Table of Contents

Introduction

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There are many versions of Dungeon & Dragons® rule sets:

Tarsheeva Longreach

This web page is only concerned with the Original D&D Rules as contained in the 3 volume set, Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures, plus the Greyhawk supplement. At the present time, it does not include material from the Blackmoor book or later supplements. It also eliminates references (and dependencies where possible) to the prior work, Chainmail.

Little material from the 3rd book ("The Underworld & Wilderness Adventures") was included because so much of the emphasis was on random dungeons and the emphasis in my campaigns is more on story-telling.

The purpose of this web page is to re-organize the information contained in the original Dungeon & Dragons® books into a unified layout that makes better sense (to my mind). Just the fact that the original artwork is missing is an improvement.

While in many cases, the original text has been edited to make it more readable, an attempt has been made to merely reorganize the information, not to add to it.

<local> Where there is local material, the text is in a different font and color. </local>

Not only is the material re-organized, where appropriate, it is hyperlinked to related information.

A common representation for dice is used through out this document. A 4-sided die is a D4, a 6-sided die is a D6, etc. If you should roll 2 6-sided dice, that would be represented as 2D6. If there is a bonus or penalty to added to the result roll, it is represented as a "+n suffix". For example, adding 2 points after rolling 2 6-sided die would be represented as 2D6+2.

In addition, measures of length, rather than being in inches, have been converted to feet. The assumption was that 1 inch equalled 10 feet.

Note that there is a House Rules document that has the same structure as this document. The 2 documents are cross-hyperlinked.

As stated in the original book's Introduction, the rules contained herein are guidelines to follow. They provide a framework around which to build your game.

Supplies

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The following supplies are required in order to play the game:

Players

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In any campaign there is the referee and the players. The referee is the person who prepares the campaign. He or she is the one who creates the geographic and cultural setting in which the campaign plays itself out.

Any campaign will involve one (or more) referee(s) and at least four players. The maximum number of players per referee should be about twenty.

Characters

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There are two main types of characters:

Each player has one and only one primary character. This is their persona and, for purposes of role playing, they play their primary character.

As their primary character gains experience, they may acquire an entourage of one or more non-player characters (NPCs). These characters form a team of characters that the player can manipulate but don't represent the player's persona to the same degree as the primary character does.

Characters have requisites (or categories of abilities). They have an alignment and belong to a character class. Within their class, the character is at a certain experience level. Characters may also own equipment and treasure (weapons, armor, magical items, gems, and gold).

Character Creation

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3D6 are rolled 6 times (one for each of the requisites). The highest of strength, intelligence, or wisdom determines whether the new character will be a fighter, magic-user, or cleric, respectively. See House Rules.

Next the player chooses an alignment for the character.

The player next rolls another 3D6, multiplies the result by 10 to determine the initial number of gold pieces (GP) he starts with.

This will result in an initial character definition of the following fields:

Name: Class:
Strength: Intelligence: Wisdom:
Constitution: Dexterity: Charisma:
Gold Pieces: Experience:

Requisites

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There are 6 requisites or categories of ability:

Stength

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Strength is the prime requisite for fighters. Clerics can use strength on a 3 for 1 basis in their prime requisite area (wisdom). Strength will also aid in opening traps, etc. It also aids the fighting many in his ability to both score a hit upon an adversary and damage it. This strength must be raw (i.e., not altered by the intelligence score). On the other hand, low strength will affect any character's fighting ability.

Strength Hit
Probability
Damage Weight
Allowed*
Open Doors
(D6)
3-4 -2 -1 -100 1
5-6 -1 normal -50 1
7-9 normal normal normal 1-2
10-12 normal normal +50 1-2
13-15 +1 normal +100 1-2
16 +1 +1 +150 1-3
17 +2 +2 +300 1-4
18 +2 +3 +500 1-5

*This is an addition or subtraction to/from the normal carried without encumbrance.

Fighters with a strength of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary.

D100 Hit
Probability
Damage Weight
Allowed
Open Doors
(D6)*
1-50 +2 +3 +500 1-5
51-75 +3 +3 +600 1-5
76-90 +3 +4 +700 1-6 (1)
91-99 +3 +5 +900 1-6 (1-2)
00 +4 +6 +1200 1-6 (1-3)

*The numbers in parenthesis represent the chance of a fighter with that particular score of opening a wizard locked or magically held portal.

Fighters of exceptional strength are now far more formidable opponents, and those of extraordinary strength even more terrible in that they can hit more easily, do more damage, lug large amounts of loot around without encumbrance, bend iron bars and perform other feats of stength with ease.

Intelligence

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Intelligence is the prime requisite for magic-users. It also delineates how many spells a magic-user may know and learn (see the table below). Both fighters and clerics can use it in their prime requisite areas (strength and wisdom respectively) on a 2 for 1 basis. Intelligence will affect referee's decisions as to whether or not a certain action would be taken. It also allows additional languages to be spoken.

Intelligence Chance to Know
Any Given Spell
Minimum Spells* Maximum Spells*
3-4 20% 2 3
5-7 30% 2 4
8-9 40% 3 5
10-12 50% 4 6
13-14 65% 5 8
15-16 75% 6 10
17 85% 7 All
18 95% 8 All

*Minimum and maximum numbers of spells known/knowable in each spell level.

The intelligence level of the magic-user also serves to delineate the use of spells above the 5th level:

Wisdom

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Wisdom is the prime requisite for clerics. It may be used on a 3 for 1 basis by fighters and on a 2 for 1 basis by magic-users. Wisdom will act much as intelligence does. Wisdom acts as an experience booster for clerics, but it doesn't help them in learning or knowing spells. All cleric spells are considered as "divinely" given and, as such, a cleric with a widwom of 3 would know all of the spells as well as would a cleric with a wisdom of 18.

Constitution

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Constitution is a combination of health and endurance. It will influence such things as the number of hits that can be taken or how well the character can withstand being paralyzed, turned to stone, etc. A character's constitution score is the number of times that character may be resurrected (via clerical spell).

Dexterity

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Dexterity is the prime requisite for thieves. It applies to both manual speed and conjuration. It affects the ability of characters to act/react and fire missiles. It will indicate the speed of actions such as firing first or getting off the first spell. Fighters with a dexterity greater than 14 can use their unusual manual dexterity to attempt to dodge or parry opponent's attacks. For every point over 14 they are able to reduce their opponent's chance of hitting them by 5%. Thieves use dexterity in the pursuit of their chosen profession. They may use 2 points of intelligence and 1 point of wisdom to increase their raw dexterity score so long as they do not bring the intelligence and wisdom scores below average.

Charisma

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Charisma is a combination of appearance and personality. Its primary function is to determine how many hirelings of unusual nature a character can attract. This requisite will also affect the loyalty of other NPCs that the character wishes to hire. A primary character can employ only as many NPCs as indicated by their charisma requisite.

Charisma Max Nbr of NPCs Loyalty Base
3-4 1 -2
5-6 2 -1
7-9 3  
10-12 4  
13-15 5 +1
16-17 6 +2
18 12 +3

The charisma requisite is also useful for determining whether or not a witch capturing a player will turn him into a slimy toad or keep him enchanted as a servant. It can also be used to determine responses to the character.

2D6 Response
2 attempts to attack
3-5 hostile reaction
6-8 uncertain, make make additional offers
9-11 accepts offer
12 enthusiastic, loyalty +3

Bonuses and Penalties to Advancement based on Requisites

Requisite Bonus or Penalty
Prime Requisite 15 or greater add 10% to earned experience
Prime Requisite 13 or 14 add 5% to earned experience
Prime Requisite 9 - 12 (average) no bonus or penalty
Prime Requisite 7 or 8 deduct 5% from earned experience
Prime Requisite 6 or less deduct 10% from earned experience
Constitution 15 or greater add +1 to each hit die
Constitution 13 or 14 will withstand adversity
Constitution 9 - 12 (average) 60% to 90% chance of surviving
Constitution 7 or 8 30% to 40% chance of surviving
Constitution 6 or less Add -1 to each hit die
Dexterity 13 or greater Fire any missile at +1
Dexterity 8 or less Fire any missile at -1

Alignments

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The following table determines which races are limited to which specific alignment(s):

Law Neutral Chaos
  Animals  
    Balrogs
  Beholders Beholders
Blink Dogs    
  Bugbears Bugbears
Centaurs Centaurs  
  Chimerae Chimerae
    Displacer Beasts
  Dopplegangers Dopplegangers
Dragons Dragons Dragons
  Druids  
  Dryads  
Dwarves Dwarves  
Elves Elves  
Ents    
    Evil High Priest
    Gargoyles
    Ghouls
  Giants Giants
    Gnolls
Gnomes Gnomes  
    Goblins
    Gorgons
    Harpies
    Hell Hounds
Hippogriffs    
Hobbits    
    Hobgoblins
  Hydrae  
    Kobolds
Lammasu    
  Liches Liches
  Lizard Men  
Lycanthropes Lycanthropes Lycanthropes
    Manticores
    Medusae
Men Men Men
  Minotaurs Minotaurs
    Mummies
  Nixies  
    Ogre Magi
  Ogres Ogres
  Orcs Orcs
Paladins    
Patriarchs    
Pegasi    
  Phase Spiders  
  Pixies  
  Purple Worms  
Rocs Rocs  
    Salamanders
  Sea Monsters  
    Shadows
    Spectres
Storm Giants Storm Giants Storm Giants
    Trolls
  Umber Hulks  
Unicorns    
    Vampires
    Wererats
    Wights
  Will O'Wisps Will O'Wisps
    Wraiths
  Wyverns  

Chaotic alignment by a player generally betokens chaotic action on the player's part without any rule to stress this aspect, i.e,, a chaotic player is usually more prone to stab even his lawless buddy in the back for some desered gain. However, chaos is just that - chaotic. Evil monsters are as likely to turn on their supposed confederates in order to have all the loot as they are to attack a lawful party in the first place. While there is no rule to apply to groups of chaotic players operating in concert, referees are urged to formulate some rules against continuing co-operation as fits their particular situation, but consideration for concerted actions against chaotic players by lawful ones should be given.

Character Classes

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There are 4 main classes of characters:

For information about Paladins, see pages 8-9 in Greyhawk.

Fighters

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human fighter

All character types may engage in hand-to-hand combat (melee), but only Fighters are able to use their strength and dexterity to utmost advantage. They can use all types of magical weaponry. They intrinsically do more damage during melee. They can use very magical items that are not weapons and can cast no spells.

The prime requisite for fighters is strength.

The following table defines the experience points (EP) needed to achieve each level in the fighter class:

Class Level Name Level EP Needed Hit Points
Veteran 1st 0 1D8
Warrior 2nd 2000 2D8
Swordsman 3rd 4000 3D8
Hero (highest level for elf) 4th 8000 4D8
Swashbuckler 5th 16000 5D8
Myrmidon (highest level for dwarf) 6th 32000 6D8
Champion 7th 64000 7D8
Superhero 8th 120000 8D8
Lord 9th 240000 9D8
Lord, 10th level 10th 480000 9D8+2
Lord, 11th level 11th 960000 9D8+4

Even though pixies are generally invisible, certain high-level fighters will be aware of their presence.

Top-level fighters who build castles are considered Barons. See Volume 1, page 6 for more information.

Magic-users

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elf magic-user

All magical items (except for the weapons and armor of the fighters) are useful to the magic-user though they start out very weak and it takes a long time for them to become powerful enough to survive on their own. Magic-users may arm themselves with daggers only.

The prime requisite for magic-users is intelligence.

The following table defines the experience points (EP) needed to achieve each level in the magic-user class:










Class Level Name Level EP Needed Hit Points Spells
Medium 1st 0 1D4 1
Seer 2nd 2500 2D4 2
Conjurer 3rd 5000 3D4 3 1
Theurgist 4th 10000 4D4 4 2
Thaumaturgist 5th 20000 5D4 4 2 1
Magician 6th 35000 6D4 4 2 2
Enchanter 7th 50000 7D4 4 3 2 1
Warlock (highest level for elf) 8th 75000 8D4 4 3 3 2
Sorcerer 9th 100000 9D4 4 3 3 2 1
Necromancer 10th 200000 10D4 4 4 3 3 2
Wizard 11th 300000 11D4 4 4 4 3 3
Wizard, 12th level 12th 400000 11D4+1 4 4 4 4 4 1
Wizard, 13th level 13th 500000 11D4+2 5 5 5 4 4 2
Wizard, 14th level 14th 600000 11D4+3 5 5 5 4 4 3 1
Wizard, 15th level 15th 700000 11D4+4 5 5 5 4 4 4 2
Wizard, 16th level 16th 800000 11D4+5 5 5 5 5 5 5 2 1
Wizard, 17th level 17th 900000 11D4+6 6 6 6 5 5 5 2 2
Wizard, 18th level 18th 1000000 11D4+7 6 6 6 6 6 6 2 2 1
Wizard, 19th level 19th 1100000 11D4+8 7 7 7 6 6 6 3 2 2
Wizard, 20th level 20th 1200000 11D4+9 7 7 7 7 7 7 3 3 2
Wizard, 21st level 21st 1300000 11D4+10 8 8 8 7 7 7 3 3 3
Wizard, 22nd level 22nd 1400000 11D4+11 8 8 8 8 8 8 4 3 3

See the first volume, p. 17, for additional Spell levels above 12th level.

Research can be done at any level of experience but a new spell could only be developed at the current magic-user's level or lower.

Wizards and above may manufacture magical items (such as potions, scrolls, etc.) for their own use or for sale. Costs and the time to enchant the item are commensurate with the value of the item. Examples are given in Volume 1, page 7.

Clerics

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human cleric

Clerics can use magic armor and all non-edged magic weapons (no arrows) plus they have a number of their own spells. They are able to use some magical items that are denied to fighters. Remember that only men can be clerics.

The prime requisite for clerics is wisdom.

Clerics are either Law or Chaos (see Alignments). There's no such thing as a Neutral cleric. If a Patriarch receives the benefits described and he changes alignments, all benefits will be removed immediately.

