Set 2 - Expert Rules Box Set

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Preface

By the light of your torch, you have seen


the sparkle of coins and gems. You have
pried magical swords from their age-old
resting places. Strange beasts have been
met and overcome; odd and unexpected
friendships have come to light. You are
an Adventurer.
After each perilous dungeon expedi-
tion, you have stepped out into the sun-
light to return to your home. But what do
you know of the green countryside, the
farmers' golden fields, and the land
beyond? What of your town, friends and
neighbors? Indeed, noble traveler —
what do you know of the world?
Watch! The world around you is com-
ing into focus. More details await your
discovery, in places far and near. Your
quiet little home town of Threshold is
only a beginning; the Duke's mighty capi-
tal, Specularum, beckons from the south-
ern coast. There you may visit the local
marketplace, seeking the stories of for-
eign lands brought by caravans and
traders. Take a raft downstream, or fol-
low a trail into the gnome hills; adventure
lurks at every turn.
Gather knowledge, wealth and power;
you can build a castle, attract followers,
and even become ruler of a land. All this
lies in your future — and this is only the
beginning.
The horses are ready; dawn is break-
ing. Whither are we bound?

Frank Mentzer
May 1983

Earlier Editions and Rule Changes


The DUNGEONS & DRAGONS® game, erally understandable version is needed
first created in 1974, has changed as more — the volume you now hold, together
and more people have played it. You may with the new Basic Set. So many changes
find three earlier versions — the Original have occurred since 1973 that the task of
Set, in small brown or white boxes (now explaining all of them would require a
collector's items), the "blue book" edition booklet of this size — and thus, they are
of 1978, and the "red book" edition of not included here.
1981. Use these rules (along with those in the
The Original Set was written by and for revised Basic Set) whenever differences
"hobby gamers." But now, with millions between the old and new rules occur.
of players around the world, a more gen-
Expert Rulebook
by Gary Gygax and Dave Arneson
Fantasy Adventure Game

CONTENTS

INTRODUCTION 2
Revised by Frank Mentzer The Expert Game
Editing by Anne C. Gray The Player's Opportunities
The Dungeon Master's Task
Illustrations by Larry Elmore PLAYERS' INFORMATION gaaMB^WhWMMWMgiaaHWBBWMMMiMMWMI
© 1974, 1977, 1978, 1981, 1983 Hit Dice and Hit Points 3
TSR, Inc. All Rights Reserved Maximum Levels and Experience Points
Horses
Titles
Spell Casting
Multiple Spell Effects
CHARACTER CLASSES — Human 4
Cleric
WARNING: This book has been de- Cleric Charts and Tables
signed to be used with the DUNGEONS Clerical Spells: First to Sixth Level 5
Fighter 10
& DRAGONS® Basic Set (the red box); it Fighter Charts and Tables
does not explain how to play the game. Magic-User 11
You must have the Basic rules before you Magic-user Spells: First to Sixth Level 11
can use this set. Thief 17
Thief Charts and Tables
CHARACTER CLASSES —Demi-Human 18
Dwarf
DUNGEONS & DRAGONS® Fantasy Adventure Dwarf Charts and Tables
Game © 1974, 1977, 1978, 1981, 1983, TSR, Inc. All Elf
Rights Reserved. Elf Charts and Tables
Halfling 19
DUNGEONS & DRAGONS® and D&D® are regis- Halfling Charts and Tables
tered trademarks owned by TSR, Inc. WEAPONS AND EQUIPMENT
This book is protected under the copyright laws of Weapons and Equipment Charts and Tables
the United States of America. Any reproduction or Equipment Charts and Tables
other unauthorised use of the material or artwork Explanation of Equipment 20
contained herein is prohibited without the express THE ADVENTURE
written consent of TSR, Inc. Starting Out
Mapping
Distributed to the book trade in the United States Becoming Lost
by Random House, Inc., and in Canada by Random Scale
House of Canada, Ltd. Distributed to the toy and Movement Rates 21
hobby trade by regional distributors. Obstacles to Movement
Special Wilderness Travel
Printed in the U.S.A. Food
First Printing—July, 1983 Rest
Encumbrance
DUNGEON MASTER'S SECTION • • • • • ^ • • • ^ • • • • • • • • • • • • • l
Procedures 22
Clans
Climbing
TSR, Inc. TSR UK, Ltd. Combat (Special Types)
P.O. Box 756 The Mill, Rathmore Road Construction Details 23
Lake Geneva, WI 53147 Cambridge, UK CB1-4AD Giving Experience Points 24
Followers
Mercenaries
Mixing Levels of Characters 25
NPC Parties
Overusing Dice
T.M. Research (Magic Spells and Items)
Specialists
Spells Books, Lost 26
Strongholds 27
Swimming
Taxes
TSR, Inc. Wishes
The D&D Campaign 28
Part 1: Designing the Wilderness
Part 2: Sample Wilderness and Home Town 38
Part 3: Adventures in the Wilderness 41
MONSTERS 45
Monster List: Animal to Wyvern 46
TREASURES 58
Unguarded Treasure
Magic Items 59
Explanation of Magic Items
Introduction The Player's Opportunities
the actions of your characters. Logical re-
sults may create unexpected situations —
First there was the DUNGEONS & DRAG- A character who grows in wealth and often even surprising the DM! In this way,
ONS® Basic Set. It taught you to play fan- power may build a castle and attract fol- everyone contributes to the development
tasy characters of low experience levels lowers. Settlers may come to live nearby, of the fantasy world.
(1-3) and provided guidance on how to and your character may eventually become
create your own dungeons for hours of the ruler of a land! Living in a fortress, The Dungeon Master's Task
fun. your character may settle and control As a Dungeon Master, your D&D wilder-
Now there is the D&D® Expert Set larger and larger areas, bringing civiliza- ness adventures will be far more challeng-
which will add a whole new dimension to tion to the wilderness. You can discover the ing than a simple dungeon or two. For
your games. D&D Expert will teach you fun of playing the role of a medieval land example, you should have a general idea of
how to play characters of experience levels owner — coping with day-to-day troubles, what is in each area of the wilderness, for
4 through 14. It also opens the doors to the wandering monsters, and even attacks the party may go anywhere! Although a
world outside the dungeon. The wilder- from powerful characters, both PCs and few hints may help to guide the characters
ness awaits. NPCs. toward a desired area, you must be ready
You will learn about the world your Your characters can continue to travel, to make up minor details as needed, often
characters live and adventure in, including roaming the wilderness in search of high during play.
their Home Town. And you will learn how adventure. In dungeons, many new mon- But before designing a full campaign
to keep the story of your character's adven- sters and treasures await your arrival. Cas- world in all its complexity, you should un-
tures alive in the campaign game, the saga tle owners may invite you in for a splendid derstand more about small towns and how
of the world where the character lives. banquet, followed by stories and rumors of they survive. Once you understand how
This set includes two booklets. The first great dangers and fabulous treasures. Or towns begin and grow, cities and even
contains all the new rules for the player perhaps they will not look upon your ar- whole nations can be designed.
and Dungeon Master. These rules have rival with kindness . . . A full history and background adds that
been carefully designed to add to those Whichever route you choose, you will "final touch" to the characters' world — the
you learned in the D&D Basic Set, and can discover the excitement and intrigue in difference between a good Campaign and
only be used with those rules. The second dealing with the great wide world. Things a great one. Adventurers may even shape
is an Adventure Module and provides the are happening elsewhere in the lands, and the history of their world as they become
setting for many adventures on the Isle of some events may affect your characters — more powerful. More details about the
Dread, as well as showing you how a wil- such as weather, war, and politics. The lands, peoples and cultures of a fantasy
derness is created. characters may, in turn, affect the course of world are given in the D&D Companion
events. Many story lines may be developing Set.
at the same time (just like in a fantasy A campaign is limited only by the
These new rules are easy to learn and use: novel!).
If you are a Player, turn to the Players' creativity of the Dungeon Master and play-
Information section and read about the Your DM will consider the greater forces ers. There are dragons to slay, evil hordes
new abilities and spells of each character of nations and rulers, and combine this to overcome, towns to visit — and as usual,
class. And if you are a Dungeon Master, "flow of history" with the lesser forces of dungeons to explore. Onward!
turn to the Dungeon Masters section to re-
view the new Procedures, Monsters, and
Treasures, and learn how to create your
own wilderness adventures.
Finally, to help you find rules during the
game, rules are arranged alphabetically in
each section and there is an index on the
outside back cover of the rule book.

The Expert Game


When you used the D&D Basic rules alone,
most adventures were simple "off to the
dungeon and back again" affairs. Your
low-level characters were still learning
about simple adventuring — and you were,
too!
However, just as in real life, nothing is
quite that simple. Instead of merely going
from town to dungeon, your characters
may now explore the hills and forests of
the wilderness world, as well as the chal-
lenges of rivers and seas.
Player's Information

Player's
Hit Dice and Hit Points Re-memorizing spells: After a spell is
After a character reaches name level, the cast, the character cannot regain it until
player no longer rolls dice to find addi- well-rested. One night's sleep is enough.

Information
tional hit points for the character. For each Upon awakening, and before other activi-
level of experience earned, a given num- ties, an hour (of game time) must be spent
ber of hit points (instead of hit dice) will be in study or meditation. Magic-users and
gained. Each character can earn 9 hit dice elves must use their spell books to regain
at most (8 for halflings). Any Constitution spells. Character levels

•*
adjustments to hit points apply only to the
Hit Dice, and not to the hit points added at
Reversed spells: Some spells may be "re-
versed" — cast with a result opposite to the 4 to 14
higher levels. normal effect (cure light wounds becomes
cause light wounds, light becomes darkness,
Maximum Levels and Experience Points etc.). The effect of a reversed spell is given
One simple but firm rule of the D&D game in the spell description.
is that of "Maximum Levels." A demi- A cleric may reverse a spell simply by
human character starts with far more spe- casting it backward. The player simply
cial abilities than a human. To help keep all says, "My cleric is casting the spell in re-
the character classes in balance, a halfling verse." However, Lawful clerics prefer the
may only rise to 8th level; dwarves and normal spells, and only cast the reversed
elves may not progress beyond 12th level. forms in life-or-death situations. Chaotic
All human classes may continue to 36th clerics often use the reversed spells, and
level. only use the normal forms to benefit their
Experience points, however, never reach friends. Neutral clerics may choose to cast
a maximum. They may always be earned, the normal or the reversed forms, but the
even if a character's level has stopped in- cleric must continue using the forms first
creasing. Players should keep records of all chosen, and is not free to change from one
XP gained; this may affect high-level play, to the other.
as described in the D&D Companion and Unlike cleric spells, reversible magic-
Masters Sets. user (and elf) spells must be memorized in
reverse to be usable. The spell caster must
select the normal or reversed form of the
Horses spell when the spell is memorized for the
As the Campaign develops, characters will day. Of course, any spell may be studied in
travel many miles in search of adventure. both normal and reversed forms. For ex-
Most characters will probably purchase ample, if a Seer has a light spell in a spell
one or more horses to make travel faster book, the character could study both light
and easier. Riding horses are the fastest and darkness for an adventure.
normal steeds, but are no help in combat,
and do not wear barding (horse armor).
War horses are larger and tougher, and Multiple Spell Effects
may be useful in wilderness encounters. A Hit rolls, damage rolls, Saving Throws,
war horse can fight, using its two front Morale, and other abilities may be affected
hoof attacks (for 1-6 points each), with the for a short time by using certain magic
help of the character riding it. While guid- spells. In general, multiples of the same
ing the horse, the character may not attack spell (such as two bless spells) do not com-
or cast a spell, but may perform some bine their effects, even if cast by two dif-
other action (such as drinking a potion, ferent characters. Two haste spells do not
changing weapons, etc.). When not ridden, allow attacks at four times the normal rate;
a war horse will defend itself without need- only the first haste will take effect. Different
ing such guidance. Any character class can spells, or those that add to the effects of
ride a war horse. magic items, will usually combine suc-
cessfully. For example, a bless and a magic
sword will both apply to a Hit roll, in addi-
Tides tion to Strength bonuses.
Most of the titles given in the class descrip-
tions apply to male characters only. Feel
free to create feminine forms for female
characters!

Spell Casting
All details on spell casting, as given in the
D&D® Basic rulebook, still apply in full.
Character Classes — Human

Cleric FIRST LEVEL CLERIC SPELLS SECOND LEVEL CLERIC SPELLS


1. Cure Light Wounds* 1. Bless*
For the first three Levels of experience, a 2. Detect Evil 2. Find Traps
3. Detect Magic 3. Hold Person*
cleric's power is very limited. But as they 4. Light* 4. Know Alignment*
advance (to a maximum of 36th level), cler- 5. Protection from Evil 5. Resist Fire
ics obtain more spells of greater power, 6. Purify Food and Water 6. Silence 15' radius
due both to practice and the strengthening 7. Remove Fear* 7. Snake Charm
of their beliefs. It is very important for 8. Resist Cold 8. Speak with Animal
clerics to be faithful to their beliefs.
If a cleric behaves in a manner that does THIRD LEVEL CLERIC SPELLS FOURTH LEVEL CLERIC SPELLS
1. Continual Light* 1. Animate Dead
not fit the character's Alignment or beliefs, 2. Cure Blindness 2. Create Water
the cleric may be punished by the church 3. Cure Disease* 3. Cure Serious Wounds*
— or even greater powers. This punish- 4. Growth of Animals 4. Dispel Magic
ment could, for example, be a penalty on 5. Locate Object 5. Neutralize Poison*
Hit rolls, a dangerous quest that must be 6. Remove Curse* 6. Protection from Evil 10' radius
completed, or even a lack of spells. Your 7. Speak with the Dead 7. Speak with Plants
DM will tell you what the character must 8. Striking 8. Sticks to Snakes
do to recover good standing.
FIFTH LEVEL CLERIC SPELLS SIXTH LEVEL CLERIC SPELLS
When a cleric reaches Name level, a cas- 1. Commune 1. Animate Objects
tle may be built. If the cleric has never been 2. Create Food 2. Find the Path
punished for misbehavior, the cleric's 3. Dispel Evil 3. Speak with Monsters*
church may help with the cost. Some fol- 4. Insect Plague 4. Word of Recall
lowers may come to assist and serve the 5. Quest* *Spell may be cast with reverse effects.
cleric. Your DM will help with the details. 6. Raise Dead*
The notes on the chart are read the same (due to the 12 Hit Dice maximum per try),
as described in the Basic Set: a number is the cleric may make another attempt if de-
the roll needed, on 2d6, for the cleric to sired. Only one attempt can be made each
Turn a number of the undead monsters (to combat round, and no other actions are
CLERIC SAVING THROWS TABLE chase them away for some time); a T possible while Turning undead. However,
Level: 1-4 5-8 9-12 13-16 means automatic Turning, and a D means if any attempt fails, no further attempts at
that a number of undead are destroyed. Turning that group of undead will succeed
Death Ray Up to 12 Hit Dice of undead are affected for that cleric.
or Poison 11 9 7 5 with each successful attempt. The number
Magic Wands 12 10 8 6 One new notation, D +, appears on the
affected is determined by the DM using chart. This means that the power of the
Paralysis or 2d6. Each successful attempt will Turn at cleric is so great that 3-18 Hit Dice of un-
Turn to Stone 14 12 10 8 least one undead monster. dead are destroyed (3d6 instead of 2d6).
Dragon Breath 16 14 12 10
If your cleric is successful at Turning un- Again, the DM will determine the exact
Rod/Staff/Spell 15 13 11 9
amount.
dead, but some of the undead still remain

CLERIC EXPERIENCE TABLE CLERIC TURNING UNDEAD TABLE


Spells/Level Cleric's Level
Level Title XP 1 2 3 4 5 6 Undead 1 2 3 4 5 6 7 8 9-10 11-12 13-14
1 Acolyte 0 — — — — — — Skeleton 7 T T D D D D D D D+ D+
2 Adept 1,500 1 — — — — — Zombie 9 7 T T D D D D D D D+
3 Priest 3,000 2 — — — — — Ghoul 11 9 7 T T D D D D D D
4 Vicar 6,000 2 1 Wight — 11 9 7 T T D D D D D
5 Curate 12,000 2 2 — — — Wraith — — 11 9 7 T T D D D D
6 Elder 25,000 2 2 1 — — Mummy — — — 11 9 7 T T D D D
7 Bishop 50,000 3 2 2 — — — Spectre — — — — 11 9 7 T T D D
8 Lama 100,000 3 3 2 1 — — Vampire — — — — — 11 9 7 T T D
9 Patriarch 200,000 3 3 3 2 —
10* 10th Level Patriarch 300,000 4 4 3 2 1 —
11* 1 lth Level Patriarch 400,000 4 4 3 3 2 — Hit Dice: Id6 per level, 9d6 maximum, +1 hit point per level
12* 12th Level Patriarch 500,000 4 4 4 3 2 1 thereafter.
13* 13th Level Patriarch 600,000 5 5 4 3 2 2
14* 14th Level Patriarch 700,000 5 5 5 3 3 2

Constitution adjustments no longer apply.


First Level Clerical Spells
The following first level clerical spells may
be reversed. Ranges, durations, Saving
Throws, and areas of effect are unchanged
from Basic unless noted.
Cure Light Wounds*
When reversed, this spell, cause light
wounds, causes 2-7 points of damage to any
creature or character touched (no Saving
Throw). The cleric must make a normal
Hit roll.
Light*
When reversed, this spell, darkness, creates a Second Level Clerical Spells The paralysis may only be removed by the
circle of darkness 30' in diameter. It will reverse spell, or by a dispel magic spell.
block all sight except infravision. Darkness will Bless* The reverse of the spell, free person, re-
cancel a light spell if cast upon it, but may Range: 60' moves the paralysis of up to 4 victims of
itself be cancelled by another light spell. If Duration: 6 turns the normal form of the spell (including
cast at an opponent's eyes, it will cause blind- Effect: All within a 20' square area one cast by a magic-user or elf). It has no
ness until cancelled, or until the duration other effect.
ends. The target is allowed a Saving Throw This spell improves the morale of friendly
and if he succeeds, the spell misses. Know Alignment*
creatures by +1 and gives the recipients a
+1 bonus on all Hit and damage rolls. It will Range: 0 (Cleric only)
Remove Fear* only affect creatures in a 20' x 20' area, and Duration: 1 round
When reversed, this spell, cause fear, will only those who are not yet in melee. Effect: One creature within 10'
make any one creature flee for two turns. When reversed, this spell, blight, places a
The victim may make a Saving Throw vs. — 1 penalty on enemies' morale, Hit rolls, The caster of this spell may discover the
Spells to avoid the effect. This reversed and damage rolls. Each victim may make a alignment (Lawful, Neutral, or Chaotic) of
spell has a range of 120'. Saving Throw vs. Spells to avoid the penal- any one creature within 10'. The spell may
ties. also be used to find the alignment of an
enchanted item or area (if any; for exam-
Find Traps ple, of a magic sword or temple).
Range: 0 (Cleric only) The reverse of the spell, confuse alignment
Duration: 2 turns lasts for 1 turn per level of the caster, and
Effect: Traps within 30' glow may be cast on any one creature, by touch.
No Saving Throw is allowed. For as long as
This spell causes all traps to glow with a the spell lasts, any cleric trying to find the
dull blue light when the cleric comes within alignment of the recipient by way of the
30' of them. It does not reveal the types of normal form of the spell will get a false
traps, nor any method of removing them. answer. That same false answer will be the
result of any further attempts.
Hold Person*
Range: 180' Resist Fire
Duration: 9 turns Range: 30'
Effect: Paralyzes up to 4 creatures Duration: 2 turns
Effect: One living creature
The hold person spell will affect any human,
demi-human, or human-like creature For the duration of this spell, the recipient
(bugbear, dryad, gnoll, gnome, hobgoblin, cannot be harmed by normal fire and heat.
kobold, lizard man, ogre, ore, nixie, pixie The recipient also gains a + 2 bonus on all
or sprite). It will not affect the undead or Saving Throws against magical fire
creatures larger than ogres. Each victim (dragon's breath, fire ball, etc.). Further-
must make a Saving Throw vs. Spells or be more, damage from such fire is reduced by
paralyzed for 9 turns. The spell may be 1 point per die of damage (though each die
cast at a single person or at a group. If cast will inflict at least 1 point of damage, re-
at a single person, a - 2 penalty applies to gardless of adjustments). Red dragon
the Saving Throw. If cast at a group, it will breath damage is reduced by 1 point per
affect up to 4 persons (at the cleric's hit die of the creature (again to a minimum
choice), but with no penalty to their rolls. of 1 point of damage per hit die).
Character Classes — Human

Silence 15' Radius Third Level Clerical Spells This spell doubles the size of one normal
or giant animal. The animal then has twice
Range: 180' Continual Light* its normal strength and inflicts double nor-
Duration: 12 turns Range: 120' mal damage. It may also carry twice its nor-
Effect: Sphere of silence 30' across Duration: Permanent mal encumbrance. This spell does not
Effect: Sphere of light 60' across change an animal's behavior. Armor Class,
This spell makes the area of effect totally or hit points, and does not affect intelligent
silent. Conversation and spells in this area This spell creates light as bright as daylight animal races or fantastic creatures.
are impossible for the duration of the spell. in a spherical volume of 30' radius. It lasts
This spell does not prevent a person within until a dispel -magic or continual darkness spellLocate Object
the area from hearing noises made outside is cast upon it. Creatures penalized in Range: 0 (Cleric only)
the area. If cast on a creature, the victim bright daylight (such as goblins) suffer the Duration: 6 turns
must make a Saving Throw vs. Spells or same penalties within this spell effect. If Effect: Detects one object within 120'
the spell effect will move with the creature. cast on an opponent's eyes, the victim must
If the Saving Throw is successful, the spell make a Saving Throw vs. Spells or be This spell allows the cleric to sense the di-
remains in the area in which it was cast, blinded until the effect is removed. This rection of one known object. It gives no
and the victim may move out of the area. spell may be cast either in an area or upon information about distance. A common ob-
Snake Charm an object. ject (such as "stairs leading up") can be de-
The reverse of this spell, continual dark- tected; otherwise, the cleric must know ex-
Range: 60' ness, creates a completely dark volume of actly what the object looks like (size, shape,
Duration: 2-5 rounds or 2-5 turns the same size. Torches, lanterns, and even color, etc.). The spell will not locate a crea-
Effect: Charms 1 HD of snakes per level of a light spell will not affect it, and infravision ture.
the caster cannot penetrate it. If cast on a creature's
eyes, the creature must make a Saving Remove Curse*
A cleric may charm 1 Hit Die of snakes for Throw vs. Spells or be blinded until the Range: Touch
each level of experience with this spell, and spell is removed. Duration: Permanent
no Saving Throw is allowed. A 5th level Effect: Removes any one curse
cleric could charm one 5 HD snake, five 1 Cure Blindness
HD snakes, or any combination totalling 5 Range: Touch This spell removes one curse, whether on a
Hit Dice or less. The snakes affected will Duration: Permanent character, item, or area. Some curses — es-
rise up and sway, but will not attack unless Effect: One living creature pecially those on magic items — may only
attacked themselves. If used on attacking be temporarily removed for a short time,
snakes, the spell's duration is 2-5 rounds; This spell will cure nearly any form of DM's discretion, requiring a dispel evil spell
otherwise, it lasts 2-5 turns. When the spell blindness, including those caused by light for permanent effect (or possibly a remove
wears off, the snakes return to normal (but or darkness spells (whether normal or con- curse cast by a high level cleric or magic-
with normal reactions, and will not be au- tinual). It will not, however, affect blind- user).
tomatically hostile). ness caused by a curse. The reverse of this spell, curse, causes a
Speak with Animals misfortune or penalty to affect the victim.
Cure Disease* Curses are limited only by the caster's
Range: 0 (Cleric only) Range: 30' imagination, but if an attempted curse is
Duration: 6 turns Duration: Permanent too powerful, it may return to the caster
Effect: Allows conversation within 30' Effect: One living creature within range (DM's discretion)! Safe limits to curses may
include: —4 penalty on Hit rolls; —2
When this spell is cast, the cleric must This spell will cure any living creature of penalty on Saving Throws; prime requisite
name one type of animal (such as "normal one disease, such as those caused by a reduced to Vi normal. The victim may
bats," "wolves," etc.). For the duration of mummy or green slime. If cast by a cleric make a Saving Throw vs. Spells to avoid
the spell, the cleric may speak with all ani- of 11th level or greater, this spell will cure the curse.
mals of that type if they are within 30'; the lycanthropy.
effect moves with the caster. Any normal The reverse of this spell, cause disease, in-
or giant forms of animals (including mam- fects the victim with a hideous wasting dis-
mals, insects, birds, etc.) may be spoken to, ease unless a Saving Throw vs. Spells is
but intelligent animals and fantastic crea- made. A diseased victim has a — 2 penalty
tures are not affected. When there exist on all Hit rolls. In addition, the victim's
both normal and giant forms, only one wounds cannot be magically cured, and
type (either normal or giant) may be natural healing'takes twice as long as usual.
named. The creatures' reactions are usu- The disease is fatal in 2-24 days unless re-
ally favorable ( + 2 bonus to reaction roll), moved by a cure disease spell.
and they may be talked into doing a favor
for the cleric if the reaction is high enough. Growth of Animal
The favor requested must be understood Range: 120'
by the animal, and must be possible for the Duration: 12 turns
creature to perform. Effect: Doubles the size of one animal
6
Speak with the Dead
Range: 10'
Duration: 1 round per level of the cleric
Effect: Cleric may ask 3 questions
By means of this spell, a cleric may ask 3
questions of a deceased spirit if the body is
within range. A cleric of up to 7th level
may only contact spirits recently dead (up
to 4 days). Clerics of level 8-14 have slightly
more power (up to 4 months dead), level
15-20 even more (up to 4 years dead). No
time limits apply to clerics of 21st level or
greater. The spirit will always reply in a
tongue known to the cleric, but can only
offer knowledge of things up to the time of
its death. If the spirit's alignment is the
same as the cleric's, clear and brief answers
will be given; however, if the alignments
differ, the spirit may reply in riddles.
Striking
Range: 30'
Duration: 1 turn
Effect: Id6 bonus to damage on 1 weapon
This spell allows any one weapon to inflict
1-6 additional points of damage per attack
(like a magical staff of striking). The
weapon will inflict this extra damage for as
long as the spell lasts. The bonus does not
apply to Hit rolls. If cast on a normal
weapon, creatures affected only by magic
weapons may be hit, for 1-6 points of
damage per strike (regardless of the
weapon; only the magical damage applies
in such cases).

Fourth Level Clerical Spells


Animate Dead
Range: 60'
Duration: Permanent
Effect: Creates zombies or skeletons
Lawful clerics must take care to use this Cure Serious Wounds*
This spell allows the caster to make ani- spell only for good purpose. Animating Range: Touch
mated, enchanted skeletons or zombies the dead is usually a Chaotic act. Duration: Permanent
from normal skeletons or dead bodies Effect: Any one living creature
within range. These animated undead Create Water
creatures will obey the cleric until they are Range: 10' This spell is similar to a cure light wounds
destroyed by another cleric or a dispel magic Duration: 6 turns spell, but will cure one creature of 4-14
spell. For each level of the cleric, one Hit Effect: Creates one magical spring points of damage (2d6 + 2).
Die of undead may be animated. A skel-
eton has the same Hit Dice as the original The reverse of this spell, cause serious
With this spell, the cleric summons forth wounds, causes 4-14 points of damage to
creature, but a zombie has one Hit Die an enchanted spring from the ground or a
more than the original. Character levels any creature or character touched (no Sav-
wall. The spring will flow for an hour, ing Throw). The caster must make a nor-
are not counted (the remains of a 9th level creating enough water for 12 men and
theif would be animated as a zombie with 2 mal Hit roll to cause the serious wound.
their mounts (for that day, about 50 gal-
HD). Animated creatures do not have any lons). For each of the cleric's levels above 8,
spells, but are immune to sleep and charm water for twelve additional men and
effects and poison. mounts is created.
Character Classes — Human

