
          legged  worm.  It  can   move   equally   well   on   a     Intelligence:           10                                  Intelligence:         0
          floor, wall, or  ceiling.  Its  small  mouth  @ts  spr-     Alii!nment:             Neutral                             Alignment:            Neutral
          rounded  by  eight  tentacles,  each  2'  long,   which     @Value:                 75                                  XP Value:             6
          can paralyze  on  a  successful  hit  uniess  a  saving
          throw vs.  paralysis  is  made.  A  tentacle  hit  does        Monster Type: Monstef (Common).                              Monster Type: Lowlife (Common).
          no actual damage.                                               A  centaur  is  a  creature  with  the  head,   arms,       A  giant  centipede  is  a  foot-long   insect   with
            Carrion  crawlers  are  known  as  scavengers,   eat-     and  upper  body  of  a  man  joined  to  the  body  and    many  legs.  Centipedes   prefer   dark,   damp   places
          ing  the  remains  of  slain  an@s.  But  they  are  @-     legs of a  horse.  They  are  of  average  human  intel-    and  are  often  found  in  dungeons  or  on  the  boles
          so willing to go after fresh  meat.  They  will  attack     ligence  and  often  carry   weapons   (clubs,   lances,    and branches of  trees  in  deep  forest.  They  do  not
          small parties  of  travelers,  paralyzing  their  prey,     and  bows;  one  weapon   pef   creature).   A   centaur    commonly  attack  travelers,  but   will   usually   at-
 d        and will  eat  paralyzed  victims  in  three  tums  un-     may use a charge attack with a lance.                       tack   someone   who    disturbs    them.
          less  except  when  the  carrion  cfawlefs  are   being        Centaurs  will  form  into  small  tribes  or   fami-       They  attack  by  biting.  The  bite  does  no   dam-
 e-       attacked.  Unless  magically   cuted,   the   paralysis     lies.  Their  homes  are  in  dense  thickets  or  woods.    age  to  characters,  but  the  victim   must   make   a
 i-       will wear off in 2d4 turns.                                  The  females  and  young  will  usually  stay   in   the    saving  thfow  vs.  poison  or  become   violently   ill
 e          Terrain: Cavern, Ruins.                                   lair.  If  attacked,  females  and  young  will  attempt    for  10  days.  Characters  who  do   not   make   theit
 s                                                                    to flee; if escape is impossible,  they  will  fight  to    saving throws  move  at  half  speed  and  will  not  be
 9                                                                    the  death.  The   young   fight   as   2-HD   monsters,    able  to  perform  any  other   physical   action.   The
 its                                                                  and do less damage (id2 / id2 / id4).                       bite  is  more  effective  against  very   small   crea-
 ge                                                                      There  can  be  centaur   spellcasters;   see   "Mon-    tures, such as the birds  and  insects  they  eat;  such
 is                                                                   ster       Spelicasters."                                   creatures must save vs. poison or die.
                                                                         Terrain: Woods, Open, Wooded Hills.                          Terrain:   Cavern,    Ruins,    Woods.
                                                                         Load: 3,000 cn  at  full  speed;  6,000  cn  at  half
                                                                      speed.

                                                                                                  163

                       apter 14: Monsters


          Chimera                                                      Crocodile
          Armor C@s:             4                                                             Normal  Large        Giant            and   semitropical   swamps   and   rivers.    Sometimes
          Hit Dice:              9** (L)                               Armor Class:            5       3            1                they  are  seen  in   underground   rivers   and   seas.
          Move:                  120' (40')                            Hit Dice:               2 (M)   6 (L)        15 (L)           Awkward  on  land,   crocodiles   do   not   stray   far
          Flying:                180' (60')                            Move:                   90'(30') 90' (30')   90' (30')        from water  and  will  spend  hours  floating  just  un-
          Attacks:               2 claws/ 3 heads + breath                swimming:            90' (30') 90' (30')  90' (30')        der the  surface.  At  such  times,  they  can  be  mis-
                                 (special)                             Attacks:                1 bite  1 bite       i bite           taken for logs.
          Damage:                id3/id3/2d4/idIO/3d4 +                Damage:                 id8     2d8          3d8                 If hungry, these animals  will  attack  creatures  in
                                 3d6                                   No. Appealing:          0(id8)  0(id4)       0(id3)           the  water.  They  are  particularly  attracted  to  the
          No. Appearing:         id2(id4)                              Save As:                Fl      F3           F8               smell of blood or violent thrashing of the water.
          Save  As:              Fg                                    Morale:                 7       7            9                   Normal  crocodiles   grow   to   10'   or   more   in
          Morale:                9                                     Treasure Type:          Nil     Nil          Nil              length.  Large  crocodiles  are  about  20'   long   and
          Treasure Type:         F                                     Intelligence:           2       2            2                can  overturn  canoes  and  small  rafts.  Giant  croco-
          Intelligence:          6                                     Alignment:              Neutral Neutral      Neutral          diles  are  almost  alwaySS  found  in   "lost   worlds"
          Alignment:             Chaotic                               XP Value:               20      275          1,3 50           where  prehistoric  creatures  thrive.  They  are   over
          XP Value:              2,300                                                                                               50'  long  and  have  been   known   to   attack   small
                                                                          Monster          Type: Normal Animal          (Common).    ships.
          Monster Type: Monster (Very Rare).                            Giant Crocodile (Rare).                                           Terrain: River,      Swamp.     (Giant     Crocodile:
          A   chimera   is   a   horrid   combination   of   three        Crocodiles   are   commonly    found    in    tropical     "Lost Worlds.")
          different creatures.  It  has  three  heads  (goat,  li-
          on,  and  dragon),  the  forebody   of   a   lion,   the     Crab, Giant                                                   Cyclops
          hindquarters of a  goat,  and  the  wings  and  tail  of
          a dragon.                                                     Armor Class:            2                                     Armor Class:            5
          Chimeras  are  r2xe,   solitary   creatures   that   are     Hit Dice:               3 (L)                                 Hit   Dice:             13- (L)
          very tefritorial.  They usually live in  wild  hills  but     Move:                   60' (20')                             Move:                   90' (30')
          may   occasionally   be   found   in   some    dungeons.      Attacks:                2 pincers                             Attacks:                1 club
          They   might   also   live   in    small    groups-often     Damage:                 2d6/2d6                               Damage:                 3dio
          mated pairs with one or two young.                            No. Appearing:          ld2(id6)                              No. Appearing:          1 (id4)
          In  combat,  the   goat's   head   butES,   the   lion'S     Save As:                F2                                    Save    As:             F13
          head  bites,  and  the  dragon's  head   can   bite   or     Morale:                 7                                     Morale:                 9
          breathe fire (a cone  50'  long  and  lo'  wide  at  the     Treasure Type:          Nil                                   Treasure Type:          E + 5,000 gp
          end,  for  3d6  points  of  damage).  The   breath   can     Intelligence:           2                                     Intelligence:           9
          only be used three  times  per  day.  In  a  fight,  the     Alignment:              Neutral                               Alignment:              Chaotic
          chimera  has  a  50%  chance  each  round  to  use   its     XP Value:               35                                    XP Value:               2,300
          breath attack; once it  has  used  all  three  such  at-
          tacks, it will use only its other attacks.                       Monster   Type:   Giant   Animal    (Rare).                    Monster Type: Giant Humanoid (Rare).
          Occasionally,      a      chimera-ill-tempered       and        Giant   crabs   are   nonintelligent   animals   found        A cyclops (plural: cyclopes) is a rare  type  of  gi-
          dangerous   to   begin   with-will   turn    rogue.    A     in  shallow  waters,  coastal  rivers,  and   buried   in     ant, noted for its great size  and  the  single  eye  in
          rogue chimera  flies  to  some  distant  place  (usually     sand o .n   beaches.   They   cannot   swim.   The    com-    the center of its  forehead.  A  cyclops  is  about  20'
          a   hill   or   mountain   near   a   human   community)     mon giant crab is  S'  in  diameter,  but  larger  speci-     tall.  It  has  poor  depth  perception  because  of  its
          and  begin  to  terrorize  the  area,  trying  to  drive     mens  may  be  found  (up   to   6   Hit   Dice,   Damage     single eye, and it strikes with a  penalty  of  -  2  on
          out or  kill  every  living  thing  in  that  region.  A     3d6  points  per   claw).                                     all attack rolls.  A cyclops will usually  fight  with  a
          rogue chimera will  not  stop  this  course  of  action;        They  are  always  hungry  and  will  attack  and  eat     wooden  club.  It  can  throw  rocks  to  a  200'  range
          either it kills everything  and  obtains  itself  a  new     anything  that  moves.  Salt-water   giant   crabs   have     (60/130/200),   each   hit   causing   3d6   points   of
          territory or it is killed.                                   a  slightly   different   appearance   than   fresh-water     damage.
          Terrain: Cavern, Hill, Mountain, Ruins.                      giant crabs.                                                      Some  cyclopes  (5%)  are  able  to  cast   a   curse
          Load:  4,500  cn  at  full  speed,  9,000  cn  at   half        Terrain:      Ocean,       River/Lake       (including     once  a  week.  (The  DM   should   decide   the   exact
          speed.                                                       shores).                                                      nature  of  the   curse,)
          Barding   Multiplier:   x    3.                                                                                               A  cyclops  usually  lives  alone,  though  a  srnafl
                                                                                                                                     group  may  sometimes   share   a   large   cave.   They
                                                                                                                                     spend   their   time   raising   sheep    and    grapes.
          Cockatrice                                                                                                                 Cyclepes  are  known  for   their   stupidity,   and   a
          Armor CWs:             6                                        Its  beak  attack  causes  id6   points   of   damage.     clever   party   can   often   escape   from   them   by
          Hit Dice:              5**(S)                                Any  creature  bitten  or   touched   by   a   cockatrice     trickery.
          Move:                  90' (30')                             must  make  a  saving  throw  or  be  turned  to   stone.         There can be cyclops spellcasters; ste "M
          Flying:                180' (60')                            Cockatrices    may    be    found    anywhere.                ster Spellcasters" later in this chapter.
          Attacks:               1   beak                                 Plane of  Earth:  On  the  plane  of  Earth,  a  cock-        Terrain: Hill, Mountain.
          Damage:                ld6  +  petrification   (special)     atrice  is  a  foot-long  birdlike   creature   made   of
          No. Appearing:         id4(2d4)                              soft earth.  It  is  nearly  harmless,  able  to  inflict     Devil Swine
          Save  As:              F5                                    only  1  point  of  damage  with  a  beak   attack.   Its        See       Lycanthropc.
          Morale:                7                                     touch  can  still  petrify  a  creature   not   made   of
          Treasure Type:         D                                     earth  (the  saving  throw  still  applies).  Cockatrices
          Intelligence:          2                                     breed normally on their own plane.
          Alignment:             Neutral
          XP Value:              425                                        Elemental  Plane  of   Earth   Statistics:   AC   6,
                                                                          HD  1  +  1,   mv   240'   (80),   NA   1-20   (2-40),
          Monster            Type: Monster   (Very   Rare).   Planaf      Save Fl, ML 7, IT Special, AL N, XP 15.
          Monster   (Very    Rare)
          This   is   a   magical   monster   with    the    head,        Terrain: Any.
          wings,  and  legs  of  a  rooster  and  the  tail  of  a
          snake.

                                                                                                 164@,

                                                                                                                      Chapter 14:  Monsters


          Devilfish*                                                              but  cannot  change  shape.                                    level spells.  It is nearly impossible fof characters  t
          Armor Class:            6                                               Devilfish matriarchs  can  have  10th  to  16th  level         tell which devilfish in  a  group  are  casting  spells
          Hit    Dice:            1 or mofe (see below) (L)                       spell ability.  AH have 6 Hit Dice, with  one  asterisk         thus, if the PCs  defeat  the  entire  group,  they  ge
          Move (Swim):            120' (40')                                      fof each two levels of spells used, plus one  asterisk         the  experience  listed  in   the   table   as   "Entir
          Attacks:                1 Tail/ 1 Bite                                  fof  normal-weapon  immunity   and   one   for   other         group., I
          Damage:                 1 / I (or I d4 / 1 d6 + spells)                 vampiric   abilities.   They   cannot   gain   seventh         Terrain:      Ocean.
          No. Appearing:          20 (ld6 x 20)
          Save     As:            C (level = HD)                                  Devilfish    Wandering    Group
          Morale:                 8                                               Number           Hit              Clerical                     Cleric   Spells    by    Level
          Treasure Type:          AX 2 + F pef 20                                 In Group         Dice               Level            1         2        3         4         5         6           XP
          Intelligence:           9                                                                                                                                                                    -
          Alignment:              Chaotic                                         15 Acolytes      1                       1                     -        -         -         -         -           10
          XP    Value:            See below                                       1 Priest         2*                      3           2         -        -         -         -         -           25
                                                                                  1Cuf ate         3  *                    5           2         2        -         -         -         -           5  0
             Monster Type: Monster, Enchanted (Rare).                             1 Bishop         4**                     7           3         2        2         -         -         -           175
             Devilish  are  a  race  of   Chaotic   undersea   clerics            1Patriarch       5****                   9           3         3        3         2         -         -           675
          resembling   manta   rays   in   shape,   size    and    ap-            IMatriarch       6*****                 12           4         4        4         3         2         1      1,400
          pearance   (see   Manta   Ray).   Outside    their    laifs,                                                                                                        Entire group:    3,000
          they  are  always  found  in   groups   of   20   or   more.
          This standard group is outlined in the table.                           (The  asterisks  beside  the  Hit  Dice  stand  fof  the  following:  one  asterisk  for  each  two   levels   availa-
             Other  leader  types  that  exist  (in  the   laif,   fof            ble (rounded down), one for immunity to normal weapons, and one for va-mpific abilities.)
          exitnple) are outlined in the Leader table.
             The  tail  and  bite  of  a  normal  devilfish   of   1-4
          Hit  Dice   each   inflict   1   point   of   damage.   How-            Devitfish  Leaders
          ever,  those  of  5  or  more  Hit  Dice  have  the   abili-                             Hit               Clerical                    Cleric   Spells    by    Level
          ties of vampires as well (see Vampire).                                                   Dice               Level            1         2        3         4         5         6           XP
             These   vampire    devilfish    inflict    more    damage            Adept            1 +  3*                 2           1         -        -         -         -         -           19
          (ld4  /  ld6)  and  a  double   energy   drain   with   each            @l-
          hit.  They  can  only  be  harmed   by   magical   or   sil-            v icar           2+3*                    4           2         1        -         -         -         -           3  5

          ver  weapons  (or  holy  items,  as   vampires),   but   can            Elder            3+3*                    6           2         2        1         -         -         -           100

          be  turned  by  a  clefic,  like  regular   vampires.   They            Lama             4+3*                    8           3         3        2         2         -         -           27 5

          can   charm   and    regenerate    as    normal    vampires,            Patriarch        5   +   3*****         10           4         4        3         2         1         -      1,100


          Dinosaur,         Aquatic                                                                                                              mation  given   to   create   your   own dinosaurs.    Yo
                                  Small                              Lat9c                            Armered                                    can  create  your  own  totally  "new"   dinosaurs,   o
          Afmof Class:            7                                  5     to     7                   2 to  4                                    base theif descriptions on real dinosaurs.
          Hit    Dice:            2 to 8 (S to L)                    9  to  24  (L)                   6 to 9  (L)                                When   assigning   XP,   treat   them   as   having   n
          Move:                   0  to  30'                         0    to    60'                   lo' to  6o'                                special  abilities  unless  they   can   swallow   oppo
             Swimming:            120' to 180'                       150'  to  24o'                   90'  to  150'                              nents  whole  (as  noted  in  some   descriptions).   I

          Attacks:                .......................            1 bite ( + 2 flippers).............................                         you  create  your  own  dinosaurs,   add   an   asteris
          Damage:                 1  to  2d4                         2d4   to   4d8                   id4  to   2d8                              for each  special  ability  (such  as  poison,  thfowin
          No. Appearing:          id2 to 2d8                         id2   to   id4                   id2  to   id6                              spikes,  swoop,  exceptional   armor,   and   so   on).
          Save     As:            .......................            F   (level   @1/2 HD)..............................                         Dinosaurs  listed  elsewhere  in   this   book   includ
          Morale:                 3 to  6                            6    to     11                   7 to  9                                    cave  bear  (bear),  giant  boar,  giant  crocodile,  m
          Treasure Type:          Nil                                Nil         (U + V)              Nil                                        todon   (elephant),    pterosaur,    sabretooth    tige
          Intelligence:           1 to  3                            1     to     3                   1 to  3                                    (cats,  great),  tficeratops,  and  tyrannosaurus  fex.
          Alignment:              Neutral                            Neutral                          Neutral                                    Most  aquatic   dinosaurs   are   fish,   turtles,   or
          XP    Value:            Varies                             Varies                           Varies                                     combination   of   the   rwo.   Most   are   omnivorous
                                                                                                                                                 eating marine plants  and  a  few  small  fish  or  oth
          Dinosaur,      Land      Carnivore                                                                                                     er easy victims.  The fins  or  flippers  of  any  aquat
                                                                                                                                                 ic  dinosaur  may  be  used  in  defense,  though   thi
                                  Small                              Large                            Flying                                     is not a normal  attack  form  (use  only  if  the  din
          Armor Class:            5 or  4                            6     to     4                   7 or  6                                    saur is in a frenzy).
          Hit    Dice:            1 to 5 (S to L)                    6  to  20  (L)                   1 to 7 (S to L)                            Small  aquatic:  Only  primitive  fish  and   eels   fa
          Move:                   120' to 180'                       120'  to  210'                   150' to 210'                               into this  category.  Most  flee  if  disturbed  by  an
          Attacks:                1  bite  + 2 claws)                2 claws/ 1 bite                  i  bite                                    thing 1  foot  long  of  more.
          Bite Damage:            id3 to 2d4                         2d4   to   5d8                   id3  to   2d6                              Large    aquatic:    Some    large    land     herbivor
          Claw Damage:            0 or  1                            id3   to   2d6                   0                                          have  man@ne   counterparts,   similar   in   appearanc
          No. Appearing:          2d4 to 2d6                         id2   to   2d4                   id4  to   3d6                              except for smaller  legs,  and  fins  instead  of  claw
          Save     As:            .......................            F   (level   =1/2 HD)..............................                         Some  look  like  snakes   with   unarmored   turtielik
          Morale:                 6 to  8                            9    to     11                   6 to  8                                    bodies.  Only  the  largest   aquatic   dinosaurs   hav
          Treasure Type:          Nil                                Nil  (U  +  V)                   Nil  or   V                                high  morale.  Carnivorous  types   will   be   more
          Intelligence:           1 to  3                            1     to     3                   1 to  3                                    gfessive  and  territorial.  A   very   large   specime
          Alignment:              Neutral                            Neutral                          Neutral                                    (20+   HD)   may   be   able   to   swallow    man-size
          XP    Value:            Varies                             Varies                           Varies                                     opponents  on  an  attack  roll  of  20;  treasure   ma
                                                                                                                                                 be  found  inside  its   body.
             Monster Type: Monster (Rate).                                        mammals.  All  dinosaurs  are  very  stupid  (Intelli-         Armored  aquatic:  All  the  dinosaurs   in   this   ca
             Though   not   strictly   correct   in   the   scientific            gence 1-3) and  easily  fooled.                                egory  are  slow   in   comparison   to   other   matin
          sense,   the   game   term   "dinosaur"   applies   to   any            Each dinosaur can be  placed  in  one  of  three  cat-         life, because  of  their  large  shells.  They  are  th
          prehistofic   bird,   fish,   mammal,   or   reptile   found            egolies:  aquatic  (mostly  marine)  dinosaurs,  land@         ancestors of modern turtles.
          in   the   Mesozoic    or    Paleozoic    etas.    Dinosaurs            based   carnivores   (meat   eaters),   and    land-be         Terrain:     River/Lake,     Ocean     (prehistoric)
          were  the  ancestors  of   modern   birds,   reptiles,   and            herbivores (plant  eaters).  Use  the  general  infor-

                                                                                                          165

                                                        Monsters


      Monster    Type:     Monstef     (Rare).                         flicting   automatic    daimage    each    found.    The    larg-          D@ni (Lesser)*
      All    carnivorous    dinosaurs    are     aggressive,     at-   est   may   actually   swallow   prey   whole   if   the   attack          Armor Class:     5
      tacking   nearly   any   prey   on   sight,   even   attacking   roll  is  20.  Treasure   might   be   found   in   their   stom-          Hit Dice:        7 + 1* (L)
      other carnivores smaller than themselves.                        achs or droppings.                                                          Move:            90' (30')
      Small    camivorcs:     These     normally     attack     with         Flying    camivores:    These    dinosaurs    have    wing-          Flying:          240' (80')
      bite   only,   although    some    of    the    larger    ones   spreads  of   10   to   60   feet,   with   body   length   about          Attacks:         1 (fist or whirlwind) +
      might   use   claws   for   minimal    damage.    They    com-   30-40%   of   the   wingspread.    With    surprise,    a    fly-                           special
      monly  hunt  in   packs.   Only   the   fastest   types   gain   ing    carnivore    mig4t    swoop    upon    prey,    inflicting          Damage:          2d8   (fist)   or    2d6    (whirlwind)
      the better  armor  class  (4).                                   double   damage   if   the    attack    succeeds.    Most    fly-          No. Appearing:   1 (1)
      Large    carnivores:    These     types     usually     attack   ing   carnivores    flee    if    harmed,    preferring    easier          Save As:         F14
      with   both   claws   and   a   bite.   Many   carnivores   of   prey, unless they are very hungry.                                          Morale:          12
      10  Hit  Dice  or  more  hold  on  with   their   bites,   in-         Terrain: Any warm climate (prehistoric).                              Treasure Type:   Nil
                                                                                                                                                  Intelligence:    14
      Dinosaur, Land Herbivore                                                                                                                    Alignment:       Chaotic
                                Small                              Medium*                        L2rgc                                           XP Value:        1,025
      Armor Class:              7                                  6 or 5                         6  or  5
      Hit Dice:                 1 to 5 (S to L)                    6 to 12 (L)                    13 to 40 (L to L)                               Monster Type:    Planar        Monster,        Enchanted
      Move:                     90' to 180'                        60' to 120'                    30' to 90'                                      (Rare).
      Attacks:                  I tail or bite                     i tail                         i   tail                                        Djinn   are    intelligent,    free-willed,    enchanted
      Damage:                   1 to 2d4                           id4 to  2d6                    2d8 to 4d6                                      creatures  from  the  elemental  plane  of   Air.   They
      Trample Damage:           Nil or special                     2d8 to  3d6                    2d6 to lodio                                    appear  as  tall,   humanlike   beings;   50%   of   en-
      No. Appearing:            2d6 to 3dlO                        id6 to  2d8                    id4 to 2d8                                      countered  djinn  are   male   and   50%   are   female.
      Save As:                  .......................            F (level  =1/2 HD)                     ..............................          Djinn  are   basically   good-hearted,   in   spite   of
      Morale:                   4 to 6                             5 to 7                         6  to  8                                        their Chaotic alignment.
      Treasure Type:            Nil                                Nil                            Nil                                             Djinn  are   highly   magical   in   nature,   and   can
      Intelligence:             1 to 3                             1 to 3                         1  to  3                                        only  be  harmed  by  magic  or   magical   weapons.   A
      Alignment:                Neutral                            Neutral                        Neutral                                         djinn can use each  of  its  seven  powers  three  times
      XP Value:                 Varies                             Varies                         Varies                                          each day.  These powers are:
                                                                   *And Armofed                                                                   0Create  food  and  drink  (as  a  7th   level   cleric).
                                                                                                                                                  oCreate   metallic   objects   of   up   to   1,000    cn
         Monster Type: Monster (Rare).                                        Medium-sized    herbivofes:    Most    of     these     are          weight    (of    temporary    duration,    varying    by
         Herbivofes    are    usually    not    aggressive    uniess         four-legged   browsing   dinosaurs,   15   to    30    feet          type: gold = I day, ifon = I round).
      armored   (see    below).    However,    if    surprised    or         long.   Some   are   amphibious,   and   will   move   into          0Crmte   soft   goods   and   wooden   objects   of    up
      frightened,    their    actions    are    often    unpredicta-         nearby water to escape predators.                                    to    1,000    cn    weight    (of    permanent    dura-
      ble.    To    determine    random    actions,    roll     ld6:         Armored        herbivores:        These        medium-sized          tion).
      1-2      attack    with    tail;    3-4    =     run     away;         herbivores   have   developed   heavy   bony   plates   for          oBecome invisible.
      5-6     charge   at   intruders.   If    the    dinosaur    is         protection.  This  armof   gives   them   armor   class   3          0Assume gaseous form.
      damaged,  add  I  to   the   die   toll.                               to   -   3,   and   sometimes   will   be   studded    with          0 Form a whifiwind.
         When    herbivofes    charge    intruders,    each     vic-         spikes  or  sharp  plates.   Attackers   might,   if   they          oCreate   illusions   (whkh   affect   both   sight   and
      tim  must   make   a   saving   throw   vs.   death   ray   to         successfully   hit   these   types,   take   damage   them-          hearing,   lasting    until    touched    or    magkafly
      avoid being trampled, if they can,       t  get  out  of   the         selves,  ringing  from  id4   to   2d4   points   of   dam-          dispelled-the    djinni     need     not     concentrate
      way   in   time.   This   may   be   required   up   to   twke         age.   Some   armored   herbivores   can   use   I   or   2          to maintain them).
      per    charging    dinosaur,    pef    victim.    A    success         horn  attacks,  sometimes  with  a   bite   as   well,   to          A  djinni  has  two  forms   of   attack.   In   nominal
      means   no   damage   is   taken;   a   failure   means    the         defend     themselves.                                               form, it strikes with its fist.  It  may  also  transform
      trampling   damage   is   automatically    taken.    No    at-         Large    herbivores:    These    huge    creatures    often          itself  into  a  whidwind-a  cone  70'  tall,  20'   di-
      tack  roll  is   made,   as   herbivores   do   not   actually         stand  in  swamp  of   shallow   waters,   both   to   sup-          ameter  at  the  top,  lo'   diameter   at   the   base,
      pursue         individuals.                                            port   their   vast   bulks   ond   to   avoid   predators.          movement   rate   120'   (40').    The    transformation
         SmaH   hcrbivores:   Many   of   these   stand   on   their         They often have long necks and tails.                                takes  five  founds.   The   djinni-whirlwind   inflicts
      hind  legs,  and  might   at   a   distance   seem   identical         Terrain: Any warm climate (prehistoric).                             2d6  points  of  damage  to  all  in   its   path,   and
      to common carnivorous dinosaurs.                                                                                                            sweeps  aside  all  creatures  with  fewer  than  2   HD
                                                                                                                                                  unless they make  a  saving  throw  vs.  death  ray.  If
                                                                                                                                                  a djinni  is  slain,  its  spirit  returns  to  its  own
      Displacer Beast                                                                                                                             plane.
      Armor Class:              4                                            creature  always  appears  to  be  3'   from   its   actual          Djinn   normally   appear    on    the    Prime    Planc
      Hit Dice:                 6* (L)                                       position.  All  attackers  have  a  -  2  penalty  on   all          when   summoned   of   when   bound   into   a    magkal
      Move:                     150' (50')                                   attack  rolls,  and  the  creature   gains   a   +2   bonus          item.  On their  own  plane,  they  live  in  cities  sim'-
      Attacks:                  2 tentacles                                  to all saving  throws.                                               ilar  to  those  of  wealthy  human   desert   cultures.
      Damage:                   2d4/2d4                                      If  the  creature  is  severely  damaged  (6   hit   points          They  do  not  care  to  be  preyed  upon  and  enslaved
      No. Appearing:            id4 (id4)                                    or less re     g), it  can  use  a  ferocious  bite  attack          by   magic-users   and   view   them   with   suspicion.
      Save As:                  F6                                           + 2 bonus to attack foll, damage id6 points).                         There  can  be   djinni   spelicasters;   see   "Monster
      Morale:                   8                                            Displacer   beasts   are   carn@ofes;    they    prey    on          Spelkasters."
      Treasure Type:            D                                            smaller  herd   animals   in   forestiand   jungles.   They          Plane   of   Air:   Additional    information    applies
      Intelligence:             3                                            sometimes  stray  into  dungeons  out   of   curiosity   Of          to  djinn  encountered  on  theif  own  plane,  the  el-
      Alignment:                Neutral                                      because   they   smell   something   good   within.    They          emental plane of Air.
      XP Value:                 500                                          only   attack   PC   parties   when   especially    hungry.           A  djinni  on  its  own  plane   is   immune   to   nor-
                                                                             Displacer  beasts   hate   and   fear   blink   dogs,   and          mal weapons, all  1st  level  spells,  and  to  all  at-
         Monster Type: Monster (Rare).                                       will   always   attack   them    and    anyone    traveling          tacks  based  on  water.  A  djinni  on  its  own  plane
         A  displacer  beast  looks  like   a   large   black   pan-         with  them.  It  is   suspected   that   displacer   beasts          can detect invisible at will (I 20' range).
      ther  with  six  legs  and  a  pair  of  6'   long   tentacles         and   blink   dogs   both   come    from    some    faraway
      growing  from   its   shoulders.   It   attacks   with   these         plane  of  existence,  and  afe  at  war   with   one   an-
      tentacles, which have sharp hornlike edges.                            other throughout the dimensions.
         A  displacer  beast's  skin  bends  light  rays,   so   the         Terrain: Hill, jungle, Woods.

                                                                                                      166

                                                                                                                       Chapter 14: Monsters



               Elemental   Plane   of   Air   Statistics:   AC    3,        Dolphin                                                          Doppleganger

               HD  7  +  1  *,  MV  240'  (80'),  fAT  I  strike  or        Armor Class:                5                                    Armor Class:            5
               special,  D  2-16  or  special,   NA   1-4   (1-100),        Hit Dice:                   3* (L)                               Hit Dice:               4- (M)

               SaveFI4,  ML  9,   TTSpecial,   AL   C,   XP   1,025.         Move                                                             Move:                   90'(3u
                                                                               (Swimming):              180' (60')                           Attacks:                1 bite

               The  benevolent  djinn   empire   is   noted   for   its     Attacks:                    1 head butt                          Damage:                 ldl2

               lack of laws.  The  air  elementals  and  the  djinn  are     Damage:                     2d4                                  No. Appearing:          ld6 (id6)

               generally   at   peace,   though   occasional   quarr!ls     No. Appearing:              0 (id2O)                             Save As:                F8

               and  rare  fights  do  occur.  Their  enemies  afe  ttle     Save As:                    D6                                   Morale:                 8

               haoou  and  the  effeet,  and   they   fear   earth-type     Morale:                     10                                   Treasure Type:          E

               creatures and  attacks.                                       Treasure Type:              Nil                                  Intelligence:           9

               Terrain: plane of Air, Desert (Pttefefred)-                  Intelligence:               15                                   Alignment:              Chaotic

               Load:  A  djinni  can   fly   carrying   3,500   cn   of     Alignment:                  Lawful                               XP Value:               125

               weight at full speed or  7,000  cn  of  weight  at  half     XP Value:                   50                                      Monster Type: Monster (Rare).
               speed; in times of  grave  need,  it  can  carry  up  to        Monster Type-@ Normal Animal (Common).                            These    man-sized    shape-changing    creatures     ar
               12,000  cn  of  weight  (for  3  turns  walking   of   I        Dolphins are s%%         oing   mammals;   their   favor-     intelligent  and   evil.   A   doppleganger   is   able   t
                                                                                                     L*49
               turn flying)  but  the  djinni  must  rest  for  I  turn     ite  food  is  fish.  They  are  related  to   whales,   but     shape  itself  into  the   exact   form   of   any   human,
               afterward.                                                   are   much   smaller.   They   are   lo'   long    with    a     demihuman,   or   humanoid   creature   it   sees   (up   t

               Djinni (Greater; Pasha)*                                     smooth    hide.    Dolphins     cannot     breathe     water     7' tall).  Once  in  the  form  of  the  person  it  is  imi
                                                                            and  must  come  to  the  surface   once   every   15   min-     tating,  it  attacks  that   person,   intending   to   kil
               Armor Class:       -  2                                      utes for air.                                                    him  and  assume  his  identity.  Its  favorite   trick   i
               Hit Dice:          15*** (L)                                    Dolphins   are   intelligent   and   have    their    own     to  kill  the  original   person   in   some   way   withou
               Move:              120' (40')                                high-pitched     language.     They     can      communicate     alerting  the  party.  Then,  in  the  role  of  that  indi
               Flying:            360' (120')                               telepathically    with    other    dolphins    within     50     vidual,  it  attacks  others   by   surprise,   often   whe
               Attacks:           2 fists of 1 whirlwind                    miles,   and    they    can    detect    magic    underwater     they are already engaged in combat.
               Damage:            3dlO/3di0 or 3dl2 +                       (360'range)                                                         Sleep  and   charm   spells   do   not   affect   dopple
                                  special                                      Dolphins   hate   sharks    and    occasionally    attack     gangers  and  they   make   all   saving   throws   as   8t
               No. Appearing:     1 (1)                                     them.   Dolphins   are   the   friends   of   most   sailors     level  fighters  due  to  their  highly   magical   nature.
               Save As:           M30                                       and  have  been   known   to   help   people   in   trouble.      When  killed,   a   doppleganger   turns   back   into   it
               Morale:            11                                        Mermen    sometimes     ride     dolphins     as     steeds;     original   form,   a   skinny,,haifiess,   genderless    hu
               Treasure Type:     Nil                                       fantastic   sea-beings   may   even    harness    them    to     manoid with pale, rubbery skin.
               Intelligence:      14                                        chariots.                                                            It   is   believed    the    doppleganger    establishes
               Alignment:         Chaotic                                      Terrain: Ocean.                                               limited   telepathic   link   with   an   intended    victi
               XP Value:          4,800                                        Load:  1,500  cn  at  full  speed;  3,000  cn   at   half     (only).   It   quickly   learns   everything   the    victi
                                                                            speed.                                                           knows   (even   to   the   point   of   answering   detaile
               Monster   Type:    Planar       Monster,       Enchanted                                                                      questions    at     the     same     time-or     sooner-tha
               (Very Rare).                                                                                                                  the   victim,   should   both   be    present).    However,
               In the  clemental  plane  of  Air,  the  rulers  of  the                                                                      doppleganger    cannot    use    spells    memorized     by
               djinn  are  known  as  pashas.  They  appear   as   very                                                                      spellcasting      victim.
               large  normal  djinn.  A  pasha   cannot   be   affected                                                                         Doppleganger    spelicasters    are    extremely    fare
               by  normal  weapons,  or  even  by   weapons   of   less                                                                      but  not  unknown.   Such   spelicasters   can   use   thei
               than  +  2   enchantment.   They   regenerate   at   the                                                                      own   spells   in   any   humanoid   form;   see    "Monste
               rate of 3 points per round.                                                                                                    Spellcasters."
               A  pasha  can  perform  all  the  abilities  of  a  nor-                                                                         Terrain: Any.
               mal djinni (above) as  often  as  desired,  up  to  once
               per round.  It can  also  enter  or  leave  the  Ethereal
               Plane by concentrating for I full round.
               They   have   other   special   powers,   each    usable
               once per day, including:
               9 Grant another's wish
               0   Cast   cloudkill
               0  Cast  water  to  gas
               9 Cast weather control
               A  pasha's  whirlwind  form  is  120'  tall,   40'   di-
               mneter at  the  top,  lo'  diameter  at  the  base,  and
               caD   move   at   240'   (80')   rate.   Unlike   normal
               djinn, it can enter  or  leave  whirlwind  form  in  on-
               ly  1  round.  This  form  inflicts   3dl2   points   of
               dunage to all in  its  path  and  slays  any  victim  of
               Icss  than  5  Hit  Dice  uniess  the  victim  makes   a
               saving throw vs. death ray.
               Pashas   cannot   be    summoned    by    spells,    and
               are  influenced  by  very  few   magical   items.   They
r-              normally  appear  on  the  Prime  Plane  only   in   re-
               sponse to the cries of a mistreated djinni.
               Terr2in:   Normally   found   only    on    their    own
               plane; prefer Desert terrains.
               Load:  10,000  cn  flying  at  full  speed;  20,000   cn
               flying at half  speed;  or  double  this  when  wafldng.


                                                                                                        167@io

                          apter 14: Monsters

                     Dragon

        White                                                                                    Blue
                                Small                       Large               Huge                                             Small               Large        Huge
        Armor        Class:     3                           1                   - 1              Armor Class:                    0                   - 2          -4
        Hit           Dice:     6**   (L)                   9*** (L)            12**** (L)       Hit Dice:                       9** (L)             13 + 3*** (L) 18**** (L)
        Move:                   90' (30')                   120' (40')          150'(50')        Move:                           90' (30')           120'(4o')    150' (50')
           Flying:              240' (80')                  300'(100')          360'(120')          Flying:                      240' (80')          300'(100')   360'(120')
        Attacks:                                                                                 Attacks:
           Ground:              2 claws/ 1bite              2 claws/ 1 bite     2 claws/ I bite     Ground:                      2 claws/ 1 bite     2 claws/ I bite 2 claws/ 1 bite
           Air:                 Up to  6:                   Up to 6:            Up to 6:            Air:                         Up to 6:            Up to 6:     Up to 6:
                                See below                   See below           See below                                        See below           Sd.c below   See below
        Damage:                 See below                   See below           See below        Damage:                         See below           See below    See below
        Breath        cone:     80'x  30'                   80' x 40'           go' x 4o'        Breath line:                    lool x 51           150, X 51    200'x 5(F M)
        No.      Appearing:     id4 (id4)                   id3 (id3)           id2 (id2)        No. Appearing:                  id4 (id4)           id3 (id3)    id2 (ld2)
        Save            As:     F6                          F18                 F36              Save As:                        Fg                  F27          F36
        Morale:                 8                           9                   10               Morale:                         9                   9            10
        Treasure      Type:     H                           H X 2, 1            H X 3, 1 x 2     Treasure Type:                  H                   H X 2, 1     H X 3, 1 x 2
        Intelligence:           9                           12                  15               Intelligence:                   9                   12           15
        Alignment:              Neutral                     Neutral             Neutral          Alignment:                      Neutral             Neutral      Neutral
        XP           Value:     725                         3,000               4,750            XP Value:                       2,300               4,500        7,525
        XP   with   spells:     950                         3,700               5,625            XP with spells:                 3,000               5,500        8,875



        Black                                                                                    Red
                                small                       Large               Huge                                             Small               Large        Huge
        Armor        Class:     2                           0                   - 2              Armor Class:                    - 1                 - 3          - 5
        Hit           Dice:     7**   (L)                   10 + 3*** (L)       14**** (L)       Hit Dice:                       lo** (L)            15*** (L)    20**** (L)
        Move:                   90' (30')                   120' (40')          150'(50')        Move:                           90' (30')           120' (40')   150' (50')
           Flying:              240' (80')                  300'(100')          360'(120')          Flying:                      240' (80')          300'(100')   360'(120')
        Attacks:                                                                                 Attacks:
           Ground:              2 claws/ 1bite              2 claws/ I bite     2 claws/ 1 bite     Ground:                      2 claws/ Ibite      2 claws/ 1 bite 2 claws/ I bite
           Air:                 Up to  6:                   Up to 6:            Up to 6:            Aif                          Up to 6:            Up to 6:     Up to 6:
                                See below                   See below           See below                                        See below           See below    See below
        Damage:                 See below                   See below           See below        Breath cone:                    90'x 30'            135'x 30'    180'x 30
        Breath        line:     60'x   5'                   90'x 5'             120'x 5'         Damage:                         See below           See below    See below
        No.      Appearing:     id4 (id4)                   id3 (id3)           id2 (id2)        No. A'ppeafing:                 id4 (id4)           id3 (id3)    id2 (id2)
        Save            As:     F7                          F21                 F36              Save A8                         F10                 F30          F36
        Morale:                 8                           9                   10               Morale:                         10                  10           11
        Treasure      Type:     H                           H X 2, 1            H X 3, 1 x 2     Treasure Type:                  H                   H X 2, 1     H X 3, I X 2
        Intelligence:           9                           12                  15               Intelligence:                   9                   12           15
        Alignment:              Chaotic                     Chaotic             Chaotic          Alignment:                      Chaotic             Chaotic      Chaotic
        XP           Value:     1,250                       3,500               5,500            XP Value:                       2,500               4,800        9,575
        XP   with   spells:     1,650                       4,300               6,500            XP with spells:                 3,250               5,850        11,375



        Green                                                                                    Gold
                                Small                       Large               Huge                                             Small               Large        Huge
        Armor        Class:     1                           - 1                 - 3              Armor Class:                    - 2                 -4           - 6
        Hit           Dice:     8**   (L)                   12*** (L)           16**** (L)       Hit Dice:                       11** (L)            16 + 3*** (L) 22**** (L)
        Move:                   90' (30')                   120' (40')          150' (50')       Move:                           90' (30')           120' (40')   150' (50')
           Flying:              240' (80')                  300' (100')         360' (120')         Flying:                      240' (80')          300' (100')  360' (120')
        Attacks:                                                                                 Attacks:
           Ground:              2 claws/ 1 bite             2 claws/ 1 bite     2 claws/ 1 bite     Ground:                      2 claws/ 1 bite     2 claws/ 1 bite 2 claws/ 1 bite
           Air:                 Up to  6:                   Up to 6:            Up to 6:            Air:                         Up to 6:            Up to 6:     Up to 6:
                                See below                   See below           See below                                        See below           See below    See below
        Damage:                 See below                   See below           See below        Damage:                         See below           See below    See below
        Breath       cloud:     50'x 40'x 30'               50'x 40'x 30'       50'x 50'x 30'    Breath cone:                    90'x 30'            135'x 30'    180'x 30
        No.      Appearing:     id4 (id4)                   id3 (id3)           id2 (id2)        Breath cloud:                   50'x 40'x 30'       50'x 40'x 30' 50'x 50'x 30'
        Save            As:     F8                          F24                 F36              No. Appearing:                  id4 (id4)           id3 (id3)    id2 (id2)
        Morale:                 9                           9                   10               Save As:                        Fll                 F33          F36
        Treasure      Type:     H                           H X 2, 1            H x 3, 1 x 2     Morale:                         10                  10           I 1
        Intelligence:           9                           12                  15               Treasure Type:                  H                   H X 2, I     H X 3, I X 2
        Alignment:              Chaotic                     Chaotic             Chaotic          Intelligence:                   9                   12           15
        XP           Value:     1,750                       3,875               6,250            Alignment:                      Lawful              Lawful       Lawfiil
        XP   with   spells:     2,300                       4,750               7,350            XP Value:                       2,700               5,45o        11,750
                                                                                                 XP with spells:                 3,500               6,600        14,000


                                                                                           16

                                                                                                               hapter 14: Monsters


                                                                                                                                   Monster Type: Dragon (Rare).
      Dfagon   Breath   Weapons;    Dragons    Talking    and    Asleep                                                            Dragons afe  a  very  old  race  of  huge  winged  liz-
      Color                 Breath                Breath                       Chance      of         Chance        of          ards.  They  like  to  live  in  isolated,  out-of-the-way
      Dragon                Weapon                Shape                              Talking*        Being      Asleep          places  where  few  men  are  found.   Dragons   are   ex-
      White                 Cold                  Cone                              10%                       50%               tremely   powerful   monsters   and   should    be    used
      Black                 Acid                  Line                              20%                       40%               with   caution   when    encountered    by    low    level
         ,@en               Chlorine Gas          Cloud                             30%                       30%               player  characters.   It   is   recommended   that   until
                            Lightning             Line                              40%                       20%               characters  reach  4th  level   and   higher   that   only
                            Fire                  Cone                              50%                       10%               the youngest and smallest dragons be used.
      Gold                  Fire                  Cone                              100%                      5 %                  There  are  several  types  of   dragon,   distinguish-
                            Gas                   Cloud                                                                         able  by  the  colors  of  their  hides:   white,   black,
       Talking  dragons  can  also  use   spells.                                                                          I     green,  blue,  red,  and  gold.  Though  the   colors   of
                                                                                                                                their   scaly   hides   make   dragons   look   different,

      Dragon    Damage    and     Spells                                                                                        they  all  have  quite  a  few  things  in  common:   they
                                                                                                                                are  all  hatched  from  eggs,  all  are  carnivores,  all
      Type   of      Dragon            Bite  or        Claws,    Kicks,         - Spells (by Level) -                           have  breath  weapons.   Dragons   have   a   great   love
      DrAgon         Size              Crush           Wings,      Tail             1       2        3        4      5          of  treasure,  but  they  value  their  own  lives   more.
            te:      small             2d8             ld4    each                  3       -        -        -      -          Dragons  in  battle   will   do   ev@thing   possible   to
                     Large             2d8+4           ld6  +  1   each             4       2        -        -      -          save their own lives, including surrender.
                     Huge              2d8+8           id8  +  2   each             5       3        1        -      -
      Black          Small             2dio            id4  +  1   each             4       -        -        -      -             Many   dragons   live   hundreds   or   thousands    of

                     Large             2dio    +4      ld6  +  2   each             5       3        -        -      -          years.  Because  of  their  long  history,  they  tend  to

                     Huge              2dio  +  8      ld8  +  3   each             5       4        3        -      -          think  less  of  the  younger   races   (such   as   Man).

            n:       Small             3d8             id6    each                  3       3        -        -      -          Chaotic   dragons   might   capture    men,    but    will

                     large             3d8 +  4        id8  +  1   each             4       4        3        -      -          usually   kill   and   eat   them   immediately.   Neutral

                     Huge              3d8+8           idio  +  2  each             5       5        4        3      -          dragons  might   either   attack   or   ignore   a   party

      Blue:          Small             3dio            id6  +  I   each             4       4        -        -      -          completely.   Lawful   dragons,   however,    may    actu-

                     Large             3dlo+4          id8  +  2   each             5       5        3        -      -          ally help a party  if  the  characters  afe  truly  worthy

                     Huge              3dio  +  8      idio  +  3  each             5       5        5        4      -          of  this  great  honor.   When   playing   a   dragon,   a

      Red:           Small             4d8             id8    each                  3       3        3        -      -          DM  should   keep   in   mind   that,   because   of   its

                     Large             4d8   +4        idio  +  1  each             5       4        3        2      -          pride,  even  the  hungriest   dragon   will   pause   and

                     Huge              4d8+8           ldl2  +  2  each             5       5        4        3      2          listen to flattery (if no one  is  attacking  it,  and  if

      Gold:          Small             6d6             2d4    each                  4       4        4        -      -          it understands the language of the speaker).

                     Large             6d6   +4        3d4    each                  5       5        4        3      -             Talking   Dragons:   Dragons   are   intelligent,   and

                     Huge              6d6   +8        4d4    each                  5       5        5        4      3          some   dragons   can   speak   the   Dragon    and    Com-
                                                                                                                                mon    tongues.    The     percentage     listed     under

                       pter 14: Monster@-


    "Chance  of  Talking"  is  the  chance  that  a   dragon      and  30'  tall,  around  the  dragon's  targets  directly     pick up one or more victims  if  its  attack  rolls  are
    will be able to talk.  Talking  dragons  are  also  able      in front of it.                                               high enough (see table).
    to use magical  (but  not  clerical)  spells.  The  num-         Saving  Throws:  Each   victim   within   a   dragon's       When a  dragon  swoops,  its  victims  suffer  a  -  I
    ber of spells and their levels  are  given  in  the  ta-      breath   must   make   a   saving   throw   vs.    breath     penalty to their surprise roll,  because  of  the  crea-
    ble.  Dragon  spells  are  usually  selected   randomly.      weapon  (even  if  the  breath  is  similar  to   another     ture's silent glide.  If the dragon  surprises  the  vic-
    Wherever  applicable,  treat  the  Hit   Dice   of   the      type of attack).  If  successful,  the  victim  takes  on-     tim, each hit inflicts double damage.
    dragon as the level of  caster  for  spell-like  effects      ly half damage from the breath.
    (for purposes of duration, dispelling, etc.).                    Breath  weapons  are  not   spells   and   cannot   be                Attack Roll         Swoop Attack
      Sleeping    Dragons:     The     percentage     chance      turned  or  absorbed  by  devices  of  other   protective       Size     Needed              Forms
    given   under   "Chance   of   Being   Asleep"   applies      spell  effects  except  those  that   specifically   men-       Small    20                  1 claw
    whenever  a   party   encounters   a   dragon   on   the      tion dragon breath.                                              Large    18-20               2 claws
    ground  (flying   dragons   are   never   asleep).   Any         Dragons  afe  immune  to   the   effects   of   thei. -       Huge     16-20               2 claws   + 1 bite
    result  greatef   than   the   percentage   means   that      own  breath   weapon   type.   Further,   they   automat-
    the  dragon  is  not  asleep  (though  it  may  be  pre-      ically  make  their  saving  throws  against  any  attack       A  victim  caught  by   a   swoop   can   attack   the
    tending to be!).  If  a  dragon  is  asleep,  it  may  be      form that  is  the  same  as  their  breath  weapon.  For     dragon, but with a - 2  penalty  to  all  attack  rolls,
    attacked  for  one  round  (with  a  bonus  of  +  2  on      example,  a   red   dragon   suffers   no   damage   from     and each hit inflicts only minimum damage.
    all  attack  rolls),  during  which  it   will   awaken.      (and  usually  ignores)  flaming  oil,  and  suffers  on-       A  victim  held  in   a   claw   automatically   takes
    Combat  is  handled  normally   for   the   second   and      ly one-half damage from a fireball spell.                     normal  claw  damage  each  round,  but  if   the   vic-
    subsequent rounds.                                                                                                          tim wins initiative, he may act  first  (cast  a  spell,
      Gold   Drqgons:   Gold   dragons   always   talk   and      Physical Attacks                                              use a device, etc.).
    use spells.  They  can  also  change  theit  shape,  and         Attack  Bonuses:  Small   dragons   attack   as   mon-       A  victim  held  in   a   bite   automatically   takes
    often  appear  in  the  fofm  of  a  human  or   animal.      sters of  their  listed  Hit  Dice.  Large  dragons  gain     normal   bite   damage   each    round,    and    cannot
    Gold  dragons  can  breathe  either  fife  (like  a  red      a  +  2  bonus  to  all  attack   rolls.   Huge   dragons     concentrate  (regardless  of   initiative).   When   the
    dragon)  or  chlorine  gas  (like   a   green   dragon),      gain a +4 bonus to all attack rolls.                          victim is dead  he  is  swallowed.  A  dragon  can  bite
    though  they  still  have  a  total  of   three   breath         Types   of   Physical   Att2cks:    Dragons    usually     a victim held in a claw, but  with  a  -  2  penalty  to
    weapon  attacks  pef  day  (not  six).   The   type   of      make two  claw  attacks  and  one  bite  attack;  at  thF     the attack roll.  If successful,  the  victim  is  tfans-
    breath  used  should  be  chosen  by  the  DM   to   fit      DM's  option  they   can   use   othef   special   attack     farred to the mouth.
    the situation.                                                forms (kick, tail, wing) defined later.
                                                                     When  a  flying  dragon  attacks  an  aerial   target,     Other Attacks
    Breath Weapons                                                it gets  two  claw  attacks  and  one  bite  attack,  but       These  are  elements  of  the  hover  attack  or   op-
      All  dragcins  have  a  special  attack  called  their      cannot  use  wing,  kick  or  tail  attacks.   When   at-     tional  ground   attacks,   including   those   outlined
    "breath  weapon."  Any  dragon  can   use   its   breath      tacking  a  ground-level   victim   from   the   air,   a     in  the  following   paragraphs.
    weapon  up  to  three  times  each   day.   A   dragon's      dragon  can  use  one  Crush,   Hover,   or   Swoop   a@-       Kick:  Any  victim  hit  by   a   kick   attack   must
    first attack is almost  always  with  its  breath  weap-      tack  (as  described  below),  but  no  two   in   combi-     make  a  saving  throw  vs.  paralysis  or  be   knocked
    on.  The  number  of  points  of   damage   the   breath      nation.                                                       over.  A  penalty   applies   to   the   saving   throw,
    weapon  does  is   equal   to   the   dragon's   current         If a dragon  attacks  while  on  the  ground,  it  can     equal  to  the   amount   of   damage   inflicted.   Any
    number  of  hit   points.   Any   damage   done   to   a      substitute a wing, kick or  a  tail  attack  for  any  of     victim  knocked  over  can  get  up  during   the   next
    dragon will  feduce  the  damage  it  can  do  with  its      its normal attacks,  so  long  as  it  makes  only  three     round, but will automatically lose initiative.
    breath weapon.                                                attacks  in  the  round.   (For   example,   the   dragon       Tail: Any victim hit by the tail  attack  of  a  large
      After the  first  breath  attack,  and  until  it  has      might  bite  one  target,   kick   another,   and   sweep     or  huge  dragon  must  make  a  saving  throw  vs.  pa.
    used  up  all  three  breaths  for  the  day,  a  dragon      its tail across  a  third  instead  of  using  two  claws     ralysis or be knocked over  (as  with  a  kick)  and  is
    might choose  either  to  breathe  or  attack  with  its      and one bite.)                                                disarmed.  A  penalty  applies  to  the  saving   throw,
    natural   weapons.   To    determine    this    randomly         Crush:  This   maneuver   is   often   used   if   the     equal  to  the  damage  inflicted.  A   disarmed   oppo-
    (small dragons  only),  roll  ld6:  on  a  roll  of  1-3      dragon   surprises   nonhuman   victims,   or    possibly     nent  can  spend  one  round  picking   up   the   weap-
    the dragon will use its claw  and  bite  attacks;  on  a      against  any  opponents  if  the  dragon   is   seriously     on,   or   can    switch    weapons,    merely    losing
    roll of 4-6 the dragon will breathe again.                    wounded.   When    crushing,    the    dragon    actually     initiative.
      Large   and   huge   dragons   use   breath    weapons      lands  on  its  victims.   Each   may   make   a   saving       Wing:  A  wing  attack  can  be   used   against   any
    intelligently,  not  randomly.  They   rarely   aim   at      throw  vs.  death   ray;   success   indicates   complete     opponent    within    range-which    is    great.    The
    single  opponents,  and   normally   save   the   attack      evasion  of  the  crush,  and  no  damage  is  inflicted.     range is 3' per  Hit  Die  of  the  dragon.  Any  victim
    fof  use  against  groups.  The  volume  of  the  breath      A  victim  may  choose  to  remain.  in  the  area,  tak-     hit  by  a  wing  attack  must  make  a   saving   throw
    weapon increases  with  the  size  of  the  dragon;  the      ing  the  full  damage  of  the  crush;  if  he  holds  a     vs. paralysis  of  be  stunned.  A  penalty  applies  to
    breath sizes are given in the tables above.                   weapon  in   hand,   he   may   make   an   attack   roll     the  saving  throw,  equal  to  the  damage   inflicted.
      Shape   of   Breath:   A   dragon's   breath    weapon      with  a  +4  bonus.  If  he  hits,  he  inflicts   double
    appears  as  one  of  three  different   shapes:   cone-      damage.                                                        Dragon Tactics
    shaped, a straight line, of a cloud of gas.                       A  small  dragon  can  crush  one   victim   only.   A       Small  dragons  normally   attack   with   claws   and
      A  cone-shaped   breath   begins   at   the   dragon's      large dragon can crush all in  a  lo'  radius  circle.  A     bite  when  on  the  ground,  without  using  kicks   or
    mouth (where it  is  2'  wide)  and  spreads  out  until      huge dragon  can  crush  all  in  a  20'  radius  circle.     tail attacks.  Their legs are  too  short  for  effective
    it reaches its widest point at  its  furthest  end.  For         Hover:   When   using   this    attack    form,    the     kicking   unless   an   opponent   is    close    behind
    example, the area of  effect  of  a  small  white  drag-      dragon pauses  in  flight  directly  above  its  targets,     them.  They  are  not  proficient  in   attacking   with
    on's breath is a cone 80'  long  and  30'  wide  at  its      its  wings  beating  furiously.  The   dragon   may   at-     the tail (though  it  may  be  used  to  inflict  damage
    far end.                                                      tack  up  to  six  opponents  in  one  round  while  hov-     only, at the DM's choice).  If  its  swoop  attack  hits,
      A  line-shaped   breath   starts   in   the   dragon's      ering, using  1  bite,  2  front  claws,  2  rear  kicks,     a  small  dragon  can  pick  up  one   man-sized   oppo-
    mouth  and  stretches  out  toward  its  victim   in   a      and  1  tail  (but  no  wing  attacks).  A  breath  weap-     nent.
    straight   line   (even   downward).   Even    at    its      on  cannot   be   used   while   hovering,   because   of       Large  dragons   use   all   attacks   except   wings.
    source, a line-shaped breath is 5' wide.                      the wind from the wings.                                       Kick  attacks  can  be  used   against   any   opponents
      A  cloud-shaped  breath   billows   forth   from   the         After  1  round   of   hover   attacks,   the   dragon     within  lo'  of  the  body.  A  tail   attack   can   be
    dragon's  mouth  to  form  a  cloud.   On   the   table,      must   land   immediately,   but   the   dragon    cannot     aimed at any opponent to  the  rear  or  sides.  If  its
    three  dimension   are   shown:   The   first   is   the      crush  after  hovefing.  (Note  that  the   location   of     swoop attack hits,  a  large  dragon  can  pick  up  one
    width, the  second  is  the  depth,  and  the  third  is      opponents  might  prevent  the   use   of   some   attack     or  two  man-sized   opponents,   or   one   horse-sized
    the  height.  Therefore,  with  a  small   green   drag-      forms.)                                                       creature.
    on,  you  get  a  cloud  that's  50'  wide,   40'   deep         Swoop:  This  special  ability  is  mentioned  at  the       Huge   dragons    use    all    attacks    effectively
    (i. e., it reaches up to  40'  away  from  the  dragon),      start  of  this  chapter;  in  addition  the  dragon  may     against    any    opponent    within    melee     range,

                                                                                             70

                                                                                                            Chapter 14:  Monste


          through   maneuvering.    Wing    attacks    can    be     Dragon,        Gemstone
          aimed at any opponents  to  the  sides,  or,  if  more     (Crystal,   Onyx,jade,   Sapphire,   Ruby,    Amber)
          thin  one  opponent  is  in  front  of   the   dragon,
          aonst those  on  either  side.  If  its  swoop  attack
          hits,  a  huge  dragon  can  pick  up  one,  two,   or        Dragon                 Alignment               Simdm to                Breaths
          three  man-sized  victims,  of  two  horse-sized,   or        Crystal                Lawful                  White                   Cold or Crystal
          one giant-sized opponent.                                      Onyx                   Neutral                 Black                   Acid or Darkness
                                                                        jade                   Neutral                 Green                   Chlorine Gas or Discase
          Subduing Dragons                                              Sapphire               Lawful                  Blue                    Lightning   or   Vaporize
             Whenever    characters    encounter    a    dragon,        Ruby                   Lawful                  Red                     Fife and Melt
          they may choose  to  try  to  subdue  it  rather  than        Amber   (or   brown)   Chaotic                 Gold                    Fife  and  Melt,  Gas   and   Disease
          kin it.  To  subdue  a  dragon,  all  attacks  must  be
          with the "flat of  the  sword."  Thus,  missile  weap-
          ons and spells  cannot  be  used  to  subdue.  Attacks        Gemstone           Breath                       Breath                  Chance of           Chance        of
          and  damage  are   determined   normally,   but   this        Dragon             Weapon                       Shape                    T@g*             Being        Asi-p
          ,'subduing   damage"   is   not   real   damage.   The        Crystal            Cold or                      Cone                        10%                50%
          dragon will fight  normally  until  it  reaches  0  or                           CrystA                       Cone
          less hit points, at  which  time  it  will  surrender.         Onyx               Acid or                      Iine                        20%                40%
          The  subduing  damage  does  not   reduce   the   dam-                           Darkness                     Line
          age done by the dragon's breath weapon.                       jade               Chlorine Gas or              Cloud                       30%                30%
             A  dragon  may  be  subdued  because  it   realizes                           Disease                      Cloud
          that its attackers could have killed it  if  they  had        Sapphire           Lightning or                 Line                        40%                20%
          been striking to kill.  It  therefore  surrenders,  ad-                           Vaporize                     Line
          mitting  that  the  opponents  have  won  the  battle.         Ruby               Fire and Melt                Cone                        50%                10%
             A  subdued  dragon  will  attempt  to   escape   or        Amber              Fire and Melt or             Cone                         100%               5   %
          turn on its captor if given  a  reasonable  chance  to                           Gas and Disease              Cloud
          do so through the  party's  actions.  For  example,  a     I
          dragon  left  unguarded  at  night,  or  who  is   or-        Unless   otherwise   noted,   the   gemstone   dragons  This  disease  causes  all  nonmetal  items   to   r
          dered  to  guard  a  position  alone,  would  consider     are  similar   to   the   standard   dragons,   including  away in  id6  turns  uniess  a  cure  disc2se  spell
          these   "reasonable   chances."   A   subdued   dragon     the details of preferred  terrain,  attacks,  size,  age,  cast  on  them  during  that  time.  A  victim  cann
          can  be  sold.  The  price  is  up  to  the  DM,   but     treasure,  etc.  For  XP  value,  add  an  asterisk   for  be  affected  by  any  healing  spells,  nor   heali
          should never exceed 1,000 gp pef hit point.                every two spell levels  available  to  the  dragon.        item, save a cure discase  effect.  The  disease  al
             The dragon may  be  forced  to  serve  the  charac-        At  120'  or  greater  range,  each   of   the   "gem-  inflicts I point of  damage  per  turn  (but  not  c
          ters who subdued it.  If  a  subdued  dragon  is  ever     stone"  dragons  appears  identical  to   that   of   the  mulative  in  the  case  of  multiple  failed   savi
          ordered to perform a  task  which  is  apparently  su-     corresponding  normal  color  (i.e.,  crystal  to  white,  throws).  If the saving throw is  successful,  the  v
          icidal,  the  dragon  will  attempt  to  escape,   and     onyx to black, jade  to  green,  sapphire  to  blue,  ru-  tim  takes  only  ham  damage  and  avoids   the   d
          may try to kill its captors in the process.                by to red, amber  to  gold).  At  closer  ranges  (within  ease.
                                                                     30'), the  shimmering  color  differences  can  be  easi-     Sapphire  (vaporize):  A  victim  who   fails   t
          Final Details                                              ly distinguished by the trained eye.                       saving  throw  takes  full  damage,   and   he   and
             Agc:   The   statistics   given   above   are   for        The   new   breath   weapons   are   summarized    for  items  carried  afe   turned   into   gaseous   form
          average-sized   dragons   of   each   type.    Younger     each dragon.                                               one  tufn  per  Hit  Die  of  the  dragon.   Vaporiz
          dragons are  smaller  and  have  acquired  less  trea-        Crystal (crystal):  A  victim  who  fails  the  saving  creatures  and  items  are  invisible   and   unable
          sure; older  dragons  are  larger  and  have  acquired     throw  takes  frill  damage,  and   all   his   nonliving  make any noise or  affect  any  solid  item.  The  v
          more.  Age will cause a dragon  to  vary  in  Hit  Dice     carried items  turn  to  crystal.  If  the  victim  makes  tim can move at up to  a  60'  (20')  rate  by  conc
          ffom  3  HD  smaller  (younger)   to   3   HD   largef     his  saving  throw,  the  victim  takes  only  half  dam-  teating.  A  dispel  magic  effect  can  restore   t
          (older)  than  average.  For  example,  a  small   fed     age  and  his   items   are   unaffected.   Any   weapon,  victim  and  items  to  normal  form;  treat  the  I
          dragon  could  have  from  7  to  13  Hit  Pice,   de-     tooth or claw turned  to  crystal  can  be  used  to  at-  of  magic  as  equal  to  the  dragon's  Hit   Dice.
          pending on its age.                                        tack, but  will  probably  (1-5  on  ld6)  shatter  if  a  porized  creatures  are   immune   to   most   attac
             Wrasurc:  Younger  dragons  may  have   as   little     hit is  scored.  If  the  weapon  shatters,  it  inflicts  (such as lightning, fife, etc.).
          2S 1/4 tO  '/2  the  listed  treasure;  older  dragons     the   minimum   possible   damage    for    that    blow,     Ruby  (fire  and  mcit):  A  victim   who   fails
          may  have  as  much  as  double  the  listed   amount.     and is destroyed.  A  stonc  to  flesh  spell  (in  modi-  saving  throw  takes  full  damage,  and   all   ite
          Dragon treasure is found  only  in  a  dragon's  lair.     fied  form)  can  be   used   to   permanently   tum   up  carried  start  to  bum  of  melt  (no   saving   th
          These  lairs  are  rarely  left  unguarded,  and   are     to l00 cubic feet  of  crystal  items  (easily  including  Paper   items   are   destroyed   instantly;   leath
          well-hidden to prevent easy discovery.                     afl items  normally  carried  by  1-3  persons)  back  to  items in  I  found;  all  other  nonmetal  items  in
             Terrain: Each type of  dragon  prefers  a  specific     their   normal   forms.                                    rounds;   nonmagical   metal   items   in   3   roun
          type  of  terrain.   White:   Cold   regions.   Black:        Onyx  (darknm):  A  victim  who   fails   his   saving  and  magical  items  of  all  sorts  in  4   or   mo
          Swamp,   Marsh.   Green:    jungle,    Woods.    Blue:     throw  takes  full  damage,  and  a  darkness  spell  ef-  rounds.  If  the  item  has  a  bonus  ("pluses"),  a
          Desert,  Open.  Red:  Mountain,   Hill.   Gold:   Any.     fect  (15'  radius)  appears  centered  on  the   victim,  I  found  to  the  4-round  period  for   each   poi
             Load:  A  dragon  can  move  at  its   full   speed     moving  as  he  moves.  It  can   be   countered   by   a  Items that  give  immunity  or  resistance  to  fire
          when carrying 1000 cn times  its  Hit  Dice;  or  half     light  spell,  or  removed  by   dispel   magic;   other-  so  melt,   but   in   double   the   normal   time.
          speed when carrying  2,000  cn  times  its  Hit  Dice.     wise  it  remains  for  1  round  per  Hit  Die  of   the  buming  or  melting  items  may  be   saved   if   i
             Barding  Multiplier.-  This  varies,  depending  on     dragon.  This  darknm   is   a   special   type   through  mersed  in  watef   (or   otherwise   cooled,   such
          size:  Small  Dragon  x   3,   Large   Dragon   X   5,     which  the  dragon   can   easily   see;   it   otherwise  magically)  before  they  are   destfoyed.   The   D
          Huge Dragon x 10.                                          functions  exactly  as  a  normal  darkness   spell.   If  may  choose   to   deduct   1   or   more   "pluses"
                                                                     the  saving  throw  is  successful,  the  victilm   takes  partially  damaged  items.  If  the   saving   throw
                                                                     only half damage.                                          successful,  the  victim  takes  only  half  damage.
                                                                        jade  (discase):  A  victim  who  fails   his   saving     Amber   (chlorinc   gas   and    discase,    firc
                                                                     throw   takes    @@e,    and    he    and    all    items  melt):  See  notes  for  the   jade   dragon   (dise
                                                                     carried  become  infected   with   a   rotting   disease.  and ruby dragon (fire and melt).



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                     pter 14: Monsters


Dragon Ruler                                                                                                                   of  twelve  dragons:  four  gold,  four  amber,  and
                                                                                                                               four blue, all  sufficiently  dedicated  to  serving
                                                                                                                               the Great One that  they  do  not  get  into  fights
    Pearl  (The  Moon   Dr2gon),   Ruler   ofall   Chaotic     Diamond (The Star Dragon), Ruler of all Law-                    based on alignment differences.  All  of  these  at-
    Dragons*                                                   ful Dragons*                                                    tendants can use spells.
    Armor Class:           8                                   Armor Class:           -10                                      When   traveling,   the   dragon   rulers    usually
    Hit    Dice:         24********(L)                         Hit    Dice:           30********(L)                            bring one of each type of their largest subjects; for
    Move:                180'    (60')                         Move:                  180'  (60')                              example,  when  on  an  excursion   to   the   Prime
      Flying:            420'   (140')                            Flying:             420' (140')                              Plane, Diamond  brings  one  ruby  dragon  (160  hit
    Attacks:             Up  to  9  (see   below)              Attacks:               Up to 9 (see below)                      points), one sapphire dragon (144 hit  points),  and
    Damage:              See     below                         Damage:                See   below                              one crystal dragon (96 hit points), in  addition  to
      Breath:            As any chaotic dragon                    Breath:             As any lawful dragon                     the usual four gold dragons (176 hit  points  each).
    No.     Appearing:   I   (1)   (unique)                    No. Appearing:         1 (1) (unique)                           All  dragon  rulers  are  immune  to  charm,   hold,
    Save     As:         F36  (and   see   below)              Save     As:           F36 (see below)                          paralysis,  slow,  death  ray,  disintegration,  and
    Morale:              10   (see   below)                    Morale:                10 (see below)                           poison.  Dragon  rulers   cannot   be   subdued   or
    Treasure Type:       H X 4, 1  x  3,  N,  0                Treasure Type:         H x 4, 1 x 3, N, 0                       tamed like some lesser dragons,
    Intelligence:        18                                    Intelligence:          18                                       The  three  lesser  rulers  are  immune  to   normal
    Alignment:           Chaotic                               Alignment:             Lawful                                   and silvered weapons, to all spells of 6th level  or
    XP    Value:         25,250                                XP    Value:           38,750                                   less, and to all weapons of less than +  3  enchant-
                                                                                                                               ment.  The  Great  One  is  immune  to  normal   and
    Opal     (The     Sun     Dragon), Ruler of all  Neutral   The Great One, Ruler of All Dragonkind*                         silvered weapons,  clerical/druidic  spells  of  6th
    Dragons*                                                   Armor Class:           -12                                      level or less and magical spells of 8th level or less,
    Armor Class:         -9                                    Hit    Dice:           40*********(L)                           and weapons ofless than + 4 enchantment.
    Hit    Dice:         27********(L)                         Move:                  240'  (80')                              All  dragon  rulers  are  immune   to   all   dragon
    Move:                180'    (60')                            Flying:             480' (160')                              breath  weapons  and  are   unaffected   by   dragon
      Flying:            420'   (140')                         Attacks:               Up to 10 (see below)                     control magical items.
    Attacks:             Up  to  9  (see   below)              Damage:                See   below                              A dragon ruler can  polymorph  itself  at  will  in-
    Damage:              See     below                            Breath:             As any dragon                            to the form of any of  its  follower  dragons.  Each
      Breath:            As any neutral dragon                 No. Appearing:         I (1) (unique)                           ruler  has  a  spell  book  containing  all  of  the
    No.     Appearing:   I   (1)   (unique)                    Save     As:           F36 (see below)                          known  spells,  but  must  study  and   learn   them
    Save     As:         F36  (see   below)                    Morale:                10 (see below)                           just as a normal  magic-user.  Clerical  spells  are
    Morale:              10   (see   below)                    Treasure Type:         H X 5, 1 x 4, N X 2, 0 x 2,              gained with the usual amount of meditation.
    Treasure Type:       H X 4, 1  x  3,  N,  0                                       +   special                              Each  dragon  ruler  can  use  any   breath   weapon
    Intelligence:        18                                    Intelligence:          18                                       of its followers, each once per day,  and  while  in
    Alignment:           Neutral                               Alignment:             Unknown                                  either normal or  polymorphed  (to  a  lesser  drag-
    XP    Value:         32,000                                XP    Value:           68,000                                   on) form.  For  example,  Opal  can  breathe  a  cone
                                                                                                                               of cold (as a white), line of acid-and-darkness  (as
                                                                                                                               an onyx), cloud of gas-and-disease (as a  jade),  or
    Attacks and Damages                                                                                                        a lightning bolt (as a blue), for a  total  of  four
                                     Bite or Crush                   Claws, Kicks, Wings, and Tail                             breaths per day.  Each dragon  ruler  can  attack  up
                                                                                                                               to  nine  times  per  round  (with  two  bites,  two
    Pearl (Moon)                     6d8                             2d8 each                                                  claws, two wings, two kicks, and two tail).
    Opal (Sun)                       6d8  +   4                      2d8   +   2   each                                        The  Great  One  can  use  any  breath   weapon   of
    Diamond     (Star)               6d8  +   8                      2d8   +   4   each                                        any dragon, each once per  day,  and  while  in  ei-
    The   Great    One               6diO                            3dlO each                                                 ther normal  or  polymorphed  form.  He  has  up  to

                                                     Spells By Level (Both C and MU)                                           10 attacks, using the tail twice.
                                                                                                                               The lair  treasures  of  the  dragon  rulers  always
                                     1          2          3              4           5         6            7                 include  at  least   three   miscellaneous   magical
    The Lesser Rulers                7          6          5              4           3         2            1                 items  usable  by  dragons;  these  items   may   be
    The   Great    One               9          8          7              6           5         4            3                 used against invaders,  as  appropriate.  The  Great
                                                                                                                               One, in  addition,  owns  one  artifact.  (The  spe-
      Monster   Type:   Dragon,   Planar   Monster   (Very        Pearl, ruler of  Chaotic  dragons,  has  scales  like        cific artifact is the DM's choice, but the artifact @
    Rare).                                                     mother-of-pearl-white     but      iridescent,      con-        not ultimately fatal to the dragon ruler,  nor  does
      Each of  the  three  Dragon  Rulers  is  the  leader     stantly shifting, like her Chaotic nature.                      it involve undead in any way.)
    of  all  dragons  with  the  same   alignment.   These        Opal,  ruler   of   Neutral   dragons,   has   scales        The Dragon Rulers act as  leaders  for  all  dragon-
    .three rulers, in turn,  obey  the  Great  One,  ruler     which  are  white  with  thousands  of  tiny  specks  of        kind.  They  arbitrate  disputes  between  clans  of
    of all dragons.                                            color in all the hues of the rainbow.                           dragons   and   occasionally-very   occasionally-act
      Pearl:  Rules   Chaotic   Dragons   (Black,   Green,        Diamond,  ruler  of  Lawful   dragons,   has   scales        on the behalf of lesser dragons against  other  spe-
    Red   and   Amber)                                         with  the  refractive  qualities  of  faceted   diamond:        cies.  They do not intercede when a party  of  heroes
      Opal:   Rules   Neutral   Dragons   (White,    Onyx,     They  glitter  and  gleam   with   so   much   reflected        destroys a rogue dragon, but will act  when  a  clan
    jade and Blue)                                             light that it is hard to stare at this dragon.                  of dragons faces extinction or enslavement.
                                                                  The  Great  One  has  scales  which  glow   brightly,        The  three  lesser  rulers  of  dragonkind  do   not
      Diamond:    Rules    Lawful    Dragons     (Crystal,     like the surface of  a  white  sun;  no  one  can  stare        like or cooperate with each other,  but  neither  do
    Sapphire,    Ruby    and     Gold)                         directly  at  him  except  through  a   darkness   spell        they fight each other.  The  Great  One  treats  them
      These   creatures   are   extremely   rare,   almost     effect  (through  which  he  looks  like   an   enormous        equally, without a  favorite.  The  origins  of  the
    never  appearing  on  the  Prime  Plane  uniess  there     three-headed    white     dragon).                              rulers are unknown, but the  lesser  rulers  may  be
    is great need.  They are  all  Immortal.  If  a  dragon        Each ruler is always  attended  by  four  of  his  or        the offspring of The Great One.
    ruler's material body is slain, the spirit goes to its     her largest,  most  powerful  followers.  Pearl  is  al-        Terrain: Outer Plane (their own).
    home plane (one  of  the  outer  planes)  and  creates     ways   accompanied   by   four   huge   amber   dragons,        Load:  Full  speed  when   carrying   1,000   cn   x
    a new body.                                                each  with  176  hit  points.  Opal   is   always   with        HD  in  encumbrance;  half   speed   when   carrying
      Each of  these  dragons  is  bigger  than  the  big-     four blue  dragons,  each  with  144  hit  points.  Dia-        2,000 cn X HD in encumbrance.
    gest goid or  amber  dragon;  in  natural  form,  each     mond  is   always   with   four   gold   dragons,   each
                                                                                      The  Great  One  has  a   retinue
                                                                                          72

                                                                                                             Chapter 14: Monst


            Dragon Turtle*
            Armor Class:           - 2                                    Monster   Type:   Dragon-Kin    (Rare).                 on  does  damage  like  a  dragon's   breath   weapon,
            Hit   Dice:            30* (L)                                Dragon  turtles  are  a  magical  crossbreed  of  a     inflicting hit points of  damage  equal  to  the  cur-
            Move:                  30' (10')                           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 great caverns  on  the  bot-
            Attacks:               2 claws/ 1 bite                     shell of a turtle.  Dragon turtles are  so  large  that     tom  of  the  deepest  oceans,  where  they  keep  the
            Damage:                id8/id8/id6x 10                     sailors have landed  on  ones  floating  on  the  sur-     treasures of sunken  ships.  On  occasion,  they  will
            No. Appearing:         0 (1)                               face,  mistaking  them  for   small   islands.   These     rise  under  ships,  attempting   to   overturn   them
            Save    As:            F15                                 creatures  usually  live  in  the  depths   of   great     and devour the occupants.
            Morale:                10                                  oceans  and  seas,  seldom  surfacing   or   approach-        Note:  Dragon  turtles   are   extremely   powerful
            Treasure Type:         H                                   ing land.                                                  creatures  that  should  not  be   used   unless   the
            Intelligence:          5                                      The dragon turtle is able to  use  a  breath  weap-     player characters 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                                                                                                                 Drolem*

                                   Mandrake             Wooddrake              Coiddrake              Elemental*                  Armor Class:           3

            Armor Class:           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' (10')            30'   (10')            30' (10')              30' (10')                   Attacks:              2 claws/ 1 bite

            Attacks:               2 claws/ Ibite       2 claws/  1bite        2 claws/ Ibite         2 claws/  1bite             Damage:               2d6/2d6/id2O+ 10

            Damage:                id2/id2/id6          id2/id2/id8            id2/id2/2d4            id3/id3/id8+2               No. Appearing:        I (1)

            No. Appearing:         id4(id4)             id4(id4)               id4(id4)               id4(id4)                    Save As:              Flo (and see below)

            Save    As:            M6                   M8                     mio                    M12                         Morale:               12

            Morale:                8                    8                      8                      9                           Treasure Type:        Special (see below)

            Treasure Type:         (V X 2), E           (Vx  2),  E            (V x 2), E             Special                     Intelligence:         3

            Intelligence:          10                   10                     10                     10                          Alignment:            Neutral

            Alignment:             Chaotic              Chaotic                Chaotic                Neutral                     XP Value:             11,375

            XP   Value:            80                   225                    550                    1,175

                                                                                                                                     Monster   Type:    Construct,     Enchanted     (Ve

              Monster   Type:    Dragon-Kin    (Rare).    Elemental    townsfolk.                                                  Rare).

            Drakes:   Dragon-Kin,    Planar    Monster,    Enchant-       Wooddrake:   These   dark    green    drakes    can        A drolem  is  a  type  of  golem  that  looks  like

            ed  (Rare).                                                change  themselves  into  elf   or   halfling   forms.     dragon; it can  be  made  to  look  like  a  dragon  o

              A  drake  is  a   man-sized   creature   that   looks    They are otherwise very  similar  in  habits  to  man-     any  color,  or  may  simply  be  a  dragon  skeleton.

            much  like  a  dragon  in  its  normal  form.  However,    drakes,  and  are  sometimes  discovered  amidst   el-     Like  other  golems,  it  is  not  alive,  but  a  con

            it  is  most  often  encountered  polymorphed  into   a    ven  or  halfling   communities.                           struct made by  a  high  level  magic-user  or  cleric
  r         human   or   demihuman    form.    Drakes    have    no       Coiddrake:  These  white  drakes  shun  the   light     Drolems  are  extremely  rare,  made   and   used   on

            breath weapons  or  spellcasting  abilities,  but  they    of  day,  living  deep  underground  (usually  in  icy     ly  to  guard  a  special  item  or  area.  A   specia

            can  talk.  They  may  be  evil  or  good  (50%  chance    caverns).  They  can  change  themselves  into   dwarf     book  and  several  rare  materials   are   needed   t

            of each) but,  except  for  Elemental  forms,  are  al-    or  gnome  forms,   and   can   sometimes   be   found     make a drolem.

            ways  very  Chaotic.  Drakes  are  extremely   intelli-    amidst   an   underground   dwarf   or   gnome    com-        A  drolem  is  nonintelligent,  and  obeys  its  in


  0         gent  and  clever;  they  tell  lies  as  needed,   and    munity.                                                    structions exactly.  It can see invisible  things  with

            surrender rather than  fight  to  the  death.                  Elemental  Drake:  There  are  four   types:   air-     in  60',  and  is  immune   to   clwm,   hold,   sleep

              Drakes are immune to  all  spells  of  4th  level  or    drakes   (blue),   eafthdrakes   (brown),   firedrakes     and all  other  mind-affecting  spells,  all  forms  o

            less,  but  may  cancel  this  immunity  for  1   round    (red),  and   waterdrakes   (sea-green).   They   have     fire and cold, and all gases.  It  is  also  immune  t

            by  concentrating-to  receive   the   benefits   of   a    the  same  immunities   as   all   drakes.   Elemental     all spells of 4th level or less, to normal  and  silve

            cure wounds spell, for example.                            drakes  are  also  immune   to   normal   and   silver     weapons,  and  even  magical  weapons   of   +   2   o

  e-          In normal form, a  drae  looks  similar  to  a  small    weapons;  a  magical  weapon  is  needed   to   damage     lesser     enchantment.


  is        dragon  without  front  legs  and  with   tiny   wings.    them.  They live  on  the  elemental  planes,  and  are        The  drolem's  claws  inflict  2d6  points  of  dam


  es        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    11-3

            ly for an hour at a  time.  All  drakes  can  polymorph    mally  tfavei  between  the  planes,  but  may  "ride"     (ld2O  +  10)  points  of  damage.  A  drolem  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

  0         ten  as  desired.  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  use  any  weapon  permitted   to   thieves.        On  the   Prime   Plane,   elemental   drakes   can     in  it  must   make   a   saving   throw   vs.   drago

            The attacks  and  damage  given  above  apply  to  nor-    take the forms  of  young  giants  (1-4  feet  shorter     bfeath or die.

            mai (dragon-kin) form only.                                than  normal),  but  they  cannot   throw   rocks   in        Tcrrain: Any.

              All  drakes  are  thieves,  having  all  the  special    those forms,  and  can  only  inflict  2d6  points  of        Load: 20,000 cn at  full  speed;  40,000  cn  at  u

            abilities  of  a  5th  level  thief.   Some   mandrakes    damage  in  hand-to-hand  combat   (instead   of   the     to half speed.

            may  actually  join   Thieves'   Guilds   and   improve    normal damage  done  by  the  gi@ant  form).  An  air-

            their  abilities,  though  most  avoid   such   lawful-    drake can  assume  the  form  of  a  cloud  giant;  an     Drui

            ness.  They  are  fond  of  pranks  and   tricks,   and    eafthdrake, a stone giant; a  firedfake,  a  fire  gi-        A form of undead; see Spirit.
  m         sometimes  act  as  agents  for  evil  powers.  A  pro-    ant;  and  a  waterdrake,  a  storm  giant.  They  are

            tecti.on from evil spell blocks drakes.                    sometimes  found  amidst  similar  real  giants,  act-
  be          Mandrake:  These   tan   drakes   can   change   into    ing  for  their  own   purposes.

            human   form,   and   they   enjoy   the   company   of       On  their  home  planes,  elemental   drakes   can-

  x         men.  They  often  hold  minor  jobs  in  stables   and    not  change  into  giant  forms;  instead,  they   as-


  ing       taverns  in  towns  (never  in  positions   of   impor-    sume the form of  a  small  elemental,  with  afl  the

            tance  or  power),  and  may  pretend  to   be   adven-    abilities of that form (treat each as  a  6  Hit  Dice

            turers.   They   often    steal    food    from    town    elemental in size and ability).

            storehouses,    and    valuables     from     wandefing       Terrain: Any.

                      pter 14: Monsters @IC


    Dryad                                                        on.  (To  check  for  possible  magical  items,   multi-

    Armor     Class:       5                                     ply the leader's level by 5.  The  result  is  the  per-        Etcmental  Plane  of  Firc  Statistics:   AC   1,
                                                                 cent chance for  that  leader  to  own  a  magical  item        HD  10*  (L),  MV  240'(80'),  IAT  I  strike  or
    Hit Dice:              2* (M)                                from  any  one  particular  subtable.  Roll   separately        special, D  2-16  or  special,  NA  1-4  (1-100),
    Movement:              120' (40')
    Attacks:               See below                             for  each   type   (subtable)   of   magical   treasure.         SaveFI5, ML  8,  7TSpecial,  AL  C,  XP  1,  750.

    Damage:                By weapon type                        Check  all  subtables   except   the   Scroll   subtable

    No. Appearing:         0 (ld6)                               and   the   Wand/Rod/Staff   subtable.)   As   long   as        Efreet are irritable and often evil.  The  fire  ele-

    Save As:               E4                                    their  leader  is  alive   and   fighting   with   them,        mentals and  the  efreet  are  generally  at  peace,

    Morale:                6                                     dwarven  morale*  is   10   rather   than   8.   Dwarves        though the efreet  pick  fights  and  have  been  at

    Treasure   Type:       D                                     hate  goblins  and   will   usually   attack   them   on        war with the elementals  in  the  past.  Their  ene-

    Intelligence:          14                                    sight.                                                          mies are the helions and the djinn,  and  they  feat

    Alignment:             Neutral                                  Terrain: Hill, Mountain.                                     water-type creatures and attacks.

    XP Value:              25                                                                                                    Thefe  can  be  efteet  spelkasters;  see   "Monster
                                                                 Efreeti, Lesser*                                                Spelicasters" later in this chapter.
       Monster Type: Humanoid (Rare).                             Armor Class:         3                                          Terrain: Plane of Fire.
       Dryads  are  beautiful  female   tree   spirits   who     Hit Dice:            10* (L)                                    Load: 5,000 cn  at  up  to  full  speed;  10,000  cn
    live in  trees,  in  woodland  settings  or  dense  for-                                                                     at up to half speed.
                                                                 Move:                90' (30')
    ests.  They  are  very  shy  and  nonviolent,  but  very        Flying:           240' (80')
    suspicious  of  strangers.  If  a  dryad  wishes  to  be                                                                     Efreeti (Greater; Amir)*
    unobserved,  she  will  join  with  her   tree,   becom-     Attacks:             1 fist

    ing pan  of  it.                                              Damage:              2d8                                        Armor Class:      - 2

       Dryads    possess    a    powerful    charm    person     No. Appearing:       1 (1)                                      Hit Dice:         20*** (L)

    ability-it is just  like  the  magical  spell,  but  the     Save As:             F15                                        Move:             120' (40')

    dryad  can  use  it  any  numbef  of  times   per   day,     Morale:              12                                         Flying:           360' (120')

    and its victims save at  a  -  2  penalty.  Dryads  only     Treasure Type:       Nil                                        Attacks:          2 fists

    use  this  power  on  people  following   or   attacking     Intelligence:        14                                         Damage:           3dlO/3dio

    them  or  on  males  to   whom   they   afe   attracted-     Alignment:           Chaotic                                    No. Appearing:    1 (1)
                                                                 XP Value:            1,750                                      Save As:          M36
    and  even  then  will  only  use  the   power   on   men                                                                     Morale:           I 1
    who do not retum their affection.                                Monster   Type:   Planar   Monstef,         Enchanted        Treasure Type:    Nil
       Dryads  will   send   @med   attackers   off   to   a     (Rare).                                                          Intelligence:     14
    deadly  monster's  lair  or   ambush   where   the   at-        Efreet are free-willed,    enchanted        creatures        Alignment:        Chaotic
    tackers  may  be  shin;  they  draw  objects  of  affec-     from  the  elemental  plane  of   Fife.   They   usually        XP Value:         7,775
    tion  into   their   trees   and   keep   them.   Unless     appear   as   clouds   of   smoke,    condensing    into
    rescued  immediately,  such  victims   will   never   be     giant-sized  men   surrounded   by   flames.   The   air        Monster   Type:   Planar     Monster,      Enchanted
    seen again  (or,  at  the  DM's  option,  will  reappear     around  them  is  always  hot  and  smoky.  Efreet   are        (Very Rare).
    after a  few  years,  remembering  little  of  the  time     highly  magical,  and  can  only  be  hit  with  magical        In the  elemental  plane  of  Fire,  the  rulers  of
    they  were  gone).  Characters  can  rescue   the   vic-     weapons.  If siain, the efreeti's spirit returns  to  its        the efreet  are  known  as  amirs  (ah-MEERS).  They
    tim by  threatening  to  destroy  the  dryad's  tree;  a     own plane.                                                      appear as very large normal efteet  (15'-30'  tafl)-
    dryad  will  release  a  charmed  victim   rather   than        An efreeti  can  create  objects,  create  illusions,        An  amir  cannot  be  affected  by  normal  weapons,
    see her tfee die.                                            and turn invisible like a djinni.  It  can  cast  a  wail        or even  by  weapons  of  less  than  +  2  enchant-
       A dryad will die if  her  tree  dies,  and  can  only     of fire spell  three  times  per  day.  An  effeeti  may        ment.  Amirs also regenerate at the  rate  of  2  hit
    survive  for  1  turn  if  taken  more  than  240'  away     also transform  itself  into  a  pillar  of  flame  (the        points per round.
    from  it.  She  hides  her  treasure  in  hollows  under     same height as the efreeti) that will set  fire  to  all        An amir can perform all  the  abilities  of  a  nor-
    her tree's roots.                                            flammable  items  within   5'.   It   can   retain   the        mal efreet as often as desired, once pef  round.  It
       Most  dryads  rarely  carry  weapons,  but  a   dryad     flame  shape  for  up  to  3  founds.   When   in   this        can also enter or leave the Ethereal Plane  by  con-
    defending  her  tree   or   helping   an   actaeon   may     form, the  fire  adds  id8  points  of  damage  to  each        centrating for I full round.
    pick up a javelin or spear.                                  of the  efreeti's  blows.  The  creature  can  only  as-        Special  powers  usable  once  per  day  are   grant
       There  can  be  dryad  spellcasters;   see   "Monster     sume flame shape once per turn at most.                         another's wish, cast  firebafl  or  explosive  cloud
    Spellcasters   '"                                               An  efteeti  may  be  summoned  by   a   high   level        (all as if a 20th level magic-user).
       Terrain: Woods (dense).                                   magic-user  (if  the   special   spells   required   are        An afnir's pillar offlamc  form  ignites  all  flam-

    Dwarf                                                        known-the   magic-usef    must    cast    both    create        mable  objects  within  15'  and  adds  a  bonus  of
                                                                 magical  monsters  to  summon  the   efreet   and   wish        2d8 points to each fist attack.  It can retain
    Armor     Class:       4                                     to bind it to  the  magic-user's  service  fof  as  long        shape without limit.
    Hit Dice:              1                                     as  possible).  Once  summoned,  the  efreeti   can   be        Amirs  cannot  be  summoned  by  spells,   and   are
    Move:                  60' (20')                             forced to serve for 101 days.  It  is  a  reluctant  and        affected  by  very  few  magical  items.  They  nor-
    Attacks:               1 weapon                              difficult servant, and  will  obey  its  exact  instruc-        mally  appear  on  the  Prime  Plane  only  in   re-
    Damage:                By weapon                             tions  while  attempting  to   distort   their   meaning        sponse to the cries of a  mistreated  efreeti.  When
    No. Appearing:         ld6 (5d8)                             (to cause trouble fof its master).                              they appear on the  Prime  Plane,  they  can  appear
    Save As:               DI                                       On theif own plane, efreet  live  in  cities  similar        anywhere,  but  prefer  warmer  climates,  such   as
    Morale:                8 of 10 (see below)                   to   those    of    wealthy    human    desert-dwellers.        deserts.
    Treasure Type:         (Q + S) G                             Among  all  creatures,  efreet  are  most   similar   to        Terrain: Plane of Fire.
    Intelligence:          10                                    djinn,  but   they   are   of   opposed   elements,   so        Load: Fly with  10,000  cn  at  up  to  full  speed;
    Aligrunent:            Lawful or Neutral                     efteet  hate  djinn  and  will  attack  them  on  sight.        20,000 cn at up to  half  speed.  Walk  with  20,000
    XP Value:              10                                       Plane  of  Fire:  The  following  details  apply   to        cn at up  to  till  speed;  40,000  at  up  to  hall

       Monster Type: Demihuman (Common).                         efrect  encountered  on  their  own  plane,   the   ele-        speed.

       Dwarves  can  appear   as   NPCS.   Otherwise,   they     mental  plane  of   Fire.
    are usually met  in  clan  groups  or  as  war  of  min-        An efreeti  on  its  own  plane  is  immune  to  nor-

    ing expeditions.  They  attack  as  first  level  fight-     mal weapons, all  1st  level  spells,  and  to  all  at-

    ers.  For  every  20  dwarves,   there   will   be   one     tacks  based  on   earth.   On   its   own   plane,   an

    leader  (level  3-8)  who  may  have  a  magical   weap-     efreeti can  detect  invisibic  at  will  (120'  range).


                                                                                           174

              Elemental*                                                     use of a special miscellaneous magical item.                      However, an elemental cannot pass a protccti              on

                                  Air, Earth, Fire, Water                      Conjured    Elementals    are     summoned     by     the     from evil spell effect.

             Armor Class:         2, 0, or - 2 (see below                   casting of the 5th level magic-user spell.                           An  elemental  will  vanish  if  it   or   its   summoner

             Hit Dice:            8, 12, or 16 (see below) (L)                 To   summon    an    elemental,    a    character    must     is  slain,  or  when  the  summoner   sends   it   back   to

             Move:                                                          have  a  large  amount   of   the   element   nearby   (such     its  plane  (which  requires  control),  or  if   a   dispel

               Air (Flying):      360' (120')                               as open  air,  bare  earth,  a  pool  of  water  or  a  bon-     magic is cast upon it.

               Earth:             60'    (20')                              fire).  When  the  elemental   arrives,   it   is   hostile,        An  air  clemental  appears   as   a   great   whirlwind,

               Fire:              120' (40')                                and   must   be   controlled   by   concentration   at   all     2'  tall  and  '/2"  in  diameter  for  each  Hit   Die   (a

               Water:             60'    (20')                              times.    The    summoner's    concentration    is    broken     staff  elemental  would  be  16'  tall   and   4'   across).

                  Swimming:       180' (60')                                if  he  takes  damage  or  fails  any  saving   throw.   The     In  combat,  all  victims  of  2  HD  or  less  hit  by  the

             Attacks:             1 or Special                              summoner   can    move    only    up    to    half    normal     whirlwind   must   make   a   saving   throw    vs.    death

             Damage:              ld8, 2d8, or 3d8 (see below)              speed    while     concentrating.                                ray  or  be  swept   away.   The   elemental   inflicts   an

             No.      Appearing:  I   (1)                                      If    the    summoner's    concentration    is    broken,     extra   id8   points   of   damage   against   any    flying

             Save As:             F8-16 (see below)                         the  elemental  will  attack   him.   Once   lost,   control     opponent.

             Morale:              10                                        cannot   be   regained.    The    elemental    can    attack        An  earth   clemental   appears   as   a   huge   manlike

             Treasure Type:       Nil                                       any  creature  between   it   and   its   summoner   if   it     figure,  l'  tall  for  each  Hit  Die   (a   spell-conjured

             Intelligence:        9                                         desires.                                                         elemental  would  be  16'   tall).   It   cannot   cross   a

             Alignment:           Neutral                                      If  summoned  in  an  area  too   small   for   it   (see     water  barrier  wider  than  its  height.  It  inflicts   an

             XP Value:            See below                                 size  notes  below),  an  elemental  will  fill  the  avail-     extra   id8   points   of   damage   against    any    oppo-
                                                                            able       area-sideways,        for        example-possibly     nent standing on the ground.
             Summoning                       XP                 Save        damaging    the    summoner    in    the    process     (and        A  fire  clemental  appears  as  a  swirling  pillar   of
             Item              AC   HD  Value Damage   As                   thus     breaking     the     summoner's     concentration),     roaring  flame,  l'  tall  and  l'  in  diameter  for   each
             Staff             2        8     650     id8       F8
             Device            0       12    1,250    2d8       F12            Elemental Defenses and Vulnerabilities
             Spell          -   2      16    1,850    3d8       F16
                                                                               Type of                      Double Damage                 Normal Damage*                Minimal Damage**

               Monster  Type:  Planar  Monster,  Enchanted                     Elemental                    from                          from                          from

             (Common).                                                          Air                          Earth                         Air, Fire                     Water

               An elemental is a magical, enchanted creature                   Earth                        Fire                          Earth, Water                  Air

             that lives on another plane of existence (one of                  Fire                         Water                         Fire, Air                     Earth

             the elemental planes).  It can be harmed only by                   Water                        Air                           Water, Earth                  Fire

             magic   or    magical    weapons.                                      When double damage is indicated, the elemental may make a saving throw vs. spells to take
               StaffElementals (the weakest) are summoned                          normal damage.
             by a  magic-user  with  a  special  staff.                             Minimal  damage  is  I  hit   point   per   die   of   damage.
               Device Elementals are summoned with the

             I                                                                                            175

                                pter 14:  Monsters





            Hit  Die  (a  device  elemental  would  be  12'   tall     ger the elemental, the  less  material  it  can  hold     chantment have no effect on them.

            and 12' across).  It  cannot  cross  a  water  barrier     together.  Thus, aging  effects  can  change  an  ele-        Any  victim  hit  by  an  elemental   ruler   must

            wider than its own  diameter.  It  inflicts  an  extra     mental's size.  Its normal life span is 30 to  35  Hit     make a saving throw  vs.  death  ray  or  be  crushed

            id8  points  of  damage  against  any  creature   with     Dice.                                                     by the  blow,  instantly  slain  regardless  of  dam-

            cold-based   abilities.                                         Small elementals are created when  a  large  ele-     age.  Most  of  the  victim's  items  and   equipment

                 A water clemental appears  as  a  great  wave  of     mental splits itself.  When  this  occurs,  the  "par-     are also destroyed by  the  blow  (95  %  chance  per

            water, '12' tall and  2'  in  diameter  for  each  Hit     ent"  elemental  divides  into  a  number  of   parts     item,  -5%   per   "plus"   if   magical).   However,

            Die (a staff elemental is 4' tall and 16' across).  It     equal to its Hit  Dice;  each  new  elemental  has  1     any elemental struck by a ruler  is  not  slain,  but

            is not able to move  more  than  60'  from  water.  It     Hit Die. -This does not  occur  frequently,  and  the     shattered into several  small  elementals  of  1  Hit

            inflicts  an  extra  id8  points  of  damage   against     elementals are very secretive about  the  details  of     Die each (the number  of  parts  equal  to  half  the

            any opponent in water.                                     the   process.                                            original  Hit   Dice).

                 An  elemental  takes  double,  normal,  or  mini-         Elementals usually distrust  creatures  from  the        All elemental rulers are  friendly  with  and  can

            mal damage from certain attack forms.                       Prime Plane ( - 1 penalty  to  all  reaction  rolls).     summon   most   creatures   of    their    respective

                 Terrain:  Any.                                         They can  recognize  such  visitors  by  smell.  How-     planes.  The  creatures  summoned  will   artive   as

                 Load: 500 cn  x  HD  at  up  to  full  speed,  or     ever,  when  visitors  appear  in   elemental   form,     quickly as possible  (usually  from  3  rounds  to  3

            1,000  cn  X  HD  at  up  to  half  speed.  Some  pro-     they do appreciate the effort ( + I  bonus  to  reac-     turns).

            tections  may  be   needed   (for   example,   against     tion rolls, instead of - I penalty).  In  any  event,        The  "Special"  treasures  of   elemental   rulers

            the heat of  a  fire  elemental).                          they will not normally attack nor help  visitors  ex-     are similar to those  of  human  rulers,  but  unique

                                                                       cept  in  special  circumstances.  Though  most   are     to their  respective  planes.

            Elemental*  (on   elemental   planes)                      of  Neutral  alignment,  Lawful  (ruling)  and   Cha-        Terrain: Elemental Planes.

            Armor Class:          5 or better (see  below)             otic  (renegade)  elementals  do  exist.   Some   are

            Hit  Dice:            1* or more (see  below)  (L)         even good  or  evil.                                       Elephant

            Move:                 360' (120')                              Elementals live in  towns  and  cities  on  their                          Normal          Prehistoric

            Attacks:              1                                    own   worlds.   Both the  worlds  and  the   building     Armor Class:         5               3

            Damage:               By size (see below)                  materials  are  made  entirely  of   pure   elemental     Hit Dice:            9* (L)          15 (L)

            No.      Appearing:   id6 (idloo)                          material, in solid, liquid, or gaseous form.  In  the     Move:                120' (40')      120' (40')

            Save   As:            F (level = HD)                       universe  of  its  own  plane,  each  elemental  race     Attacks:             2 tusks or      2 tusks or

            Morale:               9                                    occupies thousands of worlds.                                                  1  trample      1 trample

            Treasure      Type:   Variable                                 The elemental races are  far  older  than  human-     Damage:              2d4/2d4 or      2d6 / 2d6 or

            Intelligence:         9                                    kind,  and  more  civilized  in   many   ways.   They                          4d8             4d8
                                                                       have art forms for six  senses.                            No. Appearing:       0 (id2O)        0 (2d8)
            Alignment:            Neutral

            XP Value by                                                    Some  elementals   become   clerics   or   magic-     Save As:             F5              F8
                                                                       users  in  much  the  sa-me  ways  as  humans.   How-     Morale:              8               8
                 Hit Dice:        Variable (see below)
                                                                       ever, an elemental must be an  adult  of  9  or  more     Treasure Type:       See  below      Nil
                 HD           AC            Dmg      XP Value          Hit  Dice  before  this  knowledge  can  be  learned.      Intelligence:        2               2
                 1-2              5         id2             20         Many of the spells of  the  elementals  are  entirely     Alignment:           Neutral         Neutral
                 3-4              4         id4             75         different,  and  some  cannot  be  cast   by   humans     XP Value:            1,600           1,650
                 5-6              3         id6          275           except when in elemental form.
                 7-8              2         id8          650               Terrain: Elemental  Planes.                               Monster   Type:    Elephant:     Normal     Animal
                 9-10             1         2d6        1,000                                                                     (Rare).   Prehistoric:   Prehistoric   Animal   (Very
                 11-12            0         2d8        1,250           Elemental     Ruler*                                      Rare).
                 13-14        -   1         2dio       1,500

                 15-16        -   2         3d8        1,850           Armor   Class:     See    below                              Elepha            arge,   ponderous    fouf-legged

                 17-18        -   3         3diO       2,125           Hit Dice:          41***  to  80***  (L)                  mammals.  Though  they  are  herbivores,   they   are

                                                                       Move:              120'   (40')                           very   dangerous   creatures   when   frightened   or
                 19-20        -4            4d8        2,375
                                                                       Attacks:           2 fists                                when  defending  their  young.  These  mighty   crea-
                 21-22        -   5         5d8        2,750

                 23-24        -   6         6d8        3,250           Damage:            See below (per  fist)                  tures dwell at the  edges  of  sub-tropical  forests,

                                                                       No. Appearing:     id6                                    living in medium  to  large  herds.  Both  males  and
                 25-26        -7            7d8        3,750

                 27-28        -8            8ds        4,250           Save As:           F36                                    females have  tusks,  which  are  valued  at  100-600

                                                                       Morale:            11                                     gp per tusk  for  the  ivory.
                 29-                                     750
                     30       -   9         gd8        4,
                                                                       Treasure Type:     Special                                   In combat, elephants  attack  with  a  charge,  if
                 31-32        -  10         lod8       5,250
                                                                       Intelligence:      1 5                                    possible, for double  tusk  damage.  In  the  follow-

                                                                       Alignment:         Lawful or Neutral                      ing rounds of combat they  will  either  strike  with
                 Monster Type: Planar       Monster,     Enchanted     XP Value:          28,500 at 41**** Hit Dice,             their  tusks  (75%)  or  trample   (25%).   Elephants
            (Very Rare).                                                                  plus 1,000 per  Hit  Die  over  41     can be  used  as  draft  and  riding  animals.  Some-
                 The statistics above  apply  only  to  elementals
                                                                                                                                        they  are  equipped  with  barding  and   used
            encountered  on  theif  own   planes   of   existence.          Hit  Dice:     Armor Class:        Damagc:            times

            On the Prime Plane,  their  abilities  afe  very  lim-         31  to  48          -    11           8dl2            as war-mounts.

                                                                                                                                    Prehistoric  (Mastodon):  This   creature   is   a
            ited.  One  asterisk  (for  XP  calculation)   applies         49  to  56          -    12           9dl2
                                                                                                                                 large, shaggy  elephant.  It  has  two  mighty  tusks
            only  to   elementals   encountered   on   theit   own         57  to  64          -    13           lodl2

                                                                           65  to  72          -    14           lldl2           that  slope  downward   and   then   curve   up   and
            planes.

                 Elementals are the dominant  life  forms  on  the         73  to  80          -    15           12dl2           backward   toward   the   elephant;   they   are    a

                                                                                                                                 mighty  battering  weapon.   Each   tusk   is   worth
            elemental  planes,  and   refer   to   themselves   as                                                               200-800 gp.  Mastodons live  in  cold,  icy  lands  or
            "    people." Size may range from I to  32  Hit  Dice,         Monster  Type:       Planar Monster,  Enchanted

            and the  rulers  are  much  larger  (50  Hit  Dice  at     (Very   Rare).                                               lost worlds."

                                                                                                                                    Terrain:    Modern    Elephants:    Open,    Woods
            least, and  possibly  over  100).                               These  slow,  huge  creatures  are  identical  to     (subtropical).  Mastodons:   Open,   Woods   (prehis-
                 Their system of rule is similar to  that  of  hu-     normal  elementals,  but  far  larger.  They  are  2'     toric).
            man      Dominions.                                        tall  per  Hit  Die.  The  number  appearing  applies        Load: Elephant: 9,000 cn  at  full  speed;  18,000
                 An  elemental's  normal  form   is   a   bloblike     per  plane.  Elemental  rulers  are  immune  to   1st     cn  at  half  speed.  Mastodon:  7,500  cn  at   full
            shape.  It can create  "arms"  as  needed,  to  a  max-     through 5th level spells, poison,  all  charm,  hold,
                                                                                                                                 speed; 15,000 cn at half speed.
            imum of 1 per  Hit  Die,  but  can  only  attack  with     and other mental attacks,  illusions  of  all  types,        Barding  Multiplier:  X   3.
                        pef  round.   The   elemental's   material     a-nd  any  spell  which  could  cause  instant  death
            one blow

            form is held together by its  life  force.  The  youn-     (such  as   disintegra tc).  Weapons of + 3 or less  en-


                                                                                                    76
                                                                                                        AP

                                                                                                                             Chapter 14: Monst


               Elf                                                                Ferret,     Giant
               Armor Class:            5                                          Armor      Class:             5                                       Monster Type: Giant Animal (Common).
               Hit Dice:               J*                                         Hit     Dice:                 I + I (S)                               Giant  ferrets,  like  normal  ferrets,  are  long,  slen-
               Move:                   120'   (40')                               Move:                         150' (50')                           der   mammals   with   yellow-white   fur   and   red   eyes.
               Attacks:                1     weapon                               Attacks:                      1 bite                               But  giant  ferrets  grow  to  3'  in   length,   more   than
               Damage:                 By weapon                                  Damage:                       id8                                  twice  as  long  as  normal  ferrets.  Giant   ferrets   hunt
               No. Appearing:          id4 (2d24)                                 No.       Appearing:          ld8 (ldl2)                           giant  rats,  and  are  slender,  fast  and   strong   enough
               Save As:                E 1                                        Save      As:                 Fl                                   to  seek   these   creatures   out   in   their   underground
               Morale:                 8  or  10  (see   below)                   Morale:                       8                                    lairs.  They  are  sometimes  trained   for   this   purpose.
               Treasure Type:          (S  +  T)  E                               Treasure Type:                Nil                                  Unfortunately,    their    tempers    are    highly    unpfe-
               Intelligence:           1 3                                        Intelligence:                 2                                    dictable,   and   they   have   been    known    to    attack
               Alignment:              Lawful   or    Neutral                     Alignment:                    Neutral                              their trainers and other humans.
               XP Value:               6                                          XP     Value:                 1 5                                     Terrain:    Cavern,     Woods.

                  Monster     Type:      Demihuman      (Rare).
                  Elves   can    also    appear    as    NPCS.    Otherwise,      Fish,       Giant
               they  might  be   encountered   as   travelers   or   wilder-                                    Giant Bass        Giant       Rockfish                    Giant Sturgeon
               ness   patrols.   In   hand-to-hand    combat,    they    at-      Armor      Class:             7                 7                                       0
               tack  as  first  level  fighters.  Each  elf  will  have  one      Hit     Dice:                 2 (L)             5  +  5*  (L)                           10 + 2*  (L)
               1st  level  spell  (chosen  at  random).  If   15   or   more      Move      (swim):             120' (40')        180'    (60')                           18o'   (6o')
               elves  appear,  one  of  them  will  be  -a   leader   (level      Attacks:                      1 bite            4 spines + poison (special)             i bite
               2-7).  To  check  for   possible   items   the   leader   may      Damage:                       id6               id4   each   +   poison                 2dio
               have,  multiply  the  leader's  level  by   5.   The   result      No.       Appearing:          0 (2d4)           0 (2d4)                                 0 (2dio)
               is  th.e  percent  chance  for   that   leader   to   own   a      Save      As:                 Fl                F3                                      F5
               magical   item   from   any    one    particular    subtable.       Morale:                       8                 8                                       9
               Roll   separately   for   each   subtable,   checking    them      Treasure Type:                Nil               Nil                                     Nil
               all.  As  long  as  their  leader  is  alive   and   fighting      Intelligence:                 I                 1                                       1
               with   them,   elven   morale   is   10   rather   than    8.      Alignment:                    Neutral           Neutral                                 Neutral
               Elves   cannot   be   paralyzed   by   ghouls.                      XP     Value:                 20                400                                     1,900
                  Terrain:        Woods.  Sea   Elves:    Ocean.
                                                                                     Monster Type: Giant Animal (Common).                            four  of   the   sharp   spines   covering   the   creature's
               Faerie                                                                These   monsters   are   just   three   typical   examples      body;  the  victim   takes   id4   points   of   damage   per
                                                                                  of  the  category  of   "giant   fish;"   many   others   ex-      spine  and  requiring  a  saving   throw   vs.   poison   fof
               Armor Class.            5                                          ist,  and  the  DM  may  create  as  many   as   he   wishes.      each  hit.  Any  failure  results  in  death.   Despite   its
               Hit Dice:               I +  1  *or   more   (S)                      Giant   Bass:   These   are   normally   shy   fish,   and      fearsome   attacks,   the   fish   is   normally    peaceful,
               Move:                   120'   (40')                               will  attack  only  if  a  morsel  of  food   (halfling-sized      and will only attack if disturbed.
                  Flying:              240'   (80')                               or  smaller)  is  floating  nearby   or   on   the   surface.          Giant   Sturgeon:   This   dangerous   creature   is   al-
               Attacks:                l  weapon   or   spell                     They   may   also    be    summoned,    and    directed    to      most   30'   long   and   covered   with   thick    armorlike
               Damage:                 By   weapon   or   spell                   fight,  by   nixies.                                               scales.  It  is  a  fierce  fighter,  and  can   swallow   an
               No. Appearing:          id6 (5d8 + 20)
               Save As:                El (or better)                                Giant   Spiny    Rockfish:    This    fish,    found    in      opponent  with  an  attack  toll  of  18   or   better.   The

               Morale:                 9                                          shallow  salt  water,  is  very  difficult  to  see.  Observ-      victim  takes  2d6   points   of   damage   per   round   and

               Treasure Type:          (Nil) Special                              ers may  mistake  it  for  a  large  rock  or  lump  of  coal      must  make   a   saving   throw   vs.   death   ray   or   be

               Intelligence:           13                                         (70%  chance).   If   disturbed,   the   fish   will   attack      paralyzed.   If   not   paralyzed,   the   victim   may   at-

               Alignment:              Any                                        to drive off  foes.  If  it  hits  a  victim  or  is  touched      tack   from    within.

               XP Value:               19 (or more)                               by   accident,   the   victim   is   automatically   hit   by         Terrain: River/Lake, Ocean.

                  Monster     Type:     Humanoid      (Rare).                      Gargantua
                  The  facrie  inhabit   the   air   and   clouds.   Faeries
               are  close   relatives   of   the   demihumans,   with   fea-                                    Carrion Crawler               Gargoyle*                        Troll
               tures  of  each   race:   They   appear   as   halfling-sized      Armor      Class:             3                             1                                4
               humanoids    with    gossamer    wings,    dwarvis@     noses      Hit     Dice:                 25* (L)                       32*  (L)                         51** (L)
               and   beards,   and   eivish   ears   and   eyes.    Faeries'      Move:                         240' (80')                    180'  (60')                      240' (80')
               bodies are light and they fly with little effort.                      Flying:                    -                             300' (100')                      -
                  They   build   their   homes   of   "clouds,"   and    en-      Attacks:                      8                             4                                3
               joy  basking  in   the   sun   while   storms   rage   below.       Damage:                       I d4 + I each                 4d3/4d3/                         4d6/4d6/
               They  have  their  own  great  empire   of   the   wind   far                                    + Paralysis                   4d6/4d4                          4dio
               above   the   earth,   commonly   known   only    to    them-      No.       Appearing:          I (1)                         1    (1)                         1   (1)
               selves and a few air creatures.                                     Save      As:                 F13                           F32                              F36
                  Faeries  are  naturally  invisible  at  all   times,   and      Morale:                       I I                           11                               1 1 (9)
               never  appear  to  normal  sight.  Faeries  can  see   invis-      Treasure Type:                BX4                           CX4                              DX4
               ible  things  easily.  The  following  abilities   are   com-      Intelligence:                 0                             5                                6
               mon  to  all  faeries,  usable  at  wiil,  up  to  once   per      Alignment:                    Neutral                       Chaotic                          Chaotic
r               round:   assume   gaseous    form    (like    the    potion),      XP     Value:                 6,500                         10,000                           29,000
               create  fog  (a  I  O'  cube  around  the  faerie),  condense         Monster      Type:         Gargantua   Carrion    Crawler:         These     monsters     are     extremely     rare,     the
               fog  (causing  drizzle  within   fog),   return   to   normal      Lowlife    (Very    Rare);    Gargantua    Gargoyle:     Con-      products    of    the    mad    wizard    Gargantua.    Three
               form    (from     gaseous),     summon     breeze     (c@uses      struct,   Enchanted    (Very    Rare);    Gargantua    Troll:      examples    of     Gargantuan     creatures     are     given
               open  flames  to  flicker,  blows  out   candies,   and   en-      Giant Humanoid (Very Rare).                                        above.
               ables the faerie to move at a 360' (120')) rate).                      A  gargantua   is   a   very   large   variety   of   some         Because   of    their    incredible    size,    gargantuas
                  Common   faeries   have   I   +   I    Hit    Dice,    but      other  monster.   A   gargantua   is   the   same   type   of      are  noisy   while   moving,   and   cannot   surprise   any-
               leaders  have  up   to   9   Hit   Dice.   Spelicasters   are      monster   as   its   smaller   form,   thus   a    gargantuan      thing.  They  also  suffer  a  -4  penalty   to   theit   at-
               rare  but   do   exist   (magic-users   and   clerics);   see      gargoyle  is  a  construct,   a   gargantuan   troll   is   a      tack   rolls    when    attacking    man-size    or    smalle
               "Monster Spelicasters" later in this chapter.                      giant humanoid, and so on.                                         opponents.
                  Terrain: Any.                                                                                 177

                     hapter 14: Monsters


             The  statistics  for  any  gargantuan   monster   are     Gelatinous Cube                                             Ghost
          calculated  as  follows:                                     Armor Class:          8                                        A form of undead; see Haunt.
             9Height: 2 times normal                                   Hit Dice:             4* (L)
             0Hit   Dice:   8   times   normal,   counting    each     Move:                 60' (20')                             Ghoul
              "plus" as one Hit Die added                              Attacks:              1                                     Armor Class:           6
             9Movement rate: 2 times normal                            Damage:               2d4 + special                         Hit Dice:              2* (MI
             0 Damage: 4 times normal                                  No. Appearing:        I (0)                                 Move:                  90' (30')
             oNumber Appearing: 1                                      Save As:              F2                                    Attacks:               2 claws/ 1 bite
             oSave  As:  Fighter  of  level  equal  to   its   Hit     Morale:               12                                    Damage:                ld3/id3/ld3 + special
              Dice; half level if unintelligent                        Treasure Type:        (V)                                   No. Appearing:         id6 (2d8)
             0Morale: I I                                              Intelligence:         0                                     Save As:               F2
             *Treasure  Type:  4   times   normal   size,   at   2     Alignment:            Neutf al                              Morale:                9
              times normal percentages                                 XP Value:             125                                   Treasure Type:         B
             Armor  class,   alignment,   numbef   and   type   of                                                                 Intelligence:          3
          attacks,  and  normal  and  magical  abilities  are  un-       Monster Type: Monster (Common).                            Alignment:             Chaotic
          changed,  except  for   regeneration   (4   times   nof-       This  monster  looks  like  a   great   quantity   of     XP Value:              25
          mal rate).                                                   clear jelly, usually in the form of  a  10'x  10'x  lo'
             Terrain: Same as the original species.                    cube.  It is hard to see, and it  surprises  often  (1-4        Monster Type: Undead (Common).
             Load: Eight times normal.                                 on  id6).  A  gelatinous   cube   moves   through   the        Ghouls    are    undead    creatures,    immune    to
                                                                       rooms  and  corridors  of  a  dungeon,   sweeping   the     sleep  and  charm  spells.  They  are   hideous,   beas-
          Gargoyle*                                                    halls clean of all living and  dead  material.  In  the     tlike creatures who  will  attack  and  eat  any  living
          Armor Class:           5                                     process, it  may  pick  up  items  it  cannot  dissolve     thing.  They  have  no  feat  memories  of  their  fofm-
          Hit Dice:              4** (L)                               (such  as  weapons,  coins,  and  gems).  The   gelati-     er lives;  they  do  not  talk,  and  have  little  more
          Move:                  90' (30')                             nous cube  will  attack  any  living  creature  it  en-     than  animal  intelligence.  Any  hit   from   a   ghoul
             Flying:             150' (50')                            counters.  Any  successful  hit  will  do   damage   to     will pafalyze  any  creature  of  ogre-size  or  smaller
          Attacks:               2 claws/ Ibite/ 1 horn                the  victim  and  will  also  paralyze  him  unless   a     (except  elves)  uniess  the  victim  makes   a   saving
          Damage:                ld3/id3/id6/id4                       saving throw vs.  paralysis  is  made.  This  paralysis     throw  vs.  paralysis.  Once   an   opponent   is   pea-
          No. Appearing:         id6(2d4)                              lasts 2d4  turns  uniess  magically  cured.  An  attack     lyzed, the  ghoul  will  turn  and  attack  another  op-
          Save As:               F8                                    on  a  paralyzed  target  automatically  hits  (only  a     ponent,  continuing  until  either  the  ghoul  or   all
          Morale:                11                                    damage  roll  is  needed).  The  gelatinous  cube  will     the  opponents  are  paralyzed  or  dead.  This   paral-
          Treasure Type:         C                                     continue attacking creatures  until  it  dies  or  they     ysis lasts 2d4 turns unless magically cured.
          Intelligence:          5                                     do; if it wins, it sweeps up  the  dead  with  all  the        These creatures  do  not  like  the  sun.  They  tend
          Alignment:             Chaotic                               other trash and continues on its path.                      to  live  in  graveyards,  clustering  in  empty   tombs
          XP Value:              175                                     A  gelatinous  cube  may  be  harmed  by   fire   and     when  not   hunting.   Ghouls   are   also   scavengers,
                                                                       weapons,  but  not  by  cold  of  lightning.  The  lair     feeding on carrion when living pfey is scarce.
             Monster   Type:    Construct,    Enchanted    (Rare).     of  these  strange  monsters  may  contain  id4   cubes        Terr2in: Cavern, Ruins.
             Gargoyies  are   magical   constructs,   created   by     (each with  treasure  type  V,  but  usually  no  addi-
          wizards   fof   various   tasks-especially   as   guards     tional  treasure).  The  lair   will   not   have   any
          for   treasure   chambers   and   other   sites.    Many     "young"  gelatinous  cubes;  adults  split   into   two
          thousands  have  been  created   over   the   centuries;     fully   grown    cubes.
          most  of  them  eventually  escape  of   outlive   their        Terrain: Cavern, Ruins.
          masters and leave to form their own groups.
             As  pictured  in  medieval  architecture,  they   are
          humanoid   creatures   with   horns,    claws,    fangs,
          and  batlike  wings;  they   are   considefed   hideous-
          looking beasts.  Their  skin  often  looks  exactly  like
          stone and they are often mistaken fof statues.
             Gargoyies  are   very   cunning,   at   least   semi-
          intelligent,  and  incredibly   patient.   Never   need-
          ing food or  drink,  they  can  sit  and  watch  a  site
          literally for years.
             Because  of  the  purposes  for   which   they   were
          created, gargoyies tend to  be  very  territorial  crea-
          tures.  If  not  still  commanded  by  a  wizard,   they
          will  normally  choose  a  place  (such  as   a   ruined
          building,  a  cave   complex,   of   a   mountain)   and
          defend  it  from   all   intruders,   attacking   nearly
          anything that encroaches on their territory.
             Gargoyies  can  only  be  hit  with  magic  or  magi-
          cal  weapons  and  are  not   affected   by   sleep   of
          charm  spells.  The  DM   should   not   use   gargoyies
          uniess  the  player  characters  have   at   least   one
          magical weapon.
             Terrain: Cavern, Ruins.
             Load 2,000  cn  at  full  speed;  4,000  cn  at  half
          speed.'