The following table defines the experience points (EP) needed to achieve each level in the cleric class:


Class Level Name Anti-Cleric Name Level EP Needed Hit Points Spells
Acolyte Evil Acolyte 1st 0 1D6 0
Adept Evil Adept 2nd 1500 2D6 1
Village Priest Shaman 3rd 3000 3D6 2
Vicar Evil Priest 4th 6000 4D6 2 1
Curate Evil Curate 5th 12000 5D6 2 2
Bishop Evil Bishop 6th 25000 6D6 2 2 1 1
Lama Evil Lama 7th 50000 7D6 2 2 2 1 1
Patriarch Evil High Priest 8th 100000 8D6 2 2 2 2 2
Patriarch, 9th level Evil High Priest, 9th level 9th 150000 8D6 3 3 3 2 2
Patriarch, 10th level Evil High Priest, 10th level 10th 200000 8D6+1 3 3 3 3 3
Patriarch, 11th level Evil High Priest, 11th level 11th 250000 8D6+1 4 4 4 3 3
Patriarch, 12th level Evil High Priest, 12th level 12th 300000 8D6+2 4 4 4 4 4 1
Patriarch, 13th level Evil High Priest, 13th level 13th 350000 8D6+2 5 5 5 4 4 1
Patriarch, 14th level Evil High Priest, 14th level 14th 400000 8D6+3 5 5 5 5 5 2
Patriarch, 15th level Evil High Priest, 15th level 15th 450000 8D6+3 6 6 6 5 5 2
Patriarch, 16th level Evil High Priest, 16th level 16th 500000 8D6+4 6 6 6 6 6 3
Patriarch, 17th level Evil High Priest, 17th level 17th 550000 8D6+4 7 7 7 6 6 3 1
Patriarch, 18th level Evil High Priest, 18th level 18th 600000 8D6+5 7 7 7 7 7 4 1
Patriarch, 19th level Evil High Priest, 19th level 19th 650000 8D6+5 8 8 8 7 7 4 2
Patriarch, 20th level Evil High Priest, 20th level 20th 700000 8D6+6 8 8 8 8 8 5 2

When clerics reach the top level (Patriarch) they may opt to build their own stronghold and when doing so receive help from above. If they invest 100,000GP in construction costs, they may build a fortress of double that cost.

Faithful men will come to such a stronghold, be fanatically loyal, and will server at no cost. There will be 10-60 heavy cavalry, 10-60 horsed crossbowmen, and 30-180 heavy foot.

Clerics have an interesting effect on a class of monsters called Undead. They have the possibility of turning away or dispelling undead, depending on their level. Start by rolling 2D6:

Type 1 2 3 4 5 6 7 8 9
Skeleton 7 Turn Turn Dispel Dispel Dispel Dispel Dispel Dispel
Zombie 9 7 Turn Turn Dispel Dispel Dispel Dispel Dispel
Ghoul 11 9 7 Turn Turn Dispel Dispel Dispel Dispel
Wight None 11 9 7 Turn Turn Dispel Dispel Dispel
Wraith None None 11 9 7 Turn Turn Dispel Dispel
Mummy None None None 11 9 7 Turn Turn Dispel
Spectre None None None None 11 9 7 Turn Turn
Vampire None None None None None 11 9 7 Turn

If the die roll is the same or greater than the value in the table then the Undead is turned away ("Turn"). "Dispel" means that the cleric was able to display or dissolve the Undead. "None" means that the cleric was not able to do anything to the Undead (usually because the cleric's class was too low).

Thieves

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human thief

All thieves are either neutral or chaotic - although lawful characters may hire them on a one-time basis for missions which are basically lawful. They are not as strong as other classes in hit dice, but thieves have many distinct advantages which are enumerated below. Thieves may employ magic daggers and magic swords but no other magical weaponry. They can wear only leather armor and cannot employ shields. While they cannot learn spells, thieves of the highest levels are able to read spells written on scrolls. Basic abilities are:

Furthermore, dwarves, elves, half-elves, or hobbits may be thieves, and in this class there will be no limit to their continuing to advance to the highest levels.

Thieves of the 3rd and above are able to read most (80%) languages, so treasure maps can be read and understood by them without recourse to a spell.

Thieves of the 10th level and above are able to understand magical writings, so any scroll that falls into their hands can be used by them - excluding spells which are clerical in nature. However, with spells of the 7th level and above there is a 10% chance that the effect will be the reverse of that intended (due to the fact that even Master Thieves do not fully comprehend such great magic). This reverse effect can be know only after the spell is read.

By striking silently from behind the thief gains 2 advantages. First, he increases the chance to hit by 20% (+4 on his die). Secondly, he does double damage when he so attacks, with like additional damage for every 4 levels he has attained. Thus, if a thief of the 4th level attacked from behind, he would do twice the damage indicated by the die, at 5th level through 8th level he would do thrice the damage, at 9th through 12th levels he would do 4 times the damage, etc.

The ability of the thief to climb is also a function of his level. There is a basic chance of 13% that a 1st level thief will slip and fall in climbing. With each higher level attained by the thief this chance is reduced by 1%, so that a 10th level thief has but a 4% chance of slipping.

Class Level Name Level EP Needed Hit Points Open Locks/
Remove Traps
Pickpocket or
Move Silently/
Hide in Shadows
Hear Noise
D6
Apprentice 1st 0 1D4 15%/10% 20%/10% 1-2
Footpad 2nd 1200 2D4 20%/15% 25%/15% 1-2
Robber 3rd 2400 3D4 25%/20% 30%/20% 1-3
Burglar 4th 4800 4D4 35%/30% 35%/25% 1-3
Cutpurse 5th 9600 5D4 40%/35% 45%/35% 1-3
Sharper 6th 20000 6D4 45%/40% 55%/45% 1-3
Pilferer 7th 40000 7D4 55%/50% 60%/50% 1-4
Master Pilferer 8th 60000 8D4 65%/60% 65%/55% 1-4
Thief 9th 90000 9D4 75%/70% 75%/65% 1-4
Master Thief 10th 125000 10D4 85%/80% 85%/75% 1-4
Master Thief 11th 250000 10D4 95%/90% 95%/85% 1-5
Master Thief 12th 375000 10D4+1 100%/95% 100%/90% 1-5
Master Thief 13th 500000 10D4+1 100%/100% 100%/95% 1-6
Master Thief 14th 625000 10D4+2 100%/100% 100%/100% 1-6

On the Thief skills (such as Open Locks, Remove Traps, etc.), a score above the indicated percentage means failure, and no further attempts may be made. Also, there is a chance that the one who is being pickpockets may detect the thief. To determine this, for each level of the victim above 5th, the victim has a +5% chance of detecting the "lift", so a 10th level victim would have a 25% of detecting the pickpocket.

Thieves who attain the 3rd level (and above) can read languages. Thieves who attain the 9th level (and above) can read magic spells from scrolls.

It takes an additional 125,000 EP for each level above Master Thief.

Bonuses to Dwarves, Elves, and Hobbits as thieves:

Race Open
Locks
Remove
Traps
Pick
pockets
Move
Silently
Hide in
Shadows
Hear
Noise
Dwarf 5% 15%   5% 5%  
Elf     5% 10% 15%  
Hobbit 10% 5% 5% 10% 10% +1

Experience

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Experience points are awarded to players by the referee with appropriate bonuses or penalties for prime requisite scores.

As characters meet monsters in combat and defeat them and as they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain "experience". This adds to their experience point (EP) total and gradually moves them up through the levels of their class.

Experience points for slain monsters should be divided equally among all of the characteres in the party using the table below.

Monster's
Hit Dice
Base Value Additional Points
for Special Abilities*
½ 5 1
1D6-1 7.5 2
1D6 10 3
1D6+1 15 4
2D6 20 5
2D6+1 25 10
3D6 35 15
3D6+1 50 25
4D6 75 50
4D6+1 125 75
5D6 175 125
5D6+1 225 175
6D6 275 225
6D6+1 350 300
7D6 450 400
7D6+1 525 475
8D6 650 550
8D6+1 750 625
9D6 to 10D6 900 700
11D6 to 12D6 1100 800
13D6 to 14D6 1350 950
15D6 to 16D6 1650 1150
17D6 to 20D6 2000 1500
21D6 and up 2500 2000

*Monsters which can regenerate, hurl missiles, have touch which paralizes, poison, etc. Monsters with exceptional special abilities should be either treated as a higher class than is represented by their hit dice or a double bonus for their abilities should be awarded when they are slain. For example, a gorgon is a monster with a special ability and worse to encounter than its 8D6 indicate. Double points in the special column are in order when awarding experience for killing one. For example, base points of 650 plus 2 times 550 points for special abilities yields 1750 points for killing a gorgon.

If the monster's hit dice are +2 or +3 then it must be classed the next step higher. For example, a monster with 2D6+2 hit dice would be classified as a 3D6 monster.

Gains in experience points will be relative. An 8th level magic-user operating on the 5th dungeon level would be awarded 5/8 experience.

Experience points are never awarded on a 1 for 1 basis. A character may only advance 1 level per campaign. Assume that a 1st level fighter would earn 5000 EP for a campaign. As this would move him up two levels, the referee should only award sufficient points to bring him to 2nd level.

It is absolutely mandatory that experience for non-player characters (NPCs) by computed, bonuses added, and then the whole reduced by 50%. This represents the fact that they are in the hire of some character, and because of this capacity are not as prone to benefit from experience. Note, however, that any skimping of the treasure will naturally have a highly adverse effect on their loyalty to the character.

There is no theoretical limit as to how high a human character may progress in their class.

Changing Classes

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While changing classes (except for elves) is not recommended, the character must have a prime requisite of the class they wish to change to of 16 or better (before being modified). For example, a cleric with a strength of 15 could not become a fighter.

In any case, a magic-user cannot become a cleric and vice versa.

By Race

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The following table describes which races can adopt which character classes:

Race Fighter Magic-user Cleric Thief
Man
Elf  
Dwarf    
Hobbit    

Non-player Characters

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The referee may "allow" the primary characters to "hire into service" one or more characters. At times these non-player characters may be nothing more than a band of mercenaries hired to share in the profits coming out of a campaign. At other times, these NPCs may represent a regular entourage of various character classes and races who make up a team under the leadership of the primary player character.

Only the lowest level character classes may be hired, though they grow in experience as they participate in the campaign. Note that while NPCs get a full share of any treasure found, they only get 50% of the normal experience points.

The player wishing to hire an NPC advertises by posting notices at inns and taverns, frequents public places seeking the desired hirelings, or sends messages to whatever place the desired character class would be found. This costs money and takes time and the referee must determine how much of each is expended.

Once a response has been obtained, the player must make an offer to tempt the desired character class into his (or her) service. As a rule of thumb, a minimum offer of 100 GP would be required for a human, dwarves are more interested in gold, elves and magic-users in magical items, and clerics some assurance of having a place to worship.

Monsters can be lured into service if the character has sufficient charisma and they are the same alignment or they can be charmed.

Men, dwarves, and elves will serve as retainers (NPCs) as long as they are paid regularly, treated fairly, are not continually exposed to extra-hazardous duty, and receive bonuses when they take part in some dangerous adventure. Judgment is up the referee with the assistance of a morale roll.

Morale rolls can also be used to determine whether a man or sentient creature will surrender. When this happens, an offer of service can be made. Subdued monsters will obey for a time without need to check their reactions and such monsters are salable. Personally, I wouldn't trust such a monster as far as I could throw them.

Adjust the following roll for charisma and initial payments for service.

3D6 Morale
3 or less Will desert at the first opportunity
4-6 -2 on morale dice
7-8 -1 on morale dice
9-12 average morale dice
13-14 +1 on morale dice
15-18 +2 on morale dice

Races

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Men

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Do you really need this explained to you? See also Men under the Monsters section.

Elves

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elf fighter

Elves are 5 or more feed in height, slim of build, weigh about 120 pounds, have tan to fair skin, and are also of various types (wood, meadow, high, fairies), wood elves being the darkest. Elves of 17 or 18 strength can work up as high as 5th level or 6th level fighter, respectively. Elves with an 18 intelligence can work up to as high as 9th level magic-users. Among the elves there are clerical types as high as 6th level who interact only with their own kind. These clerics (fighter/magic-user-cleric types) have magical ability limited to the 6th level.

<local> This is obviously not out of Tolkien. </local>

Elves can begin as either fighters or magic-users and may freely switch class between campaigns (they may also be thieves). They gain benefits from both classes and may use both weaponry and spells. They may use magic armor and still act as magic-users. However, they may not progress beyond 4th level fighter or 8th level magic-user.

Elven thieves work in all 3 categories at once (fighter, magic-user, thief) unless they opt to never be anything other than in the thief category. Thus, experience is always distributed proportionately in the 3 categories even when the elf can no longer gain additional levels in a given character class. However, it is possible to be an elven 6th level fighter, 9th level magic-user, and a 10th level thief, for example, with a character having exceptionally high scores in strength and intelligence, and the only limit on how high in the thief category the elf can progress will be that placed on him by the division of experience points. When acting in the thief capacity, the elf can wear only leather armor. As dwarves, elves have infravision and can see monsters up to 60' away in the dark.

They enjoy the following benefits:

Elves are of 2 general sorts, those who make their homes in woodlands and those who seek the remote meadowlands. For every 50 elves encountered there will be 1 of above-normal capabilities. Roll 1D4 to determine the fighter class level and 1D6 to determine the magic-user class level of the leader. Treat any 1 rolled on either the D4 or D6 as a '5' (where appropriate). For every 100 elves encountered there will be a 4th level fighter/8th level magic-user. Half of the elves in any given party will be bow armed, the other half will carry spears, and all will have swords besides. Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add 1 to damage points rolled to determine damage. Elves are not naturally adapted to horseback.

Half-Elves

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Half-Elves are half elven and half human, and as such, they gain some abilities from each heritage. Half-elves are able to progress simultaneously in both the fighter and magic-user classes and may use both weaponry and spells and otherwise act as elves do. They may work up to the 6th level as a fighter and the 6th level as a magic-user. Half-elves of exceptional strength (17 or 18) may progress as high as a 7th or 8th level fighter, respectively. Those of exceptional intelligence (17 or 18) may work up to a 7th or 8th level magic-user respectively. They spot secret doors and hidden doors as do elves but they do not gain any advantages when fighting certain monsters as do elves. They speak all languages which elves do. There are no half-elf clerics, for in this regard their human side prevails. However, half-elves with a basic wisdom score of 13 or more may also become (multi-class) clerics. If they so opt, all experience will be divided in equal proportions between fighter, magic-user, and cleric. Half-elves may work up as high as the 4th level as a cleric. Note that half-elf clerics may not themselves act chaotically, nor may they associate with chaotic characters or creatures.