Dispel Magic hand. Enchanted creatures can attack with Create Food
missile or magical attacks however. An "en- Range: 10'
Range: 120' chanted" creature is any creature that is
Duration: Permanent Duration: Permanent
magically summoned, animated or controlled Effect: Creates food for 12 or more
Effect: Destroys spells in a 20' cube (as with a charm spell) or can only be hit by
This spell destroys other spell effects in a a magical weapon. Creatures that can be This spell creates enough food to feed 12
cubic volume of 20' x 20' x 20'. It does not hit by silver weapons are not enchanted. men and their mounts for one day. For
affect magic items. Spell effects created by If anyone within the barier attacks an every level of the cleric above 8th, food for
a caster (whether cleric, magic-user, or elf) enchanted creature, the barrier will no 12 additional men and mounts is created.
of a level equal to or lower than the caster longer prevent the creature from attacking
of the dispel magic are automatically and im- hand-to-hand, but the bonus to Saving Dispel Evil
mediately destroyed. Spell effects created Throws and penalty to Hit rolls will still Range: 30'
by a higher level caster might not be af- apply. Duration: I turn
fected. The chance of failure is 5% per Effect: Enchanted or undead monsters or
level of difference between the casters. For Speak with Plants , one Curse or Charm
example, a 7th level cleric trying to dispel a Range: 0 (Cleric only)
web spell cast by a 9th level magic-user Duration: 3 turns This spell may affect all undead and en-
would have a 10% chance of failure Effect: All plants within 30' chanted (summoned, controlled, and ani-
mated) monsters within range. It will de-
Neutralize Poison* This spell enables the cleric to talk to plants stroy the monster unless each victim makes
as if they were intelligent. A simple favor a Saving Throw vs. Spells. If cast at only
Range: Touch may be requested, and will be granted if it one creature, a - 2 penalty applies to the
Duration: Permanent is within the plants' power to understand Saving Throw. Any creature from another
Effect: A creature, container, or object and perform. This spell may be used to plane is Banished (forced to return to its
This spell will make poison harmless either allow the cleric and party to pass through home plane) if the Saving Throw is failed.
in a creature, a container (such as a bottle), otherwise impenetrable undergrowth. It Even if the Saving Throw is successful, the
or on one object (such as a chest). It will will also allow communication with plant- victims must flee the area, and will stay
even revive a victim slain by poison if cast like monsters (such as treants). away as long as the caster concentrates
within 10 rounds of the poisoning! The (without moving).
spell will affect any and all poisons present Sticks to Snakes This spell will also remove the curse
at the time it is cast, but does not cure any Range: 120' from any one cursed item, or may be used
damage (and will thus not revive a poi- Duration: 6 turns to remove any magical charm.
soned victim who has died of wounds). Effect: Up to 16 sticks
The reverse of this spell, create poison, Insect Plague
may be cast, by touch, on a creature or This spell turns 2-16 sticks into snakes (de- Range: 480'
container. It cannot be cast on any other tailed below). The snakes may be poi- Duration: 1 day
object. A victim must make a Saving sonous (50% chance per snake). They obey Effect: Creates a swarm of 30' radius
Throw vs. Poison or be immediately slain the cleric's commands, but will turn back
by the poison. If cast on a container, the into sticks when slain or when the duration This spell summons a vast swarm of in-
contents become poisoned; no Saving ends. sects. The swarm obscures vision and
Throw applies, even for magical containers drives off creatures of less than 3 Hit Dice
or contents (such as potions). Poisoning is Snakes: Armor Class 6, Hit Dice 1, Move (no Saving Throw). The swarm moves at
usually a Chaotic act. 90' (30'), Attacks 1, Damage 1-4, Save As: up to 20' per round as directed by the
Fighter 1, Alignment Neutral. cleric while it is within range. The caster
Protection from Evil 10' Radius must concentrate, without moving, to con-
Fifth Level Clerical Spells trol the swarm. If the caster is disturbed,
Range: 0 the insects scatter and the spell ends. This
Duration: 12 turns spell only works outdoors and above-
Effect: Barrier 20' diameter Commune
ground.
Range: 0 (Cleric only)
This spell creates an invisible magical bar- Duration: 3 turns
rier all around the caster, extending 10' in Effect: 3 questions
all directions. The spell serves as protec-
tion from "evil" attacks (attacks by mon- This spell allows the cleric to ask questions
sters of an alignment other than the of the greater powers (the DM, mythologi-
caster's). Each creature within the barrier cal deities, etc.). The cleric may ask three
gains a +1 to all Saving Throws, and all questions that can be answered yes or no.
attacks against those within are penalized However, a cleric may commune only once a
by - 1 to the attacker's Hit roll while the week. If this spell is used too often, the DM
spell lasts. may wish to limit its use to once a month.
In addition, "enchanted" creatures can- Once a year the cleric may ask twice the
not attack those within the barrier hand-to- normal number of questions.
Character Classes — Human

part is missing, the raised character may be name a specific place, though it need not
disabled in some way. An 8th level cleric have been visited before. For the duration
can raise a body that has been dead for up of the spell, the cleric will know the di-
to four days. For each level of the cleric rection to that place. In addition, any spe-
above 8th, four days are added to this time. cial knowledge needed to get to the place
Thus, a 10th level cleric can raise bodies will also be gained; for example, locations
that have been dead for up to twelve days. of secret doors become known, passwords,
The recipient becomes alive with 1 hit and so forth. This spell is often used to
point, and cannot fight, cast spells, use abil- find a fast escape route.
ities, carry heavy loads, or move more than
half speed. These penalties will disappear Speak with Monsters*
after 2 full weeks of complete bed rest, but
the healing cannot be speeded by magic. Range: 0 (Cleric only)
Duration: 1 round per level of the cleric
This spell may also be cast at any one Effect: Permits conversation with any
undead creature within range. The crea- monster
ture will be slain unless it makes a Saving
Throw vs. Spells with a — 2 penalty. How- This spell gives the caster the power to ask
ever, a vampire thus affected is only forced questions of any and all living and undead
to retreat to its coffin, in gaseous form, to creatures within 30'. Even unintelligent
rest. monsters will understand and respond to
The reverse of this spell, finger of death, the cleric. Those spoken to will not attack
creates a death ray that will kill any one the cleric while engaged in conversation,
living creature within 60'. The victim may but may defend themselves if attacked.
make a Saving Throw vs. Death Ray to Only one question per round may be
Quest* avoid the effect. A Lawful cleric will only asked, and the spell lasts 1 round per level
Range: 30' use finger of death in a life-or-death situa- of the caster.
Duration: Special tion. The reverse of this spell, babble, has a 60'
Effect: Compels one living creature range, and a duration of 1 turn per level of
Sixth Level Clerical Spells the caster. The victim may make a Saving
This spell forces the recipient to perform Throw vs. Spells to avoid the effect, but
some special task or quest, as commanded Animate Objects with a - 2 penalty to the roll. If the Saving
by the caster. The victim may make a Sav- Throw is failed, the victim cannot be un-
ing Throw vs. Spells to avoid the effect. A Range: 60' derstood by any other creature for the du-
typical task might include slaying a certain Duration: 6 turns (1 hour) ration of the spell. Even hand motions,
monster, rescuing a prisoner, obtaining a Effect: Causes objects to move (see below) written notes, and all other forms of com-
magic item for the caster, or going on a The cleric may use this spell to cause any munication will seem garbled. This does
pilgrimage. If the task is impossible or sui- non-living, non-magical objects to move not interfere with the victim's spell casting
cidal, the spell has no effect. Once the task and attack. Magical objects are not af- (if any), but does prevent the use of many
is completed, the spell ends. Any victim re- fected. Any one object up to 4,000 en magic items by turning the command
fusing to go on the quest is cursed until the weight may be animated (roughly the size words to mere babbling.
quest is continued. The type of curse is de- of two men), or smaller objects whose total
cided by the DM, but may be double nor- weight does not exceed 4,000 en. The DM Word of Recall
mal strength. must decide on the movement rate, num-
The reverse of this spell, remove quest, Range: 0 (Cleric only)
ber of attacks, damage, and other combat Duration: Instantaneous
may be used to dispel an unwanted quest or details of the objects animated. As a guide-
a </Mg.rf-related curse. The chance of success Effect: Teleports the caster to sanctuary
line, a man-sized statue might have a 3"
is 50%, reduced by 5% for every level of movement rate, attack once per round for Similar to a magic-user's teleport spell, this
the caster below that of the caster of the 2-16 points of damage, and have an Armor spell carries the cleric and all equipment
quest (an 11th level cleric attempting to re- Class of 1. A chair might only be AC 6, but carried (but no other creatures) to the
move a quest from a 13th level cleric has a move at 180' per round on its four legs, cleric's home. The cleric must have a per-
40% chance of success). attacking twice per round for 1-4 points manent home (such as a castle), and a med-
per attack. All objects have the same itation room within that home; this room is
Raise Dead* chances to hit as the cleric animating them. the destination when the spell is cast. Dur-
ing the round in which this spell is cast, the
Range: 120' cleric automatically gains initiative unless
Duration: Permanent Find the Path
surprised.
Effect: Body of one human or Range: 0 (Cleric only)
demi-human Duration: 6 turns + 1 turn per level of the
caster
By means of this spell, the cleric can raise Effect: Shows the path to an area
any human, dwarf, halfling, or elf from
the dead. The body must be present, and if When this spell is cast, the cleric must
9
Character Classes — Human

Fighter Magic-user
Fighters may advance as high as 36th level. Magic-users are able to advance up to
Their rapid advances, both in combat ability 36th level. As they reach higher levels,
and in their amount of hit points, make them magic-users become extremely powerful
natural leaders for the normal human settle- characters — but this advance is a diffi-
ments. High level fighters usually spend their cult task. Their few weapons and spells
time training and leading men-at-arms, clear- (at low levels) balances the power they
ing the wilderness of monsters, and expand- eventually achieve. Therefore, magic-
ing human settlements. A fighter with users must be cautious at lower levels, as
enough money may build a castle regardless few will survive long without protection.
of level. When a fighter reaches Name level, Magic-users may add more spells to
the character is eligible for selection as a their spell books through spell research.
Baron (or Baroness). At Name level or greater, a magic-user
may create magical items. Both of these
Lance combat: When in combat on activities are explained under Research
horseback, many fighters use a special long (page 25). Upon reaching 11th level, a
spear called a lance. If the fighter's horse magic-user may build a tower (if funds
runs for 20 yards or more before an attack, are available). A magic-user who con-
the lance will inflict double damage. With- structs a tower will usually attract 1-6 ap-
out room to charge, the lance can be prentices of levels 1-3.
thrust, as a spear, for normal damage.
Other human classes cannot use a lance
effectively. Magical and silver-coated lances
are very rare.
FIGHTER SAVING THROWS TABLE MAGIC-USER SAVING
Spear combat: Many fighters carry a nor- THROWS TABLE
mal spear in addition to other weapons. If Level: 1-3 4-6 7-9 10-12 13-15 Level: 1-5 6-10 11-15
a monster charges — that is, runs for 20
feet indoors, or 20 yards outdoors, before Death Ray Death Ray
its attack — the fighter may "set the spear." or Poison 12 10 8 6 4 or Poison 13 11 9
This is holding the spear firm, against one Magic Wands 13 11 9 7 5 Magic Wands 14 12 10
foot, to defend against the attack. A spear Paralysis or Paralysis or
cannot be "set" on horseback. If the charge Turn to Stone 14 12 10 8 6 Turn to Stone 13 11 9
is by surprise, there is no time to set the Dragon Breath 15 13 11 9 7 Dragon Breath 16 14 12
spear. If the spear hits, double damage is Rod/Staff/Spell 16 14 12 10 8 Rod/Staff/Spell 15 12 9
inflicted. A monster inflicts double damage
on its victim if the charge attack hits.
FIGHTER EXPERIENCE TABLE MAGIC-USER EXPERIENCE TABLE
Level Title XP Spells/Level
Level Title XP 1 2 3 4 5 6
Veteran 0
2 Warrior 2,000 1 Medium 0 1
3 Swordmaster 4,000 2 Seer 2,500 2 — — —
4 Hero 8,000 3 Conjurer 5,000 2 1 — — — —
5 Swashbuckler 16,000 4 Magician 10,000 2 2 — — — —
6 Myrmidon 32,000 5 Enchanter 20,000 2 2 1 — — —
7 Champion 64,000 6 Warlock 40,000 2 2 2 — — —
8 Superhero 120,000 7 Sorcerer 80,000 3 2 2 1 — —
9 Lord 240,000 8 Necromancer 150,000 3 3 2 2 — —
10* 10th Level Lord 360,000 9 Wizard 300,000 3 3 3 2 1 —
11* 11th Level Lord 480,000 10* 10th Level Wizard 450,000 3 3 3 3 2 —
12* 12th Level Lord 600,000 11* 11 th Level Wizard 600,000 4 3 3 3 2 1
13* 13th Level Lord 720,000 12* 12th Level Wizard 750,000 4 4 4 3 2 1
14* 14th Level Lord 840,000 13* 13th Level Wizard 900,000 4 4 4 3 2 2
14* 14th Level Wizard 1,050,000 4 4 4 4 3 2
*Constitution adjustments no longer apply.
Constitution adjustments no longer apply.
Hit Dice: Id8 per level, 9d8 maximum; +2 hit points per level
thereafter. Hit Dice: Id4 per level, 9d4 maximum; +1 hit point per level
thereafter.
10
Character Classes — Human

FIRST LEVEL MAGIC-USER SPELLS SECOND LEVEL MAGIC-USER SPELLS THIRD LEVEL MAGIC-USER SPELLS
1. Charm Person 1. Continual Light* 1. Clairvoyance
2. Detect Magic 2. Detect Evil 2. Dispel Magic
3. Floating Disc 3. Detect Invisible 3. Fire Ball
4. Hold Portal 4. ESP* 4. Fly
5. Light* 5. Invisibility 5. Haste*
6. Magic Missile 6. Knock 6. Hold Person*
7. Protection from Evil 7. Levitate 7. Infravision
8. Read Languages 8. Locate Object 8. Invisibility 10' radius
9. Read Magic 9. Mirror Image 9. Lightning Bolt
10. Shield 10. Phantasmal Force 10. Protection from Evil 10' radius
11. Sleep 11. Web 11. Protection from Normal Missiles
12. Ventriloquism 12. Wizard Lock 12. Water Breathing
FOURTH LEVEL MAGIC-USER FIFTH LEVEL MAGIC-USER SPELLS SIXTH LEVEL MAGIC-USER SPELLS
SPELLS 1. Animate Dead 1. Anti-Magic Shell
1. Charm Monster 2. Cloudkill 2. Death Spell
2. Confusion 3. Conjure Elemental 3. Disintegrate
3. Dimension Door 4. Hold Monster* 4. Geas*
4. Growth of Plants* 5. Magic Jar 5. Invisible Stalker
5. Hallucinatory Terrain 6. Pass-Wall 6. Lower Water
6. Ice Storm/Wall 7. Teleport 7. Projected Image
7. Massmorph 8. Wall of Stone 8. Stone to Flesh*
8. Polymorph Others
9. Polymorph Self *Spell may be cast with reverse effect.
10. Remove Curse*
11. Wall of Fire
12. Wizard Eye

The following first and second level spells ESP* This spell destroys other spell effects in a
may be reversed; Ranges, durations, Sav- The reverse of this spell, mindmask, may be cubic area 20' x 20' x 20'. It does not affect
ing Throws, and areas of effect will remain cast, by touch, on any one creature. The magic items. Spell effects created by a caster
unchanged unless specified. recipient is completely immune to ESP and (whether cleric, magic-user, or elf) of a level
all other forms of mind reading for the equal to or lower than the caster of the dispel
First Level Magic-user Spells duration of the spell. magic are automatically and immediately de-
stroyed. Spell effects created by a higher level
Light* caster might not be affected. The chance of
Third Level Magic-user Spells failure is 5% per level of difference between
When reversed, this spell, darkness, creates the casters. For example, a 5th level elf trying
a circle of darkness 30 in diameter. It will Clairvoyance to dispel a web spell cast by a 7th level magic-
block all sight except infravision. Darkness user would have a 10% chance of failure.
will cancel a light spell if cast upon it (but Range: 60'
may itself be cancelled by another light Duration: 12 turns
spell). If cast at an opponent's eyes, it will Effect: See through another's eyes Fire Ball
cause blindness until cancelled, or until the With this spell, the caster may see an area Range: 240'
duration ends. through the eyes of any single creature in Duration: Instantaneous
it. The creature must be in range, and in Effect: Explosion in a sphere 40' diameter
Second Level Magic-user Spells the general direction chosen by the caster. This spell creates a missile of fire that
The effects of this spell may be blocked by bursts into a ball of fire of 20' radius when
Continual Light* more than two feet of rock or a thin coat- it strikes a target. The fire ball will cause 1-6
The reverse of this spell, continual darkness, ing of lead. "Seeing" through a creature's points of fire damage per level of the
creates a completely dark volume of 30' eyes takes one full turn, after which the caster to every creature in the area. Each
radius. Torches, lanterns, and even a light caster can change to another creature, pos- victim may make a Saving Throw vs.
spell will not affect it, and infravision can- sibly in another area entirely. Spells; if successful, the spell will only do
not penetrate it. If cast on a creature's eyes, half damage. For example, afire ball cast by a
the creature must make a Saving Throw vs. Dispel Magic 6th level magic-user will burst for 6-36
Spells or be blinded until the spell is re- Range: 120' points of damage, or one half the total to
moved. A continual light spell will cancel its Duration: Permanent those making the Saving Throw.
effects. Effect: Destroys spells in a 20' cube
11
Character Classes — Human

Fly
Range: Touch
Duration: 1-6 turns + 1 turn per level of
the caster
Effect: One creature may fly
This spell allows the recipient (possibly the
caster) to fly. The spell will permit move-
ment in any direction and at any speed up
to 360' per turn (120' per round) by mere
concentration. The recipient may also stop
and hover at any point (as a levitate spell),
which does not require concentration.
Infravision This spell creates an invisible magical bar-
Range: Touch rier all around the caster, extending 10' in
Haste* all directions. The spell serves as protec-
Duration: 1 day
Range: 240' Effect: One living creature tion from "evil" attacks (attacks by mon-
Duration: 3 turns sters of an alignment other than the
Effect: Up to 24 creatures move double This spell enables the recipient to see in the caster's). Each creature within the barrier
speed dark, to a 60' range. (See the D&D Basic gains a +1 to all Saving Throws, and all
Set DM Rulebook, page 22, for notes on attacks against those within are penalized
This spell allows up to 24 creatures in a 60' Infravision.) by - 1 to the attacker's Hit roll while the
diameter circle to perform actions at dou- spell lasts.
ble speed for a half hour. Those affected Invisibility 10' radius In addition, "enchanted" creatures can-
may move at up to twice normal speed and Range: 120' not attack those within the barrier hand-to-
make double the normal number of missile Duration: Permanent until broken hand. Enchanted creatures can attack with
or hand-to-hand attacks. This spell does Effect: All creatures within 10' missile or magical attacks however. An "en-
not affect the rate at which magic works, so chanted" creature is any creature that is
the casting of spells and the use of devices This spell makes the recipient and all oth- magically summoned, animated or controlled
(such as wands) cannot be speeded up. ers within 10' (at the time of the casting) (as with a charm spell) or can only be hit by
The reverse of this spell, slow, will re- invisible. This is an area effect, and those a magical weapon. Creatures that can be
move the effects of a haste spell, or will who move further than 10' from the recip- hit by silver weapons are not enchanted.
cause the victims to move and attack at half ient become visible. They may not regain If anyone within the barrier attacks an
normal speed for the duration of the spell. invisibility by returning to the area. Other- enchanted creature, the barrier will no
As with haste, spell casting is not affected. wise, the invisibility is the same as that be- longer prevent the creature from attacking
The victims may make a Saving Throw vs. stowed by the spell invisibility (Basic Player's hand-to-hand, but the bonus to Saving
Spells to avoid the effect. Guide, page 41). All items carried (whether Throws and penalty to Hit rolls will still
by the recipient or others within 10') also apply.
become invisible.
Hold Person*
Range: 120' Lightning Bolt Protection from Normal Missiles
Duration: 1 turn/level Range: 180' Range: 30'
Effect: Paralyzes up to 4 creatures Duration: Instantaneous Duration: 12 turns
Effect: Bolt 60' long, 5' wide Effect: One creature
This spell will affect human, demi-human,
and human-like creatures (bugbear, dryad, This spell creates a bolt of lightning, start- This spell gives complete protection from
gnoll, gnome, hobgoblin, kobold, lizard ing up to 180' away from the caster and all small non-magical missiles, causing
man, ogre, ore, nixie, pixie or sprite). It extending 60' further away. All creatures them to miss. Thus, a catapult stone or a
will not affect the undead or creatures within the area of effect take 1-6 points of magic arrow would not be affected. Any
larger than ogres. Each victim must make a damage per level of the spell caster. Each one creature within range may be the re-
Saving Throw vs. Spells or be paralyzed. victim may make a Saving Throw vs. cipient.
The spell may be cast at a single person or Spells; if successful, only half damage is
at a group. If cast at a single person, a - 2 taken. If the lightning bolt strikes a solid sur- Water Breathing
penalty applies to the Saving Throw. If cast face (such as a wall), it will bounce back
at a group, it will affect up to 4 persons (at toward the caster until the total length of Range: 30'
the magic-user's choice), but with no the bolt is 60'. Duration: 1 day
penalty to their rolls. Effect: One air-breathing creature
The reverse of the spell, free person, re- Protection from Evil 10' Radius This spell allows the recipient to breathe
moves the paralysis of up to 4 victims of Range: 0 while under water (at any depth). It does
the normal form of the spell (including Duration: 12 turns not affect movement in any way, nor does
one cast by a cleric). It has no other effect. Effect: Barrier 20' diameter it interfere with the breathing of air.
12
Character Classes — Human

Fourth Level Magic-user Spells 3000 square feet may be affected (the di- the ground or similar support, and cannot
mensions chosen by the caster). The plants be cast in a space occupied by another ob-
Charm Monster to be affected must be entirely within the ject.
spell's range. The affected area is impassa-
Range: 120' ble to all but giant-sized creatures. The Massmorph
Duration: Special effect lasts until removed by the reverse or
Effect: One or more living creatures Range: 240'
by a dispel magic spell. Duration: See below
This spell effect is identical to that of a The reverse of this spell, shrink plants, Effect: Causes illusion of trees
charm person spell, but any creature except causes all normal plants within a similar
an undead may be affected. If the victims area of effect to shrink and become pass- This spell will affect up to 100 human or
have 3 Hit Dice or less, 3-18 may be able. It may be used to negate the effects of man-sized creatures in a 240' diameter,
charmed. Otherwise, only one monster will the normal spell. Shrink plants will not af- making them appear to be the trees of an
be affected. Each victim may make a Sav- fect plant-like monsters (such as treants). orchard or dense woods. Unwilling crea-
ing Throw vs. Spells to avoid the effects. tures are not affected. Creatures larger
Hallucinatory Terrain than man-size (such as horses) may be in-
Confusion cluded, counting them as 2 or 3 men each.
Range: 240' The illusion will even hide the recipients
Range: 120' Duration: Special from creatures moving through the area
Duration: 12 rounds Effect: Changes or hides terrain affected. The spell lasts until a dispel magic
Effect: 3-18 creatures in an area 60' across is cast on it or until the caster decides to
This spell creates the illusion of a "terrain
This spell will confuse several creatures, af- feature," either indoors (such as a pit, drop the illusion. The appearance of each
fecting all within a 30' radius. Victims with stairs, etc.) or outdoors (hill, swamp, grove disguised creature returns to normal if the
less than 2 + 1 Hit Dice are not allowed a of trees, etc.), possibly hiding a real fea- creature moves out of the affected area.
Saving Throw. Those with 2 + 1 or more ture. The entire terrain feature must be However, movement within the area does
Hit Dice must make a Saving Throw vs. within the range of the spell. The spell lasts not destroy the illusion.
Spells every round of the spell's duration, until the illusion is touched by an intel-
if they remain in the area, or be confused. ligent creature, or until dispelled. Polymorph Other
Each confused creature acts randomly. Range: 60'
The DM should roll 2d6 each round to Ice Storm/Wall Duration: Permanent until dispelled
determine each creature's action, using the Effect: Changes one living creature
following chart: Range: 120'
Duration: Storm 1 round or Wall 12 turns This spell changes the victim into another
2-5 Attack the spell caster's party Effect: Storm in 20' x 20' x 20' volume or living creature. The new form may have
6-8 Do nothing wall of 1200 square feet no more than twice as many Hit Dice as the
9-12 Attack the creature's own party This spell may be cast in either of two ways: original, or the spell will fail. The number
either as an icy blast, ice storm, or a wall of of hit points remains the same. Unlike the
Dimension Door ice. polymorph self spell, the recipient actually
An ice stormfillsa 20' x 20' x 20' cube. If becomes the new creature, gaining any and
Range: 10' all special abilities of the new form, plus its
Duration: 1 round cast in a smaller area, it will remain 20'
long at most. The storm inflicts 1-6 points tendencies and behavior. For example, a
Effect: Safely transports one creature hobgoblin polymorphed into a mule will
of cold damage per level of the caster to
This spell will transport one creature up to every creature in the area. Each victim may think and act like a mule.
10' from the caster, to a place up to 360' make a Saving Throw vs. Spells; if success- This spell cannot create a duplicate of a
away. The caster picks the desired destina- ful, the spell only does half damage. Fire- specific individual, only a race or monster
tion. If the location is not known, distances type creatures (red dragon, flame sala- type. For example, a creature polymorphed
not exceeding a total of 360' may be given mander, etc.) have a —4 penalty on their into a "9th level fighter" will indeed be-
(for example, 200' west, 60' south, 100' Saving Throws, but cold-type creatures come a human, but not necessarily a
down). If this would cause the recipient to (frost giant, frost salamander, etc.) are not fighter and no higher than 1st level.
arrive at a location occupied by a solid ob- affected by the spell. The victim of this spell may make a Sav-
ject, the spell has no effect. An unwilling A wall of ice is a thin vertical wall of any ing Throw vs. Spells to avoid the effect.
recipient may make a Saving Throw vs. dimensions and shape determined by the The effect lasts until dispelled, or until the
Spells to avoid the effect. magic-user totalling 1200 square feet (such creature dies.
as 10' x 120', 20' x 60', 30' x 40', etc.). The
Growth of Plants* wall is opaque and will block sight. Crea-
Range: 120' tures of less than 4 Hit Dice cannot break
Duration: Special through the wall. Creatures of 4 HD or
Effect: Enlarges 3000 square feet of plants more can break through, but take 1-6
points of damage in the process. Fire-type
This spell causes normal brush or woods to creatures each take twice the amount
become thickly overgrown with vines, points of damage (2-12) while breaking
creepers, thorns, briars. An area of up to through. The wall must be cast to rest on
13
Character Classes — Human

Polymorph Self by the magic-user, totalling 1,200 square round) in any one direction (with the wind,
feet (for example, 10' x 120', 20' x 60', 30' if any; otherwise, in the direction chosen
Range: 0 (Caster only) x 40', etc.). The wall is opaque and will by the caster). This cloud is heavier than
Duration: 6 turns + 1 turn per level of the block sight. Creatures of less than 4 Hit air and will sink when possible (going
caster Dice cannot break through the wall. Crea- down holes, sliding downhill, etc.). The
Effect: Caster may change shapes tures of 4 HD or more can break through, cloud will be destroyed if it hits trees or
but take 1-6 points of damage in the proc- other thick vegetation. If cast in a small
This spell allows the caster to change ess. Undead and cold-using creatures area (such as in a 10' tall dungeon corri-
shape, taking the physical form of another (white dragons, frost giants, etc.) each take dor), the cloud may be of smaller than nor-
living creature. The Hit Dice of the new double damage while breaking through. mal size.
form must be equal to or less than the Hit The wall cannot be cast in a space occupied All living creatures within the cloud take
Dice of the caster. The caster's Armor by another object. It lasts as long as the 1 point of damage per round. Any victim
Class, hit points, Hit rolls, and Saving caster concentrates on it, without moving. of less than 5 Hit Dice must make a Saving
Throws do not change. Special abilities Throw vs. Poison or be killed by the va-
and special immunities of the new form Wizard Eye pors.
are not gained, but physical abilities are ac-
quired. For example, a magic-user poly- Range: 240'
Duration: 6 turns Conjure Elemental
morphed into a frost giant has the strength
of a frost giant and the ability to hurl boul- Effect: Creates movable invisible eye Range: 240'
ders, but not immunity from cold. A Duration: Concentration
This spell creates an invisible eye through Effect: Summons one 16 HD elemental
magic-user polymorphed into a dragon which the caster can see. It is the size of a
could fly but would not be able to use any real eye and has infravision (60' range). This spell allows the caster to summon any
breath weapons or spells. The wizard eye floats through the air at up one elemental (AC: - 2 , HD: 16, Damage:
Spells cannot be cast while polymorphed to 120' per turn, but will not go through 3-24; see page 49). Only one of each type
into a different form. The spell lasts for the solid objects nor move more than 240' of elemental (earth, air, fire, water) may be
given duration, or until dispelled, or until away from the caster. The magic-user must summoned in one day. The elemental will
the caster is killed. This spell will not en- concentrate to see through the eye. perform any tasks within its power (carry-
able the caster to take the form of a specific ing, attacking, etc.) as long as the caster
individual (see polymorph other). Fifth Level Magic-user Spells maintains control by concentrating. The
caster cannot fight, cast other spells, or
Remove Curse* Animate Dead move over half normal speed, or the con-
trol is lost. If control is lost, it cannot be
Range: Touch Range: 60' regained. An uncontrolled elemental will
Duration: Permanent Duration: Permanent try to slay its summoner, and may attack
Effect: Removes any one curse Effect: Creates zombies or skeletons anyone in its path while pursuing him. A
This spell removes one curse, whether on a This spell allows the caster to make ani- controlled elemental may be returned to its
character, item, or area. Some curses — es- mated skeletons or zombies from normal home plane simply by concentration. An
pecially those on magic items — may only skeletons or dead bodies within range. uncontrolled elemental may also be sent
be temporarily removed, DM's discretion, These animated undead creatures will back by the use of a dispel magic or dispel evi
requiring a clerical dispel evil spell for per- obey the magic-user until they are de- spell.
manent effect (or possibly a remove curse stroyed by a cleric or a dispel magic spell.
cast by a high level magic-user). For each level of the magic-user, one Hit
The reverse of this spell, curse, causes a Die of undead may be animated. A skel-
misfortune or penalty to affect the recip- eton has the same Hit Dice as the original
ient. Curses are limited only by the caster's creature, but a zombie has one Hit Die
imagination, but if an attempted curse is more than the original. Character levels
too powerful, it may return to the caster are not counted (the remains of a 9th level
(DM's discretion)! Safe limits to curses may thief would be animated as a zombie with 2
include: - 4 penalty on Hit rolls; — 2 HD). Animated creatures do not have any
penalty to all Saving Throws; prime requi- spells, but are immune to sleep and charm
site reduced to V'i normal. The victim may effects and poison.
make a Saving Throw vs. Spells to avoid
the curse. Cloudkill
Range: 1'
Wall of Fire Duration: 6 turns
Range: 60' Effect: Creates a moving poison cloud
Duration: Concentration
Effect: Creates 1200 square feet of fire This spell creates a circular cloud of poi-
sonous vapor, 30' across and 20' tall, which
This spell creates a thin vertical wall of fire appears next to the magic-user. It moves
of any dimensions and shape, determined away at the rate of 60' per turn (20' per
14
Character Classes — Human

the possession fails and the caster may not Knowledge of Destination Result
try to possess that victim again for one Casual General Exact
turn. If the victim fails the Saving Throw,
the creature's body is possessed and is un- 01-50 01-80 01-95 Success
der the caster's control. The life force of 51-75 81-90 96-99 Too High
the possessed victim is placed into the magic 76-00 91-00 00 Too Low
jar.
The caster may cause the body to per-
form any normal actions, but not special "Casual Knowledge" means that the caster
abilities (similar to a polymorph self effect). A has been there once or twice, or is visualiz-
dispel evil spell will force the magic-user's ing the aiming point from descriptions or
life force out of the possessed body a'nd magical means. General knowledge means
back into the magic jar. When the magic- the caster has been to the area often, or has
user returns to his or her real body, the spent several weeks studying the area mag-
spell ends. ically (via crystal ball, etc.). Exact knowledge
If the possessed body is destroyed, the means the caster has made a highly de-
victim's life force dies, and the caster's life tailed personal study of the landing point.
force returns to the magic jar. From there For each teleport, the DM rolls d%. If the
the caster may try to possess another body result is other than "Success," the recipient
or return to the original body. If the magic arrives 10-100 (ldlOxlO) feet above or be-
jar is destroyed while the caster's life force low the desired destination. If "Too High,"
is within it, the caster is killed. If the magic the recipient falls, taking damage on im-
jar is destroyed while the caster's life force pact (1-6 points of damage per 10' fallen).
is in a possessed body, the life force is If the result is "Too Low," death occurs
stranded in that body. If the caster's origi- unless a vacant area (such as a cave or dun-
nal body is destroyed, his life force is geon) lies conveniently at that point.
stranded in the magic jar until the caster
Hold Monster can possess another body! The possession Wall of Stone
of another's body is a Chaotic act. Range: 60'
Range: 120'
Duration: 6 turns +1 turn per level of the Duration: Special
caster Pass-Wall Effect: Creates 1000 cubic feet of stone
Effect: Paralyzes 1-4 creatures Range: 30' This spell creates a vertical stone wall ex-
Duration: 3 turns actly 2' thick. Any dimensions and shape
This spell has an effect identical to that of aEffect: Creates a hole 10' deep
hold person spell, but will affect any living may be chosen by the caster, but the total
creature (not undead). Each victim must This spell causes a hole 5' diameter, 10' area must be 500 square feet or less (10' x
make a Saving Throw vs. Spells or be pa- deep to appear in solid rock or stone only. 50', 20' x 25', etc.), and the entire wall
ralyzed. The spell may be cast at a single The stone reappears at the end of the du- must be within 60' of the caster. The wall
creature or a group. If cast at a single crea- ration. The hole may be horizontal or ver- must be created so as to rest on the ground
ture, a - 2 penalty applies to the Saving tical. or similar support, and cannot be cast in a
Throw. If cast at a group, it will affect 1-4 space occupied by another object. It lasts
creatures (the magic-user's choice), but Teleport until dispelled or physically broken.
with no penalties.
Range: 10' Sixth Level Magic-user Spells
The reverse of this spell, free monster re- Duration: Instantaneous
moves the paralysis of up to 4 victims of Effect: Transports one creature with all
hold person or hold monster spells. It has no equipment Anti-Magic Shell
other effect. Range: 0 (Caster only)
This spell instantly transports the magic- Duration: 12 turns
Magic Jar user or other recipient to any unoccupied Effect: Personal barrier which blocks
Range: 30' ground-level destination on the same magic
Duration: See below plane of existence! An unwilling victim
may make a Saving Throw vs. Spells to This spell creates an invisible barrier
Effect: Possess one body around the magic-user's body (less than an
avoid the effect. The recipient arrives at
This spell causes the caster's body to fall the destination with all equipment carried. inch away). The barrier stops all spells or
into a trance, while the caster's life force is The destination may not deliberately be spell effects, including the caster's. The
placed in an inanimate object (magic jar) one known to be occupied by a solid object, caster may destroy the shell at will; other-
within range. From this object (a gem or or above ground level. The chance of ar- wise, it lasts until the duration ends. Except
vial, for example), the caster's life force riving safely depends on how carefully the for a wish, no magical power (including a
may attempt to possess any one creature caster has studied the area. Any creature dispel magic spell) can cancel the barrier.
within 120' of the magic jar. If the victim teleporting into a solid object is instantly
makes a successful Saving Throw vs. Spells, killed.

