Download as pdf or txt
Download as pdf or txt
You are on page 1of 194

~dVallcea

ngeons!itra'--s-o-ns----®
Dii---1
2~ Edition

The revised And updAted DUNGEON MASTEIl'" Guide for the ADLOIJ 2nd Edition g .. me.

TSR, Inc. TSR Ltd .


POB 756 120 Church End, Cht'rry Hinton
uke Geneva Cambridge C Sl 3tB
WI 53147 USA TSR . lnc. United Kingdom

~DOUHOI!OtII . __ -o, DU!OOE<lt4 & DIIA(IOHt.o&o'~ , __ ~ _ _ _ _ ""'T .......


Dl.IHO!'ON ~lJ\ OM_ . . 1811 ....... . . _ _ "" ISII. 1ft<
Spedal Thanks To:
A vast work like the AD&D- 2nd Edition enough spa« to me.nlion exactly what each person did. each has
game doesn't spring into being from nothing. Especially nol In Ihls been important 10 Ihe development of the game: Mark Acres. Peter
case, since this is the 2nd Edition of the game. The AD&O game Aronson, Jim Bambra, Brian Blume. Karen Boomgarden. Mike
owes its existence 10 the efforts of many people. B~ault . Mike Carr, Sean Cleilry, Troy Dennin!, Michael Dobson .
The AD&D game probOibly never wou ld have existed wilhoul lhe Jean-Louis Fiasson, Joe Fischer. Ed Greenwood, Ernie Cygax, Luke
work of Cary Gypx and Oavf: Arneson. Together they introduced Gygax, Mary Gygax, A1len Hammack, Neal Healey, Kevin Hen-
the world to the concept of rol~playin8 games. 1lIeir efforts re- dryx, J. Eric Holmes, Tom Holsinger. Jake Jaquct. Harold Johnson.
sulted in the DUNGEONS ok DRAGONS- game, fo rerunner of the Timothy Jones, Tim Kask. Jeff Key. Tom Kirby, Rick Krebs. Rob
AO&D system. Cary Gygax then went on to be the principal crea- Kuntz, Terry Kuntz. Dave LaForce. Len Lakotka, Jeff Leason. Alan
tor and guiding force of the AD&:D rules . His particular vision set Lucion, Francois Marcela-F roideval, Steve Marsh. Dave Megarry,
the standards for what the ADVANCED DUNGEONS & DRAG· Frank Mentzer. Tom Moldvay, Roger Moo~. Mike Momard.
ONS. game was-and what il wasn' t . Craeme Monis, Bru« Nesmith. Schar Niebling, Will Niebling,
A game such ;IS the AD&D game, or any role-playing game, is Erol Otus, Jeff Perrin. Penny Petticord, Jon Pickens. Mike Price.
mort: Ihan the work of just one man. Many others have written rule Pal Price, Jean Rabe, Paul Reiche Ill , Gregory Ri hn. Doilve and De-
books. con tribut~ ideas. p l aytest~. criticized. and added their borah Ritchie, Tom Robertson . Evan Robinson . John SapicRUI , La-
own interpretatioll$ of whalthe game is. For their effort s. they 100 wren~ Schick, Doug Schwegman, Catl Smith, Curlis Smith, Ed
deserve credit . New rule books were written by David "Zeb~ Cook Sollers, Steve Sullivan, Dennis Sustare, Dave Sutherland, Dave
(Orien t~1 Adventures). Jeff Grubb (M",fIj~' of the Planes). Tracy Trampier, Don Turnbull. Jack Vance, Jean Wells. Tom Wham. Mike
Hick.man (DRAGONLANC~ Adventures), Kim Mohan (Wilner- Williams, Skip Williams, and Steve Winter all deserve a share of
ness Survival Guide) , Douglas Niles (Dul1glfonelfrs SurviUlll the credit.
Cuide) . Jim Ward (Legends ~nd Lorlf. GREYHAWr Advt'ntur6), Even so. the list of those to thank is not complete. It can never be
and Margaret Weis (DRACONLANCe- Adventures). complete . The AD&D game is continually evolving-each play!:r
Over the years. many people have written rules. edited manu- and each OM'" adds his own touch to the whole, No list of special
scripts, offered suggestions, and play tested . With an undertakins thanks can be complete without recognizin8 the most important
as large as the AD&:D game. thillllst is long. but each of these: pe0- contributors of all-the millions of players who, over the years,
ple deserves mention for his or her efforts. While there is not have made the AD&:O game what it ill today.

Credits
2nd Edition Design: David ~Zeb" Cook
Devt:lopmenl: Steve Winter and Jon Pickens
PI.ytft t Coordination; Jon Pickens
Edilln ~ War~n Spector
Proofreading: Jean Black. Mike Breault , and James M , Ward
Typesetting: Belly Elmore. Angelika Lokot1:, and Gaye O 'Keefe
layo ut &: Storyboard: Mike Breault
Graphic Des:ign: Linda Bakk
Art Coordination: Peggy Cooper
Cover lIIuSlroiltion: Jeff Easley
Interior COIOf illustrationS: Jd! Easley, Clyde Ca.ldwell . John & laura l...olkey. David Donnan, and Douglas Chaffee
Interior Black &: White illustrations: Jean E. Martin, Douglas Chaf(ee. John &: Laura Lakey, ilnd Jeff Easley
K ey linin ~ Paul Hanchette, Stephanie Tabat , and Cory Craham

Hundn<is of players assislN U$ in pLayttslina tke AD&.D' 2nd Edition same. TMir rfforu we~ invaluable In improYins tke man~pt . lne list thai follow.
is rnx CQfnplete. but we would like 10 thank Mike Abnham, Jrff A1banew. Roger Andenon, S~n Andenon, Walter BAw, Scott Beck. Doua Behringer. John
Bennie. Andnw Bethke, Don BIn&loP, Uncb Bingle. Aaron 8oaz. T~ Sou, Ray Booth, Rick Btfl¥et. Jeff BrOftrurM'I. Dan Brown, Frank Cabanas, Bill Gen.
Robm Com, Denni5 Couch. Bill Cunil. Sealt Daily. Phillip lAar, frank ana
Terri DiNrro, Errol F,lrMad. lohn Fitzpatrick, Bill A~tI , Ckeryl f~, ~
Fnoch. John Gamble, Vin« Garriill, Kyno ClaM, John Goff, Peter GresocY, GIYS l-t.ndIrton. D~vld ~. Gordon Hokomb, Rob Huebner, Ed ~. larry
JohnJon, Reynold C. Jones, Jeif Kelly. Jeff KifIK, Jim Kirkley. Peter Kokinder, D~n Kramar'lky. Ed Kramer, Paul Krausnick. Jon K~th, Michael Lad!. Todd
Laina. Len Lakolka, Randall Ltrnon, DavId Machlm, Jeff Mat1in, lneron Manin. Scott Mayo. MiltOl'! Mc:Gorrlll, Kevm Melke. John Mendez. BUI Mera:r,
fr~nk and Mary Meyer, Ne~1 ~, M.rk Middleton, Jim Milam, funk Miller, Jim Moeller. Mike Mullen. I..ance Murphy, Scott Nftdham, Stancr Nixon.
K.!vin Not1on. Sieve Null. Ray Ouellette, Rl."mben Parker, Nathan IJatronlcJcy, Ed Petenon, Keith Pobtrr, Btu(e Rabe. Norm Ritchie. Kip RortUlhw, Tim
Roy.1l~. Man: Rush, MicMei Ru.zza. Paul Schmidt, Eugene Schum.aker. Mark Schumakb". Greg Sehwan, Michael SlmP"On. W;uwn Snider. MkhHl J.
5omeTs, lui St. Cialr, leif St~_. Justin Stev_, Paul SteveN. Dorena> Stovall. Brad Slump, lourdes Sullivan, Ellen Tern, John Tm'.l. Mark leTa!, William
Tracy. h,y Tumme!son, Raben Unsbub, Carl V,ln Devmdeoet. Stevrn Vaushn·Nichols. Vi~inJ.a Vaughn.Nic:hoI:s, Bryl," Villue.ll. Mark W..llace, Mike w..hl.
Petu W.lker, Doris Wells. Knm Wells. Colleen Wet.:el. Dave Wet~e! . loth Whilm~. Jetl WMrry. Skip WilliaDU, lames Williamll, Peter Zind"., otnd the
foltowil18 grouPs: Dr~Con Gamins St..U. Elflords of ENdor. Excalib~ Gamen ANodation. Games Unlimilfti. and MACE.
Finally. credil mll5l also be shared with anyoft.C' who has ever asked a qu~tion, o(frred a Juggeftion, written .In iilt1icle, or made a comment about the
AD&r.Dgamr.
Thil if a derivativr work ~sed on Ihr original ADVANCED DUNGEONS It- DRAGONS PI",prJ H""dbook and O'...g.on MlUlrrs Gwidr by Gary
GygaJl and U"Mrlh.,1 Arc""" and alher miillerials by G.ry GygaJI and olhb"ll.
Random H ..... w;ond il' "tfHial~ compalUft .... ,,~ worldwJdo. dlOlrib<lUon rightt In ,'''' I>ook 1,__ tor fnsliM I.ollfuap prod "",. of TSII. Inc DlJ.lrilxllftilO the book and hobby
tratW In tM Unitftl Kingdom by TSR Ltd Oiscribu,fti to the lOY "ne! hobby t,.do. by r~naJ o:!lttribulOR. OJ989 TSR, Inc . AJJ Rilht. Rntntd,
This .. 0 ..... It pro1tc1td under the copyri«hl la ... 01 1M Unllfti Sc"ln 01 A..-Ic. Any ""Prnductlon 01 UNoUI!>oriud uw 01 1M "",t<!rial or utwor" ~\ed ~ifl," proIUbited
Wilhou, ,'''' '""pteM .. rill~n (0_1 01 TSR. hoc:.

Prlnled in ,he U.S.A,


Foreword

A foreword is normally the place where the au thor of a book expresses thanks and
g ratitude. I' m not going to do that here. It's not that everyone involved doesn 't deserve
congratulations and praise, it's just that I already said all those things in the foreword to the
AD&[)® 2nd Edition Player's Handboo k . Everything I said there is true for this book, too .
On to other th.ings.
Let's assume that since you're reading this, you are, or plan to be, a DUNGEON
MASTER"". By now , you should be familiar with the rules in the Player's Handbook. You've
probably already noticed things you like or things you would have done differently, If you
have. congratulations. You 've got the sp irit every Dungeon Master needs. Curiosity and the
desire to make cha nges, to do things differently because your idea is better than the other
guy's- these are the mosl important things a Dungeon Master needs. As you go through this
rule book, I encourage you to continue to make these choices.
Choice is what the AD&D 2nd Edition game is a ll about . We've tried to offer you what
we think are the best choices for your AD&D campaign, but each of us has different likes
and dislikes. The game that I enjoy may be quite different from your own campaign . But it
is not for me to say wl1at is rigl1t or wrong for your game. True, I and everyone working on
the AD&D 2nd Edition game l1ave had to make fundamental decisions, but we've tried to
avoid being dogmatiC and inflexible. The AD&D game is yo~rs , it's mine, it's every player's
game .
So is there an "official" AD&D game? Yes , but only when there needs to be. Although I
don 't have a crysta l ball, it's likely that tournaments and other official events will use all of
the core rules in these books. Optional rules mayor may not be used, but it 's fair to say that
all players need to know about them even if they don 't have them memorized.
The Player's Handbook and the DUNGEON MASTERN Guide give you what you 're
expected to know , but that doesn' t mean the game begins and ends th ere. Your game will go
in directions not yet explored a nd your players will try things others think st range.
Sometimes these st range things will work; sometimes they won't . Just accept this, be ready
for it , and enjoy it.
Take the time 10 have fun with the AD&D rules . Add , create , expand, and extrapolate.
Don't just let the game sit tl1ere, and don't become a rules lawyer worrying about each
piddly little detail. If you can't figure out the answer, MAKE IT UPI And whatever you do,
don' t fall into tile trap of believing these rules are complete. They are not. You cannot sit
back and let the rule book do everything for you . Take the time and effort to become nol
just a good DMlIO , but a bri1liant one .
At conventions, in letters, and over the phone I'm often asked for the instant answer to a
fine point of the game rules. More often than not , 1 come back with a question-what do
y ou feel is right? And the people asking the questions discover that not only can they create
an answer, but that their answer is as good as anyone else's. The rules are only gu idelines .
At the beginning of the first DUNGEON MASTER" Guide, Cary Cygax stressed that
each of us, working from a commo n base, wou ld make tile AD&:D game grow in a variety
of different directions. That is more true today than ever. Don' t be afraid of
experimentation, but do be careful. As a Dungeon Master, you have great power, and "with
great power comes great responsibility." Use it wisely.

David "Zeb" Cook


2/9 / 89

3
Table of Contents

In t. oduulon •.• • •••. .. •..•....•...•• 1 Clas. AbUitin............ . ....... 28 ~tf'rminln8 Spt.'11 Compollen ts
A Word About Org'miulion ..... '" ...... 7 K«ping PI;!yeri in the Dark . . . . . . . . . . 28 (Optional Ru]e) ........ ............ 44
The Floe Ar. of Bei~ a OM'" . .. . ..... 7 Changi"8 Alignml"fl t ................... Z8 Determining Rl'SC'arch Time .. . . ..... 44
Dt-liberatl' Chan~... .................. Z8 The Cost of Spell Rl!.earch ............. 44
Ctupter I , rt.ayu ChM.1lC.ta "bUtty 5<OC'eIo ••9
UneonKious Change .. . .............. 28 Adding a New Spell to the SpclllJook ... 44
Giving 1'1"),11'0 What They Want ........ ".9 Involuntary Chan~e .................. 28 Rt5oI';I(ehing Ex t..-.. Wiurd Spells
Choosing II Char.tCter C~aliQn Ml'lhod ..... 9 Charting the Chan8l'S ................. 28 (OptIOnal Rule) ...................... 014
Method I (3d6, in or~r ) ............... ,9 EHKIf of Ch.1nging Alignment ........... 28
Mfthod II (3d6 twa. ktorp ~ KOR') .. ,9 Ctwlple, 8 1 b:perlence . . . .• • ••••••. , • ,45
Mrthod 111 1Mb. :lfrilngtdlo tas tt). ..... ,9 (hAPIf't' 5 1 hollde"c;~ (OptkMwl) ••• , •• 10 The- ]mport .. nce of Experie-l1Ce ..........•. 45
Method IV (3d6twicll'. arrMlgI!<i 10 la:;Ie) , 10 Weapon Profici ... ncie .............. . ... 30 Too lill ie or Too Much ...... ' ...........45
M~hod V (4d6. drop lowt$l. Min fMaxing ....... . ................... 30 COM!a,..t Guals ........................ 45
arrange;u de;i~) .................... 10 N I'C Proficil'flcil'$ ...................... .30 Fun ................................. 4.5
Method VI (points plu) di«J ...... " ... 10 Nonwupon Proficiencies .. . .... . . . . .. .. .30 Cha ra cter Survival ...................4.5
Su~r Charactel1i ....................... 10 Adding New Profic~l1Cif's ............... 31 Improv~lIt ........................45
Identifying Too-Pow~ful Ch"rilctef'$ . 11 Variabl .. Goals ........................ .0&5
Chapt ..r 6 1 Money "nd [qulp...... nl . . •..•• 11
Dealing with Too-Powf'rful CharilclC'l"$. , II Story Go..Is. . . ................. 46
Con trollillg the MQney Supply ........... 32 Experirnce Point Awards . . ... . ......•. .46
Hopelts/l Characlf~1'li ......... , .......... 11
Monetary SY5tl'm$ ..................... .32
De.. Hng w ith Hopeless Characteo:r'S ....... 11 Group Awards.. . . . . .. .. ....... . .... ~o
A Shurl Histol")' of Commerce ............ 32
Dealing with Di§6,llli$li~ PI"Yl'n ...... 11 Goods ................... ..... . .. . 32
Illdividu;ll E:..perience Awardl
Wislrn and Ability ScoTn . .. . .. 11 (Optional Rule l ...................... 018
leiters of CrN;!. . . . ................ 32 When to Award Expnicn(C' Po in ts ....... .48
l"Iayers with MUltiple Chilrade" ......... 12
Barter..•....•...•............•...... .)3 Effects of Exptrien« ................... .48
Mu!t i"lr Ch;ar;acler Problems ........... 12
O\anoC\rT BackgrO\lnd . . ................ l2
Coins............ • ................. 33 Training (Optional Rule- )................ .49
Types of Coins.,......... . ..... .. .. .)3
i..A!lIing Playe~ [),) thf' Work .. . .. 12 Rate of Advancemf'nt ................... 49
E..pel\5ef . • . • .. •• • •• • . • • ••.•.•• ' •••.. 34
Problem B;ackgrounds ... . ............. i3
Squalid Conditions ................... 34 Ch.pl .. r 9 1 Co.... b.! , •..• •. ••.•• . • , •• •5 I
Baek$round ilS Backsround ............ 1.1
Poor Conditlons ...................... 34 Cr..ati"8 Vivid Comba t Scenes ........... 51
Chaptu 1 1 n"yer Ch.r.Ufl au.u ....... 14 Mlddlr--ClaS5 Cond Itions .............. 34 More Than JuS! Hack· and·Slash ... . ....51
A Non-f-!uman World .. . .......... 14 WeOl!thy Condi tions ..............•.....34 Ddinitloru ... . ................... 51
1Uci;J,lle"'f'1 Rf'Slriclions . ....... . ........ 14 Drain ing tne Coffers ................... .34 Th .. A!lack RoI ] . . . . . . . . . . . . . . ... 51
Slow Ad ... aIlCf'mellt (Optional Rulf' ) ..... 14 ExpandinS thr Equ lpmrnt Usl.$ ........... .34 l'iguring the To-Hit Number ............ 52
Standard C la5$ and l..f'vel Umit, .. . .... . 14 Alter,"g Prict'S ......................... 34 Moolfiers to the AU.lIc.k Roll ... . ..... .52
Extttdinglt ... el Umllf (Optiollal Rule ) .. 15 Equipment by T ifTI(' I·... nod ............... .)5 Weapon Type \'$. Armor Mooifie-rs
C~ating New Plilyer Charader Rilce5 ..... 15 The Ancil'nt World ................... 35 (Opliornll Rule) •........••.....• , ....52
The Dark A&e .................... 35 The V,uioul Type of WeaPQnf ......... 52
CMpler l : ""ye, C....'''ue' CIAues. . .••. 11 The Middle -'31$ ...... , .............. 35 ImJXl'S'ibl .. To-Hit Numbl'n •...........53
C litSS. Lt-... rl, ilnd the Common Miln ....... 11
Thr Rrnalssal1Cf' ..................... 35 C ",lnolatin8 THACO ..................... Sl
()'l.evcl Charactrrs ..................... 11 Adjusting Eq ulpmc-nt Lists ............. 36 COmbal and Encount~ .................53
Ad ... rnturu5 and Society ..............•. 11
Quali ty of Equipmt'nt .................. 36 Th .. ComNI Round .................... .53
Fighters ............................. 18
Lock QUOIlit y ........................ 36 Wh;lt You Can Do in One Round ....... S4
Paladin~ ............................. J8
Hol"S<' Quality ........................ 36 The Comb;li $rquenCC' . ....•.54
Range'"' ............................. 19 H~ Tr.ai t~ (Optional Rule) .. . ........ 36 Inrtiali ve . . . .. . . . .. .. . ............ . .. .55
Wiz.ards ............................. 19
Risks of Horw Buying ........... . ..... 31 Standard Initiati ... ", Procnlure .......... 55
Priests ............................ 19
Weapon Qu;l IIlY . . . . .......... 31 lnili.llt;ve Modifi .. rs ................... 55
Thit' ... " ............................ 19 Ornamentation ...................... 37 Group In itj;jOtive (Opllonal Rule) ....... so
Barm . . .. ......... . .........20
Armor Made of Unusual Metals ]ool""dual lnit iatl ... e {Option.1 Rule1- . . . 56
Char.letrT CI.aua In Your Camp",ign ... .zo
(Optional Rule l ................... 31 Multiple AU;acks;lOO Init iativ .. ......... 56
High· t.t-... el Characters ................... 20
Damaging F.quipml"flt ... ' ............... 38 Spt'llcaliling 0100 ]niti"li ................... 51
R

Ddinlng "H igh i..A! ... eI ............... •• 20 Cenrr;ll Weapon Damajlr . . .......•.. 38 Wrapon Speed and Init ialivt
Ch.-ingillg Campaign Styles . . . . . . . . .20
Attock Forms ........................ 39 (Optkmal Rulf' ) .' ........ . ...........57
Abon 20th I..e"'f'l. . . . . . . . . .. . ........ 20
Allaeking ............................. 5,}
B.!gmning Charactrr Levrll ......... . ... 21 Ctulpler 1 1 MASle • ••. . • , .. . • , • , ••.• ,4'
Mixing New and Old Chanlcters ........ 21 Number of AtI"ckto,.................... 51
Initial WiT..ud Spells. .. . .. . . ......... 41
F;lci ng .......... . ................... 57
Prr--Rolltd CMracters ................. 21 Player Choice . . . . . . . ............... 4 1
Creating a New ChalOlclrr C la55 Play... r/ DM Co llaboration ............ .41 Weapon i..A!ngth .' . . .. . . . . . ...57
(Optional Rule) ...................... 22 PQlition of AItOtCken and Auxk Rolls .... 58
Acqu isition of Sprll, Beyond 1st lr ...",I .... .41
1>011' Annl and Weapon Fronl;lgc
Going Up in Levels ................... 41
Ch"plt'f.: Alilln ....ent .. ••••• _ .•••.... 14 (Optional Rule) ...................... 58
Copying from Spell Books ............. 41
Player Ch;lraCler Ali,gnment. ..........•.. 24 Shieltb :ond W...aport Fronli\ge
Scroll R~arch .............. . ... .41
Role- Play;", Alignmmt ......... . ..... 24 (OptKlnOili Rulr) ...................... 58
Study w ith a Mentor ..................41
NPC Alignment ........................25 !-lilting iI Spt'Cific T"'l"l!,C't ,..... . ..... 58
OM C ontrol o£ Spell Acquisition ... . . ..... I
TIle limit, of NPC Alignment .......... ~ Called Shots ........................ .58
S~II Books .. '" .. ... ........ . .... 42
Soci~ y Alignment .............. ' ....... 25 Movl"n\O'nt in COm""'! . . . . ..... 58
All Siuund Shapt'$ ........•......... 42
USlll.g Area Alignment, . ...............~ Mo ... ement In Mdtt' ................... 58
Spell Book Pl't'panltion ............... .42
Val"}'ing Socj;jOl Alignmmt ..............26 MO"'f'I~nt and Mis.sile C om"",t .........58
Spt'li Book Cost .... . .....•........ 42
Alignment of Rdigions . . . . . . . . . .. . ...26 C harging an Oppollenl ................ 59
liow Many PaSts in a Sprll Book? . ......12
Alignment of Magk;ll Items . . . . . . . ..... 26 Renea t ............................ 59
Expanding thi' Sc hool!; of Masic . . . .. . ... 013
Magic;ll Alignmmt Chang~ . ....... .26 Au;a cking: W,thout KiIlin8 .............. 59
Adding New Spt'lls ................... 43
A lignment 011 a World View . . .26 Punching and Wra lling ............... 59
Alignmtnts in Conflict .2,6
Expansio n Throu~h Campaisn t:)rt;lil. .. .43
Qv"rilotaring ......................... 60
Sptil Rf:S(.-arch .........................43
N~rr-Eodi"8 Conniet ................ 27 Weapons in Non· Letha] Combat ........ 60
SUW'Sling .. New Spell ............... 43
Alignment as ;a Too l. . . . . . . . . .. . ... . .. 27 Non-l.eth.lll Combat and Crt'alure5 ...... 60
Analyzing a Spell . . ......... .43
Deltctin8 Alignment ...................21
Solving the Problem) of a New Spt'll ... .44 Touch S~]]5 ollld Combat ................ 60
As.ki"8 ' ............................ .27 Crilinl Hit, (Optiona l Rule) .............61
Srlling;a Spt:ll·s lt ... tl ................ .44
Cast ing;a Spt'li . . .......28
• Why No Critical Hit Tablel .......... .01
Table of Contents

Two Workabl~ Critic,,1 Hit S)'SI~' .....61 Tl"f.il.$Ure Tables...... , ......... , , ......•52 Nrc ~iliitemt ..... , ............ 11.
Cfilial Fumbles ...................... 61 Milintainlna &Iance ... ,. , ............. .82 P~ily , .. , .•.•. ,., .... ,.,., •... ,. 11.
PalT)'inI (Optional Rul.) ................61 Too UUleT~r~ ,. , .............. ,. ,82 Walk-On NPU ..................... 11.
MlIfJIot WuopoN u, Combat ......•...•...61 Monty Haul umpilign$ . " .......•. ,. ,82 Slanificironl NP'Cs • . ,., .... ,., ... , .... 11.
R~II"t ............................... 62 M~icallt~ . , ...... , ..... , .•..••.. , .. 83 Othrr Nrc ChiI~~rist a ......... , .. 11S
fblt 01 Fin' .. •. .. . .. . . . .. ... .. .. .. ..62 Crulutes..nd Milpcalltnns ..••. ,. ,. ,.&3 Loyalty , .......... , ................. ,115
Ability Modifift1: in MiMil. Com~t. .... 62 Buyins Ma,icalltftl'lS .. .. . .. . ........ &3 Mora"" ...... ,., .... , ..... ,., ••... . • 115
Rrin& intO iI Mtift.. . . . . .. . ..........62 Milgk - Roll'" Of Common ." ..... , ••• ,83 Quick NPCt; , ... ,. ,. , ...... , ..•.•... ,. 115
Taking Cover ApiM/. MisaUt- A~ .......62 R~ardlina Magical Ilnnl ..... , .......&4
Grenador-likoe MiNil", ....•••.........•62 The Nalure of Mqical Filbricatlon ...•..&4 CMpter II I VbtoII ANI uabt ......... , III
Scatter ~ ••.......•••........•. 63 Scrolkand POliant ,.,. ,., ...... , ... , ..•85 Effecu of Ught SOUras ... , ..........•.• 118
~n,g Seen .. , , ... , ........ ,. , ....... 11'
Types of Cr'fIVdf'-Uk, Mi_ ''" ...••• • .. 63 Scrolls ..... , ... "'. , ... ,. , .• , •.... ,.as
Bouklcors u MiNIIt Wi!ilponl . , ......... 63 Potiorl$ ., .......... , ... , ..... , ..... 87 Cte.illurn and Uaht SOUrus....... , ... 11'
Sp«lill A!lUQ.. . ........•............ 63 Creali", OtMr Ma,icirollt~i , ........ , ..• 7 \.lihl Tricb and Tr.rop$ .................. 11'
Au;acking With Ch..rmed Cnoalurn ... ,.63 R.echilf'lil'll MiI3ical It~I ........ , .... ,. 88 Infra Yb.ion ........................... 1 UI
c..u Attack. .. ... . ...••...........64 ~troying M~ical !tmtt ... , ...... , ... ,.89
Standard Infr:ilvision ................. 119
Innal, Abilil'" ..•...........•........64 Artifact. and R~lics (Optional Ruld , ..... ,89 Infravlsion (Optional Rule) ... , ...... ,119
Bn!'lh W,apont ..........•........... 64 Deslgni", an Artifact Dr Relic ...... ,.,.90 Otht'r Fonnl of Sight. .................. 119
Spt<:i;,1 Dt.frn~ ........................64 S.ilmp'~ Artifacts and R~lio .. ,., .......9\
DilrKne5li .......... , ... , .. , ........... 119
11w Saving Throw , ........•..•......... 64 Inv ilibilily .... "., ........ " .......... 110
Roiling ~Yir\8 Throws ...•............ 65 Ch4Ipfs I II lncounlttrf ••••• .. ••••• • • . 94 Odecling I nY i5ibl~ C"'iltura ,.,., ..... UO
Savina Throw Priorit y ................65 Whort is an Encountul .,., ... , ..• " ..... ~
Plann«! Encounten ........•..• " , ....•.95 a..pt:er 141 "'-II ANI Movc:.cnt • . ••• • 111
VoIunt;ully FaUina SavillJ Throw • ...... 65 Odailed TImflc.ft'pina ..... .. ......... III
K~ .................... , ... " ..... 95
Abllily Checkloil. Snin,g Throw•....... 66 Prep;lri", a ulcn<br ............... ,In
ModlfyillJ $.J,ving Throws ............. btI Trit,st" .....•.. , ...... , .... , .......9S
Tlm~ 1.1 a CillM-&lan«r ...•..... ,. ,.112
Mapc Rn.istol~ ....................... 66 Combining Keys and TriA~TlI ., ...... ,.96
Mo~t .,., .... ,."., ... , .......... I.n
EffKll 01 Ma.gIc Rulatoln« ............. 66 Random E.ncounl~B ...•.. , ...... ,., ... ,96
Should You Uw Random Encountml .•. 96 Mounted Ov~rbnd MOYfiJWllt ., ...•.. lll
When MIIgIc Rftbtance Applin ........ 66 C:il r~ of Animah ....... , ...... ,.,., .. 1:13
Ch.J.rac:t~riJtio of
SIKCft6IuJ M~ic R"istance Rolls ....... 67 Vrhicles ..... ,., .... , •......... ,.,. , 114
Turning U~ad ....•••.... ' ............61 ItIndom Encounler Tabks " ....... , ..•96-
~atifl8 Encounl~r T.bIH ..•.....•.•... ,97
Tt'rTaiJ\ Effect, on M~t
Evil Pmstul'd Undead . ... . .........68 (Optional Rul~) ............. . ..... 11.4
Immunity 10 WeilPOrl$. .. ......• . •..... 68 The 2· 20 Tilbw . ,. ,. , ..... ,. ,. , ..•.... 91
TM Prr«ntilt: Tab"" ..................91 Oar~ ilnd k~ .. , ..•........... ,. ,114
EJf«u of ~apon Hil • . " ............68 Tff'l'ilin Modifinll in
Silvel"' \o'okilpoN ...... .. . ........ .68 DwIgton Encounter ToiIb~ ............. 98
Ov~rt.a.nd MOY'ftnal1 ...•... , .•....... 114
C"'oIlul"f Y'5. Cl"foillu", .................69 WiIckmess Encountet Tables ....... , ...99
Specu.1 Encoun~ Tables ..•. ,., ...... 100 Roack and Trail. .................... U5
IJsinB 1tntnW\t Mon."" in iI Umpiiip ... 69 SplClnA Up Encountel"' T.bles .......... 100 T~lTain Ob.tiKIn .nd Hindtal'«S .,.,., .. US
Mo~~ ...........................69 Movement on Watel"' ..... , ....•. ,., ... , llS
The Rok-Ploilying Solut ion .......... .69 OMi", EncounteR ..•.... , .......... ,. ,101
Oc~an VOy4lgina ... , ............••... 126
Dicirll for Moril]~ . .. .... .. .......... n F.ncounlet Checka ................ , •. 101
II This EncoutIler ~ry1 .. .. , ... ,. 101 We..thff and Ship Tr.lIvfi " ... ,., ..... U6
How 10 Milk~ a Mor.ll~ Check .......... n Al'rial MOYemenl ....... . .............. 127
Faillna a Moroill~ Ch«:k ................ 71 Encounter Sizr . , ......... ,. , ........ 101
Surprite .. ,. .. .•. . ........•.......... 102 ~ting J..o.t ... , .. ....•..... ,." ...... 111
Injury ilnd Orillh ....................... 72
Encount~r Oi5lafOQ: •. , ... ,. " ..•. ,. ,. ,. 102 ~ ISl A DM" Mhc.elt.ay •••••••• IJ9
Wo undt ............................. 72
Sp«ial Dilmag~ ........................ 72 Encounter Reildions ... , • , .. ' .......••. 102 Utt~nlna ................•...... , ..... 129
Falli"l . ...............•........•.... 72 FilII", Thinp in Play, ........... , ...... IOJ 000................... , .............. ,129
Paralysi•............................ 72 Tht Encounlel"' i. Too Oiffl('\llt .... , •.. ,1OJ Conceilled and Seafl 000... .. , ....... 130
Encrsy Drain ........................ n Thr Encountrr Gave AWilY Lycanll'lfop)l , ..•..... . ... , .•........•. 131
Poison .............................. 73 Too Much Treillure .................. 103 Othel"' Magical ~iI_ .... ,. , ....... , 131
Sp«ifk Injuries (Optional Rule) .......... 74 Th~ Encounler Wu Too Easy ., ........ 103 Th~ Planet! .... , ..................... ,131
b Thil lnjury NecUNoryl .............. 74 CJil,apler 11. Nrc. •••• , . . . . . . . .. , ..• 10- The Prim~ MIIt~ri.a1 PlilMS .. ,. , ...•... Ill
H~ali.ng ....... ' ....................... 7. Hirdifl8ll .. , ....... . .... , .•. , . .. '., ... 104 Ttw EtMl"foill Planes ........ . ......... 132
Nalunl H~all", ................•..... 74 Medi"al OccupillioN ,., .•... ,., ...• 104 Ttw In~ Planes , ...... , ......... , •. 132
MilgkoIl Healin, ...................... 7. The AssuI:in. tM Spy, ilnd tM Sq~ ., ... ,106 Ttw Astral Plan~ .... , ... ,., ..•• , .... 131
HerbailMn 6: Hraling pronc~ ..... 7. AssiIMil\ll •.• ,., •.• ,., •.••• , ••••.•.•. 106 Ttw Outel"' Plant'$ . ,. , ....•. , ......... 112
Chotractel"' Death ............ ' ... ,. ,. , ... 7. Spies .. , ...... , .......... , ........ 106 ~l l n~~.~ , .. .... . , . I))
Death from Poilon ... , .... , ..•..... , .74 Sag" .... ,., .... ,. , ..... ,. , .... , .. 106 CoiM ... ,. , ........ , .•.......... , •. 134
""ath from Mafe;lve Dama8'f .... , ••.... 75 SokIierI , ..• ,.,., ••... , ........ ,., .... 108 Grm$ ••• , .••••••.•••••••. , ••••..•. , 134
Inncolpolbl~ INoIth .,., ....•......... , .75 OtKription 01 Troop Typa ., •.... ,., .108 ()bjecIt; of M ...................... 134
ItIbinl tM o.r..d ................... ,.7:5 Employi", Hirelinp . . .. .. .,., ........ 109
HovlUing on Death'. Door Who Midlt Ik Offended ....... , ...... 109 Appatdb. 11 Mqlc&l Me. t.bIcs • . ••• . • 1 U
(Optional Ruld ........... ........ .7S CkpopuJal~ at Your Own RJtI,; ••.••• , •• 109 M~JIt_ ... . ....... , ..... , ..... W
UnUSWII Combolt Siluatioru ., .•.. ,., .. , .. 7S S«urinA Pmn~ion .. " ............. 109 Annor and Shielck •. , ....•.•...•. ,. ,. 139
Sie3~ D.iI~ ...... , ...... , ......... 70 Finding lhe R,jght Peopl~ .. " •... , ... , .110 M.1&lcal Wnpon. ...• , .....• , ......•. 140
Mou.ntN Combat ., ...... ,......... .10 The WM.iy W~ ................... lIe o\ppenIIIb ) 1 MqJcAI __ ~ •• • 141
Aerial Combal {TOUl'nllrMnl Rule) . ,.. :77 Henchmnl ..... , ........ , ..... , ....... 111
Aerial Comlnt (Optiona l Rul~) ......... 78 Potionl ....•• ,., ....•.•... , .......... 14.1
An Nrc BecOfllft a Hmchman ........ 111 Identifying Pmiom .................. 141
Untkrwa tu Comlnl . ., ...... , ...... 79 Ttw Playel"' Tnft Ov~r ............... 111 Combining POliOns .................. 1.1
aw.pw lo.-"-""~Ir_ . .. .10 Role-PJayins H~ ......... , .... 111 Potion Duratiorl .. , .••....... , .... , .. 141
Who Need5 MOMyl .. , .....•.. , .....••. 110 Hmclunan Bookkeqllr\l .............. 11 1 lilt 01 POtioN ., .................... 141
Fonnt of Treoil$urf , .•.. , .. , .... , ........80 OffiCi.b iI.nd Sodal Rank ........•. ,. , .• 112 SCrolll ............................... 1~
PloIc~nt of Tl"fuUI"f .. , ..............80 Till". Offi,,", and PO$itiON .......... 1 12 Spt'1J l..evd of Scroll Spt'lb .. , ..... " .. 1~
Spellcut~ . . ............... , .....•... 113
Who'. Got 1M Treal ul"f., ..•...... , ... 81 M:illic.al Spell hilul"f ................ .1~
Planntd and R.iIndom Encounltr TlWtUrai .82 Finding a Spt'llcaslu ....... , ......... 113 U~ of Scroll Spt'lu ........... , ...... 145
Convincing iln Nrc to H~lp .......... 113 Call In" Scroll efect, ...... " .........1'-5
5
Table of Contents

Prottction Scroll EffKts ............. .us Tablr 31 : CREAllJRE EXPERJENCE Table 80, AERIAL MOVEMENT
Who Can UK Scroll Spr,1l11 .........•. 145 PO INTS VALUES . .................... 1 MODIFIERS . . ........••............ 121
SJlI!IJ !.hel R..ngt ..........•......... 145 Tablr 32: HIT D ICE VALUE MODIAERS .... 47 Tabl~ al : CHANCE OF GFITING
Cursed Sc:toU•.............. _....... 146 HOPELESSLY LOST ................. 12.8
Tablr 33: COMMON INDIVIDUAL
Maps .............................. 146
AWARDS .•...•..•..........•.......48 Tilble a2; LOST MODIFIERS ..... . .......128
lUI 01 Proteclion Scrolls ..............146
Rinp ................................ 147 Tablr 34: INDIVIDUAL ClASS AWARDS ... 48 Tablr 83: CHANCE 10 HEAR NOISE
Us! 01 ~ ........................ 147 Tablr 3.5: COMBAT MODIFIERS ... ........52 BY RACE ..... .... ...... . ....... . .. 129
Rod. ..........................•...... 151 Table 36: WEAPON TYPE VS. ARMOR Tablt 84, TREASURE TYPES . " .......... 133
Command Wonh (Opt iollill Rule) ... , .151 MODIFIERS ..............•.......... 53 Tablr 85: GEM TAB LE ................... 134
I..bt 01 Rods ......................... 151 Table 31: THACO ADVANCEMENT ........ 5J Table86: GEM VARIATIONS ......•.•...• 134
Stavet ............................... 153
Command Wonk (Optional Ruld ...•. 1.s4 Table 38: CALCULATED THACO ......•... 5J Table 87: OBJECTS OF ART ............. 134
litl of Sl.IIvt'I ....................... 154 Table 39: CREATURE THACO ............. 5J Table 88: MAG ICAL ITEMS •.••......•••. 115
W.ndt ............. ' ................. 156 Table 40: STANDARD MODIFIERS Tab~ 89: POTIONS AND OILS .......•.. 115
CommJInd Words {Optional. Rule) .•••. 156 10 INITIATIVE ............ . .........55 Table 90: SCROUS ..................... 115
~ 01 Wand, ..................•.... 156 Tablr .1 : OPTIONAL MODIFIERS Table 91: RINGS ........................Il6
MlIa:llaMOus Magk ................... 1.58 10 INmATIVE ...........•.......... 5.5
Cltq:Orin of Magic.. t Items ... . •...... 158 Tab le 92: RODS ........................ 136
Table 102: ARMOR MODIFIERS
Armor ~ ShiddJ... ' . . ............. .. 181 Table 93: STAVES ...................... . 136
FOR WRESTUNG ....................59
~as)caIVVeapon$ ......................182 Tablr94: WANDS ...................... 136
Ught GeneTiition .....••............. 182 Tablr 43: PUNOilNG AND
WRESTLING RESULTS ... . ............59 Tablt 95: MISC. MAGIC (BOOKS,
Unknown or UnLI$Ual Qualitin ........ 182 lIBRAMS. MANUALS, lOMES) ...... 1l1
M.gkill Wc!ilpon U5t ................. 183 Table 44: COVER AND CONCEALMENT
Intel1i3tnt Wupons .................... 181 MODIFIERS .....•......... ' .........62 Table 96: MISC. MAGIC UEWaS,
Intrllia;ent Wupon Alianmtnt .........181 Table 45: GRENADE-UKE MJSSILE EFFECI'S .63
JEWELRY. PHYlACTERIES) .•••.. . ..• 1.31
Weilpofl AblUtits .................... 181 Tablr 91: MISC. MAGIC
Table 46: OiAR.ACTER SAVING THROWS .. 65
Weapon Eso ........................ 188 (CLOAKS AND ROBES) ............. 131
Weapon. Venu.J CharaC"ten ........... 188 Table 41: TURNING UNDEAD ............61
Table 98: MISC. MAG IC
Table 48: HIT DICE VS. IMMUNITY ...... .t:H (BOOTS, BRACERS. GLOVES) ....... 138
~CII ••• . ••••.••.••••••. . •.•• . •• 119
Tablr 49: MORALE RATINGS ... . ......... 1O Tablt 99: MISC. MAGIC
T.b'- Table.50: SITUATIONAL MODIFIERS .... . . 70 (GIRDLES. HATS. HELMS) .....•..... 138
TableSl : POISONSTRENGTH ..•......... 1l Tilble 100: M ISC. MAGIC
Table 1: METHOD I CHARACTERS ........9 (BAGS. BOTrW, POUCHES,
Table 52, STRUC1lJRAL SAVING TIiROWS ..16
Ta~ 2: METHOD 1\ C HARACTERS ....... .9 CONTAINERS) ..................... 138
Table~: MOUNTED M ISSILE ARE ........ 16
Table 3: METHOD 11\ CHARACTERS ....... 9 Table 101 : MISC. MAGIC (CANDLES,
Tabl~.54 : 2--20 ENCOUNTER TABLE ........98
Tablr.: METHOD IV CHARACTERS ...... 10 OUSTS, OINTMENTS. INCENSE,
Table 5..5: DUNGEON LEVEL ..............99 S1ONES) ............... . .......... lola
Tilble S: METHOD V CHARACTERS •...... 10
Table 56, FREQUENCY 6:: CHANCE OF Tablr 102: MISC. MAG IC
Table 6: METHOD VI CHARACTERS ...... 10 WILDERNESS ENCOUNTERS ........ 101
Tilble 1: RAOAL ClASS AND (HOUSEHOLD ITEMS AND TOOLS) •. 138
Table .51: SURPRISE MODIFIERS ......... 102 Tablr 103: MISC. MAGIC
LEVEL UMITS •.....•............ " ..15
Tablt 58: ENCOUNTER DISTANCE ...•... 102 (MUS ICAL INSTRUMENTS) ..•... . . . 139
Table 8: PRJME REQU ISITE BONUSES •.... 1.5
Table.59: ENCOUNT£R REACTIONS ..... 103 Table 104: MISC. MAGIC
Table 9: MAXIMUM LEVELS FOR
VARIANT RACES .................... 16 Tilhlr 60: NPC PROFESSiONS ...•........ 105 (TliE WF.IRD STUFf) ................139
Tab l~61 : FIELDS OF STUOY ............. 101 Table lOS: ARMOR TYPE •.....• , ........ 139
Table 10: o-LEVEL HIT POINTS BY TITLE .. 11
Table 11 : RACE.......................... 22 Tablr 62: SAGE MOOIAERS ............ . 101 Table 106, ARMOR OASS ADJUSlMENT ..139
Tilble 12: COMBAT VALUE USED ......... 22 Tablt 63: RESEARCH TIMES .... ' ........ 108 Table 101: SPEQAL ARMORS ........... 139
Table 13: SAVING THROW TABLE USED ... 12 Table 64 : MIlITARY OCCUPATIONS ..... 108 Tilble 108; WEAPON TYPE ........••.... 140
Tablr 14: HIT D ICE PER LEVEL ...........22 Tablr 6.5: COMMON WAGES . . ........ . . 110 Table 109: ATrACJ( ROLL ADJUSTMENT.. .ItO
Table 1.5: ARMOR ALLOWED ............. 22 Tablr 66: EUROPEAN TITLES ... ' ...•.... l ll Tablr no: SPECIAL WEAPONS ...••..... ltO
Table 16: WEAPONS ALlOWED .......... 23 Table 67: ORIENTAL TTTLES .•......•.... 111 Table 111 : POTION COMPATI8IUTY ...•• 141
Table 11, HIT PO INTS PER LEVEL Table 68: RELIG IOUS TITLES ............ 112- Table 112: SPELLFAIWRE ..••..•........ 14.5
BE'IOND 9TIi .......................1-) Tabl~ 69: NPC SPEll COSTS ..•......... 113 Tablr 113, WEAPON INrEWGENCE
Table 18: OPTIONAL AB IUTIES .......... 23 Tablt 10: GENERAL TRAITS ............. 114 AND CAPABlunES ................186
Table 19: THIEF AVERAGE ABIUT'( TABLE ..1-) Table n : PERMANENT MORALE Table 114 : WEAPON ALIGNMENT ....... 181
Tilblr 20: RESTRICTIONS ........... . ....1-) MODIFIERS ........................ 11.5 Tabk 11.5: WEAPON PRIMARY ABIUTIES .. 181
Table 21 : BASE EXPERJENCE POINTS ..... 23 Tablr n : OPTIONAL DEGREES OF Table 116: WEAPON EXTRAORDlNARY
DARKNESS ... _.............. . ..... 119 P()\o\IERS .•.•••••••.••••.•••••.••••181
Table 22, PlAYER CHARACTER
UVING EXP£NSES ...................34 Table 7J: TERRAIN EfFECTS ON Table 117: SPECIAL PURPOSE WEAPONS .. 187
MOVEMENT ......... . ............. 124 Tablr 118: LANGUAGES SPOKEN BY
Tilble 1-): EQU IPMENT BY TIME PERIOD ..3.5
Tab~ 14: TERRAIN COSTS FOR WEAPON .•..•.•........ . .......... 188
Tilblr 24: LOCK QUALITY .........•.....•36
OVERlAND MOVEMENT .......... .US Tablt 119, WEAPON EGO ............... 188
Table 2.5: HORSE QUAUTY ...............36 Table 7S : TERRA IN MODIAERS .......... 125
Table 26: HORSE TRAITS ................ 36
Tab lr 16: BOAT MOVEMENT .....•...... 126
Tablr 21: UNUSUAL MlrrAL ARMORS ..... 38 Table '11: SHIP TYPES .. . ....... . .... ' " .126
Tilble 28: HrT POlNTS OF ITEMS ......... 38 Tablr 78: SAJUNG MOVEMENT
Table 29: ITEM SAVING THRO'r"IS .. ' . .... 39 MOO IAERS .. . ..................... 126
Table 30: SPELL BOOK CAPAOTIES ...... 43 Tablr79: WEATHER CONDIT IONS ...... U7

6
Introduction

You are one of a very special group of ~ fit his own style and the style of his players.
pie: AD&D- game Dungeon Maslers. Your You won't find pat answers to all your The Fine Art of
job is not easy. It requires wit , imagination, questions in this book . Certainly you will Being a DM"
and the ability to think and act t!Xlempora- find a lot of information, but it doesn't in-
neously. A really good Dungron Master is clude solutions to all you r pme problems. Being a good Dun-
t'S5enliai to a good game. Somelimes, a single answer just isn't appro- geon Maste.1' involves a lot more than know-
The DUNGEON MASTER" Guide is re- priate. in those cases, what you will find in- ing the rules. It calls for quick wit, Iheatrical
served for Dungeon Masters. Discourage stead is a discussion of the probl!!m and nair, and a good sense: of dramatic timing,
players from reading this book and ttrlain- numerous triggers intended to guide you among other things. Most of us can claim
Iy don', lei players consull il during the th rough a t.houghtful analysis of the situa- these attributes to some degrte, but there's
game. for two reasons. tion as it perlains to your campaign , always room for improvement.
First. as long 3S players don't know exact- The rules to the AD&O 2nd Edition game Fortunately, skills like. thue can be
ly what's in the DUNGEON MASTER'" are balal'lCed and easy to use, No role- learned and improved with practice. There
Guidfl, they'll always wonder Whillt you playing game we know of has ever been are hundreds of rrick~, shortcutI', and sim-
know that they don', knolY . It doesn't mat- play tested more heavily than rhis one. But ple principles that an make you a better,
ter whether you have s«rel information; thai doesn't mean it'5 perfect , What we con- more dramatic , and more creative ,",me
even if you don'" as long as Ihe p layers 5ider to be righl may be unba lanced or master.
think you do. their sense of mystery and anachronistic in your campaign , The only But you won't find them in the
uncertainty is maintained. thing Ihat can make the AO&:D game DUNGEON MASTER'" Guide, This is a
Second, this book does contain HSential Mright ~ for all players is the intelligent appli- re(erence book for running the AD&:O
fults thai are not discussed in the Player's cation of OM discretion . game. We tried to minimize malerial that
Handbook . Some of these the players will A perfect example of this is the limit doesn't pertain to tht.- immediate conduct of
leam quickly during play; spedal combat placed on experience levels for dem i- the s~me. , If you are interested in reading
situations, the costs of hiring NPCs, etc, humans. A 101 of people complained that more about this aspect of refereeing, we re-
Others, how~er, covt!r more esoteric or these limits were too low. We agreed, and fer you to DRAGON- magazine, published
mysterious situations; the naturt! of arti- we raised the limits. The new limit$; were monthly by TSR, Inc. DRAGON maga:zine
facts and other magical items, for t!xampie. lested, examined, and adjusted until we de- is devoted to role-playing in general and the
This information is in tht! DUNGEON cided tht.-y were right. But you may be one AD&:D game in particular. For over 10
MASTER" Guidlt so tht! OM can conlrol of Ihe few people who prefer the older, years, ORAGON magazine has published
the players' (and hence the characters') ac- lower limits , Or you may thi nk there arlicles on evt."ry facet Qf role-playing. It is
cess to It . In a fantasy world , as In this should be no limits at all. In the chapter on invaluable fo r OMs and players alike.
world, information is power, What the character classes, you'll find a d iscussion of If you have ne.ver played a role-playing
characters don't know can hurt them (or this topic that considers the pros and cons game before but are eager to learn, our ad-
It'A'd them on a merry chase to nowhere), of level limits. We don't ask you to blindly vice. from the Player s Hundbook Is still the
While the players a ren't your enemies, they a«ept every limit we've established. But we besl ; Find a group of people who already
aren't your allies, either, and you aren't ob.- do ask that, before you make any changes, play Ihe game and jOin tht.-m for a few ses-
ligated to give anything away for nothing. you read this chapler and carefully consider sions. if that is impractical for sOme. reason,
If characters go hunting wererals wilhoul what you are aboulto do. If, after weighing the best alternative is to get a copy of the
doing any research brlorehand , feel free to the evidence, you decide that a change is DUNGEONS &: ORACON~ Basic Game.
throw lots of curves their way. Reward justified in your game, by all means make The DUNGEONS &: DRAGONS game is a
those charaders who take the time to do the change. less detailed ro le*playing game, The Dkoe
some dwddng beforehand. In short , follow the ru les as they are writ- Basic set includes an introductory role-
Besides rules, you'll find that a large po~ ten if dOing 50 improves your game. But by playing adventure that you can play by
lion of this book Is devoled 10 d i5Cussions tht.- same token, break lhe rules only if do- yourseJf. This will show you what goes on
of the thinking and Iheprinciples behind the ing 50 improves your game. during the game and give you step-by-step
rules. Along with this art' examinatiOI\$ of Inslructions on how to set up and run a
the pros and cons of chang:ing the rules to fit game with your friends.
your campaign . The purpose of this book, A Word About
after all, is to better prepare you fo r your
role as game moderator and referte. The
Organization
better you understand the game, the better
equipped you'll be to handle unforeseen de- Everything in Ihis
velopments and unusual circumstances. book is based on the assump tion that you
One of lhe principles guiding this project own and are familiar with the Plal/Ilt's
from the very beginning, and which is ex- Handbook . To make your job ~a s ier,
pressed throughout this book, is this; The the Plal/er's Htmdbook and DUNCEON
OM Itas primary respop\s ibilily for the s uc- MASTER- Guide have parallel organiu-
cus o f hi, carP/puigPi atld ,,, muM take aPi lion. Chapters a~pear in the samt." order in
uc/iultllulld it! guidirtg il . Th~t is an impor~ both books, That means thai if you know
tanl concept . If you ar!! skimming through where to find something in the Player's
this inlroductlon, slow down and r!!ad it Handbook, you also know where to find it
again , It's crucial that you understand what in the DUNGEON MASTER- Guide,
you are getting into . AlsO, the index in this book covers both
The OM's ~active hand~ extends even to rhe DMG and the PfuYl!r's Ha"dbook, You
the rules. Many decisions about your cam- can find all the references to any spt.'Cifk
paign can be made by only one person : topic by checking this index ,
you . Each OM must tailor his campaign to
1
EKh playtt is responsible lor creating his Handbook). Five sample charactel"l (:n;llted ideal char;llcteN they imagint'.
player character. As the DM , howenr, with e..ch mf'thod illustrate typlall out- Exceptional player characters are s till
your dtriIloru have a huge impact on the COmH tM: diH~rt:nt methods are, likely to rare, and unus ual character cta.s.ses are . till
process. Furthermore, you have linal produce. u!\COmmon, but ff'W cha r;llcters will have
approval over any player chanaer that is below-ilvf'ragt> 1oC0«'l.
c~ated . This chapttt out linn what you
Method I ( 3d6. In order):
should considu about character cre,ation M ethod II Oludv""tage.s
and gives guidelines on how to deal with This is tM fastnt Creallng the charactf'r takes slight.ly lon8-
some of the common problerm that arise and most straightforward method. Thf'rf' er because there a re more: dice to roll.
during the character creation . are, no d«i.sions to milke while rolli ns the Despite the improved choices, a character
dice, and dice rolling is kf'ptlo a minimum . may still not bt! eligible for the race or daM
Ability score range from 3 to 18, but the lhe player wants.
GIvIng Players majority fall in a range from 9to 12.
What They Want Typically, a character will h ......e four Tablr 1: METHOD n aMMCTERS
seo," in tM average range, one below·
Players in most
average score, and one above-average 11 Il
AD.. oe games play the 5iIme charilcter
score,. A ff'w lucky players will get 5C'veral Slmlgth 12 11 "• "• " 15
over milny game sessions. Most plilyers
develop strons tin to their chuilcters and
high Kores and a few unlucky ones will get
just the opposite.
Ikxtenty
Constitution
10
11
IS
11 ,.
12 13
14
14
14
get a huge thrill from watching them
ildvance. grow, and become more success-
Very high $Core are ran. so character
cla.5Sf'S that require high score (pal.1din ,
Inteiligmce
Wisdom ,.
13 11
13
12
13
13
11
14
13
ful and powenul. A lot of your game', suc-
cess d~nd5 on how much your players
care about their characters. For these re,iI-
range r, illusionist. druid, bard) are corte--
spondingly rare. This milkes cha racters who
Charisma 10 11 I.
• 12

sons, it is important to let eilch plilyer create


qualify for those classes very Special indHd . SUSSHled Class 0 Th CI MOl Ftr
The majority of the player charKten will bf'
the type of charilcter he reall y wants to play.
fighten. clerics, mages, and thieves. Char-
At the same time. w;lltch oul for a tenden- Method III ( 3d6, Amlnsed to tASte)!
iK:tf'tI with ex('q)tional ability SCOta will
cy in some pl;llyn'J to want the most power-
tend to lIilnd out from their comrades. This method gins
ful character po55ible. Powerful charKlef5
;lire, fine if thilt's the sort of ump;llign you thf' player mort' choice whf'n creating his
Method I Disadva ntages character yet still f'f\Sure that , overall. abi!·
wilnt . A problem a.riJa, however, if playm
are, ;lllIowed to 6'ploit the rulH, or your
This method has two disadv;llntages. ity KOres ilrt: nol excessive. &d chvactera
Fint , sam<!' players may consider their char- are: JliII possible. f'lpf'daUy if " player has
good naturt. to crt;;IIle a character who is
actprs to be ho~lessJy .1verage. Second, the several poor roll • . The ma jority of ch,uac_
much more powerful than eVf'ryone else's players don't set milny choict'S. tetl have avelllBt abilities.
chilrOlCter. AI best, this leilds to iln unbal-
ilneed game, al worst, to bored pl;llyets and Using method 1, only luck enables a play· Sin« playen can arrilnse their scorn
er to rP a characl~ of a parliC\llar type, however they wllnt , it is easier to meet the
hurt feelings .
since hf' has no control ov~ the dice. MOIl requirements for lin unusual dUi. Oaun
Themore, belore any plilyer in your
characters havf' lillie choice ov~ which with exceptionally strict standards (the pal-
game creat" hi, fi rst ch,.racter, decide
dus they becomf' : O nly one o r two adin in particular) arf' still uncommon.
which dice- roiling method to allow: will
options will be opf'n to I.hf'm, You may have
you use method I, ilny of the live alternate
to let playf'fS discard a charactf'r who i. Method III DlsadVilntaSeJ
methods, or a leventh method 01 your own
totally unsuitable and start over. This method is morf' tlme-c;Oflsumins
devisingl Be prepared with an answer right
;IIway. because this is one of the fim ques.- than I or II, Hpeclil1ly if player. try to ~min l
Table 1: METHOD I CHARACTERS max~ thdr choice of rKf' and claM. (To minI
tions your playera will ilsk!
,. I. max, or m inimize/ maximiu, is to examinf'

ChoosIng a Charader Sl.r'enIth


11
10"• • " IJ
13
every pouibility fo r the greatHt advan-
tage.) Playm may ncf'd to bef'ncouraged to
CreatIon Method Dexterity
Constitution • ••
12 8
7 IS
10
10
14
create the character they set! in their
Imaginations, not the one that pins the

•• •
Despite some simi- Intf'lligmce 13 8 14 12 most pluses on dice rolls.
larities, the methods art: different frorn one Wisdom 12 10 11 13 The example below shows fightf'rs ~
anothf'r. Some producf' more powf'riul Charisma 7 12 14 7 ated Ulil\8 thi$ method.
chanctf'rs than otMrs (iI!though none pro-
duct'S extrtmely powf'"ul charactetl). For SU88e5ted Table J: METHOD m CHARACTERS
Ihis re,CdOn, every player in your game Class M. a Ar/ Ma Th Ft,
should st"rt out using the Jafl\f' method. 11 12 13 14 IS
If, at some lal~ point in your cOllmp<lign, Strengt h 1S 13 14 IS 14
Method II (3d6 twice,
you want to change mf'thods, lim ply
keep desired score):
Do:tenty n 12 9 10 12
announa this 10 your players. Try to avoid Constitution IS 13 13 12 14
making thf' announC'l!m<!'nt lust at a plillyer This m<!'thod giVH Intelllgence 788
starts rolling up a npw charactf'r, Icst thf'
o th~ players accu.se you of favoritism . You
playe:rs bf'1I~r SCOtH without introducing
serious ability Innalion. It a lso gives tMln
Wltdom
Charisma

1
7 7
12 1
• •

7
11
11
know you a r1!n', plilying favorites, but it more control over tiw.ir charactet'l. Thf'
dOf'Sn't hurt to avoid the appeilrance. ilVf'riIge ability is still in the 9 to 12 range,
The advantagf's and disadvilnlages of and players can manipulate their mults to
each dice-roiling method are dCKribf'd bring Ihf' characters they cre,ate doser to the
below (also see page 13 01 the PI.-yer's

9
Method IV (ld6 twice, Method V Di.. dyanla,U Method VI Dlsadv.anla8t'1
Uke other mc!thods lhat allow dellber~te This method works besl for experienc«l
AfTAnled to tASte)1 players. Players who are not familiar with
arrangement of ability scores, this one takes
This method h~lI ~Il some time. It also creates iii tendency toward lhe different character classes and raeu
the benefits of methodll II and III . Few. if "5upe r~ characters without getting out of have a hard time milking the necns.ary (and
any, ch~racterll are likely to have poor hand . This can be a problem if your cam- difficult ) decisions.
scores. Most scores are ~bove average . The pa.ign isn't geared toward I.hat ..ort of thing:. Table 6 , hOWl fightel1i constructed using
individu~1 Kore ranges are still not exces- Unless you have a considerable amount this method .
5ively high , 50 truly eX~l i onaJ characte~ of experience as a OM , however, beware of
a~ .tlll very rare . However. the majority of
characte~ are 'ignifkantly above the norm .
extremely powerful characters . They are
much more diHicult to challenge and con-
11'01 than characters of moderale power. On
Table 6: METHOD VI CHARACTERS

11 12 IJ .. "
Method IV Disadvantages
Thi. method lends to be quite slow. Play-
ers spend a lot of time comparing different
num ber combinations with the requir~
the plus side, their chance of survivill at
lower levels is beuer Iha n ~ord inary~ char-
acten. (See ~Super Ch~ racte~,~ below. for
more on Ihis subject .)
Sirmath
Ot-xte:rit
Conllitut ion
Intelligence
18/ 15
U
12
11
••
15 1
1 11
12
10
,.
18/ 71
13

11
11
,.
12

11
menls of different raeu and cla55H. New
players can easily be overwhelmed by the
One last point about melhod V: High
ability $Cores are less exciling under this
i<tom
• •• 10
•• 10
large num~r of choicn during this proau. method, since they are much more com-
Again, the examples below an~ amanged mon, as the: Fighter cha racte~ below indi-
for fighters . cate:
Super Characters
O ne of the great
Table 4: METHOD IV CHARACTERS Table 5: METHOD V CHARACTERS temptations fo r playft"S is 10 cnate super
characters. While Ihil is not true of every

Sirength ,. ,."
11 13
,." ,." Sinnstl\
11 12
17 15
13
18/ 3-'
I.
16 "
1
player, all lhe time, tM dnire fo r power
above everything else aEnicts most playe~
~
Conllilution
13 10 '" 15
15
3
Constitulion 14 • ,.,.
I. 17
at one time or another.

Intel ligence
13
13
U
9
15
13 U
15
13 Intelligence "
13 11 10 8
Many players see their characters as nOlh-
ing more than a collection of numbers that

~-=.
13
0 • 1 13 11 WlWIOm 13
9
10
lJ
• •
1
2
affects game systems. They don't thi nk of
their cha racters as personalities 10 be devel-
oped , Players like this wanl to Hwin Ihe H

Method V (4d6, drop lowest, Method VI (points plus dice): game, somehow . These playel1i are millsing
.....Anse AS deslred)l out on a 101 of fun .
This gives players IC pliil~f'S ilre creating new characters (or
Before choosing to more control over their characters than any you r campaign. you probotbly won', have to
use this method. think about how adventur- of the other methods. A points system deal with such super characten. Players can
en fil into the population a$ a whok. There makes it quite likely that a player can gellhe sia n with ability scores greater than 1.8 only
are two tchoolll 01 thought on this is.sue. character he wants-or at leasllhe class and if the race granls a bonus, but this is
One school of thought holds thai adven- race. However, in doing 50, the pla ye:.r must extremely rare, Later in the campaign, mag-
ture.rs are no dlffermt from everyone else make some serious compromises. ic may raise: ability Korn highe.r,
(except fo r being a little more fool hardy, It is unlikely that his dice are 80ing to be 1ne greatest difficulty occurs when a play-
headstrong. or restless). The man or woman good enough to make every Kore as high as er asks to bring: In a character from another
down Ihe street could be an adventurer-all he would like. In aillJkelihood, onl y one or campaign where characters are more power-
thai', requlrN i,the desire to go out and be two ability scort'S will be excepl.ional, and ful. UnlesJ you are preparN 10 handle them,
oot , 'Themore, ~venturtn should get no miserable dice rolling could lower Ihis even super rnanlcten can seriously disrupt a cam-
spedal bonuSd on their ability rolls. further. The player mu.t carefully weigh the paign: Players with avenge characten grad-
The other school holds that adventurers pros and cons of his choices when creating ually become borN and irritated as 1M
are spedal people. a cut above Ihe common the character. powmul characters dominate lhe game:
crowd . If they wuen't exceptional, they players with powerful characters feel held
would be labore.rs and businessmen like bKk by their weaker compilnions, None or
everyone else. Player characters are heron, thil contributes to harmony and cooperaHon
so they should get bonuses on Iheir ability among the: characters or the players,
rolls to lift them above the rabble, Cooperalion is a key dement of role-
If you choose method V for creating play- playing . In any group of player cha racters,
er characters. then you agree with Ihis sec- everyone has strengths to contribute and
ond view and believe thai adventurers weaknetHS 10 overcome. This i. Ihe basis
should be beller than everyone else. for the adventuring party-even a small
This mt'thod creates above-average char- group with sufficienlly dive~ talents can
acters. They won't be perfect , bUI the odds accomplish deeds far g.teilter than itl size
are that even their worst ability scores will would indicate.
be average or bt'tler. More scores push Into Now . throw in a character who ls an
the ex~ti onal range (15 and grl!'ater), It Is army by himself. He dOHn'1 need Ihe other
easy for a player to create a character of any cha.racl e~, except perhaps as cannon fodder
clasa and race. or beare~ . He doesn't need allies. His pres-
ence alone deslroys one of the mOlt funda-
mental aspecl. of Ihe game-cooperallon .
10
~hopelessM character, he may just be upset
ldentlfyln& Too-Powerful Ch.uuten De"'.n& with DluAtlsfied PI..yen
bK.ause the chvacter is not exact ly wh.. t he
There an! no abso- wanted. Some plilY~rs write. off any char.ac· All of the above
lute rules to ddine a too--powmul charac· ter who hils only one abovf:-ilvera.ge ilbility notwith5landi"8, you don't want to force iI
ter, since the definition will vary from sc:o~ . Some complain if a new charactu player 10 a~t a character he ~ally doesn'l
am~igJ'110 ampaign. Characters who an! does not qualify for a favorite dill. or fila. like. All you will do i.lose a plil~r , U s0me-
avnage in your gJlrt'\e may be weakUn&, in Others complilin if even one ability score is one ~illly is di5!lil.tillfied, either make some
your friend', cilmp.tlgn . His chilracters, In below ilv~rage . Some plilyen become stuck adjustments to lhe chilracter or let him roll
tum, coukl be frilil compared to some other in super-cila.r.ader mode. Some want a cha.... upaMWOM.
groups . Some expHie.ntt is required to ilcter with no penalties, Some always want When adju5ting ability SC:Otft , follow
strike the right balana of power, but c~ .... to playa pa.rticular character class and feel lhese guidelines:
ilcters cruted usi.ng the silme method cheilted if their seOret won't illlaw it. • Don't ildjust an ability Kore ilbove lhe
shouJd, at leilst, be comparable, Some players cite numericill formuLu as minimum requi~ to qualify for a par-
When someone brings iI chuilcter from iI proof of a charKter's hopelessneu (" A char· lieulilr dillS or raa. You are being kind
different cilmpaign ilnd Wilnllto use him in acter needs at I~ilst 7S ability points 10 sur- enough already without giving away
your game, compare the proposed charuler vive" o r "A charilcter without two scores of 10 percent experiena bonusa.
to those already in the game, You don't want 15 or more is a waste of time. In reality,
M
) . • Don't adjust an ability score above 15.
him to be 100 slrong or 100 weak . Certainly there is no ,uch hard ilnd filst fonnula , Only two duoses have ability mini-
you should be wary of a chanlcter whose Thtre are, in fact, few reillly hopel!SS char- mums higher than 15: paladin and illu-
ilbility Kores an! a ll 1811 actel'J at illi . sionist . Only very speclill chara<:ters
can become paladins and illusionists, U
you give these classes ilWilY, they low
DeAl1nl with Too-Powerful De.. Uns with Hopeless Ch....o\cters
the::ir cha.nn .
Ch.uo\cters Before you agree • Oon'l ildiust an ability sco,... Ihilt isn't
If you decide a that a character is hopeleu, consider the required for the raa or dau the player
character is too powerfuJ. tM player hils plilye:r's motives, Try to be firm and encotlr- wants h~ charilcter to be.
two choias. First, he can ilglft to wf'ilken age players 10 give "'bad" char.tClers 01 try. • Think twla bd"ore. raisin& an ability
the c~r.Jct er in some filshlon (lUbt«t to They might ilctually enjoy plilying some- score 10 let a dtilrilder into an optional
your approvill). Thit mily be as ,imple as thing different for iI chan~ . character class if he aJready qualifies
exdudJ"8 iI few magical items ("No, you A character with one or mo~ very low lo r the slandilrd class in that group. For
can', bring that holy IIWnS«' noGrd + 5 that scorn (6 or lep) may seem like a lORI', like it example, if Klnzov has the scores he
shoots JCkllce fire.billls into my cilm· wouJd be no fun to play. Quile simply, Ihis needs to be a Nif-elf fighter, does he
paignr"), Second, the player c... n agreoe not isn't truel Just iII ex«ptionillly hiJ,h ICOrft really need to be iI half-elf rangerl
to usc some spedill abllily ("I don't are if milke iI character unique, so do very low Encourage the player to develop a
you r previous OM gave your chilrilcter Ihe .scores. In the hancb at good ro&e-plilyers, character who always wanted to be a
Evil Eye, you an't jinx my dice rollsn. such characte rs are tremendous fun . rangerbul lusl never got the chance. or
If 'h~ sort of change Reml too drilstic or Encourilge the plilyer to be dilring ilnd crea- who fancies himself a ranger but is
requires i1lte.rins ability scores or levels, a tive. Some m the most memor",ble charilCo- allergic to Ir«s , Encourage role-
beller option is simply 10 have lhe player ters from hislory and literature rMe 10 playingl
create a new character. The old character greatness despite their flaws.
can be used, without tinkering, in the cam- In many ways, the completely average
paign for which he was creilled . The new ch.. racter is the worst of illI . Exceptionally Wishes and Ability Scores
character. more appropriate to your cam- good or exceplionally bad abililY KOres Sooner o r later
paign, can develop in your game, Always give a player something to base his role- player charilcters are going 10 gain wishH,
teTMmbe.r that just bKauJe anolMr OM playing on-whether nimble ill a Cilt or Wish", are wonderful Ihings thaI ililow ere:--
allowed something Is no ,...ason you have to dumb illS a box of rocks, at least Ihe chilfac-- illive players to break the rules in milrvelous
do the Nmel ter provtdes ,,>mething eXciling to role-play. waYI. Inevitilbly, some player is going to
Average chilracten don't have lhese sim- use a wish to raise his character's ability
ple focill points. The unique, special lOme- scores . This il fine . PI.1yer chilracte.f'S should
Hopeless Characters thing Ihat makes iI character stand out in a hilve the chana to raise thtir ability scores.
AI the other ex- crowd must be provided by the plilyer, ilnd It can't be 100 e~y, however. or soon every
treme from the super cha",cter is the charac- this is nOI illways eilsy, Too many players character in your campaign will have 1& in
ter who ilppeill"S hopelns. The player is con- fall into the ~ he's just your bilsie fighter" every abilityl
vlnced hill new character has iI fill ..1flaw that syndrome:. When iI wish is used to increase iI Kore
g\JoiIraJ'ltees it quick ilnd ugly de;!th under the In lrulh, however, even iln average chu- t!\.at is 15 Of lower. each wish raises the abili·
cl..ws of some imaginary fOfe. Discourag«i, ilder 15 okay. The only reillly hopei", char- Iy one poinl , A character with iI Dexterity
he aW to KnIp the rn.aracter ilnd creilte ilctn is the rilr~ one that cilnnot qualify for of 15, lor exilmple, ciln use iI wish to raise
ilnother. any character dillS, Th~ playability at all his Dexterity to 16,
In rulity, (~W , if any, characters are truly other chilracters is up to you. If the ability KO~ is between 16 and 20,
hopeless. Certainly, abiUty scorts h.. ve itn each wish increilSoes the ability score by only
effect on the game, but they ilre not the one-tenth 01 a point . The chiuacter musl use
overwhelming bctor in a chilracler's SUCcess 10 wishes to rilise kis Dut~rity score (rom
or {illilure- f.. r more important i.the clever- 16 to 17. The plilyer ciln record thi5 on his
ness and ingenuity the player brings to play- character sheet ill 16.1,16.2, etc, Fractions
ing the chilracter. of a point have no effect until illI10 wish",
When a player bemoani his bad luck and have been milde .
II a character of the wilrrior group has
Strength 18, each wish increilSeS the percen- ent.irely. or supplement the party with NPC lnsteoJd, look for ways to turn the problem
tile score by 10 percent. Thus, 11 wishes are hirelings. into an adventure.
needed to reach Strength ]9.
When an ability score is greater than 20,
each wuh raises it only one-twentieth of a
Multiple Ch...... cte.. Problems Character Background
point. Playing the role of When you look at a
This rule applies only to wishes and wish- a single character in depth Is more than completed character. you will notice there
like powers. Other magical items (manuals, enough work for one person . Adding a sec· are still many unoJ nswered questions: Who
books, etc.) and the intervent ion of greater o nd character usually means that both were the character', parents? Are they still
powers can automalkally increase an abilI- b«ome lists of numbers roJther than person- alive? Does the character have brothers and
ty score by o ne point , regardless of its cur- alities. sistersl Where was he born? Does he have
rent value . any notable friends o r enemie57 Are his par·
Sha~d Ite ms ents wealt.hy or are t.hey poor? Does he have
O ne single player/ multi ple character a family home? Is he an oulcast7 Is he civi-
Players with problem that neNs to be nipped in the bud lized and cultured. or barbaric and primi-
Multiple Characters is that of shoared equipment . Some ploayers tive? In sho rt, Just how does this character
will trade magicaJ Items. treasure. maps. fit into the campaign world7
Each player usually
and gear back and forth among their char· There are no rules to answer these ques-
controls one character, but sometimes play-
aeters . tions. The Players Handbook and Dungeon
ers may want o r need more. Multiple player
For example, when Phaedre goes adven- MClSters Guid# are designed to help you
characters are (ine in the righ t situation.
Once your campaign Is underway and
turing she takes along Bertramn's ri", of unlock your imagination . The AD&:O-
invis ibility. Bert ram n, in exchange, gels the rules do no t presume to tell you exactly
players learn more about the game world, use of Phaedre's boots of splled. In short, what you r campaign world w ill be like.
they may want to have characters in several
each character has the accumulated treasure T hese decisioru are left to you .
widely scattered areas th roughout that
of two advenluren to draw on . Consider what would happen if the rules
world. Having multiple characters who live
Do not oJlJow thisl Even though one play- did dictate answers to the questio ns above.
a nd adventure in different regions allows a
er controls bol.h characters, they are not For example. suppose the rules said that
lot of variety in the game . The characten
usually are spread fa r eno ugh apart that
dones. Their equipment and treasure is so'*' of aJl characters come from primitive.
extremely valuable. Would Phaedre looan barbaric backgrounds ... and you're running
events in one region do n't affed the other.
her boots to a character controlled by a campaign set in a huge. sophisticated city
Sometimes players want to try a different
another player1 How about an NPC? Prob- (the New Rome of your world). Even more
class or race oC character but do not want to
ably not , on both counts. Unless the cha rac- ridiculous would be the reverse, where the
abandon their o lder, more experienced
ter is (foolishly) generous in all aspects of his rules say SO,*, of the characters are city
characters. Again, spreading these charac-
personality, you hoave every right (some dwellers and your campaign is set in a bar-
ters out across the world is an effective
might call it a duty) 10 disallow this sort of baric wilderness. Or h ow would you
means of keeping them separate a nd unique.
behavior. explain things il20% of all characters were
Whenever possible, avoid letting players
have more than one character in the same seafarers and yOU had set your advenlures
Shared Info nnallon in the heart of a desert larger than the
area . If, for some reason, players must have
Information i5 a much more difficult Sahara?
more than one character in an area , make
problem. Your players must understand the This book provides guidelines and advice
sure that they are of significantly different
distinct io n between what they know as about how to create a C.Jmpaign, but t.here is
experience levels. Even this differe nce
players and what their characters know . nothing that says exactly where this cam-
should keep them from cro5Sing paths very
Your players have read the rules and shared paign must be set or what It must be like.
oft en.
stories oabout each other's games. They've This does not mean that a character's back-
If multiple player characters are allowed,
each chMacter should be distinct and differ-
tom out their hair as the entire party of ground shouldn't be developed- such back-
adventurers was turned into lawn orna- grou nd a dds a lot to the depth a nd
ent. It is perfedly fair to rule that multiple
characters controlled by one penon must be
ments by the medusa who lives beyond the role-playing of you r players a nd their char-
black gotleway. That is oJll player infonna - acters. However, it is up to you to tailor
different classes- perhaps even diffe rent
tio n . No other characlers know whoJt hoap- character backgrounds to the needs of your
races. This helps the player keep them sepa-
pened to that group, except this: they went campaign .
rate in his imagination .
th rough the b lack gateway oand never
If a player has more than o ne character
returned .
available, ask him 10 choose which charac- httlns rl ..yen Do the Worlt
The problem of playtr kno wledge!
te r he wants 10 use fo r the advent ure before
he knows what the adventure is about. U a character knowledge is oJlways present, but Of cou rse. you
single adventure stretches across several it is much worse when players control mo re don't have to do a ll the work . Your players
playing sessions. the sa me character should then one character in the same region . It can provide most of the energy, enth usiasm,
lakes good players to ignore infonnation and ideas needed. Your task is to provide
be uk-d throughout. All of the player's o ther
characters are busy with something else dur- their choaracters have no way of knowing, d irection and control.
ing this adventure. especially if it concerns something danger- Allow players to decide what kind of pe0-
ous. The best solution is to avoid the situa- ple their characters are-one may be a
Avoid lelting players take more than one
player character along on a single adven- tion. If it comes up and playen seem to be rough nomad, another an over-civilized
tl1te. This usually comes up when the group taking oJdvantage of knowledge they fo p. others. homespun fannboys or salty
01 charoJcters aMembled lor the planned sho uldn't have. you can discourage them by seadogs. Let the playen decide, and then tell
adventure is too smoJll to undertake it safely. changing things a bit. Still . prevention is the them if. and how. that character fits Into
best cure. your campaign world.
The best solution to this problem Is to adjust
the adventure, use a different adventure And remember. when problems arise When a player says. ~My dwarfs a rude
(which they will), don't give up o r give In. and tough little guy who doesn 't like
t2
humllllS or elves,~ you can respond with and will constantly find ways to upset care- to buy 5OIutions to their problems. Often they
~ Fine, he's probably one of the Thangor fuJly plantled adventures. will propose eminently reatOnable (ilnd, to the
Clan from the deep mountilin regions.~ This Tit[es can be allowed, but the OM will OM's carefully pla.nMd adventutft, quite
type of cooperation spurs your creativity, have to put some control5 on noble charac- disastrous) sc:hemes to make their ~Vtl\.turing
and involves the players in your world right ters. The easiest and most effective method life easier. It is, oJ course, possible to hire a
from the stilTt. You have to think of answers is to strip the title of all benefits that , by wizard to constt\lct m.agic:a.l items, and a
to their questions and ways to make their rights. should go with it . wealthy 1st-level character coukl buy a vast
desires work in the campaign; they are The noble character could be the son of a anny, but this 50rt oJ thing wiU have undesir..
rewarded with the fee:ling of getting the penurious duke. The son mtly be next in line able efl«ts on your campaian.
characters they wanl. to inherit the title when his father dies, but There ~re w~ys to control these problems
A carMully worked out character back- he'. alllO In line to Inherit his father's debtsr while still allowing playen the character
ground can do more than just provide emo- Instead of seeking to impress others in pub- backgrounds they desire. Think of the real
tional satisfaction. It ca.n also provide lic, the poor son might be quite happy to world and how difficult it is to convince
motivation fo r the player characters to keep a low profile 110 as not to attract his family and friends to give you money, espe-
undertake specific adventu~ : father's creditors. After all, it's hard to cially sizeable amounts of cash . You may
Just what is a dwarf of the Thangor Clan amass a fortune through adventuring when have a lovi", family and generous friends,
doing outside his clan's mountilinous home-- the bill collectors tire always on hand to ttlke but there is a limit.
u
land7 he an outcast looking for IIOme way it away. In your campaign, parents may grow
to redeem himself1 Maybe he's a restless Likewise, a princely character could be til'«! or supporting their children . Brothers
soul eager to see the bright lights of the big the son of an unpopulilT and dtspotic or may grow upset at how the character Is
city and the world. incompetent kln8 -~rhaps even one who cheating them out of their share of an inheri-
A chilracter Cim have parents to avenge, was overthrown for his abuses . Such a son tance . Sisters may take exception to the
long-lost siblings to track down, a name 10 might not wan t his lineage well-known, squandering or their dowries .
dear, or even a lost love to recapture . Back- sina most of the ~asants would have less Standard medieval custom called for
ground can be used to build sub-plots with- than happy recollections of his father's rule. inheritanCH-land and chattels-to be
in the overall framework of the campaign, Of course, these kinds of manipulations divided equally among .11 of a man', sons.
enriching character descriptions and inter- on your part soon bKome tire&ome, both to (This Is one reason Charlemagne's empire
actions. yourself and the players. Not every duke crumbled a£ter his death.) You can use this
Background should not be! forc~ : Do can be impoverished, nor every throne custom to whittle a wealthy character's
not insist that a pl .. yer take upon hischarac- usurped . Coing too far with this strategy purse down to size.
ter a crippl~ grandmother, three sisters will only destroy the validity of nobility and Further, families are nol immune to the
stolen by gypsies, a black-hearted rival, and titles in yo ur game. effects of greed and covetousness- many a
a stain on the fami ly name. Instead, see if In the long run, it is better for your player tale revolvH around the treachery o ne
the p lilyer has any ideas about his character. characters to begin untitled , with OM: of brother has wrought upon another. A rich
Not every player will, but the AD"'" their goals being the possibility of earning character could awaken to discover tha t his
game depends as much on the players' fan- the right to place a ~Sir" or ~Lady" before family has been swindled of all it owns.
tasies as [t does on yours. their names. Imagine their pride as you can-
Characters that players are happy with fe r this title on their character (and imagine
and feel comfortable about will create their the trials they must have gone through to B.IIckaround .u IS.ld,sround
own Special excitement and interest . Players earn this righ t!).
who are interested in their char.lcters· back- A character's back-
grounds can be a source of creative energy, ground Isa role-playing tool. It provides the
as they offer you a constant stream of new Pro blems of Wealth player with more Information about his
ideas. Another problem you may have- to deal character, mOre beginning personality on
with is characters from wealthy, upper-class which to build. It should complement your
fa milies. (This is often associated with the campaign and spur it forward . Background
rrobl~m a.,karounds problem of titles since the nobility normally details should stay there-In the back-
Certain points of is the up~r class,) Such charilctus, being ground . What your characters are doing
wealthy, Jack one of the basic reasons to go now and will do in the future Is more impor-
background can and do create problems in
campaigns, however, First and foremost of adventuring- the desire to make a fortune . tant than what they were and what they
these is nobility, followed closely by great Indeed they see their own money as a way once didl
wealth.

Pro blems of No biUty


Some players like the idea of their charac-
ter being Prince: So-and-So or the son of
Duke Dunderhead . All too often this leads
to an abuse of power.
The player tlssumes, somewhat rightfully
and somewhat not, that the title endows his
character with special privileges- the right
to instant Income, the right to flaunt the
law, the right to endless NPCs, information,
and resources, or, worst of all, the right to
use clout to push the other members of the
party around . This kind of char.lcter quick-
ly becomes ti resome to the other players
Many factors affect a character's lnck- nity to which a pilladin aspiral U you only change or e1iminiltt' the5e limits as he II!:et
ground. Two of the most ImpoMant art: his change the image (j .e., have e.lvt'fl paladins fil . ~ wilh class restrictions, the co~
race and his chancter ClaM (K't: Chapter 3, behilve exactly like human paladins), what qumas must be examined in detail.
i'layer Charactu CIa~"). In a KnJe, a you've got is the "humans-in-funny-suits- Given tht'ir extremely long Iiftspans,
character's class is his profn.sion: Some syndrome. Even within the human race demlhumans without limitations would
charactt:f'5 art: fightt:f'5, some mages, IOmt: there a~ yasl cultural dlHert:nCeS. Think quickly reilch levels of power far beyond
clcria, and 10 on . A char.teter'. race affects how much grt:ilter thew dif(erencft would ilnything att;ainable by humilns. The world
which character claun art: availilble to be if the blood were entirely different! would be dominated by these utmnely
him-only humilns have unlimited dilss AIIO. if humans are weak, willihe otMr powerful beings, to the ucluslon of
options. All non-human r;JCft art: limited, to races treat them with contemptl With pityl humiln5. Human heron would be feeble
50me extent . T'here iIte two reasons for this: Will they be eruJavedl All things consid- compared to the herMs of elves and
Fint , the restrictions ilff: intended to ered, humans could have a very bad time of dwarves.
chilnnel plilyers into cam.rs that milke sense it . If, afler considmng all the potential pit. Given their numerous advanlOlgft, deml-
for the VilriOUS races. Dwuves ilff:, to a eer- falls , you decide 10 experiment with nOn- humans would be the most attractive
tilin elCl.enl , anti-magical. ilnd Incapable of standard class selKiions, do 10 carefully. riICH-no one would playa human . Again,
shaping milglcal enersy- they COIn't be wiz- We oHer the following advice: this isn't neasSilrily bad, but it's very differ-
ards. Hillfllngs, despite their tlH to nature, Allow nonstandard race / class comblna· ent. The resulting game will be complete1y
lack the devotion and physlc.. 1 will 10 be lions only on a ca.se-by-case basis. If you unlike the standard sword-and-sorcery
druids. Simllilr litUillions exist for the other institute iI general rule-"E1ves can now be milieu . You may need to set it in an ancient
demihuman raCfl. pala:lins~ -you will suddenly find yourself age, when elves and dwarves ruJed the
Second . the demihumiln rilees have with sbl: player character elf paladins. world, before the asce ndance of men
ildvantag" that are not available to If iI player rlesperille1y wants to play an (though given the situation, it's unlikely that
hUmilns. Aexibility- the ability to chOOM' elf p.aladin, ask him to come up with a men would ever bKo~ dominant ).
from among all the classa- is one of very thoughtful rationale o:plaining why this elf
few human ildvantagft. is a paladin . It must be plausible and con-
sistent with your campaign Rlting. If the
rationale satisfies you . allow that player, Slow Aciv....ce.ellt
A Non-Human World and only that player, to play an ell paladin. (0pti0ftaI ••Ie)
The OM can, if he uplaln 10 the other players that this Is an If you decide: to
choosn. make any claM availillble to ilny experiment . allow danihWlW\l unllmlW«i advance-
raa. This will certainly make your players Don't allow any o ther elf paladins in the ment, consider this option: To countft"'-
happy. But before throwing the doors opom..
consider the consequences.
game until you have seen the fint one In
action enouah to decide whether the c1au
act the demlhuft'lilln,' long life,
down their adv~l . Requin: c:ImU.
"ow
If the only spedal advantage humans fits into your game. If it dOH, congriltula- humans to earn two, thne, en ntn four
have is given to all the raCH, who will want lions; you've broadened your players' hori- times as ll\il.ny experience points as a
to playa humanl Human. would be the zons. II it doesn·t. don't hesitate to tell the human in ordn to advance a level.
weakat race in you r world . Why plilY a elf paladin plilyer that he hilS to retire the ThIs .1I0M the short-lived hurlW\l to
20th-level human paladin when you could charilcter or convert him to a nonnal fight - advance more quickly than their long-
playa 2Otn-level elven pa ladin and have all er. Never allow someone to continue play- lived com~dn , who will evmtu. lly
the abilities of paladins fmd elvesl ing a character I.hat is upsetting your game. catch up (ilfler tM hUmaN' deml.) . If
If none of the player characters are By following this simple rule, you can test this solution, though logical, Is unac-
human, it is probably uEe to assume that no new race / ciass combi nati ons without ceptable 10 your playus, a compromite
non-plilyer chilracten of ilny imporlance threatening your campaign . Moderation Is may be called for,
ate human either. Your world would hilve the key to this type of uperimentillion . 11w: best compromlll!:" 10 .lIow dmtl-
no humiln kingdoms, or human kings, human' normal (or double· cost)
emperon, or powerful wizards. It would be
run by dwarves, elves, and gnomes.
Racial Level Restrictions ildvilncemml to their ~maxlmum ~ ~ .
Then ftquire them to earn triple en quad-
This Is not necna.arily a ~d thing, but In ilddition to un- ruple experience points to advance
you must consider what kind of workl non- limited class choice. humans can illlain any beyond that point . ~ wUI advance
humans would create. Building a believe- level in any clasI. Once apin. this is a human very .Iowly, but the pla)'ft"l wUl still
able fantasy world is a dilunting tilSk: special ability, something no other race has. haw. p i and the SotNe of accompUsh-
creatins a believable alien fantasy world In theAO&o-game. humans are mOff: moti- ment lhat come with rising a !evel.
(which is whilt iI world dominated by non- vated, indeed driven, by ambition and the
humans would be) is a huge challenge even desire for power, than the demihuman rilCft.
for the best writers of f~ntasy. Thus, they advance further and more quickly
What would non-human families be Iikel than others. StAnd.ud Oass And Level Umlts
What would the popular enteMainments bel Oemihumans can attain significant levels
What would non-humans valuel What BefOff: removing or
in ceMilin classes, but do not have the SilITIe modifying level limits, filmiliariu yourM:lf
would they eatl Whilt would their govern- unlimited accns. Some players may argue with the game and thebalilnces that current-
ments be IIkel A society governed by that the greater age of VilriOU' non-humans
ly uist. Only after you are elCperienced ilnd
natu.re-lovinS elves would be a very diHer- ilutomatically means they will illtilin greilter
ent place than a human-dominated worldl oornfortable with these should you b.gin
levels. That can p~nt problems.
11 is possible that certain character classes alteration of the non-human level limits.
Oemihuman chilfilclers are limited in The standard level limits fo r all raca and
might not even ulst. Paladinhood, for how high a level they can achieve both to
classes are given on Table 7.
exilmple, could be a uniquely human per- preserve internal consistency (humans are
spective. Would elves or dwarves hold the more flelCible than non-humans) and 10
same values o f law, order, Sod. and commu- enforce game balance . A OM, however, ca n

14
T,ble 7: RACIAL CLASS AND LEVEL LlMITSt draw on extra-dimensional powers. It can-
not ha ve Innate spellcasting ability. be

.....
Chuacter Clau

Cloric
Human
U
U
Ow,,'
10
Ch,rlcter R,ce
Ell

II
Gnom.e


H&lf.Elf
U
H.lfl1ng


undead. or possess """gk resistance.
The face must be cooperative and willing
to interad w ith the human work!. The
duerr,ar. a rillce 0{ deep-<iwellin& dWaJ'Vn .
0nUd· U "• have no desire to deal with humans and seek
Fighter
llI~onist'
U
U
IS 12 11
15 " • to avokJ contact wh~ever pouible. S;atyrs
rHen t Intruders inlo their woods and
M.,..
Po!adin
~
Th;,t
U
U
U
U 12
15

15
12 13
I.
12

12 IS
8lades. which ruin tht"m out u pJ.ayer chill'"
acters. You must jud8e this criterion ba.ed
on the condit ion! in your game world.
If these conditions are met, lhe race can
be considerftl iU a poIIible player char4llcter
-Thele charKier classes a re optional. r"ce. Some examplH of filC'eS that definitely
fit the profile are half-orcs. ora. hall-ogret.
U A player character can adva nce to the maximum possible level in a given daSi. The Play- liurdmen. 80bllns. centaul'l, and kobold,.
. rS H"ndbooK gives rules for advancing the player charactel'l to 20th level. When eKperimentin8 with a new player
- A phlyer charillcter cannot be:long to the listed class. chuillder race, allow only one: at the start .
t Player charaders with leu than exceptional prime nquisites cannot advance beyond the Do not begin your d~lgn experiment with a
lilted level. whole poiIrty of half-ogres! Start slowly,
involvin8 only one plillyer. II the new raa is
too pownful. It can be eully eliminated .
Once the new r.ace II IClected. tM real
Before you do this, however, you need to work begiN. &amine: the raa and apply all
bc:eedI•• Level U.1b know very clearl y what you ate doing. of the following guidelin~ to it .
(_-l Unrestricted or ill-considered U5l! of non- Chllllillcler AbllitiH.: All filCft, regardleY
standard racet can easily and quickly of type, UR t.M A me .ability genefiltion
O~mihuman destroy a c;lm~ign . Always coMider a new method as all other player characters. Thdr
charKtcn with otJ'ftMly hlah .bUlly ract from a villriety of ansla: scom will ran8e from 3 to 18 unlna modi-
ICOrn in their prime requl,iln can How don the new r.ce fit with the other fied by pluses or minuses.
e:C'ftd tM r.cial maximum level,_ In plillye:r charmers1 How don It fit In the Creature: sizes, defined in the MonstroUl
cues whHe mubip~ prime requisitn campaign in generall What could you Compendium. afkct abilities as foll ows:
exist , the lowest prime ftQulllit~ II uJed
10 aJculale any additionallevtls,
;accomplish with this raa that you couldn't C~atW'ft of tiny m size have a - J modi-
with anothu1 Her to Strength . Cre.aIUlft 01 AmaJI (5) size
1ne bonus levela 'V8i1able to charae- The majo ri ty of pla~rs who wanl to play have a -1 modifier to Strength. Creatures of
~ with hlch prime: nqw.ile KOrea are an unusual race desire only the thrill iIInd large. (L ) we han a + 1 modiflcr to Strength.
sulNrW'iud on Table 8. The additional exci tement of ill truly chillllenging ro lr- Huge (H) creatures saln a + 2 to Strength and
ievela lUted in Table 8 .... added to the playingsitu.ation . There are. however. a few C ipntic (C) creatures have a +4 .
normal maximum allowed, resardLeM of players who 5« l uch races as a way to take ThOR with an Intelllgena leu than aver·
what da. or race i, Involved . advantage of game systems and campillign ilge (u determined by the OM or u listed In
fOI' example, a half-eJf I. limited to l ituations . As with changi n8 level limi15 and the MO"$ Irow CotnlHndium) suffer iI -1
12th )evel as II th~ . A half-ellthlef with classes allowed. you .are well advised to penalty to Intelli8ence and thOR exception.
IAxterlty 17. howner, Ia .lIo~ two move slowly and carefully in this areill . ally Intelli~t or 8J'f:4IIter gain III + 1 bonus.
......
bonu.leve", 10 he could Advance to 14th Allowin8 player characte~ of unusu,,1
races Introduces a whole new set 01 prob-
lems for the DM. In creating a new non-
All other ability modifiers are assigned by
the OM . likely candIdates indude minuses
to Charisma and Wisdom and pllll or minus
~. PlUME RfQtJISrr£ BONUSES hum.an or demihuman player cha racter adjust ments to Dexterity. In i1111 CillSes.
race, the rules and guidelines below should bonU5Hil.nd pmalties should balance out , If
........... Leffio be followed to preserve game balana. .a cre.ature hn a + 1 bonus to Strength, it
11K ra(,e 5houJd be hu ma noid (I.e., it should have a -1 penalty to another ability.
mu. t have two hands, at leut two lep, "nd With the exception of Strength, no cre.a ture
stand generally uprigh t). The rllCe must be can have a modifier greater than +2 or - 2
able to move about on l.and. It must also be to iIIny JCOre.
intelligent . An ore or a centaur would be RilldiIIl Ability Require ments: It is pos5i-
CreatIng New PlAyer acuptable. ble for III <n"tute. tONuiotmUngly illogical
The ract canno l poHeII.pedal abilltiH ability scores. Ho .....ever. you can set mini·
ChMacter RAces beyond the iCOpe of thOM! alre.ady 8iven for mums and maximums on thee . Table 7 In
The raca lilted in the ot.her player character races. Although a the Play~r" H,mdboolc shows these limits
the PIoycr'J Hllndboolc are onl y II few of the dragon can polymorph into human fonn. it for the stand.ard pl.ayer chafilder races. It's
po5sible intellisent raCH populatin8 lhe cannot be a player charKter because it hillS a the OM', job to do the lime for nonstan·
worlds of AD&:o-" &ames. Adv~turous breath weapon. can polymorph and cast d .. rd races .
OMs and players m.ay willnt to ex~rim~ t spells, and is not humanoid in Its natural A, a guide, creatures of la~ size should
with charaders of other races, such aI orcs, stale. A brownie could not be a playercha .... han at least.an 11 Strength and , unless they
Iycanthropn, ogm. lizardmen . or even ader beause it . too. has abilities beyond are described as ill8i1e or quick. should have
dragons. those of the standard playe r character filces . a a iling 01 1710 Dexterity. Dull-wined crea-
The race c,nnol be ext ra-d/ m("n~lon , J o r lura (thOle of low Intelligena) should have

15
a limit of 16 to lntelligence. Table 9: MAXIMUM LEVELS fOR Move me nt: The crea ture's movcment
The OM can waive any requirements if, VARIANT RACES rate is the same as that listed in the Morr-
for example, a player wants (or gets) a hill strous Comp~ldium .
giant character with Strength 6 , Sonw ra· Attacu: The player character is allowed
Prime RflIuislte Score Level Umlt
tionale should be offered, however. (In the the number of attacks given his character
case or the weakling hill giant , perhaps he 9 3 class a nd level. not the number listed in the
was the runt of the family, cast out by hii 10
11

5
monster description in the Monstrous Com-
pem:lium .
fe llows, and forced to take up adventuring.)
Character Oaua: The OM must judge
what character classes the new raa can be.
12
13

7
Siz~ Problems: Players who play Large-
si:r.ed creatures ho ping to get a n advantage
1<
Use the information in the next chapter as over olhen should quickly discover many
your guide, and start with a narrow range of
15 9 probleJTl5 they didn't anticipate. Consider
options: you can always widen it later.
I. 10
the plight o f the player who d«:ides to play
Almost any sort of creature can be a 11 11 a hill giant. Right away, he'll have a hard
18+ 12
figh ter. None (except humans) can be pala- time buying basic equipment. Who makes
dins. Those favoring the o utdoors (cen- pants for giants in a human townl Every-
taurs. for example) can be rangers. Unlike the standard de:mihuman races, thing must be special ordered at two to rour
Those with penalties to Wisdom cannot new character races never gain additional times its nonnal cost (at least).
be priests; others can be priests o nly if the:ir levels (or high ability scores. It is un usual This is a minor inconvenience compared
game description mentions NPC priests and enough that a member of the race has ~ to other difficulties. Buildings and du~ns
the creature has some type of social organi- come a player c:haracter at ali I Without the an: built for humans and other Medium-
zation (.. tribe. clan, etc.). No nonstand.. rd aid of many wishes a cha racter from a non- sized creatures, denying the large fellow the
creature can be a druid. as this is a huma n standard race can never rise above 12th o pportunity for both a hearty drink and u -
belief' system . level. citing adventure. Even the toughest charac-
Those with penaJties to lnlelligence can- Allsnment: The Morrstrous Co mpen- ter will tire of drinldng from measly cups
not be wizards. If I.he descri ption in the dium lists a lignments for most races . If an and buying five din ners at a time. Will he
M onstrous Co mp"ndium implies that a absolute alignment is listed (e .g., "good"), enjoy spending the night In a leaky stable
crea ture is stupid, dull-witted. or In any the player character has that alignment. If while his companions enjoy warm feather
way aversot to magic and spell casting. it o nly alignment tendencies are given, the beds upstairs in the inn1
cannot be a priest or wizard. player can choose any alignment. Days of traveling will quickly show him
A De:Kterity penalty prevents the charac- Hit Points: All crea tures roll their hit the joys of wa lking while everyone else rides
ter from being a thief. Creatures o( Jargesize points using the die appropriate to their (no horse can carry him), especially when
or greatu cannot be thieves, If it is implied chosen class. At ls! level, Large and grea ter his companions 8"llIop spryly away from
that a creature is clumsy or awkward , it size creatures gain one additiona l hit point o ncoming danger. leaving him in its path .
cannot be a thief. for every Hit Die the creature would no r- The costs of replacing b roken furniture will
A new charactu race can be multi-classed ma lly receive (pluses to the die are ignored ) q uickl y become pro hibitive . Ropes will
if there is more than one potential class open in addition to their normal Constitution b0- have an annoying tendency to break whnl
to it (e.g .. fighte r and mage) . Classes fro m nus. Thus, an ogre fighter with a Constitu- the big lunk tries to climb them. And the hill
the same: group cannot combine Into multl- tion of 12 would still gain a +4 hit point giant better have a t least ZO friends handy to
classes (e.g ., fighter/ ranger). Characters bonus at first level, since ogres no nnally pull him out of that 3().foot pit!
from variant races must a lso have SCOrei of have 4 Hit Dice. (To those who think this is a NPC RuctiOn$: On the per$Onal side.
14 or higher in the prime requisites or both big advantage. remember that large size expect NPCs to have strong negative fee'! ·
classes to qualify for multi-class standing. creatures suffer larger-than-man-sized dam· ings about unusual player character races.
Thi.~ particular condition does not apply to age from weaponsl) Thereafter, all new even to the point of bigotry and ha tred .
nonnal player cha ractu ract'S. races earn hi( points according to level ad- These reactions will make life more difficult
Levd UmJts: Like a ll non-humans, new vancement , Constitutio n. and character for the player character, but they ~ the
playu char.ilcter races have level limits . class. price the player pays for his unusual choice.
However, these limits are lower than those Level Adv.nccment: The: character pro-
fo r other non-humans, since these races are gresses like all others of the same character
often unsuited to adventuring. (Perhaps this class. Being a nonstanda rd race does not
explains why player charactel'$ of these give the player ch.. racter any spedal bene-
races are 50 rare.) fits to his character class.
The maximum level a character from a Armor: Most creatures (orcs. gnolis,
variant race can altain depends on the char- goblins) have an Armor Class of 10 (and
acter's prime requisite ability score (or thus wear .. rmo r for protection). Some erea·
scores). Use Table 9 to determine the charac- lures, however. have natura l armor which is
ter's maximum level. retained by the player character. These
characters gain the benefit of a + I bonus to
their AC o nly if the armor wom is worse
than or equal to their natural Armor Class
(as per horse barding).
If bellcr anno r is worn , natural armor is
ignored and Armor aass is detennined by
the annor being worn . Odd-sized and odd-
shaped creatures can't wear off-the-shelf ar-
mor; it must be made to o rder and costs
extra (and takes longer to make) .
•6
The Pillyer's Hll,.dbook covers the nuls and play~ nnckrs them lpecial. Perhaps these normally no mON1 Kcomplished than jour-
boh. of characterdaua, explaininglhe ~ special cNraclers are mort: drivf'n or Nve neymen bUI h.ave addition.al profk iencies in
wnies of how they work and whal they lOme unknown inner spark or just tM: right other businHi a~.al .
can do, bUI lhe~ I. mo~ to being a OM combin.alion of t.alents .and dairn. That'l Hit foln tr.: The majority of people have
than jusl knowins the hard and fast rules. up to lhe players. Similarly, non-player from 1-6 hit poin". Dwarves and snOrMS
Characler daSSf.'l form the hurt of 1M: characters with das.ses .are special because average from to! hit poin15. Adjustmentl
AOad>- game, &0 il is useful 10 understand the lhe OM s.ays &0 . PI.ain.and simple. There un be made for occupation or condition u
some of the conttptl and ~I ationshlplthat is no secret te.ason for this- it just is. Indicated on Table 10, below .
define dusef and how they Funct Ion .
O· Level Characters T.b~ to: o.lEVEL HIT PalNTS 8YTITLE
ClASS, Level, and the The great m.ass of Profeuion DleRa n~
Common Man humanity. elf-kind, the dwarven clans. and Manuallabo~r 1<18
tu.lflinp are ~Ievel · (:te1'o-level) char.ac- Sold~ 1dS+]
Character clau and
tf'rI. They can sain In wisdom and skill, but Cr.aftsman Ido
level a~ useful game measures of a charac-
they do not eillm operiena pointl for their Scholar IdJ
ter'. talents and abilitid. Every clau out-
.activities. These common folk fonn the 'nv.alid ld •
linf.'l a basic role for Ihe character, a potillon
and career in lile. Each level defines addi- backbone of every f.antasy world, doinS the Child Id>
tional power and providet a ,yr.tem labor, makins Scods, selling caraos, Ailing Youth ld6
oceans, building ships. cutlina trftl, Nul·
whereby you can quantify and balan«
ing lumber, tending horses, raWng crops Some players thinlc. it is unreaUstic tholt a
encounters.
With only a little practia you learn tNt and more. Many are quite talented in the typical peas.ant can be killed by a single
characters of X dants and levels can easily various.arts and crafts, Some are even mo~ .word blow, a fall from a horse, or a thrown
defeat monster Y but that monster Z will profiomt than player char.acters with tM: rock . In the re.al world, people can and do
lame training. Alter a.Il , O-Ievel characters die from thHe C.aUIH. AI the Nmf.' lime,
aive them serious problems. This helps you
cre.ale odting. balanced acivmtura for earn their livinp doing this kind of work; however, others lurvive if'lCl"f:dlble injuries
your players. for pbyer charilctera such proficienc:ia art: and wounds.
almost more of a hobby. When it is ne.caury to 1M: IUCCHS of an
Yet. at the same time, you know that the
concept of daSKI and levels doesn't te.ally For the vast majority of O-Ievel NPCs you adventure (and only on extremely rare occa-
apply to the real world. The teamster driv- create and Ule: in your game. all you n~ to .ions), you CoiIn give O-Ievel char.aclers more
ins the w.agon that p.as.ses the ch.ar.acters know Is a name, a pusonality, and an oa:u· hit points. The liluation could have COrM
p.alion . When the characters deal with the about for .any number of rt:uons: INlgic,
w,'t a lst-. 51h-, or 1000h-level tUmlter. He
blacksmith or the innkeepe1", the~'1 no n~ blessings from on high. some particularly
is a man. a man whO$l! job it is to drive wag-
ons and Nul goods. The cham~maid is to cnate ability scores, THACO, to-hil .ad· twisted curse (the peasanl who could not
nOI a special clau. nor are her abilities ~ justments, Armor Class, and the like. This diel)-you name it .
fined by levels. don assume, of course, that your pl.ayer lt \s also useful to make Important NPCs,
characters don't SO attacking every black- such as O-\evei kings or princes, tougher
The teamster or chambennaid may be ex·
c~lonalJy skilled and competent, but for
smith and innkeeper In sight . II they do, you than the average penon. Thi, i. particularly
them this is not measured in char.acter need to know .a little more about O-ievel important in the c.ate of rulers. otherwise
characters: lOme crazed pl.ayer character It going to
clil5RI . There il no tuch thing as a te.amster
or c:h.ambennaid clau, any mo~ tNn there AbUlty Scoru: Thae range from 3-18. overthrow your campaign kingdom with a
.are merchant , sailor, prince, blacksmith, For timplicity, don't worry about racial single swipe of his Iword. Thi. is normally
hennit, navisalor, tinker, bess.ar. gypsy, or modifiers lor the demlhuman raal. Radal not a desirable result.
clerk cliISSf.'I. Thae are the thinp people do. modifiers to combat, Armor CI.ast, hit
points. etc., do apply.
not all-a\COmpuslng descriptions.
Profldendea: At best , .a Q.level character
Adventurers and Society
Nor are all the people in your camp.aisn
world fighters, maga, thin-a. or whatever. will have one weapon proficiency, if that If mOIl peoplf' do
The . ituation would be utterly ridiculous if c:h.aracter's profnsion reasonably allowl for nOI fall Inlo a polrtlcular character class,
it . For example, .a blacklmith could be pro(j· how common .are those with character
every NPC h.ad a character class. You would
have fighter chambenna.ids, m.age team- e1mt with .a warh.ammer iind an innkeeper dassn and how do they fit into the lOciety
ste~, thid merchants, and r.a.nser children.
miaht be allowed ,kill with a club (the axe around them1
The whole t hi", dnles logic and bogglu the handle under the b.ar... ), but there's little This is an important question, one you
mind. Most non-play~ cha~cters art: pe0- chana a clerk is aoing to be skilled with any will answer al you cre.ate your camp.aisn .
ple, just people. and nothing more. type of Wf'apon. You don't have to lit down and think out an
Only ill f~ people actually attain any 'n nonwupon profidenties, O-Ieve.\ char- exact answer ("2" of the population are ad-
character level, no matter how low. Not acters have as many u are ~ (and ~a­ venturen",). although you can gd that pre--
every IOldier who fights In a war becomes a IOnable) givm thtir profession and iIgf:. else if you want , More like.ly, the answu
fighler. Not every urchin who Ite.all an .ap- Thus, .a bl.acbmlth might be quite accom- will form over lime as you populate vU-
ple from the markl'lpl.aa becoma a thief plished at 1M forge, havins spent several lagn, cnate encounteR, and OM game
character. The characte~ tNt have classes proHcienc:if.'l on the slot. Novica and in- IHSl0nl-You will unconacloully make
and levels have lM:m because Ihey a~ in competent craf15men fulve the bart: mini· your cholet'S about frequency and charactu
lOme way special. mum train ina and skill. Typical role. There art: however, diffe~nc:n in how
Thil Ipfd.alneu h. nothing 10 do with journeymen spmd two or three Ilotl on frequently the dilfert:nl clil5lC!t wUllosicalJy
ability scores, dass abilities, or levels. Such their main skill . Experts and brilliant artistt show up.
characters are special by definition. The fact usually devote all thdr ability 10 a single
that player characters are controlled by proficiency. Masterl, who watch over the
work of joumeymen and .apprentices, are
11
~C«lmpIi5~ fight~n but n~v~r ~dv~na advmturing. In the course of ~dventuri"3,
beyond th~ r~nk of common IOldi~r. Politi- though. many fig hters find themHlvH
Fighters ~re. by far ul m~n~uvenng ~nd fiavon tism can r~iR becoming l~adel"1 and comm~ndcfl, ~l5Cm­
the most common character types tn normal ~v~n th~ lowest lev~1 ch~ract~r to the high- bling ml!:n around them as they carv~ their
campaign', Th~y musl meet the least Slnn- est positions of ~uthority. own place. in the world.
g~ t cia.. rtquiremenls and ar~ drawn from Sina fighters t~nd to rise abov~ the level
the blunt pool of talent-soldiers of innu- of th~ common soldier, few armin are com-
PAladins
merable armies. mercenary companies , posed of high- or ev~n low-le:vel fighters.
mi1iti~s , pa l ~a guards, temple hosts, and While there is Iiule difference. in ~bility Paladinl a~ rar~ .
wnff. men. In these and other foren , the between the typkal foot 50Idier ~nd ~ lst- in part bKau~ of lhe: statistics of dia roil-
potential fighter learns his tr~de . He II level fighter, it is just not possibl~ to find ~n ing and in part becallK paladinhood it ~n
I~ught how 10 handle weapons .Jnd care. for anny of 20.000 4th- lev~1 fighten . II's roue exacting road for charKterl to follow . It il
them . He picks up some basic t.Jctics and enough to find 1.000 or so 2nd-level fighters ~asy to ~rr and fall from the: ipt'dal 'tat~ of
e~ml acaptance as ~ fighting man . In a single unit . Such units are. elite. superb- grace. rtquire.d. Not every charact~r is up to
From thHe r~nks some go on 10 become ly trained ~nd outfitted, and are normally these demands, but those. few that a~can be
lst-Ievel fighterl. Such men are of len siven held in rHerve for sPKial tasks. Th~y may truly spedal. You will not find units with
rank in rec:ognilion of their t~lents . Thus. a be th~ shock troops of an a5§ault , ~ special thousand• . hundreds, o r even ten, of p~la ­
1st-level fighter may become ~ corporal or a bodyguard, or the rHerve of ~n army held dins. AI best . th~y fonn small groups (lUch
sergeant. As the ranks becom~ gr~ater and back for pursuit . as the Twelve Pett$ of Charlemagne or some
more influential. th~ I~dmcy is to award Adventurer fighten (whether player of the Knights of the Round Tabl~).
thne to higher level fighters . However. this cha r<lct~rs or NPCs) are. those who h~ve Often. because of the sterling example
trend is nOI absolute and often breaks down struck out on their own. Not every man is they Ht . paladins I~ad othe:rs In battle. But.
at the highest levels. The Captain of the content to take orden or siv~ orders. and at the same time. th~ lend to be iII-suited to
Company may be a 12th-l~vel fighter, but fame. seldom comn to the common foot sol- lhe t.Jlk of ruling. which too often rtqulres
he would It ill take orders from a O-level dier. Some men ar~ willing to try 10 rise compromise of one's principles. It is com-
princel through the ranks. but it i. by no means an mon 10 find the paladin working in assocIa-
level Is no IUilfantee of rank, nor Is rank easy or speedy process. Ther~ aren't many I.ion with the clergy of his r~ligion , but lone
fi:x~ to I ~ v~l. Some people don't want openinss. nor is it a path wh~re skill at arms paladins. carrying their faith into the wi!·
responsibility and all that comes with it , guarantees succns. demess, also appear in th~ tala of bards.
Th~ would rather l~t ot h~r people tell th~ m Given ~lIlhls , irs not surprising that most
what to do. Such characteflll may become fighters opt for the more. direct method of

.8
extremely dangerous undertaking to which clerks, and devout workers of all types.
they are iII-tr..ined and iII~uited . The vast Thus. although there may be many clergy-
Rangers tend to be majority 5ptnd their lime experimenting In men and women ill a temple or monastery.
loners. uncomfortable in the company of seclusion or working in the te.rvice of oth- only .a few will have a character class and
"civilized" mm. They are also uncommon, ers. prefera bly well paid. levels.
again due to the demanding ability require- Many mages, especially those of lesser Not all monks at a monastery are lst-
ments of the class. These two factors make ability, tum their art to pTilctical encls- level (or higher) clerics. Most are monks or
armies or companies of rangers most almost every vill..,e has a fellow who can nuns. devout men and women working 10
unlikely, onl y m.argin.ally less common th.an whip up ill few useful spells to help with the serve their faith . Non-adventuring clergy
hordes of p.aladins. lambing or simplify the construction of a are no less devout than thei r adven turing
Although lon~ , they do not mind the house. In larger citin. these mages b«ome brethren, nor do they receive any less
company of ot he r range"" those who more spKialiuQ, such that one might lend rnpect. Thus. It is possible to have leaders
underst.and the w.ays of the wildemess and his tillmts 10 construction, another to the within a religious hierarchy who show no
the n~ for 5pa~ . Small groups of rangers finding of 10SI things, ilnd a third to aiding signs of Itpe<ial clerical ability, only proper
will sometimes join an .army iI5 its KOuts, the locOilI jewf!lers In their craft . fait h and piety.
npeci.ally if the need is pmaing. They will Nearl y all milior b milie •. muchilnt Even more so than with military men,
occ.asion.ally be found in forest villa~ or princes, and nobles have a mage or two in though, level Is not a determiner of rank .
ne.ar un tr.aclr.ed wlldemHSH. Here, guides, their employ. A few attempt (generally Wisdom and Its use, not the application of
scouts, woodsmen, trappers, pioneers, and without success) to have these wizards firepower or the number of foemen smitten.
stalkers form the pool from which the rang- mass-produce milgical items. The problem are the true pearls of the clergy. Indeed the
er r.anles are filled. Few can be found in civi- is that wizards are as difficult to manilge as goa l of some beliefs is to demonslrOlte the
lized lands- rangen in cities are trul), Tilnaers or paladins. They do not care for greatesl wisdom by divesting oneself o( all
oddities. others bossing them around or encroaching earthl y bonds-power. wealth. pri~, and
upon thei r ptrce:ived privileges and rights, even level abilities-in an attempt to attain
especially since they have the magical perfect harmony with everything.
WI .......
resources to make their displeasure known. In the end , adventuring priests tend to
Wizards .are the A lso, thq an! usually kept busy findi ng form a smatl nucleus of crusaders for the
most iconoclastic and &elf-important of all ways to strike at their employer's rivals (or faith . They are the ones who demonstrate
the character classes, for they are unique thwarting such attem pts apinst their own their faith by braving the da ngert that
among aU character da!o5el. The peasant lord) . Foolish is the king who doet not have threaten their beliefs, the ones who set
c.an pick up .a sword and fight ; a pious man a personal wizard and lamentable is the examples through trials and hards hips.
can hope to serve his faith ; a local wag can ruler who trusts the wrong mage. From these, others may spiritually profit.
spin a good tale; and an un principled cad Not all wizards spend their time in the
can rob the loc.al men:ha.nts; but no one olh- servia: of others. Some ~k naught but
erthan a wizard can cast magical spel ls. The knowledge. These scholar-mages tend to be 'hleves
need [or highl)' spe<ializcd tr;lini ng truly viewed much like great university profes- Thieves are often
sets them apart, .and they know it. son today-noble and distant, punuing people who don't fit in elsewhere . Unlike
When mages gather, they tend to form truth for its own sake. While not directly in other classes. nearly all thieves are adven-
societies or associations, organizations fo r the service of others, they can sometimes be tuft:n, often by necessity. True, many stttle
men who speak of things not understood by commissioned to perform some duty or permanently in a single area and live off the
the common fo lk (much like scientists answer some question . local population, but when your life tends
lod,,),) , But wizards are too fractious and The wealthy often provide endowments to be in defiana: of the local law. yo u have
independent a lot to organize themselvn fo r such men, not to buy their services to be ready to leave at a moment's noticel
into proper unions- they can barely man- (which aren't for sale) bu t to curry thei r Each Job Is an adve:ntu.re involving great
age to (orm moderately organized guilds. favor in hopes that they will provide honor, risks (including, possibly, death), and there
Generally, their groups exisl for such glory, and just perhaps something u~l. are precious few opportunities to relilx and
high-minded reasons as to "facilitate the This situation is not unlike that of the great let your guard down .
exchange of knowledge or "advana: the
M

artists of the Renaissance who were sup- Thieves occasionally form guilds, es~
slate of the science of magic." Some prepare ported by princes hoping to impress and dally in major cities and placet with ill
texts or papers to share with fellow mages, ou tdo their rivals. slrong sense of law and order. In many
detailing their la test experiments and dis- T here are wi:z.ards who spend all their cases, Ihey an: forced to cooperate merely
coveries or outli ning &ome new theory. timeshu t away from humanity in dark, for- to survive. Influential thieves see guild, as a
They enjoy the recognition of their peers as bidding towen or gloomy, bat-infested wa)' to increase Iheir own profits and grant
much as anyone. caves. Here they may live in rooms where them the imilge of respectability. T hey
To outsiders, wizards seem aloof and opulent splendor mingles with damp foul· become dons and crimelords, dl recling
dauntins. like CTilftsmen, they are most ness. Perhaps the strains and demands of operations without ever having to dirty
comfortable in the company of their (el- thei r art have driven them mad. Perhaps thrir hands.
lows, speakillg a language they all under- they live as t.hey do because they ~ and At the same time, the memhenhip of a
stand . The untrained, even apprentices, ;are know more than other men . Who knowsl thieves' guild is by defi nition composed of
intruders upon this fellowship and are .apt to They are, after all , «centric in the extreme. liars, cheats, swindlers, and dangerously
receive an icy and rude reception . violent men and women. Thus, such guilds
Wizards are an eccentric, even perverse, are hotbeds of deceit, lreachery, and back-
lot . They're likely to be fou nd Just about I'rlests
stabbing (literally). Only the most cunning
;anywhere. Nonetheles.s, they have an affini- Priest charac ters a nd powerful rise 10 the top . Sometimes this
ty for civilization. ranging from small vil- are (obviously) not required to take up arms rise is associated with level ability, but more
lages to vast cities. O nl y a few mages and set out on adventures to smite evil. No, often it is a measure of the don's ludge of
actually are to adven ture since it is an their hierarchies require administ rators, character and political a~ptneu .
19
Curiou.ly, th;eves who are matter. of could control virtually any facet of life they a mid-Ievellisht"r, is appointed sheriff of a
their craft tend not to advance too hiah in chose-poliHa, trade. cia,. atructure, even local vill;llSC al a reward for his sterlins
the organization . Th"ir tal"nts in tht' field private behavior, Such a &roup would alter deed •. He can .till adventure as he hu been
are too valUolble to lose, and their effort i. the amount of magic in your campaign ;lind accustomed to, but now he must also walch
vtpt'ndt'd on their art, not on maneuverina who posseued it . Organized magu misht over the villagers, The OM has the local
and toadyina. There ii, in bet, no rule that even attempt to limit the activities of those bandits raid the trade road , At Iherlff, Var-
sayl the leader of the thieves' suild hu to be who present a threat 10 their powe.r-such rack mu.t Itop them . H~ SOH, a. he il aCCUJ-
a thiefl The leader'. job involves chari,ma, as adventuren, Whenever you alter the bal- tomed to, with a small Iroup, o nly to
charader appraiult, and politkldna-the ana of the charact"r classes, be l ure you discover a camp 01 SOO outlaws, Realizing
powerful crimelord could tum out to be a consider whilt the chanS'" could do to your he'. badly outnumbered, he beats a hasty
cnfty merchant. a wtIJ-«Iucattd noble- campaign. retreat, raises a small militia, and clears the
man. or even an intidiow mind £layer. country.ide of the enemy.
With this he SOH up in level. In addition,
HIgh-Level Characters his lord Is pleucd and grants Varrack . tew-
Alons with charac- ardJhip of several villain. with sheriffl
Bards are rare and , t"r classn and levell comes the natural ten- under hi. command , The neighboring baron
like thiev"" tend to be adventurers, but for ckncy to classify c;ll mpaigns accordins to (who organized and sent the bandit.) notes
somewhat different reasons, They do OCC:iI - the level of the characten . Expt'rienced Varrack's ,uccess with mild di.plusure,
sionaUy violate the law and find it neceHllry pJa~rs speak of "Iow-Ievel~ or ~high-Ievel ­ plantins the iet:d of a festerinl hate. More
to move on to the nut town-and the next sames in different tum. and. indetod. such Immediately, the craven and vengeful.her-
adVftlture-but more often they ;11ft driven games are different from one another. Also iff of the next vill~ on the road (whose
by curiosity ilnd wanderlu.t . Although differin8 from game to pme, however, is incompetena allowed the b;llnditl to flour-
lOme bards 50eItie down in a town or dty, the definition of hish level. ish ) suddenly finds himself out of favor. He
mOlt travel from place to plue . Even blamH Varrack and searches for a way to
~t;llmed" buds (as the Kttled OMI are lOme- brinl the new 5tew;llrd down .
Deflnlns u H1Sh Level"
times ailed) feel the urge to So out ;lind AI the campaign pfOSrnsH, the OM can
explore. sather a few more tales, ;lind come What colUtitutes a Ilowly spin a web of intrigue around Var-
home with a new let of songs. After all. the low- or hish-level same is a matter of taste . rack as: enemies, open and hidden, seek 10
entert;llinmenl bUliness dem;llnd$ variety. Generally, OMs and players find ;II range of block his progrns or use him to topple his
Th"re are sen"rally no bard suild. or character levels thilt il comfortable for their own lord . Against these odds. Varrack may
school., no colles"', sod"tiel, or clubs.
inste;lld, tnrds somelim", b;llnd in Reret
,tyle of play, Campa1sn' that commonly
hav" 4th· to 8th-level charaders consid"r
rind himlelf destined to become the Kin,'.
champion. saining new tit In. responsibUi-
societies, 100H: affiliatioN that allow them llth level or more to be hish level, while tla, friends, and enemi", along the way,
to improve their ;JIft while m;llint;llinins ;lin those with 12th-level charaden WI. the limil
aun of my.tery. closer to 18th or 20th Level. While there is no
Abon lOt.h Level
MOlt frequently, however, tmds rely on the set break·point for hish level. character
infonnal hoIpitality 01 their kind. Should one dutles and responsibilities begin to change Theoretically, there
bard arrive in the town 01 anotMr, he can rea- around ~ 9th and 12th level. is no upper limit to charader clUJ levell
sonablyexpect to May with his ft:Uow foe> illit- Generally, players find b;llttlinS monsters (;IIlthough Ih"re are racial limitations), The
tle whiJe. provided he shares some of hislcm and dlscoverina treasure to be lesa and less m;llt"rial preented here takes characters
and doesn't cut into hlshost·, business, After a satisfyins as time IOH on . Their ch;llracters' onl y to 20th level-experifflce has shown
time, during which both bards learn a few of abilities are such that monsteR need to be that player characters are most enjoyable

-.
the othet'l Wee and songs. the visltot iI ;IIlmost ridiculously powerful to threaten when playt'd within the ] -20 r;llnge. Above
expecttd to p.dt hit bags and move on, Even them. Treasul'ft: mwt be vast to make an 20th level, charaders sain few additional
~ bards it iI poMIble to ovenuy one', impression. While incredible foes and huse powers and faa even fewer truly dauntins
trealUtel are lood once in a while. the thrill adventul'ft:.
Of coune, there are times when iI bard quick1y wears thin , Consummate Ikill and creativity are
decides not to luve b ut to let up shop and required to construct adventures Eo r
lIay. U the population is biS enoush to IUP- extremely powerful charaders (at leasl
Ch.\nslns C.. mp.. lsn Styles
port both bards. they may 8d alona. If it adventures that consist of more than IUlt
lIn't, there will .lmOil certainly be bad When players be- throwins blgser and bigger monsters at the
blood between the two. Fortunately gin to set jaded. con.ider changins the style nearly unbeatable party). Very high level
thoush, one or the other can usually be of the camP"'isn. Higher level characters player char;llcters have 50 few limitations
countt'd on 10 set wanderlust and let out on have sreal power- they .hould have adve n- that every threat must be directed alainst
some great, MW adventure. Bards do tend tures where that power Influences and the ume weaknesses. And there are onl y &0
to be incurable romantics, alter all , inVOIVH them In the campaign world. As many times a OM can kidnap friends and
leaden, ruiers, and wise men, their actions family, .te;lll spell books, o r exile powerful
Ch..... der Classes In Your Camp..lsn affect more than jUit th"mwlvn. spreading 10rdJ before it becomes old hat ,
outwm in rippln over thole they rule and Rdirement: When character. reach the
While the character those tMy _k to conquer, Political machi· bel where adve'ltures are no longer a cNl-
dixuMion above provides a . tructure for natiON, spyins. backroom de~l. treachery. Imse, players should be encou.rastd to retire
adventure:n in the pme, your own cam- and fraud become more pronounced . While them, Retired chaRcters enter a ·imU-NPC"
paign misht be quitedif£uent . For example, these eJementi can playa pilrt in a low-level state, The characm- ahem and all information
there is no Nle that lays mages can't fonn camP"'ign. al higher levels, the stakes are are entrusted to the OM's care.
stro~ luildt, Such ;II group would have a much hlghet-. A retired character stili lives in the cam·
profound i.m pad on the campaisn world, Added intrisue can be introduced into a p;Ugn world, usually settlt'd in one spot, vtd
however. With their magical might, they campilign &rildually. For exAmple, Varrack, normally has dutiel that p ~t him from
10
acivmturing, While in thr OM's care, he does player chil ractef by promoting an NPC
Mlldng New And Old ChAr.. cters
not gain expmmce, use I\i5 magic items, or henchmiln to plilyer character SlalUl. This i.J
spend his tre.uure, It i!r; ,Ul5umed that he has letting plil~ be- a good method heciluse the player i.J atrudy
income to mm his normal expenses. sin at the beginning is fine when you fits! fa miliar with the NPC and may have
The retired character can M u~ to pro- begin a campaign, and all player characten a lready created a P'!r&Onality for the chilrac-
vide player, with informiltion, ildviCt', and can begin at the lame level. As sessions are ter. When this happens, the player is given
some materiill auislance (if this is nol played, however, a dtspoIrity in cha~er the NPC chiltilcter sh~t ilnd illIowed to take
abused). However, his or her ovenll actions levels wiU develop. New players will jOin the full control of It .
are controlled by the OM , not tM plilYu game and old playe.n wiU creilte new charac·
who originally created the charilcter. lett. Evenlually, you'll rum a point whln the
rre-Rolled c.h.vACten
If at all poMible, plilYu chilracters should original group 01 playtn has chatacters mmy
be encoura~ to ~t ire as a group. ThiJ; willy levels higtwr INn when they be&an. How, It is usdulto have 8
all plillytn c.1n create ilnd play MW charac· lhen, do you inlrodu~ new players ilnd new few pre-rolled characters on Iw\d . These
ters of ilpproxlrNleJy Ihe same level. If only playu characters into your pmel should be o( sevenl diHerent levels and
o~ player retires his character to starl a The~ ilre timet when you should ilHow a c1ilS1a, with equipment and penonality
new lst·level one while all the others con· character 10 start above ht level. A newly quirks noted , The&e ~inst anl " playercharac-
tlnue with 2Oth· level characters, Ihe poor creiltrd character should begin a Cilmpaign ten: can be used by guest play~n: (thote only
newcomer isn't reillly going to be able to no higher than 4th level unless the group is able to play in a few sessions) ilnd by rqulilr
advmtur'e with them . (If he does, the player ve.ry powerful. If this is the case, he should pla~rs whose characters ru.ve dlrd durin&
won't get to do much or Ihe chilracter will begin nO higher than the lowesl level char· the course of iI RSSion.
have a very mOfllife vtpectancy !) aetef in tM: p.ilrty (and it may be beller to When Ihe latter occurs, introdu~ lhe new
Some players mily be reluctant 10 retire a starl a level or two lower). chilra.cter ilt iln appropriate poinl ilnd then
favorite character. Explain to these players The new character should have equip- allow the player to control il ror the rest of
Ihil! tflirement doesn'! meiln the character ment simil;u to that of his adventuring com- the evtnins. This keeps that player from
can never be used ilgainl Be sure 10 crea!e panioll5: II lhey kilve horses, he should beins harM Ihroughout 1M tftt of the i&-
~al adventuru that requi« IhoM: high. haveil horse, too. Do not give him free milg· sion . lithe plilyer ~njoYl the character (and
Jevellypn 10 come oul and do bailie . leal iterN! These he: must eilm. He should you are pleilsed with the arnngernent), you
Every once In a while the old adventuring slar! wilh a small amounl of cash. un a llow him to continue pbying that chilr-
group may hilve 10 reilSSffi1ble 10 deal with Somelimes a player c.an replace a fallen acler In fulure st'SSions.
some Ihre'H 10 the kingdom or the world .
It's Ihe chance to show those upslilrl new
characters just what a really powerfuJ group
can dol It also gives tN! players the opportu·
nity 10 role-play lOme 01 their old favorites .
If dw pbyen 1ft the opportW\ity 10 use
their powttfuI characters, evtn infreq~lly,
thry will be lei reluctM1t 10 spend mo5I of
t~ pb.ying time with new. iower-k-vd char·
xt.....

Beginning
Charader levels
l£ at all ponible,
slilrt charKlerl at lsi level . The lowest
chilrilcler kvels are like the eilrly yeilrs 01
childhood . Whilt ru.ppens to a charilcter
durins IhHe firsl adventures will do much
to determine how Ihat chuacter will be
role-pla~ . Oid Rath the Dwilrf s.tve lhe
<by by fool .hardily charging into battle
when he WilS iI mere lst level1 j( M did, lhe
odds are good the player will try it again
and will begin 10 play Rath. as .. beld and
reckless fellow .
On the other hand, if Rath WilS clobbered
Ihe lirst few times he: rushed in, the player
would bqirl to play Rath as a cautious, pru·
dent fellow . Even the: smallest evmts can
have a gnal dfect on low-level chilracterl,
so these eve.nts thilrply etch the behilvior of
the chilracter. Deny the player these begin·
ning levels and you are stripping him of the
opportunit y 10 develop his chilracter's per-
sonillity.

2.
Another factor 10 consider when Cl1!'- abUitWel you want the clasa to have. You
Cre..ting .. New ilUnS new character cla.MH is whethflo a must include: .arne abilities JUCh iI$ fight·
Ch.....cter CI;oss new class i. A!ally needed . Some players in&. but other abilities, such as spellc.asting.
(0ptI0Aa1 1.1e) want to create a charOlcter class for every al1! optional. EKh ability you chooIe "- a
profession or abillty-jesten, witches, multlp~ aUachtd to it. A£ you stiKt 1M
The character vampire hunters, vikings. mountalnft'rs, ilbUlties for your cta.. add the multip~
classes lilted In the! rult'S are not the only etc. They forset that these are reilily tOSft.her. MIt:!' you have choten all the
ontS that can exist in the AD&to- game. rolet. not classes. abilities, multiply the b-= experience val-
Many other character (bun. either sen- What Is a vlidng but a fighter with a ue (see Table 21) by this lOUI. The mull II
ual or hishly IpKi.1.liud. could also certaln outlook on life and wananl A the number 01 e:xperience poi,ntJo your new
ex'-I . lndeed. a common reaction of witch is A!i1l1y not king but a female w{z· cI.us must eam to go up In lewis.
pu,yers to IhecharKter dassn is 10 qU&- .rd. A vilmpire hunter is only a title Required AbWUes: For each of the
lion why their c::haracters COIn" have the assumf:<! by a chancter of any claM who categories, chooR one: ollhe options IIst-
powers OJ" skiU. of anothet- dass. Usi"8 1I dedicated to the datl'\lction i1nd elimi· f:<! . Be sure to nole this choice a10ns with
the ')'Iinn below, this t. possible. You nation of th05e loathlOme malum. the multiple cost.
can evm ~..,te entirely new clusa or The lame i. true of assassin - killing
combinations of txisllAg chancter abili- for profit requires no special powers. Table 11: RACE
ties. only a specific reprf:~sible outlook is
erN"ng a nno charact.r dtlSS is not
rw:ommmrkd for novice DMs or play·
n«df:d.. ChoOSinl the title don not
imply ~y 5pKial po_rs or abilities; the
"-
Human
M ......
o
ers/ Before atlemplina this. be sure that
you art funiliar and comfortable with
char.lcter Just uses his CUtT'm1 skills to Ot"", 1
fulfill a specific. personal sod of goals.
the AO&:o- rules. Furtht:rmoR', it 11 not Before creating a character class••top Table 11: COMBAT VALUE USED
a sood Idea to use tht. S)'S1t'm In a brand- and uk yout5elf. "15 then alre~dy a
new ampiilign which has no background charact~r clan thai can fill the nichel" .....1 Multiple
lor plaYU'llo hue actions and decisiON
Think of W;l)'S an existing class could ful - o-lne! Human' -z
on . fill the desired goal through ro~playinl Monst~ ·3
The class-creation . Y5lem here and carffuJ choice of prottdencin. A p- o
requlra you to UI4! your lueJament- il
isn' t fool.proof. Without card'ul
mountaineer could easily be OIl fighter or Warrior .z
thought . you may find you've created an
overly pow~1 combination of powen
ranger, bom and bred in the mounlilin!l;,
with a love of the ruSSed peaks and p~
fldendes in c1imbins. mountaineering.
Wlwd
R.... -,
-)

or a biurre. unplayable character clall, and the like. Clearly. there is no need for 'o-Ievel human. never Improve in
As with new charadtr ract'S, start with a OIl mountaineer class . combat ability. regardless of level .
• mlle leat CiIJie beiOA! you approve the Ako consider how much fun the char-
class for all players. actrr is going to be to play. This Is pil.rtic- T.ble 1,): SAVING THROW
Naturally, the OM must approve a ularly true w~ you plan to creilte TABU USED
clas& beiOA! a player can even begin classes with kighly specialized abilities.
\lSins it. The OM also has the right 10 True. then> may be a place for wise old Level Multiple
ma.ke any chanaa he ReI fit , evm aftrr saget or an alchemilt, but would they be o-bd HUrNn Saving Throws' -2
the character hal been played for lOme fun to playl Consldft- tNt all the sase Any other sav1n& throw lable 0
tinwl don is research and answrr questions
You are advised not 10 try to creOlite a and find forzoltm fKtJo . An importilnl -O-irvl!1 hu~ns never improve in sav-
'UPft' cu- a cIaa that aJlow, pJ..~rs
task. perhaps. but borinz when com- ing throws. reprdless of level.
10 do everything. Consider what is 1061:
p.1Ired to (""tett. maga. and the lJke .
A .upe.r chOlifilcter would requiA! an Oearly t~ is no 8l1!at dtomand lor the Table 1~ HIT D ICE PER LEVEl
Immense amount of ~perimce just to sage as a player charilcler, so. clearly.
ruch 2nd level. Normal characters
would reach much higher In>elJ, much
there is no need for lhe character clan, .....1 M.......
sooner, and may even surpass the .oper
Finally. remember that there I. no such ,<13 o
lking as OlIn ~c1us1vely NPC character '<I< +O.S
charader in ability. A .uper chander
.110 datroys party coopention and
group play. If you have a chatKter who
cl~. What i. the JOSic of $ilying a non-
plilyt::r character can be such-anckuch
but that a play~r character Cilnnotl
1<16
1dB
1dlO
.,
+0.75

+2.5
can do everything. you don't nefti other
characttn (and hence other players).
Furthennore. a whole Sroup of .oper
None. This is it; lalse restriction . Every
characterclau you CTt:i1te should be open
,dU ••
to player character. i1nd non-player T.ble 15: ARMOR AUOWEO

......
characters i5 nothins more than a group characters alike.
01 on~l.... characters. You lose as much With aU these consldentions m mind.
variety. a. much color. as II you had a
group consistinS only of f!shten. And •
you can use the system dHcribed below
to create new chJ,ractrr claSSft. You are
No..
Umitf:<! AC"
Mwtlple
-,
-0.5
group of fighters (or any othes- single:
claa), no matter what thdr abilities, Is
encounged to modify the system or cre- AD o
ate one of your own. The: method u.ed
boring-there is nothing to distinguish
heA! willsive you a good starting plilce. 'Limlted AC means the charactft' can
Joe Filhler from Frfti Fighter in ability. To use this method, choose different only use annor of AC 5 or WOrM: .

11
Table] 9: THIEf AVERAGE A.BIUn TABLE
TaW. 161. WEAPONS AllOWED
~Chuce l o
Low! M......
Limited " - 1.5 level find!
of the Pick 0"". Remove Move Hide In Hear CUm. Rud
ant Clad
All
" -1
0 Thief
1
Pockets
30"
,..
1.0<..

''''
Tr.ps Silently Sh.dow, No~
15 10 .. ........
W.u. unguagH

............
10"
"''' "',
,.. .......7....
.1M d ... M Um iled 10 a maximum of
"''' "" ....
2 35 " 21 .. 10"
4 ~t wuponl., none of which c~ 20 ..
,...
3 33 " 30" 21"
•• ....
....... ........
do moft than 1-6 pointt: of climAP.

"47 ....
37" 33 .. 20"

............
35"
··The daM is limited to one wnpon
•, ....
.... ..
"'''. .,. 31 ..
"'"'....
20"

........ ...... . .. ..........


eateaory (''-ahina. pieKina. or blud&~

.. ....
47 .. 37 .. 30 ..
eoning).

....
$2"
.... ..
"'....
35 '"

•• ........ 57 ..

........ . . .... ............ ........


-
T.ble 17: HIT pOINTS PER LEVEL 70 .. 70 .. 56 ..
anoNDmf

......"....
10 67 ..

........ ........ .... "'.. ........ ...


MuJdp. 11 70 .. 70 .. 35 "
+1 +O.S 12
..........
'5 77 .. 75 .. 77 ..

........ ............ ............ ........... ......"'''.... ....... ... ......


+2 +1 13

9'"..
93.. 70 ..

]."
+3 +2
0ptt0uI AhIlItIes: In addiUon to lhe
nqui.red .bilities listed .bow, you can
15

17 .... .,... . 75"

choose a ny of the optional . bUilln


below . Apln . Ih~ abilitlH w ill
Uwnue your bue multiplier, ~kins it
more difficull to inc:rute in levdJ.
....rictioneI In order 10 lowft' the .... Ea,.i"rIm Afler all multiplet
T.ble 11; OmONAL ASIUT1£5 overall multiple of ,he cIuII, rtstrictiGnil haw been calculated. you mUit dtl~
,"""I)' M ...... can allO be m OIm lholt WIll afte.ct lhe mine lhe nPftience poinb; required per
Allowed f!llner Constitution bcholvior and ~bilitiell oIlhe claM. Thew levd. Take your multiple numbft- and
~ +] multiples are subtracted from ttlt CUITftII multiply It by lhe haw ~ value
AJlow<d flaht" ~ total. Characten must honor the restrlc· for each IewJ all IPYftt in Table 11 . WMn
Smqth bonu. +1 lions 01 their elua. you an! finished. you wiD haw ~ com-
Aftimal Hnpathy + 1.5 plete Expt. ~ Point Table (or your
Bonut + 110 hil a cruhtl'l:" +] Ta'" 10: RESTRICTIONS new charktft' d...
Per inidaJ profidaq Jk,t ('i ..,d) +0.25
Rod IU\&U. . . •• +0.5 Rnbktio. TAW, 11: BASE DCPDUENCE POINI'S
Aur. of protecdon as paJ.din +2 Mo. be lawfW
a- ...._

.
e.ck- .b +1 MuM be neutral .....1
Cut any print .-1
Caot ....... _ _
Clhnb w.lk··
"'_.".u. +8
+2
M ....... """"
ClltU\ot k~ more tn!u un than
2
J ...
200
"'"

-
+1 can carry - 0.5
Find/ Remoye traps" +1 Mu.1 donate 10'111 "'.U In!HUn -0.5 5 2.000

-
t-Lralins .. pal..din +2 NOiftoftwnaD Wftllbnil of 9' -1 6 4,000
Hear noiM··
_call
Hide in t.hIIdowa..
+0 ..5
+1 .... .........,_ .....
NOIHw.man InB Ibnit 01 U· -0.5

-,
1

8,000
15,000
t-n any -=haul oIlNBic
l.eun and CMI OM IChooI of
...
+ 16
+3
...
Cannot own IIIOft tholn 10 mqi-
cal items -0.5
9
10+
ZI,ODO
lO,OOO/ Midltionallirni
Move .lently· · +1 Cannot own mOn! than 6 meaI- Note tholl you CiIIn'l construct tlwoist·
Opea lodu·· +1 a.I items - 1 ina charade.- clUIft by usina this 1Mth--
Pick J)l)CkC!tll "· +1 Cunoc &IaCloCYte with OM cia. odl The Itanct..rd cl~ FYe playen
Granted power (turn unde~ ,
.....d ....,..m.n,.)
U. mqk:aJ IIeM allowed to an
+3 "' ..........
AhIllty '* delayed to hIcher
~I··
-,
-0.5
advantaan OVtr aut~ etas.-
d . Standard dati characters advance in
In-ell more quickl y and. generally, ha ve
n iltlna d.. +1 'If the chancter It non-human. better abilities than adlom-dnlgntd
au... 'J ··DeIayed . blUlf UR prevents the.
characten.
·Thb appl'n only to a Unaie type 01 character from haYlna the POWft" until hi!
~. Iut'ft (ora, d c.' . MOn! than one ruchn the bIN lewl . No more than
cr'NIhtft CUI be chQ.en, 110 luna a I~ two abiliUa can be delayed. The OM
multipliu '- lroaeawd for each choice. detmnind the Je.vti al which a bUities
··The charad,"" u.a TaMe 19. become available for ute .

Z3
A lignment is a shorthand description of a break the party apillrt? Will (his interfere Si~ secrecy implies mistrust, this rndhod
complex moral code. It sketches out the with the pl.illnned adventure or campaign1 should be uK<! with extreme caution ,
basic altitudes of a person, plaCf:, or thing, Sometimts char.illcters of different align.
It is a tool for the OM to use, In sudden or ments pos.sns such radically vuied world
Role·PI."ytng Alignment
surprising situa tions, il guides the OM's views as to make their cooperation impos-
evaluation of NPC or creature reactio ns. By sible. For example, a strict lawfulsood and During play, pay
implication, it predicts thetyp" of laws and a chaotic neulnl would find their ildventur-- attention to the actions of the player charac-
enforament found in a given area, It affK!s ing marktd by animosity and mistrust . A tera, Occasionally compare these against
the US(' of certain highly specialized magical trut' chaotic neutral would make just about the characters' alignments. Note instances
items, anyone trying to work with him crazyJ in which the character acted .ag.lirut the
For all the things alignment is, there are There are two approach~ 10 an align- prinoples of his alignment, Watch for len-
some very important things that it is not. It ment problem in Ihe group: denCies to drift toward another, specific
is not a hammer to pound over the heads of The first is to explain the problem to Ihe alignment.
player characters who misbehave. It is not a playen involved. Explain why thm align- Lf a character's class requirn that he
code of behavior carved in stone. It is not ments could awe probl~ and see if they adhere to a specific alignment. ftel free to
absolute, but can vary from pia« to place. agne or diHgree. If necessary. suggest some caution him when a proposed action seems
Neither should alignment be confused with alignment changes-but never for~ a player contrary to that alignment. Allow the play-
personality. It shapes personality, but there 10 choose a new alignment. It is his character, er to reconsider.
is mort: to a person than just alignment . aftler illi. Wildly di((cl'ftll charo.dus may find Never tell a player that his character can-
ways to work logelMr, making adv~tures not do something because of his alignment!
amusing (at leilsl) and milYbc even successful Player characters are controlled by the play-
in spite of the group's probkoms. ers. The OM intervenes only in rare cases
Player Character The second approach requires that players (when the character is controlled by a spe.1I
Alignment keep their alignments SKTet from each other. or magical item, for e)tample) .
Don't lell anyone that t~ might be a prob- Finally as In all points of disagreement
It is essential that lem. l.g players role-play their ch...-acters with your playef1j, listen to their arguments
each character's alignment be noted in the and discover the problems on their own. when your unders tanding of an alignment
OM's rt'COrds for that char<1lcter. look at the When problems arise, let charaden work. differs (rom theirs. Even though you go to
alignmentso( the group as a whole, Can this them OUI themselves. This approach Is best great effort in preparing your game, the
group work together1 Are the alignments suited to expuienced role-playen and even campaign world is not yours alone-it
too dlfferentl Are they different enough to then it can play havoc with a campaign. belongs to your playert as well.