Dwarves

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dwarf fighter

Dwarves may only be fighters or thieves. Dwarves are about 4' tall, stocky of build, weigh 150 pounds, with very broad shoulders, their skin a ruddy tan, brown, or gray, and are of various types (hill, mountain, or burrowers, such as gnomes). Dwarves with a strength of 17 can work upto 7th level fighter and those of 18 strength can work up to 8th level. Among the dwarves themselves (but never as a player), there are clerical types. Dwarf clerics are found as high as 7th level, and they can cure and resurrect their own. These clerics are also fighters.

Dwarves can work simultaneously as fighters and thieves, but no bonuses for abilities above the normal are then given, and earned experience is always divided evenly between fighter and thief even when the dwarf can no longer progress in the fighter class. When acting as thieves, dwarves can only wear leather armor. In addition, dwarves have infravision and can see monsters up to 60' away in the dark.

They enjoy the following benefits:

Because of their relatively short size, clumsy monsters like ogres, giants, and the like will have a difficult time hitting dwarves, so score only ½ the usual hit points when a hit is scored. Any body of dwarves will have 1 above average fighter for every 40 dwarves in the group. To determine the level of the leader, simply roll 1D6. If in their lair, the score will be adjusted so that 1-2 is a 3rd level fighter, 3-4 is a 4th level fighter, and 5 and 6 are 5th and 6th level fighters, respectively. For every level of fighting ability there will be a 10% chance that the dwarf will have a magic shield, magic armor, or a magic sword (1-4 on a D6) or hammer (5-6 or a D6). Unintelligent beasts may sometimes be used by dwarves to form a part of their defenses (domesticated bears, wolves, or whatever at the referee's discretion).

Hobbits

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halfling thief

Hobbits can be only fighters or thieves, and as thieves they have better chances for doing most things and are not limited to how high in lvels they can progress. As fighters, they may not progress beyond the 4th level.

Other Races

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As the original book states, "there is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top...". See House Rules.

Equipment

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Players must equip their characters with basic items of equipment and must pay for the equipment for each character from that character's supply of gold pieces (GP). Selection of items is strictly up to the player. Equipment may be sold between characters or even players as long as a proper transfer of value takes place.

Costs and Weight

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Note that both cost and weight are expressed in units of gold pieces.

Weapons

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Item Cost Weight
Arrows (1 silver tipped) 5GP 5GP
Arrows (20) 5GP 25GP
Arrows (quiver of 20) 10GP 50GP
Battle Axe 7GP 100GP
Composite Bow 50GP 50GP
Dagger 3GP 20GP
Flail 8GP 100GP
Halberd 7GP 150GP
Hand Axe 3GP 50GP
Heavy Crossbow 25GP 75GP
Lance 4GP 150GP
Light Crossbow 15GP 50GP
Long Bow 40GP 50GP
Mace 5GP 50GP
Morning Star 6GP 100GP
Pike 5GP 150GP
Pole Arm 7GP 150GP
Quarrels (30) 5GP 25GP
Quarrels (case of 30) 10GP 50GP
Short Bow 25GP 50GP
Spear 2GP 150GP
Sword 10GP 50GP
Two-handed Sword 15GP 150GP

Armor

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Item Cost Weight
Barding (horse armor) 150GP 750GP
Chain-type Armor 30GP 500GP
Helmet 10GP 50GP
Leather Armor 15GP 250GP
Plate Armor 50GP 750GP
Shield 50GP 150GP

Miscellaneous Equipment

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Assume that each character carries 80 GP of miscellaneous equipment.

Item Cost Weight
Belladona (1 bunch) 10GP N/A
Flask of Oil 2GP N/A
Garlic (1 bud) 10GP N/A
Holy Water (1 vial) 25GP N/A
Iron Rations (1 person for 1 week) 15GP N/A
Iron Spikes (12) 1GP N/A
Leather Back Pack (holds 300GP) 5GP N/A
Lantern 10GP N/A
Large Sack (holds 300GP) 2GP N/A
Pole (10') 1GP N/A
Rope (50') 1GP N/A
Silver Cross 25GP N/A
Silver Mirror (small) 15GP N/A
Stacks (3) and Mallet 3GP N/A
Standard Rations (1 person for 1 week) 5GP N/A
Steel Mirror 5GP N/A
Small Sack (holds 50GP) 1GP N/A
Torches (6) 1GP N/A
Wine (1 quart) 1GP N/A
Water/Wine Skin 1GP N/A
Wolvesbane (1 bunch) 10GP N/A
Wooden Cross 2GP N/A

Saddle and Pack Animals

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Item Cost Weight
Draft Horse 30GP N/A
Heavy Warhorse 200GP N/A
Light Horse 40GP N/A
Medium Warhorse 100GP N/A
Mule 20GP N/A
Saddle 25GP N/A
Saddle Bags 10GP N/A

See more information on horses.

Vehicals

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Item Cost Weight
Cart 100GP N/A
Large Galley 30000GP N/A
Large Merchant Ship 20000GP N/A
Raft 40GP N/A
Small Boat 100GP N/A
Small Galley 10000GP N/A
Small Merchant Ship 5000GP N/A
Wagon 200GP N/A

Miscellaneous Weights

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Item Weight
Coin 1GP
Chalice 50GP
Flagon 50GP
Gem 1GP
Human Body 1750GP
Jewelry 20GP
Potion 30GP
Scroll 20GP
Staff (with case) 300GP
Wand (with case) 100GP
Wine Skin 30GP

Capacities

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Languages

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The common tongue is spoken throughout the region a campaign takes place in and is spoken by all humans.

Most races and monsters speak their own tongue, with 20% chance of speaking common.

Each alignment has its own tongue. While not understanding the language, creatures who speak one alignment tongue will recognize a hostile one and attack.

A character can attempt to communicate through the common language, racial language, or alignment language.

Characters with an intelligence above 10 may learn additional languages, one language for every point above 10. For example, a man with an intelligence of 15 could speak 7 languages: common, his alignment language, and 5 racial languages.

Some magic spells and items will enable the speaking and understanding of other languages.

Monsters

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Monsters are described in 2 tables: Statistics and Descriptions. Click on the name in one table to go to corresponding entry in the other table.

Monster Statistics

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Note that all quantities in the "Nbr Appearing" column are guidelines for out-door adventures. The number is at the referee's discretion to increase or decrease according to the party.

In the "Nbr Appearing" column, ranges of numbers ("3-30") have been converted to the common dice representation ("3D10").

In the "Move (feet)" column, the number after the slash is the mounted or flying speed. A creature may also charge and get a bonus to the normal move.

Name
Click to go to Description
Nbr
Appearing
Move
(feet)
Armor
Class
Attacks/
Damage
% in
Lair
Treasure
Balrogs 1D6 6/15 2 2/2D12, 3D12, 4D12 according to size plus sword/1D12 25% Type F
Basilisks 1D6 6 4 1/1D10 plus turn to stone 40% Type F
Beholder 1 3 4/2 1 bite/1D4+1 plus special 90% Type I (treasure),
Type F (magic)
Black Pudding 1 6 6 1/3D8 Nil Nil
Blink Dogs 4D4 12 5 1 bite/1D6 30% Type C
Bugbears 5D4 9 5 1/2D4 30% Type B
Carrion Crawlers 1D6 12 3/7 8 tentacles/special 60% Type B
Centaurs 2D10 18 5 2 hooves/1D6, 1 weapon/Var 5% Type A
Chimeras 1D4 12/18 4 2 claws/1D3, 3 heads: goat/1D4, lion/2D4, dragon/3D6***** 50% Type F
Cockatrices 1D8 9/18 6 1/1D6 plus turn to stone 35% Type D
Displacer Beasts 1D4+1 15 4 2 tentacles/2D4 35% Type D
Djinn --- 9/24 5 1/2D8 Nil Nil
Dopplegangers 3D4 9 5 1/1D12 plus special 25% Type E
Draft Horse --- 9 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Dragon, Black 1D4 9/24 2 2 claws/1D4, 1 bite/3D6, acid (5'x60' line) 60% Type H
Dragon, Blue 1D4 9/24 2 2 claws/1D4, 1 bite/2D12, lightning (5'x100' line) 60% Type H
Dragon, Brass 1D4 9/24 2 2 claws/1D4, 1 bite/2D8, sleep (20'x70' cone)* or fear (40'x50' cloud) 60% Type H
Dragon, Bronze 1D4 9/24 0 2 claws/1D4, 1 bite/2D10, lightning (5'x100' line) or repulsion (30' in front) 60% Type H
Dragon, Chromatic 1 9/24 -2 2 claws/1D4, 1 bite/4D10, as specified for white, black, green, blue, & red dragons*** 60% Type H
Dragon, Copper 1D4 9/24 1 2 claws/1D4, 1 bite/3D6, acid (5'x70' line) or slow (3D6 creatures) 60% Type H
Dragon, Golden 1D4 9/24 -2 2 claws/1D4, 1 bite/3D12, fire (30'x90' cone) or chlorine gas (50'x40' cloud) 60% Type H
Dragon, Green 1D4 9/24 2 2 claws/1D4, 1 bite/2D10, chlorine gas (40'x50' cloud) 60% Type H
Dragon, Platinum 1 9/24 -3 2 claws/1D4, 1 bite/4D10, cold (30'x80' cone) or gaseous form (40'x50' cloud) or disintigrate (3D6 creatures)** 60% Type H
Dragon, Red 1D4 9/24 2 2 claws/1D4, 1 bite/3D10, fire (30'x90' cone) 60% Type H
Dragon, Silver 1D4 9/24 -1 2 claws/1D4, 1 bite/3D10, cold (30'x80' cone) or gas (40'x50' cloud) 60% Type H
Dragon, White 1D4 9/24 2 2 claws/1D4, 1 bite/2D8, cold (30'x80' cone) 60% Type H
Dryads 1D6 12 5 1/1D4 or weapon 20% Type D
Dwarves 40D10 6 4 1/1D8 or weapon 50% Type G
Efreet --- 9/24 3 1/3D8 Nil Nil
Elementals 1 Var 2 1/see below Nil Nil
Elves 30D10 12 5 1/1D10 or weapon 25% Type E
Ents 2D10 6 2 2/2D8, 3D6, 4D6 according to size Nil Nil
Gargoyles 2D10 9/15 5 2 claws/1D3, 1 bite/1D6, 1 horn/1D4 25% Type C
Gelatinous Cube 1 6 8 1/2D4 special Nil Internal
Ghouls 2D12 9 6 2 claws/1D3, 1 bite/1D4 20% Type B
Giants 1D8 12 4 1/see below 30% 5000GP + Type E
Gnolls 20D10 9 5 1/1D8 or weapon 30% Type D
Gnomes 40D10 6 5 1/1D6 or weapon 60% Type C
Goblins 40D10 6 6/7 1/1D4 or weapon 50% 1-6GP ea.
Golem, Flesh 1 8   2D8 twice per turn Nil Nil
Golem, Stone 1 6   3D8 Nil Nil
Golem, Iron 1 4   4D10 Nil Nil
Gorgons 1D4 12 2 1 butt/2D6**** 50% Type E
Gray Ooze --- 1 8 1/2D8 Nil Nil
Green Slime --- Nil --- 1/see Description Nil Nil
Griffons 2D8 12/30 3 2 claws/1D4, 1 bite/2D8 10% Type E
Harpies 2D6 6/15 7 2 claws/1D3, 1 weapon/1D6 20% Type C
Heavy Horse --- 12 7 2 hooves/1D8, 1 bite/1D3 Nil Nil
Hell Hounds 2D4 12 4 1 bite/1D6 25% Type C
Hippogriffs 2D8 18/36 5 2 claws/1D6, 1 bite/1D10 Nil Nil
Hobgoblins 20D10 9 5 1/1D8 or weapon 30% Type D
Homunculi Var. 6/18 7 1 bite/1D3 plus special Var. Var.
Hydras 1D8+4 heads 12 5 1 per head/1D6, 1D8, 1D10 depending on size 25% Type B
Insects/Animals (Large) 2D8 Var Var Var Var Var
Insects/Animals (Small) 6D6 Var Var Var Var Var
Invisible Stalkers --- 12 3 1/4D4 Nil Nil
Kobolds 40D10 6 6/7 1/1D4 or weapon 50% 1-6GP ea.
Lammasu 2D4 12/24 6 2 claws/1D6 plus special 40% Type A3
Liches 1D4 6 3 1/1D10 plus special 100% Type A
Light Horse --- 24 7 2 hooves/1D4 Nil Nil
Lizard Men 10D4 6/12 5 2 claws/1D3, 1 bite/1D8 40% Type D
Lycanthropes 2D10 Var Var See below 15% Type C
Manticoras 1D4 12/18 4 2 claws/1D3, 1 bite/1D8, 24 spikes/1D6 25% Type D
Medium Horse --- 18 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Medusae 1D4 9 8 1-2/by weapon plus turn to stone 75% Type F
Men 30D10 Var Var 1-2/Var 15% Type A
Minotaurs 1D8 12 6 1 butt/2D4, 1 bite/1D3, 1 weapon/Var 10% Type C
Mule --- 12 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Mummies 1D12 6 3 1/1D12 30% Type D
Nixies 10D10 12 7 1/1D4 or weapon 100% Type B
Ochre Jelly 1 3 8 1/2D6 Nil Nil
Ogre Magi 1D6 9/15 4 1D12 40% Type E
Ogres 3D6 9 5 1/1D10 30% 1000GP + Type C
Orcs 30D10 9 6 1/1D6 or weapon 50% Type D
Owl Bears 1D4+1 12 5 2 claws/1D6*******, 1 bite/1D12 40% Type C
Pegasi 1D12 24/48 6 2 hooves/1D8 Nil Nil
Phase Spiders 1D6 6/15 6 1 bite/1D6 per bite****** 80% Type E
Pixies 10D10 9/18 6 1/1D4 or weapon 25% Type C
Purple Worms 1D4 6 6 1 bite/2D12, 1 sting/1D8****** 25% Type D
Rocs 1D20 6/48 4 2 claws/1-4D6, 1 bite/1-4D12 according to size 20% Type I
Rust Monsters 1D2 12 2 1 touch/special Nil Nil
Salamanders 1D4+1 9 3/1 1 touch, 1 constriction/2D4 per turn, 1 weapon/special 65% Type F
Sea Monsters At the referee's discretion
Shadows 2D10 9 7 1/1D4 plus special 50% Type F
Skeletons 3D10 6 7/8 1/1D6    
Slug, Giant 1 6 8 1 bite/1D12 plus special Nil Nil
Spectres 1D8 15/30 2 1/1D8 plus energy drain 25% Type E
Stirges 3D10 18 7 1 bite/1D3 plus drains blood 55% Type D
Ticks, Giant 3D4 3 4 1 bite/1D4 plus drains blood Nil Nil
Titans All variable
Tritons 5D6+ 15/24 6-4 1/3D6 plus special 25% Variable
Trolls 2D6 12 4 2 claws/1D4, 1 bite/1D8 50% Type D
Umber Hulks 1D4 6 2 2 claws/2D6, 1 bite/2D4 50% Type E
Unicorns 1D4 24 2 2 hooves/1D8, 1 horn/1D16 Nil Nil
Vampires 1D6 12/18 2 1/1D10 plus energy drain 20% Type F
Wights 2D12 9 5 1/energy drain 60% Type B
Will O'Wisp 1 18 -8 Special 1% Type A
Wraiths 2D8 12/24 3 1/1D6 plus energy drain 20% Type E
Wyverns 1D6 9/24 3 1 bite/2D8, 1 sting/1D6****** 60% Type E
Yellow Mold --- --- --- 1/See Description Nil Nil
Zombies 3D10 6 7/8 1/1D8    