15
Character Classes — Human

Death Spell Geas* Invisible Stalker


Range: 30' Range: 0 (Caster only)
Range: 240'
Duration: Until completed or removed Duration: Until mission is accomplished
Duration: Instantaneous
Effect: Compels one creature Effect: Summons one creature
Effect: Slays 4-32 Hit Dice of creatures
within a 60' x 60' x 60' area This spell forces a victim either to perform This spell summons an invisible stalker
or avoid a stated action. For example, a char- (page 52), which will perform one task for
This spell will affect 4-32 Hit Dice of living acter may be geased to bring back an object the caster. The creature will serve whatever
creatures within the given area. Normal for the caster; to eat whenever the chance the time or distance involved, until the task
plants and insects are automatically slain, arises; or to never reveal certain informa- is completed or until the creature is slain. A
and those with no hit points are not tion. The action must be possible and not dispel evil spell will force the creature to re-
counted in the total affected. Undead are directly fatal or else the geas will return and turn to its home plane.
not affected, nor are creatures with 8 or affect the caster instead! The victim may
more Hit Dice (or levels of experience). make a Saving Throw vs. Spells to avoid Lower Water
The lowest Hit Dice creatures are affected the effect. If the victim ignores the geas,
first. Each victim must make a Saving penalties (decided by the DM) are applied Range: 240'
Throw vs. Death Ray or be slain. until the character either obeys the geas or Duration: 10 turns
dies. Suitable penalties include minuses in Effect: Cuts depth to '/i normal
Disintegrate combat, lowered ability scores, loss of This spell will affect an area up to 10,000
Range: 60' spells, pain and weakness, and so forth. square feet, as noted above. If cast around
Duration: Instantaneous Dispel magic and remove curse spells will nota boat or ship, the vessel may become
affect a geas. stuck. At the end of the duration, the sud-
Effect: Destroys one creature or object
The reverse of this spell, remove geas, will den rush of water filling the "hole" will
This spell causes one creature or non-mag- rid a character of an unwanted geas and its sweep a ship's deck clear of most items and
ical object to crumble to dust. A victim may effects. However, if the caster is a lower cause 21-32 (ldl2 + 20) points of hull
make a Saving Throw vs. Death Ray to level than the caster of the original geas, damage.
avoid the effect. (Examples: A dragon, a there is a chance of failure (5% per level
ship, or a 10' section of wall may be disinte- difference). Projected Image
grated.) The spell does not affect magic
items or spell effects. Range: 240'
Duration: 6 turns
Effect: Creates one image
This spell creates an image of the caster up
to 240' away which will last without con-
centration. The projected image cannot be
distinguished from the original except by
touch. Any spell cast will seem to come
from the image, but the caster must still be
able to see the target. Spells and missile
attacks will seem to have no effect on the
image. If touched or struck by a hand-to-
hand weapon, the image disappears.

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

16
Character Classes — Human

Thief THIEF SAVING THROWS


Level: 1-4 5-8 9-12 13-16
Thieves may advance to 36th level. When
4th level (Burglar) is reached, a thief gains Death Ray
an 80% chance to read any normal writing or Poison 13 11 9 7
or language (including simple codes, dead Magic Wands 14 12 10 8
languages, treasure maps, and so on, but Paralysis or
not magical writings) in addition to the Turn to Stone 13 11 9 7
usual Thief abilities. If the attempt to read Dragon Breath 16 14 12 10
a piece of writing fails, the thief must gain Rod/Staff/Spell 15 13 11 9
at least one level before trying to read it
again.
At 10th level, a thief gains the ability to
cast magic-user spells from spell scrolls. THIEF EXPERIENCE TABLE
However, there is a 10% chance that the Level Title XP
spell will backfire, creating an unexpected
result, because of the thief's imperfect un- 1 Apprentice 0
derstanding of magical writings. This abil- 2 Footpad 1,200
ity only allows thieves to cast spells from 3 Robber 2,400
existing magic scrolls, not to write their 4 Burglar 4,800
own. 5 Cutpurse 9,600
Thieves may not build strongholds or 6 Sharper 20,000
castles like other characters. However, 7 Pilferer 40,000
upon reaching Name level, a thief may 8 Thief 80,000
construct a hideout (a fortified house in a 9 Master Thief 160,000
city, a cave network, etc.). A thief who has 10* 10th Level Master Thief 280,000
constructed a hideout will attract 2-12 ap- 11* 1 lth Level Master Thief 400,000
prentice (1st level) thieves, who come to 12* 12th Level Master Thief 520,000
learn from a master. These will generally 13* 13th Level Master Thief 640,000
(though not always) be loyal, but will not be 14* 14th Level Master Thief 760,000
replaced by others if they die or leave. At
this point, a player character thief may Constitution adjustments no longer apply.
want to consider setting up a Thieves'
Guild (the details of this are given in the Hit Dice: Id4 per level, 9d4 maximum;
D&D Companion Set). + 2 hit points per level thereafter.

THIEVES' ABILITIES TABLE


Open Remove Pick* Move Climb Sheer Hide in Hear
Level Locks Traps Pockets Silently Surfaces Shadows Noise**

1 15 10 20 20 87 10 1-2
2 20 15 25 25 88 15 1-2
3 25 20 30 30 89 20 1-3
4 30 25 35 35 90 25 1-3
5 35 30 40 40 91 30 1-3
6 45 40 45 45 92 35 1-3
7 55 50 55 55 93 45 1-4
8 65 60 65 65 94 55 1-4
9 75 70 75 75 95 65 1-4
10 85 80 85 85 96 75 1-4
11 95 90 95 95 97 85 1-5
12 96 95 105*** 96 98 90 1-5
13 97 97 115*** 98 99 95 1-5
14 99 99 125*** 99 99 99 1-5

*The chance of success is reduced by 5% for every level of the victim above 5th. Thus, a 7th level thief picking the pocket of a 10th level
fighter would have a 30% chance of success (55 — 25 = 30).
**Roll Id6 to determine if successful.
***Once a thief reaches 12th level, the pockets of low-level characters may be picked "automatically." However, the DM should allow a 1%
minimum chance of failure, regardless of the thief's level.

17
Character Classes —
Demi-Human

Elf
An elf may only advance to 10th level.
However, this is balanced by the elf's spe-
cial abilities, especially the combination of
fighting and spell casting. This combina-
tion makes an elf far more powerful than a
human of the same level. Elves only hire
elves as mercenaries, although specialists
and retainers of any race may be em-
ployed. An elf may "set" a spear against
charge attacks, and (when mounted) may
charge with a lance, as described under
"Fighter" (page 10).
When Name (9th) level is reached, an elf
DWARF SAVING THROWS may build a special kind of stronghold
Dwarf Level: 1-3 4-6 7-9 10-12 deep in the forest. This stronghold must
pleasingly blend with its surroundings,
Dwarves are only able to attain 12th level at Death Ray usually a natural site of great beauty. Typi-
most. However, this is balanced by the or Poison 8 6 4 2 cal locations are the tops of great trees, on
dwarf's special abilities, such as infravision, Magic Wands 9 7 5 3 the edges of quiet vales, or behind rushing
detection abilities, and better saving Paralysis or waterfalls. Because of the effort to beautify
throws. Twelfth level dwarves are formida- Turn to Stone 10 8 6 4 the work, the structure costs as much as
ble fighters. A dwarf may "set" a spear Dragon Breath 13 10 7 4 similar work if made of stone.
against charge attacks, and (when Rod/Staff/Spell 12 10 8 6 When the stronghold is completed, the
mounted) may charge with a lance, as de- character will develop a friendship with the
scribed under "Fighter" (page 10). animals of the forest (birds, rabbits, squir-
When a dwarf reaches Name level, he ELF SAVING THROWS rels, foxes, bears, etc.). All normal animals
may build a stronghold. It must be an un- Level: 1-3 4-6 7-9 10 within 5 miles of the stronghold will be
derground cavern complex located in ei- Death Ray friendly toward the elves dwelling there.
ther mountains or hills. The character may 8 6
Animals will be able to warn of approach-
hire only dwarven mercenaries, but spe- or Poison 12 10
ing strangers, carry news of events, deliver
cialists and retainers of other races may be Magic Wands 13 11 9 7 short messages to nearby places, etc. In re-
hired. Paralysis or turn for these services, the animals will ex-
Dwarven families are organized in Turn to Stone 13 11 9 7 pect help and protection from the elves.
Dragon Breath 15 12 9 6
Clans. See page 22 for more information 9 Elven families live in Clans. See page 22
on Clans. Rod/Staff/Spell 15 12 6
for more information.

DWARF EXPERIENCE TABLE ELF EXPERIENCE TABLE


Level Title XP Spells/Level
Level Title XP 1 2 3 4 5 6
1 Dwarven Veteran 0
2 Dwarven Warrior 2,200 1 Veteran Medium 0 1
3 Dwarven Swordmaster 4,400 2 Warrior Seer 4,000 2 — — — —
4 Dwarven Hero 8,800 3 Swordmaster Conjurer 8,000 2 1 — — — —
5 Dwarven Swashbuckler 17,000 4 Hero Magician 16,000 2 2 — — — —
6 Dwarven Myrmidon 35,000 5 Swashbuckler Enchanter 32,000 2 2 1 — — —
7 Dwarven Champion 70,000 6 Myrmidon Warlock 64,000 2 2 2 — — —
8 Dwarven Superhero 140,000 7 Champion Sorcerer 120,000 3 2 2 1
9 Dwarven Lord 270,000 8 Superhero Necromancer 250,000 3 3 2 2
10* 10th Level Dwarven Lord 400,000 9 Lord Wizard 400,000 3 3 3 2 1 —
11* 1 lth Level Dwarven Lord 530,000 10* 10th Level Lord Wizard 600,000 3 3 3 3 2 —
12* 12th Level Dwarven Lord 660,000
Constitution adjustments no longer apply.
Constitution adjustments no longer apply.
Hit Dice: Id6 per level, 9d6 maximum; + 2 hit points at 10th level.
Hit Dice: Id8 per level, 9d8 maximum; +3 hit points per level
thereafter.
18
Weapons and Equipment

Halfling HALFLING SAVING THROWS HALFLING EXPERIENCE TABLE


Level: 1-3 4-6 7-8 Level Title XP
Halflings may only advance to 8th level.
This is balanced by their special abilities in Death Ray 1 Halfling Veteran 0
woodlands, better saving throws, and com- or Poison 8 6 4 2 Halfling Warrior 2,000
bat bonuses. Magic Wands 9 7 5 3 Halfling Swordmaster 4,000
In combat, a halfling may "set" a spear Paralysis or 4 Halfling Hero 8,000
against charge attacks, as described under Turn to Stone 10 8 6 5 Halfling Swashbuckler 16,000
"Fighter" (page 10). However, halflings are Dragon Breath 13 10 7 6 Halfling Myrmidon 32,000
too small to properly wield a lance from Rod/Staff/Spell 12 10 8 7 Halfling Champion 64,000
horseback. A halfling may build a strong- 8 Sheriff 120,000
hold whenever the expense can be with-
stood (page 27), regardless of the level of Halflings prefer to live in pleasant areas friends, and relaxing. Their communities
the character. The stronghold will attract a of fair countrysides near rolling hills and are called Shires, and their recognized
whole community of other halflings if con- gentle streams. When not working or ad- spokesman is called a Sheriff.
structed in a place suited to their prefer- venturing, halflings will spend most of Halfling families live in Clans. See page
ences. their time eating, drinking, talking with 22 for more information.

This section includes lists of equipment and weapons that may be purchased in town.
Average prices and encumbrance are listed with each item. At the DM's discretion, the LAND TRANSPORT
price of an item may vary from town to town depending on how available an item is. Cost
Following the lists are explanations of how most items are used. Item in gp Capacity

Camel 100 3,000/6,000 d*


WEAPONS NORMAL EQUIPMENT Cart (2 wheels) 100 4,000/8,000 e*
Item Cost in gp Encumbrance Item Cost in gp Encumbrance Horses: Draft 40 4,500/9,000 d*
Axes: Battle Axe Backpack 5 20 Riding 75 3,000/6,000 d*
(2-handed) 7 60 Garlic 5 1 War 250 4,000/8,000 d*
Hand Axe 4 30 Grappling Hook 25 80 Mule 30 3,000/6,000 d*
Bows: Cross w/ 30 50 Hammer (small) 2 10 Saddle and Bridle 25 200 (Enc 300) f*
30 quarrels (+ case) 10 a* Holy Symbol 25 1 Saddle Bags 5 800 (Enc 100) f*
Long Bow 40 30 Holy Water (1 vial) 25 1 Wagon (4 wheels) 200 15,000/25,000 e*
Short Bow 25 20 Iron Spikes (12) 1 60 (5 each)
20 arrows (quiver) 5 a* Lantern 10 30
Silver-tipped arrow 5 a* Mirror, hand-sized WATER TRANSPORT
Catapult, Light 150 1000 b* steel 5 5 Cost
Normal Shot 5 30 b* Oil (1 flask) 2 10 Item ingp Capacity
Pitch Shot 25 30 b* Pole Wooden
Daggers: Normal 3 10 (10'long) 1 100 Boat, River 4,000 40,000
Silver 30 10 Rations, Iron 15 70 Boat, Sailing 2,000 20,000-40,000
Swords: Short 7 30 Rations, Standard 5 200
Normal 10 60 Rope (50' length) 1 50 Canoe 50 6,000 g*
Two-handed 15 100 Sack, small 1 1 Galleys: Large 30,000 60,000
Other weapons: Sack,large 2 5 Small 10,000 40,000
Mace 5 30 c* Stakes (3) and Mallet 3 10 War 60,000 80,000
Club 3 50 c* Thieves' Tools 25 10 Lifeboat, Ship's 1,000 15,000
Javelin 1 20 Tinder Box 3 5 Longship. 15,000 30,000
Lance 10 180 Torches (6) 1 120 (20 each) Raft 1 gp/sq ft 100/50 h*
Pole Arm Waterskin (1 quart) 1 5 Sailing Ships:
(2-handed) 7 150 Wine (1 quart) 1 30
2 20 c* Large 20,000 300,000
Sling (+ 30 stones) Wolfsbane(l bunch) 10 1
Spear 3 30 Capacities: Backpack 400 en Small 5,000 100,000
Staff (2-handed) 2 20 c* Sack, small 200 en Troop Transport 40,000 600,000
War Hammer 5 50 c* Sack, large 600 en
C~— n ~. r ~.~ A Q f~— ,.11 ,!..»,

ARMOR and adventures.


Item AC Cost Encumbrance
*Notes on all Equipment Lists:
Barding (for a Ammunition is included in encumbrance. f Encumbrance (Enc) is for empty item; add for
horses) 5 150 600 b Encumbrance is for mules or horses towing the items carried, to capacities given. Total of saddle
Chain Mail Armor 5 40 400 wheeled catapult. Shot is carried on the catapult plus saddlebags is 400 en encumbrance, 1,000 en
Leather Armor 7 20 200 "wagon." capacity.
Plate Mail Armor 3 60 500 c This weapon is permitted for clerics. g Encumbrance is 1,000 en if carried by one person,
Shield (-1)* 10 100 d Figures are: maximum capacity for normal move- 300 en each for 2 persons.
ment/and capacity for half normal movement. h Capacity figures are for purchased vs. made by
e Capacity varies with number of horses; cart = 1 characters.
•Subtract 1 from AC if a shield is used.
or 2 horses, wagon = 2 or 4; mules may be used,
2 mules = 1 horse.

19
Adventuring

Backpack: Used to carry equipment on Holy Water: Water made holy by a high Sack, Small: Similar to large sack, 1' x 2'.
back. The shoulder straps leave the charac- level cleric (NPC). It will cause damage to Saddle: Leather and wooden saddle with
ter's hands free for other actions. undead monsters. metal fastenings, assumed to include
Barding: Armor for horses, made of Iron Spikes: Used to wedge doors open or blanket, bridle and bit, and stirrups.
leather and metal plates giving an Armor shut, or to anchor a rope. Saddle Bag: Long leather, two pocket sack;
Class of 5. Lantern: Casts light in a 30' radius, burn- lays across mount, behind saddle.
Cart: Pulled by 1-2 draft horses or by ing 1 flask of oil in four hours (24 turns). Stakes and Mallet: Three large (18") wood
mules (2 mules = 1 horse). Movement rate May be shuttered against wind. stakes plus a wooden mallet. Useful for de-
60' per turn. Capacity 4,000 en with a Mirror: Used to look around corners stroying vampires.
single horse, 8,000 en with two. Cannot safely, or to defend against a "gaze" attack. Thieves' Tools: Required for picking
travel through desert, forest, mountain, or When a character uses a mirror to watch locks.
swamp except by road. an opponent, a - 2 penalty to the Hit roll
Catapult, light: This is a "siege engine," a Tinderbox: Flint, steel, and tinder (wood
applies, and the character cannot use a shavings). Needed to start fires (torches,
large slingshot-like device that throws shield. The area must be lit for the mirror
burning pitch or rocks. For land travel, it is lanterns, etc.). To use, roll Id6; succeeds on
to be effective. a result of 1-2. May be tried once per
mounted on a small wheeled wagon, and is
towed by horses or mules. It cuts the nor- Oilflask:Burned, in a lantern, for light. It round.
mal movement rate of a wagon (based on also may be thrown as a missile weapon, or Torch: Casts light in 30' radius. Burns for
terrain) by half. The 1,000 en en- poured out and ignited to delay pursuit. 1 hour (six turns).
cumbrance value is divided among those Pole, wooden: 10' long. A 2" thick pole, Wagon: Pulled by 2 or 4 draft horses (or
towing it. When used on ships, the same useful for poking piles of rags, pools, etc. mules; 2 mules = 1 horse). Movement rate
encumbrance value is used, but the item is Rations, Iron: Preserved food for one per- 60' per turn. Capacity 15,000 en with two
mounted directly on the vessel. son for one week. horses, 25,000 with four. Cannot travel
Grappling Hook: A large 3- or 4-pronged Rations, Standard: Unpreserved food for through desert, forest, mountain, or
hook, made of specially hardened iron, one person for one week. Sometimes swamp except by road.
used to anchor a rope. thrown to monsters to delay pursuit. Waterskin/wineskin: Leather or preserved
Hammer (small): Needed for pounding Rope (50' length:) A heavy climbing rope animal bladder. Capacity: 1 quart. En-
iron spikes into a wall or floor. that can support 3 fully loaded humans. cumbrance is when filled; 5 en otherwise.
Holy Symbol: A sign or symbol of a cleric's Sack, Large: A burlap, leather, or cloth Wolvesbane: An herb; dried and used to
beliefs. Used in Turning undead. bag, usually 2' x 4'. drive off lycanthropes.

Adventuring

In the DUNGEONS & DRAGONS Basic Mapping rection, backtrack, or find recognizable
rules, your characters could travel directly terrain features.
to the dungeon without difficulty or dan- You should make a map of the areas you
ger. But now dangers await you in the wil- explore. Use "hex paper" to map, instead Scale
derness and you must make more choices of the graph paper used in dungeon ex-
before adventuring. Your characters must ploring. You can normally map only the Unlike dungeons, the basic measure of wil-
decide where to go and what supplies they hexagon through which you pass, but this derness distance is the yard. One yard
will need. You must decide the marching may vary with terrain as one can see far- equals three feet. In the wilderness it is
order for overland travel, and organize ther on top of a mountain than in a valley. easier to move quickly; there is more open
guard watches for the night. As your characters move through each terrain, the lighting is better, and less cau-
"hex" of wilderness, you will discover gen- tion is necessary. The dungeon movement
Starting Out eral terrain features (forest, mountains, rate number is also used for outdoor
lakes, etc.) and signs of civilization (roads, movement, but the number is read as yards
cities, castles, farms, and the like). You will instead of feet. For example, a character
Before journeying into the wilderness, use not learn anything about local residents
the following guideline to organize the who could move 90' per turn in a dungeon
unless you stop and spend extra time could move 90 yards per turn outdoors.
party and plan the journey: there. The distance moved in a combat round is
also read as yards.
1. Decide where to go: choose a goal for Becoming Lost
(he adventure. Missiles and spell ranges are also read as
yards in the wilderness.
2. List the needed supplies: prepare the Unless the party is following a known path, THE AREA AFFECTED BY A SPELL
party for the journey to the goal. or moving along a river or coastline, or IS NOT READ AS YARDS. Thus, afire ball
3. Equip the party: buy the equipment you toward a visible terrain feature, they may spell cast in the wilderness would have a
will need, as a group, to reach the goal. become lost. You will discover this as you range of 240 yards, but still affect an area
4. Set a marching order: arrange the char- move. The DM will keep track of your ac- 40 feet in diameter.
acters to face combat and surprise situa- tual position and direction of movement.
tions. If lost, you may try to find the right di-
20
Adventuring

Movement Rates Special Wilderness Travel Encumbrance (Optional Expert System)


To find the distance traveled in a day, divide Water: For waterborne traveling, In the D&D Basic Set, a simple total en-
the normal movement rate per turn by 5. whether on a river or near a coast, your cumbrance was based on the type of armor
The result is the number of miles traveled in a characters might be able to buy a water worn. With Expert rules, the same move-
normal day. For example, a man who moves craft or buy passage on a trade ship. Your ment rates are used, but the system for
90' per turn in a dungeon can travel 18 miles DM will tell you if such things are available, finding the total encumbrance is more de-
in a day (90 -r- 5 = 18). The slowest move- but your characters must investigate the tailed.
ment rate in a party determines the distance costs and other requirements. Instead of using an estimate for the en-
traveled by a party. If characters are Air: Some characters may gain the abil- cumbrance, you may calculate the exact
mounted, movement is calculated in the ity to fly by using magic spells or items. You weight carried by your character.
same manner. For example, if all characters are might even be lucky enough to get a flying
riding lightly encumbered war horses (180' mount, such as a hippogriff or pegasus. 1. Do not use the Basic encumbrance fig-
per turn), the party may cover 36 miles per Air travel is easier and faster than other ures given in the D&D Basic Set (300 en
day (180 + 5 = 36). types. When flying, the character may for leather or no armor, 700 en for
Terrain (the features of the land being travel twice the normal distance per day metal armor). Instead, add the en-
explored) affects the rate of travel. (for example, a broom of flying moves at cumbrance of each item normally car-
Though it makes no difference to the com- 240'/turn with one rider, or 96 miles/day). ried for adventuring, to find the total
bat round or the 10 minute turn, the ter- Furthermore, terrain can often be ignored. Normal Encumbrance. Use this total to
rain may increase or decrease the number find the character's movement rate, ac-
of miles moved per day. Your Dungeon Food cording to the following chart.
Master will tell you how far you travel each 2. Add encumbrance whenever any treas-
day, based on your mounts (if any), the ter- Be sure to bring enough standard or iron ure or items found are picked up, and
rain, and any encounters you have (which rations for everyone's use for the whole keep track of the character's current en-
can greatly slow progress). trip, plus up to 50% extra. If you are cumbrance.
greatly delayed (by weather, for example) 3. Make any other modifications as
Forced march: If necessary, you may in- you might run out of food. Whenever you needed — when special items are pur-
crease the number of miles traveled in a are in fields, forest, or mountains (but not chased and carried, or when certain
day by using a. forced march. If you use this in swamp or ocean), you may either Forage items are left home, unused on a partic-
option, the characters move 50% further or Hunt to get more food. ular adventure. Be sure to make adjust-
than the normal day's movement (24 miles Foraging: Your characters may forage ments when new armor or weapons are
per day increases to 36, 36 increases to 54, while traveling, by slowing their movement purchased.
and so forth). However, the whole day af- rate to % normal. You cannot forage while
ter the forced march must be spent resting. on a forced march. Foraged food includes CHARACTER MOVEMENT RATES
Pursuit speed in the wilderness is equal nuts, berries, and possibly small game. You AND ENCUMBRANCE
to 3 times normal speed per round. For usually have a 1 in 3 chance of finding Normal Encounter Running
example, a war horse (60' per round) may enough food to survive. Your DM may Speed Speed Speed
pursue or flee at a maximum rate of 180' modify this due to the terrain, and will Feet per
Encumbrance turn Feet per round
per round. Such speed may only be main- make all the necessary rolls.
tained for short periods of time and re- Hunting: If you spend a day without up to 400 en 120 40 120
quires rest immediately afterward. moving, normal foraging is automatically 401-800 en 90 30 90
801-1200 en 60 20 60
successful, and you might (1 in 4) encoun- 1201-1600 en 30 10 30
Obstacles to Movement ter some animals which may be hunted for 1601-2400 en 15 5 15
additional food. Days spent in a forced 2401 or more 0 0 0
Traveling in the wilderness, whether by march or resting cannot be spent hunting.
land, water or air, is not always easy as If they run out of food, your characters ENCUMBRANCE OF TREASURES
there are often features or events that will will face hunger — needing more rest,
present delays or obstructions. These may traveling slower, being penalized on Hit
include unfordable rivers, massive cliffs, rolls, and gradual loss of hit points and Coin (any type) 1 en Scroll lcn
Gem (any value) 1 en Rod 20 en
snowbound passes, rapids, sandbars, wa- eventual death from starvation. Jewelry (1 piece) 10 en Staff 40 en
terfalls, dense forests, or vile and treach- Potion 10 en Wand 10 en
erous moors or swamps. Flying may be af- Rest
fected by thunderclouds, strong winds,
fog, or mountains too high to fly over. Characters or mounts must rest one full Note that the encumbrance of an item is
day for every six days they spend traveling. not always the same as its actual weight, it
Rest may also be required after evading includes how awkward the item is to carry.
monsters. Those who do not rest have a A 10' wooden pole, for example (en-
— 1 penalty on Hit rolls and damage rolls cumbrance 100 en), weighs about 40 en but
until they do rest. cannot be as easily carried as 40 coins.

21
Dungeon
Procedures situations can arise where some easier form
of climbing is desired — up a tree, steep
The following procedures are covered in hill, wall with handholds, etc.
this section: Generally, any characters in metal armor

Masters' Clans (Demi-human)


Climbing
will not be able to climb well. Characters in
leather or no armor should be able to climb
easily, with only a slight chance of falling.

Section
Combat (Special Types) In situations where "normal" climbing
Construction Details might be attempted, first decide on a base
Experience Points for Monsters chance of success. For example, if characters
Followers (for Name Level Characters) seek to spend a night in a tree with many
Mercenaries overhanging branches, there might be an
Mixing Character Levels 18 in 20 chance of successful climbing by
NPC Parties unarmored characters. Modify that chance
If you play, but do not DM Overusing Dice for those in chain mail armor (perhaps to
S1 O P READING HERE! Research (Magic Spells and Items) 11 in 20) to those in plate mail armor. You
Specialists may wish to use a character's Dexterity or
Welcome, Spell Books, Lost Strength scores to find the chance of fall-
Dungeon Masters! Strongholds ing; success might be indicated by rolling
Swimming an ability score or less, using ld20, 3d6,
Taxes 4d6, or some other means.
Wishes Whatever chances you decide to use,
make a note of them so they may be ap-
plied equally and fairly in future games.
Clans Remember that a falling character takes
The demi-human races of dwarves, elves, 1-6 points of damage for each 10' fallen.
and halflings have a different way of life But it should be very unlikely for an ad-
than humans. They usually live longer, venturer, however weak, to be killed by
have a stricter way of life, and find security falling out of a tree.
in large family groups called Clans.
A Clan may include several hundred Combat (Special Types)
demi-humans! The head of the Clan is al- Normal combat procedures are given in
ways the oldest member, male or female. the D&D Basic booklets.
Day-to-day tasks are usually done by
those best suited to do them. Unlike many Aerial Combat: In aerial combat, the crea-
human communities, few demi-humans ture highest in the air usually has an ad-
are lazy; everyone has a job, with clan du- vantage. (The DM may want to record on
ties and responsibilities, and "goofing off" paper the altitude of each creature.) Speed
is nearly unthinkable! is also very important. Steadiness is needed
Many other aspects of demi-human fam- to cast spells or fire missiles in aerial com-
ily life (such as marriage customs, moiety, bat. A fly spell and a flying carpet provide
industry, clan-to-clan relations, and so steady support, but a mount that flies by
forth) may be developed as needed. Your flapping its wings is definitely not steady!
local library should have several books on Most magic items do not require steady
human clans, which can be used for guide- support for proper use.
lines. See Followers and Strongholds for Missiles fired from an unsteady or mov-
additional information. ing position have a — 4 penalty to Hit rolls.
Demi-Human preferences: Certain flying creatures may also make a
Elves and dwarves don't usually like each "swoop" attack (explained on page 45) on
other. This dislike usually surfaces as ver- any opponent at a lower altitude. This at-
bal battles, rather than physical. Both get tack", if successful, causes double damage.
along fairly well with halflings. All demi-
humans cooperate with humans; though
men can be dangerous, they are also trust-
worthy and have many good points (as
short-lived races go).

Climbing
Thieves (and only thieves) have the special
ability to climb sheer surfaces. But many
22
Procedures

Unarmed Combat: Characters who engage depends on the size of the flyer; for exam- Castle Plans: Castles and strongholds are
in combat without a weapon (for whatever ple, if a man could be carried, the flyer expensive. The most common plan in-
reason) inflict 1 point of damage per hit, may instead carry enough rocks to cause volves small buildings within a large outer
plus any strength adjustments. A normal 2-12 points of damage to all within a 10' x wall, leaving room for future additions.
Hit roll is used. All standard combat rules 10' area (one Hit roll per victim). The most basic needs are for Barracks to
also apply. house hired fighters, a place for the char-
Construction Details acter, and simple defenses, such as a small
Mass Land Combat: Large-scale battles are tower plus gatehouse. A full castle complex
beyond the scope of these rules; role playing Before building a castle or stronghold, the can easily cost over 250,000 gp!
is often neglected in such situations. Minia- character must meet the basic require- When drawing castle plans, the most
tures rules from TSR, such as CHAIN- ments. See Strongholds for more informa- common error is failure to allow for thick-
MAIL, are recommended, and should be tion. When ready, the character must first ness of walls. A castle's outside walls are
available at your local hobby shop. clear the local area (map hex) of monsters. about 10' thick, tower and gatehouse walls
Large-scale battles often involve siege The character enters the area with a force are about 5' thick, and stone house walls
engines (catapult, ballista, etc.). Details on of men, and fights or negotiates with any are about 1'-2' thick.
their use are given in the D&D Companion monsters in the area.
Set; catapults may be used on ships, as de- When the area is clear, the player draws Costs and Time: The following costs for
scribed on page 44 of this set. a complete map of the stronghold to be typical structures are average. The DM
built, using the following details. After the may adjust the amounts for special circum-
Naval Combat: Naval combat between stances; a nearby dwarven mining town
small water craft usually starts with missile DM reviews the plans (sometimes suggest-
ing changes), an engineer must be found might supply plenty of stonework at lower
fire and magic. When the boats are close cost or supplies might have to be brought
enough, the enemy craft is grappled and and hired, and the construction begins.
All cleared areas will remain free of in for a greater cost.
boarded. See "Waterborne Adventuring". The time required for construction is
monsters as long as they are patrolled. Pa-
Underwater Combat: Some items and trols often range up to 18 miles from the one game day for every 500 gp spent. This
spells permit underwater adventuring. castle or stronghold, but jungles, swamps, assumes the land has already been cleared
While submerged, combat with most mis- and mountains require a garrison be built and prepared and all the materials are on
sile fire is not normally possible because of every 6 miles to keep the area clear. Addi- hand. For every 100,000 gp (or less) in
currents, though crossbows may be used. tional area may be cleared and settled. costs, one engineer must be hired.
Damage and Hit rolls should be penalized Settlers can be attracted to cleared areas Constructions in settled areas (such as a
at the DM's discretion, except those of if money is spent on improvements (inns, home, tavern, or barn of stone) cost about
creatures who live in the water. mills, boatyards, etc.) and advertising. 40% of the given amounts. The costs for
These costs, and the number of settlers wooden structures in such areas are about
Bombing: Rocks and other items may be who move into the area, are the DM's deci- 20% of those given. The DM may round
dropped from an altitude of 300' or less, sion. The settlers will pay taxes (10 gp per off costs to the nearest convenient figure to
using a Hit roll of 16 or better (regardless year per person is typical) for support, pro- make record keeping simple.
of the target's normal AC). The damage tection, and so forth.