.
Nrc Alignment Society Alignment arcane bureaucracies. The tendency to
organize and regula te everything easily gets
JUSI as a w~lI · Player cNr.nclers, o ut of control.
playNi character ~s within the limits of his NPCs. and monsters are no t ~Ione: in having In larae empires ther~ are ministries.
aHlVlmml . NPCs should act consistently alignment . Sinct' a kingdom is nothing but a councils, c.ommi56iom, depanmenl5, ofHc·
with thrir .lipments. Judicious and imagi· collection 01 ~ple. united in some fashion n , and cabinel5 fo r everything . If tM region
native use oC NIJC, is what crealH a believ- (by Iilnguage, common Interest. or fear, for lIUrads a lot of adventul't'-rs, there are s~
able fantasy world . ~p le) , it c.m N ve an overall alignment . dal minislries, with theit own specialt-axes
Alignmml is a quick guide to NPC and The alignment of a barony, principality, or and liunses. to deal wi th the probH-m , The
mOMler ~actloru . h 's mosl useful wMn other small body is bawd on the: attitude of people .re not tremendously concern~
you don', want to lake 1M time to consult it the ruler and the alisnmenl of the ma jorit y with the effectiveness of tM lovernment, .so
page of lables and you haven', dcviwd a of the population . long as it functions .
complet e perJOnality for every casually The alisnment of the ruler determint'$the la wful £ ...il; The govemmf'nt is marked
~coun le~ Nrc. NPC, tmd 10 act in nature of many of the law. of the land, law- by its severe laws, involving harsh punish-
;Jccordan~ with their alignment (thoujJh ful good rukrs usually cry to prote<:t their ments regardless of guilt or [nnoce~ . Laws
they U1: no mo~ perfK I in this rC8.Jrd than territory and do what'l bett for their IUb- are not intended to preserve justice so much
player characters) . jects. Chao tic good rule rs try to help peo- as to mainta in the statu! quo . Social d an is
Thus, a chaotic evil &noll tends to l1!act ple, but irregularl y, being unwilling to enact crucial. Bribery and cortuptlon are often
with threats and a show of might. It con- sweeping legislation to correct a sod.l ill. way. of life. Adventu~rs, since they are
siders someone who apJ>e"ls 10 ill compu- At the same cime:. the enforcement of lhe outsiders who may be foreign agents, are
sion as a weakling. and a uto mat ica ll y laws and the attitudes found In the counlry viewed with grtat suspidon . Lawful evil
su.sp«ts 1M motives of anyone who trin to come no t from lhe: ruler but the subjects, kingdoms olten find themselves quashing
be friendly. According 10 the gnoll', view of While a lawful good kJng issues dec:1'ftI for rebellions of oppressed peasants clamoring
sockIy. fear and bullying ,ut' the keys to the good of illI , his lawful evil subjedl may for huma ne t~atrnent .
success, mercy and kindnHJ are for the consider them Inconveniences to work Neutral evil. neu tral good. and true neu-
weak, and friend, a~ 800d only for the around, Bribery mi&ht become a standard tul: Areas dominated by these thJ'ft' alian-
lhinp they can provide: money, protec- method for doing busint'SS. ments tend to adopt whatever govemment
lion, or shelter. A bwful 800d m«!n:.h;r, nt. If the situation is reversed (a lawful evil seoems most expedient at the moment . A par·
meanwhile. would tend 10 hold lhe opposite king with mostly lawful good s ubjKts), the ticular form of government lUIs as Ions as
vinY of things. kingdom becomes an unhappy place, filled the ruler Ot dynasty in power an maintain
with grumbling ilbout tM evil re.lgn that It . The ~ple coopera te when It suits them
plagues h. The king. in tum, resorts to or, In the case of true nl:\ltral5, when the bal-
T1te Umlts of NrC AIISllment severe mea~res to silence his critia, creat- ance: of fo rcn must be preserved .
Remember, how - ing even morr grumblins. The: situation il Such neu tral territories often act as buffer
ever, that alisrunent is nOI personalilyl If 5imilar to ro~nt ic portrayals of Norman lIata between lands of extreme alignment
every lawfulsood merchant 15 played as OlI n England. with the good and true peasanls di£fe~nce: (for example, belween a IlIwful
uprlshl. honHt, and frieooly fellow, NPCs struggling under lhe evil yoke of Prince lood barony and a vile chaotic evil prlnd-
will become borina in a hurry. Jus t because a John (as in bolh Robin Hood and IVllllltCH,. plillity) . They shift allegiance lIrlfuily 10 pre-
merchant is lawful aood donn't mean he The: gft1t'f'a1 alignment 01 an atea is deler- serve their borders again5t the adYances of
won't haggle for the best price. or even take mined by the: interaction between ruler and both iides in a connici.
advantage of some 8ullible adventurer who ruled. Whc:re.IM Nler and the population are Nnttral evil countriH tend to be benign
is just passing through. Merchant. live by in harmony, the alignment tendency of the (but no t pleasant) dictatorships whJle neu-
making money. and t hen!! I. nothing evil region is strong. When the two conflict , the tral good countries are generally ~enlight­
abo ut charging as muc.h as a Ch!!raCler is nttituciel of the people have the strongest ened~ dictatorships, TraMfers of power are
willing 10 pay. A chaotic good innkeeper effect. sin~ the player characters most often us ually marked by s hifts in government ,
might, quite reasonably, be suspicious of or deal with people at this lev ...!. Howevt'-r, the thol.lgh these are often bloodless coups.
hoslile 10 a bunch of raggtd, heavily armed conflict between the two gJoupt-subtecU The~ is a ~rla in apathy about polilics and
strilngen who siomp Inlo his inn late at and lord-oYer alignment di((~ can lovernment , Adventuren are treated the
night. A chaotic evil wiurd might be: bored, create ad ven ture. same as everyone else.
and ha ppy for a little companionship a, he ChaOllc Cood: The people mean well
sits by the inn's fi~ . and Iry 10 do right, but are hampered by a
Usln. AreA AlIsnments
To create metnof'able NPCs. don'l rely n~tuf'al dislike of big 80vemment . Although
solely on thdr alignmeu . Add chancteristia Using a general thue may be a single ruler, most communi·
that make them int~ing. adapting It-to alignmml for an a ~a ~ws a quick ~ ties are allowed to manage themselves, so
fil the chantcter's alignl'Mnl . Tne mHChant. ment althe kind ol treatment pLa ye- charac- Ions as theit taxes are pak! and they obey a
pe:rhaps fet'llng a lillie guilty about OVef'- ters can expect there . The lollowlna few broad edicts. Such are~ tend to have
chargil'l8 the adventurer. misht give: the next pa.ragraphs &i~ kJeas for each lIlignment. weak law enJorce:menl organlutiora. A
customer a brrak on the p~. The innkt'ltpM' uwluJ Good: The people are ~y local sheriff, baron, or coundl ma y hire
might be: Nde to the ;w:!venturers whi)e clear- hOMS!, law-abiding. and helpful. They mun adventurers to fill the gap, Communities
ly being friendly to other patrons. doing his wdJ (at least most 01 them do). They respect often lake the law into their own hands
best to make lhe group feel Ul\wanted. The the law. As a rule, people don'l walk around when it seems necessary. Lands on the
chaolic evil wiulrd might discover Ihat . wearing armor and carryi.n& weapom. 1lIo5e fringft of vast empirn rar from the C4II pital
while he wanted sorne companionship, he who do Me ~ with suspidon Of' as tend to have this type of a ligrtment .
doesn't like the: compoany he: got . He misht troubJe..rna.ker$. Some.odd~ t~ to dwib: Chao tic N~ulral: There is no govt'-m -
even leave behind a token of his irrita tion, advmtu~, since they often brina trouble. ment. Anarchy is the rule. A strans!!r to
such as bestowing the head of a donkey on Lawful Neutul: The people are. noc only such a town may feel as if he has ridden Inlo
the most annoyins character, law-abidi~ , they are passionate creators 01 a town of madmen,

25
Chaotic Evil: The people a~ ruled by, ilInd not an indication of the moral properties of Depending on Ihe new ilIlisnment, the
live in fear of, theM mo~ powerful than them· the item . Rather, it isa mean. of limiting the change millY or milly not be immediilllely
sdva. Local &ovt'fT\ment U5WlUy amounts to number and types of characters cillpable of noticeable , However, you shou ld insist that
ill series of slrongarm bosses who obey the cen· using the item- the use:r's alignment must the player role-play his new situation. 00
traI sovmllnent out of feill r. People! look for match lhe Item's ilIlisnment for the magic to not ilIllow him to ignore the effects the align-
WillY' to pin power or keep the power they've work properly. Aligned millgical items, usu· ment change will have on his chill racier's
sot. AMilIssination is an acapt~ method of ally weapons, were created with ill specific personality. Indeed, Sood role-plillyers will
i1idv~ment, i1Ilong with coups, conspirEits, ethos in mind . The item was ilIttuned to this take Ihis as ilIn opportunity to stretch their
i1ind purges. Advftlturtrs are often used as ethos by its creator. skills.
pawns in political power pme, only to hi! Aligned items reveilll their true powers
eliminat~ when the i1idventurers themselves only to owners who shillre the same beliefs.
b«orne it threat. In the hillnds of anyone else, the item's
Alignment as
powers remillin dormant . An extremely a World View
powerful item milly even harm a chillracter of
Varying Sodal AlIsnment In addition to ilIll its
another alignmmt who handles the item,
other uses, ilIlisnmenl can become the ~n­
especially if the character's alignment is
Within these ilIlign. trill focus of ill campai&n . Is the world caught
opposed to the item's.
mmlJ;, of COWW, many other &ovemment in an unendins Itru&8le between the foreH
Aligned millgical items should be ""re.
types are possible. Furthermore, even within of Soad ilInd evil. lilIw and chillos? The
WherI an item hillS an alignment, it is a sign
the same kingdom or empire. IMre may hi! answer affects how the campaign world is
of sreillt power and purpose . This creatH
areas of difkmlt ilIlignrnent. The capital city, created, how the campaign is run, ilInd how
opportunities for highly dfillmatic adven-
for example, when!: men:h.;ants ilInd politicians adventures are constructed . It also affKts
tures illS the player characters learn ilIbout
congregate, may hi! much more lawful (or players' perspectives on ilInd reactions to
the item, research its history, track it across
evil, tic.) than ill remote fannin8; community. the country, and finililly discover its ilIncient
ViliriOUS situations ilInd event •.
And ilIlignment is only one pattern of In a typicilll c::ampillign , the primary con-
resting plillce and overcome the guards and
social orgimlzation. Not every nilltion or flict in the world 15 not a struggle betwem
traps set to protect it .
barol'lY is defiMd by its ilIlignmenl. Other alignments. The campall" world is one in
methods of describing ill group of people cilin which passion , desi re, coincidence,
also be used-peareul, willrlike, barbillric, MASlcal AlIsnment Chango intrisue, and even virtue create events and
decilldent , dictilitoriilll, and dv iliud ilIre all situations. Things happen for many of the
A second , more
possible descriptions. same reasons as in the reilll world , For this
insidious, type of magical item is the one
You need only look at the world todillY to reason, it may be easier to c::reate adventures
Ihat changes a chillrillcter's alignment , Unlike
see the viliriely of societies and ctJlturn thilll lor this type 01 campaign. Advenl-ure varie-
the usual, gradual methods by which a char·
abound in the reililms of milln . A &cod DM ty ilInd excitement depend on the OM's sense
acter changes alisnment, magka l allsnment
will sprinkle his cillmpillign world with exotic of drama and his ability as ill storyteller.
changes are instantillneous, The charillcter's
ctJltures crut~ from his own Imagination Occasionally player chillracters discover ill
personality undergoes ilIn immediillte tran&--
or researched ilIt the locillilibriliry. grillnd and hideous plot, but such things are
fOl"milltion, somethins like masical brill in·
isolated ilIffairs, not part of ilIn ovenll
scheme.
However, (or conspiraCY.oConsciouJ OMs,
General ilIlignments a different world view may be more suit·
CilIn also be ilIpplied to religions . The beliefs able, one where the powers of alignment
and practices of the reli&ion detennine its (Sods, ctJlts, kingdoms, elemental forces)
ali&nment. A !"eliSion that espouses uncia· ilIre actively struggling against eillch other,
standlns, working in harmony with others, The plillyer characters and NPCs may be
itnd good deeds is more than likely lawful ilIsents of this sttussle, Sometimes, they are
good. Those that stress the Importan~ of aware of their role; at other times, they have
individual perfection ilInd purification are no ideill of their purpose!' in the grand scheme
probably chaotic Sood. of things.
It is expected that the priests of ill ~igion Even rarer are those campaigns where the
will adhere 10 its aJisnment , sin~ they are player characters represent ill third force in
supposed to be living examples of these the balllt:, isnored or forsollen by the oth·
beliefs. Other followers of the religion need ers, In such ill world, the actions of ilIdven·
not adhere exactly to its alignment . If ill pe,... turers cilln have surprisinS effeds.
son's ilIlignment is very different from his
religion's, however, a priHt is certainly JUI- Alignments In Conflict
tified in wonderi", why thillt person adheres
to a re.ligion which is opposed to his belids There are advan·
and philosophy. tages and disadvantases to building a cam·
paign .round . ,ignment struggles, On the
plusllde. playet's alwillYS have a goal, even if
Alignment of they're not always aware of it, This Soal is
Magical Items useful when constructins ilIdventures; It
motivates player characters and provides a
Certain powerful continuins storylint: it ensures that charac-
magical items, partictJlarly inlellisent ones, ters always have !Omething to do (~Co and
have aJlgnments. Al1snment in these cases is r",tore the balance of Law, loyal fo l·

16
lowe-sn. Also. ~ sense 01 heroisrnperme~tH forces of darkMu and evil win the finallnot-
tM pme. Playen know that their cNractrn tiel No matter how high the odds are
Alignment as a Tool
~~ doing aomfthing important. something 5tacked in their f,,\lor. there il always a E\len Ihough it has
that has an dftct on the history oi the cam- chance lhat the character! will do something bHn said several timH already, this point is
paign world . so stupid or unlucky that they musl lose. important enough to repeal : AlIgrrmnTt is"
There aredisadvantagu to this approach, Vidory annot be guaranteed. If It is, play- tool to aid rolfl-playil1g, not a h"mmflr to
too, but none that un', be avoidfti by a elf will quickly sense this and take ~dvan­ forc. charact.,., to do things th,y don',
clever OM. First is the question of boredom , lase of it. want to dol
U every ~dvertture revolves ~round m~in ­ The OM should never tell a player, "Your
t~ining balance or crusading for the cause, character can't do th~t beause it's ~ins.t
Never~ Endlng Conmct w
player! may get Ii~ of the whole thing. his alignment. unJeu that chv"cter J.
The solution is limply 10 m~ke IUR The belt way to undt.".r some type of spedal maaic.al control.
advmlurH are varied in goal and t~me . avoid the problems desaibed above is to Lei player! make !.Mir own decisions and
Somt'times character! strive in the name of design the char-acters' struggle 10 it is never~ their own mistakes. The OM has enough to
the great cause, Other timd they adventure ending. At the very 1east. the connict is one do witnout tOIling over the players' jobs.
for lheir own benefit . Noteverybattle needl thai lasts for millennia (well beyond the life- 100 .
to be a titanic Itruggle of good 'Is. evil or timH of the playe.r char<lctns) , Despite Ihis prohibition, the OM can lUg-
light '15 . darkneu. To keep the players from feeling frus- gest to a player Inat an action Involves con-
Anolher con«m is that everything lhe trated, certain they can never accomplish sider<llble risk. dpecially where alignment Is
characters do may affect their quest. An anything. they must be able to undertake con~med . If the pla)'e'r still dKides 10 BO
aligned game uruverse I, one of massive and sl1.lble tasks and win sianinant victoria ahe<lld, the consequences art nis resporuibil~
intricate caU*-and-d'fect d\ains. If X MP- for th~r side. Player characters fighting for ify. Don'l get upset about what happens 10
pens over here, lhen Y must hap~ over the cause of ,ood may eventually drive the charactoer. 11 lhe paladin is no longer a
there. MMI advenlurn mwt be wovm into back the growing infiuen« of the chief vil- paladin. well, Ihat'S jwtlhe way thinp art .
the thre~d of the storyline. even thOR thai lain, but they defeat only. symptom. not Such JU88ftliOM need nOf: be braun.
don't seem 10 be a part of II . the disease itself. True. the OM can ask, WArt you $Ure thaI'. a
This i. in direct conRict with the need for There can always be a new threat: Per- good idea. gi\len your alignmentl w He can
variety, and the OM mwl do some careful naps the evil villain himself returns in a new also use more subtle forms o( suggeslion
Juggling. A big quest is ea,y 10 work Into the and more hideous manifestation . The OM woven Into tne plot of the adventure .
MOry, but what happens whm the player must ~Iways be prepared with a seritl of Tomorrow the cleric inlend!: to go on a mis.-
characters take some time off 10 go on their fantastic yet realistic threats. These gradu- sion lhat would compromise his alianme:nt.
own adventure? Are they needed just then? ally increase in scope as the characters ~t night , he nas a nightmare which prt-
What happens in th~r absmcel How do become more powerful. venll any restful sleoep. In the moming he
theygetlnock on track7 What happens when Thus. il is pos&ible to build a campa.ign runs into an old IOOlhwyer who left ill
someone discovers fOmething no one was where the forces of alignment play an active omens and predicts dire ~ults. His holy
meant to know yetl For these problems role in things. It is difficult ~nd there are symbol appear! mystoeriousJy tarnished and
there are no easy answers. A creatjve OM many h~urds , but Imasination and plan- dull. The candles on the altar nicker and
will never be idle with this sort of campa.ign . nins can overcome the obslaclH. dim as he mien thoe temple. Attmtlve play-
Finally, there is the problem of succcsa ers will note thHe w.unings and may recon-
and failure . An .. ligned universe tends 10 sider their plans. But, if they do nol. It is
create an epic advenlure. Player characters their choia 10 make, not the OM's.
become involved In earthshaking events
and deal with cosmic beings. Beina ~t the
center of the game, player characlers Detecting Alignment
assunw great importance (if Iheydon't , lhey Sometima charac-
will quickly 8el bo~) . This is standard ters try to use spells or maaical items to
stuff in sword-and1Orcery fiction , SO it is Jearn the alignment of a player dw-Kler or
natural th~t il also appears in a sword-and- NPC. This is a highly insultin& iI not he»-
sotcff)' role-playing adventure. tile, action.
Fiction writefl have an advantage OMs
do nol , however- Ihey can end the story
and never return to it, At the end of the Asking
book, the good guys win, the world is set Asking another
right, and the covers are closed. The writer character "So, what's your alignmentr is as
never has to worry aboul it again, unless he rude a qutStion as... well, It's so rude that any
wantl to . What happens wNen characten example we think oJ, we can't print, At best,
win the fiNI connict, the battle that puts all any ~l"f who bi boorish enough 10 brina
to rightl What un be done after peace and up the iaue is likely to receive: a ~ ky stare
hannony come to the univenel (tumin8 10 shocked horror from men refined
Furthermore, the <luthor knows who Is cha!¥le.n).
going to win . He 5tarts by knowing the aood Asking another character hil aligrunmt lJ
guys ~' iIJ win . There may be many twlstl, futile, anyway-a lawful good chllracter
but eventu~lIy the heroes triumph. Many may feel compelled to tell the truth, but.
OMs make the same as£umption. They are chaotic evil character certainly wouldn't. A
wrong. chaotic eyll character with any wit wou ld
Ne\ler simply assume that lhe characlers reply -lawful good :"
will winl What if they don't? Wh<lt if the Even II a character answen truthfully,
17
thtort! 15 no w~y for him to Itnow if he i5 reasons, most of Ihem have nothing to do
with the player ~ fallins~ to play his char~c· Chanlns the Ch,anaes
right , short of t~ loss of dauabilitie (as in
the case of ~I~dins). P1~~r characters c~n ter's role or the OM HfailinsH to enate the Ouring the course
only NY wh~t they think their ~lignmenl is . right environment . of play, keep notes on Ihe actions of t~
Once th~ h~ve chown their alisnment , the PI~yer charactm ~rr im~ginary people, player characters. At the end of each SH-
OM is the only person in the game who but. like rral people, Ihey grow and chan&e sion , re~d through those notes, paylns
Itnows when It curnnt ly st~nds . A chaotic as lheir pll!rJQnalitie deve:lop. Sometimes attention to any unusu~1 behavior. Note
good ranser m~y be on the verge of chang· circumstances conspire against the pJayu which ~lignme!'nt IiftnlS most ~ppropriate to
ing alignment - one more cold· b looded c h ar~ctu. Sometimes the player hn a each characle!'r's actions.
deed and over the edge he gOH, but he change of attitude . Sometime the personal- If, over the course of St!ve:ral playing ses-
doHn't know that . He stillihinb he is cha- Ity cre~ted for the playe:r character just sions, a character', actions consistently fil
otic Sood through and through . liftms to pull in an une)(pected direclion . an alignment diffe:rrnt from the characte:r'5
These Me natural changes. There might be chosen ~Iignmenl , an alignment change if
more cause for conce.m if no playe:r charac- probably in order. If 5mall actions a~ tak-
Cutln& a Spell ter ever chanse alisnment in a campaign. ing a character outside his alignment , the
Casting a spell to There is no rule or yardstick to determine change should be: gradual-m~ybe e!'ven
reveal a character's alignment is jU5t as offen- when a ch~racl er ch~n8es alignment . Align- temporary, Severe aclions may te:qulre an
sive as askins him directly. This is the sort of ment can chanse deliberate:ly. unconsdou5- imme!'diate!' and permanent a lignment
thins that starts fl8ht5 and md.s friendships . Iy. or involuntari ly. This Is one of those change.
Hirelinp and henchmen may decide that a things that makelhe game fun-pla~are If a paladin rideslhrough a town ravi18ed
p~yeT chMacter who does this is too distrust- free 10 act , and lhe OM decides if (and by diRaSt! and ignorft the suffe:ring of the
ful. Strangus often flgure the spell is the prel- when) a change goes into eHKt. This calls inhabil~nt 5, he hu tran58rnMd hif align-
ude 10 an ~ lIilck and may strike Fint . for some rr~1 adjudication . Then arr St!v- mml in an obvious. but small, way. Seve:raI
Even those who consent to the 5pel! ~re e:ral factors to consider. such f~i1ura could lead 10 an alignment
liltely to insist that they ~ ~lIowed 10 casl change.
the same in return . Using these 5pell5, In the meantime, the: paladin could recog-
DeliberAte ChAnae
besides ~ng rude, indiatet a b~sic I~ck of nize his danger and ~mend his ways, pre-
trust on Ihe part of the caster or questioner. ventins the ch~nge and preserving his
De:liberate change:
paladinhood . If 1M pal~din bums the vil-
is ensineoered by the: playe:r. He decides he
I~ 10 preve:nt the disoea.se from sp~adins.
Class Abilities doesn't want to play the alignment he oriSi-
he commits a Rriously evil act .
nally chose. Perhaps he doesn't unde:rstand
Some characters- In this case. the: OM is justified In institut-
it , or it's not as much fun as he imagined, or
the paladin, in particular- p05M'S5 a limited ing ~n immediate!' ~ li gnmmt change to law-
It·s clear that the playu character will have a
ability to detect alignment., particularly fu l evil or e:vt'n chaotic evil. The characte:r
Sood and evil. Even this power h~s more more interesting personality with a different
eventu~l1y may be ~ble to C~8e: back to
limitations than the play~ is likely 10 con- alignment .
AlIlhe playu has to do is have his cha.rac- lawful good alignment , but he will never
sider. The ability to detect evil i, rrally only ~g~in be a paladin .
useful to spot characters or erratum with ter start ~ctins accordin& to the new align-
evil intentloM or those who arr so thor· ment. Depending on 1M severity of the
oughly corru pted that they arr evil to the actions ilnd the dete rmin~lion of the player, (ffeds of
the chan&e: can be quick or .Iow .
core, not the evil aspect of an alignment . Changing Alignment
JUSI bKause a fish ier Is chaotic evil
doesn', mean he can be detected ~ a source Unconscious ChAnse Although player
of evil while he is havins a drink at the tav- ch~racte:rs cilln change allgnme:nt , il is not
~. He may have no particularly evil inten-
somethins that 5houkl be approached light-
Uncomcious ~
tions at that moment. At tM other end of happens when the characte:r's actions Me suit- ly, since there: arr RriOUS conse:quences.
Ihe spectrum, a powerful, evil cleric may ed to a different alignment without the playe:r When a character changes alignment , he
have committed 50 many foul and hkieous realizins it. As in the case of a ddiberiJte ~1i8n­ does more: Ihan just change his attitudes. He
deeds that the aura of evil hangs i~p. ment ~, the OM must keep track of the is altering his perception of the world and
ably over him. characte:r'sactions. 1f the OM suspects that tM his relationship to it . Much of w hat he
playe:r bdieve his charKIe:r is acting within learned pre:viously was flavore!'d by his
his alignment, the OM should warn the player alignment . Whm the: philosophic~1 founda-
lCeeplna ''''yers In the D.uk tions of his life change, the charactu di5CQv-
that his dwactft"s alignment is corning into
Characle:rs should eT5 that he must relearn things he thoughl he
question. An unconsdous a.1.ignment change:
nevu be sure 01 othe:r cha r~cten' a lign- knew.
shoukI not surprise the player- not c0m-
ment5. Thil is one of the OM's mosl power· pletely, Mlyway, 1'he:re are two possible d"fKls of chansing
ful tools- keep the playe" sues.sing. They alignment, dependins on the situation and
will pay more attention to what is going on circumstance!'S 01 the chanse . The fi rSI
if they must ded uce the true motivations Invo luntuy ChAnae rl!'SU lts in no penililty al all . This e:lfect
and altitudes 01 those they employ ~ nd should only be used when the plillye:r and the
e:ncounter. Involunlary align- OM mutually agree that the chillracter's
ment chimge is fo~ on the cha r~cte:r. alignment fhould be changed 10 improve!' the
Most often, this is the result of a 5peil or pl~y of the: same.
Chilnglng Alignment m~gical item . Involuntary changn are Most ofte:n this occurs with low-Ieve:l
Soone:r or iate:r, a Immediate:. The charactds previous actions ch~rac:te!'rs . The!' playe:r maraCIe!'r', align-
h~ve little bearing on the change:. ment may prove to be incompatible: with the
player character will change alignment. A
characte:r might change alignment for many rl!'Sl of lhe parly. A player character may

18
5imply be more interesting. for t'oIHyone if mage needs 40,000 experience polnts- RVeral misadventures, M cleverly mana&n
his alignment weft! difftte:nt. Inexperienced 20,000 points beyond 5th II!"\/d- to reach to trick an evil mage Into removUts 1M
players may Rlect an alignment without 6th level. Dellmora mutt eam 40,000 addi- helm, at which point he is restored to his
fully unckrstandlng its ramifications. Dis- tional experien~ points, Instead o( the nor- prnioul aJlgnmml .
coveri"8 they simply do not like the align- mal 20,000. Every two experirna pointS He gains no experience from the time he
ment. they may ask to chanse. Such counts as one towards advan~mt. dOM the helm 10 the time he I'f:moves It
chang.es must be made with mutual a8~ Delsenora start~ the adventure with (though the OM may gra1\t a .m.til award if
ment. As OM . Iry to accommodate tM 20,000 f'Xperima point•. AI Itl conclusion, 8eomhelm'J plan was particularly ina~
desires of your players. if those desirlK tht' OM awarded her 5,300 points, bringing nlous). 11 Beornhelm had chosen not to trick
won't hurt the game. her lot-al 10 2.5,300. Instead of needing just the rnqe but to work with him. the change
in the second Iype of volunt.uy change, 14.100 point. 10 ruch the next level, she would immediately be cons~ a player
lhe cue cannot be ma<k thai the alignmenl now needs 34 .700 bKiluM: of her alignment choice. From that point on 8eomhelm
change would be lor the good of the ga~ , changel would earn u:perimce, but he would h.lve
This gt'Mnlly involvH more established If an alignment change i, involuntary. the to eam twia a. much to reach 1M npt ex~
characters who have been played according. doubled ell~M~ penalty is not enforced, rie~level.
to one alignment for some lime. Here. the In.tead, the character earns no experience A character can change alignment any
eHects of alignment change are Rven! and whatever until his former a lignment is number of timn. U more than One chanr.e
noticeable. resained . This assumes, of course. that the OCXUl'll per level, however, the sevvily of
The instant a character voluntarily character wants to rega.in hi. (ormer allgn- the penalty Increues. (The character is
chang" alignment, the experience point mml . obViously .uffering from severt. mental con-
cosl to gain the nexl Hevel (or level.. in tM If the characler decides Ih.t the new fusion , akin to • modtm-day personality
cue of mulli-dau characters) i. doubled. To alignment isn't so bad .fter all. he begiN crisis.) When a character makes a IKOnd or
detft'mine the number of experien« points eaming experiena again. but 1M doubling .ub5equmt alianmftll ~e at a given
needed 10 gain the next lnoel (and on'y Ihe penalty goes into effect . The player does not level, all t:Cperima points eamed loward
next level), double the number of expft'ience havt' 10 annoUl\Or; this decision. U the OM the ntxl level .Iff: immedialely lost . The
points listed on the appropria te Experience fHls 1M character has mlg.ned hlmwU to chancter must still earn double the normal
levels table . the s.ituation. thatll.ufflclenl . ex~ena.
For example, Dtlsenora the m~ began For example. 8eomht.lm lhe Ranger can- Oelsenora drilted into lawful goad. Now
the game neutral good. However, as me IHlly dons a h,l", of "Ii,nmnlt cn"n,. and ~ find, lawful good too restrictive. She I.
adventured. she regularly supported the suddenly switches to chaotic evil confu.ed . She doesn't "now what . he
downtrodden and the oPp~ . fighting alignment-something hedidn'l want lodol believes In . Her heoild hurts. The choilracter
for IMir rishts and tMir place in society. Exerting its InJluence over him, the helm revert. 10 her earlkr neutral good habits.
About the time she reached 511'1 level, It was compels 8eomhtlm to commit all manner 01 6edeviled by indecision, she 106H the 5,300
clear to the OM thilt Dtlsenora was behav· destructive actI , Although unable 10 resist, f!'(puit'nce point. she had oiIlready gained
ing mon as a lawful good character and he lkomhelm keeps looklns for an opportuni- ~ now ~. 10 e.un 40,000 to achieve 6th
enforced an alignmftlt change, Nonnally, a ty to escape the accurwd helm. Finally, aftft' level!

19
A character in the ADkoe game, like .. ny- Ihe little monsters are upon him. Still full of player is interested in the game), but an ex-
one else, has a variety of skills and talents. fighl, the character wrests a short sword cessive min / maxer is mining the point of
He is good .. tSOrTle things (because they are from tht nearest beastie and begins to fight. the game. Reducing a character to a l15t of
used In h15 profession o r hobby) and poor at AI this poinl, the OM tells the p laye:r to combat modifiers and dice rolls is not role--
those he hOllS studied casually or not at all . apply the no n proficiency penalt y. The playing.
These skills and talents are called p roFicien- player howls in outrage. MIt'i a sword," he Fortunately, this type of player is easy to
des in the AD&:O game . moans. "My character can UR a longsword. deal with: lUll create a .ituation in which
Proficiende5 aren't exactly like the skills I can't believe you won't lri him use a short his arefully choRn weapon, the one In-
people pick up in school or in the ~nal" sword! It's the same thing, just smallerl ~ Be- lended to give him an edge over everyone
world . They tend to be unrealistically broad fore giving in to the player's protests, con- else, is either useless or puts him at a disad-
or narrow, depending on the subject . The: sider the dllierences In what seem to be vantage . He will suddenly diKover the
fishing proficiency, fo r example, aS5umes similar weapons: drawback of min / mv.ing. It is impouib1e.
the character know. everything about both The character's customary weapon. the to create a combination of factors thai is su-
rod-and-reel fishing and net fishing. In real- long sword, is a slashing weapon. It is 3 to 4 perior in every situation, because situatiolU
Ity, these are two vastly different skills. feet long, heavy, and balanced toward the can vary 50 much .
At the other end of the spectrum, weapon blade 10 increase: momentum in a slash . A Finally, a w rader', lack of proficiency
proBciencies tend 10 be very predse, high- short sword is a pierdng weapon. It i. U to can be used to create dramatic tension, a vI.-
lighting the subtle differences between 18 Inches long, light (for a sword), and bal· tal part of the game. In the encounter with
weapons. A long bow and a short bow dif- anced with mosl of the weight toward the kobolds de5cribed earlier, the player howled
fer in size. weight. pull , alTQw length, and handle fo r quick reaction. in surprise because the situation suddenly
balan~ . Each demands diffe rent practices So, in our example, the character leaps got a lot more dangerous than he expected it
to get optimum utility. Into the fight using the shor t sword to. The penalty for nonpro£iciency Incrtases
When using proficiencies, remember that instinctively-the way he: would use a long the risk 10 the player character, and that in-
these rules are not intended to reaeale real- sword . He tries to slash, but the weapon Is creases the 5Cene's tension.
ity. It might have been more realislic to list too short and light for slashing. He tries to When a non proficiency penalty is used 10
different proficiencies for each aspect of me- block and parry and finds the weapon ab- create tensjon, be sure the odd, aren' t
dieval botany- horticu ltu re. herballsm , sorbs much less impact than his massive stacked against the charader too much.
mycology, etc. -but in !.he conlv:1 of a long sword . He tends 10 attack the air. be- Dramatic tension exists only while the
game, th~ are much beller grouped under cause he is used to the longer reach and player thinks his character has a chance 10
a single proficiency. Individually, each pro- sweep of the long sword . He throws himself escape, even if iI', only a . Iim chance. If a
ficiency would be of such limited usefulness off ~Iance by swinging the light weapon player decides Ihe .ituation is hopeless, he
that all of them would become worthless. 100 hard. All these minor elTQrs make him will give up. Hi. ruction will !Switch (rom
Other proficimcies, particularly weapons, less effective with Ihe short sword, even v:cilement to despair.
go to the other v:treme. though it stems similar to his long sword.
The non proficiency penalty begini to make
sense.
NPC Proflclencles
Weapon Proflclencles Furthermore, weapon proficiendes are As a convenience
Sooner or later a just some of the: many factors that must be lor the OM, non-player ch.ancters a re as-
player will complain Ihal the weapon proli- balanced fo r a successful adventure . If a va- sumed 10 be proficient with the weapons
ciencies are too restrictive. Bul the real com- riety of factors combine to give a characle:r they carry. However, this need not always
plaint may be Ihat the rules don't allow a excessive combat bonuses, the OM should be the c~ . U you want to male an NPC
chaucler 10 do everything the player wants. create situations in which that character's easier 10 de:feat or less dangerous, rule: that
For example, say a player character is favorite weapon is not the best choice. he is not proficient with his weapon. This is
proficient with a long sword. As our l!Xam- For example, a character who is proficient most likely the case with simple innkeepen;
pie begins. he'. about to overwhelmed by a with all types of swords, but no other weap- or townsmen impressed Into the militia. The
horde of kobold., but he has the sense to re- ons, is at a big disadvantage when con· innkeeper may be adeepl with. dub (occa-
treat. Unfortunately, he trips over his feet fronted by skeletons. His sword is less sionally useful in his trade), but the ni~ties
and falls face-first to the floor! His fa ithful , e:f/ective Ihan a mace. Eve:ntually, the player of swordplay are not within the nonnal
lrusted long sword skitters from his grip and will have to broaden his charilcler's weapon realm of his business. By adding to or sub--
proficiencies if he wants to thrive in the tracting from the abilities of an NPC, the
AO&:D game: world . game can be balanced and enriched .

MlnlMaxlng Nonweapon Proflclencles


Someetimes players Nonweapon profi-
rHOrt to "min / maxlng" when selecting ciencies are: optional, but, if chosen, can be
weapon profkiencies. Min/ maxing o«urs very useful. Their use is highly recom-
when a player calculates all the odds and nu- mended . If you are uncertain whether to use
merical advantages and disadvantages of a the&e proficiencies, the following points
pa.rticulilr weapon . The player's decision isn't . hould make the decision easier:
based on his imagination, the campaign. Nonwe.pon proOdendes help determine
role--playing. or chan.cter development. It is the i UCCesl of char.der .ctJons beyond
based on game mechanics-whal will give what is defined by the basic abilities of the
the player the biggest modifier and cause the character races and classes. They provide a
most damage in any lituation. useful gauge when a character tries to build
A certain amount of min / maxlng I, un~ a boat or behave properly at court. This
avoidable, and even good (It shows tha t the

30
fr~ lhe OM tolhink about more import;mt intelligent and sensible choicn for their The ma jori ty of new proficiMdl':l ;;are
pa rts of the story instead of litt le. perhaps characte('5, but not at Ihe ~pen5e of role- going to be those related to trades. Mott of
eV!':n insignifi<:ant, details. playing. If t.,Uored lists ;;are in use, encour- these have a very minor game effect, if ilny
Not everyone ;ilg rees with this I Some age players to list the proficiendes they al all . They give the charader speci.ali.ted
OMs prefer to handle by themselves ail thf' want without get ting to see the lislsof prof!- knowledge. but it is up to the player to make
situa tio ns covered by " roficiencies . This denties. Thf1'\ collect the lists a nd figure out some use of il .
requires a quiCK wit and good mf'mory. In which proficienC6 the characte rs ca.n get A character with the skills of a glaZier
~turn . the OM is freed from the rest raints (some ma y ~ un;;available and others too (glass-maker) does not gain a Steal advan-
of ruin. He c;;an creale the scene he wants expensive). Players will 51 ill rt"quest the pro- tase, ;;although, if necessary, he could sup-
wilho ut wo rrying whether it breaks the Hdencies they Ihink are most ;;adv;;anta- port himself by m;;a king small glass vials ;;and
rules . Bu t tread softly here- th is is not an geoul, but a t le;;a,t the selections are drawn other items fo r local m;;agtf and adventur·
easy way to judge a gamel Try this only if partially fro m the players' imilginations ers. Still, th e~ might come a day when
you are experien«d;J.t OM\ng o r ;J.re a spon- instead of a list of numbers. kn o wled ge of glass a nd glus-m;;aking
taneous and entertaining storyteller. Finillly, proCidencies a~ only a.s useful as becomes vital to the success of ;;an adven·
Nonweapon pro/lclencies sive a pia yet the OM makes them . Once a decision is tUn! . A clever player is ;;alw;;ays looking fo r a
chuacte r mo re depth. Used deverl y, they made to use proficiencies in the c;;ampaign, wa y to turn knowledge to his advant.age .
tell the pla ye r more about the personality the OM must strive to cre;;ate situations Whtm a player proposes a new profictM.
and background of his character and give where they are useful. Alwa ys remembt"r \0 cy, ha ve him prepa~ a description of wh;;at
him morE' tools to wo rk with . Applied judi- design encounters. traps, and scenes where the profidMCY entails and allo ws . Then
ciously and tho ughtIully, nonwea pon profi - proficiencies have a practical applica tio n to consider what the character could gain from
ciencies vastly inc rease a c haracter's the problem at hand. Otherwise. players are It . This is no t to say tha t the player is trying
role-playing potenti;J.!. going to wrile off proficlendes as a waste of to pull a fast one {some will, but give them
Beware, ho wever, beca use nonweapon time and miss out on a wonderfu l chance to the benefit of t.he doubt}. Instead, it is useful
proficlencies can have exactly the opposite expand their cha racters. to imagine ways the proficiency could be
effect- they can become a crutch fo r play- Ul tim;;at~ly, proficiendes add much rich- abused. IE some thing ho rrible or game-
ers who ilre unwilling to ro le-play. a.n t'J(cuse neu, detail, a nd roJe-pl;;aying to iii c .. mpaign bU5ting comes to mind, fix it . Never allo w a
no t to develop a character's personality o r at only a sma ll cost in incn!ilsed complexity. proficiency into the game if it ~ms too
his tory. Some players decide that pronden- The OM has 10 n!member a few more rules powerful.
cies define everything the chilfilcter knows; and the players have to m;;ake a few more Make whatever changes are. necessary In
they make no effort to develop any thing choices when creilting their c haracters. But the delCription ;And then offer it to the play-
else . in return , the ga me is bigger. boelter. and er. If he s till likes it (after all the secret
Avoid this by encouraging p!;lyers to dig more fun . powers a re stripped o ut ), introduce it into
deeper and explore the PQ$Sibilities in their the game #nd have fun . Sometimeslhe only
characters. Ask iI player to explain wh y his thing that can be kept isthe name of the pro-
charilder has speCflc proflclendes. What Adding New Proflc:lendes £jelency. Don't be distressed by this. Mott
did that charac te r do before becoming an The proficiency pl;;ayerf will be sa tisfied with OM changes,
adve nturer7 Questions like this Slimulate lists in the Players Handbook an! extensive, conh:nt s imply to contribute 50mething to
pl;;ayers to delve into their characters' per- but not comprehensive. Ttw! profidencies the game.
sonalities and backgrounds . Make;;a nole of given are the o nes thilt characters will most
the pJayer', rt>;;asons ;;and then you CilIn use commonly w;;ant or need. and those that
them durins play. have significant , specia lized effects worthy
Nonwupon pfoflden~s can be used to of explanatio n. OMs ilnd players will «r-
define the campillgn I nd cre.te a tmos- t;;ainly think of proficiencies they'd like to
phere. The proficiency lists ca n be tililored add ,
to match specific regions o r historical peri- Wherever the idea for a new proficiency
ods, or to define the differences between comes from . the OM is the person who
natio nalities. decides whether to include it in the 8i1 me
If the characte rs' ho me base is a fishing iiIInd what Its effects a~ . This is not a deci-
village, the U51s c<ln be altered to allow all sion for the players. although they can oUer
characters 10 learn swimming, SOliling, fish- suggestions and advice. Only after a new
ing. and navigation at the same cost (in pro- proficiency is approved by the OM can it be
fideJ'lC)' slo ts). These are commo n skills uSKIln play.
among seafOlflns people. O ne importan t {;;actor 10 remember is that
At the u me time, dwa.rves, who come to no proficiC!'ncy sho uld be beyond the science
this town fro m the nearby mountains. must and te<:hnol06Y oC the age. There's no p rofi.
devote exira sloll to learn these profiden- dency o n the list that allows a character to
cies. A youth spwt in dry, solid tunnels build a gasoline engine, and with good rea-
has n't prepared them for a life at sea . IDn . A S3soline engine is f;;ar beyond the
Instead, Ihey COiIn leun minin8, gem- pseudo-medieval society presenled in Ihe.
cullins, ;;and o tht!r stonework skills cheilply. AO&oe game.
The profidency lists in the Player's Hand- At the same lime, this is a filntasy s;;ame
book are o nly a beginning. Your campaign filled with magic;;al eHects and strange
will develop a much more interesting f]ilvor po wers. With magic, it is not impossible to
it separate tists are tailored to different hilve outlandish ilnd amazing pro/idendes
~ions . if players and OM Wilnt them . They may
This still leaves the proble m of minI have a seriow effed. o n the pme, howevet'",
maxi ns. Players are encouraged to make and must be c;;arefully considered.

)1
accomplish things. You shouldn't always of England, Ihe paper currency of China,
Controlling the frustrate their desire to get rich . It's just that the cowrie shells of ~a n ia . and 1M Cilrved
Money Supply wcalt.h should come slowly, matched to Ihe stones of Aztec lands. These were o nl y a few
level of Ihe character. of the forrruJ money couJd tilk.!.
Con trolling the
flow of money is an important way of bal-
ancing yo ur campaign. Too much- o r 100 Monetary Systems Goods
little - money can ruin the fun of your Even before you Vigorous trade was
ganw. Give your charilcters mountaiN of play the first session in your campaign, you done in goods- vain, cattle, sheep. wool,
gold and the game is spoiled. Suddenly can use money as a tool in creating your jewelry, foodstuffs, and cloth Were all items
wulthy, they no longer have the urgent game wo rld. T he form and shape money of value. A canny Venetian merchant wouJd
need to adventure that impending poverty takes is by no means standa rdized . The sim- sail from V~ice to England with a load of
can provide. Too often they can buy their ple monetary system given in the P/tlyer's silks, trading it there for good English wool
way oul of difficult situations through brib- Htllldbook is jUlit that-a simplified system (making sure he made ill profit/I, and return
ery or -throwing money at the problem .- to Venice to sell the wool for another load of
for coinage. It is not absolutely true to the
Worse still, they attempt to apply mod- real. historical wo rld and is nol ev~ an goods for England.
em, npitalisl ideas 10 a qUilsi-medieval accurate reOection of most fantasy worlds
world . They may try to hire an enormous you fi nd in books, It's just one way to Letters of Cledlt
staff of wizards to mass produce polions approach money,
and scrolls. They may set up shops to make Even tually letters
assembly-line armor. Advances in organiza- of credit a!\(] contracts grew . Now the Vene-
tion <lnd production like I~ come slowly A Short History of tian merch.tnt could sail to England to col-
over time. not all at once. You may have to lect wool gathered by contract from a
remi nd your players to limit themselves to
Commerce monastery. In return for thdr wool shearing
the knowledge and attitudes of the timn, Monetary systems for S years, he would guarantee them set
It is ~ually bad to kt!t!p you r characters aren't alwiilYs based on coins. Miilny differ- payments in ducats or flOrinl, although he
too poor. You are creating a game world for ent forms of exchiilnge coiln be in use simultoil- normally brought them goods they orderfii
a (an!asy role-playing game. If the ch,uac- neously. Take, for e.u mple, the real world from Venetian merchants- silks. spices,
teN are so poor that they must count every around the year 1200. Curnncy included glasswar!!, or wine . Thus he made a profit
pmny they spend, they are leading squalid the regulated gold iilnd silver coins of Byun- from the wool boilck in Venice and a profit
and unhappy lives, Reward them when they tium and the Middle East, the licensed mints (rom buying goods for the English monas-
lery. On his return to Venice, the enterpris- the heavy loll of a gold mark . Pari o( the
ing merchant would sell hi' cargo to the
Coins spoils of war include solidus aureus and
wool merchant in ~um for a note, and Genera ll y, lands denarii of Ancient Rome, though Ihese coins
then take this nole to a gJassmaker and sell it Mar each other. sharing a common group of ate so badly worn their value has dropped
for a load of valuable Venetian glass. peepll" or a common language have very greatly. One o( his men even came across a
m time. the: notes led to the rise of bank- similar economies. The countries of medi- ho rde of hacksilver bracelets! Finally, from
ing houses, Ihough much different from thl" eval Europe traded with each olher regu- his English employers he received pounds,
banks we know today. Intended mitinly to larly and so developed very similar coins shill ings, and pence . Clearly the captain is
finance large deal, and serve the wealthy and values . Kingdoms also tend to imitate faced with a problem whl" n hl" tries to figure
merchants. there were few controls on these the economy 01 the most powerful country ou t just how much money he hal. What do
banb. They we~ definitely not (Of the in the region . 1be BYUlntine Empire had a all these coins add up 101
common man . They wen not pla~ you stable gold currency, and its coins were Ihe The besanl . hyperpyron, and nomisma
stored your money for a rainy day, but model (or rulers from Baghdild to Denmark . were the standard coins of the Byzantine
houses that guaranteed the value of a meT- The value of iI (oreign coin was based on Empire . They were of a rqular size and the
chant's nOle or contract, all for a fee . the weisht of the coin. but also on the power precious melal WilS not de~d wilh lead or
of the issuer. The By:.anline ba.anl was not copper. Backed by Ihe power of the Emper-
only imitaled by olher lands. but it was or, each coin had a steady value. In your
highly villued in trade. An English merchant game, you could establish Iheir value alone
Other economies. wou ld accepl these coins from a Venetian or two gold pieces each.
especially those of primitive lands, workrd trader because he knew their value. His The florin and the duca t were the coins o(
entirely on a barter system. What a man pria: might increaw if the trader paid him in diIfe renlhaUan stales. These lands. rising in
could produce became his money. The Persian dinars. To Ihe merchant, the dinar trading power. n~ed a steady economy.
farmer ~id the miller I.n bushels of grain. Wa.$ simply not as valuable as the besant. Thus their coins were almost the equal of
The miller paid his lord in ground flour. You can add color 10 your cilmpaign by the bes.lInt and were used for trade through-
When the flour was baked inlo bread, tht' chOOSing to hilve different systems of trade out Europe. Each florin might be equal to a
baker was paid in loaves of bread. These he in different lands. By creating different cur- gold piece. The gross was a sliver penny
could sell for the few coins, fresh eggs, or rencies and ways of trading. you make your and. nonnally, 12 equalled 1 florin .
whatever hut.Urles might ~ available. players aware of the different kingdoms in The coins o( France were much like those
Ouring the Dark Ages even a man'li Ufl" your fantasy campaign . This males them of Italy and could be valued the same way.
could be measured in cows, ho rses, or pay attention and learn abou t your world . The louis and the sous were the equal of the
sheep. Ki ll a serf and you had to pay, per- A traveling merchant who trades in besants florin while the gros toumis and the denar-
haps, five sheep. some to his lord and some becomes a wealt hy trader from the rich ius were silver pennies. However, the Rouen
to his family. The cost for a freedman would lands of Byzantium. while one who deals in penny was specially minted and not consid-
be even higher. Rents, taxes, and fines could hacbilver is a northemer from the cold ered as valul'lble by most traders.
be assessed in gold or grain. Eventually shores of Scandinavia . These na~ and The Middle Eastern drachma was mod~
objects were assigned I pKific values. In plattS create images. imagH more compel- eled on the beSilnl. Nonnally 12 to 20 wert
paris of medieval Russia. furs were used ling and exciling than those crealed by the equal 10 a siflgle besanl (6-10 would equa.l a
almost like coins . Squirrel. ennine. and plain words Hmerchanl Hor Hlrader.H gp) but in Aqullaine they were often valued
martin pe l ~ all had values and were lrea ted just like olher foilver penntH. The gold mark
just as we Ireal money today. wasn't so much a coin as ill measure. It was
Types 0' Coins
AI barler systems ~ame mon sophisti- nonnally figured to be worth six English
cate4, Ihey included more and more things. Tht' terms "gold pounds. There were also silver ma rks worth
Obligations and duties became part of the picet''' (gp). Hsllvl"r piec:e~ (sp), and Hcopper about 13 shillings, and Scandinavian ora
fonnula. A knight received land from his pit'CC!H (cp) are clear and they are used worth 16 pence. Bul the true value of these
lord, but part of his HrenlH was the obliga- throughoul thesc' game rules, bul you can coins was what you could get for Ihem .
t.ion to make himself and a set number of spice Ihem up a bit. People give coins The English coins iflduded the rarely Sft'n
mounled soldiers available to serve in his names, whether as plain as "dime Hor lively pound, equal perhaps to one KI" More com-
lord's armies for 40 days each year. TM serf as ~gold double--cagle:' The imaginary pop- mon were sliver shillings, offidally figu red
was obligated to work his lord's land and ulalion of a fantasy world should be no dif- at 20 to a pound (or l /l asp) . Below the shil·
live in the same village all h is life. You might fere nt. Medjeval history is filJed with ling was the pence, 12 to a shilling, and
adopi an economy like this in your Cilm- different types of coinage, all of which can below the pence was the farth ing, four to a
paign world - one based on obligatioN. add locill color to your campaign. pence. Meanwhile, the lowly Rouen penny
For the most parI. Ihe economies of the Take. for CJl.ample. Ihe situation of a me r- was figured to be equal 10 half a pence.
medieval period were based on a combina- cenary captain in Aquilaine . T hrough Of the ancient coins, the Roman solidus
tion of coins, goods, and services . The wages, boolY, and trading he has assembled aureus was Ihe model for the ~nl and
knigh t could escape mililary service by pay- quite a few coins. Foremost of his horde are thus neilli rly all olher coins. It in tum was
ing a special laJiC to his lord. The King could the gold and silver coins of Byunlium- Ihe dividL-d into 5i1vtr denaril with 12 to 40
insist Ihal foreign merchan ts .acquire goods beAn\, hyperpyron, or nomisma as they equaling a single solidus. However. age and
only through barter. The baker could be were know n at diffeN!nt times. An Italian counterfeiters reduc~ the value of Ihese
paid a small wage {or hi. ,,"rvices. Cener- general paid him in coins almost equally coins so much that U1~r only true worth
ally, chang" occurred slowly as medieval valuable, the gold norin and ducat . Mixed could be found in what Ihl"Y w~ghed . Dur-
man moved from a barter system to a coIn- In with these were other coins o( th e halian ing the ,fame time, Scandinavians used
based economy. Thus, many diffenn t ml"th- S1atet-silver grossl and ecu . From the hacksllver-silver jewelry. When they need-
ods vcisted side-by..,ide. French he collected gros toumols, Rauen ed to pay, Ihey could cut off a chunk from
pennies, and louis. A Moorish hos tage an annband or braa:lel and weigh il . Ihu$
boughl his freedom wi th sliver drillchmas the name hacksllver. Thl"Y literally wore
and a Gennan merchant of Ihe Hanse paid their moneyl
Clurly, money is no limple. universal through the charilcter's manor, requiring il
Poor Conditions
thing. uch J\;Ition and each time has itl own cOltiy rep",ir progra m . Termites could
coins with its own values. Your player chal'- In poor condilions, wreak havoc with tM charilcter'. fled . The
acterl may , ... vel through many diHel'i!:nt characters benefit from some' legal protec- locillilord could asst:S5 hil vassals a share of
lands and find long·IOIt treasum. It will ~ tion, although theft may ~ gme:ral indiffer· the tribule he must pay the enmly, Magical
much more exdling (or your char",ctus to ence to their troubltl. They mwi also cope mysteries and daring theftl can also lower a
find 600 andent tremiua from the ru~ of with a high level of violence, periodic rob- character's finandill position,
Empe-ror Otto 400 years before than to find beries, ilnd random fights . Always find a diffetnlt. tOlally tl'nexPKI-
yet another 600 sliver piccn. With a lillie ed approach 10 talting excess cash from
imagination and rnearch .II your loc.. 1 player char.. cters. Let them defeat some of
Mlddle-<lus Condltlom
library, you can find many different exam- your attempts to drain their coffers. Set up
pia 10 iIIdd to your cill mpaign . Middle-clan life som~ of your money-removing attempts to
tends 10 be safe and IOmewhat boring. fail from the start-if the player charact~"
Expenses Characters r('a'lve adequate protection and take some action . Tum your illlempts Into
will not be the' main target of mOlt burglers. adventures: If a thief robs the player chal'-
As exciting and
Thieves .. re generally illlracted to the homH acter', castle, ~ ready with an .. dventure
important as money is fo r player characters,
of Ihe weilllthy, where the chaucler can try 10 Irack him
tracing day-to-day ellpenses just isn't very
down . In fact . he may even catch 1M thief,
interesting, Fo rcing players to rKord every
but only after the scoundrel has 5qWlndered
purchase the.ir characten m .. ke is time- Wulthy Conditions
the character's forluneJ
consuming and, plainly pul, not very hero-
We.. lthy people re-
ic . It's better simply to charge player
ceive the greatest bt-nefil$, but tht-y must
charaderl a monthly living expenK.
also deal with the highest level of deceit,
Expanding the
This livins ellpenK covers all normal
room and bond charges whenever a charac·
trickery, and treachery, Nearly all with Equipment lists
wealth are drawn into dangerous pollticill
ter is operating out of his home NSf! , Sepa- The items listed In
maneuverings, milinly to protect their own
rate charges for meals and beds ntftl be the Pluyer's H,mdbook are by no means the
privilqt:S;.
made only when the character is tra vding only things ever made in the world-or
Upon building or claiming his own
away from home. even in a medieval fantasy worldl They are
st ronghold, il player charKter suddenly
Players describe how well (or poorly) lilted because they are lhe most IIbly thingl
..cquires .. whole new 5d of ell:penwa. The
they want tht>ircharacte" 10 live. From this the characters will need . However. you can
character no longe:r pay. living ex:pen5et but
the OM decides if they are living in squalid , cert .. inly ..dd missing or player-requested
must pay for the mainlenance of his prop-
poor, middle-cI<WI, or we.. lthy lurround- items to this list .
erty.
ings. The Player Character Living ElIpenaes When you go to add an item to the lists,
tabie, ~Iow , giVH Htimated base costs for fi"t consider the l'i!:ilson.. bleness of ilJ; pl'ft-
Table 2l: PLAYER OIARACTER UVING
each category. ence, Given the setting of the AD&o-
EXPENSES
Squalid and poor living conditions COlt g..ame, .. dding .. n M4 Sherman tank as a reg-
the same for all char.. ClII!" regardless of race ular item of equipmenl is just not a logicill.
U ftl tyle Cust/M onth
or level. However, ..s a character incre..ses sensible, or wiK thing to do.
Squ.aua 3 ..
in level, his needs increase according to (or Onct' you decide. that a new Item I. rea·
IHyond) his means , Characters living
Poe, Sgp
sonable, you must assign it a cosl. Use your
middle-class or weiilhhy lifestylH multiply
Midclk-Clul SO IP ~r level own Judgment on this: Consider the intri·
Wealthy 200 gp per level
the base living ellpf:nsc by their level to cacy of the ilem, Ihe craftsm.. nshlp required
determine lheir cosl. Characters of races to make it. and the cost of similar items
other than the predominant one o( the area Draining the Coffers already on Ihe lists. From these, you Ihould
(e.g ., dwarYH in a hum .. n city or humans in be able to assign iln appropriate price.
an elven viJI.. ge) pay double the normal Sometime:s you dis-
cover you have given the player charactetli If, later on, you diKover you m .. de the
rate. This is due to suspicion and a scarcity item 100 cheiilP and all the characters are
too much money. While living ellpen5et will
of goods the character is accustomed 10. buying one, raise the price and say ,uppliet5
take a little of t.hat (especially I( the: clw'a<:-
The only direct g.nne effect of living con- can't ket:'p up with the demand. If an item ili
tetli live big), it doesn't come dose to solving
ditionl is the expense invo lved, but living 100 ex:pt:nsive, you can lower the price and
lhe problem. Fortunately, there are other
conditions can also determine some role- no one will complain .
playing events ilnd conditions in your g..ame. ways you can get money out of their hands,
Your player cha racters' lifHtyles can even be A wide vilriely o( taxa w.as applied dul'-
used as a slarting point for many different ing the Middle AgH. Some caused minimal Altering Prices
typca of adventure. hardship while others were quite expensive.
Characters could ~ forC'ed to pay a were- Remember that the
gdd, a fine paid to the victims of someone prien listed in the Player's HaPldbook are
Squalid Conditions not absolutn! There is no reason you ca.n't
they have slain . The king could demand
Dirty st rillw in !lCUtage, a fee to avoid mil.itary service , Spe- rajse or lower the price of ilny item on the
leaky slabltl, muck-floored huls outside the cial aS5H5me.n15 could bt- milde 10 repair equipment lisls. ~nd can inena. or
wall of town, contempt , and random roads or rebuild bri~n , There could be decrease a price, Different lamb in your
violence-these typify 6qualid living condi- minor tUtl to enter tOWM on m.. rket days campaign may ~ known for specific goods,
tions. Chillractera living like thisiil~'t likely or wilnder through the streets as a strolling allowing them to charge more,
to be robbed (since no one thinkt they ha\le minstrel. Taxes could be charged according Even in the Middle AgH, Spain and the
any money), but they may be tormented or to the size of the person's household . Middle East were known fo r stf!t'.I, Genrumy
attacked just for the fun of it. Their legal In addition to taxes, there might be other for beer. France for wine, the English (or
protections will be few ind~ . unellpKted Cosls , A fire cou ld sweep wool, and the Italians fo r armor. These rep-

