RULES CYCLOPEDIA
Table of Contents Introduction What Is Role-Playing? Setting Up Cyclopedia Organization Character Creation Section Chapter 1: Steps in Character Creation Roll for Ability Scores Prime Requisites Choose a Character Class Adjust Ability Scores Roll for Hit Points Roll for Money Buy Equipment Determine Other Numbers and Rolls Armor Class Attack Rolls Saving Throws Note Adjustments for Ability Scores Strength Intelligence Wisdom Dexterity Constitution Charisma Choose Character Alignment Select Name, Personality, and Background Determine Character Height and Weight Earn Experience Hit Dice and Hit Points Prime Requisites and Experience Points Chapter 2: The Character Classes Understanding the Tables About the Classes Cleric Fighter Magic-User Thief Dwarf Elf Halfling Druid (Optional) Mystic (Optional) Chapter 3: Spells and Spellcasdng Introduction to Spellcasting Clerical Spells Clerical Spell list Druidic Spell list Magical Spell list Druidic Spells Magical Spells Chapter 4: Equipment Money Weapons Armor Adventuring Gear Land Transportation Equipment Water Transportation Siege Equipment Chapter 5: Other Character Abilities Weapon Mastery General Skills
5 5 5 5 6 6 6 6 7 7 8 8 8 8 8 9 9 9 10 10 10 10 10 10 11 12 12 12 12 13 13 13 13 16 19 21 23 24 26 28 29 32 32 33 33 33 34 41 43 62 62 62 67 68 70 70 72 75 75 81
£uies Section Chapter 6: Movement Time Distance Movement Land Travel Water Travel Aerial Travel Chapter 7: Encounters and Evasion Exploration and the Game Turn Travel and the Game Day Encounters Surprise Monster Reactions Wandering Monster Encounters Evasion and Pursuit Balancing Encounters (Optional) Chapter 8: Combat Order of Combat Initiative Morale (Optional) Combat Maneuvers The Attack Roll Missile Combat Magic Hand-to-Hand Combat Two Weapons Combat (Optional) Unarmed Combat Aerial Combat Naval Combat Underwater Combat Siege Combat Chapter 9: Mass Combat The War Machine The Siege Machine Chapter 10: Experience Experience From Role-Playing Experience From Achieving Goals Experience From Monsters Experience From Treasure Experience From Exceptional Actions Rate of Experience Gain Maximum Hit Points Paths to Immortality Creating High-Level Player Characters Chapter 11: Nonplayer Characters Retainers Mercenaries Specialists Chapter 12: Strongholds and Dominions Dealing With the Authorities Titles The Construction Process Stronghold Retainers Stronghold Staff After the Stronghold Is Built Dominions Chapter 13: Dungeon Master Procedures Ability Checks Aging Alignment Changes Anti-Magic Effects
87 87 87 87 88 89 90 91 91 91 91 92 93 93 98 100 102 102 102 102 103 105 108 109 110 110 110 114 115 115 115 117 117 122 127 127 127 127 128 128 129 129 129 129 132 132 132 132 134 134 135 135 137 138 139 139 143 143 143 143 143
Arguments and Complaints Charm Person Spells Climbing Clues Creating Characters Damage to Magical Items Demihuman Clan Relics Doors Equipment Not Listed Haste Spell Listening Magic-User Spell Choice Mapping Multiple Characters New Items and Monsters Overusing Dice Reality Shifts Record Keeping Retiring Characters Special Character Conditions Thief Abilities Transferring Characters Chapter 14: Monsters How to Read Monster Descriptions Special Attacks Special Defenses Monster Type Monster l i t Changing Monsters Monster Spellcasters Undead Lieges and Pawns Chapter 15: Immortals Immortals and Spheres of Power How the Immortals Interact With Mortals Immortal Statistics PCs Becoming Immortals Chapter 16: Treasure Dividing Treasure Choosing Treasures Coins Gems Jewelry Special Treasure Magical Items Potions Scrolls Wands, Staves, and Rods Rings Miscellaneous Magical Items Armor and Shields Missile Weapons and Missiles Swords
.,
144 144 145 145 145 145 145 147 147 147 147 147 148 148 148 148 148 148 149 150 151 151 152 152 153 154 155 156 214 215 217 219 219 219 220 222 224 224 224 226 226 227 228 228 232 234 236 237 239 242 243 244
Miscellaneous Weapons Additional Weapon Modifiers Artifacts Cashing Treasure Making Magical Items Making Magical Constructs Making Huge Magical Items Spell Research Experience From Spells and Enchanted Items Chapter 17: Campaigning Campaign Tone and Goals Player Character Goals Designing the Setting Adapting the Game to the Setting Designing Adventures and Dungeons Running Adventures Chapter 18: The Planes of Existence Arrangement of the Planes Interplanar Adventures The Ethereal Plane Elemental Planes Effects on Magic The Outer Planes Beyond the MultiVerse Chapter 19: Variant Rules Ability Scores and Saving Throws Demihuman and Mystic Experience Levels Nonlethal Combat
247 247 249 249 250 253 254 255 255 256 256 256 256 259 259 261 263 263 263 263 264 264 265 265 266 266 266 267
Appendices Appendix 1: The D&D® Game World The Known World The Hollow World Appendix 2: AD&D® Game Conversions Why Convert? Game Differences Converting Between the Games Characters Monsters Magical Items Immortals and Deities Measurements Appendix 3: Record Sheets DM's Character Card Character Record Sheet Spell Book Sheet Adventure Record Sheet Hex Mapping Paper Appendix 4: Indices Index to Spells Index to Tables and Checklists General Index
268 268 289 291 291 291 292 292 294 294 294 294 295 295 296 297 298 299 300 300 301 302
Credits Credits Rules Compilation and Development: Aaron Allston Editorial Coordinator: Steven E. Schend Editing: Steven E. Schend, with Jon Pickens and Dori "the Barbarian" Watry Project Coordinator: Bruce Heard Art Director: Peggy Cooper Front Cover Art: Jeff Easley Back Cover Art: Robin Raab Interior Art: Terry Dykstra Cartography: Dennis Kauth and Frey Graphics Graphic Design: Stephanie Tabat and Robin Raab Typography: Angelika Lokotz and Tracey Zamagne Production: Sarah Feggestad Acknowledgements The D&D® Cyclopedia is a derivative work based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and Dave Arneson. The Cyclopedia has also been drawn from the works of and benefitted from the input of the following people: Jim Bambra, Brian Blume, Tim Brown, Jonatha Caspian, David Cook, Troy Denning, Anne C. Gray, Ernie Gygax, Allen Hammack, Bruce Heard, Kevin Hendryx, John Eric Holmes, Harold Johnson, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Frank Mentzer, Tom Moldvay, Mike Mornard, Steve Perrin, Jon Pickens, Brian Pitzer, Michael Price, Patrick L. Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow, Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, and Bill Wilkerson. Additional thanks go to the Cyclopedia's commentators and helpers: Mark Bennett, William W. Connors, Alan Grimes and the Role Players Guild of Kansas City, Bruce Heard, Rob King, Dirk Remmecke, and Luray Richmond.
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, and WORLD OF GREYHAWK are registered trademarks of TSR, Inc. CREATURE CRUCIBLE, DARK SUN, FIEND FOLIO, HOLLOW WORLD, RAVENLOFT, BATTLESYSTEMS, and SPELUAMMER are trademarks of TSR, Inc. LANKHMAR is a trademark owned by Fritz Lieber and is used with permission. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ®1991 TSR, Inc. All Rights Reserved. 1-56076-085-0 This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written consent of TSR, Inc. Printed in the United States of America.
|hc D&D® Cyclopedia is as accurate a name you could want for this book. A "cyclopedia" is an encyclopedia, and this book is an encyclopedia of all major D&D game rules. This book is intended to be a reference volume for those who already play the D&D game. 'Vbu'll find it much more convenient to look up a specific rule here than in earlier versions of the game. Just about everything appearing in the boxed sets is here—but in a more convenient format. For example, all the game's spells are in one place, and all the details of creating a fighterclass character are in one location. However, though this book is aimed at the experienced user, it is possible to learn to play the D&D game from these pages. The Cyclopedia. lacks many of the examples and the patient explanation you'll find in the DUNGEONS & DRAGONS® boxed sets, but you can still learn to play from these rules.
A table is normally used, the DM sitting at one end with information about the dungeon. The DM often uses an upright piece of stiff cardboard (called a screen) to hide the description and maps of the dungeon so they are not accidentally seen by the players. The players sit around the table, away from the DM, where they can all easily see any maps made during the adventure, the order of the figures (if used), and so forth. During the game, players should be allowed to refer to any player's aids whenever they wish, including the character creation section of the Cyclopedia (Chapters 1-5). However, they should nor be allowed to see everything in this book. The mystery and excitement on unknown monsters and magic can be spoiled if someone looks up all the details during the game.
What Is Role-Playing?
Although each person will be playing the role of a character, the players should also handle the jobs of mapping and calling. Any player can be the mapper or caller. The mapper is the player who draws a map of the dungeon as it is explored. One or more of the characters should be making maps, but one of the players must make the actual map. The map should be kept on the table for all to see and-tefer to. Pencil should be used when making the map, in case of errors or tricky passages. If the party's movement carries it into new and unmapped territory, the DM will describe the area in detail so the party's mapper can map it. If something such as a secret door or treasure item is discovered, the DM describes it and announces the results if the characters examine it. The caller is a player selected by the other players to describe party actions so the DM doesn't have to listen to several voices at once. He or she tells the DM what the party is doing this turn. If the DM prefers, each individual player can describe his own actions. The caller is just a convenience in many campaigns; it's not a game rule that players have to use.
Before television, there was radio. Audiences earlier in this century sat in front of their radios and thrilled to the exploits of bigger-than-life radio heroes. Since it was radio, they couldn't see what was going on, but they didn't need to—all the action was described by dialogue, narration, and sound effects, and was translated by the imaginations of the listeners into scenes they could see, experience, and remember. Role-playing games are much like radio adventures, except for one important detail: they're interactive. One player provides the narrative and some of the dialogue, but the other players, instead of just sitting and envisioning what's going on, actually participate. Each player controls the actions of a character in the story, decides on his actions, supplies his character's dialogue, and makes decisions based on the character's personality and his current game options. The DUNGEONS & DRAGONS game is a fantasy role-playing game. This means that it's set in a world where men and women can wield powerful magic, where monsters like dragons thrive, and where heroes like Sinbad, Hercules, and Lancelot abound. When you play the D&D game, one player will become the Dungeon Master (also known as the DM or referee). He or she will create the world and setting in which the adventures will be taking place and will create a variety of characters to populate the world. The DM will also develop situations taking place in that world and will then run adventures—acting as the main narrator of the stories in which the other players' characters will participate. The other players will create characters—the heroes of the DM's story. The DM will present their characters with situations, and they'll decide how to react to those situations. Several situations progressing toward a conclusion become an adventure or story; a number of adventures played one after another become a campaign.
Setting Up When a group gets together to play, everyone should bring what they need, including dice, pencils and papers, and characters (preferably on character sheets). ft'fi
Mapping and Calling
Using the Dice Often the characters want to do something that involves an element of chance. Say someone wants to leap onto a galloping horse. He might make it—or he might not! %u can roll dice to decide if the action succeeds. In the D&D game there are many kinds of dice: four-, six-, eight-, ten-, twelve-, and even twenty-sided dice. A four-sided die looks like a pyramid. Drop it on the table. Read the numbers that are face up along the bottom of the die. This number is the result of the roll. When rolling any die with six sides or more, one side always lands face up. This number is the result. On the ten-sided die, the number 0 is usually read as 10. %u can use a ten-sided die to find a percentage (a number from 1-100). Roll the die once. Read the result as the "tens" digit, counting a 0 as "no tens." Roll a second time and read the result as the "ones" digit. If both rolls are zeroes, the result is 100. We often use abbreviations to refer to various kinds of dice: a "d" followed by the number of
the die's sides. For example, "d6" refers to a sixsided die. We use "d%" or ldlOO to refer to percentage die. There are no two- or three-sided dice, but we can pretend there are. We use a coin for a d2— heads is 1, tails is 2. To make a d3, roll a d6, and then divide the result by two and round up. Often, a number appears before the "d" as well as after it. This shows the number of times you should roll the die. (For example, 2d8 means roll the eight-sided die twice.) When you roll a die more than once, add the results of the rolls together. So, 3d6 means roll the six-sided die three times and add the results. For example, a3d6rollof 3, 5, and 1 is 9 (3 + 5 + 1 = 9).
Cyclopedia Organization This book is divided into the character creation section, the rules section, and the appendices.
Character Creation Section In this section of the book, we're going to describe everything needed to know in order to create a. player character—a character played by any player except the Dungeon Master. The DM, too, will find this section useful when creating human and demihuman nonplayer characters. In this section, Chapters 1-5 give you a basic understanding of the D&D game rules; a thorough description of the way human and demihuman characters are created; information on the spells, skills, and equipment the characters use to accomplish their objectives; and information on the things players and their characters need to do in the course of a game.
Rules Section This section of the book, covering Chapters 619, gives detailed information on handling movement, encounters, and combat; It also covers procedures such as mass combat, granting experience, and playing nonplayer characters. Its largest components include all information needed for monsters, Immortals, and treasure. In addition, this section discusses Dungeon Master procedures, campaigning, variant rules, and the planes of existence.
Appendices The appendices hold valuable information regarding the D&D game world and also on converting characters over to the ADVANCED DUNGEONS & DRAGONS® game. You'll find supplemental record sheets, useful forms, and indices for spells and rules.
Pronoun Note The male pronouns (he, him, his) are used throughout this book. We hope this won't be interpreted by anyone as an attempt to exclude females from the game or to imply their exclusion. Centuries of use have made these pronouns neutral, and we feel their use provides for clear and concise written text.
mer or later you will want to make up your r n new character. Before you start, get a pencil and the multisided dice used with the D&D® game. %u will also need a blank character sheet (or a piece of notebook paper) to keep track of the details. A sample character sheet is found in Appendix 3. If you are using a blank piece of paper, copy the form of the character sheet onto it—in other words, allow a space for your name and the character's name at the top left, a place for character class, level, armor class, and hit points below that, and so forth. The Dungeon Master should be present and should watch the creation of any player character, including all dice rolls. Yout first try at creating a new character will probably take an hour or so. Even when you are used to the procedure, it will still take 10-30 minutes. If the Dungeon Master is just beginning a new campaign, he should call everyone together for a session where all players create their characters and where he describes the campaign world in which the others will be playing. Once the campaign is underway, a player shouldn't try to create a character at the beginning of a play-session (unless the DM specifically asks him to)—it delays the start of the game. All the rolling, adjusting, buying, and so forth should be done beforehand. The following is a list of the steps to take when making a new character; each step is then explained in detail. Steps to creating a character: 1. Roll for ability scores 2. Choose a character class 3. Adjust ability scores 4. Roll for hit points 5. Roll for money 6. Buy equipment 7. Determine other numbers and rolls 8. Note adjustments for ability scores 9. Choose character alignment 10. Select name, personality, and background 11. Determine character height and weight 12. Earn experience
Roll for Ability Scores Roll 3d6 for each ability: Strength Intelligence Wisdom Dexterity Constitution Charisma Many of the attributes that make up a character—for instance, his physical might and his level of intelligence—are represented by numbers in the game. Six of these are the character's abilities: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Strength (Str) is the character's physical might. It affects the amount of damage the character does with hand-to-hand weapons (such as swords and clubs) and thrown weapons (such as thrown spears and knives), affects his chance to hit with hand-to-hand weapons, and determines
his ability to do such things as break down locked doors. Intelligence (Int) is the character's mental might. It affects the number of languages the character can learn. Wisdom (Wis) is the character's strength of understanding of the world, the way things work, the forces of nature, and so forth. It affects the character's natural ability to resist magical spells. Dexterity (Dex) is the character's nimbleness and grace. It affects the character's ability to wield missile and thrown weapons (such as bows and throwing knives) and can make it harder for enemies to hit the character. Constitution (Con) is the character's physical health and vigor. It affects the character's hit points score (i.e., his ability to survive being injured). Charisma (Cha)is the character's force of personality and presence. It affects the way other characters, especially nonplayer characters controlled by the DM, react to the character. \bu roll dice to find each ability score. This is done by rolling the six-sided die three times and adding the results. Or, if you have three sixsided dice, roll the dice together. (This is normally referred to in the text as "rolling 3d6.") For example, if you roll ones each time, then the total score is 3, the least score possible. If you roll all sixes, then the total is 18, the highest score you can have. \bu should end up with six numbers, each between 3 and 18. These are your character's ability scores. Write the scores down as you roll them,
next to the names of the abilities. High ability scores can help the character in certain things. For example, high Strength allows a character to deal out more damage in combat; a high Constitution helps a character survive injury; a high Charisma helps a character attract friends. Low scores have exactly the opposite effect. We'll discuss these effects in the Bonuses and Penalties for Ability Scores Table. "Vbu can adjust the ability scores in Step 3 ("Adjust Ability Scores"), but first you must decide what class your character will be.
Prime Requisites Each character class requires prowess in one of the abilities—in other words, each class has an ability that is of utmost importance to that class. (For example, a fighter's most important ability is Strength and a cleric's is Wisdom.) These are known as prime requisites. Each character class has its own prime requisite. This means each class is talented at certain things, such as fighting (fighters because of their Strength), healing (clerics because of their Wisdom), sneaking about (thieves because of their Dexterity), and so on. The higher a character's prime requisite score, the more skill he will have in his class (his "job"). Prime requisites for each class are listed with the character class.
Choose a Character Class A character class is a character's main profession in the campaign. Think of each character
class as a sort of stereotype. For instance, all warriors in books and movies have some features in common and those specific features, translated into the D&D® game terms, are what make up the fighter character class. The player character (PC) classes available for you to choose include four human classes (cleric, fighter, magic-user, thief), three demihuman classes (dwarf, elf, halfling), and two special character classes (druid, mystic). Ybu've probably noticed that the names of the demihuman character classes sound more like race or species names than professions. That's because demihumans are more limited in their options than humans are, so the entire race can be represented by a single character class.
Types of Character Classes Most characters will be humans. In most D&D game campaigns, humans are the most widespread of all intelligent beings. Any new character can belong to one of the human classes (cleric, fighter, magic-user, thief), regardless of his ability scores. Character Classes and Ability Requirements Table Character Prime Other Class Requisite(s) Requirements Cleric Wisdom None Fighter Strength None Magic-User Intelligence None Thief Dexterity None Dwarf Strength Constitution 9 Elf Strength, Intelligence 9 Intelligence Halfling Strength, Dexterity 9, Dexterity Constitution 9 Druid Wisdom Neutral alignment, obtain 9th level as a cleric Mystic Strength, Wisdom 13, Dexterity 13 Dexterity Demihuman characters (dwarf, elf, and halfling) should be a little less common: these races are supposed to be somewhat reclusive and mysterious. They are known as "demihumans" because they are so similar to humans. Each demihuman character class has specific ability requirements. If a newly created character doesn't have high enough scores in some specific abilities, he can't belong to the demihuman classes. The special character classes (druid and mystic) technically belong in the set of human character classes, but they have such stringent requirements and unusual guidelines that they're set aside for you to look at separately. The DM might not want to use them in his campaign; it's easier for him to make and enforce this decision if they're set aside.
Descriptions of Character Classes A Cleric is a human character who has dedicated his life to a great and worthy cause. Often, this cause is the cleric's alignment. A Lawful cleric, for example, would be dedicated to spreading
law and order throughout the campaign world. The cleric wields magic, and he can use almost as many weapons and armor types as a fighter. The cleric's prime requisite is his Wisdom. A Fighter is a character whose main skill is his prowess at arms. A fighter can be a heavily armored knight or a lightly armored swashbuckler, but it's his extraordinary skill in combat that makes him special. In the game, a fighter's prime requisite is his Strength. A Magic-User is a character who wields magic. He has little or nothing in the way of fighting ability, and in the early part of his career he has little in the way of magical ability either. But as he gains in experience, he becomes a powerful character and can wield powerful magical spells. The magic-user's prime requisite is his Intelligence. A Thief is a character who has spying abilities. Whether he actually makes his living stealing from other people, he has many skills appropriate to that livelihood. He can move stealthily, climb sheer surfaces, pick locks, and so forth. He has combat abilities better than a magic-user's, but he's not a strong combatant. The thiefs prime requisite is his Dexterity. A Dwarfis a sturdy, squat demihuman. He resembles the fighter in many details, but has many special abilities—and special restrictions— that set him apart from human fighters. The dwarf's prime requisite is his Strength. Also, a dwarf character must have a Constitution score of 9 or more. If the character you're creating has a Constitution of 8 or less, he cannot be a dwarf. An Elf is a lean, nimble demihuman. He is a very capable combination of the fighter and magic-user classes. He's not quite as tough as a human fighter, nor will he ever achieve the great magical ability of a human magic-user, but he does have most of the abilities of both classes. He has other special abilities and restrictions that set him apart from the human classes. The elf has two prime requisites: Strength and Intelligence, and the Intelligence score must be 9 or more. If the character you're creating has an Intelligence of 8 or less, he cannot be an elf. A Halfling is a small demihuman. He has many abilities similar to a fighter, but he is also noted for his ability in woodsmanship. He's not as tough as a fighter, and he has special abilities and restrictions that set him apart from the fighter class. The halfling has two prime requisites: Strength and Dexterity, and the Dexterity score must be 9 or more. Also, a halfling character must have a score of 9 or better for his Constitution. A Druid is a special type of spellcaster who devotes himself to the needs and preservation of Nature. However, you can't start a character off as a druid. A druid character must start off as a cleric—in fact, as a cleric of the Neutral alignment (alignments are discussed in Step 9, "Choose Character Alignment")—and earn a lot of experience (up to 9th experience level) as a cleric. Only at that point can he become a druid. A Mystic is a type of warrior-monk. He lives a monastic life, devotes himself to philosophy and the mastery of his physical body, and trains himself to become a master of unarmed fighting. Mystics are not appropriate to all campaigns, so the DM has the option of refusing to allow mystics in his world. The mystic's prime requisites
are Strength and Dexterity. Also, a mystic character must have scores of 13 or better in both his Wisdom and Dexterity abilities. All these character classes will be described in greater detail in Chapter 2. If you don't yet know enough about these classes to decide what your new character should be, you can skip ahead to Chapter 2, then return here and make your choice. When you've decided what character class your character will be, continue with the next step.
Adjust Ability Scores "Vbu can trade two points from an ability score you don't want to raise your prime requisite by one point. You can perform this trade as many times as you want, so long as you do not lower any ability below a score of 9. You cannot lower your Dexterity, Constitution, or Charisma. You can only raise your character's prime requisite score. Once you've rolled your character's abilities and decided on his character class, it is possible to raise his prime requisite by lowering other ability scores. This is sort of like training hard to improve one skill while letting others become neglected. (For example, a magic-user might spend all his time studying hard, neglecting his exercise; he'd end up with a higher Intelligence and a lower Strength.) These are the rules for exchanging ability points: 1. The prime requisite goes up 1 point for each 2 points that another ability score goes down. If a character has two prime requisites, both can be raised. 2. Constitution and Charisma points cannot be exchanged with others. 3. Dexterity cannot be lowered (but it may be raised for a thief or halfling character). 4. No score can be lowered below 9. If it is already 10 or less, it cannot be lowered. Example: An elf has Intelligence and Strength scores of 12 and a Wisdom of 13. His player wants him to be both stronger and smarter. He drops the Wisdom score by 2, to 11, so 1 point can be added to Strength. Then he drops the Wisdom again, to 9, and adds 1 to Intelligence. This results are Intelligence and Strength scores of 13 and an adjusted Wisdom of 9A cleric with Strength and Wisdom of 15 drops the Strength by 6 (to 9) and raises the Wisdom by 3 (to 18). If you want to exchange any ability score points, you must do that now before you go any further in making the character. No such adjustments can be made later. Remember that you do not have to adjust any ability scores. This is an option, not a requirement.
Roll for Hit Points Yout character's hit point score represents his ability to survive injury. The higher his hit point score, the more damage he can sustain before dying. Characters who survive long enough to
gain a good deal of experience typically gain more and more hit points; therefore, an experienced character lasts longer in a fight or other dangerous situations than does an inexperienced character. A character's profession (his character class) dramatically affects the number of hit points he receives. Fighters and dwarves receive a lot of hit points. Magic-users and thieves receive only a few. The other classes receive a medium amount. Find your character's class on the Character Class and Hit Dice Table, and then roll the type of die indicated in order to find your starting hit points. Note that your character's Constitution score can affect the number of hit points he will have. Look for the Bonuses and Penalties for Ability Scores Table and apply the appropriate number to the number of hit points rolled for your character. Character Class and Hit Dice Table Dice for Character Class Hit Points Cleric Id6 Fighter Id8 Id4 Magic-uset,|jjjj|jg jg§| Id4 Thief Id8 Dwarf Elf Id6 Id6 Halfling * Druid Id6 Mystic * Does not apply.
Roll for Money Roll 3d6 and multiply by 10 to find your character's starting gold pieces. Yoxu character starts out with no possessions except for normal clothes and a little money, saved up over many years, "ifou will need to go shopping for equipment, but first you must find out how much money you have. Roll 3d6 (three six-sided dice), and multiply the total by 10. (For example, if you roll 12, the total is 120.) This is the number of gold pieces (gp) that you start with. Write that on your character sheet. If you're using a hand-written sheet, write down the word "Money" on the back and put beside it the number you've just rolled.
Buy Equipment Now that you have your money, you can spend it on the equipment you need to go adventuring. There is a complete list of equipment in Chapter 4 later in this book. Be sure to ask your Dungeon Master if everything on that list is available in his campaign. If his campaign deviates a lot from the "standard" D&D® game campaign, he could have a very different list of equipment, which he should provide for you. There are restrictions on what items your character is allowed to have, especially on armor and weapons. Before you go shopping, be sure you have read the full description of your character class, later in this chapter. For example, a magic-user cannot wear any ar-
mor at all and can only use a few types of weapons. It would be a waste of money for a character of this class to buy a sword or shield; instead, his money can be saved or spent on oil, torches, and other items. Thieves, however, must buy thieves' tools to use their Open Locks ability. On a piece of piece paper, write down all the equipment you want to buy and add up the cost. If it costs more gold pieces than you have, you must erase something from the list. When you can pay for your list of equipment, subtract the cost from your money, and write the equipment down on your character sheet. Be careful when shopping! \fou may forget to buy rope, for example, and suddenly find a need for it during an adventure—and if you didn't buy it, you don't have it. Ask the other players and your DM for advice on what to buy—and what not to buy. Remember that money can be saved for buying expensive equipment later.
Don't Forget Spells If your character is a spellcaster, he will also need to equip himself with the spells he knows. Magic-users know one spell at their first level of experience, while clerics learn their first spell at second level. Ask your DM for the spells which your character knows. Magic-users also need to have spell books to record the spells they know. A magic-user's first spell book is free, a gift of the wizard who taught him. Clerics do not need spell books.
Determine Other Numbers and Rolls Armor class, attack rolls, and saving throws are, numbers—numbers which you'll calculate from the character's other attributes or find on provided tables—which are important to the way the character performs in combat.
Armor Class Armor class, sometimes abbreviated as AC, is a number indicating how tough it is to hit your character. With the armor class, unlike most numbers in the D&D game, a low number is good for a character, and a high number is bad. %ur armor class is a combination of the type of armor you are wearing, plus any adjustments due to Dexterity. First, find your armor type on the Armor Type and Armor Class Table. Armor Type and Armor Class Table Armor Type Armor Class No armor 9 Leather armor 7 Scale armor Chain mail 5 Banded armor 4 Plate mail 3 Suit armor 0 Shield Subtract 1* * If using a shield, subtract 1 from the AC number. Example: chain mail alone is AC 5, but with a shield it is AC 4. Once you know your armor class as provided by your armor type, you can determine adjust-
ments to your armor class from your Dexterity. Find your Dexterity score on the Bonuses and Penalties For Ability Scores table. For every +1 on the table, subtract 1 from your armor class. For every — 1, add 1 to your armor class. Example: If you are wearing chain mail and a shield (AC 4), but have a Dexterity score of 15 (+1 bonus), your armor class number improves and goes down, to 3. If you are wearing plate mail and shield (AC 2) but have a Dexterity score of 5 (~ 2 penalty), your armor class worsens and goes up to 4. Remember: The lower the AC number, the harder you are to hit. A penalty to armor class actually raises the number, making you easier to hit. If your AC is even better than zero, then negative numbers, or "minus" numbers, are used. For example, a character with a Dexterity Score of 18 (a +3 bonus, which translates to - 3 to the AC) and wearing plate mail and shield (AC 2) would have an AC of "minus one" ( - 1 ) .
Attack Rolls An attack roll is a number representing how easy or difficult it is for your character to hit other targets. In combat, when your character is trying to hit another character, you roll ld20; this is known as his attack roll. (In some game supplements, it's also called the "hit roll," "to-hit roll," or "roll to hit.") Once you know the number you've rolled on the die, you add any bonuses your character gets from high ability scores, magical weapons, or other factors. \bu'U compare that final result to the number required to hit the armor class of your character's opponent. If you reach or exceed that number, your character has successfully hit his opponent. But how do you find out what number you need to hit a certain armor class? That's simple enough: We provide it to you on handy tables. Take a look at the Attack Rolls Table on page 106. Go ahead and flip forward to that table and return here when you've looked at it. To use the table, cross-reference your character's experience level and character class with his opponent's armor class. On the table, "MU" stands for magic-user, "C,T,D" stands for "clerics, thieves, and druids," "F" stands for "fighters" (and also includes mystics and low-level demihumans), and "DH" stands for "demihumans" (and is used for high-experience demihumans). The numbers "19" through "—20" stand for the opposition's armor class. A 1st level fighter attacks an enemy with an armor class (AC) of 2. On the Attack Rolls Table in Chapter 8, go to the "F" (for fighter) column, go down to where it says "1-3" (which means "Experience Levels 1 through 3"), and then go right to the column corresponding to AC 2. %u need to roll a 17 to hit that armor class. Attack Rolls Tables vs. THAC0 Now, record your character's attack rolls on the character sheet. There are two ways to do this. One is for beginning players and for players who sometimes have a hard time juggling numbers; the other is for experienced players who don't have trouble juggling numbers.
Chapter 1: Steps in Character Creation Attack Rolls: With the first way, you write down your character's rolls to hit several armor classes. Instead of recording all the listed armor classes (19 to -20), we usually record only ACs 9 to - 5; these are the armor classes most commonly encountered in a game. On your character sheet, you'd make a small, simple table listing the attack rolls for your character's level and character class. An example is given on this page of the attack rolls for a first level fighter; for all characters, refer to the main table in Chapter 8, then write down the pertinent information on your character sheet. This way, when your first level fighter is attacking an AC of —2, you'd be able to look down on his character sheet and see immediately that he needs to achieve a roll of 20 to hit his target. THACO: The abbreviation THACO stands for "To Hit Armor Class 0." There's nothing mysterious about it: It's just the number your character needs to hit armor class 0. On the table immediately above, for example, you see that a 1st level fighter needs to achieve a roll of 19 to hit an armor class of 0; therefore, his THACO is 19. Some experienced players will not want to have an entire table cluttering up their character sheets; they'll just record their characters' THACO number. Additionally, many abbreviated descriptions of monsters used in D&D® game adventures will use the THACO number. To use THACO, you have to do some adding and subtracting during combat. You subtract your modified attack roll (the number rolled on a 20-sided die plus any bonuses) from your THACO, and the result is the armor class your character hits. For example, Ruggin is a 3rd level dwarf, and he's fighting a hobgoblin clad in chain mail (AC 5). Ruggin's THACO is 19, and he rolls a 16; Ruggin successfully hits his opponent's armor class (19 - 16 = 3) since he hit an AC 3 (two better than AC 5). Likewise, instead of figuring out which AC your attack hits, you can use THACO to determine what number is needed to hit a specific armor class. Subtract the defender's armor class from the attacker's THACO. If the armor class is a negative value, add the armor class number to the attacker's THACO. The result is the number the attacker needs to hit his opponent. For instance, Ruggin the 3rd level dwarf needs a 19 or better on a 20-sided die to hit a monster with AC 0. Ruggin is facing a troll (AC 4) and he needs a roll of 15 or greater to hit the monster (19 - 4 = 15). If you're a beginning player, you should stick to the larger table; when you're comfortable with it, you can practice using the THACO number. When you're equally comfortable with THACO, you can stop recording the whole table on your character sheet, and merely record THACO.
Saving Throws Find your character's class and experience level on the Saving Throws Table in Chapter 8. Move across to the column representing the type of attack your character is sustaining. The number shown in that column is your saving throw. Roll that number or better on ld20 to avoid or diminish the effects of the attack. A saving throw represents your character's attempt to avoid the effects of some sort of unusual attack—poison, magical spells, the flaming breath of a dragon, and so forth. A successful saving throw means that the character either sustains a reduced amount of damage or suffers no harmful effect at all, depending on the type of attack. An unsuccessful saving throw means that the character sustains the full damage or effect of the attack. The saving throw is rolled on ld20 when specified by the DM. A character doesn't have just one saving throw number; he has a different one for each of five different categories of unusual attacks. Those categories include "Poison or Death Ray," "Magic Wand," "Turning to Stone or Paralysis," "Dragon Breath," and "Spells or Magic Staff." Saving throws are based on your character's class and experience level. \bu can find your character's saving throws on the Saving Throws Table on page 109 of Chapter 8. Go ahead and flip to that table, look it over, and return here. To find the saving throws for your character, simply look up his class and experience level. For example, if your character is a 1st level elf, his saving throws would be: Death Ray or Poison: 12; Magic Wand: 13; Paralysis or Turn to Stone: 13; Dragon Breath: 15; Spells or Staff: 15 Write the saving throws appropriate for your character on his character sheet. High Wisdom and Saving Throws
If a character has a Wisdom score of 13 or more, he receives a bonus to one of his saving throws; if his Wisdom is 8 or less, he receives a penalty. Take a look at the Bonuses and Penalties for Ability Scores Table below. If your Wisdom score is high or low enough for a bonus or penalty, record that on your character sheet beside your Wisdom score. This bonus or penalty affects your character's saving throws vs. spells. When rolling your saving throw vs. spells, you can add the character's Wisdom bonus to his saving throw (or must subtract the penalty, if he has a penalty instead).
Note Adjustments for Ability Scores %u've already seen, on several occasions, that high abilities give your character special bo-
AC: Attack Roll:
9
10
8 11
7
12
6 13
5 14
4 15
3
16
2 17
1 18
19
-1 20
-2 20
-3 20
-4 20
-5 20
nuses, while low ones give the character special penalties. Below are the character's abilities and notes on what sorts of adjustments high and low abilities will bring him. When you have high scores in abilities, note the specific adjustments which result from them; if you're not using a character sheet which already has blanks for these adjustments, place them beside the abilities (Strength, etc.) which grant them to the character. The Bonuses and Penalties for Ability Scores Table shows ability adjustments. Bonuses and Penalties for Ability Scores Ability Score 2-3
Adjustment - 3 Penalty - 2 Penalty
6-8 9-12 13-15 16-17 18
- 1 Penalty No adjustment +1 Bonus + 2 Bonus + 3 Bonus
4-5
Now, let's go through each of the abilities and see what high scores will do for each ability.
Strength High Strength affects how well a character hits with melee weapons—that is, hand-held weapons. It affects how much damage the character does with melee weapons, and with thrown weapons like hurled knives and spears. And it affects how often a character can budge stuck doorways. The character's adjustment for a high Strength score is applied to any roll he makes to hit someone in melee combat. For instance, if a character has a Strength of 17 (therefore, a +2 adjustment), and rolls a 9 on his ld20 to hit someone, he gets to add his Strength adjustment to that roll. He has actually achieved a roll of 11 (9 + 2 = 11). If the character has a Strength of 8 (therefore, a - 1 penalty) and rolls a 9, he has to subtract his penalty; he has actually achieved a roll of 8 (9 ~ 1 ™ 8). The character's adjustment for Strength is also applied to damage he does with melee and thrown weapons. For example, let us say a character with Strength 18 (adjustment + 3) hits someone with a sword and does 8 points of damage. He adds his Strength bonus to the damage, and so has actually done 11 points of damage. Likewise, a character with a Strength of 5 (adjustment - 2) who rolls 8 points of damage has actually only done 6 points of damage (8 - 2 = 6). Finally, the character gets his bonus or penalty to his Open Doors roll. The Open Doors roll is the character's ability to force open stuck doors. (The DM can optionally use it to decide whether the character is strong enough to perform similar feats of strength, such as moving obstructions.) The Open Doors roll is rolled on a Id6, with a roll of 5 or 6 meaning success; the character with high Strength applies his adjustment to the number he rolls on the die. However, a natural, unmodified "6" on an Open doors roll will always open a door, despite any penalties to the contrary.
Abilities and Adjustments Table Ability
Strength
Intelligence Wisdom Dexterity Constitution Charisma
Adjustments 1b: Attack Rolls (Melee Weapons and Unarmed Combat), Damage Rolls (Melee and Thrown Weapons), Opening Doors Languages, General Skills (Optional) Saving Throws vs. Spells Attack Rolls (Thrown and Missile Weapons), Armor Class Hit Points per Experience Level Reactions from NPCs
For example, a character with Strength 13 (adjustment + 1) tries to budge a stuck door. On his Id6, he rolls a 4. This isn't enough; it's not a 5 or 6. But he adds his +1 adjustment, his 4 becomes a 5, and suddenly it's enough: He can budge the stuck door. Similarly, a character with Strength 3 (adjustment — 3) tries a similarly stuck door. On his Id6, he rolls a 5, normally a success. But he must apply his —3 adjustment and his 5 suddenly becomes a 2, a failure.
Intelligence High Intelligence affects the number of languages a character knows. If the DM is using the optional general skills rules, high Intelligence also affects the number of general skills the character knows. A human character of "average" Intelligence (a score of 9-12) knows two languages: the Common tongue and an alignment tongue. The character can read and write those languages. (The Common tongue is the "standard" tongue for the campaign. A campaign set in modern America would have English as its Common tongue, for example.) Demihuman characters usually know additional languages, as described for each demihuman character class. If the character receives an adjustment from an Intelligence over 12 (a bonus, in other words), this is the number of additional languages the character can read and write. \bur Dungeon Master will tell you what languages are available. You must choose your added languages before you play the character in a game. If the Intelligence adjustment is a penalty, then the character has trouble writing and perhaps speaking. In either case, look at the Intelligence and Languages Table. Intelligence and Languages Table Intelligence Use of Languages Score 3 Has trouble speaking, cannot 4-5 6-8 9-12 13-15 16-17 18
read or write Cannot read or write Common Can write simple Common words Reads and writes native languages (usually two) Reads and writes native languages, +1 additional language Reads and writes native languages, +2 additional languages Reads and writes native languages, + 3 additional languages
If your campaign makes use of a lot of languages—especially common in a campaign where the player characters travel through a lot of foreign lands, or where there are a lot of talking monster species—a character's ability with languages can be very important.
Wisdom The effects of a high Wisdom are discussed above, under "High Wisdom and Saving Throws." Adjustments for high Wisdom scores affect the character's saving throws vs. spells.
Dexterity The effects of a high Dexterity are discussed above, under "Armor Class." Adjustments for high Dexterity scores affect the character's AC. They also affect the character's ability to hit with missile weapons—any thrown weapons or weapons launched through the air. The character's adjustment for a high or low Dexterity is applied to his roll to hit when he is using missile weapons. For example, a character with a 17 Dexterity (adjustment +2), using a bow, is trying to shoot a distant enemy. He needs a 13 to hit his enemy? On his ld20 attack roll, he rolls a 12. He has failed. But now he adds his bonus for high Dexterity (+ 2) and his 12 becomes a 14: He has actually hit his opponent.
Constitution Yout Constitution score can affect the number of hit points you have. Look earlier in this chapter for the Bonuses and Penalties for Ability Scores table, and apply the bonus or penalty to the number of hit points you rolled. But whatever the adjustments, your hit points cannot be lowered to 0 (2ero); you will have at least 1 hit point for each roll. Each time a character gains a level of experience (a measure of how experienced he is), roll for more hit points. And each time you roll, you adjust the roll according to your Constitution score. Eventually, your character will stop gaining dice of hit points every time he earns a level of experience, and will no longer gain bonuses for a very high or very low Constitution score. Instead, he'll statt getting a pre-set number of hit points every level, and his Constitution bonus will not apply to that number. But that's off in the future; don't worry about it right now.
Charisma A character's Charisma score will affect how others, whether characters or monsters, react to 10
him—when the character is talking to them (but not unless he is talking). If he tries to hire retainers (bodyguards, assistants, and so forth), his Charisma will determine the number he can hire, and how loyal they will be. Yout Dungeon Master will tell you if any retainers are available, and will play the roles of the retainers your character finds and (possibly) hires. Charisma Adjustment Table Charisma Reaction Max. No. Retainer Adj. Retainers Morale Score 1 4 -3 3 -2 2 4-5 5 -1 6-8 6 3 9-12 No adj. 4 7 8 13-15 +1 5 +2 6 16-17 9 18 10 7 +3 Whenever your character is talking to any creature (monster or character) controlled by the DM, tell the DM what your reaction adjustment is. If your Dungeon Master allows the use of retainers and you attempt to employ some, you will need to tell him your character's maximum number of retainers, as well as the Retainer Morale score (which is a measure of loyalty and courage). Reaction adjustments due to high Charisma never adjust any rolls you make; they only affect rolls made by the Dungeon Master, so he needs to know this information.
Choose Character Alignment An alignment is a code of behavior or way of life which guides the actions and thoughts of characters and monsters. There are three alignments in the D&D® game: Law, Chaos, and Neutrality. Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment he or she has picked, but must tell the Dungeon Master. Most Lawful characters will reveal their alignments if asked. When picking alignments, the characters should know that Chaotics cannot be trusted, even by other Chaotics. A Chaotic character does not work well with other PCs. Alignments give characters guidelines to live by. They are not absolute rules: characters will try to follow their alignment guidelines, but may not always be successful. To better understand the philosophies behind them, let's define the three alignments.
Law (or Lawful) Law is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws that are fair, keep promises, and care for all living things. If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good
Chapter 1: Steps in Character Creation of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as "good" behavior.
Chaos (or Chaotic) Chaos is the opposite of Law. It is the belief that life is random and that chance and luck rule the world. Laws are made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful. To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of life, and the group is not important. Chaotics often act on sudden desires and whims. They have strong belief in the power of luck. They cannot always be trusted. Chaotic behavior is usually the same as behavior that could be called "evil." Each individual player must decide if his Chaotic character is closer to a mean, selfish "evil" personality or merely a happy-golucky, unpredictable personality.
Neutrality (or Neutral) Neutrality is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important, but so is the group; the two sides must work together. A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own best interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither).
Alignment Behavior Take this situation as an example: A group of player characters is attacked by a large number of monsters. Escape is not possible unless the monsters are slowed down. A Lawful character will fight to protect the group, regardless of the danger. The character will not run away unless the whole group does so or is otherwise safe. A Neutral character will fight to protect the group as long as it is reasonably safe to do so. If the danger is too great, the character will try to save himself, even at the expense of the rest of the party. A Chaotic character might fight the monsters or he might run away immediately—Chaotics are, as always, unpredictable. The character may not even care what happened to the rest of the party. Playing an alignment does not mean a character must do stupid things. A character should always act as intelligently as the Intelligence score indicates, unless there is a reason to act otherwise (such as a magical curse).
Alignment Languages Each alignment has a secret language of passwords, hand signals, and other body motions. Player characters and intelligent monsters always know their alignnientlanguages. They will also
recognize when another alignment language is being spoken, but will not understand it. Alignment languages have no written form. A character may not learn a different alignment language unless he changes alignments. In such a case, the character forgets the old alignment language and starts using the new one immediately.
Select Name, Personality, and Background \bu may have been thinking about this all during the character-creation process, but now it's time to give your character his name, personality, and background—the traits which make him a real character.
Name You should give your character a name appropriate to the world in which he'll be adventuring. Ask your DM if his campaign setting is based on any real-world civilization; if so, use a name appropriate to that civilization. (If you're not familiar with that civilization, ask your DM for help.) Or if you are adventuring in an Arabian setting, such legendary names as Ali Baba, Sinbad, and Saladin are appropriate names. Many campaigns are straightforward fantasy with elements drawn from a number of sources, yet these campaigns may not be strongly based in any of those sources. In that case, you need merely make up a fantasy-sounding name and ask the DM if it sounds appropriate to his campaign. Such names can be made up of interesting-sounding syllables like Adragan or Nissia. Or, and especially in the case of lyrically named elves, they could be composed of descriptive words like SUverglade or Woodshadow. Choose a name carefully. It should represent the character in some way, or at least be a name you like. \bu might find yourself playing this character for years, and if you give him a silly or inappropriate name, you might regret it later.
Personality Alignment isn't all there is to a character's personality. \bu should think about your character, about his mannerisms, the way he speaks, the way he dresses, how he spends money, what sort of people he likes, how he likes to spend his non-adventuring time, and so on. The more attention you invest in imagining your character, with all his traits, virtues, and vices, the more interesting and "real" you will make him. Sure, it's useful for your character to be the mightiest warrior in the world . . . but none of the other player characters will care whether he lives or dies unless he has a personality.
Background At some point, you'll need to decide on your character's background: where and when he was born, how he was reared, who his family is, who his friends were, and what he did up until the time he enters play. This isn't a solo effort—it's a cooperative effort between you and the DM. He knows more
about his campaign-world than you do; you know more about your character than he does. The two of you have to work together to integrate your character into his world. This means that the DM may recommend or even insist on some changes to your character background in order to make him fit better into the campaign world. \bu should normally accept any recommendations that don't seriously interfere with your concept of your character, and should negotiate on the ones which do. For example, you may have decided that your character's family lived in a small fishing village in a small, distant island far, far away. Your DM may prefer that he lived in a small fishing village on the coast of the main continent, not quite so isolated. This probably won't alter your character's personality or personal history, and will allow your DM to fit your character more easily into the campaign, so this is the sort of change you can acquiesce to without any worries. But let's say your DM wants to establish something else about your character: That when he was ten, a werewolf with a distinctive red-andsilver coat burst in through the door of the family hut and killed all the family except your character, and that your character was raised by the family of your mother's brother. It's obvious here that your DM is setting you up for some future encounter with that selfsame werewolf—perhaps it will be far in the future, or perhaps the hunt for that monster will be used as the event which will bring all the player characters together in the first place. Whichever, he's not trying to kill your character's family for frivolous reasons, but for reasons related to plot. However, you've been imagining that your character is emotionally strong and unscarred, and still has a good relationship with his parents and siblings, and the DM's changes would seriously affect your concept of your character, "ifou explain this to him. This is where negotiations enter the picture. He may counter, "All right, let's say instead that the werewolf attacked the local pub, and your father was among those killed. As the oldest son, you suddenly had to become the man of the family, and now, after you've been the main provider for years, your brothers and sisters are old enough to take over, and you can leave to make a life for yourself at last." This still leaves your character with a tragedy in his past, but he didn't lose his entire family, and wasn't present to see his father destroyed by the monster, which would tend to leave him much healthier emotionally. So you could agree to this change, and both your purposes and your DM's are served. Another thing you can do, and your DM may be doing so as well, is to establish that your character already knows some of the other player characters. Talk with the other players to find out something about their characters. When the players have come up with similar backgrounds, you might suggest that those backgrounds intersected with yours, and then try to work out the details. Perhaps another player thought of his character as growing up in a fishing village, in which case you might suggest that it be the same as your character's. Perhaps another character has been in the army, and you conceived of your character as having briefly been a soldier. See if
Chapter 1: Steps in Character Creation you can put your character in the same unit. This sort of thing helps establish connections between your characters. These connections can keep an adventuring group from falling apart over trivial incidents of mistrust and confusion.
Determine Character Height and Weight The player can choose any height and weight for his character which the DM agrees is appropriate. The Character Height and Weight Table will give you an idea what height and weight ranges are average for character races. For use with later encumbrance rules, all character weights are given in coin-weights: one coin equals one-tenth of a pound, so a character weighing 2,000 en actually weighs 200 lbs. Character Height and Weight Table Human Characters Height 4'10" 5'0" 5'2" 5 -4» 5 '&' 5'8"
5'10" 6'0" 6'2" 6'4"
Male Weight 1,100 en 1,200 en 1,300 en 1,400 en 1,500 en 1,550 en 1,650 en 1,750 en 1,850 en 2,000 en
Female (en) 1,050 en 1,100 en 1,200 en 1,250 en 1,300 en 1,400 en 1,500 en 1,550 en 1,650 en 1,750 en
Male Weight 1,300 en 1,400 en 1,500 en 1,550 en 1,650 en
Female (en) 1,250 en 1,350 en 1,450 en 1,500 en 1,600 en
Male Weight 900 en 1,000 en 1,100 en 1,200 en 1,300 en 1,400 en
Female (en) 750 en 800 en 900 en 1,000 en 1,100 en 1,200 en
Dwarf Characters Height 3'8" 3'10" 4'0" 4'2" 4 '4" Elf Characters Height 4'8" 5'0" 5'2" 5'4" 5'6" 5'8" Halfling Characters Height 2'10" 3'0" 3'2"
Both Sexes Weight (en) 580 en 600 en 620 en
Earn Experience As characters go through a lot of adventures, they gradually get better and better at what they do. Everyone learns to fight better (especially fighters). Everyone learns to withstand damage better (more hit points and better saving throws), and so forth. This is all accomplished through the use of experience points and experience levels.
rcfi
At the end of every game-session or complete adventure story (the DM will decide which), the Dungeon Master will award experience points (abbreviated as "XP") to the characters. Experience points are awarded for accomplishing goals in the course of the adventure story. Every so often, a character will have earned enough experience points to attain a higher experience level; this is often referred to as "going up a level." Each time the character goes up a level, he gains more abilities. Under no circumstances can a character advance more than one level per adventure; all experience beyond one level of advancement can be retained up to one point short of a two level advance. Any additional experience is lost. Take a look at the Fighter Experience Table on page 16, then return here. As you can see on that table, a fighter with no experience points (0 XP) is a 1st level fighter. During his adventuring career, he'll earn experience points. Once he reaches 2,000 points, his player should inform the DM that he's reached his 2nd experience level; once he reaches 4,000 experience points, he can tell the DM that he's reached 3rd level; and so on. The number of experience points the character must earn becomes proportionately greater and greater. Don't be alarmed by this. The character's rise through experience levels will slow down, but not as much as this table suggests. As he becomes tougher, he can undertake tougher and tougher quests, which will earn him proportionately more experience points.
Hit Dice and Hit Points After a character reaches 9th experience level (often referred to as "Name" level), the player no longer rolls dice to gain additional hit points for the character: For each level of experience earned, a given number of hit points (instead of Hit Dice) will be gained. The number of hit points gained each level (after 9th) will be shown later in the next chapter; it differs from character class to character class. Each player will roll Hit Dice for his character from 1st experience level to 9th (or 8th, in the case of the halfling character, who can only go up to 8th level). Starting with 10th level, the character will receive a pre-set number of hit points appropriate for his character class. Constitution adjustments to hit points apply only to the Hit Dice the player rolls; they do not apply to the hit points added at higher levels. Maximum Levels and Experience Points
Dwarves and elves may not progress beyond 12th level. Halflings may only rise to 8th level. Druids may only achieve 30th level (and only then after a special challenge, which is described in the next chapter), while mystics can only reach 16th level. The other four human classes (cleric, fighter, magic-user, thief) may continue all the way to 36th level. Once a character reaches his maximum experience level, he does not stop earning experience points. Characters can always earn more experience points. Players should keep records of all the experience points their characters earn.
Prime Requisites and Experience Points If your character's prime requisite is high enough, he will get extra experience points. The Experience Bonuses and Penalties Table will serve as your rule of thumb for calculating how much extra experience clerics, fighters, magicusers, and thieves get for high prime requisites. Experience Bonuses and Penalties Table Character Class Cleric
Prime Requisite and Experience Bonus Wis 3-5: - 2 0 % Wis6-8: - 1 0 % Wis 13-15: +5% Wis 16-18: +10% Fighter Str 3-5: - 2 0 % Str 6-8: - 1 0 % Str 13-15: +5% Str 16-18: +10% Magic-User Int 3-5: - 2 0 % Int 6-8: - 1 0 % Int 13-15: +5% Int 16-18: +10% Thief Dex 3-5: - 2 0 % Dex 6-8: - 1 0 % Dex 13-15: +5% Dex 16-18: +10% Dwarf Str 3-5: - 2 0 % Str 6-8: - 1 0 % Str 13-15: +5% Str 16-18: +10% Elf Str 13-18 and Int 13-15: + 5% Str 13-18 and Int 16-18: + 10% Str 13-18 or Dex 13-18: + 5% Halfling Str 13-18 and Dex 13-18: +10% Druid Wis 3-5: - 2 0 % Wis 6-8: - 1 0 % Wis 13-15: +5% Wis 16-18: +10% Mystic Str 3-5: - 1 0 % Str 6-8: ~ 5 % Str 13-15: +5%
Str 16-18: +10%
For example, a fighter's prime requisite is Strength. If he has a Strength of 3-5, he loses 20% of all the experience points he earns. If he has a Strength of 6-8, he loses 10%. If his Strength is 13-15, he earns an extra 5%. And if his Strength is 16-18, he earns an extra 10%. If a fighter with a Strength of 16 were to be given 100 points of experience, his player would add in an extra 10% (for a total of 110 experience points) before writing the amount down on his character sheet. Calculating Experience Bonuses Unless your DM tells you otherwise, you will always calculate your character's experience bonus . . . or experience penalty. However, some DMs prefer to keep a close eye on characters' experience gains, and may decide to calculate all such bonuses themselves. In such a case, the DM needs to tell his players about this decision ahead of time; otherwise they might accidentally add in their experience bonuses again.
ine character professions, or "character —7-Jclasses," are described below. They include the lour basic human classes (cleric, fighter, magic-user, thief), the three demihuman classes (dwarf, elf, halfiing), and two special human classes (druid, mystic). Each character class is presented in the following fashion. Boxed Material: This box shows abbreviated information about the character class for players who are already familiar with the game and only need to be reminded of certain details. Description: The class is described in terms of the traits, goals, and abilities common to all members of the profession or race. Experience Table: This table shows the maximum experience level a member of this character class can attain, the number of experience points it takes to achieve each experience level, and the number of magical spells the character acquires at each level (in the case of spellcasting character classes). Saving Throws Table: This table shows the character's saving throws at every experience level the character can attain. Class Details: This text talks about many of the class' special characteristics: its prime requisite, its Hit Dice, restrictions or advantages with armor and weapons, and any other significant details. Special Abilities: This text talks about any special abilities which the character class possesses. Some classes can cast magical spells; some can see in the dark; some have no special abilities at all. Some special abilities will require tables and tables of their own. At Higher Experience Levels: Finally, this text describes special characteristics and responsibilities the character acquires when he reaches higher levels of experience.
Understanding the Tables Take a look at any of the experience tables in the following pages. Here's an explanation of those tables' column headings. Level: This column shows the experience levels which characters of this class can attain. Most human classes can reach 36th level; some classes are more restricted. XP: This column shows the number of experience points it takes for the character to attain each experience level. A starting character has 0 experience points and is at 1st level. Attack Rank: Not all experience tables will have this column; only the demihuman tables have it. Attack ranks are measures of a demihuman 's ability to improve his fighting skills even when he's reached his maximum experience level. Each attack rank corresponds to a fighter's experience level when you determine how well the demihuman hits in combat; see the Attack Rolls Table on page 106 to see how well demihumans attack at different attack ranks. Spells/Level: Not all experience tables will have this column—only the tables belonging to spellcasting character classes. As you'll see in Chapter 3, spells are arranged in levels—just as there are 1st level characters, there are 1st level spells, for instance. The table shows how many soells of which spell level a character can know.
About the Classes Here are some notes on the three categories of character classes—humans, demihumans, and special—before you progress on to the actual class descriptions. Human Classes In the D&D® game, humans are the most prolific race. They are also the race with the greatest potential. While demihuman character classes can only attain moderate experience levels (8th, 10th, or 12th level, depending on the class/ race), each of the four basic human character classes can attain 36th experience level. In many D&D game campaigns, human civilization is similar to the civilizations of Western Europe in the late Middle Ages and early Renaissance period. In such campaigns, you can expect to see most humans living in kingdoms ruled by a king and queen and organized in feudal fiefdoms, with a rising middle class of traders and craftsmen in the cities. However, your Dungeon Master may decide not to follow that standard; he may prefer for his human civilizations to resemble ancient Egypt, feudal Japan, conquistador-era Mexico, a culture from a specific fantasy novel, or something created from his own imagination. Be sure to ask your Dungeon Master about the nature of human cultures in his world; the more you know ahead of time, the better you can fit your character into the existing setting. Demihuman Classes Demihuman characters are more limited than human characters. They can't rise to very high levels of experience (dwarves ate limited to 12th level, elves to 10th, halflings to 8th). Elves cannot learn very powerful magic; they can only learn up to 5th level spells, while humans can learn up to 9th level spells. Clans: The demihuman race of dwarves, elves, and halflings have a different way of life than humans. They usually live longer, have a stricter way of life, and find security in large family groups called Clans. A Clan may include several hundred demihumans. The head of the Clan is always the oldest member, male or female, assuming that member is fit to rule. Day-to-day tasks are usually done by those best suited to do them. Unlike many human communities, few demihumans are lazy; everyone has a job, with Clan duties and responsibilities, and "goofing off' is nearly unthinkable. The DM may choose to develop many other aspects of demihuman family life (such as marriage customs, industry, clan-to-clan relations, and so forth) as needed. Demihuman Relations: Elves and dwarves don't usually like each other. This dislike usually surfaces as verbal battles, rather than physical. Both get along fairly well with halflings. The DM will decide why elves and dwarves don't get along in his own campaign. In the D&D game's Known World setting, it's because they are so physically and emotionally different (elves are tall and willowy, dwarves short and stocky; elves love freedom and the outdoors, dwarves love organization and caverns, etc.), and because the two races had many clashes in the past for which they've never forgiven one an-
other. But the reason can be different in your own campaign; a DM can decide, for instance, that in his own world the elves and dwarves are the best of friends! All demihuman races trade and interact with humans; though men can be dangerous, many are also trustworthy and have good points. Special Abilities and Maneuvers: All demihuman races receive special abilities, which make them much more effective than humans in certain situations. The special abilities of each race are detailed in the description of each character class. Special Classes There are two other human character classes, the druid and the mystic, which are described separately from the cleric, fighter, magic-user, and thief. We present them separately because the DM may not wish to include them in his campaign. The druid is a little complicated, because druid characters start play as clerics and then change their character classes to become druids. The mystic, a monastic specialist in unarmed combat, is not appropriate for all campaigns. Some of their special abilities mimic those of other human classes, but many are unique to this class, including their increasingly powerful unarmed combat tactics.
Cleric Prime Requisite: Wisdom. Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18. Hit Dice: Id6 per level up to 9th level. Starting with 10th level, +1 hit point per level, and Constitution adjustments no longer apply. Maximum Level: 36. Armor: Any, plus shield. Weapons: No edged or pointed weapons; all others permitted. Special Abilities: Turning undead; clerical spells. A cleric is a human character who is dedicated to serving a great and worthy cause. This cause can be an Immortal being dedicated to a specific goal or attribute; sometimes the cleric is serving only his alignment, and has no interest in immortal beings. The D&D game does not deal with the ethical and theological beliefs of the characters in the game. All clerics belong to orders, or clerical societies, made up of clerics serving the same ends. A brand-new cleric character is at the very bottom of his clerical organization; as he gains experience levels, he will also gain new powers and responsibilities pertaining to his clerical order. The DM will decide, and will inform you, how the clerical orders of his campaign are arranged. A cleric can learn to cast spells after gaining a level of experience. A 1st level cleric cannorcast any spells; once he reaches 2nd level, he can begin to cast spells. A cleric's spell powers come from the strength of the cleric's beliefs. The cleric sits and meditates, and magically learns spells. These spells can then be used during an adventure. Most clerical spells are for healing, protec-
Cleric Experience Table Level 1 2
3 4 5 6 7 ' 8
9 10 11 12 13 14 15
16 17 18
19
20 21 22 23 24 25 26 27
28 29 30 31
32 33 34 35 36
XP
1,500 3,000 6,000 12,000 25,000 50,000 100,000 200,000 300,000 400,000 500,000 600,000 700,000 800,000 900,000 1,000,000 1,100,000 1,200,000 1,300,000 1,400,000 1,500,000 1,600,000 1,700,000 1,800,000 ,900,000 2,000,000 :',100,000 >, 200,000 2,300,000 ',400,000 ;!,500,000 ;!,600,000 ;!,700,000 ;',800,000 :',900,000
1 — 1 2 2 2 2
Cleric Saving Throws Table Levels 1-4 11 Death Ray/Poison 12 Magic Wands 14 Paralysis/Turn to Stone Dragon Breath 16 Rod/Staff/Spell 15
3 — — — — —
2 — — — 1 2 2 2
3 3 3 4 4 4 5 5 6 6 6 6
1 2 2
3 3 4 4 4 5 5 5 5 6 6 6 6 6 6
7 7 7 7 7 8 8 8 8 8 8 8 8
7
9 9 9 9
9
10 12
14 13
3 3 3 3 3 4 4 4 4 4 5 5 6 6 6 6 6 7 7 7 8 8 8 8
7 7 7 7 8 8 8 8
8 8 8 8 8 8
5-8
1 2 2
3 3 3 4 4 5 5 5 5 5 5 5 5 5 6 6 6
7 7 7
9 9 9 9 9
Spells/Level 4 — — — — — — —
9 9 9
9-12 7 8 10 12 11
don, and gathering information. Clerical spells are different from magic-user spells. Clerics can use only their own type of spells; they never utilize magic-user spells. Clerics have good fighting skills and can fight monsters. A cleric can wear any type of armor, like a fighter; he can use many types of weapons, but cannot use edged or piercing weapons of any sort. Unlike magic-users, whose spells are often used during battles, a cleric's spells are usually needed after battles (such as cures) or for general exploring (such as detecting things). If your party has enough fighters, your cleric should not need to fight often. But he is equipped for fighting if his combat skill is needed. Watch for ways that his spells can help before, during, and after battles. For the first three levels of experience, a cleric's power is very limited. But as they advance (to a maximum of 36th level), clerics obtain more spells of greater power, due both to practice and
9 9
13-16 6 7 8 10
9
5 — — — — — — — — — 1 2 2 2
3 3 4 4 4 4 4 5 5 5 5 5 6 6 7 7 7 8 8 8 8
9 9
6 — — — — — — — — — — — 1 2 2
3 3 3 3 4 4 4 4 4 5 5 5 6 6 6 7 7 7
7 — — — — — — — — — — — — — — — — 1 2 2
3 3 4 4 4 5 5 5 5 6 6 6
8
7 7 8 8
9
9
8
8
17-20 21-24 25-28 29-32 33-36 2 4 2 5 3 2 6 5 4 3 2 6 5 4 3 2 8 6 4 3 2 7 5 4 3
the strengthening of their beliefs. It is very important for clerics to be faithful to their beliefs. If a cleric behaves in a manner that is not consistent with the character's alignment or beliefs, the cleric may be punished by the order—or by even greater powers. This punishment could be a penalty on attack rolls, a dangerous quest that must be completed, or even a lack of spells. The DM will tell you what the character must do to regain his good standing.
Class Details Prime Requisite: A cleric's prime requisite is Wisdom. If a cleric has a Wisdom score of 13-15, the character gains a 5% bonus to experience points earned in every adventure; if his Wisdom is 16-18, he earns a 10% bonus to XP. Hit Dice: Roll a six-sided die (Id6) to determine a cleric's hit points. A cleric starts with Id6 (1-6) hit points (plus any Constitution bonus)
and gains Id6 more hit points (plus bonus) with each level of experience. One additional hit point is gained for each level after 9th level. Armor: A cleric can wear any kind of armor, and can use a shield. Weapons: A cleric cannot use any weapon with a sharp edge or point; this is forbidden by the cleric's beliefs. This includes arrows and quarrels. But the cleric can use any non-edged weapon.
Special Abilities A cleric has two special abilities: turning undead monsters and casting clerical spells. Turning Undead
A cleric has the power to force certain monsters called the "undead" (skeletons, zombies, ghouls, wights, and other types) to run away, or even to perish. This special ability is called "turning undead." When a cleric encounters an undead monster, the cleric may either attack it normally (with a weapon or spell), or try to turn it. The cleric cannot both attack and turn undead in one round. When you want your cleric to try to turn undead, just tell your Dungeon Master "I'll try to turn undead this round." The power to turn undead is inherent in the cleric; he does not need the symbol of his faith or any other device to do it, unless the DM declares otherwise. Undead monsters are not automatically turned by the cleric. When the encounter occurs, the player must refer to the cleric's Turning Undead table to find the effect the cleric has. When the cleric tries to turn an undead monster, find the cleric's level of experience across the top of the table. Read down the left column until you find the name of the undead monster. If you see a "—"in the column, then you cannot turn the monster. If you see anything else, you have a chance to turn the monster, or perhaps several monsters. See immediately below, under "Explanation of Results," to learn how to find out if you have turned the monster. Apply the results immediately. If the attempt succeeds, one or more of the undead monsters will retreat or be destroyed. But don't forget, if the monster is turned, it hasn't been destroyed; it may decide to return soon. . . . If you try to turn a specific undead monster (for instance, one specific vampire) and fail, you cannot try again to turn it in the same fight. At some later encounter, you can try to turn that individual again. Explanation of Results
7, 9, or 11: Whenever a number is listed, the cleric has a chance to turn the undead monsters. The player rolls 2d6 (two six-sided dice). If the total is equal to or greater than the number given, the attempt at turning undead is successful. When the attempt at turning undead is successful, the Dungeon Master (not the player) will roll 2d6 to determine the number of Hit Dice of undead monsters that turn away. At least one monster will be turned, regardless of what the DM rolls on his dice. Example: A 1st level cleric has just encountered a group of seven zombies. Zombies (as you
Turning Undead Table (Roll 2d6) Undead 1 Skeleton 7 Zombie 9 Ghoul 11 Wight — Wraith — Mummy — Spectre j S H H K — Vampirc^"^^—
Phantom Haunt
2
T 7 9 11 — — —
3 T T 7 9 11 — —
4 D T T 7 9 11 —
—
—
—
— — — — — —
5 D D T T 7 9 11 U
'^HH^B
6 D D D T T 7
9 1 1
— i t B— HIl i t —
Spirit
—
—
—
—
—
Nightshade Iich Special
— _ _
— _ _
— _ _
— _ _
— _ _
— — —
7 D D D D T T 7 9 11 — — — —
Cleric's Level 9-10 11-12 13-14 15-16 17-20 21-24 25-28 29-32 33-36 D# D# D+ D+ D+ D+ D+ D# D D D+ D+ D+ D+ D# D D + D# D D D+ D D+ D+ D# D D+ D+ D D D D+ D D+ D D D+ D+ D+ D D+ D D+ D D D D+ D+ D D D+ D D D D D+ T D D+ D D+ D D D D D+ T D D T 7 D T D D D D+ D D T D T T D D D D 7 9 D 11 D D T D D D T 7 9 — 11 D D T D D T 7 9 — 11 — 7 D D 9 T T D — — — 11 T 7 9 T T T 11 T 7 9 T T 8
7, 9, or 11 = number needed to turn successfully T = automatic turn, 2d6 Hit Dice of undead D = automatic Destroy, 2d6 Hit Dice of undead D + = automatic Destroy, 3d6 Hit Dice of undead D# = automatic Destroy, 4d6 Hit Dice of undead can learn in Chapter 14) each have two Hit Dice (2 HD). The cleric tries to turn the zombies. On the Turning Undead Table, a 1st level cleric vs. a zombie yields a result of 9: The cleric must roll a 9 or greater on 2d6 to turn the zombies. The cleric's player rolls 2d6 and achieves a 10—he has successfully turned undead. The DM now rolls to see what sort of results the cleric achieves. He rolls 2d6 and achieves an 8; in other words, the cleric turns 8 Hit Dice of
zombies. Since each zombie is a 2-Hit Die creature, the cleric has turned four zombies. Four zombies turn and begin shambling away from the cleric as fast as they can move. This leaves the cleric with only three to fight. Next round, he can attack them with weapons or spells, or he can try to turn them, too. T: The attempt at turning the undead automatically succeeds; the cleric's player does not need to roll for success. To determine how many
undead will be turned, the DM rolls 2d6 as described above; regardless of his roll, at least one undead will be turned. D: The attempt at turning the undead automatically succeeds—in fact, it succeeds so well that the affected monsters are destroyed instead of merely turned. To determine how many Hit Dice of undead will be destroyed, the DM rolls 2d6 as described above; regardless of his roll, at least one undead will be destroyed. (The DM decides what happens when the monsters are destroyed: They might fade away, burst into flame and crumble away, or disintegrate like a vampire in sunlight, for instance.) D + : This is the same as the " D " result above, except that the DM rolls 3d6 to find out how many Hit Dice of undead will be destroyed. Regardless of the roll, at least one undead will be destroyed. D#: This is the same as the "D" result above, except that the DM rolls 4d6 to find out how many Hit Dice of undead will be destroyed. Regardless of the roll, at least one undead will be destroyed. Using Clerical Spells Starring at the 2nd level of experience (having earned 1,500 XP or more), the cleric can use spells. The procedures by which the cleric learns and casts his spells are described in Chapter 3.
Higher Experience Levels When a cleric reaches Name level (9th}, he is called a patriarch (if male) or matriarch (if female). At this point in his adventuring career, he has several options available to him. If the character is a Neutral cleric, he can decide to become a druid instead (see the description of that character class below); he certainly does not have to change his class. If the cleric is a Neutral who does not want to become a druid, or if he is Lawful or Chaotic alignment, he must decide whether to build a clerical stronghold approved by his clerical order. Depending on how the DM has set up his campaign, the cleric might have built himself a 15
home, even a lavish castle, long before. However, that was his personal home, regardless of how big it is or what he has done with it. Here, we're talking about a stronghold sanctioned by the cleric's order, one which will be built and maintained to further the goals of the order. Land-Owning Clerics
A cleric-who decides to build a stronghold with the sanction of his clerical order is called a "land-owning cleric." (Note: This is merely a convenient term. A land-owning cleric can go adventuring with his footloose friends; he is not tied to his land.) There are advantages and disadvantages to setting up a clerical stronghold. Advantages: The character can progress up through the ranks of his clerical order. The character may receive financial aid from his order toward the building of the stronghold. The character may be able to increase his lands and build strong settlements there, which could result in him becoming a very wealthy character indeed. Disadvantages: The character will be the chief clerical authority (for his clerical order) for the lands around his stronghold. This means that he has clerical responsibilities to all the people living on and around his lands—responsibilities which may interfere with his desire to travel with his old adventuring friends or which may confront him with difficult problems. Traveling Clerics
A cleric who decides not to build a stronghold sanctioned by his order is referred to as a "traveling cleric," even if he is not always on the road traveling. There are also advantages and disadvantages to being a traveling cleric. Advantages: The cleric does not have to tie himself down to any one place or group of people; except when acting on official requests from his order, he may go where he pleases. Disadvantages: The cleric may not rise to or above the rank of a land-owning cleric, and may not achieve much political influence within his order. (He doesn't stop earning experience points, experience levels, or personal power; he just cannot climb any higher in the clerical order's hierarchy.) The cleric still has responsibilities to his clerical order, naturally; as before, he may be required at any time to uphold the beliefs and accomplish the goals of his order. Becoming a Land Owner
If the 9th level cleric decides to build a stronghold, he must report to a superior of some type, either an official of his order or a ruler of the nation where he wishes to settle, to ask for land. This ruler should willingly grant the land, unless the cleric has had problems with him in the past; if so, the ruler may require some service of the cleric (such as a quest) before he grants the land. (The DM must decide whether the cleric's order has the power to make such grants, according to the civilization of his campaign world.) If the cleric has never been punished for misbehavior, either by his order or by the powers that grant him his spells, his order can (at the DM's discretion) help him with the cost of building the stronghold. Such help usually involves the order paying for up to any amount the DM feek to be reasonable (the standard is 50% of the stronghold's construction). The player
should design the stronghold the way he wishes to see it built. The DM will calculate how much it would cost to build, determine to his own satisfaction how much of the design is good and necessary planning (and how much is extravagant overexpenditure), and decide what proportion of the cost the clerical order will assume. Regardless of how much the clerical order pays, the stronghold is technically the cleric's property. The cleric can't deny access to the property and its facilities to members of his order—normally, he shouldn't ever wish to do so—but it's his land, and he can't just be assigned to some other stronghold against his will. A number (typically Id6) of lower level clerics will come to the stronghold once it is built, to assist and serve the cleric in operating the stronghold's clerical functions. (See Chapter 11 for more on this.) Naturally, he'll get fewer or no assistant clerics if he has a reputation for abusing or endangering his retainers. These clerics have arrived with the intention of helping to operate the stronghold, not to travel with the cleric on his adventures. The DM should create each of these clerics as an individual, with his own name, personality, background, goals, and abilities. If the cleric manages his land well and serves his order equally well, he will probably rise in power in the bureaucracy of his clerical order. In addition, he may be awarded more land; more normal men will settle the area around the cleric's stronghold, and the cleric will receive more tax income from the settlements. Choosing to Travel
A cleric who decides to travel may follow one of two routes: in civilized lands, or in wilderness. A cleric who travels within the boundaries of the civilized world usually looks for ways to help those of the same alignment (whatever that may be). The cleric may travel alone, with retainers, or with other clerics. A cleric who travels to the wilderness usually searches for enemies of the clerical order, to convert or destroy. This cleric normally travels with other characters as an adventuring party (though the others may all be NPCs). Changing Back and Forth
Once a player decides to be a traveling or land-owning cleric, only a major development in the campaign or in the character should change that status. The DM should discourage frequent or casual changes of the cleric's status.
Fighter Prime Requisite: Strength. Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18. Hit Dice: Id8 per level up to 9th level. Starting with 10th level, +2 hit points per level, and Constitution adjustments no longer apply. Maximum Level: 36th. Armor: Any; shields allowed. Weapons: Any. Special Abilities: Lance Attack and Set Spear vs. Charge maneuvers. Fighter Combat Options (see Chapter 8).
A fighter is a human whose main ability is fighting skill. Fighters often have greater Strength than other characters. They usually hit opponents more often in combat, and inflict more damage. In the D&D® game, fighters protect their weaker friends and allies. A party made up only of fighters would probably survive most dungeon and wilderness encounters, even those where magic would be useful. Every group of explorers should have at least one or two fighters. In group adventures, the fighters should stay in front and act as the "front line" in combat situations. If there are three or more fighters in the party, one should stay in the back, in case the characters' party is approached from the rear by enemies. In battle itself, fighters have a better chance at surviving physical damage, since they have more hit points than most other classes. A fighter character should be able to use a variety of weapons. Unless your conception of your fighter character limits him to one class of weapons, you should equip him with both hand-tohand and missile weapons. Fighters may advance as high as 36th level. Their rapid advances, both in combat ability and in their amount of hit points, make them natural leaders in human settlements, especially small ones. High level fighters spend a lot of their time training and leading men-at-arms, clearing the wilderness of monsters, and expanding human settlements. Fighter Experience Table Level 1 2
3 4 5 6 7 8 9
10 11 12
13 14 15 16 17
" "
18
19 20 21 22
23 24 25
26
J9H1H:
27 28 WBm 29 30
31 Mmm
32. 43 •
(air, earth, fire, water) in one day. The elemental will understand the druid's spoken commands and will perform any tasks within its power (carrying, attacking, etc.) as directed by the caster. Unlike the magic-user's version of the spell, the druid does not need to concentrate to control the creature. The caster may send it back to its own plane with a simple command, and someone else may send it back by the use of a dispel magic or dispel evil spell. Weather Control Range: 0 (druid only) Duration: Concentration Effect: All weather within 240 yards This spell allows the druid to create one special weather condition in the surrounding area (within a 240 yard radius). The caster may select the weather condition. The spell only works outdoors, and the weather will affect all creatures in the area (including the caster). The effects last as long as the caster concentrates, without moving; if the caster is being moved (for example, aboard a ship), the effect moves also. The spell's effects vary, but the following results are typical: Rain: — 2 penalty to attack rolls applies to all missile fire. After three turns, the ground becomes muddy, reducing movement to half the normal rate. Snow: Visibility (the distance a creature can see) is reduced to 20'; movement is reduced to half the normal rate. Rivers and streams may freeze over. Mud remains after the snow thaws, for the same movement penalty. Fog: 20' visibility, half normal movement. Those within the fog might become lost, moving in the wrong direction. Clear: This cancels bad weather (rain, snow, fog) but not secondary effects (such as mud). Intense Heat: Movement reduced to half normal. Excess water (from rain, snow, mud transmuted from rock, etc.) dries up. High Winds: No missile fire or flying is possible. Movement reduced to half normal. At sea, ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm, for half normal movement and 20' visibility. Tornado: This creates a whirlwind under the druid control, attacking and moving as if it was a 12 HD air elemental. At sea, treat the tornado as a storm or gale.
Magical Spells Casting Magical Spells Spells used by magic-users and elves are somewhat different from those used by clerics and druids, both in their effects and the ways they are learned and used. Spell Books When a magic-user or elf begins play at first level, he starts with a spell book, given to him by his teacher. The spell book will contain two 1st level spells. The Dungeon Master will tell you what spells your character starts with. The spell book is large and bulky, and cannot be easily carried (about 2' square, 2-6 inches thick, weighing at least 20 pounds). It will not fit inside a normal sack of any size, but may be
carried in a backpack or saddlebag. All spell books are written in magical words, and only their owners may read them without using the read magic spell (described later). As previously discussed, the magic-user or elf forgets each spell as he casts it. This is why he has a spell book: He can memorize the spell again later and have it available to him once more. On the magic-user and elf experience tables, the "Spells/Level" columns indicate how many spells of each level the character can have memorized at one time. This doesn't limit the number of spells the character can have in his spell books. For example, a fourth level magic-user can memorize four spells—two 1st level and two 2nd level. But his spell book might have more spells written in it. He might have six 1st level spells written in his book, for instance, and he might have three 2nd level spells. He can still only memorize two of each type in a day. Learning New Spells Every magic-user and elf was taught magic by someone eke—normally, by a nonplayer character spellcaster of 7th experience level or higher. Your campaign can assume that magic-user and elf characters have such a teacher, whom they visit and learn from whenever they're not adventuring. The DM may wish to work this NPC into a full-fledged character who can appear in adventures as a consultant or expert. The PCs' teacher does not go on adventures— not until the characters reach or exceed his experience level, and only then if the DM wishes him to. Otherwise, the player characters would have a very powerful ally along, one who would solve most of their adventuring problems. When the player character begins play, the teacher gives him a spell book with two 1st level spells in it. When the PC reaches 2nd level, the teacher writes another 1st level spell in the book. When the PC reaches 3rd level, the teacher will write a 2nd level spell in his book, and when he reaches 4th level the teacher will give him one more 2nd level spell. In many campaigns, that's the point at which the teacher stops instructing the character. The character has gone from apprentice to journeyman, and now he must journey in order to learn more of magic. So, where can PCs learn more spells? They have several options, and may explore any or all of them during their careers. Other Magic-Users: By ancient tradition—of necessity and common sense—magic-users are loathe to trade spells among themselves. Each magic-user knows that he may become a very powerful wizard some day . . . and that he may end up being the enemy of another wizard of similar power. No wizard wants to teach the other fellow magic that can kill him. This is something the DM should reinforce in his campaign: If he finds characters casually trading spells from their spell books, he should remind them of the traditions of secrecy, of the good reasons for that tradition, of the paranoia that infects the magicusers' community, and so on. If they decline to accept his recommendation, their characters may pick up a reputation—as magic-users who can't keep their trade secret. Other spellcasters, perhaps even their old teachers, will refuse to teach them and will take special pains to keep their
magic hidden from them. Higher-level magicusers may even decide to steal or destroy the PCs' spell books to teach them a lesson—forcing them to work for many boring weeks or months to reconstruct them (see "Lost Spell Books," below). But that's casual exchanges of spells. It's known for magic-users to give spells to PCs in more remarkable circumstances. For instance, low-level spellcasters might do a great favor for a high-level magician (save his child, undertake a special quest for him and demonstrate remarkable bravery while carrying it out, etc.). In such a case, it is not necessarily inappropriate for the NPC to reward the PC with a spell. The Teacher: Once the player character reaches 4th experience level, his teacher doesn't have to leave play entirely. The PC might be able to visit and train with him from time to time, and the teacher could continue to teach him spells. But since the PC is a journeyman now, the teacher might also require him to undertake specific tasks ("Now, I need you to take this flask to Esdevius in far-off Parokaland . . . and don't let the dragon get you.") in order to remain his student. While the PC could continue learning spells this way, the teacher should not be his only source for new spells; he should be learning others as he adventures. Scrolls: One magical treasure sometimes found in adventures is the magical scroll. Some scrolls have magic-user spells written upon them. A magic-user can use the scroll by casting the spell from it—in which case the written spell disappears as soon as it is cast. Or, he can transfer it to his spell book (during this process, the spell disappears from the scroll), and he will have gained a new spell. Enemy Magic-Users: Should the PCs encounter and defeat an enemy magic-user, the PG magic-user might try to help himself to the enemy's spell book. The DM should make sure that the spell book has many spells which are identical to those in the PC's spell book: Most magicusers have many spells in common, especially the lower-level spells. The PC should gain only one or two new spells out of such an encounter. A new spell is a rare find, and a spell book is an even rarer treasure; the books are always well hidden and protected. PCs using someone else's spell book may find magical traps and curses within before they find any new spells. Higher-level Spells A magic-user cannot put into his spell book a spell of a higher-level than he can cast. In other words, if he can't yet cast a 3rd level spell, he certainly can't write one in his spell book. Lost Spell Books A magic-user or elf whose spell book is lost or destroyed cannot regain spells until he replaces the spell book. He can't just read from somebody else's spell book. He can recreate the spells from memory and research . . . but it takes a lot of money and a lot of time. The method, amount of time, and cost it takes to recreate a spell book are for the DM to decide. Here's a rough guideline: 1,000 gold pieces and one week of study for each spell level replaced. (For example, each 3rd level spell would require 3,000 gp and three weeks to reconstruct). This reconstruction takes up all the
character's time, leaving none for adventuring. A character can make a second spell book to leave in a safe place in case his primary book is destroyed. This doesn't take all the time and money which reconstruction of spells requires; a magic-user or elf could copy four spells a day from his primary spell book to his "backup." The Player Character's Spell Book Both the player and the DM need to keep track of exactly which spells are in a character's spell book. Both people can keep track of which spells the character has had access to; the player can keep track of the ones the character acquires. If ever there's a difference in the two spell lists, the player should be able to remember where the character acquired the extra spells; if the explanation doesn't satisfy the DM, he's may remove the spell from the character's spell book. Appendix 3 provides a copyable spell book sheet, on which players can keep the name and description of all their characters' spells.