CONSTRUCTION COST TABLE Miscellaneous Costs:


Construction Cost
Arrow Slit or Window 10 gp*
Square Keep (60' base, 80' high) 75,0 Bars (for window) 10 gp*
Barbican (two 20' x 30' towers, gatehouse, drawbridge) 37,0 Door (3'x 7') wood 10 gp
Round Towers: 30' base, 30' high 30,0 reinforced 20 gp*
20' base, 30' high 15,0 iron/stone 50 gp
Other Towers: Cost is normal until height equals width of base. secret cost x 5
Higher towers cost twice the normal amount. Towers may be Floor (10'x 10'), wood 40 gp
no more than twice as high as their base width. flagstone/tile lOOgp*
Bastion (half-round tower; 30' base, 30' high) 9,0 Roof: same costs as floors
Gatehouse (30' x 20' base, 20' high) 6,5 Shifting Wall (10'x 10') 1000 gp
Castle Wall (100' long, 20' wide) 5,0 Shutters (window) 5gp*
Other Walls: Cost is normal to 30' height, but double cost Stairs (3'x 10') wood 20 gp
from 30' to 60' height (the maximum). stone 60 gp*
Stone Building, Civilian (two-story, attic, 120' of wall, wooden doors, Trap Door (4' x 3') cost x 2
stairs, floors, and roof) 3,0
Wooden Building, Civilian (as above) 1,5
Dungeon Corridor (10' x 10' x 10', stone flagged) 5
Moat (10' deep, 100' long, 20' wide) 4
*These, plus internal walls and modest furnishings, can be assumed by adding 25% to the
cost of the basic structure.
23
Procedures

Giving Experience Points Demi-Humans: When a stronghold is Thief: When a Hideout is built, a thief
built, the character will gain help from the character will gain 2-12 1st level thief ap-
The following chart has been used to cal- Clan. If no stronghold existed for that prentices, sent by the Thieves' Guild.
culate all the XP values in the Monsters Clan, the entire family may move in to help These may be of any alignment, and are
section. You should use it to find the XP with and defend the stronghold, at no cost usually (but not always) loyal. If any die or
award for monsters you design. to the character. They will often patrol the leave, they will not be replaced. At least
area, but will not normally clear the area of one NPC thief will be a spy from the Guild,
EXPERIENCE POINTS FOR monsters; for this task, mercenaries must sent to keep an eye on the character's prog-
MONSTERS DEFEATED be hired. A demi-human may only hire ress. The DM should decide on the income
Bonus per mercenaries of the same race. Good and gained by the character from the minor
fair treatment will usually attract more pilfering of his followers.
Hit Dice Base Value Asterisk NPCs (possibly other Clans, as allies), but
Under 1 5 1 family squabbles do arise, often for very Mercenaries (also see Specialists)
1 10 3 minor reasons. A feud may result in a tem-
1+ 15 4 porary lack of Clan support, which can be Mercenaries are hired soldiers who will fight
2 20 5 restored by apologies, possibly a wedding and perform other typical military tasks.
2+ 25 10 or two, and a large feast to soothe feelings. They do not normally go on dungeon adven-
3 35 15 Any such feuds will be put aside imme- tures, and will only participate in certain wil-
3+ 50 25 diately if any real threat arises from out- derness adventures (fighting other armies,
4 75 50 side the stronghold — but often just as clearing monsters around a castle, defending
4+ 125 75 quickly resumed after the danger passes. the castle, etc.). Players should be aware of
5 175 125 Note that the owner of a stronghold does the morale of their mercenaries because high
5+ 225 175 not become the Clan leader. death rates, low pay, and other poor treat-
6 275 225 Fighter: Once a fighter has become a ment will cause them to revolt or desert their
6+ 350 300 Baron or Baroness, up to 50 Normal Men liege. Good treatment and safe but exciting
7 450 400 and Fighters of levels 1-3 will come to apply service will lead to greater loyalty, as will suc-
8 650 550 for jobs and training. These NPCs may be cess on the battlefield.
9 to 10 + 900 700 of any alignment. Mercenaries are often hired to guard a
11 to 12 + 1100 800 The character may have some trouble castle or stronghold. The following costs
13 to 16 + 1350 950 finding weapons and equipment enough only cover normal upkeep (feeding and
17 to 20 + 2000 1150 to supply the mercenaries. The ruler be- supplying that soldier with normal gear).
21 2500 2000 stowing the title will usually keep a careful Mercenaries will already own their own
watch on any large orders for supplies, to weapons and armor. Armorers (100 gp/
prevent possible future revolts. See page month) and smiths (25 gp/month) are still
For every Hit Die over 21, add 250 points 27 for details. required to keep the arms and armor in
to both the base value and bonus. Magic-user: When a tower is built, up to good condition.
6 magic-users of levels 1-3 (and of any For hazardous (wartime) duty, double all
Followers alignment) will come seeking training. Up the costs. Their morale may be lowered by
to 12 normal men will also come, seeking to high death rates, low pay, poor treatment,
Low-level NPCs will be attracted to serve become magic-users. Their intelligence and so on. Good treatment and success in
any character building a stronghold. scores will usually be above average, but battle may create better morale. You
Clerics: Once a castle is constructed, many will probably become discouraged should decide what types of troops a char-
50-300 loyal troops will come to help the and quit after 1-6 months. acter may employ, and their morale.
cleric. All will be of the same alignment as
the cleric. Most will be Normal Men, with
Fighter leaders of up to 3rd level. Unlike COST OF HIRING MERCENARIES
all other NPC mercenaries, they require no Mercenary Troop Type Cost in gp/month
pay, and never check Morale. The exact Man Dwarf Elf Ore Goblin
composition (number of archers, cavalry, Archer (leather, shortbow, sword) 5 — 10 3
etc.) and weapons carried are left for the Bowman, Mounted (light horse, shortbow) 15 30
DM to decide. Crossbowman (chain, heavy crossbow) 4 6 — 2
In addition to mercenary troops, the Crossbowman, Mounted (mule, crossbow) — 15 —
cleric may attract other low-level clerics to Footman, Light (leather, shield, sword) 2 — 4 1
serve the church. As with castle construc- Footman, Heavy (chain, shield, sword) 3 5 6 H
tion, these will be sent by the cleric's origi- Horseman, Light (leather, lance) 10 — 20
nal church — 1-6, if the character has been Horseman, Medium (chain, lance) 15 — —
well-played; none if some alignment Horseman, Heavy (plate, sword, lance) 20 — —
punishment has been needed. These cler- Longbowman (chain, longbow, sword) 10 — 20
ics will be of lst-3rd level, and of the same Non-fighter (peasant) 1
alignment as the cleric. Wolf Rider (leather, spear)

24
Procedures

Mixing Levels of Characters Swords Scroll ble by clerics, and a magic-user (or elf) may
Armor Wand/Staff/Rod only make items usable by that class.
During a campaign, new characters often Potion Miscellaneous Magic To create a magic item, the spell caster
enter the game, either replacing lost ones Other Weapons must first gather rare materials from
or brought by new players. But at the same which the item will be made. The DM
time, more successful characters will con- If an NPC cannot use an item, the NPC should decide what is necessary. A scroll
tinue to advance in experience. This cre- should not have it (do not re-roll). You may might require special parchment and a dif-
ates a large difference between the levels of change any magic items rolled. NPCs will ferent formula of ink for each spell effect.
the different characters. use their magic if combat begins. Players Weapons might require rare metals,
This difference can cause great prob- should not obtain magic items from NPCs powdered gems forged into the metal, or
lems. As a guideline, if the difference in except through barter, trickery, or force. the blood or skins of creatures to be spe-
levels is 5 or more, the characters should cially affected by the weapon. These items
adventure separately. This guideline will Overusing Dice should be difficult to obtain, and the spell
not apply at all times, and should not be caster will often have to adventure to ac-
applied to games using retainers. A common error while Dungeon Master- quire them, for there are no magic shops.
ing is the use of random dice rolls to deter- The spell caster must then spend time and
mine everything. An entire evening can be money fashioning the item and enchanting
NPC Parties it. The spell caster may not go adventuring
spoiled if (for example) an unplanned wil-
derness encounter on the way to the dun- during the time it takes to create a magic
If you are using NPC parties as Wandering item.
Monsters or as planned encounters, create geon goes badly for the party. The DM
must use good judgment in addition to If an item duplicates a spell effect, the
the parties in advance, to save time. You cost is usually 500 gp and 1 week's time per
may either choose the members of an NPC random tables. Encounters should be
scaled to the strength of the party and spell level. There is always at least a 15%
party or use random rolls. chance that the magical research or pro-
should be in harmony with the theme of
the adventure. duction will fail. This check is made after
1. Roll Id6 + 3 to find the Number Ap- the time and money are spent.
The DM may choose a number within
pearing. the given die range rather than roll for the The DM may limit or forbid the produc-
2. Determine the class of each by rolling amount of damage, number appearing, tion of certain powerful items, by requir-
Id8, then roll Id6 adding the modifiers etc. This may be necessary to allow for a ing very rare substances for production.
given to find the level: more enjoyable game; heavy damage early They could be hard to find, very costly,
in the game may spoil some of the fun. time-consuming, or require a special ad-
CLASS LEVEL venture. ••
1 cleric 4-9 (ld6 + 3) Research (Magic Spells and Items)
2 dwarf 7-12 (ld6 + 6) Examples Cost Time
3 elf 3-8 (ld6 + 2) A cleric, magic-user, or elf may try to in-
4 fighter 4-9 (ld6 + 3) vent new spells and create new magical Scroll: magic
5 halfling 3-8 (ld6 + 2) items through research. These are difficult missile (x2)* 1,000 2 weeks
6 magic-user 4-9 (ld6 + 3) and lengthy projects. The DM should be Portion of healing 500 1 week
7 thief -. 5-10 (ld6 + 4) very careful when letting the players de- Fire ball wand** 30,000 17 weeks
8 fighter 6-11 (ld6 + 5) velop new spells and new magic. Perma-
nent, unlimited uses, and effects that in- *3 missiles each ... \t
3. Determine alignment of each NPC with crease with level or have no Saving Throw **fully charged with 20 charges
Id6: 1-3 = Lawful; 4-5 = Neutral; 6 = can lead to massive imbalances. In most
Chaotic. cases, you should test an idea for a time, An item that does not duplicate a spell
4. Choose or randomly determine the with the understanding that changes will effect is given a cost and required time by
spells of any spell casters in the party. be made if necessary. the DM. For example:
5. Choose or randomly determine the :
magic items carried by the NPCs (see Spells: Research requires both time and Item Cost Time
below). money. The player should have a firm idea 20 arrows + 1 10,000 gp 1 month
6. Decide on the NPC marching order. of the spell desired. The new spell must be
written out and given to the DM, who de- Plate mail + 1 10,000 gp 6 months
cides if it is possible, what level it should be, Crystal ball 30,000 gp 6 months
If encountered in the wilderness, there is a
75% chance that the NPC party will be and what changes are needed for play bal- Ring x-ray
mounted. In general, NPCs should have ance. A character may only research spells
vision 100,000 gp 12 months
of levels equal to those which can be cast. Ring spell 1 month per
about the same amount of equipment as a
PC of the same level. Magic may be as- Spell research costs 1,000 gp and 2 weeks storing 10,000 gp spell level
signed or determined randomly. The of time per level of spell.
chance of any NPC of 1st level or greater
possessing magic items is 5% per level Magic Items: A spell caster may not create
(maximum chance 95%), checking on each magic items until reaching 9th level or
magic item suitable: greater. A cleric may only make items usa-
25
Procedures

Specialists (also see Mercenaries)


The characters may, at some point, want to
hire NPCs with special training or skills in
certain areas other than mere fighting
(mercenaries). These people are known as
specialists. Specialists are not retainers, and
they will not go on adventures. However, a
character may hire as many specialists as
can be afforded.
Specialists are found by posting notices
in towns. These may be answered by none,
one, or many persons, depending on the
type of specialist wanted, the size of the
local population, the reputation of the em-
ployer, and the amount of money or bonus
offered. The player must then select which
of the applicants to hire, and work out the
details of salary with each, the DM playing
the NPC role in each case. The DM may
wish to establish guilds for various profes-
sions where certain types of specialists are
commonly found.
The following details are for Specialists
normally available in cities and large
towns; the DM may develop others.

Alchemist (1000 gp/month): If given a for-


mula or a sample, an alchemist may make a
duplicate potion at half the normal time
and cost. They may also conduct research
into different types of potions at twice the
cost and time required for a magic-user.

Armorer (100 gp/month): For every 50 large structures. Dwarven engineers usu- losing sight of land.
fighters hired, 1 armorer is needed to ally specialize in tunneling. One engineer
maintain their weapons and equipment. must be hired for every 100,000 gp or less Spy (500+ gp/mission): A spy (usually a
Any armorer not so employed may make in construction costs. thief) may be hired to spy on a group the
non-magical armor and weapons at the character wants more information about.
rate of 1 suit of armor, 3 shields, or 5 weap- Sage (2000 gp/month): A sage is an advi- The spy may either be an outsider who
ons per month. For every 3 assistants (one sor, capable of answering questions involv- attempts to join the group or a member of
of which must be a smith) the output may ing obscure knowledge. There is always a the group who is bribed to become a spy.
be doubled. One armorer can manage 6 chance of failure in researching obscure The DM must decide on the length of the
assistants. questions. The DM must decide on extra mission, chance of success, and so forth,
costs of finding ancient books and time re- based on the information wanted, precau-
Animal Trainer (500 gp/month): For train- quired. Sages are usually rare, and there tions against such spying, and the amount
ing any animal (or monster) other than a might be few in an entire campaign. paid. There may be a chance that the spy
horse, mule, or dog, a trainer is needed. will betray the character; the spy's loyalty is
Each trainer is skilled with only one type of Seaman (Rower, 2 gp/month; Sailor, 10 gp/ known only to the DM.
creature. One trainer can handle up to 6 month; Captain, 250 gp/month; Navigator,
creatures. The first "trick" or command 150 gp/month): Rowers handle oars on gal- Spell Books, Lost
taught should require at least a month, and leys and longships. They fight as "normal
each additional command should take at men," and only when the situation is des- A magic-user or elf whose spell book is lost
least another 2 weeks. The lengths of time perate. Sailors are usually "normal men" or destroyed cannot regain spells until it is
involved will vary with the intelligence of who are capable of sailing vessels and fight- replaced. The method, time, and cost is for
the animal, the complexity of the trick, and ing as light foot mercenaries when the craft the DM to decide. A rough guideline is
so forth. Training must be continuous, or is attacked. A captain, needed for most 1,000 gp and 1 week of study for each spell
the animal becomes "untrainable." ships, has the skills of a sailor and knows level replaced (3rd level spell = 3,000 gp
coastal waters. A navigator is skilled in pi- and 3 weeks). This should require all the
Engineer (750 gp/month): An engineer is loting a ship on long ocean voyages. Any character's time, leaving none for adven-
needed for the construction of castles and ship without a navigator become lost when turing.
26
Procedures

Strongholds acter may call on the ruler for added sup- or treasure, swimming while wearing
port, if necessary. heavy armor, or while fighting in the water.
Clerics: When a cleric of 9th level or The chances of drowning usually de-
greater decides to construct a castle, con- Magic-user: When a magic-user reaches pend on the circumstances. For example, a
sider the cleric's alignment, and decide 11th level or greater and builds a tower, a fighter trying to swim in rough choppy
whether the player has done a good job at proclamation is normally issued by the seas while wearing plate armor and carry-
playing the character properly. If some ruler of the territory. This proclamation ing 3,000 en of treasure might have a 99%
punishment has ever been needed, be- makes it clear that the tower, and the char- chance of drowning. The same fighter in
cause of severe alignment play problems, acter, are not to be interfered with by any- leather armor and carrying no treasure
the cleric's church will not become involved one — and the character need not seek might have only a 10% chance of drown-
in the construction of the castle. On the such approval, or even have met the ruler! ing.
other hand, if the player has done a very High level magic-users can be dangerous
good job at all times, the church will pay foes, and all rulers seek friendship with Taxes
for half the cost of the entire castle! If (as them, even if their alignments differ.
most commonly occurs) the situation is If the magic-user's tower is ever at- The DM may want to impose taxes for
somewhere in between these extremes — tacked, despite the proclamation, the ruler various reasons; commonly by town coun-
the play of the character being good, aver- will usually send assistance. However, if the cils taxing found treasure. When taking ex-
age, or fair — the church will pay for any attacker is another magic-user, the ruler cess money out of the characters' pockets
portion, up to 50%. will not interfere; the affairs of wizards are through taxes, give logical reasons and
politely ignored by all others. choices if possible. Never simply remove it,
Demi-Humans: When a dwarf, elf, or half- and try not to force the characters into a
ling character builds a stronghold (within Thief: When a thief reaches 9th level or single course of action. For example, a treas-
the conditions given in each class descrip- greater and builds or buys a Hideout, the ure-laden fighter just back from a dun-
tion), the character's family will help to character must seek the approval of the geon is told of a local "salvage tax." He can
find a location. Then, if the character does Thieves' Guild before doing so. If another refuse to pay (and face arrest and possible
not have the money to build the strong- Guild is operating in the area, permission confinement); he can flee back into the wil-
hold, the family will loan up to 50% of the may be denied. However, if the character derness (a dangerous course, uncertain of
cost to the character, and with no interest chooses an area not already controlled, the success); or he can pay up.
charges. The character must pay back the Thieves' Guild will help by recognizing the
money within a reasonable amount of character's Hideout as an official branch of Wishes
time, but years may pass before the entire the greater Guild, and also be sending new
loan is repaid. apprentices to work for the character. If a
rogue thief starts pilfering in die character's Wishes can cause great problems if not
If the character's stronghold is ever handled properly. The DM must see that
threatened by enemies, the whole Clan area without permission, the character will
find Guild support in stopping such actions. wishes are reasonably limited or the bal-
may come to help, and may (if the threat is ance and enjoyment of the game will be
serious enough) bring other Clans. Even The DM should give clues, through the completely upset. The DM should not al-
whole armies of monsters often hesitate at character's Guild, to where an acceptable low wishes that alter the basics of the game
the thought of starting a major war with place might be found to start a new branch (such as a wish that dragons can't breathe
the demi-humans. of the Guild. Most villages and small towns for damage). The more unreasonable and
should not have Hideouts, and larger com- greedy the wish is, the less likely that the
munities may have 1 branch for each 1,000 wish will become reality. For example, if a
Fighters: When a fighter of 9th level or "normal" residents (at most).
greater decides to build a castle, it is as- character wishes for a magic weapon to
sumed that rumors of the character's great Note that thieves are not often liked by fight werewolves attacking the party, this is
skill has reached the ruler of the province townspeople or rulers, but the Guild is an reasonable, and a + 1 sword could appear,
or nation. To help gain the good will of the accepted fact of life. Many powerful ad- disappearing when the fight is over. If a
powerful character and his or her friends, venturers find thieves very useful during player wishes for a life draining sword, it
the ruler will probably award some official their adventures, and thus support the also might appear, but in the hands of a
title to the fighter! This award is usually Guild indirectly. Rulers are too wise to in- fearsome opponent!
called a Barony, and the following events cur the wrath of player and non-player The wording of a wish is very important
would occur in this case. When the castle is characters by harassing or destroying the and may greatly alter the results. Wishing
built, the fighter is summoned to the large Thieves' Guild network. for more wishes will certainly place the
ruler's stronghold, and is officially pro- character in an endless time loop, forever
claimed a Baron or Baroness. A scroll of Swimming repeating the acquisition and use of the
rulership is drawn up, signed by the ruler wish. However, wishing that certain mon-
and the character, and given to the fighter In D&D games, all characters may swim sters had never attacked, or that a certain
as evidence of the ruler's approval and (unless the DM decides otherwise). Move- deadly blow had never landed, are accept-
support. The fighter may then return to ment rate while swimming is Vi normal. able and good uses of wishes.
the newly built castle and rule that portion The DM should decide on the chances of
of the territory. If any enemy of the ruler's drowning in rough water, swimming while
invades the character's territory, the char- carrying heavy or encumbering equipment
27
D&D Campaign

When you play frequent D&D games, in- make smaller maps that show more detail. 7. Fill in Other Details
stead of an occasional game, the campaign For example, a hex on a large-scale map
world in which the player characters live could be 24 miles across, but only 6 miles Finish off the small-scale map of the Home
and travel becomes a very important part across on a small-scale map. Sketch the ter- Town area with notes on local NPCs, rumors,
of the game. The best D&D campaigns are rain in pencil first, so you can make and points of interest. This should include
carefully built by considering the details of changes. Some wilderness map symbols are some people who hire adventurers (and their
a real world, and applying them to this fan- given in the center of this book. reasons), the frequency and scope of local
tasy world. guard patrols, minor town officials, and so
The best place to start building this 3. Place the Home Town and Local forth. Demi-human and monster-controlled
world is from the characters' point of view, Dungeons areas may be further detailed.
and branch out. As Dungeon Master, you
should at least have detailed notes on their Choose the location of a Home Town for 8. Create Lairs and Encounter Tables
Home Town. Some guidelines are pro- the characters, and locate their first dun-
geon nearby. This town should be near a Instead of using the Wandering Monster
vided in this section. tables for dungeons, make up encounter
river or road, with the dungeon near a de-
The historical setting upon which D&D serted area, mountains, or a forest. If you tables for wilderness use, based on the
games are based is 15th century Europe, place the town near the center of the map, creatures you place. You may include any-
before the invention of the printing press. the characters can explore in all directions. thing you wish, and you need not detail
Gunpowder, however, is one aspect of that every lair in an area. When encountering a
era which is not a part of this game. 4. Locate Areas Under Human Control monster in the wilderness, there is a
chance that it will be found in a lair. This is
Part 1: Designing the Mark the areas that the characters can visit
easily — those controlled by local barons or
noted in the monster description. Try to be
consistent (no swamp leeches in desert, no
Wilderness dukes. Most humans live near good water halflings in dense mountains, etc.).
sources, along coasts, and in good farm- Make notes on a few special monster lairs,
In designing a large area, you may use a land. You may wish to detail a system of but do not place them on the map! Use them
procedure similar to that used in designing rulership that applies to the whole area. when the characters encounter a monster
a dungeon: lair, and simply place it where theyfindit. In
5. Locate Areas Under Non-Human a similar manner, draw a few plans for cas-
1. Choose a Setting Control
2. Draw Maps of the Area tles, ships, and other areas that may be en-
3. Place the Home Town and Local Dun- Elves prefer wooded places far from men; countered or used at a future date.
geons dwarves and goblins prefer mountains and
hills. Halflings live on good farming land Towns and Cities
4. Locate Areas Under Human Control
5. Locate Areas Under Non-Human or gentle hills if they can. Many monsters All characters should start in a home town,
Control choose a "territory" to hunt in and defend, from which they may begin their adventures.
6. Describe the Home Town while ores and similar creatures will raid The home town provides a place where a
7. Fill in Other Details and move around a great deal. Although party can buy equipment, hire men and re-
8. Create Lairs and Encounter Tables non-human areas usually have no firm tainers, sell treasures (and perhaps have
boundaries, you should note the general magic items identified), and where clerical
1. Choose a Setting areas where demi-humans and monsters healing is available for a price or service.
may be found. Rumors that can lead to adventure can be
Decide what the area will be like, overall. It
may be mountains, plains, woods, desert, gathered at inns or taverns.
6. Describe the Home Town
or a combination of all. You might want to Most towns should be located very near
use a good fantasy novel for background, First, select a size: watercourses. Without a good source of
or you can just make up the details. But the water, no town can survive. In a valley,
Village 50-999 wells may be dug, and a natural spring
first step is to choose the size you want, and Small Town 1,000-4,999
the terrain in the area. A single valley, is- might surface, attracting early settlers.
Large Town 5,000-14,999 Streams and other fresh-water sources are
land, or barony is good to start with. A City 15,000 +
small area is easier to control, and takes less the most popular to colonists, however,
time to design. The Home Town should provide the serv- and a fork of a river will probably be the
ices most needed by characters, including a first settled area of any wilderness. The
2. Draw Maps of the Area place to stay (inn or townhouse), churches, land should be suitable for farming, and
a Thieves' Guild, craft and supply shops — most farms will be very near the town.
For wilderness, use hex paper instead of and of course a town guard, to keep an eye In "new" towns, most buildings should
the graph paper used in dungeon design. on crime. be made of wood, with stone added to
You can use a world atlas to gather ideas You should also decide who is running some larger ones. Dirt roads and paths
about rivers, mountain ranges, and so the town. This may be a sheriff appointed should lead throughout the town, possibly
forth. Use common sense; rivers flow by a baron, a town council, a mayor power- with some few cobblestone main streets if
downhill, forests are rarely next to deserts, ful merchant prince, or even a high level the town is large. Most homes should be in
and jungles have many rivers and swamps. NPC adventurer. NPC rulers should be one area, and most businesses in another.
Start with a large-scale map that shows Name Level at least, with appropriate
only the major terrain features and then bodyguards and magic.
28
Combat

CHARACTER HIT ROLLS (on ld20)


Character Class and Level Target's Armor Class
Fighters* Clerics** Magic-Users 9 8 7 6 5 4 3 2 1 0 -1 -2 - 3 -4 -5 -6 -7 -8 -9
Normal Man 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 23 25 26
1-3 1-4 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 22 24 25
4-6 5-8 1-5 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 22 23
7-9 9-12 6-10 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 21
10-12 13-16 11-15 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
13-15 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 19 20 20

*Also Dwarves, Elves, and Halflings


**Also Thieves
Negative AC is possible due to use of magic armor or spells. Hit Rolls exceeding 20 require the presence of some bonus to the Hit Roll. A natural 20
without bonuses will not hit creatures that require a Hit Roll of greater than 20.
MONSTER HIT ROLLS (on ld20)
Monster's Target's Armor Class An attack does not automatically hit and
Hit Dice 8 4 3 2 1 0 - 1 -2 -3 -4 -5 -6 cause damage. The chance to Hit is given as
the creature's Hit Roll versus its target's armor
up to 1 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 class. These two tables list all Hit Rolls for all
1+ to 2 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 characters of different levels and for monsters
2+ to 3 10 11 12 13 14 15 16 17 18 19 20 20 20 20 by the number of Hit Dice they have.
3+ to 4 9 10 11 12 13 14 15 16 17 18 19 20 20 20 Roll ld20. If the result is equal to or greater
4+ to 5 10 11 12 13 14 15 16 17 18 19 20 20 than the number listed, the attack hits.
5+ to 6 10 11 12 13 14 15 16 17 18 19 20 Unless the target is invulnerable to normal
6+ to 7 9 10 11 12 13 14 15 16 17 18 19 weapons, or a number greater than 20 is
7+ to 8 9 10 11 12 13 14 15 16 17 18 needed and there are no bonuses, a roll of 20
8+ to 9 9 10 11 12 13 14 15 16 17 will always hit, and a roll of 1 will always miss.
9+ t o l l 8 9 10 11 12 13 14 15 16
11+ to 13 9 10 11 12 13 14 15
13+ to 15 8 9 10 11 12 13 14
15+ to 17 7 8 9 10 11 12 13
17+and up 9 10 11 12

VARIABLE WEAPON DAMAGE MISSILE FIRE TABLE


1 d4 (1-4) points of damage: Id6 (1-6) points of damage: Maximum Ranges (in feet)
Club Spear Weapon Short (+1) Medium (0) Long(-l)
Dagger War Hammer
Sling stone Id8 (1-8) points of damage: Crossbow (It.) 60 120 180
Torch Long Bow 70 140 210
Sword (normal)
Id6 (1-6) points of damage: •Battle Axe Short Bow 50 100 150
*Arrow (long or short bow) ldlO (1-10) points of damage: Sling 40 80 160
Hand Axe Lance Spear 20 40 60
Mace *Pole Arm Oil or Holy Water 10 30 50
*Quarrel (crossbow) Two-handed Sword Hand Axe or Dagger 10 20 30
Short Sword When using missiles remember to adjust for:
*This weapon requires two hands for use. Attacker may not use a shield 1. Dexterity 3. Cover
and always loses initiative. 2. Range 4. Magic
SAVING THROWS
FIGHTER CLERIC THIEF
Saving Normal Character Level
Throw Man 1-3 4-6 7-9 10-12 13-15 1-4 5-8 9-12 13-16 1-4 5-8 9-12 13-16
Death Ray/Poison 14 12 10 8 11 9 13 11 9 7
Magic Wands 15 13 11 9 12 10 14 12 10 8
Paralysis
Turn to Stone 16 14 12 10 14 12 10 13 11 9 7
Breath Attack 17 15 13 11 9 16 14 12 10 16 14 12 10
Rod/Staff/Spell 17 16 14 12 10 15 13 11 9 15 13 9
DWARF ELF HALFLING MAGIC-USER
1-3 4-6 7-9 10-12 1-3 4-6 7-9 10 1-3 4-6 7-8 1-5 6-10 11-15
8 6 4 2 12 8 4 2 8 5 2 13 11 9
9 7 5 3 13 10 7 4 9 6 3 14 12 10
10 8 6 4 13 10 7 4 10 7 4 13 11 9
13 10 7 4 15 11 7 3 13 8 5 16 14 12
12 9 6 3 15 11 7 3 12 9 4 15 12 9

29
WILDERNESS ENCOUNTER TABLES GENERAL
Barren,
Clear, Mtns.,
# Grassland Woods River Swamp # Hills Desert •Settled # City Ocean Jungle
1 Men Men Men Men 1 Men Men Men 1 Men Men Men
2 Flyer Flyer Flyer Flyer 2 Flyer Flyer Flyer 2 Undead Flyer Flyer
3 Humanoid Humanoid Humanoid Humanoid 3 Humanoid Humanoid Humanoid 3 Humanoid Swimmer Insect
4 Animal Insect Insect Swimmer 4 Unusual Men Men 4 Men Swimmer Insect
5 Animal Unusual Swimmer Undead 5 Animal Animal Men 5 Men Swimmer Humanoid
6 Unusual Animal Swimmer Undead 6 Humanoid Dragon Insect 6 Men Swimmer Animal
7 Dragon Animal Animal Insect 7 Dragon Undead Animal 7 Men Swimmer Animal
8 Insect Dragon Dragon Dragon 8 Dragon Animal Dragon 8 Men Dragon Dragon