                                                                                                 178

         r

                                                                                                                Chapter 14: Monsters

               Giant
                                                  Hill                              Stone                               Frost                              Fire
               Armor  Class:                      4                                 4                                   4                                  4
               Hit  Dke:                          8 (L)                             9 (L)                               10 + I* (L)                        11 + 2* (L)
               Move:                              120' (40')                        120'  (40')                         120' (40')                         120'  (40')
               Attacks:                           I   weapon                        1    weapon                         I   weapon                         1    weapon
               Damage:                            2d8                               3d6                                 4d6                                5d6
               No.   Appearing:                   id4  (id4)                        id2   (id6)                         id2  (id4)                         id2   (id3)
               Save  As:                          F8                                Fg                                  FIO                                Fll
               Morale:                            8                                 9                                   9                                  9
               Treasure Type:                     E+ 5,000 gp                       E + 5,000 gp                        E + 5,000     gp                   E + 5,000 gp
               Intelligence:                      7                                 10                                  14                                 13
               Afigmnent:                         Chaotic                           Neutral                             Chaotic                            Chaotic
               XP Value:                          650                               900                                 1,900                              2,125

                                                  Cloud                             Storm                               Mountain                           Sea
               Armor  Class:                      4                                 2                                   0                                  0
               Mt  Dice:                          13* (L)                           15** (L)                            12* to  20*  (L)                   9* to 15* (L)
               Move:                              120' (40')                        150'  (50')                         150, (50')                         120'  (40')
               Attab:                             1   weapon                        I + special                         1   weapon                         1 or special
               Damage:                            6d6                               8d6 + special                       5dio                               See   below
               No.   Appearing:                   id2  (id3)                        1 (id3)                             id4 (id2O)                         id2 (id2O)
               Save  As:                          F12                               F15                                 F (level = HD)                     F (level = HD)
               Morale:                            10                                10                                  9                                  10
               Trezure Type:                      E +5,000 gp                       E +  5,000 gp                       E  +  5,000   gp                   E + 5,000 gp
               Intelligence:                      16                                18                                  1 1                                12
               Afigrunent:                        Neutral                           Lawful                              Neutral                            Neutral
               XP Value:                          2,300                             3,750                               By      HD                         By HD

               XP  Value  for  Mountain  and   Sea   Giants:              throw   rocks,   but   have   limited   range    (30/60/     thfow  boulders  (ranges  150/   300/450).   They   love
               9*  =   1,600  10*   =   1,750     ll*  =  1,900           100).  They live  in  hills  ot  at  the  base  of  moun-     thunderstorms,  and  may  create  one  in  1   tum.   If
               12*  =  2,125  13*   =   2,300     14*  =  2,500           tains,   and   raid   human   communities   from    time     a  storm  is  present,  a  storm  giant  may  throw  one
               15*  =  2,700  16*   =   2,950     17*  =  3,150           to time for food and plunder.                                lightning  bolt  every  5  rounds.  This  bolt  will  do
               18*  =  3,475  19*   =   3,800     20*  =  4,175             Stone  Giants:  These  giants   are   14'   tall   and     damage  equal  to  the  remaining  hit  points  of   the
                                                                          have gray rocklike  skin.  Iley  use  large  stalactites     giant (a saving throw vs. spells  will  reduce  this  to
               Monster     Type:        Giant Humanoid        (14ill      as  clubs.  They  often  hurl  focks  (ranges   100/200/     half   damage).   Storm   giants   live   on    mountain
               Giants-Common, Others-Rare)                                300).  They live  in  caves  of  crude  stone  huts,  and     tops, in cloud  castles,  or  deep  under  water.  Their
               Giants   are    huge    humanlike    monsters.    The      may   have   id4   cave    bears    as    guards    (50%     castles wiil always  he  guarded  by  either  2d4  grif-
               "lesser" forms  of  giants  (ftre,  frost,  hill  and      chance).                                                     fons  (in   mountains   and   clouds)   or   3d6   giant
               stone)  are  crudely-formed  and  ugly,   while   the        Frost  Giants:  These   awesome   giants   have   pale     crabs  (under  water).   Idghtning   does   not   affect
               "greater"   races   (cloud,    mountain,    sea    and     skin and light yellow or fight  blue  hair.  They  stand     these  giants,  and  they  are  often   found   in   the
               storm)  are  much  more  like  humans  in  form   and      18' tail, have long full  beards,  and  wear  fur  skins     middle of fierce storms, enjoying the weather.
               nature.                                                    and iron armor.  Frost  giants  may  hurl  rocks  (rang-       Mountain  Giants:   These   appear   s@ar   to   stone
               Giants either tive solitary lives  or  live  in  com-      es  60/130/200).  They   often   build   castles   above     or hill giants.  They  are  hairy,  have  grayish  skin,
               munities of their own  kind;  in  eithef  case,  they      the   timbertine   of   snow-capped   mountains.   Ffost     and stand 12' to 20' tail (usualiy  l'  per  flit  Die).
               tend  to  live  far  away  from   human   and   demi-      giants  always  have  either  3d6   polar   bears   (20%     They  often  (80%)  carry  boulders,   and   can   throw
               human  civilizations.  There  can  be  giant   spell-      chance)  or  6d6  wolves  (80%)  as  guards.  They   are     them    great    &nices    (100/200/400),    for     4d6
               casters (hill, stone, frost, fire, cloud,  and  storm      not affected by cold-based att@.                             points  of  damage  each.  They  are  usually   redusive
               eants  only);  see  "Monster  Spelicasters"  in  this        Fire  Giants:  These  giants   have   red   skin   and     but mercenary,  and  may  be  hired  to  fight  for  any
               chapter.                                                   dark black half  and  beards.  They  are  16'  tail  and     large  force.   In   melee   combat,   they   use   huge
               Lesser  giants  are  usually  willing  to   negotiate      wear  copper,  brass,  or  bronze  armor.   They   often     swords or stone dubs (for id lo x 5 damage).
               when  encountered,  as  they  have   heard   of   the      throw  rocks  (ranges  60/130/200).  Fire  giants   usu-       Sea  Giants:   These   normally   friendly   creatures
               dangers of  attacking  men.  Greater  giants  usually      ally  make  their   home   near   voicanoes   or   other     are rarely seen,  preferring  to  live  in  the  deepest
               have  no  prejudice  against  adventurers  and  some-      equally hot places.  Their  castles  are  often  made  of     canyons  of  the  ocean  depths.   They   appear   iden-
               times will entertain them  as  guests.  However,  gi-      black   baked   mud   reinforced   with   crude    iron.     tical  to  humans,  except  for  theif  height  (15'  to
               ants stake out large tracts  of  land  as  their  own      They  always  have  either  id3  hydras   (20%   chance)     20' tall).  Sea  giants  breathe  watef,  but  can  hold
               and    sometimes    destroy     human     communities      or  3d6  heuhounds  (80%)  as   guards.   These   giants     their breaths for up  to  a  full  turn  when  venturing
               built  in  the  lands  they've  claimed.  Also,  some      are not affected by fire-based a@.                           out  of  the  sea  (which  is  something  they  do  very
               few  rogue  giants  develop   habits   which   lifing        Cloud  Giants:  These  fierce  giants  have  white  or     rarely).   Though   able   to   use   weapons   (usualiy
               them  into  conflict  with  adventurers-such   as   a      gray skin and hair.  They  wear  pale  robes  and  stand     huge  spears,  doing  idio  x  4  damage),  they   rare-
               bandit's habit of robbery, a ghoul's  taste  for  hu-      20' tall.  Cloud  giants  have  keeh  eyes  and  a  shatp     ly  do  so.  They  can  push  water  with  great  force,
               man flesh, or an evil wizard's desire to rule  lesser      sense  of  smell,  so  they  are  rarely  surprised   (1     creating  a  current  (underwater)  in   a   cone-shaped
               beings.                                                    chance  in  6).  They   may   throw   boulders   (ranges     afea 50' long and 30'  wide  at  its  base;  afl  within
               All  giants  can  throw  boulders  as  missile  weap-      60/130/200).  They  live  in  castles  in  the  sides  of     that  area  are  shoved  60'  away  from  the  giant  at
               ons,  though  the  range  varies.  Any  hit  from   a      mountains of  atop  masses  of  clouds.  They  keep  ei-     great  speed  (no  saving   throw),   and   each   vktim
               thrown  boulder  inflkts  3d6   points   of   damage.      ther  id6  small  rocs  (in  douds  of   mountains)   or     must  make  a  saving  throw  vs.  death   ray   or   be
               Throwing  ranges  in  yards  (fof  outdoor   encount-      6d6  dire  wolves  (only  in   mountains)   as   guards.     stunned fof  id6  rounds.  On  the  surface,  this  cur-
               ers) are given for e2ch giant.  If  encountered  in  a      Cloud  giants  hate  to   be   &=bed   and   may   block     rent  becomes  a  wave  with  the  same  effect  but  of
               dungeon, the  range  should  be  read  as  feet.           mountain  passes  to  discourage   trespassers.              greater size (120' long  and  60'  wide  at  the  base),
               Hill Giants: These hairy  brutes  afe  12'  tall  and        Storm  Giants:  These  are  the  tallest  giants,  of-     and  inflicts  2d6  hull  points  of   damage   to   any
               very  stupid.  They  wear  animal  skins  and   carly      ten  over  22'  tall.  They  have  bronze-colored   skin     vessel in  its  path.
               huge  clubs  and   spears.   They   sometimes   (25%)      and  bright  red  or  yellow  half.  They  rarely  (10%)        Tcrrain: Variable by giant type.

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                   hapter 14: Monsters




         Gnoll                                                        Goblin

         Armor Class:            5                                    Armor Class:            6                                      and  have  well-developed  intravision,  with   a   90'

         Hit Dice:               2 (L)                                Hit Dice:               1-1 (S)                                range.  In full  daylight  they  fight  with  a  penalty

         Move:                   90' (30')                            Move:                   90' (30')                              of - 1  on  their  attack  rolls.  They  normally  send

         Attacks:                I weapon                             Attacks:                1 weapon                               hunting  parties  out  at  night   to   scavenge   food

         Damage:                 By weapon + 1                        Damage:                 By weapon                              and   attack   poorly-defended   groups   of    humans.

         No. Appearing:          ld6 (3d6)                            No. Appearing:          2d8 (6dlO)                             There is  a  20%  chance  that  when  goblins  are  en-

         Save As:                F2                                   Save As:                Normal     Man                         countered outdoors, 1 of  every  4  will  be  riding  a

         Morale:                 8                                    Morale:                 7 or 9 (see below)                     dire  wolf.  Goblins  hate  dwarves  and  will   attack

         Treasure Type:          (P) D                                Treasure Type:          (R) C                                  them on sight.

         Intelligence:           7                                    Intelligence:           9                                        In the goblin  lair  lives  a  goblin  king  with  15

         Alignment:              Chaotic                              Alignment:              Chaotic                                hit  points  who  fights  as  a  3   HD   monster   and

         XP Value:               20                                   XP Value:               5                                      gains  a  +  I  bonus  to  damage  rolls.  The   goblin

            Monster Type: Humanoid (Common).                                                                                         king has a  bodyguard  of  2d6  goblins  who  fight  as

            Gnolis  are  ferocious  humanoids  of  low   intelli-        Monster Type: Humanoid (Common).                            2  Hit  Dice  monsters  and   have   2d6   hit   points

         gence.  They  resemble   a   cross   between   a   human        Goblins  are  a  humanoid  race,   small   (3'/2'   to      each.  The  king  and  his  bodyguard  may   fight   in

         and  a  hyena.  They  live  in  rough,   rugged   waste-     4'/2'  tall)  and   very   ugly   by   human   standards.      full  daylight  without  a  penalty.  The  goblin   mo-

         land  and  wilderness  areas.   Gnolls   may   use   all     They   have   pointed   ears   and    misshapen    teeth.      rale is 9 rather than 7 as long as their king  is  with

         weapons,  but  most  do  not  work  metal;  they   steal     Their skin  is  a  pale  earthy  color,  such  as  chalky      them  and  still   alive.

         most  of  their  metal   weapons   from   humans.   They     tan  or  livid  gray.  Their  eyes  are  red,  and   glow        There  can  be  goblin  spellcasters;  see   "Monster

         are  strong,  but  dislike  work  and  prefer  to  buily     when there is little light.                                     Spellcasters" later in this chapter.

         and  steal.  For  every  20  gnolis   encountered,   one        Goblins  live  underground  in   caves   and   caverns        Terrain:   Cavern;   Hill,   Mountain,    Woods.

         will be a leader  with  16  hit  oints  who  attacks  as
                                       p
         a  3  Hit  Die   monster.                                     Golem*
            Gnolis are rumored  to  be  the  result  of  a  magi-                             Wood         Bone               Obsidian      Mud              Amber          Bronze
         cal combination of a  gnome  and  a  troll  by  an  evil
                                                                      Armor Class:            7            2                  3             9                6              0
         magic-user.                                                   Hit Dice:               2 + 2 (S)    6* (M)             6* (L)        8* (M)           10* (L)        20**    (L)
            There  can  be  gnoll  spellcasters;   see   "Monster     Move:                   120' (40')   120' (40')         120' (40')    90' (30')        180' (60')     240'  (80')
         Spelicasters" later in this chapter.
                                                                      Attacks:                i fist       4 weapons          1 weapon or   1 hug            2 claws/       i fist
            Terrain: Hill, Mountain.
                                                                                                                              1 fist                         1 bite         +   special

         Gnome                                                        Damage:                 id8          by weapon          2d4           2d6              2d6/2d6/       3dio

                                                                                                                                            + special        2dio           +   special
         Armor Class:            5                                    No. Appearing:          1 (1)        I (1)              I (1)         1 (1)            I (1)          1 (1)
         Hit Dice:               I(S)                                 Save As:                Fl           F4                 F3            F8               F5             F10
         Move:                   60' (20')

         Attacks:                1 weapon                             Morale:                 12           12                 12            12               12             12

         Damage:                 By weapon                            Treasure Type:          Nil          Nil                Nit           Nil              Nil            Nil

                                                                      Intelligence:           4            4                  4             4                4              4
         No. Appearing:          id8 (5d8)
                                                                      Alignment:              Neutral      Neutral            Neutral       Neutral          Neutral        Ne    utral
         Save As:                Dl

         Morale:                 8 or 10 (see below)                  XP Value:               35           500                500           1,200            1,750          5,975

         Treasure Type:          (P) c

         Intelligence:           11                                      Monster    Type:    Construct,    Enchanted    (Rare).      mands,  passwords,  or  riddles.  In  combat,  an   ob-

         Alignment:              Lawful or Neutral                       A    golem    is     a"construct,"  a   powerful,   en-     sidian golem reduced  to  0  hit  points  will  shatter

         XP Value:               lo                                   chanted  monster  created  and   animated   by   a   high      into  worthless   rubble.                              I
                                                                      level  magic-user  or  cleric.   Golems   can   be   made        Mud   Golem:   A   mud   golem   stands    about    6
            Monster Type: Humanoid (Common).                          of  almost  any  material.  The  DM  should   feel   free      tall  and  is  shaped  much  like  a   muscular   human
            Gnomes are a humanoid race related          to   (but     to create new types as desired.                                fighter.  It  can  swim  or  walk  on  the  surface  Of
         maller than)  dwarves.  They  stand  3'/2'  to  4'  tall        Golems   can   only   be   damaged   by    magic    or      mud  and  quicksand  without  sinking.   It   can   re-


         s
         and  have   long   noses   and   full   beards.   Gnomes     magical   weapons.    They    are    also    immune    to      main   submerged   in   the   substances   indefinitely
         have   well-developed   intravision,    with    a    go'     sleep, charm, and hold  spells,  as  well  as  all  gases      without  sinking,  rising  to  the  surface   when   it
         range.  They  usually  live  in  burrows  in  the   low-     (since they do  not  breathe).  The  creation  of  a  go-      wishes.  Mud  golems  hug  their  victims   with   both
         lands or in underground communities.                         lem  is  discussed  in   Chapter   16.                         arms, trying to smother the  victim  in  its  body.  If
            Gnomes  are  excellent smiths  and            miners.         Wood   Golem:   Crude   manlike   figures   about   3'      a mud golem  hits,  it  will  automatically  cause  2d6
         They  love  gold  and   gems   and   have   been   known     tall, they move stiffly, with a penalty of              on     points  of  smothering   damage   each   round   there-
         to  take  foolish  risks  just  to  obtain  them.   They     initiative rolls.  They burn  easily,  with  a  -  2  pen-      after.
         love  machinery  of  all  kinds  and  prefer   crossbows     alty to all saving throws vs.  fire,  and  all  such  at-        Amber   Golem:    These    resemble    giant    cats,
         and  war  hammers   as   weapons.   Gnomes   like   most     ta@ks gain  +  1  point  per  die  of  damage.  They  are      usually lions or tigers.  They  are  faultless  trackers
         dwarves,   but   make   war   with   goblins   and   ko-     immune  to  all  cold-based  attacks  and   all   missile      and can detect invisible creatures within 60'.
         bolds,  who  steal  their  precious  goid.   They   usu-     fire, including magic missile spells.                             Bronze   Golem:   These   creations   look   somewhat
         ally attack kobolds on sight.                                    Bone  Golem:  These   are   6'-tall   creatures   made      like fife giants and stand 16' tali.  Their skin
            For every 20  gnomes,  one  will  be  a  leader  with
                                                                      from   human   bones   bound   together   into   a   man-      bronze and their blood is  liquid  fire.  Any  creature
         11 hit points  who  fights  as  a  2  Hit  Die  monster.     like  form.  Their  four  aims  m-ay  be  attached  near-      hit by a  bronze  golem  takes  idlo  extra  points  of
         In the gnome city or  village  lives  a  clan  chieftain     ly   anywhere   on   their   bodies.   Four    one-handed      damage from  the  great  heat  inside  it  (uniess  the
         and  his  id6  bodyguards.  The   clan   chieftain   has     weapons  (or   two   two-handed   ones)   may   be   used      victim is resistant to  fire).  Anyone  scoring  damage
         18 hit points, attacks as a 4 Hit Die monster, a             by  a  bone  golem,  and  it  may  attack   two   enemies      on  a  bronze  golem  with   an   edged   weapon   must
         gains a bonus of  +  1  on  damage  rolls.  The  bo(  y-     each   round.   Bone   golems   are   immune   to   fire,      make  a  saving  throw  vs.  death  ray  or  take   2d6
         guards have 10- 13 hit  points  and  attack  as  3  1  D     cold, and electrical attacks.                                  pointsofdamagefromtheficry"blood"spuru'ng
         monsters.  As long as  the  clan  chieftain  or  lea(  er        Obsidian    Golem:    Golems    made    of    obsidian      out of  the  wound.  Bronze  golems  are  not  affected
         is  alive,  all  gnomes  within  sight  of  him  have  a     will   appear   as   sharp-featured   humanoids    carved      by  fire-based   attacks.
         morale of 10 rather than 8.                                  of  this  black  glass.   Obsidian   golems   have   only        Terrain:      Variable.
            There  can   be   gnome   spellcasters;   see   "Mon-     low  intelligence,   but   they   have   the   power   of        Load:  500  cn  X  HD  at  full  movement  rate,   or
         ster Spelicasters" later in this chapter.                    speech,  and   can   be   controlled   by   simple   com-      1,000  cn  X  its  HD  at  half   movement   rate.


                                                                                                     180@,*

             cal                                                                                             Chapter 14: Monsters





            Gorgon                                                     Gray Ooze                                                  Gremlin

            Armof Class:           2                                   Armor Class:         8                                     Armor Class:            7

            Hit Dice:              8* (L)                              Hit Dice:            3* (L)                                Hit    Dice:            J** (S)

            Move:                  120' (40')                          Move:                1 O' (3')                             Move:                   120' (40')

            Attacks:               1 horn or 1 breath                  Attacks:             I                                     Attacks:                Special

            Damage:                2d6 of petrification (special)      Damage:              2d8                                   Damage:                 Special

            No. Appearing:         id2 (id4)                           No. Appearing:       ld4 (ld4)                             No. Appearing:          id6 (id6)

            Save As:               F8                                  Save As:             F2                                    Save     As:            El

            Mofale:                8                                   Morale:              12                                    Morale:                 12

            Treasure Type:         E                                   Treasure Type:       Nil                                   Treasure Type:          Nil

            Intelligence:          1                                   Intelligence:        0                                     Intelligence:           9

            Alignment:             Chaotic                             Alignment:           Neutral                               Alignment:              Chaotic

            XP Value:              1,200                               XP Value:            50                                    XP    Value:            16

                                                                                                                                    Monster    Type:    Monster    (Rare).
               Monster  Type:      Monster (Very    Rare);     Planar     Monster Type: Lowlife (Common).                            Gremlins    afe    3'-tall    humanoids    with    pasty
            Monstef    (Very    Rafe).                                     This   seeping   horror   looks    like    wet    stone- gra   -green   skin,   large   saucer-shaped   eyes    and
               A  gorgon  is   a   magical   bull-like   monster   cov- usually  a  patch  about  8'  in  diameter,  or   a   boul- y

            ered  with  large  ironue  scales.  It  is  usually   found der  about  4'  in  diameter-and  is  difficult   to   see. pointed  ears.   They   afe   whimsical   a-nd   have   an

                                                                                                                                  evil  sense  of  humor.  Gremlins  can  radiate   a   cha-
            in hills  or  gmslands.  It  may  either  attack  with  its It  secretes  an  acid  which  does  2d8  points  of   dam- oti.c 2ura with  a  20'  radius.  Inside  the  area  of  ef-
            gfeat   horns   (often   charging   for   double   damage), age if it  touches  bare  skin.  This  acid  will  dissoive
                                                                                                                       I    .     tect,     anything   that   can   go   wrong   will    go
            or  use  its  horrible  breath  weapon.  Its  breath  is  aand  destroy  normal   armor   or   weapons   in   oniy   iwrong"   at   the   DM's   discretion.   Characters   must
            cloud  of   vapor,   60'   long   and   10'   wide.   Those round,  and  magical  items   in   one   turn.   After   th.esuccessfully  save  vs.  spells  each   round   to   avoid
            within  it  must  make  a  saving   throw   vs.   turn   to first  hit,  the  ooze  sticks  to  its  victim,  automati-

            stone,   or   be   petrified.   Gorgons   are   immune   to cally   destroying   any   normal   armor   and    continu- tne 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   theif   cha-

                                                                                                                                  otic  aura.  However,  any   creature   that   attacks   a
            tacks.   Gorgons   are   native   to   both    the    Prime   Gray  ooze  cannot  be   harmed   by   cold   or   rere, gretlin   and   misses   must   roll   a   second   attack
            Plane   and   their   original    home,    the    elemental but  can  be  harmed   by   weapons   and   lightninly.   @
                                                                                                                                  against  nim-  or  herself.  Any   character   casting   a
            plane of Eafth.                                            lair  may  contain  id4  oozes,   possibly   with   a   spe spell  within  the  chaoticqura  must  roll  a  save   vs.
               Plane  of  Earth:  On  the  plane  of  Earth,   a   gor- cial treasure made of stone (DM's choice).                spells.  If  successful,  the  spell  affects  the   grem-
            gon  is  a  local  herd   animal,   bred   by   the   horde   Terrain: Cavern, Ruins.                                 lins; if unsuccessful, the spell affects the caster.
            creatures   (see   below)   and   "milked"   (though   this                                                             Gremlin   magic   usually   affects    mechanical    de-
            fluid  is  bitter  and  oily,  in  human  terms)   or   swn Green Slime*                                              vices   before   nonmechanical   devices.    A    crossbow
            for food.  Its  breath  can  still  petrify  creatures  not Armor Class:        Can always be hit                     might  break  in  half,  axeheads  might  fall  off  their
            made of earth (saving throw applies).                       Hit Dice:            2** (L)                               shaft,  etc.  The  exact  effects  of  gremlin  magic  de-
                                                                       move:                3' (1')                               pends  on  the   DM's   imagination.   In   general,   the
                Elemental Plane ofe=h Statistics: HD 4,                Attacks:             I                                     magic  is  not  deadly   but   is   playfully   malignant.
               ,fAT I hom, D 1-4, NA 1-8 (3-36), Save F4,              Damage:              See below                             Gremlins live in deep, hidden caves.
               ML 5, TT Nil, AL N, XP 75.                               No. Appearing:       1 (0)                                   There   can   be   gremlin   spellcasters;   see   "Mon-
                                                                       Save As:             Fl                                    ster Spelicasters" later in this chapter.

               Terrain: Hill, Open; Plane of Earth.                     Morale:              7                                       Terrain: Any.
                                                                       Treasure Type:       (P +  S) B

            Grab Grass                                                 Intelligence:        0                                     Griffon

            Armor Class:           9                                   Alignment:           Neutral                               Armor Class:            5

            Hit Dice:              1 per 5' square (M)                 XP Value:            30                                    Hit    Dice:            7 (L)

            Move:                  0                                      Monster Type: Lowlife (Common)                          Move:                   120' (40')

            Attacks:               1                                                                                                Flving:               360' (120')
                                                                          Green   slime   cannot   be   harmed   by   any   ttacks.   I ,
            Damage:                Special                             except  fire  or  cold.  It  dissolves  cloth  or   leather Attacks:               2 claws/ 1 bite

            No. Appearing:         Not Applicable                      instantly, wood  and  metal  in  6  rounds,  but  can-     Damage:                 id4/id4/2d8

            Save As:               Normal Man                                                                       ings   to     No. Appearing:          1 (2d8)

            Morale:                12                                  not dissolve stone.  Green slime often cl@                  Save    As:             F4

            Tfeasufe Type:         Nil                                 walls and  ceilings  and  drops  down  in  a  surprise     Morale:                 8

            Intelligence:          0                                   attack.                                                     Treasure Type:          E

            Alignment:             Neutral                                Once in contact with flesh,  it  sticks  and  turns     Intelligence:           2

            XP Value:              10                                  the flesh into  green  slime.  It  cannot  be  scraped     Alignment:              Neutral
                                                                       off, but may be burnt off,  or  treated  with  a  curc     XP   Value:             450
                                                                       discase spell.
               Monster Type: Lowlife (Common).                             When  green  slime  drops  on  a  victim   (or   is       Monster   Type:   Monster   (Rare).
               Grab grass looks like ofdinaiy  tall  grass  (3'-5'     stepped  on),  the  victim   can   usually   burn   it       A griffon has  the  head,  wings,  and  front  claws
            tall).  Grab grass is  animated  and  will  attempt  to     while it is dissolving armor and clothing.  If  it  is     of an  eagle  and  the  body  and  hindquarters  of  a
            hold  any  individual  that  moves  into  or   through     not  burned  off,  the  victim  will  turn  completely     lion.  Its  favorite  prey  is  horses.  When   within
            it. There is a 5  %  chance  each  round  that  anyone     into  green  slime  id4  founds'after  the  first   6-     120'  of  a  horse,  a  griffon  must  make  a  morale
            with a strength of 12 or less can break  free  of  the     found  (one  minute)   period.   Burning   does   half     check  or  attack  immediately.  It  can  cam  off   a
            grab  grass.  Fof  every  point  of  strength  greater     damage  to  the  green  slime  and  half   damage   to     horse-sized creature at half its flying rate.
            thin 12, the chance increases  by  5  %  (an  individ-     the victim.                                                   Wild   griffons   may   be   tamed    if    captured
            ual with  16  strength,  for  example,  would  have  a        Terrain: Cavern, Ruins.                                 young,   becoming   loyal   mounts.   Tamed   griffons
            25 % chance each round to break free).

               The grab grass patch has  one  Hit  Die  fof  every                                                                are  still  likely  to  attack  horses,  however,  and

            5' square area  (thus  5'  square  are  destroyed  for                                                                must  check  morale  as   above.

            every 8 hit points  of  damage  done  to  the  grass).                                                                   Terrain:      Mountain.

               Terrain: Hill, jungle, Open.                                                                                          Load: 3,500  cn  at  full  speed,  or  7,000  cn  at

                                                                                                                                  half speed.

                                                                                                                                    Barding Multiplier: X 5.


                                                                                               181

                        pter  14:  Monsters


   Hag
                                  Black                                              S,,*                                           (level  equal  to  its  Mt  Dice),  but  rarely  uses   its
   Armor     Class:               4                                                  4                                              powers  fof  healing  (except   itself),   preferring   re-
   Hit Dice:                      11**** to 20****** (M)                             8*** (M)                                       sults of  death  and  destruction.  If  a  black  hag  does
   Move:                          150' (50')                                         120' (40')                                     not cast spells, it  fends  its  opponents  with  its  poi-
      Swimming:                   50' (20')                                          150' (50')                                     sonous  iron  claws;  any  victim  hit  must  make  a  sav-
   Attacks:                       2 claws or 1 spell                                 1 dagger/ 1 touch + gaze                       ing throw  vs.  poison  with  a  -  4  penalty,  or  die.
   Damage:                        2d4 + poison or spell                              id6/1 energy drain + special                       Black  hags   live   in   dark   caves   or   in   rude
   No. Appearing:                 1 (1)                                              1 (1)                                          thatched  huts   deep   in   gloomy   forests.   They   of-
   Save As:                       C  (level  =  HD)                                  F8                                             ten  keep  various  slimes,   oozes,   and   puddings   for
   Morale:                        10                                                 10                                             company,   and    are    always    accompanied    by    3d6
   Tfeasufe     Type:             c                                                  G+ M                                           evil  monsters,   many   of   them   undead   (but   farely
   Intelligence:                  12                                                 12                                             all).
   Alignment:                     Chaotic                                            Chaotic                                            Sea:   This   is   one   of   the   ugliest   creatures
   XP Value:                      See below                                          2,300                                          known,   and   has   the   foulest    habits    imaginable.
   Black   Hag   XP   Value   by    HD:                             ity  to  control  undead  as  if  they  wefe  also   undead     All  who  see  it  or  even  approach   within   lo'   must
        ii****      =         4,300   16*****     =      7,350      (though  they  are  not  undead).  Each   hag   is   treat-     immediately  make  a   saving   throw   vs.   spells   with
        12*****       =       5,625   17******    =      8,900      ed  as  double  its  Hit  Dice  for  control   calculations     a  -  6  penalty,  or  flee  in  fear   and   disgust   for
        13*****     =         6,100   18******    =     10,225      (sea  hag  as  if  16  HD,  black  hag  as  if  22-40   HD;     ld2O  +  5  rounds.  A  sea  hag   can   be   harmed   only
        14*****     =         6,500   19******    =     11,550      see   the   Undead   Lieges   and   Pawns   section   later     by  silver  or  magical  weapons.  It   lives   mostly   in
        15*****     =         6,gOO   20******    =     13,175      this   chapter   for   details   about   contfolling    un-     shallow  ocean   waters   near   coasts,   but   may   ven-
                                                                    dead.)  Each  type  of  hag   is   also   immune   to   all     ture on  land  for  up  to  three  hoofs  at  a  time.  Its
      Monster    Type:    Black    Hag:     Humanoid     (Very      special   abilities    of    undead    (including    energy     touch  is  both  an  energy  dfain  of  one  level  (as   a
   Rare).    Sea    Hag:     Humanoid,     Enchanted     (Very      drain,   paralysis,   undead-created   disease   or    poi-     wight's),  and  a  c2use  discase   (neither   effect   al-
   Rare).                                                           son,        etc.).                                              lowing a saving throw).
      Hags   appear   as   ugly   human   females,   but   are         B@:   A   black   hag   has   black   hair   and   blue-         Terrain:   Black   Hag:   Woods.   Sea    Hag:    Ocean
   actually monsters.      They   have   the    common    abil-      black warty skin.      It can cast spells  as  if  a  cleric     (coast).

   Halfling                                                         Harpy                                                           Haunt*
   Armor     Class:       7  (or  5,   see   below)                 Afmor       Class:      7                                                             Banshee*    Ghost*      Poltergeist*
   Hit Dice:              1-1                                       Mt           Dice:      3* (M)                                  Arinof Class:         -3          -2          - 1
   Move:                  90'     (30')                             Move:                   60' (20')                               Hit Dice:             13****      14****      12****
   Attacks:               I      weapon                                Flying:              150' (50')                                                    (M)         (M)         (M)
   Damage:                By weapon                                 Attacks:                2 claws/ 1 weapon + special             Move (Flying):        60' (20')   90'   (30') 60'   (20')
   No. Appearing:         3d6     (5d8)                             Damage:                 id4/id4/id6                             Attacks:              itouch/     itouch/     2    missiles
   Save As:               HI                                        No. Appearing:          id6 (2d4)                                                     1 gaze      I gaze
   Morale:                8  of  10   (see   below)                 Save           As:      F6                                      Damage:               Age         Age         Age      10
   Treasure     Type:     (P  +  S)   B                             Morale:                 7                                                             id4 x 10    id4  x   10 years     +
   Intelligence:          11                                        Treasure     Type:      C                                                             years /     years/      see     below
   Alignment:             LawfW                                     Intelligence:           7                                                             paralysis   paralysis
   XP Value:              5                                         Alignment:              Chaotic                                 No. Appearing: I (1)              I (1)       id4     (0)
                                                                    XP          Value:      50                                      Save As:              See  below  See   below   See   below
      Monster Type: Demihuman (Common).                                                                                              Morale:               9           10          11
      Halflings   can   also   appear    as    NPCS.    Other-         Monstcr Type: Monster (Rare).                                 Treasure Type:        E, N, 0     E,   N,   0 E,   N,   0
   wise,  they  are  usually  encountered   close   to   their         A  harpy  has  the  lower  body  of   -a   giant   eagle     Intelligence:         12          14          13
   settlements.  They  attack   as   first   level   fighters,      and   the   upper   body   and   head   of    a    hideous-     Alignment:            Chaotic     Any         Chaotic
   receiving  a  +  1  attack   bonus   when   using   missile      tooking   woman.   Harpies   can   sing    with    enchant-     XP Value:             5,150       5,500       4,750
   weapons.   Halflings   get   a   2   armor   class    bonus      ing,    mesaerizing    voices.    By    singing,    harpies
   when    fighting    larger    than    man-sized    enemies.      lure  creatures   to   them,   to   be   killed   and   de-     DM Chaddist:
   They  are  good  at   hiding,   and   in   woods   or   un-      voured.   Any   creature   hearing   the   harpies'   songs         Attacks:    Ectoplasmic     Net;     Gaze (Paralysis);
   derbrush  can  vanish  so  well  that  there  is   only   a      must   make   a   saving   throw   vs.   spells    or    be     Aging damage per blow.
   10%    chance    that    anyone    searching    for    them      charmed.   If   a   victim    makes    a    saving    throw         Defenses:   Immune   to   all   spells   except   those
   will  succeed.  Fof  every   10   halflings,   there   will      against  the  songs  of  a  group  of  harpies,  the   vic-     afkcting   evil;   harmed   only   by   +   2   or   better
   be one leader  (level  2).  As  long  as  their  leader  is      tim  will  not  be  affected  by   any   of   theif   songs     weapons;    saving    throw     vs.     turning/destruction
   alive  and  fighting  with  them,  their   morale   is   10      during the encounter.                                           (spells).
   rather  than  8.  They  live  in  small  villages  of   30-         Harpies  typically   make   their   nests   in   out-of-
   300  inhabitants.   Each   village,   or   shire,   has   a      the-way  places  where  there  is  a  certain   amount   of         Monster     Type:     Undead,      Enchanted      (Very
   sheriff  (level  2-7)  and  a   village   guard   of   5-20      human    traffic:    beside    mountain    passes     along     Rare).
   militia   with   2   Hit   Dice.   Treasure   type   B   is      caravan  routes,  on  small  hills  along   trade   routes,         A  haunt  is  an   undead   soul   of   some   creature
   found  only  if  the  halflings  are   encountered   in   a      etc.  The  harpies  try  to  lure  all  travelers  to  theif     (usually  human)  unable   to   rest.   Haunts   are   most
   wilderness      setting.       -                                 death.  Should  they  succeed  to   the   point   that   no     often   encountered   near    the    spots    where    the@
      Tcr,rain:     Ell,      Open.                                 new   travelers   ever   come   by,   they   will    simply     mortal  bodies   died-often   a   bog,   old   forest,   or
                                                                    move to a new site and start all over again.                    dungeon.   They   avoid,   but   are   not    harmed    by,
                                                                       There   can   be   halpy   spelkasters;   see   "Monster     sunlight   and    magical    light.
                                                                    Spellcasters" later in this chapter.                                 Haunts  can   only   be   harmed   by   magical   weap-
                                                                       Terrain: Hill, Mountain.                                     ons  of  +  2  or  greater  enchantment.   They   are   im-
                                                                       Load:  1,000  cn  at  full  speed;  2,000  cn  at   half     mune  to  all  spells  except  those  which  affect   evil.
                                                                    speed.                                                           Each  haunt  has  its  own  special  attack   form,   given
                                                                                                                                    in the descriptions.
                                                                                                                                        Haunts   do   not   inflict   normal    damage;    they
                                                                                                                                    cause   aging   with   their    t)hvsical    blows.    Each
                                                                                               182

                                                                                                                 Chapter 14: Monsters





                                                                                                                                      into  wailing  again  (if   the   opponents   are   very

                                                                                                                                      clever), but will not use its third wail until it is  in

                                                                                                                                      the  midst  of  combat.  If  avoided,  a  banshee   will

                                                                                                                                      not pursue.


                                                                                                                                         Ghost:  Of  all  the  more  powerful   undead,   only

                                                                                                                                      a ghost may be of any alignment.

                                                                                                                                         Every ghost has  the  ability  to  use  a  magic  jar

                                                                                                                                      effect (similar to the spell; range  30')  on  one  vic-

                                                                                                                                      tim  per  turn.  If  successful,  one  item  carried  by

                                                                                                                                      the ghost will  glow,  powered  by  the  life  force  of

                                                                                                                                      its  victim.  The  ghost's  force  then  possesses   the

                                                                                                                                      body of the victim, and  causes  it  to  attack  others.

                                                                                                                                      During this time,  and  for  as  long  as  it  possesses

                                                                                                                                      another,  the  ghost's  figure  stops,  merely   holding

                                                                                                                                      the  light  (but  oozing  the  ectoplasmic   net).   The

                                                                                                                                      ghost  and  the  item  both  remain  ethereal.  If   its

                                                                                                                                      magic jar  attempt  fails,  a  ghost  usually  material-

                                                                                                                                      izes and attacks with blows or its gaze attack.

                                                                                                                                         Some  ghosts  appear  in  forms  related   to   their

                                                                                                                                      death.   A   drowned   human   might    appear    soaked

                                                                                                                                      in water,  soaking  all  things  around  it;  the  ghost

                                                                                                                                      of  a   person   who   died   of   fire   might   appear

                                                                                                                                      cloaked  in  ethereal  flames.  The  DM  may   add   de-

                                                                                                                                      tails of this sort whenever desired.

                                                                                                                                         A  Lawful  ghost  appears  as   a   transparent   hu-

                                                                                                                                      man, usually  carrying  a  lantern  or  candle.  If  at-

                                                                                                                                      tacked, it can respond with  the  same  attacks  as  any

                                                                                                                                      other   ghost.   If   approached   with   caution,   the

                                                                                                                                      ghost will gesture.  If followed, it will lead to a  spe-

                                                                                                                                      cial  clue  or  treasure,  and  then   disappear.   Some

                                                                                                                                      Lawful ghosts exist only  to  guide  Lawful  living  be-

                                                                                                                                      ings away from some area of great danger.

                                                                                                                                         A  Neutral  ghost  is  a  human  soul  who  has   be-

                                                                                                                                      come  trapped,  unable  to  rest,  either  because   the

                                                                                                                                      body   remains   unburied,   or   because   the    being

            haunt  can  create  an  ectoplasmic  net   while   doing     This  loss  is  permanent  and  cumulative   (each   ad-     was  greatly  betrayed,  harmed,  or  cursed.  If   this

            other things, and all  haunts  can  use  a  gaze  attack     ditional  10  years  drains  another  point).   A   wish     type  of  ghost  is  aided,  and  the  body  found   and

            as well as its special or  physical  attacks.  If  seri-     will  restore  only  one  point  lost  in  this  manner,     returned  to  a  churchyard,  the  ghost  will  rest  in

            ously threatened (or if  morale  fails),  a  haunt  will     and  less  powerful  magic  cannot  affect   the   loss.     peace.  When  aided,  the  ghost  usually  reveals   its

            escape into  the  Ethereal  Plane  and  not  return  for     All aging  can  be  countered  only  with  a  potion  of     treasure hoard.

            id8 days.  A  haunt  can  only  enter  the  Ether  three     longevity  or  a  wish.  If  a  victim's  Consti  t@   n        A Chaotic  ghost  looks  like  a  nearly  transparent

                                                                                                                       ntu 10         @un@le  of  cloth.  It   may   assume   any   form   de-
            times per day, but can leave it at any time.                 drops to 0,  the  victim  dies  permanently,  a  d  can_

              Net:   When   first   encountered,   a   haunt    will     not be raised.                                               sired, even (but  rarely)  that  of  a  Lawful  of  Neu-

            normally  start  oozing  ectoplasm.  This   appears   as        Tuming:  When  a  cleric's  attempt  at  turni@ng   a     tral  ghost.  Whatever  the  form,  the  creature   will

            wispy tendrils,  slowly  forming  a  net.  The  net  has     haunt  gives  a  "D"  result,  the  creature  may   make     always have  a  dark  candle,  torch,  or  lantern  with

                                                                                                                                      it.  When  first  encountered,  a  Chaotic  ghost   uses
            no  effect  on  the  movement  of  the  haunt  or   oth-     a saving throw  vs.  spells  to  avoid  destruction.  If     its magic  jar  spell  immediately  unless  it  is  mas-
            ers, however, and is only  a  visual  effect  for  three     the saving throw  is  successful,  the  monster  is  not

            rounds; but  after  that  time,  the  net  is  complete,     turned  or  destroyed,  although  the  cleric  can   re-     querading as one of the other types.

            forming  a  10'  radius  around  the  haunt   and   mov-     peat  the  attempt.  Other  turning  results  are   han-
                                                                                                                                         Poltergeist:  This  strange   being   is   completely
            ing  with  it.  Any  living  creature  within   a   com-     died normally.                                               invisible,  having  the  form  of  a  cluster  of  ecto-
            plete  ectoplasmic  net  must  make   a   saving   throw        Each haunt keeps the treasure of  its  vl'cti@ms  i'n

                                                                         some area  near  the  place  where  it  is  encountered.
            vs.  spells  or  be  pulled  into  the  Ethereal   Plane                                                                  plasmic tentacles with dozens  of  tiny  eyes.  It  can-

                                                                                                                                      not be s
            (where the net also  exists).  The  ethereal  victim  is     Victims  of  haunts   do   not   become   haunts   them-              een  except  by  magic.  Its  ectoplasmic   net

            helpless unless he possesses  special  items  or  spells     selves unless they are extremely evil beings.                is usually the first thing seen.  Its  gaze  attack  will

            that permit travel  from  that  plane  (oil  of  ethere-                                                                  only affect creatures  able  to  see  invisible  things.

            alness, teleport,  etc.).  The  haunt  will  attack  its        Banshee:   This   lonely   haunt   prefers   desolate        A  pottergeist  throws  and  moves  things  with  its

                                                                                                                                      tent
            ethereal victims when it retums to the Ether.                moors  and  outdoor  places,  though  it  is   occasion-          acies.  It  is  usually  found  in  an  area  where

               Gaze:  A  haunt's  gaze  attack  has  a  60'   range,     ally found underground.  It  is  a  guardian  of  sorts,     loose  items  (sticks,  rocks,  etc.)  can   be   easily

            and may  be  used  once  per  round  (against  a  single     and may actually  help  one  race  in  its  area  (often     picked  up  and   used;   otherwise,   the   poltergeist

            victim)  at  most,   in   addition   to   other   attack     sprites or  pixies)  by  ftightening'and  chasinly  ene-     will  move  items  carried   by   the   intruders.   The

            forms.  The  victim  of  the  gaze  must  mqke  a   sav-     mies  away.  It  is  rumored  that  a   banshee'is   the     monster   can   throw   two   items   per   round;   the

            ing  throw  vs.  spells  or   be   paralyzed   for   2d4     soul of  an  evil  female  elf,  atoning  for  its  mis-     damage done  varies  by  the  size  of  the  item,  from

            rounds.  A  haunt  often  ignores  its  paralyzed   vic-     deeds in life.                                               as little as 1 point (for a small stick) to  3d6  points

            tims,  concentrating  its  attacks  on   other   enemies        A  banshee  can  use  its  special  attack,  a  wail,     (a  large  rock).  In  addition,  any  victim  hit  must

                                                                                                                                      make  a  saving  throw  vs.  spells  or  age  10  years;
            nearby, until only helpless ones remain.                     three  times  per  day.  All  victims  within  60'  must     this saving throw must be made for every hit.
               Aging:  Each  blow  from  a  haunt  ages   the   vic-     make a  saving  throw  vq.  death  ray  or  die  on  the        Unlike  other  haunts,  poltergeists   inhabit   only
            tim by  id4  x  10  years.  Elves  may  ignore  the  ef-     spot.  The creature often  uses  one  wail  at  -an  out-     indoor  or  underground  areas,   and   may   be   found
            fects of the first  200  years  of  aging;  dwarves  may     of-range  distance  to  w.'Ird  off   approaching   ene-     in groups.
            ignore the first 50  years,  and  halflings,  the  first     mies;  an  immediate   morale   check   must   be   made        Terrain: Ruins.
            20  years.  Otherwise,  each  10  years  of  aging  will     for  NPCs  and  monsters   hearing   it,   with   a   +4

            cause the  victim  to  lose  I  point  of  Constitution.     penalty  to  the  roll.  The  banshee  may  be   tricked

                                                                                                   183 @-

                      pter 14: Monsters


  Headsman (and Thug)                                             ambush  a  party  if  the  chance  for  success  is  good,     trol  fire  completely,  changing  it  to  solid,  liquid,
  Armor Class:          4  or   better                            especially  if  the  party  has   recently   been   wound-     of  gaseous  form  at  will  (saving  throw  applies   for
  Hit Dice:             1** to 12****** (M)                       ed.  Sometimes  thugs  may  be   hifed   as   guards,   if     fire-type      creatures).
  Move:                 120'     (40')                            assured  of  high  level  clerical  assistance  when   in-        A  helion  attacks  by  forming  a  ring   around   its
  Attacks:              1       weapon                            jured  or  stain.  They  may  rarely  be   found   working     opponent.  If its attack roll  is  successful,  it  shrinks
  Damage:               By weapon or special                      with  bandits  or  other  renegade   groups,   often   un-     around   the   victim,   who   then   cannot   move.   Ile
  No. Appearing:        id6     (2dl2)                            beknownst to the bandits themselves.                           helion  may  squeeze  for  2d8  points  of   damage   (per
  Save As:              T (level = HD)                               Thug   Special   Abilities:    Thugs    know    methods     round),  but  rarely  tries   to   damage   opponents   in
  Mofale:               7  or   better                            to  kill  quickly,  ne@tly,  and  silently.  A  thug  also     this way,  preferring  to  negotiate  peaceful  terms.  It
  Treasure Type:        (U  +  V),   F                            has  the  same  special  abilities  as  a  thief  of   the     will, however, defend itself if attacked.
  Intelligence:         12                                        same  level;  for  example,  a  6   Hit   Die   thug   can        Helions   are   famous   philosophers   and    negotia-
  Alignment:            Neutral                                   climb  walls  with  a  92  %  chance  of  success.   Thugs     tors.  Their  enemies  are  the  efreet  and  the   haoou,
  XP Value by HD:       1**    =    16                            use  standard  monster  attack  toll  tables,  not   those     and they fear water-type creatures and attacks.
                        2**    =    30                            for characters.                                                    Terrain: Plane of Fire.
                        3**    =    65                               A  thug  may  make  preparations  to  surprise  a  vic-
                        4**   =    175                            tim; if so, a roll of 1-3 (instead of 1-2) indicates  sur-     Hellhound
                        5**   =    425                            prise.  These   preparations   ofien   include   disguise,     Armor Class:             4
                        6*** = 950                                success at moving silently (as  the  thief  ability),  and     Hit Dice:                3**-7** (M)
                        7*** = 1,650                              a  strong  cord  or  edged  weapon  held  ready,  possibly     Move:                    120' (40')
                        8**** = 2,850                             while successfully hiding in shadows.                           Attacks:                 1 bite or 1 breath
                        9**** = 3,700                                If  a  prepared  thug  gains   surprise,   the   victim     Damage:                  id6 or special
                        lo***** = 4,750                           may be  slain  with  a  single  blow,  regardless  of  hit     No. Appearing:           2d4  (2d4)
                        11***** = 5,100                           points.  No  attack  roll  is  made;  instead,  the   base     Save As:                 F3-7
                        12****** = 6,500                          chance of  success  is  50  %,  modified  by  the  differ-     Morale:                  9
                                                                  ence in Hit  Dice,  as  follows:  if  the  victim's  level     Treasure Type:           c
    Monster Type: Human (Rate)                                    is  greater  than  the  Thug's,  subtract   5%   per   Hit     Intelligence:            12
    Headsmen    (also     called     "executioners")     are      Die; if the  victim's  level  is  less  than  the  Thug's,     Alignment:               Chaotic
  NPC    humans    commonly     employed     by     dominion      add  5  %  per  Hit  Die.  If  the  thug  does  not   gain     XP Value:                65, 175, 425, 725, or 1,250
  rulers.  They  are  trained  in  the  business  of  killing      surprise,  a  normal  attack  roll  is  made,   and   nor-
  criminals   who   have   received   the   death   penalty.      mal  damage  is  inflicted  if   the   attempt   succeeds.         Monster Type: Monster (Rare).
  Most  headsmen  afe  skilled  in   the   proper   use   of      A  successful  hit  may  also  require   the   victim   to        This  reddish-brown   doglike   monster   is   as   big
  bladed  weapons,  ropes,  and   poisons   and   afe   able      make a  saving  throw  vs.  poison  if  the  thug  is  us-     -as a  small  pony.  They  are  often  found  near  volca-
  to execute criminals quickly and neatly.                        ing a poisoned blade.                                          noes,   deep   in   dungeons,   or   with   other    fire-
    All    professional    headsmen    belong    to    their         Example:  A  7  HD  thug  attempting  to   kill   a   3     loving creatures (such as fire giants).
  own  guild,  which  is  associated   with   the   Thieves'      HD  fighter  has  a  chance  of  50%  plus  20%   (for   4        Hellhounds   are   cunning    and    highly    intelli-
  Guild.    Headsmen    keep    their    true     identities      HD  difference  in  the  thug's   favor),   of   70%.   If     gent.  They   can   often   detect   invisible   (as   the
  completely   secret,   wearing    hoods    or    disguises      the  same  thug  tried  to  kill  a  25th  level   fighter     magic-usef   spell;   75%   chance   per   round,    range
  when   engaged   in    professional    activities.    Many      lord,  the  chance  is  50%   minus   10%   (2   HD   dif-     60').  They  are  immune  to   normal   fire,   and   make
  own  ordinary  shops,  and  can  seem  to   be   perfectly      ference  in  the   victim's   favor),   or   40%.   Remem-     all saving throws as fighters of equal Hit Dice.
  ordinary   townsfolk.   Headsmen   of   6   HD   of   more      ber that the  fighter  has  only  9  HD  (despite  his  or        A   heilhound   will   attack   one   victim,    either
  are   90%   undetectable   in   their    disguises,    and      her  added  hit  points  per  level  above  that),  for  a     breathing  fire  (one  chance  in  three:  1-2   on   id6)
  study  languages  of  all  sorts  to  improve  their  mas-      difference of only 2 Hit Dice in this example.                 or  biting  (two  chances  in  three:  3-6  on  id6)  each
  querades.  Headsmen  of   10   HD   or   more   can   even         Terrain: Any; Settled.                                      round.   The   breath   does   id6   points   of    damage
  use the secret languages of other alignments.                                                                                  for  each  Hit  Die  of  the  hound.  The  victim  of  the
    Thugs:  A  secret   organization   exists   within   the      Helion*                                                        breath   may   make   a   saving    throw    vs.    dragon
  Guild   of   Headsmen.   These   evil    headsmen    enjoy      Armor Class:           1                                       breath   to   take   half   damage.
  their  work  too  much,  and  offer  their  services   for      Hit Dice:              9* (L)                                     Terrain: Cavern, Mountain.
  open  hire.  Others  call   them   Assassins   or   Thugs;      Move:                  90' (30')                                  Load: 250  cn  per  Hit  Die  at  full  speed;  500  cn
  they   call   themselves    Pragmati    ("the    practical         Flying:             240' (80')                              per Hit Die at half speed.
  people").                                                        Attacks:               I  grasp                                   Barding  Multiplier.-  HD  3-5:  xi.  HD  6-7:   x   2.
    Unlike   the   Thieves'   Guild,   the   Pragmati    are      Damage:                See below
  not  supposeed  by  adventurers  or   rulers.   They   are      No. Appearing:         ld4 (2d2o)                              Hippogriff
  sometimes   hired   by   other   NPCS,   especially   evil      Save As:               F9                                      Armor Class:             5
  ones.  However,  PCs  do  not   normally   contact   these      Morale:                9                                       Hit Dice:                3 + 1  (L)
  headsmen   for   any   reason;   their   organization   is      Treasure Type:         Special                                 Move:                    180' (60')
  dangerous as  either  an  enemy  or  an  ally.  Thugs  are      Intelligence:          14                                         Flying:               360' (120')
  treacherous   and   self-serving,    known    to    extort      Alignment:             Lawful                                  Attacks:                 2 claws/ 1 bite
  money  from  their   previous   "clients"   with   threats      XP Value:              1,600                                   Damage:                  id6/id6/idio
  of exposure, kidnapping, or even murder.                                                                                        No. Appearing:           0(2d8)
    Thugs   strongly   prefer   stealth,   treachery,    and         Monster    Type:    Planar   Monster,         Enchanted     Save As:                 F2
  ambush  to  normal   attacks.   They   often   use   magi-      (Very Rare).                                                    Morale:                  8
  cal   devices   when   attacking    powerful    opponents;         Helions   are    intelligent giant-sized      creatures     Treasure Type:           Nil
  potions,  rings,  and   miscellaneous   items   are   pre-      made  of  fire.  They  are   native   to   the   elemental     Intelligence:            3
  ferred.   Thugs   rarely   use   magical   weapons,   pre-      plane of  Fire,  and  are  rarely  encountered  elsewhere.      Alignment:               Neutral
  ferring  cheap  but  effective  tools  that  could  easily      Hehons are extremely good, and shun violence.                   XP Value:                50
  be  left   behind.   They   never   use   spells,   though         A  helion  appears  as   a   20'   diameter   ring   of
  they may hire (of be led by) evil spellcasters.                 flame.  It  is   immune   to   poison,   normal   weapons,        Monster Type: Monster (Rare).
    Thugs   usually   retreat   if    wounded,    and    may      all  1st  and  2nd  level  spells,  and  to  all   attacks        A  hippogriff  is  a  fantastic   creature   with   the
  flee  even  if  merely  discovered,   depending   on   the      based on earth.                                                foreparts  and  head  of  a  giant  eagle  and  the  hind-
  situation.   They   rarely   attack   adventurers,   know-         A  helion  can  detect  invisible  at  will,  and   can     quarters  of  a  horse.  They   are   a   magical   cross-
  ing  well  that  magic  and  other  special  attacks   can      use  detect  magic,  dispel  magic,  wall  of  fire,   and     breed   descended   from   both   griffons   and   horses.
                                                                                         times per day.  It  can  also  con-     They   are    carnivorous,    preferring    plains    herd

                                                                                              184

                                                                                                                                                                                            AW

                                                                                                                Chapter 14: Mons



            beasts,  and  can  carry  off   man-sized   or   smaller    Horde
            prey.  They can be  fidden  if  tamed;  this  is  easiest
                                                                        Armor Class:          3                                     in  1-10  days.  Each  planet  in  the  realm  of   th
            when.  they   are   raised   from   young.   Hippogfiffs    Hit     Dice:         3* to 21* (S-L, see below)            hordes is occupied by idloo life forces.
            nest  in  focky  crags,  but   may   fly   anywhere   in    Move:                 150,   (501)                             Each  individual  life  force  has  its  own   name
            search of prey.                                              Attacks:              I bite or  special                    All the bodies of a  single  life  force  will  respon
               Hippogriffs  will  usually  attack  pegasi,   who.are    Damage:               Varies  by  Hit  Dice                 to  the  same  name,  and  this  can  cause   confusio
            their  natural   enemies.   Even   when   ridden,   they    No. Appearing:        2d4  (dloo  x  10)                    in dealing with a  horde  creature.  The  creature  it
            must  make  a  morale   check   each   turn   they   @ee    Save      As:         See    below                          self can only die if all of its bodies  are  destroyed
            pe.gasi, of will turn and  attack  those  creatures  de-    Morale:               12                                       The  horde  creatures  do  not  consider  any  othe
            spite theit riders' orders.                                  Treasure Type:        Special                               life forms  to  be  intelligent.  When  a  horde  need
               Terrain:     Mountain.                                    Intelligence:         13                                    more foom, it will  simply  try  to  take  it,  withou
               Load: 3,000  cn  at  fWl  speed;  6,000  cn  at  half    Alignment:            Lawful                                regard for other  creatures;  thus,  they  afe  consid
            speed.                                                       XP     Value:         By  Hit  Dice  (see  below)           ered evil.  The  horde  creatures  often  grapple  wit
               Barding Multiplier: X 1.                                             Hit           Bite                              each other in this war for living space.

            Hobgoblin                                                               Dice      Damage               XP                  A horde creature can use ESP and teickin

                                                                                    3*            id6                  50           (up to 2,000 cn)  as  often  as  desired,  up  to  onc
            Armor Class:          6                                                 4*            id6                 125           per  round,  It  communicates  by   telepathy,   speak
            Hit Dice:             I + 1 (M)                                         5*            id8                 300           ing directly to the minds of  others.  It  is  incredi
            Move:                 90' (30')                                         6*            id8                 500           bly  intelligent,  and  can  easily  handle  dozens  o
            Attacks:              1 weapon                                          7*            idio                850           conversations at once.
            Damage:               By weapon                                         8*            idio            1,200                Each  horde  is  very  Lawful  and  always   danger
            No. Appearing:        id6 (4d6)                                         9*            2d6             1,600             ous.  A  horde  cfeatufe  sacrifices  as  many  bodies
            Save As:              Fl                                                10*           2d6             1,750             needed to  reach  a  goal,  and  thus  the  morale  of
            Morale:               8 or 10 (see below)                        II*-12*              2d8             i,goo             body is 12.  The  creature  is  immune  to  all  menta
            Trmure Type:          (Q) D                                      13*-16*              3d6             2,300             effects (charm, hold,  sleep,  etc.),  but  the  bodie
            Intelligence:         10                                         17*-20*              4d6             3   150           are  susceptible  to  blows  and   damage-causing   at
            Alignment:            Chaotic                                           21*           5d6             4:500             tacks of most  types.  Because  of  its  disregard  fo
            XP Value:             1 5                                                                                               individual  bodies,   a   horde   normally   does   no
                                                                           Monster Type: Planar Monster (Very Rare).                bother to attempt to save  them;  in  play,  it  simpi
               Monster     Type:     Humanoid      (Common).                "The hordes" afe  life  forms  native  to  the  ele-     fails  all  saving  throws  voluntarily.  However,   i
               Hobgoblins  are  relatives  of   goblins,   but   afe    mental plane of  Eafth.  Each  single  life  force  has     1 0 % or more of a horde's bodies are lost  in  a  sin
            bigger   and   meaner.   They   live   underground    in    hundreds  of  separate  insectlike  bodies.  The   size      le  activity  (an  encounter  with  enemies,  for  ex
            caves  and  dungeons,  but  often   hunt   outdoofs   in                                                                9
                                                                        of the bodies ranges  from  3  to  21  feet  long;  the     ample),  the   creature   will   either   resolve   th
            rough,   rugged   wasteland   and   wilderness   (having    length corresponds  to  the  Hit  Dice  (i.e.,  a  3-HD     problem  peacefully   (negotiating,   avoiding,   etc.
            no penalties in daylight).                                  body will  be  3'  long).  Details  on  the  individual     Ior call other hordes for assistance.
               A  hobgoblin  king  and  id4   bodyguards   live   in    bodies  are  given   above.
                                                                                                                                       Each horde can  have  a  different  species  of  in
            the  hobgoblin  laif.  The  king  has  22   hit   points       One horde  life  force  can  control  up  to  10,000     sect as its bodies.  One horde might consist
            and fights as a  5  Hit  Dice  monster,  gaining  a  bo-    Hit  Dice  of  bodies.  Replacement   bodies   can   be     bodies  which  look  like  huge   gold   praying   man
            nus  of  +  2  on  damage  rolls.  The   bodyguards   al    created at the rate  of  I  Hit  Die  per  tum.  Unlike     tises  with  wings,  while  another  might  consist  o
            fight  as  4  Hit  Dice  monsters  and  have   @d6   hil    insects, there is  no  "queen"  body;  the  life  force     smallish  black  beetles  with  glowing  red  tips   o
            points  each.  As  long  as  theit  king  is  alive  and    is widely spread,  occupying  all  the  bodies  evenly.     their antennae.
            with  them,  hobgoblin  morale   is   10   rather   than    The  life  force  can  only  control  bodies  within  a        The hordes'  enemies  are  the  kryst  and  the  un
            8.   A   hobgoblin   king   might   have   one   or.more    volume  100  miles  across;  if  taken   outside   that     dines.  They  fear  fire-type  creatures  and  attacks.
            thouls in his bodyguard as well (see Thoul).                range,  a  body  becomes  a   mindless   thing,   dying        Terrain: Plane of Earth.
               There   can   be    hobgoblin    spellcasters;    see
            "Monster Spellcasters" later in this chapter.
               Terrain: Cavern, Hill, Mountain, Woods.


            Horse

                                  Riding Horse             War Horse                Draft Horse          Pony                       and  cannot   move   at   charging   speed   for   mor
            Armor Class:          7                        7                        7                    7                          than three rounds at a time.
            Hit Dice:             2 (L)                    3 (L)                    3 (L)                2 (L)                         Draft  Horse:  This  is  a  large  horse  bred   fo
            Move:                 240' (80')               120' (40')               90' (30')            210' (70')                 sturdiness  and  endurance.  It  is  used  mostly   as
            Attacks:              2 hooves                 2  hooves                1 bite               2 hooves                   pack  animal,  or  for  plowing  of   pulling   wagons
            Damage:               id4/id4                  id6/id6                  id3                  id4/id4                    A draft horse will not  fight;  if  attacked,  it  wil

            No. Appearing:        0 (idio x 10)            0 (domestic)             0 (domestic)         0 (idio x 5)               flee.
            Save As:              Fl                       F2                       F2                   Fl                            Pony: This is a small horse,  preferred  as  a  rid
            Morale:               7                        9                        6                    7                          ing   mount   by   many   human   children,   halfling
            Treasure:             Nil                      Nil                      Nil                  Nil                        and dwarves.
            Intelligence:         2                        2                        2                    2  -                          Terrain: Open.

            Alignment:            Neutral                  Neutral                  Neutral              Neutral                       Load:  Riding  Horse:  3,000   cn   of   weight   a
            XP Value:             20                       3 5                      3 5                  20                         normal  rates,  or  6,000  cn  at  half   normal.   Wa
                                                                                                                                    Horse: 4,000  cn  at  normal  rates,  or  8,000  cn  a
               Monster Type: Normal Animal (Common).                    feed on.  Most wild  horses  on  the  plains  fall  into     half normal.  Draft  Horse:  Pulls  4,500  cn  at  nor
               Horses  are  four-legged  equines  already   familiar    the "riding hofse" category once tamed.                     mal  rates,  or  9,000  cn  at   half   normal.   Pony
            to  players.  They're  herbivores;  they  run  wild   in       War Horse: This  type  of  horse  is  bred  for  its     2,000  cn  at  normal  rates,  or  4,000  cn  at   hal
            the pwns and can be tamed as riding-beasts.                 warlike  temperament   and   strength.   Unlike   other     normal.
e               Riding Horse: This beast can  carry  a  fider  for  a    horses,  it  is  trained  to  charge.  When   charging,        Barding Multiplier: x 1.
            greater distance  than  any  other  type  of  horse.  It    its  rider  can  do  double   damage   when   using   a
               smaller, and can exist wherever  there  is  grass  to    lance.  The  horse   cannot   fight   while   charging,
S.

                                                                                                  18

                     hapter 14: Monsters


         Hsiao (Guardian Owl)                                            interfere  with  passing  PCs  who  do  no  dariiage   to         Monster Type: Monster (Rare).
         Armor Class:            5                                       the woodlands or the races of the forest.                          A  hydra  is  a  large  creature  with  a   dragonlike
         Hit   Dice:             4** to   15****   (L)                     Most  of  these  avia-n  clerics  are  4th  level;  25%      body  and  5-12  snakelike  heads.   It   has   one   Hit
         Move:                   90'   (30')                             a-re  higher  levels  (as  given  above;  maximum   level      Die  for  each  head,   and   each   head   has   8   hit
           Flying:               210'  (70')                             is   15th).   Although   able   to   physically    defend      points.  Its  saving  throws  are  as  a  fighter   level
         Attacks:                2 claws/  1beak or I spell              themselvcs  with  their  sharp  claws  and  beak,   these      equal to the number of heads.
         Damage:                 id6 / id6 / id4 or as spell             creatuf es depend oii their  spells  and  the  assistance         17he hydra will attack with all  of  its  heads  every
         No. Appearing:          id4   (id2O)                            of their  woodland  -allies  for  protection.  The  hsiao      round.  For  evefy   8   points   of   damage   a   hydra
         Save    As:             C (level  =HD)                          are  known  to  soii)e  druids,  though  their   philoso-      takes, one head  is  destroyed.  Fof  example,  if  a  7-
         Morale:                 9                                       phics (aligiiiiiciits) obviously diff(:r greatly.              headed  hydra  took  18  points  of  damage,   it   would
         Treasure Type:          0                                         No   otie   knows   where    thesc    creatures    come      only attack with 5 heads in the next round.
         Intelligence:           10                                      from,  but  their  aligniiiciit   and   clerical   powers         Special,  unusual  hydras  can   be   created.   These
         Alignment:              Lawful                                  suggest  that  they  wefc  cicatcd  to  scivc  the  cilds      could  have  poisonous  bites,  or  breathe  fire  (as  a
         XP   Value   by   HD:                                           of    Lawful    Immortals.                                     hellhound,  for  8  points  of  damage   per   head);   a
           4**     =       175   lo****    =4,000                          Terrain: Woods.                                              few  more  examples   are   shown   below.   Such   crea-
           5**     =    42   5   11****    =4,300                          Load:   A   hsiao    can niovc  at  up  to   full   speed    tures  should  be  placed  to  guard  special  treasures.
           6***    =       950   12****    =4,750                        when  carrying  2  50  c', x  its  HD   in   cnculiibrance;       Sea  Hydra:  This   monster   has   adapted   to   wa-
           7***    =  1,650      13****    =5,1    50                    it  can  move  at  half  specd  when  calryi[ig  500  cii      ter.  It has fins instead of legs.  It  is  otherwise  the
           8***    =  2,300      14****    =5,500                        x its HD.                                                      saine as its land-dwelling cousins.
                                                                                                                                           Flying  Hydfa:   Very   rare   and   very   dangerous,
           9***    =  3,000      15****    =5,850                        Hydra                                                          this  monster  has  huge  batlike  wings,  and  is  never
                                                                                                                                        iiiistaketi  for  a  dragon  or  wyvcfn.  It  can   swoop
           Mon,qte,r Type: Monster (Rare).                                Armor Class:             5
           The   hsiao   (sh-HOW)   are    -a    race of     peaceful    Hit Dice:                5-12 (i per head) (L)                 down  and  attack  with   up   to   three   heads,   each
         clefic-philosophcrs    who    inhabit    woodlands     and      Move:                    120' (40')                            head   Lapabic   of   carrying   off   a   man-sized   of
         forests.                                                         Attacks:                 5-12 bitts (I per h(:ad)              siiiallef victim.  Its flying movement rate flying
           Hsiao  look  like   giant   owls   with   broad   feath-      Damage:                  idio cach                             180' (60') per round; Hit Dice are 5-9**.
         ered   wings   and   large   intelligent   golden    eyes.       No. Appearing:           1 (1)                                    Regenerating   Hydra:    This    ratc    and    deadly
         These   creatures   live   in   trees,   making    earthen      Save As:                 F5-12                                 iiionstcr  rcgencrates  damage   very   quickly,   at   3
         nests  and  tunnels   high   above   the   forest   floor.       Morale:                  11                                    hit  points  per   round.   However,   damage   donc   by
         The   hsiao   know   and   work   closely    with    other      'li@urc Type:            B                                     fire    attacks    (including    flaming    swords)    of
                                                                                                                                        wounds  seared  by   a   brand   will   not   regenerate.
         woodland    creatures    (including     actaeons,     cen-      Intelligerice:           2
         taurs,  dryads,  elves,  treants,   and   unicorns),   and      Aligiinient:             Neutral                               Hit Dice arc 5-9*.
         may  call  on  them  for  aid.  Their  goals  include  the      XP Value:                175, 275, 450, 650, 900,                 Y&rraiii:   Hydra,    Regenerating    Hydra:    Swamp.
         preservation   of   woodland   wilderness   against    in-                               1,000, 1,100, or 1,250                Sea   Hydra:   Lake,   Ocean.   Flying    Hydra:    Moun-
         trusions   by   dangerous   humanoids.   They   will   not                                                                     tain.

                                                                                                               Chapter 14: Monsters


           Hydrax*                                                         area  effect"  and  automatically  hits.  All  Lmored     negotiation  to   combat,   and   have   few   enemies.
           Armor Class:          2                                         victims  within  the  area  (and  any  monsters  with     They fear earth-type creatures and attacks.
           Hit    Dice:          5** to 12** (L)                           AC 5  or  better)  automatically  take  2  points  of       Tcrrain: Any; Plane of Air.
           Move:                 60'  (20')                                damage   per   round.    Unarmored    victims    (and
              Swimming:          180' (60')                                monsters with AC  6  or  worse)  take  4  points  per     Kobold
           Attacks:              2 claws or special                        round.                                                     Armor Class:          7
           Damage:               idio/ id 10 or see below                  Any  victim  who  runs  out  of  the  swarm,  or  who     Hit Dice:             '/2 (1-4 hp) (S)
           No. Appearing:        1 (1)                                     swats the  insects  instead  of  making  another  at-     Move:                 90' (30')
           Save     As:          F (level = 2 X HD)                        tack or taking another action,  takes  only  1  point     Attacks:              1 weapon
           Morale:               9                                         per found.  To swat at the insects,  the  victim  must     Damage:               By weapon - 1
           Treasure Type:        Special                                   use  a  weapon  or  torch;  attempts  to  swat   with     No. Appearing:        4d4 (id6 x 10)
           Intelligence:         9                                         hands or afms have no effect.                              Save As:              Normal Man
           Alignment:            LawfW                                     If the swarm is  damaged,  it  will  pursue  its  at-     Morale:               6 or 8 (see below)
           XP    Valuc:          By Hit Dice:                              tacker nearly without fail (ML 1  1).  A  victim  can     Treasure Type:        (P)i
                                 5      HD:   425                          still escape either by disappearing from  sight  (in-     Intelligence:         9
                                 6      RD:   725                          visible,  around  a  comer,  etc.)  or  diving  under     Alignment:            Chaotic
                                 7      RD: 1,250                          water (which kills all the insects after  one  round,     XP Value:             5
                                 8      HD: 1,750                          during which normal damage is done).
                                 9   HD:    2,300                          Terrain: Any (except Arctic).                                Monster Type: Humanoid (Common).
                                                                                                                                       These   small,   evil   doglike   humanoids   usually
                                 10   HD:   2,500                          Invisible Stalker (Sshai)                                 live  underground  in  clans  of  10  to  60   members.
                                 11   HD:   2,700                          Armor Class:       3                                      They  have  sc@y,  rust-brown  skin   no   hair.   They
                                 12     HD: 3,000                          Hit Dice:          8- (M)                                 have   well-developed   intravision    with    a    go'
              Monster      T@:       Planar Monster,        Enchanted      Move:              120' (40')                             range.  They prefer to attack by ambush.
           (Very Rare).                                                     Attacks:           1 blow                                   A  kobold  chieftain  and  id6  bodyguards  live   in
              A  hydrax  is  an   intelligent   crablike   creature        Damage:            4d4                                    the  kobold  lair.  The  chieftain  has  9  hit  points
           made of ice.  It is native  to  the  elemental  plane  of        No. Appearing:     1 (1)                                  and  fights  as  a  2  Hit  Dice  monster.  The   body-
           Water,  and  is  almost   never   found-on   the   Prime        Save As:           F8                                     guards each have 6 hit  points  and  fight  as  1  +  1
           Plane.  The  hydrax  looks  like  a  giant  cfab  with  a        Morale:            12                                     Fbt  Dice  monsters.  As  long  as  the  chieftain   is
           body 8' long, with  six  legs  and  three  claws  equal-        Treasure Type:     Nil                                    alive,  all  kobolds  with  him  have  a  morale  of  8
           ly  positioned  around  its  body.  Although   the   hy-        Intelligence:      11                                     rather than 6.
           drax are Lawful in behavior, most are evil.                      Alig@ent:          Neutral                                  Kobolds  hate  gnomes  and  will   attack   them   on
              Hydrax   are   immune   to   normal   weapons,    all        XP Value:          1,200                                  sight.
           1st and 2nd level  spells,  and  to  all  attacks  based        Monster   Type:    Planar     Monster,      Enchanted       There  can  be   kobold   spelicasters;   see   "Mon-
           on fife.  A hydrax can  detect  invisible  at  will,  and        (Rate).                                                   ster Spelkasters" later in this chapter.
           can  cast  detect  magic,   web,   dispel   magic,   ice        An  invisible  stalker   is   a   magical   humanlike       Terrain: Cavem, Hill, Mountain, Wood.
           stofmlwa,U,  and  w2ter  to  ice  (much  lie   the   re-        monster  from  another  plane  of   existence,   sum-     Kryst*
           verse of  the  magic-user's  dissolve  spell,  but  sub-        moned  by  the  magic-user  spell  invisible  stalker     Armor Class:          2
           stituting  water  and  ice  for  mud  and  rock)   three        If the  summoned  stalker  is  given  a  simple  task     Hit Dice:             9* (M)
           times per day (all as  if  a  9th  level  magic-user).          that is clear and can be swiftly completed,  it  will     Move:                 240' (80')
              The  hydrax  use  tools  made  of  ice,  and.   build        obey promptly.  If the task  is  complex  or  lengthy,     Attacks:              3 spikes
           cities and devices  of  all  sorts.  Their  enemies  are        the creature will try to  distort  the  intent  while     Damage:               ldl2/ldl2/ldl2
           the undines  and  the  kryst,  and  they  fear  air-type        obeying the literal  command.  Fof  example,  if  or-     No. Appearing:        ld6 (IdlOOX 10)
           creatures and attacks.                                          dered to guard a treasure longer  than  a  week,  the     Save As:              E9
              Terrain:  Plane   of   Water.                                stalker may take it away to its own plane  of  exist-     Morale:               9
           Insect Swarm*                                                   ence and guard it there forever.                           Treasure Type:        Special
           Armor Class:          7                                         An invisible stalker is  most  often  used  to  track     Intelligence:         10
           Hit    Dice:          2*, 3*, of 4* (S)                         and slay enemies.  It is  highly  intelligent,  and  a     Alignment:            Lawfiil
           Move:                 30'  (10')                                faultless tracker.  If a victim cannot detect  invisi-     XP Value:             1,600
              Flying:            60'  (20')                                ble things, the stalker will surprise on a toll of 1-
           Attacks:              1 area effect                             5 (on id6).  A creature with  the  ability  to  detect       Monster Type: Planar Monster (Very Rare).

           Damage:               See below                                 invisible  things  feceives  a  +4  bonus  when   at-       Ihe  kryst  are  intelligent  beings  made  of  crys-

           No. Appearing:        I swarm (id3 swarms)                      tacking an invisible stalker.  The  stalker  will  re-     talline rock; each kryst  looks  like  a  group  of  12

           Save     As:          Normal Man                                tufn to its own plane once it is slain, dispelled, or     golden   crystal   spikes,   all   projecting   outward

           Morale:               11                                        has completed its task.                                   from a central point.  They  are  native  to  the  ele-

           Treasure Type:        Nil                                       The  race  of  "invisible  stalkers"  (which  is  the     mentij plane of Eat.

           Intelligence:         0                                         human  name  for  the  species)  lives  on  the  ele-       Kryst  are  immune   to   poison,   normal   weapons,

           Alignment:            Neutral                                   mental  plane  of  Aif.  They  call  themselves   the     all 1st and  2nd  level  spells,  and  to  all  attacks

           XP    Value:          25,50,orl25                               "sshai." Invisible  stalkers  are  much  faster  speed    based on air.  A kryst can  detect  invisible  at  will,
                                                                           on their home plane: 360' (120').                         and can use  detect  magic,  dispel  magic,  haste,  of
              Monster Type: Lowlife, Enchanted (Rare).                                                                               air to carth  (similar  to  the  magic-user's  dissolve
              An  insect  swarm  is  not  a  single  creatur!,  but        Plane  of  Air:  On  theif  home  plane,  the   sshai     spell,  but  tums  aif  into  earth)  three  times  per
           rather a group of small  insects  acting  toget  er.  It        are  much  like  dopplegangers;  they  can  use   ESP     day (all as if cast by a  9th  level  magic-user).  The
                                                                           at will, and  can  shapechange  to  nearly  any  form
           may be attracted to light or strange smeiis,         .of        native to their plane.  They  usually  appear  as  air     kryst  communicate  by  telepathy  (1  20'  range)  or,
           may  be  defending  its  @r.  Use   these   characteris-        clementals,  djinn,  or  haoou   (aerial   servants).     if mental  contact  causes  poor  reactions,  by  writ-
           tics  for  the  occasions  when  a  charactef   stumbles        Their true form is nearly identical  to  that  of  an     ten, messages.
           into a beehive of wasp's nest, for instance.                    air elemental, though that race  can  tell  the  dif-       .A   kryst   can   attack   by    ramming    opponents
              The  swarm  may  fill  a  10'x  10'x  30'   afea   @r        ference.  Sshai are occasionally hired  by  the  djinn     with its spikes, and  can  attack  up  to  three  times
           more.  The  insects  are  normal-sized,  either   crawl-        and the haoou as spies or guards.                         per round.
           ers (ants, centipedes,  or  spiders),  flyers  (bees  or        Sshai on theif  own  plane  may  have  1  to  12  Hit       The  kryst  have  a  widespread  and  complex  socie-
           wasps), or both (beetles or locusts).                            Dice, though all are about  man-size  in  their  true     ty in their  own  reahm,  peacefully  living  with  and
              No attack toll is  made  for  the  swarm;  it  is  an        forms.  Some are known  to  use  spells.  They  prefer     helping  the  earth  elementals.  They  welcome   visi-

                                                                                                 187

            ichapter 14: Monsters





           tors,  and  are  eager  to  gain  new  knowledge   of   all      Lich*

           types.   They   fear   and   wage   a   never-ending    war      Lich  Spellcaster  Levels,  Hit  Points,   and   XP   Values
           against  the  hordes,  and  seek   to   unite   all   othe'          @C    Lich                                                 Magic-User Lich
           creatures  against  them.  The  kryst  are   also   enemie@      Cle

           of the hydrax,  though they rarely encoun                        @ve,                    Hit   Points       XP Value            Level                  Hit     Points       XP Value

           them.  They  fear   water-type   creatures   and   attack,.      2                       9d6   +   12         10,500            21*****                  9d4   +   12         12,500

              Terrain: Plane of Earth.                                                              9d6   +   13         11,750            22*****                  gd4+13               14,000

                                                                            23****                  9d6   +   14         13,000            23*****                  9d4   +   14         15,500

           Lava Ooze                                                        24****                  9d6   +   15         i4,250            24*****                  gd4   +   15         17,000

                                                                            25****                  gd6   +   16         15,500            25*****                  gd4   +   16         18,500
           Armor Class:                5                                    26****                  gd6   +   17         16,750            26*****                  gd4   +   17         20,000

           Hit Dice:                   9 (L)                                27****                  gd6   +   18         18,000            27*****                  gd4   +   18         21,500
           Move:                       90' (30')                            28****                  gd6   +   19         19,250            28*****                  gd4   +   19         23,000
           Attacks:                    3 pseudopods                         29****                  9d6   +   20         20,500            29*****                  gd4   +   20         24,500

           Damage:                     (4d6 + 3d6)  x  3  (see  below)      30****                  gd6   +   21         21,750            30*****                  gd4   +   21         26,000
           No. Appearing:              ld3 (2d4)                            31****                  gd6   +   22         23,000            31*****                  gd4   +   22         27,500

           Save As:                    F9                                   32****                  9d6   +   23         24,250            32*****                  gd4   +   23         29,000
           Morale:                     12
                                                                            33****                  9d6   +   24         25,500            33*****                  gd4   +   24         30,500
           Treasufe Type:              Nil                                  34****                  gd6   +   25         26,750            34*****                  gd4   +   25         32,000

           Intelligence:               0                                    35****                  gd6   +   26         28,000            35*****                  gd4   +   26         33,500
           Alignment:                  Chaotic                              36****                  gd6   +   27         29,250        1   36*****                  gd4   +   27         35,000
           XP Value:                   900

                                                                            ,Armor    Class:        0                                        plus the amounts       of    coins, gems,   and    jewelry

              Monster Type: Lowiife (Very Rare).                             Hit   Dice:             See above (M)                            given  fof  Treasure  Type  H  in  Chapter  16   (but   at

              This  shapeless  monster  appears   as   a   puddle   or      Move:                   90' (30')                                go%  chance  fof  each   type).   The   number   and   se-

           stream  of  hot   molten   rock,   about   lo'x   10'.   it      Attacks:                1 touch or 1 spell                       verity  of  traps  and   other   dangers   to   intrtpders

           lives in  or  near  a  volcano  or  other  place  of  great      Damage:                 idio + paralysis or by spell             should be appropriate to protect such a hoard.

           heat.  Although  the  ooze   is   native   to   the   Prime      No. Appearing:          1 (1)                                           A magic-user lich normally has  id2  spells  on  it

           Plane,  it  can  freely  exist  on  the   elemental   plane      Save    As:             Character type and level                 of   permanent   nature-most    often    dctcct    invisi-

           of Fire.                                                          Morale:                 10                                       ble or  fly.

              Lava  ooze  is  fluid,  able  to  pass   through   small      Treasure Type:          See description below                           A clerical lich normally has  3d4  types  of  other

           holes or  cracks.  It  can  sense  vibrations  within  60'.       Intelligence:           18 +                                     undead  nearby,  acting  as  servants.  A  full  lair   of

           The    monster    attacks    by    extending     pseudopods      Alignment:              Chaotic                                  each   type   (maximum   number   appearing)    is    usu-

           (up  to  three  per  round)  from   its   fluid   body   to      XP Value:               See    above                             ally present.

           strike  at  its  opponents  up  to  15'  away.   Each   hit          Monster    Type:         Undead, Enchanted          (Very           Either  type  of  lich  can  summon  other   power.

           inflicts  4d6  points  of  damage,  and  leaves   a   coat-                                                                       ful  undead   for   aid.   The   summons   can   be   made

           ing of lava that inflicts 3d6 points of auto              .      Rare).
                                                                 matic          A  lich  is  a  powerful   undead   monster   of   magi-     simply  by  concentrating,   and   the   creature(s)   re-

           heat   damage   per   round   for   id4    rounds    there-                                                                       sponding   arrive   idloo    rounds    later,    depending

           after.  Multiple  hits  on  a  single   opponent   do   not      cal  origin.  It  looks  like  a   skeleton   wearing   fine     on  their  distance.  The   summons   may   be   made   as
                                                                            garments,   and   was   once    an    evil    and    chaotic
           increase  this  heat  darnage,  but   the   durations   afe                                                                       often  as  desired,  but  any   one   type   of   creature
                                                                            magic-user  of  clefic  of  level  21  or   greater   (often
           cumulative.                                                                                                                       will  respond  only  once  per  day  at  most.   To   ran-
                                                                            27-36).  A lich is  still  able  to  use  spells  as  it  did
              The  lava  ooze  is  mindless  and  attacks  until   de-      while alive,  so  it  is  extremely  dangerous.  A  lich  is     domly   determine   the   creatures   appearing   in   an-

           stroyed.  It  is  immune   to   fire   (both   normal   and                                                                       swer  to  the  summons,  roll  id2o  and  refer   to   the
                                                                            not   normally   found   wandefing,    but    instead    !e-
           magical)   and   to    all    mind    attacks    (including          .     .                                                      table.  Roll again  if  a  type  of  creature  has  already
                                                                            mains  in  or  very  near  a  well-defended  lair.  Sucn   a
           charm,    ESP    etc.),    but    takes    double    damage                                                                       responded   that    day.

           trom cold attacks.                                               lair   might   be   a   dungeon,    catacomb,    tomb,    or

                                                                            necfopolis ("city of the dead").
              Terrain: Mountain (volcanic).
                                                                                The very sight of  a  lich  causes  fe2r  in  all  char-            Roll     Creature

                                                                                                                                                    1-5      Spectfe (2d4)
           Leech, Giant                                                     acters   below   5th   level   (no   saving   throw).    Its

                                                                            merest   touch   causes   idio   points   of   damage,   and            6-9      Vampire       (id6)

           Armor Class:                7                                    can  paralyze  any   creature   for   idloo   days   (though            10-12    Phantom,     Shade      (id3)

           Hit Dice:                   6 (L)                                                                                                        13-15    Haunt, Ghost (id2 Chaotic)
                                                                            a  saving  throw  applies,  and  the  paralysis   is   magi-
           Move:                       90' (30')                                                                                                    16       Haunt, Poltergeist (id2)

           Attacks:                    1 bite                               cally dispellable).

                                                                                Before   any   encounter   with   a   lich,    the    DM            17       Spirit, Druj

           Damage:                     id6                                  should  select  spells  for  the   creature.   This   should            18       Spirit, Revenant

           No. Appearing:              0 (id4)                                                                                                      19       Nightshade (any 1)
                                                                            be  done  with  care,  as  a  lich  is  extremely   intelli-
           Save As:                    F3                                   gent  and  uses   them   to   its   best   advantage.   Note            20       Undead Beholder

           Morale:                     10                                   that  the  lich's  morale  is  given  as  10,  but  a   lich     I                                                        I

           Treasure Type:              Nil                                  flees if in actual danger.                                               Asummoned     vampire     may     (25%      chalice;

           Intelligence:               0                                        Liches  are  undead,  and  can  be   turned   (but   not     check fof  each)  be  a  magic-user  or  cleric  of  level

           Alignment:                  Neutral                              destroyed)    by    clerics.    They    are    immune     to     7-9   (id3   +6).

           XP Value:                   275                                  charm,     sleep,     feeblemind,      polymorph,      cold,            Liches are  master  villains,  coordinating  armies

                                                                            lightning,   and   de2th   spells,   and   can   be   harmed     and   spy-networks   made   up   of   the   undead.   Each
              Monster Type: Lowlife (Common).                               only   by   magical   weapons.   They   are   also    immune     one  has  its  own  goal:  One   may   want   to   achieve
              A  giant   leech   is   a   loathsome   wormlike   cfea-      to the effects of all spells of less than 4th level.             true  Immoftatity,  one  may   serve   an   evil   Immortd

           ture,  thicker  in  the  middle  than  at  the   ends;   it          Outside of its lair, a  lich  always  carries  id4  +  1     of  Entropy,  one  may  wish  to  transform   the   entire
           has  reddish-brown  skin   and   is   about   3'-41   long.      powerful   magical   items   to   be   used   in   case   of     world  into  a   horrid   playground   for   the   undead.

           It is a  parasite,  sucking  the  blood  of  its  prey.  In      trouble.   You   should   choose   these,    not    randomly     Each  lich   in   a   campaign   should   have   its   own
           combat,  a  giant  leech  attacks   with   its   suckerlike      determine  them.  Within  its   lair,   a   lich   has   4d8     name, style, and motivation.
           mouth.  If  it  hits,  it   then   holds   on   and   sucks      additional    temporary    magical    items    (of    more),            Terrain: Ruins.

           blood  for   id6   points   of   damage   per   round.   It

           must be killed to be removed.

              Terrain:            Swamp.


                                                                                                       188

                                                                                                               Chapter 14: Monste


      lizard, Giant                                                                                                                  Locust, Giant
                                                                                Homed                                                Armor Class:            4
                              Gecko                    Draco                    Chameleon               Tuatarq                      Hit Dice:               2** (S)
      Armor C@s:              5                        5                        2                       4                            Move:                   60'(20')
      Hit Dice:               3 +1 (M)                 4 + 2  (M)               5* (L)                  6 (L)                           Flying:              180' (60')
      Move:                   120' (40')               120' (40')               120' (40')              90'(30')                     Attacks:                1 bite or 1 bump or I spit
        Glide:                                         150' (50')                                                                    Damage:                 ld2 or ld4 or see below
      Attacks:                I bite                   1 bite                   1 bite/ 1 horn          2 claws/ Ibite               No. Appearing:          2dio (0)
      Damage:                 id8                      idio                     2d4/ id6                id4/id4/2d6                  Save As:                F2
      No. Appearing:          id6 (idio)               id4  (id8)               id3 (id6)               id2 (id4)                    Morale:                 5
      Save As:                F2                       F3                       F3                      F3                           Treasure Type:          Nil
      Morale:                 7                        7                        7                       6                            Intelligence:           0
      Treasure Type:          u                        u                        u                       v                            Alignment:              Neutral
      Intelligence:           2                        2                        2                       2                            XP Value:               30
      Alignment:              Neutral                  Neutral                  Neutral                 Neutral
      XP Value:               50                       125                      300                     275                             Monster Type: Lowlife (Common).
                                                                                                                                        Giant  locusts   are   2'-3'   Ion   and   live   under-
                                                                                                                                                                        9
        Monster Type: Giant Animal (Common).                          sects,    but   will   settle   for human   prey   in   lean   ground.   They   may   be   mistaken   for   statues    (or
        Gecko:  A  gecko  is  a  5'  long  lizard  colored   pale     times.     The creature  can  also  attack  with  its  horn     might  not   be   noticed   at   all)   until   approached,
      blue   with   orange-brown   spots.   Geckos    are    noc-     (for ld6 points  of  damage)  and  may  use  its  tail  to     because  of  their  stone-gray   color.   They   are   her-
      tufnal   carnivores.   They   hunt   by   climbing    walls     knock   other   attackers   down   (make    another    at-     bivores,  and  also  eat  fungus  such   as   yellow   mold
      or  trees  with  their   specially   adapted   feet,   then     tack  roll,  not   doing   any   damage   but   preventing     and  shriekers.   They   cannot   be   harmed   by   yellow
      dropping on their prey to attack.                               the target struck from attacking that round).                  mold or most poisons.
        Draco:  A  draco  is  a  6'   long   lizard   with   wide        Tuatara:  A   tuatara   is   an   8'   long   carnivore        Instead  of  fighting,  they  usually  flee   by   jump-
      flaps  of  skin  between  its  legs.   It   spreads   these     which  looks  like  a  cross  between  an  iguana  and   a     ing  away   (up   to   60').   Unfortunately   they   often
      flaps to glide  through  the  aif,  like  a  flying  squif-     toad.  It  has  pebble-colored  olive  skin   with   white     become    confused,    and    may     accidentally     jump
      rel.   Dracos   are   generally   found    above    ground,     spikes  along  its  back.  A  tuatara   has   a   membrane     into  a  party  (50%  chance  per  jump).  If  so,  a  vic-
      though   they   sometimes   creep   into   caves   to   es-     over  its  eyes  which,  when  lowered,  is  sensitive  to     tim  is  determined  randomly  and  an   attack   roll   is
      cape  very  cold  or   hot   weather.   They   are   carni-     changes  in  temperature,  allowing   it   to   "see"   in     made.  If the  giant  locust  hits  a  character,  the  vic-
      vores     and     have     been     known     to     attack     darkness     (90'     intravision).                            tim  is  battered   for   id4   points   of   damage.   The
      adventurers.                                                        Terrain: Cavern, Desert, Woods.                             locust then flies away.
        Homed   Chameleon:    A    horned    chameleon    is    a        Load:  Giant  lizards  can  carry  500   cn   x   their        When   frightened    or    attacked,    giant    locusts
      7'  long  lizard  which   can   change   color   to   blend     HD  at  up  to  full  speed,  or  1,000  cn  x  their   HD     make  a  loud  shrieking   noise   to   warn   their   fel-
      into its surroundings.  It  surprises  on  a  roli  of  1-5     at  up  to  half  speed.   They   cannot   be   tamed   as     lows.  In  dungeons,  this  shriek   has   a   20%   chance
      (on  id6).  A  horned   chameleon   can   shoot   out   its     mounts   except    with    DM    permission,    and    the     per round of attracting wandering monsters.
      sticky  tongue  up   to   5'   long.   A   successful   hit     DM  might   insist   (for   example)   that   the   taming        If  cornered,  a  giant  locust  will   spit   a   brown
      means  that  the   victim   is   pulled   to   the   horned     and  training  of  one  takes  a  Animal  Trainer   lizard     gooey  substance  up  to  10'.  The   target   is   treated
      chameleon's  mouth   and   bitten   for   2d4   points   of     specialist.                                                    as AC  9  regardless  of  his  true  armor  class.  A  vic-
      damage.  Horned         chameleons   prefer    giant    in-        Barding   Multiplier:    X    3.                            tim  hit  by  giant  locust  spittle  must  make  a  saving
                                                                                                                                     throw  vs.  poison  or  be  unable  to  do   anything   for

      Lizard Man                                                                                                                     I  turn,  due  to  the  awful  smell.   After   this   time
                                                                                                                                     the  victim  will  be  used   to   the   smell,   but   any
      Armor Class:            5                                          Lizard  men  are  semi-intelligent   and   use   spears     character   approaching   within   5'   must   also    make
      Hit Dice:               2 + 1 (M)                               and  large  clubs  (treat  the  clubs  as  maces),   gain-     a  saving  throw  or  suffer   the   same   effects.   This
      Move:                   60' (20')                               ing  a  bonus  of  +  1  on  damage  rolls  due  to  their     aroma will last until the spittle is washed off.
        Swimming:             120' (40')                              great strength.                                                    Terrain:       Cavern.
      Attacks:                1 weapon                                   One  in  ten  will   speak   a   little   Common.   PCs
      Damage:                 By weapon + 1                           can  negotiate  with  lizard  men  that   can   talk.   If
      No. Appearing:          2d4 (6d6)                               they   are   hungry   enough,   though,   and   the    PCs
      Save As:                F2                                      can't  deliver  them  a  lot  of  food,  the  lizard   men
      Morale:                 12                                      will still  prefer  to  eat  the  characters.  Lizard  men
      Treasure Type:          D                                       live  hard   lives,   hunting   most   of   their   waking
      Intelligence:           6                                       hours.   Sometimes   they   hire   themselves    out    to
      Alignment:              Neutral                                 other  races  as  warriors  or  scouts.   They   have   no
      XP Value:               25                                      interest in  other  races  other  than  what  those  races
                                                                      can do  for  them  (i.e.,  provide  food  in  one  way  or
        Monstc,r      Type:      Humanoid      (Common).              another).
        These    water-dwelling    creatures     resemble     men        Some  varieties   of   lizard   men   are   just   drab
      with lizard  heads  and  claws,  scaly  hides,  and  tails.     green  or  brown  in  color,  while  others  may  be  dra-
      lizard  men  are  often  found  in  swamps,   rivers,   and     matically  colorful:  Bright  reds,  blues,  yellows,   or
      along  seacoasts  as  well  as  in  dungeons.   They   live     greens, like some other reptiles.
      in  tribes  and   often   try   to   capture   humans   and        There   can   be   lizard   man    spelicasters;    see
      demihumans   and   take   the   victims   back    to    the     "Monster Spellcasters" later in this chapter.
      tribal lair as the main course of a feast.                          Terrain:Cavern, River/Lake, Swamps.








                                                                                                      189

                   pter 14: Monsters


   Lycanthrope*
                         Wcfcrat*                       Wcrcwolp                     Wercboar*                     Wcrctiger-                  Wcrcbcai*
   Armor Class:          7 (9)t                         5 (9)t                       4 (9)t                        3 (9)t                      2  (8)t
   Hit Dice:             3* (M)                         4* (M)                       4 + 1* (M)                    5* (L)                      6*  (L)
   Move:                 120'(4o')                      180' (60')                   150'(50')                     150' (50')                  120'  (40')
   Attacks:              1 bite or weapon               I bite                       1 tusk slash                  2 claws/ I bite             2 claws/ 1 bite
   Damage:               id4 or by weapon               2d4                          2d6                           id6/id6/2d6                 2d4/2d4/2d8
   No. Appearing:        id8(2d8)                       id6(2d6)                     id4(2d4)                      id4(id4)                    id4(id4)
   Save As:              F3                             F4                           F4                            F5                          F6
   Morale:               8                              8                            9                             9                           10
   Treasure Type:        C                              c                            c                             c                           c
   Intelligence:         10                             10                           10                            10                          10
   Alignment:            Chaotic                        Chaotic                      Neutral                       Neutral                     Neutral
   XP Value:             50                             125                          200                           300                         500
   t The number in parentheses is the creature's armor class when in human form.

                         Wcrebat*                       Wercfox*                     Wcrcshark*                    Wcrcscap                    Devil Swine*
   Armor Class:          4 (9)t                         6 (9)t                       4 (9)t                        5 (9)t                      3  (9)t
   Hit Dice:             3 + 3* (M)                     3 + 2* (M)                   4* (L)                        5 + 2* (M)                  9*  (L)
   Move:                 60'(20')                       180' (60')                   ol(ol)                        60' (20')                   180'  (60')
                         Flying: 180' (60')             Swimming: 90'(30')           Swimming: 180' (60')          Swimming: 180' (60')
   Attacks:              I bite                         I bite or weapon             1 bite                        i bite                      1 gore of blow
   Damage:               id4                            id6 or by weapon             2d6                           2d6                         2d6 or by weapon
   No. Appearing:        2d6(id8)                       id6(2d6)                     0(2d6)                        0(2dio)                     id3(id4)
   Save As:              F3                             F3                           F4                            F5                          Fg
   Morale:               7                              8                            7                             9                           10
   Treasure Type:        C                              c                            c                             c                           c
   Intelligence:         10                             11                           9                             10                          11
   Aliginnent:           Chaotic                        Neutral                      Neutral                       Chaotic                     Chaotic
   XP Value:             75                             75                           125                           400                         1,600

   t The number in parentheses is the creature's armor class when in human form.

     Moimcr   Type:   Monster,    Enchanted    (Conunon).
     Lycanthropes  are  humans  who   can   change   into
   beasts (or in the case of  wererats,  beasts  who  can
   change  into  humans).  They  normally  wear  no   ar-
   mor,  since  it  would  interfefe  with  theit  shape-
   changing.   Any    lycanthrope    can    summon    id2
   normal  anijmals  of  its  type:  werebears  can  sum-
   mon  normal  bears,   werewolves   can   summon   nor-
   mal   wolves,   and   so   forth.   Summoned   animals
   wiil arrive in id4 founds.
     Some animals  (such  as  horses)  do  not  like  the
   smell of lycanthropes and will react with fear.  If  a
   lycanthrope is  hit  by  wolfsbane,  it  must  make  a
   saving throw vs. poison  or  run  away  in  feat.  The
   sprig of wolfsbane  must  be  swung  of  thrown  as  a
   weapon,  using  normal  combat   procedures.   A   ly-
   canthrope  returns   to   its   "normal"   form   when
   killed.
     Animal  Form:  In   animal   form,   a   lycanthrope
   can  be  harmed  only   by   magical   weapons,   sil-
   vered  weapons,  or  spells.  The   lycanthrope   can-
   not  speak  normal  languages,  though  it  can  speak
   with normal animals of its weretype.
     Human   Form:   In   human   form,   a   lycanthrope
   often  looks  somewhat  like   its   wereform.   Were-
   rats have longef noses,  werebears  are  hairy,  were-
   bats  have  long   arms,   werefoxes   are   sly   and
   nimble, and so  forth.  In  this  form,  they  can  be
   attacked   with   normal   weapons,   and   they   may
   speak any known languages.
     Lycanthropy:   Lycanthropy   is   a   discase.   Any
   human character  who  loses  more  than  half  of  his
   hit  points  in  battle  with  a  lycanthfope  becomes
   a lycanthrope of the  same  type  in  2dl2  days.  The
   disease  kills  demihumans.  The  victim   begins   to
   show signs of the  disease  in  half  that  time.  The
   condition can be cured only by a  cleric  of  1  1  th
   level or greater, who will do so for a suitable  price                                                                                                d

                                                                                      190

                                                                                                                hapter 14: Monste





          or service.  Any  character  who  becomes  a  full  ly-     they  must  change  into  a  shark   and   will   maraud         trap the victim.  These  tentacles  are  coated  with

          canthrope will  become  an  NPC,  to  be  run  by  the     the seas.  Under  this  forced  change  they  lose  their         an acid slime  and  do  2d6  points  of  damage  each

          DM only.                                                   intelligence   and    become    bloodthirsty    killers.         round.  The  victim  can  be  freed  only  when   the

                                                                     The  only  difference  between   a   wereshark   and   a         malfera is kilied.

          Common Lycanthropes                                        mako  shark  is  that  weresharks  are  intelligent  and         In addition, the  breath  of  a  malfera  is  poison-

          Wererat:  Wererats  are  different   from   most   ly-     only   magic   or   silver   weapons   will    harm    a         ous.  Each time it hits with a bite, its  victim  must

          canthropes  because  the  were-animal  form  is  their     wereshark.  In  island  areas  there   are   rumors   of         save vs. poison (at a + 3 bonus) or  die.  A  malfera

          natural  form,  and  human  form  is  the  shape  they     humans that are weresharks.                                      is  immune  to  acid  and  can  be  struck  only   by

          assume.  They  are   intelligent,   can   speak   Com-        Wereseal:  This  unusual  creature  is   only   found         magical weapons.

          mon  in  either  form,  and  can  use  any  weapon.  A     near  seacoasts  of  cold   water.   The   more   common         Aside  from  its  combat  abilities,  a  malfera  can

          wererat  usually  prefers  to  use  a  man-sized   rat     female  form  (described)  is   not   normally   aggres-         detect invisible and open all doors as if  it  had  a

          form,  but  can  become  a  full-sized  human.   Were-     sive, but the  rarer  mate  (bull)  seal  can  be  quite         knock  spell.  Because  of  its  tough   constitution

          rats are  sneaky  and  often  set  ambushes,  surpris-     dangerous   (AC   3;   HD    8*;    MV    (same);    Dmg         and highly magical nature, it saves as a  13th  level

          ing on a roll of  1-4  (on  ld6).  They  summon  giant     2dio;  Save  F8;   ML   11;   XPV   1,200).   One   bull         fighter.

          rats to help them in battle.  Only  a  wererat's  bite     seal is usualiy accompanied by 2d4 females.                       Terrain: Any; Dimension of Nightmares.

          causes lycanthropy.                                            Devil Swine:  A  devil  swine  appears  as  either  a

          Werewolf:   These   creatures   are   semi-intelligent     huge  hog  or  a  grossly   fat   human.   Although   it         Manscorpion

          and  usually  hunt  in  packs.  Any  group  of  5   or     can  change  shape   freely   during   the   night,   it         Armor Class:       1
          more will have  a  leader  with  30  hit  points,  who     must   keep   one   shape   throughout   the    daylight         Hit Dice:          8** (L)
          attacks as a  5  Hit  Dice  monster,  adding  +  2  to     hours.  Devil  swine  prefer  the   fringes   of   human         Move:              240' (80')
          damage     rolls.     Werewolves     summon     normal     settlements,  especially  those  near  swamps  or   for-         Attacks:           1 weapon/ 1 tail
          wolves to form large packs with them.                      ests.  They  are  carnivorous,  especially  fond  of  hu-         DamaRe:            3d6/idio + poison
          Wereboar:   Wereboars   are    semi-intelligent    and     man  flesh,  and   will   ambush   if   possible.   Each         No. Appearing:     ld8 (2dio)
          bad-tempered.  In   human   form   they   often   seem     devil  swine  can  cast  a  charm  person  spell   three         Save As:           F8
          to  be  berserkers,  and  may  act  the  same  way  in     times per day.  It can  use  this  spell  in  either  hu-         Morale:            10
          battle (gaining +  2  on  attack  rolls  and  fighting     man  or  swine  form.  A  saving  throw  vs.  spells  is         Treasure Type:     (V)J, K, M X 2
          to  the  death).   Wereboars   summon   normal   boars     allowed, but with a  -  2  penalty  to  the  roll.  Each         Intelligence:      8
          to help them  in  battle.  Wereboars  do  not  associ-     devil  swine  normally  has  0-3  (ld4-  1)  humans  un-         Alignment:         Chaotic
          ate with devil swine.                                      der  its  control.  They  are  unlike  wereboars;  being         XP Value:          1,750
          Weretiger: These  relatives  of  the  great  cats  of-     fat,   pink   and   smooth-skinned,   while    wereboars

          ten act like  them,  being  very  curious  but  becom-     have bristly, hairy hides.                                        XP with spells, by HD:

          ing  dangerous  when   threatened.   They   are   good        Terrain: Variable, but often as animal type.                  8***  = 2,300           11****  = 4,300

          swimmers  and   quiet   trackers,   surprising   often                                                                      9***  = 3,000           12***** = 5,625

          (1-4  on  id6).  They   can   summon   any   type   of     Malfera*                                                         10**** = 3,700          13***** = 6,500

          great cat that is in the area (preferring tigers).          Armor Class:           3
          Werebear:    Werebears    are    very     intelligent,                                                                      Monster Type: Monster (Rare).

          even in  animal  form.  A  werebe-ar  usually  prefers     Hit Dice:              9** (L)                                   The   manscorpion   is   an   evil   combination   of
                                                                     Move:                  60' (20')
          to live alone or with bears.  It  might  be  friendly,                                                                      man  and  arachnid.  The  upper  body  is  like  that

                                                             at,     Attacks:               2 claws, bite + special                   of a human, but its lower parts are those  of  a  gi-
          however, if peacefully approached.  In comb                 Damage:                idioildio/id6
          werebears  can  hug  for  2d8  points  of  damage  (in     No. Appearing:         i(id2)                                    ant scorpion (with stinging tail).  It  may  be  found

          addition to  normal  damage)  if  both  paws  hit  the     Save As:               F13                                       in  nearly  any  climate,  but  most  frequently   in

          same  target  in  one  round.  A  werebear  can   sum-     Morale:                11                                        deserts, mountains, and dungeons.

          mon any type of bear in the area.                                                                                            This  arachnid  warrior  normally   wields   a   huge
                                                                     Treasure Type:         E                                         pole  arm  (damage  3d6  points),  but  may   use   a

          Unconunon Lycanthropes                                     Intelligence:          10                                        long bow  or  any  other  weapon  available.  It  may

          Werebat:  These   dangerous   flying   creatures   are     Alignment:             Chaotic                                   also strike with its dreaded deadly  poisonous  tail;

          sometimes    confused    with    vampires,     turning     XP Value:              2,300                                     the victim hit  takes  idio  points  of  damage,  and

          from human  to  bat  form  at  wili.  In  addition  to        Monster    Type:    Planar  Monster,        Enchanted         must make a saving throw  vs.  poison  or  die.  Even

          summoning   normal   and   giant   bats,   they    can     (Very Rare).                                                     if the saving throw is successful, the victim is par-

          summon  id4  other  werebats  (each  of   which   can,        A  malfera  is  a  creature  from  the  Dimension  of         alyzed for  0-7  rounds  (id8-1).  Only  victims  im-

          in turn,  summon  other  normal  or  giant  bats,  but     Nightmares,   where   many   evil   dreams   are    bred         mune to paralysis or poison can  avoid  this  effect,

          not  more  werebats).  Each  werebat  bite   may   in-     and  released  into  the  minds  of   steeping   people.         so the monsters are  greatly  feared.  They  are  im-

          flict a  nonmagical  disease  (of  the  DM's  choice);     A  malfera  appears  only  through   the   acts   of   a         mune to  their  own  poison  and  to  the  poison  of

          the chance is 1 in 6, checked per bite.                    powerful  magic-user  or   an   Immortal;   its   dimen-         all scorpions.

          Werefox:   Where   dense   underbrush    slows    most     sion  is  believed   poisonous   and   deadly   to   hu-         Some  (i  in  20)  of  the  arachnid  creatures   are

          normal  movement  to  half  or  less,  this   creature     mans.                                                            clerics, of 8th- 1 3th level (with the  corresponding

          can  maintain  full   or   two-thirds   normal   move-        The  malfera  has  a  large,  elephantlike  face  and         added  Hit  Dice).  However,   these   are   normally

          ment.  It also  normally  has  high  intelligence,  and     a short trunk.  The  head  is  topped  by  large  horns.         found only in their lair.

          thus  often  becomes  a  magic-user  as  well  (though     Large  fangs  protrude   from   either   side   of   the         Manscorpions   are   intelligent    warlike    beings

          spells can  be  cast  only  when  in  human  form).  A     trunk.  The chest  is  a  mass  of  slimy,  short  tenta-         whose  main  interests  involve  acquiring  food  and

          werefox  can  also  charm  (persons  in  person  form,     cles.  Long, muscular arms end in        'large,    jagged        destroying  creatures  different  from   them.   They

          animals  in  fox  form)  three  times  per  day;  how-     pincers.  Its feet are webbed  and  clawed.  It  is  col-         do  not  make  friends  with  other  sentient   races

          ever, this effect lasts for 24 hours at most.              ored night-black but has red veins and eyes.                     and  make  pets  only  of   giant   scorpions.   They

          'Wereshark:   These   are   mermen,   inflicted   with        In  combat,  a  malfera  attacks  with  pincers   and         make  raids   on   desert   human   communities   for

          a form  of  lycanthropy  that  enables  them  to  take     bites.  If both pincers hit the  same  target,  the  vic-         food and attack any living thing  that  ventures  in-

          the form of  a  mako  shark  anytime  they  choose  so     tim is dragged to  the  chest  of  the  malfera  on  the         to their territories.

          long as it is ifl darkness.  When  the  moon  is  full     next   round.   The   tentacles    then    automatically         Terrain: Cavern, Desert, Mountain.







