The Classic D&D Game (TSR1106)
The Classic D&D Game (TSR1106)
ISBN
This work is protected under the copyright laws of the United States ofAmerica. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written consent of TSR, Inc.
playing game set in this world of mazic and high tleasure, and power for your character.
adventure.
3ow Do I WiN?
Wnats a Fl Elow many games have you played where there
CjaMe? is only one winner* vvnoever reacnes me
1.1, 1 ,I I ?
ena or
the track firs t, earns the g reatest number of
A role-playing game is sort or iiKe reaaing a story, points, or collects the most Inoney wins. Every-
watching a movie, and playing a game all at once.
A s children, most of us played role-playing
body else lose:3.
The DUNGEONS -- _.
br LIKALUNS game is different. In
games. We called them something else, like cow- it, the players work together instead of against
boys and indians or cops and robbers, but each other. They win or lose as a team.
these games of make-believe were role-playing Then who do they play against? During your
games. We assumed the roles of characters who role-playing sessions, you and your friends will
were different from ourselves, then we played be presented with a challenge. You might be
out a story. We acted as we thought our charac- asked to chase an evil wizard out o f town, to
ters would act-saying what they would say, overpower a dragon, or to escape a deep, dark
doing what they would do. We even pretended to dungeon. If you and your friends overcome that
fight when they would fight. Thats what role- challenge, you all win. There is another way to
playing is: pretending to be somebody else. win the DUNGEONS & DRAGONS game. We all play
Have you ever played make-believe, when the games to have fun, so as long as youre enjoying
cop said he shot the robber and the robber said he yourself, youre winning.
missed her? A big argument usuallv --i
followed. In the end, it doesnt matter whether you chase
Sometimes the game W Eis over and everyone away the wizard or slay the dragon, as long as
went home angry you have fun trying. This is the real difference
In role-playing games, such...as the DUNGEONS & between the DUNGEONS & DRAGONS game and
1 ...
DRAGONSgame, we have written rules to nelp us most other games.
avoid these arguments. We use rules to determine But who wins in this game, if youre all work-
whether the cop hits or misses the robber. We also ing together? You win or lose as a team. Each
use rules to determine other things the characters role-playing session challenges you and your
can do, such as casting mag,ical spells or picking friends to finish a tough task. It might be chasing
locks. Rules help solve arepments. They make an evil wizard out of town. It might be overpow-
role-playing more fun. ering a powerful dragon, or escaping a deep,
..
What about the reading-a-story-and-watcning- dark duneeon. If vou and vour friends comdete
a-movie part? Just as you pretend to have horses
and wagon trains in cowboys and indians
._
How to Use tnis BOOR
I If you have never played role-playmg games
before, this book will guide you in learning the
DUNGEONS & DRAGONS~ game and serve as a rule-
book. As you read through the book, there will be
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certain sections set apag with a border The bor-
t i
dered sections make up a read along adventure
that teaches you how the game and the rules
I work.
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1
In The Big Lizard and Zanzer's Dungeon, you remembers that there is a difference between
pretended to be somebody else. You were playing players and characters, then you will all have
a character. more fun.
A character is the person you pretend to be
when you role-play. But in the DUNGEONS & Wnat A R Playen
~ CnaRactens?
DRAGONSO game, there is more to a character than In the DUNGEONS &DRAGONS game, we've already
meets the eye. We must define your character's mentioned the two kinds of characters: those con-
abilities, so that we can use the game rules to see trolled by the players and those controlled by the
if your character will meet with success or failure Dungeon Master. Each player pretends to be one
when trying to do something difficult. very special hero, while the DM pretends to be
To do this, we use statistics. Statistics define everybody that the players' heroes happen to
such things as how strong, smart, and likeable a meet-evil wizards, hungry monsters, greedy
character k.
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Coanacterx Reconb
Slpa
On page 128 of this book, youll find the Charac-
ter Record Sheet. You may photocopy it for use in
your game, or copy the information on notebook
paper.
The Character Record Sheet has spaces, boxes,
circles, and other shapes to write numbers in.
This is how you and your players keep track of
each PCs statistics. You can note the amount of
treasure they have, what kinds of equipment they
carry, and so on. By helping you remember all the
details, the Character Record Sheet makes play-
ing a PC easy.
Ability Scones
The most important numbers on the Character
Record Sheet are Ability Scores. Ability Scores
measure natural abilities and mark a characters Dexterity can only be raised; it can never be
strength, intelligence, and agility. In the lowered.
DUNGEONS & DRAGONS@ game, we use six Ability No score can be lowered below 9 in order to im-
Scores to define a characters abilities: Strength, prove the prime requisite.
Intelligence, Wisdom, Dexterity, Constitution,
and Charisma. Strength measures how strong the Ability Scone AbjUStMeNtS
person is, Intelligence is a measure of how fast When characters have very high or very low
the character learns and figures things out, and Ability Scores, they have unusual strengths or
Wisdom measures common sense. Dexterity mea- weaknesses. Ability Score adjustments allow
sures quickness and agility, Constitution mea- the DM t o fine-tune some die rolls in the
sures health, and Charisma tells how attractive DUNGEONS & DRAGONS game. The following
and friendly a character is to others. tables summarize the effects of these adjust-
Ability Scores are determined by rolling 3d6, so ments for each ability.
the numbers range from 3 to 18. The higher the Some of the results of the adjustments are ex-
score, the better the ability For example, a character plained in greater detail elsewhere in this book.
with a Strength of 3 is very weak, while a character For now, you should know that Hit Dice are an
with a Strength of 18 is extremely powerful. overall measure of a characters toughness. Also,
characters gain experience points during play.
PRiM RQUiSitS They progress in levels through their careers-a
You might expect someone who is good at fight- 2nd-level fighter is more powerful than a 1st-
ing to be strong-and in the DUNGEONS & level fighter.
DRAGONS game, this is true. To show that Strength
is, in fact, the most important ability a fighter can Experience Adjustment Table
have-it is the prime requisite of fighters. 3d6
Each character class has a prime requisite. Each Prime Requisite Adjustment to
character class also has a talent that that class of char- Score Experience Earned
acters is particularly good at, like fighting, healing, 3-5 -20% from earned experience
sneaking about, and so on. The higher a characters points
score in the prime requisite, the more skill there w i
ll 6-8 -10% from earned experience
be in the classs special talent. The prime requisite(s) points
for each character dass is listed below: 9-12 No adjustment to experience
points
Prime Requisites Table 13-15 +5% to earned experience points
16-18 +lo% to earned experience points
Fighter Strength
Cleric Wisdom Adjustments for classes with two prime requi-
Magic-user Intelligence sites are explained in the class descriptions.
Thief Dexterity Adjustments to earned experience are used when
Dwarf Strength the DM gives experience points at the end of an
Elf Strength and Intelligence adventure.
Halfling Strength and Dexterity To multiply experience points by a percentage,
use these three steps. First, multiply the experi-
Because prime requisites are so important, a ence points by the number of the percentage. For
player can improve on the number she first example, to find +5% of 437 experience points,
rolled-but only when she is creating a new char- multiply 437 by 5 4 3 7 x 5 = 2185. Second, move
acter. For every 2 points the player subtracts from the decimal point over two numbers to the left so
other Ability Scores, she may add 1 point to the that 2185 becomes 21.85. Last, round off to the
characters prime requisite. There are a few nearest whole number-21.85 rounds to 22. This
restrictions on this exchange: is the adjustment. The + sign tells you to add this
Only prime requisite scores may be improved. adjustment to the original 437 experience
Constitution and Charisma scores can never be p o i n t s 4 3 7 + 22 = 459.
altered.
3d6 Strength affect a saving throw vs. turn to stone, spell,
Score Adjustment wands, rod, or staff.
3 -3 to attack, damage, and opening doors
4-5 -2 to attack, damage, and opening doors 3d6
6-8 -1 to attack, damage, and opening doors Dexterity Missile 1 innor Class
9-12 No adjustment due to Strength Score Adjustm idjustment
13-15 +1to attack, damage, and opening doors 3 -3 onatt ~~ . ~ ~ 3penalty
.
16-17 +2 to attack, damage, and opening doors 4-5 -2 on attack rolls -2 penalty
18 t 3 to attack, damage, and opening doors 6-8 -1 on attack tolls -1 penalty
912 No adjustment No adjustment
These adjustments apply to die rolls. Any suc- 13-15 +1on attack rolls +1bonus
cessful attack roll always causes at least 1point of 16-17 +2 on attack rolls +2 bonus
damage, no matter how it may be adjusted later. 18 1 3 on attack rolls +3 bonus
3d6 Wisdom
Score Saving Throw Adjustment 3d6
3 -3 on magic-based saving throws Charisma Adjustment
4-5 -2 on magic-based saving throws Score to Reactions
6-8 -1 on magic-based saving throws 3 -3
9-12 Normal magic-based saving throws 4-.r 2
13-15 +1on magic-based saving throws 64 1
16-17 t 2 on magic-based saving throws 9-1 )ne
18 +3 on magic-based saving throws 13-1 1
16-1 2
Adjustments to magic-based saving throws 18 3
d o not apply to saving throws vs. Dragon
Breath. They might affect saving throws vs. The adjustment to reactions may either help or
Death Ray or Poison, depending on whether or hinder first impressions when a character talks to
not the attack is magical. These adjustments do an encountered creature or person.
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the left-hand m
result next to Str ow Stren
Intelligence ,th 2nd recorr
next to Intelligence Now dcI the sami
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Miidom, Dexterity, Constrtut,,,, a,U
,.-A,-
Lhansma
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Toe Coanacten Classes
Once the ability scores are rolled, characters must
become either fighters, clerics, magic-users,
thieves, elves, halflings, or dwarves. A fighter is a 1iuman trained for combat. Usually, a
Which class you choose for your character fighter has a kuw,
,;"h Ckonrrth
yLlcA.6u.
snrl hir
E C ~ F P
lcvlc, --Sh Dexter-
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should be based primarily on the character's abil- ity and Constitution scores are also good. Because
ity scores. Some character classes have more than of special combat training, in battle the fighter hits
one prime requisite. A character will advance opponents more often than other classes and usu-
more quickly and perform better in a character ally inflicts more damage on the enemy.
class with a high ability score for a prime requi- Fighters tend to have more hit points than
site. For instance, a player who rolled a high Dex- other classes and they generally wear better
terity score should consider the character of a armor to protect themselves.
thief or halfling. A character with high Strength Because of their ruggedness, fighters are usu-
and Intelligence scores might be a good fighter, ally the ones who lead the way down any deep,
magic-user, dwarf, or elf. A character with a low dark tunnel. That way, if a monster leaps out
Wisdom score should not become a cleric, since it and surprises the group, the character most
would be very difficult to advance that class. likely to survive such an attack will take the first
hit. If you have enough fighters, it is usually
wise to put one at the rear of your group, too-
just in case a monster sneaks u p and attacks
from behind.
When a battle breaks out, the fighters should
be the first into combat. They should try to keep
the opponents from harming other members of
the party. They make especially good protectors
of magic-users and thieves.
Fighters are the combat experts, so the players
running them should understand how the Com-
bat Sequence works. The DM should explain all
the steps in the Combat Sequence to the fighters,
especially the difference between withdrawing
and retreating in the movement step.
Although it is never wise to enter a dungeon
with just one character, or with a group contain-
ing just one kind of character, the fighter charac-
ter might get away with just that. Fighters are
tough enough that they might survive all the
traps and hazards that other character classes
would help them avoid.
Still, they are not very good at avoiding or
resisting magic. A smart magic-user might be
able to defeat an entire party of fighters.
Fighters are good for more than just fighting,
too. They can use their Strength in many different
situations. They are handy when a stuck door
needs opening or when a huge boulder needs
moving.
When the group finds a cache of treasure, the
fighter should look for two things. Magical heal-
ing potions are especially.useful . for fighters,
since they often get hurt in battles. And magical
weapons are good, because they' add bonuses to
attack and damage rolls in a figh 1
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7
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I Dragon Breath
Rod/Staff/Spell
15
16
13
14 Cleric Experience Table
s
the clerics dedication allows clerical spells to be
cast. A beginning cleric cannot use spells right ics action for the round. A cleric cannot cast
away, although some magical items may be used. spells, fight, or take any other action during that
In addition to casting spells, a cleric can turn round. He may keep turning more undead every
undead. When a cleric meets undead monsters, such round, however, as long as he doesnt fail. Once a
as skeletons, zombies, ghouls, and wights, he can try cleric fails an attempt to turn undead, all other
to force them away. To do this,the cleric steps boldly attempts during the same battle also fail.
forward during the Movement step of Combat and
tells the DM I am turning undead.
The player rolls 2d6. Find the monster the
cleric faces on the Turning Undead table: Magic-users are humans who study the powers
If the dice roll is less than the number found of magic. They spend most of their time research-
across from the undead the cleric is trying to turn, ing arcane subjects and trying to learn new spells.
the cleric fails and the undead attack. If there is a Beginning magic-users learn their craft from mas-
0 instead of a number, the cleric is not yet pow- ters, powerful teachers who have consented to
erful enough to turn that type of undead. share their knowledge. They never help magic-
If the dice roll is equal to or higher than the num- users except by teaching them.
ber found across from the undead monster the Magic-users are poor fighters. The study of
cl magic is so demanding that they have no time for
combat training. Usually, magic-users are feeble
T and dont have many hit points. When a fight
breaks out, they should get out of the way and
L look for a chance to use their spells.
S
2 PniMe ReQuisite, H
it Dice,
C aNb RestnictioNs
v The magic-users prime requisite is Intelli-
v gence. A character with a high Intelligence
h should consider playing a magic-user.
S Magic-users roll d4s for Hit Dice.
Because they have no time for weapon training,
NOW me uivi roils Lao. rne resuir is now many magic-users can only wield daggers. They cannot
Hit Dice worth of undead the cleric turns. But since wear armor of any sort, nor use shields. They can
different kinds of undead have different Hit Dice, cast only magic-user spells, not clerical spells.
the DM goes one step further and looks to see how
many Hit Dice each of the undead monsters have. Special Abilities
She divides the number rolled by the number of Hit A magic-user can cast magical spells. Magic-
Dice each monster has (rounding up). The result is users record new spells (usually those taught by
how many undead monsters the cleric turned. the master), in a spell book. The magic-user stud-
For example, your character meets six zombies. ies this spell book before going on an adventure.
In the movement phase of the Combat Sequence, Study imprints the proper gestures and words on
you tell the DM your PC is going to turn undead. the users mind until the spell is cast.
You roll a 10 on 2d6, which is enough to succeed. To have your PC cast a spell, you simply tell
The DM rolls 2d6 to see how many Hit Dice the DM the name of the spell your character is
worth of zombies you force away. The result is 5. casting. The DM determines the results by read-
The DM looks up zombies in the Monsters chap- ing the description of the spell in the rule book.
ter. They each have 2 Hit Dice, 5 - 2, rounded up, When a spell is cast, the magic-user must be able
is 3, so 3 zombies run away, but the other 3 attack. to speak and to gesture and cannot be doing any-
A T indicates automatic success-the cleric thing else-not even walking.
turns 2d6 of the undead. A D indicates that After the spell is cast, the necessary words and
2d6 undead are destroyed utterly-turned to gestures are wiped out of the magic-users mind.
dust on the spot! That spell cannot be used again until it is
Remember, turning undead counts as the cler- relearned from the spell book.
To learn (or relearn) a spell, your magic-user must Magic-user Saving Throws Table
be well-rested (a good night's sleep is enough), and
have about a n hour of peace and quiet to study In a Save Level 1-5
comfortable room, back in town, this is normally not Death Ray or Poison 13
a problem. Sometimes, however, an adventure takes Magic Wands 14
more than a day If the magic-user has brought along Paralysis or Turn to Stone 13
the spell book and expects to use it, a suitable time Dragon B F - - & ~ I f
Class
to remind you they are bad. Add them to the
ARMOR characters basic AC.
Dexterity score adjustments also affect a char-
Armor Class, abbreviated AC, is a measure of acters AC. Look at the Bonuses and Penalties on
how well a character or monster is defended from the Ability Score Tables. Just like the bonuses for
physical attack. It takes into account dodging magical armor, you subtract a bonus adjustment
ability, armor, and natural toughness. number from the characters basic AC, you add a
The lower a characters AC, the better pro- penalty adjustment number.
tected she is. Normally, the worst possible Armor To figure out a characters final AC, include
Class is 9. If a creature has AC 10, there is a spe- any adjustments, good or bad, that apply to her.
cial reason, such as an inability to move or avoid Example: A fighter with Dexterity 18, wearing
being hit. There is no absolute limit on the best plate m i l +2, is AC -2. How did we get this number?
AC, but AC can be measured in negative num- The basic AC for plate mail is 3. Subtracting the char-
bers. It is not unheard of for a character or a mon- acters +3 Dexterity bonus and +2 magical armor
ster to have an AC of -1 or -2. bonus gives us a result of -2 (3- 3 = 0; 0 - 2 = -2).