*This sleep spell affects all creatures.
**These breath weapons have a saving throw as vs. magic with a 15% reduction of the chance to save if the dragon is of middle size (3-4 on a D6), and a 30% reduction if large (5-6 on a D6).
***Each head has 2 spells. The first head (white) has 2 1st level spells, the next head (black) has 2 2nd spells, etc. with the last head (red) having 2 5th level spells.
****This monster also has a breath weapon.
*****Unless using a breath weapon.
******Damage occurs regardless of sucess vs. poison saving throw.
*******Hug on score of 18 or better causes 2D8 points of additional damage.

Monster Descriptions

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Some monsters with lengthy descriptions appear below the table.

Name
Click to go to Statistics
Description
Balrogs

Balrogs are highly intelligent monsters with a magical nature. There is a high probability that magic spells will not work against them. To determine success of spell use a base of 75% resistance at the 11th level and adjust upwards or downwards in 5% increments. For example, a 12th level magic-user would have a 70% change of resistance.

<local> Probability of the balrog resisting a magic spell is 75 - ((level - 11) * 5). </local>

Balrogs cannot be subdued, but they can be enlisted in the service of a strong chaotic character. There is, of course, always the possibility that the balrog will attempt to assume command himself, for chaotic creatures will generally obey a balrog before a human (except for an evil high priest who is slightly more influential).

When fighting fantastical opponents, they attack in 2 ways each turn: the normal attack is with a magical sword of +1 value, and if the balrog immolates (any score of 7 or better on 2D6, check each turn) it also attacks with its whip. If the whip hits, the balrog drags the opponent against its flaming body, doing 2 dice of damage. In this manner a balrog can fight 1 or 2 opponents at the same time.

Basilisks

Although this creature cannot fly, it has the power of turning to stone those whom it touches and those who meet its glance, but it in turn can be petrified by the reflection of its own eyes if the light is sufficient, and it looks at a good reflector. The basilisk is not intelligent.

Beholder

These monsters are also know as Spheres of Many Eyes, or as Eye Tyrants. The body of these creatures is a great globe of about 3' in diameter. Atop it are 10 eye stalks, while in the center of the spherical body is a great 11th eye. The body can sustain 40 points of damage, each eye stalk 10 points, and the central eye can withstand up to 20 points. The armor class of the body is 0, the eye stalks 2, and the eyes proper 7. Each eye functions in a different manner and 1D4 of the small eyes are able to function at the same time.

Eye Number Function
1 Charm Person
2 Charm Monster
3 Sleep
4 Telekenesis
5 Flesh-Stone Ray
6 Disintegrate Ray
7 Fear Ray
8 Slow
9 Serious Wound
10 Death Ray
11 Anti-magic Ray

In addition, Beholders are able to levitate themselves and float slowly about. These monsters are avaricious. They are neutral in nature, although they tend to be chaotic.

Black Pudding

Another member of the clean-up crew and nuisance monster, black (or gray) puddings are not affected by cold, it is spread into smaller ones by chops or lightning bolts, but is killed by fire. Black puddings dissolve wood, corrode metal at a reasonably fast rate, have no effect on stone, and cause 3D6 of damage to exposed flesh. If an armored character runs through a black pudding the monster's corrosive power will eat away the foot and leg protection of the armor so that it will fall-away on the next turn. Black puddings can pass through fairly small openings, and they can travel as easily on ceilings as on floors.

Blink Dogs

Blink Dogs closely resemble African wild dogs, but they have high intelligence and the ability to employ a limited teleportation. They travel in packs and when in combat they will teleport around their opponents in a random fashion at random intervals (1D8 for direction, 5 out of 8 indicates the creature is teleporting). When reappearing they will come from 1-4' from their opponents being able to attack in the same turn they teleported. This teleporting is known as "blinking." An inborn instinct prevents a blink into a solid object. The entire pack will blink out if seriously threatened, and they will not reappear. Blink Dogs are basically lawful and will always attack Displacer Beasts.

Bugbears

These monsters are of the "giant class", being great hairy goblin-giants. Despite their size and shambling gait, they move very quietly, thus increasing their chance to surprise a party by 16.33%.

Carrion Crawlers

These scavangers will usually attack in order to insure that there will continue to be a supply of corpses to scavenge. They are worm-shaped, about 9' in length, 3' high at their head end, and move quickly on multiple legs. Their mouths are surrounded by 8 tentacles of about 2' length, and their touch causes paralization (save vs. paralized). The carrion crawler is able to climb/move along walls or ceilings as readily as floors, thus allowing it to compete with ochre jellies, black (or gray) puddings, and the like.

Centaurs

At worst, these creatures are semi-intelligent, and therefore centaurs will always carry some form of weapon: 50% of a group will carry clubs (equal to morning stars), 25% will carry lance-like spears, and 25% will be armed with bows (composite bow, foot-type). In melee, the centaur will attack twice, once as a man and once as a medium horse. Centaurs will be found in hidden glens. It is there that both their females and young are and where their treasure is hidden. In the lair (glen) will be found from 1-6 additional males, and young equal to the number of males. Females are not generally armed and will not fight, and the young are also non-combatants, except in lift-and-death situations.

Chimeras

Combining the worst of many creatures, a chimera has the fore body of a great cat, the hind quarters of a goat, dragon wings, and 3 heads. The goat's head can gore with its long and sharp horns, the lion's head can tear with its great fangs, and the dragon's head can either bite or breath fire (but with a range of only 5' and but 3 dice damage).

Cockatrices

The cockatrice is a less powerful but more mobile Basilisk. It turns opponents to stone by touch. The cockatrice is able to fly. They are not intelligent.

<local> From mythology: a legendary serpent with deadly glance hatched by a reptile from a cock's egg on a dung hill. </local>

Displacer Beasts

A Displacer Beast somewhat resembles a puma, although it has 6 legs and 2 tentacles grow from its shoulders. Its color is blackish, and its eyes glow a hellish green. They always appear to be 30' from their actual position, so for purposes of hitting them, or when they must make saving throws, they are treated as a man wearing a displacer clock as far as penalties and bonuses are concerned. Their magical resistance is high, equalling that of a 12th level fighter. Its primary weapons of attack are the 2 tentacles which are armed with rough horny edges which inflict horrible wounds. There is greate enmity between Displacer Beasts and Blink Dogs.

Djinn

All Djinn are aerial creatures and have not the powers typically credited to them in fairy tales. They fight as giants with a -1 as far as damage is concerned, thus doing from 1-11 points of damage when hitting. They can carry up to 6000 GP in weight, walking or (short periods of) flying. They can create food which is nutritionally sound. They can create drinkable beverages. They can create soft goods and wooden objects of permanence, but the metallic items they create last only a short time (the harder the metal, the shorter the life). Djinn-gold lasts but one day. They can create illusions which will remain until dispelled by touch or magic, and they need not concentrate upon the illusions to maintain them. They can form a whirlwind with a 10' base diameter, 20' top diameter, and 30' high which otherwise is like that of an air elemental. Djinn are also able to become invisible or assume gaseous form.

<local> The word "djinn" comes from the Arabic for "demon". </local>

Dopplegangers

These are creatrues with mutable form, able to shape themselves into the double of any person that they can observe. Once in this likeness they will attack - or if possible assume the role as well as the shape, and attack by surprize and at great advantage. Dopplegangers are subject to neither Sleep nor Charm spells. They are also magic-resistant, saving against all forms of magical attck as if they were 10th level fighters.

Draft Horse See below.
Dragon, Black

Black dragons are chaotic. They are only found in swamps and marshes. For general information on dragons, see below.

Dragon, Blue

Blue dragons are chaotic. They are found only in the deserts and arid lands. For general information on dragons, see below.

Dragon, Brass

Brass dragons are lawful. They are found mainly in sandy desert regions. For general information on dragons, see below.

Dragon, Bronze

Bronze dragons are lawful. They are found near seacoasts, and those which are able to talk and use magic can make themselves appear in animal guise. For general information on dragons, see below.

Dragon, Chromatic

Chromatic dragons are chaotic. there is only one Queen of Chaotic Dragons (chromatic). The dragon queen is a huge creature with 5 heads, one of each color of the 5 chaotic dragons. Her body is striped in these same colors, and her tail is that of a wyvern. She can employ all heads at once, either to breath or cast spells. Her major abode is in a stupendous cavern far beneath the earth. Her guard consists of 5 dragons, each of the largest size, of the 5 chaotic types of dragons. Her major aim is to spread evil. For general information on dragons, see below.

Dragon, Copper

Copper dragons are lawful. They are found primarily in arid, rocky places which are warm. For general information on dragons, see below.

Dragon, Golden

Golden dragons are lawful. These dragons can abide anywhere, as they are actually a class unto themselves. These monsters are by far the most intelligent of all their kind, and they are able to use magic. They will often appear as human or in some other guise. They will not usually serve any character. For general information on dragons, see below.

Dragon, Green

Green dragons are chaotic. These dragons frequent woods and forests. For general information on dragons, see below.

Dragon, Platinum

Platinum dragons are lawful. There is only one King of Lawful Dragons (platinum). The platinum dragon (king) dwells in a great palace behind the east wind, although he may appear in more mundane places at times. He may Shape Change freely, although none of the other 9th level spells are usable by him. The dragon king is served by a guard of 7 gold dragons. His primary aim is to confront and defeat the ruler and hosts of the chaotic dragons. For general information on dragons, see below.

Dragon, Red

Red dragons are chaotic. These dragons inhabit mountainous and hilly regions. For general information on dragons, see below.

Dragon, Silver

Silver dragons are lawful. They abide mainly in aerial domains, i.e., mountain peaks or clouds or behind winds. If they are able to use magic, then they are also able to appear in human guise, usually taking the form of an old man or fair damsel. For general information on dragons, see below.

Dragon, White

White dragons are chaotic. They are only found in cold areas. For general information on dragons, see below.

Dryads

The beautiful tree sprites of mythology, dryads are each a part of their own respective tree and will stay within 240' of their trees. They are shy and non-violent, but they have a powerful Charm Person spell with a +10% chance of succeeding, and anyone who approaches or follows a dryad is likely (90%) to have the spell thrown at him. Anyone charmed by a dryad will never return from the forest. Dryads have exact knowledge of the woods around them.

Dwarves See Dwarves under the Races section.
Efreet

These creatures are similar to the djinn, but their basis is fire and they tend to be chaotic. Their fabled home is the City of Brass. They are enemies of the djinn. The efreet are otherwise like djinn, with damage scored equal to that done by a giant (2D6), and they can carry up to 10000 GP of weight. In addition, they can create a Wall of Fire and they can become incendiaries. They will serve for 1001 days.

Elementals See below.
Elves See Elves under the Races section.
Ents

These tree-like creatures are encountered only in forests and woodlands. They have the ability to command plants like themselves, so if they are within 60' of a tree they may cause it to move 30' per turn, each commanding up to 2 trees in this manner. Although lawful in nature, ents are not prone to involve themselves in affairs which do not directly concern them.

Gargoyles

As depicted in medieval architecture, the gargoyle is a reptilian beast with horns, talons, fangs, bat-like wings, and often bipedal. They are hostile and generally (75%) attack with no provocation regardless of the fact that they may be attacking other chaotic creatures. They are at least semi-intelligent, and usually can be relied upon to behave with forethought and planning.

Gelatinous Cube

As the name imples, these monsters are shaped very much like cubes, typically being about 10' per side so as to be able to sweep clean of all living materials (as well as dead cells) the floor and walls of the labyrinthine dungeon passages. Any flesh which comes in contact with a gelatinous cube becomes anesthetized unless a saving throw vs. paralization is made. The touch also causes 2D4 points of damage as the creature seeks to dissolve and devour flesh. These creatures are subject to normal weapons and fire, but lightning, cold, paralization, fear, and polymorph attacks do not harm them. Many 'cubes have rich treasures within their semi-transparent bodies, for they pick up metallic and otherwise non-digestible objects in their rounds, and these items often remain within the body for long periods of time before being redeposited.

Ghouls

Ghouls paralyze any normal character that they touch, except for elves. They otherwise melee in the regular fashion and are subject to missile fire. Any man-type killed by a ghoul becomes one.