                                                                                               191

                        apter 14: Monsters


       Manta      Ray                                                        Load:  3,000  cn  at  up  to  full  speed,  or  6,000   cn     Mek

                                 Normal           Giant                   at  up  to  half  speed.                                           Armor Class:            -4
       Armor Class:              6                6                          Barding   Multiplier:   x   2.                                 Hit Dice:               ll** to 16** (L)
       Hit Dice:                 4* (L)           10* (L)                                                                                   Move:                   90'   (30')
       Move:                     120' (40')       180' (60')              Medusa                                                            Attacks:                2
       Attacks:                  1 tail           1 buffet/  1  tail      Armor Class:           8                                          Damage:                 id6 x lo/ id6 x 10 +
       Damage:                   id8 +            3d4/2dio +              Hit Dice:              4**    (M)                                                         paralyzing breath
                                 paralysis        paralysis               Move:                  90'  (30')                                 No. Appearing:          1  (1)
       No. Appearing:            0 (1-3)          0 (1)                   Attacks:               I snakebite + special                      Save As:                F36
       Save As:                  F2               F5                      Damage:                id6 + poison                               Morale:                 12
       Morale:                   7                7                       No. Appearing:         id3 (id4)                                  Treasure Type:          See below
       Treasure Type:            Nil              v                       Save As:               F4 (see below)                             Intelligence:           Not ratable.
       Intelligence:             2                2                       Morale:                8                                          Alignment:              Lawful (with master) or
       Alignment:                Neutral          Neutral                 Treasure Type:         (V) F                                                              Chaotic (without)
       XP Value:                 125              1,750                   Intelligence:          9                                          XP Value by HD:         11**  =   2,700

          Monster     Type:       Normal:       Normal        Animal      Alignment:             Chaotic                                                            12**  =   3,000

       (Common); Giant: Giant Animal (Rare).                               XP Value:              175                                                                13**  =   3,250

          Manta   rays   afe   aquatic    creatures,    flat    fish                                                                                                14**  =   3,500

       whose   bodies   are   shaped    like    broad    wings    of         Monster   Type:     Monster    (Rare).     Planar     Mon-                             15**  =   3,7   50

       sails.   They   flap   their   "wings"   to    propel    them      ster (Verv Rare).                                                                         16**  =   4,050
                                                                             A'me@usa   looks   like   a   human   female   with   live
       through  the  water.  When  a   manta   ray   lies   in   the      snakes  growing  from  her  head   instead   of   hair.   Me-         Monster Type:       Construct,      Enchanted      (Very
       sand  on  the  ocean  floor  it  is  completely   invisible..      dusae  are  very  magical,  and   the   mete   sight   of   a     Rare).
          Normal    Manta    Ray:    Normal    manta    rays     can      medusa  will  turn  a  cfeatute  to  stone  unless  the  vic-         Meks are huge ( 1 5'-  2  5'  tall)  metallic  creations
       gfow  to  be  7'  in  width  and  12'  in  length.  The  tail      tim  makes  a  saving  throw   vs.   tum   to   stone.   How-     created by a long-dead race of inhuman
       on   the    manta    ray    has    many    sharp    poisonous      ever,  this  will  affect  only  one  character  per   round,     sectlike   sorcerers.   Those   with    masters    generally
       spines  that   can   paralyze   its   victim.   They   attack      and  characters  may  watch   the   reflection   of   a   me-     serve   as   guards.   Lone   meks   usually   wander   ran-
       with  this  tail.  A  saving  throw  vs.  poison  will   pre-      dusa  in  a  mirror  without  danger.  If   a   medusa   sees     domly,   attacking   most    creatures    they    encounter,
       vent paralysis.                                                    her  own  reflection,  she   must   make   a   saving   throw         Most   meks   resemble   their   creators,   with    in-
          Giant  Manta   Ray:   Giant   manta   rays   can   be   up      vs. turn to stone or she will petrify herselp.                    sectlike   features,   barrel-like   chests,    and    long,
       to  about  40'  in  width   and   75'   in   length.   Beside         In   combat,   the   medusa   makes   one   attack    roll     barbed,   double-jointed    arms    and    legs.    However,
       the  poisonous  tail,  they   can   also   buffet   (ram)   a      for  the  bites  of  the  snakes,  and  if  they   hit,   the     meks   resembling   giants,   lizards,   and   many    other
       creature   for   3d4   points   of    damage.    They    feed      victim  must   make   a   saving   throw   vs.   poison   (in     creatures    have    been     encountered.
       ffom    the    ocean    floor    and    sometimes     swallow      addition  to  taking   id6   points   of   damage)   or   die         Each   "normal"   mek   attacks   by    striking    with
       treasure that has settled there.                                   in  one   turn.   A   medusa   will   often   wear   a   robe     its  heavy  limbs  and  breathing  a   paralyzing   gas   in
          Terrain:          Ocean.                                        with  a  hood  for  disguise  so  she  can  trick  her   vic-     a   20'   diameter   cloud   around    it.    Each    victim

       Manticore                                                          tims   into   looking   at    her.    Medusas    occasionally     within  the   cloud   must   make   a   saving   throw   vs.
                                                                          use weapons.                                                      breath   weapon   (each   round)   or   be   paralyzed   for
       Afmor Class:              4                                           Anyone   who   tries   to   attack   a   medusa    without     id3 turns.
       Hit Dice:                 6 + 1* (L)                               looking  at   her   must   subtract   4   ffom   the   attack         Meks  are  not  intelligent,   but   respond   to   sim-
       Move:                     120' (40')                               roll,  and  the  snakes  may  attack  with  a   +   2   bonus     ple    verbal    commands    from    their    masters.     A
          Flying:                180' (60')                               to  the  attack  roll.  A  medusa  also  gains  +  2  on  all     cold-based  attack  will  slow  a   mek   to   half   speed,
       Attacks:                  2 claws/ 1bite or 6 spikes               saving  throws  vs.  spells  due  to  her   magical   nature.     but  they  are   immune   to   all   other   spells   except
       Damage:                   ld4/ id4/2d4 or id6 each                    Many   medusae   are   evil.    Others    are    reelusive     disintegrate.
       No. Appearing:            id2 (id4)                                scholars,   ancient   sages   who   can   guide   heroes   on         Terrain: Any.
       Save As:                  F6                                       their  quests  and   who   conceal   their   deadly   visages
       Morale:                   9                                        under veils.
       Treasure Type:            D                                           There   are   also   medusa   spelicasters   (see    "Mon-
       Intelligence:             3                                        ster Spellcasters" later in this chapter).
       Alignment:                Chaotic                                     Medusas   are   native   to   both   the    Prime    Plane
       XP      Value:            650                                      and   their   original   home,   the   elemental   plane   of

          Monster     Type:     Monster     (Rare).                        Earth.
          A  manticore  is  a   horrid   monster   with   the   body         Plane  of  Earth:  On  the  plane  of   Earth,   a   medu-

       of  a  lion,  leathery  bat  wings,   a   tan   ridged   with      sa  is  an  ugly  wrathing  mass  of   lo'   long   tentacles
       spikes,  and  the  face  of   a   man   with   large,   sharp      connected   to   a   small   lumpy   spherical   body.   Sev-

       fangs.  It   usually   lives   in   wild   mountain   ranges.      eral  eyes   on   foot-long   eyest@   also   protrude   from
          The   manticore   has   24   tail    spikes,    and    can      the  body;   the   mouth   has   many   teeth.   The   tenta-

       shoot   six   each   found   even   when    flying    (ranges      cles  are  used  both   for   movement   (180'   (60'))   and

       50/100/180).    The    creature    regrows     two     spikes      combat.  T'he   medusa   can   attack   with   10   tentacles

       per  day.  Its   favorite   food   is   man.                       per  round;  each  hit  requires  a  saving  throw  vs.   pa-
          Manticores    frequently     track     humans,     ambush-      ralysis  (lasting  2d4  rounds  if   failed).   A   paralyzed
       ing   them   with    spike    attacks    when    the    human      VictLm  is  drawn  to  the  mouth   and   bitten   for   2-16
       group  stops  to  rest.  Another  tactic  is  to  stalk   its      (2d8)  points  of  damage   per   round   (no   attack   roll

       prey  like  a  great  cat,  creeping  up  close  on  an   un-      required while the victim is paralyzed).
       suspecting   victim.   When    that    victim    is    alone,
       the  manticore  fires  off  a  barrage  of   tail-spikes   to           Etcmental   Plane   of   Earth   Statistics:    AC    4,
       bring   the   victim   down.   The   manticore   then    eats         HD   8**,   MV   180'   (60'),   NA    1-4,    Save    F4,
       the  victim.  Less   frequently,   a   pack   of   manticores         ML 9, TT (V) F AL C, XP 1, 750.
       will stalk and attack a group of victims.
          Terrain:       Mountain.                                            Terrain: Cavern, Ruins; Plane of Earth.


                                                                                              @-        192

  T

                                                                                                             Chapter 14: Monsters


         Men
                                                       Brigand                                      BuccancerlPirate                           Dervish
         Armor Class:                                  Variable                                     Variable                                   Variable
         Hit  Dice:                                    I (M)                                        1   (M)                                    I (M)
         Move:                                         120' (40')                                   120'(4o')                                  120' (40')
         Attacks:                                      I   weapon                                   I   weapon                                 1   weapon
         Damage:                                       By  weapon                                   By  weapon                                 By weapon
         No. Appearing:                                0 (id4 x 10)                                 0 (special)                                0 (id6 +1  x  10)
         Save   As:                                    Fl                                           Fl                                         Fl
         Morale:                                       8                                            6   (7)                                    10
         Treasure Type:                                A                                            A                                          A
         Intelligence:                                 I 1                                          1 1                                        1 1
         Alignment:                                    Chaotic                                      Neutral  (Chaotic)                         Lawful
         XP Values:                                    Variable                                     Variable                                   Variable

                                                       Noble                                        Nomad                                      Trader
         Armor Class:                                  2                                            Variable                                   5
         Hit  Dice:                                    3-8    (M)                                   1   (M)                                    I (M)
         Move:                                         60'  (20')                                   120, (40')                                 90'  (30')
         Attacks:                                      I   weapon                                   1   weapon                                 1   weapon
         Damage:                                       By  weapon                                   By  weapon                                 By weapon
         No. Appearing:                                0    (2d6)                                   0 (id4 x 10)                               0   (id2O)
         Save   As:                                    F3-8                                         Fl                                         Fl
         Morale:                                       8                                            8                                          Variable
         Treasure Type:                                VX3                                          A                                          A
         Intelligence:                                 1 1                                          1 1                                        1 1
         Alignment:                                    Any                                          Neutral                                    Neutral
         XP Values:                                    Variable                                     Variable                                   Variable

            Monster      Type:      Human      (Common).              they are  sailing.  Choose  a  type  of  ship  to  match       Well-defended  coastal  towns  often  serve   as   ha-
            Most  groups  of  men  are  led   by   higher   level     the  terrain.  Buccaneefs  and  pirates  are   organized      vens  for  pirates  and  buccaneers.  These  are   law-
         leaders  (with  better   armor,   hit   points,   saving     as   shown   on   the    table.                               less   and   dangefous   places,   full   of   possible
         throws,  and   possibly   magical   items).   Men   usu-                                                                   adventures.
         ally have large  camps.  Most  treasure  is  usually  at                                   No.  of  No. of Men
         the camp.  There  are  other  types  of  men  (see  also                                                                   Dervish:   Dervishes   are   desert   raiders.    About
                                                                         Ship                       Ships     per    ship
         Berserker,   Headsman   (and   Thug),    Mystic,    Nor-        River Boats                1-8         10-20               go% are  fighters;  the  rest  are  clerics.  Dervishes
         m;d Human).                                                      Small Galley               1-6         20-40               often form camps or  tribes  of  up  to  300  men,  led
                                                                         Long Ship                  1-4         30-50               by a 10th level cleric.  Such  a  camp  will  be  eithef
         Brigand:  Brigands   are   loosely   organized   outlaws        Sailed Warship             1-3         40-80               tents   (75%)   or   a   wooden   or   brick   stockade
         and   renegade   mercenaries   who   live   by   raiding                                                                   (2  5  %).  These  camps  contain  theif  women,  chil-
         towns  and  robbing   caravans   and   travelers.   Most                                                                   dren, livestock, and their treasure.
         belong to the  fighter  class.  For  every  20  brigands        Buccaneer/Pirate   Organization   of    Troops              Dervishes  are  noted  for  their  fanatic  belief  in
         thefe is one  additional  2nd  level  fighter  who  acts                                         Percent of  Men           ineir  philosophies  and  their  intolerance  of  other
         as their leader.  For  every  40  brigands  there  is  an        Weapons      and       Armor Buccancers Pirates            views.  On  rare  occasions,  they  will  wage  a  holy
         additional  4th  level  fighter  acting   as   commander        Leather     armor,     sword     60%        50%            war in which  they  attempt  to  capture  or  kill  all
         of the entire group.                                             Leather    armor,     sword,                               who have  different  beliefs.  Captives  are  given  an
            Half   of   the   brigands   have   leather    armor,         crossbow                        30%        35 %           opportunity  to  convert;  if  they  refuse,  they  may
         shield,   short   bow,   and   sword.   The   rest   are        Chain mail, sword                                          be  killed  or  enslaved.  Lawful  characters  may   be
         mounted  on  riding  horses,  wear   chain   mail,   and         (if buccaneers,                                           invited to join  the  crusade,  and  those  who  refuse
         carry  shields  and  swords.  The  leaders  wear   plate         plus crossbow)                  10%        15 %           will be viewed  with  great  suspicion  uniess  a  good
         mail,  carry   swords   and   lances,   and   ride   war                                                                   reason can be  provided  as  to  why  they  should  not
         horses with barding.                                             For every 30  buccancers,  there  is  an  addition-al      participate.
            Brigands   often   band   together    in    fortified     4th level fighter as leader.  For every  ship,  there  is      Noble:  This  is  a  general  term   for   any   membef
         camps  of  50-300  men.  A  camp  is  always  led  by  a
         9th  level  fighter,  with  an  additional   5th   level     a  7th  level  fighter  as  captain  and  a  9th   level      of a social class of  fulers.  It  does  not  apply  to
         fighter for  every  50  brigands.  There  is  also  a  50    fighter  as  commander  of  the  fleet.   There   is   a      the  family  of  a  King  or  Queen  (called  Royalty).
                                                                0 '
         chance that  a  magic-user  of  level  9-11  is  in  t@e     390@  @hance  that  a  magic-user  of  level  10-11   is      Traveling   nobles   encountered   will   normally   be
         brig2Lnd  camp,  and  a   30%   chance   that   an   8th     With  tne  commander,  and  a  2  5  %  chance  that  an      fighters,  clad  in   fine   plate   mail   armor   and
         level cleric is in the brigand camp.                         8th level  cleric  is  present.                               hield -    Each  noble  fighter  is   always   accompa-
                                                                         For every 30 pirates,  there  is  an  additional  4th      'nied by a  squire  (2nd  level  fighter-servant),  and
         Buccaneer  (and  Pirate):  Buccaneers   are   found   on     level fighter as leader.  For  every  .50  pirates  or  1      may  also  have  up  to  12  rerainers   and   hireling
         seas, rivers, great lakes,  and  oceans.  They  live  by     ship, there is a 5th level  fighter  captain.  For  eve-      of  the  DM's  choice.  Noble  fighters  may   be   es-
         raiding  coastal  towns  and  capturing  ships,  selling     ry 100 pirates  or  1  fleet,  there  is  an  8th  level      corting  nonfighters   who   are   traveling   to   som
         ihe  booty  elsewhere.  Most  2Lre   Neutral   fighters.     fighter  commander.  For   every   fleet   of   300   or      distant     dominion.
            Pirates  are   seagoing   men   who   plunder   other     more pirates, there is an 1 ith  level  fighter  (Pirate        The  DM  can  create  titles  for  nobles  using   th
         vessels,  raid  coastal  towns  and  engage  in  illegal     Lord),  as  commander  of   the   fleet,   and   a   75%      structure  of  the  campaign  as  a  guide.  Some   tra
         slave  trades.  They  are  noted  for  their  evil  acts     chance for  a  9th  or  10th  level  magic-user.              ditional titles  are:
         and cruelty  toward  prisoners.  They  also  freely  at-        15uccaneers and  pirates  may  carry  their  treasure
         tack each  other  if  there  is  a  chance  fof  profit.     with  them  or  have  maps  showing  where  it  is  bur-      Baron/Baroness             Emir         Margrave

         Most are Chaotic fighters.                                   ied.  The treasure given is  the  total  for  the  entire      Count/Countess             Khan         Sheik
            The  number  of   buccaneers   or   pirates   th   --     buccaneer  pack  of  pirate  fleet,  and  may   be   di-      Duke/Duchess               Knight

         scar  depends  on   the   type   and   number   of                     desired.  Pirates  may  also  (2  5  %  chance)
                                                                                                    th
                                                                                                    93

                       pter 14: Monsters


   Nomad:    These    groups    of    wandering    tribesmen     Merman                                                        Metamorph
   may  be  peaceful  or   warlike,   and   may   have   any     Armor C@s:              6                                     Armor Class:          5 (or  as  form)
   alignment.   Small   bands   encountered    hunting    or     Hit Dice:               1-4 (M)                               Flit Dice:            3 + 1 * * (M, or as form)
   foraging in  the  wilderness  are  usually  kept  at  the     Move:                   120' (40')                            Move:                 120' (40')  or  as  form
   main  ca-rnp.  Nomads  are   keen   traders   and   often     Attacks:                1 weapon                              Attacks:              1  weapon  or  as   form
   have   knowledge   of   faraway   places,   though   they     Damage:                 By weapon                             Damage:               By weapon type or form
   tend  to  be  superstitious.  Nomad   bands   are   orga-     No. Appearing:          0 (id2O)                              No.      Appearing:   ld6 (ld2O)
   nized   as    shown.                                           Save As:                FI-4                                  Save As:              Mil
                                                                 Morale:                 8                                     Morale:               8 or 10 (see below)
      Organization    of    Desert     Nomads                    Treasure Type:          A                                     Tr@ure Type:          Variable
                                                  Percent        Intelligence:           12                                    Intelligence:         14
      Weapons & Armor                             of Men         Alignment:              Neutral                               Alignment:            Any   (often    Chaotic)
      Lance,  leather   armor   and   shield,                    XP Value:               10, 20, or 75                         XP Value:             100
        riding   horse   or   camel               50%               Monster Type: Humanoid (Common).
      Bow,  leather   armor,   riding   horse                       Mermen    are     water-breathing     humanoids.     A       Monster Type: Humanoid (Rare).
        or camel                                  20%            merman  has  the  upper   body   of   a   man   and   the       Metamorphs  took   very   similar   to   humans,   but
      Lance,  chain  mail  and   shield,                         lower  body  of  a   large   fish.   Mermen   are   armed     have  pointed  ears  and  pure  white  eyes.  They   are
        riding   horse   or   camel               30%            with  spears,  tridents,  or  daggers.   They   live   in     closely  related  to  humans  but,  as  a  species,  are

      Organization    of    Steppes    Nomads                    coastal  waters  and  hunt   fish   and   harvest   kelp.     masters  of  the  ancient  art  of  shapeshifting.  They
                                                                 Except  for  leaders,  all  mermen   have   I   Hit   Die     are  not  lycanthropes,  though   they   are   sometimes
                                                  Percent        and save as 1st level fighters.                               mistaken   for    them.
      Weapons & Armor                             of Men            The    number    appearing    represents    a    small       A  metamorph   can   shapeshift   up   to   II   times
      Lance,  leather   armor   and   shield,                    hunting    party,    although    mermen    often     form     each day,  but  only  into  certain  forms.  Unlike  the
        riding    horse                           20%            underwater  villages  of   id3   x   100   members.   For     polymorph  self  spell  effect,  this  nonmagical   sha-
      Bow,  leather   armor,   fiding   horse     50%            every  ten  mermen  encountered,  there   is   an   addi-     peshift  gives  the  metamorph  all  the  abilities   of
      Bow,  chain  mail,  riding   horse          20%            tional leader  with  2  Hit  Dice.  For  every  50  there     the  new  form;  even  special  attacks   (such   as   a
      Lance,  chain  mail  and   shield,                         is  one  leader  with  4   Hit   Dice.   Mermen   leaders     skunk's   spray)   are   gained.    Metamorphs    cannot
        riding  or  war   horse                   10%            save as fighters of a level  equal  to  their  Hit  Dice.     take  giant-sized  or  fantastic  forms,  but  can  take
                                                                    Mermen   often   keep    trained    marine    monsters     any normal nonmagical form.
      For   every   25   nomads,   an    additional 2nd level    and animals to help guard their homes.                           The  forms  a  metamorph  can  use   each   day   are:
   fighter  leader  is  present.   For   every   40   nomads        Mermen  are  the  people  of  the  sea,   and   a   DM     Worm              Insect             Reptile
   there is a 4th level  fighter  as  leader.  Nomad  tribes     can   use   them   the   same   way   as   NPC    humans.      Leech             Crustacean         Amphibian
   may  have  up  to   300   fighting   men   gathered   to-     There  can   be   merman   spelicasters;   see   "Monster     Spider            Mammal             Fish
   gether  in  a  camp  of  temporary  huts  or  tents.   In     Spelicasters."                                                Centipede         Bird
   addition  to  the  leaders  given  above,  there  is  one        Terrain: Ocean.
   5th  level  fighter  for  every  100  men  and   an   8th
   level fighter as the clan or tribe  chief.  At  the  main
   camp, there may (5 0 %  chance)  be  a  9th  level  cler-
   ic, and possibly (25 %) an 8th level magic-user.

   Trader:  Traders  are  merchants  who  travel  in   cara-                                                                                                        0
   vans  from  town  to  town,  buying  and  selling   vari-
   ous  goods  (wines,  silks,   jewels,   precious   metals
   and  the  like).  Those  in  the  caravan  usually   ride
   horses, but  they  are  likely  to  travel  by  camel  in
   desert  and  barren  lands  and  by  mule  in  the  moun-
   tains.  All  traders  wear  chain  mail   and   carry   a
   sword  and  dagger.  Typical  caravan   organization   is
   shown.

      Organization    of    Caravans
                                  Figh   ters     Extra
      Merchants Wagons Ll L2-L3 L4-L5 Animals
             5        10      20   2        1     1-12
            10        20      40   4        1     1-12
            15        30      60   6        1     1-12
            20        40      80   8        1     1-12

      All fighters    are AC      4, wielding swords,    dag-
   gers,  and  crossbows.   The   extra   animals   may   be
   horses,  mules,  or  even  camels.  If  a   caravan   has
   less  than  20  wagons,  the  treasure  should   be   re-
   duced in proportion.
      Terrain: By type:

      Brigand                     Any (wilderness)
      Buccaneer/Pirate            River/Lake,      Ocean
      Dervish                     Desert
      Noble                       Any
      Nomad                       Desert,    Steppe
      Trader                      Any  (between  cities)

                                                                                            194

                                                                                                               Chapter 14:  Monsters


       For   example,   a   metamorph   can    turn    into    a         A  mujina  is   very   strong   and   can   handle   any         Monster Type: Undead, Enchanted (Rare).
       mammal  once  per  day.  One  day  he   may   choose   to      two-handed   weapon   (other    than    a    lance,    pole         Mummies   are   undead    monsters;    the    carefully-
       become  a  monkey,  and  the  next  day  a   wolf.   Once      arm,  or  crossbow)  in  one  hand.  In  combat   it   uses         prepared   and   bandage-swathed   remains   of    long-
       a  choice   has   been   used,   the   metamorph   cannot      two  weapons,  one  in  each  hand.   It   has   the   same         dead    nobles    and    guardians-who     lurk     near
       change  into  that  choice  any  more  that   day.   Each      chance to hit with either weapon.                                   deserted   ruins   and   tombs.   Mummies   are    often
       shapeshift  lasts  up  to  1  hour,  and  the   metamorph         A mujina  can  also  cause  its  true  (blank)  face  to         created  as  guardians  for  these   tombs;   they   are
       can assume normal form at any time.                            appear  at  will.   Any   creature   of   five   Hit   Dice         charged  with   the   task   of   killing   anyone   who
       Metamorphs    have    good    relations    with    elves,      (levels)  or  less  who  sees  the  blank  face   automati-         breaks  into  the  tomb,  even  if  they   must   follow
       halflings,   and   druids,   but   avoid    most    human      cally runs in fear  for  id3  rounds  at  three  times  its         the trespassers to the very ends of the earth.
       settlements.  They  live  in   strongholds   similar   to      normal    movement     rate.     Creatures     who     have         Every   character   seeing   a   mummy   must   make   a
       those   of   demihumans,   but    with    many    differ-      more  than  five  Hit  Dice  (or  levels)  must  save   vs.         saving throw  vs.  paralysis  or  stop,  paralyzed  with
       ences, adapted  to  their  special  abilities.  Most  are      wands or aiso flee.                                                 fear, until  the  mummy  is  out  of  sight.  The  touch
       Chaotic  (though  Neutral  and   Lawful   ones   do   ex-         A  mujina  often  joins  a  party  of   adventurers   as         of  a  mummy  causes  disease  in   addition   to   dam-
       ist), but few are noticeably evil or good.                     a  retainer  fighter.  It  may  serve  faithfully   for   a         age  (no  saving  throw).  This  hideous   rotting   af-
       If ten  or  more  are  present,  one  will  be  a  leader      long  pefiod,  not  revealing  its  true   identity.   How-         fliction  prevents  all  magical  healing,   and   slows
       with 5 + 2 Hit Dice.  As  long  as  the  leader  is  with      ever, if given  the  opportunity,  it  robs  the  party  of         normal  healing  to  10%  of  the   normal   rate.   The
       the group, their  morale  is  10.                              as much as possible and then flees.                                 disease lasts until magically cured.
       Terrain: Open, Mountain, Woods.                                    Mujina   can   speak    Common,    the    language    of         Mummies  can  be   damaged   only   by   spells,   fire,
                                                                      their kind, and their alignment tongue.                             or  magical  weapons,  all  of  which   only   do   half
       Minotaur                                                          Mujinas    afe    magical    creatures    created     to         damage.  They  are   immune   to   sleep,   chqrm,   and
       Armor Class:         6                                         plague   the   human   face.   Mujinas   are   all   physi-         hold spells.
       Hit Dice:            6 (L)                                     cally  and  emotionally  identical,  and  filled   with   a         Terrain: Ruins.
       Move:                120' (40')                                hatred   for   any   creatures    who    have    individual         Mystic
       Attacks:             1 gore/ 1 bite or I weapon                traits.  They  especially  hate  humans,   the   most   di-                             mystic
       Damage:              1 d6 / id6 or by weapon type      +2      verse and individual of species.                                     Armor Class:        6
       No. Appearing:       id6 (id8)                                    Terrain: Any, where humans are found.                             Hit Dice:           4  (d6)   (M)
       Save As:             F6                                                                                                            Move:               150'    (50')
       Morale:              12                                        Mule                                                                Attacks:            1 weapon or hand
       Treasure Type:       C                                         Armor Class:              7                                         Damage:             By weapon or id6 + I
       Intelligence:        5                                         Hit Dice:                 2 (L)                                     No. Appearing:      id8     (6d8)
       Alignment:           Chaotic                                   Move:                     120' (40')                                Save As:            F4
       XP Value:            27 5                                      Attacks:                  1 kick or Ibite                           Morale:             8 or 10 (see below)
                                                                      Damage:                   id4 or id3                                Treasure Type:      (V) 1, L, M, N, 0
       Monster Type: Monster (Common).                                 No. Appearing:            ld2 (2dl2)                                Intelligence:       12
       A  @notaur  is   a   large   man-shaped   creature   with      Save As:                  Normal Man                                Alignment:          Any    (usually    Lawful)
       the  head,  hide  and  temperament  of  a  bull.  It   is      Morale:                   8                                         XP Value:           175
       larger than human  size  (standing  7-9'  t@1)  and  eats      Treasufe Type:            Nil
       humans.  It wili  attack  anything  its  size  or  smaller      Intelligence:             2                                                             Lcader
       and wiil pursue as long as its prey is in sight.                Alignment:                Neutral                                   Armor Class:        3
       Minotaurs   are    semi-intelligent    and    some    use      XP Value:                 20                                        Hit Dice:           7  (d6)   (M)
       weapons,  preferring  a  spear,  club,   or   axe.   When                                                                          Move:               180'    (60')
       using   weapons,   minotaurs   gain   +   2   to   damage         Monster Type: Normal Animal (Common).                             Attacks:            1  weapon   or   2   hands
       rolls due  to  their  strength.  On  the  round  a  mino-         A  mule  is  a  crossbreed  between  a   horse   and   a         Damage:             By weapon of idio/ idio
       taur uses  a  weapon,  it  cannot  gore  or  bite.  Mino-      donkey.  Mules   are   stubborn,   and   if   bothered   or         No. Appearing:      See     below
       taurs usually live in tunnels or mazes.                        excited  they  may  either  bite  of   kick.   Mules   can-         Save As:            F6
       Minotaurs   of    greatef    -than-normal    intelligence      not  be  trained  to  attack,  but  will  fight  in   their         Morale:             10
       can   be   spelicasters;   see   "Monster   Spellcasters"      own defense.                                                         Treasure Type:      1, L, M, N, 0
       later in this chapter.                                             Mules  are  very  strong  for  their   number   of   Hit         Intelligence:       12
       Terrain: Cavern, Ruins.                                         Dice,  and  can  carry  great   amounts   of   weight   for         Alignment:          Any    (usually    Lawful)
       Mujina                                                         their     owners.     They     become     somewhat     more         XP Value:           1,650

       Armor Class:         4                                         stubborn   when    loaded    down    enough    that    they         Monster Type: Human (Rare).
                                                                      move  at  half   normal   speed.   Mules   may   be   taken         Mystics   are   humans   who   rigorously    follow    a
       Hit Dice:            8* (M)                                    into  dungeons,  if  allowed  by   the   DM.   If   encoun-
       Move:                120'   (40')                              tered  alone  in  a   dungeon,   the   mules   may   belong         way of life involving  a  special  discipline  of  medi-
       Attacks:             2     weapon + special                    to an NPC party nearby.                                             tation, study,  and  physical  training.  They  live  in
       Damage:              id6 or by weapon                             Tcrrain: Any.                                                    special  building  complexes  (called   "cloisters"   or
       No. Appearing:       id4    (id4)                                                                                                  "monasteries")  located   far   from   towns   and   com-
       Save As:             F8                                           Load: 3,000  cn  at  up  to  full  speed,  or  6,000  cn         mon   civilization.   NPCs   mystics    are    possible,
       Morale:              9                                         at  up   to   half   speed.                                         otherwise,  mystics  will  be  encountered  on  a   pil-
       Treasure Type:       E                                         Mummy*                                                              grimage,  mission,  or  adventure  for  their  cloister.
       Intelligence:        10                                        Armor CWs:                3                                         Mystics   are    usually    (75%)    Lawful,    although
       Alignment:           Chaotic                                   Hit Dice:                 5+ 1** (M)                                other  alignments  are  represented.  All  are   utterly
       XP Value:            1,200                                     Move:                     60' (20')                                 devoted  to  mystic  discipline.  All   their   material
                                                                      Attacks:                  I touch                                   goods  are  owned  by  the  cloister,  and   loaned   to
       Monster Type: Monster (Very Rare).                              Damage:                   ldl2 + disease                            individual  mystics  as   needed.
       A  mujina,  in  its  natural  form,  looks  like  a   hu-      No. Appearing:            id4 (ldl2)                                Mystics  are  surprised  only  on  a  roll  of  1.  Mys-
       man  except  that  it  has  no  face.  Where  the   eyes,      Save As:                  F5                                        tics never  wear  armor  of  any  type,  nor  protective
       nose,  ears  and   mouth   should   be   is   nothing-the      Morale:                   12                                        devices  (rings,  cloaks,  etc.).  They  may   use   po-
       face  is  smooth  like  an  egg.  However,   the   mujina      Treasure Type:            D                                         tions  or  other  magical  items  for   certain   situa-
       may create an illusion  to  give  its  face  any  appear-      Intelligence:             6                                         tions.  They  are   trained   to   use   many   weapons,
       ance it wants.  It most  often  poses  as  a  typical  hu-      Alignment:                Chaotic                                   but  often  do  not  carry  them,  as  they  have  great
       wan until it decides to attack.                                 XP Value:                 575                                       combat skill with their bare hands.

                                                                                                 195

                     apter 14: Monsters


        Mystics  have  the  following  thief   abilities:   find        There    can    be    neanderthal    spellcasters;    see       use.  The  nekrozon  attacks  with  the  bony  tip  of
        traps,  remove  traps,  move  silently,   climb   walls,        "Monster Spellcasters" later in this chapter.                   its long  tail,  which  does  the  listed  damage  and
        and  hide  in  shadows  (see  table).  Once  per  day  a        Terrain: Hill, Mountain; Any (prehistoric).                     also  has  a  50%  chance   of   knocking   over   and
        mystic  can  cure  himself  of  4   points   of   damage                                                                        stunning its victim  (a  saving  throw  vs.  paralysis
        (leader, 7)  by  concentrating  for  one  round.                 Nekrozon                                                        prevents this) for id6 rounds.
                                                                        Armor Class:          7                                         The  gaze  of  a  nekrozon  is  a  60'  long   magical
        Mystic Thief Abilities      Mystic       Leader                 Hit Dice:             7** (L)                                   death ray.  If it looks  at  anyone,  the  victim  must
        Find Traps                   25%          40%                   Move:                 60' (20')                                 make a  saving  throw  vs.  death  ray  or  die  imme-
        Remove Traps                 25%          38%                   Attacks:              1 Tail/ 1 Gaze (possible)                 diately.  Fortunately,  there  is  only  a  1   in   4
        Move Silently                35%          48%                   Damage:               id6 + gaze (special)                      chance  that  the  nekrozon  will  look  up  when  en-
        Climb Walls                  go%          93%                   No. Appearing:        0(id3)                                    countered;  this   chance   is   also   checked   each
        Hide in Shadows              24%          35%                   Save As:              F4                                        round of combat.  Even  then,  it  can  only  gaze  at
                                                                        Morale:               8                                         one victim per  round.  It  never  looks  straight  up
        If 7 or  8  mystics  are  encountered,  one  will  be  a        Treasure Type:        c                                         into the air.
        leader with 7  Hit  Dice.  The  leader  raises  the  mo-        Intelligence:         2                                         Anyone   deliberately   looking   directly   at    its
        rale of  the  mystics  to  10.  The  leader  can  strike        Alignment:            Neutral                                   eyes  will  die  without  even  a  saving  throw.  Few
        creatures  vulnerable  to  +  1  magical  weapons   with        XP Value:             1,250                                     are this foolish, but complete  surprise  (I  on  ld6)
        his  hand  attacks.  Although  one   or   more   mystics                                                                        indicates   that   someone    (determined    randomly)
        might join a group if it is in  the  interest  of  their        Monster Type: Monster (Very Rare).                              has accidentally done so.
        order, mystics can also be  hired  at  a  standard  rate        Found   only    in    the    wilderness    (usually    in       .The   nekrozon   is   immune   to    energy    drains,
        of 50 gp per day per  Hit  Die  of  the  mystic.                swampy  areas),  the  terrible   nekrozon   resembles   a       death rays, and all  spells  and  attack  forms  caus-
        Mystics  can  often  be  recognized   by   their   robes        huge buffalo  with  a  long  tail,  a  long  neck  and  a       ing  instant  death  (including  disintcgrate)  except
        or  other  unusual   garb,   but   another   distinctive        boar's  head.  Ancient  lore  calls   this   creature   a       through points of damage.
        feature  is   their   salute.   Upon   meeting   another        catoblepas,"  though  this  term  is   not   in   current       Terrain: Swamps.
        creature   presumed   to   be   peaceful,   the   mystic
        raises a fist,  covers  it  with  the  other  hand,  and        Nightshade*
        bows   slightly.   This   symbolizes   greetings    (the
        bow),  readiness  to  fight  if  necessary  (the  fist),                              Nightcrawler*                Nightwalker*                     Nightwing*
        but  peaceful  intentions  (the  covered  fist).                 Armor Class:          -4                           -6                               -8
        Further   details   on   mystic   cloisters    can    be        Hit Dice:             25-30***** (L)               21-26***** (L)                   17-20*****       (L)
        found on pages 134 and 138.                                      Move:                 120' (40')                   150'     (50')                   30' (10')
        Terrain: Any.                                                    Flying:                                            60'      (20')                   240' (80')
                                                                        Attacks:              2 and see below              2  and  see   below              1  and   see   below
        Neanderthal (Caveman)                                           Damage:               2dlO/2d4 and see below       3dlO/3dlO and see below          1 d6 + 6 and see below
        Armor Ci-ass:         8                                         No. Appearing:        1 (1)                        I  (1)                           1 (1)
        Hit Dice:             2 (M)                                     Save As:              F25-30 and see below         F21-26 and see below             F17-20 and see below
        Move:                 120' (40')                                Morale:               12                           12                               12
        Attacks:              I weapon                                  Treasure Type:        Any                          Any                              Any
        Damage:               By weapon + I                             Intelligence:         19                           19                               19
        No. Appearing:        idio (id4 x 10)                           Alignment:            Chaotic                      Chaotic                          Chaotic
        Save As:              F2                                        XP Value:             18,500 (HD  25)              12,500   (HD    21)               7,750    (HD    17)
        Morale:               7                                                               20,000 (HD  26)              14,000   (HD    22)               8,875    (HD    18)
        Treasure Type:        c                                                               21,500 (HD  27)              15,500   (HD    23)              10,000    (HD    19)
        Intelligence:         7                                                               23,000 (HD  28)              17,000   (HD    24)              11,375    (HD    20)
        Alignment:            Lawful                                                          24,500 (HD  29)              18,500   (HD    25)
        XP Value:             20                                                              26,000 (HD  30)              20,000   (HD    26)

        Monster Type: Humanoid (Rare).                                   DM Checklist:                                                   a penalty of - 4 on all their attack rolls,  but  oth-
        Neanderthals     (also     known      as      "cavemen")        Detect  magic,  sce  invisible   (60');   saves   against       er forms  of  light  do  not  affect  them.  They  can
        have  squat  bodies  with  large  bones   and   powerful        turn; spoils all  food  in  120';  poison  touch  (  -  2       enter and  leave  the  Ethereal  Plane  at  will,  but
        muscles.  Their  faces  have   apelike   features,   in-        penalty  to  save);  +  3  weapon  to  hit;   immune   to       only do so if seriously threatened.
        cluding   large   brows   above   the   eyes.   Neander-        spells of levels 1- 5;  At  will:  cause  discase,  charm       The   presence   of   a   nightshade    within    120'
        thals live  in  family  groups  in  caves  and  caverns,        person, cloudkill  (as  2  1st  level  magic-user),  con-       spoils  all   consumable   items,   including   normal
        especially  in  hill  and   mountain   territories   far        fusion,  darkness,  dispel   magic,   finger   of   death       food and water, holy  water,  standard  and  iron  ra-
        from   human   communities,   or   in   secluded   "lost        (as 2 1st level  cleric),  haste,  hold  person,  invisi-       tions,   and   even   magical   potions   (no   saving
        world"  areas.  If  they  attack,   they   usually   use        bility  (as  2  1st  level  magic-user),  summon   lesser       throw).  The  items  do  not  become  poisonous,   but
        thrown  spears.  They  use   stone   axes,   clubs,   or        undead; individual specialties.                                 do  become  completely  useless.   This   same   pres-
        stone   hammers    in    hand-to-hand    combat.                                                                                ence chilis the air  within  120';  this  negates  the
        Neanderthal  leaders  are  almost   a   separate   race,        Monster      Typt:      Undead,      Enchanted      (Very       nightshade's  chances  of  surprise  if  the   victims
        much  larger  than  the   average   Neanderthal.   These        Rare).                                                          have  ever  encountered  a  nightshade   before.   The
        leaders have  6  Hit  Dice  and  are  up  to  lo'  tall.         The    deadly    nightshades    afe    large,    powerful       chilling feeling has no  effect  other  than  spoiling
        There  will  be  10-40  Neanderthals  (id4  x   10)   in        evil  beings  which  seek  to  spread  death.  They   are       consumables  and  alerting   the   wary.
        the  lair  with  two  leaders,  one  male  and  one  fe-        all  extremely  rare,   usually   created   or   summoned       Nightshades   can   only   be   harmed   by    weapons
        male.   Neanderthals   often   hunt   cave   bears   and        for  a  specific  purpose  by  a  more  powerful   being.       of  +  3  or  greater  enchantment,  magic  staves  or
        keep white  apes  as  pets.  They  are  friendly  toward        All nightshades are a  deep  jet  black  in  color,  with       rods, or by spells of 6th level or greater.  They  are
        dwarves  and  gnomes,   but   hate   goblins   and   ko-        no  other  colors  on  their  entire  forms.  They   have       immune  to  all   forms   of   illusion,   all   magic
        bolds,  and  will  attack  ogres  on   sight.   Neander-        no  visible   eyes,   apparently   sensing   their   sur-       wands,  poison,  charm,  hold,  and  cold  spell   ef-
        thals are shy  and  will  avoid  humans,  but  a-re  not        roundings  magically;  they   can   see   invisible   and       fects, all spells of 5th level or less, all normal, sil-
        usually hostile unless  they  are  attacked.  A  proper-        hidden  things  as  easily   as   normal   ones.   Night-       ver,  and  magical  weapons   of   +   2   or   lesser
        ly  groomed   and   dressed   neanderthal   could   con-        shades  are  all  extremely  clever  and   wise   (having       enchantment,  turn-to-stone  effects,  and  all   non-
        ceivably   pass   for   a   human,   but    neanderthals        scores of 19 in Intelligence and Wisdom).                       magical attacks (such as fire, boulders,  oil,  etc.).
        cannot  learn  to  speak   Common   very   well.                 Nightshades   prefer    darkness.    Daylight    inflicts       They    are    somewhat    vulnerable    to     dragon

                                                                                                196

  t

                                                                                                                      hapter 14: Monsters







              breath,   taking   hatf   damage   uniess   the   saving         A  nighter-awler  has  the   ability   to   magically      Nixie

              throw is made (indicating '/4 damage).                           shrink one  opponent  within  60',  once  per  round.       Armor Class:             7

                All  nightshades  can   use   the   following   spell-         The victim may make a  saving  throw  vs.  spells  to      Hit Dice:                1* (S)

              like  powers  at  will,  one  power  per  round:   charm         avoid the  effect;  if  he  fails  this,  the  victim      Move:                    120' (40')

              person,    invisibility,    haste,    confusion,     and         shrinks  to  l'  and  the   nightcrawler   thereafter      Attacks:                 I + special

              cloudkill (all as if a 2 1st  level  magic-user);  dark-         gains a +4 bonus to  its  attack  roll  against  that      Damage:                  id4 + charm

              ness,  hold  person,  cause   discase,   dispel   magic,         opponent  (thus  swallowing  on  an  attack  roll  of      No. Appearing:           0 (2d2O)

              and finger of death (as  a  2  1st  level  cleric).  The         15  or  greater).  The  shrink  effect  is  permanent      Save As:                 El

              effects  of  these  powers  are  all  identical  to  the         until dispelled.                                            Morale:                  6

              spell  effects,  but  are  produced  by  brief   concen-                                                                    Treasure Type:           B

              tration alone,  not  requiring  the  usual  spell  cast-         Nightwalker: This  appears  similar  to  a  giant  of      Intelligence:            13

              ing  words  or  gestures,  and  can   be   produced   in         some  type,  but  jet  black  in  color  and  without      AliLynment:              Neutral

              total silence.                                                   carried items, standing 20'  tall.  It  attacks  with      XP Value;                1 3

                In  addition,  all  nightshades   can   detect   magic         two swings per  round;  these  terrible  blows  cause

              at  wili,  and  can  read  all  languages  and   magical         3dio  points  of  damage  each,  and  every  blow  is            Monster Type: Humanoid (Rare).

              writings.  If using  one  of  its  spell-like  powers,  a         deadly poison, as with all nightshades.                           Nixies are 3'-tall water sprites.  They  look  lik

              nightshade  cannot   attack   physically   during   that         Each hit by a  nightwalker  has  a  50  %  chance  of      small  beautiful  women,  and   their   skin   is   lig

              round.                                                           crushing the victim's shield  or  armor.  Apply  this      blue,  green,  or  gray-green.  They  afe  part  of  th

                A   nightshade   can   also   summon   other    undead         effect to shields first, and  reduce  the  chance  by      community   of   "forest   folk,"   along    with    ce

              once  each  four  hours,  and  often  does   so   before         10%  pef  magical  "plus"-for  example,  a  +  5   or      taurs,  dryads,  actaeons,  etc.  Nixies  dwell  in  ri

              attacking  prey  itself.  To   find   the   undead   re-         better shield cannot be  destroyed  in  this  way,  a      ers  and  lakes,  making  their  lairs  in  the   deepe

              sponding to the summons, roll id6:                               + 4 shield has a 10  %  chance  of  being  destroyed,      part of the water.

                                                                               etc.  No saving throw  is  allowed,  and  weapons  afe            Nixies avoid combat,  but  may  try  to  charm  a

                1-3     phantom (shade)                                        not  affected  unless  the  monster  actually   picks      intruder.  Ten  nixies  can  together  cast   one   suc

                4-5     haunt (chaotic ghost)                                  them  up.  The  creature  may,   however,   automati-      charm, and if the victim fails his saving thf

                 6      spirit (hand druj)                                     cally destroy any magical  item  or  weapon  it  cap-      he  enters  the  water  and  serves  the   nixies   for


                If  a  cleric's  attempt  at  turning   a   nightshade         tures (from  a  fallen  opponent,  for  example),  by      year.  Each  nixie  can  cast  a  water  breathing  spe



              succeeds,  the  monster  may   make   a   saving   throw         crushing it.                                               on hef  slave,  but  this  must  be  renewed  every  da

                                                                               A  nightwalker  has  the  ability  to  gaze  at   one            If forced to fight, nixies use small tridents  an

              vs. spells to avoid the  effect.  If  the  saving  throw                                                                    daggers   (weapons   which   do   id4    damage),    an

              is successful, the turn attempt is ignored-     it  h.           opponent per  round,  to  a  60'  range.  The  victim

                                                                               may make a saving  throw  vs.  spells  to  avoid  the      each may summon a giant bass for aid (see

              no effect, but is not counted  as  a  failure,  and  the         gaze; if it is failed, the victim is cursed, suffering     Giant).

              cleric may  repeat  the  attempt  if  desired.  Furth.er-        a  -4  penalty  on  all  attack  rolls   and   saving            There  can  be  nixie  spellcasters;  see  "Monst

              more,   the   monster    may    make    another    sav@g         throws until the curse is  removed.  (A  dispel  evil      Spellcasters" later in this chapter.

              throw for  any  "D"  result  that  it  does  not  avoid,         spell will cancel  the  curse,  but  a  remove  curse            Terrain: River/Lake.

              and if successful, it is merely turned.                          si)ell will only work if cast by  a  25th  or  higher
                Each  nightshade   has   other   abilities   as   cie-         -
              scribed   below.    In    hand-to-hand    combat,    the         level caster.)                                             Normal Human


              touch  of  a  nightshade  is   deadly   poisonous,   re-                                                                    Armor Class:             9


              quiring   an   immediate   saving   throw   vs,   poison         Nightwing: This  appears  similar   to   a   gigantic      Hit Dice:                1-1 (M)


              with a - 2 penalty to the  roll  (in  addition  to  nor-         bat, solid black in color,  with  a  50'  wingspfead.       Move:                    120' (40')


              mal damage).                                                      Its  first  attack  is  normally  a  swoop  downward,      Attacks:                 1 weapon


                Nightshades  always  carry  treasure  of  great   val-         and its high speed gives it  a  90%  chance  of  sur-      Damage:                  By weapon

                                                                               prising  opponents  (unless  they   have   experience      No. Appearing:           id4 (3d2O)
              ue,  which   they   swallow   and   carry   with   them.         .  '  nightshades,  which  negates  surprise  as  ex-      Save As:                 Normal Man
              They  scorn  coins,   carrying   only   gems,   jewelry,         witn

                                                                               plained above).                                             Morale:                  6
              and  magical  treasures.  They  collect  the   treasures         .Any  victim  hit  by  a   nightwing   must   make   a     Treasure Type:           (P) u
              of their victims after every battle.                             saving throw vs. spells.  If  he  fails  this  saving      Intelligence:            10


              Nightcrawler:  This  appears   similar   to   a   purple         throw, the victim turns into a  giant  bat  (see  the      Alignment:               Any


              worm,  about   100'   long   and   lo'-15'   wide,   but         polymorph    other    magic-user    spell).    Anyone      XP Value:                5


              black in colof.  If  it  approaches  from  under  an  op-         turned into a bat  is  a  servant  of  the  nightwing

                                                                               (as  if  charmed)  until  the  polymorph  effect   is            Monster Type: Human (Common).

              ponent,   tunneling   through   rock,    it    surprises                                                                          "Normal  human"  is  the  game  term   for   a   h
                                                                               dispelled.
              50%  of  the  time  (uniess  the  victims  have  met   a         )Al  nightwing  can  attempt  to   hit   a   victim's      man  who  does  not  seek   adventure.   A   normal   h

              nightshade  before,   recognizing   the   chilling   ap-         items instead of causing  physical  damage.  It  will      man  does  not  have  a  character   class,   but   mig

              proach of the creature).
                                                                               use this attack form if the victim damages it, or  if      (o@tionally) have Genefal Skills.

                A  nightcrawlet  swallows  its  opponent  it  its  at-                                                                          l ne DM should select, rather  than  roll,  a  no

           tack roll is 19  or  20.  A  victim  swallowed  loses  1         tne victim's defenses cause  the  nightwing  to  miss      mal  human's  hit  points,  according   to   the   char

              level  per  round,  due  to  energy  drain  (no   saving         when  attacking  normally.  This  attack  requires  a      ter's age,  health,  and  profession  (1-7  hit  points

              throw;  however,  it  does  not   affect   anyone   pro-         normal attack roll but with a  +  4  bonus;  if  suc-      For   example,   a   blacksmith   could   have   7    h

              tected  by  a  protection  from  evil   spell   effect).         cessful, the item is hit.  The effect of such a strike      points,  but  a  young  child  or  sickly  beggar   mig

              Normal bites  inflict  2d  10  points  of  damage  (plus         drains  one  "plus"  of  magic  from  the  item,   It      have  only  1  hit  point.

              the  usual  saving  throw  vs.  poison).   Its   dreaded         does not affect items  without  "plusses."  A  shield            Most   humans   are   "normal"   humans   and   h

              tail stinger inflicts 2d4  points,  requires  the  usual         or  weapon  being  held  is  the  usual  target.  The      little  or  no  role  in  adventures.  Some  normal  pe
 s                                                                             stolen "plusses" can be restored  by  a  dispel  evil

 t            saving throw against  the  poison,  and  also  has  a  1                                                                    ple   .belonging  to  specific   professions   or   soci

              in 8  chance  of  killing  the  victim  immediately  (no         spell cast on the  item  affected,  or  by  a  remove      classes  (such  as   merchant,   soldier,   lord,   sco

              saving  throw,  no  adjustments;  toll  ld8,  and  on  a         curse spell from a 25th or higher level caster.            sage,  healer,  and  so  forth)  afe  of  help  in   so

              1 the victim is dead).                                            Terrain: Any.                                              adventures.  Soldiers  and   other   fighting   men   w


 1-                                                                                                                                       have    higher     morale.


 r                                                                                                                                              Typical   normal   humans   are   peasants,    ch

                                                                                                                                          dren,    housewives,    workers,    artists,    village

                                                                                                                                          townspeople,   fishermen,   and   scholars   (also,   s


 n                                                                                                                                        the   entry   for    Men).

                                                                                                                                                Terrain:    Settled.

                                                                                                      197

                       pter 14: Monsters


   NPC      Party                                                   5.   Choose   or   randomly    determine    the    magical        Terrain:   Lake   (not   river),   Ocean    (coastal),
                                                                      items carried by the NPCs (see below).                        Ruins.
   Armor CWs:            By    NPC    class                         6.  Decide on the NPC matching order.                              Load: 3,000  cn  at  full  speed;  6,000  cn  at  half
   Hit    Dice:          Variable       (M)
   Move:                 Variable                                     If  encountered  in   the   wilderness,   there   is   a     speed.
   Attacks:              Weapons    and    spells
   Damage:               id6 or weapons and spell                   7  5  %  chance  that  the  NPC  party  will   be   mount-     Ochre jelly*
                         effects                                    ed.   In   general,   NPCs   should   have    about    the     Armor Class:               8
   No.       Appearing:  id4 +  4  (ld4  +  4)                      same  amount  of  equipment  as   a   PC   of   the   same     Hit Dice:                  5* (L)
   Save     As:          NPC  class   and   level                   level.  Magic  may  be   assigned   or   determined   ran-     Move:                      30' (10')
   Morale:               8 or more                                  domiy.  The  chance  of  any   NPC   of   1st   level   or     Attacks:                   1
   Treasure    Type:     (U + V)                                    greater  possessing  magical  items  is  5  %  per   level     Damage:                    2d6
   Intelligence:         1 1                                        (maximum     chance     95%),     checking     on     each     No. Appearing:             I (0)
   Alignment:            Any                                        magical item suitable:                                         Save As:                   F3
   XP    Value:          Variable                                   o Swords                    0 Scroll                           Morale:                    12

      Monster     Type:      Human      (Common).                   o Armor                     o Wand/Staff/Rod                   Treasure Type:             Nil

      An  NPC  party  is  any   group   of   nonplayer   char-      o Potion                    0 Miscellaneous Magic              Intelligence:              0
   acters.  Each  NPC  may  be  of  any  class,   level,   and      o Other Weapons                                                Alignment:                 Neutral
   alignment.  All   rules   for   player   characters   apply        If an NPC cannot          use   an   item,    the    NPC     XP Value:                  300
   to  NPCS.  An  NPC  party   may   be   created   in   great      should  not  have  it  (do  not   re-roll).   Change   any        Monster     Type:     Lowlife     (Common).
   detail before a game or created on the spot.                     magical  items   if   desired.   NPCs   will   use   their        An  ochre  jelly  is  an  ochfe-colored  giant  amoeba
      Most  parties   (whether   NPCs   or   PCs)   will   not                                                                     that  can  be  harmed  only  by  fire  or  cold.  It  can
   want  to   fight   other   parties,   preferring   monsters      magic  if  combat   begins.   Players   should   not   ob-     seep   through   small   cracks,   and   destroy    wood,
   to   challenge.   The   DM   may   wish   to   avoid    the      tain   magical   items   from    NPCs    except    through     leather,  and  cloth  in  1   round,   but   cannot   eat
   large,   complicated   battle   that   could   occur    be-      barter, trickery,  or  force.                                  through  metal  or  stone.   Attacks   with   weapons   0
                                                                      Terrain: Any, including other planes.                                                                                r
   tween  two   parties.   When   PCs   meet   an   NPC   par-                                                                     lightning   metely   make    ld4+1    smaller    (2    @t
   ty,  decide  how  the  NPCs   will   react,   or   roll   a      Nuckalavee                                                     Dice)  ochre  jellies.  A  normal  ochre   jelly   causes
   reaction.  Modify  the  roll   if   you   choose   (perhaps      Armor Class:           4                                       2d6  points  of  damage  per  round  to  exposed   flesh.
   the  NPCs  have  heard  of  the  PC  party,  or  are   even      Hit Dice:              ll*** (L)                               Smaller ochre jellies inflict only half damage.
   familiar  with  them  as  allies,  rivals,   or   enemies).       Move:                  120' (40')                                 Terrain: Cavern, Ruins.

      NPC Reaction Table                                              Swimming:            360' (120')                             Odic
                                                                    Attacks:               2 claws                                    A form of undead; see Spirit.
      2d6 Roll  NPC Reaction                                        Damage:                3d8 + death (each)
         2-5       Depart in Anger                                  No. Appearing:         0  (1)                                  Ogre
         6-8       Negotiate                                        Save As:               Fil
         9-12      Offer to buy or sell information                 Morale:                10                                      Armor Class:               5
                                                                    Treasure Type:         Nil                                     Hit Dice:                  4 + I (L)
      The  NPCs   may   offer   to   buy   information   about      Intelligence:          9                                       Move:                      90' (30')
   the dungeon or  local  area,  for  1  di  00  x  5  gp,  or      Alignment:             Chaotic                                 Attacks:                   1 club
   to  sell  similar   information   (for   the   same   price      XP Value:              3,500                                   Damage:                    By weapon + 2
   range).   Typical   information    could    be:    monsters                                                                     No. Appearing:             id6 (2d6)
   seen,  traps  found,  staffs   up   or   down,   of   other        Monster Type: Monster (Rare).                                 Save As:                   F4
   features.  The  DM  should  decide   on   the   price   of-        The  evil,   amphibious   nuckalavee   is   a   relative     Morale:                    10
   fered  by  the  NPCS,  considering   the   value   of   the      of  the  centaur.  It  is  shaped  similarly  but  has  an     Treasure Type:             (S x 10) s x 100 + c
   information sold.                                                enlarged,   hideous   head.   The   creature's   skin   is     Intelligence:              6
      Creating   NPC    Parties:    Creating    NPC    parties      transparent,   and   the   resulting   appearance   (visi-     Alignment:                 Chaotic
   in   advance   will   save   time.   Choose   the   members      ble  white  ropy  muscles,   yellow   veins,   and   black     XP Value:                  125
   of  an  NPC  party  or  use  fandom  rolls,   as   follows.      blood)  is  quite   horrible.
                                                                      The  nuckalavee  is   immune   to   fire   and   poison,        Monster Type: Humanoid (Common).
   1  . Roll  id6   +   3   to   find   the   Number   Appeaf-      and  regenefates  3  points   per   found.   However,   it        Ogres   are   huge   fearsome   humanlike   creatures,
        ing.  (Fof  ease  of  play,  you  can  make  the   NPC      cannot cross flowing fresh water.                              usually 8' to  lo'  tall.  They  wear  animal  skins  for
        party  number  equal   to   the   PC   party   number,        A  nuckalavee  fadiates  fear  in  a  50'  radius;  each     clothes,  and  often  live  in  caves.  They   are   very
        plus id4 fighters.)                                         creature   within   the   area   must   make   a    saving     primitive   and   greedy;   they   hunt   animals    when
   2.   Determine  the  class  of  each   by   rolling   id2O,      throw  vs.  paralysis  or  flee  for   2d6   rounds.   The     they  have  to,  but  are  just   as   contentIto    ambush
        then  roll  id6  adding   the   modifiers   given   to      saving  throw  must   be   made   each   round   that   an     travelers  or   buily   them   into   surrendefing   food
        find the level:                                             opponent remains in the area.                                  and   money    instead.    When    encountered    outside
         id2O         Class               Level                       The   monster's   vefy   presence   slays   all   normal     their  lair,  a  group  of   ogres   will   be   carrying
              1-3     cleric              4-9   (id6  +  3)         insects   and   other   small   creatures   with   2   hit     id6  x  100  gp  in  large  sacks.  Ogres  hate  neander-
              4       druid               3-8   (id6  +  2)         points of less,  at  a  120'  fange.  Any  victim  hit  by     thals and will attack them on sight.
              5-6     dwarf               7-12  (id6  +  6)         its  claw  attack   must   make   a   saving   throw   vs.         Ogres   have   no   special   combat   tactics.   When
              7-8     elf                 3-8   (id6  +  2)         death  fay  or  die.   The   monster   breathes   a   cone     inclined  to  fight,  they  will  beat  their  prey  with
              9-11    fighter             4-9   (id6  +  3)         of  cold  once  every   three   rounds,   60'   long   and     lafge clubs until  it  stops  moving  or  the  ogres  fad
              12      halfling            3-8   (id6  +  2)         lo'  wide  at  the   base,   inflicting   the   creature's     a morale check and flee.
         13-15        magic-user          4-9   (id6  +  3)                                                                           Ogres  of  greater  than   normal   intelligence   can
              16      mystic              3-8   (id6  +  2)         current  hit   points   in   damage;   each   victim   may     be  spelicasters;  see   "Monster   Spellcasters"   later
                                                                    make  a  saving  throw   vs.   dragon   breath   to   take
         17-18        thief               5.  10  (id6  +4)         half damage.                                                   in this chapter.
         19-20        fighter             6-11  (id6  +  5)           Nuckalavee  are  friendly  with   all   types   of   un-        Terrain:    Cavern,    Wilderness    (any).
   3.   Determine   alignment   of   each   NPC   with    id6:      dead.  They  can  speak  freely   with   them,   and   un-
        1-3  =  Lawful;  4-5   =   Neutral;   6   =   Chaotic.      dead   do   not   attack   nuckalavee    unless    rigidly     Ooze
        (Druids can only be Neutral.)                               controlled.                                                        See   Black   Pudding,   Gray   Ooze,    Lava    Ooze,
   4.   Choose   or   randomly   determine   the   spells   of        There    can    be    nuckalavee    spelicasters;    see     and Ochrejelly.
        any  spellcasters  in  the   party.                          "Monster Spellcasters" later in this chapter.

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                                                                                                                                                     Monstersv@


         Orc                                                                                                                           Owl Bear
         Armor Class:           6                                     with 8  hit  points  who  gains  a  +  1  bonus  on  dam-        Armor Class:         5
         Hit Dice:              1 (M)                                 age rolls.  If this leader is killed, the  morale  of  the        Hit Dice:            5 (L)
         Move:                  120' (40')                            group  becomes  6  instead  of  8.  Orcs  are  afraid  of        Move:                120' (40')
         Attacks:               1 weapon                              anything  larger  or  stronger   than   they   are,   but        Attacks:             2 claws/ 1 bite
         Damage:                By weapon                             may be forced to fight by their leaders.                          Damage:              id8/id8/id8
                                                                         Orcs are  often  used  for  armies  by  Chaotic  lead-        No. Appearing:       id4 (id4)
         No. Appearing:         2d4 (ld6 x 10)
         Save As:               Fl                                    ers   (both   humans   and   monsters).    They    prefer        Save As:             F3
         Morale:                8 or 6 (see below)                    swords,   spears,   axes,   and   clubs   for    weapons.         Morale:              9
         Treasure Type:         (P) D                                 They   cannot   use   mechanical   weapons    (such    as        Treasure Type:       c
         Intelligence:          7                                     catapults),   and   only   their    leaders    understand        Intelligence:        2
         Alignment:             Chaotic                               how to operate such devices.                                      Alignment:           Neutral
         XP Value:              10                                       There  are  many  different  tribes  of   ofcs.   Each        XP Value:            175
                                                                      tribe  has  as  many  female  orcs  as  males,   and   at        Monster Type: Monster (Common).
           Monster Type: Humanoid (Common).                           least   two   children   ("whelps")    for    each    two        An  owl  bear  is  a  huge  bearlike   creature   with
           An  orc   is   an   ugly   humanlike   creature,   and     adults.  The  leader  of  an  orc  tribe  is  a  chieftain        the head  of  a  giant  owl.  The  creature  is  furry
         looks  like   a   combination   of   animal   and   man.     with  15  hit  points,  who  attacks  as  a  4  Hit  Dice        from  the  feet  to  the  neck,  at  which  point  fur
         Most   orcs   are   shaped   like   humans,   but   many     monster  and  gains  +  2  on  damage  rolls.  For   eve-
         have bestial facial features and teeth.                      ry 20 orcs in a tribe, there may be an ogre wi                   glv    to feathers.  It  stands  8'  tall  and  weighs
                                                                                                                             t@        15,eOsOwOacyn  (1,500  pounds).  Owl  bears  are  com-
           Orcs  are   nocturnal   omnivores,   and   prefer   to     them (i in 6 chance).  There  is  a  1  in  10  chance  oi        monly  found  underground  and   in   dense   forests.
         live   underground.   When   fighting    in    daylight,     an allied troll living in the lair as well.                       They  have  nasty   tempers,   are   carnivores,   and
         they have a penalty  of  -  1  on  their  attack  rolls.         There  can   be   ofc   spellcasters;   see   "Monster        are usually  hungry,  preferring  meat.  If  both  its
         Orcs have  bad  tempers  and  do  not  like  other  liv-     Spellcasters" later in this chapter.                             paws hit one opponent  in  one  round,  the  owl  bear
         ing things.                                                      Terrain: Wilderness (any).                                    hugs for an additional 2d8 points of damage.
           One  member  of  each  group  of  orcs  is  a   leader                                                                      Terrain: Cavern, Woods.

         Pasha                                                        Phantom*
           See Djinni, Greater.                                                              Apparition*                       Shade*                        Vision*
         Pegasus                                                      Armor Class:          0                                 0                             0
         Armor Class:           6                                     Hit Dice:             10*** (M)                         ll***  (M)                    12*** (M)

         Hit Dice:              2 + 2 (L)                             Move:                 180' (60')                        120' (40')                    0 (see below)
         Move:                  240' (80')                            Attacks:              2 claws                           1   dagger                    2-8 swords
           Flying:              480' (160')                           Damage:               id6 +2/id6 +2                     3d4                           id8 each (see below)
         Attacks:               2 hooves                              No. Appearing:        I (1)                             1 (0)                         1 (1)
         Damage:                id6/id6                               Save As:              mio                               Tll                           C12

         No. Appearing:         0 (ldl2)                              Morale:               10                                9                             12
         Save As:               F2                                    Treasure Type:        (L) N, 0                          (L, N,  V)                    L,  N,  0
         Morale:                8                                     Intelligence:         11                                10                            9
         Treasure Type:         Nil                                   Alignment:            Chaotic                           Chaotic                       Chaotic
         Intelligence:          4                                     XP Value:             3,250                             3,500                         3,875
         Alignment:             Lawfiil
         XP Value:              25                                    DM Checklist:                                                    saving throw vs. spells; if successful, the  turn  ef-
                                                                         Attacks: Sight = fear; Special for each                       fect is reflected  back  onto  the  cleric,  who  must
           Monster Type: Monster (Rare).                                  Defenses:  Ethereal  at  first;   saving   throw   vs.        also make a  saving  throw  vs.  spells  or  be  pafa-
           These  semi-intelligent   flying   horses   are   wild     turning (spells); magical weapon to hit                          lyzed with feat for 2d6 rounds.
         and  shy.  They  cannot  be  tamed,   but   will   serve                                                                      Each  phantom  keeps  the   treasure   of   its   vic-
         Lawful  characters  (and  only  Lawful  characters)   if        Monster Type: Undead, Enchanted (Rare).                       tims.  The  apparition  and  shade  keep  their  trea-
         captured  and  trained  while  young.  Pegasi  are   the        Phantoms  are  undead  beings  which   lufk   neaf   -        sures   in   some   area   neaf   where    they    are
         natural enemies of hippogriffs.                              ly anywhere.   They   avoid   sunlight,   but   are   not        encountered,  but  a  vision's  treasure  will  appear
           Terr,qin: Hill, Mountain, Open.                            bothered  by  magical  light  sources.   They   are   im-        in the area if the vision is destroyed.
           Load: 3,000  cn  at  full  speed;  6,000  cn  at  half     mune  to  all  charms  and  cold  spells,  and  can  only
         speed.                                                       be damaged by magical weapons.                                    Apparition:  This  is  a  single  humanoid   creature,
           Barding Multiplier: x i.                                      Ethereal   form:    When    first    encountered,    a        appearing   much    like    a    wight    but    semi-
                                                                      phantom   is   always   in    nonmaterial    form,    and        transparent.  It is always seen  standing  in  a  clear
                                                                      (though  it  can  be  turned)  cannot   be   damaged   at        area  when  first  encountered,  and  never  uses  any
                                                                      all  from  the  Prime   Plane.   Each   phantom   has   a        weapons.  An apparition's first  attack  is  the  crea-
                                                                      special  attack   form,   given   in   the   description,        tion of a swirling  semi-transparent  mist,  lo'  high
                                                                      which   it   normally   uses   immediately.   The   phan-        with a 20' radius.  All  within  the  mist  must  make
                                                                      tom  then   materializes   for   physical   combat,   be-        a saving throw vs.  spells  of  be  entranced,  unable
                                                                      coming AC 0.                                                     to do anything but watch  the  mist  until  it  disap-
                                                                         Fear:    Everyone    seeing    a    phantom    (within        pears.  Those  remaining  within  the  swirling   mist
                                                                      120')  must  make  a  saving  throw  vs.  spells  or  run        must  make  the   saving   throw   each   round.   The
                                                                      away in feat.  Creatures  of  3  Hit  Dice  of  less  a-re        mist lasts for 12 rounds, or  until  the  creature  is
                                                                      automatically  affected  (no  saving  throw)   and   will        destroyed  or  turned.  When  the  entrancing   effect
                                                                      utterly fefuse  to  return  to  the  afea  in  which  the        wears  off,  a  victim  need  not  make  any   further
                                                                      phantom  was  seen.   Other   creatures   are   unaffect-        saving  throws  against  the  mist.  The   mist   will
                                                                      ed if the saving throw is successful.                            move with the creature.
                                                                         Turning:  All  phantoms  are  resistant   to   turning        After  entrancing  at  least  one  victim,  the  appa-
                                                                      by  clerics.  "D"  results  are  handled  normally,   but        rition  materializes  and  takes   the   victim   with
                                                                      if  a  "T"  result  occurs,  the  phantom  may   make   a        both bony claws ( +4  bonus  to  attack  rolls,  da-m-

                                                                                                199

                     hapter 14: Monsters


          age id6  +  2  points  per  claw).  An  apparition  rare-     Phoenix*                                                          Pixie
          ly attacks  moving  victims,  trying  to  slay  at  least                          Lesser*         Gre2tef$                     Armof Class:        3
          one victim per encounter.                                      Afmor Class:         2               - 2                          Hit Dice:           I***  (S)
           Any   human   or   demihuman   slain   by    an    appa-     Hit Dice:            9***** (M)      18***** (L)                  Move:               90' (30')
          rition  will  become  one  in  one  week;  the  only  way     Move:                90' (30')       150' (50')                   Flying:             180' (60')
          to avoid this fate is to cast  a  dispel  evil  spell  @n        Flying:           360' (120')     450' (150')                  Attacks:            I  dagger
          the  body  before  casting  a  raise  dead  (all   within     Attacks:             2 claws/ 1 bite 2 claws/ 1 bite              Damage:             id4
          the week's  time).  If  a  raise  dead  is  cast  without     Dainage:             id6/ld6/2d6     2d6/2d6/4d6                  No. Appearing:      2d4  (id4   x   10)
          the  dispel  evil,  the  character  will  revive,  appar-     No. Appearing:       0(id2)          0(id2)                       Save As:            El
          ently   none   the   worse   fof    the    experience-but     Save As:             F10             F20                          Morale:             7
          will  begin  to  fade  a  week  later,  turning  into  an     Morale:              9               10                           Treasure Type:      R + S
          apparition.                                                    Treasure Type:       V               VX2                          Intelligence:       14
                                                                        Intelligence:        6               6                            Alignment:          Neutral
          Shade:  Similar   to   an   apparition,   this   creature     Alignment:           Neutral         Neutral                      XP Value:           19
          looks like  a  single  humanoid,  but  always  carries  a     XP Value:            4,400           8,875
          dagger.  It  surprises  its  victims  90%  of  the  time,                                                                       Monster    Type:    Humanoid    (Rare).
          normally   moving   through   a   wall   of   door   when        Monster   Type:     Planar     Monster,      Enchanted         Pixies  are  small  humanlike  creatures   with   in-
          first  encountered.   It   moves   quickly   toward   one     (Very Rare).                                                      sectlike  wings.  They  are  distantly   related   to
          target,  threatening  with   its   weapon;   the   victim        The  phoenix  is  a  native  of  the  elemental  plane         eives, but are only l'-2' tall.  They  are  invisible
          must  make  a  saving  throw  vs.  death  ray  or   imme-     of  Fire,  and  has  the  appearance  of  a  large   red-         unless they want to  be  seen  (or  unless  magically
          diately fall dead in horror.                                  orange   eagle   surrounded   by   intense   flames.   On         detected).
           After  this  initial  attack,  the  shade   materializes     the  Prime  Plane  it  is  quite   rare,   but   may   be         Pixies do not  suffer  the  limitations  of  the  in-
          and  viciously  slashes  any  nearby  victims  with   its     found  in  any  climate.  It  is  never  hostile   uniess         visibility  spell-they  can  attack  a@d  remain  in-
          dagger.  If  seriously  endangered  of  if  mofale  fails,     attacked, and is never found underground.                         visible,  and  they   always   gain   surprise   when
          it   will   dematefialize   and   flee.   Unlike    other        The phoenix is  immune  to  all  forms  of  fire,  all         doing so.  They may  not  be  attacked  in  the  first
          phantoms,  a  shade  always  inhabits   indoor   or   un-     charm  and  hold  spells,  and   to   weapons   of   less         round of  combat,  but  after  that  their  attackers
          derground areas.                                              than + 3 enchantment.                                             will  see  shadows  and  movement  in   the   @   and
                                                                           In  combat,  a  phoenix   attacks   with   its   claws         may attack the  pixies  with  a  -4  penalty  on  at-
          Vision:  Quite   different   from   other   phantoms,   a     and  beak.  All  opponents   within   its   flames   take         tack folls.
          vision always inhabits a  specific  area  of  no  greater     fire  damage  per  round,   regardless   of   protections         Their  small  insectlike  wings  can   only   support
          than  500  square  feet.  The  vision  is  of   2d4   hu-     (phoenix  flame  is  different  from  all   other   types         pixies fof three turns, and they must  fest  one  fun
          manoids,   rather   than   a   single   one,   and   most     of fire).  When  a  phoenix  is  slain  of  destroyed,  it         turn after flying.
          have  weapons  and  armor  of  various   types.   A   VI-     disappears with an explosion  of  fire  in  a  20'  radi-         Pixies  have  their  own  communities  in  the   wfl-
          sion often looks like the  remains  of  a  fierce  battle     us (as  a  fireball);  each  victim  may  make  a  saving         derness.   They   do   not   attack   humans   except
          with no survivors.  The  vision  is  actually  a  collec-     throw  vs.   dragon   breath   to   take   half   damage,         when  they  are   themselves   attacked   or   endan-
          tion of lost souls.                                           but  again,  protections  from   fire   do   not   apply.         gered.  They  may  do  favors  for  polite  adventur-
           When  first  encountefed,   all   the   souls   start.to     The  phoenix   reappears   from   its   ashes   1   round         ers;  they  know  much  of  the  wilderness  and  can
          cry  and  howl.  All  within  90'   hearing   the   noise     later,  whole  and  fully   cured,   and   will   immedi-         guide heroes to lost cities or hidden caverns.
          must  make  a  saving  throw  vs.   spells.   All   those     ately flee from its attackers.                                     There  can  be  pixie  spellcasters;   see   "Monster
          falling  the  saving  throw  afe   filled   with   sorrow        Except  fof  a  wish,  there  is  no  known   way   to         Spellcasters" later  in  this  chapter.
          and  sympathy  for  the  souls  in   the   vision;   they     permanently   destroy   a   phoenix,   and   its   method         Terrain:       Woods.
          will  believe  all  action  is  hopeless,  and  sit  down     of feproduction is unknown.
          and  cry  for   the   lost   souls   for   11-20   founds        Lesser  phoenix:  This  creature  has  a   10,   winr-         Plasm*
          (i d I 0  +  1  0).  Those  within  fange  must  continue     spread and stands 5' tall.  It  radiates  fire  in  a  ib,                             Normal*           Giant*
          to make one saving throw each round.                          radius,  inflicting  3d6  points  per  round.   Its   ex-         Armor Class:        0                 -4
            After  crying  out  for  id3  rounds,   the   creatures     plosion  inflicts  idIO  x  5  points  of  damage.   Claw         Hit Dice:           6*    (M)         12* (L)
          in the vision  start  to  rise  (materializing)  and  at-     damale  is  id6  points  each;   beak   damage   is   2d6         Move:               120' (40')        120' (40')
          tack,  continuing  their   awful   wailing.   No   single     point@.                                                            Attacks:            2   claws         2 claws
          individual  has  any  hit  points;  the   vision   as   a        Greater phoenix:  This  creature  has  a  2  5'  wing-         Damage:             2d6/2d6           3d6/3d6
          whole has
                      12  Hit  Dice,  and  all   damage   inflicted     spread and stands lo' tall.  It radiates  fire  in  a  20'         No. Appearing:      0  (ldlo)         0 (id4)
          on  all  individuals  is  counted  against  that   total.     radius,  inflicting  6d6  points  pef  round.   Its   ex-         Save As:            F6                F12
          The  vision   attacks   once   per   individual   phantom     t)losion  inflicts  idlo   x   10   points   of   damage.          Mofale:             9                 11
          within  it,  each  individual  attacking  as  a   12   HD     @law  damage  is   2d6   points   each;   beak   damage's         Treasure Type:      Special           Special
          monster  and  inflicting  id8  points   of   damage   per     4d6 points.                                                        Intelligence:       8                 8
          hit.   (Each   is   typically   armed   with   a   normal        Phoenix  feathers  can  be  used  to  make  a  poti@on         Alignment:          Chaotic           Chaotic
          sword;   the   DM   may   equip   the   phantoms   other-     of  phoenix  fire   resistance,   which   bestows   total         XP Value:           500               2,125
          wise,   using   the   appropriate   damage   by    weapon     immunity   to   normal   and   magical   fire,    reduces
          type.   However,   no   magical    weapons    or    other     damage   from   fire-type   breath   weapons   to    half         Monster         Type: Planar     Monster,     Enchanted
          magical  items  will   be   used.)   Within   their   re-     (saving throw  for  one-quarter),  and  acts  as  a  nor-         (Rare).
          stricted  area,  phantoms  of  a  vision  move   at   40'     mal  potion  offire  resistance  against  phoenix   fire.          A plasm         looks like  a  human-  or   giant-sized
          per round.                                                     One  feather  can  be  recovered  each   time   a   phoe-         skeleton  made  of  elemental   matter.
            If a  vision  is  successfully  turned,  it  disappears     nix is  slain.  Three  feathers  from  a  lesser  phoenix         There are four types of  plasms,  one  of  each  el..
          for  id6  hours  before   returning;   it   cannot   move     (worth  10,000  gp  each)  are  required  to   make   the         ement.  A plasm is  made  of  a  combination  of  etc.
          away   from   the   given   location.   All    individual     potion,  or  one   feather   ffom   a   greater   phoenix         mental  material  and  ectoplasm  (solid  ether).  It
          phantoms  in  a  vision  are  confined  within  the   ar-     (worth 25,000 gp).                                                cannot safely exist on any  plane  except  the  Ethe-
          ea, and cannot pursue or evade.                                   Terrain: Any; Plane of Fife.                                   feal,  and  is   sometimes   encountered   within   2
             Terrain: Ruins.                                                                                                              wofmhole.  On  any  plane  except  the  Ethereal,   a
                                                                                                                                          plasm  automatically  loses  1  Hit  Die  per   round
                                                                                                                                          from energy dfain, vanishing when dead.
                                                                                                                                          A plasm feeds on its element, and rege
                                                                                                                                          damage when feeding  at  the  rate  of  1  point  per
                                                                                                                                          round.  Any magical att                            ent
                                                                                                  200

                                                                                                                  chapter 14: Monsters


           will cause a plasm to  gain  Hit  Dice  and  hit  points.       Pterosaur
           For example, a Fireball cast at a fire  plasm  by  a  9th                                SM211                         Medium                         Large
           level  magic-user   would   cause   it   to   immediately                                (Pterodactyl)                 (Pteranodon)                   (Pterosaur)
           gain 9 additional Hit Dice (gd8 hit points).                    Armor Class:              7                             6                              5
              Plasms   are   immune    to    poison    and    normal      Hit Dice:                 1 (S)                         5 (M)                          10 (L)
           weapons,  and  are  only   slightly   damaged   by   mag-      Move (Flying):            180' (60')                    240' (120')                    180' (60')
           ical  weapons.  Each   blow   from   a   magical   weapon      Attacks:                  1 beak                        1  beak                        1 beak
           inflicts  only  its   magic   damage   ("plusses"),   ig-      Damage:                   id3                           ldl2                           3d6
           noring   normal   weapon   damage   and   strength    bo-      No. Appearing:            2d4 (2d4)                     0 (id4)                        0 (id2)
           nuses.  For  example,  a  sword  +  4  would  inflict   4      Save As:                  Fl                            F3                             F5
           points of damage on a plasm.                                    Morale:                   7                             8                              9
              A   plasm   can   only   be   damaged    by    magical      Treasure Type:            Nil                           Nil                            Nit
           weapons  (as   given   above)   and   by   attack   forms      Intelligence:             2                             2                              2
           based on elemental dominance.                                   Alignment:                Neutral                       Neutral                        Neutral
              Once  per  turn,  a  plasm  can  "spend"  10  of   its      XP Value:                 10                            175                            1,000
           hit points to create an acid  cloud  based  on  its  ele-
           ment.  This  cloud  is  a  30'  diameter  sphere,   which        Monster     Type:     Prehistoric     Animal      (Very     have  a  wingspan  of  up  to  50'.   They   will   often
           inflicts 20 points  of  damage  to  all  within  it  (ex-      Rare).                                                        attack and carry off man-sized creatures.
           cept  the  plasm);  each  victim  may   make   a   saving        These   afe    hollow-boned    flying    and    gliding         Large  Pterosaut:  Large  pterosaurs  have  a   wing-
           throw  vs.   dragon   breath   to   take   half   damage.      reptiles.  They  have  long   beaks   filled   with   nu-     span of over 50  feet.  If  they  attack  with  surprise,
           The  cloud  I-asts  for  id6  rounds.  A  plasm   normal-      merous  teeth,  and   reptilian   arm   structures   with     they  will  make  a  swoop   attack   for   double   dam-
           ly saves this attack form to use when fleeing.                 skin webbing which constitutes their wings.                   age.  They  can  carry  off  a  creature  as  large  as  a
              Terrain: Ethereal Plane, Wormholes (only).                     Small    Pterosaur     (Pterodactyl):     These     are     warhorse.
           Plesiosaurus                                                   batlike   reptiles   with   wingspans   of   8-10   feet.          Terrain:   Small,   Medium:   HiH,   Mountain,   jun-
                                                                          They  hunt  insects,  birds,  and  small  animals,   gli-     gle (prehistoric).  Large: Mountain (prehistoric).
           Armor CWs:             7                                       ding slowly  along  air  currents  to  spot  their  prey.          Load:  A  pteranodon  can  carry  2,000  cn  at  full
           Hit Dice:              16 (L)                                  If   driven   by   great   hunger,   they   may    attack     speed;  3,000  at  half  speed.  A  large  pterosaur  can
           Move:                  150, 50,                                human-sized      creatures.                                   carry  4,000  cn  at  full  speed;  8,000  cn   at   half
           Attacks:               I bite                                    Medium      Pterosaut      (Pteranodon):       Pterano-     speed.
           Damage:                4d6                                     dons  are  much  larger   and   more   aggressive.   They         Barding Multiplier: X 1.
           No. Appearing:         0 (id3)
           Save As:               F8
           Morale:                9                                       Purple Worm
           Treasure    Type:      Nil                                     Armor Class:              6                                   dwelling creatures.
           Intelligence:          2                                       Hit Dice:                 15* (L)                                 They  attack  by  biting  and  stinging  with   their
           Alignment:             Neutral                                 Move:                     60' (20')                           tails.  If the attack roll for  the  bite  is  4  or  more
           XP Value:              1,850                                   Attacks:                  1 bite/ 1sting                      greater  than  the  number  required   (or   a   20,   in
              Monster Type: Prehistoric Animal (Rare).                     Damage:                   2d8 / 1 d8 + poison                 any  case),  they   can   swallow   creatures   (man-size
              This   lake-   or   sea-dwelling   dinosaur   has    a      No. Appearing:            ld2 (ld4)                           or   smaller)   whole;   swallowed   victims   take   3d6
           heavy  body  featuring  two  sets  of   flippers   (fore-      Save As:                  F8                                  points  of  damage  each   round   thereafter.   A   vic-
           limbs  and  hind  limbs)  and  a  long  neck.  It   grows      Morale:                   10                                  tim  stung  by  the  tail  must  make  a   saving   throw
           to  about  30'-50'  long,  about   half   of   which   is      Treasure Type:            D                                   vs. poison or die.
           neck.  Plesiosaurs  dive  to   hunt   fish   and   squid,      Intelligence:             0                                       Note   that   if   purple   worms   are   encountered
           but  actually  spend  most  of  their  time  at  the  wa-      Alignment:                Neutral                             underground,   the   size    of    underground    tunnels
           ter's surface.  They  are  aggressive  and  may  rise  up      XP Value:                 2,700                               may  prevent  the  creature  from  using   one   of   its
           underneath  a  small  vessel  and  tip  its  sailors  and                                                                    attacks.  If  it  approaches   by   tunneling,   it   may
           passengers  into  the  sea,  resulting   in   a   feeding        Monster Type: Lowlife (Very Rare).                          surprise the  victim  (i  in  4  chance),  but  id4  +  1
           frenzy  of  plesiosaurs  and  other   marine   creatures.         Purple   worms   are    huge,    slime-covered    crea-     rounds will pass before  its  tail  is  dragged  free  of
              Terrain:       Ocean.                                       tures  over  100'  long  and  8'  to  lo'  in   diameter.     the burrow.
                                                                          These   monsters   tunnel   through   the   earth,   bur-         Terrain:     Cavern,     Ruins,     Swamp,      Woods
           Poltergeist                                                    rowing  up  from  the  ground   to   feed   on   surface-     (dense).
              A  form   of   undead;   see   Hqunt.

           Rat
                           .      Normal          Giant                     Monster    Type:    Normal    Rat:    Normal     Animal     be  sick  in  bed  for  1  month,  unable  to  adventure.
           Armor Class:           9               7                       (Common).   Giant    Rat:    Giant    Animal    (Common).          Normal  Rats:  Normal  rats  have   gray   or   brown
           Hit Dice:              1 hit           1/2 (1-4 hit              Rats  are   clever   rodents   that   can   eat   meat,     fuf,  and  are  from  6"  to  2'  long.  They  attack  in
                                  point (S)       points) (S)             grain,   sawdust,   almost   anything.    Rats    usually     "Packs"  of  5-10  rats  per  pack.  If  there  are  more
           Move:                  60' (20')       120' (40')              avoid  humans   and   will   not   attack   uniess   sum-     than 10 rats  they  will  divide  into  packs  of  10  or
              Swimming:           30' (lo')       60' (20')               moned  (by  a  wererat,   for   example)   or   defending     less  and  attack  several  creatures;  one   pack   will
           Attacks:               1 bite          I bite                  theit  lair.  Rats  are  good  swimmers   and   may   at-     only  attack  one  creature  at  a  time  and  makes  one
                                  per pack        each                    tack while  in  water.  They  are  afraid  of  fire,  and     attack per  round.  Rats  climb  all  over  the  creature
           Damage:                id6 +           id3 +                   will run from  it  unless  forced  to  fight  by  a  sum-     they   are   attacking,   often   knocking   the   victim
                                  disease         disease                 moning creature.                                              down.
           No. Appearing:         idio x 5        3d6                       Some  rats  carry  diseases.   Anyone   bitten   by   a         Giant Rats:  These  creatures  are  very  similar  to
                                  (id lo x 2)     (3dio)                  rat has a  1  in  20  chance  of  being  infected.  (This     the  normal  varieties,  but  are  3'   long   or   more,
           Save As:               Normal Man      Normal Man              chance  should  be  checked  each   time   a   rat   suc-     and  have  gray  or  black  fur.  They  are  often  found
           Morale:                5               8                       cessfuily hits.  If a rat is diseased,  its  XP  award  is     in  dark  corners  of  dungeon   rooms   and   in   areas
           Treasure    Type:      L               L                       6.)  The  victim  may  still   avoid   the   disease   by     with undead monsters.
           Intelligence:          2               2                       making  a  saving  throw  vs.  poison.  If  failed,   the         Terrain:  Normal   Rats:   Any.   Giant   Rats:   Ca-
           Alignment:             Neutral         Neutral                 victim may die in  id6  days  (i  in  4  chance)  or  may     vern, Ruins.
           XP Value:              2               5
                                                                                                    201

                     pter 14:  Monsters


 Revenant                                                      Robber        Fly
    A form of undead; see Spirit.                               Armor      Class:       6                                       Monster    Type:    Lowlife    (Rare).
                                                               Hit    Dice:            2 (S)                                   A robber fly  is  a  3'  long  giant  fly  with  black
 Revener                                                       Move:                   90' (30')                             and  yellow  stripes.  From  a  distance,  robber  flies
 Armor Class:             -4                                      Flying:              180' (60')                            look  like  giant  bees.  They   are   carnivores,   and
 Hit    Dice:             lo* (M)                              Attacks:                1 bite                                may   attack   adventurers.   However,    they    prefer
 Move:                    180' (60')                           Damage:                 id8                                   giant  bees  as  food,   and   are   immune   to   their
 Attacks:                 1 touch                              No. Appearing:          ld6(2d6)                              poison.
 Damage:                  Loss of I sense (special, see        Save     As:            'Fl                                     Robber  flies  are   patient   hunters.   They   often
                          below)                               Morale:                 8.                                    hide in shadows  and  wait  to  surprise  prey  (1-4  on
 No. Appearing:           ld3(o)                               Treasure    Type:       u                                     ld6).  A robber  fly  can  leap  up  to  30'  and  attack
 Save     As:             FIO                                  Intelligence:           0                                     with its  bite.
 Morale:                  11                                   Alignment:              Neutral                                 Terrain:    Open,    Ruins,     Woods.
 Treasure Type:           Nil                                  XP    Value:            20
 Intelligence:            10
 Alignment:               Chaotic                              Roc
 XP    Value:             1,750                                                        Small                           Large                         Giant
    Monster Type: Monster (Rare).                               Armor      Class:       4                               2                             0
    This  monster  appears  as   a   human   figure   with     Hit    Dice:            6 (L)                           12 (L)                        36   (L)
 skeletal  hands  and   a   skull   head   with   flowing,     Move:                   60' (20')                       60' (20')                     60' (20')
 white  half.   A   revener   prowls   dark,   underground        Flying:              480' (160')                     480' (160')                   480'      (160')
 caverns  and   dust-filled   tombs   and   crypts.   When     Attacks:                2 claws/ 1 bite                 2 claws/ 1 bite               2 claws/ 1  bite
 it touches a  victim,  it  drains  one  of  the  victim's     Damage:                 id4+ 1/id4+ 1/2d6               id8/id8/2dio                  3d6/3d6/8d6
 senses  permanently;  the  victim   may   make   a   sav-     No. App@afing:          o(ldl2)                         0(id8)                        0 (1)
 ing  throw  vs.  spells,  success  indicating  that   the     Save     As:            F3                              F6                            F18
 loss  is  temporary  (lasting  only  2d6   rounds).   The     Morale:                 8                               9                             10
 lost   sense   may   be   chosen   or   randomly   deter-     Treasure    Type:       I                               I                             I
 mined;   subsequent   hits   always    drain    different     Intelligence:           2                               2                             2
 senses.  A restore spell  will  restore  one  lost  sense.      Alignment:              Lawful                          Lawful                        Lawful
    Taste:  Victim  cannot  identify   tastes   (such   as     XP    Value:            275                             1,250                         6,250
 potions).                                                         Monster Type: Monster (Rare).                              never check morale if  encountered  in  their  lair.  If
    Smell:  Victim  is  immune  to  vile   odor   effects,        Rocs  are  huge  birds  of  prey  resembling   eagles.     hatched  or  captured  as  chicks,  young  rocs  can  be
 but suffers a - I penalty to surprise rolls.                   They  afe   very   lawful,   and   are   often   unmendly     trained as riding-beasts.
    Hearing:   Victim   cannot   heat   and   loses    the     toward neutrals  (  -  1  on  reaction  rolls)  and  cha-       Terrain: Mountains (@r); Any (hunting).
 ability to speak cleafly (may ruin spell casting).            otics ( - 2  on  reactions).                                     Load: A roc  can  carry  up  to  1,000  cn  X  its  HD
    Touch:  Victim's   Dexterity   drops   by   4   points        Rocs  prefer  solitude  and  will  swoop   to   attack     at full  flying  speed;  2,000  cn  x  its  HD  at  half
 (and, if an elf, cannot find secret doors).                   any  intruders   uniess   carefully   approached.   Their     flying   speed.
    Sight:  Victim  is   blinded.                              nests   are   in   the   highest   mountains,   and   may       Barding   Multiplier:   Small   Roc:   x   3.    Large
    Sixth Sense: Victim may not use ESP,           crystal     (50%  chance)   contain   ld6   eggs   of   young.   Rocs     Roc:  x  5.  Giant  Roc:  X  10.
 balls,  telepqthy  or   similar   extra-sensory   magical
 effects.
    Terrain: Ruins.                                             Rust      Monster                                             Salamander*
                                                               Armor      Class:       2                                                         Flame*             Frost*
 Rhagodessa                                                    Hit    Dice:            5* (L)                                Armor    Class:     2                  3
                                                               Move:                   120' (40')                            Hit Dice:           8* (L)             12* (L)
 Armor C@s:               5                                    Attacks:                1                                     Move:               120'   (40')       120' (40')
 Hit    Dice:             4+  2  (L)                           Damage:                 See  below                            Attacks:            2  claws/  1bite   4 claws/ I bite
 Move:                    150' (50')                           No. Appearing:          id4(id4)                              Damage:             id4/id4/id8        id6( x 4)/2d6
 Attacks:                 1 leg/ I bite                        Save     As:            F3                                    No. Appearing:      id4   +   1    (2d4) ld3(id3)
 Damage:                  0 + suckers/2d8                      Morale:                 7                                     Save As:            F8                 F12
 No. Appearing:           id4(id6)                             Treasure    Type:       Nil                                   Morale:             8                  9
 Save     As:             F2                                   Intelligence:           2                                     Treasure Type:      F                  E
 Morale:                  9                                    Alignment:              Neutral                               Intelligence:       1                  1
 Treasure Type:           u                                    XP    Value:            300                                   Alignment:          Neutral            Chaotic
 Intelligence:            0                                                                                                  XP Value:           1,200              2,125
 Alignment:               Neutral                                 Monster Type: Monster (Rare).
 XP    Value:             125                                     A  rust  monster  has  a  body  like  a  giant   arma-       Monster     Type:    Planar     Monster,     Enchanted
    Monster Type: Lowlife (Rare).                              dillo with  a  long  tail,  and  two  long  front  anten-     (Very    Rare).
    A  rhagodessa  is  a   giant   spiderlike   cafnivofe,     nae.  If  a  rust  monster  hits  a   target   with   its       Salamanders  are  free-wiried  beings  from  the  cle-
 about the  size  of  a  small  horse.  It  has  an  over-     antenna,   any   nonmagical   metal   afmof   or    weap-     mental  planes,  common  there   but   rare   elsewhere.
                                                               on hit immediately crumbles to rust.
 sized  head  and   jaws   (mandibles)   colored   yellow,        A  rust  monster  is  attracted  by   the   smell   of     Both look like  giant  lizards;  flame  salamanders  are
 and a dark brown thorax.  It  has  five  pairs  of  legs;     metal,  and  eats  the  rust  created  by  its   attacks.     from the  plane  of  Fire,  and  frost  salamanders  are
 the front pair  end  in  suckers  which  help  the  crea-     The  rust  monster  can   be   hit   by   any   type   of     from the plane of Air.  The  two  types  are  mortal  en.
 ture grasp its pfey.  A  hit  with  a  leg  does  no  dam-     weapon.  A  successful   attack   roll   indicates   that     emies, and wiil attack each other  on  sight.  Both  are
 age  but  means  that  the  victim  is  stuck.   In   the     the  rust  monster's  body  is  hit,   which   does   not     inunune   to   normal   weapons.
 next round  of  combat,  the  victim  is  pulled  to  the     harm   -the   weapon.   A   magical   piece   of    metal       Flamc  salamander:  This  monster   is   a   snakelike
 mandibles and bitten (automatic hit).                         struck  usually  loses  one  "plus"  per  hit,  but   has     lizard,  12'-16'   long,   with   bright   orange-yellow
    Rhagodessae   are    nocturnal    carnivores,    hunt-     a  10%  chance  per  "plus"  of  resisting  the   effect.     and   orange-red   scales.   When   not   on   its   own
 ing  only  in  the  dark.  They  are  normally  found  in     For example, a  shield  +  I  has  a  I  0  %  chance  of     plane, it prefers to live in or near  voicanoes,  or  in
 caves,  and  can  climb   walls.                              surviving   the   attack.                                     very hot lands.  It is  immune  to  fire.  All  creatures
    Terrain:    Cavern,     Ruins;     Hill,     Mountain,        Terrain: Cavern, Ruins.                                    within  20'  take  id8  points  of  damage   per   round
 Woods,    (after    dark).                                                                                                  from the intense heat fadisted by the creature.

                                                                                          02                                                                                        A

                                                                                                                 Chapter 14: Monsters


                                                                                                                                         Shrew,    Giant
            Frost   salamander:   This   monster   has   six    legs     Shade
            and  white  or  blue-white  scales.  When  not  on   its         A form of undead; see Phantom.                               Armor    Class:        4
            own  plane,  it  prefers  frozen  wastelands,  glaciers,                                                                     Hit Dice:              1- (S)
            and icy tundra.  It  attacks  by  rearing  up,  striking     Shadow*                                                                                180' (60')
                                                                                                                                         Move:
            with  four  legs  plus  one  bite.  It  is   immune   to     Armor    Class:       7                                         Attacks:               2 bites
            cold.  All  creatures  within  20'  take  id8  points  of     Hit   Dice:           2   +   2*   (M)                          Damage:                id6/id6
            damage  each   round   from   the   extreme   cold   the     Move:                 90' (30')                                 No. Appearing:         id8 (id4)
            monster radiates.                                             Attacks:              1                                         Save As:               Fl
            Terrain:  Flame:  Plane  of  Fire.   Frost:   Plane   of     Damage:               id4  +   special                          Morale:                10
            Air.                                                          No. Appearing:        id8       (ldl2)                          Treasure Type:         Nil
                                                                         Save    As:           F2                                        Intelligence:          2
            Sasquatch                                                    Morale:               12                                        Alignment:             Neutral
            Armor Class:          6                                      Treasure Type:        F                                         XP Value:              13
            Hit Dice:             5* (L)                                 Intelligence:         4                                            Monster Type: Giant Animal (Rare).
            Move:                 150' (50')                             Alignment:            Chaotic                                      Giant   shrews   look    like    large,    brown-furred
            Attacks:              2 claws or 1 boulder                   XP   Value:           35                                        rats  with  long   snouts.   They   can   burrow,   climb,
            Damage:               2d4/2d4  or  2d8                           Monster   Type:   Monster,      Enchanted      (Rare).      or jump (up  to  5').  The  eyes  of  a  giant  shrew  are
            No. Appearing:        0 (idio)                               This   monster    is    not    undead.                          so weak  that  the  creature  is  not  affected  by  light
            Save As:              F5                                         Shadows   are   noncorporeal   (ghostlike)    intelli-      or  the  lack  of  it.  A  shrew  uses  radarlike  squeaks
            Morale:               6 or 1 1 (see below)                   gent  creatures  found  in  eerie,  dark  places  such  as      to  "see"  its  surfoundings  (as  bats   do),   and   can
            Treasure Type:        Nil                                    dungeons,  deep  forests,  or   ruins.   They   can   only      "see"  things  within  60'  as  well  as  a  creature  with
            Intelligence:         6                                      be   harmed   by   magical   weapons.   They   look   like      normal  sight.  Since  it  needs  echoes   to   "see,"   a
            Alignment:            Neutral                                real  shadows  and  can  alter   their   shape   slightly.      giant  shrew  dislikes  open  areas,   and   remains   un-
            XP Value:             300                                    Shadows  are  hard  to  see  and  usually  gain   surprise      derground  most  of  the  time.  A  silence   15'   radius
            Monster Type: Humanoid (Rare).                               (1-5  on  ld6).                                                 spell  will  "blind"  a  giant   shrew.   If   it   cannot
            The sasquatch are  a  very  shy  race  of  low  intelli-         If a shadow scores a hit, it will  drain  1  point  of      hear,  it  will  be  confused,   and   then   becomes   AC
            gence  who  dwell  deep  within  dark   woods   and   in     Strength   in   addition   to   doing    normal    damage.      8, with a penalty of - 4 on its attack folls.
            high  mountains.  The  creature  is   a   tall   apelike     This  weakness  will  last  for  8  turns.  Any   creature         A  giant  shrew  is  very   quick   and   will   always
            creature  with  a  crested  head,  large  feet,  and   a     whose   Strength   is   reduced   to   zero   becomes    a      take the initiative on its first  attack.  It  also  gains
            thick mat  of  hair  (dark  brown  in  woods,  white  in     shadow   immediately.    Shadows    are    not    affected      a + 1  bonus  on  its  initiative  roll  for  the  remain-
            mountains).  It  is  omnivorous,  occasionally   slaying     by  sleep  or  charm  spells,  but  they  are  not  undead      ing  rounds  of  combat.  Its  attack  is   so   ferocious
            animal prey  but  usually  eating  plants  and  berries.     and  cannot  be  turned  by   clerics.                          (attacking   the   head   and   shoulders   of   the   de-
            Although not  aggressive,  it  wiil  defend  itself  and         Terrain: Ruins, Woods.                                      fender)  that  any  victim  of  3  Hit  Dice  (3rd  level)
            its  cavem  @   ferociously   (morale   11),   attacking                                                                     or less  must  make  a  saving  thfow  vs.  death  ray  or
            with clublike  ftsts.  In  combat,  it  can  also  throw     Shark                                                           run away in fear.
            boulders to a  50'  range  (damage  2d8  points).  Also,                                                  Great                 Shrews  only  eat   insects   and   vegetable   matter,
            if both hands hit one victim,  the  sasquatch  hugs  for                           Bull           Mako    White              but  they  afe  so  nervous  and  aggressive   that   they
            an additional 4d6  points  of  damage.                        Armor    Class:       4              4       4                  a-re  likely  to  attack  anything   that   comes   within
            Common    names    for    sasquatch    include     "Big-     Hit   Dice:           2* (M)         4 (M)   8 (L)              20'  of   them.
            foot"   (the   woodland   variety)   and    "Yeti"    or     Move:                 180' (60')  180'  (60')  180'  (60')         Terrain: Open, Ruins, Woods.
            "Abominable    Snowman"     (the     mountain     folk).      Attacks:              1 bite         I bite  1 bite
            Snow apes (q.v.) are  also  often  called  by  the  iat-     Damage:               2d4            2d6     2dio               Shrieker
            ter two names.                                                No. Appearing:        0 (3d6)        0 (2d6) 0 (id4)            Armor    Class:        7
            There    can    be    sasquatch    spellcasters;     see     Save    As:           Fl             F2      F4                 Hit Dice:              3 (M)
            "Monster Spellcasters" later in this chapter.                 Morale:               7              7       7                  Move:                  9' (3')
            Terrain: Mountain, Woods.                                     Treasure Type:        Nil            Nil     Nil                Attacks:               See below
            Scorpion, Giant                                              Intelligence:         2              2       2                  Damage:                Nil

            Armor Class:          2                                      Alignment:            Neutral        Neutral Neutral            No. Appearing:         id8   (0)

            Hit Dice:             4* (L)                                 XP       Value:       25             75      650                Save As:               F2

            Move:                 150' (50')                                 Monster   Type: Normal           Animal      (Common).       Morale:                12

            Attacks:              2 claws/ 1 sting                       Great    White:    Normal    Animal    (Rare).                   Treasure Type:         Nil
                                                                                                                                         Intelligence:          0
            Damage:               IdIO/ldIO/ld4 + poison                     Sharks  are  predators,  feeding   mostly   on   fish.       Alignment:             Neutral
            No. Appearing:        id6 (id6)                              They  have  little  intelligence   and   are   unpredicta-      XP Value:              35
            Save As:              F2                                     ble.  They  afe  attracted   to   the   scent   of   blood
            Morale:               11                                     within  300'  and  it  will  drive  them  into  a  feeding         Monster Type: Lowlife (Common).
            Treasure Type:        v                                      frenzy  (they  attack  but   make   no   morale   checks).          Shriekers   look    like    giant    mushrooms.    They
            Intelligence:         0                                      Shafks  are  found  in   salt   water.                          live   in   underground   caverns   and   are   able    to
            Alignment:            Neutral                                    Bull Shark: These  are  8'  long  and  brown  in  col-      move  around  slowly.  They   react   to   light   (within
            XP Value:             125                                    or. Bull sharks will ram  their  prey  first  to  stun  it      60')   and   movement   (within   30')   by   emitting   a

            Monster Type: Lowlife (Rare).                                (save   vs.   paralysis   or   be   stunned   for    three      piercing  shriek  which  lasts   for   id3   rounds.   For

            A  giant   scorpion   looks   just   like   the   normal     rounds),  and  then   attack   the   helpless   prey   the      each  round  of  shrieking,   the   DM   can   roll   id6;

            arachnid, but is the size of a  small  horse.  It  liv@s     iie t    round.                                                 a-ny  result  of  4-6  indicates  that  a  wandering  mon-
                                                                             Lako  Shark:These   are   12'   long   and   blue-gray      ster  has  heard  the  noise,  and  will  arrive  in   2d6
            in deserts,  caves,  and  ruins,  preying  on  any  ani-     or  tan  in  color.  Mako  sharks  are  very   unpredicta-      rounds.
            mal over 2' in length.  It  usually  attacks  on  sight.     ble,   ignoring   prey   one    moment    and    attacking         Their  shriek  can  stun  small   animals   (especially
            It fights by  grasping  a  victim  with  its  claws  and
            stinging.  If either  claw  hits,  the  attack  roll  for     another.                                                        birds  and  bats),  which  the  shriekers   slowly   crawl

            the  stinger  gains  a  +  2  bonus.  Anyone  struck  by         Great  White  Shark:These  are  30'  long   or   larg-      over  to  and  draw  into  their  feeding   orifices,   on

            the  stinger  must  make  a  successful   saving   throw     er  and  gray  with   a   white   underside.   They   have      the  bottom  of  their  "stalks."  They  are  also   scav-

            vs.  poison   or   die.                                      been known to destroy small boats.                              engers,  feeding  off  carrion  left  in  their  vicinity.

            Terrain:   Cavern,   Desert,    Ruins.                            Terrain:     Ocean.                                             Terrain:    Cavern,    Ruins.

                                                                                                           203@,*

                      pter 14:  Monsters


    Skeleton                                                   Slug,      Giant
    Armor Class:           7                                   Armor     Class:      8                                   do  no  damage  at  all),  and  edged   weapons   inflict
    Hit Dice:              I(M)                                Hit Dice:             9** or more (see below) (L)         only  half   damage   (plus   magic   adjustment).   Fur-
    Move:                  60' (20')                           Move:                 60'   (20')                         thermore,  a   fighter's   Smash   option   inflicts   no
    Attacks:               I                                     Burrowing:          30'   (10')                         additional damage.
    Damage:                By weapon                           Attacks:              I  bite  or 1   spit                     The giant slug can  attack  with  its  sharp  tongue
    No. Appearing:         3d4 (3dlO)                          Damage:               ldl2 or as dragon breath            (which  does  ldl2   damage),   but   prefers   to   spit
    Save As:               Fl                                  No. Appearing:        I (1)                               acid.  Their  ranged  acid  attack  can  fly  to   a   5'
    Morale:                12                                  Save As:              F  (level  =  1/2HD)                range per  Hit  Die  (45'  at  9  Hit  Dice,  etc.).  The
    Treasure Type:         Nil                                 Morale:               8                                   first such attack will always  miss  (the  slug  uses  it
    Intelligence:          1                                   Treasure Type:        Nil                                 to range  in  on  victims),  but  following  attacks  are
    Alignment:             Chaotic                             Intelligence:         2                                   calculated normally.
    XP Value:              10                                  Alignment:            Neutral                                  Any victim  hit  by  the  acid  takes  damage  equal
      Monster   Typ e:     Undead,      Enchanted       (Com-  XP Value:             See   below                         to  the  slug's  current  hit  points   (a   victim   may
    mon).                                                       Giant  Slug   XP   by   Hit   Dice:                       make  a  saving  throw  vs.   dragon   breath   to   take
      Animated   skeletons   are   undead    creatures    often 2,300   (   9**) 3,250     (13**) 4,300     (17**)       half  damage).  The  acid   may   also   destroy   equip-
    used  as  guards   by   the   high   level   magic-user   or 2,500     (10**) 3,500     (14**) 4,825     (18**)      ment  carried  if  the  saving  throw  is  failed.  Giant
    cleric   who   animated   them,   or   by   greater   undead 2,700 (1 I *  *) 3,750     (15**) 5,350     (19**)      slugs  have  been  found  with  up  to  20**  Hit   Dice.
    creatures   who   command   them.    Skeletons    are    of- 3,000     (12**) 4,050     (16**) 5,975     (20**)           Giant  Snail:  The  giant  snail,  found   in   deep
    ten   found   near   graveyards,   dungeons,    and    other                                                         forests, has a great shell that gives it AC -  2;  it  is
    deserted  places.  Since   they   are   undead,   they   can Monster Type: Giant Animal (Rare).                      otherwise identical to  the  giant  slug.  The  shell  of
    be  turned  by  clerics,  and  are  not  affected  by  sleep The  giant  slug  is  a  huge  boneless  creature   that a giant snail  can  be  crafted  into  shields  that  be-
    or  charm  spells,   nor   any   form   of   mind   reading. dwells    in    underground    caverns    and     dungeons. stow  resistance  to  acid  attacks  (the  user  gains  a
    Skeletons will always fight until "killed."                Its  rubbery   body   allows   it   to   squeeze   throul'h +4  bonus  to  all  saving  throws  against   acid,   in-
      Terrain: Ruins.                                          any opening 5'  x  5'  or  larger.  Because  of  its  elas- cluding black dragon breath).
                                                               ticity,  attackers  do  not  get  to  count  strength   bo-    Terrain:   Giant   Slug:   Cavern,   Ruins.    Giant
    Snail, Giant                                               nuses    when     attacking     them,     blunt     weapons Snail: Woods.
      A form of giant slug; see Slug, Giant.                   inflict  only  magic   damage   (if   not   magical,   they

    Snake
                           Spitting Cobra         Giant    Racer            Pit  Viper              Sea Snake                 Giant Rattler            Rock Python
    Armor Class:           7                      5                         6                       6                         5                        6
    Hit Dice:              I* (S)                 2     (M)                 2*     (M)              3* (M)                    4* (M)                   5* (L)
    Move:                  90' (30')              120' (40')                90'  (30')              90' (30')                 120' (40')               90' (30')
    Attacks:               I bite or I spit       1    bite                 1 bite                  I bite                    2 bites                  1 bite/ 1 squeeze
    Damage:                ld3 + poison           id6                       id4 + poison            I  +   poison             id4 + poison             id4/2d4
    No. Appearing:         id6 (id6)              id6 (id8)                 id8  (id8)              0 (id8)                   id4 (id4)                id3 (id3)
    Save As:               Fl                     Fl                        Fl                      F2                        F2                       F3
    Morale:                7                      7                         7                       7                         8                        8
    Treasure Type:         Nil                    Nil                       Nil                     Nil                       u                        u
    Intelligence:          2                      2                         2                       2                         2                        2
    Alignment:             Neutral                Neutral                   Neutral                 Neutral                   Neutral                  Neutral
    XP Value:              1 3                    20                        2 5                     50                        12 5                     300

      Monster    Type:     Normal     Animal     (Common).     both; it will usually spit.  The  damage  given  (id3     more than a  pinprick,  and  will  go  unnoticed  50%
      Snakes  are   long,   sinuous,   legless   reptiles.     points) applies only to the bite; in this  case,  the     of the time.  The victim  must  make  a  saving  throw
    They come  in  two  varieties:  constrictors  and  vi-     victim  must  make  a  saving  throw  vs.  poison  or     vs. poison, and the poison is slow-acting;  its  full
    pers.  Constrictors  wrap  around   their   prey   and     die  in   idio   turns.                                   effects take 1 d4 + 2 tums to be felt if  the  saving
    squeeze it to death (they  can  bite,  too,  for  some       Giant Racer: This  is  an  "average"  type  of  gi-     throw is failed.  Unlike  other  snakes,  sea  snakes
    damage);  vipers  bite  their  prey  and  inject  poi-     ant snake about 4' long.  It  has  no  special  abili-     will attack humans; they are very aggressive.
    son.  Snakes  are  found  almost  everywhere,   avoid-     ties, but is faster than most other types.  It is  not          Giant Rattlesnake: A giant rattlesnake is a  lo'
    ing  only  very  cold  places.  Most  snakes  do   not     poisonous, but its  bite  can  be  dangerous  in  it-     long snake with brown  and  white  scales  set  in  a
    usually  attack  unless   surprised   or   threatened.     self.  Larger  ones  may  be  found,   averaging   2'     diamond pattern.  On its tail is a dried,  scaly  rat-
    Most snakes  are  carnivofes  but  prefer  prey  small     long  per  Hit  Die  and  inflicting  id8,  idio,  or     tle, which it often shakes to warn off  intruders  or
    enough  for  them  to  eat;  when  dining,  they   un-     even 2d6  points  of  damage  per  bite.                  attackers who are too large to eat.  The victim  of  a
    hinge  their  jaws  and  swallow  their  prey   whole.        Pit Viper: A pit viper is a 5'  tong  greenish-gray     giant rattlesnake  bite  must  make  a  saving  throw
      Spitting Cobra:  A  spitting  cobra  is  a  3'  long     poisonous  snake  with  small  pits  in   its   head.     vs. poison or die in id6 turns.  This  snake  is  very
    grayish-white snake.  It spits a  stream  of  venom  at     These pits act as  heat  sensors,  with  a  range  of     fast, and attacks twice per  round,  the  second  at-
    its victim's eyes, up to a distance  of  6'  away.  If     60'.  The  combination  of   pits   and   intravision     tack coming at the end of the round.
    the  spit  hits,  the  victim  must  make   a   saving     makes it very hard to fight a pit  viper;  it  is  so          Rock Python:  This  30'  long  snake  has  brown
    throw  vs.  poison  or  be  blinded.  (This  blindness     quick that it always gains the  initiative  (no  toll     and yellow scales set in a spiral pattern.  Its  first
    can  normally  be  removed  only  by  a  cure   blind-     needed).  Any  victim  bitten  by  a  pit  viper  must     attack is a bite. if the bite is successful, it  cods
    ness  spell,  but  the  DM  may  allow   other   meth-     make a saving throw vs. poison or die.                    around  the  victim  and  constricts  in   the   same
    ods.)  As  with  most  small   poisonous   snakes,   a       Sea  Snake:  Sea  snakes  are  snakes  adapted  for     round.  This  squeezing  does  2d4  points  of   dam-
    spitting  cobra  will  not   attack   human-sized   or     living in the sea.  All are  poisonous.  They  average     age  per  round,  and  occurs   automatically   until
    larger opponents unless  startied  or  threatened.  It     6' long, but can be much larger  if  the  DM  desires     the snake dies or releases the victim.
    can  either  spit  or  bite  in  one  round,  but  not     (2' long per Hit Die).  A sea snake's bite  is  little          Terrain: Any except Arctic.  Sea  Snake:  Ocean.