This rule sounds backwards. Armor Class is If the PC has a penalty adjustment, she may be
the onlv statistic in the DUNGEONS & DRAGONS- a bit clumsy This makes her easier to hit.
game where you subtract the bonuses and add the Example: A fighter with Dexterity 4, wearing
penalties. Youll get used to this if you follow the chain mail -1, is AC 8. How did we get this num-
examples carefully ber? The basic AC for chain mail is 5. Adding a -2
There are three different kinds of armor: leather, Dexterity penalty and a -1 cursed armor penalty
chain mail, and plate mail. Basic AC is deter- gives us a result of 8 (5 +2 + 1 = 8).
mined by the kind of armor a character wears (or
whether armor is worn at all). The following table SaviNc; Zfinows
lists basic Armor Classes:
When your PC attacks in melee or missile com-
Armor Class Table bat, you make a hit roll to see if he hits the target.
But there are many special attacks, such as magic
Armor Type Basic AC or dragons breath, that hit automatically. A Sav-
No Armor 9 ing Throw gives a PC a chance to avoid the
Leather 7 unavoidable-r at least to decrease the effect of
Chain Mail 5 the hit on the character.
Plate Mail 3 There are five different kinds of special attacks.
Shield (-1 from AC) They are Poison or Death Ray, Magic Wand, Turn
h
to Stone or Iaralysis, Dragon Breath, and liods, thing else happens. (If a monster misses its nor-
Staves, or Spells. Each character class has Saving mal attack, the character does not need to make a
Throw numbers for each kind of attack. You can Saving Throw.)
match any unusual attack with one of these five
categories. You treat them all the same way MoNsten SaviNc; Qnows
The defender rolls ld20 to see if he can avoid or Monsters get Saving Throws, just as characters
decrease the effects of the special attack. If the result do. Usually, they use the Saving Throws of the
is equal to or greater than the Saving Throw number character class to which they are most similar.
for the type of attack, the Saving Throw succeeds. If Exactly which one is noted for you in the statis-
the result is lower, the Saving Throw fails. tics section of the monsters description. There is
an entry Save as: followed by a character class
SaviNc, ZOnow Results and (usually) a number. Use the Saving Throws
If the defender makes a successful Saving Throw of that character class for the monster. The num-
against an attack that causes damage, the ber following the character class name refers to
defender takes only half the amount of damage the character
that the attack would normally inflict (round
down). (In story terms, he managed to duck, COMpl
shield himself, dodge, etc.)
If the defender makes a successful Saving
CnaRac
Throw against an attack that has nondarnaging Characters begin the game at the 1st level with no
effects, the effects are entirely avoided. experience points. Once you have filled in the
Occasionally, a monster makes both a normal Character Record Sheet, your character is ready
attack and a special attack simultaneously. When for play in the DUNGEONS & DRAGONS@ game.
this happens, the monster must first make a hit Your character can also be converted for play in
roll for the normal attack. if it hits, the monster the ADVANCED DUNGEONS & DRAGONS@ game sys-
inflicts normal damage on the character. Then the tem. Complete rules for conversion are to be found
character must roli a Saving Throw to see if any- in the DUNGEONS & DRAGONS Rules Cyclopedia.
Magic is a type of energy that characters can use Magic-user spells are more useful in combat
to create powerful effects in the DUNGEONS & than clerical spells, although they can be used for
DRAGONS@ game world. With magic, characters a wide variety of other purposes. A magic-user
can put ruthless enemies to sleep, make them- cannot use clerical spells, and is limited to the
selves invisible, strike their opponents with light- specific spells that are written in a personal spell
ning bolts, and much more. book or found while adventuring. An elf uses
This magical energy comes from outside the magic-user spells, not clerical spells.
characters. It is an energy some can use and con- When magic-using characters cast spells, their
trol, the way a blacksmith uses fire. Clerics, gestures and words control the magical energy.
magic-users, and elves can all call upon spells to Therefore, when characters cannot talk or use
aid themselves and their friends. Even monsters their hands, they cannot cast spells (there are no
can sometimes use magic! exceptions). Also, characters cannot do anything
There are three basic kinds of magic: clerical else while casting a spell-not even walk. Any
spells, magic-user spells, and magical items. disruption during the casting, like being jostled
or taking damage from an attack, spoils the cast-
SPIlS ing. The casters mind is wiped clean, but the
spell does not take effect.
Most adventures last only a few hours in game When a character casts a spell, look up the de-
time, and so the characters have only one oppor- scription of the spell in the chapter on spells
tunity to learn spells-when you and the players (page 52), the descriptions tell what happens.
are preparing to start the adventure. Both clerical and magic-user spells list range,
Occasionally, however, an adventure takes duration, and effect statistics at the beginning
more than a full day o f game time. When this of their descriptions. Range is the maximum
happens, characters may meditate or study their distance, in feet, at which a spell can be cast. If
spell books for one uninterrupted hour of game the range is zero, the character must touch the
time. This allows them to relearn the spells they target to cast a spell. D u ~ a t i o ntells how long a
used the previous day, or to replace the spells spell lasts. It is listed either as a number of
they didnt use with new ones. rounds (10 seconds each) or as a number of
Using Clerical Spells: Clerical spells come turns (turns are 10 minute periods; see page
from the strength of the clerics beliefs. Spells are 33). Effect tells how large an area a given spell
learned by meditating, which imprints the proper can alter.
gestures and words upon the clerics mind. A
spell stays imprinted until it is used (no matter 2ne Spell Lists
how long an interval passes). Casting the spell Beginning on page 52, youll find the complete
wipes it from the mind until the cleric renews it list of 1st- and 2nd-level clerical spells and 1st-,
through meditation. 2nd-, and 3rd-level magic-user spells available to
Most often, clerics use their spells to heal, pro- players of the DUNGEONS &DRAGONS game. Fifth-
tect, and seek information. Clerics can use any level clerics can use up to 2nd-level clerical spells,
clerical spell of their own level or the levels below and 5th-level magic-users can use up to 3rd-level
theirs. Clerics may not use magic-user spells. magic-user spells. Just how many spells and what
Using Magic-user Spells: A magic-user, some- level the character must be to use those spells is
times called a wizard, learns spells through given on the Character Class Experience Point
study. After discovering a new spell, it is written Tables.
down in a spell book. When a magic-user expects Higher Level Spells: There are some spells
to need a spell, the spell book must be studied, listed of higher level; so high, in fact, that newly
imprinting the proper gestures and words on the created PCs are not able to use them. We have
mind of the wizard. These stay in the magic- included these spells for the Dungeon Master to
users mind until the spell is cast, when they are use in order to supply high-level, magic-using
wiped away Wizards relearn spells by studying NPCs.
the spell book again.
Macjical Itc LeanNiNG about MaGical l t e w
When the PCs first find a magical item, they may
A magical item is any object that a powerful wiz- not realize its true nature. Magical items are usu-
ard or supernatural being has given special prop- ally well made, but there is no way of telling
erties. A magical item often gives the user a them from normal items until a magic-user or elf
bonus (or penalty) to hit and damage rolls. Other casts a detect magic spell.
items can have weird special effects. Most often, Even after casting this spell, the spellcaster
magical items are weapons, armor, jewelry, or simply knows whether or not the item is magical.
scrolls. The only way to identify exactly what it does is
by testing it. Swing a weapon at something; allow
WeapoNs someone to hit a PC while wearing a suit of
Weapons are often enchanted to make them more armor; slip a ring onto a finger; sip a potion. Such
powerful. These enchantments take the form of a (sometimes dangerous) testing can usually tell
bonus, noted by a + sign following the weapons what a magical item does.
name (sword +I). Add this bonus to both the hit Sometimes, PCs ask nonplayer characters (see
roll and the damage roll of the character using the Running a Campaign page 28) to test an item
weapon. for them. Most low-level NPCs readily agree,
Some weapons are enchanted for use against assuming that they get to keep the magical item.
particular creatures (sword +I, +3 against dragons). High-level, magic-using NPCs might also iden-
When a character uses the weapon to attack the tify items-but they expect payment in advance
creature listed, use the second bonus instead of (100 gold coins or more), and the process may
the first. take several weeks of game time.
Occasionally, weapons are cursed. A cursed
weapon is noted by a - sign following the UsiNq MaGical I t e m
weapons name (sword -1). This means that To make a magical item work, the user must hold or
instead of giving a bonus, the enchantment wear it properly. If the item has a power that is not in
inflicts a penalty. Subtract this penalty from constant effect, the user must concentrate on that
both the users hit roll and damage roll.Cursed effect. (For example, if a fighter has sword +I, light
weapons cannot be dropped or given away spell lldny, he must concentrate on the light spell to
voluntarily. start it up.) Unless the item description says other-
wise, items can be used only once per round. A char-
ARMOR acter who is concentrating on using an items special
Armor and shields can be enchanted to give the powers cannot do anythmg else that round.
wearer a bonus (or penalty) to Armor Class. There is no limit to how many times most mag-
These magical bonuses are noted by + (or -) ical items can be used. The description of some
signs, just as with weapons. But remember that a items, however, states that they have a certain
low AC is better than a high one, so bonuses are number of charges (this is especially true for
subtracted from the characters AC. Penalties are magical wands). Each time a character uses such
added. a magical item, she uses one of its charges. When
the last charge is used, the item is no longer mag-
MiscllaNeous ical. It cannot perform any more special actions or
Often, PCs find weapons with special powers, or provide any more magical bonuses.
objects that allow special actions. When this hap- PCs can never find out how many charges a
pens, look u p the description of the item. The magical item has, so you should keep careful
description tells you what happens when the track of how many times they use such items.
items Items with charges can never be recharged.
RUNNiN(; a CaMpaiGN
A campaign is a series of DUNGEONS & DRAGONS~
game adventures involving the same group of
characters, and taking place in the same fantasy
setting. In other words, a campaign is made of
your PCs adventures. What follows is addressed
to the Dungeon Master-players should not read
anyjuytherin this chapter.
Qe DUNGEON MASCERS
Pnenoqative
All of the rules that follow are guidelines-some
are quite detailed, but they are guidelines
nonetheless. If at any time you, the Dungeon
Master, feel that you should depart from the exact
wording of the rules for the sake of more fun or
better play, by all means d o it. The Dungeon
Master hasthe final say in all things. Dont let the
direct tone and precise definitions in these rules
keep you from having fun.Its your game! Add to
it! Change it! Customize it!
No~PlayenCbanactens
During the course of a DUNGEONS & DRAGONS
game, the PCs meet many people. As the DM,
you play the roles of all of them.
All of the characters in your world that arent
run by players are NonPlayer Characters (NPCs).
They serve as foes, friends, informants, and what-
ever other purposes you need them to serve.
NPCs arent as important as PCs, so they dont
have to be as well-detailed. Often, they dont
even have statistics.
When the PCs meet somebody new, your first
words about him are already giving them an idea
of what he is like. For example, if you say that
they see a blacksmith, they are probably already
picturing a strong, sweaty fellow who spends all
day hammering steel. To complete your NPC, just
add a detail or two to this description. Your smith
might be friendly and speak in a booming voice,
for example. Theres no need to add more; NPCs
come alive as you play them.
NPC Reactions: Deciding how NPCs react to
the player characters is simple. Just ask yourself
how you would feel about the PCs if you were
the NPC.
Usually, this means the NPCs feelings are a
result of how the PCs behave. For example, if the
PCs want to fight, the NPC would be angry or
afraid. Also, ask yourself what the NPC wants
from the player characters. If the PCs are buying
a sword from the blacksmith, for example, he
would want a gold piece or two in exchange.
He's in the business of making and selling weap-
ons. The blacksmith would drive a hard bargain.
F
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5. "C
Item Encumbrance Table
MOVMeNt
Item Encumbrance
A character can normally move up to 120 feet in a Potion 10 cns
turn. Obviously, in 10 minutes, an average man Scroll 1cn
can walk much farther than 120 feet. But in a Rod 20 cns
dungeon, there are all those other things a charac- Staff 0 cns
ter is doing at the same time while walking- Wand 0 cns
straightening equipment, trying to move quietly, Coin (any) 1cn
checking a map, torch, etc. The character is not Gem (any) 1cn
moving at top speed. Jewelry (1piece) 10 cns
Encumbrance: Characters carrying a lot of
weight or bulky equipment move even more If a character is carrying something not listed
slowly. Encumbrance is a term that includes both on the Item Encumbrance table, you can estimate
the actual weight of an item and how cumber- its encumbrance by comparing it to a similar item
some or awkward the item is to carry. Encum- that is on the table. Remember, magical armor has
brance is based on the weight of one gold piece encumbrance equal to half of what is listed on the
(coin, or cn). The table below lists how fast an table.
encumbered character can move in a turn. Some- Encumbrance also applies to movement in
times characters bring a mule to carry their trea- rounds, explained in the chapter The Round,
sure. They, too, are subject to encumbrance. A under Combat Sequence.
mule cannot carry more than 6,000 cns (coins).
MappiNG
Speed and Encumbrance Table
Unfold the map that came W L L UY V U L U U I \ I W V I V ~
Encumbrance Move in 1Turn & DRAGONS@ game and look at the side labeled
Up to 400 cns 120 feet Zanzers Dungeon. Notice that all of the rooms
401-800 cns 90 feet and corridors are divided into one inch squares.
801-1,200 CI~S 60 feet On the map, each of the those squares equals 5
1,201-1,600 cns 30 feet feet. To see how far a character (or monster) can
1,601-2,400 cns 15 feet move on the map, simply divide the movement
2,400 + cns 0 feet rate by five. The result is how many map squares
the character can move. ( A character with a
Mule Move in 1turn movement of 30 feet per round could move six
Up to 3,000 cns 120 feet squares in a round, (30 - 5 = 6).
3,001-6,000 cns 60 feet Characters can move diagonally from square to
6,000 + cns 0 feet square, but they may not move through a square
occupied by an unfriendly character (unless they
But how d o you know how encumbered a defeat that character in combat first).
character is? The Equipment Tables include val- Player Maps: While playing, only the DM can
ues for encumbrance (see pages 23 and 24), other see the prepared map. The players have to make
items are given below. The encumbrance values their own maps as they go. They can choose one
for all of the items a character is carrying or wear- player to be mapper, or rotate the job around the
ing (including treasure, weapons, and armor) are group so that everyone gets a chance. The map-
added together, and the result is the characters per will find it easiest to draw the map on graph
total encumbrance. paper, but any sort of notebook or scrap paper
Several of the items listed on the Equipment can be used.
table are designed to help the PCs carry their As the PCs move through the dungeon, you
loads. The small sack holds 200 cns worth of should describe what their characters can see:
goods, the backpack holds 400 cns, the large sack how far the corridor extends, how wide it is, if it
holds 600 cns. turns, where any doors are located, etc.
It is most important for the mapper to correctly
draw directions, shapes, and approximate sizes era1 or at a door, roll ld6. If the result is a 1 (or a 1-
of the rooms, so that the party has a rough idea of 2 for dwarves, elves, or halflings), any noises that
the dungeon's shape. The mapper should not can be heard in the area (or on the other side of
waste time determining exact measurements or the door) are picked up. For listening thieves, roll
filling in tiny details, however. This slows down against their Hear Noise ability, instead. Mon-
the game and doesn't help the PCs very much. sters hear on a roll of 1-2. No character may try to
Check the player's map every so often to make listen at the same door more than once per turn.
sure they have the major outlines right-but
don't correct everything! Doons iN toe DUNWON
When characters are either fleeing or chasing, Dungeons are full of doors. Doors are usually
no mapping is possible. The DM should keep made of wood, and often reinforced with metal
track of where the characters and monsters are strips. They usually have metal hinges, though
each round. Unmapped areas may be described leather is also common. Most have a knob or ring
very generally, without accurate measurements. for pulling them open or dosed.
It is quite possible for the characters to become Doors are usually closed, and are often stuck or
lost, or to encounter other creatures during a locked. Any character can open a closed door just
by turning the knob, pulling on the ring, pushing
it open, etc. After a door is opened, it usually
:i swings slowly shut unless the PCs spike it or
hold it open in some other way (spikes are the
jlul -
L..LUI,..... UU'Lb--Y'L
the PCs enter a certain room or do a certain thing, Reaction: Often, PCs wait to see what the mon-
they will meet an NPC or monster, or they stand sters reaction is before they take action.
a chance of triggering a trap. Usually, you have Surprise Rolls: When a fight breaks out, there
decided how the monster reacts to the PCs, or is always the possibility that one side or the other
what triggers the trap and how it will affect them. is not prepared for it. They are surprised.