*Any inhabited non-city area is "Settled"

CHANCE OF ENCOUNTER 1. ANIMALS


Terrain Chance (Id6) Clear, Barren,
City, Clear, Grasslands, or # Grassland Woods River Mountains
Inhabited Animal Herd Animal Herd Animal Herd
Woods, River, Hills, Barren 1 Animal Herd
2 Baboon, Rock Boar Boar Ape, White
Lands, Desert, Ocean*, Boar Cat, Panther Cat, Panther Ape, White
Aerial** 5-6 3
4 Cat, Lion Cat, Tiger Cat, Tiger Baboon, Rock
Swamp, Jungle, Mountains 4-6 Elephant Lizard, Gecko Crab, Giant Bear, Cave
5
6 Ferret, Giant Lizard, Draco Crocodile Bear, Grizzly
*Ocean: A roll of 6 indicates a normal ocean Horse, Riding Lizard, Tuatara Crocodile, Lrg Cat, Mtn. Lion
encounter. A roll of 5 indicates no encounter 7
8 Lizard, Draco Snake, Viper Fish, Rock Mule
unless the ship lands at the end of the day; if Mule Spider, Crab Leech, Giant Snake, Viper
so, a land encounter is used. 9
**Aerial encounters always use the Flyer table, 10 Snake, Viper Unicorn Rat, Giant Snake, Rattler
regardless of terrain. 11 Snake, Rattler Wolf Shrew, Giant Wolf
12 Weasel, Giant Wolf, Dire Toad, Giant Wolf, Dire
Desert Settled Prehistoric
SUBTABLES (Creature Names) Animal Herd Animal Herd Animal Herd Bear, Cave
2 Animal Herd Animal Herd Boar Cat, Sabretooth
When an NPC class is given, the encounter is 3 Camel Boar Cat, Panther Crocodile, Giant
with 1 Name Level or greater, plus 2-20 low- 4 Camel Cat, Tiger Lizard, Draco Elephant, Masto.
level apprentices. When a specific level title is 5 Cat, Lion Ferret, Giant Lizard, Gecko Pterodactyl
given, the encounter is with 6-15 individuals of 6 Cat, Lion Horse, Riding Lizard, Horned Pteranodon
that level. 7 Lizard, Gecko Rat, Giant Rat, Giant Snake, Racer
8 Lizard, Tuatara Shrew, Giant Shrew, Giant Snake, Viper
9 Snake, Viper Snake, Racer Snake, Viper Triceratops
10 Snake, Rattler Snake, Viper Snake, Python Triceratops
11 Spider, Widow Spider, Taran. Snake, Spitting Tyrannosaurus
12 Spider, Taran. Wolf Spider, Crab Wolf, Dire
2. HUMANOIDS
Barren,
Clear, Mountains, City and
Grassland Woods River Swamp Hills Desert Inhabited Jungle
1 Bugbear Bugbear Bugbear Gnoll Dwarf Giant, Fire Dwarf Bugbear
2 Elf Cyclops Elf Goblin Giant, Cloud Goblin Elf Cyclops
3 Giant, Hill Dryad Gnoll Hobgoblin Giant, Frost Hobgoblin Giant, Hill Elf
4 Gnoll Elf Hobgoblin Lizard Man Giant, Hill Hobgoblin Gnome Giant, Fire
5 Goblin Giant, Hill Lizard Man Lizard Man Giant, Stone Ogre Gnoll Giant, Hill
6 Halfling Gnoll Lizard Man Lizard Man Giant, Storm Ogre Goblin Gnoll
7 Hobgoblin Goblin Nixie Nixie Gnome Ogre Halfling Goblin
8 Ogre Hobgoblin Ogre Ogre Goblin Ore Hobgoblin Lizard Man
9 Ore Ogre Ore Ore Kobold Ore Ogre Ogre
10 Pixie Ore Sprite Troglodyte Ore Pixie Ore Ore
11 Thoul Thoul Thoul Troll Troglodyte Sprite Pixie Troglodyte
12 Troll Troll Troll Troll Troll Thoul Sprite Troll

30
The Threshold S<;ilc: I Hex = .r>0<> l e d

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Map #2 The Lands and Environs of the D&D Wilderness

Corunelain

Akesoli REPUBLIC OF DAROKIN

' .1, KWTyA/fVS A-


ATRUAGHIN R ^ V W - A 'i-I^EMIRAlTE OF YLARUAM "
alt i A .». ill

*•, MINROTHAD .-*


NGDOM OF IERENDI \ GUILDS^.-** Jn
Encounters

3. MEN
Clear,
Grassland Woods River Hills Desert Settled Ocean Jungle Swamp
1 Adventurer Adventurer Adventurer Adventurers Adventurers Acolyte Adventurer Adventurer Adventurer
2 Bandit Bandit Bandit Bandit Cleric Adventurers Buccaneer Adventurer Adventurer
3 Bandit Bandit Buccaneer Berserker Dervish Bandit Buccaneer Bandit Bandit
4 Berserker Berserker Buccaneer Berserker Dervish Bandit Merchant Berserker Bandit
5 Brigand Brigand Buccaneer Brigand Fighter Cleric Merchant Brigand Berserker
6 Cleric Brigand Brigand Brigand Magic-user Fighter Merchant Brigand Brigand
7 Fighter Brigand Clenc Caveman Merchant Magic-user Merchant Brigand Cleric
8 Magic-user Cleric Fighter Caveman Noble Merchant Merchant Caveman Fighter
9 Merchant Fighter Magic-user Cleric Nomad Noble Pirate Cleric Magic-user
10 Merchant Magic-user Merchant Fighter Nomad NPC Party Pirate Fighter Merchant
11 Noble Merchant Merchant Magic-user Nomad Trader Pirate Magic-user NPC Party
12 Nomad NPC: Party NPC Party Merchant Nomad Veteran Pirate Merchant Trader

4. FLYERS 5. SWIMMERS
# Mountains Desert All Other # River/Lake Ocean Swamp
1 Bee, Giant Gargoyle Bee, Giant 1 Crab, Giant Giant, Storm Crab, Giant
2 Gargoyle Gargoyle Cockatrice 2 Crocodile Hydra, Sea Crocodile
3 Griffon Griffon Gargoyle 3 Crocodile, Lrg Hydra, Sea Crocodile
4 Harpy Harpy Griffon 4 Fish, Gt Bass Hydra, Sea Crocodile, Large
5 Hippogriff Insect Swarm Hippogriff 5 Fish, Sturgeon Merman Crocodile, Large
6 Insect Swarm Lizard, Draco Lizard, Draco 6 Leech, Giant Merman Fish, Gt Rock
7 Manticore Manticore Pegasus 7 Leech, Giant Snake, Sea Leech, Giant
8 Pegasus Manticore Pixie 8 Lizard Man Snake, Sea Leech, Giant
9 Robber Fly Manticore Robber Fly 9 Lizard Man Snake, Sea Lizard Man
10 Roc, Small Roc, Small Roc, Small 10 Merman Termite, Water Lizard Man
11 Roc, Large Roc, Large Sprite 11 Nixie Termite, Water Termite, Water
12 Roc, Giant Roc, Giant Stirge 12 Termite, Water Termite, Water Termite, Water

# 6. DRAGONS* # 7. INSECTS # 8. UNDEAD # 9. UNUSUAL


1 Chimera 1 Ant, Giant I Ghoul 1 Basilisk
2 Dragon, Black 2 Bee, Giant 2 Ghoul 2 Blink Dog
3 Dragon, Blue 3 Beetle, Fire 3 Ghoul 3 Centaur
4 Dragon, Gold 4 Beetle, Oil 4 Mummy 4 Displacer Beast
5 Dragon, Green 5 Beetle, Tiger 5 Skeleton 5 Gorgon
6 Dragon, Red 6 Insect Swarm 6 Skeleton 6 Lycanthrope, Werebear
7 Dragon, White 7 Rhagodessa 7 Spectre 7 Lycanthrope, Wereboar
8 Hydra 8 Robber Fly 8 Wight 8 Lycanthrope, Wererat
9 Hydra 9 Scorpion, Giant 9 Wraith 9 Lycanthrope, Weretiger
10 Wyvern 10 Spider, Black Widow 10 Vampire 10 Lycanthrope, Werewolf
11 Salamander, Flame 11 Spider, Crab 11 Zombie 11 Medusa
12 Salamander, Frost 12 Spider, Tarantella 12 Zombie 12 Treant
*At sea, roll

DUNGEON WANDERING MONSTERS


For dungeons, use the following charts. Be sure you understand how to use Wandering Monsters, as explained in the D&D Basic Set DM Rulebook.
If the monster is described in that Set, a (B) appears before the Page Number.

DUNGEON LEVELS 4-5 DUNGEON LEVELS 6-7 DUNGEON LEVELS 8-10


Die Number Page Die Number Page Die Number Page
RoU Monster Appearing Number Roll Monster Appearing Number Roll Monster Appearing Number
1 Blink Dog 1-4 46 1 Basilisk 1-3 46 1 Basilisk 1-6 46
2 Bugbear 5-10 B27 2 Caecilia 1-4 47 2 Black Pudding 1 46
3 Caecilia 1 46 3 Cockatrice 1-3 46 3 Chimera 1 47
4 Cockatrice 1-2 47 4 Giant, Hill 1-2 50 4 Devil Swine 1-2 48
5 Displacer Beast 1 48 5 Giant, Stone 1-2 50 5 Dragon 1-2 B28
6 Gargoyle 2-5 B30 6 Hellhound (5-7 HD) 1-4 51 6-7 Giant (Any*) 1-6 50
7 Giant, Hill 1 50 7 Hydra (6-8 heads) 1 52 8 Golem (Any*) 1 50
8 Harpv 2-5 B31 8 Lycanthrope* 1-3 B33 9 Hydra (7-12 heads) 1 52
9 Hellhound (3-5 HD) 1-4 51 9 Manticore 1 52 10 Living Statue (Any*) 2-5 B32
10 Hydra (5-headed) 1 52 10 Minotaur 1-4 B34 11-12 Lycanthrope (Any*) 3-8 B33
11 Lycanthrope, Werewol -4 B33 11 Mummy 1-4 54 13 NPC Party 1 B35
12 Medusa -2 B34 12 NPC Party 1 B35 14 Purple Worm 1 55
13 Mummy -3 54 13 Ochre Jelly 1 B35 15 Rust Monster 2-5 B36
14 NPC Party 1 B35 14 Ogre 2-8 B35 16 Salamander (Any*) 1-4 55
15 Ochre Jelly 1 B35 15 Rust Monster 2-4 B36 17 Snake (Any*) 2-5 B37
16 Rhagodessa -3 55 16 Spectre 1-3 56 18 Spectre 1-3 56
17 Rust Monster -2 B36 17 Spider, Tarantella 1-3 B38 19 Spider (Any*) 2-5 B38
18 Scorpion, Giant -3 55 18 Salamander, Flame 1-2 55 20 Vampire 1-2 57
19 Troll 56 19 Troll 2-5 56
CM G>t

20 Wraith 20 Vampire 1 *Any: select one type, and modify the Number
57 57 Appearing for the level of monster.
*Either weretiger or werebear

35
Magical Treasures

SUBTABLES (a-h) MAGIC ITEMS TABLE # 1 d. Potions


a. Swords d% Use Subtable: d% Type of Potion
d% Type of Sword 01-20 a. Swords 01-02 Animal Control
01-40 Sword + 1 (B) 21-35 b. Other weapons 03-04 Clairaudience ' ,;
41-46 Sword + 1 + 2 vs. lycanthropes (B) 36-45 c. Armor and Shields 05-06 Clairvoyance \
47-52 Sword + 1 + 2 vs. spell users (B) 46-70 d. Potions 07-10 Diminution (B)
53-57 Sword + 1 + 3 vs. undead (B) 71-80 e. Scrolls 11-14 Delusion
58-62 Sword + 1 + 3 vs. dragons (B) 81-85 f. Rings 15-16 Dragon Control
63-67 Sword + 1 + 3 vs. regenerating 86-90 g. Wands, Staves, and Rods 17-20 ESP(B)
monsters 91-00 h. Miscellaneous Magic 21-25 Fire Resistance
68-72 Sword + 1, + 3 vs. enchanted 26-30 Flying
f. Rings 31-35 Gaseous Form (B)
monsters
73-77 Sword + 1, light spell I/day (B) d% Type of Ring 36-37 Giant Control
78-82 Sword + 1, cure light wounds I/day (B) 38-42 Giant Strength
01-08 Animal Control (B) 43-46
83-86 Sword + 1, locate objects Growth (B)
09-17 Delusion 47-56 Healing (B)
87-90 Sword + 1, flames on command 18-19 Djinni Summoning
91 Sword + 1, energy drains 57-61 Heroism
20-32 Fire Resistance (B) 62-63 Human Control
92 Sword + 1, wishes 33-34 Human Control
93-96 Sword + 2 ( B ) 64-67 Invisibility (B)
35-42 Invisibility (B) 68-71
97-98 Sword + 2 , charm person Invulnerability
43-46 Plant Control
99-00 Sword + 3 47-59 Protection + 1 (B) 72-75 Levitation (B)
76-79 Longevity
b. Other Weapons 60-64 Protection + 1 , 5 ' radius
65 Regeneration 80-81 Plant Control
82-83 Poison (B)
d% Type of Weapon 66-67 Spell Storing 84-88 Polymorph Self
01-08 Arrows + 1 (2-12) (B) 68-72 Spell Turning
73 Telekinesis 89-96 Speed
09-12 Arrows + 1 (3-30) (B) 97-98 Treasure Finding
13-14 Arrows +2(1-6) 74-82 Water Walking (B) 99-00 Undead Control
15-23 Axe + 1 (B) 83-91 Weakness (B)
24-26 Axe + 2 92-95 Wishes (1-2) e. Scrolls
27-28 Bow + 1 96-97 Wishes (1-3)
98 Wishes (2-4) d% Type of Scroll
29-36 Dagger + 1 (B)
37-40 Dagger + 1, + 3 vs. goblins, kobolds, 99-00 X-Ray Vision 01-10 Curse (occurs when read) (B)
and ores 11-23 Scroll of 1 Spell (B)
h. Miscellaneous Magic Items 24-33 Scroll of 2 Spells (B)
41-42 Dagger + 2 ( B )
43-50 Mace + 1 (B) d% Type of Miscellaneous Item 34-40 Scroll of 3 Spells (B)
51-54 Mace + 2 01-03 Amulet vs. Crystal Ball and ESP 41-44 Scroll of 5 Spells
55-56 Mace + 3 45 Scroll of 7 Spells
04-07 Bag of Devouring (B)
57-64 Quarrels + 1 (2-12) (B) 46-55 Protection from Elementals
08-15 Bag of Holding (B) 56-65 Protection from Lycanthropes (B)
65-68 Quarrels + 1 (3-30) (B) 16-20 Boots of Levitation
69-70 Quarrels +2(1-6) 21-25 Boots of Speed 66-70 Protection from Magic
71-74 Sling + 1 (B) 71-80 Protection from Undead (B)
26-30 Boots of Traveling and Leaping 81-90 Treasure Map to Normal Treasure (B)
75-82 Spear + 1 31 Bowl of Commanding Water
83-86 Spear + 2 Elementals 91-96 Treasure Map to Magical Treasure (B)
87 Spear + 3 32 Brazier of Commanding Fire 97-99 Treasure Map to Combined Treasure
88-95 War Hammer + 1 (B) 00 Treasure Map to Special Treasure
Elementals
96-99 War Hammer + 2 33-37 Broom of Flying g. Wands/Staves/Rods
00 War Hammer + 3, boomerang 38 Censor of Controlling Air Elementals
39-43 Crystal Ball (m) (B) d% Type of Wand/Staff/Rod
c. Armor and Shields
44-45 Crystal Ball with Clairaudience (m) 01-08 Rod of Cancellation (B)
d% Type of Armor or Shield 46 Crystal Ball with ESP (m) 09-11 Staff of Commanding (s)
01-09 Leather Armor + 1 47-48 Displacer Cloak 12-21 Staff of Healing (c) (B)
10-13 Leather Armor + 2 49 Drums of Panic 22-23 Staff of Power (m)
14 Leather Armor + 3 50 Efreeti Bottle 24-28 Snake Staff (c) (B)
15-30 Chain Mail Armor + 1 51-55 Elven Cloak (B) 29-32 Staff of Striking (s)
31-36 Chain Mail Armor + 2 56-60 Elven Boots (B) 33-34 Staff of Withering (c)
37 Chain Mail A r m o r + 3 61 Flying Carpet 35 Staff of Wizardry (m)
38-44 Plate Mail Armor + 1 62-66 Gauntlets of Ogre Power (B) 36-40 Wand of Cold (m)
45-47 Plate Mail Armor + 2 67-68 Girdle of Giant Strength 41-45 Wand of Enemy Detection (m) (B)
48 Plate Mail Armor + 3 69-72 Helm of Alignment Changing (B) 46-50 Wand of Fear (m)
49-67 Shield + 1 73-77 Helm of Reading 51-55 Wand of Fire Balls (m)
68-75 Shield + 2 78-79 Helm of Telepathy (B) 56-60 Wand of Illusion (m)
76 Shield + 3 80 Helm of Teleportation (m) 61-65 Wand of Lightning Bolts (m)
77-85 Chain Mail + 1 and Shield + 1 81 Horn of Blasting 66-70 Wand of Magic Detection (m) (B)
86-88 Chain Mail + 1 and Shield + 2 82-87 Medallion of ESP 30'(B) 71-75 Wand of Metal Detection (m)
89 Chain Mail + 1 and Shield + 3 88-90 Medallion of ESP 90' 76-80 Wand of Negation (m)
90 Chain Mail + 2 and Shield + 2 91 Mirror of Life Trapping 81-85 Wand of Paralyzation (m) (B)
91 Chain Mail + 2 and Shield + 3 92-97 Rope of Climbing (B) 86-90 Wand of Polymorph (m)
92-95 Plate Mail + 1 and Shield + 1 98-99 Scarab of Protection 91-95 Wand of Secret Door Detection (m)
96-97 Plate Mail + 1 and Shield + 2 00 Stone of Controlling Earth Elementals 96-00 Wand of Trap Detection (m)
98 Plate Mail + 1 and Shield + 3
99 Plate Mail + 2 and Shield + 2
00 Plate Mail + 2 and Shield + 3

36
D&D Campaign

Alchemist Brothel Fisherman Judge Peddler Tanner


Animal Trainer Butcher Foundry Laborer Politician Tavern
Apothecary Candlemaker Fletcher Land Office Potter Taxidermist
Armorer/Armory Caravan Guild Freight Co. Lawyer Public Baths Tax Assessor
Artist/Sculptor Carpenter Furniture maker Leatherworker Ropemaker Thatcher
Astrologer Chandler Furrier Locksmith Royalty Thieves' Guild
Astronomer Chef Gambler Logger Sage Town Drunk
Baker/Bakery Character Tvpe Gemcutter Lumberyard Sailor Town Hall
Bank Charcoalmaker Gentleman/Lady Kennel Saloon Town Pump
Barber Chemist Glassblower M-U Guild Schoolhouse Trading Post
Bartender Church Govt. Official Marketplace Scribe Treasury
Basketweaver Constable Graveyard Mason Servant, Hired Undertaker
Bazaar Construction Co Guard Mercenary Servant, Indentured Vagrant
Beekeeper Cooper Guild Officer Merchant Guild Shipwright Vigilante
Beggar Craft Guilds Harlot Metalsmith Shoemaker Warehouses
Blacksmith Dairy Healer Military Slave Watchman
Boardinghouse Dance Hall Herbalist Mill Smuggler Watering Hole
Boat Rental Diver Homes, Private Millinery Soapmaker Weaver
Bonecarver Dock/Wharf Hunter Monastery Spnnghouses Wells
Bootmaker Doctor/Dentist Huts Moneylender Spy Wheelwright
Bowyer Entertainer Inn/Innkeeper Noble Stables Winemaker
Brewery Farm jail Outhouses Stoneworker Woodcarver
Brootnmaker Ferry Jeweler Peasant Tailor Woodcutter

The purpose of a town is safety. If the go adventuring. Only the PCs dare to face disappear into the coffers of the Thieves'
town lies near dangerous wilderness, it the dangers of dungeons on a regular Guild. The treasury probably taxes all such
might have a defensive wall which stands basis; most townsfolk prefer the quiet (and arrivals, for 10% of the total value. The
10'-30' high and with at least two gates. probably longer) life. coins themselves are not simple lumps of
The wall could be a simple log barrier, dirt A town prospers by trading with other metal, but neither are they as finely de-
rampart or could be more elaborate, with towns. Merchant parties of 2-100 wagons tailed as our modern coins. Coinsmiths
walkways and possibly siege equipment would travel the inhabited areas (rarely would work for the area's ruler, under
(catapults, oil cauldrons, etc.) atop it. Each risking unexplored wilderness), carrying heavy guard (and probably under the
gateway should be enclosed by a tower of certain items to places where they may be watchful eye of a high level magic-user).
some kind, often made of stone. Or it may sold for a profit. Most trade routes quickly Thus, a medieval fantasy world is no less
be circled by a moat or ditch with draw- become complex businesses with regular complex and detailed than our modern
bridges. schedules. world. Each person lives his own life, has
Each town may have one or more of Adventurers bring cash into towns, far hopes and dreams, and does what is neces-
each of the following types of buildings, more than even well-to-do townsfolk sary to survive. Most people contribute, in
areas, and persons (depending on the would normally have. Any visitor with one way or another, to the survival of their
town's size, location, degree of civilization, sacks of gold or gems would be closely community. The DM should avoid neglect-
method of government, and so forth): * watched by thieves and rogues lurking in ing the "background" details; although the
Farmers bring their goods into town shadowy alleys. Thus, it is wise for adven- player characters are the most important
early each morning, and usually have reg- turers to visit the town treasury imme- to the game, they are actually very small
ular customers in the Market Square sec- diately upon arriving, lest their fortunes parts of the world in which they live.
tion of town. Shortly after dawn, local
housewives (and others) come to the Mar-
ket Square to buy the day's supplies. For
the medieval townswomen, this was a high
point of the day!
The town may have various shops, and
possibly a general store, where most items
could be purchased. If the town is large or
on a trade route, there may be a Trade
Bazaar. This is a collection of various mer-
chants and craftsmen, selling their wares
from stands or small shops along one or
more streets in one part of town. The ba-
zaar can be a noisy, chaotic, colorful place,
dangerous to the unwary rich visitor; the
thieves are plentiful, both in the crowds
and across the counters!
The Craft Guilds provide a method of
preserving information. Their secrets are
carefully guarded, and not for sale. There
are Guilds both for crafts (such as rope and
candle making) and professions (Magic-
user, Thief, etc.). Every character is trained
by a Guild member, who usually does not

37
D&D Campaign

Part 2: Sample Wilderness The Baron may have connections with evil
slavers and mercenaries. He keeps a garri-
Threshold
and Home Town son of 200 troops, using them freely to sti- The characters' Home Town is on the edge
fle dissent and crush attackers. of a small lake about 90 miles north of
Map # 1 shows a section of the Grand Specularum. .•••.
Duchy of Kararneikos, at the scale of 6 Luln: This village is populated by those
miles per hex. The Duchy is a large tract of who have fled the Black Eagle Barony, The Town and the Campaign
wilderness and unsettled land claimed by merchants who have come to trade with
Duke Stefan Karameikos the Third. Al- the Baron, and some non-humans who Many years ago, the Archduke had some
though he claims control of a large area, have left the wilderness. Luln is near to the problems with the security of the Ducal mint.
large portions of the land are held by hu- Haunted Keep of the Koriszegy family and He found a few good coinsmiths and placed
manoids and monsters. The two main set- the surrounding land. This town of 500 is them in a few small towns of the realm, keep-
tled areas are the coast near the main city rather lawless and poorly defended, rely- ing the whole business highly secret.
of Specularum and the Black Eagle Barony ing on the good will and forces of both the This small lake town is one such place. It
on the Gulf of Halag. Baron and the Duke for its defense. is ruled by the Patriarch Sherlane, who has
The weather throughout the area is usu- a lakeside castle (called Tarnskeep) just
ally temperate and mild, with short winters north of town. The village includes about
of little or no snowfall and long summers. Threshold: This, the Home Town of most
PCs, is a thriving frontier village of 400 500 humans, 50 demi-humans, and many
Rainfall is ample but not heavy, and east- occasional visitors, mostly human furriers
erly winds blow cool breezes from over the permanent residents plus over 100 other
regular visitors. The main business of and woodsmen. It is illegal to cast spells in
sea. town. Only personal weapons (dagger,
Threshold is to supply timber to the Capi-
The mountain range at the north edge sword, staff) may be carried; other weap-
tal. Map #2 shows the layout of the town
of the Duchy is known by different names ons may be left at the Town Hall, at no
itself.
to the peoples of the territory: the Black charge. Guardsmen and townsfolk all help
Peaks, the Cruth Mountains, or The to enforce these laws.
Steach. Non-Human Lands The Duke's Galley and Elvenguard come
Large sections of the Duchy are filled once each month, dropping off supplies and
with dense forest. Humans maintain lum- Gnomes: These folk live in the hills about picking up taxes, furs, and other items (see
bering operations near the edges of the 25 miles east of Threshold. They are a Commerce, below). A passenger boat comes
forests, but are loath to venture too deeply quiet and solitary group, and make little once a week. The lake dam prevents boats
without good cause. This hardwood and effort to contact the outside world — but from going upriver from the town.
softwood is a prime resource of the area, will deal with visiting traders. There are Unbeknownst to all, a ducal coinsmith
either for shipbuilding in the port of Spec- 620 gnomes in the area, divided between a secretly operates in the basement of the
ularum, or for export. large lair of 250 and several smaller out- Patriarch's castle. In the dark of night, the
posts of no more than 100 each. A council Elvenguard lowers crates of finely finished
Human Lands of elders chosen by the gnomes, 1 from metal (from the gnome mines) into the
each outpost and 3 from the main lair, lake water, mounted on small wagons.
Specularum: Originally a trading port guides the community in most decisions. With the aid of magic, the elves take the
founded when this area was first explored, This council will act as judges, handle ore through a secret passage in the lake
Specularum has become the major city of trade, and distribute any money for the dam to an underwater entrance to the Pa-
the Duchy. Approximately 5,000 people defense of the various outposts. However, triarch's castle, and return in the same
live in or very near to the city. The Duke any important decisions are decided by a manner with freshly minted coins.
keeps a standing force of 500 troops and general vote of the population. Baron von Hendricks suspects Thresh-
may raise an army of 4,000 from the The gnomes are excellent craftsmen, es- old of housing such a mint, and is gather-
nearby countryside in times of war. A small pecially skilled in wood and metal. Their ing more information through his network
fleet of warships is kept in the harbor. wares bring good prices in human lands. of spies and agents (such as Bargle the In-
The city is famous for its excellent har- Trade is difficult, not only because of the famous). Bargle has taken control of the
bor and shipyards. Walled on the landward reluctance of the gnomes to deal, but also ruins north of town as a temporary base.
side, the city is also protected by 2 breakwa- because the goblins (of the forest) and the
ters that extend into the harbor, restricting gnomes are involved in frequent skir- Commerce: Trade boats bring supplies and
passage to a narrow entrance. The Duke's m i s h e s . N e v e r t h e l e s s , t h e Duke's provide rides to the Capital once a week.
castle stands by the harbor, providing am- Elvenguard pays regular visits to the Merchant parties also visit, but rarely. The
ple defense. gnomes, picking up finished metals for the following items are shipped by boat from
coining operations. Threshold to Specularum: Armor (leather
Black Eagle Barony: This area of the and shields only); Craft products (pottery,
Duchy has been given to Baron Ludwig Monsters: Several monster names are baskets, wooden items, etc.); Food (grains,
"Black Eagle" von Hendriks. The central noted on the map. These creatures proba- fruits, etc.); Furs; Herbs, including wolfs-
town is Fort Doom, a forbidding structure bly have lairs in those areas. However, the bane; Honey and Wax; Ice from the moun-
whose dungeons are rumored to be filled notes are based on vague reports from ad- tains; Magic items and Monster parts found
with those who have displeased the Baron, venturers, might not be accurate, and are by adventurers; Ores (a small local business);
an extremely cruel and unpopular man. certainly not complete. and crude weapons.