'4
urations allowed highef prices to be charged the Crusades. Creal slone castles wen> built.
The DArlc AgH The role of traders and merchants began to
fo r thee goods, especially fin ished itel1\$.
Grftd can also raise prices. Men:hants T his was lhe period grow. Virtually aU the Items en lheequipment
live to make money, 50 they will normally after the collapse of the Roma n Empire, list wt'ft' available in this lime pt"riod.
charge wha t they can gel away with . T here from 450 A .D . to about 1100 A.D . While
were very few price controls Of regulating much o( the leOlrning and culture of the
iilgencies during tl-tde times, ancient world wal losl , it was not as bleak
Finally, advt'l'llurn'S tend to disrupt local and isnorilnt a period as some believe. Still. The latest time peri-
economies, suddenly bringing in large in many ways, it was a step backward from od that IhouJd be considered iIS a settins for a
amounts of cash. Merchants rotise prices to the previous age. However, during IhiJi time normal AD&oe campaign, the Renaiss.Jna!
match. Situations oot unlike the KJondike the stirrup was inlroduced, allowing riders was a time 0( great change. The collapse of the
gold rush develop, In which even the simplest 10 gain full use of the Lan«. feudal S)'5tem had besun throughout mud! of
itemsCOSl outragrousamounts. ln short, don't Europe. There was grea t growth In litera~,
be afraid to charge char.tcters n much as you art, and science. The povm- oJ the old nobility
The Middle ASH
think you can get away with . If they don't like \:qIln to decline while the influeoc:e and wealth
the prices, they11find some way to let the mer- The Middle Ages of merchants and businessmen continued to
chant know 0( their dissatisfactionl (roughly (rom 1100 10 ] 4.50) is the period in grow. Gunpowder and simple gu~ m<olution·
which most fantasy campaigns are set. It was ized the face: of warfare. Foot JIOIdien: bearne
the period most ~Ie associate with kni&ht- more important than cavalry, and annor was
Equipment by hood and chivalry. The knights went off on not llI"Miy as useful as it ern had beat.
Time Period
T he equipment lists
giV1.!1\ in the PlAyers Handbook assu ~ T.bl" 23: EQUlPMENT BY T1ME PERIOD
yo ur campiilign is set in a generic medJeval Stalus
fantasy world . In practica.1 terms, this III':m ~ ________ ..:
A~"
~"'
;;~
r:' __ ...::~~ ;
O,.dI; A8l'S Mlddlt' Ases Rt'nai5N.nCIE
means you haven' t lied your campiilign 10 ~6Ui AV
iilny particu liilrdate in history. A ll this is per- pike NA AV
fectly fine and is commonly done in fantiilsy BuWd sword NA AV
stories iilnd fan tasy campaigns- you are Block and tK:kk NA AV
dealing w ith fanlasy, after all.
However, if Is also possible to create ~Il~~--------------~~--------------~l~------
6rigandint
Brorue plate mail
NA
AV NA
AV
exciting and interesting campaisns that are u. rriage (any) NA AV
tied to specific time periods, but Ihis will Chain m;llil NA AV
_ _ _ _ _CN A~_____
work only if you know something about lM Com~telong ~
bo~w~ ",
AV
li me period . This is important! A lot of pe0- i'oIIbOW (any) - AV
ple assume things about the past without Field pa.~ NA AV
knowing the facts . The tru th of the matter 'Rail (1lIIY) NA AV
may be far different. Go to the library and _ plate
Mill~ _________ NA
~~ ____ ~
AV
_____________AY
do your ho mew or k before you begi n Glaive NA AV
designi"8 a time-specifk campaign . Even if Glass NA AV
you don't do such a campaign, it's useful to ClilS5 bo nle NA AV
learn a little more abou t medieval hislory. It G~at helm NA AV
will onl y improve yo ur own fan tasy world. Greek fi~ -;;;~~_ _ _~_ii
NrA AV
,:-_~_..;;
It is not necnsary to pick a p~ dale to Rovy hOne lance ~
model, Mlch as l2.J7 A .D., although again Huvy war horw NA AV
there is nothing wrong with this. History and Hontyob NA AV
historians tend to divide t~ past into different "- NA AV
~ and you can do the same. Four different
age"$ are covered here- the Ancient World,
~~:~----------~~----~~----~,~~---
Kopesh sword AV NA
Lantern (any) NA AV
the Daric: Ages, the Middle Ages, and the Ren- Av......
a~ . Each has its pecuHarilie5 and differ-
Lock (.. ny )
La", bow
NA
NA
'00'
AV
Good
ences, some of which are described below.
~~~'"=-----------~~------------
AV
AV
Mom!na.... NA AV
The Ancient World P.~ ~ AV
This covers a period P.pyI'UI NA AV
of great empitel sp~acli.fl8 from the Mediter- PoJ~I~(b
~",~P~I~k:'J:------~N~A~----:::----.AY'--______..1
AV
ranean. Some weapons and annor were milde Pony ciln NA AV
0( bro~, others 0( iron, and a few were made Ring mail NA AV NA
of steel. M06I household items wt'ft' pottery,
wood, stone, and wkker. Bronze weapons
were easily dulled and, in gaffle tem., bruk
or bend when a 1 is rolled on the altadc roll.
Saili", &hip (non-oared)
Scimitar
Silkdode
SUI<....
Nit
NA' -_ _,
NA
NA
...
fii,;';;

""" ....
AV
AV .._______

Stirrups hadn't been inventoo, so char.teten


can't U$I! heavy lanca, and ~ attacks =.....- ~ AV
AV

can't be made with nonnal lances.


"
NA.Not Available; AV-Available

35
the difficulty of the lock by housing it in a light wa r harse would have a movement
AdJustlns: Equipment USb cheap-looking G115e . A thief can Jearn the rale of 32, one-third more than normill!.
When you Rt your quality of a lock by attempting to pick it. Fractions should be rounded down .
campaign in a sprcific time period , you may This attempt need not be successful ( ~Cee , The carryi"g capacity modifier is the per-
want to adjust the equipment lists to r~ect this lock must be a really superior job . It's a centage of the base weight the horse can car·
changes in availability and price. Some sug- lot harder than it loob.~) ry. A nag cOIn only carry SO"", as much as a
gested changes are given on the p~ious normal horse of the same type, while a
page. Like the upsule descriptions, the charger can carry one-t hird more than nor-
Horse Quality
table is not 100"'" accurate. Instead, it mal. Again, fractions should be rounded
renKts whether items were commonly used Another matter down .
in 1M time period. For example, nails (as an where quality is Important is in horsenesh, The cost modifier gives a general idlea of
4l3ricultural instrument) have existed lor There is a world of differentt between a the markup that should be applied to the
time immcmori.aI . However, they were not high-spirited stallion and a broken-down horse. Poor quality horses do not have neg-
commonl y used all weapons in most time nag, iIInd it is not always apparent to the ative modi£ie.rs since me.n:hanls will always
periods, except in cases of emergency. By eye, although it is usually pretty ~asy to tell try to get at least the average prke for a
doing further research, you can refine and a scrawny, sway-backed old marl!! from a horse . In this caSf', it is the lob o( the player
expand this list. fierystaUion . The buyi ng of a horse is some- to talk the pritt down .
thifQ! the player characters should always
app roach with c.. re lest some unscrupulous
Quality of Equipment horse merchant pull a fast one on them. Horse traits
Most of the equip- Furthermore, horses often have irritating (OptIo....1 lule)
ment a character buys Is assumed to be of trillit5that cilln make them less than pleasant
average qu.. lity- neither too cheaply made to be around. Table IS lists the different Each horse has
nor too t'iaborate. Thus, weapons are serv- qualities of horses and the effects of each . Id3 - ) traits that define Its ~penonality."
iaablt: with stout hafts ilJ\d sturdy blades. Note that not all horses need to be assigned In poor quality haf'llf'S, these trait, are
The metal is not 50 poorly tempered as to a quality. For si mplicity, you can assume all generally undni rillble, but even good
make the blade hopelessly britt le . The blade horses are of average quality. holW$ can have unpleillsa..nt quirks. for
is nol elabor.. tely etched and the hilt is not each horse, determine the traits on Table
encrusted with gold . Other items are of Table 25: HORSE QUALITY 26, usin& the column appropriate to the
everyday makt', usefulness and function quality of the horse. It as stron&iy ~om­
superseding artistic needs. Mo..-ement Carry/ns mended that you ielect the trait ra ther
However, quality can vary from item to
item . For some items it is important to know
the quality, sina this affects a game ability,
The thrtt items WMf'f' quality is most signif-
Quali!y
~
Broken-
Rate

50 ..
Cap.
Modifie r Mod.
... e",.
Mod.
than rollins randomly, sin~ thee tnils
can l1!ally ~a.nce the humor and color
o f your CMnpaign ,
Biten tend to take nips at their riden
ican t aN! locks, horses, and weapons. In
other instances, quaUty becomes Important
only if you or one of your players wants an
......
down

.....
75 .. 50 .. or those leadinS them, an uncomfortable
but not dangerous habit. Kickers never
seem to Luh out on command, but only
item of exceptional beauty or (more per- Ipiri~ 133 .. W'" xl when a cN.riK1er dean't w;lnt it to hap-
versely) exceptionally shoddy construction . Charger 150 .. 133 .. x4 pen, The best idea 11 not to follow a k.kk-
er too clottIy, Fe\~Mwm are Ilmllar
The moO'ement rate modifier is the adjust. to bllus exapt that they SftD"I to have III
Lock QUiloUty taste fo r wood Instead of their rider.
ment .. pplied to the bOise movement rate for
T he qua lit y of a thillt type of horse. A broken-down light While fm ce--chewing may be caURd by a
lock can increase, decreillse, or leave war horse would have a movement rale af billd diet, It', a hard ha bit 10 break.
unchanged a thief's chance of picking th .. t 18. 75., of the normal 24. A high-spirited
lock. The higher the quality of the lock, the
harder It Isfor the thief to pick . TableZ4lists
the different lock qualities and the amount
the y add or subtract from a thief's percent· Table 26: HORSE TRAITS
age chance to open it. Unless otherwise
noted. assume that all locks are of good Nag. broken-down. High-spirited
quality. 010 Roll " avero1lge " charger
Table 24: LOCK QUAUTY
1
Z
J
Biter
I(;cb
Steps on feet
1Iuoo
~
Bites
...
4 Won't gallop Single. rider
5 a..-r..... Rean

7
Stops occuiona1Jy
Rubs against fences
Heachtrong
Kich

••
Bucks Leaper
Untr.uned Knows trick
10 Uir Hish~ted column Uir N,ag column ar OM', choice·

The quality of a lock cannot be discerned • Other possibilities could include robust, neel , fearless, skittish, strong. stable, g~ntle ,
just by looking al it. Indeed, one of the sure·foated, etc.
tricks of the master craftsman is to disguise

36
Characters with the riding proficiency troclucing one or two of these (remote and
Some horses hoive a seemingly mali- can avoid many of the hazards of horw- difficult 10 reach) areas into your campaign,
cious tendency to I tep on feet 015 they OI~ buying on a successful pro(ldency check. you incnase the tk-pth and detail of your
being ",delle<! and groomed- and then The character rnust choose to use the profi- world.
mUle to move. Some refuse to gallop ciency (but considering the investment he
uRIes. forced. Some stubborn horses jU11 would be foolish not to) , A successful roll
flop in the mJddleof a fNlrch and almost will reveal a horse's true quality and per-
hoive to be dragged forward . Others ta.ke haps sorne of its obvious quirks. Naturally, While ornamenta-
an almost human pleasure in rubblng there is no way to ascertain the o rigin of the tio n has no effect on the function of an item,
againsl kncn. wall.. and trees trying to mounl , unless you decide the horse has be-en I! don increase the COSI . Ornamented item.
Krape Iheir rider off. Bucking horKS ilfe br<lRckd or marked in some way. Even this can also enhance the status of the owner as.
always unpieapnl . though OIl ~ast the may not be foolproof, since clever thieves man 01 wealth and influence . Of course, it
rider can usually feel the hone tense up can find wayl to aller virtually any mark- also marks the character as a larset for
just before it happens . ing. thieves and robbers.
Untrained horses. even those broken Among the more popular types of orna-
for riding, haven't learned the basic com- mentation are jeweled mountings, engrav-
mands of ho~ma n lhip-Ieh , right , ing. embossing. inlaying. painting, plating.
speed up, or slow down . They do what Quality weapons chiseling. chasing:, etching. enameling, lilc,
they think they a~suppoMd 10. bUl that are those of exceptionally fioe craftsman- quering, carving. and gilding. Common
isn't always right. ship. The blade ma y be forged from the fin - items COIn also be made from rart! and
Some. while tralned, art' jusl plain est steel for nexibility and sharpnCSi. The fanlilstic: materia.ls-perhaps as simple as
headstrong and, figuring lh~ know swordsmit h may have carefully folded , silk or the wonderfully rare and Incredibly
more than their riders, try to do what hammered, and tempered the steel 10 a su- supple hlda of baby dragons. 'The cost of
they want , Single-rider horses have beft\ perb edge. The whole sword may be per- s uch items depends on the difficulty and
tra.ined 100 well. recosnizing only a .In- fect ly balanced, light in the h.and, but heavy skill 01 the work. It is best for you to deckle
gle muter. With time they ca.n be ridden in the blow . There are many ~asons why a a price (highly inflated o ver the original). ill-
by a nt'W OWnc1'. but they will not ~ sword or other weapon may be above ave r- though ten times the normal cost can be
spond ~11 to others, even friends of the age. used as a starting figure ,
owner. On rart' occasions a horse may Careful craftsmanship and high qua.lity
actually know a minor trick, usually give a weapon a bonus on the chance to hit
learned without special training. These or a bonus to damage. The bonus should
tricks art' vuy simple-Io come when never he more than +1. The bonw on the Annor Made of
whistled for, to nar on jl tug of the reins, chance to hit is for those weapons that are ........... Met....
or to tum whftl thor rider pruses with his exceptionally well-bal anc1!'d . light, or (0pd0n01 Rule)
knees. q uick . Weilpons of perfectly tempered steel
Particularly lively hof'&C5 have tMir Wlththe~
or carefully hoimmered blades gain the b0-
own ~I quirks. Some just cannot tlon o( brOlWe platemail. itis Ul\lmed
nus to dama~. The met.. l retains its razor
~m to move at a slow Ileady pa~. that all metal anno,. ~ made from .
sharpness, cleaving through armor like a
Every Itep Is a Jailing, bouncing bone- fairly common yd sturely form 01 Itftl.
hot needle through wax . Because they rely However, this need not always be the
jarrln& ride. Ot-hen are bom leilpers, on rnass and impact. bludgeoning: weapons
making corrals and fences onl y an occ.a· case.
rarely gain a bonus to damage. Those thoi t
fionaJ In.rrier. An Ill-tempered few will Since thll Is. f&ntat)' c.mpafan, theft
do gel a bonus get it for tn~ir carefully
rev suddenly at the most surprising mo- Is nothing to prevent armors bdna made
shaped and balanced heads.
ments, espedally in the midst of combat. from rare and fantastic metals. Oifftrmt
The q uality of a weapon is not immedi-
When the horse does this, it Is not attack- metals have different properties which
ately apparent to the average person. While
ing so much as reacting in fear and sur- must be taken into account when such
anyone using the weapon gets the quality
prise. Many a rider has berm dumped by armors ~ used. Tab5e 21 lim .rvtrai
bonus (even If th~ don't realize it). only
this sudden move. those proficient in th.at weapon-type or pro-
differtrlt 1)'pH or metal. and the effects
they have on Armor CI.... ft'Icu m-
ficient In weaponsmithing can immediately
brana!, and cost.
r«:ogniz.e tn~ true craft . manship that went
Iisks of Horse Buylns into the making of the weapon. Even then.
Beyond jU5t the the character must handle the Wt!apon to ap-
quality and quirks of horses, then:! OIlY other preciat~ its true value. For some fl!ason,
reasons to be careful when buying a horse. however, merchant5 almost alwayl seem to
HOnle theft hoas always been a popular pas.- know the value of their goods (at lust the
time, and punishments are often equally se- successful merchants doll. Thus weapons of
vere for both the thief and Ihe quality cost from 5 to 20 limt'S more than
buyer- assuming. of CO\1niIe, thai the buyer normal.
isn't miStaken lor the thief. UnscrupWous mer- In your campaign, you may want to cre--
chants ohm try to pass hol"llCS off iI5 what they a te NPCs or rqions known ro r their fine
are nOI ("'Yeah, this is a heavy war Mille, really quality weapons. Just as DamalCUS steel
it ilI.-). Hot5el mayor may not be trained, a~ was valued in the real world for its fine
though. merchants always wim they are. sirensth and flwbllity, a given kingdom,
While il is easy to spot a hone not broken to diy, or village may be noted for the produc<-
the saddle. it's nol 50 simple to tell if a hone lion of swords or other weapoN. The mark
has been trained for war. of a specific .wordsmith and his apprentices
can be a sure sign of quality, Again. by in·

37
Armor aa" and hit points of damage. The T.ble 18: HIT POINTS OF ITEMS
Tlble 17: UN USUAL M.ETAL second attack usn a savins throw .
ARMO RS When a character tries to damage a spe- Hit Point Attlck
cific part of an item, use common sense to Item Ruge Modes'
AC W~lght Coo.

,.
determine I.M effect III particular weapo n t 2-9 Iu.n,
Metl l Adj. AdJ, ~hd t,
Adoimantite +, will have ag;ilnst certain materials. Trying
8ro"", -1
-25"
0 '""'"
x 1 /J
to cut open a sack with a mace isfuUle . Try-
ing to chop down a door with a dagger is
Common leather
Glass bettie 1-'
Slash, pierce
Bludgeon

-.
Elven st~1 0 -50" equally futile (unless the character has a lot Glass pane or
FiM~Hl 0 -10" xl of time). Be sure you consider the hardness mirror 1 All
Cold +100.., Weishl
+ ><J .
of the Item and the amount of time the char-
acter hilS. A mace can be used to bauer
Rope
Wooden Door
' -5
30-50 5'''''
Slash
uon
Sliver -,0 +25" 0
0 Weight
+ xl·
down a wooden door, but an ax will be
faster. A mace won't do much of anything
Wooden pole 2-12 Slash

to a slone wall , • The three attack modes are bludaeon,


U the character does have an appropriate slash, and pierce. ~ch weapon Is classified
The AC "Jjwtmel1t in tlo way lmpUes weapon, determine the Armor Class of the by one or more of these attack. modes.
that the armor has magical properties, item . This may beu as btO<ld as -can', miss"
only tnal the material i5 bellu or worse or as p~se as a specific Armor Oass value:.
than normal. T hus, no bonuses are Item SAYlna Throws
Players don't even have to roll to see if
gained for savinSS throws, etc. they hit lOme items. Can't-miss items in- When weapons are
• W ..ignt + xl means the character clude large non-moving obJects that charac- subjected to a general danger- the flames of
mUlt provide the amount of melal ters attack with melee weapons- doors, a fireball , the icy chili of a cold ray, or the
nftded to make the suit (detenniMd by barnls, and backpacks laying on the noor, smashins blow of a giant's boulder-the roll
M!ight). In addJtiotl, lhe character must for example. Other can't-miss situations in- to hit aAd hit points do not apply. Instead,
multiply the normal COlt of the armor by clude missile weapon a ttacks against huge the following Item Saving Throw table is
the mwUplier listed and pay this as fabri- objects (those big enough to fill a characte.r's used. This saving throw reprftent. an item'.
cation COIL field of vision, like the proverbial broad side general ability to withstand the dfms of lhe
of a bam. attack. It is rolled just like a normal saving
•• E1ven anna... can't normally be Some attacks require an attack roll throw (see · Combat," page 64).
p urchased , being given at gifll to those (throwing a mug at a full ·length mirror, for The item saving throw should be used
the elva dftm worthy. example). In cases like this, assign an Annal' only when the item is not being carried by a
Oass to the target, taking Into consider- character or when a character fails ru. sav-
ation lhe sin, movement, and hardness of ing throw agaiMt the same attack. A char-
Damaging Equipment the object. A wooden pole has a minimum acter who succe.ssfully saves against the
AC of 7. A metal rod of about the same blast of a fireball need not make separate
For t~ most part, thickness has an AC of O. A rope actually saving throws for his potions. The character
specific damage isn't applied 10 equipment has an AC of 6, better than a wooden pole who fa iled tM same save failed to protect
under the AD&IJ" rules. This doesn't mean beau.se the rope is more resilient and Ins himself adequately and must therefore
that equipment Is never damaged or broken . brittle. U the object is small or moving, the ct'leck for hi. potiOiU (and probably his
Instead, it is assumed that whatever normal AC should be better. A flaillns rope be- scrolls, too). Not all items need make a save
wear and tear an item may suffer (such as comes AC3 01' 4. Smashing a small vial as it in every instance. It is perfectly reasonable
dents in a suit of plate mail) are repair«! rolls across the noor could be AC 2 or 1 . to ignore the save for a character's aword
durin& momenta (or daY', or months) of in- Finally, when attempting to hit a very spe- and armor in the same fireball situation de-
<tCtivity. cific q>Ot, the additional penalty for a. called scribed above, l ince thel1! is 10 little chance
The fighter spends time in camp sharpen- shot must be applied. Shooting at the bulls- lhat these will be affected.
ing h is weapons, patching the rips In his eye of a target or slitting the backpack of an Furthermore, magical iteRl5 are more n--
chain mail, and hamme:ring out the dents in enemy in combat are difficult fea ts because sistant to damage, gainln, bonuses to the
his brustplate. The thief r~in the pad- of the prtcision needed . saving throw . Items with a plus (a sword
ding that muffles the clinks of I'Iis metal You must also decide how much damage + 1, for example) gain that plus as a bonus
buckles. The mage sews patches onto his the item can lak.e bd'ore it il broken. Table to the die roll. II the item possesses addJ·
clothes. All characters have ample time to 28 gives the standard range for some com- tlonal spedal abilities, it should have an ex-
make repairs. It's not very interesting to mon Hems and materials_ The linal cOlumn tra plus for each of these. Mapcal items
rok-play, 10 it is auurned all characters on the table lists the types of attack most with no stated pluses showd gain a bonus
maintain their equipment . likely to cau!it' damage to the item, although relative to their power. A potion would
However, there are times when the player other types may also be effective. Using have a + 1 while a miscellaneous magical
characters or your NPCs will want to CUI a these 3 S guidelines, you can decide the num· item could have a +S or +6. Furthennore,
rope, SlIap a pole, o r slash 0 1.11 the bouom of ber of hit points to assign 10 most materials . if the saving throw is versus an attack the
a backpack . Specifk damage is done to device wu designed to counter (e.g .. ex-
achieve a specific effect. There are two ways treme cold vs. a ril18 of w armth), an addi-
such an a uack can be made. The ftnt is to tional bonU5 of +2 il allowed.
attack a spedfic point or area with a
weapon-slashing the rope that hold! the
heavy curtain up. The second is an allack
that slrikes everything in a given area with
considerable fora- a boulder landing on a
character's backpack . The first attack uses
"
38
Table 19: ITEM SAVING THROWS

C" M ..S· Nor.


Item Add 810w Db. Fall Fi", Fi", Cold Us ht.

Borw or Ivory
Ooth
11
12
- ,.""" • •
I.
I.
3
13
2
2

I.
GI...
Le.ilther
5
10
20
3
••
14
2
7 4
4

3
17
13
"lItit..l
,.
'".
1 7 17 3 2 2 12
0Us· ••• I
,.
17 5
Paper, etc.
Potions·
F'otlery
Rock,~
10
IS· ·

3

7

18
17
I.
1.
l'
1.
1_
11
8
17

3
3
14

2
2
2
13

2
l'
18
2
14
Rope
Wood, lhick
12
8
2
10
,.
1_ 2
10
7
0
5
2
2 -
12
Wood, thin
- 13 2 11
- 2

·This save does no t include the container. only the liquid contenls.
10

··Of course, even though Iht- save Is made. the Item is probably hopelessly mixed wilh the
add .
Add a!lacks (Add)
aS$ume there is dther a sizeable quantity of
acid or that contact with the add il pro-
longed.
Crushlns 810ws (Cr. Blow) include .trikes
by the clubs of crealures of giant size or
greater. Blows by nonnal people on smaU,
fragile objects al.o fall into this category. A
nonnal human could not do a crushing
blow o n a rope. which isn' t very fragi le, but
could certainly do so against a potion flask .
Breakable items hurled .ilg.illnst ha rd
surfaces-bottles thrown against walls. for
eX.ilmple- aJso use the crushing b low
column .
Disintegration (Dis.) appl)es only to tht'
magical ~ of the spell Of' speU~Jike ability.
Falls (Fall) must be greater than five feet.
If the surface is hard. the listed saving throw
is used . If the surface ls soft, give .. +S b0-
nus 10 the saving throw. For every five f~t
fallen beyond the first , apply a -1 penally
to the saving throw .
Magical flIft (Mag. Fire) include fire-
balls, dragon~breath. and any sizeable body
of flame created by a spell o r 5pel1~like ef·
fect . Extraordinarily hot nonnal fi~ , such
as the lava from a voicano. should also use
this saving throw.
Nonnal fires (Nor. Fire) include camp-
fires, candle f1aml"S. and bonfires , Obvi·
ously the item must be in the name for a
5uffJdent lime to be affected .
Cold (Cold) <:oven: any intense. abnor-
mal. or magical cold. If the tHnperature
change is graduaJ , a +2 bonus if applied to
the saving throw.
Ughlnlns bolt (Ught .) applies to attacks
by the spell or spell-like power of the same
name.
E1ectrkal (Elee.) is for those electrical al~
tad" that do nol carry the wallop of the
lightning boll . Electri<: eels and magka1
traps faU into this category.

39
Of all 1M areal of Ihe AO.o- game thai your choice . Thls slartl all player characters
you will be called upon 10 judge, magic il Copytns from Spell looks
off with the same number of spells. While it
perhaps 1M mosl diverse and demanding. ls not necessary to give each character the The: second way 10
Magic ailowl characters 10 breakailihe nal- same spells, you should see lhat everyone acquire new lpells Is to copy them from the
ural lawl of Ihe unJv~ , a situation that has roughly the same balance of power, No spell books of ot her wizards, A character
can lead to unfo~n , but highly exciting rolls to learn Ihese spells need be made-the an copy from other player characters ur
siluillions. Be lure you understand how character is aasumft! to have mastered them they will allow II). pay NPC wizilrds for the
magic works in the AD&;O- gil me and the during his apprenticehip. privilege (see Chapter 12 : NPCI), or l.ake
different wilY' you can control its use. them from captured spell books.
,t.yerIDM ColI .. borAtlon When copying 1pIlIls, a character must
rolltoSollC if tM character can learn the lpell.
Initial Wlnrd Spells Finally. you can No character can copy without magic.al aid
One con trol you a llow the player to stilrt with 3d4 (or up to a spell of a level he cannot cast .
hilve over the power of wiutnh is the choice the limit of his Intelligence) lst-level spelil.
of lpelll available at the start of the game. Two of these are automatically r.ad m"Sic
Each wizilrd begins the game with a spell
Scroll lese.arch
and detect magic. which all wizards leilm as
book, but he hilS no information on what part of their Irainins. The remaining spells Third, a character
that book contains. You tell him . You can can either be chOien by the player, chosen can research a spell using a scroll with the
choose fr om severill differen t ilnswen. randomly, or selected by you. same spell as a base. The time and cost
Bils«! on your choi~, the pla Yef" ilequires If you select the spells, be sure to give the required for the research il half normal and
spells (and their reverse) for his character's player a fair mix. allowins him 10 doa vari- the player character must Kill check to SoIlC if
spell book . ety of things. Try to ensure Ihat the player he can learn the ipell. Regardlu.s or the sue.
has a few of the spells he really wants. cess or failure of lhe research, the scroll il
If the charactef" is a specialist in a particu- destroyed-the wiz.ard had to read it aloud
lar school of magic. you Ihould allow him to analyze its effects.
The simplest way to know one spell of his school automati- Scroll research cannot be done in an
to give iI wlurd spells is to throw the ball cally along with read magic and JetK' mag- adventurina situation . The wizard must
back into the pla~r's court-ilsk him what ic. All other spells must be checked for have carefu lly controlled conditions In
spells he would like. ~ he names a spell , normally or discovered. order ev~ to att~mpt it.
have him roll to see if his cha rilcter can learn
it . If Mean , the player writes tht'spell on his
chilracter sheel. U he can·t. one of you
Acquisition of Spells Study with II. Mentor
should note that he cannot learn that spell. Beyond t st Level Fourth, and o nly if
Keep doing this until all the lst-Ievel you allow it, the wizard can return to hll old
On~ a cha ractrr
spells have been checked or unlillhe chilrac- mefllor and, with luck, copy a Few spells out
has besun adventuring, he won't be able to
ter reacMs the maximum number of spells of his ffiilStef"'S speU book.
have additional &pen books instantly appear
his character is allowed to leam (ckpending Ute this method if, and only if, you feel II
rach time he gOH up in level. Instead, the
on Intelligen~) . This illiows the player to il important for pla~r characters to have
player character is going to have to find
get the spells he wants for lUI character. more than a few new spells each lime they
some way to get additional higher level
which usually makes the player happy, bUI advance to a new spell level. Allow the
lpells. As with initial spells, there are sev-
it d~. have some drawback • . characters to gain too much this way. or too
eral ways this can be done. Any or all of
First. players tend to pick the l pell. they frequently, and they will come to rely upon
these can be used in your campaign .
cOMider the most powerful. While this is it, not using their own playing ability to
not bad If you have only one or two wiz- develop their characters.
ards, a whole horde of the fellows, all with Goins Up In levels
ide.ntical spelll, gelS pretty boring.
There is also a chance the charilcter will First, wheMver a DM Control of
overlook some bask spells he really nHdslo character .attains a new 5pelilevel. allow the Spell Acquisition
function as a wiz.ard - rt'ad nJagicand detect player one new spell immediately. You can
magic, in particular. A wiurd who cannot choose this spell. let the player choose il. o r However charac-
5Clect it randomly. ters acquire new spells. always remember
nead a magkal Icroll is ckprived of one of
the important abililles of his day. The r.ationa le behind this il iimple: All Ihat you an! in charge. You have complete
the long hours of Iludy and reading the control over what spells the player charae.
The:n! il ev~ a llim chance the character
ch.aracler hal, presumably, been doing ten get .
will hardly gel any spells, and. while there is
no minimum number of spells a character finally jells Into something real ilnd under- II a player character has a spell you don',
must know, a wizard without spells is hard- standable. (It's kind of like waking up one like or one that severely d isrupts or unbal-
ly the type of character a player wants] If morning and finally realiung what a cosine ances your game. It is not the player's fault]
this tuppens. give Ihe poor player a break really is.) Who gave the character the spell1 Who
and allow him to make some second checks No roll is needed to learn this spell. unless allowed It in the game1 Controlling spell
on spells until you feel he has an adequoltr you allow the character 10 choose iI . If the ilequisltion is an Important responsibility.
number. char.acler is a specialist in.a school of ma&ic. Consider your choica carefully.
the new spell should be from that school. if By keeping the selection of spelll limited,
there is a spell aV.lllI,able. you ilutomatic.ally increase their impor-
DMChoice lance and v.alue to the wiz.ards in your cam-
You can automati- paign. A simple SCl'01l with a singl~ IpIlIl
cally givr the player character read magic becomes;li reallreasUle if It has a spell on it
and drtec:t magic and fou r other spells of the wizard has never seen before. This gives

.,
' " Magic (Spell Books)

the player ill tough choice: Should he cast cheap-looking folio printed on linen rq these disasten. Strong bindinp or CAses are
the r;croll during an adYl!:ntu~ whe~ it paper. It may ev~ n be thin sh~ets of u5ed 10 protect the interion. CI~ar sheds
mJsht be usd'u17 Should he save it until he embos6ed gold betWeHt covel"$ made from are needed to record the spells. The best
can Ulke the lime to rHeillrch the s~1I for his the hide of a n~ . bold inks and the sharpest pens must be
s~1l books? If you don't watlt to c~ate a utliqu~ spell used ior writing. Aromatic compouf\(u a~
When the characters overcome ill hostile book for your campaign world, here's on~ recommended to deter bookworms and
mage, Ihe firsl concern of the wizards will standard you can faU back on: Compare moths, while o ther preparations should be
be for his spell book . Where is in What them to bulky coHe-e-table books of too..y used 10 protect against mold, mildew and
spells does it h;tve in itl Even ill nonmagical or la~, hefty dictionaries. (Even if you do dry rot. All this costs monC')'.
item like ill spell book becomes very impor- create unique spell boolu, this standard
tant . Knowing their value, NPC wizards should give you some idea of the appropri-
Spell look Cost
will go 10 great pains 10 protect Ih~r own ale size and bulk .)
spell boob, hidin8 them carnully. locking Often a wiz.ard·s complete set of spell The on~ thing aU
them in tr ..p~ chests. a nd scaUering magi- bOOKS occupies sev~ral sh~lves of his spell books hAve in common is their cost.
cal lr.Jp5 throughout the pagts. library, especially when lhe character reach- Books are never cheap. and a wizard's lpell
es the highest k:vels, At this point, it is no books are even more expensive than most .
longer practiCillI for the chillracter to carry all For the materials and thei r p~paralion ,
Spell Books of his spell books with him when he travels. the wizard must pay.50 gp per page. Travel-
A wiurd', most Th~~fore, many wizards opt to make trav- ing spell books, which are enn mon com-
imporlanll re.nure is his spell book. Because eling spell books. pact, cost 100 gp per pag~ .
it is so imporlant, you and IIw plilYus need The trav~ling spell book is a more $<elec-
to know some basicsaboullt ; Wh;;Jt exactly
is a spell bookl How many pagts don it
tive. mo~ portable version of the charac-
ter's complete spell boob (although there is How MAllY r.,es In .. Spell Boolc1
havel What is it made oU little that can be done to mak~ day tablets Each spell requires
portable). In the traveling spell book, the a number of P1I8e5 equal to il5 level plus O-S
wizard places only those spells he feels he is (1~1 ) additional pa8~ . Th~ actual num-
All SIz.a ..nd ShA~ likely to neN while traveling. ber of pa.gel a spell takes differs for each
There is no s t.ilnd- There is no limitation on which spells can wizard. Even if two or mo~ wizards are
ilrd SU:I! or shape for a spell book. A player be included, but a traveling spell book has a recording the same spell, the number 01 pilg-
character can', walk inlo a wizard', lab or limited number of pages. Thus, a high-level es varies. since thm! arediff~ in hand-
study and in,tantly spot th~ spell book wizard may nft<! sever.ill traveling spell writing and notations.
because it is Ih~ biUest . lon~st, fallesl . books to contain illi the spells he ftels are Furlhermore, no spell book can have
roquafftt , foundHt, Of thinnnt book there. neces.saryl more than 100 pages, no ordinary non.
N~lthe r can h~ measure all tN! books 10 find magical scroll more than 25, and no travel-
the one that confonTIS to Ike dimen, ions of a ingspell book mo~ than.50. Thus. al bal , a
spell book . The spell book',site iIInd shape i, Spell look rrepv..tlon
spell book fIll!d with 9th-level spellt could
del~nnined largely by the culture of the wiz.· The books them- only hold 11 spel ls (99 pagH), allowing only
ard who owns it. $<elves requl,.. few special mat~rlAls , but the one blan.lc.,nge to hold a magical protection
Consider, fo r e.llam pl~, lh~ book you lite workmillnship must be ellact, flawless . Even (such as firetr.p ). All too likely, this spell
reading right now. How would on~ of the the slightest mistake in copying a spell ruins book would be filled well belo,.. 11 ipelll
DMG's pages have appeared in olher limes it. This is nOI work fo r a common scribe or had been entt'fed .
a nd piaC61 In medieval Europe, this pa~ copyist. For convenienct' ill creating NPC spell
would most likely ha ve been ten o r more Compounding the problem, the bizarre books, lhe maximum and minimum number
ha nd ,leu~red sheets of parchm~nt , perhaps formu las and diagrams found in a spell of spells for each level and type of spell book
~mbellished with illuminations and painted book can't be reproduCfli by normal medi- is given o n Table 30. The table PrHumes
SC61H. In AIld~nt China, this pag~ would ~val printing methods. Spell book wo rk that all the spells within a book are of the
have been several halld-printed pages on mUJIt be done slowly and lAboriously by 5Jome level (which mayor may not be the
colo red paper alld bound with red ladngs. hand . The standard amount of lime ca$<e, espedally for traveling books),
Th~ Egyptialls would have used a rolled requir«l 10 prepAre a spell book is 1 10 2 Furthermore, althOUgh a spell book can
Kroll of papyrus, with several required to days of work per spell level of the spell being never have more than its maximum 4111 a
mak~ a book . Even more cumbersome, the entered . given spell level, there il no requirement
anci~nl Babylonians would hav~ used day Occasionally, prepared spell hooks can be that the book be filled even up to its mini-
tables marked in cuneiform and dried . found for sal~ , but few wiZ.ilrds choo$<e to mum number. The rangn given on the fol-
American Indians would have written it on trust th~ suc~ or fAilure of their magical lowing table presume the spell book is filled
leaves of birch b,uk o r painted it on a cu~ eHorts to the work of others. Rare is the wiz.- as efficiently as possible with spells, leaving
buffalo hide. ard who d~5n' t prepar~ his own spell lillie or no room for devices.
Writing and written works have changed book>,
greatly through the «nturies of Earth histo- Materials used in a spell book mla! be of
ry, A fan tillsy game world Is no diff~rmt , the highest quality. No wiurd wants to run
Spell books should come in a variety of the risk of dampness causing his ink to run.
shapes and fonns-whatev~r seems be!;t for a biOI on the parchment causing iI spell to be
th~ cillmpalgn, misinterpeted, bookworms making a feast
A spell book may be ;Ii h ~avy tom~, 01 page 6, the wind blowing a loose pa~
bound in leat her with crisp parchm~nt PilIg- away, or a spilled retort turning the whole
15. It may be ill collection of papyrus scrolls book into <II sodden ma$S.
tied with red silk slrings. It may be ill pile oJ CAreful treatment , common sen$<e, iIIld
day tables marked incunc.iform . It may bea quality materials a~ essential to prevent

4'
Table JO: SPELL BOOK CAPAcmES same as what he claims the speJl will do1
Sometimes what is written for a spell
Level Sta ndard Scroll Traveling description and what was intended are two
16=100 spells '-25 spells 8-SO op<I~ different things. This should become clear In
'"
2nd
3ni
14-sQ spells
U -33 spells
3-U ,,",Il.
3 - 8 spells
'-2.5 ..,.JJ,
6-16 spells
talking to the player.
Are there .. !ready JpdIs or combinations of
4<h 11 -25 spells 2 - 6 spells 5-12 spells spells that un do the ..me thing? If a spell
5th 10.20 spells 2 - 5 spells 5-10 spells exists in the dlaracteis group that does the
6th 9-16.pells 2-4~1I. 4 - 8~11s same thing. no n!SIi'arc:h should be aI1owed. tr
7th 8-14 spell, 2 - 3 spell, 4 - 1 ,pell, the new spell Is a combination of seven! spells
•• h 1-12 spells 1 - 3 spells 3 - 6 spells or a more ~l version of .. weaker.spell,
•• h 1-11 spells 1 ·2 spell, 3 - 5 spells it an be aUowed, although It will be difficult
to research. \Neilker versions of a more p0wer-
ful spell are ceruinly possible.
Is the pblyer trying 10 ga1n a spedal
mal colleges or academies where spells are advantage OVt!f the nonn.l rules? Some--
Expanding the taught. These institutions would nave their times players propose new spells with the
Schools of Magic own hierarchies, traditions, regulations, unspoken purpose of "'breaking the system,"
Curnntly, the dif- and procedures. and, while spell research does let a player
For example, Materros the Necromancer character get an edge, it is not a way to
ferent schools of wizard magic are merely
sketched out and very lightly defined . The may be a brother of the Cabal of Thar-Zad, a cheat. New 5'pells should fall within the
necromantk society, As a si&n of his standing realm and 5'tyle of existing spells. Oeria
different schools can be used as described,
but they lack detail and, in a lew cases, a full high within its hierarchy, he is allowed to wear casting fireballs or mages healing injured
the red and green robes of a master. Of course, characters is contrary to the style5 of the
range of spells. There are currentJy, for
when he wears these, his occupation is easily two classes.
example, very few necromantic spells, thus
discouraging player characters from being identified by those who know something of Spells allowing changes In the game rules,
the Cabal. This is not al1 bad, since the Cabal god-like abilities, or guaranteed SUCCftS are
necromancer specialists. There is nothing
of ThaT'-Zad has a ~tation as a da.nserous not good and shouldn't be allowed in a cam-
wrong in this- nothing requires all schools
and mean bunch . By adding such details, the paisn, Fortunately, this problem doesn't
of magic to be equal. However, you may
want to customize and Vt"pand the schools OM brings his campaign to life. He can even come up too often . What limits does the
make a seemingly limited magical school more player think the spell has1 In their desire to
of magic to suit your campaign .
appealing to players, have tOOr spells approved, players often
create more limitations and conditions on a
Adding New Spe.lls spell than the OM would normally require.
Spell Research Be sure to ask the player what limits he
A K nool can be
expanded simply by adding new spells . The One of the most thinks the spell has.
necromantic Specialization could be made overlooked assets the wizard or prie5t ha, is
more appealing if a complete spell list were the ability to research new spells . In the
hands of a clever player, thi' ability results
created. Be camul thilot the new spells don't
make the school too powerful . In the cne of in powerful and unique player chazacters,
the necromantic school. the first reaction is Since the pla~r has to get involved to make
to add some of the priest healing spell,. the research rules work, it i5 also an Vt"cel-
lent method for getting player ideas into the
However, this takes from the role of the
cleric and make5 the necromantic Specialist campaign . However, since there are so
too powerful. In the long run, it's probably many different p ossibilities in spe ll
better to create new necromantic spells, research, there are few set rules. Use the fol-
lowing as guidelines when faced with magi-
spells that do not involve healing o r do so in
a minor way. Carefulludgment must always cal research in the campaign .
be applied when adding new spells.
Sugges.lng .. New Spell
ExpAnsion Throush umpAlsn DetAn Spell rf!Search is not
Although the term something the OM does without player
"school" is used throughout the PIl!yers input or vi~ vena . To make it work, both
Handbook and the DMG, there are no ruJes mus t cooperate with each other, The first
to explain any formal structures or institu- step is for the player to decide what he
tions. There is no hard and fut definition of wants his character to accomplish, This is
a necromantic school. There may or ma y not the OM', job at alii Only after the player
not be such a school in the campaign . This has presented his suggested spell does the
choice is left to individual OMs. OM become involved .
One possibility is that wh:ards learn their
specialties without forma l traini ng, An.alyz.lng .. Spell
Materros the Neaomancer has a natural
curiosity about necromantic spells, $0 he When the player
p~nl s hissugge5ted spell, the first thing to
specializes in them .
Another pos.sibility i, that there are for- do is to talk it over with him . What does the
player really want to accomplish11s this the

43
Solvlns the rroblemJ of .. New Spell Determining R~n:h Time
If for any reason ReseilTch time re- .ese.... chlns btra Wlurd Spells
the spell Stems unacceptable at this point, qUlrH the charact ....r to be in good health and (Optt..........)
ttll the player what the concerns are, Usu- refrain from ildventuring while unclertaldng Some OMs and
ally, agreemenl can be reached on any prob- the s tudy. During reseilrch, wizards pore players f~llt i~unfair thott iI wiutdcan't
lems. lf t~re don't seoI'm to be any problems over old milnuscripl$ ilnd priests work at research a spell simply beciluse he has .s
with the spell, the next step can begin. their devotions. milny spells of iI pilfticulilr level as he Js
Never immediiltely approve &spell when The minimum amount 01' time needed to allowed to hilve. The OM Ciln allow a
it is first presented. Take the spell descrip- research a spell il IWO weeks per spelllevd . wizard to have speils in his spell book
tion ilnd consider illl the W&ys it could be AI the end of this time, a check is made. For beyond the rnulmum allowed by the
ilbused . If some g1i1ring mistUe becomes wizards. this Is the sa me iL5 their chance to character's Intelligence provided that
ilPPil~t, fix the speJl 50 this ClIInnot hap- learn a spell (be sure to ilccount for any Spl!:'- charactl'r g0t'510 the Irouble of l'Heilt<:h-
pen . Keep doinS this until &11 the obvious ci;dization). For priests a Wisdom check is ing new spells.
problems and abuses have been fixed . The made. All t he standil rd rules for spell
player should then have a chance to look at If this check auCCftds, the character ha.s research ilppiy. In .addition. the OM
all the chanS" in his spell. After all, o nce rHeilrched the spell. If the check fails, the should allow only Ih~ I\C'W lipells that
the OM has finished with il. the player may character must spend another week in study the playtr himself has created . Players
no lonser want to rnean:.h itl before making another check. This con- cannot USC' this as an excuse to ildd a spell
After both the player and OM hilve tinues untillhe chilracter either suc:ceedJ or they would otherwise not be able to
agreed on the description of the spell. the gives IIp. leilrn.
OM must decide the level of the spell. its For example, lily iI piayt'r char;t(;tl'r
components, teSeilrch time, ilnd resrarch hilli filllC'd to learn fi,..bal/ befOTl' his spell
The Cost of S~U ReKiU'<.h
cosl. book is filled . Although the player a n
Research 01150 costs still research and add new spella, he can-
money. If the Chill~cle.r has aa:ess to a wiz- not do 50 for a fireball-type spell lhilt
SdtIna .II. S~II 's level ard', laboratory o r an appropriate plilce 01 inmcts ld4 points 01 dilm. per level.
The level can be worship, Ihe cosl of reseilrch is 100-1 ,000 gp The spells rt'$C';lIrched must be new and
determined by comparing the spell to per spell level. The OM can choose the actu- original-this forces playt'rs to be crea¥
already existing ones. al cost or delermi~ il randomly. It is best to live and involved . Beyond these restric-
If t he spell innicls damage. it s level bil50e the cast on whatever the chllracter can tions, thC're is no limit to the number 01
should be within o~ or two of the numlxr jusl barl'ly afford (or slightly mare). As spells a character can research at a given
of dice of damage it ciluses-thu5 a spell such, lhe cost of research may vary grl'iltly l!!Vel.
which causes 5d6 of dama~ should be from campaign to campaign.
about Jrd to 5th level. Research costs are a Vl'ry importilnl
If the spell is an improvement of an exist- incentive for player characters 10 go on
ing spell, it should be at least two levels adve:nlures. gathering funds to support their
greater than that spell. If the spell is one of studies. And. of course, iI wizard who lacks
the other group (a priest reseilrching a wjz- a laboratory must come up wilh the cost of
i'ltd's spell), it should always be at a higher assembling o ne. Again. the cost of this
level than it Is in its n:Uu till group. (Quile should be just beyond what the plilyer char-
often it will illso be less effective thiln Ihe actercan currenlly afford. perhilps 1.000 10
spell that inspired it.) 10.000 gp. Otlce the Iilboralory is iIIS5t.mbled
it remains as part of the character's possH_
sions.
Priests who lack a proper place of wor-
DeternllnInl Spell Components ship ciln PilY a similar cost (in doniltions or
(OptIon.al lule) whatever) to prepare ill smal! hous.ehold
Spell compo- shrine. Neither the laboriltory nor the shrine
nents are limited only by your is parlicularly ponable.
imilgiRiltion. but should be tempered by
the spell's power ilnd usefulneu. Spdls Adding .. New Spell
with great poWer require IignUicant or to the S~II look
hard-ta-find componentl. Spells of lim-
Ited use need only fairl y simple compo- Once a character
nemU. Indeed, one Important type of h.as successfully researched a spell, it is add-
spell reearch I, to create a powenul . pell ed to his spell lists or spell books. Once
with little in the wily of components. researched. the spell Is treatC<i like ill normal
spell for all purposft. The player chafilCier
ciln choose to share the spell with othen
(although o ther wizards must roll to learn
the spell) o r keep it to himself.

44
This chapter contaifls instructions for deter- aWilrds given from game to gilme, based on sonable amount of disagreemfl\1 with
mining spr.ci.fic experim~ awards . It also the ilctions of the characters. Players should his decisions. Players wUl want (and
gives guidelines about awarding experience be rewilrded according to how ha.rd they try should be allowed) to argue their views
in general. However, it does not provide and how well they accomplish various from time to time, However. rules argu-
absolute mathematical formulas for caJcu- gOills. ments pro~rly belong outskle t.he actu-
lating experil!nce in every situation. Every game session should have a Soal (or al game session . The OM should make iI
Awarding experience points (XP) is one of goals). Some goals are constant , ilpplicoable ruling for the mo mmt and then heoa,
the DM's most difficult jobs. The job is diffi- to any ADkoe game. Others ilre dependent appeills to his decWon after the advm -
cult because lhe!re are only a few rules (and a on the individual camp;lIig,n, storyline, char- ture . This wily the game is not inter·
lot of guidelines) for the OM 10 re.ly on . The acter levels, and specific adventure . All rupted.
OM must learn nearly everything he knows goa ls should be deOir. understandable ones
about experience points from running game that players coan see or decipher from clues ChUAc:ter SurviVAl
sessions. There. is no magical formula or die they get during play.
roll to determine if he is doing the right or Although having a
wrong thing. Only time, instinct, and play- ch.ilr;"cter I\vt: from p me s.es.lon to g;"me
er reactions will tell .
Constant Goals _ion is a reward in ilself, a plilyer should
Three 8001 1. are also receive experience point. when his
constant : fu n, characte:r survival, and im- chOlracter survives. Since there. are miln)'
The Importan,e of provement . Each of lhese should be possible way. to bring a dead character back into the
Experlen,e in a single game 5e$Sion . game, the threal of deilth, while present.
loses some of its sting. Plilyers should be
It is often said that
encouraged to try and kK'P their characters
the AD& [)II game is not a Mwinners_and_ fun alive, instead of relying on resurrectJons
losen" game. This is t.rue. The AD&D game Everyone gathered and wishes. To this end. a small reward for
isnot a game in which one playe r wi ns at the around an AD&:D game table is playing a making it through a game session is useful .
expense of the others. But al the same time game. Games are entertainment, and entu- It is a direct way of telling a player that he
lhe!re is winning and losing, ~;(ter a fashion ,
tainment is supposed to be fun . If the play- played well.
based on how well the group plays and how ers don't have ill good time ploaylng In The amount given for survival should be
well it achieves the goals that have been set balilnced against what hilppened during the
AD&D game snslons, it shows in thei r play.
for it . Therefore, one of the! goals of the AD&D adventure. Player characters who survived
This does not mean that individuals in the
game is to have fun . Much of the pressure to because they did nothing dan~rous or who
group compete against each other (winning
provide this elusive quality rests on the hilve so many powers and hit points thOlt
and losing) or that differmt groups of play -
OM's shoulders, but the players can also they're nearly invulnerable do not deserve
ers compete against eoach other (as In fool-
contribute. When they do, players should nearly as many e)(pe:rience points as the
ball). If anything, an AD&D game player
be re.warded with experience points since character who survived sure death through
competes against himself. He tries to the use of his wltJ;, Likewise, chilracters who
the y are making the 8i1me . good experimce
improve his role-playing and to deveJop his
for all. The OM who doles out awards for survi ved by sheer luck deserve less than
character every ti me he plays.
adding to the fun will find more players thOR who survived beause of sound strat-
£Xperimce points are a measure of this egy ilnd tactia.
making lhe! effort to contribute.
improvement. and the number of points
To give out experience points for fun the
given a player for a game session 15 a signal
OM should consider the following : Improvement
of how well the OM thinks the player d id in
the game-a reward for good role-playi ng. 1. Did the player actively set involved in E,,~ ri ence points
As with any othe!r reward .ystem, there are the game1 A player who does nothing are. one me.aslm! of iI ch.aracter'. improve-
potential problems. but tell one funny joke during the ment, and they translate directly into game
course of the game isn't really partid- mechaniC:1. However, players should also
poaling . The OM should be careful,
Too little or Too Mu,h1 however, not to penalize players who
improve by trying to plilYmore. intel1l~ntl)'
at each session. As the pJilyers leilm more
If the OM consist- are naturally shy. Involvement should about the game, the campilign, and role-
ently gives too little experience to players, be measured against a player's penon- playing, this should be reflected in their
tMy become frustrated. Frustrated players alily. e)(~ri ellCe points. When iI player thinlcs up
don't have fun and, usually. quit the game. 2. Did the player make the game fun for a really good ideil- solves iI difHcuit puwe,
Even if they don't quit, plilyers can develop o thers or milke fun at their expense1 has his character talk the group out of a
a n "It-doesn't-miltter-what -I-do-so-why- The second is not really deserving of tight situation, or just fi nds a novel wa y
bolher'" attitude. They stop trying 10 do any reward. around a problem- that's worth ex~rlence
the!ir best, fisuri ng they will only get a meil- 3. WilS the player disrupting or interfer- poInts, Plilyers t.hould be encouraged to use
sly amount of experience whether tney play ing with the now of the game? This is the.lr brains and get involved,
t.heir best or just ~t alons. seldom enioyable and tends to get on
On the other hand , players can be given everyone's nerves quickly.
too many experience point. too quickly. 4. Was the plilyer argumen tative or a Variable Goals
Players in this situation develop an MIt _ ~ rules Jawyer1M (These ilre players In addition to the
dOHn' t -ma I ter-wha t -I-do- beca use-l' m - who can quote every rule In the game constant goals listed above, every game ses-
going_to-win attitude. They quit trying 10
H
ilnd try to use even the mOlt obscure sion is going to have some variable goals.
be Invenlive and clever, and Jus t gel by. rules to their advan til~ , often to lhe Most of these come from the plot of the
Consequentl y. the OM must tilke Cilre. not detriment of the spirit of the 8OIme.) advent ure. Some may come from the play-
to give characters too little experience or too This is defini tel y nol fun for the OM, ers' deslru. Both types can be used to spur
much . The besl approach is to Vilry the but the OM should allow . ru- players on 10 more effective role-playing.

4'
ing puty, rtprdIess of e;lch indivk;lu;ll's ;IIcter wu never;llt any p;!IJ1icul;lr risk. If the
Story Go.Is contribution. The ide;l here i.s th;lt limply same character had gone off on hit own,
Story soal, are bring ~rt of ;I group Ih;lt ;lccompli,ht's thus riskil\3 ilmbush ;It lhe hOInd!i of il b;llnd
objective the OM It't5 up for an advenlu~ . something te;lches the pl.ayer char;lcter of orcs, the OM could rule that the character
Rt'$C\Ie the prince. drive away a band of som~hil\3 usdvl. had umt'd the experience.
marauding orcs, cle;ll\5e the haunted cutk. From ;I strictly ",me medw\kI point of The OM must decide whilt constilult'l ..
find the assassin of the lilte queen. recover view, Ihis ensure. that ;III pl.. yer characters silniBc;llnt risk 10 the pl;llyer ch;lractetl.
the 1061 CH-Whiz. wand 10 save the world- will have the opportunity to advotnce in Oflen it is suffi6t'nt if the charactUi think
these ;Ire all story goals. expe~ points at roughly the Arne '''Ie. theY;llre in danger, evm when U~y an not.
When the OM set. up ;I story, he c:Ieddes Individu..l awards are optional, given to Thdr own pilranoi;ll incn!ases lhe risk (;lnd
how many experience points he thinks lhe each play~ bOIJed on the Ktlonl of hiJ chu.. enh;llncn the leamins experience), Thus. if
phlyer ch.aractetl should sel for accompUsh- ;IIcter ;lind his chancter's d;ll". the party runs into a band of five kobolds
ins the biS goal. Thi. must be lnsed on Just ;lnd bt'c::omH convinced that there iln 50
how difficult the whole adventu~ will be . If more ;lround the next comer, the imagined
Group Aw....ds risk becomes real lor them. In such .. case,
the cN.r;lctt'rt succesJully accomplish this
Soal (which Is by nO means guaranteed), All cMracten earn an experience point reward might be appn>
they will earn this bonus experience. experience for victory over their foes . There pria!e.
Sometimes the OM may not Mve a clear are Iwo important thinp to bear in mind The char;llctetl must be victorious over
idea of what the goal of iI particuJar advm- hen: Fint. this award appliet only 10 foes Ihe creature, which is not necessarily synon-
tUJ"t' is. In such a case the playe~ can some- or enemies of the player charactel"$- the ymous with killi1'l8 it. Victory can t;lke
tilT1('l provide the Soal. or at leJl5t a clue. monstt'l" or NPC must pt\'St'nt a reallhreat . many foma; Sl;IIylns the enemy Is obvlou..
Usten to wMt they think they a~ supposed CMracttts nevet ~1Vt' vcperience for lhe Iy victory; acapting sumMer is victory;
to do or what they wlnt to do. The.e can defeat of non-hostile Ctt'atul"H (rabbits, ca.t- routina H", t'nt'my Is victory ; pres5url", the
then become lhe goal of the adventu~ . lie, deer, frieod1y unicorns) or Nrc. (inn- enemy to leave ;I p;llrticular nKk of the
Again, assign experima point. In.d on keepers, bqs.iItI, peuants). Second. no woods becau$t' things are gettinl too hOi is;l
difficulty ifthq- accomplish this. vcperience is earned for siluations In which kind of victory. The creature nHdn', evm
Ihe Pes hOIve an overwhelmiJ\a advanl;lge le;lve for thech;llract~ to score;l victory. II
over their foes . the plaYH charactt'tl Ingeniously persuade
ExperIence PoInt Awards A 7lh-level player characlt'1' who nt'ftls the dragon 10 lene the village alone. this is
There an Iwo ate- one mott' experience polnl to adv;lnct in ;IS much (if not more) a victory u going in
gories of experience point aw.ards: group level can'l just gather his friends tosether ilnd chopping the beut into dragonburgetll
and individual. Group award. are divided and hunt down ;I single ore. That ore Here's an example of experience point
equally among all membe~ of lhe adventur- wou1dn'lsland a chance, 10 lhe player chilr- .. wards: Delsmor;l and R.1th. ;llong with

46
their henchmen, have been hired to drive Table 32: HIT DICE VALUE MODIAERS many variables c.n come into play. How·
the orcs out of Wainwode Copse. After ever, the follOwing guJddines may help:
some scouting, they spri.ng several Hi! Die The story award should nOI be grealer
ambushes on orc raiding parties. By the Ability Modlfier than the experience points thai can be
third shattering defeat, the orcs of Armor Class 0 or lo_r +, earned defeating the monsters encountered
Walnwode decide they've had el1ough . Blood drain +1 duri", the adventure. Thus. if the OM
Striking their village, they CT05S the range of Breath Wt41~ +, kl10ws there are roughly 1,200 experience
hills that marks the boundary of the land Causes disease +1 points worth of monsten, the story award
and head off for easier pickings elsewhere. Energy drain +3 should not exceed this amount .
A lthough Delsenora and Rath have Aies +1 The story award should give a char.tcter
caused the orc village of 2J4 to leave, they Four or more ailacks per round +1 no more than I/loth the experience points he
only get the experience for ovef(oming the Crf'ater than nonnal hit points +1 needs to advance a level . This way thechar-
35 they bested in amb ushes. Although they High Intelligm~ +1 acter will have: to undertake: several adven-
did succeed in driving olf the others. they Hit only by magical/ silvl'r tures before he can advance 10 the next
did not face them and were thus nol exposed weapons +1 level.
to personal risk. Even if they had raided the Immunity to any spell +1 Within these guidelines you have a great
orc village, the OM should only give them lmmunity to any weapon deal of I~ay. One of the most important
experience for those orcs they directly (including I II dama8i!) +1 uses of story awards il to maintain what
faced . If. in the village, they rouled the lnvqj.ble at will U you fee l is the proper rate of advan~mtnt
guards, pursued them, and caused them to Level 2 or lower spells +, for player characters. By monitoring not
run again, they would only r«eive eJlperi. Level 3 or greater spells just Iheir levels, but also their experience
ence for the guards once during the COUf5C (not cumulative with point tOlals, you can Inaease or decrease
of the battle. Once beaten, the guards posed previous award) +2 the rale of character advancement through
no signilicanl threalto the party. However, Mag.lc resistiillla' +2 judldous use or story awards.
Rath and [k.lsenora have accomplished Ml$sUe weapons +1 Finally, you can award points on the basis
their mi$Sion of driving out the orcs, mak- Multiple attacks causing 30 + of survivit.1. The amount awarded isentirely
ing them eligible for the XP awa rd for com- points of damage +2 up to you. However, such awards should be
pletins a story goal. Paralysis +2 kepI sma U and reserved for tru.ly momen-
To determine the number of experience Petrifiation +3 touS OCColsions. Survival I. its own ~ard.
point. to give fo r overcoming enemies, use Poison +2 Since story and survival awards go hand in
Table 31. Fil1d the Hit Dice of the creature Possesses mq;ialllelN usable ha nd, you may be able to factor 1M survival
on the table . Add the additional Hil Dice for against party +1 bonus into the amount you give for com-
special powers from Table 32 and find the Regeneration +1 pletIng the adventure.
adjusted Hit Dice. Add this number direcl.ly Single attack causing 20 + Once you have alculated all the experi-
to the runent Hit Dice value, so thai a 1 + 1 points of damage +2 ence points due to your group of player
Hit Die creatu re with + 2 Hit Dice of special Special defen5e fonn· +1 charaders (and you should do thil, not
abilities becomes a 3 + 1 Hit Dice CTealure S~I magiaJ atlacjt form· +2 your players), divide the lotal by the num-
for calculation purposes. Special non-magical attack ber of surviving and (at the OM's option)
This formu la produces an experience form· +1 tnl1f1't:Cted player characters. This Is the
point value. Multiply this value by the num- Swallows whole +2 amount each surviving character gels.
ber of Cfl'atures of that type defeated and Weakness or fear +2 Although cha racters who d ied during Ihe
add logethl'r all total values. TM result is course of an advenlure normally earn no
the total XP the group eiilms. It should be • This applies only if the .. bility is not experience (one of th~ penaltift of dying),
divided among all of the group's surviVing already listed . you can allow a charader to earn some
players (including resurrected characters, if experience for acllons taken before he died,
t h~ OM willhes). For example, the player characters man- part1cularly if the charader died nobly,
age to defeat three orcs, a rust monster, and through no fault of his own, or at Ihe very
Table 31: CREATURE EXPERIENCE a green slime. Each orc is worth 1.5 XP. since end of Ihe adventure. In such a caSt', It iii
POINT VALUES they are one Hit Die each and have no spe- simpler to give tM characll'r a nat award
cial abilities. The rwl monstl'r is worth 420 Ihan to try to figure separate experience
Hit Diet or level XP Value XP. It has five Hit Dice but gains a bonus of 10la1s for those actions the character was
Less than 1 - 1 7 +2 for a special magical attack form (rust- involved in and those he was not .
1-1 101 IS ing equipment) . The grun slime is worth
1 +1to 2 3S 115 Xp, since its base two Hit Dice are A$ an option, the OM can "ward XP
2 + 1t03 65 increased by 3 for a special non-magical for the cash value of non-magical trea-
3+1104 120 attack fonn and immunity 10 most spells sures . One XP can be given per gold
4+ 1t05 175 and weapons. The player characters divvy piece, or equivalent. found . However,
5+1 to 6 up a tolal of 640 XP.
6+1107
7+l..t08
""
.20
650
Not all powers and abilities are listed on
Table 32 . When dealing with a powl'r not on
overuR of this oplion can inerea. the
tendfllcy to give out too much tnoasUft
in the .:ampalgn.
8+1 to 9 975 the list, either use the Spedal entries or com-
9+1 to 10+ 1,400 pare Ihe new power 10 one already defined.
11 to 12+ ',000 The other group award is thai earned for
13+ 2,000 + 1,000 per thecomplet.ion of an adventure. This award
additional Hit Die is determined by the OM, based on the
adventufl" s difficulty. There Is no 10nnu1a
to determine the sil.«' of this awa rd, since 100

47
T.Jble 34: INDMDUAl CLASS AWARDS Third. experience points should not be
Indlvldu.1 Experience aW;'If(:\ed when .J player is being abusive to
Aw.vds (Optional Rule) Artlo n Award others In the group or attempting to use his
abilities at the expense of others. Player char-
Individual expe- W.rrior: actt'rs should cooperate in order to succetd.
rience point aWilrds are glV1!n for thi ngs Per Hit Die of creature
a player does in play or things he has hil def..ted 10 XP/}evel
chaTilcter do: intelligent play is worth When to Award
experience; good role-pl3ying is worth Priesl: Experience Points
experience points; actions that fit the Per successful use of
group's style are worth vcperie-nce. A.s a general guide-
granted power IOOXP
Although SO~ of these awards ;lire Spells cast to further ethos line, experience points should be given at
100XPI the end of every gaming session. while Ihe
tied to abilities, Biving 01.11 these experi- spell level'
ence polnls is purely a discretionary act. Making potion or scroll XP value OM still ~members what everyone did. If
II is up to the OM to decide if iI player Making permanent Ihe awarding of experience poinls d delayed
character has e.. med Ihe award and, (or several sessions, until the end of a given
magic.aJ item.
within a given range. 10 determine Ihe x "" adventure. there is a chance the OM will
amount of the award. Thew awa rds are Whlllfd:
overlook or {orget whal the characters did
nonnally given at the end o( nch set- Spells CIIISI to oven::ome SOXP! in previous gaming sessions,
sion, bul this isn't a hard-and-fast rule- f~ or problems ipell ievel Despite this risk, it isn't iLIways practical to
the OM can award individ ual experience award experience immedialt.iy. If the: player-
Spells sucassfully 500 XPI
poinls any lime he ftels it is appropriate. researched spell level characters are still in the heart of the d~
Individual experience point awards Makin& polion or scroll when lhe gaming session ends. wail to award
XP value
are divided into two categories. First are Making permanent XP value points un til they return to the surface. The
awards all player characters can earn. magical item OM can nile that characters receive experi-
regardless of class . After these iue the f!nCe only when they have the opportunity 10
awa rds characters CiIIn earn according to rest and tell othel'S of their exploits. This
Rogue:
their character group and class. This in- Per successful UJI! of a means that characters collect experimct: when
forma tion is given on Tables 33 and 34 . special abilliy lhey return to their homes. stop al an inn, or
100 XP
Per gold piece value of the like. Since experience is. in part, increased
Table ll: COMMON lNDMDUAL trtasure obtained 2XP confidence and comprehension of their own
AWARDS Per H it Die of cre.Jtures abilities and events, lhe retelling 01 the tale
defeated (bard only) s XP boosts the ego of the characters, and this
Player has a clever idea 50-100 t~tes into experience.
Player has an idea that SOlVes • The priest character gains experience Sometimes. even this rule is nOI applica-
party 100-500 for those spells which, when cast . support ble. however. For example. the player char-
Player rol~plays his character the beliefs .Jnd attitudes of his myt hos. acten may be on a long journey through the
well" 100-200 Thus. a priesl of a woodland dei ty would desert and not see a settlement or friendly
Player encourages o thers to nol gain experience for using an etltfmgle soul for weeks on end. In iuch cases, experi-
participate 100-200 spell to trap a group 01 orcs who were al- ence can be awarded after the characten
Oefeatins a creature in lacking his party. since this has little to do have had time to renee! upon and analyu
single combal XP value! with the woodland!.. If the priest were to Iheir accomplishmenti . Thi, may be n
cn!alure use Ihe same spell 10 tr3p the samt orcs just short as overnight (for small experience
as they werea tlempting 10 ~I fire 10 lhefor- awards) or as long as several days.
· This award can be gn:ater if the play- As before. when deali ng with this silua-
er character sacrificn some game adva n- est. the characler would gain the bonus.
tion. it is easiest 10 .Jward the point5 at the
tage to role-play his character. A noble end of the gaming session . If. for wha tever
fighter who refuses a subst~ tlal reward When awarding individua l experience
poinls. be sure the usc wa rnnts the a ward . reason, the OM decides not to award expe-
bec.Juse it would not be in character rience poinls at the end of a gaming session.
qualifies. Make it clear 10 players that awards will
only be given fo r the significant use of an he should be sure to calculate and record
abililY or spell . "Significant use" is .defined the number of experience poinls each char-
by a combina tion of several d iffe rent acter should receive for the session and not
factors; rely on his memory.
First, there must be an obvious reason to
use the ability. A thief who simply climbs Effects of Experience
every wall he sees, hoping to pin tM expe-
rience award, does not meet this standard . The prowess of
Second . there must be significant danger. player characlers is measured in levels.
No chaTilcter should gel experlence for us- Levels are earned through the <lccumuJation
ing his powers on a helpless victim-a fight- of experience points. A separate ta ble for
er dGe'5 not gain experience for dubbing a
each character group (U\own in Chapter 3
sh.JckJed orc. A mage does nol gain experi- of the Players Handbook ) tells how many
ence for casting a house-cleaning cantrip . A experience points charilclers of that group
thief does gain experience for opening the need to attain each level.
lock on a merchant's counti ng house. since When a character eams enough operi-
il might be trapPfil or magical alarms might ence to altain the next level for his chilrilcter
be triggered. class. he immedialely gains several benefils

••
(unless Ihe optional rules for Iraining are pace Olnd a defini te feeli ng of progresJ. Each
used). The charactfl" gains an additional die leadung. Alternatively. the OM an . . OM and hi. pl;llyers will IIkl'ly Rttle into a
of hit poin ts (or iii set number of hit points at peNe with the die rolls and rule for each pace: that best suits their group, withoul
higher levels). These are added to both his player charactn". bDed on his knowl- even rI!:.illlizing iI .
CUl'Talt lolal and his maximum number of edae of that chlracter's pHSOnality. It is There is onl y one h.illrd and f.i1151 rule con-
hit points. The character mayor may not . .umed tlult all NPC tulars have suc- « rnlng adva ncement. Player characters
improve in othH abilities, Ind uding combat casfuIly paued theR checks. sh.ould never ..,dvana more than one level
and saving thro~, dependent upon his Second. the charKier must pay the tu- per time experience: i. awarded . If a gaming
character daSi . tor. Then! " no Wi amount for thit. The session ends ;tnd a character has I'.illmed
There may be limes when the OM feels tutor wUl cha. . whal he think. he can enoush o:perie:nce: points to advance Iwo
thai the charaders should not advan« in 8ft away with. bued on either greed or levels, the Oces.5 points are losl. The OM
level. pMtlcularly when they are in the mid- nputation . The oact COlli must be should give the charader enough uperie:nc:e
dle of an adven ture. U so, the OM should worked out between playw character to place him somewhefl!' between halfway
withhold any experience points they have and tutor, but an aVfl"age of )00 IP per and one point beJow the next highest level;
earned un til he feels the time is appropriate. level per week i. not uncommon . the exact choice is up 10 the OM. A charac-
This method will help to control the ad- FinaUy. the player character mU'1 ter should never be allowed to skip a level
va~ment 01 the player characters. IpI!:nd time in traIni,.,. The amount of entirely.
time required depmds an 1M iMtructor An average pace In an AD&D game cam-
and the student. First tUe the instruc- paign is considered to be three to six adven-
tor's Wi$dom M1d subt~ctlhiJ from 19. tures per level, with more lime per levII!'I as
Ji'A1nlng the characters re.illm higher levels. Howevl'r,
This i. the minimum number 01 week.
(0ptI0A0I a.le, the plaYI!:T charactl'r must spend in train- it i, possible to adva nce as quickly as one
Some OMs do ina; it taka hi' instructor this Ions to so level per adventure or as slowly as tm o r
not like the idra that a cha.racter can in- throush all the ln60ns and drilk. At the more adventures per level. The: OM should
stantly advance in I~I simply by ac- end 01 this time, thl' playw ~roJcter listen to his pioJyl'rs.
quiring enoush o:perimtt poinls. To makes an IntelJ.ismce or Wisdom check, II t.he players are enjoying thl'mst'lves a nd
tMir minds all improvement is auoci- whichever is highll!'r. aren't complain inS about "not gl'lling any-
ated with schoolln3. practice, and stud y, If the ch«k is sUCCftSfuI, the lessons where,~ then things are fine , II, on the other
Othen afSU'" that charKters are con- have bfta learned and the character can hand, they &rouse abou t how they never gel
stantly doina lhae thinp 10 increase advance in Ievl'l. If the check is failed, any better or the-y're quickly reaching the
thrir abillty so forma.llChooling is not re- the character must spend another Wft'k. highest levels in the game, the pace of ad·
quin!d. Either cue nYy lrue. and 10 an training. At tM II!'nd o( thia time. an- vancement probably needs 10 be adjusted.
some the former Jeftns more reaUsHc , other check is made, with a + 1 applied This, like much that deals with 3wOlrding ex-
Themo~, the OM rQy ch~ to re- to the character's lnlell~ or WWdom perien«, may not come to a OM immedi-
quire characten 10 Irain before Ihey in- ICO~ . lbt! rHUlu are the Mme .. above. ately. lei experience be you r guide.
creue in level. with each ~itional Wftk spent In train-
To lrain, a character must have ltuft ins givins another + 1 10 the character'.
lhinp. Finl, he must have a tutor or in- ability Kafl!', (This + 1 is for the purpoae
Itructor. This tutor mutt be 0( lhe Ame of determining the IUCCHi or failure of
cta. and hlgher kvel than the one the the: check only. It is not pII!'f1Ranl!:nt or re-
ch.vacter i5 training for. Thus, a 71h- corded.)
level fighler training for 8th-level mutt One obviOUI ruult of the training sys-
be laught by a 9th-levt'! (or higher) tem is the devl'lopmenl 01 dilfemtt acad-
fighter. The tutor must also know the ap- emia that JpeCiallH In t~inin& different
propmte thinst. Fi8htft"l specialized in iii CMractfl" daues. Bec::aU5e of their impor-
given wupon must lind a tutor abo spe- t.nce in the adventuring community,
cialized in that weapon . Mages Mdc.ing thne: acildemies can become quite pow_
10 study a pMlicular spell must find a tu- erful in lhe lives oIthl' player ch.arKten.
tor who knows thai speJl. A Ihief seekina: InYgine the diAstrous effect should OM
to improve his lockpkkina: must find a of thl' piayet' charKiers Or bioJclr.Iisted by
hlsher-level tutor more accomplished in his appropriale academy! Although the
lockpick1ng. OM . hould not abu. such power. the
Si~ not all charKiers are suited to player characters should tfl!'al such insti-
in.tructing others. any player character tutions with. cart' and rnp«t .
who attempts to Irain another mu.1
make boch a Wisdom chft;k and a Cha-
risma check . If the Wi5dam check I.
passed. lhe player character posse$5f!S Rate of Advancement
lhe patience and insight to nurtu~ Ihe
, tudmt . If lhe Charisma check is passed. The A06:o- game
is intentionally very nexible concerning
the c.haraclfl" also has the wit , firmness,
how slowly or quickly characters earn
and authOrity needed to impraa the les-
experience-in general, this is left to t.he dis-
sons on the student. 1£ ~ther che.::k it
cretion of the OM. Some players prefer a
failed, that Charact6 isclose, butluat not
game 01 slow advancement, allowing them
a teacher. If bOlh checks are failed , the
time to develop and oplore imaginary per_
chilracter hils absolutely no aptitude for
sonalities. Other players like a much faster

49
The ADko- IJOlme is ~n adventure game More ThAn Just H.c.k-.nd· SloUh
Initiative determines the order in which
designed to sive players ~ feeling of excite- lhings rn-ppen in a combat round. Uke so
ment ~nd d~nger. Char~ct~ b r~ve the As important as many things in the workl, initiative i. deter-
unknown perils of moldering dungeons .md fightins is tothe ADkDgame, it isn't the be- mined by a combination of ability, situa-
thom-<overed wilderness, facing off against all and end-aU of plilY. It', just one way lor tion, ~nd chance.
hideous moMten ~nd evil vi\l;lIins. Thus, it characten 10 d~al with situations. If charac- At the start of eKh round oi OIl battle:, an
I, important for all playen to know the ten could do nothins but fight , tM game in it~tive roll is made: by both sidet. This
basic /'\11ft for handllns combat . would quickly get boring--every encounter roll can be modified by the abilities of the
To create the proper lenle of danger and would be the IaTnC . Beause there is more to combatants and by the situation. The per-
excitement. the ruin for combat mUl t be the game than rightin&, we'll cover much son or side with the lower modi(~ die roll
thorough, but they must also be playable more than 'imple hack-and-slash combat In ads fitst .
and exciting enough to create ~ vivid pic· this chapter. Melee is any situation In which crn- r~c·
ture in the mi nds of the playen. Combat in In addition to explilining the basic tets are battling e,ach other hand-to-hand,
the AD&tD game hu 10 allow many differ- mechanics of hitlins and missing, there are whether with Fists, teeth, claws, , word"
ent actions and outcomes- as many as the rulH here for turning undead, special ways axes, piket, or something else:. Strength and
imag.ination can produce. Knowing that to attack and defend. poison, herok feats , Dexterity are valuable ~ in melee.
anything could happen next (bec~use the and mo re. Mln lle eomboll! Is defined as any ti me a
rules allow it) creatH excitement for every- weapon Is shot , thrown, hurled, kkked, or
one. otherwise propelled . Missile and mel~
Definitions combat have the lame basic rules, but there
Milny game terms are special 'ituations and modifiel'l tkat
Creating Vivid Combat are used throughout the comb;ilt rules. To
apply only to missile comlnt.
Savin, throws are mealures of a charac:·
Scenes undentand the /'\IIH, playen must unde: ....
ter's tftistance: to special typa of allacks-
stand thew terms. so brief Vtplanations
Since thl, Isn't a com- poisons, magic, and attacks tha t affect the
appear below . Further details are provided
bat game, the rules are not ultra-detailed. whole body or mind of the eharilder. The
throughout this chapter.
defining the Vt~ct effect of every blow, the ability to make .uccnsful wving throws
subtle differenCft between obscure weap- Armor CW.. lAO is the protective rilting
improvet as the charader increases in level.
of a type of armor. In sorne dreumstanCft,
ons, the location of every piece of armor on
AC Is modified by the amounl of protection Surprise: can rn-ppen any lime characters
the body, or the ho rrifying results of an unexpectedly met! anothrr group (monstcn,
gained or lost because of the charilcter'. situ·
adual ,word figh t . Too many rules slow evil knights.. pe.uants. etc.). Surprise Is simply
ation. For instantt, crouchins behind a
down play (laking away from 1M real what happens when one side-a pe:rIOI'\ or
boulder improves OIl character', Armor
adventure) and rHtrid Imagination. How party-is taken unaware!l, unable to react
Cia,.. while being attacked from behind
much (un Is it when a charl-cter, re~dy 10 try until they sather their wits. 1neir opponents,
worsens his AC.
.m ~muing and heroic de>ed, i, told, "You
AbilitiH and situation, can also affect a If unsurprisotd, are allowtd a bonus round of
can'l do Ihat becauM! iI's ilpinst the /'\IIH .~ action while the surprised characters necover.
character', Annor Class. High Dextuity
Players should be allowed 10 try what-
glvH a bonus to Armor Oass. for Vtample. It', entirely poMible for both sides in a given
ever they wanl--especially if wh;ilt they- situation to be surprised!
But even a character with a Dexterity bonus
w;il nt to try will ildd to the spirit o( Allacking with surprise: give bonuses to
can kave this bonus negated if he is ilttacked
adventure and excitement. Just remember the illtKk ro ll (lee Table 35). A surprised
that there I, a difference betWeft\ trying and from the rear.
Armor provides protection by reducing character also has a de:creued ch.1.na of
succeeding. rolling a succnsful laving throw, if one is
Ihe chance that a character is attacked sue-
To have the most fun playing 1M AD.D n«<i«l .
game, don't rely only on the Nlet . Uke 10 cnsfully (Olind suffers damage). Armor does
nOi absorb damage, it prevents it . A fighter Surprise: is determined by a die roll ilnd is
much in a good role-playing adventure, normally checked at the beginning of an
combat i,;iI drilma, a st;ilged play. The DM i. in full plate mail may be a slow·movlng tar-
get, but penetrating his armor to Ciluse any encounter. Surprise: Is very unpredictable,
both the playwright and the director. creat- so there are very few modifiers to the roll.
ing a lheatrical combat. If a charilCter wants damage Is no small taslr: .
Armor ClaY Is measured on ~ Kale (rom THACO is an acronym lor "To Hit Armor
to try wrestling a .torm giant to the ground, Class O.~ This is lhe number a charilCter,
10. the worst (no armor), to -10, the bett
let him; a charilcter who triet leaping from a NPC, or monster needs to attack an Armor
second noor window onlo Ihe back of a (very powerful magical armors). TlI.low.r
th, /lumber. ,h, trior, ,ffective th, ontlor. Oass 0 target successfully. THACO depends
passing ore i, addins to everyone', fun . on a chaf'ilcter', group and level or a mon-
The trick to making combat vivid i, 10 be Shields cOlIn also improve the AC of a char-
acter (_ page 75 In the PlAyers HAnd- ster', Hit Dice (see Table:s37-J.9 on page 53) .
less conttmed with the ruin than with whal book) . The THACa number can be u~ to calcu-
is happening at each i nst~n t 01 play. If com- late the number needed to hit any Armor
bat is only ") hit . I mba. I hit OIIgain,~ then Damage (0 ) 15 what happens to a charac-
ter wMn an opponent attacks him success- Class . THACa I, refigured each lime a cha....
something is missina. Combats shouJd be acter incre,ases In level. U'ing THACO
mor~ like, ~One ort: ducb under the table
fully. Dilmage can also occur as a result of
poison, fire . falling , add, and anyt hing speed, the play of combat greatly.
jabbing OIIt your I~ with his sword, T he
other tria to make a nying tackle, but even remotely dang1!'rous in the real workl .
misses and sprawls to the Ooor in the middle DOImage from most attacks is measured in The Attack Roll
of the party l~ Thi' t1lkes dncription, lim- hi' poin,s. E.ch time: a character is hit. he
,uifenpoinl' of dam;ilge. It could be as little At the heart of the
ing, strategy, humor, and (perhOll.,. most combat .ystem lithe attack roll. Thi. Is the
Import;ilnt of all) knowing when to use the as 1 poinl to a. many 0111 80 or more. These
points are subtracted from the ern-racter', die roll that determines whether an allack
rules and when to bend them. suC'Cftds or fails . The numbft' a playe,r needs
curnnt hit point total. When thi' ruches 0,
the character i, de;ild . in order to make a sUCCHSiul allad: roll il
also called the Hto-hit" number.

51
A n ack rolls a~ used for attacks with S tre nst h M odjJl~": A chiuacter'l
IWords, bows, rocks, and OtM ~ilPON , as Strength can modify the die roll, ilJterina
w~1I <IS blows from filt •• t..clding. ilnd otMr both the chana to hit and the damage We.pon Type "s. Armor
h.and·lo-hand attackl. AtlilCk rolls ar~ also Citused. This modifier Is alwaY' applitd to Modifiers
IHed to resolv~ a variety 01 actioN lhat melees and altilcks with hu rltd miuile (Opt........... )
~uin aa:urilCY (~ . 8 ., In.rowil\& a rock at a weapons (a spear or an axe).
smaJl larget or t05ling a IwOrd to a p;IIrty A positive Strength modifier can be Not all weapons perlonn the same, If
mmlber in the micklJ~ of a fight) . ilpplied to bows if the character hilS a special they did, thert would be no need for the
bow made for him, designed to take advan- wide variety of weapons thilt exists,
t.age or his high Strength. CharactCl'l with Only one fonn of e;ac:h weilpon·type, the
Aaurtna the To-Hit Number Strength pcnalt ~ always lurfer them when most useful one, would be used through·
USing a bow weapon. They simply an no! out the world. This is obviously not the
Th ~ flnt s t ~p in
able to draw back the bowstrina far enough . cue.
making an il ltack roll is to fi nd t h~ nu mber Aside from the diHcrm«s in sw,
Cha rilctm never have S tr~&th modifiers
Rftded to hit the target . Sublract tile A rmor weight, length, and shape, certain types
w h~ using crossbows-the power of the
Clan of tile target fro m the attacker's of weapons all! more L15eful as.a hut some
shot is imparted by it machine, nOl the play·
THACO. (Remember that if the Armor types of annor than others. Indeed, the
er character.
aa" i, a nrsa tive number, you add It to I h~ dillennt armors ilnd weilpons oC the
attacker', THACo.) T he characler has to MaJical ltems: The magical properties of
a weapon can illso modify combat. Items wo rld ilre the result of an andent arms
roll ihe resulting nu mber, or higher, on ld20 raa. Eve:ry new wt'apon led to thrdeveJ-
that impart a bonus to the attack roll o r
to h it tM target. opment oE a new type of armor designed
Armor Clilss are Ide ntified by a plus li8l1.
Hllr~ 's a simple example: Rath has For t'XiI mple, a sword + 1 improves a char- to coun ter it. This led to new weapons,
r~ached 7th Inllll AS a flg htrr. HiJ THACO iJ acter's chance to hit by Olle. A suit of chul'" which led 10 new annor, ~d so on.
14 (/ound on TabJ.J8) , m Nn/ng h. ne~ru to mail ... 1 improves the Armor CI.au of the
roll a 14 or #Wtle r to hit a eMracur or crtQ·
tu,. of Annor Class O. In combat, Rath.
character by one (which mum you subtract
one from tM character'l AC, chanslng iln
The: V.utous Types o' Weapons
attacking an are UWfIring chainmail armor ACoE 5 to an AC of 'I, Eor example). CutHd In the ADa.o-
(Ae 6), nnds to roll un 3 (14 -6 • 8} to hil [tems have iI negative modifier (a ~lty), g.arne, wupons fall into several catego-
the ore, An 8 or high~r on 1d20 will hit the faulting in a IL1bt~ction from the attilck ries, baJed on how they a~ used. The
orc. 1/ Rath hib, h. rolls Ih. approprlat. roll or an addition to Annor CI. .. three basic c.alegories aA! slashing. pierc-
die. (_ Tabl• .,., irl Ih. PI.~r's Handbook) There is no limit to the nu mber of modi· ing. and bludgeonin&.
to del.nnin. how much damag. h. inflicts. fien that c.an be applied to a slng~ die roll . SI...hlnl weapo nl include Iwords,
Nor is there a limit to the positive or nep· axes. and knives. Oilmage is caused by
live nu mber {the lolill of all modifiers} that the combinatio n 01 wdsht , muscle, and
Modifiers to the Attuk loll c~ be applied to a die roll. a good sharp~ .
Table 3S lists some . ,andilrd combat mod· P(erclns wea po nl (some swords,
The example above &pCiln, pikes, arrows. javelins, etc,) rely
is qui te simple- in a typical AD&coe game ilien:. Positive numbel'1 are bonUIH for the
a ttacker: negative numbel'l ilre penalUes. on the pen d~ting power of iI ling.le
combat situiltion, THACO Is modified by !harp point ilnd much less on the weight
weapon bonusn, Stff:ngth. bonuses, and the of the weapon.
Table 35: COMBAT MO DIFIERS
like. Figure S!nngth and weilpon modifiers, Bludsconlnl wU pDn' (m.acn, ham·
l ub trac! the total from the base THACO, Attl ck Roll mer" and £laib) depend almost entirely
and record this modified THACO fo r eilch Situation Modiller on 1M impact caused by weight and mus-
weapon on the character sheeL Subtract the Attacker on highn ground +1 cle.
tarset's Armor ClaSS from this modified Od'ender invisi bl~ -4 A few weapons, particularly lOme of
THACO w hen de termining the n umbe r Defender off-balantt +2 the mOA! exotic pole arms, hll into more
needed to attack IUcassiuJl y. Ddender sleeping or held Automatic·
Dd'ender Itunnro o r prone +. than one oE thest: categories. A halberd
Here's .hesume uRmple, wi,h some com·
mon modifiers thrown il1: Ra, h u .till« 7,h·
t.v.I flgh t.,. HII Iuu « StrCl'll lh of 18/ 80
(which giws him « ... 2 bonus 10 his attack
Dclmder surpri.5ed
MiWle (ire, long range
Missile fire, medium range
Rf:;u aUadc
-.
+1

-2
+2
can be used a, a pole-ax:e (a sJilShing
weapon) or as a short pike (a piercins
weil.pon), The vers.atiltty 0( theR wup-
ons provides the use r with a comNt
advantilSf!, in Ihat the modr most filvor·
roll). Htl /ighls wi.h a long .word ... 1. HiJ able to the aUilc:ker an be used. depend·
· ,l the: defender b; attiICked during the
T HACO is 14, modified 10 12 byhiJ Slrtlngth ina upon the situation .
«l1d to 11 by hiJ tw«pon. If Rllacleitlg the ore course of iI norm.al melee, the attack auto-
miltic.ally hits ~d causes normal damage. If N. twaJ _ apoM can iIlso be classified
fro tn thtl Hrlier uam"I• • R«th lDOuid how
no other fighting is soing 011 Ii.e. , illi others according to thOr all;ac:k type. Claws a.re
10 roll« 5 or higher on 11120 in ordilr to hit
have been slain or driven oil), the dcf~ slilthing weaponi; a bite pierces; a tail·
(11-6-5). Alain, Tab/. 44 in th. Player's
H.andbook would ,,11 him how much dam- can be slain automatically. atl;ac:k bludaroNi. The OM must decide
whkh is most appropriate to the ~ature
ag. hll inflicts with hu WflIPOtl (Ihis in/or- The OM may ill$o Ihrow in situational ilnd metkod of attack.
mation should al.o b. writt,n 0" his modiflel'1. (e.g., a bonus if the target is
Cha11lctllr Ihft!). Annor Iypn, In turn, Nve diHerent
Jtruc:k from behind, or a penalty if the largft qualities. Field plate is mon effective,
In combat. many factOrl a n modify the Is crouching behind a boulder). If the final, overall, than other armors by virtue of
number a cha.racter need. for a l uC«l5fu1 modified die roll on ld20 is equill to or the amount OUId thlc~ of the metill,
hit. These. variables art rtflltCltd in modi· greater than the number needed to hit the but It still hils specific weaknesses against
flers to the to-hit num ber or to the allack t.argd, the attack IUcceeds. If the roll is
roll. certain cI.uses of weapons,
lower than that n~, the ilttilck fa il • .

51
a 5th level cleric would have it THACO 01
Table J6 lisll Ihe we:OIIpon vs. OIInnor CalculatIng THACO 18. A rogue (a thid' or bard) improves one
modifirrs applied to the: attOllcku', To make an attack point every two levels-~ 17\h-l"el rogue
THACO, ir this optionalJYstem i, used. roll. the: ~racte:r's ll-!ACO ml.l5l be known. would have a THACO of 12. Table 38 lists
To UW' this 100ble. Ihe actual annor Iype Thls dtpmds on the group and level, if the at- the T HACO number of eOlch grou p al each
of Iht- tOilrget must be known. ",ot tM tar- tiKk~ it; a player character or Nrc, or the Hit level .
get', Armor Class. The bo",UHS of magi- ~ if the atlacUr.ls a ~~or an animaJ . Creatures do not hOIve character ClalSn
cal Olnnor do not change 1M type of All l.sI.-"tvd char.tcters have: lliACOI of 20, and level,. $0 they a lculate THACOs differ-
Olnnor, only the final Armor OOliH. regardless ol cIaS5. entl y, bOlSlng it on the Hit Dier 01 the crea-
T his S)'I11ml is used o",ly wMn allOlck- For a cha.rOllCIer of level I through level ture. Table: 39 lists the THACO number for
ingCTtatutft In annor. The mooifierf art 20, consult Table 38. This table IislS 1M monsters having various numbers of Hit
not u~ when attacking creatures with a THACO number of each group through Ditt. When a creature has tkIft or more
nalural Armor Cla." . 20th level. so players don'l have 10 perform points added to its Hit Dice, count anothff
afl Y calculations. die when consulting the table.
T. bLe 36: WEAPON TYPE VS. For a character higher than 20th level,
ARMOR MODIFIERS Ta ble 37: TIlACo ADVANCEMENT
fi nd the Improvement Rate for Ihe charac-
tu', group il\ Table 37 . There you'll find the Improve ment Rale
Annor T ype SI•• h Piert':t' Biudg. number of levtls a charaClt r must adva nce G roup Points/Level
Banded mall +2 0 +1 10 reduce his THACO by 1 (or more) points. Priest 2/ 3
Brigandine +1 +1 0 Calculatt' the charactt' r's THACO accordlns Rogue 172
Chain mOli1' +2 0 -2
Field plate +3 +1 0
to his level. A priest, forcxample, improves
by two for every thl'ft Itvel. he advilnca-
W.,nor
Wiurd
-----,11/1"73
Full plale +, +3 0
uather armor" 0 - 2 0
Plale rNlii +3 0 0 Table 38: CALCULATED THACOS

,. ,..
Ring fm1IiI +1 +1 0
Scale mail 0 +1 0
, , •, •• Level

,20 18 18 ,. ,. I'
,.
Splint lNIiI 0 +1 +2 Group 1 2 J 10 11 12 IJ 14 15
Studded leather +2 +1 0 Priest 20 20
Rogue 20 20 19 18 18 17
""
14 14
16 15 15""
12 12
14
• Inclucks bronze p];lIIe rNlil
• • Includes padded annor and hlMi
Warrior
Wizard
20 17 -'6 15 "' 4 13 2 11 10
20 20 20 19 19 19 18 18 18 17 I " 17 • I.• 16

Til b l~ 39: CREATURE T HACO


Impossible To-Hit Numbers
Hil Dice'
SomelilTl6 the 011- 'h o r less 1~ 1 + 2+ 3 + 4 + 5+ 6+ 7+ 8+ 9+ 10+11+12+13+14 + 15+16+
tacker'. Io-hil nu mber 5eems Impossible to 20 20 19 .19 17 17 15 15 13 13 ]) 9 755
roll. An attack may be so difficult it re-
quires OIl. roll grnter tha n 20 (on a 20-sidKJ
die!), or so ridiculously easy it can be made
on a roll less th.. n 1. In both cases, iU \ attack Combat and Encounter. inteMive actions in which time Is Impor-
roll is still requi redl tant).
The reason is . imple: With positive die Encounters are the A round is ap proximately one. mi nute
roll modifiers (for mOligic. Strens th. SitUOll- hea rt of the AD&-O- game. Since encount- long. Ten combat rounds equal a turn (or,
tion. or whatev~) , a number greater than ers wit h monsters and NPCJ oft en lead to put another way, a tum equals 10 minutes
20 can be roUed. likewise. die roll penalties combat, an understanding of what happens of game ti me). This is pa.rticularly impor-
can push the attack roll below O. during ballies is vilal for everyone. There tant to remember for spells that last for
No maHu what nu mber OIl. character are stveral £~lo" the OM w ill consider In turns. rather than rounds.
nMs to hit, a roll of 20 is always coMid· any combat, most of which .. rise. from the But these a re just Ol pp rox im~ l io n '­
ered a hit .. nd a roll oi 1 i, always a min. circumstances of the mcountt'r. Is anyone precise. time measuremmll are im j>OWble
unless the OM rulH oth_ise. U~r most surp rised7 How fa r apilrt are the oppo- to make in combat. An action that might be
circumstOlnca. a n.atur~120 hits ~nd a n~tu­ nents7 How many 01 them OIIte there? An- ridiculously eOll'y under nOTl'fia.1 circum-
rOll 1 misses. regardlH5 oE ~ n y modifl~ ~p­ swers to these ques tions a re fou nd In stilnca could become an undm~klng 01
plied to the die roll. Chapter 11 : Encoul1tt'n. These are qut'S- truly heroic sale when attempled in the
Thu" nm if • Ch..rOlcttr'S chantt to hit OIl lions common to all mcounteH, whf!lher middle of a furious, chaotic battle..
monsler is 2J ~nd the ch~r.lCler h~s ~ - 3 combat occurs or not . Ifm1Igint the simple act of imbibing a heal-
~ lt y ~pplied to the die roll, he might be ing potion . Fint. a cha.J"illcte.r decides to
~ble to score ~ hit-but o nly if the die roll i. The Combat Round drink the pot.ion before retiri ng for the
a 20 before ~ n y modifiers are applied. like-- night. All he hOIs to do is get it out of his
wise, ~ charolcter olble to hit a mon, ter on a II an encounler es- bOilckpOlCk, uncork it . ilnd drink the con-
3 or better. waving a swora + 4. cou ld still calates into a combat situation. the ti me lents . No problem.
miss if ,,115 rolled on thll' die. scale of the game automatically goes 10 Now imagine the. .w.rTIt' thing in the: middk
The-re are no s:ute things. good or bad. in rOU/las (also called melee rounds or combat of a fight. The potion is safely Slowed in the
the unpredictable chaos of combat situaGons. rounds). Rounds are used to measure the character's backpack. First. he takes stock ol
actions of chOliraclers in combat (or other the situation 10 see. if an yone else can

5.
get the potion out for him, but. I\ot wrpria- • Utoe a ~ical item Spells to be cast must a.lto be announced at
i"31y, everyone i. rathu busy. So, sword in • Move to the limit of hi, mo vement rale this time and CilnnOI be dIanaed once the ini-
one hand, he . hrup one strap of the padt • AHempt 10 open a sluck or secrel door tiative die i, rolled. In any IituaUon where.lhe.
off his.houlder. Then, just ill Iwo ora leap • Bind a charaC1er', woundJ: abilities 01 a character could make a diff~
toward him, the other .trap thre;slenJ to . Iip • Search a body era, a clear detoiptton must be liven.
down, entangling his sword arm. Already • tbmmer in a spike Before movin& on, the OM will make sure
the loose strap keeps him from fully using • Recover a dropp«! weapon he has a dear idea of not only what the player
his shield. char.K:tm: are doing. but ;slso what actions
There art' also adions tha t take a negligi-
Holding tJw shield as best as pc.aible in any himinp and hmc:bmen aft taking. Oncr
ble amount 01 lime, things 1M character
front of him, he tcrambles IMckward to
does without affecting his ability to perform he has a dear view 01 ~ that'. likely
avokt the monsteR' fim wild .wlnp. He ;s more important task. Examples of these to happen. the OM ciln overrule In)'
~ PUlhed back • frw more fed when • ~ action that violates the ruJet (or in
include the following :
comp.mion shoulders past to block their the case of an NPC. is out 01 charaaer).
;sdvance. Hi. comp;snion bought him a linle • Shout warnings. brief i"'tOldio"" or He is not tequired to overrule an ImpGS-
time, 10 he kneels.. iaysdown hi••wo rd, and ~ands forsurren~, butnotcon v~ · siblt:: action, but he can let a charilCler
slips the b;sckp;sck all the w;sy off. Hearing a lions when a rt'pJy I, expected. attempt It anyway, knowing full well the
wild cry, he inatlnctively swinglll his mleld • Change weapons by dropping one and chariillcttT cannot succeed . It Is nOllhe OM's
up just In time to ward off a g);sncing blow, drawing another. position to adviM pl;syers on the best strate-
Rurnmaslng through the pack. he finally • lliop excess equipment . l uch as back- gin. most Intelligent actions. or optimum
lindsthe potion, pulls it out . and, huddling pKb. Jan terns, or ton=hes. maMuvers for lhelt ch;sracters.
behind hit. shield, works the cork free. Just I.ni tiatlve: In Ihe third . tep, dice Ire rolled
then there Is a flash of name all around to determine initiative. according to the
him- ;s fireb&ll ! He grits his t ~th against The Combat Sequence rules for initiative (next pa.ge).
the heat , shock, and pain ;md tries to In real life, combat Resol ution: In the 1a51 step, Pes. NPCs.
remrmber not to crush or spill the potion Is one of the closest things to pure anarchy. and monsters make their i1nade.. spe.lIs
vial . Blling: b;sck tk.! pain of the fl;s mes, he Is Each side is attempting to harm the olher, occur. and any other actiona are resolved
relieved to lee the potion is .till intaC1 . essential.i y c.us!n, disorder and chaos. ;according 10 the order of initiative.
Quidly. he gulps it down, ~aims hit ThUl combats are filled with unknowns- The above sequence is not immulable.
sword. kic:b his backpKk out 01 the way. and unplanned evenlJ. failed attacks, iack of Indeed, .some monsters violate the . tandard
runs back up to the front 11M. In game terms, communication, and genual confusion and sequ~n«. and lOme situationl dto:mand lhe
the character withdrew. wu miJMd by one uncertainty. However, 10 playa battlt: in lhe Ipplication of common sense. In these c:aHI
attacker, made a sucassful savin8 throw vs. game, it is necessary to impow some order the OM's word is fina l.
spell (from the firtbotll). drank a potion, and o n the aC1ioru; that o«ur. Within a combat
Her.'5 QI1 uQmplft of thlt combat Mqultnu
WitS ready for combat the neKt round. round. lhere is a set series of steps thai must
be fo llowed. These slep5 art':
in Qction: RQth d lft'UJing a !'(Jrty through
Ih, corridors of a dungvan . Right luhind
Wh.\t You un 00 In One lound l. The OM decides what aC1 ions the him Arlt RUPftrt and O,/u"orQ. Round.ng Q
mo nsters or NPCs will take. including lund. Ihlty Hit a group of orcs Qnd trolb
Whatever the pre-
dM! length of a cOffiNt round, a charaC1er
casting spells (if any). about 20 feftt ~,y. No onlt d surprised boY
2. 1ne players indica te what their char- thft encounlftr.
can accomplish o nly one Nsic aclion in thai
round, be it making an attack, casting a
acters will do. including casting spells The DM has IIolftS telling him Ihat the
(if any) . orcs Qrft hesitQ"'. Hit secretly decides Ihul
.pell. drinking ;s pol ion. or lending to a
3. Initiative is determined. Ihlty will full back and leI the lrolh fight.
fallen comrade. The basic aC1ion, however,
may Invoh.e teverallesser i1C1ions. 4. Attacks.re made In order of initiative . Th. Irolfs. libl. to tlgtm,flitft. ur. nRturalJy
ovftrconlidllnt and Slftpforward to Ihlt front
When making an aHilck. a characler Is
likely to dose with his opponent, d rde for
These steps are followed until the combat
ends- eitht'!' one side is defeated. surren- rAllk (cursing th. orcs At ,h.
um. tim.) Imd
prftpure to Ruack. Tumi,.g to th. pla,y.rs.
an openin" feint here. ~b thert'. block a ders, or runs away.
thrust. leap back. and perhaps finally make thft DM asb. -What are you Boin8 to do r
NPC/Mo nsler lRtermln.Uon: In the first
a telling blow. A 5pelkaster ma y fumble (or step, the OM M!Crt'Ily decides in gmerill Harry (playing RRth , a dWQr( who IuItft
his componenlJ, dodge an attacker. mental- terms what each opponent will dO-ilttack. ora): HOrcsl_CHARGElH
ly review the step5 of the .pel!, intone Ihe n~, or cast a spell He does not announa Anne (playing D.lunora thlt Magft) : HUh_
spell. and then move to .s.afety wMn it is ;sll hb decisions to the players. If a 5pe1l is 10 be what /1 Wllit - don 't do that ... 1 was
dont:. It has alrt'ady been shown what cast, lhe OM picks Ihe spell belore the plilY- going to ... now I can ', USIl a Ilr.IMI/ ,"
drink.lng a potion might entail. All of thne ers anno unce their characters' actions. OM: "Rath is charging fOMSHlrd. Quick-
thi ngs might happen In a bit Jess Ihan a min- PJ.yer Determi na tion: Next, the playt::n. w lul! Ar. you doin8 r
ute or a bit mort'. but the standard I, one give a general Indication of what their char- Jon (plAying Rupert. thll hail-eli, to Annlt):
minute and OM action to the round. aC1ers art' pl;snning 10 do. Thl, does nol "Clu t a IP.lII (To DM) Carl J firlt my bow
So~ examples of the actions a charKtt:r have to be perfectly pnrise and can be ov.r him r
an a«omplish Indude t.he folJowins ; changed somewhat, If lhe OM decides that OM: "S ... rft. h.s short.-
drcu mstancn w.trant . Jon : HOK, 1'1I1hoo, at ora.-
• Make an attack (make ;sll;sck roll. up to
the max.imum number allowN the char- Lf lhe characters art battlirog goblins. a DM: HAnnlt. tell me whRt Dllullora s doing
actcr c1a.w at a given level) player can say. "My fiShttT will altack~ or I h.·/IIOH tI,. round tryi,.g to makl! up
• Ca,t one spell (if the casting time is OM without having to announce which goblin hltr m ind/ -
round or less)
he will stme. Ulhe ch;sracters are baltling iI Allnlt: -Got itl- Acid atrowlpell at ,h. lead
mixed group of goblina and ogtH, the play- troll.-
• Drink a potion
er has to stale whether his character is OM : ~Fille. Ha rry, Rath d in Iroll' , Roll lor
• lIghl a torch attackina goblins or ogres. i" itiutive."
54
Everyone il\ the party who will be cha'le artd so thll - 2 to rllCllivlI charsll is not
Inltlatl"e involved in the round's action must qualify Ll$f!d.)
The Initiative roll for the: modifier. For example. all members Harry. rom'l8 lor the ployllr charlleten,
ooennina who ad. Fint in any given corn- of a party must be on highet' ground thiln Sills a 70rt A Io.sideddifl. Thll OM rolJsa 10.
Nt round. Inltiativ!! II not ad. but changes Ihe opposition in order to get the hi&,Mr The plaYl!r charae'lIrs, havirtg thl! lOUldt
fTom round to round tcomblll being an ground modifier. 1M OM will probably ask number. act lint.
uncertlllin thing. .. t best) . A character nenr ~aeh play~r whet'C! his ehatOlctet' is slanding Dlllu"ora$ acid Arrow strikes Ortll of thll
knows Eor certain if he will get to act before in order to clarify this. trolls jlJlt aJ Rath takes a swirtg ut thll lust of
another. The side wilh the lowat modified roll on the flel!ing orcs. A bowsho' from RUPIlrt
Initiative is normally determined with ill IdlO h<15 the il\itlative and ilcb (int. . drops unoln.r Ortll of Ihe creuturn IU jt t"kes
,Ingle roll for each side in a conflict. Thts il$ position In the second rank. Now the
Continuing thl! upmplll AbOV*, thl! OM
tells wh~her all lhe nwmbcn of the group d«idn thAt onl! initiatiw roll is • •4/icinlt
"' onstefl' .trike back.
~t 10 act before or alter those of the other The orcs manuSII to firtish forming their
for ".cll group ,md rtO modifUrs ",.. rtuded
skle(.). line. Enraged by th' add, th e leAd troll teurs
for eitMr group. (Although RAlh is chArg.
There are also two optional methods lhal into Rath, hurtirtg him lnuJly. The othet'S
ing. the orcs "rtd trolls IIT1l too busy rN,...
can be used to determine initiative. Each of rA"S{rtS th eir Iirtf!$ to be set to rflClliw his
swarm arou"d hi"" attempti,.g to teAr him
these optional method. breakt the group limb Irom limb.
action down into more individual initia·
tives. Howevu, Ihe general method or
determining initiative remains the wme in Table 41: O PTIONAL MO DifiERS 10 INI11AJ1VE (see p,se 56)
all uses.
Spedfk SIt U.1ltJ~O~
"m..._ _ _ _ Modifier
AHaCkliii: witt! w.apon We.pon ._-,,- -
St.nd.ud Inld.tlve rroc.e:dure 8roth wupon +1
To determine Ihe CastinS ill ~11 ::-.~~::-_-,c..t"""........
Cre.1ltur~ si2:e (Monslers attacking
initiative order for a round of comb.at , roll
IdlO for eillch side in lhe baltle. Normally, with "arurill weapons only) ·
Ihil means 1M OM rolls for tM monstcri (or Tiny o
NPCt). while one of the pla)'ft'S rolls for the S~U +3
PC p;trty. Low rolf wins iniriative. If mo~ Medium +3
I~n two skies are involved in combat. the
rem.alning sides ael In ascmding ordt!r of
:t....- ---
Carpntuan
+6
+9
+12 _________
Initiative.

..
+ 3
~ ~

If both (or all) ,Id" rolllh~ sa~ number Inn.1lte ~II .1Ibilit)'
for I nllialiv~ , ~verylhing happe.ns lim· Mqial Items ··
ullaoeously-all attD rolls, damagt, 5pel1s. M~UaneoI.lSMiisk +3
wei odler" actions are comp\ettd bUon:: Uly
I$IIIS ~ applitd. It is poMible for a mage to Ring +3
~ win by plins who collapse from hissl«p Rod> +1
Saou Casting time of SJ?f:1I
spell at I~ end of the round.
stav~ ____________ +3'____ +,
Will\d
, This applies only to creatures fighting with natutOll weapon-claws. bites, etc. Creatures
SiluOllional (aelors using weaponry uw the speed factor of the weapon, regardless of the cre;ature', siu.
an aUm who has Initiat ive. To rftItct this, •• Use the Inltbtive modifief' listed unlHf the: item description says otherw~.
modifiers are added 10 or subtracted from
the: Initiative di~ roll.

Table.a: STANDARD MO DIFIERS


10 INITIATIVE
Specific Situa tio n
Hasled
Slowed
-,+,
Modifier

-1
On hlgMr &round
Set to receive a ehars~ -,+,
Wading or slippery footing
Wad ina in deep water +.
Walling (see p.
Foreign environment'

112 In PH)
+6
Hindered (tangled. climbing. h~ld ) + 3
+1

• This applies 10 sltuatkms in which the par·


ty is in a completely diffCf'm1 environment
(swimrn1ng undftwatft' without the aid ol a
ring of (rN movnnmtt, for example).

55
Group Intt'-'tlve Nath J5 using a mUcellallllolU magical £rllmplll: In the third round of com-
(Opc:t0fWl1 lul~ )
dem (modi".,. + J). His modi/iM illilia' bul, the OM derides to u$(' ,,,diuidulIl
tiue i5 9 (6 + J • 9). {nitilltlves. &lch dUlracler is Inuolued In
Some p<epIo .... Rupert lS willg a Nslard sword + 1 his own fighl Ilnd the,., arm', too mllny
lieYe lhal usinM a single lnitiallve roll for with two haneu (Wf!llpon ,~ed 1 imtelld to deal with. Cut off lrom retrerlll by
everyone on the so.fTW tide is 100 urv&l. of B becaWlll' of the + J). HiJ modi/ied fallm rock. 'her trolls Qttack. Thll OM
tic. it ii, acimilt«lly, • simplification, a inilialivtt is 13 (6 + 7 - JJ). Q5b: ther play.." Ihrir intmlloru.
woay to keep down the number of die rolls ~lunora it rlUting a sprll (haste
spell, rasang timll J). Her modified ini· HQrry: ~Hi' him with my hammer ... 4/"
nquired in a singk: round, allowing for
Rupert: ~Chop hIm up."
much faster combat . H~, the actions tiarive;, th .. SQmtt AS Rath's, 9,
Anne (nOlD In S4!riow troubler) , ~Cast Q
of diffemtl char~, lhe types 01 we<lp- Th. IrolIs arll attacking with Iher;,.
claws lind bites (llIrge rrealura attack- burning hands spell.-
ons they ust', and the situation CiIIn all be
fact0t'5 in dctermining initiative. in8 with nuturlll weapon' + 6). Thttlr Ear" characte,. or monster now rolls
Using this optional method, one Inl· mod{fiild {nitiative is 11 (5 + 6 • 11). JdIO. Tile rolls and modifjf'd rt!$ull, are;
tiatlve die roll Is 11111 made (or each side Tile orcs are using 10"8 swords (weap- Ratll rolls a 2 and IS attacking w;,h his
in the fight. However. man:! modifiers all ,pud 5), Tlleir modified j"illOtivllis hammer (tooaPOn speed 0 i,.,te'lli 01 4
an! applied to this roll. according to the 10 (5 + S - 10). due to +4J Jmd is hU5ted (-2). so his
actions of Individual characte rs. Thtse A/ter all modilied {"it;atiVII5 arer lig. modified iuitiatiVIl is O.
modifiers art' listed on Table 41. ured. the rombat ro.md gOilS us follow, : Rlllh's troll ro/" a 1 Jmd is a""cking
Some of the modif'erJ d~d on abili- Of'/S4!nora (initiative 9) rompletes her with n"tural toe"PO'" (+6 modifillr) for
Iy. spell, and weapon . Characters CiIIoSI- ,pell at the same timer that Rath (9) a,olalof7(1 + 6 - 7).
Ing 5pt'.lls (but nol monsters wing ,nnale brinlV the house dawn on th. ora with Rupert rolls a 2 and h_ a WIIapon
abihlift) mUll add tM ~Ucasting lime his hom of bia5ting. .peed of 7 lI"d;, hllSted (- 2) lor a modi·
10 lhe die roll. Characters allacking with Tile orcs (jnitiatiue 10) would hllver li~d i"il~tlv(! 0/7 (2 + 7 -2 - 7).
weapons add the weapons' ~ r..ctOI'$ gO,11I nut, but "II 01 thllm haw hem Rupert's troll rol/:! a 5 and mOOI{l1l5
10 lhe die roll (sec pp 6&-69 PHB). All cn.ahed under falling rorle. thuby +6!orllnIl (S'" 6 - II) .
other modifiers are applied attording to The thrH trolu (imtUlliur IlJ lire un· ChfJeno(JJ is very unlucky and rolls a
each individual'. silu<ltion. fa~ed Q"d IIttarle, on. al Rarh find lhe 9, Sincil ,he is rGSling a ~pltll , ~ht gainS
Olher hoo springing fOrw4rd. hilling rIO bern_fit Irom the haste sPflll this
wmplf!: In thf! Rcond rolllld 01 the
combal, thltOM df!cides to U$I' thlt modi-
Delslmora and missing Rupllrt. round. Sh.. has a c~tin8 timl of J for a
fied group in{tja'iw. Ralh is . urrounded
Finally, Rupltrt (initiatiue JJ) ,'rilellS lotalof JO (9 + 1 - 10) .
back. He moued too ,lowly to blocle one The troll fightin8 Ch~nora IS very
by trolls and no' in thll but 01 health.
troll's poth to OelRnora, but mll"agllS /0 quirk and rolls a 1. modified to 7 (1 ... 6
The rat of ,htt party hili ytt! 10 doH' wilh
cut off thll second. Things loole very - 7.)
Ihl1 monsters.
Thll OM (Icades that one troll will
gnm lor tl.er playerr characters, The ordlr of attackJ U: Rath (Jnd~·
continue attack"'8 Rldh , unlh Ihll help of tive 0) ,tnka with his hammer. RUpI!r1
tile ora, willie ,hll other trolls mover to and thll two tro/lJ (attacking RIlth "rid
blork rei"lorremllnts. In parl{c:.I<lar, tile Delserlora, all illitilltivfI 7) attack imnllt-
troll burmld by thf' udd arrow u looking dialft/y after. Rupert hiu. Ther troll at·
Indlvld....) Inltl.. tlve tarkins Ruth missu, bllt Delsenora is
lor rewPlse, Ther OM thrm turn, to th. (Opdonal lule)
playeD lor their actio,.,. Mr. Dlllurlora" ,p.1f (iniriativl't 10)
would "om,ally hap""" /lext, but in·
PlaYII" (all at oure): "I'm 80i"g to ...- ~/, This met hod of
ste"d it fjzz/es. her conrflntralion ruilled
he going7... ~ ~/'m rusting II .. : determining initiative Is the Rme 011 that
by Ihe blow ITom Ih. troll. Nr.xt . Ru·
given earlier, except t~t each PC. NPC.
DM (,I,ouang): ~Qler Qt timel Rath r perrt:' troll attacb and misus. &eliWIll' 01
Hllrry: -I'll blow my hom o( blasting." and monster involved in the fight roll,
thll haste spell, Rath and Rupert now at-
OM: ~/t11 takll tIme to dig it out. and then modifies his own initiative roll.
t"rle "gain 011 order of ini,u,tilJf!), Rlltll
Harry ; ~I don 't Cllrer, I'm do{"g it: This giva combat a mon realistic reel,
firsl , 'hell Rupert.
but at tht> expense of quick play.
1011: "Draw my sword ami attark 0"11 of
tnll trolls!" To players, it may not 5ftm like too
OMt "Anne r much (or each to roll a Sf'parate initlalive
Multip le AttAc.ks ..nd Initl.atlve
Ami. (nol paying attention to th .. other die, but considet"" tht> difficulties: Imagine
two) : ~c,J,St a fi,..ball." a cambat bet~ six player characters Comb~t may in·
HlltTy and Ion "NOt DON'TI' (each controlled by a pb~r) and five valve creaturn or characlel'l able to attack
OM, "WIIIIl. i.s Ihal what you'r.. doingl hirt'Ungs and henchmen a.s.ainsl 16 hob- more than once in a single round . This may
Quiddy/" goblins and five ogres (all of which must bf': due to multiple aUack forms (claws and
Anne, ~No, 1'/1 aut a h<llie sPflIl1 Ce,,· hf' rolled by the DM) . bile), skill wilh a weapon, or character
tered on nil' . so Rupert and Rath lin Furthermore, each die roll must bf': level. No matler what the ~ason , all multi·
modified according to each individual's pie attacks are handled by one of two mt'Ih-
Just a' I1l1lcd8e."
DM: "Okay. Harry, roll imtiatfVII and
~ryolle modify lor your action,."
actions, Thf' resuhing rolls make every
combat round a major calculation.
This method is nol recommended' r
""'.
When multiple attacks are the result 01 dif-
femtt attack fOfTJ15--daWl and a bile or bite
Harry rolls ldlO lIPId 811t, a 6, The OM larg~a le rombats. II is best used with and tail or a rangrr with his two-weapon c0m-
rolls for tI •• mOrlster$" lind gets Q 5. filch small battles In which characters on Ihe bat ability for examp~the attaeXs all oca.ar at
Pll1'$01I5 i"mative u modified as follows : same side have vastly different speeds. the same tilTll!. 1ne <nature I'f:IiOlves all of its
attacks in initiative order.
56
Combat (Attacking ) X
When the attacks are true multiples-
using the same wC.illpon more tha n once- as Number of AttAckers
lrel and repositioned before 1t can be
in the case of a hiShl y skilled fighter, the at- SWUJ'18 apin . 10e UIItI' must I"e8"'In his b.a.I- Ther~ is a limil to
lacks are staggered . Everyone involved in ance and planl his Iftt finnly. Only afttt how ma ny attacket'S can surround a single
the combat completes one action before Ihe doing aJl this is he ready for his next at~ . target. Many factors come Into play, nota-
second (or subsequent) attack roll is made . C~ how quickly someoot can throw bly tht! relative size of the oppoflenls, the
Take, for etample. a fifiller who can at- a punch to the amount of time required 10 length of Ihe weapons used, and physical
tack twitt per round, and say he's battling swing a chair 10 get a good idea of what obstructions in the battle area . The lasl of
(natura tha t can only make one attilck. _apan speed factors are about. these will Vilf'Y from battlefield to battle-
The fighter wins Initiative. He m01kes his ~apon spft'd fadors slow the 5peed of field . but general guideJines can be given for
firslllttack according 10 the rolled initiative a character', a!tack. The higher the the other two.
order. Then each creature gets its ;attack. Fi· ~pon speed factor, the heavier. clumsier,
nally, the fighter sets h.i, sccond attack. or rno~ Umited the weapon is. For the f~clng
If lighten on both sides in a battle wen molt put, wt!~pon Ipftd. bcton. apply to
able to atlact.:. twice in the round, their first aJl creatum usir18 manufactu~ _apons. Each charactt!r or
attacks would occur according to the initia- The Ip«d factor of a ~.apon is added to creal~ is ilS6Umed to have a fron!' flanks.
tive roll. Their HCond attacks would come the initiative roll of the character to gd hl5 and rear. When creatwa of equal size; art: bal-
after all other attacks, and would thft\ alter- modified inItlatlvt' rou. tling. up to six can surT'Ol.lnd a single figure.
n;,ille according to the init ia live roll . Thus, if the OM dKideti to use weapon
speed fadors lor player charact~rs , they
As an option, it warrior fighting <:n!a- should also be used for giants, ora, cen-
turH with less than one Hit Die (1-1 or taurs, and the like. Otherwise the OM
lower) can make II number of attacks Isn't being fair to the players. However-,
equal to his level (I.e .. a 7th-level fishter creatures with natural we.. pons are not
can make seven attacks). These attacks affected by weapon speed. Their attacks
are h.u\d.I.«l in order of initiative. are natural extensions of their bodln.
giving them much fouter recovery and re-
action times. FLANK FlANK
Spellc..udnl And InitiAtive MagkaJ Weapon SpHch
Magical weapons a~ easier to wield in
Castins times fo r combat than ordinary ones. Maybe Ihe REAR
spells can modify initiative rolls. creating a weapon Is lighter or ~ter balanced than
reali5lic delay for the spell caster. When a nonnal; maybe it just pulls the character Normally, a defender attempts to k.eep his
spell's ~Casting Time" p<arameter is given as into the proper position of its own voli- oppont!nl5in sight. Thus, if lnereare no spe-
a number without any units (e.g .• rounds or tion. Whatever the cause, each bonus cial circumstances (such as a thief moving
turns ). then that number is a~ to the point conferred by a magical weapon re- silently behind lhe defender), opponents
caster's initiative roll to detenTIine hIs modi- duces the speed factor of that weapon by fif'lit occupy the front, thm lhe flanks, and
fied Initiative. When a spell requires a round 1. (A $Word + J rrduces the weapon finally the rur. It's assumed Ihal the
or more to cast . a normal initiative roll is speed faCior by J , for example.) When a ddender will try to keep attackers from get-
nol made-a spell requiring one round 10 weapon has Iwo bonuses, the lesser OM ting arou nd him .
cast lakes dfect at the end of the currt!nl Is used . No weaponnn havea speed fac- The diagram and description apply only
round. after a ll other aclions are completed. tor of less than O. when combat Involves creatures of the same
Spells Ihat require more than one round size. If the attacker is OM size greatu tha n the
10 casl involve some bookkeeping. The OM ddenden, he occupies two spaces on the dia-
or one 01 the players must keep track of the gram . For aeatures two sizes or mol'\' larger
fOlIncb spent In casting. If the spelJcasting Attacking (small creatures attacking a la~e one, for ex-
character is d isturbed during this time. the ample), the attacku occupies four apace;.
Once characters
spell is lost . If all goes well . the spell takes
decide 10 attolck and the order of initiative Thus, a hill giant allacking Horace lhe
effect atlhe very end of the last round of the fighter wouJd fill two of lhe spaces, allowing
has been det~rmi ned , il is time to resolve all
required casting time . Thus, a spell requir-
the action. Many factors must be considered only fou r ora to join the attack.. If !.here were
ing 10 minutes to casl would requi re 10 in each attack: How many people can sur- two giants attacking, only two ora could
combal ro unds, and wo uldn't take dfect
round a character? Will a lihield block a n at- join the combat. When attacking a small
until the vel)' end of the 10th round. creature, one giant and two orcs could make
tack from the rear1 Can a character run
across a chamber, dodging allackt!f'S. in a the attack. Any more than this aocl the .11-
s ingle round? Can a Cha rader win without tacb.n would just get in each other's way.
WeApOn Speed .net Inltl.tlve killing his foel ls it possible 10 block an al-
(0pti0ftAI Rule) tolckl We~pon Length
Each lime a chaJ... Although the mechanics of combat are The actual s i;u! of a
actet swings a ~apon, he placeJ h~ very simple, there are many different and weapon has little to do with the space
out of position to make his next attack. unusual situations that come up during role- needed to wield it. An awl pike is U to 20
Swinging a hammer is not as simple a$ tap- playing battles. Every battle is unique. One feet long. yet sinct' it Is a thrusting weapon it
ping in a rWl . A wama1T'lIneJ' is heavy. key to OMing memorable combat scenes is n~s virtually no space 5icie-lo-side. (It
Swing it In one direction and it pulls ill that to remember that not every situation can be does, however, need tha t 12 to 20 feet In
direction. It has to be b~t under con- anticipated; you just have to combine the front1) A sabre aocl a battle-alle are about
rules here with good judgment.

51
lhe .ume size, but the ball~ ue requires obJKI oul of a hand, lhaltltr a flask , or oth-
mo~ 'Pace- tM: s.ab~ can be thruM. itraight erwbe damale item•. Called shots can be
fOrwilrd Inlo a nilrrower s~ce , while the Shields .nd We.pon Vltry useful in activatinl lhe lriwr of Ii
bilule ue mull be Iwunl miihtily, which front.ge known Irap (if thi.an be done wi th a weap-
tilkn il lot of 'Pilce. (OptIOfto1IJ .ute) on) or in imprt:55ins the locals in an archery
The OM must decide whether il chilrilcter contest .
has enouah space to use a particular wnpon A shield is iln
In ill particulilr Jetting iIInd . ituilltion , item 01 limited size, strapPed 10 only one
As ill luideline, lhe AD&'O- rules assume ann or slung on ~ chancter'. b.ck. Ctdr· Movement In Combat
that two fighten using swords Cilft work aetl!!" smerally position a shield 10 it
side-by-side in il l~foot · wide area . The oHl!!rs maximum prolcdion. U.ually, Ihls Since il rou nd i.
roughly a minule long. it . hould be easy for
same space would be filled by one £Ishler motaM it protects the shield-a.rm side 04"
using a two-hilnded sword. the body, mOlt frequently the Id"t side of a character to move just about anywhere he
a right-handed charKter. In this poIi- wa nl. durinl the: course of the round . After
all, O lymplc-dass sprinlltf'S can cover vast
Position of Att.c.ken tlon, ~lIacks from lhe re.r or ren flanks
amounts oll'"ound in il minute.
of the character can't be blocked by a
and Att.c.k lolls However, il character In an AO&o- game
shield . In thne ca.,", 1M shie:Id's AC
bonus is not applied to thl!! THACO, is not an O lympic Iprinter running in il
Besides determin-
It is possible to strap a shield to ont'. st raight li ne. He is trying to maneuve r
ing the nu mber of attacket"l a single charac- through a battle without gt:tting; killed. He Is
te r ca n filce , the relative positions of back. U Ihis is done, Ihe shield bonus is
kC!ltpinl his eyt'S open fo r lrouble, avoidi nl
attackers affcd the chan« to hil. applied 10 tM: rt:ilr of the cha""Cll!!t. but
the chancter ca.n't UK the shk!ld to pro- .urprise, watching his back, wiltchins the
Charactet"l attacked from the rur do not back. of hi. partners, and looking for a
Sillin thei r [kxterity· bued Armor ClaM tect his fronl . Furthermore, the Itraps
good opening. while simulla neously plan-
bonus and their attacker gains a +2 bonus hindn the charactu'. movmm\t, givlnl
him a - 2 penalty to hi. i11l1ack roll. ning hil nexl move, sometimes through a
to his iluack roll. There IN.Y al50 be penal- haze of pain . He may be carrying a load of
ties if the optional Shie:kIs ilnd Weapon
equipment Ihat slows him down .Egnlfi-
Frontage rule is uxd . canlly. Beause of all Ihe. things, Ihe dis-
tanClt a characler c.n move is considerably
Hitting. Specific Target less than pliiyers genefilUy think.
Pole Arms .nd We.pon A06;J)II pme com- In a comb.ir.1 round, a being can move up
bal does not use a hit !Gation system 10 1010 limet ill movemenl ralinl (RIt Chap-
front.ge determine where every blow in a battle tw ler 14 in the PlaYflr's Handbook) in fHI.
(Opd......, .... ) landed. Sometimes, however, cNnlClcrs and ThUI, if a character hili il movement rilliing
c;naturn will find il tIt:'CftoIilry to aim their of 9, he un move up to 90 fed in a round ,
Pole arms and
blows at ilft exact poinl : A fighter may want However, the types of moves a character
limilu thrusti", weapons a.re designed
10 smash a viill held in the evil wizard'. hand; can make during combal are IOme-whal
primarily for use in highly apedalized
a thief mighl attempt toshool the jeweled eye limited .
fonnations, The ilverilll! lens1h of tht:ll!
out ol an idol with hls CI"OI6bow. Tht:te are
we.pons- U to20feet _ m.ket their use
in individual combat silly, if nol futi~.
ca.ses where the character is attempting il
allIed sho' . Movement I n M elee
An opponenl an easily slip Inside the
teKh of lhe pole ann, .1 which point the The basic move is
poor pikeman can only try to back up or 10 get doser for combill- i.e .• move- d05t:
C.alled Shots
drop his weapon . Utile ellt: is Ukely 10 be enough to an enemy to attack. Thil is nei-
t:ff«tivt. Hown-er, iI the aanw man with ill To make a called ther a blind rul h nor a culWstroll. lns teild,
pike is Uned up wilh 30 of his fellows in a shol, a player must ilnnounce his intmllon the characler approaches quickly but wit h
nia ti8ht formalion, he tuddmJy brcomeI bd"ore any initiative dice aff' rolled. Upon c",ulion. When dOling for combat. a char-
ve:y ~. WhIm one piknna.n pre- doing 10, he .uf{et"l a + 1 penalty to hi. ini- acter can move up to half his allowed dis-
sented only a lone spear poinl, JO pikemen tialive (tq)resmting the time spent carefully tance ilftd .tUl make a melee attack.
preent a dNdIy thkbt. aiming his attack).
'Thrpolearm'.hi8 advanl. is thesmall When the character dOH let il chance 10
frontage NCh man needs in order 10 be act , hi5 altacic toll sufff'rs a -4 penalty. U Movement .and Mlulle Comba.t
dfecti~. A man using a pIerdns pole arm the toll suCCftds. the called shol ilccom·
Rather than . IUI it
can use his WflIpCJn dl«tlvdy with lUll plishes whal the player wanled; If Ihe roll out toe to lOt: with an opponent, il character
lhnelftt ol~, Jide.to-sidr. This ano- missed, no da~e occurs.
can move up to ont-half his norm",1 move-
a tightly pKked lint: of pikt:men. Bt:cauw the A06;o- pme UJl!S a gmual- ment rale and eng.iIBt: in missile fire at half
In a group, men armed with poMo atmI iud system for damage, called shots cannot hil nonnal rate ol firt: . Thus a man capable
should be lid for dt:fenIt: Of'" advill'lCinl be used 10 accomplish certain Ihlnl '. of moving no fee:t and arme-d with a long
lIow1y (II . norm.aI rnovena""Il rate). 1hry Apinst il cnalure. a called Ihol will only
aUloma.tk:ally mUe their att.ck roUs prior cause the normal amou nl of da mage
bow (two shots per round, under normal
drcumslilftca) could move 60 fm and still
10 any opponenl ~Itenptin& to dole with allowed lhe weapon . Attempts to blind.
thrtn, H~, after the ftnt round ol fire one shot . The ....me man. armed with a
cripple, or maim will not . uCCftd . So what
he.vy crossbow (one . hol every other
combal any wrvivina opponents are inside can it d01
round ) would be able 10 shoot only once
the ...m of the polo """ ...d the p;I<.m<n A called shot can cause a targel to drop
every four rou nds while on the move.
mUll drop thftr pika and c1Rw WUponi hems or rt:act in lOme other, mOrt: subtle,
mort: suitable for dOle-In work. way. It can penetrate weak points In armo r.
It can also be used in attem pts to knock an
58
T here a re three types of non#lethal to the attacker', attack ro ll ). Normal modi-
Ch.vslns .n Opponent fiers to the attack roll are allO applied .
attacks-punching, wrestling, and over·
A chuacter nn bearin&. Punchin& is basic bare-R.ted fight- Table 42: ARMOR MODIFIERS
also charge a foe. A charse incrt~ the ins. WnslUna is the classic combinalion of
FOR WRfSTlINC
cruaracttr'. movement rate by 50 .. and zrapplin.&, holds, and throws. Overbtarlna
enables the character to make ;lin ;IIIt;llcX at is simply tryinS to pull down an opponent Annor Modifier
the end of his movtment. A charging char- by .heer mass or wright of numbers, pin- Studded tJwr -]
acter also gains a + 2 bonus 10 his attack ning him to the ground . Chain. ~ and. IIC&Ic maU -2
roll. mai nl y from momentum . Crrtain Banded, splint, ana p ale mail -5
weapons (.uch 35 a lance) inflict double the Field plate armor -8
run(.hlns .nd Wtutllns
rolled damilge in a charge. Fiill plate annar -10
Hownrr, charging siva the opponents Thee are the most
Penalties fo r being held or attalng a
several advantages. Am, t~ pin it - 2 basic of combat skill., unlcnowinaJy prillC'-
ticed by almOit all children as they rough
held opponent do not apply 10 wrestlen.
bonus to their initiative rolls . Second , Wrestlins involves a lot of holdinS and
chUli nS cha racters gain no Dexteri ty and tumble with t.lch other. Thw all char- twisting a. it is, and lhe damagr: resol ution
bonuses 10 Armor Class and they suffer an acters. rega rdless of ciast, art assumed to be
system for punchi"8 and wrestlins taka thl.
AC penalty of 1. Finally, if the defender is somewhat proficient in both thtst forms 01 into accou.nt ,
u.i~ a .pt.ar or pole arm weapon and Rt.1I fighting.
If the allad roll is .1KCHIiul, consult
against lhe charge (bradng the butt agaiNt Punching occurs when a character attacks Table 43 to find the resull of the 1IIl1ack;
a scone o r his foot), he inflicls double dam- with hi' fi. I • . No weapon' are used, Cross-indtx the character's modil;ed attack
age on a iNAcces.slul hit. although the character can wear an Iron roll wilh the proper attack form . If, for
gauntlet. or similar item. Wt'f:S.tiing requires
txa mple, a character sucut&lully punched
letre.t both kands fret. , unencumbered by .hields
with an 18, the result would be a rabbit
and the likt'.
To get 01,1 I of a com- punch (If he rolled all 18 on 1II tuccasful
When punchins or wrestling, a normal
bal, chilracters can make a cartful wi th- wrestling attem pt, the result would be a
attack roll is made . The nonrnal Armor
drawal or !My can limply ntt:. kick). Punchi"8 and wrestling attack. CAn
Class of the target i. used. U a cMractt:r i.
Wlthdrawins: When makins a wi th- succeed on alllllck rolls of 1 or II!N (exc:rp-
attempting to wrestle In armo r, the modi-
drillwal, a character cardully backs away tlons 10 the ,meral rule).
fiers on Table 42 are wed (these are penalties
from his opponent (who can choose to fol -
low). 1hecharillcter moves up to 1/3 h1s nor-
mal movement rate.
Table 43: PUNCHING AND WRESTUNC RESUll'S
II two characters are fishting a single
opponent and one of them dt'Cldes 10 with-
draw, the remaining charillcter can block the
ildva na of the opponent . Thi. is a useful
Attack Roll

1.
, 0+
Punch
Haymalt:er
Wild swing
,
Damlllgt!

0
,.
.. KO

I
Wrtttle
Bear hUS'
Ann_

,.•
method for gelting a seriously injured man
OUI 01 a combat .
8abbit pww:l) Kid
Fkang: To I1ee from combat, a character
simply tum, and run. up to hi. full move-
17 Kidney punch
Glancing blow
I
1 ,,
S Trip
Elbow.mash
15 J.b 2 Arm lock '
ment rate. However, the fleei.ns chuacter
drops hil defense5 and turns hi' bad to his
opponent .
14
13
Uppercut
Hook
Kidney punch
, •• tliIW'"
t.."Jock
The enemy Is allowed a £I'H; attack (or 12 1 S llvow
muJtiple attacks if the .:nature has senral 11 Hook 2 10 eou..
10 Glancing blow I 3 Elbow.ma.h

•,•
attacks per rOund) at the rtar of the ner.ing
character. This allack is rna<k the inslant Combination I 10 t.."lock·
the character flta : It doesn't count against
the number 01 allacu. that opponent is 7
Uppercut
Combination
I
,
2

10
...noa..
n ..ow
allowed durins the round, and initiative is
irrelevant. ,
S
J. b
Glancing blow I 3
• C....
Kick
The Oeeing ch.uacter can be pursued, Rabbit punch 2 S Arm lock'
unless a compartion blocks the ;ldv;lnce of
theme-my.
3
2
Hook
Uppt'rcul ,
2 12
15
C~ •
II<
I Wild swing 0 2 Lea tw~
AttAcking Without KIlling l..ess than 1 Haymaker 2 2.5 M

There are time.


when iI character wants to dd"ea t another
bring without killinS It . A companion may
havt' been charmt"d in to attacking h i.
friends (and his friends don't want to kill
him to save ~Ivesr ); an enemy may
!\;lIve Information the pe. CoIn get only by
.ubduins him; characten may simply see
the monetary value of bringing back a real,
live monster. Whatever the caR, sooner or
later cru.racters are going to try.

59
Punch: This is the type of blow landed. In The: defending creature also gains a bene- SecOM, the charactu has a - 4 peniliity to
prM terms, the type of blow has Iiule fit if It has mou than two legs: a -2 petlalty his attack roll , since handling a weapon in
effect, but l1lIIing the names adds spice 10 the 10 the a ttillcker's roll for every Iq beyond t his way is clumsier than usual . Thed.lmage
battle and makes the OM', job of describing two. There is no penalty 10 the defender if it from such an attack is SO,*, normal; o ne-
the action easier. has no ItgS. A lone ore attempting to pull half of this damage is temporary, lasting o ne
Damage: Bare-handed attacks cause only down a horse and rider would have at least a tum after the. fight is over and cillusing
1 or 2 points of darnagt'. Metal gauntlets, - 8 penalty appUed to the attillck roJ[ (- 4 unconsciousness (never death) if the charillc-
braSi knucklH, and the like cause Id3 for size and - 4 for the hOrR', four legs). ter drops below zero hit points.
points 01 damage. A character', Strmgth If the allillck succeeds, the opponent is
bonu" if any, d OllS apply to punching pulled down. A character can be pinned if
further successful overbe.uing a tlaciu; are Non· leth.... ComlNt .and Cre.atwes
a ttacks.
Punching damage is handled a little dif- rolled each round . For pinning purposes, do When dealing wi th
ferently than normal damage. Only 25% of not use lhe prone modifier to combat ((rom non·humanoid opponents, a number of fac·
the damage caused by a ban-ha nded aUa<:k Table 35). tors must be considered.
i, normal damage. The remaining 75"" i' If multiple altillc kers ilIte all attempting to First, unintelligent creatures, as a rule,
temporillry. For the lake of convenience, pull down ill single target , make only one never try to grapple, punch, or pull down
record punching damage separately from attack roil with a + 1 bonus for each 41t1ack· ilIn o pponent. They cheerfully seUle for
other damage and calcula te the pefUfltage er beyond the fint . Always use the to-hit tearing him ilIparl, limb by limb. This, to
split at the end of all combal . number of the weakest attacker to figurt the their s mall and ani malistic minds, is a bet-
If a character ~ac::hH 0 hit points due to chance of success, sinc::e cooper4ltion a lways ter solution .
punching attacks (or any combination of depends on the weakest link. Modifiers fo r Second, the n.lIural weapons of ill crealuu
punching and normal attackl), he immedi- size should be figured. for the largest attack- art alwillYS usable. Unlike men with swords,
ately fa lls unconscious. er of the STouP. a Jion Of a camivorOUI ape doesn't lose the
A chillracte r can voluntarily pull his A giant ilInd three piJdes attempting to use of its teeth and bnpjust beause a char-
punch, no t causing any hit point damage, pull down ill man would use the pllties' aCler is very close to it .
provided he says 10 before the damage is a ttack roll, modified by + J for three extra Finililly, a nd of greatest importance, crea-
applied to his ene:my. There is s till a chana- a u ackll!'rs and +8 for the size differenc::e of tures tend to be better natural fighte .... tha n
of a knockout . the giant (Huge) and the man (Medium). humans. All ilI!lacks for a tiger ilIre the 5arM
'!IO 1(.0.: Although a punch does very lit- as punching or wrestling. It's Just tha t the
II II!' damagll!', there Is a chance of knocking all ti8ft' hasclawsl Furthermou. a tiger an use
We.aPOM In Non-leth.al Comb.at
opponent out. This chance is listed on the all of its less effectively- front and billck.
table aa ~% K . O.~ If this number or less is As you might ex-
rolled on per«ntile dice, the victim is pect, weapons have their plillce in non· let hal
,Iuntled for I dlO rounds. comb4it , whetner a character is defendil\g or
Touch Spells and Combat
Wrestlr. This lists the action or type of pressing the attack . Many spel/s used
grip the cha racter managed to get. WI'H- Weapon. In Defe nse: A c hillrillcter by priests ilInd wlZi1lrds take effect only when
tling moves marked wi th an aslerisk (- ) au ilIttemptinr. to punch, wrestle, or overbear the ta rget is touched by the caster. Under
holds maintained from round to round, an armed opponent can do so only by plac- normal circumstances, this is no problem-
unles.s they au broken . A hold Is broken by ing himself ilIt great risk . Making mililiers the spellcaster reaches out and touches the
a throw, a gouge, the assistance 01 another worse, an armed de£eMer is automatially recipient. However. if tlM! tillrget Is unwill-
person, o r the suttHSlul use of a weapon . allowed to strike With his weapon before the ing, o r the spell is ~ in the midst of ill gen-
(Penalties to the aUilick roll ilIpply to WlI!'ilIpon unarmed attack is made, rt'prdJlI!'U of the eral melee. the sit uation is much different.
attacks by a chatillcu:r who is itl a hold .) initiative die roll . Furthennore, since his Unwilling Ta rgets: The ,pellcaster must
All w""tling mo ves inflict 1 point of opponent must get very clOSll!'. the defender make a successful ilIttack roll for the spell to
da mage plus Strength bonus (if the a ttacker gains a + 4 bonus to his attack and damage have any effect. The wizard or priest calcu·
dHires). while continued holds cause cumu· rolls . If the aUilicker survives, he can then lates his THACO number normally, accord·
latively 1 more point of damage for each allempt his attack. ing to the intended vkt im's Armor Oa"
round they are held. A head lock held for six Those Involved in a wrestling boul art' and other prolections. The OM can modify
rou nds would inflict 21 points of damage limited to weapons of small size after the the roll if the victim is unprepa red for or
total (1 + 2 +3 +4 + 5 + 6). Remember, this is first round of combillt-it's very difficult to unaware of the attack . If the ro ll succeeds,
the equivalent of pressing hard. o n a fu ll· use ill sword against someone who is twist- the spellcasler touches the target and the
nelson headlock for ro ughly six minutes! Ing your sword arm or c1ll\ging to your normal spell effect occurs.
back, trying 10 break your ned:: . For this WUllng T.rgets: Whetl a ttempting to cast
reason. nearly all chanders will want 10 a spell o n a willins larget, the casting is
carry a dagger or a knife.. au tomatic as long illS both chillracle.... are not
Sometimes the most Non-Lethal Weolpon Atlac:ks: It is possi. enpsed in combat. For e:lCi1Imple, if a fighter
effective attack Is simply to pull an oppo- ble to make an anned a ttack without caus- wi thdra ws from mll!'lee, a cleric could heal
nent down by sheer numbers. No attempt is ing serious damage (striking with the nat of him during the next round.
millde to gain ill J)<Irticular hold or even to the blade, for ex.ample). This is not i1I$ easy If the recipient of the spell allemptJ to do
harm the victim . The only concern is to pin as it sounds, however. anything besides waiting for the spell to
~nd rest rai n him . First, the chara!:;ler must be using a weap- ta ke effect , an ilIttack roll against AC 10
To overbear an o pponent, a normilll on thai enables him 10 control the damillge must be made. However, no AC modifiers
ilIttack roll is millde. For every level of siu he inOicts. This is impossible with an arrow for Dexterity are applied, sinC'!! the ta rget is
difference (l if a Large attacker takes on it or sling. It isn't even feasible with a Willt· not trying to avoid the spell!
Medium dll!'fender, for example). the attack hammer or mace. It can be done with Whenever a to uch spell is successful. the
roll is modified by 4 ( +4 if the attacker is swords and axes. as long as the. blade can be spelicaster suffers from any speciilll defenses
larger; -4 if the defender is I"fi~erl. turned so it doesn't cut . of his target, If they an: continually in oper--
60
ation . A suttessfu l touch to a vam pire
would not ~uh In energy drolln, lina the Critical failurn have many of Ihe
power only works when the vampire wills wme problems iI'mlla! hits. How does
P;orrylng
it , but touching a fireelem~ t a l would rHuh a dragon drop ill weapon1 How does a (0pti0ftA1 luJe:)
in seriou. burns. black pudding fumblel One t;lible il jusl During ill one·
When a touch s~1I is cast, iI normally not going to work in all cases. minute combat round. each charillcter il
remain. effecliveonly fo r that round . How·
auumtd 10 b lock many attempled
ever, certain ~Ils do specify special condi·
attacks and see many of his own aUilcks
tion. or d ura tions. Be sure to check eilch Two Wcwtulbfc
.spell dncTiptio n arduliy. blocked . In nOnNIl combat. charactus
Crltlc.al Hlf SysteMS ~rry illllthe til'lW-t~'s no need to sin·
Thoush crltiGJ! &Ie out each parry.
hit tables aren't particularly usdul in the When a charact ~ ddiberately chOOlel
Crltlc..1 Hits An&O game. lhere ilre critkal hit S)'Sltms not to palT}'. his chance of being hit
{Optlon.1 aule} !hJ,t work _II with the Ao..D Nits. in~ilSft . A mage cuting a spell. for
Some plilyerli 1lW! simplest critical hit systems ~kes instan~. gains no AC itdjustment for
f«'1 combil' should involve more than evt'ry natural ZO rolled on lhe iIIuack raU Dexterity. Thu,. choosing to parry. in
just the chilnce to hit and the amount of count fordoubk damage. Roll the appro- and of it5ot'1f, is not a &eparilte option
damagt' done. Some propose elaborate priilte damase dice twice for the attack under the AO&O game rules.
rabIn- m tial hit tables- de1 ..illn8 all (do not double the result of a stnp <born· AI lhe N~ time, the assumption ts
milnner of horrible I"ft:ults and misfor· age roll) and only count d.lrnaat' modi-- that charaders in combat are constantly
tuna. These, however, do not fit well Hers lor St.rPngth. maFc. tic .. once. e.p05in8 themselves to some rlsk _
within the AOIr. [)'I pme comlnt s)'$tem A HCond method is to allow charac- trying to get a dear view 0( a til~ or
or within the spirit of the pme. ters or monsters to make an otra iluiIICk looking for the openin8 10 make an
eillch time tMy roll a n..tural 20. The attack. Then are times, however. when
Why No Critic•• Hit Tulesl ildditiOOilI illtilCk. Is tna<k im.nediately, this 1.5 not the case:. Sometimes, the only
altne same target . and is figured ;ustlike thln8 a chitracter wants 10 do is avok:!
For one thing, a nOmlill attack . M long as a niltural 20 being hit.
IUch t.. blesllldd yd anOlheTdie roll to the Is rolled, the character or monsler con- In orWr to millke himself harder to hit.
combat Kquence. This may ~m minor, tinues to make additional attacks, A a char;Jctercan pilrry-lotfrit all adlonl
but the rolls really do add up quickly, vuy lucky character could roll it 20 on for the round-he an', attack. move. or
slowing down the play of the same. his firs t ilttilCk and then roll iI 20 on his CilII spells. This (rees the charillctt'T to
Also, how nn the same table mirror additional attack, allowin8 him 10 roll iI concenlrilte so~l y on defen. At lhls
the rtsuhs of a critical hit to a miln and a third attack. If this attack also ruulted In point . all charactus but WilirriOrs 8'lin an
dr..son? 0... a snake? 0... a black pud. a 20. a fourth ilnack could be made. dc. AC bonus equill to half thrir ievt'I . A 6th·
ding? U a lable Is created that offmcriti· This sy$tem lives dutr.JCters the dutnce 1t"Vt'1 wl.urd would have a + 3 bonUlii to
cill hils luch as loss of limbs, broken 0( ausing e.tril dillmage without gUilran- hi. AC (lowering hil AC by 3). A war·
limb., or hkJeous wounds, the player Is leeing 'UCCC!S5 . rior sets a bonus equal 10 half tus level
going to want to know how 1008 the
injury takes to heal. whilt its effect will
be until It is healed. elc. Since the dam· (rltlc.al fumbles
a +.
plus one. A 6th·kv~1 flghler would pin
AC bonus.
Note that the benefil il nol a perfecl
age sy5lem is. by design, ilbstrilct. no all·around defense. ilnd it's not effective
rules exist to cover these siluatlons. Critial fumbles
are less easily defined than critkal hils. agalnsl TNr or missUe iIIHacks. It appl,"
From too ~5oIt of 8'lrne fun . critical onl y to those: characters attacking the
hils ~a te another problem . Too oftl"n. C>ne syRem thillt works ruk!5 that a die ron defender wllh {root",,1melee alt~. Thil
those In fillvor of such tables only envi- of 1 R'5l1!ts in sotIW unfortunate evft\t hap-
pening to the character who roUed it . 1ne opllonal dd'ense has no effect aphtll
sion whal the criticill hits do to monl tus. magical allacks. so It wouldn't do any·
Playus and OMs forgti that critical hits OM must drddt whillt lhe euct event is
~ on the situation. it.Ithouah II shoWd
thing to prolect a character from the
ilpply to both sides. not Just 10 the oppo- force 0( iI lightrti"1l bolt or /lnbafl. for
nmts of the piayet' char.K1ers. not br: one that CilUWS <bo~ .
A chitritClt'T could trip and sprawl to example.
While it may be marvdous fun fOf" ill
player to have his cha~ dd'l!WIt a 70 tut the noor. break his 'word hillins a stone
point dr.tgon with a 5ingk critnl hit. it is pillar. Sd his axe wed~ in a wooden
not neilrly as fun for the player to !\ave lhe beam. or have on~ 01 his back~ckslrillps
dragon do In his 12th-kveI figh ter with a ,lip off his shoulder, gelling in the way. Missile We ..pons
lingle flick of its taU and it lucky critlCilJ hi! . (Of course. magical weillpons are not In Comb ..t
To be fair, the crirical hit ~vantil8l! must likely to breillk under normill use.)
The normal result 0( a critical fumble is In generill , miSllile
be allowed to evnyone.
the Icss of the next round's attack illS the combat is hillndled idmlic.ally to standard
And. along with mtial hils. mwt
chat'¥1er gds up off the noor. dlp OUI ill melee. Intenlions are announced, Initiative
COIT'lt' entlal ~i1ures . These are sudden
new weapon. pu1ls his axe wt of the beam. is rolled. and illlilCk rolls are mild!!. How-
inslanC8 of bild luck- a fumbled W~iIIP­
or Ilru.gIes to 8f'I hit pKk bKk w~ it ever, there are lOme spedit.l rules and ,llua·
on. a snapped boW5olring. it bungkd Itep.
belongs. Cnt:ical failura add a dose 01 tions that apply only 10 rni.uile combat .
While these can be qui te amusing. they
rxcitcmcnt lind humor to cornbiIt. MissUe weapons are divided into two gen·
are oftff\ tillkl"n 10 ridiculous extmnes.
Finally. alwilYs remember thillt what- erilll categories. The first includes ali lland·
Characters im~Jjng themselves on their
ever hilpPftlS. happens to both player ard. direct-fire. single-Iarget missiles
own weill pons just Iso'l a !ogical result of
charilcters and NPCsr - slings, arrows, quarn:is, spean. throwing
combat. no mattr:r how frenzied .
allCl, and the like.

6'
The 5Kond category includes all grenade- When usin8 a bow. the attack roll and There are two types of protection a char-
like miui1H that have an area effect. no damage Strelllth modifiers apply only if the acter on have . The first iii concra/ment,
matler how small . Thus an attack with these character has a properly prepared bow (see also called soft cover. A character hidil"l8
weOlpons does not hOlve 10 hit its target Chapter 6 in the Player's Handbook). Char- behind 01 clump of bushes is concealed. He
dirmly to have a chance of affecting it . acters flCVer receive Strength bonuses when can be seen, but only with difficulty, and
Included in this group are s.mall flasks of oil, usi ng crossbows or similar mechanical it's no ea5Y task to determine e"actly where
add. poison, holy WOller. poUons, and haul- devices. he is. The bushes cannot stop an arrow ,
d~ . Hurled boulders are included because Dexlerity modifiers to the attack roll are but they do make it less likely that the char-
they bounce and bound along after they hit, applied when making a missile attack with a acter is hit. Othu types of concealrMnt
lraving a swath of destruction . hand-held weapon. Thus. a character adds include curtains, tapestries, smoke, fog,
his Dexterity modifier when using a bow, a.nd brambles .
cros.sbow, or axe but nOI when firing 01 tre- The other type of protection is cowr,
buchet or other siege engine. sometimes called. more precisely, hard cov-
The first step in er. It is, as it5 name implies, something a
mOlking 01 missile aUack Is to find the range character can hide behind that will block a
FIring Into oil Melee
from the attacker to the target. This is mea' missile. HArd cover Includes itone walls, the
sured in yards from one point to the othfi, Missile weapo ns comer of a building, tables. doors, earth
Thit distance is compared 1.0 the ran~ cate-- are Intended mainly as dittance weapons. embankments, t~ trunks, and magical
gories for the weapon used (_ Table 45 In Ideally. they are used before the opponents walls of force .
Chapter 6 in Ihe Play~r 's H,mdbook). reach your line. However, ideal situations Cover helps. a potenlial target by giving
II the distance Is greater than the long are ,111100 rare, and charoacten of len dilCov- the attacker a negative modifier 10 hi ..
range given. the tOltget is out of tanse. if the er lhallM only cl'fective way to attack is to attack roll. The oad modifier for conceal-
distance is be:tWeft\ the long- and medium· shoot arrows (or whatever) at an enemy ment or cover depends on the dq~ to
range numbers, the target is at long range; OIlrudy in melee combat wit.h their compan- which it i5 being used as shelter. A character
when between the medium- and short· rOlnge ions. While possible, and certainly allOWed, who stands behind a two-foot wall ii a
numbers, medium range is used; when equal this is 01 risky proposition . pretty obvious targi!.l, especially when com-
to or less than the short· range d istance, the When missiles are fired into a melee, the pared to the character who lies down behind
target is at .. hort range. OM counts the number of figures In the that wall and carefully peers over it . Table
Short-range attacks suffer no range modi- I mm~ate area 01 the Intended larget. Each 44 lists the dlfferent modifiers lor varying
fier. Medium·range a!lacks .. uffer 01 - 2 pen- Medium figure counts as 1. Tiny figutft degrees of cover and concealment .
alty to the attack roll. Long-ran8e attacks count as I ll, Small figutft as I II., Large as 2,
suffer a - S J)enOllty. Some weapons have no Huge as 4. and Gargantuan ill 6. The total Table 44: COVER AN D CONCEALMENT
short range since t.hey mU5t arc a certain di.. value is compared to the value of each char- MO DIFIERS
lance before reaching their target. TheM! acter or creature in the larget meleoe. Using
Target ls.:. Cover Com:ealment
attacks are alway .. made wil.h an attack roll
ptnalty.

bte of FIre
this ratio. the OM rolls a die 10 determine
who (or what) will be the target of the shot.
After the OM detennines who or whallsthe
tarset, a nonnal attack is rolled. The OM
25% hidden
SO"'hidden
75'Jt tudde.n
90 .. hidden
-.
-2
-7
-]0
-]
-2

-.
-3
d<>m\'t tell the player who will be hit if the
Bows, crossbow.., attack suc«eds. Cover also hOls an affecl on savl"8 throws
and many other missik weapons have dif- (page 65), granting the character the modi·
For eXAmple, Tarll$ B/oodhMrt (man·
ferent rates of fire (ROF)-the numbu of fier listed on Table 44 as a bonus to hiJ AV-
sized, or 1 point) Imd Rath (al5o ,mm·sued,
missiles. they can .. hoot In a single round. ing,hrows apinst spells that cause physical
or 1 point) a~ fighting a gjant (siu G, 6
Small. light weapons can be thrown very point$) w hile Thul, fires II /0118 bow at th, damage (e.g. , {inrball, Iighlnln8 bolt. etc.) .
quickly, 50 up to Ihr~ daggers can be Furthermore, a character who has 90%
gia r't. The total VAlue of all possible tArgltts
thrown in a single round . Arrow5 can be cover (or more) 5uffers one-half normal
is 8 (6 + 1 + 1). Thef•• a 1· in-8 chana that
nocked and let loose almost as qUickly, 50 damage on a (ailed save and no damar,e at
Rulh is Ih. la,S" ; A J-in--8 chanclt IhAt Tarns
up to two shots can be fired In a 5ingle all If a saving throw is successful. This
is hit; and A 6-in-8 chalice th~ shot hilS the
round. assumes. of course, that the cover I.
Some weapons (such as heavy crossbows) giunl. The DM could rol/ld8 to del . nnir'e
who gets hit, or lie could ~duce the rAtios 10 betweoen the spell d"IKt and the target- .
take a long time 10 load and can be fired man crouchin8 behind a stone wall would
II percentaglt (75" chance the giard is hil,
only every other round . be protected if a fireball exploded in front of
dc.) alld roll percentile dice.
Whatever the ROF, mult.iple missile shots the wall, but would not be protected by cov-
are handled the same way as other multiple er if the blast occurred behind h.im, on his
attacks for the purposes of determining ini- Tulns Cover ASoillnst MlHJle Fire side of the wall.
tiative. The: ROF of each. missile weapofO is
listed in Table 45 in Chapter 6 of the Player's One of the best
Handbook . way. to avoid being hil ;IIJld injured is 10 Greno1lde-Llke Mlulles
hide behind something- a wall. a tree, a
building comer, a heap of boulders, or Unlike Itandard
Abtllty ModJ.ffen In Mlune CombAt whatever happens to be: available. Profes· missil8, wt'oich target a specific creature. a
sional adventuren, wishing to make thi5 grenade-like missile is aimed at a point.
Attack roll and dam- whether this point is a creature or a spot on
sound heroic, call this "taking cover.~
age modifiers for Strength are always used the ground. When the attack 15 announced,
when an attack is made with a hurled weilp" Taking cover doesn't work particularly well
in a me1ee, since the cover hampers defender the player indicates whe~ he. wants the. mis.-
on. Here the power of the character's arm is 5ile to land. Thi.. then becomes the tOlrget
and OIuacker equally. However, it is quite an
a significant factor in the effectiveness of the point and is used to determine the direction
atlOlck. effective tactic against missile fire.
and distan« of any scatter.
61
Comb .. ! (Sped .. , Att .. cks) X
MOlt vmacJe..like millilet are items 01 Next det:~ine how fu off the mvk the Boulders AS Missile We.apons
opportunity or nec~i ly - flaslu of oil , throw is. If the throw is at short range, UN a
vials 01 holy water, or ~ilirs of add, for 6-sideddie. lfthe r.illl\8e ismedJum, use a l~ Hurled boulders
example. ~ such, Ihne lima are nDC listed skteddie. lfthrown to long r~, rolildlO. arc handled using the &ral~like missiles
on the equipment tabla for ra~. ROF. and The number rolled is the number of feet Nles, even though they do not bunt . BouJ·
d.J~ . The "'"8f: c,lch an be IhroWil VlII"" .iIIw.illy from the intended lal'lel the miuile clers tend 10 bou~ beyond their inili.iii.l
in with the Sl~nsth of the c~~cter and lands. point of imp.iiiCl .iIInd can hit several c:h.1rac-
1M wdsht of 1M. ob~ . The damage taken from a grenade-like let'S in .. single attack. They an particularly
A miuile of five pound. or leu an be attack, depends on whether a direct hit was clevillt .. ting against tightly packed groups.
thrown illbout30 f~ . Short range' il 10 led. scored or the I~ was in the Ipluh area. When attacking with a boulcler. deter-
medium raR&t' Is 20 feet , .and ~uylhin8 Table (Slisls the area of effect (or a dlrtd hit mine lhe lal'let, to-hit number, iIInd scatter
beyond I, mv:imum IOInge. Heaviu items and damages from dired and ,plash hits. (in the c..sc of a miM) according 10 the rules
Nlvt! reduced ranlft. JUSI how far an object The Area of Effect is the amount of lpaa! for gm\ade--l ik~ missiles. The distance tM
can be thrown i. decided by the OM . cove~ by a dirtd hi!. Any creaturc in the boulder scatters shouki be doubled, how.
Exceptionally heny Items can be thrown area of effect will take dam.illge according to m ...
only lIthe character roll. a wccessful bend the Dinet Hit column. A ll cre.atures within If the boulder scallen to the left or right ,
bars/11ft gatH check. In no case c.. n a char· 3 ' of the aru of effect are subject 10 splash it moves roughly 45 to 60 degrees off the
aeter throw an item heavier than hi, damage. Original line of all.illck. A boulcler mov"
Strmgth would allow him to lifl . Thus, the alonsthi.line for 3dlO felt! . U the targets are
OM can ru le that a character would have Ut- in a relatively open area (a group m.illtchlng
tie Il"OI.Ible chucking a half-empty backpack Types of <;rcrutodc· Uke Missiles through I snow field, for ex.ample), there II
across a len-foot chum. but the Ch,iriKler only a slim chaneI' that.illnyone will be hit by
Add damage I, pa ....
would ~ 10 make a check in order to the boundinl mi. i1e.
liC\llarly grim. Aside from the poIlibillty of
heave an ore I ~ fed through the air into the U the boulder moves through a spaa!
scarring (which illeft to the OM), .iIIdd d.illm·
facn of his orcbh friend, . occupied by II charilCl:er (or monster), roll
age cannot be he.illied by ~er .. tion. It
Once a conl"iner hitt, It normally b~.illks apin for a hit (recalcu1.atins THACO as nec·
immediately. Howevt!l", this is not .iIIlways must be hcakd normally. Tlnll it i. very IUe-
ful agilinst regen~T.illt in8 crt.illturn such as essary), applyins a -2 penalty for each 10
true. Some mi.siles, like soft lealher flasks fHt , or frilCl:ion thereof, the boulder has
trolls. "dd is very ran.
or hard pottery, an p_trtiC\llarly raist.illnt . If bounC'KIlina! It hit.
thne', lOme doubt "bout whether or not .ill H oly Water affects most forms of unde.illd II the characters are in an a~a whcrt
thrown obtect will bre.illk, the OM c.illn .iIInd crc:iIItures from the lower planes. It has movement is restricted (.ill formation of pike-
require art Item saving throw (p"ge 39) to no effect .illgainst a CTeatun In Sa5eOta form men. for ex.ample, or a lar&e party In a 10'
lift if it shatten or rips, spewing itt contents
or undead without m.;lIIeriilll form . wide corridor), no additional boulder
everywhe~ . Unholy w .. ter (H5enli.. lI y holy water attKlc: roll is macle. The boulder strikes all
If .ill missile is off.larget, it is import.illnl to used by evil priests) affects palilldins, cre.ill· targets in its path.
know where it landed_ an unnt gnnade- tUfH whose pu~ is 10 defend good (lam. The damage done by a boulcler as a result
like missiJe could prneJlt a haz.illrd to olher masu, shedu. etc.), and creatures.illnd bci"81 of scaUu is leu than from a direct hit. Roll
char.illcterll, start .ill lite, or e.illt a hole In the from the upper plants. the dam~e norm.illlly, but sublriICI: the dJ..
floor. The proccu of flndinS where it lands Holy (or unholy) water aHecl5 creatum lance in fHt lhe boulder has bounced to that
is known as scatter. FI~t roll Idl0 and con· as does .iIIdd. causins dafJ\.illge th",t cannot be point . Thil is the d.iiima~ infficted on the
suit the Scalier Diq:ram . r~enerated but must be he.illied normally. !arglt! .
011 causcsd.illmasc only whcn It Is lit . This
nonnally requires a two-step pl'OC'Hl- fint Sped .. , Attacks
5O.iIIking the targlt! in namm.illbl~ oil and then
settifl8 it ..fire . Thus using flaming oil often Some NPCa (and
requires two successful au.illc ks. even PC,) hav .. abilities that can ('orne into
A dirfft hit from fl.illming 011 bum, for play during combat . but which don' t fall
two rounds, c.illtaing 2d6 point. of damase into any of the- Il.illndard comb41t rules 5«'-
in the first round and Id6 point5 in the 5CC-" tions. These special combat situations an
ond roW'ld . dealt with below.
Poison is generally not very effective as a
AttAc:ldnS with Ch....mcd Cre.atures
~------~#,~------~ missile weapon, MaR poilOns t.illke effect