Ideas for encounters may be found in the The surprise roll is not a step on the Combat
DRAGON STRIKE'^ Game and books, FIRSTQ U E S T ~ M Sequence. This is because you only make surprise
Game and books, and in the AD&D@Challenge rolls at the beginning of the first round of com-
series from TSR-or stretch your imagination and bat-never on any of the later rounds. If you feel
make it up before the game begins. that a side has no chance of being surprised, you
Of course, not all of the monsters in a dungeon may skip their surprise roll.
stay in one place. They often wander around the Each side rolls ld6. If either side rolls a 1 or a 2,
dungeon, and the PCs can meet them at any time that side is surprised. A surprised side cannot do
and in any place. These are called wandering anything to defend themselves or to stop the
monsters. other side from taking its actions on the first
To decide when the PCs meet a wandering round of combat. The other side can do anything
monster, roll ld6 at the end of every other turn. A it could normally do: move, attack, use spells,
result of 1means the PCs meet a wandering mon- talk, even run away.
ster at the beginning of the next turn. Of course, If both sides are surprised, then both sides
as the DM, you may have wandering monsters spend the first round of combat doing nothing.
appear any time you wish, and you may alter Neither side can act, so you jump immediately to
their strength and numbers to fit the situation. the second round of combat. Light sources visible
To decide what kind of monster the PCs meet, to someone else from some distance, or excessive
you can roll a die on the wandering monster noise negate any chance of surprise.
table. TSRs published adventures often include
wandering monster tables designed specifically INitiative
to be used with those adventures, but you can When a fight breaks out, you must decide which
also use the more general wandering monster side acts first. The process of deciding who acts
tables included in this book on page 124. If you first is called determining initiative.
have designed your own dungeon (as explained At the beginning of each round, ask one of the
on page 116), you can even make up your own players to roll ld6 for the PCs side. You roll ld6
wandering monster table! for the NPCs or monsters fighting the PCs. The
Once you have determined what kind of wan- side that rolls the highest number wins the initia-
dering monster the PCs meet, you should read its tive and acts first.
description. Find how many of the monsters If both sides roll the same number, nobody
there are by rolling the die listed under Number wins initiative. Their actions are simultaneous.
Appearing in the monsters statistics. The mon- This means that both sides go through each step
sters should appear 2d6 x 10 feet away from the in section B at the same time-a11 of the PCs
PCs in any direction you choose. and monsters move at the same time. Even when
When the encounter begins, you must use all the two sides in a combat have simultaneous ini-
your skills as a Dungeon Master to decide how tiative, the steps in the Combat Sequence still
the monster reacts to the PCs. If you are having occur in order.
trouble, remember that you can make a reaction
roll to help you get started.
t
Y. A
"
. 111
x t Adventure Inst,
r- - - I --
-.-
2. The kobold ru
When a game turn leads to an encounter, and that
encounter turns into a battle, the fight is played out in
combat rounds. A round is 10 seconds of game time.
During a round, a character may do one thing:
move, attack, cast a spell, talk, drink a healing
potion, or any other single action that a person could
do in 10 seconds. A character cannot do two things
in a single round, such as run 20 feet and then attack.
The character would have to run the 20 feet on the
first round, then attack on the next round.
Of course, not everyone in a fight just stands and
slugs it out toe-to-toe. When a character attacks dur-
ing a round, we assume that the character is maneu-
vering for position. To reflect this, a PC can move up
to 5 feet while fighting, or scuffle and turn and dance
around up to 5 feet while fighting.Maneuvering like rw r
this does not count as an action during the round. fight
R4elee refers to hand-to-hand combat exclusively.
Battle implies the use of hand-to-hand combat, mis-
sile combat, and magical combat used together.
if
.
in this book). When a character makes a missile is within 5 feet. Thrown weapons can be used if
attack, compare the characters Dexterity score the target is within 5 feet, but they become melee
to the table. If the table indicates that the PC weapons at such distances.
should receive a bonus or penalty because of If the attacker is firing at a target within a
an unusually high or low score, add the bonus weapons short range, a +1bonus is added to the
to (or subtract the penalty from) the charac- attackers hit roll. If the target is at medium
ters hit roll. range, the hit roll is not adjusted. If the target is at
Range: Characters can fire or throw missile long ranee. a -1 uenaltv is subtracted from the
weapons only a limited distance. This distance is attacker:;hit ro11.
called range. Range is divided into three cate-
gories: short, medium, and long. Cown
Because each weapon is effective at different
ranges, the short. medium. and lone ranees for
v c 3
. . . ... __
Defenders taking cover by hiding behind some-
. . . --.
thing are naraer to nlt. HOW mucn naraer! lnat
.
each missile 7.veapon are listed on the missile fire depends on how good the cover is and how much
tables: of the characters body is concealed.
An attacker suffers a -1 penalty to hit for each
Range Table: Fired Weapons quarter of the targets body that is protected by
cover (round up). As DM, you must use your
Range in Feet own judgment to decide how much of the defend-
Short S e d i u m Long ers body is covered.
(+1) (0) (-1) If the attackers missile weapon cannot pene-
Long Bow 6-70 71-140 141-210 trate the cover, subtract an additional -1 penalty.
Crossbow 6-60 61-120 121-180 For example, an arrow probably wont pierce
Short Bow 6-50 51-100 101-150 through an oak stump and hit the PC behind it. A
Sling 6-40 41-80 81-160 shield does not count as cover (it is considered
armor instead).
If the targets cover adjustment totals -5 points, Once lit, the creature burns for two rounds, suf-
the target is completely hidden behind something fering ld8 points of damage per round. It takes
that the attackers missile weapon cannot pene- any character two rounds to put out flames on its
trate. No attack is possible. body, either by slapping at them, or by rolling on
But taking cover can w o r k b o t h for a n d the ground and smothering them.
against a character. A defender completely hid- The flask breaks even if the first hit roll misses,
d e n behind cover (whether the attackers but the oil spills out of harms way.
weapon can penetrate the cover or not) cannot Sometimes, flasks of oil are broken on the floor
make a hit roll against an attacker in the same on purpose, creating pools 3 feet in diameter. If
round, only against someone else. If a character lit, such a pool burns for 10 rounds. Any creature
who is completely hidden chooses to use a mis- stepping into the burning pool suffers ld8 points
sile attack, at least a quarter of the body is of damage per round. Again, it takes two rounds
exposed to attack. to step back and beat out the flames.
Multiple AbjUStMeNtS Missile 1NfliCtiNG DaMaGe
COMDat Hit Rolls Instep 3c, the attackers who made successful hits
It is not unusual for more than one adjustment to in step 3b roll damage. They roll the damage die
apply in missile combat. When this happens, add listed for their weapon. Damage dice are all given
and subtract all bonuses and penalties that affect on the Equipment Tables (page 23). The result is
the hit roll. the points of damage they caused; this is sub-
For example, an attacker with Dexterity 17 tracted from the defenders hit points.
fires a magical arrow +Z at a target half-hidden If a PC loses hit points, the person playing that
behind a stone wall at long range. The attack- character should write down the number of lost
ers hit roll adjustments would be: Dexterity, hits points on the Character Record Sheet. If an
+2; range, -1; cover, -3 (the arrow cannot pene- NPC or monster takes damage, then you should
trate the stone wall so the attacker suffers an write down the number of hit points it lost in
additional -1 penalty); magical arrow, +1. The your DM notes.
attackers final adjustment would be -1 (+ 2 - 1 If a character (or monster) loses all hit points in
- 3 + 1 = -1). combat, then at the end of that step the character
collapses to the ground and dies. The PC can only
Oil aNb Holy Waten as complete whatever the character was doing in the
Missile WeapoNs step in which death occurred. If the character was
These two thrown weapons need explanation. in the middle of doing something several steps
Holy Water can be used against undead mon- long, the task cannot be completed-the charac-
sters. (If a monster is undead, its description will ter is dead, after all.
say so.) Holy water is kept in special glass vials
that break u p o n impact. When a vial of holy MaGical CoMbat (Step 134)
water hits, the undead monster suffers ld8 points By its very nature, magic is a special action. Still,
of damage. when it is used in a fight, it works much the same
Oil is carried in glass flasks. It is often thrown as melee and missile combat.
at monsters (on one round), then lit (on the fol- In step 4a, spellcasters choose their target or
lowing round) to cause ld8 points of damage. targets. A PC spellcaster must tell the DM what
Before the oil is effective, however, a successful spell is being cast and declare the intended target.
hit roll must be made against the target to break If the spellcaster is an NPC, simply tell the PCs
the flask on the monster. Then a character wield- that the character is casting a spell. Do not tell
ing a torch (or some other flame) must make a them what the spell is (your game will be more
separate hit roll to light the oil. This hit roll is suspenseful if they dont know).
made against AC 9 (plus or minus cover modi- In step 4b, read the description of the spell in
fiers) instead of the creatures normal AC, how- the Spells chapter. (After a while, you wont need
ever, since all the attacker is trying to do is touch to do this very often. Youll soon discover that
the torch to the oil. you remember the spells you use the most.)
When the spell calls for a Saving Throw, tell the HaNb-tO-HaNb COMbat
players which category the defender is saving (Step By)
against. If the target is a PC, the player rolls ld20 Hand-to-hand fighting, or melee combat, occurs
and compares it to the appropriate Saving Throw when two or more characters stand toe-to-toe and
number on the character record sheet. If the tar- fight it out with their fists, clubs, swords, or any
get is a monster, you roll ld20 and compare it to other weapon they can hold in one or both hands
the appropriate Saving Throw number for the and use to hit their opponent. To run melee com-
monster. Use the character class Saving Throws bat, follow the steps in the Combat Sequence,
for NPCs. Step B5.
In step 4c, you apply the results. If the spell In Step 5a, the attackers choose targets. If the
causes any damage, targets that made their Sav- attacker is a PC, ask the player what target the
ing Throws suffer one-half the normal damage. character is trying to hit. If the attacker is an NPC
Those who failed their Saving Throws suffer full or monster, the DM tells the players what target it
damage. is trying to hit.
If the spell causes some result other than dam- In Step 5b, the attackers make their hit rolls,
age, targets that made their Saving Throws escape using the Character Hit Roll table (just as for mis-
the effects of the spell (assuming they want to). sile fire).
Targets that failed their Saving Throws suffer the The attackers die roll may be modified by spe-
results outlined in the spell description.
Attack Roll Modifiers Table ters over the years. They should make a note of
any treasure they recover.
Circumstance Modifier
Attacking from behind +2 bonus to hit roll
Attacker can't see target - 4 penalty to hit roll
Larger than man-sized monster Most of the time, PCs are healed through magical
attacking halfling - 1penalty to hit roll means, perhaps by drinking a potion or having a
Target exhausted +2 bonus to hit roll spell cast on them. Magical healing occurs
Attacker exhausted - 2 penalty to hit roll instantly, without any need to rest. It can be per-
Target behind cover - 1to 4to hit roll formed while still in a dungeon.
(missile fire onlv) Sometimes, there is no magical means of heal-
ing available. The PCs must heal themselves by
ZHACO (OptioNal) resting. For each full day a character spends rest-
ing, which means doing nothing but lying in bed,
Using THACO is often an easier way to remember he recovers ld4 hit points.
combat rolls. THACO stands for "To Hit Armor When a character is in town resting, don't use
Class 0." The Character Hit Roll Table shows what a turns for game time. Just say, "Another day
character needs to hit Armor Class 0. For instance, a passes. Roll ld4 for healing."
1st-level fighter needs to roll 19 or better to hit a tar- Different methods of healing can be used together
get with Armor Class 0. Instead of looking on the to recover hit points. For instance, a PC could rest,
Hit Roll table for every attack, the player only needs drink a healing potion, and have a cleric cast a cure
to remember that the character's THACO is 19. light wounds spell on him in the same day
Whenever that fighter attacks, the player rolls a Some monsters do more than bite. Some inflict
d20 as usual. Then any combat modifiers are diseases. The PCs may also have picked u p a
added, like bonuses for magical weapons or abil- cursed magical item in their treasure. Resting will
ity score adjustments. Finally, the defender's not heal either of these conditions. A high-level
Armor Class is added. cleric (probably in town) can cast cure diseuse or
If the total is above the fighter's THACO of 19, a hit Yemoue c u w spells-for a fee.
is scored. Note that negative Armor Classes will be
subtracted from the roll, making them harder to hit. Woat If a PC (jets ~<illeb
DURiNG 1Battle?
'I Step C
After tl., ylul .A.uL .. u..IL .ILuI.cu lL1
Sinrn Imnn'2tolr.a
vl.lcc I I y . . I ~ c . y light back, player characters get
1
attacks, the sidt2 that lost initiative gets a chance killed sometimesi. It's only fair; after all, monsters
to make its attac:ks. The side now goes through all get killed more ciften than not. At first, the player
of step Bin the 1Combat Sequence. whose character' dies may be disappointed. She
may feel like she's lost the game.
Step D This isn't true Remember, the real way to win
Once an encounter has been concluded, make a in the D U N G EISO&~DRAGONS@ game is to have
note of battle': ; outcome. List all the monsters fun. The player 5;hould simply assume the role of
the PCs fough.t u.lu hlnnnnaA
rArha+ yy""Lu tn tho-
.I.IyL ILu L" IIICIII.
I
I n o r hL.Iu.u..L..
.LLvl
r r h ~ r ~ r tYou a v should make up a reason for
Did the PCs slay the monster? Did they run the other PCs to meet this new adventurer as
away from it? Did (shudder) the monster slay soon as possible. (Perhaps she! is chained u p in
any of the PCs? These notes don't need to be the next room they enter or is running from the
long or complicated as long as they help you next monster they meet.)
remember what happened. It is likely the PCs will want tL.,,, L.Lvl lllrl.U
hnir n n ~ frinnrl
~ r tn
Also, have the PCs make a note of any supplies tell them about the dungeon. What do you do if
they used (for instance, if they threw a vial of they want too much information? The new PC
holy water on a zombie), any arrows they lost, could have amnesia. She could be ignorant of any
and wounds they suffered, etc. Often, if the PCs room beyond the one she's in.
defeat the monster, they will find some of the After you read the conclusion (Cleanhg Up fhe
treasure it has stolen from other unlucky charac- Details) of these Adventure Installments, you are
Up to Detail
h t with the gu
, ,
~
guards to train their crossbows on the prisoners
!
i players to look a t the figures before choosing while he puts Axel in the cell.
their names.) Once the PCs realize they cant escape yet, con-
If the players wish, they can change or make tinue with section 3.
1; up a different description for their characters. 3. Put Axels counter in the cell with the PCs and
1
1
1
6. Place Jeq's counter in Room #2.
Spells are divided into two groups: clerical spells Example: Your fighter started w i t h 8 hit
and magical spells. Only clerics can use clerical points. You lost 4 hit points in a battle with a
spells; clerics cannot use magical spells. Magic- snake. Aleena casts a cure light wounds spell and
users, elves, and some monsters can use magical touches you. She rolls a 6, which could cure up
spells. Some spells have both clerical and magical to 7 points of damage. Your hit points return to
versions. 8, the amount you started with. The "extra" 3
Each spell has a Range, a Duration, and an points are not counted.
Effect. The target of a spell is the person, object, or When reversed, this spell becomes cause light
area the caster wishes to affect. Some spells can wounds, and causes Id6 +1 points of damage to
only affect the caster, and cannot be cast on any creature or character touched (no Saving
others. If the range is listed as "Touch," the caster Throw). The cleric must make a normal hit roll.
must physically touch the target.
Those spells marked with an asterisk (*) can be Detect Evil
"reversed." The effects of a reversed spell are Range: 120 feet
listed within the standard spell description. A Duration: 6 turns
caster must have reached the 4th level of experi- Effect Everything within 120 feet
ence in the character class before learning how to
reverse spells. Too, the reverse spell must be This spell enables a cleric to see a glow from
intentionally studied or meditated upon. A objects enchanted by evil up to 120 feet away.
reverse spell does not take u p extra room in a Creatures within that range that seek to harm the
magic-user's spell book. cleric also glow. The cleric cannot hear the actual
thoughts of the creatures. Remember that
Clcrtical Spells "chaotic" does not automatically mean evil,
although many chaotic monsters have evil inten-
1st Level 2nd Level tions. Traps and poison are neither good nor evil,
Cure Light Wounds" Bless" merely dangerous. They are not affected. No Sav-
Detect Evil Find Traps ing Throw is allowed.
Detect Magic Hold Person*
Light' Know Alignment* Detect Magic
Protection from Evil Resist Fire Range: 0,
Purify Food and Water Silence 15' Radius Duration: 2 turns
Remove Fear* Snake Charm Effect: Everything within 60 feet
Resist Cold Speak With Animals
This spell enables a cleric to see a glow from
Spell names in the following descriptions that are all magical objects, creatures, and places within
italicized as well as bold indicate reversible range. It does not last very long, a n d is best
spells. saved until the cleric needs to know if some-
thing found during an adventure is magical.
rst-Level Clenical Spells For example, a door may be held shut magi-
cally, or a found treasure might be enchanted,
Cure Light Wounds or perhaps an NPC is a magical illusion. No
Range: Touch Saving Throw is allowed.
Duration: Permanent
Effect Any one living creature Light
Range: 120 feet
This spell either heals damage or removes Duration: 12 turns
paralysis. If used to heal, it can cure ld6 +1points Effect 30-foot-diameter sphere
of damage. It does not heal any damage if used to
cure paralysis. The cleric may cast it on himself or This spell creates a large ball of light, as if a
herself if desired. bright torch were lit. If the spell is cast on an
This spell can never increase a creature's total object (such as the cleric's weapon), the light
hit points above the original amount. moves with the object. If cast at a creature's
h
eyes, the creature must roll a Saving Throw vs. Range: Touch
Spell. If the Saving Throw fails, the victim is Duration: 2 turns
blinded by the light for the duration of the Effect Any one living creature
spell. This spell calms and removes all fear from any
When reversed, this spell becomes darkness, one living creature the cleric touches. If the crea-
creating a circle of darkness 30 feet in diameter. It ture is running away due to magically created
blocks all sight except infravision. Darkness can fear, the creature may make another Saving
cancel a light spell if cast upon it, but may itself be Throw vs. Spell. It adds a bonus equal to the cler-
canceled by another light spell. If cast at an oppo- ics level of experience. The maximum bonus is
nents eyes, darkness causes blindness for the +6. If the Saving Throw is successful, the creature
duration of the spell, or until canceled. The target stops running. A roll of 1 always fails. This sec-
can make a Saving Throw vs. Spell. If she suc- ond Saving Throw, with bonus, may be made
ceeds, the spell misses. even if the fear was so powerful as to allow no
initial Saving Throw!