38
The following items are shipped by boat
from Specularum to Threshold: Trained ani-
mals (including all warhorses); Armor and
weapons; Exotic cloths (silk, velvet, etc.):
from city trade; Exotic trinkets (imported
from other countries); Foods (such as sea-
fish); Glassware; Medicines; various Metal
goods (lock mechanisms, pots & pans,
spoons, hardware, etc.); Metals not found lo-
cally (tin, copper, etc.); News; Oil (whale, at Krakatos and never goes to Luln or Fort bugs, even including an occasional giant
olive, and others); Parchments and inks; Po- Doom. (Cardia knows the routes and dan- centipede. He believes them to be coming
tions (though rarely); Salt (bagged or in ger spots well, averaging 90 miles/day with from the ruins of the old mill nearby. All
blocks); Spices; Steel Tix)ls; Wine and Ale; one rider, 50 miles/day with two. She is these old buildings are stonework, and not
and visitors, traveling entertainers, and occa- well-armed with wands and spells, and is easily "burned out" to clear the pests. He
sional government officials. very hard to catch. She may be hired per wants to hire one or two adventurous types
Since the items in the second list must be day for a flat fee of 500 gp. Any character to clean out the ruin, which could contain
shipped up-river from the Capital, the with a carpet may set up a competing busi- anything (centipedes, spiders, carrion
prices are higher than those listed on the ness, but runs severe risks from monsters crawler, etc.). This adventure may be de-
equipment list which do apply when shop- and hijackers.) signed for any level of characters, and may
ping in Specularum. For shopping in lead to an old dungeon below.
Threshold, the cost of "imported" items Adventures
should be raised by 50-100% (DM's choice). The Attic: An elderly widow thinks that
All boats and ships (except rafts) must be As Dungeon Master, you may develop the something is in her attic, and she's afraid to
ordered from Specularum, and are not town further than the "bare bones" given look. Everyone says she's crazy, but she offers
available in Threshold. here. But avoid needless detail; add just half of her life savings — 2.000 cp — for
enough to add flavor to the game. You someone to investigate. The attic may contain
Travel from Threshold need not describe everyone in town; gen- up to 36 surges (or some other monster pest,
eral notes on those often encountered (de- plus the body of a thief (and his treasure)
Characters who wish to travel on foot may pending on the actions of the characters) who once tried to sneak in to steal her
take any route, but it is safest and fastest to will be enough. money. For characters of levels 1-5.
follow a trail. One trail follows the river, lead- The approximate locations of each of
ing southeast to Kelven. The trade route be- the "B" and "X" modules are given on the Riverside Tragedy: A local lad disappears;
tween Specularum and Selenica passes large-scale map. You may change these if his parents say he went down to the river to
through Kelven; the well-worn riverside trail desired, but try to place them where they go fishing. This may be designed for any
leads south (through Krakatos) and north (to might logically occur. Each module adven- level of characters, as snakes, leeches, and
the small mountain outpost of Highdell, at ture includes some legends, rumors, and other creatures could lurk in the marshy
theriver'sbeginnings). other details you may use to combine them riverbank south of town.
A rarely followed trail leads east from smoothly with your campaign.
town, winding into the hills (leading to the The following additional ideas may be de- Rafting: The biggest business in town is
gnomish mines). No trails lead north or west. veloped into adventures, all starting in lumber. A logging camp in the mountains
Those who wish to ride the weekly trade Threshold, for few or many characters. dumps the cut trees into a river, which
ship to Kelven (a 2-day ride) may purchase Many other plots are possible; these are only flows down a waterfall and into the lake.
their tickets at Tarnskeep (20 sp per per- beginnings. All of these notes are for the DM The town crew gathers and trims the trees,
son). Prom there, a daily boat goes to Kra- only, and should not be revealed to players. then bundles and tethers them along the
katos (a 2-day trip, 10 sp/person), and con- riverside. Adventurers are needed to ride
tinues to the Capital (a 1-day trip, for 3 sp/ Adventures for 1-3 characters the rafts down-river, guiding them past
person). Traffic between Krakatos and snags and dangers (possibly including river
Specularum is heavy, and a regular passen- Damsel in Distress: The characters are ap- pirates!) to either Krakatos or Specularum.
ger boat leaves twice daily. On all ships, any proached by a tearful young lady with a The characters not only get a free ride to
animal counts as 2 men, and a wagon as 5. problem. She's worried about her boy- the Capital, but get paid for it — if they're
Those in a hurry may wish to consider friend; he broke their engagement, and is willing to risk the dangers.
Cardia's Carpet Service. She is a well- acting strangely and abruptly disin-
known elf with a flying carpet (heavily terested. Unbeknownst to all, he has been The Gardener: The adventurers find that
armed, and rumored to contain pockets of slain and replaced by a doppleganger. Two the herb wolfsbane can only be bought
holding). She can take up to 2 passengers, more of the monsters are hiding in his from a local halfling gardener. This indi-
but reservations are required. The cost is 2 family's barn, waiting to replace the rest of vidual raises various plants for the herbalist
gp/person/mile for 2 passengers, or 5 gp/ his family. A mystery to be solved by char- in town, but keeps an eye on adventurers
mile for one. The journey from Threshold acter levels 2-5. by selling the wolfsbane himself. He is 5th
to Specularum can be flown in one day. level, and interested in adventuring if
She also makes regular trips to Kelven, Se- The Old Mill: The owner of a warehouse guaranteed a certain amount of treasure.
lenica, and even Kerendas, but rarely stops on the island complains of an infestation of
39
D&D Campaign

Adventures for Parties (of any levels) The Beggar: A well-known blind beggar Extortion: After the Thieves' Guild gets a
plies his craft daily in the marketplace. But a new Guildmaster, several local businessmen
Scavengers: Local cattle are missing. The note is delivered to the highest level PC in start complaining (softly and unofficially)
investigation shows that they only vanish town, apparently from this beggar who wants about a new scheme being run by trie
around the time of the full moon — and to talk, secretly, in a fancy hotel room! The Thieves' Guild. Each of them must pay a
everyone suspects were-creatures. Adven- mystery unfolds as the beggar, now in fine monthly fee, or be harassed. The Guild
turers are needed to capture, not kill, the clothing, explains that he is a gold dragon, claims it to be an independent operation; the
monsters, as they may be townspeople! living here in disguise and watching for suc- new Guildmaster cannot be found to verify
The party must bring them all to the Pa- cessful adventurers. A dragon-related prob- or deny the claims. This shadowy individual
triarch, who will cure them of their disease. lem has arisen in a far place. appeared masked at the last Guild meeting.
Handsome rewards are offered, but any She's actually one of the local business
monsters slain must be raised (by the Pa- Homecoming: One of the local fishermen owners, and is merely keeping her identity
triarch), using part of the reward. One or comes back to town at noon, carrying a secret while setting up this new racket. The
two of the people are later found not to be body he pulled out of the lake. The body is challenge — find who the Guildmistress re-
local folk, but chaotics from Black Eagle that of his Uncle Joe — who died 3 months ally is (unknown even to the Patriarch), and
Barony. ago, and was properly buried in the grave- shut down this evil scheme.
yard (which is now empty). The logging
The Gambler: The fat, successful gambler business, the town's principal industry, is Whirlwind: A strange magical cyclone comes
is everyone's friend, collecting free food, perfectly normal, but the owner, who runs to town one windy day; all attempts to stop it
lodging, and other expenses. He buys land the logging camp in the mountains, is a have failed. It comes whistling into the Town
with his winnings, and the Patriarch is wor- chaotic cleric. He keeps costs down by Park, and forms — a djinni! The friendly
ried the gambler may eventually buy most using zombies — all the town's deceased creature ignores the townsfolk until he has
of the town! The gambler is a devil swine residents! — to cut the trees. His camp in- greeted his old friends, a treant living in the
with a ring of telekinesis (which explains cludes fighter guards and many skeletons park (who has been slumbering for years)
his "luck" with dice). His many charmed vic- and zombies, plus treasures found and and a water elemental in the fountain (an-
tims prevent a simple solution to the prob- jewelry dug up while "recruiting." other surprise). He then explains about trou-
lem; the characters could get into big trou- ble with a renegade efreeti released from its
ble if they're not careful. The gambler likes Worms: While some adventurers are to- bottle by an unwary mountain trapper, and
to wander in hog form at night. If cap- gether for lunch, there is a sudden rum- wants help from some adventurers.
tured and held in that form, he can be bling sound. A purple worm comes up just
forced to turn back to human form in outside; the characters must come to the The Museum: Young Ian, son of the local
front of a Town Meeting — destroying his aid of the town, probably while wearing blacksmith, is also a taxidermist, and buys
reputation so the Patriarch can safely con- only light clothes (a dangerous task). After monster heads and parts to preserve them
fiscate his lands and winnings (the charac- the monster is killed, a hole remains; it for his collection. He opens his museum, and
ters' reward). leads down into a maze of worm tunnels, one strange-looking head draws the attention
possibly occupied by more purple worms, of the characters visiting the place. For a fee,
The Man Who Sings to Fish: One fisher- caeciliae, and lairs. (The characters may he will check his records to see who brought
man uses no nets, but instead merely calls equip themselves properly before explor- it in, and from where. With this logical
the fish to his boat! When talked with, he ing, of course.) method, you can introduce a newly created
may be convinced to tell his tale. He was monster along with clues to its location. And
once an adventurer, and helped some lake Blackstone Heath: In an overgrown field everyone comes to know that many interest-
creatures (nixies); in return, they taught south of town, a new building has been ing bits of information can be found at the
him to "sing to fish." He may give di- constructed of black stone. Guards at the Museum of the Smith's son, Ian.
rections to the far mountain lake where the entrance suggest that information is avail-
nixies live, along with the proper words to able at the Town Hall. The local officials The Black Woods: To the west of town,
indicate peace — otherwise, adventurers smile proudly and explain that it's the new aboutfivemiles away, lies a dark and report-
may be captured by the creatures! The nix- garbage dump, soon to be opened to the edly dangerous magical forest. In the center
ies, in turn, are having some problems, and public, and licensed to the head of the of it awaits Bargle's military force, over 100
can use the party's help. Magic-User's Guild (the person who trains fighters and their mounts, magically asleep
all magic-user characters)! That gentle- and massmorphed into the form of the woods.
Gentle Giants: A mysterious huge bucket man, when found, explains that he charmed If seriously disturbed, they may all wake and
lies in the town park, but nobody seems to a black pudding on his last adventure, and attack; otherwise, they await Bargle's com-
know what it's for. One day, a stone giant has donated the creature to the town. The mand, and can wait for years if necessary.
comes to town with his wife! (It's their building contains only a large deep pit, Many different adventures are possible; a
drinking bucket.) None of the "old timers" with the well-fed pudding in the bottom. passing spell caster might dispel part of the
are surprised; the giants used to visit reg- The magic-user might sell directions to the woods, gaining a few confused but loyal
ularly. They are hired to perform several dungeon where it was found (thus intro- troops, or the enchantment might wear off,
heavy jobs (such as driving piles in the ducing a new dungeon setting to the char- suddenly revealing a hostile army at the edge
river). They mention some problems be- acters). Or perhaps the valuable pudding of the unprepared town!
tween their race and the hill giants, and could escape, creating an interesting chal-
would like some adventurers' help. lenge: how do you "catch" a pudding?

40
D&D Campaign

Part 3: Adventures in the Movement Rates Wilderness Encounters


Wilderness A party moves at the rate of its slowest Encounters in the wilderness are handled
member. The movement rate per turn, di- much the same as those in a dungeon. The
Wilderness travel can actually be more vided by five, gives the number of miles main differences are in encounter distance
dangerous for a low-level party than ven- per day that can be covered. However, the and evasion. The DM must also decide at
turing into the first levels of a dungeon. party may slow to forage or hunt (see page what time during the day the encounter
Horrible monsters abound, and most hu- 21). Encounters may also delay them, but takes place, as this might indicate what type
mans (and humanoids) travel through un- normally only 5% at most. of terrain the party is moving through
civilized lands in large parties or armed Terrain is the general term for the type (and thus the type of monsters encoun-
caravans. The following sections explain of land through which the party is travel- tered). Most encounters occur either at
the two major perils of wilderness travel: ing. The terrain has a strong influence on mid-day or in the evening, after the party
becoming lost and encountering monsters. the distance traveled. The table below gives has set up camp. Keep track of light
the change in movement for different sources during night encounters!
ORDER OF EVENTS types of terrain. Time and Scale: As in the D&D Basic
IN ONE GAME DAY rules, time during encounters is measured
Terrain Movement i s . . . in rounds of 10 seconds each. Distances are
1. Daybreak: The party rises, studies spells measured in yards, rather than feet, but
(if applicable), and selects a direction of
On a good road 'V-i Normal spell effects cover the same area.
travel. Clear, city, trail, grasslands Normal Encounter Distance: Encounters in the
2. The DM checks to see if the party will Forest, hills, desert, broken % Normal wilderness begin at much longer distances
become lost (Id6; explained on this Mountain, jungle, swamp V2 Normal than in dungeons. The distance may de-
page). pend on local terrain; a monster seen com-
3. The DM rolls for Wandering Monsters A party can move through several types of ing out of a ravine that is only 20 yards
for the day (Id6; see Encounters). terrain as long as it has enough movement to away is encountered at that distance. If un-
4. If monsters are not encountered during do so. All movement should be rounded to certain how far away the monster is roll
the day, the daylight period ends. Skip the nearest mile. For example, an encumbered 4d6 and multiply the result by 10. This
to #6 below. party with a daily move of 12 miles starts in number, 40-240, is the distance in yards at
If monsters are encountered, the DM clear terrain. They move 3 miles to a road which the monster is first encountered.
uses the "Order of Events in an Encoun- (cost: 3 miles), travel 9 miles on the road Surprise: This is handled the same as in
ter" chart (Basic Set DM Rulebook, page (cost: 6 miles) and move IK2 miles into the the D&D Basic set, except that if either
3). If the characters want to Evade or mountains (cost: 3 miles) before camping for group is surprised, the encounter distance
Pursue the encountered monsters, use the night (total cost: 3 + 6 + 3 = 12 miles). is 10-40 yards. If three or more creatures
the chances given on page 42. surprise a party, they may have moved into
5. After each encounter, the party may re- Lost a circle around the party.
sume travel. If they are lost, the DM may Evasion: Any group may always avoid
recheck the direction of travel. When traveling, a party can become lost. A an encounter if it surprises another group.
6. Nightfall; the party finds a place to stop party following a road, trail, or river, or led Otherwise, use the Evasion Table below.
and rest. If outdoors, they may "set by a reliable guide will not become lost. Compare the size of the party to the num-
watches" (deciding which characters will Otherwise, check for each day's travel, roll- ber of creatures encountered. This gives
stay awake while the others sleep, usu- ing a six-sided die (Id6) before the party the percentage chance the evasion will be
ally alternating through the night). begins movement. Find the type of terrain successful. If a large party breaks up into
7. The DM checks for Wandering Mon- on the list below, and if the result of the roll small parties, roll for each small party sepa-
sters (Id6 or another roll; usually Vi is given there, the party becomes lost. rately. There is always at least a 5% chance
normal chances unless characters are of evasion unless surprised.
noisy or show bright lights). If an en- Clear or Grasslands 1
counter is indicated, the DM finds the Swamp, Jungle, or desert 1-3
watch in which it occurs. Only characters All Other 1-2
"on watch" will be fully armored; others
will be sleeping in normal clothes or If a party is lost, find their direction of
leather armor at best. travel (either by your choice or random
If an encounter occurs, the DM uses roll). You must keep track of the party's ac-
the "Order of Events" chart as in #4, tual position, as well as the direction the
above. characters think they are going! For example,
8. Daybreak: return to #1, above. the caller of a lost party tells you that the
party wants to travel north. However, you
have secretly determined that the party will
Wilderness Travel head northeast. If, after traveling in this Planned Travel Actual Travel
direction for 6 miles, the group decides to
Be sure to read the player information on turn northwest, they will actually be turn-
wilderness travel, given on pages 20-21. ing north.
41
D&D Campaign

The DM may adjust evasion chances for ture encountered. in a similar manner to sea travel. The DM
terrain, differences in speed, and other The number of creatures encountered is may add restrictions of vessel size, slower
factors as desired. For example, woods left to your decision, but should always be a speed because of winding rivers, and so
might add 25% to evasion chances and give number that the party can deal with — forth, as the circumstances dictate. Current
a 10% chance for evasion even if a party is though possibly only by negotiation or eva- may increase (or decrease if heading up-
surprised. If one group can move at least sion! stream) distance traveled by 7-12 miles per
twice as fast as the other, the faster group day. Special hazards such as sand bars,
may increase (or decrease) the chances of Castle Encounters rapids, waterfalls, and monsters can make
evasion by 25% in its favor. If the pursuing When characters discover a castle, they will river and lake travel almost as risky as
group has sent out small groups of scouts, be unsure of the type of reception they will ocean travel!
evasion is more difficult. receive. If the DM has not planned the re- Transportation
action of the inhabitants of a castle, the fol-
EVASION TABLE lowing table may be used. This reaction In general, galleys are used for travel along
Party Size Chance of
assumes that the party does nothing (either the coast. River boats and rafts are used for
1-4 5-12 13-24 2 5 + Evasion
to arouse suspicion or inspire trust). Note travel on rivers and will almost surely be
Number 1-10 10% that the men listed are only part of the destroyed if they venture too far from
Encountered 1-6 11-30 25% casde owner's forces; the rest of the force shore. The average movement rates for
1-3 7-16 31+ 35% should include other men, and might even different crafts are given below. If two
1 4.8 17+ — 50%
include special monsters. rates are given, the first is for rowing and
2-3 9+ — — 70%
4+ — — — 90% the second is for sailing. Rowing during an
Reaction (Id6): encounter is much faster than when used
Owner Level Patrol Pursue Ignore Friendly for long voyages.
Pursuit: If the party fails to evade, they Boat, River: Designed specially for river
must fight or move away in a random di- Ftr 9-14 2-12 heavy
travel. Length 2O'-3O\ beam (width) 10',
horsemen 1-3 4-5 6
rection (no mapping). If the other group is M-U 11-14 2-12 heavy draft (depth under water) 2'-3'. Capacity:
faster, there is a 50% chance the party will footmen 1 2-5 6 30,000 en. Crew: 8 rowers. May be rowed
be caught. If the party is not caught, they Cl 7-14 2-12
or poled; may have wooden roof for pro-
may try to evade again. Repeat the pro- medium
tection from weather (1,000 gp extra).
horsemen 1-2 3-4 5-6
cedure until the party evades or is caught. Boat, Sailing: Single masted boat, de-
Chance of Encounter Pursue: The men will chase the party signed for lake or coastal use. Length
off the lord's land or charge the characters 15'-45\ beam 5'-15', draft 3'-8'. Minimum
The DM usually makes one encounter crew is 1 sailor; Captain and crew may be
check for each game day. You may include a toll. This sum may vary depending on
the personality of the lord, how wealthy hired. Capacity: 20,000 en.
planned encounters, or may make addi- Canoe: Light wood frame with hides,
tional checks, to a maximum of 3 or 4 per the characters look, and other things. Re-
fusing to pay may result in being arrested, canvas, or waterproof bark; designed for
day. The time of day may affect the en- rivers and swamps. Length 15', beam 3',
counter. If you wish to use random rolls run off the land, or attacked.
draft 1'. May be carried by two people; en-
for encounters, the chance of an encounter Ignore: No attempt is made to aid or cumbrance 500 en. Capacity 6000 en.
is determined by the terrain through hinder the party. Galley, Large: Designed for oceans and
which the characters are traveling. Friendly: The castle owner invites the large lakes. Length 120'-l50', beam
party to stay. (Not necessarily actual friend- 15'-20', draft 3'. Single mast with square
CHANCE OF ENCOUNTER ship; some NPCs may have evil intentions.) sail. Standard crew is 180 rowers, 20 sail-
Terrain Chance (Id6) Demi-humans will almost always avoid ors, 50 marines, 1 captain. Capacity 40,000
contact with strangers. The DM should de- en plus crew. May have a Ram ('/•)
City, Clear, Grasslands, or Inhabited 6 tail any non-human strongholds so that additional cost) and 2 light catapults (bow
Woods, River, Hills, Barren Lands,
Desert, Ocean*, Aerial** 5-6
definite reactions may be known. and stern).
Swamp, Jungle, Mountains 4-6
Waterborne Adventures Galley, Small: Similar to large galley,
built for coastal and lake use. Length
"Ocean: A roll of 6 indicates a normal ocean en- The sea is an awesome place, the home of 60'-100', beam 1O'-15', draft 2'-3'. Stan-
counter. A roll of 5 indicates no encounter unless terrible monsters, the source of strange
the ship lands at the end of the day; if so, a land dard crew is 60 rowers, 10 sailors, 20 ma-
encounter is used. mists and unpredictable currents, and the rines, 1 captain. Capacity 20,000 en plus
**Aerial encounters always use the Flyer table, re- scene of terrible storms that can smash the crew. May have a Ram (Vs extra cost) and 2
gardless of terrain. strongest ship to splinters. Perhaps the light catapults (tow and stern).
most deadly of the sea's hazards, however, Galley, War: Large two-masted galley de-
Types of Encounters is the lack of landmarks. Once out of sight signed for combat; often a flagship. Length
When an encounter is indicated, roll Id8 of land, there is little to steer by. A small 12O'-15O\ beam 2O'-3O\ draft 4'-6'. Stan-
and find the result on the General Types mistake in navigation or a sudden storm dard crew is 300 rowers, 30 sailors, 75 ma-
Tables in the center of this book, looking in can drive a ship hopelessly off course until rines, 1 captain. Always has a Ram, and one
the column for that terrain. For terrain a familiar shore is sighted. Only the bravest deck above the rowers with two light wooden
types not listed, use the closest approxima- and most hardy adventurers dare chal- towers (bow and stern) each 10'-20' square,
tion. The result is the name of the subtable lenge the sea! height 15'-20'. Capacity 60,000 en plus crew.
to use next; roll Id 12 to find the exact crea- Movement on rivers and lakes is handled May have 3 light catapults.
42
D&D Campaign

Lifeboat, Ship's: Designed for survival, Troop Transport: Identical to I^rge Sail- ship, and carries twice as many troops (ma-
each has a collapsible mast and 1 week's ing Ship, but designed to carry people. Ca- rines) as the normal vessel.
Iron Rations for 10 included. Small ships pacity is double Large Sailing Ship, calculated Catapult: A longship, any type of galley,
usually carry 1-2 lifeboats, 3-4 on large for men and horses. Often has special modi- and either type of sailed warship may add
ships; must be purchased separately. En- fications. For example, for horses, a hatch is cutone light catapult. Ordinary sailing ships,
cumbrance 5,000 en (deducted from ship into the side; horses are loaded, and the troop transports, and the smaller vessels
capacity). Length 20', beam 4'-5', draft hatch is sealed for the voyage! not mentioned above cannot mount a cata-
l'-2'. Capacity 15,000cn. Hull Pts: A ship's ability to remain afloat pult. A catapult and 20 rounds of shot
Longship: Designed for river, ocean or after taking water or damage is measured weigh 10,000 coins.
coastal use. Length 60'-80\ beam 1O'-15', by a number, called Hull points. Hull
draft 2'-3'. Standard crew is 75 sailors (act- points for a ship are very similar to hit Weather
ing as rowers and marines), 1 captain. 60 points for a character; when a ship reaches
rowers needed for full speed. Capacity zero or less hull points, it will sink in 1-10 A ship's movement rate given on the Water
40,000 en. rounds. If a ship is reduced to zero or less Movement Chart is for average sailing condi-
Raft: An awkward unmaneuverable hull points, it may no longer move under tions. If the voyage is favored by steady winds
floating platform or barge, moved by poles its own power nor attack with ship- and calm waters, the speed may be increased
or natural current, often with a crude mounted weapons (catapult, etc.), al- to as much as double the number given. If
steering oar. May have raised edges, a tent though the crew may use personal weap- the seas are rough, or the vessel is becalmed,
or wood hut for shelter. Maximum size 30' ons normally. little or no progress might be made in a day!
x 40'. Capacity 10,000 en per 100 square Armor Class: This is used to determine See the optional Water Movement Modifica-
feet. Often dismantled and sold for the chances of success for Ram and Catapult tion Table for more details.
value of the wood ('A price) once the cargo attacks. If the optional movement chart is not
reaches a downstream port. May be found Capacity: This is the maximum en- used, the following simple rules should be
as a ferry at a river crossing. cumbrance capacity of the vessel, normally applied: When sailing on seas or oceans,
Characters can build their own rafts if not counting the crew. there is a chance that the weather will be
wood is available, taking 1-3 days per 100 unsuitable for travel. Roll 2d6 at the begin-
square feet (maximum size 600 square feet). Ship Modifications: ning of each day; a result of 2 indicates no
Capacity 5,000 en per 100 square feet. wind, and a roll of 12 means gales or fierce
Sailing Ship, Large: Three-masted ship Some ships can be modified for transport storms.
with 1 or more decks. Bow and stern are or combat, with the following costs: No Wind: Sailing ships (vessels without
raised "castles" for better field of fire. Adding a Ram: A Large or Small Calley rowers) may not move, and must spend the
Length 100'-150', beam 25'-30', draft may add a ram for an additional '/s of the entire day in the same area (hex). Rowed
1O'-12'. Standard crew is 20 sailors, 1 cap- original ship's cost. A War Galley already ships are never stopped for lack of wind;
tain. May have 2 light catapults. Capacity has a ram included in the cost. they are unaffected by calm weather.
300,000 en plus crew. Troop Transport: A Large or Small Sail- Gale or Storm: Results differ by the type
Sailing Ship, Small: Very similar to Large, ing Ship can be converted into a troop of ship:
but with single mast. Length 60'-80', beam transport by paying an additional Vs of the Sailed ship: May either sit (80% chance
2O'-3O', draft 5'-8'. Standard crew is 10 sail- original ship's cost. A Troop Transport has of sinking) or run before the wind. Move-
ors, 1 captain. Capacity 100,000 en plus crew. 'A more hull points than a normal sailing ment rate is triple normal, but in a random
direction. If no coastline is reached during
(triple) one day's movement, the maneuver
is successful and the ship is safe. If the ship
reaches a coastline or other shore, there is
a 75% chance that it will be broken up try-
WATER MOVEMENT CHART
ing to beach, and a 25% chance of safely
Movement Rate Crew Armor
finding shelter.
Vessel Miles/Day Feet/Round Rowers Sailors Mariners Hull Pts Class Capacity (en) Galley: Any vessel without sails has only
a 20% chance of weathering a gale; failure
_
Canoe 18 60 — 5-10 9 6,000 results in the ship being swamped. If the
Galley, Lg 18/72 90/120 180 20 50 100-120 7 60,000
Galley, Sm 18/90 90/150 60 10 20 80-100 8 40,000
galley is in sight of the coastline, check the
Galley, War 12/72 60/120 300 30 75 120-150 7 80,000 coastal terrain. If it is clear terrain, the gal-
Lifeboat 18 30 — 10-20 9 15,000 ley may beach before the storm hits. For all
Longship 18/90 90/150 — 75* — 60-80 8 30,000 terrain, roll Id6: a result of 1-2 indicates
Raft 12 30 — — **5 9 100 that a safe beach or cove has been found.
Riverboat 36 60 8 2 20-40 8 40.000 It is assumed that all characters know
Sail Boat 72 120 — 1 20-40 8 20,000
Sail Ship, Lg 72 120 — 20 50*** 120-180 7 300,000
how to swim, unless some circumstance
Sail Ship. Sm 90 150 — 10 25*** 60-90 8 100.000 might prevent this knowledge from being
acquired. Swimming movement is equal to
*Longship: Sailors also act as rowers and marines.
one-half the distance that character may
**Raft: Figures are lor each 100 square feet (10' x 10' section). normally travel. Characters in any type of
***Sailing Ships: Marines for Warships only, at Vt added cost. metal armor may easily drown.
43
D&D Campaign

Optional the other (whether ship or monster). The damage per turn of burning. The flames
WATER MOVEMENT chance of success is based on the difference will spread if not fought by several crew: 5
MODIFICATION CHART in movement rates. Roll separately for each crew can put the fire out in 3 turns, 10 crew
Roll 2d6 at the start of each day: ship or creature being pursused. in 2 turns, or 15 crew in 1 turn. Pitch always
Roll Effect burns at least 1 turn, regardless of the
Difference In Speed Chance Of number of firefighters.
2 Becalmed. No movement except
by oar. Oared movement reduced (per round) Evasion
Rams: A large or small galley may be fitted
to Vi normal amount because of Pursued vessel is: with a ram on the bow. It is useful for strik-
rower fatigue. faster than pursuer 80% ing large targets, such as other ships and
3 Extreme light breeze or beating 0'-307round slower 50% giant sea creatures. Small targets are im-
before normal winds. Movement 31 '-607round slower 40% possible to hit; they may outmaneuver the
reduced to Vi normal. 61 '-907round slower 35% ramming vessel. A Hit roll is made (as if
4 Light breeze or quarter reaching 91'-120'/round slower 25% the ramming vessel were a 1st level
before normal winds. Movement 121'+ /round slower 10% fighter), and maybe modified for weather,
reduced to '/s normal. maneuverability, and other factors. If the
5 Moderate breeze or broad ram hits, find the damage (hull points for
reaching before normal winds. If Evasion is successful, the attacker loses ships, hit points for creatures) on the fol-
Movement reduced to % normal. sight of the evader and cannot attack that lowing chart:
6-8 Normal winds. Normal day.
movement. If the evasion is not successful, the pur- Ramming Vessel Opponent Damage
9 Strong breeze. Movement is V$ suer starts at the visible distance (300 yards
normal (normal plus Vi extra). on a clear day) and closes. If the pursuer's Small Galley Ship 50-80
10 High winds. Movement is % speed is 0-30 greater than the evader (or Creature 3-24
normal (normal plus '/a extra). actually slower), the rate of closing is 30' Large Galley Ship 60-110
11 Extreme high winds. Double (10 yards) per round. If the difference is Creature 6-36
normal movement.* greater than 307round, the pursuer closes
12 Gale. Galleys have 80% chance of in at the normal movement rate.
sinking. Triple normal movement Repairs: Half the damage from any type
in random direction. Roll Id6: Combat at Sea of attack can be repaired if 5 or more crew-
1 = desired direction men are assigned to repair duty. The rate
2 = 60 degrees starboard Combat at sea is fought in combat rounds of repair is 1 point of hull damage per full
3 = 120 degrees starboard of 10 seconds each, with ramming taking turn of work. (Repairs at sea are makeshift;
4 = 180 degrees (reverse) place at the same time as missile fire. When the remaining damage must be repaired at
5 = 120 degrees port ships touch, the crews often attempt to a port.)
6 = 60 degrees port grapple and board. Attempts to put out fires and repair hull
See page 43 for details on running It is helpful to have a sketch of the ships' damage occur after damage for the turn is
before a gale. deck plans during boarding actions. Unless scored. Repair and fire crews cannot per-
noted otherwise, most giant sea creatures form any other tasks. Each 10% of hull
and certain magic attacks will inflict 1 point damage reduces speed by 10%, until re-
*May ship water (galley 20%, sail 10%). of hull damage for every 5 points of nor-
Shipping water reduces speed by Vi until paired in port. Each 10% loss of rowers
mal damage. reduces rowed speed by 10%.
docking and repair is possible.
Encounters at Sea Catapults: A light catapult may be Grappling and Boarding: If both ships'
mounted on some ships. It can throw rocks crews want to grapple, the attempt is auto-
Visibility: On a clear day, land can be or flaming pitch to 150-300 yard range, but matic. If only one snip's crew wants to grap-
seen at a distance of 24 miles. This may be not at any nearby target. ple, roll Id6; a result of 1-2 indicates success.
reduced for local conditions (night, fog, A light catapult needs a crew of 4 for Grappling may be attempted every round
haze, storms, etc). Ships out of sight of land maximum efficiency. When operated by 4 that the ships are touching. After the ships
are lost unless a navigator is aboard. Ap- crewmen, it fires every fifth round. A crew are grappled, the boarding battle is fought
proaching ships (pirates, for example) can of 3 slows it to once every 8 rounds; 2, just like any large hand-to-hand combat.
be seen and identified at 300 yards on a slows it to once per 10 rounds. One person Those boarding have a penalty of 2 on Ar-
clear day, or can come as close as 40 yards cannot operate a catapult. mor Class and all Hit rolls during the board-
in a dense fog before being spotted. Mon- It fires as a fighter level equal to the ing round. The battle continues until the
sters are encountered at normal distances number of crewmen (e.g. 3 crewmen fire crew of one ship surrenders or dies.
(40-240 yards). as a 3rd level fighter). Penalties may apply
Surprise: Monsters surprise ships as due to rough seas and other factors.
normal. Ships never receive surprise unless A rock thrown by a catapult has an area
a special condition exists (such as fog). effect (10' x 10'), doing 3-18 points of hull
Evasion: Whenever an encounter at sea damage. Flaming pitch will set the same
is indicated, either party may try to evade size area afire, doing 1-6 points of hull
44
Monsters
Turn to Stone. If the Saving Throw is failed, derness. If either number is zero, the mon-
Monsters the victim turns into a stone statue. All
equipment carried, whether normal or
ster is not normally found in that location.
The DM should adjust the number accord-
magical, turns to stone with the victim, be- ing to the situation:
This section adds to the monster list in the coming part of the statue and not easily re- Dungeon: First, find the level of the dun-
D&D Basic Set. The terms used in the mon- moved. Example: Cockatrice. geon upon which the encounter occurs. If
ster descriptions are explained below; the Swallow: Some monsters are large the monster's level (Hit Dice) is equal to the
abbreviations are used in this booklet and enough to swallow a victim whole. This at- level of the dungeon, use the given No. Ap-
separately sold adventure modules. tack always succeeds if the Hit roll is 20, and pearing. If the monster's level is greater
might succeed with a lower number (given than the dungeon level, the No. Appearing
Name: Names are for the DM's use; the play- in the description). The swallowed victim should be reduced. If the monster's level is
ers should only receive a description when a takes a given amount of damage each round less than the dungeon level, the No. Ap-
monster is encountered. An asterisk (*) after until the monster is killed. If the victim has pearing should be increased. If a dungeon
the monster's name means that normal weap- an edged weapon, the monster may be at- lair is encountered, the No. Appearing may
ons cannot harm the creature. These mon- tacked from inside, but with a —4 penalty be up to 5 times the maximum given.
sters should be used with caution. on Hit rolls. The inside of any creature is Wilderness: The second No. Appearing,
AC 7 unless noted otherwise. Being swal- in parentheses, is used for most encounters.
Armor Class (AC) is a number used to mea- lowed often has effects other than damage If a lair is encountered, the No. Appearing
sure the difficulty of hitting a creature in (loss of consciousness, paralysis, etc.). If the may be up to 5 times the maximum given,
combat. The lower the number, the harder victim dies, the body is completely digested depending on the terrain and other condi-
it is to hit the creature. AC is determined by in one hour (6 turns) and cannot be re- tions.
a creature's speed and dexterity, plus armor covered. Example: Purple Worm. In any monster lair (whether in a dun-
worn (or the toughness of skin). Swoop: This is similar to a Charge, but geon or wilderness), up to V-i of the total
applies to flying monsters. However, double number present may be young, very old, or
Hit Dice (HD) gives the number of 8-sided damage is gained only if the monster Sur- female creatures (sometimes with little or no
dice used to find any one monster's hit prises its opponent. If the Hit roll is 18 or combat ability). In addition, several adults
points. It may be followed by an adjustment more and the monster has talons or some may be temporarily absent (hunting, scout-
(a plus or minus followed by another num- way to grab prey, the monster holds on and ing, etc.), depending on the season, time of
ber). The adjustment is a number of hit tries to fly away with its victim. If the victim day, and other conditions.
points added to or subtracted from the total is too heavy, the monster lets go imme-
of the dice. If any asterisks appear after the diately. A swoop cannot be used in dense Save As (Save) gives the character class and
Hit Dice, the monster has special abilities, forest or jungle cover. Example: Roc. level at which the monster makes Saving
and an Experience Point (XP) bonus applies Throws. Refer to the applicable Character
when XP are awarded for defeating the Class description to find the exact number.
monster. HDof Victim Unintelligent monsters usually "save" as
Monster Size Fighters of half their monster level. Some
Move (MV) gives two distances measured in monsters may have special adjustments to
feet. The first is the distance the monster 3HD may lift a halfling* some Saving Throws, given in the descrip-
may move in 1 turn (10 minutes) during 6HD may lift a man tions.
normal travel. The second (in parentheses) 12 HD may lift a horse
is the distance the monster may move in 1 24 HD may lift an elephant Morale (ML) is a measure of the monster's
round (10 seconds) during an encounter. A courage in combat. When a Morale Check is
special rate is also given for monsters that *When mounted, a pegasus or hippogriff needed (see D&D Basic DM Rulebook), the
swim, fly, dig, or have webs. may carry a man in metal armor plus other DM rolls 2d6. If the result is greater than
gear. the Morale score, the monsters try to run
Attacks (#AT) gives the type and number away or surrender. Otherwise, the monsters
of attacks that a monster may make in one Trample: Some monsters try to use their continue to fight. If monsters are encoun-
round of combat. Some monsters have the large size to crush their opponents. When tered in their lair, the morale score should
following Special Attacks: trampling, a monster gains a +4 bonus to be raised by 1-2 points.
Charm, Energy Drain, Paralysis, Blind- its Hit roll if the victim is man-sized or
ness, and Poison are explained in the D&D smaller. Some groups of animals, herds, Treasure Type (TT) gives the letter of the
Basic Dungeon Master's rulebook. may also trample, usually inflicting 1-20 treasure type normally found in the mon-
Charge: If a monster can run toward its points of damage through sheer numbers ster's lair. The letters are used with the
opponent for 20 yards (20 feet indoors), it rather than large sizes. Example: Animal Treasure Types tables (Basic DM Rulebook).
inflicts double damage if it hits. A charge Herd. Wandering monsters are unlikely to be car-
cannot be made in certain types of terrain: rying treasure unless an individual Treasure
broken, forest, jungle, mountain, or swamp. Damage (D) gives the amount of damage a Type (a letter from P to V) is given. A DM
Example: Triceratops. monster inflicts if its attack succeeds. For may always place more, less, or different
Continuous Damage: Some monsters monsters with more than one attack, the treasure than the Treasure Type indicated.
hold on when they hit their victims. When damages are always given in the same order
this occurs, no further Hit rolls are needed; as the types of attacks. The DM may choose Alignment (AL) shows whether the mon-
the victim takes a given amount of damage an exact damage within the range given, or ster's behavior is Lawful, Neutral, or Cha-
each round, usually until the monster is dice may be rolled to determine damage otic. Unintelligent monsters are usually
killed. Example: Leech. randomly. Neutral. The DM should always try to play
Petrification: This is a dangerous ability monsters' roles according to the alignment
of certain fantastic monsters. It may take Number Appearing (NA) gives the number given.
place due to a gaze, breath, or normal hit in of monsters that could be encountered. Two
combat, as given in the monster description. numbers are always given; the first applies
The victim must make a Saving Throw vs. to dungeons, and the second applies to wil-