Reversible Spells Unlike clerical spells, magical spells must be memorized in their reversed form to be usable in that form. The spellcaster must select the normal or reversed form of the spell when he memorizes the spell for the day. There's no problem to memorizing a spell in reversed form; if the spell can be reversed, the magic-user knows how to memorize it that way. Of course, a magic-user could memorize it once in normal form and once in reversed form. For example, if a spellcaster has a light spell in a spell book, the character could memorize both light and darkness for an adventure. In the spell lists below, all spells which can be reversed are marked with an asterisk (*).
First Level Magical Spells Analyze Range: 0 (touch only) Duration: 1 round Effect: Analyzes magic on one item A spellcaster using this spell can handle one item and learn the enchantment on it. Helms must be put on the spellcaster's head, swords held in his hand, bracelets put on his wrist, etc. for this spell to work. Any consequences of this action (for example, from cursed or boobytrapped objects) fall upon the spellcaster, though he gets his usual saving throws. The spellcaster has a chance of 15% plus 5% per experience level to determine one magical characteristic of the item; if the item is nonmagical, his chance is to determine that fact. The spell does not reveal much precise information. It will characterize a weapon's pluses (attack bonus) as "many" or "few," will estimate the number of charges on an item within 25% of the actual number, etc. Charm Person Range: 120' Duration: See below Effect: One living person (see below) This spell will only affect humans, demihumans, and certain other creatures. The victim
is allowed a saving throw vs. spells. If the saving throw is successful, the spell has no effect. If it fails, the victim will believe that the spellcaster is its "best friend," and will try to defend the spellcaster against any threat, whether real or imagined. The victim is charmed. As a general rule, the spell only affects creatures which look similar to humans in various ways—humans, demihumans, certain giantclass creatures, etc. It will not affect animals, magical creatures (such as living statues), undead monsters, or human-like creatures larger than ogres. If the spellcaster can speak a language that the charmed victim understands, the spellcaster may give orders to the victim. These orders should sound like suggestions, as if "just between friends." The chaxmed victim will usually obey, but the victim may resist orders that are contrary to the victim's nature (alignment and habits)— he doesn't need to roll anything to resist. A victim will refuse to obey if ordered to kill itself. A charm may last for months. The victim may make another saving throw every so often, depending on its Intelligence score. Charm Person Duration If the Victim Has: He Saves Every: High Intelligence (13-18): 1 day Average Intelligence (9-12): 1 week Low Intelligence (3-8): 1 month A more complex system for determining the duration of a charm spell appears in Chapter 13, on page 144. A victim who is given conflicting orders and impressions by his old adventuring friends and his new "best friend" should react as any person would in real life: with confusion. He will not automatically assume that one party or the other is lying . . . even if the player wants him to. The charm is automatically broken if the spellcaster attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the spellcaster's allies. Detect Magic
Range: 0 Duration: 2 turns Effect: Everything within 60' When he casts this spell, the spellcaster will see a glow surround all magical objects, creatures, and places which are visible and within range of the spell. No saving throw is allowed. Example: Shortly after casting this spell, a magic-user walks into a room containing a door locked by magic, a magical potion lying nearby, and a treasure chest containing a magical wand. All the magic will glow, but the spellcaster can see only the door and potion; the light of the glowing wand is hidden by the treasure chest. Floating Disc Range: 0 Duration: 6 turns Effect: Disc remains within 6' This spell creates an invisible magical horizontal platform about the size and shape of a small round shield. It can carry up to 5000 en (500 pounds). It cannot be created in a place occupied
by a creature or object. The Boating disc is created at the height of the spellcaster's waist, and will always remain at that height. It will automatically follow the spellcaster at his current movement rate, remaining within 6' of him at all times. It can never be used as a weapon, because it has no solid existence and veers away from anything it might run into. When the duration ends, the floating disc will disappear, suddenly dropping anything upon it. No saving throw is allowed. Hold Portal
Range: 10' Duration: 2-12 (2d6) turns Effect: One door, gate, or similar portal This spell will magically hold shut any portal—for example, a door or gate. A knock spell will open the hold portal. Any creature three or more Hit Dice greater than the caster (and characters three or more levels higher) may break open a held portal in one round, but the portal will relock if allowed to close within the duration of the spell. Example: Any 5th level character can break through a hold portal spell cast by a 2nd level spellcaster. Light*
Range: 120' Duration: 6 turns +1 turn /level of the caster Effect: Volume of 30' diameter This spell creates a large ball of light, much like a bright torchlight. If the spell is cast on an object (such as a coin), the light will move with the object. If cast at a creature's eyes, the creature must make a saving throw vs. spells. If he fails the saving throw, the victim will be blinded by the light until the duration ends (see page 150, for the effects of blindness). If he makes the saving throw, the light appears in the air behind the intended victim. When reversed, this spell, darkness, creates a circle of darkness 30' in diameter. It will block all sight except infravision. Darkness will cancel a light spell if cast upon it (but may itself be canceled by another light spell). If cast at an opponent's eyes, it will cause blindness until canceled, or until the duration ends; as before, the victim does get a saving throw. Magic Missile
Range: 150' Duration: 1 round Effect: Creates 1 or more arrows A magic missile is a glowing arrow, created and shot by magic, which inflicts Id6 +1 (2-7) points of damage to any creature it strikes. After the spell is cast, the arrow appears next to the spellcaster and hovers there (moving with him) until the spellcaster causes it to shoot. When shot, the magic missile will automatically hit any one visible target the spellcaster specifies. The magic missile actually has no solid form, and cannot be touched. A magic missile never misses its target and the target is not allowed a saving throw. For every 5 levels of experience of the caster, two more missiles are created by the same spell. 45 '
Thus a 6th level spellcaster may create three missiles. The spellcaster may shoot the missiles all at one target or at different targets. Protection from Evil
Range: 0 Duration: 6 turns Effect: The spellcaster only This spell creates an invisible magical barrier all around the spellcaster's body (less than an inch away). All attacks against the spellcaster are penalized by - 1 to their attack rolls, and the spellcaster gains a +1 bonus to all saving throws, while the spell lasts. In addition, enchanted creatures cannot attack the spellcaster in hand-to-hand or melee combat. (An enchanted creature is one that normal weapons cannot hurt; only magical weapons can hit the creature. A creature that can be only hit by a silver weapon—a werewolf, for example—is not an enchanted creature. Any creature that is magically summoned or controlled, such as a charmed character, is also considered to be an enchanted creature.) The barrier thus completely prevents all attacks from those creatures unless they use missile weapons; the barrier is no defense against missiles, though the attackers still suffer the - 1 attack roll penalties. This spell will not affect a magic missile, either incoming or outgoing. If the spellcaster attacks (hand-to-hand) anything during the spell's duration, the effect changes slightly. Enchanted creatures are then able to touch the spellcaster, but the attack roll and saving throw adjustments still apply until the spell duration ends. Read Languages
Range: 0 Duration: 2 turns Effect: The spellcaster only This spell will allow the spellcaster to read, not speak, any unknown languages or codes, including treasure maps, secret symbols, and so forth, until the duration ends. Read Magic
Range: 0 Duration: 1 turn Effect: The spellcaster only This spell will allow the spellcaster to read, not speak, any magical words or runes, such as those found on scrofis and other items. A spellcaster cannot understand unfamiliar magic writings without using this spell. However, once a spellcaster reads a scroll or runes with this spell, he can read or speak that magic later without using a spell. All spell books are written in magical words, and only their owners may read them without using this spell. Shield Range: 0 Duration: 2 turns Effect: The spellcaster only This spell creates a magical barrier all around the spellcaster (less than an inch away). It moves
•V
with the spellcaster. While the duration lasts, the spellcaster has an AC of 2 against missiles, and AC 4 against all other attacks. If someone shoots a magic missile at a spellcaster protected by this spell, the spellcaster may make a saving throw vs. spells (one saving throw per missile). If the saving throw is successful, the magic missile has no effect; it hits the barrier and evaporates. Sleep Range: 240' Duration: 4d4 (4-16) turns Effect: 2-16 Hit Dice of living creatures within a 40' square area This spell will put creatures to sleep for up to 16 turns. It will only affect creatures with 4 + 1 Hit Dice or less—generally, small or man-sized creatures. The spell will not affect creatures outside the 4 0 ' * 40' area which the player chooses as the spell's target area. The spell will not work against undead or very large creatures, such as dragons. When a character is first hit with a sleep spell, falling or sagging to the ground will not wake him up. However, characters affected by a sleep spell are not in a deep sleep. Any sleeping character or creature will awaken if slapped, kicked, or shaken. Characters can kill a sleeping victim with a single blow of any edged weapon, regardless of the creature's hit points. Yout Dungeon Master will roll 2d8 to find the total Hit Dice or experience levels of monsters affected by the spell. The victims get no saving throw against this spell. Ventriloquism Range: 60' Duration: 2 turns Effect: One item or location This spell will allow the spellcaster to make the sound of his or her voice come from somewhere else, such as a statue, animal, a dark corner, and so forth. The "somewhere else" must be within range of the spell.
Second Level Magical Spells Continual light* Range: 120' Duration: Permanent Effect: Volume of 60' diameter This spell creates a globe of light 60' across. It is much brighter than a torch, but not as bright as full daylight. It will continue to glow forever, or until it is magically removed. It may be cast on an object, just as the first level light spell. If cast at a creature's eyes, the victim must make a saving throw vs. spells. If he fails the saving throw, the victim is blinded—permanently, or until the spell is dispelled. If he makes the saving throw, the globe will still appear, but will remain in the place it was cast, and the intended victim will suffer no ill effects. The reverse of this spell, continual darkness, creates a volume of complete darkness in a 30' radius. Torches, lanterns, and even a light spell
will not affect it, and infravision cannot penetrate it. If cast on a creature's eyes, the creature must make a saving throw vs. spells or be blinded until the spell is removed. A continual light spell will cancel its effects. Detect Evil Range: 60' Duration: 2 turns Effect: Everything within 60' When this spell is cast, the spellcaster will see a glow surround all evilly-enchanted objects within 60'. It will also cause creatures that want to harm the spellcaster to glow when they are within range. The spell, however, does nor allow the spellcaster to hear the actual thoughts of the creatures. Remember that Chaotic alignment is not automatically the same as evil, although many Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, but merely dangerous. Detect Invisible Range: 10' per level of the spellcaster Duration: 6 turns Effect: The spellcaster only When this spell is cast, the spellcaster can see all invisible creatures and objects within range. The range is 10' for each level of the spellcaster. For example, a 3rd level spellcaster can use this spell to see invisible things within 30'. Entangle Range: 30' Duration: 1 round per level Effect: Controls ropes This spell allows the spellcaster to use any rope-like object of living or once-living material (roots, vines, leather ropes, plant-fibre ropes, etc.) to behave as he or she orders. About 50' of normal lli" diameter vine plus 5' per level of the caster can be affected. The commands which can be given during an entangle spell include: coil (form a neat stack), coil and knot, loop, loop and knot, tie and knot, and the reverses of all the above. The vine or rope must be within 1' of any object it is to coil around or tie up, so it must often be thrown at the target. This spell is very useful in climbing situations; a spellcaster can toss a rope up the side of a wall or cliff and command it to loop and knot itself around a projection at the height of the throw. Coil and knot effectively ties up a victim. A person or monster attacked by any use of the spell may make a saving throw vs. spells to avoid the effects of the entangle. ESP* Range: 60' Duration: 12 turns Effect: All thoughts in one direction This spell will allow the spellcaster to "hear" thoughts. The spellcaster must concentrate in one direction for six rounds (one minute) to hear the thoughts (if any) of a creature within range. The spell allows the spellcaster to understand the
thoughts of any single living creature, regardless of the language. The spell does not allow the caster to hear the thoughts of undead creatures. If more than one creature is within range and in the direction the caster is concentrating, the spellcaster will "hear" a confused jumble of thoughts. The spellcaster can sort out the jumble only by concentrating for an extra six rounds to find a single creature. ESP will not be hampered by any amount of wood or liquid, and will penetrate as much as two feet of rock, but a thin coating of lead will block the spell. Targets can make a saving throw vs. spell to avoid the spell effects. The reverse of this spell, mindmask, may be cast, by touch, on any one creature. The recipient is completely immune to ESP and all other forms of mind-reading for the spell duration. Invisibility Range: 240' Duration: Permanent until broken Effect: One creature or object This spell will make any one creature or object invisible. When a creature becomes invisible, all items that he carries and wears also become invisible. Any invisible item becomes visible again when it leaves the creature's possession (dropped, set down, etc.). A light source (such as a torch) may be made invisible, but the light given off will always remain visible. If the spellcaster makes an object invisible that is not being carried or worn, it will become visible again when touched by any living creature. An invisible creature will remain invisible until he or she attacks or casts any spell. Knock Range: 60' Duration: See below Effect: One lock or bar This spell will open any type of lock. This spell will open any normal or magically locked door (one affected by a hold portal or wizard lock spell), and any secret door (but a secret door must be found before it can be knocked open). Any locking magic will remain, however, and will take effect once again when the door is closed. This spell will also unlock a gate, or unstick it if it is stuck, and will cause any treasure chest to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door is locked and barred, only one type of lock will be opened. Levitate Range: 0 Duration: 6 turns + 1 turn/level of the caster Effect: The spellcaster only When this spell is cast, the spellcaster may move up or down in the air without any support. This spell does not, however, allow the spellcaster to move from side to side. For example, a spellcaster could levitate to a ceiling, and then could slowly move sideways by pushing and pulling. His movement up or down is at the rate of 20' per round. The spell cannot be cast on another person or object. The spellcaster may carry a normal
amount of weight while levitating, up to 2,000 en (200 lbs) in weight, possibly another mansized creature (if it isn't wearing metal armor). Any creature smaller than man-sized can be carried, unless heavily laden. No saving throw is allowed. Locate Object
Range: 60' + 10' per level of the spellcaster Duration: 2 turns Effect: One object within range
The spellcaster casts this spell to find an object within the spell's range. For this spell to work, the spellcaster must know exactly what the object looks like. He can specify a common type of object, such as "any flight of stairs," instead. The spell will point to the nearest designated object within range, giving the direction but not the distance. The spell's range increases as the spellcaster gains levels of experience. For example, a 2nd level spellcaster can locate objects up to 80' away; a 3rd level spellcaster, up to 90'. Minor Image
Range: 0 Duration: 6 turns Effect: The spellcaster only With this spell, the spellcaster creates Id4 (14) additional images which look and act exactly like him. The images appear and remain next to (within 3' of) the spellcaster, moving if the spell-
caster moves, talking if the spellcaster talks, and so forth. The spellcaster need not concentrate; the images will remain until the duration ends, or until they are hit. The images are not real, and cannot actually do anything. Any successful attack on the spellcaster will strike an image instead, which will merely cause that image to disappear (regardless of the actual damage); this continues until all the images are dispelled. (If the spellcaster is caught in the effect of an area-type attack, such as a fireball spell, all images will disappear and the spellcaster will be affected by the spell.)
vs. spells; if he is successful, the victim is not affected, and realizes that the attack is an illusion. The phantasmal force will remain as long as the spellcaster concentrates. If the spellcaster moves, takes any damage, or fails any saving throw, his concentration is broken and the phantasm disappears. This spell never inflicts any real damage. Those "killed" by it will merely fall unconscious, those "turned to stone" will be paralyzed, and so forth. The effects wear off in Id4 turns. If the character does make his saving throw to realize that the attack is an illusion, the damage sustained disappears immediately.
Phantasmal Force
Range: 240' Duration: Concentration (see below) Effect: A volume 20' x 20' x 20' This spell creates or changes appearances of everything within the area affected. The spellcaster can create the illusion of something he or she has seen. If not, the DM will give a bonus to the saving throws of those trying to ignore the spell's effects. If the spellcaster does not use this spell to attack, the illusion created by this spell will disappear when touched. If the spellcaster uses the spell to create the illusion of a monster, it will appear in every way to be the monster in question. However, the monster is AC 9 and will disappear when hit. If the spellcaster uses the spell to create an attack (a phantasmal magic missile, collapsing wall, etc.), the victim may make a saving throw
Web Range: 10' Duration: 48 turns Effect: A volume 10' X 10' X 10' This spell creates a mass of sticky strands which are difficult to destroy except with flame. It usually blocks the area affected. Giants and other creatures with great strength can break through a web in 2 rounds. A human of Average Strength (a score of 9-12) will take 2d4 (2-8) turns to break through the web. Flames (from a torch, for example) will destroy the web in 2 rounds, but all creatures within the web will be burned for 1-6 (Id6) points of damage. Anyone wearing gauntlets of ogre power (a magical treasure) can break free of a web in 4 rounds.
Wizard Lock Range: 10' Duration: Permanent Effect: One portal or lock
could fly into the ether of outer space. The spell does not protect people from the effects of poison gasses unless the gas in question is a normal component of the atmosphere.
This spell is a more powerful version of a hold portal spell. It will work on any lock, not merely doors, and will last forever (or until magically dispelled). However, a knock spell can open the wizard lock. The wizard who cast the wizard lock can easily open the door he has enchanted, as can any magic-using character or creature of three or more levels (or Hit Dice) greater than the caster. This sort of door-opening does not remove the magic, and the magical lock will relock when allowed to close (just as with the hold portal spell).
Dispel Magic Range: 120' Duration: Permanent Effect: Destroys spells in a 20' cube
Third Level Magical Spells Clairvoyance Range: 60' Duration: 12 turns Effect: See through another's eyes With this spell, the caster may see through the eyes of any single creature in spell range. "Seeing" through a creature's eyes takes one full turn, after which the caster can change to another creature, even one in another direction; he does not have to cast the spell again to do so. Two feet of rock or a thin coating of lead blocks the effects of this spell. No saving throw is allowed. Create Air Range: Immediate area, 8,000 cu. ft. Duration: 1 hour per level of caster Effect: Provides breathable air This spell provides breathable air, especially in areas where otherwise there is none to be had. It is cast on a volume of 8,000 cubic feet (such as a 20' * 20' x 20' room) and, while it is in effect, everyone in that area has good air to breathe. Customarily, it's used when dungeon explorers are trapped where air is running out. When cast in this fashion, the spell effect stays in one place; it does not move with the caster. However, it does not have to be cast in only that way; it can be cast on enclosed vehicle interiors (such as the below-deck areas of ships), living creatures, or pieces of equipment. When it is so cast, it will provide pressurized air for the duration of the spell effect, and the spell will travel with the vehicle on which it is cast. The spell may be cast upon one person, whereupon he can breathe normally. It's not the same as water breathing, though—if he dives underwater, he can still breathe, but great quantities of air are always bubbling up from him, making stealthy travel an impossibility. The spell may be cast upon a specific piece of equipment like a helmet, and whichever one person wears it may breathe normally. If the helmet is not fully enclosed (i.e., airtight), air will leak out from it under pressure; underwater this makes stealthy movement impossible. A flying creature on which this spell is cast can not only breathe in hostile environments, it can fly through airless void. This means that a pegasus-rider could cast one spell on himself and one on his pegasus, and then the two of them
This spell destroys other spell effects in a cubic volume of 20' x 20' x 20'. It does not affect magical items. Spell effects created by a caster (whether cleric, druid, magic-user, or elf) of a level equal to or lower than the spellcaster of the dispel magic are automatically and immediately destroyed. Spell effects created by a higher-level spellcaster might not be affected. The chance of failure is 5% per level of difference between the spellcasters. For example, a 7th level magic-user trying to dispel a web spell cast by a 9th level cleric would have a 10% chance of failure. Dispel magic will not affect a magical item (such as a scroll, a magical sword, etc.). However, it can dispel the effects of the magical item when that item is used (a spellcaster can cast dispel magic on the victim of a ring of human control and snap him out of that control). Fireball Range: 240' Duration: Instantaneous Effect: Explosion in a sphere 40' diameter This spell creates a missile of fire that bursts into a ball of fire with a 40' diameter (20' radius) where it strikes a target. The fireball will cause Id6 points of fire damage per level of the caster to every creature in the area of effect. Each victim may make a saving throw vs. spells; if successful, the spell will only do half damage. For example, a fireball cast by a 6th level spellcaster will burst for 6d6 (6-36) points of damage; characters who make their saving throw vs. spell will take only half of the damage rolled on the dice. Fly Range: Touch Duration: ld6 (1-6) turns + 1 turn per level of the caster Effect: One creature may fly This spell allows the target it is cast upon (possibly the spellcaster himself) tofly.The recipient can fly in any direction and at any speed up to 360' (120') by mere concentration. The recipient may also stop and hover at any point (as a levitate spell); this does not require concentration. Haste* Range: 240' Duration: 3 turns Effect: Up to 24 creatures move double speed This spell allows up to 24 creatures in a 60' diameter circle to perform actions at double speed for half an hour (3 turns). Those affected may move at up to twice normal speed and make double the normal number of missile or handto-hand attacks. This spell does not affect the rate at which 48
magic works, so a hasted spellcaster can still not cast more than one spell per round, and the use of magical devices (such as wands) cannot be speeded up. The reverse of this spell, slow, will remove the effects of a haste spell, or will cause the victims to move and attack at half normal speed. As with haste, the slow spell does not affect spellcasting or the use of magical devices. The victims may make a saving throw vs. spells to avoid the effect. Hold Person* Range: 120' Duration: 1 turn/level Effect: Paralyzes up to 4 creatures The hold person spell will affect any human, demihuman, or human-like creature (bugbear, dryad, gnoll, hobgoblin, kobold, lizard man, ogre, ore, nixie, pixie or sprite, for instance). It will not affect the undead or creatures larger than ogres. Each victim must make a saving throw vs. spells or be paralyzed for nine turns. The spell may be cast at a single person or at a group. If cast at a single person, the victim suffers a - 2 penalty to the saving throw. If cast at a group, it will affect up to four persons (of the cleric's choice), but with no penalty to their rolls. The paralysis may only be removed by the reversed form of the spell, or by a dispel magic spell. The reverse of the spell, free person, removes the paralysis of up to four victims of the normal form of the spell (including hold person cast by a cleric). It has no other effect; e.g., it does not remove the effects of a ghoul's paralysis ability. Infravision Range: Touch Duration: 1 day Effect: One living creature This spell enables the recipient to see in the dark, to a 60' range, with the same sort of vision possessed by dwarves and elves. Infravision is the ability to see heat (and the lack of heat). Dwarves, elves, and casters of the infravision spell have infravision in addition to normal sight and can see 60' in the dark. Infravision does not work in normal and magical light. Fire and other heat sources can interfere with infravision, just as a bright flash of light can make normal vision go black for a short time. With infravision, warm things appear red, and cold things appear blue. For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Characters with infravision can even see items or creatures which are the same temperature as the surrounding air (such as a table or a skeleton), since air flow will inevitably show the viewer their borders, outlining them in a faint lighter-blue tone. Until they move, they will be very faint to the eye; once they start moving, they become blurry but very obvious light-blue figures. Infravision isn't good enough to read by. A character can use his infravision to recognize an individual only if they are within 10' distance unless the individual is very, very distinctive (for example, 8' tall or walking with a crutch).
Invisibility 10' radius
Range: 120' Duration: Permanent until broken Effect: All creatures within 10' This spell makes the recipient (and all others within 10' at the time of the casting) invisible. This is an area effect, and those who move further than 10' from the recipient become visible. They may not regain invisibility by returning to the area. Otherwise, the invisibility is the same as that bestowed by the spell invisibility. An invisible creature will remain invisible until he or she attacks or casts any spell. All items carried (whether by the recipient or others within 10') also become invisible. Lightning Bolt
Range: 180' Duration: Instantaneous Effect: Bolt 60' long, 5' wide This spell creates a bolt of lightning, starting up to 180' away from the caster and extending 60' in a straight line further away. All creatures within the area of effect take Id6 points of damage per level of the spellcaster. (Thus a 6th level elf would cast a lightning bolt doing 6d6 points of damage.) Each victim may make a saving throw vs. spells; if successful, he takes only half damage. If the lightning bolt strikes a solid surface (such as a wall), it will bounce back toward the caster until the total length of the bolt is 60'.
This spell gives the recipient complete protection from all small nonmagical missiles (such as arrows, quarrels, thrown spears, etc.); the ranged attacks simply miss. Large or magical attacks, such as a catapult stone or a magic arrow, are not affected. The spellcaster can cast the spell on any one creature within the spell's range. Water Breathing
Range: 30' Duration: 1 day (24 hours) Effect: One air-breathing creature This spell allows the recipient to breathe while underwater (at any depth). It does not affect his movement in any way, nor does it interfere with the breathing of air if the recipient emerges from the water.
Fourth Level Magical Spells Charm Monster
Range: 120' Duration: Special Effect: One or more living creatures This spell effect is identical to that of a charm person spell, but will affect any creature except an undead monster. If cast on victims with 3 Hit Dice or less, the spell will charm 3d6 (3-18) victims. Otherwise, it will charm only one victim. Each victim may make a saving throw vs. spells to avoid the effects.
Protection from Evil 10' Radius
Gothform Range: Touch Duration: Permanent Effect: Creates up to 30' x 30' cloth
This spell creates an invisible magical barrier all around the caster, extending for a 10' radius in all directions. The spell serves as protection from attacks by monsters of an alignment other than the caster's. Each creature within the barrier gains a +1 to all saving throws, and all attacks against those within are penalized by - 1 to the attacker's attack roll while the spell lasts. In addition, enchanted creatures cannot attack those within the barrier in hand-to-hand (melee) combat. (An enchanted creature is any creature which is magically summoned or controlled, such as a charmed character, or one that is not harmed by normal weapons. A creature that can be hit only by a silver weapon—a werewolf, for example—is not an enchanted creature.) If anyone within the barrier attacks an enchanted creature, the barrier will no longer prevent the creature from attacking hand-to-hand, but the bonus to saving throws and penalty to attack rolls will still apply. Attackers, including enchanted creatures, can attack people inside the barrier by using missile or magical attacks. They do suffer the - 1 penalty to attack rolls, but that is the only penalty they suffer.
This spell creates quantities of cloth up to 3O'X3O'. The cloth created by a single spell must appear in one piece. Unlike many creationtype spells, this one creates cloth that is nonmagical and cannot be dispelled. If the campaign uses the optional general skills and the caster has an appropriate Craft skill, he may shape the cloth as he creates it. He may thus create a tent, a sail, a single garment, a drape, 60' of common rope, etc. If the campaign doesn't use the skills rules, the character could have been defined earlier as one who knows how to work cloth in order for him to do this. Naturally, unshaped cloth created by this spell can later be cut, sewn and otherwise fashioned into such objects. The cloth so created is much like undyed linen—it's tough, serviceable, and unglamorous. A caster can create his cloth with an unfinished end, and later he or another caster can use another dothform to create cloth joined to the first on that edge—and there will be no seam or weakness at the joining. This makes it a good spell for creating rugged, dependable sails. When created, the cloth extrudes from the caster's hands and out along the ground. If there are obstacles, it piles up against them but does not shove them back. The spell may not be cast to create a huge sheet which falls over a unit of enemies, for instance. The cloth, when created, may not be attached to anything except to another expanse of dothform cloth, as described
Range: 0 Duration: 12 turns Effect: Barrier 20' diameter
Protection from Normal Missiles Range: 30' Duration: 12 turns Effect: One creature
above. The cloth cannot be cast in a space occupied by another object. In adventures, this spell is often used to make quick shelters and to create rope. Confusion Range: 120' Duration: 12 rounds Effect: 3-18 creatures in an area 60' across This spell will confuse its victims, affecting all creatures within a 30' radius. Victims with less than 2 + 1 Hit Dice are not allowed a saving throw. Those with 2 +1 or more Hit Dice must make a saving throw vs. spells every round of the spell's duration, if they remain in the area, or be confused. Confused creatures act randomly. The DM should roll 2d6 each round to determine each creature's action, using the following chart: Confusion Results 2d6Roll Result 2-5 Attack the spellcaster's party 6-8 Do nothing 9-12 Attack the creature's own party Dimension Door Range: 10' Duration: 1 round Effect: Safely transport one creature This spell will transport one creature (either the caster or a victim up to 10' from the caster) to a place up to 360' away. The caster picks the desired destination. If he does not know the location, the caster may specify the direction and distance of travel, but the distance cannot exceed a total of 360' (for example, 360' straight up; or 200' west, 60' south, and 100' down). If this would cause the recipient to arrive at a location occupied by a solid object, the spell has no effect. An unwilling recipient may make a saving throw vs. spells to avoid the effect. Growth of Plants* Range: 120' Duration: Special Effect: Enlarges 3000 square feet of plants This spell causes normal brush or woods to become thickly overgrown with vines, creepers, thorns, and briars (or types of small plant-life appropriate to the area). The spell affects an area of up to 3,000 square feet (the caster chooses the dimensions of the spell effect). The plants to be affected must be entirely within the spell's range. The area affected by the spell is impassable to all but giant-sized creatures. The effect lasts until removed by the reversed form of the spell or by a dispel magic spell. The reverse of this spell, shrink plants, causes all normal plants within the area of effect to shrink and become passable. It may be used to negate the effects of the normal spell. Shrink plants will not affect plant-like monsters (such as treants).
{Chapter 3: Spells and Spellcasting each. The illusion will hide the recipients from creatures moving through the area affected. The spell lasts until a dispel magic is cast on it or until the caster decides to drop the illusion. The appearance of each disguised creature returns to normal if the creature moves out of the affected area. However, movement within the area does not destroy the illusion. Polymorph Other
Range: 60' Duration: Permanent until dispelled Effect: Changes one living creature This spell changes the victim into another living creature. The new form may have no more than twice as many Hit Dice as the original, or the spell will fail. The victim's hit points remain the same; an 8th level prince with 32 hit points could end up as a frog with 32 hit points. Unlike the polymorph seJf spell, the polymorph others spell actually turns the victim into the new creature, giving him any and all special abilities of the new form, plus its tendencies and behavior. For example, a hobgoblin polymorphed into a mule will think and act like a mule. This spell cannot create a duplicate of a specific individual, only a race or monster type. For example, a creature polymorphed into a 9th level fighter will indeed become a human, but not necessarily a fighter and no higher than 1st level. The victim of this spell may make a saving throw vs. spells to avoid the effect. The effect lasts until dispelled, or until the creature dies. Hallucinatory Terrain
Range: 240' Duration: Special Effect: Changes or hides terrain in 240' radius (or less) This spell creates the illusion of a terrain feature, either indoors (such as a pit, stairs, etc.) or outdoors (hill, swamp, grove of trees, etc.), possibly hiding a real feature. The caster could create the illusion of solid ground over a series of pits or quicksand pools, or he could create the image of dense forest over his army's camp, etc. The caster may choose to place his hallucinatory terrain over a comparatively small area (for instance, a throne room) or over a much larger one (for example, a hill). If he chooses to cast the spell on a larger terrain feature, the entire feature to be affected must be within the range of the spell. (A hill with greater than a 480' diameter would not be affected.) The spell lasts until the illusion is touched by an intelligent creature, or until dispelled.
level of the caster to every creature in the area. Each victim may make a saving throw vs. spells; if he is successful, he takes only half damage. Fire-type creatures (red dragons, flame salamanders, etc.) have a - 4 penalty on their saving throws, but cold-type creatures (frost giant, frost salamander, etc.) are not affected by the spell. A wall of ice is a thin vertical wall of any dimensions and shape determined by the spellcaster totalling 1,200 square feet or less (10' x 120', 3O'X4O', etc.). The wall is opaque and will block sight. The wall must be cast to rest on the ground or similar support, and cannot be cast in a space occupied by another object. Creatures of less than 4 Hit Dice or levels cannot break through the wall. Creatures of 4 HD or more levels can break through, but take Id6 points of damage in the process. Fire-type creatures each take twice the amount of damage (2d6) while breaking through.
Ice Storm/Wall of Ice
Massmorph Range: 240' Duration: See below Effect: Causes illusion of trees within 240' range
This spell may be cast in either of two ways: either as an icy blast, ice storm, or wall of ice. An ice storm fills a 20' x 20' x 20' cube. If cast in a smaller area, it will remain 20' long at most. The storm inflicts Id6 points of cold damage per
This spell will affect up to 100 human or mansized creatures in a 240' diameter, making them appear to be the trees of an orchard, dense woods, or other large plant life appropriate to the region. (Unless the campaign's deserts feature very large cactus, the spell won't work in the desert.) Unwilling creatures are not affected. Creatures larger than man-size (such as horses) may be included, counting as two or three men
Range: 120' Duration: Storm, 1 round; Wall, 12 turns Effect: Storm in 20' x 20' X 20' volume; or Wall of 1,200 square feet
50 (
Polymorph Self
Range: 0 (Caster only) Duration: 6 turns + 1 turn per level of the caster Effect: Caster may change shapes This spell allows the caster to change shape, taking the physical form of another living creature. The Hit Dice of the new form must be equal to or less than the Hit Dice of the caster, or the spell will fail. The caster's armor class, hit points, attack rolls, and saving throws do not change, and he does not gain special abilities (such as ghouls' paralysis) or special immunities of the new form; however, he does gain the natural physical abilities of the new form. For example, a spellcaster polymorphed into a frost giant has the strength of a frost giant and the ability to hurl boulders, but not immunity from cold. A spellcaster polymorphed into a dragon could fly but would not be able to use any breath weapons or spells. The spellcaster cannot cast spells while polymorphed into a different form. The spell lasts for the listed duration, or until dispelled, or until the caster is killed. This spell will not enable the caster to take the form of a specific individual (see polymorph other). Remove Curse*
Range: Touch Duration: Permanent Effect: Removes any one curse This spell removes one curse, whether on a character, item, or area. Some curses—especially
those on magical items—may only be temporarily removed, at the DM's discretion, requiring a clerical dispel evil spell for permanently removing the effects (or possibly a remove curse cast by a high-level spellcaster). The reverse of this spell, curse, causes a misfortune or penalty to affect the recipient. Curses are limited only by the caster's imagination, but if an attempted curse is too powerful, it may return to the caster (DM's discretion)! Safe limits to curses may include: - 4 penalty on attack rolls; - 2 penalty to all saving throws; prime requisite reduced to half normal. The victim may make a saving throw vs. spells to avoid the curse. Wall of Fire
Range: 60' Duration: Concentration Effect: Creates 1200 square feet of fire This spell creates a thin vertical wall of fire of any dimension and shape, determined by the spellcaster, totalling 1,200 square feet (for example, 10'x 120', 2O'X6O', 30'x40', etc.). The wall is opaque and will block sight. The wall cannot be cast is a space occupied by another object. It lasts as long as the caster concentrates, without moving, on it. Creatures of less than 4 Hit Dice cannot break through the wall. Creatures of 4 HD or more can break through, but take Id6 points of damage in the process. Undead and cold-using creatures (white dragons, frost giants, etc.) each take double damage while breaking through. Wizard Eye Range: 240' Duration: 6 turns Effect: Creates movable invisible eye This spell creates an invisible eye through which the caster can see. It is the size of a real eye and has infravision (60' range). The wizard eye floats through the air at up to 120' per turn, but will not go through solid objects nor move more than 240' away from the caster. The spellcaster must concentrate (without moving) to see through the eye.
Fifth Level Magical Spells
but are immune to sleep and charm effects and poison. Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act. CloudkiU
Range: 1' Duration: 6 turns Effect: Creates a moving poisonous cloud This spell creates a circular cloud of poisonous vapor, 30' across and 20' tall, which appears next to the spellcaster. It moves away at the rate of 60' (20' per round) in any one direction (with the wind, if any; otherwise, in the direction chosen by the caster). This cloud is heavier than air and will sink when possible (going down holes, sliding downhill, etc.). The cloud will evaporate if it hits trees or thick vegetation. If cast in a small area (such as in a 10' tall dungeon corridor), the cloud may be of smaller than normal size. All living creatures within the cloud take 1 point of damage per round. Any victim of less than 5 Hit Dice must make a saving throw vs. poison or be killed by the vapors. Conjure Elemental Range: 240' Duration: Concentration Effect: Summons one 16 HD elemental This spell allows the caster to summon any one elemental (AC - 2 , HD 16, Damage 3d8; see the description of elementals in Chapter 14). The caster can only summon one of each type of elemental (earth, air, fire, water) in one day. The elemental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentrating. The caster cannot fight, cast other spells, or move over half Normal Speed, else he will lose control of the elemental. If he loses control, he cannot regain it. An uncontrolled elemental will try to slay its summoner, and may attack anyone in its path while pursuing him. The spell's caster may return a controlled elemental to its home plane simply by concentration. A dispel magic or dispel evil spell can return an uncontrolled elemental to its plane. Contact Outer Plane
Animate Dead Range: 60' Duration: Permanent Effect: Creates zombies or skeletons
Range: 0 (spellcaster only) Duration: See below Effect: 3-12 questions may be answered
This spell allows the spellcaster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell. For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn 't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD. Animated creatures do not have any spells,
This spell allows the spellcaster to contact one of the outer planes of existence to seek knowledge from an Immortal creature—a powerful magical being played by the DM. The wisest and most powerful Immortals live on the most distant outer planes. However, mental contact with an Immortal may cause a mortal to go insane. The more distant the plane, the greater the chance of a correct answer—but the greater the chance of insanity as well. The number of questions the spellcaster may ask is equal to the "distance" to the outer plane. "Distance" to any other plane of existence is measured in the number of planes the character would have to cross in order to visit that plane. See the chart on page 264 to see where the various planes of existence lie in relation to one an-
other. The "distance" between the Prime Plane and the closest outer plane is 3—the Ethereal, elemental, and Astral Planes lie "between" them. There are many outer planes, many too far removed to be affected by this spell. The caster may choose the distance, up to the maximum allowed. The DM checks the caster's chance of insanity once, when the Immortal is first contacted. If the caster is 21st level or greater, the chance of insanity is reduced by 5 % per level of the caster above 20. Even if insanity does not result, the Immortal may still not know the answer to the character's questions, or may lie, at the DM's discretion. If the DM does not wish just to decide whether the Immortal knows or is lying, he can roll on the chart below to determine this. Contact Outer Plane Distance & Number of Chance of. . Questions Insanity Knowing Lying* 25% 3 5% 50% 10% 30% 4 45% 15% 40% 5 35% 20% 6 40% 35% 7 8
25% 30%
9
35% 40% 45% 50%
10 11 12
50% 60% 70% 80% 90%
95%
30% 25% 20% 15% 10%
5%
* Or not knowing The spellcaster can use this spell once a month at most (or less often, at the DM's option). An insane character recovers with rest, after a number of weeks of game time equal to the number of the plane contacted. Dissolve* Range: 120' Duration: 3-18 days Effect: Liquifies 3000 square feet This spell changes a volume of soil or rock (but not a construction) to a morass of mud. An area up to 10' deep or thick is affected, and may have up to 3,000 square feet of surface area. The magic-user may choose the exact width and length (20' x 150', 30' x ioo', etc.), but the entire area of effect must be within 240' of the caster. Creatures moving through the mud are slowed to 10% of their normal movement rate at best, and may become stuck (at the DM's discretion, a victim must make saving throw vs. spells to avoid becoming stuck). The reverse of this spell (harden) will change the same volume of mud to rock, but -permanently. A victim in the mud may make a saving throw vs. spells to avoid being trapped in the hardened mud. Feeblemind Range: 240' Duration: Permanent until dispelled Effect: Lowers Intelligence score to 2 This spell will only affect a magic-user, elf, or a monster which can cast magical spells; it does not affect those which cast only cleric or druid
It will make the victim helpless, unable to cast spells or think clearly (as if the victim has an Intelligence score of 2). The victim may make a saving throw vs. spells to avoid the effect, but with a - 4 penalty to the roll. The feeblemind lasts until removed by a dispel magic spell (at normal chances for success) or by a cleric's cureall spell. Hold Monster*
Range: 120' Duration: 6 turns +1 turn per level of the caster Effect: Paralyzes 1-4 creatures This spell has an effect identical to that of a hold person spell, but will affect any living creature. (It does not affect the undead.) Each victim must make a saving throw vs. spells or be paralyzed. The spell may be cast at a single creature or a group. If cast at a single creature, the victim takes a - 2 penalty to his saving throw. If cast at a group, it will affect Id4 creatures (of the spellcaster's choice, and within spell range), but with no penalties to the saving throw. The reverse of this spell, free monster, removes the paralysis of up to four victims of hold person or hold monster spells. It has no other effect. Magic Jar
Range: 30' Duration: See below Effect: Take over one body This spell causes the caster's body to fall into a trance, while the caster's life force is placed in an inanimate object (which is called a magic jar regardless of its form; it does not have to be an actual jar) within range. From this object, the caster's life force may attempt to take over any one creature within 120' of the magic jar. If the victim makes a successful saving throw vs. spells, the attempt fails and the caster may not try to take over that victim again for one turn. If the victim fails the saving throw, the caster takes over his body and the life force of the victim is placed into the magic jar. The caster may cause the body to perform any normal actions, but not special abilities (similar to a polymorph self effect). A dispel evil spell will force the spellcaster's life force out of the victim's body and back into the magic jar. When the spellcaster returns to his or her real body, the victim's life force returns to his body and the spell ends. If the possessed body is destroyed, the victim's life force dies, and the caster's life force returns to the magic jar. From there the caster may try to take over another body or return to the original body. If the magic jar is destroyed while the caster's life force is within it, the caster is killed. If the magic jar is destroyed while the caster's life force is in a victim's body, the life force is stranded in that body, and the life force of the body's original owner is destroyed. If the caster's original body is destroyed, his life force is stranded in the magic jar until the caster can take over another body! The taking over of another body is a Chaotic
Passwall
Range: 30' Duration: 3 turns Effect: Creates a hole 10' deep This spell causes a hole 5' diameter, 10' deep to appear in solid rock or stone only. The hole may be horizontal or vertical. The stone reappears at the end of the duration. If someone is still in the tunnel when the stone reappears, he gets a saving throw vs. turn to stone. If he succeeds, he is hurled out the nearest end of the tunnel. If he fails, he is trapped within the reappearing stone, and dies. Telekinesis
Range: 120' Duration: 6 rounds Effect: 200 en of weight per level of caster
This spell enables the spellcaster to move a creature or object simply by concentrating. The item may weigh up to 200 en (20 lbs) per level of the caster (a 10th level elf could move an object weighing up to 2,000 en, or 200 lbs). The caster may move the object in any direction, at a rate of up to 20' per round. An unwilling victim may make a saving throw vs. spells to avoid the effect. If he makes the roll, he doesn't budge. If a target is being held by someone, the holder can make a saving throw with a - 2 penalty to retain the target item. If the telekinesis grabs an object that is being carried but not held in the hand, the owner may grab for it as it is yanked away. To catch the departing object, he must make a saving throw vs. spells with a — 5 penalty. The caster must concentrate while moving objects, and the objects will fall if the caster is disturbed. Teleport
Range: 10' Duration: Instantaneous Effect: Transports one creature with equipment
This spell instantly transports the spellcaster or another recipient to any unoccupied destination on the same plane of existence. Distance does not matter so long as the destination is on the same plane. The recipient arrives at the destination with all equipment he was carrying. An unwilling victim can make a saving throw vs. spell to avoid the spell effects. The caster may not deliberately choose a destination he knows to be occupied by a solid object, and he must choose to appear on a surface (such as ground level or the top of a building); he cannot choose to appear far up in the air. Teleporting is dangerous; there is a chance the teleporter will appear in a solid object. The teleporter's chance of arriving safely depends on how carefully the caster has studied the area. On the chart below, the DM determines how well the caster knows the destination. Teleport Chances Knowledge of Destination Casual General Exact 01-50 01-80 01-95 51-75 81-90 96-99 76-00 91-00 00
Result Success Too High Too Low
"Casual Knowledge" means that the caster has been there once or twice, or is visualizing the aiming point from descriptions or magical means. "General Knowledge" means the caster has been to the area often, or has spent several weeks studying the area magically (via crystal ball, etc.). "Exact Knowledge" means the caster has made a detailed personal study of the area. Once the DM has determined how well the character knows the destination, the DM rolls d%. If the result is "Success," the teleporter arrives exactly where the caster desired. If the result is "Too High," the recipient arrives ldlOX 10' above the desired destination, then falls, taking damage on impact (Id6 points of damage per 10' fallen). (If he had already cast a fly or levitate spell, or already had aflyingdevice operating, he can avoid this damage.) If the result is "Too Low," the recipient arrives ldlO x 10' below the desired location. Any creature teleporting into a solid object is instantly killed unless a vacant area (such as a cave or dungeon) lies at that point (DM's discretion). Wall of Stone
Range: 60' Duration: Special Effect: Creates 1000 cubic feet of stone This spell creates a vertical stone wall exactly 2' thick. The caster chooses the wall's dimensions and shape, but its total area must be 500 square feet or less (10'X50\ 2O'X25', etc.), and the entire wall must be within 60' of the caster. The caster must create the wall where the wall will rest on the ground or similar support, and cannot create the wall in a space already occupied by another object. The wall lasts until it is dispelled or physically broken. If a wall of stone topples, it causes lOdlO points of damage to what it hits, and it shatters. Woodform
Range: Touch Duration: Permanent Effect: Creates 1,000 cubic feet of wood This spell creates a mass of wood equal to 1,000 cubic feet; it may be arranged in any fashion the caster desires (10' x 10' x 10' block, 25' x 20' x 2' wall, etc.) Casting time varies depending on the complexity of the design. A simple wall and other simple shapes take 1 round. A simple staircase may take 10 rounds (1 turn). A complicated design which is supposed to adhere to very tight specifications—such as the keel of a ship—could take the maximum time allowable, 12 turns (2 hours) just to work up in rough form. When the caster wants to try a complicated design, the DM decides how long the casting will take. The object must be created as a single piece, with no moving parts. The original caster of the spell may later cast woodform on an object he has already created with the same spell, in order to modify it for up to two hours. This is how spellcaster artists often make fine woodcarvings, for instance. When he is satisfied with his work, he casts woodform on it one last time to "lock it in place," and it may no longer be modified by woodform spells.
The mass of wood must be created so as to rest on the ground or similar support, and cannot be cast in a space occupied by another object. A caster can create his wood with one or more rough sides, and later he or another caster can use another woodform to create wood perfectly joined to the first on that side—and there will be no seam or weakness at the joining. This makes it a good spell for creating strong ships and wooden buildings. The caster may decide what sort of wood is created, within reason. The DM may refuse to allow the caster to pick very expensive, exotic, or magical woods. The wood created by this spell is not dispellable; it lasts until broken through, burned, or destroyed by spells like disintegrate. The armor class and hit points of building materials are given in the Fortifications Table on page 137. Based on those guidelines, a wall of wood has an AC of ~4(6) and 60 hit points per 1' thickness. Most building exterior walls would be about 8" thick and have 40 hit points.
Sixth Level Magical Spells Anti-Magic Shell Range: 0 (Caster only) Duration: 12 turns Effect: Personal barrier which blocks magic This spell creates an invisible barrier around the spellcaster's body (less than an inch away). The barrier stops all spells or spell effects, including the caster's. The caster may destroy the shell at will; otherwise, it lasts for the duration. Except for a wish, no magic (including a dispel magic spell) can cancel the barrier. Death Spell Range: 240' Duration: Instantaneous Effect: Slays 4d8 (4-32) Hit Dice of creatures within a 60' * 60' x 60' area This spell will affect 4d8 (4-32) Hit Dice of living creatures within the given area. Normal plants and insects are automatically slain, and those with no hit points (normal insects, plants smaller than shrub-sized, for instance) are not counted in the total affected. Undead axe not affected, nor are creatures with 8 or more Hit Dice (or levels of experience). The lowest Hit Dice creatures are affected first. Each victim must make a saving throw vs. death ray or die. Disintegrate Range: 60' Duration: Instantaneous Effect: Destroys one creature or object This spell causes one creature or nonmagical object to crumble to dust. A victim may make a saving throw vs. death ray to avoid the effect. (The spell can disintegrate a dragon, a ship, or a 10' section of wall, for example.) The spell does not affect magical items or spell effects.
Geas* Range: 30' Duration: Until completed or removed Effect: Compels one creature
Move Earth Range: 240' Duration: 6 turns Effect: Moves soil
This spell forces a victim either to perform or avoid a stated action. For example, a character may be geased to bring back an object for the caster, to eat whenever the chance arises, or never to reveal certain information. The action must be possible and not directly fatal or else the geas will return and affect the caster instead! When the spell is first cast, the victim may make a saving throw vs. spells to avoid the spell's effect. If the victim ignores the geas, penalties (decided by the DM) are applied until the character either obeys the geas or dies. Suitable penalties include penalties in combat, lowered ability scores, loss of spells, pain and weakness, and so forth. Dispel magic and remove curse spells will not affect a geas. The geas makes the victim perform an action, but does not make him think it is his own idea: Once he finishes performing his task, he may decide to exact revenge on the spellcaster. The reverse of this spell, remove geas, will rid a character of an unwanted geas and its effects. However, if the caster is of a lower level than the caster of the original geas, there is a chance of failure (5% per level difference).
This spell causes soil (but not rock) to move. The caster can use the spell to move earth horizontally to make a hill, or vertically, to open a large hole (one up to 240' deep, unless it reaches solid rock). The spell moves the soil at up to 60' per turn, and at the end of the spell duration, the moved soil remains where it is put. This spell is helpful for constructing castles.
Invisible Stalker Range: 0 (Caster only) Duration: Until mission is accomplished Effect: Summons one creature This spell summons an invisible stalker (from Chapter 14) which will perform one task for the caster. The creature will serve the caster regardless of the time or distance involved, until the task is completed or until the creature is slain. A dispel evil spell will force the creature to return to its home plane. Lower Water Range: 240' Duration: 10 turns Effect: Cuts depths to half normal This spell causes a body of water to lower to half its normal depth. It will effect an area up to 10,000 square feet (width and length). If cast on a constantly-renewed source of water (such as a river or ocean), it lowers that area of water for the entire duration of the spell (or until it is dispelled); surrounding water does not rush in until the spell is ended. If cast around a boat or ship, the vessel may become stuck. At the end of the spell's duration, the sudden rush of water filling the "hole" will sweep a ship's deck clear of most items (and people who fail their saving throws vs. spells) and cause ldl2 + 20 (21-32) points of hull damage. This spell can turn a rampaging river into a river which the heroes' party can ford, can cause some pools to lower far enough for the adventurers to see what's deeper in them, etc. If cast around a boat or ship, this spell may cause the bay or river to drop enough for the vessel to become stuck. ) 53
Projected Image Range: 240' Duration: 6 turns Effect: Creates one image This spell creates an image of the caster up to 240' away; the image will last without concentration. The projected image cannot be distinguished from the original except by touch. Any spell the spellcaster casts will seem to come from the image, but the caster must still be able to see the target. Spells and missile attacks will not appear to affect the image. If the image is touched or struck by a hand-to-hand weapon, it disappears. Reincarnation Range: 10' Duration: Permanent Effect: Creates a new body To cast this spell, the magic-user must have a part (however small) of a dead body. The spell magically creates a new body, and the life force which was once in the dead body returns and inhabits the new one. The DM can choose what sort of body is created, or can refers to the tables below to decide. If the life force is reincarnated as a different race, all details of the new race apply, instead of the old. For example, a cleric reincarnated as an eh0 is no longer a cleric, but is able to cast magicuser spells and fight as an elf. The victim's level of experience does not change unless restricted by the maximum for demihumans. If the victim is reincarnated in a monster body, the victim's alignment helps determine the type of monster which appears; a character will not be reincarnated in the body of a monster that cannot have his alignment. A monster body may not gain levels of experience; the character must play as the reincarnated creature, or retire from play, or (perhaps) be reincarnated again when slain. Reincarnation Results Type of Body Appearing (Roll Ids) 1 Human 5 Elf 2 Human 6 Halfling 3 Human 7 Original race 4 Dwarf 8 Monster (see below)
Type of Monster Body Appearing (Roll Id6) Neutral Chaotic 166: Lawful Ape, White Bugbear 1 Blink Dog Bear* Gnoll 2 Gnome Kobold 3 Neanderthal Centaur Griffon 4 Owl, giant Manticore Lizard Man Ore 5 Pegasus 6 Treant Pixie Troglodyte * Any normal bear The DM may add more monsters to the lists. Such monsters should have 8 Hit Dice or less and should be at least semi-intelligent. Stone to Flesh* Range: 120' Duration: Permanent Effect: One creature or object This spell turns any one statue (or quantity of stone up to 10' x 10' x io') to flesh. It is usually used to restore a character turned to stone (by gorgon breath, for example). The reverse of this spell, flesh to stone, will turn one living creature, including all equipment carried, to stone. The victim may make a saving throw vs. turn to stone to avoid the effect. Stoneform Range: Touch Duration: Permanent Effect: Creates 1,000 cubic feet of stone This spell creates a mass of stone equal to 1,000 cubic feet; it may be arranged in any fashion the caster desires ( 1 0 ' x i o ' x i o ' block, 25'x 20'x 2'wall, etc.). Casting time varies depending on the complexity of the design. A simple wall and other simple shapes take 1 round. A simple staircase may take 10 rounds (1 turn). A complicated design meant to adhere to very tight specifications—such as an ornate fountain or statue—could take the maximum time allowable, 12 turns (2 hours), just to work up in rough form. When the caster wants to try a complicated or unusual design, the DM decides how long the casting will take. The object must be created as a single piece, with no moving parts. The original caster of the spell may later cast stoneform on an object he has already created with the same spell in order to modify it for up to two hours. This is how magic-user artists often make fine statues, for instance. When he is satisfied with his work, the magic-user casts stoneform on it one last time to "lock it in place," and it may no longer be modified by stoneform spells. The mass of stone must be created to rest on the ground or similar support, and cannot be cast in a space occupied by another object. A caster can create his stone with one or more rough sides, and later he or another caster can use another stoneform to create stone joined to the first on that side—and there will be no seam or weakness at the joining. This makes it a good spell for creating strong walls and gigantic buildings—colisea, palaces, etc. The caster may decide what sort of stone is created, within reason. The DM may refuse to allow the caster to pick very expensive, exotic, or magical stones. Valuable jade, for instance, is an in-
appropriate choice. However, a caster can choose such stones as clear lead crystal, and so make thick, strong, perfect windows with this spell. The stone is not dispellable; it lasts until broken or destroyed by spells like disintegrate. The armor class and hit points of building materials are given on the Fortifications Table on page 137. In general, from those guidelines, stone walls have an AC of ~4(6) and 100 hit points per 1' thickness; doing 500 hit points of damage to a 5' wall will definitely knock a hole in it. Building exterior walls tend to be about 7" thick and have 60 hit points.
mal. Excess water (from rain, snow, mud transmuted from rock, etc.) dries up. High Winds: No missile fire or flying is possible. Movement reduced to half normal. At sea, ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm, for half normal movement and 20' visibility. Tornado: This creates a whirlwind under the magic-user control, attacking and moving as if it was a 12 HD air elemental. At sea, treat the tornado as a storm or gale.
Wall of Iron Range: 120' Duration: Permanent Effect: Creates 500 square feet of iron
Charm Plant Range: 120' Duration: 6 months(see below) Effect: Charms one tree or more smaller plants
This spell creates a vertical wall of iron exactly 2' thick. The magic-user may choose any length and width, but the total area must be 500 square feet or less (10'X50\ 2O'X25', etc.), and the entire wall must be within 120' of the caster. The caster must create the wall so it rests on the ground or similar support. It cannot be cast in a space occupied by another object. It lasts until dispelled, disintegrated, or physically broken (though it will resist all but giant-sized physical attacks). Most other spell effects, including fireball, lightning bolt, etc., have no effect on a wall of iron. If the wall is made to topple, it causes lOdlO (10-100) points of damage to whatever it hits, and shatters. If the wall is attacked, it has a number of hit points equal to the level of the caster. A rust monster can destroy a wall of iron with a single touch. Otherwise, the wall can only be damaged by battering; see Chapter 9 (page 118) for more on battering attacks.
Similar to a charm person spell, this effect causes one tree, six medium-sized bushes, 12 small shrubs, or 24 small plants to become friends of the magic-user (no saving throw). However, a plant-like monster (treant, shrieker, etc.) may make a saving throw vs. spells to resist the effect. The charmed plants will understand and obey all commands of the magic-user, as long as the tasks are within their ability (including the entangling of passers-by within range, but not including movement, sensing alignment, etc.). The plants will remain charmed for six months, until the charm is dispelled, or until winter (when they sleep). (This spell is quite useful around a stronghold, both inside and out, especially when used after a 4th level growth of plants spell, and possibly a permanence as well.)
Weather Control Range: 0 (magic-user only) Duration: Concentration Effect: All weather within 240 yards This spell allows the magic-user to create one special weather condition in the surrounding area (within a 240 yard radius). The spellcaster may select the weather condition. The spell only works outdoors, and the weather will affect all creatures in the area (including the caster). The effects last as long as the spellcaster concentrates, without moving; if the caster is being moved (for example, aboard a ship), the effect moves also. The spell's effects vary, but the following results are typical: Rain: — 2 penalty to attack rolls applies to all missile fire. After three turns, the ground becomes muddy, reducing movement to half the normal rate. Snow: Visibility (the distance a creature can see) is reduced to 20'; movement is reduced to half the normal rate. Rivers and streams may freeze over. Mud remains after the snow thaws, for the same movement penalty. Fog: 20' visibility, half normal movement. Those within the fog might become lost, moving in the wrong direction. Clear: This cancels bad weather (rain, snow, fog) but not secondary effects (such as mud). Intense Heat: Movement reduced to half nor-
Seventh Level Magical Spells
Create Normal Monsters Range: 30' Duration: 1 turn Effect: Creates 1 or more monsters This spell causes monsters to appear out of thin air. All monsters appearing will understand and obey the caster's commands—fighting, carrying or fetching things, etc. They will faithfully obey all commands to the best of their abilities. Each monster will appear carrying its normal weapons and wearing its normal armor (if any), but arrives otherwise unequipped. At the end of one turn, all the monsters created vanish back into thin air, along with all their equipment. (If a monster has dropped a weapon while fighting and then vanishes, the weapon disappears, too.) The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell. (If the spellcaster's level is not an exact multiple of the monsters' Hit Dice, drop all fractions). The magic-user may choose the exact type of monsters created, but he must select only monsters with no special abilities (i.e., no asterisk next to the Hit Die number in the monster explanation). This spell does not create humans, demihumans, or undead. Creatures of 1-1 Hit Dice are counted as 1 Hit Die; creatures of V2 Hit Die or less are counted as 1h Hit Die each. Example: With this spell, a 15th level caster could summon 30 giant bats, rats, or kobolds O/2 Hit Die monsters); or 15 goblins, ores, or hobgoblins (1 Hit Die monsters); or 7 rock ba-
boons, gnolls, or lizard men (2 Hit Die monsters); or 5 boars, draco lizards, or bugbears (3 Hit Die monsters); or 3 black bears, panthers, or giant weasels (5 Hit Die monsters); and so forth. Delayed Blast Fireball
Range: 240' Duration: 0 to 60 rounds Effect: Delayed blast fireball of 20' radius As the name implies, this is a fireball spell whose blast can be delayed; it behaves like a time bomb. When he casts the spell, the magicuser states the exact number of rounds of delay (from 0 to 60) until the spell detonates. A small rock, very similar in appearance to a valuable gem, then shoots out toward the desired location, and remains at that location until the stated delay elapses. The "gem" may be picked up, carried, and so forth. When the stated duration ends, it explodes in an effect identical to a normal fireball—a sudden instantaneous explosion inflicting Id6 points of damage per level of the caster to all within the area of effect (a sphere of 20' radius). Each victim may make a saving throw vs. spells to take half damage. Once the spell has been cast, the explosion cannot be hurried nor further delayed, except with a wish. The "gem" created is pure magic, not an actual object, and cannot be moved magically (by telekinesis, telepon, etc.); however, it can be dispelled. Ironfonn Range: Touch Duration: Permanent Effect: Creates 500 square feet of iron This spell creates a wall of iron 2" thick (or less) with an area equal to 500 square feet; it may be arranged in any fashion the caster desires (10' x 50' wall, or 25' * 20' wall, etc.) Casting time varies depending on the complexity of the design. A simple wall and other simple shapes take 1 round. A simple staircase may take 10 rounds (1 turn). A complicated design which is supposed to adhere to very tight specifications—such as a giant portcullis—could take the maximum time allowable, 12 turns (2 hours) just to create in rough form. When the caster wants to try a complicated or unusual design, the DM decides how long the casting will take. The object must be created as a single piece, with no moving parts. The original caster of the spell may later cast ironform on an object he has already created with the same spell, in order to modify it for up to two hours. This is how magicuser artists often make fine iron statues, for instance. When he is satisfied with his work, he casts ironfonn on it one last time to "lock it in place," and it may no longer be modified by ironform spells. The iron wall must be created to rest on the ground or similar support, and cannot be cast in a space occupied by another object. Unlike the metal created by the wall of iron spell, it does not have to be created in a vertical position. A caster can create his iron with one or more rough sides, and later he or another caster can use another ironform to create iron joined to the
first on that side—and there will be no seam or weakness at the joining. This makes it a good spell for creating iron reinforcements for walls. The iron so created is not dispellable; it lasts until broken or destroyed by spells like disintegrate or creatures such as rust monsters. The armor class and hit points of building materials are given in the Fortifications Table on page 137. Following these general guidelines, we find that an iron wall will have an AC of 10(2) and about 15 hit points per 1" thickness. Lore
Range: 0 (magic-user only) Duration: Permanent Effect: Reveals details of 1 item, place, or person By means of this spell, the magic-user may gain knowledge of one item, place, or person. If the caster holds the item being studied, the spell takes Id4 turns to complete, and the magic-user learns the item's name, method of operation and command words (if any), and approximate number of charges (if any, within five of the correct number). If the item has more than one mode of operation, or more than one command word, only one function will be revealed for each lore spell used, and the spell will not even hint that the object has any other functions. If.the spell is being used to investigate a place or person, or an item which the caster is not holding, the spell may take ldlOO days to complete. A purely legendary topic should require large amounts of time, and the information gained may be in the form of a riddle or poem. The Dungeon Master should reveal only general details if the place is large, or if the person is of great power. Magic Door*
Range: 10' Duration: 7 uses Effect: Creates one passage This spell may be cast on any wall, floor, ceiling, or section of ground. It creates a magical, invisible doorway that only the spellcaster may use. It also creates a passage through up to 10' of non-living solid material beyond the doorway itself. It cannot be created in a living object of any kind. The door is undetectable except by a detect magic spell, and cannot be destroyed except by a dispel magic spell (at normal chances for success). The magic door lasts until dispelled, or until it has been used seven times. Note that each oneway passage through the door is counted as a •separate use. The reverse of this spell, magic lock, is a powerful version of the 2nd level wizard lock spell, but cannot be affected by a knock spell or by the effects of any magical item. The magic lock causes any one portal to become totally impassable as long as the magic remains; only the spellcaster can use the portal. The spell can affect an empty 10' x 10' portal-like area (such as an empty doorway). The locked portal does not change in appearance. As with a magic door, the enchantment remains until the portal has been used seven times or until removed by a dispel magic spell. 55'
Mass Invisibility* Range: 240' Duration: Permanent until broken Effect: Creatures or objects in 60' square area This bestows invisibility (as the 2nd level spell) on several creatures. All the recipients must be within an area 60' square within 240' of the magic-user. The spell will affect up to 6 dragon-sized creatures, or up to 300 man-sized creatures. After the spell is cast, each creature becomes invisible, along with all equipment it carries (as per the invisibility spell, above). An invisible creature will remain invisible until he or she attacks or casts any spell. The reverse of this spell, (appear), will cause all invisible creatures and objects in a 20' X 20' X 20' volume to become visible. Creatures on the Astral and Ethereal planes are not within the area of effect; the spell cannot reach across planar boundaries. All other forms of invisibility are affected, both magical and natural, and all victims of this spell cannot become invisible again for one full turn. Power Word Stun
Range: 120' Duration: 2d6 or Id6 turns Effect: Stuns 1 creature of 70 hp or less This lets the caster stun one victim within 120' (no saving throw). A victim with 1-35 hit points is stunned for 2d6 turns; a victim with 36-70 hit points is stunned for Id6 turns. No creature with 71 or greater hit points is affected. Reverse Gravity Range: 90' Duration: 1li round (2 seconds) Effect: Causes victims in a 30' cubic volume to fall upward This spell affects all creatures and objects within a cubic volume 30' x 30' x 30', causing them to "fall" in a direction opposite the normal gravity. In two seconds, creatures and objects can "fall" amaximumof 65'. No saving throw is allowed, and all victims hitting a ceiling or other obstruction take Id6 points of damage per 10' "fallen." Note that after the two seconds have elapsed, gravity returns to normal and all victims will fall back to their original places, suffering more falling damage. The DM should make a morale check for each NPC victim of this spell. Example: A magic-user casts this spell at a group of approaching giants in a 40' tall room. The giants "fall" to the ceiling and then back to the floor, each taking a total of 8d6 points of damage in the process: 4d6 from "falling" up and hitting the ceiling, and another 4d6 from falling back down to the floor. Statue Range: 0 (Magic-user only) Duration: 2 turns per level of the caster Effect: Allows caster to turn to stone This allows the magic-user to change into a statue, along with all nonliving equipment he carries, up to once per round (to or from statue form) for the duration of the spell. The caster can concentrate on other spells while in statue
for, though he can cast no new spells while in this form. Although this spell does not give him immunity to "turn to stone" effects (from a gorgon's attack), the caster may simply turn back to normal one round after becoming petrified. While in statue form, the magic-user is armor class - 4 , but cannot move. He cannot be damaged by cold or fire (whether normal or magical) or by normal weapons. He does not breathe, and is thus immune to all gas attacks, drowning, etc. Magical weapons and other spells (such as lightning bolt) inflict normal damage on him. If a fire or cold spell is cast at the magic-user while in normal form, the character need only win initiative (with a + 2 bonus) to turn into a statue before the attacking spell strikes. Summon Object Range: Infinite Duration: Instantaneous Effect: Retrieves one object from caster's home By means of this spell, the magic-user can cause one nonliving object to leave the spellcasters's home and appear in his hand. The object must weigh no more than 500 en (50 pounds), and may be no bigger than a staff or small chest. The spellcaster must be very familiar with the item and its exact location, or the spell will not work. The caster must also have prepared the item beforehand by sprinkling it with a special powder that costs 1,000 gold pieces per item prepared; the powder becomes invisible and does not interfere with the item in any way. The spell cannot summon items that have not been prepared in this fashion. If the magic-user prepares a chest for use with this spell, fills the chest with weapons and magical items, and then later tries to summon it to him, the chest appears—empty. All its contents stay behind, where the chest originally stood, since they have not been magically prepared for use with the spell, and since the spell can summon only one prepared object at a time. If another being possesses the item summoned, it will not appear, but the caster will know approximately who and where the possessor is. The magic-user may use this spell from any location, even if the item summoned is on another plane of existence. Sword Range: 30' Duration: 1 round per level of the caster Effect: Creates a magical sword When this spell is cast, a glowing sword made of magic, rather than metal, appears next to the caster. The magic-user may cause it to attack any creature within 30', simply by concentrating; the sword flies to the target and attacks. If the caster's concentration is broken, the sword merely stops attacking. It remains in existence for one round per level of the spellcaster. The sword moves very quickly, attacking twice per round and making its attack rolls at the caster's level. Damage is the same as a two-handed sword (ldlO), but this magical creation is capable of hitting any target (even those hit only by powerful magical weapons). The sword cannot be destroyed before the duration ends, except by a dispel magic spell effect
(at normal chances of success) or a wish. Teleport Any Object Range: Touch Duration: Instantaneous Effect: Causes 1 object to teleport This spell is similar to the 5th level teleport spell, but nonliving objects can be affected. After casting this spell, the spellcaster may touch one creature or object and cause it to teleport. The normal chance of error apply (see the description of the teleport spell above)l an object appearing too high will fall and probably break, while one appearing too low will be destroyed instantly. If the spellcaster uses this spell to teleport himself, there is no chance for error. The caster may not deliberately choose a destination occupied by a solid object or in open air above the ground. The maximum weight affected is 500 en (50 pounds) per level of the caster. If an object is a solid pan of a greater whole (such as a section of wall), the spell will teleport a maximum of one 10' x 10' x 10' cube of material. If the caster is trying to teleport a creature that weighs more than the spell allows, the spell fails. If another creature holds or carries the item which the caster is trying to teleport, the creature may make a saving throw vs. spells (with a - 2 penalty). If the saving throw is successful, the teleport fails. If the caster touches another creature, the target creature may make a saving throw vs. spells (if so desired) to avoid being teleported, but with a — 2 penalty to the roll.
Eighth Level Magical Spells Clone Range: 10' Duration: Permanent Effect: Grows one duplicate creature from a piece of the original creature A clone is an exact duplicate of another living creature, grown from a piece of the original through the use of this spell. The piece need not be alive at the time the spell is cast. A human or demihuman clone is rare and may be very dangerous. A clone of any other living creature is a more common thing called a simulacrum. A character can have only one clone at a time; attempts at making multiple clones of a single character automatically fail. Undead and constructs cannot be cloned, because they are not living creatures. (\bu could clone someone from flesh taken before that person became undead, but he would not be subject to the effects described below for situations where two examples of the same person exist.) Human and demihuman clones: To create a human or demihuman clone, this spell must be cast on one pound of the person's flesh. This spell requires the caster to use up other materials costing 5,000 gold pieces per Hit Die of the original. The clone awakens only when fully grown; this takes one week per Hit Die of the clone. When completed, the clone is not magical and cannot be dispelled. If the human or demihuman original is not alive when the clone awakens, the clone has all 56 i
the features, statistics (abilities), and memories possessed by the original at the time the flesh was taken. This is a very important point. For example, a 20th level magic-user might leave a pound of flesh with a scroll of this spell, so that he might be restored if lost; but if the character gains another ten levels of experience and then dies, the clone will be the younger, lessexperienced, 20th level form. If a clone duplicates a person still living, or if the original person regains life, a very hazardous situation develops. Each form instantly becomes aware of the other's existence. A partial mindlink exists between them; each can feel the other's emotions (but no other thoughts). If either one is damaged, the other takes the same damage (but may make a saving throw vs. spells to take half damage). This effect does not apply to charm, sleep, cures, or other effects that do not cause damage. The clone is immediately obsessed with the need to destroy its original and will do anything to accomplish this. From the time a clone becomes aware of its original, it has one day per level of its creator (i.e., the caster of the clone spell) to kill the original. Example: A 25th level fighter dies. His friend the 34th level magic-user, who possesses a pound of the fighter's flesh for this precise purpose, clones him. Then someone else raises the fighter from the dead. The clone becomes aware of his original and is compelled to kill him. He has 34 days to do so—one day for every experience level of his creator. If the clone succeeds in killing its original, it can continue with its life normally; but if it fails and does not immediately die, it becomes insane. When a clone goes insane, the original creature permanently loses one point of Intelligence and one point of Wisdom. The original may also thereafter become insane (5% chance per day, not cumulative). If this occurs, the victim and the clone die one week later, both forever dead and unrecoverable even with a wish. Special Note: If the original and the clone are kept on different planes of existence, no mindlink occurs, and the clone is not compelled to kill its original. No ill effects occur, and the two remain completely unaware of their situation. If they ever occupy the same plane, the mind-link occurs and cannot be broken thereafter except by the destruction of the clone or its original. Other clones: A clone of any other living creature (not a human or demihuman) is called a simulacrum. One percent of the original's flesh is needed, and the cost of other materials is 500 gold pieces per hit point of the original. As with a normal clone, the time required to grow a simulacrum is one week per Hit Die of the original. A simulacrum always obeys its creator (the spellcaster). It understands all the languages spoken by the caster. Within a range of 10' per level of the caster, it can receive mental commands if the creator concentrates on sending them. A simulacrum is an enchanted monster. It can be blocked by a protection from evil spell and is magical; a dispel magic spell can (subject to normal chances of failure for that spell) cause it to vanish without a trace.
The simulacrum's alignment is the same as that of the spellcaster, regardless of the original creature's alignment. Its armor class, movement rate, morale, and number of attacks are the same as the original's. A simulacrum has only 50% of the original's Hit Dice, hit points, and damage per attack. The DM rolls dlOO for each special ability; it is present in the simulacrum if the result is 01-50. However, a freshly grown simulacrum never has any of the spells or spell-like abilities of the original. If the original creature is alive, the simulacrum does not grow beyond this point. If the original creature dies (or is already dead), the simulacrum continues to increase in abilities, gaining an additional 5 % per week to a maximum of 90% of the original's statistics. When complete, the DM rolls again to see which special abilities previously missing are gained, including spells and spell-like abilities (using the 90% chance for each; all may be present). Create Magical Monsters Range: 60' Duration: Two turns Effect: Creates one or more monsters This spell is similar to the 7th level create normal monsters spell, except that it can create monsters with some special abilities (up to two asterisks). The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration. The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell (again, dropping fractions if the caster's level is not an exact multiple of the creatures' Hit Dice). The spell does not create humans or demihumans, but can create undead. Creatures of 1-1 Hit Die count as 1 Hit Die; creatures of 1h Hit Die or less count as V2 Hit Die each. Special Note: This spell can create a construct (as defined in Chapter 14) if the spellcaster uses the materials normally required for the construct's creation. Only one construct will appear, regardless of the caster's Hit Dice; but it is permanent, and does not vanish at the end of the spell duration—though it still may be dispelled at normal chances of success. This construct may have only two asterisks (special abilities) or less; see Chapter 14 for lists of the known types of constructs and the number of special abilities they have. The cost of materials is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs. Dance Range: Touch Duration: 3 or more rounds Effect: Causes 1 victim to dance This spell causes one victim to prance madly about, performing a jig or other dance, for 3 or more rounds. The magic-user must touch the victim for the spell to take effect (a normal attack roll). The victim gets no saving throw, and can-
not attack, use spells (or spell-like abilities), or flee. While dancing, the victim suffers a - 4 penalty to his saving throws, and a +4 penalty to his armor class. The duration is three rounds for a caster of 18th to 20th level; four rounds for levels 21-24, five rounds at levels 25-28, six rounds at levels 29-32, and seven rounds at levels 33-36. Explosive Cloud Range: 1' Duration: 6 turns Effect: Creates a moving poisonous cloud This spell creates an effect which looks identical to the 5th level cloudkill spell (a 20' tall cloud of greenish gas 30' in diameter appearing next to the caster). The cloud is only mildly poisonous; all victims within it must make a saving throw vs. spells or be paralyzed that round. Each victim within the cloud makes a new saving throw each round. The cloud is filled with sparkling lights (visible only to those within it), which are small explosions. Each round, all those within the cloud take damage from the explosions, with no saving throw allowed. This damage is 1 point for each two levels of experience of the magic-user, rounded down (9 points at 18th or 19th level, 10 points at 20th or 21st level, etc.). This explosive damage will affect any creature, including those immune to fire, gas, electricity, and other special attacks. Force Field Range: 120' Duration: 6 turns Effect: Creates an invisible barrier This spell creates an invisible, immovable barrier or object of pure force. It has almost no thickness, but cannot be broken or destroyed by any means except a disintegrate spell or a wish; even a dispel magic spell cannot affect it. A force field's shape is limited to a sphere, hemisphere, a flat surface, a cylinder, a square or rectangular box with flat sides, or part of such a box. The sphere's radius can be a maximum of 20'. The flat surface or combinations thereof may be up to 5,000 square feet in total area. The force field cannot be irregular in shape, and its surface must be perfectly smooth. It can be as small as the caster desires. The force field will not appear within any solid or creature. Any part of it that would do so will not appear, leaving a hole in the force field—normally, a hole large enough for the victim to escape through. Furthermore, the edges of the field are blunt and cannot cause damage in any way. The force field will stay where it is put until it disappears, and cannot be moved by any means but a wish. Creature(s) completely enclosed by a sealed force field will not starve, suffer from lack of air, or otherwise be harmed by the encasement. A sealed force Geld magically preserves any within it from natural death. This does not prevent damage or death from attacks by others within the force field.
Nothing can pass through a force Geld. Spells, missiles, blows, breath weapons, and all other attack forms merely bounce off it. However, a 57;
teleport or dimension door spell can bypass it; these spells allow the caster to travel into or out of the field without harming the field. The force Geld exists only on one plane of existence. Thus, planar travel (via gate or other means) can also bypass it. Though most often used as a barrier or cage, a force field can easily be used to create an invisible floor, stairway, chair, or other object. A force Geld can be made permanent, but the permanence spell is still subject to dispel magic, and if removed, the force Geld disappears immediately. Even if treated with a permanence spell, a force Geld will always vanish if struck by a disintegrate spell or wished away. Mass Charm* Range: 120' Duration: Special (as charm person spell) Effect: 30 Levels of creatures This spell creates the same effect as a charm person or charm monster spell, except that the spell affects 30 levels (or Hit Dice) at once. Each victim may make a saving throw vs. spells to avoid the charm, but with a - 2 penalty to the roll. The spell will not affect a creature of 31 or more levels or Hit Dice. The duration of each charm is determined by the victim's Intelligence (see charm person, above). If the magic-user attacks one of the charmed victims, only that one creature's charm is automatically broken. Any other charmed creatures seeing the attack may make another saving throw, but other creatures' charms are not affected. The reverse of this spell, remove charm, will unfailingly remove all charm effects within a 20' x 20' x 20' volume. It will also prevent any object in that area from creating charm effects for one turn. Mind Barrier* Range: 10' Duration: 1 hour per level of the caster Effect: Protects against mind-affecting spells and items This spell affects one creature; an unwilling recipient may make a saving throw vs. spells to avoid the effect. The spell prevents any form of ESP, clairvoyance, dairaudience, crystal ball gazing, or any other form of mental influence or information gathering (such as by a contact higher plane or summon object) from working on the target creature. The caster or recipient simply does not exist for the purposes of those and similar spell effects for the duration of the mind foam'ecspell. In addition, the recipient gains a bonus of + 8 to saving throws against mind-influencing attacks, such as all forms of charm, illusion and phantasms, feeblemind, and the like. (However, a roll of 1 always fails the saving throw, regardless of adjustments.) The reverse of this spell, open mind, causes the victim touched to be vulnerable to all the mind-influencing attacks given above. All the victim's saving throws against such effects are penalized by — 8 for the duration of the spell. This reversed spell must be cast by touch, requiring a normal attack roll.