Protection from Evil Example: A 3rd-level cleric casting this spell
Range: 0 gives a +3 bonus to the Saving Throw of the crea-
Duration: 12 turns ture touched.
Effect: The cleric only When reversed, this becomes causefear, and
forces any one to creature flee for two turns. The
This spell creates an invisible, magical barrier victim can make a Saving Throw vs. Spell to
all around the clerics body (less than an inch avoid the effect. This reversed spell has a range of
away). All attacks against the cleric are penalized 120 feet.
by -1 to their hit rolls, and the cleric gains a +1
bonus to all Saving Throws for the duration of the Resist Cold
spell. Range: 0
In addition, enchanted creatures (see Duration: 6 turns
enchanted in the glossary) cannot even touch Effect: All creatures within 30 feet
the cleric! They may use only missile or magical
attacks. This spell does not affect a magic missile This spell enables all creatures within 30 feet of
(magical) spell. the cleric to withstand freezing temperatures
If the cleric attacks an enchanted creature dur- without harm for the duration of the spell. In
ing the spells duration, the effect changes addition, those affected gain a bonus of +2 to all
slightly. Enchanted creatures are then able to Saving Throws against cold attacks.
touch the cleric, but the hit roll and Saving Throw Any damage from cold is reduced by 1per die
adjustments still apply for the spells duration. of damage (but with a minimum of 1 point of
No Saving Throw is allowed against this spell.
v
damage per die). The effect moves with the cleric.
No Saving Throw is allowed.
Purify Food and Water Example: The party sees a white dragon ap-
Range: 10 feet proaching (whose breath is a blast ray of cold), so
Duration: Permanent the cleric warns the others to stay near and casts
Effect: See below resist cold. All characters who remain within 30
feet of the cleric gain a +2 bonus to their Saving
This spell makes spoiled or poisoned food and Throws vs. Dragon Breath.
water safe and usable. It purifies one ration of
food (either Iron or Standard rations), or six
water skins of water, or enough normal food to
feed a dozen people. If cast at mud, the spell
causes the dirt to settle, leaving a pool of pure,
clear water. The spell does not affect any living
creature. No Saving Throw is allowed.
Remove Fear
Ims
.. ...
iuo 3aving inrow is aiioweu,
Read Languages
Range: 0
Duration: 2 turns
Effect The caster only
COMbat SeQUNC
A. Each side rolls ld6 to determine initiative.
8. The side that wins initiative acts first.
2. Those who are moving do so.
The hobgoblins try to move into Room #4.
Remember that the hobgoblins cannot movr
DM: Help the players choose a class for their through a space blocked by a PC.
players. Tell anybody who wants to be a magic- 5. Characters fighting hand-to-hand attack.
user to wait until the next group adventure. You a. They choose targets.
all need more experience before learning how to One hobgoblin tries to attack each PC.
use magic. Until then, have the player choose a b. They make hit rolls.
different character class or remain a character The hobgoblins are AC 6, so the PCs hit roll
without a class. number is 13. The hobgoblins hit roll table is
Have each player make up a name for their reproduced below.
characters. Players may use the names they
already have or make up another one. TargetAC 9 8 7 6 5 4 3 2 1 0
Ask each player to choose an alignment for the HitRoll 9 10 11 12 13 14 15 16 17 18
c. They roll damage for successful hits. players create new characters. Then go back to
Anybody who hits causes l d 4 damage. Remem- Escape from Zanzers Dungeon, Part I, and start
ber to add Strength bonuses. The hobgoblins again. Theyll do better now that theyve had a
have 3 hit points. taste of the game.
C. The side that lost initiative completes all steps When the PCs are ready to enter Room #5, con-
listed under B. tinue with the next section
D.The DM declares the results.
3. As the PCs open the door to Room #5, read the
Assuming they win, tell the PCs they notice a following boxed text to them
leather purse tied to the belt of one of the hobgob-
lins. Inside the purse is a healing potion and two
garnets. The PCs can save the potion or use it now
(it restores ld6+1 hit points). The garnets are each
worth 100 gold pieces. Assuming the PCs take the
potion and the gems, have the one carrying them
note that fact on the Character Record Sheet. D M If any players lost their PCs m Room #4, ther
Make a note of how the PCs fared against the new characters are lymg bound and gagged on the
hobgoblins. If any PCs died in the battle, tell floor. Explain that the hobgoblins from Room #4
those players to roll up new characters. Some- were taklng these new player characters to lad
times characters die, but it doesnt mean that the The walls of this room are lined with melee
players lost. They can rejoin the game in the next weapons Here is a list of the weapons available,
section. If all of the characters died, have all the along with the damage they inflict.
Small Weapon- The gnolls c a n y clubs that inflict l-.. . - ,--.ts of
Weapon Damage damage. Each PC's damage depends upon the
Dagger ld4 weapon he or she is using. Remember to add
Short sword ld6 Strength bonuses. The gnolls have 5 hit points each,
Hand axe ld6 If the PCs win the battle a n d search the
gnolls' bodies, they find two healing potions in
Medium Weapons the pockets of one of the gnolls. Eakh of the
Weapon Damage . % ', other two gnolls wears a bracelet worth 350
Club ld4. gold pieces.
Mace ld6 The PCs can save the potions or use them
Spear now (they each restore l d 6 + 1 h i t points).
War hammer Remind the PCs to write down anything they
Sword take with them.
Make a note of how the PCs fared against the
Large gnolls. See section 2 for instructions on what to
Weapon do if any PCg died. When the PCs are ready to
Battle axe* enter Room #6, continue with the next section.
Two-handed sword*
Pole-arm*
._ 5. When the PCs enter Room #6, read the fnll
* Cannot use a shield while carrying this weapon. ing boxed text to them.
The PCs may choose one weapon each.
Remember that not all character classes can use
all kinds of weapons. When the PCs have their
weaponi, continue withthe next sectio
. Weapon , Short'
Here is the hit roll table for the goblin and the
orcs.
TargetAC 9 8 7 6 5 4 3 2 1 0
HitRoll 10 11 12 13 14 15 16 17 18 19
DM: Remember to write down all the mon-
Remember to apply Dexterity adjustments and sters the PCs defeated. Set a date and time for
lange modifiers for the missile weapons. Also, your friends to come
)me back for the next adven-
a
the orc attacking from Room #8 is just sticking its ture. You will have
ve to read the Escape from
head and shoulders out of the door, so one half Zanzers Dungeon, in, Part 111 and the ch;
chapters
(two-quarters) of its body is covered by the wall.
.. .I
To a creature with infravision, warm things a dungeon; that is, the first level below the sur-
appear red and cold things blue. For example, face. Goblins are found less frequently on other
a party of characters hiding in darkness might levels of a dungeon.
look like a group of reddish shapes. Some bod- If encountered elsewhere than on their own
ies would seem a faint pink (armor), while level, the between the monsters level
others-unarmored magic-users, for exam- and the d el should usually be no more
ple-would be a brighter red. A cold pool of than 2.
water would appear to be deep blue in color.
Even an item or a creature that is the same NUMbeR Of MONStR-
temperature as the surrounding air (such as a The number of monsters normally found together
table or a skeleton) can be dimly seen with is given in each monster description as Number
Appearing. You should adjust this number if the
character could hide in the shadows. gnolls have 2 Hit Dice; they are 2nd-level mon-
sters. On dungeon level 2, characters should find
ld6-the number given in the description. How-
Weve already explained that Hit Dice measure ever, on dungeon level l, there should be fewer
a monsters size and toughness. The more Hit gnolls; the party might only find ld4.
Dice a monster has, the more experience points If a monster is encountered on a lower dungeon
it is worth. The DM rolls a monsters Hit Dice level than its Hit Dice, the number appearing
to see how many hit points it has. Sometimes should be larger than normal. For example, on
the Hit Dice have a bonus or penalty included, dungeon level 3, the characters might find 2d4
as a plus or minus number. This makes some gnolls sticking together for protection. On level 4,
monsters a little more or less powerful than they may find 2d6--or more.
their Hit Dice would show. The number i s Why make these adjustments? To make the
added to or subtracted from the total hit points game fairer and more enjoyable for your players.
rolled on all the Hit Dice. For example, 2+1 Hit If low-level characters encounter too many tough
Dice means the total of two 8-sided dice, plus monsters on the first and second levels of a
..
\ 1 ,.. 1
In the following round of combat, the wight ,DSCRiptiONS , + .
strikes the character again, and the werokyte is ,Eachentry on the following,pages has a descrip-
killed by the energy drain. tion of a monster, often including notes about its
Paralysis: This effect freezes a character. If behavior. A list of details, called:statistics, for .that
a character is hit by a paralyzing attack and monster is given above each description. Statis-
fails the Saving Throw vs. Paralysis, the chaz- tics are always listed in the same order.
acter is unable to do anything. The character is Name: If the name of a monster is followed by
not dead-a character cannot die from mere an asterisk (*), then a special or magical weapon
paralysis. is needed to hit that monster. You should use
A paralyzed character remains awake, aware these monsters with aaution; they are very dan-
of what is happening, but cannot do anything gerous to low-level characters.
that requires movement (including speaking, Armor Class:.This value includes the tough-
spell casting, and so forth) until the paralysis ness of the creatures skin, its speed or agility, and
ends. All attacks on a paralyzed creature auto- the armor it wears (if any). The DM may adjust a
matically hit; only a roll for damage is made. mansters AC in special situations. For example,
Paralysis itself has no .permanent effects. It lasts a hobgoblin is normally.AC 6 (probablywearing
for 2d4 turns (unless a different number is given leather armor), but it could find some plate mail.
in the monster description). The clerical spell If it puts on,theplate mail, the DM camchange it
cure Zight wounds can be used to remove the to AC 2. ..
paralysis, but it will not cure any damage when Hit Dice: This is the number of.d8s (eight-
used for this purpose. sided dice) you use to find the monsters hit
Petrification: This is the dangerous ability of points.
certain fantastic monsters. It might be the effect of 6)
If one or more asterisks appears nex&to.the
a monsters gaze, breath, or normal hit in combat, Hit Dice number, the monster has one (or more)
as given in the monster description, The target special abilities. These are ex.plainedi n ttik
makes a Saving Throw vs. Turn to Stone. If he
fails, the target turns into a stone statue. All
equipment being carried, whether normal or
descrip.tion. Special abilities affect the number of
XP earned for defeating the monster (see Experi-
ence Points).
1\
magical, turns to stone along with the target. It Size: With the Hit ,Dice asis size code: S $means
becomes part of the statue. smaller than mans-sized, M means mansieed,
Poison: Poison is a danger to all characters. If a and L means larger than man-sized.
character is hit by a poisonous attack @y a snake, Move: This gives the movement rate for the
for example) and misses the Saving Throw vs. monster. The number;of feet the monster moves
Poison, the character usually dies. Since instant in one 10 minute turn is given first. The.number
death by poison isnt a lot of fun, the DM can in parenthesis is the movement rate.per round
use this optional damage rule. If the character (for encounters).
fails a Saving Throw vs. Poison, the PC takes a set Some.monstershave a second movement rate.
amount of damage. We think Id6 point per Hit The first is the rate for walking, and the second is
Die of the monster is fair. a special form of movement,
flying, orclimb
Attacks: This gives the number and type of Description: A general description of the mon-
attacks the monster can use in one round. sters habits is given below the statistics. It
Damage: If a monster hits a target, damage is includes details of any special abilities or behav-
inflicted; the amount is given here as a range. You ior. The following terms may be used:
roll dice to find the exact number. When a mon- A carnivore is a creature that prefers to eat meat,
ster has more than one attack in a round, the and does not usually eat plants.
attacks and damages are given in the same order. An herbivore prefers plants to meat.
By weapon means that the monster always An insectivore prefers to eat insects, rather than
attacks with a weapon. The damage depends on plants or red meat.
the weapon. An omnivore is a creature that will eat nearly
No. Appearing: The first dice roll shows the anything edible.
number of monsters normally found in a A nocturnnl creature is normally active at night,
dungeon room. The second roll of the dice (dice sleeping during the day. However, dungeons are
listed in parentheses) shows how many are nor- often as dark as night, and nocturnal creatures
mally found in a lair. If 0 is given, the creatures may be awake during daylight hours if found
are never found in a lair. within a dark dungeon.
If a monster is found on a dungeon level differ- A monsters home is called its lair. Most mon-
ent from its level (Hit Dice), the number appear- ster lairs are located in dungeon rooms or hidden
ing range should be changed. See the Number in the wilderness. Most monsters defend their
Appearing comments on the previous page for lairs fiercely
details.
Save As: The Saving Throw numbers for mon- Basilisk
sters are the same as those for character classes. Armor Class: 4
The Saving Throws for all classes, including Hit Dice: 6+1**(L)
higher level characters and Normal Humans Move: 60 (20)
are listed on the DMs Screen. Attacks: 1bite/l gaze
Morale: This number is the suggested morale Damage: ldlO + petrification
of the monsters to determine whether the mon- No. Appearing: ld6 (ld6)
sters run away, surrender, or fight to the death. Save As: Fighter: 6
Treasure Type: To find whatever treasure a Morale: 9
monster is guarding, compare the letter given Treasure Type: F
here to the letters on the Treasure Type Tables Alignment: Neutral
(page 103). Complete instructions for using the XP Value: 950
chart are given on page 102. Nil means there is
no treasure. A basilisk is a ten-foot-long, non-intelligent,
If a treasure type is given in parentheses, it is magical lizard. It lives in underground caverns or
the treasure carried by the monster. If two trea- in wild and tangled thickets. Any creature hit by
sure types are given, the first (in parentheses) is a basilisk must roll a Saving Throw vs. Turn to
the treasure carried, and the second is the trea- Stone or be petrified (including all carried equip-
sure in the monsters lair. If no parentheses are ment).
used, the monster carries no treasure. The basilisks gaze has the same effect on char-
Alignment: Monsters may be Lawful, Neutral, acters-anyone meeting its gaze must make the
or Chaotic. Animals are usually Neutral. A good same Saving Throw or be petrified. A surprised
Dungeon Master always considers alignment character automatically meets its gaze. A charac-
when playing the role of a monster. Only intelli- ter in hand-to-hand combat with the creature
gent monsters can speak an alignment language. must either avoid the gaze or make a Saving
XP Value: These are the Experience Points Throw each round. If he tries to avoid the gaze,
earned for defeating one monster of the type the character gets a -4 penalty to all hit rolls
described. However, the DM may give more XI against the monster. The basilisk gains a +2 bonus
for monsters in tough encounters, such as an to its attacks.
attack on a well-defended liar. An attacking character can hold a mirror in
front of himself for more protection. If using a
...
mirror, t k :roll penalty is ,-...-ad of -4 ) E L Black
however, the attacker cannot use a shield. The A
area must be lit for the mirror to be effective. If
the basilisk sees itself in the mirror (a roll of 1on E e: 4
ld6, checked each round), it must roll a Saving h.
Throw or be turned to stone!
ArmorClass: 6
or summoned.
--
r
Beetle, GiaNt A black pudding is a nonintelligent blob 5d6 feet
Fire Oil Tiger in diameter. Puddings are always hungry; they dis-
Armor Class: 4 4 3 solve wood and corrode metal in one turn,but can-
Hit Dice: 1+2(S) 2' (MI 3 t 1 (L) not affect stone. They can travel on ceilings and
Move: 120'(40')120'(40') 150'(50') walls, and can pass through small openings. A
Attacks: 1bite 1bite 1bite pudding can only be killed by fire. Other attacks
t special (weapons or spells) merely break it up into smaller
Damage: 2d4 ld6 + special 2d6 puddings. Each of these has 2 HD and inflicts ld8
No Appearing: ldB(2d6) ld8(2d6) ld6(2d4) points of damage per blow. Puddings normally
Save As: Fighter: 1 Fighter: 1 Fighter:2 have no treasure, but gems (the remains of previ-
Morale: 7 8 9 ous victims) may be found nearhy.
Treasure Type: Nil Nil U
Alignment: Neutral Neutral Neutral BUGbaR
XI' Value: 15 25 50 Armor Class: 5
Hit Dice: 3+1 (L)
Fire Beetle: A fire beetle is a 2 1/2-foot-long Move: 90'(30')
creature often found below ground. It is noctur- Attacks: 1weapon
nal, but may be active underground at any time. Damage: By weapon +1
A fire beetle has two glowing glands above its No. Appearing: 2d4 (5d4)
eyes and one near the back of its abdomen. These Save As: Fighter: 3
glands give off light in a 10-foot-radius, and con- Morale: 9
tinue to glow for ld6 days after removal. Treasure Type: (P+Q)B
Oil Beetle: Oil beetles are 3-foot-long giant Alignment: Chaotic
beetles that sometimes burrow underground. XP Value: 75
When attacked, an oil beetle squirts an oily fluid
at one of its attackers (make a hit roll; the range is
5 feet). If the oil hits, it raises painful blisters,
causing a -2 penalty to the target's hit rolls until
cured by a cure light wounds spell or until 24 hours
have passed. (If the spell is used to cure blisters, it
cannot also cure damage.) Oil beetles can also
attack with their mandibles (horned jaws).