                                                                                            04

                                                                                                             hapter 14: Mons


          Spectral Hound*                                             At any time after a  character  has  been  affect-     Sphinx
          Armor Class:        - 2                                   ed, he may be restored to  the  normal  world  by  a     Armor Class:         0
          Hit Dice:           5** (M)                               dimension door spell.  When the spell  is  cast,  the     Hit Dice:            12*****
          Move:               150' (50')                            affected character or characters  can  step  through     Move:                180' (60')
          Attacks:            1                                     the  dimension  door  and  return  to   the   normal        Flying:           360' (120')
          Damage:             2d6 + special                         world.                                                    Attacks:             2 claws/ 1 bite
          No. Appearing:      id6 (id6)                               Spectral  hounds  may  be  struck  by  silver   or     Damage:              3d6/3d6/2d8
          Save As:            F5                                    magical  weapons,  but  not   by   normal   weapons.      No. Appearing:       ld2(ld4)
          Morale:             12                                    They are immune  to  fire-  and  cold-based  spells.      Save As:             F24
          Treasure Type:      Nil                                     Terrqin:   Any;    including    all    dimensional     Morale:              10
          Intelligence:       3                                     planes.                                                   Treasure Type:       E
          Alignment:          Chaotic                               Spectra*                                                 Intelligence:        13
          XP Value:           425                                                                                            Alignment:           Any
                                                                    Armor Class:         2                                   XP Value:            5,625
            Monster   Type:   Planar   Monster,       Enchanted     Hit Dice:            6**(M)
          (Very Rare).                                               Move:                150' (50')                             Monster Type: Monster (Rare).
            Spectral  hounds  are  creatures   from   the   Di-       Flying:            300' (100')                            A sphinx is a large, winged creature  with  a  li-
          mensional  Vortex-the   void   between   all   dimen-     Attacks:             itouch                              on's body and a human's  face.  It  is  fond  of  dry
          sions.  In  this  world  they   appear   as   ghostly     Damage:              id8 + double energy drain           climates,   but   may   be   encountered    anywhere,
          dogs-pale  in  color  and  translucent.  Their   eyes     No. Appearing:       id4(ldB)                            most  often  as  a  guard.  Some   Chaotic   sphinxes
          are formless  pools  of  utter  blackness.  They  are     Save As:             F6                                  are very territorial, settling on a  hilltop  near  a
          excellent trackers and once on the trail of  a  crea-     Morale:              11                                  road  and  preventing  all  travelers  from   passing
          ture, they follow it for  days.  They  are  bred  and     Treasure Type:       E                                   along that road.
          trained by  interplanar  beings  (such  as  elemental     Intelligence:        8                                      Both male and  female  sphinxes  are  very  intel-
          rulers, amirs,  pashas,  etc.)  as  hunting  animals,     Alignment:           Chaotic                             ligent spelicasters, the female a 12th  level  cleric
          and are sometimes  used  to  track  intrusive  adven-     XP Value:            725                                 and the male  a  12  level  magic-user.  Their  magic
          turers back  to  their  home  planes.  Likewise,  ad-                                                              is so powerful that all saving throws  against  their
          venturers   might   be   able   to   charm   spectral       Monster Type: Undead, Enchanted (Rare).                spells are made with a - 4 penalty.
          hounds and  train  them  to  track  villains  through       The  ghostly  spectres  are  among  the  mightiest        In combat, a sphinx  can  attack  with  claws  and
          the  planes.  Spectral  hounds  never  come  to   the     of the undead.  They  have  no  solid  bodies;  they     bite (or spells), but its most feared attack  is  its
          Prime  Plane  except  when   being   used   in   this     appear as translucent  beings  of  evil  expression,     roar.  The roar is usable only twice per day,  but  is
          manner by greater powers.                                 their eyes fiery and red or black  and  featureless.     quite  powerful.  Each  victim   within   120'   must
            In combat, a  spectral  hound  attacks  by  biting.      Once  human  or  demihuman,  they  have  risen   af-     make a saving throw vs. spells at a -  4  penalty  or
          Any  character  bitten  by  a  spectral  hound   must     ter death to do evil.  They are often used  as  lieu-     flee in fear for id6 turns.  Each  victim  within  60'
          save vs. spells.  If he saves, the  character  suffers     tenants by greater evil powers.                          must  check  for  fear  (as  above)  and  must   also
          only the 2d6 points  of  damage  from  the  bite.  if       They can only be  hit  by  magical  weapons;  sil-     make a saving  throw  vs.  paralysis  or  be  stunned
          he fails to save, he begins to fade.  This  fading  is     ver  weapons  have  no  effect.  Like  all   undead,     for 1-6 rounds.  (See  the  "Special  Character  Con-
          very gradual: In 24 hours  the  character  has  faded     spectres  are  immune  to  sleep,  charm,  and  hold     ditions" section  of  Chapter  13  for  more  on  the
          to the same  translucent  appearance  as  a  spectral     spells.                                                  effects of stunning.) Each  victim  within  lo'  must
          hound.  The  character's  equipment  is  not  affect-       A hit by a spectre inflicts  id8  points  of  dam-     check for fcar and stun (as above),  but  also  takes
          ed.  When  the   character   finishes   fading   com-     age in addition to a double energy drain  (the  vic-     6d6 points of damage,  and  is  deafened  for  id  lo
          pletely, he is  unable  to  hold  any  normal  items.     tim loses two experience levels).  A character  slain     turns (no saving throw).
          He is unable to  hear  of  talk  to  unfaded  charac-     by a spectre will rise the next night as  a  spectre        The sphinx is immune to  all  1st,  2nd,  and  3rd
          ters.  From the faded character's point of  view,  all     under the control of the slayer.                         level spells and  to  nonmagical  weapons.  It  loves
          normal  things  appear   translucent,   while   faded       Terrain: Ruins.                                        puzzles,  riddles,   and   trivia.   Characters   may
          things (i.e. the spectral hounds  and  other  affect-                                                              avoid combat  or  gain  the  sphinx's  friendship  by
          ed characters) seem solid and normal.                                                                              solving the sphinx's riddles.
                                                                                                                                If two sphinxes  are  encountered  together,  they
                                                                                                                             are a mated  pair;  if  more  than  two  are  encoun-
                                                                                                                             tered, they are a mated pair with cubs.
                                                                                                                                Terrain: Any; especially Desert.
                                                                                                                                Load: 6,000 cn at full speed; 12,000  cn  at  half
                                                                                                                             speed.
                                                                                                                                Barding Multiplier: x 3.

                       pter 14: Monsters


   Spider, Giant                                                                                                          Spider, Planar
                          Crab Spider                    Black Widow                    Tarantel]2                        Armor Class:           6
   Armor Class:           7                              6                              5                                 Hit Dice:              5** to 10** (see below) (M)
   Hit Dice:              2* (M)                         3*  (M)                        4* (L)                            Move:                  180' (60')
   Move:                  120' (40')                     60'(20')                       120' (40')                        Attacks:               1 bite
     In Web:              No webs                        120' (40')                     No webs                           Damage:                2d6  +   poison
   Attacks:               1 bite                         1 bite                         1 bite                            No. Appearing:         2d6  (3d6)
   Damage:                ld8 + poison                   2d6 + poison                   ld8 + poison                      Save As:               F5
   No. Appearing:         ld4 (ld4)                      id3  (id3)                     id3 (id3)                         Morale:                9
   Save As:               Fl                             F2                             F2                                Treasure Type:         See  below
   Morale:                7                              8                              8                                 Intelligence:          12
   Treasure Type:         u                              u                              u                                 Alignment:             Any
   Intelligence:          0                              0                              0                                 XP Value:              By Hit Dice:
   Alignment:             Neutral                        Neutral                        Neutral                                                  5**  =   425
   XP Value:              25                             50                             125                                                      6**  =   725

     Monster Typc: Lowlife (Rare).                                                                                                               7**  =   1,250
                                                               trapped.  The webs        may  also  be  burned   away.                            8**  =   1,750
     Giant  spiders  are  simply  huge  versions  of  nor-     Any victim  of  the  bite  of  a  black  widow  spider                            9**  =   2,300
   mal spider species.  All  giant  spiders  can  be  dan-
                                                               must make a saving  throw  vs.  poison  or  die  in  1                            10** =   2,500
   gerous,   and   many    are    poisonous.    All    are     turn.                     I
   carnivores, either  trapping  their  prey  in  webs  of        Tarantella: A tarantella is a  huge  hairy  magical        Monster Type: Planar Monster (Very Rare).
   jumping at  victims  by  surprise.  However,  they  are     spider that looks like a 7' long tarantula.  Its  bite        The  "planar   spiders"   are   intelligent   plane-
   rarely intelligent, and  will  often  flee  from  fife.     does not kill; instead, it causes  the  victim  (if  a     traveling arachnids with a  vast,  but  odd,  civiliza-
   Three examples of giant spiders are given here.             saving throw vs. poison is  failed)  to  have  painful     tion.   They   can   travel    through    planes    and
     Crab  Spider:  This  is  a  5'  long  spider  with  a     spasms that  fesemble  a  frantic  dance.  This  dance     dimensions   at   will.   Those   most   commonly   en-
   chameleonlike  ability  to  blend  into  its  surround-     has   a   magical   effect   on   onlookers.    Anyone     countered have  5  Hit  Dice,  but  leaders  of  up  to
   ings, surprising on a toll of 1-4 (on id6).  It  clings     watching  the  dance  must   make   a   saving   throw     12  Hit  Dice  have  been  found.  Their   home   plane
   to walls or ceilings and drops  onto  its  prey.  After     vs. spells or start to dance in the  same  way.  Danc-     is not  known,  and  no  traces  of  cities  have  ever
   the first attack, it can  be  seen  and  attacked  nor-     ing victims have a penalty of  -  4  on  their  attack     been  discovered;  planar  spiders  describe  it  as  a
   mally.  Any victim  of  its  bite  must  make  a  saving     rolls, and attackers gain + 4 on their  attack  rolls.     world  covered  with  cities  made  up   of   buildings
   throw  vs.  poison  or  die  in  id4  turns.   However,     The effects of the  bite  last  for  2d6  turns.  How-     lovingly  crafted   from   imperishable   white   webs.
   the poison  is  weak,  and  the  victim  gains  a  +  2     ever,  dancers  will  dfop  from   exhaustion   in   5     Planar  spiders   are   widely-enough   traveled   that
   bonus to the saving throw toll.                             turns, and they will  then  be  helpless  against  at-     most speak Common.
     Black  Widow  Spider:  This   vicious   arachnid   is     tacks.  Those  caught  while  watching  will  dance  as        In  combat,  a  planar  spider  arrives   from   an-
   6'  long,  and  has  a  red  "hourglass"  mark  on  its     long as the original victim.  (A  dispel  magic  spell     other  plane  (usually  the  Ethereal),  attacks,   and
   belly.  It usually stays close to its webbed  lair.  The     will  stop   the   dance.)                                 then  "shifts"  back  to  the  other  plane.  It  auto-
   webs  should  be  treated  as  the   magic-user's   web        Terrain:  Crab:   Cavern,   Ruins.   Black   Widow,     matically  gains  initiative   when   "shifting,"   and
                                       g  free,  once  en-     Tarantella: Ruins, Woods.                                  usually   (75%)   cannot   be   attacked   before    it
                                                                                                                          leaves!   However,   hasted   opponents   may    attack
                                                                                                                          normally before the creature "shifts."
                                                                                                                             Normally,  any  victim  bitten  must  make  a   sav-
                                                                                                                          ing throw  vs.  poison  with  a  -  4  penalty  to  the
                                                                                                                          roll, or die.  However,  the  creature  can  choose  to
                                                                                                                          bite without using the poison, if desifed.
                                                                                                                             Any  spider  encountered  may   have   id3   miscel-
                                                                                                                          laneous magical items  that  it  can  use,  or  it  may
                                                                                                                          have  id4  odd  but   nonmagical   items   with   which
                                                                                                                          it-but   not    humans-is    familiar.
                                                                                                                             Occasional   rare    encounters    may    be    with
                                                                                                                          spelicasting  planar  spider  clerics  or   magic-users
                                                                                                                          (maximum  9th  level  in  either),  For   XP   calcula-
                                                                                                                          tions, one asterisk is added for  each  two  levels  of
                                                                                                                          spell use.  Planar  spiders  that  cast  spells  cannot
                                                                                                                          cast spells and then  phase  out  in  the  same  round.
                                                                                                                             Planar  spiders  will   not   automatically   attack
                                                                                                                          PCs.  In  fact,  since  they're  the  primary  intelli-
                                                                                                                          gence of  their  own  planes,  they  should  be  played
                                                                                                                          much  like  humans.  There   could   be   planar-spider
                                                                                                                          bandits,   NPC   adventuring   parties,   etc.    Most,
                                                                                                                          when  encountered,  will  speak   to   PCs   and   find
                                                                                                                          out their  intentions  toward  him:  This  could  be  a
                                                                                                                          real surprise  to  characters  who  have  only  encoun-
                                                                                                                          tered "normal" giant spiders!
                                                                                                                             Terrain: Any.

                                                                                                                        Chapter 14: Monsters

                  Spirit*
                                           Druj*                                               Odic*                                               Revenant*
                  Armor Class:             -4                                                  -4                                                  - 3
                  Hit Dice:                i4**** (M)                                          16**** (M)                                          18**** (M)
                  Move:                    90' (30')                                           0 (see below)                                       120' (40')
                  Attacks:                 I  or  4                                            1 (see below)                                       2 claws/ 1 bite
                  Damage:                  See  below  (all   +   poison)                      ldl2 + poison (see below)                           2 d4 / 2 d4 / 1 d4 + 2 (all + poison)
                  No. Appearing:           1 (1) or id4 + I                                    0 (1)                                               I (1)
                  Save As:                 F14                                                 F16                                                 F18
                  Morale:                  11                                                  12                                                  10
                  Treasure Type:           1, 0, v                                             1, 0, v                                             1, 0, v
                  Intelligence:            14                                                  12                                                  13
                  Alignment:               Chaotic                                             Chaotic                                             Chaotic
                  XP Value:                5,500                                               6,250                                               7,52 5

                  DM Checklist:                                               Druj:   Druj   appear   as   body   parts,   floating   of         Once it  has  settled  for  the  night,  an  odic  ca
                  Attacks:   Poison   touch    and    presence;    cleric     crawling  about  in  a  horrible  way.  A  druj  is   usu-      not   move   from   the   spot   until   daybreak.   Whi
                  spells; other specials                                      ally  encountered  in  the  form  of  a  hand,   eye,   or      using its  spells,  it  can  attack  by  animating  part
                  Defenses:  +  2  weapon   or   better   to   hit;   im-     skull.  Druj  are  very  intelligent  and  strongly  evil,      the  plant.  The   longest   branch   or   vine   of   t
                  mune to 1st-3rd level spells                                far more dangerous than they may seem.                          plant  reaches  out   (10-30'   range),   attacking   as
                  Druj  only:  First  successful  turn   attempt   forces        A  druj   can   spat   its   essence,   creating   four      16   HD   monster    and    inflicting    ldl2    points
                  druj   components   to   reunite;    subsequent    turn     (identical)  forms  instead  of  one.  This  can  be  per-      damage per hit (in addition to poison).
                  rolls handled normally.                                     formed  only  once  per   night.   Each   of   the   forms         The  plant  is  immediately  Rifled   when   the   od
                                                                              can attack separately,  but  only  one  of  the  forms  is      possesses  it.  The  creature  uses  the  plant's  parts
                  Monster     Type:     Undead,      Enchanted      (Very     able to  cast  spells  (as  given  above).  The  form  us-      seek  out  other  tife  to  feed  on.   Most   commonly,
                  Rare).                                                      ing  the  spells  can  often  be  distinguished,   as   it      animates   individual    leaves,    which    float    aw
                  Spirits  are  powerful  evil  beings   inhabiting   the     will  hover  nearby  while  the  other  forms  attack.  If      (movement  rate  30'per  round)  in  search  of   victim
                  bodies (or  body  parts)  of  others;  they  are  among     that form  is  slain,  one  of  the  surviving  forms  im-      it can animate up to 6 such leaves at one time.
                  the  nastiest  of  undead  monsters.   They   are   im-     mediately  gains  all   unused   spellcasting   abilities.      leaves may  be  sent  up  to  1  @e  from  the  odic.  A
                  mune  to  spells  below  4th  level,  and   cannot   be     All four forms are poisonous.                                   mated  leaves  normally  gain   surprise   (90%   chance
                  harmed   by   normal   weapons   of   magical   weapons        If turned by a cleric,  the  parts  of  a  druj  turned      Each  leaf  attacks  as  if  a  4  Flit  Dice   monster;
                  of less  than  +  2  enchantment.                           are  forced  to  reunite  into   one   creature,   remain-      damage  is  @cted,  but   each   victim   hit   must   m
                  All  spirits  are  travelers,  never  staying  in   one     ing  united  for  id4  +  I  rounds.  Further  success  at      a saving  throw  vs.  spells  or  be  charmed.  A  charm
                  place  for  more  than  one  night;  they  become   in-     turning is handled normally.                                    victim is drawn toward the  odic,  and  has  a  -  4  pe
                  visible  and  nearly   powerless   (except   to   move)        Druj   are    always    encountered    singly    unless      alty  on  the  saving  throw  against   the   energy   d
                  with the light  of  dawn,  regaining  their  powers  at     commanded  into  service  by  a  lich   or   more   power-      when entering the purple aura.
                  dusk.  In daylight, any  spirit  can  travel  up  to  24     ful   member   of   the   Sphere   of   Death.   In   such         If   the   plant   possessed    has    no    detachab
                  miles per day (i hex).                                      cases, two  druj  eyes  may  rest  within  a  druj  skull,      leaves,   the   odic   may    animate    other    portio
                  All  spirits  are  poisonous.  When  hit  by  a  spirit     accompanied   by   two   druj   hands;   no   more    than      (pine  needles,  flowers,  etc.)  in  a   similar   mann
                  in  hand-to-hand   combat,   the   victim   must   make     these five druj can ever gather in one place.                   as  described  above-up  to  6  at   once,   each   with
                  a  saving  throw  vs.  poison  or  die  immediately.  A        Eye:  An  eye  druj  darts  about,  trying   to   touch      charm ability per touch.
                  new  saving  throw  must  be  made  for  each  hit   by     (poison)  its  opponent;  a   touch   does   not   inflict         Odics     occasionally     inhabit     the     bodies
                  the spi'ri@t.                                               any  damage  other   than   poisoning.   Each   eye   druj      plantlike    monsters.    The    creature    may    make
                  The  poisonous  presence  of  a   spirit   causes   all     can   also   gaze   at   one   victim   per   round   (30'      saving  throw  vs.  spells  to   avoid   the   possessio
                  consumable   items   within   30',   including   normal     range), in addition  to  its  physical  attack.  The  vic-      but  may  die  from   the   level   draining   and   oth
                  food and water, holy water,  all  rations  (even  iron)     tim  must  make  a  saving  throw  vs.  paralysis  or   be      abilities  of  the  odic  even  if  the   saving   throw
                  and  even  magical  potions  to  become  spoiled   and.     paralyzed  for  id4  turns.  The  eye   druj   may   touch      successful.  The  odic  gains   the   abilities   of   a
                  useless  (but  not  poisoned),  with  no  saving  throw     a paralyzed victim automatically.                               plantlike   monster   possessed.   They   may   be    us
                  allowed.  Even living plants  and  small  insects  with-        Hand:  A  hand  druj  inflicts  id4  points   of   dam-      in  addition  to  the  normal  abilities  of  the  odic.
                  in this area are paralyzed, dying  if  the  spirit  re-     age  when  it  hits,  and  thereafter   holds   onto   its         Odics are always encountered singly.
                  mains  there   more   than   an   hour.   This   effect     victim,    causing    automatic    damage    each    round
                  negates all  forms  of  plant  control,  insect  swarms     thereafter.  The   damage   caused   is   equal   to   the      Revenant:  This   horror   appears   to   be   a   zombi
                  and plagues, both normal and magical.                        AC  of  the  victim,   ignoring   dexterity   and   shield      though it  walks  at  a  faster  rate.  It  never  carri
                  All spirits can sense invisible  things,  and  can  at-     bonuses,  plus  id4  points.   If   the   adjusted   armor      weapons.  The  revenant  roams   the   night   in   sear
                  tack  them  without  penalty.  All  spirits  can,  once     class is a negative number,  the  attack  will  still  in-      of  victims,  surprising   them   50%   of   the   time.
                  per round, at will, create the following  cleric  spell     flict id4 points of damage each round.                          can  leap  once  per  turn  to  a  60'  range;  when  bo
                  effects: darkness, silence  15'radius,  cause  discase,        Skull:  A  skull  druj  floats  toward  and  bites  its      surprising  and  leaping  on   a   victim,   its   three
                  animate dead, finger of death (all  as  if  cast  by  a     victim.   When   first   approached,   the   victim   must      tacks all  hit  (no  attack  rolls  needed),  causing  n
                  16th level cleric).  A spirit will often pause  to  ani-     make  a  saving  throw  vs.  spells  or  be  frozen   with      mal   damage   and   three   separate   saving    throws
                  mate  the  body  of  a  fallen  victim,  creating   and     fear, allowing the skull druj  to  bite  (no  attack  roll      poison.
                  controlling it as a zombie to fight for it and  add  to     needed)   for   2d4   points   of   damage.   The   normal         Once   per   night,   a   revenant   can   summon   1
                  the  chaos.  (Attempts  at  turning  such  zombies  are     saving throw vs. poison applies to each bite.                   spectres  to  come  to  its  aid.  The   spectres   will
                  made as if turning the spirit  itself!)  All  of  these                                                                     rive  id6  +  2   rounds   after   being   summoned,   a
                  spell-like  abilities  require  concentration,  as   do     Odic: This  evil  spirit  travels  up  to  24  miles  each      will  obey  and  fight  for   the   revenant.   They   m
                  normal spells, so while  using  an  ability,  a  spirit     day, settling  into  a  plant  by  night.  It  is  danger-      be turned as normal spectres.
                  cannot  attack   physically.   Unlike   normal   cleric     ous  even  if  avoided,  as  it  animates  parts  of   the         Revenants  are   resistant   to   turning   attempts.
                  spells, no words or gestures are needed.                    plant  to  do  its  bidding.  The  plant  can  easily   be      any  "D"   result   is   indicated,   the   revenant   m
                  A  spirit  normally  has   no   treasure,   though   it     seen at  long  range  (up  to  300  yards),  as  the  odic      make a saving throw vs'    spells;  if  successful,  the
                  may occasionally serve as  a  guard  for  some  special     radiates a purplish  light  in  a  20'  radius.  Any  liv-      tempt has no effect.  A '   tum"  result  gives  no  savi
                  item.  Those  characters  who  risk  travel  at   night     ing  being  within  this  light   must   make   a   saving      throw,  but  the  revenant  wiil  return  in  id4  turns
                  y  encounter  a  spirit  with  id6  of   its   victims,     throw vs.  spells  or  lose  1  level  because  of  energy         Revenants are always encountered singly.
                  who  may  carry  treasure.                                  drain (as if struck by a wight).                                    Terrain:  Any  (usually   Barren   Lands   and   Ruin
                  ma

                  I                                                                                      207

                           apter 14:  Monsters



          Sporacle                                                       Sprite

          Armor Class:           0 (tentacles: 4)                        Armor     Class:          5                                      Sprites are small winged people (about            foot
          Hit Dice:              7*** (M)                                Hit        Dice:          1/2* (1-4 hp) (S)                   tall)  related  to  pixies   and   elves.   Though   shy,
          Move:                  180' (60')                              Move:                     60' (20')                           they are  very  curious  and  have  a  strange  sense  of
          Attacks:               1 2 tentacles/ Ibite                       Flying:                180' (60')                          humor.
          Damage:                I + paralysis/2diO                      Attacks:                  1 spell                                Five  sprites  acting  together  can  cast  one  curse
          No. Appearing:         id4 (2d4)                               Damage:                   See below                           spell.  This will take  the  form  of  a  magic  practical
          Save As:               See below                               No. Appearing:            3d6 (5d8)                           joke,  such  as  tripping  or  having  one's  nose  grow.
          Morale:                10                                      Save         As:          El                                  The exact effect  of  the  curse  is  left  to  the  DM's
          Treasure Type:         See below                               Morale:                   7                                   imagination.  (The  effects   of   the   sprites'   curse
          Intelligence:          2                                       Treasure Type:            s                                   can   be   countered   by   a   remove   curse    spell.)
          Alignment:             Chaotic                                 Intelligence:             14                                  Sprites  will  never  cause  death  on  purpose  even  if
          XP Value:              1,650                                   Alignment:                Neutral                             they are attacked.

             Monster Type: Monster (Very Rare).                           XP        Value:          6                                      There  can  be  sprite  spellcasters;   see   "Monster

             The  sporacle  appears  identical  to  a  beholder   at                                                                   Spellcasters" later in this chapter.

          first glance: a floating ball-like  creature,  5'  in  di-        Monster Type: Humanoid (Common).                               Terrqin: Woods.

          arneter,  with  a  huge   gaping   mouth   and   a   large
          central eye  above  it.  Tentacles  sprout  from  its  en-     Statue, Living
          tire body.  It  has  six  eyes,  positioned  evenly  about                               Crystal                       Iron                           Rock
          the   surface   of   the   body   (top,   bottom,   front,     Armor     Class:          4                             2                              4
          back,  sides).  It  normally  keeps  all  but  a  few  up-     Hit        Dice:          3 (M)                         4* (L)                         5* (L)
          per tentacles retracted.                                        Move:                     90' (30')                     30'  (10')                     60' (20')
             A  sporacle  regenerates  by   submersing   itself   in     Attacks:                  2                             2                              2
          fresh water (but not in  brine)  at  the  rate  of  3  hit     Damage:                   id6/id6                       ld8/ ld8 + special             2d6/2d6
          points  pef  round  so  lost  body  parts  may   be   rap-     No. Appearing             id6 (ld6)                     id4  (id4)                     id3 (id3)
          idly regrown.  If a  loose  tentacle  falls  or  is  placed     Save         As:          F3                            F4                             F5
          in water,  it  will  grow  into  a  whole  creature  in  I     Morale:                   I 1                           1 1                            1 1
          hour.  This  is  their  only   method   of   reproduction,     Treasure Type:            Nil                           Nil                            Nil
          so they are often found near a water source.                    Intelligence:             7                             7                              7
             A   sporacle   may   attack   anything,   but   prefers     Alignment:                Lawful                        Neutral                        Chaotic
          humanoids  as  food.  As  it   moves   into   combat,   it     XP        Value:          35                            125                            300
          extends   all   its   tentacles,   appearing   to   sprout
          them  as  it  attacks.  It  moves  through  air  or  water        Monster     Type:      Construct,   Enchanted    (Com-        Iron: A  living  iron  statue  has  a  body  that  can
          by magical flight,  but  is  very  quick.  It  spins  rap-     mon).                                                         absorb  iron  and   steel.   It   takes   normal   damage
          idly in all  directions  when  in  combat,  using  all  of        A  living  statue  is  an  enchanted  animated   crea-     when  hit,  but  if  a   nonmagical   metal   weapon   is
          its  tentacles  each  round   against   I   or   2   oppo-     ture  made  by  a  powerful  wizard.  It  appears  to  be     used,  the  attacker  must  make  a  saving   throw   vs.
          nents.  A   sporacle   has   average   intelligence   (10)     a  perfectly  normal  statue-until  it  moves!   A   liv-     spells  or  the  weapon  will   become   stuck   in   the
          and cannot use spells or magical items.                        ing statue  may  be  any  size  or  material;  the  sizes     body  of  the  living  iron  statue,  and  can  only   be
             The  sporacle  prefers  not  to   bite   victims   that     given  afe  typical.  Living  crystal,  iron,  and   rock     removed if the  statue  is  killed.  (If  the  weapon  is
          are still moving.  It uses its tentacle attacks                 statues  are  given  as  examples,   and   the   DM   may     left in  the  statue,  the  statue  will  eventually  ab-
          until  all  have  been  destroyed;  only   then   win   it     create  others.  (Not  every   statue   in   a   campaign     sorb   the   metal   completely   and   eject    nonmetal
          resort to  its  ferocious  bite.  Each  tentacle  hit  in-     should be a  living  statue.  If  every  statue  in  your     parts,  so  the  statue  will  not  forever  walk  around
          flicts I point of damage, and each requires a s                campaign  is  a  living  statue,  PCs  will   know   that     with weapons sticking out of it.)
                                                                 av-
          ing  throw  vs.  paralysis.  Failure  indicates  that  the     any  statue  they  see  can  attack  them.  Have   noble-        Rock: A living rock  statue  has  an  outer  crust  of
          venomous  tentacle  has  struck  skin,   and   takes   ef-     men  possess  statuary  as   treasure   and   decoration;     stone  but  is  filled  with  hot  magma  (fiery   lava).
          fect.  This  paralysis  is  a   delayed   sort,   however,     have   expensive   public   buildings   and   plazas   be     When  the  creature  attacks,  it   squirts   the   magma
          taking effect  after  I  round  passes;  it  lasts  for  1     decorated  with  statues;   living   statues   are   very     from  its  fingertips  (or  similar  members)   for   2d6
          turn   thereafter   uniess   cured.   If   its   opponents     rare  in  comparison   with   the   numbers   of   "real"     points of damage per hit.
          flee,  it  will  remain  to  feast  upon   its   paralyzed     statues.)                                                        Terrain: Any (especially Ruins).
          victims; if there are none, it always pursues.                     Living statues  are  not  affected  by  sleep  spells.         Load:  Crystal  Statue:  1,500  cn  at   full   speed;
             The  sporacle  may  be   damaged   by   any   sort   Of        Crystal: A  living  crystal  statue  is  a  life  form     3,000  cn  at  half  speed.  Iron  Statue:  2,000  cn  at
          edged  weapon,  and   by   any   missile   weapon   except     made  of  crystals  instead  of  flesh.  Crystal  statues     full  speed;  4,000  cn  at  half  speed.  Rock   Statue:
          a  sling.  However,  it  is  immune  to   blunt   weapons,     can  look  like  statues  of  anything,  but  often   ap-     2,500 cn at full speed; 5,000 cn at half speed.
          and  to  all  spells  and  magical  devices  except  those     pear      human.
          that  cause  damage;  these  will  destroy  one   tentacle
          per  die  of  damage  (or  per  magic  missile),  not  af-
                                                                         Stirge
          facting the creature's  hit  points.  Once  all  the  ten-
          tacies  are  destroyed,  such  spells  have   no   further     Armor     Class:          7                                      Monster Type: Monster (Common).
          effect.  Sporacles  cannot  hear,  and   are   immune   to     Hit        Dice:          1 - (S)                                A stirge is a birdlike  creature  with  a  long  nose.
          all  sound-based  effects;  they  are   also   immune   to     Move:                     30' (10')                           It attacks  by  thrusting  its  beak  into  the  victim's
          poison,
                   paralysis, and charms.                                    Flying:                180' (60')                          body,  and  feeds  on  blood.  A  successful   hit   (for
             If any  attacker  declares  the  tentacles  to  be  the     Attacks:                  1                                   id3  points  of   damage)   means   that   it   has   at-
          target  of  the  blow,   and   uses   an   edged   weapon,     DamaRe:                   id3                                 teched itself to  the  victim,  sucking  for  id3  points
          the  tentacle  is  AC  4,  and   easily   severed.   After     No. A7ppearing:           idio (3dl2)                         of damage per round until the victim is dead.
          falling off, a tentacle  will  live  for  up  to  1  hour,     Save         As:          F2                                     A flying stirge gains a bonus of  +  2  on  its  first
          remaining   venomous   for    that    time.    When    the     Morale:                   9                                   attack  roli  against  any  one  opponent  due   to   its
                       educed to 0 hit  points  or  less,  its  body     Treasure Type:            L                                   speedy   diving    attack.
          creature is r
          comes   apart    grotesquely,    spinning    wildly    and     Intelligence:             I                                      Terrain: Cavern, Ruins, Woods.
          sending  all  remaining  tentacles   in   various   direc-     Alignment:                Neutral
          tions. (Make final attack rolls as applicable.)                XP        Value:          1 3
             Terrain:      Cavern.

                                                                                                    08

                                                                                                                      hapter 14: Monsters  LIP,


                                                                                                                                         Thoul
              Termite, Water
                                 Swamp                               Fresh Water                  Salt Water                             Armor    Class:        6
              Armor Class:       4                                   6                            5                                      Hit Dice:              3** (M)
              Hit Dice:          I + 1 (S)                           2 + 1 (S)                    4 (M)                                  Move:                  120' (40')
              Move:              90' (30')                           120' (40')                   180' (60')                             Attacks:               2 claws or 1 weapon
              Attacks:           See below                           See below                    See below                              Damage:                id3 / ld3 or by weapon
              Damage:            id3                                 id4                          id6                                    No. Appearing:         ld6 (ldio)
              No. Appearing:     0 (ld4)                             0 (id3)                      0 (id6 + 1)                            Save As:               F3
              Save As:           Fl                                  F2                           F3                                     Morale:                10
              Morale:            10                                  8                            11                                     Treasure Type:         c
              Treasure Type:     Nil                                 Nil                          Nil                                    intelligence:          6
              Intelligence:      0                                   0                            0                                      Alignment:             Chaotic
              Alignment:         Neutral                             Neutral                      Neutral                                XP Value:              65
              XP Value:          1 5                                 25                           75                                        Monster    Type:    Monster    (Very    Rare).    These

              Monster Type: Lowlife (Common).                             must  be  made.  A  victim  hit   by   the   spray   must      creatures are not Undead.

                                                                     -                                  oison  or   be   paral              A  thoul  is  a  magical  combination  of  a  ghoul,  a
              Water  termites  range  from  l'-5'   long,   the   larg    make a saving throw vs. p                          yzed        hobgoblin,  and  a  troll.   Except   when   very   close,
              est  found  only  in  ocean  waters.  All   are   shaped    for  I  turn.  If  the  creature  is  frightened   under-            I
              like normal termites,  except  for  an  elastic  sac  in    water,  its  ink  does  not  paralyze,  but  merely  pro-      tnouis   look   exactly   like   hobgoblins,    and    are

              their  abdomen  that  can   intake   and   expel   water    vides an inky  cover  for  the  creature's  retreat.           sometimes  found  as  part   of   the   bodyguard   of   a

              for   movement   and   feeding.   When   the   sac    is       The real terror of these  creatures  is  the  destruc-      hobgoblin king or Chaotic ruler.

              completely  expanded,  the   creature   looks   like   a    tion they bring to  ships.  They  cling  to  hulls,  each         The touch  of  a  thoul  will  paralyze  (in  the  same
                                                                                                                                         way as that of  a  ghoul).  If  it  is  damaged,  a  thoul
              large balloon  with  a  small  insectlike  head  on  the    causing  points  of  hull  damage  equal  to  theit  bite      will regenerate 1 hit  point  per  round  as  long  as  it
              front.                                                      before  letting  go.  Once  any  damage  has   been   in-      is alive.
              The  creature  does  not  bite  unless   cornered;   in-    flicted,  there  is  a  50%   chance   per   round   that
              stead,  it  uses  an  inky  spray  for   defense.   When    someone will notice the leakage.                                   There  can  be   thoul   spellcasters;   see   "Monster

              frightened   above   water,   a   normal   attack   roll       Terrain: Swamp, Lake, Ocean.                                 Spellcasters" later in this chapter.
                                                                                                                                            Terrain: Barren Lands, Cavern.


              Toad                                                        Treant                                                         Triceratops

                                 Giant           RockICave                Armor Class:            2                                      Armor    Class:        4

              Armor Class:       7               2                        Hit Dice:               8* (L)                                 Hit Dice:              20* (L)

              Hit Dice:          2 + 2 (M)       3 + I* (M)               Move:                   60' (20')                              Move:                  90' (30')

              Move:              90' (30')       60' (20')                Attacks:                2 branches                             Attacks:               3 horns

              Attacks:           i bite          I  bite   +   special    Damage:                 2d6/2d6                                Damage:                id8/2d8/2d8

              Damage:            id4 + i         id6 + charm              No. Appearing:          0 (id8)                                No. Appearing:         0 (ld6)

              No. Appearing:     id4 (id6)       id4 (id4)                Save As:                F8                                     Save As:               F10

              Save As:           Fl              F3                       Morale:                 9                                      Morale:                9

              Morale:            6               7                        Treasure Type:          c                                      Treasure Type:         Nil

              Treasure Type:     Nil             v                        Intelligence:           1 1                                    Intelligence:          2

              Intelligence:      2               2                        Alignment:              Lawful                                 Alignment:             Neutral

              Alignment:         Neutral         Neutral                  XP Value:               1,200                                  XP Value:              4,175

              XP Value:          25              75
                                                                             Monster Type: Monster (Rare).                                   Monster    Type:     Prehistoric      Animal      (Very

              Monster Type: Giant Animal (Common).                            A treant is an 18'  tall,  intelligent  creature  that      Rare).

              Giant Toad:  A  giant  toad  is  about  the  size  of  a    looks like a  tree  with  facial  features.  It  has  two         This   is   an   afmored   herbivorous   dinosaur.   It

                                                              I      @    main  branches  that  act  as  arms   with   hands,   and      walks  about  on  four  legs  and  has   much   the   same
              very  large  dog,  and   weighs   150-250   pounds.   it

              can change  its  skin  color  to  blend  into  woods  or    it waiks  upon  legs  that  end  in  rootlike  feet.           temperament   as   an   elephant.   The   triceratops   is

                                                                             It is concerned  only  with  the  protection  of  fof-      about  30'  long   and   weighs   10-12   tons.   A   col-
              poorly lit dungeons,  surprising  its  prey  on  a  roll    ests and plant life; it  is  friends  with  most  of  the      larlike  armor  plate  grows  from  its  head  to  protect
              of 1-3  (on  id6).  It  can  shoot  its  tongue  out  to    intelligent   forest   creatures   (actaeons,   centaurs,      its  neck,  and  its  weapons   include   a   short   horn
              15',  and  may   drag   victims   of   dwarf   size   or

                                                             rey    is    dryads,  etc.).  Treants  speak  a  slow  and   difficult      growing  from  its  snout  and  two   long   horns   grow-
              smaller to its mouth to be bitten.  Small p                  tongue, and distrust those who use fire.                       ing above its  eyes.  A  single  triceratops  is  a  match
              swallowed  whole  on  a  attack  toll  of  20,   causing       All  encounters  with  treants  begin  at  a  distance      for  all  but  the  largest  of   the   predatory   cafno-
              id6 points of damage each round thereafter.                 of 30 yards or less,  since  they  are  nearly  identical      saurs.
              Rock   Toad/Cave   Toad:   A   rock   toad,   or   "cave    to normal trees, and they  surprise  on  a  roll  of  1-3         Although  it  is  an  herbivore,   it   is   aggressive
              toad",  lives  in  rocky,  cold  regions  such  as  high    (on   id6).   Although   normal    weapons    can    harm      and   dangerous,   usually   attacking   on   sight.    It
              mountains or  frozen  deserts.  It  is  about  the  size    them,  blunt  weapons  (such  as  maces)   only   inflict      might  charge   (for   double   damage)   on   the   first
              of a  large  dog,  weighs  150  pounds,  and  carries  a

              hard, bumpy shell  on  its  back  (like  a  turtle).  On    1   point   of   damage   per   hit   (plus   magic   and      attack,  and  on  any  attack  after  it  has  gotten   20

                                                                          strength        bonuses).                                      yards or more away from its enemy.
              its  head,  it  has  bulging,  multi-faceted  eyes   sim.i-    Each  treant  can  animate  any   two   trees   within         Terrain: Open (prehistoric).
              lar  to  a  fly's.  The  eyes  shine  with  a   hypnotic

              glow.  Any  creature   gazing   into   the   eyes   must    60' to  move  at  30'  (lo')  and  fight  as  treants.  A         Lo2d:  10,000  cn  at  full   speed;   20,000   cn   at

              save vs.  paralysis,  or  be  paralyzed  for  2-8  (2d4)    treant  may  change   which   trees   it   is   animating      half     speed.

              rounds.  The  eyes  will  continue  to  cast  a   feeble    from   round   to   round.

              light (5' radius)  for  id3  hours  after  the  creature       There  can  be  treant  spellcasters;   see   "Monster

              dies,  but  the  hypnotic  powers  will  be  lost.  When    Spellcasters" later in this chapter.

              attacking,  it  bites  with  a  horny,   beaked   mouth.        Terrain:        Woods.

              Terrain:   Giant   Toad:   Cavern;   Woods   (near   wa-

              ter).   Rock/Cave   Toad:   Cavern@    Desert    (cold),

              Mountain.

              II                                                                                    209

                        apter 14: Monsters





       Troglodyte                                                    Tyrannosaurus        Rex

       Armor Class:            5                                     Armor Class:           3

       Hit Dice:               2* (L)                                Hit    Dice:           20 (L)

       Move:                   120' (40')                            Move:                  120'(4o')

       Attacks:                2 claws/ I  bite                      Attacks:               1 bite

       Damage:                 id4/id4/id4                           Damage:                6d6

       No. Appearing:          id8 (5d8)                             No. Appearing:         0 (id2)

       Save As:                F2                                    Save     As:           Flo

       Morale:                 9                                     Morale:                1  1

       Treasure Type:          A                                     Treasure Type:         VX3

       Intelligence:           10                                    Intelligence:          2

       Alignment:              Chaotic                               Alignment:             Neutral

       XP Value:               25                                    XP    Value:           2,375


          Monster Type: Humanoid (Rare).                                 Monster     Type:     Prehistoric     Animal     (Very

          A  troglodyte  is   an   intelligent   humanoid   rep-     Rare).

       the.  It  has  a  short  tail,  long  legs,  and  a  spiny        The  "tyrant  lizard"  is  the  largest  hunting   di-
       " comb"  on  its  head   and   arms.   Troglodytes   walk     nosaur  found.  It's  at  least  40'  iong  (and  can  be

       upright  and  use  their  hands  as   well   as   humans.     longer),  weighing  in  at  8  tons;  when  standing,  it

       They hate most other creatures.                               is about  20'  high.  It  inhabits  "lost  world"  areas.

          Troglodytes  have   the   chameleonlike   ability   to        The  tyrannosaurus  walks  on  its  hind  legs,   with

       change  colors,  and  use  it  to  hide  by  rock  walls,     its  heavy  tail  held  out  behind  as   a   counterbal-

       surprising  often  (1-4  on  id6).  A   troglodyte   also     ance.  Its  forelimbs  are  small,  bearing   two   claws

       secretes  an  oil  that  produces  a  stench,  nauseating     each,  but  are  next  to   useless   in   combat.   How-

       humans   and   demihumans   unless   a    saving    throw     ever,  its  mighty  jaws,  beating   teeth   up   to   6"

       vs.  poison  is  made.  Nauseated   characters   have   a     long, more  than  make  up  for  that  deficit.  It  will

          2  penalty  on  their  attack  rolls  while  in  hand-     attack  anything  man-sized  or   larger,   usually   at-

       to-hand combat with the troglodytes.                          tacking the largest creature  first.  It  can  swallow  a

          There   can   be    troglodyte    spellcasters;    see     man-sized  opponent  if  its  attack   roll   is   19-20;

         Monster Spellcasters" later in this chapter.                the   victim   takes   2d4   points   of   damage    each

          Terrain: Cavern, Ruins.                                    round    until     removed.

                                                                        Terrain: jungle, Open, Woods (prehistoric).

       Troll

       Armor Class:            4                                     Undine*

       Hit Dice:               6 + 3 * (L)                           Armor Class:           4

       Move:                   120' (40')                            Hit    Dice:           8*** (L)

       Attacks:                2 claws/ 1  bite                      Move:                  90' (30')

       Damage:                 id6/id6/idio                             Swimming:           240' (So')

       No. Appearing:          id8(id8)                              Attacks:               1 fist or I coil

       Save As:                F6                                    Damage:                2d8 or idio

       Morale:                 10 or 8 (see below)                   No. Appearing:         1  (1)

       Treasure Type:          D                                     Save     As:           F16

       Intelligence:           6                                     Morale:                9

       Alignment:              Chaotic                               Treasure Type:         Nil

       XP Value:               650                                   Intelligence:          10

                                                                     Alignment:             Chaotic

          Monster Type: Giant Humanoid (Rare).                        XP    Value:           2,300

          Trolls  are  8'-tall,   thin,   somewhat   intelligent

       humanoids,  with   ferocious   features,   sharp   teeth,        Monster    Type:    Planar     Monster,      Enchanted

       and a mottled skin almost like rubber.                        (Very Rare).

          They   are   carnivores,   and   prefer   human    and        An   undine   is   an intelligent   creature   made   of

       humanlike  victims  to  all  other   foods.   They   live     water.  It  is  rare  even  on  the  elemental  plane  of     no damage from the melting.
       nearly  anywhere,   often   in   the   ruined   dwellings     Water,  its   home,   and   is   almost   never   encoun-        An  undine  can  attack  with  one  "fist"  (armlike
       of their victims.                                             tered  on  the   Prime   Plane.   Undines   are   Chaotic     extension)  per  round.  If  the  blow  hits,  the  un-
          A troll  is  very  strong,  and  rends  its  opponents     in  behavior,  but   (similar   to   djinn)   have   very     dine  may  choose  to   coil   around   the   opponent,
       with  talons  and  sharp  teeth.  It  has  the  power  of     good intentions and despise evil.                             squeezing for  id  lo  points  of  automatic  constric-
       regeneration,  the  ability   to   grow   back   together        On  its  home  plane,  an  undine   normally   has   a     tion  damage   each   round.   An   undine   can   coil
       when  damaged.  It  begins   to   regenerate   3   rounds     form  like  a  featureless  transparent  snake.  It   can     around any creature of giant  size  or  less,  and  the
       after  it   is   damaged.   The   troll's   wounds   heal     easily   change   shape,   sometimes   using    a    form     victim cannot move, attack, or concentrate.
       themselves  at  a  rate  of  3  hit  points  per   round,     with  many  tentacles  to  handle   objects.   Once   per
                                                                                                                                      On  the  Prime  Plane,  an  undine   appears   iden-
       and  even  severed  limbs  will   crawl   back   to   the     turn, it can swim  quickly  in  the  form  of  a  revolv-
                                                                                                                                   tical to a water  elemental.  While  in  water,  it  is
       body  and  rejoin.  The  head  and  claws  of  the  troll     ing coil, moving  at  480'  (160')  rate  for  up  to  10     invisible, and regenerates damage  at  the  rate  of  3
       will continue to fight as long  as  the  creature  has  I     rounds.                                                       points  per  round.  When  out   of   water,   however,
       hit  point  or  more.  However,  the  troll  cannot   re-        Undines   are   immune   to   poison,   normal   weap-

       generate  damage  from  fire  or  acid,  and   when   at-     ons, all 1st and 2nd level spells,  and  to  all  attacks     it does not  regenerate,  and  instead  takes  I  point

                                                                                                                                   of  damage  per  round  from  drying.  An   undine   is
       tacked  by  these  methods,  the  morale  score   is   8.     based  on  fire.  An  undine  can  detect  invisible   at
                                                                                                                                   not as limited as  an  clemental;  it  is  not  blocked
       Unless  totally  destroyed  by  fire  or  acid,  it  will     will,  and  can  use  detect  magic,  web,  dispel   mag-
                                                                                                                                   by a protection from evil effect,  and  is  not  forced
       eventually    regenerate     completely.                      ic, ice storm /wall, and fire  to  ice  three  times  per     to remain within 60' of water.
          There  can  be  troll   spellcasters; see      "Monster    day (all as if  a  9th  level  magic-user).  An  undine's
                                                                                                                                      Their  enemies  are  the  hydrax  and  the   hordes,
       Spellcasters"  later  in  this  chapter.                      web is  made  of  ice  strands,  which  function  in  the
                                                                                                                                   and they fear air-type creatures and attacks.
          Terrain: Cavern, Wilderness (any).                         same  way;  however,  flame   merely   melts   the   web,

                                                                     rather  than  burning  it,  and  trapped   victims   take        Terrain: Plane of Water.

                                                                                               210

             Unicorn                                                        Vampire*                                                       above and is @une to all weapon att@.

            Armor Class:           2                                       Armor Class:           2                                         In  human  form,  a  vampire  can   attack   by   gaze

            Hit Dice:              4* (L)                                  Hit Dice:              7**-9** (M)                             or  touch,  or   can   summon   other   creatures.   The

            Move:                  240' (80')                              Move:                  120'  (40')                             touch of  a  vampire  inflicts  a  double  energy  drain

            Attacks:               2 hooves/ 1 horn                           Flying:             180'  (60')                             (removing  2  levels  of  experience)  in  addition   to

            Damage:                id8 each                                Attacks:               I touch or special                      d.amage.  The  creature's  gaze  can   charm.   Any   vic-

            No. Appearing:         ld2 (lds)                               Damage:                idio   +   double   energy   drain      tim   who   meets   the   gaze   may   make   a   saving

            Swe As:                F8                                                             or  special                             throw  vs.  spells  to  avoid  the  charm,  but  with  a

            Morale:                7 or 9 (see below)                      No. Appearing:         id4   (ld6)                             - 2 penalty to the roll.

            Treasure Type:         Nil                                     Save As:               F7-9                                      The  vampire  may  summon  any   one   of   the   foi-

            Intelligence:          4                                       Morale:                l 1                                     lowing  creatures,  which  will  come  to  its   aid   i

            Alignment:             Lawful                                  Treasure Type:         F                                       they are within 300 feet (300 yards outdoors):

            XP Value:              12 5                                    Intelligence:          10                                      Rats             10-100  Giant rats          5-20
                                                                           Alignment:             Chaotic                                 Bats             10-100  Giant bats          3-18
               Monster Type: Monster (Rare).                                XP Value:              1,250; 1,750 or 2,300                   Wolves             3-18    Dire wolves       2-8
               A  unicorn  looks  like  a   slender   horse   with   a        Monster Type: Undead, Enchanted (Rare).                        Any  character  slain  by  a   vampire   will   return
            horn  growing  from  its  forehead.   Unicorns   are   ai-        Vampires  are   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     undead.   They   haunt   ruins,   tombs,    crypts    and      control of the slayer.
            an   ugly   one.   Unicorns   are   shy   creatures,   but     other  places  deserted  by   man,   but   fly   out   at        There  can  be   vampire   spellcasters;   see   "Mon-
            fierce   when   cornefed.   Only   a   pure   maiden   can     night to prey on man.                                          ster Spellcasters" later in this chapter.
            talk to  or  ride  one.  A  unicorn  can  magically  tele-        Abilities  of  Vampires:   Vampires   are   unaffected        Weaknesses   of    Vampires:    A    vampire    cannot
            port itself (with a rider) to  a  distance  of  360,  once     by sleep,  charm,  and  hold  spells,  and  can  only  be      come  within  10  feet  of  a  strongly  presented   hol
            per  day.  A  unicorn's  morale  is  improved  (9)  if  it     hit  with   magical   weapons.   A   vampire   may   take
            has a rider.                                                                                                                  symbol,  although  it  can  move  to  attack  from   an-
                                                                           the form of a human, a  dire  wolf,'a  giant  bat,  or  a      other direction.  The  odor  of  garlic  repels  a  vam-
               These  creatures  live  in  the   deep   forests,   far     gaseous  cloud  at  will.  Each  change  takes  1  round.      pire;  the  creature  must  make  a   successful   savin
            away   from   sentient   creatures.   They    are    often        Whatever  its  form,  a  vampire  regenerates  3   hit
            hunted  by  evil  wizards,  who  prize  their  h?rns   for                                                             -      throw  vs.  poison  or  stay  at  least  10   feet   awa
                                                                           points  per  round,  starting  as  soon  as   it   is.dam      from the garlic during that round.
            their alchemical potions and spell researches.                 aged.  If  a  vampire  is  reduced  to  0  hit  points  it
                                                                                                                                            Vampires   cannot   cross   running    water,    eithe
               Terrain:       Woods.                                       does   not   regenerate,   but   becomes   gaseous    and      on  foot  or  flying,  except  at  bridges  or  while  i
               Lo2d:  2,000  cn  at  full  speed;  4,000  cn  at  half     flees to its coffin.                                           their  coffins.  During  the  day,  a   vampire   usuall
            speed.                                                             In  dire  wolf  or  giant  bat  form,  the   vampire's      rests in its coffin; failure to  do  so  results  in  th
               Bqrding Multiplier: x 1.                                    move, attacks,  and  damage  are  those  of  the  animal.      loss  of  2d6  hit  points  per  day.  These  hit  point
                                                                           The  vampire's  AC,   Mt   Dice,   morale,   and   saving      are  not  regenerated  untit  the  vampire   has   reste
                                                                           throws  remain  unchanged.  In  gaseous  form,   @   vam-      in its coffin for a full day.  A  vampire  casts  no  re
                                                                           pire cannot attack,  but  can  fly  at  the  speed  given      flection and avoids mirrors.

                                                                                                       I I

                      pter 14: Monsters


     A   vampire   may   be   destroyed   by   driving   a     Whales
  wooden  stake  through  its  heaft   or   by   immersion                             Killer   Great        Narwhal            Great  Whale:  This  huge   whale   is   about   60'
  in running water  for  1  turn.  If  a  vampire  is  ex-     Armor Class:            6        6            7               long on the  average.  It  preys  on  the  most  feared
  posed  to  direct  sunlight,  the  creature  must   make     Hit     Dice:           6 (L)    36*    (L)   12 (L)          denizens  of  the  deep  (such  as  the  giant  octopus
  a saving throw  vs.  death  ray  each  round  or  disin-     Move, Swim:             240' (80') 180' (60') 180' (60')      and  giant  squid).  Man-sized  or  smaller   creatures
  tegrate.  A  continual  light  spell  will  not  disinte-     Attacks:                1 bite   i     bite   1 horn          will be swallowed whole on a die  roll  that  is  4  or
  grate a vampire.  If all of  the  vampire's  coffins  are     Damage:                 2dio     3d2O         2d6             more  than  the  score  needed  to  hit.  A   swallowed
  blessed  or  destroyed,   the   vampire   will   weaken,     No. Appearing:          0    (id6) 0    (1-3) 0 (id4)         creature will  take  3d6  points  of  acid  damage  per
  taking 2d6  hit  points  of  damage  per  day.  It  dies     Save      As:           F3       F18          F12             round.  Great   whales   will   sometimes   (10%)   at-
  when its hit points a-re reduced to 0.                       Morale:                 10       10           8               tack   ships,   attempting   to   ram.   The    monster
  Vision                                                       Treasure Type:          Nil      Nil          Nil             whale  does  6d6  hull  points  of  damage  in  a  suc-
     A form of undead; see Phantom.                             Intelligence:           2        2            4               cessful ram.
                                                               Alignment:              Neutral  Neutral      Lawful             Extremely  rare   great   whales   might   grow   to
  Weasel,     Giant                                            XP     Value:           275      12,000       1,250           double  or  triple  this  size,  with  a  corresponding
  Armor Class:            7                                                                                                  increase  in  Hit  Dice  and  damage.  There  are   ru-
  Hit Dice:               4 + 4  (L)                              Monster   Type:   Killer   Whale:    Normal    Animal      mors  of  monster  whales  large  enough   to   swallow
  Move:                   150' (50')                           (Common);    Great    Whale:    Giant    Animal    (Very      an entife harbor of ships!
  Attacks:                1 bite + special                     Rare);     Narwhal:     Monster     (Rare).                       Narwhal:  The  narwhal  is   15'   tong,   gray   to
  Damage:                 2d4                                     Killer  Whale:   These   are   25'   long   and   are      white in color, and has  an  8'  long  spiral  horn  on
  No. Appearing:          id4  (id6)                           found  mainly  in  cold  waters.  They  live  by   hunt-      its head (like that of a unicorn).  It  is  an  intelli-
  Save As:                F3                                   ing other sea  creatures.  Creatures  of  halfling  size      gent  magical  creature,  very  independent   and   se-
  Morale:                 8                                    or  smaller  will  be  swallowed  whole  if  the  killer      cretive.  It is rumored  that  their  horns  vibrate  in
  Treasure    Type:       v                                    whale scores a 20  on  its  hit  roll.  Those  swallowed      the presence  of  evil.  Their  horns  are  worth  from
  Intelligence:           2                                    take  id6  points  of  damage   per   round   and   will      1,000 to 6,000 gold pieces each for their ivory.
  Alignment:              Neutral                              drown   in   10   rounds   uniess    freed.                       Tcrrain: Ocean.
  XP Value:               125
     Monster Type: Giant Animal (Common).                       Wolf
     A giant weasel is  8'-9'  long  and  covered  with  a                             Normal Wolf       Dire Wolf           caves.  Captured  wolf  cubs  may   be   trained   like
  richly colored fur  of  white,  gold,  or  brown.  These     Armor Class:            7                 6                   dogs (if the  DM  permits),  but  with  difficulty.  If
  quick  and  vicious  predators   hunt   singly   or   in     Hit     Dice:           2  +2  (M)        4 + 1 (M)           three  or  fewer  wolves  are  encountered,  or  if   a
  groups.  Once they bite,  they  will  hold  on  and  suck     Move:                   180' (60')        150' (50')          pack is reduced  to  less  than  50%  of  its  original
  blood,  doing  2d4  points  of  damage  each  round  un-     Attacks:                1 bite            I bite              numbers, their morale is 6 rather than 8.
  til their prey is dead or unffl they are killed.              Damage:                 id6               2d4                    Dire  Wolves:  Dire  wolves  are  larger  and   more
     Giant  weasels  have  inffavision  to  30'  and   can     No. Appearing:          2d6  (3d6)        id4 (2d4)           ferocious   than   normal   wolves,   and   are   semi-
  track  parties  by  scent.  They  will  pursue   wounded     Save      As:           Fl                F2                  intelligent.  They  are  fierce  enemies  and   usually
  prey in preference to  all  other.  They  live  in  tun-     Morale:                 8 or 6            8                   hunt  in  packs.  They  are  found  in  caves,   woods,
  nels         underground.                                                            (see below)                           or   mountains.   They   are   sometimes   trained   by
     Terrain: Cavern, Ruins, Woods.                             Treasure Type:          Nil               Nil                 goblins  to  be   used   as   mounts.   Captured   dire
     Lo.id: 2,000 cn, full speed; 4,000  cn,  half  speed.      Intelligence:           2                 4                   wolf  cubs  can  be  trained  like  dogs  (if  the   DM
                                                               Alignment:              Neutral           Neutral             permits),  but  they  are   even   more   savage   than
  Were(creature)                                               XP     Value:           25                125                 normal wolves.
     See       Lycanthrope.                                        Monster   Type:    Wolf:    Normal    Animal    (Com-         Terrain: Woods.

  Wight*                                                       mon);   Dire   Wolf:   Giant   Animal   (Rare).                   Load:  Normal  Wolf:   500   cn   at   full   speed;
                                                                  Wolves  are  large,  intelligent  canine  carnivores,      1,000 cn  at  half  speed.  Dire  Wolf:  1,000  cri  at
  Armor Class:            5                                    and  hunt  in  packs.  Though  they  prefer   the   wil-      full speed; 2,000 cn at half speed.
  Hit Dice:               3* (M)                                                                                                Barding Multiplier: X '12.
  Move:                   90' (30')                            deiness,   they   may   occasionally   be    found    in
  Attacks:                1
  Damage:                 Energy drain                         Wraith*
  No. Appearing:          id6  (id8)                           Armor Class:            3                                     cal  body,  appearing  as  a  pale,  almost   transpar-
  Save As:                F3                                   Hit     Dice:           4**    (M)                            ent, manlike figure  of  thick  mist.  A  wraith  is  a
  Morale:                 12                                   Move:                   120' (40')                            spirit of  the  unhappy  dead,  selfishly  holding  it-
  Treasure    Type:       B                                       Flying:              240' (80')                            self to the Prime  Plane  by  draining  life  from  the
  Intelligence:           5                                    Attacks:                1    touch                            living.  Wraiths dwell  in  deserted  lands  or  in  the
  Alignment:              Chaotic                              Damage:                 ld6  +   energy   drain               dwellings  of  creatures  they  have  slain  or  driven
  XP Value:               50                                   No. Appearing:          id4  (id6)                            away.
     Monster    Type:    Undead,    Enchanted    (Common).      Save      As:           F4                                       Wraiths   are   immune   to   sleep,   charm,    and
     A wight is an undead spirit living  in  the  body  of     Mofale:                 I I                                   hold spells.  A wraith can only  be  hit  by  silver  or
  a   dead   human   or   demihuman.   A    wight    looks     Treasure Type:          E                                     magical  weapons,  but  silver  weapons  will  only  do
  much as  its  body  appeared  in  life,  but  bone-white     Intelligence:           7                                     half damage.  The  touch  of  a  wraith  is  an  energy
  and thin, with hollow, lifeless eyes.  Its  burial  gar-     Alignment:              Chaotic                               drain  of  1  level,  in  addition   to   causing   id6
  ments will be tattered and filthy.                            XP     Value:           175                                   points of damage.  A  victim  slain  by  a  wraith  wiu
     Wights  can  only  be  hit  by  silvered  or  magical                                                                   become a wraith  in  one  day,  under  the  control  of
  weapons.  They  are  greatly  feated,  as   they   drain        Monster Type: Undead (Rare, Enchanted).                    the slayer.
  life  energy  when   striking   a   victim.   Each   hit        A  wraith  is  an  undead  monstef  with  no   physi-         Terrain:Barren Lands, Ruins.
  drains  one  level  of  experience  or  Hit   Die.   Any
  person  totally  drained  of  life  energy  by  a  wight
  will become a  wight  in  id4  days,  and  will  be  un-
  der contfol of the slayer.
     Terrain: Barren Lands, Ruins.

                                                                                          212

                                                                                                         Chapter 14: Monst


       Wyvern                                                     Yellow Mold                                                Zombie
       Armor Class:          3                                    Armor Class:          Can always be hit                    Armor    Class:       8
       Hit Dice:             7* (L)                               Hit Dice:             2* (L)                               Hit Dice:             2 (M)
       Move:                 90'(30')                             Move:                 0                                    Move:                 90'(30')
          Flying:            240' (80')                           Attacks:              Spores                               Attacks:              1 claw or 1 weapon
       Attacks:              1 bite/ 1 sting                      Damage:               ld6 +  special                       Damage:               id8 or by weapon
       Damage:               2d8/ld6 + poison                     No. Appearing:        id8 (id4)                            No. Appearing:        2d4 (4d6)
       No. Appearing:        ld2 (ld6)                            Save As:              F2                                   Save As:              Fl
       Save As:              F4                                   Morale:               Not applicable                       Morale:               12
       Morale:               9                                    Treasure Type:        Nil                                  Treasure Type:        Nit
       Treasure Type:        E                                    Intelligence:         0                                    Intelligence:         I
       Intelligence:         3                                    Alignment:            Neutral                              Alignment:            Chaotic
       Alignment:            Chaotic                              XP Value:             25                                   XP Value:             20
       XP Value:             850
                                                                     Monster Type: Lowlife (Common).                             Monster    Type:   Undead,      Enchanted      (Com
          Monster Type: Monster, Dragon-Kin (Rare).                   This  deadly  fungus   covers   an   area   of   100    mon).
          A  wyvern  looks  like  a  two-legged  dragon   with    square feet (a 1 O' x 1 O' area counts  as  one  mon  -       Zombies    are    mindless    undead    humans    o
       a  long  tail.  Unlike  dragons,  wyverns  are   mostly    ster,  and  many  may  be   found   together).   Yellow    demihumans.   They   are   empty    corpses    animate
       brown, red, or  rust-red  in  hue.  These  beasts  pre-    mold can only be  killed  by  fire:  a  torch  will  do    by  an  evil  magic-user  or  cleric.  They  are   ore
       fer to live  on  cliffs  or  in  forests,  but  may  be    id4 points of damage to  it  each  round.  It  can  eat    used  as  cheap  labor  and  cheap  soldiers  by   evi
       found anywhere.                                            through   wood   and   leather    but    cannot    harm    rulers.  They can be  turned  by  clerics  but  are  no
          In  combat,  the  wyvern  will  bite  and  arch  its    metal or stone.  It does not  actually  attack,  but  if    affected  by  sleep  or  charm  spells.  They  can   b
       tail over its head to hit opponents  in  front  of  it.    it  is  touched,  even  by  a  torch,  the  touch   may    harmed   by   normal   weapons.   Zombies   are    ore
       Those  stung   by   the   t@   must   make   a   saving    (50%  chance  per  touch)  cause  the  mold  to  squirt    placed  to  guard  treasures,  since   they   make   n
       throw vs. poison or die.                                   out  a  lo'x  lo'x  lo'   cloud   of   spores.   Anyone    noise.  They are slow fighters,  and  always  lose  ini
          Like   most   dragon-kin,   wyverns    are    carni-    caught  within  the  cloud  will  take  id6  points  of    tiative (no roll needed).
       vores.  They  prefer  the  taste  of  large  herd-beasts    damage  and  must  make  a  saving  throw   vs.   death       Terrain: Ruins.
       such  as  elk  and  moose,  but  will   attack   humans    ray or choke to death within 6 rounds.
       they  encounter  and  eat  the  femains  if  they   are       Terrain: Cavern, Ruins.
       victorious.
          Terrain: Mountain, Woods.
          Load: 3,500 cn at  full  speed;  7,000  cn  at  half
       speed.
          Bardi@g Multiplier: x 3.

                                 hapter 14: Monsters





                                                                                                 possibly fall if they pursue).                            verbal  assaults,  and   fast   reactions   to   unexpected
                   changing Monsters                                                             0  A  Lawful  archer,  who   can   shoot   a   weap-      situations.  Intelligence  is  also  needed  to  find   the

                      The    given     monster     descriptions     are     guide-               on  out   of   someone's   hand,   sever   a   rope,      results of a charm or maze spell.

                   lines.  The   DM   can   change   details   of   any   individ-               or   make   any   other    type    of    nondamaging         In  the  Monster  List,  average   Intelligence   scores

                   ual  monster  to  suit   the   needs   of   the   campaign   or               shot with his normal attack roll.                         afe  given  for   each   monster   race.   But   individuab

                                                                                                                                                           may   have   higher   or   lower   Intelligences.    Spell-
                   of   a   specific    adventure.    Unexpected    changes    add

                   new levels of excitement and mystery.                                 6.  Reverse Party Expectations.                                   casters   always    have    higher-than-average    Intelli-

                                                                                                 An  ochre  jelly   hiding   up   a   chimney;   soot      gence,   for   instance;   leaders   often    do.

                                                                                                 covered, it looks like a black pudding.                       To  determine  the  Intelligence   of   an   individual,
                   Basic Ways to Vary                                                            A  gnoll  leader  that,  when  it  sees   the   par-      find  the  average  Intelligence  of  its  race  from   the
                   monsters                                                                      ty,  snarls:  "It's  about  time   you   got   here.      monster  description.  Go   to   the   line   corresponding

                                                                                                 Fall in and follow me .                                   to  that  score  on   the   Monster   Intelligence   table.
                              Change the Physical Description.
                                                                                                 A   room   with   giant   spiders   that   has   re-      Roll two six-sided  dice  (2d6).  The  first  die  is  used
                              *Arctic  snakes  that  have   white   fur   but   are
                                                                                                 versed   gravity   (the    spiders    look    right-      to   determine   how   much   this   individual's   Intelb-
                              otherwise identical to rock pythons.

                              9Oxen     cross-bred     with     gorgons,     resem-              side  up,   but   are   actually   on   the   room's      gence  varies  from  the  race's   average;   move   across

                              bling  the   former,   but   with   the   statistics               ceiling).                                                 to   the   column   corresponding   to   the   number   you

                              and breath weapon of the latter.                                                                                             tolled.   The   second   die   is   used    to    determine

                              oA   tribe   of   small    cannibals:    short    and      7.     Create     Campaign-Based      Cultural      Details.      whether to subtract (1  -  3)  or  add  (4-6)  this  amount

                                                                                                 A   local   encounter   table   that   changes   the      from the race's average.  Treat  results  of  less  than  0
                              wizened    bald    men    with    bushy    eyebrows,
                                                                                                 frequency   of   monsters,   including    (or    ex-      as 0 and  results  of  greater  than  18  as  18.  Vampires
                              red  tattoos  of  serpents  on   their   arms,   and               cluding)    certain    creatures.    Special    NPCs      and lowlifes ignore subtractions.
                              filed teeth (kobold statistics).
                                                                                                 can be added to such tables.

                      L.  Add Special Abilities.                                                  A  hidden   sect   of   druids   who   are   Chaotic         Monster Intelligence Table
                                                                                                 and evil due to an ancient curse.
                              oSkeletons  that  hurl   their   finger   joints   as              Orcs with different tribal traits:                                Race's

                              magic missiles                                                     1   .Orcs   of   the   Red   Hand   seldom   run   in        Average  Maximum              -  Die  Rotl   (id6)   -

                              oA  larger   than   average   basilisk,   such   that                  combat ( + 2 morale bonus).                               Intelligence Variance         1   2    3     4   5   6

                              saves versus its petrification are at -2.                          2.  Orcs   of   the   Crooked   Tooth    are    cow-              0-1            1         0   0    0     0   1   1

                              0A   halfling   village   whose   militia    is    +2                  ardly   and    won't    attack    unless    they              2-3            1         0   0    0     1   1   1

                              with slings instead of + 1.                                                                                                          4-5            2         0   0    1     1   2   2

                              Winged  elves   with   a   flying   move   of   150'                   have  at  least  2-to-1  odds.  They   are   es-              6-8            3         0   1    1     2   2   3

                              (50').                                                                 pecially      treacherous      and      untrust-              9-12           4         0   1    2     2   3   4
                                                                                                     worthy, even fof orcs.

                      3.      Take Details From Nature.                                          3.  Orcs  of   the   Yellow   Eye   are   assassi@ns              13-15          4         0   1    2     2   3   4

                                                                                                     who    prefer     garrotes     and     blowguns.              16-17          3         0   1    1     2   2   3

                              oSpiders that throw nets       of   web    (up    to                                                                                 18             2         0   0    1     1   2   2

                              120') to snare their prey.                                              They    are    seldom    seen;     many     have

                              oSnakes,    such    as    the     poisonous     coral                  clerical  spells.  Each  has  a   small   dagger         Example: The        merman      his    alisted  Intelli-
                              snake   and   the   harmless   king   snake,    told                   tattooed somewhere on its body.                          nce   of   12.   To   determine the  score  of  an  indi.
                              apart  by  the  order   of   their   colored   band-               4.  Orcs    of    the     White     Mountain     use      ge

                              ing.                                                                   black-fletched     arrows.      They      always      vidual  merman,  a  DM  goes  to   the   "9-12"   line   on


                              0Flying   squirrels    (possibly    carnivorous    or                  keep  their  word  once  they   give   it,   and      the  table  above.  He  rolls  id6  and  the  result  @   a


                              rabid) that glide to attack intruders.                                 suffer no penalty in bright light.                    4;  therefore,  the  variation  will  be  a  2.   He   rol@


                              oCreatures    using    natural    behavioral     pat-                                                                        another  id6  and  the  result  is  a  6;  therefore,   the

                              terns:   such   as   hunting   packs   that    drive        8.  Make Special Combination Monsters.                           variation  will  be  added  to  the   Intelligence   scorc.

                              the   prey   into   ambush   set   by   other   pack               aPixie archers riding giant bees.                          This   merman's   actual    Intelligence    is    14.


                              members;    or    animals    that    threaten    and               oA  troll  lord  with  a  ring  of  acid  resistance,

                              retreat    instead    of    mindlessly    attacking.               and  horn  of  blasting,  riding   a   giant   slug.       Size

                                                                                                 9A   medusa   with    twice    normal    hit    dice,
                                                                                                                                                              The  Hit   Dice   given   for   a   type   of   creatufc
                      4.  Use Unusual Taaics or Weapons.                                         armed   with    a    magic    bow    and    poisoned      should  be  taken  as  the   average   for   the   species.
                                                                                                 arrows  +  2,  and  immune   to   the   effects   of
                              A   giant   "bags"   characters   with    a    giant                                                                         Both  smaller  and  larger   versions   often   exist.   To
                                                                                                 her reflected gaze.
                              sack instead of using a weapon.
                                                                                                 0A   symbiotic    black    pudding    shaped    lik@,     change  the  size  of  a  monster,   decide   whether   you

                              An   ogre   uses   an   unusual   club   (the   only                                                                         want  this  specific  monster  to  be  smaller  or   larger
                                                                                                 black dragon, that spits green slime.
                              oar of a boat the party finds later).
                                                                                                 An    obsidian    golem    that    shatters     when      than  average.   Then,   use   the   following   modifiers:

                              0Kobolds  use  flasks  of   flaming   oil   and   pit              slain,   revealing   a    bronze    golem    inside.
                              traps    that    open    when    someone     heavier               This  belches  out  small   (2-3   Hit   Die)   fire         If    smaller:
                              than 50 pounds steps on them.                                      elementals each round until slain.                                - 3     Much     smaller     than      normal
                              oArctic   cavemen   pelt   the   party   with   blad-                                                                                - 2     Smaller     than     normal
                              ders  of   seal   blood,   which   attracts   raven-     The most important thing to remember                     about              - 1     Slightly    smaller    than    normal
                              ous polar bears.

                              0Hobgoblins     set     spears     against      party    changing  monsters  is  that  the  party  will   be   set   up         If larger:

                              charges,   while   their    archers    fire    over-     by   their   familiarity   with   the    existing    monsters.              + 1     Slightly    larger    than     normal

                              head.                                                     Have       fun!                                                             + 2     Larger  than  normal  (2  -  3  X   size)

                              *A   wizard   owns   a   pair    of    charmed    and                                                                                +3      Much    larger    than     normal
                                                                                          Sometimes     a     more     detailed      approach      to
                              hasted hydras.                                                                                                                               (4   +   X   size)
                                                                                       changing   monsters   in    useful.    The    following    op-

                                                                                       tional rules can be used if desired.
                      5 .     Create   NPCs    With    Special    Attack    Forms.                                                                             Choose   whichever   modifier   you   think   is    most

                              The   King's   Executioner,    who    has    a    +2                                                                         appropriate  for  this   type   of   monster.   For   exam.

                              attack  bonus  with   his   axe,   and   chops   off     Monster Intelligence                                                ple,   an   ogre   that   is   Much   Larger   Than   NornW

                              a   man-sized   opponent's   head   on    a    natu-                                                                         would   take   the   +   3   modifier.
                                                                                          The Intelligence of a creature            is   a   valuable
                              ral roll of 20.                                                                                                                  These   modifiers   are   similar   to   ability   modi-
                                                                                       euide   to   role-playing   an    encounter.    Stupid    rea-
                              An   orc   cook   carrying   a   pan   of    grease,                                                            c            liers  fof  characters.  They  are  used  in  the   follow.
                                                                                       @ures   may   make   tactical   errors   in   combat;    smart
                                                                                 e-                                                                        ing       manner:
                              who  will  throw  it  in  front  of  the   party   b     ones   may   surprise   characters   with   brilliant   traps,
                              fore  he   runs   away   (PCs   slip,   slide,   and

                                                                                                                    214

                                                                                                             Chapter 14: Monsters


                                                                    cousins,  but  with  a  few  differences   suitable   for     shouts and howls, and waving strange 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   special   water-     are   listed   below   (under    "Maximum    Spellcaster
         Attack rolls:    Add the modifier to 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    individuals    may    be
                          damage.*                                  normally.   Dense   fog,   pouring   rain,   deep   snow,     both   classes   (a   shaman/wokan),   but   then    the
         Saves:           Subtract the modifier from                or   other   wet   weather   conditions   might    permit     maximum  level  for  each  class  is  then   half   what
                          the roll.                                 water   creatures   to   be   found   wandering    nearly     is listed.
         Armor:           Subtract the modifier from                anywhere.    Snow    sharks,    their    fins    breaking       Note  that  most  nonhumans  in  a   tribe   or   lair
                          the AC.                                   through  the  drifts,   might   prove   quite   hazardous     know  nothing  of  magic,  and  may  fear  or   distrust
          There   should always be a minimum of            1        to  travelers  in  the  winter  months.  Giant  jellyfish     it;  only  the  rare  shamans  and   wokani   know   how
          point  per   die.                                         might  be  found  floating  about  on  low   cloud   cov-     to use it.  These spellcasters  often  use  their  skills
                                                                    er, their tendrils  trailing  down  in  the  rain,  snag-     to rise to  positions  of  power  within  their  tribes.
         To  calculate  the  XP   value   of   different   size     ging passers-by.                                               Only  one  nonhuman  in  20  is   a   spelicaster,   and
       monsters,  take  the   total   number   of   bonus   hit        R@@ember   that   in   adapting   monsters   to    new     many groups have no wokani, only a sha-man.
       points  and  divide  by  5,   rounding   up   fractions;     conditions,  the  DM  is  not  bound  by  the  limits  of       The  spells  usable  by   shamans   and   wokani   are

       add the  result  to  the  base  HD  total  of  the  mon-     our  normal  world.  But  the  DM  should  try  to   find     listed  below  (under   "Spells   Usable   by   Shamans"

       ster.  This  is  the  number  of  Hit  Dice  to  be  used     logical  reasons  within  the  framework  of   the   fan-     and   "Spells   Usable   by   Wokani").   Shamans    and

       when calculating XP value.                                   tasy  world  for  why  and  how  these   unusual   situa-     wokani  do  not   know,   and   cannot   learn,   spells
         For   example,    a    normal-sized    gorgon    would     tions  come  about.  Although  it  may   be   easier   to     other   than   these.   Shamans   and   wokani    cannot
       have:                                                        just  toss  things  in  without   worrying   about   rea-     read  scrolls,  but  may  use  other  magical  items.  A
                                                                    sons   or   consequences,    "rational    fantasy"    can     shaman  can  use  any  clerical  item;   a   wokan   can

         AC 2; HD 8*; THACO 12; Dmg 2d6; Save F8                    provide much more entertainment all around.                   use any item usable by a magic-user.
                                                                                                                                    A   shaman   or   wokan   normally   has    3-8    hit
                                                                                                                                  points per Hit  Die  (ld6  +  2  instead  of  id8),  and
         The   largest   variety   of   common   gorgon   would     Monster Spellcasters                                          gains a +  1  hit  point  bonus  per  spellcaster  expe-
       have:                                                           The use of  magical  spells  is  not  limited  to  hu-     rience level (even  if  the  total  exceeds  the  normal
                                                                    mans  and  eives.  Many   humanoid   races   have   their     maximum for the monster type).
         AC  - 1;  HD  8 + 24*;  THACO  9;  Dmg                     own   magic-users,   clerics,   and   even   druids.    A       Important   Note:   The   table   below,    for    the
         2d6 + 6;  ave F8 + 3; XP Value: As 13 HD                   nonhuman  cleric  or  druid  is  known   as   a   shaman,     most  part,  does  not  list  monsters  that  can   cast
                                                                    and   a   nonhuman   magic-user   as   a   wokan.    Sha-     spells  as  full  members  of  the  appropriate  charac-
                                                                    mans   and   wokani   do   not   know   all   the   usual     ter  classes-for  instance,  men,   liches,   devilfish,
         Tribal  Leaders:   Some   creatures   that   live   @n     spells.  The spells  they  do  know  they  often  cast  in     sphinxes,  etc.  Such  creatures  are  not  limited   to
       tribes  have  hereditary  leaders  who  gain  the  title     an      unusual      manner,      involving      dancing,     the spell lists for shamans and wokani.
       by birth.  The  larger  size  of  these  leaders  can  be
       reinforced   through   the   generations;   most    will
       have  modifiers  of  +  3  based   on   the   guidelines
       above.
         Turning  Undead:   An   unusually   large   or   small
       undead  might  be  turned   by   a   cleric   with   the
       same chances as  the  normal  form,  or  possibly  as  a
       more  or  less   powerful   undead   (corresponding   to
       the new Hit Dice).

       Age

         Consider  the  average  number  of  hit   points   per
       Hit Die as a reflection  of  a  monster's  age.  A  new-
       born creature  would  have  I  hit  point  per  Hit  Die
       (the   minimum)   and   gradually   gains    more    hit
       points as  it  ages.  The  average  score  (41/2  points
       per die on the average)  is  reached  at  the  prime  of
       life:  a  mature,  well-developed  creature   just   ap-
       proaching  middle  age  for   its   race.   Aftef   that
       point, hit  points  usually  decline,  reaching  as  few
       as  twice  the  minimum  (newborn)   hit   points.   De-
       feated  monsters  should  only  be  worth  theif   full,
       listed XP value when  at  full  adult  hit  points;  you
       can  reduce  the  XP  value  when  a  monster   is   too
       young or too old to have full hit points.
         Monster  size  also  often  varies  by   age,   begin-
       ning  at  10-25%  of  adult  size   and   shrinking   to
       90% of adult size in old age.

       Environmental Variations

         Monsters  may   easily   be   adapted   to   different
       environments.   Under   water,   for   example,    play-
       ers   would    expect    the    usual    predators-fish,
       shark,  octopus,  etc.-but   might   be   surprised   to
       find  underwater   forms   of   birds,   dragons,   peo-
       ple,   undead,   and   so   forth.   These    variations
       should  be  the   same   size   as   their   upper-world
                                                                                              215

                      pter 14: Monsters



     Maximum Spellcaster Ability Table                                                                                  Spells Usable by Shamans

                                 Cleric                 Druid             Magic-User                                      First  Level   Clerical   Spells
                               (Shaman)              (Shaman)              (Wokan)                Notes                   Cure Light Wounds* Light*
     Monster Type                 Level                 Level                 Level             (see below)               Detect     Magic         Protection from Evil
     Actaeon                                            D8                    W8
     Bugbeat                       S6                                         W4                                          Second  Level  Clerical   Spells
     Centaur                                            D8                    W8 '                                        Bless*                   Snake Charm
     Cyclops                       S4                                         W2                                          Hold     Person*         Speak with Animals
     Djinni                        S4                                         W6                    [a]
     Djinni, Greater               S8                                         W12                   [a]                   Third  Level   Clerical   Spells
     Doppleganger                  S6                                         W4                                          Continual Light*         Cure Disease*
     Dragon                        Slo                                                              [b]                   Cure Blindness           Remove Curse*
     Dryad                                              Dio                   W4                    [al
     Efreeti                       S6                                         W4                    [al                   Fourth  Level  Clerical   Spells
     Efreeti, Greater              S12                                        W8                    [a]                   Cure     Serious         Neutralize Poison*
     Faerie                                             D4                    M8                    [al                            Wounds*         Speak with Plants
     Giant, Cloud                  Slo                                        wio                                         Dispel     Magic
     Giant, Frost                  S8                                         W6
     Giant, Fire                   S8                                         W6                                          Fifth   Level   Clerical   Spans
     Giant, Hill                   S8                                         W6                                          Create      Food         Dispel Evil
     Giant, Stone                  S8                                         W6                                          Cure    Critical         Insect Plague
     Giant, Storm                  Slo                                        wio                   [al                             Wounds
     Gnoll                         S6                                         W4
     Gnome                         S12                                        W12                                         Sixth  Level   Clerical   Spells
     Goblin                        S8                                         W6                                          Cureall                  Speak with Monsters*
     Gremlin                       S4                                         W8                                          Find  the   Path         Word of Recall
     Harpy                         S6                                         W4
     Hobgoblin                     S8                                         W6                                          Druid  Spells:  AH  are   usable
     Kobold                        S6                                         W4
     Umd Man                       S6                                         W4
     Manscorpion                   S13                                        W6                    [c]                 Spells Usable by Wokani
     Medusa                        S8                                         W8
     Merman                        S8                                         W8
     Minotaur                      S4                                         W2                                          First   Level   Magical   Spells
     Neanderthal                   S4                                         W2                                          Detect     Magic         Read Languages
     Nixie                                              D6                    W4                    [d]                   Light                    Read Magic
     Nuckalavee                    S2                                         W4                    [al                   Protection from Evil     Sleep
     Ogre                          S4                                         W2                    [e]
     Orc                           S6                                         W4                                          Second   Level   Magical   Speus
     Pixie                                              D6                    W4                                          Continual Light*         Invisibility
     Sasquatch                                          D4                    W2                                          Detect      Evil         Levitate
     Spider, Planar                S9                                         W9                                          Detect Invisible         Web
     Sprite                                             D6                    W4
     Thoul                         S4                                         W4                                          Third   Level   Magical    Spans
     Treant                                             D10                                                               Clairvoyance             Fly
     Troglodyte                    S4                                         W2                                          Dispel     Magic         Lightning Bolt
     Troll                         S4                                         W2                                          Fireball                 Water Breathing
     Vampire                       S9                                         W9                    [g]                   Fourth  Level   Magical   Spells
     Notes:                                                                                                               Charm Monster            Massmorph
     [a]     This monster's special spell-like abilities are not affected by the monster having spells.                    Growth of Plants*        Remove Curse*
     [b]     Some dragons use magic-user spells, but no  single  dragon  can  use  both  clerical  and  magic-user        Ice Storm/Wall           Wall of Fire
             spells.
     [c]     Manscorpion clerics have access to all clerical spells, and are actually clerics, not shamans.                Fifth   Level   Magical   Spells
     [d]     A nixie who learns spells of any type is counted as five nixies for purposes  of  the  special  nixie        Animate Dead             Hold Monster*
             charm effect.                                                                                                 Cloudkill                Pass-Wall
     [e]     Some very rare and exceptionally intelligent ogres can rise to W12,  but  these  types  usually  live        Dissolve*                Wall of Stone
             entirely separated from  theit  normal  kin.
             A treant who gains the use of druid spells may animate four trees instead of two.                             Sixth   Level   Magical    SpeRs
     [g]     At the DM's discretion, a vampire spelicaster can be a full magic-user  or  cleric,  not  limited  to        Death      Spell         Reincarnation
             the shaman/wokan spell lists below.                                                                           Move       Earth         Stone to Flesh*

                                                                                                                        I Projected Image          Wall of Iron
     For example, an ogre could learn magic        as   a    level magic-user); of, he could learn both (acting
  sharnan up to 4th level (acting as a  4th  level  cler-    as a 2nd level cleric and a  1st  level  magic-user).
  ic) or as a wokan up to 2nd  level  (acting  as  a  2nd






                                                                                      216

                                                                                                                   Chapter  14:  Monsters



            Special Monster  Spolicasters                                 tal  to  exceed  this  amount,  the   attempt   automati-    Benefits to a Liege
                                                                          cally fails.
            Lycanthropes                                                     When  a  lich  or  other  undead   spellcaster   seeks        A liege  is  telepathically  linked  to  its  p
                A lycanthrope may  be  a  real  magic-user,  cleric,      to  control  other  undead,  its  spelicaster  level   is    and  can  see   and   hear   through   them   whene
            or  druid  in  human   form.   However,   it   may   not      used  instead  of  its  Hit  Dice.  Like  a   magic-user,    chooses.  This  communication  is   at   will   and
            use  any  spells  while  in  were-form  and,   when   it      a lich is  faf  more  powerful  than  its  Hit  Dice  in-    not   be   continuous.
            assumes   were-form,   most   lose   all    memory    of      dicate.                                                           Control  of  a  pawn  is  total,  even  to  the
            spells learned, as if all the spells had  been  cast.  A                                                                   that  it   will   obey   suicidal   orders:   pawns
            devil  swine  spellcaster  can  cast  three  charm  per-      Procedure                                                    without   hesitation.   The   maximum   range    of
            son spells  per  day  in  either  were  or  human  form,                                                                   trol  is  24  miles  (one  outdoor  map   hex)   pe
            but  can  only  cast  other  spells   while   in   human         If an  undead  tfies  to  control  a  potential  pawn,    Die of the liege.
            form.  Devil  swine  will  not  forget  spells  while  in      the  target  may  have  no  more  than   half   the   Hit        If a  pawn  fails  a  morale  check  and  flees
            were-form:   When   they   return   to    human    form,      Dice of the  liege.  (This  does  not  apply  in  certain    combat,  the  liege  may  stop  the  pawn  and   fo
            all their memorized spells afe still with them.               situations;  see  below.)  If  the  subject  is   already    back  into  melee.  This  can  be  the  only  actio
                                                                          controlled   by   any   means,   the   undead    attempt-    liege  takes   during   that   melee   round.   The
            Undead Spencasters                                            ing  control  instantly  recognizes  this  fact.  It  may    will miss at  least  one  full  round  of  attacks.
                A  spellcaster  slain  by  an  undead   may   retain      still  attempt  control,  but  with  a  -  4  penalty  to        A  liege  can  create  a  chain  of  control  b
            the  use  of  spells  after  returning  as  an   undead.      the roll.                                                    structing  its  pawns  to  become  lieges  too.  Fo
            Several  undead  spellcasters  are  listed   above   and         If  one  undead  tries  to   control   another,   find    ample,  a  spectre  could  control  up  to  12   wi
            in the main Monster List.                                     the  Hit  Dice  of  the  would-be  liege  and   potential    who  could  each  control  up  to  six   skeletons.
                If  a  cleric  becomes  a  mummy  (through  a  proc-      pawn on  the  following  table,  and  roll  2d6.  If  the    rect  communication  and  control   does   not   ex
            ess known only to  the  ancient  high  priests  of  cer-      number  rolled  is  equal  to   or   greater   than   the    through a chain  of  control,  but  only  to  a  ii
            tain   religions),   the   undead    mummy    may    use      numbef  given  on  the  table,   the   attempt   succeeds    personal pawns.
            clerical spells to the full extent  possessed  in  life,      and  the  undead  subject  becomes  the   pawn   of   the        Any   liege   may   coordinate   the    attacks
            and  may  control  other  undead  as  well  (see  Lieges      controller.  A total of 2 or less (possible  if  the  roll    pawns  in  a  well-organized  fashion.  A  liege  a
            and  Pawns).  A   mummy   magic-user   is   limited   to      is  penalized)  always  indicates  failure.                  top of a  chain  of  control  that  consists  of  t
            3rd level ability, even if it  had  higher  level  spell         If  the  undead  attempting   control   was   once   a    more  undead  (counting   the   entire   chain)   m
            use in its previous life.                                     spell-using character  and  can  now  use  spells  as  it    considered  the   Leader   of   an   undead   army.
                                                                          did in life, a + 2 bonus applies  to  all  die  folls  to    applying   the   War   Machine   mass   combat   sy
            Undead Lieges and                                             control other undead.                                        (see Chapter  9)  note  the  following  details  fo
                                                                             During  melee,  an  attempt   to   gain   control   is    curating the force's BFR:
            Pawns                                                         considered a combat action.
                                                                             If  an  undead  creates  another  of  the  same   type        1 .Leadership   Factor:   Treat   the   liege's
                Under   certain   conditions,   intelligent   undead      by  slaying  a  living  creature,  the  new   undead   is           dom as equal to  its  Intelligence,  and  tr
            creatures  can  try  to  control   other   undead.   The      automatically  a  pawn  of  the  slayer  if  the   slayer           Charisma  as  18.  (see   the   Intelligence
            undead need  not  be  a  spelicaster  to  control  other      wants  it  to  be.  Spectres,   vampires,   wights,   and           tion.)
            undead creatures.                                             wraiths  are  the  only   undead   with   this   ability.        2. Experience  Factor:   Treat   each   control
                An  undead  creature   being   controlled   by   an-      This may  force  the  creator  to  release  other  exist-           liege as an officer.
            other  is  a  pawn.  An  undead   controlling   one   or      ing  awns;  if  so,  the  pawns  with  the  highest   Hit        3. Training     Factor:     Automatic     maxim
                                                                             @ p
            more  lesser  undead   is   a   liege.   Skeletons   and      Dice  are  released  first.  An  undead  would  be   wise           (52)
            zombies  can  only  be  pawns,  but   any   other   type      to  release  a  less-important  pawn   before   the   new        4. Equipment   Factor:   Assume    normal    we
            of undead  can  be  either  a  liege  or  a  pawn.  Ran-      -awn  rises  as  an  undead   monster;   that   way,   he           ons
            dom   encounters   with    undead    may    occasionally      can keep the pawns he wants.                                     5. Special  Troop  Factor:   Carefully   review
            (10%   chance)   be   with   pawns   controlled   by   a         If  an  undead  can  call  or  summon  others,   those           percentage  of  the  force  that   has   two
            greater undead creature.                                      responding   are   automatically   its    pawns    unless           more asterisks listed  with  its  Hit  Dice.
                A   liege   may   control   a   number   of   undead      the  new  Hit  Dice  total  would   exceed   the   limits
            whose  total  Hit  Dice  are  less  than  or  equal   to      eiven  above,  or  unless  the  liege  allows   them   to
            twice the  liege's  Hit  Dice.  If  an  attempt  by  the      @etain free will.
            liege to  control  other  undead  would  cause  the  to-


                Undead   Attempts   to   Control   Other    Undead    Table
                                                                                                         Hit Dice of Liege
                Intended Pawn                    4          5-6           7-8        9-10         11-13         i4-16        17-19         20-23        24-27        28-32         33    +
                Skeleton                         7             5           3             c             c            c             c           c            c             c               c
                Zombie                           9             7           5             3             c            c             c           c            c             c               c
                Ghoul                            1 1           9           7             5             3            c             c           c            c             c               c
                Wight                            -          1  1           9             7             5            3             c           c            c             c               c
                Wraith                           -          -             1  1           9             7            5             3           c            c             c               c
                Mummy                            -          -             -            1 1             9            7             5           3            c             c               c
                Spectre                          -          -             -            -            1  1            9             7           5            3             c               c
                Vampire (a)                      -          -             -            -            -             11              9           7            5             3               c
                Vampire (b)                      -          -             -            -            -             -            I  1           9            7             5               3
                Phantom                          -          -             -            -            -             -                           1 1          9             7               5
                Haunt                            -          -             -            -            -             -                           -           1 1            9               7
                Spirit                           -          -             -            -            -             -                                         -            1 1             9

                Roll 2d6; if the result is the number needed (or higher), the liege has successfully taken control of the lesser undead.

                C  Control is automatic.
                (a) Nonspell-using vampire of 7 or 8 Hit Dice.
                (b)  Vampire  of  9  Hit  Dice  or  any  spell-using   vampire

                                                                                                    2  1

                      pter 14: Monsters


   Turning Controlled Undead

     When a character  tries  to  turn  pawns,  the  at-
   tempt is checked as if against the liege.  If the  at-
   tempt    fails,    the    pawns    are     completely
   unaffected, even if  they  would  normally  be  turn-
   ed or destroyed by  the  result.  If  the  turn  suc-
   ceeds, the control link is broken, but  there  is  no
   other  effect.  A  second  attempt  at  turning   the
   same  group  must  be  made  for  the  former   pawns
   to be turned with normal chances and results.

   Duration of Control

     At moonrise on the night  of  the  full  moon,  all
   pawns  afe  freed  of  contfol  and  cannot  be  con-
   trolled  again  until  the  following   dawn.   Thus,
   the   maximum   continuous   duration    of    undead
   control is  about  four  weeks.  Any  liege  may  re-
   lease control of its pawns at any time.

   Energy Drainers

     Whenever   an   energy-draining    undead    (spec-
   tre, vampire, wight,  wraith)  slays  a  victim,  the
   victim later rises as an undead  of  the  same  type,
   a pawn of the slayer.  In this case, the  armor  class
   and Hit Dice  of  the  victim  become  those  of  the
   standard  undead  form,  but  the  hit   points   are
   one-half of  those  possessed  in  life.  (Note  that
   such a victim  usually  does  not  fise  immediately,
   but usually after a period of 24 to 72 hours,  or  as
   given in each monster description.)
     If the liege undead is slain after the  victim  has
   risen as  a  pawn,  the  victim  becomes  free-willed
   and gains I hit point per  hour  until  reaching  the
   full number of hit points possessed in life.
     If the original undead is slain before  its  victim
   can rise as an undead, the  victim  becomes  a  free-
   willed undead  instead  of  a  pawn.  In  this  case,
   the new undead creature has all  the  hit  points  of
   the original living victim (not  one-half),  and  has
   the same Hit  Dice  as  well.  Its  armor  class  and
   movement  fate  change  to  match  the   new   undead
   form.  Such  details  of  these  created  undead  may
   thus  vary  widely  from  the  standard  monster  de-
   scriptions.  Note that Hit Dice,  not  levels  of  ex-
   perience, remain the same.
     If the victim was a cleric or magic-user  in  life,
   spells are usable  only  when  the  undead  is  free-
   willed.  An  undead  cleric  must  still  meditate  to
   gain spells, and  an  undead  magic-user  must  still
   keep a spell book to  memorize  spells.  Those  cler-
   ics who were druids in life revert to  normal  cleric
   status in  un-death;  there  are  no  undead  druids.
     If a cleric (or paladin of avenger) gains  a  T  or
   D  result  when  attempting   to   turn   an   undead
   spelicaster, the  undead  may  make  a  saving  throw
   vs. spells to avoid the effect entirely.  If  success-
   ful,  the  turn  attempt  is  ignored,  but  is   not
   counted as  a  faflufe:  The  same  cleric  may  make
   further attempts at turning the same creature.
     Any  undead  spellcaster  may  be   recovered   and
   restored to normal life after it has  been  slain  in
   undead  form.  The  remains  must  be  treated   with
   a remove curse spell from  a  26th  or  higher  level
   cleric, followed by cureall and raise dead (or  raise
   dead fully) spells, in that order.

              A


                                                                                       Chapter 15: The Immortals


              h  -ters  reach  higher   experience   levels,     alignment  (order  and  form   in   all)   and   favors     Immortals in the Game
           c  @'@c
           th@y @ill   become   aware    of    powers    even    the  fighter  class.  Matter  is  opposed   to   Time's
     .@gh     th..   they,   powers   beyond   mortal   ken.     efforts  to   cause   change   and   provides   Thought        Immortals   provide   challenge   for   high    level
     The  influence  of  these  powers  is  deeply  interwo-     with existing order.                                        characters.   Their   subtle   manipulations   lead   to
     ven  with  the  fabric  of  campaign  events,  and   it       The Sphere  of  Energy  is  closely  related  to  the     campaign  events,  and  the  possibility   of   reaching
     becomes  clear  that  these  superior   beings   manip-     element of fire.  Its purpose  is  to  create  more  en-     this status provides characters with a new goal.
     ulate  the  wofld,  perbaps  the   entire   multiverse,     efgy  and  activity.  Energy  is  highly  active,   dy-        An  Immortal  is  a   being   who   cannot   die   by
     according  to  their  own  desires.  These  beings  are     namic   and   excited.   It   seeks   to   alter    and     earthly   means.   Immortals   do   not    need    food,
     the Immortals.                                              transform    things,    consuming    matter,    slowing     drink,  or  air.   They   easily   manipulate   elements
                                                                 time,  and  exciting  thought  to  release   more   en-     and  magical  energies  while   remaining   almost   to-

     lmmoftals and Spheres                                       ergy.  Highly  temperamental,  energy  is   also   very     tally immune to their effects.
                                                                 creative,    channeling    magical     energies     and        An   Immortal's   goals   are   to   gain    personal
     of Power                                                    forming  things   from   the   ether.   Energy   repre-     power   and   to   advance   the   influence   of    his
                                                                 sents   the    Chaotic    alignment    (disorder    and     Sphere.  Immortals  gain  power   through   service   to
       Once  mortal  heroes   of   legend,   the   Immortals     uniqueness)   and   favors   the   magic-user    class.     their  Sphere:  To  increase  the  influence  of   one's
     gained    powers    and     responsibilities     beyond     Energy  is  opposed  to  Thought's  efforts   to   con-     Sphere  is  also  to  gain  increased  power  from  that
     worldly   concems.   Now   Immortals,    they    subtly     trol it and  seeks  to  transform  Matter  into  energy     Sphere.
     manipulate  the  events  of  the  multiverse   to   ad-     to continue at  its  highest  level  despite  the  rav-        The   paths   of   mortals   and   Immortals    cross
     vance  their  Spheres   of   Power.   Their   maneuver-     ages of Time.                                               when  service  to  a  Sphere   requites   Immortals   to
     ings create challenges  and  epic  sagas  to  test  the       The  Sphere  of  Time  is  closely  related  to   the     intervene  on  the  various  planes  of  existence.  Im-
     worth  of   mortals   while   furthering   the   Immor-     element  of  water.   Its   purpose   is   to   promote     mortals  have  entered  the  lore  and  legends  of  the
     tals' own mysterious goals.                                 change in all  things  and  to  maintain  the  flow  of     world through these chance encounters.
       Each   Immortal   serves   one   Sphere   of    Power     time.  Time  is   everywhere,   ebbing   and   flowing,        The  Prime   Plane   holds   special   interest   for
     (described  below),  and   the   struggle   for   domi-     recycling  the  lessons  of  the  past  to  remind  the     Immortals.  It  is  the  only  place  in  which  sentient
     nance  between  the  Spheres  of  Power   causes   con-     present.  It  is  a  creative,  shaping  force  causing     humanoids    occupy    and    manipulate    an     envi-
     flict in the campaign.                                      change  through  aging   and   rebirth.   Time   repre-     ronment  composed  of  all  five  Spheres.  It  is  also
       Each  Immortal  has  his  own   personal   interests,     sents   the   Neutral   alignment   (seeking    change,     the   only   place   that    reliably    produces    new
     often  drawn  from  his  experiences   in   life.   One     but  also  stability  through  the  ages)  and   favors     Immoftals.
     may be  a  pation  of  war,  while  anothef  may  be  a     the cleric  and  druid  classes.  Time  is  opposed  to        Thus,  many   Immortals   visit   the   Prime   Plane
     patron  of  the  arts.  Each  Immortal   promotes   his     Matter's  efforts  to  withstand   change,   causes   a     with  regularity.  Once,  in  the  distant   past,   Im-
     own personal interests in the mortal world.                 loss   of   Energy   through    time,    and    teaches     mortals lived  in  the  Prime  Plane  and  directly  in-
       Each Immoftal is  served  by  an  order  of  clerics.      Thought the lessons of history.                             fluenced  the  progress  of  the  sentient  races.  They
     The   Immortal   provides   power    (i.e.,    clerical       The Sphere of  Thought  is  closely  related  to  the     later  departed,  wisely,  to   preserve   the   plane's
     spells) to his cleric followers, and  also  gives  them     element of air.  Its purpose is  to  categorize  all  of     unique environment.
     guidance (often in the form  of  the  clerical  order's     existence and to make  all  other  Spheres  its  tools.
     long-standing  goals,   but   sometimes   by   directly     Thought is  the  very  essence  of  the  Immortals.  It
     or indirectly  manipulating  the  cleric  into  a  spe-     is   realization,   philosophy,   and    understanding-     How the Immortals

     cific quest or set of actions).                              Thought   seeks   to   analyze   everything   and   can     Interact With Mortals
       Each  Immortal   draws   strength   from   the   num-     manipulate  the  other  powers   of   the   multiverse.
     bers  and  devotion  of  his  mortal  followers  (i.e.,     Thought  does  not  represent   a   single   alignment,        Mortals  on  the  Prime  Plane  are  dealt  with  in-
     the  clerics  and  non-clerics  who  favor  the  Immor-     but is comprised  of  all  alignments.  It  favors  the     directly   and   through   subversion.   Immortals    do
     tal and his goals), and so  there  are  also  secondary     thief and mystic classes, as the  thief  lives  by  his     not commonly confront mortals directly.
     struggles  between   Immortals   who   want   to   lure     wits and cleverness and  the  mystic  strives  to  live        Immortals  do  not  often  appear   to   mortals   in
     followers away from one another.                            by  philosophy  and   reason.   Thought   opposes   the     physical  form,  standing  up  before   them   and   en-
       Note:  Not  all  clerics  serve  an  Immortal,   how-     chaotic  excesses  of  Energy  and  attempts   to   ma-     joining  them  to  action.   More   commonly,   an   Im-
     ever.  Some  serve  the  less  specific   concepts   of     nipulate the  effects  of  Time  to  create  order  and     mortal  will  appear  to  one  mortal  in  his   dreams,
     Law,  Neutrality,  and  Chaos,   while   others   serve     form in Matter.                                             or will inspire a cleric to  a  prophecy  affecting  the
     great non-sentient forces such as Nature.                      The  Sphere  ofentropy  or  Death  is   not   related     mortals.  On  rarer   occasions,   the   Immortal   will

                                                                 to  any  element.  Its  purpose  is  the  ultimate  de-     appear before  a  party  of  mortals  in  his  incorpor-

     The Spheres of Power                                        struction   of   the   multiverse.   The   four   other     eal form (see below).
                                                                 Spheres  of  Power   oppose   Entropy   but   recognize        Immortals   usually    communicate    with    mortals
       The  entire  multiverse  (that   is,   the   combina-     its importance  in  the  functioning  of  each  of  the     in  order  to  command  them   or   persuade   them   to
     lion of all the universes) can  be  divided  into  five     other  Spheres.  Entropy  is  the  weakening   of   the     undertake   actions   which   advance   the   Immortals'
     distinct   components,   also   called    Spheres    of     fabric  of  the  multiverse,   rot,   weathering,   and     plans.   When   one   Immortal   sees   an   enemy   Im-
     Power.  These  five   Spheres   are   Matter,   Energy,     dissipation.  It seeks to bring all things  to  a  stop,     mortal  plotting,  the  first  Immortal   will   usually
     Time,  Thought,  and   Entropy.   Everything   in   the     causing  oblivion.  At  the  same  time,  Entropy   it-     communicate   information   and   his   desires   to   a
     niult4verse  is  composed  of  a  combination  of   all     self can not exist without the  presence  of  the  oth-     group of  faithful  clerics  or  heroic  player  charac-
     five  of  these  components  in  varying   proportions.     er powers,  so  it  seeks  first  to  subjugate  before     ters,  persuading   those   heroes   to   confront   the
       Each   Immoftal   serves   one   of   the    Spheres,     bringing  about  oblivion.   Entropy   does   not   fav     minions  of  his   enemy.   The   Immortals   themselves
     seeking  to  either  increase  its  influence  in   the                                                                 seldom   participate   personally   in   the   struggles
     multiverse  or  to  maintain  the  balance   of   power     any specific  class.  Entropy  seeks  to  destroy  Mat-     between their minions.
     among  the   Spheres.   In   three   of   the   Spheres     ter,  dissipate  Energy,  cause   Time   to   stagnate,        It's  usually  not  necessary  to  have  a  character
     (Matter,  Energy,   and   Time),   one   alignment   is     and stop new Thought.                                       sheet  for  an  active  Immortal;   mortal   heroes   in
     dominant;  in  the   other   two   (Thought,   Entropy)       The  multiverse  is  best  served   when   there   is     reasonable   campaigns   don't   often   attack    them.
     no alignment dominates.                                     balance  between  the  Spheres   of   Power.   If   one     However,  in  certain  rare   situations,   mortal   he-
       The Sphere  of  Matter  is  closely  related  to  the     should   ever   gain    an    overwhelming    dominance     roes will  decide  that  they  have  to  attack  an  Im-
     element  of  earth.  Its  purpose   is   to   withstand     over the others,  only  Entropy  would  win,  for  bal-     mortal.  At  that  point,  as  a  DM,  you  can   choose
     destruction  and  decay.   This   Sphere   stands   for     ance between ali the  Spheres  is  necessary  for  har-     one  of  several  different  responses  for  the  Immor-
     sturdiness  and  stability.  Matter,   in   its   three     mony.  Thus,  while  each  Sphere  constantly   strives     tal to take:
     forms, is  the  building  block  of  all  things.  Even     to  advance  and  grow,  the  other  Spheres  of  Power        (1)   The    @ortal    Overwhe@    the    PCs:    The
     in decay,  matter  uses  the  elements  to  create  new     try to maintain  the  balance  by  retarding  or  coun-     DM,  if  he  wants  Immortals  in  his  campaign  to  be
     forms.  Mattef is  rich  in  variety  and  easily  muta-     tering an opposing Sphere's growth.                         incredibly  powerful  beings,  can  just   decide   that
     ble  to  any  form.  Matter   represents   the   Lawful                                                                 no   mortal   player   character    even    approximates
                                                                                          2 19@oo  -  -                @  A '@ @\

                   hapter 15: The Immortals


       the amount of power  it  takes  to  hurt  an  Immor-     ity  may  normally  recognize   an   Immortal.   In-     Mortal Form
       tal.  Therefore, with this choice, the  DM  can  just     stead,  Immortals   prefer   to   manipulate   their
       describe  how  the  Immortal   frowns,   waves   his     followers' Prime Planes by other means.                     An  Immortal  can  create  any  mortal  form   to
       arms, and ail  the  PCs  are  paralyzed  (no  saving        One  subtle  but  common  way  involves  the  use     house his  intelligence  when  he  appears  in  the
       throw  possible),  cursed,  geesed,  randomly  tele-     of omens to  presage  some  great  event,  encourage     mortal world.  He can create a mortal  form  of  any
       ported, or other otherwise discomfited.                  an  undertaking,  or   warn   of   danger.   Another     monster  species,  and  at  the  maximum   experi'-
         (2)   The   Immortal    Leaves:    The    Immortal     common way is  to  inspire  a  mortal  through  men-     ence level (or HD figure) for that species.
       might   just   disappear   completely;   no   mortal     tal suggestions or dreams.                                  The Immortal is bound by all character  class  or
       magic could  bind  him  here.  He  could  then  pur-        When attempting to  change  the  course  of  his-     species limitations of the  form  he  assumes.  For
       sue his punishment of the PCs at  his  own  leisure.     tory, an  Immortal  may  use  more  active  methods.     example,  if  an  Immortal  creates  a  human  form
         (3) The Immortal  Stays  and  Fights:  A  particu-     The most common is the use of  a  pawn,  a  servitor     for himself, he can create  anything  from  a  nor-
       larly foolish Immortal might  just  stay  behind  to     or follower  of  his  Sphere  of  Power-sometimes  a     mal  man  to  a  36th  level  adventurer  (of  16th
       fight. (It's not foolish for him to believe that  he     PC.  A  pawn  may  be  given  an  Immortal  artifact     level, if he takes a Mystic identity).  If, for  in-
       would win a fight; but he risks loss of  power,  re-     and a goal to accomplish and then left  to  his  own     stance, he were to become a 24th level  cleric,  he
       duction in  status,  and  possible  additional  pun-     means.  The pawn  faces  mortal  risk  in  personally     would be  bound  by  the  cleric's  limitations  on
       ishments   if   such    direct    manipulation    is     performing the task.  A less risky method  is  for  a     spells,  armor,  and  weapons.  Violation  of   any
       unsuccessful.)  The  DM  might  have   arranged   an     pawn (usually an NPC) to act  as  an  agent  of  the     such limitations would force the  Immortal  to  be-
       adventure where  some  artifact  has  bound  an  Im-     Sphere to coach a more  powerful  character  to  un-     gin to take on either his manifestation  or  incor-
       mortal in place so that the PCs  have  a  chance  at     dertake the Immortal's task.  In either  case,  these     poreal form, as described below.
       attacking  and  temporarily   or   permanently   de-     are the types of events which  drag  player  charac-       This mortal  form  is  not  detectable  by  other
       stroying him, so  not  all  circumstances  where  an     ters  and  the   world's   most   famous,   powerful     Immortals  as  an  object  housing  another  Immor-
       Immortal stays  around  to  fight  necessarily  mean     NPCs into the plans of the Immortals.                    tal.  Therefore, the Immortal  housed  in  the  mor-
       that the Immortal is foolish.                                Immortals from the  Sphere  of  Entropy  are  the     tal form can walk freely among mortals,  using  all
                                                                most  likely  to  become  personally   involved   in     the abilities of his  mortal  form.  Not  many  Im-
       lmmoi-tal Behavior                                       their plotting, often revealing their true  form  to     mortals like to  do  this;  becoming  Immortal  and
                                                                their minions, servitors,  and  enemies.  No  action     then later returning to the limitations of  a  mor-
         The  Immortals  have  a  rule  among   themselves:     that would endanger the Prime  Plane  is  ever  tak-     tal body, to them, is like being  cured  of  blind-
       Direct Action  Against  Mortals  is  Forbidden.  The     en by any Immortal, including one of Entropy.            ness  and  then  becoming  blind  again;  also,  an
       wiser  ones  among  them  have  convinced  most   of                                                              Immortal wandering  around  in  a  mortal  identity
       the others that they need to  live  with  this  code                                                              can't keep his attention on as many  of  his  plans
       and enforce it on others  who  aren't  so  sensible.      Immortal Statistics                                      as he could if  he  were  back  on  the  Immortals'
       And so the Immortals spend  a  lot  of  their  magi-        Immortals have three basic forms      in    which     plane.  But some do it in  order  to  advance  their
       cal  energy  "scanning"  for  the  tell-tale  emana-     they can confront  mortals.  These  are  the  mortal     personal plans or to keep an eye  on  mortals  cru-
       tions  of  direct  Immortal  intervention   on   the     form, the  manifestation  form,  and  the  incorpor-     cial to their plans.
       mortal  planes.  An  Immortal  who  just  shows   up     cal form.                                                   An  Immortal  can  throw  off  his  mortal   form
       on the mortal world and starts killing  the  mortals
       he dislikes will  instantly  be  noticed,  and  will
       probably be attacked, by the other Immortals.
         This  is  why  Immortals  tend  to   limit   them-
       selves to speaking to  mortals  in  dreams,  or  ap-
       pearing  very  briefly  and  not  manifesting   very
       much energy;  this  is  why  they  try  to  persuade
       mortals to their own  doctrines  and  let  the  mor-
       tals do all the work.
         Of course, not all  Immortals  are  happy  to  bow
       to the will of the masses.  Some  chafe  at  the  "no
       direct action" rule and  do  appear  directly  when-
       ever they think they can get away  with  it.  Often,
       it will be  in  a  mortal  form  (described  below),
       which  is  no  more  powerful  than  a  high   level
       player character but is not detectable by  the  oth-
       er  Immortals.  Immortals  appear   on   the   Prime
       Material Plane in their true  identities  (i.e.,  in
       their manifestation  forms,  described  below)  usu-
       ally  only  in  high-energy  places  and  situations
       where  they  think  the  other  Immortals  will  not
       notice their presence.
         When   an   Immortal   appears   on   the   moftal
       world in his manifestation form,  there  is  a  5  %
       cumulative  chance  per  round  that  the   watching
       Immortals will notice.  If  they  notice,  they  will
       probably  decide  to  yank   the   erring   Immortal
       back out of the mortal world by force.  If  he  is  a
       lesser  Immortal  of  one   of   the   four   "good'
       Spheres, they may be able to punish him;  if  he  is
       an Immortal of  Entropy,  he  will  not  allow  him-
       self to be summoned into  their  presence  and  will
       simply escape to cause trouble later on.
       Immortal Manipulations

         An Immortal  will  not  generally  reveal  himself
       to mortals.  Only  candidates  for  future  immortal-     I

                                                                                         20

                                                                                                Chapter 1 5:  The  Immortals&


          and  take  on  his  manifestation  form  or  his  incof-
          poreal form  at  any  time.  But  it's  not  instantane-         @ortal Manifestation Forms Table
          ous; it takes  one  full  turn  for  the  transformation         Immortal                                             Type Of Immortal
          to  be  completed.  During  this  turn,   the   Immortal         Statistics                 Average                      Greater                      Ultimate
          is transforming  but  has  all  the  stats  and  limita-         Number Appearing:          1                            1                            1
          tions of his mortal form.                                         Armor Class:               0                            -  10                        - 20
          Likewise,   the   Immortal   can   change   his   mortal         Hit Dice:                  15********                   30********                   45********
          form  to   another   mortal   form,   under   the   same         Hit Points:                100                          250                          1,000
          time  constraints.  If  an  Immortal  wants   to   main-         Move:                      60' (20')                    60' (20')                    60' (20')
          tain two identities  on  the  mortal  world,  one  of  a         Flying:                    150' (50')                   150' (50')                   150' (50')
          female  36th  level  magic-user  and  the  other  of   a         Attacks:                   2                            3                            4
          10th  level  dwarf,  he  can   change   freely   between         Damage:                    2d6 or special               3d6 or special               4d6 or special
          them-and   any   number   of   additional   forms    and         Save As:                   M36                          M36                          M36
          identities-and  be  subject  only  to   the   limitation         Anti-Magic:                50% to 5'                    60% to 5'                    90 % to 5'
          that each transformation takes one turn.                          Morale:                    1 2                          1 2                          1 2
          The    Immortal     may     create     any     garments,         Treasure Type:             n/a                          n/a                          n/a
          weapons,    and    normal     (non-artifact)     magical         Alignment:                 Varies                       Varies                       Varies
          items  as  possessions  for  his   mortal   form.   When
          he  changes  to  another   form,   all   those   objects         Note  that  the  morale  score   doesn't   mean   that      he's  at  Greater  or  Ultimate  levels);  he   can   vary
          vanish; a hero stealing  such  an  item  will  watch  it         an Immortal will  stay  and  fight  to  the  death  in      spell  duration  as  he  pleases;   he   does   not   need
          disappeaf   into   thin   air    once    the    Immortal         any  combat;  though  that's  what  a  morale  of   12      spell   books,   and   does    not    forget    magic-user
          changes   forms.   And   when   the   Immoftal   returns         means  for  monsters,  that's  not   what   it   means      spells as he uses  them  (and  so  could  cast  the  satne
          to  the  form  which  had  that  item,  the   item   re-         here.  The  Immortal  mofale  score   of   12   merely      spell over and over).
          turns to the Immortal-not to the thief.                          means that Immortals  never  fail  morale  rolls,  un-        Regenerates:    The    manifestation    form    fegener-
          The   mortal   form   of    an    Immortal    has    one         der  those  rare  circumstances  when  they  have   to      ates  1  hit  point  per  day.  If  hurt,   the   Immortal
          special power:                                                   make such folls.                                            usually casts healing magic on himself.
          Communication:     The      Immortal      can      speak         Most   Immortals   will   not   bother   to    conduct        Special   Defensc:   The    manifestation    form    can
          with   any   living   creature   and   with    nonliving         combat  with  mortals;   more   often,   they   vanish      only  be  hit  by  a  +  5  or  greatef  enchanted   weap-
          things  related  to  his  own  Sphere;  he   knows   all         from the scene of  combat,  preferring  to  visit  re-      on,  or  by  an   artifact;   when   damaged,   he   takes
          languages.                                                       venge on  their  enemies  later,  and  at  their  con.      only  the  minimum   damage   possible   (i.e.   if   dam-
                                                                           venience.  Those   who   do   stay   to   fight   will      age is 2d6 +  3  points,  the  immortal  t2Lkes  5  points
          Manifestation Form                                               certainly not fight to the  death,  and  will  instead      of damage).
                                                                           disappear  once  they've  taken  25%  of   their   hit        Special  Defcnst  vs.   Mortal   Magic:   The   manifes-
          The   Immortal's   more    powerful    form    is    his         points in damage.                                           tation form is immune to all mortal spells.
          manifestation  form.  This  form  is  as  much  of   his         Whenever  an   Immortal's   form   is   destroyed   on        Special    Defense     vs.     Poison:     Manifestation
          "true"  Immortal  body  as  he  can  project   into   the        the  Prime  Plane,  the  Immortal   usually   arranges      forms   automatically   make   all   saving   throws   vs.
          mortal   world   (the   Prime   Plane).   The   Immortal         for  its  utter  destruction.  At  worst,   the   form      poisons.
          can  make  his  manifestation  form   look   like   any-         would leave clues  about  the  existence  and  activi-        Travel  Powers:   The   manifestation   form   has   the
          thing, but it  will  always  radiate  the  power  of  an         ties  of   the   Immortals,   and   powerful   mortals      power  to  fly  at  will,  teleport  without  error   once
          Immortal;  an  Immortal  in  this   form   cannot   con-         could  seriously  interfete  with  Immortal  plans  if      per  hour,  and  travel  ethereally   and   astraily   one
          vince anyone that he is not an Immortal.                         sufficiently aroused.                                       time each per day.
          Most  Immortals  choose  one   or   two   specific   ap-
          pearances   for   their   manifestation   forms;    this         Manifestation Form Special Powers                           Incorporeal Form
          helps  when  they  are   dealing   with   their   mortal         Anti-Magic.-   See    Chapter    13    under    "Anti-
          followers  and  minions.  They  can   switch   instantly         Magic."  Manifestation  form  Anti-Magic  is  of   the        The   Immortal's   third   form   is   his   incorporeal
          between those appearances if they choose.                        radiated (non-attack) variety,  and  so  it  primarily      form.  This  form  is  really  just  a  projection  of  his
          Three  power  levels   of   Immortal   are   shown   be-         effects temporary  magical  items  and  effects  (such      mind   from   his   native   Sphere    to    the    mortal
          low:  Lesser,  Greater,  and  Ultimate.  The   DM   will         as spells).                                                 world;  it  usually   appears   as   a   glowing,   insub-
          decide  which  Immortals  in  his  own   campaign   fall         Aura   Attack:   When   the   Immortal   decides    to      stantial figure, or can take  the  form  of  any  sort  of
          into which power level.                                          make an aura attack (which  is  usually  done  to  im-      dream   projected   straight   into   a   mortal's   mind.
          Lesser  Immortals  afe  either   fairly   new   to   im-         press his followers and their friends, or  to  terrify      In  either  case,   the   Immortal   can   appear   before
          mortality or  have  simply  never  developed  a  lot  of         his enemies), all victims within 60' of  the  manifes-      (or in  the  dreams  of)  several  mortals  all  at  once,
          power;  they  tend  to  be  patrons   of   less-dominant         tation form must make saving  throw  vs.  spells,  re-      or can be visible to  (or  in  the  dream  of)  only  one,
          traits or professions  (such  as  sagecraft  or  youth),         ceiving no  bonuses  from  equipment,  spell  effects,      as the Immortal chooses.
          patrons of  specific  cities,  or  servants  of  greater         or Wisdom score; if the saving throw fails,  the  vic-        The  appearance  of   an   incorporeal   form   on   the
          Immortals; many of them have few followers.                      tim  is   awed.   The   Immortal   can   then   decide      mortal  world   does   not   alert   watching   Immortals.
          Greater    Immortals    are    powerful    beings    who         whether the victim feets terror (treat as a fear spell      Therefore,   an   Immortal    can    freely    communicate
          represent  important  functions  and   have   gained   a         of  three  turns  duration),  p@ysis  (lasting   three      with   his   minions   without   alerting   other   Immor-
          lot of  magical  might.  They  tend  to  be  patrons  of         turns; see the description  of  paralysis  in  Chapter      tals to his activities.
          significant traits  or  professions  (such  as  diploma-         13,   under   "Special   Character   Conditions),   or        Mortal  magic  has   absolutely   no   effect   on   the
          cy or the thief  character  class),  patrons  of  entife         charm (treat as a charm spell  of  2  x  normal  dura-      incorpofeal  form.   No   amount   of   spells   cast   on
          nations  or  tribes;  they  often  have  Lesser   Immor-         tion).  The  manifestation  form  can  make  one  aura      the  incorporeal  form  will   hurt   the   Immortal.   On
          tal  subordinates  and   sometimes   answer   to   Ulti-         attack per  round,  but  normally  limits  himself  to      the  other  hand,  the  incorporeal   form   cannot   cast
          mate Immortals.                                                  only one per encounter.                                     any spells against mortals.
          Ultimate  Immortals  are  those   who   are   the   old-         Communication:     The     Immortal     can      speak        The   incorporeal   form   can   change   into    either
          est  and  most  powerful;  they  often  represent   very         with  any   living   creature   and   with   nonliving      the  manifestation  form  or   the   mortal   form   after
          popular  or   important   traits   (such   as   warfare,         things  related  to  his  own  Sphere;  he  knows  all      a transformation of one tum.
          love,  agriculture,  etc.)  and   have   many   subordi-         languages.
          nate Immortals and followers.                                     Magic   Use:   The   manifestation   form   can    use      Fighting Immortals
          These  divisions   are   mere   conveniences   for   the         any cierical, druidic, or magical spell  as  a  spell-
          DM,  who  can  create  Immortals  with   other   statis-                                                                       Immoftals  do  not  exist   in   the   D&D@   game   for
                                                                           caster  whose  level  is  2  X   the   Immortal's   HD
          tics and power levels.                                           (thus M30 if  he's  an  Lesser  Immortal,  or  M36  if      player  characters  to  fight  or   kill.   They're   sup-

                                                                                                    22,

                       apter 15: The Immortals


       posed  to  be  powerful  forces   which   confound,   in-     the   various   paths   before   a   character    decides         mortal in his thoughts.  The  Immortal  will  always
       fluence,  and  a-id  player  characters  .  .  .  not  as     which path to pursue.                                             hear the call but will judge  the  character's  wor-
       ,'monsters"   to   be   attacked   and   killed,    their         The  character  selects  the  path  for  the   Sphere         thiness before responding.  To  check  for  the  Im-
       homes looted for treasure.                                        of  Power   he   wants   to   serve.   (Though   each         mortal's response, roll ldlo and modify  as  in  the
          However,  it  could   happen   that   the   PCs   will         Sphere  of  Power   favors   a   specific   character         following table.
       find   themselves   fighting   Immortals.   Should   this         class,  a  charactef  of  any  class   may   try   to
       happen, here are some basic guidelines.                           achieve Immortality with any Sphere.)                         Immortal Responses Table

       Mortal Form                                                   2.  The    character    must     find     an     Immortal         Modifiers

          If  an  Immortal's  mortal  form  is  killed  on   the         sponsof-i.e.,   choose   the   Immortal   he    hopes         - 5 If the character is of a diffefent
       Prime  Plane,  the   Immortal   is   banished   back   to         to  be  his  sponsof,  and  try  to   persuade   that             alignment
       his  own  plane  for  id2o  days.  He  may   only   reap-         Immortal to guide him to Immoftality.                         - 3 Pef additional being accompanying the

       pear  on  the  Prime  Plane  in  his   incorporeal   form                                                                           character
       during this period of banishment.                              Finding a Sponsor                                                 - 3 Per test failed in climbing the
                                                                                                                                           mountain
                                                                         Finding   an    Immortal    and    petitioning    for         + I Per test passed
       Manifestation Form                                            sponsorship  is  but  the   first   of   many   difficult         + 1 If a minor artifact is brought
          If  the  Immortal's  manifestation  form   is   killed     tasks.                                                            + 2 If a lesser artifact is brought
       on the Prime  Plane,  his  spirit  returns  to  his  home         The  character  must  set  out  on   another   adven-         +4  If a greater artifact is brought
       plane  and  forms  a  new   manifestation   form   in   a     ture of research  to  locate  the  place  where  the  Im-         + 8 If a major artifact is brought
       number  of  days  equal  to  his  Immortal  hit   points.     mortal   he   has   chosen   may   be   contacted.   This
       During  this  time,  he  may   only   reappear   on   the     could  be  at  the  top  of  a  remote  mountain   with.a         Treat results of less than I as  I  and  results  of
       mortal world in his incorporeal form.                         reputation   for   dangerous   hazards,   in   a   mystic         greater than 10 as 10.
          immortals  on  their  own  plane   are   automatically
                                                                     grove   surrounded   by   deep   forest   teeming    with
       in their manifestation  form.  If  this  form  is  killed     monsters, in a trench  at  the  bottom  of  the  sea,  or
       on the  Immortal's  own  pi2Lne,  the  Immortal  is  for-     in a perfectly  safe  temple  ...  one  it  took  several         Results
       ever  dead.  However,   not   even   the   stupidest   or     dangerous adventures to find.                                     1-2    The Immortal is displeased and lets
       most  violent  of  Immortals  would  fail  to  use  tele-                                                                              the character know (by an omen in
       port abilities to get to  a  safer  haven,  or  (if  they     The Gift                                                                 id6 days) that he will not answer the
       have a  full  turn  available  to  them)  can  revert  to         Once  the  location  for  petition  has  been  deter-                call.
       their  incorporeal  form,  and  send  their  minions  af-     mined, the  character  must  create  a  gift  of  partic-         3-8    The Immortal arrives in dloo days.
       ter any PCs crazy enough to attack them.                      ular felevance  to  the  Sphere  or  personality  of  the                He sends an omen of his impending
                                                                     Immortal.  This  gift  should   be   especially   beauti-                arrival in id4 days.
       Incorporeal Form                                              ful  and  have  the  qualities   of   the   Sphere.   The         9- 10 The Immoftal is very pleased and
          The   incorpofeal   form   cannot   be    killed    or     more  valuable  the  gift,   the   higher   the   chances                arrives in id6 days.
       harmed in any way.                                            for  the  character  to  feceive  a  favorable   fesponse
                                                                     from  the  Immortal;  a  minimum  value  of  2   5,   000         While   awaiting   the   Immortal's   arrival,   the
       PCs Becoming  Immortals                                       gold   pieces   is   recommended,   but   not   requited.         character  should   remain   on   the   summit   and
                                                                         When  the  gift  is  prepared,  the   character   may         meditate  for  80%  of  his  waking  hours.  If  the
          Since  all  Immortals  wefe  once   mortal,   the   DM     embark   on   the   journey   to   the   mountain.   This         character leaves  the  mountain,  check  the  Immor-
       may   permit   characters   to   seek   Immortality    by     journey  should  be   very   dangerous;   the   character         tal's response again with a -  2  modifier.  If  the
       taking  the  winding  journey  into  heroic  legend.   It     should  rise  one  level  or  gain   120,000   experience         Immortal responds, he sends  an  omen  to  teil  the
       is  not  easy  to  gain  Immortality,  and   most   never     points  during  his  journey,  and  the   character   may         character to return to the  mountain.  If  the  sec-
       succeed.  But  the  truly  persistent  and  heroic  char-     be  distracted  by  many  adventures   along   the   way.         ond result is 9 or  10  (see  above),  The  Immortal
       acter  may  gain  Immortality   if   he   proves   worthy     He must take  care  that  the  gift  is  not  damaged  of         will appear wherever the character  is  at  the  end
       enough.  However,  if  he  gains   Immortality,   it   is     stolen.  If  it  is,  the  damage  must  be  repaired  of         of the waiting time, but  not  while  the  character
       likely  that  the  character   will   retire   from   the     the item recoveted before he continues.                           is in the company of anyone else.
       fealm  of  the  living  and  never  be  heard  of  again.
          Immortality   must   be   won.   It   can   only    be     The Seven Tests                                                   The  Meeting
       earned   by   successfully   completing    several    ex-         Climbing  the   mountain   to   its   summit   should         The  arrival  of  an  Immortal  is  always  a   per-
       tremely difficult tasks.                                      also  be  challenging.  It  is   recommended   that   the         formance.  This arrival  may  be  grandiose  or  mys-
          There  are  four  paths  to  Immortality,  each   cor-     DM  create  seven  encounters  that  must   be   met   in         terious.  If grandiose, the Immortal  appears  in  an
       responding  to  one  of  the   four   elemental   Spheres     climbing   the   mountain.    The    encounters    should         elemental form based on his Sphere.
       of  Power.  Any  intelligent  mortal  reaching  his   ul-     test  the  character's  mettle  and  worth  in  the  fol-
       timate  experience  level  may   try   to   earn   immor-     lowing:                                                           Sphere Elemental Forms
       tality.   However,   only   humans   may    attempt    to         o Honor and trustworthiness.
       become an Immortal of the Sphere of Matter.                       o Dedication to the Sphere of Power.                           Matter:    Erupting from the earth or as any
                                                                         0 Resourcefulness  and  resolution            without                    mortal creature
       Prerequisites                                                       combat.                                                      Energy:    Fiery, bright, or on rays of light
                                                                         9 Bravery.                                                     Time:      Watery being or as a storm
          A   human   character   of   the   clefic,    fighter,         o Persistence in the face of adversity.                        Thought:   Wild and windy
       magic-user,  thief  or  druid  class  must  first   feach         o Mercy and chafity of the heart.
       30th   level,   and   a   demihuman   or   mystic    must         o Wisdom.                                                      The Immortal, in  his  first  appearance,  will  au-
       first  reach  an  experience  point  total  of  1,000,000         Not all these encounters need be              combat-         tomatically utilize the paralysis aspect of his aura
       points  to  be  a   candidate   for   Immortality.   Once     related;  in  fact,  most  should  be  role-playing   en-         attack ability on all mortals in the  area.  He  may
       these  levels  are  attained,  the  character  may  begin     counters   where   the   character    must    make    the         release creatures from this paralysis at will.
       research to discovet the paths to Immortality.                correct  decision  based  on  the  trait  being   tested.          The   Immortal   examines    the    character    and
          These   paths   are   not   common   knowledge.    The     Not  every  challenge  must   be   won   to   reach   the         then  communicates   verbally   or   telepathically,
       DM  should  put  the   character   through   a   grueling     summit, but they must all be met.                                 asking  what  the  character  wants.  The  character
       adventure  during  which  the  PC  learns  what  is   re-                                                                       must explain his desires  humbly  -and  present  his
       quired of a candidate for Immortality.                         Immortal Response                                                 gift.  To determine  the  Immortal's  response,  roll
          Every  path  to  Immortality  begins  with  the   fol-         Once   the   summit   is   reached,   the   character         idio and use  the  above  modifiers  plus  the  fol-
       lowing  steps.  Make  sure  to  review  the  details   of     must  meditate  for  id6  days,  calling   to   the   Im-         lowing:

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                                                                                            Chapter 1 5: The Immortals



            0 - 5 If the character is haughty.                           At the  end  of  these  steps,  the  character  must     must  be  creative  in  devising  a  means  to   acquire

            0       -2       Ifthegift'svalueislessthan25,000gp.     return to the  place  he  met  his  sponsor  and  again     this item.
            o + 1 If the petitioner is of  the  character  class     meet  with  that  Immortal.  If   the   character   has        Testimony:  The  Paragon  must   recruit   at   least

            favored  by  the   Immortal's   Sphere   of   Power.     failed to complete  any  of  the  steps,  the  Immortal     six  apprentices  and  they  must  rise  at   least   12

            0 + 1 If the gift's value  is  25,000  gp  or  more.     may  set  further  requirements  to  be  fulfilled  be-     levels  while  in  his  service.  He  must  also  trans-
            *  +  1  For  each  doubling  of  the  gift's  value     fore Immortality is granted.                                form  the  land  for  100   miles   around   his   home.

            beyond     2'5,000   (+2   if   50,000   gp;   +3   if      If all of-the  steps  are  completed,  the  Immortal     This  transformation  must  give  the  land   a   unique

            100,000 gp, and so on).                                  reviews the whims of chance.  Roll  idlo.  If  a  1  is     appearance and range of inhabitants.
            Again, treat all results of less than  I  as  1  and     rolled, the character has failed  and  is  not  granted        Task:  A  Paragon  must  be  acknowledged   the   su-
            results of greater than 10 as 10.                         Immortality.  He  may  request  further  tasks,  or  he     perior of all other  magic-users  within  a  1,000  mile
                                                                     may give up.                                                radius.  He  may   accomplish   this   through   magical

            Petition Responses Table                                    If the character  is  granted  Immortality,  he  may     duels or by driving all other  magic-users  out  of  his

            1-2 Petition   Rejected.    Immortal    destroys         take  a  year  to  complete  his  mortal  affairs   and     lands.  The  character   should   challenge   at   least

               the gift and  sets  the  character  a  quest          then  must  leave  the  Prime   Plane   to   join   the     eight magic  users  of  25th  level  or  greater.  These

               before  he  can   return   to   petition   again.     struggles of the cosmos.                                    magic users may team up against the Paragon.