only if the missile K'Or'CS a direct hit, .iII.Od even
'Then may be times
" , lI'trU;iOI:o ' AIICO
then only if it drops into the gaping m.iIIW of when ch.. rmed creatures, perhaps ~en p.1r·
lOme huge creatun. Contact poisons have ty membcn, will be compelled to fight their
(j) normal poison effects on.ill direct hit . companions. When th.is happens, remember
that the creature, NPC, or player character
no lon8er hill. control over his decisiON.
Table 45: CRENADE,UK E MISSIU EffECTS If .ill charmed player chuacter is com-
pelled to .iIIuack his friends, he must do 10 In
Dll m il8~ fro m
T)'pe of MlHlle Area of [flut .iIIn eflK'tive manner. Grappli"8 or punching
D trut HJt Splu h D l mlle is not ~t.illble if lhe character poAI't5eI a
AOd l'dlameter U h,,--_ 1h, belt~r me thod . At the same time, the
Holy w.illter l'dlameter 2-' hp 2 h. charmed character need usc only th~abili·
Oil (ljt) 3' diameter
I' (liameter """,.,
2-un·6 hp 1-3 hp
.pedal
Ii" that are obvious 10 his new (and, one
hopes. temporary) INster.

63
Thus, if iI duarmed fighter wilh iI sword ill tunate chilracters must make the activated by the merest mental command of
his slde II carrying a jawlin of lightniPlg, he ilppropriate saving throw (_ pa.ge 65) or the Cn!ilture.
fights wilh hili sword unlns speclficilUy suffer the effects of the creature's il!tack . In all other respects. innate abilities func-
command~ to do otherwi$e. The mil,ler In Such attackers undergo tM SilU' attack each tion like spells. They have the same range,
this case could not command him to use lhe round they iI!tack. In large groups. only the areil of effect, ilnd duration limitations of
~velin of lighmiFlg unless he had some way front rank ca.n meet the pu, a fate that can the spell of the same name. When Ihe .pellin
of knowlns I.he fishier carri~ one. be avoided if the aUilcker approa.ches from qUHtlon varies in power ilccording to the
Similarly, iI wizard's milster must know the rear, where the creature cannot see. level of the cilster, the creiltUff is aBUrned to
which spells his ch.arm~ spelbster pos-- Characters ca.n also attempt to avoid the have iI level !!qUill to its Hil Dia. If this
sessa, ilnd whk:h he hils memorized. Thi.ls gne by looking in the lenenl direction of means the cffilture is ot insuIfldenl level 10
most commonly leuned simply by atkins. the creature without actually looking into cast the spell, it usn the spell at the mini·
However, due to the chilrmed fellow '. it, eyes. This enables characten 10 see the mum level needed to CDt It .
befuddled stale, the.re ili a 25 percent chilO« tuge! well enough to fight normally with- Innate abilities can generally be used just
thill he. will unwitlinsly cast a spell hilrmful out filllini victim 10 it, power, However, ona per round, Furthermore, a creatuff
10 himself and hi. mUler- relying on there is a 20 .. chan« each round that an cannot use an innilte ability and mil¥.e iln
charmed speliCilsters can be a very risky attacker trying Ihis Irick will accidentally illtack in the A rne round.
bu.inHS. meet the gaze of the creature.
FinilUy. il character can completely avert
U rnlts o n Charmed Creatul'el his gaze or close his eyes when attacking the
A charmed creature has Iwo crilicallimj· creature, preventing ilny chana of meeting Variou, crea tures
100tioIU on il. OIClion• . the creilture', gue. This I. like fighting In in the AD6:oe game po55HI breath weilp-
First, it cannot COirry oul commOinds the dark, and the char..cter , uffers all tM om. the most memorable belna the roaring
~uirins individual iniliillive. The muler normal penalties for flghtins while blinded, lout of name 'pewed oul by iI red dragon .
cannot say, "Fishl with your mOSI powerful Silfer thiln ill! of these methods is to use Thew WeilPOns normally affect a cone-
magic.1 item l" since this ~uires judgment some type of rfllective ,urfaa-iI mirror or shilped area . One point is Ihe drason'.
on the pilrt of the chilnned ch'ilfilcter. highly polished shield is very handy. The mouth (obviously) ilnd the breath widens as
Second, the charmed creature won'l obey powers of gaze attilcb ilre not Jfective in it exlend. outward . No attack roll is
any command that would obviously lead to reneclions, so it is safe to observe a basilisk required for a breath weapon . All charac·
self-destruction . Since combat i5 compoiotd or medusa in il mirror, ters ilnd creiltures wilhin the area of effect
of many differertt variables, fighting in hself Forthis trick to beeffective, Ihere musl be must make the appropriate Nvlnl throw
is not clearly self-destructive, even against some sou~ of light aVoilllable, sina nothing and suffer the consequences of a IUcces&fu1
hopel~ming odds. can be rfllected in d.lrkness . Also, chilrac· breath a!tack .
teTS should be reminded thilt using il mirror Creatures with bteiilth weilpons cause ld8
Deareu o f Charm cil n be disorientins: The chilracter must points of damage per Hil Die unlns othe,..
There ilre two degrt'H of charm power in back loward his ta~t . holding the mirror wise nOled . Thus, an 8 HD dragon would
lhe AD",oe prrn!, that of monsters and in his shield arm ; he suffers a -2 penalty to cause adS points of cbmale with its breath.
lhill of chuacters. his chantt 10 hit ilnd does not gain Ihe bene-- Fortunately for player c:ha.racten. the pow·
The charm power of monsters, such il5 fits of his shield or hili Armor Class bonus erful ilttacks of such creatures have a limited
vilmpires. makes verbal communication for Dexterity when the creature illlacks him . number of USC!S per d.lyl
unneceuary-the charm~ creature under- Creiltures with gaze attilcks ciln choose
stands the monster's desires through mental not to use their power. In this case. it is the Special Defenses
command , no matter what language each creilture that avoids looking at the charac-
speaks. A character charmed by this power ters. Not meeting their pze, It an't affect So far, the hulk of this
obeyslhe commands of his milster totillly, ilt them . Creatures Int!!lIigent enough 10 parley chilpter Ju,s deill! with wilyS to attack . In
leasl within Ihe limits of his ability and the may do this on occasion. ilddition , there are several ways to avoid
gukleUnn above. taking damage. Two of the most common
The charm power of characters Is more InnAte Abilities are the $ll"Uj"B throw and maSic fHu tanc• .
limited . The masler must have some melhod Somewhat less common ate the ability 10
of maklnl himself undentood to the Especlillly power- !um u"deAd and Immunity to particular
charmed creilture, prefe.nbly by speilking ful creatures possess Innate abilities, milgi. weilpon· typn..
the same language . Otherwise, charmed cal powers they ciln use at will. The
creiltures an attempt to follow their mils- majority of these function like spells. Thu., The Saving Throw
ter', hand gnturn. This un be a useful and a brownie who is able to cause confwion
enterlainins .pur to role-plilyinl l has the same effect as a character who casts ThesQvi"s throw I.
the co n/wion spell . Crutures ilhle to iI die toll Ihilt lives a chance, however slim,
G.ue AttAcks become invisible al will usually use al! the that the charilcler or creillure finds some
normill rules fo r the inuisibilitll spell. way to save himseJr from certain dHtruc-
Monsters with .. Innate abilities an! different from spells in tion (or ilt leilsl lessen the cbmage of a suc-
sue attack. , uch a, the basilisk, have the one major way, however. Unlike spells. cessful altilc").
power to affect an opponent simple by malt- innate abilities are naturill powers and do More otten tJu,n not , the savini throw
ins eye contilct . This milkes thHC!. creilturn nOI require Cilslingtimes or any components reprewnts iln Instinctive act on the part of
incr~ibly dangerous. for the- sUghte.t (although there is an initiative modifier), the charilcter-diving to the ground just as a
glilna can cause gTeilt Ju,nn. including gestures or words, unlns these fiffball 1C0rchn t.he I roup: blankins the
Chilrilcters who look directly ilt such things ilre used for dramiltic effect , (The mind just a. a mental bailie belin.: blocking
cruturn in order 10 attack them, or thow monster cilsually points to the pliler wher!! theworlt of an acid spray with a shield . The
who are ,urprised by the creilture, automal- his spell will occur ilnd then looks ilt Ihe pilr- eXilet ilction is not importilnt - DMs ilnd
ically meet the creature·, ga.ze. These unfor- Iy with a wicked smile.) Innille abilities ilre players can think of lively and colorful

64
explanations of why a saving throw suc- magic at a level equal to the number of Hit
Cftded or failed . Explanations tano~ to Di« they have. Intelligent monsters save
SAVina Throw Priority
the evmts of the moment enhan« the ex- versus all oth6 attacks at this level as well . Sometimes the type
citement 01 the game. Creatures with no intelllgmce (even less of saving throw r~uired by ill situa tion or
than animal intelligence) save at a level item isn't clear. or more than one. category
equal to half the number of Hit Dice they of saving throw may seem appropriate.. For
Roiling S,n lng Throws have, An y additions to Iheir Hit Dice are this reason, the saving throw categories in
To make a saving counted lU well. at t.he rate of one die lor Table 46 are listed in order of importance,
throw, a player rolls 1dzo. The result must every four points or fraction thereof. Thus beginning with paralyution, poison, a nd
be equal 10 or grea ter than the character's an intelligent creatUrf: with 5 + 6 Hit Dice death magic, and ending with spell.
saving th row number. The number a char- would save al 7th level (S Hit Dice + an ex- Imagine that IUth is struck by the ra y
acter needs 10 roll varies dependi ng upon tra die for the first 4 additional points + an- from a wand 0/ po /ymorphing . Both a sav-
his group, his level, and what he is trying to other die fo r the 2 remai ning). A ingt hrow vs. wands and a saving throw vs.
save himself from. A character's saving non-Intelligent beast of the same Hit Dice polymorph would be approp riate. But Rath
Ihrow numbers can be fou nd in Table 46. would save against all but poison and death must roll a saving throw vs. wands because
Multi-class characters use the most advan- at 4th level (round up). that category has a higher priority than
tageous saving roll. Most monsters use the Warrior group ta- polymorph .
Saving throws are made in a variety of ble to determine their save. However. those The ca tegories of saving throws are as
situations: For attacks involving paralyza- that have abilities of other clas.sa use the follows (in order of priority):
tion, peilOn, o r death magic; rod, staff. or most favorab le saving throw . A aealurf: Save VI. Paralyzation. Polson. or Ikll th
wand; petrilication or polymorph ; brf:.t t.h able to fight and use a large number of spells M;IIglc:: This is used whf!never a character is
weapon; and spells. The type of saving could use either the Warrior or Wi:tard affectled by a paralyzing attack (rqardless
throw a character must roll is detennined groups, whichever was better for a particu- of source). poison (of any strength ), or cer-
by the specific spell, monster, magical item, lar saving throw . Creatures Ihat lad fight- tain spells and magical items that o therwiR
or situation involved. ing ability use the group that most closely kill the character outright (as listed in their
MonstU$ also use Tablt: 46. How~er, they rts('.mble:s their own abilities. A fungus- descriptions) . This saving throw can also be
do not find their saving throw numbers by creature thai can only cast spells would uS«' used in situa tions in which exceptional force
group and level. since they have neither. All the Wizard group table to determine saving of will or physical fortitude is needled .
creatures save against poison and deat h throws. Si ve vs. Rod. Stall, or Wand: As its name.
implies. this is used whenever a character is
3ff~ted by the powen of a rod, stafC, or
T. b~ 46= CHARACTER SAVING THRO WS wand, provided another save of higher pri-
- -- - - - -- - Au.ck 10 be S.vcd ASalnSI - -- - -- - - ority isn't called for. This saving throw is
Pu.Jyulion. sometimes specified for situations in which
o,.riKle.r Croup and Pabon. or Rod. SI_fl, Pe.lrifk.lion 8"".lh a character faces a magical attack from an
Uprrie.MI' Le.vel Duth Magic or W. nd or Polymorph ' Wl'apon" Spt'U' "

..
unusual source.
Priests
...
1-3 10
,
14
13
13
12

,
,0
16
15
,3
15

12
Silve VI. Petrlflntlon o r Polymo rph: This
is uS«! any time a character Is turned to
stone (petrified) or polymorphed by a mon-
1G-12
1.). 15 ,• ,
10

12
11
11
,
10
ster, spell, or magical item (other than a
wand). It can also be uS«! when the. charac-
,• •..• ,
16--18 7 10 ter must withstand some maS5ive phYlicaJ

I'•
1' + 7
"ogun
...
1-<

9-12
13
12
t1
12
10
12
11
10 "
1<
IS
13
11
alteration of his entire body.
Save VI. Breath Weapon: A charactf!r us-
eS this save when facing monsters with

,•
13... 16 10 b reath weapons, particula rl y the powerful
9 13 9
blast of a dragon . This save can also be uS«!
11·20
21 +
9
• • •7
12
11 ,7
in situa tions where a combination of physi-

,.
..
W,urion 0 16 13 17 20 19 cal stamina and Dexterily are critical fac-
1-' 14 15 17 17 ton in character survival.
:H

7-8
13
11
10
15
13
12
to
12
11
16
13
12
..
16

1.3
Save VI. Spell: This is uS«! whenever a
charaCier attempts to resist the effects of a
magicill attack, either by a spellcaster or
9·10
• ,
'0 9

9 11 from a magical ilf!In, provided no other
11-)2
1
7
7
,• ,• 10

type of saving throw is specified. This save
can also be uSft:! to resist an attack that de-
15-16
•3 ,• ••
..
7 fies any other classification.
Wizards
1"
1-5 11

13 15 12

6-10 n 9 11 13 '0 Volunt.vlly b Illing Saving Throws
11;'
'6-20
J1-
10 , ,
7
11
9 ,• No saving throw Is
21 +

• Exdudins polymorph UHlnd attach.
3 7
• made if the ta rgd voluntarily chooses not to
resist the effect of a spell or special attack .
., &.cluding thow Ihal cause petrifKallon or polymorph. This is the case even if the character was
••• ExcludinS those for which anclh.e.r w.vin& throw type ~ spe.cifitd , ~h a5 death. petrifkal\on, poly· duped as to the exact nature of the. spell.
morph, etc. When a character announces that he. Is nOI
65
resisting the! 5pt!1J's powe!:r, that 5pt!:11 (or magical; magical armor never gives a laving even be aware of 1M: thrut for his ma.gk
whate!:vu) has itll full dfK'l . throw bonus apirut gas (which it cannot resistance 10 opeTate. Such ruistance ill put
TM intention not to rnHt mUlit be c1urly block), poison (which openl!" internally), of 1M autun or item and cannot be Rpa·
stated or lid up throqh trickcry, howcve!:r. and spel1s that an mental in natun or that nlted from it. (Creatutni, however, can
If a cflaracter ill attacked by surprillt!: or C;;llUW no physica.l da~ . lower their m~ resistance at will .)
aush! unawares, M ill normally allowe:1 a For example, ~kal armor would nol Magic res.iitance is also an individual
saving throw. TM OM can modify this sav- help a chanctu's savins throw aplrut the ability. A O'I!4lIUIl! with ma.gk resistance
ing throw, making tM chanct!: of SUCCH5 lIins of a giant scorpion, the choking dfeds Cfmnot impart this power to others by hold-
WOIV, if tM situation warrants it . Only in of a stinking cloud spell, or the traruSorma- ing their hands or standins in toor midst .
CXinrM caRS of trickcry and deception tion effK't of a polymorph Of he,.. spell . Only tM rartSt ot creatuns and magic&1
should an unwitting char4lcter be dt!:fli~ a Magical armor does vnend its protK'tive!: Items have the ability to bestow maslc
saving throw. power to savina throws against add spra~ mistance upon anolhu.
or splashes, di.intt!8l"atJon, magical and Magic resistilnce Is given ill a percentile
normal fires , spells tNt COllUM! damage, and number. For a magical dfK't to have any
Ability Chub.u Saw Ins Throws fa lls (if any saving throw is allowed In this chance of SUcceM, the magic rHistana: musl
Whcn a char4lcte!r case). Other situations must be handled on a be: overcome!. The tar~1 (the one with the
attcmpts to avoid dangcr throush thc uw of case-by-caiC basi. by the OM . magic resistance) rolls percentile dice. If lhe
onc of his abilitit'l, an ability chcek can be Spcdllc speUs and maslc.1 items have roll is higher lhan the cll!atun's magic mist·
used in IIcu of a saving throw. effccts, both good and ill, on a character'. ance, thcspc:lI has .. normateffKt.lf the roll
For t!:Xa.mplc, Ragnar thc !hld has brokt!:n saving throws. Often. spdls force the victim Is equal 10 or Ies.s than the creatun'. magic
inlO someonc', hol1'\t!: when he hun a grat- to save with a penalty, which makn even reslstan«, the spell has absolutely no clfed
ing noilt!: from the ceilina above him . He the most innocuous spell quite dangerou • . on Ihe creature.
looks up to find a five-ton block of tM ceil- (Specific information can be found In the
ing headed straight for himl Hc ill going to spell descriptions, for &peUs, or in the MaSi-
need spHdy reactions to gd out of thc way, cal itnns Rdion, lor magical itt!lJlS .) Effects of MaSIe Resistance
so a Dextcrity ability check ....ould be rolled Minor poisons of vCTminous creiltUfH
to _ if he avoids the trap. such iUi gia.n! a ntipedH, while dangerous, Mask mistancc en-
an weak and unlikely 10 bring about ckath abln a creature to ignore the dfK'tJ of s~lls
and spell-like powffS . It does not proted the
in a healthy man. To recreate this dfKt in
Modlfylns S.~lns Throws CIl!4ltUt'l! from magical weapon attacks or
the game, a savins throw bonus is allowcd
from natural foren that may be: a ditKt or
Saving throws can for anyone aifK'tcd by thHc polson• .
accidental result of a .pelJ . Nor don it pre-
be modified by magical item., IPKlfic rulH, Unpredict. ble S!tUiltlOns are sure to crop
Vt!:flt the protected c:reatu.ll! from uung hia
and special ,itualion,. TM5t modifie.rs can up. When this happms, the OM must deter-
own abilities or from casting spells and
increase or dKll!ase the chiliKe of a succns- mine whether saving throw modifiers are
appropriate . As a guKldine, modifjers for us;ns magical items. It can be effK'tive
ful 5ilving throw .
against both Individually targetcd spells
Modifiers that increase the chillnce aft! situalions5hould range from -410 +4 . An
and, within limits, area-ftlK't spells.
given iUi a number preceded by a plu. ,ign. evil dl!ric attacked in his mrine could very
Modifie:rs that make success mOil! difficult well hilve a + 3 bonus to all his laving
1£ • magic rI!I~tan<:e roll fails, and the
spell hils normal died, 1M target can make
an given as a number preceded by a minus throws and a -3 penalty applicd to thosc of
his en~mies . The powerful evil of the place: all laving throws normally allowed ap!nJt
si&"(-I, -2, de.).
the apeU .
Saving throw modifiers affK't a charac- could warrant the modifier.
ter's die roll, not the laving throw number OM modifiers should be used sparingly,
nftdcd. Thus, If Df:llIf!nora nMed an n for and only when appropriate. If constantly
assigned, they will no longer fe-e.1 sptCial to When MaBIc: ResistAnce Applies
a successful saving throw n , petrification
;;lind hild a +1 bonus 10 her lave, she would the player whose character'. fate hiln8' on Magic~ap­
still nted to roll an 11 or higher after all the toss of a single die. pli6 only if the luC«S6fu1 casting 01 a lpell
adjustments were made!: (but lhe +1 bonus would directly affed the ft'Sistant crealun
would be added to her die roll, 10 thai dfce- or item . Thus, magic resistance is effective
lively w needs to roll only a 10 on the die
Magic Resistance against mllgic mwile (targ~ted at a creatun
to reach her 5ilving throw number of 11). Some cnaluns or or Ite!:m) or firebAll (damaging the an4l tM
Hlj:h .bility Korn In Detterity and Wis- item, strongly rftist lhe eflK'ls of magic (or cnatute or item is in) 5pt!1Js.
dom sometimes give laving throw bonURS. impart such raistance to othert) . Thi. M~ tHistana is not cff'«tive apinst
A high Wisdom protK'ls apinst Illu.lons, makes them mon difficult to aff«t with an earthquake!: caUK<! by a spell. While the!:
chilrms, and other mental attack.. DeJ(teri- magical cnet8Y Ihan ordinary creatures or cre.ture may .uffer injury or death falling
Iy, if high enough, QJl give a crn.racter iI items. into a cMMn the spell GpU\S under ill ferl,
slightly hi&her chana of avoiding thed'feds A ~Il! few cnatum are v:tnmcly anti- tM: magical energy of the spell waf directed
of finballs, lightnin& bolts, crushing boul- magical-mas!c rolls 0(( them like!: watu off at the 8'"ound , not tM: Ct'I!ature!:. Mag.ic
ckrs, and other attKU where nlmbkl\ftlS a duck·5 back. Mo~ common all! creatures, resistan t creatures are not immune to evt!:fllJ
may be a help. (SH Tablft 2 and 5 in the cspcciilily from the outer planes, that live In thil t occur as the COn5equence of spells, only
PIAy"r" HAndbook.) enchantcd or $OlUroUS lands and are filled to the direct energy created or releaxd by a
M.gical lIeD'll like cloaks and rinp of with pow~ul magical eflC!rgin.. 1Mse <na· .... 1.
prOledion give!: bonulH to a character', laV- tura eat and bll!athe the vapors of wiz- Player characters do not normally have
ing throw (these are listcd in the item ardry, and the y have a high tolerance magic r"lstance (though Ihey still gel sav·
descriptions In the appendlcn). against arcane power. ing throw. vs. magical spells and such);
M 'Sk.. 1 . nnor allows a laving throw Magic resistance is an innate ability- that thi' abillty is rcscrvcd mainly for spedal
bonus only whe!n the save is made nceHlary is, Ihe pot.Sasor does not hilve to do any- monller,.
by $Omdhins physical. whcth~r normal or thing special to use it . The! crealun need not

66
number listed, roll IdlO. If the number
Succ6Sful Magic Resistance Roils Turning Undead rolled I. equal to or gtcaoter than that listed.
A successful magic One importilnt , the a!tempt i, IUcccuful. If the leiter T
mistan« check un hilve four differml aond potentiaoUy lif~vin&. combat ability (for ~tumed~) aoppeaotS, the attempt is auto-
mulls, depe:nding on 1M nalure of the spell availaoble to priesls aond paladins is the abili- maticaoUy suc::ca5ful without a die roll . If the
being resisted . ty to tum undcaod, This is iI spedal power leiter -0- (for ~dispen is given. the turning
gr.ilnled by the charaoc::ter's deity. Druids con- utterly destroys the undead. A dash (-)
IndJvld uaoUy T.~ted Spells: By deflni·
not tum undeaod; priests of specific mythoi meaons that a priest or paladin of thaot level
tion , IMse spells affece Just OM crealure,
maoy be able to aot the OM's option . annot tum thilt type of undcaod , Up to 2d6
and only the targeted creaoture rolls for """3.
Through the priest or paladin, the deity undeiUI arr tllmra by a succosful attrmpt.
ic resistance (If II has any ). If ao lpell of Ihis
maonlfests a portion of its power, terrifying 1/ ,hr IInaf!Qa crt'a'ures ar. a mued group ,
type is direceed at severaoltarget" eaoch rolll
evil, undead CtcaotUtn or blasting them right th. 10tHS' Hit Dic. crf!Q'ures ar. a!frc'rd
in~ckn ll y of the others. (An example of
out of existence. However. since the power {irs"
this would be a hola person spell aimed at
musl ~ chilnncled through iI mortill vcucl , Only one die Is rolled te8aord1e5S of the
four creatures, with each creature g~ting a suc::cess is not aolwaoys assured . number of undeaod the character is attempt·
magic mislanee roll, If they have magic
When encountering undead, a priest or ins to tum in a Siven round. The result is
rftistanee.)
paladin can attempt to tum the creatures read individually for each typt' of undead .
U the rnagk: resistance roll is succes6fu1, the (remember that the palaodin turns undeaod as For example, Corus, a 7th·level priest,
spell has no dfect on that creaoture. If Itw spell If he was two levels lower- a 5th·level pala. and his party are attacked by two skeletons
is Wgeled only at the O1!'aotun!, the spell fails din uses the level 3 column In Table 47). led by ao wight and ao spectre. The tuming
completdy and disap~;..~. If RYtnl targetS Only one attempt caon be maode per chaotaoder attempt is made, resulting in a roll of 12 .
an involved, the.spell may still affect othns
who faoilthei.r rnagk resistance roll.
per encounter, but several different char.ilc-
ters ca.n maoke aottempls aot the saome time
(with the results detennlncd Individually).
types of undead !dillg ,h.
Corus's player reaods the table for all three
SQm. roll- 12-
for all three. The skeletons aredestroycd (as
Are1l·EffKt Spells: These spe.lls are nol
AIt~pting to tum counts "" an xlion, Gorus knew they would be). The wight i5
targeted on a , ingle: creature, but on a point .
The spell', dfccc encompasses everyth.ina
requiring one round and occurring during turned (a 4 or better w itS needed) aooo nees.
the character'. tum in lhe init~tive order The spectre, however, continues forwaord
wilhin a llet distance of that point . A 5U Co
(thus the undead maoy Sel to act before the undaunted (since a 16 was needed to turn
c:usful magic resiJlance check enables the
char.ilder can tum t~ ). The mt'tc pm- the spectre).
creature 10 ignore the effect of the spell .
ence of the chaoraocter Is not enough- a louch Undeaod bound by the orden of another
However, the l pell il not nqaled and still
of drama from the character Is important. (e.s ., skeletons) simply retrcaol aond allow
applies to all others in lhe aorea of dfccc .
Speech aond gatura are Important, so the the cMrilcter and those with him to paou o r
In-Place SpeU5: These spells operaote con· charaocler must have his hands free and be In complete their aodions.
tinuously in a particular plaoc;e or on a par- a position to spt'aok, However, turning is not Frce--willed unde;td aoUempt 10 flee the
ticular creaoture, character, or Item. Pro- like spcUca.stinS and Is not interrupted if the ar~a of the turning character, until out of his
' rdion from rvil i5 OM e:c.ample of thi' kind chaoracter is ao!tacked during the at tempt. sight . If unable to escape. they drcle al a dis-
of spt'li . To resolve a turning aoUempt, look on lance, no closer than ten feet to the charK-
Magic resistance coma into plaoy only If ao
Taoble 47. emu-Index the Hit Dice or type of ler, provided he continvcs to mainlain his
creature or item find, himself (or itself) in the undeild with the level oft.he charaocter tumins (no further die rolls aote nceded).
the place where the spell il In oper.iltion .
(two levels lower for a paladin). If there I, a If Ihe character forces the free-willed
Even then, magic r~istance may not come
Into play- nothing happen, if the , pell i5tl't
of a type that affeces the chaoracter. Thus, a Table 47: TURNING UNDEAD
pIIrt tDQ,,.r spell would not coUaop5e simply

•0 0, 0"• 0"•
because a maogic resistant creaoture walked Type or Hil Oi«
through the areao . A protrct(on from w il
spell, which could aJfece the creaotu.... would
of Undead 1 J 4 5
Level 01 PrlHtT
1()"1111-lJ ,.+
Skeleton or 1 HD 10 7
• ,• T T 0" 0" 0"

I.,. I.,.
be sU5CCptible to ma.gJc resistance,
If the OM cktermines thaot ao masic raist·
aonee roll is appropriate, and the roll , uc-
cecdJ, the in--placc spell collilptn (usually
with ao draomaotic thunderclap and puff of
Zombie
Gboul or 2.HO
Shadow or J.4 HD
Wight or5 HO
G ....,
13

20
I.
].
10
IJ

20
7
.0
II 10
T 0T

,.I. ,. , • T TT
13

.0
13
0

T
0"
,• T,• TT 0T 00
T
.0
0"
0"
0"
0"
0
0"
0"
0
0
0"
0"
0"
0
0
smoke), Wraith or 6 HD
Mummyor7HD
20
]. ,.
20 • 13 010
• T• TT
13
7
10 7
T

. I.
Permanent Spells: Magic resis tance Is
nor8HD I. I.20 Il 10 7
insuWdent to destroy a permanent spell .
insteaod, the lpeilis n~ted (within the Nnw Vaompire or 9 HD I. I. ,. 20
, 13 10 7 4
guidelines given for in-place 5pCII,) for as Ghosl or 10 HO I. , 20 13 10
lieh or 11 + HO
Ions as the magic resistant cre1lture is in the
area of effect .
Special·· •• I. 20
20
13 10
13
Thus, a magic-resistaont creao ture might be -An additional 2d4 creaolum of thi' type are fumed .
able to step Ihrough a pennaMnt wall of ··Spedal CtcaolUres include unique undeaod , free--willed undeild of the Negative. Maoteriill
force as if it weren't there. However, the plane. ccrtaoin Greater and Lesller Powers. aotld those unckaod thaot dwell in the outer planes.
waoll would spring back Into existence as tPaladins tum undeaod as print, who are two levels lower.
soon aos the creature passed Ihrough (I .e., no
one else can pass through).

61
undead 10 come closer than tm f~t (by However, no points of dam<age arr inflicted. players will Iram (probably the hard way)
pressini t~m into a com", for example), For e:xamp~, a vamplrt' strides acrou the that just any old silver weapon won't do .
the tum1nsls broken and Ihe undead attack banquet hall toward the play" characters. Ordinary weapons plated wilh a thin layer
normally. ~arfully, they loose a volley of arrows al 01 silver are not effective. The weapon, or at
him . Thrre hit. but he doesn't even break hi, leaslthe blade, must br madr of pure silver.
J;tride. They watch, ~J;t , as hedisdalruul· Such weapons must br custom-made. Fur-
Evil Priests ..nd Unde..d Iy plucks the arrows from his body and casts thermorr, silnr I, a poor choice of metal for
Evil priests are nor- them aside. Just as he closes with them, a weapon and so cannot be used for eve.ry-
mally conskJered 10 be in le~ wilh undead Tarpsh swings olnd hits him with hiuword day purposes.
creature, or al least to share thei r aimt and +J . Thr vampire'. smug look of overconfi- To retain its culling power and shape, a
soals. ThUl, they have no ability 10 tum dena! is transformed to onr of marlin8 rase Niver weapon should br used only whm
undead, H~t'I", lhey COIn attmlpt to com- as hr realizn with a shock that onr of lhese ahsolulrly needed. While there are no ruin
mand t~ beif\8$, fortini ,hem to their will. sniveling humans has hurt him! 10 ptevf'nt itl constant use (Iince there are
This is resolved in the same way asa lum· too man y volriabif'S for type of wrapon,
ins attempl. Up to 12 undead can be com- amOWlt of use, rtc.), be ready to surprise
manded . A ''T H result me"ns the undead characters who conslantly use silver wrap-
automatically obey lhe evil priesl , while a When confronting ons in plilcro( normal ones. (HOh , dear, you
"0" means the undead become complelely a creaturr immune to 0111 bUI silver weapons, hit that ore'. platr mail with your . Ilver
subservient to Ihe evil priest. They follow
his commands (10 the bnt of their ability
and understanding) until turned, command-
ed, or destroyed by anotne r.
Evil priests ollso have the ability to aifed
paladins, tumina thml as if they ""~ undead.
Howt"Yt'I", since the !ivinS spirit of a paladin is
far more difficult to que.li and IUbvm, pala-
dins are v¥liy more difficult to tum.
AIl evil priest attempting to turn a pala-
din does so as If the priest were thlff levels
lower than he .. cttullly i,. ThUl, a 7th-level
evil priest would tum p,al.. dlns on the 4lh-
level column . He would have only a ,lim
c~nce of turning a1th-level paladin \7 HD)
and would not be able to turn one of 81h
level al all (using the pabldin', level as Ihe
HO 10 be turned ).

Immunity to Weapons
Some mon.ters ,
parlicularly IYc.lnthropes and powerful
undrad (5uch .115 vampires), are immune to
norma! weapons. Anacken ne«l spreia!
weapons to hurt them , The most common
of t~ are si lver and masical weapons.
SPKial weapon requirements are listed in
the monster descriptions as '"Silver weapons
or magic to aUack or + 2 weapoM or hei-
H
H

ler to hil ,H or somelhing simila r. The listed


weapon, or one of grealeT POW", musl be
u~ to damage Ihe monstrr. (Molgicai
weapon, are of grt'ater power than silver
wrapons, and uch plus a ma!pcal weapon
get5 is a measure of power- obviously,
Ihen, a sword + 2 is more powerful than a
sword + 1.
Even Cl'\'aturrs immune 10 certain weap-
ons can ~ affected by masial5podls, unless
a 5peclflc immunity to a spell, or group of
spells. is listed in the description, in Ihe
Mons/rous Comp,mdium .

lffuts of We.. pon Hits


When a crea tu re is
hit by a weapon to which it is immune. the
attack appears to Irave a ... Isiblr wound.

68
sword and lhe blade bnll lw or "You know. just too powerful. Such UieS of very potent what a aeature dca, think about its ~h and
you've been u$inl your silver-headed 5p!'.Jr creatures mould be extremely rarel A'a5Qn5 for fl8htins-
kl much that the poinl is no longer lood. It'. Unintelligent and animAl Intelligence
kind of lik~ hillini INI werewolf wilh a creatures attack most often for tood or to
clumsy club Vtcepl iI doesn't work u weill")
Morale protect thrir lair. Few ever attack for the
The old uylng , sheer joy of killing.
~the best defense iS;l good offense w is cle;r,rly Those attackins for food attack the things
CreAture vs. Cruture; they normally hunt . A mountain lion, for
true in the AO.ttD" pme. And the best way
One obvious ques- to avoid taking damage Is to beat the fee so Vtample, doesn't hunt humans (as a rule)
tion that arises In the minds of those with a badly he wants to crawl under a rock or, and doesn't s!.alk and attack humans as it
logial bertt is "How do other creaturnfigh t better yet, run ",way. That's w~rt' morale would", dee.r. Such creatures normally
these immune monsters7" In Ihe case of checks come in . allow a party of advHlturers to plISS by
monsters, sufficient Hit Dice enabl~ thm't to The gnoilin lronl of Beornhelm smashes unhindere.<!. without evC':n rneallng them-
attack immune creaturn as if they were a mace "'PIns!. the fighter'. shield, Jus!. ilJ the selves. Only whe.n the creature is dose to its
attacking with magic",1 we"'ponl. Table 48 searing heat of lightning clips all the hair on lair don the chance of attack increase. Ani-
lists v.. rious numbers of Hit Dice and tMir the side of his head . Instantly, lhe heal is fol- mals often fight to protect their territory or
magic.. 1weapon equivalents. lowed by the booming thunderclap In his their young.
These Hit Dice equivalents apply only 10 ear. All the while, some vile lillie creature's When they do be-come involve.<! in com-
monsters! Player characters and Nrc. can- trying to gnaw on his shin I It's really enough bal , animals and other creatures rartly fight
not ben~it from this. to ruin an adventurer's day. But , Beornhelm to the death . When hunting. they certainly
Is cool, ca lm and in cont rol- bec:auSolt the try 10 escape. especially If they are injured .
player running him says so. The same a n'l Their interett is in food . If they can't get it
Table 48: HIT DICE VS. IMMUNITY
be s.aid for the monste rs! eaSily, they'lI try again elsewhere. Most
Hili creatures In almost all ' ituations. p,""yers should be often, it is only when pressed. with no ave--
Hil Dice requiring: the ones who decide what their characters nue of escape, or perhaps when its young
4+1 or more + 1 weapon do. A OM should never tell il player, "Your are threatened, that ",n animal will s.acrlfice
6+20rmore +2 weapon character decides he doesn't want to gel its own life.
8+30r more +3 weapon hurt . and runs from the light; unless that Of COUJR, in an AO&;O pme. '" cre.ilture
10+4 or more +4 weapon character is ch.1rmed ",nd Ihemore con- c",n attack and fi&hl to the <k"'th whe:n that
trolled by the OM . will make for the most drama and exdte-
A suggestion that ;I cha racter might want ment . For example, say a group of cNrac-
Using Immune Monsters to retreat. advance. open a chest, or wh;lt- lers spot a grizzly bear blodd", the path
In A umPJIlgn ever, is okay, but a OM shouldn't lo~ a ahead of them . Instead of wisely waiting lor
player character to do somdhing by simply ilia shamble off. the party foolishly puts
Creatures with pow- insisting. Only under the most unusual some arrows into il. Enraged. the beast
erful wt'apon immunities should be used with circumstances-charm, magical fear , or attacks the party with berserk fury, Cilusing
Cilre. Pb~ trust t~ OM to creille situations other fo r~ ~fKt -should the OM dictate serious harm ",nd teaching them an Impor-
in which they hilv~ a chance to win. Don'I use the actions of a playef' character. tant IHSOn belore it dies.
such creatures unleg t~ party haJ; weilpons to Monsters and NPCs are an entirely differ- Intelligt'nt CteAlurft have more compll-
defeat then (or there Is some other reason for ent matter, however. The OM makes theIr Gilte<! motivations than lhe need for lood
encountering that monster). decisions, trying 10 think like ea<:h creaturt' and shel ter. The OM decidet what the crea-
Everyone in the party ne-tdn't have a or non-player <:ha racte:r, in turn . lurel want . Greed, hatred , fear, self-
weilpon effective asainst the monster, but In combat , thinking like a creature m... ln- defenSt'. and hungerareall motivations. but
there should be al least two In the part y. Iy means dKiding what utlons it takes and they are nOI all worth dying for.
Avoid making iln encounter dependent on how badly it wants to filht - the morale of As a guideline for intelligent creature and
the actions of a single character. It·s not the cre"'ture. Nrc motivation, consider the actions of
much fun for the other players a nd 100 As a general rule, monsters and NPCs are player characteB. How often do they fight
many things c",n go wrong with the plan if no more e"'ger to die th..n player ch",racte.rs. to Ihe death1 Why would they1 At what
the key player doesn't coopeute o r his char- Most withdraw when a fight starts to go point do they usually retreal1
",cter gels hurt. badly. Some p",nle and flee, even Gilsting Certainly, Nrc adventurer parties should
The wamins above is just that, howevt-f'- a their weapons aside. Ir they think they can behave Similarly to pla)'ff duaracteB. After
wamins. It's not a ru~. 1nere are times where gel mercy; brighter foes might fall to their all, their concems ilre much the s.ame as
using Mlch creatures on an unpnopaM party knees and surren<kr. A few bloodthirsty or those of the player characters-g~lIing ash
an Ie.d to creative and enlertaininl; play. br"'mless types might fight to the death- and improving themselves. They are not
For ex", mple. s.ay the party is Just hqin- but this doesn't happen 100 olten. These are very interested in dying.
ninl ",n ",dventure involvl", lots 01 were- the things that make up morale. thinp the On the other hand, members of IOr/'iIt fanat-
wolves. Early on, they are attacked by a OM must dKide. either through role- ical sed:!I may willing.ly sacrif'n themselves
h",irycre;lture",nd the:ir weapons don', seem playing or diet' rolling. for the Cause. (EVftl 50, a few have been
to do ilny good! I' not dispatched by spells.
it causes serious injury (but doesn't mllnale known to rt'CONkter at the I.ut mInutel)
The Role;.PIAylns Solution The morille of NPCs and Intelligent crea-
to kill anyone) before f1Hing for some rea-
son or anal her. It shouldn't take too much tures should also jibe with known fact.
The firA (and best) about hi., her, or Its personality. If an Nrc
fo r players to figure out what they need.
way to handle morale 15 to cklermine it with- with the party has been portrayed as cow-
and gell ing appropriate weapons can
out rolling any dice or consultil'l8 any tables. ardly, he prob.ilbly won't willingly march
become part of the adventure. Thisgiwsthe biggest ranged choices and pre- into the jaws of <kath. One noted for his
Immune creatures can also be used to vents illogical things from happening (unless slavish loyalty, on tht' other hand, might
control a party that has bec:ome abusive or the OM happens 10 be illogical). To decide stand hi5 ground, dying to protect his

69
lri~ds or muter. There are many choices, · Or a group that hu lost tha t ptrttntage
How to MAke A MorAle Otec.k
and the AD.. "" game wo ru bnt when a of monsters or creatures.
person. not the dltt. makes the choke. Table 49 lists the •• -llcheek required .
base mora.le: number for variOUl typet 01 •• "Crealurft protected f-rom attack by
creat\ll"eS. Table SO lists conditiON; and situ· magic or whkh require magk weapons in
allons that can modify this base morale order to be struck and group does not pc»-
Sometime. there number. To roll a mora.le check, find the rat'- Rl5 t~.
are just too many thinp going on to k~ ing that most closely matches the creature.
track 01 all the mo tivations and reactions of Add o r subtra.ct the modifiers tha t apply to
the participants. For IheR limn, use the fol· the situation (.orne! modifiers, such as the
lowin& sysle:m 10 determine lhe mora.le of number of Hit Dtc.!: can be calculated in ad· When a creature or
the: crealure or NPC. N.-u.r use this system vance) . Roll ZdlO. NPC rails a morale check, its first concern is
for a player characterl U the total rolled on the: ditt is equal to o r to eK;ape or avoid w hatever situation
First, do not check mor;ale every round 01 less than the morale rating, the: creature i. cawed the check in the first place. If II Is be-
a combat . Aside from the fact thai this una/feded and ke-eps on fighting . If the roll ing ovnpowered in comba t, it tries to nee.
slow. everyt hil18 down, It aJ.o crealH un- is greater, it panics and nees (or takes.orne If the party's mage Is bluUng lightning bolts
billianced and unrealistic battJes. Everyone other appropriate actio n). about, il tries to get aw;ay from rum .
going Into a fight expects a little danger. If there i. no place to go, the NPC or mon·
Only when the danger becomes too great T.ble '9: MORALE RATINCS ster (II it is inteJllgent enough) falls down
should a morale check M rolled . Ju.t when a nd . urre nders-p rovided it thinks the
Cre.ture: Type Morale
the OM rolls morale checkJ is a matter of _ .....--"';;;'iii.;;
Oft-liiliIlljiiil1miii.... party is likely to spare its life. A goblin is
judgment , but the foll owinl luidelinH not about to . urrender to a bunch of blood-
should prove useful.
AnimaI, ........ ~ l
thir.ty dwa rves because: it know. ho w
7
Idndly thotoe dwarves treat captured gob-
Animal intelligence monster U
Check Monster ."d NPC Morale When: liNl Now, if there just happened to be a
Semj-intelli~t monster 11
• they have been surprised (but only on the Low
__ intelligenceJiiiiiiiii,._ _ _ _ -"-;0..., nice. compassiorulte--looking human there:,
the goblin might give up, if the human could
first round alter surprise),
• faced by an obviously .uperior force;
• an ally is slain by malic,
~G~,~"'~,~,~....:-:;d~...::_
:::~iz:<:d;::,roopo

::::::--~,~
promise It safety.
How drutk a panicked creature', ",ghtis
deprnds on the OM's judgment and how
• 2S'AI of their group has fallen,
much over the base mora.le the modified die
• SO'AI of their group has fal~; ReguJar soldiers U
roll wa •. If the roll Willi clO5f! to what wu
~ien
~--------iti
• a companion is slain afte:r more than SO ..
of the: poup hilS fallen ; Meded, the crt'ature tries to back out of the
combat and find safety nearby. If the mora.le
• thtoir leader delIert, o r is alain,
• they are: fighting a auture tMy cannot
check was blown badly, the ~a t ure just
forgets everythina; and bugs out , castin&
harm due to magical protections, Table 50: SITUATIONAL MODifiERS
a.ide anything that slows it down.
• they are ordered to attempt a hcroiCillly
Lawful ~a tures normally try to fall back
dangerous task;
in lOme sort of organized manner- keoepins
• they are offered temptation (bribe,
chan« to steal, etcY ; together as a group or, at least, all neein, to
the same place , Chaotic creatures tend to
• lhey are ordered 10 ad as a re:ar guud
(covering a flghlinS withdra.waJ); bre.. k and run in any direction that prom-
Ises safety.
• lhey are o rdered to use up or use a charge
from a personal powerful magical item;· Eumple o( Morile As the: player charac-
• they are offered a chance to . urnender ters slash throush thick unde:rbrush, th~
(and have met the conditions for one stumble across .. band of 10 snolls gnawlll8
other mo rale check); on roasted game birds. Neither group i,sur"-
prised. An elf in the party mauts in tM
• IMy are completely surrounded.
gnolls' language, ~Surnender, you scum of
"In this case, the morale check can be the forest I You haven't a chance and we11let
used to K'e il they agreoe or muse. you keep your misuable hkles."
Obviously, foUowina the guidelines abow The DM muses to roll a mora.1e check,
too JtrictIy can lead to lIupkl, IUogIc.al s.ltua- lina the snolls don't know if their enemift
tions. Pla~, once they've Iumed the condi- are IIrong or weak . Beskles, the OM JHI
+1 possibilities for ill nice dramatic fight in this
ttons aIlina for morale checkJ, may try 10
abuse the rules. For f'JWnpk, they may think encounter.
to offer su.rrmder terms to every momter they Snarling. the snoUs hurl askie t.heir badly
meet, fisurin8 the odds of the: montIe check
cooked birds. The t,.1Ilkst one grunts out in
might work aut their way. the local tongue, '1 think you wrong. ttft'-
Don't lei players ~t away with this, and thing. Wit win fight , We take hidesl ~ He
NPC has been poorly treated -4 heft, a are.. t ma~ in his hands. The two
do n't let the dltt overrule logk or drama I
No enem slain - 2 gtO\lPl attack. A fu rious, aJashins battle en--
When 1st-level player characters offer . u ....
render terms to an ancient red dragon (obvi- . . . . . . 10 sues.
ously hoping for a lucky break on the dice), C>utnuak opponent) to 1 or more + Suddenly, the mage of the party cuts loose
to.&eel ••• a m agic missil•• killing the largest of the
remember what common IIC!nse is liIIying!
'There ain't no wayl~ W' o r magic--usins creature sno lls. Now the OM rolls a morale check,
on same side +2 both lor the magic and Ihe lou of the leader
71
(applying appropriate modinen) . all<lck. In Table 44 of Chapter 6 in the Play- The (act of the maUer is that physical
The OM decides the gnolls arf: disorgan- IIrs Hllndbook, all_apons arc raled for the laws ma y detcribe the exact motion of a
ized troops-a hunting party, nol a war In.r- amount of d<lmage they Inflict to Small, body as il falls through space, but relatively
Iy, This gives them a base morale of II . The Medium, and Large targets. This 15 given as little i, known aboul the "ffecls of impact .
gnoll, hilVe a - 4 penalty (chaotic, fighting a die range (ld8. ld6, etc.). Thedi"ance fallen is not the only determin-
magH, aMi mOrf: than OM check required in Each time a hit is leored, the appropriate ing factor in how badly a person is hurl .
the round ), giving '1In adiusted rt'Suit of 7 . dice are rolled and the result (damage) is Other factors may include elasticity of the
Two 10-1:ided dice arf: rolled, mulling in a subtracted from the currf:nt hit points of the falling body and the ground, angle of
3 and a 2, lor a total of 5 . Th~y pass the target . An a re that attacks with a sword. for impact. shock W<lVIeS' through the falling
mor .. le check. since th~ number rolled I, Ins example, auSt'S dam<lge <lccording to the body, dumb luck, and mo~ .
INn their modified morale. and dtdde to information given for the t,ype of sword it People have <lctually fallen from great
keep fighting . uses. A troll that bltH once and rends with heights and survived, albeil very r..nly. The
In the next round, an NPC fight~r with one of ils clawed Nnds c<lu5Cl2d6 paints of current r«ord-holder, Vesna Vulovic. sur-
the party 1056 25 .. of his hit points in damage with its bile <lnd ld4 +4 points wilh vived <I faU from a height of 33,330 feet in
wounds. The OM roll. a check for him as a its claw. (The OM gets this information 1972, .. lthough she was severely injured.
hirf:ling. His base moral~ is 12, bUI this is from the Mo nstrous Compendium . ) Aight-Serseant Nicholas S. Alk"made actu-
modified by -1 ( + 2 for mages on his side, Sometimes damage is lisled <lIS a die range ally fell 18,000 feet - almost 3.S milH _
- 2 for his wounds, and -1 si nce his along with a bonuso[ +1 o r more. The Iroll's without a parachute and la nded uninjured!
~mployer I, lawful good and h~ is n~utral) , claw allack, above. Is a good example, This The point of all this is roll the dice. as
givlns him a morale of II . He roUs a lolal of bonus may be dut' to high Strmgth. magical described above, and don't worry too much
12 - not good ~noush , 50 he decides he's ~d weapons, or the sheer ferocity 01 the crea- about science.
enough and gets oul of the fight , although ture's allack . The bonusiJ added towhat~er
he only goes 50 far as to hide behind a near- number comes up on the- d)f.' roll. assuring
P ... A.lysls
by tl'ft and ""alch from safely. that some minimum amouni of d.Jmagr is
No moral~ checks are made for the player cau5f.'d. likewise, penalties C<ln also be A charac ter or
charact~-plaYi'rs make the:lr own decI· applied, but no succnsiul attack can mult in creature <lffectKl by pualysis becomes
lions. leu lhan 1 pamt of darnaglt. tolally immobile for lhe duration of the
Sometimes an attack has both a die roll spell', effect , The victim can bre<lthe, think,
InJury and Death <lnd a damage multiplier. The number rolled see. a nd hear, but he is unable to spe<lk or
o n the dice is multiplied by the multiplier to move in any manner, Coherent thought
Sometimes, no de-
determine how much damage is inflicted . nf.'«!ed to Iri88.. r magical it~ms or innate
gree of luck, skill, ability, or resistance to
This occurs mainly in backstabbing powers is 'till possible.
various attacks can prevent harm from
attempts. In c.ases WMf'f: damagr i. multi- Paralysis aff«ts o nly the general motor
coming 10 a charK1er. The adventuring life
plied, only the base damagr nused by the functions of the body and is not the ultimate
carries with It unavoidable risks. Sooner or
weapon is multiplied . BonuKS due to destroyer of powerful enatWft. It can be
later a c~racter is going 10 be hurt .
Strmglh or nugic <Ire not multiplied; they particularly polent o n nying creatul'fli,
To allow characters 10 be he:rolc (and for
arc added after the rolled damag.e is multi- kown-u,
ease of play ), d<lmage is h<lndled abstractly
in the A06:[)II game. All characters and
plied. An Eumple of Paralysis: The <ldventur-
~rs encounter a beholder. a ~arsome ena-
monsters have a number of hit points. The
ture with magical powers t~t emanate Irom
mOrf: hil points <I enaturc h<ls. the harder it Special Damage ill many eyn.
Is to defeat .
Cdting hit by wea- Aftef It:veral rounds of combal , the par-
O<lmage i, subtracted from <I chara..-::ter'1
pons or monslers isn't the only way a char- Iy'. print casts a hold monster spell , para-
(or creaturf:'s) hit points. Should one of the
acter can gel hurt . Indet'd. Ihe world is full Iyzinlthe enature. The paralyud beholder
player c haraclen hit an ogre in Ihe sic',! of
of dangers for poor, hapless player charac- can Slill use Ihe spell_like powers of ils ey"
the: head for 5 points of damag~ , those 8
len , dangers the OM can occaSionally and un .lill move about (since it In-itatH at
points are Illbtncted from the ogre's total
hit point" 1ne damage isn't applied to the
sprins on tMm with &lee. Some of the n<lsti- will). But , on the other hand, it is not able 10
fr lorms of damage are described below, movt' its eyestalks to <lim. Sinct all of Its
head, or divided among different areas of
eyes were most likely facing forward at Ihe
the body.
moment of pa~lysi" the adventurers clev-
Hit poinl i05f is c:umulative: until a character
erly spread out in <I ring around lhe crea-
dies or has a CNna! 10 heal his wounds.
Player characters ture. To attack one or two of them with Its
Cunll tI." Fin", wi,h 16 ~it pain's' is
injurltd by a,. ore that cauHS J poin'~ of
have a marvelous (and, to the OM, vastly
amusing) lendency to fall off things, gener-
powers. the beholder must turn ils back on
the rest ,
dumas". Fift,.,. minules lalltr, ClOflfl rum ally from veat heights and almost alw<1o)'S
into II busbear Ih~d inflicts 7 point, of dam- onlo hard surfaces. While the falling is
age, CtHlI hlU sufflffld 10 points of poilllS harmless, the abrupt ,top allhe end tfnds 10 (nUIY Dra.ln
of da",ag • . This 10 pain's of da"'lIg. oust' damage. This is a feature of
rtmairu until CIOflIl heals. ei,hflr naturally When a character falls, he suffers Id6 powerful unde<ld (and other particularly
or through magicII' m.ans. points 01 damage for every 10 feel fallen . to nasty monsters), The mersy drain Is <I par-
• maximum of 2Od6 (which for game pur- ticularly horrible power, since it causn the
Wounds po5e5 can be considered terminal velocity). lou of one or more experience I"elsl
This method is simple and it providH <Ill the When ... character is hit by an enersy-
When a character
hils a monster, or vice versa , damage iJ suf- realism necasary In lhe pme. It Is not a 1Ci- draininl mature, M suffers normal damage
tt\tific calculation of the rate of acceler<l- from the attack. In addition, tM character
fered by the victim. The amount of damage
depends on Ih~ weapon o r method of
tion, exact tenninal velocity. mass, imJn.ct loses one or more l~el5 (and thus Hit Dice
energy, elc., of the falling body, and hit points) . For each level lOlt, roUlhe

12
Combat (folson ) X
Hit Dice a ppropriat~ to Ihe character', class Appropriate actions on the part of the oth- Method: 1M: method is the way in which
and lubtract thilt number of hit points from er player characte:n ean prevent a drained the poison must nonnally be: used to hOiIve full
the character', total (subtract 1M Constitu- comrade from becoming undr:ad, 1M: steps effect. Injectr:d and ingHtr:d have no eIHct. on
tion bonus also, if applic.able). If 1M levd(s) nKft.Sary vary with e:ach type: of undeOild 0Ind contact , Contact poisons have full effect
IOSI was one in which Ihe character recll!:iv!W OlIn! explained in the monstfel' desc:riptkms in even if swallowed or injected (sintt both are
a set number of hit points rather than a die the M01l5trot.lS Com,undium. fonns of contact). Injected or ingested poi-
roll, subtract the appropriate number of hit sons have half their nonnal dfect if adminis-
points. The adjusted hit point lotal is now tered in the opposite manner, rrsul ting in the
Polson save damage being applied if the saving
the cha racter's ma:dmum (Le .. hit points
lost by energy drain are not taken as dam- This is an al!-too fre- throw is fai led and no damage occurring if
age but are losl pennantmtly). quent hazard faced by playe:r ch.aractr:rs. the laving throw is made.
The character', ~perience points drop to Bites, stings, dr:adly potions, cIruggr:d wines, Onset: MOlt poisons requin! time to work
halfway ~we.m the minimum needed fo r and bad food all await characten at the hands the:ir way through the systr:m to reach the
his new (post-d.rilin) bel and the minimum of malevolmt wizanls, evil OI$SOl56ins, hldeoU5 areas they aHect . Onse:t Is the time Ihat
needed for the next levd above his new level. monsters, and incompe:lent innkeepers. Spi- elapses bdoft! the poison's effect is fe:lt . The
Multi...class and dual-class characters lose den, snakes, centipedes, scorpions, wyvuns, effect of immediate poisons is felt at the
thei r h igh~t level fiN!. If both levels are and certain giant frogs all have poisons deadly instant the polson is applied.
equal. the one requ iring the steater number to charactr:rs. Wise PCs quickly learn 10 Stren,th: The number before the slash
01 experle~ points is lost first. respect and fear such crealures. lisls the hit pointl of damage .uffe:1'ed if the
AU powe rs and abiHtirs gained by t.he The: strength of diffe:re:nl poisons varin saving throw is failed , The num ber after the
player character by virtue of his fonner wildly OiInd is fn!quently ove:rntimated . The slash lists the damage taken (If any) if the
level are Immediately lOll, Including spells. bite of the gre:OiItly feared blOild: widow spi- saving throw il successful. Where Death is
TM character must instantly forget any de r kills a victim in the United States only listed, all hil points are immediate:ly lost,
spells that are in excess of those allowed for once every olher ye:OiIr. Only about 291> of 0111 killing the victim, Note: that in some cases a
his new level. In additio n, a wizard loses all fOI ltle5llake bitf:S prove fatal. charOilcte:r may roll a successful saving throw
understanding of spells in his spell books At the other ext~e: , there are natural and stili die from the: hit point 1055.
tha t are of higher leve:l than he: can now cast. poisons of intense lethiil!ily. Fortunatd y, Not 0111 poiSOns need cause: damage. Two
Upon regaining his previous lenJ. the: s~ l ­ such poiSOns te:nd 10 be exotic and rare- the other common effects of polson are to para-
caste:r must make ne:w rolls to see If he: c~ 80lden arrow-polson frog, the weste:m tal- lyze or ciebiJitate a victim.
relearn a speH, re:gardles& of whe:ther he pan SS'lake. and the stondish all produce: Pilfa\ylic pOisons leave the cha racter
kne:w it before. highly deOildly poisons. unable to move for 2d6 hours, His body Is
If a character is drained to Oth le:ve:1 but FurtheTl'l'l()n!, the effect of a poison depr:nds limp, making it difficult for others to move:
still retains hit points (i.e .. he is still alive), on how it isdelivered. Most m:quently. it musl him , The character suffe:rs no ot her ill
that character's adventuring caree:T is ovet'. be injected into the bloodstream by bite or effects from the poison, but his condition
He cannot re:gain levels and has lost all ben- sting. Other poisons are dfective only if swal- can lead to quite a few problr:ms for his
efits of a character dan. The adventurer has lowed; ~ favor these: for doctoring companions.
bKome an ordinary person. A restoration food. By far the most deadly variety. however. Debilitating poisons weaken the charac-
or wish spell c"n be used to allow the char- is contact poison, which need only touch the ter for Id3 days. All of the character's abili-
acter to resume his adventuring career. If a skin to be efft.ctive, ty Korn are reduced by half during this
Ot h-lrvel chuacter suffers another energy Table: 51 ratl'S poisons for three: diflen!nt t.lme. All appropriate adjustments to attack
drain. he is slain instantly, regardless of the factors - me:thod , onsea. and strength . rolls, damage:, Armor Class, etc. , from the
number of hit points he has rema ining. Those poisons which commonly appear in towered ability KOres are applied during the:
If the character is drained to less than 0 the game (such OIlS that delivered by the sting COUIX of the illness, Furthermore:, the char-
levels (thereby ..lain by the undead), he of a giant centipede) are: given a specific rat- acter moves at one-half his normaJ move-
returns as an undead of the same type as his ing for convenience. Poisons are not IiSied ment ra te. Finally, the charOilcter cannot heal
slayer in 2d4 da ys. The newly risen undead by name hen! , slna this is neither a scien- by normal or magical muns until the poi-
h.as t.he same character class abilities it had tific text nor a primer on the deadly nature son Is neutr"lized or the duration of the
in normal life, but with only half the experi- of many plants and animals. debilitation i, elapsed.
ence it had at the beginning of its encounter Table 51: POISON STRENGTH
w ith the undead who slew it. Treating Polson Victims
The new undead is automatic.. lJy an Cia" Method Onset Strength Fortunately, there are many ways a char--
NPCI His goals a nd ambitions are utterly A n
. min . 510 acter can be treated for poison . Several
opposed to those he held before. He possess-
es great h.atred and contempt for his fOrTMr
colleagues, weaklings who failed him in his
B Injected
C n
D InJected
l· .....
2-12 min ,

1-2 min .
20/ 1-3
15
30/ 2-12
spells exist that either ,tow the onset time,
enabling the character the: chantt to get fur-
ther treatme:nt, o r negate the poison e:ntir~
time of need. indeed, his main ambition E In jected Immediate Dr:ath / 20 Ir. However, cure: spells (lnduding heal) do
may be to destroy his former companioTl!i or F lnjectr:d lmmr:diale Death/ O not ne:gate the progress 01 a polson, and
caust' them as much grief as poHible. iii 2- 1 fiOUtl 20110 neutudizll poison doesn't recover hit points
Furthennore, the newly undead NPC is
under the total control of the undead who
'_od 1-4 houn 20/1 0 alreildy lost to the e:ffects of poison. in addi-
tion, charactus with herbalism proficiency
slew it . If this master is slain, its undead min- can take Iteps to redutt the danger poison
ions of lowe:r leve:l or fewer Hit Dice gain one presents to plOilye:r ch.aracte:TI .
Il!'Vel or Hit Die: for each level lhey drai n from
victims until they reach the maximum Hit
Dice for their kind. Upon reaching full Hil
Dice, these undr:ad are able to acquire their
own minions (by slaying characters).

73
Creiltlns N~w Pobons regain 3 hit points fo r thl! day. Foreilch com·
Using the th ree buic characteristics- Similarly, Ihe loss of a charilcter's fin · plete week ofbed m l, the charilcter can add
method , onset, and strength- ilnd bearing 8et or eye could be wed at an eltCUle 10 ilny Conslitution hit point bonus he might
in mind the debilitilting and paralyzing I~r an exCftl.ivrly high Dexterity. Loss have to the base of 21 points (3 point, per
effecls of some poisons, it is possible 10 cre- of an arm could reduce Strensth (among day) he ~ined during that week .
ate !VW varietit's. However, always intro- othet things), In both cUt'S above, the charader i,
duce poison. and poisonous crealures wilh Don'l overdo this brute force assumed to be geltlng adequa te food , Willer,
lVeilt CilI't' , esp«ially when dealing with approach to plilyer control . Playerl get ilnd sleep. If these art' Iilcklna, the chilfilClt'f
low· level characters . Unlike mosl othf.r attached 10 their wracten; they gfl don not repin any hit polnls that day,
WillYS a chillfillctl!r cilln be hurt, 1M IIfl! or used to thlnkins of them ilnd rolr-
dl!alh of iI poisoned chilractl!r oflt'n dt'pmds playing them a parUcubr way. Mt'tS
on iI single die roll . It is essential tho'lt player with Ihis too much ilnd you'll find play.
charaders be treated fillirly, or they will ers desertins your Glmpilign . Healins spells. po-
quickly lOSt' interest In the game. Within nason, iI', okily to leave ill lions, ilnd lnil.&ieal devices an ,peed the
character physically marked. This leads pl'OCt'll of healing considerably. The 'pe-
to good role-playil\&. It adds to the f~l · dfio of such milgicill healing methods ilre
Ing that eilch charilcler is unique, making described in lhe 'pell descripl.i ons in the
Specific InJurIes one player's fighter, wl.zard, or whatever PI«!!flr. H«ndbook and In this book (for
(OptIoaoJ Rule) differftlt from all others. A lear heft'. an magical ithTIs). By u.sing thHe rndhods,
The AO.oe e~ patch there, or a slisht limp all mult wounds clOM In'ta ntl y il nd vixor is
comb.. t 'yathTI dOH nol call for specific in more of an individual character and rutored . The effed' art' immediate.
wounds- SGlrs, broken bones, misslns thus one more interutlng to role-plilY. Magica l heilling il ~rticuiarly UM'!fui in
limbs, ilnd lhe like- and In molt URI But in these nses physical efft'CI. are t.he midst of combat or In prepariltion for a
they shouldn't be ilpplied. Rtmember till loring the cNracter, not punW,ina tM grievous rncounter. Remember, howner
~t this Is a pme of heroic fantasy. 11 plilycr. AlwilYi try to be filir, and ask tM that the characters' opponents are ju5t iii
chMiiders ~re to suffe.- reilll·Jjfe effects quntlon, "'Would I want to role-play likely to have access 10 magical healing al
from ilil their bilu lH and combal', they ,uch a charaderl" If the answer is no. the playlU characters-an evil high priest is
would quickly be lOme of the IOrTiest Ihen irs likely tM player won't w~n t 10 likely to carry Milling 5peIl, to bestow on
and ~ depreulna characters in tM ei ther. Don't 10illd players with his own followers and guards. Healing is
ampilign workl . It', hard to get excited handicap,-their charillcterl have not , of itself, iI good or evil act .
when yourchilracter i, r«:avering from a enough of a challenlt' as II U. Remember thill under no circurnstanct'l
broken Irs and a dislocated shoulder ,uf· can iI chilrader be healed 10 a poinlgl't'ater
ferN in iI fall off a 15-/001 wall. II Is not than his originill hit point tOtill. For exam·
rt!COmmmded tNt charKters suIfer ape- pie, lily iI chMiIcter has 30 hit points, but
dik: Inlurin-in genual, ,tick with the
Healing suffers 2 points 01 damil8e in a fight . A while
basic pool of hit poin". Once: a cha.rilCler 15 later, he takn iln addi tional point of dam·
wounckd, hi' player will na turally want to age, brlnginx his current hit point total to
set him healed. Charaderl can heal either 27. A 5pellcaster couldn't rutore mort' than
Is Tbls In,..,. Necessaryl by nalunl or magjcaJ means. Natufill heal· 3 point' to him, reprdless of the heali"8
Before adding ins i, slow, but It', ilvilililble to ilil charilCo metttod wed. Any t'X«SS points iI~ lost.
&p«ific injuries to a campaign, consider terl, regardlt'SS of clilSl. Magical healing
all the factors; If the in jury is one that ma yo r may not be available, depending on Herb.lIsm &. HeAllns r,ofldenc:les
can be healed, such as a broken arm, the pl't'SenC1! (or ilbtencc) of speJlcasters or
how lana dot'S this healins takel Whal maslcal ckvke5. Charilctersan il lso
are the effects on the charader while the The only limit 10 the amount of damage a gain minor heilling benefit, from those pro-
arm Malsll,thel't' lOme quick wily to get chilracter an I't'COVft" through healing is tM ficient in lhe arts of herbalism and heilling,
healedl Will the playe.- ,till be able to total hit poin .. the character has. A charader Thne talentl art explained In Chapter 5 of
hilve fun while hi, character Is an cannot uCftd this limit until he pins a new the PlaYflr. Handbook.
invalidl Only after considering theM ~eI, wMre\ipon anothtt Hit Die (or iI Hi:
questions IiItisfilctorily should a &p«ifit: number of points) it';Wded to hit' total . Heal· Charader Death
Injury be used. ing can never restort' more hit points to iI
OMs can use specific injuries to Jessen character than his maximum hit point total. When a character
a CNrilcter', ability leorn. A member of reachn 0 hit poinll. thitt character is slain .
the ~rty may acquire a prominent lear, The chilradl!r Is Immedlilltely deild ilnd
lowering his Chilrisma by a point. unable to do ilnything unJesa lOme specb).
(Though, in this use, you'll want a Characters heal Iud magicoti effect takes p~~.
~ildy explanation of why a scar had this niltu rally at iI rate of 1 hit point per day of
effect-in some instances a IClIIr can actu· rHt , Rest is defined as low adivily- DeAth from Polson
ally enhance the personality of iI Pft'IO". nothtng more strenuous thiln riding iI horse
It ca.n make him look tougher, mo~ m)'5- or travrlina from one place: to ilnothtt. PoiJlon complicatt'l
terious, mort' worldly, mo~ ma.s:netic. Fighting. running In fear, IIlling a heavy this 'ituation, somewhat. A charilcter who
allthinp that could conceiVibly Increase boulder, or any other physical ilctivit y, pre-. din as iI mull of poisoning milly still have
a chancter', Charisma .) vent' ,,"ling. ,Ina it mains old wounds ilctive venom in his 'ystem .
ilnd may even 1't'O~ them . PoilOns remain effective for 2d6 hours
If a chilracter has complete bed· rt'lt after the deilt.h al the victim . If the cha.rader
(doing nothing for an entire day), he cilln is rillsed during thi, time. IOrTIe method

14
must be fo und to neutralize the poison e r of Ihe de mise o f his charader. T he
before the cha racte r is restored to life. If this doomed charilcter is aS$u med to have lost If a curt' sptll of some type is cast upon
is not done, then after tM character rolls the all hit points. him, the character is Immediately
resurr«tion survival check given In - Rais- restored to 1 hit point - no more. Further
Ing the Dead- (and assuming the roll is suc- ••Islns the Dud cllre! do the character t'l0 800d until he
cessful), he must immediately roll a hu h~d at least one day 01 rest. Until
SUC«S5ful savin, th row vs. poison or suffer Cun tive and hul- IUch time, he i. we,..\: and feeble, unable
all the effects of the poiiOn in his body. as ing spells ha ve no effect o n a dead to fight and bMely able to move. He
per the no rmal rules. This may only injure character- he can only be returned to life must stop and rest often, can't QSI spells
some characten. but it may kill other char- with a ra~ dead o r res urrection spell (or a (the shock of near death hu wiped them
acten iKOnds afler being raised! device that ~ccomplishe. o ne of these Irom his mind), and is generally con-
effects). E.iJch ti me ~ character is retu rned to fused a nd feverish . He is able to move
life , the player must roll a resurrection sur- and can hold somewhal disjointed con-
De.th from MASSIve D.m.se viva l check base<! o n his current Constitu- versatiOnS, and that's it ,
In additio n to dy- tion (ser Ta ble 3 in the P/gyer; Handbook).
ing when hit points n!ach 0 , a character also If the die roll is successful (i.e., the player If a hNlspeU is all on the character,
runs the risk of dyin.r. abruptly when he su/- rolls equal to or less than his resurnction his hit points are restored ali per the spell,
fen mauive amou nts of damage. A charac- survival percentage). the character i. and he hH full vitality and wits. Any
ter who suffe" SO o r more points of damage restored to life in whateve r conditio n is spells he may have known an! stlll wiped
from a single attack must roll a successful specified by t he spell o r device. from his memory. however. (Even this
saving throw vs. dea th, or he dies. A charact~rte$tored to life in this way has pDwt-rful spell doet not nqate the shock
This applies o nl y if the damage was done hil Constitutio n perman~ntly lowered by 1 of the experience.)
by a single attack. Multiple attacks totaling point . This can ..ffed hi t points previo usly
50 points in a single round don't require a earned . Should the character's COnstitution
SOlving throw. bonus go down, the cha racter's hit point Unusual Combat
For exam pl e, a c haracte r wo uld be t OI ~1 is reduced by the appropria te number
requi red to mil ke a check if a drago n of hit points (the amo unt of hit point bonus Situations
breathed on him for 72 points 01 damage. lost is multiplied by the nu mber of levels fo r Alt ho ugh most
He wouldn't have to do so if eight oro hit which the character gained extra hil points adventure" spend most 01 their time on
him for a total of 53 points 01damOlige in thOlit from that bonUll). When the ch(lracter's fOOl, and on good old solid l... nd whe:re com-
round, Constitution d rops to 0 , tha t character can mon sense and the normal combat rules can
If the SOlving th row Is successful, the char- no longer be raised. He is permanentl y be applied, the player cha.racte" an operat-
acter remains alive (unless of course the 50- removed from play. ing in a fantasy world .
hit-point loss reduced his hit points to 0 o r Soone.r o r later, pla yer cha racters a.re
below !), If the saving throw fails, the char- going to Jay l iege to a castle, o r leap On their
acter immediately dies from the intense hOf5e5, or learn how to ride an exotic flying
shock his body has taken . His hi t points ilre Hoverlna on De.th's Door
Cll!lIture, EventualJy, they' re going to pkk
red uced to O. (OptiOnAl lute)
up and go ad ven t uring In some totally weird
The character ma y still be raised in the You may rind environme nt where t he no rmal la ws of
normal wayl , ho wever. thai you r a mpllign has become particu- physics just don't apply. Here, you'll rind
larly deadly. Too many player characlers ru les and guidelines fo r some ordinary, and
are dying. J( this happens, you may wa nt not so ordinary COmbo'll situations.
to allow characters to survive for short
Then are occasio ns periods of time even after their hit points
when death is unavoidable, no ma tter how reach or drop below O.
many hi t points a character has, When this rule Is in use, a cha racter
A character could be locked in a room an remain alive until his hit points reach
with no exits, with a 5O-to n ceiling descend- -10. However, as lOOn as the chuacter
Ing to crush him . He could be trapped in an reaches 0 hit points, he falls to the
escape-proof box filled completely with ground unconsciOUS.
acid . These exam ples a re extreme (and
extremely grisly), but the y could happen in Thereafter, he automatically loses one
a fantasy wo rld , hit point each round. His survival from
As a general guideli ne, inescapable deaths thil point on depends on the qukk think-
shou ld be avoided -char~cten should ing of his companions. 1f lhey reach the
~Iw~ys h ... v~ some chance to KCape ... hope- character before his hit points reach -10
less situation, prefe rably by using common and spend al least one round tending to
sense and Intelligence. This mai ntains the his wounds (stanching ~ flow 01 blood,
interest of the players OIInd helps them re t ... in etc,), the character does not die Immedi-
their trust in the OM . ately.
However, if OIl situation of inescapable If the only action is to bind his
death OIXUtS, the ch... racter din. there is no wounds, the Injured characltf" no longer
need to plllY such a situatiOn out rou nd-by- lose one hit point each round, but nei·
round, gr~d u ... lly building up hit point loss- therdoes he gain any. He remaini uncon-
es. Allow the player to a ttempt reasonable scious and vulnerable to d..mage from
(and perhaps even truly herol<:) method.~ of further attacks.
escape . If these f~iI , simply inform the play-

75
process of bre4lking down walls. To use the rou nd . Thus, al best, il ritkr GIIn alt4lck with
table, the OM determines what type of wall a lance once every other round .
The OM will often Is bang assaulted, and itl dO$6t approxi- If the rider wants to continue the: fight
encounter situations in which it is important mation on the Table. Cross-reference the close in, he must throw the lance to I.he
tha t a stronghold be broken into. In these type of attack being made and roll 1020. If ground and draw another weapon. Often,
situ.. tions, the overa.U employment af si~ the mulling roll is higher than the number lancet are used for the first attack and then
t..cties shauJd be secondary to the thrill and required, the attack does no significant discarded in favor of swords, maces. etc.
glory of the players going Mmano-a-mano" d4lma~; if the roll is lower, the wall begins Anot~r considera tIon to bear In mind
with their foes - In other words. the blllttle to give w4ly. when using a l4Inee: is that l4Inees are break·
should be the background 41gainSt which the For each point below lhe required 5.illving able. Heavy and medium lances are rela·
playerJ act . Sixteen months of siege may be throw, the stnIcture loser; one cubic (oot of tively inflexible . The OM GIIn make an ltnn
realistic, but it isn't much fu n l structure. For example, suppose a stone wall Saving Throw (for crushing blow) on each
The critical point in a siege Is tha t mo- 10' thick fails its saving throw by six points. sUccesMul hit. A light Jan« is made with a
ment when the walls face a direct il.S&ault. The wall now 105e'I a portion of its structure greal deal of spring (bamboo or cane are
This is 6peCla lly true in a role-playing ad- equal to six cubicf~ of area (i .e .. a hole two common materials). An hem Saving Throw
venture. The following table simplifies this feet wide, three fect high, and one foot deep). is made onl y if the number needed to hit is
rolled exactly (after modilien) .
MUsile fire from the back of a moving
T. ble 52: STRUO'URAL SAVING THRO WS hone. is possible only if the ridtT is profi.
cient in horsemanshi p . Even then. only
WaU T)'pe
Allack
Form
Ballista
Giani fist
H,,"
Slone
2
3
Soft
Stone
3

Eart h

7
,•
,,..
Thin
Wood
Thk "
Wood
5
short bows, composite short bows, and
light crossbows can be fired from horseback
by normally proficient characterS.
Long bows can be used by those with spc--
Small catapult
Ram ,• ,.
8
9 3 ,.
17 9
17
cialization (ilthis is used). He,lvy crossbows
can be fired once, but cannot be reloaded by
a mounted man ,ince the bracing and pull is
Senw or drill
Large catapult
12
8 11 ,." 20
20
12
13
inadequate.
If the mount is not moving, the rider can
fire nonnall)' (with full ROF and chance to
Mounted Combat autontaticaUy lose control of a panicked hit ). When firi ng while on the move, the
mount. A proficient chara.cter can attempt to rider has his rate of fire reduCflf by one (a 2-
Fighting on horse- regain control once per round. RegarclleS$ of shot· per-tum ROF OecomH a l -t;hot-per-
back (or on a w)'vem, unicorn, or pegasus, the rider's proficiency (or lack). the mount's tum; a 1-5hot-pe:r-tum RO F becomes a 1
or whatever) is rather a differt'Dt affair from pank lasts only l d4 rounds. shot every two turnl; and so on).
baulif\8 it out on M>lid ground . For one In addition. the distan« moved modifies
thing, the fighters must deal with their flshUns (rom Horseback the attack rolls ,lccording to Table S3.
mounts- unpredictable and sometimes skit· In mounted fighting. a chancter gets a
Ush creatures. Furthennore. the business of T.ble 5J; MOUNTED MISSILE fiR E
+1 bonus to his chance to hit creatures
fighting on horseback demands different smaller than his mount . Thus, a m4ln on Mo unt's Current Movement ModUier
tilctics from foot combat .

Mounts- Trained .. nd Untrained


horseback gains a + 1 bonWii to his attack
rolls against all medium-sized creatures
Not moving
Less than Ih normal rate •
- 1
luch as other men. but would nol pin this 112 to ~/, nonnal rate -3
Maunts trained for combat (a heavy war-.
horse. for example) present few problems .
bonus against another rider or a gianl .
Those on foot who fight against a mounled
Greater than 'I.normal rate -,
These can be used in mounted combat with rider, have it - 1 penalty to altack rolls Being Dismo unted
no pen4llties. However. steeds not trained 3g4I inst the rider. This penalty is not applied The other great hazard and difficulty of
for comb4l1 ue easily frightened b), the noise to attacks against the mount , however. mounted combatants Is the risk of being
and confusion. LanCfl are the preferred weapons of the abruptly ~d rather rudel y dismounted . An
Those fighting from the back of untrained mounted rider. However. the type 0I1anct! opponent can make this happen in one of
creatures suffer a - 2 on their chance to hit, used (light, medium, or heavy) can't be severa.\ ways.
sin« much of the-if time is spent simply try- greater than the sixc of the horse ridden Kill.Ing the: Mo un t: This is the grim and
ing 10 keep the mounl under control. (light, medium , or heavy). Mficient method. Once the horse (often an
Pank: The rider 01 an untrained mount Medium and heavy lancupin th6r Itrik- easier target) is dead. the rider il certainl y
must make a Riding proficiency check whe:n-
ing po wer from the momentum of the dismounted. The steed 41utomatically fal ls
~ the mount is injured or 5tartJed by a sur-.
mount. By themselves, these lan~ are not to the ground.
prising event (tuch as a lighming bolt blasting
the rider or someone dose by).
capable of doing significant damage. Sim- If the rider has Riding proficiency. he can
ply stabbing someone with a heavy lance allempt to land safely on his Eeocl (on a sue.
If the check fails. t.he mount panics and
won't produce much in the way of results. ce:ssful check) . Otherwise, the char..cter
bolts , calTying its rider up to 11 / 1 times its
Therefore. these weapons are most effective .uso fal ls to the ground ~d suffers Id3
normal move. Although the mount panics when there's plenty of attack space. points of damage. The character cannot
in a more or less random d irection, It goes Ouring t~ Unt round of a battle, a rider take any action that round and must spend
generally forward unless that carries it can atl4lck with a heavy or medium I~ce .
straight into the face of dange r. If unable to another entire round gat.hering himsdf back
After this, ho .....ever, the rider must break off up and getting to his feet .
fleoc , a panicked mounl reus and bucks un· (mOlt likeJy by continuing past his oppo-
controllably. LaHOinS the Rider. The more heroic
nent). tum his mount. and gallop back method of dismoun ting someone is to try
Characters without the Riding proficiency
again . This series of actions takes one and bring down the rider without hanning
76
the mount . This is also mon desirable from
a bandif, point 01 view, :1.1 he would rat~ morel) ~Iow . This little difference. CLus A creatura can faa: lIny given
have a live horse than a dead one. however, leads to iI numbH of 5p«i1l1 dJl'Klion in a round, and are virtually
Certain weapons (such as lhe laS50) COlIn problems and effects that nevu come ImpoNible 10 outmaMUvn in the air.
be USot'd to yank a rider off his speedina into play during a ground lnulel Aghting in the 1I1r is no dirr~t from
mount . H~ver, riden with Rkllng pro(j. The b~ difference is t~t everyone f'J&hling on the ground for them. so they
dency a.n attempt to flOp , hort, reining the (exttpt the rare c:noatuR' able to hover! an easily au.ac:k nery round. This clata
hOrR in before the rope i, fully played out . has to keep moving forwilrd . Stop flyins Includes creatures from the element"lll
If thech«k Issucassful , the horse stops be- and the rt:5ult is a fall , often with disas-- plane of Air ;mel crellilures able to ny
fore the line gon taut , TM rider nomains trous results. Two flyins creatures sim- ml1l3ically, without the use or wings.
mounted, albeit still lalhlOt'd . ply C;U\not fa« oU in toe-to-toe comNt . ClaM B ~lItures are the most maneu·
Whether the profidency check i. made or BattlH lire fought in a strin of paS,", verable of 1I11 winged crellturn, 1Ilthouah
missed, the person or mon.ter wielding the as each creature tries to swoop down on they lack the utter ease of movement of
lasso must make a Strength ch«k with a + 3 the other, ilttack, wheel, and return be- dllss A autum. They are "lIble to hover
bonus (Of every siz.t catq,ory he's bigger fore the other can respond. Sptfll and In place, and so are the only winged crell·
than the rider (or a - 3 penalty for every siu maneuverability are even more impor. tures that do not n~ to main tain ror-
category smaIlH ). A 20 Is always a failure tant factors In lin aerial baH~ than In an wllrd movement in a battle . The
and a 1 always sucaeds (unlHl the DM ordinary one. ~ature& can turn 180 degrfts in a slnsle
deems the re5ult utterly preposterous). lf t.he Another big difference is that aerial round lind clln make one pas5 every
check is succtSSful, the rOptr ~alns stand· baulH are fought in thm dimensions, rou nd . This c1aS$lncludt's pixies, sprites,
ina and the rider falls. If the check fail., the While this Is hardly surpri!lns to au· sylphs, and most gillnt insects.
fellow on the ground gct. yanked down tures of the air, It oftltn ClIUM:l the plans a- C include most nonnaJ birds and
(and possibly dragsN along). lind ~ctics of groundlings, accustomed Oying ~ itftns. Forward momentum
Weil pon Jmp.ct: Riders can ilJ SO be to only two dimensions, to go awry. must bot maint"llined by moving lit ~ half
knocked offby IOlid blows from a variety of In the air, iI!tacks can come from the nOrmlll movemmt rate (although some
wupons. Asty time a r\der hits another ilhead, alongside, above, behind. below, magical items rnay beexempt«l from this).
mounted character (or ~al\.lre) with a ~ or lIny combinlltion of thne. A paladin C~atures in this c:Ja. an tum up to 90 de-
lee weapon 3' or lonser and IICOret a natural riding a pega.sus may lind himself bact 8J'ftS in a slngJe round and can make one
20 on the roll , the other character is by harpiH swoopi", from hi&h and in pulC'lU'j twot'OWlds. Gargoyte and ~
knocked from the saddle, 5uffe:rins Id3 front . low ilnd to the right side, hIgh and pits b.1I into tlUs cI.sa. Dragons, although
points of damage (If from the back of a nor· (rom the R'a.r, and eve:n straight clown huge, an! l1IfI"IiIZingIy maneuverable and f.aD
mal horse). from above. Clearly, IIl1Odl1rd methods into this class.
Foot IOldiers with weilpons of 10' or of defense and attack thllt work on the a.. 0 creatures are: ~t slow to
greiltu have the same chilnce. Ridt-rs with ground are goins to do him little good rtiICh maximum speed and rna.ke wkIe
Riding proficiency can ilHempt to retilin t..... tums. Forward movanenl equaJ to allost
their Kilting by roiling a suCCHSful proli- Th~ are two WllYS of running aerllli haJl tM movement rate is R!qUired. Tun'll
de:ncy check. battles: the Tournament rula and the an! limited to fIJ ~ in a sin8Je round.
The Flying T8Ckle: Finlllly, those on Optionill rules. The Toumllment rult'S CIa!s 0 creatWft an make only ont' pas.
horseback an lIttempt to dive on anothu can be used in any situation, but n.'ly on every three rounds. Pegul, ptawlodonJ,
rider by mllklng lin lIt1ack roll. the descriptions of the OM and the and iphinxa ali foill into this cta..
If the 1I11ack roll mllSH, the atlllcker fil lls im~natiQns of the plilyers for much of Ous E is for nyeB so Illirge or clumsy
to the ground, suffering Id3 points of dam· their effect . The Optional rules provide a (or both) that tlghl maneuverifl3 i. Im-
age (more, at the DM's d iscretion, if the more detailed system for flghtins aerial poulble, The creature must ny at leut
mount is larger thlln iI horse). battles with miniatures. Tht Tournament half its movement ra te, and Clln only
If the lIttack roll succeeds. the tllrget must ruin begin below; the Optionlll rulH can tum up to 30 degret'l in a sinale round .
roll 1I successful Dexterity ch«k to remain be found on page. 78. Thus, It can make just one ~S5 every six
in the saddle . If thi. roll succeeds, the rkler rounds. This class includes roa and
remaiN mounted, but the attacker is hang. Mane" ven bility ClatM't other truly gigantic creaturet.
ins on his 5ide, feet dangling iust lIbove the How tightly a crellture is .. bl~ 10 tum i.
ground. le:vft.tlon
lin important f"lldor in aerilll combllt . To
II the 1I11ack su c~ and the ~ terity mt'l1I5ure this, aU nyi.ng aeatufft hilve a Levitatins crellilufft; don't truly ny,
roll it failed , both the rider and the attacker mllineuvt'!'lIbility c1aS1i ranldnx from A to and their movement it generaUy limited
fall to the ground. E (withA bei", thebesl and E the worst). to up or down. Levit"llting creatutClthllt
Footsoldiers can also lIttempt to pull In general, creatures with a beller rna· lire able to move freely are assumed 10 be
down 1I rider. This is handled by the rules neuvtr.Jbility class can lIullick more often cLus A. Otherwise, lhe: powu does not
for overbellrlng. and mo~ effectively, reflectins their lid· grant any maneuverability and 10 I. not
vant..ge in the air. assigned a Cil1lSl ,

0..... It. crealures have virtually total AJllt!lde


Am..' COnlt.., lbe (ellliin elevlltion of comNtan!s it
(To....... ment lule) command over their movements In the
air; It Is their home. They can maneuvft' important for a variety of re"lllOns, but as
On fi"t exami· in the lIir with the Arne eaft' liS 1I normlll far as combatgOC!S, il has little re"lll effect.
nation, aerial combat seems just like nor- person on the ground. tumina lit will, 1f nyi~ cnlltures wish to fiShl , they
mal ground combat . The only rul stopping on a dime, l1iJ'Id hovering In must all be nying at lIpproximllitely the
difference is that the ground can be any· place. For them, nying is the same as $"lime he;ght. If one of the cnatum fletos
where from 10 feel to 100 miles (or willking or runni ng. and the others do not pursue, he gets
aWlly. Si mple.

11
Altltude dots Jim 1M action in lOme For uamp~, a dragon {lia ou, of j ' J Moveawnl
ways. however. The OM should k~ the aro« to attack th. play.,- choracters 11,1 Movement is measun!d in inches (I
folJowms suit:t.lines In mind U M IIstem thflY ne"r its wIr; On th. /irs, round it inch - 10 fm or movement) and the
to what play.en want 10 do (and dotcidn swoops otI~ Ihun, raldng 1l•• leAd char- picc:es .ate moved on the l.Jblttop or
how crutUf'tS and NPCs will react). tIC'" with its claws. Sinc. ;u _eu"'" noor, The maneuverability cbsses deter-
Creatures annat chuse those above ability is C. i, 'hVl .".ntU 1 round mine how rar.J figure can tum in a 5ingIe
IMm. aJlhoush those above an dive whHling abou' and swooping bade in to round, (A protractor Is handy lor fl8ur.
(pining the chargr bonus), mRke another a"ack on the third round I", thil,) TUITII can be made.Jt any point
Only Cft.Jlul'eS with natu,..1 wuporu of combal, Of couru. dun"g t.his tim., in the round, provided Ihe tol.Jl number
or riOrrs wilh l we.apon. (.uch al .a its flight 1I1i1l mON than libEy ,ab il out of dr:&rft'ltumed is not exCftded in the
lance) can attack a crealu~ bco:low them . of nlng. of ,h. play.r chaNfcten. round .lind there is at lenl 1 inch 01
Attacks from below luH~.J -2 pt'n.alty movement bct~ tums.
to the .. 1I.ack roll. at 1M re.ach and .angje &c.....
rN.ke cornb.al diffiwlt . When a ClTillUft tries to brt'u off from
OImblns .,.d DMna
co~l . its ability to t'Sc:.tpe depends on
Co_bot' Procechne its ~VffabiJity .and speed. Cre.atut'H Playen k«p trKk of the altitude of
Aerial combat J. b.aKd on maneuV('r4 both ~er and mote maneuverable: than IMir flyefS by notinglhe: CUtmlt altitude
ability. When flylnA creatures fiAhl. on .a slip of p.Jptr. Like movement, thl.
their opPOnents can ftQpe combat with
comp.Jl'\" the marwuverabillty claue.: of can be recorded as inches or .altitude, A
no penalties. l"hr: [1ft. .attack lor nedn8 •
tM dillermt comboill.anls . If thesto are all com~t Is not allowed. since the other fly.
crt'.Jture am climb 1 inch for every inch
ldenlic:.tl. the cornb.;ll Is conducted nor- er is aiso in motion (probilbly in 1M 0ppo-
01 lorwud movement used 10 climb .
mally, Whm maneuver.JbUily claMUdif- site dim;tionl). CN!.JtUIft of class C and wot'$(' have.J
fer. CIWItures wilh the imter c1u. gain If a In.Jture is f~tu but nOI more
minimum air speed. and must .spend .. t
~er.J1 aciv.Jnt;aan.
m.aneuvenble, it can breu off by simply leut half thrir movement ~te 80i"8 fot-
For eKh difftrence in clui. the more ward. ThUJ, tMy c.Jn.nOt fly Jlr.Jiaht up
outrunning its opponent . T1w: OIMf can-
~Vffab'" O)'ff subtracq one from hiS and can only climb at a muimum of lit
not k~ poJa . In this c.ur, a rift .Iud
initiatiw die rolls, His malWUVft'illbility their normal mov~t ~te.
for f1ceins is allowed,
Increues )us abdlly 10 _rike qukkly .lind
H the 0"I'.JtUft: ls aIowt1'. ~ 01 Divins crt'.JtUt'H pin ~ . e.Jming
to strike arc~ th.at are difficult to protect , manNvcroability. an initi.Jtive roD mutt be
an .additional inch to their movnnent for
IflUth Wupo. art ~ prob\ematk rNde (modifitd by the mancuvrrability of every inch they dive. up to their maxj .
In aeUl comb.Jt tMn on thr yound, mum movement rate. Thus. .I Cft.JtUte
the flyenl . U the Rcdns crulure', inilatiw
UNtUTe5 USU\8 bre.Jth~;lpOnS find ther roll is lower than that 01 the PUnuft". the
able to Oy 12- could move 24- by dIving
fields of' fire sli&htly more I'C!Slricted than (or III mtlr'e movement, .ince cKh inch
cre.Jturr: has ~ to fW (althou&h suI-
u5Ual. making the aliKk sUghtiy hottder ferins the usu.a1 .Jltack fo.- t1mnsI, of dlvi1\3 adds one inch of movunml .
to UR, Dras0n5, In p.Jrticular. find It diffi· A diving O"I'.Jlure must fly the full di.
cult 10 Ul!t I~r breath WNponI 10 the tan« II g.;uns diving. atthougtt II need not
O ......p
$ide and rear while Oy,,'18 fOfW<l.rd . Arly winged creature that Io5n I1'I()R: fly its full nonna.I rnovr:mmt . A aoture
ThO$t' within a 6O-dr:grr:e .arc of the with a movement or L2 could not divt 9"
thM\ SO.. 01 Its hit points cannot sust.J\n
front of the tn.JtUN! roll Nvi", throws and fly only 6" forwud. It must move for-
It5c!If in lhe air and must land as 100I'I as
V5. bff:.Jlh _apons normally, CK'.Jtutr:$ w.ard at ie.JSI 9" , the dismla! it dove.
possible. The crealure can &tide safely to
oulsldr: this.Jte 5.Jve wflh a +2 bonus to
the around. but C.tlU\Ol gain altitude or fl y
the die roll.
MbtIk Fire is also difficult in .Jerial
bster than haH its normal movemenl rale.
If tlo wfc:: landins poinl is .av.ailable,
A"_
SiI"lO! the e:lQCt pos.ilions of the flying
comb.al , ThOR mounted ona Oylnscff:.J- the c~.Jlure is lust out of luck, Since the units .lite rn.arl::ed by mini.ature. several
lure or rNllic:.t1 device suller .all the pt'n- drcumstances 01 a Ctuh landins can abstritdions for aerial comb.al are nol
alties for mounled bowflre. P"'8e 16.
Hoverins iI the Mme as M.Jndinsslm and
Incurs no penalty.
v.ary 8rc.atiy. the exact h.Jndlins of tM:
situ.Jtion is left to the OM. TM f.JlliAA "'"".
Die roll modifiers for m.aneuverabllily
rules (p.Jge 12) moly come in handy. .are ignored, ThCR simuJ.Jtcd the abUity
ChancteT1usin& mi.ile fire while levi· though a vivid imagination may be even of more .aaob.allc autuns 10 saln an
tOllins suffer.a -1 cumulatiw Pft'iIlty for
more helpful. .advantage over clumsier Oyws. Whm
r:ac:h round 01 fiN!. up to .I rrwdmum of'
pJ.ayll'lg with minLJlurn or counters. this
- 5. (I..evll.ation is nol .a 'fOible p"""tform. t~k is left to 1M pl.JyctI.
~ the reotdion from the miulle flff: en:-
likewise. the number of rounds
.at" a sraduilUy Incrusina rocldna
AerI.af COlllb..aC required to make ,1 pass .are not used . .as
motion .) A round spelt dol", nothins
(_ . I u t..) this becomes evident From the position of
allows the chilncter 10 ~in his ~bnce . the pieces,
Medium .and heavy crOMboWJ cannot be Thr:w opllon.al When .a diving cnalure makes an
cocked by levit.Jli", char.Jct~rs , .ince rules provide more pr«ision about juJl alt.Jck. II is considered to be CNrgins,
they have no point ollevr:,.. whal is h.Jppminl in .In aed.. 1 b.Jule. Charpn,autures pin the nOnrull com-
AJNo..Gro ...ad Co.bat However. these Nilles rcqui~ lhe Uie' of bat bonWl. Lances.aJ'ld 5piI!.Jrs do double
When .all.Jckinl a CJ'C.aturc on the miniature or counlers .and 8ener.JIly d.Jm.1~ in a chal'Be, Furthermo~, c~.a ·
lround (or one le:vlt.J1in8 and un.abk 10 l.Jke: IO"8'l!r to resolve. All 01 1M acri.aJ lurn wilh talons or claw. caUR double
move). the flyer's attacks a~ limited by comb.Jt rulH .above N!m.ain In effect da~ when they hit durinl .a dive.
Ii-Ie number of rounds needed 10 com- except where specifically contradicted
plel~.a paM. below.

18
kt:f:p torches and bntftnS litl). Artifki<lll light ON, only specilIlly made aos&bows can be
UnderwAter CombAt
~ ilIurrtirM1te hall the ~ under water used effectively uncJ.erwater. Even 50, all rang-
An oft-neglected , that they nonnally light on the surlace:. es on I t - _apons are rWuad by haU.
but fit5cimll tins, itrea for ildv~ntu~ is Ihitl Nets are particularly effective In under-
lV~itt and mysterious ~illm that liM beneath Obscured Vitlon wa ter combat. They tend to remain spread
1M waves. Here, itncif:nt civiliutionl, gl'f:en In addition to low light , vision can be once opened, and characters should find
and ditrk, lie waiting 10 be discovf:red . Vnt obscured by seaweed, sea grass, and kelp them usftul for clO5f:-in combitt . Propt!rly
IreHU~ hordes itre said to lie scattered and forests. These hitmper vision in much the _ightt!d, nels can be th rown by tOSllng
open on tM murky bottom . Crealu rn. ff:ar- same way as thick brush on th~ lurfa~ . them with a slight spin, 50 Ihat the fora of
SOITlf: and fanciful , rule kingdoms unknown Schools 01 fiIh with their oIlen silvery scales rotation kH'pS tM lines laul , The range is
to mitn . Many are the mystuin of lhe can refk.ct and scalier light in hunclmls 01 dif- very t hort, only l ' for every point or Ihe
OCf:an, but, In order to solve them, players fermt di~, aeatina: a lhinin& cloud 01 thrower's Strenglh .
must deitl with some unusual probl~ms . confusion. Even without lhe reflection, IheiT
darting fonns ~ an area.
8 nathinl Finally, th~ ink from a giant 5quid, o r Com bat Probleml of Surface-Owtllen
Thf: bigsest problem facing characters even mud 5Iined up from the botto m, ha ve In combat, sutfacr-dweJlers suffer special
underwitler Is, nat ura lly, breitthing. Befon a ll the effects of a dllrknllu spell. Infravision disadvantage whm fighting the raas 0( the
any kind of unckrwaler adventur~ is under- and light have no success pt!netrating such sea . Bftns unaccustomed to the water mist-
taken , they have to find lOme way 10 Slay murky waten. anee and ch.anget in a~1 weight, surface-.
underwater for lonl periO<b of time. dwellen lIdd four to their initiative roUt in
CharltCtf:rs can use mil8ieal 1pt!1i. o r Inlruision hand-to-hand combat. This des not apply 10
devices; they can UIN' water breathing lnfravision functions underwater, though miMile fjre or spdlasting. SutfOlCt'-dwflm
polions; they can even polNmorph them· not with the SilITIf: efficimcy as on tM sur- abio suffer a - 4 penalty to their attack rolls,
se'lves into underwater creatures (alt hough face . In no case doe II rx tmd p.1st lhe no,... due to tM alownesr; 01 theiT moVrmeRts.
thil might lead to otner, unexpKted prob- mal ranges allowed in dungeons . In
lem. ), If none of these solutions Sftms addition, tM: sheer 1Iliennnt of the mviron- Underwater M lglc
workable, the DM can provide oxygen- men! makes it difficult for the character to
Spells are lIlso lIfleeted by the underwater
s upplying seawHd. or kelps thf: characten be « rtain of all he sen .
world , Not surprisingly, fire-bllsed spells
can eat.
Without .ome method of breathing have no effect unl"" casl In an area of free
Combollt
oxygen (such liS a domed city).
underwater, thf: characters ar~ going 10 TIM: ~atest factor in Aghting underwater is
Electricallpt!lIs conduct their energy into
hitve a very short ad vmt ure! Rules for hold- OVf:fCOming the ~tance oI lhe wa ter. Even
ing one', breath (a . hort-term IOlulion, at thoush a weapon l4.iIl maiN ill mass and den- the surrounding watf:r. Thus, a lightning
bt!stl) and drowning can be found In Chap- bolt originating 60' away from the caSler
sity, the resUtaJ'l« 01 the water s;reatly ~ak­
Itt 14 of lhe PlaN.'1 Handbook . ens the impact 01 any blow, ThUl, oNy thrust lIctl likf: II /itfblllf al the point of ori8in.
_apons can be used efftctivf:ly underwater Spells affecting forus of Rilture not nor-
Movf:ment (exoept for those po5InIi"8 magica1 items that
ma lly found underwatf:r hllVe no effect-
There a~ two NSK ways to move in mabie free action). Clllt fighlning, for e.xamplf: . Spells thai
watf:r-Iwimming or sinking like a StOM Thrown and hurl«t _apons (except nets) summon or command aeatures nol Riltive
and walking on the bottom . Ruin for swim- are usde:ss underwater. Of the rni:s5Ue wea~ to the ckpths are also pointl"".
ming can be found on ~n U()"122 of 1M
PIIIN.r's Hlmdbook. In rare cases, pl ay~r
characte rs ma y be able to find and use Irain-
ed mountl l uch as giant seahotleS.

Vision
One major limitation of underwatt'f com-
Nt it the lack of availablf: light . In fresh
water, vision is limited to a base' of SO' . Thil
is reduced by 10' for f:VUY 10' of depth .
C haracters oploring the depth! of a murky
lake, 50' below the l urfaCf:, could 1ft about
10'. Below thll, the darknt$S would dOR in
about lhem .
In salt wa ter, which ~ somewha t I""
algae, lhe bit5C' t!Xtends out to 100' , modified
for depth In the same way as fresh water.

Natu ral and ArtlflctaJ UShl


TM vision guidelines .bovf: aMume a
bright ,unlit day on th~ surface overhelld.
On onrcast daYI, the distana a chancter
5ft'S elIn be reduced by half or morf:. On
moonlna nlghls a charactf:r'l range of vision
is vi rtuall y nil.
Artificial light 5OUJ'C'5 function underwater
(although players will have to think fa51 to

19
CharoJcters in oJ role-ploJyins game strive for en, stacks of sable marten fur, cuks of wine. apP'll'enliy forgotten, their potential unreal-
many Ihings- fame , glory, uperience, or IOns of roJw Iron ore, yl'l these can be izl'd. By normal standards. this is oJn illogi-
among them. Bul for those who ari! not fully worth great fortunes. Not every fort une cal situation. So, just why Is li'lere 10 much
satis/ied with such intangible rewards. the~ shines. gliue,"" or can even be touched , lri!aSUri! laying around?
is one other goal- fortune. wruat if the characters find a shl'af of Now. it is not importoJnt to create a
Strand!> of glittering Bolden chains, stoJclu cracked papers in an ancient horde, and one detailed background thai goes into the eco-
of silver coin, heaps of marten fur. beje- of the papers turns out to be a long-lost land nomic theories of dragon-hoarding or the
weled crowns, enameled sceplres. silken deed? Is it valuable? Could the characters supplY-oJnd-demand trade st ructures of
cloths, and powerful magical items all wait use It to enforce a claim? Documents grant- dwarves. But it doesn't hurt to look at scmI'
to be discovered- or wrested from the grasp [ngland. privilCSH. titles. offices. and rights of the basic p~miset behind all this loose
of powerful monsters. W ith such trtasures of taxation (or fr~om fro m itl ari! all valu- lri!asUri!. Take these three related premises:
awaiting. how could any bold adven turer able . The characters may not wish to
Premlloe 11: long ago the world was a
be content to remain peacefully at home? become land-owners. but they can certainl y
wealthier plaCf', since all ti'lis money has
find some merchant willing to pay cash
been take n out of circulation.
money for the right.
Who Needs Money? Finally. there are magical Items. desired Premise 12: OnCf' the wo rld WoJS more
Treasure is more and coveted by virtuoJlly every player char- culturally advanced. since only an orga-
than just a goal, a mu5U~ of material acter. These items give the char;lcler power nized society can conlrol ti'lings like minting
wealth, however. "It takes money to get beyond his level. They excite the on a large scale.
money: 50 the old saying BOH, and for imagination. and fill the campaign with
Premise 13; The world has fallen into a
adventurers one could I'ven say, 1t takn mysterious wonder and romance. Carefully
dark .JIgt:. si" ce "OW thrse SilffiC hoards are
money to stay allve .~ As characters survive chosen and carefully aW.l1ded. magical
eagerly sought after by adventl.l1"eTS and
and luccud. their cha llenges become items add an exolic element important to
there are few governments able to mint such
greoJter and mOri! deadly. any AO&c[)e game.
amounts of coinagl'.
AI first level a Simple suit of studded The OM places. awards, and controls the
armor. oJ stout pair of boots. and a few sim- treasures that appear in his campaign. The From these premises. the OM begira to
pll' spells were all a character needed; a t amou nt of treasure. bath monet'lliry and create a backgrou nd for his campaign
higher }evels such simple impedimenta no magical. the characters receive will have world . Here are 50me possibilitin:
longl'r suffice. Faced with terrible foes, great effects on the development of the cam- On~, in agH long bdore the praenl
ch.ilroJcters quiclc.ly disconr that they need paign . For this reason. several questions time, there WoJS a Golden Age of learning
strong annors, barded horses, a variety of should be answered before play begins: and culture. (It could have been the Rrign of
weapons, fortifications , men-a t-arms, Is the world poor in magical items. such the Elven Lords. the Empirt of the Dwarves.
potions, scrolls, and potent magical items. that the discovery of a simple potion will be the G reat Agl' of PeoJQ!. the Time Before the
Thne ari! the kinds of things the char.JC- seen as a ilri!at rrward? Or Is it rich in magi- Coming of Man, or the Rule of Good King
ters have to find, make, or buy. And how- cal items. such that the player characters Haring.)
ever they go about acquiring them, they'ri! will havl' many and will use them often just Then came a great disaster and evil times.
going to nM money. In oJ ~nse . then, trea- to survive? Will their supply of magical (Suddenly the Dragon-Fiti' began, the Sink-
surl' is oJlso oJ method of measuring a choJroJc- items be so great as to rt'nder them aU but ing of the Gruen Mountains occurrl'd. the
tl'r's powt'(o Even a low-level character with unstoppable? Darkling invaded, Man arrivl'd, or Therope
money and magic to Ipa~ is mo~ than oJ Will the player characters be forcl'd to usurped King Haring's throne.)
match for an impoverished fellow of higher undertake dangerous adventures just to Now, the world is slowly beginning to
level. Thus, getting rich and getting ahead have food from da y today, or will they have recover from this disastrous time. but much
are ri!wards in and of themselvC$. 50 much wealth that their adventures will of what once was has been losl. There are
involve th~ of the hightst levels of society hlddl'n treasures of bygone a~, andent
Forms of Treasure oJnd power7 Will the characters have too ruins. forgOitl'n wonders. and mighty mag-
much money, making them difficult to ics now lost .
There are trnIny dif- coer~ . bribe, threaten . or even challeng1'7 Ancient civiliutions. now in ruins, are
ferent kinds of treasure. Some of these are Will they be poor (and . possibly, depressed the source of many of the treasures adven-
obvious, Iheir approximate value known to and frustrated)? turers seek . Of course, there are also new
all. Ot hers a~ less easy to spot. their villue Only the OM can answer these questions. treasures being made and atrnlssed . lOme of
more difficult 10 determine. And answl'r them he should, for they will which a~ ripe for the picking.
The simplest ttl'asures are items of set Ihape the campaign as surely as any other Other deductions could be made and dif-
value- gold, silver. platinum. and copper single factor. ferent premises reached From the same
coins. Virtually anyone can tell the worth of beginning. The ones given above provide a
these. Those with a trained eye can assess broad ra nge of excuses for adventures. both
the value of semi-precious and precious
Placement of Treasure
for the players and the DM . Recoveri ng that
5tones. bOlh cut and uncut. A trained jewel- One given in the which was lost leoJds to all manner of possi-
er. goldsmith, or silvl'rsmith can appraise AD&cD game is that there il a significant bililil'l: treasure maps. ruined empirl'S
man'" work in precious metaI5-plateware. amount of treasure (monetary and magical) overswept by desert, legends of powerful
necklaces. brooches. tial"as, bracelets. ril'\gS, that is not circulated in the society. These wizards with spells now unheard of, magi-
and other pieces of jewelry. Tradnmen can treasures ari! not used 10 purchase goods or cal devices of unknown function . relics and
evaluate the handiwork of thl'ir aaft , be It pay (or Mrvlces. They do not collect. interest artifacts from the previous age, even greater
enamelware. blown glass. statuary, or deli- in banb (a fortign concept to thl' age, ilny- powers no longer worshiped .
cate embroidery. way). They do not ~present collateral used
Overi!ager adventurers can easily over- to securt loans or trnIintain prestige. They
look vast trnsures in the form of common ari! not the underpinninSS of monetary sys-
goods. Few P'lY attention to bolts of fine Iln- tems. They a~ just pill'll of unused treasure,

80
At the same lime, animals (and animal- metals. Of COUNt:, such creaturn are not
WOO's Got the Tre.surd like monslers) often have a fascination with lik~ly to have a sizeable hoard, and trea·
The n~t question the strangest of objects. Packrats and mag· surd found by them will not remain around
relating to treas ure hoards is just who pies are known to carry off shiny objects, forever.
assembles these treasures and to what end7 pet fen-els will carry off pennies and shoes, Inte.Wgent Creatu res: He~, the OM can
The answer can be divided into two simple and birds will weave all manner of things b~gin ascribing emotions and motives.
categoriel, the unintelligent and the intelli- into their nests. Thus il is possible for virtu- Intelligent creatures may ho;llrd because of
gent creature. Unintelligent creatures here ally any item of interest to be found in the greed and avarice. They may do 10 for
refers not to those totally mindlftS beings, lair of a creature. social sl'atus or material comforts. Indeed,
ratMr to those of animal nature for whom There won't be many items in a lair, since many nonnal reasons can be glv~n. How-
wulth has no meaning, few animals make an industry of such gather- ever, the reasons are nol always clearly
Unintelligent Creatul'fl: Few unintelli- ing. However, lhe nest of a giant otter might appilrent .
gent creaturft set out with the intention 01 include a set of leather armor and fine silks While a hobgoblin may kill and steal to
am<lssing a fortune. Such ll'e<lSures grow by for bedding material, while the nesl of a roc gain a treasure he can use to become the
chance and happenstance . could have a magical rope: woven into it . chief of his tribe or to buy goods from
The remaJn! of victim! dragged back to In thc rarest of instances, the creature unscrupulous merchants, what are the rea-
the creature's lair may include what fortune , could actually ~at its treasure, though hard- sons for iI dragon to build a treasure hoardl
arms, annor, and magical items that victim ly by design . This is most often the case for Dragons don't go Into town and buy goods,
WilS carrying, TheM:, unsavory and indi- creatures lack.ing the limbs to separate th~ and they don't pay builders to construct
gestible, could be thrown aside or scattered edible from the inedible and especially for homes. They just don', 5t:t::m to have any use
among the bones and refuse of previous those with voracious appetites. Sharks' bel- for Ihe vast .ums 01 money they collect (and
muls, lie. have been known to hold such slrange collect they do! ).
Fortunately for adventurers, most ani- items as license plates. suits of armor, hub- For dragons and other intelligent crea-
mals have some sanitary habits and regu- caps, and other indigestible bils of metal. In tures, the OM must creale more bizarre and
larly clean their dens of refuse, creating adventuring, such instances should be lim- alien motives. Dragons may hoard treasure
small garbolge dumps just oUlside their ited to beasts wit.h massives maws (purple because they are obsessive ilbout such
doors, Thu., the unwolntw litter from the worms, killer whales, and gelatinous things. They may have the notion that they
aerie of a giant eolgle could be scattered cubes). are the guardian. and recoverers of thott:
around the base of ilS trH, while the Finally, there are a few creatures that things of the earth. They may simply feel It
remains of a cave bear's k.ill could be found actually feed on items others consider trea- is their right to possess all that they can .
somewhere near the opening to Its den , sure. The beast may eat gems or precious Within their own relationships, the siu of a
hoard may have some bearing on the per-
ceived might of the creature. It could even
be that the wondrous beauty of treasute
items brings an inner harmony and peace to
the creature.
Even for those intelligent creatures with
understandable motives, things are apt to be
a bit different from normal. A hobgoblin
society is vastly different from that of
humans or most other player characters
raCft . Hobgoblins don't go to cities and
spend money on palaces, fine drink, and
elaborate gardens. Their elCpenditum are
apt to be much more brutal or mundane. At
the same time they do 1'101 have an economy
as developed aI that of human society. Per-
haps they need vast sums 01 money because
the price relationships are: so bizarre.
Weapons may be astronomical in price
and annor outlandish . Powerful chieftains
may demand regular gifts <tnd tribute from
their unde rlings. Such payments m<ty be
made eagerly since death is t.he alternative.
Indeed such a system of gifting may be cul-
tur<lUy ingrained, each warrior attempting
to prove he is still fit to be a member of the
tribe .
Everything above notwithstanding, it
isn't necessary to justify every hoard in
Vl:isl~nce . However, doing so provides clues
about the size of a treasure .and how the
owner might react to someone trying to
snatch It.
A dragon might take an Vl:treme view o(
anyone taking even the slightest amount of
treasure from its vast pile'. A hobgoblin
8.
might go ~rk if th~ charact~rs aU~mpt to never just come acroS! an unoccupied .itdventuring styles lead to game problmlS.
rob him . Th~ hobgoblin's companion, dragon hoard.)
might tak~ Iiule Interest in th~ir frimel's Too Little Treuure
problem . The player characters repr~nt a PI.-.nned and R.andom
threat. bul, after all, each hobgoblin must In the case of a
prove he can defend himself. Encounter TreASures tight-fisted OM, th~ most obvious signs that
On the other hand, looting the chieftain', It is important for the players are not having fun are frustra-
treasure room would alm05t certainly lead the OM to distingui,h between placed trea- tion, cynidsm. and low vcpectations. If the
to upheavals within the tribe. The chief is sum and those found with random encoun- characters are not finding treasu res com-
bound by the lame custom, as his warriof5, ters. The scale of the two is vastly different. mensurate to th~ ri.ks they took. the play~rs
and if he can't protect hit treasu res, he Monster descriptions In the MOrlslrous afe going to wo nder if all the eJEort of play-
daftn't de&erve to be chieftain- at lent by Compendium diff~rentiate betwttn trea- ing is really worth it . They become fru5-
this particular philosophy. ,urn fou nd In it cr~ature's lair, den, or bMf' trated when. upon solvIDa a devious trap.
Intelligent monsters will take pte(;autions and those carried by individuals. Treasure they discover a pittance, or nothing at all.
to gum their treasure that would never gained through a random ~ncounter will be Their cynicism shows as they atart to make
dawn on unintelUgent beasts. The hobgob- smaller than trea,ure gain~d through a .snide remarks about the level of rewards they
lin chieftain isn't going to leave h1s treasury planned ~ncounter. If a random treasure is have received or are likely to get for fu~
ungumed. larger or more significant than a placed one, efforts. Finally, they just begin to ex:pect lea
Furthermore, he isn't going to trust his own the players are going to remember and value and less from the OM', campaign, until it
guards, either, and 50 is likely to have the trea- the random encounter more than the plot. reaches the point where they expect nothing:
sury rigged with at least one (and probably Treasures should be used 10 bIliJd the adven- and they go home! In such a campaign. the
sever.tl) dangerous lraps. Should he be so ture, dev~lop a plot , and reward inteUigent OM may have a fine time, Cn!3ting detailed
lucky. the chieftain will even have a trained and daring play. If they just appear randomly. settings and elaborate adventures. But if he
guardbeast or two 10 discourage thlever;. oot only is the OM throwing away a useful does not have the mthusiasm of his players,
Even a lowly hobgoblin warrior is going advmture-bu.ilding dtvice. he is threatening there isn't much point in playing.
10 make an effort to protect what is hi, . 1£ his overall campaign. In generaJ, a large trea- Such a campaign can succeed if there are
hi' horde i. small, he may carry his wealth sure should be a planned part of an adventure. other I1!wards that involve the play~rs in the
wilh him at all times. He may bury it where a way to motivate players, or a goal to be game. Perhaps there are ample opportuni-
onl y he can find it . He may place it in a achieved by the characters. tiH for character advancement o r personali-
trapped and loded chest. preferably one And remember, as important as treasure ty dev~lopment . The characters may have
thai is chained to Ih~ wall or noor. This i, is. II need not be the so l~ motivator for a sto- lh~ opportunity to playa d«isive role in
not a soci~y with an overabundance of love ry. Indeed, there are times when it will be world affairs. These things are possible, but
and trust. after all. unimporta.nt to the adventure. In these only a OM of vctraordinary ,lUll can over-
A dragon. at the other vctreme, may sim- cases, the plot doesn't need the outside come the drawbacks he has created.
ply consider hi, reputation suffident d~ter­ motivation of cash to interest Ihe players. fortunately. the problems of too little
rent. Certainly thi, is true while the dragon Still. , mall rewards should still be made trea,ure are easily fixed-simply introduce
is present I (And player characters ,hould available 10 the players. A treasure reward. more treasure into the campaign . No adjust-
no matter how smail, gives the players the ments need to be made to the characters.
f~ling that their characters are succeeding The treasurH availab l~ in the game world
and moving ahead. can be increased withoul the players ~ven
aware that the change has been effected.
Treasure Tables
Monty H.ul ump.)SM
To ,impli fy th~
assignment of treasures 10 lairs and mon- At the other ~x ­
sters. the AOlr.oe pme uses a set of alpha- tmne, the prob'mts 01 too much treasure are
betic codes to categorize different sizes and nol so easily solved. Here players may enjoy
typrs of treasure. Each monster listing in th~ the game- and why not1lheir characters are
Monstrous Compeudiurn has a 'Treasure doing quile well. They have suftlCient money
Type~ listing followed by a series of l~ttel'$ . and magic 10 best any situation the OM can
These lellen refer to Table 83 In Appendi:x I, """,,,
p. 133 of the DMG. However. the OM seldom has the tame
enjoyment. He is faced with the task of top-
ping the la,t lucrative adventure. He must
MaIntaInIng Balance make each adventure a greater cha llenge
For aU his good than the last. While this is tru~ for all OMs,
intentions. JO(mer or later the OM is likely to it is grossly exaggented for the OM who has
~IT in the awarding ollrea5urt:. Either hr will given out too much : How do you top the
award too little or hand out too much . The adventure where the fighter gOI the Ham-
first is just tight-fistedneu; the second Ieotdt to mer of Thor or lOme equally valuable item1
high-powued, low-role--playing campaigns Invariably. the players reach a point
(somrtimes called "Monty Haul~ dungeons). where they. too. become frwtraled . Every-
Now, if both OM and pla)'fiS enjoy a pa~ thing is the same-"Oh, we did this before.~
ticu1ar type of campaign and are having a or "Ho-hum. Another Sword of Instant
sood time. I~ is no problem to fi:x. How- Monst~r Destruction :' Soon ther~ are no
ever. more often than not. these two extreme chall~nges left , because tht" characters have
eamed everything in the bookl
82
Fixing such a siluation is far from e.lsy. Tm' ge nt monSlers shouldn't yield magical items om" use items. One can never have 100 many
fU'sllhlng to do k to !;lop WVlog out so much \CXttpl m r<lrt' cases where Ihe b4:a ~t has potiolls of ',ea/illS or seroUs with I.')Ctra spells.
t~a!>ure in future ;td .....'OtUI'e>. Even this isn't as swallowed them ). After .. II, why (let alont' Sooner or laler IN:o character might run out .
Mmple as 11 sounds. SlrK:e playe~ h;1 ~ alread y how ) would a l-liilnl snak(> carry around a Already l-Iave a sUJ(m/ -t 11 May~ iI hench-
had tht'ir CXp«ldlioOll built up. Imawn<' "ldY- 5word+17 man or hin'ling could use such a we.:tpon (and
ing lor OlQJlth!> or yeOlrs 10 d world wh<!re you Unmtelllgli:flt crealures may have a few dt.'Velop a gre-all'f respt'CI for his master). Give
roulinely find 5 magic;ll ilems and I..'O~ 01 .tems in or near Iheir lairs. Ihe Conner pos- up the only " o rn of bllUtlllS the party hasl
lhous.mds of gold piec.::cs eoKh adv('nlure dod l>t'ssionS of th,,'lr victims. Even this will be Nol vt'Ty likely ill all,
lhen. one (i.ly. finding only two or th r~'I.' nugi- rare, however. Such monsters Jon'l recog- II is reasonable to assume thill if the play~
cal Items and .1 Ihous..l nd gold pieces! Silii. nize til<- worth a t milgical item~ .1nd ~ Id o m E'r c hilT3clers .Hen' t giving up their goods,
paifl{ul ~ il may be {or player.;, culliflg back make .. sptXial effort to col1('(t them . The nei ther arc any non. plilyer charilcters. And
on future treasure hauls is a must . commcnts r('lating to t n,',lsu re .. nd unjnldlj ~ if adventurers ,1ren'l sellinglhcir finds , th('n
The SC'Cond p.. rl of the fix is fM more genl crl.'.illures Coln b." ,lpplicd here . there ISfl't enough lrade m magic.. l items to
difficult - remove from tht.' campaign some Inlclligent Cfelltures. on Ihe other halle:!. sustain suc h .. business .
01 wh.. t has a lready Ix"n given . MoSI play- tend to value mil~i c,ll i t('m ~ abovt! other Ever> if lhe chiITacten do occasionally M!II a
ers won'l vol untarily surrender their goods items of treasure. They rlo(ogni7.e such items m.lgicaJ item. selling up iI magic shop ii nol a
and ~uipmenl JuSI bec:ause the OM milde it fur what they .Ire ( unl~5 the item is very good idea . Where is the sense of ad\'mtu~ In
mlst .. ke. The invcntlvt.' OM must be iflven- well disguised or umquel and I,,\...e Iht'm . g01"& ;fliO a Siore and buyiflg a Sl.JlO rt/ +- 11
tive, rt.'!>ortln8 to new <l nd bilarre laxC'!i, Knowu'Ig such items can be> uS('d to Iheir H~ltng ov.. r the price of a wand7 Playt'T
accidt.'nts. Iheft, and anythmg clse he c.an bend·il. tht,y will attcmpt to leilm Ihe func· char;lctcrs should 1ec:1 like adventurers, not
Ihink of. Use a given method onl y onct' .lnd tlon of the ill'm . A c reature Ihal can uS(' an merchan t5 or sn:--et'18I'OC('f'S.
be !oUrc to aUow tht' Ch'lfaclers a lair chance. Item will u~ II . U~ful magical Items thill Consider thl~ as well: If a wizard or pric5t
Nothmg will upsel and anger players morc ilTe polrl!)! ,I treasure Will therefore Ix-' in the CiIl1 boy any itt.'m he rweds. why shoukl h..
Ihan having Ih('lr characlers jcrked about crealure'!> hands, nO I hidden away. waSI(' ,ime .. !templlOg to mak ..• thf' itl'Ol hi,n-
m.e a dOK on a chain . FfIr (,)(Clmple. I"kc Ihe I reas urt' of the hob- S(-'1f7 MaSical item research IS an important
Somelimt"S thesiluation has ,u ~ t gollefl so goblin chleft<l1in . Over the YCo1rs hc has come role--plil ying element m the golme. OIond o~ning
rar out 01 hand Ihal therc IS no wa y t\l bring mto po<;scsslon 01 a numlx-'r of mmor rmlgi- iI magiCemporium kills il . Then' 15 a far differ-
it back under control . For exampli'. bccau<;c cal ItC'ms. Currentl y Ihe tribe's Ire.1Sur(-' ellt !>CI'lSol' of pmlc on the player's part whert
the OM has givcn out eXCl'S§ive TllOIgic, Ihe includes Ihn.~ potions of hCdlin~ . a scw\! of USing d wand hi!> character hCls made, or found
players have fledr-godlike pOIVer~ . They wizilrd spell!>. ,I sword + I, and two suit s of dftt'r perilous .1d\-enture. ..s opposed to one n...
have u~d WISJ' e$ 10 ellce«! ability !oCore lim- cllIllII mml -t / Tl-lis is nOI ,} horde the IUSI boughl .
iband enh~nce thelrdasscs with pemlanent c rafly. old chleft,,,n is gOiflg 10 Igfll.)((~ . Fin"lIy. buying anu trading magIC prE'-
abmti~ . Th~y have fil5hiofll.-d olhn-planar Hl' wcars one sull of arml'r .11 <Ill tlml~. cOlr- sumt'5 iI I.uge number of magICal ,terns in
s tronghold Imp!.' rVIOU!> to anythmg. They Ties th(' ~word al hi .. !>Idc, lind hilS In..' three Ihc SOCiet y. ThiS 1c.;M'ns the DM's control
have rea ched Ihe puinl where they <I1rt dic- pol io ns hidden .:Iway hUI close: at hand sho uld over tht' whole businCS5. loglco1l1 y~mindl'<f
ta ting tht' structure uf tht, g<lml' to the O~'I ht.' net'd Ihl'm. The 0111(.'( suit a( drmor Il(' gl VCS play('rs ..... 11I1)('Iil1t out the> Inconsis tenc y of a
There is only one cure-st.ulmg OVl'r. to the most !.Iithlul 01 h, ~ body gua((I~. well-"Iuc ked nlolgic shllp U1 d cOImpaign olh-
R"'qu;n' all the charactcl'$ to rcllri.'. an..I As tor IhC' scroll. ~Ince nobod y III tilt: tri~ er ...... I5\' ~parsc in such rt'w,Hds.
begin ,1IlC."V>' With 1st-levI.'! charactl.TS. being can UM' II . II IS r.tth!;·r cilreb<;lv HISSt.'d in WIth
c.ueful nul to make the So.lnle mlsl.lk("> ,1~in . Ihe rl.'!;1 of the Ir..;tSUrt' in the cl-l... llalTl~ !;Iron-
M.iIIslc.- R.ve or Common1
The players may gnlmble and rompl,1ln. but if ~rt>Om . He ftKurt-<; 10 trade il J{'!r <oOn~l h i nf;
the OM is f.. ir. the COmpLlinls sh('uld evenlu- useful lilt' nexl tunc .. T'\.I1t'gok.... merchilnt One Qf th\· thing..
ally ~ OVl.'fco me. To Ihk end. the.- DM ma y COrTlC'!i around . 1'1.,ycr char;,cten woo hopt· III Ih~' OM decidl'5 is lu ~ t how common 11'IaKIc
e~ w.mt tosc.'1 lhe new characlers in a dilier- ~i:'Ilh", lribr's m'l~ic;)llh'mS will haVe' h' \\'rt'S1 IS in hiS C.Hl'I';uSn. I) Ihe world ric h In milJ!;i-
enl pari of his camp.lign world. one Ih.)t h.lS tllt' m. hli~ rall y. from th"'fingt:rs of the h<~ob­ Col i Ilenl~ s uc h th.lt e v('ry IlIwl y lig hter h.1S
not bt>t:n t')(plon.-J before. flTl ~. Thal'if, loOIl1l1hing tn m,lke lOt- ('.Imlnl( ('It ol cn'S~ 10 dt lea!>t .1 511'0 (.1 + l7 l'ldYCT'i en,oy
maJ-;ic mort' 01 a chilll\'Tlge. h<lving iI Wide viITle ly 01 i nter~":>tm~ mdgicdl
111.'111" . but Iht'I'e'~ thl' ris\... of ((('ating .ln oul -
Magical Items o l -cont rol Mt'nl y Haul situation And a
Buylna MASICOlI hems
One of I he most m o1/,:l c~rl(' h world h.1.'> cunSC''-Iuenct'S unlo re-
important types of Irc,1sure a Char,1cl .. r can A~ player chanc- <,(-'en bv mt)Sl DMs.
earn ill a magical item, Not only dOt'S Inc h' rs e;nn <I1ore mo nl'Y .lnJ Ixl:m l.lcing II m,t~ I C I!> conun('ln I hl'n norm,IJ p«>plt'
ilem act a~ an imnledlatfO rewilrd for good .,;reoller J,ln ):"rs "um\' oi thl' nl Will b..·»trn ...... 111 bt-~In ttl bUi ld ,"vefliions aro und II
play, it incre;tst'$ the power and survivabi li- WOndl'ring Whl'(l' the)' C.l n bu y m,II' IC..l1 Thl' rc ma y be dl'nnl -r " wcred ~t"dm
ty o( the cl-laracter. Sucl-l ilem ~ .uM \0 the: Itt'ms. U<;ing 20!h-century. rC,1I-world eco- t' n.,;rnl" crys till b;tll td('(<lmmunlCiitlOn ~
wonder a nd romance of the g;rme. illlowmg no mics. they will f'gure there must lx, ~ton'S nli'lwllrJ..s , .1ml l'lh{' r very un -medit' v.11
Ihe character 10 perlorm fe.m far beyo nd I hilt buy ilnd :)('11 ~uch ~ ('ods. N.llur.lll)' I hey r..... ult~ ihls c.ln be ("ntert.unrn~ bul II dot,~
those of ordina ry mort<l k I~ilre inJl't'd i<; Will WOlnl 10 find .Intl p"lrclnll(' ~lI ch st"r ..~ . d r,l ) tlcillly ch.m~t' thl' .. h.ljX' \ 11 thl' (.1111-
Ihe pllillyer charac tt'T who dot'S not IVant IhfO I l owt'v~' r, nu ma):IC.II l>h.r .." l'1I1 !>1 p.li ~ n wl.rltl
r~ward s of milgical items. 13t.101l' the Dr...! I'!( '>.'!!o n l5hmJo( oU I(> Cfl·illt' The' t h.lrm " I dl <,( n\ e rln ~ .1 1ll.))<:icoIl'l elll
m.IWcalllt·m <;hop.. l on.<;jdt,y Ih.. pld )'er chou- 1.. 1\.~ t It "\'('ry t'nc h.I" ('Ill' bu t tOI' it'w m,IJ<: I-

Cte.illtures Olnd M.iIIslc.illlltems .Iet..!"!; dno:! tl'\elr "'->h,wll.r. lu~ how 011..'1'\ W { .It Ilt'lll" (i!fl al!M~ nun d ~Imt' Tnl ~ IS (";;I)\'
pldyt'f dt.lracte~ '>ell th ..__ p'.tlonJ; .111<1 .... rolb c i.IU y Inll-' ,II hl ~h ..'r I..' vd ~ ..... hl·r.. m.I':ic I~ ,,)
Like o tht'r trea- tht'Y find ? C.lsh in;) 5WOI,I + 11 UnloaJ ,I ham Impol t,lnl to ch.lract('r <;uTVI\·.ll You do n t
sum, magic.. 1 i l em~ mil y be found tn th<- of /1/,1;;1111)0: or J tlll,Cl<" fr,' ., ,rr"olll \\',Int In klfl h.11I th(' ,,,,rt v f\.l~ I ~' the ~u r l' l_
lairs of uninteUi~enl and intelli!;"fl! mon- ~l orE' oft"'n th.m no \. play..... ch..l rdCtl-r" ~I Vt' vI'r .. {'.In b... l'lIcllcd dl dl~l< '\"' fln ~ 01 q ,·or.l
llI('rs. Random encounlers WIth unmldli- such IIi'tTls. C"'flillllly thl'y d,'> n t ~I"'I' aw.l V '/

83
~ Treasure and Magical Items (Researching Magical Items)

The OM wan ts each maglcaltreasure, no mation ;lITld materials is a grand excuse for cally different view or magical item con-
maHer how small, 10 fed special, but at the o ne adventure aher another. T his is part of struction . Here, whe.n the player saY', ~l
hrnt' lime he musl be able to ba lao« the the fun of the AO&:IJe game . Making a want to create a rope of climbing," the OM
pain of its acquisition against the rewOIIfd. magical item is mo re than just a mechanical provides a lis t of impossible ingredients. It
This is not a thing the OM can lurn through process . It should also be iln opportunity for lhen becomes the player's obligation to dis-
formulae or tables. It takes lime and judg- excitement and role- playi ng. cov~r the means to collect each ingredient.
ment . Thus, to make tht' rope of climbing, the
OM could require a skein of unspun ya rn,
The NAture of M ..glu,1 f .. brlu,tlon
the voice of a spider, and the courage of a
Rese""chlng M.. glu.1 Items The construction of da ri ng thief. The player would then have to
One of the abilities magical items is iI realm of the AO&coe ruin discover the meilning of each ingredient or
shared by the wizard and priest groups is open to broad OM interpretation. Just how the means to produce it . This, in tum, could
Ih('iT ability toconstruci maginl items. Thi$ the OM decides to app roach it will affect the require more research and speJls to accom-
is a pOlenl ability, but it is 1'101 one easily way magic is viewed in his game. Thert' arc plish the &0;1\ .
~ . As OM you do not want your player two bilsic attitudes toward the making of For the rope of climbmg, the player might
characters construct ing eyer)' magica l item magica l items: The practical method and !;Olve it by finding a magical sheep whose
available. EoIch one s hould bt- an atcom- the fant astic method . wool Is so thick it n~s nospinni ng . Thishe
ptisnmenl and the springboard for a new The prilctical met hod says that magical could form into a ropt', castingspt'lls to give
advt'nture . item manufacture is somehow lied to com- a spider voice so it can say a few words over
The wizud's "bility to research items is mon sense; the materials needed to make the the cord . f inally, he could trick a renowned
divided into different phaSH. Although a item reflect the properties of the item bei ng thief into using the unfinished rope on a
wizard can COlIS! a " "' 8IC mus/Ie at 1st level , constructed. and Ihe steps required are fair- da ngerous mission . Aiter all this, t~ wiza rd
he c.anno l transcribe that spell onto a !;Croll ly well-tlefined . would cas t the spells ne«sSary to bind the
unt il he reaches 9th level. The sa me is true of For eJ(ample, a P O/ iO.l of clImbing migh t various elements a nd , Valla- a rop(l of
brewing potions. Only when he reaches requirt' the hair of a climbing creature such dimbm8 wou ld be the res ul t.
11th level can a wiurd attempt to create as a giant spidt'r or the legs of a giant insect . folktales, myths, and legends are filled
other magical items. Even then he may nOI A WQ ll d of Iig/llnillS bolrs might have to be with instanct'"5 of impossiblt' tasks and
be able to create man y items if he lacks the carved from the heart wood of an oak impossible ingredients. To bind the fenris
ability to cast the nKnsary spells. st ruck by lightn ing. Pltrifa.tion migh t Wolf of Nor~ mythology, the dwarves
The print can begin creating scrolls at 7th require the scales. a f a ba!'oilisk. , a snake from forged an unbreakabh.· chain from such
level and can brew a few potions (mainly a medusa, or a f,ather from a live cocka- thmgs as the roots of a mou ntain, the noise
those Involving healing) at 9th level. Clerics trice. Filar might require a drop of dragon of a cat , and tht' brea th of a fish . folk tales
can fOl bricate only a few other magical items sweat or the grave earth of a ghost. In each tell of heroes and heroines faced with
and canno t OIttempt these until they reach OIt case, the relat ionship between the items impossible tasks- Io plow the oct'an or
least 11th leve.1. As wi th the wiurd, their needed and Ihe object desired is relat ively makf' a shirl without seams. Hercu les was
ability even then may ~ Iimitw by the clear. faced wi th Twelve Labors, deemt'd impos-
spells they have access to at the limt'. Furthermore, the component items them- sible by others. Culhwch (of Celtic legend )
Crt'ating a magical item is much like selves art' ph ysical and understandable. had to product' swet't honey without bees. If
rt'St'OIrching a new spell. The OM im d the They ma y be ra re, bu t they can be gat hered the player characters aspirt' to such ranks of
plOlyer must cooperate and work together to without special prep.arati on.~ (other than heroism and wonder, surely they can
bring about the de!>ir~ goal. However, those required for normal advt'nluring). In accomplish det'ds such as the~ .
there a~ difft'rences. essence, the OM creates a ~grocery lise thai The fa ntastical method gives the cam-
Ln magica l item rt'St'arch , the desired goal Ih, player characte.r must fill . The cha ractt r paign a h igh fan tasy element , for such
is usuall y well·known to both the player goes out adventuring, seeking out the crea· impossible tasks .are part of the wonder and
and the OM. The playe r says. "Rupert tures or things that will provide him with enchantment of such a world . fu rthermort'.
wanlS to create a potio'l of clairaudience. ~ tht' mat e.rials he needs . it ensurt'5 that each insredient o r step will be
The effect is known; what must be done to Th is mt'thod has adva ntages, not the least an adven ture . Wizards won 't casually
creatt'it isn't . ~refo re , o nce the pla yer has being that it simplifies the OM's task . When asscmblt' their Ingredients at the local magic
s tated his dt'$ire, the OM decides what confronted by a player who wan ts to creale supply warehouse . It also provides the DM
materials, formulae, spells, and rites mus t some bizarre magical item, the OM need with a means to control the lime required
be acqu ir~ andl or performed to create the onl y list materials that seem appropriate to (since assembling components can be quite a
ih:m . the magical effect . task) and a method for dr.aining CJCC6$ cash
Once Ihe OM knows this, the player can At the same time, however, the practical from the characters accounts.
proceed . He does 'l ot /,11 the p/Qyer wllQt lIe method u n be abused by clever players. At the same time, players can perceive
Il(leds to dol It is up to the playe r to discover They ma y figure out that every mons ter this method as too d ifficult and too restdc·
the processes and steps required to create a encountered has a potential usefulnt'S5 to tive . Tht'y ma y becomt' discouraged by the
magical item, however sma ll. He may con· wizards and so begin coilKting tissue sam· OM·s demands. To allcviatt' this, at lea!>t
suit a sagt', seek the gUidance of a higher pies, blood , hilir. org'lITls, and more. They partially, the OM s hould bal;mce tht'
level spellcaster, or even use spells to call become walking bu tcher shops- no t at all requirt'ments against the potency o f the item
upon grt'ater po we.rs. what Is desired I being crea ted .
Even aller learn ing wha t he must do, the furthermore, playerseJCptCtto find shops Combining the pr.1cti n l wfth Ihe lantasti-
spellcas ter may ha ve to do furt her resea rch specialirl ng in magical materials, both to COI l is a workable alternative to eithe r meth·
to learn the techniques required for each sell .md buy their needed goods , This cd . No t every magical item can be created
s tep . All of this will cost the character time defea ts the need to adventure fo r one·s by gathering the organs of creatures or the
and money, so his dedication and rnources materials and ruins p.rt of the role-playing essences of rare plants , nor does each
must be substantial if he hopes to succeed. involvw in magical Item crea tion . require the spellcas te r to overcome the
The process of gathering the needed info r- The (a nt ~s tICIIJ il ppro~ch takes a drastl- impossible.

84
Simple iilnd common miilsiCiilI items scrou. 1be first requirn memoriution iilnd never seen 1M: desirtd spell or hal failed to
(potl'Ons 01 heRlIng. 10'011. with ViilriOU' miilY need componmt. or SHtUres 10 iiletl- leiilm It. he cert.inly cannol Q1!ate iii ICf'OIi
5p!lb. lDQ11tU 01 dctl!ction) could require viille. l11e liillt'"' n«ds only iiln utleriil~ 10 lor thai spell . When cnatinr; iii protection
only Ihal lhe proper Ihinp be brought be effective. A potion, ingested to be! effK- saoll. 1M: wtz.a.rd ~ limited to thow protect-
logether ~ msor«lled . Powerful, exotic, tive, i. clearly iii different form of the aame ive spells that fall within the purview of hi.
and highly UJdul ilemt (.uch iilS iii sword thing. art. for example. prolection from eleffift1-
+ J) mi,ht tHtlhe .peUcuter'. iilbililies iilnd 6eciilU!e: of thetot differenca. a wiurd tals, magic, and petrification .
raourMulnns, rtquirinS that he wive puz- mustlum more of hi, art bd"ore attempting If a wiurd knows the spell, he can begin
zles and riddles fiilr beyond 1M norm.ai ken. to make scrolls and potions. He i. assumed labric.iltlon . His firsl slep i. 10 assemble lhe
TM combiniiliion of the two phiiOIOphiH 10 have all.a.ined the appropriate dqree of appropriate matulals: quill, ink. and
an even be UKd 10 vcpliilin the fiilct that triilinin& by the lime he reachH 9th level. paper. These materia.l! can't be common-
some magic'" items iilre 10 common and oth- Evm thm the knowledge of how 10 cnale place Items lesl they mar the fin'" product or
ers 50 riil1'e- polionl are everywhere. bUI such ilems does nol jWI leiilp into hi. brain. be con~umed by Ihe very I'f\a&kal ~
rtf/:tC6 01 disruption iilfe hard 10 come by. Rather, .ilt ninth level he has the potentiaJ the wizard _ks 10 enscribe.
Potions require .Imple ingredienl.; miilat to create such items. He knOWI enough The quill used for each spell must be! fresh
require the moving of mounlains. basics of 1M iilrl and hiils learned where to and unused . lingering energies of the spell
look for the information he needs 10 make jusltranscribed cling to the quill. If the quill
the iililempt . The exiilCt procas for each IpeU were wed again. these erlergies would flow
Scrolls and Potions is .till a mystery to him . and interminsle with later attempts. caullns
Just because a tpell- them 10 fail.
c.~er knOW! a spell, he isn't automatically Furthennore. the pen ciiln't be IWI an
mdowed wilh the knowledge to create iii Scrolls ordinary gOOR quill. It must be from a
scroll or potion of .Imilar function . TM The lint step In cre- strange and magical crealure. perhaps am
proceslH and fonnulae UKd in eiilch are dif- aling a spell 10'011 (nol a prolection KrOll) is appropriate 10 the nature of the spell (the
fermt . for the wizard or print to know and be able feather of a cockatrice for a flesh to Jton~,
A spell on a ~e in a wlzard'• • pell book to cast the appropriate spell- the desired etc.). The task of sathving the ri&hl quill
~ dilfumt from a .pell contained on a spell must exist in his spell boob. II he has can be an adventure in itself. Quills hand-

85
picked by the wizard himself incrcue the In general, the ink's ingredients should OIdds 1" . Thus. a 15th-level maSe ( +15)
chan~ of 1UCCH5 by 5 ... relate to the overall purpose of the scroll. As making a Kroll of OIl 7th-level spell (-7).
The paper or other material upon which with the quill , the Ink required for each spell using papyrus ( -5) and writing with a
the scroll 15 In&Cribed must a lso be of fine should be different and even each inscrip- cockOiltrice quill plucked with his own hand
quality. Paper I. best for this purpose, fol - tion of the same spell requires the batch to ( +5) would hOilve OlIn (80 + 15-7-5 + 5-)
lowed by p.archment, and thf'n papyrus, be brewed anew. 88'!1o chance of sUC«SS.
Each affect. the chOinee of sucasa OIlS fol - After the character has gathered and II the number rolled on percentile dice is
lows: brewed all the materials. he un bqin the equal to or Irss IhOin the required number.
aClual process of writing. Wiurds must the attempt wCCffds. If lhe roll Is higher, lhe
Paper +5 .. have theirspel l boola at hotnd to guide their OIttempt fails. though the player has no way
Parchment 0 work. while priests and others must work of knowing this.
Papyrus -5" on a specially prepared altar. The actual If the OII1m1pt fails. the scroll Is cursed in
p roc~ of writing the scroll requires one full some way. The OM secretly decides an
The Ink is the final consideration , In this dOIly for each level of the spell inscribed . OIppropriOite effect based on the spe.1l that
area. the OM has the gnatest leeway to Protection scrolls require six dOilYs of was attempted. A failed attempt to create a
demOind the most exotic ingredients and work . During this time. Ihe SpellcOillter mUlt fireball scroll may result in a curKd scroll
procelle.. The ingredient5 could be be undilturbed. breaking onl y lor food and that explodes in OIl fiery ball of flame upon
simple-the ink of a giant squid mixed with sleep (and then for OIl minimum of eOlch). If reading. The player charOileter cOinnot detect
the venom of a wyvem's sting. or the mUllk the spellcaster halts before the transcription the cursed effect until it is too late,
of a gianl5kunk brewed with the blood of a is completed, the entire effort fails and 0111 Note: A remow curse spell will CiIIUse this
gorgon . They could also be complex in work done to that point is for nOlugh!. faulty IICI'OII to tum to dust .
meaning-the tears of a crocodile and a After the work is completed. the OM A single scroll cOIn contain 1 to 6 spells,
drop of wOlter from lhe bottom of the deep- SKretly checks for IUCCess . The bOise chOinee the number detennined randomly by the
est ocean, or a drop of mead from lhe cup of is 80" . This un be inenaRd or decreOl~ OM . The playrr can never be cutillin of the
King ThYill5 bll!'nded with the lal1\t'nlalioM
of the women from the funeral of a grt!OII
hero.
spell. 1..
by the mOiterial1 u5ed . For every level of the
is subtrOicted from the success
chanee. but every level of 1M spellGister
amount of .p.aee required even for the saml!'
s pell on two different scroll • . A fOilled
attempt to transcribe a scroll automatically

86
fills the rrmilli nder of lhe pillgr, iIIlthough herelic.lll learning. Inslt'ad, the priest pl.. ~ Finally. lhe OM has lhe right 10 vcclude
olher spells successfully wriltm M:fo~ thr his f.. ilh in grea ter powen to perform the from pl.ll yer milnulaclure any magical item
fa il u~ remillin, In thi sca~, Inc cul"Srd rffKI acluallransform.lliions needed to blend tht' he feels is 100 powerful or too signific.llnt a
of Ihr fallrd spell will 1'101 comt' inlO effKt polion . As such. he USt'S an .dtil r speci.llll y part of his campilign world. (For example, if
untillhal spell is read. consecraled 10 the purpose . When con· all magicill wt'apons in the OM's ca mpaign
Whrn using a scroll he himself has prr- slrucling such an altar. the character musl are Ihe product o( an ancient civilitallon
pared, a wizard does not n~ to resort to a be ~ady to makt' lOme ycrj(ice of worth . and the arl of Iht'ir manufactu~ has now
'I!ad mask spell 10 understand thl!' writmK. either il monelilry sacrifice or, t'ven moTt' been losl , he can deny the ability to creale
Slgnifk.llnlly. a spt'('i;al service 10 his dt'lty. such items 10 the player chuactl:'rs.)
Tht'reilfit'r. 1M pnt"lit nft'd only respect the These limilallons nOlwithSland,ng. pl.llY-
Potions
ahar illS would be norm;l.lfor his fililh . en shou ld be invitrd to Mlbmlt tht'ir own
Potions arr primar- Ctt'.lIling Ihe Po tio ": With all lh!s equip- ide.15 for new or unique items. Tht' posslbili.
ily the provinei!' of wizards. ahhough priests menl aswmbkd. Ihe wizard or pnest IS ties for new Items ilrt' limitt'cl only by Ihe
can prepare those potions ~laling to healing read y to begin . The cost already deter- constra ints of game billana. Pt'rilaps the
and cu,,". (Priesls of other mythos mayor mined. tht' lim(' 10 brew. infuse, dislill, charitcter wilnts an arrow Ihill explodn In ;a
ma y 1'10 1 be able 10 prepare such potions, dc-canl . and eXlract the potion IS me.llsurrd flilSh of bri lliant lighl or a w;and Ihal causes
dept'nding on the spell spnerH available to in day!> equal to Ihe cost divided by 100. those touchrd 10 suffer amnesia .
them .) Heali ng and curing polions are During Ihis time, the chilr.llcler must remolin Using Ihe samt' give-and-Iake process
Ixyond the ken of wizards. uninterruptrd except for tilt- normal need.s described for new player s~ lIs , thl! OM
As wit h other milgicill items, the charac· of sleep ilnd food If the work is dl!oturbed, should holve Iht' plilyer \o\'Tite up .I dtoscrip-
ter must identify and gillht'r the materials Ihe pol ion is hopt'lessly ruined as arc illl lion of the desirrd item . The OM , tudies
net'de<i to brew a potion bef'orr he can ~m Ingredil:'nts u~ in il. Ihis, altt'rs II .lIS needrd, and discuSSt"S Iht'
work. The formu la c.m be as striliiVItfor· After tM worl is done, thl!' OM ~etly changes With the pla~r. When both i1rt' in
ward or bizar~ as the OM dt-su-ft. II m.lly rolls percenille dice to dett'rmlnt' if Ihe .lIgrffment . Ihe c hilr~ter ciln bt'gIn tht' actu-
rtq ui~ Ihe blood of .I rare cre.lltu~, pow- pollon h.ll~ la"en The base chilnce of suc- al process of rtseolrch ilnd construction .
del't'd ~ms, Ihe sweat of a mare. or the cns is 70 ... Fur every 100 sp worth of When a player announces the desire to
brell ih of 1I dying hero. Ingredit'n ts, 1'\0 IS subu.lIclrd. For every two construct .I given item. il is 1'10 1 the OM's
In addition, a pulion requirn.ll number of l('vels of the spellc.utt'r (or (ract lon lhereof). task to tell him whetht'r thiS is withlfl his
mundllne ingrrdienls. The basic cosl of ] % is added 10 the baSt' capabililles or not . h is the OM's responsi-
thest' Ingredienls ranges from ZOO to 1.000 If thc P4!rcentile ron isequil l toor It'Ss than bi lity to decide the materials and steps n~ ­
gpo The OM should decide thiS baS«l on the chilnct' o( success, the pol ion succeeds. rd to construct the item . '(ht' player ciln
how common Ihe polion Is. ils powt'r. and If the potion fails, tht' spellcaster has unwit- then havt' his char.\cter consult iI sage, fei-
the ~turr 01 lhe ingrrdients he has spect- lingly brewed either iI deadl y poison or iI low Spe-lIcoTlslt'r, or higher power to le.llm
fird . A potlO" of dragon comrol is a rue pO/lOll of delUSion , at the OM's discretion . what he needs In the proct'Ss ht' m.lly diS-
item of g~.lIt power and so should C051 the Of course, the plilyer won't know whelhera cover he bcks 1M "wrop"att' POWt'R to
fu ll 1,000 gp. A pollon of h(,A/inx IS iI fairly polion is good unli l iI's 100 Iille. In ilny Cil§(', creilte tht! ilem . This is one of tilt- risks inher-
nKessary item . something the OM may the wizard or pnf'St is Wise to label his cre.ll- enl In m.ll1jJc.ll1 rC'Sf'arch .
wanl to be re.lldily available to the charOiC' lion, (or tllt-re is no SUft' way to distmguish Finding Ihe Ris ht MOillerial.: Fir'l thl!'
ters. TMn'fore, it should be chellp. c()!;llng btotween diHe~nt potions by sighl illune. ch.llracter needs ilppropri.lllt' malt'rlills .
no more than 200 81" . Wht'n construcling a magical hem, no ordi-
Wl u rdi must do more thOin .lIcquirt' nary 5wOrd. 51 ick. clo.llk. necklace, or whal-
ingredit'nt' : T hey also need a complete
Creating Other '-'ver will do . The Item musl bt'
illchcmicill laborat ory. Pot ions art' not Magical Items eXlraordina ry in lOme way. Weilpora must
something you can brl:'w up over the kilchen ~ 01 high-quillity craft5manship. Woods
stove! ThiS laboutory must be furnished Potions and scrolls
are not the only milgicill item~ Spellcilslers musl bt' rare, specially gro\o\'n, or cut in iI
With fum.llces, alt'mbics. retorts. beakC'rs, pOllTticulilr wily al .I particular tlmt'. Clolh
distilling coils. and smoldering brnl('rs_ in can create. Other types of milSlcill ilem can
be m.llde- weilpons, wands, slilVes, rods. must Ix- woven to eXilcting speciflcillions.
short . all the Ir;appings of a mad scit'nh!'>l"s Tht' malerLaI itself mily bt' of an impossible
laborilliory (circa 1400 AD). rintlS, bracers. briJzlt'rs, cloilks, .lind more.
There .Ire illso cerlaln items lhe pl.llyer n;tlurt' fa shirl withoul lieams or iI hammt'T
The basic cost for such ;a l;abor;atory is al forged in iI volcano's heart ilnd quenched in
It'ilSt 2,000 gp If all the skillt'd craftsmen ilre chilrilctcrs ciln't Cl'('itte. Artifacts, relics,
books (excepl spell books) . ..,nd Intelligt'nl the deepesl oceanl.
readily iIV.allable to construct thet'qulpment Oft~n , lilt' only way 10 ensure the ilppro-
to lhe wizard's spf'Clfic.ations. And this cost weilpoMarc Ihe rCillm of the OM onl y. Such
Items Ciln be found by the player characters, priatt' vt'$S('1 for Ihe enchant ment Is lor Iht'
covers only thC' fumlshangs; the wi:t.ard must spellc.u lt'r 10 fashinn or g.at~ r Iht' item
bUI never md tlufact ure<i by them . This
illso hilve an appropriate place to pul all himself. Howl.'ver il is obtained. Ihls vessel
thest' Ihingsil nd to cond uct his work Gr\'en enSUrl"5 Ihat the OM controls cerlain ele-
ments that (.lItI app!:ilr only during tht' should cosl (.lIr more lhan a normal item of
the strange noises and foul smells tha t iMue the &arne type . The pri« c.lln rangl:' from
COUl"S(.' of an adV{'nlure he designs.
ilt all houn; from such a litboritt ory, m.llny a 1.000 to 10,000 (or morto n gold piKes
landlord mily Ix lessth.lln willing to h.ve his Furlhermore. cerlam milijiCilJ Ilems have
;a parllcular racial conntctlOn. paTlicul.ll rly
depending on Ihe matenilJ.
rooms used for luch purposC'S. Preparins Ine MatUb's; Once the vessel
Onct' the laboriltory is ("St.ablished, Iht' tht' dwarut'li UlQrhAtf1»1'" + J . elv"" doub.
boots of t'lwm/(ind. f'/WH bows_ ilInd cerlain for Ihe l1'Ia81c 15 oblalnrd, tht' chilrilcter will
wizard must pay 10" of its v.alue evt'ry hilvt' to prt'part' it . A sword mily n~ 10 Ix
month to malnt.:.m thl!'equlpment . replacing types of ~mmers oTInd axes. Thest' itt'ms ciln
only Ix fashioned by NPC dwaT\lt'S ilnd dipPt'd in rilre ilCWS to bum away impuri-
thin&s broken in u.periments and minor ties. Bone may nt't'd to be picktod clean by
in&Tftlit-nls that lose potency wilh age. elves of particularly ancient age. The mak·
ing and awarding of Ihese Ilems is the task of gianl anls. Wood could require soaking In
Priclb do not milke usc of a laooralory- rilre oils.llnd ht'rm.
such equ ipl1'\(~ nl smacks of impious and the OM onl y.
Though tht' item is, ilS yet . fa r from gain-
81
ing any sorcerous power, this stage is vilal- sired item has been created. If the check rle,lcy spell.
failUle here means the spell will fail to take. fOilils , the item is cursed, although this mOily The OM secretly makes a check for suc·
Normally Ihis stage takes from two weeks not be known until Oil much later time . The cess. The chance 1s6O'l. (base) -+ 17 .. (Thi-
to a month just to prepare the vessel. Addi- function of the item becomes perverted, the bault's level)-12,*, (for the ore,
tional ingredients at this stage will cost al opposite of the character's intention . A hand-forging, ('tching, instilling with purity,
least 500 gold pieces, if not more. cursed sword, for example, could lower the enchanting twia, five pluses, and the Pill'-
Enchanllng the item: The spellcaster is character's chances of hitting. while cursed malle"cy) - 65 ... The OM rOils; a 45. The
now ready to begin the actual enchOilntmenl. gauntlets could render the wearer clumsy. work is 5ucce5Sful and the sword Is finished.
Wiz.ards must first successfully cast an erl- A character can't seek to make a cursed Needlt'S6 to ~y, Thibault is nol tremen-
ch"rtt "rl item (or have another do it for item with the hope OiInd Intention tnat the dously eager to do this again right away.
them) on the v~1 according 10 the condi- process will fail (thereby pining a useful aeries and other priHts can 0iI150 make
tions described for that spell. Dna: he Is fin- magicOilI item). The nalure of magical failure magical items appropriate to their calling .
ished, the wizard an cast other spe1ls Inlo is such that the desired result, spoken or un- The process be-gins with the selection of an
the vessel. provide the 10151 ingredientl. or spoken, never oceurs. appropriOilte vessel of the finest or mOlt per-
perform the final steps in the enchantment For example, suppose Thibault the Youn- fect materials. On~ the vessel is at hand.
procne (as defined by the OM). ger, a mage of 17th level, seeks to make a the priest must spend two w~ks in medita-
The character might have to take the en- powerful sword -+ 5. Using the cOII,act other tion OiInd purificOiltion ceremonies and then
chanted item to Ihe pC!0iIlc: of the highest pl~tI . spell and money, he learns the steps he OiInother week in fasting and purificOillion.
mountain to expose It to the rays of Ihe must perform and the Hems he needs. His Then he must likewise purify the item and
dawning sun ~ore it will be ready. He first task is to shape a sword blade with his seek to invoke it with a small portion of his
could have 10 immerse illn the distilled sor- own hands from the ore of Mount Lothrain, deity'sgrandeur. Fortuna tely, this step takes
rows of nightingales. If spells are necessary, at the very center of the Owarven Eslates. but a single day OiI nd night .
these, insteOid of expt'flding their energies, He travels tl1ere, only to discover that the Ona: this is done. the item Is reOildy for the
are absorbed and trans/ormed by Ihe en- Owarven Lords consider this iron Oil treasure final plea. As it rests upon a n a ltar, the
chanted v~1. above all others, not to be given out to ali- priest must pray for the blessed sign that the
The spt:1I that must be caM into tM: en- ens not of the blood. After much careful deity will endow the vessel with the desired
chanted vessel is lhe one that matches the
power desired. If there is no direct spell
bargaining. the Owarven Lords agree to al·
low him to undergo the OrdeOiI of the Pit ,
powers. Each day there is a 1" cumulative
cnOilnce thai the prayers will be heOilrd,
equivalent, a more powerful spell with es- the rite of dwarven manhood. Thibault is Once this step is completed, the item need
sentially the same function can be cast in· lowered into the caverns where even only be sanctified and consecrated, unless it
stead . If there is no spell equivalent at all, dwarves are loath to treOild, where, in Oil 5010 is to possns charges, in which case the priest
the wiz.ard must resea rch the appropriate adventure, he barely escaPft with his life . has 24 hours to cast the appropriate sp4!lIs
spell ~ore he begins the process of making By the time h~ has reroveted and healed, the into the item . Should the lask ~ incomplete
the magical item, or he must provide exotic dwarves hail him as one of their own and r~ at the end of this time, the priest will once
ingredients cOilpable of conferring the power ward l1im with the ore he seeks. As an extra again hOilve to seek his deity's favor before
on the item , whichever the OM decides. benefit , during his time among the dwarves, continuing the process (in olher words, start
Thus, a t Ihis step, the wizard could cast Thibault learns a few more tricks of blades- over OiIllhe beginning).
Jigh,nirtg bol, on Oil wand to make it Oil wal/d milhing, increasing his proficiency. The priest is as5Utneci 10 be perfectly
of ligh tning, bul he would have to research Now Thibault has the ore and, on his faithful and true to his cOillilng. Should this
a new spell to create g~urttlfl's of Dutl1rity journey home, stops by the Spring of MOilS- not be the case, In the OM's estimation, the:
(since no spell exists to Improve Dexterity) tees to get the second item he needs- pure process may fai l or yield some result unan-
or bathe the &OiIIuntlelS in the botll~ essence spring water. A short time laler, he is safely licip;ated by the priest. The enchantmenl
of hummingbird dreams (as an example) . home . There, he spends ;:. month hammer- may fail or the character's deity may curse
Finally, if the item is to hold its magic for ing, folding , quenching. and hammering the item in retrib ution fo r the priest'. impu-
more than a single: use, a pemlammcy spell again on the blade, spendin.g 5,000 gp on the dence in seeking favor 10 iIl-deserved. The
must be cast . This locks the trapp«\ magic task. OM must judge the standing of the priest
into the v~ , empOwering it at the com- Finally the work is done OiInd the blade is based on hi~ previous actions and his cur-
mOilnd chosen by the wizard . If the perma- finished , the last step being to etch it in a rent motives.
"ertcy is not used, the vessel only holds balh of black pudding acid . Accordin.g to
charges equal to the number of spells cast Ihe instructions he received, Thibault must
upon il . next instill the blade with the power of pu- Recharging Magical Items
If 0iI1I these step' have been performed cor- rity, Just what this means is nOI exactly Some Items that
rectly and without interruptions, the item deOilr, but hil finOilIlCel are running low and carry several chargd are rKhargt'able. Re-
will becreated .. . mOilybe. The process is long he doesn't want to wOilste more time for in- charging isn't easy, but it is easier than creat-
and involved and Ihere are many opportu- vestigation . He decides 10 have lhe blade ing an entirely new magical item. High·level
nlUes for unintended error. Thus, when all is consecrated .11 a locOilI temple and then has a wizards or priests m;,:y find It useful to boost
said and done, a success roll must be made. paladin 1000Y hands upon it. up an old item .
The basic chance of success is 60% . EiiIIch All Ihese steps completed. Thibault he- To rechargt' an item, it musl first be en~
level of the wiz.ard adds 1 % to the chance, gins his spellcasling. For days he works on chanted either Ihrough the use of an enchartt
while eOich spell , speci;ll proceu, or unique casting lhe Il~ c h~nt an itllm spell. The spell an j'lIm spell or pra yer, as noted above.
ingredienl used lowers the chana by 1 % . suCCffds. To make a -+ S weOilpon he uses the Once prep.;lred, new charges can be COilSt into
The OM an furlher adjust the pera:ntOilge ertchanted lJJf!apon spell, one for each plus. the item . One benefit of recharging an item
for any t:JI: lra-sp«ial preuulions or However, after four asting!, the lIt11::hart' art is that each charge requires onl y the spell's
notorious shortcuts Ihe character might itllm spell fades OiInd Thibault must spend normal tlsting time (not the ld4 houn per
lake. more time re-enchantin.g il . Once OiIgain suc· spell level normally required by the erlchart'
If the check is passed (by rolling equal 10 cessful , he asls the last B nch~rttffd UHlapOll art item spell).
or lower than the success chance) the de- and then seals everything with a pentla-

88
However, recharging is not without risk For some items. particularly some slaves.
to tht item. Each time the item is enchantt'd tnere afe ~fic rulH that define the effects artifacts and relics so polentiaJly dal\8ero
to rechal"gf!', it must roll a sowing throw vs. of the item's destruction. Such cases are tart ous to Ole in a role--pbyina; campalpl
s pell (using the saving throw of the aster) and the effects are devastating. 1(1 they are A t the! top of the lift is the fact that, in
with a -1 penalty. U this S<lIving throw is rec:ommend~ only for tnose particular game terms, artifacts and mia an noth-
failed , the character has acddentally inter- items . Fo r other items, you can say Ihe ing mory than ex~ for the OM to
fered with the "..agic of the ile".. and it crum- destruction of a magical ob ject causes some- bruk any ilnd every rule he cara 10.
bles into useless dust. what leu damage 10 those in thr: area. You Upon Jeamlns lhe prop« command, an
might, for r:xample, dictate thai characters artifact or relic m!&hl allow a character
Destroying Magical Items within 1', 5', or even 10' suffer ldB hil to raise an hi' ilbility $Cora immediately
poinls of damage. to their maximum or tum an 1tMITIy'1
Occasionally cha". This Is just an example-the actual dam- bones to jelly.
acters may find it desirable, useful, or vitill- age can vary, at your discretion . Remember, The artifact might allow the chat~ter
Iy necHS.ilry to bring about the destruction howeve.r, that such damage should only be to .ummon meteor swarms, utter a
of a magical item . Milgica[ Items ilte more used for effect ; it should never kill or seri· power word, ~ , orltoptime once
resistant than ordinary ones, but they are ously injUN! a char.tcler. After all, killing the per dOIly at will. He might be able to tum·
hardly indestructible, as Table 29 shows. chara.cter in Ihe explosion of hill own magi- mon JX)W"rful monsters and easily bend
Ch;lracters who nave possession of a cal sword is pilin& injury upon insult; the them 10 his will. He (Ouki diKOVer the
device and are determined to destroy it can loss of a prized magical t reasu~ is bad power to domin.1lle the minds 01 others,
dosoat will . They need only snap the blade enough! enslilvins them to his desires, And this
of a milglcal sword or bum iI cloak or what- might only be a sm.JI put of what the
ever. artifact would allow him to do. In Ihott,
It is possible to target specific magical the~ iii no limit to what you, f t the OM,
items held by others, but it is very dlmcult . ArtIfuta and Relics decide an artifact can accomplish.
(In fact, it Is no easier or harder thiln allack~ (~I_)
Ortpn. of Attll.nr. aad. RtUa: All of
ing a non-magical item .) Attempting to thde ilems havr: been h.1nded down from
Vastly mo~ p0-
destroy an enemy's magical itel1't may tent than the mosl powerful mqkal ancient times and have histoNs shf'OUd..
requiN! attack rolls, saving throws, and item items ~ extremely rare Items of ilndent eel In myth and Jesend. An artifact has
saving throws.
power and milir:sty - utifaclS. con· the same background and aura about It
The breaking of a magiCOlI item should structs of the utmost wiurdly misl'tt, as, lor example, Kins Arthur's Excallbur,
result in something mo~ dramatic; than the and rtlles, the rr:millns of aWHome the skin of the Nemean lion worn by
b~akin8 of a vase or a windowpane . As
powers and the g~a.tnt of holy men . Hercules, Pandora', box, lhe Goldm
DM you are perfectly justifird in describIng
These a~ llmu of gna.t Impon aru:l FJet.c., the sword, jeweIa, and mirror of
iI drilmiltic explosion of force, a small whirl-
effect, so their use must be strictly con- ancient Japan, or the hammer of Thor.
wind, a fou l stench, or whatever seems most
trolled . The following ilbsolute condi· Thne un\qUf; objects were once held
appropriate to the moment . lions a~ always in efrecl when dealing and used by Sods and mo~ls far srnter
wilh artifacts and tl!lics. ilnd more powerful than normal nwn.
The appearilnce of iln artilact or rdic Often these items existed for an exptftf
mUll always be the batis of an ~ven­ purpMt-tl) be uMd by a putlculv
tu~ . These itt'1'I'I5 should never be c.su- nero, 10 fisht a particular foe. So dowIy
ally introduced into play. a3SOdatfCI \s an artlf..ct with iI penon.
Characteristic. o f Artifacts and tame, or pla~ that itt pDWft'ICAfl.1dom
~ Each artlfilct and rtHc is unique. be fully used nCl'pt by lpedIic individ-
There can only be one of lhat Item In uals who meet certilin Nilnduds. A
existence in a given nmpalgro . It appears wukllfl8 could not hurl Thor's han\nwt,
In a campaign only when It has bel'n nor could jusl anyone command BaN
placed lhue by the DM. ~ &evicu Yap's hut. An artifact may show II. full
never form pArt of a randomly placed powers only to deaJ with particular, very
treasurt ;and so a~ not on any trtasu~ specific, threats or danpn. Artifacts
tilblt'.. The OM must ch~ 10 Include hilVe purposn, sometimes fulAlJed Jona:
ea.en particulAr artifact in hit game. in the pat and somdimrs never-endin&.
Artifacts and rtlics a.!ways poues. Introdudlta Arttlans aad Rda Into a