Permanence
Range: 10' Duration: Permanent until dispelled Effect: Causes one magical effect to become permanent By means of this spell, the magic-user can cause one other magic-user spell effect of 7th level or less to become permanent. This spell will not make permanent any spell which has an "instantaneous" or "permanent" duration (such as dispel magic, fireball, lightning bolt, etc.); clerical spells and 8th or 9th level magic-user spells also cannot be made permanent. The DM can declare that the permanence spell will not work with any other specific spell. Whenever a character wishes to cast the spell, the DM should carefully consider whether permanence will affect the other spell. Certain spell combinations could seriously afreet a campaign's game balance, and the DM should carefully regulate all uses of this spell. A permanence spell lasts until dispelled by a dispel magic spell from either the caster or some higher-level spellcaster (at normal chances for success). When the permanence spell is dispelled, the other spell effect vanishes immediately. Except for weapons, an item can only receive one permanence spell, and a creature can receive two at most. If a permanence spell is cast on an item or area that already has one in effect (or a creature which already has two, or a weapon which already has five), both permanence spells automatically fail. A weapon may have up to five permanent effects, but a 25% (noncumulative) chance of failure applies to each permanence after the first. Furthermore, if the permanence fails, it destroys the weapon completely. Some spells used on a creature that are commonly made permanent are: detect magic, protection from evil, read languages, read magic, detect invisible, and fly. Some spells commonly made permanent on areas are light, phantasmal force, confusion, and doudkill. A magic-user does not need a permanence spell to make any permanent magical item. Using permanence to bind a spell to an object is not the same as enchanting the object. Enchanted objects are more durable and permanent than objects which have merely had spells permanently placed upon them. Polymorph any Object
Range: 240' Duration: See below Effect: Changes form of one object or creature This spell is similar to the 4th level polymorph others spell, except that it will affect objects as well as creatures. If the object is part of a greater whole (such as a section of wall), the spell will affect up to a 10' x 10' * 10' volume. A creature may avoid the effects if it successfully makes a saving throw vs. spells is made at a — 4 penalty to the roll. The duration of the polymorph depends on the degree of the change. There are three basic kingdoms of all things—animal, vegetable, and mineral. If an object is polymorphed to one of a nearby kingdom (animal-vegetable, vegetablemineral) the spell's duration is one hour per level
of the caster. If the change is from animal to mineral (or the reverse), it lasts for one turn per level of the caster. If no change in kingdom occurs (for example, if a creature is polymorphed into some other creature), the change is permanent until removed by a dispel magic spell (at normal chances for success). Note that creatures created by means of this spell are not automatically friendly. A polymorph cannot affect a creature's age or hit points. (See the 4th level polymorph self and polymorph others spells for other guidelines.) This spell will not affect a creature which has more than 2 X the spellcaster's experience levels in Hit Dice. For example, a 20th level magicuser cannot affect a creature with 41 or more Hit Dice. Power Word Blind
Range: 120' Duration: 1-4 days or 2-8 hours (see below) Effect: Blinds 1 creature with 80 hit points or less With this spell, the caster may blind one victim within 120' (no saving throw). A victim with 1-40 hit points is blinded for Id4 days; one with 41-80 hit points is blinded for 2d4 hours. The spell does not affect creatures with 81 or more hit points. A blinded victim suffers penalties of —4 on all saving throws and +4 on armor class. A cleric's cure blindness or cureall spell will not remove this blindness unless the cleric is of a level equal to or higher than the caster of the power word blind. Steelform Range: Touch Duration: Permanent Effect: Creates up to 500 square feet of steel This spell is effectively identical to the 7th level ironform spell. However, the material created is of weapon-quality; a swordmaker with this spell could cast the spell and create a finelycrafted, high-quality sword in 12 turns (two hours) or less. Following the same general guidelines as ironform, a steel wall will have an AC of -10(2) and about 20 hit points per 1" thickness. Symbol Range: Touch Duration: Permanent Effect: Creates one magical rune This spell creates a written magical drawing (a "rune") of great power. There are six kinds of symbols; the caster must select one when the spell is memorized. The rune may be placed on an object (such as a door or wall) or placed in mid-air. The rune cannot move; if placed on a creature or moving object, it will remain at that point when the surface moves (possibly floating in mid-air). When any living creature passes over or through the rune, or touches the object on which the rune is inscribed, or (foolishly) reads the rune, the rune's effect takes place immediately (no saving throw). There is one exception: a magic-user, and any other creature which can normally cast magic-
user spells (high-level thieves with scrolls do not count!), may make a saving throw vs. spells if he merely reads or touches (rather than passes) the symbol. If the saving throw is successful, the symbol has no effect. All symbols look similar to normal writings. Six symbols and their effects are given below; the DM may create others (such as polymorph, teleport, charm, geas, etc.). Death: Slays any creature with 75 hit points or less; does not affect a creature with 76 hit points or more. Discord: The victim attacks allies (if any) or is otherwise confused (as the 4th level confusion spell). The effect is permanent until removed by a dispel magic spell (at normal chances for success) or by a cleric's cureall spell. Fear: The victim immediately runs away from the symbol, at his Running Speed, for 30 rounds (as the wand). Insanity: The victim becomes insane, and cannot attack, cast spells, or use special abilities or items. The victim may walk, but must be carefully tended or may run away. This effect is permanent until removed by a dispel magic spell (at normal chances for success) or by a cleric's cureall spell. Sleep: The victim falls asleep, and cannot be awakened. The victim will wake normally in ldlO +10 (11-20) hours or if dispel magic is used to negate it (at normal chances for success). Stunning: Affects any creature with 150 or fewer hit points. The victim is stunned for 2d6 turns (as the power word stun spell). Travel
Range: 0 (caster only) Duration: One turn per level of the caster Effect: Allows aerial or gaseous travel This spell allows the magic-user to move quickly and freely, even between the planes of existence. The caster (only) may fly in the same manner as given by the magic-user's spell, at a rate of 360' (120'). The caster can also enter a nearby plane of existence, simply by concentrating for one round. He may enter a maximum of one plane per turn. The magic-user may bring one other creature for every five levels of experience (rounded down; for example, a 28th level magic-user could bring five other creatures on the journey). To bring others, he must touch them, or they must touch him, while the spell is cast and the shift is made. Any unwilling creature can make a saving throw vs. spells to avoid the effect. The caster must take the others with him—he cannot send them while remaining behind. While this spell is in effect, the magic-user (only) may assume gaseous form by concentrating for one full round. (If he is interrupted, no change occurs.) Unlike the potion effect, all equipment carried also becomes part of the same gaseous cloud. In this form, the caster may travel at double the normal flying rate: 720' (240'). While gaseous, the magic-user cannot use items or cast spells, but also cannot be damaged except by magic (weapons or certain spells). Also, a gaseous being cannot pass through a protection from evil spell effect or an anti-magic shell.
Ninth Level Magical Spells Contingency Range: Touch Duration: Indefinite (see below) Effect: Prepares one other spell This powerful spell acts as a trigger for one stated magic-user spell; this second spell must be of 4th level or less that does not normally cause damage. While casting a contingency spell, the magicuser must describe one situation and the spell which is contingent upon it. When that situation next occurs, the contingent spell effect triggers automatically and immediately, as if cast at that time. Examples of proper use: "When I am touched or struck by any living creature that is not a Lawful or Neutral cleric, except for my friends Charlie McGonigle and Sally Silvernose (contingency), then cast charm monster on the creature touching or striking me (spell)." "When I have eight hit points or less and am about to be damaged (contingency), then cast dimension door on myself to take me to a destination one inch above ground level directly upward; or, if that is greater than 360' away, to the furthest unoccupied area within range that I have seen within the 12 hour period prior to the existence of this contingency (spell effect)." No item or creature can have more than one contingency spell cast on it; not even a wish can allow multiple applications. The contingency described can be as detailed or as simple as desired, but is somewhat limited in effect: It must pertain to something within 120' of the triggering event. A contingency based on a far-off occurrence is beyond the spell's capacity. The target and effect of the secondary spell must always be specified, and if any necessary details are lacking, the secondary spell does not occur. A contingency spell effect has no maximum duration. It may remain for centuries before the situation described comes to pass. Create Any Monster
Range: 90' Duration: 3 turns Effect: Creates one or more monsters This spell is similar to the 7th level spell create normal monsters and the 8th level spell create magical monsters, but with fewer limitations on the types of creatures appearing. The range and duration are triple those of the 7th level version. The spell cannot create humans and demihumans, but can create any other creature, regardless of the number of special abilities (asterisks). However, if the caster wants to create a creature with three or more asterisks, the caster must have carefully studied one (either alive or dead) for at least one hour to be able to create another with this spell. As with the lesser spells, the maximum number of Hit Dice of creatures is equal to the level of the caster. To create a construct (as described in Chapter 14), the caster must obtain the proper materials necessary to create the construct. The spell will create only one construct, regardless of the caster's Hit Dice; but it is permanent, and does not
vanish at the end of the spell duration. (However, a dispel magic spell, with normal chances of success, can destroy this type of construct.) As with the 8th level spell, the cost of materials required to create a construct is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). If the construct has four or more asterisks (such as a drolem), the cost is doubled (or more; ask your DM). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs. Created monsters of all types can be blocked by a protection from evil or anti-magic shell spell effect. Gate* Range: 30' Duration: ldlO* 10 (1-100) turns or 1 turn Effect: Opens a portal to another plane When the magic-user casts this spell, he must name one target: the Ethereal Plane, the Astral Plane, one of the four elemental planes, or one outer plane. He must also name a resident of that plane, usually that of an Immortal, a ruler of the plane. The spell opens a direct connection to the other plane of existence. A gate to an outer plane remains open for only one turn. Any other gate remains open for ldlOXlO (1-100) turns, and there is a 10% chance per turn that some other-planar creature will wander through the gate while it is open. A gate to an elemental plane actually creates a vortex and a wotmhole, and a wish may be used to make them permanent. Planes, vortexes, and wormholes are described in Chapter 18. Contact with an outer plane is dangerous, and the magic-user must know and speak the name of the Immortal he wishes to contact. The Immortal he calls will probably (95 % chance) arrive in Id6 rounds, but there is a 5% chance that some other being from the outer planes will respond. When the being arrives, it immediately looks for the spellcaster. If the caster does not have an excellent reason for opening the gate, the being will probably destroy the caster. Even if the caster provides an excellent reason, the being may merely leave immediately, showing no interest. If the reason is of supreme importance to the magic-user and of some interest to the being (DM's discretion), it may actually help for a short time. The reverse of this spell, close gate, will close a gate created by normal form of the spell. It can also be used to close a permanent gate to a nearby plane (such as an elemental vortex). But the spell cannot affect an Immortal; it cannot, for instance, make him leave if he chooses to stay. Heal Range: Touch (one creature) Duration: Permanent Effect: Cures anything This spell's effect is identical to that of the 6th level cleric spell cureall. When used to cure wounds, it cures nearly all of the damage, leaving only Id6 points of damage remaining. It can instead remove a curse, neutralize a poison, cure a disease, cure blindness, or even remove a feeblemind effect.
Immunity Range: Touch (one creature) Duration: One turn per level of the caster Effect: Bestows immunity or resistance to some spells and weapons This spell gives the recipient total immunity to all 1st-, 2nd-, and 3rd level spells. Furthermore, 4th- and 5th level spells have only half normal effect, or one-quarter normal if the victim makes a successful saving throw. Any spell effect that is quantifiable is reduced in effect; these effects include reductions in duration, bonuses, penalties, damage, etc. Round fractions off in the recipient's favor. The recipient is also completely immune to all missiles (normal or magical), as well as normal and silver weapons; he takes half damage from magical hand-held weapons. This applies only to weapons; claws, bites, breath weapons, and other natural attack forms are not blocked. By concentrating, the recipient can drop the protection, allowing spells (such as cure wounds) to have normal effects for that round. If dropped, the immunity is absent for one round (including the protection from weapons), but returns automatically at the end of the round. A carefully worded wish spell can extend this protection, giving immunity to 4th level spells and +1 weapons, and half normal effect from 5th and 6th level spells. No further improvements are possible. Maze Range: 60' Duration: See below (Id6 turns, 2d20 rounds, 2d4 rounds, or Id4 rounds) Effect: Traps one creature This spell creates an indestructible maze in the Astral Plane and places one victim into the maze (he gets no saving throw). The intelligence of the victim determines the time he needs to escape the maze. Maze Duration Victim's Intelligence Non- to Low (1-8) Average (9-12) High (13-17) Genius (18 + )
Time Required To Escape Id6 (1-6) turns 2d20 (2-40) rounds 2d4 (2-8) rounds Id4 (1-4) rounds
When he escapes the maze, the victim returns to the exact place from which he originally disappeared. Meteor Swarm
Range: 240' Duration: Instantaneous Effect: Creates four or eight meteor-fireballs This spell creates either 4 or 8 meteors (at the caster's choice). Each meteor can be aimed at a different target within range, but only one meteor can be aimed at any one creature. Each meteor slams into its target and explodes like a fireball (affecting all creatures within a 20' radius). If the caster creates four meteors, each strikes for 8d6 (8-48) points of damage and then explodes for 8d6 (8-48) points of fire damage. If
the caster creates eight smaller meteors, each strikes for 4d6 (4-24) points and then explodes for 4d6 more points of fire damage. Note that if the meteors are aimed accurately, a victim or area might find itself within overlapping blasts and thus take explosion damage multiple times. The player rolls damage for each strike and blast separately. A meteor never misses its target. Any victim struck by a meteor takes full "strike"-damage (no saving throw). Each victim within a blast radius may make a saving throw vs. spells to take only half of the given blast damage. Even fire-resistant and fire-using creatures are fully affected by strikes from a meteor swarm, although they might be resistant to the fiery explosions. A separate saving throw must be made for each blast the character contacts. Power Word Kill Range: 120' Duration: Instantaneous Effect: Slays or stuns one or more creatures This spell enables the caster to affect one or more victims within 120' (no saving throw). Exception: A magic-user, and any creature which can cast magic-user spells, may make a saving throw vs. spells to avoid this effect, with a —4 penalty to the roll. A single victim with 1-60 hit points is automatically slain; one with 61-100 hit points is stunned (as power word stun) and unable to act for Id4 turns. No creature with 101 or more hit points is affected. The spell can also be used to slay up to five victims if each has 20 hit points or less (again, no saving throw). Prismatic Wall Range: 60' Duration: 6 turns Effect: Creates a multi-colored barrier This spell creates a barrier of many colors with a glittering appearance as if from light shining through a prism. This wall is 2" thick, with Vs" between the colors. The effect must be either a sphere with a radius of 10', centered on the caster, or a flat surface (vertical or horizontal) of up to 500 square feet in area. Whatever its form, the prismatic wall cannot be moved (even by a wish). The caster may pass through it freely and unharmed, with any items he chooses to carry. All other creatures and objects contacting or passing through the prismatic wall are affected by its magic, starting with the first color they contact. It takes powerful magic to break through the wall. A wish spell or a rod of cancellation will remove the three outermost remaining colors, but that's all. To break through a prismatic wall, an attacker must attack it with a specific sequence of spells. Each spell will cancel one color of the prismatic wall. These remedy spells, shown on the chart below, must be cast in the correct order (first, any magical cold to remove the red layer; then, any magical lightning to remove the orange layer; and so on). When cast successfully, each spell causes the appropriate color to disappear from the wall. When all layers are gone, so is the wall. A person with an active anti-magic shell (in-
eluding the caster of the prismatic wall) will not be able to pass through the wall, but the attempt will not damage either the anti-magic shell or the prismatic wall. The prismatic wall extends into the nearest plane of existence (the Ethereal Plane, if cast on the Prime Plane), appearing there as an indestructible solid wall. Planar and dimensional travel can therefore not bypass it. The colors and effects of a prismatic wall are always the same; when created, the violet side is always closest to the caster. The effects and colors of the prismatic wall are summarized below. Shapechange Range: 0 (caster only) Duration: One turn per level of the caster Effect: Caster may change form This spell is similar to the 4th level polymorph self spell, but is far more powerful. The caster actually becomes another creature or object in all respects except the mind, hit points, and saving throws. The caster takes his new armor class, attack rolls, special attack forms, immunities, and all other details from the form he has taken. A magic-user cannot cast spells in any form except that of a bipedal humanoid (demihuman, goblin, ogre, giant, etc.). The caster cannot take a completely unique form (such as that of a specific character, Elemental Ruler, or Immortal). He can gain the likeness but not the abilities of another character class. When wearing another form, he can only cast spells from his own memory; he can't cast from scrolls or his spell book. He cannot assume huge inanimate forms; if he tries to, the form will be a maximum of one foot tall per experience level of the caster and 100 en weight per level.
Except for these limits, the caster can become any creature or object that he or she has ever seen. He cannot change into imaginary or unfamiliar creatures; unless there are ten-armed trolls in your campaign, for example, he cannot turn into one. The caster may change shape at will during the spell's duration; each change requires a full round of concentration. Note that the caster does assume the flaws of the new form as well as its strengths. If, for example , the caster is struck by a sword +2, +5 vs. dragons while in dragon form, the + 5 bonus applies against his new form. This spell effect cannot be made permanent and is subject to dispel magic. During the spell duration, the caster cannot pass through any protection from evil or anti-magic shell spell effect. Survival Range: Touch Duration: One hour per level of the caster Effect: Protects one creature against all nonmagical environmental damage This spell protects the recipient from adverse conditions of all types, including normal heat or cold, lack of air, and so forth. While the spell is in effect, the caster needs no air, food, water, or sleep. The spell does not protect against magical damage of any type, attack damage, poisons, breath weapons, or physical blows from creatures. It does protect against all damage caused by natural conditions on other planes of existence. For example, a cleric might use this spell: in a desert or blizzard to prevent damage from the natural conditions; underground or underwater, enabling survival without air; in space, to magically survive in vacuum; or on the elemental plane of Fire, to protect against conditional fire damage.
Prismatic Wall Effects Color Effect Red Blocks all magical missiles; inflicts 12 points of damage (no saving throw allowed) Orange Blocks all nonmagical missiles; inflicts 24 points of damage (no saving throw allowed) Yellow Blocks all breath weapons; inflicts 48 points of damage (no saving throw allowed) Green Blocks all detection spells (crystal balls, ESP, etc.); anyone touching it must make a saving throw vs. poison or die Blue Blocks all poisons, gases, and gaze attacks; anyone touching it must make a saving throw vs. turn to stone or be petrified Indigo Blocks all matter; anyone touching it must make a saving throw vs. spells or be gated to a random outer plane, and possibly (50%) lost forever Violet Blocks magic of all types; anyone touching it must make a saving throw vs. wands or be struck unconscious and insane (curable only by a cureall spell or a wish) )60,
Negated By Any magical cold Any magical lightning Magic missile spell Passwall spell
Disintegrate spell
Dispel magic spell
Continual light spell
Chapter 3: Spells and Spellcasting Timestop Range: 0 (caster only) Duration: 2-5 rounds Effect: Allows caster to act for Id4 + 1 (2-5) rounds while everything else "stops" To the caster, this spell seems to stop time. It speeds the caster so greatly that all other creatures seem frozen at their Normal Speeds, in "normal time." From the caster's point of view, the effect lasts for Id4 +1 (2-5) rounds. The caster may perform one action during each of these magical rounds. Normal and magical fire, cold, gas, etc. can still harm the caster. While the timestop is in effect, however, other creatures are invulnerable to the caster's attacks and spells. Spells with durations other than "instantaneous" may be created and left to take effect when time resumes. Note that no time elapses while this spell is in effect; durations of other spells cast start after the timestop ends. The spellcaster cannot move items held by those in "normal time," but can move other items that are not "stuck," including those worn or carried by others. The caster is completely undetectable by those in "normal time." However, the magic-user cannot pass through a protection from evil or anti-magic shell while under this spell's effect. Wish Range: Special Duration: Special Effect: Special A wish is the single most powerful spell a magic-user can have. It is never found on a scroll, but may be placed elsewhere (in a ring, for example) in rare cases. Only magic-users of 36th level and with an 18 (or greater) Wisdom score may cast the wish spell. Wording the Wish: The player must say or write the exact wish his character makes. The wording is very important. The wish will usually follow the literal wording, and whatever the intentions of the magic-user. The DM should try to maintain game balance, being neither too generous nor too stingy in deciding the effects of a wish. Even a badly phrased wish, made with good intentions, may have good results. However, if the wish is greedy, or made with malicious intent, the DM should make every effort to distort the results of the spell so that the caster does not profit from it. If necessary, the DM can even disallow the wish; it would then have no effect. Whenever a wish fails or is misinterpreted, the DM should explain (after the game) the problem or flaw in the phrasing. Here are some examples of faulty wishes: "I wish that I knew everything about this dungeon" could result in the character knowing all for only a second, and then forgetting it. "I wish for a million gold pieces" can be granted by having them land on the character (that's 100,000 pounds of gold!), and then vanish. "I wish to immediately and permanently possess the gaze power of a basilisk while retaining all of my own abilities and items" is a carefully worded wish that's out of balance. Characters
able to use these high-level spells are already quite powerful. This wish could result in the character growing a basilisk head in addition to the character's own head. A wish cannot be used to gain either experience points or levels of experience. Possible Effects: A properly worded wish can substitute for any other magical spell of 8th level or less, or any clerical or druidic spell of 6th level or less, at the DM's discretion. This common use of a wish is more likely to succeed with little chance for error than other uses of the spell. Otherwise, if the wish is used to harm another creature, the victim may make a saving throw vs. spells. If the save is successful, the victim takes half the ill effects and the other half rebounds on the caster (who may also save to avoid it, but with a - 4 penalty to the roll). If the wish will inconvenience someone without harming him (for example, by causing him to teleport into a prison cell), the victim gets no saving throw. A character can use a wish to gain treasure, up to a maximum of 50,000 gold pieces per wish. However, the caster loses 1 experience point per gold piece value of treasure gained, and this loss cannot be magically restored. The magic-user can use a wish to temporarily change any one ability score to a minimum of 3 or maximum of 18. This effect lasts for only six turns. Wishes can also be used to permanently increase ability scores, but the cost is very high: %u must cast as many wishes as the number of the ability score desired. All the wishes must be cast within a one-week period. %u may raise an ability score only one point at a time. To raise your Strength from 15 to 16 takes 16 wishes. To then raise it to 17 will take an additional 17 wishes. Wishes cannot permanently lower ability scores. A wish cannot raise the maximum experience level for human characters; 36th level is an absolute limit. However, one wish can allow demihumans to gain one additional Hit Die (for a new maximum of 9 for halflings, 11 for elves, and 13 for dwarves). This affects only hit points, and does not change any other scores (such as attack rolls, elves' number of spells, etc.). A wish can change a demihuman to a human, or the reverse. Such a change is permanent, and the recipient does not become magical. Halflings and dwarves become fighters of the same level. Elves become magic-users or fighters (but not both), at the choice of the caster of the wish. The changed character would then gain levels of experience normally. A human changes to the same level demihuman, but no higher than the normal racial maximum. If one character casts a wish to change another's character class, the victim (at his option) may make a saving throw vs. spells with a +5 bonus to resist the change. A wish can sometimes change the results of a past occurrence. This is normally limited to events of the previous day. A lost battle may be won, or the losses may be made far less severe, but impossible odds cannot be overcome completely. A death could be changed to a neardeath survival; a permanent loss could be made temporary. The DM may wish to advise players when their wishes exceed the limit of the spell's power (or his patience).
Important Note: Whenever an effect is described as being unchangeable "even with a wish," that statement supersedes all others here. Wishes can cause great problems if not handled properly. The DM must see that wishes are reasonably limited or the balance and enjoyment of the game will be completely upset. The DM should not allow wishes that alter the basics of the game (such as a wish that dragons can't breathe for damage). The more unreasonable and greedy the wish is, the less likely that the wish will become reality.
iharacters who throw themselves into dangerous situations tend to survive a lot longer if tfiey have the right tools and equipment for each situation. In this chapter, we list most of the normal equipment characters will need in a game.
Money Some quick notes on money in the D&D® game: Starting Gold: Beginning characters receive a one-time sum of 3d6 x 10 gold pieces. This represents money saved up by the character before he embarked on his adventuring career, or money given to him by his family before he left home. It should be spent on weapons, armor, and equipment; the DM may have recommendations as to what the characters should buy. When first created, the character also can be assumed to own two or three sets of plain clothes, a pair of shoes, a belt, and a belt-pouch. Abbreviations: The game commonly uses the following abbreviations. platinum pieces = pp gold pieces = gp electrum pieces = ep silver pieces = sp copper pieces = cp Conversions: \bu can convert money from one type to another using the following values. 1 sp = 10 cp 1 ep = 5 sp = 50 cp 1 gp = 2 ep = 10 sp = 100 cp 1 pp = 5 gp = 10 ep = 50 sp = 500 cp
Weapons Most characters will want to carry one or more reliable weapons. The Weapons Table shows the weapons available in the D&D game. Some of these weapons have special effects that are Some of the weapons in the table will look very similar to one another. But these weapons often demonstrate substantial differences if you also use the optional weapon mastery rules described in the next chapter. Weapon information in the table is defined as follows: • Item gives the weapon's name. • Damage shows the amount of damage the weapon does; if the column shows "Id6," for instance, you'd roll ld6, for a result of 1 to 6 points of damage whenever you hit with that weapon. • Range shows the range characteristics of the weapon if it fires projectiles or can be thrown. A number like "60/120/180," for example, means that the weapon is at short range (for the indicated +1 to attack roll modifier) from 1' to 60'; it is at medium range (for no attack roll modifier) from 61' to 120'; and it is at long range (for a - 1 to attack roll modifier) from 121' to 180'. Beyond 180', it cannot hit a target. These distances are measured as feet indoors and as yards outdoors; for example, a crossbow that can fire 180' inside a dungeon can launch its quarrel 180 yards outside. • Cost (gp) shows how much it costs to buy the weapon in gold pieces (gp).
Weapons Table Damage
Range S/M/L
Axes: Axe, Battle Axe, Hand
Id8 Id6
10/20/30
Bows: Bow, Short Bow,Long Crossbow, Lt Crossbow, Hvy
Id6 Id6 Id6 2d4
50/100/150 70/140/210 60/120/180 80/160/240
Bludgeons: Blackjack Club Hammer, Throwing Hammer, War Mace Staff Torch
Id2 Id4 Id4 Id6 Id6 Id6 Id4
Daggers: Normal Silver
Id4 Id4
Item
Cost (gP)
Enc
7 4
60 30
t,S
25 40
20 30 50 80
a,m,2H,M a,m,2H,L a,m,s,2H,M a,m,s,2H,L
(en)
Notes
Ammunition: See Ammunition Table
Pole Weapons: Halberd Javelin Lance Pike Polearm Poleaxe Spear Trident Shield Weapons: Shield, Horned Shield, Knife Shield, Sword Shield, Tusked Swords: Short Normal Bastard One-Handed Two-Handed Two-Handed Other Weapons: Blowgun, up to 2' Blowgun, 2' + Bola Cestus Holy Water Net
Oil, Burning Rock, Thrown Sling Whip
ldlO Id6
ldlO ldlO ldlO ldlO Id6 Id6
30 50
5 3 4 5 5 5 U
50 25 50 30 40 20
c,r,s,S c,r,M c,t,M c,r,M c.r.M c,r,w,2H,M c,r,S
10/20/30 10/20/30
3 30
10 10
t,w,S t,w,S
30/60/90
7 1 10
150 20 180 80 150 120 30 25
10/20/30
l
3 7 5 3 5
20/40/60 10/20/30
15 65
5
r,2H,M
s,2H,L t,M
s,v,L s,v,2H,L s,2H,L s,2H,L t,v,L s,t,M
200 200
20 70 185 275
Id6 Id8
7 10
30 60
Id6 + 1 Id8 + 1 ldlO
15 15 15
80 80 100
3 6 5 5 25 n 2
a,m,s,w,S a,m,s,w,2H,M 5 s,t,M 10 s,S 1 c,s,t,w,S n s,t,w,M or L 10 c,s,t,w,S 10 c,t,w,S 20 c,m,w,S 10/ft s,w,M
Id2
Id4 + 1 ld4 + 2 Id4 + 1
Nil Nil Id2 Id3 Id8 Nil Id8 Id}
Id4 Id2
10/20/30 20/25/30 20/40/60 10/30/50 10/20/30 10/30/50 10/30/50 40/80/160
(For explanations of Notes, see the next page.)
l
/lO
2
I/ft
6
15
s,S s,S
s,v,M s,2H,L r,S
r,M r,HH,L r,2H,L 2H,L
Chapter 4: Equipment Weapons Table (Notes)
a
c m n r s t v w HH
2H S M L
The weapon's normal load of ammunition is already included in the weapon's encumbrance (bow: 20 arrows; crossbow: 30 quarrels; sling: 30 stones; blowgun: 5 darts). If you want to vary the number of missiles you carry with the missile weapon, 2 arrows equal 1 en in encumbrance, 3 quarrels equal 1 en, 5 sling stones equal 1 en, and 5 darts equal 1 en. Therefore, a long bow without arrows has an encumbrance of 20 en; a light crossbow without quarrels has an encumbrance of 40 en. Clerics may use this weapon. Druids may, too, if they can find a form of this weapon with no metal or stone parts. Missile weapon; never used as a melee weapon. A net's cost and encumbrance are based on its size. Nets cost 1 sp per square foot of surface area and have an encumbrance of 1 en per square foot. A Medium net (6' * 6') would cost 36 sp (3.6 gp) and have an encumbrance of 36 en. This weapon can be thrown, but is only rarely used this way; only characters at the Expert or greater level of weapon mastery can throw this weapon in combat. This weapon has special features; read the weapon description. This is a hand weapon that may also be thrown. This weapon may be set vs. a charge. Magic-users may use this weapon at the DM's discretion. This weapon can be used either one-handed or two-handed. Used two-handed, it operates similarly to two-handed weapons (i.e., the wielder cannot use a shield when using the weapon this way). However, a character using this weapon, even in its two-handed style, does not automatically lose individual initiative. Halflings and other small races can use this weapon. This weapon requires two hands for use. The wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small races cannot use this weapon. Small weapon. Medium weapon. Large weapon.
Weapon Special Effects Table Victim's Level or Hit Dice
Uptol 1 + 1 to 3 3 +1 to 6 6 + 1 to 9 9 + 1 to 12 12+ or more
Bonus to Saving Throw
None +1 +2 +3 +4 +5
Failed Saving Throw Results* Bola, Net, Blackjack or Whip Blowgun By poison Knockout Entangle By poison Knockout Entangle By poison Stun Slow By poison Stun Slow By poison Delay Delay By poison Delay Delay
* The effects of successful saving throws are explained in each weapon's description. Ammunition Table
Weapon Blowgun
Bow Crossbow Sling 1
Type of Ammunition
Dart Arrow Silver-tipped arrow Quarrel Silver-tipped quarrel Stone or lead pellet Silver pellet
Enc (en) shows how much encumbrance the weapon has, measured in coin-weights (en). One coin weighs one-tenth of a pound. Remember that the more encumbrance a character is carrying, the slower he moves. 1 Notes refers you to the description section that describes weapon characteristics. Sometimes a weapon that looks unimpressive on the chart will have special features listed in the Notes column, and those special features might make them very useful weapons indeed.
Standard Load (# of Shots)
5 20 1 30 1 30 1
Cost (gp) 1
5 5 10
5 1
5
Enc (# of shots per en) 5 2 2
3 3 5 5
Ammunition Missile weapons such as bows eventually run out of ammunition; here's what it costs to buy additional ammunition. These figures apply for any type of weapon that goes by the name shown. Arrows cost the same, come in the same standard loads, and have the same encumbrance for a short bow as for a long bow; darts for a short blowgun are identical to those for a long blowgun. Silver-tipped arrows and quarrels are like ordi-
nary missiles, except that their arrowheads are made of silver, which is useful when fighting certain monsters. Such arrows are comparatively expensive and are usually sold by the arrow, rather than in batches of 20 or 30. likewise, silver pellets are made for slings. Arrow and quarrel costs include the price of a cheap quiver or case, both of which carry a standard load of ammunition.
Weapon Descriptions The weapons from the Weapons Table are described here. They are listed in alphabetical order for convenience. Axe, Battle: This is a large one- or two-bladed chopping head fixed upon a long (3'-5') wooden shaft. This is a two-handed weapon; the wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small nonhumans such as goblins cannot use this weapon. Axe, Hand: This is a small chopping blade (usually only one blade) affixed to a small (l'-2') wooden shaft. It is a one-handed weapon and may be thrown. Bastard Sword: See Sword, Bastard (below). Battle Axe: See Axe, Battle (above). Blackjack: This weapon is a small leather sack, 4"-8" long, filled with sand or metal shot and with a looped strap attached. It causes little damage (Id2 points) but, if it is used to strike a victim's head or neck, it can possibly stun or cause unconsciousness. This weapon has no effect on a victim wearing a metal helmet (which is included in any set of plate, banded, chain, or scale mail) or on any unarmored monster of armor class 0 or less (which indicates very tough skin or protective plating). The DM decides whether or not someone using a blackjack can hit his target's head. The DM might decide, for example, that someone who has sneaked up on a completely unsuspecting target can aim at the target's head with no penalty, or that the character, in combat, can aim at the enemy's head by taking a —4 penalty to the attack roll. Also at the DM's discretion, if the target is so much taller than the attacker that the attacker can't reach his head, then the attack can only inflict normal damage. If the attack does hit the target's head, consult the Weapon Special Effects Table. The victim must make a saving throw vs. death ray (possibly with a bonus; see the table). If he fails the saving throw, he suffers the additional effects shown on the table, as determined by his Hit Dice. These effects are as follows: Knockout: The victim is immediately unconscious and remains helpless for dlOO (d%) rounds. 5run: The victim is stunned and will remain stunned until he successfully makes a saving throw vs. death ray. He may try to make a new saving throw each round. Delay: The victim is mildly dazed; he loses initiative on the next round.
Blowgun: This weapon is a tube, 6"-4' long. The user places a small dart or thorn into it, aims the tube at a target, and blows air into it— forcing the dart to fly toward the target. The darts cause no damage themselves. However, the darts are usually treated with poison. A blowgun dart merely scratches the victim, with little penetration; it inflicts no real damage. If hit, the victim must make a saving throw vs. poison or suffer the effects. Depending on the size or level of experience of the victim, he may gain a bonus to the saving throw (see the Weapon Special Effects Table). No undead creature or any creature immune to poison can be harmed by a blowgun. The use of deadly poison as a weapon is not a good act. Because of its dangers, poison may be declared illegal by local or regional rulers. In this case, Lawful characters do not typically use it. The DM may choose not to allow player characters to use poisons in his campaign. Warn players that, if they want their characters to use blowguns, monsters will have them as well. Longer blowguns are two-handed weapons; the wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small nonhumans such as goblins cannot use this weapon. Bola: This weapon is a cord with weighted balls on the ends. It is whirled around and thrown at a victim. It causes very little damage itself (Id2 points), but may entangle, slow, or delay the victim. If the attack roll is a 20 (not counting any modifiers), the victim must make a saving throw vs. death ray or be immediately paralyzed; he will die in ld6 + 2 (3-8) rounds from strangling unless rescued. If freed, the victim remains effectively paralyzed for 2d6 (2-12) rounds. Creatures that do not breathe (such as constructs) are immune to this effect. If the attack roll is successful but not a 20, the victim must make a saving throw vs. death ray, possibly with a bonus (see the Weapon Special Effects Table). If the saving throw is successful, the attack has no effect except damage. If the victim fails the saving throw, the result varies by the victim's experience level or size (see the Weapon Special Effects Table). The victim may try to make a new saving throw during the hand-to-hand combat phase of each round until one is successful; this indicates that the victim has removed the bola. If another character tries to remove the bola that has struck a victim, the victim rolls his own saving throw vs. death ray, with a +2 bonus. When the victim makes the saving throw, the bola is removed. The victim may spend 1 round destroying the bola if he has an edged weapon and chooses to destroy it. Otherwise, the bola is undamaged; he can hold on to it or drop it. Possible bola effects, as listed on the Weapon Special Effects Table, are as follows: Entangle: The victim cannot attack, cast spells, or move until his saving throw is successfully made. Slow: The victim is slowed, moving and attacking at half his normal rate; he cannot cast spells. Delay: The victim automatically loses individ-
ual initiative for the next round. This weapon can only affect solid creatures. Wraiths, spectres, ethereal creatures, and monsters made of water (such as a water elemental) cannot be affected. Bolas are awkward to carry and may become tangled. For each additional bola carried, the encumbrance of the bolas triples: 1 bola = 5 en, 2 bolas = 15 en, 3 bolas = 45 en, etc. Bow, Long: This is a piece of wood bent into a curve, with a taut string holding it in that position; it is used to launch arrows. This bow is a two-handed weapon; the wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small races such as goblins cannot use this weapon. Bow, Short: This bow is similar to the long bow, but it is smaller and not able to fire arrows as far. It, too, is a two-handed weapon, but it can be used by halfling characters and small races such as goblins. Cestus: The cestus (plural: cesti) is a sort of glove or thong wrapped around the hand; it has rough, cutting edges on the back, so that a punching attack will inflict more damage on an opponent. If the campaign uses the optional rules for two-weapons use, a character does not suffer the —4 penalty for the cestus worn on his off hand. Club: This is a simple, blunt piece of wood used to batter opponents. Crossbow, Heavy: This is a missile weapon consisting of a tough bow (like a small bow, but smaller and sometimes made of metal) laid crosswise across a stock with a trigger. It fires stubby arrows called quarrels. Heavy crossbows are bulky, requiring two hands to use, and are slow to reload. A character with 18 strength can draw back the string with one hand and fire every round, but weaker characters must point the crossbow nose-down on the ground, brace it with one foot, and draw back the string with both hands in order to reload it; they can only fire it once every two rounds. This crossbow is a two-handed weapon; the wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small nonhumans such as goblins cannot use this weapon. Crossbow, Light: This weapon is similar to the heavy crossbow, but smaller. It also requires two hands to load, but only one to fire. This crossbow is a two-handed weapon; the wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halfling characters and small races such as goblins cannot use this weapon. Dagger: This is a small blade with a onehanded grip. It may be used in hand-to-hand combat or thrown. Some expensive varieties are made out of silver for use against certain magical creatures. )64
Halberd: See Polearms, Halberd (below). Hammer, Throwing: This is a short-shafted, broad-headed hammer, capable of crushing blows. It is balanced for throwing. Hammer, War: This weapon consists of a broad hammer head—sometimes with two striking ends instead of just one—on a mediumlength (about 3') wooden shaft. Hand Axe: See Axe, Hand (above). Heavy Crossbow: See Crossbow, Heavy (above). Holy Water: This is water that has been prepared by a special cleric (who must be at least 9th level or above). It is normally placed into a breakable bottle or gourd and then hurled at a target; if it strikes the target, the container smashes and the target is splashed. Holy water only does the listed damage to undead monsters; all other characters and monsters are unaffected by it (except for being dampened). If you are using the optional Weapon Mastery rules (in the next chapter), all characters have Basic mastery level when using holy water. Horned Shield: See Shield Weapons, Horned Shield (below). Javelin: This weapon is a thrusting point atop a light, long (4'-6') pole. Characters can throw it at targets or use it in hand-to-hand combat; in hand-to-hand, they can use it with one hand, keeping the other hand free for a shield or weapon. Halflings (and small races such as goblins) can use this weapon. Knife Shield: See Shield Weapons, Knife Shield (below). Lance: When in combat on horseback, many fighters use a special long spear called a lance. Fighters, dwarves, and elves can use the Lance Attack maneuver (see Chapter 8). Mystics can use lances, though they do not have the Lance Attack combat maneuver; even when on the back of a charging horse, mystics always thrust with the weapon as though fighting with a spear. Other human classes cannot use a lance effectively. A character with a lance may still use a shield; however, if you are using the optional Weapon Mastery rules (in the next chapter), a character who is at Basic mastery with the lance cannot yet use a shield. Under the Weapon Mastery rules, a lance can be used to gain a defense bonus, but each round a lance is used to defend, it causes only half damage. if the wielder of the lance has the Multiple Attacks option, he can indeed make multiple attacks, but not all against the same foe. He must make each attack against a different target, taking them in the course of his lance charge. A lance used from the back of a flying mount can be used normally. If the wielder needs to release the lance and ties it to his saddle so that it will not drop to the ground, he cannot defend with it.
Chapter 4: Equipment Light Crossbow: See Crossbow, light (above). Long Bow: See Bow, Long (above). Mace: This is a heavy striking head attached to a short- or medium-length wooden shaft. Net: A net is an open mesh of rope or cord. Small nets (up to 10' x 10') are commonly used in hunting and adventuring and can be used as either a hand-to-hand or thrown weapon. The net's encumbrance varies by the size. This weapon is commonly available in most campaign worlds. Its cost is low, but it is easily damaged. The net is one of humankind's first tools, having been invented in prehistoric times, and it is used by most humanoid monsters for both hunting and defense. A net can only affect creatures made of solid material. Wraiths, spectres, ethereal creatures, and monsters made of water (such as water elementals) cannot be affected. A net inflicts no damage on the victim, but may entangle, slow, or delay the victim. The wielder makes a normal roll to hit his target; if he does, the target must make a saving throw vs. death ray, possibly with a bonus (see the Weapon Special Effects Table). If the saving throw succeeds, the net does not affect the target; it drops off him without impairing him at all. If the victim fails his saving throw, the result varies by the victim's experience level or size. Once a target is trapped in a net, he may make a new saving throw during the hand-to-hand combat phase of each round until one is successful; a successful roll indicates that the net has been pulled off and thrown aside. If he has a dagger (but not a longer weapon or a nonbladed weapon) in his hand when he is hit with the net, he has a +4 to his saving throw; success means that he has cut his way out of the net, thus destroying it. Nets Table Victim's Size Very small Small Medium Large Very large Huge Mammoth
Equivalent*
Up to 1' l+'-3' 3 + '-6' 6+ '-10' 10 + '-15' 15+ '-20' 20+ '-30'
Net Size** 2'X2' 4'X4' 6'*6' 9'X9' 12'xn' 16'X16' 25'X25'
* A small net is right for a target the size of a halfiing; a medium net is right for human, dwarf, and elf targets. ** Or equivalent in square feet Magical nets are tare. The few that exist cannot be damaged except by fire or acid; daggers will not cut through them. An entangled victim can only remove the net, not damage it. The effects listed on the Weapon Special Effects Table are as follows: Entangle: The victim cannot attack, cast spells, or move until a saving throw is successful. Slow: The victim is slowed, moving and attacking at half his normal rate. He cannot cast spells. Delay: The victim automatically loses initiative for the next round.
A net can easily be damaged by any edged weapon (or claw or bite), but it can be repaired if rope or cord is available, which requires Id3 turns of undisturbed repair work. A damaged net is useless. Nets come in a variety of sizes; if the target is too large for the net, he will gain bonuses to his saving throw to avoid the effects. Using the Nets Table, determine how many sizes the victim is larger than the net. For each size greater, the victim gains a +4 bonus. A roll of 1 is always a failure unless the bonus is + 20 or greater. Nets 6 ' * 6 ' or smaller may be used onehanded. Larger nets require two hands and suffer the same penalties as other two-handed weapons. The wielder may not use a shield, always loses individual initiative to characters not using a two-handed weapon; and halflings and small nonhumans (such as goblins) cannot use nets larger than 6' * 6'. Normal Sword: See Sword, Normal (below). Oil, Burning: This type of weapon usually consists of cooking or lamp oil poured into a breakable container (such as a bottle, gourd, or glass lamp), with a fuse or wick attached. In combat, the wielder lights the fuse or wick and throws it at his target (lighting and throwing only takes one round if the character has another lit object handy). If the container hits the target, it bursts, splashes the target with the oil, and ignites the oil on target. Burning oil causes Id8 points of damage each round a target is in the fire. Oil that has been lit and thrown will burn for 2 rounds. If you are using the optional Weapon Mastery rules (next chapter), all characters are considered to have Basic mastery level with thrown containers of burning oil. Pike: See Polearms, Pike (below). Polearms: Polearms consist of various weapon blades mounted on long poles. Polearms may be used only by fighters, dwarves, elves, and mystics. Because of a polearm's length, a character with a polearm may attack a foe even when there is another friend or foe between them. Often, polearm wielders stand in the second rank of the combat, striking over the heads of their frontline comrades to hit front-line fighters of the enemy force. A polearm may be used with the Fighter Combat options. However, the optional disarm rule may only be used where noted with the weapon type. The polearm user's attack rolls suffer penalties of - 3 for each of the following cases: • The user is a dwarf. • The wielder is attacking from behind a larger ally. • An ally in front of the user is using a twohanded weapon (other than a polearm) or any weapon that is swung backward behind the wielder (e.g., a battle axe, bola, sling, etc.), thus endangering the polearm bearer. If you are using the Weapon Mastery rules from the next chapter, characters trained in the use of these two-handed weapons can deflect attacks with them. Four types of pole arms are shown on the i 65'
Weapons Table. They have individual entries because each has certain characteristics that distinguish it from the others when using the Weapon Mastery rules. The variations are as follows: Halberd: This weapon is both a thrusting and a chopping weapon. It has a broad axehead with a spike on the top and a hook on the back. Pike: This thrusting weapon (essentially an extra-long spear) has a short, sharp spearhead on the end of a very long pole (12-18'). Poleaxe: This chopping weapon has a small axehead attached to a pole of varying length (515'). It is essentially an extra-long battle axe. Polearm: All other polearms use this line on the Weapons Table. A character using a polearm can say that it is a generic polearm, or he can say that he is using one of the following specific types of real-world polearms: • Bardiche: This weapon has a heavy axe blade with a long spike projecting forward. • Bill: A lightweight weapon, the bill has a long, narrow, single-edged blade (like a scythe). • Gisarme: This weapon resembles a bill with a thin spike on the back of the blade, curving forward. • Glaive: This weapon has a broad, knifelike blade. • Lochaber Axe: This weapon has a long, heavy, single-bladed axe with a hook on the back, pointing forward. • Partizan: The partizan has a broad spearhead with two hooks at the base, pointing forward. • Ranseur: This weapon has a short, sharp spike flanked by two short, curved blades at its base. • Spetum: The spetum has a long spike with two sharp curved blades forming a trident shape. • Spontoon: The spontoon has an elaborate blade, possibly wavy or with flares. • Voulge: The voulge has a large, heavy, broad blade like a cleaver. In the campaign, a DM can simply use the generic polearm entry on the Weapons Table for polearm variants. Or, if he's using the Weapon Mastery rules, he can follow the guidelines in that chapter for combining the traits of halberds, pikes, and polearms into new weapons. Regardless of type, all polearms are twohanded weapons; the wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small nonhumans (such as goblins) cannot use this weapon. Poleaxe: See Polearms, Poleaxe (above). Rock, Thrown: This is a rock of fist size or smaller. When a character throws any object that causes impact damage, treat it as if it 'were a thrown rock; the DM can reduce the damage done if he thinks it is not as punishing as a normal rock. Strength modifications apply to attack rolls and damage. If you are using the optional Weapon Mastery rules, all characters are considered to have Basic mastery level with thrown rocks. Shield Weapons: These weapons combine a shield with weapon blades. Though awkward and prone to breaking, a shield weapon can provide a second attack when used with a one-
handed weapon. Only fighters, thieves, and demihumans may use these weapons. Monsters rarely use shield weapons. The larger shield weapons may break during battle. Check for breakage whenever the attacker or the defender rolls the exact attack roll needed. (For example, if a roll of 9 or better is needed to hit and a 9 is rolled on the die, check for breakage.) Each time a breakage occurs, one of the shield weapon's blades becomes unusable. The chance that a shield weapon will break is 5 or less on ldlO. Magical shield bonuses add to the die roll, and magical weapon bonuses of the foe subtract from it. In addition to magical modifiers, modify the foe's attack roll by - 1 per 10 points of maximum damage possible. For example, a fighter with a sword shield + 3 is attacked by a monster using a two-handed sword. The monster needs a 7 to hit his target (before any modifications), and he rolls a 7 on the die. The wielder of the sword shield must check for breakage. The shield wielder's base roll is ldlO; on a 5 or less his shield breaks. His roll will have a - 1 penalty because his opponent's two-handed sword can do up to 10 points of damage. But he will have a bonus of +3 because his shield is magical. He rolls a 6, which yields 6 - 1 + 3 = 8. His shield doesn't break. The four types of shield weapons are as follows: Homed Shield: A one-foot circular shield that is strapped to the arm rather than held. A single spike projects from its center. This shield is very durable and will not break. Knife Shield: A small buckler equipped with one or two short blades protruding from its sides. Sword Shield: A medium-size shield with one or two sword or spear blades projecting from the sides (if round) or ends (if oblong). Tusked Shield: A large shield with one to four short blades protruding from the sides. It may have a central spike. Due to its size, the tusked shield requires two hands to use and may not be used with an additional weapon or another shield. Characters using this weapon always lose individual initiative to characters not using a two-handed weapon. Halflings and small nonhumans such as goblins cannot use this weapon. Short Bow: See Bow, Short (above). Short Sword: See Sword, Short (below). Sling: This is a length of cord or a long leather strap with a pouch in the middle. The user places a stone or metal "bullet" in the pouch, holds the sling by the ends, whirls it to build up speed, and then releases one end of the strap to launch the missile at his target. Spear: The spear is a thrusting head attached to one end of a medium-to-long pole (6'-8'). Fighters, dwarves, elves, and mystics can use the set spear vs. charge maneuver (see Chapter 8). Staff: This is a 2"-thick staff, 4'-6' long, possibly with iron-loaded ends. A staff may be used by all classes, even by magic-users if the DM so permits. The staff is a two-handed weapon; the wielder
of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small nonhumans cannot use this weapon. Stone: See Rock, Thrown (above). Sword, Bastard: This popular weapon is similar to a normal sword (below) but has a longer blade and a hilt (handle) nearly as long as that of a two-handed sword; the overall weapon length may be from 3'/2' to 4'/2'. The sword may be wielded either one- or two-handed. A character cannot use a shield while using this item two-handed. However, it does not cause the loss of individual initiative. The bastard sword cannot be used by a halfling or other small humanoid. Sword, Normal: This is the classic weapon of fantasy. It consists of a one-handed hilt (handle) attached to a long cutting or thrusting blade; the weapon is usually between 2V2' to 3'/2( long. Sword, Short: This is much like the normal sword (above) but smaller; it is usually between 2' to 2V2' long. Halflings and small nonhumans such as goblins can use this weapon. Sword, Two-Handed: This weapon, also called the great sword, is the largest type of sword. It is similar to the normal sword (above) but much longer, usually being 4V2' to 61l2r long. This sword is a two-handed weapon; the wielder of the weapon may not use a shield and always loses individual initiative to characters not using a two-handed weapon. Halflings and small nonhumans such as goblins cannot use this weapon. Sword Shield: See Shield Weapons, Sword Shield (above). Throwing Hammer: See Hammer, Throwing (above). Torch: A torch is basically a flaming club. Although lighter than a club, it is on fire so it does the same amount of damage as a club (Id4). If someone uses an unlit torch as a bludgeoning weapon, it does Id2 points of damage. If you use the optional Weapon Mastery rules, mastery with a club is also mastery with a torch. However (also from the Weapon Mastery rules), someone unskilled with a torch does not halve damage, but always inflicts Id4 points (regardless if the torch is lit). Trident: This is a light spear with three barbed prongs on the end, designed for underwater use. Any small creatures (2' long or less, such as normal fish) hit by a trident become stuck on the spiked prongs. To free themselves, they need to make an ability check vs. Strength to free themselves. They may make one attempt per round; many small creatures have Strengths that do not exceed 1 or 2. This weapon can be used either one- or twohanded. Used two-handed, it operates similarly to other two-handed weapons (i.e., the wielder cannot use a shield when using the weapon this way). However, a character using this weapon, 66
even in its two-handed style, does not lose his initiative roll, and halflings and other small creatures can use this weapon. Tusked Shield: See Shield Weapons, Tusked Shield (above). Two-Handed Sword: See Sword, Two-Handed (above). War Hammer: See Hammer, War (above). Whip: This weapon is a long, braided leather strap with a handle. It may be from 5'-3O' long. It is a hand-to-hand weapon and may be used to either cause damage (Id2 points) or to entangle. Before each combat round, the user must declare which option is being used. Whichever he uses, he makes a normal attack roll. If he scores a hit, the whip either inflicts Id2 points of damage or (if entangling is attempted) forces the victim to make a saving throw vs. death ray, possibly with a bonus. (See the Weapon Special Effects Table for his saving throw bonus and the result of the attack.) If the victim fails his saving throw, he may be entangled, slowed, or delayed. The effects listed on the Weapon Special Effects Table are as follows: Entangle: The victim cannot attack, cast spells, or move until a saving throw is successful. Slow: The victim is slowed, moving and attacking at half his normal rate. He cannot cast spells. Delay: The victim automatically loses initiative for the next round. This weapon is not very useful except as a tactical device. It is most often used by a thief or other character who wants to help a front-line fighter somehow while not actually engaging in melee. A whip can only entangle creatures made of solid material. Wraiths, spectres, ethereal creatures, and monsters made of water (such as water elementals) cannot be entangled. They will, however, suffer the normal damage caused by a whip. (A normal whip will not hit a monster that can only be hit by magical weapons, of course; that would require a magical whip.)
Nonstandard Weapon Use (Optional) Sometimes a character may want to use a onehanded weapon with two hands. This inflicts more damage, but has the following limitations: • Any one-handed weapon (except "Other Weapons") can be used for this option. • The character loses individual initiative. • The character cannot effectively use a shield for defense while wielding a weapon twohanded (no AC bonus). When used two-handed, weapons gain an additional +1 point of damage to their attacks. This bonus applies to any one-handed weapons used with both hands, regardless of the original damage of the weapon. Therefore, a dagger used in this way inflicts Id4 +1 (2-5) points of damage, and a spear does Id6 + 1 (2-7) points of damage when wielded with both hands.
Chapter 4: Equipment Armor All fighters, clerics, dwarves, elves, and halflings can use any of the types of armor described below. Thieves and druids can use the types of armor indicated in the "Notes" column. Magicusers and mystics can use none of these armor types. Armor is normally made for a specific race. The DM can impose penalties on a character who wears the armor of a different race. For example, an elf would find a dwarfs chain mail awkward and heavy (for an additional reduction to movement beyond what the armor's encumbrance calls for), a halfling would find it very hard to move in a human's armor (he would have to save vs. paralysis each round to avoid tripping and falling down), and a dwarf couldn't get into a halfling's armor at all!
Armor Descriptions Each type of armor constitutes a full set. The player can presume that his character, as part of the set of armor, gets the type of headgear appropriate to the armor (e.g., from a stout leather cap to a full metal helm). The player may imagine other appropriate armor components as he chooses—gauntlets, vambraces, greaves, etc.—as these components do not affect play or armor class. The armor listed in the Armor Table is described here and is presented alphabetically for your convenience. Banded Mail: This is a suit of heavy leather armor with strips or knobs of metal imbedded in
Armor Table AC (-1)* 7
6 5 4 3 0
Armor Type Shield Leather Armor Scale Mail Chain Mail Banded Mail Plate Mail Suit Armor
Cost (SP)
(en)
40
300 400 450
10 20 30
50 60 250
Enc 100 200
500 750
BH t: ^ H • 9H
Notes D D,T
S
* Subtract 1 from AC if a shield is used. D A druid can use this type of armor if it contains no metal parts or other nonorganic components (parts that have never been alive). S Suit armor has some very special characteristics; carefully read the description of this type of armor. T A thief can use this type of armor. the leather. Chain Mail: This is a full-sized shirt, often including a hood and sometimes including full pants, made of interlocked rings of metal. It is worn over a quilted shirt called a gsunbeson. When someone with a heavy weapon hits a character in chain mail, the gambeson keeps the chain mail's links from being driven into the flesh. (Additionally, it keeps him from being chilled by flesh-to-metal contact in cool weather and from being pinched by the rings.) Leather Armor: This armor is made of tough leather, often boiled for extra toughness, or even boiled in wax (which produces armor known as cuir-boulli).
Plate Mail: This is not the full plate armor usually associated with knights. It consists of numerous metal plates (the chestplate being the most important of them) linked together by chain mesh; it's much like the chain mail armor described above except that it has large, shaped metal plates reinforcing it. Scale Mail: This armor consists of light leather armor completely covered with overlapping metal scales sewn or riveted onto the leather. Shield: A shield can be any of a number of sizes as follows: • Target or Buckler (a small round shield, with only one strap, held in the fighter's hand); • Medium or Round (a larger, heavier shield.
often with two straps—one for the fighter's hand and one further up on his forearm); or • Wall or Tower (a huge shield nearly the size of the wielder, usually with two straps like a Medium). Regardless of size, all shields provide the same amount of protection by lowering the armor class score by — 1. Smaller shields are considered easier to move into the path of danger, while larger shields protect better but are slower to move into the path of danger—thus the benefit is evenly divided. Suit Armor: Suit armor is the type of armor associated with the mounted knights of high romance. It encloses the wearer completely in a sheath of steel, with chain-link joints to permit movement. It is often called plate armor (which is different than plate mail), full plate, gothic armor, or jousting armor. However, suit armor is more like the plate armor made during the last days of armor-making. The arrival of gunpowder forced armor-makers to thicken the armor made, which rendered it too heavy and clumsy and impractical for use, leading to the abandonment of making armor. In the D&D® game, the presence of magic has had almost the same effect on suit armor. Advantages: Suit armor alone is armor class 0. It may be used with a shield for armor class - 1 . Suit armor reduces the damage inflicted by most area effects (fire, cold, gas, acid), including breath weapons. The base damage is reduced by 1 point per die of damage, and the wearer gains a + 2 bonus to the applicable saving throw. The minimum base damage is always at least 1 point per die. For example, the damage from the breath of a small red dragon (HD 10, 57 hit points) is reduced by 1 point per die of damage ( - 10) to 47; the fighter in suit armor may make the usual saving throw, but with a +2 bonus, to take half damage (24 points). Magical suit armor can reduce such damage still further, by 1 point per die of damage for each two pluses of enchantment (rounded down). If a fighter in suit armor is mounted and has assistance from others, the disadvantages of encumbrance, slow movement, and surprise can be minimized. Disadvantages: Suit armor is bulky and expensive. Its encumbrance is 750 en. It must be specially made for one wearer, tailored exactly to fit; the cost is 250 gp. Magical forms are proportionately more valuable, averaging 50% greater value than plate mail of identical enchantment. Suit armor is awkward in some situations, especially when getting up from a prone position or mounting a steed. If attempted alone, the chance of success is 1 in 6 per round. In late medieval times, the latter problem was solved by the use of a strap tied around the wearer and over a handy limb or bar. The knight was then hoisted into the air and lowered onto the mount. In the D&D game, assume automatic success in getting up if anyone is available to help the wearer. Suit armor is noisy and slow. Its common creaks and clanks can be heard up to 120 feet away and negate chances for surprise. The wearer's movement rate is 30' (10'); most fighters prefer to use their suit armor only when fighting from horseback.
Barding Encumbrance Table Movement Rate 90' (30') 240' (80') 120' (40') 120' (40') 240' (80') 480' (160') 210' (70') 240' (80')
Animal Horse, Draft Horse, Riding Horse, War Mule Pegasus Flying Pony Unicorn
An unarmored fighter needs two full turns to dress in suit armor; it takes one full turn to take it off. Suit armor gives no additional protection against gaze attacks (such as a medusa's) or electricity (such as a blue dragon's lightning breath). The wearer has a - 5 penalty when using any missile device other than a crossbow. If alone, the wearer suffers a - 1 penalty to be surprised. (In other words, a fighter in such armor rolling for surprise might roll a 3, indicating no surprise, but the penalty applied will reduce the roll to a 2, resulting in the fighter being surprised.)
Barding Some characters purchase armor for their horses so that their mounts, too, will be protected in combat. Barding Table AC 7
6 5 4 3 2 0
Armor Type Leather Scale Chain Banded Plate Field Joust
Cost
(gp) 40 75 150 400 500 600 700
Enc en 25O~ 400 600 1,500 3,000 4,000 5,000
Most of these types of barding correspond to types of character armor. Chain barding, for example, is made up of the same material as a character's chain mail. Joust barding is the horse equivalent of suit armor. Field barding is similar to joust barding, but lighter. Barding and Encumbrance
On the Barding Encumbrance Table are the types of mounts for which barding is usually made. Note that one animal's barding will not fit another type of animal, except that barding made for a war horse will fit a draft horse and vice versa. Listed on the Barding Encumbrance Table is the animal, its normal movement rate, the amount of encumbrance it can carry at its normal movement rate, and the amount of encumbrance it can carry up to half its movement rate. If loaded with an amount of encumbrance greater than the amount shown in the last column, the beast will not move. Remember that the encumbrance shown is the total encumbrance being carried by the beast. This includes the barding, the weight of the rider(s) and all armor and gear. Encumbrance rates for characters' gear is listed in the Adven68
Encumbrance: Full Movement (en) 4,500 3,000 4,000 3,000 3,000 3,000 2,000 2,000
Encumbrance: Half Movement (en) 9,000 6,000 8,000 6,000 6,000 6,000 4,000 4,000
turing Gear Table. Barding for Other Animals (Optional)
The DM can allow characters to commission barding for other creatures. If he does, here are some rules for the DM to gauge the cost and encumbrance of barding made for other types of creatures. In Chapter 14, many creatures have a listing titled "Load." This shows what sort of load the creature can carry and with what modification to its movement rate. (Not all creatures have this information.) With many "Load" paragraphs is a "Barding Multiplier." This is a number that represents how much more difficult it is to make barding for this creature and how much more encumbered the creature will be with barding. To determine how much it costs to make barding for any type of creature, take its barding cost and encumbrance multiplier and multiply it by the cost and encumbrance columns from the Barding Table. For example, a character wants to find the cost and encumbrance of armor specially made for his griffon. Take the cost and encumbrance values from the Barding Table and then multiply them by the barding cost and encumbrance multiplier from the description of the griffon in Chapter 14. The griffon's multiplier is a * 5. The griffon's basic AC is 5, so it will need banded barding (or better) to improve its condition. Multiplying the cost and encumbrance by 5, the banded armor for a griffon would cost 2,000 gp and have an encumbrance of 7,500 en. The griffon's description says that it can fly with up to a load of 7,000 en at full speed or 14,000 en at half speed, so the griffon carrying this armor must be reduced to half flying speed. When barding provides an AC that is only equal to or worse than the creature's natural AC, it will do no good to wear the armor.
Adventuring Gear This section describes many of the items that characters take on adventures.
Adventuring Gear Descriptions The equipment listed in the Adventuring Gear Table is described here. The items are arranged alphabetically for your convenience. Backpack: This sturdy pack is used to carry equipment on the character's back. The shoulder straps leave the character's hands free for other actions. Boots: Plain boots are standard, mid-calf
Adventuring Gear Table Item
Backpack
Belt
Description / Notes
"9/k ••f*
S
Capacity 400 en
Cost
flHHHI 2 5gp s
mKUBBa 1I
Boots, plain Boots, riding or swash -topped Cloak, short Cloak, long Clothes, plain WM HHIJHt^Tunic and pants; blouse and skirt;
f^^^^HI
Clothes, middle-class Clothes, fine Clothes, extravagant Garlic Grappling hook J H Hammer
dress; robe; or equivalent—i—• m
fm^HSee above See above See above
flBHI I
5gP 5sp IgP 5sp
5gp
20 gp 50+ gp 5gP
I 25 gp
J|||MH
I
1
Hat or cap 1 H H | Holy symbol Holy water Iron spike
P
igP
Breakable vial
One spike
2gp
3
lsp
5 60 30 5
Oil
One flask 2gP 1 Wooden, 10' long gP 5sp Capacity 50 en 1 t Quiver 1 H | M S B " * For arrows or quarrels " " " ' * !gP Rations, iron j | ^ | H H j f Preserved food for one person for P|^* one week 15 gp Rations, standard Unpreserved food for one person for one week 5gP Rope 50' length IgP Sack, small *"""TgP Capacity 200 en Sack, large Capacity 600 en 2gp Pole Pouch, belt
Wine Wolfsbane
.ijpJBJfc.
,!^gi||HHHfflIIlil I
Lockpicks, wire, etc. Flint, steel, kindling One torch Six torches One-quart capacity; enc 30 when filled One quart, wineskin not included One bunch
20*** 20** 20** 30** 1 80 10
2sp
25 gp 25 gp
Iron spikes J H H H BHJpiif1 Twelve spikes 19Mfi|Hfl8|ISI IgP 10 gp i^B^Ml Lantern J ^ ^ ^ H ^ M | ^ Burns oil 5gP Hand-sized, steel._JHBBB Mirror flM H R
Shoes Stakes (3) and mallet Thieves' tools Tinder box Torch Torches Waterskin / wineskin
Enc (en) 20* 5** 10** 15** 10** 15**
5sp
3gP
25 gp 3gp 2sp !gp !gp 1 gP 10 gp
1 1
10 100 2* 5*** 70 200 50 1*
5* 8** 10 10
5
20 120
5
30 1
* This is the item's encumbrance when empty. When goods are placed within it, the encumbrance includes both the item's encumbrance and the encumbrance of the goods within it. Thus, a fully filled belt pouch has an encumbrance of 55 en. ** This is the encumbrance if packed. If the clothes are worn, disregard the encumbrance. *** This is the quiver's encumbrance when empty. Filled with arrows or quarrels, it is up to 10 en for encumbrance. A 5-cn encumbrance quiver + 10 en of missiles (20 arrows or 30 quarrels) still equals only a 10-cn encumbrance bundle to carry around. leather boots. Riding boots are more expensive footwear coming up to the knee or just below. Swash-topped boots are soft leather boots that come up well above the knee, but the top portion folds down at knee height or below, resulting in a cuff. Cloak: The D&D® game gives no special benefit to characters wearing cloaks, but the DM may decide that a character caught in cold weather without a cloak or similar garment could eventually suffer from exposure. Clothes: A character is presumed to start play with two or three sets of clothes of the plain variety. Plain clothes are fine for most travel and adventuring purposes; the better grades of clothes are for social purposes. (Characters invited to the king's ball don't go in plain or middle-class
clothes, after all!) Garlic: This is an aromatic herb that repels vampires and some other undead monsters. Grappling Hook: A large 3- or 4-pronged hook, made of specially hardened iron, this item is tied to the end of the rope and then swung up or over a target. A successful attack roll, with difficulty modifiers as the DM decides, means that the hook has anchored itself to the target. With use of this tool, the characters can often cross gaps or climb walls they could not otherwise climb. The hook may also be attached manually to a nearby surface, such as when a thief climbs a wall and then attaches a line for his friends to climb. Hammer: This is used to drive iron spikes into hard surfaces. Used as a weapon, it does Id3 points of damage and can be wielded by anyone
who can use a war hammer. Hat or Cap: This is standard headgear for the campaign setting. Holy Symbol: This is a sign or symbol of a cleric's beliefs. It is often used to physically ward off vampires, and DMs may make holy symbols necessary for a cleric to turn undead. Holy Vfater: This is water prepared by a high level cleric. It will cause damage to undead monsters. Iron Spikes: These are essentially large, long iron nails; they may have flat heads or circular, open heads (the latter kind is useful for tying ropes to). Spikes can be used to wedge doors open, provide grips for climbing or anchors for ropes, pry things loose, and so forth. Characters will need a hammer to pound them into hard surfaces such as stone and wood. Lantern: This is a simple oil lantern that casts light in a 30' radius, burning one flask of oil in four hours (24 turns). Most types are shuttered or enclosed against wind. Mirror: \bur character can use a mirror to look around corners, examine empty rooms, and defend against magical gaze attacks. When a character uses a mirror to watch an opponent, he receives a - 2 penalty to attack rolls when he tries to hit that target, and he cannot use a shield (he's holding the mirror in his shield hand). The area must be lit for the mirror to work this way. Oil: Oil is burned in a lantern for light. A flask of oil may also be thrown as a missile weapon or poured out and ignited to delay pursuit. Pole, Wooden: This is the proverbial 10' pole, made of wood 2" thick. Particularly cautious adventurers, or adventurers in regions where such objects have proven their usefulness, use poles to prod piles of rags, stir around in watery pools, poke into corners, touch objects that may have traps attached to them, test the sturdiness of floors and ledges, and so forth. Quiver: This is a container for arrows or quarrels; it is usually made of leather. A lesser-quality quiver is included in the basic cost of a load of ammunition, as noted on the Ammunition Table above. Rations: %ur character needs to pack food and drink when traveling; rations are food that has been packaged for travel. A single ration is enough food to sustain one vigorous adult for a week—that is, about 21 meals. Rations for adventurers typically come in two types as follows: Standard Rations: These rations consist of untreated food chosen and prepared for traveling; they will last up to a week when the characters are traveling outdoors. Carried into a dank, unhealthy dungeon, they spoil overnight. Iron Rations: These rations are preserved food (beef jerky, hard tack, dried fruits and,vegetables, etc.); they are not as tasty as standard rations, but they last for two months (eight weeks) in normal travel and up to a week in bad conditions (such as dungeons). Rope (50' Length): This is a heavy climbing rope that can support three fully loaded humans (i.e., about 7,500 en in encumbrance). Rope can be tied to an iron spike and used to climb up steep walls. It may also be useful in tying up captured prisoners, pulling doors open, etc. Sack, Large: This is a burlap, cloth, or leather bag, usually 2' x 4'. It is normally carried over a shoulder (occupying one hand) or tied onto a
Chapter 4: Equipment cart or saddle-horn; if carried in hand, it is usually dropped when the owner goes into combat. Sack, Small: Similar to a large sack, the 1' x 2' cloth bag can be carried over the shoulder (occupying one hand) or tied onto a cart or a saddlehorn. Some characters tie it off their belts or (with quick-release knots) to their spearheads. Shoes: A character should have shoes if he is going to travel or explore dungeons; the DM might assign damage to barefoot characters walking through bad terrain or treacherous catacombs. Stakes and Mallet: Three large (18") wooden stakes and a wooden mallet can be quite useful for destroying vampires. Thieves' look: Required for picking locks, these items are usable only by thieves. A typical set includes various lockpicks, fine wire, etc. Tinderbox: The tinderbox is a small box containing flint, steel, and tinder (wood shavings). Characters use this to start any fires, be it for their camp or their torches. To use a tinderbox, roll Id6; under normal (comparatively dry) circumstances, a fire is successfully ignited on a result of 1 or 2. Someone with a tinderbox may try to use it once per round. Torch: This is any 1' to 2' long piece of wood, its head sometimes covered with an inflammable substance such as pitch. It casts light in a 30' radius and burns for one hour (six turns). See the description from the Weapons Table for information on using a torch as a weapon; clerics can use it as a weapon. Waterskin: This flexible container is usually made of leather or a preserved animal bladder. It has a liquid capacity of one quart and an encumbrance of 30 en when filled, 5 en when empty. Wine: This is the cost of a quart of common wine, not including the container. Wolfsbane: Sold dried or fresh in single sprigs, this is an herb used to drive off lycanthropes, who cannot abide its presence.
Land Transportation Equipment Characters usually acquire land animals, and sometimes carts or wagons, for transportation of themselves and their gear overland. Adventurers typically buy the types of animals for transportation listed in the Riding Animal Costs Table. In addition, they may purchase other equipment from the Land Transportation Gear Table. Riding Animal Costs Table Animal Camel Horse: Draft Riding War Mule Pony
Cost (gp) 100 40 75 250 30 35
Riding Animal Descriptions The animals listed in the Riding Animal Costs Table are described here and are arranged alphabetically for your use. Camels: These animals are normally only found in desert campaigns. They are better suited to arid climates than horses, and they travel
much further on the same amount of water. Horses: As campaigns develop, characters will travel many miles in search of adventure. Most characters will probably purchase one or more horses to make travel faster and easier. Types of horses are as follows: Draft Horses: These horses are huge, plodding animals usually used to plow fields and perform other farm labors. Characters will seldom want to ride them—normally this will occur only when they need to transport an injured person or a lot of gear and they have no other mount. Riding Horses: This type of horse is the fastest normal steed, but it is no help in combat. War Horses: These horses are larger and hardier than riding horses, and they may be useful in wilderness encounters. A war horse can fight, using its two front hoof attacks (for Id6 points each), with the help of the character riding it. While guiding the horse, the character cannot cast a spell, but he can attack or perform some other action (such as drinking a potion, changing weapons, etc.). When not carrying a rider, a war horse will defend itself without needing such guidance. Any class can ride a war horse. Mules: Mules are cheaper, less glamorous animals than horses, but they are very durable and reliable mounts and pack animals. Ponies: Ponies are small riding equines. Their diminutive stature makes them ideal mounts for halflings, children, and small characters. The items and accoutrements listed in the Land Transportation Gear Table are useful to adventurers who have the above riding animals.
Land Transportation Equipment Descriptions The items listed in the Land Transportation Gear Table are described here and are arranged alphabetically for your use. Cart: A cart is pulled either by one or two draft horses or by two to four mules. The cart's maximum safe movement rate is 60' (20'); above that rate, the DM should check once per turn to see if the cart breaks down or tips over. On 1 on a Id6, it breaks down, and on a 2 or 3 it tips over. The cart's carrying capacity is 4,000 en when pulled by a single horse, 8,000 en when pulled by two. It cannot travel through desert, forest, mountain, or swamp except by road. Saddle & Tack: This is a leather and wooden saddle with metal fastenings. It is assumed to include a blanket, bridle and bit, and stirrups. The saddle's capacity does not refer to the size of the rider; it is the amount of encumbrance the saddle can carry in the form of sacks tied to the saddle-horn, weapon sheathes, etc. Land Transportation Gear Table Item Saddle & Tack Saddle Bags Cart (2 wheels) Wagon (4 wheels)
Saddle Bag: This is a long, two-pocketed leather container that lies behind the saddle. Wagon: This is a large wooden wagon pulled by two or four draft horses (or four, six, or eight mules). The wagon's maximum safe movement rate is 60' (20'); above that rate, the DM should check once per turn to see if the wagon breaks down or tips over. On 1 on a Id6, it breaks down, and on a 2 it tips over. The wagon cannot travel through desert, forest, mountain, or swamp except by road. Vehicle Movement Speeds The animals noted above can pull the carrying capacities for carts and wagons with no problem or hindrance against their movement speeds. The vehicles can be loaded heavier, but movement speeds will suffer. Simply put, if the animal's normal encumbrance value is equal to or higher than the weight in the vehicle, it can pull it at its normal speed. If the encumbrance of the vehicle exceeds the animal's normal encumbrance value, it can be pulled at half the animal's normal speed. For example, one draft horse pulls a cart loaded down with 3,000 en of cargo; this cart could travel at the horse's maximum rate of 90' (30'), though speeds greater than 60' (20') risk upsetting the vehicle and the cargo. The same draft horse can pull a cart loaded with 5,000 en of cargo, but this cart moves at half speed or 45' (15').
Water Transportation When characters must travel along rivers or across oceans, they'll need to find water transportation. Vessels and pertinent information are listed in the Sailing Vessels Table. Crew numbers do not include the captains of the vessels. All vessels should have a captain except lifeboats, river boats, sailboats, and rafts. As a rule of thumb, galleys sail only along the coast; they do not venture across oceans. River boats and rafts are used for travel on rivers and will almost surely be destroyed if they venture too far from coastal shores. Canoes are normally used on rivers. All other vessels are suitable for use on the open ocean.
Water Vessel Descriptions The vessels listed in the Sailing Vessels Table are described below. Boat, River: This boat is designed specifically for river travel. The length is 2O'-3O', beam (width) is 10', and draft (depth under water) is 2'-3'. Capacity: 30,000 en. Crew: 8 rowers, 2 sailors (one of whom acts as captain). It may be
Notes (a) (a) (b) (b) (a) The Enc figure is the amount of weight the empty container adds to the load the horse carries. For example, a fully laden saddlebag has an encumbrance of 900 en. (b) The cart's or wagon's capacity varies with the number of horses pulling it; one horse indicates the lesser capacity, two horses indicates the greater. These figures are based on using draft horses. Two mules can substitute for one horse. 70
Cost (gp) 25 5 100 200
Capacity (en) 200 (Enc 300) 800 (Enc 100) 4,000/8,000 15,000/25,000
Chapter 4: Equipment Sailing Vessels Table Cost (gp) 4,000 2,000
Crew Rowers 8 —
Sailors 2 1
30
—
i
30,000 10,000 60,000 1,000 15,000
180 60 300 — —
20 10 30 — 75t
50 20 75 — —
60,000 40,000 80,000 15,000 30,000
18/72 18/90 12/72
1 gp/sqft —
— —
— —
— —
io 20 20
25t 50t lOOt
Item Boat, River Boat, Sailing
Canoe
Galleys: Large
uJjHJHt
Small
War Lifeboat, Ship's Longship xvaitsiT .
Professional Built by PCs
Sailing Ships:
Small
Large
.j|||j|jjjr
Troop Transport
SHP
5,000 20,000 30,000
••P ••••••— —
Marines — —
Capacity (en)* 40,000 20,000
— a i i i i |fe
6,000
Move Mi /Day** 36
Hull Points 60 20-40 20-40 120 s i — • — " — I 5-10
72
is
Move Ft/Rnd**
90/120 90/150 60/120
18
30
18/90
90/150
10,000 5,000
12 12
5© 30
100,000 300,000 600,000
90 72 60
™"
HUB 120 WKM 90
100-120 80-100 120-150 10-20 60-80
s
1|
5
60 "90 |l20-180 160-220
Armor Class 8 8
9 7 8 7
9 8
9
USHBl^PMIi 7 7
*This column shows the vessel's capacity in addition to the listed crew. For example, a river boat can carry 8 people and 40,000 en in additional cargo. "Cargo" includes any additional passengers. ** If two rates are given, the first rate is for rowing, the second for sailing. The first rate is used on windless days (or rounds), and the second on days or rounds when there is wind in the sails. If only one rate is given, it is for sailing; on windless days or days when wind is against the vessel, the vessel does not move. t Longship: Sailors acts as both rowers and marines. t t The hull points and movement rate figures are for each 100 square foo t section (10' X 10'). t Sailing ships have no marines. If this vessel is converted into a troop transport, it can accommodate this number of marines and keep its cargo capacity, but it costs 1li more gp. rowed oi poled; it may have a wooden roof for protection from weather (1,000 gp extra). Boat, Sailing: This is a single-masted boat, designed for lake or coastal use. The length is 15'45', beam is 5'-15\ and draft is 3'-8'. Capacity: 20,000 en. Minimum crew: 1 sailor; additional crew and captain may be hired. Canoe: This is a light wood frame covered with hides, canvas, or waterproof bark; it is designed for rivers and swamps. The length is 15', beam is 3', and draft is 1'. Capacity: 6,000 en. It may be carried by one or two people; encumbrance is 1,000 en for one, 300 en each for two people. A special type of canoe, the outrigger, can sail on the ocean; it costs twice as much as the normal canoe and has three times the encumbrance. Galley, Large: This ship is designed for oceans and large lakes. The length is 12O'-15O', beam is 15'-2O', and draft is 3'. Capacity: 40,000 en plus crew. Standard crew: 180 rowers, 20 sailors, 50 marines, 1 captain. It has a single mast with a square sail. It can have a ram (V3 additional cost) and two light catapults (bow and stern). Galley, Small: Similar to the large galley, this ship is built for coastal and lake use. The length is 6O'-1OO', beam is 10'-15\ and draft is 2'-3'. Capacity: 20,000 en plus crew. Standard crew: 60 rowers, 10 sailors, 20 marines, 1 captain. This ship can have a ram (V3 extra cost) and two light catapults (bow and stern). Galley, Wat: This large, two-masted galley is designed for combat; it is often used as a flagship. The length is 12C-15O', beam is 2O'-3O', and draft is 4'-6'. Capacity: 60,000 en plus crew. Standard crew: 300 rowers, 30 sailors, 75 marines, 1 captain. This ship always has a ram and one deck above the rowers has two light wooden towers (bow and stern), each 10'-20' square, height 15'-2O'. It can have three light catapults. Lifeboat, Ship's: This vessel can carry up to
ten people. It is designed for survival and each has a collapsible mast. The length is 20', beam is 4'-5', and draft is l'-2'. Capacity: 15,000 en. Stored onboard the ship is one week's iron rations for ten people. Small ships usually carry one or two lifeboats; large ships carry three or four. Lifeboats are not included in the listed cost of ships. A lifeboat carried onboard another vessel has an encumbrance of 5,000 en (deducted from the ship's capacity). Longship: This ship is designed for river, ocean, or coastal use. The length is 60'-80', beam is 10'-15', and draft is 2'-3'. Capacity: 40,000 en. Standard crew: 75 sailors (acting as rowers and marines), 1 captain. Sixty rowers are needed for full speed. Raft: This is an awkward floating platform or barge, moved by poles or natural current, and often equipped with a crude steering oar. Maximum size 30' X4o'. Capacity: 10,000 en per 100 square feet. The raft may have raised edges and a tent or wood hut for shelter. It is often dismantled and sold for the value of the wood (V4 price) once the cargo reaches a downstream port. It may be found as a ferry at a river crossing. Characters can build their own rafts if wood is available—this takes Id3 days per 100 square feet (maximum size 600 square feet). Capacity: 5,000 en per 100 square feet. Sailing Ship, Large: This is a three-masted ship with one or more decks. The length is 100'150', beam is 25'-3O', and draft is 10'-12'. Capacity: 300,000 en plus crew. Standard crew: 20 sailors, 1 captain. The bow and stern are raised "castles" for better field of fire, and it may have two light catapults. Sailing Ship, Small: Very similar to the large sailing ship, the small sailing ship has a single mast. The length is 60'-80', beam is 20'-30', and draft is 5'-8'. Capacity: 100,000 en plus crew. Standard crew: 10 sailors, 1 captain.