            3-8 Petition Accepted.                                       The four paths to immortality are:

            9- 1 0 Petition Accepted With Pleasure.                                                                               Polymath

               Immortal  gives  the   character   a   small          Dynast                                                         This is the  path  to  the  Sphere  of  Matter.  This

               magical  item  of  the   Sphere   of   Power             This is the  route  to  the  Sphere  of  Time.  This     path f-avors the fighter class.

               as  a  token  and  teleports  the  character          path favors clerics and druids.                                 Quest  and  Task:  The   Polymath   must   face   the

               home.                                                     Quest:  The  character  must   undertake   a   quest     challenge  to  succeed  in  three  additional  lives  as
                                                                     for  an  artifact  that  will  allow  him   to   travel     cleric,   thief,   and   magic-user.    The    Polymath,
                                                                     through time.                                               during each of his  three  lives  as  another  character
            Whatever   the   response,   the    Immortal    will        Trial: The  character  must  travel  ahead  in  time     class, must quest  for  and  gain  the  sa-me  artifact.
            take (or destroy) the gift.                              to  three  separate  periods  and  help  three  differ-     He begins each  new  career  at  first  level,  with  no
            If  the  Immortal  accepts  the  character's   peti-     ent  descendants   to   retain   their   kingdoms   and     memories  of  his  previous  lives.   The   quests   may
            tion, he instructs the character in  the  steps  re-     t)eri)etuate the dynasty.                                   not begin until  the  character  reaches  5th  level  in
            quired  to  complete  the   path   to   Immortality.         Testimony:  The  character  must  create   a   realm     each  class.  The  first  two  times  the  artifact   is
            Details of these  steps  follow.  The  Immortal  an-     with a population  of  at  least  50,000  people  if  a     gained,  the  Immortal  reappears   to   the   character
            swers most of the character's questions if they  are     human  or   10,000   if   demihuman.   He   must   also     within  id2O  x  10  days  to  claim  it.  The  Immortal
            reasonable.  He then  sets  the  conditions  for  the     design and build a great  new  capital  for  his  land.     then  reduces  the  character   to   first   level   and
            next meeting and leaves as if he  was  never  there.         Task:  The  character  must  found  a  dynasty.  The     causes him to  forget  his  past  so  that  he  may  be-
            Once  an  Immortal  leaves,  he  will  not  be  seen     dynasty must be ruled  by  the  character  and  his  or     gin as the next character  class.  The  third  time  the
            again until the path is  completed  or  the  charac-     her descendants for at least 20 years  of  the  charac-     artifact  is  gained,  the  character  may  retain   it,
            ter returns to petition again.  From this  point  on,     ter's life.  At the end  of  this  time,  the  character     and the Immortal returns all past memories.
            the Immortal  (though  unseen)  is  instrumental  in     must have  a  living  grandchild  to  inherit  the  dy-        Trial:  After  completing  the  final  step  of   the
            placing obstacles  and  challenges  in  the  charac-     nasty.  This  grandchild  may  be  adopted  instead  of     quest,  the  character  must   adventure   alone   until
            ter's path.                                              a  blood  relative  but  must  be  announced   as   the     he reaches 12th  level.  He  retains  the  abilities  of
                                                                     heir.  During  the  20  years,  the  character   should     all the character classes and advances  in  all  classes
            The Four Paths                                           face at least four major challenges to his rule.            equally.
                                                                                                                                    Testimony:   The   Polymath    must    be    accompa-
            Once  a  character  gains   a   sponsor,   he   must     Epic Hero                                                   nied  on  his  adventures  by   one   member   of   each
            reach his highest-possible experience  level  before        This  is  the  route  to  the  Sphere  of   Thought.     human  character   class.   These   comrades   may   not
            setting off on the path to  Immortality.  The  ques-     This path favors the thief and mystic classes.              begin at a level  higher  than  the  character.  If  any
            tor must be true  to  his  chosen  Sphere  of  Power
                                                                        Quest:  The  Epic  Hero  must  undertake   a   quest     of  these  characters  are  slain,  the  aspiring  Poly-
            and bring it glory  and  honot  during  the  trials.     for a  major  artifact  from  the  Sphere  of  Thought.     math  must  take  steps  to  resurrect   them,   setting
            Each path requires  that  a  mortal  pass  the  fol-        Trial:  The  Epic   Hero   must   track   down   and     aside  his  quest  if  necessary.  Once  the  quest   is
            lowing five tough requirements:                          bring  about  the  permanent  destruction  of  an   af-     completed  and   before   beginning   the   trial,   the
                                                                     tifact of the Sphere of Entropy.                            character  must  erect   a   monument   at   least   100
            1. The  character's  adventures   must   gain   him   a     Testimony:  The  Epic  Hero  must  find  and   train     feet tall to the glory  of  his  adventures.  This  mon-
            specific   amount   of   experience.   This   amount     a  successor.  The  successor  must   be   the   player     ument must stand for at least ten years.
            is  600,000   XP   for   most   classes   but   only     character  of  a  different  player.  In  addition,  an
            400,000  XP  for  the  class  the   Sphere   favors.      Epic  Hero  must  create  a   new   legendary   weapon.      When PCs Reach
            2. The  character  must  complete  a   new   quest   to     Task: The Epic Hero  must  live  up  to  the  heroic
            retrieve an artifact  of  lesser  or  greater  ma  '                                                                 Immortality
                                                          g@l-       ideals  of  courage,  steadfastness,  and   dedication.
            tude  from  his  Sphere  of  Power.  The  quest  tor     He  must  complete  an  epic   quest   to   perform   a        If a  character  reaches  Immortality,  he  must  re-
            this  artifact  should  take  several  game   years.     nearly impossible task, such  as  driving  all  dragons     tire from the  play  of  the  game  .  .  .  unless  the
            3. The   character   must   successfully   complete   a  from the land or building a castle  in  the  sky.  This     campaign  focus  changes   to   follow   the   Immortals
            trial  of  specific  value  to  his  class  and  the     quest should take about five years to complete.             and  their  activities.  (This   normally   only   takes
            Sphere (see below).
            4. The  character  must  prepare   a   testimonial   to  Paragon                                                     place  when  two   or   more   PCs   have   become   Im-

            his   greatness,   a   combination   of   follo                                                                      mortals.)  Immortal   former   PCs   may   reappear   in
                                                          wers          This is the route to  the  Sphere  of  Energy.  This     the    campaign    as     a     patron-and     sometimes
            (people   devoted   to    his    philosophies    and     path favors the magic-user class.                           manipulator-of their old friends.
            achievements)   and   a   lasting   monument.    Th@        Quest: The Paragon  must  quest  for  a  lesser  ar-
            monument  to  his   greatness   must   be   financed     tifact of the Sphere of Energy.
            by  the  character,  and  he  must  participate   in        Trial: The  Paragon  must  create  an  entirely  new
            its  creation  by  either  adventuring  for   compo-     magical item.  The  cost  of  the  research  to  create
            nents  and  manpower  or  by  taking  the  risks  of     such  an  item  equais  the  total  experience   points
            the actual physical construction.                        of  the  character.  The   components   to   make   the
            5. The  character  must  complete  a  specific  mon-     item  should  be  extremely  rare  and   difficult   to
            umental task  that  will  benefit  his  Sphere  (see     find, including  at  least  one  impossible  item  (the
            below for details).                                      footfall of a cat or the roar of a  tion).  The  player

                                                                                              22@,*

                    apter 16: Treasure


          he  coins,  gems,  jewelry,  and  magical   items     Magical Treasure                                          Choosing Treasures
          found  by  player  characters  during  an  adven-
           are afl called treasure.  Treasure  is  norm2LUy       The presence of magical treasure  in  a  hoard  of-        In this section and in the next several  sections,
     found in the lairs of monsters-it  may  be  gained  as     ten complicates the  process  of  dividing  treasure.     the  DM  will  read  methods   for   choosing   which
     payment or as  a  reward  from  an  NPC  for  perform-     Typically,   characters   divide   magical   treasure     treasures to appear in his or her  game.  Most  trea-
     ing some task.  As  r-haracters  become  more  experi-     among  themselves  first,  and  those   who   receive     sures, of course,  are  associated  with  a  monster-
     enced and explore more  dangerous  arez,  treasure  is     magical treasure receive  less  normal  treasure.  As     the treasure is the treasure in  the  monster's  lair
     better   guarded,   better   hidden,   and    possibly     a  rule  of  thumb,  permanent  magical  items  (such     or it is the treasure the  monster  carries  with  it
     trapped.  But there is usually more of it, too!             as a magical sword  or  fing)  are  considered  worth     most of the time.
        The  DM  should  be  careful  when  placing   trea-     more  than  temporary  magical  items  (such   as   a        There afe two  ways  to  determine  what  sort  of
     sure because treasure  helps  determine  the  rate  at     potion or  scroll);  items  that  are  temporary  but     treasure  belongs  to  a  monster:  deliberately  and
     which characters gain experience.                          that can be  used  many  times  (such  as  a  magical     randomly.
                                                                wand)  are  usually  counted   as   permanent   items

     Dividing Treasure                                          uniess the spell they cast is of little  significance     Deliberate Treasure Choice
                                                                or usefulness.
        Before  play  starts,  players  should   agree   on                                                                  The DM  can  simply  decide  what  sort  of  trea-
     how they  intend  to  divide  up  treasure  from  each     Dividing by Mutual Consent                                sure each monster has  by  going  through  the  lists
     adventure.  Note   that   the   D&DO   game   has   no       Party  members  may  come   to   a   consensus   on     of treasure on  the  following  pages  and  selecting
     hard-and-fast  rule  for  how  players  should  divide     who should get what, all  without  foiling.  For  ex-     monetary treasure  and  magical  items.  It  is  rec-
     their characters'  treasure.  That  decision  is  best     ample, if the characters  capture  a  treasure  hoard     ommended,  however,  that  the   amounts   of   trea-
     left to each gaming group.                                 that includes a magical sword and  two  of  the  par-     sure  chosen  fall  within  the  ranges   and   types
        As a basic rule  to  keep  in  mind,  however,  the     ty's  fighters  already  have  magical  swords  while     listed for  the  monster's  "Treasure  Type."  There-
     division of  treasure  should  not  be  based  on  the     the third does  not,  they  may  simply  decide  that     fore,  become  familiar  with  the   guidelines   for
     amount  of  work   done   by   different   characters.     the third fighter gets it.  If the  hoard  includes  a     random treasure  choice,  explained  in  the  follow-
     Fighters will usually  be  more  active  than  others,     magical ring that bears the family crest  of  one  of     ing  section,  to  help  determine   how   much   and
     and  thieves  may  have  little  to  do;  though   the     the character's clans, they may think it  only  right     which types of treasure to choose.
     thiefs playef  may  play  his  role  well,  there  may     that this character get the ring.
     be  few  traps  and  locks  to  deal  with.  But  each       The  name  of  the   game   is   cooperation,   not
     chaf acter risked danger in search  of  treasure,  and     competition,   and    members    of    most    groups     Random Treasure Choice

     each  did  special  work  as  needed;  the   character     should  remember  when  they're   dividing   treasure        To  determine  a  monster's  treasure  at  random,
     should not be penalized if  his  special  skills  were     that their characters are supposed to be  friends  or     use  the  step-by-step  procedure  outlined  in   the
     seldom  needed  in  this   adventure.   Don't   adjust     allies.  Individual  group  dynamics  do   vary,   of     Random Treasure Checklist.
     treasure  shares  because  one  character  was  unable     course,  but  the  PCs  are  supposed  to  help,  not
     to do much  this  time  around;  in  the  next  adven-     compete with, one another.
     ture, he may be the key player.

                                                                                                                          ipter 16: Treop


                                                                     pieces-she rolls a 15 on  a  ldlOO,  so  there  will  be    There's also  a  50%  chance  of  jewels  in  the  lair;
             Random Treasure Checklist                               platinum.  She then  rolls  a  6  on  id8  -as  shown  in    she  rolls  a  53  on  idloo,  so  there  won't  be  any
             i. Find  the  monster's  treasure  type.  This   is     the entry, so the lair  has  6,000  platinum  pieces  in    jewels.
               listed  in  the  statistics  information   given      it. (Remember that Part  I  of  the  Treasure  in  Lairs        There's only a  5  %  chance  of  there  being  spe-
               for   each   monster   in   Chapter   14.   Each      table is  pieces  in  thousands.)                           cial treasure in the  lair.  She  rolls  a  whopping  98
               treasure type  lists  a  letter  or  a  combina-           Checking Part 2 of the  Treasure  in  Lairs  table,    on  idloo,  so  there  definitely  won't  be  any   spe-
               tion of letters.                                      she sees that there's a 50%  chance  of  the  lair  con-    cial  treasure.  Finally,  there's  a  15%   chance   of
             2 .Look  at  the  Treasure   Types   Tables   (both     taining  gems;  she  rolls  a  33  on  idloo,  so  there    there being a magical  item  in  the  trove;  she  rolls
               Treasure  in  Lairs   and   Treasure   Carried).      will be gems.  She  rolls  2d6,  as  shown  on  the  ta-    a 28 on ldlOO so no magic is present.
               Find  the  lines  corresponding  to  the   tfea-      ble, to find  that  there  will  be  four  gems  in  the        The  treasure  in  the  rocs'  nest:  6,000  pp  and
               sure  type  letter  codes.   Read   across   the      trove. (She'll have to  skip  down  to  the  section  on    four  gems.  The  DM  chooses  to  check  the  value  of
               lines to find the  possible  types  of  treasure      gems  to  find  out   what   kind   and   how   valuable    the gems  right  away.  She  rolls  idloo  for  each  of
               present. (Note  that  both  parts  of  each  ta-      they  are,  as  listed  in   the   Gem   Value   Table.)    the four  gems,  rolling  a  23,  54,  61,  and  97.  As
               ble  should  be  checked  for  treasure   possi-
               bilities.) Each type  will  give  a  percentage,
               followed by a range of numbers.                             Treasure Types Table: Treasure  in  Lairs
             3. Roll  idloo  against   the   chance   shown   in          Part  1:  Coins  (in  Thousands)
               each  column.  If  the  number  shown  or   less           Type          CP               sp                 ep                  gp                  pp
               is rolled, this  type  of  treasure  is  in  the           A             25% id6          30% id6            20%  id4            35%  2d6            25%    id2
               trove. (Go to Step 4.)  If  the  roll  is  above           B             50% id8          25% id6            25%  id4            35   %id3           Nil
               the  percentage  chance  given,  there   is   no           c             20% ldl2         30% id4            10%  id4            Nil                 Nil
               treasure of this type in  the  trove.  If  "nil"           D             10% id8          15% ldl2           Nil                 60%  id6            Nil
               is listed, this type of  treasure  is  automati-           E             5% idlo          30% ldl2           25 1/2 ld4          25%  id8            Nil
               cally not included  in  the  hoard;  don't  roll           F             Nil              10%   2dio         20%  id8            45   %ldl2          30%    id3
               anything.                                                   G             Nil              Nil                Nil                 50%  id4   x   10   50%    id6
             4. Determine   the   amount   of   each    treasure          H             25% 3d8          50% idloo          50%  id4   x   10   50%  id6   x   10   25%    5d4
               present.  For instance,  if  the  column  is  for           I             Nil              Nil                Nd                  NH                  30%    id8
               "i,ooos  of  gp"  and   the   roll   listed   is           i             25 %id4          lo% id3            Nil                 Nil                 Nil
               " 2d6," roll 2d6  and  multiply  the  result  by           K             Nil              30% id6            10%    id2          Nil                 Nil
               1,000  to  get  the  amount   of   gold   pieces           m             Nil              Nil                Nil                 4o%    2d4          50% 3dio
               present.                                                    L,N,O         Nil              Nil                Nil                 Nil                 Nil
             5. If the die rolls  from  Part  2  of  both  Trea-
               sure  Types  Tables  indicate   gems,   jewelry,           Part  2:  Gems,  jewelry,  Special  Treasure,  and  Magical   Items
               or  special  treasure,   see   the   appropriate                                                          Special            Magical
               value  tables  in  the  following  sections  for           Type    Gems               je-elry             Treasure           Items
               those  items'  worth.  If  magical   items   are           A       50%     6d6        50%     6d6         10%    id2         30%   Any    3
               present, toll for  the  exact  items  using  the           B       25%   id6          25%     ld6         Nil                10% 1 sword, miscellaneous weapon,
               appropriate Magical Items Subtables.               I                                                                          or   armor
                                                                          c       25%   id4          25%     id4            5   %id2        10%   Any    2
             Modifying Results                                            D       30%   id8          30%     id8         10%    id2         15  %  Any  2  +  I   potion
             If rolls give an  amount  of  treasure  that  is  too        E       10%   idio         10%     idio        15%    id2         2 5 % Any 3  +  1  scroll
             much or too little, adjust the  resuit.  Always  take        F       20%   2dl2         10%     ldl2        20%    id3         30 % I potion, 1 scroll, + 3 any but
             the  number  of  monsters   encountered   into   con-                                                                          weapons
             sidefation  and  make  such  adjustments   carefully,        G       25%   3d6          25%     Idio        30%    id3         3 5 % Any 4  +  1  scroll
             especially  when  increasing  treasure  awarded,  be-        H       5o%   idloo        50%     ld4 x  10   10%    ld2         15 % 1 potion + 1 scroll + any 4
             cause most of  the  experience  the  characters  will        1       50%   2d6          50%     2d6            5%  id2         15%   Any    I
             get will be from treasure.                                    J,K     Nil                Nil                 Nil                Nil
                                                                          L       50%     id4        Nil                 Nil                Nil
             Treasure in Lairs vs.  Treasure Carried                       m       55    %5d4         45%     2d6         Nil                Nil
             When  the  treasure  type  given  is  a  letter  from        N       Nil                Nil                 10%    id2         40%    2d4    potions
             A to 0, that treasure  is  only  found  in  the  mon-        0       Nil                Nil                 io%    id3         50%    id4    scrolls
             ster's lair (and only if the  lair  is  found,  natu-
             rally).  When the treasure type given  is  from  P  to
             V, the treasure  is  carried  by  the  monster.  This        Treasure Types Table: Treasure Carried
             difference is reflected in  the  use  of  two  Tre ure       Part 1: Coins  (Pieces  per  Individual)
             Types  Tables-one  for  Treasure  in  Lairs  ana  one        Type          CP               sp                 ep                  gp                  pp
             for Treasure Carried.                                        p             3d8              Nil                Nil                 Nil                 Nil

             Determining Treasure Example                                 Q             Nil              3d6                Nil                 Nil                 Nil

             Let's say that a DM has set up a  nest  of  ro  s  in        R             Nil              Nil                2d6                 Nil                 Nil

             the  player  characters'  path.  She  notes   allcthe        s             Nil              Nil                Nil                 2d4                 Nil

             monster characteristics  on  her  map  key  and  also        T             Nil              14ii               Nil                 Nii                 id6

             notes  that  rocs  have  treasure  type   "I"   only,        u             10% idloo        10%     idloo      Nil                      5% idloo       Nil

             which means that they have  lair  treasure  but  that        v             Nil              10%     idloo          5%      idloo   10% idloo              5% idloo

             they carry no personal treasure.  She  will  have  no        Part  2:  Gems,  jewelry,  Special  Treasure,  and  Magical   Items
             need to  refer  to  Treasure  Types  Table:  Treasure                                                                    Special                   Magical
             Carried.                                                      Type          Gems                 jewelry                  Treasure                  Items
             On  Treasure  Types   Table:   Treasure   in   Lairs,        PQ,R          Nil                  Nil                      Nil                       Nil
             however,  she  checks  the   line   for   treasureItype      S,T           5%  1                Nil                      Nil                       Nil
             "l." The chance for most types of coins  is  '  nil,"
             so she doesn't have to roll for  these  columns.  But        u             5%   id2               5%      id4            2%     Any     1          2% Any 1

             there's  a  30%  chance  of  there   being   platinum        v             10%  id2             lo%       id4            5%     Any     1          5% Any 1

                                                                                                          225@'-

                        apter 16:  Treasure


       noted  in  the  Gem  Value   Table,   the   gems'   total                                                                   the  Gem  Value  Table  for   the   values   given   for
       value  is  12,100  gp.  That  puts  the  total  value  of        Gem   Value    Table                                       normal  gems.)  However,  if  a  gem   has   been   mod-
       this treasure trove at 18,  1  00  gp.                                       Value                                           ified by both size and  quality,  the  size  and  quali-
                                                                        idlOO      (gp)    Examples                                ty gem value results are multiplied.
       Average Treasure Values                                          01-03          10  Agate,    quartz,    turquoise             For example, a  pearl  modified  by  a  die  roll  of
          The average  value  of  each  treasure  type  (in  gp)        04-10          50  Crystal,  jasper,   onyx                4 would be of fairly small  size  (gem  value  '/2  nor-
       is  given  in  the   Average   Treasure   Values   Table.        11-25          100 Amber,    amethyst,     coral,          mal).  (As  noted  on   the   Gem   Value   Table,   the
       The  values  represent  the  amount  of  gold   a   typi-                           garnet, jade                            value of a typical, normal pearl  is  500  gp.)  If  the
       cal horde of treasure is worth if  all  rolls  are  aver-        26-46      -   500 Aquamarine, pearl, topaz                die roll for quality is a  10,  however,  the  pearl  is
       age.  These  averages  do  not  include  the   value   of        47-71      1,000   Carbuncle, opal                         of  very  good  quality  (gem   value   8   X   normal).
       magical  items  that  might  be  in  the  treasures.  Af-        72-90      5,000   Emerald,    ruby,     sapphire          The  pearl,  though   small,   is   exquisite   nonethe-
       ter rolling for  treasure,  the  DM  may  refer  to  this        91-97      10,000  Diamond, jacinth                        less, with a value of 2,000 gp (1/2 X 8 = 4 x 500
       table  to  see  whether  the  treasure   is   larger   or        98-00      Special Starstone*,    tristal**                2,000 gp).
       smaller   than   average.                                            Starstone:  Any  gem  of  1,000   gp   value   or
                                                                           more   (from   carbuncle   to   jacinth,   except       Damaged Gems
          Average   Treasure   Values   Table                              for  diamonds)  may  be  found   with   a   star-          The  DM  may  also  modify  the  value  of  gems   if
            Type       -  gp            Type         gp                    like formation  in  its  center.  These  are  of-       they  are  subjected  to  harsh  treatment  after   they
              A        17,000               H         60,000               ten  called  by  their  individual  names   (Star       have   been   collected.   For   example,   most    gems
              B         2,000               1          7,500               Ruby,  Star  Sapphire,  etc.)  and  a-re,  as   a       will shatter  if  struck.  Gems  may  crack  or  shatter
              c              750            i             25               group,  called  starstones.   A   starstone   has       because of normal  fire  or  certain  spells  (fireball,
              D         4,000               K            250               twice  the  value  of  its  normal  gem  type.          lightning bolt, etc.).  All  effects  are  left  to  the
              E         2,500               L          22  5               Tristal:  Corundum,  a  mineral,  is   the   sub-       DM's discretion;  a  cracked  gem  is  worth  20-  50  %
              F         7,600               m         50,000               stance  of  which   rubies   and   emeralds   are       (ld4 + I x  10)  of  the  original  value.  A  shattered
              G        25,000                                              made.  It  may  also  be  found  in  other   coi-       gem   might   leave   a   small   piece   worth    5-10%
                                                                           ors,  rare  and   usually   transparent:   golden       (1 d6 +  4)  of  the  original;  however,  the  powdered
                                                                           yellow,  deep  violet,  and   brilliant   orange.       remnants  may  still  be  of   value   to   NPC   magic-
       Coins                                                               These gems  are  known  as  tristals.  A  tristal       users,  who   may   need   gem   powder   for   potions,
                                                                           may  have  any  value   the   DM   chooses   from       scrolls, rare inks,  etc.
          All  coins  are  about  equal  in  size  and   weight.           1,000  to  100,000  gp,  but  the  average  tris-
       Each  coin  weighs  about  I/io  of  a  pound.   In   the           tal is worth 50,000 gp.
       D&D@   game,   "cp"    stands    for    copper    pieces,                                                                   Optional Rules
       "sp"  for  silver  pieces,  "ep"  for  electrum   pieces,                                                                      The  DM  should  feel  free  to  use  the   following
       "  gp"  for  gold   pieces,   and   "pp"   for   platinum     Variable Gem Size and                                         time-saving  optional  rules  when   piacing   gems   in
       pieces.  (Electrum  is  a  mixture  of  silver  and  gold     Quality                                                       treasure hoards.
       whose value falls between the two.)                                                                                            Rearrange   Gem   Treasures:   After   finding    the
          The  rate  of  exchange  between  coins  is  as   fol-        Gems  are  generally  presumed  to   be   of   average     total value of all  the  gems  in  a  treasure,  the  DM
       lows:                                                         quality  and  size,  but  the  DM  can  vary  the   value     may  combine  or  split   them   into   different   num-
             100 cp = 10  sp  =  2  ep  =  1  gp  =  1/5  pp  or     and size of  individual  gems  as  he  or  she  sees  fit     bers  of  gems  adding  up  to  the  same   gp   values.
             500 cp = 50 sp = 10 ep = 5 gp = I pp                    by  using  the  Variable  Gem  Size   and   Quality   Ta-     For  example,  5  gems   worth   100   gp   each   could
                                                                     ble.  It is best to do this with  no  mofe  than  5  %  of     be  changed  to  1  pearl  (worth  500  gp);   10   onyx
       Gems                                                          a   tfeasufe's   gems;   otherwise   it   becomes    very     gems  (each  worth  50  gp);   or   4   garnets   (worth
                                                                     complicated  to  keep  track  of  a  trove's  value.          100  gp  apiece)  and  10  pieces  of  turquoise   (each
          For  convenience's  sake,  all  gems  have  the   same        On  the  Variable  Gem   Size   and   Quality   Table,     worth 10 gp).
       encumbrance  value:  one  gem  equals   I   cn   of   en-     toll  a  idio  and  find  the  modification  to  the  gem        Roll  for  Groups  of   Gems:   When   several   gems
       cumbrance.  This  is  not  so  much  a  function  of  the     (size, quality, or both).  If  only  size  or  quality  is     are   found   together,   the   DM    doesn't'have    to
       gem's  weight  as  of  the  gem's  size   and   irregular     affected,  roll  another  idio,  find   the   appropriate     make a  separate  roll  for  each  and  every  gem.  In-
       shape,  which  make   it   inconvenient   for   carrying.     variation in the latter  half  of  the  table,  and  note     stead, he or she can  divide  the  trove  of  gems  into
          Whenever   a   gem   of   unusual   size    is    men-     the gem's  new  value.  If  both  size  and  quality  are     groups  of  three  to  five  gems  each,  rolling   once
       tioned,  the  DM  can  still   presume   that   the   gem     affected,   roll   a   idio   twice-reading   the   first     for  each  group.  This  is  quite  useful  for   dragon
       does   not   exceed   the   1-cn   encumbrance    figure.     number  for  the  size  variation  and  the  second   for     treasure  (Type  H,  Gems:  50%  IdlOO)   as   well   as
       (In  real-world  terms,  a  gem  would  have   to   weigh     the    quality.                                               other heavy-gem treasures.
       248 carqts  to  equal  the  actual  weight  of  an  aver-        Gem  value  for  a  gem   that   has   been   modified
       age game coin!)                                               by  size  or  quality  only  is  self-explanatory.   (See
          To  determine  the  value  of  a  gem   found   in   a
       treasure,  roll  percentage  dice   (idloo)   and   refer
       to  the  Gem  Value   Table.   Note:   If   the   average        Variable  Gem  Size   and   Quality   Table
       character  level  is  under  9th   level,   subtract   10
       from the  idi  00  roll,  treating  any  modified  result                   idio        Modification
       less than 01 as 01.                                                         1-4         Size
          There  are  two  ways  to  tell  the   players   about                   5-8         Quality
       the   gems   they've   found.    The    DM    can    say,                   9-10        Size   and   quality
       "You've  found  a  gem  worth  l00  gp,"   and   not   be                               Variation:
       concerned  about  the  gem  type  or  quality.   Or   the                   idio        Size                          Quality                       Gem Value*
       DM   can   say   (for   example),   "You've    found    a                   1           Very small                    Very poor                     1/8    normal
       lovely, carved piece  of  coral,"  and  let  the  charac-                   2-3         Small                         Poor                          '/4    normal
       ters  discover  its  exact  value   later-at   the   town                   4-5         Fairly small                  Fairly poor                   '/2    normal
       jeweler's shop, say,  probably  for  a  small  fee  (usu-                   6-7         Fairly large                  Fairly good                   2  X   normal
       ally I % of  the  gem's  value).  If  the  optional  gen-                   8-9         Large                         Good                          4  x   nofmal
       eral skills rules  are  being  used,  a  character  could                   10          Very large                    Very good                     8  x   nofmal
       have the  Profession  skill  and  have  chosen  his  pro-           Normal" gem values are given in the Gem Value Table.
       fession  to  be  an  assessor,  which  would  allow   him
       to make a skill roll to calculate a gem's worth.
                                                                                               226

                                                                                                         Chapter 16: Treasure



     Jewelry                                                      jewelry     Value      Table
        To find the value  of  a  piece  of  jewelry,  roll               idloo              Value        Enc   (cn)          idloo             Value           Enc (m)
     idloo on the  jewelry  Value  Table.  If  the  average               01                 100              10              59-69             7,500                25
     party level is less than 9th level, subtract  10  from               02-03              500              10              70-78             10,000               25
     the idloo roll, treating any roll less than 01 as  01.               04-06              1,000            10              79-85             15,000               25
        The value  of  each  piece  of  jewelry  should  be               07-10              1,500            10              86-90             20,000               50
     determined  separately,   except   when   large   num-               11-16              2,000            10              91-94             25,000               50
     bers afe found  such  as  in  treasure  types  A  (50%               17-24              2,500            10              95-97             30,000               50
     6d6)  and  H  (50%  ld4  x  10).  When  several  piec-               25-34              3,000            25              98-99             40,000               50
     es  are  found  together,  the  DM  can  divide   them               35-45              4,ooo            25                00              50,000               50
     into groups of three  to  five  items  each  and  then               46-58              5,000            25
     make  one  roll  for  each   group.   After   the   DM
     finds the value of the jewelry, he or she ca-n  select       jewelry      Type      Table
     or randomly  determine  a  type  for  each  piece  us-
     ing the jewelry Type Table.                                                             100-3,999 gp          4,000-14,999     gp          15,000-50,000       gp
        All  pieces  of  jewelry  are  made   of   valuable               idio               (Common)              (Uncommon)                   (Rare)
     metals,  gems,   and/or   other   treasured   matefial                 1                Anklet                Armband                      Amulet
     (such as ivory, ebony, fur, etc.).  Their  values  may                 2                Beads                 Belt                         Crown
     vary  by  up  to  15  %  above  or  below  the  amount                 3                Bracelet              Collar                       Diadem
     given on  the  table  if  the  DM  chooses  to  modify                 4                Brooch                Earring                      Medallion
     them. (For  example,  a  piece  listed  as  20,000  gp                 5                Buckle                Four-Leaf    Clovef          Orb
     could  be  given  any  value  from  17,000  to  23,000                 6                Catneo                Heart                        Ring      (nonmagical)
     gp.) If the DM decides  to  vary  the  value,  he  can                 7                Chain                 Leaf                         Scarab
     roll id6.  A 1-3 means that  the  value  is  less  than                 8                Clasp                 Necklace                     Sceptef
     that listed,  and  a  4-6  means  that  the  value  is                 9                Locket                Pendant                      Talisman
     greater  than  that  listed.  The  DM  can  roll   id6               10                 Pin                   Rabbit's Foot                Tiara
     again.  A 1-2 means that the  difference  is  15  %,  a
     3-4  means  the  difference  is   10%,   and   a   5-6
     means the difference is 5 %.                                 Special  Treasure  Value   Table
        Of  course,  the  DM  may  choose  to  allow   jew-               idloo              Item                  Enc      (m)                 Value   (gp)
     elry of  greater  value  than  that  given.  And  when               01-10              Book, rarc            2dlOO                        id  100  x  10
     both  gems  and  jewelry  occur  in  the  same   trea-                                  Fur, common*:
     sure,  the  DM  may   combine   them.   For   example,               11-12              Pelt                  id6   x   10                 id4
     a single gem with a  value  of  1,000  gp  along  with               13-17              Cape                  id8  +4  x  10               id6  x   100
     a  necklace  valued  at  1,500  gp  could  be  changed               18-20              Coat                  2d6+8x      10               3d4  x   100
     to "rwo gold crowns,  each  with  a  large  pearl  set                                  Fur, rare**:
     in its front, and each is worth 1,250 gp."                           21-22              Pelt                  id6   x   10                 2d6
                                                                          23-27              Cape                  id8  +4  x  10               4d6  x   100
     Types of Jewelry                                                     28-30              Coat                  2d6  +s  x  lo               id6  x   1,000
        To  find  the  type  of  jewelry  (necklace,   non-               31-35              Incense, fare         1   cn/stick                 5d6/stick
     magical fing, etc.), roil id  lo  on  thejeweiry  Type               36-40              Perfume, rare         1    cn/vial                 idio  +  5  X  10/vial
     Table and  go  down  the  column  that  the  value  of               41-55              Rug or tapestryt      id6  x   loo                 2dio
     the  item  falls  in  (previously  determined  on  the               56-65              Silkt                 id6   x   10                 ld8
     jewelry Value  Table).  For  instance,  if  a  95  was               66-75              Skin, animal          5d4   x   lo                 idio
     rolled on the jewelry  Value  Table  (resulting  in  a               76-85              Skin, monster         idloo  x  5o                 idio   x   loo
     jewel  worth  30,000  gp),  the  DM  would  roll  idio               86-90              Spice, rafe           idloo                        4d4/cn     enc
     and  check  the  "  15,000-  50,000"  column  on   the               91-95              Statuette             idloo                        idio   x   100
     jewelry Type  Table.  Say  a  4  was  rolled:  the  DM               96-00              Wine, rare            id6 + 3  x  10               id6/bottle
     would have a medallion worth 30,000 gp.                      *  Common furs include beaver, fox, marten, muskrat, and seal.
     jewelry Definitions                                          **  Rich  furs  include  ermine,  mink,  and  sable.
        The types of  jewelry  listed  in  thejeweiry  Type       t  Prices  and  encumbrances  afe  for  each   square   yard.
     Table are defined in the following text.                       Belt.  Leather  with  gems   or   engraved   metal,        Rare Types:
        Common Types:                                           worn   around    the    waist.                                 Amulet,   Ofnate   pendant   or   keepsake,    gem-
        Anklet.  Leather  strap  adorned   with   gems.             Collar.  Ornate metal with  clasp  of  leather  with        studded,  possibly   engraved.
        Beads.  Baubles strung on heavy thread.                  gems,  wofn   around   the   neck.                             Crown.   Gold   of   platinum   headgear,   studded
        Bracelet.  Ofnamental  wrist  chain  or  strap.             Eqrring.  Usually  found  as  a  pair;  small  metal        with large gems; kingly quality.
        B,rooch.  Ornamental  piece  with  a   pin   on  the    clasp with gem or engraved stones.                             Diadem.  Very  ornate   crown,   emperor   quality.
     back; silver or gold casting.                                  Four-Le@   Clover.    A    traditional    good-luck        Medallion.  Omate gem-studded pendant.
        Buckle.  Fastener  for  shoes  or  othef  items.         symbol, fashioned of metal and gerhs.                          Orb.  Gem-studded   globe   held   in   the   hand;
        Cameo.  A gem or stone engraved in relief.                   Heart.  Brooch or  keepsake  of  fine  metal,  often        often  inlaid   or   engraved.
        Chain.  Valuable  metal   fashioned   into   wrist,     engraved   or    with    gems.                                 Ring.  Solid  fine  metal  with  gems;  may  appear
     ankle, or neck wear.                                           Leaf.  Engraved  broach  or  keepsake   of   metal,        identical  to  magical  rings.
        Clasp.  Fastener to hold a cloak of dress.               studded       with       jems.                                 Scab.   Carved   gemstone   of   large   size   and
        Locket.  Small case  for  holding  a  keepsake,  of-        Necklace.  Engraved  metal  strap   with   engraved        high quality, sometimes shaped as a beetle.
     ten hung on a chain.                                       metal and gems, hung around the neck.                          Scepter.  Rod  of  wand  of  metal  of  rare  wood,
        Pin.  Usually  gold  or  platinum,  with  a   small        Pendant.   Ornamental    piece    hung    from    a        engraved   and    gem-studded.
     gem on the tip.                                            chain    of    fine     metal.                                 Talisman.  Engraved  figure  or  symbol   of   rare
        Uncommon Types:                                            Rabbit's  Foot.  A  traditional  good-luck   piece,        metals and gems;  may  be  an  amulet  or  pendant.
        Armband.  Chain   or   strap   adorned   by   gems,     made of fine metal, fur, and gems.                             Tiarq.  Small crown or  headdress,  of  royal  qual-
     worn on the upper arm.                                                                                                   ity (but less than a crown  or  diadem.)

                                                                                             227

                          apter 1 6: Treasure



         Damaged  Jewelry                                                   Limitations on Magical Effects                                    tables  below  to  find  the  exact  nature  of  a   magical
                                                                               The   following   should   be   noted   when   a    magi-      item.  There  is  a  section  of  text  for  each  type   of
            jewelry  can   quite   easily   be damaged     by      such     cal item is being used.                                           magical   treasure;   these   sections   start   after   the
         things  as  very  hot  fire,   lightning   bolts,   crushing,         Ranges   and   Durations:   If   the   range   or   dura-      weapon    subtables.    Generating     some     of     these
         and   other   rough    treatment.    Damaged    jewelry    is      tion  of  the  effect  produced  by  a   magical   item   is      treasures   can    be    complicated.    If    a    subtable
         worth   only   half   normal   value.                              not given, treat it as if  it  were  cast  by  a  6th  level      doesn't   immediately   make   sense,    read    the    text
            The  gems  found  in  certain   types   of   jewelry   are      spelicaster.                                                      on the corresponding type of treasure.
         subject   to   the   guidelines   given   above   for    dam-         Insulation:   Several   items   can   detect,    control,         Use   the   following    guidelines    when    consulting
         aged  gems.  Note  also  that  the  value   of   jewelry   is      or   perform   actions   within   a   given   range.   These      the Magical Item Subtables:
         because  of   its   fine   craftsmanship,   not   necessarily      actions  can  be  blocked  by  a   thin   sheet   of   lead,
         the  parts;  any  rough   treatment   can   result   in   the      other metal l' thick, or stone lo' thick.                         1.  Limitations:  Several  items  are  usable  only   by   a

         loss of 10-80% (id8 x 10) of the value.                                                                                                 certain character  class,  by  all  spellcasters,  or  by

                                                                            Cursed     Items                                                     all  nonspeilcasters.  If  any  of  the  following   let-

                                                                               Any  treasure   can   hold   a   cursed   magical   item.         ters  appear   on   the   subtables,   the   item   noted
         Special Treasure                                                   A  curse  can  be   removed   for   a   short   time   (id2O         may only be used by the class specified.

            The   DM    may    decide    to    place    unusual    but      rounds)  by  any  remove  curse  spell,  but  it   can   on-         (C):    Cleric    only.

         valuable  treasure  in  a   trove.   The   Special   Treasure      ly   be   permanently   removed   by    the    same    spell         (DR):   Druid     only.

         Value  Table  gives  guidelines   that   may   be   used   to      from  a  high-level  cleric  or  magic-user  (i  5th   level         (D):    Dwarf     only.

         determine   the   value   of   such   items.   A    DM    may      or  above  is   recommended).   A   cleric's   dispel   evil         (E):    Elf only.

         find   it   more   -appropriate   to   deliberately    select      spell  should  remove  nearly  all   curses,   except   per-         (F):    Fighter only.

         such    items    (rather    than    determine    them    ran-      haps   those    bestowed    by    either    very    powerful         (H):    Halfling only.

         domly)  so  that  he  can   place   them   in   areas   where      spellcasters  or  items;  these   would   require   a   dis-         (M):    Magic-user only.

         they   might   reasonably   be   found,   with   some   logi-      pe] cvil or  remove  curse  cast  by  a  36th  level  spell-         (N):    Nonspellcaster    only    (fighters,     thieves,

         cal expladation for their appearance.                              caster.  A  wish  may  be  used  at  any  time   to   remove                 dwarves, halflings, and mystics).

                                                                            a  curse;  treat  the  wish  as  a  powerful  remove   curse         (S):    Spellcaster   only   (clerics,   druids,   elves,

                                                                            at 36th level magic use.                                                     and magic-users).
         Magical Items                                                         The  curse  on  an  item   may   have   nearly   an   ef-         (T):    Thief     only.
                                                                                                                                 y               Note:   In   the   subtables   below,   there   are    no
            Magical   items    are    divided    into    two    camps:      fect  imaginable.  A  sword  +  2   might   be   cursed   to         magical  items   that   only   the   mystic   class   can
         permanent  items,  which   are   not   used   up   (such   as      act  as  a  sword  -  2  (penalizing  the  attack  roll);  a         use,    though    such    items-while     against     the
         swords   and   armor),    and    temporary    items,    which      shield  +3  could  likewise   have   the   reverse   effect,         mystic philosophy-are certainly possible.
         are used  either  once  (such  as  potions)  or  for  a  cer-      penalizing   the   user's   armor   class   by   3.   Cursed      2.  Rejecting  Results:   The   DM   may,   at   any   time,
         tain   number   of    times    (such    as    some    wands).      items  could  work   normally   but   have   side   effects,
         Many   temporary   items   have   a   limited    number    of      causing the wielder to sneeze, drop items, etc.                      decide  to  refoil  (or  just  choose)  any  treasure  he

         charges  or  uses.  When  the  last  charge  is   used,   the         Magical   tr@ures   are   rare    and    valuable;    the         or   she   has    determined    randomly.    A    magical

         item  is  no  longer  magical.  It  is   impossible   for   a      DM  should  make  it  possible   for   characters   to   re-         item   randomly   rolled   may   simply   be   too   pow-

         character  to   find   out   how   many   charges   an   item      move  any  curse  and  free  the  item   for   proper   use.         erful  in  a   campaign   and   may   make   things   too

         has,  and  such  items  can   only   rarely   be   recharged.       The   removal   of   a   powerful   curse,   however,    may         easy   for   characters.   Wishes,   for   example    can

            The   only   way   characters   can   identify   what   an      involve  a  quest  or  some  other  service  for   the   NP@         cause   many   problems,   which    may    be    prevent-

         item does  is  by  testing  it  (trying  on  the  ring,  sip-      spelicaster removing a curse.                                        ed  by  simply  not  using  items   that   grant   wishes
                                                                                                                                                 in  the  game  or  by  strictly  limiting  their   power.
         ping  the  potion,  etc.).   This   can   be   dangerous   as                                                                           Generally,   if   the   DM   can   foresee    any    game
         some  magical   items   have   been   cursed   or   poisoned.          Magical Items Main Table                                          problems   resulting    from    the    introduction    of
            If  a  hireling  is  ordered  to  do  this   testing,   he           idloo     Type of Magical Item                                  an  item  or  spell  effect,  avoid   using   the   item.
         has  the  right  to  expect  to  keep  the   item.   If   the           01-2  5   Potion
         PCs  use  their  hirelings  to   test   magical   items   but           26-37     Scroll                                             Magical Weapon Subtables
         don't   allow   them   to   keep   the   items,   the    Pcs,           38-46     Wand, staff, or rod
         reputation   as   employers   will    be    seriously    dam-           47-52     Ring                                                  There   are   two    methods    for    determining    the
         aged.   The   DM   should   let   the   players   know   that           53-62     Miscellaneous magical item                         actual   magical   weapon    in    a    treasure.    Because
         their  characters  are  suffering  because   of   theif   bad           63-72     Armor or shield                                    magical   weapons   can   have   a   number   of   addition-
         reputation as employers.                                                7  3-83   Missile weapon or missile                          al   bonuses   and   abilities,   determining   the    exact

         Using Magical Items                                                     84-92     Sword                                              nature of a weapon is often complex.
                                                                                 93-00     Miscellaneous weapon                                  The  simplest  method  is  a  single  table   (the   Mag-
            Characters   must   properly   use   magical   items    if                                                                        ical     Weapon     Generation      Table),      recommended
         the  magic  is  to  have   any   effect.   For   example,   a                                                                        for   generating   weapons   for    characters    who    are
         magical  shield  will  have  no  effect  if   it   is   slung      Using the Magical Items Main Table                                levels  1-10;  this  table  lists  three  types  of  weapons
         across  a  character's  back  (it  must   be   cafried   nor-         When  a  toll  for   treasure   on   the   two   Treasure      and   basic   magical    bonuses.    Simply    choose    the
         mally  on  a  character's  arm),  and  a   ring   cannot   be      Types   Tables   indicates   that    magical    items    afe      type  of  weapon  to  include  in  a   treasure   trove   or
         used  when  carried  in   a   pocket   (it   must   be   worn      present,   roll   idloo   on   the   Magical   Items    Main      roll  randomly:  1-2,  missile  weapon  or   missile;   3-4,
         on a finger for its magic to be in effect).                         Table  to  find  the  type  of  magical  item.  The   result      sword;   or   5-6,   miscellaneous   weapon.    Then    roll
            Some   protective   magical   items   are    always    ac-      indicates  which  subtable  to   roll   on   to   find   the      idloo for the specific weapon.
         tive  when   worn;   the   character   does   not   have   to      exact  nature  of  the   magical   treasure.   Go   to   the         The    second    method,    following     the     Magical
         concentrate   on   them   to   use   them.    For    example,      appropriate  subtable,  roll  on  it  as   indicated,   find      Weapon    Generation    Table,    splits    weapon    gener-
         medallions   that   prevent   use   of   ESP   always    work      which  magical  item  is  the  treasure,   and   then   skip      ation  into   each   type   of   weapon   and   is   recorn-
         when   worn    around    the    neck.                              to   the   text   section   on   the   appropriate   magical      mended     for     selecting     magical     weapons     for
            All    temporary     items     are     either     consumed      item  type  to   fead   the   description.   Note   that   a      characters   of    advanced    levels.    These    subtables
         (when  they   are   drunk   or   eaten,   for   example)   or      roll  indicating  a  weapon  can  refer  the  DM   to   dif-      are  also  suitable  if  the  DM   would   like   a   weapon
         are  used  more  gradually.  If  a  magical   item   is   not      ferent methods of finding the actual weapon.                      to  have  mofe  specific   abilities   and   bonuses.   This
         the   type   that   is   consumed,   the   user   must   hold                                                                        method    presents    three    subtables    that    continue
         the  item  and  concentrate  on  it  in  order  to  use   it.       Magical Item Subtables                                            in  the  manner  of   the   six   previous   subtables   for
         While   using   the   item,   the   user   may   not    move,                                                                        magical  items.  There  is  a  section  of  text  for   each
         cast  a  spell,  or  take  any  other  action   during   that         Once   the   general   type   of   magical    item    has      type  of  magical  weaponry;   these   sections   are   pre-
         round.  The   use   of   the   magical   item   takes   place      been   determined    from    the    Magical    Items    Main      sented   with   the    text    explaining    the    previous
         during the magic phase of the combat round.                         Table,   consult   one    of    the    corresponding    sub-      magical items.

                                                                                                       22

                                                                                                                      Chapter 1 6: Treasure

              Magical Item Subtable: 1. Potions                                                               Magical Item Subtable: 4. Rings

              idloo  Potion                               ldlOO  Potion                                       idlOO  Ring                                 idlOO Ring
              01-02  Agility                              47-49  Giant       Strength                         01-02  Animal      Control                  56    Regeneration
              03     Animal Control                       50-5 1 Growth                                       03-08  Delusion                             57-59 Remedies
              04-06  Antidote                             52-57  Healing                                      09     Djinni Summoning                     60-61 Safety
              07-08  Blending                             58-60  Heroism                                      10-13  Ear                                  62-64 Seeing
              09-10  Bug Repellent                        61     Human        Control                         14-17  Elemental Adaptation                 65-67 Spell Eating
              11-12  Clairaudience                        62-64  Invisibility                                 18-23  Fire'Resistance                      68-69 Spell Storing
              13-14  Clairvoyance                         65-66  Invulnerability                              24-26  Holiness  (C,   DR)                  70-71 Spell Turning
              15-16  Climbing                             67-68  Levitation                                   27     Human       Control                  72-75 Survival
              17-18  Defense                              69-70  Longevity                                    28-32  Invisibility                         76-77 Telekinesis
              19-22  Delusion                             71     Luck                                         33-35  Life     Protection                  78-81 Truth
              23-24  Diminution                           72     Merging                                      36-38  Memory (S)                           82-84 Truthfulness
              25     Dragon Control                       73-74  Plant        Control                         39-40  Plant       Control                  85-86 Truthlessness
              26-27  Dreamspeech                          75-77  Poison                                       41-45  Protection   +    1                  87-91 Water Walking
              28     Elasticity                           78-80  Polymorph       Self                         46-48  Protection   +    2                  92-96 Weakness
              29-30  Elemental Form                       81-82  Sight                                        49-50  Protection   +    3                  97-98 Wishes
              3   1-32 ESP                                83-84  Speech                                       5      1Protection       +4                 99-00 X-ray Vision
              33     Ethereality                          85-88  Speed                                        52-55  Quickness
              34-36  Fire Resistance                      89-90  Strength
              37-39  Flying                               91-93  Super-Healing
              40-41  Fortitude                            94-96  Swimming                                     Magical  Item  Subtable:  5.  Miscellaneous   Items
              42     Freedom                              97     Treasure     Finding                         ldlOO  Miscellaneous Item                   idloo Miscellaneous Item
              43-45  Gaseous Form                         98     Undead       Control                         01-02  Amulet   of   Protection    from     46-47 Girdle of Giant Strength
              46     Giant Control                        99-00  Water      Breathing                                Crystal Balls and ESP                48-49 Helm of Alignment
                                                                                                              03-04  Bag of Devouring                           Changing
                                                                                                              05-09  Bag   of    Holding                  50-51 Helm of Reading
              Magical Item Subtable: 2. Scrolls                                                               10-12  Boat,      Undersea                  52    Helm of Telepathy
              ldlOO  Scroll                               idlOO  Scroll                                       13-14  Boots of Levitation                  53    Helm of Teleportation (M)
              01-03  Communication                        37-42  Protection from Elementals                   15-17  Boots   of    Speed                  54    Horn of Blasting
              04-05  Creation                             43-50  Protection      from                         18-19  Boots    of    Traveling/Leaping     55-56 Lamp, Hurricane
              06-13  Curse (occurs when read)                    Lycanthropes                                 20     Bowl of Commanding                   57-59 Lamp of Long Burning
              14     Delay    (S)                         51-54  Protection from Magic                               Water Elementals                     60-61 Medallion of ESP, 30' range
              15-17  Equipment                            55-61  Protection     from     Undead               21     Brazier    of     Commanding         62    Medallion of ESP, 90' range
              18-19  Illumination                         62-63  Questioning                                         Fire     Elementals                  63    Mirror of Life Trapping
              20-21  Mages    (S)                         64     Repetition       (S)                         22-23  Broom   of   Flying                  64-66 Muzzle of Training
              22-25  Map to normal treasure               65-66  Seeing                                       24     Censer   of   Controlling    Air     67-68 Nail, Finger
              26-28  Map to magical treasure              67-68  Shelter                                             Elementals                           69-71 Nail of Pointing
              29-30  Map to combined treasure             69-71  Spell       Catching                         25-27  Chime    of    Time                  72-76 Ointment
              31     Map to special treasure              72-96  Spell (see Spell Scrolls)                    28-29  Crystal Ball (E, M)                  77-79 Pouch of Security
              32-34  Mapping                              97-98  Trapping                                     30     Crystal  Ball  with                  80-82 Quill of Copying (S)
              35-36  Portals                              99-00  Truth                                               Clairaudience (M)                    83-86 Rope of Climbing

              sp@,u S,,.lie                                                                                   31     Crystal  Ball   with   ESP   (M)     87-88 Scarab of Protection
                                                                                                              32-33  Displacer     Cloak                  89-91 Slate of Identification (S)
                         Type of                     of       Cleric or   Magic-User   Spell                  34     Drums   of    Panic                  92    Stone of Controlling
              ldlOO        Scroll      idloo     Spells  Druid idloo                idloo  Level              35     Efreeti      Bottle                        Earth Elementals
              01-70      Magical       01-50         1        01-34                 01-28     1               36-38  Egg    of    Wonder                  93-94 Talisman of Elemental Travel
              71-95      Clerical      51-83         2        35-58                 29-49     2               39-40  Elven Boots                          95-97 Wheel of Floating
              96-00      Druidic       84-00         3        59-76                 5o-64     3               41-42  Elven Cloak                          98    Wheel of Fortune
                                                              77-88                 65-75     4               43     Flying       Carpet                  99-00 Wheel, Square
                                                              89-95                 76-84     5               44-45  Gauntlets    of    Ogre    Power
                                                              96-99                 85-91     6
                                                                 00                 92-96     7
                                                                                    97-99     8
                                                                                    00        9
              Roll for only one type of scroll per spell scroll found in treasure.  Then roll
              id3 for the number of spells that scroll contains.  Finally, find the level of
              each spell separately.


              Magical Item Subtable: 3. Wands, Staves, and Rods
              IdlOO  Wand, Staff, or Rod*                                           IdlOO Wand,  Staff,   or   Rod*                             idlOO     Wand, Staff, or Rod*
              01-05  Wand of Cold (M)                                               53-56 Wand of Secret Door Detection (M)                     86-87     Staff of Withering (C)
              06-10  Wand   of    Enemy    Detection    (M)                         57-60 Wand of Trap Detection (M)                            88        Staff of Wizardry (M)
              11-14  Wand of Fear (M)                                               61 Staff    of    Commanding    (S)                         89-90     Rod of Cancellation
              15-19  Wand of Fireballs (M)                                          62-63 Staff    of    Dispelling                             91        Rod   of   Dominion
              20-23  Wand of Illusion (M)                                           64-66 Staff   of   the   Druids   (DR)                      92        Rod of  Health  (C)
              24-28  Wand   of    Lightning    Bolts    (M)                         67-69 Staff   of   an   Element    (M)                      93-94     Rod of Inertia  (N)
              29-33  Wand   of    Magic    Detection    (M)                         70-71 Staff  of   Harming   (C)                             95        Rod of Parrying
              34-38  Wand   of    Metal    Detection    (M)                         72-78 Staff  of   Healing   (C)                             96        Rod of Victory
              39-42  Wand of Negation (M)                                           79 Staff   of   Power    (M)                                97-99     Rod   of   Weaponry
              43-47  Wand of Paralyzation (M)                                       80-82 Snake Staff (C)                                       00        Rod  of  the   Wyrm
              48-52  Wand    of    Polymorphing    (M)                              83-85 Staff  of  Striking   (S)
              Roll 3dio to find the number of charges in a wand (3-30 charges).  Roll 2d2o to find the number of charges in a staff (2-40 charges).  Rods have no charges.

                                                                                                            229

         Chapter 1  6:  Treasure

    Magical Item Subtable: 6. Armor and Shields*

    ldlOO  Size                Idloo       Size      I    ldlOO         Type               ldlOO           Type             ldlOO  Type                            idlOO Type
    01-68                  Human 92-98    Halfling        01-10       Leather        armor 31-39     Banded     mail        56-75      Shield                      86-90 Banded &  shield
    69-81                  Dwaif 99-00      Giant         11-17    Scale     mail          40-50    Plate    mail           76-77     Scale     &     shield       91-00  Plate & shield
    82-91   Elf                                           18-30    Chain     mail          51-55    Suit    armor           78-85     Chain     &     shield
    *Roll        idlOO        to determine the size of Armor    Class    Modifier
    armor;   then   roll    idloo    to    determine     Banded,      Scale,                                  Plate or                                     AC             Chance of
    type  of  armor.  Find  the  armor  class   mod-        or    Leather                Chain                Suit                   Shield                Modifier       Special   Power
    ifier   and   then   the   chance   of   special            01-70                    01-60                01-50                  ol-4o                 +       1          10%
    powers  on  Armor   Class   Modifier.   If   the            71-88                    61-81                51-74                  41-67                 +       2          15%
    percentage  listed  or  less  is  rolled,   roll            89-96                    82-92                75-88                  68-84                 +       3          20%
    idloo   for   type   on   Special   Powers.                 97-99                    93-98                89-96                  85-94                 +4                 25%
                                                                00                       99-00                97-00                  95-00                 +       5          30%
    Special               Powers
    idloo     Special      Power                   idloo    Special    Power                     ldlOO    Special     Power                   idloo        Special    Power
    01-07             Absorption                   33-42    Electricity                          51-60      Fly                               76-85        Invisibility
    08-17                  Charm                   43-47    Energy     drain                     61-66     Gaseous     form                   86-93        Reflection
    18-32      Cure       wounds                   48-50      Ethereality                        67-75      Haste                             94-00        Remove     curse


    Magical  Item  Subtable:  7.  Missite   Weapons   and   Missiles*

    idloo                   Item     Weapon      Class                idloo           Item             Weapon      Class                idloo           Item              Weapon    Class
    01-37                 Arrows              A                       71-72        Blowgun                    D                         86-87    Cfossbow,     heavy            D
    38-59               Quarrels              A                       73-80    Bow,     long                  D                         88-92    Crossbow,     light            D
    60-70      Sling      stones              A                       81-85    Bow,    short                  D                         93-00          Sling                    D
    Roll  idloo  to  determine  the  missile   weapon   or   missile; then  roll  on  the  following  tables  as  appropriate  for  bonuses  to  the  weapon  of   missite.
    MisWe    Weapons    (Wcapon    Class     D)                                                Missiles  (Wcapon   Class   A)
                               Magical Roil   id4    Range                 Chance       of                                  Magical                   Number              Chance
      idloo                    Bonus +    Bonus      Multiplier       Add.       Modifier*             idloo                Bonus                          Found     of    Talent**
      01-70                    + 1   2   to   4      1     (none)               30%                    01-40                  +      1                     2dio           30%
      71-88                    +2    5   to   7      1.5    (50%)               25%                    41-67                  +2                           2d8            25%
      89-96                    +3    8   to   9      2     (100%)               20%                    68-84                  +3                           2d6            20%
      97-99                    +4                                               15%                    85-94                  +4                           2d4            15%
        00                     +5                                               10%                    95-00                  +5                           id4 + 1        10%
      Missile  weapons  can   have   additional   weapon   modifiers.   Roll    idloo  for  missile  weapon  modifier;  if  successful,  see  the  Additional  Weapon  Modifiers   Table.
      Missiles can also have  additional  modifiers  called  talents.  Roll  idloo  for  missile  talents;  if  successful, go    to    Missile     Talents.
    Missile               TWents
    idlOO     Talent                     idlOO     Talent                       ldlOO    Talent                    IdlOO    Talent                         ldlOO   Talent
    01-04     Biting                     22-31     Curing                       46-52    Lighting                  68-72    Seeking                        86-89   Stunning
    05-09     Blinking                   32-34     Disarming                    53-57    Penetrating               73-76    Sinking                        90-91   Teleporting
    10-14     Charming                   3  5-38   Dispelling                   58-61    Refilling                 77-78    Slaying                        92-96   Transporting
    15-21     Ctimbing                   39-45     Flying                       62-67    Screaming                 79-85    Speaking                       97-00   Wounding


    Magical     Weapon     Generation     Table                     ldlOO       Swords                                               ldlOO  Miscellaneous           Weapons
    idloo     Missile   Weapons   &    Missiles                     01-10       Sword, short  +  1                                   01-05  Axe,    battle    +    1
    01-06     Arrows           + I (2dlO)                           11-20       Sword, short  +  2                                   06-08  Axe,    battle    +    2
    07-11     Arrows           + 2 (2d6)                            21-30       Sword, short  +  3                                   09-10  Axe,    battle    +    3
    12-15     Arrows           + 3 (2d4)                            31-34       Sword,  normal  +  1                                 11-15  Axe,    hand     +     1
    16-18     Arrow,           + I silver                             35        +       1, +  3   vs   dragonkind                    16-18  Axe,       hand       +2
    19-20     Arrow,           + 2 silver                             36        +       1, + 3 vs giantkind                          19-20  Axe,    hand     +     3
      2 1     Arrow,           + 3 silver                             37        +       1, +  3  vs  lycanthropes                    21-25  Dagger    +    1
    22-25     Blowgun    +     1                                      38        +       1, + 3  vs  regenerating  monsters           26-28  Dagger    +    2
    26-28     Bola             + 1                                    39        +       1, +  3  vs  spellcasters                    29-30  Dagger    +    3
    29-33     Bow,  short  +   1                                      40        +       1, + 3  vs  undead                           31-35  Hammer,    throwing     +     1
    34-37     Bow,   short    +2                                    41-50    Sword,    normal     +2                                 36-38  Hammer,    throwing     +     2
    38-40     Bow,  short  +   3                                    51-60       Sword,  normal  +  3                                 39-40  Hammer,       throwing       +3
    41-45     Bow,  long   +   1                                    61-64       Sword, bastard  +  1                                 41-45  Hammer,    war    +    1
    46-49     Bow,    long    +2                                      65        +       1, +  3   vs   dragonkind                    46-48  Himmer,    war    +    2
    50-52     Bow,  long   +   3                                      66        +       1, + 3 vs giantkind                          49-50  Hammer,    war    +    3
    53-57     Crossbow,  light   +   1                                67        +       1, +  3  vs  lycanthropes                    51-55  Mace     +     1
    58-61     Crossbow,        light + 2                              68        +       1, + 3  vs  regenerating  monsters           56-58  Mace     +     2
    62-64     Crossbow,    light    +3                                69        +       1, +  3  vs  spellcasters                    59-60  Mace     +     3
    65-69     Crossbow,  heavy   +   1                                70        +       1, + 3  vs  undead                           61-65  Polearm   +    1
    70-73     Ctossbow,    heavy    +2                              71-75       Sword,  bastard   +2                                 66-68  Polearm   +    2
    74-76     Crossbow,  heavy   +   3                              76-80       Sword, bastard  +  3                                 69-70  Polearm   +    3
    77-82     Quarrels         + 1 (2dio)                           81-84       Sword,  two-handed  +   1                            71-72  Shield,   horned   +   1
    83-87     Quarrels         + 2 (2d6)                              85        +       1, +  3   vs   dragonkind                    73-75  Shield,   knife   +    1
    88-91     Quarrels         + 3 (2d4)                              86        +       1, + 3 vs    giantkind                       76-78  Shield,   sword   +    1
    92-94     Quarrel,         + 1 silver                             87        +       1, +  3  vs  lycanthropes                    79-80  Shield,   tusked   +   1
    95-96     Quarrel,         + 2 silver                             88        +       1, + 3  vs  regenerating  monsters           81-85  Spear    +     1
      97      quarrel,         + 3 silver                             89        +       1, +  3  vs  spellcasters                    86-88  Spear    +     2
    98-00     S ing     +      1                                      90        +       1, + 3  vs  undead                           89-90  Spear    +     3
                                                                    9  1-95   Sword,   two-handed   +   2                            91-95  St2f     +     1
                                                                    96-00   Sword,   two-handed    +    3                            96-98  Staff    +     2
                                                                                                                                     99-00  Staff    +     3

                                                                                               230

                                                                                                                  Chapter 16:  Tre

       Magical Item Subtable: 8. Swords*                                                                                             Additional   Weapon   Modifiers    Table
                                                                                                            Chance    of
                      Weapon                                  Weapon      Weapon            Magical         Additional                             Misc.
            idloO       Class     Type                   Class    C       Class D           Bonus           Modifier                 Swords        Weapons Additional         Modifier
            01-65          c      Normal                  oi-60              01-70             +  1              40%                 01-29         01-3   3+  1  extra  vs   opponent*
            66-84          c      Short                   61-81              71-88             +  2              30%                 30-50         34-5   7+  2  extra  vs   opponent*
            85-92          D      Two-handed              82-92              89-96             +3                25%                 51-64         58-73   +  3  extra  vs   opponent*
            93-00          D      Bastard                 93-98              97-99             +4                20%                 65-72         74-82   +  4  extra  vs   opponent*
                                                          99-00              00                +5                15%                 73-75         83-85   +  5  extra  vs   opponent*
                                                                                                                                     76-00         86-00   Talent**
            Roll  idlOO  to  find  the  type  of  sword;  then  roll  idloo  and  check  the  appropriate  weapon  class   column
            for the magical  attack  and  damage  bonus.  Roll  idloo  against  the  percentage  listed  for  the  chance  of  an      Add    the   additional   modifier   to   the   basic
            additional  modifier;  if  the  roll  is  successful,  see  the  Additional  Weapon  Modifiers  Table.   Then   check      magical  bonus  to  find   the   total   weapon   bo-
            Intelligence  of   Sword.                                                                                                  nus  for   use   against   special   opponents.   For
                                                                                                                                       example, a roll of 74 for  a  sword  +  3  will  give
        Intelligence of Sword                                                                                                          th-at  weapon  a  +8   bonus   against   a   specific
                 idloo               INT            Communication                         Languages         Powers*                    opponent.  Go  to  Opponents   to   find   the   type
                 01-79               Nil            Nil                                     Nil             None                       of opponent.
                 80-85                  7           Empathy                                 Nil          I   p                         Go  to  Talents  to  find  the  specific  talent.
                 86-90                  8           Empathy                                 Nil          2   P
                 91-94                  9           Empathy                                 Nil          3   P                       Opponents
                 95-97               10             Speech                                  id3          3   P                       idlOO    Type               ldlOO  Type
                 98-99               11             Speech                                  id6          3     P+RM                  01-06    Bugs               59-67  Reptiles   and
                 00                  12             Speech                                  2d4          3 P + RM +  1  E            07-09    Constructs                dinosaurs

            P: Primary power.                                                                                                        10-15    Dragonkind         68-70  Spell-immune
                                                                                                                                     16-24    Enchanted                 monsters
            E:   Extraordinary   power.                                                                                                       monsters           71-76  Spelkasters
            RM: Reads magic on command.                                                                                              25-36    Giantkind          77-88  Undead
            Note:  If  a  primary  power  or  extraordinary  power  is  indicated,  go  to  Primary  and  Extfaofdinary   Powers.    37-48    Lycanthropes       89-94  Watcr-
        Primaly and Extraordinary Powers                                                                                             49-52    Planar                    breathing

            IdlOO    Primary      Power                             idloo    Extraordinary        Power                                       monsters                  monsters

            01-10    Detect  evil  (goocl)                          01-10    CWraudience                                             53-58    Regenerating       95-00  Weapon-using
            11-15    Detect      gems                               11-20    Clairvoyance                                                     monsters                  monsters

            16-25    Detect     magic                               21-30    ESP
            26-35    Detect     metal                               31-35    Extra        damage*                                    Talen ts

            36-50    Detect shifting walls and rooms                36-40    Flying                                                  idlOO    Talent             ldlOO  Talent
            51-65    Detect sloping passages                        41-45    Healing*                                                01-05    Breathing          47-54  Healing

            66-75    Find   secret   doors                          46-54    Illusion                                                06-12    Charming           55-59  Hiding
            76-85    Find traps                                     55-59    Levitation                                              13-16    Deceiving          60-65  Holding
                                                                                                                                     17-23    Defending          66-73  Lighting
            86-95    See    invisible                               60-69    Telekinesis                                             24-25    Deflecting         74-79  Silencing
            96-99    Roll fof 1 extraordinary powcf                 70-79    Telepathy
                00   Roll 2 times more this column**                80-88    Teleportation                                           26-27    Draining           80-81  Slicing

                                                                    89-97    X-ray     vision                                        28-32    Extinguishing      82-85  Slowing
                                                                    98-99    Roll  2   times   mofe   this   column**                33-38    Finding            86-89  Speeding

                                                                      00     Roll  3   times   more   this   column**                39-43    Flaming            90-94  Translating
            Duplicate    rolls    allowed.                                                                                           44-46    Flying             95-99  Watching
            Ignore any additional rolls.                                                                                                                         00     Wishing




        Magical   Item   Subtable:   9.   Miscellaneous    Weapons*

                                              Weapon                                           Weapon       Magical   Bonuses   and   ModiCiers
            idloo  Weapon                       Class         idloo   Weapon                     Class           Weapon         Weapon      Weapon       Magical        Chance     of
            01-09  Axe, battle                    c           57-59   javelin                       B            Class B     Class   C      Class  D     Bonus       Add.  Modifier
            10-15  Axe,hand                       B               60  javelin     (returning)       B            01-50        01-60         01-70          +     1        40%*
            16-17  Axe, hand (returning)          B           61-64   Lance                         D            51-74        61-81         71-88          +     2        30%*
            18-20  Blackjack                      c           65-76   Mace                          c            75-88        82-92         89-96          +     3        20%*
            21-22  Bola                           B           77-78   Net                           B            89-96        93-98         97-99          +4             15%*
            23     Bola    (returning)            B               79  Net (retuming)                B            97-00        99-00           00           +     5        10%**
            24-28  Club                           c           80-84   Polmm                         D            * Roll idloo; if the number rolled is the percentage listed or less,  go
            29-40  Dagger                         B           85-94   Spear                         B            to  the  Additional  Weapon  Modifiers  Table  and  follow  the   proce-
            41-43  Dagger     (returning)         B           95-97   Spear (returning)             B            dure outlined there  for  determining  additional  bonuses  against  op-
            44-53  Hammer,      war               c           98-00   Whip                          c            ponents.
            54-56  Hammer, war (returning)        C                                                              * Roll 1 d 1 00; if the number rolled is the percentage listed or less, go
            Roll idloo, find the weapon class,    and  then  roll  idloo  in  the  appropriate  column  of       directly to  Talents  in  the  Additional  Weapon  Modifiers  Table  for
            Magical Bonuses and Modifiers  for  the  weapon's  bonus  and  the  chance  of  an  additional       determining   additional   talents.
            modifier.








                                                                                               231

                       pter 16: Treasure



  Potions                                                        turns  (half  an  hour).  Neither   potion   will   have     successful saving  throws)  have  no  effect  after  the
                                                                 any  further  effect.  Certain  potions  whose   effects     duration ends.
     Some   guidelines   regarding   potions   are    given      are  permanent  (for   example,   healing   or   longev-        Roll  idio  to  determine  what  types   of   poisons
  in the following text.                                         ity) do not count toward this restriction.                   the antidote protects against.
     Appearance:   Potions    afe    usually    found    in      Control  Potions:  When   using   these   potions,   the        1-4  Poisons from 3-HD (or lesser) creatures
  small  glass  vials.  Each   potion   has   a   different      user must see  the  victims  to  direct  their  actions.
  smell  and  color-even  two   potions   with   the   same      The  controlled  creatures  cannot  be  forced  to  kill        5-7  Poisons  from  7-HD   (or   lesser)   creatures*

  effect  appear  completely  different   until   used.   A      themselves.   The   character   cannot    perform    any        8-9  Poisons  from  15-HD   (or   lesser)   creatures

  character  sipping  the  potion  (taking  just  a  taste)      other  actions  while   controlling   others,   and   he        10  All poisons

  will realize what  the  potion's  effect  is;  the  char-      may move at  up  to  half  normal  speed  only.  A  vic-        A potion  of  poison  is  normally  treated  as  poi-
  acter  can  then  label  the  potion  and  keep  it   for      tim  may  make  a  saving  throw  vs.  spells  to  avoid        son  from  a  7-HD  monster.  The   DM   can   adjust
  later  use.  Sipping  a  potion  does  not  decrease  the      the  control,  but  the  user  may  repeat  the  attempt        this option as necessary.
  potion's  effect  or   duration,   although   sipping   a      once per round,  on  any  victim  seen,  until  the  po-
  poisoned  potion  will  cause  the  character  to  suffer      tion's duration ends.                                            Blending: The  user  may  change  color  at  will  to
  the poison's effects.                                                                                                       any color,  pattern,  or  combination  of  colors.  Only
     Level of Effect: If the  range  of  the  potion's  ef-      Potion Descriptions                                          color can be altered, but  all  items  carried  are  af-
  fect is not stated, treat it as if it were a  spell  cast                                                                   facted.  The   user   hidden   by   this   chameleonlike
  by a 6th level spellcaster.                                       The  potions  listed   in   Magical   Item   Subtable:     camouflage  ca-n  rarely  be   detected   (10%   chance)
     Duration:  Unless   stated   otherwise,   the   effect      1. Potions, page 229,  a-re  described  in  the  follow-     uniess the  observer  can  detect  invisible  things  or
  of a potion lasts 7-12 turns.  Roll  ld6  +  6  to  deter-      ing text.                                                    possesses truesight (as the cleric spell)  or  a  simitu
  mine    the    potion's    duration.    Only    the    DM        Agility:   The   user's   Dexterity   score    becomes     ability.
  should  know  the  exact  duration;  he   or   she   will      18,  and  the  user  immediately  gains  all  applicable        Bug   Repellent:   "Bug"   includes   any   form   of
  roll for duration and keep  track  of  it  when  a  char-      bonuses.                                                     arachnid  (spider,   tick,   scorpion,   etc.),   insect
  acter uses a potion.                                              Animal  Control:  The   user   may   control   up   to     (ant,  beetle,  fly,  etc.),  or  chilopod   (centipede,
     Dosage: Usually the  entire  contents  of  a  vial  is      3d6  Hit  Dice  of  animals  (normal   or   giant,   but     millipede, etc.). After  using  this  potion,  the  user
  a  single  dose.  The  entire  potion   must   be   drunk      not   fantastic   or   magical).   When   the    control     cannot  be  touched   by   any   normal   bug,   and   a
  for the potion to  have  the  listed  effect.  If  a  po-      ends,  the  animals  will  be  afraid  and  will   leave     giant-sized  bug  will  ignore  the  user   uniess   the
  tion does  not  follow  this  guideline,  the  text  will      the area if they can.                                        bug makes a saving  throw  vs.  spells.  If  the  saving
  inform the DM.                                                    Antidote:   The   user    becomes    completely    im-     throw is successful, the  potion  does  not  affect  the
     In   Combat:   Drinking    a    potion    takes    one      mune to certain  poisons  and  gains  a  +  2  bonus  to     giant  bug.  The  potion  adds  a  +4   bonus   to   any
  round.                                                         all saving  throws  vs.  poison.  The  weakest  type  of     saving   throws   allowed   against    magically    sum-
     Multiple  Potions:  If  a  character  drinks   a   po-      antidote  protects  against  the  poison  of  all  crea-     moned or controlled bugs.
  tion while  another  potion  is  still  in  effect,  that      tures with  3  Hit  Dice  or  less;  stronger  antidotes        Clairaudience:  The  user  may   listen   to   noises
  character  will  become  sick  and  will  be  unable   to      counteract  the  poison  of  larger  creatures.  Poisons     (including  speech)  in  an  area   up   to   60'   away
  do  anything  (no  saving  throw   allowed)   for   three      avoided  during  the  duration   of   the   potion   (by     through the ears of a creature in that area.
                                                                                                                                 Clairvoyance:  The  user  may  see  an  area  up   to
                                                                                                                              60'  away  through  the  eyes  of  a  cfeatufe  in  that
                                                                                                                              area.
                                                                                                                                 Climbing:  The  user   may   climb   sheet   surfaces
                                                                                                                              as if a  spider,  with  only  a  5%  chance  of  falling
                                                                                                                              (checked  per  100'  of  climbing,  at  least  once  per
                                                                                                                              climb).
                                                                                                                                 Defense:  The   user   gains   a   bonus   to   armor
                                                                                                                              class, which lasts for 1 turn only.       Roll  idio   to
                                                                                                                              find the power of the potion.

                                                                                                                                           1-3                         +  1
                                                                                                                                           4-5                         +  2
                                                                                                                                           6-7                         +  3
                                                                                                                                           8-9                         +4
                                                                                                                                           10                          +  5

                                                                                                                                 Delusion:  The  user  will  believe  this  potion  to
                                                                                                                              have  the  effect  of  any  one   other   potion   (roll
                                                                                                                              again  for  the  fake  potion).  However,  it   has   no
                                                                                                                              real   effect.
                                                                                                                                 Diminution:   Anyone   taking   this   potion    will
                                                                                                                              immediately  shrink  to  6"  in  height.  He  can   only
                                                                                                                              attack  creatures  smaller  than  l'  for  normal  darn-
                                                                                                                              age.  The  user  can  slip  through  small  cracks   and
                                                                                                                              has a  90  %  chance  of  not  being  seen  when  stand.
                                                                                                                              ing  still.  This  potion  will  cancel  a   potion   of
                                                                                                                              growth without ill effects.
                                                                                                                                 Dragon   Control:   There   afe   several   different
                                                                                                                              types  of  this  potion,  one  corresponding   to   each
                                                                                                                              dragon  type.  The  user  may  control   up   to   three
                                                                                                                              small  dragons  at  once,  but  the   dragons   do   get
                                                                                                                              saving  throws.  Large  and   huge   dragons   are   not
                                                                                                                              affected  by  these  potions.   The   controlled   drag-
                                                                                                                              ons  will  do  whatever  is  commanded   of   them   ex-
                                                                                                                              cept  cast  spells.  They  will  be  hostile  when   the
                                                                                                                              control ends.  Roll  id2O  to  find  the  type  of  drag-
                                                                                                                              ons affected
                                                                                          23

                                                                                                                     Chapter 16: Treasure





                  1-5      White (or Crystal)                                Freedom:  The  user  cannot  be   affected   by   pa-     character  becomes  invisible,  all   the   items   (bu

                 6-10      Black (or Onyx)                                   ralysis of any  sort  nor  by  hold  person  or  hold     not other  creatures)  carried  and  worn  by  the  use

                 11-14     Green (orjade)                                    monster spells.                                           also become  invisible.  Any  invisible  item  will  be

                 15-17     Blue (of Sapphire)                                Gaseous  Form:  Upon  drinking   this   potion,   the     come  visible  again  when  it  leaves  the  charactef'

                 18-19     Red (or Ruby)                                     user's body will take the form of  a  cloud  of  gas.     possession  (set   down,   dropped,   and   so   forth)

                  20       Gold (of Amber)                                   Anything the usef is carrying or  wearing  will  fall     The  DM  may  allow  players  to  divide  a  single  po

                                                                             through the  gaseous  body  to  land  on  the  floor.     tion of invisibility into as  many  as  six  sips,  eac

                The  DM  can  roll  idloo,  and  on  01-30  the   po-        The user will keep control  over  his  body,  and  he     of  which  works  normally  but  lasts  only  one  turn

             tion  actually  affects  the  gemstone   dragon   equiv-        can move through  small  holes  in  w@,  chests,  and        Invulnerability:   The   user's   afmof   class   an

             alent  (crystal  instead  of  white,  onyx  instead   of        so forth.  A creature or  character  in  gaseous  form     saving throws  gain  a  bonus  of  2  for  the  duratio

             black,   etc.).                                                 cannot attack, but he has an  AC  of  -  2  and  can-     of  the  potion.  If  used  more  than  once  per  week

                Dreamspeech:  If  the  user  speaks  to  one   sleep-        not be harmed by nonmagical weapons.                      the only effect is sickness.

             ing or  paralyzed  creature  within  30',  the  cfeatufe        Giant   Control:   There   afe   several    different        Levitation:  Drinking  this  potion  will  have   th

             will  hear  and  silently  answer  as  if   awake.   The        types of this potion, one for  each  type  of  giant.     same  effects  as  the  magic-user   spell   levitation

             user  will  hear  the  responses  by  ESP  and  will  be        The user may control  up  to  four  giants  at  once,     The  user  may  move  up  of  down  in  the  air   with

             able  to  understand  the  language  used.   The   crea-        but each giant gets a  saving  throw.  They  will  be     out  any  support.  This  potion  does  not  enable  th

             ture  is  not  compelled  to  be  truthful.   Dead   and        hostile once the control  ends.  Roll  id2O  to  find     usef  to  move  side-to-side.  The  user   could,   how

             undead  creatures  cannot  be   affected,   but   cursed        the type of giant affected.                               ever,  levitate  to  a  ceiling  and  move  sideways  b

             sleeping  victims  are  within  the  power  of  the  po-            1-5    Hill                                           pushing  or  pulling.  Motion  up   or   down   is   at

             tion.  The effect lasts for  1  turn  only,  and  it  ap-             6-10  Stone                                          rate of 60' per found.

             plies  to  only  one  sleeping  or  paralyzed  creature.            11-14  Frost                                             Longevity:   The   user   immediately   becomes    1

                Elasticity:  The  user  may  stretch   his   or   her            15-16  Fire                                           years  young@r.  The  effect  is  permanent,  does   no

             body,  plus  all  equipment  carried,  to   nearly   any            1   7  Mountain                                       wear  off,  and  cannot  be   dispelled.   This   potio

             form-flat,   long,   etc.-to   a    maximum    of    30'            18     Sea                                            will  have  no  effect  on  any   creature   forced   t

             long  or  a  minimum  of   i"   thick.   Items   carried            19     Cloud                                          dfink  it.  In  addition,  age  cannot  be  reduced  be

             cannot  be  used  or  dropped  uniess  they  are   first            20     Storm                                          low  15   (or   below   midadolescence   fof   creature

             returned  to   normal   form.   While   in   "stretched"                                                                  other  than  humans),  and   the   change   cannot   ad

             form, the user cannot attack  or  cast  spells,  but  he        Giant  Strength:  The  user  gains  the  strength  of     versely affect any ability scores  of  other  abilities

             takes   half   damage   from   blunt    weapons    (mace        a frost giant.  However, the potion has no  effect  if        Luck:  This  potion  makes  the   user   lucky.   Th

             hammer,   giant-thrown   boulder,   etc.).   The   effec        a   strength-adjusting   magical   item   (such    as     player  of  the   character   using   this   potion   m

             lasts for I tufn only.                                          gauntlets of ogre  power)  is  worn.  Otherwise,  the     choose  the  result  of  any  one  roll  of  his  rathe

                Elemental  Form:  There  are  four  tyt)es  of   this                                                                  @tan  rolling  a  random  fesult  (an  attack  or   dam
                                                                    I        user  inflicts  double   normal   damage   with   any
             potion:   Air,   Eafth,   Fire,   and   Water    ('equai        eapon,   and   he   may    throw    smail    boulders     age roll, saving  throw,  etc.).  Other  players'  roll

             chances  for  each).  The  user  may   change   i@to'the        7                                                         cannot  be  affected,   nor   can   the   Dungeon   Mas

             form  of  an  elemental  (of   the   appropriate   type)        (ranges  60/130/200)  for  3d6  points   of   damage.     ter's rolls be affected.  The effect  lasts  for  1  hou
                                                                             Growth:  This  potion  causes  the   user   to   grow
             and  back  to  normal   form   as   often   as   desifed        twice normal  size,  temporarily  increasinl,  effec-     or until the luck is used.

             while the  potion  lasts.  Each  change  of  form  takes                                                                     Merging: The effect  of  this  potion  is  quite  un
                                                                  . I        tive Strength, giving the ability to  inflict  double
             1  round.  While   in   elemental   form,   no   speclai        damage  (twice  the  amount  rolled)  on   any   suc-     usual.  The  usef  can   permit   others   to   actuall

             immunities  are  gained,  but  the  special  attacks  of        cessful hit.  The user's  hit  points,  however,  will     merge  their  forms  with  the  user's,  including   al

             each  elemental  arc  usable  (see  Chapter  14).   Note        not increase.  This potion will  cancel  a  potion  Of     equipment carried,  as  if  all  were  gaseous.  A  max

             that a protection from evil  effect  will  not  block  a        diminution without ill effects.                           imum  of  seven   other   creatures   can   merge   wit

             charactef  using   this   potion.   The   user's   armor        Healing:  Like  the  clerical   cure   light   wounds     the  user  of  the  potion.  The   merging   cannot   b

             class  and  hit  points  do  not  change.  The  duration        spell, drinking this potion  will  restore  id6  +  1     forced;  the  user  can,   at   will,   prevent   anyon

             is 1 turn only.                                                 (2-7) lost hit points or will cure paralysis for  one     from  merging.  A  creature   merged   with   the   use

                ESP:  This  potion  will  have  the  same  effect  as        creature.                                                 can  leave  the  merger  by  merely  stepping  out.   N

             the magic-user  spell  ESP.  The  user  can  "hear"  the                                                                  creature   merged   with    another    (including    th

             thoughts (if any) of any  one  creature  within  60'  by        rieroism: This potion has no  effect  on  an  elf,  a     user) can attack or cast a  spell,  but  he  may  speak

             concentrating for  one  full  round  in  one  direction.        cieric, magic-user,  mystic,  of  thief.  However,  a     Damage to  the  usef  of  the  potion  does  not  affec
                                                                             tighter, dwarf, halfling, or normal man          on-
             The user can "hear" through  2'  of  rock,  but  a  thin                                                         i        those merged.
                                                                                                                       (O'    m
             coating of lead will block the ESP                              ster!) who drinks this  potion  gains  the  Hit  Dce,        Plant  Control:  The  user  may  control  all  plant

                Ethereality:   The   user   can    become    ethereal        hit points, and all abilities of a higher level char-     and  plantlike  creatures   (including   monsters)   in

             once,  at  any  time  during  the   potion's   duration,        actef (or monster) as follows.                            30' x 30' area  up  to  60'  away.  Normal  plants  con

             and  may  thereafter  remain  ethereal  for  up  to   24        Current Level     Effect                                  trolled  may  entangle  victims  in  their   area,   bu

             hours, returning  to  the  Prime  Plane  at  will.  Once        Normal man        Becomes  a  4th  level   fighter        they cannot cause damage.

             he  has  returned  to  the  Prime  Plane,   the   potion            1-3           Gains 3 levels or Hit Dice                 Poison:  Poisons  look  like   normal   magical   po

             will not enable him to become ethereal again.                       4-7           Gains 2 levels or Hit Dice              tions.  A  character  who   swallows   any   amount   o

                Fire  Resistance:  The  user  cannot  be  harmed   by            8-10          Gains I level or Hit Die                this  potion,.even   a   sip,   must   make   a   savin

             normal fire, and he gains  a  +  2  bonus  to  all  sav-            11  +         No effect                               throw  vs.  poison  or  die!  The  DM  can   choose   t

             ing  throws  against  fire  attacks.  In  addition,  the                                                                  have  the  poison  do  a  specific  amount   of   damag

             user  takes  less  damage  from   magical   and   dragon        All  wounds  taken  during  the   duration   of   the     instead as another option.

             fire: -  1  point  per  die  of  damage  (minimum  of  1        potion-including    energy    drains-are    subtract-        Polymorph   Self.   The   user   may   change   shap

             point per die).                                                 ed  from  the  magically  gained   hit   points   and     (as  the  magic-user  spell)  up  to  once   per   roun

                Flying:  The  user  may  fly  at  up  to   120'   per        levels first.                                             until the potion wears off.

             round without tiring  (as  the  effects  of  the  magic-        Human  Control:  The  user  may  control  up   to   6        Sight: The user can detect invisible things

             user spell).                                                     Hit  Dice  of  humans  at  once  (normal  men  count-     the magic-user spell)  for  1  turn.  This  will  negat

                Fortitude:  The   user's   Constitution   score   be-        ing as '/2 Hit Die each), similar to the effects of a     blindness for that time.

             comes  18,  and  the  user  immediately  gains   corres-        charm person spell.  The  effect  has  a  60'  range,        Speech:  The  user  can  understand   any   and   al

             ponding  hit  points  (if  any).  Points  of  damage  to        and the charm lasts only  as  long  as  the  potion's     languages  heard  within  60'   and   can   respond   i

             the  user  are  taken  from  the  magically  gained  hit        duration.                                                 the  same  tongues.  A  language  must   be   heard   t

             points  first.  Damage  applied  to  the  user's  origi-        Invisibility: This potion  will  have  the  same  ef-     be used uniess alfeady known.

             nal hit points  will  remain  after  the  duration  ends        fects as the magic-user spell invisibility.  The  po-        Speed: The user  moves  twice  as  fast,  can  attac

             until cured by the usual means.                                 tion  will  make   the   user   invisible.   When   a     twice  per  round,  and  performs  other   actions   ex


                                                                                                    233@

                                                                                             .. m                                                                                                  A
                       apter 16: Treasure                                                8


       cept spellcasting at twice normal speed.                           Who   Can   Use:   Only   magic-users,    elves,    and     mediately  appears  on  the  other.  There  is  no  limit
            Strength:   The   user's   Strength   score   becomes     10th  level  (or  higher-level)  thieves  can  use   magi-     to the  range,  as  long  as  both  scrolls  are  on  the
       18,  and  the  user  immediately  gains   all   applicable     cal scrolls; only clerics  and  druids  can  use  clerical     same  plane  of  existence.  The  message   may   be   up
       bonuses.                                                       scrolls; and only druids can use druidic scrolls.              to 100  words  in  length.  If  one  message  is  erased,
            Super-Heating:  This  potion  acts   just   like   an        Determining    Contents:    To     determine     what's     the  other  disappears  as  well.   Each   message   must
       application of  a  cleric's  cure  critical  wounds  spell     on  a  scroll,  characters  must  have  enough  light   to     be  erased   before   another   can   be   written,   and
       (see Chapter 3 for details of this spell).                     read  by.  Magic-users  and  eives   must   use   a   read     there  is  a  5  %  chance  (not  cumulative)  that   any
            S        g: The  user  may  swim  in  any  liquid  at     magic   spell   to   determine   what's   on   a   scroll;     erasing will destroy the magic of both scrolls.
       the  rate  of  180'  per   turn,   even   if   encumbered.     thieves,  cleric's,   and   druids   simply   read   their        Creation:  The  user  of  this  valuable  scroll   may
       The  user  cannot  sink   (or   even   be   pushed   below     scrolls.  In  any  case,  all  characters  must  not  read     draw   a   picture   of   any   normal   item    up    to
       the  surface)  uniess  the  encumbrance  is   over   3,000     the scroll  aloud  uniess  they  also  wish  to  cast  the     5' x 1 O' x  l'  in  size  (though  drawn  much  smaller)
       cn. The  ability  to  breathe  water  is  not  granted  by     spell at the  same  time  as  they  figure  out  the  kind     and  up  to  5,000  cn  weight.  The  item  may  then  be
       this potion.  The effects last for 8 hours.                     of spell.                                                      taken  off  the  scroll  and  used!  Magical  items  can-
            Treasure  Finding:   By   concentrating,   the   user        Casting the Scroll  Spell:  To  cast  the  spell  on  a     not be  created  nor  can  any  living  things,  but  all
       can detect the direction and distance          (but    not     scroll,  the  character  must  be   able   to   read   the     types  of   armor   and   weapons,   for   example,   are
       the  amount)  of  the  largest   treasure   within   360'.     scroll  and  must  read  it  aloud.  A  scroll  may   only     quite easily created.  The  item  will  vanish  either  on
            Undead  Control:  The  user   may   control   up   to     be  used  once;  the   words   disappear   as   they   are     command  of  the  creator  or   after   24   houfs.   The
       18   Hit   Dice   of   undead   monsters.    The    undead     read aloud.                                                    scroll can create one item per day only.
       will be hostile when the control ends.                             Protection   Spells:   Anyone    who    can    read-not        Cursed:  Unfortunately,  when   any   writing   on   a
            Water  Breathing:  The  user   can   freely   breathe     just  spellcasters-may   use   protection   scrolls;   the     cursed  scroll  is  even  seen,  the  victim  is  immedi-
       either water or  air  (as  the  magic-user  spell)  for  4     protection spell disappears as it is read aloud.               ately  cursed.  No   feading   is   necessary!   The   DM
       hours.                                                             Treasure    Maps:    Anyone    who     can     read-not     must  make  up  each  scroll's  curse.  Examples   of   a
                                                                      just      spellcasters-may       understand       treasure     few common curses include the following:
       Scrolls                                                        maps;  a  character  who   cannot   read   may   make   an        0 The  reader  turns  into  a  frog  (or  some   other
                                                                      Intelligence   check   to   understand   the   map    any-          harmless animal).
            A scroll  is  a  piece  of  oid  paper  or  parchment     way.  Such maps do not disappear when read.                        0 A  wandering  monster   of   the   same   level   as
       upon  which  a  high-level  magic-user,  elf,  or   cleric                                                                         the  reader  appears  and  attacks  the  reader   by
       has  written  a  magical  formula.  It  is  also  possible     Scroll Descriptions                                                 surprise (a free attack with bonuses).
       to generate  maps  via  scfolis  as  noted  on  the  Ma  -                                                                       0 One  magical  item  owned   by   the   reader   dis-
                                                                9
       ical Item  Subtable:  2.  Scrolls;  these  maps  are  car.         The  scrolls  listed  in  Magical  Item  Subtable:   2.          appears  (the  item  is  chosen  of   randomly   de-
       tographic   diagrams   of   a   particular   area   (often     Scrolls,  page  229,  are  described  in   the   following          termined by the DM).
       one where  treasure  is  hidden  or  lost  cities  are  to     text.                                                                The  reader  loses  one  level  of  experience,   as
       be found).                                                         Communication:   This   is   actually   two    scrolls,          if  struck  by  a  wight.  (The   DM   should   roll
            Some  guidelines  regarding  scrolls  are  given   in     one  stored  inside  the  other.  They  are  easily  sepa-          again for  a  first-level  character  to  avoid  un-
       the following text.                                            rated.  If a message is  written  on  one  scroll,  it  im-          fair "instant death.")
                                                                                                                                        0 The   feader's   Prime   Requisite   must   be   re-
                                                                                                                                          rolled.
                                                                                                                                        0  Future  wounds  will  take   twice   as   tong   to
                                                                                                                                          heal, and healing  spells  will  only  restore  half
                                                                                                                                          normal amounts until the curse is lifted.
                                                                                                                                        Only  a  remove  curse  spell  (see  Chapter  3)   can
                                                                                                                                     remove  a  curse  of  this  nature.   However,   the   DM
                                                                                                                                     may  allow  the  cursed  character  to  be  cured  by   a
                                                                                                                                     high-level  NPC  clefic  or  magic-user,  who  will   de-
                                                                                                                                     mand  that  the  character  complete   a   specia.1   ad-
                                                                                                                                     venture or perform a worthy but difficult task.
                                                                                                                                        Delay: This is a  scroll  of  one  spell.  When  cast-
                                                                                                                                     ing the  spell  from  the  scroll,  the  user  states  an
                                                                                                                                     amount  of  delay   from   0   to   12   rounds.   There-
                                                                                                                                     after, if the user  carries  the  scroll,  the  user  has
                                                                                                                                     complete  control  of  the  spell  when  it  occurs.   If
                                                                                                                                     the scroll is not carried by  the  user,  the  spell  ef-
                                                                                                                                     fect appears around  the  scfoll  itself,  affecting  the
                                                                                                                                     neafest creature if a recipient  is  part  of  the  spell
                                                                                                                                     process.  The  spell  does  not  @ct  the  scroll,   even
                                                                                                                                     ifit is a fire- type spell.  For  example,  an  elf  reads
                                                                                                                                     a  delay   lightning   bolt   scroll,   delaying   it   8
                                                                                                                                     rounds,  and   then   puts   the   scroll   away.   Eight
                                                                                                                                     rounds   later,   when   the   lighming   bolt   actually
                                                                                                                                     appears,  the  elf  may  choose  the  range  and   difec-
                                                                                                                                     tion by mere  concentration,  as  if  casting  the  spell
                                                                                                                                     at that time.
                                                                                                                                        Equipment:   This   parchment   is   inscribed    with
                                                                                                                                     the  names  of   six   normal   items   (which   the   DM
                                                                                                                                     selects   or   randomly   determines,   using   the   Ad.
                                                                                                                                     venturing   Gear   Table   from    Chapter    4).    When
                                                                                                                                     any  item's  name  is  read  aloud,  the   item   appease
                                                                                                                                     within  lo'  of  the   scroll;   the   name   disappears.
                                                                                                                                     The  item  will  remain  for  24  hoofs  or   until   the
                                                                                                                                     user  commands  it  to   vanish.   The   name   reappears
                                                                                                                                                  I  when  the  item   vanishes.   Any   three
                                                                                                                                     on the scrol
                                                                                                                                     of the six items listed on  the  scroll  can  be  created

                                                                                                  34

                                                                                                                          ter 16: Treai





          each day.                                                   one protected attacks one  of  the  given  creatures        down and  used.  However,  none  of  the  items  can

          Illumination-.  This  scroll  bears  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  are  described        If the scroll is taken  down,  the  room  cannot  be

          a clear light in a 60' radius, lasting for up  to  6        in the following text.                                      entered or left, but remains  in  existence  on  an-

          hours  per  day.  The  burning  does  not  harm  the        Protection  from  Elementals:  This  scroll  creates        other dimension.  If any creatures are  in  the  room

          scroll, but it is nevertheless  "normal"  fire  (and        a circle  of  protection  (10'  radius)  around  the        when the scroll is taken down, the air  inside  per-

          can be used to  light  torches,  for  example).  The        reader.  No elemental can  attack  those  within  the        mits survival for up to 24 hours.  No  creatures  so

          flame cannot be  extinguished  except  by  water  or        circle uniess attacked first  in  hand-to-hand  com-        caught  can  escape  by  any  means  other  than   a

          on  command  of  the  user;  no  wind,   normal   or        bat.  Once  attacked,  an  elemental  may  attack  in        wish.  The  food  and  drink  are  replenished  each

          magical, can cause it to  even  flicker.  This  item        return.  The effect  lasts  for  2  turns  and  moves        time the scroll is  taken  down.  The  room  can  be
          may already be lit when found.                              with the reader.                                            created once per day and will remain for  up  to  12

          Mages (spellcasters only):  This  scroll  is  blank;        Protection    from    Lycanthropes:    When    read,        hours per use; if not  removed  in  that  time,  the

          it is used to identify  magical  effects.  The  user        this scroll will protect all those within the circle        scroll will fall down by itself.

          may hold the  scroll  and  command  it  to  identify        for 6 turns against  a  variable  number  of  lycan-        Spell  Catching:   This   scroll   is   blank   when

          any  one  chosen  magical  effect  within  30'.  The        thropes.  The  number   of   lycanthropes   affected        found.  It may be used to "catch"  a  spell  cast  at

          name of the magical spell  or  effect  then  appears        varies according to their type, as follows.                 the user.  It cannot catch  spell-like  effects,  nor

          on the scroll, along with the level of the caster of                                                                    can  it  catch  device-produced  effects  (such   as

          the spell effect.  The scroll will identify one magi-        Werebats, wererats, werefoxes    idio    affected           from a wand), but a spell cast from a scroll can  be

          cal effect per day.                                          Wefeboars, werewolves            id8     affected           caught.  There are four types of  this  scroll;  roll

          Maps   to   Treasures    (Normal,    Magical,    Com        Wereseals, weresharks            id6     affected           idio to determine the capacity.

          bined, or Special):  Each  map  should  be  made  in        Werebears, weretigers            id4     affected

          advance by  the  DM.  Such  maps  show  a  route  to        Devil swine                      id2     affected            i-4      1st or 2nd level  spells

          the location of a treasure in a dungeon or a wilder-                                                                     5-7      1st to 4th level  spells

          ness area.  The treasure is usually  hidden  or  pro-        Protection from Magic: This scroll  creates  a  cir-         8-9      1st to 6th level  spells

          tacted  by  monsters,  traps,  and/or  magic.  Based        cle of protection (10' radius)  around  the  reader.         10       1st to 8th level  spells

          on the type of treasure given,  the  DM  should  se-        No spells or spell effects (including those     from

          lect a challenging monster (who has a similar  trea-        items) may enter or leave  the  circle.  The  effect        The user of the scroll  must  hold  it  up,  like  a

          sure type) and  design  the  map  and  monster  lair        lasts for id4 turns,  moves  with  the  reader,  and        shield; no other action is possible while using  the

          accordingly.  Note that  the  map  may  be  partially        may not be broken except by a wish.                         scroll.  The user  must  then  make  a  saving  throw

          incorrect, omitting an  important  detail  (such  as        Protection   from   Undead:    When    read,    this        vs. spells, with a + 4 bonus to the roll; if success-

          the type of monsters, dangerous traps, etc.) o  .           scroll will protect all those within the circle from        ful, the incoming spell has no  effect  and  is  in-

                                                       t  glv-        a  variable  number  of  undead  for  6  turns.  The        stead transferred to  the  scroll,  appearing  as  a
          ing some false information;  however,  the  treasure

          mentioned  should  actually  be   there.   Sometimes        number  of  undead  affected  varies  according   to        normal scroll spell.  The  exact  spell  caught  will

          maps are only partially complete or are  written  in        their type, as follows.                                     not be known until a read magic  spell  is  used  to

          the form of a riddle.  And  some  can  only  be  read        Skeletons, zombies, ghouls       2dl2    affected           identify it.