dangerous and pOMlbly deadly 51c1e c..patp: BeaUle the Impact of an
e/fech . These efferls a..., all but imvel'$- artifact Is 10 great, ),OU should IDe thm!
Ible, unaffected by wishes and most only In the most earth-shakins adwn.
&neater powers. Arlilacu can only be tWft you can devise. You must always
dntroyed by extraordinary me~. have a ruaon for bringing: an anilild
Artifacts and relics can mover be trans.- Into your same. It shoukt J\t'Ve'f appear
ftn.ed from one campaign to anothK. U just bec:.aUIt'. you want to give the charac-
pbyer chara(ters from ilnother OM's ten sornethlJl8 biuer and bctt~r.
campalS!' enter yours, they aulomati- If dlscovemt at the besinnlna of an
ally do 10 without any arrilact. I~ adVft'ltu~, It should be the prelude to
miaht poueu. .om~ Srt'"t th reat to the kingdom ,
So, given all thut' warnings and empi..." contment. or world where lhe
admonitions. Just what it is that makel Item will make a dlf~nce. Rather than
simply giving the item to the charactUl,

89
you an Introduce lhe dansw first and AppNrance The Ant *'P in C'NUns an Detect goodlC'VlI, invuibility, eh",,",
then Rt the playw ch.rKlers warchlng artifact is 10 cXdde its fann. It could be any- or "'''gic al will
for lhe artibct thai will ddeal or Nen1 tlOO,s: a weapon, a hut with dUcken legs. a Double the character', movement rale
the licit 0( noil lhat thrtatms to ovu-- book. a JNSk. a aown. a tooth. a throne. a Freedom from hungtr.JllJ\d fatigue
SWftPlheland. Alttmatively, tht pia)"'r mechanka[ nishtinpk, a aysQl orb, a Ay
cha~ could be lKed wUh lhe worst plain ring. a wand. Of" wha~. Grant the possessor immunily 10 one
01 all sltuationl-one in which the arti- HiItory: After you know what It looks type 0( harm: poison, fear. diseilw. gas.
fact is In tM h&nds oIlhe tnn'Iy and lhe like, erNie a history for II . This history wUl nonnal miuiln, .acid, normal fire or
playen must pt it away from IMm. SU_youin~what~lhearti­ cold, etc.
EKh of thew CrNtn an adVtntUrt or. fact has and whal it is used for. In thls hit- Grant wal~r breathing when held
mOf"f: lably, a Rrin 0( advenlurH em· lory, decide who crealed lhe item and what Improve the wielder's Annor Class by
ttrtd around the dnict. their reasons for aeatins it Wft"!! . Then, one or more points
Onct lhe adventure II over, il il best outline what has bt:lanen the Item ovtor the Increase an abilily.score by one point
lor you 10 find 50mt way 10 Btl the artl· centwies-wher'e has il surI~ and what Paralyze OIl a lo uch
fact OUI ot the pla)'ft'l' hands. In C!SSmCe , has happened 01111 those limed Anally, Resmenle 2 hp per lum
tM artifact was a MacGuffin- lhe Ihins embellish this history with dun 10 ilS Speak with dead once pe:r day
thai made the plol go- nol somelhlng poweB and the bTOI'IeOU$ kgends that Speak with plants or animals al will
you wanl to rmtaln In your ampalgn have come to surround the Item. Tum undead as a cleric of th~ pc,
now that the need for lhe !teem is 80ne. AUgnment; C hoose an iilpproprlal~ level
This is Yft'}I much in ketPln8 with lhe alignment for theartifillct (ali artifacts are Understand any spoken language
nature of artlfacts and rtlia, since lhey heavily identified with an allgnmenl). Undersland any WTiUm language
have a maddmin8 habit of diuppNrina Mn. p _ Alter you have a h1sto- Mafor Powen::: After choosing minor
onct their task Is don~. To I"v~ lhe arti- ry 01 the item, begin to iIIIIisn il powers. powns. you can select lhe maJor powft'I.
fact in lhe campalp is 10 Invite abuse by Artifacb nonnalIy have a number 01 rda- There should normaJly be no mOf"f: than
lhe playw chanct~I"I, perhaps for nobart timy minor powers and one or two major one or lwo 01 thee. The major Jl'OWft'
~, but abuw all the Nnw. TMre art. abilities. Some minor abilities are: must be in keeping with tM history 01 the
ewn in a fantasy same, -some things item. If you describe a IWord wielded by a
man w_ not meant 10 know.- Cast a given bt-lnoel ~II 01111 will
bloodthirsly and ckpraved tyrant, it
Cast iii 5th-level or ielSn" spell once per
BeaUle 01 lheir &rand impact and makn little sense for the major pown to
day or week
tllanic AsniflQn~ In the IChem~ of be to n!SUITKi oihenonce perday. Rather
Cast a.spell 0( 3td· l~v~1 or leu ona or
lhings, iU'tibcts IhoWd be uRd spa"" Ont would exped something tenibie-
twice: per day
Ingly. l1vre ~ only so many limes lhe deJiqundna .JIIJ\ enemy or IUmmonina
charackr1 an NW lhe world bef"Ort it Cuno Mrious UJOUnds. ~, b~.
Of" ~ one or more time pt'!' day
some extra-planar beD 10 kiU upon com-
becomn old hat. mand. Some su.gscsted major powft"S aft:
Don'I be 100 eapr 10 inlroduce these
ilm. into play and don'l brin& them in
too otten. Mlf1lCbi and rdia rtprnent
the epitome 01 mqkal itm'll. They are
...Automatically warn 01 impending dan-

Bestow magic rniItance 01 SOif. to


rolf. when held
gol"8 10 loR a lot of effect if _ery kina Cui a 9th·bel ~ or lea once per
in ewry kinsdom has one in hi, lre.lUrt Wiy or Wffk
chambers. If charillctel1l only find one lAath ray wilh no saving throw once
artifact in their ~ntlrt Cal'ft'l1I , [t will be "'" doy
ftMJugh. ~1"'9layed for all [IS dr.. ma, It Pmnanmtly rabe all ability scores to
will art.d 10 an advent~ lhe playt'r'I will their maximum
rmwmber fOt' a 10"1 time 10 CO~ . Polymorph self at w11i
Rtstore youth upon touch [IrQ per
DeIIsnI...... Artifact or lellc month
Summon a diinni once per day
When you do Summon and control ekmentals once
decide 10 introduce an artifact or relic, ".,.doy
you dnipI il specially for your nm- Teleport at wUi with no If:fT"Or
PIlip. Some examples art liven al the ToQJ immunily to aU Iypes 01 fire or
end of Ihis Melion, bUI artifacts Ihoukl <old
always be made 10 fit your colllmpaip. Total immunity to all IyptI 01 menial
not lhe other way around. In Ihis way. attKb (charms, dC.)
the pla)'ft"l wID nevu know whal 10
opect-not its shape, il. hillory, its Daapn; Afler desi8nina the bendkial
~, or its purpoee. All these Ihings
or uteluJ powers of the artifact, aeal~ the
wlU mab the diKoYft'}l and use of the ~ inherml in its ute. All artifacts
Ilem more excltll\8. In addition, you will haw graw risb-such is the na!uft of
have the knowRdp lhal you hav~ ~ ttwir powa-. The itftn w;as orisinally used
atlfd something major, pemapslhe most by someone of SJtiII wiD and poww, and
","iflCant thing. for your cam~gn . noen they placed t~ves in ~ to
That is no small accomplishmenl . use the po~r 1M artifact pos5C"Mf:d. For
the player characlns, IUch dangft' is nea .....

90
Iy lnnc:iIIpablc. Th~ dillnsns are usuillll y MoIme upon the dell)' thillt made It 10 atrip it said to hiIIw: ~ruck down lhe SiIItes 01
drutic phy.;cilll Ilde dfects that alftoct il of Itl power Tyrus and bfO\!8ht plague onto the royill
t~ c""nct~. Api" you want th~ draw- C~st it into the Huing namn of the houIe. Stories are told how he spenl 0fW
b.cksoft~arhf"illct to mesh wllh 1M hi.. Son nWat in the royal beddwnber when ht
tory you hav~ created. Some I Uaactd Crush il under the heel of an honest was vbited by the spirit of 1ftcna. Undoub-
dnwbacb [ncludr: man (hardtr than it 5f!ftTII) ~Iy hit cNnpd. for lhe nrxl dilly he
Dissolve h in the UnivHAI Solvmt ordm!d lhe execution 01 his forme- tol
AllsnrMnt g.t'iIId~lIy becomes tlut of (which eals through anything) lowers 10 iIIJ'POW the WI'"iIIlhfuI shade
the item Expose il 10 lhe: blindins liaht of 1M In the 100 ye.rs of MilC"e's n!i8f\ , the:
All plants wl1hin 10' of c:h"r;lcter dty 01 Tyrus gnw in power. but it
lamp 01 Pun.' Reil!On
whithrr and ~ Fftd il to the Earth ~t who coils became llI-'ilmed u lhe Slaqhlt'1"houw
All who 1ft the artif'KI eO'Vet it at the boa. of the World Tree 01 the w.estem Shore. Mace (now slyled
Ar1ilK! .lw.YI caUHI URI' to attKk Melt it down in the Milrt of the vob- 'hcna; the Second) was struck down by a
specific C1't:iJlturt types no WMrt' it was forged YcmWute usaHin when the powu olthe
Arti(act drains OM Inel 01 eJlfpc'ritn«' Place il at the: v~ bottom of the Well Hand \ne:.plicably fililed him .
ftom uter wMncvcr a ~jor powcr il ofDKilY Since INt lime the Hand has iIIppeatM
u ....
Utter aloud I!.s 5.000.0011CCm. NIMS briefty in a nu.mber of w1dcIy scauered
Charact« is controlWd by artirad if Weld Ulnto lhe Giltn of 1-1e1 lands. Most of lhese appc'aranccs are
... v[ng throw Is fiJIiled
unsubaantbtotl!d. but the corTUpUon 01 tM
Holy water bums dw. chancIer Once aJl this is done. you will Mve an Pillilldln-Kina of Miro is a well
lJIft' ages 3d10 yf'illr5 with cillch usc arti(KI or relic ready for ua [n your documented Cill~ . Foolishly fixi", Ihe
unlll he los rmuad to ill ~mbic
UWI' aUles killr in aJl who we him
cilm~ign . tUnd onto his own amt. the PaJ.din Kins
~ too late thillt he could not
lJ!CT contncU an incunb\c disc~ remove it and In lhe end il destroyed him
t...., rrdUCft .bllity Kores by 1 point s.a-ple Antf.Cb ......elks
For the Hilnd to function , II mUll be
cKh month
Ust«l below ~rc IOUChed to the stump of iII.n arm. 10 whkh
Vter has .. 5 .. cumul.tivc chan~ pc'r
lOme examplct of ilrtifacts. Because eKh il8'ilfts instantly. 'The pip is immensely
ute of ~n& strickrn by Incurilblc lycan-
iIIrt ifacl must be unique, no absolute slrans (19 St'"'8th, no attack roll or
thropy po_rs are giV'Cf\ . SUSlHI«i powers are damase bon\116 nowevcr).
Uscr'ltouch caUlft petrification Iisled, but the OM can .lllt'r thac as he AI first , the Hand ~s uSl'ful and
COmaptinR Efled: As if this WCIVI ' t wishes. harmlnt moush. but within 11 resides
~0U8h. all artil.ct5 have a corrupting n.. H.lHI 01 ~ Seldom II the SOmf: portion 01 Vema's nilspiril . Grilld·
dfKt. CharKlen become suspldous 01 I\iImc Vema spoken , and f'VCn then only ~Uy lhe ownet' come to bc:UC"ve hc is
othns and poueI5Iw of the itnn . They In the moet hushed and lerriOed tonn, \/Kna. Good characters bccomm, cnM'1
bcsin to Re thnats where norte WCfl! lor I~ Silly lhe shade of this most and makvolm.t; evil cha.~cn bccomf:
intended. UhiJnilllely they will tum upon SUpmM of all IicJ'f!l ,liII t'OOlml the the: embodimenl 01 corruption. cventu-
thear fricndJ and comJN.tlions, seeing world. ally tumU\& OfIIhe:ir friends iIInd allie.
them as leMming enemies OI.It 10 destroy Litle Is known oithis beins ~ tNt SU38Hted powers (or Ihe Hand
them iIInd Jteallhe artif;tel . he f'Ve'Ituaily met ru. doom in »oow awe- Include: aNt" rQy (00 iaVins throw,
AI with the drawNclu. this effccl Is some: conf1asntion-or at least that his once a day) , CAUH' alSeQU (100'x 100'
cauad by the IKI thalChe playerchar;K:- physical body Willi dntfOY'!d. SCW rumors area / Z times per day), lI't1im~dt: drod III
I~ is not the one the artifact was firsl ptfSitt that one tw1d (and pcrNp5 an~) day), dA,knnJ (al will), +Z protltCtiOfl ,
intended fOf'. Hi, pc'fSOnality ~ dlffermt , SlJrviVi:d even this dtttruction. wlI'b (t / day). disinttJrAl1I' (1 / d.y),
and no matter how great he is, hc lacks n- rumors ..cribe stl'<lf'lF and pow- rqtlnll'rAtt Z hp/ fum , lightning bolt (J2
1M force of will of the a.rtill hero, ilrch- mul abilltie 10 the HilItd of \kota. IliII d~. llday). and time slop (l / wftk).
wiurd, hish priHt, or dmti-god who imbued Wilh the unqucnc:hiIIbIe spiril of Aside from the fK! tNl the Hand If
oriStrWly ~ the item. Vema The Hand is viJl'iously deIcribed iiIi corruptive. its othrr major dr ..wbacb
w.e .... u.: Fin~Uy, prepilrt' lOme Wge and small, but aU acxounb ~ thM include" Ihe fillet thai il cannot btt
method by whkh the artibct co.n be it is extrftnriy withered MId blackened, _ removed 5hort of choppins off 1M ilrm
dtJt.roycd. Destroying ~n artifaci is nev- if from a burned body. ilnd the facl IhillthoR who sec the f-Wnd
er euy-in lad, it's Muly impossible. The first recorded appc'al'"illnct of the will covet ii, attempting 10 take. it from
Artif1lCt$ and relics are impt:rvious 10 il1I H.a.nd WilS during the Insurm:llon of the its current owner. Finally, the Hand fore-
norm.. ! harm and millglcili aU~eL:s . They Yilhcdes. 136 yltill"$ .Jler the paqlng 01 lIftS the momenl of its owner's doom and
cannot be crushed. dissolved in ~cid. \/«na . With thit overthrow 01 P.ddin 1M its powers will billusc at tMI given time.
rMlt«i or broken nonnally. Vilin, le~ of the CWt, the H.and appillr- TM Rod of Seval P.rts: It b said INt
At best. the physk:illl form co.n be dis- ently diypptilnd. the: Wlnd Dukes 01 Aa~ were Ihe ~;II­
mpt«i lOf';II p"riod of time, bul within a During the rd", of Hamoch 01 Tyrus. Ion ofttus ~ artifillet . M~nlkst ­
century or lea II will rt:-fonn in lOme the hand WillS discovft'ed by the fWwr- ing thftnlor!vcs upon the world al thlt
f\f!1'II' IOQtion . To Imiy dtstroy an artl- m.an Giwl. For ICVIffiIII dccKlcs he kept it b.ule of PINh, where lhe: powen of 0.-
(Kt . 1M cNnctn"l must (ulntl some _ a curiosity, until he Wid slain by his 01 and Law iIIrra)'ftJ lhemselves, lhe
cxactina St't of conditions as unique u brOlher who Iiole the iIIrtll.ct . The Dukes prewntt'd the Rod 10 lhe Caplilins
the artifilct Itself . Possible ways, to brothn- WillS wilyl.. id en roule to Tyrus ol Law . In tM battle. eM Rod Willti sup-
destroy an artifact include: lind the Hand fell Into the poucs&lon of posedly su~ in lhe 6byin& o£ Mis-
the outlaw Millce. ka , the Wolf-Spider, consort of the
Cilny It 10 the outer planft and pre-
With a sUtgIe gnture oichc Hand. M.-c Ouftn of Chaos.

91
Treasure and Maslcal Items (Sample Artifacts and Relics) ~

The Dukes. 10 prt.'vent the Rod's cap- tht" g,ft~ of harmony, composing. grace, Theoretically, Heward's Mystical
ture, snatched up the stlven p.uts and and beauty. Through his lOngs , Heward Organ can have as many poWt'rs as there
scattered 'Mm throughout the world. watched ovt"r and protected the lands, an! .seUings and tunes 10 be play~ . With
Ever since. agents of the Quet'n have gUIding Ihe weather to glOrious sunsets, such a broad range, the OM cilln create
sought Qui the Rod . It is rumored that if rain 10 rail on parched 50il, bread to rise virtually any result. The press of a key
she regams all the parts. she c<ln return hnn and fresh . children 10 be happ y, and may cause nowers or 51raw to rain over a
Miska to the rtalms of men . indeed protecting all thai mankind now small village 100 miles away, while a
The original (od was said to be about loves. fugue lThly result in thesmking of several
S' long, but Int' picctS art' irngular In Unfortunately, the Fabl6 say. mke isl.lnds off 1M coalit or the ~pin8 of
lenglh . The parts go together in a specific among the frets gnawed at Ihe workings;, the organisl into a newt (t'Spedally if he
order, the first being narrowest and eilch causing $Our notl'S to eSCllpe, giving hits a bad nOle).
l.ater piece incrusing in dIameter. YOke to tht' harpies. sirt'ns, and other Unlike other arlifacts (which possess
Assembling the Rod is difficult. how- t!vll crulurn that entice and trap by powers the character must discover).
ever, btcau.se the item is s till protected by song. Enraged, the Pairon curst'<l Ihe Ust'TS of the Orpn should d«lde upon
tht' Wind Dukes. Each .5C'ction conVeys a mi« to remain forever lowly and meek tht! effecl they Wish 10 creale lIInd th('n
.sense of Ihe direction 10 the nt?tl piKe. of voice. Believing thc aTKan ruin~, the rl'St'.lrch the notes and slops ne«Jed to
f'iKf5 assembled 10 each other in the cor- Patron abandoned it land took up Ihco create II . The OM can. of course, alter
1'«1 order will bond together: however. harp). the end result (morlals playing with the
if an)' piece is pla«d oul of ~uence. it The location of the Mystical Organ is toys of gods seldom gel whal they really
will inslantly di5appco:ar. to apptillr r;ln- unknown. but the I~ends of ~veral want) and a checlc.should bt made to SH
domly somewh«':re else in Ihe world. great dnd powerful bards ~Iate III dis- if any errors (1II missed nOle or bt'atl
Upon asS('mblmg Ihe firsl Ih~ pi«t'S, covt!ry and subsequent loss. Oldenburg occur in Ihe playing.
INo owner will refuse 10 pari with tht! Ihe Blind suppost'dly discovered it and If an error is made, the OM can havt'
hem al any timt!, even w!\en sleeping, from hs keys learned the 9 Enchanting drawbacks and unfortunate results pre-
eating, bathing, ormgaglng in olht!r per~ Lays whereby he won Ihe heat! of Prin- pared. Some of these can include: per-
sonal activities, cess lelr. d.aughter of the ('vII Fillrie-Lord manently pol.ymorphing the player into
BK-au5e it was once shallt:red, the Rod Marrad. Mild Ossam was supposedly a small lizard or insect, permanenl deaf-
is fragill'". There b a 5~ chance Ihat it stricken upon trying to compose a lunt' ness or madness. or imme<iilllte align-
will break apart (and be scattered by Ihe at the Organ. Cu~ with the power of ment change. The characler could be
Wind Oukts) each time its major power blight and despair. he brought baronies I"ndowed wilh a voice equal to a /lorn of
is used . to Iheir knees in hiS travels. Many a bard blasting {so he can't speak Wilhout uus-
Each pi~ of tht! Rod has a minor has claimed to have studied at the ing hilrml, or he might be forever com-
power. Suggested powers are: immllnity Organ , but these arr ct!rtainly nothing pelled 10 speak in rhyme or in song, One
to one attack form . fly ut will, cllrf1light more thiln the exaggeralioll.~ of show- or more levels might be drained by the
UJof.,.ds (l / day). fruf1 Sef!'lIIg (I / day). m", . Organ. All magical items within 100 IHt
hold monster (lIday), double c hnru~l er$ The OTK'ln is a massiv(" immovable could be pt'rmanenlly negatMl . The
mOVf1merU , slow (l / day). When com- object . The pipes easily extend the height organist could be teleported to anOlher
pletely assembled, Ihf! Rod can have 01 a cathedral chapel. The keyboard has planel. eiC.
milj(lr powers. Suggested powen are: three different sets. and there are 27 ivo- In addition. Ihe tont'$ of the Organ, no
restor-lltio/! (llday) and shlllH chatl81!' (21 ry stops. Nine sreat pedalli control the matter how badly sel or played. art' of
day). bass notes. Each pipe i! sounded by a unearthly beauty. Whenever it Is play«l .
Created to Ihe Rrvi<:t' of order. the bound elemental of appropriate size. The all hearing it (including the organist)
Rod changes its user to an absolutt! fol- stops. when arrangf'd in diffe~nt $('t- must roll a successful saving Ihrow vs.
lower of Iilw. t!vt!n mort! so than lhe most tings;. alter the pitch and vOice of each spell or bf. enchanted forev(,r,
rigid lawful good, The chancier will feel pipe. while the keys strike the notes. Those to stricken cannot abide any
compelled to intervt!nt' in all things to Age, disuse (for even an artib.ct of such other sound . t)epnved of its tones. lhey
mainlain the primacy of law ovt!r chaos. cklicacy mu.!t be t~dt'd) , and the rav- despair and see no wonder or grealness
~Iess of the effKts for good or ill. ages of the spiteful mice have rendered (in richer good or evil) in the world.
Those nol adhering to the Rod-holder's many of the pipes. keys. and stops inop- Cradually. those enchanted take 1l'SS and
strict views a~ pen:.eived ill enemin. er"blt:. less interest In life until they fmally ~ach
Oncealilhe partlare IlSSC!mbled, Ihe Rod To use the Organ one must playa tunt' the polnl where even the finest food Is an
also radiates an aura of feilrsomt', icy upon it. However. thisls a tremendously anathema 10 them. These slowly wOIsting
law alff!Cllng all wilhin a 20' radius. dangerous business sin« the~ are $0 crl"atures are truly piteous sights.
Wht!n its major powers are USf!d. those many possible combinations of settings The location of the Organ is constant-
who fail 10 save musl flee in pamc. and notes. Prior research and faith in the ly changing. All the legl"ndJ agre-e that it
Heward 's Mystlnl OrBiln: In the gods must serve as a gUide. (As an exists nowhere in the world, but in soml'
Fables of Burdock readers fmd mention option. players can compose or at leasl misty olher ~alm . Noteworthy too is the
of a mUlical instrument. an organ 01 hum a lillie dilly of Iheirown when their filCI thllt those who leave ils hall are nev-
lar~ size and mysticOlI enchantment . It characters altempt 10 use the organ.) er able 10 find it again .
was said to have been fashioned by When a tune Is played, the magic takes
Heward. Patron of Bards, to teach man- eff«t . Just what magicall't'Sult occurs is
kind the art of song and 10 bring wonder left to the OM . Ht'should bOIse this upon
and Joy into the world. Through lis keys the quality of the playing, the tasteful-
and music. the Patron was able to spread ness OInd m.;Jstery of the music. and t~
desires of the player.

9)
If the imilgiNitiollJ or players and OMs are going to have to think about Ihe choice. spedal unrevealed powers. Either of lhese
the fuel of the A06:oe game. encounters How badly don he want this Information? would have made the character's actions
are the engine that makes it go. Without How reliable is this infotmUll1 DoH he meaningful,
encounte.... nothing happens. Without need the money for somelhins else-like The third situation has all the trappings of
encounters. player characters can', slay new cquipmenl1 Can he get a better prke? an encounter. There is meaninsful choke
feaBQn1e trolls. racue the villagers from a The presm« of an active force and the ilnd anything could happm next . However,
band of o rcs. chase down a petty thief, out- possibility for chanse bued on player deci- this is a squabble between player charactcn,
wit an evil wlurd, or humble a mighty sion are what make a lrue rolr-playing not somethinl the OM has control over. It
tyTant . Enco unters make up the plot of the encounter. Take, for example, the situations don nol further the plot or develop cam-
adventure, each in some way furtht"ring the given below . Try 10 figure Oul which 01 the ~i8n background. Indeed. such dishanno-
tale or building the background of yo ur four is a true encounter. as ckHned ahove. nywill only hurt the game in the Ions run . It
campaign world . Without encounters, 1. Rupert and AJsorond, a gnome, are could have become an encounter if an inviJ..
without the opportunity to meet and deal e:xploring a cave. Algorond is in the lead . ihle NPC thief had done the deed instead of
with others, your campaign world is just Without any w<lming Ihe ceilins directly Ragnar. Rupert and Ragnar, eventually real-
going nowhere. over him collapses, crushinl the little Izing the confusion, would have $uddenly
To use encountcrs, it is important to gnome instantly. He is dead, and all Rupert found themselves united in a new purpow-
understand whatlhey an!. An encounter!s a can do is dig out the body, to find the culprit . Of course, there would
meeting with an NPC or monster. or an Z. Rupert. a lOth·level fighter. meets three also be role-playing opportunity as Rupert
event thillt might affect the player charac- Jowly orcs, 111ey charge and, not surpris- tried to make amends while Ragnar remem-
ters. As OM. you : ingly, Rupert slices them to ribbons, He isn't bered lhe Insult!
- Creale in advance the thing, person, even harmed . Searching the chamber, he The fourth example is a true encounter,
event, or monster encountered finds a sword + I . Rupert already has a even Ihough it doesn't seem like much I.
- Describe the ~c of the encounter 10 sword + J and is not pilflicularly Interested happmins. The players have made .Ignlfl·
lhe playen in Ihis weapon . cant decisions, particularly to stay and
- Role-play the reactions of all creatures l . Rupert reacht'$ into his pocket only to investilate, and they are faced by an
involved. ocept the player characters discover that the gem he pried lrom a hea- unknown creature . They do nol know what
- lJotscribe the results of player character then idol is lone! Thinking about It, he they face and they do 1'101 know If It will be
actions during the encounter. decides the only penon who could have lak- for good or ill, The dust cloud could be a
ThcR are a biS ~rt of the OM's dUlies in en it was his fellow ~"y Tl'lC'mber (and play- djinni or a hostile airelemenlal. It could be a
a role-playing game (in addition to the t;lsk er character) Ragnar the Thief. war-band of 100 orcs or giant Iiurds, The
of interpreting lhe rules and handling the Unhcsitatina.1y, he whips out his (Word and players don't know but have decided to take
mechanics of play) . ho lds it at Ragnar'. throat. ~r reaches the risk of flndina out.
for his hidden dager. In role-playina games, encountm faU
4 . Rupert and Taras Bloodhurt are riding into one of two general categoria- planned
WhAt Is All Encounter? across Ihe plain , Ju.t as they crest a low (or place:dl encounters and random (or wan-
An encounter is ridge. they 1ft a cloud of smoke and dust in derins) encounters. Each contributes 10 the
besl defined by two broad criteriil . If the the distance. They halt and watch for a little overall ~cltement and adventure of the
described eventlilcu either of these. it isn't while . The: dust cloud slowly moves in their game.
a true encounter. It may be a described direction. while lhe 5moke dwindles. Mov-
scene, an event, or iI bit of mundane busi- ing their hOrSoClto a hollow. they watch the
ness, but It is not a role-playing encounter. approach of the mysterious cloud from a
First, an encounter must Involve iI thing, thicket .
an event, NPC. (characters or monsters). or So. which of these four is a truc encoun-
iI OM-controlled plilyer character. A meet - ter? Only the last one. The finl didn't
ing of two player characters (handled by the involve any player choice. The gnome is
players alone) is 1'101 an encounter. It Is an crushed, and there wasn', anylhlng either
act.lon between the players themselves. player character could do about il . Not only
Second, an encounter- muM pramt the: pol-' i. this not an encounter, it isn'l fair. It could
sibillty of a meaningful chansr in a player have been an encounter (with a trapped ce:1I·
character's abilities. poMHIions, or knowl- Ing), if there had ~ sign. beforehand
edse. depmdina upon the player's dcdsions. (clattering stones, previous dudfalls,
Tht keys hrre are munlnsfuJ chanse and gr~ing stona) ~ if the anorne had been
player decision. For a charades- with sao 8P in given the opportunity to act before the rock
his pocht, going into a tavern and spending squashed him. The: player choke could have
three gp on drinks is not a meaningful chiln8r:. been to heed or ignore the warni"&, and
If the characte!' had to spend 1M SiIImt' SOO 8P leap forward , back, or stand confused when
in the same tavern to set information about lhe rock. fell .
tM Black Towt'I' actOMIM river-. the charade!' The second had player choice:. but it
has experienced a meaningful ~he's wasn't particularly meaningful or balanced.
now broke. The player knew his ch.1racter could win Ihe
If the player doesn't m;Jke;J decision, then combat so his choice: to fight was insignifi.
he's lust coasting 01101'11, lelling the OM do cant. He knew the sword was less potent
everylhing. Going into a tavern and spend- than the one he already had, so his choice
ins three 8P on food and drink isn't much of 1'101 to keep it was, likewise. not a choice at
a decision . Choosinl to go bankrupt to all. The situation could have been an
learn what mayor may not be useful infor- encounter if the orcs had actually been 08res
mation Is fairly sisnificant. The player is concealed by an illusion or if the sword had

94
and saddles. Aside from the bats, there best solution is to compromise: Carefully
Planned Enc:ounters are no creatures in the ch.a.mber. de!"ail the most important planned encoun·
A planned encoun- ters ... nd simply sketch out a nd improvise
ler is one Ihe OM has prepa~ in advance. When you write a key, describe the way the small encounters. This w ... y you are not
o ne tied to a s.pedfic place. evmt , o r condi- the SCflle looks as accurately as possible. overwhelmed in preparation o r play.
tion . Th~ can be d ivided into keys .. nd Also think wh;1t sounds the plaYff charill:--
triggers. teI"5 might hear, what they'd smell, what the
place feels like, and so on . Writing a good
key Is like wri ting a good story. At the very Another type of
Keys least, include the following information for planned encounter Is the trigger. It can be
The si mplest of every location : used wit h a key o r by itseJf. A trigger is a
planned encounters is called a key-a listing - Any monsters or NPCs found there simple either/ or or if/ then type of , tatlf-
of who lives where, what they haVf~, and - What equipment and magical items the men t. It Is used fo r more interactive types of
what they might do if a character enters monsters will use encounters, where the action of the event Is
t~ir rooO'l. visits their farm , or explorn - Any other magical items that can ~ what Is Important, such as the lddnapping
toor cave. This key can also cont;llin color- found in the room described ~I ow .
lui details about otherwise boring or empty - Any trnsure (and its loc... lion)
rooms, creating detail for the player charac- - Any other unusu ...l items of interest. The next episode occurs atl o'clock in the
ters 10 explore. Here', how a sample key for This c<tn include colorful details to help you morning: U any characle.r is still awake,
ogre's den, a Ihr~hambtored cave, might describe the area or dues to warn characters he hears a mumed scream coming from
be written. of danger ahnd . the balcony of the room nv:t door. U the
The key can also include special condi· ch... racters investigate, they will discover
1. M ain Chamber: One passage of this tions thai musl be met while in lhe ... rea. In t wo hooded men (6t h-level thieves)
chamber le.,ds to 1M o utside. OJ narrow the example above, there were penalties for attempting to drag a strussling young
cleft In the rock hidcifll behind 5Omf: not being alert and cautious (kicking the woman over the railing. One m... n hill her
bUlhn. Following this, the passage helmet) and requIrements for Strength firm ly gripped from behind, his hand
wi<W.ns aher 10'. The walls are CO<lled (moving the boulder). clamped over he r mouth, The other is
with soot and Ihel"e i. a large pit in t~ However, keys are static-things don't hoistins her legs over the side. A confed-
ttnter of the floor filled with ashes and change that much. No matte.r whether the erate waits with the: horses o n the ground
charred bits of bone. The ashes a~ chOl.Tacters enter at noon or midnight , the below. If the characters do nothing. the~
warm and the rocks of the pit are still ogre will be sleeping. He won't be cooking will be a crilSh as she kico over a nowe.r
hot to the touch. The cham~ Itinks his dinner, out hunting, o r picking his teeth um, followed by a muttered curse and
of burned meat a nd leather. There is a with his toes. then the: gallopins of horses.
lo t of rubbish on the noor but there is For fairly simple scenn Ihis is fine , but the If the characters are noti~. the unbur-
nothing 01 vil lue here . At the far end, s ituation gets ridiculous for more compli- dened man wheels to face them, drawinS
the cleft once again narrows to a pas-- cated situalions. Imagine a farm where the two swords. one in each hand. The wom-
sage. f... rmer was alw ... ys in the field or a castle an attempts to break free, only to be
1. Sleeping Cha mbtr: Here the air is where dinner was continually being lervedl struck unconsciOUl by the olher rruan. The:
thick with I mells of animal sweilt and St ... t.ic also meaN Ihilt events in one place man on the ground quietly coco a O"OS5-
worse. There is iI loud rumbling from don't aflKI things in ... nother. If the charac- bow and illms it at the party, keeping ... n
the far side of the chamber. There, ters heave the boulder out of the way, won't eye out for spellcasters.
sleeping under a mound of crudely the noise awaken the ogrel Not according to
skinned furs, is a Iilrge ogre. Next to the description as it is given, although iI Here everything is de.pende:nt upon pre--
him is a IiIrge wooden club . Hangins good OM would certainly consider the po$"" vious and current choices of action . I. a
from the walls ilre bits of bright cloth, sibility. Writing a key that takes all these character awakel Will the characters inv&
shiny buckles, and tarnished badges. potential inconsistencies into accounl isn't tisatel How will they react 10 the kidnilP'"
A few simple to rCM, now unlit, are eOisy. To be complete, you would han to perl1 Each decis ion molds . ubseque nt
wedged in the cracks. design the key in your head, figuring out all events. The characters might leap to the
If t~ characte.~ don't move slowly the interconnections, before you wrote any- young woma n's rescue o r they might rouse
in this room, one will kick a me tal hel· thing down, themselves only in time to &eoe the kidnap-
met across the floor, waking the ogre. 'The:re are two solutions to this problem: pers sallop off with her tied to the saddle.
Groggy for one round, he then attacks You can try to be complete and thorough, Their actions could ...1tC'r planned eve:nts.
the group. Just beyond the nest Is preparing aruwen for every possible sltua· Coming to her aid, the chilracters rescue the
anothef" pasaage. tion , or you c<tn reduce the amount of detail lady. As DM you must be ~ady to tell her
3. Treas ure Room: The entrance to this you give about creature behaviors ... nd story. Why was she attacked? Who were
chamber is blocked by a large boulder improvise answers as you play. To describe they1 Are there any dues the characters can
that must be rolled into the room to a farmhouse, you could limply note the find1
get it out of the way. Characters must occupants (their ages and the like) and the To write this type of encounter, £irst out·
roll a sucCH&fu1 bend bar/ lift gates significant ~ions at the farm. The line the basic sequence of events thai would
check to move. It . (Several ch.arilcters activity of the NPCs can be adjusted to the happen if the characters did not interfere.
Ciln work togethe r, tota ling their moment-workinl, in fields, sl~ing. eal· Nvcl , think like a player and try to antici·
chiln~ into iI single roll.) lnside the ing, etc. pate what the characters might do. Would
room are the treasures of the ogre. Trying to p~plan for ev~ eventuali ty Is they aid the Iadyl U 50, you will nftd com·
These include SOO gp, 3 gems (worth time--consuming-there is a fair amount of bal information-how the attackers will
10. 500, and 100 sp), iI suit of chain planning and writing you must do. Impro- fight and what weapons and tactics they
mail + J the beast cannot \He, and a visins cuts down on preparation, bui foret'S will use. What happens if the characters try
mound of horse trilppings, bridles, you to work harde.r during the game. The to 50und the alarm or talk to the kidnap-

9S
persl What will the lady say if rescuedl At in the MOllstrous Compendium . These can ter monsters in chambetl and rooms. Ran-
leaM a brief note should be m.illde 10 account be updated and replaced as new creatures dom encounters reminds them that any
for the probable ructions of the pl.illyer are added to the 2nd Edition AO&co- game. second cou ld be dangerous, no matter
ch.illracten. When a checlt indicates an encounter Is where they are.
As complete .illS you m.illke them. t.riggers imminent . a c~alure or NPC determined by OM C halle nge: Random encounters
are not without their weaknesses. While the encounter tables will arrive in the area in make the game more ellidting fo r the OM .
very good at describing a scene. a trigger the next few minutes to investigate. Many The game has to be fun and challenging for
does not provide much b.illckground infor· encounters end in combat. but this isn't him as well as the players. Part of Ihe chal-
mation. In the event above. there is no nK65.illry - it is possible to talk to intelligent lenge for Ihe OM Is to improvise an encoun·
descri ption of the room, the attackers. the creatures, whether in the dungeon, out in ter on the spot. The OM gets involved and
lady's history, etc. There could be. bUI the wilderness, oron Ihestreels of a town or ellidted. improving the pl.illy of the gilme .
including it would be extra work . and city. To use a random encounter. the OM
descri ption would also get in the way of the doesn't just open his rulebook and b lindly
action . pick a monster (although there is nothing
Should You Use that say. he can't do thls). Instead. he u~
A less critical proble.m is thai OMs un't
Random Encounters? o r creates specific tables that are t.illilored 10
anticipate every action of the player charac·
ten. No matter how ca~fully .ill trigger is Some argue thai the netds of the adventure and adventuring
constructed, t.here is .iIIlways something the random encounters are foolish ilnd should a rea , by including only those monsters o r
ch.iiiracters can do to upset the situation . In not be used . These people malnt.illin that NPCs that are-appropriate to the setting.
the elliample above. wh.illt if the char.illcters everything should be under the conlrol of
panic and a mage launches a !irebQI1 .iII1 the the OM, that Ihere should be no SurpriSH Ch.r.acterlstlcs of
attacken7 In a nash of name. they and their for him while playing the ga me.
Random (ncounter rabies
victjm are killed and the building is on fi~ . Certainly, ra ndom encounters can be
Prescient is the OM who can anlicip.illie this abu5ed through overuse, and they can cre- All encounter tables
event I ate illogical encounters. (The wo rd foolish share certain concepts. Before YOu begin en--
There is no simple solution fo r unpredict- would certainly a ppl y to the OM who ating your own tables. some understanding
able playe:1'I (nor would you want one!) . As allowed the characters to be .iIIttacked by an of these basics Is necessary.
a OM you are never golna to be able to pre-- ore war-band in Ihe middle of .ill peaceful Uniqueness; Although one could CTt'ate a
diet every player decision. operience. both human city!) However, when used judi- single encounter table and use it for every
as a player and a OM, teaches yOu what the ciously, r.iIIndom encoun terl add to every- lituation , this il a grievotallmitation on the
most likely actions are. Beyond these you o ne's fun in a couple of way • . wealth and detail possible in iI campaign
mu&t improvise, relying on your skill as a Variety: Random encounters introduce world . Encounter tables add distinction and
OM . variety the player characters didn't expect . differentiation to a reu. Encounter tables
The cha racters, elliploring a dungeon . can rerlK! cond itio n, as basic as terrain or
Combining Keys .and Trlgg,ers become overconfident if they only encoun- as complicated as entire lOcial structures.

Many OMs mah


use of a dual arra ngement for ptep.illrina
encounters . Fint they prepare a key,
de5cri bing the appearance of the encounter
locations, Items In them, and other things
that are relatively non-changing. Then they
wrile triggers focusing on the charactel'l and
the actions.
When they net<! to describe a room, they
rely on the ke y, while the trigger describes
the plot of the adventure . Although this
requires a little mo re eet-up, this allows dif-
ferent events to happen in the same place or
area, giving a feeling of continuity to the
adventu~ and cam~ign .

Random Encounters
In addition 10
planned encounters, the OM also runs ran-
dom encounters . Thew aren't tied to a spe-
cific place or event . They .illre based on
ch.illnce .
During the cOurse of an adventure, the
OM makes encounter chKks, rolling a die
to determine if a r.iIIndom encounter occun .
If one does, the OM chooses or randomly
rolls for an encounter using a ra ndom
e.ncounter table he has p~pared or one pro-
vided with a published adventu~ . Com-
plete random encounter tables are provided

96
This in mind, the OM shou ld decide OM wants a valley filled with masicaJ crea- tures to live in the same place without anni-
where in the campaign wo rld each encoun- lures of incredible deadliness, then rare and hilating each o ther1 Does a crea ture's
ter table applies. A single table cou ld be vt'ry rare creatu res are goi ng to be more fre- random appearance make IM!nse with what
made fo r all deserts; a separate table could que nt. A lost .... alley filled wit h di nosaurs the charactt'rs know about theplace1 Medu-
be made for the Desert of Sholar, which Is defies lhe normal chances of t'ncoun tering sae make poor wandering monsters, since
noted (or its fabulous beasts; a further table such beasts. IndeN, they could only be: con- logic says there should be statues of their
eQuid be made for the len-mile area around sidered uniqut' elsewhere. victims in areas where they live, To round a
the Palace of Yasath In the Desert of Shaar, Furthermore. frequency does not mean comer and run into a meduS<l who just hap·
where the Emir of Yasath maintains patrols cha racters will encounter a creaturt' 70 % or pens to be strolling the co.....ems grates
10 keep the beasts at b;ly. Within the palace 20% of the ti mt', onl y that it falls into a agai nst logic .
an entirely difft'rent encounter table would grou p that composes that percentage of the Effecl: Finally, as OM, consider lhe ro le
be needed, since the patrols don't tramp population . The percentages and ralings of tht' random encounter. Such an encoun-
through tht' hallways and harems. given are not demographic data ; they art' ter is not a pa rt of the ad .... enture being told ;
Each table says something about the con- only guideJines. It hasn't been workl"d into the plot and
d itions in a particular area - the le .... el of civ - Several common creatures will compose doesn't ad .... ance the conflicts. A random
ilization , the des rt't' of danger, even the the bulk of the population . so that the encounter should no t be the most exciting
milgicill weirdness of the area . Although the chance of meeting any particular type is Jess t'vt'nt of an adventure . You don't want the
players never see the entire table, such than 70%, The same is true for all the other players remembl"ring only the random
tables help the OM define for hinuelE the categories. In thet'nd . thechance of meeting encounter and fo rgetting the story you
nature of his campaign world. a particular type of common creature is still worked to create!
Frequency: All monsters hilve a fl"1!quen - greater than that of met-ting an u/"lcommon Random encounters provide breaks in the
cy of appearance, whether gi .... en in the or very ra rt' creatu re. action and can build or release tension . The
monster's description or assumed by the l ogic: T he other significant factor characters are galloping after the dnparale--
OM . O rcs a~ more common than mino- restricting encounter tables is rationality. Iy fleeing kidnappers. Suddenl y a flight 01
taUr5, which ;I re ~ n more oh en than Everything on the encounter table should be griffins, attracted by the damo r of the
d ragons, which, In turn, are5l't'n moreoft~m justifiable for one reason or another. By chase, swoop dow n, aiming to make a meal
than Tiamat , hi! Qut't'n of the Or;lgons . requi ring justification, tht' OM can quickly of the player charactet"ll' horses. The kid-
F~uency of appearance is normally listed na rrow his rangt' of crtaturt' choices down nappers may escape unless the characters
as common, uncommon , rare, very rare, to a reasonable number, in essence winnow- can extricate themselves from thl" attack in
and unique. ing the chaff from the wheat. mere momentsl The tension level goes up.
Comma" creatures normally account for Tht' first and easiest criteria are terrain Ra ndom encounters can also wear the
70 % of the local population. They may be and temperature. Camels aren't found in player characters down in preparation for a
more prolific or just more outgoing, more jungles; kraken don', crawl across deserts. larger, planned encounter. The unce rtainty
likely to show themselves to st rangers. Glaring cont radictions of logic must be jus- of theencountl"rsadds an element of risk for
U"cootlmo" monsters fill the next 20%. tified . Produce a woodland dryad In the the playl"rs. Will the characters be strong
They are fewe r in number and tend to be middle of ill barren waste and the players are enough7 A random encounter shou ld rarely
more wary of outsiders. going to demand some explanation . Worse: cripple a party (unlt'5s they afe in a sorry
Ra,..11 creatures account for another 7%. yet , they may assume the encounter is sig- state to begin with), but each one should
Such creatures an!! normally solitary, excep- nificant to the ad .... enlure because it is so weaken them a liule.
tionally powerful, or vt'ry retiring . illogical , which may in turn throw your It doesn't matter if tht' player characters
Very rare creatures constitute only 3 '11 of entire adventure off track . win every random encounter, especially not
t~ population . They a fe truly Vlotic. and Even if the creature fits a given terrain . it if lhey are down a few more hit points,
al most always ext r~mel y powerful . They may nOI be appropriate to the setting. Just spells, and magica l items after each . Just
ma y ~ creatures who han wa ndered far bec;lUse an orc can appear on the plai ns knowing they are nol at peak form and tha t
from their nonnilll range or whose magical don n't mean it should, not if th()St: plains they have t'xpended their abilit ies on wan-
nature Is such that not millny Ciln possibly ;ue at the heart of a fiercely guarded human dering monsters makes the players nervous.
exist at any Ont' time in anyo ne place. empire. Out on the fringes whert' raiding For thtse reasons, you don't want 10 use
Un iqlJII monster5 are just that. They are bands could slip across the border would be the most powerful and significant cn!!atures
indi .... iduals, specific and named. Such crea- ill far more apporpriate plact'. when creating random encounter tabll"S.
tures should never be use-d on ra ndom As Important as terrain and temperature You certainly don't want to use CfeiUUrl"S
encounter tables. They ;Ire rt$t'rved for in assessing the logic of a random encounter that are more powerful than those in the rl"St
pla nned encounters. is the character of the society the table is of your adVenture! Random monstt'f5
The chance of encountt'r is not deler- supposed to reficcl. Balance what the play- should be less Significant than those you
mined aolt'ly by tht' frequency listing, how- ers expect to mt'et with what would make a have planned .
ever. Tht' OM should also take into account good adventure. At the heart of an empire.
3 location's terrain or deadliness . A polar tht' characters would expect to find farme rs,
bear can be considered uniq ue only in the me rchants, nobles. priests, and the like . The Creating Encounter Tables
tropics iIInd is very r.are at beit even in the task for the OM is to find ways to make There are a multi-
no rthernmost reaches of temperate lands. these seemingly ordinary encounters inter- tude of waY' a OM can create t'ncounter
An o rc living in the deadliest area of an esting. tables (as many ways as thert' are different
ancient ruin, an a rea popul ated by a In wilderness areas and abandoned ruins . ranges of die rolls). The choices range from
dragon . mind flayers, ;lnd medusae, would there may not be a parlicular culture to con· very simple (roll Id6 for one of six possible
be very r;lre indeed (and very lucky to ~ sider. However. the re is a socil"ty of sorts or, choices) to very complicated (roll percen tile
alive). Frequel"lCf must be modified to suIt more accurately, an ecosystem . This is often dice. modify for time of day and weOtlhef
conditions. overlooked in du ngeon settings. lust which and cross-index the result with the terrain).
Frequency must also be subservient to the creatures feed on which? What relationships With this, and the common characteristics
conditions the OM desires 10 create. If the exist that allow all manner of di .... erse: crea- described above, in mind, you can creale

91
random encountt'r tables for virtually any Commo n Uncommo n respectively, for common , uncommon.
situation C.~I Basilisk rare. and very rare). In the earlier example,
As already noted, an ~ncount~r table can Giant centipede B~M dragon the lilt Includes six common monlten.
be constructed around virtually any typt of Herd animal Caravan (70'110), resul ting in an 11 '!b spread per mon-
die or dice roll . Two of the best. howev~r are Clg<. Hobgoblin ster (66% total). This is repeated for the
the 2-20 table and the ~rcen tlle table. 8ot.h OK Nomads monstel'J in each cat~ory. The lftu1t ing
Giant ICOrpion number ilthe dice ra nge for each creature.

....
provide a wide enough range of rt'Iults to Huge spider
account for the v .. rying frequency of Using these va lues as a luiclt, he arranges
appearance of the monsta-s the OM wants Very ra re the creatures Into a table.
to use. Chimera Ojlnni
Pilgrims Elreeti 0100
Harpy Lamia Roll Crn h,re
Dervi5hes Common
Thi5 table has nine- Salamanckr 01-11 Camel
teen openings (although , by doubling up on 12-22 Giant centipede
some entrin, more or Ina tha n nineteen dif- The table has l ix cammon enlrin, six ll-lJ Herd animal
ferent mcounte ... can ap~ar on the tabie) . uncommon entria, five rare, and three very 34-4. Clg<o
The 2-20 number Is generated by adding the rare enlries. There are also two spots that 45-55 0",
roll of Id8 to that of ldU. Thus. 2s and 20s could be I<lire o r very rare. The OM chooses S6-66 Huge spider
are very rare. while there is an equal chan~ to arrange hi5 encounters as shown:
for mult, from 9 through 13. Monsterl are Uncommon
Dice 67-10
assigned JpKific positions on the table Basilisk
Ro U Freq~n cy
attording to their frequency. as shown on 71-74 Caravan
Table 54 .

T.. blc 5 4 : 2-10 ENCO UNTER TABU


2
3
4
5
L.;r,mia
Ojinni
Harpy
Pilgrims
..
75-78
"' ,
83-86
Hobsobllns
Nomads
Giant ICorpion
6 Dervishft
Dice RAr.
7 Basilisk
Roll
2
Frequenq-
Very rare
8 Caravan / HobgobHns .'89-90
-88 Chimera
Pilgrlml
9 Huge spider
3 Very rare 91-92 Harpy
4 Very rare or rare (OM', choice) 10 Ogre 93-95 Dervishes

.
11 Camel / Herd animal
5 Rare 96-91 Salamander
12 Giant centipede
6 ....
7 Uncommon ' 13 Orc
Very Rorr
14 Nomads
8 Uncommon' ..". lamia
15 Giant Korpion
9 Common" 00 Ojlnni
16 Dervishes
10 Common"
17 Chimera
11 Common " Uling thil method the OM was able to
18 Salamander
12 Common " remain reasonably faithfu l to the frequency
19 Lamia
13 Common" per«ntages for different creaturn: 66'!b as
20 Ojinni
14 Uncommon' opposed to 10% for common: 20"'" exactly
15 Uncommon' The OM chose nOI to use the brass d ragon for uncommon; 11 .. as opposed to 7'110 fo r
16 Ra re or the efreeli. savins these powerful crea- rare; and 3 .. for very rare . In creating thil
17 Rare tUreJ fo r a special. planned encounter in his table. the OM t\ad 10 make adjustments here
18 Very rare or rare (OM's choice) adventure. He justifies the preRnCe of the and there to account for all percentage num-
19 Very r.;r,re djinni on the table by decidinglhat it will be bel'J. but doing so allowed him to Incrtase
20 Very rare: Mlpful to the party. siving them a useful the emphasis on certain monsten .
due about the advmturt (unless, of course,
'Or choice of two very rare crealurn. they foolishly attack it). To fillihe SpolS of
50 .. chanc~ of e.;r,c:h the creatures he set aside, the OM repeated a Dungeon Ene-ounter T"bles
"Or choice of two rare: creatures. SO .. few entries. me;aning tMY may show up Dungeon encoun-
chance of each sliShtly more frequently than might be ter tables are normally set up .;r,ccording to
expected . levelS- lit. 2nd. 3rd. etc. Each level is a rel-
To fill the table. the OM first selects those ative measu~ of the power of those crea·
monsters he wllhes to use on the table and tures on it. In general. the level of the t.. ble
counts how many of each type he has . If he The rercentUe T"ble corresponds to char.;r,cter level. althousJt
has fewer of a given type than the chart pro- Thil il another sim- char.;r,Clers may also encounter and dtEe.. t
vides for. he can repeat entries. If he has ple form of encounter t;able. Here. the crea- (or be challenged by) creatures from higher
more. he either drops SOffit' creaturn or ture frequency ~rct'nlages can be used or lower level tables . Generally. when
doubln up SOffit' entries. directly. To create a percentile table, the OM adventurins in a du ngeon. characters
For example. say the OM is creating an repeats the sleps given above for selecting should meet r.mlom encounters lhal ;Ire
encounter chart for the Desert of Sm.ar. and grouping his encounten. ag.;r,in opting equal to or no more than two levels higher
First he chooses his possible encounters: not to use the tErceti or the bray dragon. or lower than their own .
Then the number of creatureJ at each fre- Sometimes dungeons themselves are
quency is divided Into Ihe percentage fo r arT.. nged in levels (although thi. il by no
that frequency (70% , 20% . 7%. and 3% ,

98
should be aware of bftore thf'y take thf'ir
charo1lde... out Into the untracked forest .
This does not mnn that wllderne..
adventuring should be impossible for low-
level charade .... It ahouldn't be 10 dtadly
thllt they nn't walk thr~ steps bftore a
night of red dragon. appears and turns them
to ash with one fiery breath I That's lust bad
refereeing. low-level characters .hould
have the opportunity to go on wUdemesa
adventWft that thf'y can survive.
Perhaps an areo1l of the nearby forest Is
regularly patrolled by the King's Warden.
who drive off the ~ater threats to the
safety of thf' populo1ltion, Lone monste...
often escape their notice and sometimes raid
the outJyin, fo1lrTl\l . Special encounter tables
can be created 10 reflect the lower level. of
mon.te... that do manage to lurk In these
woods, providing low-level characters with
a deant but not overpowering challenge,
The grelltKl consideration in creating
wildemeu mcounter labl~ ilto have a sep-
aro1lte table for eo1lch type of terrain, Thew
ne-ed not be created all at once, although
to1lbles must exist for thf' terrain types the
charade... have 10 entet' during the courw of
an adventure. Different teruin types that
can be used Include the follow in,:
Aerial
Arctic
Bu.h
C~tal
means requ.im:l) . In this ase. the dungeon When constructing the enco unter tablf'. Desert. hot or cold
If'vel and the encounter table correspo nd . creatures with a greo1lter or les&er power than Farmllind
Characters on the 1st-level of the dungeon the tablf' bf'ing designed can be: used. How- Glacier
would encounter crutum from the first ever. each If'Vel of difff'ten« be1WHn crea- Grllulands
level encountu table . This not only keeps ture o1Ind table decrea5f'l the frequency of Jungle, sub-tropinl
the power of the monsters in line with the appearance by one (a common creature Jungle, tropical
strength of II typical party, it also maintaint becomes uncommon. a rare creatu~ would lak.
the logical structu~ of the dungeon level. It bf' very rare. and 10 on) . Creatures less Mountains, high
donn't make much sense fo r ext.remely powerful than the given level seldom ven- MountaiM, low
powerful mon.ters to mingle freely (and ture into .uch dangerous territory. Crea- Ocean . ~
without conRquence) among the weaker tures more powerful o1Ire seldom mf't to Ocean. shallows
crntures that inhabit the level. ensure the player cho1ltaders have 011 deant Parkland
Intermlnlns dungeon level: FiI;uring the chance of . wvivo1ll. After adjustment. these P1ahu
appropriate level for a particular creatu~ I, creo1ltW'H can be added to the table. Prehistoric
simple. Look up or aJculatf' the expe:rimce In o1Iddition. there iI II chance that an lUin fo rest
point. of the creature and checl:. this number encountered creature will be more powerful Salt marsh
on To1Ible 55. below. This will tf'1I you whf're than expected : When designing a 2-20 Steppe:
to place the ctf'ature. table. the 20 result could be "Use next high- Swamp, tropical
f'5t table-; If a percentile table Is used. 98-100 Swamp, temperate
Table 55: DUNGEON LEVEL could bump thf' DM to the nexttllble. Thus. Temperate fomt
plo1lyf'f'I would never be assured of safety or Tundra
Creatu re good odds .
XP Lev., Wilderness encounter tables un reflect
more than just terrain . There are diff~es
1-20 1
21->0 2
Wllck>mas Encounter TAbles between the Jungles of Africa and thOM: of
51-1.50 Asia or South America . Different areas of
l Unlike thf' dungeon jungle (or plains or whatf'Ver) can hIIve dif-
151-250
251 .... •
S
tables, those u50ed for the wilckmas are not
10 nelltly orpniud according to deadliness
ferent propet'ties in a fantasy world, too.
501-1,000
1.001-3,000
• or power. One principle of wilderness
Furthermore, an area'. level of dvlllza-
lion mould be taken into account . There

,.
7 IIdvmturing (which makes It more dan8'!r-
3.001-5,500
5,501-10,000 •• OUt for low-level charllcte... ) Is that virtually
any crellture un be met - and often in .Ize-
might be tables for settled farmlo1lnds . bor-
der areas, lind barely explored plain•. All
cover the same type of terrain, but there are
10.001 + able numbers. This Is a risk the players
Vo1lSt differences In the types of encounters.
99
After a while, the characters want to go ex- The Harpooned Whale, an inn of Coral-
Spedal Encounter Tables
ploring. Now the OM adds some new encoun- port
In addition to tables ter tables to his collection. 'Thesol" lnduck: Hargast Mine (an opening to the Under-
for dungeons ~ wiIderness~, the OM can · Settled mountains (for low-level wilder- dark)
aeate othmi for any tvpe of sp«iaI situation he ness)
creates. TheTnC6l commonoE lheeareencoon- · High mountains (for more dangerous By creating the tables gradually, the cam-
ter t41bles for towns M1d cities. 1lIese ~ not adventures) paign world slowly begins to define itsell
properl y wildernesses and certainly aren't · Settled plains (for when the characters and take shape before players' eyes.
d1Jtl8C'OflS. The p/ayen shouldn't expect to med travel to the capital)
bands of ravening beasts intmt on death and Working In this manner, the OM gradu-
clestn.ction (unless it's a wry peculiar city!). ally creates a complete set of encounte.r ta- Sp1clnS Up Encounter TAbles
Town .. nd city encounter5 will be with bles. W hen he Is finished, his collection There are several
people, mostly player character races, of might look like this, in addition to those a l- things that can be done to make encounter
different social c1asRII and occupation•. re;ady mentioned. tables both easier and more exciting to use.
Guardsmen, merchants, ~ , urchins, Some of these are strictly for the conven-
tearmters, and craftsmen plying their trade Farmland ience of the OM, making the job 01 running
are all likely encounters for a d ty. Forest of Bane the game easier. Others are different ways to
A single encounter table will do fo r most Forest borderlands poseexdting challenges fo r players, keeping
small villages and towns. Such places have a Mountain borderlands everyone from being bored .
gre;atdeal in common, ahhough the OM can Settled seacoast The first trick i. to include basic monster
certainly create distinctions between vil- Shallow oaoan s tat istics alon8 with each entry o n an
lages on the c~st and those well inland . Waterfront distict, Sulidam encounter table. While this means taking a
Citi~, however, tend to have unique Nobles' district. Sulldam little longer to set up an encounter table, it
characters. JUit as Los Angeles is different Artisans' district, Sulidam a lso means the OM doesn't have to stop and
from N~ York or Paris from Marseilles, Slums, Sulidam look up iruonnOltion as often in the middle
d inerent citie5 in a fantasy world should feel Temple of Martens (a powerful cult of of the game. A shortha nd notation similar
different to the characters. Each major city Sulidam) to the one given below can be used .
should have a unique encounter table to re- Sewers of Sulidam
nect th~ differences. Emperor's Palace Creature-APP I , AT' , THACO ' , 0 I .
Indeed, even within a city there may be G ty of Crypts (a cemetery outside Sui- AC " HD " MV " special notes on attacks
different encounter tables to reflect the char- Idam) and defenses
acter of the dty's districts. The villas on the Dungeon of Theos (under an evil wizard's
hillside are no less dangerous than the wa- villa in Sulidam) APP lists the number of creatures likely to
terfront , but these dangers lake more subtle Coralport appear. This is given as a die range.
and insidious fonna. Coralport jungles AT is the number of attacks the creature
In the end, there is no limit to the degree of can make.
subdivision that can be applied to encounter TIiACO is the combat value of the crea-
ta bles. Cities, individual districts, specific: ture (see Chapter 9: Combat) .
complexes within those districts, and build- o is the damage caused by a suc.c.asful
ings within those complexes could all have hit ; more than one entry may be needed
separate encounter tables. Howner, they do here.
not need to. The OM shoukl only concern AC Is the creature's Annor C lass.
himself with those areas he knows or thinks HD tells how many Hit Dice the creature
the pla~ are going to frequent! There is no has; hit points ;aren't given since this should
reason to do pointless work- the OM has vary from £Ilcounter to encounter.
enough responsibility already. MV is the creature's m ovement rate.
For o:ample, suppose the OM decides to Special no tes should remind the OM of
create tables for tM Empire of Orrtm. Orrtm OIny special abilities, magical items, or de--
stretches from the Harr Mountains to the Sea fenses the crea ture might possess.
of Faidor. North of It lies the Forest of Bane, a For OMs willing to devote more time 10
place noted for its evil deniuns. Most of the advance preparation. another good trick is
empire is agrioJltural, but the mountain distk:t to slowly build a collection of file cards de-
is heavily devoted to mining. ~I large, scribing special encounters, urn card could
underground complexes have been built, have a mo re detail~ descri ption of a per-
Then! are two major dtja- Sulidam, the son, cre;alure, group, o r t.hlng on it .
capitaJ, located on the coast, and Coralport, a Once the OM has this collection, ~Specia l
pirale stronshold on an island offshon. To Encounter" entries cOIn be added to random
limit his work the OM decides to start the encounter tables. When a special encounter
characters in a small vill~ of the mining dis- occurs, the OM chooses a card from his col-
trict, close to an abandoned mine (his lection and uses the detailed information
d"""""" . there 10 role-play the encounter. Some p0s-
First , the OM creates the follOWing tables: sible special encounters include:
. Dungeon levels 1-4 (for the abandoned The den or lair of a creature, complete
mine) with a small map, short key, tactics, and
• Villagl" encounters special treasure, (For example, !he nest of
· Slack Opal Inn (Ihe residence of the
player characten)

100
a female wyvem and her brood located in playt'rs some reSrKt for the risks their an encountt'r listed o n Table 56 assumt' an
an aerie on thto side of cliff. Woven into the imaginary cha raclt'ts are taking! unpopulated wilderness area.
ntst ar~ two sullS of chain mail + l.~ ) WIIdcnw.-ss Chedcs: II the regjon is p;atrolled
A detAiled dft.cription of an Nrc, including 01" sparsely sdtled, the chancr of an encounteT
weapons, magkal items, spells (if ;my), good!>,
DMlng Encounters i~a!il'S by Oflt' . In heavily populatt'd areas,
physical appearance, altitudes, companions, Encounter tables the chance of an encounter i~a!>eS by two.
;md perhaps even a miS5ion or story. (For are created befon! play begins. Ouring a These modifiers should not bt' used unless the
exampk, "IN- friar 54."tking companionship ga~ session. th. OM has to lake the infor- OM has specially p~ encounter table to
alons a lonely t rail who is ~.. lIy a bandit lead- mation he has put into the t'ncounter tables reflect the diff~ btt",,'C'M settled ~ and
ing the party into a trap: ) <lind bring it to life. wildemt5t, ~.
A Cllnnlnstnp dncribing detailed work- To us.! an encounter table and run an The OM can also choose to modify the
ings and effects. (For ..xample. ~ A kobold t'ncounter. the OM needs to know !it'v~rill chance of an encounter for any other reason
deadfall Im'ant to gather f,""h Im'ilt rigged things: How often shou ld he c heck for he feels is justified . If the c harKters havt'
in an o ld mine corrido r.~) t'ncounters7 What is encounten~dl How ~n making excessive no i~ or if the village
A vlgnelle complt'te with c harilctt'rs. many creatures are there7 How far away art' alarm has been soundt'd. the DM ca n
actions, and motives . (Forexamplt', ~A near they? Did they surprise, o r were t~y sur- increa5t' 'he chance of an encounter. The
riot breaks out on a city street after a b;md prised by, the charact1;.'rsl Wha t will the OM can even decide arbitrarily that a n
of Voorish ou tlanders. squabbling with a encountered group d01 The fult'S below lell encounter will occu r. although it can hardly
merchant. ovt'rturn his mt'lon cart.-) you how to ;",swer theM' questions. be considered random anymore.
The great advantage of t hese special Dungeon Checks: Encounter cht'Cks in
f.'ncoun tt'rs I, that tht'~ is no rf'CtuII'ementto Encounter Checks the dungeon are nol affected by terrain
u~ them at any ginn time. The OM can (since then' Isn't really any terrain to con-
prepare,uch cards in his spa~ time and pro- The OM knows sider) Normally. one encounter chKk 15
duct' ttwm whenever he nceds them. Players when a planned t'I"IC()Untt'f' Is to ocrur, based on made every hour, with an encounter occur-
will become convinced that the OM is a IN- conditions 01" location he has prepared. 1ne rins on a roll of I on IdIO.
gt'nIllS. and his game will never be dull . same JS not true of random encounters. For If the DM deems considers part of a
Ra ndom encounters need not be limIted these, the DM m~ make encounter checks. dungeon particularly dangt'l'OUS, the numbt'r
to NIJ(:sand monsters. All mannt'rof things Freque ncy of Encou nter Cht'Ckl: How of ChedUii c-.an be increased to once pt'f lum (10
can be lncludt"d. dangerous o r iust mysteri- o rten the DM maLes encounter c hecks mi nutes 0 1 game time). The DM can .1150
o us. Other possibilitil'S for encountt'f tabl" depends on tht· situation . Different types of increase the chance of an encountt'f oa:uring.
include: terrain lor dungeons) may make checks mOn! If the chilracten engage in an activity that
Shriek, in the distance o r less frequent. Furlhe~ , the type of ter· makes excessive noise (hammering spikes or
Traps rain and population densit)' will affect the takIng part In a loud battle). an encounter
Changft In the weather chance the characters have a mt'aningfui checJ.. should be m..dt' immediatt'ly.
Rustling of nearby bushes encuunter. TabJ. 56 lists both the frequency 01
lights in the dist;lInce checks ,and I~ dunce that an encounter will
Celestial wonders occur fOf' the most common wikleme55 situa-
Is This [ncounter Nt:cesuryl
Sudden gusts of wind tions. If characters are advmturing In othE"r Any lilm' t he DM
The clatter of a rock fa lhng from the ceil- types of terrain, the OM can use a comparable feels hIS adventurt' is dragging along or that
ing entry from the tablt' orCotn dl'lcrmint' frequen· characters a rC' getti ng over·confidt'nl . he
All of tht'Se ht'lp build atmosphere . Fur- cy and chanct' of encounter himwlf. can dedare a ra ndom encounter. Ukt'wl~ If
thC'rmo re. if these are cleverly mixed with Encoun ter Cha ne..: This lists the number hefl.'t'lsthat a random encounter would hurt
rea l encounters that begm in simila r ways. or less that must be rolled o n IdlO for an the adventure. he can Ignore ont' that 's
players bt'come attentive and Involved . encounter to occcur. called fo r. Good ludgment and story consid-
Explonng a dark , dank cave when~ hId- Time of Oil)': If an x appt'ars under a spe- erations are more important than , lavish
eous beasts may li ve. with only a g utte r· cific time of day. an encount{'r chKk should devotion to procedu~ .
ing torch, s hould ~ a nervous and scary be made , This does not ensure an encounter.
event. Adding - fak." random encounters II only requires the ched for one.
WIll give players some Idea of the unct'r- The chance of haVing an encounter can be
[ncounter Sl~e

tainty theIr charactusexperience . If noth · modified by several factors Fort'm05t of If the OM decides
."g else. this kind of encounter will glvl' these is population density. The chances of that. yes. thIS encountt'r shou ld happen . he

T.. ble 56: FREQUENCY & CHANCE OF W ILDERNESS ENCOUNTERS


EncO ll nter T ime of Dill'
Te rrl1i n T ype Ch;lInc" 7· 10 a.m. 11 a.m.·2 p .m. J·6 p. m. 7·1 0 p. m . 11 p . m .·2 •. m . 3-6 a.m.
Plain 1 , , ,
Scrub b
For"t 2 , , , , , ,
Ot'St'rt , , ,
Hill,
1
• , , ,
M._o~{\Ja I_
,•
1lS J
S wamp 4 , , , , •
Jungle J , , • , ,
Octan , •
ArcH

101
dett1'minH how m.ny autum or NPCs or not eithl"t group is surprised or, il no sur-
appear. lben- is no quo and ea5y fonnula for Surprise prise occurs, on the type 01 terrain the
this. ~ is lhe best guide. The Mo"· Bd'on.' an encoun- encounter occurs in . Encounter di,stjln(fl
slrous CottlPfl'u/iuttl lists a typi~1 d'ICOUntn- ter begi.ru, a check fo r surpri~ may be nec· for different conditions and terrains jlre list-
size for e~ monster. U~ this as a gui~line, essary. Given the right conditions. it is ed on Table 58.
especially when you'rt: first staning oul as a possible for either side In an encounter to
OM. but don't follow this inflexibly, surprise the other. In es~nce . thl' encountt'r T.blt' 58: ENCOUNTER DISTANCE
When unC1!rtain, use a small encounter. It is just as random for the monsters as il is for
iJ far betler for a random encountn- to be 1'.... the player chilractetJ. Situ. lion or Tt'rr.1ln Range In Feet
ilydefeated by the pbyerwracters than it is As noted in the Play.r. HaPldbook. IU .... Both smups surprised Jd.
for the monstn- to OVflWhelm them. An euy prise is not alwilYs a5SU~ nor is the check One srO"P surprised 4d6
PC victory gives the OM inlormatlon and
experience (so he11 know to i~ase the diffi-
culty of the nn:t encounter) without hanning
always necesary. Light, vtcasive noise.
ilnd other Iypes of prior wamins can cancel
the need for the check. Surpri~ isn'l usually
No surpriw:
Smoke or heavy fOS
Jungle or dense forest
..,.
IdlO x 10
the pby« characte~ and his Qmpalgn. A possible when no form of conceillment is Ught forest 2d6 II 10
crushing PC defeat is alm~ impouible to pos&ible (as in tM case of two ships al sea), Scrub, brush or bush 2dlZ x 10
corroct without obvious manipulation once Ihough darkness. storml, fog, and the likt' Grassland, little cover SdlO x 10
the encounter has begun. do act as conC1!alment. Nighttime or dungeon Umit of sight
As a lways. use common SC!nse when In some cases, one side may be able to
dett'rmining how big an encountt'r Is . surprise Iht' other without the other group In situations where no cover is possible.
Nature providt'Ssome guidelines. Bt'ar thest' having the same opportunity. This is partic· el"lCounters will occur itt the limit of vision
in mind wht'n figuring encounter siu. ularly true when the player c~racten are unleu special circumstances dictate olher-
Many p~tors , t'SPKially those that usinl 1;l.ntems or 10rc:hH and tht' monsters wise.
hunt by night , are solitary c~atufU . A noc· a~ not . Seein, the light, 1M. monste.n can While it is po5&ible to spot another group
tumal fantasy creaturt' might show up try to sneak closer and let 1M jump on tht' at quite a diSlanct', the characters or crea·
jllone, as ~Il. player characlen. tures may not be able to identify them
Of the prt'<!jltors that hunt by daylight, When m;lking a surprise roll. there are Immediately. The observalion ranges given
somt' work ;llont' whilt' others cooper;ltt' in many factors Ihal can increa..w or decrease in the Player's Handbook may rtqui~ crea·
groups of two o r three . One or two will the chance of surpri~. Somt' of thest' a~ turH to close in order to make a positive
attack tht' prey from one dir«-lion whilt' 1M very exotic or very particular to a situjltion. idt'ntiflcation .
others wait for it to be nus ht'<! towards but others can be antid palt'<! . The mort'
them. Such hunters are usually stronger and common modifiers an.' listed on Table 57. By
faster than thotir prey. Apin, fanl;uy cru- comparing other situations to thew modi-
Encounter Reactions
turH nn follow this pjlttem . fiers, the OM has a guideline for makins Once the el"lCounter
Smaller prt'd.1tors sometimes hunl in approprialt' adjustments. is set and the OM is ready to rol~p lay lhe
packs 015 to 12, attempting to surround jlnd situation, he needs to know how the NPCs
harry a chosen vk1im, Herbivorous imimals or monsters will re4lct. The neatures should
tend to fjIVor herds and the company of oth- Encounter Distance ""act in the manner the OM thinks is most
ers. OminvorH live in s maller groups jlnd Once an encounlt'r appropriate to the situation .
often hjlve older mt'mbers Ihilt act jill occurs, it is necessary to know the range at If the player characters charge a band of
guards. All of lhest' factoN can playa part which tht' creatures might first be noticed . randomly encounte~ ores with weapon.
in the liu of a siven encounter. This distance is dependent fin.1 on whether drawn, Iht' DM can easily say. ~t'y snarl
and leap to the defenw'" Selection of the
T. ble 57: SU RPRISE MO DIFIERS reaction bjlsed on Iht' situation ensu res
r .. tional behavior and avoids 1M illogical
Gro up's results that random die roUs can often slve.
Other piuty is: Modifier However, there are timn when the OM
Silenced -2 doesn't have a clue about what thot mon5lefl
Invisible -2 will do. This is not a dis.aster-it's not even
Distinctive odor (smoke. powerful stench, etc.) +, all that unusual. When this happens. the
Every 1Q membfts +1 OM can r.. ndomly determine an encounter
Camounaged -1 to - 3 reaction by roU ing for a result on Table 59.
PC P;l rty is: To use the table, roll2dlO and add the num-
Aeeing -2

-.
betJ on the two dice. Increase or decrease
In poor light -1 this number by any modifiers in thecreatur«
In ilarknes. description or the morale modifiers (~
Panicked
Anticipating attack'
-,
+ 2
Table 50 In Chjlpter 9: Combat).

Suspicious· +2 Usln, the column that most closely


Conditions are: matches the beh;lvior of the player charote-
Ra~y -1 ters, find lhe entry listed for modified die
HeaD. foa - 2 roll. TM: result il it leneral indication of
Extremely.till +2 how lhe creatures will ~act . This r«acllon
• A pjlrty anticipates attack when they have good cause to suspect immediate danger and must be interprt'lt'<! by the OM to fit the sit·
know the likely st'neral direction of an attack. A suspicious p;lrty is o nto that has grounds to uation .
believe ;lnother group might Iry 10 make a hostile move again~ them .

101
Table 59: ENCOUNTER RfAcnONS The Enc.ounter Is Too Dllflcult
Player Char.cte" aft;, TM OM ha, acd-
Ind{f£erent Hostile dentiillly pilled his player chiilracters against
2 .. a group of cnatures too powerful for them.
3 so much 10 that the player characters are
4 doomed . To fix things, the OM can have the
5 monstus nee in inexpliubk ~nic; seaetly
low« tMir hit points. dlow the playv char-
acters 10 hit or inOk! more damage than
they really should; have the ~onsters mi.
9 _____ lndiHerent Indil£umt on attacks when they actually hit; have the
10-' ~t 1 Cteollures m.Jke grev10us mistakes in strolt-
egy (like ignoring the- thief movinS in to
12 slrike from behind).

The Enc.ounter G.ve Aw.'1


Too Much Tre.uure

... Tli U_ .....


I.

-
17 Th~a trn.ing Thnatming Hostile Ha&tlk Sometimes the OM
18 0iI!Ji discovers his rolndom encounters gave awolY
HooIilo 100 much treasure. In this case, he can holve
20 Hostile Hostik Hostile Hostile more monslers of 1M same or more powv-
ful type appear on lhe 5Ct1'le. (The Am
group atole the treasure and these fellows
want II back; or lhe first w~ CMl")'ing lhe
Within lhHe: broad guidelines, a large Of course, a OM should nevet' ust a ~ac­ tribe's treilSUry 10 safe-keeping; or the new
number of lpeclflc reactions are possible. lion he can't justify, If the OM can't see any group has been trailing the Ant 10 rob them,
FUSh!: Avoidance, panic, terror, or sur- reason for an evil efreeli to surrender 10 the and now takes a very dim view oIlhe char-
render. chart,lng player characters, It shouldn't, acters getting all the 1001,) i n many ways
Friendly: Kind, helpful, condliatory, or The table is meant to be iiln aid to the OM. thili is like those westerns where everyone
simply non-agsrftIive, not an absolute deci5ion-maker. winds up figh lirll; over the sold . In thi. nSf:,
Indil(ennt: Neutral. bo~ , business- the moraters don't want 10 annihilate lhe
like, uncona:med, unimpt'f:SS4."d, or simply plolyer characters so much as get: tM loot
oblivious.
FIxing Things In Play
and run.
Ca ullo us: Suspicious. wary, dubious, Sometimes. for all
~ranoid , luarded. untru5ting. or mildly tM good intentions oithe OM. encounters
conciliatory, don't work out right . ColTKting probkms The Enc:ouncer W.u Too W'1
Threltenlns: B<nSlful. br.tvado. bluste..... in play can be d ifficult . but there are timft h long as the lrea-
ina. intimidating.. short-tempered. or bluff- when it's unavoidable. H«e are lOme tricks .ure the characters earned was not exces-
Ing. you can use, , Ive, this Is not a problem . The OM can
Hosllle: Irritable, hot-tempered. aggrH- oIiwol}'l make things tougher for them In the
sive. or violent , next encounter,

10)
Of illl the Ihir\g5 the OM does-judging (ra«s the player characters commonly deal highly speclaliud trainit\Jl;. These are the
combals. interpreting the actions of the with). The range of reactions in a monster men and women whose work fortrui the base
player c harac ters, c reating adve ntures. encounter is generally less than in a full upon which civilized life is built .
assigning experience-of all the things he Nrc encounter. Expert hlrelltlgt are those whose training
can possibly do, nothing is more important The OM h~ 10 think of himseJl as a mas- is specialized . This group includes crafts-
to the AO&:oe game than the Cl't'ation and ter actor, quick~ange art i.t, and Imprn-- men. UgH, spies, assassins, alchemists, a ni-
handling of non-player characters (NPC.). . ionist. Each NPC Is a different role or part mal IrOliners, and the like . Since not
Without non-player characters, the AO&:O the OM must quickly a55ume. While this eVl!ryone il trained in these skills. few
game is nothing, an empty limbo. The may be diffirult at first , practice makes the experts an~ available for hire, and thest few
AO&:O game is a role-pJayi ng game, and for task m\Kh easiu. Each OM develops certain earn more than the common hireling .
the players to role--play, they must have stock characters and learns the personalities Indeed, truly exotic experts (such as spies)
something o r someone f a interact with . of freq uently used NPC •. iilre very rare and extremely 6~si ve .
Thill'. what NPCs are for, to provide the There are many diffe rent altegori" of The skills and abilities of expert hirelings
playe r characters with friends, allies, and Nrc., but the most frequently encountered can be ddennined by using the optional
villains. Without these, role-playing would are common, everyday folk. Player charac- proficiency system given In the Player'$
be very dull. ters deal with innkC!'epers. stablers, black- HArtdbook. These ddine the limits of an
An NPC is any person or creature the smiths, mlnstnls, watchmen, petty nobles, expert's ability and. In general. the time
player characters must deal with and that a nd others, many of whom c.m be needed to exercise many crafts.
the OM has to role-play. The player charac- employed b y player characters. The5f:
tets must deal with a trap, but the OM NPCs are grouped together as hirdings.
Medlev... OuuJUidons
doesn't role--play a trap. It's not an NPC. A
charging dragon is an NPC- the OM acts Common and ex-
out the part of the dragon and tM players
Hirelings pert hirelings ilfe listed on Table 60. This
decide how their characters arc going 10 There are th ree table. organized al phabetically, lists a nd
react to il. There are times when Ihe OM', types of hirelings: common, experts, and describes common medieval occupations.
role--playing choices are .imple (run away o r soldiers. Common hirelings form the vast Explanations a~ p rovided for the more
charge). but orten the OM'. roles are quite majority of any population, particularl y in obscure or unusual professions below. This
challenging. an agricultural community. list provides colorful titles and unusual
For convenience. N PC encounters are Common hirelings a re farmers, millers. occupations to make your ordinary hire-
generally divided into two broad catego- innkeepers, porlers, and the like. W hile lings more interesti ng.
ries: monsters (those living thi ngs that some of these professions require special
aren't player character races) and full NPC. knowledge, they don't, as a rule. require

'04
Table 60: NPC PROfESSIONS Retcher: An arrowmaker Plasterer: A specialist in pla.stering
Forester: An officiill responsible for the Ploughman : A worker of the field
Apot heca ry : A chemist , druggist , or
lord's woodlands Porter: A hauler of goods
phannacist
Fuller: A felt-maker Potter: A make.r of metal or, alternative-
Architect
Furrier: A tailor of fur garments ly. clay pots
Armorer
Gardener Poulterer: A dealer of chickens or other
Arrowsmith : A maker of arrowheads Gem-culler: A jeweler SpecialiZing In fo nns of pouhry
Assassin : A IdUer for hire
gemstones Pursemaker
Astrologer: A reader of stars and fales
Glider: A craftsman of gilt gold and sil- Quarrier: One who digs and cuts . tone
Baker
vo< Saddler: A maker of saddles
Barber: A surgeon, bloodletter, dentist.
Girdler: A maker of belts and girdles Sage: A scholar
and haircutter G lassblower: A maker of items made of Sililor
Barrister: A lawyer or one who pleads gI.g Saucemaker: A cook who specializes in
the case of another before a noble's court
Glazier: One who cuts ilnd sets glass preparing sauces
a.s."
Bellfounder: A casler of bells
G lover: A milker of gloves Scribe: A secretary or one who ca.n write
Goldbeiller: A maker of gold foil ScriveneT: A copyist
BlacKsmith
Goldsmith : A leweler who wo rKs with SeilmstrHS : O ne whose occupation il
Bloomer: A man who works an iron-
gold sewing
smelting forge
G rocer: A wholesaler, pilrlicularl y of Sheannan: A man who trims the loose
Bladesmith : A smith who specialius in
everyday items wool from the doth to finish it
sword blades
Groom : A man wh.o tends horses Sheather: A maker of scabbards and
Bookbinder: A maker of booKs
Haberdasher : A me.rchanl of small knife s.heaths
Bowyer: A maker of bows
notions, thread, and needlt'S Shepherd
Brazier: A smith who works in brilu ,
Harpmaker Shipwright : A builder of ships and boats
sometimes a traveling workman
Brewer: A milker of ales, bitters, slouls, Haller: One who makes hats Skinner: A butcher who prepares hides
Herald: A courtier s.killed in etiquette for tilnning
and beer
and hera.ldry Soapmaker
Bricklayer: A laborer who builds walls
Herbalist : A practitioner of herbal cures Spurrier: A maker of spurs
and buildifl8l
Hewer: One who digs cNI o r other min- Spy
Butcher
erals Swineherd : A keq>er of pigs
Carpenter
Homer: A worker of hom Tailor
Carrier: One who hauls messages or
Hosier: A maker of hose and prieN Tanner: A leather-maker
small goods
Hosteler: An innkeeper Teamster: A hauler of goods by wagon or
Cilrter: A tealT\$ler, a hiluler of goods
Interpreter: A translator cart
Cartwright: A builder of wagons and
Ironmonger: A dealer, not milker, of Tilemilker
carts
ironwork Tinker : A traveling cra.ftsmiln who
Carver: A sculptor in wood
Joiner: A ca.binet or fumilure--maker repairs tin pots and similar items
Chandler: A maker of candles
Knife-grinder: A sharpener of knives Tinne.r: A tin miner
Chapman: A traveling peddler who nor-
mally frequents small villages Laundress Trilpper
C hurl : A freedman farmer of some Laborer Vintner: A maker of wines
La.toner: A brass-worker Waller: A mason who sets stones and
wealth
J...eech: A non-clerical doctor brick for walls
Clerk : A scribe who generally handlt'S
busin~ accounts
Limeburner: A maker of lime for mortar Waterleilder: A wa ter hauler
Clockmaker Limner: A pilinler Weaver: One who makes fabric
Cobbler: A mender of old shoes Linkboy : A lantern- o r lorch-bearer Wheelwright : One who makes and
Locksmith repairs wh~s
Collier: A burner of cha.rcoa.1 for smelt-
LU Ie.maker Wiredra.wer: A maker of wire
ing
Coppersmith: A copper worker Marbler: A cutter and carver of marble Woocitumer : A lilthe-worker
Cook Mason : A worker in building stone,
brick, and plaster The list above Is by no means complete.
Cooper: A barrdmaker
Cordwainer: A shoemaker Mercer: A doth deiller Medlevill occupations were highly special-
Messenger ized . A man might spend a ll his life working
Cutler: A maker of knivt'S and silvu-
w ....
Miller: One who operates a. gra.in mill as a miner of iron and be considered to ha.ve
Miner a very differen t occupation from iI miner of
Dragoman : An official interpreter or
guide Minstrel tin. Research in iI local library will probably
Minter: A make.r of coins yield more such distinctions and even more
Draper: A cloth merchant
Dyer: One who dyt'S clothing Nailsmith: A smilh specializ.ing in nail, occupationl .
Embroiderer: A needleworker who deco- Navigiltor : One . killed in the ilrll of
direction-finding and navig.ation
ratt'S fabric with intricate designs of thread
Enameler : A jeweler specializing in Needler: A person who makt'S sewing
enamel work needles
Engraver: A leweler spc!Cia.liz.ing in deco- <Rgilnmaker
rative engra.ving Pa.in ter
Fa.rrier: A maker of horseshoes Parchment-maker
Fishermiln Pa.viour: A mason specialized in paving
Fishmonger: A fish dealer streets
Pewterer: One who works pewter

'05
ma y make the job partkularly difficult or Spies
The AssassIn, the Spy, ea5y. KInas, emperon. high priesLJ, and Whi le lell repre-
other important officials tmd .to be v~ hensible (perhap') than uASIinl, spies
and the Sage cautiouS and well-protected . Wtzards, WIth involve many of the same risks and prob-
Th.rft Vtpertl , the wi64!. mil-skil-I pr«autions, can ~ virtult;lI,y lems. Flnt and foremost , a spy, even more
assassin, spy. and Ngt, requl~ ,pKialtrut· impossible to assassinate! Devae speaHc th .. n an il-SAssln, il inhe~tly un!:TUsl-
menl . Each oIlMs.t, unlike other hirelinp, NPC precautions be:fore you know the worthy. Spying involves bre:.. klng .. !:TUl t .
can affect the direction and content of an aS5i1-S5ln's plans. A spy, unlike a scout, actively telns a
on-soing adventure. Used carefully and Wlurds m.. ke use of mAgic moulh , group in o,der to betr.. y it. A pf:1"IOf\ who
sp;uing,ly, theM thr~ are valuable OM t~b AlArm, explosive nmes, and other tnp can so Slibly betr.. y one group could quite
to crt.. !e and .hape stories in a (oleo-plaYing spells. Priests often rely on divination- euily belJ'~y another". his employu per-
campaign. oriented items to fol'ftee the inle:ntions of haps. While some spies may be nobly moti-
olhen. Both couk! have eJ(tril--dimensional vated , these fellows .. re few .. nd fa'
or other-planar !lerv .. nts and guardl. They between , Furthermorc, there is no way 10 be
ASSASSlns may abo h.. ve precautions to foil common sure of the trultworthineN of 1M spy. It is a
AllaJsination i . lpells l uch as ESP. clAirvoYAn,., and delft" paradox lhat the better the spy is, the leN he
not a discrfft occupation perse, but a rep~ mAgic. Kings, princes, .. nd other nobles can be. tl'Ulted. Good spies are 1'I\Uter liars
hen,ible mind-'Sd . The assassin requirH no have: the benefit of both m<ll3ical and clerical and ~ven evm less trustworthy than
special skills, though fighting. su!:~lth , and prolection in addition to a h05t of possibly b ..d spies (who tend to get caught anyway).
even magic are useful. All that IS really f.lnatlcally loyal bodyguards. If the victim In rol~playin" spiel creale many of the
needed to be an assassin is lhe desire and the h ... adv .. nce warning or sUl pects an same problems as asusslns. Fint , in allow,
opportunity. attempt, further pr«iIIUlions ma,y be: \~en, ing pl .. yer char~cters to hire Ipin, the OM il
HlrinS an Auanln: When 11 player char- and the job c.. n become even more: diffIcult . throwins aw .. y a perfectly 800d rol~
acter hires an ~ssin (which is nol a 8~ The Plan: After you have decided (teerd- playing adve:nturel Hning the char..cten
or lawful act). he is taking a chance. Then! ~ Iy) what preautioN .. re: reason.able, have do tN-lr own spying can lead to all mil-nM1"
virtually no way to a5$Un! on~f of the reb- the pl.. yer describe the plan he thinks would of intereslin& possibilities.
ability and d~dability of such it person. work best . This can be simple or involved, Even if NpC spies art aJlow«I. there is still
AnYOM willirt8 to make a business 0\11 of dependinS on the cunning of the player. the problem of success. Many variables
murder is not likely to hiIVe a high dqrft of This lJ the plan the assassin, not the player should be considered: What pre:c"Ulioru
morals of any t)'pt. Clearly, thit is iI case of character, will use, therefore the player can apinst spiel Nve been taken1 How ~ or
81d. 1M bU)"f'f ~arel" presume lOme resourcn not available to the sea-et is the infonnation the chuacttt 15 trying
Once a character has hirtd an assassin, it player chil-r2Icter. However, you must decide. to learnl How talented is the NPC spyl How
Is up to the OM to determine the SUCCftl of
the deoed . There a~ no simple tabln or for-
mulae 10 be followtd .
.,.....
if these rnources are. re ..sonable and tl"\lly

For ex.. mple, If the pl.. yer says the alAS-


formklable is the NPC being tpied uponl
In the. end, the. rule to use when judsins a
Spy's I UC(HI is Ihat of dr .. m .. tiC dfect . If
Consider the Inlended victim: Auauina- sin has a m.. p 01 the castle, you mUit tell hi,:" the spy'. inform .. lion will create .. n exdt-
lion attempts by one player c haract~r if this is reason .. ble (and. unless the victim II ing adventure for the player ch~racten
against another shouLd not be allo,;ed . This extremely &eeretjve and paranoid, It il). A without destroying the work the OM has
type of behavior only leads to bll t~HS. plan involvins" thousand men or an 16th- put into the campaign world, It is best for
bickerins. and a.ngv among the playen. level thief is not reasonable. The pl.. yer the spy to succeed.
NPC _sponsored assassination attempt. characrer hasn't hired an entire arsenal1 If the spy's information will short-circuit
against plil-}'ft' char21cten should ~ used RnaJly, compare: wh.. t you know of the a well-prep&red ..dvmture or force the OM
sparingly, and then only as plot motlvaton. precautions 10 the plan and the SU<:.aSl or to re:work v ..st sections of the campaign
not as punishment or player control• . Any failure will usually become clear. Ulti- world, the IPY should nol IUCCft(I . Rnally,
time a player character is targeted. role--play mately, the OM should not allow assassinil-- Ihe spy nn .. ppe... r to succeed while, actu-
the encountrr fairly - give the PC a chance. tiOM to succeed if he doesn't want t.he.m to ally, lailing- evm if he does return wilh
If the intended victim is an NPC. the OM , U<a<dl information, it m.. y not be wholly accur<lte.
should decide the ef(e<:1 of the assassLnil-lion In genual, allowing player charillcten to It may be llightly off or wildly inaccufitte.
on his game. SomctimH. player ~r2Ictef"l hire aS$alssinl should not be encouraged. The lin.al decilion about the accuracy of a
do tht'Se things out of spite. At other limn Hirin3 an NPC to kill even .. horrible vill.. in Spy'. information should be based on what
the deed mil-Y be motivated by simple greed . dde .. ts the purpose of heroic role-pla ying. If will ma.ke fOf the best adventun! for the
Neither of thne i. a particularly SGOd
motive 10 encourage in a campaign .
If the death of the NPC would result In a
malor reworking of the ~ampaign .for no
SGOd rusan. consider seriously the .dea of
the playu char21cteB can't a«omplish the
deoed, why should they be allowed to hire
NPClto do the same thinSl
Ovenae of assaSSiN can oftm result 11'1
bitter ferlinss and outright feudins- pla yer
.....
pl.. yer char..cters.

Unlike otMt- expe.rt


hire:linp. 1<II3e1 are: experts in .. sinsle fieLd of
making the attempt fail. If the death of the 'IS. plil-yer or pl .. yer V5 . OM . Neither ~f ..c.Klemic study. They are most useful 10
NPC would allow the player characten to these. is fun or he.. lthy for . same. Finally, It pl .. yer char.. cters in anlwering specific
by-pass o r brffu through an adventure: you Is it very risky busine55. Assassinl do get questions, solving riddles, or deciphering
ha ve planned. thm II's not a soo<l Idea . caught ,nd gmerally have no compunctioN ancient lore. They are: normally hired on a
Don'I lust tell the players, ~Oh , that'd be about confnsing who their employer ii, one-shol basiS, to answer .. single question
bad lor the Same so you can't even t.ry to On« the target learns thil, the playu- ch.. r- or provide guidance. for .. specific problem.
knock that &\lYon: Work the attempt-and acter will hillve a very dangeroul life. Then A sage's knowledse can be in any area tl»:1
its failure: - into the storyline . lhe pl.. yer character can diJeover the toy fitt wi thin the limits of the campaign. TypI-
PrKautions:: If you decide the attempt is and excitement of h.. ving assassins looklns cal sage areas are listed on Table 61 .
lesitimate, cOMider the precautions the for him I
intended NPC victim normally takes . Thne

106
Tlble 61: FIELDS OF STUDY tM Valley of Terrorr). or aactin, (~Does
the medusa Erinxyes live in the. Valley of
Study f~uency Abilities I.nd Umltltlons
TelTor7~ ) . The precision of the question
Ak~y 10 .. Can attempt to brnv poilO'" and add. modifl61he chanee of receivin8 an accurate
Architecture 5 .. Specific:: riO!: only (human. elf, etc.) answer. Precision modirlers are listed on
Art 20 .. Specific race only {!Iuman. elr. et~ Table 61.
Astrology 10" Navigation, astrology profldencift II a qUeition is particularly compleJC, the
Astronomy 20" Navigation, ~tronomy proficiendes OM can divide it into several parts, each
Botany 25 .. ~ul rlng a separate roll . Thus. a sage In;!Iy
Cart .... ph, 10 .. only know p;llrt of the inlonnatlon needed.
Chemi.try 5 .. Can aUanpt to ~ poUoN and adds Thil can be very good for the Itory. espe-
Cryptoarilphy 5" dally If some key piKe of infonnation il ld"t
Engi~
Folklo re
30 ..
OM rKe/ region only
00'.
The rftOurc:es ~uJred by a Nge can be
25"
Genealogy 25 ... One r.Ja: / reg.ion only formidable , At the very least. a sase mlat
Ceosraphy 10 .. h;llve "CCHI 10 a library of considerable si.ze
G.oI08Y 15 .. Mining proficiency 10 complete his work . He is not a walking
Henldry 30 .. encyclopedia. able to spout facts on co m ~
Hillory 30 .. One race / region only mand . A Iilse answers questiON by having
languages 40 .. One la"8uage group only the right retOurCH at hand .nd knowing
Law 35 .. how 10 us.e them . Thesize;llnd qualilY of the
zo ..
...
MAlherNltia sage's library affect his chana: of giv1na a
""'lei..
"I..""',....
10 ..
One'plane (Innn or aulet') only
COfTKl answer.
This library can belong to the sage or an
MeteorolOJY 20 .. be part of iIn inllitulion. Monasteries and
Music 30 .. One race only uni~rsities Iypically maintained Iibrariel in
Myconology ZO .. Knowltdge of fungi medieval times. If a person;llilibrary. it must
Ocunosraphy
PhiJOIOphy
15"
25 .. One Taa: onl y
be al least 200 square feet of rare and eJCotic
manuscripts. gmerally no less lhan 1.000gp
Phy.kI 10 .. per book . If the library is connected with an
Sociology 40 .. O ne rilO!: or region only institution. the sage (or his employer ) will
Theology 25" One region only be eJCpected to make appropriate payl"Mnll
Zoology ZO ... o r tithes for its UR. Expenses In the rilnge 01
1.000 gp a day could be levied asalnst the
characte.r. Of course.. a sage can l!templ to
frequency is the chan« of findi"8" lage whal is best for Ihe slory must be bome in answer a question with little or no IIbfilry.
with that partiadar .kill in a larse dty- a miMI . but his chanc.1II!I of setting the ri&hl ~r
university lown or provinci;!ll apital, ;!It Lf the plilyer cnarilcten .imply can't pro- will be reducrd a. sivm on Table 62 .
least . NonnaJly. sases do not reside in ,mall ceed with the ;IIdventure w ithout this SIg6 need time to fi nd answef5. some-
vilLa.ges or well aW;lly from population cen~ an!rWer. then Ihe sage knows the answer. If times more U~ than;ll player cwacler can
ten. They require contact with travelers the answ~r will reward clever players (for affo rd . Player characters can attempt to
;lind ac«S5 to libraries In order to gain tMir thinking to hire a sage. for example) and Nsh a sage in his work, b ut only a t the risk
information. Roll fo r frequency only when will not destroy the adven tu re. t hen the sage of a wrong answe r. The nonnal length of
you ca n'l decide if such a sage is presenl . JU may know all or part of the answer. If time depends on the nat ure of the question
always. consider lhe dramatic effece. Will anliwering the question will complelely and iJ listed on Table 63. Player chanclers
the serviCft of a SOIge further the story In unbalance the adventure, the sage doesn't can rtduce: the sage's lime by OM calegory
50me exdtlng w;lly7 know the answer, on this table. but lhe chance: that the sage',
Abilities ."d limitlUons define specific Of course. there Me times It Is impossible answer will be incon'eCI or nOI aVIUable
limitations or Nits Mfects. If this column is 10 tell the effect of knowing or not knowing grows. That modifiers an! also listed on
blank. the Nge'l knowledge bi generally IOmething. In Ihil cue. the sage's answer Table 62.
thorough on all aspeds of 1M topic. On. an be dete.rmined by a proficiency check.
raCtI only mUM the sase can aruwer quno modilitd by the nalure of the question. The Tlb~ 62: SAGE MODlAERS
lions that deal with a particular race. 0,.. OM can deckle the lise'S ;IIbility or use the
Su«as
regioll Oll/Y limits his knowledge to a s~ follOW ing standard : Sage ability i. equal to
d/le area-a kingdom or provinet'o The size J4 plus ld6 (this faclOrs in hi. proficiency Chance
oi lhe an!;II depends on the campaign . 01lt' Situation Penilly
and nonnal ability scoret).
plall. limils the sage to the study o( crea- If the proficiency check i. p;llssed (the QUHtlon II!
turet, condition. , and workinS' of a single number required. or leu. on IdlO). the lage General o
t'.Idra.dimensional plane . Where no limlta ~ provides an answer, Ii a die roll of 20 is Sped(;c -2
lions are &i'llen. the sage is only limited by
the current .Ia te of that sd~ or art In
made, the pge comet up whh an incorrect
aMwer. The OM should create an Incorrect
Exacting
Ubrary .II:
-,
you r campaisn . answer that will be believable and consist- Complete o
Whit d Oft I Jlse kno w? A SOIge's abUHy ent with whilt Ihe players alre;lldy know Partlal -2
can be handled In one 01 two ways. First . about the adventure. Non-t')tiSient
since the OM must answer the question any-
w;llY. he can .imply decide if the sage knows
QuestloRli sho uld ~ cltesorized ;!IS gel1~
eral ("What tyPt'i of beiJst.live in the Valley
Rushed -,-6
the anlllwt'r. As usual . the considera tion oi of Terror7"J, specific ("Do medusae live in

107
Table 63: RESEARCH TIMES types is goins to depend on lhe nature oEthe ried an arsenal o( ~apons- medium lance.
campilign and the OM's wishes. As a guide- 10nj; sword. scimitar. warhammer. and a
T)'pt' of TIm. line. ho~ver. no commander (such as the brace of pistols <allhoush the latter won't
Qunuon Requl~
knighl of a ca.s:tie) should have more thiln normally appear in an AO&-o- game).
C..... I Id6 hou",
one or two exceptional (I.e .• different from Cavalry, IlSht: These are skirmishers
Specific Id6 days whose roie In combat is 10 to gallop in
his own race) un.i1J under his command.
E.uctinj; 3dlO days Arche.r: This is a footsoldler. typica.lly quickly. make: a sudden attack, and set
ilrm«!: with a short bow. arrows. short away before they can be attacked in toJU.
Soldiers sword, and luther armor. In history. They are also used as scouts and foragers,
archefi were known to operate as light and to Kreen advances and retreats. They
Soldiers an the lut carry a wide variety of weapons, sometimes
infantry when necasary. but this was far
group of hlnlings. In a 5t'f\Se, they an from universal. Highland Scots carried including a missile weapon. Their armor is
expert hill!lings sldlled in the tdence of war-
bows. arrows. two-hilnded swords. and non-e:xistent or very light- padded leathers
fan (or at least so player cNiracters hope).
shields. but no annof. Turk.ish janissaries and shields. Speed is their main 5tnngth . In
However, unlike mosl experts, their liva were elite troops armed with bow and scimi- many ways they ate indislingulsNible (rom
aft' forfeit if their skills Me below par. tar. but unarmored. Byzantine psilos car- mounted bowmen and often come from the
Because of t.his, they require spedal Inat-
ried composite short bows. hand axn, a nd. Nme groups 01 people.
menl. In hindsight , many a deposed tyrim!
if lucky. chain or scale armor. A Ve:netian The stradiotii of the Italian Wan were
wishes he'd treated his soldiers better! Some Jtradiot archer (ofte:n found on ships) nor- unarmored and fought with javeliN . ube.r.
of the diff~~t types of soldiers characters and shield. Husaan were armed with scimi-
mally had a short bow. lon8 IwOrd. and
can hire or encounter are lilted on Table 64 .
banded annor. tar and lance. Byzantine trapezitOl carried
ArtiUerill: These troops are more apedal- aimllar weapons. but wore padded armor
T.ble 64: MIUTARY OCCUPATIONS
ists than regular soldier"S. Since their duty Is and carried a medium shield. Turkish sipa-
Monlhly to work and service heavy Ciiltapults and his. noted light cavalrymen, carried a wide
W... siege equipment. IMy don't normally enter variety of weapons. usually a sword. mace.
into combat . They dress and oulfit them- lance. short bow, and small shield .

""-'' -_ _ _-,-!IP
'"
'"
selves as they please. Artillemt, Itay with
their equipment, which Is found in the siege
ClYiIILry, medium: This trooper forms the
backbon~ of most mounted (oren- it',
train. cheaper to raise medJum ca.valry than heavy
Bowmen. mounted! 'These. are: normally knlshlS, and the- medium cavalryman packs
uviliy. medium
CiOiibowman, hNvy
'"
6W
'IP
li3ht ca.valry. They carry short bows. a Ions
sword or scimitar. ilnd leather armor.
more punch than light cavalry. They nor-
mally ride unarmored hofSH and wear
ero.bowman. li&ht
Cr<*bowman. mounted '" although armor up 10 chain is sometimes
worn. Historically. m05t mounted bowmen
scale. chain, or banded armor. Typical arml
include I,nce. 10nj; sword. mace. and medi-
Eng; .....
Footman. heavy
'"
lSO", Ciilme from nomadic tribes or areils of vut
plains.
um shield.
A Sood exampl~ of medium ca.valry was
Footman. irregular '"
5", The most famous mounted bowmen Weff the Norman knight with lance, sword. chain
,"
~
man.II8h1 the Mongol horseme:n . who cOMmonly mail. and kite shield. Othen Include the
Footman. millt ... 5 .. anned thrmselvt'S with composite short bow. Burgundian coustillier (brigandine or splint,
Han<lgunn«0 5cimitar. mace. axe. and da@8ef. Some al50 light lance. Ions sword. and daWr). Per-
Longbowman
Marine
'"
·.P carried light lanen. They wore studded
leathers or whatever else they could find. and
sian cavalry (chain mail. medium shield.
mace. leimitar. and short bow), and Uthua-
SaPI'"
Shieldbearer
'"
1 gp
S .p
carried medium shields. Pechenes horsemen
used the composite short bow. hand axe. las-
nlan boyan (lea Ie. medium lance. long
sword. and large: shield).
so. and light lance. and wore scale armor. Croisbowmen. he.. vy: Only ranly used
• Optional Russian troops carried the short bow and by medieval prince. heavy crOlSbowmen
dagger and wore padded armor. are normally usigned to garrison and sl~
Descrlptlons 0' Troop Types C.. nlry. heavy: T he c1it5Sic image. of the
heavy cavalryman is the mounted knight.
dutiet. Each normally has a heavy CJ"()I5-
bow. short sword. and dagger. and wears
A general descrip- Such men are typically armed with heavy cNiin mail . lne services of a shield bearer Is
tion of each troop type is given here. In lance. long sword. and mace. They wear often supplied to each man.
lKkIition. apKific historicill! examples all! plate mail or field plate annor. The horte is Venetian crossbowmen frequently served
also prOVided . More examples can be found a heavy war hol'W and barded. although the on galleys and wore chain or brigandinl'
in books obtainable at a Sood warpme type of barding varies. armor. Genoese men in German servke
shop or at your local library. The more lpe- Examples include the early Byuntine sometimes wore scale armor for even
riMC you make your soldier descriptions. the kalaphract05. anned with medium lance. greate.r protection.
mon detaJI and color ca.n be added to .. fan- Ions sword, banded annor. and , large Cronbowmen, Usht: Light crossbow-
tuy campaisn . shield . They rode heavy war horses fitted men are favored by some commanders.
Clearly. though. this U a fantasy same. with scale bardina. The French Compqnies replacing regular archers In many armies.
No mention is made in these rules of the VilSt d'Ordonnance fitted with heavy lance. Ions The crossbow requires kss trainins than lhe
numbers of slranse and bizarre troops that sword. mace. and (ull plate on chain or bow. and is euler to handle. maldng these
might guard a cutle or appear on a battle- plate barded horses were classic knighls of soldiers cheaper in the long run to maintain .
field . It is assumed that all the troop Iypes lhe late medin-al period. Each m,n normally hu a Ught crossbow,
described here are human . Units of In other lands, the Polish hUS$;lr was a short sword, and dagger. Usually they do
dwarves, elvn. and more are certainly pos- dashinj; sight with his liger-tkin cloak flut - not wear armor. Crossbow men fight hand-
sible. but they are not nadily available as tering in the charge. He wore plate mail to-hand only to save the:mselves and will
hinlings. The opportunity to employ these armor and rode an unbatded horte but car- faU back or f1H from attackers.
108
Italian crossbowme.n commonly wore. Footm. n" light: The bulk of infantry tend
padded armor and carried a long sword, to be light footmen . Such units are cheap to
Employing Hirelings
buckler, and light crossbow. Burgundians raise and train . Most come from the lower Whether seeking
wore a light coot of chain and carried no claSSH. They are distinsuished from Irregu- everyday workers or rare experts, the meth·
weapons other than their crossbows. Grtek lar infantry by a (barely) greater degree of ods Pes use for employins hirelings are gen-
crossbowmen carried a variety of weapons discipline. Arms and armor are often the erally the same. BaSically, a player character
Including crossbow, sword, ilnd spear or same as irregulars. adverti56 his needs and seeks out the rec-
javelin. Typical of light infantry were Swiss and ommendations 01 others. Given enoush no-
Crossbowmen" mounted: When possible, German pikemen (no armor. pike, and short tice. hirelings will then ~k out the player
crossbowmen ilre given hor.;es, for extra m0- swo rd), Spanish sword-and·buckler men character.
bility. All use light crossbows, since heavier (leather ilnnor, short sword, and buckler),
ones annot be cocked on horsWilck. The Byzantine peltastos (padded armor, me- Who Might Be Offended?
horse is unbilrded, and the rider nonnally dium shield, javelins, and sword ), even
When hiring, the
wears little or no armor. M with most light Hindu payaks Ina armor, Sffiilll shieJd, and
first step is to figure out if the player charac-
troops, the mounted croubowman mies on scimitar or club).
ter is going to offend anyone, particularly
speed to whisk him out of danger. An unu- Footmiln" mlliUa: These are townsfolk
t.he ruler of t.he city or town . fe1Jda l lords
sual example of iI mounted crossbowmen and peasants called up to serve. They nor-
have very specific ideas about their land and
was the Guman mer<:(!.nary (plate mail, light mally rail $Omewhere between i~la rs
their property (the latter of which some--
Cf"OI5bow, ilnd long sword). and light infant.ry in equipment and quality.
limes includes the people on his land).
EnsinH r: This profnsion . like thilt of the However, in areas with a long-standing tra-
If the hir~lin.gs are true freedmen , they
artillerist, is highly spKialized, and those dition of military service, militiamen can be
can decide to come and go as they please.
skilled in it are not common soldiers. Engi- quite formidable .
Mon: often, t.he case is that the hirelings are
neers normally supervise siege operations, Some Italian militias were well-«juipped
bound to the fief . They are not slaves, but
both inside and outside. They are rnponsi- with banded or p late mail armor and
they cannot leave the land without the per·
ble for mining c.tstle walls, filling or dr..in- glaives. The Irish -rising-ou t- typically had
mission of their lord .
ing moats, repairing damage, constructing no armor and fought with javelins and long
siege engines, and buildins bridges. Since swords. Byzantine militias were well-
DepopulAte At Your Own RlsIt
their skill, are specialized and rare, engi- organized and often worked as archers
neers command a high wage. Furthermore, (short bow and padded annor) in defense of Depopulating an
engineers upecl rewards for succrssfully city walls. The Saxons' fyrd was supposedly area will get a strong negative reaction from
storming castles and lawns or for repelling composed of the freemen of a district. local officials. If the player charade!" seeks
such attacks. Handgunner: This troop type an be al- only a few hirelings, he is not likely to run
f ootma n, heavy; Depending on the lowed only if the OM approves the use of into difficulty unless he wishes to take them
anny. heavy infantry either forms ils back- arquebuses in the campaign. U they are for- away (i.e., back to his own castle). This type
bone or is virtually non-e)Cistent . Heavy bidden, this troop type doesn't exist. Hand- of poachlng will cm;ainly Cn!at~ trouble.
footme:n normally have chain mail or better gw\I'IefS typically hoIve an arquebus and short If Targash, having established his pala-
armo r, a large shield. and any variety of sword, and wear a wide variety of annol'S. din's castle, needs 300 peasants to work the
weapons. Lo ng bowman; Highly trained and rare, fields, he cannot go into the nearby town
Examples of heavy infantry inclU<k Byz.- these archers an: valuable in battle. They and recruit 300 people without causing a re-
anl.ine skutatoi (scale mail, large shield , are also hard to recruit and expensive to actionl The lord and the town burghers are
spear, and long sword), Norman footmen field . A long bowman typically wears pad- going to consider this tan tamount to whole-
(chain mail, kite shield, and long IWOrd), ded or leather armor and carries a long bow sale kidnapping.
Varangian Guardsmen (chain mail, large with short sword or dirk. Historically. vir- Finally, local officials have this funny
shield , battle axe, Ions sword, and short tually all long bowman were English or way of gelting upset about stranse armies.
sword), late German men-al-anns (plate Welsh, although they freely acted as me~ If Targash comes into town to rilise 300
mail, battle axe, long sword, and dagger), naries throughout Europe. heavy Cilvalry, the local lord i. lure to no-
Flemish pikemen (plate mail, long sword, Sapper: These men, also known as miners ticel No one likes strangen raising armies in
and pike), Italian mercenaries (plate mail, or pioneers, provide the labor for field work their territory. It is, alter all, a threat to their
long sword, g1aive, and dagge r), Irish gal- and siege operations . They are generally un- power.
lowglasses (chain mail, halberd, long der the command of a master engineer. Nor-
sword, and darts), and Polish drabs (chain mally they retreat before combat , but if
mail, scimitar. and halberd). pressed. will fight as light Infantry. They Sec.urtna Permission
Footmen, im!'guiar: These are typically weilr no armor and carry tools (picks, axes, Thus, in at lealt
wild tribesmen with little or no armor and and the like) that can easily double as weap- these th ree l iluiltionl, player characters
virtuillly no discipline. They normally lOin ons. They are usually found with siege would do well to secutf: the cooperation of
an army for loot or to protect their home- trains, baggage trains, and uslle. local officials before they do anything. Such
land . Their weapons vary widely, although ShJeldbure r. This Is a light infantryman cooperation is rarely forthcomins without
most favor some item traditional to their whose job is to carry and !let up shields for some kind of conditions: A noble may re-
people. archers and crossbowmen . Historically, qui re a cash bond before he will agre-e to re-
Examples of irregulars include Viking these shields (or pavises) were even larger lease. those under him: SUilds may demand
berserkers (no armo r, but shield. and battle than a normal large shield . Some required concessions to regulate their craft within the
axe or sword), Scottish Highlanders (often two men to move. From behind this cover, boundaries of the player character's lands:
stripped bare with shield and axe, voulse, the bowman or gunn~r could reload in r~a · dukes and kings mily require treaties or
sword , or spear), Zilporozian cossacks tive safety. If the position was attacked. the even diplomatic maniages; burghers could
Ibare--dlested with a bardiche). or a Hussite shield bearer was expected to Eight as an in- ask for protection or a free charter. Any-
cepnici (padded or no armor, nail . sling, fantryman . For this reason, shieldbearers thing the OM can imagine and negotiate
and scimitilr) . have the same equipment as light infantry. with the player is a possibility.
109
Characters who blurt out that they are ing expef\SH musl come oul of the PC.
flndlnl the Illht People _king to hire a spy or an ay.auin are going pocket , as must any ex«plional items of
Once a character to get mo~ than lusl a rai50fd eyn,row in equipment or dress.
haSRCUJed penniloSion, he can begin iC!arch- reilCtionl Hiring these specialists should be Important hirelings will also expect aifts
ing for the hirelings he needs. If he nftds an adventure In itself. and perhaps offices 10 supplement their
craftslMn with spedfic skills, it is best to For example, Flera the Elf tw: decided she income. Soldiers expect to be ransomed If
work through the guild or loeill iluthorities. needs the services 01 a spy to investigate the captured, to have their equipment replaced
Tht-y COIn milke the nKftSilry arrangements doinp of her ilrchrival. The pl.. yer, Karm, as needed, af\d to receive new mounts for
for the plilyer cNrilcter. Thit illso obviates tells the OM what she int~, selling lhe those lost in combal . All of these extra Mne-
the need 10 role-plilY a genenlly uninterest - devious w~ls of the OM's mind In motion . fill ildd up quickly. Furthermore, most
ins situation. Of cOUJX, guilds generillly The OM plans out a rough adventure and, activities are much more labor-intensive
charge iI fee (or their servkes . when he is ready. tells Karen that her char- when compared to modem lIandards. More
If the character is seeking a large number acter can begjn the search . workers are needed to perform a 8iven lob,
of unsk.iJled men or soldiers, he COin hire a Not knOWlng where to begin (after all, More workers means sreater OVl!ra ll
crier 10 spread the word . (Printing, bting whe~ does one hire a spy1), Fiera lIarllto expenlt'S and lower wages for each individ-
undiscovered or In an infant Ililte, is gener- frequent seamy and unpleasant ba ... , doing ual laborer.
ilUy nol a practical solution .) Fortunately, her best 10 con«al her true Identity. She For example, conlider Targash at hil cas--
criers are easily fou nd and can be hired leaves a lillIe coin with the hostel~rs and tie. He has assembled the offictals, aaft ...
withoul complic4lted searching. Indeed , word of her needs. The OM is ready for Ihil. men , ilnd soldiers he feels he needs to
even young children can be paid (or this He has prepared severill encounters to make maintain his standing and protect his small
pu~. Fiera's search interesting. There are drunk- fief. These break. down as follows:
AI the NrrIe time, the player character en, over-friendly mercenaries, little ferrel-
would bt wise to do his own advertising by faced snitches, dark mysterious , trillngtTS, ZSO light infantry 250 ..
leaving word wilh innkeepetl, stablers, and and venal constables to be dealt with. .so heavy infantry 100 . .
the owners of public houses. Gradually, the Eventually, the OM has severilll NPCs 100 longbowmen BOOOp
OM makes applicants arrive. conlact Fiera. all Interested in the lob . 75 light cavalry 300..,
If the playe-r characttT 15 ~arching for a Unknown to the plillyer (or her character) 15 he..vy CillVaJry 250 ..
fairly common IOrt of hireling- laborers, 1M OM has decided thai one applic<lnl is 1 muter artillerist SO",
most commonly- lhe response il equal to really a spy $Wt by her rival to act as a dou- 10 artillerist! 40 ..
approximately 10 .. of the population in the bie agent! Thus, from a nOI-50-Simple hir- I master engineer lSO . .
am (&iven normal circurrutanas). ing, one adventure has heft, played and the 1 master armorer 100 ..

-
If lhe poIltion being filled is uncommon, potential for mo~ has been created . 5 armoteB 50 ..
lhe response will be about 5 .. of Ihe popu- 1 matter b!.desmith 100 ...
lation. Openings for IOldiefi might get one 5 bladnmiths
or two respondenls in a village of so. In a 1 master bowyer 5 0gp
city of 5,000 it wouldn't be unusual 10 get Once appllco1nts 1 bowyer lOgp
2SO applicants, a rapcdable company. have arrived (and the player has rejected any I master fletcher JOgp
1£ searching for a particular craft or that 5('en1 unsuitable), the Is5uI! of pay must 1 master of the hunt 10 . .
specialist-a blacksmith or armorer, for be negotiated. Fortunatdy, this is somewhat 8 huntsmen 40 ...
instance- the average response isl '110 of the standardized for most occupations. 10 &rooms lDIP
population or less. Thus, in a village of SO, Table 6S lists the amount different trades 20 skilled servants
the character just isn'llikely to find a .milh a nd craftsmen expect unde r normal circum- (baker. cook, etc.) 40SP
in need of employment . In a slightly larger stances. From these, salaries fOf other NIJCs 40 household servants 40gp
village, he might nnd the blacklmith's can be decided. The wases for soldiers, 1 herald 200 ...
apprenticed son willing tu go with him . because of their highly specialized work, o1re 1 ca.tellan 300 ..
Unwual circumstanas . uch as a plague, a listed on Table 64 (page 108).
famine, a despotic tyrant , or a depressed Total l ,9708P
economy, can eilSily alter these percentages. Table 65: COMMON WAGES per month
In these cases, the OM decides what ;, most

...'"
WetkJ y Monthly These costs cover only the wages paid
suitable for hi:!. campaign. Furthermo~ , the
Professio n Wa8e W4I8e these non. player cNracters. It don not
player character can incn!'ase the turnout by
offering special inducnnents- hlghu pay, a.,k include the funds necaNry 10 provide pro-
21P visions. maintain equipml!nt, or expand
greater social statut, or special ~wards . 5, """"""'" 1 ..
Targ.tsh's reJilm (a desire of many ptiilyer
These can increase the base perttnlage by IJbo.... !P lIP characters). Over the course of a year.
I., to 10., of the populalion . Carpentu lOp 5 ..
The whole busine$l becomn much mo~ Groom Tarpsh muSI bring in alleut 35,640 gp lust
2", lIP

-lIP
complicaled when hiring exotic experts- to pay his hirelings.
Huntsman 20p 10SP
sages, spin, assassins. imd the like. Such Ambasaador Considering JI reJisonable I;u: to be one
talents a~ not found in every dty. $.ages live or official SO-lSO gp
gold piece for each person and one or two
only wheTe th~y can continue their studies silver for each head of livestock, Targash
Architect SO.., 200 ..
and whue men of learning are valued. Thut must have 01 considerable number of people
they lend to dwell in STeal cit ies and centers These amounts may seem low, but mOil or ilnlmals within the borden; of his fief or
of culture, thoush Ihey don't always Iftk employers provide olher benefit, 10 their go Into debt! Supplementing one's income
fame and nOlridy Ihere. Making discreet hirelings . Appropriate room and board i. thus becomes a good reason for adventur-
enquiries among the learned and wealthy i, ing. However, l!Vefl pow~l , adventuring
i!xpected fo r all but common laborers and
an effective way to find sages. Other expertl hlgMr officials. Those falling in the middle lords often find them:r.elves forced to bor-
make make a poinl nol to advertise at all . rang~ expect this to be taken ca", of . Tra\lel-
row to maintain their householdl.

110
And these costs don't eve.n begin 10 cover expecting reward, t.rust , kindness, sharing
Role-P1.ylng Henchmen
the salaries demanded by any extremely secrets, and standing by each other in times
rare h i~lings Targash may need. Spies and of trouble Olre all part5 of it . The p layer is
a5la5linl normally demand exorbit ant When a character does tnese things for an responsible for deciding a hench ma n's
wages, 5,000 to 10,000 gold piecu or more. NPC, a bond will develop between them . actions, provided they are in character for
And they a~ in a position to get away with T he OM can allow the player to have more the NPC. This is one of the advantages o(
il . Aside from the (act that not many can do and more control over the NPC, deciding the henchman over the hireling. The OM
their job, they can al50 force an employer 10 actions, role-playing reactions, and devel ~ should only step in when the playet' is abu...
poly through blackmail. The act of hiring o ping a personality. As the player does this, ing or ignoring the personality of the NPC .
must be ~ , not o nly to suc::aed, but to he begiru to think of the Nrc almost as For exa.mple, Fentis, a henchman known
preve.nt the character (rom being emb a r~ another player character. When the player for his sarcastic and somewhat 5elf~ tered
rassed, disgraced, or worse. Woe to the is as conce.med about the welfare o( the view, has been captured along with his mas.-
employer who attempts to che.. t his aMet!"' NPC as he would be for a nonnal plOlyer ter, Orelb the HalOing, by a band of twisted
sinl cha racter, that NPC can be treated as a troils.
Others can also reso rt to such blackmail. henchman . OM (playing the trollsh ~ Ha l My broth-
Mercenaries may refuse to go on campaign ers and I are going to roasl one of you and
until they are properly paid (a tactic used by let the other one gal So, who's going to ha.ng
The Player Takes Over
the condottieri in Italy), Peasantl have bftn from the spitlH
known to revolt. Guilds may withdraw O nce the OM Player ; "Well. u h ... Fenris remembers
their support. Merchants can always trade decides that an NPC is a henchman. he how many limes Drelb has saved his life. He
elsewhere. All o( these ~rve as checks and should make two copies of the NPC's char- volunteers.H
balancts on the uncontrolled power o( any acter sheet , one for himsell and one for the OM ; "Is Orelb telling the tro lls thisl
ruler from local lord to powerful emperor. player. Not every thins need be revealed on Fenris is going to be real upset if he is."
the player's copy-the OM may choose to Player; "No, nol It's just what Fenri.s
conceal alignment, experience point totals, would do .~
Henchmen spedal magkal items, o r character back~ OM ; HSure. He thinks about it and, you
Sooner or later, all ground . However, the player should have know. it doesn't.seem like a real viable solu-
players are: going to discover the value of enoush infonnation to role-play the hench~ tion to the problem . He lean. over to Drelb
henchmen. However, knowing that hench- man adequately. It is hard to run a character and says, 'You always wanted to sweat off a
men are useful and playing them properly properly without such basic infonnation as few pounds. Orelb.-
are just not the same. Misused and abused Strens lh, Intelligence, race, or level. Ide- C lea rl y, there are times when the OM can
henchmen can quickly destroy much of the aily, the player should not have ask the OM. step in and overrule a player decision
fun and challenge of a campolign. "Can my henchman do thisr regarding henchmen. There are things a
As slressed in the Player's Handbook, a Natura.lly, the OM's character sh«t henchman simply will nOI do. The relation~
henchman is more than just a hirding the should have complete information on the ship is supposed to be that of friendship .
player character can boss around . A hench- henchman. Moreover, the OM should also Therefoff, anything that damages a (riend-
man is a PC's friend . confidante. and ally. If include a short descriptio n 01 the henchman ship sours a henchman . The OM should
Ihis aspect of the NPC is not stres5ed and in appearance, habits, peculiaritits, person- think about those things he would never uk
played well, the henchman quickly becomes ality, and background . The lasl two are par~ of a friend o r have a so-<alled friend ask of
nothing more than a cardboard character, licuIa r important . him . If it would ruin one of his own friend-
depriving the OM of a tool he can use to cre- Establishing the personality of the hench- ships, it will do the same In the game .
ate a complete role-playing experience. For man allows the OM to say ~ No. your hench- For example, henchmen don't give useful
the OM , a henchman is just that-a 1001, a man refuses to do Ihat ,H with reason. The magical items to player characters. don't
way of creating an exciting story for the astute player will pick up on this and begin sland by quietly while others take all the
player characters. playing the henchman appropriately. credit, don't take the blame for things they
A little background allows the OM to didn't do, and do n't let themselves be
An NrC kcomes a Henchman build adventu res that grow out of the cheated. Anyone who tries 10 do this50rI 01
henchman's past . An evil stranger ma y thina is clearly not a friend.
There is no set time come hunting for him; his father may leave Henchmen d on't, as a rule, go on adven-
at which a player character acquires a him a mysterious inheritance; his wife (or tures without their player character friend
henchman . Running a player character and husband) may arrive on the doorstep. Even unles5 the purpose of the adventure Is to res-
a henchman together Is more difficult than a little history is better than nothing . cue Ihe PC from danger. They don't appreci-
just a player character alone. Not every A henchman should always be of lower ate being given o rde.rs by strangers (or even
player will be ready for this at the same level than the player character. This keeps other player characters), unless their PC
time, 10 the OM should control which play- the henchman from stealing Ihe spotlight. [( friend is also taking orders.
ers get henchmen and when. Wait until the the henchman is equal or greater in level, he
player has demonstrated the ability to role- could become ai, or more. important than
play nis own character before burdening Henchman Bookkeeping
the player character. The player might
him with another. If the player does not neglect his own character. an undesirable As the henchman is
assume at least lOme of the rHponsibility rHuh . Thus, if a henchman should reach an played. it is the player's rtsponsibility to
for role-playing the henchman. the value Is equal level, he will depa rl the service of the keep track of any information about the
lost. player character and set oul on his own henchman that isn't kept secret. Not only
Neither is there a set way to acquire a adventures. This doesn't mean he diup. does this make runnins; the game a small bit
henchman. The OM must use his own judg. pears (orever. He il still prrsent in the cam~ easier for the DM , it fo rcts the player to pay
ment. Since a henchman is a frie nd, con- paign, can still show up periodically as a attention to his henchman .
sider those things that bind friends together. DM-controlled NPC, and can still be con- Among the things a player should keep
Being treated as equals, helping without sidered a friend of the player character. track o( is a henchman's experience point
111
total. Henchmt:n do earn experience points Offlcl.tls and Social Rank The tables below lisl some of the dlffer~1
from adventures and can advance in level. types of NPCs t!\at can be: encountered
However, sin«they a~ not full player char- Some NPCs are based on social organizations. EKh group-
aden, they o nl y eam half the experience a available for hire; others, because of fOCial m8 is a rranged from thegreatnt to the least,
cmriKter would normally get . rank or profession, can br hired onl y under the mightiest to the lowesl . The OM should
Tht'y also expect their fa ir sha~ of tru- special circumstan«S; still otMfI can only not feel bound only 101M hirelings and sol-
sure ~ magiCal items discovered- more, be encountered and, maybe. befriended. diers given in Tables 60 and 64 .
if t~ tooK a .ignificant risk . They eJltptCl but never hired . Indeed charaCien a~ not Imagination. history, and fantuy should all
the same care and attention the player char- defined by profession only. Just as Impor- cont ribute to the game.
acler rueives when they are injured or tanl (and sometimes mo~ important) islhe The tabks show social and political ranks
killed . Indeed it is possible for a foruken NPC's social stalus. for differen t I ypn of historical culturn,
henchman 10 relurn as a vengeful spirit to A K'rf carpenter is lower than a chu rl arranged in descending order of impor.
w~ak havoc on thOle who abandoned him! ploughman. even if his skills are more com- lance. Each column describes a different cul-
plicated. Some titles prevent an NPC from ture.
pursuing a particular career. A ki ng is no t a
tinner or a wealthy draper- he is a king. Titles, Offlc.es, And Positions
Alderman: A town or city official
Table 66: EURO PEAN TITLES Ale-conner : Officia l who ttsls and
approves all ales and ciders
Gentral Sallon Germanic Anchorite: A religious hermit
Emperor/ Empress King pfalzgraf Bailiff: A sergeant or commande.r of the
King / Queen Klng's Thegn Herzog guard
Royal Prince/ Princess Ealdorman Margr.. ve Beadle: A messenger of the law courls
Du~/ Duchns Shirt"- rene Craf Burgomaster: A town or city official
Princel Princess Th"", Waldgraf Catchpoll: A commander of the guard
Marquis/ Marquiw Geneat,u Freiherr Chambt'.rlain: Overseer of a household ,
Count / Count ns CoUar Riller office or courl
Viscount/ Viscountess Gebur Common-weigher: Town official who
Baron / Baroness Bondman checks merchants' weights and measu res
Baronet Constable: A comma nder of the loal
Knight Buard
Sen Councilor: A lown or city offkial or an
advisor of the court
Table 67: O RI ENTAL nTUS Customs agent: One rnponsibk for col-
Ruuiilln Turkish Persian India.n Mo ngol l ilpa nfle lecting the t.axn on all imports and exports
T.. , Sultan Padishah Mahara/a Kha-Khan Emperor Magistrate: A judge
Veliky knin o.y Shah Ra\ah lIkhan St'nkken Man-at.-arms: A guardsman
Kniazh muu, Bey Caliph Nawa b Orkhan Shogun Page: Servant to a noble
Boy.ar Bashaw Wil.er Kh, n Oaimyo Pardoner : A friar who sells pardo ns
Sluga Pa."" Amir Samurai from the church
Muzh Emir Sheikh Provost: A m.. gistrale or keeper of a
Dvo rianin Ma.lik pri5()"
Smerd Provost-Marshal : Military magistrate
Kholop Purveyor: An official responsible fo r
obtaining supplies for an army or a noble's
TilbJe 6& RELIGIOUS TIT LES retinue
Rftve: The nudman of a village
(hu l't'h HJerarchy Kni8hts-Mllltant Mo nu tlc Regent : The ruler until a prince reaches
Pope Master of the Temple Abbot the age of majority
Cardin.. 1 ~neKhal Sacristan Sergeant: The commander of a unit of
Archbishop Marshal Ca ntor rMn . such as a guard
Bishop Commander librarian Sherif(: TM kifl3's reprewntalive for a
Abbo. Dupier RefMarian given a~a
Prior Commander of a House Almoner Slaughte.r-man: Official who enforCfl
Friar Commander of Knights Hospitaler the regulat iON on butchers in a lown
Knight Brothers Kitchener Steward: Custodian of an appoi nted
Sergeants of the Connant Cella~r dUlY, such ai a kOUHhold
Turcoplier lnfirmarian Tax collector; One who collects taxes
Under-Marshal Master of Novices Tronage.r: Supervisor of the scales at a
Standard Bea~r town's pori
Sergeant-brother Umpire: An official who arbitrates dis-
Rural brother putn between ne.i,hbors
H05pilaJ attendant Warden : TM keq>er of a noble's wood-
Servant brother lands and parks
Wardman : A 5ef'geant or watchman
Watchman : A guard

11 1
Table 69: NPC SPELL COSTS
Spell casters
Tht!I"C will come a SpeJl Required M inimum eMt
time when player chal1lctel"S feel in dire need
of a pUlicular spell or spells to which no one
in their group has acct'S5. They may need to
AstrQl ,pen
Au~ry __________________
AtO""",6mf ~
.
2.000 8P
~~I~
pet' person
________
ra i~ a fallen comrade, remove an evil
Blllss
enchantment. or provide an additional pro- Chann person 1,000 gp
tection . T~ natural solution is to find an
NPC willing and able to cast the spell. This :.::_ _ _ _- _ -_ _-~-:50 gp per level of caster
can create spedal difficulties for both the
players and the OM .

-,-
finding a SpeUcaster
Locating a capable
NrC is the first step. Not all NPC, advertise
I.heir abilities; Ihis is especially true in the
caSt' of spellcasters. Bragging thai one is the
~at "nd powerful wizard Wazoo can be ~~~~l!~~-------_l~l~:~~~: ...
"( 40gp heal~
Io<!
bad for one's health . There is alwa~ a Of/tectlon spells (any) 100 gp
young hot-shot who will take the claim as a Dispel magic _________ 100 gp per level of the caster
challenge. (Sort of like the Old West , where tmtatiOlt SOD 8P
thut' was always someone itching to beat rthq.ulb
the fastest gun ... ) "' 't~m 10 000 8P plul. other ~~_ _ _ _....
For this reason, spellcaste:rt lend to be SOCKP
mysterious or, at least , quiet about their ExplosivII nmes 1,000 gp
abilities. ChurWes, temples, and other holy Find the p.~.'
._________r:l,ooo
h~ gp"'_ _ _ _ _ _ _ _ _ _ _....,
places tend to be the best places to look since 'Firw --. SOO IP ,iI
clerics have some obligation to proclaim the Fools ' gold 100 gp
powers of thcir deity openly.

Con\llndna the Nrc to Hel p


.,
Glyph of warding ----"--"-~100
.:=----,-,.,.-,.-------
gp per lev~1 of caster ..
Heal 50 gp per point healed
Assuming the pl<llY· Identify 1.000 gp per IteM or function
er d"<II~cters know of <II c<IIpable spellc<llster,
nvisibl# .!tal ~r 8P
there is still the problem of convincing the Invisibility SOD 8P
NPC to cast the desired spell. Often Ihe ~Lorll 1000
Limited wish 20,000 gp • °
NPC won'l even have the spell ready when
MAgic m outh 300 gp
the characters need It . After all, it isn't every MIl5I chann 5,000 gPe _ _ _ _ _ _ _ _ _ _ _.....
day a cleric needs to cast II r/lise dllad spell.
Neu M poi§o" 100 gp ..
He wUl need iI dilY just to no:st and memorize Pf'mUUUtncy 20,000 gp ••
the desired spell. 10M •
ReUSlous Differences: The faith of the
Prayer
player charactus and the ethos of the NrC's
Prolectiorl from VlJjl
religion may pose an even greater problem ••
R;..
<·~d~.~od"'____________.,.20 gp per level of caster
Ihan spell availability. It is quite pos5ible for r
a cleric 10 refuse to cast a spell to aid an e 2IlOgp
Hunbellever," "heathen," or "heretic.'" Some R~mnrate . ~,OOO gp
may agree, but only at the cost of a dona·
tion, service, or conversion . A rate few 100 gp per level of caster
attept any and all without passing any
judgment . In genera), it is best to seek the
services of a Iik~Minded cleric than to go to
a stranger.
Mo ney. For SOMe clerical speilcaslers and
most non-clericall}'PeS, speUcasting is more gp per penon
iI matter of finances than philosophies. L(
100gp
5,000 gp ___________
True Heing
the characters find a capable spc1lcaster,
they must be prepared to pay (and pay dear·
Wisli
Wiurnllock 50
.000.,-."
Ind of casta'
Iy) for hisse:rvi«s. For a desperately needed
service. the NPC knows he has the player °Thisspell is normally cast onl y for those of similar faith or belief. Even then a payment or
characten over a barnl and will bargain service may be required.
accordingly. ··Some exceptional service will also be required of the player character.
Table 69 gives some idea of the costs for
different spells. These costs are not set, by In general. the costs of purchasing a spell are such that It is far better for someone in the
any means, and can be raised (but se:ldom party to learn the spell. In general, the merunary use 01 NPC spe:llcaslers should be discou r.
lowered) for a variety of reasons. aged whf:rtevl'r possible. The player characters arc 5Upposed to face challenges on thei r ownl

II)
Whenever poI&ible. lhe OM should decide
Nrc M"slal Items Slsnlflunt NPCs the personality of the NPCI
If player characters For very Important
Table 70: GENERAL TRAITS
have the nerve to ask NPCs (not hi~linas or NPCs, h.imings, and henchmen, the OM is
henchmen) to use up valuable magical Items Bolng to need more than just a single charac· DI. DIo
or charsa from thHe, they a~ soins to set ler featu~ . Saying thai a hirelins is sn -edy is RoU I Cdner.1 RoU 2 Specific
(cllOi Tr.1I I'" Trail
a very cold reaction . Consider how often not enougi'l. It d()t$l\'t make him any diffu·
player characters sell or give away the mas· ent from all the otMr grftdy NPU the play- 1 A"umentalive
ic item, they find durins their adventurH . tor characters have met . 01 Garrulou.
Non-oplayer characten will h.;ive about the
Arne IilWlhood of .ellins (or aivlnsl ) pow·
ufuJ magic away. Offering to buy a cha,.
from a staff of healing is just plain insulting.
Puhaps he strus.&ln 10 control hit natural
greediness out oI loyalt'}'. He may bn!ak into
cold , weals and becorne nervous when the
player character accidentally tMlpts him 2 Arropnl
.
02
Q3

OS
HOI-Iempcm
Overbeari,...
ArHculale
Antagoniatic

No NPC', reaction is goins to be improved ("'tien!, hold my horse while I &0 se't what', 06 HauchlY
by the offer. makins that noise:'). Will he re main loyal or r:n Elitist
De Proud
will hi. baser nat un! get the best of him? The 09 ......
anlwer to Ihi, question . hould come out
Personality through role--playins.
10 Aloof
3 Capricious
More than wha t Enough little questions like this - and 11 Mischievous
they can do, how much they cost. or how enough role--played answers-will brin.s the 12 Impulsive
10yaJ they a re, NPC. live onl y when they NPC's true charactt'r into focus . And if the 13 Lusty
14 Irn'Vft'lTlt
have personalities . Poorly playftl. an NPC OM pays attention to the penonality of 1M 15 Madcap
cOIn eAsily be reduced 10 nothing more than NPCs, the players will also learn and study
a collection of numbers, Spelll, equipment. those characters. 16 Thouahtlftll
and .. utomatic rt'actions-a role--playing ereaUng an NPC Penonallty: The best 17 Absetll-mlnded
18 Dreamy

-
automato n . Vivid NPCs are much more way 10 create a personality II 10 use what-
than this. These char.. cters, developed and ever seems right and not wo rry about ca~ 19 luk1na common
acted by Ihe OM . are complete . They have fu ll y construct inS a backgrou nd and 20 IIUtRllitlve
quirks, likes. dislikes, habill. ambition• • rationale. for the character. The OM "'as to 5 Cowagt
and desires. In one way o r another Ihey fire keep careful notes about each major NPC, 21 Br.lve
and remain in the imagination o f the adding to it each play SHSion . After several 22 CraVt'f1
players. sessions, the NPC may have a complete 2J Shy
lot Fear,",
Some OMs have the naturally ability to background and personality. one that has
ZS ObsequlOUl
create such chantCt~ on the spur of the come out little--by-Iillie during play, 6 Curious
moment, improvising ~ lhey go along. Thil Alternatively, Ihe OM can prepan! a per- 26 InQ\IisitlVt'
is a rare gift , not pollaRd by most. How- IOnality in advana!, This simply means he r1 Pryi",
evu, Ihls dMSn't mean any OM can't create preparu some background nota before he za Inttilectual
Sood NPCt. All that', required i, a little begins 10 play thai character. Thl. I. useiu1 29 P~ ivc

effort . for powerful villain, and important offi- 30 """


cials. Howevu, durins play, the OM should 31 PerfectionDi
be nexible enough to change any part of the 32 SIft'll
NPC. background thai lust donn'l work . JJ Hanh
There are Rve ra l To aid in the process of creatins NPCs, JC Punctual
shortcut methods that can be .aed when Table 70 lists different types of attitudes, l5 DriVel
8 Friendly
role--playing NPC. who only have brief tendencies, and habits. ThtSf: are organl.ud J6 Truttin.a
appe;uancd- Ihe wwalk-ons" and "ameos" into ma jor traits, with limilar charOlctuis- 37 Kind·hearted
of a role--playinj; advenlure. tics grouped under each. J8 Forsiv""
Character Traits: The OM an choose 1'he OM can chooee a major trait and any J9 wy-soi",
some particular character trait-cowudice, appropriate characteristics; he an randomly 40 Compus;on.te
sretd. optimism. precision, o r whatever- ddmnine the major !nil (rolling Id1.O) and 9 Gfftdy
41 Mismy
and exawrate it , take it to an exlf't'I'M . Thi. .Ied appropriate characteristics; or he can 42 ~rd-heuled
is most effective for creating comical (or randomly determine everything (ldlO for a 43 CoVt'l0U5
frustrating) si tua tions. major trait. perantile dice for characteristics). 44 Avaridous
Physical Traits: A particular phY1licai For example, the OM rando mly de ter- (5 Thrifty
tra ll- bald neSl, pot-bellied, bad t«th, mines a hireling is ca(f'less. selects thought- 10 Generous
wheezy, and more-can be sttn5t'd . This les.s from that su!).group and then rolll for 46 W.strel

.
47 Spendlhrifl
helps fix tM appearance of the NPC In the an additional characteristic, getling cheer- 48 Extr'lllvagant
players' mind" especially useful illhe char·
acters muM describe or find that NPC again .
ful. The end mull is a IOmewhat scalter-
braiMd, happy· go-Iucky person. 50 'Ouorit.ble
"""
H.bUs: Like ph ysical trait, . simple Thi, table i. p rovided 10 1Ipu.r the 11 Moody
habill-scratches hl. head. tugs on his Imagination of the OM. although It can be !il Gloomy
52 Mon»t'
beard, starn at the Iky when talk.lns. or used to create completely random personaJ· 53 Compulsive
mumbles-can be used. The OM can actu· Ilia. However, random methods oflen lead 54 Irri table
aUy act out these simple habi b at the table, to confUiins and seeminSly impossible com- S5 Vengeful
addin& a vitual elemenl 10 the role--playins binationsl If a ft'fiult seems totally impos-
experience. sible or unplayable, don't use it simply 56 Honat
because that'. how the dice rolls came up. 57 Truthful

II.
13 Opinlonat«l
53
59
...1 l ~nl
Gullible
H<k

8ito t «l
O n Iheother hand, say the PCsencounter
a mysterious stranger, a character of gre;JIt
power. Here, the OM decides the stranger's
mere appearance radiates a powerful charis-
MorAle
An NPC's morilJe
rat.ing depends on his position, his person.. l-

.""
62 BiaK'd
Narrow-minded
BluslerinS
maticappeal. The stranger's Charisma score
is eKceptlonally high. To mak!! the Nrc
even man! impressive, the OM assit,M him a
ity, the quality of his treatment, and the
player character. Henchmen ..nd hirelings
each have a base morale which is then modi-
1. OplimlNic
...." HKle-bound

Chft,rful
Happy
Oiploma tic
character class and quite a high level.
In both examples above. the OM d«ided
what effKt he wanted from the NPC and
buill the character around that .
fied by iI num ber of factors .
The base morale for henchman is 12 and
the base fora hireling is 10 . The modifiers 10
the base morale ar~ given on Table 71 below
In J'k.asanl Every aspect of an Nrc is a tool for the and on Table SO (page 70).
711 Foolhardy OM . Some are quite obvious, others may
Ptuimilltic ari~ onl y in special occasions . Listed below Table 71: PERMANENT MORALE
n fatallJtk
an! some of the .. reas .. OM can use to cre.. te MODIFIERS
12 OqJrusing
CyniCilI .. d istinctive character. Some descriptive
"" SaIU,lic
Rull.lic
wo rds have been listed for each area 10 spur
Factor
Nrc is I.. wrul"
ModUler
+1
1. Quiet " u.conic
the imagination. A good thesaurus Cim pro-
vide even more adj«tlves useful for describ-
Nrc is good
NPC is evil
+1
-1
"
71 Soft-5pOkm ing characters.
Nrc is chaotic· -1
,." Secretive
Ret iring
G.. me Information: Character class (if
;JIny), level (if any). race. ..Hgnment .
NPC i, dif(<<ent race from PC
NPChas been with PC for one year
-1
80 Mousy Age: a ncient , child, decrepit. elderly,
17 Sol,,, or more +2
.1 PlOIctial
middle--aged, patriarchal. leen-ilged. vener-
• T~ modifiers .. Iso appear On Table

."""
a ble, youthful.
LeveJ.huded
0.11 H eight: bean-pole. gangly, gigantiC, SO. 00 not apply them twice.
Revererot hulking. lanky, looming, runt, short, small,

SUlIp idQUt
...." Pond<n>u.
Schcm[ns
stumpy, tall, tiny. willowy.
WeISM: broad-shoulderrd, fat , punt ,
An Nrc must ro ll .. morale check when
the combat rules call for one (see page 69).

..
obese, plump, pot-bellied, rotund. scare- In combilt situa tio ns, the NPC who fa ils iI
PilrlIoold
Cautious
crow, skinny, slender. slim. statuesque, morale ch«k will retreat or nee as noted
D.al"u1 stout . thin, trim. under Combat . The OM can r~uire otner
90 Nervous Hair: bald , braided, color (a ny ), checks as he feels are a ppropriate.
1. Uncivil ized cropped. curly, frilzzled. grt'asy, grizzled, Morille checks are also appropriate when
'1 Ul'ICllhurN leonine. limp, ult-and-pepper, SpUR , iln NPC is bCN with temptation. A failed

.""" """"'"
B:o.tbaric
Gra«l_
stra.ight, thick, thin, wavy, widow's peakN,
wiry.
roll means the NPC givn in to the tempta-
tion . Note tha t temptation can take many

20 Vloll!n t
....
97
Cru'"
C ruel
Sadistic
Immoral
Manner 01 speech: accented, br~ilthless .
crisp, guttural. high-pitched, lisp, loud,
nasal. slow. squeak y, stutter, wheezy,
whiny, whispery.
forms other than outright bribes . T he
opportunity to righl an Injustice, strike back
at a hilted employer, work fo r one's real
belieh, o r get revenge fo r a long-held
InloW!
Facial characteristics: bearded, buck- grudge are all forms of temptation .
00 W;u!ike toothed, chiseled, doe--eyed, fine--futured. For wch subtle fonns of temptation, the
florid, gap-toothed, goggle-eyed, grizzled, NPC's reactio n may not be immediately
Other Nrc Ch.u~cterlstlcs jowled, jug-eared. pock-markN, pug nose, obvious to the player characters. The Nrc
ruddy, scatTed, squinty. thin-lipped, tooth- may desert in time of need, spy on a player
Of COU f se , NPCs less. weather-beaten, wrinklN. cha racter, rob the character of some valu-
an more than just ptnonalilies and ch.. rac- Of coune, then! art' thousands of possible able item. attempt to assassina te the pla ~r
Iu trails . Each NPC. like each player char- NPC ilspectS that could also N used: skin character, ordirttlly betray the player char-
acter, halt ahiliUes ilnd oil unique physical color. stature, be.. ring, gait, and I!ye color ilcter to his enemies. Indeed. he ma y remain
appeilrance. However, considering NPCs art: only a few more . Sometimes it is useful in the service of the player character lo r a
come from the entire romge of humanity for a OM to make a list of all the words he long time after thf> check. has failed , waiting
(and some fantasy races, OIS well!), no tables an think of that describe a person. Once for his opportunity to strike.
are given to fill in t.hewdetallll. A few tables such a list is made, the OM can keep that
simply cannot do justice to the huge variety with his game no tes, ready to use any time
of ;In enlire gilme world . he needs to quickly characterize an NPC. Quick NPCs
Furthermore. the physic.. 1 "ppe;JIf;JInCe Creating a fu ll-
and abilities should be determined by the blown NPC with a history, unique physical
needs of the story. not random choice. If the loyalty characteristics, personality traits, skills, a
player ch;JIracters are dealing with an inn· Since NPCs, even mo rale rating, a nd so o n , is a Ilme-
keepe r, the NPC should be an ordinary per- henchmen. are supposed to N unique per- consuming process, somet hing thf> OM can't
son, nol a powerful member of a character 6Onalitin, they art' not slavishly obedient or do in ttl.: middle of a gilme session . Fort u·
class. Furthermore, he should act. dress and bound to the player characters. Thus. NPCs nately, there an! qu ick ways around this
behave like an innkeeper. Therefore, the associated with the player characters in any problem. By using these, the OM can crea le
OM could decide the innkeeper is fat and way must have a morale rating . This ra ting NPCs on the spot without slowing down his
flOrid . ovu-talkative, w ith no exceptional is fo r Ihe OM 's use onl y and is always kept game sessions.
ability scores. secret fro m the players.

II'
1. C~A l e ON y .IS much of the chArActer . If an NPC is minor or unimportant. role- since he is making il all up on lhe ny. He
Ihe pllyen A~ going 10 1ft In Ihe SAme. playing a detailed and Intriguing personali- should be sure to keep "ot6 of wh<llt each
First and foremost , the OM should never ty Ciln even gel in Ihe way of Ihe story! The NPC does and what h~ becomes as M
create more than he needs. Running a role-- plOlyers may remember that character and develops. This way the Nrc can remain the
playing game Is a big job and the~ is no perhaps forget more important ones. They same from game SH5ion to gOlme session .
need to aeate more work than is nKeSSa.ry. may decide this minor character is Impor- J. DO yo ur homework before I nd after
If an NPC is lust an innlr.ee:per or a groom tOlnt to the piOI . In <II sense, 1M OM's crea- game 5elislons. If the OM k.nowslhe charac-
or a smith, the OM doesn't need ability tion hOls stolen the scene. ters are going to meet a particular NPC, he
scores, proBdendn, or detailed lists of Balancing major and minor charOlcters should at least make some basic notes about
equipment. All he really needs is a physial isn't eOlsy, however. If all the minor NPCs thai character before the S!Olrt of the game.
description and a personality. are stock characters, the game will eventu- These mOlY be only a few scribbles about
When the player characters run into a ally become dull and boring. The plOlyel'5 personality, but it will OIl' least provide a
hostile figh ter, personality is not tremen- will resign themselves to meeting yet starting point.
dously important . In this case all that i5 anot.her crotchety, old penant or greedy After a game RUion, tht OM should add
needed is level. Strength, weapons, and and suspicious innkeeper. to thOile notes, expanding them with any-
Annor Class. C rute.lS you go. The OM can start with thing that came up during thOlt session . If
1. Crute And UH litock ch," <IIden but nothing more thOln an idea of what he wants these notes are maintOlined and the NPCs
do n' t let the m domlRolte. White it iii flM to an NPC to be like and then ad lib the per- filed 50 they can be found again, the OM
have every innkeeper and groom and limith IKlnality and description during the course will have less and less work to do each time.
different. this creatH . lot of work on the of play. This allows to him to create a chOlr- With time, Important NPCs, stock charac-
OM . Some OMs are quick enough and ere..- acter that interacts with the imaginations 01 ters, and improvised encounters will take on
live ttlough actors to do this with no prob- th~ players. since the OM reacts to their sug- unique personalities and backgrounds. This
lem; others are not. There is nothing wrong gestions Olnd actions. enriches the game for everyone and makes
with having a standard or stock shopkeeper However, the OM who does this has to be that OM's game just that much better than
or peasant. arefuJ to bot consistent . Thi, can be hard the next guy's .

111
The ability of your player characlenl 10 ~ danger- flee at the sight of a fire, ~n era ll y Although the radi us of a light source is
something ,md their ability to be seen are heading away the from it in the opposite the limit a character can effectively 5H using
important to t~ play of the AO&:J::>- game. direction . that sou.rce, it is not the absolute limit. The
Charactenl unable to see mOn$ters have a light doesn't just end there as if It had hil a
nasty tendency to be surp riK<l . Characters brick wall. Beyond the radius of the light,
stomping through the woods waving to rch-
Light Tricks and Traps there will still be flickering shadoWli. reflect-
es tend to aive away their position, makina Sometimes a fire or ed eyes, and perhaps glints of metal. Now,
it hard to surprise others. For th~ and oth- light source can be used by intelligent crea- some of these may be nothing more than the
er reasons, you should a lways be conscious tures as a diversion or trap. One trick is to overactive imaginations of the player char-
of visibility and light sources when runnina build a fire and then set up camp away from acters; othef'5 may be re.al threats! The OM
an adventure. it . The fire attracts whatever is likely to can use this unknown factor as a tool to
show up in the area, allowing the characters build suspense in his game,
Effects of Light Sources the chance to ambush the unwary. This is a
favo rite tactic of many evil and warlike
The tyPH of light- races such as ora, bugbears. goblins, and
Infravlslon
ing and their radii are given in the Player's bandil.!i. It is also a trick used by adventur- There are two defi-
Han.dbook. Howev~, these represent onl y ers to lure monsters away from their real nitions of infravision that can be used in the
the most basic effects of a light source. camp, although this Is somewhat dan~r­ AO&O game. The first is simple but lacks
There are other effects of carrying a light ous. detail. It is, however, a perfectly adequate
that do not lend themselves to easy quantifi- Since fires are often used to determine the definition for thow who don', want to both-
cation or simple tables. size and pouible Itrength of an enemy, dull- er with the compl ~lti6 of infra vision, The
wilted creatures;lnd nervous player charac- second, optionaJ, definition, adds ano ther
ters can be frightened away by building a level of detail to the game, It allows the OM
klns Seen
large number of campfires in an area. The to create spedal situations in which the
If playe r chaTilcters enemy, counting these fires , deddt'$ there is function of infravision becomes important,
are using light to find their way, then not a hu~ force camping here for the night and but requires the OM to keep track of more
only can they see, but they can also be seen . becomes frightened enough to leave. In real- rules and more details.
Hiding one'l light is Impossible in this case. ity, each fire might have but a l ingle man or
Characters using a light to find their way o rc tending it.
can even be watched by cre;ltures beyond
the range of their own light. Since the light
source illuminates the area around the play-
er characters, it makes them visible to pe0-
ple or creatures out to the wa tchers' no rmal
visibilit y ranges. The radius of the light
source isn't the iHue in this situation .
For eumpie, on a clear plain. a raidIng
party of ora could easily see the light of a
fire and I~ silhouettes cast by the charOlC-
tets, even OI t 1,500 yards. lnd~ , since: the
brightneM of the fire is so different from the
surrounding darkness, the light would be
noticeable at even greater ranges, though
details wouldn't be . Unless characters using
a light source take special measures (posting
a gua rd in the darkness, fo r ~a mpl e) , they
cannot surprise creatures who can see the
light of their fire, torch, or lantern,

Crutures .... d Light Sources


Ught sources. par-
ticularly Fim, tend either to att Tilct or chase
a way creatures. Wild animals tend to avoid
lights and Fires, especially if hunters fre-
quent the area . On the other hand, animall
that hunt player characters (or horse meat)
will be a ttracted toa fire . They have learned
that fires signal a source of food .
Intelligent creatu r~ always approach a
light source with caut.ion. Friendly NPCs
don't know if they are approaching the
camp of a friend or foe . Hostile Nrc. will
Iikewi5e get 3$ close as they can without
revealing themselves, in order to learn the
strength and numbers of the enemy. Only a
few NPCI-those wis hing to avoid a ll

"8
are Milrly indistinguishable from those sur-
Su..cIMd Inf.... vlslon roundinp when using inhavlsion . Ultra·
blobs. They do not radiilte at diffeftnt
TM euinl defini- lemperilturesand even If tMy did, Infra- vision (and vision utilizing x-rays. gamma
tion of infra vision II Ihat II allows ch,lII'ac- vision Is seldom 50 acute a, 10 register rilYS, or radio waves) it useless sintt only
ten to see in the dark . Nothing more II said difference of just iI few degrfts. SlilfS and a few other ttlestial obtccts e.mit
about how this works- il simply works. Be 5Ute you Wlderstand the e(fKls this silnificant amounts of enerlY in these
Char.tcters do nol see Into the Infrared JpeC- optional definition of infnv15ion an regions or the electromagnetic spectrum , All
!rum or MRe~ heat or anylhing eiR. They have- there are dangen In brinsing Jd- would appeilf uniformly blilck with these
just see in the da rk as clearly as lhey do in mUfK ilCCUrK)' to iI fant.,y &i'me. By forms of vition, eJCCepl for a few objects in
normal light . However, sina It is a lOme- creating iI specific: definition of how this the Iky.
what magical power. the filnge il nOlthat of power works, the OM is Inviting his
normal villon- Infrilvislon ability e"lends players to apply logic to the dftinilion .
only 60 !\"et . Beyond this only normal vi5ion
Darkness
The problem is, this Is a filntillY game
is allowed. and IOSic isn't alw.loys sensible or even Sooner or Iilter
desiredr So, be aware that the optional charactefl wind up blundering around in
definition may rnult in very str.longe situ- the dark. Normally they try to ilVoid this.
Optlon.allnfravlslon ations, all because' logic and lCience: are but clever OMs ilnd foolish players gener-
applied to something that isn't logical or ally manaae: to bring it abou t. Pr:rhaps the
Thi, deJlnlllon kobolds captured the player chiltaC:len and
sdentific.
is much more Kientlfic and accurate to Itripped them of all their leilr; perhaps the
what we know oE physical properties of c:haracten forgot to bring enough torches.
the real workt . To its advantage, this def- Whiltever the: reilSOn, thOSoC without infra-
inition makn lnfravi,ion very diHerent Other Forms of Sight vision suffer both physicill and psychologi-
from normal 'ight, with ill own cal eff«ls In the da rk.
strmgths and weilknHo5eS. To Its disad- If the optional defi-
nition of infrilvision is uted. the OM has set For the purpotel of this discUS510n, M
dazok_
v~I~. it introduces a ttrtain amount nes- muns any time the char~en suffer
01 idnltific accurxy (with 011111' compli- a precedent for using scientific laws to
explilin the ability. Some people. arguing from limited visibility. Thus. the rula given
catiON) Into a fanlasy realm. here apply equally well when the characler.s
According to thl' definition. infra- that there ilre visuill organs thilt an appilr-
ently ~ into the infrared spectrum (using ilte affected by a darkness spell , blundering
vision is the abililY to totnJe or Msee" heat . about in pea-.oup fog.. out on a moonlaa
The best com~rison is to thermal,mas- infrilvision), will abo argue for other fonns
of sight ilble to see into other rilnge5 of the night, or even blindfolded.
ins equipmr:nt wed by the anned foras Sin~ one un't ~ anythina in the: dark.
of many different nations today. This spectrum. Thr:se can be included, if the OM
desires. However, before adding thr:se to his the safe mOvtmenl rate of blinded charac-
spedal Sf!nIie I, limited to a 6G-fool range. tr:n Is immediiltely slowed by I/J the nOnnill
Within this ran~, characters can see the gilme, the OM had bat have a firm &filSp of
the ruin ilnd, maybe, of physics. amount. Faster movement requires a Dex-
degrees of heal radiilted by an object as a terity checlt (~ Chaptr:r 14: Time and
glowing blob translated into colors like a For t'Xilmple, just what woukl a chilracter
or creilture with ultravlsion (the ability to Movement). Charactefl also suffer a -4
thermilgram . penalty to allack rolls and saving throws
U this ddlnltion II used, there are sev- ~ into the ultrilvlolet lpectrum) seel Our
eyes see objects because of visible light that Their Armor ClilSs is four worse than nor~
fl'aithings that musl ~ considered . First. mal (to a limit of to). Sight-related damage
Iilrge heil! lauren willttmporilrlly blind is reflec ted off the ob}ects ("xcepl for a few
objects, such as the sun, light bulbs, fires, bonuses (baootabbing. etc.) are negated.
characten with Infrilvi.ion just as look-
etc .. that emit enough visible light for us to However, darkness Is not always absolute,
ing at iI bright light blinds those with and those OMs who with to make dlstinc:-
normal vllion . Thus, those attempting to see thr:m). lnfnvision utilizes heat (Infra-
red) energy emitted by ob}ects, .Intt ilimost tiON bctwr:en vilrlouslc:vels or da rkneu can
uac infrilVillon must tNIke the effort to uac Table 72 .
ilVoid looking directly ilt fires or torchts, everything emits infrared energy. The prob-
lem with infrav15lon is tMt many objecls, The blindfighting proficie.ncy can lessen
either their own or the enemy'•. (The the effects of fighting in darknus a,
light &om rnagiCilI iteml doet not radiate ~uch as norm.al weapons ilnd rocks, without
Internal heat sources, are ill or very tICilr lhe explained In the proficiency descriplion in
signifiant heil!.) Second, the OM must
lem~ture of their sUlTOURdinp ~ thus the PIRY."-' Handbook .
be re~y to atatr: how hot VilriOUS things
iIf1e . A Iiterill interpret~t1on of the rulr:
lTlr:iI.flS tholt. charactr:n won't be able to
tell the Hoor from the w~lIs in most
dunseons. All 01 It Is the salM Itmperil-
ture, alter all . Tilbw n: omONAl DECREES OF DARKNESS
The OM musl ill50 be ~ady to decide

-.
Atudi. RoO D ...... Sa..... AC
if dungr:on doors are a dlffermt tempera· Condition Pvtalty 00... TIuow ....by
ture (or radiatr: heilt differently) from Moonlight -1 Normal -1'
stOM walls. Don a different color or (Moderiite fog)
lUnd of stont! rildiate heilt differently Stilrlight -3 'h, NomW-3- -2
from those around itl Does the ink of a
page radiate differently enough from the
~perto be no ticedl Prob.tbly not . Can a
character tell iln ore from a hobaoblin or
(No moon or denR fOS)
Total darknai.
(Spell. unlit dungeon or cave)
-. Nqated -, -,
a humanl Most c:rutures have similar .~ saving throw modifier applies only to NvinSlhrows InvolVing dodging and
"thermal outllnn"-lOmewhat fuzzy evasion In theR Cil5CS,

119
in is standingl The problem is even worse lure from being detected . Invisible creatures
Invisibility with a group of invisible cha rilcters- completely .ubmerged in liquids are also
Invisibility is a char~ters am and tumble (invisibly) inlo concealed; there is no hollow space or M air
hiahly uidul tool for both player characters one another, all because nobody C<ln 5H bubble to reveal the crt'ature', prema:. At