45
Monsters

Monster List:
Animal to Wy vern
Animals, Normal and Giant: The basilisk's gaze has the same effect; This unique creature is similar in ap-
anyone meeting the gaze must make the pearance to the Australian dingo. It is
see Animal Herd, Camel, Elephant, Horse, same Saving Throw or be petrified. A sur- highly intelligent, often travels in packs, and
and Prehistoric. prised character automatically meets the uses a limited teleportation ability. It can
gaze. A character in hand-to-hand combat "blink out" of one spot and immediately ap-
with the creature must either avoid the gaze pear ("blink in") at another. Its instinct pre-
Animal Herd or meet the gaze each round. If avoiding vents it from appearing in a solid object.
Armor Class: 7 the gaze, a — 4 penalty applies to all Hit rolls When attacking, it "blinks" close to an en-
Hit Dice: 1-2, 3, or 4 against the monster, while the basilisk gains emy, attacks, and then reappears 10-40 feet
Move: 240' (80') a + 2 bonus to its attacks. A mirror may be away. On any round in which they have the
Attacks: 1 butt used for additional safety (see "mirror," initiative, blink dogs can attack safely,
Damage: 1-4, 1-6, or 1-8 page 20). While using a mirror, a —2 "blinking" away before the defender can
No. Appearing: 0 (3-30) penalty to the Hit roll (instead of —4) is counter-attack. If seriously threatened, an
Save As: Fighter: 1 used; however, the attacker cannot use a entire pack will "blink" out and not reap-
Morale: 5 shield. The area must be lit for the mirror to pear. Blink dogs always attack displacer
Treasure Type: Nil be effective. If the basilisk sees itself in the beasts, their natural enemies.
Alignment: Neutral mirror (a roll of 1 on Id6, checked each
round), it must make a Saving Throw or be
XP Value: 10, 20, 35, or 75 turned to stone! Caecilia.
This category includes most wild grazing
creatures, such as caribou, deer, elk, goats, Black Pudding * Armor Class: 6
moose, and wild oxen. At least one species o Hit Dice: 6*
may be encountered in any climate. The size Move: 60' (20')
of the creature determines its Hit Dice and Armor Class: 6 Attacks: lbite
damage per butt, as follows: antelope, deer, Hit Dice: 10* Damage: 1-8
and goats (Hit Dice 1-2, Damage 1-4); car- Move: 60' (20') No. Appearing: 1-3 (1-3)
ibou and oxen (Hit Dice 3, Damage 1-6); elk Attacks: 1 Save As: Fighter: 3
and moose (Hit Dice 4, Damage 1-8). The Damage: 3-24 Morale: 9
DM may add other herd animals within No. Appearing: 1 (0) Treasure Type: B
these ranges. Save As: Fighter: 5 Alignment: Neutral
Only males have a butt attack. Of the total Morale: 12 XP Value: 500
number encountered, only 1 in 4 is male; Treasure Type: See below
the rest are females and young. A male has Alignment: Neutral This giant gray worm-like creature is about
at least 3 hit points per Hit Die; females XP Value: 1,600 30' long. It attacks with its huge mouth and
have normal hit points. Young have only 1-4 sharp teeth. An unadjusted Hit roll of 19 or
hit points per Hit Die. When alarmed, A black pudding is a non-intelligent blob 5 20 means that it has swallowed its prey whole.
females and young flee while the males pro- to 30 feet in diameter. Puddings are always A swallowed victim takes 1-8 points of
tect them. hungry; they dissolve wood and corrode damage each round until the caecilia is dead.
Any group of 16 or more may panic when metal in one turn, but cannot affect stone.
attacked, running toward the disturbance They can travel on ceilings and walls, and
40% of the time (trampling all in their path can pass through small openings. A pud- Camel.
for 1-20 points of damage; no Hit roll ding can only be killed by fire; other attacks
needed). (weapons or spells) merely break it up into
smaller puddings, each with 2 HD and in- Armor Class: 7
flicting 1-8 points of damage per blow. How- Hit Dice: 2
Basilisk ever, a flaming sword will cause full normal Move: 150' (50')
damage. Puddings normally have no treas- Attacks: 1 bite/1 hoof
Armor Class: 4 ure, but gems (the only remnants of pre- Damage: 1/1-4
Hit Dice: 6+1** vious victims) might be found nearby. No. Appearing: 0(2-8)
Move: 60' (20') Save As: Fighter: 1
Attacks: 1 bite/1 gaze Morale:
Damage: 1-10 + petrification Blink Dog. Treasure Type: Nil
No. Appearing: 1-6 (1-6) Alignment: Neutral
Save As: Fighter: 6 XP Value: 20
Morale: 9 Armor Class: 5
Treasure Type: F Hit Dice: 4* The camel is an ill-tempered beast, apt to
Alignment: Neutral Move: 120' (40') bite or kick any creature that gets in its way
XP Value: 950 Attacks: lbite — including its owner. It often kicks with
Damage: 1-6 one leg. Camels are used as pack and riding
A basilisk is a lO'-long non-intelligent magi- No. Appearing: 1-6 (4-9) animals in deserts and barren lands (with
cal lizard. It lives in underground caverns Save As: Fighter: 4 movement as if in clear terrain). A well-wa-
or wild and tangled thickets. Any creature Morale: 6 tered camel may travel for 2 weeks without
hit by a basilisk must make a Saving Throw Treasure Type: C drinking. It may carry up to 3,000 en of
vs. Turn to Stone or be petrified (including Alignment: Lawful weight at normal speed, with a maximum
equipment carried). XP Value: 125 load of 6,000 en.

46
Monsters

Centaur. the lion's head bites, and the dragon's head points of damage. Any creature bitten or
can bite or breathe fire (a cone 50' long and touched by a cockatrice must make a Saving
Armor Class: 5 10' wide at the end, for 3-18 points of Throw or be turned to stone! Cockatrices
Hit Dice: 4 damage). The breath can only be used 3 may be found anywhere.
Move: 180' (60') times per day. If determined randomly, the
Attacks: 2 hooves/1 weapon chance of breathing is 50% per round, as Crab, Giant
Damage: 1 -6/1 -6/by weapon with dragons. Chimerae usually live in wild
No. Appearing: 0 (2-20) hills, but may occasionally be found in dun- Armor Class: 2
Save As: Fighter: 4 geons. Hit Dice: 3
Morale: 8 Move: 60' (20')
Treasure Type: A Cockatrice Attacks: 2 pincers
Alignment: Neutral Damage: 2-12/2-12
XP Value: 75 Armor Class: 6 No. Appearing: 1-2 (1-6)
Hit Dice: 5** Save As: Fighter: 2
A centaur is a creature with the head, arms, Move: 90' (30') Morale:
and upper body of a man joined to the body Flying: 180' (60') Treasure Type: Nil
and legs of a horse. Centaurs prefer to live Attacks: lbeak Alignment: Neutral
far from humankind in meadows and for- Damage: 1-6 + petrification XP Value: 35
ests. They are of average intelligence, and No. Appearing: 1-4 (2-8)
often carry weapons (clubs, lances, and Save As: Fighter: 5 Giant crabs are non-intelligent monsters
bows; 1 weapon per creature). A charge at- Morale: found in shallow waters, coastal rivers, and
tack may be used if lances are carried. Treasure Type: D buried in sand on beaches. They cannot
Centaurs will form into small tribes or Alignment: Neutral swim. The common giant crab is 8' in diam-
families. Their homes are in dense thickets XP Value: 425 eter, but larger specimens may be found (up
or woods, reached by twisting and guarded to 6 Hit Dice, Damage 3-18 per claw). Both
pathways. The females and young will usu- This is a small magical monster with the salt- and fresh-water species exist. They are
ally stay in the lair. If attacked, females and head, wings, and legs of a rooster and the always hungry and will attack anything that
young will attempt to flee unless escape is tail of a snake. Its beak attack causes 1-6
impossible, in which case they will fight
to the death. The young fight as if they were
2 HD monsters, and do less damage Crocodile
(1-2/1-2/1-4).
Normal Large Giant
Armor Class: 5 3 1
Hit Dice: 2 6 15
Move: 90' (30') 90' (30') 90' (30')
Swimming: 90' (30') 90' (30') 90' (30')
Attacks: 1 bite 1 bite 1 bite
Damage: 1-8 2-16 3-24
No. Appearing: 0(1-8) 0(1-4) 0(1-3)
Save As: Fighter: 1 Fighter: 3 Fighter: 8
Morale: 7 9
Treasure Type: Nil Nil Nil
Alignment: Neutral Neutral Neutral
XP Value: 35 275 1,350
Crocodiles are commonly found in tropical violent thrashing of the water.
and semi-tropical swamps and rivers. Awk- Large crocodiles are at least 20' long, and
Chimera. ward on land, they do not stray far from can overturn canoes and small rafts. Giant
water and will spend hours floating just un- crocodiles are normally found only in "lost
Armor Class: 4 der the surface. If hungry, crocodiles will worlds" where prehistoric creatures thrive.
Hit Dice: 9** attack creatures in the water. They are par- They are over 50' long and have been
Move: 120'(40') ticularly attracted to the smell of blood or known to attack small boats or ships.
Flying: 180' (60')
Attacks: 2 claws/3 heads Cyclops its forehead. A cyclops is about 20' tall. It
+ breath has poor depth perception because of its
Damage: 1-3/1-3/2-8/1-10/3-12 Armor Class: 5 single eye, and strikes with a penalty of - 2
+ 3-18 Hit Dice: 13* on all Hit rolls. A cyclops will usually fight
No. Appearing: 1-2(1-4) Move: 90' (30') with a wooden club. It can throw rocks to a
Save As: Fighter: 9 Attacks: lclub 200' range, each hit causing 3-18 points of
Morale: 9 Damage: 3-30 damage.
Treasure Type: F No. Appearing: 1 (1-4) Some cyclops (5%) are able to cast a curse
Alignment: Chaotic Save As: Fighter: 13 once a week. (The DM should decide the
XP Value: 2,300 Morale: 9 exact nature of the curse.
Treasure Type: E + 5,000 gp A cyclops usually lives alone, though a
A chimera is a horrid combination of three Alignment: Chaotic small group may sometimes share a large
different creatures. It has three heads (goat, XP Value: 2,300 cave. They spend their time raising sheep
lion, and dragon), the forebody of a lion, and grapes. Cyclops are known for their
the hindquarters of a goat, and the wings A cyclops is a rare type of giant, noted for its stupidity, and a clever party can often es-
and tail of a dragon. The goat's head butts, great size and the single eye in the center of cape from them by trickery.

47
Monsters

Devil Swine*. — 2 penalty on all Hit rolls, and the creature which are permanent; become invisible; as-
gains a +2 bonus to all Saving Throws. If sume gaseous form; form a whirlwind; create
Armor Class: 3(9) the creature is severely damaged (about 6 illusions (which affect both sight and hear-
Hit Dice: 9* hit points or less), it may use a ferocious bite ing, lasting until touched or magically dis-
Move: 180'(60') attack ( + 2 bonus to Hit roll, Damage 1-6). pelled — the djinni need not concentrate to
Human form: 120' (40') Displacer beasts are semi-intelligent. They maintain them).
Attacks: 1 gore or blow hate and fear blink dogs, and will always A djinni has two forms of attack. In nor-
Damage: 2-12 or by weapon attack them and anyone traveling with mal form, it strikes with its fist. It may also
No. Appearing: 1-3(1-4) them. transform itself into a whirlwind — a cone
Save As: Fighter: 9 70' tall, 20' diameter at the top, 10' diame-
Morale: 10 ter at the base, movement rate 120' (40').
Treasure Type: C The transformation takes 5 rounds. The
Alignment: Chaotic djinni-whirlwind inflicts 2-12 points of
XP Value: 1,600 damage to all in its path, and sweeps aside
all creatures with fewer than 2 HD unless
A devil swine appears as either a huge hog they make a Saving Throw vs. Death Ray. If
or a grossly fat human. It is a lycantnrope, a djinni is slain, its spirit returns to its own
harmed only by silver or magical weapons. plane. A djinni can carry 6,000 en of weight
Although it can change shape freely during without tiring. Up to 12,000 en of weight
the night, it must keep one shape through- can be carried for 3 turns walking or 1 turn
out the daylight hours. Devil swine prefer flying, but the djinni must rest for 1 turn
the fringes of human settlements, especially afterward.
those near swamps or forests. They are car-
nivorous, especially fond of human flesh,
and will ambush if possible. Djinni (Lesser) *
Each devil swine can cast a charm person Armor Class: 5
spell 3 times per day. It can use this spell in Armor Class: 5 Hit Dice: 2*
either human or swine form. A Saving Hit Dice: 7+1* Movement: 120'(40')
Throw vs. Spells is allowed, but with a —2 Move: 90' (30') Attacks: See below
penalty to the roll. Each devil swine nor- Flying: 240' (80') Damage: 0
mally has 0-3 (Id4-1) humans under its con- Attacks: 1 (fist or whirlwind) No. Appearing: 0(1-6)
trol. + special Save As: Elf: 4
Damage: 2-16 (fist) or 2-12 Morale: 6
Displacer Beast _ (whirlwind) Treasure Type: D
No. Appearing: 1(1) Alignment: Neutral
Armor Class: 4 Save As: Fighter: 14 XP Value: 25
Hit Dice: 6* Morale: 12
Move: 150'(50') Treasure Type: Nil Dryads are beautiful female tree spirits who
Attacks: 2 tentacles Alignment: Chaotic live in trees, in woodland settings or dense
Damage: 2-8/2-8 XP Value: 850 forests. They are very shy and non-violent,
No. Appearing: 1-4 (1-4) but very suspicious of strangers. If a dryad
Save As: Fighter: 6 The djinn are intelligent, free-willed, en- wishes to be unobserved, she will join with
Morale: 8 chanted creatures from the Elemental Plane her tree, becoming part of it. However, she
Treasure Type: D of Air. They appear as tall, human-like may attack anyone approaching or follow-
Alignment: Neutral beings surrounded with clouds. Djinn are ing her with a powerful charm person spell.
XP Value: 500 highly magical in nature, and can only be The victim must make a Saving Throw vs.
harmed by magic or magical weapons. Spells with a penalty of - 2 to the roll. If
A displacer beast looks like a large black A djinni can use each of its seven powers charmed, the victim will approach the tree
panther with six legs and a pair of tentacles 3 times each day. These powers are: create — and be drawn inside! Unless rescued im-
growing from its shoulders. It attacks with food and drink (as a 7th level cleric); create mediately, the victim will never be seen
these tentacles which have sharp horn-like metallic objects of up to 1,000 en weight (of again. A dryad will die if her tree dies, and
edges. A displacer beast's skin bends light temporary duration, varying by type: gold can only survive for 1 turn if taken more
rays, so the creature always appears to be 3' = 1 day, iron = 1 round); create soft goods than 240' away from it. She hides her treas-
from its actual position. All attackers have a and wooden objects of up to 1,000 en weight ure in hollows under her tree's roots.

Efreeti (Lesser)*. Efreet are free-willed, enchanted creatures for up to 3 rounds. When in this form, the
from the Elemental Plane of Fire. They usu- fire adds 1-8 points of damage to each of the
Armor Class: 3 ally appear as clouds of smoke, condensing efreeti's blows. The creature can only as-
Hit Dice: 10* into giant-sized men surrounded by flames. sume flame shape once per turn at most.
Move: 90' (30') The air around them is always hot and An efreeti may be summoned by a high
Flying: 240' (80') smoky. Efreet are highly magical, and can level magic-user (if the special spells re-
Attacks: 1 fist only be hit with magic weapons. If slain, the quired are known). Once summoned, the
Damage: 2-16 efreeti's spirit returns to its own plane. efreeti can be forced to serve for 101 days. It
No. Appearing: 1 (1) An efreeti can create objects, create illusions, is a reluctant and difficult servant, and will
Save As: Fighter: 15 and turn invisible like a djinni. It can cast a obey its exact instructions while attempting
Morale: 12 wall of fire spell 3 times per day. An efreeti to distort their meaning (to cause trouble
Treasure Type: Nil may also transform itself into a pillar of flame for its master). Efreet may fly and carry up
Alignment: Chaotic that will set fire to all flammable items to 10,000 en weight while flying. They hate
XP Value: 1,600 within 5 feet. It can retain the flame shape djinn and will attack them on sight.

48
Monsters

Elemental*. If the summoner's concentration is bro- points of damage against any flying oppo-
ken, the elemental will attack. Once lost, nent.
Types: Air, Earth, Fire, Water control cannot be regained. The elemental An earth elemental appears as a huge
Armor Class: 2,0, or - 2 (see below) may attack any creature between it and its man-like figure, 1' tall for each Hit Die (a
Hit Dice: 8, 12, or 16 (see below) summoner. spell-conjured elemental would be 16' tall).
Move: Air (flying): 360'(120') If summoned in an area too small for it It cannot cross a water barrier wider than its
Earth: 60' (20') (see size notes below), an elemental will fill height. It inflicts an extra 1-8 points of
Fire: 120' (40') the available area — sideways, for example damage against any opponent standing on
Water: 60' (20') — possibly damaging the summoner in the the ground.
Swimming: 180' (60') process (and thus breaking the summoner's A fire elemental appears as a swirling pil-
Attacks: 1 or Special concentration). However, an elemental can- lar of roaring flame, 1' tall and 1' in diame-
Damage: 1-8, 2-16, or 3-24 not pass a protection from evil spell effect. ter for each Hit Die (a device elemental
(see below) An elemental will vanish if it or its sum- would be 12' tall and 12' across). It cannot
No. Appearing: 1 (1) moner is slain, or when the summoner cross a water barrier wider than its own di-
Save As: Fighter: 8-16 (varies) ameter. It inflicts an extra 1-8 points of
Morale: sends it back to its plane (which requires
10 control), or it'a dispel magic is cast upon it. damage against any creature with cold-
Treasure Type: Nil
Alignment: An air elemental appears as a great whirl- based abilities.
Neutral
wind, 2' tall and Vi' in diameter for each Hit A water elemental appears as a great
Summoning XP Die (a staff elemental would be 16' tall and wave of water, '/>' tall and 2' in diameter for
Item AC HD Value Damage Save As 4' across). In combat, all victims of 2 HD or each Hit Die (a staff elemental is 4' tall and
Staff 2 8 650 1-8 Fighter: 8 less hit by the whirlwind must make a Sav- 16' across). It is not able to move more than
Device 0 12 1,100 2-16 Fighter: 12 ing Throw vs. Death ray or be swept away. 60' from water. It inflicts an extra 1-8 points
Spell -2 16 1,350 3-24 Fighter: 16 T h e e l e m e n t a l inflicts an e x t r a 1-8 of damage against any opponent in water.
An elemental is a magical, enchanted crea-
ture which lives on another plane of existence
(one of the Elemental Planes). It can be Elephant Normal Prehistoric
harmed only by magic or magical weapons. Armor Class: 5 3
Staff elementals (the weakest) are sum- Hit Dice: 9 15
moned by a magic-user with a special staff. Move: 120' (40') 120'(40')
Device elementals are summoned with the Attacks: 2 tusks or 1 trample 2 tusks or 1 trample
use of a special miscellaneous magic item. Damage: 2-8/2-8 or 4-32 2-12/2-12 or 4-32
Conjured elementals are summoned by the No. Appearing: 0(1-20) 0 (2-16)
casting of the 5th level magic-user spell. Save As: Fighter: 5 Fighter: 8
To summon an elemental, a character Morale: 8 8
must have a large amount of the element Treasure Type: See below See below
nearby (open air, bare earth, a pool of water Alignment: Neutral Neutral
or a bonfire). When the elemental arrives, it XP Value: 900 1,350
is hostile, and must be controlled by con-
centration at all times. The summoner's Elephants dwell at the edges of sub-tropi- of combat they will either strike with their
concentration may be broken by taking cal forests. Any number may be encountered. tusks (75%) or trample (25%).
damage or failing any Saving Throw, and Both males and females have tusks, which are A prehistoric elephant, called a mas-
the summoner may only move up to '/> valued for the ivory (100-600 gp per tusk). In todon, is basically a large, shaggy elephant.
normal speed while concentrating. combat, elephants will charge first if possible Each tusk is worth 200-800 gp. They live in
for double damage. In the following rounds cold, icv lands or "lost worlds."

Fish, Giant Giant Giant Giant


Bass Rockfish Sturgeon
Armor Class: 7 7 0
Hit Dice: 2 5 + 5* 10 + 2*
Move (swim):* 120' (40') 180' (60') 180' (60')
Attacks: 1 bite 4 spines + poison 1 bite
Damage: 1-6 1-4 each + poison 2-20
No. Appearing: 0 (2-8) 0 (2-8) 0(1-2)
Save As: Fighter: 1 Fighter: 3 Fighter: 5
Morale: 8 8
Treasure Type: Nil Nil Nil
Alignment: Neutral Neutral Neutral
XP Value: 20 225 1600
These three giant fish are typical; many salt water, is very difficult to see. Observers only attack if disturbed.
others exist, and the DM may create as may mistake it for a rock or lump of coal
many as desired. (70% chance). If disturbed, the fish will attack Giant sturgeon: This dangerous creature is
to drive off foes. If touched by accident, the almost 30' long and covered with thick ar-
Giant bass: These are normally shy fish, victim is automatically hit by 4 of the sharp mor-like scales. It is a fierce fighter, and can
and will attack only if a morsel of food (half- spines covering the creature's body, taking 1-4 swallow an opponent with a Hit roll of 18 or
ling-sized or smaller) is floating nearby or points of damage per spine and requiring a better. The victim takes 2-12 points of
on the surface. They may also be sum- Saving Throw vs. Poison for each hit. Any damage per round and must make a Saving
moned, and directed to fight, by nixies. failure results in death. Despite its fearsome Throw vs. Death Ray or be paralyzed. If not
Spiny rockfish: This fish, found in shallow attacks, the fish is normally peaceful, and will paralyzed, the victim may attack from within.

49
Monsters

Giant Hill Stone Frost Fire Cloud Storm


Armor Class: 4 4 4 4 4 2
Hit Dice: 8 9 10 + 1* 11+2* 13* 15**
Move: 120' (40') 120'(40') 120' (40') 120' (40') 120'(40') 150' (50')
Attacks: 1 weapon 1 weapon 1 weapon 1 weapon 1 weapon 1 + special
Damage: 2-16 3-18 4-24 5-30 6-36 8-48 + special
No. Appearing: 1-4(2-8) 1-2 (1-6) 1-2 (1-4) 1-2(1-3) 1-2(1-3) 1(1-3)
Save As: Fighter: 8 Fighter: 9 Fighter: 10 Fighter: 11 Fighter: 12 Fighter: 15
Morale: 8 9 9 9 10 10
Treasure Type: E + 5,000 gp E + 5,000 gp E + 5,000 gp E + 5,000 gp E + 5,000 gp E + 5,000 gp
Alignment: Chaotic Neutral Chaotic Chaotic Neutral Lawful
XP Value: 650 900 1,600 1,900 2,300 3,250
Giants are huge human-like monsters. Most pale skin and light yellow or light blue hair. are rarely surprised (1 in 6 chance). They
are usually willing to negotiate when en- They stand 18' tall, have long full beards, may throw boulders (ranges 60/120/200).
countered, as they have heard of the dan- and wear fur skins and iron armor. Frost They live in castles in the sides of mountains
gers of attacking men. All giants can throw giants may hurl rocks (ranges 60/130/200). or atop masses of clouds. They keep either
boulders as missile weapons, though the They often build castles above the tim- 3-18 giant hawks (in clouds or mountains) or
range varies. Any hit from a thrown boul- berline of snow-capped mountains. Frost gi- 6-36 dire wolves (only in mountains) as
der inflicts 3-18 points of damage. Throw- ants always have either 3-18 polar bears guards. Cloud giants hate to be disturbed
ing ranges in yards (for outdoor encoun- (20% chance) or 6-36 wolves (80%) as and may block mountain passes to dis-
ters) are given for each g i a n t . If guards. They are not affected by cold-based courage trespassers.
encountered in a dungeon, the range attacks.
should be read as "feet." Storm giants: These are the tallest giants,
Fire giants: These giants have red skin and often over 22' tall. They have bronze-col-
Hill giants: These hairy brutes are 12' tall dark black hair and beards. They are 16' tall ored skin and bright red or yellow hair.
and very stupid. They wear animal skins and wear copper, brass, or bronze armor. They rarely (10%) throw boulders (ranges
and carry huge clubs and spears. They They often throw rocks (ranges 150/300/450). They love thunderstorms,
sometimes (25%) throw rocks, but have lim- 60/130/200). Fire giants usually make their and may create one in 1 turn. If a storm is
ited range (30/60/100). They live in hills or home near volcanoes or other equally hot present, a storm giant may throw one light-
at the base of mountains, and raid human places. Their castles are often made of black ning bolt every 5 rounds. This bolt will do
communities from time to time for food and baked mud reinforced with crude iron. damage equal to the remaining hit points of
plunder. They always have either 1-3 hydrae (20% the giant (a Saving Throw vs. Spells will re-
Stone giants: These giants are 14' tall and chance) or 3-18 hellhounds (80%) as guards. duce this to half damage). Storm giants live
have gray rock-like skin. They use large sta- These giants are not affected by fire-based on mountain tops, in cloud castles, or deep
lactites as clubs. They often hurl rocks attacks. under water. Their castles will always be
(ranges 100/200/300). They live in caves or guarded by either 2-8 griffons (in moun-
crude stone huts, and may have 1-4 cave Cloud giants: These fierce giants have tains and clouds) or 3-18 giant crabs (under
bears as guards (50% chance). white or gray skin and hair. They wear pale water). Lightning does not affect these gi-
robes and stand 20' tall. Cloud giants have ants, and they are often found in the middle
Frost giants: These awesome giants have keen eyes and a sharp sense of smell, so they of fierce storms, enjoying the weather.