Troop Transport: Identical in size to the large sailing ship, this ship is designed to carry people. Capacity: double large sailing ship, calculated for men and horses. This vessel often has special modifications. For example, troop transports designed to carry cavalry will have a hatch cut into the side for loading horses or other animals. Ship Combat Characteristics HullPts: A ship's ability to remain afloat after taking water or damage is measured by a number, called hull points. Hull points for a ship are very similar to hit points for a character; when a ship reaches zero or fewer hull points, it will sink in ldlO rounds. If a ship is reduced to zero or fewer hull points, it can no longer move under its own power or attack with ship-mounted weapons. The DM can decide whether any onboard catapults are then destroyed (he can choose to roll Id6, with a 1-4 indicating the weapon is wrecked); the crew may use personal weapons normally. When the PCs buy a ship, the DM decides how many hull points it has, choosing from the range of hull points listed in the Sailing Vessels Table. As a general rule of thumb, a new ship from a good shipyard will have the maximum listed hull points. A new ship from a less-reliable shipyard or a well-maintained older ship will have somewhat fewer hull points. And a scurvy river barge that's taking on water will have the lowest possible hull points indeed. Armor Class: This number is used to determine chances of success for ram and catapult attacks against a ship. Ship Modifications Some ships can be modified for transport or combat, with additional costs as follows: Adding a Ram: A large or small galley may
add a ram for an additional 'h of the ship's listed cost. A war galley already has a ram included in the cost. Other ships may not add rams. Troop Transport: A large or small sailing ship may be converted into a troop transport by paying an additional V2 of the ship's listed cost. A troop transport has lh more hull points than a normal sailing ship, and it carries twice as many troops as the normal vessel of its type. The one troop transport listed on the Sailing Vessels Table is equivalent to a converted large sailing ship. Catapult: A longship, any type of galley, and either type of sailed warship may add one light catapult beyond the numbers of catapults already described for them. The larger sailing ships may use heavy catapults instead. Ordinary sailing ships, troop transports, and the smaller vessels not mentioned above cannot mount a catapult. A catapult and 20 rounds of shot weigh 20,000 en. Catapults are discussed later in this chapter, under "Siege Equipment."
Characters don't have to buy ships in order to get from place to place across the water. They can book passage on commercial vessels. The Passage Table shows the cost of such transportation based on the class of passage and the distance traveled. To use the table, determine how far the character is traveling; divide that distance by the number shown, and the result is the cost of passage per person (in silver pieces). For example, an adventurer travels 80 miles at first-class passage. His rate is 80 miles divided by 1 sp = 80 sp for passage. A different adventurer, traveling the same 80 miles but going by thirdclass, would pay 4 sp (80 miles •*• 20 sp = 4 sp). Passage Table Class of Passage First-Class Second-Class Third-Class
Rate Miles/ l s p Miles/5 sp Miles/ 20 sp
Minimum Cost 35 sp 10 sp 2sp
The passage classes listed in the Passage Table are described here and are arranged alphabetically for your convenience. Fiist-Class: These are luxurious accommodations. The character has his own cabin (two or more people traveling together may book a single larger cabin). Service is first-rate, and meals are excellent. Each character has 10,000 en of cargo space in the hold available, and he can easily put another 5,000 en of space in his cabin. He can purchase an extra 10,000 en of space in the hold for V10 the cost of his passage.
Second-Class: These are decent accommodations. The character is in a small cabin with up to three other people; some of them may be strangers if characters are traveling singly or do not arrange to be placed in the same cabin. Service is minimal, but meals are adequate. Each character has 5,000 en of cargo space in the hold available to him, and he can comfortably fit another 1,000 en of gear in his cabin. He can purchase an additional 5,000 en of space in the hold for V10 the cost of his passage. Third-Class: These are minimal accommodations. The character may have a bunk in a large common passenger hold; on a smaller boat or ferry, he may just have a seat open to the sky. If this is passage on a ship that can hold 20 people or more, the price of passage includes 1,000 en of space in the cargo area. A character can keep another 500 en of gear near or under his bunk, and he can purchase another 1,000 en of space in the cargo area for V5 the cost of his passage. If this is passage on a raft, ferry, canoe, or other small vessel, the character has no cargo privileges because of space constrictions. He can bring only what he can comfortably carry on his person, unless he cares to buy another seat at the same rate. The additional seat would give him about 2,000 en of room for equipment. Food, if available, is meager and coarse.
Siege Equipment Should characters decide to lay siege to a fortification or equip a sailing vessel with heavy weapons, siege weaponry and miscellaneous siege information is found in this section. Many of the siege weapons described here need to be operated by trained crews. For simplicity's sake, the DM can assume that Id6 days spent working with the ballista is sufficient to train the crew with it. If the campaign uses the optional General Skills from Chapter 5, the artillery skill counts as training with every existing type of siege weapon. Weapon information listed in the Siege Weapons Table is as follows: Cost (gp) shows only the cost of the weapon itself; ammunition costs are shown on another column. Enc (en) is the weight of each weapon. AC shows the weapon's armor class when fired upon at range; in melee combat, consider siege weapons to have ACs of 6. HP shows the weapon's hit points. When a weapon has taken its listed number of hit points, it is broken and will no longer work. Full Crew indicates the optimum size of a crew to operate this piece of equipment. More crew-
men will not improve its performance. If a crew is less than full, but at least half the listed number, the weapon's rate of fire is half normal. If the crew is reduced below half but not below V4 the listed number, the weapon's rate of fire is divided by four. Round down all fractions. Damage is the amount of damage each weapon can do. Range should be read as you would for any missile weapon. However, the "Min" figure is the closest distance at which the weapon can fire at a target. A light catapult can't fire at anything closer than 150 yards, for instance. As usual, targets are + 1 to hit at short range and - 1 to hit at long range. Fire Rate describes the maximum rate at which the weapon can fire; for example, a continuously manned ballista can fire one projectile every two rounds (20 seconds). Ammo Cost/Week reflects the amount of ammunition used during a standard week-long siege. During longer sieges, you'll use the rules in the "Siege Combat" section of Chapter 8. This section has more detailed rules pertaining to the use of siege weapons. The "Cost," "Standard Size," and "Enc (en)" listed in the Miscellaneous Siege Equipment Table on page 74 are self-explanatory; the remaining columns are as follows: AC shows the equipment's own armor class; when someone attacks the equipment itself, this is the armor class he must hit. AC+ shows the armor class bonus that the equipment provides to those who are protected by it. If an armor class 6 character is inside a belfry, his armor class against outside attackers is a — 2. Once the belfry is destroyed, however, armor class is 6. HP shows the equipment's hit points; once the equipment has sustained that number of hit points, it collapses, becomes useless, and ceases to protect those within it.
Siege Weapon Descriptions The weapons listed in the Siege Weapons Table are described here and are arranged alphabetically for your convenience. Ballista: A ballista is very similar to a normal crossbow and was actually the crossbow's forerunner. It is much larger (often 5'-10' long) and mounted on a platform or wheeled carriage. The ballista described in the Siege Weapons Table is the largest one available. It is mounted on wheels (or on a wagon), or it can be placed on a pivot. The latter is the case when it is installed on a ship or a defensive fortification. Ballista ammunition resembles spears, but
Siege Weapons Table Weapon Ballista Catapult, light Catapult, Heavy Trebuchet Bore Ram, Battering
Cost (gp) 75 150 250 400 150 100
Enc
(en) 6,000* 12,000* 18,000* 24,000* 3,000 3,000
AC 4 4 0 0
-4 -4
HP 9 18 27 36 50 50
Full Crew 4 6 8 12 10 10
Range 100/200/300 200/250/300 250/325/400 250/400/500 — —
(Min: NA) (Min: 150) (Min: 175) (Min: 100)
Damage dl0 + 6 d8 + 8 dl0+10 dl2 + 13 d6 + l4 d6 + 8
Fire Ammo Rate Cost/Wk. Iper2 2,000 4,000 Iper5 1 per 6 6,000 8,000 1 per 6 — 1 per 2 Iper2 —
* These weapons may have wheels attached and be towed Towing encumbrance = '/i2 the listed encumbrance; thus a horse pulling a heavy catapult on wheels is pulling 1 500 en.
they have larger heads. The ammunition is nearly useless against constructions, but they can inflict some damage to equipment. They are designed for use against men, animals, and monsters. The crew of a ballista must be trained to use it, but the weapon does not require that an artillerist be present (see "General Skills," in Chapter 5 for the artillery skill). If a ballista is operated by a trained crew, one of whom is an artillerist, it fires at the fighter experience level of the artillerist. (If the artillerist is not a fighter, use the equivalent fighting ability of his class; for example, a magic-user of lst-5th level has the same attack roll as a fighter of lst3rd level.) If operated by a trained crew with no artillerist present, take the size of the operating crew (maximum: 4) and use the size as if it were the experience level of a fighter; in other words, the smaller the crew, the worse the attack roll becomes. If operated by an untrained crew, the ballista fires as though it were a normal man with a - 8 penalty to the attack roll. Bore: A bore is a long, heavy loglike device hung from chains; its metal tip is similar to a corkscrew. Instead of being carried, it rests within a cradle of chains so it can be freely rotated. Ropes are wrapped tightly around it and are pulled alternately from each side by two crews of four men each. In use, the bore is rolled up to its target (normally the gate of a fortification). Two men hold the bore firmly against the target structure while the other men, in two groups of four, pull the ropes in sequence to rotate the bore—first one direction, then the other. The bore actually drills its way into the target. The bore does not require a siege specialist to use, but its crew does need to be trained in its use. A bore is too slow to attack a mobile target of any sort. Catapult: A catapult is a huge wooden "spoon" mounted in a wooden frame. Its lower end is fixed by twisted ropes, so that the tension on the ropes keeps the spoon portion nearly upright. When the spoon is pulled down, the ropes become taut. The spoon is secured in this position, loaded with shot, and released. The spoon snaps quickly upward until it hits a horizontal crossbar and stops; the shot continues on its way, following an arched trajectory. The range varies by the amount of tension on the ropes. A trained artillerist knows the proper amounts of tension for various ranges of fire. Use of the catapult requires the presence of an artillerist. If you are using the General Skills rules from Chapter 5, anyone with the artillery skill can captain a catapult. Otherwise, the artillerist must be a hired NPC specialist. There are two common types of catapults— light and heavy. Either may be mounted on a wheeled carriage for towing, but it must be firmly blocked in place when used. light catapults may also be mounted on ships. Catapults cannot be fired at moving targets. An exception is the ship-mounted catapult, which is aimed by virtue of the ship steering in the correct direction; it can only be aimed at very large monsters and other ships. If a catapult is operated by a trained crew, one of whom is an artillerist, it fires at the fighter experience level of the artillerist. (If the artillerist is not a fighter, use the equivalent fighting ability
of his class; for example, a magic-user of lst-5th level has the same attack roll as a fighter of lst3rd level.) If operated by an untrained crew, or by a trained crew with no artillerist present, it fires as though it were a normal man with a — 8 penalty to the attack roll. Ram, Battering: A battering ram is a large, heavy log or similar device mounted on wheels. The log is usually capped with metal. This end is repeatedly slammed against a target (such as a door or gate), using brute force to cause damage. The standard battering ram is 10' long and needs a 10-man crew to operate. For a longer ram, add one crewman per extra foot of length. A ram can be transported by fewer men than it takes to operate it. The ram is commonly used by fastening it securely to stout chains attached to a wheeled gallery shed ceiling or belfry (see "Miscellaneous Siege Equipment," below). The ram is then easily rolled up to and swung against the target. When a ram is used in this manner, only one man is needed for each 2' of the ram's length; a five-man crew is sufficient for a 10' battering ram. The crew of a battering ram does not have to be trained in its use. Trebuchet: Somewhat similar to the catapult, a trebuchet is a huge wooden bar with a sling at one end, mounted oh a wooden frame in seesaw fashion. Instead of using ropes and tension to propel it, the bar is mounted on a pivot so that part of the bar projects toward the target. A large basket or net is hung from this end and is filled with weights. Ropes are used to pull the long sling arm down and to hold it for loading. When released, the weights pull the short arm downward and the long arm pivots quickly upward. The sling slows naturally as the weights reach the bottom of the arc and flies open, causing the shot to fly off in a high, arched trajectory. The range of fire is determined by the amount of weight in the basket or net and by the exact position of the basket on the short arm of the bar. If a trebuchet is operated by a trained crew, one of whom is an artillerist, it fires at the fighter experience level of the artillerist. (If the artillerist is not a fighter, use the equivalent fighting ability of his class; for example, a magic-user of lst5th level has the same attack roll as a fighter of lst-3rd level.) If operated by an untrained crew, or by a trained crew with no artillerist present, it fires as though it were a normal man with a ~8 penalty to the attack roll. Alternative Types of Ammunition Previously, weapon tables have shown damage and cost factors for normal ammunition. Normal ammunition is ammunition of a consistent quality, weight, and size. In the field, characters sometimes have to rely on available stones and projectiles to launch from their weapons. This greatly reduces the cost of operating a weapon continuously, but is a drain on manpower due to having to find ammunition. The DM will decide in any such instance whether this foraging for ammunition slows down the rate of fire or diminishes the weapon's effectiveness. Foraged rocks may not be as accurate as standard ammunition, and the DM can assign attack roll penalties to those who use them. Only catapults and trebuchets may utilize found stones. • *^>
^J
Another type of ammunition is pitch shot. Pitch shot consists of a large ball of pitch (sometimes mixed with gravel) loaded into the weapon and lit just before it's fired. Pitch shot does not do normal damage. Where it hits, it does Id6 fire damage in a 10' * 10' area; it ignites any flammable targets (such as oil) that it hits. Wooden structures can be damaged by pitch attacks. Damage starts out slowly—instead of taking Id6 points of damage, wooden structures take only 1 point. But wooden structures attacked by fire can be set afire, causing further damage. A building's chance to catch fire is 5% per point of damage caused by each fire attack. This is cumulative during any one-day period— in other words, a building hit by one fire attack has a 5% chance to catch fire, a 10% chance on the next attack, and so on. Anything set afire will take 1 point of damage the first round, 3 more points by the end of the first turn, 6 points the second turn, and 12 points for each turn thereafter until destroyed. Catapults and trebuchets can use pitch shots; their firing bowls must be specially reinforced (costing 50 gp) to fire pitch shot. Pitch shot costs five times as much as normal shot.
Miscellaneous Siege Equipment Descriptions The equipment listed in the Miscellaneous Siege Equipment Table is described here and is arranged alphabetically for your convenience. Belfry: A belfry (or siege tower) is a protected stairway. The standard belfry is a 30' tall building on wheels, made of a stout wood frame with thin walls. The walls are covered with uncured or wet animal hides and blankets to minimize fire damage. The interior of the building contains a well-built stairway. One or two doors lead into the building at the base. A drawbridge near the top of the belfry is controlled from inside. A final set of steps leads to the roof of the belfry, with access protected by a trap door barred on the inside. In use, the belfry is pushed or pulled up to a wall; troops then enter the doors and climb the stairway. When ready, they lower the drawbridge so that it gives access to the top of the adjacent wall, and then charge across to melee. Some troops may take a position atop the belfry, adding missile fire to the melee atop the wall. If a belfry is subjected to fire attack, it takes full initial fire damage, but it has only a 5% chance to ignite for each 2 points of fire damage it sustains. (See the description above for pitch shot and see Chapter 8 for more details on fires and fire fighting.) Gallery Shed: This protective device is I wooden building with a light frame construction. It has side walls but no end walls. The roof is normally covered with animal hides or wet blankets to minimize fire damage. The standard gallery shed is 20' long, 10' wide, and 10' tall. It can be carried by 20 men, and it gives a - 1 2 bonus to the armor class of those within it. A gallery shed is most often used along with a ram or bore, which is suspended by chains from the ceiling of the shed before advancing on the enemy. Hoist: A hoist is a machine used to lift small numbers of troops over or to the top of a wall or other obstruction. A hoist consists of a light
Chapter 4: Equipment Miscellaneous Siege Equipment Table Type Belfry Gallery Shed Hoist Ladder Mantlet Timber fort
Cost 25 gp/ft height 15 gp/ft length 5 gp/ft height 1 gp/10' height 2 gp/ft length 4 gp/ft length
Standard Size 30' tall 10' x 10' x 20' 30' tall 30' tall 8' long 8' long
Enc (en) 250,000* 8,000* 12,000* 900
4,800* 7,200*
AC
AC +
4 4 4
-8 -12 0 0
0 0
-8
-T
-
HP 75 40 15 3 16 32
* These weapons may have wheels attached anc be towed. Towing encumbrance = '/i2 the listed encumbrance; thus a horse pulling a mantlet on wheels is pulling only 400 en. frame, similar to a belfry's, with a long beam projecting from the top and a pulley on the beam. A large basket, capable of carrying up to four men, is raised by ropes through the pulley and connected to a winch. The rate of ascent varies by the number of crewmen operating the hoist and by the number of troops in the basket. A hoist is normally used to raise well-armed or higher level troops (those who can withstand some missile fire before engaging in melee) to the top of a wall. Ladder: The siege ladder is a large, sturdy version of the common ladder. It is most effective when used by surprise or against defenders already occupied by attackers from a belfry or hoist. Used alone, ladders are easily toppled or broken by defenders. To topple a ladder, take the number of defenders trying to topple the ladder (numbers greater than four count as four) and multiply that number by four. The attacker (on the ladder) must roll above that result on ld20 as a saving throw each round or the ladder is toppled. The attacker may attempt this save once per round. Mantlet: A mantlet is a wooden wall, built with wheels for easy movement. The standard mantlet is 8' long and 4' high and can shield up to five men. Those protected by the mantlet gain a - 4 bonus to armor class. Mantlets are often used by troops who are pushing a belfry up to a wall and by those operating or waiting for use of a hoist. Timber Fort: A timber fort is a heavy wooden wall built in sections. It is movable only with difficulty. Each section of the wall is 8' long and 4'5' high. Those protected by a timber fort gain a - 8 bonus to armor class. Final Notes on Siege Weapons
Special additional rules for these weapons appear elsewhere in this book in the "Siege Machine" section of Chapter 8.
vo types of special abilities (called weapon nastery and general skills) can be used by player characters in campaign games. These two sets of abilities are optional; the Dungeon Master decides whether they will be used in his or her world. Weapon mastery is a character's ability to use weapons with greater skill than the game normally allows. All characters, not just fighters, can learn to use weapon mastery. General skills are abilities that characters can learn and use in the campaign. Few general skills are useful in combat, but many are helpful throughout the course of a campaign; they also help define the character and make him or her seem more real.
Weapon Mastery In the D&D® combat system, each character automatically knows how to use every weapon available to his character class for use. The following system gives player characters the option to either study one weapon in depth or to study a few weapons to a less intense degree. When a character is using the weapon(s) he has mastered, he has an advantage over those who have not studied these weapons.
Weapon Choices With the weapon mastery rules, when a human character is started, he does not know how to use any weapons. He is given weapon choices so that he may choose to learn individual weapons. Demihumans do not gain or use weapon choices; due to their longer lifespans and wilderness-oriented lifestyles, demihuman characters start with basic skill in all weapons not restricted from their classes. However, demihumans can increase their weapon mastery through training, as outlined below. Number of Weapon Choices Fighters start off at 1st level with four weapon choices; all other character classes start off with two. Human characters gain one new weapon choice at each of the following experience levels: 3,6, 9, 11, 15, 23, 30, and 36. Fighters also gain weapon choices at levels 19, 27, and 33. All characters gain one new weapon choice for every 200,000 experience points they earn above their maximum experience level. The Weapon Choices by Experience Level Table shows the character's number of weapon choices. What to Do With Weapon Choices For each weapon choice he has, a character may choose to learn one weapon at the basic level of ability. By "one weapon," we mean precisely that—one weapon from the Weapons Mastery Table used in one fashion only. One weapon, for example, might mean a "normal sword"; it does not mean "all swords." When a weapon can be used in two different fashions (i.e., one-handed and two-handed, as with the bastard sword), a weapon choice buys only one of those fashions. A character can have different levels of mastery, for example, with one-handed bastard swords and two-handed
does with the weapon and the greater number of special results he can achieve with the weapon. The different levels of mastery are detailed under "Training," next.
bastard swords, depending on how he has allotted his weapon choices. One exception is the net; training with the net allows a character to use small nets one-handed and larger nets twohanded, so the net has only one entry on the Weapons Mastery Table. Basic level of ability is the same level of ability you're already familiar with; basic level allows the character to use the weapon effectively by doing the damage and special functions listed on the Weapons Table in Chapter 4. However, a character does not have to use every weapon choke he has to buy basic level of ability with a new weapon. Instead, he can choose to specialize by applying his weapon choices to a weapon he already knows, thus improving his ability with that weapon. These degrees of ability are called levels of mastery and are listed in the Levels of Weapon Mastery Table.
Training Although characters can gain basic levels of mastery simply by expending weapon choices, characters cannot attain higher levels in the same way. Once the character has spent his 1st level choices, to gain additional knowledge of the use of a weapon he must be trained by someone who has equal or greater knowledge of that specific weapon. That someone could be another PC, but it is usually an NPC teacher found during adventures or through word-of-mouth. In some campaigns, weapon masters run academies where they teach the proper use of specific weapons; sword academies are common. In other campaigns, mystics may allow nonmystics to learn at their monasteries; many mystics are weapon masters. Demihumans can train to reach higher levels of weapon mastery just as human characters can. However, demihumans are eligible to train only at levels 4 and 8 (and level 12 for dwarves) and at every 200,000 experience points after reaching their maximum level. After finding a trainer who will provide the necessary instruction, the student must pay all of the required costs before training can begin. The costs and time required for weapon training vary by the level of mastery sought, and they are listed in the Training Times and Costs Table. A student can train only to the next rank of ability above his own. He can go from Basic to Skilled, for example, and next time go from Skilled to Expert, but he can never jump straight from Basic to Expert. A student can train in the hope of achieving the next level of mastery—and yet fail to do so. The student character has a chance of failure applied to each training period. His chances of success and failure vary by the mastery levels of himself and his trainer, as given in the Chance of Training Success Table. From the character's perspective, failure may occur because the trainer has insufficient knowledge or lacks the ability to train others or because the student cannot fully absorb the new information. Failure does nor mean that the character has lost his weapon choice for that experience level. The weapon choice is still there, and it's still dedicated to the weapon and level of mastery he has chosen for it. The student has lost the time and money he has spent, but he may spend more time and money until he reaches the level of mastery for which he has spent his weapon choice. The chance of success is checked halfway
Weapon Choices by Experience Level Table Weapon Choices by Experience Character Class: Level Fighters All Others 1 2 4 3 3 5 6 6 4 7 5 9 11 6 8 15 7 9 10
19 23 27 30 33
7 8 8
11 12 13 14 15
36*
9 9
10
* + 1 weapon choice per 20C ,000 XP above the character's maximum experience level. Levels of Weapon Mastery Table Number of Weapon Choices Spent
Level of Mastery
Unskilled Basic Skilled Expert Master Grand Master
1 2
3 4 5
At 1st experience level, a character must spend all his weapon choices on different weapons; he may not yet progress beyond basic ability with any weapon. He may spend subsequent weapon choices to either buy basic ability with a new weapon or to gain the opportunity to improve his level of mastery with a weapon he already knows. In general, the higher a character's level of mastery with a weapon, the more damage he Training Times and Costs Table Level of Mastery Sought Basic (new weapon) Skilled Expert Master Grand Master
Time Required (wks) 1 2
4
8 12
Cost Per Week (gp) 100
250 500 750 1,000
Chance of Training Success Table Student's Knowledge Basic None 60% Basic 1% Skilled — Expert Master — Grand Master —
Attack and Defense Benefits Skilled 80%
50% 1% — — —
through the training period, and the student is immediately informed of the results. (In the role-playing situation, this usually consists of the teacher taking the student aside and telling him that he is not ready yet and that it is useless for him to continue at this time.) The student may then either continue (despite his teacher's recommendation) or stop the training. If the success roll failed but the student decides to continue training for the full period, the student may then study the same level again but with a different trainer, and his chance of success is increased by 10%. If the student chooses to stop the training midway, he may then study the same level with a different master at the same chance for success. The two advantages to this option are that the character does not lose the rest of the time he would spend with the first teacher and that the first teacher normally refunds half the cost of training. (Chaotic teachers might not offer refunds.) As you can see from the Chance of Training Success Table, it is possible ( 1 % chance) for a character to learn a superior level of weapon mastery from a teacher who is actually the character's equal. (Such unusual training matches usually end up with the teacher realizing and announcing that his student has surpassed him: "Now, you are the master, and I am the student!") However, learning from an equal-level teacher is very difficult to do. Whenever possible, the student should find a teacher who is more skilled than he is; when that isn't possible, however, he will have to train with a teacher who is his equal. At the more advanced levels, characters are likely to train with their equals and just as likely to fail their chance to succeed the first time around. Most characters will choose to finish training with that teacher anyway so that they will have a 10% bonus with the next teacher they train under. Obviously, it takes quite a while to attain the grand master level of competency.
Unskilled Weapons Use A character who is not trained in any weapon (i.e., he has not devoted even one weapon choice to a weapon) is classified as unskilled. If an unskilled character uses a weapon, the weapon has its basic mastery characteristics and bonuses or penalties, but it does only half damage. Thus, if an unskilled character uses a weapon that does Id8 points of damage, he will roll Id8 and then halve the result (rounding fractions down) for the actual damage. Missile weapons used at the unskilled mastery level also receive a - 1 penalty to attack rolls.
Trainer's Knowledge Expert 95% 70%
40% 1% — —
Master 99% 90% 60% 30% 1% —
Grand Master 99% 95% 80% 50% 20% 1%
Skilled Weapons Use When using the weapon mastery rules, the weapons from last chapter's Weapons Table acquire new abilities and damage ranges. All these new bonuses, damage types, and special uses are given in the Weapons Mastery Table in this chapter. Weapons that were nearly identical in the previous rules become much more distinctive here. Characters might choose to specialize in a particular weapon because of its better damage against weapon-using opponents, or they might choose a weapon for its special uses (such as parrying blows or tripping opponents). The DM may modify the Weapons Mastery Table if he chooses, either by adjusting listed weapon characteristics or by adding new weapons. He should not add any new weapons that are significantly more powerful than the ones listed in the table; new weapons should be assigned balanced benefits and weaknesses. Types of Benefits Characters gain several benefits from weapon mastery. These benefits include extra damage., attack roll bonuses, improved range with missiles and thrown weapons, ability to throw some hand-to-hand weapons, bonuses to armor class, and other special results (stunning, paralysis, entanglement, etc.). Applying Benefits Some maneuvers and special weapon effects in these rules provide bonuses to attack rolls in combat. These benefits are applied before other modifiers. Using this method, high-experience fighters and demihumans might gain enough bonuses to bring the attack roll needed to 2 or less, activating their Multiple Attacks option. (Multiple Attacks are described in the "Combat Maneuvers" section in Chapter 8.) Other weapon mastery benefits can be applied during the normal course of the combat sequence. Benefits such as the greater damage available can be a crucial factor when doubled by a thief s Backstab ability. Some benefits can occur only if the player announces that his character is deliberately using them (such as deflecting, disarming, etc.). The player must always tell the DM he is using one of these options. He must mention this use before he rolls to hit. It is too late to mention it after the die has been cast. Armor class bonuses gained through weapon mastery should be applied automatically in all applicable situations. However, players may want to remind the DM once or twice.
There are a number of attack and defense benefits available to characters when using the weapon mastery rules. These are outlined in the following text. Opponent Type and Damage Bonuses Many damage increases and attack roll bonuses vary with the type of opponent. Opponents that attack with two-handed missile fire devices have similar defenses to those that attack with natural body weaponry. This type of opponent is designated "M" (for Missile or Monster) on the Weapons Mastery Table. Defense is very different for opponents using hand-held weapons that are swung (such as swords and axes) or thrown (such as daggers and bolas) and opponents using missile-fire weapons that need only one hand (slings, short blowguns, preloaded light crossbows). On the Weapons Mastery Table, these opponents are designated "H" (for Hand-held). If an opponent could fit into both categories (such as a wererat carrying a sword, who has both natural body weaponry and a hand-held weapon), the character attacking that opponent uses his weapon's damage results that are most favorable to the opponent (not to the attacker!). However, if this type of opponent drops the weapon it holds, it immediately becomes category M for all calculations. Most weapons are better when attacking one or the other of these defense categories. On the Weapons Mastery Table, each weapon's listing shows a primary opponent (the category of defense against which the weapon is most effective) and a secondary opponent (the other category, against which it is less effective). A few weapons are equally good against both target types; they bear the table notation [P=A], where "A" stands for All. Attack Roll Bonuses Characters with skilled or better weapon masteries receive bonuses to the attack roll with the mastered weapons, as noted in the Attack Roll Bonuses Table. When the character successfully completes training and achieves a new level of weapon mastery, he gains his new applicable attack roll bonuses and all other special weapon benefits from the new level of mastery (listed in the Weapons Mastery Table and described in the weapon descriptions section below). Attack Roll Bonuses Table Level of Bonus Mastery vs. Primary Unskilled No bonus Basic No bonus Skilled +2 +4 Expert Master +6 Grand Master +8
Bonus vs. Secondary No bonus No bonus +1 +2 +4 +6
Even with the additional bonuses gained from weapon mastery, don't forget to apply a character's Strength adjustment to all melee attack rolls and to melee and thrown-weapon damage rolls. Also apply his Dexterity adjustment to all thrown and missile attack rolls.
Improved Range A character at skilled or better mastery with a ranged weapon can often fire or hurl it farther than someone less accomplished. All notes on improved weapon ranges are on the Weapons Mastery Table. Remember that the ranges for thrown and missile weapons are calculated in feet in indoor settings and in yards in outdoor combat.
Opponents must be above animal intelligence to be affected. Targets that fail their morale rolls try to flee or surrender at their next opportunity. The DM should describe the expressions of the monsters who've had to make special despair morale checks, but he or she shouldn't describe whether the monsters successfully made their rolls until it's time for them to act.
follows: • Basic—no despair effect possible. • Skilled—up to 4 hit dice or levels. • Expert—up to 8 hit dice or levels. • Master—up to 12 hit dice or levels. • Grand Master—up to 16 hit dice or levels. When the despair effect is turned on a group, it always affects the lowest-level (or lowest-HD) enemies first.
Throwing Ability With Hand-to-Hand Weapons Weapon masters can throw some weapons that other character's can't throw effectively. Masters of battle axes, clubs and torches, war hammers, bastard swords, normal swords, and short swords can throw these in combat starting at the expert level of mastery. Ranges for these weapons are given on the Weapons Mastery Table, and there are rules for rarely thrown weapons after the table.
When to Roll for Despair: The DM should have affected monsters and NPCs make their morale rolls under any of the following circumstances: • The weapon user inflicts maximum possible damage with his weapon. • The weapon user avoids all damage in a round by deflecting the opponent's blows. (Deflecting is described in the section on descriptions of special effects after the Weapons Mastery Table.) • The weapon user disarms two or more opponents in the same round. The DM may choose to check for despair during other special situations if he desires.
Frequency of Use: A weapon master can only use his despair ability once per fight (once the current situation leaves the combat sequence, the fight is over).
Bonuses to the Wielder's Armor Class When a character is using a weapon he has mastered, he gains an armor class bonus (above any he might receive from his armor or defensive maneuvers). The armor class bonus he receives applies only to a given number of attacks per round. That number is given on the Weapons Mastery Table, and it may apply to M (Missile/ Monster) attackers, H (Hand-held) attackers, or A (All) attackers, as shown on the table. For example, if the table says that the character has M: —2AC/2, it means that he gets a — 2 armor class bonus against the first two attacks made against him that round by missiles or monster attackers. Likewise, A: -6AC/3 indicates that the character gets a - 6 armor class bonus against the first three attacks made against him that round by any missile or monster attacker. Some shields do not have a number after a slash mark; that means that the shield provides the character an additional armor class benefit all the time the shield is held, not just for a certain number of attacks per round. Having an armor class bonus does not count as a maneuver; the character may still move and attack at normal rates. Defensive Maneuvers In addition to the above armor class bonuses, a character may have an armor class adjustment due to Fighting Withdrawal and Parry defensive maneuvers, as described in Chapter 8.
Special Results Weapon masters can do some amazing things with their weapons; they get "more performance" out of the weapons they've mastered. Most of the special results are listed in the "Special Effects" column of the Weapons Mastery Table and are described in the section on descriptions of special effects, which follows the table. However, one special result is common to all weapons: the despair effect. Despair Effect A weapon master's amazing ability with his weapon can cause despair and fear in some opponents. This is called the despair effect. When it happens, the targets affected must make a standard morale check (described in Chapter 8).
PC Victims of Despair: Player characters under a despair effect must make a saving throw vs. death ray. If they succeed, they are merely impressed; those who fail must retreat in awe for Id6 rounds. Numbers Affected: The despair effect can only affect a certain number of enemies at a time. This varies with the character's level of mastery as
Other Notes When choosing a character's weapons, keep the character in mind; be sure to select the weapons the character (not necessarily the player!) would choose. Be aware of standard weapon restrictions. Halflings can only use small weapons, for example. Weapons that do a wide range of damage are present in each category. Low damage is usually offset by special benefits. Once a suitable weapon is found, review the other weapons within that category with comparable damage or special effects and consider the weapon's potential (available with further training). Weapon mastery choices, once taken, cannot be changed. Remember that weapon mastery bonuses apply only when the character is using the weapon he has mastered, not when he uses other weapons, even similar ones.
ldlO ldlO + 2 ldlOt 5
P - ld8+10; S=ld8 + 8 P=ld6+15; S=ld6+12
BS SK EX MS
GM
BS SK EX
MS
GM
BS SK EX MS
inc: 5 en
Cestus* P = H] •
Cost: 5 gp
Enc: 10 en
Halberd* •P-H]
Cost: 7 gp
Enc: 150 en
Lance* [P-M]/
ldlO ldl0 + 3 ldlO + 6 P=ldl0tl0; S=ldlO + 8 P= Id8 + 16; S=ld8 + 12
GM
••
BS SK EX MS
GM
Enc: 80 en
Polearm, Other*
Cost: 5 gp
Enc: 120 en
Poleaxe* [P-H]
•*
BS SK EX MS
Pike* [P-H]/ •->>• Cost: 3 gp
ldlO ldl2 + 2 ldl2 + 5 P=ldl2+9; S=IdlO + 8 P-ldlO+14; S=ld8 + 10
GM
ldlO ldl0 + 3 ldl0 + 7 P=ld8 + 12; S = ld8+10 P=ld8 + 16; S=ld6 + 12
Id3 Id4 + 1 2d4 P-2d4; S=ld4 + 3 P = 3d4; S = 2d4 + 3
Enc: 180 en
Cost: 10 gp
or 0 * t •
or 0 t
GM
Cost: 5 gp
Id2 2d2 Id4+1 P= Id4 +3; S=ld6 + 1 P=ld4 + 5; S=ld6 + 2
BS SK EX MS
Blackjack* P-H]
Damage
Lvl
Weapon
BS SK EX MS
Shield, Sword* [P-A]/
Hook + disarm Hook (save ~ 1) + disarm Hook (save - 2 ) + deflect (1) + disarm Hook (save ~3) + deflect (1) + disarm Hook (save - 4 ) + deflect (2) + disarm
Deflect (1) Deflect (1) Deflect (2)
Deflect (2)
H - 3 AC/2
••
Deflect (2)
H -1AC/1 H - 2AC/1 H - 2 AC/2
_
*•
H -3AC/3
H -2AC/1 H -2AC/2 H - 3 AC/2
Charge
M -4AC/2
_ Deflect (1) Deflect (1) Deflect (2)
Charge Charge Charge Charge
GM
Enc: lOcn/ft
orOtO Cost: 1 gp/ft
GM
BS SK EX MS
Whip* [P-M]
Enc: 100 en
Cost: 15 gp
Sword, Two-Handed* [P-M] BS SK EX MS
GM
Enc: 40 en
or-«tO Cost: 5 gp
GM
BS SK EX MS
Staff* |P = A]
Enc: 275 gp
Shield, Tusked* BS [P = A] SK EX or-»t# MS Cost: 200 gp
Enc: 185 en
Cost: 200 gp
ortO GM
GM
Enc: 70 en
No off-hand penalty
Cost: 65 gp
ort»
BS SK EX MS
Shield, Knife* [P-A]
penalty penalty penalty penalty
GM
Enc: 20 en
§ Knockout (save ~4)
No off-hand No off-hand No off-hand No off-hand
Shield. Horned* BS SK [P = A| EX wt• MS Cost: 15 gp
Lvl
§ Knockout § Knockout (save ~ 1) § Knockout (save ~ 2) 5 Knockout (save ~3)
Weapon
Weapons for Hand-Held Use Only
Special Effects
_ M -2AC/1 M -3AC/1 M -3AC/2
H -3AC/2
H: -2AC/2
H: -1AC/1 H: -2AC/1
_ _ —
_ _ _
Defense
Id2 Id4 Id4t i P=ld4t3; S=ld3+2 P=ld4t5; S=ld3 + 3
ldlO 2d6+l 2d8 + 2 P = 3d6 + 3; S - 2d8 + 3 P=3d6+6; S = 3d6 + 2
Id6 Id6t2 ld8 + 2 P= ld8 + 5; S=ld6 + 4 P=ld8 + 7; S-ld6 + 7
Id4 + 1 ld6 + 2 2d4 + 2 P = 2d4+4; S=ld6 + 5 P = 2d4+6; S=ld8 + 5
ld4 + 2 ld6 + 3 ld6+4 P - l d 6 + 7; S-ld4 + 7 P=ld6 + 9; S=ld4+9
Id4 + I Id6+1 2d4+l P = 3d4; S = 2d4 + 2 P = 4d4; S = 3d4+1
Id2 2d2 Id4 + 1 P - l d 4 + 3; S=ld6 + 1 P=ld4t5; S=ld6 + 2
Damage
j
-1AC - 2 AC - 2 AC -3AC
M -4AC/4
M -2AC/2 M -3AC/3 M -4AC/3
—
—
-
—
—
A -4AC/4
A -1AC/2 A -2AC/2 A -3AC/3
A -3AC
A A A A
A -3AC/4
A- -1AC/2 A -1AC/2 A -2AC/3 A -2AC/3
A: - 2 AC
A: -1AC A: -1AC A: - 2 AC A: - 2 AC
A: -1AC/6
A: -1AC/1 A: -1AC/1 A: -1AC/2 A: -1AC/4
Defense attack attack attack attack
+ + + +
breaks breaks btcaks breaks
attack attack attack attack
+ + + +
bleaks breaks bteaks breaks
+ + + +
breaks breaks breaks breaks
§ Entangle (save ~4)
5 Entangle § Entangle (save ~1) 5 Entangle (save ~2) § Entangle (save ~3)
Stun + deflect (3)
Stun + deflect (1) Stun + deflect (2) Stun + deflect (2)
Deflect (4)
Deflect (1) Deflect (2) Deflect (3)
Two attacks + breaks
Two attacks Two attacks Two attacks Two attacks
Second attack + breaks
Second Second Second Second
Second attack + breaks
Second attack Second attack Second attack Second attack
Second attack
Second Second Second Second
Special Effects
Weapons Mastery Table
_ —/5/10 —/5/10
— —I—IS — I—IS
—/5/10
_ — —/5/10
BS SK EX MS GM
or O t« Cost: 7 gp Enc: 30 en
10/20/30
—/10/20
—/10/20
_
GM 5/10/15
MS
BS SK EX
GM —/5/10
Sword, Short [P = H]
Enc: 60 gp
Cost: 10 gp
or O t O
Sword, Normal [P-H]
Enc: 80 en
_ _ _ — GM — Sword, Bastard* Used 2-Hand BS SK [P-H] EX or-mitO Cost: 15 gp MS
Enc: 80 en
Sword, Bastard* Used 1-Hand BS SK |P=H] EX «• 0 + • Cost: 15 gp MS
Cost: 5 gp Enc: 30 en
[P-A] orO t O
Mace
BS SK — EX —/10/20 MS —/10/20 GM 10/20/30
Hammer, War BS SK [P-H] or O t O EX MS Cost: 5gp Enc: 50 en
Id4 Id6+1 ld6 + 3 * P=ld6 + 5; S=ld4 + 5 * P=Md6+6; S = ld4+6 *
Ids Ids+ 2 ld8+4 P= Id8 + 8; S=ld8 + 6 * P - ldl0+10; S=ld8t8 *
Damage
H:-4AC/3
_ H: -1AC/1 H: -2AC/2 H: -3AC/2
H: -1AC/1 H: -2AC/2 H: -3AC/3 H: -4AC/3
M: -5AC/4
_ M: -2AC/2 M: -3AC/3 M: -4AC/3
H: -2AC/1 H -2AC/2
—
H :-2AC/2
H :"1AC/1
H :-2AC/3 P-ld6 + 7 S-ld4 + 7 * H :-3AC/4 P-ld6 + 9 S = ld4+9*
ld6+4 *
Id6 ld6 + 2
P = 2d8 + 4 H -3AC/3 S = 2d6 + 4 * H -4AC/3 P-2d6+8 S-2d4 + 8 *
Ids Idl2 2d8 *
Deflect (1) t (save +1) Deflect (2) + (save +2) Deflect (3) + (save +4) Deflect (3) + (save +6)
disarm
disarm
disarm
disarm
_ Deflect (1) t disarm Deflect (2) t disarm (save +1) Deflect (2) + disarm (save +2) Deflect (3) + disarm (save +4)
Deflect (3)
Deflect (1) Deflect (1) Deflect (2)
Deflect (2)
_ — Deflect (1) Deflect (1)
-
— _ _
_
— —
_
Deflect (2)
stun
A: -4AC/4
+
Deflect (1) Deflect (1) Deflect (2)
Delay
Delay Delay Delay + stun
Speaal Effects
A: -1AC/2 A: -2AC/2 A: -3AC/3
M: -4AC/4
M: -3AC/2 M: -3AC/3
M: -2AC/2
Defense
Id8 + 1 — ld8 + 3 ld8 + 5 * H: -1AC/1 P=ldlO + 8 H: -2AC/2 S=ld8+7 * P = l d l 2 + 10 H: -3AC/2 S=ldlO + 8 *t
U16+1 ldG + 3 ld6 + 5 P=ld8+8; S-ld6 + 7 P=ld8+10; S= Id6+8
Id6 2d4 2d4 + 2 * 2d4 + 4 * 2d4t6 *
_ Id6 — ld6 + 2 — /10/20 ldS + 2 * — /10/20 P=ld8 + 5; S-ld6+4 * GM 10/20/30 P=ld8 + 7; S=ld6 + 7 *
10/25/40
GM
Enc: 50 en
_ —/15/25 —/15/25
GM 5/10/15
BS SK EX MS
Ranges
Hand-Held Weapons Rarely Thrown Lvl
Club or Torch"'BS SK [P-M] or O t O EX MS Cost: 3 gp
Enc: 60 en
Axe, Battle [P = M] w-«it O Cost: 7 gp
Weapon
20/40/60 25/40/60 30/50/70 35/50/70
BS SK EX MS
Bola* [P-H]
150/200/250
GM
110/140/190
80/160/240 90/160/240 100/170/240 110/170/240
120/180/240
60/120/180
GM
BS SK EX MS
GM
BS SK EX MS
I Enc: 20 en
Crossbow, Heavy*
A w or-w O »* •
M
P= S= H
Enc: 20 en
Cost: 2 gp
[P=H]
Sling
Enc: 50 en
40/80/160 40/80/160 60/110/170 60/110/170
80/130/180
BS SK EX MS
GM
90/140/180
75/130/180
75/130/180
60/120/180
"Primary Target Type/Damage is . . ." "Secondary Target Damage is . . ." Creatures attacking with hand-held or thrown weapons Creatures attacking with missile-fire or natural weaponry All types of targets (both H and M) One-handed weapon * Two-handed weapon; always loses initiative Shield may be used with weapon Missile fire weapon Melee weapon, may be thrown
Crossbow, Light* [P = H] a r i i »• (_) Cost: 30 gp
Enc: 80 en
Cost: 50 gp
[P = H]
90/130/180
80/130/170
60/110/160
BS SK EX MS
Bow, Short ( [P = M] m-wn»* O Cost: 25 gp
Enc: 30 en
Cost: 40 gp
50/100/150
70/140/210 90/150/220 110/170/230 130/180/240
BS SK EX MS
Bow, Long
[P = M]
40/60/80
Enc: 5 en
Cost: 5 gp
m- 0 * O
Cost: 6 gp Enc: 15 en
20/25/30 20/25/30 25/30/40 30/35/40 30/40/50
BS SK EX MS GM
Blowgun over 2'* [P = A]
10/20/30 15/20/30 15/25/35 20/25/35 25/30/40
Ranges
Lvl BS SK EX MS GM
Weapon Blowgun to 2'*, [P = A] m- 0 » • • Cost: 3 gp Enc: 6 en
Id4 Id6 2d4 P = 3d4 S = ld8 + 2 P = 4d4 S=ldlO + 2
gp sp
/
o • *
•
t *
P=ld8+6 S=ld4+6 P=ld6 + 7 S = 2d4 + 5__
ld6+4
Id6 UI6 + 2
2d4 2d6 2d6 + 2 P = 3d6 + 2 S=ldl2+4 P = 4d4+4 S=ldlO + 6
Id6 ld6 + 2 ld6+4 P=ld8+6 S = ld4+6 P=ldlO + 8 S=ld6 + 7
Id8+1 ldl0 + 2 P = 3d6 S=ldlO+4 P = 4d4 + 2 S=ldlO + 6
ld3 + 3
Id2 Id3 Id3 + 1 ld3+2
Enc: 25 en
Cost: 5 gp
[P = M]
Tossed Object [P-A]
wO * • Trident*
Cost: 3 gp Enc: 30 en
[P-A]/
Spear*
Knc: 1 cn/sq ft
Cost: 1 sp/sq ft
--O+O
Net* [P = M]
Enc: 20 en
Cost: 1 gp
[P-H)
Javelin
Enc: 25 en
Cost: 4 gp
m-0 * O
Hammer, Throwing* [P-M]
Enc: 10 en
Cost: 3 gp
Dagger [P-H]
Enc en sq ft Lvl BS SK EX MS GM Nil d —
30/45/60
10/20/30 10/20/30 20/30/45 20/30/45
10/30/50 10/30/50 10/30/50
20/40/60 20/40/60 40/60/75 40/60/75 60/75/90
30/40/50
25/35/45
Encumbrance Coin encumbrance equivalent Square foot Level of Mastery Basic level Skilled level Expert level Master level Grand Master level Insignificant damage, treat as no damage Type of die to be rolled Not applicable
GM
BS SK EX MS
BS BS BS
BS SK EX MS GM
GM
MS
10/20/30 15/25/35 20/30/40
50/100/150
GM BS SK EX
30/60/90 30/60/90 40/80/120 40/80/120
30/50/60
10/20/30 10/20/30 20/30/45 20/30/45
30/50/60
10/20/30 15/25/35 20/30/45 25/35/50
BS SK EX MS
BS SK EX MS
GM
BS SK EX MS
40/50/60
GM
Enc: 30 en
5
Others
HD s/m/1
Save
-1AC/
Id6 Id8+1 ld8+4 P=ld8 + 6 S=ld6 + 6 * P=ld6 + 9 S=ld4+8*
A:~8AC/4
A:-6AC/3
A:-2AC/1 A:-4AC/2
M:-4AC/5
M:-lAC/2 M:-2AC/3 M:-3AC/4
H:-3AC/3
H:-1AC/1 H:-2AC/2 H:-2AC/2
M:-3AC/3
M:-1AC/1 M:-2AC/2 M:-3AC/3
Defense
Skewer (up to 15HD)
Skewer (up to 4HD) Skewer (up to 7HD) Skewer (up to 10HD)
Stun (s) Ignite
Set Set + stun Set + stun Set + stun
Set
§ Entangle (P = Save -4) (S = Savc - 2 ) S Entangle (P = Save -6) (S = Save -3 )
§ Entangle § Entangle (save "" 1) § Entangle (save ~2)
Stun (s/m)
Stun (s/m) Stun (s/m) Stun (s/m)
Double damage (17-20)
Double damage (20) Double damage (19-20) Double damage (18-20)
Special Effects
Bonus to the character's armor class is used only against the number of attacks per round (the number after the slash mark) Modifier for saving throws against this weapon effect only Hit dice Short/Medium/Long range (a Special Effects column entry such as "Stun (s/m)" means the weapon has a stun special effect at short and medium ranges, but not at long range) Sec the Special Effects Tables for details See "Special Effects Descriptions"
Stone Id3 * Oil Ids * Holy Water Id8 *
Id6 ld6 + 2 2d4+2 2d4+4 2d4+6
Nil
Nil Nil
Id6 ld6+2 ld6+4 P=ld6+6 S=ld4+6* P=ld6 + 9 S = ld4+8 *
Id4 ld4+2 ld6 + 2 P=ld6 + 4 S = ld4+4 * P=ld6 + 6 S=ld4+6*
P = 4d4 S=3d4 + 1 *
Id6 2d4 P = 3d4
"Td4
Damage Id6 ld6 + 2 ld6 + 3 P=2d4+4 S=ld6+4 * P = 2d4+7 S=ld6 + 6 *
Hand-Held Weapons Easily Thrown Ranges 10/20/30 15/25/35 25/35/45 30/40/50
Lvl BS SK EX MS
Vfeapon Axe, Hand [P=M] m-O * • Cost: 4 gp
Abbreviations on the Weapons Mastery Table
Stun (s/m)
Melee weapon, rarely or never thrown Weapon may only be properly used during a mounted charge Small weapon Medium weapon Large weapon See "Weapons Descriptions" in Chapter 4 See "Individual Weapon Descriptions" in this chapter Weapon may be set vs. a charge Gold piece value Silver piece value
H:"4AC/4
Stun (s/m) Stun (s/m) Stun(s/m)
Stun (s)
M:~3AC/3
Stun (s/m)
Stun (s/m) Stun (s/m) Stun (s/m)
Delay (s)
Delay (s) Delay (s) Delay (s)
Delay (s/m)
Delay (s/rn) Delay (s/m) Delay (s/m)
Stun(s) Stun (s) Stun (s)
H:-lAC/2 H:-2AC/3 H:-3AC/3
- 1) ~2) - 3) ~4)
~ I) ~2) ~3) ~4)
S Strangle (20) 5 Strangle (20) (save - 1 ) § Strangle (19-20) (save - 2 ) S Strangle (18-20) (P = Save -3)(S-Savc "2) § Strangle (17-20) (P = Save -4)(S = Save -2 )
M:-1AC/1 M:-2AC/2 M:-2AC/3
M:~3AC/3
M:-1AC/1 M:"2AC/2 M:"3AC/2
H:-2AC/2
H:-1AC/1 H:-lAC/2 H:-2AC/2
H:-2AC/2
H:-1AC/1 H:-2AC/1 H:~2AC/2
H:-4AC/3
— H:-1AC/1 H: -2AC/2 H:-3AC/3
§ By poison § By poison S By poison 5 By poison 5 By poison
— — — — —
Nil Nil Nil Nil Nil (save (save (save (save
Special Effects 5 By poison 5 By poison (save 5 By poison (save § By poison (save 5 By poison (save
Defense — — — —• —
Weapons Mastery Table Damage Nil Nil Nil Nil Nil
Missile Weapons
(D
o
ar
O
(D
(D
How to Read the Weapon Mastery Table The columns on the table provide the following information: Weapon: This column gives not only the weapon name but also many other details about its use; compare the symbols beneath the weapon name to the list of abbreviations at the bottom of the table. Lvl: This heading stands for "level of mastery." Each weapon has statistics listed for five different levels of mastery. If your character has expert mastery with a normal sword, he'd find the entry for normal sword and skip down to the line labeled "EX" (for Expert) in this column. Ranges: This column shows the weapon's range when thrown or launched. Not all weapons have ranges listed. Note that the weapon's range increases with each new level of mastery. Damage: This column shows the damage the weapon does. Damage, too, increases with each new level of mastery. This column often has separate entries for " P " and "S"—the weapon does different amounts of damage to its primary and secondary target types. Defense: This column shows the effects the weapon has on the armor class of its wielder.
Special Effects: This column summarizes the weapon's special abilities; you will need to read the text after the table to understand what these notations mean. Certain weapons have an additional symbol ("§") in this column; this symbol indicates that these weapons have special effects beyond the other weapons' special effects. Read the following text for more information on these particular weapons. The " § " Notation Five weapons—the blackjack, blowgun, bola, net, and whip—are listed on the Weapons Mastery Table with an " § " symbol in their "Special Effects" column. This means you need to refer to the following Special Effects Tables to see what else these weapons do to their victims.
Special Effects Descriptions The special effects listed for weapons in the Weapons Mastery Table are described here and are arranged alphabetically for your convenience. Breaks: Whenever the wielder of a shield weapon or his foe rolls the exact number needed to hit the other, there is a chance that one of the shield weapon's blades will break. With a subse-
Special Effects Table One Blowgun and Net Bonus to Victim's Results of Failed Saving Throw Saving Level or Net -—, _. Blowgun Throw Hit Dice Death Entangle None Up to 1 Loss of 75% hp + paralysis Entangle +1 1 + 1 to 3 3 +1 to 6 +2 Loss of 50% hp + paralysis slow JHHIHL Loss of 50% hp +3 6 +1 to 9 Slow | ^ H | 9 + 1 to 12 Loss of 25% hp +4 Delay HIHB* 12 + 1 to 16 Delay Loss of 25% hp +5 16 + 1 or more Loss of 10% hp Delay +5 Poison Save vs.: Death Ray Special Effects Table Two: Blackjack Bonus to Victim's Saving Level or Throw Hit Dice None Up to 1 +1 1 + 1 to 3 3 + 1 to 6 1 6 +1 to 9 1 9 +1 to 12 1 12 + 1 to 16 +5 16 + 1 or more +5 Save vs.:
HMHHB
••••
Results of Failed Saving Throw Expert/ Grand Master Master Knockout Knockout Knockout Knockout Knockout Knockout Stun jugm • r Stun Knockout Stun Delay m p? Stun Delay Stun Delay Delay Delay Delay Death Ray Death Ray Death Ray
Basic/ Skilled Knockout Knockout Stun
:|HH JHflj IIHH 1
Special Effects Table Three: Bola and Whip Results of Failed Saving Throw Bonus to Victim's Basic/ Saving Level or Expert/ Grand Skilled Throw Hit Dice Master Master Entangle Entangle None Up to 1 Entangle Entangle +1 Entangle Entangle 1 + 1 to 3 3 +1 to 6 +2 Slow Entangle Entangle Slow Slow Entangle 6 + 1 to 9 +5 Slow ^J^jjjjjjir, Delay jgjj|g|| ; Slow 9 + 1 to 12 Jfj—«— g | : 12 + 1 to 16 Delay Delay Slow +5 16 + 1 or more +5 Delay Delay Delay Save vs.: Death Ray Death Ray Death Ray
quent roll of 5 or less on Id 10, a blade breaks. Charge: If the wielder charges 20 yards or more and strikes his target, the victim takes double damage. Death: The victim is reduced to 0 hit points. Deflect: In addition to any attacks, the wielder of this weapon may attempt to deflect the number of melee and thrown weapon attacks indicated in one round. To deflect each attack, the character must make a saving throw vs. death ray. Delay: The victim hit by this weapon must make a saving throw or lose initiative the next round. If the type of saving throw is not specified, it is a saving throw vs. paralysis. For missile attacks, this effect occurs only at the indicated ranges. Disarm: The wielder of this weapon may attempt to disarm an opponent instead of making a normal attack. The attacker must roll to hit the target. The victim can save his weapon by rolling less than or equal to his Dexterity on ld20. If the attacker has the Disarm Combat option, the victim must add a + 5 penalty to his die roll. The DM should determine Dexterity scores for NPCs and monsters or else assume a Dexterity score of 11. In addition, for each level of mastery the attacker has gained beyond basic, the victim suffers a penalty of +1 to his roll vs. the effect. Double Damage: On a natural roll of the number(s) indicated, the weapon inflicts double damage. Entangle: An entangled victim cannot attack, cast spells, or move. The victim may make a saving throw vs. death ray each round to escape. Hook: Instead of making a normal attack, the wielder of this weapon may attempt to hook and pull down a foe. The attacker must roll to hit. This causes the minimum damage possible for the weapon; the victim must make a saving throw vs. paralysis or fall down. A +4 bonus to attack rolls applies when attacking a fallen foe. A fallen foe also has a - 4 penalty to all saving throws and a - 2 penalty to attack rolls while on the ground. A character can stand up in one round. Ignite: Fire has a chance to ignite anything flammable that it hits. The chance is equal to 5% (rolled on Id 100) per point of damage caused in each round. If an item ignites it will burn for Id6 rounds causing Id4 points of damage each round. Knockout: The victim is rendered unconscious for ldlOO rounds. No Off-Hand Penalty: If a campaign is using the optional Two Weapons Combat rules (see Chapter 8 and consult the DM), the cestus does not take a - 4 penalty or the - 1 weapon mastery level penalties when used in the off-hand. If the character uses two cesti, he can strike with both weapons at the same chance for success. Paralysis: Paralysis freezes a creature in place for 1-6 turns. A paralyzed creature is aware of what is happening but cannot move, attack, talk, or cast spells. Any cure spell can negate the effects of paralysis, but they do not cure damage in addition to removing the paralysis. Poison: See the Special Effects Tables OneThree for effects. Second Attack: The wielder is able to make a second attack with this shield weapon while attacking with another one-handed weapon in his
other hand. This second attack is made with no off-hand penalty. Set vs. Charge: If the wielder is aware of a charging enemy, he may set this weapon against the charge. A charge only takes place when the enemy rushes the wielder at 20 yards (or more) this round. If the wielder's weapon hits the charging foe, it inflicts double listed damage. Skewer: If the target has no more than the number of Hit Dice indicated, the wielder of this weapon may decide to skewer him instead of strike him normally. A normal attack consists of striking the target and withdrawing the trident for another attack; with the skewer, the attacker thrusts his trident into the target and twists it so that it is not easily extracted. Once the weapon hits, it is stuck; it will remain stuck for Id4 +4 (5-8) rounds, after which time the victim's movements will cause it to come free. For each round a victim remains skewered, he automatically takes Id6 points of damage. Slow: The victim is slowed and can move and attack at only half his normal movement rates. He can cast no spells while slowed. Strangle: If the attacker makes a natural roll of the number(s) indicated, the victim must make a successful saving throw vs. death ray or become immediately paralyzed and die in Id6 + 2 (3-8) rounds unless rescued. If the victim escapes, he survives but remains paralyzed for 2d6 (2-12) rounds. Stun: If the victim is approximately the same size as the attacker or smaller, he is stunned if he fails a saving throw vs. death ray. A stunned character moves at 1/i speed and cannot attack or cast spells. The character also has a +2 armor class penalty and a - 2 saving throw penalty. A stunned character can make a saving throw vs. death ray each round to recover from the stun effect. For missile weapons, this effect occurs only at the specified ranges.
Individual Weapon Descriptions Some of the weapons on the Weapons Mastery Table are marked with either one or two asterisks. When a weapon is marked with one asterisk (*), refer to last chapter's Weapon Descriptions to learn about the item's special characteristics. If a weapon is marked with two asterisks (**), that weapon is described here. Items are arranged alphabetically for your convenience. Blowguns: A victim hit by a poisoned blowgun dart fired by someone with skilled or better weapon mastery makes his saving throws at a penalty. The weapon master knows how to accurately fire the dart into veins, arteries, and other critical areas, thus introducing the poison more quickly into the bloodstream. Polearms, Other: The last chapter mentioned that traits of the halberd, pike, and poleaxe could be combined to individualize the other types of polearm mentioned. This is an optional rule to be used if the DM wishes these weapons to be individualized. These additional polearms are detailed as follows: Baidiche: This polearm uses halberd statistics but also has the deflect abilities of the pike. The bardiche may be set vs. a charge.
Bill: This weapon uses poleaxe statistics and deflect scores. In addition, the bill has the hook ability of a halberd. Gisaime: This polearm uses pike statistics and deflect scores. The gisarme also has the hook ability of a halberd. Glaive: This weapon uses poleaxe statistics and deflect scores. The glaive causes double damage like a dagger. This weapon may be set vs. a charge. Lochabet Axe: This polearm follows all of the halberd rules, but the lochaber axe may also stun at the highest two masteries. Pattizan: This weapon follows all the pike rules, but the pattizan may also disarm. This weapon may be set vs. a charge. Ranseur: This polearm uses halberd statistics and deflect scores. The ranseur may also be used to disarm at skilled level and above. This weapon may be set vs. a charge. Spetum: This weapon uses pike statistics and deflect scores. The spetum may also disarm at skilled or greater mastery. It may be set vs. a charge. Spontoon: This polearm uses spear statistics, but it may not be thrown. It uses the deflect scores of a halberd. The spontoon does double damage like a dagger and may be set vs. a charge. Voulge: This weapon uses poleaxe statistics, but it causes +2 points of damage. The voulge uses the deflect scores for a halberd. It may cause double damage like a dagger.
Throwing Rarely Thrown Weapons Several of the weapons listed in the Weapons Mastery Table, while normally used in melee, can be thrown by a wielder at high levels of mastery in desperate situations. To throw these weapons, the attacker must make a normal attack roll modified by Strength (but not by Dexterity). Since the maneuver is unexpected, the attacker first checks to see if his foe is surprised (a roll of 1 or 2 on Id6). If the victim is not surprised, the victim makes a saving throw vs. death ray to reduce damage by half. If he is surprised or if he fails his saving throw, he takes full damage from the attack.
Retroactive Weapon Mastery If a campaign has already begun but the DM would like to add weapon mastery to it, it's not too late. The DM should start by carefully examining each character. Characters often have a few favorite weapons. Assume that these are the character's preferences; these will be the weapons for which the character has learned increased mastery, while the knowledge of the proper use of other weapons has faded through lack of use. The DM may then give the character the number of weapon choices appropriate for his class and experience level. Weapons that are the character's personal trademark can be bought up to expert mastery; weapons that the character uses frequently can be bought up to skilled mastery; weapons that the character has been known to use effectively should be bought to basic mas si
tery. If the character still has any weapon choices left, his player can assign them as he pleases to buy Basic masteries with other weapons; he cannot buy higher than basic mastery for these additional weapons. When fitting these rules into an existing campaign, the DM should not allow a character to buy a weapon skill above expert level unless the character is at 24th experience level or greater. He or she should not allow a character to buy a weapon skill above master level unless the character is already 30th level or better. Refer to "Reality Shift" in Chapter 13 for additional suggestions about coping with sudden retroactive changes in a campaign.
Weapon-Using Monsters Monsters may use weapon mastery rules / / they ordinarily use weapons to attack. Just as with player characters, a monster must find a trainer willing to teach it. Its maximum possible skill is determined by its Intelligence, as given in the Mastery Limits for Weapon-Using Monsters Table. (See Chapter 13 for advice on determining monster Intelligence scores.) Note that only humans and demihumans can become grand masters; monsters cannot. Mastery Limits for Weapon-Using Monsters Table Monster Intelligence
Up to 11 12-15 16-17 18 +
Maximum Level of Weapon Mastery Basic Skilled Expert Master
General Skills General skills are abilities that characters can use in the campaign. There are many general skills, but no character will have more than a few of them, so a character's choice of skills will help make him more distinctive and more individually useful in some campaign situations. Using general skills is optional. If the DM doesn't want to use them in his or her campaign, they won't be used.
Beginning Skills All 1st level characters start with four "blank" skills, often called slots. (When a skill is chosen, it stops being a slot.) Characters who have an Intelligence of more than 12 start with more than four skill slots. If the character has an Intelligence of 13-15, he gets 1 additional skill slot; if his Intelligence is 16-17, he gets 2 additional skill slots; and if his Intelligence is 18, he gets 3 additional skill slots. Different things determine which skills are chosen to fill the character's slots. The player may choose some or all of the skills to fill his available skill slots. Or the DM may insist that the player select certain skill choices appropriate for the character background the player has cho-
Chapter 5: Other Character Abilities How Skills Are Used
Skills Descriptions
Each skill is based on one of the character's ability scores (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma). Whenever the DM feels a character's selected skill is appropriate to a game situation, he or she will ask the player to roll ld20 against the corresponding ability score. This is called a skill roll or skill check. If the roll on the ld20 is equal to or less than the ability score, the skill use succeeds. A roll of 20 always fails, no matter how high the chance for success. Example: If the character is riding a horse and the horse is suddenly spooked and begins rearing, the DM will decide that the character's Riding skill is appropriate to check in this situation. The player will roll ld20 against his skill-related ability score (Dexterity). If the character's Dexterity is 15, the player has only to roll a 15 or less to use his Riding skill successfully. Successfully rolling the skill normally allows the character to accomplish the task he is attempting. For instance, if a character is trying to track an animal through the forest and he successfully makes his Tracking skill check, then he is able to follow the tracks of his prey.
The skills listed in the Sample Skills Table are described here and are arranged alphabetically for your convenience. Roll skill rolls against the ability under which these skills were listed in the table. Acrobatics: The character with this skill can perform impressive acrobatic feats, balance on taut ropes and wires, etc. A successful skill roll is required to perform any acrobatic feat; failure may result in the character falling. A successful roll allows a character to reduce the effective height of a fall by 10'. A DM can give an acrobatic character a + 2 to save vs. mechanical traps where agility would help—such as tilting floors and pit traps. Many entertainers, thieves, and nimble warriors have this skill. This skill is not the equal of a mystic's acrobatics ability, but the mystic's special ability can be presumed to include this skill; a mystic does not have to purchase the acrobatics skill. Acting: This is the ability to make one's living as a stage actor, but it also imparts the ability to assume a different personality or to show false emotions. Successful use of this skill allows a character to tell convincing lies over a limited period of time. Alchemy: This skill provides the ability to recognize and identify common alchemical substances, potions, and poisons. Success with this skill will allow a character to create an antidote potion for one specific type of poison—if the DM says that this is possible in his campaign. Alertness: Successful uses of this skill allow the
Sample Skills The Sample Skills Table lists a number of skills appropriate to most D&D® game campaigns. The players and the DM may add skills to this list as the DM sees fit. The DM determines which ability score pertains to each new skill.
Sample Skills Table Strength Skills Intimidation Muscle Wrestling Intelligence Skills Alchemy Alternate Magics Art (choose type) Artillery Craft (choose type) Disguise Engineering Fire-Building Healing Hunting Knowledge (choose type) Labor Language (choose type) Lip Reading Magical Engineering Mapping / Cartography Military Tactics Mimicry Nature Lore Navigation Planar Geography Profession (choose type) Science (choose type) Shipbuilding Signaling (choose type) Snares Survival (choose terrain) Tracking Veterinary Healing Wisdom Skills Animal Training (choose type) Art (choose type) Bravery Caving Ceremony (choose specific immortal) Danger Sense Detect Deception Gambling Law and Justice (choose culture) Mysticism Dexterity Skills Acrobatics Alertness Blind Shooting Cheating Escape Mountaineering Piloting (choose type) Quick Draw Riding (choose type) Stealth (choose terrain) Constitution Skills Endurance Food Tasting Charisma Skills Acting Bargaining Deception Leadership Music (choose type) Persuasion Singing Storytelling
Chapter 5: Other Character Abilities character to draw a weapon without losing any time, to avoid the effects of surprise, and to wake up at the slightest out-of-place noise. Alternate Magics: This skill gives a character basic familiarity with magics that are not related to standard spellcasting. It includes knowing many magical abilities of well-known Prime Plane and extraplanar monsters and of Immortal beings. The DM defines what types of knowledge this skill provides in his or her campaign. Animal Training (choose type): The character
knows how to raise, train, and care for one type of animal. The animal can be taught some simple tricks or simple orders. A character who wants to train two or more different animal types must choose this skill more than once—Horse Training is one skill, Dog Training is another. However, a horse trainer can train any sort of natural horse or pony and a dog trainer can train any breed of dog. Any culture that features a strong bond with some animal type will have many members with the corresponding Animal Training skill. An: This is the skill of creating art. There are several different types of Art skill (painting, sculpture, woodcarving, mosaic, etc.). The player must specify one sort of art his character practices; a character can take the skill several times and be proficient in several different forms of art. An skill can be used to improve the reaction of NPCs to the party; if the artist can present an NPC with a portrait or sculpture of that person (and make his An roll), the artist receives a + 2 to reaction. The player can choose for his character's An skill to be based on Wisdom instead of Intelligence. Artillery: A character must have this skill if he is to command the crew of a piece of artillery (catapult or trebuchet). He does not have to make his skill roll with each shot; merely knowing the skill is enough. The DM can call on him to make his skill roll each time the character or the crew aims at a new target; the skill allows the character to make all pertinent calculations of trajectory, distance, and throw weight. This skill can alternatively allow the character to oversee the building and repair of all varieties of siege equipment. The character cannot know both how to build and how to effectively operate artillery weapons unless he takes the skill twice. Bargaining: A successful skill roll allows a character to get the best deal available for goods, services, or information. It's not usually possible for a character to bargain someone into giving him very much for nothing. Blind Shooting: This skill is the ability to shoot at a target without being able to see it; it is typically used when the character is in darkness or when the target is outside the range of his sight or infravision. The character must be able to hear the target so that its position can be evaluated. If the character makes his skill check, he can then fire at the target; he needs an attack roll to hit the target, but the character doesn't suffer the normal darkness penalties. Bravery: With a successful use of this skill, the character can resist the effects of any magical rear. An NPC using this skill successfully can ignore the results of morale checks or of skills such as Intimidation. Caving: This is an ability to always know where one is while exploring underground caves,
cavern complexes, rivers, etc. A character with this skill will automatically know the route he has taken to get where he is (if he was conscious all the time). Many dwarves have this skill. The Caving skill can also be used in a maze. Skill checks are necessary when the character has become disoriented. If he is forced to flee for a long stretch, he must make a skill check to keep from being lost. (Characters without this skill automatically become lost in such a situation.) Ceremony (choose specific Immortal): A char-
acter with this skill knows how to honor an Immortal through ritual and ceremony; the skill allows a cleric character to perform normal rituals of his clerical order and could even (if the DM allows) permit a character to gain an Immortal's attention (through devout prayer, fasting, sacrifice of possessions, etc.). This skill includes knowing the code of behavior and the rituals pleasing to the Immortal. In earlier D&D® game products, this skill was often referred to as "Honor (specific immortal)." Cheating: This is the skill of winning at gambling games by cheating—by dealing cards from the bottom of the deck, etc. The cheating character should make his Cheating skill roll; each character he plays with can make one skill roll (Cheating at the normal level, Gambling at a — 1 penalty, or a base Intelligence check at a —4 penalty, whichever is best) against the character's cheating roll. If one or more of the other players makes his roll lower than the cheater does (see "Using Skills Against Each Other" in this chapter), he detects the cheating. This skill is limited to characters of Chaotic alignment. Craft (choose type): The character knows one type of craft; examples include armor-making, bow-making, tattooing, leatherworking, smithing, weapon-making, etc. The character must choose which one type of craft the skill pertains to; of course, he can spend more slots and have several types of craft skills. The character can make his living at this profession and, with a successful roll, make expert opinions on subjects pertaining to his skill. Danger Sense: A successful skill roll means that the character can detect an imminent danger. The character will not know the nature or source of the danger. The DM, not the player, makes the skill roll, and he or she should not tell the player that a roll has been made unless the roll is a success (and there is danger present). Deceiving: This is the ability to persuade a listener of the "truth" and sincerity of what the speaker is saying, despite the fact that the skill user is lying through his teeth. Successful use of this skill causes an NPC to believe an untrue statement or to accept a misleading statement as honest and sincere. Failure indicates that the character sounds unconvincing. This skill cannot be used on player characters. Detect Deception: This is the ability to recognize deceptive behavior in an NPC. This does not reveal the truth or falsehood of specific statements, the motivations of the speaker, or the exact nature of the deception. This skill only warns the character to distrust the deceptive NPC. The DM makes the skill roll for the character, informing him of the result. The skill does not work on player characters. Disguise: This is the ability to make a character look like someone else. A successful Disguise
check is required for each character or group of characters that the disguised character is trying to fool with his disguise. The target that the disguised character is trying to fool must make a Wisdom roll against the Disguise roll in order to penetrate the disguise (see "Using Skills Against Each Other" at the end of this chapter). Endurance: This skill gives the character the ability to perform a tiring task for long periods of time. A successful check means that the character is able to run (or perform some demanding task) for an hour without collapsing. The character must make another check each hour he performs the task, with a cumulative penalty of +1 for each extra hour. Once the character has completed his task or fails a skill roll and collapses, he must rest for three times the amount of time he was performing that task. Engineering: This is the skill of planning, designing, and building large constructions such as houses, bridges, dams, and so forth. Unless built under the eye of a trained engineer, a large structure—whether built by manpower and materials or pure magic—will inevitably collapse or suffer some other calamity. Engineering skill can also be used to evaluate constructions the party is passing through or over: what shape they're in, when and by whom they were built, and so on. Escape: The character is often able to get loose when tied or locked up. A successful skill roll means that the character is able to get rid of his ties. Another roll is needed to open a locked door. The DM can apply bonuses and penalties to the check based on the quality of the ropes and knots, the intricacy of the lock, the lack of lockpicking tools, etc. Fire-Building: This is the ability to start a fire without a tinderbox. A character with a tinderbox and this skill is able to start fires automatically (no roll necessary) in ordinary conditions. If the character is trying to build a fire without a tinderbox, he will eventually succeed; he must make a Id6 roll each round, and on a 1 or 2 he ignites the fire. If the character is trying to build a fire in adverse conditions (during high winds or using wet wood), he must make a skill check with penalties assigned by the DM. Food lasting: This is the ability to taste food and water to see if they have spoiled. Thus the character can avoid suffering from food poisoning by carefully tasting his food first. This ability will not detect poisons added to a dish unless the DM determines that the poison has a taste (in which case it may be too late anyway). Gambling: This is the ability to win money in games of skill (competitive card games, for example) and betting. This involves honest games (cheating is covered elsewhere), and a successful check increases the character's chances for winning money at the games. Healing: This is the ability to treat wounds and diagnose illnesses among humans and demihumans. A successful skill roll allows a character to restore Id3 hit points to a wounded character. (A related skill, Veterinary Healing, allows similar treatment of animals and monsters.) This skill cannot be used on a wounded character more than once for the same set of wounds. If the character receives new wounds, Healing skill can be applied against the new wounds. The skill is rolled against a set of wounds, not individually against each injury. (The term "set of
wounds" usually refers to all the hit points lost by a character in a single combat situation.) If a healer rolls a natural 20 when using this skill, he accidentally inflicts Id3 points of damage to the patient, and he may not treat that set of wounds again. Successful skill rolls allow the healer to diagnose type of illness. In addition, a roll made by 5 or more will allow the character to determine whether an illness is natural or magically induced. Hunting: This is the ability to locate, stalk, and hunt large and small game with the bow, sling, or spear. Successful use of this skill gives the character a +1 to hit with a bow, sling, or spear against an unaware target in a peaceful outdoor setting; the skill is not usable in most combat situations. The character can automatically supply himself with food over a long period of time if he is in a fairly fertile area and has a missile weapon, spear, or javelin. In areas not normally rich in game he must make a skill roll and receive penalties to that roll (penalties determined by the DM). If he is trying to supply more than just himself, he must make a skill roll if he is supplying one other person, and he takes a — 1 penalty for each additional person after the first he is trying to supply. He must roll each day, and failure indicates that he has not found enough food to feed everyone that day. A character with the Hunting skill forages automatically in fertile areas (even when on the move) and uses his Hunting skill roll to determine how successful he is during full days spent in search of game. Intimidation: This is the ability to bully nonplayer characters into doing what the player character wants them to do. Success means that NPCs are intimidated into doing what the character wants. This skill cannot be used against PCs. NPCs who have this skill used upon them are unlikely to ever become friends with the intimidating player character. Use of this skill means that the character is either implicitly or explicitly threatening the target with violence or other dire consequences if the target doesn't comply. For this reason, Intimidation works best against low-level characters. It does not work at all on player characters or on NPCs of 5th level or higher. The DM can also, at his or her option, decide that it does not work on someone who is obviously in a much stronger position than the character using the skill. For example, a king surrounded by elite guards, even if he himself is a 1st level character, is unlikely to feel threatened. Knowledge (choose type): The character is an expert in one field of study such as the culture or geography of an area, history, legends, theology, etc. A character can usually make his living by teaching his skill or acting as an expert on the subject; with a successful roll, he can make expert commentary on information relating to his skill. The character taking this skill must specify what sort of knowledge he is acquiring. A character can select multiple Knowledge skills, using one for each different field of study. Labor: The character is very accomplished at one type of labor such as bricklaying, farming, mining, stonecutting, etc. The character can make his living with the skill. With a successful
roll, he can interpret information in light of his occupation. A character must specify which type of labor he knows, and he can select multiple Labor skills to be proficient in many types of jobs. Language (choose type): See "Optional Rule for Languages," later in this chapter. Law and Justice: This is the knowledge of the laws and judicial system of one culture or country; characters who wish to be a judge or advocate (lawyer) must select this skill. Each empire or nation has its own codes, so characters who wish to be conversant in different nations' codes should choose this skill for each set of laws they wish to study. Leadership: Successful use of this skill adds +1 to the morale of any NPCs under the character's control. It can also be used to convince other NPCs to follow the character's commands. The DM can decide that any NPC who has a good reason not to follow the leader is automatically successful at resisting this skill. Unlike Intimidation, Leadership does not bully, antagonize, or make enemies of the NPCs it is used upon. lip Reading: To use this skill, the character must be able to see the lips of the target person or creature and understand the language being spoken. A successful check allows a character to "overhear" the conversation; if the lip reader understands the language being spoken, he can understand the speakers' words. The distance to the target and the available light should be taken into account—the DM should apply skill roll penalties for difficult situations. Magical Engineering: This is the ability to recognize the basic principles of some unfamiliar magical devices. It does not include practical training in design or fabrication of magical artifacts. It does allow the character to recognize most common magical items with a successful skill roll. It doesn't allow a character to recognize uncommon magical items or to distinguish trapped or cursed items from safe ones. Mapping (Cartography): If a character has this skill, he can understand and make maps even if he cannot read and write. The skill allows the character to comprehend simple maps without a skill roll; the character should make skill rolls to interpret or draft complicated layouts or to map an area by memory. A character does not have to have this skill in order to map a dungeon as the characters explore it. A character who can map but not read obviously cannot understand the words on a map. Military Tactics: This skill allows a character to interpret the movement of enemy forces and to move his own forces better. When using this skill, the player (not the character) first examines the situation and decides what he thinks is right—what he thinks the enemy is doing or how he should set up his units. The DM, not the player, rolls the character's Military Tactics skill. On a successful roll, the DM will truthfully tell the player whether he has calculated correctly; if he has not calculated correctly but the roll was successful, the DM should offer some advice on how the player should set up his forces. If the roll is a failure, the DM should tell the player his character cannot interpret the enemy troop movements well enough to use them to his advantage. The success of the roll determines bonuses or penalties for the troops during mass combat.