                                                                                                                                  The scroll can only hold one spell at  a  time;  the
          by a read languages spell.                                   Wights, wraiths, mummies         2d6     affected           spell caught must either be used of  copied  into  a
          Normal  treasure  contains  coins   and   gems   but        Specters (or larger monsters)    id6     affected           spell  book  (magic-user  spells  only)  before  the
          no magical  items,  while  a  magical  treasure  may                                                                    scroll can catch another spell.  Any  type  of  spell
          include some coins and  a  few  gems  of  low  value        Questioning:  The  user  of  this  scroll  may   ask        (magical, clerical, or druidic)  can  be  caught  as
          in addition  to  magical  items.  A  combined  trc2-        questions  of  any  nonliving  nonmagical   objects-        long as the level does not exceed the scroll's capac-
          sure has coins, magical  items,  and  valuable  gems        their answers will appear on the scroll.  The  scroll        ity.  The scroll ofspell catching cannot affect spells
          or jewelry in  roughly  equal  proportions.  Special        will display up to three answers per  day.  The  an-        of levels greater than the given capacity, and it can
          treasure  should  contain  at  least  one  permanent        swers will be given as if the  objects  were  living        catch a maximum of one spell per day.
          magical item,  such  as  a  staff  or  sword;  these        beings, but they will be limited  to  simple  obser-        Spells:  Use  Spell  Scrolls  in  the  magical  item
          items should be mentioned on the map.                       vations as if  the  objects  could  see,  hear,  and        subtable for scrolls to find the exact spell  levels
          Mapping:  This  scroll  is  blank.  When  held   and        smell.  The scroll cannot be used  to  question  liv-        or choose spells as appropriate.  Spell  scrolls  are
          commanded to write, this  scroll  will  draw  a  map        ing or magical things.                                      good  ways  to  introduce  new  spells  in  a   cam-
          of an  area  chosen  (that  is,  the  DM  accurately        Repetition: This  scroll  appears  to  be  a  normal
          draws the map for the players).  The  area  must  be        scroll of one spell, and the  standard  restrictions        paign, and  they  may  thus  be  designed  with  the

          completely within 100' 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 size.  The scroll  has        cast, the scroll creates the same spell effect a sec-       that only druids can cast spells on  druid  scrolls,

          1 chance in 6 to detect secret doors,  but  it  will        ond time, centered on the  scroll  or  affecting  th        though the spell name can  be  revealed  by  a  read

          not draw what lies beyond  them.  The  scroll  func-        nearest creature if a recipient is part of the spell        m2gic spell.

          tions once per day.                                         process.  As with a normal spell  scroll,  any  spell        Trapping: This  scroll  can  create  one  trap.  The

          Portals: This scroll  creates  a  pass-wall  effect,        cast from it is then gone;  however,  another  spell        type  of  trap  differs  by  the  placement  of  the

          identical  to  the  magic-user  spell.  When  placed        may be written on the scroll if it is  of  the  same        scroll.  The scroll is destroyed  when  the  trap  is

                                                                                                                                  created.  If placed on a floor, a hidden pit trap  is
          on  a  surface  and  commanded  to   function,   the        level, and the repetition effect will  again  apply.        created; if on a ceiling, a failing block  trap  ap-
          scroll disappears and  a  5'-diameter  hole  appears        Seeing:  This  scroll  is  blank.  When   held   and        pears.  On walls, a poison dart or gas trap  will  be
          that is up to lo' deep.  The scroll does  not  affect        commanded to write, it will draw pictures  of  crea-        created.  The exact trap is left  for  the  DM's  de-
          living or magical things.  The  hole  wiil  disappear        tures within 100' in any area chosen  by  the  user.        sign.  The trap created is quite real and is not illu-
          after 3  turns  or  when  commanded  by  the  reader        Up to four different types of creatures can be  pic-        sory or magical.
          of  the  scroll.  When  the  hole  disappears,   the        tured.  The scroll will function once  per  day,  re-        Truth:  This  scroll  is  blank  when   found.   The
          scroll reappearsI.  The  scroll  may  be  used   twice      gardless of  the  number  of  creatures  pktured.           user may ask a question of any  living  being  with-
          each day.                                                    Shelter: This scroll is  inscribed  with  an  elabo-        in 30'; the complete  and  true  answer  appears  on
          Protection:  A  protection  scroll   may   be   read        rate drawing of a lo'-square  room,  lit,  with  two        the scroll, read from the victim's mind  by  a  pow-
          and  used  by  any  character  who  can   read   the        beds, a table and rwo chairs,  food  and  drink  for        erful version of ESP.  Note that the answer  is  true
          Common  language.  When  read,  it  creates  a  cir-        two on the table, and a pair  of  normal  swords  on        only within the limits of  the  victim's  knowledge.
          cle of protection 10' across  that  will  move  with        the far wall, each hung over a shield.  If the scroll

          the reader at its center.  It will prevent any of the        is hung on  any  veftical  surface,  the  room  pic-        The scroll will display one answer per day.

          given creatures from entering this  circle,  but  it        tured  may  be  entered  and  the  items  used.  The

          does not  prevent  spell  or  missile  attacks  from        food and drink are pure and will  nourish  any  liv-

          those creatures.  The circle will be bioken  if  any-        ing thing.  The  swords  and  shields  may  be  taken


                                                                                             235@

                      apter 16:  Treasure



     Wands, Staves, and  Rods                                      struck  by  the  ray  must  make  a  saving   throw   vs.           charge  per  use.  These  created   spell   effects
                                                                   wands or be paralyzed for 6 turns.                                  are treated as if cast by a 10th  level  spelicast-
       A  wand   is   a   thin,   smooth   stick   about   18"        Wand  of   Polymorphing:   This   wand   creates   ei-           er. The effects  are  dependent  on  type  of  ele-
     long; a staff is 2 " thick  and  about  6'  long;  and  a     ther  a  polymorph  self  or   polymorph   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  user  must              Air:  lightning   bolt,   cloudkill
     can  only  be  used  by  a  magic-user  or  an   elf.   A     state  which  effect  is  desired.  An  unwilling  victim              Earth: web, wail of stone
     staff can  only  be  used  by  a  spellcaster  (sometimes     may  make  a  saving  throw  vs.  wands  to   avoid   the              Fire: fireball, wall of fire
     restricted to a specific type).  Lastly,  a  rod  may  be     effect.                                                                 Water: ice (storm or wall)
     used by any character class.                                      Wand  of  Secret  Door   Detection;   The   user   may        When  used  on  the  elemental  plane  of   the   cor-
       A    wand    normally    has    2dio    charges    when     find  any  secret  door  within  20',  using  one  charge     responding  type,  the  powers   are   quite   different.
     found  and  a  staff  3dio;  the  DM   rolls   the   num-     per secret door found.                                         As  long  as  one  or  more   charges   remain   in   the
     ber,  keeps  the  result  to  himself,  and  tracks   the        Wand  of  Trap  Detection:  This   wand   will   point     staff,  the  powers  granted  to  the  holder   are   not
     character's  use  of  the  wand  or  staff.  If  desired,     at all traps within 20', one at a  time,  at  a  cost  of     the  powers  given  above,  but  are  rather   the   fol-
     the  DM   may   use   a   larger   number   of   charges:     one charge per trap found.                                    lowing powers:
     3dio for  a  wand,  2d2o  for  a  staff.  Rods  are  per-                                                                         Immunity  to  damage   from   the   plane   itself,
     manent  items  that  do   not   require   charges.   Each     Staff Descriptions                                                  with vision to 60' range.
     use  of  a  power   costs   one   charge   uniess   noted                                                                         Movement  within  the  plane   at   the   rate   of
     otherwise.   Each   item   may   be   used    once    per        The  staves  listed  in  Magical  Item  Subtable:   3.           120 feet per turn (40'/ round).
     round at most.                                                 Wands,   Staves,   and   Rods,   page   229,   are    de-        0  Communication  ability   with   any   resident   of
                                                                   scribed in the following text.                                      that plane.
     Wand Descriptions                                                Staff   of   Commanding:   Usable   by   all    spell-        0  A  -  4  bonus  to  armor  c@s  if  attacked  by  a
                                                                   casters,  this  magical  item  has  all  the  powers   of           resident of that plane.
       The  wands  listed  in  Magical   Item   Subtable:   3.     the  rings  of   animal,   human,   and   piant   control        Note that  these  staves  do  not  provide  the  abil-
     Wands,   Staves,   and   Rods,   page   229,   are    de-     (see   the   individual   descriptions   under   "Rings,"     ity to  breathe  on  the  plane;  some  other  device  or
     scribed in the following  text.  Note  that  all  of  the     below).                                                       spell must  also  be  used.  However,  when  a  staff  is
     wands  listed  here  are  usable  only  by   magic-users.         Staff of  Dispeffing:  The  touch  of  this  item  has     used  along   with   a   matching   ring   of   elemental
       Wand  of  Cold:   This   wand   creates   a   cone   of     the  same  effect  as  a  dispel  mqgic  spell   from   a     adaptation  or  talisman  ofelemental  travel,  all   ef-
     cold,  60'  long  and  30'  wide  at  the  far  end.  All     15th level caster, but  it  wili  affect  only  the  item     fects  given  above  are  extended  to   a   lo'   radius
     within  the  core  take  6d6  points  of   cold   damage,     or  magical  effect  touched.  Any   potion   or   scroll     around the user.
     but  they  may  make  a  saving  throw  vs.   wands   for     touched   is   completely   destroyed,   and   any   per-        Except  for  the  staff  of  clemental   power,   each
     half damage.                                                  manent    magical    item    touched     becomes     non-     staff  can  be  used  to  negate  effects   relating   to
       Wand   of   Enemy   Detection:   When   a   charge   is     magical   for   id4   founds   (including    armor    and     the  element  to   which   it   is   opposed   (see   the
     used,  this  item  will  cause  all  enemies  within  60'     weapons).    This    effect    may     be     permanently     Dominance-Opposition   Table    on    page    264),    at
     (even those hidden  or  invisible)  to  glow,  as  if  on     harmful   to   intelligent    swords    (DM's    choice).     the cost  of  one  charge  if  the  effect  was  produced
     fire.                                                          Each use of  the  staff  costs  one  charge.  This  staff     by  the  opposite  staff  or  two  charges  if  a  normal
       Wand  of  Fear:   This   wand   creates   a   cone   of     is usable by any character.                                   spell was  used.  For  example,  a  staff  of  air  could
     fear,  60'  long  and  30'  wide  at  the  far  end.  All        Staff of the Druids: This  staff  is  usable  only  by     be used to negate a  wall  of  fire  spell  cast  by  any
     within  the  cone  must   make   a   saving   throw   vs.     druids.  A druid  carrying  this  staff  gains  one  extra     magic-user, at the cost of two charges.
     wands  or  run  away  from  the  user  at   three   times     spell of each spell  level.  The  extra  spells  must  be        A   summoned   elemental   may   be   sent   back   to
     their normal rate for 30 rounds.                              selected  when  the  usual  spells  are  acquired   (usu-     its  home  plane  with   the   same   cost   of   charges
       Wand of  Fireballs:  This  creates  a  fireball  effect     ally  during  morning   meditation).   Each   day's   use     (one  if  produced  by  the  opposite   staff,   two   if
     (as if using the  magic-user  spell)  up  to  240'  away.     of the staff  uses  one  charge.  The  staff  is  a  +  3     conjured  by  spell),   but   the   elemental   must   be
     All  victims  take  6d6  points  of  fire   damage,   but     weapon  as  well,  and  it  may  be  used  as  such  (in-     touched  by  the  staff  (possibly  requiring  a   normal
     they  may  make  a  saving  throw  vs.  wands  for   half     flicting  id6  +  3  points  of  damage  per  hit)  with-     attack roll).
     damage.                                                       out using any charges.                                            If a staff is ever taken to the piane  it  is  opposed
       Wand  of   lflusion:   This   creates   -a   phantasmal        Staff  of  an   Element:   Usable   only   by   magic-     to,  it  immediately  explodes,  inflicting   20   points
     force effect (as if  using  the  magic-user  spell).  The     users, there  are  seven  types  of  these  staves;  roll     of  electrical  damage  plus   id8   points   of   damage
     user  must  concentrate  on   the   illusion   to   main-     ldlOO to determine the exact type found.                      per  charge  remaining  in  the  staff.   The   explosion
     tain  it,  but  he  may  walk  at   half   normal   move-            01-21       Staff of Air                               fills a  sphere  of  60'  radius;  all  creatures  within
     ment rate while doing so.                                            22-42       Staff of Earth                             the  effect  may  make  a   saving   throw   vs.   spells
       Wand  of  Lightning  Bolts:  This  creates   a   light-            43-63       Staff of Fire                              with  a  -4  penalty  to  the  roll  to  take  half  dam-
     ning bolt (as if  using  the  magic-user  spell),  start-            64-84       Staff of Water                             age.  The  wielder  of  the  staff,  however,   gets   no
     ing  up  to  240'   away   and   60'   long   from   that            85-91       Staff of Air and Water                     saving throw.
     point.  The  victims  take  6d6  points   of   electrical            92-98       Staff of Earth and Fire                       Staff  of  Harming:  Usable  only  by  clerics,   this
     damage,  but  they  may   make   a   saving   throw   vs.            99-00       Staff of Elemental Power                   item  functions  similarly  to  a   reversed   staff   of
     wands for half damage.                                                                                                      healing,  at  the  cost  of  one  charge   per   creature
       Wand   of   Magic   Detection:   When   a   charge   is        Each staff is a staff + 2  and  may  be  used  as  one     harmed.  It  inflicts  id6  +  1  (2-7)  points  of  dam-
     used,  this  item  will  cause  any  magical  item  with-     without  using  any  charges,  striking  for  id6   +   2     age to  any  creature  touched  by  the  staff  (no  sav-
     in  20'  to  glow.  If  the  item  cannot   normally   be     points  of  damage.   Staves   of   two   elements   gain     ing  throw);  a  normal  attack  roll  may  be  required.
     seen  (within  a  closed   chest,   for   example),   the     all the powers of both staves,  and  the  staff  of  cle-     This   is   in   addition   to   normal   weapon   damage
     glow will not be seen.                                        mental power has the powers of all four.                      (id6 points), if applicable.
       Wand   of   Metal    Detection:    This    wand    will        Each staff contains  the  following  powers  whe-  i-i        The staff of  harming  can  also  create  the  follow-
     point  toward  any  type  of  metal   named   if   within     used on the Prime Plane:                                      ing  effects,  with  the  costs  noted.  Each  effect   @
     20'  and  if  1,000  cn  or  more  in  weight.  The  user                                                            -1.    identical to the  reversed  form  of  a  clerical  spell.
     cannot detect the amount of metal.                               a   A  +4  bonus   to   saving   throws   vs.   attack     Note that the use of this  staff  is  a  Chaotic  act.
       Wand  of  Negation:  This   wand   can   be   used   to            forms based on that element.

     cancel the  effects  of  one  other  wand  or  staff.  If        0   Complete  immunity  to   attacks   by   any   ele-     Cause blindness                            2   charges
     the other effect  has  a  duration,  the  negation  lasts            mental of that type.                                    Cause disease                              2   charges
     for one round.                                                   0   The  ability  to  summon  one  8-Hit   Dice   ele-     Cause serious wounds                       3   charges
       Wand   of   Paralyzation:   This   wand   projects    a            mental  of  that  type  per  day  (as  the  magic-     Create poison                              4   charges
     cone-shaped ray  when  a  charge  is  used.  The  ray  is            user   spell),   each   summoning   costing    one

     60'  long  and  30'  wide  at  its  end.   Any   creature            charge.                                                    Staff  of  Healing:  Usable  only  by  clerics,   this
                                                                      0   Certain  spell-like  effects,  each  costing   one     staff will heal ld6  +  1  (2-7)  points  of  damage  per
                                                                                              36

                                                                                                          Chapter 16: Treasu



          use.  It may  only  be  used  once  per  day  per  per-      wand).  In addition, the user  may  break  the  staff,        Rod of Victory: Usable  by  any  character,  this
          son, but it will  heal  any  number  of  persons  once      which releases all of its power at once.  This  final        rod makes the user lucky in  war  (when  the  War
          a d-ay.  It does not have or use charges  for  healing.      strike is an explosion  that  inflicts  8  points  of        Machine mass combat system  is  used).  The  fol-
          As  an  option,  the  DM  may  add  charges   to   the      damage  per  charge  remaining  in  the  staff.   All        lowing bonuses apply to  that  system:
          staff (in addition to its curing abilities) to  create      creatures  within  30'  (including  the  user!)  take        A +  25  bonus  applies  to  the  Combat  Results
          the following effects, at  the  cost  of  the  charges      damage  (but  all  may  make  a  saving   throw   vs.        roll (to  a  maximum  total  of  100).
          indicated.                                                  staff for half damage).                                       On the  Combat  Results  Table,  if  the  differ-

          Cure blindness                      I    charge                                                                          ence in overall totals is 101 or  more,  the  re-

          Cure discase                        1    charge             Rod Descriptions                                             sult  for   "91-100"   is   used,   limiting   th

          Cure serious wounds                 2   charges                                                                          number of casualties.
                                                                      The  rods  listed  in  Magical  Item   Subtable:   3.        Rod of Weaponry: This  rod  +  5  is  only  usabi
          Neutealize poison                   2   charges             Wands,  Staves,  and  Rods,   page   229,   are   de-        by a dwarf, halting, fighter, thief, or mystic. 0

                                                        tall          scribed in the following text.                               command of the user,  it  will  elongate  and  ma
          Staff of Power: This item can be used  as  a  s             Rod of  Cancellation:  This  rod  is  usable  by  any        be divided into two  weapons  of  the  same  size
          of striking and can also be  used  to  create  any  of      character.  It will work only once, but it will  drain        each + 2. Each of those may be  similarly  divide
          the  following  magic-user  spell  effects  (each  do-      any magical item  it  hits,  making  that  item  for-        into two +  1  weapons.  The  rod  cannot  be  di
          ing  8d6  points  of  damage):   fireball,   lightning      ever nonmagical.  The  target  is  treated  as  having        vided accidentally,  and  it  can  be  reassemble
          bolt, and ice storm.  It can also  create  a  continual      an armor class of  9.  The  DM  may  adjust  the  ar-        simply by placing the parts together.  Each  weap
          light effect or move 2,400 cn  of  weight  by  teleki-      mor class of an item if it is being  used  in  combat        on, regardless of size, inflicts ld6 points of dam
          nesis, as the ring.  This  staff  is  usable  only  by      (such -as when trying to hit a sword).                       age  per  hit,  plus  magic   bonuses   (but   no
          magic-users.                                                 Intelligent   magical   swords   and    +5    magical        Strength bonuses).
          Snake  Staff:  Usable  only  by  clerics,  this  magi-      items may resist the effect of the rod  if  the  user        Rod  of  the  Wyrm:  Usable  by   any   character
          cal staff is a staff + I and  will  inflict  id6  +  I      makes a saving throw vs.  wands.  This  merely  indi-        there are three types of this rod;  determine  th
                     age per hit.                                     cates successful resistance, and the rod still retains       type randomly or select one.
          points of dam
          Upon  command,  the   staff   turns   into   a   snake      its power.  A sword + 5  with  intelligence,  for  ex-
          and  coils  around  the  creature  struck.  The   com-      ample, gains a + 2 bonus to the saving throw.                idlo    Alignment     Dragon     AC     Breath(s)
          mand may  be  spoken  when  the  victim  is  hit.  The      Rod   of   Dominion:   Usable   by   any   character,        1-5 Lawful        Gold       - 2     Fire/Gas
          victim  is  allowed  to  make  a  saving   throw   vs.      this rod aids in ruling.  If a ruler carries it  on  a        6-8 Neutral       Blue         0     Lightning
          spells to avoid  the  serpent's  coil.  Any  man-sized      tour  throughout  his  or  her  dominion,   the   rod        9-10 Chaotic      Black        2     Acid
          or smaller  victim  will  be  held  helpless  for  id4      adds a bonus to all  Confidence  Level  rolls,  based
          turns (unless  the  snake  is  ordered  by  the  owner      on the percentage of residents   viewing   it   (roll        Each is a rod + 5 and each inflicts 1 d8 +  5  (6
          to  release  the  victim  before  that  time).  Larger      idloo for the result).                                       13) points of damage   per   hit    (but    withou
          creatures cannot be ensnared  in  the  snake's  coils.                                                                    Strength bonuses).  Once per day, the  rod  may  b
          The snake's characteristics are as follows.                            01-50                 +   10                      turned into a  small  dragon  of  the  appropriat
                                                                               5 1-7 5                 +   20                      type.  The created dragon has  30  hit  points  an
          Snake:  AC  5;  HD  3;  hp  20;  MV  60'(20');  #AT  1                 76-90                 +   30                      can only be affected  by  magic  (weapons,  spell
          (special);  Dmg  Nil  (special);  Save  C3;   ML   12;                 9i-99                 +40                         etc.). It will understand and faithfully serve th
          XP 6                                                                   00                    +   50                      user of the rod to the best of its ability; for exa
                                                                                                                                   ple, it can act as messenger,  steed,  or  guard.
          When  freed,  the  snake  crawls  back  to  its   own-      When  not  on  display,  the  rod  must  be  kept  in        will fight to the  death  unless  commanded  othe
          er and becomes  a  staff  once  again.  The  snake  is      the ruler's stronghold.  The effects  last  for  three        wise.  The dragon knows no spells.  It  will  retur
                                                                      months, but  the  rod  may  be  shown  again  to  the        to  rod  form  on  command;  if  slain  in  drago
          completely healed  when  it  returns  to  staff  form.
          If killed in snake form, it  cannot  return  to  staff      populace as desired.                                         form, however, it cannot return  to  rod  form  a
          form  and  it  loses  all  magical  properties.   This      Rod of Health:  Usable  by  clerics  only,  this  rod        is forever  destroyed.  Spells  and  other  magic
          item does not have or use charges.                          h-as all the powers of a staff of healing, but  with-        forms of healing can be  used  to  heal  the  cre
          At  the  DM's  option,  the   staff   can   be   given      out expending any charges.  It  can  affect  any  one        ture, if desired, but not after it is killed.
          charges.  The  user  can  spend  charges  to  add  bo-      creature only once per day,  regardless  of  the  ef-        If a dragon is created by a  user  of  a  differs
          nuses to the snake's attack  roll  (  +  I  bonus  per      fect chosen.                                                 alignment, the dragon will attack  the  user  imm
          charge spent); up to five charges can  be  used  in  a      Rod of  Inertia:  Only  a  dwarf,  halting,  fighter,        diately, fighting to the death.  When this occurs,
          single attack (for a + 5 bonus).                            thief, or  mystic  may  use  this  unusual  item.  It        cannot  be  commanded  to  return  to  rod  form.
          A  charge  can  also  be  used  to  cure   the   snake      may be used as  a  spear  +3  in  -all  respects.  On
          while it is in combat.  The user casts a  curing  spell      command of the user, it will  stop  wherever  it  is,
                                                                                                                                   Rings
          of  any  type  and  expends  one  charge  to  transfer      and  it  cannot  be  moved  by  any  means  except  a
          the cure  to  the  snake.  The  amount  of  curing  is      wish.  A second command releases it.  If  the  rod  is        A  magical  ring  must  be  worn  on   a   finger
          determined   normally;   no   range   limit   applies.      in motion when stopped,  it  will  continue  its  di-        thumb to function.  However,  a  ring  nlay  also
          Staff  of  Striking:  Usable  by   all   spelicasters,      rection  when  released.  For  example,  it  may   be        carried and then  put  on  when  needed.  Only  o
          this weapon inflicts 2d6 (2-12)  points  of  dama,Uf--      thrown  toward  a  door  and   commanded   to   stop,        magical ring can be worn per  hand.  If  more  th
                                                                      later released if an entray enters so  that  the  rod        that are worn, the  rings  negate  each  other  a
          per  charge  if  the  hit  is  successful.  Only   one
          charge may be used per strike.                              will continue  toward  the  enemy  (a  normal  attack        none will  function,  with  the  exception  of  a
          Staff  of  Withering:  One   hit   from   this   staff      roll is made).  If the  user  falls,  a  command  will        of weakness.
          ages the victim 10 years.  One or two hits  *will    be      stop the rod suddenly, and  the  user  may  hold  on-        Any  ring  may  be  used  by  any  character   cl
          fatal  to  most  animals  and  harmful  to  many   hu-      to the rod.                                                  except where noted otherwise in the text.
          mans.  Elves may ignore the  first  200  years  of  ag-      Rod of Parrying: This rod  +  5  can  be  used  as  a
          ing, dwarves  may  ignore  the  first  50  years,  and      melee weapon, inflicting id8 +  5  (6-13)  points  of        Ring Descriptions
          haltings  may  ignore  the  first  20  years.   Undead      damage per  hit  (but  no  Strength  bonus  applies).
          are not affected by this item.  This  staff  is  usable      it may also be used to parry  attacks,  if  the  user        The  rings  listed  in  Magical  Item   Subtable:
          only by clerics.                                            chooses this ability at the  beginning  of  a  round.         Rings, page 229, are  described  in  the  followi
          Staff   of   Wizardry:   Usable   only    by    magic-      When  attacked  in  melee,  the  user's  armor  class        text.
          users, this staff + 1 has all the powers of a staff of      gains a +  5  bonus  while  parrying;  however,  this        Animal  Control:  The   wearer   of   this   ring
          power, plus the magic-user spell  effects  of  invisi-      does not apply to avoiding missile  fire.  While  us-        command  id6   normal   animals   (or   one   gia
          bility,  passwall,  web,  and  conjure  clemental.  It      ing the rod ofparrying, no other action  is  possible        sized).  The  animals  are  not  allowed  a  savi
          may also be used to create a  whirlwind  (as  if  from      except   a   Fighting   Withdrawal   maneuver    (see        throw to resist control.  The ring will  not  cont
          a djinni) or shoot a  cone  of  paralyzation  (as  the      Chapter 8).  This rod  is  usable  by  any  character.        intelligent animal species or fantastic  or  magi

                                                                                             237@

                      pter 16: Treasure                                          .am

 monsters.  The  wearer  must  be  able  to  see  the  an-     the ring, attack someone, or cast spells.                   (though spells  can  be  restudied  and  safely  cast)
 imals  to  control  them.  The  control  will  last   as       Life  Protection:  This  valuable  ring  will  negate     until a remove curse is applied by a 2 5th  or  higher
 long  as  the  wearer  concentrates   on   the   animals     the  effects  of  id6  energy  drain  attacks.  If  the     level spelicaster.  Tbis remedy only  permits  the  re-
 and  does  not  move   or   fight.   When   the   wearer     wearer  is  struck   by   an   energy-draining   undead     moval of the ring and does not affect  its  powers.  A
 stops  concentrating,  the  animals  will  be  free   to     (or effect), charges are  drained  from  the  ring  and     dispel evil cast by a 36th level caster will turn  the
 attack their controller  or  run  away  (roll  reactions     no levels are  lost.  If  a  single  blow  drains  more     ring into a normal ring of spell tuming.
 with a penalty of -  I  to  the  roll).  This  ring  can     experience  levels  than  there  are  charges   remain-       Spell  Storing:  When  found,  this  ring  has   id6
 only be used once per turn.                                  ing in the ring,  the  ring  disintegrates;  otherwise,     spells stored within it.  Those exact  spells  are  the
    Delusion:  The  wearer  will  believe  this   to   be     it becomes a ring  of  protection  +  1  when  all  the     limit  of  the  ring's  powers  and  they  cannot   be
 any  one  other  ring  (roll  again  for  the  imaginary     charges are used.                                           changed.  When  the  ring  is  put  on,   the   wearer
 type).  However,  it  has  no  real  effect.  The  wearer       Mcmory: This ring  can  only  be  used  by  a  spell-     magically  knows  what  spells  are  stored  and   how
 will  not  be  convinced  otherwise   until   a   remove     caster.  It allows the wearer to recall  any  one  spell     to use them.  After a spell is  used,  it  may  be  re-
 curse is used to dispel the enchantment.                     cast.  The  wearer  must  decide,  within  1  turn   of     placed by a spellcaster who  must  cast  the  replace-
    Djinni   Summoning:    The    wearer    may    summon     casting a spell, to recall it; the  memory  then  reap-     ment spell directly at the ring.  The  ring  will  not
 one djinni to serve  for  up  to  one  day.  The  djinni     pears and  the  spell  is  instantly  "relearned."  The     absorb spells thrown at  the  wearer.  The  spells  in
 will  only  serve  and  obey  the  person  wearing   the     ring can restore  the  memory  of  one  spell  pef  day     the  ring  have  the  duration,  range,   and   effect
 ring  at  the  time  of  its  summoning.  The  ring  may       Plant Control: This  ring  has  the  same  effect  as     equal  to  the  lowest  level  needed  to  cast  them,
 be used only once per week.                                  the  potion  of  the  same  name,  but  only  lasts  as     The DM  should  select  the  type  of  spells  in  the
    Ear: This ring,  worn  on  the  ear  as  an  earring,     long as the wearer concentrates.                            ring; about  20%  of  these  rings  typically  contain
 has   no   effect   when   worn.   However,   when   re-       Protection + 1, + 2, + 3,  or  +  4:  This  ring  im-     clerical spells.
 moved  and  placed  against   any   surface   (a   door,     proves the wearer's armor class by 1, 2, 3,  or  4,  as       Spell  Turning:  This  ring  reflects   2d6   spells
 chest, etc.),  the  user  may  hear  all  noises  occur-     listed.  For  example,  a   ring   of   protection   +3     back to their casters (per day)  so  that  the  wearer
 ring  within  60'  of  the  surface.  Light   breathing,     wom  by   a   magic-user   with   no   armor   (AC   9)     is not affected by  spell  attacks.  Only  spells  are
 heartbeats,  and  even  faint  breezes  can  be   heard.     would  give  the  magic-user  an  AC  of  6  while   he     reflected,  not  spell-like  powers  of  monsters   or
 The fing will function three times pef day.                  wears the ring.  This  item  also  adds  its  bonus  to     spell-like  effects  from  items.  Once   the   ring's
    Elemental  Adaptation:  There   are   seven   differ-     all of the  weafer's  saving  throws;  in  the  example     number  of  spells  is  reached,  it  becomes  useless
 ent  types  of  this  ring;  roll  idloo  to   determine     here,  the  magic-user  would  get  a  +  3  bonus   to     for the rest of the day.
 the exact type or select one as appropriate.                 saving throws.                                                 Survival: The wearer can survive without
            01-21           Air                                 A variation of this  ring  is  the  ring  of  protec-     food, or drink while the ring is  worn  by  using  the
            22-42           Earth                             tion +  1,  5'radius.  This  ring  improves  the  wear-     charges  contained  within  it.  The   ring   contains
            43-63           Fire                              er's  armor  class  and  saving  throws  by  1  (as   a     idloo  +  loo  (101-200)  charges   when   found.   By
            64-84           Water                             normal ring  ofprotection  +  1),  but  the  ring  also     spending  one  charge,  the  user  needs  no  food  or
            85-91           Air and Water                     gives the  same  bonus  to  all  creatures  within  5'-     drink for 24  hours.  Survival  without  air  requires
            92-98           Earth and Fife                    both  friend  and  foe!  No  rings  affecting  an  area     one  charge  per  hour.  The  ring  turns  black  when
            99-00           All elements                      are more powerful than + 1.                                 five or fewer charges remain.
                                                                Quickness:  Once  each  day,  the  wearer   of   this       Telekinesis:  The  wearef  may  slowly  move   inan-
    The  wearer  of  this  fing  can,  when  in  the  ap-     ring  can  move  and  attack  at  double  normal  rates     imate  objects  weighing  up  to  2,000  cn  by   con-
 pfopriate   elemental   plane,   freely   breathe    and     for I turn.  The  effect  is  identical  to  the  magic-     centration alone, up to a distance of 50'.
 see  through  the  gaseous   element   (the   equivalent     usef spell h2stc,  but  this  effect  can  be  produced       Truth: Three tifries per day, this ring  allows  the
 of air on the Prime Plane).                                  by command, not by spelicasting.                            wearer  to  know  whether  a   spoken   statement   is
    Fire  Resistance:  The  wearef  of  this  fing   will       Regeneration:  The  wearer   regenerates   lost   hit     true or false.  Note that if  the  person  or  creature
                                                              points at the  slow  rate  of  I  per  turn.  The  ring     uttering the statement  believes  it  to  be  true,  a
 not  be  harmed  by  normal  fires,  and  he   gains   a     also replaces lost limbs; a finger will  regrow  in  24     "true" result will  be  obtained.  By  telepathy,  the
 bonus of + 2  on  all  saving  throws  vs.  fife  spells     houfs,  and  a  whole  limb  can  be  replaced  in  one     ring tells the wearer of its powers as soon as  it  is
 and  vs.  red  dragon  breath.  In  addition,   the   DM     week.  The  fing  will  not  function  if  the  wearer's     worn.
 subtracts I point  from  each  die  of  fire  damage  to     hit points dfop to 0 of  less.  Fire  and  acid  damage       Truthfulness: This item  claims  to  be  a  ring  of
 the  wearer  (with  a  minimum   damage   of   I   point     cannot be regenefated.                                      truth when worn (as  above),  but  actually  it  func-
 per die rolled to determine the damage).                        Remedies:  Once  each  day,  this  ring   will   pro-     tions differently.  When  the  wearer  first  tries  to
    Holiness: This fing is usable only  by  a  cleric  or     duce    one    remedy-a    cure     blindness,     cure     determine  the  truth  of  a  statement,  the   state-
 druid.  If the  ring  is  wom  while  spells  are  gained     disease,  remove  curse,  or  neutralize  poison  spell     ment  will  appear  to  be  true-but  thereafter,  the
 (usually  during   morning   meditation),   the   cleric     effect.  Each effect is identical to  the  cleric  spell     wearer  will  be  unable  to  lie.  The  wearer   must
 gains one extra spell each of levels  1,  2,  and  3  as     of the satne name and  is  treated  as  if  cast  by  a     provide  full  and  completely  true  answers  to  any
 appropriate.  (Extra  spells   apply   only   to   spell     2 5th level cleric.  The ring produces  the  effect  de-     question  asked  of  him  so  long  as  he  wears  the
 levels obtainable.  For  example,  a  5th  level  cleric     sired  when  the  wearer   concentrates   and   touches     ring.  He  cannot  remove  the  ring  until  a  remove
 would not gain any 3rd level spells.)  If  the  fing  is     the recipient.                                              curse is applied by a 26th  or  higher  level  caster.
 removed,  the  spells   are   forgotten   (though   this       Safety: The effect of this ring is  similar  to  that       Truthlessness:  This  item  also  claims  to  be   a
 has no effect if the spells are already  cast).  In  ad-     of a potion ofluck.  If the ring's wearer fails  a  sav-     ring of  truth  when  worn,  but  it  functions  in  a
 dition, a clefic (but not a  druid)  gains  a  +  1  bo-     ing  thfow,  his  p]2yer  may  "change  fate"  by   an-     manner  opposite  that  of  a  ring  of  trUthfulneS5-
 nus  to  any  rolls  to  turn  undead,   including   the     nouncing  that  his  saving   throw   was,   in   fact,     that is, the wearer is unable to tell  the  truth  and
 roll  determining  the  Hit  Dice  of   undead   turned.     successful.  The ring  will  negate  id4  failed  saving     must  lie  at  all  times.  The  rin  cannot  be   re-
 The  ring  does  not  affect  turn  attempts   not   re-                                                                                                    9
 quiring a roll.                                              throws and then disintegrate.                               moved until a remove  curse  spell,  cast  by  a  26th
    Human  Control:  This  is  the  same  effect  as  the       Seeing: Once  each  day,  the  wearer  of  this  ring     or higher level caster, is applied.
 potion  of  the  same  name.  The  effect  lasts   until     can see all things plainly,  as  if  the  cleric  spell       Water  Walking:  The  wearer  of   this   ring   may
 canceled by the wearer of the  ring,  the  ring  is  re-     truesight  were  cast.  The  weafer  need  not   be   a     walk on the surface of any  body  of  water  and  will
 moved,  or  until  a  dispel  magic  spell  removes  the     spelicaster.  The effect lasts for 3 tufns.                  not sink.
 charm.                                                          Spell  Eating:  Although  this   ring   appears   and       Weakness: When  this  ring  is  put  on,  the  wear-
    Invisibility: The wearer  is  invisible  as  long  as     functions as a ring ofspell toming, it  has  an  extra,     er  becomes  weaker  and  his   Strength   score   be-
 the ring  is  worn.  if  the  wearer  attacks  or  casts     detrimental effect if the user is a spellcaster.  After     comes  3  within  id6  rounds.   The   wearer   cannot
 spells, he  or  she  will  become  visible.  The  wearer     the spellcaster has cast a  spell  while  the  ring  is     take off this ring unless  a  remove  curse  spell  is
 can  only   become   invisible   once   per   tum,   but     wom,  the  ring  "eats"  all   the   remaining   spells     used.  If  more  than  one  ring  is  worn  per  hand,
 there is no duration to  the  invisibility;  the  wearer     memofized  by  the  spelicaster.  The  ring  cannot  be     this  ring  will  still  function  despite  the  other
                                                              removed  aftef  it  h2s  eaten  the   wearer's   spells     rings' effects being canceled.

                                                                                      238

                                                                                                              Chapter 16: Treasu


          Wishes:  A  ring  of  wishes  is  an  extremely   pow-     class is 4 and it has 40 hull  points.  It  is  operated     power to  listen  to  noises  through  the  ears  of  a
          erful item.  Wishes  must  be  handied  very  careful-     by   a   magical   command   word   that    its    maker     creature in the area viewed.  It is  only  usable  by  a
          ly by the DM  and  the  players  alike.  To  find  the     knows;   characters   who   find   an   undersea    boat     magic-user.
          number of wishes contained, roll idio.                     may  have  to  go  on  an  adventure  to  discover   the       Crystal  Bali  with  ESP:  This  also  works  like  a
                    1-4                      1                       boat's  command   word.   If   the   command   word   is     standard  crystal  ball,  but  with  the  added   power
                    5-7                      2                       known,  no  rowers  or   sailors   are   required.   The     to listen to the thoughts  of  a  creature  viewed.  It
                    8-9                      3                       boat  will  obey  commands  to  start,  stop,  turn   to     is only usable by a magic-user.
                    10                       4                       port (left),  turn  to  starboard  (right),  stop  turn-       Displacer Cloak: This  item  warps  light  rays;  the
                                                                     ing  (while   keeping   the   same   speed),   submerge,     wearer is actually 5' away  from  the  perceived  loca-
          X-ray  Vision:  The  wearer  may  see  a  distance  of     level   off,   and   surface.   When   underwater,   the     tion.  The cloak gives a bonus of  +  2  to  the  wea-r-
          up to 30', even through a  wall  and  into  the  space     boat  radiates  a  watcr  breathing  effect,  protecting     er's saving throws vs. spell, wand / staff /  rod,  and
          beyond, by  standing  still  -and  concentrating.  The     all passengers and crew  as  long  -as  they  touch  it.     turn  to  stone  attacks.   Hand-to-hand   attacks   on
          effect may be blocked  by  gold  or  lead.  The  wear-     The  undersea  boat  can  be  fitted   with   grips   so     the  wearer  are  penalized  by  -  2  on   the   attac
          er can inspect  one  10'x  10'  area  per  use  (which     that the passengers can avoid drifting away.                 rolls, and most missile fire will  automatically  miss.
                                                                        Note:   The   DM   may   wish   to   create   similar       Drums   of   Panic:   These   large    kettle    drum
          requires a full turn), and he  will  be  able  to  see
          any traps  or  secret  doors  in  the  area  examined.     magicai Doats that travel only  on  ice,  sand,  in  the     have  no  effect  on  any  creatures   within   lo'   o
          The ring  allows  the  wearer  to  see  through  items     air, and so forth.                                           them.   When   used,   however,   all   creatures   lo'
          less dense than stone (such as  cloth,  wood,  or  wa-        Boots  of  Levitation:  The   wearer   may   levitate     240'  away  must  make  a  saving  throw  vs.  spell  0
          ter) more easily, to a range  of  60'.  The  ring  may     (as  if  using  the  magic-user  spell).  There  is   no     run away  from  the  user  for  3  full  turns.  If  th
          be used up to 1 turn per hour.                             limit to the duration.                                       morale  system  is  used,  no  saving  throw  is   need
                                                                        Boots  of  Speed:  The  wearer  may  move   as   fast     ed,  but  each  creature  must  make  a   morale   chec
                                                                     as a riding horse  (240'  [80'])  for  12  hours,  after     instead, with a penalty of + 2 to the roll.
          Miscellaneous Magical                                      which the wearer must rest for one full day.                    Efreeti  Bottle:  This   item   is   a   large,   hea
          Items                                                         Boots  of   Traveling   and   Leaping:   The   wearer     sealed jug about 3'high.  If  the  seal  is  broken  an
                                                                     needs   no   rest   during    normal    movement.    The     the stopper  pulled,  an  efreeti  will  come  forth  t
          Each of the  items  listed  in  this  section  may  be     wearer  may  also  make  mighty  jumps,   to   a   maxi-     serve  the  opener  once  per  day  for  101  days   (o
          used by  any  character  class  and  up  to  once  per     mum  height  of  10'  and  a  maximum  length  of   30'.     until slain).  The  creature  will  return  to  its  hom
          round, unless  noted  otherwise.  Most  of  the  given     .  Bowl   of   Commanding   Water    Elementals:    This     (the fabled City of  Bms)  after  its  term  of  servic
          effects either work  automatically  or  are  activated     item may  be  used  only  once  per  day.  The  bowl  is     is  ended.  It  will  serve  no  one  but   the   perso
          by concentration  alone.                                   3'  in  diameter;  it  requires  1  turn  to  use.   The     opening the bottle.
          There is  no  limit  to  the  many  types  of  magical     bowl  will  summon  a  water  elemental  and  will   al-       Egg of Wonder:  This  strange  item  is  the  size  o
          items possible; the devices  and  effects  given  here     low the user to control  it,  subject  to  normal  rules     a chicken's  egg,  but  it  may  be  of  any  color.  A
          are  a  mere  sampling.  The  DM  may  create   others     for elemental control.                                       egg  breaks  when  dropped   or   thrown   (to   60'max
          as  desired,  with  nearly  any  powers  as  appropri-        Brazier   of   Commanding   Fire   Elementals:   This     imum  range);  in  the  following  round,   a   creatur
          ate.  However,  when  designing   such   items,   keep     item may be used  only  once  per  day.  It  requires  I     emerges  from  it  and  grows  to  normal  size,  there
          the balance of the  game  in  mind.  If  an  item  du-     turn  to  use  and  will   summon   a   fire   elemental     after obeying  the  thrower  of  the  egg  to  the  bes
          plicates  clerical  powers,  for   example,   it   may     that will allow the  user  to  control  it,  subject  to     of  its  ability.  (Note  that  the  creature  must   b
          cause clerics themselves  to  become  less  useful  in     normal rules for elemental control.                          able  to  hear  the  user's  commands.)   The   creatur
          the  game.  Keep  such  items  rare  and  limit   them        Broom   of   Flying:   When    verbally    commanded,     will  disappear  after  one   hour   of   existence   o
          by giving  them  expendable  charges,  lest  they  ad-     the broom will  carry  its  owner  through  the  air  at     when  sia-in.  The  creature  appearing  is  never   de
          versely affect the game.                                   240'  per  turn.  One  other  person  (or  up  to  2,000     termined  until  the  egg   actually   breaks;   charac
                                                                     cn  of  baggage)  may   also   be   carried,   but   the     ters  can  never   know   what   creature   will   appe
          Miscellaneous           Item                               broom slows to 180' per turn.                                beforehand.  The  DM  may  add   other   creatures,   i
                                                                        Censer of Controlling Air       Elementals:      This     desired.    To  determine  the  type  of   creature   ap
          Descriptions                                               item  may  be  used  only  once  per  day  and  requires     peating, roll ldl2.
          The  magical  items  listed  in  Magical   Item   Sub-     1 turn to use.  The  censer  will  summon  an  air  ele-           1    Bal>oon,    rock
          table: 5.  Miscellaneous  Items,  page  229,  are  de-     mental and will allow  the  user  to  control  it,  sub-           2    Bat, giant
          scribed in the following text.                             ject to normal rules for elemental control.                        3    Bear, black
          Amulet  of   Protection   from   Crystal   Bails   and        Chime  of  Time:  This  simple  metal  stick  is   3"           4    Bear,    grizzly
          ESP:  The  wearer  of  this  item   is   automatically     tong  and  made  of  a  silvery   metal.   On   command,           5    Boar
          protected from  being  spied  on  by  anyone  using  a     it will keep  track  of  time,  chiming  every  hour  on           6    Cat, mountain lion
          crystal ball or any type of ESP.                           the  hour-the  chime  can  be  heard   by   all   within           7    Cat,     panther
          Bag  of  Devouring:  This  item  looks  like  a   nor-     60' (regardless of intervening walls,  rock,  etc.).  If           8    Ferret,    giant
          mal  small  sack,  but  anything  placed   within   it     dampened  by  a   silence,   15'   radius   spell,   the           9    Lizard,    gecko
          disappears.  Anyone  may  reach  in   and   find   the     chime  will  dispel  the  silence  but  be  dampened  to          10    Lizard,    draco
          contents by touch-if the  contents  are  still  there!     a 30-foot range for that turn.                                    11    Snake,     racer
          If the conteints  are  not  removed  within  id6  +  1        A  second   command   will   cause   the   chime   to          12    Wolf,     normal
          (7-12) turns, they  will  be  forever  lost.  The  bag     turn color.  It will turn gold  at  one  end,  the  color
          will not affect living  creatures  unless  the  entire     slowly  spreading  to  the  other  end  in   an   hour's        Elven Cloak:  The  wearer  of  this  cloak  is  near
                                                                     time.  A   third   command   word   causes   the   chime
          creature is stuffed inside the  bag.  This  is  impos-     to  stop  ringing  or   to   stop   changing   color-but     invisible (roll id6;  seen  only  on  a  1).  The  wear
          sible to do except with very small creatures.              not until I turn elapses after the command.                  becomes   visible    when    attacking    or    casting
          Bag  of  Holding:  This  bag  looks  like   a   normal        Crystal Ball: This  item  can  only  be  used  by  an     spell,  and  he  may   not   become   invisible   again
          small sack, but any  items  placed  within  it  disap-     elf  or  a  magic-user.  Its  owner  may  look  into  it     a full turn.
          pear.  Anyone  may  reach  in  and  find  the  contents     and  see  any  place  or  object  thought  about  as  it        Elven  Boots:  The   wearer   of   these   boots   m
          by touch.  The bag  will  actually  hold  treasures  up     exists at that  time.  It  will  work  three  times  per     move   with   nearly   compicte   silence   (roll   idi
          to 10,000 cn  in  weight,  but  will  only  weigh  600     day,  and  the  image  will  last  for  1  turn.  Spells     heard only on a 1).
          cn  when  full.  An  item  to  be  placed  inside  the     cannot  be  cast  "through"  the   crystal   ball.   The        Flying  Carpet:  This  item  can  carry  one   passe
          bag may be no  larger  than  10'x  5'x  3'.  A  larger     more familiar  the  object  or  area  to  be  seen,  the     ger at up to  300'  per  turn,  two  at  240'  pef  tur
          item will not fit inside.                                  clearer the picture will be.                                 or three at  180'  per  turn.  It  will  not  carry  mo
          Boat,  Undersea:  This  item  appears   identicai   to        -      I  Bail   with   Clairaudience:   This   works     than   three   passengers    and    their    equipment.
          a standard  riverboat  (see  Chapter  4)  and  can  be        t-rysta                                                   an  option,  the  DM  can  say  that  the   carpet   wi
          used as one.  As it  is  magical,  however,  its  armor     like  a  standard  crystal  ball,  but  with  the  added     carry   an   encumbrance   of   6,000   cn,    but    t
                                                                                               239@o

                      pter 16: Treasure



                                                                                                                          winds.  If this  occurs,  every  item  carried  (exclud-
                                                                                                                          ing  body   clothing   and/or   armor   but   including
                                                                                                                          caps, gloves, treasure, etc.)  is  blown  about,  land-
                                                                                                                          ing  scattered  within   60'.   A   successful   saving
                                                                                                                          throw indicates that  the  victim  has  fallen  to  the
                                                                                                                          ground  in  time,  tightly  grasping  all  items   car-
                                                                                                                          ried.  The  hurricane  lamp  may  thereafter  be   used
                                                                                                                          as  a  lamp  of  long  burning  for  the  remainder  of
                                                                                                                          the day.  It resets  its  "hurricane"  effect  every  24
                                                                                                                          hours,  which  must  again  be  triggered  before   the
                                                                                                                          lamp can be of more beneficial use.
                                                                                                                             Lamp of Long Burning:  This  item  is  identical  to
                                                                                                                          a  normal  adventurer's  lantern.   It   is   made   of
                                                                                                                          metal,  with  a  lower  compartment  for  oil,  a  han-
                                                                                                                          dle, and  shutters  around  the  body  to  protect  the
                                                                                                                          flame from wind.  When filled with  oil  and  lit  as  a
                                                                                                                          normal  lantem,  it  will  bum  and  shed  light  with-
                                                                                                                          out using oil.  If the flame is ever  doused  by  water,
                                                                                                                          the lamp of long buming becomes nonmagical.
                                                                                                                             Medallion  of  ESP,  30'Range:  This   magical   me-
                                                                                                                          dallion is strung  on  a  chain  and  worn  around  the
                                                                                                                          neck.  If  the  wearer  concentrates  for  1  round,  he
                                                                                                                          may read  the  thoughts  of  any  one  creature  within
                                                                                                                          30'.  The  wearer  may   move   normally   but   cannot
                                                                                                                          fight  or  cast  spells  while  concentrating.  The  DM
                                                                                                                          must roll id6 each time this  item  is  used;  it  will
                                                                                                                          not work properly @on a roll of 1. If a 1  occurs,  the
                                                                                                                          medallion will  broadcast  the  thoughts  of  the  user
                                                                                                                          to everyone  within  30'!  The  DM  may  allow  i  sav-
                                                                                                                          ing throw vs. spells  to  prevent  the  medallion  from
                                                                                                                          reading a creature's thoughts.
                                                                                                                             Medallion  of  ESP,  90'   Range:   This   item   is
                                                                                                                          identical  to  the  medallion   ofESP   30'range,   ex-
                                                                                                                          cept that it has a greater range.
                                                                                                                             Mirror  of   Life   Trapping:   This   unique   item
                                                                                                                          stores man-size of smaller  creatures  for  an  indefi-
  weight  of  the  passengers  will  have  to  be  calcu-     helm  work,  the  wearer  must   concentrate   on   the     nite  period.  Any  such  creature   who   tooks   into
  lated.                                                      creature, and he  may  not  move  or  cast  spells.  If     the mirrof must make  a  saving  throw  vs.  spells  or
     Gauntlets  of  Ogre  Power:  These  gauntlets   will     the creature fails a saving throw vs. spells  (or  per-     be  sucked  into  it  (complete  with   all   equipment
  give the wearer a Strength score  of  18,  gaining  all     mits the  thought  reading),  the  wearer  will  under-     and  treasure!).  The  mirror  can  store  up   to   20
  normal bonuses.  If the wearer  is  not  using  a  weap-     stand the creature's thoughts.                              creatures;  when  it  is   full,   no   more   can   be
  on, he can strike with one  fist  each  round,  gaining        Helm  of  Teleportation:   Usable   by   magic-users     trapped.  Creatures  trapped  in  the  mirror  do   not
  a + 3 on hit rolls, for I d4 points of damage.              only, this helm  allows  the  wearer  to  teleport  (as     age or need  food  or  air,  but  they  are  completely
     Girdle  of  Giant  Strength:  This  item  gives  the     the  magic-user  spell,  including  chances  of  error)     powerless.  Anyone  can   talk   with   the   creatures
  wearer the  same  chances  to  hit  as  a  hill  giant.     himself  or  to  attempt  to  teleport  another   crea-     trapped  in  the  mirror  (if  they  speak   the   same
  The   wearer   does   double   damage   with   whatever     ture  or  item.  An  unwilling  victim   can   make   a     language).  If the  mirror  is  broken,  all  the  crea-
  weapon he is using.                                         saving throw vs. spells  to  avoid  the  effect.  Aftef     tures  trapped   within   afe   immediately   released.
     Helm    of    Alignment    Changing:    This    item     one use,  the  helm  will  no  longer  function.  If  a     However,   trapped   individuals   can   be   recovered
  looks like  a  fancy  helmet.  When  the  helm  is  put     teleport spell is then  cast  upon  it,  the  user  can     without harming the mirror by using a wish.
  on,   it   will   immediately   change   the   wearer's     then teleport as often  as  desired,  up  to  once  pef        Muzzle  of  Training:  This  item  is  a  device  of
  alignment   (the   DM   should   determine   the    new     round,   without   using   charges.   However,    when-     leather straps with  metal  buckles  and  may  be  fas-
  alignment  randomly).   This   device   can   only   be     ever the helm is  used  to  teleport  another  item  or     tened  over  the  mouth  of  any  animal   or   monster
  taken off by  using  a  remove  curse  spell,  but  the     creature,  it  again  becomes  useless,  requiring  an-     that has a bite attack.  It  will  magically  expand  or
  wearer will resist seeking  the  removal.  Once  it  is     other teleport spell to reactivate it.                      contract to  fit  the  creature,  and  the  victim  can
  removed,  however,   the   weafer's   original   align-        Horn of  Blasting:  This  horn  creates  a  cone  of     breathe  but  cannot  bite  (or  talk)  while   wearing
  ment  will  return.  As  an  option,  the  DM  may  al-     sound,  100'  long  and  20'  wide  at  the  far   end,     the muzzle.  The  muzzle  will  lock  in  place  with  a
  low   the   character   to   remove   the    helm    by     when  blown.  Victims  within  this   area   take   2d6     command  word  (treat  as  a  wizard  lock  by  a  15th
  performing a special task or adventure.                     points  of  damage  and  must  make  a   saving   throw     level caster) and will  unlock  and  fall  off  with  a
     Helm  of  Reading:  The  wearet  is  able  to   read     vs. spells or  be  deafened  for  one  turn;  construc-     second   command.    The    muzzle    can    be    com-
  any writing, regardless  of  the  language  or  magical     tions  and  ships  take  id8  points  of  damage.   The     manded as often as desired.
  properties of the script.  This  does  not  allow  char-     horn may be blown but once per turn.                            Nail,  Finger:  This  item  appears   identical   to
  acters to use spell scrolls unless they can do so  nor-        Lamp,   Hurricane:    This    item    appears    and     the common iron nail  of  medieval  carpentry,  1  "  -
  mally.  This helm  is  fragile,  however,  and  will  be     functions  as  a  lamp  of  long  buming  in  all   re-     4" long  and  very  crudely  made.  It  may  easily  be
  destroyed if the wearer  is  killed.  Any  hit  on  the     spects, but only after its storm  has  passed,  as  de-     overlooked  if  found  with  other   construction   ma-
  wea.ter might (10% chance) destroy the helm.                scribed hereafter.                                          terials unless -a detect magic spell is used.
     Helm of Telepathy: This  item  looks  like  a  fancy        This  lamp  is  always  closed  when   found.   When        If  mistaken  for  a  nail  of  pointing  and   com-
  helmet.  The  wearer  of  this  helm  may   send   mes-     the  shutters  are  opened,  violent  gusts   of   wind     manded  to  function,   the   nail   disappears.   When
  sages,  by  mere  thought,  to  any   creature   within     and  rain  come  from  the  lamp,  dousing  the   hold-     the user next  tries  to  avoid  the  attention  of  an
  901.  The  creature  receiving  the  thought   messages     er  (who  gets  no  saving  throw)   and   all   others     enemy (by hiding, invisibility,  etc.),  the  nail  re-
  will understand  them.  (The  creature  may  refuse  to     within 30'.  This  "hurricane"  lasts  for  3  rounds-,     appears as a large  glowing  finger,  pointing  at  the
  respond.)'rhe  wearer  may  also  read   the   thoughts     each victim  must  make  a  saving  throw  vs.  spells,     character for 1  d6  rounds.  The  fingernail  may  re-
  of  a  living  creature  within  range.  To  make   the     and  all  those  failing  are  knocked  over  from  the     appear   during   each   similar   attempt   thereafter

                                                                                        40

                                                                                                               Chapter 16: Trea




         (2 5 % chance  for  each),  but  a  remove  curse  will        Unfortunately, there  is  a  2  5  %  chance  per  use       Lesser  Talisman:  This  item  is   a   round   amulet

9         cause it to vanish forever.                                    that the quill will suddenly drain  of  ink,  spoiling       that may be  found  on  a  chain;  there  are  corres-

         Nail  of  Pointing:   This   item   appears   identical        the entire  scroll  upon  which  it  is  writing.  The       ponding types to each of  the  four  elements.  It  is

         to a common carpentry     nail.    If    its    command        blot  thus  created  cannot  be   removed   from   the       engraved with a triangle in  the  center  and  a  sym-

e         word is known, the  user  may  cause  it  to  point  at        parchment by any means but a wish.                           bol above it (one of  the  ten  symbols  of  the  ele-

         any   nonmagical   item    named    (door,    stairway,        Rope  of  Climbing:  This   50'-long,   thin,   strong       mental ranks).  On  the  Prime  Plane,  the  user  may

         gold piece, etc.); the nail then turns  into  a  finger        rope  will  climb  in  any  direction  upon  the  com-       press the  central  symbol  while  casting  a  conjure

         of  bone  and  points  toward  the  closest   item   of        mand of  the  owner.  It  can  fasten  itself  to  any       clemental spell; the talisman  will  reverse  the  ef-

         that type.  It will  continue  to  point  at  that  item        protruding surface  and  will  support  up  to  10,000       fect, sending the wearer  into  the  appropriate  ele-

         for I turn and then  return  to  nail  form.  There  is        cn of weight.                                                mental  plane.  While  wearing   the   talisman,   the

         no limit to the range  of  the  nail's  detection,  but        Scarab  of   Protection:   This   item   automatically       user can  breathe  elemental  matter  as  if  it  were

         it cannot detect living  or  undead  creatures  of  any        absorbs  any  curse  (whether  by  spell,  scroll,  or       pure, clean air, and he  gains  in  vision  (norm-ally

         type, nor can it  detect  any  magical  item  or  spell        other effect).  It will also absorb a finger  of  death       120'-1,200'   range,   depending    on    conditions).

         effect.  The  nqil  of  pointing  will  function   once        (a cleric's rqise deqd spell,  reversed).  The  scarab       Greater  Talisman:  This  item   is   similar   to   a

         per day.                                                       will  work  2d6  times  before   becoming   worthless.       lesser talisman in powers,  but  applies  to  all  the

         Ointment:  This  white  creamy  salve   is   found   in        Slate  of  Identification:   This   valuable   device,       elemental planes.  It is engraved with  the  four  tfi-

         a small wooden box with  a  cotton  swab.  If  all  the        usable only  by  spelicasters,  can  identify  magical       angular  symbols  of  the  planes,  meeting   in   the

         salve found is rubbed  on  any  part  of  the  skin  of        items of most sorts.  It is a piece  of  slate  (stone)       center.  The  ten  symbols  of   all   the   elemental

         the  recipient,  a  magical  effect  is  produced.  All        held  firmly  in  an  ornate  wooden  frame,   usually       ranks  are  inscribed   around   the   edge.   If   th

         ointments  look,  smell,  and  taste   the   same.   To        about 3' square  (though  slates  of  many  sizes  are       proper   command   words   are   known,   the    weare

         determine  the  type  found,  roll  id6   and   consult        possible,  both  larger   and   smaller).   The   usef       may  also  force  an  elemental  being  to  obey   in-

         the  following.  The  DM  may   add   other   ointments        holds the slate  horizontally  and  places  a  magical       structions.  This  uses  one   charge;   the   talisma

         as desired.                                                    item upon  it.  When  the  item  is  lifted  off,  the       can expend up to ten charges per  trip  into  an  ele-

         1 Blessing: This  salve  gives  the  recipient  a  -  2        name of the item appears on  the  slate.  If  an  item       mental plane.

           bonus  to  armor  class  and  a  +  2  bonus  to  all        has command  words,  one  will  appear  on  the  slate       Wheel  of  Floating:   This   item   appears   identi-

           saving throws for 1 turn.                                    with each identification.  The  slate  will  only  re-       cal to  a  normal  wagon  wheel,  but  it  enables  an

         2                                                              peat  itself  when  all   the   command   words   have       wagon upon  which  it  is  mounted  to  float  on  wa-
           Healing:  This  salve  cures  2d6  +  2   points   or        been revealed.                                               ter.  One  wheel  of  floating  allows  a  wagon  to  b
           damage.                                                       The  slate  is  easily   fooled   by   cursed   items,       towed  across  a  river  or  stream,  carrying  up   t
         3 Poison:  This  salve  seems   to   be   an   ointment        however.  And  it  cannot  detect   an   item's   num-       10,000  cn  weight   without   sinking.   Each   addi-
           of blessing, but it  is  a  poison  and  the  recipi-        ber  of  charges  or  special  ability.  A  potion  of       tional  wheel  of  floating  allows   5,000   cn   mor
           ent  must   make   a   saving   throw   vs.   poison,        poison  will  be   mistakenly   identified   as   some       weight  to  be   carried,   to   the   normal   maximu
           with a - 2 penalty to the roll, or die.                      other  type.  Any  cursed  item  will  be   identified       for the wagon  of  25,000  cn.  Swamp  travel  is  als
         4 Scarring:  This  salve  seems  to  be   an   ointment        as  a  normal  item.  (These  guidelines   should   be       possible, but at  a  very  slow  movement  rate  unies
           of  healing,  but  instead  it  inflicts  2d6  points        strictly followed, lest  the  mystery  of  such  items       some water-type draft animal is available.
           of  se.vere   bum   damage,   which   can    only    be      found be ruined.)                                            A  cursed  wheel   offloating   will,   when   reachin
           repaired  by  ointment   of   soothing,   a   cureall        The  slate  may  expend  up   to   ten   charges   per       the center of any river  or  stream,  become  stuck  a
           spell, or a wish.                                            day;  items  identified  require  the  following  num-       that  point  and  cannot  be  moved   until   a   remo
         5 Soothing: This  salve  cures  the  fecipient  of  all        bers of charges per use.                                     curse is applied by a  15th  or  higher  level  caster
           burn    damage,    whatever    the     amount     and                                                                     This  allows  progress  to  continue,  but  the   curs
           whether magical or normal.                                    Temporary Magical Items                                      will return again  at  next  use  until  the  wheel  i
         6 Tanning:  This  salve  causes  all  the   recipient's        Potion                                      2                destroyed.
           skin  to  turn  a  bright  color   (determined   ran-        Missile                                     3                Wheel  of  Fortune:  This  strange  device  is  lo'  i
           do@ly    from    red,    yellow,    orange,     blue,        Wand                                        4                diameter,  mounted  on  a  stand   or   wall   fixture
           green,  or  brown).  The   effect   cannot   be   re-        Staff                                       5                and easily rotated.  It  is  decorated  with  a  black
           moved  but   will   gradually   wear   off   in   id4                                                                     and-white  pattern  of  wedges,  all  intersecting   a
           months.                                                       Permanent Magical Items                                      the  center  where  a  green  arrow  is  mounted;   th
                                                                        Any permanent magical weapon                6                arrow  does  not  turn  with  the   wheel.   Near   th
         Pouch  of  Security:  This  item  is  the  size  of   a        Armor or shield                             7                rim,  each  black  wedge  is   adorned   by   a   whit
         large  sack  (capacity  600   cn).   Any   attempt   at        Ring or rod                                 8                skull and each white wedge  by  a  red  heart.  If  th
         stealing  the  pouch  causes  it  to  scream,   "I   am        Minor miscellaneous item*                  10                wheel  is  spun  (easily  done  by  any  creature   of
         being  stolen!   "   (in   the   Common   tongue)   re-        Major miscellaneous item*              Special               Strength or greater),  it  rotates  for  3  rounds  an
         peatedly for  one'hour.  Its  cries  can  be  heard  to        The  DM's  judgment  is  required  as  to  the   value       then  comes  to  rest,  with  the  green  arrow  point
         120'.  If  its  owner  holds  it  and  commands  it  to        and  frequency  of  such  items   in   the   campaign.       ing at  one  of  the  wedges  (either  black  of  whit
         be quiet, it will obey, but it will  repeat  its  cries        A   "major"   item   might   be   identifiable,    but       with    equal    chances    for    each).     However,
         if stolen again.                                               oily  by  making  the  slate  useless  for  id4  days.       charmed   creature   cannot   move   the   wheel,   an
         Quill  of  Copying:  A  quill  is   a   large   feather                                                                     each user can  spin  the  wheel  only  once  per  day.
         that can be  dipped  in  ink  and  used  as  a  writing        Stone   of   Controffing   Earth   Elementals:    This       If  the  wheel  has  spun  freely  for  the  3  rounds
         implement.   Usable   only   by   spellcasters,    this        item may be used only  once  per  day.  The  stone  is       not  touched  or   interfered   with   in   any   way,
         quill  can  be  commanded  to  copy  any  spell  on   a
         scroll.  It  will  copy  only  one  spell  per  week  at        only 6" across, and it requires I  turn  to  use.  The       magical  effect  occurs,  determined   by   the   resu

         most.  The  original  scroll   must   be   burned,   an        stone  wi'li  summon  an  earth  elemental  and   will       of  the  spin.  The  wheel  cannot   be   affected   b

                                                                        allow the  user  to  control  it,  subject  to  normal       magic  of  any  kind,   including   telekinesis,   and
         the ashes mixed with  rate  ink  (of  1,000  gp  cost).        rules for elemental control.                                 cannot  be  damaged  in  any  way.  A  wish   used   t
         The quill is  then  placed  on  a  blank  scroll  along        Talisman  of  Elemental   Travel:   There   afe   five       affect  the  wheel  will  cause  the  wheel  to  vanis
         with  an   inkwell   containing   the   prepared   ink.        types  of  talismans.  Roll  idio  to  determine   the       regardless  of  the   wish.   The   wheel   cannot   b
 4
  ,      Upon  command,  the  quill  starts  to   write,   creat        exact item found.                                            moved  except  by  a  creature  of  26  or  more  leve
         ing two identical  spells  on  the  scroll  instead  of                                                                     (or  Hit  Dice).  The  wheel  weighs  20,000   cn.   F
         the single  original.  If  the  scroll  burnt  contains             1-2        Lesser Talisman of Air                       each white  or  black  wedge  that  appears,  roll  id
         two  or  more  spells,   only   one   spell   will   be             3-4        Lesser  Talisman   of   Earth                and consult the following.
         copied-either  the  lowest  level  spell  or  (if  more             5-6        Lesser Talisman of Fire
         than one are  the  lowest  level)  a  fandomly  select-             7-8        Lesser  Talisman   of   Water
         ed  spell.  The  quill   will   not   copy   protection             9-10       Greater   Talisman   (all    elements)

         scrolls or a                     ept   spell   scrolls.
                                                                                                41

         5i, Chapter 1 6: Treasure


        White Wedge                                            (AC 6) for  the  new  armor  would  now  be  AC  2.  If     weapon is used  in  the  attack,  the  opponent  gains
        I1,000   gold   pieces   appear                        she  also   happened   upon   a   magical   shield   +2     a + 4 bonus to  the  saving  throw.  Only  one  victim
        210 garnets appear                                     and  chose  to  use  it,  her  armor  class  would  be-     can  be  charmed  each  day,   but   any   number   of
        3l broach appears                                      come - I (AC 2 + - 3 = - 1).                                saving  throws  may  be  made  before  the  charm   is
        41  miscellaneous   magical   item   appears              The  actual  types  of  armor  were   described   in     successful.
        51  ability  score  rises  by  I   point   (maximum    Chapter 4. Magical  versions  are  identical  in  class       Cure  Wounds:  The  armor   or   shield   can   cure
        score 18)                                              restrictions, and  these  restrictions  must  still  be     half of  the  damage  the  user  has  incurred,  what-
        6Prime  Requisite  or  Constitution  rises   by   1    observed by characters.                                     ever  that  amount  may  be,  once  per  day.  It  can
        point   (maximum   score   18)                            Note  that  armbr   and   shields   made   for   hu-     only cure the  user,  not  another  creature,  and  it
                                                               mans,    dwarves,    and    elves    are     considered     cannot affect poisoti,  disease,  or  any  other  dam-
        Black Wedge                                            "normal-sized,"    while    halfling    equipment    is     age but wounds.
        II ability score  drops   by   I   point   (minimum    counted   as   much   smaller   and   giant   equipment       Electricity:  The  armor  or  shield  can,  on  com-
        score 3)                                               much larger.  For instance,  a  halfling  shield  offers     mand  of  the  user,  become  charged   with   magical
        2Prime Requisite drops by 1 point                      no  protection  to  a  normal-sized  character,  but  a     electrical force.  If the user is hit while  "charged,"
        3Constitution  drops   by   1   point                  normal-sized   shield   may   be   used   by    anyone-     the attacker  takes  6d6  points  of  electrical  dam-
        4Least  valuable  magical  item  carried   disinte-    including a  halfling.  And  a  giant-sized  shield  is     age.  The  attacker  may  make  a  saving  throw   vs.
        grates                                                 considered double normal  size  for  a  +  2  bonus  to     spells to take half damage; if a  weapon  is  used  in
        5All   nonmagical   items,   except   for    normal    armor class.                                                the attack,  a  +4  bonus  to  the  saving  throw  ap-
        clothing,      disintegrate                                                                                        plies.  The armor or shield  can  be  charged  or  neu-
        6Die   (no   saving   throw)                           Cursed Armor and Shields                                    tralized  as  often  as  desired  by   using   command

                                                                                                                           - ords,  but  it  can   only   cause   damage   ("dis-
                                                                                                                           w
        The  DM   may   select   or randomly       determine      Armor  and  shields  nlay   be   cursed.   The   IJM     charge") once per day.
        the results of the spin.  If desired,   the    wedges   should roll id8 when  either  is  placed  as  treasure;       Energy  Drain:  The  armor   or   shield   can   be-
        may  be  numbered  from  1-20,  1-100,   or   some     a result of  1  indicates  that  the  item  is  cursed.     come  "charged"   on   command   (as   described   un-
        other  conveniently  determined  number,   and   a     Cursed armor,  when  first  worn,  appears  to  be  ar-     der the electricity special  power),  but  instead  of
        chart may be made with more  varied  results.          mor  of  the  type  originally  rolled  on  the   armor     inflicting damage, it causes the loss of onL-  of  the
        Wheel, Square:  This  odd  "wheel,"  the  size  of     and  shields  subtable.  When   the   character   first     opponent's levels or Hit Dice (as  if  a  wight).  The
        a normal wagon wheel,  is  useless  on  roads  and     goes  into   combat   with   monsters,   however,   the     same  saving  throw  as  the  electricity  power   ap-
        other flat terrain because it is perfectly square.     armor makes the character  easier  to  hit  by  a  pen-     plies (possibly  with  bonuses);  if  successful,  the
        However,  when  mounted  properly  on   a   wagon,     alty equal  to  the  bonus  rolled.  Once  it  has  re-     energy drain  does  not  occur.  The  item  can  drain
        it  magically  allows  movement  through  mountain     vealed  its  true  nature,  the  armor  will  not  come     one level or Hit  Die  per  day,  but  any  number  of
        and desert terrain where there is no road.  A  wag-     off its wearer; someone will  have  tg  cast  a  remove     saving  throws  may  be  made  before   this   occurs.
        on with one squqre wheel  can  be  pulled  by  two     curse  to  cancel  the  curse  long  enough   for   the       Ethereality:  The  user  may  become   ethereal   on
        horses  and  can  move  at  20'/turn;   with   two     character  to  remove  the  armor.  Or  a  36th   level     command  and  may  remain  ethereal  for  as  long  as
        wheels, 30'/ turn; with three, 40'/turn; and  with     cleric can cast a remove  curse  to  remove  the  curse     desired.  The  user  may  return  to  the  Prime  Plane
        four, the normal rate of 60'/ turn is possible.        permanently,  and  the  wearer  may  then   enjoy   his     when  a  second   command   word   is   spoken.   Each
                                                               magical armor with the proper benefits.                     command word may be used once per day.
        Armor and Shields                                      Special Power Descriptions                                    Fly:   When   commanded,   the   armor   or   shield
        To  use  the  Magical  Item  Subtable:  6.   Armor                                                                 creates a fly spell effect on the  user,  which  lasts
        and Shields on page  230,  roll  idloo  to  deter-        Armor  and   shields   can   have   special   powers     for 12 turns.  The user may  then  travel  in  the  air
        mine the size of armor and check  the  appropriate     that  can  be  used  once  per  day  at  mo@t,   unless     at up to 360'  per  turn  by  mere  concentration  (as
        column.  Then  roll  idloo  to  determine  type  of     noted   otherwise.   When   both    the    armor    and     per the 3rd level magical spell).
        armor (leather, banded, plate, etc.). If a  result     shield  worn  have  special  powers,  only  one  effect       Gaseous  Form:  This  valuable   armor   or   shield
        indicates a type of  armor  not  used  in  a  DM's     can  be  produced  per  round  at  the  user's   choice     enables the user to turn  into  a  cloud  of  gas  (as
        campaign  (for  instance,  some  DMs  don't  allow     unless  noted  otherwise  in  the   description.   Note     the  potion  ofgascous  form),  including  all  equip-
        suit armor), reroll for a new result.  Using the ap-    that  armor  and  shields  that  have  special   powers     ment  carried  (unlike  the  potion).  The  user   can
        propriate  column  for  the  type  of  armor   (or     are  usable  by  any  class  that  can  use  armor  and     remain gaseous for  up  to  6  turns  and  can  return
        shield) identified on  the  Armor  Class  Modifier     shields; there are no other restrictions.                   to normal form by mere concentration.
        subtable, check  for  the  AC  modifier  and  sub-        The  powers  listed  in  the  Special  Powers   sub-       Haste:    When    commanded,    the     armor     or
        tract the bonus from the base AC rating  for  that     table  (in  the  Magical  Item   Subtable:   6.   Armor     shield creates a haste spell effect on the  user,  al-
        type of armor.  Also check for the chance  of  spe-     and Shields,  page  229)  are  described  in  the  fol-     lowing   double    normal    movement    and    number
        cial powers on the same subtable.  If the  percent-     lowing text.                                                of attacks (as the 3rd level  magic-user  spell).  The
        age listed or less is rolled for the special power,       Absorption: If the  user  is  hit  by  a  blow  that     haste lasts for only I turn and is  usable  only  once
        consult  the  Special  Powers  subtable.  (Special     would cause  an  energy  drain,  the  armor  or  shield     per day.
        powers are described below.)                           absorbs  the  draining  effect  and  only  the   normal       Invisibility:   When   commanded,   the   armor   or
        The base armor  classes  and  the  final  AC  rat-     damage   affects   the   user.   Each   energy    drain     shield  makes  the  user  invisible,  as  if  the  2nd
        ings when modified by a  magical  bonus  are  out-     causes  the  loss  of  one  AC  bonus   modifier   from     level magic-user spell were  cast.  In  addition,  the
        lined below.  Keep in mind that a shield, is  used,     the  armor  or  shield.  When  reduced  to   zero   bo-     armor or shield  can  itself  become  invisible  three
        has its AC added to that of the character's armor.     nuses,  the  item  crumbles  to  dust.  (For  instance,     times per day, on command of the user.
                                                               a shield  +  3  that  has  absorbed  two  energy  drain       Reflection: If a light or continual light  spell  is
        Base Armor                Armor   Class   Modifier     attacks is now only a shield + 1.  If  it  absorbs  yet     cast at the user, the armor or  shield  will  automat-
        AC Type             +     1+  2   +3  +4    +    5     another  energy  drain,  it  is  reduced  to  zero  and     ically reflect it back at the caster,  who  must  make
        7Leather                  6  5     4      3      2     disintegrates.)  This  special  power  is   not   under     a saving throw vs. spells  of  be  blinded  (as  given
        6Scale mail               5  4     3      2      1     the control of the  user;  a  character  cannot  choose     in  the  respective  spell  descriptions).  The   item
        5Chain mail               4  3     2      1      0     to suffer the energy  drain  and  leave  the  item  in-     will reflect up to three  spells  per  day.  In  addi-
        4Banded mail              3  2     1      0 -    1     tact.  The  normal  limit  of  one  use  per  day  does     tion, when the user is in  melee  against  a  creature
        3Plate mail               2  1     0  -   1 -    2     not apply to this power.                                    with a gaze attack, the  chances  of  gaze  reflection
        0Suit armor         -     I-  2 -  3  -   4 -    5        Charm:  When  the  user  is  hit  by  an   opponent,     are the same as if a  mirror  were  held  but  without
        - iShield           -     2-  3 -  4  -   5 -    6     the   opponent   must   make   a   saving   throw   vs.     the - 2 penalty to  the  user's  attack  rolls  (which
                                                               spells or become  charmed  by  the  user  of  the  spe-     represents  the  awkwardness  of  holding   the   mir-
        For example,  a  fighter  who  came  across chain      cial  armor  or  shield  (as   the   magic-user   spell     ror and  attempting  to  attack  at  the  same  time).
        mail  +3  and  exchanged  her  normal  scale  mail     charm  person  or  charm  monster).  If   a   hand-held       Remove  Curse:  This  armor  or  shield  cannot  it-

                                                                                       242

                                                                                                                   Chapter 16:  Treasure





         self   be   cursed   when   found.    When    commanded,                                                                        disappear  I  turn  later  or  upon  command   of   th

         the item will create a  remove  curse  spell  effect  on        Random   Missile   Weapon    and    Missile    Genera-          user.  The  missile  cannot  be  moved  after  it  hits

         the user only as  if  a  36th  level  caster  (automati-        tion Checklist                                                  and it disappears when the rope does.

         cally  removing  one  curse).  Note:  This   item   will        1 .Roll   idloo   on    the    Magical    Item    Sub-          Curing:  A  missile  with  this  talent  is   obviousl

         function  a  total  of  three  times,   at   a   maximum           table:   7.   Missile    Weapons    and    Missiles          blunt,  inscribed  with  a   holy   symbol.   When   I

         rate of once  per  day.  After  its  three  charges  are           (page   230)   to   determine   the   item.    Note          hits a living creature, it  does  not  inflict  damage

         used, no other special  abilities  remain  and  it  can-           the   weapon   class.   Missile    weapons    (such          Instead, it cures 2d6  points  of  damage  plus  2  ex

         not  be  recharged;  the  item  does   remain   magical,           as   bows    and    blowguns)    are    Class    D,          tra points for  each  magical  bonus  of  the  missile

         however, regardless of spent charges.                              while  missiles  are   Class   A.   (Weapon   class          For example, if a  5  is  rolled  for  a  curing  arro

                                                                            is a  measure  of  how  difficult  it  is  to  con-          +2, the  total  points  of  damage  cured  are  7.

                                                                            struct    weapons     of     ammunition;     weapon          Disarming:  This   talent   will   only   function   i
         Missile Weapons and                                                classes    are    discussed    in    full     under          the victim hit is  holding  a  weapon  or  other  item

         Missiles                                                           "Swords," below.)                                            The  victim  must  make  a  saving  throw  vs.   spell

         A   missile   weapon   is   a    weapon    (bow,    slin        2. The   Magical    Item    Subtable:    7.    Missile          of  drop  the  item.  A  dropped  item   may   nofmall

                                                                91          Weapons   and   Missiles   is    further    divided          be recovefed in 1 round (unless it  falls  into  a  pi
         etc.)  that  launches  ammunition   through   the   air,           into   two   subtables:   Missile    Weapons    and          of chasm, if someone else grabs it, etc.).
         and  a  missile  is  the   ammunition   (arrow,   stone,           Missiles.  Once  the  specific  type   of   magical          Dispelling:   When   a   missile   with   this   talen
         etc.)  a  missile   weapon   launches.   Normal   weapon           item   has   been   determined   (long    bow    or          hits, it creates a  dispoi  magic  effect  centered  o
         restrictions apply to magical items  as  well;  for  in-

         stance,  a  magic-user  cannot  use  a  sling,  and   he           quarrels,   for    example),    the    DM    should          the point of  impact  (a  20'  cube)  as  if  cast  by

                                                                            check   the   appropriate   subtable    and    note          15th level caster.
         cannot use a magical sling cithef.                                 the following:                                               Flying:  A  missile  with  this  talent  can  be   sho
         All  magical   missile   weapons   have   bonuses   that              For    missile    weapons,    the    DM    rolls          at ranges  five  times  greater  than  normal.  if  th
         give  them  additional  pluses  to   both   attack   and              idloo   to   find   the   magical   bonus    (to          missile weapon firing  this  missile  is  also  magica
         damage  rolls.  Magical  missiles  (such  as  an   arrow              attack   and   damage   rolls).   He   or    she          and  has  an  additional  range  multiplier,   the
         +2)  aiso  have  bonuses  to  both   attack   and   dam-              then  rolls  id4  and  adds  the  die  roll   to          fect   is    cumulative;    multiply    each    maximu
  4
  i      age rolls.                                                            the   magical   bonus-this   result   will   in-          range by five.  If  the  missile  weapon  is  not  magi
         As   noted   in   the   text    on    "Magical    Weapon              dicate  the  fange  multiplier.  (This   is   an          cal, use the following maximum ranges.
         Subtables,"  page  228,  there  are   two   methods   of              additional    bonus     a     missile     weapon
         randomly   generating   weapors.   The   first,   recom-              may  have  to  extend  its  ranges;  if  a   bo-          Arrow, short bow              250/500/750

         mended for  character  levels  1-10,  is  a  single  ta-              nus   is   indicated,   multiply    the    weap-          Arrow, long bow               350/700/1,050

         ble.  If  the  DM  has  decided  to  place   a   magical              on's   shoft,   medium,    and    long    ranges          Quafret, light crossbow       300/600/900

         missile weapon  or  missile  in  a  treasure  hoard,  he              by    the    range    multiplier-the     results          Quarrel, heavy crossbow       400/800/1,200

         or  she  can  simply   roll   idloo   on   the   Magical              will    be    the    magical    weapon's    true          Sling stone                   200/400/800

  i      Weapon   Generation   Table   (page   230),   find   the              ranges.)   Finally,   the   DM    should    roll
         result  in  the  appropriate  column,  and   place   the              against   the   percentage   listed   for    the          Lighting:  The  missile  talent  can  create  a  light

         item in the treasure.                                                 chance   of   an   additional    weapon    modi-          spell  effect  (30'  diameter),   either   upon   com-

         When   stocking    treasure    troves    with    magical              fier  (The   chance   listed   to   be   checked          mand or when it hits a target.  If a creature  is  hit,

         missile  weapons  and  missiles   for   characters   who                                                                        the victim must make a  saving  throw  vs.  spells  or

         are  above  level  10,  the  DM   can   use   the   same              is   the   one   that   corresponds   with   the          be blinded by the light (as  if  the  spell  had  been

         table-or he  or  she  can  use  the  more  specific  but              magical  bonus  fifst  rolled   on   this   sub-          cast at its  eyes).  The  missile  disintegrates  when

         more   complex   method   of   random   treasure    gen-              table.)  If  the  roll  is  successful,  he   or          the light is created.
                                                                               she  then   goes   to   the   Additional   Weap-          Penetrating:  A  missile  with  this   talent   cannot
         eration,  the  Random   Missile   Weapon   and   Missile              on   Modifiers   Table   on   page    231    and          be  slowed  by  underbrush,  webs  (normal   or   mag-
         Generation Checklist.                                                 applies   the   results.    (Additional    modi-          ical), or other forms of  cover.  The  victim's  armor
         Note that if  both  a  missile  and  the  missile  weap-              fiers  include  bonuses   against   a   specific
         on firing it have bonuses, the total  of  their  bonuses                                                                        class is not modified by cover of any sort.
                                                                               opponent and weapon talents.)                             Reiffing: This talent  gives  no  special  effects  to
         and effects will apply in  afl  cases.  Fof  example,  a              Formissilcs,  the  DM  tolls   idloo   to   find
         crmbow  +  2  shooting  a  quarrel  +  3  would  have  a              the  magical   bonus   (to   attack   and   dam-          a missile when shot.  If  left  in  a  container  with

         + 5 chance  of  attack  and  would  do  +  5  of  damage              age  rolls).  He  of  she  then  rolls  the  die          other missiles of the same type (that is, a  refilling

         if the attack roll is successful. likewise,  normal  ar-              indicated   for   the   number    of    missiles          arrow  with  normal  arrows  or  a   refilling   sling

                                                                                                                                         stone with normal  sling  stones),  however,  it  will
         tows  shot  by  a  long  bow  +  1  can  harm  gargoyies              found.  Lastly,  the  DM   rolls   against   the
         (w@ch are damaged only by magic).                                     percentage  listed   for   the   chance   of   a          magically  create  id2O  mofe  missiles  of  the  nof-

         A    magical    missile    normally     becomes     non-              missile  talent.  If  the  roll  is  successful,          mal type each day.

         magical  after  one  use,  regardless  of  whether   the              the  DM  then  tolls  idloo   on   the   Missile          Screaming:   This   talent's   effect   occurs    when

         attempt hits a target (its  bonus  to  the  attack  roll              Talents   subtable   (part   of   the    Magical          the missile is shot, even if it misses the target.  As

         disappears).  However,  if  the  missile  has  a  talent,              Item   Subtable:   7.   Missile   Weapons    and          it travels through the air,  the  missile  produces  a

         a  missed  shot  will  not  destroy  the  magic   unless              Missiles)  to  find   the   missile's   specific          loud cry, causing  all  within  30'  of  its  path  to

         noted  otherwise  in  the   following   missile   talent              talent. (Talents are described below.)                    check morale.  If  the  morale  check  is  failed,  the

         descriptions.  Usually,  if  the  missile  is  retrieved                                                                        victims will retreat in fear for id8 rounds.

         after  a  missed  shot,  it  may  be  reused  with   its                                                                        Seeking:  This  talent   will   only   function   when

         magical bonuses intact.                                          Blinking:  The  missile  with  this  talent  will  not          the missile is shot at an object;  it  is  not  usable
                                                                     hit  any  friend  of  the  user,  "blinking"  in  and  out          against  creatures.  It  will  automatically  hit  any
                                                                     of  existence  until  it   reaches   an-enemy.   (If   the          one target object within  range  as  long  as  a  path
         Missile Talent           Descriptions                       sight of  the  enemy  is  blocked  by  friends,  a  penal-          of travel is clear.  It may be used  as  a  missile  of

         The talents listed in    the   Missile   Talents    sub-    ty may apply to the attack roll).                                   disarming, if desired, of it can be used  to  sever  a

         table  (in  the  Magical  Item  Subtable:   7.   Missile        Charming:  The  victim  hit   must   make   a   saving          normal rope, pierce  a  sack,  push  a  button,  tfig-

         Weapons  and   Missiles,   page   230)   are   described    throw vs. spells  or  be  charmed  by  the  user  @as  the          ger a  trap,  etc.  It  will  automatically  miss  any

         in the following text.                                      ch,2rm    person    or    charm     monster     magic-user          creature at which it is aimed.

         Biting:  When  the  missile  hits,   the   talent   tums    spell).                                                              Sinking:  When  shot  at  a   watef   craft   of   any

         it  into  a  poisonous  snake.  In  addition  to  normal        Climbing:  This   talent   only   functions   if   the          sort, a missile with this talent inflicts 1 d 1 0 + I 0

         damage,  the   victim   must   make   a   saving   throw    missile  is  shot  at  an  object.  The  missile  securely          (I 1- 20) hull points of damage  when  it  hits.  (The

         vs. poison or die (or, at  the  DM's  choice,  take  ex-    fastens itself to  any  object  hit  and  then  creates  a          armor class of the vessel is  used,  as  if  the  shot

         tra   damage;   2d6,   2dlO,   or   2d2O   are    recom-    magical  50'  fope,  issuing  from  the  spot   hit.   The          were a ramming or catapult attack.)

         mended amounts).                                            rope  will  support  any  weight  of  climbers  and   will          Slaying: If the  die  rolls  fof  a  missile  indicate

                                                                                                43

                    -apter 16: Treasure







                                                     ri








      0 C.








    this talent, go to the Opponents  subtable  in  the         any type, etc.). However,  no  undead  creature  or         attack rolls and damage rolls.  Some  swords  aiso
    Additional  Weapon  Modifiers  Table   (page   231)         construct  (golem,  living  statue,  etc.)  can  be         have an additional bonus that is  used  only  when
    and roll idloo.  The result  indicates  the  missile         wounded  with  this  talent,  and  such   creatures         fighting  a  special  type  of   opponent.   Other
    talent's opponent.  When that  opponent  is  hit  by         suffer only the initial damage.                             swords may  have  bonuses  or  modifiers  such  as
    this missile, the  victim  must  make  a  saving  throw                                                                 the ability to cast  certain  spell  effects.  The  DM
    vs. death ray of die.                                        Swords                                                      may wish to refer to such spells  to  find  the  exact
      Speaking:  A  missile  with  this  talent  will  miss                                                                 effect.  Note  that  each  effect  can  only  be  used
    any creature at which it is shot.  It is used  for  com-        Normal  weapon  restrictions  for  character  class-     once per day and  that  no  meditating  is  needed  to
    munication  purposes  only.  The  user  may  give   the     es also  apply  to  magical  swords.  For  example,   a     gain the spelicasting ability.
    missile any message  of  20  words  or  less  and  then     cleric cannot use a sword, so a  cleric  cannot  use  a       As  noted   in   the   text   on   "Magical   Weapon
    shoot it, either naming a place  within  ten  miles  or     magical sword either.                                        Subtables,"  page  228,  there  are  two  methods   of
    aiming at a  target.  The  missile  will  automatically        A  magical  sword's  bonus  is  added  to  both  its     randomly  generating   swords.   The   first,   recom-
    land on the floor or ground  in  the  target  area  and
    will repeat the message aloud twice.
      Stunning: The victim  hit  by  a  missile  with  this        Random Sword Generation Checklist
    talent must make  a  saving  throw  vs.  spells  or  be        i. Roll idloo  on  the  Magical  Item  Subtable:  8.  Swords  (page  231)  to  determine  the  type  ofsword.
    stunned for I d6 founds.                                          Note  the  weapon  class.  Short  and  normal  swords  are  Class  C,   while   bastard   and   two-handed
      Teleporting: A victim hit  by  a  missile  with  this          swords are Class D. (Weapon c@s is discussed in full below.)
    talent must make  a  saving  throw  vs.  spells  (at  a        2. Roll  ldlOO  again  and  check  the  appropriate  weapon  class  column  for  the   magical   attack   and
    + 2 bonus to the roll) or  be  teleported  to  a  point          damage  bonus.  Roll  idloo  against  the  percentage  listed  for  the  chance  ofan   additional   modi-
    idloo  miles  away,  with  the   direction   and   dis-          fier;  if  the  roll  is  successful,  see  the  Additional  Weapon  Modifiers  Table  on  page  231   and
    tance  determined  randomly.  Unlike  the   effect   of          apply  the  results.  (Additional  modifiers   include   bonuses   against   a   specific   opponent   and
    the magic-user  spell,  the  victim  cannot  arrive  in          weapon talents.)
    the air or within a solid object.                              3. Since all magical swords have  a  chance  of  intelligence,  check  the  Intelligence  of  Sword  subtable
      Transporting:  A  victim  hit  by  a   missile   with          (in the Magical Item  Subtable:  8.  Swords)  by  again  rolling  idloo.  The  result  will  indicate  the
    this talent must make a  saving  throw  vs.  spells  or          sword's intelligence  (if  any),  method  of  communication  (if  any),  languages  known  (if  any),  and
    be sent to a point  up  to  360'  away,  as  determined          number of powers (if any). (These abilities are explained below.)
    by the user of the missile.  The  effect  is  identical        4 .If the sword  is  intelligent,  determine  alignment  and  ego  as  indicated  in  the  text  below  under
    to  the  magic-user  spell  dimension  door,   and   it          "Sword Alignment, Ego,  and  Control  Checks."  Also  do  a  control  check  to  see  if  the  intelligent
    cannot cause  the  victim  to  appear  within  a  solid          sword will control its user.
    object.                                                        5 .The  powers  available  to  a  sword  include  primary  powers,  extraordinary  powers,  and  the  ability
      Wounding:   When   a   missile   with   the    wound-          to read magic on command.  If  a  primary  or  extraordinary  power  is  indicated  for  a  sword,  go  to
    ing talent strikes a target creature, it inflicts  nor-          the  Primary  and  Extraordinary  Powers  subtable  (in  tlie  Magical  Item  Subtable:  8.  Swords)   and
    mal  damage.  In  addition,  however,  it  causes   the          roll 1 d 100 in the appropriate column.  If  more  than  one  power  was  indicated,  roll  as  necessary,
    loss  of  1  hit  point  per  round  thereafter   until          ignoring any duplicate rolls except those that are allowed.
    magical curing is applied  (a  potion,  cure  spell  of

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                                                                                                                               er 16: Treasure


    mended  for  character  levels  1-10,   is   a   single   ta-         to have been  a  bonus  from  aH  attack  and  damage       ample, a sword +  I  that  the  die  roll  has  indi-
    ble.  If  the   DM   has   decided   to   place   a   magical         tolls. (For example, if a character  believes  he  is       cated has a +  3  against  spelicasters  would  be  a
    sword  in  a  treasure  hoard,   he   or   she   can   simply         carrying a sword + 3 when in fact he  is  carrying  a       sword + 1, + 4 vs. spelicasters.
    roll    idloo    on    the    Magical    Weapon    Generation         cursed sword,  he  will  subtract  3  ffom  both  his       A  more  unusual  modifier  is  a   special   ability
    Table  (page  230),  find  the  result   in   the   appropri-         attack and damage rolls.)                                   called a talent, which may be a spell  or  some  oth-
    ate  column,  and   place   the   item   in   the   treasure.          Once a character uses the  cursed  sword  in  battle,       er  effect  posed  by  the  sword.  Swords  are  more
          When   stocking   treasure    troves    with    magical         he may not throw it  away:  He  is  under  a  compul-       likely to have a  talent  than  are  other  types  of
    swords  for  characters  who  are   above   level   10,   the         sion to keep it and use it.  If it is stolen or sold, the    weapons; there is only a 1 0 %  chance  that  a  mis-
    DM  can  use  the  same  table-or   he   or   she   can   use         character is cursed with the desire to get  it  back.       cellaneous weapon will have a  talent,  as  noted  on
    the   more   specific   but   more    complex    method    of         The character will always use  that  weapon  when  in       the   Magical   Item   Subtable:   9.   Miscellaneous
    random     sword     generation,     the     Random     Sword         battle. (The DM may have  to  tell  the  player  that       Weapons (page 231).
    Generation Checklist.                                                 this   is   what   the   character    wants-and    no       Descriptions  of  additional  bonuses   and   talents
                                                                          arguments] -until the character is rid of the curse.)       can  be  found  in   the   section   on   "Additional
    Weapon Class                                                          Only a  spelkaster  with  a  dispel  evil  or  remove       Weapon  Modifiers,"  below.
                                                                          curse spell can help a character be rid of the  weap-
          Magical  weapons  typically   must   be   made   by   a         on. If the spellcaster is less than 26th  level,  the       Sword Intelligence, Communication, and
    Special     procedure,     usually     performed     by     a         spell siinply cures the character of his  compulsion;       Speech
    magic-user   or   cleric   working   in   conjunction    with         he may now get  rid  of  the  cursed  sword.  If  the       if the  idioo  roll  on  the  Intelligence  of  Sword
    a  blacksmith  or  armorer.   Weapon   class   is   -a   mea-         spelkaster is 26th level or above, however, the  dis-       subtable   in   the   Magical   Item   Subtable:   8.
    sure  of  the  difficulty  of   that   item's   construction.         pel evil  or  remove  curse  spell  will  permanently       Swords indicates  that  the  sword  has  an  Intelli-
    The  weapon  tables  give   the   weapon   class   for   each         change  the  cursed  sword  into  a  normal   magical       gence of 7 or better, the sword  is  a  very  remark-
    weapon.   Generally,    Class    A    weapons    are    small         sword of whatever type was originally tolled.               able one indeed.  It is  intelligent-it  is  sentient,
    and    temporary    magical    items,    the    most     fre-                                                                     with a personality and  its  own  goals  and  manner-
    quently   found;   Class   D   weapons   are   the    largest                                                                     isms.  Typically, it also  has  one  or  more  primary
    and rarest as they require the most work.                              Sword Abilities                                             or extraordinary powers (described below).
          At  the   DM's   option,   other   ne.w   weapons   may         Although   magical   swords   can   be   easily   and       The  DM  should  role-play   an   intelligent   sword
    be   invented.   Each   new   weapon    should    be    cate-         quickly   generated   from   the    Magical    Weapon       just as he or  she  would  any  nonplayer  character.
    gorized   as   to   one   of   the   four   weapon   classes,         Generation Table  on  page  230,  the  text  in  this       Note  that  intelligent  swords   have   no   wisdom,
    which are as follows:                                                 section can help  add  color  to  a  specific  sword.       and thus they should  be  played  accordingly,  rely-
          Class   A   weapons   are   temporary    items;    they         This section can also  define  more  specific  swords       ing on  the  owner's  wisdom  for  guidance  and  de-
          normally     become     nonmagical      once      used,         for  the  DM  who  uses  the  Random   Sword   Gener-       cision making.
          even  if  the  attack  roll  indicated  a  miss.   Mag-         ation Checklist.  Magical  swords,  as  noted  in  the       After   finding   the   sword's   Intelligence   from
          ical missiles fall into this category.                          optional checklist, can  be  generated  with  a  num-       the Intelligence  of  Sword  subtable,  note  how  it
          Class   B   weapons   include   all   thrown    weapons         ber of additional abilities, including:                     communicates   with   its   owner,   either   through
          (javelin,  spear,   etc.)   and   small   melee   weap-         Magical  bonuses  to   attack   and   damage   rolls;       empathy  (a  limited  telepathy   that   works   only
          "ons.                                                            Additional   modifiers    such    as    attack    and       with the person  holding  the  sword  and  is  usable
          oClass   C   weapons   are   larger   hand-held   items,        damage    bonuses    against    specific    opponents       only  for  communicating  thoughts,  not  for   read-
          including   short    swords    and    normal    swords.         or  special  talents  (as  obtained  from   the   Ad-       ing minds) or through speech.
          oClass   D   weapons   are   two-handed    items    (in-        ditional   Weapon    Modifiers    Table    on    page       Next, if the sword's Intelligence is  10  or  higher,
          cruding    bastard    swords)    and    all     missile         231);                                                       determine  how  many  languages  the   sword   knows.
          weapons.                                                        oSword    intelligence,    which    allows    communi-      (Roll  the  die   indicated   under   the   languages
                                                                          cation  via   empathy   or   speech   and   languages       column  of  the  Intelligence  of  Sword   subtable.)
          Designing Special Swords                                        known  (if  the  sword   is   intelligent   and   can       A  sword   that   speaks   automatically   knows   th
                                                                          speak);                                                     Common  tongue  and  its  alignment  tongue.   If   i
          Naturally,  the  DM  may  not   want   to   leave   the         oIf   intelligent,   alignment   and   ego    and    a      knows  more   than   one   language,   the   DM   mus
          nature of special swords  in  a  campaign  entirely  to         need  to  control  its  user  (as  determined  by   a       determine  which  languages  it  speaks.   Also   not
          chance.  It's entirely  appropriate  to  create  special         control check); and                                         that if a sword has the  ability  to  read  m2gic,  i
          swords  that  accomplish  certain  feats  in   a   cam-         0Powers,   including    primary    powers,    extraor-      can  also  speak  the  languages  it  can  read.  (Th
          paign.  If one  campaign  goal  in  a  campaign  is  the         dinary   powers,   and   the    ability    to    read       read  magic  ability  is  discussed  below  with   th
          destruction of a  certain  dragon,  for  instance,  the         magic.                                                      primary and extraordinary powers.)
          DM   may   wish   to   introduce    a    dragon-slaying         These  special  sword  abilities  are   outlined   in       The'DM   will   likely   want   to   come   up   with
          sword into a treasure  trove  acquired  by  the  player         this section.                                               history  for  the  sword-who  made  it,  why   it   w
          characters.                                                                                                                 made, and  how  it  has  been  used  over  the  years
          To  create  a  magical  sword  from  the   ground   up,         Magical Bonuses                                             and then use  that  history  to  determine  what  lan
          follow  the  procedure  described  above  for   rolling         All  magical  swords  have  a  bonus  from  +  I   to       guages  it  speaks.  For  instance,   an   intelligen
          up swords, but choose,  don't  roll,  the  sword's  at-         + 5 that is applied to all attack  and  damage  rolls       sword that has a  +  2  magical  bonus  and  an  addi
          tributes.  Keep  in  mind,  however,  that  the  weapon         made by that weapon.                                        tional  +  3  bonus  vs.  dragons  could   have   bee
          will remain long  after  the  campaign  has  ended,  so                                                                     forged  a  hundred  years  ago   by   a   famous   dw
          avoid  creating  swords  that  are  too  powerful   and         Additional Modifiers                                        craftsman  and  then  used  by  a   human   hero   wh
          that  may   be   a   problem   in   future   campaigns.          As  noted  on   the   Magical   Item   Subtable:   8.       slew  many  dragons  and   drove   others   away.   F
                                                                          Swords (page  231),  there  is  a  percentage  chance       these   reasons,   the   sword   may   speak    Commo
          Cursed Swords                                                   for a magical weapon  to  have  -an  additional  mod-       dwarvish,  and  dragon,   as   these   languages   be
                                                                          ifier;  these  modifiers  are  generated  using   the       correspond to its  history.
          Any  sword  may  be  cursed.   When   the   die   rolls         Additional  Weapon   Modifiers   Table.   Note   that
          indicate a sword as treasure, roll  id2O.  If  the  re-         magical  weapons  can  have   only   one   additional       Sword   Alignment,   Ego,    and    Control    Checks
          sult is a 1 or 2, place a cursed  sword  in  the  trea-         modifier-either  an  extra  bonus  against   an   op-        Intelligent    swords    have    alignments     just
          sure instead.                                                   ponent or a talent.                                         characters  do.  To  determine   the   alignment   of
          A  cursed  sword  will  seem  to  be  a  normal   magi-         The  typical  weapon  modifier  is  an  extra   magi-       intelligent sword, roll id2O.
          cal  sword  (whatever  type  was  first  rolled)  until         cal bonus against a specific  opponent.  This  is  an
          used  in  combat.  At  that  time,  the  curse  is  re-         additional + 1 to + 5  on  attack  and  damage  rolls                 1-13            Lawful
          vealed.  When  using  that  weapon,  the   sword   will         beyond   the    weapon's    basic    magical    bonus                14-18            Neutral
          cause the  player  to  subtract  the  amount  that  was         against the  sword's  designated  opponent.  For  ex-                19-20            Chaotic

                                                                                                  45@

                       pter 16: Treasure


      A  character  cannot  detect  a  sword's   alignment     will power of the sword to that of  the  user  by  do-     as   noted   in   the   Primary   and    Extraordinary
   until he picks it up and handles  it.  If  the  charac-     ing a control check.  An  intelligent  sword  will  try     Powers  subtable  of  the   Magical   Item   Subtable:
   ter handling  the  sword  is  of  the  same  alignment,     to control its user in each of five  different  situa-     8.  Swords,  page  231.  The  DM  should  roll   idloo
   there  will  be  no  bad  reaction.  However,  if   the     tions, including the following:                            once  for  each  primary   and   extraordinary   power
   alignment is  different,  the  user  will  take  damage        0 When the user first handies the sword.                of  the  sword  and  find  the  results  on  the  sub-
   each  round  while  holding  the  sword.   Gloves   and        0 When  the  user  is  wounded  and  has  half   or     table.  Duplicate results  should  be  rerolled  unless
   other  protective  insulation  do   not   protect   the          less of his normal hit points remaining.              indicated otherwise.
   character  from  this  damage,  which  is  as  follows.        0 When  the  user  acquires   any   other   magical           Primary Powers: The user  must  have  the  sword
                                                                    weapon.                                               in  hand  and  be  concentrating  on  the   power   in
      User's          Sword's              Damage                 0 When anyone else uses the sword.                      order to use it.  Any  power  may  be  used  once  per
      Alignment       Alignment           perround                0 When  a  special  purpose  could  be   used   (if     round.  A primary power  is  usable  as  often  as  de-
      Lawful          Neutral                 id6                   applicable).                                          sired  unless  noted  otherwise.  These   powers   are
                      Chaotic                 2d6                 To  make  a  control  check,  the  DM  simply  com-     defined as follows:
      Neutral         Lawful                  id6              pares  the  will  power  scores  of  both   user   and           Detect evil (good).  The sword  is  able  to  de-
                      Chaotic                 id6              sword, with the  higher  score  taking  control.  Such           tect  one  of  these  intentions  up  to  a  20'
      Chaotic         Lawful                  2d6              control lasts until either the sword is  satisfied  or           fange.  No  sword  can  do  both;  the  DM  must
                      Neutral                 id6              the  situation  that  caused  the  control  check  has           determine  which  version  the  sword  can   do.

      In  -addition  to  alignment,   inteiligent   swords     passed.  The  DM  must  determine   the   actions   of           9Detect gems.  The  sword  can  detect  all  types

   also  have  egos.  Roll  ldl2  to  determine  the   ego     any sword in  control;  typical  actions  include  the           of  gems  and  the  amount  of  each  within   a

   score  of  the  sword.  (Ego  is  a  measure   of   the     following:                                                       60' range, pointing itself  in  that  direction.

   strength  of  a  sword's  personality.)  Then  add  the        a Leading  the  user  past  magical  weapons   that           oDetect magic.  The  sword  can  cause  all  magic

   sword's Intelli ence and ego scores to  find  its  will          the  user  would  have  stopped  for  or  causing           within 20' to glow (as the spell effect)  up  to
                  9                                                 the user to discard other weapons.                          three times per day.
   power.  Add 1 to the  will  power  score  for  each  ex-        0 Forcing  the  user  to  charge  into  combat   to           oDetect metal.  The  sword  can  detect  metal  of
   traordinary power  the  sword  has  (if  any).  Make  a          win glory for itself,                                       any type requested up to  a  range  of  60'.  It
   note of the total will power of the sword.                     0 Making   the   user   surrender   to   an   oppo-           will point in the  direction  of  the  material,
      A character's will power is the total of  the  char-          nent-either  one  more  worthy   of   the   sword           but it cannot detect the amount.
   acter's  Intelligence  and  Wisdom   scores.   The   DM          or one easier for the sword to control.                     9Detect  shifting  walls  and  rooms.  The  sword
   may subtract id8 points of  will  power  if  the  char-
   acter is  wounded,  and  if  the  sword  and  the  user        0 Forcing  the  user  to  spend  money   on   items           can find these items if within 10'.

   are of  different  alignments,  the  sword  gains  idio          for the sword, such as  jeweled  fittings,  farcy           9Detect slopes.  The sword can  locate  all  slop-

   points  to  its  will  power.  (This  additional  bonus          scabbards, and so forth.                                    ing passages within a 10' range.

   must be determined for each change of users.)                                                                                9Find secret  doors.  @e  sword  can  locate  all

      When  an  intelligent  sword  is  handied,  it   may     Primary and Extraordinary Powers                                 secret doors within a  lo'  range  up  to  three

   try to control  its  user.  The  DM  must  compare  the        The    sword's    Intelligence    determines    how           times pet day.
                                                               many  primary  and  extraordinary   powers   it   has,           Find trqps.  The sword can detect  traps  of  all
                                                                                                                                types within lo' up  to  three  times  per  day.
                                                                                                                                See invisible.  The sword can  find  all  invisi-
                                                                                                                                ble  and  hidden  objects  and  creatures   (but
                                                                                                                                not secret doors) within a 20' range.
                                                                                                                                Extraordinary  P@wers:  An  extraordinary  power
                                                                                                                          is only generated if the sword  has  a  12  or  higher
                                                                                                                          Intelligence or if a roll for a primary power  gave  a
                                                                                                                          result of 96-99.  If the  sword  has  an  extraordinary
                                                                                                                          power, roll idl00 and  find  the  power  on  the  Pri-
                                                                                                                          mary  and  Extraordinary  Powers   subtable   of   the
                                                                                                                          Magical Item  Subtable:  8.  Swords.  Except  for  the
                                                                                                                          extra  damage  and  healing  powers,   duplicate   re-
                                                                                                                          sults  should  be  rerolled.  An  extraordinary  power
                                                                                                                          may  only  be  used  three  times   per   day   unless
                                                                                                                          noted  otherwise.  These   powers   are   defined   as
                                                                                                                          follows:
                                                                                                                                oClairaudience.  As  with  the  potion,  the  user
                                                                                                                                may hear all  noises  in  one  area  within  60'
                                                                                                                                through the ears of a  creature  in  that  area.
                                                                                                                                0Clairvoyance.  As  with  the  potion,  the  user
                                                                                                                                may see any area up  to  60'  away  through  the
                                                                                                                                eyes of a creature in that area.
                                                                                                                                oESP.  As with the potion,  the  user  may  listen
                                                                                                                                to the  thoughts  of  any  one  living  creature
                                                                                                                                within 60'.
                                                                                                                                0Extra  damage.  This  power   lasts   for   IdlO
                                                                                                                                rounds  when  commanded.  The   user   may   in-
                                                                                                                                flict four  times  the  normal  damage  on  each
                                                                                                                                successful hit.  This  power  may  be  generated
                                                                                                                                more  than  once;  each   duplicate   roll   in-
                                                                                                                                creases the multiplier  by  1  (to  5  times,  6
                                                                                                                                times, etc.).
                                                                                                                                oFlying.  As with the potion, the user may fly  in
                                                                                                                                the air for a maximum of  three  tums  per  use.
                                                                                                                                oHealing.  The  sword   with   this   power   can
                                                                                                                                heal up to a total of 6  points  of  damage  per
                                                                                                                                day, at the rate  of  I  hit  point  per  round.

                                                                                        246

  i

                                                                                                             Chapter 16: Treasure


           This   power   may   be   generated    more    than
           once;  duplicate  rolls  increase  the  amount   of        Random      Miscellaneous      Weapon      Generation     Additional Weapon

           healing by 6 points  each  (to  12,  18,  etc.  per        Checklist                                                 Modifiers
           d-ay),  but  the  rate  of  healing   femains   the        1 .Roll  idloo  on   the   Magical   Item   Subtable:
           same.                                                         9.  Miscellaneous  Weapoits  (page   23   1)   and         Two  types  of   weapon   modifiers   are   generate
         0 Illusion.  The  user  may   create   a   phantasmq]           find  the  type  of   weapon.   Note   the   weap-     on   the   Additional   Weapon   Modifiers    Table    o
           force, as with the magic-user spell.                          on class of the item.                                  page  2  3  1.  Unless  stated  otherwise,   the   weapo
         0 Levitation.  As  with  the  potion,  the  user  may        2. Checking    the     appropriate     weapon     c@s     bonuses  vs.  opponents  and  the   talents   listed   i
           float in the air  for  a  maximum  of  three  turns           column,   roll   idloo   on   the   Magical    Bo-     this  section  are  applicable  to   all   weapons,   in
           per use.                                                      nuses   and   Modifiers   subtable    (from    the     cluding   missile   weapons,   swords,   and    miscella
         0 Telekinesis.  The  user  may  move  up   to   2,000           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   to   attack   and   damage     that  cannot  use  a   normal   version   of   a   weapo
         o Telepathy.  This  is  the  same  as  ESP   (above),           rolls.                                                 cannot  use  a  magical  version  that   has   an   addi
           but  with  the  ability  to  "send"   thoughts   to        3. For a  weapon  that  has  a  +  1  to  +  4  magi-     tional modifier.
           the creature contacted  (as  with  a  helm  of  te-           cal  bonus,  roll  idlOO  against   the   percent-     Weapon  Bonus  vs.  Opponent
           lepathy).                                                     age  listed  in  the  subtable.  If  the  roll  is
         0 Teleportation.   The   user   may   teleport   once           successful,   go   to   the   Additional    Weapon         This  weapon  modifier  is   an   additional   attac
           per day as with the magic-user spell.                          Modifiers  Table   (page   231)   and   roll   for     and   damage   bonus   when   the    weapon    is    use
           X-ray   vision.   The   user   may   see    through           the   additional   bonus   against   a    specific     against a specific opponent (for example,
           things as if wearing a ring of X-ray vision.                  opponent.                                              sword  +  1,   +   2   vs.   enchanted   monsters).   Th
                                                                      4. For  a  weapon  that  has  a  +  5   magical   bo-     amount  of  the  bonus  may  be  from  +  1   to   +   5
     Miscellaneous Weapons                                               nus,   roll   idlOO   against    the    percentage     greater  than   the   normal   magical   bonus   of   th
                                                                         listed in the subtable.  If the  roll  is  success-     weapon,  as   determined   by   the   Additional   Weap-
         Normal   weapon   restrictions   apply   to   magical           ful,   go   to   the   Additional   Weapon   Modi-     on  Modifiers  Table.  (For  instance,  a  sword   +   1
     miscellaneous   weapons    as    well.    For    example,           fiers   Table   and   roll    on    the    Talents     that  has  a  +  3  bonus  against   lycanthropes   woul
     since   a   magic-user   cannot   use   a   polearm,    a           subtable  for  a  talent  instead   of   a   bonus     be a sword + 1, + 4 vs. lycan thropes.)
     magic-user  cannot   use   a   magical-polearm,   either.           against an opponent.                                        The  DM  should  feel  free  to  add  more   catego-
         Note:  This  section  is  not  used  for  determining                                                                  ries  to  the  types  of   opponents   as   appropriate,
     magical  swords   or   magical   missile   weapons;   see                                                                  taking care not  to  upset  the  balance  of  the  game.
     the appropriate sections above instead.                        Designing Special Weapons                                    The   opponent   categories   listed   on   the    Oppo-
         As  with   magical   swords,   a   weapon's   magical        Instead of randomly determining results,          the     nents   subtable    (from    the    Additional    Weapon
     bonus  is  added  to  both  attack  and   damage   rolls.      DM  may  wish   to   select   these   weapons   with   a     Modifiers Table) are as follows:
     And  as  with   swords,   any   item   may   be   cursed,     theme  or  purpose  in  mind.  For   example,   if   the          Bugs   includes   all   normal   and    giant-sized
     though  there  is   less   chance   than   with   swords.      DM wants  to  place  a  special  weapon  for  a  cleric,          forms  of  arachnids   (spider,   tick,   scorpion,
     Roll id2O; if the  result  is  1,  the  item  is  cursed.     he  or  she  could  select  a  mace   or   hammer   from          etc.), insects (ant, beetle, fly, etc.),  and  chi-
     The  item  is  handled  in   the   same   manner   as   a     the   Magical   Item    Subtable:    9.    Miscellaneous          lopeds (centipedes, etc.).
     cursed sword.                                                  Weapons,   select   a   bonus   against   undead   (from         oConstructs   includes    all    created    monsters
         Some   miscellaneous   weapons    have    an    addi-     the   Additional   Weapon    Modifiers    Table),    and          such  as  living  statues  or   golems.   Gargoyies
     tional  bonus  that  is  used  only   when   fighting   a     give it a talent  for  deflecting  energy  drains  (from          are also included in this category.
     specific   type   of   opponent.   Other   weapons    may     the Talent  subtable  in  the  latter  table).  In  this         0Dragonkind  includes  all  dragons  of   all   col-
     have a talent, the ability  to  cast  certain  spell  ef-     way,  the  DM  can  provide  the  tools  the  characters          ors  and  sizes  plus   draconian   monsters   such
     fects. (The DM may  wish  to  refer  to  such  spells  to     will  need  for  completing  special  adventures  in   a          as  the  chimera,  hydra  (all   types),   salaman-
     find  the  exact  effect.  Note  that  each  effect   can     campaign.                                                         der, and wyvern.
     only  be  used  once  per  day  and  that   no   meditat-        Remember  that   the   weapon   will   remain   after         oEnchanted    monsters    includes    those    crea-
     ing is needed to gain the spelicasting ability.)              the  crisis  is  solved.  Though  the  weapon   can   be          tures that  cannot  be  hit  by  normal  or  silver
         As   noted   in   the   text   on   "Magical   Weapon     later  removed  from  the  game   (by   using   thieves,          weapons.
     Subtables,"  page  228,  there   are   two   methods   of     special  damage,  or   various   magical   means),   the         *Giantkind  includes  all  giants  and  all   giant-
  randomly   generating   weapons.   The   first,    recom-     DM should avoid placing items that are too p                      type  creatures  such  as  ogres,   cyclopes,   and
     mended  fof  character  levels  1-10,  is  a  single  ta-     erful and that may cause problems later.                          other  humanoids  that  are   la-reef   than   man-
     ble.  If  the  DM  has  decided  to   place   a   magical                                                                       size   (including   characters   who   have    con-
     miscellaneous  weapon  in  a  treasure   hoard,   he   or                                                                       sumed a potion ofgrowth.).
     she  can  simply  foil  idloo  on   the   Magical   Weap-     Returning Weapons                                                 Lycanthropcs   includes   all   types   of    were-
     on  Generation  Table  (page  230),   find   the   result        This  type  of  hand-hurled   missile   weapon   will          creatures,  whether  in   animal   form   of   not.
     in  the  appropriate  column,  and  place  the  item   in     return to the user  if  it  misses  the  target;  it  is          This includes all  characters  afflicted  with  ly-
     the treasure.                                                 sometimes   called   a   "boomerang"   weapon.   If   it          canthropy.
         When   stocking   treasure   troves   with    magical     misses,  it  returns  at  the  end  of  the  same  round         oPlanar  monsters  includes  those  creatures   that
     miscellaneous   weapons   for    characters    who    afe     and  may  automatically  be   safely   caught   by   the          come  from  the  elemental,  ethereal,  astral,  or
     above  level  10,  the  DM  can  use  the   same   table-     character  throwing  it  (unless  the  user  has  become          outer planes.  All  types  are  included,  but  Im-
     or  he  or  she  can  use  the  more  specific  but  more     pafalyzed,  confused,  immobile,  etc.).  If   it   hits          mortals do not count as planar monsters.
     complex   method    of    random    weapon    generation,     the target,  the  weapon  does  not  return  by  itself.         aRegenerating   monsters    includes    all    crea-
     the    Random     Miscellaneous     Weapon     Generation                                                                       tures  that  regain  more  than  1  hit  point  pef
     Checklist.                                                                                                                      day  by  rest  or  other   means.   This   includes
         Weapon   classes   are    explained    above    undef     Miscellaneous Weapon                                              any  creature  wearing  a  ring  of   regeneration.
      Swords."                                                     Abilities                                                        o  Reptiles  and  dinosaurs   includes   aR   normal
         Unlike  swords,   miscellaneous   weapons   are   not                                                                       and   giant-sized   forms   of   lizards,   snakes,
     normally  intelligent.  If  desired,   the   Intelligence        Any   miscellaneous   weapon   can   have   addition-          turtles, crocodiles, and dinosaurs.
     of  Sword  subtable   (from   the   Magical   Item   Sub-     al  weapon  modifiers,  such  as  bonuses  against   op-         oSpell-imm  une  monsters   includes   those   crea-
     table:  8.  Swords,  page  231)  may  be  used,   but   3     ponents  or  talents.  These  abilities  are   generated          tures  that  are  immune  to  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   descrip-
     Note that only  swords  can  attain  10  or  greater  In-     Such  modifiers   are   described   in   the   following          tions  (such  as  drakes)  in  Chapter   14.   This
     telligence.                                                   section.                                                          does  not  include  creatures   that   are   immune

                                                                                             47

             Chapter 1 6: Treasure


         merely to ce@  specific  spells  (such  as  the  un-
         dead immunity to sleep, charm, and hold).
         9Spelicasters includes  all  clerics,  elves,  magic-
         users,  and  other  creatures  able  to  use  spells
         (such as paladins or spirits, for example).
         0Undead  includes   afl   types   of   undead   crea-
         tures,  both  land  and  water,  from  skeleton   to
         lich.
         0Water-breathing     monsters     includes      those
         creatures   able   to   breathe   water,   including
         characters  under  the  influence  of  a  potion  of
         ring  of  water   breathing.   Note   that   aquatic
         mammals   (whale,   dolphin,   etc.)   breathe   air
         and are not included in this category.
         0Weapon-using      monsters      includes       those
         creatures   that   have   weapons   in   hand   (not
         claws) at the  time  of  a  melee.  For  example,  a
         wererat  wielding  a   sword   would   be   affected
         by  this   additional   bonus,   but   the   wererat
         would  not  be  affected  if   it   were   attacking
         only with its bite.