Giants See below.
Gnolls

A cross between gnomes and trolls (Lord Dunsany did not really make this very clear) with +2 morale. Otherwise they are similar to hobgoblins although the gnoll king and his bodyguard of from 1-4 will fight as trolls but lack regenerative powers.

Gnomes

Slightly smaller than dwarves and with larger beards, these creatures usually inhabit the hills and lowland burrows as opposed to the mountainous homes which dwarves choose. They are more reclusive than their cousins, but in all other respects resemble dwarves.

Goblins

These small monsters see well in darkness or dim light, but when they are subjected to full daylight they subtract -1 from their attack and morale dice. When in their lair, the Goblin King will be found. He will fight as a Hobgoblin in all respects. He will be surrounded by from 5-30 (5D6) body guards who fight as hobgoblins too. They attack dwarves on sight. Their hit dice must always equal at least 1 pip.

Golem, Flesh

Flesh golems are only affected by +1 magic weapons (or higher). Spells have no effect save for fire or cold which slows movement by 50%. Lightning restores damage.

Strength allows them to crash through wooden structures and the like. They have 40 hit points and strike twice per turn for 2D8 points of damage.

Golem, Stone

Stone golems are only affected by +2 magic weapons (or higher) or spells which affect rock. Fire spells slow movement by 50%. A reversed Rock to Mud spell restores damage.

Strength is twice that of a flesh golem. It is able to place a Slow spell on one opponent per turn. They have 60 hit points and strike once per turn for 3D8 points of damage.

Golem, Iron

Iron golems are only affected by +3 weapons (or higher) and are not affected by magic except for Lightning Bolt spells which slows movement by 50% (but for only 3 turns). Fire restores damage.

Strength is thrice that of a flesh golem. They are able to breathe a 10' square of poison gas. They have 80 hit points and strike for 4D10 once per turn.

Gorgons

These bull-like creatures have scales of iron covering their hides and a breath which is capable of turning to stone those who are within its 60' range.

<local> From mythology: Snaky haired sisters whose glance turns to stone. </local>

Gray Ooze

A seeping horror which closely resembles wet stone and is therefore difficult to detect. It will not be spread by non-harmful weapons but it is subject only to lightning bolts or cuts and chops by weaponry, for it is impervious to cold or fire. It does not harm wood or stone, but it corrodes metal at the same rate that a black pudding does. It does 2D6 of damage to exposed flesh for every turn it is in contact with it.

Green Slime

A non-mobile hazard, green slime can be killed by fire or cold but it is not affected by lightning bolts or strikes by weapons. It eats away wood and metal but not stone. Green slime sticks to flesh and penetrates it in one turn, thereafter turning the flesh into green slime. Green slime cannot be scraped off so when it contacts something the item must be discarded or excised in some way. A Cure Disease spell will also serve to kill and remove green slime, even when it is in contact with flesh.

Griffons

These creatures are the most prized of steeds, for they are swift, loyal, and fierce. However, they are fond of horse flesh above all other foods, so the 2 creatures cannot be mixed or even brought within 360' of each other. In their wild state griffons will attack anyone nearby with little provocation, particularly if their lair is nearby.

Harpies

Harpies have the lower bodies of eagles and the upper bodies of human females. They are always opposed to mankind and its like, and will attempt to kill all they can. By means of their singing the harpies lure men to them, then enchant them with powerful charms, and kill and devour them. Any creature not making its saving throw vs. magic will immediately proceed towards the harpy, and, if the harpy touches it, it will Charm the creature.

Heavy Horse See below.
Hell Hounds

These reddish-brown hounds of evil disposition have the ability to breathe fire. The damage caused by their fiery breath corresponds to the number of hit dice they have: ranging from 3-7D6. They move with great stealth, and they are able to detect hidden and invisible objects/creatures 75% of the time. They are often found as companions of Fire Giants. They are fairly intelligent.

Hippogriffs

Although the name would imply a cross between the horse and the griffon, the hippogriff is another kind of beast entirely. They are fierce fighters, attacking with both their hooves and with their sharp beaks. They are otherwise similar to pegasi in nature, although the 2 creatures do not herd together and will normally fight each other.

Hobgoblins

These monsters are large and fearless Goblins, having +1 morale. The hobgoblins kind will fight as an ogre, as will his bodyguard of from 1-4 large and extremely ugly hobgoblins.

Homunculi

There was no description of these creatures in the Monster Descriptions section of Greyhawk.

Hydras

Unlike the standard mythological concept of the hydra being a snake with many heads, these beasts are large dinosaurs with multiple heads. Because of its size and constitution, each head is represented by 1 hit die, and the hit die per head is generally a D6. Thus a 6-headed hydra has 6D6 (or 36 total hit points). When 6 hit points are scored on it, one head is killed. Hydras of 5 heads fight as 5th level fighters, those with 6 heads as 6th level fighters, etc. A 10-headed hydra would fight as a 10th level fighter even when it had but one head left. Usually all of a hydra's heads can attack simultaneously.

Insects/Animals (Large)

These can be any of a huge variety of creatures such as wolves, centipedes, snakes, and spiders. Any hit will kill the smaller creatures, while larger beasts (such as wolves) will receive 1 hit die. Generally speaking they will be armor class 8.

Insects/Animals (Small)

This category includes giant ants and prehistoric monsters. Armor class can be anything from 8-2. Hit dice should range from 2 to anywhere near 20 for a Tyrannosaurus Rex. Also included in this group are the optionally usable "Martian" animals such as Apts, Banths, Thoats, etc. If the referee is not personally familiar with the various monsters included in this category the participants of the campaign can be polled to decide all characteristics. Damage caused by hits should range between 2-4 D6.

Invisible Stalkers

As previously stated, these monsters are created by a 6th level spell uttered directly or from a scroll. They are faultless trackers. They follow continuously until their mission is accomplished at which time they return to where ever they came from. Until their mission is completed they will never vary, and must be destroyed by attack to be stopped, although a Dispel Magic will also work. The referee should note, however, that invisible stalkers resent missions which entail long periods of continuing service such as guarding a magic-user for a month, a year, etc. They will then seek to fulfill the letter of their duties by perverting the spirit. For example, an invisible stalker is ordered to "Guard me against all attack, and see that I come to no harm." In order to faithfully fulfill this endless duty, the invisible stalker might take the magic-user back to its source and place him in suspended animation. Assume that this is accomplished whenever a 12 is rolled on 2D6. Check either daily or weekly as the campaign progresses.

Kobolds

Treat these monsters as if they were Goblins except that they will take from 1-3 hits (roll 1D6 with 1-2 being a hit, 3-4 equaling 2 hits, etc.).

Lammasu

These creatures are human-headed, winged lions which are highly lawful in nature and very magical. These intelligent creatures will aid lawful persons, protect them, and generally befriend them. Lammasu are able to become invisible, Dimension Door, use Cleric spells as if they were 6th level, and continually emanate a Protection From Evil 10' Radius. They speak all human languages which are lawful or neutral in nature.

Liches

These skeletal monsters are of magical origin, each Lich formerly being a very powerful magic-user or magic-user/cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A lich ranges from 12th level upwards, typically being an 18th level magic-user. They are able to employ whatever spells are usable at their appropriate level. In addition, their touch causes paralization, no saving throw. The mere sight of a lich will send creatures below 5th level fleeing in fear.

Light Horse See below.
Lizard Men

These aquatic monsters have a rude intelligence, using weapons such as spears and clubs. They are fond of human flesh, and they will generally capture as many humans as they can when offered the opportunity in order to take them to their lair and have a tribal feast. They live either wholly under water or in very wet places (65%/35%).

Lycanthropes See below.
Manticoras

Huge, lion-bodied monstrosities with men's faces, horns, dragon wings, and a tail full of iron spikes. There are 24 spikes in a manticora's tail and they can be fired 6 at a time in any one direction with a 180' range and the accuracy and effect of a crossbow. Their favorite prey is man.

Medium Horse See below.
Medusae

A human-type monster with the lower body of a snake, a human torso and head, with tresses which are asps. It is able to turn to stone those who look at its eyes, while the bite of the snakes is deadly poison. As it is intelligent it will cleverly attempt to beguile victims into looking at it. It it subject to the effects of its reflected glance.

Men See below.
Minotaurs

The minotaur is classically a bull-headed man (joke deleted). Assume that they are above human size and are man-eaters. Minotaurs never check morale. They will always attack. They will pursue as long as their prey is in sight.

Mule See below.
Mummies

Mummies do not drain life energy as wights and wraiths do, but instead their touch causes a rotting disease which makes wounds take 10 times as long to heal. A cleric can reduce this to only twice as long with a Cure Disease spell if administered within an hour. Only magic weaponry will hit a mummy and all hits and bonuses are at ½ value against them. Note, however, that mummies are vulnerable to fire, including the ordinary kind such as a torch.

Nixies

These water sprites are neutral in nature, but they will always seek to lure humans beneath the waters to enslave them for 1 year. For every 10 nixies that appear there will be 1 Charm Person spell being cast at any person within 30' of their lair. Any charmed character will immediately proceed underwater and remain there until the year is up when he is freed. A Dispel Magic spell has a 75% chance of succeeding before the charmed character is immersed. Nixies are otherwise armed with daggers and javelins (60' throwing range). In the water they will be accompanied by a school of the largest and fiercest fish living there (probably muskie, pike, or gar) the size of the school being 10-100 fish. The fish will attack on command from the nixies, but flame (such as a flaming sword) will keep the fish back but not the nixies.

Ochre Jelly

The clean-up crew includes ochre jelly and similar weird monsters. Ochre jelly is a giant amoeba which can be killed by fire or cold, but hits by weaponry or lightning bolts will merely make them into several smaller ochre jellies. Ochre jelly does not affect stone or metal, but it does destroy wood, and it causes 1D6 of damage per turn it is in contact with exposed flesh. It seeps through small cracks easily.

Ogre Magi

These are properly Japanese Ogres, far more powerful than their Western cousins! An Ogre Mage has the following abilities in addition to those of a normal ogre: 1) become invisible; 2) fly, as a Flying spell allows; 3) cause darkness in a 10' radius; 4) polymorph itself into a human form; 5) regenerate at 1 point/melee round; 6) employ a single Charm Person and a single Sleep spell once per day; and 7) use a Cold wand of 8 dice value once per day. These abominations typically lure or raid for human victims to pillage, devour, or enslave.

Ogres

These large and fearsome monsters range from 7-10' in height and, due to their size, will score 1D6+2 hit points when they hit. When encountered outside of their lair they will carry from 100-600 GP (1D6 * 100) each.

Orcs See below.
Owl Bears

Creatures of horrid visage and disposition, owl bears will attack whatever they see and fight to the death. They deliver a "hug" just as a werebear, as well as great damage from beak, tooth, and claw. A large male will stand 8' tall, weigh 1,500 pounds, and have claws over 2" long. Bodies are furry, tending towards feathres over the cranial region, and the skin is very thick.

Pegasi

Winged horses are wild and shy, being most difficult to capture. They will serve only lawful characters, and once captured pegasi are the equal to any horse in battle, for they fight as heavy horses.

Phase Spiders

Although these monsters appear to be nothing more than very great spiders, they are something quite beyond this. When attacking or being attacked, the phase spider is able to shift out of phase with its surroundings, bringing itself back only when it is ready to deliver its poisonous bite. When out of phase they are impervious to nearly all forms of attack, although a Phase Door spell will cause one to remain in phase for 7 melee rounds. Oil of Etherealness and Armor of Etherealness also put their wearers into the same phase as this monster when it shifts out of phase.

Pixies

These creatures are air sprites that are naturally invisible to human eyes, but they can be made visible or make themselves visible. Therefore, they are able to attack while remaining generally invisible. They can be seen clearly only when a spell to make them visible is employed, although certain monsters such as dragons and high-level fighters will be aware of their presence.

Purple Worms

These huge and hungry monsters lurk nearly everywhere just beneath the surface of the land. Some reach a length of 50' and a girth of nearly 10' diameter. There is a poisonous sting at its tail, but its mouth is the more fearsome weapon, for it is so large as to be able to swallow up to ogre-sized opponents in 1 gulp. Any hit which scores over 20% of the minimum total required to hit (or 100% in any case) indicates the purple worm has swallowed its victim. In 6 turns the swallowed creature will be dead. In 12 turns it will be totally digested and irrecoverable. Purple worms never check morale and will always attack.

Rocs

This term has been used to encompass large and fierce birds such as the "Eagles" of Tolkien, but the roc of mythology preys upon elephants! Therefore, the data given for rocs is for the small variety, and for the largest roc should be doubled or trebled. All rocs nest high in the most inaccessible mountains, and if an encounter is made when rocs are in their lair (nest), there is a 50% chance there will be from 1-6 young rocs in the nest (either eggs, chicks, or fledglings). Young rocs can be tamed and taught to serve as steeds. Adults are always hostile if there are young in the nest. Otherwise, they will be positively hostile only to neutral/chaos, ignoring (80%) or being friendly (20%) to lawful characters who do not attempt to approach too close.

Rust Monsters

These seeming inoffensive creatures are the bane of metal with a ferrous content, for as their name implies, they have the effect of rust upon such substances, and this happens nearly instantaneously. Any hits by or upon a rust monster cause even magical weapons to rust and fall to flakes. Armor is affected in a like manner. The creature is very fast, being attracted to the small of the iron-based metals, and when alone it will devour the rust it has caused.

Salamanders

These are a form of free-willed Fire Elementals, and as such conform generally to the characteristics of that type of creature. Salamanders are highly intelligent. They are found in places of intense heat and fire since they prefer temperatures ranging from 300 degrees upwards. They normally employ weapons. Their touch alone causes 1D6 points of damage to creatures subject to fire, and their snake-like tail can constrict for 2D8 points of normal damage. Their upper body resembles a humans with an armor class of 5, while the snake-like lower body has an armor class of 3. Salamanders are chaotic.

Sea Monsters

As a general rule these creatures are more for show than anything else. However, they could guard treasure. The typical sea monster of mythology is equal in size to a purple worm, and they work upwards from there to double or treble that size. The best guide is a book on prehistoric life forms, from which the referee can pick a number of suitable forms for his sea monster. Typically hits from a sea monster would inflict 3 or 4 dice of damage.