Mimicry: This is the ability to mimic animal noises and foreign-language accents. This is a very useful skill in the wilderness especially. When characters use recognition codes or signals that imitate the screech of a hoot owl or a noise from some other animal, this skill allows them to mimic those noises convincingly so that enemy listeners are not automatically tipped off that there are spies in the area. Mountaineering: This does not replace a thiefs special climbing ability; it is the skill of mountain-climbing with the use of ropes, pitons, and other climbing gear. A character who has Mountaineering skill can use such gear to climb difficult mountain and cuff faces and can rig lines to enable nondimbers to tackle those faces as well. Muscle: This skill is experience with heavy lifting and hard labor. The character can direct groups of laborers so that their efforts are the most effective possible. This character understands the use of simple machinery such as wedges, pulleys, and levers. With a successful skill check, the character receives a + 2 bonus on Strength rolls for tasks such as opening doors. Music (choose type): This skill allows a character to play one group of related instruments in a skilled manner. The player chooses the group of instruments that his character knows, and the character can take the skill several times in order to know multiple instrument groups. Groups include stringed instruments, brass, percussion, woodwinds, etc. This skill is often taken in conjunction with the Singing skill. Mysticism: This skill, though similar to Ceremony (above), is taken by nonclerics. This skill allows the character to instinctively know the best course of action to please the Immortals in general. A successful skill roll, for example, means that the character recognizes an idol dedicated to an Immortal and that the characters should give it its due respects. Nature Lore: This skill is the knowledge of common plant and animal life forms of one specific terrain: desert, forest, jungle, mountain/ hill, open sea, plains, or arctic. The character can gain several Nature Lore skills by spending one skill slot for each different terrain he learns. This skill gives the character knowledge of such things as edible and poisonous plants, healing herbs, and signs of unnatural danger (such as unusual quiet, absence of normal plant or animal life, atypical animal behavior, etc.). When the character uses this skill in his home territory, he receives a — 2 bonus to the die rolled for the skill check. When he uses it in territory very similar to his home, he receives no bonus. The less it resembles his own home territory, the greater the penalty he will receive, up to a +4. Navigation: By taking directions from the position of the sun and the stars (or of whatever atmospheric phenomena are appropriate in your campaign), the character can always know roughly where he is. Successful skill rolls, with positive or negative modifiers for the character's distance from his home territory and familiarity with his surroundings, will tell the character more precisely where he is. Persuasion: This is the ability to persuade NPCs of your character's honesty and sincerity. This isn't a liar's skill; the speaker must believe the truth of what he says. Successful use of the
skill means the listener believes what the speaker tells him. It does not mean that the listener will agree to actions proposed by the speaker. The DM can assign modifiers from +1 to + 8 to the skill roll if the audience is hostile. This is a good skill for diplomats and negotiators to have. Piloting (choose type): This is the equivalent of the Riding skill but applies to sailing vessels. (It can also apply to large flying vessels such as aerial ships and flying castles, if such things are present in a campaign. The use of magical items such as flying carpets and flying brooms does not require the Piloting skill.) A character must use a different category of Piloting for each different type of vessel, as defined in the Piloting Skill: Types of Vessels Table. As such, he will need to spend more than one skill to pilot more than one type of vessel. Planar Geography: This skill gives the character a general knowledge of the Prime, inner, outer, Astral, and Ethereal Planes as described elsewhere in this book. This skill includes knowledge of techniques of travel among the planes and common inhabitants of known planes. Profession: The character is accomplished at one type of nonlabor profession such as politics, cooking, estate management, horse grooming, scribing (the character must be literate), etc. The character can make his living with his skill, and (with a successful roll) make expert commentary on subjects pertaining to his skill. The player must indicate which specific profession his character knows; a character can buy several different Profession skills. Quick Draw: A successful skill check with this skill allows the character to nock and fire an arrow with a +2 bonus to individual initiative. Riding (choose type): This skill includes the basic care and feeding of a riding animal and the ability to control it under difficult circumstances. Riding rolls are required if a character is trying to use a weapon from the back of a riding animal; failure means that the mount is moving too much for the character to use the weapon. Each Riding skill allows the character to ride one type of animal; if a character wishes to know how to ride two different types of beasts, he must buy two different Riding skills. Horses constitute one type of animal; giant eagles constitute another. When a character uses his Riding skill on the wrong animal (for example, when a horse rider tries to ride a camel), he suffers a +4 to his Riding rolls. When a character with no Riding skill at all tries to ride an animal, he must make a Dexterity check at a + 8 penalty to his die roll. However, a character doesn't have to make the success roll except in difficult situations, such as when the animal is spooked. Otherwise, he can stay on the animal's back without difficulty. Science (choose type): The character is an expert in one branch of scientific study such as astronomy, geology, metallurgy, etc. Characters
with this skill can make their living with it, usually as specialists in large cities. The DM should not allow this skill to characters belonging to more primitive cultures, but it is entirely appropriate to characters from highly civilized areas of the world. The player must indicate which branch of science his character has mastered; a character can buy multiple Science skills to know multiple disciplines. Shipbuilding: This is the skill of designing and building ships. It allows a character to supervise the construction of professional-quality ships, whether they are made by muscle or by magic. The Shipbuilding skill will also let characters evaluate the ships they encounter, determine who built them and when, etc. Signaling (choose type): Successful use of this skill allows the character to leave messages that can only be understood by another Signaling specialist of the same culture, trade guild, military force, or "school." For instance, one dwarf character with the Signaling skill could pile rocks into a cluster; it would communicate nothing to most characters, but another dwarf character with Signaling would recognize it as a signal and be able to interpret its meaning. When a character takes a Signaling skill, he must specify the type and culture of signals that he will be studying and he must have the opportunity to learn such signals. Appropriate types of signals include military trumpet signals, naval flag'signals, smoke signals, drum signals, etc. Singing: This is the ability to sing in a skilled manner; a character can make his living with this skill and (if he is good enough) can become a famous entertainer or bard. Snares: This is the skill of building traps to capture animals, monsters, and unwanted visitors. A successful skill roll means the trap functions properly. The DM can assign modifiers to the skill roll based on the mount of time the character had to set up the trap, the availability of materials, etc. Stealth (choose terrain): This is similar to the thiefs Move Silently ability, with some important differences. The character taking the Stealth skill must choose one type of terrain in which the skill works from the following list: city/ outdoors, indoors/caves, forest/jungle, plains, desert, arctic, and mountains/hills. The skill only works in that type of terrain. (However, the character could conceivably spend seven slots, one for each type of Stealth skill.) City/Outdoors is used in the streets, in trashstrewn alleyways, on rooftops, and in similar urban environments. Indoors/Caves is used in dungeons and catacombs, in caverns and caves, and in most enclosed spaces. The other terrain types are self-explanatory. Humans, demihumans, and humanoids can take the Stealth skill. The character will move very quietly in the terrains for which he has the skill. When he is trying to sneak up on someone
Piloting Skill: Types of Vessels Table Type of Vessel Vessels in This Category Small boats River boat, sailing boat, canoe, ship's lifeboat, raft Galleys Small galley, large galley, war galley, longship Water vessels Large sailing ship, small sailing ship, Troop Transport Flying vessels Aerial boat, aerial ship
or when there is a chance that he will be heard, he must make his skill check. If the DM doesn't want him to know that the DM can make the skill check for him. Storytelling: This is the ability to captivate an audience when telling stories. The character can earn his living as a teller of stories; if he also has Knowledge skills of such things as history, he can be a storyteller of history. Survival (choose terrain): This skill allows the character to easily find food (especially vegetables and fruits), shelter, and water in a single type of terrain, selected from one of the following: desert, forest/jungle, mountain/hill, open sea, plains, arctic. Desert Survival doesn't give the character the ability to survive in the forest; he must also take Forest Survival for that. A character with the Survival skill forages automatically in fertile areas, even when on the move. If he is trying to supply more than just himself, he must make a skill check at a +1 penalty to his die roll for each additional person that he is trying to supply. He must roll each day, and failure indicates that he has not found enough food for everyone he is trying to supply. Tracking: The character can follow tracks. The DM is free to increase or penalize the chance of success depending on the circumstances (age of the tracks, type of terrain, number of tracks being followed, and so forth). Veterinary Healing: This is the same as Healing (above), but this skill pertains to creatures that are neither humans nor demihumans—in other words, nonhumans, monsters, normal animals, and so forth. A character can take this skill in one of two ways: 1) as a General Veterinary Healing skill, which means that he makes his roll with a +1 penalty for every type of creature he treats; or 2) as a Specialized Veterinary Healing skill that pertains to one class of creatures (for example, equines). The character with a Specialized Veterinary Healing skill takes no penalty when treating the creatures that are his specialty, but he takes a + 2 penalty with all other types of creatures. (A character could take the skill twice, one General and one Specialized; he would have his listed roll for the creatures that were his specialty and only have a +1 penalty when treating all other creatures.) A character with Veterinary Healing skill trying to treat a human or demihuman rolls at a + 3 penalty. Wrestling: In wrestling combat, a successful roll will give the character a +1 to his wrestling raring (see the "Unarmed Combat" rules in Chapter 8). Higher skill scores give higher bonuses, so a character with Wrestling +1 would receive a + 2 bonus, and so on.
Optional Rule for Languages With the DM's permission, characters can use skill slots to take additional languages. (Additional languages are an Intelligence-based skill.) For each slot spent on a new language, the character can speak the language (not necessarily very well) and can read it (if he is intelligent enough to read his regular languages). Characters still get all the free languages they're entitled to from their Intelligence and racial abilities. Characters have trouble speaking these additional "skill languages." A character speaking a
skill language will automatically understand someone speaking slowly and simply. If the character is listening to someone who is excited or using technical speech, he must make his skill roll to understand the language. Failure means he didn't understand what was said. The character speaking a skill language communicates in the same way. When he's struggling to explain something fast, complicated, or technical'or when he's flustered or excited, he must make a skill roll to get the idea across.
Improving Skills Characters' skills can be increased to higher scores. Simply use more skill choices to improve skill rolls, and the PC will get a +1 to his skill roll for every skill choice added to that skill. A skill choice can be used to either improve an existing skill by one point or to buy a new skill, not both. Example: Alaric has only a Charisma of 12, yet he wants to be a natural leader. Instead of using only one skill choice to purchase the Leadership skill, he chooses to use three on that skill. The first choice gives him his Leadership skill; he must roll his Charisma score, 12, for all Leadership checks. His two extra skill choices give him an additional + 2 to his rolls (+1 for each skill choice spent). His Leadership checks will now be made at 14 instead of 12.
Learning More Skills character can choose to purchase more skills or improve existing ones. All characters get a new skill slot every four experience levels. Thus, humans get four slots (plus bonuses for high Intelligence) at level 1, then an extra at level 5, another at level 9, another at level 13, and so on. See the Skill Slot Acquisition (Humans) Table. Skill Slot Acquisition IHumans) Table Experience Level 1
5 9
13 17 21 25 29 33
Skill Slots Gained
4* 1 1 1 1 1 1 1 1
* Not counting bonuses for high Intelligence scores.
Above 12th level, dwarves get another skill slot at 1,200,000 experience points and another
slot for every 800,000 experience earned after that. Above 10th level, elves get another slot at 1,350,000 experience points and another for every 1,000,000 experience points earned after that. Above 8th level, halflings get another slot at 300,000 experience points and another for every 1,200,000 points earned beyond that. These points are outlined in the Skill Slot Acquisition (Demihumans) Table. The DM can simply assume that your character is meeting with a teacher who can instruct him in the skill, or the DM can introduce an NPC who is the character's teacher. Unlike the situation with weapon mastery, the character never has to roll anything to acquire the skill. If the DM says the skill is available to player characters and if the PC has an empty skill slot and access to a teacher, he can take the skill. Important DM's Note: Intelligent monsters, such as ores and giants, can also have general skills. The DM may prefer only to give skills to monsters that have distinctive personalities and roles within a campaign.
Skills and the DM It's the responsibility of the DM to see to it that players don't abuse these skills and achieve results totally inappropriate to their use in the campaign. It's also the responsibility of the DM to reward characters who use their skills cleverly and in the context of the adventure. The DM decides when a character can try his skill roll, and the DM also decides what sort of effect the skill can have in a situation. The DM shouldn't make the characters roll over and over for the same task, only at critical points in play. Positive and Negative Modifiers When the character is using a skill, the DM may wish to assign positive or negative modifiers to make the character's roll easier or harder. These modifiers are based on circumstances. Circumstances that make a job slightly more difficult warrant a +1 or +2 modifier. Those that make the job substantially more difficult warrant a + 3 or +4 modifier. Those that make the job very hard—such as not being able to see, working on the rolling deck of a ship during a severe storm, and so forth—can warrant penalties of + 5, +10, or even +15 to the roll. On the other hand, circumstances that make the job easier—such as having all the materials needed, having lots of time, and so forth— warrant positive benefits at the same scale. The character always has a chance of success, however bad the odds, as long as the DM says it's remotely possible to succeed. A natural roll of 1 on ld20 is an automatic success, just as a roll of 20 is an automatic failure.
Skill Slot Acquisition (Demihumans) Table Number of Dwarf Level New Slots or XP Total 4* 1st level 1 5th level 1 9th level 1 1,200,000 1 + 800,000 * Not counting bonuses for high Intelligence scores.
Elf Level or XP Total 1st level 5th level 9th level 1,350,000 + 1,000,000
Number of New Slots 4* 1 1 1 1
Time Use When it's important to know, the DM decides how much time each use of a skill represents. The time it takes to look at the stars and make a basic Navigation roll might be about a minute; the time it takes to make a superior spear, both head and shaft, will be a few days; and the time it takes to make a Tracking roll to recognize what sort of creature left the prints before a character may only be a second or two. Using Skills Together Often, when the character's skill roll has failed, all the other characters with the same skill will say, '' He failed ?! Let me make my skill roll!'' This isn't a good thing to do. If the DM lets everyone make a skill roll for the same task when someone has failed, one character will eventually succeed; it's therefore pointless to have a skills system since every task will be "automatically" (that is, "eventually") successful. The DM should usually decide that the circumstances that led one character to fail will make all the others fail. For example, a character tracking his prey fails his roll and loses the track. The DM decides that it's because the creature went to the trees, a rainfall obliterated the tracks, or whatever, there are no tracks to find. Therefore, the other characters can't make their own Tracking skill rolls here, except to confirm the fact that there are no tracks. However, sometimes it's reasonable for characters to use their skills together to solve a task. For example, when two healers are trying to diagnose a disease, two can be better than one. The characters can choose which of them is the chief problem-solver for this situation (usually the PC with the highest skill), and that PC and the others with the same skill all make their skill rolls. The DM uses the roll of the chief problemsolver and gives him a - 1 modifier for every one of his friends who made the roll and a +1 modifier for every one who failed it. The chief problem-solver can never receive more than a - 3 bonus this way, but there is no limit to the penalty he can receive if his allies all roll badly. Using Skills Against Each Other Sometimes situations will come up where two skills are in conflict. A character with Deception can try to fast-talk a character with Detect Deception, or two Bargaining characters can haggle. When the DM sees this situation occur, he can have both parties roll their appropriate skills. The character with the lowest successful roll wins the contest. When a tied roll occurs, the DM has to analyze the situation; he may have them reroll for a clear decision or he may decide that the situation is unchanged.
Halfling Level or XP Total 1st level 5th level 300,000 + 1,200,000
Number of New Slots 4* 1 1 1
i chapter covers all the information needl e d for movement in the D&D® world. Using the rules that follow for time; movement; and travel by land, water, and air will help add realism to the game.
See the Measurements of Game Time Table for more information on how these units interconnect.
Time
It's also possible to measure longer periods of time simply by skipping over them. For instance, characters might finish up one adventure together and decide they need to fulfill their family obligations for awhile. They split up, each returning to his respective home, and agree to meet at an inn known to all of them after one month. The DM will ask each character what he's doing during this skipped time, give each character the results of his actions, and then bring the characters back together again when the time is up. Great lengths of time, up to years, can be passed this way if both players and the DM wish to do so.
Time is handled somewhat differently in the D&D game than it is in real life. Time that the players experience is called "real time." Time that the characters experience is "game time." In D&D games, the passage of time experienced by the characters is usually compressed. A game can take as little as an hour of real time or up to twelve hours (or even longer with tireless players), but that real time may represent days or weeks of game time. Game time is not always longer than actual real time. Combat and some role-playing can take much longer than the actual game time. For example, it may take half an hour of real time to play a battle that lasts only a few minutes of game time.
Rounds, Turns, and Days Game time is divided into rounds, turns, and days, as described in the following text. Rounds: Situations of immediate danger— such as combat or those precarious seconds when a character trips a trap, falls into a pit, grabs hold of the side, and gazes down in terror at the poison-tipped spikes far below—are normally measured in rounds, each of which represents 10 seconds of game time. Except when the rules specify otherwise, each character can perform only one action during a round—swing a sword, cast a spell, or perform some movement or other action. Turns: Slightly less intense situations—such as carefully exploring a dangerous set of catacombs, sneaking up on an enemy encampment, or trying to escape a pursuing army that is a mile or more behind—are usually measured in turns, each of which represents 10 minutes of game time. In the course of a turn, should something happen to propel the character into an immediately dangerous situation, the DM will always shift the time sequence to rounds. Days: Characters' lives are not all spent in breakneck action scenes. Sometimes they do things that take a great deal of time to accomplish, such as journey 1,000 miles on horseback, do library research, create a golem, or sit around the city waiting while the king finishes putting his army together. Typically, the DM passes this time in days, describing one or two things the characters might learn or do each day. Should one of these events lead to a role-playing encounter, the DM can always shift to turns and rounds.
Skipped Time
Assumed and Defined Actions In D&D games, the player does not normally have to describe every action his character takes throughout the day. For example, when the characters are doing long-distance traveling and time is being measured by the day, it's reasonable for everyone to assume that the characters do eat, rest after and sometimes during travel, tallrto one another, behave in a normally prudent and careful fashion, and so forth, without the players having to role-play every single incident or encounter.
Distance Movement, Missile, and Spell Ranges
Indoors: Normal movement speed, missile ranges, and spell ranges are measured in feet (90' means ninety feet indoors). Outdoors: Normal movement speed, missile ranges, and spell ranges are measured in yards (120' actually means 120 yards outdoors). Everywhere: Spell effects are always measured in feet. Maps and Miniatures
Map Scale: Dungeon maps are usually done on graph paper, one square representing 10'. Wilderness maps are usually on hex paper, one hex representing 8, 16, 24, 32, 72, or any other distance in miles. Using Miniatures: In standard game play using miniatures, 25mm lead or cardboard miniatures represent human-scale figures. If you use 25mm hex paper to regulate movement, one hex represents 10'; if you are not using a hex-grid, one inch on the table-top or surface represents 10' (indoors or outdoors).
Measurements of Game Time Table Measure
Equals
Activities Measured This Way
1 round
1 turn
10 seconds 10 minutes
1 day
144 turns
Combat, some spell durations Noncombat movement, some spell durations, exploration of dungeons Long-distance movement (miles/day), spell research, magical item creation
Feet vs. Yards In dungeons and other indoor settings, the basic unit of distance measurement is the foot. Missile and spell ranges are measured in feet; a character's normal speed is expressed in feet. In wildernesses, open fields, open city streets, and other outdoor settings, the basic unit of distance measurement is the yard. (One yard equals three feet.) In outdoor settings, it is easier to move quickly due to more open terrain and better lighting. Therefore, a character's normal speed outdoors is expressed in yards. Example: A character who moves 90' per turn (normal speed) in a dungeon could move 90 yards (or 180') per turn outdoors. Missiles and spell ranges are also read as feet in dungeons and as yards in the wilderness. However, the area affected by a spell (or by flaming oil, a net, or any other such attack) is not read as yards; it is always read as feet. Thus, a fireball spell cast in the wilderness would have a range of 240 yards, but it would still have an area effect of 40 feet in diameter. Map Scales %u may want to keep maps of the characters' travels; it's usually a very good idea in traditional dungeon-based campaigns, and the DM may insist on it. With dungeon or indoor maps, you use graph paper. Each square on the paper typically represents 10' of distance. With wilderness or outdoor maps, you use hex paper. Map hex scales vary widely, but the most commonly used D&D game scales usually have one hex represent 8 or 24 miles. Always check the map key printed on maps. In any case, the DM will tell you if he or she wants you to map in a different scale. Miniature Figures
"Your campaign group might like to use miniature figures to represent all characters and monsters, especially in combat encounters. Several types of miniaturefiguresare available from toy and hobby shops worldwide that are made of metal, plastic, or cardboard; the metal and plastic ones are suitable for painting. With so many available, you should be able to find figures that look very similar to your characters. The 25mm figurines (a human is about 1" tall) arc well-suited to D&D games. When you use miniatures to conduct combat, 1" on the table surface represents 10' of distance. If a character can move 30 yards (90') in a round, you'd move his figure 9" ahead on the table. \bu can use a ruler to measure distances or you can buy one of many vinyl or plastic playing surfaces that are already gridded into inchesvAdditionally, you can use watercolor markers to draw room and situation details on vinyl or plastic surfaces and easily erase them once the combat is done.
Movement "Move: 120' (40')" gives the character's rates of movement. The first number, usually 120', is the number of feet the character moves per turn at a very cautious walking pace indoors; outdoors, the unit of measurement is tripled so that
Chapter 6: Movement 120' becomes 120 yards per turn. (Outdoor movement is tripled because of easier terrain, better lighting, etc.) This first number is often known as "normal speed." The second number within parentheses is the movement rate per round in feet; this number is often called "encounter speed" and is the number used during combat. Outdoors, the encounter speed would be 40 yards as opposed to 40' in this instance. Movement is sometimes written as "MV 120' (40')" or "Movement 120' (40')."
Normal, Encounter, and Running Speeds Though the normal speed of 120' per turn seems very slow, this rate includes many assumed actions—mapping, peeking around corners, resting, and so forth. During encounters, movement is measured in encounter speed. Characters move at V3 their normal speed in feet per round. In other words, if the character's normal speed is 120' per turn, his encounter speed is 40' per round indoors. In addition, when characters are running at full speed (toward or away from an enemy), their rate is equal to their normal speed in feet per round (rather than turn) or three times their encounter speed. A character can run at maximum speed for 30 rounds at most (5 minutes) before becoming exhausted. (Characters with the optional Endurance skill can maintain this pace for longer periods of time.) In other words, if a character's normal speed is 120' per turn and his encounter speed is 40' per round, his running speed is 120' per round indoors. Exhaustion
An exhausted character must rest for at least three turns (30 minutes) before running or fighting again. An exhausted character who is forced to fight without rest is penalized in combat. Monsters gain a + 2 bonus to their attack rolls to hit the character (because he is unable to dodge incoming attacks as effectively), and the character must subtract 2 from all attack damage rolls (he cannot muster the strength to hit more effectively, but any successful hit will still inflict at least 1 point of damage). A character who becomes exhausted but is forced to continue running cannot use his maximum running speed. He drops to encounter speed and cannot move any faster until he has rested.
Character Movement Rates Any character will have a movement rate of " 120' (40')" unless he is weighed down by a lot of gear. The weight and clumsiness of gear is called encumbrance and is measured in "en," which are coin-weight equivalents; 1 coin equals approximately V10 of a pound in weight and awkwardness. The amount of encumbrance the character carries determines how fast he can move, as noted in the Character Movement Rates and Encumbrance Table. Example: A character carrying 60 lbs. (600 en) of armor and equipment will be slowed to a MV of 90' (30'). Traveling in a dungeon, at a very cautious walking pace (normal speed), he'll •,-fi
Character Movement Rates and Encumbrance Table Normal Speed (feet per turn) 120 90
Enc (en)
0-400 401-800 801-1,200 1,201-1,600 1,601-2,400 2,401 +
60 30 15 0
Encounter Speed (feet per round)
40 30 20
Running Speed (feet per round) 120
90 60 30 15 0
10
5
move 90' per turn; outdoors, walking cautiously (normal speed) but over easier terrain, he'll walk 90 yards per turn. Important Note: Groups of characters, if they intend to stay together, move at the rate of the slowest character.
Monster Movement Rates Monsters' and animals' movement rates are also expressed in the "120' (40')" format. Some monsters move much faster than player characters, but others are the same speed or slower. See Chapter 14 for the movement rates of various monsters. The only time monster encumbrance is tallied is when the monster or animal is carrying away some heavy prey or is being used to carry riders. Guidelines are found in Chapter 14. These rules are somewhat simpler than those for player character encumbrance. For instance, a monster will be able to move at its full move-
ment rate up to a certain amount of encumbrance carried. It will move at half its movement rate up to twice that amount of encumbrance carried, and it will not be able to move at greater than a certain amount of encumbrance.
Land Travel This section discusses moving over land using various movement rates, the effect terrain has on movement, long-distance travel, becoming lost, and finding food in the wilds.
Overland Movement Rates To find the distance a party travels in a day, find the normal speed of the slowest party member or mount (if all party members are mounted). Divide that speed by 5. The result is the number of miles per day the party moves through clear terrain (open fields and range, city, etc.). This number, of course, is modified if ter-
Terrain Effects on Movement Table Terrain Trail/road* Clear / city / grassland
Movement IV2 normal Normal 2 h normal 2 h normal V2 normal V2 normal
Forest/muddy ground/snow Hill/desert/broken terrain
Mountain /swamp / jungle Ice/glacier
* Unpaved roads allow travelers to ignore every terrain modifier except muddy ground/snow. Paved roads allow travelers to ignore every terrain modifier except snow. Traveling Rates by Terrain Table Travel Mode
Foot, no enc* Foot, It enc** Foot, hvy enct Camel Elephant Riding horsett Donkey or mule War horse Draft horse Ox
Trail 36 24 12
48 36 72 36 36 24 16
Miles Covered Per Day: Hills Mountains 24 16 12 12 8 6 6 8 4 32 24 16 24 12 8 48 36 24 24 12 16 24 12 16 16 12 8 12 10 8
Clear
Desert 16 8
6 32 8 16 16 8 8 6
* This is a character with a 120' normal speed; he can carry no more than 400 en encumbrance. ** This is a character with a 90' normal speed (that is, someone carrying between 401 and 800 en encumbrance). t This is a character with a 60' normal speed (that is, someone carrying between 801 and 1,200 en encumbrance). t t The travel rates listed here are possible but will kill the horse if only one is used for the entire trip. Typically, a rider only manages to achieve these rates by riding one-third the distance listed and trading his horse in twice at way stations for fresh mounts. At the end of the day, he and the three horses are exhausted, but all are alive. If a rider does not intend to kill or exhaust his horse, he should use the travel rates listed for the war horse instead.
Chapter 6: Movement rain is less favorable. Terrain (the features of the land being explored) affects the rate of travel. Though it makes no difference to the combat round or the 10-minute turn, the terrain may affect the distance a party travels in a day, as outlined in the Terrain Effects on Movement Table. On the Terrain Effects on Movement Table, modifiers are not cumulative. When two or more conditions are in effect (not counting trail/ road), simply use the worst condition to determine the party's movement. When the characters' path will carry them through several different types of terrain in a single day, the DM should decide which one terrain type dominates and base their movement on that type of terrain. For convenience's sake, character and mount movement in the most common types of terrain are listed in the Traveling Rates by Terrain Table. Find out which party member moves slowest on this table; his movement rate will dictate the movement for the entire party. Long-Distance Travel and Rest
Characters and mounts must rest one full day for every six days they spend traveling. Those who do not rest suffer a - 1 penalty on attack rolls and damage rolls until they do rest. If they go more than six days without resting, they suffer an additional - 1 penalty per six days until they do rest, and they must rest one full day for each six days they spent traveling if they are to lose the penalty.
Becoming Lost A party following a road, trail, or river or led by a reliable guide will not become lost. A guide is a retainer who knows the local area or—if you are using the optional general skills rules—is a PC or an NPC who has either the Navigation or Knowledge (of the area in question) skill. The DM may require the character to make his Navigation/Knowledge skill check each day to keep the party on track. However, if a party is not on a road, trail, or river and does not have a guide, the party may become lost. The DM must check each day to see if the adventurers become lost by rolling Id6 before the party begins movement for the day. Find the type of terrain the party is traveling through on the following list; if the roll on the die matches the number listed, the party becomes lost. • Clear or grasslands: 1. • Swamp, jungle, or desert: 1-3. • All other terrain: 1-2. If a party is lost, find the direction of travel (either by the DM's choice or by random roll). The DM must keep track of the party's actual position and the direction the characters think they are going! For example, the party members tell the DM that they want to travel north. However, the DM has secretly determined that the party is lost-and that northeast is the direction the party thinks is north. If the group travels this direction and then decides to travel in a different direction, the DM will have to adjust accordingly. For example, after traveling "north" for six miles
(although actually traveling northeast), the group decides to turn northwest; the members will actually be going north at this point.
Food in the Wild Traveling characters sometimes run out of food in the wild. Cautious parties bring enough standard or iron rations for everyone's use for the whole trip plus up to 50% extra; but great delays (weather, magical traps, other problems) can still cause them to run out of food. However, in most terrain types (but not in some swamps or oceans), parties may either forage or hunt to get more food. The characters may forage while traveling, but they slow their daily movement rate to 2/i normal as a result. (They cannot forage while on a forced march.) Foraged food includes nuts, berries, some plants, and possibly small game. In good terrain and weather, characters usually have a 50% chance (1-3 on Id6) of finding enough food to survive. The DM may modify this due to the terrain, and he or she will make all the necessary rolls. If the characters spend a full day in the vicinity of their camp, normal foraging is automatically successful. Such characters might (DM's choice) encounter animals that they can hunt for additional food. Days spent in a forced march or resting cannot be spent hunting. If the campaign is using the general skills from Chapter 5, a character with the Hunting skill forages automatically (without movement penalties) in fertile areas, even when on the move, and he uses his Hunting skill roll to determine how successful he is during days spent in search of game. If characters run out of food, they will become ravaged by hunger. They will need to rest more, travel slower, suffer attack roll penalties and gradual loss of hit points, and eventually face death from starvation.
Water Travel Characters are sometimes forced to swim or use ships to reach destinations via waterways. This section describes how to do both.
By Swimming (and Drowning) In the D&D® game, all characters may swim unless the DM decides otherwise. A character's movement rate while swimming is Vs his outdoor running speed (120 yards per round •*• 5 = 24 yards per round). A character swimming underwater always measures his movement rate in reer. Thus, a character who" can swim at 24 yards per round on the surface can swim at 24 feet per round underwater. Under normal conditions, a swimming character is in no danger of drowning. However, if the character is swimming while carrying heavy encumbrance or swimming in rough, dangerous conditions, he can drown. If a character is carrying more than 400 en encumbrance, sheer weight will drag him down. The DM should decide on the chances of drowning in rough water, swimming while encumbered, or fighting while swimming.
Chapter 6: Movement Generally, if the DM wishes, he can tell the player to make an appropriate ability check each round (for example, a Strength check if the character is battling high seas or a Constitution check against exhaustion) to check on the character's ability to keep his head above water. On the first occasion the character misses his ability check, he slips under the water. When a character goes underwater—and cannot breathe there—he must hold his breath or immediately begin drowning. He can hold his breath for a number of rounds equal to his Constitution score if he does not exert himself; if he exerts himself (by fighting, panicking, etc.) he can only hold his breath for a number of rounds equal to Aatfhis Constitution score. Once a character can no longer hold his breath, he begins to drown. He must make a Constitution check every round. The first check is against his normal Constitution score; each subsequent one is rolled with a cumulative +1 penalty to the die roll ( + 1 on the second check, + 2 on the third, etc.). Once he fails a check, he has drowned—but he is not dead yet. Although he doesn't breathe, he will not be dead for a number of rounds equal to 1h his Constitution score (round up). While he is in this state halfway between life and death, if he can be healed by a character with the Healing skill or by a character with healing magic, he will recover normally. If this happy event does not take place, the character dies. However, he still may be brought back to life by a raise dead spell. A character who reaches the stage at which he is making Constitution rolls to keep from drowning, even if he is rescued and does not drown, is considered exhausted, as described above under "Exhaustion."
By Ship For waterborne traveling, whether on a river or near a coast, characters move at the ship's rate. The ship's movement rate given on the Sailing Vessels Table in Chapter 4 is for average sailing conditions. If the voyage is favored by steady winds and calm waters, the speed may be increased to as much as double the number given. If the seas are rough or the vessel becalmed, little or no progress might be made in a day! When sailing on seas or oceans, there is a chance that the weather will be unsuitable for travel. Roll 2d6 at the beginning of each day; a result of 2 indicates no wind and a roll of 12 indicates gales or fierce storms. The effects such weather has on ship travel are as follows: No Wind: Sailing ships (vessels without rowers) may not move and must spend the entire day in the same area (hex). Rowed ships are never stopped for lack of wind; they are unaffected by calm weather. Gale or Storm: Results differ whether the ship is a sailing ship or a galley, as noted in the following: • Soiling Ship: This type of ship may either sit (80% chance of sinking) or run before the wind. Movement rate is triple normal, but it is in a random direction as determined by the DM. (The DM can see the Water Movement Modification Table for a handy direction generator if he or she wishes.) If no coastline is reached during
Water Movement Modification Table Roll (2d6)
Effect/Notes Becalmed; no movement except by oar; oared movement reduced to 1h normal amount because of rower fatigue Extreme light breeze Movement reduced to lh normal; also used when beating 3 before normal winds light breeze 4 Movement reduced to lli normal; also used when quarter reaching before normal winds Moderate breeze Movement reduced to 2ls normal; also used when broad 5 reaching before normal winds 6-8 Normal winds Normal movement Movement is Vli normal (normal plus lh extra) Strong breeze 9 10 High winds Movement is Vh normal (normal plus >/2 extra) 11 Extreme high winds Double normal movement* Gale 12 Galleys have an 80% chance of sinking; triple normal movement in random direction rolling Id6: 1 = desired direction 2 = 60° starboard 3 = 120" starboard 4 = 180° (reverse) 5 = 120° port 6 = 60° port * May take on water (unsailed vessel chance 20%, sailed vessel chance 10%). Taking on water reduces speed by V3 until docking and repair are possible. 2
Weather No wind
(triple) one day's movement, the maneuver is successful and the ship is safe (though likely to be far off course). If the ship reaches a coastline or other shore, there is a 75 % chance that it will be broken up trying to beach, and only a 25% chance that it will safely find a sheltering harbor. (DMs can modify that chance if they are using the optional general skills. If the ship's pilot can make his Piloting skill check, the ship's chances of finding safety improve by 5% for every point by which he successfully makes his roll.) • Galley (Lifeboat, Raft): Any vessel without sails has only a 20% chance of weathering a gale; failure results in the ship being swamped. If the galley is in sight of the coastline when the gale first hits, check the coastal terrain. If it is clear terrain, the galley may beach before the storm hits. For all other terrain, roll Id6; a result of 1-2 indicates that the pilot finds a safe beach or cove.
(As noted under sailing ship above, a good pilot can improve the galley's chances if the DM is using the general skills rules and the pilot can make his Piloting skill check. Historically, many galleys did have sails, but the galleys found in the D&D® game do not.) If a DM prefers to add more complexity to his game world, he can add some optional water movement rules for traveling by water. Roll 2d6 at the start of each day traveled by water and check the results on the Optional Water Movement Modification Table.
Aerial Travel Characters traveling on aerial mounts can move 72 miles per day. Characters traveling on aerial devices (such as flying carpets) can move 120 miles per day.
p "encounter" occurs when a player character or a PC party meets a person, group, or rribnster that is not a member of his party. An encounter can result in combat between the two sides, conversation, cooperation, a chase, or similar event. "Evasion" is what happens when an encounter occurs and one side wants to escape the other; that side turns and runs. In this chapter, standard procedures for game turns and game days are discussed as well as what happens during encounters and during evasion attempts. Surprise, reactions, and wandering monsters are also detailed.
Exploration and the Game Turn When characters are exploring a specific area (such as a dungeon), moving through heavily patrolled territory (such as an armed camp or the border between unfriendly nations), or traveling through a heavily populated zone (such as a town), the DM measures time in turns. Each turn represents 10 minutes; customarily characters will travel at their normal speed during game turns. Each game turn follows the pattern noted in the Game Turn Checklist. Game Turn Checklist 1. Wandering Monsters: If the wandering monsters check at the end of the previous turn was positive, the monsters arrive now. Under normal dungeon conditions, they appear 2d6 x 10' away in a direction of the DM's choice (see the "Encounter Distance" section, below, for more information). Leave the Game Turn Checklist sequence and go to the Encounter Checklist, below. See "Handling Wandering Monsters," below, for more details on handling wandering monsters. 2. Actions: The caller (or each player) describes party actions (movement, listening, searching, etc.). 3. Results: The DM describes the results of the party's actions as follows: a. if PC actions result in a discovery (a secret door, trap, etc.), the DM tells them what they found. b. If the PCs entered a new area, the DM describes it so that the mapper can map it. c. If an encounter occurs, skip to the Encounter Checklist. 4. Wandering Monsters Check: The DM checks for wandering monsters and random encounters. The DM rolls Id6 every other turn to check for this. If this is a dungeon and a " 1" comes up on the die, the PCs will encounter wandering monsters at the beginning of the next turn (other types of terrain have different chances as shown on the Chance of Encounter Table, below).
Wandering Monsters When a DM's roll indicates that wandering monsters will appear, they appear the following turn. The DM rolls 2d6 and multiplies this num-
ber by 10; the result is the distance, in feet, at which the monsters are detected. This is the distance at which the DM first begins keeping track of them and the distance at which both sides first have a chance to notice one another. Once the monsters appear, the DM should switch to the Encounter Checklist (on page 93) to determine what happens next. Wandering Monsters Check Every two turns (not every turn), the DM rolls Id6 to check for wandering monsters or random encounters. In any setting where there is a possibility of characters running across monsters (or strangers, wild animals, occupants of a dungeon that are not locked in a particular room or area, or anything else that might be moving freely through an area), the DM can check for wandering monsters and random encounters. For a more in-depth method of determining encounters, the DM can check the Chance of Encounter Table and follow the instructions there for checking for encounters. If the DM's roll indicates that there will be an encounter, the DM can choose what sort of encounter it is (based on what he knows about the area), or he can roll on the wandering monsters tables later in this chapter. Important Note: If the Dungeon Master has already decided to have a prearranged encounter during this two-turn time period or if he has decided that the characters will have no encounter during this period, he can skip the wandering monster roll. Leaving the Game Turn The DM continues determining time in game turns and using the Game Turn Checklist until he feels that the situation has changed and he no longer needs to use the checklist. For example, the characters might reach a different type of terrain (the comparatively safe outdoors of the wilderness, the inn where they plan to spend the night, the protected caravan of their patron, etc.), which will remove them from the normal game turn sequence.
Travel and the Game Day Characters who are traveling overland or across open water and who are not moving through dangerous territories should travel in game days, not game turns. The rules for long-distance overland travel rates were presented in Chapter 6, and traveling by ship rates were discussed there and in Chapter 4. Each game day spent traveling follows the Game Day Checklist.
Encounters An "encounter" occurs when two or more groups come within visual range of one another and at least one group becomes aware of the other; the term is also used to refer to incidents where PCs encounter traps. In most dungeon situations, groups encountering other groups will become aware of one another at or nearly at the same time. In outdoor encounters and a few dungeon encounters, one group could become aware of the other and not reveal itself, allowing the group members to run away without being detected, spy on the other
Game Day Checklist 1. Daybreak: Party prepares for travel, studies spells, selects travel direction. 2. Getting Lost: DM rolls Id6 to see if party becomes lost. If so, see the "Land Travel" section in Chapter 6. 3. Daytime Wandering Monsters: The DM makes a ld6 roll for wandering monsters for the daytime hours. See the Chance of Encounter Table for determining rolls. 4. Encounter Results: Based on the DM's die roll, the party does the following: a. If no wandering monsters are encountered, party concludes movement and daylight period ends. Skip to Step 6. b. If wandering monsters are encountered, the DM goes to the Encounter Checklist, below. If the characters want to evade or pursue encountered monsters, the DM goes to the "Evasion and Pursuit" section later in this chapter. 5. Resume Travel: After the encounter, the party may resume travel. If they are lost, the DM may (at his option) recheck the direction of travel. 6. Nightfall: The party finds a place to stop and rest. 7. Nighttime Wandering Monsters: The DM makes a Idl2 roll for wandering monsters for the nighttime hours. See the Chance of Encounter Table for determining rolls. If an encounter is indicated, the DM chooses the watch during which it occurs; two or three PC guards can be posted during the night, each taking an equal amount of rime guarding the party while on watch. Continue with one of the following steps: a. If an encounter occurs, the DM uses the Encounter Checklist, below. b. If no encounter occurs, the DM proceeds to Step 9. 8. Resume Rest: Once any nighttime encounter is over, the party returns to rest. 9. Night's End: Return to Step 1 above. group, arrange to ambush the other group, and so forth. Encounters keep game adventures exciting and unpredictable and give characters experience with different monster types. No map and map key will detail every creature, monster, or character that can be found on the area represented by a map, of course, but the use of random encounters can addflavorto a campaign. Characters traveling through a jungle might run across a tiger, a giant python, or an even more fantastic monster; this monster is present because it belongs to the type of terrain in question. In a dungeon, roll for encounters once every two turns; in the outdoors, roll once during the day and once (at a reduced chance) at night. Check the Chance of Encounter Table on the following page for when to roll and type of encounters. Some actions or items may increase the chance of wandering monsters. Loud noises, battles, cursed items, or exploring special areas may allow the DM to check for wandering monsters every turn—and possibly with higher chances
Surprise
Chance of Encounter Table Type of Encounter
Dungeon and city
Wilderness
Roll Method
Roll Id6 every two turns when traveling and roll Idl2 once during the night; on a 1, an encounter occurs Determine the type of terrain the party is in and roll Id6 once during the day and roll Idl2 once when camped at night; consult the following for encounter occurrences
Type of Terrain Clear, grasslands, inhabited, or settled Forest, river, hills, barren lands, desert, ocean*, or aerial** Swamp, jungle, or mountains
Chance 1 1-2 1-3
* Ocean: A roll of 1 indicates a normal ocean encounter. A roll of 2 indicates no encounter unless the ship lands at the end of the day; if so, a land encounter is used. ** Aerial encounters always use the Flyers subtable in the Wilderness Encounter Table, regardless of terrain. (1-2, 1-3, or 1-4 on Id6). When the DM chooses to have an encounter or when a die roll indicates an encounter, the DM must first determine or randomly roll what sort of encounter it is (an encounter with wandering monsters, an NPC or a group of NPCs, or a trap). Once that's determined, he or she can run the encounter according to the Encounter Checklist.
Encounter Distance Once the Dungeon Master has determined that an encounter will take place and has determined the relative conditions of surprise for the two groups, he or she can decide how far apart
the two parties are when the encounter takes place. When both parties are surprised, the encounter distance is Id4 x 10' (or yards if outdoors). When one party is surprised, the unsurprised party notices the surprised party at the Id4 x io' (or yards) distance rolled; the surprised party won't notice the unsurprised party until they reach half that distance. When neither party is surprised, take a look at the Encounter Distances Table. When the type of terrain (dungeon, wilderness, ocean/sea, or underwater) is known, the DM can find out how far apart the groups are when the encounter takes place.
When an unexpected encounter occurs, both sides roll Id6. Each side that rolls a 1 or 2 is surprised. Possible results are as follows: Neither Group Is Surprised: Both are
aware of one another and can be on guard.
Both Groups Are Surprised: Both groups
lose one round due to the sudden surprise and confusion; once the round is over, both groups are back in control of themselves, aware of one another, and on guard. One Group Is Surprised: The unsurprised
group can take advantage of the situation by evading (automatic success, meaning that the other group doesn't notice them at all), by attacking (the attacking group gets one free round of attacks before the other group can respond), or by other means (leaving one or two members in the open to negotiate while the other members hide in ambush, for example). When the DM determines that there will be an encounter, the DM should roll Id6 once for each group—or he can let one of the players roll for the PCs, if he isn't worried about tipping them off that something is about to happen. A result of 1 or 2 means that the group in question is surprised (though this may differ with some monsters; see Chapter 14). In any given encounter, one group could be surprised, or the other could, or both, or neither.
Chapter 7: Encounters and Evasion Encounter Checklist 1. Game Time: Game time switches from 10-minute turns to 10-second rounds. The DM does not have to inform the players of this until he or she informs them that they are having an encounter. 2. Surprise: Both sides make appropriate rolls (Id6), the caller for the PCs and the DM for the monsters. Any side that rolls a 1 or a 2 is surprised. To keep from alerting players than an encounter is imminent, the DM can simply make both rolls himor herself. 3. Initiative: If one side is surprised, it loses initiative automatically. Otherwise, both sides make initiative rolls (Id6) to see who moves, talks, or attacks first. The side that rolls higher goes first. 4. Reactions: If the DM does not know how the monsters will react to the PCs, the DM makes reaction rolls to determine their initial reactions. See the Monster Reactions Table under "Monster Reactions," below. 5. Results: The DM determines the results of the party's actions as follows: a. If the PCs trigger a trap, the DM applies the consequences. b. If both sides can speak, role-play the conversation until agreement is reached, one side leaves, or a fight begins. c. If the PCs run away, make a morale check for the jnonsters or NPCs to see if they give chase. If so, use the pursuit and evasion rules later this chapter to see if the PCs get away. d. If one or both sides attack, play proceeds with the Combat Sequence Checklist (see Chapter 8, page 102; start with Step 1 and roll for initiative again). 6. Encounter Ends: After the encounter ends, begin play with a new turn. Always assume that an encounter takes at least one full turn to resolve. When neither group is surprised, both can act at the same time. If one decides to attack, the other can respond immediately. If one decides to run, the other can give chase. Neither has an advantage over the other. The same applies when both groups are surprised. Both groups are caught off guard and lose a little time gathering their wits; neither group recovers before the other does. Once they have themselves under control, they proceed as though neither group was surprised. When one group surprises the other, it can, if it chooses, take advantage of the situation. It might attack, in which case it would get a free round of attacks on the other group before the surprised group could respond. It might also try to sneak away, in which case it would avoid the other group automatically, with no chance for the other group to discover or catch it. When surprise occurs, the DM looks at the terrain and situation and decides exactly what has happened, describing this to the players, who must work within the limits of the situation.
Encounter Distances Table Setting Visibility Dungeon* Very good light Dungeon* Dim light** Dungeon* No lightt Wilderness Clear daylight Wilderness Dim light** Wilderness No lightt Ocean/sea Clear daylight Ocean /sea Clear daylight Ocean/sea Dim light** Ocean/sea Dim light** No lightt Ocean/sea Ocean/sea No lightt Any light Undersea
Encounter DM's choice DM's choice DM's choice DM's choice DM's choice DM's choice Ship Monster Ship Monster Ship Monster DM's choice
Distance 4d6 x 10' 2d6 x 10' Id4 x io' 4d6x 10 yards 2d6 x 10 yards Id4x 10 yards 300 yards 4d6 x 10 yards 120 yards 2d6 x 10 yards 40 yards Id4 x 10 yards
Id6xi6yards
* Or other indoor setting. ** Or full darkness with infravision used. t Or very poor visibility (heavy snow or fog, sandstorm, etc.).
Monster Reactions Just because an encounter takes place does not mean that the two parties automatically attack one another. Either party may be in a mood to trade, talk, exchange rumors and information, or even run away from one another. The player characters determine how they wish to react. The DM decides how the monsters and NPCs will react. Descriptions of some monsters (see Chapter 14) will determine how they react, while the DM might wish a monster to react a certain way. When the DM wants to use a random reaction for the monster or NPC, he can consult the Monster Reactions Table. If the DM wants to use the random Monster Reactions Table for the PCs' encounters with monsters and NPCs, he can roll 2d6 on the table and apply the indicated results. After the first round, the DM should modify the 2d6 roll of the character talking for the group by the character's Charisma bonuses or penalties. For the first reaction roll, the DM shouldn't take Charisma adjustments into account. Monster Reactions Table Roll 2d6 Monster Reaction Monster attacks 2-3 Monster is aggressive (growls. 4-6 threatens); roll again in one round with a penalty of - 4 to the roll Monster is cautious; roll again in 7-9 one round 10-11 Monster is neutral; roll again in one round with a bonus of +4 to the roll 12 Monster is friendly The DM can substitute any appropriate response for the ones described above. A cowardly monster that rolls a 2-3, for instance, might flee instead of attacking; if it rolls a 4-6 instead, it might shy away from the PCs and be ready to run. 'Vfou may need to make more than one roll on the Monster Reactions Table. When the result says to roll again in one round, allow the PCs to react to the monster. If they do something to get a specific reaction (such as attack), you won't need to roll again. If they try to bluff, negotiate, or befriend the creature, roll again with the penalty or bonus listed on the table.
The actions or words of the PCs may affect monsters' reactions. Gestures of friendship can give the PCs a bonus at the DM's discretion; threats, attempts to appear menacing, and rudeness can give the PCs a penalty. Adjustments for PC actions can range from a - 2 penalty to a + 2 bonus. If a charismatic character is speaking for his entire party while another character is silently glaring, bristling, and otherwise indicating that he's a tough guy, the rudeness penalty could easily cancel the Charisma bonus. Don't roll more than three times. If by the third roll the monster hasn't achieved a roll of 10 or better, it will decide to attack or leave.
Wandering Monster Encounters The tables in this section will help generate wandering monster and random encounters. The Dungeon Encounters Levels 1-10 Tables give guidelines for the number of monsters that constitute an "encounter." For instance, an entry might read "Hobgoblin Id6"; in such a case, roll Id6 for the number of hobgoblins encountered by the player characters. In the Wilderness Encounters Table, Castle Encounters Table, and City Encounters Table, no such number guidelines are given. Consult the description of the monster in question from Chapter 14; the text with the headline "Number of Monsters" gives handy guidelines for selecting numbers of monsters for encounters. The tables in this section are general tables for an "average" dungeon. The Dungeon Master is encouraged to make his own specific encounter table for specific dungeons and settings in his campaign. These can change the frequency of monsters, introduce new monsters of the DM's creation, use a different type of die (d8, dl2, etc.), and soon. When a random encounter is to occur, the DM first needs to know where the characters are— dungeon or wilderness. "City" is treated just like any other wilderness terrain. If" the random encounter is in a dungeon setting, go to the "Dungeon Encounters" section below. If it's a wilderness (or a city) setting, go to the "Wilderness Encounters" section. Both start on page 95.
Chapter 7: Encounters and Evasion Dungeon Encounters Level 1 Table Roll ld20 Monster 1 Bandit Beetle, Fire 2 Cave Locust 3 4 Centipede, Giant 5Ghoul Goblin 6 7-10 Human 11 Kobold 12 Lizard, Gecko NPC Party 13 14 Ore Skeleton 15 16 Snake, Racer Spider, Crab 17 18 Stirge Troglodyte 19 20 Zombie Dungeon Encounters Level 2 Table Roll ld20 Monster I Beetle, Oil 2 Carrion Crawler Ghoul 3 4 Gnoll Goblin 5 Gray Ooze 6 Hobgoblin 7 8-10 Human 11 Lizard, Draco 12 lizard Man Neanderthal 13 14 NPC Party 15 16 17 18
19
20
Ore
VMB.
s t Skeleton — * Snake, Pit Viper Spider, Black Widow Troglodyte Zombie
Number Appearing Id6 Id6 Id6 Id6 Id2 Id6 Id3 2d6 Id2
1 party Id6 ldlO Id2
Id2 Id8
Id3 Id3
Number Appearing Id6 1
Id4 Id4 2d4 1
Id6 Id3 1
Id6 2d4 1 party ldlO 2d6
Id6 1
Id6 Id6
Dungeon Encounters Levels 4-5 Table Roll ld20 Monster 1 Blink Dog 2 Bugbear Caecilia 3 Cockatrice 4 Displacer Beast 5 Gargoyle 6 7 Giant, Hill Harpy 8 Hellhound (Id3 + 2 HD) 9 10 Hydra (5-headed) 11 Lycanthrope, Werewolf 12 Medusa Mummy 13 14 NPC Party 15 Ochre Jelly 16 Rhagodessa 17 Rust Monster Scorpion, Giant 18 19 Troll Wraith 20 Dungeon Encounters Levels 6-7 Table Roll ld20 Monster 1 Basilisk 2 Caecilia Cockatrice 3 Giant, Hill 4 Giant, Stone 5 Hellhound (5-7 HD) 6 7 Hydra (6-8 heads) 8 Lycanthrope* Manticore 9 Minotaur 10 Mummy 11 12 NPC Party 13 Ochre Jelly 14 Ogre 15 Rust Monster 16 Spectre 17 Spider, Tarantella 18 Salamander, Flame Troll 19 Vampire 20
No. Appearing Id4 ld6+4 1
Id2 1
Id4 + 1 1
Id4 + 1 Id4 1
Id4 Id2 Id3 1 1
Id3 Id2 Id3 Id2 Id2
No. Appearing Id3 Id4 Id3 Id2 Id2 Id4 1
Id3 1
Id4 Id4 1 1
2d4 Id3 + 1 Id3 Id3 Id2 Id4 + 1 1
* Either weretiger or werebear.
Dungeon Encounters Level 3 Table Roll Number Appearing ld20 Monster I Id4 Ape, White WHK^KKA 1 ] m 2 Beetle, Tiger . ' ~ "~ Id4 Id6 3 Bugbear Id3 4 Carrion Crawler Id2 Doppleganger 5 6 " IoT Gargoyle 1 7 Gelatinous Cube 8 Harpy ^^^jggggj^ _ ^ L d 3 Id3 9-10 Human Id4 11 Living Statue, Crystal 12 Id6 Lycanthrope, Wererat 1 13 Medusa 14 NPC party 1 party 15 1 Ochre Jelly 16 Ogre Id3 17 Shadow Id4 Spider, Tarantella 1 18 Thoul Id4 19 Wight 20 Id3
Dungeon Encounters Levels 8-10 Table Roll ld20 Monster 1 Basilisk 2 Black Pudding 3 Chimera 4 Devil Swine Dragon 5 6-7 Giant* 8 Golem* Hydra (7-12 heads) 9 10 Living Statue* Lycanthrope* 11-12 NPC Party 13 14 Purple Worm Rust Monster 15 Salamander* 16 Snake* 17 Spectre 18 Spider* 19 20 Vampire
No. Appearing Id6 1 1 Id2 Id2
Id6
1 1
Id4 + 1 Id6 + 1 1
1
Id4 + 1 Id4 Id4 + 1 Id3
Id4 + 1 Id2
* Select any one type and modify the number appearing for the level of monster.
Chapter 7: Encounters and Evasion Dungeon Encounters Determine the dungeon level where the encounter takes place. Consult the table corresponding to that dungeon level. Roll ld20 on that table to see what sort of monster is encountered. Make whatever die roll is indicated in the "Number Encountered" column to determine how many monsters of that type appear in this encounter. Consult Chapter 14 for details about that monster. Play out the encounter as described earlier under "Encounters." In dungeon encounters, first determine the dungeon level where the encounter is taking place. The DM or writer who created the dungeon will normally have designated it "Level 1," "Level 2," or some such. If he or she hasn't, look at the types of monsters found on the dungeon level; if they tend to average 1 experience level or HD, it's probably Level 1; if they tend to average 3 experience levels or HD, it's probably level 3; and so on. Below are tables for several different dungeon levels. Roll ld20 on the table that corresponds to the dungeon level in question. The ld20 result will identify a type of monster. Now roll the dice indicated in the right-hand column to determine how many of that monster are involved in the encounter. For example, on the first level of a dungeon, the DM rolls an encounter. He consults the Dungeon Encounters Level 1 Table below and rolls ld20; the result is a 14. According to the table, the encounter will be with ores. The die roll in the "Number Appearing" column of the table is Id6; the DM rolls Id6 and gets a 4. This means that the encounter is with four ores. The DM can now consult the description of ores in Chapter 14 to see what they do, how tough they are, how they behave, and so forth. The monsters listed in the Dungeon Encounters Tables are different levels of difficulty, depending on the level of dungeon they are typically found in. Later in this book is a section on dungeon design that discusses the difference in difficulty between different levels of a dungeon.
Wilderness Encounters Find the type of terrain on the Wilderness Encounters Table where the encounter is taking place. Roll Id8 and check the column corresponding to the terrain type. The result tells which subtable to consult. Go to that subtable and roll Id 12 on the column corresponding to the terrain type where the encounter is taking place. The result tells which monster the characters encounter. See Chapter 14 for details about that monster, including how many monsters appear. Play out the encounter as described under "Encounters" on page 91, using the visibility, distance, and surprise factors. In a wilderness encounter, the type of terrain plays an important part. On the Wilderness Encounters Table, roll Id8 and check the result
Wilderness Encounters Table Clear, Roll Id8 Grassland 1 Human 2 Flyer 3 Humanoid Animal 4 Animal 5 Unusual 6 Dragon 7 8 Insect Barren, Roll Mountain, Hill Id8 1 Human 2 Flyer Humanoid 3 Unusual 4 Animal 5 Humanoid 6 7 Dragon 8 Dragon Roll Id8 City 1 Human 2 Undead 3 Humanoid Human 4 Human 5 Human 6 Human _ 7 8 Specialt
Woods Human Flyer Humanoid Insect Unusual Animal Animal Dragon
River
Desert Human Flyer Humanoid Human Animal Dragon Undead Animal
Settled* Castle** Flyer Humanoid Human Human Animal Animal Dragon
Ocean Human Flyer Swimmer Swimmer Swimmer Swimmer Swimmer Dragon
Jungle Human Flyer Insect Insect Humanoid Animal Animal Dragon
Human Flyer Humanoid Insect Swimmer Swimmer Animal Dragon
Swamp Human Flyer Humanoid Swimmer Undead Undead Insect Dragon
* Any inhabited rural area is "Settled." ** Consult the "Special Castle Encounters" section below for Subtable: 10. Castle Encounters. t Consult the "Special City Encounters" section below for Subtable: 11 . City Encounters. against the column corresponding to the correct terrain type. This will direct you to one of eleven subtables, nine of which immediately follow the main table. The other two subtables are presented with explanatory text in the sections that follow the the ninth subtable. Roll Idl2 on the subtable indicated by the previous roll. Check the Idl2 result against the column corresponding to the terrain type. Example: The player characters are traveling through heavily wooded mountains. The DM decides that this is more mountainous terrain than it is wooded. She rolls on the Wilderness Encounters Table; her ld8 roll is a 6. On the "Barren, Mountain, Hill" column, a humanoid encounter is indicated. The DM looks at the humanoid subtable, rolls ldl2, and checks the result against the column for "Barren, Mountain, Hill." The DM's roll is a 2, which indicates a cloud giant for the PCs' encounter. Once the encountered monster is determined, see Chapter 14 for details about that monster. Chapter 14 will describe the monster's habits, activities, number likely to appear, and so forth. With all the information in hand, the encounter with the PCs is ready to play out. Consult the Encounter Checklist and the Encounter Distances Table for other factors regarding encounters. Special Castle Encounters The DM can determine character class of castle inhabitants either by using the Subtable: 10. Castle Encounters (page 98) or by selecting classes as appropriate. If the table is to be used, roll a
951
Id6; if the result is a 3, roll ld6 again and see which of the demihuman races is the result. For human owners of a castle, regardless of class, roll ld20 + 8 for the owner's level. Demihumans' levels are listed in the table. If the DM has not already determined what the castle inhabitants' reactions will be to player characters, he or she can either check the Monster Reactions Table given earlier in this chapter or check the Castle Reactions Table on page 99The "Reaction" columns of the table assume that the party does nothing to either arouse suspicion or to inspire trust; the DM can certainly adjust the die roll if the PCs' actions toward the castle inhabitants warrant the modification. Remember, too, that some high-level PC fighters may have the right of sanctuary at castles in the campaign; a PC with that right who declares his name and title will normally receive a "Friendly" result. Note that the men listed are only part of the castle owner's forces and are simply the unit sent out after annoying travelers; the rest of the castle's forces should include other men and might even include special monsters. Pursue: The men will chase the party off the lord's land or charge the characters a toll. This sum may vary depending on the personality of the lord, how wealthy the characters look, and other factors. Refusing to pay may result in the PCs being arrested, run off the land, or attacked. The DM can ignore this result if the castle owner is Lawful and the PCs have behaved well. Ignore: No attempt is made to aid or hinder the party.
Subtable: 1. Animals Clear, Roll Idl2 Grassland 1 Animal Herd Baboon, Rock 2 Boar 3 4 Cat, Lion Elephant 5 6 Ferret, Giant Horse, Riding 7 Lizard, Draco 8 Mule 9 Snake, Viper 10 Snake, Rattler 11 Weasel, Giant 12 Roll Idl2 1 2
3 4 5 6 7 8
9
10 11 12
Desert Animal Herd Animal Herd Camel Camel Cat, Lion Cat, Lion Lizard, Gecko Lizard, Tuatara Snake, Viper Snake, Rattler Spider, Widow Spider, Tarantella
Subtable: 2. Humanoids Clear, Roll Grassland Idl2 1 Bugbear 2
Elf
3 4 5 6 7 8
Giant, Hill Gnoll Goblin Halfling Hobgoblin Ogre
9
Ore
10 11 12
Roll Idl2 1 2
3 4 5 6 7 8
9
10 11 12
Pixie Thoul Troll Barren, Mountain, Hill Dwarf
Giant, Cloud Giant, Frost Giant, Hill Giant, Stone Giant, Storm Gnome Goblin Kobold Ore
Troglodyte Troll
Woods Animal Herd Boar Cat, Panther Cat, Tiger Lizard, Gecko Lizard, Draco Lizard, Tuatara Snake, Viper Spider, Crab Unicorn Wolf Wolf, Dire
River Animal Herd Boar Cat, Panther Cat, Tiger Crab, Giant Crocodile Crocodile, Large Fish, Rock Leech, Giant Rat, Giant Shrew, Giant Toad, Giant
Barren, Mountain/Hill Animal Herd Ape, Snow Ape, White Baboon, Rock Bear, Cave Bear, Grizzly Cat, Mountain Lion Mule Snake, Viper Snake, Rattler Wolf Wolf, Dire
Settled Animal Herd Animal Herd Boar Cat, Tiger Ferret, Giant Horse, Riding Rat, Giant Shrew, Giant Snake, Racer Snake, Viper Spider, Tarantella
Jungle Animal Herd Boar Cat, Panther Lizard, Draco Lizard, Gecko Lizard, Horned Rat, Giant Shrew, Giant Snake, Viper Snake, Python Snake, Spitting Spider, Crab
Prehistoric Bear, Cave Cat, Sabretooth Crocodile, Giant Elephant, Mastodon Pterodactyl Pteranondon Snake, Racer Snake, Viper Triceratops Triceratops Tyrannosaurus Wolf, Dire
Woods Bugbear Cyclops Dryad
Rivet Bugbear Gnoll Hobgoblin Lizard Man Lizard Man Nixie Ogre
Swamp Gnoll Goblin Hobgoblin Lizard Man Lizard Man Lizard Man Nixie Ogre
Ore
Ore
Wolf
Elf
Giant, Hill Gnoll Goblin Hobgoblin Ogre Ore
Thoul Troll Desert Giant, Fire Goblin Hobgoblin Hobgoblin Ogre Ogre Ogre Ore Ore
Pixie Sprite Thoul
Friendly: The castle owner invites the party to stay. (This is not necessarily actual friendship; some NPCs may have evil intentions toward the unsuspecting party. . . .) Special City Encounters On the Wilderness Encounters Table, the entry for city terrain has a "Special" result. When-
Elf
Sprite Thoul Troll
City and Inhabited Dwarf
Elf Giant, Hill Gnome Gnoll Goblin Halfling Hobgoblin Ogre Ore
Pixie Sprite
Troglodyte Troll Troll Jungle Bugbear Cyclops Elf Giant, Fire Giant, Hill Gnoll Goblin Lizard Man Ogre Ore Troglodyte Troll
ever a special result is rolled, the DM can either roll again and use one of the more common results, or he or she can roll on the Subtable: 11. City Encounters (on page 98). To use this subtable, roll Id8 to find the section of the subtable to be used (the subtable is split into sections marked 1-8). Then roll ld20 to find out what sort of person the PCs encounter. >96i
The Subtable: 11. City Encounters indicates only the encountered character's profession— not his level or intent. The DM must decide how to use this type of character in the encounter. For example, an Alchemist might wish to hire the characters to find him some rare ingredients; an Assassin might be stalking one of the PCs; a Brewer could have set up a drinking contest to determine whose beer is better—his own or a competitor's—and tries to persuade a PC to participate; and lastly, a Government Official could be seeking revenge against a high-ranking thief who is blackmailing him, and he might try to persuade the PCs to help him. You can also use the Subtable: City Encounters when trying to think of an interesting location for an encounter. Translate the name of the type of character to the appropriate type of building or site—for instance, "Judge" would become "Courtroom," while "Undertaker" would become "Cemetery."
Wandering Monsters and High-Level PCs In low-level play, wandering monsters help make adventures interesting, keep the characters alert, and give the characters experience in dangerous situations. Once the characters are very experienced, though, wandering monsters no longer serve this last purpose. If the DM runs them exactly as they come up on the Encounter Tables, monster encounters will be nothing but boring delays or (at best) comic relief. Therefore, when the PCs are high level, the DM needs to think briefly about every random encounter and decide how the PCs' experience levels affect things. He or she should discard (that is, not play) encounters that would be nothing but dull combats and keep the encounters that have other purposes. To that end there are essentially three types of encounters the DM can consider running. For example, there's nothing wrong with comic reliefencounters as long as they're deliberately run with that intent. For example, a group of well-played bugbears blundering into a group of high-level PCs can provide a lot of humor. But recurring encounters along the same lines will, after a short while, wear very thin. Then, there are tactical encounters. A large group of lower level monsters who have a superior knowledge of the terrain, good tactics, traps, and the advantage of surprise can challenge (or at least delay) high-level characters. There are also respectful avoidance encounters. Word of a high-level party's power will certainly circulate in any dungeon or wilderness setting, along with descriptions of the individuals involved; weaker monsters will watch for and avoid these dangerous characters. When surprise encounters occur, the low-level monsters will automatically opt to preferably evade the PCs or to talk with them; such monsters would attack the PCs only under the rarest situations. Respectful avoidance encounters help reinforce to the PCs that they're more powerful and influential characters now—and it's a boost to their egos. To reflect the powers of high-level characters, the DM may also alter the monsters' morale (described in the next chapter). If the PCs demon-
Subtable: 3- Humans* Roll Idl2 Clear, Grassland 1 Adventurer 2 Bandit Bandit 3 4 Berserker Brigand 5 Cleric 6 Fighter 7 8 Magic-User Merchant 9 10 Merchant 11 Noble 12 Nomad Roll Idl2 1 2
3 4 5 6 7 8 9
10 11 12
Settled Acolyte Adventurer Bandit Bandit Cleric Fighter Magic-User Merchant Noble NPC Party Trader Veteran
-
Woods Adventurer Bandit Bandit Berserker Brigand Brigand Brigand Cleric Fighter Magic-User Merchant NPC Party
River Adventurer Bandit Buccaneer Buccaneer Buccaneer Cleric Cleric Fighter Magic-User Merchant Merchant NPC Party
Hill Adventurer Bandit Berserker Berserker Brigand Caveman Caveman Caveman Cleric Fighter Magic-User Merchant
Ocean Adventurer Buccaneer Buccaneer Merchant Merchant Merchant Merchant Merchant Pirate Pirate Pirate Pirate
Jungle Adventurer Adventurer Bandit Berserker Brigand Brigand Brigand Caveman Cleric Fighter Magic-User Merchant
Swamp Adventurer Adventurer Bandit Bandit Berserker Brigand Cleric Fighter Magic-User Merchant NPC Party Trader
Desert Adventurer Cleric Dervish Dervish Fighter Magic-User Merchant Noble Nomad Nomad Nomad Nomad
* When an NPC party is indicated, the encounter is with one character of name level or greater, plus 2-20 low-level apprentices. When a specific level title is given, the encounter is with 6-15 individuals of that level. Subtable: 4. Flyers Roll Idl2 Mountain 1 Bee, Giant 2 Gargoyle 3 Griffon 4 Harpy 5 Hippogriff 6 Insect Swarm Manticore 7 8 Pegasus Robber Fly 9 Roc, Small 10 11 Roc, Large 12 Roc, Giant Subtable : 6. Dragons Roll Idl2* 1 Chimera 2 Dragon, Black 3 Dragon, Blue 4 Dragon, Gold 5 Dragon, Green 6 Dragon, Red 7 Dragon, White 8 Hydra 9 Hydra 10 Wyvern 11 Salamander, Flame 12 Salamander, Frost
Desert Gargoyle Gargoyle Griffon Harpy Insect Swarm Lizard, Draco Manticore Manticore Manticore Roc, Small Roc, Large Roc, Giant
Subtable: 5. Swimmers Roll Idl2 River/Lake 1 Crab, Giant 2 Crocodile Crocodile, Large 3 4 Fish, Giant Bass Fish, Sturgeon 5 6 Leech, Giant Leech, Giant 7 Lizard Man 8 Lizard Man 9 Merman 10 11 Nixie 12 Termite, Water
All Other Bee, Giant Cockatrice Gargoyle Griffon Hippogriff Lizard, Draco Pegasus Pixie Robber Fly Roc, Small Sprite Stirge
Subtable: 8. Undead Roll Idl2 1 Ghoul 2 Ghoul 3 Ghoul 4 Mummy 5 Skeleton 6 Skeleton Spectre 7 8 Wight 9 Wraith 10 Vampire 11 Zombie 12 Zombie
Subtable: 7. Insects Roll Idl2 1 Ant, Giant 2 Bee, Giant 3 Beetle, Fire 4 Beetle, Oil 5 Beetle, Tiger 6 Insect Swarm Rhagodessa 7 8 Robber Fly 9 Scorpion, Giant 10 Spider, Black Widow 11 Spider, Crab 12 Spider, Tarantella
* At sea roll Id 10.
97
/2. Thief: 9d4 (9-36 hit points) plus Constitution bonuses, +2/level thereafter. Average per die: 2V2. Dwarf: 9d8 (9-72 hit points) plus Constitution bonuses, +3/level thereafter up to 12th level. Average per die: 4'/2. Elf: 9d6 (9-54 hit points) plus Constitution bonuses, +1 at 10th level. Average per die: 3'/ 2 . Halfling: 8d6 (8-48 hit points) plus Constitution bonuses. Average per die: 3V2. Druid: As cleric up to the point at which the character becomes a druid, +1/level thereafter. Mystic: 9d6 (9-54 hit points) plus Constitution bonuses, + 2/level thereafter. Average per die: 3V2.
Step 7: Choose Normal Equipment A high-level character should be given any nonmagical items he desires, within reason. A powerful character would have acquired a lot of property in the course of a long and fruitful career. The player should eventually make a complete list of all these items, but a partial list will suffice for the moment. Note that characters keep many common supplies in storage and don't carry them around on adventures. The DM may wish to forbid or limit certain large or unusual items (sailing vessels, castles, etc.), but remember that high-level characters often own such things. If the DM decides, for any plot-related reason, that the character has any outstanding debts (either ones he owes or ones owed to him), he must inform the player. Alternate Equipping Method Alternatively, the DM may give each character an amount of cash (such as 20,000 gp total, or 1,000 gp per experience level) to spend on nonmagical supplies. The DM may set the prices of supplies to suit the campaign, making some items common, therefore cheap, and other items rare and expensive.
Step 8: Find Magical Equipment Any character of Name level or greater should possess several magical items. The exact number depends on your style of play and personal preferences. Here are two methods to find the number and type of magical items a new high-level character possesses. One or the other of these two methods should work in most campaigns. Method One: Buying All characters get a number of gold pieces equal to their number of experience points. This money is to be spent on magical items alone. Give the players a list of available magical items. The price for each item may be determined using the following list. A player may spend his funds for any number and type of magical items. This method is the most popular. A player may choose to buy a very powerful item (a staff of wizardry, for example), paying an exorbitant price for it, and taking fewer items overall as a consequence. The buying method allows for great freedom in developing a character. The DM can use the following Magical Item Price Ranges Table to help decide the price of each magical item. Or, the following rule of thumb may be used to help determine the price: a. Determine the type of item and begin with the base price. b. For every plus or combat bonus, add the base price to the current total. c. For every spell-like ability, determine what the equivalent spell's level would be and add the base value for each level. d. If the ability is phenomenal (such as a wish), add 100,000 gp to the value. e. For every charge possessed, add one-tenth of the base price.
Chapter 10: Experience Magical Item Price Ranges Table Armot Miscellaneous Item ^fiscellaneous Weapon Missile Missile Device
Potion J ^ ^ ^ H
Ri ng J ^ ^ H Rod Scroll
Shield Staff Sword Wand
10,000 to 500,000 gp 5.000 to 750,000 gp 5,000 to 250,000 gp 1,000 to 5,000 gp 10,000 to 250,000 gp 1,000 to 10,000 gp 10,000 to 250,000 gp 25,000 to 500,000 gp 5,000 to 75.000 gp 5,000 to 100,000 gp 15,000 to 300,000 gp 5,000 to 500,000 gp 5,000 to 150,000 gp
Note that this set of prices is somewhat inflated from the price ranges you'll see in the rules for magical item creation in Chapter 16. The prices in that chapter, even doubled to reflect sales price, are more reasonable for use in a campaign, while the prices here are more appropriate for this method of equipping new characters with magical items. Method Two: Assortment Each player may take a number (selected by the DM) of potions, scrolls, wands (or staves or rods), rings, miscellaneous items, armor and shield, and weapons. The strengths (plusses) are determined, where applicable, by a dlOO roll using the appropriate tables in Chapter 16. The assortment method gives all characters a fairly even starting point. On the average, a character has a number of magical items equal to half of his or her level of experience, half of which are permanent magical items. Though this may seem quite generous, remember that a high-level fighter (for example) often has a set of magical armor, a magical shield, one or two permanent magical weapons, and a few temporary ones (usually missiles)— plus a few potions, a useful scroll or two (often protection), a ring, and possibly a few miscellaneous magical items. The actual types and functions of most of the magical items should be known by the player. Assume that all cursed or otherwise harmful items have been discovered and appropriately deansed or disposed of. The DM may indicate the number of charges remaining in applicable items such as wands, but should only give approximate numbers—the DM should tell the player how many charges remain within a plus or minus 10% range, to cause uncertainty. For example, a player could know that a wand has approximately 50 charges, but he should be unsure of the exact number. When in doubt as to the amount of magic to give out, be stingy. If characters have too little magic, the DM can always add more during an adventure. It is far more difficult to take away items already in play.
Step 9: Calculate Armor Class, Saving Throws, and Attack Rolls Use the standard means to determine these pieces of information. Armor class can be found
in Chapter 1, while saving throws are given in each character class description. Attack rolls are readily available from the standard table in Chapter 8.
Step 10: Note Special Abilities The player should review all the abilities of the character's class. A cleric's turn undead abilities along with spells, special fighter techniques, magic-user spells, thief skill percentages, and demihuman special abilities should be written down on a player record sheet. Note other special abilities from any optional rules you may be using. Such special abilities include weapon mastery and general skills (Chapter 5) and wrestling rating (Chapter 8). Review and note down pertinent details on all magical items owned and spells known. Spell Books For magic-users, the DM must decide which spells the character knows and record them in the character's spell book. A magic-user should have at least one more spell (at each spell level) in the book than the character can cast per day. For example, a 26th level magic-user can memorize four 8th level spells, so the character should have at least five 8th level spells in his or her spell book. Elf characters can gain more spells for their spell books even after they peak at 10th level. For an elfs spell book, find the elfs equivalent level (comparing the elfs experience points to those of a magic-user and give the same number of spells as for a magic-user, but only give spells through level 5, the maximum that an elf can memorize). In addition, an elf character may have scrolls of higher-level spells. The DM can add a 10% chance of failure whenever an elf uses a scroll with a spell of 6th level or higher.
Step 11: Reveal Campaign Details The DM may choose to prepare a detailed background for each new character. The character may be on a special quest, or perhaps affected by a curse or other external force. The DM should also list current rumors, mysteries, or clues of which the player character is aware. The DM should create any retainers associated with the PC. If the character is a ruler, the DM should have a general idea of the location of the character's castle and the size, location, population, and resources of the dominion. Using these basic dominion details (see Chapter 12), you can quickly calculate the net monthly incomes (resource, tax, and standard). For an established dominion, assume that the current treasury total is equal to three months' unmodified income. The dominion confidence level starts at 250 (average). If the character rules lesser dominions, the DM should determine their details. Retainers A character may gain retainers whose combined experience levels total the character's as long as: (a) no retainer's level is greater than half
that of the character; (b) the retainers are of the same general class as the PC (such as fighter retainers for a paladin or knight); (c) the number and morale of such retainers may not exceed that determined by the character's Charisma score. Retainers should have a full complement of common equipment, including mounts. All the costs of finding and hiring them have already been paid. Any magical equipment must be purchased by the player character as part of the magic chosen by the character in Step 8. Troops Any ruler may have a standing army. Other characters may have a group of mercenaries, but only with the special permission of the local ruler. The number of troops may be no greater than four times the character's level in total Hit Dice. These troops have normal weapons, have trained with the PC for 13 weeks or less, and have less than 2 Hit Dice each, with officers having 1 more Hit Die. The cost of hiring, equipping, and training these basic troops is considered to have already been paid. The player must pay from his available cash for higher-level troops or officers, better equipment or training, mounts, missile fire ability, flying ability, magic, etc. As soon as the character starts play, normal costs (such as monthly expenses for support) begin. Use the War Machine mass combat system from Chapter 9 to calculate the troop class and battle rating of the force. If mass combat occurs, use either the War Machine or, for game campaigns using 25mm miniatures, the BATTLESYSTEM™ Miniatures Rules to resolve it.
Step 1Z: Establish Character Background and Personality The player may want to create the following details of the character's background: Place and time of birth Social and financial status of parents Early training and cultural exposure Times, locations, and results of noteworthy adventures Recent conflicts, successes, etc. The player should also think about ways to establish and develop the character's personality, including such factors as: Physical attributes Mental attitudes Likes and dislikes Personal quirks Lifestyle Preferred companions Preferred weapons and methods of combat Ambitions, hopes, goals, and future plans He should discuss all these choices with the DM and even with the other players, so that they can establish prior links and relationships between all the new characters. With all that accomplished, the new highlevel characters can begin play.
pnplayer characters belong to a number of ferent categories: retainers, mercenaries, specialists, etc. This chapter will deal with all these types of NPCs.
Retainers A retainer is a person hired by a character to help on an adventure or a series of adventures. Retainers are sometimes called "hirelings." Retainers are never characters run by players; retainers are always NPCs run by the DM. The DM may prefer that PCs not hire retainers in his campaign. This decision is especially common when there are plenty of PCs to accomplish the campaign's adventures, or when the player characters are strong enough to handle the adventure's dangers. In games with only a few players or with weak and inexperienced characters, the DM usually permits the PCs to hire retainers.
Hiring Retainers When the PCs decide that they need to hire some retainers, the Dungeon Master can simply ask them how many and what kinds they want, pass the game time it would take to find them, and announce that they've been hired. Or, the PCs can go through the process of hiring them personally, and the players role-play the significant encounters and interviews. When using the latter method, follow these steps: 1. The characters search for retainers. The DM should be ready to describe the local tavern or meeting place in town and to improvise other locations where the PCs will look for retainers. 2. The DM decides how many people will apply for the jobs based on the money and terms the PCs offer and the PCs' reputation as employers (if any). Most applicants will be "normal men" unsuited for adventure; for every few normal men, there will be one or more 1st or higher level NPCs. (Applicants will never be more than half the experience level of the PCs—unless the PCs are themselves 1st level, in which case some of the applicants will also be 1st level). It will not be immediately obvious which characters are normal men and which are higher level; these characters don't wear their experience levels on their sleeves! 3. The PCs conduct the interviews. They must specify the pay they offer, what is expected of the retainers, and what the expected length of employ is. The NPCs may ask detailed questions about the job and challenge the PCs about any rumors told about the PCs and their previous relationships with retainers. The PCs don't have to conduct a separate interview for every applicant; the DM will probably only want to role-play out the most interesting interviews. NPCs with interesting personalities, even those who are "normal men" characters and are trying to bluff their way into PC employ, are the ones who deserve to have their interviews played. Remember that some interviews will be with one NPC who is the leader of his own small band; in such a case, the PCs either hire the entire band or no member of the band.
4. The PCs can discuss the interviews and decide who they want to hire. They then talk to the NPCs again and make their formal offer. Roll on the "Retainer Reaction Table," modified by the offering PC's Charisma adjustment and any factors the DM thinks significant (such as especially high or low pay-rates). Most of the NPCs will accept; those who decline will do so because they want more money or had a bad reaction to the PCs during the interview. 5. For all the NPCs they hire, the PCs must buy all necessary equipment; the minimumnecessary equipment of armor and one or two weapons becomes the permanent property of the NPC and constitutes a "hiring bonus." 6. The DM must make up character sheets for all retainers. The PCs ought to work up "retainer sheets" to list all the details the PCs know about the retainers, including the retainers' names, character classes, races, list of weapons and equipment carried, and personality traits, plus any other information you wish to remember.