M

and OMs. Handled well. It can create lur· ilnybody. It would be like having a roomful the .urfate, an invisible swimmer may be
priws and urwxpectcd t'ncounlerJ. How- of people play pin-the-tail-on-lhe-donkey noticed by the observant as an unusual dis-
evu, invisibility requires caffful judgment all at oncel tortion of the: waves.
on the part of the OM , Jat t..il~tioru occur Invisible ~atures a~ not automatically
thai could unbalance a J«nario or cam- silent . An invisible figh ter in plate mail still
Detectlns Invisible Cre.ture.s clanks and raUIes as he moves, a dead give-
paign .
Firat, im invisible CJ"eillute is Invisible to Invisible aeatu r~ away to most ~atures . They , till have
everyone, including itself. This is normally and things are not detectable by normal 5ct:nt, IOcrealureswith keal noteS can smell
nol 111 tp1!at difficulty: most creatures are sight or by infuvision. They do not ~ate them . Indeed, blind, or nearJy blind, crea-
aware of their own bodies and don't need to ilny significant dittortion or hau pattem tures are unaffected by Invisibility.
see their f~l to walk. etc. However, when th41t C<ln be noted . However, invisible ~a­ A detect magic shows only the pfftI!nCC
aUm1pting detailed actions (e.g., picking a tures aren't completely undetectable. First, of something magical without pinpointing it
lock or threading a ne«lle). invisible charac- things still cling to them . Rour thrown into exactly. Thus, It cannot be used as a substi-
ten have serious problems. l uffering a - J the air is useful for this purpose, although It tute for a d.tect invisibl. spell. Further-
(or -IS") penalty to their chan« of l ue- can be easily covered, wilshed of(. or more, while an actual light source may be
eel. This does not apply to spt'llcasling. brushed away. Second, they do not leave invisible, the light emanating from it is not .
s«ond. Invisible characte1'$ are invisible invisible footprints . Apin, nour on the This can reveal Ihe loc.Jtion of .In invisible
to frimd and foe . UnleaaDre il exercised, it noor isa good way to spot the mov~ent of chiaractu.
i. easy for a visible penon to blunder inlO an invisible creatutft. When the OM thinks there it minor bul
invis ible compan ion . Imagine a fighter The effects of specific environment. a~ sumaenl cauae fo r a cruture to detect .In
.winging hi. sword just as he realizes he mo~ subtle. Fog and .moke do not reveal Invisible char.Jcter, a saving throw vs. spell
doesn't know were good old Invisible Mer- invisible ~atures . Smoke and fog a~ filled should be made (secrd.ly if the OM Is check-
with swirls and eddies, preventing the c~a- ing for a player character). A minor cause
might be a .trange odor, small noise, an
object that disappeared when It shouldn't
have. o r a strange reaction from another
person (who has b«n pushed , kicked ,
poked, etc .. by the invisible character).
Such a saving throw should be .Jllowed for
e.Jch ~ event. A wolf would get a save
when It detected a strange Ian!. then short-
ly .JEter when II heard a stick bre.Jk, and
rinally a last chana when the char~ler
d~ his JWord from his scabbard. further-
more, the acuity of the creature's senses and
its general inteillgence can Increase or
decrt:ase the frequency of chech, at the
OM's diKretlon .
If the suspicious creature or ch.Jracter
rolls .J successful S.Jving throw, he cktects
some small lign of the invisible foe's pres-
ence. He knows itsgeneralloation , but not
its exact position. He can attack it with a - 4
penalty on his chance to hit . If the check
fails, the ~ature or ch.Jr.Jcte.r i, unaware of
the invisible opponent until It does lOme-
thing else that might reveal Its presence.
or course, .J revealing .Jction (which
could raJ\8f! from an attack to tripping over
a pile of pots) Immediately negates lhe: Rftd
for.J saving throw. In $Uch cases, the char-
acter has a pretty good ick.J that something
is not right and can take actions to deal with
the situation .
Finally, even If an invisible choJracter is
suspected, this does not mean the character
will be instantly aU.Jcked. The result. espe-
cially for less intelligent ~aturft, may only
be increased caution . Hning Jocented the
intruder, the wall bristles and growls, pro-
tecting Its cubs. The rattlesnake will give its
warning r.Jllle. Even the ora may only cir-
cle about warily, alert for an ambush .
120
The paSSOlge of lime in an AD&D- cam- the current session-f'ach session or adven- the magf' h.as learnf'd his spell and continues
paign can have relat ively m inor o r ture is distinct and separate. For example, in from there. Throughout all this, the OM is
extremely significolOt effects on the play of one adventure, the characters spend a frw more or less winging it, estimating the time
the game. The importan« of time is decided hours in the dungeon, get injured, have required and time spent.
almost entirely by the OM . Some OMs care some succns, and retum wounded. Thf' There Is nothing wrOng with this method,
very little abou t strict timekeeping; others night's game session ends with them retum- nor is it particularly unrealistic. Medieval
track every moment of action, using a rigid ing to their home bue. Next game session, travelers oftHi SlOPped at friendly or safe
Co1lendar. Either method is acceptable and the OM announces, "A week or SO has haven5 for long periods while on their way
each has its advantages and disadvantages, passed since you last went out. Everybody to a final destination , There wasliUle pres--
The two can even be combined, as appro- is healed and mted , People with spells can sure to hurry,
priate to the situation , pick nrw ones," The OM has chosen nol 10 Uling this simple time-tracking approach
Reg.ardless of how lime is handled, some worry about the pa5llage of time in this frees the OM from many of the con«ms of
timekeeping is unavoidable; Combats must insta.nce . An entire campilign can be played timekeeping a.nd prevHlts some obsta.cles to
be fought in rounds; spells have specific this way. the adventun! from occurring. ("Wecan't go
durations which become important as char- Here', anot her example: In one adven- on an adventurel Wf"re all hacked up ~d
acters explon! cavems and anden t ruins; ture, a group of charilcters lrillvel, for three have to heal.") M05t of all, it is easy.
daY' are used to mf'aSun! oVf'rland travel; weeb and has several f'ncounten, ending
characlf'fS must , Ieep IOmetime. camped outside some ruins. The next ses·
Det.alled Timekeeping
However, most passing time ()C(:urs with- sion stilitU after the characters have ca m~
in a single adventure: Spf'II. rarely carry for five days, 10 they can heal their wounds. AJ noted. however,
over from advf'n tun! 10 advenlu n! (unless Several hours pass as they e.llplore the ruins, there are disadvantages to such simple tim~
the session Is stopped with the characters but no one is particularly hurt when they tracking , Problems become mo re pro-
lost in winding caverns or thf' like); rounds retum to camp, and the game session mds. nounced as the characters advance in level.
of combat, while taking several game min- The next sasion starts the morning after your campaign world becomes larger, and
utes, do n't affect or spill over into subw- thf'ir previous adventun!, everyone having mo re pl aye~ take part in your game.
qUf'nt advHltures; days of travel oftf'n have gotten a good ~1. The characters set out At low levels, characters tend to go on
no effect other than healing and the con- again. They spend . week on the road ilnd short advenlurf's. A few hours in the
sump tion of supplies. arrive at a village. He«, the mage insists dungeon followed by a .speedy return is
U the OM wants, this is the onl y sort of everyone wait while he researches a vital about all they can survive. Therefore, il is
timekeeping requi red.. Time passed in pre· spell. Again , the game ~ion ends, The easy to have a w~k', interval within adven-
vious adventu~ has little or no effect on next session besins two months later, after tures, sin« the time pa~ does nOI impact

12.
on the ch~racters' ~ctivitics. As characters know I'm a mrmber of this temple. 00 I be anythif\& imaginable-the annual visita-
~ach higher levels, however, thcir ambi- havt' to do anything, or what? Do I give a tion of a ghostly cast.le, Ihe bi-monthly trib-
tions grow and their adventures beco~ sermon every Wft:k or ~re lhe~ some days ute demanded by the evil wiza rd , the
longer. More precise time-tracking proves of f~sting or anythin81~ night-march of mystl'rious nomads, or the
UM'ful. OM : ~Well . uh. yt'ilh - you've got holy se~son~1 migr~tion or the wyverN.
More precise methods ca n become d~ys you're supposed to spend in prayer.~ Spedal Event. should be included, as
unworlulble, however, when player ch~rac-­ Jon : uOh, when7" well. The loc~1 princess m~y h~ve ~n
ters split into small groups. undertaking OM (in despera tion): "Well , uh- impending wedding. The army may prepare
Rparate, simultaneous adventure. If one Th~nksgiving's coming .~ for the annual c~mpaign against the OrC'
group Jets out on a long joumey while the Jon : uOh. but you said it's the middle of hordes. The de~th of an important offical
rest of the poarty sta)'l in the dty, their game summer. Doesn't Thanksgiving coml' at may require II set period of mourning. All of
sessions are going to be at very different harvest timel ~ these can be used to £111 up a calendar.
lime scales. Louise (chiming in): "You know, it's been Cle~rly. setting up ~ det~iled calendar
In their first aession, the city dwellus may summer ever sincl' my character st~rted t~kes planning and time. Events must be
go on a short dungeon expedition . Several playing.~ created ~nd assigned to specific diltes. fur-
hours of game time (the amount of imagl- OM : "Well - it's magicl ~ thermore, the DM must have some idea of
n~ry time spent on the adventu~) pass. The Not exactly a lot of color or planning what happen, during each event , preferably
OM then has a session with the travelers. there. Now, if the OM h~d worked out ~ cal- something that makes It different from ~1I
afld they spHId three weeks of game lime ifl endar. he could hilve answued those ques- others.
the wilderness during their game . There is tions with a lot mo~ confidence. Wh~t happens when the evil wizard
now a game time difference between the two Preparing a c.alend~r does take time. The comes to collect his tribute1 (All the townr
groups of three weeki minus ont' day! easint method is to buy a small pocket c~l­ folk shUtler their houSft and hide from his
II the tr~velers retum to the city ~t the end end~r for thl' cu~nt year. Start the cam- vile horde.) When the king posts the bans
of tht'ir ~dventurt'. the group in town mUll paign on the same d~te as the first for his daughter's nuptials1 (A larsess of 1 cp
suddenly be moved forwnd in time to catch adventure. ThuI, if the first game il pl ~yed is granted all the poor of the city.) Ouring
up with them If both grOUPS wish to ~dven­ on April ltd. the campaign stilrts on that the mtival of Antherral (Shrines are parad-
ture together. Fortunately, this is not ~ great day. The real calendar and game calendar ed through the st!'fttl and there is much
problem. The DM can Simply say, Ihree will get out of sync quickly. but at ieasttht're merriment.) The ~ruwen cre~ted by the OM
weeks have ~S&ed and you are all reunited will be a reocord of 5e~50nl . moons. and su pply the ultimate det~iI needed to make a
again:" Important dates . c~mp~ign COlM alive.
The city adventurers can spend those This is ~ good starting point. but a mod-
three weeks doing background work- em calendar is not the same as that used in Time as • G;ame-lill ..n cer
training. researching spells, making ~ minor medieval times ~nd certainly not the same
magic item, building a house. etc. This is ~ ilS one used ror a f~ntasy world. You'll want Finally, remember
good use of free time. Howeve.r, if one of the to customiz.e your calendar with details that time can be used quite effectively to
city characters decides to join the tr~ve1lers from your game world. So, what types of balance a campaign . With it, a DM c~n pre-
(perhaps using a tflleport spell to catch up details should be includedl vent an adventuring party from achieving
with them suddenly), the three-week differ- The Basics have to be determined . Aside 100 wide a spread of ch~ r~cter levels. If one
ence becomes a problem . Was that character from recording the length of yurs, months, character is ~dvancing laster th~n the oth-
~ctually with the traveling group for three and weeks (which c~n be ~nything the OM ers, that person's progress can be ,lowed a
wetk.s without doing any thingl Mull he decides), the calend~r should ~Iso Rame little by carefully enforcing the rules for
w~it for thfl!e weeks bd'ore he can join them. You can UM' re~1 nama or you can be researching. tr~inlng, and healing. If Jeveral
them1 Whoat if the other characten in town quite fanciful (the Winter of the Broken people are outp~dng the rest of the group.
w~nt to adventure more during that timel Moon or the Moon of Popping TreH, ~nd so they can be required to go on longer ~dven­
At this point, keeping tr~ck of time (or h~v­ on) . H~ve fun . tura, ones that t~ke more g~me time (but
inglM players do it) becomes pretty impor- PhyslClI Cycles can be worked out. When not plaYlng time) to complete.
tant . do the seasons fa111 Wht'n are the phaSft of At the same lime, charactl'rs who a~ lag-
the moonl When do the equinoxes and sol- ging In level c~n have time restrictions
l'Tepulns .. ulend..r stkes occurl Strange and magical events reined ~ little. The day-to-day drudgeries
often happen ~t these times. go ~ little quicker for these characters, and
One advantage of ReligiollS Ob5ervances should be added. thrir adventures require shorter ~mounts of
careful timekeeping is the det~iI and fl~vor All m~jor pl~yer character religions should game time. This will allow them to under-
it ~dds to the OM's campaign . If a calendar be assignt:d holy days, so that playt'r char- take several adventures to the other group's
is kepi . the OM h~s a way of recording the ~cterprie5ts will h~ve somethina to observe. one or two. giving the lower level characters
passing &easoN, holidays, months, cycles of There are norm~lIy a lot of thne, aJld they a ~ce to c~tch up.
the moon, or other det~il, that give a world will v~ry from region to region, Although on the surface such thinp look
life. Medieval calendars observed over 100 unf~i r, most players will re~lize the OM is
aeries have holy days to observe, we~ different holy day. for saints or special doing this for the belt of ~1I players
wolves become mort' prl'valent ne~r full events . Create your own such calendar, involved.
moons, snowl come, ~nd birds fly soulh. being 5U~ to add sped~1 observances partie-
All of these ~re events that h~ppen during ul~r to t'ach kingdom, empire, or region.
the course of a year and make" world Sftm These might include the king's birthday, the Movement
more real. Without some t~ of c~knd~ r, date of a lit~nlc victory over the Infidel the The PlaYflf ~ Hand-
the OM has nothing to base h~s ca.mpoaign opening of a m~rket f~ir in ~ nenby city. or book gives rules for player character move-
on . T~ke , for l'X~mple , the follow ing the annual harvest restlval. ment on foot. However. feet and walking
exch~ge between players: Fantastic Event. are clearly an Important are not the only ways ~ char~cter can get
Jon (Johan the aeric's piaYI'r): ~Say, you part of a fantasy world'sc~lend.ar. These can around. In lhe AO&o- game world. char-
.22
acterl can ride horses, bounce along on When 01 creature 80es la mt', exhausts tomed to grass, there is no need to provide
camels, sail aboard ships, and even fly itself, or i. riddt'n too h;llrd, there is no way them with ~a~te fodder. Their hardineu
winged mounts. Cleiilrly there are many dif- of knowing just when tht' creature will col- i. such that Aving throws vs. death made
ferent forms of conveyance, the m05t com- lapse. Player ch..,acterl can't be ~rtain of for double movement gain a + 2 bonus.
mon of which are covered here . trave:lin8 the full double or triple: distance. This don not apply to lriplt' movement .
In addition, there are haza rds and risks Tht' OM should determine where and when The other great advantage: of these crea-
that must be conlidered when traveling. the: creature collapses. This can be a random lures I. thel~ fUne-footednas. They can
Player characterl can get lost in untracked place: or at some: point the OM thinks is best travt'i through rugged terrain at one less
wild@mt!S5eS, capsize in cascading rapids, or for the adventure. than the normal movement cost. Thus, low
run agrou nd o n hidden shoals. Getting mountain. co.1 only thr« movement
around can be a risky business. points.
Ca me l.: Cllmels are t'ither . uited to
sandy deaeru (as In the cast' of the drome:-
Mounted Overland Movement Cue of Animals dary) or rocky deserts (the bactrian camel).
Mounted move- Altho ugh player It's worth no thing Ihat dromedaries are ill·
ment aosrcountry is affected by a number characten should not be forced Into the rolt' l uited to rocky dnerts, and baictrian camels
of fact onl. The two principal ones are the of grooms, all animal. do have some: b;llsic aren't appropriatt' mount. in sandy desert.!
movnnttlt r;lte of the moun! and the typr of needs tha t must be provided fo r. However. Dromedary camels reduct! the mOVm1ent
terrain traverted. Under normal conditiON, t'i1ch animal is different , 10 the requirements C05t of sand y desert by 1 point. Bactrian
all mount. are able to move a number of for each;llre listed separate:ly. came:ls have the same dfect in rocky des-
mils per day equal to their movetr'lent rate. Horses: While strong and fut , ho rses are erts.
Terrain, such as roads or mountains, can not the hardiest cre;lltures for traveling. All camels march better by night, when it
alter this rate. Horses need around tm pounds of forage: is cooler. Dromedary ameis are able to
and fod<kf' 01 day. Furthennore. good qUilli- withstand a few days of cold we:a tMi' (the
Ad.,ant.. ses of Mounted Movement ty mounts should be: fed gnin. such as oats. temperatW't' drops drastically In the desert
When determining overland movelTM!nl A heavy war horse can't survivt' tht' rigorl at night ); and lOme bactrian camels actually
ratts, ~ember that most rideB spend as of travel by gruinS on sr..... Charactt'rI live In ffft:cing and mountainous deterls,
much time walking their mounts as they do who can't provide enough food of high Although camels can manage: for long
riding them . The real advantage of riding is e:nough quality will watch their horses periods of lime without water, they must be
in the extra gear the mount cOIn carry and it. weaken and die. Horses must also have fed every day. They do nol need special fod-
u.sefulnas in combat . wate:r t'very da y. This can becomt' particu- de:r 10 long as grazing i. pouible. On the
Thus, while an un~cu mbe:red man can larly difficult in the desert. average they should have water at least
go about the same distance as a heavy War- Owing daily trawl. hones must be alIowtd t'very four days, although they an be train-
horse across dear terrain (24 miles as to stop and rest with ~ frequency. Dur- ed 10 do without for longer periods, even up
opposed to 30), the man must travel with ing these slops the mount should be un5iKklIed to several months if green grass or leaves are
virtually no gear to move atlhat rate. Were or all prls removed, If tMs isn't dont'. little: available for grazing. Uke hotWI, camels
he to arry an usortment of anns, a lUit of profit is gained from the rest . AI rUsht honI!s should be hobblt'd or tt1he:red to prevent
ch;ain mail armor, and his personal item. , he should be hobbled or tt'thered on a long rope them from wandering off.
would find it impossible to keep up with a so they can graze. If one or two are tied. the Doss: Particularly tough breed. an be
mounted man similarly encumbered. others will gene:nlly not wander off. Ho.... used to pull sleds and sledges. Some are fUit-
need not be shod, unless tMy walk mostly on ed to cold weather and will withstand a
IncrelSlns Overland Speed hard-surfaced rOiIds or rocky ground. Hone- grea t deal of hards hip . They require at It'ast
A mount can be pushed to double its nor- shot'S shoukI be replaced about once a month. a pound of mt'at a da y. so characterl . hould
mal dally movem~t rate, but only at the Ponla, Oonke)'l. lind MIlles: These ani- pack dried meal for the dogs. If nec:asary,
risk of lameneu and l'Xhaustion . Any crea- mills have much the: same: nt'ftis as the o ne dog clln be killt'd to feed the others, but
ture moving overland 011 double speed (or horse. ~ of their milin i1dvanlagts is their thil is not recommended. Beyond the needs
any fraction thefftlO must make a saving ability to survive by grning. Well accus- of feeding. ..It'd dogs tend to care lor them-
throw v• . de,uh . selves fairly wt'lI, although the charactH'l
If the saving throw is .uccesslul, the crea- may have to keep certain animals sepotrated
ture Is unaffected . If the saving throw Is 10 prevenl fighting .
failed, the creature is la me or ~t ; il can't Elephants: ~ can be: expected, t'lephants
travel any farther- that day. Thereafte:r, it t'at a prodiglow amount of fodder every
can move only at it. normal movement tIIItt' da y. In thickly fortslt'd areas, this can be
until it i. rested for at least one da y. For each suppl.ied without red ucing the beasls'
succt'lsive day a horse is ridde:n at double already slow speed . Elephants can also be
movement, a - 1 penalty is applied to the found In sparsely forested plains, though .
savln8 lhrow. Here, if left to grau: fo r itself, the beast will
Ovt'rland movem~t can be illCl't';IIsed to mo ve at 1/. its normal movemtnt rat t'.
triple the normal rate, although the risks to Except for the carrying capacity of the
tht' animal are even 8reatt'r. When moving be:a.t, the characters might as well walk at
;lit triple the norm;lll ~te, a Silving throw VI . these speed.1 Elephants should bilthe (or be
death mwt be made with ;II -3 penally bathed) every day iind will avail themselvn
applJed to the die roll. U the saving throw is of dust Nth. to keep biting nin away.
failed, the creature collapses (rom exhau.... It should also come as no surprilt' that ele-
tion and dies. If the: saving throw succeeds. phant. can't ne80tiate cliffs. They can
tht' creilture is merely spent and must be bound down stt"f!p slopes- ind«d, it i. the
rested - not riddt'n at all- for ldJ da ys. only time they go fast-but onl y a t great
I II
pml to tht.'f1lselvH and their riders. If the pulled by four medium war hof'S("S could
b.!ast fails a saving throw vs. bre;JIth weap- have a movement r.loteof 15 or pull 880 Ibs. , Tabk 73: TERRAIN EfFECTS ON
on (used for general tests of doterity ), it enough for four large or armored men. It MOVEMENT
stumbl~ , falls, and rolls t.he rest 01 the way could OIlso have so~ combination of the
down the slope. The fall mOlY klll or S(>- Iwo (movement r.lote of 13 OIrod a cargo of MOVE'RaIt
verely injure the dephant ; the choitt is ldt 660 in the above example). Condition Jleduced by:
to tJw DM . Elt'prn.nts .1fe alfectro only by Darkneu
the deepest mud. 50 the mOv~nt penalty Terr.loln and Vehlde. Heavy brush or forest
for mud is ignored . The greatest limitation on all these- vehi- Ice or 'lippery footins
Yaks: Yaks are suited to the cold rqions cles is tl"train . Wagons. carts, and chariots Ruged or rocky ground
of high mountOillns. While slow. they arc are restricted to level or o~n ground unless Soft sand or snow. knee-deql
sturdy. unaHected by the cold. Their SUI't' traveling on a road or the best trails. While Water or snow, waj.st-d~p
footing allows them to rHlu« all mountain a wagon can cross a mountain range' by Water or snow. sboulder-dC"t'p
movt'fl'lent rates by one . They can survive staying 10 the open valleys and passes. It "Fasler movement is possible.
by grazing on a meagrt' OImount of grass. just can't m .. ke good progreu in a thick for·
Yaks also provide meat and milk for travel- est. This problem gentrally restricts wagons
lers. They live in cool ~glons and COInnOI to travel ~tw('('n settle-ments. whe:te roads
surv ive long in warmer climates since they and paths are common . DArkness "net Ice
are prone to collapse from heat v:haustion . Sledges and dog sleds can bI! used only in
The' movement adjustments given for
snow-covered or ice-coated lands. Sledgetl
(pulled by horses or the like) are roughly both darkness and iet OIssume reasonable'
Vehicles equivalent to carts. No more than two u,frty lor the characters. At these sPftdi
While animals a~ horses cilln be hooked to a sledge. HorM'- characters will hOilve no more than nor-
usd"ul for g~lins around in the wildemHS. d rawn sledgc:"S are dfKtive only on hard- mal chanca 0( slipping or falling. How-
they OlIn seriously limited by the size of the packed snows and itt OInd can ignore Ihe ever, cbaractt'r'$ Giln move at faster than
load they cOIn Coury. !>('ilSOInts OInd mer- penalties for these . OHp snow merely safe speeds unckr' these COnditiOM.
chants often use w,;agons and CiutS for trade causes the horse to flounder and the nmMI'$ If charolcters choose to move more
in dvilized OInilS. Chariols 0I1'f! fOilvored by of the sledge to sink. 50 no benefit is gained quickly (up to their notnUIIl movemtnt
the wealthy and in times of war, but ..n not in these conditions. rate). they must roll a Dexterity check
nonnOilly used for 10ng-distOlnclr travel. Dog sleds art' normally pulled by seven to ('..ch round. If the check is passed. nolh·
Sledgft and dog sleds ate handy in snow 11 dogs. When hitched. a sled dog's mov~ ing happms. if the check is failed , the
OInd ic~bound ttgions. Player chOilracters mml is reduced by I/a. However each addi- character has tripped over some unseen
may find alllht!$t.' vehicles nt'«S5ary during tional dog adds o~ movement factor to the obstacle or sprawled out Irom OlIn UMX -
the COUrH of their OIdvenlul'f!$. sledge, up to the mnimum of movement of pmed slide.
C.rls are smOlIn two-wheeled OIflairs. the animal . Thus a dogsled with leven dogs In perfKt darknHS the chOlr~er can't
They GIIn be pulled by onlr or two anlmOills. would have a movement of 13 1h. Each doS be certain that he is walkins in the risht
but no more than this. WaSOM lire four- can pull 80 Ibs .• not Including the weight of dirKtion unless he has spells or other as-
wheeled and can hitch OInywhere from two the sledge. Due 10 their lighter weight and sistance. AMuming the character is on
to 12 (or even morel) . the sledge d~ign , dog sleds can cross ;Jill his own, the OM can chooSoe what hap-
The movement tOite of a horse or other types of snow and iet' without penally. pens or he' can dctermi~ randomly by
animal is automatically reduced by h.alf rolling Id11. On a 1-4 II'M! character
when hitched. Additional animals do not maIntains the desired course. On a 5-8
increase the speed . However. the standard he VC!c:"tS 10 the right and on a 9-11 he
load the beast can carry is tripled . The TerraIn Effects on goes 10 the left. The COnsequtnCfl of
weight of the c.art or wagon and driver is such course changes depends ~tirrly on
not considered for this. only the cargo .
Movement the DM and his map.
(Optional aule)
falch additional animal adds its tripled ca-
pacity to the total load hauled . Thus. a Tenain, or the
nature of t~ ground. has little effKt on
Ten"ln Modifiers In
wagon pulled by ~ght draft horsn could
short-term movcmt'nl. A charolCltr run· Overl"nd Movement
carry 6,240 Ibs .• or slightly over thrtt tons,
worth of cargo (260 lI; 3 lI; 8). Of cou~. ning pell-mell across a meadow can do Overland move-
travelins will be slow- only 12 miles a day about the same speed in the desert , or on ment is much more affl!Ctcd by tetTain than
on a level road. a sandy bt'.loch _ Only the most extreme singl~round movement. Thus. a wide vari-
Chariots are intended morc for speed, tetTain hindc:"n short term movement . dy of tCTAin typn slow or, on very rare oc-
comfort . and their usftulMlS in warfare. Thee extreme conditions are listed casions. increase the character's rale of
than for their ability to haul loads. Chariots given on Table' 73 OIl' rtduclionJ of move- mov~n t .

can hitch one to four hof'S("S (or other erea- ment tille. The reduction applin to all Overt..nd movement is measured in
lurcs). but no mon than this. A horse can movement (or ;a single round. When a miles. It is possible for chatOlcters to cr055
pull its nonnillload (the we-ight of the crn.r- charilcter is in two dif~rent types of Ie(- sev~ 1 different types 0( terrOilin in ;JI single
iot not included) al J/J its normill movement tilin during the same round, use the day. To Silly that characters must tak~ the
rOite. worst (i .e., most difficult) adjuslmmt . worst terfilin modifier for all movement is
Each ildditional h.orsc in the hitch eilhcr ridiculous. Imagine telling players they
increases the cargo limit by the horse's have to travel at the mountain movement
sl;mdard load or increases the movement rail' when they are crOSSing the plains iust
rale by a factor of I. The chariot can't have because they s~nt their firsl hour in the
more movement points than the creatures mountainsr
pulling it would nomlally have. A chariot Furthermore. in round movem~nt the
12 4
OM can 5C'e where a characttJ' will be at tM: ters must travel. it us ually results in an
md of tM round ;lInd whattemlin he had to overolll saving of time and effort . T.ble 15: TERRAIN MO DifiERS
CT05$ lo get there. In overland movement, it When traveling along a trail . the move--
is very hard 10 pmJid all the differen t ter- ment point cost is half normal for the ler- SltWition Modlfkor
rain typn characters will mter during the rain type traversed by the Irail. Following a 0.-' •
trail through the heavy forest. for example, CIIr +3
.. .r...
courw of a day.
Table 74 lists the dfeds of different ter- (movement cosl of four ) costs only 2 move-- !:!'oM!!!!!!!!J~_~~''''7 >II
reczlna; co +1

-
rain . These are listed as points of movement ment points per mile. An unencumbered
spmt prr mile of travel through that lerrain man on foot would be able 10 march 12 Gale-force winds +2
type. When a character or Cll!alure moves miles through such terrain without exerting Heavy fog +1
through the listed temlin, thai number is himself. Trails through sett led farmland of- 'l'a
Mud IQ
subtracted from the 101;111 movement avail;ll-
ble to the char;llcter or creature Ihat day.
fe r no improvement , since these areas are
e;llsy to lravellhrough al ready.
Roads are costly 10 build and maintain,
-'-.,.
Rain, lignt
.a
+1
Rain, torren tia l
Ta ble 74; URRAlN COSTS FO R
O VERLAN D MOVEMENT
so they were very rafe in the Middle Age!
(the genera l time period of the AD&.O Ravi ne ""
+ II I

M ovement
game). Only the largest and bHt organized
empires can undertake such a mbitious con-
....... ..
~
+1
+1
+1
Terr.!n T~ C"" struction programs.
BarRIl, wUCItta.nd 2 In areas of Ievd or rolling ground, such as Snow, bllzu x.
Clear, t.nnWKI 'I, fore>ts and plains, roads reduce the move-- Snow, nonnOlI
Stream " • +
xl
1/1
• n>ID 2 ment rost to one-half point per mile. In ;llre;15
On.ert , Nnd 3 01 mountainous ground, roads are nu better
h<.vy
liah'

2
than lrails and reducr movement costs ~
cordingly. A road traveling through high
• These assume the player characters
find a routt around the obstacle. Ah er-
• modium 3 mountol.ins is onl y (our movement points pet' natively, the OM can requln the ch;lltae-
tus to scale or ~ the obst.;ade. playing
I~ 2
2
mile.
out this encounter.
Terrain Obstacles and
••
•• The!It extremes must be in exCftil of
Hindrances tM: norm expected of the crn.racter or

••
creature. Thus . • c.;amel il relatively
Themovemmt point un.;al(eded by the scorchJng heat of a des-
costs given ~ as5lIR'Ie the best of conditions ert and .;a yu bamy notices the cokl of
4

~~:~~::!' •• even in the worst 01 tmilin. The mountains art'


a!iI!il1Il'Wed to be free ~ cliffs; the woods NW no
hish-banked stnams; rains haven't turned the
high mount-alns.
• • • This cost is negated by Ihe prH-
Mountains. medium
Untraveled pl;llins, gr;llSS- • plains to mud: the tundra hasn't been blanketed
in snow. H~, poor lraveling condillons
t'J\~ of a bridge or ford .

land, hN th 1
Scrub. bruahland 2
do (XDU', and when they do travel .is slowed. Movement on Water
Und,. Table 75 lists common obstacles and situati0n5
3 One of the fastest
that .slow movement . The modiAcn for these
are listed as either additional movement poinl and easiest ways to get sornewhenl is to travel
costs or multipliets. on a river. It'! hard 10 stlio5t; a larse amount of
When additional movement C06tJ are listed, equipment can be easily anied; it is faster ilIld
The m;llin purpose
these are added to the cost of the. surrounding easier lhan walking; characten an evm do
of roads and trails 15 10 provide a clear roule
for wagons, carts, ;lind other forms of heavy lerrain. Thus, CTOIi5ing a ridge in the high ""'" thing. ("""" doth<.. IoMn ""n.. rook
mountains costs nine ITIOveml'nt points fOf" that meals) while tr.weling on smooth waten.
transport. It is impossible for luch vehicles
mile instead 01 the normal eight. RIver travd is not without its risks, however.
to cross any terrain that has a movement
point cost greater lh;lln 1 unless they are fol - Multipliers increase Ihe move:menl COIl EddM5. """" ~. ",pkk. on<! ~
by the amount listed. Snow, for egmple. waterfalls can make a joumry quite exci~.
lowing a road or trail. In addi tion. roads
doubles the cosl of crossing Ihe pl;llins. Fortunately. mD6t 01 these hazards can be
and trails norm;lllly go somewhere, 50 it is
h;llrd (but not Impossible) for charKters to Indeed . severe weolther conditions- avoided by knowledse.able cnarxteB.
blinding :.nowstorms or torrential rains- The r.te of movement on a river is dele.r-
get lost while following them .
can actually bring allirneilo a halt . mined by two factors : the type of bo.at and
Tmk are by fM the mOlt common dr:Med
the now of Ihe current. If the. boat is travel-
trU found In ADlr:o- pme worlds. Ohm ing downstre;llm (in the direction of the cur-
little mort' ~ narrow pme trails, they are
renl ), add the speed of the CUrm"l1 to Ihe
the natunl rftUlt 01 traffic moving from one
5peed of the boat . If the boat is Irolveling
point to another-. Though not roads (in that
agilinsl the current , subtrxi this amount
they are not maintained), they tend to br: fair-
ly ope.Jl p;lth~ays. StlU, char.lcters may have from the boat's speed . Tablt 76 lists rales in
to _to the removal 01 fallen tJ'ftl and stones both fed / round and milll!l/ hour for the
common ty~ of riverbo;llIS.
or the ckarins 01 brush- all thifl3l that an be
accomplished by the occasional traveler. When sailing downslream, characlers
Trails norma lly follow the path of le;llst must be W;llry of unexpected huards. While
resistan«, noiding difficult obstacle such a good map can show lhe location of water-
as chasms, cliffs, aMi unfo rd;llble riven;. falls and rapids. onl y a knowledgeable
While Ihis may Increase the dislance charac- guide or pilot knows the loc.;ation of hidden

115
Silndb.. n . sn.. gs . .. nd d .. ng ... rous eddiH. thiness. More information about each ship Weather and Ship Travel
While thesl." .. re ... uy 10 avoid when travel· is giv ... n in the cnlllpter on Money a.nd Equip-
inl upstream (all one nt'ftI do is stop pad· ment in th ... Play,r's Ha"dbook. More than other
dlinl'. unprepilred boaters Ciln quickly be methods of travel. ships (especially sailing
swept into them going downstream . Table 77: SHIP TYPES , hips) are subject to the whims of wind lind
Once chaf"iKtm find themselves in a dan·
gerous iitwlllion. t~ must m<lke II Wisdom
check (modified for seamanship proficiency. if
B...
M o ve! Emerse nqo ... -
weather. While il Colo n be assumed that sail-
ing w...alher is normally lood. there are
times when storms, fa.vorlilble winds, or

.."'"'....,.
IIUs is used) to prevent Colopsi%ing. Capsized Ship Hour Move wortrunHS (n!ak cur~nts ca.n increase or decreue a
bwlJ ;lInd goods a~ ""'ept downst~am .
although ~ like wlltmalls iind particu-
Caravtl
Coaster

3
5
••
ship', speed. The effects or different welllthe.r
conditions an! listed o n Table 78.
Larly strona n.pids will r;mash most craft. Cog 3

"' .
Curtlllgh 213 10 55 .. Table 78: SAIUNG MOVEMENT
Dra.kkar 21. 12 MODIfiERS
O romond 21. 12 .0 ..
Ocean journeys ~ Callf!On 3
• 15'"
We.ther
Condition
SaUins
Modifier
RowfnS
Modifier

.........
a dangrrous business. especially in a fantasy Crea.t
3/.
dverse Xl/: xl
work! . Sea 1t"fpen15. Incredible maelsuorM. galley 11 aimed NA ,1
and other imaginary honors lhat filled the
1llOIIp5 of medieva.l navigators really can lurk in
the deeps of the AD&coa game's oceans. Not
Kna rr
Longship '"
512
12
13 60 .. FlII... or~ble
(avr:ragel xl xl
(sttong) xJ xl'
thllt they a re r ...ally nKHsary-pi ra tet. Ba$e mo ve per hour is the averllge sp..-ed
COile d ' xiI!'
storms, hidden shoals. and primitive navigil- of the vessel under good conditions. When:
Hurrkan..- xS°' x 2 00
tional techniques leave the typical sell apCain two numbers lire sepillrated by a slash. the
Ughl brftu. xl xl
with more lhan enough danger to cope with . first is the speed und ... rA illllnd the RCond is
S ionn q" .".1f~ '
Otep-tea sailins is pretty much unknown in the rowing sp..-ed .
• A seaworthiness check is required.
the AD&tO gam..- world. The majority of Colop- To determin..- the movement of a ship per
•• A 5eaworlhiness check with a -45'.110
taiN pme1' to stay close 10 known coasts. round (in rare ocasionl where this is necn-
penalty Is ~uired .
Without navigation equipment only a few A ry). multipl y the current speed times 30.
ships vmlure into open wate1' beyond th..- This is the )'ards trlllVcled per round.
Weather conditions are gt"fl ...nlly fairly
sighl of bnd. Ship-building skills are not fully Emerge ncy move Is the top sPftd of the
consistent within 1II single day. (This Is a.n
up to the netds of ~ sailing. Most ships v..-uel in emergency o r combat situllitions.
obvious Simplification to keep the &lime
are easily swamped by the stonny wat ... rs of For sailins ships. emergency speed Is gained
major OCI."ans, while their SlNll siu preven~ movina.) The exac-I conditions for a siven
by pultins on every Yllird of sail possible.
day ca.n be chosen by the OM (pe:rhaps by
crews from c~ ~I'" suppli..-s for CaU... ys and 0 1M1- oared ships n!ly on the
usinS the weather outside) or it an be deter-
long voyages. Even the skills of sail-handling Slrftlgth of thrir rowen. This speed Colon
only be maintained for short periods of mined rlllndomly. To do the Ililuer. toll 2d6
are in their rudimentary st.agcs.
and find the result on Table 79.
Howev... r. t~ Ilmitations ';U1! not "...ri- time . Too long and rowers will colllllpse;
OI.IS in .. fantasy world. Those wilh wealth ffilIIStS. yards. and ull. will brellk.
c.. n cro" o«ans by ot."...r. mor ... practlelil. xa.worthinl'S$ rates the ve5SeI's ability to
m..... ns: flying mounts, und ... rsea dw ...lI ... rs, rema.in afloat in dange rous situatio ns, nota-
.. nd tel ... porta tion a r... all lIvlllillilble. lilt least bly storms. hidden shoals. eJ(tended voy-
to the rich a nd powerful. (The Vlllst mllijority agl'S. huge monster attacks, a nd rlilms. Any
of the populliltion does not have accns to time the OM rules th4it there is II chan« of
these forms of travel. ) Also. mlligial tta.ns- sinking, he rolls percentile di«. If the roll is
pori is impractical for moving Ia.rge ca.rgoes. equal to or leK tha.n the waworthiness r.. t-
The: need to move goods and the sclllrcity of ins of Ihe ship. il remains a.f1oat. tho~
ma.gical transport make wiling a valuable bailing or repairs may be necnsa.ry. If the
lind nec:HSary lIIri . roll is higher thliln the 5e4iworthiness ra.ling.
Table 77 lists ships thlilt could commonly the ship sinks.
be found in a medi ... va.1 world. The table Hsts Ports and anchora.ges give 1II :leaworthiness
hlIIslc game information lIIbout each ship: bonus of + SO"" . Thus. vessels at anchor are
bue spftd . emetKency ~ . and "...awor- in little or no danger from a nonnal storm,

Table 7#r. BOAT MOVEMENT

,,
Ves","1 fHtfRound MPH Cargo Lenglh
Kayak '00 250 Ibs. 8-10 ft .
Canoe. sm4i1l
Clilnoe. wa.r
'00
II!O , sse Ibs.
800 lb..
10-15 ft .
~35 ft .

..
Cotlllde
KHlbollit or raft
",.
Rowboat
60
60
60
160
I'
.1 '
I'
1.S·
600 Ibt:.
2,000 1"-.
4.000 Ibs.
600 Ibs.
8-10 ft .
15-20 ft.
25-40 ft .
8-12 ft .
·Th..-se v~ls ca.n trlpl~ their hourly mov ... ment wh ... n the sail is raised (provided the wind
h;as 'he righl h ... ading).

1Z6
T.bW: 7~ WEATHER CONDmONS equaUy dangerous and rar more common.
Once characters are lost. almost anything
-----------Weat he r~----------
can happen .
Id6 Roll Spring/f.U Summer Wlnter There a re two ways of setting lost :
2 Becalmed 8ec::a1med Becalmed There's just 10$1 and IMO there's hope.lessly
3 Bec.tlmed Becalmed Ught breeze
losl. Each is quite different from the other,
4 Ught breeze Becalmed Ught breoeze
5 Favorable Ught breae Favorable
lust Lost
6 Favorable light breat' Strong wi.tlds
Sometimes, charac::te~ are lost be<:a.use
7 Strong winds Favorable Strong winds
they do not know how to get to a sJ)Kific
II Storm Favorable Storm place. They know where they have beft\
9 Storm Stro ng winds Storm (and how to gel bad there). but they don't
10 Gale Stonn Gale know t~ correct route to reach their gwl.
11 Gale Gale Gale
This occurs most often when follow ing a
12 Hurricane' Hurricane' Hurriane' road, a trail, a map. a river, or a Itt of direc::-
°Hunicane5 occur only if the previOUS day's weather was gale. If not, treat the result as a gale.
tions.
Under these circumstanas, there is a rea-
Adversoe winds art: determined by roUirl8 These modifiers are cumulative. Thus sonable certainty that the player characters
1d6. On a 5 or 6, the winds are unfavorable. strong winds a nd rain are the equivalent of a will wind up somewhere. Aflu all, ~ds go
When adverse winds are stonn strength or storm, while a p ie with rain is worse than a from pl a~ to place and rivers start and end
greater, the ship will be blown off-coune by stonn. Flight during a humcane is just somewhere. Whether this Is where the
at least half its movement unde:r those con- about impossible witho ut some type of player characters want to go is anothfl- mat-
ditions. regardless 01 whether it is a sailing magical protection. ter entirely. No particu1ar rules are needed
ship o r galley. to handle Ihese situations. only some con-
Getting Lost fUSing forks in the r~d and the wit (or lack
thereof) of the players.
Aerial Movement Monsters, bandits. For example, imagine the characten fol-
Aeria l move ment evil wizards, and villainous knights can all lowing a well· marked trail . Rounding the
ratH are handled according to the nonnal male travel in t~ wilderness danserous. comer, they find the trail splits into two
movement rules , with clear sky being But none of these is the greatest hazard char- equally used trails. The directions they gOI
treated as clear terrain. A detailed syttem of acters will have to face. Getting losl is in the last village said nothing about the trail
aerial movement during the round can be
found in Chapler 9: Combat. The only spr-
cial consideration that must be given to ae .....
ial movemel'lt is the weather condition.
Weather Is, (or all practical purposes, the
terrain of the sky.
AJJ with sea movement, the w~ther for
any particular occasion can be chosen by
the OM or determined randomly. If deter-
mined randomly, the OM should lint roll a
wind condilion (as found on Table 79,
above).
Next, the OM rolls Id6to determine pre-
cipitation (although storms and hurricanes
have automatic precipitation) . During wm-
mer and winter, a 6 on the die indicates rain
or snow. In spring and fall , a 5 or b is rain .
Clearly the OM must adjust this according
to the terrain of the ~on . There Is little
need to make precipital.ion checks: when fly-
ins ovu a <ieM.rt , {or example.
Be aware that this Is only a very simple
method for determining the weather, and
judgment should still be used . The effects of
weather on amal movement can be found
on Tableao.

Table 80: A£.R1Al MOVEMENT


MODIFIERS
Condilion Modlller
Humcane No t possible
Gal.
Stonn
".
xli.
Rain or snow xlh
Strons winds )(1/1

111
branching . They must guess which way is Table 81: CHANCE Of GETTING Don't ttll players w hen their characters
t~ right way to go. In a seflH, they ilfe now HOPELESSLY LOST are losll lei them continue 10 think they a~
lost . Once they choose a trail. they do not headed in the right direaion . Gradually
s um:u=~ _ _ _ _,;.
" ~4nce

[Lls!!!lr
know if their guess was correct until they get veer Ihem away from the1 r true direction.
10 the end. But, they Ciln always find their Player characters should realize for them-
way back to the last village. So they are not Rolllnapound ;w" selves tha t they're no longer heading in the
hopelessly lost . This can also happen when oodod 30" right direction . This generally comes when
Rough (wooded imd hilly 40'10
following rivers, roads, or blilZe markinp:. they don't get to whatever point they hoped
Swamp 60'10
Mountainous SO'll> to reach .
Hope:lessly Lost
Hopelessly lost is another matter altogether.
This happeN when player characters have no
idea w~ they are, how exactly to get back
to where they were, or whkh way to go to get
to whel't they want to be.
Open..
......
ck fOlftt

Table 82: LOST MODlflERS


..
20"
10 ..
For example, a group of player characters
is following a poor trail through lightly
wooded hills on their way to a village thre-e
days' march due west . On the first day, they
sensibly set their ughts on a large rock to the
west as their landmark.
Although It can happen. player charac- Their chance of getting losl is 15" -40
ters seldom get hopto:lessly lost when follow- for being in wooded hills minw 15 because
ing some obviow route (a road or river). they've got a landmark minus 10 beause
Trails do not guarantee safety t ince they they' re on a trail (40-15-10-15). The
have a maddeniR¥ habit of disappearing. OM checks to see if they become lost and
branching, and crossing over things that -30 rolls a rn. They're lost, but they don't know
look like they should be trails (but a~n ' t) . it!
The chance of getting hopelessly lost can The pl.. yers aMounce that their charac-
be reduced by sighting on a landmark and ters are marching to the west (to follow the
keeping a bearlngon it, orby hiring a guide. land mark). but, unknown to them, the path
Darkness, overc..st days, thick forests, and takes them so~ hat iQuth west. As the
featureless wilstn or plains all increase the Fog or mist + 30 characters get dose to their landmark, they
chance of getting 100t. sight a new one In a straight line beyond it.
·Thls would apply, for example, when
Chec:lu for getting hopelftSly lost should They think they are still headed west , but
the chilracters are sailing out of sight of
only be made whm the player characters their new course is now northwest .
Iilnd.
are not following a clear fO.Jd, river, or trail. The player characters are likely to realize
o °The u~lnes5 of directions and the
Checks should be made when following a that I~ are off course only when they
liule--u&ed trail or when a river empties into knowledge of a guide are entirely up to the
don't fi nd the village at the end of three
a swamp, estuary, or delta . Checla should OM . Sometimes these are very helpful but
at other times only manage to make things days' marching. At tha t point , they do n't
also be made when moving cross-coun try know lust when they got 0(£ count: and SO
worse.
without the aid of a trail, river, or road. One they are hopelessly lost.
check should be made per day. Remember that the best defense against
To make the check, find the entry on Delllil18 With Lost Characters
Once iI group 15 lost, no further checks getting lost is not to try to go anywhere in
Table 81 that best matches the type of ter- piU'ticular. There !sliule point in checlc.ing 10
rain the characters are in. This will give a need be made- they're losl until they get
themselves back in famUla!' territory (or see if characters get lost If they don't have a
percentage chance to become lost . From goal. It is perfectly possible for characters
until they get lucky and happen upon some-
this. add or subtract any modifiers found on just to strike out w to see what CUl besem . If
H

one who can help them out .


Table 82. Roll perttntile dice. If the die roll one hilS no place 10 be and no concem about
is less than the pern-ntage, the c:haracttf$ ever getting bade:, one Cilnnot get 1011 .
~re lost.

118
The previous chapters have prnented a lot gaining more information. However, ona 011
of rules and cover«l a 101 of ground, bul character falls a check. he wiU not hear any-
there are always a few thinp that don't fit thing (even if he immediately mOlikH a suc-
into neat little catqories (or even big cale- cessful check on the next round) unless thel"f
gorial). Some of these are iituatiolll that is a substOlinlial improvement in the condi-
arise all the time during a(iventum. Othen tions. The group will have 10 move cI~,
are situations or background facts you will open the door, or take some other action to
need only occasionally. TheM 1dt-overs,~ allow a new check .
common and uncommon , a~ discussed If a check is successful, the character can
below . kH'p listening to leam more. This requires
continutd check5, during whicn the playft'
can attempl to disam specifics-number,
listenIng raa, nalure of beu!. direction , approach-
One of the useful Ing or ~treat.ing, and perhaps even bits of
tricb that smart adventuren learn aher a conversation . The player states what he is
ftw trips Into deadly dungeons Is to pay trying to learn and a check is mack.
attention and listen for strange noises. Noise Trying to overheOlir things this way i. Ies.
is a valuable due, a lerting characters to p0s- than reliable. Thieves should nOI beallowtd
sible danger and even occasionally living to use their hear-noise ability like super-
them a definite picture of what dangers they sensitive microphones!
face. After rashly bashing down a door only
to discover a barracks full of unruly ora, Doors
the player characlen may find It more pru·
dent to stop outsick and listen before trying When ~ating their
tM same stunt again . char.1cten, all players corne up with anum-
All characters have a percentage chan« bn to open doors, bDed on their Strensth .
10 hear noisn. the perttnlage varyins by Must the chancter'S make checks 10 see if
race, as Iist.e d on Table 8.1. This ability is they can open iM doors, the doors to their
equal to that of a lst-Ievel Ihief (however, rooms, or a ca~ doorl Of c:oune not .
thieves can choose to I~ase this score) . muffling effect of doors or the echoing of Under most circumstances, don't worry
This Is "01 the character's chana 10 hear stone passages, m;ly still OIIl1ow the chOliracter about the chance to open a door. Sornetirnes,
someone 1;llklns to him or 1M tolling o f the 10 hear a noise reasonably well, but may however, there are doors 1M charOllcte.rs
city wOlilch's bell 0111 nighl . This per~tage prevent precise identification . aren't !'MantlO open. That's when the check
should be used only when hearing is diffi- In some iituatioM, a character can heOlir becomes important.
cult or there a~ extraordinary ciraunstanc- muttering, growls, POlintins, or voicn, but Doors can generally be divided into dif-
es irwolvtd . may M unabl~ to identify the iSluer of the ferent groups. First are regular nonnal
The perce:ntage chance is followed by a sounds. The character would know thel"f is doors. Thne open when pushed or pulled
number in parentheiH. This 5«ond number something ahead, but wouldn'l know what . because thai'. what they are. supposoecJ 10 do.
is the same chana on lcUo. You can either In other situations, the chance to hear any- l"he OM who requires iii check every time
mOlike a perce-ntile check or rollld20, which- lhing al all may be affected . Extl'ftne caSH Ihe charOlicters try to enter a lavern Is misin-
ever is most convenient . In either case, a roll can give you the excuse to provide misinfor- terpreting the rules.
equal to or leu than the number on Ihe table malion. GUltural speKh mOllY lIOund like Th~ next group are those heavy, old,
means the character hears somelhlng. growls, the moaning wind could become a musty, swollen and rusted doors found In
scream, etc . dungeons and ancient ruins. These don't
In some cases a chKk Is neass.ary even open with an easy pull. The hinges may be
Table 83: CHANCE TO H.EAR NOISE BY when the character is not attempting to dJ.s.. frozen or the wood swollen in the fram~ . To
RACE ce-m some unknown noise. The character ope.n Ihfle the characten musl make a
tries to hear the shouled words of a pirale check. yanking on the handle or giving the
Dwarf Ell Cnome captain over the rOliging storm . He can 1ft door a good shove.
15 .. (3 ) 20., (4) 25'" (.5) lhe captain and un clearly I~II the man Is AnaJly, there are locked , barred, and
H.lf-elf Halruna Human speaking. lndftd, the captain may even be msorttlled doors, ones that are closed OIInd
15 .. (3) 20 .. ( 4) 1.5 .. (3) speaking to him . However, a hearing check sealed on pul"J'C*. 1bese take a bit of doing
should be m~ to find out if the character 10 open.
Of COUI'R, the chance 10 hear noise aiven can make out the captain'. words ov~r the Every character has 011 chance to force
OIIbove ~ruents more or leu optimum fury of theslorm . If the character ~ a lit- open a door, but it is up to the OM 10 dde.r-
conditions- helmet off, not moving. and all tl~ closer, the storm a little leu, or the cap" mine when it ill appropriate to use this abili-
oth~n r~mainin3 relatively still for one tain's lungs exceptionally strong , the ty. The DM can legilimat~ly allow Ihe
round while the character stands ilnd tries to character's chance 01 success would be char.acten to force- open a door held mut by
~ar noises curled on the b~ze or down a increased . a flimsy lock or rotted bar. An extremely
hallway. Under such conditions, the charac- In all cases, hearing a noise tOllkn time. heavy dungeon door, swollen in its tr..me
ler will get a rthatively clear idea of the The OIImounl of time spent listening to the may be unforceable. The characters throw
nature of tne noise-animal grunts, slithe,... captain is obviously the lime it takes him to their shoulders against II and just bounce. If
ins. speKh (including language and race). speak his peace-. Standing and h~aring noise picking a lock is particularly Important 10
and perhaps even words . in a corridor o r at 011 door requires a round, the adventure. then IhOliI might be the only
le:ss than perfect conditioM don't alter with Ihe entlre party remaining still . WOllY to open Ihe door (short of stealins iii
tne chance to hear (which is low enough) Furthermore, a cha racler can mOlike key) .
but can affect the clOlirity. Some, like Ihe repeated checks in hopes of hearing mol"f or One importanl nOle to remember is thOli t if
129
~ monsler opened a door and ned through monster check (if any exist In the are~ ) each area only once, although several characters
ii , the characten should be able to open the lime. door is .mashed down . Silently pick- can Rarch the lame are• .
door with equal eue. The key here is ~equill ins locks can have its advantages. Normally, when a chanicteT discovr:n a
ease." Wh..t ill easy for a troll or hill giant S«I'fI door. M has found the means 10 opr:n
may be quile a bit mort lhan ;I gnome or It . Therefore, no roll must be made to opHI
Conce.a.lecr And Seuet Doors the door. In very rart: cases, the character
ha.tnlns can milnaael Frequml opening and
closing will ~JO affect the ease with which a In addition to all may discover that the iKret door exists (by
door un be used , other types 01 doors, the arune architect. finding its oudiN:, for example) but not
U a door 'ails 10 opm on the fint attempt, of mOSI fantasy buildings like to include a know how 10 open it. In this GaR, a iepanlte
a character an try apin- there is no limit few ~t and concealed doors. These can check must be made to open tM door.
to the "umber of attempts, but each subse- range from ';mp1l! priet-hole to pivoting Secret doors cannot be forced open by
que:nl atte:mpt will I'tduce the character's bookcases opening: 1,,10 hlddm crypt• . 1ne nonnal means although they an be bashed
chan« of SUCCftl by one, at he grows mort only limit is your imagination . down with rams (at h.aH the nonnal chan«
and more tired of yanking Of banging on the Secret doon operate differtntly from of success) . Indeed, it is evV\ possible for
door. normal doors. First and foremost , they mUll characters 10 set' the S«ret door In opera-
A"other common tactle playen use to be found . This isn'tllOmdhlng that happens tion and not know how it \s operated . ("You
deal with uncooperative doors 15 to put mul· withou t effort (If It did, the door wouldn't borsl ln just in lime to see Duke Mar.uk, the
tiple char~cten on It . Up to Iwo ~ple can be very seCTl!tl). With the exception of elves. vampirt, disappear fTom .ight as the tlldlng
attempt to fora open a door at the lame characters must ioear<h (or iKf't:t doon to bookcase: swinS' back into position . In
M
)

time (mo re than this and thecharacten tend find them. such cases, knowledgt that the door exisls
10 trip over themselves) . The chanc:e of Searchins a 20' SKl ion 01 wall tak" will increase the chance 01 finding ill open·
opening Ihe door i, inCTU~ by half tM about 10 minutes, during which the charac· ins mechanism by 1 .
1e35er character'1 chance (with fractions ters tap, thump, twisl, and poke, lookinS It is a good ideil to note how each partlcu·
rounded up). ThUI, if Rupert opens doors for secret catches, .Jiding panel,. hidden lar secret door works and how it is con-
or"
on a 1, 2, 3, ton IdlO) and IAlse:nora on
a 1, 2, or J , together Ihey ca.n open a door
levers, and the like. The: exact amount of
time can vary according to the amount 01
«aled . While ,uch notes have no elfect on
the mechanics 01 the game. !My will add a
on ~ 1. 2. J , 4. 5, or6 (RupHt"ll-4 plus hall detail on the wall. A relatively barren wan lot of navor ilnd mystery at 1M expense of a
01 Ot:lsmora', 1· 3, rounded up 10 a +2 section will go fairly quickJy, while a One little effort . Which is more noUns- to say,
bonus). loaded with ,helves, ornamentation , "You lind a secret door In the north w&ll; or
Resourceful character, sometimes go .conce. and other fixtures will requirt more "You twist the Iion·he.ded oma.menl over
alteTdoors in a bia way. improviling Ntter· time. A character can search a glvm wall lhe mantJe and 5udden.ly the names in the
1113 ranu 10 bash Ihem in. The char~cters
need a suitable ram la ItOUt loa will do) and
some runnina room to gain the lull advan·
lage of thil method. Such a ram will enable
the characters 10 total tMir chitnces to opm
the door. Even without the running room,
the characters can IwinS the: ram into the
door. This allows more than two characters
to apply their muscle alone time.
Eiich chuacter on the ram contributes
one-hall his normal chance of opening
doors to the overall effort . Thus. Rupert (1·
4), DeIRnora (1·3), Tarus (opens doon 1-(6)
and Joinvllle (opms doors 1· 2) would have
a (2 + 2 + 3 + 1 . ) 1-8 chana of bashing
down Ihe door Iwinging a ram into il. Thdr
chance would be (4 + 3 + 6 + 2 -) 1· 15 if
tMy were able to charge thl! door full Illt
with thdr ram .
Of course, bashing down doors don have
itt diSildvantaga. Fil"lt , the door is ruined
and can't be dosed behind the group. The
characters will le~ve a clear path, one any
pursuers can follow . and they won't be able
to block their rear. Unless the slte has I'tSU·
lar malnlalnenc:e, thl! OM ahould note on
his key what doors have been dntro~ for
fulure ref~ .
Forrilll: doors o~n also lends to be noisy.
Unless lhe door bW'lta open On the first try.
creaturft on the olher . ide cannot be IUr-
prised. Even il there ian't anything behind
the door, those n('arby will be alerted (and II
intelligent , may take action) . Finally, the
nolw may attract unwanted viliton . The
OM should immediately make a wandering
130
flr~laa die down and a panel in the back diserue spells and powers. Freeing a charac- suffered . While the character may know or
slides up~ l ter from the torments of Iyunthropy is a susped that he has done something terrible,
Furthermore, colorful descriptions of more involved and complicated mailer than he does not have dea r memories of the pre-
5C'Cret doors allow you to p lace the burden just casting a single spell. ceding night. Good characters will be tor-
of remembering how a given door works on True I)'Cl nt.hro py is neither iI curse no r a mented at the thought of what they may
the player charactel'$-'What, you forgot contagion, but the ability. possessed by a have done. and paladins wil l find they have,
what to do to make that secret door openl limited number of species, to change into an at least temporarily, fal\l!'n from &race .
Well, I suppose you'll have to search again .~ animal shape at will. As such, true lycan- Fru lng • ch •.r.cter from the grip of
If used in moderation, this will help keep thropes are not affected by the phases of the lycanthropy is not the simple task of casting
them involv~ In your game, encouraging moo n. da rkness. or any other limitations on a spell . A cure disltaw has no effect on the
them to mah maps fill~ with ilil manner of their changing abilities indicated in the fo lk- charactu. A remoue curu allows the char-
interesting notes. lore of werewolves. Neither can a PC be acter to make a saving throw to free himself
A conce.led door i5 a normal door that is afflicted with true lycanthropy- it is an from the lycanthropy, but this must be Qlt
purposely hidden from view . The~ may be ability limited to those spedes born with the on one of thl!' nights when thl!' actual change
a doo r to the throne room behind that cur- power. occurs. If the character makes his IiIving
tain or a trap door under the rug. The door Howevl!'r. one of the characteristics of the throw vs. polymorph. tM lycanthropy is
isn't disguised in any way or open~ by true lycanthrope is his ability to transmit a broken and will nOI affect the character
secret catches; it is just not immediately Iynnthropic contagion to his victims. This again (unless, of course he is infected by a
obvious. is the dreaded lycanth ropy of tolk.lore. lycanthrope once againl .
Any search for concealed doors will Once strlck.en. the victim falls under thl!'
reveal them and once found they can be sway of the moon. unable to resist the pow- Other Maglu,l Diseases
opened normally. Elves can sometimes sense ~rlul change into a b loodthirsty beast.
concealed doors (if they make their die ro ll ) Whenever a ch<ilracter Is wounded by a lycanthropy is not
without having to stop and search. No one true lycanth rope. thet(!' Is 1 .. chanC(!' per hit Ihe onl y type of weird and magical affliction
knows how this is accomplished. although point of da mage 5uffued that the character that can strike a cnaracter. Filthy Tilt, an
some thwrize elves notice subtle tempera- is ,tricken with lycanthropy. T he OM carry d isease. MummiH possess the danger-
ture gradients when they pass near these makH this chKk secretly, sina charactl!'rI ous rotting touch, In each ase there are
doors. never learn of their fate until it is 100 late effects set out in the description in the Mall-
(although prudl!'nt cha ractl!'rs may take 5troU5 Compfmdium. However. It is Impor-
imml!'diate stl!'PS as if they h<ild been alfect- tant for the OM to distinguish between
Lycanthropy ed). If stricken. the character suffers from normal and magical diseases.
Of all the afflic- Ihis curse. A normal disease is one that no matter
tions that an strike ill character, one of the Cursed characters suffer uncontrollable how e:xotic or fantastic is caused and tra ns-
most feared i5 lycanthropy. While often changl!' on thl!' night of a full moon and the mitted in ways we nonnally understand-
considered a disease, iyanthropy can mo~ nights immediatl!'ly preceding and following germs, mosquitoes, rabid rats, etc. To that
properly be described as a natural condi- it. The change begins when the moon ri~ end. the disease would be treatable by nor-
tion, in some C<ilses, or a curse, in othen. In and ends when it sets. During this time the mal methods in the real world .
either case, it Is immune to the effects of cur. character is controlled by the OM, not the A magial disease, like rotting touch, is
player. Often. the character discovers that one that functions by some unexplaiOl!'d
he has done terrible things while changed magical property. At. such it is not curable
and under the OM's control. by normal means.
During the change, the character'. The OM should understand t.he distinc-
Strength increases temporarily 10 19, allow- tion betWeftl the two types or diseases. With
ing him to break bonds, bend bars. and oth- that knowledge. he can rule on theeffKts of
erwise escape confinement. Thl!' chang~ various cures and potions.
character ha5 the Armor Class, attacks,
movement. and immunities identical 10 the
type of Iycanthropl!' that wounded him .
The Planes of Existence
Howevl!'r. the intelligence and alignment Your campaign. or
of the character an! overwhelmed by an anybody else's. is not the only possible
uncontrollable bloodlust . The plilyer chOIr- world-setting for the AO&o- game. There
acter must hunt and kill and generally an! as many differen t campaigns as there are
chooses as his victims people he knows in OMs. Yours m<ily be a very conscientious
his daily life. The strongl!'r the emotion medieval setting in westl!'m Europe. But
toward the person (either lovl!' or hatl!'), the what other kinds of campaigns could there
greatl!'r the likelihood the character will be1
attempt to stalk and slay that person . - A carefully researched campaign set in
Remember that during the period of the late-Medieval Italy whe~ characters can
change thl!' player has no control over his mefl famous rulers and artists of the age.
character. Neither will he be identifiable to - One set in a world similar to the Far
his friends and companions unless they are East , with oriental charactl!'rs. Ct1!atures.
familiar with his curse: or can r«ognize him and belief•.
by some personal effKt.. - A campaign set in lands similar to
At the end of each changl!', the character ancient Egypt at the height of the Bronze
returns to his normal form (perhaps to his Ag • .
embarrassment) . At the same time. he hl!'als - A campaign in an underground world
10% to 60% (ld6xl0) of any wounds he has domi na ted by dwarvH, locked into an
1)1
mdles war with tM fecund ora . pockets or islands 01 mailer known at demi- goddesses, and dmli-Sodt) inhabit these
- ,. ampalsn K't in Bloomy. mysterious planes. These demi-planes are IOmetimes planes along with a full ranse of other Iif...
ustem Europe. populaled by sullen peas- the. creations 01 extremely powerful wit;- forms . The outer planes are the nnal resting
ants. crumbling astles. And monsten both ",ds, technolo&ists. or dcmi"Sods. place of the 'Pirits of intelli&ftlt Iile forms of
urbane and bestial. in 1M bftt traditwN of the Prime Materi.J1 plana.
old horror movies. The known outer pl .. nes have been
The Inner 'lanes
- ,. 1""ly fanlutic world Ailed with genii- named by humans. Some of these ""mes
driven sturn en.glnft. e.iflnental airships. Usina the sphere are:
And spell-drivltn telegrapm. an..logy, outside of the Primes and the EtM-
- ,. am~ip Id in a tropial archipelaao real planes are the inner plana. the primary Nirvana
whe.re travel ia by anOf: between islands of buildina fofa'i of the multivt'lW. The inner Arcadi ..
annilnls, aiant beuts. and lost civiliza- planes consist of the elemental. para- Seven Heavens
tions. elemental. ~ quasi-eiemental planes. and Twin Paradises
- ,. cam~ign world Id in Africa at the the plU\es of energy. The elemental pillfles Elysium
hei&ht of ils anat empires. where powerful a~ the buildina blocb o( maller- Air. H..ppy Huntina GroundJ/ Bea5llands
native kingdoms fisht to resist the conquest Waler. Fire. and Earth. Whe~ the elemental Olympusl Arv .. ndor
of foreign Vlplorers. pl .. nes touch e~h other there ariM! Ihe pan- Gladsheim
-A campalan b..sed on the works of .. element.. l planes-Smoke. 1«. Ool.e. .. 00 Limbo
~rticul .. r .. uthor. such ..s Sir Thomas Mal- Maama . The Ene'8Y planes are the Positive Pandemonium
lory's LA Mort, d 'Arthur or the ....a'" of Ice-- Material plane (also called t.he Plane of life) The Abyss
land . and the Negative Material plane (the lOurce Tarterus
Cle..rly. there ....e m.. ny possible settings of entropy). The quasi~lemmtal planes H.....
for cam~lgn worlds- .. n these .. nd more. exist where the elemmlaJ plana: touch the Gehenn..
So. how c.. n LMy all be accommodatedl To Energy plants- Ushening, Steam, Miner- The Nine Hells
allow such diversity and to provide unlim- .. Is. and Radiance around the Positive Mate- Acheron
ited adventure pouibilities. the AD&:~ rial plane. and S.. h. Vacuum. Ash. and Dust Concordant Oppolition
same world offers many planet of edstltn«. around the. Neptive Material plane. Many
The planet are different areas of Vlist- of the plane5 have their own cre..tures and These names are not ~rily consist-
ma, eKh separate from the others, each rulers who a~ sometimes summoned to one ent from world to wodd or Prime Matmal
bound by its own physic..llaws. TM planes of the Primes throush spells or magical plane to Prime Mate",,1 plane. Indeed. since
Vli51 outside our normal understanding of items. the planes are without dimms.lon and fonn .
sp..« and diment.ions. EKh has properties It 15 possible for different lands in the same
.. nd quitlitis unique to itself. While more campaign world to Nve Itntirely diffffmt
complete information an be found In other pictures of planar structure and order.
AD&:D rule boob. the brief overview given Beyond the inner For example. an oriental-type world
here outlines the basic structure of the planes (continuing with the spheral is the misht see the outer planes not ..5 a series of
planes. Astral plane. Like the Ethereal planes, this sep.. rate reaions. but as a slnsle m .. "
Since they .. re without form or dimen- pl.. ne serves as a connector between the dif- throughout which .. re SQllllered different
sion, it Is not pouible to draw a road-map of ferent realities. It links the various Primes to agencies of the Celesti ..1 Bureaucracy. The
the planes and their rel .. tionships to each each other (one travels from one Prime to Celestial Emperor might reside on one
other. However. there is a 'tructure and another by crOSSing the Ast~1 plane, not plane. while his Minister of State operated
organiz.ation to lh~ which can best be. vis- the Ethereals) and connKta each Prime to from another.
u.. lked as a series of spheres, one Inside the the outer planes. A Nordic I..nd would see the pl.. ne of
other. The Astr.al plane is a barren pla« with Gladsheim as dominant over all others. in
(lnly rare bits of solid m.. uer. Indeed, the accordance with the imporlance they
Tbe: Prime MateriAl 'lanes
most common fealure is the silver cords of ascribe the powers the~. These things .. re
travelers in the plane. These cords are the left to your discretion. u the OM . The
AI the very center lifelines that kttp traveler. of the Plane planes can be mol~ to med the needs of
of this series of spheres are the Prim. Mute- from becomina lost. stl'flchins all the way your cam~ign .
rial plana. These are the pl..nes most famil- back to the traveler's point of orisin .
iar to AD&:D same players. The Prime
Material planes Include the many Eitrth·like
The Outer rlanes
ahemate worlds and ampai&ns that oper-
ate from lhe more or Jeg the same basic re ..l- Finally. outside all
ities. There may be VaNtions from Prime to else are LM oulv planrs. alto ailed the
Prime. but most feature remain the same. Planes of Power. Ttttte art' 17 known outer
planes- there may be more. n- planes
,h.
The inhabitants of each Prime always refer
to thei r plane as Prime M.. tenal plane. can be reached only by powerful spells or by
CTOSSing the Astral plane.
The (thereal Planes Each outer plane ls unique. Some Iftm
quite similar to the Primes; othen h.. ve ter-
Surrounding each r.ain and ph}'Sical laws wildly dJ((erent from
Prime MateriaJ plane is a separate Ethereal that to which the characters may be accus-
plane. The Ethrrlflll pit,"" are misty ~alms tomed . Maaic functions differently on each
of prolo-maller. Nothina 15 IOlid o n these plane as do many other common assump-
pl.. nes. tions of reality.
In the Ethuul planes. there may be small Powerful beings (self-proclaimed gods,

132
Table 84: TREASURE TIPES
LAIR TREASURES
PlaUnum or
Trealiure Type Copper Silver Cold D«trum" Gems Art Ob~cts Ma81eal Item
A
....
1,000-3,000 2CJO..2,ooo
30'"'
1.000:6,000
40 "
JOO..1,800
35 ..
10-40
60
,-u
SO,",
Any3
30,",
B 1,000-6,000
....
1,000-3,000
..'"
2CJO..2,OOO
..'"
1CJO..1 , 000 1-8 1-4 Armor Weitpon

C
SO"
1,000-10,000
2O~
1,000-6,000
30~
100-600
10",-, ..
30 '"
1-6
~
20'"
1-3

....
10'"
Any'
1

.
0 1,000-6,000 1,000-10,000 1,000-3,000 100-600 1· 10 1-6 Any 2 + 1 potion
10 .. 15 .. SO .. 15 .. 30" 15 ..
E

F
1,000-6,000
" ....
1,000-10,000

3,000-18,000
....
l,CJ00...4,OOO

l ,()()().6,OOO
....
3O()..1,800

1, ()()()..4, 000
l-U
15 ..
2· 20
1-6
10,",
1-8
....
Aiiy 3 + 110'011

Any 5 except weapons

H
....
3,000-18,000
10 ..

2,000-20,000
40 ..
40'"'
2,000-20,000
SO ..
2,000-20,000
55 ..
15 ..
1,000-10,000
SO"
1,000-8,000
40 ..
20 ..
3-1.8
30 ..
3-30
SO ..
..
10'"'
1-6
~
2-20
SO ..
30 ..
Any 5
35 ..
Any6
15 "
100-600 2-12 ,-<I Any 1
30 .. 55" SO .. 15 ,",

INDIVIDUAL AND SMAl.lLAIR TREASURES

I 3-24
K 3-18
L
,... ,-u
N J-6
0 10-40 10-30
P 10-60 1-20
Q 1-4
R ' -20 10-60 ,-8 1-3
5 1-8 pottoN
T 1-41O'0U.
U 2-16 1-6 An 1
90 .. SO .. 70 ..
V Any 2
W 5-30 1-<1 2-16 1-<1 Any,
60 .. SO .. 60 "
X Any 2 potiON
Y 2CJO..1 200
Z 100-300 100-400 100-600 lCJO..400 1-6 ' -U Any 3
55" SO .. SO ..
• DM's ehoke

To use Titble 84, first rlnd the letltt given The first part of the table (letters A-I) lists or to be found in the lairs of animal intelli-
under the mon~ter Ii~ting . On that row eOilch treOilsures that OiIre found in lairs only. These gence o r less monst~rs. These treil51lfeS are
column then Ilsts the percentage ehOiloa! of a are sizeable lrea.suteS accumulated by social small . Intelligent creatures seldom arry
particular type of trea~ure appearing and creatures (humans, orcs. hobgoblins, etc.) large amounts of COiIsh, whill! unin telligent
the ~iu: range for that particular type. Trea- o r by those creatures notorious for the sin oncs seldom make thl! effort to collect it.
sures with no pera!nt~ listed are autoffiOilt- of their treasure hoards (especially When ~ n individual or lair treasure war-
ically present . Either choose 10 have that dragons) . rants be.inS larger than normal. severOilI
particular treasure present (OiInd the amount) The 5e(:ond part of the table lists treil5uteS smaller entries cOiIn be listed to create an
or roll randomly to determine the result . likely 10 ~ owned by intelligent indlvlduals o ... erall iarger hoard.

133
gtft'n circles s..pphire: CI~ar 10 medium blue (1 ,000 gp)
Coins Hematite: Cray· black St.. r Ruby! Tra.nsluctnl ruby with white
When treilSure is Lapis lazuli; Light Of cbrk blue with ~Uow Mar highl!&ht \S,OOO &p)
found in t.he form of C(lins, il will normally be n".. Slar Sapphire: TransJl.I«nt blue with white
Iugg«l or kepi In chests unlns il hilS been galh· Malachite: Strlilted light and dark green star highlight (5,000 gp)
ered by uninlelligent moruten, Coins (n!g.ard· Mon Agat~ : Pink, )'~Ilow.white with Vay-
Ins of metal) normally weigh in .t 50 to the gl'ffn moss-Iike markings
Obsidiiln: Jet black Objects of Art
pound.
Rhodochrosit~ : Ught pink This cal~80 ry in-
Gems Tiger Eye Ag;lI~: Rich golden brown wilh cludl'!l jewelry, omilmtntal drinking ve5Soels,
dark striping elabor.r.le snuff boxn, fifle crystal a.nd glass.
When gems are TurquoiR: Aqua with darker moUling statuary, carvings, and all thE other Imall
found , determine the value of e;ach gem (or embellishments th .. 1 make life mo~ pleasant
eotCh group of gems if there are many prHf'nt ) Seml·Pr«tous Sto nn and tilsy 10 bear. The v.a.l1U o( uch should be
01'1 T.ble 85. This table lists 1M base villue for
Bloodstone: DMk gr.r.y with red flrcks cklurnined on Table 81.
eotCh gem and the gene:ral class of each ItOM for
pUrpo5e1 of ducription . Uncut "onu, if Camelian: Or-ange 10 red· brown
Chal~ony : Whitt
T.ble 87: OBJECTS Of ART
found, ha'ole \twjr base: val ue rtduc«lto 10"'" of
tht amount IIstt'd.
T. blt 55: GEM TABLE
.....,
Chryscprase: Tfanslu«nt apple to ~merald

Citrine: p..le yt:lIow brown


OJOO
Roll Value
01· 10 10-100 sp
0 100 B_ Jas~: Blue, blilck to brown 1l· 2S 30-180 gp
Ro il V. lul!
10gp
G,"
Om.mtfllal
Moonsto ne: White with pale blu~ hue
Onyx: Black. white. or b.. nds of both
2.6-40
41-.50
llJG..6OO 8.P
lOO-I,0008P
01·15
26-50 SO", SC'mi. pr«loWi Rod Cry-s!..l: Cle..f, Iransp.. rent 51-60 l()()..I ,ZOO gp
Sardonyx: Bands of red and while JoOO.l .800 8P
51·70
7]-9.
lOll . .
500 . .
"'''Y
Prtdous Smoky Quartz: tiah! gray, yellow, brown
61-'10
71..8() 400-2,400 8P
"...
00
1,000 gp
5 ,000 8P
c.~
Jl.'Wels
or blue
Star Rose Quartz: Smoky roSt with white
51ar «nler
81-85
S6-9O
500-3,000 gp
1,000-4,000 gp
91-95 1.000000,OOO 8P
In addition, tnert is a 10 .. chance that any Zircon : aear pal~ aqua 96-99 2.0Q0..8,ooo 8P
givtn Mon~ will Or above o r below ils norm ..1 00 2,000-12,000 81'
value, (Anume 10"," of Ih~ slonC'lii p~t in a Flncy to Pr«Ioui
large horde are aulom.. ljeally unusu .. I.) TheM' The OM should name eilth it~m found by
g~ can be: modified accord ing to Table 86. Amber: Transpartnl golden (100 gp) the playtr characters, lince this helps tkml pic-
Alexandrite: DMk grftf' (100 sp) ture in their minds IUlit what Ihey have found .
T. ble 80: G EM VA RlATIONS Amethyst ; Purple crytlal (100 aw )
Aquamarine: pale blU(! ~ (500 gpl
D6 Chrysoberyl: gmn or yellow gree:n (100
Roll Rttlult gp)
1 Slon~ increa5r5 to the next high~r bilS(' Co ral Pink to crimKln (l00)
value. Roll apin, ignoring ..II restllts Ga.mel : Deep red 10 violet trySI.a.I (100-500
but 1.' gp)
2 Ston~ Is double b;l.!e v.a.lu~ Jildt: l ight to dark green or white (l00 gp)
3 Stone is 1~ " .. bove the bate value Jet: ~ black ( IOO)
4 Stone is 1~" below Ih~ ""te value P~arl : Pu~ white, rose, to black. (100-500
5 Sto~ il half base: villue lIP)
6 Stone dec'l'ellsed 10 next lower base val· P~ridol : Olive greotn (500)
ue. Roll again, ignoring all ltiuhs but Spinel : Red. red·brown, gfft:n, or deotp blue
6,' " (100-500 AP)
• Above 5,000 gp, the base valu~ of th~ Slone Topaz: Golden yellow (500 gp)
double tilch time. No Slone can be greatu Tounnaline: Pale green, blue, brown, o r red
tha n 100,000 gp. (100 gp)
"Below 10 gp, valutlidtcrease 10 5 gp, I gp,
S $p, 1 sp. No stone an be worth less than I sp Gem5 and J~we1s
and no ilone ciln decrease more th .. n five pl..c-
H from ill initial v.a.lue. Black Op;al: Dark greotn wilh blotCk molt ling
ilnd golden necks (1 ,000 gp)
Although you can choose to de.cribe gems Black Sapphi~ : Rich blilck with highlights
solely by their values (~you found a 50 8P (5,000 gpl
gem ~), more nilvor is pin«l by described Diamond: Clear blue-white. rich. blue, y~.l.
slonn by naml! .. nd color. The list. below low, or pWc (5,000 gp)
prtKf\C510nn of diffe~nl c" t!!gortn ~d their Emerald: Brim.. nl greotn (5,000 gp)
de.cription •. F~ Opal: Fiery red (1 ,000 gp)
Jacinth: Fiery ol'1ll"8e (S,OOO gp)
Op..l: POlk blue with gfflln and gold moul·
Azurite: Op~ue, monied dti!p blue i", (1,000 gp)
80Inded Agate: Brown, blue, red, and whit~ 0ri~1 ..1 Amethyst ; Deep pUll'le (1 ,000 gp)
stripH Or-imtal Emerald : Bright &feen (5.000 81')
Slue Quartz: Tr.ul!Iparent piile blu~ Or-imtill Topn: Fiery ydlow 0 ,000 gp)
Eye Agat~ ; C r.. y, white, brown, blue, and Ruby: Clear to deep crimson rt'd (s,ooo gp)

"4
Subtable 8 (3-4)
Magical Item Tables
,
When poMible. the OM should Hiecl the m~·
)elll items he gives o ut in his ampaign. Somdimes. however, the OM
hal more plftling gilme ma H("rJ on hi. mind. To df'lermine randomly
what masical item has bftn found, roll on Tab~ 88. Thil table directs
OlO Ro ll Ite m

4-5
GIMI Control '
Giant Strwncth- (\Yvrior)
Healins
...
XP Value

:t5O
ZOO
•,
.........
you to OM of tM spKific catqoria in Tabln 89 · 106 . Heroism (Warrior) JO()
Item. followed by a group name are usable onl y by cha~en of thai Human Control' 500
JTOup.
Note: XP Valut it 1M numoo of ~ poln" a character gN for
maki"l an item.
,.
•• lnvilibility
Invulrwnbdity (Warrior)
Lrrigtion
Longevity
T.b~ 88: MAG ICAL ITEMS "
U Oil of Acid Rnittance
500
500
020 RoU Catqory
01· 20
21 -35
Potions and Oib
Sao'.
13

,."
15
Oil of Dismch..ntmtTlt
Oil of flm.nr.J lnvulMiibWty
OilolEl~
OU 01 """ _
...
?SO
5DD

500

,.,.
31>-<0 R'"",

...
17 Oil of Fumblina·-
41 Rod. Oil of Impact
42 Staves 7SO
Oil of Slipperlneu
4J-45 W""'" 20 OM', Goic~

"
46
...
49-SO
51..52
MiscdlaMOus

Mb«lbneous Mar::
M~ :

MIJCt:II~U$ Magic:
Boob ..nd T~
Mba:\bneous Mask: Jewel. ~ lewelry
CJNb and Robet
Boot. ;lOd Gloves
010 RoD it",
1 OiIOlTlmd......
5l!btabte C 15-6)

53 MitttllaneoU$ Magic: Girdles and Hdms 2 Philter of ClIbM.:


54-55 Mbwlt..neous Magic;; &p and 801l~ 3 Phiker 01 Love
56 MlJaolbneous Mask: Dust. and StOnH 4 Philter af P~\LiIIsJVmtM
Ho utehold Itnn. and Tools Philter af Stammering and Stutle:ring"
" MiJCt:Jlaneous Mask: 5

......
58 Miscella neous Magic: MU5icaiinstrumenis 6 Plant Control
59-60 M i~IlUleoUI Magic: 1ne Weird Stuff "~.'--;'oilon
61-15 Armor and Shields 9 Polymorph Sdf
76-100 We;apons 10 ~Hun
11 Spetd ZOO
Onct the gme:ral u lqory is de:tumlMd, the OM can choose: a specific 12-13 SupeT-heroism (W.. mor)
ile:m from tM labia below. (Eotch 11e:m o n the: labl.. is sinn a di~ roll 450
14 SWftl Water ZOO
number 10 thai the OM can 5d«t ilftnJ randomly, if he: ch~.) Some
tablet ha~ sevrr;tl subtable$. Each sublable: has a range: of numbers in 15 Tl'raIW'e Findina
16 lJndud Control "
parmt~ al the lOp. To sdKt the appropriate subtable:. cNrlt the die:

...
17
IlJttd alt~r the lable'. Iltk. Roll LM litlt<i dk> and find the mult in lhe 18 Vila.lily JO()
number riltlgt at the lop of one 01 th~ subtabla . This is the sublabl~ you
~ad 10 c:kte:rmlne whkh ilrm in the list h.u beotn found.
19 Waler B~alhin.g
20 OM',Chcke
For ~.. m pl~, the: Poliom and Oils labl~ hat -(d6)- alter th~ titl~ , Thai
mean' you roll a 6-sidtd die 10 d~lC'nnlne which Sublable (A, B. o r C) 10 • The type or c~al ure arlmC'd can be dtlumined by die roll CIte the
~ad . If you roll a 2, fo r example. you check Rlbtab le A (w hic;h has -1-2-
ipofCifk Ittm dncription for mo~ inlOnrnltlon).
at the: lOp); If you roll a 6, you reilld subtable: C (wh k h has -5-6~ at the " The OM lhouldn't ~vtallh~ exacl nal uN! of the pot io n.
lop), Roll IdlO on the: appropriate su btable: to cktmnlne: the specific Table 90: SCROUS (06)
Itrm found . T'haltum 10 the deKripl ioN followlna the: tables 10 lind out
what exh ilem does. Su btabte A (t.ol)
010 RoU Itt .. · .~_ _• '-"d Ilano<~ __..
Table 89: pOTIONS ANO orts (06) 103 lIPID ' 1.. -
4·5 1.0 1..
Sublable A (1-1) M 7.••
,, ~ •7 21.".u

.
OlO RoU aprUs 1-4
1 Anlmal Control'
2 Oal".udienc:e
8 2 aprlls
,
2~(2·7 " )

.. .
9 3 aptlls
Oairvoyanc. ."12·,"
, " •").,--....,
...,•
3 10 3 ipftls
aimbln8~­ 11 4 tptlls

.
JO()
Delusion " u , ..,lIt
Diminullon JO() 13 5 aptlb ,
••
!)".gon Control" 5 speUs
E1J.dr of Hea.lth "'"
350
14
1.5 ......
1-8 (1-6 " )
,-6
l().U
'2
13
Elixir of Madna&"
Elixir of you ~
ESP
500
500
16
17
18
7 ......
7,..u.
61Pdh
1-9 1 - -)
,.
3-8 (U'--)

,.'7
14· U Extra-hea.ling
Rre-SfUlfi
400 19
20
7 tpdIs
OM's Goice
4-9 (4-7" )
Rre Resblana: "'"
250 Stt P.
146 10 dofterm ine whofloo a priftI scroll or .. wixard
"" RYIna
Gaseo~Form
500
JO()
Kroills found .
" Lrvr' &mgr litt. the fansl of spr:llle:vels 01'0 the K roll. RaJl3ft
20 OM', Choke ma rktd wilh double "Sltriskt ( " ) an: used to detumine prlat spell,.

1)5
Subl .. bl~ 8 (U) T.. b~ 92: RODS
020 Ron Il~m 020 RoU Item XPV.. I\I.
I M.p 1-2 Absorption (Priest, Wizard) 7,500
2 Protection-Add 2,500 l-4 AI<rt~ ' ,000

"7•
> Protection - Coki ~OOO Btpllina (Print Wiuro. ROfUe) ' ,000
•5
.•, Protec:tion_Or~on
Protection- El«tricity
ProtKtion-Elmwnlal.
Protec:lion-Firf
Brco .. th 2,000
1,500
1,500
2,000 ••
10
ClIIl'ICC'lIl11tio n
Aailing
Lordl y Misht (Wa;nior)
r ......
10.000
2,000
.,000
' ,000

10-11
Protectlon-Cu
Proltction- lyunthrope
2,000
1,000
11
U
RHurr«tion (PriC'$l)
Rulmhip
10,000
.,'"
12 Protf'dion - M~ic 1,500 1).14 Security >,000
Il Protection- Petrification 2,000 1.5-16 Smiti ng (priest. Wiurd ) 4,000
1,000 Splendo r
14
1.
Protection- Plants
Prolec:tion-PoIlOn 1.000 "
18-19 Tenor
2,500
3,' "

..
2,000 OM's Chake
10
l'
Proiection-POI5nIion
Prolection- Unckad 1,500 '"
T.ble 9J: STAVES
Prottction - Wa ter 1.500

" C."'" Dzo Roll Item XPV.... ue

...,,•
20 OM', Choi«
1-2 M>« 1,500
The XP V.lu~ (Vlpt!rience point value) for spell lCroll! is ~ualto the Command (Pri$. Wlurd) ',000
tot ..1 spell levrl, contained on tM: Kroll ill 100, Curine (pns) . ,000
Milgi (Wizard) 15,000
T.. b~ 9Il RINGS (061 Power (Wlurd ) 12,000

020 RoU Item



9-10
Serpent (Priest)
SUngins (Print)
7,000
2,' "
I AnlmalF~ip
n-u Spm 1,000'
13-14 Strikina (PriHl,,-Wlurd) ., 000
2 Blinking SWilrming 1Mf'CU (Priesc . WlLanl) 100"
> "I.
.,','"...
Oaameleon Powu

.•••,
Thu.nder 6. lJ&htning
au~
1' - t8 WilMrins ' ,000
Contrariness Woodlands (Druid)
Delusion
otinni Summ0nin8' >,000
"
20 OM', DK>k:e


10
Bemental Comm.I'd
""tm Fallina
5,000
1,000
• per -+ 1 of power
"per charge
11 Fire Resistance 1,000
12 Fm! Action 1,000 Tab'" M: WANDS
IJ
14
Human InA\H'nce
Invisibility
2,000
1,500
D10 RoU Item XP V.... u.
1 ConfUTation (Wizard)
','"
I. Jumping
15--16 1.000
17 MammaJ Control' 2 urth al'd Stone 1.000
1.000
3 Enemy Detection 2,' "
Mind Shielding 500
"iIr
••,•
1,000 " (Print, Wiz.ardl 3,000
l' Protection
Fin (Wlurd) ' ,500
20 OM's Choke
fIlIIme Extinguishing 1,500
FI'OSI (Wiurd) . ,000
0 10 Roll
1-2
lIem
Protection
XPV.. lue
,..
1,000"
•• Illumination
IIIU5ion (Wiurd)
2,'"
3,' "
> RlIIm. Rma ol the' 10 Ughlning (Wizard) ' ,000
•• Rearnel"alion 5,000 11 Magic Detection 2,500

,•
Shocki"8 Grup
Shooting Stan
1,000
>,000
12
II
Magic Mis.slles
MC't-a1 and MIMnlI DetectIOn ','"
1,500

I.
Spell Storing 2,500 14 Neption 3,500
•• Spell Turning
Susten~
2,000
500
15 Panlyutiun (Wb:anl)
Polymorphins (Wlurd)
3,500
>,500
10 Swunmirla 1,000 17 Seem: Door .00 Trap Location 5,' "
11 Te~klnesit' 2,000 18 Size Alter.. tion 3,000
12 Truth 1,000 I. Wonder 0,000
IJ W.. rmth 1.000 20 OM',Choke

I.I. .,...
14 W~er W;alking I.'"
15 Weilknes.
Wishes, MultlpM!'
WIsMs, Thtft'
"
I.
Wizardry" (Wizilrd )
X-Ray Vi~on
3,' "
' ,000
' ,000
20 OM'. Cholet
. Tnt power ol U- rlop is limited by the number 01 charges,
,. per -+ 1 of protection

116
T.ble 9.5: MISCEUANEOUS MAGIC: Subl.ble B (U )
8000. Ubr.mt, M.nu.1J. Tomes
020 Roll Item XPV.lue
0 20 Roll hem XP V.luill 1 PIII.U \ of Power (Wturd) 200'
1-3 Boccob's B~ Book (Wfurd) 4,SOO 2 Peild of the Sirinn 900

5
Book of Exalted De:tds (Print)
Book of infini te Spllill.
8.000
' ,000
3
•5
Purl of Wildom ( P~
Periil pt of Foul Ro tting
500


7
Book of VUe OUkM5S (Priese )
Ub rilm of C.inful Conjur. lfon (Wiu rd)
' ,000
' ,000 •
Periilpt of Heillth
Piliriapt of Proof Ag.airut POdon
1,000
1,500

••
Ub r. m o f Ineffable O.amna tio n (W iurd l ' ,000 7 Periapt of Wound OOfure 1,000

10
Ubr.m of Silver Magic (Wiurd)
M.nu..J of Bodily Health
' ,000
5,000 •• Phylactuy of F.lthfulMH (Priest)
Phylactery of Lons Yeilrs (Prirst)
1.000
3,000
11 Milnuiil of Gainful Exerdie 5,000 10 Phylactety of Monstrous A ttentio n (PriaI )
12 Manual of Colems (Priest. Wiurd) 3,000 11 Scilrab of Ocilth
13 Manuill of Puissant Skill il t Arms (Wa rrio r) ' .000 12 Scarab of Enrqi", Ennnie 1,000
14 M. nua l o f Quickne:s& In Actio n 5.000 13 Sc:.a.rati oflnsanity 1,500
15 Manual of Stealthy Pilfrring (Rogue) ' ,000 14 Scarab of Proteclion 2,500
16 To me of Our Thouaht ' ,000 15 Sc:.rab \fequs Go
17 Tome of lA:adenhip and Innuenol! 7, 500 16 Talil man of Pure Good (Priest) 3,500
Tome of Und~l and ing 17 Tillismiln of the Sphere (Wiurd) 100
"19 'hCUO UIJ Crimo ire
' .000
18 Talisman of Ultimate Evil (P riese) 3,500
20 OM 's Choice 19 Talisman of bgy 1,000
20 OM', Choice
T.ble 96: MISCEUANEOUS MAGIC:
• Per IlIi'Vel
Jeweb,. Jewelry, Pbylactilirie (06)
•• Per d ie of cbmage
Subt.ble A (1·3) ••• Pet speclaJ bead
020 Roll Item XP V.l ue •••• See linn dncrlpt ion
1 Amulet of InelCllpable London
2 Amulet of We P rotection 5,000 T.ble 91: MISCELUNEOUS MAGIC: Cloaks and Roba:
3 Amulet of the PlaneIJ ' ,000 xp V..lue
• A mulet of Proof Asalnst Octection a nd
Loca tton ' ,000
020 Roll
1
2
Itilim
Ooak of Afilchnkta
OOilk of OisplaCftn('nt
3,000
3,000
5 Amulet Vema Unde..d 200'
a(),lK of Bvenkind

7
B.ads of Fora
Brooch of Shielding
2OOeil .
1,000
J.4

...•
5 Ooak o f Poisonousnes.s
1,000

••
Cloiik of Pro tectio n 1.000'
Gem of Brishtnftl 2,000
Ooak o f the & t 1,500
Gem of Insigh t 3,000
10 Ooak of 1M Manta Ray 2,000
10 Gem of Seei", 2,000
II Robe of the Arc:hmagl (Wiurd) ' ,000
II Jewel of Attacks
12 Jewel orPlilwksant:M
12 Robe of BlendifIJ 3,500
13 Ro be of Eyts (W iu rd ) ' ,500
13 Medallion of ESP 2.000
14 Robe of Powerle:ssne:M (Wiurd )
14 Med;tlUon of Thouahl Projection
15 Neckl ace of Ad.aptalion 1,000 15 Ro be of Scintillati", Colo n (Priest . W iza rd ) 2.750
16- 17 Necklace of Missiles 100' • 16 Robe orStan (Wiz.ard) ' ,000
Neckl ace of Prayer Beads (Priest) 500'" 17-18 Robe of Utdulltenu (Wizard) 1,500
18
19 Necklace of Strangulation I. Robe or Vermin (Wizard
20 OM's Choice
20 OM'$Choice
• Per plul

137
T.ble 101 : MlSCEllANEOUS MAGIC:
020 Roll lI ~m
C.ndle$. Ou~lJ. Ol n t~I" InC~MI!. and Siona
XP Varue
1 Boots of OOiIncl"l 020 Roll It~tn x.rV. lue
2 Boots of EJvft1lind 1,000 I Und~ of Invocation (Priest) 1,000

,•
Bo.ou oIl.cxJlalion
Boots of Spetd ,,"""
2,500
2
J Duo of "::.!'!~ ... ______
[)ujI of Appe.r .. ~
~
1,000
2,000


BooII of Sirid ina and Springins
BooIS o f 1M North
2,500
1,500
• Du" of I:>ryncu 1,000

-
5 01.1" oIl1h.llk)n 1,000
1

IS orV.uied Trrls
800u, W","",
1.500
2,000 ,
6 Oust of Tr.a:lcuntu
Duit of SMUina and Chokin,:
500

10
II< A~
Br.a:n of Brachilillion
000
1,000 • """"""r 0I>00MI0n le-l
9
Incmst of MeditOllion (Priest) 500

11 · 12 Bn"ttn of Defense 500' 10 loun Sionn


IJ Bril«n; of Defenselesmess 11 Kroghlom '. Ointment
C"'und~ls o~xl~rity

.
1,000 12 Nob.ur', Marvelo u. Pigrm:nts
IS ellUnl!!!" of Fumblina 13 Philosopher's Stone
1. GunlielS Q[Qgn Power Smokr Powdc!r"
(Priest. Rosu~ . WlI rrior) 1.000 15 Sovereign Clue
17 c..unllels o f Swimming lind Cllmbina

,.""
16 Slone of Controllin8 Ea rth Element...l.
(PriH!. Rogue. Warrior) 1.000 StOM o f Good luck (luootone)
18 C loves 0 MlJslle SnarIng 1,500 Stone 01 Weight (~scone)
SlJpprn 01 Spider Climbing
" DM', Choke
1,000
20
Univtrwi Solvent
OM's Ooia
1,000

• P~r AC of prolection less thlln 10 • Pu ItOM or pot of pigment


• "This item is optiorul and should 1'101 be given unless 1M a rquebus is
Tab~ 99: M ISCEllANEOUS MAG IC: Glrdl"- Hal.. HcJnu a llowed in the c;IImp"lgn.
020 Roll
TabLe 102: MISCELLANEOUS MACIC:
1·3 Ci Owarvft1kind

L.-:~_..,.
Girdle of r~lninlly /MascuIJMy
(rrtest. Kgaut' w.urior) _ _ _ _ __ 020 Roll
HOUiChold Item. a nd Tools
Item XP V.lue
H Girdle of Giill\1 Stra\3lh I 8rti:ier Commandill8 Fi~ Ekment..Js
(Priest, Rosue W,u rio r) 2,000 (WlUrd) <,000
Gi rdle o f Many Pouches 1,000 2 Brazier of Sleorp Smo t' WWirdl
ffii ofDIiiuitf 1,000 J Broom of Animated Attack
Holle of Stupidity < Broom 01 Flying 2,000

,•
L.~~_~lm '~ Carpel of Flying 7,500
1)· 14 Helm of Comprmendingunsuagn and ~lIl)(k oIlhe TItans cYQrriio",
il'"- - - 3,500
Reading Magic 1.000 Maul of the Titan. (Warrior) <,000
Helm of Opposlte Alignment
H~m Tdepadiy 3,000 •• Mirror of We Trap~, ~W!-"",,,,_ _~_
Mirror orMent ...1 Pro wN
2,>00
' ,000
H~l m of Teleportalion
l2,500
_ _ _..b OOO 10 Mirror of Opposition
tltlm ~rwalet-Acllon II Muri)'nd', Spoon
OM's Choice 12· 13 Ro~ orOlmlilng
14 Ro~ 01 Conscrlction
Ta ble 100: M ISCELLA NEOUS MAG IC: IS Ro~ Q! En t.. ngIm~..._ _
8 .p. BOllIn , Po uchn. Conl ili nelS 16 Rug olSmolhering
Rug of Welcom~ (Wiurdl
olO Ro ll It~m
" ',500
1
1
3
AlcMmY]ug
!bs of Beans
0( Dcvounns
"
1.
20
Saw of Mighly CUlling (W.urior)
SP",de of o~ EXColvolllon (WimorI
DM'ICbottt
2,000
1,000

~;THolding
' .7- "'i..
8 Bag of Transmuting
9 Bag of Tricks
\) Uft' orp)mtlfUl POtIOns
11 8udo:nilnfs Everl'uU Pu,.
oIEndJao_
13 Eltffli Boule
14 Evenmoki"3 Bonle
Auk of CUnH
"
"
17
RiWii'il'S HiIndY llavenack
lroo FWk

L.-~,.!--~P~O·"Y,!"h:f ACUMibility
20 OM', Choice
"See item <k5cripl ion

138
T.ble 103: MISCELLANEOUS MAGIC: MlI5lc.llrulnamenll
Armor and ShIelds
020 Roll Item XPValue
To dctermine the magical item found, roll fo r
1 Chime of interruption 2,000
tne Iypeof armor on Tablc 105 and t hen the magical adiustmCflt on Table
2 Chime of Opening >,SOC
106. If • Spccial armor is found , roll for the Iype o n Table 101.
> Chime of HUn&Cr

5
• Drums of Deafening
Drums of Panic . ,SOC Table lOS: ARMOR TYPE

• Harp of Charming 5,000 020 RoU Ann • •


7
••
Harp of OiJcord
Hom of Blastina 1,000 , 1 Banded mail
Brigandlne
Hom of Dubbits loS Chain mail
10
11
Hom of Collapsing
Hom o f Fas
l ,SOC
400 • 7
Field plate
Full plate
12
U
Hom of Goodness (Evil )
Hom of 1M Triton. (Priest, Wiurior)
7SO
2,000 •
9·12
LUlher
Plale mail

"I.
14 Hom of ValhaIJ. l ,(XX)° 13 Ring mail
lyre of Bulldl~ 5,000 Scale milil
"
17
,."
20
Pipes of Haunting
PipHof Pain
Pipes of Sounding
Pipes otlM Sewers
OM', Choke-
400

1,000
2,000
I.
15- 17
18

20
Shield
Splint milil
Studded leather
Spedill

• Only if used by character of app ro priate class. Table 106: ARMOR CLASS ADJUSTMENT
020 Roll ACAdj. XP V.lue
Table UW: MISCELLANEOUS MAGIC: The Weird Stuff (06) 1·' -1
1o10
Sublolble A (1 ·3)
1H4 "'2 SOC
1,000
0 20 Roll Item XP V. lue 15- 17 '3 1,,500
1
2·>
ApparJltll5 of Kwo1li.h
Boat, folding
' ,000
10,000
18-1 9
20
•••• 2,000
>,000
• Bowl Commandi"" W"ter ~tal,
(WIUrd) ' .000 Table 107: SPEOAL ARMORS
5 Bowl of Wa tery Dcilth (Wizilrd)

7
Cen5Ct Contro lli ng Air E1mtef\tals (Wlzo1 rd )
Censer of Summonina Hoslile Air Elemental.
' ,000
020 Roll
1·2
l-4
Annor Type:
Armor of Command
Armor of Blendina
xp V.lue
+1 ,000
.SOC
(Wiz.a.rd)
8-9 Crystal &11 (Wb:ard) 1,000 5-6 Armor of MiuUe..Atlraction
10 Crystal Hypnosis: BillI (WixaTd) 7-8 Armor of Rage
11 C ube of Foret: >,000 9·10 8\1ef\ Chain Mail + I , (xx)
12· 13 Cube of FroM Resistance 2,000 11-12 Plate Mail of Etherealness 5,000
14 Cubic Gate tl-I. PJilie Mall of Fur ' ,000
' ,000 15-16 Plate Mail of Vu1nc~blllty
1S O"cm', " utant Fort/'ftll 7,000
1. DKk of Illusions l ,SOC 17·18
19·20
Shield, L.~, +1-, +4 vs. MiMiIct
Shield -1 , Missile AHr.lctor
17 Deck of Many Things
18 Eyes o f Charming (Wizard) ',000 • No experience points ate pined, rtgardJcss 01 the a mount o f addi-
I. Eyes o f Minute Seeing 2,000 tional AC prolcction the item proVides.
20 DM's Choice
Subtable 8 4-6
020 Roll h~ XP V.lue
1 Eyet: of Petrification
2 Eyes o f the Eqle >,SOC
l-4 Fiaurlne of Wondrous Powtr 100·
5 Horseshoes o f a uphyr I,SOC
6-7 Horseshoes of Spc«I 2,000
8 Iron Band!; of DUarro 7SO

10
Lens of Detection
Quoul', Fcillhcr Tokcn
lSO
1,000
11·12 Quiver of Ehlonna l ,SOC
II Sheet of SmallnC$5 l ,SOC
14 Sphere o f Annihilation ' ,000
15 Stone- Horse 2,000
I. WcJI of Many Workls .,000

1.
17·18

20
Wind Fan
Winga of Ayina
OM's Choice
SOC
7SO

• Per Hit Oit' of th(' figurine.

139
Magleal Weapons Subl.Me B (U )
_ _ _ _ _ _ _ _ _ _XP V.iLlUIl!'
020 Roll Item
To detlmn ine lhe type of magical weapon
1 HomblacJe.
found roll on« o n Table 108 for a weapon type. Then roll on Table 109
to det~nnine the plu, (or minus ) of lhe weapon. If a Special rault is 2
3 _~
Jawlin of u,htnin& 2.50
_ ",wl!!! ofJ'jpd.. _ _ _ _ _ _ _ _~2S0~....
rolled roll on Table 110 10 decennine thl! I!Xact Wl!apon found . A range
of nU';'MI'S in panmtheses is the nUmMr of item. found . 4-5 Kn ife, Buckle 1.50
6-7 Mace of Oisrupilon 2,000
T.ble 108: WEAPON TYPE
9
8 Net o f EntI'illPO"""
Net Of Snarina
F'"''-~_ _~_ _ _ _ _ _~'~'OOOiiii''''
Subt.ble A (1 -z) Subtable B (306) 10.11 Quarterstaff. MqiaI
OZO Ro ll We.pon OZO Roll We.pon 12
13-14
Sdmft" of 'f;;'~;------
SUng o f Sftking+2
__-=. :""'"
700
1 Arrow (4(16) I MiJitiiYPlcl: 15 Spear, Cursed Backbiter

....
2 AlTOw (3d6) 2 Morning Star
16 Trident of FWI Comm;and 500
.-, """W .-,
.
3 3 P
ft.>, ]7 Trident ofSu n
Scim itar
• Battle IXe 6-8 Spear
18
9:
Trident of Warnin3
T~ (Yam"
1,000


9
7 Boh (2dlO)
Bolt (2<16)
Bullet. Slill3 (3d4)
,
9-17

1.
Sword
Trident
Wu_
-~20;;- OM's Choice
"SI!e linn descri ption
12 O_ W SP.:"QAI (roll on Table nOl
13 Darl (3d4 ) Subtl.bJe C (7-9)
14 Aail 010 RoU Sword ___-"xp V.lue
IS Ja~lin (ld2) 1 Sun 8Wk 3,000
16 Knik >-7 Sword +1, +2v,. magk.us!n&.
_____".......
17
~l'
20
"""
Special (roll on Table 110)
•,,:,~_~!!lI~ttd Cft.. t.~::::;:::=:;;
8-10Swo rd +1 . + 3 vs. tycatlthropn Ie

...
shape-changl!ts 700
11· 12 Sword +1 , +3 VI. tl!8I!Mt'iltlng c:rtatures 800
Table 109: AITACK ROU ADJUSTMENT 3 Sword + , vs. ryptilft
Oz. Sword XP _14-15 Sword + 1, Cwwd
Other XP
Roll Adl· Value Wpn Adj. Val ue ~:-~~O<d~~+,,1, FI&me T~,-_ _ _ _ _ _~~...
17 Swo rd +1 , Luck Blade 1,000
1-2 -1 - I 18 Sword + 2, Dragon Slayt'f 900
3- 1. +1 400 +1 500 19 Sword + 2. Chlnt SlaYl!r 900
11-14 +2 800 +1 500 20 OM's Choke
1 17 +3 1,400 +2
1&'19 2,000 +2 Sublable 0 (l 0l
+'
20 +, 3,000 +3 2,000 OlO Roll Sword5
1 Sword + 2. N1neuvetl Stealer
Table 11(); SPECIAL WEAPONS (DIO) 2-3 Sword +3. Frost Brand

OzoRoU Item
Subt.ble A (1.J) ,• Sword +4
Sword + S, Dd'endtr
"-","-r'Am>.i~~w;-;;
or1 redion
XP V"ue
2,500 •
7-<1
Swo rd + S, Ho ly AVl!ngtl'
Swo rd - 2. Cursed
' ,000
Arrow of Slayins
,.•
2 2SO
Sword of Dancing ,400
-'j'--'r':~+~;' Throw~ Sword of Ufe Ste.a.lins
4 Axe of Hurling ',000
,S.6 Bow + 1 11 SW..9tdof~
500 12
7 CroMbow of Accuracy, + J Sword of t he Plan... 2,000
2,000
13 Swo rd of Wounding
8
9
Croabow of DfSl~
Ct'OIIbow of Speed
'''O-S'H':-~~~~'~' +1ur.t. OOy or S1I1all ~urn
1,SOO
1,500
l!!O
14-16
17· 18
Swo rd, Cul'5l!d Ber'$l!rklng
Sword, ort. 0iikknftI (+2)
f------......
4 ,400

,000
12 -13 Dagger +2, +3 v,. larser than man-slted I. Sword, VorJMI We.apon _ _ _ _ _ 10, 000
300 DM't o.o! ~_

14 Dagger + 2. longlooth 300


IS DiI88t1' of Throwing
16 Dager OfVmom 3SO
17 Dart of Hoan.ing 450
18 Hammrr + 3... Dwarwn Threwa' SOO
19 Hammer of Thunderbolts 2,500
20 OM', Choice
05ft item descriplion

'00
Ta ble 111: POTIONCOMPATIBu.rrY aboul I/a Ion o r mort. The type of anlma.t thai
rotlons can be controlled depends upon the particular
0100 potion, as indicated by die roll (dlO);
POlions art: typically RoU Rnult
found in ceramic, crystal. glass, or mct",1 flukt 020 RoU Ani m. 1Type:
01 bpl05ion. If two or more potions
or vi,tI, (though you can change thit, if you
are swallowed together, internal 1-4 mammalf marsupial
want), Aaslu or other containers generally damagf' I, 6dl0 hit points. Anyone 5-B avian
cont;lin enough fluid to provide one penon wilhin a 5' radius takes Id10 points 9-12 reptilef.mphiblan
with one complete dose to achieve the effects of damage. If tM polions are mixed 13-15 fish
dttCriM<l for each potion below. vtternillly (in iI beaker, NY). illI 16-17 milmmalfmal'lUpialfavlan
~ing and drinking a potion hOil' an initia-
within 10' rad ius suffer 4d6 points of 18-19 ~tile/ amphlblan/ flsh
live modifiu of 1, but the potion donn 't take damage, no savi"8 throw . 20 all of the above
effect until an additional initiJIUve modifier 02-03 Lethal poison · results. Imbiber Is
delay eX Id4 + 1 has PiI.-d. Only then do the dead. If externally mixed. a poison Animals with Inlelli8ena of s (low Intelll·
full magical properties of the potion become gas cloud of 10' diamf'if'r rnult,. All gence) or better ArC entilled to a IiIVina throw
evident. Magical oils are poured OYf't the body within the cloud must roll ,ucca.sful vs. spell. Control is limited 10 emOlions or
and smeared appropriately; thi, imposes a Nving throws VI. poi"," or die. drives unlf'Sll some form of communication is
speed faclor delay of Id4 + 1. Mild poison caUKS "ilusea iU1d Ihe possible. Note thilt many monsters can't be:
Potions cilln be compou nded by magft at rcl-
loss of 1 point each of Stm\gth and controlled by the use of this potion. nor can
Jllinly low cost , However, IMY must have a Dexterity, no saving thrOW . One humalUl, demihumans, or humanoids (we ring
50Impic of the desired potion to obtain the right of mam,",d Conl,.oO.
potion is cancelled and the other is at
fannula . Furthtm\orc, ingredients tmd to be half strength and duration. (~1!r·
rare o r hard locorne by. Thil upect of polions. CI.lraudlenu: Thi. potion empowers the
mine randomly which potion is can·
as well as the fonnuJation o f new onn by play- celled). creillure drinking it 10 hear as the 3rd·level
ers, i. ddailed in the SpeJI Research rulH (pag. 09-15 Potionsciln't be mixed . Both potions
wizard spell of the! same nilme. However, tM
H43-44). are lolally df!$troyed-one cancels potion an be used to hear even unknown
areas within 30 yards. Its effects last for two
the other.
turns.
Identifying Potions 16-" POliOIUl ciln'l be mixed. One pol ion
is cancelled, but the o ther remilin. Clairvoyance: This potion empowers the
A, a general rule, normill (rilndom !il!lectionl. individual to see al the Jrd·level wiza rd april,
potion containers 5hould bear no identifying Potlons an'l be mixed. Bolh potions cl4lirvoy,mce. [I differs from the spell in that
marb, tIC play,"" chanCIer-. mull pmpl" from function ilt hillf normill efficacy. unknown art'as up 10 30 yards dislilnl can be
e;teh container to determine the natu~ of the Potions cOI n be mixed'· and work !leUl . It. effects lasl for one tum .
liquid inside. However, even a small taste no rm all y, unlC$S their eHeets are
shoukl ,uffice 10 Idenlify a potion in some way. contrad ictory (e.g.• d imiPlution and CUmblna: Imbibing thiB potion enables the
Introduce diffe~t som of potion" both help- growth , which wlll simply caned individual to climb at a thief. up or down vertl·
ful and harmful. to cause difficulties in identiH· tilch o lher). cal.urbces. A climbing potion is effective for
ution. In addition, the same type 0( potion, Compatible mult. One polion (ran· one tum plus sd4 rounds.
when created in different labs, might smell, domly selected) has ISO .. Its normal The bate chance of slipping and falling is
taste, and look differently. efficilCY. The OM ciln rule Ihat only 1 ... Make a pt'l'CHItile check at tM halfway
Ihe duration of Ihe aU8mentcd poinl of the c1imb-Ol means the character
fall,. For every 100 pounds carried by the char·
Comblnlns rotlons
00
potion is extended.
Discovery. The mixing o f the ilCler, add 1" to the chance of slipping. If the
climber wean armor, ildd the followin& to the
The ma8lcal mix· potions creiltes a sprelal effect- only
tures and compounds that make up potion. a~ OM of the potions will function. but falling; chanc.;
not always compatible. The compatibJlity of Its effects upon Ihe imbiber are per. Chance
potions Is tHled whenever two potions are milnent . (Note that some harmful Armor to flU
aClually intermingled, or a polion i, consumed side effects could well result from studded leather 1 ..
by a creature while anothe r such liquid . this, at the DM's discretion .) riOS mili! 2'"
already consumed. is in effect.
Permanent potions ha ve an effective dura· • A treQ$ur,p finding polion always crt'alH a scillemail
chain mail
4"
7'"
tion of o ne tum for mixing purposes. If you lethal poison when combined with ilnother
potion . banded o r splinted armor 8'"
drink another potion with in one tum of drink· plate mail 10%
ins one with Permanenl duration, check on •• A delusion potion can be mixed with all
Olher potions. field plate lOlA.
Table 111 . The ex;lict effects of combining full plate u",
potions can'l be calculated, because of differ· ntilgical lIItmor, .any type 1 ..
ences in formulae. fabrication methods, and Potion Dur.atlon
componenl qUillily employed by v;arioul Delusion: This potion affect. the mind of the
mages. Therdo re. it is suggested thilt Table 111 Unless otherwise ch.aracler so that he believH Ihe liquklls some
be used. with the fo llowing exceptio"" stilted, the effects o f a potion last for four com· oi.Mr potion (healing, for example, is a good
1. A d,/ruion potion will mix wilh ilnylhing. plete turns plus d4 additional turru (4 +d4). choice-t:bmage i5 ~relored~ by drinking It.
2. A trfll$urt' (inding polion will illways ilnd only death or ~ after an ildv~ture will
yif'ld a 1f'lhal poison . f'f'vul that the potion only caused lhe Imbiber
Secretly rolltdl00 for polion comjntibility, Llst of Potions to bf'1i1!vc thilt he wasaicied). Ifsevera1 indlvld·
giving no clun until nKesseIry. The effects o f Anim.1 Control: uals taste thiB polion, il is 90 .. probable that
combining specific potions COlin be pre-5et as a This potion enables the imbiber 10 empath ize IMy will illI agree it is the same potion (Or
pial device. at your option . wilh ilnd control the emotions of animills of whalever type the OM announces or hinls al ).
one typt'-cats, dogs, horses, etc. The number Dinllnu llon: After drinking this potion, the
of animals controlled depends upon size: Set4 individual (and everythin8 he', carrying and
animals of the ,ize of gianl rals; 3d4 animals of wuri ng) diminishes In site-to ill small at S ..
about man-size; Of Id4 animals weighing

141
of nOl'lT\.li size. The pen::m t~e of tM potion 1d4 + 1 yean. Tuing just a sip first , instead of GllleOLU Fo rm: By imbibil\8 this magical
d runk detennlnr. th~ amount a character drinking It down, will redu« tM POIme:y of liqUid, Ihe indiyidual C",U5tI his body, as well
shrinks: for examplt. If 40~ of the conlenllll the liqUid. lind drinking the: lowe .... potc.ncy Ilq. as anything he'. carrying o r wtaring, to
~wallowtd. Ih~ pertOn ihrinks to 60" of nor- uld reduces age by only 1dJ yevs. become gaWOl1l . The ga~us fonn is able to
mal stu. Th~ effects of thi' polion lasl for 5ix flow at a ba$t lipeed o f J / round . (A llUr of
turns plus Id4 + I tUrN.
ESP: The E5PpoIion be$tow' lIn ability thai wind $pell, or rVer! norma15trOIl8 air currents,
is the same as the 2nd-lrvtl wiurd 5pe1l of the
will blow the ga!l«)US fonn al air speed,)
o,.agon Cont rol: T his polion tnabks tM 5lIme name. ex«pl thai its effect. last for 5<18
The ga~us fonn 15 tran5plltent and iJuub-
individual drinking it to GIst what is, in eff«t, rounm. i.e., 5 to 40 minutes.
stantia!. It waven and shifts, and c;ul' t be
a charm motUter spell upon a pa rticular
Extra·Heallng: This potion resto rtS 3d8 + J harmed except by magical flrt or Iighmlng.
dragon wi thin 60 youdll. The dragon u m tilltd
hit point5 of damage when wholly consumed. which do nOrmlll da.ma~ . A whirlwind inflicts
to a saving throw v•. $ptll, but with a - 2 pen-
or IdS hit points of dama~ for each one-third double damage upon a ctnlure in gaseous
alty. Co ntrolla5l. for from 5·20 (5<14 ) roundll.
that is drunk . fonn . When in suc:h condition the individual Is
Thtrt art va rioU5 sorts of dragon poIion" as
lIble 10 enler any splice that is not airtight-
shown ~Iow : Flrt Breat h: ThiJ potion allows the imbiber even a ImiiIII crack or hole Ih.1 allows air to
to $peW a tongu~ of flame any time within ant
D10 RoU DU80 n Type penctrllie lIlso allow, ~try by a creature In
hour of qUllffill.8 tM liquid. Each potion con-
1-1 White Dr~on control gaseou, fonn . The entire potion must be con-
tains ~ough liquid for four ~JI draughts.
3-4 Black Dragon conlrol 5umed to achi~ve Ihu raub, and th~effectllar;t
One draught allows the imbiber to breath," a
5-1 Green Dragon control the entire duration (4 + 1d4 tUt"l\$).
cone of fire 10' wide and up to 20' long thaI
0-9 Slut Df"ilI8on control
infl icts 1d10 + 2 points of damqe (d10 + 2). A Giant Control: A full potton of Ihis draught
10 Red Dragon co"trol
double draugh t doubles the ra"3~ and damage. mUl t be con5Umed for ill rUccts to be felt. It
11· 12 B...,. D""on conlrol
A tripl~ draught trebles the range lind damage. will infl uence one or two giants like a c hQrm
13-14 Copper Dragon co ntrol
If the en!.irr potion i. tllktn at o~, the cone i. mons!" spe)), Control lasts for Sd6 rounds. If
15 Bronze Dragon control
20' wide. up to SO· long. and inflict5 5<110 only o ne giant is innumced, it II entitled to a
I. Silver Dragon conlrol
points of dimage. ~Yina throws v •. breath 5lIYi", throw VI. 5p4!'JI with a -4 penalty; If
11 Cold Dragon conlrol
weapon for half damage apply in all cases. If 11'10 arc influen«d, the die roll. pin a +2
18--19 Evil Dragon control'
the name is nOi b:pc:lled before the hou r bonus- you're weakeni", the eHect of the
10 Good Dr'lion conuol"
expires. the potion fail., with a 10 .. chance polion. Thr type of giant .ubrect to a particu-
, Black. blue. green, ~, and white thai t h~ flames erupt in the imbiber'• • ystem. Ilir potion Is randomly determined.
,- Bra,., bronze, copper, gold , and silvrr inflictins double clam'lie upon him , with no
$ilIving throw allo~ . 0 10 Ro U Gia nt Type
flixlt of H~Alth: Thls potion cures blindnes,
dcafneM, diseast. iftblemindtdnes. Insanity, f ire Rals l. nclt: This potion bestows upon 1-'
6-.
Hill Giant
StontGiant
inf«tion. infestation, polaonin& and rot . It will the ptrson drinking it magical invulnerability
10-13 frost Giani
no! heal wounds or restore hit poinb k>it throush to all fonn. of normal firt buch as bonfires,
any ol the above ca.uses, 1mbibin& the whole burning oil. or even huge pyres of naming
14-17 FIre Giant
18-19 Ooud Gillnt
potion will CUrt all ol the ~ve afffictions suf.. wood ), [I abo gives resistance to fires genrr-
20 Storm Giant
frred by the imbiber. Half a f\a,k will CUrt any ated by molten lava . a wall of /irt. a /irtbllll,
OIW Of tWQ ol 1M listtd Uls (OM's choice). fiery dragO" breath, and similar in te~ flam~1
Giant Strength, This potion can be used
heat. All dama.ge from such fires II reduced by
Elbdr of M adne55: A 5inglr si p of this rlixir only by warrion. When a giant strCtl3th
caulltS 1M Imbiw to go mad. u lf af(cctrd by
- 2 from each die of damage, and If a Aving
potion Is consumed, the individual gains grcat
Ihrow is applicable, it is rolled with a + 4
the -4th-lrvrl wizard spell. con/wion. until a strmgth and bonuses to damage when he
bonus. If one-half o f the potio n i5 con.umed. it
hm/. restOfluion. or wish spell i5 uSotd to SCOlCl a hit with any hand-held or thrown
remove the mad~. Once any creaturt is confers invulnerability to normal fiH;S and ha\{
weapon . It il also poMJble for lhe person to
the bentiil5notcd above ( -l . +2 ). Thrpotion
affected by the elixir, the remaining drllU8ht hurl rods as shown on the table below. Note
lasts o ne tum, or five rounds for hall d05ft.
10~$lIlI magical properties, becoming merely a tha.t the type of &i;mt 5trength pined by drink-
foul -Iasti~ liquid. flying: A flying polion enabks the individ- ing 1M potion is randomly detennirled on the
Elixir of Yo uth: Quaffing this rare and ua l drinking iliO fly in the: ".m~ manner as the same table:
3rd-ltvel winrd spell. fly .
poIent elixir will reversc Olging. Taki"fl; the full
poIion at ana! reducn t"~ imbibft'. -.ge by

0 20 SIren8th W"lght Dam. , e ROC'k HurUna Bend Bu.1


RoU £quly.l" nt Allowance Bo nus Range Bue Dama," Uft G.la
1-6 Hill Gia ni 48' +1 80 yd. 1-6 SO ..
7-10 Slo_Gianl ill +, 160 yd. I-U 60 ..
+. ,-8
.,..."'.....
11-14 FrOll Glint 63> 100 yd . 10..
15-17 F~GlMt + 10
18-19
10
OoudGiant
Stonn Giant
'"
."
1ZJ5
+11
+11
12Otd.
140 yd .
160 yd .
1-8
1-10
H2

141
Growth: This polion caUHI the helaht and oul a magical weapon could nol nann Ihe im- fectlvt on the iIIppropru.te Element"" plaM-
wtight of tM pcnon coruwning It to ~aM'. biber of an invulnenbllily potion. th is .aUOWl the prOltcltd Individuill.lto op6i11le
GlU1I1entJ .nd other worn and carried gear The potion alto !mprova Annor a.,. filt - fredy and without cian8~ from elemmtal
allO pw In aiu. Each fourth of the Uquid con- ing by 2 d.as5esand liyesill bonus 01 . 210 the foms . AII.acb by tlementill.l Cf'C.atures arc 11111
sumed causes 6 ' height growth-in other individu.al on hit S.1ying IhroWi venus all dfectiye, but wilh .a -1 pcna.!ty pC'1' die of
words, • full potion increues height by 24'. fOrm5 of .attack. Its effects a.rc realiud only dama.se. A flillslc contains enough oil to coat
We4ht Increues should be proportional 10 the when the mtire potion b consumed, and tMy one man-sized creature for e!&ht days or daht
chanse in hei8h1. Stre-nsth Is Incnased sufA- lUI for 5d4 rounds. Only warrion c.an use thit individu.ab for one cl...y. 1hc e1emmt protected
amtly to allow beillri", annor iIInd weillpons polion. qainst is determined randomly.
commemufilte with the increased aiu, bul
Levitation: A ilI'vitgtion potion enablH the 04 RoD E1~'
don not provide combal bonUJtS. Mov~t
consumer to levitale in much the Nmt' manner I Ail"
increues to thai of a giant of approximately
as lhe Znd-bel wiurd spell of lheNOme nillme. 2 Eorth
equal sLn.
The potion allows levltalion of the individual 3 Fire
Hca1ins: An tntire potion must be con-
sumed In ill slnale round. If this is done, the po-
only. to a maximum weight of 600 pounds. The
consumer can carry another pertOn, a. lo ng a,
• Wat~

0t1 of EtheftaineK: ThIs potion is .actually ill


lion tutorn 2d4 + 2 hil points of dam. (~ their tolal wright is within thisUm!t .
liahl oil thai is applied exterNlly to clothes and
u,nr-h,IlIi"8 illbove) .
Lo ngevity: The 10"B'l)itl' polion reduce. O"postd flesh. confcrin& dhere.. tna.. In the
Herohm: This glYn the imbiber ill tempo- Ihe character'. ill&e by ld12 yean. tutoring dhereill.l lIiIIlr, lhe individual can paY throup,
rary increase in leveh (hit points, combat iIIbi!- youth iIInd yigor. The entire potion must be IOlid ob;ects in any direction- lidewill)'l. up-
ity, and say") if he ha. fewer tna,n 10 kvels of consumed to ilchleve the desired rcsu.lt. It i. ward. downward- or to differmt plants. The
expe~ . allO u5d'u.1 ilS a counter to magical o r monster- individu.al cannot touch non-et~iII.I objectt.
based aging iIIttillcU. The oillake.dfect three rounds iIIft~ applic.J-
Number 01 Addltonal
beh lime one drinb a lonieui'~ potion, lion, and It lasts fo r 4 + Id4 turns unIesI re-
Level 01 L...k Temporary lhere Is a I,., cumulalive chana lhe dfect will movtd with a weak acidic IOlutlon prior to the
Imblbflo
0 ,
Bestowed Hit Dice
4<110
be tM reytTtC of what the consumer wantJ-
all qe removed by previous drinb wUi be rt-
expirilltion 01 Its nonnal tf'f«tlve duration. It
an be applied to objtcts as wdJ u outures.
lst-Jrd 3 3dl0+l
storedl One potion • sufficitnt to anoint a normal hu-
4th~h 2 ld10.2
man and such gear u he typic:a1ly c:ania (two
7th-9th 1 1d10·3 Oil of Add RalstaJlCC'l When this 011 is ap-
Of' th~ weapons, prmtnts, armor, ahidd, and
plied 10 skin. cloth. or any oth~ m.ateri.al, It
Whm the poIion is qUAffed, the indivkluill.l confen virtu.al invulMl'.abilily against acid. miK'dl..aneous gear). ~a1 indivlduals a.rc in-
fights a. if he Wf.rt: al lhe expI'rimct level be- ,","""
The oil wean off, but ..towly-one.applk.atlon
stow«! by the mqk of the elixir. Dam. SUI- lutJ for a whole cl...y (1440 rounds). Each time Oil 01 Fiery B~ When this oil • ecpoetd
tillined is taktn firil from mlII,kally ,alned hil
dJa and bonus pointJ. Th. potion CiIIn o nly be
the protected material is exposed to acid, the 10 air. it immedi.ateiy bursts into fbmr. infUctInc
duration of the oil is reduced by at many .5d6 points 01 damast to any creitture directly cc·
used by warriot"l. rounds u hit points of daffiillge lhe add would posed to the substance (save VII • ..,ell for ha.lf
Hunun Control: A potio" of h",nulft con- have caused 10 u:posed flesh . ThUl, if a bl.ack damast). U hurled. the AiIIsk will ill.lways bruk.
t rQ/allows the imbiber 10 conlrol up 10 32 dr.a.gon breathe. for 64 points 01 iliad dama.se, Any Cl'l!'i11IW'C within 10' ci the point of imJ*1
levels or Hit Dice of humans, humanoids, and a penon protl!'Cttd by this oil would 10M 1 (up to ill maximum 01 six aeaturu) will be aI-
<kmihumaru: I I if a charm p'l'SOn ~1I had hour and 4 minuta of protlCtion (64 rounds- fecttd . The oil tan, for instance, be wwd to con-
bun cast. All Cf'CilltUI'ft ue rntitltd 10 Nvina 32 if .a saving throw v •. brnth weapon wu IW1'II!' the bocUes of as miIIJ"Iy as six rtpneraq
throWi v •. IPCU. Any plutes on Hit Dic:e are IUCCftoSful). creature, tueh as trous. U the f\ask II opmed. the
rounded down 10 the lo west whole die (e.g., beh flatk contains ,uHident 011 to protect cre;;atwt holding it immedIately suffen 1d4 points
1 + 2 ... I, 2 + 6 ... 2, elc.). This potion lasls for one milln-tiud cteature (iII nd I!quipment) for 24 01 damagr. Unlae: a ron equal to or IeM than the
Sd6 rounds. The type of humanfs) that can be houn; 10 protlCt 24 man-sized c",alura for creillhn', Dexttrity is made on 2d10, the Ilatk
conlrolled 15 r.andom1y dctrnnined. one hour: o r 10 protect any combination of cannot be rc-tI:oppem:! in time 10 ptl!'Ymt the 011
cre.aturH and durilltion between these ex- fTom exploding. with tffects as decribed above.
010 RoO Human/Humano id Conlrolled ,~ ,

1-2 Dwillrves 011 of Fumbling: This oil will tem\ to be of


3-4 EJves/ Half-Bves 0t1 of OIsenchanhMnl: Thi. 011 enabla the ill UHfuI typc- 4C£d' ,...&tlme,. tli"".ritIftJ,
5-6 Gnomes removal of .all enchantment. and charmt etc.-until the weilltH is under lire. in an ac-
7.. H.alfllnp placed upon JjYi", thlnp, and the IUppreuion t ual I1'M!Jee situation. At thai point, he has a
9-10 Half.()ra 01 such tffKtsonobjectJ. lftheoilisNbbedon SO .. chance each round 10 fumble and drop
11-16 Hu~ a crulure, iII.Il rnchantrnentJ and charmt o n It whatever he holds-weapon, shield, spe.1I
17-19 Humillnoids a.rc i~iatrly removtd. If rubbed onto 0b- components, and 10 forth. Only .a thorough
(gnolls. orcs, goblins, de.) jects bearins an enchantment, the magic: will hiIIlh of lOme IOlvent (ill.lcohol, etc.) will re-
20 Elv"" Half-Bv"", .and Humans be lost for IdlO+20 turns. Aft~ thi. time, the move the oil bcf'ore it weilln off.
oil 10$eJ potency and the it,m repin. its m-
lnvlslbWty: Thl, potion confers Invisibility Oil ollmpan: This oil has bendkiaJ effect.
chanlmtnt. The oil does not miate mqk:
similar 10 the lnd·level wiard 59':11 of the once il is iIIpplied. and m.ukt the ench.anlmtnt o n blunt weillpons and miHila, both magic.al
NOme n.arne. AdJonl involving comb.. t cause and nonmqkilll , Whm applitd to ill blunt
of wna,tever it coatJ, 10 that an item 110 coated
terminill tion of the invisibM: ,'.a'e. 1hc individ- will not show any enchanlment for .. lona .... wuponlUch U ill club, na,mme:r, or mace, il be-
uilll pouesaing this potion can qUillff a ling~ stOWSill +3 bonus toatt.ack roUsand a +6bo-
the aU rcm.ainldfeclive.
gulp- equal 10 'I. of the conlenll of the nus to cl...mqe. The dfectlus Id4 +8 rounds
conlilliner-to bestow invisibility for 3-6 tums. Oil or Elemental InvulnulblUty: This pre- per application. One .application will treat one
cious sub5tilnC'e gives total invulnerability 10 weapon.
invulnerability: This potion confen Immu-
nily to norutlillgkal weapont. It also protects o ne type of nonnal el~tal force on Ihe When applied to a blunt mIMU~, such as a
ag.ainst attacks from creillturn (nol characten) Prime Matuiill.l plane: wind . Ionn., fires. hurltd hamm~, hurltd club, ..tlng "one. or
e.arth . Ude., floods, and 10 forth . There i. a buUet, it bestow. a + 3 bonus 10 attack roll.
with no magical propertiH Or with fewer Ih.an
4 Hi t Din. Thus. an 8th·level cha racter with- 10"" cha.n« that e.ach such flask will al., be fl-

. 43
and a + J bonu. to dam.llge. The Hfc!c:t lasts Plan t Co ntro l: A plu"' co"'ro / potion LevcJ of Numbu o f AddJlon.1
until the miSll~ i. ulCd onct. One application CI\iIblft the indivklual who COMUmft it 10 C~um .. r Levell: TemporAl)'
will tr~at 4-5 lling .ao,," or IWO lilI~ W~ilIP­ inI1\1f:nce the bchavtor 01 vcgttable life fol'ml. BaIOwH HII Diu
ons. A Aouk 01 oil of Im".,ct holds ldJ+2
ilIppiioIlions.
This includes oormal planl,. Nrci, and eYen
molds and 5hamblifl$ mounds-within the •
lst·3rd

5 "".
4<110 + 1
O il 0 1 SUp".,rinett: SimUar to lhe oil of
.thrTtul"", detcribed ilIbov~, this liquid 11 10
pa ramcl~rI of thcir norm, l ;lbilitiH. The
imbiber can (aUIC the- vcsetable- forms to
4lh-6lh
1th-9th

J
3dlO + 2
2dJO+J
remain stiU or silent, move-, entwiM, etc .. 10th· 12th 2 ldl O"'.
be applied externally. Thll application makes it
KCOrdi", to Iheir limits.
impotaible for Ihe indivKi\l4lJ 10 be grabbed. SWHI W. te-I'l This I~uid Is not iK:Iually a
\'qC't..ble mOlWel'f WIth Intelligence of 5 or
grasped, or huSSed by a"y opponent . or con· potiOn to be drunk (though il tHIn sood).
higher;ln entitled to a Silvl", throw v • . "pel!.
stricted by ",",kes or tCf'ltacies. (Nole- thai .. Stun'! \I)Q!V i5 addtil to OlMr liquid. in order
P1anll withi n a 111 X 20' 5quare can bc con·
fOpC'f could still inllict we-almns. but thillt the- to cha",.. lhem to PUIll, drinkable w;Jter. l t will
trolled. subject to the limitations tC'I forth
monSl~r's lentad" could not ~ntwin~ th~ ~tralize poiwn ;J.nd ruin n1;I8leaJ potions (no
above. for!id4 roundt. St:1f-dHtruc:tive control
opponent coated with o il of .llpP41rim~f5 . ) Nvins throw). Tnc content. of a sinsk con·
i, not dir«t ly poMiblc if the pl;J.nt' are Intelli-
In ilIddilion. !Nch ob$lruc:lioruills wcb5, m",· 1;JltIC'!' will en;Jngc up to 100,000 cubic feet of
gent (1ft charm plaPlt. spell). Control range I.
Ie;lr or olherwllC, wUI not alf«t an anoin ted poll Uled, salt, or ilI lkaJine waler 10 frcsh wa tn-.
90 yards.
individ u;ll. Bond. lOch a. ropes, ma"..clCl. It wlll ium up to 1.000 cubic lCC't 01 add into
and chain. can be .lipped {fft . M~i(al ropa Polso n: A poiwn potion is limply :II highly pUI'C' wa tcr. The cHccls of the potion ;Jre per·
and Ihe like;llll not Hfeclivc against this 011. If tolCic liquid in ill pollon Aask. Typically, poilOn manent, but the Ilquid may be contaminated
pound on a floor or on steps, t he~ 1s;J 9, .. polions ;JlY odorless a nd c.an be of any colo r. aftcr an initial period of 5<14 rOunds.
ch;lnce/ rou nd that clllllturn tt;Jndina Ofl the Ingestion, introduction of the polson throush
T reuul'C' Flndlns: A potlon of 'rrasUrt find.
surface will ,lip and f.lI . The oil ~uirn eight a break in thc ski n, or, in 101T1C CISH, just Aln
hours 10 wca r off nOrm;llll y, o r il can be wiped conlact, will C;JUSC dealh . Poison can be ~k i'l, empowcn the drinkn- with ;J Ioca.tion
olf with an .. kobo! IOJulion (evcn winel ). ( + 4 to + 1 bonu. to the savi", th rowl , «ve'"
sense, so thilll he can point to the dirKtion of
thc nearest mas5 of tlll;J.SUIll. The trcilSlllll must
UBII, or deAdly ( - 1 to - 4 penalty or 8Illa1tr on
on o f nmeIH. nen : When Ihi. 011 I.
the savIDa throw). Some poilOn C;ll\ be 10 tOICk
be- within 240 yards, and its maM mUll equ;ll
;lpplied 10 ;Jny Ift;Jticr thlll wacs onct ali~ metilll 01 ;It leul 10,000 copper picas or 100
that a neulrAlil.e POI$oPl spell will Wnply Io~r
(k;JlhC'f", leillvCf;, paper, wood, dud flesh , etc. l, gen"lf or any combinalion.
lheloxidtykvel by40 .. - say, from 11 -4 pen.
II allow.l}u,t ",bstillnce 10 raitt Ih~ p~ of Note lhat only vililuable metaJs (copper, sil·
alty toa + <4 bonus to tM Nvinl Ihtow V1. poi·
time. Each year of KC\I4Il lime affed. the 1U0- ver, clt'CtNm, 8~d. pbtlnum. etc.) and sems
son. The OM IClccts the tttC'fl8th of poison
stanct ill if only a day had J);IJittd. The co..ted <and jewelry, of coune} ar~ localed . The
ob;CC1 n...s a + 1 bonus on all Nvi", throw • . dcslred, allhOU3h mMI arc atllllllih "r bee
potion WOfl'1 10000tc worthlC'a rnct~b or ~.
~1J) . You mighl wish to allow char.clen 10
The oil never wear. olf, ;JlthoU3h il an be caJ itemt which don'l con tain precious met~1t
hurl polson flub (IC'C ComNt. p . 63).
maginlly rc movcd . One flask conlains or gems. The imbiber of the potion can -feel-
cnoush oil to coal cight man-slztd ob}ecb, or Po l)'lllorph Sdf: Thi. potion duplioltu the the ditC'Ction in which the tftasu~ liu. but not
an eqUIVill~1 alllili. cffects oE the 4t h·lcvd wizard spell 01 thc same its dista~ .
PhUI~r 01 GUbnat: This polion mables lhe- n~ . Inte-rvmin.g $Ubst~nce o thcr Ihan 5pCd~1
imbibft- to apeak fl uen tly- even ttll IiH- Rainbow Huts: This ralher 'yrupy pot ion
IN3inI wards or k,d·lincd waJb will not
withst;lnd the powel"5 thai Inc liquor bcsiOWI
smoolhly. bcliev;lbly, and undC"tectably. ~i. must be flored in ill met,llic con tainer. The
upon the individual. The effC'ds of the potion
caJ invt'lliption (fUCh aJ: Ihe 4t h·level print imbibC"T nn become any huc or co mbin.ation
~U, dilled lie) will not givc tnc u5\l4l1lUults,
la.t for 5<14 rounds. (Geye r pl;lYl'rs will
of hut'S desired al will . Any colo r o r combin.a·
a/lcmpt tri;l",ulalio n.)
bu t will rn'('al that !lOme minor -stretching of tion 01 colon is possible, If tke u.w:r simply
Ihe lru lh ~ might be occurring. holds thc tho\.lgh t in his mind long enough for Undead Control; This potion in cffm gives
the hue to bc Hfecled. If the potion It quaffed the Imbiber the ability to charm certain ghutJ,
Phl/tc r of Lo vl'l Thl. pot ion CIIUJn the indio
vidua l drinking II to bccoml' charmed (1ft
'paringly, a flask will yie ld up to seven gho.ts. ghoub. shadows, ~ON, sp«trn.
d(;Jughts of OI'lC hour dur.tion e-Kh . wights, wtilithl, vampires, and .wmbict. 1M
(lui"" 'pelb) with Ihe fi~ cfu ture Iftn .ftn-
conluming the dtillJ4ht . Thl' imbiber may charm abillty is siml\ill' to the Ut·levd wiurd
Spft'd: A polion of .peed IncreUH the
iKlua.ll y bccome cnamotC"d if the CIllatUIll i. of tpdI, chunn ".,..,0". It afftcts ;J maximum 0116
moveme nt and combat c;Jpabilitiu of thc
s1mililf rxc ;Jnd of the opposite SC'X . Charm Hit Dice of UI'IdNd. rounding down any hit pain!:
Imbiber by UIO" . Thu', ;J mOVC'lTltnl ra lc of 9
effects wnr of( in Id4 "' <4 turns, but the C'ftam· additiQns toihl! ~dic(e .g., 4 +1 ftjuab4 Hit
becomes 18, and a chataCler normally abk 10
onn& effects last until a d~' mugic spell iii Dice). The undtad an cntitlcd to Silving throws
atlxk OrK.'e per round attacks twke. This docs
CaJ:( upon the Indivktu.l. not reduce speI\c.aJti", time, however. Use of 11 w . spdI only if they have Intdligcnce. Savlrc
Ihrows arc rolled with - 2 pcna!ta due to the
spud potion asH the lndivldu...! by one ytllr.
Philter of PftSUAIlve-MM: W}wn Ihis polton powrr 01 the potion; the cffKls wur off In !id4
The aain8 is permanent, but the o ther Hitch
i. imbibed the indivktual becomn: more CNo.. rour.ck. Todl'tcnnine the type of undtacl affected
Iut fot'!id4 rounds.
m.lItic, pini", II bonus of +, on Illilldton diet by a ~ potion.. roli l dlO MId c:ontuIt 1M
rolls. The individua.l is also abk to sUllest (tft Supft"'Heroism: Thi, potiOfl pVC$ the indio f~tabR:
1M Jrd·kvel witard 5pl':1I, stlB.8e5tio") oncc per vKiWlI a tnnpotary increase- in levels (_ hero-
tum 10 all CIllatures wi thin JO yards 01 turn . 0 10 Roll Undead Type
ism potion) i/M ~ fC'Wer than lJ levelJi of
o.perif:ncf: . It is similar to lhe fterobm potion,
1 Ghuts
Philte r 0 1 SI.mmeri n. a nd Stutteri n, : 2 Gh"",
but more powcrlul. and its effccu last jw;1 sd6
When this liquid iscon.umed. it willltffn lobe J Ghoul.
mcl~ rounds:
bcnC"fidal-philt"r of glib"1IU or IWI"'uasiuc·
PI"SS, for Instance . However, whenever a 5
• Shadows
Skcktons
meaningfu l utttfOllla must M spoken (1M Vef'oo
baJ component of a 1pC:1I, thc lC'J't of a Kroll, 7
• SpcoctfH
W ights

••
I.
ncsotlation wit h a monstC'f", elc.), Ihc potion', Wtililhs
lrue Hfcct It Illvealed - nothi", can be f,ilid Vampil'C'S
properly, and the Illaclion, of all creatulllt Zombies
heu ing such nofUCNt will be at a -, penalt y.

144
Ventriloqllism : This allows the user 10 it will fade. The OM s.ets the pe:tcentotge o r rolls scroll of six spells. No malleT what a player
make hit voice sound a5 if II (or someune's Id6 to determine il for each Kroll. may Iry, each spell 01'1 a scroll is only ulAble
voice or a similar 5OOnd) Wen! issuing from Whton a spelllCroli is examined, the follow· once. Exceptions should be made very rarely
someplac(' olher Ihan where he is-from ing table cal'l be uSl!d. 10 find Its nalure: and o nly when you have a very 5peC"ial magical
anothe r creature, a ,,-.. 11.11.', from behind a door. Itll'm In mind-perhaps a 1C101I that can be tl"ad
0100 Roll o nce per week. This would be potent magic
down a pasuge, elC . The U!ier can speak in any
languotge he knows, or make ilI\y sound he can 01· 70 Wizard indeed.
71..00 Priest '
normally make. To) detect the ruse, listenen
must roll a successful Silving throw vs. , pell Other classes in the priest group can, at the
with a penalty of - 2. If ca,1 in conjunction OM', disc~lion , have unique scrolls as well.
Cutlns Seroll (fleets
with other illusions, the OM ma y rule greater Only the indicaled class of character Cill\ use The inilialive modi·
pt'nallies or diwUow an in~ndenl Silving the scroll, except thieves and bards, who can fier of a ICroli is its Il!ading time, For 1ICJ"01l
throw apin51 this eHect- the combined Uiu· U!Ie any Kroll, as explail'loo in the Pial/fir', spells, this is equal 10 the casting time of the
sion may be perfect! The imbiber can use the Hllndbook. spt'li. for protection scroll., Ihe reading lime is
oentriloql4~m ability up to fix Ilm~ within Ihe given il'l the explanation of the ICroli effect•.
duration of the potion. Thll' ol'lly requireml('nl. for using a Kroll are
Spell Level of Scroll Spells suffk;ent lighl 10 read by and the actual VI.' ....
Vit .. Uty: This potion r~tores Ihe usef to full
All Kroll spdls are balization of the writings. If tM ~ading of a
vi talit y despite exertion. lack of sleep, ilnd
goi~ without food and drink for up to seven
written 10 make use as qUick and easy as possi· scroll is interrupted, the Kroll effect is lost and
dayl. It will nullify up to leven days of depri· ble for the writer. The !evd of the spell and it. that spell fades away and is lott. S~II compo-
vatio n, and will continue in effect for the characteristics (range, duration, area of effecl , nents are unnt'CCS5ary fo r the Kroll reaoo, and
remainder of its !leven...flay duration. The etc.) are typically one level higher Ihan lhat no adverse effects a.ssociated with cuting the
potion alM) mak~ the u!ler proof against poi· required to catllhe spell . but never below 6th spt'll are suffered- these: requirements or pen·
SOI'l and diseast while II is i" effect. ami the USl.'!"
level of experience. alties have been fulfilled or suffe.red by the cre-
will recover I~t hit points allhe rail.' of 1 every Thus. a 6th-level wizard spell is written at ator of Ihe ICroli .
4 houn. 13th level of abilily, a 7th· level spell at 151h
level, etc. The OM can make scroll spells more
Water BNathin.: It Is 75.. likely that a powerful by Increasing Ihe level at which they
Protection Scroll (Heds
polion will conlain IWO doses,
UUlttl'r breathi,lg are written . This will. however, affect the If a player character
25 .. probable that Ihere will be four il'l the chance of spell failure . hu more than one protection scroll , the effect,
conlainer. The potion allows 1M: characler are Cl.Imulative, but not the duration . Scroll.
drinking it 10 b~athe normally In liquids Iha' Ihal protect against CfealUTH do not create an
contain su~nded oxygen. This ability lasb M"Slul Spell f .. Uure
actual, phySical globe. If the UKr forca the
fo r one fu ll hour per dose of potion quaffed, If any &pell-user ac- creature into a plillC1! from which fun her retre .. t
with an additlonalldl0 rounds (minutes) vari- quites a scroll inscribed with a s~1I of a level is impossible (e.H., a comer), and then con·
able. Thus, a character who has consu~ a too high for him to cast. he can still try 10 WIt: t;nues forward ul1til the creature would be
wate:r bruthing polion could enter the depthi the spell- the chance of fallute, or other bad within the radius of the circle. the creature is
of a river, lake, o r even Ihe ocean and 1'101 dfect. is 5"" per level difference between the not harmed, and 1M protection is considered
drown while the magical effects of the poliol'l character's p~nt level and the le-vd at which voluntarily broken and disappe:a rs. Then' b; no
pe~sted. the spell could be used . way in which a prolectlon Kroll can be used as
For example. a l$1·Ie-vel mage find, a Kroll an offensive weapol'l.
Scrolls with a wi5h spt'll inscribed upon it. The chance
of failure is 85 ... as wi5h i, a 9th*level spe.1I
Scro ll, all! generall y attained all&h level: 18-1 .. 17; 17 X 5-" - Who un Use Scroll Spells?
found in cylinders- tubes of ivory, jade, leath· 65 ". A p!i!Jl:enliledie ro ll of 8S or less indicales Ability to WIt: scroll
er, metal, or wood . Some lubes are inscribed failu~ of some sort, and Table Ill: is con· spells does l'I o t pennil a priest 10 use iI wiurd
with magic runes or writing PCs must read in suited. In lhis use, the spell Is 30 .. likely to spell, ora wiurd 10 use a priest spell . Ukewi~,
order to opel'l the COl'llaioer. This is up to lhe fail wilhout effect. while Ihe chance for a il does not extend 1M abllllY of spell use 10
OM . Taking Ihis approach encourages playtt"S reverse o r harmful effect i5 70-... non--spt'II·using characten except with te:SpecI
to select and use relld nlilgic or COnlpre/lellll to protection Kroll,. Anyon~ can lISt: a protec-
/UlfglHlges spells. It also makes It possible to Table Ill: SPEll FAILURE tion scro ll . Paladms and rangers C.lI1not use
protect power JCfOlis wilh Iraps {symbols. priest Krolls.
Casler Level Total Reverse or
(>~pI05jVi! runes) and CU1"$l!S.
Each sc:roll is written In its own magical
,I·'..
DHlen'nce F..llure

....,... ...
Hannllli [Uect Those characler"$ able to read ilnd employ
scroll Ipells can do 50 regardleu of other

"" ....
cypher. To undenland what type of scroll hilS 9...
restrictiol'l" Once the apell is known, It is nOI
been found . lhe ability to rflild magic mUll be
available, Once a scroll is tl"ad to tktermine its
content., a read magic spell is not needed at a
sub&equmt lilm" to invoke il. magic. Evel'l a
' ·9
10...12
13--15
....
SO .. "' ..
SO ..
necessary to use a read mugic spell in order to
invoke its powl'''. Scrolls can be read even by
mages who are unable to employ the ~1I co~
led becau.seof an inability to leam il or because
scroll map will appear unreadable until the 16 and up 30" 70 ..
it is too high level (although, in lhe latter case,
proper spell ((ompt.hfmd l,mgloUlgu) is u~ _ thell! is a charn:e of spell failu re ).
Readi", a ICrolllo find Its CQnlmts does nOI Use 0' So-oil Spells
invoke 115 magic unle58 it is a specially trigger·
eel ( urse . A ( uf'Md scroll can appear to be a When a Kroll is cop- Spell Level ..... se
Kroll of any 5Ort. II radiat~ no evil Of special ied into a spell book o r read 10 release Its mag-
aur,l beyond being magical. ic, the writing complt:tely ami permanently The level rangt'
A protlfCtio ll scroll cal'l be tl"ad by any class disappears from the $Croll . The magic COl'llent showl'l in Table 90 Hives the parameten for ran·
01 character even wilhout :II read /Plugic spell. of the spell is bound up in the wriling, and use dom determination of spell level for scrolb if
If a scroll isn't immedi..alely Il!ad 10 deter· releases and erases it. Thus, ruding aspt'il you choose flOt to set this youn.l!lf. Wilh 5pt'1l
mine it. contents, there isa 5910 to 30 '" cha~ from a !lCJ"oll of seven spell, makes the item a level dt'lermined, find Ihe partiCl.llar spell by

145
consullins 1M approp.ule Sprll Tables in 1M thai senerale 8U (such as stink;n, cloud and
Pllly~" Handbook.
Ust 0' Protecdon Suolls d o udkill), lond .II simil .... {0flnS of nQJI.iOUl,
P ro lKlio n fro m tOJlie vapol'$. The prottction latu f<w leU +4
Acid: (Readina time-6) The readtr il proIKt· roundt.
Cursed Scrolls ed from all fo rms of acid, 10 a rna.ximum dam-
PrOledlo" from Lycan thropn: (Rtadi",
Some tcro ll. bear iIIe of 20 Hit Dice or a JrW(imurn duration of
time- 4) There a.re teven common Iypa of thiJ
powmul CU~f, pia«<! inltnlioNliy or .u ;I Id4 + 8 turns, whkhcvtT occun first ,
scroll. ll1e OM can RltcI Ont from tM lable
resull of flawrd 1Cr01I. malOl'I3. CurwtJ Krolls below or make a perctntilt roll to ddtrmint il
ProtK tion from Cold: (ReMiil'l3 time- J )
laltt ~f«t tM inltanl thry .~ first ~ad . A randomly:
ProtKrion extmds outward from the tl'adrr 10
cUrHd ICf'OIi can have atl y ftfKI Ike OM
a JO' diameter sphert, All within the area are
<lftim, a!thou'" few ..hould be o Ulrishl drad· 0100 Ro D Sc:roU Type
prolKttd from 1M ~kctl of nonmagical cold 01-0$ Protection (rom Wtrebe;ln
Iy. SUUUled c"ru. !ndudr Ihf followil'l3 : 10 • lemper.lure of absolutt uro (~· F).
• Bid luck t -1 o n altaclul and lavina 06-10 Protection from ~n
Asainst magical cold, the ICroll conftrs a +6
throw,) . 11·20 Protection from Wcrtrats
bonus to living throws a.nd oM"quarter dam·
• The char3eter" beard grows 1 " per min- 21-25 Protection (rom Wtl'digtn
ase (ont-eighth if the IIvi", Ihrow il madel. 26--40 Protection from Wtrewolvel
ute. Th(' duration of tM acroll !. td4 +4 tum •.
• The character Is telfpOrttd away from the 41-98 ProlKtion from all
rnl of the paony. ProtKdo n (rom Dragon 8re. lh: (RtadiR8 lycanthropn
• Random mOmier appran .nd attacks. r~vari.abltl Only the individu~ re3dina the 99-00 Protection from Shapt-
• The character i, poJymorphtd into a ICroU it protKt«i. ProtKtil)ll D.tmdl 10 all formti Cha.n8etl
mouse. of dngon bruth and ~ 2d4 + 4 rounodI,
The magical drcle from the feadini of the
• The ch'lIr~er shrinks 10 half his nonnal
Protection (rom £k.ctricity: (Reading limt- Kroll ectmds In a 10' radloJl and movtl with
.w. 5) Protedm it provided in a JIY diamdrr ~ tM nader. Each ICroll protKII iIIainst 49 Hit
• The chanlcler Is slricken wilh Wt'nr.eu. Diet or lycanthropn, roundi", all hit point
ctnt~ on the reader, 1boet protected Me
haJvina his Strtl\8th K Ort.
immUflt to all dectrical att4lK:b and .-ociattd plult'S down unlese they t'JICtN +2, Tht pro-
• The char~tt't' fill. inlo a dtt'p fletp from
whk h he ca.n't be routed.
tfItcts. Tht protection lasts Jd4 roundI. tKtion if othtrWise simila r to thai qainst ele-
menial., above. The protrction from
• 11w: char-acttr develops a.n uncontrollable Protection from Brmmtak: (RudIn& run--
appelite.
sMpe-clum,'tI KTOlI protects a&aintt m0n-
6) Thm aTe 5 vilrittitt of !hit.aoll. Roll ~
sters (txtq)l: gods and sod.like creatural ablt
• Tht' cNrxttr midi alwlIy.t talk in rhyme tile diet and consuJt the ~ tablr. 10 change IMir fonn 10 that of ma.n: dapple-
(prtvtnl ina ~lasl ins).
01 00 Roll Type of Sc:roU pngers, eMain drasON, druids, jack.a.lwem,
• The duilrKltr Is blinded or dtaItntd
at -IS Protection from Air Elementa" and lyonthropn, for example. Tht ma.sk:
• The cNrKlcr " Itncken with cowiArdiet
and must make a mot'aIt' chtck rvery time (includin8 Hri~ serva.nlJ, djmn, last.t for Sd6 rounds.
a monllt't' i, tncounttnd. invisi blt stalkers, and wind
Protectkl" (rom MaSk: (Rt..d.ins time-a)
walken)
• The cha~tr'. alignment i. cha",ed Thi, JCJ'OIJ invom a very powerful. invisibl,

....
• The charKler ,uffen 2-6 point. of dam-

• The character ,uUm amnesia.


16--30

Jl-4S
Protection from Earth Elemtnt.a.l,
(Including Jlom)
Protection from Fire Element;ll.
globe of anti·magic in a 5' ooiu, from 1M
ruder. No fonn of magic can paM inio or out
of it, bul phyaiclllhrn,. an nOi rtStricttd by
• The character Iftl . comPt-lItd to give (including d'rfft l and Mlaman· Iht globe. As with othu protections. the s,lobe
away all hi. belof\lin8" d<B)
of anti-mask mov" with its invoker. The pro-
V" 46-60 ProtKtion from Water Elemen·
• The character must sav, paralyzation ttelion wt. for 5d6 rounds.
or pt'trif,clion, tal. (indudi", Irlton. and waler
In general. Ihe ~ftct, of a curw can be weirdJ) Protecllon (rom Pe trlfica tl o n: (Reading
negaltd or ~verwd by a rl mov, CUI'$#. Somt 61-00 ProtKtlon from all Elemmtal. limt- 51 A la' radlu.s circle of protectlon
cues (lUCh as ",Iri/kalion ) mly rtquitl' the extends from. and movu with, tM reader of
The magic prOlect, tM nader and all within
u.f of other spellf. Overcoml", a CUflif Nlould
this KJ"OII . Everyone wlthitt it, conlinn Is
la' of him from tht type of elemmtal noted, at
be diffku.h for the pl.yer ch.taeten, bUI /'lOt absolut,ly immune 10 all IIl1ack fonnt, mqic.aJ
wtll as elemtnl;ll Crt;lIUr" of Ihe Mme
impoaib)e. or olhcrwilt, Ihat lum Atsh to lIone, The pro-
pland,), The protect ~n ,ffecl. a maximum of
tection lasts for 5d4 rounds.
24 Hit Dice of tlemental Cftaluralf tM Kroll i.
of a spKific tlemtnt~ type, 16 Hit Di« If it it Prot«don from PI. nl. : (Rtadi"l lime-l
Mop.
against ail sort. of element;ll,. TM Iptll luts round), A prolKlivt 'pMre 10' in diamtter is
While nOI IN&kaJ, for 5dB rounds. Allan OUI of the circle: ill pot.- Cltf\ttnd on the tl'adcr. All fol'1l15 of vtgttable
maps are .ptdal tnQU&h 10 requ itl' clrtful ,iblt, at is aU.adt mtO il by a.ny demtntal crea- life (includ1ns fungi , slimeI, molds. and tM
prTParation and 11M by the OM, hence IMy an ture with mort Hit Dke than are protKltd like) art unable 10 pendfilltt tM sphe:re. U it is
indlHitd in the liltinp o( lTIa3ical item •. Maps apinst or by ~veral elemental Ctl';lIII""'- moved towa.rd planl lile that Is apaoble of
should rardy be sivm out rMldomly- tM OM lhotot' in exceM of the prottctcd number of Hit mOvtmenl , the plant will be pushed .way. U
mull ha" a.uitable map pt'f:plred in ~vanct' . Dice a~ ablt to mttT and ;Iliad:.. the plant K Immobile (a well· rooted shrub,
'T'hne ill no table 10 IOVft'n tM natun of maps. bush, or lree. for inllanee), the spher'e cannot
All hinl al or imply tM txiSltnce of gnat Irta- Prolectlon (rom Fire: (Reading 111M- a)
be moved Ihrough or past it unit. the tl'aOe:r
Protection extend. 10 • 30' diameter tphetl'
IU ra to be found whlk givin& o nly ;II ... ague hill tnOUjh Slten3lh and mIlS to uproot tM
kita oEtke rUb 10 be OVUOOmf . Some may be ttnleTcd o n the ,,"du. All in Ihis .rn aft .ble
pWlt under normal conditions. The ptolKtion
10 withstand flame and Mat of 1M hollftl
8tnuine, olhen fake . 8«auJt of Ihe wide lasts for leU +4 turN .
ra.t\lt of poMibilitia, Ihe OM Nlould Ult lrea- type, tven of tmlgical and t\tmtnlal nalu~ .
TM protection last, 1d4 +4 lurns. Protn'tlon fro m Pobon: (Reading lime- J )
IUn maps .u the ,prinlboard for new and
excitins advtntUIft. Prolectlon from Cu: (Readinl timt- 3)
1nt protection afforded by this scroll btmds
o nly 10 the reader. No form of poison-
This Kroll gf:ntratn ii la' diamettr sphert of
ingnttd, conillct~. btl'atMd. t1c,- will alftCI
protection Ct'fltertd on tht rtacler. AU within
the ptotKt«i Individual, and any poison in the
tht arell are Immune to tht dfect. of any 841' -
rtader'. 1)'Ilem is permanently neutr.a.liud.
poison 8i11, gastous brtath weapoN, 'pell.

146
The protC'ction otherwise Lasts ldlO + 2 rounds. allow -monsters" wilh dilJits to we~r rinp, and 01-10 Frn Adio"
lOme can actually benefit from tMm. For 11-20 FlIlth. r {fIlIin,
Protection rrom PouelJlon : ( Re~dJn&
example, a troll couKl wear a rinll of rq.n.P1I- 21-35 I"visibility
tinw-I round) This tcroll ,ment" a ~OIl
circle of 10' r.d.ius tNiI extmds from , and
lio" and pifl its benefits in addition to ill nor- 30->0 lu,"pu.,
m~ regeneraliw abilities. 51.." Swi,"min~
moves with. tM rt'a<kr. All cre:atures within its
61-00 WIt"",h
confines are protected from po5Sn6iOfl by
81·100 Wat.r WfIlkirl,
m.agic.al ipell OIttOiCks iUCh iIS '"QgU: iltr or Ust of Rinas
attack lonns aimed ~t possession or ment~ The 1K0fidary power wor ks flo rm ~ l y,
control . Even tM cleOId art' protected if t~ ~re RJna o f Animal o.ce.pt when the wearer is under Itre..-
withifl tM magk circle. The protection lasl. f rleflddllp: Witefl the weam of this ""' combat, Itealt h , delicate activity, afld the.
for 10d6 rouflds ifl 90'Il10 of thew lCI'oIl.; 10'Il10 approac:ha within 10' of ;any iU\inWs 01 ncutr.al like-at which time thec/i"1PI$mnf lakn d'fC'ct.
Nive power that lut.l0d6 tum., but the . pell alipunent and artimaI irltellismct, the crealwft Dexterity is lowft'ed. to h~f normal, rounded
effect is .tatiornlll'}" must roll savina throwt VI. ipdl . U they IUC'Cftd. dowfl . Chances for .tealth II\d preciJe actioM
they move r.pidly away from the rina ~1I'ff. U Ire allO lowered by ol'lt'-half, rounded dowfl.
Protecti o n fro m Unde.d : (Rt:'adiflS time- the savina throws WI, the c:reatwa become doc· Any IIl1empt at tpdlcattinll tha t requlm lhe
4) When this 1Cl"01l1. reOld, • 5' tlldlu. circle of ile and follow the rIna wearer around. The item h andling of a ma terial componMt or the
protection vctmds from . ;md mov" with. 1M functions al 6th levd., 10 up 10 U Hit Dice 01 ani- aa:omplilhmMt of a IOmatic COmPOMnt will
rellder. It protects everyont:' within it from 1111 mals can be aff«ted by this Ms. succeed only U the wearer ro ll. a , uccasful
phYlicOiI 1It1l1ck. made by undead (shast., Animal. fee:li na friendship for the wearer savirtg throw VI . • pell; o tht:'rw!se, the lpell Is
shosts, shoul•• • hlldows, skeleton., .pKtm, will actlUlly gulrd and protect that individual
wight., wrait]u, vampirH, 10mbiH, etc.) but botched ~fld annulled.
If he t')I'ptfld.s a charge from the rinS to caute The ri nS can be taken of( o fll y by a . ucceu.-
not ml!3kill .pell. or otMr .1I;r,ck fonru . If a luch behavior. A dna of thi' IOrt Iypically hu fully ca.t dis/HI mA,i< spell (vs, Uth-level
cruture lellves the protllCled lrell, it Is lubjC'ct 21 charges whefl discovered, and it Clflnot be magic) . Succ:eu destroys both the primary aNI
to physoliluilck . The prolllClion mtraint up rechllrgeci. A druid weariniJ thi. rinS an influ- IKO n<ury power of the rina.
to l5 Hit Oict/ level. of undeOld; exceu HI! ence twice tM prftCribed Kit DIce wort h of
Diet/ level. can pus through the circle . It animals (24 rather thM. 12), II\d a ranger is RlnS of COfllrarinns: This m.ap:~ rinI b
remllinl in dfect for 10d3 rounds. Some p~ abk 10 irI(luence 18 Hit Dice worth of animal •. cursed, makina It, wearu unable to IIJIft with
tKtion croll, of Ihis nlliure protect only any idea, lIatemmt, o r Kliofl. Once put on,
~imt certOlJn types of undead (one or more) Rina oI B~ When the wnrer of this rIna the rintI; CII\ be rt'IJIoved only after a nmov,
rOltMs- than 0111 undead, at the OM', option . iIIun the proper VftbaI convnand, the Item 1Idi- a.tru spell is cut Upofl the individlUl wuring
(See Potions, Undead Control for II die roll v.1ll8,. and he is Uf«ted illS if a blink tpftI we't
it. Because 01 1M cune, the wea rer will resist
table.) opuatq; upon his penon. The efft.ct bsts for six any allempt.to cut such a spell. The CO"trllri-
rounds. The tina then ceues to h«tioo for Ji.lt n. . rina will Niw one o f the followina addi-
Protection from WOller: (Readina time- 6) tums (one hour) while it ~ itxII. The
Thi, protection o.tend. in a 10' diAmttt:'r t ional masica1 propmia:
command word is UJUiIIIy ensraved ~
spMre cmtered on 1M rea~. All forms of on the ring. The rIna will activate whenews- this 01-20 Flying
water- liquid, solid, Ind vlpor. ice, hail, word is spokm, tve'l thou&h the tomnw1d 21-40 I"vlsibility
snow, Neet . 'Ieam. and 10 forth _ art' uflable to mighl be given by tOmtOne other tIw\ the ~ 41-60 I.wi'ario"
peMtrate tM .phere of prote<:tiofl . If th~ er, provided thai the word it spoken within 10' of 61 ·10 Shodon, G rtUp
protected come upon a form of water, the sub- the ring. (once per round)
stance simply will not touch them; thu., t~ 71-80 S".tI Tumi",
will not lIip Ofl Ice, link into a body of water, RJnS o f Ch.llIeleo" Po wer: Whenever the 8143 S,,,",,h (18 / 00)
etc, The protediofl IlIsll for ld4 +4 tum •. ~~rer of this ring deires, he Is able 10 m.ql-
call y blend In with the surroundinp. Thit No te that cOfl l ra riness can fl ever be
enables 90.. invisibility in foliaae, against removed fro m the ring. The wearer will uW his
Rings wa lls, and so forth . own powers, plus those: of the ri ng, to m aifl it
If the wearer is auoclating with creatures of Ofl his fl"Ser_The weartl' ot the rin& will MYer
All masleal riflil
Intelligence 4 or Ilreater at a distance of 60' or ciamqe him5tlf. If, fo r ex~mple, o ther charac-
normally radiate magic, but most are Impos-
sible to detect ... maslcal rillp Without lOme n , the rintI; t:'JIables the wearer to Iftm to be ten IU&8"t that the we~rcr make certain tha t
one of those creaturH , but each tum of IUCh all;r,cks upon hi m are. well-defemkd apintl , or
mystic means. Furthermore, all mqk~1 rinp
~ssodation carries a 5 .. cumulative chance that he should not strike his own head, the ring
look a like, 10 determifiatiOfi of ~ Sivt:'JI tin,;'s
thai the crealum will deled the dna wearer wearer willllJlft -poyibly au ackina Of strik-
magical powers b difficult. The rin8 must be
for what he is. Thus, iUCh an UIOciatiofi can in& at the .peaker'I M~-becaUJe obviously
pul on and variod thl"3ltrieclln order to find
flf'Ver persist for more than 20 turns wi thout tM mult must be cOfilrary mthis CI5t . If a ring
whllt it does. No rin3 r.d.iata aood or evil .
No more tna.n two ma.gkal rifllS cafl be
the wearer bein,; detected-at tM efld of that of contrarina. tuml tpdlt, the cumulative
wom by a character al the ..me time. If more time, the chance of delection ha. rUefl to ,.mow CI.trst' cast Upofl the individual wearirla
100 .. . Creatures with 16 o r 8ft.1lter Intelli- it mull equal or o.ceecIl00 .. .
are wom, nOM will functiofl . No mOrt INin
OM magical rin,; CM! be wom Ofl the same gence use Iheir Inlelli8ence lCore as afl addition
RJnS o f Ot:'luskNt: A th/",io" rin& con-
hand , A M'COOO riflll wom on OM hand causes to the base chance of detedkm. For vcampk, a
vinces the wearer tNit it is lOme other tort of
creal~ of Intelligence. 16 wou ld have a bue
both to be use~. Rinas mu" be wom on the rina- wl\attvft' IOrt the wearer really desires.
fingers . Rinsson tOft, in ear lobet, elc .. do flOt chance of 116 + 5 .. ) - 21 .. al 1M end of tum
The wearer will be completely convinced that
functiofl a. magicll rinp. 1, 26" at the end of tum 2, and so forth . Crea-
the tina is actlUlly one with othet' m.asicaJ
The spdI-like abiJitilsoi rings function as Uth- tum with J o r lower Intelligence intlinctivdy
propertietl, and he will unconsciously use hit
level magic unlest the power requ[m a higher and automatically detect the weam if they
abili tin of any sort (includina thotoe of otMs-
co~ within a 10' Ti\dha of him.
1eveI.. In cases where a highrr Ievd Is necnsary, magical ilmlt available) to produce a ruult
rings function al tM minimum Ievd of map: ute RiflS of O umslnen: Thil cursed rina typi· commensurate w ith the supposed propt'rdn of
M«Ied to CIiI the equivalent spell. call y radia tes <In aura like anothet', beneficial, the .ti,/",ion rin,;. The OM dett:'rmines how
Magical rings can be wom ,lfId used by all ring to dis8uise ill band'ul nature. The potIible .uccessfu.i the 5tlf-delusion II, a. well II how
character classes lind humafll/ humanoids nol 5tCOndary powers are: observers are affected ~fld what Ihey will
specifically prohibited ci5twhere. You migh t observe. T he rins can be removed at aflY time.

141
RIna: of Ojlnnl Summonllls: One of Ihe • Conlrol winds (on« peT wtek) tvtn when alt ..cked by a web, hold. o r "OW
many fabled rinp 0( (;ant;aty ksltlld, the 8pn- • Inl>;'ibility 5pC1I. or even while under W,1lltr. The 5pClIs
it· rina is mOlt uset'ul lndeed. for It Is;a special TM rina will appe,1lf to be an inu&ibi/i'~ ring limply hilve no tffec:t. While under w.. ter. the
~ple~ by me,1lM of which a Cer1.un djinni an until,1l ctrt,1lin condition Is met (havina the rina; indivkl.ual movts at nonnal (IUrf~) speed
~ IUmmoned from 1M e!flncnt,1l1 p~ 0( Air. bleut<i, slaying an IiI' tltmtnt;al, o r wh.ttyer and dots lull dama.ge eVl'n wilh CUlling _,liP-
When the rin$ II rubbed, the IUmmonf is lhe OM dtt.trmints"l n«esury 10 activa te its ons (lib aJlts and $d.mil&nl) and wilh II1\iIShlna;
Jtrved, ;and the djinni will ap~ar on tM nexi full poltntiaJ). weapons (lib A.ilI, hammen, and maca),
round. The djinnJ will faithfully obey and INOlar as thl' weapon used is held rather tha.n
Eonh
JtrYe the _am- of the rin&. bul if the ~Mll
ull (once per day)
• 5 10 1'1'
hurled. This will not , however, enable bn,1lth·
of Ihe ri"8 is ~ft' killed. the riOl becomes non- i"8 under waltr without lunher appropriate
ma&ic,1l1 a.nd worthksa. See lhe Momtrous • PllSSwull (Iwitt per day)
• Wall of slon, (on« ptt day )
mil&k-
Compel'Uiium for dttails of a djinnl's abOities.
• SIon, 10 flnh (twlct per wtek) RbIS of Hwn. llinfluentt; This ring hu the
Rln" ol [kmmta! Command: Tht four • M ow ,Qr/h (oncl' per wtcld diM of r,1lllin& the wea!?!'s Chansrna.to IS on
types of dftnm lal command rings are very • FHlh" fall encounter ~ildionl with humans and hUlNln-
powerful. Each appean 10 ~ nOlhlns mo~ The ring will appur 10 be I rin, of leath" oidJ. The wtarer can make a sugsation 10 any
Iha.n an ordiNry ri""but each hIS ~rt,1lln oth- fallinl until the! OM-eslabllshtd condition i. hum.n or humanoid (Avina; throw applies) .
cr powcrs at well as lhe following common m<t. The wearer can alao dll:lnn up 10 11 Itvtl. f Hil
pro~rttH : Dice of human / humanoiru (Nving IhroWl
1. Eltmcn l,1l)' of the planc 10 which 1M ri ng Fi" apply) lust as if he were using the wiurd s~11.
• Burning /lal'llU (once per tum)
is ..ttuntd c.. n·t attack or even approa.ch wilhin
• Pyrol«hnia (twkt! pt.r <by)
t""ml pnson. The two latter USl'l of the ring
05' of 1M Wtanr. If the we,1lTtr dtlirtl, he m,1ly iln appticilble but ona pu day. Suggestion o r
forqo this protection ,1Ind instcad .. Utmpl 10 • WQII of fir, (ona per cby) eMnn has an initialive penalty of ... J .
• Flllm, strike (twic, per wtek)
cM"" the eltmalt..1 (savlOl throw app liuble
with a -2 peNlty to the die) . If the tM"" • Rr, rdis /Ilnc, Rill, of lny(JibWty. ThI' wtilrt:r of an inbiJi-
fails, howtver, tot,1l ) prolec:tion 1I 1~ and no The ring will .. ppear 10 be a ril'lg of fiff rau,· bi/i'~ring is able to become invilib~ at will,
QnCf until the OM-establilhtd condition ill instantly. Thi, non-visiblc st ..tt is I'XICIly the
further allnnpt ,111 charm1na can be maM. bUI
the JeCOnWlry proptrtift s1vm below willlhcn
function with I'tIprd to the elmltntal.
""'.
Wat, r
same at the wiurd inmsibili'y 5pCII, ocept
th.1 1011> 01 thtst rings hne il'laudlbility ,lIS
2. Crt:atul'tl, other than no rmal tltmen tals, well, maldns the wearI'T absolutely siltnl . It
• Purify !DIll" the weam wishes 10 sptak, he bruits all
from the plant 10 which the rina ill anuned • Crtfll , 1OQt,r (once ~r day)
..IIa.ck with -1 pmall~ to their atla.ck roUs, siltnct leatl1ll'l in ordl't to do so .
• Waler brtQI/ling (5' ndlu.)
The rina _am' lues dam. . .1 - 1 on ea.ch • Willi of ie, (onct per day) RillS of J"mplng: The wearer 01 th is rilll ill
Hit Die! and makes applicable living throw. • Ail)l1OQt" .bk 10 leap 30' ahead or la' ba.ckward o r
HoCl\ lhe crt.atUft's iluac:b ..t "'1. All ilua.cks • LoWf'r IDIlI,r (t wkT per Wftk) st raight up, with an arc of ilboul 2' for evtry
an made! by the wcarer of the rlna; with a +4 • ParllDll' , r (twice per Wftk ) l a ' traveled (It't the bI-kvtl wizard spl'!1.
bonus 10 tht ,1IUack roll (or - 4 on the dtmtn- • Water toIl/kil'lg Jump). The wearer mUll use the rin&'. power
tal crt.aturt:'s ... ving throw), and the wt,1lnr The ring will appeill to be iI ring of UHltlr ca /"dull)', lorit can ~rform only four tima per
lnfIictI "' 6 da m.l3e (total. not perdie) adjusted UHllking unlil the OM-t5lablishtd condllkln Is <by.
by any other appBtilblt bonultl ilnd pmaltits. m<t.
Any _apon uttd by the ring weilrt:r can hit Rins of MilmmilJ COllfrol: This rin.&enab lH
elemental. or elemental crt.atu m tvm if il is These rings oPtf,1lh! ,111 12th kvel 01 exptri- it. wl'am to txercisl' compltte control ovcr
nOI m..&inl. tnCt, or lhe rninimum level ntedtd to ptrfonn mammal. with IntellJgenct' of .. or less (,1Inl m..1
3. The wc.. nr of the ring i. able 10 convene 1M equivalent magkaJ speU, if grtater. The or llemi-intelHgenl mamrnals). Up to JO Hit
with the tlementals o r elnnental cn,1llurn of additional powen h.. vt an initlat ivt modiHet Olc~ of mammals can ~ controlled. Tht wear-
the plant to wh ich thc ring Is auuned . Thts(' of "'5 . cr's conlrol ovtr cnatures Is $0 gnat he can
aeaturn will rtCOSIl1zt that he wears Ihe tina, evcn comrnand them 10 kill t~l \lts, bUI
Rlns o f Feillhtr FaWns: This rina proJects
and wUi show a health)' rnpeel for the weart:r, compitttCona:nl ration i' nq uirtd. (Nott: the
its wearer by aulorniltlc activalion of a f.,hlT'
If a llprnents .rt .imilar. If ali,nrntn' I. fall if tht individual faJls,5' or more. (See Ihc rins doa not ilIffect bird-mammal combina·
oppoitd, crt:atum will feat Iht weanr il ht Is lionl, humans, Itmi-hum,1lflJ, and rnonltl'n
f,al/l~r fa/1 spell in tht pwyn. Handbook.)
strong.. halt and desi rt to Ilay him If the wurt:r such al lammuu , shedu. rnanticoT'tl. etc ,' If
i. _ak. Fear, hatred, and rapt'tt a~ Mltf'- Rins of Fire Raillan(1r: The weanr allhi, lhe OM is in doubl ,1Ibout whether a.n)' c~ature
mined by the OM. rin8 is totaJly immune 10 tM dfects of normal can be controlled by 1M wtart:r of this ring.
4. The poIItIIOr of a ring 01 ,lnnntllli com- fires-Iotchtl, flaming oil, bonfltn, ttc. Very assume it can' t be controlkd .
rPlQnd IUHtr$ ,11 laving throw penalty u fo l- large a.nd hot fires, molttn lava. hell-hound
brt:ath, o r a WIlli of fill spell will UUlt 10 hll RlnS of Mind Shftldlns: This rins is uaa.Uly
Jow., of fine workmanShip and wrought from Mavy
poinll of damatt per round if the wtarw Is
Air - 2 VI. fin directly within the confta&ratlon. aold . The _am' is completely immune to ESp,
dlPflCt Iii, and /mow Qlignm,n,.
Eo"' -1 VI.
- 2 VI.
petrific.. tion
Wiler or cold
ElIctptionally hoi fim JUCh as rt<kinaon
brtath, pyrohydn bnath, firtballl, name RlnS 01 Ptot«tion: A ring of protlP(tio"
-2 v., lighlnJna/ ekctricity st.riu, fire Monn, ttc., ,lire AVI'd ;tp.inIt with iI improves the wum'. Armor OilSl value iIJld
s. Only ont oI lht poWtr$ 01 a ring 01 ,I,. ..... bonus to tM dill' roll, and illI d.rn.l3e dict savi", throWli VI'nUS all forms of attack, A
m~tjll COmmllrlll un be in \at .t iIJly s1Vtn art: caJculated at - 2 per die, bUI tach dit iI rin, + 1 bettcrs AC by 1 (say, from 10 to 9) and
time. ntvf:r less than 1 in a.ny tyent . As a rule 0( giYH a bonus of "' 1 on savil'lllhrow die roll •.
In additkln to Ihe powcn dftcribtd abovt, thumb, considtt Vl'fy hoi fil'tl .. Ihose thai The mqical propl'nits of a rin, of protlPCtion
the ring givts maractm the follOWing abilitjcs: h.Vt it maximum initial expo$Urt: 01 up to 24 are cumulative with all Olher mqkill iltmJ: of
hit points, Ihott of eJ\Cl'ptional he .., (25 or protection oCl'pt as (olloWli:
Air more hit points). I. Tht ring dotS nOI improve AnnorOass If
• Gust 01 wind (onet per round) maglcill armor is wom. although it don add to
Rin, of FIft! Actio n: Thil ring en.. bltl the
• Fly wearl'r to move ,lind attack fretl ), ilnd normall), Silv1n3 throw dill' rollt.
• Wall 01 forc, (ona: pe r day) 1. Multiple ringJ of protection operating on

14S
the "'IM pu'iOn. or in th~ umt .II't.l. do not by the ramlike force must uve versul UkShin, trol QDl1cina light'. These ,pheres h.IVe.l 120'
combine prolKtion . Only one such ring- 1M blow if three chMges are u5ed; otherwi5e. the rilngt.and iI four round dur.ltlon. ~ c.ln be
itrongnt-functions. 50 01 p;lir of prOltction force will not affect them. Nonm..gica) items moved at 120' per round. Each tphere Is ilboul
ril'gs + 2 provitks only + 2 protKtion. which ilre th~ tilrgel of 1M force save versus 3' in di.lmetu. lIIIld ilny ~alure it touches or
To det~rmint the v.. lue of .. prol«lioll ,illg. crushill8 blow from the Impacl. appra.chet within 05' dissip;llH It I chilrae (.I
U5e th~ following table: A ring of thl' sort will hollve from 6 to 10 .uccnslul uve v•. spell halves dilmit8~-the
0100 challn when dlJCovered. It un be recharged contact was Kross iln ilir gap). The chara~ Viii·
RoU level of Protn:Uo n by a wizard employing mchalll "PI it~m .and Uts are:
+1 Bi,by" cu,"ch,Q fi$t in combination .
01-70
71-82 +, Rl na 01 Rqenenllon: The lIandard ring 0/
4 li&htnins
3 Itshtnina
balls
balls
2d4 poinlS cb.m.l8f.' each
2d6 poinll damol3e eilch
8J
&4-90 +,
+ 2. 05' radius protection ,.tg'PI,,,,tioPl restom o~ point of cb.mol3e per
tum (and will ....entually rtplX!! 1011 limb. or
2 iiahtni"l
1 li&htni"8
balls
billl
5d4 points dam. each
4d12 points damage
91 +3. 5 ' rOidius pfOlKtion organsl. It will bril\8 its wurer bKk from
9'-'17 + 4 on .... C. +2 to saving throws death . (If ~ilth was c.lused by poison, how- Relea5e can be one ilt a time or all .I' once,
98-00 +6 on AC. +1 to uving throws ever. a saving throw mUll be succeufully durina the coune of one round or a. I'IHded
ro lled or the weal'tr diet apln from lhe poison throUfhoul the night .
The r..diu, bonus of 05 ' extends to ..Jl eru - The Ihooling ,tDI'S .Ire Slow ina miNUet with
tum within itscircl~. but applies only to their still in his system.l Only t01.l1 destruction of
.. II living liSllle by firt or acid or similar means fiery trails, much like iI mtllilOr SWQrm. Three
s.lVing throws (j . ~ .. only th~ ring wtal'tr gains ,hootillg I tQ" C.ln be released from the ring
Annor Class additions). will prtvent regeneration. Of courw. the ring
mull be worn, and its remov ..1SlOps ttl. regen- each week. aimultaneously or one at • time.
RlnS u f tM R.m: This o~t~ ring can be of eration proceues. They impact for 12 points of dilmq;e and buT'll:
any hard melal. u,ually a silver .. Uoy or iron . A rarer Iclnd of ,.in, 0/ ,.tllltll,,,,,ioll is the (as iI fi,..ball) In a 10' diilmetu sphere for 24
It has the he ..d of a ram (or 01 buck 10.11) u it. vumpiric ""n'falioll rinS . Thi. bestows one- points of cb.mol3e.
devic:~. Anyone who OIuempt, ,III dettlcI nu.tgic hillf (fractio", dropped) of lhe vaJue of hit Any crutuu SoIruck taXes ful) damage fTom
on th~ ring discovers an wOt"tlon upon It. points of damage tM wearer Innlet, upon op- ImJ)Kt plus full damillt from lhe Ihootingllar
The W~lIII'er c.an C.. U5e the ring 10 give fOr1h .. ponents in hand-to-hand (meln:. non-missile. buT'll: . Crratum wilhin the bufit radius must
nm-Uke force. m.anilesled by a nguely dis- non~pell) combilt immediately upon its wear- roll a Mvlna throw VI. spell to '.Ike only one--
«rnible shape whkh I'tWmbln the hud o f 01 er. It does no t otherwise CilUse regeneration o r half damage (I.e .. 12 points of d.lmage. other-
ram or goat. Thil force Itrikn one t.. rget for rt'Slort life. limb. or o'Pn . For eXilmple. if iI wise they, 100. rt«iv~ the full 24 points of
Id6 points of dam.age if ant' thalle Is expend- character wearing the ring Inn lcts 10 points of dam.l8~). RatI8e I. 70'. at 1M end 01 which the
ed. 2d6 point. If two charges ilrt used. or Jd6 damag,. h~ adds five to his current hit point burst will occur. unless an objKI or crtature Is
points if three chilrgn (tht' maximum) ilrt lotal. The ~ature struck SlUl lo,," 10 poinll. struck before that. The shooting .t.ln follow iI
used . The ring Is quite usftul for knocking OJ>'- To determine which type of rins is diJcov· straigh t line path. A CTulure In the J>OIth must
pont'nts off walls o r l..ddt'l'S. or over Itdgts. ered. roll percentile dice: roll iI Mving throw v •. IptJJ or be hit by the