Tiger Beetle: Tiger beetles are 4-foot-long giant
beetles. They have a striped carapace (a shell-like
covering) that resembles a tiger's skin. Carni-
vores, they usually prey on robber flies and have
been known to attack and eat adventurers, crush-
ing them with their powerful mandibles.
Black PubbiNG"
Armor Class: 6
Hit Dice: 10*(L)
Move: 60' (20')
Attacks: 1
Damage: 3d8
No Appearing: 1 (0)
Save As: Fighter: 5
Morale: 12
Treasure Type: See below
Alignment: Neutral
XP Value: 1,600
I
their stealth. When using weapons, they add +1 to fondness for one type of food, and go out of
allhitanddamagerollsbecauseoftheirstrength. their way to.hunt that prey. The great cats
rarely go deeply into caves, and usually memo-
rize a quick escape route t o . t h e outdoors.
Despite their shyness, they are very inquisitive,
and may follow a party out of curiosity. They
always chase fleeing prey.
Mountain Lion: This tawny-furred species
lives mostly in mountainous regions, but also
inhabits forests and deserts. They wander.farther
into dungeons than any other species of great cat.
Panther: Panthers are found in plains, and in
forests and open shrub lands. Sometimes, they
are the guardiane of important individuals or
; treasures. They are extremely quick and can out-
found outside of dungeons largest and most ferocious of the great cats.
They have oversized fangs, from which they
get their name. Fortunately, sabretooth tigers
The great cats are normally c..-.-Jus. They are mostly extinct, exrent i n certain lost
avoid fights unless forced by extreme hunger world areas.
Cmtipebe, GiaNt Cocltatnice
Armor Class: 9 Armor Class: 6
Hit Dice: X(1-4hp: , , Hit Dice: 5* (3
Move: 60' (20" Move: 90' (30')
Attacks : 1bite Flying: 180' (60')
Damage: Poison Attacks: 1beak
No. Appearing: 2d4 (Id Damage: ld6 + petrification
Save As: Normal Human No. Appearing: ld4 (2d4)
Morale: 7 Save As: Fighter: 5
Treasure Type: Nil Morale: 7
Alignment: Neutral Treasure Type: D
XI'Value: 6 Alignment: Neutral
XP Value: 425
A giant centipede is a foot-long insect with
many legs. Centipedes prefer dark, damp places. A cockatrice is a small magical monster with
The bite inflicts no damage, but the target must the head, wings, and legs of a rooster and the tail
roll a successful Saving Throw vs. Poison or of a snake. Its beak attack causes l d 6 points of
become ill for 10 days. PCs who d o not make damage. Any creature bitten or touched by a
their Saving Throws move at !4 speed. They are so cockatrice must roll a successful Saving Throw
weak, they cannot do anything physical except vs. Turn to Stone-or be turned to stone! These
walk. fierce little monsters may be found anywhere.
~i
mav occa- "lost worlds" where prehistoric creatures thrive.
sioiTally be found in dungeons. They are over 50 feet long and have been known
to attack small shios.
Cyclops . .
all Saving Throws. If the creature is severely d ~~
Armor Class: 5 aged (at 6 hit points or less), it may use its fero-
Hit Dice: 13' (L) cious bite attack (+2 bonus to hit roll, damaee
Move: 90' (30 ). d6). Displacer beasts are semi-intelligen
Attacks: 1 club
Damage: 3d10 DOpplc;aNGlt
No. Appearin 1(Id4) Armor Class: 5
Save As: Fighter: 13 Hit Dice: 4* (M) "
weapons and spells cannot be used to subdue. Device 0 12 1,100 2d8 Fighter
Attacks and damage are determined normally, Spell -2 16 ,350 3c .Fighter
but subduing damage is not real damage. The 1 ,
dragon fights normally until it reaches 0 or fewer An elemental is a'magical, enchanted crea
hit points, at which time it surrenders. Any sub- that lives on another pl& of existence. It c
duing damage does not reduce the damage done harmed only by .a magic-user ormagical, w
by the dragon's breath weapon. A dragon may be Om.
subdued because it realizes that its attackers Staff elementals (the weakest) are summ
could have killed it if they had been striking to by a magic-user with a special staff. ' .
kill. It therefore surrenders, admitting that the Device elementals are summoned with
opponents have won the battle. of a special, miscellaneaus makical item. ' ' '
A subdued dragon attempts to escape or turn on its Conjured elementah are summoned by the.
captors if a party's actions give it a reasonable chance casting of a 5th-level magic-user spelt; ' ' ' "
to do so. For example, a dragon left unguarded at To summon an elemental, a character must
night, or who is ordered to guard a position alone, have a 1arge.amountof the element nearby (open
would consider thew reasonable chances. A subdued air, bare earth, a pool of water, or a lar&ef i k ) .
dragon must be sold. The price is up to the DM, but When the elemental arrives, it ishostile and must
should never e x d lp00gp per hit point. be controlled by concentration at all times. The
The dragon may be forced to serve the charac- summoner's concentration may be broken by suf-
ters who subdued it. If a subdued dragon is ever fering damage or failing any Savi
ordered to perform a task that is apparently suici- summoner may only move at half
dal, the dragon attempts to escape. It may try to or less while in a state of concentra
&- -&
-.... .. ...
I I
If the summoner's concentration is broken, the diameter. It inflicts an extra ld8 points of damage
elemental attacks. Once he loses control, the sum- against any creature with cold-based abilities.
moner cannot regain it. The elemental may attack Water Elemental: Water elementals appear as
any creature between it and its summoner. great waves of water, 6 inches high and 2 feet in
If summoned to an area ton small for it (see size diameter for each Hit Die (a staff elemental is 4 feet
notes below), an elemental fills the available tall and 16 feet cross). It is not able to move more
space-sideways, for example-possibly damag- than 60 feet from water. It inflicts an extra l d 8
ing the summoner in the process (and thus break- points of damage against any opponent in water.
ing the summoner's concentration). However, an
elemental cannot pass a protection from evil spell GanGoylc:>
effect. Armor Class: 5
An elemental vanishes if it or its summoner is Hit Dice: 4**(L)
slain, or when the summoner sends it back to its Move: 90' (30')
plane (which requires control), or if a dispel magic Flying: 150' (50')
spell is cast upon it. Attacks: 2 claws/l bite/l horn
Air Elemental: Air elementals appear as giant Damage: ld3/ld3/ld6/ld4
whirlwinds, 2 feet tall and 6 inches in diameter No. Appearing: ld6 (2d4)
for each Hit Die. For example, a staff elemental Save As: Fighter: 8
would be 16 feet tall and 4 feet across. In combat, Morale: 11
all victims of 2 HD or less hit by the whirlwind Treasure Type: C
must roll a successful Saving Throw vs. Death Alignment:- Chaotic
Ray or be swept away The elemental inflicts an XP Value: 175
extra l d 8 points of damage against any flying
opponent. Gargoyles are magical monsters; they can be
Earth Elemental: The form of an earth elemen- damaged only by magic or magical weapons.
tal appears to be that of a huge, man-like figure, They closely resemble the stone carvings on
1-foot tall for each Hit Die (a spell-conjured ele- medieval buildings-horned, clawed, fanged,
mental would be 16 feet tall). It cannot cross a winged, hideous looking beasts. Their skin looks
water barrier wider than its height. It inflicts an exactly like stone and they are often mistaken for
extra ld8 points of damage against opponents on statues.
the ground. Gargoyles are very cunning and at least semi-
Fire Elemental: The guise of a fire elemental is intelligent. They attack nearly anything that ap-
as a swirling pillar of roaring flames, 1-foot-high proaches them. Gargoyles are not affected by
and 1-foot in diameter for each Hit Die (a device sleep or charm spells. You should not introduce
elemental would be 12 feet tall and 12 feet across). gargoyles into your game unless the party has at
It cannot cross a water barrier wider than its own yeast one magical weapon.
I I
I
I
j
i
I
WQtiNOUS cub dead. The paralysis is the normal type (lasting
Armor Class: 8 2d4 turns unless magically cured).
HitDice: , 4* (L)
Move: 60' (20') GiaNts
Attacks: 1 Giants are huge, human-like monsters. Most
Damage: 2d4 + special usually willing to negotiate when encountered,
No. Appearing: 1(0) as they have heard of the dangers of attacking
Save As: Fighter: 2 humans. All giants can throw boulders as missile
Morale: 12 weapons, though the range varies with each type.
Treasure Type: (V) Any hit from a thrown boulder inflicts 3d6 points
Alignment: Neutral of damage. If the party encounters a giant in a
XP Value: 125 dungeon, the range is in feet instead of yards.
Hill Giants: These hairy brutes are 12 feet tall
This monster is made of a clear jelly, usually in and very stupid. They wear animal skins and
the form of a 10' x 10' x 10' cube (though other carry huge clubs and spears. They sometimes
shapes are possible). It is hard to see, and it often (25%) throw rocks, but have a limited range
surprises parties (1-4 on ld6). A gelatinous cube (ranges 30/60/100). They live in hills or at the
moves through the rooms and corridors of a dun- base of mountains, and raid human communi
geon, sweeping the halls clean of all living and from time to time for food and plunder.
dead material. In the process, it may pick up items Stone Giants: These giants are 14 feet tall and
it cannot dissolve (such as weapons, coins, and have gray, rock-like skin. They use large stalactite
gems). It attacks any living creature it encounters. as clubs, and often hurl rocks (ranges100/200/300).
Any successful hit paralyzes the target unless a They live in caves or crude stone huts, and may
successful Saving Throw vs. Paralysis is made. A n have ld4 cave bears as guards (50%chance).
attack on a paralyzed target automatically hits Frost Giants: These awesome giants have f
(only a damage roll is needed).This paralysis is the skin and light yellow or light blue hair. They stand
normal type (lasting 2d4 turns unless magically 18 feet tall, have long full beards, and wear fur
cured). A gelatinous cube may be harmed by fire skins and iron armor. Frost giants may hurl rocks
and weapons, but not bv cold or lihtninz. (ranges 60/130/200). They often built castles
bove the timberline of snowcapped mountains.
Armor Class: 6
w
L
&
:,;I 2
,............. ",
Frost giants always have either 3d6 polar bears and they are often found in the middle of fierce
(20% chance) or 6d6 wolves (80%) as guards. They storms, enjoying the weather.
are not affected by cold-based attacks.
Fire Giants: These giants have red skin and GNOll
black hair and beards. They are 16 feet tall and Armor Class: 5 I
wear copper, brass, or bronze armor. They often Hit Dice: 2 (L)
throw rocks (ranges 60/130/200). Fire giants usu- Move: 90 (30)
ally make their homes near volcanoes or other Attacks: 1weapon
equally hot places. Their castles are often made of Damage: By weapon +1
black, baked mud reinforced with crude iron. No. Appearing ld6 (3d6)
They always have either l d 3 hydrae (20% chance) Save As: Fighter: 2
or 3d6 hellhounds (80%) as guards. These giants Morale: 8 i
are not affected by fire-based attacks. Treasure Type: (I)D
Cloud Giants: These fierce giants have white or Alignment: Chaotic
gray skin and hair. They wear pale robes and stand XP Value: 20
20 feet tall. Cloud giants have keen eyes and a sharp
sense of smell, so they are rarely surprised (only on Gnolls are creatures of low intelligence. They
a roll of 1on ld6). They may throw boulders (ranges resemble a cross between a human and a hyena.
60/130/200). They live in castles located in the Gnolls can use all weapons. They are strong, but
mountains or atop masses of clouds. They keep dislike work and prefer to bully and steal.
either 3d6 giant hawks (in clouds or mountains) or For every 20 gnolls encountered, one is a leader
6d6 dire wolves (only in mountains) as guards. with 16 hit points who attacks as a 3 Hit Die mon-
Cloud giants hate to be disturbed and may block ster. Gnolls are rumored to be the result of a mag-
mountain passes to discourage trespassers. ical combination of a gnome and a troll by an evil
Storm Giants: These are the tallest giants, often magic-user j
over 22 feet tall. They have bronze-colored skin and
bright red or yellow hair. They rarely (10%) throw GNOMC
boulders (ranges 150/300/450).They love thunder- Armor Class: 5
storms, and may create one in one turn. If a storm is Hit Dice:
present, a storm giant may throw one lightning bolt Move: 60 (20)
every five rounds. This bolt causes damage equal to Attacks: 1weapon
the remaining hit points of the giant (a Saving Damage By weapon
Throw vs. Spell reduces this to half damage). No Appearing: ld8 (5d8)
Storm giants live on mountain tops, in cloud Save As: Dwarf 1
castles, or deep under water. Their castles are Morale: 8 or 10 (see below)
always guarded by either 2d4 griffons (in moun- Treasure Type: (P)c
tains and clouds) or 3d6 giant crabs (under Alignment: Lawful or Neutral
water). Lightning does not affect these giants, XI Value: 10
and gems and have
isks to obtain them. Damage
.: . cid-powersdesired.
Armor Class:
points and fights as a 3 Hit Die monster. H e gets a Amber Golem: Resemblin
+1 bonus to damage mMs. The gob1inking.has.a lions or tigers, amber g o l h
bodyguard of 2d6 goblins *whofight as 2 Hit Die and can detect invisible creabres
I
the great heat inside it (unless the target is resis- and continuing to inflict 2d8 points of damage
tant to fire). Anyone scoring damage on a bronze each round. Gray ooze cannot be harmed by cold
golem with a handheld weapon must make a or fire, but it can be harmed by weapons or light-
Saving Throw vs. Death Ray or take 2d6 points of ning. A lair may contain ld4 oozes, possibly with
damage from the fiery blood spurting out of the a special treasure made of stone (DMs choice).
wound. Bronze golems are not affected by fire-
based attacks. GICN SliM
Armor Class: Can always bs
GORGON Hit Dice: 2" (L)
Armor Class: 2 Move: 3' (1')
Hit Dice: a* (L) Attacks: 1
Move: 120' (40') Damage: See below
Attacks: 1horn or 1breath No. Appearing: 1 (0)
Damage: 2d6 or petrific; ' Save As: Fighter: 1
No. Appearing: ld2 (ld4) Morale: 12
Save As: Fighter: 8 Treasure Type: (P + S) B
Morale: 8 Alignment: Neutral
Treasure Type: E XI' Value: 30
Alignment: Chaotic
XP Value: 1,200 Green slime cannot be harmed by any attacks
except fire or cold. It dissolves cloth or leather
Gorgons are magical, bull-like monsters cov- instantly, and wood and metal in six rounds. It can-
ered with large iron scales. They are usually not dissolve stone. Green slime often clings to walls
found in hills or grasslands. Gorgons can either and ceilings and drops down in a surprise attack.
attack with their great horns (possibly charging, Once in contact with flesh, green slime sticks and
for double damage) or use their breath weapon. turn the flesh into green slime. It cannot be scraped
The gorgons' breath weapon is a cloud of vapor, off, but it may be burned off. When green slime
60 feet long and IO feet wide. Targets must roll a drops onto a target (or is stepped on), the target can
successful Saving Throw vs. Turn to Stone or be usually burn it while it is dissolving armor and
petrified. Gorgons are immune to their own clothing. If green slime is not burned off, the target
breath weapons and all other petrifying attacks. turns completely into green slime ld4 rounds after
the first six-round (one minute) period. Half of the
GRaJ bum damage goes to the green slime; the other half
Armor goes to the slime covered victim.
Hit Dic \-,
Hanw
~
, Hobgoblins are relatives of goblins, but they An invisible stalker is a magical, human-like
are bigger and meaner. They live underground,: monster from another plane of existence. It is
but ,oftea hunt outdoors (having no penalties in,, s,ummoned by the magic-user spell inoisi
--
stalker. If the stalker is given a simple task that is A giant leech is 3 to 4 feet long. If it hits, it
clear and can be swiftly completed, it obeys holds on and sucks blood for ld6 points of dam-
promptly. If the task is complex or lengthy, the age per round. Giant leeches must be killed to be
creature tries to distort the intent whileobeying removed.
the literal command. For example, if ordered to
guard a treasure longer than a week, the stalker Lizanb MaN
may take it away to its own plane of existence Armor Class: 5
and guard it there forever. Hit Dice: 2+1 (M)
An invisible stalker is most often used to track Move: 60' (20')
and slay enemies. It is highly intelligent and a Swimming: 120' (40')
flawless tracker. If its victim cannot detect invis- Attacks : 1weapon
ible things, the stalkcbr surprises on a roll of 1-5 Damage: By weapon +I
(on 1d6). It returns t o its own plane once i t is No. Appearing: 2d4 (6d6)
slain, dispelled, or hasi completed its task. Save As: Fighter: 2
Morale: 12
Kobolb Treasure Type: D
Armor Class: 7 Alignment: Neutral
Hit Dice: 1 XP Value: 25
Move: 91
Attacks: 1weapon These water-dwelling creatures resemble men
Damage: By weapon -1 with lizard heads and tails. They live in tribes.
No. Appearing: 4d4 (6d10) They try to capture humans and demihumans
Save As: r*Jormal Human and take the targets back to the tribal lair as the
Morale: 6 or 8 main course of a feast. Lizard men are semi-intel-
Treasure Type: (1') J ligent and use spells and large clubs (treat the
Alignment: Clhaotic
XP Value: 5 I!