Shadows

Non-corporeal intelligent creatures which can be harmed only with magical weapons. They hunger after the life energy of living things, and their touch (any hit scored) causes a loss of 1 point of strength due to the chilling effects of the touch. This lasts for 8 turns. If any creature is brought to 0 strength, it becomes a shadow itself. Shadows are not "undead" per se, so they are not affected by items which affect that class. Sleep and Charm spells do not work against Shadows.

Skeletons

Skeletons (like Zombies) act only under the instructions of the person controlling them (either a magic-user or chaotic cleric). They are usually only found near graveyards, forsaken places, and dungeons; but there is a possibility of their being located elsewhere (at the referee's discretion) to guard some item. There is never any morale check for these monsters; they will always attack until totally wiped out.

Slug, Giant

Because of their size and structure, these beasts are not affected by blunt weapons, so they must be attacked by edged weapons or magically. They have thick, rubbery hide, and their tremendous power allows them to break down doors with ease. Giant slugs are able to eat substances like wood or burrow through very hard earth using their rasp-like tongues. Although they are of great bulk, giant slugs are able to squeeze through very narrow or very low openings, for they have no bones to prohibit such alteration of shape. Although able to bite with effect, the major weapon of these creatures is a highly acidic saliva which they are able to spit with considerable accuracy at great distances. Normal range is 60', with a basic 50% chance of striking their target. For every 10' the range is lessened the base chance of hitting in increased 10%; ranges over 60' decrease the probability of hitting by 10%. Fortunately the giant slug is always inaccurate on its first attack, and there is only a 10% change of its hitting its target on the first spitting of acid; once the range is then determined, second and following attacks are at normal probabilities. As they are of great size, these creatures can sometimes be caught in a narrow corridor where they are unable to turn, and, if they are then attacked from behind, they can often be slain without loss to the attackers.

Spectres

These monsters have no corporeal body which makes them totally impervious to all normal weapons including silver-tipped arrows (but they can be struck by all magical weapons). The Nazgul of Tolkien fall into the category of spectres. They drain 2 life energy levels (class levels) when they score a hit. Men-types killed by spectres become spectres under the control of the one who made them.

Stirges

Large, bird-like monsters with long, dangling proboscuses, the stirges might call to mind evil-looking, feathered ant eaters. Stirges are attracted to warm-blooded creatures, and when a hit is scored by one it indicates it has attached itself to its prey in order to suck its blood. Thereafter it will drain the bood at the rate of 1D4 points/melee round until the prey is a bloodless corpse, the stirge growing bloated in the process and moving out of the area to digest its repast. Note that stirges are considered as attacking as 4th level fighters for purposes of determination of attachment although they have but 1 hit die.

Ticks, Giant

These are simply over-grown insects which live on the blood and/or sap of other living things. A hit by one of these large monsters indicates it has attached itself, and it will thereafter drain blood at the rate of 4 points per melee round until its victim is dead. They must be killed or forced to detach themselves by fire in order to save the creature to which they have attached themselves. It is also necessary to Cure Disease after a hit by a giant tick, or the creature will spread a disease which will prove fatal in 2D4 days. Giant ticks are ambulatory and pursue, as well as drop upon, their prey.

Titans

Appearing as giants, these creatures are far more handsome and intelligent. In fact, titans are typically more intelligent than men (but not women). They are equal to Storm Giants in attack, although they may employ spells instead. Armor varies from 2 to -3. They normally move 150' per turn, but certain titans (10%) move at 210' per turn. Hit dice vary from 75 to 100 points possible damage. Spell use includes up to 7th level cleric and 7th level magic-user, total spells 2 per level. Usually only 1 titan will appear, but there are 10 total. In lair 5%. Treasure type A'+1.

Tritons

Tritons are similar to Mermen in appearance. They are more powerful in all ways. They range from 5-7 hit dice, and their ability to use spells is commensurate with their hit dice, ranging from 2nd to 4th level ability. Thus a 5 hit die Triton could use 5 spells up to 2nd level, a 6 hit die Triton could use 6 spells up to 3rd level, and a 7 hit die Triton could use a total of 7 spells up to 4th level. They move 150' per turn in water, but they do not venture on land at all. When mounted on sea horses their movement increases to 240' per turn. Armor class varies from 6-4. Magical resistance is very high at 90%; in Lair 25%. Treasure type varies according to strength, 5 hit die Tritons have Type F, 6 hit die Tritons have Type G, and 7 die Tritons have Type H.

Trolls

Thin and rubbery, loathsome trolls are able to regenerate, so that beginning in the 3rd melee round after one is hit it will begin to repair itself. Regeneration is at the rate of 3 hit points per turn. Even totally sundered trolls will regenerate eventually so that unless they are burned or immersed in acid they will resume combat when they have regenerated to 6 or more hit points.

In strength they are about equal to an ogre, but as they only use their talons and fangs for weapons, only one die of damage is scored when they hit an opponent.

Umber Hulks

Of shape somewhat similar to human, an Umber Hulk can be mistaken in the dark for something less deadly than it really is. Typically they are 8' tall, 5' wide, with heads resembling bushel baskets, and gaping maws flanked by pairs of exceedingly sharp mandibles. It travels about on 2 legs. If it is viewed squarely its 4 eyes cause confusion (save vs. magic or confused). Its claws are harder than iron, causing terrible damage when used as weapons, but they are used primarily by the beast for burrowing through rock (10' per turn). They prize highly human flesh.

Unicorns

Only a maiden (in the strictest sense of the term) of pure and noble heart may approach the fierce and elusive unicorn. Unicorns may be ridden by maiden warriors and will obey them. Otherwise, they will avoid human contact, unless pressed. When attacking, the unicorn fights as a lance on its first charge and as a spear and heavy horse thereafter. In addition unicorns are very magical. They resist magic as if they were an 11th level magic-user. They can sense the approach of enemies at 240'. They are able to transport both themselves and their riders as if they were using a Dimension Door spell, up to the full 360' distance, once per day.

Vampires

These monsters are properly of the "Undead" class rather than Lycanthropes. If they are exposed to direct rays of sunlight, immersed in running water, or impaled through the heart with a wooden stake they are killed; otherwise they can be hit only as spectres (only magical weapons) but such hits do not kill them (after all, they're "Undead") but only force them to assume gaseous form if they lose all hit points. Vampires drain 2 life energy levels (class levels) as do spectres when they hit an opponent in combat. They regenerate during combat as trolls, but they do so immediately upon being hit at the rate of 3 hit points per turn. Vampires can command help by calling to them from 10-100 rats or bats or from 3-18 wolves. They can polymorph themselves into either a huge bat or into a gaseous form, doing either at will. They charm men-types merely by looking into their eyes (treat as a Charm Person spell with a -2 for the character's saving throw against magic). Vampires cannot abide the smell of garlic, the face of a mirror, or the sight of a cross. They will fall back from these if strongly presented. They must always return to a coffin whose bottom is covered with soil from their native land during the daylight hours. Men-types killed by vampires become vampires under the control of the one who made them.

All Vampires are affected by the cross, despite any former religious background, as it is sovereign against them. It must be noted, however, that the vampire will not flee from such a symbol but merely try to position itself so that the cross (or whatever) no longer interposes its powers between the vampire and its intended prey. There are other similar symbols of power vs. vampiric creatures, and they can be introduced if the referee so desires. Vampires from the region of the Middle East are invisible, but they are not able to Charm.

Wights

Barrow wights (per Tolkien) are nasty critters who drain away life energy levels (class levels) when they score a hit in melee, one level per hit. Thus a hit removes both the hit die and the corresponding energy to fight. For example, a 9th level fighter hit by a wight in melee would drop to 8th level; before the next turn the player would re-calculate hit points at the lower class level for the fighter. Wights cannot be affected by normal missile fire, but silver-tipped arrows will score normal damage, and magic arrows will score double hits on them. Magical weapons will score full hits upon them, and those with a special bonus add the amount of the bonus in hit points to the hits scored. Men-types killed by wights become wights. An opponent who is totally drained of life energy by a wight becomes a wight.

Will O'Wisp

These creatures are highly clever and seek to lure their intended victims into some spot where they will be trapped and expire, and when their life force leaves them the Will O'Wisps feed upon this force. They commonly inhabit deserted places which have areas of quicksand, mires, and the like. Any metal weapon will harm a Will O'Wisp - providing it can hit the creature. If cornered the Will O'Wisp will strike at its opponents doing 2-12 points of electrical damage per hit. These creatures can alter shape, become bright or dim, or disappear entirely at will. In order to save their lives they will reveal where their treasure is hidden, but the Will O'Wisp has to be at 3 or fewer hit points to so reveal its treasure.

Wraiths

These monsters are simply high-class wights with more mobility, hit dice, and treasure. Hits by silver-tipped arrows will score only ½ a hit of damage and magic arrows only score 1 die of damage when they hit.

Wyverns

These monsters are relatives of dragons, but they are smaller and have but 2 legs. A Wyvern hasn't the fearsome breath of a true dragon, but they are equipped with a poisonous sting in their tail and poison enough to use it repeatedly. It is their primary defense. Roll 1D6: 1-4 the sting, 5-6 a bite. The tail is mobile and can be brought over the back to reach any opponent standing before its head.

Yellow Mold

A deadly underground fungus which can be exterminated only by fire. It attacks wood and flesh - doing 1D6 of damage if it contacts exposed skin - but it does not harm metal or stone. However, its worst threat is it spores. Rough contact with yellow mold will have a 50% chance of causing it to break and send forth clouds of asphyxiating spores in a 10' by 10' by 10' cloud. Any creatures within the spore cloud must make saving throws as if they had been exposed to poison, and failure to make saving throws results in death for the parties concerned.

Zombies

Zombies (like Skeletons) act only under the instructions of the person controlling them (either a magic-user or chaotic cleric). They are usually only found near graveyards, forsaken places, and dungeons; but there is a possibility of their being located elsewhere (at the referee's discretion) to guard some item. There is never any morale check for these monsters; they will always attack until totally wiped out.

Dragons

Go to House Rules or the Table of Contents.

The dragon is able to use its breath weapon only 3 times a day, so sometimes it will bite instead. To determine this, simply roll 2D6; a score of 6 or less indicates that the dragon will bite, a 7 or better indicates it will breathe.

Cone-shaped breath weapons originate from the mouth of the dragon at 5' diameter. Line-shaped breath weapons will travel in a straight line beginning at the height of the dragon's head at the time it releases. Cloud-shaped breath weapons extend from the ground level to a height of 30'.

Only dragons that can speak can use magic spells. If the dragon can't speak, it can't cast spells.

The number of hit dice is an indication of the size of the creature. Most will fall in the middle, but 20% will be small and 20% very large. The value of the hit dice, as well as the value of the breath weapon, will be subject to the maturity of the dragon.

The following table determines the maturity of a dragon:

D6 Description/Age Hit Dice
Breath Weapon
1 Very Young/1-5 years 1 per die
2 Young/6-15 years 2 per die
3 Sub-adult/16-25 years 3 per die
4 Adult/26-75 years 4 per die
5 Old/76-100 years 5 per die
6 Very Old/101+ years 6 per die

Sleeping dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting. Certain weapons will be more or less effective than others against the various types of dragons. This is indicated on the following chart, the number indicating the addition or subtraction for the probability of hitting as well as the amount of damage done:

  Attack By
Type Water Fire Lightning Air Earth
White -1 +1 +1 - -1
Black +1 - - - -1
Green - - - +1 -
Blue -1 +1 -1 - -
Red +1 -1 - -1 -1
Golden - - - - -

Fire attacks include efreet and fire elementals. Air attacks include the Whirlwind spell, air elementals, and djinn. Earth attacks include earth elementals.

Any attack may be to subdue rather than to kill, but this intent must be announced before melee begins. When intent to subdue is announced, hits scored upon the dragon are counted as subduing rather than killing points. Each round of melee the number of points scored in hits is ratioed over the total number the dragon has (hit point total), the hits obtained being stated as a percentile of the total possible, i.e., 12%, 67%, etc. The percentile dice are then rolled to determine if the dragon has been subdued. A roll equal to or less than the percentage of hits already obtained means that the dragon is subdued.

For example, a "very old", 11 hit dice red dragon is encountered asleep in its cavernous lair. 3 fighters creep in and strike to subdue. All 3 hit scoring 2, 3, and 6 points respectively (11 points total). 11 over 66 (the number of hit points the dragon can absorb before being killed) is 1/6th or 17%. The referee checks to determine if the dragon is subdued and rolls over 17 on percentile dice. The dragon is not subdued, and a check is then made to see whether he will bite or use his breath weapon during the 2nd melee round. The result indicates that he will use his breath weapon. The attackers strike again and once more all hit for a total of 12 points. The dragon breathes and as none of the fighters make their saving throws the attackers are all killed for they take 66 points of damage from dragon fire. Subsequently, the referee rolls 01 on the percentile dice (any roll up to 34 would have indicated success) indicating that had the fighters survived they would have subdued the red dragon that turn.

No more than 8 man-sized creatures can attempt to subdue any one dragon.

Subdued dragons can be sold on the open market (going out of existence in the game) for from 500-1000GP per hit point. Thus, the red dragon in the previous example would be worth from 33000-66000GP. Offers are determined by the referee merely by rolling a D6 to see if the offer will be 500 (die 1), 600 (die 2), etc. GP. Of course, the character(s) who subdued the dragon could keep it in their own service or sell it to other players for whatever they could get.

A subdued dragon will remain in that state until such time as an opportunity presents itself to escape or kill its master presents itself, but as long as the master is in a commanding position it will not attempt either course.

If 2 dragons are encountered they will be a mated pair of at least the 4th age category. If 3 or 4 dragons are encountered, they will constitute a family group of a male, female, and 1 or 2 young. The adults will be of the 4th or greater age category, the young of the 1st age category. If the young are attacked, both parents will automatically use their breath weapons. If the female is attacked the male will attack at double value unless he is simultaneously attacked, and vice versa.

<local> If a family group of dragons meets a 2 mated pairs of dragons without offspring in combat, the mated pairs will always subdue the family group since a 2 pair always beats a full house. </local>

Very young and young dragons are unlikely to have acquired treasure. Sub-adult dragons will have about half the indicated treasure for dragons. Very old dragons can have as much as twice the indicated amount.