Employer Charisma Remember that the PCs' Charisma scores affect the number of retainers they can employ. See the Charisma Adjustment Table in Chapter 1 (page 10) for this number. Normally, you use the highest Charisma score among the PCs to determine the total number of retainers the PCs can hire. If the PCs feel they must have more retainers and the DM agrees, each PC should hire his own retainers based on his own Charisma score. Retainer Reaction Table 2d6 Roll 2 3-5 6-8 9-11 12
Retainer Reaction Refuse, insulted* Refuse Roll again Accept Accept, impressed**
* Insulted: Reactions of other potential retainers in the area are penalized by - 1 . ** Impressed: Retainer's morale is high, for +1 bonus. Retainer Morale (Optional) The morale of a retainer is a measure of the NPC's willingness to follow the PC in the face of danger. If the morale score is a high number (good morale), the retainer will stand fast, but if it is a low number (bad morale), the NPC may run away in a dangerous situation. The morale score is determined by the employing character's Charisma score; see the Charisma Adjustment Table in Chapter 1 (page 10) for this number. The DM may adjust retainers' morale scores due to PC actions, rewards, and so forth. Retainer morale should be checked after each adventure, and may be checked during adventures.
Using Retainers Remember that retainers are characters, not robots. A retainer doesn't know that he's an )132
NPC; in his own mind, he's the hero of his own story. He won't obey PCs' orders blindly or let himself be sacrificed to profit the PCs, and he won't be a happy employee if treated badly, threatened, or needlessly endangered. Retainers and Treasure Retainers do not normally get a share of the treasure found on an adventure; regardless of the treasure recovered, they receive a set salary. See the "Dividing Treasure" guidelines from Chapter 16 for more on this. When PCs hire retainers, they should clearly state whether or not the retainers receive any shares of treasures. If the PCs do not do so, the retainers will certainly ask about this in the course of the interview. If the PCs do pay the retainers a bonus from treasure, that may make the retainer more loyal. In other words, the welltreated retainer will face greater dangers without running away, and will obey the PCs' instructions more often. Retainers and Experience When the DM calculates experience points at the end of an adventure, the total amount of experience points earned by the group is divided among the number of characters. A retainer gets one share of experience just as any player character does.
Mercenaries Mercenaries are hired soldiers who will fight and perform other typical military tasks. They do not normally go on dungeon adventures, and will only participate in certain wilderness adventures (fighting other armies, clearing monsters around a castle, defending the castle, etc.). Players should be aware of the morale of their mercenaries; high death rates, low pay, and other poor treatment will cause them to revolt or desert their liege. Good treatment and exciting but not extraordinarily dangerous service will lead to greater loyalty, as will success on the battlefield. Mercenaries are often hired to guard a castle or stronghold. The following costs only cover normal upkeep (feeding and supplying that soldier with normal gear). Mercenaries will already own their own weapons and armor, but a strongholdowner will need to employ armorers (100 gp/ month) and smiths (25 gp/month) to keep the arms and armor in good condition. For hazardous (wartime) duty, double all the costs shown (for mercenaries only!) on the Mercenaries Table; standard practice is to pay double normal pay-scales in times of war. The DM should decide what types of troops a character may employ, and their starting morale.
Specialists The characters may, at some point, want to hire NPCs with special training or skills in certain areas other than mere fighting. These people are known as specialists. Specialists are not retainers, and they will not go on adventures. However, a character may hire as many specialists as he can afford. PCs find specialists by posting notices in towns and conducting interviews, as with retainers.
Mercenaries Table (All 1st level; they come with the minimum
equipment indicated below; prices quoted are in gp/month;
Type of Mercenary Archer (leather, short bow, sword) Bowman, Mounted (light horse, short bow) Crossbowman (chain, heavy crossbow) Crossbowman, Mounted (mule, crossbow) Footman, Light (leather, shield, sword) Footman, Heavy (chain, shield, sword) Horseman, Light (leather, lance) Horseman, Medium (chain, lance) Horseman, Heavy (plate, sword, lance) Longbowman (chain, longbow, sword) Normal Man (peasant, spear) Wolf-Rider (leather, spear, wolf) Such notices may be answered by none, one, or many persons, depending on the type of specialist wanted, the size of the local population, the reputation of the employer, and the amount of money or bonus offered. The DM may wish to establish guilds for various professions where certain types of specialists are commonly found. The following list of specialists is not comprehensive; the DM may want to introduce many other types. Specialists Table Type of Employee Alchemist Animal Trainer Armorer Engineer Magic-User Sage Seaman— Rower Sailor Navigator Captain
Spy
Cost/Month (gp) 1,000 500 100 750 3,000 + 2,000 2
10 150 250 500+ *
* Price is per mission. Alchemist (1,000 gp/month): If given a formula or a sample, an alchemist may make a duplicate potion at half the normal time and cost. Alchemists may also conduct research into different types of potions at twice the cost and time required for a magic-user. Animal Trainer (500 gp/month): Any PC can train a horse, mule, or dog; training any other animal or monster requires an animal trainer. Each animal trainer can handle up to six creatures. The first "trick" or command taught should require at least a month, and each additional command should take at least another two weeks. The lengths of time involved will vary with the intelligence of the animal, the complexity of the trick, and so forth. Training must be continuous or the animal becomes "untrainable." Armorer (100 gp/month): For every 50 fighters hired, the PC must employ one armorer to maintain their weapons and equipment. Any armorer not employed in the maintenance of this gear may make nonmagical armor and weapons at the rate of one suit of armor, three shields, or five weapons per month. For every three assistants (one of which must be a smith) the armorer
Man 5 15 4 — 2 3 10 15 20 10 1 —
Dwarf — — 6 15 — 5 — — — — — —
may double this output, but a single armorer can only manage six assistants. Engineer (750 gp/month): A PC needs to hire an engineer for the construction of castles and large structures. Dwarven engineers usually specialize in tunneling. One engineer must be hired for every 100,000 gp or less in construction costs. Magic-User (3,000+ gp/month): See the character class description of magic-users, under "At Higher Experience Levels," for the description of the magist. A stronghold owner may wish to employ a magic-user on a more temporary basis to perform magical constructions, to set up magical traps, or to aid in a siege, thus explaining the listed temporary hiring fees. Sage (2,000 gp/month): A sage is an advisor, capable of answering questions involving obscure knowledge. However, there is always a chance of failure in researching obscure questions. The DM must decide on extra costs of finding ancient books and time required. Sages are usually rare, and there might be few in an entire campaign. Seaman (Rower, 2 gp/month; Sailor, 10 gp/ month; Navigator, 150 gp/month; Captain, 250 gp/month): Rowers handle oars on galleys and longships. They fight as normal men, and only when the situation is desperate. Sailors are usually normal men who are capable of sailing vessels and fighting as light foot mercenaries when the craft is attacked. A navigator is skilled in piloting a ship on long ocean voyages. Any ship without a navigator becomes lost when losing sight of land. A captain, needed for most ships, has the skills of a sailor and knows coastal waters. Spy (500+ gp/mission): A spy (usually a thief) may be hired to spy on a group the character wants more information about. The spy may either be an outsider who attempts to join the group or a member of the group who is bribed to become a spy. The DM must decide on the length of the mission, chance of success, and so forth, based on the information wanted, precautions against such spying, and the amount paid. There may be a chance that the spy will betray the character; the spy's loyalty is known only to the DM.
General Skills If you're using the optional general skills rules from Chapter 5, each specialist character will possess the skill that corresponds to his profession, as shown in the following.
double pay rates for wartime.) Elf 10 30 — — 4 6 20 — — 20 — —
Ore 3 — 2 — 1 1 lli — — — — — —
Goblin 2
Specialists and General Skills Table Type of Specialist Alchemist Animal Trainer Armorer Engineer Sage Seaman— Rower Sailor Captain Navigator
Skills Acquired Alchemy Animal Training Craft: Smithing Engineering Profession: Seamanship Profession: Seamanship Leadership, Profession: Seamanship Navigation, Profession: Seamanship
Spy ;
:
A sage will have a high Intelligence score; most of his skills will be knowledges and sciences. Since no character can have all the knowledge and science skills, each sage will be different, specializing in a different set of subjects. No specific skills are required for a character to be a spy, but most spies have one or more of the following: Acting, Alertness, Disguise, Lip Reading, Stealth, Thief abilities.
Stronghold Retainers and Staff In Chapter 2, we discussed how characters reaching Name level and building their strongholds often attract retainers who serve in those strongholds. We deal with that subject in the next chapter, "Strongholds and Dominions." In addition to retainers, a stronghold usually has a staff to maintain it. Although members of a stronghold's staff are NPCs employed by the player character, we also deal with them in the next chapter.
Chapter 12: Strongholds and Dominions ny character of any level can build himself a home—if he has the money to do so. Until he is sufficiently experienced and well known, he cannot build himself a stronghold—a fortification that allows the PC to assert his authority over the surrounding countryside.
Dealing With the Authorities
politics, and Clanmasters and Keepers do not seek human dominion titles. A PC Clanholder, however, may seek and achieve a title (baron, count, etc.) by representing the Clan in its dealings with humans. Permission must first be obtained from the Clanmaster and Keeper, but this is a common practice (especially if the PC owns the stronghold).
Druids
When the character reaches Name level (9th level for most classes, 8th for halflings), we normally assume that he has sufficient experience and reputation that the region's rulers (kings, princes, etc.) approve of him becoming a stronghold ruler, or are cautious or respectful enough of him that they prefer not to oppose him on this matter. The following guidelines describe how characters go about becoming stronghold rulers.
Druids do not build strongholds, employ mercenaries, or hire civilian employees. However, druids do establish the same sort of authority over their surroundings that other Name level characters do. Local rulers ignore the presence of druids, pretending they don't exist, and druids normally confine their demonstrations of authority to people who abuse and wantonly destroy the forests protected by the druid.
Clerics
Fighters
When a cleric of 9th level or greater decides to construct a stronghold, consider the cleric's personality and history: Decide whether the player has done a good job at playing the character properly. If the cleric has ever been punished by his clerical order or by his Immortal patron, because of severe alignment changes, the cleric's order will not become involved in the construction of the stronghold. On the other hand, if the player has done a very good job at all times of adhering to his alignment guidelines and helping his clerical order, the order will pay for half the cost of the entire stronghold! If (as most commonly occurs) the situation is somewhere in between these extremes, the order will pay for up to 50% of the stronghold's cost. The DM decides how much the order will pay.
When a fighter of 9th level or higher decides to build a stronghold, it is assumed that rumors of the character's great skill soon reach the ruler of the province or nation. To help gain the good will of the powerful character and his friends, the ruler will probably award some official title to the fighter. This award is usually that of baronial status; the PC is now entitled to call himself a baron (or baroness, with female characters). In such a case, the following events take place: • Before construction starts, or while the stronghold is being built, the fighter is summoned to the ruler's stronghold and is officially proclaimed a baron or baroness. • A scroll of rulership is drawn up, signed by the ruler and the character, and is given to the fighter as proof of the ruler's approval and support. • The fighter returns to his territory and rules that territory. In times of war, the fighter must lend military aid to his ruler; if the fighter's territory is being invaded, the ruler will supply the fighter with military aid, if the fighter indicates that he needs it. Alternatively, the DM might have established steps the fighter must undertake to be awarded a grant of nobility in the campaign. He might, for instance, have to serve the nation's ruler as a general to demonstrate his ability and loyalty, quell a number of military revolts or bouts of civil unrest, or receive the approval of a simple majority of the nation's other nobles, etc. If he fails to achieve these ends, the fighter cannot own a stronghold.
Demihumans When a dwarf, elf, or halfling character builds a stronghold (within the conditions given in each class description), the character's family will help to find a location. Then, if the character does not have the money to build the stronghold, the family will loan up to 50% of the cost to the character. If the character's Clan has a smaller stronghold than the new one, the Clan will move in. Otherwise, they still support the new stronghold by transferring up to 40% of their Clan to the new location. If the character's stronghold is ever threatened by enemies, the whole Clan may come to the aid of the stronghold and may (if the threat is serious enough) bring other Clans. Even whole armies of monsters often hesitate at the thought of starting a major war against an organized demihuman Clan stronghold. The political leader of a Clan is called the Clanmaster; the spiritual leader is the Keeper of the Relic. A player character does not normally gain any of these titles; they require great amounts of work and time, leaving none for adventuring. The highest rank normally achieved by a PC demihuman is that of Clanholder. A Clanholder serves the Clan, and may indeed own the structure of the Clan stronghold, but he does not control the Clan members. The demihuman races care little for human
Magic-Users When a magic-user reaches 9th level or greater and builds a tower, the local ruler normally issues a proclamation; this proclamation makes it clear that the ruler's subjects are not to interfere with the magic-user or the tower. The magic-user does not have to seek permission or win approval of the local authorities; high level magic-users are notoriously independent and rulers seldom dare to make enemies of them. If the magic-user's tower is ever attacked, despite the proclamation, the ruler will usually send assistance. However, if the attacker is another
magic-user, the ruler will not interfere; rulers rarely, if ever, meddle in the affairs of wizards.
Mystics When a mystic reaches 9th level, he may decide to build a stronghold called a cloister. If the mystic has had a good and noble adventuring career, the Grand Abbot of the mystic's current cloister will help the mystic build the new cloister: The Grand Abbot will pay up to 100% of the construction costs of a modest cloister. The new cloister remains a branch of the old cloister until the mystic reaches 13th level, at which time it can become an independent cloister. Mystics do not rule lands. A cloister's mystics and mystics-in-training may farm the surrounding lands to support themselves, and may keep the region clear of dangerous monsters. But they never assert authority over nearby communities, nor are they required to send troops to local rulers. Cloisters exist to spread the scholastic knowledge and discipline of the mystics' profession; though a cloister in a dangerous area may be built like any castle, it behaves like a school, not a ruler's fortress. For these reasons, regional rulers do not normally become involved with mystics and their cloisters.
Thieves When a thief reaches 9th level or greater, to build or buy a hideout, he must seek the approval of the Thieves' Guild. If another Guild is operating in the area, permission may be denied. However, if the character chooses an area not already controlled, the Thieves' Guild will help by recognizing the character's hideout as an official branch of the greater Guild and also by sending new apprentices to work for the character. If a rogue thieves' gang starts pilfering in the character's area without permission, the character can ask for and will probably receive Guild support in stopping such actions. Members of the Thieves' Guild will normally be willing to tell a new master thief where he can start a new branch of the Guild. Most villages and small towns should not have hideouts, and larger communities may have one branch for every 1,000 normal nonadventuring residents. Note that thieves are not often liked by townspeople or rulers, but the Guild is an accepted fact of life. Many powerful adventurers find thieves very useful during their adventures, and thus they support the Guild indirectly. Rulers are too wise to incur the wrath of player and nonplayer characters by harassing or destroying the large Thieves' Guild network.
Independent Strongholds If a character has been denied permission to build a stronghold (owing to failure to meet his rulers' requirements), he has a couple of options. Biding His Time The character can decide to wait and work toward gaining the acceptance of the ruler who has denied him the necessary permission. In the meantime, he may build himself a dwelling but cannot surround it with defensive walls and cannot have more than 50 mercenary employees.
Chapter 12: Strongholds and Dominions If he tries building a walled structure or employing a larger force of troops, he will make an enemy of the region's overall ruler, who will see him as an immediate threat to the throne. The ruler may decide to march troops against the PC, or to send a series of warnings before attacking, or to take more subtle steps to curb the PC's ambitions, as the DM chooses. Settling the Wilderness The character might instead decide to take all his worldly goods out to an area considered true wilderness: No human or demihuman ruler lays claim to this land. There, he can build his stronghold and be its ruler. In doing this, the PC is declaring his independence from his former ruler and establishing his own little nation. This could anger his former ruler; or, that ruler might approve and hope that the PC will be a success so that the ruler can later make treaties of allegiance with him. The PC can choose his own title of rulership. If other dominions are near the newly founded dominion, however, their rulers may react unfavorably to the "upstart," depending on the title assumed. The Ruler Reactions Table gives a percentage chance of a reaction. Roll d% for each NPC ruler of a domain near the newly founded territory. If the roll indicates a reaction, the ruler will, at the very least, send spies and agents to gather information about the PC's dominion. A reaction roll may be used to help determine further actions. A friendly ruler may send ambassadors, seeking alliance or friendship. An unfriendly ruler may send hired bandits or even an army. The exact actions must be decided by the DM, based on the nature of the campaign and further actions by the player character involved. Remember, too, that an area might be considered wilderness because it is considered the property of some monster (such as an orcish culture, or a very territorial dragon); the PC could make himself permanent enemies by moving into territory that is claimed by some monster.
Titles A fighter who follows the normal procedure for becoming a stronghold ruler typically becomes a baron. This section details other titles of nobility in the game—titles the character can aspire to and titles of nobles the character will be dealing with. In your own campaign, you may not wish to limit the acquisition of standard noble titles to fighters alone. A thief posing as a fighter might follow the fighter's procedures (though he'll probably have a secret Thieves' Guild headquarters in his stronghold), for example.
Noble Titles The ruler of a dominion is called a noble, a member of the nobility. Nobles normally gain their titles by grant from a member of the royalty (see below), or possibly from some other sovereign (independent) ruler. If the PC has a dominion within the structure of an existing realm, then the PC's title is based on the following. Both masculine and feminine terms are given (feminine in parentheses). All titles are cumulative; for example, a king could be a duke, marquis, count, viscount, and baron. A ruler who loses or leaves a dominion may keep his or her title gained through rulership, regardless of current status, assets, etc. A baton (baroness) rules a dominion of at least one stronghold and the population needed to support it. The dominion is called a barony. A baron may build additional strongholds within his dominion, and the character may appoint seneschals to rule them. A viscount (viscountess) rules one or more baronies, at least one of them through a baron. The greater dominion has no special name. A viscount may also be a baron and thus directly rule a barony, or may choose not to keep that duty, as desired. A viscount can become a count only by adding a dominion by conquest; other methods of adding dominions do not change his title. A viscount may appoint seneschals. A count (countess) is a viscount who adds a dominion by conquest and rules at least three lesser dominions. The greater dominion is called a county. A count can only become a marquis by adding another dominion by conquest. A count may appoint barons and seneschals. A marquis (marquise) is a count who has added one or more dominions by conquest (in addition to the ones necessary to become a count). If other dominions are added by any method, the title of duke can be gained. A marquis may appoint barons and seneschals. A duke (duchess) is a marquis who has added one or more dominions by any method. Further additions do not alter this title. The greater dominion is called a duchy. A duke may appoint seneschals, barons, viscounts, counts, and marquises, as long as the dominion requirement for each is met.
Royal Titles The term royalty is reserved for kings (or higher rulers) and their families. Any royal ruler may, if desired, reserve the right to bestow noble titles. The following definitions are for D&D® game purposes, and do not precisely match the historical titles of the same names. An archduke is a duke who is a relative of a
Ruler Reactions Table Assumed Title Baron Viscount Count Marquis Duke Archduke Other
Baron 100 100 100 100 100 100 100
Percentage Chance of Nearby Ruler Reacting: Viscount Count Marquis Duke 80 40 20 60 90 60 30 70 70 40 90 80 80 90 80 50 100 90 90 80 100 100 100 90 100 100 100 100
Other 10 20 20 30 50 80 100
king or emperor, and who rules a dominion in the kingdom or empire. The dominion is called a grand duchy. This title can also be given by an emperor to an independent duke who joins the empire, though this is very rare. A prince (or princess) is a child of a king or emperor, whether by birth, marriage, or adoption. A prince is usually a baron, but he need not be a dominion ruler unless desired. A prince cannot grant other titles unless a dominion is ruled, and the limits of the dominion rank apply. For example, a baron prince can only appoint seneschals. The dominion of a prince is called a principality. A crown prince is a prince who will inherit a kingdom when the current king dies. An imperial prince is a prince who will inherit an empire when the emperor dies. A king (or queen) is a ruler of a large greater dominion, a kingdom. The lesser dominions within it are ruled by archdukes, dukes, or other rulers. An emperor (or empress) is a ruler of a group of independent dominions, each ruled by a king, queen, archduke, duke, or lesser ruler. The greater dominion is called an empire. For kingdoms and empires, accurate dominion details cannot be given; the types vary widely. If desired, a group of duchies may make up a principality that can be part of a kingdom, and all of them collectively can be part of an empire.
Forms of Address The following terms are used when speaking to any ruler in formal or social settings: Baron, Viscount, Count, or Marquis: "Your Lordship/\bur Ladyship" Duke or Archduke: '"four Grace" Prince: "%ur Highness" Crown Prince: "Your Royal Highness" Imperial Prince /Princess: "Your Imperial Highness" King/Queen: "Your Majesty" Emperor/Empress: "Your Imperial Majesty" Other titles are often used in addressing other important persons. For example, a knight is always "Sir" or "Madam" unless "Lord" or "Lady" applies and is then used instead. %u may add other titles as desired. A royal person (archduke or higher) usually uses the term "we" instead of " I " in formal speech; as royalty and as a high-ranking ruler, the "we" pronoun represents both the ruler and his dominion.
The Construction Process Once a PC has been granted permission to build a stronghold (or, in the case of magicusers, simply decided to build the stronghold), he must first clear the local area of monsters. The "local area" constitutes one map hex, or an 8mile by 8-mile area. The character enters the area with a force of men and either fights or negotiates with any monsters in the area. An area is considered clear when all significant monsters in the area have been killed, driven out, or persuaded (through bribery, threats, persuasion, or mutual-defense agreements) to leave
the PC's subjects alone. Note: Normal local wildlife does not constitute "monsters" for this purpose. The PC will have to clean out any mankiller animals, but does not have to destroy every normal animal in the region, even if these animals may be dangerous when menaced. When the area is clear, the player draws a complete map of the stronghold he wants to build, using the details from the Fortifications Table. After the DM reviews and approves the plans (sometimes suggesting changes), the PC must find and hire an engineer, and, if the PC has the money to build his new home, the construction begins.
Stronghold Plans Most characters build strongholds that are medieval-style castles: a series of small buildings surrounded by a large stone wall. The whole complex is built so that the builders may add extra sets of walls, and may build additional structures within the innermost wall. Some of the elements normally found in a castle are the keep, a strong defensive building where the castle's defenders may retire if the walls are breached; barracks to house hired fighters; a manor, the normal home for the character, his family and servants; and simple wall defenses, such as a small tower plus gatehouse. A full castle complex can easily cost over 250,000 gp! When drawing stronghold plans, the designer needs to allow for thickness of walls on his drawing. A castle's outside walls are about 10' thick, tower and gatehouse walls are about 5' thick, and stone house walls are about l'-2' thick.
Costs and Time Costs The Fortifications Table gives you the prices and characteristics of the "building-blocks" that are put together to make a stronghold. The costs for typical structures are average for heavy construction taking place well away from heavily-settled areas. Most PCs are permitted to build their strongholds in unsettled, unruly lands; wizards, however, build where they choose. The costs shown include the costs for paying, feeding and sheltering the laborers who build the stronghold, but don't include the cost of engineers hired to oversee the site. The DM may round off costs to the nearest convenient figure to make record keeping simple. Important Note: These costs can be used for structures other than strongholds. For example, a 5th level fighter might want to spend some of his hard-won treasure on a town house; he can use the Fortifications Table to choose and buy the type of dwelling he wants. The DM may adjust the amounts for special circumstances; a nearby dwarven mining town might supply plenty of stonework at lower costs or supplies might have to be carted in for greater costs. More significantly, constructions in settled areas (i.e., constructions in areas already ruled and heavily settled, and in the vicinity of a town or larger community) cost much less to build. In settled areas, stone constructions cost about 40% of the prices listed; wooden constructions in settled areas cost about 20% of the prices listed.
Construction Time The time required for construction is one game day for every 500 gp spent. This assumes the land has already been cleared and prepared and all the materials are on hand. For every 100,000 gp (or less) in costs, one engineer must be hired. Notes on the Table Construction Detail: Most of these terms are self-explanatory, but you can look at the "Description" column (far right) for details if the term is unfamiliar. Cost (gp): This is the detail's cost in gold pieces. Remember that this is the cost for rural construction; in heavily-settled areas, stone construction is 40% of the amount quoted, and wood construction is 20%. However, heavilysettled areas already have rulers who normally won't allow PCs to build full castle complexes; PCs are normally limited to buying smaller homes with limited defenses. AC: Two armor classes are given; the left-hand armor class is effective vs. missile fire, and the right-hand armor class serves to protect vs. melee attacks. Therefore, the gatehouse (—416) is armor class - 4 vs. ballistas, catapults and the like, but is only armor class 6 against battering rams. hp: Hit points; remember that an ordinary sword or fist won't serve to knock construction down. Consult the Siege Machine Weapons Table in Chapter 9 for effective weapon damage against construction. BR + (War Machine): This is the construction detail's bonus to the BR rating of a military force within it. When using the War Machine mass combat rules, the BR bonuses apply only to the defending force, and only if that force remains within the fortifications. Note that these bonuses replace the standard + 50 bonus for a fortification (see Siege Machine for details). Description: This column gives additional details about the construction element, including dimensions. Notes on Construction Details Arrow Slit: This is a defensive window that may be built into towers, gatehouses, keeps, stone or wood buildings, even dungeon corridors. An archer firing through it gets its defensive bonuses; he has only a 60° field of fire out from the window. Barbican: The standard entryway into a castle. Its walls are stone, 30" (i.e., 2V2') thick. Battlement: These go on top of stronghold walls. The AC is for the battlement itself (when it is being attacked by artillery, for example); it does not apply to the defenders who stand behind the battlements, but DMs may use the optional rules for cover to give defenders an AC bonus (see Chapter 8). Building, Stone: This is a standard dwelling, two stories tall made of stone. The price includes interior walls, doors, stairs, floors and roof of normal wood; the exterior walls are stone 1' thick. The exterior walls may be arranged as the designer wishes: 30' * 40' is most practical and most common for dwellings, while 2 0 ' x 60' is very practical for workshops, bunkhouses and dormitories. The interior walls and doors may be arranged as the builder desires. A stronghold designer can place two or more 1362
such buildings together and consider them one continuous building; if a PC needs to build a large manor, this is one way to do it. When two stone buildings are placed together in this fashion, their BR+ bonuses do not combine. Building, Wood: This building is of the same dimensions as the stone building above, and follows the same rules for layout and combining buildings together to form one building. A wood building can only be combined with another wood building; if placed it next to a stone building, the two are considered separate structures. Door, Exterior (Iron or Stone): Such a door is normally placed on the entrances to keeps and stone buildings in order to make them more defensible. Door, Interior (wood, reinforced, iron/stone, secret): Keeps, stone buildings and wood buildings come with interior and exterior wooden doors. These doors can be upgraded to reinforced, iron or stone doors by paying the appropriate amounts; not all doors in a dwelling have to be reinforced. Other types of construction (such as gatehouses and dungeon rooms) do not come with interior doors, which have to be added at full costs. Drawbridge: This is the standard wooden platform raised and lowered by a crank device. Dungeon Corridors: These are the costs for ordinary construction of dungeons. %u can also use the cost listed for dungeon corridors to build secret passageways through castle walls. Floor, Improved (fine wood, flagstone, tile): This is a finishing detail; it has no effect on the stronghold's defensiveness, but improved floors make the building look nicer, a good tactic for impressing visitors, demonstrating one's personalfinancialworth, etc. Gate, Wooden: This is the standard entryway through wooden walls; stone walls normally take a gatehouse or full barbican. The wooden gate consists of two large wooden doors with wooden reinforcing bars that enable the defenders to lock attackers out. Gatehouse: This is the basic entryway through stone walls. It consists of a building with a passageway through it; the outside face of the passageway is barred by a portcullis, while the interior face of the passageway is guarded by a wooden gate. Add a drawbridge on the outside and two towers flanking the gatehouse, and the gatehouse is a barbican instead. Keep, Square: This is the basic ingredient of the castle: A heavy stone building that is the castle's last refuge when the walls are breached. A keep is massive: 60' on each side by 80' high. In a small castle, the keep is also the home of the family; in a large castle complex, it may be used principally for storage and possibly for housing troops when an area is attacked. Moat, Unfilled or Filled: This is a defensive ditch; some are just earthen ditches that make it difficult for invaders to get to the walls, while others are filled with water or mud to increase the difficulty. Roof, Improved: These, like improved floors, are cosmetic improvements designed to demonstrate the builder's wealth. However, tile roofs do not burn, which gives them a defensive benefit against burning pitch during a siege. Shifting Wall: This is the sort of feature tricky builders use to provide for quick getaways, to
Fortifications Table Construction Detail Barbican Battlement Building, Wood
Building, Stone
Door, Exterior Iron or Stone Drawbridge Dungeon Corridor Gate, Wooden Gatehouse Keep, Square Moat, Unfilled Moat, Filled Tower, Bastion Tower, Round I Tower, Round II Wall, Castle (Breach in Wall) Wall, Wood Window, Open Window, Barred Finishing Details Arrow Slit Door, Interior wood reinforced iron/stone secret Floor, Improved fine wood flagstone tile Roof, Improved Shifting Wall Shutters (window) Stairs, Improved fine wood stone Trap Door
Cost (gp) 37,000* 500 1,500* mtmmm _
f H1
BR+ (War Machine + 14 +1 +2 +6
AC -4(6) -4(6) -4(6) -4(6)
hp 700 50 40 60
-10(2) -4(8) — -8(2) -4(6) -4(6) -4(6) -4(6) -4(6) -4(6)
35 50 — 100 55Ot 2,500 — — 300 350 250 500
+ 11 + 50 + 16 + 32 +6 +7 +5 + 10
— 1,000
-4(6)
300
+5
Reinforced & barred (7' x 5') Wooden reinforced (10' x 20') 10' x 10' x 10', stone-flagged, stone walls Reinforced & barred (10' x 20') Stone (20' x 20' x 30'), includes gate & portcullis) Stone (80'x 60'x 60') ilMllllllillllill III Ditch (10' deep, 20' wide, 100') | ^ | | | [ Canal (10' deep, 20' wide, 100') Stone, half-round (30' x 30') Wide tower, stone (30' x 30') Narrow tower, stone (30' x 20') Stone (20' X 5' x 100') with battlements & stairs; BR + is +1 per 10' section) (Attacker gains + 1 BR/10 foot breach) Stockade (20' x 5' x 100') with walk & stairs; BR+ is + 1 per 20'
10 20
-12(0) -15(0)
—
section 3'xi' 3'xi'
3,000*
100 250 500** 1,000 6,500* 75,000* 400 800 9,000 30,000 15,000 5,000
— —
— — — —
—
Description Two towers (30' x 20') + gatehouse, gate & drawbridge Crenelated parapet 100' long Two-story (120' of walls, doors, stairs, floors & roof) Two-story (120' of walls; doors, stairs, floors & roof of wood)
hp
Descriptior Angled window 3' tall, 1' wide
10 25
50 cost x 5
35 —
3' 3' 3' 3'
40
25 25 25 25 25 10
Price is per 10'X 10' Price is per 1 0 ' x i o ' Price is per 1 0 ' x i o ' Same Costs as "Floor, Improved" 10'x 10'
30
3' wide, 10 ' ascent 3' wide, 10 ' ascent 4 ' X 3 ' ; hp :>y material type (see "Doors")
Cost (gp)
lOtt 10
20tt
lOOtt lOOtt 1,000
M
5tt 20
60tt
cost x 2
75 —
wide, wide, wide, wide,
7' 7' 7' 7'
high high high high; hp by material type
* This price includes and assumes roofs, interior walls, doors and stairs of standard wood construction (15 points of damage to make a hole). ** These prices include digrging and mining down to 5O'.I"or levels below 50', follow these guidelines: Double the listed prices for every additional 50' maximum depth up to a maximum of 5 x listed cost. + These hit points can be divided into the components of this fortification. +t These, plus internal walls and modest furnishings can se part of the building design by adding 25% to the cost of the basic structure; each type of item adds 25% (thus a stone building that comes with reinforced doors, tile floors, a roof of fine wood, stone stairs, shutters ovet all the windows, and decent furniture would cost 7,500 gp instead of 3 000. trap dungeons, or to confuse invaders. Shutters (window): Except in very temperate climates, all exterior windows on buildings that are normally occupied will need shutters to keep the wind and foul weather out. Stairs, Improved (fine wood or stone): This is a cosmetic improvement, as with improved floors. Tower (Bastion, Round I, Round II): This is a defensive tower normally attached to a wall. It is not the same as a wizard's tower, which is normally built along the lines of a stone keep. Trap Door: This is a standard villain's trick; villains often put trap doors immediately in front of their thrones, so that they can deposit visiting characters in the dungeons without having to stand up. The cost of a trap door includes
the cost of a single trigger attached where and how the builder wants it. A trap door is 12 square feet in size (normally 3' x 4') and costs twice as much as an ordinary interior door of the same material type (i.e., an iron trap door would cost 100 gp); for every additional 12 square feet, add that base cost again (thus a 6' x 8' iron trap door would cost 400 gp). Wall (Castle, Wood): These are standard exterior walls surrounding strongholds and other fortifications. A builder can double the width of a stone wall by doubling its price, and the BR + bonuses add together. Also, a builder can have several sets of walls, each one inside the next; these are called curtain walls, and their BR + bonuses do add together. Window (Open or Barred): These are just fin
ished openings left in the sides of dwellings to let in air and light for the inhabitants.
Stronghold Retainers When a 9th level or higher level PC builds a stronghold, he often receives troops and retainers to staff the stronghold. The type and number he receives varies with his character class.
Clerics Once a cleric constructs a stronghold approved of by his clerical order (see the description of the cleric character class in Chapter 2), Id6 x 50 (50300) loyal troops will come to help the cleric. All will be of the same alignment as the cleric. Most
will be normal men, with fighter leaders of up to 3rd level. Unlike mercenaries, they require no pay and they never check morale (they have a morale score of 12). The exact composition (number of archers, cavalry, etc.) and weapons carried are left for the DM to decide. In addition to troops, the cleric will attract other low level clerics to serve the order. As with stronghold construction, these will be sent by the cleric's original order—Id6, if the character has been well-played; none if the cleric has received or is in need of some alignment punishment. These clerics will be of lst-3rd level, and of the same alignment as the cleric.
Demihumans When a demihuman builds a stronghold, his Clan will help him with it. If no stronghold existed for that Clan, the entire family (Id6 x 30 1st level NPCs of the same class) may move in to help with and defend the stronghold, at no cost to the character. They will often patrol the area, but will not normally clear the area of monsters; for this task, the PC must hire mercenaries. A demihuman may only hire mercenaries of the same race. Good and fair treatment will usually attract more NPCs (possibly other Clans, as allies), but family squabbles do arise, often for very minor reasons. A feud may result in a temporary lack of Clan support, which can be restored by apologies, possibly a political wedding or two, and a large feast to soothe feelings. Any such feuds will be put aside immediately if any real threat arises from outside the stronghold—but often just as quickly resumed after the danger passes. Note that the owner of a stronghold does not automatically become the Clan leader; if the PC wants to become the Clan leader, this should become a campaign goal and the DM should provide adventures that let the character pursue it.
Druids Druids do not build strongholds and do not therefore gain stronghold retainers.
Fighters Once a fighter has become a baron or baroness, up to 50 normal men and fighters of levels 1-3 will come to apply for jobs and training. These NPCs may be of any alignment. If hired, they do work for pay; they must be paid standard rates for mercenaries, as described in Chapter 11 under "Mercenaries." In other words, the newly-landed noble fighter will not have to look around too hard to find troops, but he does not get "free" ones like clerics and demihumans do.
Magic-Users When a magic-user builds his tower, up to six magic-users of levels 1-3 (and of any alignment) will come seeking training. Up to 12 normal men will also come, seeking to become magicusers. Their intelligence scores will usually be above average, but many will probably become discouraged and quit after Id6 months.
Mystics A mystic who founds his own cloister will be joined by ld2 x 10 1st level mystics and Id6 x 30 normal men who want to become mystics. The PC mystic will have to set up a self-sustaining school—that is, the mystics-in-training work the fields or at crafts to earn money enough to feed and shelter them all. There may be a steady rotation of trainees; every year, 80% of the previous year's trainees leave in frustration or are told they have no aptitude for the mystic's arts and ld6 x 20 normal men will come in to replace them. A normal man in training typically takes two years of game time to become a 1st level mystic.
Thieves When a thief character builds a hideout, he will gain 2d6 1st level thief apprentices, sent by the Thieves' Guild. These may be of any alignment, and are usually (but not always) loyal. At least one will be a spy for the local Guild, sent to keep an eye on the character's progress. The DM should decide on the income gained by the character from the minor pilfering of his subordinates.
Other Stronghold Retainers That's all the personnel the new stronghold owner receives "automatically." If he wants any more employees—and he normally will—he will have to employ them from the "Mercenaries" and "Specialists" guidelines from Chapter 11.
Stronghold Staff Every stronghold is maintained through the work of many people—the "staff." A staffs size can vary widely, depending on the title of the ruler, the size of the stronghold, and so forth. The following details apply to an "average" human stronghold. The staff is all the same race as the PC. Any mixed staff will eventually cause problems. The ruler may keep troops ("garrison" troops) in a stronghold, but again, problems (fighting among themselves, taking orders) will arise if they are of a different race.
Retainers and Servitors The ruler is directly served by stronghold retainers and servitors. YOU'K familiar already with the idea of retainers; some stronghold retainers, however, aren't so much paid specialists as unusually loyal and well-regarded employees or noble-born subordinates working with the PC because they admire the PC. Stronghold retainers are never relegated to menial tasks. A servitor is a particularly loyal servant or craftsman, often gaining the job through inheritance. The many types of common servitors include armorer, barber, carpenter, cellarman (wine steward), cooks, dairyman, falconer, forester, gardener, grooms, kennelman, miller, portalman, potter, poultryman, smith, stonemason, and weaver. When a servitor isn't listed on the Specialists Table from Chapter 11, he receives 5 gold pieces per month, plus room n and board; if
the PC is particularly fond of a servitor, or the servitor is exceptionally skillful, the PC may wish to pay more for the servitor's services.
Peasant Workers Most of the normal work in a stronghold is done by peasants from the nearby community. These peasants work without pay; it is their duty to their ruler. Household servants, herdsmen, and others are trained, and given food, but are not provided shelter unless in times of war or siege. The number of peasants available is determined by the population. As an average, each peasant family consists of 5 persons; 5% of the peasants are available to serve the ruler. For example, in a barony of 100 families (500 persons), the baron has 25 peasant servants. When visitors come, another 5% of the peasants can temporarily be used as servants, if needed. In large dominions, even the original 5 % may not be needed to serve all at once, except for tournaments.
Advisors and Officials Most rulers have advisors to handle the many details of the dominion and stronghold, and to advise the ruler as needed. The most common advisors are the artillerist, castellan, chaplain, engineer, guard captain, herald, magist, chief magistrate, reeve, sage, seneschal, and steward. Other officials may be needed for the proper handling of a stronghold or dominion, including a bailiff, chamberlain, equerry, magistrates, marshals, provosts, sheriffs, and wardens. When costs are not noted, the official is paid 5 gp/ month. An artillerist (750 gp/month) is a stronghold retainer whose specialty is siege weapons. This person, usually a 3rd-5th level fighter, also advises the ruler on some military details. The artillerist is a subordinate of the castellan. A bailiff is a minor official in charge of one area of the stronghold (dungeon, walls, tower, etc.). He is the subordinate of the greater official who deals with that area. For example, the bailiff of the walls would answer to the castellan. A castellan (2,000 gp/month) is an important stronghold retainer who is responsible for all military aspects of the stronghold, both offensive and defensive. The castellan is usually a fighter, level 5-9. He answers only to the ruler, or to the seneschal when the ruler is not present. The chamberlain oversees the cleaning and food serving staff. He is subordinate to the chief steward. The chaplain (500 gp/month) is the chief cleric of the stronghold, and possibly of the dominion. This title is added to the cleric's normal title. The relatively low cost is because 10% of all dominion income must be paid to the clerical order most preeminent in the area. If this tithe is not paid, the chaplain will not serve. An engineer (750 gp/month) is a retainer experienced at construction—of a road, moat, building, wall, and so forth. If the PC wants to improve his dominion with such things, he must employ an engineer. The engineer reports to the seneschal. An equerry is in charge of the care and feeding of horses and other animals; he supervises the
grooms and stableboys. An equerry is the same as the bailiff of the stables. He is a subordinate of the chief steward. The guard captain (4,000+ gp/month) commands all the ruler's personal guards, posts watches within the stronghold, and is responsible for the safety of the ruler—and the treasury. The guard captain is usually a 9th or higher level fighter. The guard captain is a subordinate of the castellan. A herald (300-500 gp/month) is a retainer who knows the coats of arms, signs, symbols, and seals of most or all dominions near and far. The herald also makes announcements, both in courts and around the stronghold. The herald is also familiar with the requirements of honor and chivalry, and advises the ruler as needed. The herald is a subordinate of the chief steward. A magist (3000 + gp/month) is a 9th or higher level magic-user who is responsible for all the magic needed in the stronghold, including its defense; as the magist gains more levels, he may demand salaries equal to 250 gp/level. The magist may have a tower elsewhere, dividing his time between his own home and his employer's, or may simply be a hired NPC (or PC) living permanently in his employer's stronghold. The magist is technically a subordinate of the PC, and answers to no one else, not even the seneschal. The chief magistrate (2,000 gp/month) is a judge of the local law, acting for the ruler. The magistrate also learns the laws of the greater dominion (if any), and advises the ruler of them. The magistrate oversees the sheriffs and lesser magistrates. The chief magistrate is a direct subordinate of the ruling PC, and of the seneschal when the PC is away from the stronghold. A normal magistrate travels among the towns and cities of a dominion, acting as judge for the peasants. He is the subordinate of the chief magistrate. A marshal is an aging fighter hired to train troops and guards. He is a subordinate of the castellan. A provost is a tax collector. He is a subordinate of the reeve. A reeve (500 gp/month) is a bookkeeper, responsible for the records of taxes, tithes, gifts, and so forth. A sage (2,000 gp/month) is a specialist in lore and obscure knowledge. A seneschal (4,000 gp/month) is the most important person in a stronghold, except for the ruler. The seneschal is appointed by the ruler, and is responsible for anything with which the ruler does not choose to bother. The seneschal is the ruler when the ruler is not there; he answers only to the ruler. A sheriff is a policeman, responsible for law enforcement, arrests and investigations. (Cases are brought before a magistrate for judging.) The sheriff is a subordinate of the chief magistrate. The chief steward (1,000 gp/month) is responsible for all the day-to-day affairs of the stronghold, including food preparation, housekeeping, and so forth. A warden is a person charged with the protection of some part of the dominion (game warden, town warden, etc.). He is a subordinate of the castellan.
Special Positions When a ruler is the liege of other rulers (count and higher), the lesser rulers may send their sons and daughters to the liege as servants and for training. A squire is the son of a noble, who acts as a servant while being trained as a fighter. When the PC acquires the title of count, lesser rulers of his dominion offer him Id6 squires. Squires become 1st level fighters after 6 months of training, and then gain at least 1 level of experience per year. A squire's training is finished when he reaches 5th level; the squire then returns home, and is usually replaced by another (beginner) squire. Knights usually have 1-3 squires assigned to them for training by the noble involved. A lady-in-waiting is the daughter of a noble within the ruler's realm, acting as a servant but often actually in search of a husband. From 1-4 ladies-in-waiting will be sent to a PC count only if the PC is female or is married; the wife or grown daughter of a male PC ruler may be sent ladies-in-waiting. Ladies-in-waiting are trained and closely watched by the matron of the stronghold.
After the Stronghold is Built All cleared areas will remain free of monsters as long as they are patrolled. Patrols often range up to 24 miles from the stronghold, but jungles, swamps, and mountains require a garrison be built every 8 miles to keep the area clear. Additional area may be cleared and settled. Settlers can be attracted to cleared areas if the ruler spends money on improvements (inns, mills, boatyards, etc.) and also advertises. These costs, and the number of settlers who move into the area, are the DM's decision. The settlers will pay taxes for support, protection, and so forth, based on the "Dominion Income" rules later in this chapter.
Dominions A piece of land that is owned and ruled is called a dominion. It may be of any size, and the ruler can be either a PC or an NPC. A dominion could be a small tower on an acre of land, or a mighty empire with thousands of people. All PC ruler strongholds, both human and demihuman, are called dominions. Most dominions are pan of larger territories; the ruler of the dominion typically swears an oath of service and fealty to a greater ruler. The smallest dominion is called a barony. Any larger area, containing two or more baronies, is very generally called a "greater dominion," and may have any of several names (county, duchy, kingdom, etc.).
Basic Information When a dominion is established, the DM must determine details of its size, location, population, and resources. When this is done, he can determine the dominion income. Changes in population, income, and so forth are checked once per month (of game time).
1. Size: New dominions usually cover 24 miles (1 map hex). Larger dominions are certainly possible, but a PC should start with a small one at best. 2. Location: Every map hex of land is one of three basic types: "Civilized"—well-settled lands "Wilderness"—unsettled lands "Borderlands"—between the above The DM should decide what type each hex of land is as needed. When starting with a map of major terrain features, cities, and towns, the following guidelines may be used to determine which type each hex could be, based on terrain: Clear, grassland, hills, river, or woods: Any type Settled: Civilized or borderland Mountain: Borderland or wilderness (or settled if it contains a dwarven stronghold) Jungle or Swamp: Borderland or wilderness Desert: Borderland or wilderness; however, an oasis may be any type Ocean: Wilderness (surface) or any type (undersea) Apply the following guidelines, based on the towns and cities placed (unless limited by terrain): Every demihuman Clan is considered civilized, regardless of its population. Any area that is 1-6 map hexes (8 miles per hex) from a city or large town (see Chapter 17, page 257) is civilized. Any area that is 1-3 map hexes (8 miles per hex) from a civilized area is a borderland. All other areas are wilderness. These notes are guidelines, and the DM is not limited to the ranges given. An area may actually contain no cities or large towns at all, and still be considered "civilized." 3. Population: Peasant families are needed in every dominion, to work and settle the land. As an average, each peasant family hasfiveproductive members. The normal "starting number" of peasant families present varies by the type of map hex: Civilized: 500-5,000 families per hex Borderland: 200-1,200 families per hex Wilderness: 10-100 families per hex Each month, the population will grow or decrease by itself, at a rate determined by the number of families present: Population (Families)
1-100 101-200 201-300
Increase
+25% +20% +15%
Population (Families)
301-400 401-500 500+
Increase
+10% +5% +l%to + 5%
Also, any hex may gain or lose 1-10 families per month for any of many reasons (accidents, weather, good or bad harvests, etc.).
4. Dominion Resources: Every dominion has natural resources—either animal, mineral, or vegetable. The exact type can vary widely. Peasants use and provide resources, and the ruler gains tax income from them. First, select or randomly determine (using Id 10) the amount of resources in the dominion. For dominions larger than 1 (24-mile) map hex, this may be applied to each hex. Next, select or randomly determine (using ldlO) the type of resource. When selecting, consider the location of the dominion and its terrain; for example, a desert has very few vegetable Dominion Resources Table Die Roll Resources Gained 1 1 resource 2 resources 2-7 3 resources 8-9 4 resources 10 Type of Resource ldlO Roll Animal* 1-3 Vegetable** 4-8 9-10 Mineral*** * Animal: dairy, fat and oil, fish, fowl, furs, herds, bees (honey and wax), horses, ivory. ** Vegetable: farm produce, foodstuffs, oil, fodder, wood and timber, paper, wine. *** Mineral: copper, silver, gold, platinum, iron, lead, tin, gemstones, tar and oil, clay, stone quarry, coal.
Dominion Administration The ruler of a dominion sets all laws and tax rates, and controls as much of the lives of the peasants as desired. The ruler's liege normally leaves all matters in the hands of the local ruler, without interfering except in the most extreme cases. The greater ruler expects stability and very little else. A dominion ruler is chief judge and lawmaker. A ruler holds various "courts" for formal occasions. In a court of law, criminal cases are judged. Courts of honor are held, in which awards of all types are given out. A court of welcome is held to honor visitors, especially nobles. Failure to properly honor a visiting noble is a direct insult; failure to honor a liege is treason. Peaceful administration of the dominion is often left to a seneschal, a representative of the ruler. In time of war, the seneschal puts his abilities at the service of the castellan or other military commander designated by the ruler. A "ruling council" is made up of various advisors, each with his own area of authority.
Dominion Income Each dominion ruler receives income from three sources: standard income, resource income, and tax income. Standard income is service equal to 10 gp per month per peasant family. This is not money; it is the value ofservic.es and materials from various
sources (used for paying taxes to one's liege, for holidays, and visiting nobles). Peasants work the ruler's fields, raise and tend animals, act as servants, build the roads, repair buildings, and so forth. This simplified game mechanic is used to represent many aspects of medieval life. Tax income is normally 1 gold piece per month per peasant family, paid in cash. The exact tax rate is set by the ruler, but higher or lower taxes can cause various problems (see "Confidence Level"). Resource income varies by the type of resources, as follows: Animal: Vegetable: Mineral:
2 gp per peasant family 1 gp per peasant family 3 gp per peasant family
When an existing dominion is obtained, income starts immediately. When a new dominion is created, all incomes begin after one month. One other type of income applies to any ruler of more than one dominion—income from the lesser rulers who have sworn fealty to the PC, sometimes called "salt tax." Each ruler, including PCs, must pay 20% of all income to his or her liege (a ruler of a greater dominion). Dominion Income and XP PC rulers gain experience points through rulership, by collecting resource and tax income from their peasant subjects. A PC or NPC ruler gains 1 experience point for each 1 gold piece of resource and tax income, but none for standard income or "salt tax" income. Experience points are gained at the end of each month. As DM, you may want to make the PC work for the experience points—by fighting monster, battles, worrying about drought, etc. Example: A PC swears fealty to an NPC count, and receives an existing wilderness barony of one map hex. It has 200 peasant families, with 1 mineral and 1 animal resource. The player decides to use the standard tax rate. In the first month, the PC baron receives 3,200 gp worth of income: 2,000 gp of Standard income, 1,000 gp of Resource income, and 200 gp of Tax income. For that month, the PC gains 1,200 XP from dominion rule. However, if the PC does nothing in the game, he shouldn't receive less experience points. During the second month, the population increases by 40 families (20% of 200), and 5 others come of age (by random roll), for a new population of 245 families. The total income for the second month is 3,920 gp: 2,450 gp of standard income; 1,225 gp resource income; 245 gp tax income. The experience point total for the second month is 1,470. Modify this procedure as needed to maintain game balance. PCs should not gain vast amounts of XP by avoiding adventures! A PC should gain no more than 1 level of experience for 12-18 months of rulership (not counting XP from adventures). PC overlords gain no XP for the payments from their lesser rulers (the salt tax). These payments are usually in the form of troops or merchandise, but may be cash. This income has already been credited to the local ruler (for XP purposes), and cannot be counted as XP for other rulers.
Note that the experience points earned by NPCs are always half the amount given to PCs, whether from adventures, rulership, or other activities. NPC rulers may thus rise in level (and power) as time passes, but not as fast as a PC. Some Dungeon Masters may object to a PC receiving experience for passively remaining in a dominion. There are ways to discourage PC inactivity. The DM could increase the chance of a coup by 10% for every year the PC stays in his dominion (or 5% for every month). Alternately, the DM may apply double the normal chance for Unnatural Events per game month. Make sure the players know of these penalties in advance. The following are clarifications for use in determining dominion income and XP gained for special situations. Rich Resources: Any dominion hex that brings in more than 15,000 gp of resource income must have its own local ruler, lord of that hex alone. Otherwise, part of the resources are stolen by bandits, greedy peasants, nearby rulers, or other individuals who covet the wealth (dlO * 10%). The wealthy hex and its ruler may be part of a greater dominion ruled by a PC; the PC gains 20% of the income generated thereby, though not the experience for it. Limit Family Skills: Each family may work only one resource. Resource Maintenance: All the resources in an area must be worked. Animal and vegetable resources cannot be ignored in favor of total exploitation of a mineral resource; such a method of rulership would bring rebellion. Each resource should be supported by at least 20% of the total number of families in the hex. Many peasant families prefer farming to mining and would strongly resent being forced into the mineral trade. If the peasant populace is forced to mine, apply a penalty against the next dominion confidence check of — 1 per 10 families greater than 50% of the total population so forced. Record Keeping The player should now have notes on the location, size, and population of the dominion, the number and type of resources, the three incomes, a total income per month, and total experience gained per month. The income is added to a dominion treasury, kept by the character. Note that the treasury is a combination of cash, merchandise, and so forth. Merchandise is assumed to be sold when possible, using trade routes. The value of the treasury is used to pay for troops, new construction, and other things. Only part of the treasury (20-50%) can be treated as cash during any one month, the rest is paid to the liege as tax. The PC may add cash to the treasury as desired. The player should keep a record of each of the following dominion details: • • • •
Dominion size and type of hex (each) Current population Number and type of resources Current treasury (both cash and total)
Dominion Expenses The overall cost of maintaining strongholds is assumed to have already been deducted for all incomes; no extra money need be spent for this by a PC ruler. However, other costs may occur
Chapter 12: Strongholds and Dominions that must be paid. All dominion costs are subtracted from the dominion treasury at the end of each game month. First, if the dominion is part of a greater dominion, 20% of all income must be given to the higher ruler each month. Such "payments" are usually made in the form of military troops, and occasionally merchandise. Second, 10% of all dominion income should be paid to the theocracy (the local clerical order which is most prevalent). Although this is not absolutely required, it is highly recommended. If this "tithe" (tenth) is not paid, no cleric will be permitted to perform any service in that dominion (including all forms of curing). If less is paid, certain services may be withheld; the theocracy has limited patience. Other costs may include, but are not limited to, the following: advisors and other officials; entertaining visitors; holidays and feasts; troops; and tournaments. Visitors Any ruler visiting a stronghold will expect to receive the services and comforts of home. This can become quite expensive, especially during visits from nobles. This basic cost is in gold pieces per day of visit; the cost includes all costs for supporting the noble's retinue. When more than one noble visits at once, use the highest title applicable. For each titled visitor accompanying the higher ruler, add 50 gp to the cost. The cost includes one feast per day, but does not include any gifts given to the visiting ruler (a common practice). Noble Visitor Costs Table Title of Visitor Cost (gp / day) 100 Baron Viscount 150 Count 300 400 Marquis 600 Duke Archduke 700 * Prince King 1,000 Emperor 1,500 * For a prince cost is determined by the noble (dominion) title plus 100 gp; e.g., a visit from a count prince costs 400 gp per day. Remind players to consider these costs when characters visit their own lesser dominions. A duke's week-long visit to a baron could put the poor baron deeply in debt. Although peasants and other subjects of a dominion are loyal only to their immediate ruler, they will obey a visiting noble unless the orders are contrary to the local ruler's general instructions and laws. Holidays Either a noble ruler or the theocracy may declare a holiday. The holiday affects all within the realm; for example, a king's holiday is nationwide. The cost of a holiday is deducted from the total income of the person declaring it (the clerical order's tithe, the overlord's 20%, etc.). If the holiday is declared by a count or lesser noble, the cost is 1 gold piece per peasant (5 gold pieces per peasant famUy). If declared by a duke or higher
Confidence Checks A Confidence check is made when: 1. A game year begins. 2. A pleasure or celebration expected by the populace is canceled or not conducted (see "Holidays," etc.). 3. A natural disaster occurs (see "Events"). 4. An enemy military force enters dominion territory. 5. Some other situation arises that could affect most of the dominion (DM's option). Do not roll dice to make a confidence check. Simply apply the results given below for the current confidence level (possibly modified for the situation). A. 450-500 +: The dominion is Ideal. Apply the following effects: 1. All income is 10% greater than normal. 2. Agents spying for other dominions may (75% chance for each) be secretly revealed to the ruler. 3. If a random check indicates a disaster (see Events Table) during the coming year, there is a 25% chance that it will not occur. 4. No changes to the confidence level of the dominion will reduce the level below 400 for the next check. 5. Add 25 points to the confidence level for the next confidence check. B. 400-449: The dominion is Thriving. Apply effects 1, 2, and 3 given for "A" (Ideal). C. 350-399: The dominion is Prosperous. Apply effects 1 and 3 given for "A" (Ideal), and apply 2 with a 25% chance per agent. D. 300-349: The dominion is Healthy. Apply effect 1 given for "A" (Ideal), and apply 2 with a 25% chance per agent. E. 270-299: The dominion is Steady. Apply effect 2 given for "A" (Ideal), but with a 25% chance per agent. F. 230-269: The dominion is Average. No special notes apply. G. 200-229: The dominion is Unsteady. There is 1 chance in 6 that the confidence level will suddenly drop by 10%. H. 150-199: The dominion is Defiant. Apply the following effects: 1. Half of the peasants (2V2 times the number of families) form a peasant militia. (Use the War Machine mass combat system, from Chapter 9, as needed.) Special Note: If a dominion force is in ruler, the cost is 2 gold pieces per peasant. The theocracy usually declares 2 holidays per year; the king (if any) usually declares one. Troops
One law of medieval society, perhaps the most important of all, is "support your liege." Failure to do so can mean loss of honor, loyalty, support,
2. 3. 4. 5.
any population center (town, village, etc.) equal to one-third of the number of peasants, the peasants in that area will not form a militia until the troops leave or attack. Tax income is zero. Standard income is half normal at best, or one-third normal in any area where a peasant militia exists. Resource income is half normal at best, or one-third normal in any area where a peasant militia exists. No demihuman Clan within or adjacent to the dominion becomes involved unless attacked or provoked.
I. 100-149: The dominion is Rebellious. Apply effects 1 and 2 as given for "H" (Defiant). Apply effect 3, but with one-third or one-quarter normal standard income. Apply effect 4, but with one-third or onequarter normal resource income. In addition, apply the following effect: 6. A - 5 penalty applies to the confidence level for each game month in which it remains below 200. J. 50-99: The dominion is Belligerent. Apply effect 2 as given for "H" (Defiant); apply effect 3, but with one-quarter or no normal standard income. Apply effect 4, but with one-quarter or no normal resource income. Apply effect 6 as given for "I" (Rebellious), but with a -1 0 penalty. In addition, apply the following effects: 1. All officials, trade caravans and parties of travelers will be attacked by bandits. 2. Any of the dominion's forces moving within the dominion will be attacked by peasant militia, bandits, enemy agents, deserters, or hostile demihumans. 3. All demihumans are hostile. Clans in or adjacent to the dominion forbid trespassing and commerce; all treaties and agreements are revoked. There is a 50% chance per demihuman Clan that the Clan will provide the peasants with military support. K. 1-49: The dominion is Turbulent. Apply all effects given for "J" (above), but with double normal effects or 100% chance of all variables. In addition, apply the following effects: 1. All peasants are in open revolution; 95% of them join the peasant militia. 2. No income is obtained unless collected by force. 3. The confidence level of the dominion can never rise to 100 or above until the ruler is removed. dominion, and even life. Each greater dominion can expect military support (troops) from its lesser dominions, at their expense. No set numbers or types of troops are required, but 20% of the total income must be given to, or spent for, the higher ruler; troops are an acceptable way of spending this income. If war comes, the overlord issues a general call
Chapter 12: Strongholds and Dominions to arms. Each lesser dominion must then contribute even more troops for the armies of the greater dominion, possibly led by the lesser ruler. In addition, a peasant army (troop class: "poor") is raised in times of war, to help defend the homeland. Normally, one-tenth of the total peasant population can "muster," joining the army. This number can be doubled if sorely needed, but the troop class then drops to "untrained." The only cost of a peasant army is a corresponding loss of income (of all three types). For example, if 20% of the peasants have mustered, the total income will only be 80% of normal for that month.
Dominion Confidence Level A dominion's confidence level is a measure of the populace's satisfaction with their ruler. Ranging from 1 to 500, the confidence level is checked each game year, and as often as needed otherwise. The current confidence level should be noted, along with the notes on population, income, etc. Determining the Confidence Level The base confidence level of a dominion equals the total of 151-250 (d% +150), plus the total of all 6 of the ruler's ability scores. This level is the same at the beginning of each new year, regardless of changes or temporary adjustments during the year. (You may choose to create a more complex system, based on the various factors of dominion rule.) Changing the Confidence Level "ibu may adjust the base number each month because of PC actions, events, and other factors as desired. A maximum bonus or penalty of 50 per month, or 10 per item is recommended. Many things could cause a change in confidence level, including (but not limited to) the following: tax rates, number and titles of visitors, number of tournaments held, number of advisors, officials and rulers, population growth or loss, weather, number of holidays, changes in nearby dominions, existence of bandits, wars, number and quality of magistrates and sheriffs.
number and quality of military forces, number of strongholds, events of all types, and relations with demihumans nearby.
Changing Rulers Though a ruler can appoint others to positions of authority (as given in each title description), taking away titles is a bit more difficult. A seneschal can be changed without trouble, but any change in noble rulers may cause a reaction based on the alignment of the deposed ruler. If the ruler was Chaotic, no reaction occurs among the ruled people. If the ruler was Neutral, there is a 50% chance of a reaction. If the ruler was Lawful, a removal reaction is automatic. To find the exact reaction, roll ld20, and compare the result to the dominion confidence level, using the following table. Changing Rulers Effects Table ld20 Roll Confidence 6-10 11-15 Level 1-5 V V V 1-99 V 100-150 V U V 151-199 u u A 200-230 u u A A 231-270 u A A A 271-300 A A A 301-350 A F A 351-400 A F F 401-450 F F F 451-500
16-20 U
u
A A A A F F F F
V: Violent Reaction from the peasants. Confidence level drops to 49— "Turbulent" (K)— if not already there. Peasant militia forces attack all strongholds; assassination attempts, sabotage, and other effects are possible (DM's choice). U: Unfavorable reaction from the peasants. Subtract 20 points from the confidence level (minimum 0) for the next check only. A: Acceptable reaction from the peasants; no change. F: Favorable reaction from the peasants. Add 20 points to the confidence level for the next check onlv.
Dominion Events At the beginning of each game year, when a confidence check is made, the DM can also select or randomly determine events (both natural and unnatural) to occur in the coming year. A percentage chance is given for each event to determine randomly. The DM may modify chances as desired. Each dominion should have Id4 events per year. Random results should be modified for balance; four disasters in a single year could wipe out a dominion, which is usually unfair. Space does not permit detailed descriptions of events; those included here will help to stimulate the DM's imagination. Natural Events Table All of the following depend on the terrain, location, and other details of the dominion. Event Chance 30% Comet 10% Death (Official, Ruler, etc.) 10% Earthquake* 10% Explosion 50% Fire, Minor Fire, Major* 10% 10-50% Flood 15% Hurricane* 20% Market Glut Market Shortage 25% 1% Meteor Strike (major)* 20% Meteor Shower (minor) 25% Plague* Population Change (double nor20% mal) Gain or Lose 10% Resource Lost 10% Resource, New Sinkhole 5% 80% Storm Tornado* 25% Trade Route Lost 15% Trade Route, New 15% Volcano* 2% 25% Waterspout 25% Whirlpool * This event constitutes a disaster Unnatural Events Table The following events are not based on nature. Event Chance 10% Assassination Bandits 50% Birth in Ruling Family 20% Border Skirmish 40% Cultural Discovery 10% Fanatic Cult 10% Insurrection 10% Lycanthropy 15% Magical Happening 30% Migration 10% Pretender/Usurper 10% Raiders from other Dominion 25% Rebellion (minor) 10% Resident Specialist, New 20% Spy Ring 60% Traitot 30% Accidental Death of Official 25 % VIP Visitor 10% Wandering Monsters, 20 HD + 75%
I this chapter, we'll talk about coping with a Kwide variety of problems and strange situations that can crop up in a campaign.
Ability Checks During the play of the game, a player will eventually try something not explained in these rules. In most cases, the character's action could pertain to one of his ability scores. A character trying to walk along the top of a very narrow wall is using his Dexterity; a character trying to move the huge boulder blocking the corridor is using his Strength. In such situations, have the character roll ld20 against his pertinent ability score. If he rolls equal to or less than the score, he has successfully performed the task; if he rolls greater than his score, he has failed. When the task looks exceptionally easy or difficult, the DM can modify the attempt by adding a bonus or penalty to the number the player rolls on the d20. This whole process is called the ability check. See also the section on "General Skills" in Chapter 5; these rules provide alternative ways to resolve special situations.
Aging In the D&D® world, disease, blindness, and other afflictions can be easily cured by clerical spells. Furthermore, the raise dead and raise dead fully spells seem to bestow near-immortality—but this is not quite true. Character aging should be a carefully restricted element of the game. When a character reaches the end of a long natural life span, magical means of prolonging or restoring life should have little or no effect. A raise spell should only restore the character for a brief period of time (ldlO days or whatever the DM chooses). The following ages are recommended as the maximum for character races: Human Halfling Dwarf Elf
100 200 400 800
(95 + 2dl2) (190 + 2d20) (375+dlOO) (75O + 2dlOO)
A potion of longevity does remove ten years of aging, but the DM may apply any restrictions as desired. For example: 1. The potion might only affect unnatural aging (such as that caused by haunts); or, 2. Each living creature might only be able to drink five such potions in a lifetime, all further uses having no effect; or, 3. Each use might have a chance of creating a reverse effect, aging the character 10 years. A wish should be the only magic capable of extending a character's life to a great degree. As a guideline, it should have a maximum effect equal to that of a potion of longevity, but without restrictions. Some characters will avoid the fate of aging by undertaking the path to Immortality and succeeding in that quest. Other characters who have lived long, exciting and fruitful lives will probably accept the final rest brought by death, particularly if their players are anxious to get on with new, vital characters.
Alignment Changes Sometimes a player forgets (or ignores) the alignment of his character, and plays the adventurer incorrectly. \bu should talk privately with the player about the problem, and encourage the proper play of alignment. Never do this during a game; deal with the problem in private. If the problem continues after you have warned the player more than once, you may tell the player to change the alignment of the character to the alignment actually being played. \bu may also assess a penalty against the character at this time, such as the loss of one level of experience. Remember, too, that you have not changed the character's alignment: The player has, by playing his character as a different alignment. Sometimes players will change their characters' alignments for appropriate reasons. If a character is affected by a helm of alignment changing or other cursed treasure that affects alignment, then obviously the player had no choice. (Generally, the original alignment will return a period of time after the helm or the curse is removed.) Also, events in the life of a character might force the player to reevaluate the character's personality and play him differently. So long as he plays the new alignment well and consistently, there should be no problem. If you penalize alignment changes, you should also reward good alignment play by awarding more experience or treasures.
Anti-Magic Effects Magic can sometimes be weakened or altered so that it is canceled or only partially functions. This phenomenon is called anti-magic (A-M). Anti-magic is stated as a percentage chance that magic will not work within a given area. The first encounter with anti-magic for most PCs occurs when they confront a beholder, whose central eye projects an anti-magic ray. This ray's A-M value is 100%; magic will not work within the ray. Some very rare creatures (notably Immortals) possess partial or total anti-magic.
Why A-M Exists Anti-Magic results from differences between life forms native to different planes of existence. Magic native to the inner planes of existence (the Prime, Ethereal, and elemental planes) functions best when used on creatures and things native to those planes. Creatures from other planes are not made the same way. All creatures native to the inner planes are made of components of the four Spheres of Power (Matter, Energy, Time, and Thought) and are all affected by the Sphere of Entropy. But creatures of the Astral and outer planes lack one or more of the four components, and may avoid most of the effects of Entropy as well.
Magic Affected When A-M is used as an attack form (such as the beholder's ray), it is powerful enough to cancel the effects of all forms of magic, including permanent items. The instant a magical item is moved out of the ray, it regains normal power.
Anti-magic radiated by a creature such as an Immortal is slightly different; it is sporadic (there is a percentage chance for it to affect each spell or item), and it only affects temporary magic. Temporary magic includes all spells, potions, scrolls, wands, staves, and rods. All spell-like effects produced by permanent magical items (such as the haste effect that a sword of speeding can produce) are also temporary effects, subject to dampening by anti-magic, but the magical items themselves are unharmed. If no percentage is given for the A-M effect, it is 100% and affects all magic within the area noted. Otherwise, each temporary magical item or effect must be individually checked for cancellation of its power as soon as it enters the A-M area. A-M is checked each round by rolling dlOO. A magic effect is canceled if the dlOO result is equal to or less than the given A-M percentage. Once an effect is negated, it remains canceled for the entire encounter.
A-M Duration It is important to note that A-M is not a dispel magic effect. Canceled magic may return once it leaves the range of the A-M effect. Magic canceled by radiated A-M remains canceled for one turn after it leaves the A-M area. The time during which a magical effect is negated does count as part of the duration of the spell or effect. Magical effects described as instantaneous (fireball, lightning bolt, etc.) are destroyed by the A-M and do not reappear later.
Detailed Examples 1. Potions
An Immortal comes within A-M range of a potion of flying. The potion is deactivated (by random roll) and becomes nonmagical flavored water. If consumed during this time, the water has no effect, and all benefits are forever lost. If not consumed, the liquid again becomes a standard potion of Eying one turn after the Immortal departs. 2. Personal Spell Effects A fighter with plate mail + 3 and shield + 3 drinks a potion ofpolymorph self-while his allies cast bless and haste spells upon him. He turns himself into a giant, picks up a nearby club, and attacks an Immortal. As he attacks, he steps within range of the Immortal's A-M. The DM checks the A-M, rolling once for each of the fighter's magical effects. By random roll, die haste and the polymorph are canceled, but the bless is not. The character instantly resumes normal form and slows to normal speed but still gains a +1 bonus to attack and damage rolls. He can no longer use the giant-sized club, but draws his swore/ +3 instead. The weapon, armor, and shield are not checked, since they are permanent magical items. When the DM checks again at the start of the next round, the bless is negated also, so the bonuses no longer apply. One turn after the Immortal leaves or the fighter moves out of range of the anti-magic, the fighter's polymorph and haste effects reappear. The fighter can continue to use the polymorph effect for 5-10 more turns (the potion effects
Chapter 13: Dungeon Master Procedures
lasts Id6 + 6 turns, minus one turn for the combat and one turn to recover from the A-M effect). The haste continues for one more turn (the spell effect lasts for three turns). One round after the haste and polymorph effects resume, the bless effect returns, and lasts for four more turns. 3. Area Spell Effects
A 25th level magic-user is standing 140' away from an evil Immortal surrounded by ten tough trolls (45 hit points each), and casts a fireball at them. Having heard that this Immortal has personal A-M effects, the magic-user aims the blast to explode 10' from the Immortal. Her player rolls 20d6 (the maximum) for a total of 91 points of blast damage. The DM checks the Immortal's A-M range and percent and notes that the blast effect of the fireball will be canceled when it reaches the A-M. The fireball explodes outside of the A-M range and the blast expands to fill the usual 20-footradius sphere, but within 5' of the Immortal it is stopped as if blocked by an invisible shield. The Immortal isn't even singed, nor are two of the trolls who happen to be within 5' of it. If the A-M fails to cancel the fireball, the Immortal and the trolls take damage from the blast. Each may make a saving throw vs. spells to take only half damage. If the fireball were aimed to explode within 5' of the Immortal, and if the A-M then canceled it, the explosion would not occur at all. Because the spell is instantaneous in duration, the fireball will not reappear at a later time.
Arguments & Complaints If an argument starts during a game, stop the game for a moment. Listen to both sides, and make a decision. Then continue the game as soon as possible. Do not allow an argument to continue for long. Explain that everyone is trying to have fun, and that the argument can be settled after the game if necessary. If a player complains about the way you are handling something in the game, try to listen to the objection. Be reasonable—he might be right! If you can fix the problem by changing a procedure, try to work out a reasonable compromise. For example, if a player says "\bu keep killing characters with poison!", you might try reducing the number of poison traps and monsters you have in your campaign. Be careful not to change rules that could overbalance the game in favor of the characters. The game system is carefully balanced to provide fun for all while challenging the characters. Some complaints may be caused by a player's greed. It should not be too easy to get treasure or experience; these things should be earned slowly, using the guidelines given. Beware of the "giveaway" (aka "Monty Haul") game! Your players may quickly become bored with easy riches, and their characters will easily overpower most monsters. If you are not sure how to handle a situation, just tell this to the players. Everyone has to learn, and learning a game like this can be a slow process. Yout players will understand if you explain that you made a mistake, and they might have a
sound and fair recommendation for ways you can handle the situation. When you admit your mistakes and try to correct them, you and your players will have a better game in the long run.
Charm Person Spells Whenever a magic-user or elf casts a charm person spell, the player will ask you for the effect. This spell will only affect certain creatures. The beginning player will try it on many different monsters, and learn by trial and error. Generally, the creatures affected by a charm person spell are classified as "humanoid" in Chapter 14—those that are "normal" human, demihuman, giant-size humans, or human-like creatures that have some sort of society. Once a victim fails the saving throw against the charm, the creature will remain charmed for at least 24 hours, and often longer. The victim may make a new saving throw to break the charm each time the controlling character places the charmed character in a dangerous situation, without himself being in that danger, or after a given duration. This duration is determined by the victim's intelligence and is stated on the Duration of Charm Table. Humans, dwarves and halflings may have any intelligence score from 3 to 18. Elves always have an Intelligence score of 9 or better, and magicusers normally have an Intelligence score of 13 or better. When randomly determining a human's intelligence, roll 3d6 for most humans, 2d6 + 6 for elves (treating any result of 8 as a 9), and ld6 + 12 for magic-users.
Duration of Charm Table (Frequency of New Saving Throws) Save after Intelligence 0 120 days 1 90 days 2 60 days 45 days 3 30 days 4-5 15 days 6-8 9-12 7 days 3 days 13-15 24 hours 16-17 18 8 hours 3 hours 19 20 1 hour 21 + 1 turn Some lycanthropes can be charmed when in human form, but this is nearly useless: Only werewolves and wereboars are affected and the charm will automatically be broken when the creature assumes animal form!
Climbing Thieves (and only thieves) have the special ability to climb sheer surfaces. However, any character can try to climb more ordinary surfaces (a tree, a steep hill, a wall with easy handholds, etc.) many situations arise where characters want to do this. Generally, any characters in metal armor will not be able to climb well. Characters in leather or no armor should be able to climb easily, with only a slight chance of falling. In situations where "normal" climbing might be attempted, first decide on a base chance for success. For example, if characters seek to spend the night in a tree with many overhanging branches, there might be an 18 in 20 chance of successful climbing by unarmored characters. Those in metal armor, such as chain mail, might find their chances slimmer (11 in 20) in climbing up top. Dexterity checks (roll Dexterity or less on ld20) may allow an easy way for DMs to check chances of PCs falling from their perches. Whatever chances you decide to use, make a note of them so they may be applied in future games. Remember that falling characters take Id6 points of damage for each 10' fallen.
Clues Beginning players often need help in learning to play. When running a game for beginners, the DM should encourage them by saying such things as "Do you want to search for secret doors?" or other suggestions. This should not be continued once the players have experience with the game, but such clues can be very helpful to beginners. You may wish to allow some "automatic success" situations to encourage the players. Those who never find secret doors will soon stop looking for them. When the players gain experience with the game, they may start asking questions like "Do we find any traces of passing creatures?" or "We don't know which way to go from here. Are there any clues?" %u may offer descriptive information that players will have to determine what it means.
For example, "Some footprints lead off to the left, but you're not sure what made them." Such clues may help to steer the party in the right direction within a dungeon. You may insert clues as pan of the room descriptions. Clues should be given when the party is approaching a deadly area, especially on the first or second level of a dungeon. Clues such as awful smells or bones of earlier victims warn characters that there is extreme danger nearby; subjecting characters to such danger with no warning is not very fair. Higher level characters are more accustomed to great dangers, and deeper dungeon levels may indeed contain sudden-death situations. Vague or misleading clues may be provided by treasure maps found or purchased, or by slight hard-tofind indications in the dungeon areas. In general, when the players become more experienced, the clues may become fewer and more subtle.
Creating Characters When a newly created character has all low scores (all scores under 9), the player should be allowed to discard it. You should allow beginning players to use characters they like! It's hard to have fun playing when you are forced to use a poor character, with no score above 9 or two scores below 6; such characters should be discarded. (On the other hand, a player might want to play this character; if he does, let him.) If a player wants a certain class of character but rolls abilities that strongly favor another class, you may allow him to switch the ability scores around. Just switch the highest score rolled for the character to the Prime Requisite ability appropriate to the class the player wants.
Damage to Magical Items Any item may be damaged by rough treatment. Armor and weapons, however, are made to withstand a great amount of punishment. The DM should decide whether an item might be damaged, based on the item and the type of attack and then would make an item damage roll. Some breath weapons (acid, fire, cold) should require such checks. If the user makes his saving throw against the breath weapon, magical bonuses can be applied to the item's roll. Long falls (100' or more) should require checks. Pools of acid, rockslides, and other cases of extreme damage should require checks for items carried. A scroll normally need not be checked except against fire damage; you may also include water damage, if desired. To check for damage to items, roll Id4 or Id6 (using Id6 if the chance of damage is high). If the result is greater than the item's Strength (number of "plusscs"), the item is damaged. Items without plusses may be given ratings for this purpose. Consider: any potion or scroll as a + 1 item; any wand or staff as a + 2 and all permanent items (such as rods, rings, and miscellaneous items) as + 3. This roll may be modified; for example, if a
character is hit by a rockslide, Dexterity adjustments could be applied to the rolls. If a character tries to break something, Strength adjustments could be applied. No adjustment should be greater than + 2. However, adjustments to the chance of survival can be any number of subtractions from the roll. A potion bottle dropped from a tabletop might require a check for breakage, but with a - 2 adjustment (thus, only a roll of 4 indicates breakage). If an item is damaged, it may either be partially damaged or completely destroyed. For items with magical bonuses, one or more points may be lost due to damage (DM's choice). Potions and scrolls should be completely destroyed by any severe damage.
Demihuman Clan Relics Each demihuman clan has a sacred item, called a "Relic," which is kept in the center of the clan stronghold. The Relic is tended by a Keeper and 2d4 aides. We describe the individual types of relics below. The position of Keeper is hereditary; each Keeper passes the secret knowledge of the tending and use of the Relic to his or her son or daughter, never writing down any details, lest they be stolen. This secret knowledge includes details of constructing a special item, as given in each class description.
Relic Powers Each sacred item gives a domination power to its Keeper. It also continually radiates an aura, which has a "turn undead" effect similar to a cleric's. The Relic may, at unpredictable times (those best for the story being played), manifest the following additional spell-like abilities; this only occurs when the DM says they do, and the PCs can never predict these events. cure blindness cure disease neutralize poison cure serious wounds identify magical item Domination The Keeper of a Relic enjoys great prestige among the clan; the powers of life and death are literally in the Keeper's hands (much as a human cleric's). Thus, the Keeper is held in awe by the entire clan. In game mechanics, this is a domination ability—the Keeper can give orders, and the clan members will obey them. The only clan member immune to this effect is the Clanmaster, the leader of the entire clan, who respects the Keeper's power but is not in awe of it, recognizing it as a service and a tool for the clan's survival. The Keeper never abuses this power; it is always used for the best interests of the clan, not the Keeper. The Clanmaster is often consulted about important situations and orders, and kept advised about the current amount of power in the Relic (see "Spell-Like Powers," below). If the rare situation occurs where the Keeper gives an order to an NPC Clan member and the Clanmaster counters it immediately, the recipient of the order is confused (simply unable to act or think clearly) until the situation is resolved. A
&60K&JK
PC may make a saving throw vs. spells to avoid this confusion. Turn Undead
The Relic constantly radiates a magical force that has the same ability to turn undead as a 15th level cleric, at a base range of 360'. In many ways, this effect is more powerful than the cleric ability, for even if the turning attempt fails (against nightshade or larger), it is automatically repeated in the following round. In addition, turned undead will probably not return (check morale, applying a - 6 penalty). Spell-like Powers The power for each of these effects comes directly from the Relic. That power is diminished when the Keeper uses the Relic's other spell-like powers. The Relic's turn undead effect starts out with an initial range of 360'. Each use of a spell-like power reduces this range by 5'. When it reaches 0, the Relic can do nothing further; its turn undead power is negated and none of its spell-like powers work. When properly tended by the Keeper, the Relic's power returns at the rate of 5' range per day (but never faster). Cure blindness, cure disease, neutralize poison, cure serious wounds: These effects are identical to the clerical spells of the same names, treated as if cast by a 15th level cleric. Identify magical item: To use this power, the Keeper places a magical item by the Relic, leaves it there for 24 hours, and then touches the item. Knowledge about the item then magically appears in the Keeper's mind. The name of the item and number of "plusses" are revealed, but nor the number of charges (if the object uses charges). Cursed items will, unfortunately, be identified as normal ones. As with the use of clerical spell effects, this reduces the Relic's turning range by 5'.
The Dwarven Relic A Forge of Power rests at the heart of every dwarven stronghold. Most Forges of Power consist of a pair of objects: a large crucible (objects placed within it are automatically heated to appropriate temperatures), and a large anvil (upon which metal objects are hammered and shaped). The Forge is used to create the fabulous dwarven lens and the extremely rare oil of darkness (described later). A Forge may only be left unattended if an entire clan is destroyed. If any nondwarf finds and possesses a Forge, most dwarven clans that hear of it will offer to buy the Forge, for 100,000 gp or more (depending on the clan's resources). If the finder refuses to sell it, the clans may employ thieves to steal it, or may even assemble an army to retake it, as they consider the Forge to be the property of dwarves and dwarves alone. However, if the finder sells it to dwarves for 50% of the amount offered (or less), the clan buying the Forge will award the title of honorary clan member to the person selling it unless he destroyed the clan that originally owned it.