LCQ,G
Armor Class
Hit Dice:
Move: 90' (30')
Attacks: 1bite
Damage: ld6
No. Appearing: 0 (ld4)
Save As: Fightei
Morale: 10
Treasure Type: Nil
Alignment: Neutral
XP Value: 275
clubs as maces). They get a bonus of +1 to dam-
age rolls due to their great strength. Lizard men after half that time. The disease kills d e m i h m
are often found in swamps, rivers, and along sea-
coasts as well as in dungeons.
character who becomes a full werecreat
LPCaNtnROpS becomes an NFC, to be runby the DM only.
Lycanthropes are humans who ran change into Wererats: Wererats are different from mos
beasts (or in the case of wererats, beasts that can
change into humans). They do not wear armor
since it would interfere with shapechanging. Any weapon. Wererats usually prefer to use man-
lycanthrope can summon ld2 animals of its were- sized rat forms. They can become full-sized
type; werebears may summon bears, werewolves humans. Wererats are sneaky and often set
may summon wolves, and so forth. Summoned ambushes, surprising on a roll of 1-4 (on ld6).
animals arrive in ld4 rounds. They summon giant rats to help them in battle.
If any lycanthrope is hit by wolfsbane, it must Only a wererat's bite causes lycanthropy. ,'
roll a successful Saving Throw vs. or run Werewolves: These creatures are semi-int
away in fear. The sprig of wolfs I ust be
swung or thrown as a weapon, using. normal
combat procedures. A IFcanthrope returns to its
"normal" form when killed. Some animals (such Werewolves summon normal wolves to
as horses) do not like the smell of lycanthropes
and react with fear tu their presence.
Animal Form: In animal form, a lycanthrope
may be harmed only by magical weapons, silver
weapons, and magical spells. The lycanthrope
cannot speak normal languages, although it can and fighting to the death). Wereboars summon
speak with normal animals of its weretype. normal boars to help them in battle.
Human Form: In human form, a lycanthrope Weretigers: These relatives of the great cats o
often looks somewhat like its wereform. Wererats
have longer noses than most humans, werebears
are hairy, and so forth. In this foTm, they may be
attacked normally, and they may speak any
known languages.
Lycanthropy: Lycanthropy is a contagious dis-
ease. Any human charqctep who lose more than even in animal form. A werebear usually p
half of their hit points in battle with
become lycanthropes of +e same
werebears may hug for 2d8 points of damage (in receiving l d 6 points of damage) or die in one
addition to normal damage) if both paws hit the turn. A medusa often wears a robe with a hood
same target in one round. Werebears may sum- for a disguise. This way she can trick her targets
mon any type of bear in the area. into looking at her.
A target can watch the reflection of a medusa
MaNticone in a mirror without danger. If a medusa sees her
Armor Class: 4 own reflection, she must roll a successful Saving
Hit Dice: 6+1* (L) Throw vs. Turn to Stone or she petrifies herself!
Move: 120' (40') Anyone who tries to attack a medusa without
Flying: 180' (60) looking at her gets a 4 penalty to the character's
Attacks: 2 claws/l bite or 6 spikes hit roll. The snakes attack this target with a +2
Damage: ld4/ld4/2d4 or ld6 each bonus to their hit roll. A medusa also gains +2 on
No. Appearing: ld2 (ld4) all Saving Throws vs. Spell because of her magi-
Save As: Fighter: 6 cal nature. Medusae occasionally use weapons.
Morale: 9
Treasure Type: D MiNotaun
Alignment: Chaotic Armor Class: 6
XP Value: 650 Hit Dice: 6 (L)
Move: 120' (40')
A manticore is a horrid monster with the body Attacks: 1 gore/l bite or 1weapon
of a lion and leathery, bat-like wings. It has a Damage: ld6/ld6 or by weapon +2
human face with large, sharp fangs. It has 24 tail No. Appearing: ld6 (ld8)
spikes and can shoot six each round, even when Save As: Fighter: 6
flying (ranges 50/100/180). The creature regrows Morale: 12
two spikes per day. Its favorite food is man. Treasure Type: C
Manticores usually live in wild mountain Alignment: Chaotic
ranges, from which they sometimes delve into XP Value: 275
cavernous settings. They frequently track
humans, ambushing with spike attacks when the A minotaur is a large man with the head of a
party stops to rest. bull. It is larger than human size; it eats humans.
A minotaur always attacks anything its size or
Mebusa smaller and pursues as long as its prey is in sight.
Armor Class: 8 Minotaurs are semi-intelligent. Some use
Hit Dice: 4%' ( weapons, preferring spears, clubs, or axes. When
Move: using weapons, minotaurs gain +2 to damage
Attacks: 1 snakebite + special rolls due to their strength. If a minotaur uses a
Damage: ld6 + poison weapon, it cannot gore or bite. Minotaurs usually
No. Appearing: l d 3 (ld4) live in tunnels or mazes.
Save As: Fighter: 4 (see below)
Morale: 8 Mule
Treasure Type: (V) F Armor Class: 7
Alignment: Chaotic Hit Dice: 2 (L)
XI' Value: 175 Move: 120' (40)
Attacks: 1 kick or 1bite
A medusa looks like a human female with live Damage: ld4 or l d 3
snakes growing from her head instead of hair. The No. Appearing: ld2 (2d6)
sight of a medusa turns a creature to stone unless Save As: Normal Human
the target rolls a successful Saving Throw. How- Morale: 8
ever, this affects only one character per round. Treasure Type: Nil
The medusa gets one hit roll for the bite of her Alignment: neutral
snakes. If they hit, the target must roll a success- XP Value: 20
ful Saving Throw vs. Poison (in addition to
Mules are a crossbreed between a horse and a An NPC party is any group of nonplayer char-
donkey. Mules are stubborn, and if bothered or acters. Each NPC may be of any class, level, and
excited they may either bite or kick. Mules can be alignment. All rules for player characters apply
taken into dungeons, if the DM wishes. A mule to NPCs. An NPC party can be created in great
can carry a normal load of 3,000 coins (or 6,000 detail before a game or assembled "on the fly," as
coins at most, with its move reduced to 60 feet you need them.
per turn)Mules cannot be trained to attack, but Most parties (whether NPCs or PCs) do
they will fight in their own defense. If encoun- want to fight other parties, preferring to chal-
tered alone in a dungeon. mules mav belong to an lenge monsters. The DM also may wish to avoid
the large complicated battle that could occur
between two parties. If this is so, the DM can use
the following chart to determine the action
Armor Class: the NPC party.
Hit Dice: 5+1** (M) For ease of play, the DM should give the
Move: M)' (20') party the same number of members as in the PC
Attacks: 1touch party, plus ld4 fighters (to discourage PCs from
Damage: ld12 + disease thinking about attacking the other party). You
N o Appearing ld4 (ld12) can assume similar classes and equipment, if the
Save As: Fighter: 5 NPCs are nearly the same level of experience as
Morak: 12 the P
Treasure Type: D
chaotic NPC Reaction Chart
575
2d6 Roll Result
Mummies are undead that lurk near deserted 2-5 Depart in anger
ruins and tombs. Every character seeing a 6-8 Negotiate
mummy must roll a successful Saving Throw vs. 9-12 I Offer to buy or sell information
Paralysis or stop, paralyzed with fear, until the
mummy is out of sight. The touch of a mummy The NPCs may offer to buy information ab
causes disease in addition to damage [no Saving a dungeon, for 10 to 500 gp, or to sell similar
Throw). This hideous, rotting affliction prevents information (for the same price range). Typical
all magical healing and slows normal healing to information could be monsters seen, maps found,
10% of the normal rate. The disease lasts until stairs up or down, and other features. The D M
magically cured. should decide on the price offered by the NPCs,
Mummies can be damaged only by spells, fire, considering the value of the information sold. Of
or magical weapons, all of which cause half dam- course, the information might not be accurate.
age. They are immune to sleep, charm, and hold
spells. OCnn, Jm*
Armor Class: 8
NFT Panty Hit Dice: 5*(L) 5,
Armor Class: By NPC class Move: 30' (10'9
Hit Dice: Variable Attacks: 1
Move: Variable Damage: 2d6
Attacks: Weapons and spells No. Appearing: 1 (0)
Damage: ld4 or by weapon and Save as: Fighter: 3
spell effects Morale: 12
N o Appearing: 1(1) Treasure Tvue: Nil
Save As: NPC class and level Alignmeni:' Neutr
Morale: 8 XP Value: 300
Treasure Type: (U+ VI
Alignment h Y An ochre jelly is an ochrecolored, giant amoeba
XI' Value: Variable that can be harmed only by fire or cold. It can
seep through small cracks. It destroys wood, Orcs are often used for army grunts by Chaotic
leather, and cloth in one round-but it cannot eat leaders (both humans and monsters). They prefer
through metal or stone. Attacks with weapons or swords, spears, axes, and clubs for weapons.
lightning merely make ld4+1 smaller (2 Hit Dice) They cannot use mechanical weapons (such as
ochre jellies. A normal ochre jelly causes 2d6 catapults), and only their leaders would even
points of damage per round to exposed flesh. The understand how to operate such devices.
smaller ochre jellies inflict only half damage. There are many different tribes of orcs. Each
tribe has as many female orcs as males, with two
OGR whelps (young) for every two adults. The leader
Armor Class: 5 of an orc tribe is a chieftain with 15 hit points. He
Hit Dice: 4+1 (L) attacks as a 4 Hit Die monster and gains +2 to his
Move: 90' (30') damage rolls. For every 20 orcs in a tribe, there
Attacks: 1 club may be an ogre with them (1in 6 chance).
Damage: By weapon +2
No. Appearing: ld6 (2d6) owl Rean
Save As: Fighter: 4 Armor Class: 5
Morale: 10 Hit Dice: 5 (L)
Treasure Type: (SX 10) s x 100 + c Move: 120' (40)
Alignment: Chaotic Attacks: 2 claws/l bite
XP Value: 125 Damage: ld8 /ld8/ld8
No. Appearing: ld4 (ld4)
Ogres are huge, fearsome, human-like crea- Save As: Fighter: 3
tures, usually 8 to 10 feet tall. They wear animal Morale: 9
skins for clothes and often live in caves. When Treasure Type: C
encountered outside their lair, a group carries d6 Alignment: Neutral
x 100 gp in large sacks. XP Value: 175
I
pit viper must roll a successful Saving Throw Morale: Ill-
vs. Poison or die. TreasureType ,'.. 1 E . ,
.
. ._
Ztloul, , CnoGlobpt
A m o Class:
~ 6 Armor Glass:
Hit Dice: 3*X3(M) ' , .A< l,''!, 'Hit Dice:
Move: 120' (40') . > : Move: .,. 120; (40')
Attacks: 2 claws or 1weapon
Damage: ld31ld3 or by weapclnity
No. Appearing: ld6 (ld10) No. Appearing:
Save As: Fighter 3 Save As:
Morale: 10 Morale:
w e n t
,.
Treasure Tvw: c , ~ : rreasure Tvoe:
W Value:
I. -':.ia
*.. ...
??>,
they roll a successful Saving Throw vs. Poison. VaMpine"
Nauseated characters have a -2 penalty to their Armor Class: 2
hit rolls while in hand-to-hand combat with a Hit Dice: 7""-9**(M)
troglodyte. Move: 1 2 0 (40')
Flying: 180 (60)
'CROll Attacks: 1 touch or special
Armor Class: 4 Damage: 1dlO + double energy drain
Hit Dice: 6+3" (L) or special
Move: 120' (40') No. Appearing: ld4 (ld6)
Attacks: 2 claws/l bite Save As: Fighter: 7-9
Damage: ld6/ld6/ld10 Morale: 11
No. Appearing: ld8 (ld8) Treasure Type: F
Save As: Fighter: 6 Alignment: Chaotic
Morale: 10 ( 8 ) XI' Value: 7 HD: 1,250
Treasure Type: D 8 H D 1,750
Alignment: Chaotic 9 HD: 2,300
XP Value: 650
Vampires are the most feared of the undead.
Trolls are 8-foot-tall, thin, intelligent They haunt ruins, tombs, crypts, and other
humanoids, with skin almost like rubber. They places deserted by man. They are unaffected by
prefer humans and humanoids to all other foods. sleep, chavm, and hold spells. They can only be hit
They live anywhere, even in the ruined dwellings with magical weapons.
of their victims. A vampire can take the form of a human, a dire
Trolls are very strong and rend their opponents wolf, a giant bat, or a gaseous cloud at will. Each
with talons and sharp teeth. They have the power change takes 1round.
of regeneration-the ability to grow back together Whatever its form, a vampire regenerates 3 hit
when damaged. They begin to regenerate three points per round, starting as soon as it is dam-
rounds after being damaged, and wounds heal aged. If a vampire is reduced to 0 hit points, it
themselves at a rate of 3 hit points per round. becomes gaseous and flees to its coffin.
Severed limbs even crawl back to the body to In dire wolf or giant bat form, the vampire's
rejoin. move, attacks, and damage are those of the ani-
The head and claws of a troll continue to fight mal. The vampire's AC, Hit Dice, Morale, and
as long as the creature has 1 hit point or more. Saving Throws remain unchanged. In gaseous
However, a troll cannot regenerate damage from form, a vampire cannot attack. It can fly at the
fire or acid. When attacked by these methods, the speed given above and is immune to all weapon
creature's morale score is 8. Unless totally attacks.
destroyed by fire or acid, a troll eventually regen- In human form, a vampire can attack by gaze
erates completely. or touch, or it can summon other creatures. The
touch of a vampire inflicts a double energy drain
UNbeab (removing two levels of experience) in addition
The undead are evil creatures created by dark to damage. The creature's gaze can charm. Any
magic. They are not affected by things that affect target who meets the gaze must roll a successful
living creatures (such as poison) or spells that Saving Throw vs. Spell to avoid the charm, but
affect the mind (such as sleep and charm). They there is a -2 penalty to the roll. The vampire can
make no noise when moving or fighting. See summon any one type of the following creatures;
Ghoul, Skeleton, Vampire, Wight, Wraith, or they come to its aid if they are within 300 feet
Zombie. (300 yards outdoors):
Rats 10-100 Giant Rats 5-20 WicibP
Bats 10-100 Giant Bats 3-18 Armor Class: 5
Wolves 3-18 Dire Wolves 2-8 Hit Dice: 3*(M)
Any character slain by a vampire returns from Move: 9' (30')
the dead in three days as a vampire under the Attacks: 1
control of the slayer. Damage: Energy drain
Weaknesses of Vampires: A vampire cannot No. Appearing: ld6 (la)
come within 10 feet of a strongly presented holy Save As: Fighter: 3
symbol, although it can move to attack from Mor ale: 12
another direction. The odor of garlic repels a Treasure Type: B
vampire; the creature must roll a successful Sav- Alignment Chao
ing Throw vs. Poison or it must stay 10 feet from XP Value: 50
the garlic during that round.
A vampire cannot cross running water, either A wight is an undead spirit living in the b
on foot or flying, except at a bridge or while in its of a dead human or demihuman. It can be hit
coffin. During the day, a vampire usually rests in only by silver or magical weapons. Wights are
its coffin; failure to do so results in the loss of 2d6 greatly feared because they drain life en6rgy
hit points per day. These hit points are not regen- when they strike a target. Each hit drains one
erated until the vampire has rested in its coffin level of experience or Hit Die. Any person totally
for a full day. A vampire casts no reflection and drained of life energy by a wight becomes a
avoids mirrors. wight in ld4 days, under the control of the slayer.
Vampires may be destroyed by driving a
wooden stake through the heart or by immersion wolf Normal Wolf Dire Wolf
in running water for one turn. If vampires are Armor Class: 7 6
exposed to direct sunlight, the creatures must roll Hit Dice: 2+2 (M) 4+1
a successful Saving Throw vs. Death Ray each Move: 180' (60') 150'
round or disintegrate. A continual light spell can- Attacks: 1bit ,bit
l
not disintegrate vampires, but it does blind them Damage: ld6 2d4
(see spell description). No. Appearing: 2d6 (3d6) ld4 (2d4)
If all of a vampire's coffins are blessed or de- Save As: Fighter: 1 Fighter: 2
stroyed, it weakens, suffering 2d6 hit points of Morale: 8/6 (see below) 8
damage per day. It dies when its hit points are Treasure Type: Nil Nil
reduced to 0. A vampire always has several well- Alignment Neutral Neu
hidden coffins available. XP Value: 25 125
iype r.l.l..
^. L1.-'L..~..
e- i Ireamre
~ d w i t l h ,m d i ~ y p UI
r ~ ~ - - -
~
15 present. As
~~~~
some task. What treasure the party finds is deter- you roll each percentage, make a note of the tvues ,I
mined randomly or chosen by the D'M. bf treasure acZuaUy present.
The DM should always figure ou t the contents 3. Roll the Indicated Dice: Roll the die code to
of a large treasure hoard before pla!q. In this way, find the exact amount of each type of treasure
he can decide how best to hide an(i protect the you found in step 2.
treasure from theft. If the treasure iricludes magi- 4. Determine Magical Items: If any magical
cal items, the DM may want to all ow the mon- items are present, use the Magical Item Subtables
sters to use the items-such a!i a bugbear to find the actual types.
wielding a magical swovd +Z.