.. monR oth~r things. The forc~ olth~ blow is mwile. Siiving throws tuller iI -3 peMllty
considu.lbl.. and iI victim who fails to .... ve 01-90 ring 0/ ",lIrllllrfatl()n within 20' of the ring weOlrer. -1 from 21' to
veBUJ; spell i. knocked down . The nng~ of 91-00 IUImpiric fIIr"n,ratioll rinS 40'. T\Orm.l1 beyond 40' .
this power I, JO'. Th~ target of the blow ilp- In no Cil5e ciln the weal't"'. hit points DCftd Indoon ilt night. or unduvound. the ring
plies adjUJtnwnts 10 the .... ving Ihrow from the his usu.al maximum. 0/ shOOlillg 51"" hu the folowins properties:
following IiSol: Ring o f Shock In. G rup: Thil ordinilry- • Furi. /irllr (twice per cb.y)-u the spell
5Hming ring radiilt" only iI f .. int . unidenlifi.a- • 5",.fk IhoUN!" (once per dilY)
Target sm.lller thiln miln-slzed -I The 'PQrle IhoWlr is iI nying cloud of siz-
Larger than miln-sized +2 ble aura of m.lglc when examined. but it
contains a IIrong enchantment. ca pabl~ of in· zilng purpl~ Ip.I rks. which filn out from the
Strtngth under 12 -I rina for iI distance of 20' to a brtadlh of 10' .
Strtngth of 18-20 +3 flicting damage on an opponent. If the we.. rer
touches iln enemy with the hilnd upon which CrtiitUrft within this artil lake 2d8 poinll of
Strength over 20 +6 dama~ each if no metill armor is worn andl or
4 or more legs +4 the ring is worn. a succHSful .. uKk roll deliv-
erslci8+6 points of diim.l8f.'lO the target. no metal weilpon is held . CN.raclen wearina
Over 1.000 Ibs. weight +2 metal armor or C.lrTYi"" ;1 ml'tal weapon re-
2 chill'Ses expended - I Alter three diKharges of this nature. rqatd-
Ins of the time elilpttd between IMm. the ring ceive 4d4 poin" of damq;e.
3 ch.lrgn expendrd -2 R.ln&e. du ... tlon. and aru of effect of fune-
hec:Omt:l inert for one tum. When KtuaJly
The OM un maXe drcunutllllltW adjUit- functionina, this ring cause• .I circulilr.
mmtl xcording to need. For lnit.lnce • • firt dta~ extrusion to appe.. r on the p;llm of the
giilnl b.. lilnced on a MITOW ledge w,ould not weuer's h.and .
pin any benefit fro m SIrf:nglh and weight un-
leM he knowl thilt he .bout to be struck by the Rina 01 Shootina S'.n: Thi. ring hilS two
force of the rinA. Thi. is iI USI!! whert common modes of operilUon- u nlghl and
sense will Jtr\le bett . und~rvound-both of which work only in
In addition to Its allilek mode. the ring 0/ rtlativ~ duknns. Ourlng nisht hours. under
th, ram .110 h ... ttl. power to open dool'S'" If the open sky, the shootinl . ,,,'" rins will per_
iI penon of 18/ 00 Sumgth wert doing $0 . If
form the follOWing function,!
two cha.rges Me expended, the eff«l is.15 for a . l}Qncilll light. (once per hour).
charilder of 19 Strength, ilnd if thru ch.. rses _ Ught. as the spell of the Umt MIme (twltt
ilft upended. ItI. efff!d is iI.S if iI 20 Strength per ni&ht), l2O'rangf!.
wert uSord. Mol3k:ally Mid or locked pon ..11 • &11 lish,n(II, . .IS detcribed below (once
can be opmed In this manntT. per ni&ht).
Structurill dilln.l~ from the rilmlike force I, • Shootill, stars (speciaJ).
ldenticilllo .. n actuill battering film, with dou- The ballli,hlnin. function rdeilSft Id4 balls
bit' or triple d.tmage ilccruing for applic.ltlons of lightning. ilt the weilref. option. These
of two or three charges. Milgiul items . truck glowins globes rtH:mbl~ dancing lights, and
the ring wearer controls them as he would con-

149
lions IIY tM minimum for th. com~~ble Forexlmple, iln iIlullonbt caRlI m.z~ spell It without ncediTIJ a brelth of Ilr. SurtKe swim-
~II Ul\1~ othtrWise stated. Casting time i.S. a fishier weltina I riflg 0/ ,~" turnina:. The ming can continue for four hOUri before lone
spell normally allows no lavins throw, but the hour (fl(N.ting) rut is ntedcd . The: ri"l confm
RJnl 01 SpeU Stortns: A rina: of ,pIII.roring
tina turns 10 .. 01 the effect . The fighter is al- the abillty 10 stillY afloat under all but typhoon·
contlins ld4+1 spell. which the wearer can
lowed a lavinj Ihrow with I + 1 modIfier. The lik~ conditio",.
employ al if he were a spelkaster of th. level
illusionist must al50 lave, gaining only a + J .
~ui~ to uw tM stored ,pells. The dass of
The fishter'. die roll It; 1.5, which lavn (IS + 7 Rlns o f Teleklnail: This rina "nables the
spells contlir\ed within lhe ring I. drtum lned wearer to manipulate objects in the Nrne~·
.. 22); the UlWiionlst'. die roll lIa 16 which.
in the lame fashion III the spells o n saoll. (_ Mr u tM 5th-level wizard spell, fl'kkinbG.
while close, fliJ. (16 + 3 .. 19). The iIIusiorUtt
""SeroU.," p4l8C 146). 1M level of each ~ll It The amount of wci&ht the wt!'lrcr arc move
becomes trIpped in hb own mau spdl.
determined by roUl", Id6 (for prlHIS' or Id8
Once: I 5pC1i is tumed , the: rif«l. are: div)dcd varitl. Roll perCentile dice to find the Sl~
(for w\urdi). ~ num~r rolled Itlhe IevIf1 of 01 d~ ring:
proportiorcately bctWftn the two targets. If the
lhe ~II , as follows:
spell (,lIUSC$ dam., delermine tM damage 01-25 lSlb.. mlXimum
Priest: 1d6, if 6 Is rolled, roll Id4 instead
normally and then aMnS the l.mOunt to ed 2b-SO SO lb.. maximum
Wiurd: Ids, if 81t rolled, roll1d6 instead
Whkh spell type of any liven level It con-
accordinz 10 the percenta8e delermined,
rounding fractionato the Mar"1 whole nurn-
51'"
",,99
100 lb!. mlXimurn
200 lb.. maximum
tained by 1M rins b also randomly deter-
~r. If a spell cauted 23 poinll of daml8e, and 00 400 lb!. maximum
mined.
The ring cmpalhicall y impart. to the welrer
30., of it wu turned, the intended victim
Rin, of Tl1Ith: ~rc 1. little doubt that
would suffer 16 point. of damAge, while the
the nimH of its s~II •. Once spell c1au, level, wClring a ring 0/ trulh is a miJtcd blcutnS. The
caRer would luffer 1. Durltlon. are IffCCled in
Ind Iype are deltnnlncd. tM pro~rtiH of lhe wearer can detect iIIny lie told to him, but he is
a similar manner. In the illbove case, the ~II
Tina are flxed and unchill",eable. Once I IpeU durat ion would be lOt.. of its normal length unable to tell any sort of falsehood hinuel(. If
is cilst from the rina. it an ~ rt:Slored only by the welrcr lrift to tell a lie, he finds hinudf
for one' character and 70 .. ror Ih. olher. 1M
a chillr.tCtCT Of apprapriillte class OInd level of et- speulns the literal truth insteld. On lhe p lul
effect of permanent spelll for both characters
pmcnce (I .e., a 12th-level wfurd is neocdcd 10 rr:mlirl$ unchal'lled . lide, 1M wearer is able 10 diKffn lhe IaJt lie
ratore a 6th-level ~J spdJ 10 the ri"3). told by iIIlOlhtr-in fact , the powvof the Tina
Somespclh afftct a certain number ollevv..
Stored.llt; have a CASting time of five . cau_ the voice of lhe li.ar to rUt to I fill]ItIlO .
When one or thcte it: .imtd at the rina we.arer,
Rln8 o(SpeU Tutnins: Thit ri", diMort. tM the spell must be Ible 10 afftel u many levels If the ~arer of the ring encounlcn mapc
Ihrft normal dimcntiorc., cauli", marcy .pells as the wearr:r and the IpellclSler combined. If thillt mabln fa.IKhoods to ~ spoken without
cast OIt the wurer to rebound upon the spell. this condition Is fuiCilIed , then the procedure detection (lUch alan unJetf!Ct.bt~ Iif: spcll or a
cilster. Sometimcs. a spell'. entire effect i. above apPUti. phlltrr of llib"~.. ), no lie iJ detccted , How-
tumcd "",lOll 1M cuter: 5Omelimcs, ;I portion If the .pelkuter and .pdl rcciptrnt both ever, the TIna wurr:r will find himltlf unable to
of the effect rebound •. wear .pell , ... rning rinll' a rClOnatin8 field.ls sel heir 1M voice of the person 10 influmccd.
Some spells are ImmUM from thecffects of ... up, and Or.t of the followi", rtiUlt. will lake whether or not M i, tryi"l to list~ . Thit;, 0(
ri"8 of .".11 tuntil1a:" place: ccurw, rcveilli. 1M lie indirtctly.
I. Spell. thaI IffKt an II"C'I, and which Ire RJn, 01 Wu1ftth: Thb rlna proyldn Its
01 -70 Spell draiN away without effect
not cast di~ly It the ring Welrtr, are not
tumcd by the rina.
n-oo Spell affect. both at full effect wellrff with body heillt even in conditk>ns 01
2. Spell. Ihat Ire dctivered by touch Ire not
lurned.
"-'17 Both rinp pcnTIlMntiy lotC their
m;ogk
alrcmt: cold where Ihe ~arcr has no clothi",
whalJOCver, It 1 110 Tfttorn damage clIulcd by
98-00 Both indlvidulll go throuah ill rift cold at the ~Ie o r one point per tum. It pro-
3 . Magic contairwd In dcvica (rod" $tIVtl, vicks a saving throw bonus of +2 vet'IU. cold-
Into the Positive Material plane
WIndt;, rinp, ilnd other itemt;) thlt lire lrig· ba.sed attacks, .nd reduces dlmlgc iUMalncd
8i'red without .pelkuting Ire not turned . A A ring wearer who wants to rKCive a spell by -1 per die.
Kroll JpCII i. flOt coMidercd a device. mWit remove the ri,'g of spIll wmll1g to be able
Wh~ a .pell i. CiIIR at an individull weI ring 10 do so. RinS of Wlter Wilkins: This Tinl ~abltl
a rin8 of Jp4IIIIUmi"8, IdlO is rolled and Ihe re- lhe wearer 10 wllk on Illy liquid without link·
sult it; multiplied by 10. Thit ICOre indjq,tn Rlnl of SlUlenal'lct": This magic.al ring pro- inllnlo it - this includes mud, l:juickNnd, oil,
vkift it. wearer with IIft-lUstaining nourish· running water. Ind even $f\OW. Up 10 1, 200
what pcrant~e of the .pell hiI. been tumcd
back upon lu clster. mt'fIt even tholJ&h he or Ike might 10 for dlYI poundl un ~ .... pported by a ""I o f UHller
Once the spdl is tumcd, the eff«l. mU51: ~ without food or drink . The ri"8 al50 rdrHhes walkmg. TM ring wearer'. ftd do not actually
the body and mind, 50 thltll. wearer oteds to conlact tM .urfi!ce he i. WIlking upon (but
determined. If the ~II normally Illo w. a .. v-
ins throw, lhe inlended tUlet (lheoM wellri"3 s.Ietp only two nouB per day to pin the ~ OVII dcpra.io n. about t l/,· deep per 100
the Tina) pins an automatic plus equal to tM
hi of eighl houni of 5IeqJ. pounds of weiShl of the walkc.r wi.J\ be. 0b-
The ring must be wom for a full week in or- served in hardenlna mud or set MOW). 1M
number rolled on the tumin& die. The cuter
rccrivtl a bonus cqualto the number rolled o n der to runclion properly. If It Is mnoved, the welrer moves al his stancbrd movement ~Ie .
this die subtracted from 10. For example, a welrer Immediately lows Its bcocfil and must
wear It for Inother week to rtallune it to him· RJnS of WelknCH: This cuncd ring CIUWS
chaml ~rso" spell is cast all character weIr' the weal1!r to lou 1 point of Sirength and 1
lelf. Alter functioning for Iny period of IeV~
ins I ril18 of .~" ' ... mi"g. A 1is rolled on Ihe point of Constitution per lum until the indio
die, tumlng back 1Ot.. of the cifect . The ring- cOf\ICCUtive day., ill ring of 'Wfenll'IIca will
ceale to function for a week while it rtplen- viduall1!achtllhrcc in each ability. Thl.low is
wcllrr:r p iN a + 1 to hi. laving throw: the not nolkeillble unilithe indivKlualactually ob-
cllster hu a + 3. isntl itself.
ItTVtI his wukcncd state Ihrou.gh somt: exer-
A lavina throw i, also Illowed for II"'liJ Rl"1 o( Swfmmfns: The ring of nolmming lion (tueh a. camblt or heavy Iifling). The ring
which normally do not Nve OM if 20 .. to bntows upon the wearer the Ibility to lwim at Cln liN make 1M ~illrer invilible at will Cal
SO" of the cff«l is IUmcd . The savins throw II full 21 blse speed. (ThIs aMUmtI, of courw, thc:cOll of double the Randard rate of Strm&lh
adjURmCTIt is calculated ;as PVfll above. No Ihlt the wearer is clad in prmcnts appropriate and Conflilullon ION). When the afft!CIed abil-
further adjullmcnts arc made for ~ce, magkal for such activity.) The ri", further cnabln tM ititl ruch J, Ihe wearer will be. unable 10 func·
Ilems, or any other condition including voisl' we.arer to dive up to.5O' Into Wiler without in- lion in his cla..
1"1 .pell,. To lave, Ihe character mUll have a jury, pravidinathedtpth of the water is alleut Point, 1011. from the: ring Ite TCIIo~ by rtsI
modi()cd die roll of 20 or 8Itlter. If Ihe laving 1 lIz feet pertO' of dlvina elcvllion. The weillrcr on a one-for-one bilsis, with I point of each
throw is made, the efiKI of the .pell it negated. ( an .tay underwater for up to four round.

150
abl1l1y lost being restor«i in OM day of rest . Th k .....
11w n,., 0/ UleAk,.m can be removt'd only If a Pt nt lra lt d pI!'t
CO..... and Worch
rll!motH! ru'" 5pC1). follo~ by a adIH1 mug· StJbtl<l 1tU Ro und 01 MII Jllmum
ir, is em upon tM ri"S. Scllnnf d X-Ra yt n8 Thkknl!'l's (OptIo...l aule)
~ is .. S .. ~ that thIS ~ will Arlimal malltr
~ tht ~', eff«!, ~ it to a riI~ 0/ \ftgttable " 20'
A rod it normally
activated wfwn the wieIde- uttft1 a tpeaflc
~k strll!"gth Thlt inc~ St~h arod malttr 2' / z' 20'
Constitution at a rate of 1 point per ability per Stone I' 10'
mmmand word. "ThiI word acts Ilkt alJi&ltr.
tum, to a maximum 01 18 each (roll pl."l"Cmtile
....~ the powe- .o~ within tIw ilml.
Iron. SI~1. "c. I" 10"
cia for bonUli Strength If the ~a"" is a war- lt~, Gold,
SIno! control ol. rod depends on knowledge
rior). Ho",,~, once 18 is ~adled In both abill· Platinum
01 the command word, the. ~ jeaiouNy
nil nil
t)n, the w~al'ft" will ~Idy ~ with any suard«I by the owner. An abwnt-mindt'd
opponent he mt:"rU, rq.atdle. of ciTcumstancn.
It is pmsiblt 10 1C00n up to 100 iquar((! feet of wizard can etch the command word on the
Berserk strength is lost wnm the tins is remov«! area duri"8 o ne round . Thus, during one item or carry it on a piece: of JNlpII!t in his
(by ~ a rl!tnOW curse ), as a~ CoMtitulion
round. tht wtartr of the ri"8 could lCan an fir- pocket, bul this Is only Tardy done, Molt 0f-
poinl$ gained, ell of stone 10' wid((! and 10' hi3h . Alterna tive· ten tht: char.c:ter mUlll UJf IpI!'/Is of the divina·
Iy. ht could lion an area 5' wkk and 20' hi&h . tion IChooI or ASa to diKove- tht comet
RlnS o f Wishes, Multiple: This ri ng con· SKrll! compartmtnt., drillwers. rll!CHSH, command to ildlvalt a rod.
tain, from 2d4 WISh . pt'Il I. AI with any wish, and doors al't' 90"" likely to bt located by
tht OM should be vlI!fy judiclou. In handling ,,· ray vision scanning. Evtn though this ring
tM r~uHt . If players al't'giftdy and grasping, enabln It. wea n:r to 5(an IIoI!(:rtt doors, trapf. Ust of loeb
inlt rprtt their wording tJlacely. twl. t thl!' hiddtn items. and the likt, II al50 limits hi. LUI
wording. or simply rule thl ~uesl I. beyond of the poWV'. for It dra.ins 1 point of Constitu- Rod of Abwqltlol\:
Ihto powl!'rofth, m-sk. In any use. thl!' wish Ii tion if used more frequently than Oneil! evH)' Thil rod acts as a magnet, drawl", magic
u5l!'d up, w~thl!'f' o r not tM wish wu Wantt'd, six turns. If It Is ustd thr~ IUrT\f in one hour. spells of any nilture (p rint or wl.urdl in to It·
and ~rdlHs of thl!' OM's interpl't'talion of tM uwr Iosa 2 polntl from his lotlll COfllItilu- Itlf. It then nullifi" tMit t(feels and stora
Ihe wisht't's reque$l , No wish can cancel tM tion 1C0re, 3 if used four turns, tiC. thti r potentioll until tht widdtr relt _ this
decr_ of god-like ~i np, unlKS It com" Thill Constitution Ioes Is recov~ al 1M enerlY in ttM: form of Ipt'li. of his own cuti",.
from ~ther such ctt:atutt:. rate of 2 points pcr day of mi . If Constitution The magic oIbsorbtd mUM have bt-tn dir«ted
reacMs 2. the wearer is exhillusted and mUlit altht characttr pouasing tht rod. Tht wleld-
Rin, 01 Wis ha. Thru: This ring containS t.r can instantly detect a speU'slrvd as tht rod
~ Immediatdy. No activity, not tven will!.:-
thl'ft WIS h 5J)11!:U. lnstead ol a variable numbu_ ab,orbs tht ~1I's enugy.
It is o therwiw lhe same iU 01 mu/tipl, wiJh ring iflg. can be pcrfonnt'd until Constilutkm re-
turns to 3 or better. A NNUns total 01 iIIbtorbed (~ 1.Hed) IpdJ
tJlCl!'pl thatzs" (Ol -ZS) of th,,1!' wish rinss ~shoukIbekept . Foc~, a rod tnat oIb-
conlolin only limited wisll spells. Jaros a 6th-1t"veI spdI and a 3rd-koveI 5pfII has a
Ring o f Wuardry: This ring doub l" Ihe
Rods total oi nint ~tbtd levels. The widder oilM
number of spells a wl.urd may p~are each Rod. a~ aboutth~ rod an use captured .spell energy 10 cui: any
day In o nt or more spell levels. Only w lurds f~t 10"1 and H thick as your thumb. ~y are 5pt'II hi! has memorized. oil a castin& time 01 1,
can bendit from a ri'l, 0/ UJlUlrdry. Othtr normally found in ca.ses o r similar storage without 10M 01 spell rnemot)'. The only ~
c1al!ill!S. even Ihose with spell abili ty, can nti- plaCll!S. Rods can be fashioned from metal, lion is that the levtl! ol 5ptI1 energy stored u, the
ther U!ll! nor unohntand the working of such a wood, ivory, or bont. They can be pillin or rod must bt tqUAi to Of greater than the Itvd of
ring. To determine the properlits of ill given deeoratt'd and carved. tipped or not. the ."ell tht widder wanl$ to ast. Continuing
ring USt' the lablt below : Rods an! powerKI by ~rges, unIcM noted the txample iIbove, tht: rod-wItlder coWd C<I5I a
otMrwisc in the deKription of 01 ~rticular rod. maximum of one 9th-bel spdI, one 6th-1tveI
01-.50 dOub l" lst·ltvlI!l spell. and one 3rd-1evd. oInd so on.
51-75 doubles 2nd-level 'PC'lIs Exh time thl!' rod is uwd, one ()(' mon! ~1Jf
mlIy bt: Il!Jlpendcd. CharactcTs do not automati- 1M rod 0/ Absorption can nevt'I' be rechar&ed.
76-81 doubln 3rd -lev~l lptlls It absorb5 50 spelllevds and can therufttr only
83-88 doubles 1sl - and 2nd-ltvd spells call y know lhe nwnbC'r of thargell ~ by
an item when it is dbcovered. a1thoush roarch ~ any rtmainina potential it might have.
89·92 doublK 4th.levlllspI!lIs TIM: wieldtr" wiD know thai the rod'. limit has
93-95 doub l" Slh-ltvlI!l spells and spdJcastin8; can l'!'Yeal lhil.
A rod can sometimes bt recha~t'd ilCCOrd - been n!ached upon &nsPin3 the ill"m. UIII!d
96-99 doubln lst - through 3rd-ltvtl ~ indicate thai it has aln!ady abtorbed
5p11!lls ing to tht rul~ giyen for construct!"I magkal
items if its chal'lts have not totally btfl\ used some ollIS nwdmum of SO ~ Ieveis and tNt
00 doubl" 4th- and 5th-ltvtl spells lIOnW oItoo.e naVll! been uwd.
up. When a rod is drained of all cha~fS, it
Rin g of X-R.y VWOI\: This on" glva its lose all ils maWiIIl proput itt iIInd cannot bt Hut II 11 mote specific e<.a.mplt-: A prill!ll
posMSSOr Iht ability to 1ft into and through recharged tvtr again. uses a rod o/Absorption to nullify !M effect of
substances thilll are impmetrillble 10 nonnal When diKovtred, a rod norma ll y tonlainf 01 hold pornon spell C4UI at him by a map. Tht
sight . VisKm rill"" il 20'. with tht v_u 1ft- 41 to SO OdlO + 40) charafS. However, while rod has now lIbsorbed !hl'ft spell itvdl and
i"3 as if he wtrt Iooki"8 at something in no r· rods almot! neYl!'f' have more cholrga I h~ can absorb 47 mote. Tht cleric can c.ast any
mal light . X-r;J.y vision CAn penetral, ZO' of thi', il is poIIIible 10 fu,d a rod wilh li&nlfl- 1.1t· . 2nd., o r 3rd-kv,1spell Iw: has memorited.
cloth, wood. Or similu animal or vtgttable canlly ftwer chllr&fS, partkularly if il is cap-- without mmlory 10M of that spell, by usil\8
maltnal. and up 10 10' of Slo ne o r som<ll mll!tillls turt'd from an tMmy who hiH previously used 1M stof'td potential 01 1M rod. Atllume tM
lsomt mftall can' l be petletrolled al ali i: thil!ittm. c\eric caMS a hold ~n back. Thistpell is on·
Iy Znd-nel 10 hi m. so the rod 5fiJI holds OM
spell ne) of potent.iai, can absorb 47 mor.,
and has disposed of two chargn pe:nnanmtly.
Rod of AkrttlftS: This tna8icaJ rod Is Indis--
tlnguIshablt from a /ootmans m4Cr + 1. It has
ti&hl flangn 00 its macdlk.e head. The rod
btstow. -+ lto the posse!iI5Ot'. dill! rolls for btlng
surpri5ll!d, and in combal tM poMeISOr pins
-1 on initialive dill! roUs. II II is grolSped firmly,
IS'
the rod m.ables the ch.ar.acter to d~'K' align· m"de by m.akina a norm.al .attack roll in melee KVffil-l more muntbne ustf. The rod of lordly
"'IFnt, good, ilhl$iolU, invisibility, lw, or
fUJii, combil-l- might II metal, th icker th.an other rods, with .a
masic. The ust of these ddtct powers does not Mvln,
f1a~ b.all.al one end and variOUlltuds alo"8
expend ;my of the chilrges In Ihe rod. ils lenath . It weighs 10 poum:k, thus requirina
Th~w Item
If Ihe rod of alllmlftS Is plilnled in Ihe 16 or grt.aler SI"'08lh to wield properly (-1
ground. iloo the po56tS8Or wills il 10 illen-nHl, 20 Potion
pt:n.alty to .au.ack roll. for each point of
the rod will Wtenft~ ilny creillu", within iI 120- 19 Scroll Sirength below 16).
foot rildiu., provided the C",illurt Inlt'nd. to 11 Ring
harm tM po&etSeQr. Each 0( tht "ilngn on the
14 Rod TM &pelt-like functions of Ihe rod an:
rod', he.ad then CUI a light spell along ont of 13 St.aff • Ptmdyultion upon louch, if the wielder 10
Wilnd
the m..in dittCth)m (N, NE, E, tote.) out to 1 60-
loot range:. At tM Solfnt time, IhI' rod ~.at" "
12
3
Mitct'Uil-tItOUs magic"l itt'm
Arti(.act or .-die
<om.......
• Fear upon all enemies vitwlna ii, if 1M
wkkltr .adtsirn(6-l00t maximum range)
1M t'fft<t of a pr'Ayer spell upon ~ Crt.alum
frit'ndly 10 tM posstSJOr in .a »foot ndlu •.
11 (8) Armor o r shield (If + S) • Druin 2d4 hit points from.a louched op~
9(7) Sword (holy 1W0ni) nenl .. nd be.tow them upon the rod
lmmtdl.ately thertillfter, the rod 5ends fonh .a
10 Miscellaneous we.apon· wielder, up to the rod wit'ldet's nonnal
meniAl Alert 10 thne friendly CI'~atures, wam·
ing them 01 poMible danger from the un' maximum ,
• Stverill Pl'lilli IteiN, such .a.. magic.al il-r·
friendly creilture(.) within Ihe 120-fool radius. Each such funclion draw. off one
rows o r bolls together In one conl.ainer, will be
Lastly. tht rod c.an be used to limul.al~ Ihe ch.al'le from the rod, The functions tnlille
dtllined simuitil-nI!Ously,
nHlng of.an alli"lat, ob,,,, spt:lI , ulilitinl.any viclimslO saving throws VI. spt:ll , with the
16 (or fewer) object. sptdally dHisnattd by To lind out if th~ dninina ciln hi' prevmted, exception of the drain in, function
Ihe poUt'SM)r ilnd plilCed roughly ilround 1M iI d20 roll mUH be nude for thl' Iilrget item , If above- this requires iI succnd'ul hit dur-
pt:rimt'ter 01 a t.-fooc·n<iius circle centered on thl' dk roll mwts in a number tquil-I to o r ina melee comb..l.
the rod. The .elected objects Ciltl be 16 shrubs, hightr th.an Ihe number Iisled on the lable
ilbove, tM tatgt'l Is un.afftcled. If the roll is The we.apon UJt'S of the rod do not Ute
16 speciil-lly shil-ped branches, or whil-I~er. charges, That .art:
All 0( the rod'. protective futlctions require lo wer, t.ht item" drained., Upon drainina iI1I
item, the rod itJt'1f btcolTltl brittle and cannot • I'7I4IU + 2
OtIe chilrp. The ani",al, objm powff requi", • 'IPOrd of flame + I when button 11 Is
oneadd.itiotlill chAf1t. 50, il all of the rod', pro- be used "'Iii-in. Dnointd Itt'lllS art not rtitor-
ilble, ~en by wiJh. pushed, A bl.ade 'Prinp lrom the b.all; 1M
ttclive devices art utllized.at once, two Chlll'Ses ball btc:OmtlIM sword', hilt. The wupon
areex~ed . Rod of f1.amn,: This magical w~ .. pon r;lidi· shon!!:n. to.an overallimath oIlhl'H feet ,
The rod un be rteharged by a print of 16th .attl f.ainlly of alteration magie when sub\tcttd • buill, IIU .4 whm button 12 Is puthtd,
level or higher, ulong.as ilt leilst one charp rt- to ill det,ct magic spell. Upon the comm;md of Apin, .a blade sprinp fonh at the ball,
m.ains In the rod whm lhe rKhilrglng is .at·
tempted .
iI. possessor. the we.apon iKliv.ates, changi"8
from a nonnal-Reming rod to a double-
heildtd nilil. In clost quil-ners, 01 if 1M wielder
,....
.and the whole lengthens 10 ill Itnath of four

• ~pear +3 when button 13 i. pushed. The


Rod o r BtlulUns: This rod enables Its pol-
MHOI' to ooiil-Ie .an ~tionill &tid II'Iflllal is mounted, it is 1M Nnil-II, horttman's weilpon .word bl.adt springs fonh, .and the hand le
wav~ of fellow feeUna to ilil ~il-Iures with il-ny
(bUt' d.am.age Id4 +1 , 5-M/ l); otht'rwise, it is can be Itngthentd up to 12 feet , for an
Inlelliamce whiltSOtVer (l o r higher Intelli· .a foocman's weilpon (Nsr tbm.a.ge Id6+1 1 overall It't\&th of from 6 f~ to 15 feet . In
gence), The rod CiIIuses ..II such autum 2d4, S-M/ l) . 15-foot Itngth, the rod i5 suitable for use
within a :zo.foot radius of the dev~ to regard In eilMr fonn . lhe weapon hu.a +3 bonus .as iI- liltlct,
1M wkldtr.as Iheir comrillde, frimd , or mentor to .all..clc. and tbm.a.gt roll,. uch of IhI' wup-
on', two heads CAn be u5e<l to auack, so double The mund.ane UStl of the: rod do not ute
(no S.1IIvin& throw ). charges. Tht'St .art:
ThI' hl'guUtd Cl't'iltuiU will love and rt'$ptCI hilS Ciln be scored, eitht'r on.a slnsle oppotlt'nt
or on two oppont'tllS who art man-sized o r • Oimblngpole. Whm button 14ls pushed,
the rod widder. Tht'y will Ii,ten, trust, and iI spike thil-I can .anchor in gr.anite is ex·
obey him, In$Of.ar as commutlicalion Is possi. smaller ilnd Handi", . Ide by ddt.
If the holdtr of the rod expends one chil-rge, Iruded from the ball. while tM other t'nd
blil!and in5lructionsgiven don 't consi3n Ihe be- sprouls three Ih.arp hook.. The rod
guiled to netdlns injury or dt51ruction o r 10 he pins +4 bonuses on Annor O.a51 and SiIIV-
I~natht'ns S to 50 f~ in .a lingle round,
apinst their nilture or illignmtnl. Each charge insthro,"for OM tum. TM rodnttd not be in
Hopping when button 14 is pushed, Hori·
of lhe rod bqui1es lor Ont tum, It Ciln be re- weapon-form lor this proltdlon bendit to bt
zOtlt.a1 biIIrs Ihtt't inchalong fold out from
chal'led. employed. Tramlormina il into iI Wt'ilpon (or
the Iidts, OM fOOl il-p.1rt , in st~ pro-
b.ack Inlo.a rod) docs not expend any chargtl.
Rod o f C.anceU.atlon: This drtadtd rod is a gression . The rod is firmly held by 'Pike
baM 10 all daMn, lor its touch dr"ins lltms of Rod 01 lordly Mla he: This rod hu func· .and hooks ilnd will bt.,. up 10 ... CXlO
all mil&ical pro~rtits unles.s .a savi"8 throw lions lhal iI.ft 5pt'1I.1Ike., but It c.a" .150 be u5ed pounds wtlaht . II rttnct. by pushina but-
VUS\l, the cil-ncellation is made, Contact is
as m.J.gic wupons of various 5Ons. It also has ton IS.
• The ladder function can also be used 10
fotct' open doors. The rod', bue is plilnted
30 fm or 1$ from Ihe portal to be forced
.and Is in line with it. Tht fotCe exerted Is
tquallo storm giant Strength ,
• Whm button 16 is pushed, the rod will in·
dicil-te magnttic north.and &lve the pot.5ft-
$Or a knowledge of his .approximate ckpth
beneath the surfK\! (or hdght .above It).
The rod of lordly might c.nnol bt re-
ch.arged. Wht'n itsch.argtS il-rt exh.aUSled, tpdl_
like function. cuse, iI. do all wupon
functions t'Xctpl the maCII + 2. The rod con·
tlnutl to work In all other WilYS.

lSI
Rod o f P.usa8~ This pot~nt It~m allows its rod has ill cuti", lime of 5. Each chargf: luts ilPpeiU'S. The prmentli may be flftly given to
wk!lder 10 puform iIIny of dle fo tlowing, on~ al fOr on~ turn . The: rod a nnot be rtCharsed. otMr chilra<:t~rs o r creatures, ho~er, iIInd
a tim~, one ~r round: IIStral tr/lv,l, dim," - will remain whole;lnd IOUnd illterward. Char·
Rod of Security: Each time a ~ is elCpend-
sio" door, Pl"~II, phllH door, ilnd t,leport iIIct~f'$ bedecked in a magicilily aealed outfit
ed, this itli'm creates il non-dirnensional spaor, ill
without UTor. It is necessary to rxperuJ on~ cill n' t repiKt or iIIdd garmentl by expmdil18
"poc:U! p;lI'ildiw:" Tha-e the rod'i pos&e!iISOr ;and
ch;lIf8e 10 activille Ih~ rod, bul 011« it is ilcti - ilooth er charge-If th~ pouessor tries this, the
as lIWly U 199 other at'aturft QtI stay in com-
vated tke po&HIIOr an ptrf'onn uch of Ihe cha~ b simply wasted.
ple:t~ safety for a pmod of timt, tn.: maximum
listed functions one lime. The rod remains The value of ilny noble garb created by the
being 1!X) days dividtd by the number of at'... -
charged for Ont day, ar until uch of Ihe five wiltld will be from 1,000 to 10,000 8P (ld4 +
tura aff«tKl. ThUs. ON' creature (tn.: rod'. poe- 6). Th~ fabric will be worth 1,000 gp, futl
funcliallS Is used. None of Ihe functloru; GIn be
teS5Or) QtI stay for 200 days; four ~atures Qf\
used a stCOnd time unleM ilnotMf chill'8e is 5,000 gp, illrod j~wd trim from 1,000 to 4,000 8P
stay for 50 days; a group of 6O~atulft Qf\ .... y
vcpmcied , whertupon illl five ol lhe funcliolU (j.~. , 10 g~ms of tOO gp villue each, to gems of
for three days. All fractions ... re mwxIed down.
again become availllbJe. 200 8P vililue each or 20 gems of 100 gp valu~,
50 thai a group nurnbmng betWl'efllOl and 200
With ~p«1 to IUlnd t'/lwl, the wielder c.. n and to forth) .
inclusive Qf\ stillY for one day only,
dtd to use 1M rod on all TNlny ilS flv~ Cftilturn The r«:ond special power of the rod, a lto
In this · paradise," crtaturesdon'l i18e (elCCept
(one of which mu,l be Ihe wiel<kr himself}. requiring OM charse to bring about, is 1M cre·
from magical ClIU.te1 such illS the cuti ng of a
Each cruture tht-n tilkes on astrill form ilnd alion of ill paliltlallent-.a huge pavilion of .ilk
wish spell), ilnd natural h~iIIling and curing
can tr;lvel in th;lt form. Any remaining func- ~ncompasslng belween 1,500 .and 3,000 square
tilU place ill twi« th~ nOm\lll rate . Fresh water
tions of the rod illre cancelled by this action. fm, lnJide th~ tent illre tempor;lry fumish.inp
and food (fruits and vegetilbles only) are In
The rod t~vell into Ihe At( ~1 plane ;llon8 and food . uitable to the splendor of the pavil·
ilbundan~. Th~ d imilte is comfortabl~ for illl
wilh Ihe wielder atld 1M olhl!l" affected cre;l- ion iIInd in sufficient . upply 10 ent~rtillin illS
crutum involved, 50 that protection from th~
turn, and ClltlnOI be u5t'd or re;aclivillted until it many as 100 persons.
elements is nOI nee_;",)'.
is returned from the Atlral plillne . TM tent ilnd itl tr.lppinp will last for one
Activation of the rod taU5eS the wielder;and as
Thil fiv~in-one tff~1 doesn't work wilh day, At the ~nd of thilll ti m~, th~ pilvilion may
many ~atutft u _re touched with the Itml at
'espect 10 the rod', olh~r pow~l'$; only IIStr/i / ~ maitllained by ex~ndi ng iltlother charge, If
" awl cilln be used mare than once per activa- the time of '* to be transported Instiltlt..neou.sly
the: ~I(tra chal'8e isn't spent, the tent and all
l ion, and o nly in t~ manner described above. to 1M par.tdde. (Mmlbcn oIlarJe grouP' can
objects aS60Clated with il (including any ItelT1$
hold}w,ds or othtrwille touch each ot~, iIIJ1ow-
~ rod exudes a magical aura of Ihe alt~ra­ th.;Jt Weft t ak~n o ut of the len t) diSilpPeilr.
Ing..n to be "touched'" by the rod at 0f'ICe.)
tion atld evocation sort . BKa~ the physical This rod cannot be r«harged,
Wh~n th~ rod'i effect il ClInceJled o r vcpires,
bodies! of the Iraveie:rs, iIInd their pos6H5ions,
are ;actual ly ~m powered ta becom~ u tral, th~ all of the affected creaturn insta ntly reappear Rod of T~rror. This rod is a +2 m..gicillJ
in th~ location they occupied when the rod was weilpon cilpabl ~ of inAicting Id6 + 3 points of
rechilrsing of th~ rod requires a wiurd of 20th
activated. If some-thing ~Ise QCCUpies the 5pace damillge per hit, Furthumon, th~ wi~ld~r un
level or high~r.
thilt ill travel~r wou ld be t'Cturning 10, then his expend a chilrge to envelop himself in a terrify-
Rod 01 Resu~lon: This rod enables a body is displilced a suffid~nt distillnce 10 pro- ing aura . His clothltll and ilppe"'an~ ilr~ tfims-
deric to re$Urrtd Ihe dead_ven dven, dWllr· vide Ihe space required fo r "re-entry: forml!d into an illusion of dil rkest honor, such
ven, gnome, or halning- u If h~ w~re of high The: rod can be rech.arsed by Ih~ ;oint efforts that a ll within 30 feet who vr- him ml,lSt roll
enough l~v~l to CUI the rr.lurrlction spell. No of a priest of 16th o r higher ll"Vel and a wizard successful silVins throws vs. rods or be 111'\1&
rest is requirKI, as the rod bestows the life giv- of 16th or higher lev~1. motionless with teno r. Those who succeed on
ing effecls. their save suffu a -1 pmillty 10 their mor;l les
Rod of Smltlnsc: This rod is a + 3 maskal
The rod G.n be us«! once pel" day, TM number and must make immedIate morale checks.
weapon that inflict. IdS + 3 point. of dill ma.ge.
of ~ US«Ilo ~ il c:har.Jctft' depends How~vff, each time the: rod Is u.wd, there is a
Apinll golet1lf, the rod CilUitf 2d8 + 6 poin t.
on ctu. and raa!. Total the number of charges 20'10 chill'lCt the wl~lder will permanently lose
of dilm • . iIInd iIIny score of 20 o r beU~r com-
indbkd for the c:twKttr'. dw and ~ 1 point from his Ch..,ism;l ICore.
pl~t~ly destroys the goltm . Any hit upon a
CWo
Cleric
Ch,U3 1t11
1
"U
Ow.rl
Ch,II'81t11
3
80lem dra ins one charge.
Th~ rod nUSft: normal damage (ldS+3) Staves
Druid
fl&htff
2
2
Elf
Gnome

3
versus cteillturet of Ihe OUI~r planes. Any SCCIre
of 20 ar better drillWS aff one charse and causes Staves a~ aboul 5
fee:t: or 6 feet long and u thick as ill young
P;lladin I HilIf-c1f 2 lripl~ dam.: (IdS + 3) x 3 . The rod cannot
R• ..., 2 Halfling 2 be recharged. sapling- illbout an inch and a hilllf at th~ balM!,
M... 3 H u~ til~ri", to an inch at th~ tip, although they
I
Ulusionill Rod of Splc.>ndor. Th~ posseuor of Ihis rod can be of l\C!;lriy equaJ diillmet~r throll3hout .
3
is automa tically and continually bestowed Slaves iIIJ"e typically fashioned of wood, oftm
Th'of 3
with a Charisma of 18fo, U long as the item is
Bard 2 carved, usually metal bou nd, ilnd likely to be
h~ld or carried. Whiltever 8ann~nt5 the possa- gnarly iIInd twisted. Thqr n n be unusuilll or
Multi-classed chantCler5 use tne, least favo r- so r wears (including armor) appear to be o f th~ appear to be ordinary.
able category. The rod cannot be rech.;r,rged. finest qualil y ilnd condition, ;although no 5pe-- Stava, like wands ..nc:t roc!&. a~ ~ by
dilll magic ... l benefit (such iIIf a change In Armor charges. A stave typically has Id6 + 19 charges
Rod of Rul~nh ip: The individual who ~
OaSl) i. enloyed. when found. Apln, it is po55ible for a stave 10
5eS$ItIIthis maaic rod is able to command the
obedience and feillty of Crtalures within no
If th~ po65eUOr alreildy has il Chari5ma hllve r-er chargn, iIIlthough iIIlmoei none hoi~
Kore o f 18 or great~r, the rod does not further man: than this tlumbft-. Some stava QtI be
feet when he: or 1M ~\vates the devke, From
enhance this att ri bute. When th~ poI5CIIIOr ~ iIICCOrding to the rulaI for making mag-
200 10 500 Hit Dic~ (or levels of ~x~rience) CiIIn
ex~nds on~ charg~, the rod iIICtUillUy ~ates bJ itftnS. C>nce...u tJw ~ are U!td. the 61i11~
tw ruled, but cr~iIItures with 15 o r 8reater lnt~l­
and gubs him in clothing o f the Hnltlll fabrics, is rendered nonrnap:iIIl and cannot be recharged.
Iig:enc~ ilnd 12 or more Hit Dice /l~v~ls are enti-
plu. iIIdommt:nls of futl ilnd jew~l, . UNa. inapplicable or othe'wiw spec.ified.
tled toa saving throw VI. spell . Ruled creat ures
will obey the wielder of th~ rod of rul~r.ship as Appaf1!1 crtilted by Ih~ magM: of th~ rod 5lillVet furocrion iIIt the 8th level of magic ~.
r~milin. in ~xitlenc~ u nl ess the poues50 r Thrir spell dbcharge is that of ilt\ 8th-level wizard
If he or she were their absolu t~ sovereign . Still,
attempts to sell ilny pa.rt of it, o r if any of th~ with respect to range, duration, artill of eifK1 .
if the wielder givn ill command Ihillt is abso-
lutel y conl~ry 10 the niltuN' of th~ creilltUre5 pm is fo\'dbly taken from him. In eit h~r of Oilmage is nominllDy 8d6 with repect to fire-
commilnded, the magic will be broken. The thew cases, iIIll of the appard immediat~ly dis- balls, lishtning bolts. etc.

IS)
Mtlm'"tll controlllm {m tl/ co ntrol: Thil witkk1' tkat round, Note al.., that the wielder
pow"r fllll(110", only I I mtlmrrt4fJ control (a. hat no idea how man y aptll I~elt Iff cast at
COM ....nd Words the rina oIlnat name) wktn the ttalf it II$td by him, for the ualf dots not communlcale Ih.
(Opdonal lule) a wi.urd . In the hand. of a priesl it is a siaff of knowltdge al a rad of Ilbsor"tion dCft. Ab-
If the OM drsi,,". tl1limtll control (a, the potion oIlhat name, all sorbing spell. Is risky, bUI absorption Is the
t ype!' 01 animal. litted), Bther use draiM Ont only way thl. Jt~ff can be rtcha rstd.
unleOl!lhi~ the po~ 0( a ,,"~Vt eln requlrt
a IJ)Kifk command word or phtut that chUBe per turn o r fract ion thereof. Retributive Jlrilce Ita bl'i'alUna of the Jl:alf. 1t
must b. dhlcOV1!rtd or l'6tarchtd WpI. Plan' control: Thu (IIMCtion duplicatn Ih~1 mu,," be purpoHful and dtclartd by the wiurd
rattly from 1M Item IlRIf. Th~ coD'lJl\&lld of the potion of the tame name, bllt lor eKh witlding it . When this Is done ~ levd. 01 tpdl
an be _limple .. alinglt word ("'Htal") o r IG1quare-foot arta of plant. controlitd lot tnerwy in the Maff art rtle:astd In .II &lobe oi JO..
could be .. complicattd u • ,hymlna one tllm or n, OM charp it uted. A wiuJd (oot radiUl. AU cnaturn within 10 feet ollhe
phrue th~1 ml.l:ll: be adju.lttd 10 fil the dr- cannot conlrol plant. al aU, broken ltaEf ~(ftr hit points 01 damage rq~
CUinlt&nCft ("I IOuch this til; rnt ore his The staff can be recharpd. 10 eighl timel the number 0( ipl:lIltvels ot en-
htallh: Of" "In Ih. momenl 0I1VU1 loil, I 51 a1l 01 Curtns: This de-vke an O4r. da-. ugy In the rod n to lS), those bttWtft\ 10 fMf -
co mmand IhH, . taff- uncollr"). Since _ , PIn blindneu. c"''' WOllruU (3d6 "' 3 hil
201m take6 x Itvd., aod thew 20 ("t-JO feet
command wo rd. are the key 10 ,real points), o r am, in$lmilll, Each function drains dill ant lake 4 )( levell, Succfllful Nvlng
powtr, wilt ownen will mtmOrtu them ont charge. 1be devlu can be IIJtd onct per Ihrow. versus maaic indicatt only OM-hall
a nd dttt roy all other t v!.&knot. lndttd. day on any penon (dwarf, I'U, gnome, half-tU, di.amagc i. 5U1ta.intd .
knowled3t of conusand words a n be u.ttd haJni"l includtd), and no function may be em· The wizard brtak.i", the Itaff hat .II SO ..
at a b'rplnina: poinl in sUlftndtr nqotla- ployed mort than Iwice per day (i.e .. the ttaff chlilMe oIl~vellng 10 another plane 01 exbt-
1101\1. trICe, buill kedors not, thtexplotive l'i'lrue of
an function only ~I times durina a 24-hout
period). It an be rt'Chugtd. 5pt1l tnt'llY totally destroys him. Thlt Itaff
ilnd the "Ilf! of p01Dtr are lhe only map::al
51.ff o r 1M M_Jf; Thb potmt staff contains itmu cap,abit oi. ~ribillive Ilrike.
mM\y spdl powm and other function •. Some
01 its po~ drain cha~; a lhen don't. The Staff of Po~r. The ,,11/1 0/ pown It .II very
5 t d'· M act: Thh polent maslcallttm, wilh offf;Mive aod ddcn-
clerical wtapon appean to be a normal following powtrS do not drain m;.rga:
wooden Malf oI lM typt used when trekldna: in live abllili". The powen below coM one
• iUrld millic cha~eeKh :
the wlldtfntSl. Thil item ill Iypically nude 01
brolUtwood, I'i'lnfor«d by heavy bands and • .nInrg,
• hold pontll • continllili lighl
tip. of iron. It 8ivn off a Vtl')' faint au~ oJ aI- a mllgle mwit. or lightning bolt
ttrillion mask. Upon commaod, 1M .ttlff· • lisht • Jklr/m,." 05' r~di u.
• protectiOll from lUil/ good
mtlce takel: on Ont of Ihfft fOMm, as dH\rtd by • rlly o f enfrebl.ment
1M posHtIOr:
Quartft'ltaff: qua.rt~aff "'3.
iron-shod
Crtat M.a: foolman'. mace .1 , iron
.....The followi", powm d""in ont chatSe ptT
'
• i1t'Oisibilily


levitlltiorl
con. 0/ cold o r /irebGll
The following powm drain two chUl"
M.Ice: horxman'. m.a ... 2, iron • firrball tach :

Std/.s~. r: Whtn thit ~ln&Iy ordinary • knock a .hield, 05' ~ius


quan~Mf it eu.miMd mapcally, It wUl have
• lightnin, bolt
• pyrolKhnia • ,lo&' 0/ i"ulll"tI'"tloilit)l
an au~ of alte~tlon. Upon proper command, • ptlftllyulfio"'
a long and Ih&rp spt'~t blade will moot fonh • ice JtO""
from It. upper tnd . This mak" the wupon
' _b • Paralyutio n il iI ""y from the end 01 the
into, apta, rather than a staH. Upon a ItCOnd • UlQI/ of {irt ,,".Iff exlendi", in a COnt 40 fett lona and 20
command, the Itn,sth of 1M wtapon will elon- • di5ptl,nllgie feet. wka ill Ihe: far end,
8ate to a ful l U fetl, and tM third command • ptlSStDtll/ 1nt OM m.y ualgn allernate poWtrt by
will fK~1I it 10 iI. o rl&iraJ form . 1be powel'l ThtH powt,. dnln two c~hargeJ per "&Ol&e: rilndom die roli.
and valllt 01 tach MaH-tptU ate determined 'The widder of iI Sl4R of powr gains a .2
randomly when lhe item it lit'5I employtd: • whit/wind'
• conrllrr rfenwntll/" bonlls Armor OililS and 5avin& Ihrow •. He
may usc the".Jf 10 smile opponent•. II Jl:rikn

,.
To HI, xp • plane tnnul
ill a +2 magical ~apon and inlIlcts Id6"'2
DlO Ro U
.,
" Dallnaae Val lie
'(0CtIi
• rtle/ciJ1"U'"
point. of dam.: if one cha~ • optndtd,
Ih~ "alf Cilll'" double damqr, but IWO
7-10
ll-U •
'3 2,000
• The whirlwind It idtnlial to lhat caUMd
by a djinni.
. , 1be Itaff can be IIItd 10 conjurr OOt elt-
chal'lft do not c.use tripit da.m.ase .
14-16 •• 2,"" mtfllal of ~ach type per d.1y, each havina: 8 Hit
A "tlff of powncan be broken for a retribu-
17-9
••
.," J
Diet.
'" TelekinHlI Is at 8th I tv~1 allO (i.e., 200
live Ilrih hH Sltlff of the HlQgtl , The tlaff t,"1
~ rr.:harged.

• OotIdamaseas ra/UtUt (Zd4), bllt Mill actJ pounds maximum wtig,hl l . 51a(( o l lhe SC'rptnl: There art Iwo "'aridi"
as • tptar 1[IIJed to thrust or when Itt to , . of thit stalf-the ~p)lthon ~ and Ike wadck:r,~
crive a cNrp. 1beltilR of the n1Qg~.dd, a "'2 bonus 10 all The python strikes as a .,. 2 m.agicaI weapon
tavlng throw roll. VI. spell . It can be used 10 and inflicts Id6 "'2 points cI ~ when it hits.
5 1all 0 1 CoaImand: ThIt devlu has thl'ft ab.orb wiurd aptlJ tntrsy direct~ al It. If lhe prIttt Ihrows the .wf to the ground, II
fllncllont. only 110'10 of whkh will be effectl" If witldtr, but if the Italf ab.orbt tnerlD' beyond grows from itt 64001 Itngth, becornin& a c:an-
the Wttldotr is" wiurd; .lIlhnt work when the Its charsr limit, II wUl oplode al iI a ~ retribll­ urictor.nab, 2S fftt Ions (AC l , 49 hil pointJ,
lIaff is in a priHt'. hand •. The Ihree function. live Itriktw (let belowl had been made. The movtrnent Alte 019). n. happeN in one round,
art: $pdl ltvtL5 oi e~y abtol'btd COI.Inl only as The sna.kt will mlwine iflt scorn a hit, thtoppo-
Human jn/l~rtc.: This power duplicatn rechat&in8 the Italf, bill lhey Qnnot be redi- nenl bring constricled for 2d4 +2 points 01 dam-
that of the ring 01 the Nmt Nme. Each su8lft- rected lmrntdlalely, 10 II absorption Is deirtd, aar ~ round. The victim will mnain trapped by
tion or churm draw. ont charge from 1M "all. Ihat Is the only acl.ion pouible by the IIJf lhe python until he dies o r the Cl'i'aturt Is

154
ckstroyrd . Note that the python will return to doctor, etc.} h.olding it un command tne Man Th"ndllr & llght"inS' Thi. powe- com·
It5 owner upon command. If It is destroyt'd to create a swarm of such ]nSKIS, ill Ihl!' same bints th~ Ilumauc/Ap. described above, with a
while in snake form, t~ staff IS destroyed . limt: elCpending one of Ihe staff's charges. forkKllighlnlng bolt as in the Ugh/lliltg s/roh.
The adder strikes as a + I magical weapon Range is 60 yards + 10 yards per level of Ihe Damage from the lighlning Is a total of Sd6
and does Zd2 points of damage when it hits. user. The number of insects produced Is 60 with rolls of 1 or 2 counted as rolls of 3, for a
Upon command the hud of 1M: ~aff becDmH plus 10 per levl!'!. Evl!'ry 10 inSKls will inflict 1 r.ange of 24--48 point•. A savi", Ihrow appliH,
that of an actual se~nt (AC S, 20 hit points). point of damage upon the target vichm, re- WIth dl!'afnns and half damage suffe red by
This head remains for one full tum . ~n a gardless of Armor Class, unless 1m: victim is those who are successful. This power requit es
hit is scorl!'d , damage is not increased, but the protected by a force /i.tld, engulfed in flilmes, the expenditure of four charstl.
viCtim must roll a succnsful saving throw vs. etc . Nolf', howt'ver, Ihal the insects will not af·
poISOn (strength E) or be stoll;n. Ottly eVil fect creatures larger than man-sized with a nll t· The casting lime requitf'd for any function il
priests will employ an adder staff. If the snake ural Armor Oa» of 5 or beller. equal to the number of chargH elCpendi!'d;
ho!ad is killed, the staff is destroyl!'d . When a vulnerable target i5 allackt'd by thl!' thus, the IhUllder & ligh/"ing lunction casu
NeIther s.taff has nor requires chargeS. Most swarm of flyin8 insects, Iht targel will be un· four charges and has an initiative modifier of
of Ihese stavH - 60 %-are pYlhons. abll!' 10 do anything other than attempt to dis.-
+• .
lod3e and kill the thi ngs. The insect attack Staff 01 Wltherin81 The staff of with#ritlg 15
Staff of SIln8ing: This maskal quartel3taff
las.ts for on~ round , Each time the staff is em· a + 1 magical weapon. A hit from It CllU5eS
appears to be a + I weapon un~ it is gra5pfd
ployt'd. one of the InSKt·ahapes carvl!'d into its Id4 + 1 points of damage, If two charges a~
by a druid, w~pon ils power of slinging be.
wooden surface will disappear, 50 II is eitSy to ellC:pended when a hit is scored. the e«ature
comes evident. This power, which can be em·
dt!lermine how many charges arl!' left in Ihe struck also as" 10 years, its .abilities and lifes·
ployed ollly by a dn.id, i5 activated w~ one
staff. Unlike othl!'rs of its ilk, a staff of this sort pan adjusted for the resulling age incrl!'ase. JE
end of tm staff is touched to a heavy object fJi can have as many as SO initial charges. How- Ihuechargesa~elCpended when a hit is mad~,
roughly spherbllhape (a stone, metal ball. poI -
ever, It cannot be rechargrd . one of the oppon~nt cnoature'l limbs can be
tery crock, etc.) of up to nine inches in dimleter
and five pounds in weight. lOt object adhfnollo Staff of Thunder at Ughtning: Casual u · mack 10 shrivel and become useless unless It
the end of the staff, ;md the wiekler nted then amination of this stoul quarterstaff will show successluUy saves VI. spell (ch«k by random
only swing the ilaff in an overhand arc 10 ~~ase il to be excl!'ptiona], and if it if magically elCam· number gl!'neration fat which limb is struck).
the mISSile toward a desired target . ined, it will radiate an aura of alteration mag·
Aselnos creat ures (undead, dt'mons, devils,
~ t c ,) cannot be agl!'d o r withered. Each efl«1 of
The missile leavtl Ihe ilaJf on the down· ic. Const ru cted of wood (ash, oak,
s.troke of the overhar.d swing and travtts tTl a bronzewood, or the like) and bound with iron the. s.taH is cumulative, so thai thru charges
law, risi", tralKtory, with the mi§llile goi", sel with slIver rivel~, it has the properties of a will 1COrt' damage, age, and wi ther. Aging a
one foot upward for every 10 feet traveled . Of + 2 magical "'....apon wilhout any t'Xpt'ftditure dwarf is of linle effecl, while aging a dragon
counw, the arC may be higher, or the mi"ile of its magic.ll charges. It I othl!'r magical prop- could act ually aid the e«ature.
aimed so as 10 lravel nea rly vertically. (In Ihe ertjes are as follows: Staff of Ihe Wood"-n!h; This so rt of staff is
laUl!'r case, ~Vl!'nw the am", ralio 50 that one Tlumdl!'r: The s.taf( st rikes as a + 3 weapon, always made from oak, ash, o r yew, finely
Foot of distance lalerally is COVl!'rI!'<! for every and unl~ the opponent struck saves success- grained, beautifully "'Ned, and bound wi lh
10 feet of vl!'rtical rise.) The maximum range of fully VS . rods, staves, and wands, M will be bronze. It is effective only in the h.i.nd. of i
such a missile is 180 feet . with limits of 60 f~t sflllln~d from the noise of the s.taffs im~­ druid . Each such slarr has the followin8
and UO feet on short and medium rllnge. re- unabl~ to lake any further action in the round powef5, with each ~nding one charge per
spectIvely. struck, and automatically having last initia· use:
This stalf also carries charges, and a druid tive in tM following round , This power re-
wielding the ill!'m C'1n opend ..,ne charge and quires the expenditure of one cha rge. • Wall of 1;'0"15
thereby use the staff to hurl a mIssile of large Lighlning: A short spa.rk of electricity leaps • APlimai fri#IltUhip plus speak with /oIni-
si:.te. itS if lhe wrelder wen: a stone \9ant ( ran~ forth wht'n the opponent is struck, causing ",/oils
out toJOO f~ , ldlO points of damage per hit ), normal staff damage, plus 2d6 additional • Animate trll"
Whether used as 11 magical quarterstaff or by poinl$ of damage from shock. Note that the • This function d uplicates Ihe abililY of a
employing one of its slinging powers, the staff staff might nol score a hit, but the eJKtrical t~ant 10 ca use a large tift to move at a move-
bestows + 1 to the wielder's .1l1ad:. roll lind + I discharge discounts any form of metal armor ml!'nt ratl!' ol3 and attack as if it were olIlargt:1it-
pu die 10 damagl!' dl!'alt oul . The weapon may (maki", thl!' ta~t I!'ff~iVl!'ly AC 10 for this sized Ireant , and in all olMr r~pects becomif13
~ recharged by a druid of 12th or higher level. purpose), 50 only such damage mi3ht apply. a virtual !reanl for eighl rounds pl!'r charge t:lf.
This power rrquir('!l the expenditure of one pe:nded . Note tha t one round is required for
Staff of Strikin8: This oakl!'n "aff is the charge. .
equivitienl of a + J magical weapon. (I( the Ihe t r~ to ilnimate, and it will relum to root·
wNpon VS , olIrmor type ;adjustment is u~ , thi!' Thu"derclAp: The ~aff sends forth. a cone in.g on the eighth. ~ only 5ix of the inilialeig},I
5fAff of striking is trealt'd as the most f.wofllble
of deaf~ing noist'. 5 feet wide 011 the apex. 40 rounds are t:ffectively available fo r attack
f~t long, and 20 feet wide 011 a poinl farthest function ,
weapon Iype vs. any armor.) It causes Jd6 + 3
points 01 damage when a hll is scored. This ('x· from the source. All creatures within Ihis
cone. wholly or partially, must roll a succus- In addition to these powers, each staff o/Ih.
pends a chargl!'. If two charges are expended. wood/anas hal a maginl wupon value .
bonus damage is doubled (ld6 +6); if th./'ff ful savir\f, throw vs. rods, st""es, and Wil;OOS
or be stlwtleJ for Idl rounds (unabJe to attack Those with. a ltsarr value have f'l'tra maWCli
charg~ are elCpended, bonus damage is tripled powers that do not require charges and can be
(1d6 +9). No more Ihlln threot chars" can be duri"8 this time ) llnd unable to Mar for Idl
additional rounds. Th~ who save a~ unable employed once per day: The + 4 stllff has no
bpl!'ndt"d per slrikl!' . The staff can be r(" additional powers; the + 3 ilaf( also confers
charged . to hear for 1d4 roundl', but suffer no 10S5 of
allacks. This fu nction requires the elCpenditure Ihe power of PASS withou t Irae,; the +2 ,taH
Stalf 01 Sw.nmln8 In5«11.: A staff of Ihis of two chargt.'ti. conrl!'rs Ihe powers of PIUS wi/houl 'rAn and
50rl i5 typically short and Ihick . When initially Liglrtl/lllg Stroke: A bolt similar to thai barkskin; the + 1 staff ConfeD the ])Owen of
obt.1ined or encountt'red. much 01 ii, length is from a w(md of }ishll/ill8 b; genera ted, but It is 1M +2staffplusthepoweroflhelr~ lpeli . To
co vered wi lh finely done carvinp depicting of 8<:16 "rength, causing 16--48 point. of dam· d~erminl!' whkh sort of flalf hal been d iscov·
winged biting and s.tinging ins«ts (~, <lftr- age (rolls of 1 are counted as 2) to those who I!'red, assign even chilnctli for each of Ihl!' four
flies, horsdliH, wasps, and Ihe like). Any fail a saving throw . The stroke Can be single or Iypes.
priest character {cleric. dn:id, shaman, witch fo rkKl. This funCllon of tht' rod LU4!I two
chargel.

155
The twnd 01 coniu~"fion can also conlu~ in a fiery. vlo}et·red blast. lUll like lhe
Wands up a curiQin of blru:lt:nm- a ~iI of totlll black lir.bflll .pe:II. Th~ ini l iativ~ modifitr is
Wandt ar~ 1'/ 4 feet Ih:;u absorbs II!lUsht. The curtQin 01 blacknns + 2. and Ihis tx~ds two chal'les. The
kJns and~. 1lwy are m.dr 01 ivol')', bone, can cov~r a maximum it~1I of 600 square feel firrba ll inflicts 6d6 points of damaae. but
o r wood and are usua ll y tlpp6!. with (60' x 10' . 40' x U '. 30' K 20'1. but it mu!!. IIlIls roU~ are counled as ls (I.e., th~
"melhlns-rntt~. Cf)'Ilal, 1t0tlt. ~C . They In st~tch from ceilina 10 floor. wall 10 wall. The burst cauleS 12-36 points). A saying
!,.tle and tmel to bluk usity. Beclua of Ihls, curt"in tilkes IwO charget to coniu~ . The veil throw YI. wand is applicab~ .
they ar-. oliff! kept in cases. of tot.alli&htlt'Sltlt'll can be penetritted only by • Wall of lir.: Th~ wand can be uJed to
Wands pe.rform at 6th level of expmmce ph ysical ~an. o r mllgic. drilw a fi~ry curt ..in of purplish-rtd
with rapect to the dim.,. they cau_, r&nJe, The wand also enables its w~lder 10 con- (lama 1200 feet sqU<llre (10' x 120', 20' K
dUnl lJon. alYa of rHect, d c., unifts o thcrwlw strud a prismatic spher. (or lDilll). one color at 60'. 30' x 40'. etc.). The flames 4st for slx
Itatm. II time. red to viol~ . at a COlI of on~ chilrge per rounds and caute Zd6 + 6 points damiIF If
At Ike OM, option, I1b of all wand. can ~ color. touched (ld4 points If within 10' of the
trapped to backfire. Each function of the wand hili an iniliiltive fi~. lck if within 20'). Th~ flames can ai-
Wands are powered by charsH, tach Ule modifier of + 5. and only one fundion per JO be wp«i Inlo .. ring atourld Ihe wand
COIti", on .. or mo,-t chilrgft (ckpmdina on Ihe round iJ poulb l~ . The wand may be ~ user (but the circl~ is 2.5' in diam~ter) , The
il ~ ). WMn di.covt~. a wand typically charged. i n itlatjv~ modifj~r is +3. lind its I,Iif' ~x_
contain. ld20+80 CharsH. Captured wand. Wand or u nh and Stonr. A wllnd of this pends tw o chargH.
takm from a dde .. ted foe oh"n have mlny
sort Is typkally 5hort and tipped wilh som~ T he WIiInd 01 Ii" can o~ra le juit one. per
fewer charsH. Wands never have .. arelter round . It can be recharged.
form of mineral. (t is Imbued with th~ follow-
number of ch_rses than those lilted , Most
Ina pow~rs: W.nd of F1am~ ullnaulsh!ns: This JOlt of
wands C4ltI be ~argfd attordir\8 to the rulH
for m.aIcmc mqical items, 0;, a' a chuge/ U5f'
Wind hat thrtf' ieplrale funct ions:
When .. wind rw'It out of chaJ'lft. it can no PASStlIQII onecha~/uw
Nonmq:kaJ fira of normal aize can be tx-
lOftier be rgha~ . furthermore . the OM can tinguished without usin& any charges. Normal
two chilrges/ U5f'
liz~ includes anything up 10 the sb:~ of a bon-
rule Ihll 1M w..nd immf'diillely crumbl" into
In <IIddition, 504 of aU RIch wands hiI~ the fi ~ or • fi~ in a ngubr fireplace-equal 10
uselnt dUM (Kt llina 11\e issue) o r is now II u.-
kss, nonmq;lcal.tid::. following powers: lour 10 Ib: billets 01 wood burning hotly.
T~ansmut. mud to rock one ch<llr&~/ use To txtJt\8U11h lars~. nonmqica' Elm. flam-
Ina all in quanlity equal 10 a p ilon o r mo~ .
TratUmuII roclt: to mud one charg~/ use
th~ fi~ produced by it fierod, a flam. ton,u.
Command Words W. nd of Enemy Detectio n: T his wand sword. or a bumin, hQnds spell. on~ ch<llrae is
(Optional lule) pul," itI th~ w~lder's hand ilnd points In the txpt'nded from lhe wand. Conlinual magiclll
dinction of any c~atul'e'(s) hostUe to the ~ar­ flames . IUch al lhow: of ill aword or a CrTaturr
Uke rod. and u of Ihe deva. TM C~iI 'Ure(.) clln be invili· ablc to i8nit~, will be extinguished for Ib:
ttavet. waneil can rtquire the utterance of bl~. ethe~al , ;utral, OUI of phait', hidden, round. and will flare up il3'in aftu that time .
II command word (Of phnM) to ~tt. dittuised, or in plain fish t. Detection Til. is When applied 10 large m,.;callires IUCh as
and lib thew otMr items, the key Is fItI- a 60' sph~ . ~ function ~ujres OIW ch.iil'le those caUJed by /trrbtJl1, {/Dm. Jlrike. or toItll
dom found in the lock. The OM ~ ode to operat~ for on~ turn . The wand can be ~ 01 Ii,.. spelb. two c:h.argu II~ tx~ded from
INI lhe command word Is ~ched in maai- ,,,,",,,,. tM wand;u 1M flalTlt'S are ~xli".uishtd .
aI wrili". on Ih~ wand (nquirinl a r.Gd If lhe deYke iJ uled upon II c~alure com-
mQgit 10 franslitlt) or he can make Ihe Wand of Fear. When the Itar wand i. wi·
posed of f1am~ (a fi~ ~Iemental, for w tanee),
cha~d~ tbOrt 10 such ~hod. u com- valed. a pale amber rlly 'PriflSl from Ihe lip of
a lUCCes&lul an-..ck ro ll inflicts 6d6 points of
mun" Jpel.1. and expensiYr Agn. If you the wand. forml". a cone 60' long by 20' in
damase upon the creal~ .
choose not 10 Ut' this option. isno~ mer· base diam~tcr. whkh flashes on and instantl y
diMppe:it.rS. Each erulure touched by Ih~ ray W.nd o f Fr(Wl: A l'W t wand can perform
mcft to command word. In the it~ de-
JCription. bf:low- IIU items limply work. must roll a Rlccn.sful saving throw VI. wllnd thrH functions that duplica t ~ wizard spelll:
or rtad ;u per Ih~ ca~ lea~ spell (lst-kv~1 • In stonn: A silvery ray sprin,p forth
priest spell. ~"moUl I""r rev~ I ). In other from lhe wand and an ic~ (or 5Ieet) stonn
worch. utatura affecled by 1M wand tum occurs up 10 6IJ' <IIway from 1M w~
List of W&ncb and moY~ at (allnt pouible speed away from holder. This function ~ulres one chil~.
W. nd 0 1 Conl" r.- the widder for six round.. Each UH COlIS one • Wall of ic.: Th~ lilvny Tily fomu: a Willi
lion: Gr;upina this device t'NIblt'S II wiurd 10 chuge. 11 can operale just onct per round. ~ of ice. aix inches thick, coven". a 600-
rrcogniu any Ci1SI or writlen conjur.ltton/ wand can br rrcharged . squarr-loot iI~a (10' x 60', 20' x 30'.
5I,Immonin, speU (UtlSoI!t'PI "ruAnt. mOlUlrT etc.). Its iniliatiY~ modil~r is + 2, and il
W.nd 01 Fht This w.nd can funclion like
,ummollin,. coniur. "lem",lIId. de"th ,,,.11. u'" one charae.
lhe followinJ wizard fPell, :
(nuislbl, 1,,,lhr, Iimit.d wish. Iymbo l. m,,~e. • COn. of cold: Whit~ crystalline mOIH
,At", prismAtit Ipher". wish). T he wilnd .Ito • BUrnin, hands: Th~ wand emit, a fan· 'pray fo rt h from the wllnd in it con~ with
shaped sheet of fire 10' wide al lis end and
hal 1M followi". powers. whkh rrqu i~ ~x­ a 60' I~n.gth .. nd a tffTl'linal diametu of
~ndit u~ of one chllrge each:
12' 10"1. Each crrature touched suffers six
20'. Th~ initialiv~ modifi~r is + 2, and the
points of ditmag~. Th~ sheet of fi~ ap-
effect lasts lust one second. The temper.·
• UrIM,n MrtHlnt pea,.. iMlantly. "'oot$ forth dark r~
lure ill -100 F.• and daJnil.8e is 6dd. treat·
• monsl'~ Ilimmonin,' flamd. lind snuffs OUI in Ins dun one we'
and. It expend. Ont wrge. i". all 11 rolled ill 2s (6d6. 12-36}. The
• A maximum of six c:h.ar&u mlly be n:~d­ cost il two CNrgd per Uit'. Savi".throw
ed, OM peT levrl of t h~ monsl.,. summoning.
• Pyrotuhnia: This function dup licates VI. wand. is appJicab~.
the spell of the salM l\iImc. It hu an initia·
or aix mons"~ summoning I, thrH monst.,. The wand can function once per round.
tiv~ modif~r of +2 and expends one
summonin, II. two ,"OtUl.~ sllmmo"i", III. Of" and may br rrchilrged.
dlU8~ ·
IIny combination lotaling six. Th~ wizard
must be of a lullkitnt txpt'rience le~l to cast • Fir~boll: The wand COushl forth a peil'
sued sphere thalstreaQ out 10 the desired Wind o f Illumlrtillon: Thi.J wand hal four
th~ IIppropriat~ lummo nin, spell . M'pa ral ~
functions. thrf"t' of which approxi.
r~ge: (to a maximum of 160') and bursts

156
m,lte wiz.ard spellt, ~nd on~ of which is magic (abjura.tion. alteration, d e.) cllln be c\e. quim on~ round. Each charge powm 1M
unique: termined if onr round ill spent concenlralil\8 w~nd for two full turns. TM wa.nd may be til!'-
• Dancln, 'lI"t" The w~nd produCft thit on 1M subjKt emanation. One ch.arg~ i, elC- charged.
effect 101 a C05l of OM chafle. ptnded per lum (or fraction therrof) of uw.
• Light n. iIIummuliOll w~nd send, forth Starting wilh the tKOnd round of continuous W. nd 01 Nqallon: This device negates 1M
light ~t an txpenditun! of o~ chlll~ . uw. therr 1$ a Z., cumulativr chance per spell or spell.like function(,) of rods, It;lvn,
• Continllld Ii,ht · This function rtquitn round that the wand will Irmponrily mal· wands, and otMr magic;ll itmts. The individ·
u~1 wilh lhe rr'Jlltion wand point, lhe dt-vice,
twO chlllrgu. funcl ion and indialr nonm..,;c.1 item. u
a.nd a pal~ 8ray beam 5hoo11 forth 10 touch tM
• S"nbu"'t: When Ihi' ~ffCI i. called forth , magical. or vicr-veT'sil. Thr wand may be ~
tM Wlllnd ddiv~n III .uddm Rash of bril- cha.t"ged. ta.rget drvk:f: o r individual . This totally M-
Ii.olnt, grftflish.white light . wilh blazing gates any wand function, and makes a.ny other
gold~n r;ly•. The r~nae 0( thi, ,un burst is
Wand of Magie M IssIIn: Thi, wand dif- spell or spell-like function from a drvia 15,.
120 y;l rd, m~xlmum . ;lnd it, dur~tion i.
charges magic miSli," similar 10 thOM: of Ike likely to be negated, regardlH-S of the I~vel or
1110 of III aecond. It. ~re~ of dfed i. a globe
Ist-levrl wizard spell of lhe 5oiImII! name. The power of the spell. Th~ wand can function
of 40' diameter. Any unde~d wilhin Ihis mlS!iile caU511!51d4 + 1 poinl. of damage. It 1.1· once per round, and each negalion drains on~
globe: suffer 6d6 poinls of wllnage. with ways hits Its target wh~n 1M wand il wielded charge. The wand cannOI be: ~a r&ed .
no Nvina Ihrow. Cn!lItutn within or fac- by a wizard. oth~rw isr a.n attack roll it r~
qui red. The wand has.n in i lia.tjv~ modifirr of W.nd of Par. lyullo n: This wand shoolS
ing Ihe burst musl roll I UCCeWut saving (orth.a thin rlly of bluish colo r to a maximum
+3, and each missileco.. s on~ charge. A max·
throw. v• . wand. or be blinded for one range of 60'. Any cnatun! touched by the ray
round lIInd be unlllble 10 do lIIny1hill8 dur- imum of two may be expended in o~ round.
The wand m;ly be recharged. mull roll a Mlc:cusful Nving throw VI. wand
ill8 Ihat period . (Of courw. Ihe erratum o r be rendered rigid ly immo bile for 5<:14
in quHlion must have sight organs sensi· Wand of M~ta l . rtd Mineral Ot-tectlon: rounds. A 50iIve ind ic;ltn Ih~ r;ly missrd, and
tive to the vl.lble light IpKtr\lm). The This wand ha.s a .30' ra.dita range. It pul.ws In Ihue I. no effect. N soon as the ray touchet
function requires three chargn. the wieldf't's h~nd and points 10 the largnt OM crralun!, it slops-1M wand can ;lttack
The wlllnd can be rrcharged . mass of mrtal wilhin il. dfectivr arra of oper- only on~ target per round. The wand hu an
W. nd oC JIIusJon: Thi, wand crealH .udi- .uion . Ho~r. the wieldu can concentrate init~tive modirler of + 3, and each uw cosll
ble and vbual illusions (_ Qudrbl, ,Iumn, on a specific metal or mineral (gold, platinum, Ont charge. The wand may opHOlte Oneil! per
ph"ntASmQI foru) . The wlllnd emits ;an Invisi- quartl.. beryl, di.lllmonci, corundum. etc.). If round. It may be redlarged.
ble ray, with a I~yard maximum ra~. The tM specific miMral it within nn&e, the wand
will point 10 any and all pl;iC" It I, Ioc~ted, Wand of Polymo rphins: Thill wand emin ~
~fect h;as an in l"lIIllve modifi~r of + 3. Th~ thin, gTftn beam tha t d,ut. forth to ~ l1UlXi-
w;lnd wielckr must concentrate on the illusion and the wand po5St'SSOr will know the approlC-
imate quantity ;as _ II. Each operalion n!' mum dilla.nce of 60 yud •. Any cnatu r~
in order 10 mainllllin II-he may move nannal- touched by Ihis beam must make III savmg
Iy bUI can't mdee during this time. E.ch por-
lion. audible a.nd visua.l, C0il5 one charge 10
dfect and one per round 10 contlnu~ . The
wand may be rrcha.rged.
Wa nd o( lJghtnlns: Thit wand has two
functions that clO5dy rHm'lbk wlurd tpell,:
• Shock, This doH 1-10 hit point. of dam-
age 10 a larget .arock in melee combal.
with nO Avlng throw. Chilracters w~aring
m~t illl iIInnor and / or ,hield, are Ir~ated as
Annor ailS. 10. Plain It!ather and wood
wo rk normally, Magic bonuses on m~tal
lIIrmor do not affect Armor ClaSt, but a
ri"8 of prot('ctiorr don . The shock u,,"
one ch;lrge.
• Lightning bolt: The pOllowr of thr
wand can diKharge a boll of lightnill8.
The "ruk~ Ciln br eilher a forked or
stra.ishl bolt (tee wiurd spell, lighlnilll
bolt). D'IT\I# ill IZ·)6 (6d6, trulill8 Is as
21), but a lavina throw it applicable. Thl.
function \IJft two chargll!!l and has an ini·
tialiye modil~ of + 2.
The Wlllnd may be recharged. It can perfo nn
o nly one function per round.
W.artd of M.aglc [H.t'-"Cllon: This wand is
similar In operation 10 the enemy d"'ectioll
w;and . If any fonn of ma.gic is in operation. or
a magICa.l hem ni.. , Within a .30' radiU$, the
mUBIc del«' IoII wand will pulw a.nd poinl 10
the stto"8tst sourer. Note Ih;lt tM wand wilt
poll'll to ~ pt'tlIOn upon whom II spell ha, bern
cast .
Operation requires one round, and sueeH-
siv~ rounds will poll'll out l ucc",lvely 1_
pow~rful magical radiatio ns. Th~ school Clf

157
throw VI. wOlnd (IUCCHI indic.ting a miss) or 0100 ter reprewntifli a particulu class follows .II
be polymorph~d (as the pollllllOrvh otntt, Roll Effect listing. itl!'ml arl!' u5.llble by ... ny class. CIaSilet-
spell). Th~ wielder mily opt to tum the victim 01-10 Slow creature pointed at for ont' tum tl!'rs are {CJ c1('ria. (F) fighters, elc . .lind ll'ach
into iI snai1, frog, inStd, ~tc ., .5 long as the re-- 11-18 DlluJes wielder for one round into listing includes appropriatl! sub-dassa.
sult is a small and inoffensive creature. believing the w.nd fundlons OIl indi-
The possn.sor of the wand may elect to
touch a cruture with the device IMtnd. Un· 19-15
C.IIled by a $l!"Cond die roll
GlUt of wind, doubll!' for« of spell CAtqo,'es 0' M.aslulltem5
willing creatures must be hit OInd are 41150 entl- 26-30 Stinking cloud It 30' rangt' Most of the item de--
tltd to a saving th row. If the touch is 31 ·33 HI!'QV't rain falls fo r one round in 60' Kriptions below OIre compll!'tt' in and of them -
5uccwful, the recipient is surrounded by radius of wand witlder selvt'S. A few ca tqo rits of m.llgical ilelTli
dandns motes of sparkling emu.IIld light, and 34-36 SJ.jmmoll rhino (1 -25), elephollnl (26- require some gener.lll comment•• howevl!'r:
then t ranMonni lnlo whatever <naturt-Vlape 50), or mouSt (.51'()()) Artlbcts Ind ReIl CJ: Thtlt are not listed
the wOlnd wielder wanl,. This il the 5.lIme mOig' 37·46 lightning boll (10' )( .5') as wollnd here, They are the OM'I province. Advice on
iCOlI dfect.lls Ihe polymorph ulf spell. 47-49 Stream of 600 large buttt'rflit'S pour the creolltion olInd use of artifiKtt and relict can
Either hmctlon has an initiative modifier of forth and f1ulter around for Iwo be found bqj:inning on Pile 89.
+3. Each drOlws OM charge. Only OM func· rounds, blinding t'veryo ne (including Books: All magicolll books, IIbraml, miln·
tion per fOUnd Is poMibk. The wand may be wielder) 1.1.1115, 10ml!'S. etc. appe.llr to be ~normOll ~ works
recharged . Enlarg~ targi!'t if within 60' of wand of olIl'CIne lore. Each is indlstinguishablt' from
iJarknGS in a 30' diameter hemisphere . 11 othl!'rs by visul.l e;umination of tM OlIter
Wand of Settt:\ Door and Tup l ot.ltlon:
at JO' ctfIter distinCt from wand part, or by detection for m.llgle aura .
This w.llnd has an effective r... diu, of 1.5' for 51!-
59-62 Crass groW$ in MN 01160 square fM A wisll spell can identify or cbsiify I. magiQI
Ci'fl door location, 30' for trap lotalion . When
before the wand, or gra5IIexisting there work.. Other spdlt. not.llbly altM mllitll, com·
the w4lnd Is energil.ed it will pulse in the wield-
grows 10 10 times nolTll.ll.l size mune, c01lfQCt hiRI~ pUm.s. {imitM wish, and
er', hOind and point to all secret doors or Iraps
Valfl'5h any non-livl"& objtct of up 10 t,,~ Si!'t'ing are U5de51. A wish In't'J.Is the ~
within range. Note th.llt it locates either doors
or trOlps, not both during one operation. It re-- 1,000 pounds ma" and up 10 JO cubic contents of .I book, tdling what dassts Ol' char-
ft-ll't in sltt (objecl is elhereal) OICImsdcs.llre ITI05t affected (not r'\KtiIoIrily ben-
quires one round to function I.nd draWl one
...." Diminish wand wielder to I/u height dited) by the work. A IIKOnd wisll is required to
ch.ll~ . The wand may be r«harged.
10-79 Fi"bal1 as wal'ld determine the book'l exact content,.
Wand of Siu Aiter.llion.: A wand of th is 80-84 J,lVisib{/ity cove", WInd witlder Altt'r being pl!':rustd by olI character, mO$l
50rt enables Ihe wleldu to cause any lingle /:1.5·87 uallflS grow from target If within 60' magical works vanish forever, but one which
CTeOIture of virtu.llily .IIny slu to t"largt or di- of wand is non-bendida l to the re~r may be attached
mfnish . Either effect causes a SO .. ch.ange in 88-90 70-40 g.ms o f I 8P base ... alut' shool to the char;tCter, and he w ill be unable to rid
site. forth In a 3O-fool-long stream, e.ch himSt'lf of il . If the work benefit. another char-
ReIOl!;ve Strength and power incre.llSl!$ or c.llU5ing one point of damage to any acter.lllignmtnt, Iht'~risg.~locon­
decrea5t5 proportionally. providing thl!' weap- cruture In palh- roll Sd4 for number ceal and guard it . As OM you should use your
onry employi!'d is proportion.lltl!' or U-I.Ible. For of hit. judgment and imagination as to UJClly how
humanoid ertalUrl!'S enlarged, $Irt'ngth il 91· 97 Shimmering c%rJ dance and pl.lly these items will be truted. lolling tM rules in
roughly proportional to th.llt of.ll gi.llnt of cor- over a 40' )( 30' OIrea In fronl of thll s«tion as paramtlen.
rt'Sponding sizl!', For example, a humanoid en- wand-creaturu therein blinded for Boots: All magic. l boots txp.llnd or ahrink
larged to 9' t.llil i, roughly equivl.lent to a hill 1<16 rounds to fit the Wl!iltII!t, from halfl ing to gl.llnl siu.
gil.nt (19 Strength). a 13' tall humanoid equals 98-00 A,sh to .5ton# {or reverse if larget is Eyes: Mixing eye. types Is certain to cause
a fire gi.llnt (ll StrHlglh). stone} if t.lllllel it within 60' immediate insanity for 2d4 turns. Once thi~
The wolInd'l power hOi, ill range of 10'. The timl!' has passed the character can (and should)
The wand I15tS one charge per fUll(:tion . It
targn clCillture and 1.11 it is wurinS or curyin& remove one of the magicallef1sesl
m.ly nOI be recharged. Wht're applicable, 5aV-
arl!' affectl!'d unless a saving Ihrow succeeds. Ropf$ Any magiQI rope which is broken Oi"
Not~ thai a willi ng target need not m.llke a uv-
Ing throws ahould be m"de.
severed immediat£ly Iosoes its sptcial properties.
Ins throw . NOIf' thai thoU3h the: misceUant'Ous magical
Tht' ef(ect of tht' w.nd can be remo ... t'd by a Miscellaneous Magic items are broken into categories on (he tables
di.sp.1 magic 5pf!1I, bUI if Ihls I. done , the lar~t for tht' purpose of random Jelection, all item,
must roll 01 .ystem shock check. It cl.n also be As the name implits.
arl!' alphabt-tittd togelMr in the: following de--
cOunll!'rtd if Iht' posse$$Or of Ihe wand wills th lsCOl tt'gOry is ~ catch-all for many Klrtsoi mag-
script ions.
the effect to be c.a.ncelll!'<! before 1M durilltlon of ical items. Some are J'lOWt'ffuI. othcn weak;
50mt art highly de:sirablt', others are deadly to Alch(>my lug: This magical ckvice can pour
the efltet expires. uch usage of the wand (bu t
not the cl.neelialion of an effect) el(pend, one the Ander. The number of miscellaneous items II forth various liquids upon command. The
cru.rge, It ca n be rtch.rged by I witard of 12th greall!'llOugh that duplic.alioo of itmlS in a cam- quantity of each liquid is dept'ndent upon the
o r higher It'vt'l. paign can be ktplto a minimum, . liquid itself. Thl!' jug can pour only ant ki nd of
Revu\ infonnation I.bout items with ure. liquid on any given day, Itven pourings maJ(i-
Wl.nd of Wonder: The wand of wonder Is a Initially, describe J.n item only in the most gen· mum. The liquidt pourollble .lind quantity per
,trange and unpredict.ble device that willgen- eTillI of terms: wood, mnolll, cloth, lealher, i!'tC . pouring are:
eratl!' any number of st range efftcls, rollndomly, Allow pla yers to uk questions about the look,
eilleh lime it is ustd. Thl!' usual dfect5 are feel, ,lind smell of an ilem . Ukl!'~, do nOI Salt wltl!'r 16 g.ll/Jons
shown o n the lable below, but you may 1.1ter Fresh wltu a gallons
Ihl!'5t (or iIIny or all of thl!'5t wands In your
simply bJun out the p ropc-rties and powel'$ of
an item . Items must be held. or worn, or mOl-
B,,, 4 gallons
camp.ip\ ., you St-t' fit. Possible funclionJ of nipull.led before rtVuling their 5tcn!ts. B.IIrtts, Vinegar 2 gallons
tht' wand InclUM: sage5, idelltify ,pells, and 50 on may be tht' Wine 1 pilon
bnt (and usit'st ) det erminers of ma.g;cal quali- Ammoni.ll 1 quarl
ties, but pptrilTltnlation and expc-riHlCt! are Oil 1 pir'll
useful OInd make for good rolt'-pl.ying. Aqua regia 2 gills (g oz.)
Items art listed alph.ollbet1cally. Unlts5 a de-- Alcohol 1 8i11 (4 oz. )
SCription 5PKificlfly restricts item use. or a let· Chlorine 8 d(;Jms (l oz.)
CY.llnide .. drams (II I Ot .)

158
The jug will pour forth two pllons pe'r poweriuJ being is con.ulted. pebbleo-like bean will "sprout" a creature o r ob-
round, 50 it will ~ui~ eight rounds to I;om- ject. Bags of In/Jr15 genft'aliy hold 3d4 beans,
Amulet Versus Undu d: Thb prized charm
plete a pouring of salt water. only 1 or 2 of which will be bent'lidal, the o th-
b a specially blessed symbol that enables the
Amulet o E Inacapable locatio n: This
Vta; Is typkally worn on a I;hain or as a
* weater to tum undead like a cleric, The amu let
appean ordin;r.ry, but glows bri8htly when
en sprouUIl8 monaten o r ustless things, For
example:
brOOt;ft. It appean to be an amu let that pJ'eo presented strongly (i.e" as if it wen: a holy Bean /1 Three shrieken spring up and be-
vents location, scrying (cryJl aI ball viewi", symbol) in the prrsalce of undead. The sua:~ gin wailing
and 1M like), or detection or influenl;e by ESP of the attempt to tum iJ; determined by the An ie. sform strikes the area
or telepathy. Actually, the amukt doubles the power of the amulet-t he sttef\gth of each am· A poisonoul raspberry bush with
likelihood and / o r range of these loc.1tion and ulet varies, and when one is discovered, it, animated runnen shOOtl up, but
detK"tion modes. NOflNll item identification type is ascertained by rolling on the following each of its Sd4 berria iJ; a gem of
attempts, including dllt« 1 magk, will not re- t"ble: 100 o r SOO 8P base value (or per-
veal itl tNt: nature. haps just worthlHs g1us)
Dice Ellectin aerical
Bean 14 1\ hole openJ in the sround; a
Amulet o f Ufe Pro tection: This pendant or Score k vel o f Amulet purple worm or a dji,ml ring an
brooch device serves as protectian far the 01 · 30 soh be below
PSYCM. The _arer il protect~ from the 31." 6th
mllgic illr spell o r any limilar menIal attack
that would UIUrp control of the wearU'1 body.
,.."
,...., 7th
"h
Smoke and gas cover an area of
.50 fOOl radiu. for five turns; eru·
tum in the Imoke doud can', tH:
If the wearer is slain, the psyche entm the "m' 91-00 9th
and will be blinded for Id6
ulet and is protect~ for seven full days. The~
The amulet must be wom 1.1 all times to remain rounds when they Itep out of the
aftft', il depaI'U 10 the plane of Its alignmenl. If
effective, When It is not worn, it becomes in- cloud,
the amulet is destroyed during the seven days,
ert. and will remain so for the first seven daYI Bean 16 A wyvern grOWl instantly and at-
tM psyche i. utterly and i~vocably annihi·
lated.
alter it Is put on. Its value is a function of itl lacks, its sti", is a ;1lV.lin of
sttel'\&th.: 1.00 XP value pet effective cleric pindn,
Amulel o f the Planes: ThiJ; device enables level . Bean 17 poison gal weps oul Ilo wly,
the individual posseuing it to traMport him· formtna a cloud of 20 foot radllU
M'1f instanll y 10 or from anyone of the clOM'ft App"atlll of K1¥ ailsh: Whm found, thil
that persists for one lum; while II
item appears to be a large, 5taled iron batTel,
levels of the Ouler Planes. Thi.ltavel il abso- laatl it mlshl tum tome dirt at lIS
IUlely ",fe, if nOI absolutety .... re, but until the but it has " secret catch that opens a hatch in
center to mq;ical dust (llp~llr­
one end. Inside a~ 10 leven:
individual karns the devi«', trmsport will be /Jnc!!, vllnishing, .n.nin8 lind
I'<IIndom . Rollld6. On a~, add 12. to the re- 1 Extmd / retl'<llct lep and tail chokins)
sult of a Id12 rol[ (for a mull betweom 1 ,md 2 Uncover/ covft' forward porthole
Thought, imagination, and judsment on tM
24). On a 1-3 - do not add U to a IdU roll. 3 UnCQver/ covft' side porthoks
part of the OM are required with lhil item,
Figure the total and cOMu11 the following table 4 E.xtmd / relract pincers and f~len
to detennlne where the holder of the amulet 5 Snap pincers Bag o f Devouring: this baa appean to be
enm up: 6 Forward/ It'll or right an ordin;r.ry ...ck-ponibly appearing to be
Seven HI/IIVeM 7 Backward/ lefl or righl emply, possibly holding beans, The sack ii,
1·2
8 Open "eyes" wilh c0l1tinulI1 light howevu, the lure used by an extra-
3 Twin Paradises
inside / close -eyes" dimensional creature- lhiJ; il one of itl feedins

.,••, 8Ylium
Happy Hunting Grounds
Olympus
G ladsheim
9
10
Ra itt (Ievitate)/link
Open/ dose hatch
The apparatus moves forward at a speed of
orifices,
N'ly substal\ce of animal or vq;tlable nature
Is lubj«t to HswallowingHif it Is thrust within
tM bag. The kg of dl!VOuring Is 90" likely to
9 Umbo thru, backward at six. Two pincers extend for·
ignore any inttlal Intrusions, but any time it
10 Pandemonium ward four feet and snap for 2d6 points of dam-
11-12 Ab", senses living human flesh within. it ill 60111
age each if thl:)' hit a I;reaturt-25" chanl;e,
Tarterus likely to close and attempt to draw tM whok
13 no reduction for armor, bUI Dexterity reduc-
Hades Victim in-bast 15 .. chance for . Ucca5 lea
14 tkm applies, The devic:e can operale in watt!'
1S Gehenna Strmgth bonus for Hdam.: e~h + 1 -
up to 900 feet deep. It can hold IWO man-sized
16-17 Nine Hells characten and enough air to operatl! for
-5" on base chance. Thu., an 18 Strell8th
charactu (wi th + 2 damage) i. only 6.5 .. likely
18 Acheron Id4 + 1 hours al maximum capacity, The appa·
19 Nirvana to be drawn into the bag, while a S Strength
I'<IItus iJi AC 0 and Tl!quirn 100 poinlJ of dam·
20 AtGildia charactft' (with -1 damage) iJ; 80 .. llhly 10 be
age to calUot a leak, 200 to ...ve in a lide. When
21-24 Prime Material plane' drawn in.
1M device is opel'<llting it looks something like a
The bag radiales magic, It can hold up 10 30
As an alternative, you an lubt.!itute the si"nl 10~l!r. cubic feet of mailer. It will act as a bag 0/ hold-
followtna fo r totals between 22 and 14: Ba8 of Bu nJ: This b ..g, COnJlruCied of ing (nonnal capacity), but each tum It has a
22 Ethe~a l p lane
heavy doth, iJ; about two fet1 wide and four 5 .. cumulalive chan« of HlwallowtnaH the
13 Aslral plane rtfl 10"1 (lhe lize of any other large baa: or content, and then -spitttna the Sluff out" in
ACk ), A charader who openJ it will find sev· some non-space. Creatures drawn within al'!!
24 Prime, but a ltemale Earth
eral large, pebble-like objects inside. If consumed in one round, eaten, and gone for-
Amulet o f Prool Ag ainst Detll'C lion a nd Lo- dumped out of the bag, th_ objects explode ever.
Cl tlo n: This device protects the wea rer for Sd4 pointl of d.~ each . All creatures
asainll all divination and maSkal loutlon within a 10 foot I'<IIdius must . uccnsfully save BaB o f HoIdlnt: As with other masical
and detection. The wearer cannot be detected bag:s, this one a ppea~ to be a common clolh
VI. ipell or lulfer full damaa:e. To be removed
th roush c/"irl~udilf'u'l , cilliruo)lll"CIf, ESP, ...fely, the bean. in the baa must be taken out S<Kk of aboul l' x 4' lin, The hIIg of holdi",
crysttd hillis, o r a ny other K'rying devices. No OpeM into a nondimensional space, and Its in-
by hand- t!!/oI!.irinll,iJI won't prevmt them from
aura is discemible on the wearer, and pr~ic. side i, larger than its oulside dimensions. Reo-
explodin3, nor will worki"l them out wi th
tlo ns cannOI be made resarding him unltsll a gardieM of what is put In to this Item, the baa
toob. If placed in dirt ..00 watered, each
alwayl weighs a fixed amount . Thi. weight,

159
the ~'s w~i&ht IImll In contents, and its vo l- BAG or TRICKS ANIMALS (OlO)
ume limit are drtf!rminnJ by JJUllking a pernn-
A (1., )
tile ~l and consullins th~ tabl~ below:
DsRoU Animal AC Hit Dice ffil PobIts D.maRe per AHKk

..S""....
W~lahl Volum~
I w..... 6 112 2 1
W~Shl
IS Ibs.
Umll
2SO Ibs.
Umil
JOcu. ft .
2
l ~
•• 112
I +2
2
1
Moo!<
1-211-2/ 1-3

•,..JO
15 Ibs..
35lbs,
SOO Ibs. 7Ocu. ft.
1,000 Ibs. 150QI. ft . ,• Wall
lynx, pant
1
,
6
2+2
2+2
12
12
2-.5
1-3/ 1-31·211-2/ 1--4

11
60 Ibs.
ov~loadrd ,
1..500 Ibs. lSOcu . fl.
o r If sharp obj«tJ Plm:~ II

1
WoIveriM
Boo< 1
,
l+l
J
"
18
1-411-412-5 + musk
3-12
(f rom irui<k o r o uls/dto), 1M bag will ruptu~ 8 Stilg. siant 1 25 4-16 or 1-411-4
and be ruined. Thecoruml. will ~ lost forev~r
in Ih~ vortices of ni1spaao.

8.1S of Trarumullnr. This mqkal lack ap-


pears 10 be a bag of Ilo /ding of OM of Ihe four
08 Roll
1
2
..,
Anlm.1

Owl
AC
1
1
8 (6-8)
HII Diu
'I.
'I.
HII Poinb
2
l
1
DanUIS~

,..
1·3/1-3
per Attadc

site dncribed abov~. It will perform properly


for I cf4 + 1 uses (or more if th~ U5agn are made
l
,•
Do.
Go..
1
1
I + I
+I •8 1-6
wilhin a few da y'. ti~) . .... 1 some polnl , how.
~v~r. th~ m;qj:k;1! f~ld will waver. and m~lals 6
"'m
Bull

1

2 I.
2.
N
1-611-6
and gm\ll !Ilorec.lln lhe b~ will be lurnrd into 1 Be"r 6 , +, 3D J--6 / 1--6/ 1-a/ 2-12
common me-t .. l. and !ltonn of no worlh . U.n , +2
When empt~, the bag poun. fonh thew
tr.. nsmuled metals and min~r..l, . .... n y magiCOlI
8
'" C 19<11
'" 1-41\-4/ 1-1012-7 12·7

-
itnns (othu th.:.tn artifacts and relicsJ pUc«I. in Os RoU Ani",al AC .Ut Dke HII PointJi Dam'8~ Pft' Att.ck
lhe b.lg will beco~ ordinary I~~ , g1us, o r 1 Jackal 1 1-2
'J. 2
wood ;as approp"'t~ (no Silvl~ th row) o~
the tran5Rluti"8 ftf«1s have begun .
2 1 1
• 1-211·211

,,
l 8.. boon 1 I + I 6 1-4
IbS ofTrldu: A &4g of tncb appears 10 be """'"
....","'"
1
••
J
J +2
IS
11
1-4 or 2-a
1-311-3/ 1-611-411-4
a lypicalJad.. ilnd visuill orotMTex;lmination
wiu show It to ~ empty when fint d l!Covtftd.
Howf.'V~r. .. nyone who reKMs Inside will f~1

1
JBuffalo
.."" 1 ,
• + 1 21
2S
1-3/ 1-3/ 1-8/ 1-512-5
1-811-8
a small, fuzzy obtect . II Ihit obi«t it lum
from 1M bag a~ toued one foot to 20 fm
• Tiger
• ,+, 3D 2-5/2-5/ 1-10IU / 2""

aw .. y. il will tum into on~ of tM animals on lite spell. ThO!'P. who Silv~ will ~ thrown OUI of 1M .. bility 10 produce potions. This n:duction in
foUowill8 table. blast a~a. but those who rail to $;IY~ will Mft\- ability results in th~ prrmanml lOA 01 one p0-
Th~ animals will obey and fight for the in- c.. psulated by 11 sph~r' of lorn after t .. king tion type ~ mon th. det~rmined randomly.
dividual who brouSh\ them h,lo ~l ng . ~ Wtmagt'.
kind of animal in. ide .. lnlg of lricb v..rift each Tht sphc!'!' will fonn ..round ..ny and aU Boal,. FoJdlns: A folding boat will alw,)'$
time an .. nim,,1 i~ rlr.. wn from th~ b..S. such creaturH in the 10-foot-radiuJ "!'f'.
l!\I~n be discovered u a small wooden "box"- about
Th~re .. re thn!t' t y~ of bllS5 of lricb, ~"ch Ih05e of large size. and will persist for 3<:14 o ne fOQI long, OM-hlilf fOOl wide, and one-half
c.. pabl~ of producing dlffl!rfflt kin<b o f lIni- rounds. Victims will be uNble to esc;t,pe oCtpt fOOl deqJ. It will, of courw, radl, t~ magic if
m ..1s. To determine which kind of b.l8 h ..s been by the same me,ns u3ed to bring duwn a wall subjeded to m;lgic:aI detection. The "box~ can
di9Cov~red . rollldlO. On a 1-5, a ty~ A bag of fo rce s~lJ. be used 10 Rore itcn'\$ like any other box. If a
h3s been found ; on a 6-8. it type 8 ; and on it 9 comJJUllnd word is given, howt'\l~r. the box will
or 10, .. type C. There,ft~r, the wieldtor rolls oil Ikabr of Pknllful Po llon.: Thil cont .. ioer unfold ilMlIf to form, boat of 10' qth, foW'
Ide on the "pproprialt table to tktennine tht rt5embles .. jug or flask . II is a ma.g.ical beaker fret width and 1"'10 Itt'! ckpth . A 5eCOnd (diE.
specific anim ..l found: with akhemical properties allowing il to CT~.. t~ f.. ren t) command wo rd will COIUSt it to unfold
Only o ne crealure COIn be drawn forth at a Id4 + t do5a ol lck'" 1 potiont. (~kinds of to a 24-foot long. 8-/001 w~. and 6-loot deep
time. It alone oist. until il i. slain. until ON' peeions lire- drt~rmined by ,-.ndom sdmaon. shIp.
lum has elapsed. o r unti l it is onk-red back Into See Tabk 89. page L36.J DUfen:nt potton so\1s In It. 1m.. \I~r form. the bootl hill one p .. 1r 01
the ~ of trid:~. At that point, lhe crt'..lure .. re: layered in the containrr, and each peKlnn, 0.l1'S. an anchor, , JJUllSI . .. net bteftl uil. In lts
vanishn. Only then can "notht-t- animal bt- Ina one round and refUll$ in one dose of one I.. rgff form, the boat isdecbd, h_WcJe row-
bl"O\lght fonh . UPIO l Oc.n aturftCOlnbeduwn potion Iype. ing seats, fjve tt'ts of Ooars, .. ttetrul3 oar, .. n-
from the b.l8 t'itCh Wftk. Ro ll Jd4 + I. 10 find the number of potion. char, , deck cabin, .. mut, and square Nil . Thor:
the buhr contilins. Roll again to dflennin~ fint C.ln hold thr~ orfour people comfortably,
Ikads o r I=orw: TMw small, black sphere which potions Ihe be.. kerconlalnl-d~'usion th~ liKo nd will carry fiEteftl with eI.W.
might be mlsukm for COmmO" be..d •. m.. r· a nd poLso n "r~ poMib l~ . Record tKh polio n A th ird wo rd of comma.nd CilU!ift the- boitl to
bla, o r unuwally black but luslcrl_ !'fuls. in order 01 occufTfM~- th~ pol ion. are lay _ fold itself into .. bo. ~ apjn. The words 01
From 5--8 of thne bead!; are usu .. Uy found al ered .. nd a~ pol.l~ in order. Duplication is command lNy ~ iMCribed visibly or invisibly
on~ lime. £Xh Is about thrft-qu.lrt~rs of an po55ibk. on Ih~ be.. or th~y m.. y be w rilt~n
Inch In di .. mcter and quite he.. vy, weighill8 ..1- If 1M cont...iner holds only two pollon_, II elwwMre-ptrhapJon.ln item witkin the boll.
mo5t an o unct' . C>tw COIn be hurled up 10 30 will dispm~ them on~ eitCh pn- d, y. thrtt The word, might h,v~ been lost . making the
yard.. timn per w~k : if thr~ .. re contlllrted, il will bo.ll I.lIt'Ini (eJilcept a, a smaJl bo)l) unlll th~
Upon impact , the bead sendli forth .. but"ltof di~5e them one each pt:r dilly. two timt'l per finder dilCovcn the wo rds hlmwlf (via Ilglnd
fOra! Ih .. t inflict. 5<14 point,; of .bmage upon w~k ; and if fou r o r fin are (ont,ined it will lon, consulting a Nge. physical search of a
all creatures within a IO-fool radiu. of ill an- produa ~ach iust on~ time pel' week . dUJ\3f.On, etc.).
ter. Each victim is allowed .. Javing throw vs. ~ opened. lite beilker gradually 1016 Ih~

.60
8oc:cob'. B I"~d Book: This well-made If a lpell is written on a ~e, det!'nnine the VI. polson o r become evil, Immediately _k-
tOrN! is alw.ys of small size. One will typically ,peil level by rollill3 1dlO for a prietl spell and ing out an evil priest to confinn tht'ir new
be no more tholn 12 Inche. ,all, 6 Inches widr, 1dU for a wiz.ard ,pell. If the mull is 8-10 (for aJignmt'f\t hft Book of ExQ/t.d IhiUU for other
and 1 inch thick-tome arf a mere 6 inchH in priHt) o r lo-U (for wizard) maktl a RCond die dttails).
height. Allwch boola are dUr.1llble, waterproof, roll-Id6 for priests, 1de for wizard spells.
Boo ts o f D. nclng: Thete maaical boots vc:~
Iron- and 5ilvt.r-bound, and locked. Coplts 01' Ona the spellltv!'1 is known, the OM can StI-
~nd or contr.1llct to fit any fOOl sU:e, from half-
Boa-obi blns«l book gain a + 3 bonus on their lect particular spells or detennine them ran-
li ng to giant (just as othet- magical boot, do).
IiIIvil'l8 throws (illS ~Ieather or book~ ) . domly. RKOrd page COntents RCrtltly, and do
They rildiale a dim magic If detection I. used.
The pages ofwch a book IIIccep' magic .pells not rtl1H!tlllhis infornTQlio n fo the holdflr of the
They arelndistinauishable from otMr magical
scribed upon them, and any book can contain book.
boots, and unlil actulI meJee combat i. en-
up to 45 ~II. of any level. The book is thus Once a page is tumed it can never be flipped
sa~ in they function lik!' one of the other
high ly priud by wl:r.ards of.lI sorts as a travel- back-paging through. book of infinill 'PIlls
typn of U5eful boots belo w- OM's choic!'.
ing spell book. It i. unlikely that wch a libram is iii one-way trip. When the 1~1I pa&!' i, tumed,
When the w!'arer is in (or Oeeif18 from) melt'!'
will ever be discov~ (randomly) with spells the book vanishn. The owner of the book can
comb.at , the boots of dQndn, Impede move-
already intcrlW-in.scribt.d or pmially in- cast th!' spell 10 which the book i, opened, on«
ment, bqin to tap and shuffle, heel and toe, or
scribed worla of this nature are kt'J>t carefully per day only. (If the spell Is onelhat the charac-
shuffle off to Buffalo, making th!' wearer be-
by their owners. ter wou ld normally be able 10 call by re~son of
have at if Otto's irrf'Si5tibl. dtlPlc. spell ~
class and level, however, the spell can be cast
Book of ExaJ I~ Dftds: This holy book is N- been ca,t upon him (- 4 penalty to Armor
up 10 four timn per day duelO the book's mag-
aed to cleria of good alignment , Study of the ical powers.)
01,. rat ing, saving throws with a -6, and no
work will require one ~ , but upon comple- attacks powib le) . Only a r.mov. CUr"H ,pell
The owner of the book rIftd nOI have th!'
tion tht: good citric will gain OM point of Wis- will mabIe the boots to be removed on« thei r
book on his penon in order 10 UStl il. power.
dom and v:pe~ points sufficient to puce true nature is rev!'a1ed.
The book can be stored in a plac!' of safety
him halfway into 1M next Itvel of expMence.
while the owner is adv!'nturlng and lIiIl ~lIow Boot. o f Elven kl nd: These soft boots enable
aeries neither good nor tvU losr 2O,OOO--SO,000 it, owner 10 ca5l , peIl, by m!,il1\5 of ilt pow!'r. the weart!' to move without sound of footfall
experience points for perusing the work (a nq.a.
Each time a lpell is cast there Is a chnce that In virtually any surroundings. Thus the wearer
tiV1' xp lotal is possible, requiring restoration
the. energy connected with its UK wUi cause. the can waik across a patch of dry I!'aves o r over a
but not 10wmf18 bel below 15t). EvU clerics
page to m~giGilll y tum (despite ;til precau' creaky wooden floor and m~ke only a whi.per
low ont. full v:perience level. dropplf18 10 the tions). The owner will know this ilnd possibly
lowest number of expmence points possible to of noiR-95~ ch~oce or siJenn in the worst of
even Mnefit from the lurning by gaining access conditions, 100 ... in the best .
hold the level; furtMnnore, th~ have 10 IIlom!
to a new spell. Tht: chance of a pag!' turning Is
by m.gical means or by offCTif18 up SO"'" of Bootl o f levitation: As with other magical
as follows:
everything tMy pin for 1d4 +1 adventurH. boots, thetesoft boot,v:pand orcontl'act to fit
Fighlers who handle or read 1M book are un- Spellcaster employing spell. usabl!' by own giant to halfling-siud fe-et . Bools of Ill'tIittltion
aUmed, though a paladin will 5t'nR thai it ls class and / or level ............ , ... ," 10"'" mabie th!' wearer to al«nd or dnc:end verti-
good. Masts who read it lose one point of in- Spellcaster u,ing spell foreign to own class cally, at will. The rpeed of ascent / descent is 20
telligence unltss th~ save versus spell. If they and/ or Inel ... ,", ........ . •....... 20"'" fff! per round, with no Iimjt~lion on duration.
fail 10 save, they lOR 2,000-2O,()(X) experience Nonspellcaster using priest. ,peU .. .. . 25 ... nw, amount of weight the boots Giln levit ~l!'
points. A thid" who handlt$ or reads th!' work Nonspellcastt'r using wiurd spdl .... 30~ is randomly detumined In 14-pound Incre-
sUlI:ains Sd6 points o f damage and must 5UC- ment. by rolling 1ci20 and addina the mult to
Treal !'ach spell UStl as if a scroll w!'re being
cesslully sav!' vs. spell or lose one point of Dex- a base 01 280 pounds (i.e., a given pair o f boots
employed, including time o( c~5tI\'l&. spell fail-
terity. A thief also has a 10"'-60 ... chance of an levitate from 294 to 560 pounds o f weight).
giving up his profnsion 10 becom!' a good ure, tic.
Thus, an ogre could we~r such boot', but its
cleric if Wisdom is 15 or hight!'. Bards are Book of VII!' DarknHS: This is a work of in- w!'ight would be too great to levitat!'. (Set. 1M
tntated as neutral priests. effable evil-meat and drink 10 priHt. of tha t 2nd-level wizard spell. l.uiIQtion .)
Except as indic~ted abov!', the writing in a alignm!'nl. To fully consume the contents re-
book of Utl/I.d d~ can' t be distinguished qulrH one ~k of study, but on« this has Boot. o f the No rtlt: Thi, foatgear bulows
from any other magkal book, Hbram, 10m!', been aa:omplilhed, the evil prittt gains on!' many powers upon the w!'arfr. Rrsl, he is able
etc . It must be perused. (This appliaalso to all point of Wlldom Ind enough experience to tray!'1 attoM snow at no""al rate 01' mOYe--
other work. of masical wriling dttililed ~ points to place him halfway into the next level ment, leaviJ13 no tracks. The bool5 also enable
low.) On« perused, the book YanishH, never of v:per1ence. the wearer to travel at hall no",,~1 movemen t
10 be seen again, no r can the sam!' character Priests neither good nor !'vil who read th!' ral!' acrou the mott slippery ke (horizontal
ever bendit from penuing a flmilar 10m!' ~ RC- book eithu lose 30,000-120,000 exper1enc!' surfaces only, not vertical or sharply slanted
ond time!. points or becolTMl' evil without bendlt from lhe ones) without fililing or slipping. Boots of thfl
book: there I. iii SO~ chance for l!ither. Good north wa nn the wearer, .10 that even in a tem-
Book of Infl nit!' Spells: This magial work perature as Iowa, - 50 dq.rees F.. he Is com·
bestow, upon any character of any cia,. Ih!' priests ~ing the pagn of lhe untp!'akabl!'
book of viI!' dtlrk"~ will han to ,uc«5lfully fortable with only scant clothing-a loin cloth
~bi1ity to u$t the spells within ils ~gH . How- and cloak, for iMtanc!'. If tht: weanr of tM
ever, upon fi!'$l re~ding the work, any charac- save vs. poison or die; and if th!'y do not die
they must su«esslull y sav!' VI. 5p!'1i or become bool5 is full y dl"t'S5ed in cold--weather cloth1fl8,
ter not already able 10 U$t spell, suffers Sd4 he c~n withstand t!'mper~luret allow at - 100
points of damag!' and is stunned for Sd4 turns. pennanentiy insane. In the latter event, eyen if
degree F.
Thereaftt!', he can exam In!' th!' writing Wilhout lhe IN.ve is succeWul, the priest lOIn 250.()(x)
funher hatm . Th!' book of Irlfiniltl ' priEs con- f'Xperl!'nct poinu, Ins 10,()(X) for !'ach point of Boot. of Speed: Thne boots enable the
lalnt dB • 22 pa.gts. Th!' rnlture of eKh page" is Wisdom he ha •. w!,'rer 10 run at the sptftI of a fast hotse-24
determined by riillldom die roll. Make a per- Other charilct!'rs of good a lignment suffer ~ movement ,peed . For every 10 pouncb of
c!'nlile roll and contult t.he fo llowing table: 5d6 point. of damage from handlif18 the tomt', weight o ver 200 poundl, Ih!' wearer Is "owed
and if Ih!'y look inside, there is In 80"- chance by1 in movement , lOa l80-pound human with
0100 Roll P.lge Conlents a night hag will attack 1M character that night . 60 pounds of ge"a r wou ld mov!' al 20 base
01 -30 Blank page Non-evil neutral characters ,uff!'r Sd4 points movement rate.
31-60 Priesl spell of damage from handling the book, and read- For ev!'ry hour of continuout fast move-
61-00 Wi:r.a.rd Ipe:I1 ins its pases cauitH them to succeed on a IN.V!' rl'H:nt , the weaft'l' must rest an hour. No more

'6'
than ~t houR of continuous fut movement Bootl, WInsed: Thfle boots appear 10 be magkal protective wea.r. When wom by I
~ possible befon! the wean!r mutt rest. Boot. ordinary foot gear. If magic isdetected fOf , they charadu type or cttllurf! . b1c to employ a
of speed give a '+ 2 bonus to Annor a ... In rad iate a faint aurl of both enchantment and bow, they enable lhe wearer to exctl at arch-
combat .ituadont In whkh movement of this alteration. When they an! o n the pQSIeMOr'. "y.
IOrt il pouiblc. feet and he or the concentrat" on the cinire to TM braars empower such a wearer to ute
f1 y, the boot. sprout wings ... t the heel and em- any bow (not Incl udlna cronbow.) IS if he
Boolf of Siridln, and Sprin,in,: The power the _arer to fl y, wllhout having to were proflcia\t in itl usase. if IlKh II ,.ot al-
wearv of thest; magical boot. nal a baw. move- maintain the concentration. ttady the case. IE the wearer of the braan ha.s
mftIt rate of U , rqardlHS of me or wei&hl . The we.rv can UII! the boots for up to two profidetlCy with any type of bow, he Sains a
This Ipttd can be maintained tirelCMIy for up houn pu d ... y. all at once Of in several ..hortel' + 2 bonUJ to attack roll. and a +1 bonUJ to
to U houn per day, but thucilflu the boots no Oight.s. If the wea rer tries to 1111! them for ... dama8e inflicted whenever that type of bow is
longu function for U houn-they M'td that longer duration, the power of the boot. fades used . Th_ bonUlflJ ~ cumulative with any
long 10 ·rtthaT&c.~ rapidly, blAt it doesn't abn..iptly disappear-the othm, Indudi". thOll! already bellowed by a
In addilion to the Jlriding ability, these wearer slowly dl!!lCends to the ground. magical bow or magical arrow., except for a
boot. allow the wearer to make great leaps. For evtry twelvt houn ol unUltermpttd bonus due to weapon specWiullon,
While ~normal· patH for the individual weill'-
non-use, the boot. repin one hour of flyi n,
In.g this type of foolseat an three fett 101130 the power. No amoun t of non-UJt allow. the boot. Bracers 01 Brld\latlo n: Thesoe wrist band.
boot, . 110 eNlble forward jump!! of up to 30 to be used fo r more than two houn at a time, appear to be of the ordinary sort, but they en-
feet , backwilfd leapt of 9 fetl , and vertka! able Ihe weanr to move by swinging from one
howeve:r.
$pringl of 15 fm . Some wing,d boots an better than otheR. tree limb, VUl', etc .. to another to act &om
Il cin:umstaJ\Cft permit the uw of IUch To detrnnlne the quality of I given pair, roll
place to place, The power can be employed
movemmt in combal, the wearer ClIn effl!C- o nl y in locaJes where these $Oris of hand-holds
ld4 and c:onsult the table hfl.low:
IIveJy $trike and .prins away when he hal the can ~ found. MoVt'trlH\t it at a rate o( 3, 6, or
ildtiativedurin8 a melee round. However, such Flyln, 9- the more jun&1~like the COnditionl, the
Klivity involves a degree of dangu- therc is a
base 20 .. cha.n~ that the. wearer of the. boot, ,
D4Roll Sp«d greater the movement rate.
The wearer is also able to climb trftS, vina,
will stumble and be .tunned on the following
round . Adj ust the 20"," chance downward by
" poles, ropel, etc., at a ra te of 6, and can fWing
on a rope, vine, or other danglin&, Ouible 0b-
3" for each point of Dexterity the _anr has
above U (i,e., 11 .. al13 Dexterity, 14 ,. at 14, • " D
Bo wl Command In, W.ler E1emmt;lJs: This
Ject iU if he we.re an ape.
The wearer can .lso jump as if weMing
11% at 15. 8% at 16, 5% at 17, and only 2" ilt
large container II u.ually fashioned from blue
boot. 01 JtrVIing Imd .prinring, but the jump
18 Dexterity). In any event, the boot. beller mUll culmlnlt. In the grasping of a rope or
Annor Clau by 1 due to the quickness of o r Breen ~i-pn!doUi stone (malachite or
lapi.lazull, for enmple, or somet.imn jade). It vine, movement through th. upper portion of
movemmt they allow, 10 Armor aau 2 be- lren, the climbing of a tree or pole, o r some
COrrin I , Annor Class 1 becomes 0, eiC.
il aboUI one foot In diameter, half that dftp, o ther KtivJty astOCia ted wi th brachLation.
and relativdy fragile . When the bowl i. filled
Boot. of Varied Trac:b: The wearer of these with f~ or saIl wattl', and ce!rtain words are BrlUtl 0 1 Defentr. Thete item. appear 10
ordinary-looJun,; boot. i. able. on command, .poken, a water elemental of 12 Hit Dice! will be wrist or arm ,ulrdt. Their magic bntOWI
to alter the Irac::b he leavn. The foot print. of appear. lbe summonins word. ~u{tt one an effective Anno r 0..,. equal to someone
the wearer can be made as small as thow of a round 10 speak. wearing armor and employln, a shield. If ar-
halfling o r as large IS tho5c of an ogre, bare or Note Ihal if salt water it used, the elemental mor is actually worn, lhe brKfl:n have no addi-
shod as desir«(. tn ~ition, eKn pair of thne will be stronger ( + 2 per Hit Oit, maximum 8 tional effect. but they do work In conjunction
boot. hat four addltlonal ttKk-making cap.1l- hp per die, however). Wonnation about waitt with othtr magical iteml of protection . The
biliti". Roll 1<16 four timn to detrnnine the elemental. can be found in the Monst,oWl Armor aiM the brilcen of defmtc bestow is
subtable used, followed by ld8 four timn: Com~di"m . (See also bowl of UHlt,ry d,llth dettnnlned by making a pem!ntile roll and
below.) consultins the table btlow:
TRACK TYPE'S ([)6)
Bo wl of Wllety Delth: Thi5 device looks OlDO Roll Anno, a...
exactly like a bowl commRnding UHlt.r,lnn,n - 01<15

-_., ...
Subtlble A (1..J)
lAb, right down to the color, dHi$n, magical .....u
Oa Roll
1
Tr.ck Print1,.eft
..., _ _ _ _ _ _.1
radiation, elc. How~er, when It is filled wi th
wlter, lhe wiurd mUll .uccessfully Wive v•. ,....
'6->5 6
5
3 800,
spell or be shrunk to the ,ize of a small ant and
plul18ed into the anter of the bowl. Ill1ait wa-
51-"

5
Bull ter is poured into the bowl, the ...vina throw
suffel'l iI -2 pt'n.alty.
~ 2
BrlCers of Def~H-lflIIMN: These Ipptar to
The victim will drown In Id6 '+ 2 roundJi, un-
7 Giani , hili Itt, mask i. used 10 Wive him, fo r he cannot be be &racn'J of d,flnH, and will act ually lI!f'Ve as

• Ga.. physic.lIy removed from the bowl of UHlt,'lI


d,ath o.c~p t by magh:...1 muns, animAl
.1.ICh un til the wearu I...ttacked In anger by a
dangerou.~y, At that mo~t , tht braa:n
Annor 0 .... 10 10 and nepte any Ind
WOI'H-'fI
growth , ~,"IIl""', or wish ... re the only l peli.
all other maskal protection, and Dvctttity bo-
_ p• • •
,
' oO
that will free the victim and mlore nonnal
liu; a polion of growth poured into the wat~r
will havt the same effl!Ct; a $tW,t toII t lT potion
nusn. BrAcm of ",flnHldJMM can be re-
moved only by meant of .. "mow CUrM spell.
will Vant the victim another lilvins throw BraUer Commandlnl Fire flelQfllta.: This
(i .e., a chance that the curse mqic 01 the bowl devkt appe.an to be I nonnal container for
wo rk. only briefly), If the victim drown., holding burning coals un less magic is detecled
death ispenroanmt, no fft4Irrection ill pogible, for, It enables. mase 10 swnmon an elemental
7
and even a with will not work. of U-Hil-Olce strength from Ihe elemtntal
• Bracen of An:hHy: These mqica! wrist
bands are indat1naubhable from normal, non-
plilM of Fltt. A fin! must. be lit in the bramr-
one round is ~uim to do 10. If sulphur is

161
a<:kkd, dw tlemtntal will gain + 1 on tach liit be full of coins. If totally nnptlCd, and left so Dice illr eltmental on Ihe following round. If
Oit (i.e., 2-9 hit points ptr Hit Dit). The fire for more Ihan a few minuln, the magic of the IIICflnH o f ml'ditAtion is burned within tht cen-
tlemt'ntill will apptar lIIlIi toOn .. the! fire is purse il lost , but if one of ilny coin il placed Hr, Ihe IIlr elemental will have a +3 bonu. to
burning and a command word Is ulltrtd . (8ft within Ihe b.lg, many coins of the f,amt' typt eOilch of Itl Hit Dict, and it will obey the com-
MOl'ls/row Compr"di ..", for olhtr details .) will bto found inside the nellt moming. Thr mand~ of Its ~ummo nu. If tht cenlitr is extin-
Iypn of coins found is dttennin.:d by consult· guished, theelemental will remilin and turn on
Brule r of Sleep Smoke: This deva i. ex- ir\3 Ihe lable below . the lummonu (Re Elnnenlal in the MorU' rol41
actly Ii!..e thc braI~r C'omllla/Idins fir• • I.m./I- Once Iht typc of baS I, determined by roll, Comp""dium ).
tuu. Howrvrr. when iI firt it starltd within ii, ils abilities will nol change.
lhe! burning Ciluses a great cloud of mll8kal
smokt 10 pour fOrih In iI Io-fool r~iul from
the bruter. All creatur~ wIthin tht cloud
Dl 00 Roll CP
Ol -SO
SP
26 ,. ,.
EP
,.
CP PP Cems'
26
Cfl'Is-er 01 Summonln, HOIllle AJr Elemfl'l'
tolls: This Ihuriblt is indi6l1nguishilble from
other mOilsinl and ordinary cenHrt. It is
51-90 26
must succnJully 5ClVt VI . sptll or fall into iI ,. 26 cursed: any ItlcenH burned wllhin il cauSH
91-00 26
deqJ sleqJ. 1d4 enrOlged OiIir elementOills 10 appear, one per
At tht pmt momenl , ,II fire tl~ntal 0( 12 • Ba5e 10 I!.P genu that can increa.se to a round . These ilttilck ilny and all cn'atum
Hil rna apptars ilnd attacks tht nuresl C'rea· maximum of 100 gp only. within li8hl, The censer cannol be 4'Jetm-
lure. SleqJlng Cre1UUrn C1111'1 be awaktntd only guishcd, and it WIll bu.rn unlil either Ihe sum-
C.ndl r of Invocation; These 5pccially bless·
by ml!'anl o f a d15,n1 mugl'" or (I'IIIO V (' CIJrst/ ~ tapers ilre ckdicated to the pantheon of moner or the elementa" have bftn killed.
spelL
aOOs of o ne 01the nineillignmenl5. The typic.. 1
candlr is not remarkable, but if a d"t"c-rion Chime of tlu.n8er: Thisdevicr look. f'lIKtly
Brooch of Shielding: This appears to be a ,pell is CllSt. it WIll radiate magic. It also radio like a chmlfl of opMmg. In faCI , it will operate
piece of .lIver or gold jewelry (lO~ chance atrs good or evil , if appropriate. as a ch,m, of 0 Pfl'Wtll for HVeral usn before
that there are iewels set in ill. It is uied to fu- Simply buming the candle gencratrs iI fa· its curse is put into operation.
len a cloa.k or ca.pc In addition 10 Ihi, mun- vorable aura for lhe Individual to doing-if When the curse tab, effect , at Ihe OM', dis-
dane l.ask, il can a.bsorb ~ mmlles 0( the the ClIndle', alignment matches that of Ihe crelion, Ilrikll13 the chime 'iluses aU ClutU,,"
50rt gtner-utd by tpl!'U , wand, or olher mqi· characler's. If burned by a pnest of the Yme within 60' to be Immrdliltely strllCk with r.. v·
cal drvlCe. A brooch c.n absorb up to 101 enous hunger. CharKtert will tur into Iheir
OiIilgnment , the candle tempor.l.rily InCreasH
POint. of ma.gic ml"ile dam. bd'ore il mtltl Ihe priest', lrvel of I!:lIperle~ by 2, enabling rations, !gnorins tverything else, even drop-
and b«om~ usel_. Its use can be ddermintd ping everything Ihey are holding in order 10
him to cast additional spells. Ht can even casl
only by meiln. of a dfllf/ct "'"lIC spell and thtn spells normally unOilv.!ilable to him, as if he eat. Crealuru without food immcdialely
eJepcrimentation . available will rush to where Ihe chimfl of h,m-
were of tht higher levtl. but o nly so long as the
gil, soundtd and attac k any creatures lnere in
nndle continuH to bum . Any burning allows
Bruom of Animated Auack: This 15 Indis- the casting of a ,AI' spell. Ihe respondent be- ordcr 10 kill and ut them.
linguishilblt from a normal broom, except by ina of the alignmtnl of the candle, but the ta- All Cn'illurt"S mu" eilt for alle..st one round.
mc;ans of del«lion of it, nugic. It is idcntica.1 per is Immrdiately consumed in the pTOCnli. After that . they are enlilled 10 a Nvi", throw
10 a broom of fly"" by all trst, ,hori of at- Otherwis-e, each candle bums for fOUf vs. spell on each lUeenslve round unlll they
Icmptrd usc. U'Ir\3 il reveals t~t a broom of houn. It il possible to utingulsh the candle as succt-ed. Atlhilt point, hUngfl" is 5CltWled.
a/U/I1atrd "flACk is a very NI~y Item : one would iln y o ther. However, it can be
If a command word ( ~ny,~ ~SOilr,~ ctc.) i. placed in 101 100ntem or otherwise sheltered to Chime of Interruption: This magka.llntln.l·
spoken, the broom will do a loop-the-loop protect it from dr.fts and other things which ment can be struck once per tum. Its monilnt
with its hopeful rider. dumping him on hi. could put it out . This doesn't affect its ma.gkal tOM lasts for thlff full rounm. Whilt the
head from ld4 +,5 feel off Ihe ground. Tht properties. chlmt il resonating, no spell ~uiringa vero..l
broom will then attack Ihe ~u nncd victim, component can be cait within iI 3O-fool rildlu.
5watling the face with the S!filw/ twia cnd to C.rpet of Flying: T he l i1.e, carrymg capoilci· of il un lC5S the cuter is able to make a .... vlng
blInd and bealing with Ihe handle end . Iy. and speed of a c.rpet are determined by throw y •• breath wupon . After itl effects
The broom gelS tw o attacks per round wllh rolll"8 ptfCl'ntile dice and consulting the tilble fade, the chime must be m trd for atleil" leV-
eilch cnd (Iwo swats wilh the ~filW. two with below. Each carpet hilS its own command en rounds. If it i. struck again bd'ore this time
the handle) . It attacks;as if il were a 4-Hit·Oice word (if you use the optional command word elOilpsH, no Klund issuCi lOri h, and oil full tum
molUtrr. The wr;aw end cauws blindnCM for rules) 10 acti vate it-if the dcvicr is within must elapse (rom thaI point in lune bd'ore If
OM round if It hUI. The other end cau5CI IdJ voice range, the command word Will activate can apin be soundtd.
poinls of damage when il hits. The broom il it. The Carpet is thm controlled by spoken di·
Armor OaSli 7 and takn 18 hil points to de- rrctiolU. Chime of Opening: A chimt of opening is a
stroy. The5e rugs are 0( ontnlill milke and design . ho llow milhrill tubl!' ilbout l ' long. When it i.
Each is beautiful and durable. Note, however. struck, it sends forth mOilgical vibrattOOi that
Broum o f flyinr- This magical broom is thOilt teart o r o ther rtntl cannol be rt"P'lired- cause locks, lim, doon, valves, and poriills to
able to fly through the air at up tu JO baR without special weOlving t«hniquC5 generall y open . The device functions ilgainS! normal
movement ~ . The broom can ClIrry 152 known only in di~ant , fXOlic lands. bart, shackln, chain., boilS, etc. The cllinlf' of
pounds at thi' rate, but every 14 addilional o,nning also destroys Ihe masic of a hoM po~
pound, slows movemtnt by 1. The device can 0100 t,,'spell o revtn a wllArd lockc..st by iI wi1.llrd
climb or dive at an ansll' of 30 dcgrecs. A com· Roll Size ap.adly S..... of IHI than lSlh level.
mand word (delermm.:d by the OM) mu,l be
used The broom will Ira vel alonl!' to any desri·
01-20
,....,
21-55
3' 11 5 '
4 ' 116'
1 p.!rson
2 people ,..2 TM chime mull be pointed at the OiIrea of tM
item or gate whkh is to be ~ or opened. It
nallon nilmed . It will come 10 ils owner from S' x T 3~le JO is lhen struck, ,J dear chimina ri"3 .ounds
as fiIT aw.y a, 300 yards when he 'peaks lhe 81-00 6 ' 11 9' 4 people 2' (which may aur.K1 rnonsten ), and in one round
comma.nd word. the target lock is unlocked, Ihe ~cklc is
CenM'r Conlrolling Air [lenlenl.k: Thil 6·
wide, I ' high ptrforatrd golden vesMl ~­ looted. the S«TCI door II opened, or the lid of
Bucknard'5 [ved.. ll rune This Item <lip- the chest It lifted . If a chest is c~i~ , ~.
bits thuribks found in places of worship . If
ptars 10 be a leather pouch or small bag. Each lock«i, ItXktd. and wizard locked, it WlII tab
morning it duplic.ltrs certa in coIns- and pot. filled wilh incense ilnd lit, a command word
need only be spoken to summon forth oil 12 Hil four JOUndinlJS of lhe chime of OpminlllO gt'I it
slbly gems as well When found , Ihe purse will open. A silfln",. 5pC1I negates lhe power of the

.6 3
device . The chime k4i51dSx lOchiiorges befo~ lal\), and 25 % art sized for ptl'$Ons of about aoak of P ro tection: The various forms of
It (Tacks atI<l b«omes useless. 4 ' height (dwarves. gnomes. halfllngs). this marvdous device all appear to be norm.. /
garments made of cloth o r le.ther. However,
Cloak of A.r.chnfd ..: This blilck garment C1wk ol Elvt'nlUnd: This cloak o f rltutrilol each plus of a c10uk of protllClion betters As-
gives the wearer Ihe ability to climb as if 110 ,pi- S;tiloY clolh is indiMinguilhable from an ordi- mor Gus by one and adds OM to 5aving th.row
ikr climb spell had bftn placed upon him. nary dOilok of the 5oi1mt' colo r. However. when die roUs. Thus, a clouk + J would lower As-
When magic ill detected for, the cloak miilotts II ill wom, with the hood drilown up around the mor OUII 10 (no armor) 10 ArmorOass9. iIond
iIo strong iIoUnl of alltTiiolion milogtc. head, It enabln t he weuer 10 bt nea rly give II. + 1 bonus to savl"8 throw rolli. To de-
In addition to the wall-climblng ability, Ihe invisible - the cloak has chameleon-like tennine how powerful a given cloak iI. roll
dOilok grants the wum immunity 10 entnlp- po wen . pera:ntlle dice and consult the table below:
ment by webs of any 5Ort-the weil~r can iIoe- Outdoon, in niltural surroundings , the
DIOO
tually move in webs at a rate equilol to thil t of wearer of the cloak b almost lotally uwisible;
Roll Power
the tpider th.l created the web, or 411 a base in other settings, he is nearly so. However, the
01·35 cloak + 1
movtmt!'nt rate of 6 In other c"'". weilore:r is fasily 5t'tn if violently or hastlly
J6-6S cla..k + 2
Once per day the weart'r of this cloak can movins, regard!"s of the 5Urroundings. The 66-aS cloak +)
cut a doub lH iud totb. This operala like the invisibility bestowed is: _
2nd-level wiurd spell . _ "'~ _ _~"'" +t
Outdoors. niil/urAl , urTQundinp ~ cloak +5
Finilolly, the wearer IJless subject 10 Ihe poi-
htavy SJ'Owth lOO~
son 0{ arachnids. He gains a +2 bonus 10 all This device can be combined with other
light growth 99 ..
saving throws". such poison . item. or worn with leather iIonnor. It cannot
open fields 95'
function in conjunction with any sort of masi-
rocky terrain 96 ..
Ooak ol the B.I: Fashioned of dark brown cal armor, normal am'lor not made of leather,
or blilock cloth, a cloak of this Iype is not ~iIod­ Urb,;ln surroundings o r with. II. shield of any sort.
ily noticeable ill unusual. II radiates both en- buildings 90"-
chantment and alte ral ion in equal brightly lit room SO ... Crystal 8all: Thil is the most common form
proportions. The cloak bestows a 90'111 proba- of JCrYI", device: iI crystal Iphere about 6 ~ in
Underground
bility of ~ing in visible whfn the wearer is Ma- diameter. A wizard can u&t the devicc to see
lorcl\flantm'& light 95""
lionary within a shadowy or dark place. The OVfr virtually any dislancc or into ot her planes
infravision 90"-
wearer Is also iIobli! to homg upside down from of olsttnee. The uwr of iIo crystal bull must
Ihe ~i1i"8 , like a bal, and 10 maintain thill
IJgh ticontlnuallighl SO .. know the Stlbject to be vltwt.d. Knowledge cilon
Hme chance of invisibility. Fully 90 .. of these clOiIoks iIore stud for hu- be from personal acquaintance, possession of
By holding the qes of the prment , the m .. n or t.lven;iztd perSON . Theother 10"- are personal belongings, a Iikeneu of the object,
wearer is able to ny al .. speed of 15 (Miloneuver lizt.d for smalier persons (4' or so in height). or accumulated informal ion . Knowledge.
Class: B). If he desires, the wearer can actuill1y rilother lnan distance, is Ihe kt')l' to how SUCCtsl-
Iransform hJm,eU Into an ordinilory bat- all Oo.ak o f the Manl. Ray: Thllcloak appears fullocatlon will be:
po5SoeISions worn or carried will be part of the to be milde o f leather until the wearu enters
transform.tion- and fly accordingly. Flying. Chance 01
salt water. At that timt' the cl~k of tlllI munto
either with the cloak or as an o rdinary bilt , can SubfH:1 b Locllln.·
rUJl adheres to 1M individual, and he appears
be ilCComplillhed only in dark"", (either under Pft'SOnaily well known 100""
neuly identicilol to a milnla ray - the~ is only a P~y~n~Y ___~M~
the night sky or in a lightltsl o r ncar-lightless 10" chance that 5Omeone K'ting the wearer
envlroT\lTW!nt underground) . Eitbu of the fly- PictutTd SO ..
will know he isn' l a manlilo ray.
1"8 powers I. usable for up to one hour at a Part of in pes_ion SO""
The weil~r call breathe ullderwater iIond has
lime, but aftfr a night of any duriltion, the a movemenl rOite of 18, like iI manta ray (_
Garmen' 1II ~on 25"-
clOJlk will no t bestow ilny nyi"8 power for a Well Wormed ~
lhe Motl,strous Compllndium) . The wearer also
Slightly Infonned of 2O~
like period of time. hilS an Armor easa of al least six, that of a
The cloak iloilO provides a + 2 bonus to k - On another plane - 25'110
manta ray. Other maglci!.l protections o r magi-
mOt' Oa,.. This benefit otenm to the wearer cal armor can improve that armor villue. - Unless masked by magic.
evtn when he Is in bat form . Although the cloak does not enable Ihe
wea .... r to bite o pponents as a mania rily does, The chance of locall", iIolso dictatn ho w
Cloak o f DisplAcement. This ilem apptan 10 the garment hal iI tail spint which ciln be' used 10"3 and how frnjuently iIo wizard will be able
bt .. normal doak, but when il is wom by a to 5trikt iIot opponents behind him. The spine to view the subject :
character its magial propt'rties distort and inflicts 1d6 points of damage, and there is no
warp light waves. Thil displacement of light chantt of ltunnlll3. This illtack can be ustd In Chancn of VlewJng
waves caUItS the wearer to appear to ~ l ' to addition to other lIOns, for the wearer can rt- Loe.lfnS ' Period Frequency
2' from his actual potition . Any miS$ile or me- It.iIox hi, arms from the cloak without sacnlic- 100' or more 1 hour 3 timn/ day
lte attack iIoi med at the wurer automatically
miMes the fitst time. This can apply to fin! at-
tack. from multiple opponents only if the SK-
ond and succtMive allackm were unable 10
i"3 underwater movtTllent if 50 desitTd.

Oo.k of Po!Jollousntss: This pilortkular


cloak is usually made 01 a wool-like material,
.....
99 .. to 90'"
'89~ to 75'110

49'111 to 25 ..
24 " o r less
30 minutes
JO mfrilJttf
minuta
15minules
10 minules
J times/ day
2 lima/day
Illmf/day
1 timf/ day
1 time / day
obstrve the iniliilol disp lacement mi". although it can be made of leather. It radiates
After the fint attack, the cloak affords a milogic. The cloak can bt hilondltd without • Unless maskt.d by milogic.
+2 bonus 10 p rotrction (i .e ., two classes btt- harm, but as lOOn as it is actually donned. the
teron Armor Dati), as well asa +2 bonus to weilorer is stricken $lone dead. Viewing beyond the periods o r frequencies
savi"8 throws venus attacks directed at the A cloak of poiJ<molJ5neB can be removed noted will force the wizard to roll a saving
wea~r (such as spells, giloze weapon atlilcks, o nly with a rll!m OViI! CUtH sJKII- thls destroys throw vs. spell each round. A failt.d laving
spitti", and breath attacks, etc., which iI~ the mqicai properties o f the cloak. If a nll!"- throw permanently lowers the character'. In-
'limed 1101 the wearer of the dOldc of d ispliilCf- truliu pooon spell is then u5e<i, it miloy be p0s- telligence by one point and drives him imaM
mli"I) . until healed.
NOle Ihat 75 .. of all clCUlQ of displucllm,-n'
sible 10 revive the victim with iIo rAise dil!Qd o r
1'II!5urrllCtion spell. but Ihere ill a -10"," chan~
Certain spelll ca.st upon the u5tr of the cry._
are sized for huma M o r elves (pcl'$Ons 5 ' to 6' of Succttl because of the poison.

164
IAI bAli c.n improve his chanct5 of using the ar 10 the finding of the UII, ud hllpnosis bAli Attack Form Extr. Cha rat'S
dev~ luccnsfully. Thrw ;n~ co'"p,-ehfwd
IAllsuAsas. r/lud IIIASic, lII(rllllis'OIl . and
and the characte"r(s) loc./llinll it . Catapult-like miflJles
~ry hot normal fires
1
,
IOllgun . Two spe:lls- da/ec, IIlAgiC and rh,pct
.vII/ good- un bt cast through a cryt,al iHzU .
Hom o(bLuII",
~ b/au fj"bftll ,•
,,,•
The: ch.nct of wcens isS .. per Itvel of exptri. Qi,intr,rlltc
me. uf the WlZilrd . Fi,-,"""
Cerllloitl C'-1I5'ul bulls have addhional Fint , 'omr
powers. These 5pf.'11 functions operate at 10th _ ""....strika

,,•
!fl.e!' To delerm ine whethe(. crys,u' ball has US/llniliB bolJ
extra powers., roll perunll1t d ice and con~ult Me/Nr s w,qnrl S
Ihe t;lble btlow: P~/'

0'00
Roll Addltlo n.1 Power
ehAMdoor
Prismu' K:: SPrAll
Wtl/l of fir.
,
2
.'-50 crystal bAli
,..".
51·75

9. -00
crystAl bAli with c/Ainmdi,!/Ice
crysttd bldl with ESP
UIIS/U' bAli with 'elepilt/III'
Cube 01 FrOtt ReJista nce: WhetllM cube is
;&el ivated it enciotH an are, 10' per .ide, re-
I04!mbling a cuw of fQ" •. The lemper,ture
wilhin this arca is always 6S dqrers F. The
• Communic.il lion only. field will absoril all cold-bawd ilHacks (j.e.,
Only creatures with Intelli3tn« of U or
bc1lff
the Rlbj«ts of scryi"3. The baw chance
termitled by d;ass.
is.
have a chana of nolicing Ih;lt Ihf'y ;Ire
cOl1e 0/ cold. it. sto mr, lUId even white draa-
on's breath). However, if the field It subjected
10 more Ihan SO points of cold darn;age in any
tum (10 rounds), It co ll;lpsH .lnd cannol be re-

,..
newed for one hour. If it rece1Vft' ovt'r 100
fighter
P.ladin ...,...
. o.
points of d;lrnage in one tum, lhe cube 15 de--
ilroytd,
Cold belo w 0 degtra F. effect ively InAicls 2
Ito ......
Bani
Thiol
Sp!'II.Utotr
...
So.
points of cold da mage on thto cube for eVery
-10 degreotS, so IMt lhe cube IS al -:: when
lhe lemp!'ralurr of lhe .. 11011(1 IS at -1 10
- IOdqreesf.• -4.1t -Uto - ZO, ele. Thus,
for eKh POint of Inletligen« above 12, the Cube of Force: This device can be made of at - 40 degreotS F. 1M deVIce can withstand on-
creature hal an add Itional arilhmellc..lly a". ivory, bone. or lIn y hlllrd mmeral. It IS aboul ly 42 points of damage.
cendins cumulatIve chanCe bqmnins at 1'10 the . Ize of a large d ie- perhaps /jf . acrOSl-
W

(i. e., 1'10 at Intelligence 13, 3.. al 14, b 'lo at and enables ils possessor 10 PUI up a Willi o f Cubic Gale: Another small cubic device,
15, 10 '10 011 Ib, 15 '1> at 17, 21 9, at 18lntelli- force 10' peT side around his penon. This cu- this Ilem is fashio ned from camco.lian. The silt
gena, ;1M 10 o n). Thew Cf'e;ltures also have a bic tcreotn is impervio us to the atlKk forms sidtS of the cube a ~ eilCh keyed 10 a pla.ne, one
cumulative chance of 19, per !fl.eI of expen· sho wn on Ihe table ~I ow . The cu~ ha" J6 of which will a.lway. be the Prime MatftiillL
enee o r Hit Dice of detedin~ ICrying. Tre;lt cha.rges, lUId thn energy is rtilored u ch day. The other fi ve sidrs/ plants can ~ dttennined
monslfts a5 the gTOUp ali which they make SOIIV' The holder ptn$t'S one face of the cube to actI- by the OM In any manner he e~.
it13 throws. Ch«k uch round of ICrying.. and vate or deadiva. te the field : II a ~de of thl! clolblc SlitI' i. prased ona, It
if Ihe perCentage o r Ins is ro lled, 1M subjecl u pens a nexus to lhe lIIppropriate pla ne. Tht're
becomes aWilre of being walchw . ChafJt' COlt is ;a 10'110 chancl! per turn that somethi"i will
A dl$p,1 IIlllgic will nute a crll$lAI bAil to Per Tum! co me through li lool-:ing for food , fun , or trou-
C . .. Movemenl bit'.
aut function ins for o ne day. The va rious
'K. Rate EHect If a side i. pre!ii1i4!d twice. the cruture 10 d0.-
protectIo ns "i;lin!i.l crysud bAli vlt'wit13 will
simply leave the device ha~y and 1'101'1 -
functIo ning.
1
,
111

US
...
kftploutlun, wind,
,
k.erpJ out non-living
Ing. ;alona wilh ..11 C",lIItures in a S' ~ius will
bt' drawn throush lhe nexus to thl! other plane.
It is impossible to open more than one nexus at
You may ;allo w other K rying devices for
clerics and druidt- w.lter bums and miTton
a~ IU88ffied . Have them function as normal
, l/.
m..atter
k~ Oul livlns mat-
ill time.

Daem'. In".n l Fo"reu: Thi, metal cube i.


lu
cryslAI bu'h .
,• 41. ke-ept o ut ma.gic small, but when activated il grows to form a
Cry"al Hypna.K Ball: ThIs cuo;ed item it; .1 ' k~p' out a.li things tower ZO' !!qua", ;lnd 30' high. wilh ;lrrow slits
indl5linguishlllbic from a normal crys'tll bull,
and it rad iales mOllgic, but not eVil, If detected • Of normal deactivates on all sldn ;lnd a milChlcol.lted billliement
atop it. The met;l] walls exte:nd 10' into Ihe
for. Any wlurd attempllng to Ult' It will ~ When the foret' K reen il up, the followin~ ground. The forl~ h... a $lTlali door which
come h ypnoti~ed, and a teleplilthic , u88l1StiO n alloacQ cost exlrlll cha.rgt'S fro m the cubt in or· will open only al the command of the owner of
will ~ lmpilltlted in his mind . der 10 maintain the integrity of the screm . the fortreu-t'ven Knode spells can't open Ihe
The user of the device will believe th.t Ihe Note th;at these spells canno t be cast e"ither into <lao"
de5irw o bject was viewed, but actually he or oul of the cube: The ;ldamantite wall, of D"I1n/ " IUIAIiI for-
came parl ially under the influence of a pow . trN<f ilre unlllffecl~ by nQrm;lj weapons other
erful wizard, Hch, o r even ro me power l than calapuil •. The tower ca.n abiorb 200
being fro m ;anolher plant . E..ch further U5f' point' of damll.llt! before collapsing. Oam~e
brings the crlls tal bull lIuer mo re under the sustained is cumulillive. a.nd IN- fortrt'511 COlIn-
influence of Ihe c rea t ure, eIther a, .. servant not be repa lttd lahhoup , tu~h will restore
o r tOClI. The OM decidu whether 10 m.. ke 10 points of diim.lle wtCained).
th is a grllldual or sudden affair according 10 The fortteM 5pringJ up in just one round,
Ihe , ur roundlngs and ci rc umstances peculi- with the door being the de'V iet-'. owner. The"

. 65
door will open and dose instantly at hi. com- OECX OF MANY THINGS C.rdf
mand . People and C!1:illv. rn(except 1M owner l
mu, t ~ C:OI.refv.1 not to ~ c:aughl by the
Plaq ue PI.yl"S Card £l£cc:t
fortrns', sudden Srowth. Anyone 10 c:.. ught
s..n KD Cain benefICial mitall.:meou. mqical itm! and 50,000 XP
. ustilinJ lOd10 point' o f damaSe.
M~ QD You are (p'.iIIf\tcd 1d4 wishes
St" JD lmmfdiately pin 2 points to"prime tequitite ability
D«.. nter of Endlen W,ter: This SlOppe~ " Comet 2D Dtofeat the no.t mot\5ter you mftt to pin 01'lC level
fluk looks o retinilry but rildiatn the auu of Thron, KH Gain Charisma of 18 plus a small kft'p
mask . If the ' to pper i. removed, and the K" QH Gain a trtuurt map plu. one magic wl!'apon
proper words spoken. a ill1:am of fr~ o r $illt Kntaht JH G;ain the wrvic:e of a 4th-levl!'l fie;htu
watu poUR out. as orde~. Thel1: al1: SCPil- "c.m lH Cain your cho~ of 20 piKa of J~lry or.so scm.
rille commilnd words for the ilmount ... wl!'l1 at The Void KC Body functionl, but .oul is tra~ dMwhtrt
the type 01 wiltl!'f. Water a n ~ milde to come Aame5 QC Enmity bet:Wft'n you and an o uter planar creiltun
forth as fo llows: Skull IC Dtofeat Death or ~ fottYl!'r destroytd
SttWfm: POUR OUI 1 ,ililon per I'Q\Ind " T..loo, lC All ml8ic:al ltl!'m, you pot.SC$II di.a p~ar pc:rmanentiy
Fountain; S· long streilm at 5 gallons per Ruin KS Immediatdy lose all wealth and real property
ro""" W",'" QS - 3 ptena.lty to all5ilvlns throws VS. petriHcatioo
Gey~r: 20' lo n8 5tl1:ilm ill 30 pilon. per ROlliI' IS One 01 your htnehmen tum, ~inst you
ro""" " BalOUlt't 2S Change ali8nmft1t Instantly
The s eYfof:r C:ilUSCS c:oMldel'ilbk back pres.- J"tet Jokl!'r Cain 10,000 XP o r two mort drilwi from the d«k
,lue, ilnd the ho lder must ~ well brilCtd o r be "Fool Joktr with
J,:nocked OYU. The force 01 the gey.u will kill Tl'ildutark lose 10,000 experience points and draw ap.in
. mall animal. and inseclf (mice, mo ln , small "VizieT AD Know the answtr to your nCltI dil~il
bilts, etc.). The command wo rd must be' ginn " Idiot AC lO5e 1d4 polot, of T"tl!'lI~t; .You may draw apln
to cease. " FatH AH Ayoid any situation you choost ... once
Oec:k of D1u,loM: This set of parchml!'nl
" Conten AS You arc im prisoned (5CC ~Iow)
cards \J; Ufu.ally found in an ivory, leillhl!'r, or
wood box. A full dl!'Ck C:Onsi"5 of 34 urd, 014
, uit,. When il card is drawn at random and The card. in a particular deck may differ cards it drawn from thl!' pack. iI. magic is be:-
thrown 10 the ground, an iIll,lllon with a udlbll!' h om these, and a dl!'Ck mily ~ discoyel1:d with stowed upon the pnwn who drew it, for belle!r
IOIDC of itl cards mitflns, The iIIldioPIS ~ or wone.
and visual component, if fonned. This lasts
until dlspf:lled. The illusionary creature will fo rm normal routines and fKpond to TnI!' cnaratter with :II deck 0/ mun)' things
ilttac:b- thcy dlould ~ played as if they were can a nno unc:e that he! i. drawlng onlyonecard,
no t go mOI1: th .. n JO f~ ilW"y from where the
card landed, but will otherwise move and ..ct rtal creatures. or he can draw two, thttt, four. o r mof'!! .
.., If it were real. W~ thl!' illusion I, d i,pelled, Howevtr, the number mutt be anno unced
DKk or Many Things: A dale of ,"uny
the c:ard becomH bl .. nk and cannot be ulCd prio r 10 drawins the first (ilrd. If a }ester i,
lhi"iS (~I!'ficial and baneful) il \IIuall y found
again. If the cud I, picked up, the iU\.I5lon is dr .. wn, the poMftSOr of the deck may I!'ltCI to
in a box o r Inthtr pouch . Each deck contains a
automaticall y and in.tantly dispelled. The number of card., or pliMjUH , made of ivory or draw two additional card •.
cards in a deck and thl!' illusions they bring Each t.iml!' a card is taken from the deck It is
YI!'Jlum . Each i, engraved witn r.lyph5, ch3uc-
fo rth are as follows: ters, and magical.igils . .As soon as one of these rtplaetd (makir13 it posaibH! to dra w the same
c:a rd tw ice) unlCM thl!' draw is a jHl.er o r fool, lo
whkh Cil5t the card is diiK.illrd~ from the pack.
DECK OF IllUSIONS Cards A d«k of muny thing! contilins dther 13 caM
H,.,., Diamonds Spackt 0"",
(7S~ chance) or 22 cards (25'). Additional
cards lo a 22-card dl!'Ck are indicated below by
A : Red drqon A : BcholdC"r A: Uch A : Iron solem an asterislc (. ) bei'ort Ih tfr ""mH. 10 sim ulate
K Ftghlu &: K: Wizard &: K: atric. K: Thid &. tht maskal cards you may wilnt to UR the no r-
4 guard. ,pprentke 2 underpriests 3 cohort, mal pl,yins card in the lUiu indicated In the
Q : Fnnale Wizard Q : Ni3ht hag Q : Medusa Q : Pillies stCOnd column . (The notation I. fact v.lut,
J: Druid J: Harpy J: Paladin J: Bard then lUit,)
10: Cloud siant 10: Fire glan t 10: Frost gianl 10: Hill s ia nt lJpoo drawing the 1<151 card poMiblt, or immr-
9 : Ellin 9: Osrt mil~ 9: Troll 9: ~ diately upon drawing the COInif in bold fact (The
8: BlI8bf:,iU' 8: Gnol! 8 , Hobgoblin 8: Ore VoKl and Donjotl), the dKk disappears. The
1: Goblin 2: Kobold 2: Goblin 2: Kobold cards art oplaintd In gru,ter dttaiI. btiow:
Job" (2): 11Julion of the deck', owner 514,,: Roll for .. miKt:llancous mqleal itl!'m
(Tab/I!' 58) until a useful item is indicatltd.
Moon : Thi. \, best reprutnled by a moon·
stone sem with the ilppropriatt num~r of
wl,hes , hown as &ll!'ilms therein. These wishes
al'C! the same al the 9th-leYd wil:.ard 5pC1I ilnd
must ~ UllCd in a number of turns equal to I.he
nu mbtr rtcCiYed.
Slur: If tke two points would place the char-
acter', KaI1: at 19, usc ont or both In any of the
other abili ties in this order: Constitution, Cha-
r ismil, Wisdom. Dutl!'rlty, IntelliSl!'nce.
Stl1:1'lgth.
Co met; The plaYl!'r mlat sin&1e-handedly dt--
feilt the ned hostile monsttr(.) c:ncounte~ or
the benefit if lost. Ii fUttessfu l, the chal'ilCter
movtl to thC' mid-point of the next experience
level .
166
Thranr : If Charisma is 18 already, the indi- Fool: The payment lind draw art: manda- robn of bl.nding. The dUll'. effect lasts for
vidual still gains five o n encounter and loyalty lory! 2dlO turns.
reaction •. He becomes a rtal leader in people's Vi:illr: Thi. card empowc:rJ the charilcter Du51 of ApPflArtmc. is ty pically . Io red In
eyn. The astle gained will be n"ar a strong- drlilwina it with the liIbllity 10 call upon IUper- small silk packet. o r hollow bone blow tubet.
hold lIlrtady po~ (If any). nliltural wisdom to solve liIny lin&Ie problem o r A packet can be .haken out to covu an area
Kry: OM must Prt~Jl! a lJl!uure map. The liIMWer fully any qul'Slio n whenl'vl'r he 10 rc-- wilh a radius of 10' from the u"r. A lubr can
weapon must be one usable by the chancter, qUl'Stl. Whether the Infonnation gained can be be blo wn In a COM w.ape, l ' wide a t thl' IIiltt.
50 use Ihe Magieal Weapons Table until a UR- successfully acted upon is liInother question IS' at thl' end, and 20' lo ng. At few as 5 or a.
fulltem is awarded.. entirely. mlilny u SO conlainers may be fo und in one
Knight : The fishier will join u the charac- fdio t: This Clilrd cau5l'S the lOiS of Id4 polnll place.
ter's henchman and loyally serve unt U death. of In tellisl'nce immediately. The additionill
He hu +1 per d ie (18 maximum) on each abil- dnw is oplional. Ow;t of Dlsappe:aruce: This dUll looks jusl
ity roll . FAta : Thif card enabll'S Ihe character to like dlUt of "PPfl'nm c., and it is typkaUy
e,m; This indicates wealth. The jewelry avoid even iln instlilntanl'Ous ~e if 10 stored in Ihl' same mlill\ner and quanlity. All
th ingt louched by il rt:flect and brnd Ught 01 ..11
will all be gold set wilh gems, the gemi all of desired, for the filbric of relilUty is unraveled
1,000 gp base value. With this welillth should and !"pun . NOle that it dOH not enable some- sorts (infrared and ultraviolet included), ~
come experience points equliIl in value. but thins to happen- il can only ftOP somethins coming Invisible. Nonnlill light can'l Joee dusled
never more than needed to increase one level of from hlilppenlng. TM rl'Ve rsal is only for Ihl' Crt:iltures or o btecU, nor cliln they be detected
experience. character who drew the Clilrd, and other party by any nonnal deteclion or even mlilgical
Thr Void; Thb black Clilrd . pd.ls instant di- members may have to endure the confronta- ml'an.. Even drt«t invilibilily spells don't
saster. The character'. body continues to func- t ion . work. Dl.I5t o f ApPlIArAIfU, however, don ~
t ion, th o ugh he o r .he . peak. like ilin DOII;on : This signifies impriiOnmenl - veill people and objects made invisible by dust
liIutomaton, but the piyche I. trlilpped in a eilher by spell or by some crCi1llure/ being, ill ofdi5s1.pptArArlC•.
priiOn aomewhert- in an object on a flilT Ihe OM'. optio n. All gea r and JpC:llf art: .trip- Invisibility brslowed by the dust lasts for
planet or plane , poMibly in the poISnSion of ped from the v ictim in any ca.Jt'. Whether these 2dlO turns (ldlO+lO if sprinkled carefully
liIn outer planilrcnat ure. A wish will no t bring items are I'KOverabll' Is, likewise, up to the upon a n object). Attack whill' Ihus invisible i.
the chlilTacter blilck, but the plane of entrap- OM. Draw no more card.. po55ibll', 1iI1ways by IUrprilt' if thl' o pponent
ment might be revealed. Draw no more clilTm. flilils to no te the invisible Ihi", and illways at
Ramn : Hot liIn8CT, JelIlousy, and envy are DruRlJ of Oedl'nlng: This item is ilctually a liIn Armor CaM 4 better thlill\ no nnal (while in-
but a few of the possible motivational foren pair of keUle dNm. about 1 ' h ' in diameter. vilibility luts) , Unlike the inu/slbility spell,
for the enmity. The enmity o f the outer plana r These radiate magic, if so detl'Cled. but are dUlt of d isAPl'tAr"rlCll remainJ effective evm
cnaturecan't be ended until o ne of thl' ~ttil'S o therwise unrrmarklilble. 1£ eithl'r i. It N ck afler an iltlack is made.
hill bren slain . nothing happenl. but If both are sounded to-
gelher all crealures within 70' are pe:nnllnently DUlt of Dryne..: This .peelill duat hal
Skull: A minor Death appe:an (AC -4; 3J ma ny u".. If a pinch i. CUI Into a cubic yard
hil point. ; Itrikl'S wit h 1iI1C)'the for 2d8 point., deafened liInd will remai n so untillil h,A/spell or
simlbr cure is used 10 rrstore shliltlered ear- o f wlilter, the liquid i. Instanl ly Iransformed
never miMing. illwlilYS Itrikins £jilt in a round ). 10 no ihlngneu, ilnd the dust pinch becoml'S a
Thl' chuacter must fight it 1iI10ne- if olhers dNIN. Furthl'lmore, those within 10' of the
dNms wUl be It unncd by the nobc for 2d4 milrble-lired peJlel noating. or r611ng, whert:
help, thl'Y get minor [)ealhs to fighl ill well . If it was CoUl. If this pellet If hurled do wn, it
the chancter il dain. he is alain forever. Treat rounds.
bruks and relea5l'S the IliI ml' volume of water.
the Death u undeild with rtlpect to spelh. Orunu of Pank; Thne kett le drums, hemi- When the dusl is . prinkled over an ueil (Juch
Cold, fire. lind electrical energy do no t halm II . spheres about 1 ' Iz' in diameter, come in pain as with il wave o f the arm ), II dril'S up as much
TA/om ; When this card is dnwn, I'Vl'ry mag- and ilrt: unrema rklilble In appeannce. If both 1iI1 IS cubic f~1 of wlilter. The dust affects only
ical item owned or possessed by Ihe chanCier of the pair ilrt: sounded, all crt'aturn within waler (whether frl'Sh , 1liI1t, brlilckiah, o r illka-
is instantl y and IITevOCilbly aone. 120' (with the exceptio n o f thOle within a Haafe line), not olhl'r liquid • .
Ruill: As implied, when this card i. drlilwn rone" o f 20' radius from the drums) musl roll a If the dust is I'mployed ilgainltlil Woller ele-
every bil of money (includina 1iI11 genu, jew- l ucceuful saving throw VI. spell or lum and menial or similar creilt~ , the Crtillure mUlt
elry, lreawre, and ut objKls) is 10it . All land move dirl'Ctl y away from the sound for one full I.lIve vs. spe:1I o r be deslroyed. A successful
lind buildinp culTf:nll y o wned a re lost forever tum . save stiU Inflicts .5d6 poinls of damlilge upon
.liS well . Each turn thereafter, panicked CJl!aturl'S the water-cre.. ture.
EU"Y"I,: The medusa-like vi5lil&e of Ihis card ma y attempt 10 save VI. spell ilIilln. Each fa il- A pouch of Ihis dUlt conl .. ins 1d6+4
brirLp a CUr51' only the Fail'S card or god.llkl' ure brings anOlher tum of movement away pinchl'S.
brln81 can l"flTlove. The - 3 penally 10 il!lIllV- from the drums of panic. Movemmt i. at the
ina throws is o lherwise pennanent . fastl'St possibll' Iprcd while fl~ing; in panic, Du.I of lUuslon: This unremarkable powder
Rogu, : Whl'n this CliIrd Is dnwn, Oot of the and three rounds 01 rt5I are reqUired for each rescmbll'S chalk dust or powdered gnphitl'_
characler'. henchmen will br totally alienated lum of flilst movemenl aftl'r the saving throw is unless It is f lared at . Stare al il il.nd the dusl
liI nd forev,r· aher hO$lile. If the character haf made. Crt:iltures with In tellige nce 01 Z ro ll sav- chan.g1'S color and fonn . Put a pinch 01 dust of
no henchmen, the enmity of some powerful ing throw. - 2 with penalties, those with 1 o r illusion on a cnaturt: and the cnaturt: appcOlin
penonilge- communlly or religiOUS- CAn be lrss roll with - 4 penaltiH . 10 become an y o t.her creature of similar shlilPC,
subitituted. The hatred will be secrel until the with a Ji%e variance of SO'" (pha or minus)
time Is ripe: for devastating effect . Dull of Appeara nce: Thi. fine powder ilp- from the actual siu of the affected crellturt:.
&Iam:, ; As in ~weighcd in the balllnce and pean like any o ther dust un lHl il carrEul ex- An unwilling rec:lpienl I. 1iI110 wed a laving
fo und wlilntlng,HIhe chuacter must chan$e to a aminiltion i. conducted . This will reveal it 10 throw VS. spell to l'ICapc the effl'Ct . Thus, a
TliIdically different a1ignml'nt . Failurt: 10 act lilc- be a very fine, very light. metilUic dust. A sin- halflin.g could appear u 1iI human of small stat-
cording to the otW alignment mlily bring penal- gle handful of thil.ubstance "ung lnto the air ure, a human ill an QgIl' , 1iI pegasus oU 1iI mule,
til'S (ill described in the section o n Character
Alignmenl, page 24). Obcard the cardJ.
will coat all o btects, mlilking thl'm visible even
if they arc Invisible, o ut of phue, il.Jtnl, o r
.".The individual who sprinkles tM mqjal
1£s1,.,-: This card act~l1y maX" a pack mort: flhereill. Note Ih~t the dust will .110 revul dust mull f:nvllion Ihe Ulusion dnircd as the
beneficial if the experience point award is mirro r imagl'S and projected imagl5 for whlilt powder l. shaken over the subject creilture.
taken. It Is alwlilY' dilCarded when drawn, un- Ihey are, and il likewi" negiltl'S the rffect. of The illusionary powl'r lastl for 1d6 +6 houn
like a ll o thers rxcept the Fool. d OAks o f displACfmenl o r r lu.nkind and

. 67
unlrM olherwiM' di5pelleci . round. There"',«, OM eye: must aJw~)'$ be cov- vidn a speedy and endurina mount of
A typic~1 PQuch of this du.a conlill !n. e~ 10 ilvoid Ihi.; IImSillkx'l 01 Vll!rti80. Armor ~ 6, with 24 Hit Points and 2
IdIO+ 10 pin.chn of 1M suMt a~ . ilttacb (hams) for 1dS each (consider ill 4
Eyn of Minu te x.ina: In appeilf;1lnCf. eya
Hit Dice: monster). Its mowmmt ral~ is 48
O\tft o f Sn~lin g . nd ChokinS: Thil fine of minute se.ill, are much like ot her magical bearing 280 pounds or n. ilS movemenl II
dust ~ppurs to be either dldt of flppiflrflut:e or lel"lSt'l. but Ih.y enable Ihe wtarer 10 see 100
reduced by 1 for I:VII!fY additionaJ 14 pounds
dIU' of disRp".anmc• . If IPrt~ , how~u, It timabellll!f ... t dl5tancaof l' o r in., Thu" tiny
01 wriahl c:anied. The gt»t an travd ~
c~USH IhOie with!n iI 20' r~diU$ to fall inlo filS xanu, minute mar .... evell the imprHlton kfl maximum of one day lPack week-
of 5tlHling and coughing. Those fililing a sav- from writing an be.em. Secret compa.rtmenl5
conllnl.lOUSoly Of in ilny combination of peri-
ing thtow v•. poison die imrMdiately; thOle and hidden joinl5 can be noled ~nd the inlOf"-
who make thrir savina throw art disabled by m~tion acted upon, The effect of wea.rit18 iust
om tOlaliinf; 24 houn. At this point, or
whm the- command word is ulteftd. It
lhe choking for sd4 rounds. OM of the$e cryslill. is the same .... that given
returN 10 Its small fonn fOf IlOI Ie. than
for eYe$ of tM tll,I• .
Ou, 1 o f Tr.celntnn.s: This nom'\illl..-ming one day befort it an ;tpin be: used.
dtUt. is actUillly a hishly tNgiC1ll pow~ Ihat Eyn of Pet ri fkaUo n: Tolally indistinguish- • The Gcw 01 TflIvil\l_Whtn commanded,
c.n be used locoOtt~llhe pa.ssa.se of its pouet- ... ble from any other ~gical Im_. lh~ effect this stall.lll!fle become an mormout eft....
lOr and 1'111 compa.nlol"lS. Tossina <II pinch of Ihll of donning e1l" of ".trificfltlo" I. dramat ic, lure. ~ lhan ... bull. with IIwp hoovt!I
dust inlo 1M air caulft <II chamber of up 10 the wearer i. instantly lurned 10 stOM. Note (2<14 + 212d4 +2). a vicious blle(2d4).;and.
1,000 iClua~fHt to become as dusly, dirty, and thill:z.s .. of thew c\evicn work as 1M gauof a pair of wicked 00,", of ~1onaI _
cobweb-I~den illS if il had benl abandoned and basili.k dod, IncludinjJ reflection of the eyes (2d6 / 2d6). If ills c:haflPng 10 attad;, il may
di5U5ed for .. decade, lumiT\8 the gazer to stone . only Ult its korns. but +6 damage: " added
A pinch 01 dust sprinkled alo", a trilil c~ u_ to uch hit on that round tl.e: .• &-18 hll
fl8"rina of Wo nd rous Powe:r: Th"e ~
evicknce oIlhe pa5Sa3e of iIS ~ny iIS a dolen poir"1ts ~ per hom), It itAtmor (.'b,.
men aoo ho .... to be oblitef.ued fo r . mile wve:raJ kinds of l{priM' of WO"arou" power, 0, hils 96 hil points. and allDs as ~ 16-Hit~
e.ch appe:ilt1to ~ illilly .taluette of ... n anim~1
lnc:k 11110 the distilnce. No mqiul ntdlalion Dkt 111OI\Ite'. It an be ca1kd to life Just
an inch or so high . When lhe figu riM is tossed
occurs from the Utle of thil dUM .
down and a command word .poken. it
0Irt per month up 10 1l hours at "'ime. Its
The ~bstilnce is typially found in a findy mo.enor..1 flIl~ il24 _
becomes a livi", animal of norm ..1 aitt (v:«pt
IeWn pouch cont.. inlng Idu +12 pinches. • 10e Go.t of Tt'rTOf_Whm ailed upon
when nOI~ below). The ~nimal obeYI and with Iheproper comm;1lnd word, thitltilt-
EEr-ti 8ottw. nu. ilem Is typically futUoned serva ill Ownef,
uell~ bKomn a dHlrler-like: mouni.
01 bra. Of broNe, with a lad Mapper bearlns If a (igurirw of wondrolU "own is bro¥.m or movemelll rale 36, Armor OiIJI 2. 48 hit
sperdal tuls. A Ihin Ilrtam 01 smoke" oflm ~ deslroyed in ill Itat~te: form, it Is forever

Is.
points, ~Ild no att~dtt, How.VII!r, itl rider
biui"3 from It. lhere is ~ 10"'" chance lhal lhe ruined. al l magic is 10It. and it h.b no power. If
can employ 1M go ... l's hOml a. weapoll'
e£~1 will bot: \nsaM and attack. itnmediiltely slain in animal form, lhe figurine limply reverts (one hom .... a 5pear +l (lance), the oth~r
upon bdrl& ~Ie.ued. lhere a 10 .. chance 10 a SliItuetl~ and can be: UJed again ~t a !;lIer
iIS a sword +6) . When ridden Vll!rsul an
that lhe e£~i 01 the bottle will only 8flInt thrM lime.
opponent, tnlP 10"' of '''rror r ... diilt6 III!r-
~. The other" 8O~ 0I1~ time, howevff, the W}m, a figurine II fitll found . roll pe:rttnli~
tOr in a 30' radius. and any opponmt in
inNblunl 01,,,, bottle will serve norma1ly (tee dice and consult th~ labl~ ~Io,., to determine
Ihit rildiu. mUA roll iI lUCCaliul Nvina
Motutrows Con~ium), \Vhen opened. the lhe Iype: of animal the fillurine becomes.:
Ihrow v._ spell or lose SO .. of slrmath
efn.oeti ~ from the botlk instantly.
OHIO RoU fllun n~ Type iIInd ~ffll!f at Jeast ~ -3 penalty to attack
Evenmoklnl &ot:tle This lMIal um II Ickn- 01 -1.5 Ebony fly rolu. aJl due 10 we:..k _ caused by III!!'-
liul 10 an rtruti bottl. exttpI Ihat il dOH 16-30 Golden lion. (pair) ror. Vihe:n all opponenl. are sI~in , or
nothi1\8 bUI smoke. The amount of &moke j, 31-40 Ivory gDilIS !trio) upon the prope:r command, the 80&t
ve:ry gre~llf lhe tloppe:r i, pulled oul. pouring 41 -55 M;1IrbllP elephant retums to ils$lilluette form _It call be: ultd
from Ihe bollie and tOlally obKurinjJ vi.lon In S6-6S Obsidian .,eed o nce every IWO wed:l.
a SO.OOO-cublc-fool area In one round. Lefl 66-8S Onyx dog After thrte usn. eiKh of th~ goat. 101ft It I
UMloppull!d. Ihe bottle will fill anothu 10.000 8b-OO Supentine owl ma8ic..1 abililles forever.
cubic fm of Ipace with smoke each round until MQrbl. £1.p)lImt: This is the I~rsest of th~
Ebo"y Fly: AI a word. Ihilsmall, carved fly
120,000 cubic fed of ap.a« il foged . Thil areil fl3urinet. 11'1. 5I:atuelte beinl ilbout the IIiu 01 iI
remai",smoked until t~ ""'f$mokil!, bott!. is comes 10 life and grows 10 lhe tin of a pony. human hand. Upon uUe:tatlCf of the: comm;1lnd
The ,bony fly is Armor OUi 4. 1'1.... 4 + 4 Hil
$I0ppe-red, When 1M bollie i. sloppe-red. word. a ,"",bl. ewpm",t grows to 1M siu and
smoke dd6ipata normally. The: boule all be Dice:, and manoeuvuabtlity da. C . It Hift ilt a
specific..1ions o( a true elephant . The anJrul
rne: ... led only If a commal'ld word is known. movement rate of 48 without a ridef. 36 arry-
crealed frOm th~ staluett~ is fuUy obedient to
iT\8 up to 210 pounds w~i&ht . ~nd 24 cilfT)'ins
the: fiauriM" ownu. KTVina iIS .. be.. A 01 bu ....
E)'ft of Cb,.,m lnt: Thit ilem consist. of a from 211 10 3SO pounds weight. The item can
den. mount, Of comb alanI . Thttypl!of marbl.
p ... ir of cryIUIl lel"lSft that fit ov~r 1M u1il!Ts be: uitd a m4lximum of Ihl"ft limes pe:r wHk. U "I.pha", oblained it determined by rolllna pe....
e:yn . Whm III pia«, the w.... rer is .. ble: 10 ho urs pte" day. When 12 hours have paiHd or
celltile ditt and conlulti", lhe tilble be:low:
chflrm /HfSOru ~rel y by rnHting Ihelr pu. whm IhlP command word is spokm, the .bony
ThOle fallinS ~ saving throw VI. spc'1I are: fly 011« again becomes a Iiny lIaIUell~. 0 100 Roll Elephilnt Type
cha~ as pte" the .pe:11. The user c.. n look al Goldmt Lic,,,: Thtie come in ~rs, They 01-90 Normal Elephant
~nd chum one pc'fIOn pe:r round . S... ving btcomt normal adult male: lions (Annot aa,. .51 91-00 Prehilloric Elephant
throws ,uffer iI - 2 penalty If Ihe wearer hOI, 6, .5 + 2 Hit Diu. and normaJ attack modes). IE
both ImSt'l, or .. + 2 bonul if he we ..,.. only OM
of a p;1lir aI.yn of dUlrmin,.
"m, in combal, the OOnaeat\nOl. be brou&ht back
from ltilluetllP fonn for one full ~ otherwiw.
Det ...lu of eKh type of eftalure atll! found in
tM Morutrou. Cotrl,."dium. The lI ... tUt'lte
can ~ u.d .. maximum 0124 houn ill a time.
E)'fIoIlhe~n-il:ems~~oIlpe­
lhey an be u-t ora eYft)' day. 1lwy ~
four 11m... pte" month .
ci.iII crystal and fil over lhe eyes of the _arw. and Ihrink upon spII!~ the COfNI'Iand word_
luof)l Coms: n- come In thrett. Each Obtldian Stftd: An obsidian 5teed "'~"'n
They ~ viAon 100 tinws greiller tNn normal al to be a small, neilrly wpe!e:M lump 01 black
gOilt of Ihis trio 1000 slightly diUetftll from
dlstancaoll ' OflT1Ore (b.• I"'WNm'an _~t .sIOM. Only careful inspection will rne ... llhat
2,000' whal a pefIOfl could normally _ at 20'). the o lhers, and eilch h;1l1 a dlfferll!tll funclion .
it vaguely IftII!mbkt some: form 01 qu~ruped,
Thew~ :
'Nearing only one 01 tN- ~ir Cilusel a character 10 and of coune, if ~ il detected for. the fiau-
become dizzy and. in effect, stlll1n«i. feu one • 'The Goat of Tr.avdin&-This statuette pro-
riM will radiilte milgic. Upon spe ... kin8 the

168
command word, the near formless piece of 0b- mation is fligh t ho urs in either ca~. (However, wearer of these gloves, however, is Imbued
sidian becomes a fanta.stic mounl . T~al it as a after three transformations into giant owl with 18/ 00 Strength In his hands, al'lTl5, and
heavy war horse w ith Ihe following addillonal fonn. th~ statuett ~ IOIH all of Its magical prop- shoulden. When 5lriking with the hand o r
powers: ny (al normal movemenl speed), So erties.1 The nonna l--siud fo nn of the masinl wit h a w~apon hurled or held. th~ gauntkts
flhe~al. go astral. It will allow ilself 10 be rid- slatuett~ moves with 95% silence, has infra- add. +3 bonus toatliilck rolls and a +6 bonus
den. but if the rider is of good alignment , il is vi5ion to 90 feet , can :see in no nnal, above- 10 dama~ innicted when a h it is made. Thne
10 ., likely per use to co.rry ils ~m a5ter~ 10 the ground darknC!51 as if il w~~ full light. and gauntlets a~ partkularly desirable when com-
noor of Hade' fin;! layer and then return to ils twice iiIIi well as a human. h s hearing is so keen bined with a girdlfl of guml sl (fl1tgth and a
statuette form . The statuette can be used for a it can cielt(;t a mouse movins up 10 60' away. hurled weapon . ThflY 8I"O W or shrink to fit hu-
24-hour period muimum, once per week . Anyone or anything trying to mov~ silently man to halning-$ized hands.
Note that when the o bsidian steed becomes as- has his (o r Its) chancn rtduced SO% 38ainst Gauntlets 01 Swimming .nd Olmbing: A
tral or etl1oereal. its rider and gear follow suit. the serplmlin, owl in smaller form . Further· pair of these gloves appear to be nonnallight-
Thus. travel to o ther planes can be accom- m o~ , the owl can and will communicate with weighl handwear. but they radiiilte m.sic if a
plished by means of this item. Its own~r by telepalhic means. info rming him dflKlion is attempted . The wearer can have
Ony.)" Dog: When rommilOded, this lIat~te of all it 5teS and hears within the limitations o f hands of large (human) o r small (h. lfling) size.
changes into a creatw-e with tht Nine pruperties its intelligence. If commanded 10 giant-$iu, a The wearer can swim as fast as a lrito n (move-
.ua war dog. ~ that it is endowed with Intd- s.r1'p'nliPlfl owl is in all rupects the s-ame as a gi- ment of 15) und~ater, and as fast as a mer-
ligenceof8-10, can communicate in the Common ant owl. For info nnatio n see "Owl , Ciant ~, in man (mo vement 18) on the surface. These
tongue. and has exceptional olfactory and visual Ih~ Monst rous CO "I~ndium . As w ith most gaun tlets do no t empower the weare r to
abilit;e,. 'The olfactory power enables tht orlY.)" o the t figurines o f wondrous powflr. this one breathe in water.
dog to k"erlt the tnil 01 a known c~alure 100'110 readily obeys all commands of Its owner. These gloves give the wearer a very slrong
of the time II the trail Is one hour old or less, gripping ability with respect to climbing. He
-10'110 per hour thereafter. The dog is subject to Fluk of Cu~ This item looks like an ordi-
co.n climb vertical or nearl y vert ical surfaces,
nary beaker. bottle, container. decanter, flask, o r
being thrown off by false trails, ~aks. water, upward o r do wnward. with a 95~ chance of
and maskin8 or bkxking substances or Kents.
iug;. It has ma.gicaI propertie, bul detection will success. If thewe. rtr in th iH, thegauntJets in·
not reveal the nature 01 the {UlsJcofcurse. It may
The visual power enables the ony.)" dog to use 90- crease succns probability to 99%.
contain a liquid or it may emilllmOke. \oVhen the
foot-ra..nge inhavision, spotting hidden (such as
in shadows) t.hln,gs80 '110 of the time, nonna.lly in-
I1a»:: it flfSl unst~, a cu,.. 01 tome 50rt wiD Gem 01 Brightness: This crystal appears 10
vi5!'bW: thi~ 65% 01 the time, and noting astral. be visited upon tht person or penons nearby. Af- be a lo ng. rouan prism. Upon utt~rance o f the
ter lhat, it is hannJ,ey. 'The type of CU7Sf is up to proper spell words, however, the O)'slal emits
ethereal. and out-of.phase th1np SO'" 01 the
lime. For detan., see "Dos. War" in the M o".. the OM. S~ include the rever. of lhe bright light of o ne of thrft $Ortl ,
pries!:'s blftJ $pl'Ii. T ypical CUrxl found on IICI""OIIs One command word causes the gem to shed
MTo'" Co".~dium . An ony.)" dog can be u!oed
are recomt1"IfII'Ided for use hen! as wdI. Or per- a pale lighl in a cone-shape 10' long. emanating
for up to six conlinuous houn, onr:e pC!!"~ . It
haps a monster could appear and auack aD crea- from the gem 10 a radius o f 2 Ila' allhe end of
obeys only its owner.
tures lfI sight. the beam. This does not &Kharge any of the
energy of the device.
Gau ntlets 01 Dexterity: A pair of these
gloves appears to be nolhing mo~ than light- Another command causes the gem of bright-
nts5 10 Imd out iii very bright tily l ' in diamet~
weight leather hand wear o f the everyday 5Ort.
Natu rall y, they radiate magic if so cktected. and.5O' long. Any crealun:.5truck in tM eys by
thil bum wUl be duzkd and unabk to _ for
They size themH:lves magiully to fit any
1d4 rounds. The t~ CTeatUn: iii entitled to a
hand , from that of iii huge huma.n 10 that of •
saving throw versus magic to detttmine whethel-
Im.1I halfling. Gaun,l"s of DfI.)"I,n·I lIlnc~ase
overall Dexterity by 4 points If the wearer's or not its eyn ~ shut or averted in time. This
us.! of the gem r::xptnds one energy charge.
Dexterity is 6 or less, by 2 points if al 7-13, and
The th ird manner in which the item may be
by 1 point if Dexterity is 14 or higher. Further·
more, wearing these gloves enab les a no n-thin
used is to caUBe It 10 flare in a blinding flash of
character 10 pick pockfls (45'110 chance) o r light in a cone 30' lo ng with a S' radius a t it.
open locks (37-.. chance) as if he WUl' a 4th- end. Allho uan this glare last. but a moment,
level thiH. 1£ wom by a thief, they incrtase all c~alures w ithin its area must save vefI.US
these two abilities by 10% . magic o r be blin<kd for 1-4 rounds and there-
after suffer a penalty of -1 10 -4 to attack
GauntJets of FumbllntJ: These gaunt~ may ro lls du~ to pennanent eye damage. This use
be oIlUppk leather or heavy protective material expends five charges.
5Uitabk for use with armor (lin&. scale. chain. Dazzling o r blindness Hfeds un be revel"Md
etc.). In the former instilflCfl. these will appear to by a curll blindnlllS spell; eye damage can be
be glUlPlII,g of du tflrity : in the latter casor, they cured only by. hflal ,pelJ. The gflm of bright-
will appear 10 be puntlflts of op pouNlr. They PlIISS has SOcharges and canno t be recharged. A
will pcrfonn acoordin8 to every tell as if they dnrknf/.U spell cast at the g~m's owner drains
~ ga,mtl,ls of dutvity or ognr p>OWf/r untU one charge h o m a gflm of brightnfl$S, or makes
the ~arer finds himself under attack or in a life it us.eless for one ro und, 011 Ihe option of the
and death siluation. AI that tim~, thecun;.e is actj.. gem owner. A co"tinual darknllU lpell causes
vated, ;md tM WWYf wUl become very clumsy, it to be useless for one day. o r to expend five
SO'"
with iii chance each round of dropping any- charges. al the option of the o wner.
thing held in eith~ hand- not from both singly.
The gaunlltts will abo low~overaJl Dexterity by Gem 01 1n51shl: This jewel a ppean to be a
5frrpllnliPlIl Owl: A $IIl'pflntiPlfl owl becomes 2 points. Once the CUl1e is activaled, the gloves
well-cu t 5lone of nolless than 5. 000 gp value.
a no nnal-$i.ud homed owl (AC 7; move 24; can be removed only by meaN 01 a nrPJIOVil CU1$fl If magic is detecled for, lhe gem radiates a faint
2d.2 hit points; Id.2 / 1d.2 points of damage spell or a wish. aura of the enchant~nt sort. If any character
when attacking) if Its pCI55n5O r 50 commands, pos.5H5e5 Ihe item, he will begin to fed ils
or it can becomfl a giant owl if Its owner so re- Gauntlet. 01 Ogre POWflr. These appear the power after keeping the gem o n his person for
quires. The max.imum duralion of lhe Iranslor- nm~ as typical ha nd w~ar for annor. The one wuk . At the end of two WH:Q, the indi_

169
vidu~1 will dlKover that he I'
ab le to under-
stand things mo~ eal.lly, have belief iru1&h t,
be:nehts of dwafVe:nkind Ii.e., .1 Conslilu-
tion, 5o)ving throw bonu$H baSl'd on total
Examiniltion Will ,.vtal thill the girdll' has
ei3ht lmall poucnft on its in ne:r front lurfact'.
memory, r«all, etc. In fact , p<KHS5ion of the Constitution, 6IJ' infravg ion, and delechon' In fact . the,. a" a total o f 64. ma.gic.ai poucka
~ on a conhnuins Nsis (thJft o r more de.1~rmin;ltion of approxim;ltl' depth uncle:,.. in tht' glrdll', KV~n others "'bdund eilch oIlh~
H

months) r.!lSH the Intelligence and Wisdom of ground as de$Cribe:d in 11'11' Plrlyr' J eight ilpp.arent onl'S. Each of these pouches I,
tM chal'ilCter by OM point each . If fo r any ~a - Hrlndbook) . All bonu5l'S and pt:fIalun apply similar to a miniilture bllg of holdi"g, ab~ 10
50n the gern is not kept beyond tM thrft- only ;u long as lhe: mdividual actually wurs cofttilin up 10 OM cubic foot of m;lleri;ti weigh-
month period, the additional Intelligence the girdle. ~ne:fits soch as adchlionallanguilg- ing iIJ much 015 10 pounds. The girdle responds
remains, but the additional Wisdom 1,lost . A I'S and combat bontaa ~ail1$l gi;ln t-Iypt op- to thr thoughts of its Wt'ilr('l' by providing a
gll!'m of insight functions oneil!' enry 50 ye,us. poMn ts nev~r apply. full pouch (10 txtrilet somethmg from) or 011'1
If a character acQ,uim a KCond gem. the wc;:- nnpty OM (10 put somdhi~ in) ;IS desired .
Clrdlll!' o f hminlnilylMaK ulinity: Th"
ond item hu no dft'Cl . even if Wisdom was Na turally, Ihis Item is gn-atly PrUed by spell·
broad irath~r bilnd ilppean to be a normal
not permanently aff«ted by the first gem _ cnters. for It will hold componl'nlS fOf milny
belt, but, if bud.:loo on. il will immediat~ l y
.s~lIs and make them ~adily aVililablt.
Gem of ~ebt8: n- flnrly cut ilnd pol- chang~ 1M 5('X o f ils wear~r 10 Iht oppositl'
ished stones are Indisl insul..n~ble from o rdi- gender. It thl'n lu5ft all power. The:rll!' is no sure Glov", o f MIt.Wle. Suring: These. gIovn radi-
nary jewel5, illthough a d.'.r;'
ttlligfr; will Wily 10 r('$lore the character', on ginal $oI'X , ill- ilte a1isluly d enchantment and alteration If I1\lt&"
~vt'ill its enchilfllment. When g,;l:I:ed through, though there is a SO .. chance il wish might do k Is drtKted for. Once Sl\ugJy wom, they Ift'I11
tM gMI of u.mg enables the user to det«1 all 50. and a po werful being can alter the lilua- to meld witn 1M hands. becoming almOlit invJsI-
hidden. illusionary. Invisible. ilJtrill. e the~;ll , tlon . In other words, il takn a god-likt crea- ble (undt'\.tcCable unlat within fi~ feort of 1M
or out-of-ph;l5e things wilhin viewing range. lure 10 set matters a right wi th certainty. Ten wtam). Either or both hands 50 dad, if not ill-
Preri"8 Ihrough the cry1Iill is time-consumif18 per«nt of thest, girdll'S ildually rl'mOvo! all sex ~ady holding something. ca.n be used to pick
and tedious. The virwins filfISC 01 the gem ~ 300' fmm tM wearer. many $Om of missiles out 01 lhe ;lit, thU$ prt'-
fOf a cunory IGlfI if only la1St', obvlow; ob;tcu wnling po56ib~ harm. and milbUng 1M ~aJ'l'f'
Girdle. of Giani Sirenglh: ThiS belt looks
il~ bring tought, 100' if RNlI t h . are to be 10 retum a hand-thrown mis6ik to lIS Imde.r at
SImilar to ordinary belts. but II 15 imbued wuh
seen. It ~uimli one round 10 Kiln a 2:00-tqU<lf't'- iIn auilCk in a subsequt:nt round.
very powerful magic. Whtn wom it increasn
foot iln!a in a mnory I'MIU'CI', two rounds 10
tM physk;ll prowess 01 illii Wl'are:r, giving him
All form. ol 5mill1. hand-hurled or ~ilpon­
view a UXkquan-foot a~a in a careful way. prupelled mlssill'S (ilnows. bolts, darb;. bui-
the Strength of ;1 giant. ( It donn 'l CilU5ol' lhe
~ is a 5" ~ e~ time lilt' grm is u.wd lds. javtiua, aliH. hilmmtrs. '9t'an, and the
WII!'~n:r to grow 10 gi;lnl me. hoW('verl) To de.
lhal the viewrr wiU _ an haBucination. iOrTtt'- IlkI') c;ln be caught. If thl' wl'apon ma&ically
tll!'nnint how strong the. wta~r bccomn tlnd
thins that is not lhtn!, 01' p;M6ibly lhrou&h lOme returns 10 the. alt;lcker, thftl catch1ns it simply
~a1 thins iQ if it ~e an aJusion.
tM bonu5l'S he gds. roll pt"rttnlile dice and
p~vt'l'lts diim;lgt. and retumma the weilpon
coll5ulttM lablt beJow .
Girdle 01 Dwarvenklnd: ThIS bell lo we:rs
does nol result in ;III aud.
Thl' St~th gained is not cumulativt with
tM wun:r's Chat1.sma KO~ by 1 wilh mpKt H.rp of Chuming: This instrumt'nt ap·
norm.lll or m.a.gkal S t~",lh bonusn ocept in
to non-dwarvrs and thl'ir ilk . The girdll' cau5l'S pe~n ide:nlic~1 to ;III other m~1 h;lrps.
the wea~r 10 Solin one: poinl oi Chari,,";1 with combmation with glwntl.u of ogr. pouwr and
When pl;lyed by a penon proficient In the in-
maskal wa rh;lml'T'lt'f'5.
rl'Spt:C1 to halnings oitM stout 50rt ;lnd With Ilrul1l<l!nt. the: pl;lyer i. able 10 cast one sugge:s-
mpe:ct to a.1I groOIl'il'S ~s we:11. Dwuvn reprd Gbdlr of Mtlny poum..,.; nu, broad wai5f- " on spell eilCh tum of playing. Optionally. lhe
tM wurer ;u if he: hn Charisma Iwo points ~t S«m5 10 be nothing man! than a ~... II-made OM can requi~;I suc:«55lul proficiency ch«k
hi3he:r th;ln be:fo~ . The: girdle enabll"5 Ihe a"ide 01 dress. Ho~er, if ~ iI drttcted for, be m;&de to Cilll the Juggation. On iI die roll of
wearer to understand. speak, and reild d WilfV- the. item will rildiate Slt0n8 mchantmc'fl t illong 20, the harpist hilS played 50 poorly as 10 en-
ish langua&e. TM wun:r .110 laiflllhl' r~i;tl wilh a. filinter ilUfil of .altrralion. raKe alltOOst who hear.
Harp of DlfCord: This harp apptilrs norma l
GIRDU OF GIANT STRENGTH In all rt'fpt:CIJ. Howl'ver when plilyed, tht
hilrp emill painful and diKOrdanl lones.so ..
Giani of the time. The rem;lining SO .. o f the time: it
Sll'flIgth 8onuk$
Dl(lORoU EquiYllent ToHl1 Damilge Open Doo,." 31'1. lIS a hQrp of chllnnins. Whtn diKordant .
R.1tin,
+, +, the music has Iht eff«t of automiltlcall y ('1\-
Hill

'""
01-30 16(8)
raging all those within JO fee:t. ThOK I'nraged

..
31->0 $10M +, +8 I
Sl-" will aUilCk tM mU5ician SO" oitM time or Ihe

....,
96-00
1m
O o ud
Sto~
21

2J
24
+.
+
+,
+6
+.
+
+11
+12
nearest o lher tilrget the remai mn! 50 .. of the
time. The harpist is not affeded by thg frenzy
unleM he is being ~u;lcked . The frenzy 1;1511 for
Id4 + 1 round!; ilhl'r the. musk stops.
" The numbe r IfI parenthese:s i5 the number o f chances out of 2O.(or the ch;lr;lctrr to be: ilblt to
foree open alocktd, barred, m.ilgk~lIy held. or uJI%./Ird locked door. Only o ne attempt c.n be m;ldt H...I 01 ~ This ~ hilt
po:1' doer; if it fail" no furtMr attm'lpll c.n be rJl;IM.
C'OOI;ain6 a powtorfuI mchantment thai allows its
weat'fr to .Jle- his appI'annor illS follows:
TIw weatt'Tof Ih~ 8irellt is ;lble 10 hurl rocks ilnd bend b;lrs illS If he had imbibed a potiolt of gUIn'
. '-25"
.....
$".ltgth ThHe ilbililin ar.: H.ight of actual htiaht
W~ngh' " + I-SO" of ;lCtu;ll wrilht
Rock Hinting Wri&hl B_ R.... 8ft\d Bani 5.A M;l1r or femillt
T,.. AJJo..... ne. Damil8t' Wtighl," Wt Gal" H~l r: Any color
Hill .as 8 yds . 1-6 140 Eyes: Any color

,...
SO"
$1_
FiiiiI '" 16 yds.
0",".
I_U
,.. ,,.
1'8 60" Co mplnion ' Any color

1m
aO"
""
""
'35
U,
'-8
170 eo ..
frlcUlI fNlures Highly mUlablt
Thu •. tM wl'.iI~r could appe~ r as a comely
Siorm 1.23>
14 yd,.
16 ydl.
1-10
1-12
IS'
212 ,,,.
90 .. WOman. a hillf-orc. or pos.s.ibly even a gnome.
If the hat i, rtmovl'd. the diliUlse. is inSliintly
"Approxim.lte avtr;lg~ missile ....eighl . d ispelled . The htadge.ar can be used ov~r ;lnd
over. Notl' thallhe ha t c~n be changed (iiS part

170
of iI d lsgulfiel to ilppt'ilr ilS iI comb, ribbon, If iI crealurlt wltanng Ihlt helm is ilttKkcd by throw Is rolled.
Mild b.iond, filltl , Cilp. coif. hood, MIIIlC'I , etc. magical fin: and fails to !iilve vs. m..gial flrt.
he must <lttempt <lnother SilvinS throw fo r the
Helm of Tl'iotportaDon: This. anothef" hclmt:t
Hat o f Stupidit)': Thi§ hat i'> indi'>lingulwbk cl normal appeilril~ which will give 0« a magi-
hltlmltl Without maglColl iiddl tlons. If thiS III
from ilny 0Ihet- ~J hilt , "en when most failed, the remaining Si-'ms on Ihll! Mlm over-
cal aur.a if dttect«i for. Anyclwolcm- WNrVI8 this
carefully detected by rNgial meilN Only by c:IevtcII! m.ay lewporf once per day, cudly as if M
'();Id and dclonatlt, inmcling o n 1M wunr
~ It upon lhe> he>iId ciln ICJ pow\'f$ be dttft'o ~ a wiurd- the ~ion m Ulil be known,
wh;atever ilccumu .... ted effects the scm' woukl
muwd. Of COUI1ill.', once on the MOild. 1M wearer and a nsk is involved. If lhe v.~ is iI wizatd, the