Elementals

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There are 4 types of elementals: air, earth, fire, and water. Each will be dealt with separately. There are variations of strength (hit dice) within all 4 types:

Type Hit Dice
Conjured 16
Device* 12
Staff 8

* Those from medallions, stones, gems, or bracelets.

The following table defines the damage from each type of elemental:

Type Damage
Air 2D8
Earth 4D8
Fire 3D8
Water 3D10

Regardless of the strength of an elemental, only 1 of each type can be brought into existence during any "day". Thus, if a character possessed a device to call up an air elemental, but before he could employ it an opponent conjured an air elemental, another could not be created until the next day.

Air elementals move only by flying, moving at a maximum rate of 360' per turn. When engaged in combat in the air they add +1 to damage scored from hits. They normally do 1 die roll of damage. They can turn into a whirlwind which will sweep all creatures under 2 hit dice away, the whirlwind being conical in shape, 30' in diameter at the base, 60' diameter at the top, and as high as the number of hit dice possessed by the elemental (160', 120', or 80'). forming a whirlwind requires 1 full turn as does dissolving it.

Earth elementals move but 60' per turn and cannot cross water. However, when they hit they score damage with 3D6 against any opponent which rests upon the earth, and they score 2D6 against all other opponents. They have the effect of a super battering ram against walls, scoring damage as if they were striking an opponent (roll a 3D6).

Fire elementals move up to 120' per turn. They score 2D6 against all non-fire-using opponents and 1D6+1 against fire-using opponents. They act as incendiaries when in contact with inflammable material. They cannot cross water. They are brought forth from a source of considerable heat, i.e., a large fire, lava pool, etc.

Water elementals are generally confined to water, being able to move only 60' from such a body of liquid. They move at a rate of 180' per turn in water, 60' per turn outside of water. In water they do damage equal to 2D6, while out of water they do only 1D6 of damage when meleeing. Water elementals can only be brought forth from a considerable body of water, i.e., a pond, stream, or larger body of water.

All elementals must be controlled at all times by the persons who have called them forth. Failure to control any elemental will result in its turning upon the one who called it up and attacking. The returning/attacking elemental will move directly toward the one who summoned it, attacking anything that gets in its path as it returns. Note that once control is lost it can never be re-established. Control consists merely in the summoner maintaining undivided attention upon the elemental; and being attacked, moving, or any other action will tend to break this concentration.

No elemental may be hit by normal men unless magically armed. Elementals are impervious to normal weapons and to magical weapons under +2. They are impervious to attack by creatures which do not have magical abilities, i.e., Kobolds, Orcs, etc. unless the attacking creature is of 4 or more hit dice in strength.

Giants

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Giants act as mobile light catapults with a 200' range. Due to their huge weapons, all giants will score at least 2D6 when hitting an opponent. Wandering giants will carry from 1000-6000 GP with them in their usual copious shoulder sack. Note that there can be many types of giants including the following:

Type Damage Chance of
Encounter
Lair Approx.
Size
Unusual
Characteristics
Hill Giant 2D8 60% Cave 120' None
Stone Giant 3D6 10% Cave 150' Throw as a heavy catapult
Frost Giant 4D6 10% Castle 180' Impervious to cold, 2D6+1 hit damage
Fire Giant 5D6 10% Castle 120' Impervious to fire, 2D6+2 hit damage
Cloud Giant 6D6 10% Castle 200' Keen sense of smell, 3D6 hit damage
Storm Giant 7D6 30% Underwater castle, mountain, cloud 240' Control Weather spell

Hill giants are more common (50%), while the others are seldom encountered (10% each type). Those giants who abide in castles sometimes have additional guards. There is a 50% chance that some other monster will be there (roll 1D6): 1-4 = a hydra with from 5-10 (1D6+4) heads, 5 = 6-36 (6D6) wolves, 6 = 3-18 (3D6) bears.

Storm giants are the most elusive and are found only in out-of-the-way places. Typcally their abode will be a castle built underwater or on a mountain, or upon a cloud. They are intelligent, about 240' tall, and do 3D6+3 damage (unless the alternate damage system is used). These giants are able to employ a Control Weather spell in order to cause a storm - their favorite kind of weather - when angry or in battle.

Horses

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War horses melee. The other characteristics of horses (and mules) are:

Type Max Load
in GP
Light horse 3000
Medium horse 3750
Heavy horse 4500
Draft horse 4500
Mules 3500

Horses and mules are panic-striken by raging fire and strange smells, although those trained for battle are not nearly so likely to be affected. Only mules are agile enough to be taken in dungeons.

Lycanthropes

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There are only 4 kinds of lycanthropes with varying armor class, movement, and hit dice.

Type Armor
Class
Movement Damage Alignment
Wererat 7 12 1 1D3 bite, 1 weapon Neutral
Werewolf 5 15 1 2D4 bite Neutral/Chaos
Wereboar 4 12 1 2D6 bite Neutral/Chaos
Weretiger 3 12 2 1D4 claws, 1 1D10 bite Neutral/Chaos
Werebear 2 8 2 1D3 claws, 1 2D4 bite* Law/Neutral

*A werebear will hug on a score of 18 or better causing 2D8 points of additional damage.

Wererats are extremely intelligent and whenever possible they will capture and hold persons for ransom. They commonly employ all forms of weapons. They can assume the shape of a normal man in order to dupe persons, but they prefer to maintain a rat-like shape, although nearly man-sized. They move very quietly (as a 7th level thief). They can control rats as a Vampire does.

Groups of lycanthropes are either packs or family packs. Packs are from 2-4. Family packs are from 5-8. Groups of 8-20 are more likely to be packs (66%) than several family packs (33%).

<local> Packs rolled on a D6 are called "six packs". </local>

A family pack will consist of 2 adults and the balance young of varying age (½ to 90% grown). If the young are attacked the female adult will fight at triple value for 4 melee rounds, but thereafter drop to ½ value. If an adult female is attacked its mate in the family pack will fight at double value thereafter. When adults are killed all young under 90% grown will be subdued, those of 90% growth will fight until dead.

Anyone seriously wounded by lycanthropes (assume 50% of total possible damage) will be infected and himself become a similar lycanthrope with 2-24 (2D12) days unless they are given a Cure Disease spell by a cleric.

Men

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There are several categories of men.

Bandits

Although bandits are normal men, they will have leaders who are supernormal fighters, magical types, or clerical types. For every 30 bandits there will be 1 4th level fighter; for every 50 bandits there will be an addition 1 5th or 6th (50% chance of either level); for every 100 bandits there will be in addition one 8th or 9th level fighter (again 50% change of either level). If there are over 200 bandits there will be a 50% chance for a magic-user (50% of either a 10th or 11th level) and a 25% chance for an 8th level cleric. If there are exactly 300 bandits, there will absolutely be a magic-user, and the chance for a cleric goes up to 50%. There is also a chance that there will be magical accouterments with the super-normal types:

Type Roll For
5% chance for fighters, for each level Armor Shield Sword
5% chance for magic-users, for each level Wand/Staff Ring Misc Magic
5% chance for clerics, for each level Armor Shield Misc. Weapon*

*If you roll an edged weapon, go to the wand/staff table and roll again, but if the result is not usable by a cleric there is no item in this category.

For example, assume 183 bandits are encountered. There will be the following super-normal types with them:

Using percentile dice a score of 20% or less would indicate that the 4th level fighters had magical armor, shield, and/or sword (check for each fighter by category); a roll of 25% or 30% (or less) would indicate the same for the 5th or 6th level fighters; and a score of 40% or 50% (or less) would indicate the same for the 8th or 9th level fighter.

40% of the bandits will be light foot. 25% will be short bow or light crossbow; 25% will be light Horse; and 10% will be medium horse. All super-normal individuals with the force will be riding heavy, barded horses.

<local> According to the rules, if you're really desperate, you can go back to Chainmail and use the categories just presented to derive armor class and movement. </local>

There will be 1 hit die per bandit. 50% chance of neutral, 50% chaos.

Berserkers

Berserkers are simply men mad with battle-lust. They will have only fighters with them as explained in the paragraphs about bandits. They never check morale. When fighting normal men, they add +2 to their dice score when rolling due to their ferocity.

Use leather armor to determine armor class. They can move 120' per turn. They have 1D6+1 per man. They are neutral alignment.

Brigands

Brigands are the same as bandits except +1 morale and a chaotic alignment.

Dervishes

Dervishes are fanatically religious nomads who fight as berserkers, never checking morale, with +1 on hit dice, and otherwise as nomads, except that they will always be led by an 8th-10th level cleric and are lawful in alignment.

Nomads

These raiders of the deserts or steppes are similar to bandits as far as super-normal types and most other characteristics go:

Desert nomads consist of 50% light horse lancers, 20% light horse bowmen, and 30% medium horse lancers.

Steppes nomads consist of 20% light horse lancers, 50% light horse bowmen, 10% medium horse lancers, and 20% medium horse bowmen.

Buccaneers

Buccaneers are water-going bandits in all respects except for the composition of their force. They consist of 60% light foot, 30% light crossbow, and 10% heavy crossbow.

Pirates

Pirates are the same as buccaneers except that they are aligned with chaos.

Cavemen

Cavemen fight as 2nd fighters armed with weapons equal to morning stars. They have no armor but get 2 hit dice. They have -1 morale. Their alignment is always neutral.

Mermen

Mermen are similar to berserkers in most respects, but they fight at -1 on land. They are armed with tridents and darts (50/50). Armor class is equal to leather armor.

See also Men under the Races section.

Orcs

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If you've read Tolkien, you'll remember that not only are orcs tribal, but the tribes don't like each other. The number of different tribes of Orcs can be as varied as desired, basing the decision on Tolkien or random chance. Once decided upon, simply generate a random number whenever Orcs are encountered, the number generated telling which tribe they belong to. When found in their "lair" (roll 1D6) it will be either a cave complex (1-4) or a village (5-6). The cave complex will be guarded by sentries. A village will be protected by a ditch and a palisade defense, 1 light catapult per 50 orcs, and a high central tower of some kind. Both lairs will possibly have strong leader/protector types.

Leader Cave Village
7th-9th level fighter --- 25% per 100 orcs
11th level magic-user --- 10% per 100 orcs
Balrog 25% per 100 orcs ---
Dragon 10% per 100 orcs ---
1-6 Ogres 10% per 50 orcs 15% per 50 orcs
1-4 Trolls 10% per 100 orcs ---

Orcs will defend their lair without morale checks until they are outnumbered 3 to 1.

If orcs are found outside of their lair, there is a 50% chance that they may be escorting a wagon train of from 1-8 wagons. Each wagon will be carrying from 200-1200 GP (2D6 * 100). Wagon trains will have additional orcs guarding them, 10 per wagon, and will be lead by either a fighter or magic-user (50% chance). Roll 1D6 to determine the class of the leader:

1-3 = fighter, 4-6 = magic-user

Then roll 1D6 to find the level of the leader:

if a fighter: 1 = 7th level, 2-4 = 8th level, 5-6 = 9th level
if a magic-user: 1 = 9th level, 2-4 = 10th level, 5-6 = 11th level

If orcs are encountered in an area which is part of a regular campaign map, their location and tribal affiliation should be recorded. Other orcs located in the same general area will likely be of the same tribe.

Orcs do not like full daylight, reacting as Goblins do. They attack orcs of a different tribe on sight unless they are under the command of a stronger monster and can score better than 50% on an obedience check (4-6 on 1D6).

Undead

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This section is here for your convenience to summarize the various types of undead monsters. They include: ghouls, mummies, skeletons, spectres, vampires, wights, wraiths, and zombies.

Wandering Monsters

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At the end of every turn the referee will roll 1D6 to see if a "wandering monster" has been encountered. A roll of 6 indicates a wandering monster has appeared. The direction of appearance is determined by random number generation considering the number of possible entries. Distance and surprise are decided in the usual manner. The kind of monster is determined on the table below. Note that that there are 2 sets of tables: one for underground and another set for above ground.

Underground Wandering Monsters

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  Consult Level Tables Below
Dungeon
Level
1 2 3 4 5 6
1 1-2 3-4 5 6 - -
2 1 2 3-4 5 6 -
3 - 1 2 3-4 5 6
4-5 - - 1 2-3 4-5 6
6-7 - - - 1 2-4 5-6
8-9 - - - - 1-2 3-6
10-12 - - - - 1 2-6
13+ - - - - - 1-6

Level 1

This is the revised table from Greyhawk.

1D12 Monster
1 Kobolds
2 Goblins
3 Orcs
4 Skeletons
5 Giant Rats
6 Centipedes
7 Bandits/Berserkers
8 Spiders
9 Stirges
10 Footpads
11 Dwarves/Elves
12 Gelatinous Cube

Level 2

This is the revised table from Greyhawk.

1D12 Monster
1 Hobgoblins
2 Gnolls
3 Zombies
4 Ghouls
5 Warriors
6 Conjurers
7 Robbers
8 Theurgists
9 Burglars
10 Giant Toads/Ants
11 Bugbears
12 Carrion Crawler

Level 3

This is the revised table from Greyhawk.

1D12 Monster
1 Wights
2 Heroes
3 Swashbucklers
4 Thaumaturgists
5 Magicians
6 Cutpurses
7 Sharpers
8 Harpies
9 Wererats
10 Giant Snakes/Spiders
11 Giant Weasels/Hogs
12 Ochre Jelly

Level 4

This is the revised table from Greyhawk.

1D20 Monster
1 Dopplegangers
2 Wraiths
3 Gargoyles
4 Ogres
5 Evil Priests
6 Myrmidons
7 Enchanters
8 Pilferers
9 Shadows
10 Giant Beetles
11 Giant Scorpions
12 Lycanthropes
13 Carnivorous Apes
14 Owl Bears
15 Displacer Beasts
16 Blink Dogs
17 Phase Spiders
18 Giant Ticks
19 Will O'Wisps
20 Rust Monsters

Level 5

This is the revised table from Greyhawk.