RaNbOM cRaSURS
To determine a monster's treasure at random, use
the following step-by-step procedure:
1. Find the Treasure Type listed in the mon-
ster's description.
2. Of the possible treasures given for the Trea-
sure Type, roll d% to find which ones are actually
present.
3. Determine the amount of each treasure pre-
sent.
4. If magical items are possible, roll for the
exact items on the Magical Item Subtables.These
four steps are described in the following sections.
weapons)
potion +1
G Nil Nil Nil 50% 10d4 50% Id6 255: 3d6 25% ldlO 3516 Any 4 t, i~.v..
H 251: 3d8 50% Id100 50% 10d4 50% 10d6 25% 5d4 50% ld100 50% 10d4 15%Anv 4 t potion
+I scroli
V Nil 10% ld10O 5% ld10O 10% ldlO0 5% 1dlOO Nil 10% ld4 5% Any 1
identify exactly what an item does is by test& it properly. If the item also has a special power that
(trying on the ring, sipping the potion, etc.). If a is not in constant effect, the user must concentrate
retainer does the testing, the retainer expects to on that effect. (For example, if a fighter has sword
keep the item. A high-level NPC magic-user can +Z, light spell I/day, the fighter must concentrate
be asked to identify an item. The magic-user will o n the light spell to start it.) Unless the item
want money (100 g p or more) or a service in description says otherwise, items can only be
advance, and it may take several weeks (game used once per round. A character who is concen-
time, not real time) to do the job. trating on using an items special powers cannot
Types of Magical Items: There are two basic do anything else that round.
types of magic items. Permanent items are not Charges: There is no limit on the number of
used up (such as swords and armor). Temporary times most magical items can be used. The
items are used either once (such as potions) or one description of some items, however, states that
charge at a time (such as wands). they have a certain number of charges (this is
Using Magical Items: A magical item is any especially true for magical wands). Each time a
object that a powerful wizard or supernatural character uses one of these magical items, he uses
being has given special properties. one charge. When the last charge is used, the item
Often, weapons are enchanted to make them is no longer magical. It cannot perform any more
more powerful. These enchantments take the special actions or provide any more magical
form of a bonus, noted by a plus (+) sign follow- bonuses.
ing the weapons name (sword +Z). Add this The PCs should never find o u t how many
bonus to both the hit roll and the damage roll of charges a magical item has. Instead, you have to
the character using the weapon. keep careful track of how many times such items
Some weapons are enchanted for use against are used. Items with charges can never be
particular creatures (sword c1, +3 aguinst dragons). recharged.
When a character uses the weapon to attack the
creature listed, use the second bonus instead of Maqical It6
the first.
Occasionally, weapons are cursed. A cursed Subtable A-S -. ..I.CII cI.uIuLLLI uycl
weapon is noted by a minus ( - ) sign following magical sword, the player adds the bonus to both
the weapons name (sword -1). This means that hit and damage rolls. Some swords also have a
instead of giving a bonus, the enchantment special adjustment that is used only when fight-
inflicts a penalty Subtract this penalty from both ing a specific type of opponent. Normal weapon
the users hit roll and damage roll. Cursed weap- restrictions for character classes also apply to
ons occasionally come in handy because they are magical weapons. For example, a cleric cannot
magical and can be used to damage monsters that use a sword, so a cleric cannot use a magical
can be hit only with magical weapons! sword, either.
Like weapons, armor and shields can be en- Two of the swords listed can cast clerical spells.
chanted to give the wearer a bonus (or penalty) to Refer to those spells to find the exact effect. Each
Armor Class. These magical bonuses are noted by effect can only be used once each adventure (or
the + (or - ) signs, just as with weapons. But day). No meditating is needed to gain the spell-
remember that a low AC is better than a high one, casting ability. If you wish, you may add other
so bonuses are subtracted from the characters spell abilities to swords, using either clerical or
AC, and penalties are added. For example, nor- magic-user spells.
mal chain mail is AC 5. Chuin mail +2 is AC 3. You may select the size of a sword (most are
Special Actions: Often, PCs find weapons with normal swords, b u t short and two-handed
special powers or objects that allow special swords also exist) or determine it randomly
actions. When this happens, look u p the items Cursed Swords: Any sword might be cursed!
After determining the specific type of magical type and then used later. Drinking a potion takes
sword that has been found, roll ld20 again. If the one round. Sipping a potion does not decrease its
result is 13, place a cursed sword in the treasure effect or duration.
instead. It will seem to be a magical sword until If a character drinks a potion while another
used in deadly combat. At that time, the curse is potion is still in effect, that character becomes sick
revealed. and is unable to d o anything (no Saving Throw)
A cursed swovd causes the player to subtract 1 for three turns (1/2 hour). Neither potion has any
from all hit and damage rolls when using that further effect. A potion of healing has no dura-
weapon, instead of giving a bonus. Once a char- tion, so a character can drink another potion on
acter uses a cursed sword in battle, it may not be the following round without becoming sick. Each
thrown away. If it is stolen or sold, the character type of potion is described in the following sec-
is cursed with the desire to get it back. The char- tion.
acter always uses that weapon when in battle. Diminution: Anyone taking this potion imme-
(DM, tell the player that this is what the character diately shrinks to 6 inches in height and can do
wants-and no arguments!) Only a high-level no damage when physically attacking a creature
NPC magic-user or cleric can help a character get larger than 1-foot-tall. The user can slip through
rid of the curse. After the curse is removed, the small cracks and has a 90% chance of not being
sword becomes a n uncursed magical sword of seen when standing- still. This potion negates a
I
Invisibilify: This potion has the same effects as Magic-user spells are written in a magical lan-
the magic-user spell invisibility. The potion makes guage and cannot be read until a rend magic spell
the user invisible. When a character becomes is cast. Clerical scrolls are written in the Common
invisible, all the items (but not other creatures) tongue, but only a cleric understands how to use
carried and worn by that character also become the spells.
invisible. Any invisible item becomes visible once Magic-users a n d elves cannot use clerical
again when it leaves the characters possession (is scrolls, nor can clerics read magic-user scrolls.
set down, dropped, and so forth). See the magic- You may either choose the spells on a scroll or
user spell for more information. The DM may determine them randomly. If you wish to choose
allow players to drink small amounts of this them randomly, roll l d 6 for each spell the scroll
potion six times, each drink being effective for contains and use the chart below to find the spell
only one turn. level. Then roll to determine the exact spell, if not
Levitation: Drinking this potion has the same already listed, using the spell lists.
effects as the magic-user spell levitation. The user
may move u p or down in the air without any Level of Spell on Scroll
support. This potion does not enable the user to
move side-to-side. The user could, however, levi- D6 Roll Number
tate to a ceiling and move sideways by pushing or 1-3 1
pulling. Motion up or down is at a rate of 60 feet 4-5 2
per round. See the magic-user spell for more 6 3
information.
Poison: Poisons look like normal magical Number of Spells on Scroll
potions. If any amount of this potion is swal-
lowed, even a sip, the user must roll a successful D6 Roll Level
Saving Throw vs. Poison or die! (Optional rule: If 1-3 1st Level
you wish, you may say that the poison does a 4-5 2nd Level
specific amount of damage if the Saving Throw 6 3rd Level
fails.)
Cursed Scroll: Unfortunately, when the writing
Subtable E-Scrolls: A scroll is a piece of old o n a cursed scroll is even seen, the victim is
paper or parchment upon which a high-level immediately cursed. No reading is necessary!
magic-user, elf, or cleric has written a magical for- You, the DM, must make u p each curse. Exam-
mula. To use a scroll, there must be enough light ples of a few common curses are as follows:
to read by, and the scroll must be read aloud. A 1.The reader turns into a frog (or some other
scroll can be used only once, the words fade from harmless animal).
the scroll as they are read aloud. A spell scroll can 2. A wandering monster of the same level as
only be read by a magic-user, elf, or cleric the reader appears and attacks the reader by sur-
(depending on the type of spell), but a protection prise (a free attack with bonuses).
scroll or a treasure map can be read by anyone. 3. One magical item owned by the reader dis-
Spell Scroll: These scrolls may have one, two, or appears (the item is chosen or randomly deter-
three spells written on them. If more than one mined by the DM).
spell is written on a scroll, only the cast-spell dis- 4. The reader loses one level of experience, as if
appears when read. Spell scrolls may have either struck by a wight. (You should roll again for a 1st-
magic-user or clerical spells on them. To find the level character to avoid unfair instant death.)
type, roll ld4. 5. The readers Prime Requisite must be
rerolled.
Type of Spell on Scroll 6. Wounds take twice as long to heal, and heal-
ing spells restore only half normal amounts.
D4 Roll Type Only a remove curse spell can remove a curse of
1 Cleric spell this nature. However, you can allow the cursed
2-4 Magic-user spell character to be cured by a high-level NPC cleric
or magic-user. Of course, the healer demands that
e
the character complete a special adventure or No spells or spell effects (including those from
perform a worthy but difficult task in payment. items) may enter or leave the circle. The effect
Protection Scroll: A protection scroll can be read lasts for ld4 turns and moves with the reader.
and used by any class. When read, it creates a cir- Protection from Undead: When read, this scroll
cle of protection 10 feet across that moves with protects all those within the circle from a variable
the reader at its center. I t prevents any of the number of undead for six turns. The number of
given creatures from entering this circle, but does undead affected varies according to their type, as
not prevent spell or missile attacks from those follows:
creatures. The circle is broken if anyone so pro-
tected attacks one of the given creatures in hand- Skeletons, Zombies, Ghouls 2d12
to-hand combat. Wights, Wraiths, Mummies 2d6
Protection from Lycanthropes: When read, this Spectres (or tougher) ld6
scroll protects all those within the circle from a
variable number of lycanthropes for six turns. Treasure Map: The DM should make a treasure
The number of lycanthropes affected varies map for the PCs to find. This shows the location
according to their type, as follows: of some treasure hoard in the dungeon. The DM
may choose any combination of treasures to
Wererats ldl0 equal the total value given. These treasures
Werewolves, Wereboars ld8 should be guarded by monsters. Sometimes maps
Weretigers, Werebears ld4 are only partially complete or are written in the
form of riddles. Some can be read only by using a
Protection from Magic: This scroll creates a circle read languages spell.
of protection (10-foot-radius) around the reader.
Subtable F-Rings: A magical ring must be take off the ring. The ring may only be discarded
worn on a finger or thumb to be used. A ring may with the help of high-level cleric.
also be carried and put on when desired. Only
one magical ring can be worn on each hand. If a Subtable G-Wands, Staves, and Rods: A
character wears more than one, none of the rings wand is a thin, smooth stick about 18 inches long.
function, with the exception of a ring ofweaknrss A rod is similar, but 3 feet long; and a staff is 2
or a cursed ring (see below). Any ring may be inches thick and about 6 feet long. Wands may be
used by any character class. used only by magic-users and elves, and staves
Cursed Ring: The wearer of a cursed ring has a may be used only by clerics. A wand contains
-1 penalty to all Saving Throws. Since the ring ld10 charges when found. Each item is described
does not emanate evil, the wearer is not likely below.
know that it is cursed. Once put on, the ring can- Wand of Enemy Detection: When a charge is
not be willingly discarded except with the aid of used, this item causes all enemies within 60 feet
a high-level cleric. (even those hidden or invisible) to glow as if on
Animnl Control: The wearer of this ring may fire.
command I d 6 normal animals (or one giant- Wand of Mngic Detection: When a charge is used,
sized). The animals are not allowed Saving this item causes any magical item within 20 feet
Throws. The ring cannot control intelligent ani- to glow. If the item cannot normally be seen
mal races or fantastic or magical monsters. The (within a closet chest, for example), the glow can-
wearer must be able to see the animals to control not be seen.
them. The control lasts as long a the wearer con- Wand ofParalyzntion: This wand projects a
centrates on the animals and does not move or cone-shaped ray when a charge is used. The ray
fight. When the wearer stops concentrating, the is 60 feet long and 30 feet wide at its end. Any
animals are free to attack their controller or run creature struck by the ray must make a Saving
away (roll reactions with a penalty of -1 on the Throw vs. Wands or be paralyzed for six turns.
roll). Wand of Secret Door Detection: This wand points
This ring can be used only once per turn. at all secret doors within 20 feet, one at a time, at
Fire Resistance: The wearer of this ring cannot a cost of one charge per secret door found
be harmed by normal fires and gains a bonus of Wand of Trap Detection: This wand poir 1
1 2 to all Saving Throws vs. Fire Spells and Red traps within 20 feet, one at a time, at a cos
Dragon breath. In addition, the DM must subtract charge per trap found.
1point from each die of fire damage to the wearer StufJofHenling: This item heals ld6 +I points of
(with a minimum damage of 1 point per die damage per use. It may be used only once per
rolled to determine the damage). day on each person, but it can heal any number of
Invisibility: The wearer is invisible as long as the persons once a day It does not use charges.
ring is worn. If the wearer at1tacks or casts speIlls, Staffof Stuiking: This weapon inflicts 2d6 points
he becomes visible. The wear.er can only become of damage per charge if the hit is successful. Only
invisible once per turn. one charge may be used per strike.
Protection +3: This ring impAuvLa vvculcrs
Lllc Snnke S t a f t This magical staff is a staff+l. It
Armor Class by 1. For example, a magic-user inflicts l d 6 +1 points of damage per hit. Upon
with no armor (AC 9) would be AC 8 when wear- command, it turns into a snake (AC 5, Hit Dice 3,
ing the ring. This item also adds a bonus of +1to hit points 20, Movement 60 feet per turn, 20 feet
all of the wearers Saving Throw rolls. per round) and coils around the creature struck.
Telekinesis: The wearer may slowly move inani- The command may be spoken when the target is
mate objects weighing up to 2,000 cns by concen- hit. The target is allowed to roll Saving Throw vs.
tration alone, up to a distance of 50 feet. Spell to avoid the serpents coil. Any man-sized
Water Walking: The wearer of this ring may or smaller victim is held helpless for l d 4 turns
walk on the surface of any body of water and not (unless the snake is ordered by the owner to
sink. release the victim before that time). Larger crea-
Weakness: When this ring is worn, the wearer tures cannot be encoiled.
becomes weaker. This ring reduces any Strength When freed, the snake crawls back to its owner
score to 3 within Id6 rounds. The wearer cannot and becomes a staff once again. The snake is com-
pletely healed when it turns into a staff. If killed a spell and may not become invisible again for a
in snake form, it cannot return to staff form and full turn.
loses all magical properties. This item does not Gauntlets of Ogre Power: These gauntlets give
use charges. the wearer a Strength score of 18, gaining all nor-
Rod of Cancellation: This rod is usable by any mal bonuses. If the wearer is not using a weapon
character, but it works only once. It drains any in combat, she may strike with one fist each
magical item it hits, making that item forever round for Id4 points of damage and gains a +3 on
nonmagical. The target is treated as having an hit rolls (only).
Armor Class of 9. The DM may adjust the Armor Helm of Alignment Changing: This item resem-
Class of an item if it is beine used in combat (such bles a fancy helmet. When the helm is put on, it
as when trying to hit a sword) immediately changes the wearers alignment (the
DM should determine the new alignment ran-
.. .
Subtable H-Miscel laneous Magical Itemsi:
.
E a c h of these items is special a n a is fully
I .. domly). This device can be taken off only b y
using a remove curse spell. The wearer resists the
described below. removal. Once it is removed, the wearers origi-
Rag ofDeuouring: This item looks like a normal, nal alignment returns. The DM can allow the
small sack, but anything placed within it disap- character to remove it by performing a special
pears. Anyone may reach in and find the contents task or adventure.
by touch-if the contents are still there! If the con- Helm of Telepathy: This item resembles a fancy
tents are not removed within ld6+6 turns, they helmet. The wearer of this helm may send mes-
are forever lost. The bag does not affect living sages, by mere thought, to any creature within 90
creatures unless the entire creature is stuffed feet. The creature receiving the thought messages
inside the bag. This is impossible d o to except can understand them. (The creature may refuse to
with very small creatures. respond.) The wearer may also read the thoughts
Bag of Holding: This item resembles a normal of a living creature within range. To make the
small sack, but anything placed within it disap- helm work, the wearer must concentrate on the
pears. Anyone may reach in and find the contents creature, and he cannot move or cast spells. If the
by touch. The bag actually holds treasures up to creature fails a Saving Throw vs. Spell (or permits
10,000 cns in weight but only weighs 600 cns when the thought reading), the wearer then under-
full. ltems placed inside the bag may be no larger stands the creatures thoughts.
than 10 x 5 x 3. Larger items cannot fit inside. Medallion of E S P : This magical medallion is
Boots oflevitation: The wearer may levitate (as if strung on a chain to be worn around the neck. If
using the magic-user spell). There is no limit to the wearer concentrates for one round, he may
the duration. read the thoughts of any one creature within 30
Crystal Ball: This item can be used only by an feet. The wearer can move normally, but he can-
elf o; magic-user. Its owner may look into it and not fight or cast spells while concentrating. The
has but to think of a place or an object in order to DM must roll l d 6 each time this item is used; it
see it. It works three times per day, and the image does not work properly on a roll of 1.Instead, it
only lasts for one turn. Spells cannot be cast broadcasts the thoughts of the user to everyone
through a cr?ystal ball. The more familiar the object within 30 feet! The DM can allow a Saving Throw
or area to be seen, the clearer the picture is. vs. Spell to prevent the medallion from reading a
Elven Boots: The wearer of these boots can creatures thoughts.
move with nearly (mmplete silence (roll ld10; Rope of Climbing: This 50-foot-long, thin, very
heard only on a 1). strong rope climbs in any direction upon the
Elven Cloak: The \vearer of this cloak is nearly
. I I \
invisible (roll ld6; nes seen only on a I ) . i n e
-. command of the owner. It may fasten itself to any
protruding surface and can suoport UP to 10,000
wearer becomes visible when attacking or casting <
Youre ready for your fourth group adventure. By Dmitris statistics are as follows: AC 6; HD 6
now, you should know how to run a DUNGEONS & (12 hit points); Move 120 (40); Att 1 gore/l bite;
DRAGONS@ game, so the descriptions of the rooms Dmg ld6/ld6; Save as Fighter 6; Morale 12; A1
below are short and to the point. Chaotic; XP value 275.