nOmWly have.
will belltVt thill lM hilt IS a bmrfldal ,,~ , for he> heIm's full powe'I can be employed, for the wear-
will be OvctC'Ol'l'lt by Jtupidlty. Intdl~ IS Iow- Hdm 01 Comp rt hendl nB unsualJt"i ;a nd cr can then ~ a tdeportation spdI. and """
tn!d 10 7, or by -I If the wearer has a 7or~ Rudlna Magic: Appearing;tS a normal hdlTlt'l , the helm to mftSh his ITIt'ITIOf')' so he can fYPNl
lnttll~ normally. Tht ~ Will illways M- .. helm of coOllprelu!rtdUlS IlIIlgllllS'" mid rPUdlFlS the ~J up to thrft times upon ob;tocts or ~
sirt 10 have lhe hat on- ap«iaIly wh...n he Is m- mllgic enable!. its weill"tl' to ut'ldentand 90'110 of tets ;and still be ~ 10 penonally tll~ by
gased many <IoChvlly which reqUII'C5 Itunkll''Ig. str.ange longues and wntings and SO .. 01 magial mt:ans of the helm. ~ ~ as the wtZard retllins
spdlcasting. etc. Without the bmrfll of iI relllow wrilif185. (Note tN t I~ percmtilgf: fisum ;a~ the tdeportution spdI unQ5l, he can pcnonalJy
curs. spell or Slmlbr 1fUI3Ic, the wtarer wlll ~ ply to whetMr 1111 or none cl Int $pf.':ilkitl31 II'~" up to six tunes before the rnernory of the
be free from tM mask: of the hat If rtlta5ed, tM wn l i"g or inscriplion is underst andab le . apelJ it lost, and even thm a usage 01 the helm ~
Wtaref', InltlligMce n!tum& 10 ill norm.,1 ~t!l. Unckrstanding doI!'s not ~ril y imply ..,..11 l'1"I.J.ins as noted ;abow for all characters.
use. ) This device is C!qu"l to iI no~1 helmet of
Helm of 8 rll lllll nce: When discovered, a Helm o f Underw. te.- Action: \I\Ihen IhlS helm
the type a.ccompa.nying Armor Claw S,
hll/", o f bnllrunl." ap~aN to bt' no thlns more is viewed.. it il indistinguisha.ble from a normaJ
than an ordinary piKe of ilrmor for heild H elm of Opposilt' AlignnteFlt: Thil mt:Ial hol t hdmet. However. detection rtWals it 10 be ma&i-
p rolKtlon- 1I he lmt't , b.ulnet, sallet , ell.'. of IooIa like a lypicaI hdmet . If I'T'IagIC is detected for. cal, and tM poMt'S6Ot is a.bk 10 _ and brealM
Iron or ste.!!. When worn , it funcllonli only il radbtes rN# of an indetmninatlt sort . Oncr undelWilt~. Vi$u.a.1 propcrtia 01 the helm an ac-
upon the ulltran« of a .peelIlJ comm;lnd pl.ced upon the heold. ~t'f, Its CUI1ill.' lmmedi- tivated when sma ll Imse are drawn ilCro. the
word . When !iO empowued Ihe Irut n.alure of aldy lakes «ket. and the alignment cl tnt wtarer device from compartmrnts on either Iidt. Thew
the ht'lm is viJiblr to ill!. TM htlm Is armor of is radically altered- good to evil, neutr.al lo IOmr .-..Ilow Int _am' 10 SIt'e fiw tims farther than
+ 2 va lue. It Is of brllliilnt Silver ilnd poliihro absolute commitment CLE. LG, CE.. CG) as 00- water and 1i3h1 c:onchliON allow for norma.l hu-
steel. and set wl lh 10 diilmonds, 20 rubies, 30 cally difm-mt from lhe fom'lft' iiIignmmt ;IS poW- man vision. (Note thilt weeds, obstructions. and
fire opals. and 40 0pills- f:ach of large lile ilnd ~. A11tr.ltion in alignment it mmcal and, once 1M like block visioo in the usua.!11'IiIN'IItT.) If the
mil8icked- which ~rform ill tKp4ined be- t:ff«ted.. is desirm by the individlW ch;&ngII!d by command word is spoken, the ht'lm of tmJn.
low When struck by brighl light. Ihe Mlm the magK". IMln ar ooll creales a globe cl ill/' around the
will scinhllatt and M'f\d forth rrfl«ttve ray. In Only ~ wu h un restort' fo rmer alignment , Wltilrt't'. head, and maintilim it until the com·
all directions from liS crown·like. 8em. tipped and Ihlt aHKtcd indiVidual Will not mak.e any mand ""ord is 5pOken ~. Thus, the wtilIW
spikes. The ltWeis' funct ions are; ilttempl 10 rt'tum to Ihlt fonner al'8"ffll!'flt. If a un br&thl!! ftft'!y.
paladin is conn:med. he must underso a ~
D 'ilmond Prumufjc JPruy H_ .,d ', H.ndy H. vnuck: A ~ bK).;.
cial quat and uto lle if the curw IS 10 be obitll!'r-
(ill the 7th-lenl wlzilrd Jpell) pKk of Ihis IOrt apfll!'ars quite orWnary-wdl·
atfil . NOle that onct' a 11"1,,, of OPPOSIIII
Ruby Wull of fir, made lind wdl-u!ed. It is of finely tanned lellther.
ull8"rlltnt has funclioni!!d, It lIMe all of its
(as Ihe Slh-levcl print fpc-II) and 1M " raps have bti1S5 hilniwart and buckles.
magical propv1ies.
Fil'eb,,11 111eTe are two side pouches. e.ach of which apo
Op., (as Ihe lrd· levrl wizard ~n )
LlgllI
Hclm o( Tt'~t h y: Thil MUrdy metill hellN't
Jpprars to bit a normal piece of he~ar, al·
peilD larg.t ~ to hokI aboul a quart of ma-
leNt. bul each i§ similar to a I;JQg of holdtn, ilnd
(as the hl-Irvel pri~ spell) lhough il will tadiil t magic if this it dt:tecled for. will actually conla;n material C!qU4l1 to;as much ;u
The weam- uf a III/1m of telepmlly 15 ablt' to dr- IWO cubk feet in vol ume o r 20 pounds in ~ghl .
Each 8ltm C'1n pt'rform It I spt'II-11kr power
termif'lll! the thoutV-" of ctt:iltuta wit hin II 60' TM la~ «ntra.i portion cl tM pack can contain
iu~ o nce. The helm may be used oneil! per
rou nd . The level of 1M spell is doubled to 00- range. There art' two limltatlons 0fI this power: up to eight cubic feet or SO pounds of JNttrlal.
Thlt weart'r must know thi!' language u!led by The ~k has an evl!'f'l grea tcr pawn: When IhI!!
tain Ihe level .. t which thlt spell was casl w ilh
alC:h crealunos (w tiiCial lOngue will be u!led in "''tam rtaches inlo II for a 5pedflc Itt'lll, that
~t to ""nge, du rillion, and such consider-
alions. Unlil all of its jlt~ls ate milgicilily ex- though15 in preference to the Common, lhe ItM'l will always be on top. Thus, no diggins
Common in prd'er"'f'oCe to aJig'Imcnt 1angu~); around and fumbling is ever ~ 10 find
pended, a II/11m 01 bril/ill"cfI also has Ihe
and t~ C;III't bit more tha.n J' oflUJid stON', lIt' what the hilven.Kk conIilins. H f'WQfflS klmdy
follow ing magical properlies whltn a.ctivatll'd:
L It glow. with a blulw, IIghl when uMad of Iron, or any sohd sheeting of lead or gold be- ""~Io. and whillev~ it contains gain iI + 2
a .... wlthll'l 30'. ThIS IQlhI cau~ pain and 1d6 twee'! 1M Wltater ilnd the tnillute., bonus to all 5;lvltlg throws.
poinls of damage to all such cnalures I.'Kcept The thousht pick-tlp is cfirtctkmotl. Conscious
eft'or1 must be made to pICk up though... 1ne Hom 01 Blasling: This magical horn a~
skeleloM and lombin . pUN 10 be iI normil l lrum pet, but il rad ia tes
2 . The wea .... r may command .ny sword hit v.'t!arer may communlCiltll! by laniuage wilh any
creaturt WIthin 'r.lIl18f if !.heR is a mulually magic if a dflleet mugic is CUI upon II. It can be!
wield$ 10 become iI swo rd of flume . ThiS iii 11'1 sounded as a nonnill hom , but if tM correct
addilion to any other IptCial pro~tiC'lIl ma y known speech, or emohons may be lran5mill«i
(empathy; so thai a ctt:a.tUrt will ~ve lhe em&- word t. spoken and the instru mltnt is then
have This lakes one round to lake f'ff«l . pla~ , it hu the followi", effKlS. bolh of
IKmilIIT1t'SSiIgl' of the v.'t:arer.
l . Thlt wt'arl'T mily pl'Odll~fI flumt lUst as If whN:h happl!'n Oil oncc:
hf' wert a slh· lt'vel druid. If the wea.ret"of tM helm wa. nll 10 Imp .... nt a
' ''ggt',tIOfl b •.'l' 1M lrd-bel w izard spe:!1 of I. A CON! of50und, 120' klrls and 30' wldll! ilt
4 . TM weal'C!'r is ptOlt'el4!d as if iI doubk- the md. is&ues forth from thl!! hom . Al l withan
thill name in tM P/Qyer j HUlldbook), hit can
st ~"8th l int I'e 'lJt""Cf/ ri"8 wtre worn, bUI this ilrtil mu~ roll a successful savi"lthrow VI.
this p rotKlion cannol be ilugmt'ntt!d by fur- ;lttempl to do so as follows; The cl't:ature rll!-
cltiv'"3 lhe ' '''SSesIIUII gai ns iI saving th row VI. spell T'ho5e saving are 51unnrd for one round
1m maglC<ll me<lns. 1pc'1I with a -1 pfnillty for every Iwo point, of and dt'aft:ned for IwO. ThOSl!' fililins lhe s.aving
OnCII! all ollis Jrwels have lost thrir magiC, Ih ro w SUSlam IdlO points of dam"8e, art
thlt helm loSt'S a ll of its powers . The gt'llls turn Intd ligl:'nce lo wer Ihan the telepalhlfit , but a
+ I bonus fo r every poinl of Intellisenclt hiSh. stunned for two rounds, and dufentd for four.
to wotthlt:S5 powder when this occun. Re- 2 . A WilVIt of ultrasonic sound l ' wide and
moving a Jewe l dnlroys the gem . Tht'y may t'r thiln the Wtill'C!'r o f tht' helm. If Inltlllgcnce is
equal, no ad juslment is made when the IiIvi ng 100' lo ng Issun from Ihlt hom . This causes iI
not be rt'Chargl.'d. weakening of .uch ma teria ls as mlttal• • I o n~,

111
and wood. The wu kening is fQual in eff«ll o sounding it. T'lw device ma.kes a deep. hom·lib l\immon only fighten 0( the hom's a.llgnmtnt. A
the damage c.used by • hit from a missile noise. the note dropping abru ptly 10 a lower reg- radical alignment diffetU\Ct' wiU ca.U5t the !\om
hurled by a large (".Iapult. See "Siege Dam- iSler 011 the end. blower to be attxktd by the fighten.
agf,~ page 76 and .uffer an addilional -2 penal- Ho m o f C(){)dn en /bll: Thi, maSial in· H ol'!it~hOft of Speed : T~ Iron .hoes
ly \0 the die foil described there. strument adapt.s; itself to the alignmen t of its come in a:et.s of four like o rdinary horseshoes.
If a hom of biustmg is used magically mOrt" possesso r, S() il will produce either a good or but they are magical and will n(ll wear OU I.
than once pel" day, then! is a lO ~ cumulat ive an evil effKt dq>end ing on Ihe alIgnment of it' Whffl affbted to a horse', hooves, they double
ch.nce that it will explode .nd innict SellO
points of damage upon the person sounding It .
owner. If the pos.ses.wr is absolu l ~J y neutral.
the hom will haYe no power whatsoever. If the
the animal"~ . Thert is it 1'"chance per
20 miles traveled that a shoe will drop off, and
TheA' are no charges upon .. horn, but the owner i~ good, then blowing Ihr horn has the if th is passes unnoticed, the horse', s~ will
devke is subject to stresses lIS noted ab-ove. effect of a p rotllrtio ., from l1oj! .s;pell in a 10' drop to ISO'" normal rate. If two or mort are
and each lime it is used to magical effect IheA' radius, and thi~ pro tect ion will laM fo r 10 l05t, ~~ return.s; to nonnal.
i. a 2 .. rumul.Hvr chance of the instrument found, . Each friendl y/ allied crellture within
5elf..d~ruct ing . In Ihe laller caa:e, no damage this area will be affected as if gran lrd the spell. Ho rseshon of • Zrp hyr: These iron shoes
is inflicted on Ihr character blowing it. H the horn is m evil aHgnmml, then the r~ can be affixed 1ik~ nonnal horseshoes, bu t
!-10m of Bubbll'S: Thi.$ cuBl!'d musical instru- ven;e of the noted spell O<;CUI'!i within the area Ihey allow a horse t(l travel without actually
ment will radiate magic il driected for. It appears of effect . The hom ca.n be blown once per day. touchi", the ground. Among other things, this
as a nomW hom, or po$ISibly any of the many mean' water can be ("rossed- passed over
Ho m of th e Tri to ns: This device is a conch- without effort- and mo vemrnl is possible
rNgicalones. It will sound a noIe and call forth a shell hom which can be blow n onc:e per day
mw of btJhbles thai complet~y surround and without leav;", tracks on any 50rt of ground.
(except by a trit on who can sound it three The horse Is able to mov~ at nonnal .Pftds"
blind the individual who blew tM' hom fOf' 2d10 times dail y). A ho," of Ihe IrilOIU can do any
rounds, but these bubbles appear only in thto and it wJl\ nol tire for as long as 12 ho ul"l' con-
ont' of Ihe fo llOWing functions when blown : tinuous riding per day when wearing tht$ot
presence of a mature actively weking to slay the I. Calm rough waten in a O~ mile radius.
char.Jcter who played the hom, !IO their appear- magic.1 honeshoea.
(This has the dfect of dispellins a water el~
ance might be det..~ for a very short (lr f'){. mental or water weird. ) Inc~n5t of M"dllaHo n: The small rectangu -
trmwly Imgthy period. 2. Summon 5d-l hippoca mpi (on a d6 ro ll of lar block. of 'wet't-smell ing inc~nu of rn~dit4-
!-10m (If Collal"lng: The hom appea~ to I or 2), 5d6 gianl sea horses (on a roll of 3.5). tion are indistinguishable from no n·magical
be a normal musical inslrument , perhaps a bu· or IdlO a:ea lions (on. roll of 6 ) if the charactrr inc:mse until one is Ill . When burning. thelpe"-
gleor warning hom of some so rt . If il usoun d· is in a body of water in wh ich ,s;uch Crta,s;ures cial fragr.an ce and pearl Y-hued Imok~ of this
ed improperly (e .g., wilhout first spellking the dwell. The creatures summoned will be friend- spedal inc:tn~ are rectlgniZilbl~ by any priest
proper command wo rd ) or 10,*, of the time in ly and will oMy, to the bes: of their under- of 5th o r higher level.
any event. the following will resu lt , standing, the character who sounded the horn. When a pri~ lights a block of the incense of
Out-iJf-doo",: A tom'flt oi fi:w..6iud tocb will 3 . Panic marine crealures with anima l or meditat ion and $pends eight hours p~yi,,&
~ the individual .sounding w hom, 2d6 In lower Intelligence, causing them to flee unl"" and meditating nearby. the incense will enable
number, e3Ch causing '1d6 hil puinl$ oi damage. each saves vs. spell . T hose who do save mUSI him to gain maxim um spell effects. Thus. cunr
lndoof'J : The c:eiling overhtad will collapse take a - 5 pt'I'Iahy on their a ttack ro lls lor 3d6 !pounds spells are alwa ys maximum, spell d ·
whm the devic~ is blown. The charac:ter .s;uf- turns flO-180 rounds). fects aA' of the broadest area possible. and
fm Jd12 point' of damage. Any tound ing of a horn of th. tritons can be savi ng throw. again.s;l their effects t uffer -]
Underground: 'T'ht area immediately above heard by all tritonl within a thret' mile radius. penalties, and when dead are brought b.ack to
the char.lCter SOIJnding lhe hom will faU uiX>" Ho m of ValhaUa: There ~ lour varieties of life. their chanc:e of not IRIrvivlns is reduced by
him. The da~ IS .5d4 points base, multiplied tlUs magical cIrvicof. Each apPears to be a normal one-hal£ (rounded downl.
by 0I1f.' for each 10' of height whiCh the material instrument until its commllnd word Is spoken. When this itf'ITI 0( mask is discovered, there
above drops (I.e" twi« damage if a 1JJ' ceiling. 1nen. each summ0n5 a number of berserken will be2d4 pteasof~. Each pieuburnsfor
three times damage jf a JO' ~Iin&. etc.). from Valhalla to fight for the chal<tcter who sum- el8ht hours; the effects mnain for 24 hours.
Proper I.I5t of <1 hom of co1lavsins enables the moned them by bJowing the hom . Each variety
char.ac1er to sound jl while it is poin ted al the 1nc:tf\5e o f Obsessio n: Tht$ot st range blocks
of hom can be btown lust once "very seven days. of jncena:e exactly rt:Semb le ;ntrnu 0/ ",tldi,,,·
roof overhead from YY to bO' beyond the user. Tht' type of hom, its powen, and who is able to lion. If medi tat ion and p~}'er are conducted
Thetffect is to collapse iI section of roof up to 20' employ it are determined by rollin& Id20 and while the lit inrI/flU of obJt5,Jlon is Marby. Its
vrlde and N long (10' radius from the central con,s;ul!ill8 the table below. odor .and smoke will cause the priest to be-
aiming point) which inflicts damage ~ noted Any character whose group is unable to em·
above if indoors OC" undttground only. come totally confiden t that his spell ability is
ploy a particular .horn 0/ VCllhClflCl will be at - supe rior, due to the maSi,"",] incmse. The
Hom ol Fog: This small. bualdib device ai· tacked by the berHrk fi ghlers sum moned priest will be dettrmined to ua:e his spells at
lows its possessor 10 blow f(lrth a thick cloud of when the character blo w, Ihe horn. every opportun ity, even when not needed o r
heavy fog equal 10 thai of a fos cloud spell. Each Summoned fightel'!i au Armor Clall$ 4, have when useku. The priest will ,emaln obsessed
round 5JlUI1 blowins it crealfS a l{).cubic-f1XX 6 hit points per die, and art armed with sworQ wi lh his abililies and spells until all are cast or
fog cklud. The cloud lasts for 2d4 rounds after and spear (SO'*'I. or batt lr · axe and spea r 24 ho urs have elapsed.
the last round of bklwins the \n5tl1,lmtflt. Note (SO" ). They gladly aflack anyone the p0sses- There are 2d4 pieces of this inc:fllSt normal-
lhat 5houkl it Slop being souodtd fw a round, a so r of the horn co mma nds them to fight , until ly, each burning for one ho ur.
new fog cloud wUl have begun. as tN: initial one Ih"y or their opponents are slaIn, or six turns
ha5 a life expectancy of but 2d4 more minutes, have elapsed, whic:hever oc:cun first . lou n StOft('S: "J1wse ~;&( 510nes always
and will have driftrd away from the individual Fully SO'" 0( these horns art a1if!ned and wili float in the aiT and mur;i: be within 3' of their
owner to be of any use. When a character fir.;t
acquins the 51onfS, he mU51 hold tach .nd thut
HORN Of V..tLHALU
IH:l'Hlk Fl,hlen release it, so it takes up a cirdins orbi t, whirling
Usab le By and tr,lliing. Circling ldJ feft from hit head.
DlO RoU
,_.1:;"<--_~ __U..... ___...
Type 01 Hom
."~.;;u
S ;;..
Su.mmo ned
;::4 + 2 2nd level
2d any sroup
Thtrtafler, the 510nes must be grilsped o r netled
10 stpMate them from their owner. The owner
9·15
_, ___ i!rol!lC' ___ ~~"'
!,," ••
+ O nJ level P.WI,R
p,w. may voluntanly seize and SlOW the stones (at
night, for ecample) to keep them safe, but he
19-20- Iro n ~ l cU+15th level w.
171
IOUNS1UNES Placed upon a poisoned wound (or , w .. now-
ed). It detoxifies any poison ordUe~ . Ru~
DlO Ro D Color 01 Slo ne

2
3
pa lilue
scarlet & blue
incandescent blu£
.
Shape
rfiom6Oid

",h~
".,.
Effecl
adds, point to Str. (IS mP.)
adds 1 point to mt. (IS max.)
add. 1 point to Wif;. 1. max.
on the body, the ointment heals Id4 + 8 points
o f d~mage . Generally. Id3lars will be found ,
Le ns o f D~ t ecllo n : This circu l ~r prism

5
dHp red
pink
sphere
rho mboid
~dds 1 point to Dex. (UI max.)
adds 1 point to Con. (18 max.)
enables its user 10 detect minute things at SO ..
of the ability of 'lIa of minl/te _ing, but it
6 pink&:~ sphere itdds 1 point to Ch~ . (18 max.) also enables the possessor to look through the
1 Pik ..... prism .ada 1RVtJ orIPJI:periena lens and Inck as 111 5th-level r.mger does. The
•• de~ r
iridtscmt
tpindle
~indle
sustaiN person without
6U5taiN ~E\ w U, '"
food/w~ler /11,.. of detwion i. ~bout six inches in diilme-
ter. It must be set In ~ fra.me with ~ handle: in
10 pearly .... hite spindle ngenerot.tH 1 h.p. of d~m~e/ lum order to be properly used.
11 pale lavender ellipsoid ~bsorbs spells up to 4th level '
Ubum o f c.mEuJ ConjlU,,1ion: This m)"$lk
U lavender 6: green ellipsoid ~btorbs .pelll up to 8th level·'
book contains much ara.ne knowledge for wiz-
13 vibrant purple prum Rom zd6 levels ol5pe11s
ards of neutral, chiIotic neutral, and lawful ocu-
14 dusty r'<* _riom givel' + 1 protection
burned out Rdead~ stone In! ~Iipune'lt . H a characta- of this daM and
15-20 dull gray' ~y
alignment spends 111 run w«k dolst~ and
, After ot.bsorbi"8 10-40 spell level,. the Itone bums out and turns to dull 8fot.y, forever useleu. undistwbccI, pondtrina its contents. he pins
•• After absorbing 20-&0 ,pelllevds. the Hone bum , oul and tums dul l grot.y, forever useleu. ecperie:nce points sufficient to pIaa: him exactly
at lhe mid-point of the ne:xt higher kvcI. When
thi, occurs, the libram di~ppe~rs- totally
loses the bmtfits 01 the: stones during tNl time. force the same cre~IUft into the flask ~ second gone-and that ch..r.tcta- COllI never bentflt again
1dlO ioun stones will be found. though there are lime allows it +2 on Its taving throw and from rtading such a work.
14 cIifkmIt kinds, 10 illI.. Roll Id20 10 detf!'m\lne m~kes it wry angry and totally hostile. A di,. An y norH"IeUtral wizard readin8 10 much as a
the: property 01 each stone:, ~ dupUc.alkJn indica- €;Overed bouk ml&ht contain : line of the Iibnm PJffers sd4 points of damage,
ting a Ilene which is burned out and use:lew but fOJlIs uncomcious for a like number 01 turns, and
0 100 Ro D Contf!f\ts
COWlII u one 01 the numbcT round, must seek a pritst in order to atone and rqain the
ObSO Empty
Whf!f\ever ioun ,Iones ot.reexpolilld 10 ~tI~ck , ability to progre$S in expcrienct (until doing 10,
51·54 Air eloemmtal
they ~re treated as Armor Class -4 and t~ke he gains no further experience).
10 hit polrn. of cb.mage to datroy. They ~ve 55-6S OJ.inni Any no n-wizard perusing the work must
66-69 ~rth elemental
as if they w~ of hurl metal- +3 bonus. roll a wving throw vs, .peliin order to ilvoid
7O-n Efrem in~n l ly. Chancters who go insane can be
Iron B..nds of BiI.ITO: When initially dis-
€;Overed, this very potent item will ~ppeil.r to be
a rusty iron sphere. Claw tJlilITlil\iltion will
11-86'*"-- Raksh...
'll-'l6

8'1-89
Fire element~l
mvwble .tot.1k"~
=--. he~le:d o nl y by a rltrtIOv. CUrH and rest for 1
month or by hlllving a priest heal them.
reve~1 th~t there art bandings on the thrft- .3 • Ubr.. m o f Inclbble Oamnllltion: This work
Inch-diameter Slobe. Magic detection will 94·9'] WlIIter elementllli is tJI~ctly like the libfllm of grdn/ul conjuflItioll
revellli IIro nS maSic of lIIn indeterminot.le 98-99 Wind walker excrpt thai it benefit. evil wlurds, Non-evil
nalure. 00 Xom characlers of thai dHS 105f! one level of experi-
When the p~ comm~nd word is spoken ence merely by looking iMide its bnM-bound
Jewel o f AlIlIIcks: Thi. gle~mi"8 sem racU-
and the spherical iron device is hurled al an covers, In ~ddition to the other ill effect. of
~t .... magic and ~ppe~'" to be a vllllu~b le Item. It
opponent. the bands f!lCpand and tightly con- perusing as little as one line of Its contents.
is curwd, however, ~nd doubles the: likelihood
strict the target creatu~ if ~ tuccnsful. ul\ild-
of encountering wandering montlers and the U bf.m of Sdv~r MlIIgk: This my.tic text is
lusted att~ck roll it made. A sinsle creature of
likelihood o f pursuit when mon$tetS are the reverse of the libram of (n"'Qblll dumnQ'
up to froll / fire siant-siu C.. n be ClII ptUrec:! thu,
encountered ~nd the party _ b to evilde them tion . It i5 gre~t l y bene:t'iclOJl to good wizards,
and held immobile until the comm~nd word Is
by flight . On« picked up, the jewel of attacks mO!lit baneful to non-sood ones. Uke aU magi-
spoken to bring the bands into globular fonn
wOl ot.lw~y, mlllgically return to its finder u.l worb of mi, sort. it vanishes after one
~in . Any cre~ ture captured in the bands,
however, gets the ch~nce to b~ak (and ruin ) (secml"8 it!leif in pouch, bag. pack, pocket. week of study. and the character havlna bene-
the bands by au~ully bending baN. Only
etc.) until a rem ON CUI$&' .pell or an atonllnlfml fited from it c~n never be so aided asain.
is Clllst upon him .
one attempt is possible befon! the bMld, a.re: 50 Lyrt of BuUdlns: The enchantments placed
set as to be Inescapable . lewd of FllIIwlessneu:: This maSlcal gem upon this intlrument mlllke it indistinguishable
~ ppean to be a very fine stone ollOmf! IO rt, from a normal one. Even If It. masic I. detect·
Iron FI.,k: Thew ,peci~1 contllliners aJ"t typ-
ically inl .. id with runa of .Uver and stoppered but if ma&ic is detected for, its mq:ical ~un ed. it cannot be told from an ordinary instru-
will be noted. When 111 jnwl of flawlusPlIlSj is ment until it is played. H the proper chords are
by ~ br~M pll18 bearina a seal 5f!t found with
placed with other ~I , it doubles the likeli- struck, a ,ingle use of the lyre will negale the
. isil" glyph" and speci~1 Iymbols. When the
UKr speak. ~ comm~nd , he can force any crea- hood of their being mo~ valuable (I.e., the effects of ~ hom of bltUting, 111 disintegP'At.
ture from lIInother pl~ne into the container, chance for each stone goin8 up in vlIIlue spell, or the effect. of up to thrft rounds of
increases from 10 .. to 20 .. ). The: jewel has attack from a ram or limilar siege item. The
provldflt the creature flllil, it, !laving throw vs.
spell-afte r m .. gic resi,t .. nce. If any, I, from 10-100 f~cet., and whenever .. gem lyre Clll n be used in Ihl. way on« per cb.y.
chded. Range if; 60' . Only o ne cnatUft a l a increasa in value becau5f! of the m;l3k: of the The lyre is also u~(ul with tftpect 10 Klual
i~1 of fUnDfusn,., (a roll of 2 on dl0), one of building. Once a week itl strings can be strum-
lime can be so contained. Loosing the stopper
frees the COlptured c~atu~ . these facet, di~ppe~rs. When all are gone, t~ med 10 al 10 produce chords that ITliIgic~lIy
If the individual fl'fting the captured crea- iewel is a spherical stone thai has no value. con!llruct buildings, mines, tunnels. ditches, or
lu~ knows the €;Ommand word, the cre~ture whOltever. The efkct produced in but three
Keogh tom'. O in tment: Thi. JOvereisn
can be forced to serve for one tum (or to per- turru of p laying II fqual to the work or 100
5illve i, useful for dnwing poi50n, curinS dis--
fonn 111 minor 5f!tvke which takes up to one mm laborina for three cb.ys.
ease, o r healing wo unds. A jar of the unguent
hour). If frftd withoul command knowledge, A check must be made. whenever the lyre is
is sm~J1 -perh~ps thru inches in diameter and
di« for the creature', n!act.ion. Any lII Uemptto p1~yed . Under normal cin:umstancn, a false
one inch ~but €;Ontairu five ~pplic~tions.

173
chord is soundtd on a roll of 1·3 on IdlO. acler will 5uff~r 6<.16 hit points of dam. fro m a~a in 1M sam~ am ount of tim~ . If ust<! as a
(Cha ractt. ... with tht. muskallnHrummt proll- o pening Ihe work. weapotl, It has. + 3 bonus to allack roll. a nd
cit.ncy pl;t.y 11 false chord o nly on iI roll of 1 .) If inmer. 5d6 points of damaae, pclusive of
Manual of Putl.. nl SIdU lit Am'lt: Thi. St~nglh bon\lSeS (_ girdl~ of gian t str~ngth ).
th~ playt.r of th~ Iy~ is undn- physical o r mm·
K holady study cotllaiN vtpert advice and
tal attilck, tM chance of a false chord inc~am
instructiOtl rq,Jrding w~apon use and VlIriOU' Maul 01 Ii'll' TIta nJ: This huge mallet is 8'
101-10. (Proflcimt character'll rno lvt a profi-
attack and ddmH modn. Any sln&\e bard or long and wrighs ov~r 150 pounds. Any gianl·
ciency chKk. by th~ standard Nks under these
fight~r (but not a paladin or ra"3~r) who read. siztd crealure with St~"3th of 21 or grca tt.r
cirrunutances.) If a fa~ chord i, $truck, all
th~ manuai and practka the skills dctCribcd can ~mploy illo drive piles of up to 2' diame1"
effecll of the Iy~ a~ 20 .. likely to be negatcci.
th~rein fo r OM mo nth goa up 10 tht. mid-point inlo normal earth ,lit 4' per blow-two blows
MiIlIu.1 o( Bodily Huh h: The mt.tal-bound of the ntxt higher lev~l. Tht. book disappears pt.r round . The maul will .muh to /lInders an
mllnulll o f bodily heAlth appe .... to be an ,lifter it is read. and th~ kno wledgt th~reln will oabn door of up 10 10' h~i&ht by 4' width by
arcoln~, Tolte, but non-magicoll book. If a de/,ct be forgottt'rO within Ihree months, so it must be r thickness in one blow- two if th~ door is
mABic s~ll is cast upon il. th~ m;t.nual will acled upon re;uonably quickly. Mavlly bound wilh iron. If used as a wu.pon.
r;t.diale;t.n aUnI of magk. Any chanlcter who Th~ fighter e.nnot art iculate whal h~ has it hat a +2 bo nus to attack rolls and Inflicts
~ads th~ work (24 hou ... of t im~ over)oS dilY') read, nor can il be rKordtd in .ny fashion . 4dl0 hit point . of damage, exclu. ive of
wiJl know how 10 incre~ his Conllilulion by Paladitl. and nI"3~'" wilt undUSland Ih~ work St~th bonu!lel.
on~ point-this involves a Ip«ial di~tary ~. but cannot bendit from reading It. PrWst. i1nd
Med. UJotl o f ESP: This appeilrs 10 be a
men and br~ath i"3 vt~rclJa OV" a on~month t.hl~vlI!I c.. nnOI undtnland tM milnUAI of pui.ll-
nannal ptndant dbk hu", from a nKk chain.
~riod . Th~ book dlsappun immtdiat~l y SDnf ~km Ilt IlnTU. If a wiLllrd to mu ch a. KaN
It is usuall y fashioned from bronze, copper, or
upon completion of III contmts. a few of its letters, M will be stuntled for Id6
nick.tl-si.lvtr. Tht. device U\ilbln lhe Wt.ilrt.f 10
The point al COMtitutioo a pined only after turns and lose 10,000-00,000 ~xperienc~
COnCmlnll~ lind pick up tho ught l in a path I '
tM prescriIxd rqImen • followed . In thrft points. A charllct~r an betlefit from read if13 a
wide al tM mtdallion,1lJ'\d broadenl", 2' ~v~ry
months tht know~ al the !lCCt'ds to bodily mallut.ll of pUiuRlI1 skill Ilt Arm.f only one timt.
Malth will be forgotten . 1M knowltds~ annat
la' from 1M devkt.th~ magic ~.ehH , up to an
be articulated or l"Korded by the rNdtr. n-e M .nual of Qulck,,"s o( Action: Th~ 11' maximum width at SO' . Not~that tht.wear-
h~avy covers and me1al bindinpof this compi- ~r antlot send thought. through a mlldAllion
rnanuaJ wiD not be UJeful to any character a IK'- latlotl wilt nOI dillingu[w, il from olh ... r semi- of ESP..
ond time, nor will more tholn Ont charactt.r W
valuable, nonmagie .. t It.xl,. This work Use of th~ medalliotl requires a full round. It
ablt to benefit from a sing.It copy.
cont.in. IKrel fonnulae and prescriptions for il pt1!Veflted from functionina by Iio ne of OVt.f'
M.nual of Galniul u~rdM': ThiJ; wo rk i. u",u~tlls atld ex~rdSb that ~nabl~ a singl~ 3' Ihicknesa, metal of ov~r II. ~ thlclrnft6. or
similar to the mllnut.ll of bodily hellilh. bUI its ~ader 10 . Mimilale th~ Itxt (three day!! of any eontitluous ahPl't of I~,;ad, gold or platinum
~adi"3 and prescribed course of action will unintelTUptt.d .tudy) and then prilctice the of a.ny thid:.nHl &rtat~r th.an pilint . The
result in Ih~ addilion of one point 101M rud- ,kills del .. nt.d thet1!in. medalUon malfunctions (with no result ) on •
er's Strensth. If this practict is faithfully done for one month, roll of 6 on Id6, and 1M d~vice must be
thecharactt.rwill gain one point of Dcxtft'ity. 1M ch~td ead! time il iJ; used.
Manu.1 oi Gol~"'J: This compilation i, a
manuai will disappear immtdiattly after rudin&. Th~ chauctt.r using Ihe d~vl« Cilll p ick up
I~atlse on the con$truction and animation of
but the conlml. will be ~ foe thl"C't only the surface Ihought. of c~atura in tM
8ot~ms . It cont,lIins all of Ih~ information i1nd
IncantiitioM nKesNry to milke on~ of th~ four
mOtltN. ~, the reader will not be ab~ to ESP path. Th~ S~ntra l diJ;t.anc~ c,," be dtltt·
articulate or OI~ rKOrd the Informat;on he mined, but all thoughts will be undentandable
sort. 01 golems.
t't.Iaw. Only ~Ier the moruh 01 trainif13 wUi the only if th~ uttr knows the languase of th~
TM construction i1nd an imation of a goltm
IJrcIctft'ity bonus be pined. furthft' ~ of a thinke .... If lalllt.t creatures use tlO hlnguag~,
t.kes a consld"abl~ amount 01 time and COSIS
similar text will not .del to ~ same dw-ac1:er's only the prevailitl8 emotions can be felt . Note
quite a bit as w~lI . Ouri"3 th~ cotlilructionl
IJrcIcltmty. that und~ad and mindless golnns h.a.vc n~ith~,
animation process. a sin&l~ wiurd or p~t
relldabl~ thoughts nor ~ol ions: . The type of
must have th~ manual at hiUld to study, and he Matl ....1 01 St~althy PJlI~dtlg: This is a
mu. t tlol be intetTUpted. The ty~ of manual med .. Uion found is d~t~nnincd by consuiti"3
guide to expertise al thl~v~l)'. It Is 50 effectiv~
Ih~ lable heJow:
foutld Is dd~rmintd by rollina Id20 and con- Iha t any Ihi~f or ba.rd who ~ads it and thm
sulli"3 lhe table below; spmds on~ month praclici"3 the skills therein OzoRoU MedalUon
will gain enough ~perientt points to place 1·15 30' riUlg~
020 Type of Con.tNdiotl GP him at th~ mid-point of th~ next highu level . 16-18 30' ra~ with ~puhy
Roll Co~m 11m. em. Th~ t~xt disappt.ars after ~adinS, but knowl- 60' nng~
1-5
6-17
Oay {PI
Aah (W)
1 month
2 month.
" ,000
.10,000
edge is r~tained for three months. As with oth-
er magical l\"JIt. of this sort , ho_v~r, th~
"
20 90' ra"3~
18 Iron (W) " mOtlth, 100,000 Medallion of Tho usht ProJ~Cllon : This
knowledge cannOI be rKOrded or repeated 10
19-20 Stone (W l 3 months eo,ooo otnen. Any ildditional reading of a simUu d~vic~ is like atl E.SP M.dAllio" in ~vel)'
Onc~ the golem iJ; finished. I h~ writi"3 fades manual is of no benefit to th~ dlaracler. rap«1, even as to tM ral\8. at which II func-
,lind th~ book is con$umed in flames . Wh~n Ih~ Rstuers and wizards are unable to compre- tions. Howevu. In addition to picking up th~
athes of the mllnual a~ spritlkled upon Ihe Iwnd tM wort.:. Priests, ~ &nd paJadins thoughts o f c~atures, it will bro.dcaSI the
golnn, the fiJure bKomes fully animated. who ~ad evm a word 01 the book IUffw .5d4 thoU3ht!! of the user to th~ creatures in tht. palh
It isaS$Umed IhatIMust:roflh~manual is o f points of damage, <Ill! sctmntd for a 1i1:~ number of th~ be.. m. thus al~rtina tMm . To P~Vefll
10th or higher kv~1. For ~v~1)' l~vel 0( ~xperi­ of rounds., and, if a savina throw v•. spdJ is p rojecti"3 thoU3hll, the uSt.r rolls I d6. On a
etltt under 10th, the~ II a cumulative 10 ~ failed, they IoteS.()Q().20, OOOex~ points as roll of 6, the though ts remaitl a S«t1!t.
chana- thai tht.golnn will fall to pitcH within wdJ. In addition, such characters must Iltont! M.irro r 01 lU~ Tr.pping; This cry slal
one tum of compidion due 101M m.ker'. within one day or !oat ~ point of Wooom. device is usu.Uy about 4 squa~ feet in a~a ,
imperfect underllandlng. ftamed in mtIal, wood, etc. It i.usabl~onlyb y
Matlock 01 the ntans: This huge digging
If a print ~ads a work for wiurds, he will wiurd$, although it can be ./fixtd to a IUrfac~
lost 10.000-60,OOOpperiencl': points. A wiz.ard 1001 is 10' 10"3 atld weighs ov~r 100 pounds.
An y giant*Sil.ed crealu~ with a Sttm8lh 0120 10 opt.rale a.Ion~ by giving a command word.
reading a priestly work will 10M Otl~ level of A mirror has from 13 to 18 tlo n-sp.I!a.l /tx tra-
or mo~ can uw it to l00wn (or tumble ) ~arth
vtperi~« . Th~ OM mUlt dKid~ in .dvanc~ dlmt.n$lon.. 1 comparlm~tltl wilhin II. Atly
whic:h it is munt for . Any other cla55 of char- or ~.rth~n ramp .. rl!! itl a lOO-cu.bic-foot area In
c~atu~ comi", within 30' of the dtvic~ ,lind
on~ tum . It witllm .. w, rock in a 2O-cubic-foot

174
looking at its rftlection must succesalully lave throush to the place pictured- an invisible magical fire attack. the item must undergo a
vs. spell or be tnlPped within the milTOr In one area ~ai", on the "other side," and those us- saving throw check as well. If It faill to save,
of the cells. A creatu~ not awa~ of the natu~ ina the portal can return if the correct spot can all remainina missiles detonate simultaneousl y.
of the device wUl always 1ft its rdlectton, the be foutld. (Note that creatum being ICried can
probability dropping to SO" if tM c~ature ac· step through if the place i. found by them!) Necklace of Prayer s.:... ds: A maaical ne<:k·
tlvdy avolc!J doins 10, and to 20 .. lIthe crea- 4 . Once per week it wUl alUwer one mot! lace of thislOrt appean to be a nonnal pita of
non·valuable jewelry until it is placed about ...
ture Is awan that the milTOr Iraps life. quHtion regard!na a creature whose image is
When a creature Is trapped, it is taken bodily shown upon its surface. cha.ractel'. neck . Even then, the true nature of
into the milTOr. Siu is not a factor, but autom- the item will be revealed only II the wearer is a
Mirror of Opposition: Thil item exactly re- priest (excludif18 druids and characten othe...
atoN and non-living matter (including aolems
5flmblH a nonnal mirror. If a creature 15 re- wise able to we lpell, of a pdHtly or cirukllcal
bu t excludina intelliaent undnd) are no t
trapped. The posseuor of the milTOr can call nected in its surface, an exact duplicate of the natUft. such as paladins and rangers). The
the rdlKlion of any creature that i. t rapped creature will come into beina. and this oppo- n.cklAC' of prAy.r NAlls consists of 1d6+24
site will immediately a ttack the creature re- IC!mi-pr«ious (60 .. ) and fancy (40 .. ) stonel.
within to the surface of the milTOr, and the
flected . Note that the duplicate will have all The wearer will be 25" more likely to SUCCH&--
powerlHi creature can be enpged in conver-
lation . If mirror capacity is exceeded. OM vic· items and powers of the oriainal (includif18 ful ly petition his deity to grant dHired spells.
magic), but upon the defeat o r dHtruction of There will a lso be Id4 +2 special beads (pre-
tim (detumlned random ly) will ~ lid free in
order to accommodate the latHt one.
either, the duplicate and hil items disappea r dous stonH, sems of 1,000 SP base value ) of
II the mirro r it broken, all victims are frHd completely. the foUowina sort (rollld20 for each bead):
(usually 10 tMn attack the the pouuaor of the Mudynd's Spoon: Thil unremarkable eat- 010 RoD llHul..
devict). Note that the possnsor of a mirror of ina utmsil Is typkally fashioned from hom. It 1-5 Bead of atonmw:nl- as the 5th·
lif, tmpping can speak a command word to radiatH a dim aura of conjura.tion if magic II I~d spdl of the sa.rrn! name
free a trapped creature, but the crealu~'s cell detected for. If the spoon is placed In an empty ~10 Bead of blessing- as the lst-level
must ~ known. wmple: '1n the name of Za- container-a bowl, cup, dish, etc. -the vesHl spell of the same name
sis 1M Creal, I command the occupanl 01 the will fill with a thid:. pasly gruel. Although this 11-1S Bead of curina- curH blindness,
third cell to come forth l" substance ha.s a navor similar to wann, wet disease. or terioUJ wounds (as the
cardboard, It Is hlghly nourishing. It contains appropriate spells)
everythina necessary to sustain any herbivo- 16-17 Bead of kanna-allows the priest
rous, omnivorous, o r carnivorous creature. to cast hi' spells as if he were four
The ,poon will produce sufficient gruel e~ levels higher (with rnpect to
day to feed up to four hurnaM. range, duration, etc.)
Ntclda« 01 Adaptatio n: Thil chain resem- 18 Bead of .ummOnJ-calls the
priest', deity (90 .. probability) to
bles a medallion . The wearu un lanore all
come to him in material fonn
sorts of gases that affect «eaturt'S through res-
piration. He can also breathe underwater or (but it had better be for a good
reason!)
even exist in airltsl space for up to seven days.
19·20 Bead of wind walki"l- as the
Nuldace 01 Mlnlln: Thil device appears 7th. level l pell of the same nal1M:
to be nothing but a cheap m«bllion or piece of
valuel_ jewelry. If a ciur.w:ter placnlt about Each special bead can be used once per day.
his neck, ho~er, he can 1ft the ne<:k.Iace as it
If the print summons his deity frivolously, the
really is- It is actually a golden chain from deity will. at the very least , take the necklace
aI punishment. The function of each bead i.
which ha", a number of solden mWile g1ohn.
The spheres an detachable: only by the wearer, known o nly when the bead is lV"I,ped and a
who un easily hurl them up to 70' distance. commun, spell used.. All powers of the special
When they arrive at the end of their Ir.ajretory, beads are lost if they are removed from the
necklace.
they burst as a m"3ical fire/xl/l. The number of
missilH, and their respective Hit Dice of fir,- Ntcldace of Strangulation: A neckbce of
bAil dam"8e, are determined by rollina Id20 ' tranaulation can be identified o nly when
and cOnsWtins the table below: placed around a character's neck . The necklace
Number of MIM1l.H and Power Immediitely constricts and cannot be ~ved

...,
Oz.
I ..
11 10
•• •, •
In Dice
7 J Z
by any meJlM , hort of a limit,d wgh or wish
spell . The: wearer suffers: 6 points of strangula-
tion damaae: per round until he is dead. The
necklace remains clasped around the charac·

Mirror of Menial Proweu: This magical


.-u
13-1.
1 z •• ter's throa t utltil he iI a dry skeleton. It can be
..URd ,
1 2 2
mirror resemblH an ordinary one S' )( 2'. The 1 -ta 1 Nob ul'. Marvelou, P1.gmentl: Theile magi-
po55HSOr who knows the proper commanc!J cal emulsions enable their possnsor to create
can cause it to perfonn as follows: 2D 1 2 2 2 2 act ual object,simply by depictina their fonn in
1 . Read the thoughts of any creature re- two dimensionl. The pigments are applied by a
nreted therein, even though these thoughts a~ For example, on a roll of 9-U , the necklace
will posIC!IIIseven mlslUes- one 7-dice, two S- stick tipped with briltlH , hai r, or fur. Tht
in an unknown langu"8e. emulsion flows from the applla.tion to fonn
2. Scry with it aI if it were a crystal ball with dice. and four 3--dice fireballs .
The sLte will show tha t theft is ... dlffe~nce the desired object .. the widder concentratH
clA/mud/,nc" even brina able to view Into on the dnired imaae. One pot of NoulIrJ mar-
other planH if the viewer I. , ufficiently famil- in power brtWHfl g1ohn, but 1M number of
dice and damage each causes CAnnot generally u,lolU p{grnmu Is suffident to create a 1.000-
iar with them. cubic-foot object by depict ina it
3. Ute It as a portal to visit other placH (pot- be known .
If the necklace is beina wom o r carried by a two-dimensionally over a l00-square-foot sur-
,ibly other planH, as ~II , at the OM'. option) face. Thus, • 10' )( 10' rendition of a pit would
by first ICryi"l them and then .tepp!na character who fails his savina throw versus a

115
f"HU,it if.. an actual 10' 1110' 1110' pil ; a 10' II: 10' NOie that one in 20 of I~ magkal peilfls II "one. T~nsmul.lion must M ma~ fully upon
dt'JIid ron of iI room would result in a 10' II 10' II: curwd 10 work in rn'nw, butollQ thepotn l of the first attempl, ..II lhe qukksUver brins
10' room: and so on. Wisdo m is lOll, 1M pea.rI IUrr'llIO powder; the mlployed alone lime.
Only normill , I nan lmat~ thlngl can ~ 10M II ~t barrinllOfM mqkal rtSto- Two Othet- lUbitancU may be fouM in .. phi.
cnatn!.- doors, pils, nOWft'l, trees, ce:lIs, etc .; r.l ion meaN .uch a. a w£tll or 10'''' of Imd.,.. fOSOpne1"f slone lnstead of the quic.biJv~
monst~rs. ptOpl~. IOlems, and 1M lik~ ciln'l be " "ndin,. detcribed above, ilt the OM', diJaet ton. If he
created. Th~ pilmmtsmult beilpplied to . sur- decidH tht'rC", someth ing differenl in the
PHiI,p! of Foul RoUlns: This~~vedSC'ITI
~ (I.~., a noor, willi. crilins, door, etc.). stone, then is a 75 .. c:flarIce: thai a grftnish,
appeilrs to be. gl:m of sm.U value. If .ny char·
From Id4. containrn of pismenl. will be crysta.lJine lalt will be found. This allows the
Kie'r claim. it at hi. own, he will contract a ItI"-
found. usually with iI . ingle inst rulM'Tll about m .. nufacture of Id4 po tiON of IongRity.
rible rOlti"8 dixillC which can ~ fftnOvtd
1' 10ng with which to apply tMm. It Iilkes one Thve II a 25 .. chance: Ihat a white powdu will
only by appBcation of I rC',"oW' CLl rH I9C'II fol·
tum to depkt an object with pigmmts . Object. be found in a Iione. When mixed wit h .. potion
10wedbya cure diMGMand thefl. ~aJ, Umi,ed
of valu~ d~p ic t~ by p lgm~n u - pr«ious of lon,.vily, this can adually rntore life to a
with or wiJh 19C'1l. 11"It' rotting can abo be
mdals. g~IT\$, j~w~lry, ivory, ~Ic.- will ilppear countered by crushi", a pni.Qpt of hNltll and
dead hUtniiln or demihuman. The mixture must
10 M villuab l~ but will ,ully ~ made of lin, be adminiliered intemillOy within one Wftk of
sprinkling it. duSl upon lhe ilmicted char-aef.
k-ild, Pilst~ gems, bra.., bone. ~tc . Normill the creature'. demiJe (Ief' the r"iM d.ad 'pC'II) .
Othe-wi!o>t. the amicted loses o ne point each of
armo r o r w~apon. can, of course, M ~attd .
Outerity, COllltitution, and Chilri.ma pu Ph yl..clery of F.JlhfuinesJ: TMft' Is no
Ptarl of Pow~r. Thil _ml"3ly normill wtC'k Mginning o ne weC'k after claimin! Ihe mean. 10 determine what function this device
peul of av~rag~ . iu and coloration il a pol~nt item . When ilny .core neachd 0, the character p"rform. unlil it is wom . The weill"C'f o f a pl.y-
aid to a wizard . Once a day, a ,ntlrl of po~r is dead. ~ch poinl lost d ue to the disease will Itlcl.ry of'ldthfulnm will be awa~ o f any
~nablel Ih~ ~r 10 ree-ill] any OM spell as M peormanmt rqa rdlesl of $!,Ibtt'quent remov- adio n o r ilem that will ildversdy aIfed hil
desire:!, even If the .~U hili alrudy bHn cast. ill of the affliction. alisnrnent and . tanding with his deily. He
Of course, th~ wizard mUll have the lpelliobe acqulrn thi. infonnation prio r to peMormins
Perlapl of Heallh: T his gem ilppears exact·
remembered amona IhOM he mOlt rKmtiy the action o r becominl u.sociiilted wilh . uch an
~o rized . 11"It' pow~ of the pearl is det~­
Iy the same iIJ a perUlpl of foul ratti"" bUlthe
item, if iI moment iltaken to contl:mplalC' the
pos5eIIOr will be immune from all dlwiltt'S
mined by rolli", ~til~ dice and coruultin& action. Thephy~ery mUll bewom norma.lly
uve lhat of the latter periapilO long ill he h ••
the table ~Iow : by tM priat, 01course.
il on his penon.
0.00 levd olSpeU Phyl,clery 01 Lon, YtoIrs: This device
Perhlpt of Proor A.,lnsl POI5O... : The

,..... ,.,.
RoU RecalJed by Pe..... . 10Wf lhe I13ing Pf"OCf'I5 by o~UMtC'!" for ..
".rilap f of proof Agllirut poil(m is Indittin-
01·25 long iIS the priest wea.rs it. The recluctton
guilhabk from other periapts. The charACter
_on<! applies even to rNgica l aging. "Thus. if a priest
who has one of thew maJica.I ~ II allowed iii
...." third dons the phylactery alage1D, he will. nine
savi", throw VI. poiJon thai normit.lly disal·

.-
61·15 fourth monlhs: in every U that PiI"'; in 12 chronolot.!-
,6-05 lilth
low any $UCh opportunity. The Special Save
column on the' table below lilts lhe uvl",
ca1 yeil.rs, he will have aged just nine ye.. rs. and
....2 sOclh will be 29 (phyJicaJJ y) rathn" than 32. One in
throw for . uch poison.. The o wner roll.
_~Ih 20 of thete ~vkf'l ill cuntd 10 operate in
q:il.inst his normiLIscol"C' for poi50n. which ilre
97-9. ei8hth ~~ .
u.su.all y 011 a ~lty, and get. a plus on,1I other
99 ninlh
polton saves. RollldlO and comult the table PhyillCtC'ry of M~trous AtlentJon: While
00 recall. two 19C'1J. of
151 to 6th lev~ (ut(' 1do) below 10 ddennine the effectiveM."Sll or a pt.r- thl' urn wrapping appears to ~ a bendklal
licular pc-riapl : device, II ACtuall y d~_lhe " Itention of,uper-
~ in 20 of lhese pearl. is of opp05i1e nalural crealurn of exactly the oppolite align.
tlfect, causin& a . peI] to be forgotten . TMsc 02. Sped.1 Phu ol
ment of the prim weilrins it. This mult. in the
Roll S,ve P~ri"P I
ptarls CilJ"l M goll~n rid of only by mean. of a pnf'll: being plagued by powerful and hOltIk:
1-8 I. +1
wiJ hl C«'aturft whenev~ he ls in an a~a where wch
Purl of Ih~ Sh1n~ This nonnal-_mlng
9-14
15-18 .,
17 +2
+, cnaturn are or can appea.r. If the priest is of
10th or higher lev~1. the attention of hit deity'.
pearl radiales faintly of tnchanlment il magic 19-20 1J +.
most powerful tnl:my will be drawn, caulins
is detected for. In any evenl, lhe . tone will M
very beauliful and worth ill kilSl 1.000 lUI on Perbpi 01 Wound Ooture: Thi. magical Ihls being to inlme'~ directly. Once: donned , a
Ihl. N ti, alone. If it is duped finnly in h.nd SIOM loob exactly lhe Mme as the otMn 01 phylRdny of motUtrou.J lIt/entio" cannot be
Ihis ilk. The peqon poMC'Mi.ng It n~ neve1" removed without a wiJII,pdI and then a quat
(or to the bn!ast) and the ~r ItlempU:
actioN re\at~ to the ptarh POWH aft'u, he
fear open, blCC'ding wound. becauM Ihe mull be ptrfonned to re-establish the priest in
pmapt prn'ent. lhem. In additton, the periapt hit aliptment .
will understand and be able to employ the
ilC'III . doubles the n01lJlil1 fille of healina. Of allow.
no rmal heiLIina of wounds that would not do Pip" of H. u" Un.: Thi. magkal Item
The pearl enables it. poMeMOr to breathe in appt.. rs to be a ImiIII Itt of pM pipH. If
walC'!" iIS if he were in clean, fresh ilir. UndC'T· so normally.
c hecked, it faintly radiat" ma.Bic. When
wat~ moVC'fl'ltnt nlC' Is 24 . The pos.sessor is PblJosop~1 Stone This is .. r.~ and mag- played by a penon sldlled in music, the' pipes
Immune to ill rifed. hom the' poiJon touch of a icalsubstance tN.1 appe.rs to be an ordinary. ~ate an eerie, spdl-binding lune. A listener
sirirte. TM ptArl must be within lhe JC'f\C'ral MJOty black pl«e of rock. It radiales lainlly of will think the toura of tM music iI tonwWhel"C'
area of the poMC'IIOr- 1tM Ihln 10' distant - to unknown magic. U the Slone I. broken open, a wilhin 30 fett of the musician. Thote hearins
convey its powers 10 h im . cavity will be d iscovued. The interior of Ihit the tune iiIJ\d not aw're of lhe piper mUll make
cavity is lined wilh a quicktUver wh k h mables a laving throw VI • • pell . Thoif' who fail
PC'lrl or Witdom: Allhouth II appeOirslo M
a no rmal pearl, a ~rl of wisdo," causn a Iht' transmulation of thC' b_ lJItIalt (iron and become nervous and scared. All morale checks
priest to increase o ne poinl in Witdom if he lead) Inlo J.Uvef and gold. A wiurd will be ilre made with a -2 penalty and the listC'nCrs
retains the pearl for one mo nth. The incre_ required to bring about such I~utation. $!,Iffer a -1 pmiLIly to all surprise roll • .
hOWf>VH.
hlpptnJ at the end of 30 daY'. but thereaft~ PIpe'S of P .. ln: These appear 10 be IJke any
From 50 to sao pounds of iron can be made
t.he priest mull ktqJ the pearl wilh him or the olher .tilodud or mll3iCil.I set o f pipes with
one point g.in will be lost . inlo silver; from 1010100 poundl of lead can
be turned into gold from .. sill8le philo.JOph.r's nothing to rn'eai their tru~ nalure. Wh~

116
played by 01 charactt'r proficit'nt in music. tht' hole. a rift 10 the Astral plilM is 10m in tht' C'r'. attack roll, Id6 '" I points da mage pl us a
plpl'S ~att' a wo ndrous melody, sUrpasling spaCt'. Ilnd the bag and the doth are sucked saving throw vs . Ipt'll o r br: bound fast for
any sound t'vt'r heard. All within JO fftt , into Iht' void and fo~er 1000t. If a po r/(.Ibl. Id6 +1 rounds) for up 10 We lurns. (SH Sword
including the piper. muM save vs. spells or be hoi. il p laced within a b(.lS of holdi"S, II opens of dimci"s, p. 185) .
enchanted by the 5OUnd . So long in the pipes a gate to another plam:, and the ho le, bllg, and
Q uiVt'r of Ehlonna: T his appears to be a
art' playt'd, no om: will attack or attempt any any crt'atures wi thin a 10' radius a~ drawn to
typical a rrow contaim:r capable of holdin8
action if affected. the pla ne, the portabl~ hok and &.zg of hoidi"S
aboul 20 anows. It has iII\ auril of alteration if
N soon as the piping ROPS, alilhose afft'ct· being dest royt'd in t he prOCftl.
mllgic is dctt'ctt'd for. and examination mows
t'd wUl be stricken by intmse pain at t'vt'n the P o uch o f AccenlbUJt y: This nOmlill- tha t it has th rft distinct port iON. 'fhe first ilnd
sli3htt'51 noiSot. causing Id4 points of damage _ming pouch is actullily a strongly mqicked imllllest one ciln contain up 10 60 objects of lilt'
per round. This pain will last for 2d4 rounds.
Tht'rt'afit'r, Iht' least noiSot will cause the victim
item which ciln cont ..in up to 300 IhI. in 30
da ll y constructt'<l pockets within It. Eilch
"*" same gtnVal sit.e and $hllpe as long bow
anows. The 5t'("ond , slightly longer, compart-
to wince, reducinS the character', attack ~ pocket. In tum, holds a maximum of 10 1bs .. or ment will hold up to 18 object. of the same gen-
saving Ihrow rolls -2 . The effect can be eral slze and shape as a jllVt'.lin. Tilt' Ihi rd and
ont' cubic fool of volume, whichever Is reached
negated only by a forsllt or Tl'mOVC curse Ipt'II.
first . 10ngl!'Ji pori Ion ol Ihe CIlW will conlaln as
PJpn o f Sounding: When played by a char· This devict' .. Iso enables the posst'SfOr to many as.1x objt'ct.t: of Ihe IiIITM: gent'ral silt' and
actt'r proficient In music, IheM' pipes can be open il and call forth the Item(s) desired . Mere- ..nape as a bow- apt.,.. o r staves, for example.
u5t'd to c~att' a var~ty of 5OUndS. To a listent'r ly Ipt'akins the name of a desired object caust'S Such .. qu iver is always found empty. but once
the !lOur« of the sound will Sttm to be any· il 10 Ilppear al the lap o f the pouch, rt'ady for Ihe owner has filll!'d ii, he clln commllnd the
where within 60 feet of the piper. The poSliible inlllln t grIlSP, quiver to produce any Slorl!'d item. he wishes
sounds that can be created are: wind blowing, These itt'I1l5 are similar to bass of hoidi"S t'ach round .
laughter, whistlina, bird calls, moaning. fool· and "or/(.Ib/e holes, and the strictures about
Ro be of th e Archmag l: Thi. norma l·
steps, crying. mumbled voices, screams, run· placemenl within such magical Spa«S apply
ning wal!!'r, or crt'aking. (Noll': The OM can fully. The pouch wei3hs 1 lb. empty and 4 Ibl. appc:llring gllrment COIn be while (45"-lood
align ment), grlty (30"lIo - neulral, bUI neitht'r
rult' that otht'r similar sounds art' possibl!!'.) when filled ,
good nor evil, a lignment), or black (25 .. -evil
Pipt'l 01 tht' Sewt'1"I: Thest' woodt'n p ipl'S Quaa!'. f t'a ther Token: Fe(.ltheT lobm art' alignmmt). Its weal"C'r gai ns the following
appear ordinary, but if tht' posseuor leanu Iht' small m.aglcitl devices of various fonns 10 suit powers:
proper Il,1Oe, he can att ract from 10.00 (ld6 x specilll needs. The types of lok~ VI!' llstl!'<!
101 siant rals (SO .. ) or JO.. I80 (3<16 x 10) nor- below. Other token· types can be created as
I. It servH as armor equal to AC 5 .
nlal rlltl (20 .. ) if t'ilher or both art' within 400'. 2. The robe confers a 5" magic resilltance.
desired. Each loken is usab le once. To deter.
3 . It adds a ... 1 bonus to 50iIving th row
For t'ach SO' dilltllnct' lhe rllts hllvt' 10 trllvt'!, mim: Ihe Iype of fflAther tob" discovered, con·
scort'S.
thert' will be a one-round delay. Tht' piper must suit 1M follOWing table:
continue playins until the JOlts appear, and 4. The robe rt'ducn Iht' victim's l1liI8ic
when tht'y do so, tht'y art' 95 .. Iikdy to obey 0 10 Roll Tokt'fUi resistance and saving Ihrows by 20" / -4
the pipt'f $0 lo ng as ht' conlinut'S to piIlY, If for '-4 Anchor when Ihe wearer GUts Ilny of the following
5-1 Bird spe.lIs: chllrm monst.r; ch/lrm persoPi. frimru .
any rt'uon the pipe:r Ct'asotS playing, tht' rall
swnmonl!'d willieave immedilllely, If Ihey are
called again, It is 70 .. probablt' that Iht'y will
8-1.
11 -13
'.n
Swan BoJ,t
hold monster; ho ld persoll, polymorph otMr,
-fuUa tiOPI.
14·18 T~ The color of a rotH? of thfl Archm'l8i js not
come and obr:y, 30 .. likely thlll Ihey willlum
upon lilt' piper. 19-20 Whi p detennitlt'd unlil it is donned by a wiurd. If a
If tht' rail art' under conlro l of a crt'llture white robe is donned by itn t'vil wiurd. he suf-
A"chor. a loken useful to moor a craft in
such as a vampirt', Iht' piper'. chance of taking ft'rs lld4'" 1 points 01 da.mage a.nd laRS
water 50 as 10 render it immobile for up 10 om:
ovt'r control is 3011> per TOI.Ind of pipinS. Once 13,000-51 ,000 experiencr points al the OM's
full da.y.
control is ~med, Ihere is a 7O"lIo chance of discmion. The revene II true with ~pect toa
Bird: a tokm thaI can be used 10 drive o ff
mainlilinins it if tilt' other crt'ature i. activt'ly b lack robe donnt'd by a good alignl!'d wiunl
hostile aviill\ ~atu~ or as a vehicle of tranrr-
_king to reassert Its conlrol. An evil o r good wizard pUlling on a gray robr:,
portation equal to a roc of the largesl.ize (Olll!"-
day duratIon), or a neutral wiurd donning either a white or
Port able Ho "" A portable hole i, a circle of b lack robe, incun 6d4 points damage. 6,000-
magica.l doth spun from the webs of Il phase Fa": a token thllt fOrTn$ • huge flapp ins fan 24,000 expc:rit'.flct' poinls 10S1i. and the wearer
spider Interwoven with IItrands of ether and which can cauw a II.rong breae in an art'a
will be movt'd toward Ihe alignment of the
be.. ms of ASlral pillne luminariH. When lallt' enough to propel one ship. This wind is
not cumulative wi th existing wind ,peeds-if robr: by lis t'I1Chanlmt'nI' (i.e" he will ftd him·
o~ fu ll y, a portable hole is 6' in diameter, Sotl£ urged to change alJ&runen1 to Ihal of Iht'
th!!'~ is a.ll1!ady a 5Irong bl"ftU blowing, th is
but it cu br: fo lded as smllil as Il pockrr hllnd· robe, and he will have to INIke an effort to
kerchief. Wht'n Jprt'ild upon any surfllce, it cannol be added to it 10 crealt' a gale. It can,
howt'.Vff, br: used against it to ~a t e an art'il of main tain his old a.lignmenl) .
al Uin an ext rll~imensionlll ho le 10' dt't'P to
come into being. This hole Ciln be ~pickl!'d up~ re la tive calm or I _r winds {Ihoush this will Robe 01 Blt'n dlng: This ordinary appeari ng
from in.ide or out by simply laking hold of the not affect wave Ih:e in a 51orm, o f cout!t'l. The robe cannot be dctml!'d by magicaJ mt'ilM.
fan can be u5t'd up to eight houn Il da.y, It will Whm It it put on. however, Ihe wC'arer will
edges of t.he magical doth a nd foldiJl.8 il up.
Eilht'r way, Iht' entranCt' disilppean, but any- not function on land. know that the garmenl has vC't)' tpK"ial prop-
thing inside the hole rt'TTlains. Suu", boat: a lokt'n that fonnl a huge swan· erties. A robe of blePldi"S enables lis weat't'.r to
TM only oXYKen in the hole Is Ihat aUowt'd ilki!' boal c.. pable o f swimming alll ratt' o f 24. appellr to br: p<lrt of a rod: wall or a plant -
by creation of the Sp<lce, 50 creatu~ rrquiring and carrying ei3ht hotst'.l and gear or 32 men wnatever is appropriate. It can even make the
the gas cannol I1!main Inside for more than a or any equivalent combination (one-day dura· wlltart'r appear to be a cl"C'ature of his choice.
tum o r 50 without opening the space again by tion). The robe does have its li mits: It will not
Tn~.! a tokm that causotS a grut oa.lot to make its weanr appeill" to be more than twice
means of the mllgic..! doth. The doth dOH not
accumulate wt'i8h1 t'vt'n if its holt' Is filled (with 'pring into being (6' dia meter trun k, 60' normal ht'isht or less than one-half normal. It
gold. for example). Each porlllble hole opens ht'ighl , 40' top diameter). does not Im part vocal capabili ties- either
on ill own particular non..<Jimensio nai $paCt'. Whip : a token that c.. uses a huge IUlher unde.rstanding or imitaling the crt'ature the
If a luls o f holdi"! it placed within a por/lible whip to appear and be wielded against a ny weart'f" looks like. {In situatiON whert' several
oppom:nl dt'Sirt'd ( +1 weapon, 9th·level fight· diff!!'r!!'nl forms are appropriate, the wt'at't'.r il

117
obliged to .tate which form he wishes the robe This effm:.nedt light In a 40' diameter sphere, 0100 RoU Ret"lt
to camouna.ge him aI.) and it has the powet' to hypnotizt- opponents. 01.oa B.... of 100 gold pleca
Cnatura with ~tlorW (15 + ) or better m.king them unable to attack the W'Um'. A full 09·15 Coffer (1 /1' x Ill' x 1'J. ailver
Intdllgmct have a 1 .. per intelligence polr'll round ~ before the colora begin ~H on (500 &p value)
~ of detectina tOmething amiM when the robe. Ead-o round aftft' that, any opponent 16-22 Door, iron (up to 10' wide: and
they Are within 30' of IOmeone disguiting him- who f;ills a savin& throw va. spdl (Of fNICic rea.- 10' hiah and barred on lUde-
RH with a rolH 0/ bltrnJin,. Crutura with a.nce check. then savd wiD Mand hypnotiud and must be pla~ upriahl, will
low InleUlgence or better and 10 or mo~ level. traNfixtd for Id4 + 1 rounds. Even when this attach and hinge Itself)
of V(perie:nu or Hit Di« have al" chance per effect. wears off, additioN! sava muM be made in 2l-JO Gem., 10 of 100 8P value each
lenl or Hit Oit of IikewiH noting IOmethlna ol"der to attlKk. 31--44 Ladder. wooden (24' 10"3)
unUlUaI abou t a robe-weari"l character. (The Furthermore, every round of continuous 4S-S1 Mule (with saddle baa-I
laller it cumull.tive wllh the fonner chilnCe fOl'
detKtlon, to an 18lntelllBm« wizard 01 nth
lew)h.ataJO"~lll " + U"-oInot·
IcintUlalion of the robe ma.ka the we.nr
more difficult to hit with miuile alt~ or
kand-held or body weaponry (hands, fists,
S"
.....
'2-59
69-15
Pit (10 cubic: ~l, open
Potion of utrA hHli",
Row~1 IU' long)
ina IOmething amils_) Alter an inltW ch«k claws, fangs, horns, etc.) until a maximum of ,6-03 Scroll of one nndomly deter-
per diaible CfUtu~, ,uCUMive checks should 1.5 .. (- S) it .uained- five continuo us rounds mined . pell
be m~u:1e each tum d~~afler, If the PIne ern- of tM da.ulin& play of hues. 84-90 War dep, pair
lura ate withln the 30' range. All ernturel Aft« the initial round 01 COI'I~alment . the 91' " Window (2' x 4' -up to 2' deqJ)
acquainted with and friendly to the wea~r wUl weanr II able 10 cut spell. or er\gqe in .11 97.0() Rolltwiot more
Nt him normally. fOnT\l of activity that do not ~u!rt: move-
ment 01 moR than 10' from hil Itarti", ~. Multiple Items of the same klnd.n permitIi-
ROM o f Eya: Thit valuable gannent lion . In non-<ombat .itualion5. the robe ble. On~ rmtQved. Items are never replaced.
appean to be a no"",,) robe until it It put on . limply hypnoliut ereatures failing their liV-
Its wum It able to H_~ in all directions at tM Robe of Vtnnln: Thlt map:a1..-eming pr-
Ing throws Vi . apeIl for Id4 + I tuma. ment will radiate a dim aura of enchantment if
Mme ITIOfJ'CnI due to.com of ~Gll HeyesH
whkh adorn lhe robe. The wea~r a110 piM ROM of St.rs: Thi. rather o rdinary- magk It detecled for. The wea~r will nola
Infnvlsion to 120' range. and the power to I « a!>pun", garment wemt typic.J of apparel nothi"3 unusual when the robe Is donned, and
it will actually ('(Invey lOme mask. power at
cU.pla~ or out of phaM object. and creatures wom by a wlurd. However, it will radiate a
in their actual po$ition• . The rob. of.1I" __ strong aura of alteration and evocation if that time-prO' K ,io" + 1. for V(ample. How-
examined for magic. The robe mablft it. wear- ever. its 100" as the we.rer i. in a titu.tion
all fOrml of invisible thif13S within a 240' nor-

.....
mal vitian I'llnge (or 120' if in/rtroision it beinl
).
Inu{J (brlit)l. dust of diJlrpJHQrllnc4I'. roba 0/
er to travel phYlically on Ihe Astral plane,
.Jo", with all that he Is wearing or carrying.
The sarmmt also el\lbla the wearer to surviv,
requlrina COI'ICftItration and action ag.ainst
hostile opponmll, tM true nature 01 the g.ar-
ment will be ,"ealt'd, The we.,.,r Immedi-
ately .wfers a multitude 01 bita from tM
blmdi",. and improwd 'nl1it(bi/it)l a~ not comfortably in the void of outer space. 11'1 oth-
proof apiNt obter'Iation, but a~nl Of et~ er .Ituallont, the robe gin. It. _a~r a + 1 insects tnat mapc.lIy infttt the prtMl'lt . He
alth"", cannot be tun by mean. of thlt robe. must (:ease .11 other activltift: In order to
bonus to all Jiving throw •.
Solid objfl:1I Obstrucl even the robe'. powera The robe is embroidered with stars. and the Klatch, shift the robe, and generally thaw
of obMl'Yation. Illusions atld ReM doora alto weanr ca.n ute up to .ix of these as miMile .iant of ext~ ditcomfort from the move-
can't be tun. but ereaturn camoulLa,ged or weapons. provided he I. prolkient with dart. ment and biti", of theM: pat• .
hidden In thadoWi are easily dettctt'd, 10 its a weapon . Each alar isa throwins weiapon of
The wearv it ullltble 10 pln initiative, and
ambldh o r IUrpnse 01 a ch.l'KI« wuri", a + 5 value, both to hit and damag,. Maximum hat a SO .. chance of bein3 unaba, to complete
robe of .)1" it imposaib~ . rang.e it fJ;Y ud b~ damage it ld4 points per a spell due to the vennin . All other Ktiont and
attack fOnT\l requlrin& manual/locomotiv,J
Finally, the robe enabla It. weatft' to tr.tCk h it. Thespeci.l star weapons are located on the
as If he were a 12th-level ranger. A liBht .pell chest portion of the robe. If the wearv dOH tOmatic activity are al hall normal probability.
thrown directly on • roln of 'y" will blind It not UR all of these mi..lln, they will replace The pnn,nl c.n' t be removt'd except by
for Idl round" • cont'mUlI IiBhl for 2d4 thnntelvn macic.Uy.t the rate of OM per day. meamof. ,... mow , UrN .pell or similar magic.
rounds. if.1I tix a~ UJed, all of the robe'. trlvellng and Ropeof CUmbln,: A 60' 10"1 nJJHo/dimb-
miNl1e powers are gone fo~ver. in, is no thick,r than a ,1mder wand and
Robe of Po_rleuMH: A rolH of po_r.
La..-naa appears to be a robe 01 another tort, Robe 01 Ut-eful h,rns: This a~an to be an weighs no more than thrft pounds. but It it
and detfClion will ditcover nolhina more than unremubble item of .pparel, but a wlurd Ilrona mcM.A&h to support 3,000 pound.. Upon
tM fact that it hat. ma.gical aura. At lOOn lIa who don5 it will note that it is .domed with command, the rope will .nak, forward.
character do", thi. pnnent, he drops to 3 ImlIII doth p.lcha o f v.riou. shap". Only the upward, downward, or .ny othe.r direction at
Strmath and 3 1nteIJilence, fOl'8etting all.pen. wearer of the robe on 1ft, recognize. and 10' per round and attach jlMlf aecurely wh,r-
and mllk.1 know lt'dce. T he robe can be detach thne- patchn, One patch can be evudeslr«t. 1t will retumor uniuten It"lfin a
removed elI.sily, but in ordrr 10 restore mind detached each round . Detaching a patch similar manner. A nJp.- 0/ climmn, can altO be
and body, the charactlU mUtt have a nmow c.uses it to become:.n lCtu.1 item. u indiated commanded to knot IlMlf. This GlUMI' luge
CUfN' tptJl and tMn • IwQ/ spell plac«i upon below. A rON o/lUIfu I itmu always begins knob to appear at I' intervals a10na thl: rope.
him. with two each of 1M following patches: Knotting short".. th, rope to SO' Ifnath until
the knot. an unt~ . One end of the rope mUll
Robe of SdnUlLltlna Colors: This ga.rment be M id by a charm« when III mqic it
• dagger
appean quite nonna l, but a magical aura It • lantem <fll1t'd and lit} invoked.
dettctable. Only a weatft' with an Inlellilmce • miNor (large)
of IS or higher and a Wisdom of 13 or more Rope of Con. trl ctl o n: Thl. rope look.
• pole (10')
CM caUIe a rob, 0/ sein,illAtin. colors to func- exactly lik, a rop, 0/ climbin, or IntQn,t..
• rope (50' ('(Iii)
lion. If Int,lIi1ma.nd WlIdom are .ufficient, mIn i. At lOOn aI it i. commanded to perform
• sack (lal'8d
the wearer can c.use tM g.annent to become a In Mktillo n, 1M robe will have 4d4 items lOme action, however. illuhft ilMlf alxNt the
shiftl"l pattern of irtcredlble hues, color after which must be diced for. Roll4d4 tQ determine neck oEtM chuacter holding it, and from Id4
color CalC.dinl; frnm the upper part oE the robe how many Ilddilional items a robe has and olhera wilhln 10'. Ewryone caU3ht by the rope
to the hem In tparklina r.lnbowt of dauJing then per«ntile dice to determine specific is mtided to a Mvlng tnrow vs. apeD. Anyone
liJ,ht . it~ ~ {.iling th, Mvi", throw is II ranlied .00
crushed (2d6 hlt point. of damage), and the

178
tope continue 10 constrict until a d~"., mllgic alone, or two people of 17 o r ,rulrr SIntn3lh absorbings), J.ath touchfl. d~lh rlfy$. or /in-
is cui upon II. work Ins in tandem. The blade will .lice g,!,), 0/ d.ath . Howevu, UpoJl absorbing 12
CI'C.'.tum ~ t wined by lhe ro~ c.nnot c.sl through a ] ' diameler tree in Ihrft roundt, .2' Mlch aUOIcb the .carab tum. to powder-
lpell. or free them~lvH . An un~t.ng'ed thick hudwood ttft in one turn, or a 4' Ihkk totally dHtroyed,
ch.ar;JCter can cast • d~"., magk or try to CUI trunk In thtft IUrNI. Alter th lurns (cu mula- One In 20 of thHe .KalilbJ wUI be • CllIWd
through the ro~- it il AC -2 .nd l.kH 21 tive) of CUlling with the AW, tM character or Ilem, ,ivlng the ~r. - 2 ~IY to his
point. of dama~ 10 cui Ihrough; all hit polntl characten mUlt rnt for .ix lul'JUi before dolna Mvinllhrow•. However, o ne In five of these
mU51 ~ innkled by the lamecnalun (nOllhe any further work, cuned itftM will become a +2 lCanb if Ihe
one cntansJedl . CUI'lt: is removed by a cleric of 16th-level or
Scarab of rxath: This lmall pin appeaR to
Rope of Entana'elDftlt: A roIH 01 entllttgl.- be anyone of the vanoUl b~dkia.l amuletl, hiaher. In Ihls caw, Ihe «arab will have ah-
men' looks just lib any oIher rN.gical ro~ . broochH, or scarabs. However, If it is held for IOrption capabUit)' ol 24 rather than U .
Upon command. lhe rope 1m" forward 20' more than one round o r pl~ within a 10ft Sc:arab Vt:I'IUS Golems: This magkal pin en-
o r upward 10' to entOingle up 10 eishl man- container (b.OIg, pKk, etc.) within l' of a warm, ablH Itl weater 10 ~ect any 80km wilhln 60',
tiled crealUfti. For pwpotn of entan,alemmt , livlns body for OM tum. it changes inlO a hor- althouah he musl concentrate in order for the
crealurn of diffe~1 sius are.usflMd vaJUft:, rible burrowing bfttle-like Cftature. The thin8 detection to like plae.. Furthermore, the
as fo llows: will tear throuah any le.,her o r dolh, burrow 5Canb ~ables ita poNeSIOr 10 combat. &0-
Siu V.hle into flesh , and !'tach the vktlm'l heart in a fin- lem, wllh hand-h~d or miMile weapons, a. if II
81e round, callSing death. It Ihen returns to itl _re a normal montier, wllh no Ip«i" de-
Tiny
5rm.1I .,.
.33'
Karab form. (Placing the .arab In a container
of hard wood. cuamk, bone, Ivory, o r meta]
feflitt. Each Karab has Ihil effect with rea.ud
10 a di((umt tort 01 golem. Roll pefftntile ~
Medium 1
will prev~lthe montier from coming to life. ) and consult the taMe bdow:
'"""
Hug.
Cipntic
3

••
Sc:arab of Enra,ln, EnemJa: Wh~ one of
thHe devk:a Is dilplayed and a command ul-
0100
RoU
TY~I) of Golem
Afrec:ted b)' 5car.b
XP
Value
"Round up tered, aJl intelligent h<mile enatures within a 01-30 Am
Add the v.luH of all creature entana1ed to
determine how nany are affecled by lhe rope.
40' radius must SUCCftSfully save VI. speI.I or
become enraged. ThOM whose Avi", throwl .....
"..,
....
,....
C.y
StOM
400
SOIl
600

....,.,
For ~mple , the rope could ~tangle up 10 24 succeed may plt-riCtm normally; enraged tM-- b ... 1100
Tiny Cntalure or 2 Hu~ crealures. Any com- mles Oy Into a berwrk fury and attack Ihe near- Aesh. Oay. Wood 900
binalion 01 sius is possible as long <II the tot.1 est creature, evm their own comrades (+ 1 Any golem 1.250
valla doun 't exCftd right . bonus to allKk rolli, + 2 bonus to damage,
- 3 10 thar own Armor C1.us1. Shm 01 SmaUna.:: A magial item oflhls
The rope cannot bf, brobn by shHr IOrt appeaR to be notlti", more than a _Jl-
51ren8Ih- it must be hit by an edged weapon . The rage lUI. for 1<16+6 rounds, anddurina
this period. the entaged cre;t.lurH will a\tlCk made pita: of material -poISibly lOme IOrt of
1nf, rope i. AC -2 and lakH 22 poinllof d.m- coveri", o r sheet woven of very fine linen or
ase to cut through; all damage mu.t be in- continually, witho ut reason or fear, moving on
to attack otncr O'I'atUrH nearest them if initiaJ silk. One fide will have a larger pattem th.n
flicted by the Mme cn.tu", (not the one lhe other, or perhaps onelide will be white, the
entansJrd). Oamqe under 22 polnu will f'q)<II lr opponentl art: .lain. A IC4llfilib of this type con-
lain. from ld6+18 chargH. other black. In any event, there will be an aurl
ilRIf in six IUI'JUi. If • rop. 01 entll"gl.m.nt is of alterallon delectable from thll doth If magk
RYered, it is dntroy~ . Sc:arab oE '"Mnlty: Thil item i5 indislin- il checked for.
Ru, o f SmOlhft1nF This finely woven car- gulshable from any other amulet, brooch, or Thll item &:aItun any magical Ilem wroapped
~ ~b lH a c.,."., 01 flying and will ~ect Karab. Whm displ.yed and a command word within II to shrink to 1/ 11 it. nonnaJ size and
al mqkal. The chaucter Ra ti", himsdf upon il spok~, all other crealurH within a 20' ra- weight . Uthe Item II tMll wrapped In theshftl
il and giving a command will be fUrpriled , d iUl mUlt lave n , spell with a - 2 penalty (and SO;lI 10 be touching the reverie fide of lhe ma-
however, as the rug o/Imoth.rin, relit ItRIf -10"'" penalty 10 any magic res.i5lance IS lerial, It willarow Nc:k to Its no nrud size .nd
liahtJy around him . suffocatlnl him in Id4 +2 weill. Thow laili", the save.1'C.' completely in- weight. Note that Ihis item h .... no tffflCt on ar-
rounds. 1nf, ru8 CUlnot be ph)'5ially P"'" ~for Id4 +8 rounds, unable to cast ~ Isor tifact. , relks. or livi", matui"-it affflCts
v~ted from wrapplna ilMlI, and il can be P"'" use l'C.'atoning 01 any IOn (mat .... a con/lUiort only non-Jiving. ordinary maakaJ items-and
venled from smothering Itl vktlm only by the Jpell with no chance lo r acting in a non- no item shrunk In this fashion is functional or
casUr\! of any One of lhe follOWing spelll: Imi- confuJed ~nner) . TIle JCarab hu Id8+8 UMble while In reduced fo nn . Chan8e In lile
mal.objm, hold plllnt, w~h. chargH. requirn two round. to IKCOmplUh, eitht'r in
Sc:.rab oE Protedlon: This devk:.e appear& shrinking o r restorinlto normalliu.
Ru, of ~kolM: A rua of Ihls Iype appea ....
exactJ)' the- lame as a t:Q~1 of flyins , and it 10 be anyone 01 the V.rioUl ~8kal amulet., SUpPft1 of Spider CUrnblffF Thne shoes
perfomu the functions of eme (6' x9'1iu), but stones, elc. 11 ,lves off a faint magic" aura, .ppean unremarkable, although lhey wills!ve
a noS 0/ we1com. has other. additional powers. t!owever, and If It I. held for ont' round, an in- off a flllnt aura or "teralicn magic if detected
Upon comm;lOO it will function as a n.og al scription will appear on its surface letling the for. When worn. a pair of these IIippen. mabie
Jmo,lwnng, mtrappi"l any creOltu", up to holtkr know it is a protective devia:. the indJvidualto move at a 60' rate on vntk"
ogrHze whkh steps upon II . A ruo! of wel- The poueuor pins a + 1 bonUl 10 all lavina 5Url1Cft or even upoaide, down along mlinas,
come can alto elongate itRlf .00 btcome as throw. VI. l pell . II no Ave il normlllly paMI _ with hancb flft to do wha tever the _ant de-
hard and , tronl as Iteel. tM: maximum IH\Bth b le, he get, a one In 20 chance of savina. .d- sim. Extl'C.'mely slippery 5UrfaCft-ice, oiled,
bring 21' x 2'. In thi. form , it can serve as a justed by <Illy o ther m..gical protKtions Ihal or grealed surfacH-make these .Jippers use-
bl'id$e, ba.rTiade, etc. In this latter form II is normally give bontun to saving throwi. ThUl, 1. ..
AC O;lnd will tllke 100 points ol da".. to de- this device .1I0wl a Avifl3 throw VI. aptll at
bate 20 qaiNl maSic miuil. attKJ.:., for ex- Smoke Powder: This magical lubstance is
Itro),. FilWly, tM poueII01' Tlftd onl)' utter a
amp le. If Ihe target allO hal a +4 bonUl for simnar, lhough not identical. 10 gunpowde r. It
word of command , and the tutI will shrink to
mOIgkal armor and a + I bonUJ for a ring 01 is tJ(tremdy lCar~ and, due 10 ltl volatile na-
h.lf IiU' for eaJY Itorage and troan'port.tion .
prottction, any roll of 15 o r better would Incil- lu~, dangeroul to fllbricale . Smoke powd...
Saw of MI,hl), Cuttlns: This notched ada- cale Ihat lhe miMilH did no dal'l'Qge. will be available in a campaian only if the OM
mantiae blade II 12' Ions and over I ' wide. If The scarab can also .bsorb up to U Iev~­ allows il. U the OM doesn'l want it In thtcam-
requires 18/ 00 o r areater St retlilh to Operoale droaining attacks (two level drainl counl alt wo paign, it limply doesn' l f'ltist .

179
Smoh powdsr is commonly found divid~ gone. uttt-rly destroyed- even widles afld sim- 5ilme movemlo'nt rate .11.1 a light horse (move-
inlo two Wparate components-one, a 5ttely- ilar magic:1u have no effect! menl rate 24) and attacks as if it were a medi-
blue granular ,ubstilnce, Ihe o ther, a fine white A sphere 0/ annihilatiofl is basically !!latie, um warhorse (thlft attacks for ld6l1d6 / 1d3).
powckr. Alone, eilch component il ine rt and ft'5ting in somespol as if it were a normal hole. It is Armor Oass 3 and has 18 hit points. It
hilrmless. How~u, when equill portions of I! can be caused to move, however, by mental saves versus all applicable allack forms as If It
the two are mbced together, the Jmoklf' powdlf'r effort. The brain waves of thll individual con- were ~Melal . hard:'
is complete ilnd dangerous. cent rating on moving it bend spatial fabrics, lkstrier: Thill JlOrlit 'lOtH travelll at the
When touched by a flame, the mixed powder c.ausing Ihe hole to slide . Control range is 40' s..ame movement ratc as a medium horse
explodes with greill force, noise, and smoke. initially, 10'/level oneil' conlrol is established. (movement ralet8) and iltlacks as if it were a
The ~e and fo rce of the explosion varies ac· Basic movemt-nt rate is 10' per round, mooi· heilVY warhorse (three attaclu forld8/ld81
cording 10 the ilmount of .. moh powdflT used . fied as shown below . Id3). [t is ArmorCla$51 and has 26 hit points.
A .small, measured amount (il spoonful of each Concentrat ion control is based on Intelli- It saves versus all applicable attack forms as if
component) causes 1d2 points o f damage. Such gence and level of IIxperit-nee- tht'. higher the it Wf're "Metal. hard.-
an amount is sufficienl for a large fi~acker or level the grealflr the mental power and di5Ci- A ~I O'I . horse can carry 1.000 pounds tirt'-
a Jingle charge of an arquebus (if theR optional pline. For every point of Intelligence above U , lessly and never needs to rest or feed . O.llmage
weapons exisl in the campaign). lnereui"l the the wizard add!; 1% ; for every point over 15, inflicted upon it can be repaired by first using
amount incn:~ the dal11il8lf' proportkmaUy- he adds anothflr 3% . Ifl other words. add 1 % a $/011' /0 IIes11 spell, thus causing Ihe $loris
doubling causes 2d2 points or damage, tripling for each point from 13 to 15. and an additional hof"Sfl to become a normal horse. If then al-
causes 3d2. and so on. 3 .. for each point from 1(,... 18- a maximum o f lowed to grau and rnt , the animal will heal ill
An explosion capable of causing 30 points of U'llt bonus at 18 Intellilence. The bonus ap- wounds 011 the ra te o f one point per day. When
damage (15 chargH) has a 5' radius. Blasts ca- plies to this table : it is fully healed, it will au tomatically r~ert to
mble of Cil using SO or more points of damaglf' Prob.blllly o f its magical form.
(25 or more chargH) have a r.lIdiuli of 15 fed ,
Level of M ovt-men tJ Control! Slone of Con tro lling Ea rth Elemf'nlais: A
and affect items and fort ifications as would a

.'.'
W b.ard Round Round stot'le of Ihis nature i5 Iypically an oddly
giant's blow.

,...
up to Sih 15 .. shaped bil of roughly poliihed rock. The pos-
When di5covered. a pouch of smob powder 10 ..
contains 3d6 charges. Chars" from fotVeral
6th,7th sessor of luch a stone need but utter a si"lle
8lh-9th 10' command word. and an earth elemental of 12-
poucht5 of smob powder can be combin«l to
Cft'ate biWr. more damagina explosions.
10th-11th
12th·13th
11 '
U'
.."
SO'O
Hit-Dice silt wl1l oome to the summoner If
earth is available, an 8-Hit-Oice elemental if
Sovereign G lue This pale amber lubslance 4.th"l5th 6j1 rough, ut'lhewn Slone is lhe $ummoniflg medi-
is thick and viscous. Because of ils particular 16th-17th 14' 70 .. um . (An earth elflmenlal cannol be lu mmonoo

"'..
powen, it can be contilined only within a fhl"- 18th-20th '5' 75 .. from worked stone. but one can be from mud,
co.1led with oil of slip,nrine55, and each time 21st &. above ' 6' clay, o r even sand. although one from 5and is
any of thlf' bonding aglf'nt is poured from the an eight-dice monster.) The area of summon·
Any attempt to controllhfl sphere will cause
flask. iI new application of the oil 0/ slippcri- ing for an earth elemenlal must be al least 4'
" US must be put o n the flask within one round
it 10 move, but if control is nOI established, the
square and have four cubic ya rdll volume.
to pr~ent the rema ining glue from adhering to spht'.re will slideloward the wiurd attemptit'l8
The elemental will appear in ld4 rQUfld,. For
the side of the container. to move it. The sphere will conlinue to move
detailed information about elementals and
it'l thil direction for Id4 rounds and as long as
One ounce of the adhesive will cover ap- their conlro l see Ihe MomtroWl Compendium .
proximately one square foot of surface, bond- Ihe wizard il within 30' thereafter.
The stone can be used to summon one elemen-
ing virlually any two substances together in a If two or more wizards vie for oot'ltrol of a
ta l per day.
permanent union . The glue takes one full
sph.r. of armihil&llioll, the one with the high-
roufld 10 set; if Ihe objects are pulled apart be-- esl percentage chance 10 control the 5phere is S lone o f Good Luck (Ludtl to ne): This
fore lhal time has elapsotd, that application of checked first . then the flext strongest, etc. magical Slone is typic-lllly iI bit of rough pol.
the glue will 10M! its ilickiness ilnd be worth- Conlrol chance is reduced 5,.,per persofl, cu- idled agate or similar mineral . Its possessor
less. If Ihe glue is allowed to set , tMn attempt- mulative, when two or more wiurds concen- gains a + 1 ( + 5 .. where app licable) Ot'l all dice
trate on the sphere, even If they are roU.lnvolving factors such all saving. 51ippi""
iflg to 5ep<'rale the two bontkd objects will
only result in the rending of one or the o ther cooperating. If not'le are successful, the sphere dodgina, etc.-whet'lever dice are rolled to
exttpt when oil of dh4lrfla/"eu o r Im iuflT$IlI will slip toward the strongest . Control must be find whether Ihe characler suff~rs from lOme
so/vflm is applitd 10 the bond -saverl/ign glufl checked each rOUfld. adverse happening. This luck dOH not affect
is diHOlved only by those liqui<h. A typical Should a gMe spell be cast upon a sphere, attack afld damage rolls o r spell failure dice.
container of the sub!!lance holds ldlO ounce-s there is a SO .. chance that the spell will de- Additionally. the IlIclG/olI~ gives the p0sses-
of glut-. stroy it, 35 .. that the lIpell will do nothi"" sor a + 1 -1" to 10'10 (at owner's option) on
and 15" that a gap will be 10m it'l the spatial rolls for determination of magkiill items or di-
Spadl' of Coloss.1 EX:clva tion: This digsina fabric. and everytliing it'l a 180' radius will be vision of treasure. The most fa vorable results
tool is 8' 10"1 with a lpadt'-like blade 2' wide catapulted into another plane or ut'liverse. will always be gained with a ston. of good
and 3' long. Any fighler with 18 Strength can If a rod 0/ CUllctlf'd ioll touches a sphere. a luck.
usc this magical shovel to dig great holes. One tremendous explosion will occur as they ne-
cubic yard of normal earth can be excavated in gate each other. Everything within a 60' radius ' SIOM of Weigh t (Lmtdstoneh This magical
one round . After ]0 rounds of diggina. the will 5ustain 3<14 x 10 poinls of damage. 1II0ne appears to be aflY one of the other kirts,
uscr muSi rest fo r five rounds. Hard pan day See also tulismun of the 'ph.re , below. and tt'Sli", will nOI reveal its natu~. HoweYe1",
lakes Iwice as 10flg to dig, as dOH gravel. as soon as the possessor of a stolle of wtighl b
Loose soil takes only half as long. Stone Horse: Each item of this nature ap- in a situallon where he i$ required to move
pears to be full --sized, roushly hewn !!latue of a quickly in ordtr 10 avoid an enemy-combat o r
Spherfl of Annlhil.tion: A sphflrfl of Iwnihi- horse, carved from tomt- type of hard stone . A pursull- the item cau!t'!l a SO% reduction In
1&llion is a globe of absolute blackness, a ball of command word brings the steed 10 life, IIfla- movement. and ~en attacks atl!~ reduced to
no thingne$5 2' in diamflter. A sphere is actu- bling il to carry a burden , and evet'l 10 attack 50 .. nonnal race. Furthermore, the Slone can-
ally a hole in the continuity of the mu ltiverse, as if it were a warhorse. There are Iwo sorts of not be gotten rid o f by any nonmagical
a void. Any matter that comt'5 in contact with lIteed.s, rnt-an5- if it Is thrown away or lImashed, it will
a sphere is instantly sucked into the void. reapptar klmewhen on the character's person.
COllrwr: This Sl o/l' hatH travels at Ihe

.ao
If a dUp*J rviJ Is C~ upon a kHld$to".. 1M tnlp. (If the talisman Is nol held, ill wamin& cONonn to the look of lhac- other works.
itftn. will dIsa~ar and no Ionaer haunt tht heat and puItn will be of no avail.)
Well of M any WorIck: This slrOl. in ter-
individual. R~ardln. of which reaction result I.
dimensional device looks lust like a "or/RbI,
obtained, when il.time pHiod expires. the la l-
Ta:llsman of Pure Cood: A high print who hoI,. Anything placed within it it immedi.. tdy
isman will di..ppear. A ba. 10,000 8P dia-
~ this ilnn can caUM an flamJr'18 crack cast 10 another world- a parallel earth.
mond will n!mOlin in Iia Mud.
to open al the fm of an ~i1 priat . The Intend- another planet . or a dilfetult plane at thoe OM'.
ed vk:t.lm will be .w.lloW«! up fo~er and Tome of Cleat Though t: A work of thl' option or by nlndom determination, If Ihe_1I
tent hurdin& to the «nt~ of the It.lrlh. The natun! is indistir'l8ulthable from any nonnal is moved. the nndom factor . i n comn Inlo
widder of the tallsm.. n mlllt be good. and il he book . Any lingle character who reads a tomr: play. It can be pkked up, folded , etc., just like
is no t exception.. Uy pure in thought and deed. of cllt/lr thouaht will be able to practice mental a portllbla hoI" Thinp from the world the wl!'ll
the noil priest will sain • saving throw vs. cxnd5e5 that wUI i~a5lt hillntdligen« by touchet can come Ihrough the openiflg, just a.
death. one pomt. Readiflg a work of this nature takltS enily as from the Initialina; place.
A 'IIJuman of pUrl Bcod hill RYen charges. 48 houtl time onr Iix days. and immediatl!'ly
Wind Fan: A w ind filii appeOln 10 be noth·
It CillUlOl be recharged. If a neutral print theTealtn the book disappears.
ina more than a wood and papyrus or cloth
louchet one of thlttlt mil.ak alOne.. he will luf· The reader must bqin a Pl"08Tam of concen-
tration and menial diJdplinn within o ne wftk instrument wi th whkh to CI"t.. t~ a cooling
fer 1d4 poinls of damage. If an evil print
brftZlt. Thll! pcnses50r can. however, by utte ....
louches one. he wlllluff~ 12d4 point. of dam- of reading the lome. After a month of .uch
age. Non-priests will not be affected by the exercise. Intl!'lligence gOltS up. The knowledae ing the COtrKt word, ca\.IM the fan to ~ner.te
air movement duplic:atina a gloLft of wind spell
cWvlce. plrled from reading the work can Mver be
as if cast by a 5th-level wlurd. The fan can be
recorded or articulated. Any further Pltrwal of
Tall""an of th e Sphere: Thil i, a Iffiall ada- used once per day wit.h no risk , If It Is ulltd
a ' om. 01 t.I'lIr thouah' will be of no benefit to
mantite loop and handle which will be uselltM
the characlu. more f~umtly, Ihere It: a cumulative 20"'"
to non-wiu.rds. Characten of any other daM chance per UNge that tht dnoice will tear into
loucitma a tal!sman of this ~rt will suffer Sd6 Tome of Leadership and InOul!'n«: This uMkM. no~gicaJ tOlUers.
pointt of damaae. When held by a wiurd con- leathe~d-bra. .bound book Is similar 10 a
«nlnlli", on control of a .phr:r. of'mnihilll- 'om, of cI.llr thouBltt, but upon completion of Wlnp 01 Ayi ns: A pair of theM magical
re'ldiflg and practice of what wu rnealed wings appears to be nothing mOA! than a pl..in
tion, a tillunum 01 Ihr: .pflrrl doublet tM
IntelliJltn« bonus percent",1t fo r control (i.lt .. therein, Charisma i.s inc:reaJitd by one point . clo;lk 01 old. blad cloth . If lhe ""'urerspew a
command word. tht cloak will tum Into a pair
Z'-' per point of Intelilgencr: from IJ-l.5, 6 '-'
To me o f Undentandlns: ldentiaJ to a 10m, of aiganlic bat wings (20' 1p&II) and empo_r
per point of Intelligence from 1~181 .
LI control Is ltItablWlitd by the wJdder of a of cI~r 'hojjght. this work ir"lCl"t:aSH Wisdom the weall!'r to ny as follows:
by one point .
talisman, he nHd chtdc for contlnua1 control • Z turns at 5pHd 32
only every other round therea1'ter. If control i. UrU¥ersal Solvent:: This lttan8e and magical • 31ums at speed ZS
not established. the spheA! will move toward liquid appears to be tome tort of minor oil o r • 4 tuna at speed 18
the wiurd at muimum speed (l6'/round). pot jon . Upon first euminalion. it Iftm. to • 6 turns at speed 1.5
Note thai a U)IInd of '''BII'ion will have no have lhe propertift of both oil of s/i"",rinas • 8 turns al speed 1Z
dfect upon a .ph," of IInnihilll,ion, but if the and a potion of J.lu.sion. Ho_ver. if il is After the maximum number of pouible
wOlnd It: directed Oll lhe lalisman It will neple applied to any form of.dhcsinor .tidy mal~ lurns nyins. the weatff mllSl rna for OM
Itt power of control as long at the wand i. rial. the tolution will immediately diuolve it . hour- .ittin&. lyiflg down. or slrq>in&. Short·
dir«ted al it. Thill, for inSI'~. the effect oI.awrliBn ,Iw er periods of flight do not rtquire full rna, but
will immediately be Mgated by thl. Ilquki. a. only relative quilt! such as slow walkina for
T. U. m. n of Ultima Ie Evil: This device
will any other Conn of c~t . glut, or ad~ onl!' hour. Any nisht of Ins than one turn'.
Vt<lCtiy I"It5CmblltS a IlIlls""". of purr: Bcod and
sive. The area of effect of this liqUid I. one duration dOltS nol require any rest , WinB.ol
is exactly It. oppotlte In all mp«t •. It has Iix
charges. cubk foot PItt ounce. and a typical container /lying can be uJitd jUli once pet d .. y regard lltM
holds 27 OUn«l. of the length of time spent nyiflg, They will
TaliJ man o f Zagy: A lalilman of this tort If Ihe liquid is carefull y distilled to bring il support up to sao pounds weight.
appean exactly the same ... • ton. ~o"' rolli"B down to one-third of its original volume. each
r:1l11h ,1"",n/ll&. Itt powen art quIte dIffer- ounce will dislolve OlWcubk: foot of orgolnlc or
ent, hownoer. and are ~nt upon the inorgank material. lust as if a disint.,rR"spdl Armor and Shields
ChariJma of the indivklual hold.ifl3 the t..lit- had hem mlployeci. To find If a tar~1 I. affec:c- In this lItdion. you
man. Whenever iii char.ctn touchet. IlIlismRn ed by this conct'ntrated aolu tion, • nonnal will find dltlCrlptioN 01 lOme Vffy special
of Zagy• .. reaction check i. made as if lhe indi- attack roll i, ~uired, and the subject It: enti- kinds 01 armor and shields. Before adding
vidual _rt meetina; another creature. tled 10 a ..ving throw v• . spell. Inanimate thalt to your cMnpaigl. ho~n, be SUll!' you
If a hOlti1e reaction rtsl.lit i.s obtained. the objects all!' aulomatlally affected by the solu- .re full y familiar with the armor vaclation 1)'5-"
de-vict will act as a Itonr: 01 w.ighl . ..!thou,"" tion, Ol!though If they all!' magical, a saving tem:
diKardina it or desiroyinl it muJttonly In 5d6 throw v•. ~intqr.te applift. For each + 1 bonus to armor, ~ 01 the
poinll of dalll<l.p' and the disa~anlnce of tM IfPI!' 01 armor. the wom'. Annor au. mews
V.CUOIlS Crimoire: A book of this tort is
lali5man. downwvd (toward AC Z...to 1,.,toO. -1. -Z,
If a neutr.lll reaction result., the taJi5man wUl idmtk:alto a norma1 OM. Ollthough if a dr:tfCt
mliBie spell is cast. a magical aunl will be and ao on). A normaJ shield impr'OV'ltl the armor
I"tmilin with the character for 5d6 hours. Of ct- by one. A mag;ial shield improves Armor
untU a wish is made upon it. whichever first noted. Any charactu who open. the work and
J'l!'adt ~ much as a single &iyph thenin must au. like ma&icaI armor-toward - I, -Z,l!'Ic.
occurs, and It wlllt.hen diNppt'a.r.
If a frlmdly reaction rHult i. obtained, the make two saving throws VI • • pell, The first *' Nott. however, that Armor aas. can r'IItV"Itl be
improvtd bt-yond -10,
char.llCter will lind It impoMible to be rid of the to ~ermine if one point of Intf'lli8ltf'C' i. 10it
or not; the s«ond Is 10 find if two point. of Thus. chain mRiI + I b; like ordinary cham
talisman for n mOlny months a. he hal pomts mall (AC .5). but one category better (AC 4). A
of Ot.arisma. Wisdom Olre 10It . ~ opened and n!ad. the
VGCjjOUl grimoirr: n'm.. iru; to be destroyfli. .hield + J qequaJ 10 Armor 0 ... 8- two p lac-
The ckvlce will aranl one wish for every .ix Itt better than no annor ( + 1 for bearing a
the book must be burned and a r.movr: CUrH
points of the character'. Chari$rJ\il. . It will also
grow WOlnn and throb whenever It, poMHaOt spell cast. If the tome *'
placed with o ther
books, ill appearance will instantly altu to
shield. +1 for the magical bonlll of the shield).
When adding ma.gica..1 armor 10 the gOlme, be
comn wilhin ZO' of a mechanical or maskal Olware of .izing problems: 65" of all annor

181
(exc~ "W" cham ,"a,n is man-5iud. 20 .. is 0100 RoO Siu 01 DYm CIuIln M ..iJ Most weaponS;lrt' of Ihe specific type listed.
ell-$l2:rd, 10% II dW;lrf-su:t'd. and but S" 01·10 gnome/ halflina (hairfoor) Howf'Yer. 70" oi swords art' lo n8 IWOrdS.
gnome-- or halning"",I2:rd . (EIVt'II cham ",a,' $IL' 11· 15 dwarf l hallling 2O ~ art scimlt;lr'$ or bro;td swords, S" are
1"1 Is determined by tM tablt (ou"d below.) (Stoul orTallfellow) shorl (Jm;IIII) swo rds. 4 " art ~ard . words,
Special armor a nd dllelds are dtscrlbtd 16-110 df/ half-elf and 1.. ;Ire two-handed swo rds. unlnt tM eft..
below , .'-'>5 mllln-sized, norm.!
(up 10 6 '. 200 lbs.)
Kfl phon of a 'PfCific IIem indiCOlln othtrwlit.
~ical pole arms can be 01 any Iype dftl rm,
Armor o r 8k-ndlnll: Thll .. ppt..n to be iii
~-.iud, Wst Magical ~n«s;lrt always heavy Iilncn. Dlher
nOllTlal JUit o f maglu.l armor (c.ktenmne type! (up 10 6 ' 12'. 2SO Ibs.)
;and AC mo(lifiu nonn .. Uy. i8norinx ~tlye unusual we;lpons may have !lptCial restrictions
results). Howeyer. upon comm .. nd (.. com- giyen in tM dncri ptron of the item .
1"L11'" M.uJ of Elhftf'.me.: This i. ~ingly
m;and wo rd can be u'ignt'd if the OM dlesi,," ), normal piau ",ail + S. buill iI command word IS
Sp"oI" C;ln be uK'd as hand or mluile weap-
the .. nnor ch..ngt'S Jhape and form, assuming ons. As missile we;lpons. they can be brok"'n
spokm. tke sull ~ I" ~artI" ;md all non-
Ihe appear.. nct of ;II no rmal RI o f clothing. liying iltm5 kt wea~ and cal'filos 10 btcomr tiM- by any crealure wilh 18 / 00 or grealer St~th
The annor ret .. in, all it. proJX'rt its (i nC'ludiJ\ll o r by o ne thilt Is massive (e.a .• c;lve be;lr. hip-
rtal.;15 if oil of 1!/11eTI'Q/'ras had btm used. Whiif-
weight) when d issuised . Only a 'rut f4!lIl11g in the tlhn-tal state the WI!;lll;.'f'cannot ;llIack m;l· PO. or rhino ). Intelligenl creatu rn will be 70 ..
spell will reyeal the true n;lture of tM armor teri .. 1 ae;ltu~ . A pl_ door Iptll will negate lI1.ely to ust tht! hurled spear against the hurltr
when disguised. the ttherul lIate and p~t the armor from if struck by the weapon, 25'- likely to break it
funclroning for Ollt <by. (the Ipt'ar mu51 save lIe~U$ C1ll$hillg blow ),
Armor 01 Commilnd: Thl. fi nely cufted Unintelligent creaturtS will be 25 .. likely to
Thert;lte 20 charges placed upon plat. IIIflil
plate mail radiattS ;II powerful . ur;l of mll3ic. brt.. k II (SOl ve as above).
When worn. the armo r b6tOWI a dign ified 01 f!/herea/lleu. On« used. these COl nno t be~­
placed o r rtCh;lrgtd. FurtMnnort. every five Hand AXH (not ballie-axtl) un bf' thrown
and commandJI\j .ura upon ItI o wner. The up to JO yard.. and 5IiII gain any rN.llic.a1 attack
USf'S reduces the bonU$ of the a rmor by one: If
wearer i. trealrd al if he had a Chansma of 18 roll bonus. but no d.amagt' bonus.
for .. II encounter read io n•. Friendl y troo~ five charges art uK'd to bKomr ethereOl!' the
wit hin 360 ff'tt 01 the USoe1' ha\'e their morale armor is +4. if 10 OIre ulolld II is + 3. + 2 If 15
are used, and only + 1 If ;11120 iu'e exhOlusled . Light GenerAtion
increased by +2 . DI.herwite, the armor fun(·
lion. as plAit mail + J. Since the tffKt ;IIn~ in Pt.leMail of Ft'at: 'nus armof functions ill The OM can rult!
grtat ~rt from the diM inct iy~ oI tht ar· nom\;Il p/Qt. mail + J HowtWr'. il is imbutd that magKal weapons (particularly swords,
mor. the wt,lrtr nnnot hide or conceill himself d.iggll'l'$, ;lnd + 3 or greater items) shed light
with 2d2 feQr~. Upon ullffln3 the CQrn-
in any w .. y and 5CilI haw the elfKI functIon moUld. a chitrse 15 Iipftlt and the weart'l" radi.atn;l and un't be concealed when drawn. HoweYer.
»fOOl ;Iura 01 rear. All ~atull!S (t:XCtptIM one a magical sword should ntvtr slow until the-
AmlOr of Millile Allr..cllon: This annor wif!:ldcr is awne of its magical proper1its-the
appta~ to be ,1 normal Slut of magKill a nno r ""tilnng the annor) mU$! 5ilvt VI. 'f)dI Of Ott in
p.lInic (0( Id4 + 1 round.. Whtn aU charga ;Ire Ilght·giYing properly of ;I we;lpon "'auld MV-
(drtermine tyJ'4! ilnd modifier normilll y). er be US«I as an eKCUsot 10 identify a moll8lCAI
~I , 1M atn'IOf functkms :t5 t'IOI'f'NI plmf! mail
Howevtr. the armor is curwd and acluillly Item. No te t.... t the jl(;lme 10111_. "051 bnmd,
!trvn 10 attract mluiln. The we.. rtr is two or + J It c-annot be rech;J~ .
holy IIU"'g" /if' st."lill,. and ,h(;lrplIQJ
three IiITlfl5 mOrt libly to be IoIIwttd ;I. a ran· PI.. "" Ma.l101 Vulnerability. This ;lppea~ to swords halle tptCUl properlitt; with reprd to
dom targtt o{ miu iln th,ln nonn;ll In C;lstS every test to be m;lgical p'alflll1Q1I + I . + 2. or light. Thtsll' art dealt with in the intlividuill
whert each person is the target of ;I IoIIt number + J . but il is a<:tua l1 y CUrHa pllltfl ",ull -2. - weapon descriptions.
of mlssiln (mO!lt often in large comb;l!S). t~ J or -4 The armor', Bleat vulner;lbUity will
wearer will haye a gruter number of miniln nol be appart'nt until an enemy 5Ucct$dull y Unknown or Unusu.t.1 Q.uAlltiu
!ired at him . Furthermort. the magic;ll prOIK- strikes a blow in anger with df'Sirt and inten t
lion of the annor will (;Iii when ca1culattd fo r to kill the weare r, The anno r will {all to pitcn Inte llige nt We .. p-
missile attacks. The true naturt of the ;lrmor whenever an opponenl ~t rikl!5lhe we;lrtr with onl-: One of Ihe rartr and mort' SIgnificant
will not !'f've.. 1ilself until the character Is fired an unmodified ;It;lck roll of 20. propertin of a magical we;lpon is the chance
upon In earnest -sImple experiment. (throw· that it II intelligent. The feature I. mOIl com·
ing rocks. etc.) wl1l not suffice Shield, I;lrgt. + 1. + 4 venUi ml,siltl: Thi. mon among swords. but there art occ;lslonal
Is a large shield wilh a + I bonus vs . melee OIl· in,tancf'li of other weapons poMn5ing inttlU·
Armor o f Rage This armur is kkntical In lacks. but il is four tilTltS more eHKl ive gmce. The ch;ll\Ct' 01 intelligen« nries ac-
appearance to (;Irlllor 01 romlllUlld and func- ;lgainst hand·hurled and mteh;lnic;llly pro- cording to the Iype of weapon.
tions ;II a suil of pill/I! ,IIUI' + I However, pelkd miSSiles of all 5Ortl. Mort imponantly. Swords have a ZS lfl, chan« 04 IOmt form of
when worn. tM armor UUfII$lM character to the sh,eld h;ls" 20'110 chan« 04 nq,at ina mllgl(" intelligence . Other melee weilpons (ues.
suffer iii -3 penalty to all encounter chKklI'. ,m$5I/" aU;lCks ((rom a frontill patillon). Spt;ll"l. poltilnns. etc,) hOlve a S" charrce of
All ft~dl y troopl within J60 fet! hallt their intell,gence. provided they do not ;llre;ldy pas-
mor..!e lo wered by - 2, The effKt Is no t no- Shiotld .1. nUsslle a Ur;l("tor: This not only
nvl:es the bearw C'qUivalent to ;I shitkb per- ~ special powers. Missi~ weapons (includ-
ticeable to tM WU.rtf or those affKted (, e .• ing bows. crossbows. arrows. and boilS) nf'Ytr
chuade .... will not immtdiillely notice that son. II ;100 ..lIractS misslln 0( ;Ill typn to Itself.
It doubles or tnplei 1M be.. rer's chances of bttng poMeM Intel1igenCf'. Single-use hetm and thOloll
donning tM annor is the CIlUse of their prob- items thai do not ha ve a bonus to hit {siKh asa
lems). seitclm by random We roi ling acconJl118 10 the
lilA! of thI!' piiitly he is WIth (5et · Finn8 into Me- magIcal netl Myer possH$ intelligence.
Dyen Chai n M.U: ThiJ is rN.gk;l1 ;lrmor so w: P"'8t' 62) thIS cursed shltld is not distin- If you dcttnnine that .. weapon is intelli·
iineand light that il C;ln be worn under nonnal guishable from a useful ~ thitld. gmt . it w[IJ have one or more special powen.
clothing wilhout rtvealing its presence. Its II may also h;llle a 5peciaJ purpose o r limIta_
lightness ;lnd flexibilIty ;llIow evm banh ;lnd tions On itl uw. ThiS infonnatlon is found un'
thif'YtI to use " with few r"t r.chonll_ paSt Magical Weapons der Intelligent Weapons (page 186).
J9 in the PHBl . El ye n flsh ter/ m;lgn use it Magical we;r,pon. Unknown Qu"UIiC'SO Whenevt1 a weapon
withoul rtStfltlion However. It b; r;lrely SILed normall y apply their bon usn { ... 1. + 2. +3. has lOme unknown quality _such as the wish.
to fit an)'one o ther than an elf or ;I h;llf-.!If or +4 ) 10 both attack .lind d;lmage ro ll •. Any tS in a I"d. blml._the OM should prepare ;I
Ro ll perc",ntlle dice and consult the lollo wlng weapon Ih;l' is not tot;llly stlf"1!,.pla natory .s sped", 3~ x 5· Index card o n it and kl.'Cp the
t;lble to aKert;l ln what IILe char;lcter . /UllII detailed in one of the spte!al parilgrOlphs ",formal ion handy whenever the po$tC!SIOr of
Chlllll '"flil will fit: below. the weapon il playing.

181
Mille arrows: When a malinl afrOW bonu.) wh~ used ... a hand· held weapon. ap, plUi the bonU5 provided by the blade,
miMes it, large-! , tM~ i. a SO .. chance il will After each wedt 01 u.si"3 lhe we;llpon. the which will ""Ie from +lto +4. Todttennine
b~ilkorolherwiwbe ~nderTd auelew. A~. ~r h1l5 a ont-in-e.i3h1 chlllnce of dbcov. the bonus for a specific dagger. roll percenlile
lal ilrrow lhal hit. it dettroyed. II'rtns the full properties o f the weapon. In any dice and con.u1t the following table:
ev~t . the magical properties o f the weapon
will be fully known to Ihe potaoCMOr after ri3ht M·Sic.al
MASk...1 Weilpon lI~t Dl00 Ron 80" ~ XP V.al_
full WHO of such familiariution . +1
The magical bonus of Oln ax. 0/ In~~fjI'lB I, 01-.35 Z50
A.rrow of Dlru· 3A5 +1 j!G
determined by rdeni", to lhe lable below:
lion.: Thit Iypkally ap~ar'll 10 be a nonnal
arrow. However, II. mllIkal properties make MaSkal 9 1.00

+4
It function like a loclI'e objec, spell, empower- D10 Ro U B.. ~ XP Value
ing the arrow 10 show the direction to Ihe Mar- +1
DlIBIff of Vmom: Thb appeart 10 be a
1-' I.500
et alilirway, ~ , cave, etc. standard dauu + I , bul ilshilt holds a hiddm
6-10 +z >.000
Once ~r day the device can ~ tOU«i inlo 11·1 + t, store of poiaon . Any hit on a roll 0120 Inject.
Ihe air; It will fall and point In the requested
di~ion . Thi. proceu an be repealed wv~
times during lhe next leVen tuml. The request
16-1.
ZO +. • 6,000
'.500
f~IOlI poison mlo the opponent UNeN a uvlng
Ih row v•. poiton is fUccnaful . The dQUer of
v."om ho lds up 10,Ue doses of poison . If Ihe
must be for OM of the folio wif\R: Bow + 1: T hi. gives a + I bonu, to a tl.ack and hill coinla!n, fcower tha n lix doses. the owner
• Stairw;ll y (up or down) datrnlge 10115 to a rrowl fired from it. If m"'3ical can pour mo re in up to the ma.Kimum . (Use o f
• Slopif\R paaaaae (up or d own) OlrroWS Olre used, tOlalthe bonuscs of both the thi, weOlpon by ,ood- p"'rticularly lawfu l
• Dungeon exit or ~tra~ bow and the arrows used. The t ype of bow ,ood-c:hltilCten mull be cOl,mll y monitored
• Cave o r Cilvem. found (composite. short, long. etc.) should be for cfftct. o n alignm~t. )
Requntl must be phrased by dillance (neill'" bued on the circul'Mla.ncn of your campaign
HI, farthest , hl~ . lowest) o r by db'Klion and the nature of the ",rea. A nonmaskal Dart' o f Hom.in~ These Olppear 10 be nor-
afrOW firtit from a ma,slal bow II a non· mal p1"oj«tiles, bul are ilCtUally + 3 m"gica)
(no rth, soulh, eatt , west, etc.' .
mlllical mislue. weapons. If a dart hits the: intended targfl. il
Anow of S!.ytna: Thi. I. an QrrotD + J with wUl mqkally mum to the Ihrower in the
unusu..a.1 phpical characteristia--a shaft 01 Crossbow of ACC'Uracy, + 3: Thl. gives a + J ume round JInd can be re--used . A dart inflicu
SODW spKb.1 material, fea ther'll o f some rare bonus 10 attack roll. with its miNUes but not 10 a bax Id6 points of damq;e plus Its mqical
creature. a head 01 some I trat\Ae design. a ruM damage. AU ranges are consldtred short . bonus on a IUCallluI hI! ;;apinst any .ize ~a­
ca~ on the nock. etc. TI\CSt characterisl.1 a About 10" of Ihne weapons will be heavy ture (4-9 points tot.al ). A dart tlull mt- its
indicate Ihe arrow it effective qainst some
creature type. If the arrow I. employed ;;apinst
""""",,,. lilrge-!Iota ill magic.al power. Thne weapons
have lwice the nnp: of ordinvy darts- ZO
Crossbow of DIstance: This ha. double
the kind of creature II has been enchanted 10 yard. short, 40 yards medium, 80 yards lana.
range in aU Qlqories. About 10" of thew
.lay, Ihe misaue will kill it instand y if it hits the weapons will be heOlVY cf'OMbow•. Thil weOlp- Ha mlller + 3, Dwarven T hrower. Thl.
tlllrgct crellllure. The followi"l list comprises on is otherwise + 1 bonus to attack and dam-
only a portio n of the poMible kind. of thew Olppt:an 10 be 111 standard hammer +2. In the
"'311' roll •. hamk of a dwarvm fighler who knows the
arrow,:
appropriate command word, its full pot~ l lal
Crowbow of Speed: Thi. Item allo w, It. II realiud. In addi tion 10 the + 3 bonus, the
,. Ar.KMKb
1.
Avb.ns
11 . lIIu.ionill'
". MagH
poJ6HaOr 10 double the rale of fire nonnal for
the weapon. If it is Ifasped. the C'roubow of
hammer has lhe following characten.tics:
l . B.... Il. Mammal.
.petd will aUlomalkall y cock 11M II. In SUrpriM The hammer has a 180' range and will rttum
4 . CJ.ria 14. Paladins
silualions It ia of no help. Otherwiw, il allowl to ita wielder', hand like a boomera",. It ha, a
•• Drqoru: 15 . Ranger'll
first fire in any melH round. and tnd,",-round
+ 3 bonus to allOlck and damase roll • . When
,.
6. Drulru
Elemental.
16. Reptiles
17. SeOl monster'll fire al$O, wh~ Olpplkable. About 10 .. of thHC
weOlpons Olre heavy croMbows. The weapon
hurled, the hammer Inmcls double damqe
against all o pponenll excepl giant. (including
•• Fighters
9 . Gianll
I • . Thieves
19. Titans
hOlI a + 1 bonus to attack and damllge roll,. OIm, ogre magi, troll., and etHns). Alains!
aillnl. it causcs triple damil8t (plu. Ihe bonul
10. Colema
"'. UndeOld
Develop your own types Olnd modify or limit
;II
Dag8er + 1. Longtooth: Thi. appean to be
normOlI wupon. or perhap' a non-sped;l)
of +J).
Hanune,- of Thu nderbolts: This "'pptars 10
magical weapon . However, when this broad-
the forq;oing ... fill your c.ampalgn. blWll'd weOlpon is wielded by a , mOlIl demihu- be a litle, exlr",-hll'.avy hammer. A charade,-
An + l" throwing: This hand a.Ke can be man (e.g .. gnome o r halning), it will actually leu IhOln 6' tall and with Strength ICM than 1"
th rown up 10 180' with the UIM Ol!lack roll and 01 will find it 100 1UIb.ilIOlnced to widd properl y
le",then and function ... a short , word (rttain-
damage bonuan ( + 2) lI'
if it Wert .wuna by ing its + 2 bonus in this fonn ). Ev~ when in combat. HoWeYe,-. a character 01 sufficient
Strmath And Iiu will find thOll lhe hammeT
lhe chOltK(er. functioni", in Ihi. way it remaiN'" liabl and
h"ndy to ute a. a dager would be in the hllnds fu nctions with;ll + 3 bonus and pins double
Axe of HurllnF Thi.Olppean to be a nonnal of the SiIImt character. The wupon will actu· dam. ~ on lIny hit.
h1IInd axe. With familiarity and practice, ho w-
Ollly pmetrate wood or $lone ... cully as il will lithe wielde,- wean a,irdle of pmt .trrnBth
ever, the poIiftIIOr I0OI111 eventually dilCOver
softer material, inflict in, maximum dam. lind,QlI"".h: of ogre po~ and he know. the
thai the 1M can be huried up to 180', and it will hammer'. true name, the weapon can be used
aga.inst eilher substOlnce.
mum 10 lhe thrower In lhe ume round whelh· to full effect: When , wung o r hurled il pins a
er o rnot it lCOruOl hit. Damage innktedbythe Ollner of Th""""na: This appt:ar'll 10 be a + 5 bonu. , double d.1,mage dice, all Birdl. and
m1II8icOlI throwi"3 allack i. twice nOnnOl) (2d6 nonn.1 weapon but will riKJiAle II ronaly of '/fll"tlet bonuan, and it 5I:rikes dead any giant
VII. 5 or M. 2d4 ¥s . L). with the weapon'. mqi. m<lgic when Ihis is checked for. The b.iilafICC of upon which il KOres a hit .
cal bonus added thereafler. (For example. ;lin this 5I:urd y blade Is perftct, such thOlt when it Is (Otpmdln, on the campaign, lhe OM mi&ht
axe of hurllfl, + J will inflict 2d6 + 3 point' of thrown by OlnyoM, tM dlllBer will demon· wish to limit t.he tff«1 10 exclude Itonn giant.
dOlm. v,. S-or M ...ized crtalUru and 2d4 +3 5it"le , uperb chatilCteristia ... a ra"led weap- and Include 0,,". ogre magi. troll., II'ttins, lind
points of dam;llge v,. cre:atures of ,ize L if it hil, on. The m"'3ic 01 the dagger enOlbles il 10 be clay, ntsh, and lIone golcrns.)
the larget JOlter bei"ll thrown .) The iI,lI;t: I0OI111 hurled up to 180' . A .ucauful hil when il II Wh~ hurled and successfull y hilling. a
(Oluse o nl y nonnal damllIe (plu. Its magical thrown will inflict twice nOnnOl) dag:er dOl m- great noiw, like a clOlp of thunder• • Iunl all

'83
creatulft within 90' for OM round. Throwing
r.~ is 180'. (Thor would throw tM ham~
.bout doubl" thl' .bove ransc. ) TM hllmm ..r
of 'hul1dllrbolt~ is difficult to hurl, so only one
be grasped elllSily and the weapon dr;lwn from
ils belt-5heOith . The knife blade i5 shorl but has
01 very sharp point - it Inflicts damllige ;IS ill
knife.
...
020 RoU
1-5

10-13
14-17
Type
+1
+2
+3
+.
...
XP Value
250

1SO
throw every other round can be made. Aftcr I,'"
010 RoD T ype XPValue
18-20 +5 1,250
five throws within thl' space of any two-Ium
1.- +1 100
penod, the wM:ldc.or must !'Ht for OM lurn.
Hammen on be hurled as hand aJlCS .
H ombtilld ~ This is a mill.gical weapon with
a siclde-lib bl~e rnt'mblins some IOrI of ani-
5-1
H
10
+2

+.+3 ...
MilI(e or Disruption: This appean 10 be a
200
300
Sc::imitar o f Speed: This IS a milgjUl weap-
on, usually of +2 bonus, that automatically
granll liS wielder the fiB/; att;tCk in ~ melee
round, even thoush some mas.cal effect might
mal hom . Hombladf!~ r;ange In Ale from IhOlt have otMrwilt lIowed his lpeed and reltClion
ma cf' + J, but it h.s 01 neutrOilgood ali&nment ,
of a k.nife 10 IOmewhatw than the le"lth of a time . It a lso allows more than Qne st rike in
and any evil character touchIng II will ~ve
shorl sword. Even a doM' inspection i. 90" IOmc rounds, incruslng the Wielder's figure
5<14 points o f doamllge due 101M powerful en-
unlik.ely to revea l it as ilInythins other than a for all ..d,s per melee round by one plOlce, so
piea of hom of I/J ' to '11 / . ' in length , 5et in chantments laid upon the _ilIpon. If a mAet! of
that if one altac:k il normal, the Improved fig-
some sort of handle o r grip. If magic is detect-
disruption st rikes any undead Cre!dlult or t'vil
ure il three attacks every two rounds, ilnd If
crutult from one of the lower planes, mOlY ut-
ed for, a honrblaJllI will radiate faintly of en- thrttl two is normal, then Ihe im provement is
terl y delitroy the creilturE'.
chant ment magic. However, if the prope r to two att~cks per round . This increase In at-
Skeletons, lombl", ghouls, lih.dow.,
pressure! I. applied in tht' corr«t place, a lackJ is cumulative with any other bonus ilt-
wights, and ghast" if hit, are instantly bluted
curved blaJe of s reat strensth and marpness t~ck5 (such as those provided by a hAShl spell).
out o f oistena. Other crll'alUrH roll sa"ing
will spring oul.
th rows as follows:
Tht order of altltCk.s in the round It deter-
The 5mOlli veniol\J (knife-slled and dagger- mined normally after tM widder 0( the KlmlfAr
siud ) art usually enchanted to + 1 or + 2, and C~a lure S.l'e of $pftf/ h. made his firsl atld to btgin activi-
lhe larsest venion (aci mitar-siud) commonly W~iths 5 .. ty In the round. It is possib't, for iNtana, that ..
has a bonus of + 2 or + 3. Smaller honrblud~ M ummi.CIi 20.. wielder miltit'd to thtft' atlilCks in the round will
can be thrown, and the bonul applies to both Spectres 3.5 .. attack 011Cf' before any other action takes pbce,
the attack number ilInd damage drterminalion. Vampires 50" and thero (btcause ol poor initiative rolls or other
Any char~ter da.u pennilled to use sickle- ChoIts 65 .. factors) take his mnainins two lIIU.ad:s at the
like weapons can use a homblAdlt. The pours- I.kha .... very end of the round.
sor can use it with proficiency, providina he Other arft<ted evil crutures 95" Thert is a chliina (25 .. ) that the W('.pon
has proficiency with tM appropriiltely siud will have a bonus of somethl"l0ther than +2;
wtillpon (knife, ~er, or aclmitilr) , Even if these saving throws are efft<tive, the
if this O«UI'I, roll percentile dia and rtfer to
The experience-point value of a ho nlblildfl mACIt of disruption KOres double dOimage
the followi", table to determine the appropri·
dt'pends upon lis Ale and the amount of liS upon opponents of this sort, .. nd tWICe the
ilIte bonus:
mOlgical bonus: damllge bonus.
0100 RoD T,po XPV.lue
Sile XP Valut' Net of Entr.. pm('f\t: Thil m..gic.. 1rope nt'l is 01-50 +1 2,'"
SOO per Hplus H

.,...
KnifHiud slrong enough to defy Sl rf'ngth under 20 ilInd is (normal form) +2 3,'"
DaS8er-l~ed 750 per HplUIH equal to AC - 10 w ith rnpect to blows aImed
Sctmitar-siud 1.000 per Hplus H at CUlling it. (Normal lawi", attempts to cut it
with dagger or sword will not succeed; to RV-
51-75
1....
9HlO
+.+3+5 3,' "

' ,500
JilI\lCu" of Ughtnln8: A juw/ill of lightlliliB is er .. IIrand of the mf'lh, a char')cter must h ..ck
considrred equal to a + 2 rnaWcal weapon, al- il t it un til he dOf'l 5 points of dam .. ge on a Sling of St!eklng + 2: This gives Its U!ltr a
tho!J8h it has neither ~ttad; 1'101' damage bonuses. strand.) + 2 bonus lo r both attack and d .. mllge rolls.
It has a range ol 90 yards and whentvCf' it 51rikes, Each net i~ 10' square and has r -squart but missiles from such a weapon are reprded
the ia"t\in becOf11eS the heiid ol a 5' wide, 30' mesh . It c:an be thrown 20' so as to cover and a~ + I with respect to whether or not certa in
long stroke oIll$htnmg. Any crtalult hit by the dolt upon o pponents; eltCh creillturt in r .. ngt Crt .. tu rH art affccttd by th" weapon ILl! .. ..
javelin suffm 1<16 point' 01 darnagr, plus 20 mu51 roll ~ succll'SSful saving throw v •. dra80n special defense of + I or beller weapon to hil H
H

points 01 el«triaJ damage Any other lniitUrt'J bre.. th to avoid being entrapped. It c:an be sus- means the creatun is vulnerable to normal
in the path 01 the "roke take eitoo 10 or 20 pend~ from a ceiling (or generally overhead) missiles from thIS sling).
points 01 damagt, b.!itd on whethtT their NVins and drop upon ;Ii commllind word . It an be
throws alt succ~ or not. laid upon the Roor and clOR Upwolrd upon SpNl, Cursed Backbiter: This i. to lIIlItHis
From 2-5 javt'linl will be found . The javelin command, The nt'I stretches so as 10 clost over a maglc..i 5pt'ar with a + J bonus (or al the
is consumed in the lIghtning diKharse. an alta up to five cubic feel. II can be loosened OM's option + 2 or + 3). It may l'Ven fUl'ICtion
by it. po$Sf'$5Or oro commitnd . nOnnillly in combal against a deadly enemy,
'ilIVeUn of PieKi ns: This weapon II not ilC- but each time it is used In melee ag;ainst a foe,
tUolUy hurled - when a command word i5 sp0- Nfl! of Snari ng: This ntlloolu lull hke a ntt there is a OM In 20 cumulative chOioce th .. t it
ken, lhe IAwtin of p,.reil1S launchn itltll. of tntrrlpmlmt , but it func:lions only under- will function agalnll ils wifl<ier. Once it bqIru
Ranse is 180' , all distances considrred ill shorl wilter. Tht'rt, it can be commanded to snoot funelionina in Ihb Willy, you c~n't get rkl of it
r.ns" The iaveUn holl a +6 bonus to lIIuock forth up 10 30' to tr.p a cltOlture. It is other- without a rflmOUII CUI'$r 5peU . The ch"l'iIcter ilIl-
rol ls and Inflicts 1d6 +6 polnu of damasf'. wise the same iI$ the net of ~ntrApm"'"t ways seems to find the spear in hil hand de-
(Note thiS miss,le will fly horizontally, veni- 'Pite his best efforts or inlent ions.
caily, o r any cornbinillUon thf'rtQf to the full QUlrttnt.. ff, M a8i(al: Thil appears to be it
normal broro:ewood staff banded with iron . Wht'n the OJIW takes efff'CI, the ~r OJrIs
Dtmt of its rolnge.1 From 2-&(2d4) will be around to strike its widder in the badt, nqilItln8
found ~t one time. The magic; of the ;Avf'lm of The shalt is olCtually 0IIi strong as lleel, .. nd has
;any st'llekf ;and Dottmly bonUXI to Annor
pif1lTinB i. good for only OM throw after two magical qualities. Upon command, the
51~ff will alter ilS length frum as short .., 6' to
Oasa, and inflicting normal damage. The rune
which it becomes a normal javelin . even functions ",-hen tM spear 15 hurltd, but if
as long as 1.2' (or any Icngth In bdWft:n). It In-
Knife, Buckle This mllisical blade has a hilt Aiels damage .., a quarterstillff (base amount , tM wielder has hurled the ~ar, the damagr
thaI looks lust like a lolrge belt-buckle orna- Jd6 points), with additions to attack and d .. m- done to the hurler will be double. On« 1M ~ar
ment or a complete Imill1l buckle. The hilt can age rolls bliised upon it, magical bonus.
has rdumed to him, thl! char<ICI~ will ilIgiIin find
himself compelled to use tN> spear.

184
Sun 81,l1d~ This sword is the $lu of ,1 ba.. word o r phraw. Wh~ ilctivatrd. Ihe flgmr weilpon. such as a d"3K'n. milCf. spe-iIr (nOi
t,llrd sword. However, itl enchantment rnablt'S tongu. swo rd's fin' iII umin. tn the ~reil as hurlrd ). .word. etc. For uample . the wielder
the '101 " biRd" to be wielded as if 11 Wl!'rt a thort brightly as a lorch , The nilmr from Ihil.word C,ll n. on the first round of biltll,. o pt 10 use the
lWo rd with tt'sp«t to encumbrance. weight , ra.rly igl'litn oil. burnt wrbs. or set. fire to pa- sword .u +2 and save the olher IWO bonus
speed fa clor, a nd e,llse of use (Lt .. the weapon pc"r. parchmenl . dry wood. ric. Cold,using {,lICIOI'5 to be adckd to his Armo r C ia,.. T his
ap~aT'S to ,lI1i virw!!:T'S to bI!' ,1 bastard Iword, creilt u ~ ilre Ihose whose allacil mode In- Ciln be doni!' tileh round.
and Inflicts InMard sword damag!!:. but lhe
wirl~r fft'ls and rucu as if the weapon were ..
short sword ). Any individual .. bit' 10 use ~Iher
volVt'S cold (icr loadl. white drolgons, winter
wolves. yeti. etc.l. +.
Note Ihat the re i. ,1110 01 swo rd, + 5 de-
ft'fIll",.-. This II Identical to thi!
o ne eXlr<il bonus point .
, word with
a m.M,lIrd sword or a short sword wilh profi- Sword + I, luck BI.d~ This givn Its po$-
c.ency is proliciml in lhe USl! of a $01"" blad•. St'SSOr a + 1 bonus 10 all WIVIng Ihrowl and Sword,. .,. 5 Ho ly A..enAer. In lhe: hands of
In nonnal comb.lt, Ihe glowing golden bl.lde will have d4 + I with". TM OM 5hould kftP ~ny ma.rKler olh!!:r than iI pilladin. this holy
oIlhe weapon ii equ,lll 10 a + 2 sword. Agoain$l lhe number of wishn ~tl"I , sword ""ill ~rform o nl y as,ll stoord + 2 . In the
I!'vil crulurt'S. its bonus is +4 . ~inst N~foI,­ !\ands of a.lN-lad~n , however. It creatH a mJ.3Ic
live Material p l,llne cre,lltum or IhO$f drilwlng Sword +1. DraAon SIOIye t: Thi, hOis ~ +4 resistancr of SO .. In a 5' rildius. dispell rn.Iglc
POWt'f from th.lI plan!!: (such :u c!!:rt ain un- bo nus asa in" any sort of lrue dtil3on. It in- in a S' radiUS,llt the level 01 magic u~ equal to
de,lld), the swo rd infl icts double dam,ll ge. flicts triple damagl' apins« anI!' sort o f drago n thr eXp!'rlence level o f lhe .,..tadin, ,lind inO lc1S
Furth ermore. Ihr bl,llde has a spedal slmray (i.e .. Jd12 +4 ). NOle Ihat ~ n unusual sword + 10 poinls o f bonus d amase upon ch,llotk evil
powl'r. O n« I da y. upon Comm,llnd, the b l,llde wilh inlellilltnee and alillnmenl will not be oppc.tnl!'nt, .
m,llde 10 Ilay d rilgonl of thot sa.me illignment.
c,lln be Iw ung vigo rously abovl' the head, lind
II will 5hed I bri8hl yd low r,lldlanet' Ihollt is like Determitle dr~gon Iype (~xd uding unique One5 Sword -1. ( uJWd: This is a sword tha i gives
full dilyligtll . T he radi,ll!\« begins 5hining in ,lI like Bahamul atld Tlam~t) by rolling IdIO: off ,lI m,llgical .ura and perionns well ilgall'lS/:
10' roKfiuJ around the sword-wlrkiel', spread- targets in pr.aC1ice. but when it is ulf'd apirut
I bh,ck (CE) 6 gold (l G )
i"i OUlwud at 05' p!'r round for 10 rounds an opponent in comb,llt it IowrtS itl U5('r". al·
Z blue (LE) 1 gl'ftn (LEI t,llCk rolls by -2 . Only by ca.reful obwrvallOn
t~after, creating a gl~ of light wilh ,lI 60' 3 bra.teG) 8 red (CE)
radius. When lhe I winging stops, the radiao« un thd lowenns be detflCted.
" bronzr (LGI 9 Iilver (lG) All dalN8~ leored is reduced by two hit
f,llde5; 10 a dim glow tholt pusists for another S copprr (CG) 10 while (CE)
lurn ~fore disappearing enlirely. All 1 11'1 points, but neve r below iI 0fIf in any evmt,
blmln ,lire of good alignmen l . Sword +1. Gi4 nt SI~yl)t: This provides a The sword will always fora the cho1racter to
+ J bonus versus any li,llnt. giant kin ellin. employ it ilgainst enemit"$. appearing in the
Sword + I, + 2 n , magic· using lind enchant· ogre m;J.S~. or titln . Against any of the tf\l~ gi_ characler'1 hoInd . It can be gotten rid o f only
t'd cre<il lure$! T his sword always provides ,1 ants (hill. stone. frost. fire. cloud. $Iorm) the by muns of I,mll,d wi$h or wlJ'h,
+ 1 bonus. The + 2 bonus l,lIkn effect when sword c~U5H dou ble damlll~ (j.e.. U12 + J).
the ~word IS employrd "3,l1insl wizards, mon- Sword of DOI nd n8: On 1M fi1$l round of
sten Ihat ciln C,llst spe-lls. and confured. ere- Sword. Short. of Quickness: This is iI spe-- mrlee ' hil weapon is + 1. on the ,«ond +2.
iltf'd, p ted. or summoned creillurn. NOle Ih,lll cial + 2 blade th,lll rn,llbln th~ widder to strike on the Ihird + 3, ,lind On thefounh it il +4 . On
the + 2 bonus would not optriIte agolln .. a lint in f'VfT'» combat round . U the widder m · the fifth round. it drops back 10 + \ and thr
creature milgkally empowend by an item counten someone with a simillr wrapon (r.g .. cycle begil'lll ilgain. In addition, ilfter four
(such as a rms of spc'1I sto ,.-i•.,-) 10 cast spells. ,1 SClm, t"r 01 spetd). both strike simuhilJle- rounds of ~Iee III widde, an opt to allow il
ou$ly. 10 ~danCf .~
Sword + 1, + J V" Iyu nlhropft ;uld shape O;mci"l comists of loosing tM IWOf'd on any
ch~ n 8l'rs; ThiS Ilvn it~ + 3 3gainSI wt're- Sword + Z. Nine lives Ste~kr: This will al· round (after the first ) whrn ib bonus" + I. The
Cn!:ll u~lhost! able 10 usumr Ihe {orm of ways ~riorm as a + 2 wellpon. but it also has swOt'd then flghts on its OWTI at the s;ame)evd of
a no t ht'r crt'3lurl!' (suc h as a vampire or a the pc.twer to draw the life {o r« from an oppo- co:perirncI!' .u its widder. Aft~ four rounds of
druid ). or any Cn'ature undt'r thr influence of a nen t. II C;ln do this nine limn before the ,lIblli- dancing. lhe ~word murm 10 its wiflder. who
polyrtlOfpl1 or 5huII, d,uPlgll 5pl'1I . Iy i5 lost. A nalur,ll/ 20 mu51 be KOred on lhe must kold it (oltId usc it) for four rounck bfton' It
wirlWs ,lIlIack roll for the ~word 10 fll nction . Coln dance ag;ttirl. In OIhn words. il it loosed 10
Sword + L +3 lIS. resene r~l i nA (Te.l u,", The victim II r ntltled to a ","VI'" throw vs. da~ for four rourQ. going from + I 10 +4,
This. wllIgivt' lhi! + J bon us to il, wil!'ldf'r evm spell. If IhisiUCCftds. Ih, Iword don not func- ;and must then be held by it5 widdt:r 011 a +1 .... tl!'
whetl the tegt'nerahng cruture don so be- tion, no cholrse is used. and nonnal darnolgt' is ilnd ph)'Jicalty uird 10f" four 5UCCftiIiVl!: rounds of
C~lHIt o{ a mo1g1cal ~vla- SUCh.,o1 ""gof,.-,. dttermined. melee combolt .
g,rlf!fQ/ioPl .
When dancing. the .word ""JJJ lelve ils own-
Sword + I, +"YS. reptiles: ThtS gives the
+4 ;&ga.mst such cre,lltum as din05olurs. drolg -
Sword +3, Fratt Br.nd,. +6 ..... fJl"!-woingi
dwelling ('re~ lu res: T his swo rd always pro-
er's h,llnd -..00 m-.. y go up 10 30' disto1nl . AI the
end of ill fourth fOUnd of wlo combat . It will
vidn iI +3 bonus: The +6 bonus takn l'ff«t move 10 ils pOSSeS5or"s hand au to millieaUy.
ons. hydra,. "zarch. ' nalln. wyveml, etc. against cre,lliures Ihat use fi re or live in fiery NOle Ih,llt when dilncins the sword CilnnOI be
Swo rd + 1. ('ul'5t'd: T his perfo rm, in all re- envlronmt'nts, The weapon don not Ihed a ny physiCAlly hit , although certa in ma.gicill at.
sprels OIS a + I wtapon. but when ils wieldr, II light . excrpt when the air lemperature is be/ow lacks ,uch as ,1 lirfl/)Qll, fiSh /ll i.I, bolt, o r
facf'd by an enemy. the sword will weld itwlf odegrt!'f'5 F, It dOt'S give 5preial benefits aga in.st. trQllSrtllltll .""tul to toOOd spell could iI{ftcl ll .
to Ihe chuaete,.-', hOind ilnd for« him 10 fighl lirr. for its wielder il prol« led as if he wert' Finally. remember that the dancing S1.OO,d
unll l the enemy or Ihe wielder is a1.~in. Thne- we,llring ~ ring ol li" rrflStfWC• . fl8hts ,lIIoM al lhe IiIITIf' level (and claw) as it.
aflft. lhe possessor un loose. bUI nrvt'f rid The fros t brand swo rd al50 hil i II SO .. ~r-i f a 4th-level fish ier. the .word
himwlf of. the cul"fed 'word. No mallt'f whOiI cha~ of exll"iuishing IIny fire into which ill fiShls illone exactly tM lilme; if a 1lh· levellhtef
IS done. il willappc"ar in his ha nd whent'vrr iln bl,llde is thrust . ThIS power exlends to ,lI 10' Is the widder. Ih, sword will 50 light when
oppont'tlt is f,llCrd. The character c~n be frftd r.dius-incl udirlg iI UXlIl of b" but excludins .. c;bncins. RelJeVed 01 hit weapon for lour rndee
of the ""e.. pc.tn only by a fllrnov, ('101", spell , /I,.-tmrll. millrof nuurm, or flame sink, rounds. the poutSIOr may act in VIrt ually any
mOln~ deslred- tl'5Ii"i. dn.:hargi1\8 mi~les.
Sword + I, n ame ton gue, + Z .." rrge nt"", Sword. + 4 Defender. This givn ill wielder
dr.awil'l3 ;anod~r weapon ~nd engagit13 in ha!1d-
Ing cre.luret;. + J .... cold.using. Inlla mmlllble. Ihe ophon of ulmg 1111. 5Ome, or nOne o f the
lo-hOind combat, " c.- ,lIs long as he remains
o r ... IOIn C're;alurt'l. + 4 Vl- undud: T his , hals + 4 bonus in defenw (i mproving his Armor
WIthin 30' of Iht I word. If he mov"
light when i l ~ poSSft&Or speaks a command Class) ilga;nsl ilny opponent using a hand-held

185
more than 30' from the weapon. it fa lls lifeless suffer dKapitali-on . There are also crteatures un<U!r empathic command and will not attack
to the 8round and is a ... 1 weapon when a8ain that have heads but will not necl!Marily be the possessor of the trident nor any creature
grup«!. kill~ by decilp itiltion (amons thne are dop- within 10' of him . The wielder of the device
pleg;angers, e~m('ntals, and Holems). can cauS!! fish to movl! in whatever direction is
Sword of Wo undi ng: This Is a sword of on- desired and can canvey mrsSOlogn of emotion
ly +1 boml', but any hit made with it cannot Sword o f th .. Plann: This magicill wupon (I.e., f('ar, hunger. anger. indifference. repl~
be heillcd by r~8I1nIlrA/ion . In subsequent has a base bonus of +1 on Ihl1 Priml! Maleriill
lion. elc .). Fish milkinglheir laving throw are
rounds, the opponent 50 wounded loses one plane, but on ilny inne r plilne it$ bonus in-
fru of empathic cuntrol. but they will not ap-
additional hit point for eilch wound inflict~ creases 10 + 2. (The + 2 bonus also applies on
proach within 10' of the trident.
by the sword . Ihe Prime Mat('rial plane when the weapon is
In addilian 10 ordinary fish, Ihe IridC!nl af-
Thus, an opponent hit for four points o f uted against oppon'lltl from the inner plann.) fpcl s sharks and eel$. It doesn 't affret mol-
damage on the first melee round will automati- Similarly, when uH"d on an outer plan(, o r
lusks, crustaceans, amphibians, reptiles,
cally lose one additional hit point on the sec- against creilturn from the outer plilne5, thl!
mammals. and similar 50rts af no n-piscinl! mil-
ond and each successive round of combat. sword becomes a + 3 weapon . Finally, it oper-
rine ariltures. A 5Chool of fish should be
lou of the 61ril point MO~ a nly when 1M. atH as a + 4 weapon on the Astral or Elhtereal
check~ as iI singk entilY.
creillure so wound~ bilndages its wound or plane o r whl!n uSord against opponents from I!i-
A trident of this Iype contains Id4 + 16
after 10 melee rounds (one tum). ther o f those planes.
charges. It is o thenvlse a ... 1 m~ic ...1 weapon .
Dilmage from a SlDOrd 0/ wounding c;an be
Swo rd. Cur$fif Bl!rHrklng: This performs
!waled only by narmill means (rrst ilnd lime), Tndnlt of Warning; A weapon of this type
by every tesl , save that of the heal of bailie, as
never by pol ion, spell, o r olher magical means enables ils wielder to deil!fTlline the lcation,
a + 2 magical swo rd of 50me sort . However. in
short a f a Uluh . NOlI.' that successive wounds depth. spedI!s. and number of ho5I:i1e and/ or
actual bait Ie ilS wielder will go bel"5l!rk, attack-
will damage in the same momner as the first. hungry marine predators within l4O'. A triM"t
ing the nearest. creature and continu.ing to fight
0/ wunring mU51 be grasped and pointoo in ordet"
Sword oi Ufe Stu llng: This + 2 weapon until i.kad or until no living thing remains
wUJ eliminate o ne level o f experil!nce (or Hit within 60'. The swo rd has a + 2 bonus and
lot 1M person using it to gain 5UCh irVonnalion,
and it l"I!quires OM round to scan iI hemisphere
Die) and ilccompanying hit points and abilities o thenvise acl$ as a r uma sword + J . The pos-
with a radius 01 240 feet. ~a", 19-24 charges
when il AnkH any opponent on a natural roU sessor of a cUrHd bflfSlrkins sword an be rid in a trident of this type. each charge sufficient to
of 20. This function is Ihl! same as the level- of it only if it is exorcised via a '"mou, CUrH
last for two rounds of scanning. Tht' weilpen Is
drainin,g abililY of cerlain undud crealures. spell or w ish.
othC!rwiw Oil + 2 magical wtOilpon.
The sword wiel~r can gain as many hil
Trident oi Submission: A Wl!apen of this
points as an opponent 105a to this function of Trident o f 'jearnlng: A /rid"nl 0/ .!t'"urrljrrg
nature apptears unremarkable, eXilctly as any
the weapon, up to the maximum number of hit looks exactl y like any nonnalt rldenl , /lnd 115
normal trident. The wielder of a tn'aenl of sub·
points the characler is al1ow~ (i.e., only a aura is indistinguishable from that of other en-
", iuion CilUsrs ilny opponent ,truck to save
charilclrr who has suffered 10$5 01 hil point); chan t~ weapons of this 5Ort. Any chilfilCler
vs. spell . If the opponent fails to save, it must
can benefit from the fundian ). grasping this type o f trident immediately feris
chK k morale the nex t round inSlflud of att;tck-
an ovenvhelming desire \0 imme~ hilTlMlf in
Swo rd 01 Sharpness: This weapon is treal- iog; if morilll: is good, th .. opponent may acl
ed ilS ... 3 or better for purposes of who or as great a depth of waler OilS poHible. This un-
nonnally next round, but if II is poor, the op-
quenchable 10ngi"8 causes the affect~ charac-
what can be hit by it. even though it &tet$ only POr\('.nt will eeaSl! f~ting and suITl!nder, OVl! r-
a + 1 bonu, to OiI!lack and dama~ rolls. its ter to proceed immediately toward the
come with a feeling of hope lessnn•. Thl!
power is great. however, for on a very high largest / deepest body of water-in any eVl!flt ,
duration of this hopelessness i. 2-8 rounds.
a ttack roll. it will S!!ver il n extremity- ilrm, Qnl! that is sufficient to completely cover his or
Thereafter the creature is normal o nce asain .
her person. Once there. he will immerse him-
leg. neck, lail, lentade, whatever (bul not The trident has 17-2Och,,'8". A tridt'1lt of thil
head)-dell!nnin~ by random dice roll:
S!!lf permanently.
ty pe Is a + 1 magical weapon.
TIle character cannot loose his grip on tM tri-
M odified Ko re Trident o f Fb h Comma nd: This Ihree-tinl!d denl, and only a WQter ~Ilti"g spell (afit"r sub-
O pponent is to seyer · fork atop a staut rod 6' long ilppeilMl to be a me~on ) or a wish will m;able thecharacte-r to do
normal / armort'd 19-21 barbed military fork of 5OmI.' sort. However, so. The tridtenl Is otherwise a -2 cul"Std ma,g;caJ
lal"8l:r than man·sizt'd 20-21 its magic.. 1 properties enable its wielder to wt'ilpon. NOlI.' lhat this item does not co,*," the
Solid metal or ,tonI! 21 cause all fish within iI 60' radius to ro ll laving ability to breathe undrrwilter.
• Considering only the sword's bonus of + 1. throws VI. spell . This uses one charge of the
tridC!nt. Fish failing this throw are completely
A sword of , /IArpI11SS will respond to its
wil:lder's desire with I"ftp«t to the light it
sh«l,-none, a S' circle of dim illumination, a
]5' light. or a .30' radius glow !!qual to a light Table 11 ): WEAPON lNTE.LUGENCE AND CAPABI1.1T1ES
spell. Dl00
Sword, Vll rpOilI: Similar but superior to Oil RoU InldUgenc.. Communication u~abWun
sword of shurpll~ , II vorpul wupon hu a + 3
bonus to attack and damage rolls. Check the
Ol-" san ~tti y·
I l>._ _"1EIruM.....Jhy:
1 prirnaiy ~IIIIY
lp~ abiI,~I :=_______..
....
table bc!low to determine whether an aHad 14- Speech " Z primary abiliites
roll is good enough 10 sever the neck / head of IS S~h" 3 prlm/lry abilities
the oppon.ml , ~-F16 SjiiiKh'" l primary "i6Ultiflf
....- -
11 and. .J
O ppon('nt is 10 seyer· TeI~thy '" pl us l otfllordinary power
nonnal / armort'd 20-23 • T"hr po56I.'5IIOr will r«eive some sigNl (il throb, tingle. etc.) and fftl urges when ils ability functions.
lal"8('r than man·si.z«l 2 1-23 • • Thl! Wl!apon will speak the character's native tongue plus one a r more other ton,gues as indi-
50Iid metal o r stone 22-23 cated on Tabll! 118 below.
• Considering only the sword'i bonus of + 3. .,. The weapon can uS!! ('ither communication mode iIIt will . with languag~ UJ;I! as any ~peaking
wrapon.
Note that many creatu.rn have no Mads o r t: The weapon tan also read lanHuillges/ maps of any nonmagical type.
can chang(' thl!ir fonn and, thl!refor!!, cannot tt: Thl! wupon can read languages H well as magical wri tings.

'06
T. bte 11 5; WEAPON PRJMARY If the Mme POWff is rolled twice, the ulnl
Intelligent Weapons ABIUTIES day &re doubled. elc.
Tables 113 throuP 01 00 Pow,rs funct ion only when the weapon Is
119 should ~ uied fodelermine the properties RoO AblU ty drawn and held and tM ~r I. conun-
of In Inlelllgent wupon : t he numlnr of 01-11 Delect ~e levator'" I lhiftlr18 trOlltlr18 upon the dnl~ effect . MOIl powers
powelll, unu.ual properties. ali,gnment , ilnd rooms/ wall, in a 10' rad!u • require th_llhe ch.. rilcter stop and concentrate
.spKi;tJ pUfl)Ole of 1M Item (if any). Such [)eJect sloping ~ in a 10' r;adiu5 for a fu ll round .
_apoN are ulftulto gi~ hig.he:r. leveJ fighln'f tAtect trapt oIlatse size in iI 10' Ddlus
101M additional t;actK:,,1 option. and Iimit~·
T. ble 111: SPEC1Al. PURPOSE
Delect evil / JOOd In a:lO' ~il1$ W EAPO NS
UH.pect.J abilities. Detect prtdou. met.aJl, IcJnd, ilnc!
~ OM i. encouraged to deJ.i3n unus&u1 .. mount in .. 20' radiul A: Purpose
magical _.1.POI\I a101\8 ~ IMlnes and for Detect semi. lcind, afld number in a Purpote mult suit the Iype and ",I~t of
spednc campaign ptlrpota. UJln3 the labln u S' ~iu. the weapon in qultltlon . Kiltin& Is alway, reo
SUidcli,," and for inspiration. Just beaUit' a Detect ~k: in a 10' radil1$ ltrk1ed to evil wMn the Wfilpon is of aood

....,
61-71
power '- rolled doan', llM'an [t mU51 ~ siy~ 18-82 Detect teem doors In a 5' r~iWi alignmmt . WeOllponsdedicaled toslllyi", rnort-
OUl . II the OM f~IJ a combination iJ too bi· tAtect invisible objects in a 10' DdlWl .,,,,.. will always be either good and tlay MU-
zarre or po_nul, he an . imply change o r ig- 8&-92 Locate able« in _ 120' radiul tnl or evil montl" ., OJ ,vii and alay nNll'a) or
no~it . .3-98 Roll twice on thl. table i8l'orlt\8 good monsters.
The IIrst .tep In cnoaling an Intelli8ent scores of 93 to 00
weapon i.lo determine Its gf:neral apablillia. 0100
Roll on Table 116 instead
ThHelte found by rolli", IdlOOon Table 113. RoO Po...,..
TMn. move onlo Tables 114-118 WIlli all the If the tame abiJily b rolled IWicf: or more, 01-10 Defeat/ ,lay diametrically
apabUilies of the weapon kave been specified. range of the power is double, triple, d c. oppoted a1i3nment'
All OIIbilities funct ion only wM,n the weapon 11-20 Ddeat priests (of a particular type)
is held. dnwn, and the pQIMWOr i. concent ral- 21.JO Defeat Fishlers
1n«lJIlent Wupon AJllnment ing on the deslrtd mult . A weilpon c.an ~­ 31-<0 Meal wiurds
form only one function at a time, and thus an Meal thtitvu

i nteU~
Any w"OIIpon wilh
will have an alignmmt . Note that
fight or <Wtect but one thing ill a time. """
,...,
>1-55 Dd,a' battU

,......",
Other abilities can be ~.. ted by the OM. Overthrow law and / or chao.
holy awngtr, swords hive allgnmrnt restrk- Meat good .. nd / o r evil
110M. A ll curled weapon. an' ablolulely neu' Ta ble 116: W EAPON EXTRAO RDINARY Dele.. t non-human monsltn
POWERS
tral. 96-00 01"',
T. ble 114: WEAPON AUG NM ENT 0100 • The! purpollt of the true nnlt ra.! version o(
RoO Po wer' Ihis we.. pon If to prnerve the balance (1ft
01 00 Ro U AUp menl of We. pon 01-<>1 Ourrrn p.rscm on contact- 3 timnl ~ Ali&nmenn by defutin&/ dayin& powuful
Ol-OS Ch..otic good doy
~lS Ch..oIk: neutt..l · bt!inp of the extreme allsnznents (lawful good,
08-15 C/airAudi,nc,. 30 yards rarl8e- J lawful noll. chaotic sood, chaolic: evU).
1..20 ~ic evil li~/ dily. 1 round per use
21 -25
2b-JO
31-55
Nnllr..levU ·
.... wful~iI
uwfu l good
I"" CluirvoYllnc" .30 yud. ra~-J
timn/diy, 1 round per use
8: Sped" Pufl'OSC Power
The! power will operate only In pursuit of the
23-28 DelermiM direction ilnd depth-2 ipltdal purpose.
S6-<O lawful nnltra" timn / diy
.HIO Neutfill (',bsolutej 0 100
29· 34 ESP• .30 yards range- J timltl/ dily. I
01-00 Neutral good' RoO Power
round per use
01-10 bllndrleM' for 2d6 rounds
• The item can allO be ulltd by "-fly charactu .... 1 Flyin" 120'/tum- l hour / day
wholot alignment corrnpond. to Ihe non-
neutr ..1 .iigNM.nl portion of the weapon'.
alignment (I,e " cll.aotic, evil, good, or !.awful).
..."'-<,'"
H'AI-ltime/d.ay
1Ilidio rl, 120 yards filtl8e - 1 timItIl
diy, u the wand
11-20 cONuslon' (or 2d6 roundt
21-25 d1.Jnt~te ·
26-5.5 feilr' for Id4 rounds
S6-6.5 insanity' for Id4 rounds
ThI1$ "-fly chaotic char.tcter an Ute a weapon
with chaotk: neutral aJigNnft'1.
""1 levitAlion, I -tum duration -3
tinwl/ diloy, OIl 6th level of mask use
66-80 paralyals> for Id4 rounds
61-00 +110 iIlll Nlvinl throws, -1 to each
Any m..nlCter whOH alignment don not
corrnpond to tNt of the _OIIpon, except u
,2-6, ability
Stntt,tlt- l tIme / day (upon wielder
die of damit&e: sustained
only) • Upon acoril\8 a hit with tIM: _apon UNH.
noted by the atterilk .bove, wlll JUstain points 68-" T,I,kinnu, 150 poundt maxUnum- the opponent succeed.s with a tao"ina throw v •.
of damage equal to the number of qo point. 2 timn/ day, 1 round each ute ,pel!.
(1ft Table 119) 01 the weapon . Thi. dilma~ Is
wIHre-d every lime (or for every round) I.he '~I r. I'PA tlty, 60 ya,ct. rafll'"- 2 timHI
doy
character touchH any portion of 1M, weapon TeleporlAtlon-l time JdilY, 600
unle. the weapon It in the vup or poNl'Mion
of a cha~er whOle alignment i. compatible
with the we.. pon.
..... poundt maximum, cil~lr18 lime 2
X-rAY vuion, 40 yards range- 2
tinwl/ diloy, 1 lum per use
.>-91 Roll twice on this table ignoring
1C0rn of9s-91
Weapon AbllJdes
Chancter lniIy chOOM I ~r from
U.ina the number 01 this tilble
capabilities detennined by TOilbie 113, the 00 Character IniIY chOO$e 1 po~r from
weapon', .pedUc .. biJitin OIIrt determined by this l.able, and then roll for .. Sped.a1
rollins on the appropriate tablet below. PutpOM on T.. ble 111
• Savinllhrow. ilpply as u.uill

187
T.bk 118: LANGUAGES SPOKEN BY one for every IVOUP of hit point' o f damage 1. Fora It. potHUOr into combat
WUI'ON talm equal to the character's avefil8e number 2. RriuJe to strike opponents
of point. per b~ . Divkit': the chatKter'. lotal 3. Strike at II. wMHder or hi. ~atn
The OM should determine IM\lua&n ,pokm hit poinD by hb lnoel (round up). For exam- 4. Fora its potRS5Or to swn:nder to an
by tlw ~apon N.Md on his campaisn and the plf:: A fighter of 7th level has 53 hit points: 53
history of tM -«apon. Thu" an intelliaf:nl oppon<n'
+ 7 - 1.6. Thusfor noery eight poinlsofdam- 5. CaI.lJe it.if to drop from 1M character'.
wariwnmer fashioned by 1M dwuvn would
~ainly llNknI:and dwanen a, one o f ir.
age he suiEeD. his pc'rsonality Kore wtJ.I be
lo-«red by one.
".,.
POWf:rs. ~er pc'rsoNlity connicl occurs, the
Niiturillly, such acttons ~ unlikely whc-re
the charadt:r-weapon alignmal.t and purpoln
N umber of weapon will ruist the character'. desires and
are harmonious, However. tM weapon might
01 00 RoU Y"8'la,n demand concnsions such as:
well with 10 have a leuer charader poueM II
01-40 1 1. Removill of auochltn, henchmen, hire- 10 a.to eully command him , or iI hi&he:r I~I
41-10 2
lings, o r creatures of allpment o r pc'r- poueuor so a. to better accomplish III Soal• .
71 ... J

,.,•
IOnality diltutd'ulto the weapon All mqkal weapons with personalities will
.".., 2 . The chataclt:rdlvest1na hinudf of all oth- dnire to play an important ro le in the .uttaI
96-99 er magical weapons of actlvllie5. particularly combat . Such weal>"
00
J . Obedienc~ from the charKtu 10 weapon 01Ui are rivals of eilch other, evm if of lhe same
"Or tM rnuh of 2 addllional rolls Ignoring a can It:ad the f:Xpe<ii tton for its own pUr- a lignment . They will be aWilrf: of the PreM:n«
ICQrf: of 00, whichever is the ~ater. of any .Imilar weapon within 60'. and try their
""'"
4. Immediate seeklna out and Ilayi"" of
Crf:aturn hateful to the weapon
best to lead a possnsor Into missin. or
destroying the rival unless this it tOially inimi-
S. Encrvlltalion of pommel, hUt . Kablnrd. cal 10 It, natUrf:- a holy ~er. for e'Xample,
Only after allaapec:tI baldric, or belt with gf:mt and a . peclal wou ld certainly not allow dntrudion of any
of a weapon have bHn determinf:'d and conlainer ma~ of precious lubstancn olher lawful good weilpon and might mcour-
recorded can tM qo ratina of a weapon be for it. sarekftpin$. ~ Ihd r d iKovery. even at the risk of having
found . Eao, aJona wilh intelllgmce, will be a 6. Mqical protmiolUi and drvkft 10 p~ 10 face &rim odds 10 do 50,
factor with rt:prd 10 lhe domina~of Wf:apon tl!'Cl il fro m molestatio n whe:n not In I.lJe WNp0n5 of this nature will nrver be totally
over character, u detailed on Table 119. 1. That the character pay it handsomely for controlled or silenad by 1M characters who
all abilities and po~ the weapon is poMHei them. f:Vm thoup they may be hea:vi-
Tabk ll9: WEAPON EGO called upon to exerdse in behillf of its Iy outwri&hed by pc'rsonality foret: . They may
Attd bu te of Weapo" Eto Point' po.....,,, be powerless to fora their demand., but they
Each • of weapon· 1 8, That the character carT)' it wit h him on will be in there plua&in&. Evm a humble + 1
all OCCasiolUi wea:pon o f unutual natUrf: can be a vocal mar-

-"
Each primary ability" 1
I:«h ptr.ordinary 9. Thilt 1M chilracter re:linquith the -«apan tyr. denip'a:ting it. own abilities and askina
2 in favor of a man: suitable penon due 10 only that the character only give It the chance
Special P'UPC* S illignmmt differencn or condud 10 shatter ItHlf against 1Om~ hated enemy. etc.
EJ.ch language IPOkm 1 Any time the pc'fIOnality ICOre of a weapon NOIe: Most playen will be unwilling 10 play
Telepaili:ic abUlty 2 weapont with perlOnillities as the personaiitin
o«eds the personality Kore of the character
1~~ la," abOOy 1 dictate. It i, incumbent upon the OM to ensure
who ~ it, the weapon will dominate its
Readir\3 magic ability 2 possasor. and it can force any or all of the thai the role of Ihe weapon " played to tM hili.
above dftnands or actually caUH ilny of the 10 to ,puk. with Ihe OM assuming lhe pc'rsona
• Thus. a sword + I ha, one qo point, but if of Ihe weapon if necnaary.
it has another (higher) plut, thest: arf: also following actiolUi:
counted. For oample, a fIRma ' 0 l1gu. + J has a
maximum plu, of 4, 10 It i. + 11 + 4 for five qo
points. In addition, weapon. that have no
f:Xlta pluta but ptta powen (holy ,",,,Iger.
slui'11fta., dc,) add doublt: their + ratins for
,,0••. U doublt: ability, do ublf: qo point"
WeApons Versu5 ChM.,te.rs
Whmaweapon ~
_ _ unusua l charKterWla. il h., • pertOft-
tdity. which I. rated by combining ill
Inlelli&ft'IC'e and Clo KGrn. The _apon will,
of COUlW. be abtolutely true to Its ilIJ&n,mmt ,
and if the characteT who po.t&HIoH the weapon
i, not. personality conAict- _apon W!"AI,
character- will rault.
Similarly, any weapon with an tao of 19 or
higher will always consider luelf .uperior to
any cban.ctu. and a personality conAkt will
rHUlt if the poMeMOr don not always qtft
with the weapon.
The ~,u"i'y Ko re of a chuacter i.:
Intdli8mce + Charilma • Exper. Lewl
Note that the personality Kore is reduced by

I ••
Index

." ........ ..
.... -.............
...... 0.. s.... Carryir.t capaci_ of animak
This indet conla[ns enllia for
both 1M o.."8~" MaJl.r. Cui,"
OUt .... lly nMXIU.n
adiuKmml few Oulmty
Caod .... opel" "" wwin& throows
~, 91 . 9J

c:..w.llme
"" ........" .......
-
9l
and the- PIII~''t Hlmdbook .
Italicized, bold mtrirs mer to the
DMC.
dlonblna ptnaitla

.................
I.". un......J PC rKa '""
'"
"'"'"
CN.nal...u
a-
.. al~1 U , 49

....... ...-
~"lKkI . S<
U

modif ... In chi. .....


,.,'" a--,..,ct- u ,U

.."
H . l00

-....-
pilnyi.... bonut II'IUltl- ..-.d duaI-c: .... chancters

- ~""'"-=-1,.
...
m
............
"",""c_ D lIpdI-liU abililift
A ...... ,.....
while ~
"
a....oc,_
" 17.

. .."'"
M)
a..~~

...........
Abbrrriool ......
AbilitycMd&
at wYinl throw. .
'"" ...........
An-.,
MIf.n. M. 101. 100
1.H. un
"" ~ ....
...........
abllidftl

~ from 01"'" campll!aN ""


7, 13
u
,
lliACo
hlmltl& u.ndud
u.ndrr .... Ie!'
~7,
,
103

........ "'"
7. IJ

.
AbIlity KOrft
..dj,*mm~ U Millie: .bUhy praIicIftq
,.,." ~dtu_lftW
cAarAt1 ... pla)'C'f
U IlnI.llUai " I\/.IOtloN

.....
~ than _ U uN.... 'wo wupooll 96
.lfen. 01 aalna
JfKu 01 wist.. " .........., ,,""""'"
U AatnJpIane W ttarllnl~
n
_ . ......
_apeon ,"""Ih
fnon ~
U
~ ...
"",,MIa!
I... ~nmi l.
An loCk roll $1. 89. 90" Nan ' " , . - mvillCl eA
1Upn- ciuoracln"l wlthdT.....1 "'"
for rlKft
Inl. rpnlinc the lIumlwo
1I'Iin1rro"... and mulmurNi ,. abUhy modif1cB
.,.,....... rnodifift'l "" CNorai...
CNorlOlem.... profkWncy ".-"
""
......
Com"', ..,
bon_

........... 00

,." non-le!halauillCk
'"" a..rum.
.. """'
prime requl"'ft
l'KIal adlUltmml1
requimrwnr. by daM
Acid. lhtvwn _apan ,.,
U
AUK"'"
oqulpnwnt
wllh Iwo ....... p<IN
•..
M
and Mnc"-'o
a.an.m. lable
CN.nnecI ae.twa, 11'1 COInblol ."
ns "'~n
.......
d_

""
'......' '
1Wfl'
Acquiri.. ..,.,Ils wllhout Idll ..... ~ ." Ore!. 01 ,.......... paIadme'

"""
Atuck . . ...,,It,pIe 0.. .toUI!)' ___ rtquJ..-1I
ActIoN In comb •• H

...
U
J.,. 21, >9

--00_---
A ..... of pnMf!Cfion , ~. 0.. rtttrictloN Commond_
Adjuttinl ablllty.cora
"'" JU, t Ol

..............,
-'...
A"I_t lc hili and mr.n ~ C~_

"" "
AdvftItllrina ...... ~
'"" Avoid! .... -"'I~
'"" ,'- C_~doon u•
,...
AariorJ moW'ftMn1 U7 Awl pib
hal,.......... "" "" .
.. ....
-,---
C-uRWnt ........ .....,.,.
~.,... .... "" II ....,...,"- " Con.tilu,ioro
""""
--
.nod;

........... ~

...
21
Ac;rin&Ih.... pniiriftq

....... ""
Air, ....... , _ bft...
Aitttof'N ridinI prof\d«q
.
,.'""
U

.... """
00
14, 10
U , JJ
bom.for.....-
bom. for ....... fk:a- cNnct~
,
..... -
Bqo, boIlJn. ~ CIericaIIpd1t IHItd by ........ >9
: ', 49
.......
~ ... bk lu-m

.." ....... '"

--..... "" " CliInbina walla 00, ",


owl""""" '"
for , , - - , PC rxa
in pia, ........
.......
20,~, 41

"'"
Oo&b and ~ labk
~prict l" '" c-il,,'ion~
Cooklnt: ",u&iotnq
. ,"""
""" Co,," .oa-lNt mhall&
Cabblln& profidmcy

,- ..
"NPC. 8~~ Coi.. ..... J.H. . . Crutl", ....... ~c&- U
oIlN&k&1 llmw.
""
8eedteorbin "" C...... $ J, 89-106 C..... R
" ........
,,-'"
,,-
..............
........
m"
"
a-d buro/ Ufl
8U1...,,1Mnno!
p I ts

Ulad<.l\lthIr\& profldnocy
81Ond-fl&htl.... pro01CWncy
en-nee

" ""
",'",."
.maJ~1
Jolla roU.
bftl,h weapoN
.. ...""
"
1'. 96
Critial hlt.;
""""-'
Crowd, bIord Influndrl& ~.mon
C"'""""
""
..,...
"
Al,,.,....,., plana

Anc~1 hiolory prol'ld"ncy


'"
'"... ...."-
BI~I..
Bod,........
....,.I'<'M
Bonu, tpeU, for Wlildorn
"
ch.Jonned ae.!UTft
crltlul hi"
do- n
Cwwd it""" alfeclina .I~I
C .....d hftnl. in comlMt
Cu. ted .:roIt.

-.
da.."... wh ile f1yl,..
,.,""
Ancient bU\i1loAlS profw;1etw;y
qu.llly w~.pal\l .....~
Ancient world
D
"" "'"" """'" . ,,
Animal ai.l&J>lIWfIl ,wiled we.pc><W

..."
-
AnImal ftllpalhy. r&fIIeR ..vitia Ihrow. encounlft'l
>9
.... " DRAGONt' rnapdne
AnImal w.d1I", P"lflderq
Anlmallort prof'odmcy
Ani ..... lral,",,* ",oflcJ.My
Boob. Ilbt.lN, ma.nuaJ ••

....
1_ 1 ~1e
SooQ, bri«n. aI~ labk ...
m
..,
'KirI& 01 cl\araclen

.......
fI~ 1n10 .....' " "...
.
DUNCEONS . DRAGONS- ea_
0._ $1. n. t9, 101. tOt
.,"
. _
Ani.."."
.... ......."xu .... ,.,'"
~~ EOf Strmalh
damqt mWllpllen
n~

.............
anym. capacil:y
......
W

"..."
eI.... Itonu_
""
~llbnU.i1et
............
huli".
" n , l 06
N

,."",.
flrifII and mo.;rc 96 hit poW. n
~conot..t
priul- ..., linrc Inlo _lee
in awnbool
St..... hbomna
""
..'"",.'" _
Itnmunlty 10 -.poNI
ilnpoMib&e-4o-hl, l..-pt.
~"alh "n
.
-"' .......
-'ucdon fo. ""'"'"
whiioo ftyirc

..,."
"-
......... ," """""'" ..-
Appr...... proflcimcy Bowyu/ Fltidwr profidftoq InitLllive

""- """-
Br...,h_..-.
""""
Appnklrc Ir.....u~
'".,u

---
An,"", ..vitia l!vow " , to:!: o.R_
......
Atu 01 dfed . """,lis Bn:wo,. poo6dt!q

"""
............., n """"-

-_ "," ....... ..
" '_ 1M

........
-.....~
......
......
II. n. t9. 99 o..~ ~ 74, 103. 105
.d;u.t_ 10 1....1I\t .ldU
"'"
'. '.90.101 C
""""""
.........1«Io:omO.ol
A .. '"
N
,•...,.the
Nvirctlvow
dud
.'"
n . l06
n . l06

...
modifier. In w,_Iu.
0I.......w1lWl.al.
..
"'" C.Jn.d., w
ono_I'I'
multiple attack.
"
U ,"
96 Death ....qk.
DoI_ _ - ' "
" m. l!vow
'< '".
...
- .."
Called Mot • U .-.-1ethaI combat $9. '17, 98 ~"adtuIt_ for o.:..lerity
~forr.....
.... WHpOn lyPft
wom b,.wi.r.ardl .
"" C.II"" hit w.rhone. pa1adIn
CampaJar-, al~t
CIOndlK, d ....., olnlllWflt.,
"
,,."
........ ber 01 .ttacken

.....
"""'" "
Cell. .. iRNlnC print.,.u.
DeiI\cJo, print fohowrn
DmlihWl'l&f\ Je.vd rnt~
JJ
wf'ftllln& modi';'n
" Inc_table
C.pt"n", opponent.
Coorpmlry prof~
"'"
-,
~
~Iion ..-!JfIen
.'.9'1
U
U "'-""''''
"""""'"
o..troyinl mqIc.alllnno
"U.
.
189
-" .-.........
--
Drttai.... ai ..........1 for~PCr_
"
""" """
F ....-
,..
1AI«tInc 1fYIl, paladiN
OrIealnf;l'Ohor ... U" .......
nqIItl ... flU polnb hoW_

.... ...
OoDltrily facine; $7

" ""
..". ....
~iuJt_tlto thlni .... olilI
Fanm. 7l. Ie.., lJ4
Hit p<"Qb.Ibility adjutlmtnlf, ,~

..
F.. udun! 74
""'- a..~flen
" F• ..dw«l-fo.!;, 74
for SIret\lth
" Uwh.l_

.."
Anftor A... fJft\'Iily will\., Hilll.. tpKlfIc.~ Ioc.allont

--
~
Q_.".u Add pIIl ....1'mOf"
flahtorr
7S
,., 15, :z6 H"'" ..........".u.
botIt. In dwU-p ." HoMtint your bt.:;olh chJonu by I... ~

.....
I'I&hlina with !'NO ....... pono, .1U'IIItn UI
dimbinc n
Olirror modif ... '"
." flndin&/ mI'Ovina I " ,)II
Hoi)' iltn'll
tloty ...or<!
_Itnoun .......... IM" .......
. . . .),0 -.of">" modIHn.
.. V .... 1),..- bo .. u,
.."
flrto..bu.1dini pl'ofldttq
RoN .... proforiorno;y
F\Hins ~ b;onlor
»
51
<n
Holy WMH, throw ..
Hook f.udIud

......
"
4,J, 100

"
Lf"'...... ~rmor
u.tlwtwotklna profldorncy ."
.10, II

~-
m Hope_ (h.arlol:len II, II, 15 Ullin 01 erwdit
...."
-
Fiy!", JJ1

..
uti.,. Iwo _ .. pono I.tYtI ciAl..

--
OI..nioo1 _ proI1dtrq fQU(I'OOIen III
~,"ina illuuotw
" "'"
~I..adin 11
in~
qv.a.!lly and ......-lity
76
,)f
u....1 ltrnih, nd&I
u....1 Jo.. ~ d\ara(1tB .....
"'"'- ~ i _, looI.t;ob" l.u Lrtel ..-rictlont, by ,fin
u."n
paladino
01. . . . proIldency
DI_lblM.:I pI.~
'"
""
...
U
..........
"""
wiutd ."
Z9

31
~ ptOv~ prb
Hu........
dll<lk.....
H"nllna profidmcy
1181 61
U
4S
so
LnU vi et;porrWncor
t.......'-. dr.alrwd
t..yh.,ion
""
DlvIdlna I ~""'~ Food .nd 1odJi.... I'fk* Ikt 67
""',
Lilt;,. a.~ly

"'""""'-" .....
FOft:lI'man:h 120

.....
ill not.
» I UttmI", for
,'"....
.,.,....,.,. ptofklnq
0-
mnor~ and IOKnt F..ti plat.......- 7S b , eH«t"", _ _ " --
local "*Of)' ;P~~"·.'""K"'
fOl'C\na open
... "'"
G
u lU"onjfloltiOl'l
IlIutiorli..
a-
m
""'"
-""
"" ....
n
"...
ON'"
h..,.,.,..,
adv.. 1KftnftI1
"."
""
........"
c._tl!n.t ..... mlloioroo
lnununhy
......." qutiily
m

........,
hnmW\lIY to WUpoN Low' '"tI play
c.min& pl'ofldfnq "'''
.........
IIfPnlotion 1.....ridu.aJ ....peritnH .wudt
eu.. ..UIol:... Loy.lly

...
w U fU, 11", liS
OuaI-do. charlol:len ' ..... vIduaI 1nII1atl... a........
""
Grm noll"" protodomey
tptd.&!iot wiurdI
o..n.on ",.
c...
~I;",,,*
,'"... d._
l~bMd"'lh
Infnvbiof, ,U~ I I f, Itl m

- ...-.
ft'ICOI.I .. ten
Ow~"

E
'"
Cirdle., hll., ....1..., I.iIbw
C\aivor
C1.aiYe-l"isannor
"""
......,Yft
ely"

twf ....
""" M

,,-
Eeo, III iNftll&nI1 wupcNV
."
~

'U
"""""'
Coolo
Cooof ...
....."'" """"'"
wooM,w .. t....
lnillali... II. U. n , eo, 9), 04,
""
~
1:aD
NI'Co
hUtk
;afilClini ;olia;nnwnt
U , Jl
W

.-"
~lile .......1e.
Elcmtntai InVfl, dnlidJ
Croup oporrimc... w...w IncfiYiduaI H .~" of elfea
Group initi<ll lvt U . .. lniliatiw modiflon ~ ",do U"
EMou .. ten
...
IU, 01 , 1ll-IlJ
c....~ chi,. <n

...
III........

......
""
- - .....
""
--
oombo, weapo .. """'" $7, 96 Initiative
Culanne-vouJp
dltt~"" ,~
....,pc.1 -..potII 96 Ioraml.... _ tpdlt

.......
"'- ",ulll,* ;011.... os

."
ph.a ..I .....

-..- H ~ 17, 11, _ "


,- ...
,~
n , 10.3
-'" H.d.-.and-Sb.h "","I,,,
HIoirlftt.
InJUfY w.d ....... h
In .... le ;abl1"ia .. .......
Khao" 01 mqk
MUVnW
wU~
IW
fIfI Ho'",",
tbU-dYn "u
In ..... pI.ann
inopl.;olioNol-..
1.11
U
~II book
""tkatllrl& Iinw .,
.."
Enailflbnoncf 76, 1S, 7'9, 110 Inlorl\ipnc. 15
E"du,..,_ proIlDrnty tI"ln.
Enav dr~1n
So!
n , 101 HIond of VKn.. "" t.nmunlly 10 m......... 11 lhie...,. 1101111 Kroll.
EnaU-rin& profodnlq- 51
.......
~
"
14, )4 , 105
Intri4lm1 _~
In..wbillty
/'7
fJO
t-".u.ln~
....:I ..""",", w.1ft"

"' ........ ....." ..


Equ.lpnwnt n , 607'\l M.pc ..........
hUtk _ ..... H , U.13, 101
dlmblna tools 114
""- " pobon .. klima J. K 4.J, 15, Jl , "
qll~thy oM Hu.ll", p<oIldm<:y
Htuit\t noMtt U f , -to, 42
....
U7
~1fIhor'"
Mqic ...., INtdi

...
.....i . . throw. .u
............ -"~
'/9, 1011
time pmodt
Ethttul pt.""'
.1f
1.11
!Wiahl
"
11J, I1S ....w. throw loon.-
M;a,p;aI cW_ """' _ _ un
.......... "'be. ,.
,.." . ..."
Etiqudk proIlcWrq 51 lNlllimu", ....
EvMlon IIJ
.....
........
for W!.adoa\
"
.... ..
Evil 40
M.acJcaI ditt_ m
MIlIlaI Jfta. OIl aatnI
Evil priN:.
&"PI1ono.1 Stmllih
IDl
Il HornJdry profk~ " Mq;ic.1 f.lll1n. Ih,"n
M..,ml_
"
L

-
Herb.tlbm III «J, JO, 107

..."
uotk b ........f t 107

"- ... HorrbJ,I .... P«'ikftotq .J~I U

."
-- ....
~
&~ w.-.I dnln teN Horw.ard'. My.tlcal Orp..
Hibnft.olion, drv.ido '"
' -, 107, lOll
.....<t- cNncten
u~~
4!1
U tilde Innot ".," .. vailablor to flt;h1ft'S
combol bon_
&~ poIn..
.,Ian....... ~""
t ...a '"
U. 411, 26, sa
J9, 49
Hidi .... In thAdo .....
.........
Hiorropllanl dNk&
Z9
J7
comb;ot
CClmlNnd

......,.,.
auti".
......mn.n.
wordt ...."
Hiah· w.-.I pt.y JO
"
,.....,
bono.!_ IJ, 14, 15, 17, 10
...... ihuman hMrictlont 14 H~", 1m
falilin ,.."
indivW~ .w~"" u Hiftlinp
Hittna NPC-
lOot 'Of, 114, 116
,,,, idm•..,....
.....Jtk... ctwxm. t4
u~, I.&>nina HII pol".. n , 14, 119, 103. I(M , 105 .....u.-.
49
COIIItII.. llon
for o-Iorftl NPC.
bu..... 14
I?
'" N!'Co
"",- 141, 1011

.90
Index

ttch.a..u.
",lies
I'fttricl.iono for ~Iadlftl
u_
13
M"hl.o.. ,;ha,.ct~
le¥el dr.ln
"l"'l'N11tt wlu ....

21. 2..),
.. CONtitulion II .... adjuMmmi
d ...O'VU' . .vln_ throw bonllf
"villa throw
1$
21
Rell&lon ptofldtJlC)'

..........
RorIIII_ a/~t
61
~.
"
rInp
rodI
147. 1011
..........
MuJllple &IIK4 "
~, 9.5 Ihrown
Pobon lmm\U\lty, hIerop/wIt ~ l8
101, 102
6.1, 100 R...Iearch f1
lSI
"" mapcai!ICmt 54
""ina throw bon..-
......,. throw.
ICI'OIJa
.runa.
IOUova
101
.J6
JU, 1011
Jil
Iain& ',..0 wupoN
Multlpw u.a..1C11fn Pft' pU)'ff
M ...ailnolrumm, proflNncy
MuAcallnolnlrl'lft'l\1 \ab\e
M)'thot, autlna you. ow ..
,....
U
Poiton 1'tIb1.IICI!, h.HII....
Pole........
WI . . .11'lJl cha,.
Polymorpt.
Potions
~,74
lJ

9'1
1.5, tOl
.u.
117, 1011
~
"",lito
~rlctlON f ... ",u1tl-da..

CONlIWIIon Ilmib
4J
~
" , 106
14

laW by lHo.dI
U)
... " ~rlptlonl 1<11
....-.tval chal'laO
Retirfmmt
U
JO

-
.....d.. lItavn, rock
...... pont
IH, 1011
IU, 101 N
drink!....
POIions and OIu lab\e
$oj,

91 RIOt"'" $'. '17
~..,..u. 86
M.&kal linn ,abla 1.J.f Nl'C. 101, Ill. 114-11/1 POll...,. proflclmo:y 61 RkIin& prof.ldeney III
~.-..rdo
MqkaJ -watlClt. haUll....
SO
1J ...........
al""ment
"
'"
Pownflll cnarilden
Prayer. fO<' prieM opell. 84
7 Rlnt mall 1S
MqiuJ rir>p 1011
". ''''
I. ,,-
hlrtilnp Prm. Iroc"'Mina/dec:reMlrIt .H dncript'!ono Ill'
M"'llOl\p, counlf:f"ed by budo
Mqkal wUpoN
4A
101
loy'''''1
map:.l itenu
n' pt'ia Ii""
PrIat
16-409
lP, 2.5, 32
Rl .... "'bk
RlsIc. IEIIprrienm ......-do
J.J.
<If
lnl'l.ollvot
~ wUpoM I.~
47. 91!1
"""'"
offici.a.l.
'"
H , IU
m
bon.... foe' Wlodom
evil
11
N , I03
RoD and tra/h
Rod of SCvcro Pan.
In, 120
"
~p-
Manc:atdwt-
71
74
~ily
,.
". ""~poI .. tJ
..,..n. 33. 84
ee .....
dncrIpiionI ''''
lSI

..... """
Map' JU ntlC'lk.... 10 .........aI PC .K,.. I.. ml.,. .. ndeiOd ~~ 103 Rod. labW l .u
Ma~1 l~ m "
.....
Prisno: requbilf 16 R.,..... l.S, l8
t.UteI" dam,ap

-
74, 106 ."nkaMen Prirrw ""'tmill pla.ws I JJ ~polntJ 81
Matmal tomponmt.
Muimum IiftinS Qp«Ity
85, &6
13 Natwal armor
'"
'"
16
1~,
Prof~N
ProficX.nciH
I~
30, $1-65
lloIe-pIa}'\nt and _air. char-.
RoJe..pb)'inl and aIipImcN
18
n . 41
Moolft Sf. 119
~
Natu.rill _apono n." NI'Ca' .JO RoIIInt up. ch.arKlK Ll

.
firi", mlo _"" N....... tktn proflciltrocy acq ..,rI.... proIicIfndf1. 51
~Wtapono 99 Nq.ti"., hit poin'- "n .......
addi .... roe .. Pf'Oficienda '}I
"
Rope UN profldmcy
'"
6.J

-
mo'''........1 906 Nhltrallty R~ JJ. 91. 119

~,
"""nell
I'IOnnaI o-~el
n , 91
J :1 """
N"" chanet,.,. ~
" J7 foe' 1).1ev.1 NPCo
foe' m"hi-<:la.. (huact_
17
«
Rulli'll....
R.. M i.... protodmcy
1lO
63
MnHoI-arrN
mqIc
26-13 New (huat:t,.,. nocft
"" ..... ,.
..." s
MomIOl', f.I Nobility U Inmln& piofitioencla 51
~ 114 Nolk. ddectint non..eapon proficiendn 30. 5l-6$
......,,- " ........
..."
MlUtllry f«k
MiNna pro#kWnq
7.
61
Non..JJ&rwd ~".....,..
Non.-Ief .... t'Ombat "
$', 74, 97
...!at"! "upoN
~lir.iII.
52
Sl S....
'"
lOll
...1lI'\.I0I. Wb 16. 51
Mlnon
M1Ici!IIaneout mqIc. ~ptl_
II'
IU
with .. u~
Nonh" ...... woe'ldl
I"lnlnc
_pon prof~
51
.JO, $1
Savilla throwt Sl,. U. " , 119. 100,
.. bIllty bon....
abilJly dM!ck. 4<f.
101
101
101
M...uetomb;u $1, 119 Nonwupon proficknt'iH 30, $2-11.5 _apon opocia!lz.otlo" .5l adjuMmmt. f~ C_ft"U.... U
adJuM_ for OVUm!), 14 Normal ...... PTotIOClIon taOll. 1U
w_
while DOOWIIN
..
7f
" P",rochl.... $ ' , '17. 98
.u
adjUMIMntI fot 0u1n1ty
adi~. foe' dwllol"fft
14
1\

o Qv.aJily wupono adj...c-..b foe'snon- U

..'"
wt.a. CIIOYlIII R . 96
MlIIIl~ _apOfOl
~
61. 69, 99
IU, IOO
Obi«b of Irt
OavpaiiON
,,... R
adjllMmmta foe' haIfIlnca
adlu,unmll fw paladlN
adjllMnwntI fOlJ Wlodom
13
11
17
~. burl", 2J Orc..... t ..vor! Race. .... 20 «rv~ rtIOdIfieB 99
MiJdeIOI' l1 Offldau m odd ploly.erdurKms U dtocllned 17
Modtm ~ .,. ...·Ie...."c)' 6t Qij Racial ability _ 20
73, lOll foe' H!..ipnwnt JII, 87
........
Modifier.
n. ..
.." ""'""'.......... ......
<h_ ,ro Rada/ adjlDlmmtJ fO<' Chamm..
RadaI adjlHolmmt. to thkvl .... oklU
18
19
illllfiono
mapclftb_
84
Init~tl'"
..... " " Rada/ Ia"",....,., of demlhu"",... 20 m....in do......
H
106

.......
muhlp" wuj)ofw Oul,.,. pQ'- Rad.llftlmlon., cia. and '"-J H
$', 60, '17,'"
modIflen H , 101
.... I.... throwt n , 1(116, 116
" '"... O¥~·rina M RaJ. dud volunlary lallun loS
M...., ContIltlillon limilf 14 w . tped.liM ..izard. 31
handllna 100 mud.
M_
llrina ftpt1Uel
_
.U~
P....... ~
p. Q
bndom m((I.mt~
Ranp
n>(o'lltten
117
'OZ, 113
H
.....
Scale 1M1I
.5mooIs of maak
"
75
.... 2.5. 31. II . 116
M ..... '"
H , 114
P.J..din
t"ml.,. .. ndHod
"
III, 2.5, 17
mlMli. _.pono
mlMJIc .:omb.ol 99
70 ~ 14
U , 1011
'" ""n.
;xrvuo
N!'Co
MOW\tal~
Mounl.llWfti .... profk:\ltncy
Mounttd combat
'"
W
. P."I,.
p""....
P~ .....
n. 101 , 104
,.
6f, IOO
of
Ita.....
Ra-..t
JP, 2.5, l8
74
a6 a.ned
.x.cripliont
prollOCllon
,....rdo
IN
IU
IN

'"'""
Pcrmanotnl ..,..1. Ran.om 11/1
""
f1
Movnted mo_nl

.........
M~.
~

""""_.
doaractl!'l'isria Rate of fire &l, 70, 99 ..... by thlevet 41

--,....
Pflrlfk lt!on, ..villa throw 1.5, 101 ReKlIoN 1(U Scmlu tab", U.s
W . I U. 119 adj_mmt foe' Chariama 17 Su........nJp pooliclelq 6J
-'" m Pkkl~ pocket. ...." adjlUlmenl foe' Oulmly 14 Surr-l~II!1or pro/kioeooc, 6.J

"""'' '
.... tllllioot
IIIcombot
m'-l_cvmbot
" P1ana of IId.Itra
P"L.t~ 'rmor, field
U , 'JIO

'""
'-d ln l l _
of ...loQ, modIlWeI b y r~
to .... '*""
R..iodl ....
PC nocft
ta........
U
29
II
to
"'-'"<y......
Seem doon
opoIU....
Uo. 120
"
II
Pille annor, full SftIne the _ Y
mounled
P"L.te arnww, rna/I " ...... " ~ of actton. combat
UII

"""
on w.tn- 93
Pial, mall fkadinaliPlpooflcieil() 61 Servicu. prIoo Il.t lI8

...
rl'".
f'OIodt; and l. aiIt
PlaIlIl'Wl , bronu Read!nt/ ....nli"l ptof~ III ~ ..... lft~ 63
'" Play.er cNrKl ... . - . _
.," Realtl...., 119
"
~illn

"h"'"til...\lI,
.....
Movitl&
'
etfftu
.
'"
'"
"
Playi", pl.
Point-blank ""'"
PoInlaoi ~~
Po;"",
"
7J, 1(15
. R..cn.o~ ",.al ilftnl
~Mlon, conttllut .....
fklal..! _apons born..
Rella
bon...

." 109
A
U
~1
Shadows, hldlnc
Shapec......... dnaJdo
Shari", Information
Sharin& Unn&
to
31
U
U

'9'
Index

......
S.......
. m_Ie wupo<> modiflo!n
""
Vllitrility rntric'llom for t..rds .
'""
111'. 117-11'
modiflen to Ilk \n"IolbUlty UO _ridioni IOf" ~ II
_apon fron!.1ft
-..""" "",.,. ""'' ' " ~rktlom

....
for thlrtft
""
Sh'
S...." ,.
1l6. 70

li P. 117- 118
SI~th

. .......-
I.Iblot
Studded Ind_ &r..-
5tlOdyllll ma&k ..". W
rntrlai<Jm fot wl.urdt

.....
opedIliulion
"." "
....
S....'
,.
-
Siloft, mO...mml Subdual '7. 96
""- liD. IlS , lUi

.
-,
by ........ Su",", charKl~ Walklna Iypa .... armor n . 40
Sil ~_.. p<> ...
Si"3il\ll
U
d.,.' bon...
'1, J OZ, 119, 111, IU, 118 Wall dbnbl.... ""
..." ..unatwo wUP"ftI
Wea ponamllhl"3 prolldnq
51",,", prof~ ""Imnp' bon ... "",. '''' WHim _ _ proftcWno;y

'""
.-rlpllo",
S.. ructlon adj\OSltnenl Wanda tabl .. '"'" \'k",,] .... proflcia>cy
"
"... .
Sluhlna Wl'apollll U , 90 S...",I,,;oJ pt'<)ficWncy Wlorhon.t, ~,,'.
"
,..'."' . ".""
Soda.I all&nmnu Su.....t .. aJ . ex~ polntI W..... Wftaht .Howance adlulI~11
SociaJ , ankl 1l0-UO forSt~lh

""'.... '" SwinuTollIII


Swimml... profIda,.;y
S.....
et~po.nlS
Waltfclock
...." wntd milc'O'lbneouo map: ,.ble
W~ o:ncow\ten
"
U,
Sonic .":KU
",.-d<t "... W.lff~1

"",. ,,,""
-,
SpedaJ OJ Systnn ohoc:k Iwimmina W"""m
SpecIal dam., u.ndrt-w.ln (amINt .. vi,. throw bonwI
n. "" w...~
Sped_] <id'"""" 4011. 100
T '''.66 W....

,p.2.5, 30, "to"


s,-u.JItc wlunb
Speda1iu.IJon.

"", .....
Sptotd lacl~
_.pan
""
"
TKk.ndhamao
...
,.
"""...
w.. ......
o..mplion.
front. . . .......
,~"
WllhdrawaJ ftom comNI
W......
optrift>n point. ..
,.
0Ipt'd.tl1l1 wlurds
NPC.
41, 4J. U, lO, 'I T.l1f"Jlows i""",,,.lty to
,.,'""
.....
SpdlcuI..... W~ .....
Spdkrah prvfIdaqo '" T.m.InlI anima"
T_
Inf ........ lion Ibt
Wrnt1ma
" 1"lelU~1 WUpoN H.97. 9CI
Spell.
;oddi.,. new ,,",1'-
ane. of rif«t
~

.,"
To......
~1T.. ln
effrcu on movenetlt
"
1I7, 110

'"
ma&kal WlI'apont
non-IdMl ComNI ..
"
' U , 9O, 107 X, Y, Z
'"""
~'''' in comlNt
curi".
a&LI. . tJ .....
.
"
"
THAO>
n...
,~,

.....
plcb iUId 1001.
.."
SI , Sol, 89, 9 1
I P, 25, 18 _.pan.
"of""""
quaUly
.JO. ' I , '2

"
Zero-kv~ Nrc.
"
componmt.
dllTatlvn
f.n"ne, chan« by Whdom
f.UII~, 01 ~
llIU61on.
" ' 85, 8&
117
17
14$
82
Throwi ...
TlshII'OfW ... alkl"" proRderoey
Ti_
l1thl .... by pabdino
61. 100

Ill , l19-124
.'"
Im ......,;t)'
im,",unil, 10 ilIu"-
17
17
Thiel
lO-ftIl nllmbe.
"
lnIlbl known ..,.elbo
Inlnnoplion dlirin« caltinc
leam!n& tpdl.
,,"~J
limil.
limit> by In!dl~
41
as
fl, 30, '1
15
44
To-nll roll
Toob_ ~
lOuch .... U.
TracklToll proI\cIftq'
Trait.. and.-do
."......
,V

--
rnqIc rftIist..- 102 TralniToll . P, '1 , 88
malIlmum Mlmm Pft' Iev,l 17 Tr..;niToll animal.
"
-
mernortution 11 Tranaport 10-71

"
-~
...
~1~1 .7
Trapi' OJ, 120
Andi"l!/ ~movi",/dIAnni... 19
,","lrclI 31. fJ. 44 16 Travel 120

. .-
--
me.rc:h by ..-Iailtc wlurd
rahtann 01 e1Yft
_Illata of hall-f:l"ft
"" IIfI.tlnc loot u?
lID. 107· 109

" '"
... ....
.-ftloiblc- JPOlh
Noyln& throw
'"'"
d1v\Jlon 01
'"
A ...... th ...... bonwn Itll ..Uipnl .....;opon. ""
,u
laud! ~II. In cumIN,
u.ed uncift Wllff
Spdl-iiito! ablllt!a
.....m
S~ of inflIIfn«o ll."
,.
,.
..
maakalllnnll
~",uPO'"
~,.

potl_
~
"'.107
,
,~

"",.?
....
SpUnt mail
",""" ,,,
'""
Spottina alorins t~ .... ~ '"
.."" ""'..
Spy
'''' T~ublft

..
S",,_
51.ncbn! Initlll;"',
Stant,..ap
Trkb and I"'~ ... llh l'&hl
TI'OO9 1)'IIft
Tumbli"ll pulil'k:Iot,ocy
,'"
St.rt1na .........,.
Stanl", ,...... cnwaclen
Stlva
dftcriptioN
St..vau,bk
''''"
W
Tu ml"llundud

T.~
by paladl..
evllprieM1
6?lJ,103

."
91 , 1I9

.
'"" Two "'UpoN, uwd by nonpn
St~"'Y prolldmcy
SI<>rinIII....,....rt
u,v "
Slory '""~ poine. '"
~~"
Sl. . . . . ap~hy
SITCfIIlIh
bo~ In non-lnh.aJ combat
comlNot modlfler
ex«PtIon.a1 SllWI&Ih
."""
,. -...
u.....
PC. boocomi,. .." .ad

Undtrw'ltr comNI
110_
" Vn.triloqu.ism proflderocy

191

You might also like