The Elven Relic A Tree of life stands at the center of every elven clan stronghold. It also may be used to create
the fabulous elven lightship and oil of sunlight described below. This large, intelligent tree may be mistaken for a treant. It cannot be moved, nor can it move itself, except by an elven Treekeeper. It can only be left or found unattended if an entire clan is destroyed. Most elven strongholds will pay 20,000 gp or more for accurate information about the location of a living clanless Tree.
The Halfling Relic A Crucible of Blackflame rests at the heart of every halfling clan stronghold. Blackflame is like normal flame in reverse: It burns ashes and leaves whole items. The Crucible, a truncated pyramid-shaped wooden container, may be used (along with the Blackflame itself) to create the fabulous web of shadows and the extremely rare oil of moonlight described later. A Crucible may only be left unattended if an entire halfling clan is destroyed. If any nonhalfling possesses a Crucible, most halfling clans hearing of it will offer to buy the Crucible for 10,000 gp or more, or 100,000 gp or more if it contains Blackflame (depending on the clan's resources). If the finder refuses to sell it, the clan may employ thieves to steal it, or may even assemble or hire an army to retake it, as they consider the Crucible to be the property of halflings and halflings alone. However, if the finder sells it to halflings for 50% of the amount offered (or less), the clan buying the Crucible will award the title of honorary clan member to the person selling it if he did not destroy the clan that originally owned the crucible.
Craft Use of the Relics The rules that follow are for DM and NPC use only; no player character can participate in the construction of these famous, but incredibly rare items. \bu may place one or more of these in a campaign, but very few should exist, if at all. Each requires centuries of work to create, and should be treated with appropriate awe and respect by the demihuman clan involved. Dwarf By using the Forge of Power, the Keeper, Clanmaster, and several dwarven blacksmiths (all of maximum level) can work together to construct a dwarven lens—a sheet of pure gold, gently hammered out to perfect paper-thin texture. This is a long task; it must be worked slowly and carefully, and requires centuries to complete (800-1,000 years). The completed lens is a 10' diameter disk, mounted in a ring of pure gemstone, and is used only to create oil of darkness. The lens actually concentrates and distills darkness itself to form the oil, and can only create one ounce per year if left in complete darkness throughout the year; any light will spoil the entire batch. Oil of darkness, in turn, is used to make rockships, famous but extremely rare magical dwarven rock boats, which can move through solid rock as easily as birds move in the air. One hundred ounces of oil are needed for each rockship; each rockship can carry a crew of 10 dwarves and it moves at the same rates as a war-galley.
The lens and oil cannot be created by any other means, including a wish. Dwarven clans also can construct magical hammers, shields, armor, and other items typical to dwarves by using a Forge of Power. The cost and time for construction are left to the DM. Elf An elven Treekeeper, Clanmaster, and several aides (all maximum level) may use a Tree of Life to create the famous but extremely rare elven lightboats, in the following manner. The Treekeeper draws one ounce of sap (at most) each month from the Tree of Life, distilling it to a single drop of golden liquid. Extreme care must be taken lest the Tree be harmed by the drawing of sap (which could seriously reduce or even negate its special powers). With the help of the Clanmaster and aides, the Tree's branches are guided so that a few leaves of perfect papersmooth texture are grown each year. The distilled sap is mixed with the powdered leaf veins, creating oil of sunlight—the distilled essence of light itself. The process can only produce one ounce of oil per year. Other perfect leaves are carefully pressed into the shape of the lightship hull, and enchantments (known only to the Treekeeper) are cast upon it. At the right moment of the year, the oil is spread on the specially prepared hull, and the final enchantments cast. If all goes well, the lightship is then complete, able to fly through the air at 360' per turn as long as it remains in sunlight (which propels it). One hundred ounces of oil are needed for each lightship; each lightship can carry ten elves. The oil cannot be created by any other means, magical or otherwise, including a wish. Elven clans also can construct magic bows, arrows, swords, and other items typical to elves by using a Tree of Life. Cost and time for construction is left to the DM's discretion. Halfling A Crucible of Blackflame is a truncated pyramid made of rare wood, with a solid base, and a triangular hole in each side. The Blackflame inside a Crucible of Blackflame is exactly the reverse of a normal flame, black in color and emanating darkness and coolness, with flickering reverse "shadows" of light. The flame will burn anything normally not burnable, and will not harm combustible items (hence the wooden container). Blackflame can be used to light a torch without burning it, and inflicts cold damage in the same manner as a normal fire (but reversed). Blackflame will also restore ashes to their original form, but does not return an incinerated victim to life. Using the Crucible and the Blackflame, the halfling Keeper of the Flame, Clanmaster, and several halfling sheriffs can work together to construct a web of shadows. Occasionally but very rarely, the odd shadows cast by a Blackflame have material existence for a short time; if caught and immediately placed in the Crucible, these wisps of material can be stored. When enough shadows have been caught (a procedure that takes over 200 years), the Keeper can draw power from the Crucible itself (using the ancient secrets) and weave the web of shadows, a 10' square net of gossamer strands. It cannot be seen
by any means (even magical) except in shadows or moonlight, and is carefully kept and stored by the Keeper. The web is used for only one thing—collecting moonlight. When the Keeper and Clanmaster hold the web for an entire night under the light of a full moon, chanting the ancient phrases known only to themselves, the moonlight is caught and distilled, forming a single drop of silvery liquid. This oil of moonlight is collected and stored in shadow, avoiding the light of day. A full ounce is required for any effect (gathered over 7-10 years), and may then be rubbed into a fabric (often to make a sail or kite). Any object thus treated gains the ability to fly at 360' per turn when in moonlight, which propels it. Halfling clans also can construct magical daggers, slings, swords, and other items typical to halflings by using the Crucible of Blackflame. Cost and time for construction are left to the DM's discretion.
Doors Doors are common in most dungeons. Many doors are locked, and many others are stuck. If locked, a door cannot be opened until a thief unlocks it or until a magic-user casts a knock spell upon it. Any unlocked door can be easily opened by any monster. After a door is opened, it will usually slowly swing shut unless a spike is used to wedge the door open or it is held open.
"Open Doors" Ability A stuck door can be forced open by any character. If a player says "I'll open the door," roll Id6. If the result is 5 or 6, the door is successfully forced open. This roll should be modified by a character's Strength score adjustment, but a roll of 6 should always open a stuck door. The attempt may be made once per round per character. However, if the first attempt fails, monsters on the other side of the door cannot be surprised; they have heard the noise.
Secret Doors Any character may search for secret doors. The player must describe the exact area being searched. This takes about one turn for each 10' X 10' area searched. If a player says "My character will look for secret doors," roll Id6. \bu should always roll, whether a secret door is there or not, to keep the players guessing. If there is a secret door and the result is a 1, the character has found the secret door. Elves find secret doors with a roll of 1 or 2. Once a secret door has been found and its exact location noted on a map, anyone reading that map can find the secret door later (no roll necessary). A secret or hidden door may not be opened until it has been found.
Special Doors Some doors may be made to open only in one direction. Such doors may not be forced open from the wrong side, but will open normally if a knock spell is used (from either side).
Equipment Not Listed
Listening
Beginning players should not be allowed to purchase equipment other than the items given on the lists in Chapter 4 unless you decide otherwise. If a player wants a piece of equipment not listed and you decide to allow it, you must decide on its cost, encumbrance, and other characteristics; if you allow the player to come up with the equipment characteristics, you could end up with unbalanced equipment entering the campaign and becoming a problem.
Any character may listen for noises. This occurs most often at doors, but may occur anywhere. For a character to attempt listening, the area must be quiet to result in any success. Near a waterfall, for example, listening is nearly impossible. If the area is quiet, all the characters must also be quiet to have any success. This means that everyone must stop and wait while one or more characters listen, because armor, weapons, and other items make noise when characters are moving. If any player says "I'll listen for noises," roll ld6. \bu, the DM, should always roll, whether or not there is anything to hear, to keep the players guessing. If the result is a 1 (1-2 for a dwarf, elf or halfling), the character will hear any noise being made, if conditions permit success. A 1st or 2nd level thief has the same chances to Hear Noise as a demihuman. As he gains more levels, the thief becomes more adept at hearing noises.
Haste Spell There are many magical ways for creatures to move and fight at greater than normal speed; the most common is the haste spell. The following rules apply in such situations. 1. Saving throws are never affected by speed differences. 2. Hit rolls gain a + 2 bonus for each speed difference. A hasted character who drinks a potion of speed thus gains a total bonus of +4 to all attack rolls against opponents moving at normal speed, but only a +2 bonus against singly hasted opponents. This bonus only affects hit rolls, not damage rolls. 3. The armor class of a hasted creature is not different from its AC at normal speed, but it receives a - 2 AC bonus for the next speed effect. Thus, afighterwearing plate mail and shield (AC 2) is treated as AC 0 if "doublespeeded" (such as from both the potion and the spell). 4. Wands, staves, rods, spells, and other magical effects are not affected by speed. Magic always takes standard time to use, without bonuses or penalties for speed effects. 5. A maximum of two different types of speed may be cumulative. For example, if a character drinks a potion of speed and is hasted, the character moves at four times normal rate— twice normal from the potion, and twice normal from the spell. Four times normal is the maximum possible rate increase; attempts at "triple speeding" or faster rates always fail. For every level of speed, double the number of attacks the character can make that round. 6. Identical types of speed are not cumulative. If a haste spell is cast on a character who is already under the influence of another haste spell, the second spell has no effect. 7. The DM may add other restrictions as desired. For example, problems in communication can develop through speed differences, especially when a character moving at four times normal speed tries to talk with others moving at normal speed. Speed can be an extremely valuable tool for characters in combat. If the bonuses gained by speed give the PCs too much power, you should add any controls needed to keep the game balanced and entertaining.
Magic-User Spell Choice When a player starts a magic-user or elf character, the player will ask you what spells the character has in the spell book. The magic-user's teacher is a higher level NPC magic-user, and the spells come from the teacher. The "spell book" assumed in the game can simply be a list of spells kept on the character sheet. \bu may play the role of the teacher if you wish, but this may also be assumed. This system for spells allows you, the DM, to keep control of the spells used in the game. For example, you may wish to avoid charm person spells. %u can avoid it simply by not giving it to the characters. (\bu'll have to make sure that the characters never find a scroll or another magicuser's spell book with the spell on it, too.) The first spell given should always be read magic. This allows the character to read scrolls found, and would be a basic part of the character's training. The second spell given to a beginning magicuser character should be fairly powerful, "ibu should avoid giving detect magic, light, or protection from evil as the second spell, as these are nearly the same as the clerical versions (easily acquired by a 2nd or higher level cleric). For magic-user characters, good "second spells" are charm person, magic missile, sleep (all useful attack-type spells), and shield (a valuable protection). The floating disc, hold portal, read languages, and ventriloquism spells are useful; however, the player of a beginning magic-user may feel useless in an adventure if "miscellaneous" spells (which includes read magic) are the only ones he knows. These spells make good "third spells," when the character reaches second level. %u may wish to give one spell to one beginning magic-user and a different spell to another beginner. This increases the number of different spells available to a party. However, be sure to give spells fairly, try to give one powerful spell to each, to avoid complaints of unfairness.
Lost Spell Books If a magic-user or elf character loses a spell book, the character has a big problem. Nobody would allow the character to use a borrowed book, and without a book the character has no spells to memorize! You should always offer some method for the character to find a lost book or gain a new one. This should not be easy; it may involve paying a large sum of money (or an unbreakable promise to pay in the future), a special service or journey, dangerous adventure, or some other method. Remember that the character is heavily penalized by the loss of the book, and the player will probably not have much fun until it is recovered.
Mapping Mapping a dungeon is one of the biggest problems for beginning players. \bu can make it easier by following some simple guidelines: 1. Describe areas clearly and accurately. If you make a mistake, tell the players right away, and make necessary corrections. 2. Use the same terms in descriptions, and try to describe room details (size of the room, exits, creatures, other contents) in the same order each time. If the players become familiar with certain often-used terms, they can map more easily. Some common terms for corridors are: Side passage (or Sideroad): A corridor branches off to one side, but the main corridor continues. Four-way intersection: Corridors branch off to both sides of the main corridor. T-intersection: The main corridor ends at an intersection where corridors continue left and right. 3. Set a standard description at the start of the adventure for corridors, rooms, walls, and other typical features. For example, if you start by saying "A standard corridor is 10' wide and 10' high," you can simply say "standard corridor" instead of describing it each time. Standard walls might be "made of stone blocks, each 2' long and 1' tall, mortared on all sides," and no further wall description is needed unless it differs from the standard. 4. When you design your own dungeons, use straight corridors and square rooms at first. \bu may try other shapes and twisted corridors when you and the players are more experienced—but even then, it will still slow down the game.
Multiple Characters %u should not allow beginning players to play more than one character at the same time. It can be hard enough to play the role of one character; two or more can be very confusing. However, when the players are more experienced, you may consider this as an optional system. %u might run several different campaigns in your fantasy game world; if so, you may allow each player to have a character in each campaign. This can be more interesting, and allows the players to try different classes.
New Items and Monsters
Reality Shifts
Experienced Dungeon Masters often make up their own monsters, treasures, spells, and so forth. This is not recommended for beginners. The entire game system is carefully balanced, and it is easy for a beginning DM to create a toopowerful item; such an item is very hard to get rid of once it has been put into the game. When you start to include your own creations, start out by making them similar to those in this book. Magical items usually have charges, monsters and character classes all have strengths and weaknesses. For magical items, familiarize yourself with the rules for magic item creation in Chapter 16 (page 250).
A DM may occasionally decide to change a procedure that has been used in many previous games. Rule changes and additions can usually be introduced by some logical means such as finding a new spell on a long-forgotten scroll, or a magical weapon could be stolen by NPC thieves to remove it from play. Sometimes a change cannot be logically explained. For broad and basic rule changes, work with your players to develop a logical explanation. If no other method presents itself, a reality shift may be the only option. A reality shift means that the DM and the players have decided that they want to play the game by different rules. Do not try to replay past events or adventures that may have hinged on the changed rule. Either reconsider the results of such encounters (modifying treasure, XP, and items gained thereby) or just ignore the past completely. Avoid reality shifts wherever possible, applying changes by inventing logical reasons for their existence.
Overusing Dice New Dungeon Masters often make the common mistake of using random dice rolls to determine everything. An entire evening can be spoiled if (for example) an unplanned wilderness encounter on the way to the dungeon goes badly for the party. The DM must use good judgment in addition to random.tables. Encounters should be scaled to the strength of the party and should be in harmony with the theme of the adventure; whenever possible, they should be worked into the story the characters are playing out. Likewise, the DM may choose numbers instead of rolling for the amount of damage, number appearing, etc. This may be necessary to allow for a more enjoyable game; heavy damage early in the game may spoil the fun.
Record Keeping A Dungeon Master must often keep track of large amounts of information. The following guidelines are provided as suggestions on how to turn a disorganized mess into a neat, well-run game.
Timekeeping
NPC Data
A DM can keep a firm grip on game events if always aware of the exact game time. Many effects have given durations, and all actions take time. While PCs stroll about dungeon corridors, NPCs and monsters may be busily engaged in their own affairs, some of which may affect the party at some point—but when? Good records of actions taken help organize timekeeping. During a very active encounter, keeping track of time can help eliminate confusion and help you keep track of durations of effects, movement, and when foes can enter or leave combat. Make a timetrack, a simple list of numbers, and mark off time as it passes. Rounds, turns, hours, and days can thus be accounted for. The timekeeping note sheets can be discarded after the adventure is over, but the DM may wish to make permanent notes of the dates and places of unusual or disastrous events, encounters, or other details. Timetrack Table Days in a Month 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 — — Hours in a Day 2 1 3 8 7 9 14 13 15 21 20 19 Turns in an Hour 1 2 3 Rounds in a Turn 1 2 3 4 5 11 12 13 14 15 21 22 23 24 25 31 32 33 34 35 41 42 43 44 45 51 52 53 54 55
5
6
4 10 16 22
11 17 23
24
4
5
6
6 16 26 36 46 56
12 18
7 8 9 10 17 18 19 20 27 28 29 30
37 38 39 40 47 48 49 50 57 58 59 60
Character Records If a DM keeps his own file of information about player characters, he can find important details about them quickly, even during games. He can either keep a full copy of their character sheets or put compressed data on an index card. The player isn't allowed to keep back any information about his character; the player must at all times divulge any details about his character to the DM. At a minimum, the DM will need the following information about each PC: The character's name, armor class, hit points, alignment, class and level, experience points, ability scores, THAC0, saving throws, weapons, temporary magical items, permanent magical items, and the player's name. The DM may also want to know special details, such as XP, gear, cash totals, thief abilities, magic-user spell books, dominion details and income, location in the game world, items or information sought, etc. See Appendix 3 for photocopiable character sheets you can use for these purposes.
The DM should also fill out a character sheet for each NPC that might go on an adventure with a party. For convenience's sake, the DM should make up NPC sheets in the same format as the PC character sheets. In addition to the usual information, an NPCs record should indicate the NPCs home town (or the area in which the NPC can be found) and his personal characteristics and motives (stubborn, costly to hire, flamboyant, etc.).
Adventure Record Sheets To help a DM organize an adventure and run it swiftly, he may wish to prepare an adventure record sheet. Take a sheet of paper and, at the top left corner, write the real date and the date of the adventure in campaign time. Note the characters' mission or primary activity for that day's adventure at the top right corner of the paper. Use the copies of the record sheets you have for all PCs and NPCs taking part in the current adventure. Copy the information you most need during the game, including each character's name, class, and level. In Appendix 3, you'll find a full-sized copy of this adventure record sheet. \bu can photocopy it and use one record sheet for each adventure you play. Abbreviations on the Adventure Record Sheet
Not all the abbreviations on the Adventure Record Sheet from Appendix 3 are explained below; some should already be familiar to you.
NA, AC, and hp are the number of monsters appearing, their armor class, and hit points, respectively. If two or more monsters are encountered, use the second line below the monster entry to list their hit points. Multiple monsters should be numbered to avoid confusion. Be sure to leave room beside each hit points figure to keep track of wounds. THAC0 is the score the monster needs to hit armor class zero (0). #AT and Damage are the number of attacks made in one round and the range of damage each attack causes. If the monster has special attacks, try to abbreviate these attacks as one word or a phrase. STw and STs are the monster's saving throws vs. wands and spells, respectively. These two are the most commonly used during encounters with well-equipped characters. ML is the morale of the monsters. Monsters should not always fight to the death. However, the DM may decide how a monster will react instead of using the optional morale rules. XPVis the XP value of one creature. Using the Adventure Record Sheet
Whenever magic affects a character, note the nature of the effect and its duration to the right of the character information. Use abbreviations whenever possible, to save space. As game time passes, deduct from all magical effects durations. When a character would be aware of an exact duration, warn the player when only a brief time remains. An alternate method of keeping track of durations is to mark on the timetrack the exact game 5149
time when the effect disappears. When that much time has been marked off, the DM knows that the spell effect has ended. To speed up play, make notes on encounters ahead of time on the dungeon or wilderness encounter key. To save even more time, put statistics of monsters on the prepared notes. The DM may also have notes on the details of magical treasures, or at least the book and page references where complete information can be found. When the combat ends, make the calculations for experience point awards and circle the total for that encounter. Note all treasures found as well, and if they are taken by the party. \bu may wish to keep separate treasure records for each character for encumbrance calculations. When the time comes to end the adventure, the DM has all the relevant experience notes on the adventure record. Total and divide the experience point awards, and remind players of the treasure found so they may divide it as they wish. Note all results on the record sheet.
Placement During Encounters If the DM keeps track of monster and PC locations by memory alone, he sometimes makes errors. Miniature figures or other items to represent the opponents are useful for visualization and are best used on a gridded playing surface to indicate distances. A surface that can be further marked to indicate walls, furniture, etc. is ideal. If miniature figures are not available, try making abstract playing aids to represent monsters. These can be as simple as scraps of paper with numbers on them, dice, or pieces of round wooden dowel, each about an inch high and marked with a color and a number. With only four colors and single-digit numbers, an accurate account can be kept of up to 36 monsters. Players can identify their opponents by number and color ("I hit red spectre #7 for 12 points!"), and the DM can use the same identification in private records. Another alternative is chalk and an inexpensive chalkboard for making diagrams. The DM will still need to keep separate records of monster hit points, but all creature positions can be easily changed.
Retiring Characters For a variety of reasons, a player or the DM may decide that a character should be retired. A player may lose interest in a character. The DM might then make the character an NPC and have him reappear during later adventures. That character might still rise in levels, but at a lesser rate of experience progress. Discarded characters who were fully developed in the past are ideal for new players who want to play established characters in a campaign. The DM may decide that a character is no longer suitable for a particular campaign due to an excess of money, items, or power, or some other reason. Before retiring the character, the DM should discuss the problem with the player and try to find alternatives. Remember that a properly played but too-powerful character may be suitable for another DM's campaign.
Whenever any character is retired from play, provide the other characters with logical reasons for the disappearance. An adventurer might move away (to another continent or region), die of natural causes or old age, mysteriously disappear, or just retire from the adventuring life.
Special Character Conditions Characters sometimes find themselves in unusual situations—situations that limit their effectiveness or options. Here are some of those situations and their effects.
Blindness Characters can be blinded by a variety of effects. For example, a light or continual light spell may be cast directly on a character's eyes, or a character without infiavision may find himself in an area of complete darkness. A character who is completely blind, for whatever reason, suffers a —4 penalty to all saving throws, a - 6 penalty to all attack rolls (he has to guess where his target is by hearing), and a +4 penalty to his armor class for the duration of his blindness. A character who is forced to travel great distances while blind must move very slowly. If he is to walk slowly enough that he will not fall down steps and walk unknowing into pits, he must move at one-third his normal speed . . . and, whether he is indoors or outdoors, that speed is measured in feet, not yards. A blind character who is guided by a sighted character can move safely at two-thirds his normal rate, and his movement is measured in yards when outdoors. A character mounted on a horse suffers no movement penalty if someone else is guiding that horse.
Deafness A character made deaf by magic (a curse or a horn of blasting, for example) is certainly inconvenienced. Since he cannot hear, he will miss many warnings shouted at him by his allies (the deaf character should make a saving throw vs. death ray; if he fails it, he is facing the wrong way when the warning is called). A curse of deafness would be cured by a remove curse spell, while deafness caused by a horn of blasting could be cured by a cureall spell.
character is not dead, and a character cannot die from mere paralysis. A paralyzed character remains awake and aware of what is happening around him, but cannot do anything that requires movement (including speaking, spellcasting, and so forth) until the paralysis ends. Hand-to-hand attacks on a paralyzed character automatically hit, but an edged-weapon attack will not automatically kill a paralyzed character as it would a sleeping character. Ranged attacks are made against the victim as if he were AC 9Paralysis itself has no permanent effects of any kind. It lasts for 2d4 turns (unless a different number is given in the monster or spell description). The cleric spell cure light wounds can be used to remove the paralysis, but will not cure any damage when used for this purpose.
Prone Characters A character who has fallen (e.g., been knocked over in combat) is easy to hit: Attackers receive a +4 bonus to their attack rolls when attacking a fallen foe. A fallen foe also has a - 4 penalty to all saving throws and a - 2 penalty to attack rolls while on the ground. A character on the ground takes one round of movement to stand up; also, for the rest of the round after he has stood up, the character still suffers the penalties of a fallen character.
Sleep and Unconsciousness A sleeping character is helpless. If an attacker can come up to a sleeping character without waking that character, he can kill the sleeper with a single blow of any edged weapon, regardless of the victim's hit points. Attacks on a sleeping character made with other (i.e., blunt) hand-to-hand weapons automatically hit; ranged attacks are made against the victim as if he were AC 9. Any sleeping creature, including one hit by a sleep spell, can be awakened by force, such as a shake, slap, or kick. Some types of sleep are so heavy that the character will not awaken when disturbed; they are defined with individual spell or combat-result descriptions, and are normally referred to as unconsciousness. A victim of unconsciousness is much like a sleeper, but will not awaken and cannot resist when being tied up.
Starvation and Dehydration A character begins to starve after one full day without food. For every full day a character goes without either food or water, roll one die of the type specified below. The result is the number of hit points he loses. While starving, the character cannot heal naturally, and healing spells do not restore hit points lost from starvation until the character is no longer starving. As a character loses hit points, he gradually becomes less and less effective, as the Starvation Table below shows. To use the table, find out what percentage of the character's hit points he has lost to starvation: Divide the character's unmodified hit point total into the number of hit points lost to starvation. (For example, a fighter with 32 hit points who has lost 10 hit points to starvation has lost about 31 % of his hit points to starvation: 10/32 = 0.3125.) Compare that result to the table. (You can also use this table to determine the effects of starvation on monsters.)
Stunning Certain types of spells, attacks, or magical effects can stun a character. The duration of the stun is determined by the type of attack; the description of each type of attack that can stun will describe its duration. A stunned character suffers the following penalties: 1. The stunned character cannot attack anyone for the first turn he is stunned (or until the stun wears off, if that is faster); after the first turn, he is at a ~4 to hit until the stun wears off. 2. He moves at one-third the normal movement rate for whatever speed he is attempting. 3. He suffers a - 4 penalty to all his saving throws. 4. He suffers a +4 penalty to his armor class (thus an AC 5 becomes a 9). 5. He cannot concentrate, cast spells, or use magical items. 6. He cannot use general skills. 7. Any weapon mastery the character possesses above Basic level is reduced to Basic level. The cleric spell cure light wounds can be used to remove the stun effect, but will not cure any damage when used for this purpose.
Invisibility A character who cannot see his opponent due to an invisibility spell suffers a - 6 penalty to all attack rolls made against his invisible foe; he has to guess where his target is by hearing. He suffers no penalty to his AC when attacked by an invisible character: Remember, someone who attacks loses the bonuses of invisibility*.
Paralysis Various types of spells and monster attacks on paralyze, or "freeze," a character. If a character is hit by a paralyzing attack and fails a saving throw vs. paralysis, the character is immobilized and unable to do anything. The
Starvation Table Character Has
Hit Point Loss
No Food No Water No Food & No Water Percentage of hp Lost to Starvation
0%-24% 25%-49% 50%-74% 75%-99%
Id2/day Id8/day ldlO/day
Must Rest (per day)
Movement Rates
Penalty to Attack Rolls
6 hours 8 hours 10 hours 12 hours
No Penalty
No Penalty
X3/ 4 Xl/2 X3/4
-2
-4 -6
Chapter 13: Dungeon Master Procedures Thief Abilities All DMs should be familiar with the special abilities of thieves. If you are not, turn to Chapter 2 and read the description of the thief class (page 21). Many dungeon designs include several traps for thieves to find and remove, locks for them to open, and sheer walls for their special climbing skills. When a player says "My thief character will try to . . ." and names one of these abilities, you must roll to determine the success of the attempt. All of a thiefs abilities are checked by rolling percentage dice (d%). Ask the player what his percentage chance is for the skill used. If you keep records of the characters, be sure that the thief's percentages are in your records and that the player's records match yours. Roll the percentage dice. (The DM always does this; the player does not.) If the result is less than or equal to the listed chance of success, the attempt succeeds. A failed attempt will often simply have no result. The thief will know, for example, that the lock has not been opened, that no traps were found, that the wall was not climbed, and so forth. However, a failed attempt at Remove
Traps may set off the trap (DM's decision), or may leave it to be triggered when a certain action occurs (opening the chest or door, lifting the item, etc.). Attempts to use the Move Silently or Hide in Shadows abilities will always seem successful to the thief. Only the DM knows for sure, based on the result of the roll. The DM may decide on any result without rolling. For example, if a party is being chased by an unbeatable monster and a locked door stands between them and the exit, you may automatically allow an Open Locks ability attempt to succeed, to make the game more fun by allowing the party to escape—possibly after fighting the creature for a short time.
Transferring Characters A player may come to your game with a character created somewhere else. If this occurs, examine the character sheet carefully. In general, you may allow the character to "transfer" into your game unless: 1. The character is of a higher level than the other characters in the game
2. The character owns more or better magical items are owned than by other characters 3. The character's treasure amounts to more than 50% greater than the amount owned by any other character in your game Any one of these problems may be corrected, simply by changing the details on the character sheet. But if allowed to remain unchanged, any one of them can unbalance encounters you have set up. If any changes are necessary, you should talk about them with the player, in private, before the game. When an experienced character comes into your campaign, you may also want to establish how he came here. If the character's former campaign is set on a world very similar to your campaign world, you can pretend that he had his previous adventures on this world all along, and describe to the other PCs what they've heard about this character. If the former campaign was on a distinctly different world, you can describe the magical process that brought him here (perhaps he slid down the wrong worm-hole during planar travel, or offended an Immortal who exiled him from his original world).
"monster," technically, is any creature that as not a player character. This chapter describes many different types of monsters; these monsters are listed in alphabetical order. Monsters are not always ravenous beasts that automatically attack PCs and ferociously fight to the death. Monsters may be friendly or unfriendly, wild or tame, normal or bizarre. Some will be random, dangerous encounters; some will be long-term enemies of the PCs; some will be one-time or permanent allies of the PCs. The Monster Reaction Table from Chapter 7 can be used to determine how monsters respond to the PCs at first if desired.
How to Read Monster Descriptions Each entry on the following pages has a description of the monsters, often including notes on their behavior. Every monster is described in the same manner.
Monster Name If the name of a monster is followed by an asterisk (*), then a special or magical weapon is needed to hit that monster. The monster's description tells what sort of weapon is needed. Use these monsters with caution; they are very dangerous to low-level characters who may not have the right type of weapon to effectively fight such
Monster Statistics Just as the player characters have abilities (Strength, Dexterity, etc.), monsters have statistics. Every monster in this chapter has the following set of statistics: Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: Armor Class (AC)
This number works just like a character's armor class: the lower the number, the harder it is to hit the creature. A monster's armor class is determined by the creature's speed and dexterity, the toughness of skin, and armor worn (if any). The DM may adjust the armor class for special situations. For example, a hobgoblin is normally armor class 6 (probably wearing leather armor), but may be changed to armor class 2 if the hobgoblin somehow finds plate mail armor. Hit Dice (HD) This gives the number of eight-sided dice (d8) used to find the monster's hit points. A line reading "Hit Dice: 11" means that the creature has Ild8 hit points.
Some Hit Dice numbers are followed by adjustments (a plus or minus followed by another number). For example, "Hit Dice: 3 + 1" shows the number of Hit Dice (3) and an adjustment ( + 1). The adjustment is the number of hit points added to or subtracted from the total of the dice; for instance, with a Hit Dice 3 + 1 creature, the DM would roll 3d8 and add 1 to the total. If he rolled 14 on the dice, the creature has 15 hit points. If an asterisk (*) appears next to the Hit Dice number, the monster has a special ability (usually either magical spells, a special attack, or a special defense) which will be explained in the creature's description. A creature may have several asterisks by its Hit Dice figure, one for each special ability. Special abilities affect the number of experience points the characters earn for defeating the monster, as explained in Chapter 10. Beside the Hit Dice number will be an abbreviation: (S), (M), or (L). (S) stands for "Small" or "Smaller Than Man-Size," meaning that these creatures are smaller than most humans. (M) means "Medium" or "Man-Size," meaning that they are comparable in size with humans. (L) means "Large" or "Larger Than Man-Size," meaning that they are substantially larger than full-grown humans. Remember that halflings have a defensive bonus against all creatures of this size. Move (MV) This gives the movement rate for the monster. Usually, on this line, you'll see two numbers, with the second number in parentheses. The first number is the number of feet the monster moves in one 10-minute turn; the second number is the movement rate per round (for encounters). Some monsters have a second movement rate. The first is the rate when walking, and the second is a special form of movement, such as swimming, flying, or climbing. Attacks (#AT)
This gives the number and type of attacks the monster can make in one round. Some monsters have additional special attacks, described later. Damage (Dmg) This line tells you the amount of damage a monster inflicts if its attack succeeds, given as the roll of one or more dice. When a monster has more than one attack in a round, the attacks and damages are given in the same order. "By weapon" means that the monster always attacks with a weapon; the damage is determined by the weapon type. A monster using a normal sword will do normal damage for the normal sword, plus any damage bonuses listed on this line or in the monster description. A typical entry for damage might read "Damage: Id6/2d6." The first attack listed under "Attacks" causes Id6 points of damage and the second one listed causes 2d6 points of damage. No. Appearing (NA) This line, "Number Appearing," shows the number of monsters that can be encountered. The first number shows the number of monsters normally found in a dungeon room. The second number (in parentheses) gives the number
found outdoors in wilderness. If either number is zero, the monster is not normally found in that location. The DM can always adjust the number according to the situation. Dungeon Encounters: The first No. Appearing figure applies to dungeon encounters. Find the level of the dungeon upon which the encounter occurs. If the monster's level (Hit Dice) is equal to the level of the dungeon, use the listed No. Appearing. If the monster's level is greater than the dungeon level, reduce the No. Appearing for this encounter (at least one will appear). If the monster's level is less than the dungeon level, then increase the No. Appearing for this encounter. If the creature is encountered in its dungeon lair, the No. Appearing can be multiplied by up to five times, but the DM must use his or her judgment when increasing monster numbers to avoid overwhelming the player characters. Wilderness: The second No. Appearing figure (in parentheses) is used for nondungeon encounters. If the creatures are found in their wilderness lair, the No. Appearing can be multiplied by up to five times as above. In any monster lair (whether in a dungeon or wilderness), up to half of the total number present may be young or very old creatures, sometimes with little or no combat ability. In addition, several adults may be absent (hunting, scouting, etc.), depending on the season, time of day, and other conditions. Save As(Save)
This line shows you the character class and level at which the monster makes saving throws. For example, if the description says "Save: F7," then the monster saves as a 7th level fighter. C: Cleric F: Fighter M: Magic-User T: Thief D: Dwarf E: Elf H: Halfling Refer to the applicable character class description to find the exact saving throws the monster uses. As a rule of thumb, unintelligent monsters usually save as fighters of half their monster level. Some monsters may have special adjustments to some saving throws, as given in their descriptions. Morale (ML)
This optional rule measures the monster's courage in combat. Whenever a monster needs to make a morale check (see the "Morale" section of Chapter 8) the DM rolls 2d6 against the number shown on this line. If the result is greater than the morale score, the monsters try to run away or surrender. Otherwise, the monsters continue to fight. If the monsters are encountered in their lair or have special leaders, raise their morale scores by 1 or 2 points. Treasure Type (TT)
To find out how much and what type of treasure is being guarded by the monsters, compare the letter given here to the letters on the Treasure Types Table (both Treasure Carried and Treasure in Lair) from Chapter 16. "Nil" indicates no
Chapter 14: Monsters If a treasure type is given in parentheses, it is the treasure carried by the monster rather than found in its lair. A wandering monster with no letter in parentheses will have no treasure. Intelligence When a monster is hit by a charm or maze spell or whenever the DM just needs to know approximately how bright the creature is, its Intelligence can be a guideline. This line gives the average intelligence for a creature of this type. The DM can vary the intelligence of individual monsters, as described later in this chapter. Monster intelligence scores range from 0 to 18 + . Unthinking creatures such as insects and slimes rate an Intelligence score of 0. Common animals normally have Intelligence scores of 2. Some very bright animals (for example, pegasi) have Intelligence scores of 4 or 5, well into the human range. However, note that having scores of 3 to 5 doesn't mean these creatures think the way humans do, merely that they often seem clever in comparison with the stupidest of human beings. Alignment (AL) Monsters may be Lawful, Neutral, or Chaotic. Normal animals are Neutral. A good Dungeon Master always considers alignment when playing the role of a monster. For example, a Lawful monster does not normally have any reason to attack a party of player characters; even if it is guarding an area, it will first warn the characters away. Only intelligent monsters can speak an alignment language. XP Value (XPV) This line indicates the experience points to be awarded for the defeat of one of that type of monster. However, the DM may give more experience points for monsters in "tough" encounters, such as an attack on a well-defended lair, or less experience points for encounters where the monsters never get to bring their abilities into play. See Chapter 10 for more details on experience point awards.
Monster Descriptions Below the monster statistics are paragraphs of text—the monster's description. Aside from the main body of the description, there may be several special paragraphs including the following: Monster Type: Terrain: Load: (Optional) Barding Multiplier: (Optional) Monster Type This is a general guide as to the type of monster this creature is; different types of monsters have different sets of abilities, as described later in the chapter. Monster types include Normal Animal (including Giant Animals and Prehistoric Animals), Lowlife (including Insects, Arachnids, Fungi, Slimes, and similar creatures), Construct, Dragon (including dragonlike creatures or Dragon-Kin), Humanoid (including Human, Demihuman, and Giant Humanoid), Monster, Planar Monster, and Undead. "Enchanted" monsters are identified (i.e.,
the monster can only be harmed by magical weapons or is magically summoned or controlled), and these monsters can be affected by such spells as protection from evil 10' radius. Monster rarity is given in parentheses whether a creature is "Common," "Rare," or "Very Rare." Common creatures will appear frequently in a campaign; rare creatures should appear only occasionally; and very rare creatures should only show up in extraordinary places or circumstances. Description This is a general description of the monster's habits, appearance, special abilities, and behavior. In the description, you may find any of the following terms. Carnivore: The creature prefers to eat meat and does not usually eat plants. Herbivore: The creature prefers to eat plants rather than meat. Insectivore: The creature prefers to eat insects rather than plants or red meat. Omnivore: The creature will eat nearly anything edible. Nocturnal: The creature is normally active at night, sleeping during the day. However, dungeons are often dark as night, and a nocturnal creature may be awake during "daylight hours" if found within a dark dungeon. A monster's home is called its lair. Most monster lairs are in dungeon rooms or outside, hidden in the wilderness. Most monsters will defend their lairs fiercely. Terrain This line describes the type of terrain the monster frequents. The monster need not be limited to this type of terrain. Terms used to define terrain include the following. Cavern: This includes natural caves, deep fissures, grottoes, natural tunnel complexes, and other underground settings. Cold/Arctic: These are areas of snow-capped mountains, ice-sheets, snow-covered plains, and tundra. Desert: This terrain includes arid barrens, hot rocky plains, sand seas, and similar areas. Lost World: This is a special area cut off from the outside world, where creatures from a bygone age live on unchanged, including prehistoric areas. Mountain: These are rocky areas, including cliffs, gorges, mesas, peaks, volcanoes, and so on; it also extends to include hills, rocky barrens, and other very rough and broken terrain. Ocean: Oceans include salt water seas and surface and underwater encounters. Coastal encounters are specially noted. Often: This is clear or rolling ground, including grasslands, plains, savannahs, steppes, scrubland, veldt, and moorlands. River/Lake: This includes freshwater encounter areas, with both surface and underwater encounter possibilities. Ruins: These are ruined or abandoned buildings, artificial underground complexes (dungeons), tombs, crypts, graveyards, and similar desolate places. Settled: These areas contain villages, towns, cities, and other (generally human) communities from which most dangerous creatures have been driven. The opposite of a settled area is wilder-
ness, where most adventures take place. Swamp: This terrain includes swamps, marshes, bogs, and similar low, wet ground. Woods: This terrain is woodland, forests, jungles, and similar terrain, including wooded hills. Load (Optional) Some monsters can be harnessed to carry riders or loads of gear. Such monsters are given an encumbrance total the creature can carry. Normally, two numbers are given. The creature can carry up to the first number without difficulty; it can carry up to the second number at no more than half its listed movement rates. (Reminder: 10 en = 1 pound.) Barding Multiplier (Optional) Some monsters that carry riders can be fitted with specially crafted barding (armor for mounts). If they can use barding, that barding normally costs more and weighs more than horse barding. Choose a type of barding for the monster (see the "Armor" section of Chapter 4), note its cost and encumbrance, and then multiply that cost and encumbrance by the number shown on this line. The results are the cost and encumbrance of barding for a creature of this type.
Abbreviated Monster Listings In many D&D® game adventures, you will find short monster listings. These listings contain most of the information described above but use abbreviations instead of full-length terms, vastly compressing the monster information. Here's a typical abbreviated monster listing: Dragon, Pocket: NA 1-6 (2-12); AC 8; HD 3*; #AT 1 bite; Dmg 1-3 + venom; MV 90' (30'), flying 120' (40'); Save F3; ML 8; TT K + L; AL N; SA venom bite for - 2 penalty to attack rolls and saving throws (save vs. poison avoids); XPV 50. Some entries slightly vary from the format shown above. Some, for instance, will alter the order in which the statistics appear and may add other information. Don't be confused by changes in order or the addition of extra statistics; the basic abbreviations are the same. Some of the extra abbreviations you'll see in variations of the short monster description include: hp Hit points SA Special attack SD Special defense THACO To Hit Armor Class 0
Special Attacks Many monsters have special attacks, which are mentioned in their descriptions. A character can usually avoid the effects of a special attack by making a successful saving throw (though some attacks, such as energy drain, have no saving throw). Each special attack which a creature has gives it an asterisk (*) beside the creature's Hit Dice figure. Read the following explanations care-
Chapter 14: Monsters fully and refer to this section whenever special attacks are used in a game.
Acid Acid damage is possible from the attacks of black dragon breath, gray ooze, and other creatures. The amount of damage done by an acid attack is given with the monster description; normal items can be ruined if the victim of the acid attack fails a saving throw.
Blindness Certain monster powers, spells, special actions, or fighting in the dark without infravision can result in blindness. Some forms of blindness do not involve sight; for example, a bat can be "blinded" by the clerical silence 15' radius spell. See "Special Character Conditions" in Chapter 13 for more details.
Charge If a monster can run toward its opponent for 20 yards (20 feet indoors), it inflicts double damage if it hits. A monster cannot charge in certain types of terrain: broken, heavy forest, jungle, mountain, swamp, etc.
Charm Some monsters can enchant a character so that the character believes that the monster is a friend. If a character is the victim of a charm attack (from a harpy, for example) and fails a saving throw vs. spells, the character is immediately charmed. This special attack works just like the magic-user charm person spell, except that the effect ends at once if the monster is killed.
Continuous Damage Some monsters hold on when they hit their victims. When this occurs, they need make no further attack rolls; the victim takes a given amount of damage each round, usually until the monster or its victim is killed. Constriction and blood draining are two examples of this type of special attack.
Disease Unless otherwise noted in the description, disease requires a saving throw vs. poison. Failure means the character has a 25% chance of dying within 1-6 days, and in any event he will need complete rest for that time. Success means the character avoids the disease. Disease can be cured at once by spells such as cure disease.
Energy Drain This is a dangerous attack form, with no saving throw allowed. If a character is hit by an energy drain attack (by a wight, for example), the character loses one level of experience. With particularly nasty energy-drainers (such as vampires), the character will lose two levels of experience. The energy drain removes all the benefits of the lost experience levels (hit points, spells, and so forth) as soon as it occurs. The victim's experience point total drops to the mid-
point of the new level. Against powerful demihumans (those who have advanced beyond level limits), the attack drains 101,000-120,000 experience points (ld20 * 1,000 + 100,000). A 1st level character hit by an energy drain attack is killed and often returns as an undead under the control of the slayer. If not specified, this occurs 24-72 hours after death. Lost experience levels can be regained through the 7th level clerical spell restore or by earning the experience through normal adventuring. A monster hit by energy drain would lose one Hit Die from this effect, with loss of hit points and possible reduction of attack rolls and saving throws. In general, a monster with the energy drain ability must make a conscious attack with it for the power to take effect. In other words, a vampire could pick up and carry a human without harming him or her, if the vampire wished to do so; likewise, a mystic could attack a vampire with his bare hands and not lose experience levels just from hitting the vampire.
Paralysis This effect "freezes" a character. If a character is hit by a paralyzing attack and fails the saving throw vs. paralysis, the character is unable to do anything (see Chapter 13, under "Special Character Conditions").
Petrification This is a dangerous ability of certain fantastic monsters. It may take the form of a gaze, breath, or normal hit in combat, as given in the monster description. When hit by a petrification attack, the victim must make a saving throw vs. turn to stone. A victim who fails the saving throw turns into a stone statue. All equipment carried, whether normal or magical, turns to stone with him, becoming part of the statue and not removable. Certain magical spells can restore a petrified victim to normal.
Poison Monster poison is simple and dangerous. A character hit by poison who fails his saving throw vs. poison dies; if he makes his saving throw, he is unaffected. Optionally, poison may inflict damage—for example, Id6 per Hit Die of the creature, with a save for half damage.
Spell Ability This means a monster can cast one or more spells. Unless otherwise specified, the monster acts as a spellcaster of level equal to its own Hit Dice. Usually the ability is innate (that is, the monster does not require spell books or time to memorize or meditate) and will be limited to a certain number of times per day. "At will" means the monster can use the ability every round if desired. Some monster spellcasters act like magic-users or clerics. These monsters, called wokani and shamans, are detailed in the "Monster Spellcasters" section (page 215). A monster receives one asterisk (*) for every two spell levels it can cast; thus, a creature that can cast 3rd level spells will have two asterisks for that ability.
Swallow Some monsters are large enough to swallow a victim whole. This attack always succeeds if the attack roll is 20 and might succeed with a lower number (given in the description). The swallowed victim takes a given amount of damage each round until the monster or the victim is killed. If the victim has an edged weapon, he may attack the monster from inside, but with a - 4 penalty on attack rolls. The inside of any creature is AC 7 unless noted otherwise. Being swallowed often has effects other than damage (loss of consciousness, paralysis, etc.). If the victim dies, the body is completely digested in one hour (six turns) and cannot be recovered.
Swoop This attack is similar to a charge, but is performed by flying monsters. Unlike the charge, the swoop only does double damage if the monster surprises its opponent. If the attack roll is 18 or more and the monster has talons or some way to grab prey, the monster holds on and tries to fly away with its victim. If the victim is too heavy, the monster lets go immediately. A swoop cannot be used in dense forest or jungle cover.
Trample Some monsters try to use their large size to crush their opponents. When trampling, a monster gains a +4 bonus to its attack roll if the victim is man-sized or smaller. Some groups of animals (herds) may also trample, usually inflicting ld20 points of damage through sheer number rather than large size.
Special Defenses In addition to good armor classes, high Hit Dice totals, and special attacks, some monsters have the additional special defenses of immunity to normal weapons and spell immunity.
Immunity to Normal Weapons Many enchanted monsters are completely immune to the effects of normal (i.e., nonmagical) weapons. These creatures are especially dangerous to low-level characters who are less likely to have magical weapons available. Some of these creatures (lycanthropes, for example) are vulnerable to silver weapons, while others are even immune to some magical weapons. For instance, some monsters are immune to normal weapons and weapons of up to a +1 magical bonus, a +2 bonus, or more. The greater the immunity, the more dangerous the monster is. Monsters with these immunities have an asterisk (*) beside their name in the monster listing.
Chapter 14: Monsters Spell Immunity This special defense may take many forms. Undead are immune to all forms of charm, sleep, and hold spells; many fire-using creatures are immune to fire-type spells. Some powerful creatures may be immune to spells of low power, such as all 1st and 2nd level spells, possibly in addition to immunity to a specific type of spell. When spell immunity is mentioned, it applies to all spell-like effects as well, including those produced by monsters or devices. For example, immunity to all lst-3rd level spells also confers immunity to fireballs from a wand or staff (since fireball is a 3rd level spell). However, dragon breath is a natural ability of dragons, not a magical one, and is not affected unless a description mentions it specifically.
Monster Type Each monster description has a line for "Monster Type." Here, these general categories of monster are described in greater detail. The categories include: • Normal Animal (plus Giant Animal and Prehistoric Animal) • Construct (Enchanted Monster) • Dragon (and Dragon-Kin) • Humanoid (plus Human, Demihuman, and Giant Humanoid) • Lowlife • Monster • Planar Monster • Undead Sometimes a monster will belong to more than one of these categories.
Normal Animal (Giant Animal, Prehistoric Animal) A normal animal is any sort of nonmagical creature that belongs in its environment. If a game "monster" is an animal that occurs in the real world or is a variant breed of such an animal, it is a "normal animal." A normal animal may be something as inoffensive as a field-mouse or as dangerous as a tiger. A giant animal is simply an oversized version of a normal animal. It is not magical and does not differ in attack forms or behavior from its smaller counterpart; it is simply more dangerous because it is much larger. A prehistoric animal is a creature that was once a normal animal in the past but has become extinct on our world; such creatures as sabretooth tigers, dinosaurs, and cave bears are prehistoric animals. In a game world, prehistoric animals may never have become extinct or may have become extinct in most places but still exist in isolated areas such as lost valleys.
Construct (Enchanted Monster) A construct is a monster that is not actually alive, but which has been created magically. Thus all constructs are also "enchanted" monsters. A lesser construct can be hit by any weapon. The lesser constructs include living statues. A greater construct can be hit only by magical weapons. They are very costly to make. The
greater constructs include gargoyles and golems. The following general rules apply to all constructs: 1. They can be created only if the proper magical process is used. Rules for their creation are given in Chapter 16. 2. They do not heal normally; magic must be used to cure them of any damage incurred. 3. They are immune to the effects of poison (since they are not truly alive) and mental effects (charm, sleep, illusions, etc.). 4. They do not reproduce; there are never "baby gargoyles," for example.
Dragon (Dragon-Kin) The dragons are among the fiercest and most dangerous of monsters. They are huge reptiles with great wings, cruel teeth, sharp claws, and a keen awareness of their own superiority. Most have "breath weapons" (i.e., attacks where they breath out a damaging effect such as fire), many are of great intelligence, and some can cast spells. Not all dragons are evil; some are very good, benevolent creatures. There are also dragon-kin, species related to dragons, such as chimerae, drakes, dragon turtles, hydras, salamanders, and wyverns.
Humanoid (Giant Humanoid, Demihuman, Human) A humanoid creature is roughly human in shape (two arms, two legs, biped) but is not human or demihuman. Lowly monsters such as goblins fall in this category, as do creatures up to ogre size. Humanoids are subject to the charm person spell. A giant humanoid is like a normal humanoid, only larger and more powerful. These include true giants and creatures such as trolls. These creatures are not subject to the charm person spell. A demihuman is a member of a nonhuman character class: a dwarf, elf, or halfling. Finally, humans can be encountered nearly anywhere in a game world. They provide many opportunities for role-playing by both the DM and the players. In addition, they can be used to provide goals for the player characters and can lead to entire adventures. In some cases, the reasons for the encounter may cause some changes in nearby rooms of the dungeon. For example, if the NPCs are acting as bait, the DM may wish to place a harpy in a nearby empty room or to change a given monster to a harpy. Since humans tend to be individuals, an encounter with humans will require some work by the DM, but the encounter can be quite entertaining. The NPC humans do not need to be as detailed as player characters. The DM may create each human NPC character in full detail or may use the Type of Human Checklist to find the necessary details. (Note: This same procedure can be used for demihumans by omitting step #2.) Use the NPC Reasons for Appearing Checklist to generate some encounter ideas.
Type of Human Checklist 1. Find Number Appearing 2. Determine Class of each (roll Idl2): 1-2 3-6 7-8 9-10 11 12
Cleric Fighter Magic-user Thief Druid Mystic
ine Alignment of each | ): roll Id6): 1-3 4-5 6
Lawful Neutral Chaotic
4. Find the reason for the NPCs' appearance. Select one from the checklist below or roll Id8. 5. Select the equipment for the NPCs. Magical items may be added if desired. If so, the items should be used by the NPCs whenever needed. Remember that the NPCs' items may become party treasure if the NPCs are slain, and powerful items should not be given out carelessly. 6. Add other details as necessary, either by selecting or rolling randomly for armor class, hit points, spells, and so forth. NPC Reasons for Appearing Checklist 1. Alone, Injured (and Scared): The NPCs had set out by themselves on an adventure but discovered that the dungeon is more dangerous than they expected. They wish to join the PC party for safety. 2. Bait: The NPCs are bait, either charmed or controlled by a nearby monster. The NPCs will attempt to lead the party to the monster's location without creating suspicion. The monster may appear while the NPCs distract the party. 3. Escaping: The NPCs were prisoners of a nearby monster but have escaped. They have little or no equipment. The monster might appear soon if aware of their escape. 4. Looking for a Friend: The NPCs are looking for a friend, either rumored or known to have disappeared in the dungeon. The friend might be a prisoner of a nearby monster. 5. Looking for an Item: The NPCs are looking for a special item either rumored or known to be in the dungeon. 6. Not What They Seem: The NPCs are not mere humans. They may be lycanthropes, dopplegangers, gold dragons, etc. The DM should determine the monster type and run the monsters normally. 7. Running Away: The NPCs are running away from an encounter with a nearby monster. The monster may be chasing them. 8. Sole Survivors: The NPCs are the only survivors of a recent battle with monsters. The remains of the rest of their party may be found in a nearby monster lair.
Chapter 14: Monsters Lowlife The lowlife creatures are, for the most part, nonintelligent (Intelligence 0) and have simple lifestyles. Most are plants, fungi, insects, arachnids, slimes, oozes, or other invertebrates such as worms or slugs. The category also includes specimens of huge size.
Monster A monster is any creature that does not fit into one of the other categories. They tend to be legendary or fabulous creatures, but otherwise may have little in common with each other. Some resemble members of other groups (humanoids or animals, for example) but have abilities or powers that set them apart.
Planar Monster (Enchanted Monster) All planar monsters have one thing in common: they come from a plane of existence other than the Prime Plane (the dimension that is the player characters' home). Some monsters will have both Prime Plane and other planar versions; these will be noted. Planar monsters that are summoned or gated to the Prime Plane are "enchanted" monsters as well. Most other-planar creatures do not have "normal" treasures but may have the equivalent in the material of their own planes. For example, valuable gems on the elemental plane of Water may appear as bits of colored ice. When the treasure type given is "Special," the DM may change the treasures to match the plane.
Actaeon (Elk Centaur)
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
3 11**(L) 150' (50') 2 spears/1 antler or breath (special) ld6 + 6/ld6 + 6/2d8 0(1) Cll 10 B 12 Neutral 2,700
Monster Type: Monster (Rare). This solitary creature is a protector of woodland creatures. The actaeon is 9' tall, with the arms, torso, and facial features of a human but the antlers and lower legs of an elk; its whole body is covered with brown elklike hide. It can camouflage itself perfectly (as if invisible) in light or dense woods. When angered by the wanton slaying of woodland creatures (or similar vile acts), the actaeon springs out of hiding, usually with surprise (1-5 on Id6). It often uses large wood and bone spears to punish or slay the defilers of the woods. It has a powerful breath weapon that can be used once per day, filling a 10' * 10' x 10' cube;
Undead The undead are creatures that were once alive but now owe their existence to powerful supernatural or magical forces upon their spirits or bodies. Most undead can be repelled by clerics or certain objects, such as holy symbols. Undead are not affected by special attacks that affect only living creatures (such as poison) or by spells that affect the mind (sleep, charm, hold, discord, insanity, feeblemind, etc.). Undead created by magical spells are "enchanted" monsters.
Monster Frequency Monsters are listed as being common, rare, or very rare. Rare monsters should be used less frequently than common monsters. Very rare monsters should usually appear in carefully planned encounters or in seldom-visited settings.
Monster List This is the basic list of monsters for the D&D® game. Other monsters are introduced in adventures and supplements published for the game.
)156
each victim within it must make a saving throw vs. dragon breath or be polymorphed into a normal forest creature (owl, squirrel, deer, etc.). If the saving throw is successful, the transformation still occurs, but lasts for only 24 hours. Once per day an actaeon may summon woodland creatures to assist it; Id6 creatures arrive in Id4 turns. Choose or randomly determine the types of creatures appearing:
3 4 5 6
boar bear centaur griffon lizard (chameleon) treant
Actaeons are members of the woodland community along with centaurs, dryads, etc. They are sufficiently bold and rare that they are renowned heroes of these forest folk. Actaeon sometimes work with druids to preserve the safety of the woods, especially if a dangerous threat is involved. There can be actaeon spellcasters; see "Monster Spellcasters" on page 215. Terrain: Woods.
Load: 3,000 en at full speed; 6,000 en at half speed.
Chapter 14: Monsters Adaptor Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
9 8*(M) 120' (40') 2 (sword) or see below ld8+4/ld8 + 4orsee below Id6(ldl2) F8 10
V
13
Any 1,200
Monster Type: Monster (Very Rare). Adaptors are a peculiar race native to all planes of existence. They are very intelligent, and their ancient race has greater and wider knowledge than any sage, but their cultural philosophy demands that they not pass their great knowledge between planes and human cultures. Instead, they travel and observe civilization throughout the planes, exchanging information only among themselves. Adaptors are natural (nonmagical) polymorphs, able to change into the form of any creature of human or demihuman size. They also change color after they adapt to an attack. They are travelers, rarely staying anywhere for more than three days, and able to enter and leave other planes at will. These creatures have the ability to adapt—to alter their physical structure to survive in any environment. Once exposed to any type of magical attack, they then become immune to it; for example, a lightning bolt would inflict full or half damage when first used against it, but all electrical attacks would thereafter have no effect. The adaptation fades away in ldlO turns if not used. In combat, adaptors are skilled at swordplay (2 attacks per round, +4 bonus to attack and damage rolls). If the DM wishes, he can have an adaptor protect itself with fantastic devices which the PCs cannot comprehend or use (if desired, designed by the DM). Examples might include a flame tube, trance inducer, or energy neutralizer. Adaptors are not the same as dopplegangers; they cannot turn into duplicates of specific people. Terrain: Anywhere humans are found. Aerial Servant (Haoou)* Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
16** (M) 240' (80') 720' (240') 1
4d8 1 (Id4) F16 9 Nil or Special 12
Chaotic 4,050
Monster Type: Planar Monster, Enchanted (Rare). Aerial servants are humanoid in shape. They appear to be man-shaped figures of roiling fog; they are eerie and menacing. Aerial servants are beings native to the elemental plane of Air. On their home plane, they
are known by a name which sounds like "haoou." They are only encountered on the Prime Plane when conjured by a cleric (see the clerical spell aerial servant). They don't care to be summoned for this slave labor; they do not deliberately or maliciously misinterpret their summoners' orders, but they are hateful enemies of humans who visit the plane of Air. Clerics can summon aerial servants to perform tasks for them. Summoned aerial servants will not fight; they only accept orders to seize things or prisoners and bring them back to the cleric. They can only be harmed by spells or magical weapons. They travel at super-speed, often surprising their prey (1-7 on Id8). The percentage chance of breaking free of the servant's grip is equal to the victim's Hit Dice or experience level (i.e., an 18th level fighter has an 18% chance to break free of the grip). Plane of Air: On their home plane, the haoou have their own evil empire, which reigns in places where there are few or no other creatures. Their enemies are the helions and the djinn. They fear earth-type creatures and attacks. Terrain: Plane of Air; Any. Load: 5,000 en at full flying speed; 10,000 en at half speed when retrieving items or prisoners for their temporary masters. Amir See Efreeti, Greater. Animal Herd Armor Class: Hit Dice: Move: Attacks:
Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
7 1-4 (M-L) 240' (80')
1 attack (butt, bite, or kick, by species) ld4, ld6, or Id8 0 (3dl0) Fl 5 Nil 2 Neutral 10, 20, 35, or 75
Monster Type: Normal Animal (Common). This set of monster statistics represents most wild grazing creatures, such as caribou, deer, elk, goats, moose, and wild oxen. All but the most inhospitable climates in the world will feature at least one type of herd beast. PCs might attack members of a herd in order to acquire meat. The Hit Dice of and damage done by herd creatures depend on the type of creatures they are. Here are some sample herd creatures: Type of Animal Antelope, Deer, Goats Wild Horses, Zebras Caribou, Oxen Elk, Moose, Cattle
Hit Dice 1-2 (M) 2(L) 3(L) 4(L)
Damage Id4 Id4 + 1 Id6 Id8
The DM may add other herd animals within these ranges. In any given herd only one animal in four is male; the rest are females and young. A male has at least 3 hit points per Hit Die; females have normal hit points. %ung have only 1-4 hit oints per Hit Die. When alarmed, females and
young flee while the males protect them. Any group of 16 or more may panic when attacked, running toward the disturbance 40% of the time (trampling all in their path for ld20 points of damage; no attack roll needed). Terrain: Open, Light Woods. Ant, Giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
3 4*(M)
180' (60')
1 2d6 2d4 (4d6)
F2
7 (and see below) U (and see below) 1
Neutral 125
Monster Type: Lowlife (Rare). Giant ants are black ants about 6' long. They are omnivores and will attack anything edible that lies in their path (no reaction roll); if they win, they carry their kills back to the nest. Once engaged in combat, they willfightto the death, even trying to cross flames to reach their opponents. A giant ant nest looks like a large, bare hill. Giant ant nests are not as heavily populated as those of smaller ants. At any given time, the nest will be protected by 4d6 giant ants, and another 10d6 will be on the trails, gathering food. There is an ant queen in the deep, well-guarded egg chamber of the ant nest. Giant ants behave just like their smaller cousins. They wander all over the landscape, finding sources of ready food (grain warehouses, watering-holes, villages), communicate their finds to the nest, and set up a trail from the nest to the food and back. There are legends of giant ants mining gold, and there is a 30% chance that a lair will contain Id 10 thousand gp worth of nuggets. Terrain: Any except Arctic. Ape, Snow Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
6 3 + 1 (M) 90' (30') 1 club/1 hug Id6/2d6 0 (2dl0) F3 7(11) K 4 Chaotic 50
Monster Type: Normal Animal (Rare). Snow apes are squat, baboonlike creatures with shaggy white fur. They are somewhat intelligent, and often make simple tools like clubs or sharpened bones. They cannot, however, grasp more complicated concepts, such as the use of a bow and arrow. Because of their camouflage, they are extremely difficult to see in snowy conditions (surprising on a 1-4). The snow ape uses one arm to attack with a weapon and attempts to hug its victim with the other. Because the snow ape is so \
Chapter 14: Monsters strong, any creature caught in its hug takes 2d6 points of damage each round until freed. The ape will maintain its hug until it is slain or its morale fails. Although generally reclusive, the snow ape is clever and cruel, preferring to ambush its victims whenever possible. If trapped or cornered, the snow ape fights viciously (use the morale in parentheses in this case). Although they cannot make intelligible sounds, snow apes communicate with each other using a complex sign language. In addition, snow apes often leave messages for each other using a system of stacked rocks and snowballs. Snow apes are omnivores; they like giant insects and red meat (such as humans), but will not attack very large monsters or large parties. They live in snowy mountain forests and do not need to take shelter except in the worst snowstorms. Terrain: Arctic, Mountains (cold). Ape, White Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
6 4(M) 120' (40') 2 claws or 1 rock Id4/ld4or Id6 Id6 (2d4) F2 7 Nil 2
Neutral 75
Monster Type: Normal Animal (Rare). White apes have lost their color due to many years of living in caves. They are nocturnal herbivores, looking for fruits and vegetables at night. They do not go out of their way to attack characters; if approached by humans and demihumans and given a chance to flee, they will do so. But if creatures approach their lair, the apes will threaten the intruders. If their threats are ignored, they will attack. They may throw one stone per round for Id6 points each. White apes are not intelligent and are sometimes kept as pets by Neanderthals (cavemen). Normally, in the wild, they live in caves in family groups of 2-8 members. Terrain: Cavern, Hill, Mountain, Ruin. Archon Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
-6
20******(L) 120' (40') 360' (120') See below See below Id2(ld2)
C20 11
Nil 16 Lawful 13,175
Monster Type: Planar Monster (Very Rare). Archons are extremely lawful beings whose sole purpose is to oppose chaos and preserve all that is good/They^do this by learning about evil
and chaotic people and monsters, persuading adventurers to attack those evils, and sometimes directly helping the adventurers who are advancing their goals. Both male and female archons have the bodies like that of giant eagles, with golden-feathered wings. The male archon has a head, arms, and torso like a huge muscular man; the female has no torso, but has a dragonlike neck and three heads: two bull's heads flanking a beautiful female human's. In combat, each female's bull head may gore for 3dl0 points of damage or breathe a cone of fire 10' long for 4d6 points of damage. A male may use any human weapon, and many have enchanted weapons. Archons are immune to fire, poison, and 1st through 4th level spells of all types. Archons may use spells as 12th level clerics and can teleport at will. Once per day, each may use one bolt of purity and may create one sword of flame. The bolt appears similar to a lightning bolt (with the same size and range), but causes all victims to become Lawful and peaceful for 2d6 turns (no saving throw). It removes all evil thoughts and does not cause damage. The sword is the size of a normal sword but is solid flame and inflicts 4d8 points of damage to any victim hit. Once created, it lasts for three turns. Archons live in small families of one mated pair and ld3 young. Archons are encountered alone or in mated pairs; adventurers almost never encounter archon young. Terrain: Any, any Planar. Load: 5,000 en at full speed; 10,000 en at half speed (may carry a character at a crucial time if he is worthy). Athach Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
0 14* (L) 180' (60') 4 2dl2/2dl2/2dl2/2dlO + poison (special) Id3 (Id6) F14 7 I 8 Chaotic 2,500
Monster Type: Giant Humanoid (Rare). Athachs are humanoid and stand 18' tall. Each has hideous but recognizable features, a malformed body, and a third arm in the center of its chest. These huge monsters are quite stupid and illtempered. They live in small families, sheltering in caves, and beating on one another when not hunting for meat. (They consider humans to be meat.) They love gems and jewelry and, if an offer is good enough, will accept such in return for not attacking travelers. Athachs attack by bashing their opponents with thick tree stumps or stones and biting with their gnarled, poisonous tusklike teeth. Any victim bitten must make a saving throw vs. poison with a - 4 penalty or be helpless for Id6 turns. Terrain: Hill, Mountain, Woods. M58/4(lhp)(S) Move: 9' (3') Flying: 120' (40') Attacks: Confusion Damage: Nil No. Appearing: dlOO(dlOO) Save As: Normal Man Morale: 6 Treasure Type: Nil Intelligence: 2 Alignment: Neutral XP Value: 5
Giant 6 2(M) 30' (10') 180' (60') 1 bite Id4 ldlO(ldlO) Fl 8 Nil 2 Neutral 20
Monster Type: Normal Bat: Normal Animal (Common); Giant Bat: Giant Animal (Common). Bats are nocturnal flying insectivores. They often live in caves or abandoned buildings and find their way about by echolocation (a type of radar using hearing and echoes to locate objects). Since they have very weak eyes, spells that affect sight (such as light) do not work on bats. However, a silence 15' radius spell will effectively "blind " a bat. Normal bats: These very small mammals weigh only a few ounces. They will not attack men but may confuse them by flying around their heads. There must be at least ten bats to confuse one character. Characters who are confuse d have a - 2 penalty on their attack rolls and saving throws and cannot cast spells. Normal bats must check morale each round unless they are controlled or summoned. Giant Bats: Giant bats are much larger cousins of normal bat species. Giant bats look like smaller bat species but grow to be approximately 5' long, with a wingspan greater than 25'. They are carnivores (or, more appropriately, hemovores—blood-drinkers) and may attack humans if extremely hungry. Giant Vampire Bats: Of giant bat encounters, 5% will be with groups of giant vampire bats, far more dangerous creatures (HD 2*, XP Value 25). The bite of a giant vampire bat does no extra damage but its victim must make a saving throw vs. paralysis or fall unconscious for ldlO rounds. This will allow the vampire bat to feed without being disturbed, draining ld4 points of blood per round. Any victims who die from having their blood drained by a giant vampire bat must make a saving throw vs. spells or become an undead creature 24 hours after death. Terrain: Cavern, Ruins. Load: Giant Bat: 500 en at full speed; 1,000 en at half speed. Barding Multiplier: x 1 (Giant Bat).
159C
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Black 6 4(L) 120' (40') 2 claws/1 bite
Grizzly 8 5(L) 120' (40') 2 claws/1 bite
U 2 Neutral 75
u
Id3/ld3/ld6 ld8/ld8/ldlO 1-4 (Id4) 1 (Id4) F2 F4 7 10 2 Neutral 175
Cave 5 7(L) 120' (40') 2 claws/1 bite ld6/ld6/ldl0 2d4/2d4/2d6 1-2 (Id2) 1(Id2)
Polar 6 6(L) 120' (40) 2 claws/1 bite F3 8 U 2 Neutral 275
F4 9 V 2 Neutral 450
Monster Type: Black, Grizzly Bears: Normal Animal (Common). Polar Bear: Normal Animal (Rare). Cave Bear: Prehistoric Animal (Very Rare). Bears are well known to all adventurers. If any bear hits one victim with both paws in one round, the bear hugs its victim and inflicts 2d8 points of additional damage in that same round. Black Bear: Black bears have black fur and stand about 6' tall. They are omnivores but prefer roots and berries. A black bear will not usually attack unless it is cornered and cannot escape. Adult black bears will fight to the death to protect their young. They have been known to raid camps, seeking food. They are especially fond of such treats as fresh fish and sweets. Grizzly Bear: Grizzly bears have silver-tipped brown or reddish brown fur and stand about 9' tall. They are fond of meat and are much more likely to attack than black bears. Grizzlies are found in most climates, but are most common in mountains and forests. Polar Bear: Polar bears have white fur and stand about 11' tall. They live in cold regions. They usually eat fish, but often attack adventurers. These huge bears are good swimmers, and their wide feet allow them to run across snow without sinking. Cave Beat: These enormous bears stand about 15' tall. They do not see well at all but hunt very well by scent. If hungry, they will follow a track of blood until they have eaten. They prefer a diet of fresh-killed red meat and live in caves, mostly in prehistoric environments or very distant mountain areas where human civilization has not penetrated. Terrain: Hill, Mountain, Woods. (Cave Bear: Same, but prehistoric.)
Chapter 14: Monsters Bee, Giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Beetle, Giant 7
'/j*(l-4hp)(S) 150'(50') 1 sting Id3 + special Id6 (5d6)
Fl 9
See below 0
Neutral 6
Monster Type: Lowlife (Rare). Giant bees, also called "killer bees," are footlong giant bees with nasty tempers. Giant bees always attack anyone within 30' of their hive. If a giant bee attack hits, the bee dies, but the creature stung must make a saving throw vs. poison or die. The stinger will work its way into the victim, inflicting 1 point of damage per round, unless a character spends a round pulling it out. Owing to the great weight of their hives, giant bees prefer to build their hives in small caves and underground areas near the surface. There will always be at least 10 bees with their queen in or near the hive. At least four of these bees will have 1 Hit Die each (XP 13). The queen bee has 2 Hit Dice (XP 35) and can sting repeatedly without dying. Giant bees make magical honey. If a character eats the honey of an entire hive (about two pints), it has an effect like a half-strength potion of healing, curing Id4 points of damage. Terrain: Plain, Woods, Mountain, Hill.
Oil Fire Tiger 4 Armor Class: 4 3 Hit Dice: 1 + 2 (S) 2*(M) 3 + 1 (M) Move: 120' (40' ) 120' (40') 150' (50') Attacks: 1 bite + 1 bite lbite special Id6 + Damage: 2d6 2d4 special Id8 Id6 No. Appearing: Id8 (2d6) (2d4) (2d6) Fl F2 Fl Save As: 8 Morale: 7 9 Nil Treasure Type: Nil U 0 Intelligence: 0 0 Alignment: Neutral Neutral Neutral XP Value: 50 15 25 Monster Type: Lowlife (Common). Fire Beetle: Fire beetles are 2'/2'-long creatures often found below ground. A fire beetle has two glowing glands above its eyes and one near the back of its abdomen. These glands give off light in a 10' radius and will continue to glow for Id6 days after they are removed. Oil Beetle: Oil beetles are 3'-long giant beetles that sometimes burrow underground. When attacked, an oil beetle squirts an oily fluid at one attacker (an attack roll is needed; the range is 5'). The oil raises painful blisters, causing a - 2 penalty on the victim's attack rolls until cured by a cure light wounds spell or until 24 hours have passed. Tiger Beetle: Tiger beetles are 4'-long giant beetles with a striped carapace that looks like a tiger's skin. They are carnivores and usually prey on robber flies. Terrain: Cavern, Plain, Ruins, Woods.
Beholder Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
0/2/7 11***** (hp special) (M) 30' (10') 1 bite + special 2d8 + special 1(0) Mil 12 L, N, O 16 Chaotic 5,100
Monster Type: Monster (Rare). A beholder, also called an "eye tyrant" or "sphere of many eyes," looks like a large floating ball (about 4' in diameter) covered with tough armor-plated skin. Atop the beholder are ten small eyes on stalks, each with its own magical power. A large central eye is on the front of the body, with a toothy mouth below it. A beholder moves by means of a slow flight that cannot be dispelled. It speaks most languages and is extremely intelligent, cruel, and greedy. It is normally found alone but is rarely (5 % chance) found with Id6 young (each with Vio normal Hit Dice and range of eye effects, bite damage Id4 points). The beholder's front eye always projects an anti-magic ray, which temporarily "turns off" all magic within 60' in front of it (see "Anti-Magic" in Chapter 13). Magical weapons used within the ray are treated as if nonmagical. Spells cast within it area of effect are instantly ruined; spells cast from further away are ruined when the effects get within range. The beholder will usually turn to face any character who starts casting, ruining the spell. Magical weapons and items will work normally once they are removed from the anti-magic ray area, and existing spell effects with durations will resume once the ray is directed elsewhere. This ray cannot be aimed above or below the creature, but only straight out in front of it. As this ray can affect any magic, even that of the smaller eyes (as explained below), the small eyes cannot be used on targets within the anti-magic ray. If a character uses a weapon to attack a beholder, the player must declare what his character is aiming at—the body, the large eye, or an eye stalk. Each target has a different armor class and hit points as follows: • The body is AC 0 and has 50 hit points. • The front eye is AC 2 and has 20 hit points. • An eye stalk is only AC 7, but can withstand 12 of damage. Damage to eye stalks does not count toward killing the creature. Small eyes and eyestalks: If an attack roll against an eyestalk is successful, the DM should roll randomly to see which stalk is damaged. A "slain" eyestalk has been cut off, but a damaged stalk does not interfere with the eye's functioning. Lost eyes grow back in 2d4 days; partial damage to eyestalks regenerates at the rate of 1 hit point per day. Only four small eyes can aim in one direction at the same time, and they cannot see the area directly below the body. Each eye stalk can shoot a ray with a different spell-like effect once per
round. Spell descriptions are given in Chapter 3; reversed spell effects are indicated by an asterisk. Eye 1. Eye 2. Eye 3. Eye 4.
charm person (range 120') charm monster (range 120') sleep (range 240') telekinesis (range 120', up to 5,000 en weight) Eye 5. flesh to stone* (range 120') Eye 6. disintegrate (range 60') Eye 7. cause fear* (range 120') Eye 8. slow* (range 240') Eye 9. cause serious wounds* (range 60') Eye 10. death spell (range 240') Terrain: Caverns, Ruins.
Beholder, Undead* Armor Class: -4/-2/3 Hit Dice: Move: 60' (20') Attacks: 1 bite + special , Damage: 2dl0 + special No. Appearing: 1 (0) Save As: M20 12 Morale: Treasure Type: L, N, O (x 2) Intelligence: 16 Alignment: Chaotic XP Value: 14,975 Monster Type: Undead Construct, Enchanted (Very Rare). An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. All undead beholders are constructs; "real" beholders never become undead. This monster looks quite similar to a normal beholder—a large floating ball, about four feet in diameter, covered with tough armor-plated skin. Atop the monster are ten small eyes on stalks, each with its own magical power. A large central eye is on the front of the body, with a toothy mouth below it. The creature moves about by magical flight, a natural (nonmagical) ability. It is extremely intelligent, and speaks many languages. Any cleric of 25th level or greater will recognize the creature as undead when he sees it. An undead beholder cannot be harmed by normal, silver, or even +1 magical weapons; a magical weapon of + 2 or better enchantment is needed to damage it. It is immune to all charm, hold, and sleep effects, all illusions, death rays, and poison. The monster's body regenerates 3 hit points per round as soon as it is damaged. If reduced to 0 hit points, it is forced into gaseous form and cannot regenerate; it must rest for 1 hour in total darkness before the regeneration starts once again. The monster usually keeps several areas of continual darkness near its location. An undead beholder can assume gaseous form at will. In this form, it has no special abilities, but cannot be harmed except by magic that affects air. The monster cannot use any special abilities during that round of combat in which it is becoming or leaving its gaseous form.
Its bite inflicts 2dlO points of damage and also causes an energy drain of two levels (as a vampire's). The monster's front eye always projects a ray of reflection. Any spell cast at the monster from this direction is reflected back at the caster. In addition, any attempts to turn undead from in front is also reflected back on the cleric, who must make a saving throw vs. spells or run in fear for 2d6 rounds. The monster usually turns to face any character who starts casting a spell, and watches for clerics. This reflection cannot be aimed above or behind the creature, but only straight in front of it. If a character uses a weapon to attack an undead beholder, the player must declare what the character is aiming at—the body, the large eye, or an eye stalk. Each target has a different armor class and hit points as follows: • The body is AC - 4 , and can take 90 hit points of damage before the beholder is killed. • The front eye is AC -2, and has 30 points. • An eye stalk is only AC 3, but each can withstand 20 points of damage. Damage to the eye stalks does not count toward killing the creature. Small eyes and eyestalks: Each small eye may be used once per round at most, and only three eyes can aim in one direction (forward, backward, etc.; if a target is above the creature, all ten small eyes can be used). The beholder often uses only two small eyes per round unless seriously threatened. A "slain" eye is cut off, but a damaged eye functions normally. Damaged and lost eyes grow back in Id4 +1 hours and do not regenerate as fast as the body of the monster. animate dead (range 60') charm (as vampire, 120' range, - 2 penalty to the saving throw) Eye 3. continual darkness (range 120') Eye 4. death spell (range 120') Eye 5. energy drain 1 level (as wight) Eye 6. energy drain 2 levels (as spectre) Eye 7. paralysis (as ghoul, range 60'; note that elves are immune to this ray) Eye 8. animate object (60' range) Eye 9. dispel magic (26th level) Eye 10. telekinesis (4,000 en) Eye 1. Eye 2.
Terrain: Cavern, Ruins.
Berserker Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
7
1 + 1*(M) 120' (40') 1 weapon By weapon Id6 (3dl0) Fl 12
(P)B
9 Neutral 19
Monster Type: Human (Rare). Berserkers are fighters who go mad in battle. Most belong to barbarian cultures—typically, northern seagoing cultures. Berserker reactions are determined normally outside of combat, but once a battle starts they will always fight to the death—sometimes attacking their comrades in their blind rage. When fighting humans or humanlike creatures (such as kobolds, goblins or ores), they add + 2 to their attack rolls due to their ferocity. They never retreat, surrender, or take prisoners. Berserkers do not look different from any other members of their culture. In a village of the appropriate culture, 10% of all fighters will be berserkers. The DM can create societies where all fighters are berserkers. Terrain: Any. Black Pudding* Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
6 10* (L) 60' (20') 1
3d8 1(0) F5 12
See below 0
Neutral 1,750
Monster Type: Monster (Common). A black pudding is a nonintelligent black blob 5 to 30 feet in diameter. Puddings are always hungry; they will attack any creature they come across. With their corrosive touch, they inflict 3d8 points of damage to living things, and can dissolve wood and corrode metal in one turn. They cannot affect stone. They can travel on ceilings and walls, and can pass through small openings. (Passing through a small opening is very slow and usually takes a full turn or longer.) A pudding can only be killed by fire; other attacks (weapons or spells) merely break it up into smaller puddings, each with 2 Hit Dice and inflicting Id8 points of damage per blow. However, a flaming sword will cause full normal damage. Puddings normally have no treasure, but gems (the only remnants of previous victims) might be found nearby. Terrain: Cavern, Ruins.
Blackball (Deadly Sphere) Armor Class: 9 None (see below) (M) Hit Dice: 30' (10') Move: 1 touch Attacks: Disintegration Damage: No. Appearing: 1(1) See below Save As: 12 Morale: Treasure Type: Nil 0 Intelligence: Alignment: None (see below) 7,500 XP Value:
Blink Dog Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Monster Type: Planar Monster (Very Rare). It is not known what these curious beings are, or even if they are living creatures. A blackball (or "deadly sphere") is simply a featureless black globe, 5' in diameter. It moves slowly but usually randomly. Whatever it touches simply disintegrates (no saving throw), so it moves freely through anything. When encountered, the blackball moves toward the nearest intelligent creature within 60'. It has no recognizable mind or intelligence and is immune to everything except Immortal control. An Immortal can command a blackball, but it is beyond mortal control; fortunately, it is extremely rare. It may be defeated by a gate spell, sending it to some other plane, or by a carefully worded wish.