You must put the counters on the map, move Dmitri has a bag of rubies (1,000 gp) and two
them, determine NPC and monster reactions, use healing potions.
the Combat Sequence, and remember all of the other
details by yourself. Inshort, youve graduated! 4. Room #18
Sometimes, you may need information that isnt
included in the description. Dont panic. If you
need to know a rule, look it up in the index or on
the DMs Screen. If you cant find the answer in a
few moments, make up one that seems fair, then
look up the correct rule later. If you need to know
something else, improvise by making up whatever D M Help the PCs map this room. The blind
seems to fit the story. Remember, the most impor- man is Gorgo, Zanzers former valet, and he is
tant thing is to have fun! kept prisoner by a magical silver chain attached
to a golden ball. What happens from here
1.Room #15 depends on the PCs. If they talk to Gorgo, he
explains that, 50 years ago, Zanzer chained him
to a golden ball for trying to steal some treasure.
He has been a prisoner ever since.
If a PC breaks the silver chain for Gorgo (an
D M PCs without infravision must use a torch easy task for anyone but Gorgo), the old man pro-
to see in this room. Use the map of Zanzers duces a magic-user scroll with a web spell. Gorgo
Dungeon to describe what the PCs see. Help casts a cure light wounds spell on any two PCs
them sketch the walls and doors on a mao sheet. who need healing, then he disappears.
If the PCs attack, Gorgo fights back. His statis-
Room #lt tics are as follows: AC 7; HD 4 (16 hit points);
Move 120 (40); Att swing golden ball; Dmg ld8;
Save as Cleric 4; Morale 10; A1 Lawful; XP value
125. Gorgo can cast one hold person spell.
Room #15 There is a pearl necklace (500 gp) in this room.
Gorgos golden ball (500 gp) is cursed so that
2. Room f anybody carrying it for two rounds suddenly
DM: Help the PCs map this room. As soon as finds it attached to his leg by a silver chain. This
the last PC steps through the door, it slams shut. reduces the Characters Dexterity by 1point until
This one-way door cannot be pushed open from somebody else breaks the chain.
this side. On a shelf in the corner is an opal
brooch (800 gp) and a maric-user scroll with a 5. Room #19
knock spell that can open tl
-. . .. , .. rotting
3. Room #17
9. Room 23
etc).
- characters toward another trap,
false clue, luring quickly enough to prevent it.
Pool: Magical water has a strange effect if
Light: A bright light flashes. All who see the touched (or drunk, or sprinkled on someone
light must roll a successful Saving Throw vs. or something), such as healing, inflicting dam-
Spell or suffer blindness for ld4 rounds. age, changing an ability Score, changing align-
Pit: A small latch moves and a concealed trap ment, making something magical for a time,
door opens beneath the target. The target suffers and so on.
1 point falling damage, and must climb back out. Sound: The room screams when the PCs step
Poison: The character has touched a sticky through the door. Nothing happens as a result.
substance-contact poison! The poison makes Shifing Room: As the PCs enter a room, it turns
the victim extremely sick for three days, dur- 90%, so that the door opens into a different corri-
ing that time the targets movement is halved dor than the one from which they entered. The
and a -2 Penalty to hit rolls and Saving Throws PCs must roll a successful Saving Throw vs. Spell
is applied. Targets can roll a successful Saving to notice the movement.
Throw vs. Poison for just 1 point of damage Statue: A large statue of a person, monster, or
and no sickness. gadget (nearly anything you can imagine) is
To design your own trap, decide what you found. It may be valuable, magical, too heavy to
want it to accomplish. Many traps just delay the move, alive, lonesome and willing to talk (maybe
party, confuse them, or force them to use up their a liar), covering a trap door, hiding a treasure, etc.
supplies. Transporfation: This could be a trap door lead-
Next, decide what happens when the trap is ing up or down, secret stairs, elevator, magical
triggered (the ceiling collapses, a poison needle portal to elsewhere, and so forth.
pricks a PC, gas starts hissing into the room, etc.). To design your own special item, simply decide
If the trap inflicts damage, decide how much. what unusual or peculiar thing happens when
the I T Senter the room (or corridor). The only Balance the Challenges: Try to balance the sit-
requirement is that the special item should fit uations you present to match the power of your
your scenario. adventuring party. Players get frustrated if
6. F i l l in t h e Details: After stocking the theyre constantly being bested by powerful
dungeon, make notes of what kinds of things the monsters. However, they get bored with hack-
PCs smell, hear, feel, see, etc., as they pass or look and-slash adventures against little critters that
into a room. Usually, one or two details per room pose no challenge. If your players like mysteries,
is enough. try to include puzzles to solve. If they like map-
7. Make a Wandering Monster List: Pick 10 ping, send them into intricate mazes. If they like
monsters the PCs might meet wandering through chivalry, let them rescue a princess or two!
the dungeon. Try to pick monsters within two Try to balance the rewards with the challenges.
levels above or below your PCs. Assign each If the PCs can manage to destroy a foe that is far
monster a number from 1 to 10. When a n more powerful than they are, they should be
encounter with a wandering monster occurs in rewarded with ample gold and magical treasures.
the normal turn sequence, roll ldlO to determine However, killing smaller beasts that cannot possi-
which monster the party meets. bly harm the PCs should gain them nothing.
Alternatively, you may also use the Wandering Have Fun: Remember that beneath all the
Monster Table. Select the table that matches the rules, between pages of maps and tables, and
dungeon level that your PCs are on, or that you behind the illusion of a brilliant fantasy world,
are stocking. the DUNGEONS & DRAGONS@ game is still just a
Roll l d 2 0 to determine the monster. If the game. Its you and your friends getting together
monster doesnt fit your scenario, roll again (or to have a good time. Keep the game on a positive
select another monster). To see how many mon- note and everyone will feel better for it!
sters there are, roll the indicated die. Consult
the monster descriptions to see how many Hit
Dice they have, then determine their hit points
normally.
Kips ON DMiNG
Well, there you have it! You know how to create
NPCs for yourself and PCs with your players.
Combat and moving around are subjects youve
mastered. You even know how to create your
own dungeon setting for play. It must be time to
play!
But how do you become a good DM, one that
players enjoy adventuring with and who enjoys
the game himself? Well, theres nothing that
experience wont teach you. Play a few games to
get your feet wet. Dont let your players run the
game, but listen to their advice as you play
Just to get you started, here are a few final tips.
Fair Play: Be fair to your players. If you bash
them with unsolvable traps and unbeatable mon-
sters, they wont enjoy the game much. Also, if
the dice are winning the game, dont use them-
make some decisions of your own to save the
party or even things out. Remember, its your
campaign. Of course, the flip side of the coin is
also true-be fair to yourself. Dont let the PCs
beat up everything in your campaign. Make sure
theyre challenged, too.
On page 121 is a map of Stonefast. You can use
Stonefast for your player characters' second
adventure. Much of the work on Stonefast has
been completed: choosing a scenario and setting,
selecting the special monsters, and drawing the
map. It remains to you to stock the dungeon and
fill in the room details. This will be good practice
for creating your own dungeons.
ItaMno
Armor Class: 3
Hit Dice: 3+2** (16 hit points)
Move: 90' (30')
Flying: 240' (80')
Attacks: 2 cla
Damage: ld4,
No. Appearing: 1
Save As: 6th-Level Fighter
Morale: 8
Treasure Type: SP
Alignment: NC
XP Value: 275
. . . . . ' cop)*ipo1994 .
l
..
, ...". .... . -....~......
Alignment: The beh avior code of monsters and Dungeon Master (DM):The referee w,ho creates
characters; Lawful, hleutral, Chaotic. the dungeon and the monsters; the p layer who
runs the game.
Armor Class: The ar mor worn by a character or
the natural protect ion a monster has against Duration: The length of time an effect 1
attacks.
Character' Class: The type of character; often the Enchanted: Any creature that is ma gically sum-
character' s job or race. moned, animated, or controlled (as M iith a charm
spell) or one that can be hit only by a magical
Charge: 'The magical energy needed to use a weapon. Creatures that can be hit by silver weap-
wand. ons are not enchanted.
Concentr;ttion: The result of a character fixing all Evasion: The act of fleeing from a monster or
attention,on a single object or action; the charac- party.
ter becornes unable to d o anything else; any
action breaks the concentration. Experience Level: A measure of the! power and
ability of a character.
Cover: AIiything, except a shield, that one hides
--:- L"^. " -.:"":l.. "1'^^1,
behind to g -....i--*:--
; a ~~tI V L C L L I V I L L L V M a LLU>>LK OLL~CI\..
game.
cp: Copper pieces-10 cp = 1 silver piece.
Hit Dice (HD): The number and type of dice
D# (d4, d6, d8, d10, d12, d20, d%): A symbol rolled to find how many hit points a character or
showing th on a type of tie; a monster 1has.
die code.
ts (hp):The amount of damage a charac-
Damage: A UIC LULL LI uwuc ,COW many hit ~ V L L ~ L ~LcI Litastercan take before it dies.
are lost.
Hit Roll: The lowest number nec:ded to hit a n
Demihuman: A human-like creature that is also a opponent.
character.
Infravision: A character or creatuire's ability to
Dungeon: 1Nhere characters adventure; often in see in the dark.
ruins and u
of a dungeon
YYllal IIIaIuC, Lllc explanation of
or area is; also how tough the monsters are that symbols on a map.
are found there. The greater the dungeon level,
the tougher the challenge. Lair: A monster's home or nest.
Melee: Combat where the fighters stay within Withdrawal: The process of backing u p slowly
arm's length (5 feet) using fists, hand-to-hand while fighting; a fighting retreat.
weapons or claws and teeth.
AbbneviatioNs
Missile Fire: Attacks using weapons that are shot
or thrown from more than 5 feet away. AT: Number of Attacks H D Hit Dice
A C Armor Class hp: Hit points
Monster Hit Dice: Monster use d8s for HD AL: Alignment Ink Intelligence
C Cleric M Magic-user
Monster Level: A measure of how tough a mon- Cha: Charisma M L Morale
ster is, usually equal to its Hit Dice. Con: Constitution MV: Movement speed
cp: copper pieces N A Number
Morale: A measure of courage, loyalty, and high Appearing
spirits; the willingness to face a battle or to run D: type of dice N M Normal Human
away. D: Damage N P C Non-Player
Character
Non-Player Character (NPC): Any character that D: Dwarf P C Player Character
is played by the DM. Dex: Dexterity pp: platinum pieces
D M Dungeon Master Save: Saving Throw
Player Character (PC): A character who is con- Class and Level
trolled by a player. E Elf sp: silver pieces
ep: electrum pieces Str: Strength
pp: platinum piece-5 gold piece = 1pp F Fighter T:Thief
gp: gold pieces Wis: Wisdom
Quarrel: A shaft that is shot from a crossbow H Halfling X P Experience Points
(also called a bolt).
Green Slime...
Green Dragon ..........
Medusa ............................................
Guards .................................................................... 41 Minotaur ..........................................
Mirror Image ............................................................ 60
....................... 30
Hold Person*....................................................... 54, 62
................................. 57
Movement ....................................
In Combat ............................
Mule ..............................................
Speed and Encumbrance Tab1 1
................................ 88
.......:..................................... 59 ........................................... 71
............................ 52, 57
........................ 62
........................ 74
Protectionfrom Nor
Shrieker.................................................................... 91
Silence 15' Radius..................................................... 55 Wereboar ................................................................. 86
Skeleton ............ Werecreature .........
Snake ................................................
Character's Name
WISWM ~ on magic-based
saving throws
LANGUAGES ,I
Pp: GEMS
GF:
EF:
Sp:
CP
TOTAL VALUE
OTHER NOTES including places explored, people &monsters met EXPERIENCE
Prime
Requisite
Score
; : " :E a
Needed for next levd:
Playen Coanacten Cables
" ADJUSTMENT5
STRENGTH, DEXTERITY,
~ ___ CHART
Cue. Encumbrance/ AND WISDOM
Item ingp Size Damage I gold piece = 100 copper pieces (cp)
3d6 I gold piece = 10 silver pieces (sp)
Axes Roll . Adjustments I gold piece = 2 electnun pieces (ep)
Battle Axe (2-handed) 7 70/SmaU Id8 j gold pieces = 1 platinum piece (pp)
3 -3
Hand Axe 4 30/Small Id6
4-5 -2
BOWS
6-8 -1
-
Crossbow (fires quarrels) 30 50/Medium Id6
9-12 No adjustments ROOM CONTENTS TABLE
Case with 30 quarrels 10 * 13-15 +I
Long Bow 40 30/Large Id6
16-17 +2
Short Bow 25 20/Small Id6 Roll
18 +3
Quiver with 20 arrows 5 . 1-2
1 silver-tipped arrow 5 *
- Strength Regardless of adjustments, any
successful hit will always do at least 1
3
4-5
Trap
..
Monster
35%chance
50% chance
Daggers 6 Special No treasure
3 l0/SmaIl Id4 point of damage. All Strength adjust-
Normal Dagger
30 10/Small Id4 ments apply only to hand-to-hand combat
Silver Dagger
and to opening doors.
Swords
Short Sword 7 30/Small Id6 - Dexterity: Missile fire combat adjust-
ments affect the chances to hit; they do
SPEED
Sword (normal) 10 60/Medium Id8
Two-handed Sword 15 100/Large Id10 not affect the amount of damage done. Turn Round
Dexterity m a y affect Armor Class, raising
Encumbrance Move Move
Other Weapons (penalizing) or lowering (improving) the
Armor Class of the character.
up to 400 cm 120' 40'
Mac@* 5 30/Medium Id6
401-800 cns 90' 30'
club-"
Pole Arm (2-handed)
Sling with 30 stones''
3
7
2
50/Medium
150/Large
20/Small
Id4
Id10
Id4
- Wisdom: Adjustments to magic-based
Saving Throws do not apply to Saving
801-1200 cns
1201-1600 cns
60 '
30 '
20'
10'
Spear 3 30/Medium Id6 Throws vs. Dragon Breath. They might (or 2400 + cns 0' 0'
War Hammer'* 5 SO/Medium Id6 might not) affect Saving Throws vs. Death
ammunition is included in encumbrance. Ray or Poison, depending on whether the Mule
** these weapons may be used by a cleric. attack is magical. These adjustments do up to 3000 cns 120' 40'
affect Saving Tnrows vs. Turn to Stone, 3001-6000 C ~ S 60 ' 20'
Wands, and Rod, Staff, or Spell.
I
MAGIC-USER SPELLS TABLE ELF SPELLS TABLE
I
THIEVES ABILITIES TABLE
A R M O R CLASS
TABLE
Armor Class Hit
9 8 7 6 5 4 3 2 1 0 -1 -2
No armor
NDnnalHUman 12 13 14 15 16 17 18 19 20 20 20
Leather
F%$hter,Elf& Dwarf 1-
Cham Mail
bapgicuser 1-5Cleric
Plate Mail
11 12 13 14 15 16 17 18 19 20 20
Shield (-1from AC)
',e 9 10 11 12 13 14 15 16 17 18 19
Spells
MAtiIC-lJ
Monsters: If the wandering monsters check at the end of the previous turn was positive, the
rrive now, appearing 2d6 x 10 feet away in a direction of the DMs choice.
If the PCs have an encounter, continue play with the encounter checklist.
b. If both sides talk, role-play the conversation until agreement is reached, one side flees, or a fight begins.
c. If the PCs run away, make a morale check for the monster or NPC to see if it chases them. If it does, roll
d%.On a roll of 25% or less, it pursues them and attacks again. Otherwise, the PCs escape.
8. If one or both sides attack after the initial meeting, play proceeds with the Combat Sequence (start
with step one and roll for initiative again).
nter Ends: After the encounter ends, begin play with a new turn. Always assume that encounters take
i
slices the air as searing flames burst over your
shield. A lightning bolt crackles from the w i z -
ard's fingertips, then bounces harmlessly off the
mncieut beast's scarred and scaly hide. Will you stay
A and battle this deadly monster, or leave i t behind w i t h
its hoard of stolen treasure.
A 128 pci tures Book takes you adventuring while you learn the game!
olde ures.
&==a g the awesome monsters you face.
Screen puts important rules at your fingertips.
oster Map and a complete set of Adventure Dice.
'
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