   Talents

         Talents  are  unusual  magical  powers  that   vari-
   ous  weapons  can  have  (though   they   are   most   of-
   ten  applied  to  swords).  They  are  not  the  same   as
   a  sword's  primary   or   extraordinary   powers,   which
   are  described  later,  and  a  sword  can  have  both   a
   talent   and    primary    and    extraordinary    powers.
   Talents  can  be  certain  spell  effects  or  some  othef
   useful ability.
         All talents may  be  used  only  once  per  day  un-
   less  noted  otherwise.  Talents  that   duplicate   spell
   effects are not  actual  spells,  and  they  require  nei-
   ther  vefbal  casting  nof  concentration.  The   use   of
   a  talent  occurs  in  the   magic@   spells   and   items
   phase  of  a  combat  round.   The   talents   listed   on           but at the cost  of  one  magical  bonus,  which  is           the 2nd level magic-usef spell).
   the  Talents   subtable   (from   the   Additional   Weap-           drained   from   the   weapon   for   each    energy           Flaming.  The  point  or  edge@  of   this   weapon
   on Modifiers Table, page 2 3 1) are as follows:                      drain  negated.  If  an   energy   drain   deflected           that  has  this  talent  will  blaze  with   flames
                                                                        reduces  the  bonuses  to  below  zero  (such  as  a           upon   command.   The   flames   will   not    harm
         0Breathing.  The  weapon   with   this   talent   can
         create  either  one  water  breathing  spell  effect           sword +  1  deflecting  a  specter's  attack,  which           the weapon or the  user,  but  they  V,'ill  add  a
         per  day  or  one  air  breathing  effect  per   day           causes  a   double   energy   drain),   the   weapon           +  2  bonus  to   attack   rolls   against   hippo-
                                                                        disintegrates;  the  extra  drain  does  not  affect           grims, pegasi, rocs, and  trolls  and  a  +  3  bo-
         Air  breathing   supplies   only   the   user   with           the user.  If a missile weapon has  this  talent,  it           nus   against   treants   and   undead    monsters.
         pure  air  for  I  turn,  and  it  can  be  used  to           must  be  held  in  hand   to   deflect   the   blow           The  bonus  applies  to  both   attack   and   dam-
         counter  the  effects   of   airlessness,   poisoned           (and cannot be used at melee range).                           age  rolls.  The  flame  may  easily  be  used   to
         air (such  as  a  gas  trap),  and  so  forth;  how-           Draining.   Upon   command,    the    weapon    with           light  a  torch,  fantern,   or   other   flammable
         ever,  it  cannot  negate   the   effects   of   any           this  talent  can  drain  one  level  or   Hit   Die           item.  If a  missile  weapon  has  this  talent,  it
         breath weapon.                                                 when it  strikes  an  opponent  (as  if  a  wraith),           applies  to  all  missiles  fired  instead  of  the
         *Charming.  The   talent   can   create   one   charm          in   addition   to   normal   damage.    The    com-           weapon itself.
         person  spell  effect  pef  day  to  a  120'   range           mand  may  be  spoken  after  the  attack  roll   is           Flying.  The  weapon  with  this  talent  can   fly
         (as the 1st level magic-user spell).                           made.  The  weapon  can  drain  id4   +   4   levels           in the air and attack  by  itself.  In  battle,  it
         0Deceiving.  The  weapon   with   this   talent   can          or Hit Dice in all; it then loses this ability  for-           must first be  used  normally  at  least  once.  If
         be   commanded   to   change   the   appearance   of           ever.  Energy  drain  cannot  affect  any   creature           then  commanded  to  fly,  it  will   continue   to
         the  user.  The  size   cannot   be   changed,   but           that  has  energy  drain  powers   (wight,   wraith,           attack   the   same   opponent   for   three   more
         facial  features,  equipment   carried,   etc.   can           specter, etc.). If a missile weapon  has  this  tal-           founds,  returning  to  its   master   after   that
         all be modified.  This  is  only  an  illusion;  the           ent,  it  may  be  applied  to  any  missile   shot,           time   (or   when   commanded   to   retum).    Its
         user   remains   intact.   The   weapon   must    be           but  each  level  drained  also  drains  one   magi-           attack  rolls  are  made  as  if  it  were  wielded
         held  to  create   the   disguise   (unsheathed   in           cal  bonus  from   the   weapon.   If   the   weapon           normally, based on  the  class  and  level  of  the
         the  case  of  edged   weapons),   and   it   cannot           becomes  nonmagical  because  of   this   loss,   it           user.  If  a'missile  weapon  has  this  talent,  it
         disguise itself.                                               loses the ability to energy drain as well.                     creates normal missiles  as  it  shoots;  the  own-
         Defending.   The   bonus   of   the    weapon    may           Extinguishing.  The  weapon  with  this  talent   is           er does  not  have  to  supply  it  with  new  mis-
         be   used   normally   (applying   to   attack   and           cool  to  the  touch.  When  used  against  a  fire-           siles,  and  he  cannot  supply  it  with   magical
         damage  rolls)  with  this  talent  or  as  a  bonus           using  creature  (such  as  a  red  dragon  or  fire           missiles to shoot.
         to  the  armor  class  of  the   user.   A   missile           elemental,  fof  example)  the  magical   bonus   of           Healing.  This  talent  can  create  one  cure  se-
         weapon  cannot  have  this  talent   (roll   again).           the   weapon   is   doubled.   In   addition,    the           rious wounds  spell  effect  per  day,  curing  the
         Deflecting.  If the  usef  is  hit  by  a  blow  that           weapon will douse  a  normal  fire  if  thrust  into           user  only  of  2d6  +  2  points  of  damage   (as
         would  cause  an  energy  drain,  the   talent   can           it. It has no effect on magical fire.  If  a  missile           the 4th level cleric spell).
         automatically  deflect  the  blow.  After  the   op-           weapon has this  talent,  it  applies  to  afl  mis-           Hiding.   The   weapon   with   this   talent   can
         ponent  hits,  the  user  may  decide   whether   to           siles fired instead of to the weapon itself.                   create  one  invisibility  spell  effect  on   only
         deflect  the  blow.  If  used  for  deflecting,  the           Findin  .  The  talent   can   create   one   locite           the  user  when  commanded  to  do   so.   In   ad-
         weapon absorbs the effect of the energy drai                           pell effect per day  to  a  120'  range  (as           dition,  the  weapon  can  itself  become   invisi-

                                -  ..                   . i                                 248@,*       .        '        @

                                                                                                                  Chapter 1
                                                                                                                                                  6: Treasure

            ble three times per day.

            oHolding.   This   talent   can   create    one    hold        Artifacts Table

            person  spell  effect  per  day  to   a   180'   range                                                                         Magnitude of Artifact

            (as the 2nd level cleric spell).                                                                          Minor                 Lesser          Greater              Major

            0Lighting.   The   weapon    that    has'this    talent        Maximum   number    of    powers              8                 11                   14                  17

            can create  one  light  spell  effect  per  day  to  a         Maximum types of powers

            120'  range  and  lasting  for  6  turns  (similar  to         Attack                                        2                   3                   4                   4

            the 1st level magic-user spell).                                Info + move                                   1                   2                   3                   4

            0Silencing.  This  talent  can  create   one   silence,        Transform                                     2                   2                   3                   4

            15'  radius  spell  effect  per  day  to  180'   range         Defense                                       3                   4                   4                   5

            (as the 2nd level cleric spell).                                Handicap                                      1                   2                   3                   4

            oSlicing.   This   talent   applies   only   to   edged        Penalty                                       1                   3                   5                   8

            weapons  (swords  daggers,   etc.).   If   any   other

            weapon    type    indicates    this    talent,    roll         od  that  is  unique  to  that  artifact.  Wishes,   the        will become progressively uglier and      more   evil-

            again.  If  the  edged  weapon's  attack  roll  is  19         most  powerful  mortal  magic,   have   no   effect   on        looking.  The  use  of  any  power  by  the  wearer  is

            or   20   counting   the   weapon's   magical    bonus         artifacts.                                                      voluntary.  If the  wearer  dies,  he  and  his  equip-

            but   no   other   bonuses,   the   opponent    struck         Using  an  artifact  inflicts   handicaps   and   penal-        ment turn to stone with the exception  of  this  arti-

            must  make  a  saving   throw   vs.   death   ray   or         ties  on  the  character.  A  handicap  is  a  permanent        fact.  This artifact will shatter irrevocably if its gaze

            be  struck  dead  with  one  blow.   If   the   saving         effect that cannot be  negated  as  long  as  the  char-        is ever reflected by the  Golden  Mirror  of  Ka.  The

            throw is  successful,  the  victim  still  takes  tri-         acter has  the  artifact.  It  usually  appears  when  a        wearer  of  the  mask  will  be  immediately   stunned

            ple   normal   damage    from    the    blow.    These         power of the artifact is first  used.  A  penalty  is  a        for a full turn and  will  remember  nothing  of  what

            speci,at   damage   bonuses   do   not   apply    when         temporary   disadvantage   that   can   be   offset   by        he  did  while  wearing  the  mask,  but  he  will  be

            the  weapon  is  ustd  against   constructs   or   un-         magic or time while the artifact is possessed.                  otherwise unharmed.

            dead creatures of any sort.                                     Artifacts  have  four  power  levels:   minor,   lesser,

            Slowing.  When  a  successful   hit   is   made,   the         greater,  and  major,  These  levels  affect  the   num-

            weapon  with  this  talent   can   cause   the   oppo-         ber  and  strength  of  the  artifact's  powers,  handi-        Cashing Treasure

            nent  struck  to  become  slowed   (as   the   reverse         caps, and penalties, as in the Artifacts Table.                  At  the  end   of   each   adventure,   characters   c

            'of the  3fd  level  magic-user  spell  haste)  for  1                                                                         experience points based on  the  actual  value  of  al

            turn  (no  saving  throw).   The   user   may   decide         Sample aftifact                                                 treasures  found  and   kept.   However,   they   migh
            whether  or  not  to  use  this   effect   after   the                                                                         lose some of the value  of  gems  and  jewelry  in  th

            swing hits.                                                                                                                    process of exchanging such items for coin.
                                                                           MASK OF BACHRAEUS
            Speeding.    The    talent    will,    on     command,         (Minor artifact: Entropy,  evil)                                Though  gems  and  jewelry  are  easy  to  carry,  the

            create  a  haste  spell  effect  on  the  user   only.                                                                         are also hard  to  convert  to  spendable  money.  Mos

            The   user   may   then   move   at   double    normal         History:   This   mask   was    made    by    Bachraeus,        specialists   and   mercenaries   will   accept   gems

            speed  and  attack  twice  per  round   for   I   turn         an  Immortal  who  became  the   patron   of   the   me-        payment,   but   they    do    not    normally    "giv

            (similar to the 3rd level magic-user spell).                   dusae.  The mask  was  to  be  worn  by  the  high  cler-        change"  for  overpayment,  nor  do  they  accept  jew

            Translating.  The  weapon   that   has   this   talent         ic of a secret cult  th-at  grew  within  the  Milennian        eiry (as  it  is  easily  damaged).  For  most  expens
            will,   on   command,   enable   the   user   to   un-         Empire   and   formed   a   dangerous   alliance    with        (such  as   normal   equipment   purchases,   construe

            derstand   any   and   all   languages   heard.    The         the  medusae.  With  the  fall  of   that   empire   and        tion costs, etc.) coin must be used.

            ability lasts for 6 turns.                                     the destruction of the cult, the mask was lost.                  Pieces  of  jewelry  can  usually  be  broken  up  int

            Watching.   The   weapon   with   this   talent    may         Description:  A  smooth,  blue   mask   of   a   strange        its  gems,  metal,  etc.  The  whole  piece  is   wort
            be   commanded   to   watch   for   any    one    mon-         ceramic material;  the  features  are  stylized,  possi-        more  than  the  individual  parts,  however;   up   t

            ster  type  or  race.  The  weapon  can   then   sense         bly female or  eivish.  A  wig  of  long,  dark,  leath-        half of the value may  be  lost  by  divvying  it  int

            the  presence  of   the   creatures   specified,   and         ery strips is attached at  the  top  and  back.                 parts.
            it will  vibrate  slightly  if  one  or  more  of  the         Powers:   The   Mask   of   Bachraeus   possesses    the        Any  town  or  city  will  have  a  businessman   (jew

            named  creatures  come   within   60'   of   it.   The         following powers:                                               eler,  moneychangef,  collector  of  rare   items,   o

            vibration  will  silently  alert  the  user.  A   spe-         o Flesh   to   stone,   120'   range,    one    creature        even  the  town  treasurer)  who  will  exchange  coin

            cific  creature  cannot  be   named,   only   a   race           (gaze attack).                                                for gems and jewelry,  and  probably  vice  versa.  Fo

            or   monster   type,   and   the   weapon   can   only         0 Charm    person,    120'    range,    one     creature        gems,  a  fee  of  I%-5%  of  the  value  is   charged

            sense  one  race  or  type  per  day,  even  if   none           (gaze attack).                                                jewelry  is  harder  to  sell,  and  a  2%-12%  fee  m

            are sensed.                                                    o Detect   magic,   60'   range.                                be  charged.  Small  towns  have  less  cash  on   han

            Wishing.   This   talent   will   grant   id3   wishes         * Pass-wqll,   60'   range,    6-turn    duration,    5'        and  may  be  unable  to  buy   expensive   jewels   o

            to  the  usef  (identical  to  the  9th  level  magic-           opening  up   to   lo'   deep.                                gems.  As  a   general   guideline,   the   population

            user spell).                                                      Wearer   is   immune   to   turn    to    stone    and        the town is equal to the largest value of  item  it  c
                                                                             charm    attacks,    except    his    own    reflected        convert to coin in gp (for example, a  city  of  io,oo

            Artifacts                                                        gaze.                                                         could handle  gems  or  jewelry  of  up  to  10,000  g

                                                                             Wearer   is   immune   to    poisons    from    living        value).

            An  artifact  is  a  powerful  magical  item   created           creatures.                                                     A  businessperson   may   always   refuse   to   "cash

            by  an  Immortal   (see   Chapter   15)   and   imbued         Handicap:   When   the   mask    is    put    on,    the        an item for various reasons (lack of  ready  coin,  su

            with his  personal  power.  Each  artifact  is  unique         wearer's  Charisma  is  feduced  to   4   (see   Notes).        picion  of   stolen   merchandise,   suspected   magic

            and  should  be  individually  designed  by  the   DM.          The  mask  cannot  be   removed   or   disguised   while        origin, and  so  forth).  If  a  businessperson  refus

            Nothing   regarding    an    artifact    happens    by         the wearer lives. fu               c             q              the   transaction,   a   wealthy   private    individu

            chance,  for  the  destiny  of  each  is  planned  and         Penalty:  Success  I  use  of  dete  t  magic   or   esh        might  be  found  to  buy   the   item.   The   amount

            controlled by  the  Immortals.  Thus,  they  are  only         to stone reduces the wearer's own Strength       by    1        fered  will  be  20%-80%  (2d4  x  10)  of  the  state

            rarely   encountered,   most   often   by   high-level         for  one  hour.  The  successful  use   of   any   othef        value,  and  a  jeweler  is   usually   consulted   to

            characters  on  a  path  to  Immortality.  No   mortal         power  reduces  the  wearer's  own  Strength  by  2.  If        praise the item.

            retains an artifact for long.                                  the wearer's own Strength is  reduced  to  0,  he  dies.         Unlike  gems  and   jewelry,   special   objects   (su

            Artifacts are  treated  as  40th  level  for  purposes         Notes:  This  artifact  is  evilly  enchanted  and   can        the objects  in  the  "Special  Treasure"  section,  e

            of  determining  their  magical  effects.   They   are         be detected  as  such.  The  wearer  loses  1  point  of        lier  this  chapter)   must   be   sold   before   any

            immune  to  most  attacks,  except  those   by   other         Charisma  immediately  when  the   mask   is   put   on,        award  is  given.  The  prices  given  on  the   Speci

            artifacts or weapons of  at  least  +  5  bonus;  how-         then more at the rate  of  1  point  per  week  until  a        Treasure  Value  Table  (page  227)  are   approximate

            ever, each can  be  destroyed  by  a  legendary  meth-         Charisma  of  4  is  reached.   The   mask,   meanwhile,        what  the   items   will   lifing   in   markets   tra

                                                                                                   24

                       pter 16: Treasure


    ing in these  goods.  The  prices  are  unlikely  to  be
    higher except where  the  items  are  scarce  and  there
    is a demand for them.  In  fact,  prices  may  be  lower
    if the goods are in common supply.

    Buying and Selling Magical
    Items

      At  some  point  in  the  game,  the  characters  will
    probably find  a  magical  item  that  they  cannot  use
    or do not want.  Such  items  are  generally  traded  to
    NPCs  for  favors;  however,  characters  may   try   to
    sell the item for cash.
      Generally,  magicA   items   can   be   sold   between
    characters-PCs   and   NPCs-but    the    seller    must
    personally  find  a  buyer  through   advertising,   ap-
    proaching  wealthy  patrons,  etc.  If  the   DM   would
    lie  to  use  another  method  for  settling  this  mat-
    ter, his or her wishes should be followed.

    Making Magical Items

      At   higher   experience   levels,   magic-users   and
    clerics  can  create  magical  items.  Most   characters
    who  create  magical  items  are  magic-users.  When   a
    cleric is trying to  create  magical  items,  substitute
    his   Wisdom   fof   the    magic-user's    Intelligence
    when using the methods in this section.
      To  create  any  magical  item,  the  character   must
    be at least 9th  level.  Some  magical  items  will  re-
    quire that the character be of higher level.
      A  number   of   factors   need   to   be   considefed
    when  making  magical   items,   including   spell   ef-
    fects,  specialists  of  skills  needed,  spell   compo-
    nents, and the chance  of  success.  These  factors  are
    defined in the following text.
                                                                 6f giant crustacea-n sea-monsters).                                ([Int + Lvi] X 2) - (3 x spell level)    %
    Spell Effects                                                   On  such  an  adventure,  the  spelicaster  might  ac-
      The  spelicaster  must  know  a  spell   relating   to     quire  enough  quantities  of  the  rare   component   to       For  example,  a  10th  level  wizard  with  intelli-
    the  magical  effect  that  he  wants  the   object   to     create several such  magical  items.  That's  all  right,     gence 18 tries to  make  a  wand  of  fireballs,  which
    have.  Fof example, if he is  trying  to  make  a  flying     within  reason.  But  if  he  comes  back  with  a  1,000     uses a 3rd level spell.  His chance for  success,  using
    c@t,  he  must  know  the  fly  spell.  If  he   doesn't     gallons of giant  snail  dye  and  wants  to  use  it  to     the formula above, is as follows.
    know  the  spell,  he  can't  enchant  an  item  with  a     create  flying  c@ts  from  now   until   eternity,   the         ([18 + 10] x 2) -(3 x 3) = 47% on dloo
    simi@ effect.                                                dye  will  inevitably  spoil,   be   destroyed,   or   be

    Specialists or Skiffs                                        stolen   by   a   rival   magic-user-meaning   that   the       If  the  character  rolls  that  number  or  less  on
                                                                 character  will  eventually  have   to   go   adventuring     dloo, he has  succeeded  in  enchanting  the  item.  If
      The  spellcastef  must  hife  and  work  with  a  spe-     again  to  acquire  more  of  the  component  if  he  re-     he fails to toll the number,  the  character  has  used
    cialist who can make the  type  of  physical  object  to     ally  wants  to  make  more  than   one   of   the   same     up all the  gold  pieces,  time,  and  materi@  he  has
    be enchanted  (for  example,  an  armorer  if  the  item     magical item.                                                 acquired.  He  must  attain  all  the  things  he   has
    is to be a sword or a weaver if the  item  is  to  be  a        A spellcaster might acquire a  lot  of  a  rare  mate-
                                                                                                                               lost, attempt to create the item, and  roll  again  the
    carpet); aitematively, if the  optional  general  skills     rial and then try to  spread  the  excess  around,  trad-     next tune he tries to see if he has succeeded.
    rules  are  being  used,  the  spellcaster   must   know     ing  it  to  fellow  magicians  for  their  excess   rate
    the general  skill  pertaining  to  the  making  of  the     materials.  This  isn't  so  good.  The   DM   can   @ply
    object or hire a craftsman who does.                         say  that  doesn't  work-the   materials   have   to   be     The Process of  Enchantment
      To create a magical  item,  the  spellcaster  and  the     acquired  and  processed  by  the  spelicaster   himself,       Once all  the  spells  are  determined  and  all  the
    specialist must work together  while  the  item  is  be-     or  the  DM  can  say  the  spelicaster  isn't   familiar     rare components  are  assembled,  the  process  of  en-
    ing  created;  a  spellcaster  cannot,   for   instance,     enough  with  the  materials  to  rely  on  them.  Alter-     chantment may begin.  Since  this  process  varies  for
    magically  enchant  a  normal  sword  once   the   sword     natively, the DM  can  say  this  is  all  right-but  the     making  magical   items,   the   following   text   has
    has  already  been  made.  The  specialist's  fees   are     spelicaster's  subsequent  project  will  always  require     been divided  into  two  sections,  one  on  armor  and
    contained in the  costs  listed  below  for  creating  a     at  least  one  rare  component  that  he   must   travel
                                                                                                                               weapons and the other on miscellaneous items.
    magical item.                                                forth and acquire himself.                                       Of  course,  should  characters  find   the   magical

    Spell Components                                             Chance of Success                                             items they  are  trying  to  create  for  sale  on  the

      For every spell with which  a  spellcaster  is  trying        When a character  tries  to  create  a  specific  type     market,  they  are  free  to  buy  the   item-but   the

    to  enchant  an  object,  he  must  find  some  sort  of     of magical  item,  he  may  fail.  His  chance  for  suc-     price will typically be twice that of the cost  of  en-

    rare  element  of  component  (typically   involving   a     cess is rolled on di 00, using the  character's  Intelli_     chanting  and  constructing  the  same  item.  This   @
                                                                                                                               @flected  in  a  number  of  factors,   including   the
    long  or  difficult  adventure).   The   DM   determines     gence (Wisdom if  a  cleric),  his  current  level,  anct     cost of advertising the item, storing  it  until  sale,
    exactly what that  component  is  and  tells  the  play-     the level  of  the  spell  involved  (or  the  number  of     sentimental   value,   and-naturally-a    profit    for
    er. For example, a magic-user  trying  to  make  a  fly-     armor  or  weapon  bonuses  or  penalties);   all   other     the maker.
    ing carpet might have to find  a  rare  silkworm  (in  a     numbers in  the  formula  are  the  same  for  each  use.        Finally,  a  DM  may   have   some   characters   who
    monster-haunted  land)  or  acquire  a  certain   purple     The formula is as follows.                                    wish to  construct  magical  items  for  sale  and  not
    dye  (which  can  only  be  processed  from  the  bodies
                                                                                           250

                                                                                                                                                 Treas

     for private use.  The  DM  shouid  note  all  the  time      + 3 vs- undead counts as a sword  +  2  for  the  pur-
     requirements,  prohibitive   costs   (both   of   which      pose  of  calculating  the  initial  enchantment  cost        Weapons   Initial    Enchantment    Cost    Check-

     take  away  from   the   character's   opportunity   to      (the base + 1, applicable to all targets, counts as  a        list,  above)  is  calculated  as  follows:   non-

     adventure),  and  the   need   for   rare   components.      + 1; the  additional  +  2  bonus  vs.  undead,  cumu-        magical cost (10 gp) X enc (100  cn)  .  3  =  333

     If the character still persists in  pursuing  his  new-      lative with the base bonus, counts at half  price  for        gp, which  is  rounded  up  to  340  gp  and  then

     found  profession   of   magical   item-maker,   rigor-      another + 1).  Initial enchantment  cost  for  a  sword        doubled  because  the  shield  has  two   bonuses,

     ously enforce the rules.                                     + 1 is 3,000 gp ([nonmagical  price  10  gp  x  60  cn        for  680  gp.  However,  checking  the   checklist

                                                                  enc ] x 5 = 3, 000 gp); to get a sword + 1,  +  3  vs-        above, there is the note stating  that  the  mini-

                                                                  undead, would cost 6,000 gp (3,000 x 2).                      mum  initial  enchantment  cost   of   any   armor
     Armor and Weapons                                              Magical powers targeted exclusively           toward        (including  shields)  is  3,000   gp.   Therefore,

        The  procedure   for   bestowing   bonuses   (either      special  opponents  cost  less   to   make,   however.        this  shield  +2,  charm  person  has  an  initial

     pluses or  minuses)  on  armor  a-nd  weapon  items  is      The cost of these limited  extra  magical  effects  is        enchantment cost of 3,000 gp-

     different  than  for   miscellaneous   magical   items.      reduced   10%   per   restriction.   One   restriction         The charm person effect is  a  1st  level  spell,

     Remember  that  the  chance  of   success   is   rolled      would be a  class  of  monsters;  a  second  would  be        so that adds another  1,000  gp  (the  cost  of  a

     only  once,  regardless  of  the  number   of   bonuses      a species of monsters; a third would  be  a  specific,        1st level spell effect).  The total  cost  of  this

     or  penalties  the  armor  or  weapon  has.   As   with      named monster.                                                shield is 4,000 gp.

     miscellaneous  items,  the   spelicaster   must   first                                                                     The  spellcaster  must   roll   rwo   times   for

     find  the  item's  initi2i   enchantment   cost.   This        Example:  A  sword  +   2   with a    charm     dryads      chance  of  success:  once  for  the  initial  en-

     figure is the cost in gp for materials  that  are  used        power  would  cost  as  follows.                            chantment  (the  +  2   bonus),   and   a   second

     in the creation of the magical item.                              Initial    enchantment    cost for   sword   +    1:      time for the  charm  person  spell  effect.  Using

        The  initial  enchantment  cost  makes  a  +  1  bo-        3,000   gp   ([Io    gpx6o    cn enc]  x  5  =   3,000      the chance of success  formula,  ([Int  +  Lvl]  X

     nus or - 1  penalty,  according  to  the  spelicaster's        gp).  The  +   2   bonus   means initial      enchant-      2) - (3 X spell level)  =  %,  this  spelicaster's

     choice.  For each  subsequent  plus  or  minus  for  ei-        ment  cost  is  doubled.   Total cost   for    magical      percentage chance is 7 3 %  for  each  chance,  as

     thef  armor  or  weapons,  multiply  the  initial   en-        sword + 2: 6, 000 gp.                                       follows:

     chantment  cost   by   the   number   of   bonuses   or                                                                     ([ 18 + 20]) x 2) - (3 x 1st level) = 73 %
                                                                      Spe,U  effect  cost,  the  charm  dryads   effect:
     penalties.   (Fof   example,   the   two-handed   sword        4, 000 gp.  Charm  monster  is  a  4th  level  spell,
     +  1  from  the  example  in  the   Armor   and   Weap-        and spell effects cost 1,000  gp  per  spell  level.      Enchantment Time
     ons   Initial   Enchantment   Checklist   would    cost        Permanency  is  +  20,000  gp   (5   x   4,000   gp,        Enchantment  time   for   armor   and   weapons   is
     22,500 gp if made into a sword +3.)                            the spell effect cost).  Basic spell effect  cost  is     the same as  for  magical  items:  one  week  plus  one
        If  desired,  @fmor  and  weapons  can  be   created        24,000   gp,   -20%    (from    two    restrictions:     day for  each  1,000  gp  (rounded  up)  spent  on  the
     -with  additional  spell  effects-these   are   figured        humanoid  class  and  species  dryad).  Total   cost     armor or weapon.
     at the corresponding  effect's  spell  level  and  cost        for spell effect charm dryads: 19,200 gp.                    During  this   time,   the   spelicaster   must   be
     1,000 gp per  spell  level.  See  below  for  more  in-          Total   weapon   cost:   25,200   gp.   Sword   +2     working   steadily   in   his   workshop-eight    hours
     formation  on  adding  bonuses.   Note   that   magical        (6,000  gp)  +charm  dryads  effect  (1  9,200   gp)     per  day.  (More  hours  spent  per  day  won't   speed
     armor  a'hd  weapons  cqnnot  be  recharged,   as   can          25,200 gp.                                             up   the   enchantment   process;    magic    materials
     certain magical items.                                            Cfegtion  time:  32  days.  One  week   plus   one     need  time  to  absorb  magical  spells.  Fewer   hours
        To  find  the  initial  enchantment  cost  of  magi-        day  per  each  1,000  gp  additional  costs,  indi-     spent per day, however,  will  slow  the  process  con-
     cal  armor  or  weapons,  multiply  the   item's   nor-        cating 25.2 extra days.                                  siderably.)
     mal  (nonmagical)  price  (gp)   by   its   encumbrance                                                                    Generally  the  spelicaster  cannot   be   adventur-
     (cn).  For armor, divide this result  by  3;  for  weap-                                                                 ing during this time.  If  he  takes  a  one-  or  two-
     ors, multiply it by  5.  Always  round  the  result  up      Adding Magical Powers                                      day  break  from  the  enchantment  process,  it   will
     to the next 10th.  This  final  result  is  the  initial        Extra magical effects   can  be   added   to   armor     slow  the  process  down  by  a  day  or  two.  If  the
     enchantment  cost,  as  outlined  in  the   Armor   and      and weapons.  Weapon        talents,   sword    primary     spellcaster  takes  more  than  two  days   off,   how-
     Weapons Initial Enchantment Cost Checklist.                  and   extraordinary   powers,   and   armor    special     ever,  the  enchantment  is  spoiled;  the   armor   or
                                                                  powers are considered speli effects;  find  the  spell     weapon  is  ruined  and  cannot   be   enchanted.   The
        Armor    and     Weapons     Initial     Enchantment      that  corresponds  most  closely  to  the  talent   or     spelicaster has lost all  the  gp  the  item  cost  and
        Cost Checklist                                            power and enchant the weapon with that.                    must start over again.

        Armor:  (nonmagical   price   [gpl   X   enc   [cn])        The creator  must  roll  a  chance  of  success  for

        - 3                                                       eqch spell effect added.  Each successfiil  foil  indi-     Intelligent Swords

        Weapons:  (nonmagical  price  [gpl   X   enc   [cn])      cates the item gains the power rolled for.  A  failure        Only   Immortals    create    intelligent    swords.

        x 5                                                       means  that  the  corresponding  effect  is  lost  and     However,  there  is  the  possibility  that  an  Immor-
                                                                  that  no  more  enchantments  may  be  added   (earli-     tal  will  make  intelligent  any  sword   being   cre-

        Examples:   A   chain    mail    hauberk    normally      er, successful enchantments, if any,  are  not  lost).     ated.  Whenever  a  character  is  cre-ating  a  magical
                                                                    In other words, if the first roll fails,  the  whole
        costs 40 gp and  weighs  400  cn.  Its  initial  en-      item is ruined, the gp spent, and the  time  lost.  If     sword, the  DM  should  determine,  in  secret,  if  an

        chantment cost is 40 x 400 - 3, or 5, 3  3  3  gp  -      the first roll is a success but the second one  fails,     Immortal  has   made   the   sword   intelligent.   The

        A  two-handed   nonmagical   sword   costs   15   gp      then the first spell  effect  has  been  enchanted  on     maker of  the  sword  will  not  know  whether  or  not

        and  weighs  100   cn.   Its   initial   enchantment      the item,  but  the  second  was  a  failure,  and  no     this has happened until well  after  the  sword  is  in

        cost is 15 x 100 x 5, or 7,500 gp.                                                                                   the  hands  of  its  eventual  owner.  The   Immortal's
                                                                  new effects may  be  added.  But  at  least  the  item     actions  do  not  change  the  cost  of  the  weapon.

        Note:   The   minimum   initial   enchantment   cost      survived  the  initial  enchantment  and  is  magical.

        may  be  no  less  than  3,000  gp  for  armor  (in-        Note that the extra  cost  of  an  additional  power     Special Materials (Optional)

        cluding shields) or 100  gp  for  weapons.  All  ar-      is added to  the  total  armor  of  weapon  cost,  not        -The  DM  can  allow  the  spelicaster's  choice   of

        mor  and  weapon   enchantments   are   limited   to      the  item's  original   initial   enchantment   cost).     materials to affect his  chance  of  success.  Precious

        +     5,   maximum.   Characters   cannot   make   a      The  enchantment  process  takes  an  extra  day   per     gems,  metals,  or  materials  could   retain   magical

        +    6 or greater piece of armor or weapon.               1,000 gp  added  to  the  total  cost  of  the  weapon     powers   better   than    rough    wood    or    common
                                                                  beyond the initial process time.                           stones.  The  can  modify  the  chance  of  success  as
                                                                                                                             he or she sees fit.
     Adding Bonuses vs.  Opponents                                   Example:  A  20th  level,  18  Intelligence   spell-
        If the DM wishes  to  give  a  weapon  a  bonus  (or        caster wants to make a  shield  +  2  that  has  the
     penalty)  against  a  special  opponent,   simply   add        special  power  of   charm   person.   The   initial
     the  extra  bonuses   to   the   original   enchantment        enchantment  cost  (as  noted  in  the   Armor   and
     costs, but at halfpfice.  For  example,  a  sword  +  1,

                                                                                           251

                     apter 16: Treasure


                                                                                                                                cost  of  30  charges  plus  one  per  use   during   the
      Magical Armor and Weapons Costs                                Examples:   A   magk-usef   wishes   to   create   a       chosen time frame.
      Armor     initial     enchantment     cost:     (non-          wand  ofpolymorph  others.  This  is  a  4th   level
          magical price [gpl X enc [cn]) - 3                         spell and is the only spell  on  the  wand,  so  his          Example:   A   wand   of   fireballs   usable    twice
      Weapon    initial     enchantment     cost:     (non-          initial enchantment cost is  4,000  gp  (4  x  1,000          per day is constructed as follows.
          magical price [gp] x enc [cn]) X 5                         gp = 4,000 gp).  Now,  he  wants  to  charge  it  by            Initial   enchantment   cost:   2,250   gp    (3,000
      Number   of   bonuses    cost:    Initial    enchant-          giving  it  25  charges.  The  cost  is  10,000   gp          gp - 25 %).
          ment  cost  (either  armor  or  weapons)  x   the          (10%  of  the  initial  enchantment  cost  [400  gpI             Costforcharges:   7,200   gp   (2,250   x   10%   x
          number   of   additional   bonuses   or    penal-          x number of charges [ 2 51 = 1  0,  000  gp).  Total          32 charges).
          ties (pluses of minuses)                                   cost of the wand: 14,000 gp.                                      Total Cost: 9,450 gp.
      Bonuses  against  opponents  cost:   '/2   the   ini-            Another  magic-user  wants  to   create   a   ring
          tial   enchantment   cost   x   number   of   bo-          of lore with no  other  spell  effects.  This  is  a
          nuses against opponent                                     7th  level  spell,  so   the   initial   enchantment       Spells of Variable Power Levels
      Restriction   cost:   -   10%   per   bonus   against          cost is 7,000  gp.  She  wants  to  make  it  perma-          Some  spells  differ  in  power  with  the  level   of
          opponent per restriction (if used)                         nent; the cost is  5  x  7,000  gp,  or  35,000  gp-       the  caster-spells  such  as  fireballs  are   especially
      Total   initial   enchantment   cost:   Initial   en-          Total cost of the ring: 42,000 gp.                         dramatic     examples.     When     creating      magical
          chantment  cost  +   number   of   bonuses   cost                                                                     items,  magic-users  must   conform   to   the   ordinary
          +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&D"  game.   Wands   can   do   only   6
      Spe,U  effect  cost:  1,000  gp  x  number  of  spell                                                                     dice of damage;  staves  can  do  only  8  dice  of  dam-
          levels per spell effect                                 creator  must  roll  a  chance  for  success   for   each     age;  rings  and  many  types   of   miscellaneous   mag-
                                                                  spell.  Each   successful   roll   indicates   the   item     ical    items   cannot       be    enchanted         with
      Permanency cost.- 5 x spell effect cost                     gains  the  power  rolled  for.  A  failure  means   that
      Restriction   cost:    -10%    per    spell    effect       the  corresponding  effect  is  lost  and  that  no  more     damage-type spells.
          against  opponent  per  restriction   (if   used)       enchantments   may   be   added   (earlier,    successful        When  in  doubt,  find  an  example   in   the   trea-
      Total spell effect cost: Spell  effect  cost  +  per-       enchantments, if any, are not lost).                          sure  listings  earlier  in  this   chapter   that   most
          manency cost +restriction cost                             In other words, if the first  roll  fails,  the  whole     closely  resembles  the  treasure  to  be   created   and
      Total   Magical   Armor   or   Weapon   Cost:   Tot@l       item is ruined, the gp  spent,  and  the  time  lost.  If     use  that  as  a  limitation  for  a  PC   or   NPC   who
          initial  enchantment  cost+   total   spell   et-       the first roll is a success but  the  second  one  fails,     wants  to  create  magic.   Also,   when   beginning   to
          fect cost                                               then  the  first  spell  effect  has  been  enchanted  on     create  magical   items,   become   familiar   with   the
                                                                  the  item,  but  the  second  was  a  failure,   and   no     dispel  magic  spell  description  (in  Chapter  3).   It
                                                                  new  effects  may  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                                                                   Recharging It@ms
   DM  must  first   find   the   item's   initial   enchant-        Example:  A  20th  level,   18   Intelligence   wiz-          The  cost  of  recharging  items  is  equal   to   the
   ment  cost.  Follow  the  steps  outlined  in   the   Mis-        ard  makes  a  crystal  ball  with  ESP   That   re-       original  cost  of  charges-that  is,  10%  of  the  ini-
   cellaneous     Magical     Item      Enchantment      Cost        quires   two    spell    effects-clairvoyance    and       tial  enchantment  cost  x  the  number  of   charges   =
   Checklist to do so.                                                ESP.  The  initial  enchantment  cost  is  5,000  gp       the  cost  to  recharge.  Items  with  charges  can't  be
                                                                     (one is a 3rd level  spell  and  the  other  is  2nd       recharged    beyond    the     original     number     of
      Miscellaneous      Magical      Item      Enchantment          level;  1,000   gp   X   total   number   of   spell       charges they had when they were create4.
      Cost Checklist                                                 levels).  The  wizard  must  roll  for   chance   of          Potions  and  scrolls  are  items  with  charges,  but
      1 . The   spellcaster   determines    which    spells          success for both spells.                                   they  have  but  one  charge  pef  dose   of   po6on   or
          will be cast on the magical item.                             She tries for the clairvoyance  effect  first,  as       spell  per  scroll.  (According  to  ancient   tradition,
      2.  The  spellcaster   calculates   the   number   of          it's the main  component  of  a  crystal  b2il.  The       each  potion  vial  will  contain  only  one  charge   of
          total number of spell levels                               formula  for  the  chance  of  success  is  ([Int  +       potion,  while  some  scrolls  can  be   enchanted   with
      3.  The    spelicaster    multiplies    the    number          Lvlj X 2) - (3 X spell level) =  %.  Her  chance  is       more  than  one  spell.)  Note  that  different  spe@  on
          from  Step  2   by   1,000   to   determine   the          ([18+20] x 2)-(3 x 3)=67%.                                 one  scroll  are  considered  separate   magical   items.
          cost in  gp  for  materials  used  in  the  crea-            Next  she  tries   for   the   ESP   effect.   Her          A  wizard  may  decide  at   the   moment   of   crea-
          tion of the magical item.                                  chance is ([ 18 + 201 x 2) - (3 x 2) = 72 %.               tion  that  an  item   with   charges   is   nonrecharge-
                                                                       If she makes  both  chances,  she  has  a  crystal       able.  In  this  case,  feduce  the  initial  enchantment
                                                                     ball  with  ESP  If  she  makes  the  first   chance       cost  by  20%.  Once  the   item's   charges   are   used
      When  the  spelicaster  has  collected  his  fare   ma-        but fails  the  second,  she  has  a  plain  crystal       up,  the  item  ceases  to  be  magical  and  can   never
   terials,  paid  his   initial   enchantment   cost,   made        bail.  If she fails  the  first  chance,  she  has  a       be recharged.
   his  chance  of  success  roll  (pef  spell  added),   and        spherical  lump  of  crystal  that  can   never   be
   gone  through  the  necessary  rituals,  he  has  an   en-        enchanted again.                                            Enchantment Time
   ergized item that is ready  to  be  given  its  final  en-          Whether  she   succeeds   fully,   partially,   or          Magical  items  take  a  certain  amount  of  time  to
   chantment.                                                        not at all,  though,  she  loses  the  rest  of  the       create:  one  week  plus  one  day  for  each  1,000   gp
      'To  finish  the  job,  the  spelicaster   must   spend        costs for  the  crystal  ball.  For  instance,  this       (rounded up) spent on the item.
   more  gp  and  effort  on  the  item.   First,   he   must        item  is  permanent  and  not  a  charged  item,  so          For  the   examples   above,   the   wand   of   poly-
   decide if the item is  based  on  charges  or  is  a  per-        she will lose 2 5, 000  gp  more  (5  x  5,  000  gp       morph   others    would    take    31    days-one    week
   manent   item.   Items   based   on   charges   (such   as        [initial  enchantment  cost]  =  25,000   gp).   Her       plus  14  more  days  (for  the  14,000  gp  total).  The
   wands,  staves,  potions,   and   scrolls)   are   eventu-        total cost, succeed or fail, is 30,000 gp-                 ring  of  lore  would  take   49   days-one   week   plus
   ally   used   up,   though    some    are    rechargeable.
   Items  that  are  permanent  can   be   used   again   and                                                                   42 days (for the 42,000 gp).
   again and are nevef used up.                                    Uses Per Day                                                     The  restrictions   on   a   magic-user's   time   fof
      The cost for an item to  have  charges  is  1  0  %  of        Some                        al  items  may   only   be     making  magical  items  are  the  same  as   for   making
                                                                           .per@anent magic                                     magical   armor    and    weapons.    See    "Enchantment
   the   initial   enchantment   cost   x   the   number   of     usable  a  certain  number  of  times  within   a   given
   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  5  X  the  initial   enchant-     that sort  of  limitation  on  it,  the  DM  reduces  the
   ment  cost.  (This  is  the  same  cost  as  if  the  item     initial  enchantment  cost  by   20%   for   items   that     Limits on Magical 4em Creation
   had 50 charges.)                                               can be used  once  an  hour,  by  25  %  for  items  used        The DM can  fof  bid  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,  etc.   Then   the   DM   can   add   the     magical  item  that  can  critically  unbalance  a   cam.

                                                                                            252

                                                                                                           Chapter 1 6: Treasure


        paign is a wand or staff, especially if of  a  damag-     construct   and   buying   special,   rare,   expensive    from  Chapter  14,  look  up  the  abilities   of   that
        ing   spell,   made   permanent   instead   of   with     materials that aid in its enchantment.                     monster.  If  the  player  wants  to  create  an  all-new
        charges (so one can  fire  spells  with  it  continu-       Constructs,   however,    only    take    the    same    kind  of  construct,  the   DM   must   decide   whether
        ously).                                                   amount  of  time  to  create  as   do   other   magical    to allow this.
        Damaging  and  killing  effects  should   always   be     items:  One  week  plus  one  day  per  1,000   gp   of       If so,  the  player  designs  the  construct  accord-
        limited, either by  applying  charges  or  by  limit-     cost.  Like  the  magical  items,  constructs  are  also    ing  to  the  monster  statistics  format   in   Chapter
        ing uses.                                                 subject  to  the  same  time  constrictions,  as  noted    14.  The  DM  then   decides   whether   the   construct
                                                                  in  "Enchantment  Time"  in  the   section   above   on    is possible by  looking  over  the  construct's  statis-
        Miscellaneous Magical Items Costs                         making magical items.                                      tics and abilities.  If  they  are  significantly  better
                                                                                                                             than those of existing  constructs  that  are  at  simi-
        Initial   enchantment   cost:   Total   number   of                                                                  lar  HD  values,  then  the  player  should  tone   them
           spell levels X 1,000 gp                                Chance of Success                                          down  until  they  correspond  more  to  the   abilities
        Cost  of  charges:  10  %  of  initial  enchantment         Once  the  spelicaster  has   expended   the   neces-    of existing constructs.
           cost) x number of charges                              sary time and gp on a construct, he  can  roll  to  see
        Cost  ofpermanency:   5   x   initial   enchantment       if  the  enchantment  is  a  success.  His  chance   of    New Construct Guidelines
           cost                                                   success  is  somewhat   different   from   the   chance       There  are  some  basic   guidelines   for   creating
        Total  cost:  Initial  enchantment  cost+  cost  of       for making magical items; it is as follows:                new constructs,  as  outlined  in  the  following  text.
           charges  or  initial  enchantment  cost  +  cost                                                                     Hit Dice: A lesser  construct  can  have  from  I  to
           of permanency                                          ([Int + Lvl] x 2) - (HD +  number  of  asterisks)  =  %    6 HD; a  greatef  construct  can  have  from  I  to  36.
        Item   with   charges   is   nonrechargeable:   Re-                                                                     Immunities:  Lesser  constructs   (such   as   living
           duce total cost by 20%                                   Example:  A   Wisdom   18,   20th   level   cleric       statues)   are   immune   to   poison;   gases;   charm,
        Items usable only a  certain  number  of  nines  in         wants to create a  bronze  golem  (20  HD,  2  as-       sleep,   and   other   mind-affecting    and    illusion
           one  timc   period:   These   modifications   to         terisks).  She's  already  gone  on  her  quest  to       spells.  However,  they  can   be   harmed   by   normal
           the initial enchantment  cost  are  as  follows.         find  the  essential  components,   spent   50,000       weapons.  This  set  of  immunities  is  worth  one  as-
                Usable  per   hour:   -   20%                       gp on materials, and spent  57  days  in  the  en-       terisk (*).  Greater  constructs  (such  as  golems)  are
                Usable per day: - 2 5 %                             chantment  process.  Now  it's  time  for  her  to       additionally    immune    to    attacks    from     non-
                Usable   per    week:    -30%                       check  her  chance  of  success.  Her  chance   is       magical  weapons.  This  is  worth   another   asterisk.
                Usable per month: - 35 %                            ([18+20IX2)-(20+2) = 54%.                                 Some   constructs   have   extra,   individual   immuni-
        Calculate  as  per   30   charges   +   number   of           If  the  roll  fails,   then   the   enchantment       ties (such as to cold, to fire, etc.),  but  these  vary
           charges  used  per  time   period.                       fails, too.  The cleric loses all the time, effort,       from  construct  to  construct.  Each   individual   im-
                                                                    and money she has expended.                          I    munity  (or  group  of  related   immunities,   at   the
        Making                                                                                                               DM's  discretion)  is  worth  another  asterisk,   which
                                                                                                                             increases its cost.
        Magical         Constructs                                Existing vs.  New  Constructs                                 Hea@g:   Constructs    do    not    heal    normally;
        Constructs   (magical   monsters   such   as   golems       When  the  player  wants  to   create   a   construct    they  must  be  healed  by   magic.   Unless   otherwise
        and gargoyies) are  created  much  as  magical  trea-
        sures are.  For some of the steps listed in this  sec-
        tion the DM can refer  to  the  previous  section  on
        "Making Magical Items."
        Where  the  text  refers  to   magic-users'   chances                                                                                       o,
        based on Intelligence,  substitute  a  cleric's  Wis-
        dom as  appropriate.  The  spellcaster  creating  the
        construct must be  of  18th  experience  levcl  or  a
        level equal to the HD of  the  construct  being  cre-
        ated, whichever is  greater.  If  the  construct  has
        more  than  36  HD,  the  DM  can  either  refuse  to
        allow the character to create it or can limit its cre-
        ation to 36th level characters  only.
        If the  construct  is  to  have  up  to  two  special
        abilities (that is, from zero to two abilities),  the
        magic-user  must  have  the  create   magic,91   mon-
        sters spell. (A cleric can use a wish spell for  this
        purpose instead.)
        If the construct is to  have  any  special  abilities
        that would give  it  three  or  more  asterisks,  the
        magic-user  must  have   the   create   any   monster
        spell instead.  A cleric cannot create a construct  of
        this power level.
        For   information   on   finding   rare   components,
        see   "Spell   Components"   under   "Making    Magi-
        cal Items," above.

        Costs and Time

        Construct  cost:  2,000  gp  per  HD   +   5,000   gp
        per asterisk (as noted in  the  monster  descriptions
        in Chapter 14).                                                                                                                                                 v
        Once  a  spellcaster  has  acquired  the  rare   com-
        ponent,  he  can  begin  work  on  a  construct,  but
        he will have to  spend  a  lot  of  money.  The  con-
        struct cost includes  money  that  goes  toward  buy-
        ing  the   basic   materials   that   make   up   the

                                                                                           253@

                      pter 16: Treasure


  stated,  a  construct  can  be  healed  by  any   spell     timately  doom  the   magical   item.   However,   the     on top of or beneath the water, and  fresh  air  will
  that   heals   humans    and    demihumans.    However,     flaw may not be revealed  until  well  after  the  ob-     be supplied to its passengers.
  the DM  can  substitute  another  spell  that  heals  a     ject begins to see steady use (for  instance,  in  the       Naturally, holes will be left in the frame as  it's
  specific  type  of  construct  (for  example,  a   con-     case of a vessel  not  until  well  into  the  craft's     being  magically  constructed,  and  airtight   doors
  struct  that  is  a  mechanical  monstrosity  might  be     maiden  voyage  of  even  after),  so  the  DM  should     built magically or by normal  means  will  be  fitted
  "healed"  by   a   lightning   bolt,   recovering   hit     make  these  rolls  for  the  character,  not  letting     there afterward.  The doors do  not  have  to  be  en-
  points  equal  to  the  damage  theoretically  inflict-     him  know  when  he  has  failed.  For  this   reason,     chanted with these spells.
  ed by the spell; it  would  be  immune  to  that  spell     it's often a good idea for a builder to  have  two  or       Now, the spells  cast  on  one  section  of  stone-
  in  combat,  but  it  would  not  be  healed  by  ordi-     three such experts on  hand,  so  they  can  spot  one     form, ironform, etc. count  as  multiple  spells  for
  nary healing magic).                                        another's mistakes.                                        that section only.  If a character botches  a  success
     Number  of  Attacks:  A  construct  can  have   any-                                                                roll  when  casting  the  enchantment,  that  section
  where from one to four  attacks  in  a  round,  as  the     The Frame                                                  is spoiled-but since  it  is  still  under  construc-
  DM decides.                                                                                                            tion, it may be  magically  removed  and  a  new  one
     Damage:  A   construct,   in   any   combat   round,       The entire  frame  of  the  construction  will  have     started.  It just costs more that way....
  can  do  no  more   damage   in   combat   than   three     to be enchanted.  On a  ship,  the  frame  consists  of
  times its HD in  hit  points,  and  it's  not  inappro-     the hull, topdeck,  and  masts.  On  a  building,  the     Speed of Construction
  pfiate to limit that damage to  twice  its  HD  in  hit     frame consists of all exterior walls and  an  afea  of
  points.   That   damage    represents    the    maximum     flooring at least as large as  the  building  or  com-       Speed   of   magical   construction   depends    on
  possible damage  the  construct  could  roll,  and  the     plex.  The walls may  be  of  wood,  stone,  or  metal;     how many spelicasters  will  work  on  it.  Calculate
  damage  should  be  divided  among  all  its   attacks.     the flooring must be of stone or metal.                    how many different  spells  of  which  type  need  to
  For example, let's  say  that  a  sand  golem  invented       The  frame  must  be  created  through  the  use  of     go into  the  making  of  the  frame.  Determine  how
  by  a  player  has  10  HD  and   three   attacks   per     spells   that   create    permanent,    nondispellable     many spells of the  proper  types  the  participating
  round.  lberefore,  it  could  not  possibly  do   more     physical  objects-these  spells,  listed  in   Chaptef     spelicasters can cast.  Compare the two sets  of  fig-
  than  30  hit  points  of  damage  per  round.  Divided     3,   include   woodform,   stoneform,   etc.    Normal     ures  and  figure  out  how  fast  the  project  will
  among  three  attacks,  that's  a  maximum  of  10  hit     building   techniques   can't   make    a    structure     come together.
  points  per  attack.  At  maximum,   the   sand   golem     strong enough  to  stand  up  to  regular  moving,  so
  could  do  idio  points  of  damage  per  attack.   The     the  magic-user  must  use  spells.  Interior   parti-     Walls and Floors
  DM  might  prefer  for  it  to  do  id8  instead,   de-     tions, such as the floors of a  building  or  interior
  pending on how powerful the sand golem is.                  decks of a  ship,  may  be  constructed  in  the  non-       As  mentioned  before,  the  interior   walls   and
     Reproduction:   Constructs   do    not    reproduce;     magical fashion.                                           floors  may  be  created   by   magical   or   normal
  there are never " baby  gargoyies:'  for  example.  For       Most of  these  mighty  magical  items  are  created     means.
  each construct a spellcastef wants to create,  he  will     by magic-users instead of clerics.  To  fashion  some-       If   the   builder-organizer   is   using    normal
  have  to  repeat  the  creation  process  at  the  same     thing like this, a  cleric  would  have  to  know  and     means,  he  pays  the  workmen  as  per   the   rates
  costs, length of time, and chance of success.               freely employ the  wish  spell  as  a  substitute  for     given  on  (or  extrapolated  from)  the  charts   in
     Special  Attacks:  Some  constructs  have   special,     each of the  creation  spells  nece@  for  this  task.      Chapter 12.
  unusual  attacks  (such   as   poison-gas   breath   or                                                                  If the builder-organizer is  using  magic  to  fin-
  crushing  hugs).  The  DM   can   approve,   veto,   or     The Process of Building                                    ish the walls and floors, he and  his  crew  use  the
                                                                                                                         spells already described to  do  the  job.  The  time
  modify  any  special  attack  chosen  by   the   player       The player character  designs  the  floor  plans  of     required is  the  same  as  for  enchantment  of  the
  creating  the  construct.  Each   special   attack   is     the building  or  ship  he  plans  to  build.  He  and     frame; it  depends  on  the  number  of  spelicastefs
  worth  another  asterisk  (*)  and,  as  always,   each     the  DM  must   then   determine   how   many   appii-
  asterisk increases the construct's cost).                   cations    of    clothform,    woodform,     stoneform     and the size of the job.
                                                                                                              .    I       Individual walls  and  other  partitions  may  have
                                                              ironform,  and   steelform   spells   must   go   into     enchantments  cast  upon  them.   For   instance,   a
  Making Huge                                                 making the craft's frame.                                  room such as  a  library  might  have  in  individual
  Magical Items                                                 When  the   builders   decide   to   construct   the     continual light cast on it so that it will  never  be
                                                              craft, they must enchant  each  one  of  the  individ-     dark.
     Some  mighty  spelicasters  can   create   buildings     ual forming spells  that  goes  into  the  frame  with
  and vessels  that  move  by  magic.  If  the  DM  wants     cvery spell that is to apply to the entire craft.
  such  things  in  a  campaign,  allow  the  spellcaster       For  instance,  a  character  wants  to-  create   a     Finishing Details
  player characters to create them.                           metal boat that  will  carry  its  passengers  beneath       Rules for  creating  other  magical  items  associ-
     These things cost  a  lot  of  money  to  make,  and     the  waves  without  drowning  them.  The   craft   is     ated with the craft are  the  same  as  for  creating
  many  of  the  ones  created  by  NPCs  are  some  wiz-     60' long and  some  12'  in  diameter.  It  is  to  be     miscellaneous  magical  items.  In  the  example   of
  ard's   whimsical   idea   translated   into   reality-     built of steel, with  four  large,  thick  windows  in     the submersible vessel, fof instance,  a  battery  of
  meaning  that  they   often   have   little   practical     strategic  locations  (bow,  bow  deck,   stern,   and     wands of magical missiles might  be  set  up  in  the
  usefulness  and  cost   entire   fortunes.   (For   in-     amidships top).                                            bow to act  as  torpedoes.  Such  details,  which  do
  stance,  a  mansion  that  rolls  around  on   wheels.)       The player  and  DM  determine  that  it  will  take     not   affect   the   entire   magical   construction,
     Spellcasters  making  such   things   must   be   of     2,262  square  feet  of  steel  to  make   the   hull,     should  be  created  as  individual   small   magical
  18th level or higher.                                       (That's    12'    diameterxpix6o'    length.)    Since     items  and  simply  mounted  where  they're   to   be
     Spellcasters  building  such  things   must   employ     each  steciform  spell  creates  500  square  feet  of     used.  Objects  (like  the  vehicular  wand  of  m2gi-
  specialists  who  can  create  the  normal  object  be-     steel, the hull will take  five  steciform  spells  to     c@ missiles) can be attached to  the  exterior  of  a
  ing  enchanted.  For  instance,  a   spelicaster   mak-     construct.  Since it's  to  have  four  lafge  windows,     magical vehicle with controls in the interior  at  no
  ing  a  flying  ship  must  employ  an  NPC  specialist     it  will  additionally  take  four  stoneform  spells,     extra cost or difficulty.
  ship-builder.  In  campaigns  that  use  the   optional     which will not  be  cast  to  create  objects  of  the
  general  skills  rules,  the  spellcaster  himself  may     maximum  possible  size  allowed  by  the  spell   but
  know the  skill  pertaining  to  the  object  in  ques-     instead will  be  used  to  cast  individual  windows.        Enchantment Costs
  tion;  regardless,   he   or   someone   working   with       Now,  each  steciform  and  stoneform   spell   must       Frame enchantment cost: Total number of
  him  must  know  the  appropriate   skill   (which   is     have the  following  enchantments  made  on  it:  crc-          spell levels X 3,000 gp
  usually Engineering or Shipbuilding).                       ate air and t7y.  Here, the DM is  creatively  allowing       Extra items enchantment cost: Same as for
     The   overseeing   engineer   or   shipwfight   will     the player to interpret  By  as  an  underwater  spell          creating miscellaneous magic
  have to make his Intelligence ability skill  (or  skill     instead-it will not lift the vessel above  the  waves,     I                                                   I
  roll)  three  times  pef  each  day  of   construction.     only to the surface, but  the  spell  will  allow  the       If a cleric is creating an object with the  use  of
  Three faitufes in  the  same  day  means  that  he  has     ship to move at 360'/tum underwater.                       wish spells,  then  calculate  the  number  of  spel!
  failed to notice an  engineering  flaw  that  will  ul-       With these spells,  the  vessel  can  cruise  around     levels  according  to  the  spells  being  simulated,
                                                                                      254

                                                                                                                 Chapter 16: Treasure


       not according to the level of the wish spell.                   Character Procedures                                             except subtract 5 per spell level instead  of  3.  R
          A builder of  a  home  or  vessel  might  hire  spell-                                                                       gardiess of success chances, a  roll  of  95  or  be
       casters to do the job  for  him.  If  he  does,  he  pays         Spell   research    requires    research    materials,        is  an  automatic  failure.  There  is  no   automat
       not  only  the  amount  dictated  by  the  project,   but      components,   time,   and   money.   Once    these    re-        success.  The  chance  of  success  for   researchin
       also  the  salaries   of   the   spelicaster   hirelings.      quirements are  met,  the  character  can  roll  for  his        spells is as follows:
       Check Chapter 12 for more information.                         chance of success.                                                Common          spell:          ([Int+Lvi]x2)-(3xspe
                                                                      Research                                                         level) = %
       Dispel Magic Attacks                                              To research a spell, a  spelicaster  must  first  have        New spell: ([Int + Lvl] X  2)  -  (5  X  spell  leve
          It may  be  that  a  vessel  built  with  these  rules      access to a large library such as  those  that  exist  in         %
       will be hit with  a  dispel  magic  spell  while  travel-      major cities or those  that  are  in  the  possession  of
       ing.  What  then?  First,  the  vessel's   entire   frame      powerful wizards or clerics.                                      For example,  a  5th  level  cleric  with  a  15  Wi
       must  fit  within  the  20'x  20'x  20'   area   affected         The  DM  will  have  to  decide   whether   a   piayer        dom researches  a  common  1st  level  spell.  He  h
       by the spell.  If  it  does  not,  the  dispel  magic  has      character's library is  sufficient  to  the  task-usually        a ([ 15 + 51 x 2) - 3 = 37 % chance of success.
       no effect on the vessel.  If  it  does,  the  dispel  mag-      it isn't until the spellcaster is at least 18th level  or        If the initial attempt is  a  failure,  the  charact
       ic is checked against.                                         is  at  least  9th  level  and  has  rigorously  acquired        must start over.  However,  if  he  tries  again,  h
          Assuming  it  docs  succeed,   all   affected   spells      every  spell  book  and  magical  research  volume   pos-        next attempt will be at a + 5  %  chance  of  succes
                                                                                                                                       That + 5 % is  cumulative  for  each  failure  he  h
          go down" (that is,    stop   working).   Thos6    that      sible throughout his career.  If the  PC's  library  isn't
       are   npt   permanent   enchantments    are    completely      adequate,  he'll  have   to   get   permission   from   a        for example, if he fails three times, on  his  fourt
       dispelled;   those   that   are    permanent    erichant-      school of  magic,  clerical  order,  or  powerful  wizard        try he'll have + 15 % to his chance.
       ments only go down for idlo (1-10) rounds.                     or cleric in order to use a greater library.
          A  flying  vessel  would  begin  to  drop  and   would                                                                       Dangers of Spell Research
       continue to do  so  until  the  t7y  spell  returned.  In      Components
       the   submersible,   the   vessel   would   stop   moving         The   spellcaster   must    then    find    components        The  DM  should  be   very   careful   when   lettin
       (and  begin  to  sink  slowly),   and   the   air   would      for the  development  of  the  spell.  These  are  up  to        players develop  new  spells.  Those  that  have  pe
       slowly begin to go  stale  until  the  create  air  spell      the  DM  to  determine;  on   the   average,   the   com-        manent  effects  and  those  that  increase  in  pow
       returned (unless  it  was  topside,  in  which  case  the      ponent  must   come   from   a   monster   with   HD   at        with character level or  have  no  saving  throw  ca
       operators could open a hatch for fresh air).                   least equal to the spell  level  (or  of  similar  diffi-        lead to  massive  imbalances  in  a  campaign.  A  D
          With  flying  vessels,  this  situation  could  result      culty  to  attain),  and  the  monster  must  have   some        should severely limit or forbid  any  new  spell  th
       in  a  crash.  (See  the  rules  for  failing  damage  in      appropriate  relationship  to  the  magic   spell   being        could cause such an imbalance.
       Chapter  8  to  calculate   damage   sustained.)   In   a      developed.    For    example,    red    dragon     scales        In  most  cases,  even  with  spells   the   DM   ap
       fall,  a  vessel  takes  the  full  damage  listed,   and      would   be   appropriate   for   an   explosive    cloud,        roves,  consider  any  new  spell  introduced  to  b
       every  individual  section  of  the   frame   and   every      fresh troll blood for a regeneration, etc.                       on probation." Test  it  in  the  campaign  with  th
       passenger,  crewman,  or  piece  of   cargo   will   take         The   spelicaster   must   have    these    components        understanding  that  it  may  be  changed  should  1
       that damage.                                                   in  hand  before  beginning  spell   research,   and   he        prove hazardous to the campaign.
          If,  however,  "power"  starts  back  up   again   be-      must  go  on   an   adventure   to   acquire   them;   he
       fore  the  vessel  has  crashed  or  if  the   passengers      can't just buy  them  from  a  greater  wizard  or  cler-        Experience from Spells
       can  save  themselves  with  a  wish,  the   vessel   and      ic. There are  no  limits  to  this  process  other  than
       its precious cargo will not hit the ground.                    the DM's and players' imaginations.                              and Enchanted Items

                                                                                                                                       At  the  DM's  discretion,  experience   points   ca
       Spell Research                                                 Time and Money                                                   be  awarded  for   creating   enchanted   items   an
                                                                         The    spellcaster    must    then     spend     large        magical  vessels  and  for  doing   spell   research
          A  cleric,  magic-user,  elf,  or  druid-even  a  pal-      amounts  of  gold  during  the  progress   of   his   re-        such work does, after  all,  represent  a  great  in
       adin  or  an  avenger  in  tare  instances-can   try   to      search.  The  total  cost  of  spell  research  comes  to        vestment  in  time,  money,  and  effort,  which   1
       invent  new  spells  and   create   new   magical   items      1,000 gp X the spell level.                                      the  essence  of  gaining  experience.   Note,   how
       through  research.  These  are  difficult   and   lengthy         Research  takes  one  week   for   the   initial   re-        ever, that experience is only awarded for  the  firs
       projects.  For  clerics  and   druids,   substitute   the      search,  plus  one  day  per  1,000  gp  spent.  At   the        time a character works on a specific type  of  item.
       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   o
       cedures that follow.                                           his chance of success roll.                                      piece of armor, he can  get  an  XP  award  equal  t
                                                                         If the  spelicaster  runs  out  of  gold  before  it's        the number of  gp  spent  on  the  item-if  the  en-
       Player Procedures                                              time for his  chance  of  success  roll,  he  may  inter-        chantment  was  successful.   If   the   enchantment
                                                                      rupt  his  research,  leave  on  an  adventure  to   earn        failed, he gets  no  experience  from  the  project.
          When  a  player  wishes  for  his  spellcasting  char-      more  money,  and  come  back   later   to   resume   his        When  a  character  creates  an  enchanted   v@ssel,
       acter to  create  a  new  spell,  he  first  informs  his      research;  he  loses  his  initial   week   of   research        home, or similar  huge  magical  item,  he  gets  an
       DM  of   his   desire.   Then,   following   the   format      (he'll  have  to  spend  another  week   to   refamiliar-        XP award equal tO '/3  the  gp  spent  on  successfu
       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   making   of   the
       envisions  it  working.  He   does   not   indicate   its      the  money  he's  already  spent;  those  gp  are   still        item.  He  gets  nothing  for  failed  enchantments.
       spell level.                                                   counted toward research cost.                                     For  example,  a  team  of  magic-users  working  on
          The DM  then  evaluates  the  spell  as  it  is  writ-                                                                       a flying war galley get the experience for the first
       ten  up,  indicates  which  spell   level   he   or   she      Chances of Success                                               galley they successfully create, but not  on  subse-
       thinks  it  should   be,   and   suggests   any   changes         The  chance  of  success  to  research  a  spell  vary        quent ones of the same  class;  they'd  get  experi-
       that  the  player  must  make  to  the  spell   write-up.      depending   on   the   spell   level    researched    and        ence for the first flying castle they made, but  not
       If the spell  level  chosen  is  higher  than  the  high-      whether  it  is  a  new  spell  (not  already   appearing        on subsequent ones of  the  same  approximate  size.
       est level spell  the  spellcasting  character  can  have,      on   the   campaign   world)   or   a   common   one   (a        These  XP  awards  are  divided  evenly  among   all
       the   character   cannot   yet   research   and   develop      spell  that  other  spelicasters  know,  but  which   the        spelicasters working on  the  enchanted  item;  this
       the  spell;  he  must  either  limit  it  further,  untit      PC hasn't  been  able  to  learn  from  them  and  so  is        is especially important  to  remember  for  enchant-
       the  DM  adjusts   the   spell   level   down   to   that      developing independently).                                       ed vessels, which generate  a  lot  of  XP  but  are
       which  the  character  could  cast,  or  wait  until  the         For  a  common  spell,  add   the   magic-user's   In-        usually  worked  upon  by   numerous   spelicasters.
       character  is  of  the  appropriate  level  to  cast  the      telligence score  to  his  experience  level  and  multi-        Characters  do  not  get   experience   for   spells
       spell he is creating.                                          ply  the  result  by  two.  Then  subtract  3  per  spell        that go into  the  making  of  the  frame  (such  as
          When   the   player   and   the   DM   are   satisfied      level being researched.                                          stoneform) or  from  the  nonmagical  fittings  add-
       with the result, go to the following procedure.                    For  a  new  spell,   follow   the   same   procedure,        ed to such vehicles.

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                     pter 17: Campaigning


          &D@   campaign    is    an    organized    frame-      ings  in  the  campaign.  This  goat  creates  the  major         A  character  might  desire   to   achieve   personal
             which   you,   the   Dungeon   Master,    cre-      struggles of the world.                                        power, to  find  and  keep  friends,  to  collect  magi-
             vide a  realistic  setting  for  a  series  of         Your  campaign  goal  might   be   "To   bring   peace      cal items, to find his or her ideal  mate,  to  clear  a
 fantastic  adventures.  It  should  reflect   the   inter-      to  the  world,"  or  "To  defeat  the  evil  wizard  who      stain   of   dishonor   from   the   family   name,   to
 ests  of  both  the  DM  and   the   players.   The   game      controls  the  sorcerous  underground  all   across   the      avenge  a  wrong  done  to  the  character  before  play
 has   a   physical    setting    (wilderness,    dungeons,      continent,"  or  some  other   great   and   noble   pur-      began, etc.
 towns,  etc.),  but  a  campaign   is   much   more   than      pose.  The  PCs  might  be  a  small  but  critical  part         Ask  your  players  what  their   characters'   goals
 that,  adding  realistic  details  of  all  kinds-it's  as      of the  action  toward  that  goal,  or  might  be  major      are.  If the players can't say, then the players need  to
 detailed  and  interesting  a  world  as   you   care   to      forces in the fight.                                           do  more  thinking  about  their  characters'  personah-
 create and your players care to explore.                            If  a  campaign  goal   is   ever   completed,   there      ties and histories before  they  enter  play.  Let  your
    The   campaign   and   the   adventures    within    it      should  follow  a  period  of  relative   quiet,   during      players come up  with  detads  about  their  characters'
 are very similar  to  a  series  of  fantasy  novels.  The      which  characters  can  pursue   their   personal   goals      families  and  precampaign  activities,   even   details
 characters  are  the  heroes   and   heroines   in   these      and  interests,   before   a   new   campaign   goal   is      which  can  modify  the  campaign  history,  and  incot-
 novels;  focus  the  action  on  them.   A   campaign   is      introduced.                                                    porate  those  details   into   your   campaign   world.
 only  useful  when  it  fulfills  the   purpose   of   the         The  campaign  goal  can  consist  of  several   tong-      (Don't  give  in  to  unreasonable  details,   such   as
 game:  Fun.   An   inexperienced   DM   can   easily   be-      range,  strategic  goals.  Each  represents  a  step  to-      "My father  is  the  emperor  and  I'm  rich  enough  to
 come  caught  up  in  the   creation   of   a   gloriously      ward  the  overall  goal,  but  is  still   very   broad,      buy everything my companions want.")
 detailed  medieval  empire,  only   to   find   that   the      reached  after   playing   many   adventures.   Strategic         Character  goals  can   change   just   as   campaign
 players   want   something   simple.   You   should   talk      goals  might  be  "To  free   our   continent   of   evil      goals do;  that's  a  natural  process  and  you  should
 with  your  players  about  their  interests  and   create      tribes," or "To  unite  the  nations  so  they  will  aid      not try to forestall it.
 a  fantasy  world  that  entertains  and  satisfies   both      us in our fight against evil."
 you and your players.                                               Each  strategic  goal  is  comprised  of  many  short-
                                                                 range, tactical  goals.  The  goal  of  uniting  the  na-      Designing the Setting

 Campaign Tone  and  Goals                                       tions  could  be  made  up  of   tactic-al   goals   like         The  campaign  world  in  which  the   player   char-
                                                                 "Befriending  the   good   creatures   of   the   Forbid-      acters  live  and  travel  becomes  a   very   important
 Campaign Tone                                                   den  Forest,"   "Aiding   the   good   people   of   Yla-      part of the game.
                                                                 ruam  so  as  to  oblige  them   to   aid   us   in   the         The  historical   setting   upon   which   most   D&D
    The campaign tone is       the  flavor  of   the   cam-      future," and so forth.                                         game   campaigns   are    based    is    15th    century
 paign;  it  is   an   intangible   element   which   gives         The   DM    shouldn't    force    unwanted    campaign      Europe-but   a   fantasy   Europe   where   the   print-
 the   DM   and   players   an   understanding    of    how      goals  on  the  players:  The  campaign   would   be   no      ing   press   and   gunpowder   were   never   invented.
 things  are  in  the  campaign,  of  what  they  can   ex-      fun for  the  players  who  don't  like  the  goals.  Be-      The  majority  of   adventures   and   supplements   re-
 pect from their efforts.                                        fore  the   campaign   starts   (and   once   each   cam-      leased by TSR  take  place  in  worlds  like  this,  and
    For  example,   a   campaign   where   the   characters      paign  goal  is  codcluded),  sound   the   players   out      so if you plan  to  utilize  those  resources  to  their
 are all  merry  pirates,  might  have  a  tone  of  swash-      on  the  types  of  goals  you'd  like  them  to   pursue      fullest degree of  usefulness,  you'll  want  to  create
 buckling   adventure.   The   players   know   that    the      in  the  future-be  as  general  as  possible   to   con-      a similar setting.
 tone  of  such  a  campaign  is  supposed  to   be   simi-      ceal  important  details  and   maintain   a   sense   of         On  the  other  hand,  if   you're   less   concerned
 lar   to   happy-go-lucky   pirate   movies.    Therefore,      mystery,  but  find  out  what  your  players  like   and      with  the  resources  those   adventures   and   supple-
 they  know  that  their  characters   can   swing   around      don't like.                                                    ments  can  offer  you   than   with   having   a   cam-
 on   shroud-lines   and   do   other   acrobatic    things         Be  prepared  to   change   goals   as   needed,   for      paign  world  which   reflects   your   personal   views
 without  fear  of  looking   like   idiots-that   if   the      players  can   be   amazingly   unpredictable   and   in-      and  imagination,   you   should   make   your   setting
 characters  behave  like  pirates  do  in   these   action      ventive.  All  types  of  goals  can   change,   as   the      anything  you  want  it  to  be;  perhaps  you'll   find
 films,   they'll   tend   to   be   rewarded   as    those      players  contribute   their   own   ideas   and   prefer-      useful  characters,   spells,   equipment,   and   plots
 movie-pirates are.                                              ences  to  the  shape  of  the  overall   campaign.   The      in   those   adventures    and    supplements    anyway.
    In   another   example,   a    campaign    where    the      final result  is  a  unique  blend  of  the  DM's  inten-      You  might  want  to  use  a  good  fantasy  novel   for
 characters  are  all   spies   working   together   in   a      tions   and   the   players'   imaginations,    enjoyable      your   campaign's   background,   or   you   can    make
 world  of  espionage  might  have   a   tone   of   decep-      by all.                                                        up all the details.
 tion  and  paranoia.   The   players   know   that   their         Write  the  goals  down.  This   helps   to   organize
 characters  can  trust   one   another,   but   they   can      your   thoughts,   creates    well-defined    objectives,      Designing the Map
 trust  no  one  else,  and  must  be  suspicious  of   any      and develops a plan for your campaign.
 petson and any event they cross.                                    In   creating   dungeons,    wilderness    encounters,         In  designing  the  map  of   the   campaign's   main
    Decide   on   the   campaign   tone   you    want    to      and   other   game   elements,   always   consider    the      setting, you can follow these steps:
 have,  and  discuss  your   decision   with   your   play-      various  goals  of  the  campaign.  Design  for  a   spe-
 ers.  Some  of  them  may   be   very   uncomfortable   or      cific  purpose.  This  is  not  to  say  that  each   and         1. Decide on the Terrain
 unhappy  with  your  choice!   For   example,   a   player      every  game  session  must  be  a  serious  step   toward         2 .Draw Map(s) of the Area
 who  likes   light-hearted   adventure   might   be   very      a  goal.  Simple  dungeon  explorations  are   very   en-         3. Place   the   Home   Town   and   Local   Dungeons
 uncomfortable   in    the    paranoid    espionage    cam-      tertaining  on  occasion,  a  release   of   frustrations         4. Locate Areas Under Human Control
 paign,  while  one  who   likes   gritty   realism   might      and  a  welcome  return  to  the  basics  of  the   game.         5 .Locate Areas Under Nonhuman Control
 detest a swashbuckling-pirates tone.                                Having   goals    doesn't    prohibit    light-hearted         6. Describe the Home Town
                                                                 adventuring.  If  humor  is   not   well-represented   in         7. Fill in Other Details
 Campaign Goals                                                  the  game,  the   DM   and   players   are   taking   the         8. Create Lairs and Encounter Tables
                                                                 campaign   much   too   seriously.   Make   jokes,   toss
    The  campaign  goal  is  one   of   the   most   impor-      out  puns,  and  set  up  purely  frivolous  and  ridicu-      1. Decide on the Terrain
 tant  aspects  of  your  D&D   games.   Goals   give   the      lous situations.  Enjoy yourselves!                                Decide what  the  area  will  be  like,  overall.  It
 players  and  the  DM  something  to   strive   for,   and         But,  in  the  long  run,  adventures  are  far   more      may  be  mountainous,  plains,  woods,  desert,   or   a
 provide  all  with  a   sense   of   reward   and   accom-      satisfying,  and   more   interesting,   if   there   are      combination of  all.  Naturally,  the  larger  the  area
 plishment   once   goals   are   completed.    The    best      well-defined goals to achieve.                                 you  plan  to  put  on  this  map,  the  more  types  of
 and   longest-running   D&D   games   are    those    that                                                                     terrain the map is likely to represent.
 have  definite  objectives.   Without   a   greater   pur-                                                                        Your   decision   on   what   the   campaign's    all
 pose, players quickly lapse into boredom.                        Player Character Goals                                         about  helps  dictate  what   sort   of   terrains   are
    A  campaign  goal  is  a  very  broad   purpose,   usu-         just  as  campaigns  have  goals,  so  do  characters,      present.  For  example,  if   you're   doing   a   carn-
 ally involving the  fate  of  a  nation  or  entire  world      and  a  character's  goals  may  have   nothing   to   do      paign  about   desert   nomads,   most   of   your   map
 and  ties  together  all  the   adventures   and   happen-      with the campaign goals.                                       will be  made  up  of  deserts,  oases,  and  occasional

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 t

                                                              es     rain type i
          by the more congenial terrain  of  other  nations.  If     sumed to be present in  each  hex  and  each  type  of       Then,  note  areas  on  the   map   controlled   by
          you're  doing  a  campaign  about  pirates,  most   of     terrain.  For example,  a  jungle  contains  clearings,     other   intelligent   races-elves,   dwarves,   half-
          your  map  will  be  made  up  of  oceans  and   seas,     hills,  valleys,  swamps,  and  so  forth-all   repre-     lings, centaurs, orcs, dryads, etc.
          with lots of islands and coastlines delineated.            sented on the map by a pa[m tree.                             Elves  prefer   wooded   places   faf   from   men;
                                                                        Make  up  terrain  descriptions  as  needed  during     dwarves  and  goblins  prefer  mountains  and  hills.
          2. Draw Map(s) of the Area                                 games,  but  don't  try  to  make  notes   on   every-     Haltings live on good farming land  or  gentle  hills
            Decide how  large  an  area  you  want  to  show  on     thing you say.  The  players  should  keep  records  if     if they can.  Many monsters choose  a  "territory"  to
          your  first  map.  This  map  can  show  a  whole  na-     they want  details  on  wilderness  areas.  Keep  only     hunt in  and  defend,  while  orcs  and  simi@  crea-
          tion if you plan for  your  characters  to  wander  in     the  information  you  need  to   remember   for   the     tures will raid and move around  a  great  deal.  The
          all directions from the  start  of  the  campaign;  if     campaign-cities,    castles,     important     monster     terrains appropriate for  other  monsters  are  noted
          you plan for your first several adventures  to  be  in     lairs, and so forth.                                       in the monster descriptions in Chapter 14.
          one area, such as a single  valley,  island,  or  bar-                                                                  Although   nonhuman   areas   usually    have    no
          ony, you can  just  draw  that  limited  area  at  the     3. Place the Home Town and Local Dungeons                  firm borders,  you  should  note  the  general  areas
          campaign  start  and  add  on  extra  maps   as   they        You might wish for  all  of  the  campaign's  first     where    demihumans    and    monsters     may     be
          become necessary.                                          player characters  to  come  from  the  same  village,     found.
            For  wilderness  maps,  use  hex  paper.   You   can     town, or city, which we'll refer to here as  the  home
s         use an atlas.to gather ideas  about  the  way  rivers,     town.  Unless  you're  a  skilled  DM  and  know   how     6. Describe the Home Town
          mountains, and other terrain  features  lie  in  rela-     to  bring  together  characters  from  widely   varied       First,  determine  how  big  the  characters'  home
          tion  to  one  another.  Use  common   sense;   rivers     cities, we recommend this approach.                        town is:
          flow downhill, forests are  rarely  next  to  deserts,        Choose the  location  of  the  PCs'  home  town  on
          and jungles have many rivers and swamps.                   the  map.  This  town  should  be  near  a  river   or     Town Sizes
            If you're mapping a whole  nation  or  a  series  of     road.  If you place the town near  the  center  of  the     Type of                   Community
          nations,  your  map  scale  should  probably   be   24     map, the characters can  explore  in  all  directions.      Community                 Population
          miles per hex.  If  you're  making  a  big  map  of  a        If  your  campaign  makes  use  of  dungeons   (de-     Village                   50-999
        small  nation,  or  are  mapping  a  smaller   region,     scribed later), you can  locate  a  dungeon  near  the     Small Town                1,000-4,999
          your  map  scale  should  probably  be  8  miles   per     home  town-in   a   deserted   or   difficult-to-reach     Large Town                5,000-14,999
          hex.  You  can  adjust  your  map  scale  to  suit  the     area such as mountains or deep forest.                      City                      15,000 +
          area  you're  mapping,  but   always   indicate   your
          scale on your map-just in case you forget.                 4. Locate Areas Under Human Control                          The  home  town   should   provide   the   services
            Sketch the terrain  in  pencil  first,  so  you  can        Mark the areas on the  map  which  are  settled  or     most needed  by  characters,  including  a  place  to
          make  changes;  draw  the  one  most  noteworthy  fea-     controlled  by   humans.   Most   humans   live   near     stay  (their  family   homes,   or   inns,   boarding
          ture of a one-hex area in that hex. (For  example,  if     good  water  sources,  along  coasts,  and   in   good     houses,   guild-halls   and   townhouses),   clerical
          there is a mighty city in that hex, use a  symbol  for     farmland.  You  may  wish  to  note  the  details   of     temples,  a  Thieves'   Guild,   craft   and   supply
          a city; if the hex  is  predominantly  forest,  use  a     the  system  of  rulership  used  by  the  humans   in     shops-and  of  course  a  town  guard,  to  keep   an
          symbol for forest.) Though  you  only  mark  one  ter-     the whole area.                                            eye on crime.
                                                                                             257

            Chapter 17: Campaigning


        You  should   also   decide   who   is   running   the      Market  Square:  Farmers  bring  their   goods   into          Thus, a medievai fantasy world  is  no  less  com-
        town.  This may be a  sheriff  appointed  by  a  baron,      town early  each  morning,  and  usually  have  regu-      plex  and  detailed  than  our  modern   world.   Each
        a  town  council,  a  mayor,   a   powerful   merchant      lar  customers  in  the  Market  Square  section   of      person lives his  own  life,  has  hopes  and  dreams,
        prince, a baron,  even  a  high  level  NPC  adventur-      town.  Shortly  after  dawn,  local  housewives  (and      and does what  is  necessary  to  survive.  Most  peo-
        er. NPC rulers should  be  at  Name  level  at  least,      others)  come  to  the  Market  Square  to  buy   the      ple contribute, in one way or  another,  to  the  sur-
        with appropriate bodyguards and magic.                      day's supplies.                                            vival  of  their  community.  The  DM   should   avoid
                                                                    Trade   Bazaar:   The   town   may    have    various      neglecting   the   "background"   details;    although
        7. Fill in Other Details                                    shops, and  possibly  a  general  store,  where  most      the  player  characters  are  the  most  important  to
        Finish  off  the  map  with  a  map  key,   on   which      items could be purchased.  If the  town  is  large  or      the game,  they  are  actually  very  small  parts  of
        you  make   notes   on   local   NPCS,   rumors,   and      on a trade  route,  there  may  be  a  Trade  Bazaar.      the world in  which  they  live.
        points of interest.  This  should  include  some  peo-      This  is  a  collection  of  various  merchants   and
        ple who hire  adventurers  (and  their  reasons),  the      craftsmen,  selling  their  wares  from   stands   or      History
        frequency  and  scope  of  local  guard  patrols,  the      small shops along one or more  streets  in  one  part
        names  of  minor  town  officials  and  other  person-      of town.  The bazaar can be  a  noisy,  chaotic,  col-          You need to  come  up  with  at  least  the  basic
        alities, and so forth.                                      orful place, dangerous to the  unwary  rich  visitor;      details of the  history  of  the  area:  When  it  was
                                                                    the thieves are plentiful, both  in  the  crowds  and      settled, details of  wars  between  rival  inhabitants
        8. Create Lairs and Encounter Tables                        across the counters!                                       of this area and  between  this  area  and  other  ar-
        Instead   of   always   using   the   Wandering   Mon-      Craft   Guilds:   The   Craft   Guilds   provide    a      eas, recent history (especially details of the activi-
        ster  tables,  you  should  make  up  your   own   en-      method  of  preserving  information.  Their   secrets      ties of villains, bad rulers, raiders, etc.).
        counter  tables  for  wilderness  use,  based  on  the      are carefully guarded, and not for  sale.  There  are          Be sure to work in the characters'  details  about
        creatures you place in the  region.  Try  to  be  con-      Guilds both for crafts  (such  as  rope  making)  and      their families and backgrounds  into  the  local  his-
        sistent (no giant leeches in desert, no  haiflings  in      professions (magic-user, thief, etc.).                     tory.  If, for instance,  a  player  decided  that  his
        dense mountains, etc.)                                      A  town  prospers  by  trading  with   other   towns.      character's father was killed by  a  vampire  (to  ac-
        Make  notes  on  a  few  special  monster  lairs,  but      Merchant  parties  of  1-100  wagons   would   travel      count  for  the  PC's  hatred  of  undead),  then  you
        do  not  place  them  on  the  map!  Use   them   when      the  inhabited  areas  (rarely   risking   unexplored      could   expand   that   into   the    Great    Vampire
        the characters encounter  a  monster  lair,  and  sim-      wilderness),  carrying  certain   items   to   places      Plague of 15 Years Ago.  If the setting  has  a  histo-
        ply place it where they find it.  In  a  similar  man-      where they may be  sold  for  a  profit.  Most  trade      ry, it will seem much more real to the players.
        ner, draw a few plans for castles,  ships,  and  other      routes  quickly  become   complex   businesses   with
        things that may be used at a future date.                   regular schedules.                                          Languages
                                                                    Town   Treasury:   Adventurers   bring   cash    into
                                                                    towns,  far  more  than  even  well-to-do   townsfolk          You  must  decide  what  languages  are  available
        Towns and Cities                                            would  normally  have.  Any  visitor  with  sacks  of      in  the  campaign  setting.  In   most   D&D@   games,
        All  char-acters  should  start  in   a   home   town,      gold  or   gems   would   be   closely   watched   by      there are 20  or  more  different  languages  used  by
        from  which   they   may   begin   their   adventures.      thieves  and  bandits  lurking  in  shadowy   alleys.      monsters  and  characters.   You   may   select   lan-
        The  home  town  provides  a  place  where   a   party      Thus, it is wise for adventurers to  visit  the  town      guages  from  the  List  of  Common   Languages   (be-
        can  buy  equipment,  hire  men  and  retainers,  sell      treasury  immediately  upon  arriving,   lest   their      low), or you may allow the player  to  choose.  Or  if
        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 used in your    .   gam.es.
        a price or service.  Rumors that  can  lead  to  adven-      such arrivals,  for  10%  of  the  total  value.  The          The  campaign's  Common   tongue   is   going   to
        ture can be gathered  at  inns  or  taverns.  Many  of      coins themselves  are  not  simple  lumps  of  metal,      be the language  spoken  by  the  majority  of  player
        the  characters  will  have  grown  up  in  this  town      but neither  are  they  as  finely  detailed  as  our      characters;  in  a  world  which  (like   Earth)   has
        and  should  know  many  of  the  NPCs   found   here.      modern  coins.  Coinsmiths   would   work   for   the      many  different  human   languages,   you   may   have
        Most  towns  should  be  located  very   near   water-      area's ruler,  under  heavy  guard.                        different    nations    speaking    human    languages
        ways.  Without  a  good  source  of  water,  no   town      Much  more  exists  within  the  towns   and   cities      very  different  from  whatever  you  choose   to   be
        can  survive.  In  some  areas,  wells  may  be   dug,      of fantasy worlds than can  be  placed  within  these      the Common tongue.
        and  a  natural  spring  might  have   surfaced,   at-      few pages.  In addition  to  those  institutions  dis-          Note: The speakers of a  language  never  call  it
        tracting early  settlers.  Streams  and  other  fresh-      cussed  above,  there  are  many  more   people   and      the   Common   tongue;   give   each   unique    human
        water sources  are  the  most  popular  to  colonists,      buisnesses essential to life in  a  medieval  settle-      language  its  own  name,   a   name   which   usually
        however, and a  fork  of  a  river  will  probably  be      ment:                                                      corresponds  to  the  people  who  speak  it.   In   a
        the first settled area of  any  wilderness.  The  land                                                                 campaign  set  in  the  Thyatian   Empire,   for   in-
        should  be  suitable  for  farming,  and  most   farms      Alchemist                 Lawyer                           stance,  the  Common   tongue   would   be   Thyatian.
        will be very near the town.                                  Apothecary                Leatherworker                        Remember  that  the  undead  do  not   have   lan-
        In   "new"   towns,   most   buildings    should    be      Armorer/Armory            Locksmith                        guages specific  to  them@  if  they  are  intelligent
        made  of  wood,  with  stone  added  to  some   larger      Astrologer                Monastery                        undead,  they   speak   the   languages   they   spoke
        ones.  Dirt  roads  and  paths  should  lead  through-      Baker/Bakery              Moneylender                      when they were alive.
        out  the  town,  possibly  with   some   few   cobble-      Boat Rental               Peasant
        stone  main  streets  if  the  town  is  large.   Most      Bootmaker                 Peddler                              List  of   Conunon   Languages
        homes  should  be  in  one  area,   and   most   busi-      Brewery                   Politician                           -
        nesses in another.                                           Dock/Wharf                Public Baths                         1 .Other Human          11.  Halfling
        If  the  town  lies  near  dangerous  wilderness,  l@t      Doctor/Dentist            Ropemaker                               Tongues              12.  Harpy
        might have  a  defensive  wall  which  stands  10'-30'      Foundry                   Sage                                 2. Bugbeat              13.  Hobgoblin
        high and with at  least  two  gates.  The  wall  could      Fletcher                  Sailor                               3. Doppleganger         14.  Kobold
        be a simple iog barrier,  dirt  rampart  or  could  be      Furrier                   Saloon                               4. Dragon               15.  Lizard Man
        more   elaborate,   with   walkways    and    possible      Gambler                   Stables                              5 .Dwarf                16.  Medusa
        siege  equipment  (catapults,  oil  cauidrons,   etc.)      Gemcutter                 Stoneworker                          6. Elf                  17.  Minotaur
        atop  it.  Each  gateway  should  be  enclosed  by   a      Govt.  Official            Tailor                               7. Gargoyle             18.  Ogre  or   Giant
        tower of  some  kind,  often  made  of  stone.  Or  it      Graveyard                 Warehouses                           8. Gnoll                19.  Orc
        may be circled by a moat with drawbridges.                   Guard                     Watchman                             9. Gnome                20.  Pixic
        Each  town  may  have  one  or  more   of   each   04'      Guild Officer             Wheelwright                          10. Goblin
        the following types  of  buildings,  areas,  and  Per-      jeweler                   Winemaker
        sons (depending on  the  town's  size,  location,  de_      judge                     Woodcarver
        gree of civilization, government, etc.):

                                                                                             25

                                                                                                apter 17: Campaig



        Important NPCs                                            reer, and each clerical order is usually set up to       throughout this volume.  To  decide  whether  or
                                                                  further the aims of one Immortal.                        not you want to use a variant rule, try to calcu-
        You  should  work  up  certain  details  of   NPCs                                                                 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   those
        things:                                                                                                            weapons,  and  yet  makes  them   more   awkward
                                                                  Be aware, too, that you can  adapt  the  game  to        when forced to use weapons  outside  their  spe-
        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        rule.  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 element,
        hobbies, and interests)
        4. Occupation and role (what he  or  she  is  in  the                                                              Designing Adventures
        campaign)                                                 Select Character Classes                                 and Dungeons
                                                                  You might  not  wish  for  a  specific  D&D  game
        NPCs you should  work  up  include  local  rulers,        character class to be used in your campaign.  Per-        Designing Adventures
        sages, one or  two  guardsmen,  one  or  two  shop        haps your campaign is to be based  on  a  fantasy
        owners, romantic-interest characters, retired  ad-        novel where  there  are  no  dwarves,  elves,  or        An adventure is the role-playing  equivalent  of
        venturers and other sources  of  information,  and        haltings-only humans.  That's fine! This  is  your        an action-adventure short story; several  adven-
        people who hate the PCs.                                  campaign-arrange it  any  way  you  want.  Simply        tures leading toward  the  same  goal  may  seem
                                                                  eliminate the  unwanted  character  classes  from        more like a novel.
        Government                                                your campaign-or  alter  them  to  suit  yourself
                                                                  (just try 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        Select or Modify Spells                                  making a good adventure.  Read  them  for  ideas,
        15th-century Europe.  This  means  that  the  cul-                                                                 and follow the steps if you wish.
        ture is medieval (each area ruled by a petty  war-        Likewise, you  might  not  want  every  spell  in
        lord, who  swears  allegiance  and  service  to  a        this game to appear  in  your  campaign.  Do  you          Choose a Scenario
        greater w-arlord, who in tern swears to protect his       think sleep is too  powerful?  Eliminate  it,  or        2. Decide on a Setting

        subordinate  nobles),  graduating   into   Renais-        make it a 2nd- or 3rd level spell  in  your  cam-        3. Select Special Monsters

        sance (an era when the middle class  increases  in        paign.  Do you want the possibility  of  character        4. Draw the Map
        size,  wealth,  and  influence,   and   when   new        death to be  more  important  in  your  campaign?        5 .Flesh Out the Setting
        ground is being broken in the arts,  sciences  and        Eliminate raisc dead and similar spells.                 6. Fill in the Final Details
        philosophies).                                             You should photocopy  a  spell  book  sheet  from
        But you don't have  to  follow  this  approach  in        Appendix 3 and write on  it  every  spell  you're        1. Choose a Scenario
        your  own  campaign.  Other  names  and  forms  of        modifying  or  eliminating  from  the   campaign,        A scenario is an idea or theme  which  ties  the
        government  are  certainly  possible,   and   even        and keep it handy when you're  creating  treasure        adventure together.  The entire adventure  should
        common.   The   "Known   World"    setting    (de-        spell-scrolls or NPCs from  whom  the  PCs  might        fit the scenario.  A good scenario gives the players
        scribed  in  Appendix  1)  includes  a  group   of        learn new spells.                                        a reason for adventuring, and keeps  the  adven-
        jarldoms (ruled by "Jaris "-Earls, who  are  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 Monsters                                used.  In short-the scenario affects everything in
        Freeholds, and others.                                     The collection of  creatures  in  Chapter  14  is        the adventure.
                                                                                                                           A scenario can  be  anything  you  can  imagine!
        The  government  of  your  campaign  setting,  in-        drawn from  many,  many  different  sources:  The
        stead of being a feudal system, might  be  one  of        mythologies of several different cultures and the        Some examples are  given  and  explained  below.

        the following types:                                      imaginations  of  many  game-writers  have   con-        Exploring the Unknown: The  party  is  hired  to

        Confederacy:  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-
        Democracy:  A  single  dominion   or   confederacy        find that not every monster  is  appropriate  for        stroyed.  A strange tower might mysteriously  ap-
        of dominions ruled by  the  citizens,  either  di-        your campaign  world.  Ruthlessly  cast  out  any        pear overnight in a familiar area; the local ruler

        rectly or through elected rulers.                         monster that is  inappropriate  to  the  campaign        will want it investigated.
        Dictatorship:  Any  dominion  ruled  by  one   su-        setting, and introduce  new  monsters  which  fit        Investigating   an   Enemy   Outpost:    Enemies
        preme leader (but without  nobility  or  royalty).        the setting, as you please.                              (possibly monsters) are invading areas settled by
        Magocracy:   Dominion   ruled   by    magic-users.         For instance, in  a  campaign  setting  which  is        humans.  The  characters  must  enter  an  enemy
        Militocracy: Government by fighters.                      much like the classical-era real  world  (ancient        outpost, find the strengths and plans of the in-

        Monarchy  (or   Autocracy):   A   dominion   ruled        Rome, Egypt,  Greece,  etc.)  with  magic  added,        vaders, and destroy them if possible.
        by a leader who inherited the title.                      you'd want to  keep  such  monsters  as  centaurs        Recovering Ruins: The party is scouting  an  old
        Oligarchy:  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  golems.  But  oth-        ruins may have been overrun by a certain type  o
        Republic: A democracy with elected rulers.                er creatures, from the common orc and  goblin  to        monster, who must be driven off  or  slain.  The
                                                                                                                           ruins  could  even  be  underneath-or  part  of-
        Theocracy: Government by clerics.                         the esoteric beholder, detract from the classical        thriving town.
                                                                  feel of the setting; just eliminate them from your
        The Immortals                                             campaign  (and  from   your   Wandering   Monster        Destroying  an  Ancient   Evil:   The   so-calle

                                                                  charts and other encounter charts) to  help  give        evil" is a monster or NPC, but the exact type  i
        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  cari  follow  the  same                                                                 ture to find out what it is.  It  may  have  bee
        procedure  shown  above   for   "Important   NPCS"                                                                 deeply  buried  and  reawakened  by  recent  dig
        to determine what they're like.                            Select Optional Rules                                    ging, exploring, and so forth.
        For the most part, clerics  will  be  most  inter-        Finally, you can go through  this  book  and  se-        Visiting a Lost Shrine: To remove a curse or  re
        ested in knowing about the Immortals in  the  ear-        lect any Optional  Rules  you  want  to  include.        cover a special item, the party must  travel  to
        ly stages of the  campaign;  each  cleric  usually        Chapters 5 and  19  include  many  such  optional        shrine which has been lost for  ages.  They  hav
        chooses one Immortal to serve throughout  his  ca-        rules,  and  additional  options  are   scattered        only a rough idea of its location, and may have t

                                                                                       259

                     pter 17: Campaigning


  consult an oracle or seer during the trip.                    4. Draw the Map                                               ble: " the creatures  should  cooperate  of  avoid  each
     Fulfiffing  a  Quest:  A  King  (or   other   powerful        If the main adventure site  is  to  be  outdoors,  use     other  for  logical  reasons.  Some  adventures  may  be
  NPC) assigns an  epic  task  to  a  character  or  party.     hex  paper  to  draw  the  map  (each  hex  would  repre-     based  on  special  temporary   situations,   but   this
  It may  involve  the  recovery  of  a  valuable  or  pow-     sent  a  few  dozen  or  a  few  hundred  yards,  depend-     should be the exception, not the general rule.
  erful object.                                                 ing  on  the  size  of  the  area).  With  outdoor  maps,
     Escaping   From   Enemies:   The    characters    have     you'll  need  to  note  locations  of  stands  of  trees,     Designing Dungeons
  been  captured!  They  must  escape  from   their   cells     creeks,  buildings,  bridges,  ravines,  cave  entrances,
  deep  within  a  dungeon.  (Be  sure  to   make   escape,     hills, natural obstacles, etc.                                    A  dungeon   is   any   indoor   place   where   mon-
  and   the   recovery   of   some   equipment,   possible-        If  the  site  is  underground  (such  as  a  dungeon)     sters  and  treasures  may  be  found.  A   dungeon   is
  though  not  easy;  the  PCs  should  not  just  be  res-     use  graph  paper  (with  each   square   normally   rep-     usually  a  group  of   rooms,   connected   by   corri-
  cued  by   a   powerful   NPC.)                               resenting a lo' x  10'  area,  or  any  other  scale  you     dors.  It  could  be  a  castle  (new  or  ruined),  some
     Rescuing    Prisoners:    Valuable    or     important     prefer).  With  indoor  maps,   you'll   need   to   note     caves,   catacombs   beneath   a   city,   an    -actual
  persons  are  being  held  prisoner  by  an  evil   group     walls,  doors,  corridors,  secret  doors,  traps,  slid-     dungeon   once   (or   currently)   used   to   imprison
  (bandits, orcs,  a  magic-user  with  allies).  The  par-     ing  walls,  monster  lairs,  and   treasure   locations.     people, or anything else you can imagine.
  ty  may  be  hired,  or  may   simply   be   seeking   an     Some  sections  of  the  map  may  be  left   blank,   to        Some  dungeons  are   sites   which   figure   promi-
  announced  reward.  The   party   may   be   the   guards     be filled in later.                                           nently  in  the  plot  of  the  current  adventure.  For
  for a person negotiating the ransom demands.                      Remember  that  this  setting  can  always   be   used     example, if  a  dragon's  treasure  trove  is  the  goal
     Using  a  Magic  Portal:  A  "magic   portal"   is   a     in later adventures; it  may,  in  fact,  become  a  per-     of  the  adventure,   the   dungeon   (the   series   of
  device  which  magically   sends   creatures   from   one     manent fixture in the campaign.                               caves  where  the  dragon,  its   treasure,   and   many
  place  to  another.  It  may  be  a   "door"   into   an-                                                                   related monsters  live)  is  tied  up  with  the  story.
  other  dimension  or  world,   and   could   become   the     5. Flesh Out the Setting                                      Other    dungeons    are    merely    dangerous    sites
  point of  an  invasion  from  the  far  place!  It  could        The  process   of   placing   the   monsters,   traps,     where  monsters  dwell  ...  and  where   PCs   may   go
  simply be  a  way  to  force  the  party  into  a  secret     and  treasures  into  the  adventure   site   is   called     to  gain  experience  and  treasure  by  fighting  those
  part  of  a  dungeon.  The  party  might  be  on  a  mis-     'stocking" the site (of stocking the dungeon).                monsters.  Such  dungeons  are  good   places   to   in-
  sion  to  destroy  the  portal,  or  might  be  hired  to        First, place the  Special  Monsters  in  their  areas,     crease  a  PC's  power,  but  may  ultimately   be   un-
  reopen or find  a  closed  or  lost  portal.  The  portal     along  with  their  treasures.  Then   you   may   either     satisfactory  because  they  have  no  relationship   to
  may  be  known  or   secret,   and   may   operate   both     select other  creatures  or  roll  for  them  at  random,     the rest of the campaign world.
  ways-or one way only!                                         using  either  the  Wandering   Monster   Tables   or   a        The level of a  dungeon  is  a  number  that  identi-
     Finding  a  Lost   Race:   The   characters   find   a     list of your owD.                                             fies part of the  dungeon,  and  usually  indicates  the
  long-lost   race   that   was   once   human,   but   has                                                                   amount  of  danger  present  in   that   area   of   the
  lived   underground   so   long   that    many    changes     6. Fill in the Final Details                                  dungeon.  Level One, or the  "first  level,"  is  usually
  have  occurred   (change   of   color,   animal   habits,        After  the  rooms   have   been   stocked,   you   can     the  easiest  part  of  the  dungeon-the   place   where
  intravision, etc.).                                           add  details  about   normal   items,   sounds,   smells,     the smallest  monsters  and  treasures  ca-n  be  found.
                                                                and  so  forth.  Try  to  add  enough  detail   to   make     Level  Two  is  more  dangerous  than  Level  One,   and
  2. Decide on a Setting                                        the  adventure  interesting:  They  ought  to  be   -able     as  the  numbers  increase,  so  does  the   danger.   A
     Decide  where   the   adventure   will   take   place.     to visualize the setting  as  you  describe  it,  and  it     dungeon may have any number of levels.
  You  do  not  yet  have  to  make  a  full  map  of   the     should  be   convincing   to   them.   Don't   throw   in
  adventure  site,  but   you   should   decide   how   the     too  much  detail!  You  may   find   yourself   describ-     Types of Dungeons
  area  will  look  in  general.  After  choosing  a   gen-     ing  a  setting  until  your  players  grow  bored.   You        The  levels  of   a   dungeon   are   usually   built
  eral  type  of  area  (some  examples   are   given   be-     will  develop  a  "feel,"  in   time,   for   the   right     vertically-one    above    the    other.     In     most
  low),  make  notes  on  any  specific  ideas   you   have     amount of detail to add.                                      dungeons,  the  deeper  you   go,   the   more   danger-
  fof  special  rooms  or  areas.                                   To  finish,  you  can   make   a   Wandering   Monster     ous  the  adventure  becomes.  The   entrance   to   the
                                                                table  suited  to  the  adventure.  You'll  only  need  a     dungeon  is  usually   on   Level   One,   and   stairs,
     Abandoned Mine             Farmlands                       few  monsters-from  4  to  1   0-and   they   should   be     pits, or  chutes  (sometimes  even  elevators)  lead  to
     Ancient Temple             Mountains or Hills              selected to  fit  the  scenario,  the  setting,  and  the     the lower levels.
     Castle or Stfonghoid       Ocean of Sea                    map.  For  exarnple,  in  ruins,   the   wandering   mon-        Some  dungeons  may  be   built   in   the   opposite
     Caves or Caverns           Swamps                          sters could all  be  scavenger  types  (carrion  crawler,     way,  with  the  more   difficult   levels   above   the
     Crypt or Tomb              Town or City                    rats,  gelatinous  cube),  giant  beetle,   and   Special     first,  rather  than  below.  A  tower  is  one  example
     Deep Forest                Underwater                      Monsters (1-4 hobgoblin guards, for example).                 of this type.
     Desert                     Village                                                                                          Some   dungeons   may    be    built    horizontally,
                                                          I     Adventure Planning                                            with no  areas  above  or  below  the  first.  A  "lower
                                                                   When  you   create   adventures,   try   to   estimate     level"  would  be  a  section  of  the  dungeon  further
  3.  Select   Special   Monsters                               the   difficulty   the   PCs   will   face.    Encounters     from  the  entrance,  but  no  deeper  or  higher   than
     You  should  select   (and   not   roll   at   random)     which  are  too  easy  will  bore  the   players,   while     the first level.  A group  of  caves  is  an  example  of
  some   special   monsters,   based   on   the   scenario;     those  which  are  too  powerful  will   frustrate   them     this type.
  these  should  be  the  main  obstacle  in   the   adven-     (and  kill  their  characters,  incidentally).   If   you        There  may  be  more   than   one   entrance   to   a
  ture.   You   may   create   new    monsters    if    you     need  some  help  with   ibis,   react   the   "Balancing     dungeon.  All  the  entrances  need  not  lead  to   the
  choose.                                                        Encounters" section from Chapter 7.                           first level.  Some may lead  directly  to  other  levels,
     For  example,   if   the   scenario   is   "Recovering        Don't be tripped up  by  small  details.  If  you  put     bypassing the first.
  Ruins"  in  a  "Ruined   Town"   setting,   the   charac-     in  a  monster  which  can  be   harmed   by   only   one        When  you  design  a  dungeon,  you   may   use   any
  ters might  be  given  the  mission  to  clean  the  area     sort of  attack,  you'd  better  be  sure  that  the  PCs     method  you   like.   It   is   recommended   that   you
  out  of  humanoids   so   that   humans   can   re-occupy     have that attack-or can outrun the monster.                   make  simple  vertical   dungeons   first,   with   more
  the  place.  You  might  place  a  few  hobgoblin   lairs        Carefully  consider  alignment   and   abilities,   as     dangerous  levels  below  the  first  level.   You   may
  (15-20  creatures  in  each),   plus   their   pets   and     well.  Lawfuls   prefer   Chaotic   opponents.   Two   or     find  other  types  in  published   modules,   and   you
  friends, as Special Monsters in this area.                    more  Name  level  clerics   can   handle   many   lesser     may  construct   more   elaborate   types   after   some
     The  rest  of  the  ruins  can  be  filled   randomly.     undead.     Remember     the     demihuman      abilities     practice.
  For   example,   in   a   "Recovering    Ruins"    adven-     (finding  secret  doors,  stone  traps,  etc.),  and  add
  ture,  other  animals  could  have  crept  into  the  ru-     special features for them.                                     Random Stocking
  ins, including  great  cats,  wolves  or  wild  dogs,  -a        When   putting   different   monsters   together    in        After  placing  special  monsters   in   a   dungeon,
  ghoul preying on the hobgoblins, etc.                         any  setting,   ask   yourself   one   simple   question:     you may fill  the  rest  of  a  dungeon  with  creatures
                                                                What  happens  when  all   these   creatures   are   left     either  at   random   or   by   choosing.   Many   rooms
                                                                there  for  a  month?  The  setting   should   be   "sta-     should be left empty.  If  there  are  creatures  every-

                                                                                          260

                                                                                                                                                               0
                                                                                                 Chapter 17: Campaigni


     where,   the   dungeon    will    be    too    dangerous.         Darts:  Some  tiny  darts,  shot  by  a  spring  mech-         Movement:  The  room   (or   stairs,   or   door,   or
     Imagine   what    would    happen    in    the    dungeon      anism,  shoot  out  and  hit   someone   (either   auto-      item) moves  (turns,  drops,  closes,  rises,  etc.)  un-
     when  the  adventurers  aren't  around.   If   the   mon-      matic hits  or  by  making  attack  rolls),  for  damage      expectedly.  It might  be  stopped  if  a  roll  for  sur-
     sters   would   encounter   each   other   often,    they      or some other effect (paralysis, poison, etc.).               prise (often with -  1,  -  2,  or  -  3  penalty)  shows
     should   not   be   enemies;   otherwise,   the   dungeon        Explosion:     Something     blows     up,     causing      that the party  reacts  quickly  enough  to  prevent  it.
     could  be  ruined!  It  would   be   neafly   empty   be-      damage  to  everyone  in   the   area-any   set   amount         Pool:  Magical  water  has   a   strange   effect   if
     fore  the  adventurers  arrive,  with  all  the   dungeon      or  dice  range,  but  a   saving   throw   vs.   spells      touched  (or  drunk,   or   sprinkled   on   someone   or
     treasure in the lair of the last survivors.                    should allow damage to be reduced to half.                    something),   such   as   healing,   inflicting   damage,
        To  randomly  stock   a   dungeon   room,   roll   id6        Falling  Items:  A  block  (or  rubble)   falls   when      changing   an    ability    score,    making    something
     twice  and  consult  the   Room   Contents   Table.   The      something  is   touched   (or   at   random),   striking      magical for a time, invisible for a time, etc.
     first roll  is  to  find  the  contents  (monster,  trap,      someone  and  allowing  a   saving   throw   vs.   wands         Sounds:   The   room   (or   item)    makes    strange
     special,  or  empty),   and   the   second   roll   shows      for  trying  to  jump  out  of  the  way)   for   damage      noises-moaning, screaming, talking, etc.
     whether treasure is present.                                   (either a given number or a dice range).                          Statue: A  large  statue  of  a  person,  monster,  or
                                                                      Fog: Looks  like  poison  gas,  but  a  failed  saving      gadget   (nearly   anything   you   can    imagine)    is
        Room Contents Table                                         throw  results  in   (pick   one):   nothing,   giggles,      found.  It  may  be  valuable,  magical,  too  heavy   to

        first                       Second Roll                     fear,  a  terrible  smell  for  id6  turns  (which   may      move,  alive,  lonesome  and  willing  to   talk   (maybe

        Roll                1    2     3     4    5       6         attract   monsters   or   incr@e    wandering    monster      a liar), covering a trap  door  down,  a  treasure,  etc.

        1-2    Empty        T    -     -     -     -      -         chances),  anger  (victims   attack   each   other   for         Transportation:   This   could   be   a   trap    door

          3    Trap         T    T    -     -      -      -         id4  rounds;  a  saving  throw  may  be   applied),   or      leading  up  or  down,  secret  stairs,  elevator,  magi-
                                                                    paralysis.                                                    cal  portal   to   elsewhere   (another   room,   another
        4-5    Monster      T    T     T     -     -      -           Illusion:   Something   strange   happens   (but   not      level, another dungeon), etc.
          6    Special     -     -     -     -     -      -         really;   see   phantqsmql   force,    a    magic-user's         Trick Monster: This applies  to  any  variation  of  a
                                                                    spell), and  the  characters  may  be  scared  away  (or      listed  monster,  such  as:  A  two-headed  giant   ogre,
        Use the first roll to  find  the  contents,  and  then      the  illusion  may  have  some  other  effect,  such  as      a carrion  crawler  that  walks  upright  and  has  para-
     read across  to  the  column  under  the  result  of  the      giving  a  false  clue,  luring  characters  toward  an-      lyzing  tentacles  for  arms,  a  wild  bore  (a   shaggy
     second roll.  If the result  is  "T,"  place  treasure  in      other trap, etc.).                                            man  who  tells  long,  dreary  stories),  a  quarterling
     the  room.  Treasure  is  rarely  found  with   a   "Spe-        Light: A bright  light  flashes,  and  all  seeing  it      (half-sized  hatting),   a   Mouth   Harpy   (who   can't
     cial."  In  a   room   with   monsters,   determine   the      are blinded for  a  time  (a  saving  throw  vs.  spells      sing  but   plays   the   harmonics),   an   Ogre   jelly
     amount  of   treasure   by   the   means   described   in      should apply,  possibly  with  a  bonus  or  penalty  to      (looks like an ogre, but ... ), and so forth.
     Chapter  16;   otherwise,   use   the   Unguarded   Trea-      the  roll).                                                       Weird   Things:   You   may   let   your   imagination
     sure Table below.                                                 Pit:  A  section  of  floor  gives  way,   and   (one,      run,  placing  such  things   as:   weapons   which   fly
        Silver   pieces   are   always   part   of    randomly      some, or all) characters  fall  in,  taking  (id4,  ld6,      (attacking  by  themselves),  talking  skulls,  a   magi-
     placed   treasure,   and    other    items    might    be      id8,  idlo,  2d6,  or  more  points   oo   damage.   The      cal item or  treasure  firmly  stuck  to  the  floor  (of
     found.  The  DM  rolls  percentage  dice,  and   if   the      pit  may  have   something   at   the   bottom   (spikes      wail, or ceiling), a  magical  area  (zero  gravity,  re-
     result is  equal  to  or  less  than  the  number  given,      for  more  damage,  deep  water,  or  a   monster).   It      versed  gravity,  growth  to  double  size,   shrink   to
     that  type'of  treasure   is   present.   Tr@ure   should      may  instead  be  a  chute,   leading   down   (a   one-      i" tall; effect lasts  until  the  characters  leave  the
     rarely be sitting  out  on  the  floor.  You  should  de-      way ride) to the next dungeon level.                          area),  a  huge  creature  recently  slain  (too  big  to
     cide where the treasure  is  kept  (a  locked  chest)  or        Poison   Gas:   Victims   make   saving   throws   vs.      fit  through  the   corridors-"But   how   did   it   get
     hidden  (a  hollow  table   leg,   etc.).                      poison  or  take  damage  (id4   points,   id6   points,      here?"), and so forth.