Monster Type: Monster (Common). This unusual creature is a small, brown-furred, rugged-looking canine with big jaws. It is not, however, a normal animal. It is intelligent, often travels in packs, and uses a limited teleponation ability. It can "blink out" of one spot and immediately appear ("blink in") at another. It has instincts that prevent it from appearing in a solid object. When attacking, it "blinks" close to an enemy, attacks, and then reappears Id4 x 10' away. If seriously threatened, an entire pack will "blink" out and not reappear. Though as intelligent as many humans, blink dogs do not speak human or demihuman languages; they can communicate only among themselves. They like to live free the way wolves do and tend to come in conflict with humans only when settlers encroach on their territories. They are carnivores, living on wild elk, moose, and other herd-beasts. Blink dogs also hate and attack displacer beasts, their natural enemies. It is suspected that blink dogs and displacer beasts both come from some distant plane of existence. Terrain: Open, Woods, Desert.
Terrain: Any.
Blast Spore Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
9 1*(1 hit point) (M) 30' (10') 1
Disease only Id3(l) Fl 9 Nil 0 Neutral 13
Monster Type: Lowlife (Rare). A blast spore looks almost exactly like a beholder (see Beholder, above). However, it is a type of floating fungus. When seen in dim light, a blast spore is usually mistaken for a beholder; a character must roll 10% or less on ldlOO to tell the difference. When characters come within 10', their chance for detection improves to 25 %. If a blast spore is damaged in any way, it explodes for 6-36 (6d6) points of damage to all within 20'; each victim may make a saving throw vs. wands to take half damage. This explosion does not shower victims with spores the way the normal attack does. When approached, this creature might spray a shower of spores in a 20' x 20' x 20' volume before it. Each victim must make a saving throw vs. poison; if he fails, the spores hit him, penetrate, and grow into Id6 more blast spores, causing death in 24 hours unless a cure disease spell is applied. Terrain: Cavern, Ruins.
3,000 en at half speed. Great Boar: 3,000 en at full speed; 6,000 en at half speed. Barding Multiplier: x 3.
5 4*(S) 120' (40') 1 bite Id6
ld6(ld6 + 3) F4 6 C 9 Lawful 125
Boar Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Normal 7 5* (hi) 90' (30') 1 tusk 2d4 Id6 (Id6) F2 9 Nil 2 Neutral 50
Great 3 10* (L) 90' (30') 1 tusk 2d8
Id6(ld6) F5 9 Nil 2
Neutral 1,750
Monster Type: Boar: Normal Animal (Common). Great Boar: Giant Animal (Rare). Wild boars generally prefer forested areas but can be found nearly everywhere. They are omnivores and have extremely bad tempers when disturbed. They sometimes lie in thickets in the forest and charge passersby. They do have the charge attack special ability; if they can charge for 20 yards before reaching their prey, they inflict double damage when they hit. Great Boars: These rare boars are huge and terrifying. They are most often found in "lost world" settings and are occasionally used as mounts by barbaric tribes. Terrain: Woods.
Load: Normal Boar: 1,500 en at full speed;
Bugbear Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
5 3 + 1 (L) 90' (30') 1 weapon By weapon +1 2d8 (5d4) F3 9 (P + Q) B 7 Chaotic 50
Monster Type: Humanoid (Common). Bugbears are giant hairy goblins—humanoids that grow to about 8' tall and are covered with bristly dark fur. Despite their size and awkward walk, they move very quietly and attack without warning whenever they can. They surprise on a roll of 1-3 (on Id6) due to their stealth. When using weapons, they add +1 to all attack and damage rolls because of their strength. In the wilderness, they live in small communities of 5-20 members, and send out hunting packs of 2-16 fighters. They kill and eat herd animals whenever possible and sometimes raid farmers' grain storage sheds and meat-smoking sheds for food; in times of great hardship, they may kill humans for food. They are basically intelligent, using crude knives, clubs, and spears they make themselves; they know how to use the superior weapons they sometimes steal from humans. There can be bugbear spellcasters; see "Monster Spellcasters." Terrain: Cavern, Hill, Mountain, Woods. Caecilia Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
6 6*(L) 60' (20') 1 bite Id8
Id3 (Id3) F3 9 B 0
Neutral 500
Monster Type: Lowlife (Rare). This giant gray wormlike creature is about 30' long. They are meat-eaters and can be found nearly anywhere. Caecilia often lie in wait in loose soil just below the surface. Whenever a small party of animals or humans pass, they shoot up out of the ground and begin biting with their large mouths and sharp teeth. An unadjusted attack roll of 19 or 20 means that the caecilia has swallowed its prey whole. A victim takes Id8 points of damage each round until the victim or the caecilia is dead. Terrain: Any except Arctic.
Chapter 14: Monsters Camel Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Cat, Great 7
2(L) 150' (50') 1 bite/1 hoof l/ld4 0(2d4) Fl 7
Nil 2
Neutral 20
Monster Type: Normal Animal (Common). The camel is an ill-tempered beast, apt *~ bite or kick any creature that gets in its way— including its owner. It often kicks with one leg. Camels are used as pack and riding animals in deserts and barren lands (with movement as if in dear terrain). A well-watered camel may travel for two weeks without drinking. Camels are herbivores, preferring grasses and grains, but will eat animal skin and bones when very hungry. A camel with one hump is called a dromedary, and one with two humps is a Bactrian camel. Terrain: Barren Lands (Bactrian), Desert (dromedary). Load: 3,000 en normal speed; 6,000 en half speed. Balding Multiplier: x 1. Carrion Crawler Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
7 3 + l*(L) 120' (40') 8 tentacles or 1 bite Paralysis or 1 point Id4 (0) F2
9
B 0 Neutral 75
Monster Type: Lowlife (Common). This scavenger is a 9'-long, 3'-high manylegged worm. It can move equally well on a floor, wall, or ceiling. Its small mouth is surrounded by eight tentacles, each 2' long, which can paralyze on a successful hit unless a saving throw vs. paralysis is made. A tentacle hit does no actual damage. Carrion crawlers are known as scavengers, eating the remains of slain animals. But they are also willing to go after fresh meat. They will attack small parties of travelers, paralyzing their prey, and will eat paralyzed victims in three turns unless except when the carrion crawlers are being attacked. Unless magically cured, the paralysis will wear off in 2d4 turns. Terrain: Cavern, Ruins.
Armor Class: Hit Dice: Move: Attacks: Damage:
Mountain Lion 6 3 + 2 (M) 150' (50') 2 daws/1 bite Id3/ld3/ld6
Panther A 4(M) 210' (70') 2 daws/1 bite Id4/ld4/ld8
Lion 6 5(L) 150' (50') 2 daws/1 bite Id4 + l/ld4 + l/ i
No. Appearing: Id4 (Id4) F2 Save as Morale: 8 Treasure Type: U 2 Intelligence: Alignment: Neutral XP Value: 50
Id2 (Id6) F2 8
Tiger 6 6(L) 150' (50') 2 claws/1 bite Id6/ld6/2d6
Sabre-Tooth Tiger 6 8(L) 15O'(5O') 2 claws/1 bite Id8/ld8/2d8
Jin
1Q1U
Id4 (Id8) F3 9
1 (Id3) F3
9
Id4 (Id4) F4 10
U
U
U
V
Neutral 75
Neutral 175
Neutral 275
Neutral
2
2
2
2
650
Monster Type: Normal Animal (Common). Sabre-Tooth Tiger: Prehistoric Animal (Very Rare). The "great cats" are large feline predators living in wilderness areas. They are cautious, normally only attacking their natural prey, small herd-beasts. They will avoid fights with humans and demihumans unless forced by extreme hunger or when trapped with no escape route. Great cats rarely go deeply into caves and usually remember a quick escape route to the outdoors. Despite their shyness, they are very inquisitive and may follow a party out of curiosity. They will always chase a fleeing prey. Mountain Lion: This tawny-furred species lives mostly in mountainous regions but also inhabits forests and deserts. They will wander further into dungeons than any other species of great cat. Panther: Panthers are found on plains, for-
ests, and open shrub lands. They are extremely quick and can outrun most prey over short distances. Panthers are usually black-furred. lion: lions generally live in warm climates and thrive in savannah and brush lands near deserts. They usually hunt in groups, known as prides. Male lions have the distinctive lionmane; female lions do not. Tiger: Tigers are the largest of the commonly found great cats. They prefer cooler climates and wooded lands where their striped bodies offer some degree of camouflage. They often surprise their prey (1-4 on Id6) when in woodlands. Sabre-Tooth Tiger: Sabre-tooth tigers are the largest and most ferocious of the great cats. They have oversized fangs, from which they get their name. Sabre-tooth tigers are mostly extinct, except in "lost world" areas. Terrain: See the individual cat descriptions, above.
Centaur Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Centipede, Giant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
5 4(L) 180' (60') 2 hooves/1 weapon Id6/ld6/by weapon 0 (2dl0) F4
8 A 10
Neutral 75
Monster Type: Monster (Common). A centaur is a creature with the head, arms, and upper body of a man joined to the body and legs of a horse. They are of average human intelligence and often carry weapons (clubs, lances, and bows; one weapon per creature). A centaur may use a charge attack with a lance. Centaurs will form into small tribes or families. Their homes are in dense thickets or woods. The females and young will usually stay in the lair. If attacked, females and young will attempt to flee; if escape is impossible, they will fight to the death. The young fight as 2-HD monsters, and do less damage (Id2/ Id2/ Id4). There can be centaur spellcasters; see "Monster Spellcasters." Terrain: Woods, Open, Wooded Hills. Load: 3,000 en at full speed; 6,000 en at half speed.
9 V2 (1-4 hp)* (S) 60' (20') lbite Poison (spedal) 2d4 (Id8) Normal Man 7
Nil 0
Neutral
6
Monster Type: Lowlife (Common). A giant centipede is a foot-long insect with many legs. Centipedes prefer dark, damp places and are often found in dungeons or on the boles and branches of trees in deep forest. They do not commonly attack travelers, but will usually attack someone who disturbs them. They attack by biting. The bite does no damage to characters, but the victim must make a saving throw vs. poison or become violently ill for 10 days. Characters who do not make their saving throws move at half speed and will not be able to perform any other physical action. The bite is more effective against very small creatures, such as the birds and insects they eat; such creatures must save vs. poison or die. Terrain: Cavern, Ruins, Woods.
i
Chapter 14: Monsters Chimera Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Crocodile 4 9** (L) 120' (40') 180' (60') 2 claws/3 heads + breath (special)
ld3/ld3/2d4/ldlO/3d4
3d6 Id2 (Id4) F9 9 F 6 Chaotic 2,300
Monster Type: Monster (Very Rare). A chimera is a horrid combination of three different creatures. It has three heads (goat, lion, and dragon), the forebody of a lion, the hindquarters of a goat, and the wings and tail of a dragon. Chimerae are rare, solitary creatures that are very territorial. They usually live in wild hills but may occasionally be found in some dungeons. They might also live in small groups—often mated pairs with one or two young. In combat, the goat's head butts, the lion's head bites, and the dragon's head can bite or breathe fire (a cone 50' long and 10' wide at the end, for 3d6 points of damage). The breath can only be used three times per day. In a fight, the chimera has a 50% chance each round to use its breath attack; once it has used all three such attacks, it will use only its other attacks. Occasionally, a chimera—ill-tempered and dangerous to begin with—will turn rogue. A rogue chimera flies to some distant place (usually a hill or mountain near a human community) and begin to terrorize the area, trying to drive out or kill every living thing in that region. A rogue chimera will not stop this course of action; either it kills everything and obtains itself a new territory or it is killed. Terrain: Cavern, Hill, Mountain, Ruins. Load: 4,500 en at full speed, 9,000 en at half speed. Barding Multiplier: x 3.
Monster Type: Normal Animal (Common). Giant Crocodile (Rare). Crocodiles are commonly found in tropical
and semitropical swamps and rivers. Sometimes they are seen in underground rivers and seas. Awkward on land, crocodiles do not stray far from water and will spend hours floating just under the surface. At such times, they can be mistaken for logs. If hungry, these animals will attack creatures in the water. They are particularly attracted to the smell of blood or violent thrashing of the water. Normal crocodiles grow to 10' or more in length. Large crocodiles are about 20' long and can overturn canoes and small rafts. Giant crocodiles are almost always found in "lost worlds" where prehistoric creatures thrive. They are over 50' long and have been known to attack small ships. Terrain: River, Swamp. (Giant Crocodile: "Lost Worlds.")
Crab, Giant
Cyclops
Armor Class: Hit Dice: Move: Swimming: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Normal 5 2(M) 90' (30') 90' (30') 1 bite Id8 0 (Id8) Fl 7 Nil 2 Neutral 20
Large 3 6(L) 90' (30') 90' (30') 1 bite 2d8 0(Id4) F3 7 Nil 2 Neutral 275
Giant 1 15 (L) 90' (30') 90' (30') 1 bite 3d8 0(ld3) F8 9 Nil 2 Neutral 1,350
2 3(L) 60' (20') 2 pincers 2d6/2d6 Id2(Id6) F2 7 Nil 2 Neutral 35
Monster Type: Giant Animal (Rare). Giant crabs are nonintelligent animals found in shallow waters, coastal rivers, and buried in sand on beaches. They cannot swim. The common giant crab is 8' in diameter, but larger specimens may be found (up to 6 Hit Dice, Damage 3d6 points per claw). They are always hungry and will attack and eat anything that moves. Salt-water giant crabs have a slightly different appearance than fresh-water giant crabs. Terrain: Ocean, River/Lake (including shores).
Cockatrice Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
6 5** (S) 90' (30') 180' (60') lbeak Id6 + petrification (special) Id4 (2d4) F5 7 D 2 Neutral 425
Monster Type: Monster (Very Rare). Planar Monster (Very Rare) This is a magical monster with the head, wings, and legs of a rooster and the tail of a snake.
Its beak attack causes Id6 points of damage. Any creature bitten or touched by a cockatrice must make a saving throw or be turned to stone. Cockatrices may be found anywhere. Plane of Earth: On the plane of Earth, a cockatrice is a foot-long birdlike creature made of soft earth. It is nearly harmless, able to inflict only 1 point of damage with a beak attack. Its touch can still petrify a creature not made of earth (the saving throw still applies). Cockatrices breed normally on their own plane. Elemental Plane of Earth Statistics: AC 6, HD 1+1, MV 240' (80'), NA 1-20 (2-40), Save Fl, ML 7, TTSpecial, AL N, XP 15. Terrain: Any.
164C
Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
5 13* (L) 90' (30') 1 club 3dl0 1(Id4) F13 9 E + 5,000 gp 9 Chaotic 2,300
Monster Type: Giant Humanoid (Rare). A cyclops (plural: cyclopes) is a rare type of giant, noted for its great size and the single eye in the center of its forehead. A cyclops is about 20' tall. It has poor depth perception because of its single eye, and it strikes with a penalty of - 2 on all attack rolls. A cyclops will usually fight with a wooden club. It can throw rocks to a 200' range (60/130/200), each hit causing 3d6 points of damage. Some cyclopes (5%) are able to cast a curse once a week. (The DM should decide the exact nature of the curse.) A cyclops usually lives alone, though a small group may sometimes share a large cave. They spend their time raising sheep and grapes. Cyclopes are known for their stupidity, and a clever party can often escape from them by trickery. There can be cyclops spellcasters; see "Monster Spellcasters" later in this chapter. Terrain: Hill, Mountain. Devil Swine See Lycanthrope.
Chapter 14: Monsters Devilfish* Armor Class: Hit Dice: Move (Swim): Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
but cannot change shape. Devilfish matriarchs can have 10th to 16th level spell ability. All have 6 Hit Dice, with one asterisk for each two levels of spells used, plus one asterisk for normal-weapon immunity and one for other vampiric abilities. They cannot gain seventh
1 or more (see below) (L) 120' (40') 1 Tail/I Bite 1/1 (or Id4/ld6 + spells) 20(ld6x20) C (level = HD) 8 A x 2 + F per 20 9 Chaotic See below
Devilfish Wandering Group Number Hit In Group Dice
Monster Type: Monster, Enchanted (Rare). Devilfish are a race of Chaotic undersea clerics resembling mama tays in shape, size and appearance (see Manta Ray). Outside their lairs, they are always found in groups of 20 or more. This standard group is outlined in the table. Other leader types that exist (in the lair, for example) are outlined in the Leader table. The tail and bite of a normal devilfish of 1-4 Hit Dice each inflict 1 point of damage. However, those of 5 or more Hit Dice have the abilities of vampires as well (see Vampire). These vampire devilfish inflict more damage (Id4/ Id6) and a double energy drain with each hit. They can only be harmed by magical or silver weapons (or holy items, as vampires), but can be turned by a cleric, like regular vampires. They can charm and regenerate as normal vampires,
15 Acolytes 1 Priest 1 Curate 1 Bishop 1 Patriarch 1 Matriarch
Clerical Level
1 2*
— Cleric Spells by Level — 2 3 4 5
1 3 5 7 9 12
3* 4** 5**** 6*****
Armor Class: Hit Dice: Move: Swimming: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
1 to 2d4 Id2 to 2d8 3 to 6
Nil
1 to 3 Neutral Varies
(The asterisks beside the Hit Dice stand for the following: one asterisk for each two levels available (rounded down), one for immunity to normal weapons, and one for vampiric abilities.)
Devilfish Leaders /~i
Dice Adept Vicar Elder Lama Patriarch
1+3* 2 + 3* 3 + 3* 4 + 3* 5 + 3*****
*
i
Level
1
2
4 6
1 2 2
2 — 1 2
8 10
3 4
3 4
Large 5 to 7 9 to 24 (L) 0 to 60' 150' to 240' 1 bite ( + 2 flippers)... 2d4 to 4d8 Id2 to Id4 F (level = V2 HD) 6 to 11 Nil (U + V) 1 to 3 Neutral Varies
Armored 2 to 4 6 to 9 (L) 10' to 60' 90' to 150' Id4 to 2d8 Id2 to Id6 7 to 9
Nil
1 to 3 Neutral Varies
Dinosaur, Land Carnivore Armor Class: Hit Dice: Move: Attacks: Bite Damage: Claw Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Small 5 or 4 1 to 5 (S to L) 120' to 180' 1 bite ( + 2 claws) Id3 to 2d4 Oor 1 2d4 to 2d6 6 to 8
Nil
1 to 3 Neutral Varies
Large 6 to 4 6 to 20 (L) 120'to 210' 2 claws/1 bite 2d4 to 5d8 Id3 to 2d6 Id2 to 2d4 F (level = '/ 2 HD) 9 to 11 Nil (U + V) 1 to 3 Neutral Varies
Monster Type: Monster (Rare). Though not strictly correct in the scientific sense, the game term "dinosaur" applies to any prehistoric bird, fish, mammal, or reptile found in the Mesozoic or Paleozoic eras. Dinosaurs were the ancestors of modern birds, reptiles, and
XP
10 25 50 175 675 1 1,400 Entire group: 3,000
Dinosaur, Aquatic Small 7 2 to 8 (S to L) 0 to 30' 120' to 180'
level spells. It is nearly impossible for characters to tell which devilfish in a group are casting spells; thus, if the PCs defeat the entire group, they get the experience listed in the table as "Entire group." Terrain: Ocean.
Flying 7 or 6 1 to 7 (S to L) 150'to 210' 1 bite Id3 to 2d6 0 Id4 to 3d6 6 to 8 Nil or V 1 to 3 Neutral Varies
mammals. All dinosaurs are very stupid (Intelligence 1-3) and easily fooled. Each dinosaur can be placed in one of three categories: aquatic (mostly marine) dinosaurs, landbased carnivores (meat eaters), and land-based herbivores (plant eaters). Use the general infor-
Cleric Spells 1_ T 4 3 — — 1 2
3
— 2 2
1
5 —
— 1
6 —
—
XP 19 35
100 275 1,100
mation given to create your own dinosaurs. \bu can create your own totally "new" dinosaurs, or base their descriptions on real dinosaurs. When assigning XP, treat them as having no special abilities unless they can swallow opponents whole (as noted in some descriptions). If you create your own dinosaurs, add an asterisk for each special ability (such as poison, throwing spikes, swoop, exceptional armor, and so on). Dinosaurs listed elsewhere in this book include: cave bear (bear), giant boar, giant crocodile, mastodon (elephant), pterosaur, sabretooth tiger (cats, great), triceratops, and tyrannosaurus rex. Most aquatic dinosaurs are fish, turtles, or a combination of the two. Most are omnivorous, eating marine plants and a few small fish or other easy victims. The fins or flippers of any aquatic dinosaur may be used in defense, though this is not a normal attack form (use only if the dinosaur is in a frenzy). Small aquatic: Only primitive fish and eels fall into this category. Most flee if disturbed by anything 1 foot long or more. Large aquatic: Some large land herbivores have marine counterparts, similar in appearance except for smaller legs, and fins instead of claws. Some look like snakes with unarmored turtlelike bodies. Only the largest aquatic dinosaurs have high morale. Carnivorous types will be more aggressive and territorial. A very large specimen (20+ HD) may be able to swallow man-sized opponents on an attack roll of 20; treasure may be found inside its body. Armored aquatic: All the dinosaurs in this category are slow in comparison to other marine life, because of their large shells. They are the ancestors of modern turtles. Terrain: River/Lake, Ocean (prehistoric)
Chapter 14: Monsters Monster Type: Monster (Rare). All carnivorous dinosaurs are aggressive, attacking nearly any prey on sight, even attacking other carnivores smaller than themselves. Small carnivores: These normally attack with bite only, although some of the larger ones might use claws for minimal damage. They commonly hunt in packs. Only the fastest types gain the better armor class (4). Large carnivores: These types usually attack with both claws and a bite. Many carnivores of 10 Hit Dice or more hold on with their bites, in-
flirting automatic damage each round. The largest may actually swallow prey whole if the attack roll is 20. Treasure might be found in their stomachs or droppings. Flying carnivores: These dinosaurs have wingspreads of 10 to 60 feet, with body length about 30-40% of the wingspread. With surprise, a flying carnivore might swoop upon prey, inflicting double damage if the attack succeeds. Most flying carnivores flee if harmed, preferring easier prey, unless they are very hungry. Terrain: Any warm climate (prehistoric).
Dinosaur, Land Herbivore Armor Class: Hit Dice: Move: Attacks: Damage: Trample Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Small 1
1 to 5 (S to L) 90' to 180' 1 tail or bite 1 to 2d4 Nil or special 2d6 to 3dl0 4 to 6 Nil 1 to 3 Neutral Varies
Medium* 6 or 5 6 to 12 (L) 60' to 120' 1 tail Id4 to 2d6 2d8 to 3d6 Id6 to 2d8 .F (level = » 5 to 7 Nil 1 to 3 Neutral Varies *And Armored
Monster Type: Monster (Rare). Herbivores are usually not aggressive unless armored (see below). However, if surprised or frightened, their actions are often unpredictable. To determine random actions, roll Id6: 1-2 = attack with tail; 3-4 = run away; 5-6 = charge at intruders. If the dinosaur is damaged, add 1 to the die roll. When herbivores charge intruders, each victim must make a saving throw vs. death ray to avoid being trampled, if they can't get out of the way in time. This may be required up to twice per charging dinosaur, per victim. A success means no damage is taken; a failure means the trampling damage is automatically taken. No attack roll is made, as herbivores do not actually pursue individuals. Small herbivores: Many of these stand on their hind legs, and might at a distance seem identical to common carnivorous dinosaurs.
lar^e 6 or 5 13 to 40 (L to L) 30'to 90' 1 tail
HD).
2d8 to 4d6 2d6 to lOdlO Id4 to 2d8
6 to 8 Nil 1 to 3 Neutral Varies
Medium-sized herbivores: Most of these are four-legged browsing dinosaurs, 15 to 30 feet long. Some are amphibious, and will move into nearby water to escape predators. Armored herbivores: These medium-sized herbivores have developed heavy bony plates for protection. This armor gives them armor class 3 to ~ 3 , and sometimes will be studded with spikes or sharp plates. Attackers might, if they successfully hit these types, take damage themselves, ranging from Id4 to 2d4 points of damage. Some armored herbivores can use 1 or 2 horn attacks, sometimes with a bite as well, to defend themselves. Large herbivores: These huge creatures often stand in swamp or shallow waters, both to support their vast bulks and to avoid predators. They often have long necks and tails. Terrain: Any warm climate (prehistoric).
Displacer Beast Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
4 6*(L) 150' (50') 2 tentacles 2d4/2d4 Id4 (Id4) F6 8
D 3 Neutral 500
Monster Type: Monster (Rare). A displacer beast looks like a large black panther with six legs and a pair of 6' long tentacles growing from its shoulders. It attacks with these tentacles, which have sharp hornlike edges. A displacer beast's skin bends light rays, so the
creature always appears to be 3' from its actual position. All attackers have a - 2 penalty on all attack rolls, and the creature gains a +2 bonus to all saving throws. If the creature is severely damaged (6 hit points or less remaining), it can use a ferocious bite attack (+ 2 bonus to attack roll, damage Id6 points). Displacer beasts are carnivores; they prey on smaller herd animals in forests and jungles. They sometimes stray into dungeons out of curiosity or because they smell something good within. They only attack PC parties when especially hungry. Displacer beasts hate and fear blink dogs, and will always attack them and anyone traveling with them. It is suspected that displacer beasts and brink dogs both come from some faraway plane of existence, and are at war with one another throughout the dimensions. Terrain: Hill, Jungle, Woods.
Djinni (Lesser)* Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
5 7 + 1* (L) 90' (30') 240' (80') 1 (fist or whirlwind) + special 2d8 (fist) or 2d6 (whirlwind) 1(1) F14 12 Nil 14 Chaotic 1,025
Monster Type: Planar Monster, Enchanted (Rare). Djinn are intelligent, free-willed, enchanted creatures from the elemental plane of Air. They appear as tall, humanlike beings; 50% of encountered djinn are male and 50% are female. Djinn are basically good-hearted, in spite of their Chaotic alignment. Djinn are highly magical in nature, and can only be harmed by magic or magical weapons. A djinn can use each of its seven powers three times each day. These powers are: • Create food and drink (as a 7th level cleric). • Create metallic objects of up to 1,000 en weight (of temporary duration, varying by type: gold = 1 day, iron = 1 round). • Create soft goods and wooden objects of up to 1,000 en weight (of permanent duration). • Become invisible. • Assume gaseous form. • Form a whirlwind. • Create illusions (which affect both sight and hearing, lasting until touched or magically dispelled—the djinni need not concentrate to maintain them). A djinni has two forms of attack. In normal form, it strikes with its fist. It may also transform itself into a whirlwind—a cone 70' tall, 20' diameter at the top, 10' diameter at the base, movement rate 120' (40'). The transformation takes five rounds. The djinni-whirlwind inflicts 2d6 points of damage to all in its path, and sweeps aside all creatures with fewer than 2 HD unless they make a saving throw vs. death ray. If a djinni is slain, its spirit returns to its own plane. Djinn normally appear on the Prime Plane when summoned or when bound into a magical item. On their own plane, they live in cities similar to those of wealthy human desert cultures. They do not care to be preyed upon and enslaved by magic-users and view them with suspicion. There can be djinni spellcasters; see "Monster Spellcasters." Plane of Air: Additional information applies to djinn encountered on their own plane, the elemental plane of Air. A djinni on its own plane is immune to normal weapons, all 1st level spells, and to all attacks based on water. A djinni on its own plane can detect invisible at will (120' range).
Elemental Plane of Air Statistics: AC 3, HD 7 + 1*, MV 240' (80'), MT 1 strike or special, D 2-16 or special, NA 1-4 (1-100), SaveFl4, ML9, TTSpecial, AL C, XP 1,025. The benevolent djinn empire is noted for its lack of laws. The air elementals and the djinn are generally at peace, though occasional quarrels and rare fights do occur. Their enemies are the haoou and the efreet, and they fear earth-type creatures and attacks. Terrain: plane of Air, Desert (preferred). Load: A djinni can fly carrying 3,500 en of weight at full speed or 7,000 en of weight at half speed; in times of grave need, it can carry up to 12,000 en of weight (for 3 turns walking or 1 turn flying) but the djinni must rest for 1 turn afterward. Djinni (Greater; Pasha)* -2 Armor Class: Hit Dice: 15*** (L) Move: 120' (40') 360' (120') Flying: 2fistsor 1 whirlwind Attacks: 3dlO/3dlOor3dl2 + Damage: special No. Appearing: 1(1) M30 Save As: Morale: 11 Treasure Type: Nil Intelligence: 14 Alignment: Chaotic XP Value: 4,800 Monster Type: Planar Monster, Enchanted (Very Rare). In the elemental plane of Air, the rulers of the djinn are known as pashas. They appear as very large normal djinn. A pasha cannot be affected by normal weapons, or even by weapons of less than +2 enchantment. They regenerate at the rate of 3 points per round. A pasha can perform all the abilities of a normal djinni (above) as often as desired, up to once per round. It can also enter or leave the Ethereal Plane by concentrating for 1 full round. They have other special powers, each usable once per day, including: • Grant another's wish • Cast cloudkill • Cast water to gas • Cast weather control A pasha's whirlwind form is 120' tall, 40' diameter at the top, 10' diameter at the base, and can move at 240' (80') rate. Unlike normal djinn, it can enter or leave whirlwind form in only 1 round. This form inflicts 3d 12 points of damage to all in its path and slays any victim of less than 5 Hit Dice unless the victim makes a saving throw vs. death ray. Pashas cannot be summoned by spells, and are influenced by very few magical items. They normally appear on the Prime Plane only in response to the cries of a mistreated djinni. Terrain: Normally found only on their own plane; prefer Desert terrains. Load: 10,000 enflyingat full speed; 20,000 en flying at half speed; or double this when walking.
Dolphin Armor Class: Hit Dice: Move (Swimming): Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
5 3*(L) 180' (60') 1 head butt 2d4 0(ld20) D6 10
Nil 15
Lawful 50
Monster Type: Normal Animal (Common). Dolphins are seagoing mammals; their favorite food is fish. They are related to whales, but are much smaller. They are 10' long with a smooth hide. Dolphins cannot breathe water and must come to the surface once every 15 minutes for air. Dolphins are intelligent and have their own high-pitched language. They can communicate telepathically with other dolphins within 50 miles, and they can detect magic underwater (360' range) Dolphins hate sharks and occasionally attack them. Dolphins are the friends of most sailors and have been known to help people in trouble. Mermen sometimes ride dolphins as steeds; fantastic sea-beings may even harness them to chariots. Terrain: Ocean. Load: 1,500 en at full speed; 3,000 en at half speed.
Doppleganger Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
5 4*(M) 90' (30') lbite Idl2 Id6(ld6) F8 8
E 9 Chaotic 125
Monster Type: Monster (Rare). These man-sized shape-changing creatures are intelligent and evil. A doppleganger is able to shape itself into the exact form of any human, demihuman, or humanoid creature it sees (up to 7' tall). Once in the form of the person it is imitating, it attacks that person, intending to kill him and assume his identity. Its favorite trick is to kill the original person in some way without alerting the party. Then, in the role of that individual, it attacks others by surprise, often when they are already engaged in combat. Sleep and charm spells do not affect dopplegangers and they make all saving throws as 8th level fighters due to their highly magical nature. When killed, a doppleganger turns back into its original form, a skinny, hairless, genderless humanoid with pale, rubbery skin. It is believed the doppleganger establishes a limited telepathic link with an intended victim (only). It quickly learns everything the victim knows (even to the point of answering detailed questions at the same time—or sooner—than the victim, should both be present). However, a doppleganger cannot use spells memorized by a spellcasting victim. Doppleganger spellcasters are extremely rare, but not unknown. Such spellcasters can use their own spells in any humanoid form; see "Monster Spellcasters." Terrain: Any.
Dragon White Armor Class: Hit Dice: Move: Flying: Attacks: Ground: Air: Damage: Breath cone: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: XP with spells:
Black
Armor Class: Hit Dice: Move: Flying: AttUCKSt
Ground: Air:
Damage: Breath line: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: XP with spells:
Green Armor Class: Hit Dice: Move: Flying: A ttor\e^'
Ground: Air: Damage: Breath cloud: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: XP with spells:
Small 3 6** (L) 90' (30') 240' (80')
Large
Huge
1 9*** (L) 120' (40') 300' (100')
-1
2 claws/1 bite Up to 6: See below See below 80' x 30' Id4 (Id4) F6
2 claws/1 bite Up to 6: See below See below 80' x 40' Id3(Id3) F18 9
8
H 9 Neutral 725 950
HX2.I
12
2 claws/1 bite Up to 6: See below See below 90' x 40' Id2 (Id2) F36 10 15
Small
Large
Huge
2
-2
8
10 + 3*** (L) 120' (40') 300' (100')
14**** (L) 150' (50') 360' (120')
2 claws/1 bite Up to 6: See below See below 90' x 5' Id3 (Id3) F21 9 HX2.I
2 claws/1 bite Up to 6: See below See below 120'x 5' Id2 (Id2) F36
Chaotic 3,500 4,300
Chaotic 5,500 6,500
Small
Large
1
-1
Huge -3 16**** (L) 150' (50') 360' (120')
Armor Class: Hit Dice: Move: Flying: Attacks: Ground: Air Breath cone: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: XP with spells:
HX3.IX2
15
8** (L) 90' (30') 240' (80')
12*** (L) 120' (40') 300' (100')
2 claws/1 bite Up to 6: See below See below 50' x 40' x 30' Id4(Id4) F8 9 H 9 Chaotic 1,750 2,300
2 claws/1 bite Up to 6: See below See below 50'x 40'x 30' Id3(ld3) F24 9
2 claws/1 bite Up to 6: See below See below 50' x 50' x 30' Id2 (Id2) F36
HX2,I
HX3.IX2
12
15
Chaotic 3,875 4,750
Red
10
H 9 Chaotic 1,250 1,650
12
Damage: Breath line: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: XP with spells:
HX3,IX2
Neutral 4,750 5,625
2 claws/1 bite Up to 6: See below See below 60' x 5' Id4 (Id4) F7
Armor Class: Hit Dice: Move: Flying: Attacks: Ground: Air:
12**** (L) 150' (50') 360' (120')
Neutral 3,000 3,700
7** (L) 90' (30') 240' (80')
Blue
Gold Armor Class: Hit Dice: Move: Flying: Attacks: Ground: Aix: Damage: Breath cone: Breath cloud: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: XP with spells:
10
Chaotic 6,250 7,350
>168
Huge -4 18****(L) 150' (50') 360' (120')
Small
Large
-2 13 + 3***(L) 120' (40') 300' (100')
2 claws/1 bite Up to 6: See below See below 100' x 5' Id4 (Id4) F9 9 H 9 Neutral 2,300 3,000
2 claws/1 bite Up to 6: See below See below 150'x 5' Id3 (Id3) F27 9 HX2,1 Neutral 4,500 5,500
Neutral 7,525 8,875
Small -1 10** (L) 90' (30') 240' (80')
Large -3 15*** (L) 120' (40') 300' (100')
Huge -5 2 0 **** (L) 150' (50') 360' (120')
2 claws/1 bite Up to 6: See below 90' x 30' See below Id4 (Id4)
2 claws/1 bite Up to 6: See below 135'x 30' See below Id3(Id3) F30
2 claws/1 bite Up to 6: See below 180' x 30 ' See below Id2 (Id2) F36
9** (L) 90' (30') 240' (80')
F10 10
H 9 Chaotic 2,500 3,250
12
2 claws/1 bite Up to 6: See below See below 200' x 5(F M) Id2 (Id2) F36 10 HX3,IX2
15
10
11
HX2,I
HX3,IX2
12
15
Chaotic 4,800 5,850
Chaotic 9,575 11,375
Small -2 11** (L) 90' (30') 240' (80')
Large
-4 16 + 3*** (L) 120' (40') 300' (100')
Huge -6 22****(L) 150' (50') 360' (120')
2 claws/1 bite Up to 6: See below See below 90' x 30' 50'x 40'x 30' Id4 (Id4)
2 claws/1 bite Up to 6: See below See below 135'x 30' 50'x 40'x 30' Id3 (Id3) F33
2 claws/1 bite Up to 6: See below See below 180' x 30 ' 50'x 50'x 30' Id2 (Id2) F36
HX2.I
HX3,1X2
12
15 Lawful
Fll 10
H 9 Lawful 2,700 3,500
10
Lawful 5,450 6,600
11
11,750 14,000
Chapter 14: Monsters Dragon Breath Weapons; Dragons Talking and Asleep Color Dragon White Black Green Blue Red Gold
Breath Weapon Cold Acid Chlorine Gas Lightning Fire Fire Gas * Talking dragons can also use spells
Breath Shape Cone line Cloud Line Cone Cone Cloud
Chance of Talking* 10% 20% 30% 40% 50% 100%
Chance of Being Asleep 50% 40% 30% 20% 10% 5%
Dragon Damage and Spells lype or Dragon White:
Dragon Size Small Jjgjg«|| , Large 1 Huge Black Small Large Huge Green: Small Large Huge Blue: Small Large Huge Red: Small Large Huge Gold: Small Large Huge
mm
Bite or Crush 2d8 2d8+4 2d8 + 8 2dlO 2dlO+4 2dlO + 8 3d8 3d8 + 4 3d8 + 8 3dl0 3dlO+4 3dlO + 8 4d8 4d8 + 4 4d8 + 8
6d6
6d6 + 4 6d6 + 8
Claws, NICKS,
Wings, Tail Id4 each Id6 + 1 each ld8 + 2 each Id4 +1 each Id6 + 2each Id8 + 3each Id6 each Id8 + 1 each ldl0 + 2each Id6 + 1 each Id8 + 2each ldl0 + 3each Id8 each ldl0 + l each Idl2 + 2each 2d4 each 3d4 each 4d4 each
1
3
4 5
4
5 5 3 4 5
4 5 5
3 5 5
4 5 5
— spells 2 — 2 3
T
1\
(by Level) 4 3 — — — — — 1
— —
4
— 3
— —
— —
3 4 5
3 4
— 3 — — 4
— — — — —
2 3
— 2
3 4
— 3
3
4 5 5 3 4 5 4 5 5
3 5 3
3 4 4 4 5
5
Monster Type: Dragon (Rare). Dragons are a very old race of huge winged lizards. They like to live in isolated, out-of-the-way places where few men are found. Dragons are extremely powerful monsters and should be used with caution when encountered by low level player characters. It is recommended that until characters reach 4th level and higher that only the youngest and smallest dragons be used. There are several types of dragon, distinguishable by the colors of their hides: white, black, green, blue, red, and gold. Though the colors of their scaly hides make dragons look different, they all have quite a few things in common: they are all hatched from eggs, all are carnivores, all have breath weapons. Dragons have a great love of treasure, but they value their own lives more. Dragons in battle will do everything possible to save their own lives, including surrender. Many dragons live hundreds or thousands of years. Because of their long history, they tend to think less of the younger races (such as Man). Chaotic dragons might capture men, but will usually kill and eat them immediately. Neutral dragons might either attack or ignore a party completely. Lawful dragons, however, may actually help a party if the characters are truly worthy of this great honor. When playing a dragon, a DM should keep in mind that, because of its pride, even the hungriest dragon will pause and listen to flattery (if no one is attacking it, and if it understands the language of the speaker). Talking Dragons: Dragons are intelligent, and some dragons can speak the Dragon and Common tongues. The percentage listed under
"Chance of Talking" is the chance that a dragon will be able to talk. Talking dragons are also able to use magical (but not clerical) spells. The number of spells and their levels are given in the table. Dragon spells are usually selected randomly. Wherever applicable, treat the Hit Dice of the dragon as the level of caster for spell-like effects (for purposes of duration, dispelling, etc.). Sleeping Dragons: The percentage chance given under "Chance of Being Asleep" applies whenever a party encounters a dragon on the ground (flying dragons are never asleep). Any result greater than the percentage means that the dragon is not asleep (though it may be pretending to be!). If a dragon is asleep, it may be attacked for one round (with a bonus of + 2 on all attack rolls), during which it will awaken. Combat is handled normally for the second and subsequent rounds. Gold Dragons: Gold dragons always talk and use spells. They can also change their shape, and often appear in the form of a human or animal. Gold dragons can breathe either fire (like a red dragon) or chlorine gas (like a green dragon), though they still have a total of three breath weapon attacks per day (not six). The type of breath used should be chosen by the DM to fit the situation. Breath Weapons All dragons have a special attack called their "breath weapon." Any dragon can use its breath weapon up to three times each day. A dragon's first attack is almost always with its breath weapon. The number of points of damage the breath weapon does is equal to the dragon's current number of hit points. Any damage done to a dragon will reduce the damage it can do with its breath weapon. After the first breath attack, and until it has used up all three breaths for the day, a dragon might choose either to breathe or attack with its natural weapons. To determine this randomly (small dragons only), roll Id6: on a roll of 1-3 the dragon will use its claw and bite attacks; on a roll of 4-6 the dragon will breathe again. Large and huge dragons use breath weapons intelligently, not randomly. They rarely aim at single opponents, and normally save the attack for use against groups. The volume of the breath weapon increases with the size of the dragon; the breath sizes are given in the tables above. Shape of Breath: A dragon's breath weapon appears as one of three different shapes: coneshaped, a straight line, or a cloud of gas. A cone-shaped breath begins at the dragon's mouth (where it is 2' wide) and spreads out until it reaches its widest point at its furthest end. For example, the area of effect of a small white dragon's breath is a cone 80' long and 30' wide at its far end. A line-shaped breath starts in the dragon's mouth and stretches out toward its victim in a straight line (even downward). Even at its source, a line-shaped breath is 5' wide. A cloud-shaped breath billows forth from the dragon's mouth to form a cloud. On the table, three dimension are shown: The first is the width, the second is the depth, and the third is the height. Therefore, with a small green dragon, you get a cloud that's 50' wide, 40' deep (i.e., it reaches up to 40' away from the dragon),
and 30' tall, around the dragon's targets directly in front of it. Saving Throws: Each victim within a dragon's breath must make a saving throw vs. breath weapon (even if the breath is similar to another type of attack). If successful, the victim takes only half damage from the breath. Breath weapons are not spells and cannot be turned or absorbed by devices or other protective spell effects except those that specifically mention dragon breath. Dragons are immune to the effects of their own breath weapon type. Further, they automatically make their saving throws against any attack form that is the same as their breath weapon. For example, a red dragon suffers no damage from (and usually ignores) flaming oil, and suffers only one-half damage from a fireball spell. Physical Attacks Attack Bonuses: Small dragons attack as monsters of their listed Hit Dice. Large dragons gain a +2 bonus to all attack rolls. Huge dragons gain a +4 bonus to all attack rolls. Types of Physical Attacks: Dragons usually make two claw attacks and one bite attack; at the DM's option they can use other special attack forms (kick, tail, wing) defined later. When a flying dragon attacks an aerial target, it gets two claw attacks and one bite attack, but cannot use wing, kick or tail attacks. When attacking a ground-level victim from the air, a dragon can use one Crush, Hover, or Swoop attack (as described below), but no two in combination. If a dragon attacks while on the ground, it can substitute a wing, kick or a tail attack for any of its normal attacks, so long as it makes only three attacks in the round. (For example, the dragon might bite one target, kick another, and sweep its tail across a third instead of using two claws and one bite.) Crush: This maneuver is often used if the dragon surprises nonhuman victims, or possibly against any opponents if the dragon is seriously wounded. When crushing, the dragon actually lands on its victims. Each may make a saving throw vs. death ray; success indicates complete evasion of the crush, and no damage is inflicted. A victim may choose to remain in the area, taking the full damage of the crush; if he holds a weapon in hand, he may make an attack roll with a +4 bonus. If he hits, he inflicts double damage. A small dragon can crush one victim only. A large dragon can crush all in a 10' radius circle. A huge dragon can crush all in a 20' radius circle. Hover: When using this attack form, the dragon pauses in flight directly above its targets, its wings beating furiously. The dragon may attack up to six opponents in one round while hovering, using 1 bite, 2 front claws, 2 rear kicks, and 1 tail (but no wing attacks). A breath weapon cannot be used while hovering, because of the wind from the wings. After 1 round of hover attacks, the dragon must land immediately, but the dragon cannot crush after hovering. (Note that the location of opponents might prevent the use of some attack forms.) Swoop: This special ability is mentioned at the start of this chapter; in addition the dragon may
pick up one or more victims if its attack rolls are high enough (see table). When a dragon swoops, its victims suffer a - 1 penalty to their surprise roll, because of the creature's silent glide. If the dragon surprises the victim, each hit inflicts double damage. Size Small Large Huge
Attack Roll Needed 20 18-20 16-20
Swoop Attack Forms 1 claw 2 claws 2 claws + 1 bite
A victim caught by a swoop can attack the dragon, but with a - 2 penalty to all attack rolls, and each hit inflicts only minimum damage. A victim held in a claw automatically takes normal claw damage each round, but if the victim wins initiative, he may act first (cast a spell, use a device, etc.). A victim held in a bite automatically takes normal bite damage each round, and cannot concentrate (regardless of initiative). When the victim is dead he is swallowed. A dragon can bite a victim held in a claw, but with a - 2 penalty to the attack roll. If successful, the victim is transferred to the mouth. Other Attacks These are elements of the hover attack or optional ground attacks, including those outlined in the following paragraphs. Kick: Any victim hit by a kick attack must make a saving throw vs. paralysis or be knocked over. A penalty applies to the saving throw, equal to the amount of damage inflicted. Any victim knocked over can get up during the next round, but will automatically lose initiative. Tail: Any victim hit by the tail attack of a large or huge dragon must make a saving throw vs. paralysis or be knocked over (as with a kick) and is disarmed. A penalty applies to the saving throw, equal to the damage inflicted. A disarmed opponent can spend one round picking up the weapon, or can switch weapons, merely losing initiative. Wing: A wing attack can be used against any opponent within range—which is great. The range is 3' per Hit Die of the dragon. Any victim hit by a wing attack must make a saving throw vs. paralysis or be stunned. A penalty applies to the saving throw, equal to the damage inflicted. Dragon Tactics Small dragons normally attack with claws and bite when on the ground, without using kicks or tail attacks. Their legs are too short for effective kicking unless an opponent is close behind them. They are not proficient in attacking with the tail (though it may be used to inflict damage only, at the DM's choice). If its swoop attack hits, a small dragon can pick up one man-sized opponent. Large dragons use all attacks except wings. Kick attacks can be used against any opponents within 10' of the body. A tail attack can be aimed at any opponent to the rear or sides. If its swoop attack hits, a large dragon can pick up one or two man-sized opponents, or one horse-sized creature. Huge dragons use all attacks effectively against any opponent within melee range,
Chapter 14: Monsters through maneuvering. Wing attacks can be aimed at any opponents to the sides, or, if more than one opponent is in front of the dragon, against those on either side. If its swoop attack hits, a huge dragon can pick up one, two, or three man-sized victims, or two horse-sized, or one giant-sized opponent. Subduing Dragons Whenever characters encounter a dragon, they may choose to try to subdue it rather than kill it. To subdue a dragon, all attacks must be with the "flat of the sword." Thus, missile weapons and spells cannot be used to subdue. Attacks and damage are determined normally, but this "subduing damage" is not real damage. The dragon will fight normally until it reaches 0 or less hit points, at which time it will surrender. The subduing damage does not reduce the damage done by the dragon's breath weapon. A dragon may be subdued because it realizes that its attackers could have killed it if they had been striking to kill. It therefore surrenders, admitting that the opponents have won the battle. A subdued dragon will attempt to escape or turn on its captor if given a reasonable chance to do so through the party's actions. For example, a dragon left unguarded at night, or who is ordered to guard a position alone, would consider these "reasonable chances." A subdued dragon can be sold. The price is up to the DM, but should never exceed 1,000 gp per hit point. The dragon may be forced to serve the characters who subdued it. If a subdued dragon is ever ordered to perform a task which is apparently suicidal, the dragon will attempt to escape, and may try to kill its captors in the process. Final Details Age: The statistics given above are for average-sized dragons of each type, \bunger dragons are smaller and have acquired less treasure; older dragons are larger and have acquired more. Age will cause a dragon to vary in Hit Dice from 3 HD smaller (younger) to 3 HD larger (older) than average. For example, a small red dragon could have from 7 to 13 Hit Dice, depending on its age. Treasure: hunger dragons may have as little as 1U to V2 the listed treasure; older dragons may have as much as double the listed amount. Dragon treasure is found only in a dragon's lair. These lairs are rarely left unguarded, and are well-hidden to prevent easy discovery. Terrain: Each type of dragon prefers a specific type of terrain. White: Cold regions. Black: Swamp, Marsh. Green: Jungle, Woods. Blue: Desert, Open. Red: Mountain, Hill. Gold: Any. Load: A dragon can move at its full speed when carrying 1000 en times its Hit Dice; or half speed when carrying 2,000 en times its Hit Dice. Balding Multiplier: This varies, depending on size: Small Dragon * 3 , Large Dragon X5, Huge Dragon x 10.
Dragon, Gemstone (Crystal, Onyx, Jade, Sapphire, Ruby, Amber) Dragon Crystal Onyx Jade Sapphire Ruby Amber (or brown) Gemstone Dragon Crystal Onyx Jade
Sapphire Ruby Amber
Alignment Lawful Neutral Neutral Lawful Lawful Chaotic
Breath Weapon Cold or Crystal Acid or Darkness Chlorine Gas or Disease Lightning or Vaporize Fire and Melt Fire and Melt or Gas and Disease
•Similar to
White Black Green Blue Red Gold Breath Shape Cone Cone Line Line Cloud Cloud Line line Cone Cone Cloud
Unless otherwise noted, the gemstone dragons are similar to the standard dragons, including the details of preferred terrain, attacks, size, age, treasure, etc. For XP value, add an asterisk for every two spell levels available to the dragon. At 120' or greater range, each of the "gemstone" dragons appears identical to that of the corresponding normal color (i.e., crystal to white, onyx to black, jade to green, sapphire to blue, ruby to red, amber to gold). At closer ranges (within 30'), the shimmering color differences can be easily distinguished by the trained eye. The new breath weapons are summarized for each dragon. Crystal (crystal): A victim who fails the saving throw takes full damage, and all his nonliving carried items turn to crystal. If the victim makes his saving throw, the victim takes only half damage and his items are unaffected. Any weapon, tooth or claw turned to crystal can be used to attack, but will probably (1-5 on Id6) shatter if a hit is scored. If the weapon shatters, it inflicts the minimum possible damage for that blow, and is destroyed. A stone to flesh spell (in modified form) can be used to permanently turn up to 100 cubic feet of crystal items (easily including all items normally carried by 1-3 persons) back to their normal forms. Onyx (darkness): A victim who fails his saving throw takes full damage, and a darkness spell effect (15' radius) appears centered on the victim, moving as he moves. It can be countered by a light spell, or removed by dispel magic; otherwise it remains for 1 round per Hit Die of the dragon. This darkness is a special type through which the dragon can easily see; it otherwise functions exactly as a normal darkness spell. If the saving throw is successful, the victim takes only half damage. Jade (disease): A victim who fails his saving throw takes full damage, and he and all items carried become infected with a rotting disease.
J171C
Breaths Cold or Crystal Acid or Darkness Chlorine Gas or Disease Lightning or Vaporize Fire and Melt Fire and Melt, Gas and Disease Chance of Talking* 10%
Chance of Being Asleep 50%
20%
40%
30%
30%
40%
20%
50%
10% 5%
100%
This disease causes all nonmetal items to rot away in Id6 turns unless a cure disease spell is cast on them during that time. A victim cannot be affected by any healing spells, nor healing item, save a cure disease effect. The disease also inflicts 1 point of damage per turn (but not cumulative in the case of multiple failed saving throws). If the saving throw is successful, the victim takes only half damage and avoids the disease. Sapphire (vaporize): A victim who fails the saving throw takes full damage, and he and all items carried are turned into gaseous form for one turn per Hit Die of the dragon. Vaporized creatures and items are invisible and unable to make any noise or affect any solid item. The victim can move at up to a 60' (20') rate by concentrating. A dispel magic effect can restore the victim and items to normal form; treat the level of magic as equal to the dragon's Hit Dice. Vaporized creatures are immune to most attacks (such as lightning, fire, etc.). Ruby (fire and melt): A victim who fails his saving throw takes full damage, and all items carried start to burn or melt (no saving throw). Paper items are destroyed instantly; leather items in 1 round; all other nonmetal items in 2 rounds; nonmagical metal items in 3 rounds; and magical items of all sorts in 4 or more rounds. If the item has a bonus ("pluses"), add 1 round to the 4-round period for each point. Items that give immunity or resistance to fire also melt, but in double the normal time. The burning or melting items may be saved if immersed in water (or otherwise cooled, such as magically) before they are destroyed. The DM may choose to deduct 1 or more "pluses" from partially damaged items. If the saving throw is successful, the victim takes only half damage. Amber (chlorine gas and disease, fire and melt): See notes for the jade dragon (disease) and ruby dragon (fire and melt).
Dragon Ruler Pearl (The Moon Dragon), Ruler of all Chaotic Dragons*
Diamond (The Star Dragon), Ruler of all Lawful Dragons*
Armor Class: -8 Hit Dice: 24********(L) Move: 180' (60') 420' (140') Flying: Up to 9 (see below) Attacks: See below Damage: As any chaotic dragon Breath: No. Appearing: 1 (1) (unique) Save As: F36 (and see below) Morale: 10 (see below) Treasure Type: H * 4 , 1X3, N, O 18 Intelligence: Chaotic Alignment: 25,250 XP Value: Opal (The Sun Dragon), Ruler of all Neutral Dragons*
Armor Class: -10 Hit Dice: 30********(L) 180' (60') Move: 420' (140') Flying: Up to 9 (see below) Attacks: See below Damage: As any lawful dragon Breath: No. Appearing: 1 (1) (unique) Save As: F36 (see below) Morale: 10 (see below) Treasure Type: HX4,IX3,N,O 18 Intelligence: Lawful Alignment: 38,750 XP Value: The Great One, Ruler of All Dragonkind*
Armor Class: Hit Dice: Move: Flying: Attacks: Damage: Breath: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Armor Class: Hit Dice: Move: Flying: Attacks: Damage: Breath: No. Appearing: Save As: Morale: Treasure Type:
-9 27********(L) 180' (60') 420' (140') Up to 9 (see below) See below As any neutral dragon 1 (1) (unique) F36 (see below) 10 (see below) HX4,IX3,N,O
Intelligence: Alignment: XP Value:
18
Neutral 32,000
-12
40*********(L) 240' (80') 480' (160') Up to 10 (see below) See below As any dragon 1 (1) (unique) F36 (see below) 10 (see below) HX5, IX4,NX2, 0X2, + special 18
Unknown 68,000
Attacks and Damages Bite or Crush
Pearl (Moon) Opal (Sun) Diamond (Star) The Great One
Claws, Kicks, Wings, and Tail 2d8 each 2d8 + 2 each 2d8 + 4 each 3dlO each
6d8
6d8 + 4 H8 6d8 H 6dlO Grille
The Lesser Rulers The Great One
1 7
9
2
3
8
5 7
6
Monster Type: Dragon, Planar Monster (Very Rare). Each of the three Dragon Rulers is the leader of all dragons with the same alignment. These three rulers, in turn, obey the Great One, ruler of all dragons. Pearl: Rules Chaotic Dragons (Black, Green, Red and Amber) Opal: Rules Neutral Dragons (White, Onyx, Jade and Blue) Diamond: Rules Lawful Dragons (Crystal, Sapphire, Ruby and Gold) These creatures are extremely rare, almost never appearing on the Prime Plane unless there is great need. They are all Immortal. If a dragon ruler's material body is slain, the spirit goes to its home plane (one of the outer planes) and creates a new body. Each of these dragons is bigger than the biggest gold or amber dragon; in natural form, each is over 100' lone.
!»„
4 4
5 3
6
5
6
2
4
7 1
3
Pearl, ruler of Chaotic dragons, has scales like mother-of-pearl—white but iridescent, constantly shifting, like her Chaotic nature. Opal, ruler of Neutral dragons, has scales which are white with thousands of tiny specks of color in all the hues of the rainbow. Diamond, ruler of Lawful dragons, has scales with the refractive qualities of faceted diamond: They glitter and gleam with so much reflected light that it is hard to stare at this dragon. The Great One has scales which glow brightly, like the surface of a white sun; no one can stare directly at him except through a darkness spell effect (through which he looks like an enormous three-headed white dragon). Each ruler is always attended by four of his or her largest, most powerful followers. Pearl is always accompanied by four huge amber dragons, each with 176 hit points. Opal is always with four blue dragons, each with 144 hit points. Diamond is always with four gold dragons, each with 176 hit points. The Great One has a retinue
of twelve dragons: four gold, four amber, and four blue, all sufficiently dedicated to serving the Great One that they do not get into fights based on alignment differences. All of these attendants can use spells. When traveling, the dragon rulers usually bring one of each type of their largest subjects; for example, when on an excursion to the Prime Plane, Diamond brings one ruby dragon (160 hit points), one sapphire dragon (144 hit points), and one crystal dragon (96 hit points), in addition to the usual four gold dragons (176 hit points each). All dragon rulers are immune to charm, hold, paralysis, slow, death ray, disintegration, and poison. Dragon rulers cannot be subdued or tamed like some lesser dragons, The three lesser rulers are immune to normal and silvered weapons, to all spells of 6th level or less, and to all weapons of less than + 3 enchantment. The Great One is immune to normal and silvered weapons, clerical/druidic spells of 6th level or less and magical spells of 8th level or less, and weapons of less than +4 enchantment. All dragon rulers are immune to all dragon breath weapons and are unaffected by dragon control magical items. A dragon ruler can polymorph itself at will into the form of any of its follower dragons. Each ruler has a spell book containing all of the known spells, but must study and learn them just as a normal magic-user. Clerical spells are gained with the usual amount of meditation. Each dragon ruler can use any breath weapon of its followers, each once per day, and while in either normal or polymorphed (to a lesser dragon) form. For example. Opal can breathe a cone of cold (as a white), line of acid-and-darkness (as an onyx), cloud of gas-and-disease (as a jade), or a lightning bolt (as a blue), for a total of four breaths per day. Each dragon ruler can attack up to nine times per round (with two bites, two claws, two wings, two kicks, and two tail). The Great One can use any breath weapon of any dragon, each once per day, and while in either normal or polymorphed form. He has up to 10 attacks, using the tail twice. The lair treasures of the dragon rulers always include at least three miscellaneous magical items usable by dragons; these items may be used against invaders, as appropriate. The Great One, in addition, owns one artifact. (The specific artifact is the DM's choice, but the artifact is not ultimately fatal to the dragon ruler, nor does it involve undead in any way.) The Dragon Rulers act as leaders for all dragonkind. They arbitrate disputes between clans of dragons and occasionally—very occasionally—act on the behalf of lesser dragons against other species. They do not intercede when a party of heroes destroys a rogue dragon, but will act when a clan of dragons faces extinction or enslavement. The three lesser rulers of dragonkind do not like or cooperate with each other, but neither do they fight each other. The Great One treats them equally, without a favorite. The origins of the rulers are unknown, but the lesser rulers may be the offspring of The Great One. Terrain: Outer Plane (their own). Load: Full speed when carrying 1,000 en X HD in encumbrance; half speed when carrying 2,000 en x HD in encumbrance.
Dragon Turtle* Armor Class: Hit Dice: Move: Swimming: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Monster Type: Dragon-Kin (Rare). Dragon turtles are a magical crossbreed of a dragon and a giant turtle. They have the head, limbs, and tail of a great dragon and the hard shell of a turtle. Dragon turtles are so large that sailors have landed on ones floating on the surface, mistaking them for small islands. These creatures usually live in the depths of great oceans and seas, seldom surfacing or approaching land. The dragon turtle is able to use a breath weapon just like a dragon. It can breathe a cloud of steam 50' long and 40' wide. This breath weap-
-2 30* (L) 30' (10') 90' (30') 2 claws/1 bite Id8/ld8/ld6xio 0(1) F15 10
H 5 Chaotic 9,000
Drake Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Mandrake
Wooddrake
0 3*** (M)
120' (40') 30' (10') 2 claws/1 bite Id2/ld2/ld6 Id4 (Id4) M6 8
(VX2), E
4*** (M) 120' (40') 30' (10') 2 claws/1 bite Id2/ld2/ld8 Id4 (Id4) M8 8
(VX2), E
10
10
Chaotic 80
Chaotic 225
Monster Type: Dragon-Kin (Rare). Elemental Drakes: Dragon-Kin, Planar Monster, Enchanted (Rare). A drake is a man-sized creature that looks much like a dragon in its normal form. However, it is most often encountered polymorphed into a human or demihuman form. Drakes have no breath weapons or spellcasting abilities, but they can talk. They may be evil or good (50% chance of each) but, except for Elemental forms, are always very Chaotic. Drakes are extremely intelligent and clever; they tell lies as needed, and surrender rather than fight to the death. Drakes are immune to all spells of 4th level or less, but may cancel this immunity for 1 round by concentrating—to receive the benefits of a cure wounds spell, for example. In normal form, a drake looks similar to a small dragon without front legs and with tiny wings. These wings can only support slow flight, and only for an hour at a time. All drakes can polymorph themselves into humanoid form (and back) as often as desired. In human or demihuman form, a drake can use any weapon permitted to thieves. The attacks and damage given above apply to normal (dragon-kin) form only. All drakes are thieves, having all the special abilities of a 5th level thief. Some mandrakes may actually join Thieves' Guilds and improve their abilities, though most avoid such lawfulness. They are fond of pranks and tricks, and sometimes act as agents for evil powers. A protection from evil spell blocks drakes. Mandrake: These tan drakes can change into human form, and they enjoy the company of men. They often hold minor jobs in stables and taverns in towns (never in positions of importance or power), and may pretend to be adventurers. They often steal food from town storehouses, and valuables from wandering
Colddrake 0 5*** (M) 120' (40') 30' (10') 2 claws/I bite Id2/ld2/2d4 Id4 (Id4) M10 8 (VX2), E 10 Chaotic 550
Elemental* 0 6**** (M) 120' (40') 30' (10') 2 claws/1 bite ld3/ld3/ld8 + 2 Id4 (Id4) M12 9 Special 10 Neutral 1,175
townsfolk. Wooddrake: These dark green drakes can change themselves into elf or halfling forms. They are otherwise very similar in habits to mandrakes, and are sometimes discovered amidst elven or halfling communities. Colddrake: These white drakes shun the light of day, living deep underground (usually in icy caverns). They can change themselves into dwarf or gnome forms, and can sometimes be found amidst an underground dwarf or gnome community. Elemental Drake: There are four types: airdrakes (blue), earthdrakes (brown), firedrakes (red), and waterdrakes (sea-green). They have the same immunities as all drakes. Elemental drakes are also immune to normal and silver weapons; a magical weapon is needed to damage them. They live on the elemental planes, and are very rare on the Prime Plane. They cannot normally travel between the planes, but may "ride" along with an elemental or other creature, either to or from their plane of origin. On the Prime Plane, elemental drakes can take the forms of young giants (1-4 feet shorter than normal), but they cannot throw rocks in those forms, and can only inflict 2d6 points of damage in hand-to-hand combat (instead of the normal damage done by the giant form). An airdrake can assume the form of a cloud giant; an earthdrake, a stone giant; a firedrake, a fire giant; and a waterdrake, a storm giant. They are sometimes found amidst similar real giants, acting for their own purposes. On their home planes, elemental drakes cannot change into giant forms; instead, they assume the form of a small elemental, with all the abilities of that form (treat each as a 6 Hit Dice elemental in size and ability). Terrain: Any.
on does damage like a dragon's breath weapon, inflicting hit points of damage equal to the current hit points of the dragon turtle. Dragon turtles live in great caverns on the bottom of the deepest oceans, where they keep the treasures of sunken ships. On occasion, they will rise under ships, attempting to overturn them and devour the occupants. Note: Dragon turtles are extremely powerful creatures that should not be used unless the player characters are of very high level. Terrain: Ocean.
Drolem* Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
-3
2 0*****
(L) 120' (40') 240' (80') 2 claws/I bite 2d6/2d6/ld20 + 10 1 (1) F10 (and see below) 12 Special (see below) 3 Neutral 11,375
Monster Type: Construct, Enchanted (Very Rare). A drolem is a type of golem that looks like a dragon; it can be made to look like a dragon of any color, or may simply be a dragon skeleton, like other golems, it is not alive, but a construct made by a high level magic-user or cleric. Drolems are extremely rare, made and used only to guard a special item or area. A special book and several rare materials are needed to make a drolem. A drolem is nonintelligent, and obeys its instructions exactly. It can see invisible things within 60', and is immune to charm, hold, sleep, and all other mind-affecting spells, all forms of fire and cold, and all gases. It is also immune to all spells of 4th level or less, to normal and silver weapons, and even magical weapons of +2 or lesser enchantment. The drolem's claws inflict 2d6 points of damage each, and its huge jaws cause 11-30 (ld20 +10) points of damage. A drolem can also breathe three times per day. Its breath is a small poisonous cloud, 20' x 20' x 20'; all within it must make a saving throw vs. dragon breath or die. Terrain: Any.
Load: 20,000 en at full speed; 40,000 en at up to half speed. Druj A form of undead; see Spirit.
Dryad Armor Class: Hit Dice: Movement: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
5 2*(M) 120' (40') See below By weapon type 0 (Id6) E4 6 D 14 Neutral 25
Monster Type: Humanoid (Rare). Dryads are beautiful female tree spirits who live in trees, in woodland settings or dense forests. They are very shy and nonviolent, but very suspicious of strangers. If a dryad wishes to be unobserved, she will join with her tree, becoming part of it. Dryads possess a powerful charm person ability—it is just like the magical spell, but the dryad can use it any number of times per day, and its victims save at a — 2 penalty. Dryads only use this power on people following or attacking them or on males to whom they are attracted— and even then will only use the power on men who do not return their affection. Dryads will send charmed attackers off to a deadly monster's lair or ambush where the attackers may be slain; they draw objects of affection into their trees and keep them. Unless rescued immediately, such victims will never be seen again (or, at the DM's option, will reappear after a few years, remembering little of the time they were gone). Characters can rescue the victim by threatening to destroy the dryad's tree; a dryad will release a charmed victim rather than see her tree die. A dryad will die if her tree dies, and can only survive for 1 turn if taken more than 240' away from it. She hides her treasure in hollows under her tree's roots. Most dryads rarely carry weapons, but a dryad defending her tree or helping an actaeon may pick up a javelin or spear. There can be dryad spellcasters; see "Monster Spellcasters." Terrain: Woods (dense). Dwarf Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
4 1 60' (20') 1 weapon
By weapon Id6 (5d8) Dl 8 or 10 (see below) (Q + S) G 10
Lawful or Neutral 10
Monster Type: Demihuman (Common). Dwarves can appear as NPCs. Otherwise, they are usually met in clan groups or as war or mining expeditions. They attack as first level fighters. For every 20 dwarves, there will be one leader (level 3-8) who may have a magical weap-
on. (To check for possible magical items, multiply the leader's level by 5. The result is the percent chance for that leader to own a magical item from any one particular subtable. Roll separately for each type (subtable) of magical treasure. Check all subtables except the Scroll subtable and the Wand/Rod/Staff subtable.) As long as their leader is alive and fighting with them, dwarven morale is 10 rather than 8. Dwarves hate goblins and will usually attack them on sight. Terrain: Hill, Mountain. Efreeti, Lesser* Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
3 10* (L) 90' (30') 240' (80') 1 fist 2d8 1(1) F15 12
Nil 14 Chaotic 1,750
Monster Type: Planar Monster, Enchanted (Rare). Efreet are free-willed, enchanted creatures from the elemental plane of Fire. They usually appear as clouds of smoke, condensing into giant-sized men surrounded by flames. The air around them is always hot and smoky. Efreet are highly magical, and can only be hit with magical weapons. If slain, the efreeti's spirit returns to its own plane. An efreeti can create objects, create illusions, and turn invisible like a djinni. It can cast a wall of fire spell three times per day. An efreeti may also transform itself into a pillar of flame (the same height as the efreeti) that will set fire to all flammable items within 5'. It can retain the flame shape for up to 3 rounds. When in this form, the fire adds Id8 points of damage to each of the efreeti's blows. The creature can only assume flame shape once per turn at most. An efreeti may be summoned by a high level magic-user (if the special spells required are known—the magic-user must cast both create magical monsters to summon the efreet and wish to bind it to the magic-user's service for as long as possible). Once summoned, the efreeti can be forced to serve for 101 days. It is a reluctant and difficult servant, and will obey its exact instructions while attempting to distort their meaning (to cause trouble for its master). On their own plane, efreet live in cities similar to those of wealthy human desert-dwellers. Among all creatures, efreet are most similar to djinn, but they are of opposed elements, so efreet hate djinn and will attack them on sight. Plane of Fire: The following details apply to efreet encountered on their own plane, the elemental plane of Fire. An efreeti on its own plane is immune to normal weapons, all 1st level spells, and to all attacks based on earth. On its own plane, an efreeti can detect invisible at will (120' range).
Elemental Plane of Fire Statistics: AC 1, HD 10* (L), MV 240' (80'), fAT 1 strike or special, D 2-16 or special, NA 1-4 (1-100), Save F15, ML 8, TTSpecial, ALC.XP1,750. Efreet are irritable and often evil. The fire elementals and the efreet are generally at peace, though the efreet pick fights and have been at war with the elementals in the past. Their enemies are the helions and the djinn, and they fear water-type creatures and attacks. There can be efreet spellcasters; see "Monster Spellcasters" later in this chapter. Terrain: Plane of Fire. Load: 5,000 en at up to full speed; 10,000 en at up to half speed. Efreeti (Greater; Amir)* Armor Class: Hit Dice: Move: Flying: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
-2 20*** (L) 120' (40') 360' (120') 2 fists
3dlO/3dlO 1(1)
M36 11
Nil 14 Chaotic 7,775
Monster Type: Planar Monster, Enchanted (Very Rare). In the elemental plane of Fire, the rulers of the efreet are known as amirs (ah-MEERS). They appear as very large normal efreet (15'-3O' tall). An amir cannot be affected by normal weapons, or even by weapons of less than + 2 enchantment. Amirs also regenerate at the rate of 2 hit points per round. An amir can perform all the abilities of a normal efreet as often as desired, once per round. It can also enter or leave the Ethereal Plane by concentrating for 1 full round. Special powers usable once per day are grant another's wish, cast fireball or explosive cloud (all as if a 20th level magic-user). An amir's pillar of flame form ignites all flammable objects within 15' and adds a bonus of 2d8 points to each fist attack. It can retain this shape without limit. Amirs cannot be summoned by spells, and are affected by very few magical items. They normally appear on the Prime Plane only in response to the cries of a mistreated efreeti. When they appear on the Prime Plane, they can appear anywhere, but prefer warmer climates, such as deserts. Terrain: Plane of Fire. load: Fly with 10,000 en at up to full speed; 20,000 en at up to half speed. Walk with 20,000 en at up to full speed; 40,000 at up to half speed.
->>•
Chapter 14: Monsters
Elemental* Armor Class: Hit Dice: Move: Air (Flying): Earth: Fire: Water: Swimming: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value: Summoning Item AC Staff 2 Device 0 Spell -2
Air, Earth, Fire, Water 2, 0, or - 2 (see below) 8, 12, or 16 (see below) (L) 360' (120') 60' (20') 120' (40') 60' (20') 180' (60') 1 or Special Id8, 2d8, or 3d8 (see below) 1(1) F8-16 (see below) 10
Nil 9
Neutral See below XP Save HD Value Damage As 8 650 Id8 F8 12 1,250 2d8 F12 16 1,850 3d8 F16
Monster Type: Planar Monster, Enchanted (Common). An elemental is a magical, enchanted creature that lives on another plane of existence (one of the elemental planes). It can be harmed only by magic or magical weapons. Staff Elementals (the weakest) are summoned by a magic-user with a special staff. Device Elementals are summoned with the
use of a special miscellaneous magical item. Conjured Elementals are summoned by the casting of the 5th level magic-user spell. To summon an elemental, a character must have a large amount of the element nearby (such as open air, bare earth, a pool of water or a bonfire). When the elemental arrives, it is hostile, and must be controlled by concentration at all times. The summoner's concentration is broken if he takes damage or fails any saving throw. The summoner can move only up to half normal speed while concentrating. If the summoner's concentration is broken, the elemental will attack him. Once lost, control cannot be regained. The elemental can attack any creature between it and its summoner if it desires. If summoned in an area too small for it (see size notes below), an elemental will fill the available area—sideways, for example—possibly damaging the summoner in the process (and thus breaking the summoner's concentration).
However, an elemental cannot pass a protection from evil spell effect. An elemental will vanish if it or its summoner is slain, or when the summoner sends it back to its plane (which requires control), or if a dispel magic is cast upon it. An air elemental appears as a great whirlwind, 2' tall and V2" in diameter for each Hit Die (a staff elemental would be 16' tall and 4' across). In combat, all victims of 2 HD or less hit by the whirlwind must make a saving throw vs. death ray or be swept away. The elemental inflicts an extra Id8 points of damage against any flying opponent. An earth elemental appears as a huge manlike figure, 1' tall for each Hit Die (a spell-conjured elemental would be 16' tall). It cannot cross a water barrier wider than its height. It inflicts an extra Id8 points of damage against any opponent standing on the ground. A fire elemental appears as a swirling pillar of roaring flame, 1' tall and 1' in diameter for each
Elemental Defenses and Vulnerabilities Type of Elemental Air Earth Fire Water
Double Damage from Earth Fire Water Air
Normal Damage* from Air, Fire Earth, Water Fire, Air Water, Earth
Minimal Damage** from Water Air Earth Fire
* When double damage is indicated, the elemental may make a saving throw vs. spells to take normal damage. ** Minimal damage is 1 hit point per die of damage.
Chapter 14: Monsters Hit Die (a device elemental would be 12' tall and 12' across). It cannot cross a water barrier wider than its own diameter. It inflicts an extra ld8 points of damage against any creature with cold-based abilities. A water elemental appears as a great wave of water, lh' tall and 2' in diameter for each Hit Die (a staff elemental is 4' tall and 16' across). It is not able to move more than 60' from water. It inflicts an extra Id8 points of damage against any opponent in water. An elemental takes double, normal, or minimal damage from certain attack forms. Terrain: Any. Load: 500 en x HD at up to full speed, or 1,000 en x HD at up to half speed. Some protections may be needed (for example, against the heat of a fire elemental). Elemental (on elemental planes) Armor Class: 5 or better (see below) 1* or more (see below) (L) Hit Dice: Move: 360' (120') 1 Attacks: By size (see below) Damage: No. Appearing: Id6 (ldlOO) Save As: F (level = HD) Morale: 9 Variable Treasure Type: Intelligence: 9 Alignment: Neutral XP Value by Hit Dice: Variable (see below) HD Dmg XP Value AC 1-2 Id2 20 5 Id4 3-4 4 75 Id6 5-6 275 3 2 7-8 650 Id8 1 9-10 1,000 2d6 11-12 2d8 0 1,250 -1 13-14 1,500 2dl0 -2 15-16 3d8 1,850 3dl0 17-18 2,125 -3 -4 19-20 4d8 2,375 21-22 5d8 2,750 -5 -6 23-24 6d8 3,250 -7 25-26 7d8 3,750 -8 27-28 8d8 4,250 9d8 29-30 4,750 -9 10d8 31-32 -10 5,250 Monster Type: Planar Monster, Enchanted (Very Rare). The statistics above apply only to elementals encountered on their own planes of existence. On the Prime Plane, their abilities are very limited. One asterisk (for XP calculation) applies only to elementals encountered on their own planes. Elementals are the dominant life forms on the elemental planes, and refer to themselves as "people." Size may range from 1 to 32 Hit Dice, and the rulers are much larger (50 Hit Dice at least, and possibly over 100). Their system of rule is similar to that of human Dominions. An elemental's normal form is a bloblike shape. It can create "arms" as needed, to a maximum of 1 per Hit Die, but can only attack with one blow per round. The elemental's material form is held together by its life force. The youn-
ger the elemental, the less material it can hold together. Thus, aging effects can change an elemental's size. Its normal life span is 30 to 35 Hit Dice. Small elementals are created when a large elemental splits itself. When this occurs, the "parent" elemental divides into a number of parts equal to its Hit Dice; each new elemental has 1 Hit Die. This does not occur frequently, and the elementals are very secretive about the details of the process. Elementals usually distrust creatures from the Prime Plane ( - 1 penalty to all reaction rolls). They can recognize such visitors by smell. However, when visitors appear in elemental form, they do appreciate the effort ( + 1 bonus to reaction rolls, instead of - 1 penalty). In any event, they will not normally attack nor help visitors except in special circumstances. Though most are of Neutral alignment, Lawful (ruling) and Chaotic (renegade) elementals do exist. Some are even good or evil. Elementals live in towns and cities on their own worlds. Both the worlds and the building materials are made entirely of pure elemental material, in solid, liquid, or gaseous form. In the universe of its own plane, each elemental race occupies thousands of worlds. The elemental races are far older than humankind, and more civilized in many ways. They have art forms for six senses. Some elementals become clerics or magicusers in much the same ways as humans. However, an elemental must be an adult of 9 or more Hit Dice before this knowledge can be learned. Many of the spells of the elementals are entirely different, and some cannot be cast by humans except when in elemental form. Terrain: Elemental Planes. Elemental Ruler* See below Armor Class: 41*** to 80*** (L) Hit Dice: Move: 120' (40') Attacks: 2 fists Damage: See below (per fist) No. Appearing: Id6 F36 Save As: 11 Morale: Treasure Type: Special 15 Intelligence: Lawful or Neutral Alignment: 28,500 at 41**** Hit Dice, XP Value: plus 1,000 per Hit Die over 41 Armor Class: Damage: Hit Dice: -11 8dl2 31 to 48 -12 9dl2 49 to 56 57 to 64 -13 10dl2 -14 Ildl2 65 to 72 73 to 80 -15 12dl2 Monster Type: Planar Monster, Enchanted (Very Rare). These slow, huge creatures are identical to normal elementals, but far larger. They are 2' tall per Hit Die. The number appearing applies per plane. Elemental rulers are immune to 1st through 5th level spells, poison, all charm, hold, and other mental attacks, illusions of all types, and any spell which could cause instant death (such as disintegrate). Weapons of + 3 or less en-
chantment have no effect on them. Any victim hit by an elemental ruler must make a saving throw vs. death ray or be crushed by the blow, instantly slain regardless of damage. Most of the victim's items and equipment are also destroyed by the blow (95% chance per item, - 5 % per "plus" if magical). However, any elemental struck by a ruler is not slain, but shattered into several small elementals of 1 Hit Die each (the number of parts equal to half the original Hit Dice). All elemental rulers are friendly with and can summon most creatures of their respective planes. The creatures summoned will arrive as quickly as possible (usually from 3 rounds to 3 turns). The "Special" treasures of elemental rulers are similar to those of human rulers, but unique to their respective planes. Terrain: Elemental Planes. Elephant Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Normal 5 9*(L) 120' (40') 2 tusks or 1 trample 2d4/2d4 or
AAa
0(ld20) F5 8
See below
Prehistoric 3 15 (L) 120' (40') 2 tusks or 1 trample 2d6/2d6or 0 (2d8) F8 8
Nil
2
2
Neutral 1,600
Neutral 1,650
Monster Type: Elephant: Normal Animal (Rare). Prehistoric: Prehistoric Animal (Very Rare). Elephants are large, ponderous four-legged mammals. Though they are herbivores, they are very dangerous creatures when frightened or when defending their young. These mighty creatures dwell at the edges of sub-tropical forests, living in medium to large herds. Both males and females have tusks, which are valued at 100-600 gp per tusk for the ivory. In combat, elephants attack with a charge, if possible, for double tusk damage. In the following rounds of combat they will either strike with their tusks (75%) or trample (25%). Elephants can be used as draft and riding animals. Sometimes they are equipped with barding and used as war-mounts. Prehistoric (Mastodon): This creature is a large, shaggy elephant. It has two mighty tusks that slope downward and then curve up and backward toward the elephant; they are a mighty battering weapon. Each tusk is worth 200-800 gp. Mastodons live in cold, icy lands or "lost worlds." Terrain: Modern Elephants: Open, Woods (subtropical). Mastodons: Open, Woods (prehistoric). Load: Elephant: 9,000 en at full speed; 18,000 en at half speed. Mastodon: 7,500 en at full speed; 15,000 en at half speed. Barding Multiplier: x 3.
Elf Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Intelligence: Alignment: XP Value:
Ferret, Giant 5 1* 120' (40') 1 weapon By weapon Id4(2d24) El 8 or 10 (see below) (S + T)E 13 Lawful or Neutral 6
Monster Type: Demihuman (Rare). Elves can also appear as NPCs. Otherwise, they might be encountered as travelers or wilderness patrols. In hand-to-hand combat, they attack as first level fighters. Each elf will have one 1st level spell (chosen at random). If 15 or more elves appear, one of them will be a leader (level 2-7). To check for possible items the leader may have, multiply the leader's level by 5. The result is the percent chance for that leader to own a magical item from any one particular subtable. Roll separately for each s