1D20 Monster
1 Trolls
2 Ogre Magi
3 Superheroes
4 Wyverns
5 Spectres
6 Mummies
7 Druids
8 Hell Hounds
9 Invisible Stalkers
10 Minotaurs
11 Manticoras
12 Lammasu
13 Cockatrices
14 Sorcerers/Necromancers
15 Thieves
16 Salamanders
17 Hydras (6-8 heads)
18 Umber Hulks
19 Rust Monsters
20 Giant Slug

Level 6

This is the revised table from Greyhawk.

1D20 Monster
1 Giants
2 Titans
3 Hydras (9 or more heads)
4 Dragons
5 Golems
6 Basilisks
7 Gorgons
8 Hydras (fire-breathing)
9 Chimeras
10 Vampires
11 Hell Hounds
12 Lords/Paladins
13 Balrogs
14 Beholders
15 Evil High Priests
16 Wizards
17 Master Thieves
18 Liches
19 Purple Worms
20 Rust Monsters

If the level beneath the surface roughly corresponds to the level of the monster, then the number of monsters will be based on a single creature, modified by type (orcs would appear in groups), and the number of adventurers in the party. Assume the basic number of creatures for every 1-3 characters in the party. For example, if you're dealing with creature that doesn't appear in groups, yet have a party of 9 characters, then 3 of the creatures would appear.

Monsters will automatically attack and/or pursue any characters they see with the exception of monsters intelligent enough to avoid an obviously superior force.

There is a 25% chance that any character surprized by a monster will drop some item. If so, roll for the possibilities remembering that only those items held could be so dropped.

Burning oil will deter many monsters from continuing pursuit. Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food. Treasure will have the opposite effect, being more likely to stop intelligent monsters.

Above Ground Wandering Monsters>

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Terrain

1D6 Clear Woods River Swamp Mountains Desert City
Party Gets Lost 1 1-2 1 1-3 1-2 1-3  
Wandering Monster 6 5-6 5-6 4-6 4-6 5-6  

Type of Encounter

1D8 Clear Woods River Swamp Mountains Desert City
1 Men Men Men Men Men Men Men
2 Flyer Flyer Flyer Flyer Flyer Flyer Undead
3 Giant Giant Giant Giant Giant Giant Undead
4 Lycanthrope Lycanthrope Lycanthrope Lycanthrope Lycanthrope Men Men
5 Animals Lycanthrope Swimmer Swimmer Animals Animals  
6 Men Men Swimmer Undead Giants Dragon  
7 Animals Animals Animals Undead Dragon    
8 Dragon Dragon Dragon Dragon Dragon    

Men

Cal
Empty out all of the copper pieces and check the trunk for secret drawers or a false bottom, and do the same with the empty one. Also, do there seem to be any old boots or cloaks among the old clothes in the rubbish pile?
Ref
(Cursing the thoroughness of the caller) The seemingly empty trunk has a false bottom ... in it you have found an onyx case with a jeweled necklace therein. The case appears to be worth about 1,000 GP and the necklace about 5,000 GP. Amidst the litter the search has located a pair of old boots, but there is nothing like a cloak there.
Cal
The boots will be tried on now to see if they allow silent movement - we can use a set of Elven Boots! I will secure the case and necklace in my back pack, while the others will try, by turn, to fill their packs with coppers.
Ref
This will require 4 turns. (He checks for monsters wandering in, and on the fourth try one is indicated. However, as there was a listener at the door it is approaching, he also checks to see if it is detected, allowing a good probability that it will be heard.) As you complete your loading the dwarf at the west door detects heavy footsteps approaching. The boots, by the way, are Elven-type...
Cal
Excellent! Our magic-user will cast a Hold Portal on the west door while the elf opens the secret one. We will then all beat a hasty retreat down the stairs to the south. Onward, friends, to more and bigger loot!

With appropriate variations for ability to detect and/or see what is around them, the adventure will continue in this manner until the party leaves the dungeons or are killed therein.

Trap Ideas

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The following ideas are from the The Underground & Wilderness Adventures book, volume 3.

False stairs, either up or down.

Steps which lead to a slanting passage, so the player may actually stay on the same level, descend 2 levels, or ascend 2 levels.

Trap steps which lead up a short distance, but then go downwards for a least 2 levels, with the return passage blocked by bars or a 1-way door.

Intra-level teleportation areas, so that a player will be transported to a similar (or dissimilar) area on the same level, possible activated by touching some item (such as a gem, door, or the like).

Sinking rooms, including rooms which seem to sink, while the doors remain shut fast for a period of several turns.

Illusion, mind control, or geas rooms.

Sections which dead-end so as to trap players being pursued by monsters.

Door which are openable from 1 side only, which resist opening from 1 side, or which appear at random intervals.

Natural passages and caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas.

Space distortion corridors or stairs which seem longer or shorter than they actually are.

The following ideas are from the Greyhawk book, Supplement 1.

Giant bubbles which foalt about in the corridors and rooms of the dungeons. The slightest touch will explode them, causing 1-10D6 points of damage depending on the level they are on. The bubbles might contain a gem (1 chance in 6).

Statues which have 1D4, 1D6, or 1D8 different actions they perform when approached within 20'. Options are: do nothing, point in a random direction, point towards the nearest treasure, recite a meaningless poem, give a rhyming clue to a treasure, emit a loud screaming noise, pursue and attack, offer a real or false map, etc.

A box of animal crackers which will spring to life when grasped; for example, a bear might dump a bowl of porridge on the player's head, a giant fox might demand a bunch of grapes or else he'll attack, a lion will attack unless a thorn in his paw is removed, and so on. At least one of the animals will give some treasure or aid of some sort.

Rooms which emit rays or gases which cause unexpected reactions or force players entering to do things they do not necessarily desire to do, i.e., a room which causes all who enter to wish to attack each other, a room of greed, a geas room, a room which causes a sex to change, a curse room, etc.

Devices which have a number of levers, buttons, dials, or whatever; and the movement of each will cause a different thing to happen. Typical examples of results: 1) damage to mover, 2) change alignment, 3) become another class, 4) become a monster, 5) lose a level, 6) teleported elsewhere, 7) release various missiles which come out or down within a certain area, 8) open pits or slides, 9) give various treasures, 10) give a magic item, 11) give some bonus to experience or abilities.

Various doors: doors which will open only for a certain class of player or alignment, doors which open only for monsters, doors which will open to allow traffic into an area but not out of it, doors which have intelligence (and which are usually malign), etc.

A lengthy corridor 20' wide, at the end of which is a 20' square room which, upon being entered, slides backward with an imperceptible motion, so that when it is left from its opposite side the party is actually traversing a section of the same 20' corridor again. This process can be repeated with 1 or more additional rooms in series.

A passage which slants down 1 level to a set of stairs which lead to a door to an elevator room which goes down 1 or 2 levels. The exit from the elevator room is another down-slanting passage at the base of which is a slide down. In this way no less than 5 levels will be descended while the party believes that only 2 have been descended.

Vegetation which holds (grass is fine for this), entwines (vines or brambles), moves, flails branches (shrubs and trees), shouts warnings, hurls missiles (fruit, nuts, thorns), or emits perfumes which cause death, forgetfulness, sleep or the like (flowers or fruits).

Furniture which is animated to trip, confine, and smother (rugs and carpets) or move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries and wall hangings). (Ours is known as the "Living Room".)

Room complexes which are all parts of a monster, the first room being the mouth, the next the stomach, and so forth.

Lice or other parasites which turn to germs or burrowing killers if removed from the body of a recently kiled monster.

A pit which is also a trasporter, sending anyone who falls into it into an exactly similar pit (or elsewhere).

A slide at the bottom of a pit which leads to a monster.

A great bas-relief face which if looked upon will either bestow some worthwhile knowledge or increase to the beholder or else cause him to save vs. magic or else be turned into a wart on its face or something similar. [See A. Merritt's Face in the Abyss for a good example.]

A wishing well which gives fulfillment of wishes according to the value of the item tossed within it. Of course, some wells are inhabited by a horrible monster who hoards treasure.

Treasures which are hidden as part of the monster: fur that is of great value, gem eyes or claws, horns of precious material, creatures whose hard shells are actually shields of magical value, magical teeth and fangs, gizzards full of gems, hollow horns with magical items inside, spikes which are platinum, and so on. [Checking this all out requires a lot of time...]

Chests and cases with false bottoms and hidden compartments, so the entire treasure is difficult to find. For example, a wand might contain a secret compartment with a highly value magic ring.

Statues with a small piece missing: if the missing portion is found and replaced, the statue turns back to its original form and serves the person. A cyclops with a missing eye, for example, which is a very large diamond held by a nearby monster. If the eye is found and replaced, the cyclops will serve for a limited period of time. Of course, some such statues are stone golems which attack when made whole.

Have an area where magical items are forged and constructed, run by next-to-unbeatable creatures. For an exorbitant price these items can be purchased, but there is no guarantee that they will actually work. Examples of prices are: trades for a number of other items greater in overall value than the desired item: the entirety of a Red Dragon's horde; some item in the possession of an evil high priest, wizard, or demi-god.

A hall of gambling where there are some great items to be won, but where the stakes are large amounts of money or magic items and the games are fixed. [Teach the players that you can't expect to get something for nothing!]

Items such as rings, apparel, weapons, etc. which cause bickering and discord, thus bringing more monsters to the sound of the loud arguing.

Items which cause their wearer to immediately shrink to a minimus, requiring a growth potion to restore normal size once again.

Items which cause warning devices to fail and alertness to wane, thus ESP doesn't work, secret doors are missed, slanting passages go undetected, and so forth.

Treasures protected by force fields. The force fields will give damage if touched, but levers and buttons nearby will have a chance of lowering the field. Naturally, most of the switches will cause bad things to happen.

Animals which appear to be perfectly harmless but are deadly: oxen which are cross-bred with gorgons, small lizards which are able to breath fire, creatures which grow to huge size if they are approached too closely, or animals which turn to some horrid monster if touched are typical examples.

A giant with faces or multiple heads which can never be surprized, and with 4 additional eyes is able to see invisible and hidden objects and co-ordinate no less than 2 attackes per melee round.

Giants known as "rock giants" which so closely resemble stone that they can seldom be detected (1 in 12 is a good probability).

Fire-resistant mummies. Many players will get used to frying these monsters with oil, but watch the fun when they run into one of these critters!

Skeletons who are able to hurl their finger joints as if they were magic arrows.

Monsters which are in endless supply due to a magical point of origin. "Greyhawk" had a fountain on its second level which issues endless numbers of snakes.

Containers which are filled with a gas or liquid which turns into a monster if the gas or liquid is dispensed.

Similar types of monsters who dwell and act together such as: a medusa riding a gorgon, or one hwo has a pet basilisk and a pet cockatrice, a balrog riding a red dragon, or a balrog with salamanders as servants, a balrog with a ped fire-breathing hydra, or a frost giant riding a white dragon.

Dissimilar monsters who still act in combination: a troll with a magic spear riding a purple worm, a 9th level fighter with magical arms and armor riding a wyvern, an ogre-mage mounted upon a manticore, an evil high priest riding a chimera, an elven 4th level fighter/8th magic-user mounted upon a lammasu, thieves with bugbear guards, a cloud giant riding a tyrannosaurus rex, an 11th level wizard with a pack of hell hounds, or Mars mounted upon Talos' shoulders.

Monsters which appear to be something other than what they actually are: an ochre jelly monster which appears to be a mere ogre, a snake which is actually gray ooze, a giant spider-like black pudding, a symbiotic dragon which spits ochre jelly, black pudding, etc, or a seeming golden dragon which is actually mobile yellow mold.

The possibilities here are numerous and very deadly, and these combinations should be used sparingly or very deep in the dungeons.

Glossary

Go to House Rules or the Table of Contents.

This section will define commonly used abbreviations.

CP
Copper Pieces
nDp
'n' 'p'-sided dice. For example, 2D6 would mean "roll 2 6-sided die".
EP
Experience Points
HP
Hit Points
GP
Gold Pieces
IMHO
In My Humble Opinion (from NetNews and the Internet)
SP
Silver Pieces

House Rules

See the parallel House Rules document.

Go to the Table of Contents.

References and Legal Stuff

Go to House Rules or the Table of Contents.

pointless imp thief
  • Dungeons & Dragons®, Men & Magic, Volume 1, Gary Gygax & Dave Arneson, © 1975, Third Printing - April 1975
  • Dungeons & Dragons®, Monsters & Treasure, Volume 2, Gary Gygax & Dave Arneson, © 1975, Third Printing - April 1975
  • Dungeons & Dragons®, The Underground & Wilderness Adventure, Volume 3, Gary Gygax & Dave Arneson, © 1975, Third Printing - April 1975
  • Dungeons & Dragons®, Greyhawk, Supplement 1, Gary Gygax and Rob Kuntz, © 1975, Second Printing - July 1975
  • The NetNews group rec.games.frp.dnd

TSR, Dungeons & Dragons, Advanced Dungeons & Dragons, D&D, AD&D, Dungeon Master, Dragon, Dungeon, Greyhawk, Forgotten Realms, DragonLance, Ravenloft, Planescape, Dark Sun, Mystara, Spelljammer, Birthright, and Player's Option are registered trademarks of TSR, a subsidiary of Wizards of the Coast, which is a subsidiary of Hasbro.

All textual content directly taken from the Dungeons & Dragons® books is copyrighted by the Wizards of the Coast and Hasbro. Note that the content copyrighted by Wizards of the Coast and Hasbro has not been released under any special license and remains protected by their copyrights. This web page has not been endorsed by Wizards of the Coast, Inc.

<local> All of the local content is Copyright (c) 2000 Bruce W. Mohler and should be distributed under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. </local>

All of the character and race graphics on this web page are used without permission from Toni DiTerlizzi's web site.

Thanks to the Web Design Group for their excellent on-line HTML references. Yes, I did use 1 deprecated feature ("‹img src... align=right›"). Thanks to the House of Style for guidance on Cascading Style Sheets.

This document was last modified on 30th October 2000.

1D12 Typical Mountain Desert (Mars) Water
1 Bandits Bandits Nomads Buccaneers
2 Brigands Berserkers Dervishes Pirates
3 Necromancer Brigands Nomads Buccaneers
4 Wizard Wizard Lord Pirates
5 Bandits Wizard Wizard Buccaneers
6 Berserkers Superhero Nomads Mermen