     Room        Contents                                           or  whatever  is  dangerous  but  not  deadly  to   most

        The   Room   Contents   Table   may   call   for   the      characters).  Optionally,  a  saving  throw  vs.  poison      Wandering Monsters

     placement  of  a  trap  or  "special."  These   are   ex-      with bonuses ( + 1, +  2,  +  4)  to  the  roll  mav  be         In  a  dungeon,   monsters   are   often   encountered

     plained below.                                                 made,  with  failure  meaning   death.   Gas   is   usu-      in  rooms.  The  rooms  may  be  their  lairs,   or   the
                                                                    ally in a container, released when opened.                    creatures  may  simply   be   "passing   through,"   hav-

     T-P                                                              Poison  Needle:  This  is  a  small   needle,   hidden      ing lairs elsewhere.
        A  trap  is  anything   that   could   cause   damage,      somewhere   and   nearly   undetectable   until    acci-         These   encounters   are   with               "Placed"
     delay  or  a  magical  effect  to  occur.  The  trap  may      dentally  touched,  when  it   will   spring   out   and      monsters-creatures    mentioned,    in    the     dungeon
     be  found,  and  possibly  removed,  by  a  thief   char-      poke a character who tries to open something.                 description,  as  being  in  one  specific  place.   How-
     acter.  Traps  may  be  placed  on  doors,  walls,  ceil-                                                                    ever,  monsters  may   also   wander   around,   and   be
     ings,  room   furnishings   (table,   chest,   etc.)   or      special                                                       encountered   during   their   travels.   The   DM   does
     directly  on  a  treasure.  You  may  combine  traps,  or        A  "special"  is  anything  you  place  which  is  not      not  place  these  creatures  in  any   one   spot.   In-
     place several in one  area,  but  try  not  to  make  the      normal,  but  is  not  a  trap,  monster,  or  treasure.      stead,  they  are   listed   in   a   special   wandering
     encounter   too    dangerous    for    the    characters.       Some typical "specials" are:                                  monster   table,   included   with   the   dungeon    de-
     Deadly   traps   are   not    recommended    until    the        Alarm:  The   noise   summons   a   special   monster,      scription.  This  chart,   designed   by   the   DM,   is
     2nd  level  of  a  dungeon  (or   deeper)   is   reached.      opens dungeon doors, or has no effect at all.                 part of the design of most dungeons.
     Some typical traps:                                              Illusion:   A   dungeon   feature    (stairs,    room,         One  wandering  monster  table   may   be   used   for
        Blade:  A  blade  sweeps  out,  down,  or   up,   hit-      door, monster, treasure,  etc.)  is  not  really  there,      an  entire  dungeon,  or  separate  lists  may  be   made
     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  Change:  A  shifting   wall   moves   after   the      ble  is  the  Wilderness   Encounters   Table   on   page
        Creature:   A   monster   (snake,   beetle,    spider,      party  passes,  cutting  off  their  exit.   They   must      95, which is further divided into subtables.
     etc.) jumps   up  out  and  gets  one  free   attack   by      find  another  way  out  of  the   dungeon.   The   wall
     surprise.                                                      shifts back after a time (i turn, I hour, 1 day).              Running Adventures

        Unguarded Treasure Table                                                                                                  The Campaign Group

        Dungeon         Silver               Gold                                                      Magical                       Normally,  when  a  group  gets   together   to   play
          Level         pieces               pieces               Gems               jewelry           Items                      the  game,  one  player  acts   as   the   Dungeon   Mas-
               1        id6 x 100            50% id6 x 10         5% id6             2% id6            2% Any 1                   ter, who  takes  on  the  tasks  of  creating  the  world
               2-3      ldl2 x 100           5o%  id6  x   100    10% id6            5% ld6            8% Any I                   and   running   adventures;   the   other   members    of
               4-5      id6 x 1,000          id6 x 200            20% id8            10% id8           10% Any     1              the  group  are  the  players.  Part  of  what  we'll  be
               6-7      id6 x 2,000          id6 x 500            30%      ldio      15% idio          15% Any I                  talking  about  involves  ways  for  the  DM  and   play-
               8 +      id6 x 5,000          id6 x 1,000          40%      ldl2      20% ldl2          20% Any I                  ers  to  get  along  and  cooperate  while  playing   the

                                                                                             261

                      pter 17: Campaigning                                                                                                                                    .9

  game;  some  of   what   we'll   talk   about   involves        For example,  it's  not  fair  to  change  the  rules     characters.  If  a  fighter  has  a   sword   out   and
  ways  for  the  players  to  work  with  one  another.       unless   everyone   knows   about   the   change.   When     charges at  a  goblin,  the  goblin  is  not  going  to
     D&Dg   games   usually   work   best    with    small     you  add  optional  ruies,  apply  them  evenly  to  ev-     think  the  fighter  is  friendly!  The  goblin   might
  groups-one  DM  and  four  to   six   Players.   Experi-     eryone,  players  qnd  monsters.   Do   not   make   ex-     attack  and  might  run  away,   but   probably   won't
  enced DMs may  choose  to  take  larger  groups  .  .  .     ceptions; stick to the ruies, and be fair.                   try to talk.
  but the larger a  group  is,  the  less  individual  at-                                                                     More  often,  however,  the  characters  will   wait
  tention each character will get.  (In  a  story  with  a     The Dungeon Master's Job                                     and  "see   what   the   monsters   do"   before   they
  really large cast of  characters,  such  as  a  disaster                                                                  start  anything.  Likewise,  most  monsters  will  usu-
  movie,  each  individual   character   gets   less   air        A  D&D  game  is  basically  a  series  of   encount-     ally wait to see how  the  characters  act!  When  this
  time than a story with a smaller cast.)                      ers,  with  other  actions   (such   as   movement   and     type  of  encounter  begins,  you  should  make  a  re-
                                                               problem  solving)  between  them.  The  dice   are   of-     action  roll  for  the  monsters,  using  2d6.  Up   to
  Dungeon Master Setup                                         ten  used  to  find  results  when   choices   must   be     three reaction  rolls  may  be  needed  to  finish  the
                                                               made.  All  the  dice  rolls  are   called   "game   me-     encounter.
  Levels of Play                                               chanics."  The  game  consists  mostly  of  role   play-        Likewise, when  you  feel  that  you  know  -a  mon-
     A   carefully   designed    campaign    can    handle     ing, game mechanics, and strategy.                           ster's  or  NPC's   personality,   you   can   dispense
  characters of all  levels.  If  your  experienced  play-        During  an  encounter,  the  players  make  the   at-     with reaction  rolls  altogether  for  that  encounter,
  ers have  characters  of  various  levels,  be  sure  to     tack  rolls,  damage  rolls,  and  saving   throws   for     playing   the   monster/NPC   as   you    imagine    he
  have play sessions  for  the  different  levels  of  the     their   characters.    You,    the    Dungeon    Master,     would act and react.
  characters.   Characters    should    normally    adven-     make  similar  rolls  for  the  monsters,   plus   other        Whenever  the  characters   attack   the   monsters,
  ture with other characters of similar level.                 rolls to find  the  monsters'  actions  (such  as  reac-     stop tolling for reactions.  The  monsters  will  fight
     Mixing  Levels   of   Characters:   During   a   cam-     tions and morale).                                           to defend themselves, and might run away.
  paign,  new  characters  often  enter  the  gaine,   ei-
  ther   replacing   lost   ones   or   brought   by   new     The DM's Roles                                               Running the Game
  players.  But  at  the  same   time,   more   successful        You  will  play  the  roles  of  all  the   monsters,        During   most   of   a   D&D   game,   the   Dungeon
  characters  will  continue   to   advance   in   experi-     townspeople,   and    other    creatures    encountered.      Master  leaves  the  decisions  to  the  players.   The
  ence.  This  creates  a  large  difference  between  the     The  best  Dungeon  Masters  are  able  to   play   sev-     DM   presents   the   setting-describing    what    the
  levels of the different characters.                          eral  roles  at  once-such  as   when   the   characters     characters see, offering choices  of  actions,  and  so
     This  difference  can  cause  great  problems.  As  a     meet  another  party  of  adventurers,  all  played   by     forth.  But  the  course  of  the  game  is  determined
  guideline, if  the  dffference  in  levels  is  five  or     the DM!                                                      by the actions of the party,  as  decided  by  all  the
  more,  the  characters  should   adventure   separately.         However,  your  creatures  are  not  as  detailed  as     players.  The  DM  can  almost  relax  and  enjoy   the
  This  guideline  will  not  apply  at  all  times,   and     the PCs, and are  easier  to  play.  Their  actions  are     characters'  progress  as  they  explore,  make   maps,
  should  not  be  applied  to  games  using  retainers.       often  determined  by  dice  rolls.  One  rule   applies     solve puzzles, and so forth.
     The  Pre-Game  Checklist  lists   some   things   the     to  all  the  creatures,  even  though  there  are  many        The DM  usually  deals  with  the  characters  as  a
  DM  should  find  out  before  starting  play  for   the     different  types:  Imagine  how  the   creature   feels.     group,   rather   than   the   individuals.    However,
  first time.                                                      The  actions  of  a  creature  are  often  determined     when  an  encounter  begins,  a  change   occurs.   The
                                                               by  its  alignment  or  Intelligence.  For  example,  an     DM  takes  -a   more   active   role,   becoming   more
     Pre-Game Checklist                                        animal  is  not  very   smart,   and   will   act   very     aware of the  actions  of  each  character.  The  play-

         Do all the players know how to play?                  simply-hungry   and   hostile,   neutral   and    uncon-     ers have a more  limited  choice  of  actions  as  they
                                                               cerned,  or   friendly.   More   intelligent   creatures     confront  a  monster  or  NPC.   The   DM   plays   the
     2.  Have you read this book  all  the  way  to  the       may  be  thinking  of  many  different   things;   food,     roles  of  each  of  the  creatures  encountered,   and
         end? Are there  any  rules  you're  not  famil-       treasure, home and friends, and so forth.                    decides  their  actions  while  considering  those   of
         iar with?                                                When  an  encounter   seems   likely,   think   about     the  characters.  Game  time  passes   in   "slow   mo-
     3.  Do  you  and  all  the  players  know  why  the       how  the  creatures  feel,  and  how  they  might   act.     tion"'  as  the  DM  carefully  considers  the   round-
         characters  are  embarking  on  this  new   ad-       When  the  encounter  begins,  you   will   often   roll     by-round  action   (10   seconds   at   a   time)   and
         venture?                                              dice to find the  actual  reactions  of  the  creatures.     announces the results.
     4.  Are  all  the  characters  ready  to   go   and       The  results  should  be  adjusted  for  the  creatures'
         equipped for the adventure?                           intelligence, habits, and other details.                      Ending an Adventure
     5 . Have  the  players  chosen  a  caller   and   a          Imagine  how  your  creatures  will  react  to  these        Before  any  game  begins,  the   DM   and   players
         mapper?  Do  they  have  a   piece   of   graph       dangerous,    greedy    characters    stomping    around     should set  a  time  for  the  game  to  end-and  stick
         paper and a pencil, to map with?                      the caves! The monsters  will  try  to  survive  and  be     to  it.  An  adventure  might  end  before  that   time
     If any answer  is  "No,"  stop  to  fix  the  prob-       happy in  their  own  ways,  and  will  often  fight  to     (if  the  characters  become  severely   wounded,   use
     lem.                                                      defend their homes and treasures.                            up all their spells, are fully  loaded  with  treasure,
                                                                  But   remember-although   the   @onsters    may    be     etc.).  They  might  "go  home,  rest  a  day  or  two,
                                                               fighting  the  characters,  you  are  not  fighting  the     and  return"  if  time  permits  further   adventuring.
  The Most Important Rule                                      players.  If you try to entertain  them,  they  will  en-        At  the  end  of  an  adventure,  you  announce  the
     There  is  one  rule  which  applies  to   everything     teftain  you.  Play  the  roles  of  the  monsters,  but     total treasure  found  (and  kept)  by  the  party,  so
  you will  do  as  a  Dungeon  Master.  It  is  the  most     forget  them  when  they  are  slain.  Their  only  pur-     the players  can  divide  it.  While  the  players  are
  important of all the rules! This is it: Be Fair.             pose, in the long  run,  is  to  provide  entertainment.     dividing  treasure,  you  may  spend  the  time  calcu-
     A  Dungeon  Master  must  not  take   sides.   A   DM                                                                  lating  the  experience  points   earned   during   the
  who  likes  his  monsters  and  NPCs  better   than   he     Reactions                                                    adventure.
  likes  the  PCs,  and  maliciously  sets  out  to  abuse        When  an  encounter  begins,   you   may   find   the        You  should  have  records  of  all  the   creatures
  the  PCs  at  every  opportunity,  is  not  a  good  DM.     actions  of  monsters  by  making  Reaction  rolls  (see     defeated  by  the  party   on   an   Adventure   Record
     As DM, you will  play  the  roles  of  the  creatures     "Reactions"  in  Chapter   7).   The   results   are   a     Sheet (page  298).  If  not,  take  a  few  minutes  to
  encountered,  but  shouid  do  so  fairly,  without  fa-     guide  to  playing  the  monsters'   response   to   the     remember the creatures encountered.
  voring  the  monsters  or  the  characters.   Play   the     arrival of the characters.
  monsters  as  they  would  actually  behave,  at   least        An   encountered   creature   might   attack    auto-
  as you imagine them.                                         matically.  Other  monsters,   however,   do   not   al-
     The  players  are  not  fighting  or  competing  with     ways  attack,  so  be   sure   to   read   the   monster
  the  DM!   The   characters   may   be   fighting   mon-     descriptions carefully.
  sters,  but  everyone  is  playing  the  game  to   have        Many  creatures  can  be  friendly   or   unfriendly,
  fun.  The  players  have  fun  exploring   and   earning     depending  on  the  situation.   Their   reactions   can
  more  powerful  characters,   and   the   DM   has   fun     sometimes  be  determined  by   the   actions   of   the

                                                                                          62 -@
                                                                                             @OP

                                                            Chapter 18: The Planes of Existence



 @.he  world  in  which  the   characters   live   is   only    made  of  normal  matter.  Air  exists,  and  can  be     wrinkled, lumpy gray tube; it is sticky.  The  surfac
            ne  of  many  worlds  in  their  infinite   uni-    breathed.  Gravity  exists,  providing  directions  of     is actually made of  cctoplasm  (solid  ether),  com-
      verse; the possibilities for " normal"       adventure    "    "  and  "down."  These  things  rarely   change,     pressed by the  magic  needed  to  create  the  worm-
                                                                 up
      are  limitless.  But  the  D&D  game  involves   other    and the  players  can  accurately  "visualize"  where     hole.  Wormholes vary in  size,  from  a  thick  strin
      places  and  things  not   found   in   the   "normal"    their  characters  are,  what  they  are  doing,  and     size to a pillar or slightly curved wall.
      world;  the  three-dimensional  universe  is  only   a    what their surroundings are like.  The  hardest  part        Each  wormhole  is  usually  10   miles   long   o
      small part of reality! There  are  many  other  places    of adventuring in other planes  is  visualizing  what     more.  The  network  of   permanent   wormholes   be-
      waiting  to  be  found.   The   most   common   beyond    they a-re like.                                           tween   the   Prime   Plane   and   elemental   plane
      the  Prime  Plane  (the  "normal"  universe)  are  the       An  adventure  in  a  wormhole  is  much  like   a     looks similar to the roots  of  a  plant;  each  smal
      other planes of existence.                                dungeon  adventure,  merely   vertical   instead   of     wormhole joins a larger one,  until  all  the  smalls
        Think  of  the  entire  normal  universe   as   only    horizontal.  Air exists,  and  the  flow  through  the     wormholes  connect  to   one   huge   wormhole   con-
      one page in a large  book.  Two  pages  next  to  each    wormhole provides  a  gravity  of  sorts.  Thus,  the     nected to the elemental plane itself.
      other are touching,  but  are  separate  and  entirely    DM  and  players  can  gradually   become   used   to        Creatures and  things  in  a  wormhole  are  magi-
      different.  Moving  across  one  page   doesn't   take    elemental   adventures   by   exploring   the   worm-     cally  changed  into   the   "proper"   element   whe
      you to the next  one;  you  must  go  in  a  different    holes, not visiting  the  other  planes  until  ready     they  reach  the  elemental  plane,  unless  protecte
      direction  altogether.  In  a  similar  manner,   many    for them.                                                 by powerful magic.
      planes exist, and  characters  need  magic  to  travel
      from  one  plane  to  another.   The   whole   network    Time                                                      The Ethereal Plane
      of  planes:  Prime,  Ethereal,  inner,   Astral,   and
      outer, is called the multiverse.                              Time passes on  the  Ethereal  Plane  and  clemen-        A  character's  first   experience   with   anothe
                                                                tal planes just as it does on  the  Prime  Plane.  If     plane will probably be a short  trip  into  the  Ethe
                                                                adventurers  explore  wormholes  and   other   nearby     real  Plane.  Ether,  the  material  of  the  Etherea
      Arrangement of the                                        planes for a week, then a week will  have  passed  on     Plane,  appears  to  be  a  gray  fog  in  its  norma
      Planes                                                    the Prime  Plane  when  they  return.  However,  time     form.  If  compressed  (either  by  a  creature  or  b
                                                                may pass at different rates slower,  faster,  or  not     magic), it is a sticky gray solid.
        Most of a   campaign  takes  place  in   a   fantasy    at all!-on more distant planes.                               Any  ethereal  creature  can  sense  the  directio
      world  similar  to  our  own  medieval   times.   That                                                              of gravity on the Prime Plane,  but  is  not  affecte
      planet, and the whole  of  that  universe,  is  called    Gravity                                                   by it.  Thus, while ethereal,  a  character  knows  th
      the Prime Plane.                                                                                                    direction of "down," but cannot fall.
        One  other  plane  touches  the  Prime  Plane,   the       The pull  created  by  very  large  masses  exists
      Ethereal Plane, also called  "the  Ether."  Travel  to    normally  on  the  elemental  planes,  but  is  some-
      or  through  it  requires  magic.  The  "distance"  to    what  different  on  the  Ethereal  Plane.  Creatures     Vision

      it cannot be measured  in  feet  or  miles;  it  is  a    in the Ether are not affected  by  gravity,  but  can        When on the  Ethereal  Plane,  vision  is  normal,
      magical disrance, in a magical direction.                 sense  the  pull  of  gravity  on  the  nearby  Prime     with  the  same  range  as  in  a  dark   underground
        A  potion  or  qrmor  of  ethereality   allows   the    Plane.                                                    corridor.  Except for  creatures,  everything  is  the
      user to enter,  travel  in,  and  leave  the  Ethereal                                                              same  color  (gray  fog)   and   temperature   (about
      Plane.   Many   strange   monsters   wander    through    Vortexes and Wormholes                                    50' Fahrenheit, or lo' Celsius),  so  intravision  is
      the  Ether,  including  banshees   and   poltergeists.                                                              nearly useless.  All light  sources  function  normal-
        The four  elemental  planes  of  Air,  Earth,  Fire,       A vortex is an invisible hole  in  a  plane,  with

      and  Water  are  "near"  the  Prime  Plane  (as   mag@    elemental  matter  either  whirling  into   or   erup     ly (a torch or lantern shining light  to  30'  range,
                                                           1-                                                       t-    magical light  to  greater  ranges,  etc.),  but  the
      cal distances are  measured),  but  do  not  touch  it    ing out of it.  A current of  elemental  matter  flows     only  light  the  Ether,  not  reaching   into   worm
      like the Ether does.  To  reach  an  elemental  plane,    in one direction, to or  from  the  clemental  plane.     holes or into the Prime Plane.
      a hole must be  opened  in  the  Prime  Plane,  and  a       If seen by a detect  invisible  spell  of  similar        An ethereal traveler  cannot  see  into  the  Prim
      tube  must  be  created  through  the   Ether,   leadi    magic, it appears  as  a  shimmering  colored  circle
                                                           ng                                                             Plane unless he uses  a  detect  invisible  spell  (o
      to the elemental plane.  The  hole  is  called  a  vor-    from the front or back-but  cannot  be  seen  at  all

      tex, and the tube is called a wormhole.                   from the side; it has  no  thickness.  On  the  Prime     similar magical effect).  However,  the  gray  fog  o

        Vortexes and wormholes can be created                   Plane, the color of  the  vortex  matches  the  plane     the Ether may be  dense  or  thin,  varying  by  what
                                                           bv                                                             is nearby  on  the  Prime  Plane.  Nearby  water  ap-
                                                           t '  to which it  leads-blue  for  Air,  brown  for  Earth
      gate  spells,  and  can  be  made   permanent   wi   h                                                              pears as dark ether, and  rock,  earth  and  wood  as
      wishes.   Several    permanent    wormholes    connect    red for Fire,  and  green  for  Water.  Other  colors     even thicker  ether.  Dense  rock  and  heavy  metals
      the  elemental  planes  with  the  Prime  Plane,   and    match   other   more   distant   planes.   On   other     (lead, gold, etc.),  appear  as  solid  ether  (ecto-
      elemental  material  is  constantly  flowing   between    planes, a vortex leading to  the  Prime  Plane  is  a

      the  planes.  This  movement   creates   wind,   ocean    multi-colored swirl of  the  four  elemental  colors.     plasm).  Fire  on  the  nearby  Prime  Plane  appears

      currents,  volcanos,   and   occasional   earthquakes.     A vortex may appear to float in the air or lie  on  a     as bright Ether.  By  noting  these  changes  of  den-

        Experienced  travelers  of  the  planes   from   the    surface.  A natural elemental  vortex  is  always  10-     sity (which  affect  ethereal  movement),  a  travele

      Prime  Plane  refer  to  the  Prime  Plane,   Ethereal    cated in the  element  corresponding  to  its  desti-     can tell  what  the  conditions  are  nearby  on  the

      Plane, and  elemental  planes  as  the  inner  planes,    nation (whirlpool, volcano),  but  a  created  vortex     Prime Plane, or can  at  least  make  a  good  guess.

      for there are many  other  planes  of  existence.  The    (by a gate spell) may appear anywhere.

      inner  planes  are  surrounded  by  the  Astral  Plane'      A  wormhole  is  a  connecting   passage   between     Breathing

      which  can  be   reached   from   the   Elemental   o,    planes.  It is  simply  a  round  tube  with  wrinkled        Characters  can  breathe  normally  in  the  Ethe-
      Ethereal Planes.  Think  of  the  inner  planes  as  a    sides, appearing very similar  to  a  dungeon  corri-     real Plane; the Ether  itself  is  a  magical,  thoug
      group of islands in a vast ocean; this  ocean  is  the    dor  but  without  any  corners.  However,  a   worm-     sterile, air which can support life.
      Astral Plane.  It is similar to  the  Ether,  but  much    hole seems to be  a  vertical  passage,  rather  than

      larger.  Across  the  "Astral  Ocean"  are  the  outcr    horizontal,  because  of  the  current  through   it.      Movement
      planes,  the  homes  of  the   Immortals   and   other    Traveling  in  the  wormhole  with  the  current   is

      strange creatures.                                        easier than traveling against it.                             Characters  cannot  walk  on  the  Ethereal  Plane
                                                                   A  wormhole  is  never   straight,   bending   and     Without  magical  movement   capability,   a   visito

      Interplanar   Adventures                                  winding along  its  entire  length,  thus  its  name.     to the Ether cannot travel.  A t7y  spell  allows  nor
                                                                Many of the things inside  a  wormhole  are  made  of     mal  movement  (I  20'/  round);  a  potion  or  armo

      Visualizing                                               elemental  material  (matching  the  plane  to  which     of ethercility gives the same rate of ttavel as a
                                                                it ie-ads), but other elements and creatures are  of-     spell would in  the  Prime  Plane.  Thus,  a  travele
        When  you  describe  a  dungeon  room  or   corridor    ten  present.  Wormholes  cannot  be  seen  from  the     moves  through  the  Ether  according  to  the  condi
      to the players,  they  can  usually  imagine  what  it    Prime  Plane,  and  only  the  outside  can  be  seen     tions on the nearby  Prime  Plane,  as  shown  in  th
      looks like.  The characters'  surroundings  are  always    from the  Ether.  The  outer  surface  looks  like  a     Movement in the Ethereal Plane Table.

                                                                                        263 -@-
                                                                                            =pp

             hapter 18: The Planes of Existence







                                                              Movement                                                     characters   know   it   was   created   in   a    unique

  Movement in the Ethereal Plane Table                                                                                     setting-the   Prime   Plane,   a    perfectly    balanced


  Type of                   Effect on                             Characters   can   move   across    the    elemental     mixture of all  four  elements.  This  situation  is  not


  Material                  Movement Rate                     planes  just  as  they  do  on  the  Prime   Plane.   On     found in any other plane of the multiverse!


  Vacuum                    Double normal                     "land"  (i.e.,  the  solid  elemental  surfaces),   they        Some  magical  effects   are   not   based   on   ele-


  Air                       Normal                            can walk.  They  can  use  fly  spells  or  devices  (or     ments  at  all,   but   on   energy.   Examples   include


  Fire or Water             3/4    normal                     flying  mounts)  to  move  through   the   air.   Spells     most  detect  spells,  cures,  light  and  darkness,  and


  Soil, Wood                '/2    normal                     such as teleport work normally.                              lighming  bolts.  These  effects  will   function   "nor-


  Rock                      '/4    normal                                                                                  mally"  (as  they   do   on   the   Prime   Plane)   when


  Metal                     Reduced to O'                     Breathing                                                    used on any inner plane.


  Lead                      Reduced to O'                                                                                     Other  effects  are  partially  or  wholly  based   on

                                                                  The  atmospheres  of  all   the   elemental   planes     matter, -affecting it  in  various  ways.  These  effects

                                                              except Air  are  hazardous  to  player  characters.  For     may   be   negated,   partially    changed,    or    com-


  Elemental Planes                                            example,  the  atmosphere  of   the   plane   of   Water     pletely  different,  as  described  in  "Spells"   below.

                                                              is  gaseous  water  (this  would  have  to   be   super-        Beings  of  different  elements  affect   each   other

     Use  the  following  general  guidelines  to   create    heated on the  Prime  Plane  to  exist  in  this  state,     in  logical  ways.  The   basic   principles   used   are

  adventures    on    and    involving    the    elemental    but  on  the  elemental  plane  can  exist  at  ordinary     dominance   and   opposition.   If   one   element    has

  planes.    The    Components    of     the     Elemental    temperatures);   only   a   water-breathing    character     dominance  over  another,  it   has   power   over   that

  Planes Table can give you some ideas.                       can  breathe  it.  The  atmosphere  of  the   plane   of     element.  If  uwo  elements  are  in   opposition,   they

     Each elemental plane is a universe     much      like    Earth is  gaseous  earth  matter;  that  of  Fire  is  a     are  enemies,  but  affect  each  other   normally.   The

  the Prime Plane,  but  all  the  material  is  a  single    volume  of   none-too-cool   flame.   Even   the   plane     principles  of  dominance  and   opposition   are   easi-

  element.    The    elemental    matter    collects    in    of Air has areas  filled  with  poisonous  or  corrosive     ly summarized:

  clumps  (planets,  moons,  etc.);  it   can   exist   in    gas.  To  survive   on   the   elemental   planes,   the

  solid, liquid, or gaseous form.                             characters   will   have   to    employ    magic-spells,        Air has dominance over Water.


     For  instance,  in  the  elemental  plane  of  Water,    magical items, or both.                                          Water has dominance over Fire.


  the  atmosphere   is   an   unbreatheably   thick   fog,                                                                    Fire has dominance over Earth.


  the  seas  are  made  of  water,  and  all  land,  solid        Survival in the Elemental Planes Table                      Earth has dominance over Air.


  objects,  and  even  solid   creatures   are   made   of                                                                    Air and Fire are in opposition.


  ice-ice  which  may  be   so   hard   and   imperishable        Plane     Character     Needs:                              Earth and Water are in opposition.


  that  it  resembles  crystal  and  does  not   melt   in        Earth     create air (M3), or survival (C7,


  warm temperatures.                                                         Mg), or ring of elemental


     The  strange  creatures  of  the   elemental   planes                  adaptation (earth, earth  &  fire,  of


  are  mixtures  of  solid  and  liquid   material,   held                  elemental  power),  or   talisman   of


  together  by  a  life  force  of  thought   and   energy                  clemental travel  (Lesser/  Earth,  or


  (much  like  creatures  on  the   Prime   Plane).                         the Greater Talisman)


     When  a  planet  exists  on  an  elemental  plane  in        Fire      create air (M3) and resist fire*


  roughly  the  same  "position"  as  a  planet   on   the                  (C2), of create air  (M3),  or  survival

                                                                            (C7, M9) ring of clemental

  Prime   Plane,   natural    vortexes    and    wormholes
                                                                            ad.q tation (fire, earth & fire, or
                                                                               p
  appear,  connecting   the   planets   on   each   plane.                  elemental  power),  or   talisman   of
  Thus,  for  the   "normal"   D&D@   world,   there   are                  etcmental  travel  (Lesser/Fire,  or   the                              OPPW

  four  other  planets  in  similar  positions,   one   on                  Greater    Talisman)
  each  of  the  elemental  planes.   Other   planets   in        Water     water  breathing  (M4),  or  create  air
  the  Prime   universe   might   not   have   correspond-                  (M3),  or  survival  (C7,  Mg)  ring  of
  ing  elemental  planets;  another   world   might   thus                  clemental  adaptation  (water,   air   &
  be  missing  one  or   more   elements.                                   water, or elemental power)
     Moons,  comets,  and  other   large   moving   bodies                  talisman of clementql travel
  on the  Prime  Plane  rarely  have  any  elemental  con-                  (Lesser/Water, or the Greater

  nections.  They  are   sometimes   created   by   tempo-                  Talisman)                                                 MINANCE - OPPOSITION

  rary     wormholes,     which     break     when     the

  corresponding    body    on    the    elemental    plane         Or a potion of fire resistance

  moves out of position.  In  a  similar  manner,  a  vor-        Note:  A  force  field  spell  (M8)   will   provide          In   combat   between   elemental   beings,    domi-

  tex  may  suddenly  appear  on  a  moving  body,  as   a        protection  on  any  plane,  but  is   immobile.            nance  and  opposition  have  the  following  effects:

  corresponding  moon  "nears   it"   on   the   elemental                                                                      Dominance  results  in  double  damage;   the   vic-

  plane.  For  example,  an  ocean  could   suddenly   ap-                                                                    tim may  make  a  saving  throw  vs.  spells  to  take

  pear  on  a  moon  near  the  characters'  world!               Effects on Magic                                            normal damage.

     Some creatures  of  the  elemental  planes  a-re  de-                                                                      When   one   creature   has   dominance   over   an-

  scribed  in  Chapter  14.  You   may   construct   whole        These  notes  apply  only  to   the   inner   planes.       other, it is less affected by the other's  normal  at-

  civilizations,  as  interesting  and  complex  as  those        The  Astral  Plane  and  outer  planes  cause   other       tacks.    Only    minimum    damage    is    inflicted

  on  the  characters'  world,  with   that   information.        changes in magical effects,  because  of  their  dif-       against  the  dominant  creature.  If  a  water   ele-

  Adventuring  can  proceed  much  as   it   always   has,        fering natural laws.                                        mental's  damage  is  normally  3d8  points,  the  wa-

  but  with  entirely  new   settings,   encounters,   and        In  the  D&D  game,  magic   on   the   Prime   Plane       ter  elemental's  damage  against  an  air   elemental

  even new treasures.                                             is a highly developed  art.  However,  magic  as  the       would  be  only  3  points  per  successful  hit.  The

                                                                                                                              victim of dominance tends to  fear  the  other;  if  a

                                                                                                                              reaction roll indicates hostility, "flee"  should  re-

     Components of the Elemental Planes Table                                                                                 place "attack."


     Type of                                                Elemental Plane of:                                                 Opposition  results  in  hostility;  a  penalty  ap-


     Component              Air                   Earth                 Fire                   Water                          plies to all reaction rolls.  The penalty is - 8 if the


     Atmosphere             Air                   Dust   or    Soil     Plasma                 Fog,   Airy   Water            creatures  are  totally  opposed  (element  vs.   ele-


     Liquids                Invisible             Mud,    Oil    or     Liquefied              Normal                         ment and good vs. evil), or -     4    otherw.is e.


                            Airy   Liquid         Lava                  Fire or Lava           Water                            When   uwo   creatures   are   in   opposition,   no


     Solids                 Solid Clouds          Earth  or   Stone     Solidified Fire        Crystalline Ice                change  in  damage  occurs;  only  reactions  are  af-

                                                                                                                              fected.  The creatures' reactions  to  others  are  not



                                                                                              64

                                                                            apter 18: The Planes of Existe


            affected; the penalty  applies  only  to  reactions  to        drifts, with no life force left to hold  it  together.         Effects on Magic
            the creature of opposing element.                               When the life  force  returns,  it  immediately  forms
            Example:  A  party  is  attacked  by  a  fire   elemen.        a new body, and resumes its "normal" life.                     The magical strength of  any  item  in  the  Astral
            tal, so their magic-user casts  a  conjure  water  cle-        Disintegrate:  This  spell   works   normally   except        Plane  is  reduced  by  one;  a  sword  +4  becomes
            mental  spell.  Each  blow  from  the  resulting  water        against an clemen tql on its  home  plane.  It  causes        sword + 3 in all respects while there.  An  item  o
            elemental  inflicts  double  damage   upon   the   fire        an elemental to split into many  creatures  of  I  Hit        +  I  enchantment   becomes   nonmagical   on   thi
            elemental,  but  it  m-ay  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  elemental  affected.  Each  new  el-        Three-dimensional   magic   of    mortals    become
            Example:   A   djinni   (good)   meets    an    efreeti        emental has only id4 hit points.                              two-dimensional, parallel  with  the  caster.  Thus
            (evil); each has a - 8 penalty to all  reaction  rolls.         Stone  to  Flesh:  This  spell  affects  solid  matter        fireball would create  a  disc-like  explosion  tha
            A kryst meets  an  undine  (both  good);  a  -  4  pen-        and often material over which the  caster  has  con  -        might  not  harm  someone  standing  very  close  t
            alty applies to all their reaction rolls.                      trol, and turns  it  into  living  matter.  Each  ele-        the center.  The caster can learn to rotate the  two
                                                                           mental   plane   has   a   similar    version.    Each        dimensional effect after 3 to 6 castings, so  as  t
            Notes on Spells                                                elemental  version  changes  a  solid   element   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  livinly  ele-        parallel direction.  In any event, area effect spell
            function  normally  in  the  Ether  a-nd  on  the  ele-        mental  form.  For  example,  the  local  version   on        will cause no damage if a  saving  throw  is  made.
            mental  planes  unless   affected   by   dominance   or        the plane of Water is ice to water  and  fire  to  wa-        Magic  of  Immortal  origin  remains  fully   three
            opposition (see  above).  Most  spells  can  easily  be        ter.  The reverse of the spell has  similar  local  ef-        dimensional.  On  the  Astral  Plane,  all   mortal
            translated  by  replacing  the   terms   "stone"   with        fects,  but  changes  an   elemental   creature   into        suffer a - 5 saving throw  penalty  against  magica
            "solid  element,"  "water"   with   "liquid   element,"        non- living solid form.  For  example,  on  the  plane        effects of Immortal origin.
            and " flesh " with " solid / liquid element."                  of Water, the reversed spell is flesh to icc.
            Spell-using   creatures   native   to   other    planes                                                                      The Outer Planes
            know "local" versions of many spells.              These        The Astral Plane
            spells include  the  clerical  barrier,  create  water,                                                                      It would be  impossible  to  describe  all  the  di
            and resist Fire spells, and the magic-user        charm        Much  like  the  Prime   Plane,   the   Astral   Plane        ferent types of outer planes  which  can  exist  in
            person, cloudkill, fireball,  delayed  blast  fireball,        contains  vast  reaches   of   nearly   empty   space.        campaign.  There  are  planes  where  dragons   com
            ice storm /wall,  lower  water,  magic  missile,  mass-        Planets, stars, and other  typical  huge  objects  can        from,  planes  where  the  Immortals   live,   plan
            morph,   move   earth,   pass-wall,    statue,    w2ter        be  found  here.  Entire  outer  planes   found   "in"        where many  undead  spirits  collect,  and  an  int
            breathing and web spells, and all 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   I
            "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;  eac
            friendly  resident.  However,  local   elemental   ver-        lined  in  a  sparkling,  shimmering  substance.  Mor-        can  have  its  own  inhabitants  and  monsters.  T
            sions of spells will  work  only  on  the  same  plane;        tals  perceive  themselves  as  flat,  two-dimensional        DM  decides  which  new  magical  laws   and   whic
            a  flesh  to  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   are        To get to  one  of  the  outer  planes,  a  charact
            including  the  plane  of  Fire  (despite   dominance).        normally   three-dimensional   appear   to   be   two-        must  know  something  about  the  plane;   he   ca
                                                                           dimensional.   Most   outer   planes   and    Immortal        not simply infer that it exists.  Then,  he  must  u
            Spells with Limited Effects                                    constructs will appear three-dimensional.                     a gate or a wish  to  create  a  vortex  or  wormho
            Druid  spells  are  useless  on  any  plane   but   the                                                                      leading there.  Nothing  can  make  this  access  pe
            Prime  Plane;  they  are  based  entirely   on   knowl-        The Astral Boundary                                           manent;  the  end  that  the  PCs  enter   disappea
            edge of  Nature  as  it  exists  on  the  Prime  Plane.                                                                      one turn after it is created,  and  the  end  throu
            A  cleric's  create  normql  animals  has   no   effect        The  Astral  Plane  can  be  reached  from  the   cle-        which  the  PCs  emerge  disappears  one  turn  aft
            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  qerial  servant        the  Ethereal  Plane  at  the  Astral  boundary.  From        You  can  decide  which   outer   planes   to   use
            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  need
            tions  normally  elsewhere;   the   same   applies   to        distant  shimmering  light   that   becomes   brighter        particularlv when the characters  reach  high  expe
            the  invisible  stalker   magic-user   spell.   Weather        as it is  approached.  The  boundary  can  be  crossed        ence levels.  If you want your characters to be  hea
            control has no  effect  on  any  piane  but  the  Prime        magically in either  direction  (using  plane  travel,        ily involved with  the  Immortals,  you  can  arran
            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  Immo
            work on any other plane.                                       made.   From   the   Astral   Plane,   the    Ethereal        tal's  plane,  for  example.  Create  and  use   ea
                                                                           boundary  appears  as  an  unmistakeable  dull   gray.        plane as you need it, and  you  will  not  waste  a
            Special Spell Notes                                            Magical  sight   can   penetrate   the   boundary   in        effort by  creating  vast  numbers  of  outer  plan
            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        Movement                                                      Beyond the  Multiverse
            and  the  Prime  Plane)  and  creates  a   tiny   worm-
            hole   connecting   them.   The   wormhole   is    very        Normal   movement   when   on   the    Astral    Plane        Unsuspected   by   all   but    the    most    powe
            small-less  than  an  inch  across-and   it   pulls   a        (such as walking) is  only  possible  when  a  surface        magic-users  (M26  +),  beyond  the  multiverse   a
            life  force  from  the  elemental  plane  through   the        is present.  The usual means of travel  is  by  flight.        alternative  realities,  called  "dimensions."   It
            vortex.  The life  force  appears  on  the  Prime  Plane        Gravity is  present  only  when  a  solid  is  nearby,        guessed  that  other  dimensions   coexist   in   t
            near  the  spelicaster,  and  forms  a  body  from  ma-        and  has  only  minor  effects  (similar   to   Ether-        same space as  the  multiverse,  yet  cannot  be  d
            terial nearby.                                                  Prime gravity effects).                                       tected  by   mortal   perceptions.   Even   Immorta
            To  form  a  body,  the  elemental   life   force   can        Magical  travel  loses  one  dimension  of   capacity.        with   their   heightened   perceptions,   may   ha
                                                                                                            nal  flight,  as  the        limited  powers  in   alternative   dimensions.   0
            only use material it is familiar  with;  a  water  ele-        Teleport allows three-dimensio
            mental   must   have   water,   an   earth    elemental        fly  spell  (dimension  door  allows  flight  at  half        such   dimension   is   the   Nightmare    Dimensio
            must  have  earth,  and  so  forth.  When   the   maaic        speed).  A f7y spell allows  levitqtion.  A  levitation        which  is  inhabited  by  creatures  that  haunt  t
            ends, the  creature's  life  force  goes  back  to  its        spell is useless.                                             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   myste
            and both vortexes disappear.                                   planes, so it is very easy for  the  inexperienced  to        ous   barrier,   called   the   Dimensional    Vort
            When  seen  from   an   elemental   plane,   the   ele-        get lost; a  wish  of  magical  navigation  aid  might        home  to  horrific  monsters  called   "vortex   cr
            mental  affected  by  the  spell   simply   disappears.        be critically important if adventuring here.                  tures." Here,  even  the  Immortals  fear  to  trea
            The  material  of  its  body  suddenly  dissipates  and

                                                                                                    65

                        pter 19: Variant Rules


        his  is  a  chapter  of  optional   rules-rules   you
        can   iritroduce   into   your   campaign   if    you        Extended     Experience     Table
          These  rules  also   serve   as   useful   examples                 Lvl                       Dwarf                       Elf                Halfling                    Mystic
  for  ways  you,  the   DM,   can   modify   the   game   to                    I                             0                         0                      0                         0
  suit  yourself.  Instead  of  using  the  options  in  this                    2                      2,200                     4,000                   2,000                    2,000
  chapter,   you    can    introduce    your    own    unique                    3                      4,400                     8,000                   4,000                    4,   ooo
  modifications.                                                                 4                      8,800                       16,000                8,000                    8,000
                                                                                 5                      17,000                      32,000                16,000                   16,000
  Ability           Scores and                                                   6                      35,000                      64,000                32,000                   32,000
                                                                                 7                      70,000                120,000                     64,000                   64,000
  Saving Throws                                                                  8                   140,000                  250,000                  120,000                  120,000
     In  the  standard  ruies,   the   only   ability   score                    9                   270,000                  4oo,ooo                  300,000*                 240,000
  that  can  affect  a  saving  throw  is   Wisdom   (affects
  saving  throws  vs.  spells).   The   DM   does,   however,                 I  0                   4oo,ooo                  600,000                  600,000                  360,000
  have  the   option   to   apply   ability   score   bonuses                 1  1                   530,000                  850,000**                900,000                  480,000
  and penalties to other saving throws:                                       1  2                   660,000**              1,100,000                1,200,000                  600,000
     Strength:   Modifies   saving   throws   vs.   paralysis                 1  3                   800,000                1,350,000                1,500,000**                720,000
  and turn to stone.                                                          14                   1,000,000                1,600,000t               1,800,000                  840,000
     Intelligencc*:    Modifies     saving     throws     vs.                 15                   1,200,000                1,850,000                2, 1 00, 000t              960,000
  mind   attacks   (charm,    confusion,    control,    fear,                 16                   1,400,000*               2,100,000                2,400,000                1,080,000
  feeblemind, sleep, etc.).                                                   17                   1,600,000                2,350,000                2,700,000                1,200,000
     Wisdom*: Modifies saving throws vs. spells.                              18                   1,800,000                2,600,000                3,000,000                1,320,000
     Dexterity:   Modifies   saving    throws    vs.    wands
  and dragon breath.                                                          19                   2,000,000                2,850,000                3,200,000                1,440,000
     Constitution:   Modifies   saving   throws   vs.    poi-                 20                   2,200,000                3,100,000                3,400,000                1,560,000
  son (but not vs. death ray).                                                2  1                 2,400,000                3,300,000                3,600,000                1,680,000
     Charisma: No bonus to saving throws.                                     22                   2,600,000                3,500,000                3,800,000                1,800,000
                                                                              23                   2,800,000                3,700,000                4,000,000                1,920,000
     Combined modifier cannot exceed +                3.                      24                   3,000,000tt              3,900,000tt              4,200,000tt              2,040,000
                                                                              25                   3,200,000                4,100,000                4,4oo,ooo                2,160,000
  Death in the Campaign                                                       26                   3,400,000                4,300,000                4,600,000                2,280,000
                                                                              27                   3,600,000                4,500,000                4,800,000                2,400,000
     If   you   want   your   campaign   to    behave    more
  like  the  fantasy  stories  you  read  or   see   in   the                 28                   3,800,000                4,700,000                5,000,000                2,520,000
  movies,  you  might  get  rid   of   spells   and   magical                 29                   4,000,000                4,900,000                5,200,000                2,640,000
  items  that  bring  people   back   to   life.   This   in-                 30                   4,200,000                5,100,000                5,400,000                2,760,000
  cludes  spells  such  as  raisc  dead,  raise  dead  fully,                 31                   4,400,000                5,300,000                5,600,000                2,880,000
  reincarnation, and clone.                                                   32                   4,600,000                5,500,000                5,800,000                3,000,000
     This   makes   the   campaign   a   lot   more   danger-                 33                   4,800,000                5,700,000                6,000,000                3,120,000
  ous.  When  a   character   is   dead,   he's   dead.   The                 34                   5,000,000                5,900,000                6,200,000                3,240,000
  player  characters  will  be  a  bit  choosier  about   the                 35                   5,200,000                6,100,000                6,400,000                3,360,000
  fights  they  pick,  and  will   run   away   from   fights                 36                   5,400,000                6,300,000                6,600,000                3,480,000
  more  often.  High  level  characters  will  be  rarer,  as
  bad luck  and  player  lapses  will  take  a  higher  toll.            Automatically takes        1/2   damage   from    any damage-causing spell or spell-like effect;      successful
     This   option   gives   character   death    more    im-           saving throw means         1/4   damage.
  pact.  It   should   be   a   sad   and   momentous   event           Gain  Fighter  Combat  Options.  Two  attacks   are   possible   at   this   level.
  when  a  character   dies-not   just   a   delay   in   the        t Automatically takes '/2 damage from any breath weapon; successful saving throw                         means     '/4
  proceedings.   At   best,   it   sharpens   the    players'           damage.
  perceptions   of   how   mortal   their   characters   are.        tt  Three  attacks  per  round  possible  at  this  level.
  At  worst,  it  leads  to   general   player   dissatisfac-
  tion.  It   is   not   recommended   unless   the   players     him,  he  can  be  saved.  If  the  healers  can  heal  him     Dwarf
  are   mature   enough   to   handle   losing   a   favorite     up  to  I  hit  point  or  more,  or  the   Healing   skill
  character.                                                      roll  is  made  at  a  penalty  of  -  5   (regardless   of       Attack   Probability:   The   dwarf   following   these
                                                                  whether  it  heals  him  up  to  positive  hit   point   or     rules  no  longer  uses  Attack  Rank  values  to  deter-
  Keeping Characters Alive                                        not),  then  the  character  is  alive.   He's   critically     mine  how  well  he  hits.  Instead,  he  rolls  on   the
                                                                  wounded-but      he'll      survive.                             Attack Rolls Chart  just  like  a  fighter  of  identical
     If  you  decide  to  get   rid   of   the   resurrection                                                                     level.
  spells,  you  can  also  adopt  another  rule  to  make  it     Demihuman and Mystic                                              Hit  Points:  Above  9th  level,  the   dwarf   follow-
  a little harder for characters to die.                                                                                          ing these rules gets  only  2,  not  3,  hit  points  per
     For  instance,  when  a  character  is  reduced   to   0     Experience Levels                                               level.  As  usual,  Constitution   adjustments   do   not
  hit  points   or   below   in   combat   (or   from   death                                                                     apply.
  spells),  he's  not  yet   dead.   He's   unconscious   and        Demihumans    and    mystics    are    currently    lim-       Saving   Throws:   The   dwarf's   saving   throws   do
  mortally  wounded;  if  left   untended,   he   will   die.     ited  as  to  how  high  they  can   rise   in   experience     not  improve  beyond  the   saving   throws   shown   for
     He  must   make   a   saving   throw   vs.   death   ray     levels.  This  is  because  they  start   off   with   many     the dwarf class in Chapter 2.
  every  turn.  He  makes  the  first  roll  on   the   round     more    abilities    than    normal    human    characters;
  he  drops  to  0  hit  point;  he   makes   another   every     it's  a  rule  that  keeps  them  in  balance.                   Elf
  round  he   takes   additional   damage,   and   every   10        However,   in   your    own    campaign,    you    might
  minutes  (one  turn)  in  addition.  If  he  ever  fails  a     prefer to allow  these  classes  to  rise  to  36th  level,       Attack   Probability:   The   elf    following    these
  roll, he's dead.                                                just  like   the   normal   human   classes.   Using   this     rules  no  longer  uses  Attack  Rank  values  to  deter-
     If  he  keeps  making  his  rolls  untit  reached  by  a     rule  will   require   you   to   re-evaluate   your   cam-     mine  how  well  he  hits.  Instead,  he  rolls  on   the
  healing  cleric,   someone   with   the   Healing   general     paign  balance.  If  you  want  to  do   this,   here   are     Attack Rolls  Chart  just  like  a  cleric  of  identical
  skill,  or  someone  with  a  healing  potion  to  get   to     some guidelines.                                                level.

                                                                                                    266@-
                                                                                                   @.  OP

        k. .14                                                                                    Chapter 19: Variant Rules


          Spells:  An  elf  following  these   rules   uses   the     tution adjustments no tonger count.                                 A  player  needs  to  adjust  ev@   damage   roll   h
       same Spells/Level chart as the Magic-User class.                   Special    Abilities    That    Do     Not     Improve:      makes for  his  character.  With  every  roll,  he  note
          Hit Points:  Above  9th  level,  the  elf  gets  1  hit     Above   16th   level,   the    mystic's    armor    class,      one-fourth   ('/4)   the   damage   rolled   and   round
       point   per   level,    and    Constitution    adjustments     movement   rate,   number   of    attacks,    and    hand-      the   number   down;   this   is   the   actual   damage
       do not count.                                                  to-hand  damage   no   longer   improve.   He   does   not      Then,  he   notes   the   remaining   damage;   this   i
          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         Both  actual  and   nonlethal   damage   are   applie
       elf class in Chapter 2.                                        + 5.                                                            to  the  victim's  hit  points,  but  they  are  records
                                                                         Special   Abilities   That   Do   Improve:   The   mys-      separately.
       Halfling                                                       tic will still  continue  to  improve  as  a  fighter  and         When   the   actual   damage   plus   the    nonletha
                                                                      adventurer.  His  experience  level   will   continue   to      damage  equals  the  enemy's   hit   points,   the   ene
          Attack    Probability:    The    halfling     following     improve  and  dictate  how  well  he  hits;   his   saving      my  is  unconscious.  But  only  the  actual  damage   i
       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 Chaft  just  like  a  cleric  of  identi-     Acrobatics skill  (which  is  partially  dictated  by  his         In  2d6  x  10  minutes,  the  victim   will   recove
       cal level.                                                     experience  level)   will   continue   to   improve;   and      half  the   lost   nonlethal   damage,   and   wake   up
          Wilderness    Abilities:    The    hatting's    wiider-     (if  you're  using  those  rules)  he  will  continue   to      An  equal  amount  of  time  later,  he'll  recover   th
       ness  abilities   to   hide   himself   do   not   improve     improve  his  weapon   masteries   and   gain   new   gen-      rest  of  the  nonlethal  damage   hit   points   he   h
       with experience.                                               eral skills.                                                    lost.  He  does  not  recover  the  actual   damage   hi
          Hit  Points:  At  9th  level,  the  halfling  gets  one        Saving  Throws:   The   mystic's   saving   throws   do      points   until   he   heals   them   through   the   usu
       more  id6  roll  for  hit  points,  his  last.  Above  9th     not  improve  beyond   the   saving   throws   shown   for      means, such  as  a  curc  light  wounds  spell  or  rest
       level,  the  halfling  following  gets  I  hit  point  per     the mystic class in Chapter 2.                                  Magical curing heals actual damage first.
       level,    and    Constitution    adjustments    do     not                                                                        A  character  can   opt   to   use   Nonlethal   Comb
       count.                                                                                                                         any  time  he  utilizes  one  of  the  following   attac
          Saving   Throws:   The   halfling's    saving    throws     Nonlethal Combat                                                forms:
       do  not   improve   beyond   the   saving   throws   shown        If char-acters want to fight  to  see  who's  the  best
       for the halfling class 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      nonleth
       Mystic                                                         an  enemy  without  killing  it,   you   can   have   them         damage-such    as    a    wooden    practice    sword
                                                                      use Nonlethal Combat rules.                                         You   can   automatically   count   shields    (excep
          Attack    Probability:     The     mystic     following                                                                        spike-bearing   shields),   clubs,   and   the   like
       these rules he  rolls  on  the  Attack  Rolls  Chart  just     Procedures                                                         weapons   designed    to    do    nonlethal    damage
       like a fighter of identical level.                                                                                                but  if  you  do,  they   won't   do   normal   damag
          Hit  Points:  As   before,   above   9th   level,   the        When    characters    are    using    Nonlethal    Com-         they   only   do   nonlethal   damage   in   the    c
       mystic receives  2  hit  points  per  level,  and  Consti-     bat, they roll to hit and for damage normally.                     paign.   A   weapon   designed    to    do    nonleth
                                                                                                                                         damage    does    exactly     the     same     amount
                                                                                                                                         damage    as    the    weapon    it     simulates-but
                                                                                                                                         can't be used to do normal damage.
                                                                                                                                      3. Any hand-to-hand weapon.
                                                                                                                                      4. A     missile     designed     to     do      nonleth
                                                                                                                                         damage-such as a blunted arrow.

                                                                                                                                         If  the  character  is  using   unarmed   combat   or
                                                                                                                                      weapon   specially    designed    for    nonlethal    da
                                                                                                                                      age, he  fights  with  no  penalty.  If  he's  trying  t
                                                                                                                                      use   a   normal   weapon   to   do   nonlethal    damag
                                                                                                                                      he suffers a -  3  penalty  to  his  attack  roll.  Nonl
                                                                                                                                      thal  damage   makes   it   easier   to   conduct   duel
                                                                                                                                      capture   enemies,   and   stop   people   without   kil
                                                                                                                                      ing them.








                                                                                                   6 7
                                                                                                          pp-r

           Appendix 1: The D&DO Game  World


                   dix  describes  fantasy  settings   for        He  renamed  the  nation  after  himself:   It   be-     him;  his  children  include  Lady  Adriana   (age   20,
                 ONS    &     DRAGONS@     games.     Both     came   the   Grand   Duchy   of    Karameikos.    Mari-     a  notoriously   independent   fighter),   Lord   justin
                  (or  within)  a  planet  in  the   Prime     lenev   he   renamed   Specularum,    a    much    more     (age  18,  a  slight  young  man  with  a   talent   for
  Plane  known  as  Mystara.   The   settings   are   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   independent   nation;     a  clever   and   somewhat   sneaky   young   man   anx-
  paign   areas   where    characters    normally    begin     although  its  rulers  never  called  it   a   kingdom,     ious to learn about the world).
  their  careers,  and  the  Hollow  World,   a   mysteri-     that is effectively what it is.                                 Population:  Karameikos  is  a  divided   land,   its
  ous,  gigantic  subterranean   world   the   char-acters        Stefan  Karameikos  set  up  his  own   allies   and     majority  Traladaran  population  ruled   by   the   in-
  can   discover   and   explore    later.    The    Known     cronies  as  regional  rulers,  allowing  the  original
  World   and   the   Hollow   World   have    been    de-     Traladaran  rulers  to  retain  their   baronies   only     vader   Thyatian   population.   The   Traladarans   are
                                                                                                                           a   very   free-spirited   people   whose   dress    and
  scribed  in  a  long-running  series  of  game   supple-     when they swore allegiance to him.                          names  are  similar  to  those  of  Balkan  Europe.  The
  ments  published  by  TSR,  Inc.;  what  follows  is   a        The  Thyatian  rulers,  though   they   control   thIe   Thyatians  are   pragmatic   and   self-centered,   with
  brief description of the two campaign areas.                 nation's   economic   and   military   might,   don   t     the  conquering  instincts   of   the   ancient   Romans
                                                               have  complete  control  of  the  land.  Karameikos  is     (with  their  tastes   in   entertainment,   too).   The
  The Known World                                              dark   and   forested,   with   hundreds   of    square     two  elements  tend  to  dislike  one  another  greatly.
                                                               miles  populated  only  by  animals,  by  loggers   and
     The  Known  World  has  cultures  and  a   level   of     foresters,  by  non-humans  such  as  elves  and   gob-        Specularum:   The   capital   city   of    Karameikos
  technological    development    that    resemble     the     lins.  The  Traladaran  forests  are  an  ancient  home     has  a  population  of  50,000  of  more   (the   Trala-
  Europe  of  our   Earth   around   the   15th   century.     to  vampires,  werewolves  and  other  dark   creatures     darans  don't  willingly  cooperate  in   the   census).
  The   Known   World   doesn't    have    gunpowder    or     of  legend.   Secret   Traladaran   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 are similar.                                      the plans and activities of their rulers.                   palace  of  the  Karameikos  famity,  a  foreign   quar-
     Late-medieval   feudalism   is   the   most    common        Ruler:  Duke   Stefan   Karameikos,   thirty   years     ter,  a  dangerous  slum  called  "The  Nest",   several
  system   of   government:   A   nobleman,   usually    a     older and  more  experienced,  still  rules  his  land.     merchant  districts,   the   walled-off   Duke's   Park,
  powerful  warrior,  rules  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,     discourage   invasion   from    dangerous    neighbors-        Threshold:  This  northern  town   of   5,000   resi-
  guarding  the  region  and  enforcing  his   laws   with     such as Thyatis.  He  does  not  actively  oppress  the     dents  is  a  logging   and   farming   community   sur-
  soldiers  normally  drawn   from   the   local   popula-     Traladarans  to  improve  the  lot  of  his  Thyatians;     rounded   by   untamed   wilderness.   It's   an   ideal
  tion.  The  peasants  of  his  region  pay   him   taxes     the laws he passes are written to be fair to  all.  But     home   town   for   player   characters.'Threshold    is
  and  services;  he,  in  turn,  protects  them   against     Karameikos   himself   cannot   enforce   every    law,     ruled  by  Baron  Halaran  (also  known   as   Patriarch
  invaders and evildoers.                                      and many  of  his  Thyatian  subordinates  are  not  as     Sheriane, a cleric).
     just  as  the  peasants  serve  the  noble,  so   too     scrupulous  in   their   dealings   with   the   Trala-
  does the noble serve a greater  ruler,  a  king  or  em-     darans.  Karameikos'  wife  is   Duchess   Olivia,   an        Fort Doom: This is  the  capital  of  the  Black  Ea-
  peror.  The  petty   noble   supplies   taxes   to   the     icy,  intelligent  woman  who  is  a  ood  advisor  for     gle  Barony,  which  is  ruled  by  Stefan   Karameikos'
  greater  ruler,  and  in  times  of  war  supports   him                                         9                       cousin,   Baron   Ludwig   von   Hendriks.   Von    Hen-
  with  soldiers   and   additional   money,   and   often
  must  campaign  with  his  king.  The   greater   ruler,
  in turn,  is  obliged  to  protect  the  lesser  ruler's
  claim to  nobility,  and  to  help  protect  the  lesser
  noble  in  times  of  invasion.  The  oath   of   mutual
  service   and   support   sworn    between    them    is
  known as the oath of fealty.
     In   the   Known   World,   many    nations    follow
  this   pattern   of   government,   and   some    follow
  other  patterns.  Some   nations   are   populated   en-
  tirely by demihumans and humanoids.
     Take  a  look  at  the  color  maps  on  pages   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 Grand Duchy of
  Karameikos

     Description:  This  he-avily-forested   region   used
  to  be  known  as  Traladara,  a   "nation"   that   was
  really  a  loose  confederation  of   independent   bar-
  onies.
     Thifty  years  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   Karameikos'   right
  to  independent  rule   of   Traladara.   Spending   all
  his  family  fortune   on   mercenary   armies,   Stefan
  Karameikos   invaded   Traladara,    quickly    conquer-
  ing  the  nation's  largest  sea-port,  Marilenev,   and
  settling garrisons  in  all  the  region's  larger  com-
  munities.


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     driks is a  dangerous  man  who  terrorizes  and  bru-       Population:  The   Alasiyan   culture   which   is     when some of  the  most  sterile  desert  areas  were
     talizes  the  populace  of  his  dominion;   he   also    dominant  in  Ylaruam  is  as  harsh  as  the  desert     lush  and   green),   and   conducting   negotiations
     conspires to take  the  throne  of  the  Grand  Duchy.    that  spawned  it.  The  Ytari  greatly  admire   the     between the emits  of  this  nation  and  the  rulers
     Fort Doom has a population of 10,000.                     desert warrior, the turbaned  hero  with  his  flash-     of surrounding lands.
                                                               ing scimitar and noble desert steed.
       Adventure    Opportunities:    The    Grand    Duchy       MaRic  use  is  forbidden  here;  magic-users  and     The Principalities of Glantri
     of Karameikos really  is  a  place  of  mysteries.  So
     little of it  is  settled  by  humans  that  there  is    elves  are   hunted   down,   tried,   and   executed

     endless  opportunity  for  -adventure   in   the   na-    when   their   presence   becomes   known.   On   the       Description:   This   forested   and    mountainous

     tion's   woods   and   northern   mountains.   Ancient    other hand, clerics are venerated in this land.           northern  land  is  a  magocracy,  a  land  ruled  by

     ruins lie hefe,  long  forgotten  by  the  Traladarans       The  Ylafi  follow   the   philosophies   of   Al-     magic-users.  Clerics  are  outlawed  (they're   sen-

     and  not  yet  discovered  by  the  Thyatians:   There    Kalim,  a  warrior  and  teacher  who  died  (or  em-     tenced to death when found).

     are  lairs  where  vampires  lurk;  there  are   caves    barked on a  Path  to  Immortality)  a  century  ago.        Glantri  is  divided  into   many   principalities,

     from which  goblin  and  bugbear  raiders  harry  iso-    His dream was of the  Desert  Garden,  all  the  des-     each of which has its own ruler and laws:

     lated settlements; there  are  hidden  camps  of  Tra-    ert lands.of  Ylaruam   transformed   by   work   and       Aalban  is  famous  for  the   machines   and   de-

     ladaran  freedom  fighters  who  plot   the   downfall    cooperation  into  the  greenest  and  fairest  -  of     vices  its  craftsmen  make.  Belcadiz  is  home   to

     of Stefan Karameikos.                                     lands;  when  the  Ylari  need  something  to   unite     elves  who  afe  famous  for  their  metalworks   and
                                                               them, they use the words of Al-Kalim.                     their fine black lace; the elves in this nation  live
                                                                  Though the  clans  and  tribes  of  Ylaruam  often     more  like  humans  than  elves,  dwelling  in   fine
     The Emirates of Ylaruam                                   war with one another,  they  willingly  forget  their     houses  and  cities  rather  than   sylvan   communi-

        Description: This is  a  desert  land,  all  blazin    differences to band  against  foreign  invaders,  but     ties.  Bergdhoven  is  famous  for  its  flowers  (and
                                                          9    just as  willingly  renew  their  internal  struggles     the  dyes  and  perfumes  which  come   from   them),
     sun,  roliing  dunes,  and  widely   separated   oases    once the invasion is thrown back.                         its  cheeses,  and  its   jewelry   and   gemcutters.
     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     fruits  and  vegetables,  and  for  the  coal   mined
     Alphatians  have  come   to   Ylarua-m   to   conquer;    population  (counting   surrounding   farmlands)   of     here.  Boidavia is a major  supplier  of  salt  (mined
     they moved  in  from  the  south  and  the  north  and    20,000,  about  one-tenth  the  population   of   all     by convicts and slaves) and ice (shipped  hastily  to
     fought in the center, their wars  going  on  for  dec-    the Emirates.  It  is  a  trade  city,  through  which     Glantri City and  other  places).  Caurenze  is  best
     ades until the Ylari people threw them out.               passes  much  of  the  agricultural  bounty  of   the     known  for  its  graceful  marble  architecture,  and
        Ruler:  The  Sultan  (Emperor)  of  the   city   of    land: herd-beasts of the  desert  nomads,  grains  of     for its gold mines and fine  weaponry.  Erewan  is  a
     Ylaruam, a  direct  descendant  of  Al-Kalim,  is  the    the  farmlands,  fabricated  goods  of  the  renowned     land  of  more  traditional  sylvan  elves,  who  afe
     titular ruler of the nation,  but  he  does  not  have    craftsmen of Ylaruam.                                     fine  bowyers,  woodworkers,  and  artists.  Klantyre
     absolute  power;  his  Grand  Vizier  wields   consid-       Adventure   Opportunities:   Adventures   in   the     is a major  supplier  of  wool  and  mutton,  lumber,
     erable  influence,  as   do   the   individual   emirs    Emirates  can  include  repelling  Thyatian  invaders     and  heavy  woodwork.   Krondahar   is   a   producer
     (kings),   maliks   (dukes),   beys   (counts),    and    from the  south,  grueling  trips  through  the  des-     of silk and leather goods,  fine  beef,  and  yogurt.
     sheiks (viscounts).                                       ert, exploring ancient  ruins  (dating  from  a  time     New  Averoigne  is  best-known  for  its  wines   and
                                                                                                                         the culinary arts.

                                                                                                                           Ruler:  The  "ruler"  of  Glantri  is  actually   a
                                                                                                                         council of ten wizard-princes ruling  -a  very  effi-
                                                                                                                         cient  bureaucracy.  The  government  needs   to   be
                                                                                                                         efficient; the rulers like to plot  against  one  an-
                                                                                                                         other, but do not like the basic work  of  rulership.
                                                                                                                         All rulers  in  Glantri  are  magic-users  or  elves;

                                                          71                                                             those who cannot cast spells cannot rule.
                                                                                                                           The   ruling   princes    include:    Aalban-Prince
                                                                                                                         jaggar    von    Drachenfels    (human);    Beicadiz-
                                                                                                                         Princess  Cornelia  de  Fedorias  y  Beicadiz  (eif);
                                                                                                                         Bergdhoven-Prince   Vanserie   Vlaardoen   XI    (hu-
                                                                                                                         man);   Blackhill-Prince   Volospin    Aendyr    (hu-
                                                                                                                         man);      Boidavia-Prince       Morphail       Gore-
                                                                                                                         vitch-Woszlany      (human/-vampire);       Caurenze-
                                                                                                                         Prince  Innocenti   di   Malapietra   (human);   Ere-
                                                                                                                         wan-Princess        Carlotina     Erewan       (elf);
                                                                                                                         Kiantyre-Prince     Brannart     McGregor     (human/
                                                                                                                         lich);   Krondahar-Prince    jherek    Virayana    IV
                                                                                                                         (human);      New      Averoigne-Prince       Etienne
                                                                                                                         d'Ambreville (human).

                                                                                                                           Population:  The   population   is   a   blend   of
                                                                                                                         many   ancient   cultures,   including   very   urban
                                                                                                                         elves,  descendants  of  Alphatians,  Thyatian  colo-
                                                                                                                         nists,  Traladarans,  and   even   lycanthropes   and
                                                                                                                         vampires.

                                                                                                                           Glantri City: The capital  of  this  nation,  where
                                                                                                                         the great college of magic is built, lies in  a  lush
                                                                                                                         valley where two rivers  meet.  The  city  is  criss-
                                                                                                                         crossed both with roads and  canals.  It  is  a  very
                                                                                                                         sophisticated  community,  where  magic  lights   the
                                                                                                                           reets,  wh  re  gondolas  and  hansom  cabs  convey
                                                                                                                           assengers from point  to  point,  and  where  every
                                                                                                                         luxury imaginable is available.



                                                                                       26@

    j Appendix 1: The D&DO Game  World                                                                                                  .1 .1

      Adventure  Opportunitics:  This  is  a   good   set-        Dengar: This is the  great  capital  city  of  Rock-       Ruler: There  are  five  sheriffs-  Seashire:  jaer-
   ting for a campaign  if  most  of  the  characters  are     home,  built   at   the   foot   of-and   beneath-Point     vosz   Dustyboots;   Highshire:   Multhim   Greybeard;
   magic-users  (and  none  overtly  admits  to  being   a     Everest,  the  tallest  mountain   of   Rockhome.   The     Eastshirc:  Maeragh  Littlelaughs;   Heartshire:   De-
   cleric).  With  the  great  college  of  magic  at  hand     city is divided into  two  parts.  Upper  Dengar  (pop-     lune Darkeyes; Southshire: Siidil Seacyes.
   to  provide  accidental  monsters,  new   spells,   and     ulation  15,000,  including  1,500   humans   and   150       Population:  The  great  majority  of  residents  of
   unintended  portals  into  new  worlds,  there   is   a     hattings)  is  a  strong,  walled  city  built   above-     the Five Shires are halflings.  But,  while  most  hu-
   steady supply of adventure opportunity here.                ground  at  the  mountain's  base.   Where   the   city     mans  think  that  haltings   are   peace-loving   and
                                                               abuts the  mountain,  a  great  tunnel  leads  down  to     harmless,  there   are   many   halfling   adventurers
   Alfheim                                                     Lower  Dengar   (population   40,000,   including   400     and buccaneers in this region.
                                                               humans),  a  sprawling  city  built  in   an   enormous
      Description:  This   nation   is   a   homeland   of     series of natural caverns beneath the mountain.                Adventure  Opportunities:   An   orc   invasion   is
   elves.  Once  a  featureless  plain,  it  was  magically                                                                 always possible, and the  hin  would  be  grateful  to
   transformed   into   a   deep,   dense   forest-ominous        Adventure    Opportunities:    Raids    by    human-     PCs who stayed around to help.
   to outsiders, but a cheerful home  to  elves.  This  is     oids  from  the  Broken  Lands  are  coonmon,  as   are
   a land of enormous  trees,  of  elven  cities  made  up     ambushes carried out by both sides.                          Thyatis
   of  tree-houses  hundreds  of  feet  in  the  air   and
   connected   by   wooden   walkways.   It's   a    place     Soderfjord, Vestiand, and                                     Description:  Thyatis  is  a  seaside  empire,   fa-
   where  few  non-elves  come  unless  they  are  invited     Ostland                                                     mous  for  its  imperial  history,  the  cunning   and
   or are attempting to invade.                                                                                            treachery of its leaders, the  decadence  of  its  en-
                                                                  Description:  These   three   nations,   living   in     tertainments, and the  might  of  its  army.  In  many
      Ruler:  King  Doriath  is  the  day-today  ruler  of     chilly northern coastal lands, are all similar  to  Vi-     ways,  it  resembles  the  Roman  Empire   or   Byzan-
   the  elves  of   Alfheim;   long-term   decisions   are     king  cultures.  The  Soderf)ord  jarldoms  is  a  poor     tine Empire  when  its  armies  were  achieving  their
   made  by  the  Council  of  Clans,  which  consists  of     nation full of  contentious  jaris  (earls),  and  con-     greatest victories and its court  was  well  into  its
   the  King  and  the  Clanmasters  of  the  seven  major     stantly  plagued   by   humanoid   invaders.   Vestiand     decline.
   elven Clans of Alfbeim.                                     is a  mainland  country  with  a  history  of  military       The  Empire  of  Thyatis  consists  of   the   King-
      Population:  The   people   of   Alfheim   are   all     achievement.  Ostiand  is  an  island  nation  with   a     dom of Thyatis,  the  Pearl  Islands  (an  island  na-
   elves-excepting    residents    of     Alfheim     Town     great tradition of seamanship and piracy.                   tion   with   a   predominantly   black   population),
   (10,000   humans,   300    dwarves,    800    haltings,        Ruler:     Soderfjord      jarldoms:      Soderfjord     the western half  of  the  Isle  of  Dawn  (an  island
   and a  few  others).  'I@he  elves  here  are  much  as     doesn't have one ruler; each  jarl  has  his  own  very     settled  by  humans  from   many   different   races),
   they are  in  other  parts  of  the  world:  Lithe  and     small    independent     nation.     Vestiand:     King     Ochalea (an  island  settled  by  descendants  of  the
   mysterious,  magical   and   merry,   they   are   wor-     Haraid  Gudmundson,  a  modern  and  fair   ruler,   is     mysterious,  copper-skinned  easterners   called   Al-
   shippers  of  nature  and  growing  things.  They   are     advised  by  a  council  of  representatives  of   Ves-     phatians),   and   the   Hinterlands   (the   northern
   no friends  of  the  dwarves  in  Rockhome  or  of  the     tland's   nobles,   craft   guildmasters,    merchants,     jungle  fringe  of  the  southern  continent).   Here,
   humanoids in the Broken Lands.                              clerics,  and  others.  Ostiand:   King   Hord   D-ark-     we'll deal only with  the  nation  of  Thyatis,  heart

      Alfheim  Town:  The  city  that  visitors  are  most     Eye,  a  middle-aged  and   traditional   king   (whose     of the empire.

   likely to see  is  Alfheim  Town,  which  has  a  popu-     interest in rule has  waned  in  the  ten  years  since       Thyatis  is  a  mostly  flatland   (with   mountains

   lation of 15,000-80% of which is non-elven.                 his first wife and  unborn  son  died  in  childbirth),     bordering  it  to  the  north  and   running   through
                                                               and  Queen  Yrsa,   Hord's   ambitious   second   wife;     the Island of  Hatties  to  the  south).  The  further
      Adventure   Opportunities:   Alfheim   is   a   good     much  political  power  also  lies  in  the  hands   of     west you go,  the  greener  things  are;  the  western
   place to  spook  low  level  adventurers,  or  to  have     clerics of the Immortal Odin.                               border is heavily wooded.
   sylvan adventures.                                                                                                         Thyatis  borders  the   Emirates   of   Ylaruam   to
                                                                  Population:   The   men   and   women   of   Soderf-     the   north   (and   is   normally   unfriendly   with
   Rockhome                                                    jord, Vestland, and Ostiand  are  a  tall,  fair,  rug-     them),   Karameikos   to   the   west   (and   remains
                                                               ged   breed.   Shaped   by   their   environment    and     friendly,  although  one  day  it  will  conquer  that
      Description: This is a land of low, fertile  valleys     their  histories  of  warfare  and   noble   adventure,     kingdom),   and   the   Minrothad   Guilds   to    the
   surrounded   by   high   and   treacherous   mountains.     they're a very aggressive lot.                              southwest  (and  remains  friendly,  trade   relations
   Rockhome  is  the  homeland  of   the   Known   World's        Adventure   Opportunities:   Travelers   in    these     are  cordial).  Elsewhere,  the  nation   is   bounded
   dwarves,  and  its  thick  ring  of   mountains   suits     lands could run  afoul  of  Ostland  pirates,  or  help     by  seas,  which  have  helped   Thyatis   become   an
   them well, both defensively and aesthetically.              the   Vestiand   people    against    invasions    from     important  naval  power  with  a  tradition  both   of
      The   dwarves    build    their    communities    of     Troilheim   and   other   humanoid   areas,    or    be     trade and piracy.
   strong   stone,   using   their   famous    engineering     caught  up   in   small-scale   warfare   between   two       Ruler:  Thincol  I  (Thincol  Torion).  Thincol  was
   skills.  Many  Rockhome  towns  and  villages  are  ei-     competing jarls in Soderfjord.                              once  a  very  famous  gladiator  in   Thyatis   City.
   ther  built  partially   or   completely   underground,
   particularly in the large  natural  caverns  that  rid-                                                                 Many years ago,  during  an  invasion  from  the  far-

   dle  this  territory.  This   potent   combination   of     The Five Shires                                             away  empire  of  Alphatia,  Thincol  seized   control

   surrounding   mountains,   defensive   stone   fortifi-                                                                 of the city's troops and  repelled  the  invaders.  He
                                                                  Description: This coastal  nation  that  lies  north     later  married  the  daughter  of  the  emperor   (who
   cations,    and    underground    communities     makes     of  lerendi   is   the   homeland   of   the   haltings     was slain in the invasion).  Thincol is still  a  great
   Rockhome difficult to invade.                               ("hin").   Though   these   lands   have   been   three     fighter; he is  also  an  accomplished  politician  in
      Ruler: King  Everest  XV  (formerly  Bifin,  son  of     times ruled  by  outsiders  (twice  by  orcs,  once  by     the  Thyatian   tradition   of   deception,   cunning,
   Born,  of  the  Everest  Clan).  Son  of  King  Everest     dwarves),  the  Five  Shires  are  now  ruled  entirely     and treachery.
   XIV, Everest XV spent his  early  career  as  a  compe-     by  hin,   and   constitute   an   independent   nation
   tent, if undistinguished, military  officer.  He  is  a     with a strong army and navy.                                   Population:   The   people   of    Thyatis    admire

   career  politician,  a  glib  and  affable  dwarf   who        The  Five  Shires  region  is   a   broad,   deeply-     fighting ability above  all  else.  They  tend  to  be

   never shows his true face  to  outsiders.  Hc  is  fond     forested piece of  rolling  land.  The  land  is  quite     clever  traders.  Their  politicians,  merchants   and

   of  finding  enthusiastic  young  adventurers  to  send     fertile and hin farmers  can  get  two  or  three  har-     ambitious  military  officers  tend  to  be  none  too

   against  threats  facing  Rockhome-threats,  that   is,     vests per  year;  the  Five  Shires  export  a  lot  of     trustworthy,  but  the  common  adventurers  are   re-

   that don't demand he roll out the military.                 grain to Darokin, Glantri, and Karameikos.                  liable enough.
                                                                  The  Five  Shires  is  divided  into  five  regions,       Thyatis City:  The  capital  and  greatest  city  of
      Population:  Almost  all   residents   of   Rockhome     called  shires,  each  of  which  is   semi-independent     the  Empire  is  Thyatis  City,  population   600,000.
   are   dwarves.   The   dwarves   of   Rockfiome    seem     and  ruled   by   a   sheriff.   The   shires   include     Thyatis City  is  justly  renowned  for  the  magnifi-
   aloof, surly, and suspicious  to  outsiders,  but  they     Seashire,   Highshire,   Eastshire,   Heartshire,   and     cence of its marble  architecture  and  the  sophisti-
   are merry and friendly among their own kind.                 Southshire.                                                 cation and decadence of its noble ruling class.
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                                                                     Appendix 1: The D&DO Game World




          Thyatis  City  is  the  empire's  greatest  seaport,      Sundsvall:   The   imperial   capital   of    Aiphatia     a  magnificent   royal   palace   carved   from   pure

          with an enclosed and defended  harbot,  and  is  the      lies  in  the  southwestern  region  of   the   conti-     white coral.  The  king  and  queen  of  the  land  are

          seat of the empire's trade and  naval  fleets.  Like      nent.  It is a vast  city  of  500,000  residents,  and     usually    popular     adventurer-heroes;     however,

          ancient Rome at the  height  of  the  Roman  Empire,      features   innumerable   huge   palaces   and    other     they are without true power and  serve  only  as  fig-

          it is a vibrant, teeming city whose population is so      enormous  buildings.  As  the  capital  of  a  magical     ureheads.  Actual  rule  is  held  by  certain  aristo-

          great that it strains against the very wafis,  whose      empire, it  is  heavily  decorated  by  and  protected     cratic  families  (making   lerendi   an   oligarchy).

          people are enthralled by gladiatorial spectacle (the      by  magic  spells,  and  is  often  called  the  "city     Law  tends  to  be  informal,  and  enforced  by   the

          Coliseum seats nearly one-tenth of  the  city  popu-      built by magic."                                           strong.  Although  lerendi  has   a   highly   pfofes-

          lation at a time), and whose Senate  is  vinually  a      Adventure   Opportunities:   Alphatia   is   a   magi-     sional navy, pirates  often  operate  out  of  lerendi

          school for intrigue and deception.                        cal  land  that  teems  with  wizards.  They  like  to     waters.

          Adventure     Opportunities:      Adventures      in      create  new  spells  (or  steal  them  from  one   an-
                                                                                                                               Minrothad  Guilds:  The   Minrothad   island   cluster
          Thyatis can arise out of  the  empire's  efforts  to      othef) or new  monsters  (these  often  break  out  ot     is  a  sydicicracy:  The  government  is  run  by  the
          keep subject states in line, to conquer  new  terri-      their pens and run amok).                                  heads of various trading guilds.  Most  of  these  are
          tories, and to explore new territories  to  conquer.                                                                 demihuman,  with  elves  being   the   majority.   The
          PCs adventuring  in  Thyatis  need  to  be  cautious      Other Areas of Note                                        people  are  caste-conscious  and  conservative,  pre-
          about how  they  deal  with  employers  and  nobles;                                                                 farring  banking  to  war.  They  maintain  a  neutral
          taking care to make  it  hard  or  unprofitable  for      Atruaghin  Clans:  These   grassy   plateau,   forest,     position  between  Thyatis   and   Alphatia,   trading
          their employers to betray them.                           and hilly regions  are  inhabited  by  tribal  herders     with  and  transporting  goods  for  both.  Privateer-
                                                                    and hunters  who  live  in  small  villages.  All  the     ing, especially against pirates  out  of  lerendi,  is
          Alphatia                                                  villagers claim  to  be  descended  from  the  ancient     common occupation.
                                                                    hero  Atruaghin.  If  threatened  by  war,  they  will

          Description:  Alphatia  is  a  mighty  continent  of      unite  under  a  temporarily  elected  leader.   Their     Norwold:  North  of   the   jarldoms   on   the   main
          magic-users to the  east  of  the  Thyatian  Empire;      culture is similar to early Amerindian culture.            continent  lies  the  Kingdom   of   Norwaid,   carved
          it is not shown on any of  the  maps  in  this  vol-                                                                 out  of  the   rugged   northern   coast   by   mighty
          ume.  Alphatia  rules  numerous  other  lands;   all      The   Broken   Lands:   This   wasteland   of   rugged     warlords-adventurers     of     exceptional     mettle
          together, the main  continent  and  its  subordinate      hills  and  mountains,  infertile  valleys  and   can-
                                                                    yons,  was  long  ago  smashed  by   a   man-made   d;     (level 15  +)  who  desire  dominions  of  their  own.
          nations constitute the Alphatian Empire.                                                                              Nominally  loyal  to  Alphatia,  the   warlords   have
          The continent of Alphatia  is  a  broad,  rich  land      sager.  Since then, it has been  an  ugly  and  useless     their hands full with petty  local  intrigues,  incur-
          divided  up   into   numerous   interdependent   na-      land,  shunned  by  all  but  the  humanoids;   count-
          tions.  The  southwestern  regions,  the  areas  best      less tribes of  orcs,  kobolds,  goblins,  hobgoblins,     sions  Dy  unfriendly  frost  giants,  and  occasional

          known to visitors  from  foreign  lands,  are  sunny      ogres, trolls,  and  other  races  who  hate  the  hu-     full-scale invasions by the  forces  of  both  Thyatis
                                                                                                                               and   Alphatia.   Norwold    has    a    long-standing
          and  temperate,  good   for   farmlands   and   pas-      mans   who   drove   them   here.    They    sometime@     "land rush" that is  expected  to  continue  into  the
          tures.  T.he  northwestern   regions   afe   chilly   and  gather  to  raid  surrounding  nations.  These  barren     forseeable future.
          mountainous, far wilder and less  settled  than  the      lands  are  harsh  and  dangerous,  but  rumors   per-
          south.  The northeastern  section  of  the  continent      sist of great magical  treasures  hidden  here  before     Republic  of  Darokin:  This  republic   is   centered
          is also chilly wilderness; it has few human  settle-      the cataclysm.                                             around the  capital,  Darokin.  Its  wealth  is  based
          ments,  but  is  dotted  with  wizards'  towers  and                                                                 on  trade  from  Lake  Amsorak   (the   large   inland
          the   summer   vil@   of   Alphatian   nobles.   The      Caverns  of  the  Shadow  Elves:   Long   ago,   elves     lake), the Streel river, the  eastern  caravan  route,
          southeastern  part  of  Alphatia  is  flatland  with      who  survived  the  disaster  that  created  the  Bro-     and  sea  trade  filtering  in  through  the  Malphegg
          rich soil, thick with farms.  The central regions  of      ken  Lands  fled  into  the  eafth,   finding   deeper     swamp.  Darokin  is  a   plutocracy;   the   governmen
          the  continent  feature  deep,   dangerous   forests      and  deeper  caverns  to  shelter  them.  Today,  from     is  run  by  the  wealthiest  merchant  families.   Th
          where  monsters  thrive,   where   dangerous   elves      their  gray  and  cheerless  caverns,  they   interact     culture resembles that  of  Venice  or  Genoa  in  me-
          live free, and where the most  evil  of  magic-users      with  the  surface  world  only  to  scheme  to   gain     dieval  Italy.  While  the  settled  areas  are  fairl
          conduct their grisly experiments.                         control  of  Alffieim  or  to  pit   surface   nations
                                                                    against  one  another.  The  shadow  elves  are   very     safe, the wild areas are @ery wild.

          Ruler:  Eriadna  the  Wise.   Raised   from   chill]
                                                                    bale  and  frail  compared  with  outer-world   elves.
          hood to be a ruler of men, she  seized  the  imperi-      @heir  society  closed  and  insular;  they  fear  and     Thanegioth  Archipelago:  This   cluster   of   island

          al  throne  from  her  own  father  when   the   man      distrust representatives of outside races.                 is  about  1,000  miles  south  of  the  main   conti-

          launched a costly, failed invasion  of  Thyatis  and                                                                 nent.  What  little  is  known  about   Thanegioth   i

          the  Alphatian  grand  council  of  wizards  threat-                                                                 buried in  myth  and  superstition,  but  there  is  a

          ened  to  remove  the  imperial  throne   from   her      The  Ethengar   Khanates:   These   northern   steppes                                         area,   and    man
                                                                    are  broad,  flat,  windswept  grasslands,  ruled   by     ile, t one
                                                                                                                                     , plateau "lost word'

          family line.  She  magically  maintains  her  appear-                                                                   and      ave   tropical   jungles,   wherein    dwel

          ance at 30, though she is actually 80 and  has  five      the  nomadic  riders  of   the   golden   horde.   The      ri@itive   tribesmen,   aranea    (intelligent    spi
                                                                    Ethengarians are steppe riders  very  similar  to  the
          adult children.                                            Mongols.  They  are  very  warlike,  and   when   they     aers), and fakasta (cat people).

          Population:  The  Alphatians  are  not   native   to      choose to stay organized,  they  are  a  great  danger

          this plane.  Theif original home,  far  away  in  an-      to nations all  around  them.  Their  "capital"  is  a     The Hollow World

          other plane, was destroyed  in  a  war  of  opposing      tent (yurt) city of  several  thousand  citizens  that        The planet  of  the  Known  World  is  not  a  soli
          magic  schools.   The   Alphatians   came   to   the      wanders across the  face  of  the  Khanate  lands.  At

          Known  World  and  settled,  building  a   new   em-      its center are  the  pavilions  of  the  Golden  Khan,     baji like our Earth is.  In fact, it's  hollow.  A  tin

          pire based on magic.                                      a  series  of   enormous   tents   surrounded   by   a     sun hangs  in  the  center  of  the  hollow,  and  vas
                                                                                                                               polar  openings  permit  travel   between   the   inne
          There  afe   two   kinds   of   Alphatians:   common      wooden palisade.
          and   pure.   Common   Alphatians    have    coppery                                                                 and outer worlds.  The  interior  landscape  is  calle

          skin  and  brown  (sometimes  red)  hair.  Pure  Al-      Heldann  Freeholds:  The  Heldann  are   a   barbaric,     the  "Hollow  World,"  a  place   of   ancient   myste
                                                                                                                                                                               0
                                                                    fair-haired  people  who   hunt,   fish,   and   raise        The  polar  openings  leading  into   the   H   lio
          phatia-ns,  a  distinct  minority,  have  very  pale
          white skin and dark hair.  Neither  race  has  a  so-      crops on isolated  farms.  They  are  related  to  the     World are so huge that their curvature        is   ver

          cial class advantage in the empire.                       people   in   the   jarldoms,   but   acknowledge   no     very  gradual.  That,  combined  with  the   fact   th

          In  the  empire,  all  spelicasters  are  considered      ruler  among  themselves  higher  than  the   individ-     these  regions  are   perpetually   shrouded   in   fo

          nobles;  nonspelicasters  have  few  rights.  Spell-      ual householder.  Their  culture  is  similar  to  that     means  that   people   can   travel   from   the   out

          casters and  nonspellcasters  live  under  different      of medieval Iceland.                                       world  to  the  inner  (or  vice-versa)  without  bein

          sets of  laws,  laws  which  (naturally)  favor  the                                                                 aware of it.

          spellcasters.                                              Kingdom  of  lerendi:  The  trading  ships  of  leren-        The interior sun sheds  daylight  at  all  times  i

                                                                    di rival those of  Thyatis,  and  the  kingdom  sports     the  Hollow  World;  night  never   falls,   and   cre

                                                                                             28

                    pendix 1: The D&D@ Game  World


   tures  susceptible  to  sunlight  (such  as  vampires)    Kingdom  of  Nithia:  This  nation,  in   the   south-      Tanagofo Plains: West of  Nithia  dwell  the  Tana-
   are rare indeed.                                          western regions of the continent  of  Iciria,  strong-      goro tribesmen.  They live  in  scattered  villages,
      The  interior  world  has  long  been  hidden  from    ly  resembles  the  real-world  setting   of   ancient      where they herd cattle (aurochs)  and  grow  grain.
   the  outer   world-the   few   outer-world   explorers    Egypt.  The  Nithians  are  a  brown-skinned  race  of      The warriors a-re tall, black, and fierce,  holding
   who have found  it  have  either  died  there,  stayed    monument-builders.   They   are   a   very    reverent      their own quite  well  against  the  jennites,  and
   there  willingly,  or  returned  without   publicizing    people, and  their  ruler,  a  Pharaoh,  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 Zuius of Africa.
   er world.                                                  The  Nithians  ar6  the  perpetual  enemies   of   the
      The  Hollow  World  is  home  to   monsters,   ani-    Milenians, even  though  great  stretches  of  wilder-      A D&D@ Campaign Source
   mal species  and  cultures  that  have  long  vanished    ness and hostile  tribes  separate  the  two  empires.
   from  the  outer  worid.  Every   prehistoric   animal                                                                Bibliography
   species listed in the Chapter  14  is  common  in  the    Kubitt  Valley:  Lying  south  of  the   Schattenalfen
   Hollow  World.  Here,  too,  are  nations   that   are    and north  of  the  Miienian  Empire  is  Kubitt  Val-         Many of  the  places  described  or  mentioned
   ancestors of  many  of  the  outer  world's  cultures.    ley.  Adventurers  who  go  there  tend  not  to  come      in this chapter have been  written  up  as  full-
      The  Hollow  World  was  set  up  by   the   Immor-    back.  It remains a place of mystery.                        length  game  supplements   published   by   TSR,
   tals  of  the  Known  World.   Their   influence   has                                                                Inc.  If any of these settings interests you,  you
   kept  the  cultures  they  have  planted  here  virtu-    Malpheggi  Swamp:  This  primordial   swamp   is   in-      can   look for   the   supplement   corresponding
   ally  unchanged;  each  culture  remains  frozen   -at    habited chiefly by  lizard  men  with  an  early  Iron      to it.
   the  cultural  and  technological  level  it  had  at-    Age culture.  Their  tribal  society  is  matriarchal,
   tained  just  prior  to  being   brought   here.   The    and  they  follow  the   Immortal   Ka.   They   often      GAZ    1   The   Grand   Duchy   of    Karameikos
   maps  on  pages  282  and  283  show  several  nations    guide  Azcan   and   Schattenalfen   raiding   parties      GAZ    2   The Emirates of Ylaruam
   of the Hollow World, all of which  lie  on  the  great    across  the  swamp  to  war  upon  each  other.   They      GAZ    3   The Principalities of Glantri
   continent of Iciria.                                      are otherwise very territorial and,  especially,  will      GAZ    4   The Kingdom of lerendi
      Important   Note:   On   maps   of    the    Hollow    kill  Nithians  (their  ancient  enemies   when   both      GAZ    5   The Elves of Alfheim
   World,  the  directions  of  East  and  West  are  re-    lived on the Known World).                                   GAZ    6   The Dwarves of Rockbome
   versed,  an  effect  of  its   unique   configuration.                                                                 GAZ    7   The Northern Reaches
   T'herefofe, if North is at the top, then  West  is  to    Merry Pirates: Shipping in  the  seas  off  the  equa-                 (SoderF)ord, Vestiand, Ostland)
   the right and East  is  to  the  left  in  the  Hollow    torial  coasts  of  the  Azcan  and  Milenian  Empires      GAZ    8   The Five Shires
   World.                                                    is often raided by the  Merry  Pirates,  who  live  on      GAZ    9   The Minrothad Guilds
                                                             islands many miles to the  west.  At  times,  the  pi-      GAZ     10 The Orcs of Thar (The Broken
                                                             rates  will  land  and  raid  whole  towns,  and  they                 Lands)
   Modifications to Magic                                    sometimes  raid  each  others'  base  towns  as  well.       GAZ     11 The Republic of Darokin
      Magic  doesn't  work  the  same   in   the   Hollow    Their cheerful  bluster  is  legendary,  as  is  their      GAZ     12 The Golden Khan of Ethengat
   World as 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   HOUOW    buccaneers  and  pirates  of  the  Caribbean,   except      GAZ     14 Atruaghin Clans
   WORLD-  boxed  set.  These  are  not  given  here   so    that there is no gunpowder.                                             Dawn  of  the   Emperors   Boxed   Set
   that players adventuring  there  for  the  first  time                                                                           (Thyatis,  Alphatia,  Isle  of   D2wn)
   can discover the effects for themselves.                   Milenian  Empire:  Similar  to  Classical  Greece   at      xi         The Isle of Dread (Thanegioth
                                                             its  height,  this  empire  is  protected  by  hoplite                 Archipelago)
                                                             soldiers  with  crested  helms,  bearing  long  spears      cmi        Test of the Warlords (Norwold)
   Hollow World Areas of Note                                and sort swords.  It controls  much  of  soutbefn  Ici-      M2         Vengeance   of    Alphaks    (Norwold)
   Azcan   Empire:   This   ancient    civilization    of    ria.  Its people are  well-known  for  their  architec-      M5         Talons of Night (Isle of Dawn)
   copper-skinned  folk  is  dominated  by  jungle   arid    ture,  building  great  homes  and  public   buildings                 HOUOW WORLD- Boxed Set
   s@h-and-bum   farmlands.   The   majority    of    its    of  marble,  exquisite  statues  and   columned   tem-      HWRL       Sons of Azca
   population lives in  farming  villages,  but  the  em-    ples, strong roads and  defen@ive  walls.  Their  per-      HWR2       Kingdom of Nithia
   pire has a number  of  large  stone  cities  featuring    petual   enemies   are   the    Nithians    and    the         Note: It is not possible to keep  these  items
   ancient-style   stepped   pyramids.   Although    most    Schattenalfen,  though  they  are  often   raided   by      in print at  all  times;  some  may  become  rare
   of the  people  are  of  Neutral  alignment,  the  em-    the Merry Pirates as well.                                  and require considerable effort to locate.
   pire is  ruled  by  wicked  clerics  who  obey  Atzan-
   teotl,  an  Immortal  of   the   Sphere   of   Entropy    Neathar  Lands:  These  prehistoric  plains,  forests,
   (Death).   Strangers   are   normally   captured   and    and jungles  are  thickly  occupied  by  small  tribes
   sacrificed in  this  land,  which  is  much  like  the    of   stone-age    humans,    called    the    Thousand
   Aztec Empire at its height.                                Tribes of Neathar.  The  tribes  often  fight  one  an-
                                                             other, but will ally with one  anotber  to  drive  out
   Gentle Folk: These  forests  afe  home  to  pacifistic    an  invader.  This  region  has  many  dinosaurs   and
   elves.  Their  culture  is  basic  (but  more  advanced    other  ancient  animals  per  square  mile.  The  Nea-
   than  the  Neathar)  and  their   society   unspecial-    thar   language   spoken   here    is    the    Common
   ized;  the  elves  live  by  themselves  or  in  small    tongue of all the Hollow World.
   family   groups.   Neither   Neather   nor   dinosaurs
   willingly enter the lands  of  the  Gentle  Folk.  Ad-    Schattenalfen   Caverns:   Subterranean   elves   live
   venturers may  find  these  lands  a  haven  in  which    in  the  mountains  between   the   Azcans   and   the
   they can rest.                                             Milenians.   These   are   descended    from    shadow
                                                             elves  who  found  the  Hollow  World   by   accident.
   jennite  Lands:  In  the  plains  south  of   Tanagoro    Actually  taking   damage   from   sunlight   (i   hit
   and   west   of   Nithia   dwell   nomadic   barbarian    point/hour),  they   hate   anyone   who   can   with-
   hunters,  who  follow  lafge  herds  of  aurochs   (an    stand  the  sun.  Many  follow   the   evil   Immortal
   ancient  breed  of  oxen).  They  are  fierce  mounted    Atzanteoti  ...  a  fact  which  doesn't  prevent  the
   wafriors  with  copper  skin  and   brown   hair   who    Schattenalfen  and  Azcans   from   warring   on   one
   scorn  non-cava@  cultures.   They   war   with   both    another whenever they choose.
   the Tanagoro and the Nithians.

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                                                        Appendix 2: AD&DO Game Conve


                                         S      &      DRAGONS@    detailed rule that  includes  more  variables,  allow-        and often start with two or three spells.
                                         as    a    development    ing it to cover  situations  in  much  greater  depth.        cThe   AD&D   systee   separates   character   cl
                                         first   published   in       Since  the  AD&D  game  is  so  much  more   struc-        and  character  race.  Different  class  and   r
         the   mid-1970s-   While   AD&D   products   are   not    tured than  the  D&D  game,  it  is  used  more  often        combinations    are    available    (e.g.    dwa
         directly  compatible  with  this  gaine,  the   guide-    in   convention    tournaments,    where    consistent        fighter/thief).
         lines in this section will help you  if  you  want  to    judging is most important.                                    oThe   AD&D   alignment   system   adds   a   Goo
         use   AD&D    game    supplements    in    your    D&D       The  D&D  game  remains  easier  to  learn,  faster        Evil  axis  to  the  D&D  game   Law-Chaos   axi
         game campaign or vice versa.                              to play, and easier to introduce new players to.              allowing  greater   detail   (Lawful-Good,   Cha
           A   short   guide   to    D&D    and    AD&D    game                                                                  ic-Neutral, etc).
         products will be given at the end  of  this  appendix.     The AD&D@ Core Rules                                          0  AD&D  game  spells  are  more  complex.   Whi
                                                                                                                                 one or two  elements  of  a  D&D  spell  may  va
                                                                      The  AD&D   2nd   Edition   core   rules   include:        by  caster  level,  any  and  all  elements   of
         Why Conveft7.                                             the   Player's    Handbook    (for    players),    the        AD&D  spell  (range,   duration,   effect)   mig
           At some time,  you  may  wish  to  convert  a  char-    Dungeon  Master's  Guide  (for  the   DM),   and   the        vary in  this  way.  AD&D  spells  also  are  mo
         acter,  monster  or  entire  adventure  from  one   of    first    two    Monstrous    Compendium    supplements        likely to have multiple  effects  or  reversals.
         these games to the other.                                 (which  contain  monsters   for   the   game).   There        0AD&D   game   magical   items   are   more    co
           For   example,   you   might   be   a    D&D    game    are   special   rule   supplements   (the   PHBR   and        plex;  many  have  three  or  more  separate  fu
         Dungeon  Master  who  finds  and  really   enjoys   an    DMGR   sefies)   and   many   AD&D    campaign    set-        tions.
         AD&D  game   supplement,   so   you   want   to   con-    tings, as well as adventures,  accessories,  and  even        0The  systems  have  different  combat  round  ti
         vert it to be played in your campaign.                    novels based on these game worlds.                            scales (affects encounter pacing).
           Or,  you  might   be   a   D&D   game   player   who                                                                  0The  AD&D  system  uses  a  10-point  armor   cl
         moves  to  an  area  where  only  the  AD&D  game   is    Game Differences                                              scale.
         played.  You  find  a  new  DM  who's  willing  to  let                                                                  0  AD&D  game  weapons  inflict   different   da
         you  use  your  experienced  characters  .  .  .   but       The  most  important  differences  for   conversion        age   against    larger-than-man-sized    oppone
         first  you  must  convert  them  to  the  AD&D   rules    purposes  have  to  do   with   character   generation        than against smaller opponents.
         system.                                                   and  combat,  as  these  affect  game   balance   most        0Equipment   prices    and    encumbrance    numb
                                                                   directly.  Specifics include:                                  are different between the rwo systems.
         TheAD&DOGame                                                 AD&D  characters  tend  to  have   higher   ability        o  Some  D&D   optional   rules   (Fighter   Man
                                                                      scores, especially if some of  the  optional  char-        vers,  Weapon   Mastery,   and   so   on)   have
           The  AD&D  game   is   much   more   detailed   than       acter generation rules  are  used.  However,  abil-        equivalent in the AD&D system.
         the  D&D  game.  It  has   more   character   classes,       ity score bonuses are generally gained at  a  score        Aside  from  these  differences,   the   systems
         more   alignment   choices,   more    monsters,    and       of 15 instead of 13.                                       balanced   differently.   The   D&D   game   ret
         more  rules.  Where   the   D&D   rules   system   may       AD&D  characters  usually  use  different  dice  to        player  characters  at  level  36;  the  AD&D  g
         reduce a situation to one die roll or a single  varia-       roll hit points (for example, fighters  roll  dio).        encourages  player   character   retirement   ab
         ble,  the  AD&D  rules  system  often   has   a   more       AD&D  game  clerics  get  spells  at  first  level,        level 20.








                                                                                              29,

                    pendix 2: AD&DO Game  Conversions


   Converting Between the                                               Converting Characters Table
   Games                                                                Ability Scores                                  To D&D@ System              To AD&D@System
                                                                        Basic scores                                    Use AD&D score*             Use D&D score**
      In  the  following  sections,  we'll  describe   how              Ability score adjustments                       Use D&D system              Use AD&D system
   to convert  items  from  one  game  to  the  other.  In
   all cases, transfers of  characters  and  other  things              If the  AD&D  campaign  uses  the  4-die  generation  system,  subtract  1  from  Prime  Requisites  and
   between   campaigns   afe   monitored   and    approved              2 from other ability scores.
   by the hosting DM.                                                    If the AD&Dcampaign uses the  4-die  generation  system,  add  2  to  Prime  Requisites  and  add  1  to
                                                                        other ability scores.
   Reality Shifts                                                       In addition, all scores lower than the minimum the  system  requires  for  the  class  are  adjusted  to
      One   convenient    assumption    is    that    D&D@              the minimum.  No score can be adjusted above 18 or below 3.
   and  AD&D@  games  are  alternate  realities,  in   al-
   ternate  dimensions.   Passing   through   the   dimen-              Class / Race To D&D System                                            To AD&D System
   sional  barrier  may  cause  certain  changes  to   the              Cleric      Cleric if human*                                          Human     cleric
   character   and   his   equipment,   some   of    which              Druid       Cleric if under 9th, otherwise druid, human only          Human      druid
   may not be immediately obvious.                                       Fighter     Fighter                                                   Human fighter
      For  example,  a  character  with  a  large   amount              Paladin     Fighter  if  under  9th,  otherwise   paladin             Paladin
   of  treasure  entering  a  treasure-poor  game,   might              Knight                                                                Neutral human fighter
   find most  of  his  treasure  disappears,  leaving  him              Avenger                                                               Evil human fighter
   with  the  need  to  continue   adventuring.   Likewise              Ranger**    Fighter with wildemess skills
   a  iow-level   character,   who   enters   a   campaign              Magic-user  Magic-user if human, elf if elf, no others                Human wizard
   where the average  party  level  is  high,  might  dis-              Specialist** Magic-user
   cover  he  has  gained  a  few  levels.  On  the  other              Thief       Thief if human, no others                                 Human      thief
   hand,   a   powerful   magical   item   that   the   DM              -  d**      Thief  with  musical   skill
   thought would be  all  right  but  is  causing  @alance              ajar
   problems   might   malfunction   a   few    weeks    or              Dwatf       Dwarf                                                     Dwarf    fighter
   months after passing the dimensional barrier.                         Gnome**     Dwarf
                                                                        Elf         Elf                                                       Elf fighter/mage
                                                                        Half-elf**  Human if single-classed; elf if multiclass
   Characters                                                           Halfling    Halfling                                                  Halfling fightert
                                                                        Mystic                                                                Monktt
      When  you  want   to   convert   a   character   be-              Human
   rween  the  two  games,  use   the   following   check-              dual-class  Current active class
   list.  It will allow  you  to  convert  all  significant
   character details to the other game.                                  AD&D spheres do not convert well.  Use  cleric,  druid,  paladin,  of  avenger,  whichever  is  closest.
      When  converting   a   character   from   one   game              Demihumans revert to c@s, losing clerical abilities.
   system to another,  the  character  gains  all  attrib-              AD&D character class or race.
   utes and restrictions of  the  race  and  class  he  is              tOptionally, allow a one-time choice  of  halfling  fighter/thief.
   being  converted  to.  He   loses   any   @onuses   and              tt Detailed in the Oriental Adventures  rules  book;  otherwise  dual-class  fighter/  thief  (advances  as
   penalties  he  had  under  the  old  system.  He  makes              fighter).
   attack rolls, saving throws,  etc.,  according  to  the              Abilities and powers that the class does not have  in  the  game  system  that  has  been  converted  to
   new system.                                                          are lost.  Thus a 15th level fightef converted to the AD&D system would  lose  the  ability  to  use  the
      The   same   principle    holds    for    converting              Smash maneuver because  the  AD&D  system  doesn't  have  a  Smash  maneuver.  Use  the  racial  ability
   equipment,   spells,    and    magical    items:    use              rules for the system to which you are converting.
   equivalent rule of  the  system  you  will  be  playing
   in.  For  example,  if  an  AD&D   game   broad   sword
   does  2d4  points  of  damage,  then   its   D&D   game              Hit Points     To D&D System                                    To     AD&D     System
   equivalent  does  id8  points  of  damage   (that   is,              Cleric         Subtract  I  hp  per   HD                        Add  1   hp   per   HD
   it's a "normal sword").                                               Fighter (any)  Subtract  1  hp  per   HD                        Add  1   hp   per   HD
      Any ability, skill, spell,  item,  spell,  or  other              Magic-user     No change                                        No     change
   detail that has no equivalent  in  the  other  game  is              Thief          Subtract  1  hp  per   HD                        Add  1   hp   per   HD
   lost,  unless  the  DM  makes  a   special   adjustment              Dwarf          Subtract 1 hp  per  HD  if  fighter  only;       Add  1   hp   per   HD
   (see  "Optional  Class  Conversions,"   given   later).                               add 1 hp per HD if a thief only
      When    converting    from    the    more    complex              Gnome*         Subtract 1  hp  per  HD  if  fighter  only       -
   AD&D    system,    simplify    game    procedures    as              Elf            Subtract 1 hp per HD if fighter or ranger        No     change
   much as possible.                                                                     only; add 1 hp per HD if mage only
                                                                        Half-Elf*      Reroll as per the new class
                                                                        Hafffing       Subtract 2 hp  per  HD  if  fighter  only;       Add 2 hp per HD if fighter only
                                                                                         subtract 1 hp  per  HD  if  cleric  only
                                                                        Mystk                                                           No     change
                                                                        AD&D character race.

                                                                        Unless  noted  above,  basic  hit  points  (those  from  Hit  Dice)  do  not  change.  Thus  a   dwarven
                                                                        fighter/thief converted to the D&D system would  bave  a  base  number  of  hit  points  from  hit  dice
                                                                        equal to his AD&D amount.  The hit point  adjustment  given  above  are  per  Hit  Dic,  not  per  level.
                                                                        These are base hit points, to be modified  by  the  Constitution  bonus  of  the  system  you  are  con-
                                                                        verting to.  For high levels, use the additional hit points per level of the  system  to  which  you  are
                                                                        converting.





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                                                        Appendix 2: AD&D@ Game Conver



          Converting Characters Table (continued)                                                                                  Optional Class Conversions

          Experience Level                    To    D&D@    System                 To AD&D@ System                                 Many  AD&D@  class  and  race   options   will   not
          1-12                                No change                            No change                                       convert directly  to  the  D&D@  system,  especially
          13 +                                One equals 3 D&D levels              Three equal 1 AD&D level*                       multiclass  and  dual-class  options.  If   the   DM

          Round fractions down.                                                                                                    wants  to  experiment  with   allowing   AD&D   game
                                                                                                                                   individuals to keep their special abilities, the fol-

          Note  that  levels  are  converted,  not  XP.  For  example,  a  14th  level  AD&D  character   would   be   an          lowing  guidelines  are  recommended.   We   strong-

          18th level D&D character.  A 33rd level D&D character would be a igth level AD&D character.                               ly  recommend  that  only  characters   transferring

          Multi-class  AD&D  characters  use  the  level  of  their   D&D   class.   Dual-class   AD&D   characters   use          from AD&D campaigns use these conversions.

          their active class.                                                                                                       Combination Single Classes
          The  DM  can  always  choose  to  alter  the  level  of  characters  entering  a  campaign  for   purposes   of          These   are   singlc-c@sed   demihumans   who    are
          game balance.                                                                                                            clerics, mages, or  thieves.  Possible  combinations
                                                                                                                                   are given in the AD&D rules.
          Aligfunent                                                                                                               0Hit  dice  are  the  same   as   humans   of   these
          To  D&D:  Keep  the  Lawful-Neutral-Chaotic  alignment  and  use   the   Good-Evil   axis   as   a   guide   to          classes.
          role-playing.                                                                                                            oXP tables are the same as the human class.
          To AD&D: Use past behavior as a guide to assign a Good-Neutral-Evil alignment.                                           0Advancement  limits   are   those   of   the   demi-
                                                                                                                                   human  type.  No  spells  or  thief  abilities   in-
          Spells                                                                                                                   crease  past  the  last  level,  but  the  demihuman
          Use   the  equivalent  spells  of  the  system  to  which  you  are  converting.  If  no   equivalent   exists,          rank abilities are gained normally.
          knowledge of the spell is lost.                                                                                          oRacial abilities are the same as the race.

          Other Details                       To    D&D     System                 To AD&D System                                  Multiclass Demihumans
          Saving throws                       Use    D&D    system                 Use AD&D system                                 These are  treated  as  combination  single  classes
          Money                               No change*                           No change*                                      except:
          Equipment                           Use    D&D    system                 Use AD&D system                                 * The  Elf  class  is  the  equivalent  of  an  AD&D
          Encumbrance                         Use    D&D    system                 Use AD&D system                                 fighter/mage.    An    AD&D     elf     fighter/mage
                                                                                                                                   converts as a standard Elf.
          However,  the  amount  the  character  is  left  with  should  be  put  into  balance  with   the   amount   of          aHit  dice  for  all  human   and   demihuman   c@ses
          tr@ure  in  the  campaign  the   PC   is   entering.                                                                     are  both  tolled  and  the  results  are   averaged
                                                                                                                                   (round down).
          Armor Class                         To    D&D     System                 To AD&D System                                  0The XP table of the class  that  gives  the  slowest
          No     armor                        AC   9                               AC 10                                           advancement beyond name level is used.
          Leather armor                       AC   7                               AC   8                                          0Earned XP is halved.
          Scale   mail                        AC   6                               AC   6
          Chain   mail                        AC   5                               AC   5                                          Dual-Class Humans
          Banded mail                         AC4                                  AC   4                                          These  humans  can  operate  in  two  classes,  sub-
          Plate   mail                        AC   3                               AC   3                                          ject to the following:
          Suit   armor                        AC   1                                                                               0They advance only in their  active  class;  the  in-
          Shield                              - I to AC                               1 to AC                                      active class can be used but never improves.
                                                                                                                                   oThey  get  the  most  advantageous   saving   throw,
          Armor Type Equivalents                                                                                                   considering class and level.
                     D&D Armor                               AD&D Armor                                                            0They can use  any  magical  item  available  to  ei-
                     Leather                                 Studded leather                                                       ther of their classes.
                     Leather                                 Ring mail                                                             oThey  make  attacks  based  on   their   class   and
                     Scale                                   Brigandine   or    hide                                               level-a fighter/thief 7/ 5 could  attack  as  a  7th
                     Chain mail                              Banded mail, splint mail, bronze plate                                level fighter or backstab as a 5th level thief.
                     Plate mail                              Field plate
                     Suit armor                              Full plate                                                            Druids and Paladins
                                                                                                                                   These can  be  allowed  in  D&D  play  at  less  tha
          Skills & Proficiencies                                                                                                   9th level, if desired.

          To  D&D  System:  Weapon  mastery  of  "expert"   or   better   translates   to   weapon   specialization   for          Gnomes
          fighter class characters only.  If  more  than  one  weapon  is  eligible,  the  player  can  choose  only  one.           The following optional rules can be used:
          The character is proficient in all weapons in which he has at least "basic" mastery.                                     0Gnomes  use   halfling   details   unless   otherwis
          To  AD&D  System:  Weapon  specialization  becomes  a  weapon  mastery   of   "expert"   in   the   specialized          noted.
          weapon.  The character receives all additional masteries due to a character of his D&D level.                             oGnomes  have  the  attacks  and  saving   throws   o

          Nonweapon: Use the closest equivalent in the current system being used.                                                  dwarves.
                                                                                                                                   *Gnomes  speak   gnome,   dwarf,   goblin,   and   ko

           The character is subject to any  class  weapon  limits  of  the  system  to  which  he  converts.  If  the  DM          bold.

          does not use the equivalent system or if no equivalent weapon exists, the benefit is lost.                               9Instead  of  the  hiding  ability,  gnomes  have  th
                                                                                                                                   dwarf detect trap and intravision abilities.








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          Appendix 2: AD&D@ Game Conversions


 Monsters                                                          Converting     Monsters     Table
    Use  a  similar  system   to   convert   monsters   from       Statistics           To D&Dt System                                   To AD&D@ System
 one  game  system  to  the  other.  If   a   similar   mon-       Armor Class          Use   given   Armor    Class                     Use given Armor Class
 ster  already  exists  in  the  system  you  are   convert-       Hit Dice             Use given Hit Dice                               Use given Hit Dice
 ing   to,   usc    those    statistics.    Otherwise    the       Size                 Use   given   size                               Use   given   size
 guidelines   in   the   Converting   Monsters   Table   can       Move                 Use     given      Movement*                     Use given Move
 be  used.  Given   values   are   those   in   the   system       Attacks              Use No. of Attacks                               Use given Attacks
 you are converting from.                                           Damage               Use Damage/Attack                                Use        Damage
                                                                   No. Appearing        Use given No. Appearing                          Use given No. Appearing
 Additional AD&D@ Monster Statistics                               Save as              0 Intelligent monsters save as a fighter         o Monsters save as a fighter of equal
    The  following  AD&D@ statistics            have      no                            of   equal   level;   unintelligent   monster    level,  with  a  bonus  level   per   +4   bonus
 D&D@  equivalent,  but  can   often   be   found   in   the                            save as a fighter of half level                  hit points
 monster   description.   Including   them   is    optional.                            * Kindred of demihuman races save as             o If  a  monster  has  other  areas  of  ability
 They are as follows:                                                                   a demihuman of equal level                       (cleric, mage, thief), it gets the best
    9 ORGANIZATION:       (tribal,       herd,        flock,                                                                             saving      throw
      etc.).                                                                                                                             a  If   non-intelligent,   the   monster   saves
    0 ACTIVITY       CYCLE:       (nocturnal,       diurnal,                                                                             versus poison or death magic at equal
      etc.).                                                                                                                             level, but at half level otherwise
    0 DIET. (carnivore, herbivore, etc.).                          Morale**                2  or  3=     2                                  2 =  2 or 3
    0 THACO: Use D&D attack number.                                                        4  or  5=     3                                  3 =  4 or 5
    0 SPECIAL     ATTACK:      Use      D&D      equivalent,                               6  or  7=     4                                  4 =  6 or 7
      if there is one.                                                                          8  =     5                                  5 =  8
      SPECIAL     DEFENSE:     Use      D&D      equivalent,                             9  or   10=     6                                  6 =  9  or  10
      if there is one.                                                                  11   or 12 =     7                                  7 =  11  or  12
      MAGIC     RESISTANCE:      Assume      no      special                            13  or   14=     8                                  8 =  13  or  14
      resistance to magic.                                                                      15 =     9                                  9 =  15
    If  you  like  a  special  monster   power   that   does                            16   or 17 =     10                              10   =  16  or  17
 not exist  in  the  D&D  system,  feel  free  to  adapt  it                            18   or 19 =     1 1                             1  1    18  or  19
 to   your   game.   For   example,   although   magic   re-                                    20 =     12                              12      20
 sistance is  not  a  standard  rule,  there  is  no  reason       Treasure             Use listing of similar monster                   Use fisting of similar monster
 why  a  special  monster  of  this  type   could   not   be       Intelligence         Use given number                                 Use given number
 introduced by the DM as a special encounter.                       Alignment            Evil monsters become Chaotic,                    Assign a second alignment on the
                                                                                        regardless of other alignment;                   Good-Evil axis, based on the
                                                                                        otherwise drop the Good-Evil axis                monster description
 Magical Items                                                     XP Value             Recalculate by D&D rulest                        Recalculate by AD&D rules
                                                                   Monster Type         Assign, based on descriptiontt                   Ignore
    Magical   items    should    be    converted    to    an       Frequency**          Common       =        Common                     Common = Common
 equivalent  item  in  the   base   system.   For   example,                            Uncommon = Rare                                  Rate = Uncommon
 the   AD&D   cloak   of   eivenkind   would    become    an                            Rare or Very Rare = Very Rare                    Very Rare = Rare or Very Rare
 elven  cloak,  a  wand   offire   would   become   a   wand       Terrain              Use given terrain                                Use  given   terrain;   assign   climate   based
 of  fireballs,  etc.  If  no  equivalent  exists,  the   DM                                                                             on     description
 may  decide  that  the  item  isn't  there,  that  a   com-       Load, barding        Estimate from equivalent                         Estimate from equivalent
 parable  item  has   replaced   it,   or   that   he   will        modifier            D&D       creature                               AD&D creature
 translate  the   given   item   into   the   base   system.
 When    converting    AD&D     items     to     the     D&D           This gives the D&D move per game turn.  To find the move pef combat found, divide by 3.
 game,  try  to  limit  the  number  of  effects  they   can           Read   "Previous   system   =   new   wywtem   statistic"   when   making   these   conversions.    The    second-
 create and simplify use as much as possible.                          ary item is the statistic you will need in the system to which you have converted.
                                                                    t  The  XP  table  is  given  in   Chapter   10.

 Immortals and Deities                                             tt The D&D definitions are given in Chapter 14.

    The   Immortals   of   the   D&D    system    and    the       Short Bibliography of D&D@ and AD&D@ Products
 deities  of  the   AD&D   system   should   not   be   con-
 verted between the game systems.                                   DUNGEONS        &        DRAGONS@        Products                ADVANCED         DUNGEONS         &          DRAGONS@
                                                                   DUNGEONS & DRAGONS Game                                          Products

 Measurements                                                      DUNGEONS       &        DRAGONS        Cyclopedia                P]2yers Handbook (2nd Ed.)
                                                                   Dawn of the Emperors boxed set                                   Dungeon Master's Guide (2nd Ed.)
    Game measurements are          not    converted;     use       HOUOW      WORLD-       boxed       set                          Monstrous Compendium 1 & 2 (2nd Ed.)
 the   equivalent   measurements   of    the    system    to       Wrath of the Immortals boxed set                                 Legends & Lore (2nd Ed.)
 which you convert.                                                   (1992 release)                                                Tom c of Magic
                                                                   Accessories: AC series                                           PHBR series
                                                                      (includes Book of Marvelous Magic, Creature                   DMGR series
                                                                      Catalog, and Book of Wondrous Inventions)                     Castles: 3-D accessory
                                                                   Gazetteer    Series:     GAZ                                     Cities of Mystery: 3-D accessory
                                                                   HOUOW WORLD series: HWR
                                                                   CREATURE CRUCIBLE- series: PC                                    AD&DE        Settings:
                                                                   Discontinued    rules    sets:                                   DRAGONLANCE@ products
                                                                   Basic boxed set                                                  FORGOTIFEN REALMS@ products
                                                                   Expert boxed set                                                 WORLD OF GREYHAWKE products
                                                                   Companion boxed set                                              SPEUJAMMEIV@ products
                                                                   Masters   boxed    set                                           RAVENLOFI- products
                                                                   Immortals    boxed    set                                        DARK S@ products

                                                                                               94