Golem* Wood Bone Amber Bronze be attached nearly anywhere on their


bodies, and each arm can wield a weapon.
Armor Class: 7 2 6 0 Four one-handed weapons (or two two-
Hit Dice: 2 + 2* 6* 10* 20** handed ones) may be used by a bone golem,
Move: 120' (40') 120' (40') 180' (60') 240' (80') and it may attack two enemies each round.
Attacks: 1 fist 4 weapons 2 claws/1 bite 1 fist + special Bone golems are immune to fire, cold, and
Damage: 1-8 by weapon 2-12/2-12/2-20 3-30 + special electrical attacks.
No. Appearing: 1 (1) 1(1) 1 (1) 1 (1)
Save As: Fighter: 1 Fighter: 4 Fighter: 5 Fighter: 10 Amber golem: These resemble giant cats,
Morale: 12 12 12 12 usually lions or tigers. They are faultless
Treasure Type: Nil Nil Nil Nil trackers and can detect invisible creatures
Alignment: Neutral Neutral Neutral Neutral within 60'.
XP Value: 35 500 1,600 4,300
A golem is a powerful, enchanted monster, Wood golem: These monsters are crude Bronze golem: These creations look some-
created and animated by a high level magic- man-like figures about 3' tall. They move what like fire giants. Their skin is bronze
user or cleric. Golems can be made of al- stiffly, with a penalty of — 1 on initiative and their blood is liquid fire. Any creature
most any material, but the ones listed are rolls. They burn easily, with a - 2 penalty to hit by a bronze golem takes 1-10 extra points
typical. The DM should feel free to create all Saving Throws vs. Fire, and all such at- of damage from the great heat inside it (un-
new ones, with any special powers desired. tacks gain + 1 per die of damage. However, less resistant to fire). Anyone scoring
Golems can only be damaged by magic or they are immune to all cold-based attacks damage on a bronze golem with an edged
magical weapons. They are also immune to and all missile fire, including magic missile weapon must make a Saving Throw vs.
sleep, charm, and hold spells, as well as all spells. Death Ray or take 2-12 points of damage
gases (since they do not breathe). The crea- from the fiery "blood" spurting out of the
tion of a golem is costly, time consuming, Bone golem: These are 6'-tall creatures wound. Bronze golems are not affected by
and beyond the power of player characters made from human bones bound together fire-based attacks.
in the D&D Expert rules. into a manlike form. Their four arms may

50
Monsters

Gorgon. Hellhound. Hit Die of the hound. The victim of the


breath may make a Saving Throw vs.
Armor Class: 2 Armor Class: 4 Dragon Breath to take half damage.
Hit Dice: 8* Hit Dice: 3.7**
Move: 120' (40') Move: 120' (40') Hippogriff
Attacks: 1 horn or 1 breath Attacks: 1 bite or 1 breath
Damage: 2-12 or petrification Damage: 1-6 or special Armor Class: 5
No. Appearing: 1-2(1-4) No. Appearing: 2-8 (2-8) Hit Dice: 3 + 1
Save As: Fighter: 8 Save As: Fighter: 3-7 Move: 180' (60')
Morale: 8 Morale: 9 Flying: 360' (120')
Treasure Type: E Treasure Type: C Attacks: 2 claws/1 bite
Alignment: Chaotic Alignment: Chaotic Damage: 1-6/1-6/1-10
XP Value: 1,200 XP Value: 65, 175,425, 725, or No. Appearing: 0(2-16)
1,250 Save As: Fighter: 2
A gorgon is a magical bull-like monster Morale: 8
covered with large iron scales, usually found This reddish-brown dog-like monster is as Treasure Type: Nil
in hills or grasslands. It may either attack big as a small pony. Hellhounds are cunning Alignment: Neutral
with its great horns (possibly charging, for and highly intelligent. They can often detect XP Value: 50
double damage), or use its horrible breath invisible (as the magic-user spell; 75%
weapon. Its breath is a cloud of vapor, 60' chance per round, range 60'). They are im- A hippogriff is a fantastic creature with the
long and 10' wide. Those within it must mune to normal fire, and make all Saving foreparts and head of a giant eagle and the
make a Saving Throw vs. Turn to Stone, or Throws as fighters of equal Hit Dice. They hindquarters of a horse. Hippogriffs can be
be petrified. Gorgons are immune to their are often found near volcanoes, deep in ridden if tamed. They will usually attack
breath weapons and all other petrifying at- dungeons, or with other fire-loving crea- pegasi, who are their natural enemies. Hip-
tacks. tures (such as fire giants). A hellhound will pogriffs nest in rocky crags, and may swoop
attack one victim, either breathing fire ('A down on prey, carrying off a man-sized or
chance) or biting (%) each round. The smaller victim.
breath does 1-6 points of damage for each

Griffon
Armor Class: 5 Horse Riding Horse War Horse Draft Horse
Hit Dice: 7
Move: 120' (40') Armor Class: 7 7 7
Flying: 360'(120') Hit Dice: 2 3 3
Attacks: 2 claws/1 bite Move: 240' (80') 120' (40') 90' (30')
Damage: 1-4/1-4/2-16 Attacks: 2 hooves 2 hooves Nil
No. Appearing: 1 (2-16) Damage: 1-4/1-4 1-6/1-6 Nil
Save As: Fighter: 4 No. Appearing: 0 (10-100) 0 (domestic) 0(0)
Morale: 8 Save As: Fighter: 1 Fighter: 2 Fighter: 2
Treasure Type: E Morale: 7 9 6
Alignment: Neutral Treasure: Nil Nil Nil
XP Value: 450 Alignment: Neutral Neutral Neutral
XP Value: 20 35 35
A griffon is a large monster with the head,
wings, and front claws of an eagle and the Riding horse: This beast can carry a rider while charging, and may not move at charg-
body and hindquarters of a lion. Its favorite for a greater distance than any other type of ing speed for more than 3 rounds at a time.
prey is horses. When within 120' of a horse, horse. It is smaller, and can exist wherever A war horse can carry 4,000 en of weight at
a griffon must make a morale check or at- there is grass to feed on. Any wild horse can the normal movement rate, or 8,000 en at
tack immediately. Griffins are very power- become a riding horse, if tamed. A riding half normal.
ful, and may swoop down and carry off horse can carry 3,000 en of weight at the
horse-sized or smaller creatures (but at half normal movement rate, or 6,000 en at half Draft horse: This is a large horse bred for
the normal flying movement rate). normal. sturdiness and endurance. It is used mostly
Wild griffons will attack any who ap- as a pack animal, or for plowing or pulling
proach their nests. They may be tamed if War horse: This type of horse is bred for its wagons. A draft horse will not fight; if at-
captured young, becoming fierce, loyal warlike temperament and strength. Unlike tacked, it will flee. It can pull 4,500 en of
mounts. Tamed griffons are still likely to at- other horses, it is trained to charge. When weight at the normal movement rate, or
tack horses, however, and must check mo- charging, its rider may do double damage if 9,000 en at half normal.
rale as above. a lance is used. The horse may not fight

51
. - • • • * * * .

Monsters

A hydra is a large creature with a dragon- Sea Hydrae: These monsters have adapted
like body and 5-12 snake-like heads. It has to water. They possess fins instead of legs.
Armor Class: 5 one Hit Die for each head, and each head They are otherwise the same as their land-
Hit Dice: 5-12 1 has 8 hit points. Its Saving Throws are as a dwelling cousins.
Move: 120' (40') Fighter level equal to the number of heads.
Attacks: 5-12 The hydra will attack with all of its heads Flying Hydrae: Very rare and very dan-
Damage: 1-10 each every round. For every 8 points of damage a gerous, these monsters have huge bat-like
No. Appearing: 1 (1) hydra takes, one head is destroyed. For ex- wings, and are never mistaken for dragons
Save As: Fighter 5-12 ample, if a 7-headed hydra took 18 points of or wyverns. They may swoop down and at-
Morale: 11 damage, it would only attack with 5 heads in tack with up to 3 heads, each head capable
Treasure Type: B the next round. of carrying off a man-sized or smaller vic-
Alignment: Neutral You may wish to create special hydrae. tim. The movement rate flying is 60' per
XP Value: 175,275,450,650, These could have poisonous bites, or round, reduced by 10' per victim carried.
900, or 1,100 breathe fire (as a hellhound, for 8 points of Hit Dice are 5-9**.
damage per head). Such creatures should
be placed to guard special treasures.

Insect Swarm* will surprise on a roll of 1-5 (on Id6). It will


return to its own plane once it is slain, dis-
pelled, or has completed its task.
Armor Class:
Hit Dice: 2*, 3*, or 4*
Move: 30' (10') Leech, Giant
Flying: 60' (20') Armor Class: 7
Attacks: 1 area effect Hit Dice: 6
Damage: See below Move: 90' (30')
No. Appearing: 1 swarm (1-3 swarms) Attacks: lbite
Save As: Normal Man Damage: 1-6
Morale: 11 No. Appearing: 0(1-4)
Treasure Type: Nil Save As: Fighter: 3
Alignment: Neutral Morale: 10
XP Value: 25, 50, or 125 Treasure Type: Nil
Alignment: Neutral
XP Value: 275
A giant leech is a loathsome swamp-dwell-
ing worm about 3'-4' long. It attacks with its
sucker-like mouth. If it hits, it then holds on
and sucks blood for 1-6 points of damage
per round. A giant leech must be killed to
be removed from a live victim. If the victim
Invisible Stalker. dies, the leech drops off and hides while it
An insect swarm is not a single creature, but digests its meal.
rather a group of small insects acting to- Armor Class: 3
gether. It may be attracted to light or Hit Dice: 8* Manticore
Move: 120' (40')
strange smells, or may be defending its lair.
The swarm may fill a 10' x 10' x 30' volume Attacks: 1 blow Armor Class: 4
or more. The insects are normal-sized, ei- Damage: 4-16 Hit Dice: 6+1*
ther crawlers (ants, centipedes, or spiders), No. Appearing: 1(1) Move: 120' (40')
flyers (bees or wasps), or both (beetles or Save As: Fighter: 8 Flying: 180' (60')
locusts). Morale: 12 Attacks: 2 claws/1 bite or 6
Treasure Type: Nil spikes
No Hit roll is made for the swarm; it is an Alignment: Neutral
"area effect." All armored victims within the Damage: 1-4/1-4/2-8 or 1-6 each
XP Value: 1,200 No. Appearing: 1-2(1-4)
area (and any monsters with AC 5 or better)
automatically take 2 points of damage per Save As: Fighter: 6
An invisible stalker is a magical human-like Morale: 9
round. Unarmored victims (and monsters monster from another plane of existence,
with AC 6 or worse) take 4 points per Treasure Type: D
summoned by the magic-user spell invisible Alignment: Chaotic
round. Any victim who runs out of the stalker. If the stalker is given a simple task
swarm, or who swats the insects, takes only 1 XP Value: 650
that is clear and can be swiftly completed, it
point per round. will obey promptly. If the task is complex or A manticore is a horrid monster with the
If the swarm is damaged, it will pursue its lengthy, the creature will try to distort the body of a lion, leathery bat wings, a tail
attacker nearly without fail (ML 11). A vic- intent while obeying the literal command. ridged with spikes, and the face of a man
tim may still escape either by disappearing For example, if ordered toward guard a treas- with large, sharp fangs. Its favorite food is
from sight (invisible, around a corner, etc.) ure for longer than a week, the stalker may man. It has 24 tail spikes, and can shoot 6
or diving under water (which kills all the take it away to its own plane of existence and each round even when flying (ranges
insects after one round, during which nor- guard it there forever. 50/100/180). The creature regrows 2 spikes
mal damage is done). An invisible stalker is most often used to per day. Manticores usually live in wild
Any victim may swat at the insects. A track and slay enemies. It is highly intel- mountain ranges. They will frequently track
weapon or torch must be used; attempts to ligent, and a faultless tracker. If its victim humans, ambushing with spike attacks
swat with hands or arms have no effect. cannot detect invisible things, the stalker when the party stops to rest.

52
Monsters

Men Buccaneer
Brigand and Pirate Dervish Trader Nomad Noble
Armor Class: Variable Variable Variable 5 Variable 2
Hit Dice: 1 1 1 1 1 3-8
Move: 120' (40') 120' (40') 120' (40') 90' (30') 120' (40') 60' (20')
Attacks: 1 weapon 1 weapon 1 weapon 1 weapon 1 weapon 1 weapon
Damage: By weapon By weapon By weapon By weapon By weapon By weapon
No. Appearing: 0(10-40) 0 (special) 0 (20-70) 0(1-20) 0 (10-40) 0(2-12)
Save As: Fighter: 1 Fighter: 1 Fighter: 1 Fighter: 1 Fighter: 1 Fighter: 3-8
Morale: 8 6(7) 10 Variable 8 8
Treasure Type: A A A A A Vx3
Alignment: Chaotic Neutral Lawful Neutral Neutral Any
(Chaotic)
XP Values: — All variable —

Most groups of men are led by higher level Choose a type of ship to match the terrain. camps contain their women, children, live-
leaders (with better armor, hit points, Sav- For more information about ships and naval stock, and their treasure. Dervishes are
ing Throws and possibly magic items; for adventures, see page 42. noted for their fanatic belief in their re-
the chance of magic, see page 25). Men usu- Buccaneers and Pirates are organized as ligion and their intolerance of other views.
ally have large camps. Most treasure is usu- follows: On rare occasions, they will wage a "holy
ally at the camp. war" (jihad), in which they attempt to cap-
ORGANIZATION I OF TROOPS ture or kill all who have different beliefs.
Brigand: Brigands are loosely organized Percent of Men Captives are given an opportunity to con-
outlaws and renegade mercenaries who live Weapons and Armor Buccaneers Pirates vert; if they refuse, they may be killed or
by raiding towns and robbing caravans and enslaved. Lawful characters may be invited
travelers. For every 20 brigands there is one Leather armor to join the crusade, and those who refuse
additional 2nd level fighter who acts as their and sword 60% 50% will be viewed with great suspicion unless a
leader. For every 40 brigands there is an Leather armor, sword, good reason can be provided as to why they
additional 4th level fighter acting as com- and crossbow 30% 35% should not participate.
mander of the entire group. Chain mail and sword
Half of the brigands have leather armor, (if buccaneers, Trader: Traders are merchants who travel
shield, short bow, and sword. The rest are plus crossbow) 10% 15% in caravans from town to town, buying and
mounted on riding horses, wear chain mail selling various goods (wines, silks, jewels,
and shield, and carry swords. The leaders For every 30 buccaneers, there is an addi- precious metals and the like). Those in the
wear plate mail, carry swords and lances, tional 4th level fighter as leader. For every caravan usually ride horses, but they are
and ride war horses with barding. ship, there is a 7th level fighter as captain likely to travel by camel in desert and barren
Brigands often band together in fortified and a 9th level fighter as commander of the lands and by mule in the mountains. All
camps of 50-300 men. A camp is always led fleet. There is a 30% chance that a magic- traders wear chain mail and carry sword
by a 9th level fighter, with an additional 5th user of level 10-11 is with the commander, and dagger. The following table gives typi-
level fighter for every 50 brigands. There is and a 25% chance that an 8th level cleric is cal caravan organization.
also a 50% chance that a magic-user of level present.
9-11 is in the brigand camp, and a 30% For every 30 pirates, there is an addi- ORGANIZATION OF CARAVANS
chance that an 8th level cleric is in the brig- tional 4th level fighter as leader. For every Fighters Extra
and camp. 50 pirates or 1 ship, there is a 5th level Merchants Wagons LI L2-3L4-5 Animals
fighter captain. For every 100 pirates or 1
Buccaneers (and Pirates): Buccaneers are fleet, there is an 8th level fighter com- 5 10 20 2 1 1-12
found on seas, rivers, great lakes, and mander. For every fleet of 300 or more pi- 10 20 40 4 1 1-12
oceans. They live by raiding coastal towns rates, there is an 11th level fighter (Pirate 15 30 60 6 1 1-12
and capturing ships, selling the booty Lord), as commander of the fleet, and a 20 40 80 8 1 1-12
elsewhere. Pirates are seagoing men who 75% chance for a 9th or 10th level magic-
plunder other vessels, raid coastal towns user.
and engage in illegal slave trades. They are Buccaneers and pirates may carry their All fighters are AC 4, wielding swords, dag-
noted for their evil acts and cruelty toward treasure with them or have maps showing gers, and crossbows. The extra animals may
prisoners. They also freely attack each other where it is buried. The treasure given is the be horses, mules, or even camels. If a car-
if there is a chance for profit. The number total for the entire buccaneer pack or pirate avan has less than 20 wagons, the treasure
of buccaneers or pirates that appear de- fleet, and may be divided as desired. Pirates should be reduced in proportion.
pends on the type and number of ships they may also (25% chance) have 1-3 prisoners
are sailing: with them, awaiting ransom. Noble: This is a general term for any mem-
Well-defended coastal towns often serve ber of a social class of rulers. It does not
No. of No. of Men as havens for pirates and buccaneers. These apply to the family of a King or Queen
Ship Ships per ship are lawless and dangerous places, full of (called Royalty). The nobles encountered
possible adventures. will normally be fighters, clad in fine plate
River Boats 1-8 10-20 mail armor and shield. Each noble is always
Small Galley 1-6 20-40 Dervish: Dervishes often form camps or accompanied by a Squire (2nd level fighter-
Long Ship 1-4 30-50 tribes of up to 300 men, led by a 10th level servant), and may also have up to 12 re-
cleric. Such a camp will be either tents (75%) tainers and hirelings of the DM's choice.
Sailed Warship 1-3 40-80
or a wooden or brick stockade (25%). These

53
Monsters

The DM may create titles for nobles, ORGANIZATION OF DESERT NOMADS ORGANIZATION OF STEPPE NOMADS
using the social structure of the campaign as Percent of Percent of
a guide. Some traditional titles are: Weapons & Armor Men Weapons & Armor Men
Baron/Baroness Emir Margrave Lance, leather armor and shield, Lance, leather armor and shield,
Count/Countess Khan Sheikh riding horse or camel 50% riding horse 20%
Duke/Duchess Knight Bow, leather armor, riding horse Bow, leather armor, riding horse 50%
or camel 20% Bow, chainmail, riding horse 20%
Nomads: These groups of wandering Lance, chainmail and shield, Lance, chainmail and shield,
tribesmen may be peaceful or warlike, and riding horse or camel 30% riding or war horse 10%
may have any alignment. Small bands en-
countered hunting or foraging in the wil-
derness are usually part of a larger tribe. All For every 25 nomads, an additional 2nd given above, there is one 5th level fighter
treasure is kept at the main camp. Nomads level fighter leader is present. For every 40 for every 100 men and an 8th level fighter
are keen traders and often have knowledge nomads there is a 4th level fighter as leader. as the clan or tribe chief. At the main camp,
of faraway places, though they tend to be Nomad tribes may have up to 300 fighting there may (50% chance) be a 9th level cleric,
superstitious. Nomad bands are organized men gathered together in a camp of tempo- and possibly (25%) an 8th level magic-user.
as follows: rary huts or tents. In addition to the leaders

Merman Mummy* Nixie


Armor Class: 6 Armor Class: 3 Armor Class: 7
Hit Dice: 1-4 Hit Dice: 5 + 1** Hit Dice: 1*
Move: 120' (40') Move: 60' (20') Move: 120' (40')
Attacks: 1 weapon Attacks: 1 touch Attacks: 1 + special
Damage: By weapon Damage: 1-12 + disease Damage: 1-4 + charm
No. Appearing: 0(1-20) No. Appearing: 1-4(1-12) No. Appearing: 0 (2-40)
Save As: Fighter: 1-4 Save As: Fighter: 5 Save As: Elf: 1
Morale: 8 Morale: 12 Morale: 6
Treasure Type: A Treasure Type: D Treasure Type: B
Alignment: Neutral Alignment: Chaotic Alignment: Neutral
XP Value: 10, 20, 35, or 75 XP Value: 575 XP Value: 13
A merman has the upper body of a man and Mummies are undead who lurk near de- Nixies are 3'-tall water sprites. They look
the lower body of a large fish. Mermen are serted ruins and tombs. Every character like small beautiful women, and their skin is
armed with spears, tridents (treat as spears), seeing a mummy must make a Saving light blue, green, or gray-green. They avoid
or daggers. They live in coastal waters and Throw vs. Paralysis or stop, paralyzed with combat, but may try to charm an intruder.
hunt fish and harvest kelp. Except for lead- fear, until the mummy is out of sight. The Ten nixies can together cast one such charm,
ers, all mermen have 1 Hit Die and save as touch of a mummy causes disease in addi- and if the Saving Throw is failed, the victim
1st level fighters. tion to damage (no Saving Throw). This enters the water and serves the nixies for a
The number appearing represents a hideous rotting affliction prevents all magi- year. Each nixie can cast a water breathing
small hunting party, although mermen cal healing, and slows normal healing to spell on her slave, but this must be renewed
often form underwater villages of 100-300 10% of the normal rate. The disease lasts every day.
members. For every 10 mermen encoun- until magically cured. If forced to fight, nixies use small tridents
tered, there is an additional leader with 2 Mummies can only be damaged by spells, (treat as spears) and daggers, and each may
Hit Dice. For every 50 there is one leader fire, or magic weapons, all of which only do summon a giant bass for aid.
with 4 Hit Dice. Mermen leaders save as half damage. They are immune to sleep, Nixies dwell in rivers and lakes, making
Fighters of a level equal to their Hit Dice. charm, and hold spells. their lairs in the deepest part of the water.
Mermen often keep trained marine animals
and monsters to help guard their homes.

Pegasus. Pterodactyl Normal Pteranodon


Armor Class: 6 Armor Class: 7 6
Hit Dice: 2 + 2 Hit Dice: 1 5
Move: 240' (80') Move (flying):* 180' (60') 240' (120')
Flying: 480' (160') Damage: 1-3 1-12
Attacks: 2 hooves No. Appearing: 0 (2-8) 0(1-4)
Damage: 1-6/1-6 Save As: Fighter: 1 Fighter: 3
No. Appearing: 0(1-12) Morale: 7 8
Save As: Fighter: 2 Treasure Type: Nil V
Morale: 8 Alignment: Neutral Neutral
Treasure Type: Nil XP^alue: 10 175
Alignment: Lawful
XP Value: 25 Pterodactyls are bat-like reptiles with wing- more aggressive and will often attack hu-
spans of 8-10 feet. They hunt small and me- mans and humanoids. It can have a wing-
These semi-intelligent flying horses are wild dium-sized animals, gliding slowly along air span of up to 50 feet, and may swoop down
and shy. They cannot be tamed, but will currents to spot their prey. If driven by and carry off a man-sized or smaller victim.
serve Lawful characters (only) if captured great hunger, they may attack human-sized Pteranodons and pterodactyls are only
and trained while young. Pegasi are the nat- creatures. found in warm climates, usually in "lost
ural enemies of hippogriffs. A pteranodon is a giant pterodactyl. It is world" areas.

54
Monsters

Purple Worm KOC Small Large Giant


Armor Class: 6
Armor Class: 4 2 0
Hit Dice: 15*
Hit Dice: 6 12 36
Move: 60' (20') Move: 60' (20') 60' (20') 60' (20')
Attacks: 1 bite/1 sting Flying: 480' (160') 480' (160') 480' (160')
Damage: 2-16/1-8 + poison Attacks: 2 claws/1 bite 2 claws/1 bite 2 claws/1 bite
Damage: 2-5/2-5/2-12 1-8/1-8/2-20 3-18/3-18/8-48
No. Appearing: 1-2(1-4) No. Appearing: 0(1-12) 0 (1-8) 0(1)
Save As: Fighter: 8
Morale: 10 Morale: 8 9 10
Treasure Type: D Treasure Type: I I I
Alignment: Neutral Alignment: Lawful Lawful Lawful
XP Value: 275 1,100 6,250
XP Value: 2,300
Rocs are huge birds of prey resembling ea- Their nests are in the highest mountains,
Purple worms are huge, slime-covered crea- gles. They are very lawful, and are often and may (50% chance) contain 1-6 eggs or
tures over 100' long and 8' to 10' in diame- unfriendly toward neutrals (— 1 on reaction young. Rocs never check morale if encoun-
ter. These monsters tunnel through the rolls) and chaotics ( — 2 on reactions). Rocs tered in their lair. If hatched or captured as
earth, burrowing up from the ground to prefer solitude and will swoop to attack any chicks, young rocs can be trained.
feed on surface-dwelling creatures. They at- intruders unless carefully approached.
tack by biting and stinging with their tails. If
the Hit roll for the bite is 4 or more greater
than the number required (or a 20, in any
case), creatures of man-size or smaller will Salamander* Flame :' Frost
be swallowed whole, taking 3-18 points of Armor Class: 2 3
damage each round thereafter. A victim Hit Dice: 8* 12*
stung by the tail must make a Saving Throw Move: 120' (40') 120' (40')
vs. Poison or die. Note that if encountered Attacks: 2 claws/1 bite 4 claws/1 bite
underground, the size of underground tun- Damage: 1-4/1-4/1-8 l-6(x4)/2-12
nels may prevent the creature from using No. Appearing: 2-5 (2-8) 1-3(1-3)
one of its attacks. If it approaches by tunnel- Save As: Fighter: 8 Fighter: 12
ing, it may surprise the victim (1 in 4 Morale: 8 9
chance), but 2-5 rounds will pass before its Treasure Type: F E
tail is dragged free of the burrow. Alignment: Neutral Chaotic
XP Value: 1,200 1,900
Rhagodessa
Salamanders are free-willed beings from hot lands. It is immune to fire. All creatures
Armor Class: 5 the elemental planes, common there but within 20' take 1-8 points of damage per
Hit Dice: 4 +2 rare elsewhere. Both look like giant lizards; round from the intense heat radiated by the
Move: 150' (50') Fire salamanders are from the plane of Fire, creature.
Attacks: 1 leg/1 bite and Frost salamanders from the plane of
Damage: 0 + suckers/2-16 Earth. The two types are mortal enemies, Frost salamander: This monster has 6 legs
No. Appearing: 1-4(1-6) and will attack each other on sight. and white or blue-white scales. When not on
Save As: Fighter: 2 its own plane, it prefers frozen wastelands,
Morale: 9 Flame salamander: This monster is a snake- glaciers, and icy tundra. It attacks by rear-
Treasure Type: U like lizard, 12'-16' long, with bright orange- ing up, striking with 4 legs plus 1 bite. It is
Alignment: Neutral yellow and orange-red scales. It is intel- immune to cold. All creatures within 20'
XP Value: 125 ligent, and (when not on its own plane) pre- take 1-8 points of damage each round from
fers to live in or near volcanoes, or in very the extreme cold the monster radiates.
A rhagodessa is a giant spider-like car-
nivore, about the size of a small horse. It has
an oversized head and jaws (mandibles) col- Scorpion, Giant. A giant scorpion is the size of a small horse,
ored yellow, and a dark brown thorax. It has and lives in deserts, caves, and ruins. It usu-
5 pairs of legs; the front pair end in suckers Armor Class: 2 ally attacks on sight. It fights by grasping a
which help the creature grasp its prey. A hit Hit Dice: 4* victim with its claws and stinging. If either
with a leg does no damage but means that Move: 150' (50') claw hits, the Hit roll for the stinger gains a
the victim is stuck. In the next round of Attacks: 2 claws/1 sting + 2 bonus. Anyone struck by the stinger must
combat, the victim is pulled to the mandi- Damage: 1-10/1-10/1-4 + poison make a Saving Throw vs. Poison or die.
bles and bitten (automatic hit). Rhagodessae No. Appearing: 1-6(1-6)
are nocturnal — hunting only in the dark, Save As: Fighter: 2
are normally found in caves, and can climb Morale: 11
walls. Treasure Type: V
Alignment: Neutral
XP Value: 125

55
Monsters

Spectre*. lermite, Water Swamp Fresh Water Salt Water


Armor Class: 4 6 5
Armor Class: 2 Hit Dice: 1 + 1 2 + 1 4
Hit Dice: 6** Move: 90' (30') 120'(40') 180' (60')
Move: 150' (50') Attacks: See below See below See below
Flying: 300' (100') Damage: 1-3 1-4 1-6
Attacks: 1 touch
Damage: 1-8 + double Energy No. Appearing: 0(1-4) 0(1-3) 0(2-7)
Drain Save As: Fighter: 1 Fighter: 2 Fighter: 3
No. Appearing: 1-4(1-8) Morale: 10 8 11
Fighter: 6 Treasure Type: Nil Nil Nil
Save As: Alignment: Neutral Neutral Neutral
Morale: 11
Treasure Type: K XP Value: 15 25 75
Alignment: Chaotic Water termites range from l'-5' long, the the spray must make a Saving Throw vs.
XP Value: 725 largest found only in ocean waters. All are Poison or be paralyzed for 1 turn. If fright-
shaped like normal termites, except for an ened underwater, the ink does not paralyze,
The ghostly spectres are among the might- elastic sac in their abdomen which can intake but merely provides an inky cover for the
iest of the undead. They have no solid and expel water for movement and feeding. creature's retreat.
bodies, and can only be hit by magical weap- When the sac is completely expanded, the
ons; silver weapons have no effect. Like all The real terror of these creatures is the
creature looks like a large balloon with a small destruction they bring to ships. They cling
undead, spectres are immune to.deep, charm, insect-like head on the front.
and hold spells. to hulls, each causing points of hull damage
A hit by a spectre does 1-8 points of The creature does not bite unless cor- equal to their bite before letting go. Once
damage in addition to a double Energy nered; instead, it uses an inky spray for de- any damage has been inflicted, there is a
Drain (lose 2 levels, as explained in D&D fense. When frightened above water, a nor- 50% chance per round that someone will
Basic). A character slain by a spectre will rise mal Hit roll must be made. A victim hit by notice the leakage.
the next night as a spectre under the control
of the slaver.

Toad, Giant. A treant is an 18' tall, intelligent creature Troll


which looks like a tree. It is concerned only
Armor Class: with the protection of forests and plant life. Armor Class: 4
Hit Dice: 2+ 2 Treants speak a slow and difficult tongue, Hit Dice: 6 + 3*
Move: 90' (30') and distrust those who use fire. Although Move: 120'(40')
Attacks: 1 bite normal weapons can harm them, blunt Attacks: 2 claws/1 bite
Damage: 2-5 weapons (such as maces) only inflict 1 point Damage: 1-6/1-6/1-10
No. Appearing: 1-4 (1-6) of damage per hit (plus magic and strength No. Appearing: 1-8 (1-8)
Save As: Fighter: 1 bonuses). All encounters with treants begin Save As: Fighter: 6
Morale: 6 at a distance of 30 yards or less, since they Morale: 10(8)
Treasure Type: Nil are nearly identical to normal trees, and Treasure Type: D
Alignment: Neutral they surprise on a roll of 1-3 (on Id6). Alignment: Chaotic
XP Value: 25 Each treant can animate any two trees XP Value: 650
within 60' to move at 30' per turn and fight
A giant toad is about the size of a very large as treants. A treant may change which trees Trolls are 8'-tall, thin, intelligent humanoids,
dog, and weighs 150-250 pounds. It can it is animating from round to round. with skin almost like rubber. They prefer
change its skin color to blend into woods or human and human-like victims to all other
poorly lit dungeons, surprising its prey on a foods. They live nearly anywhere, often in
roll of 1-3 (on ldfi). It can shoot its tongue Triceratops the ruined dwellings of their victims.
out to 15', and may drag victims of dwarf Armor Class: 2 A troll is very strong, and rends its oppo-
size or smaller to its mouth to be bitten. Hit Dice: 11 nents with talons and sharp teeth. It has the
Small prey is swallowed whole on a Hit roll Move: 90' (30') power of regeneration, the ability to grow
of 20, causing 1-6 points of damage each Attacks: 1 gore or 1 trample back together when damaged. It begins to
round thereafter. Damage: 3-18 each regenerate 3 rounds after it is damaged. The
No. Appearing: 0(1-4) troll's wounds heal themselves at a rate of 3
Treant Save As: Fighter: 6 hit points per round, and even severed limbs
Morale: 8 will crawl back to the body and rejoin. The
Armor Class: 2 Treasure Type: Nil head and claws of the troll will continue to
Hit Dice: 8* Alignment: Neutral fight as long as the creature has 1 hit point or
Move: 60' (20') XP Value: 1.100 more. However, the troll cannot regenerate
Attacks: 2 branches A triceratops is a heavily muscled, four-leg- damage from fire or acid, and when attacked
Damage: 2-12/2-12 ged dinosaur that stands about 12' tall at the by these methods, the morale score is 8. Un-
No. Appearing: 0(1-8) shoulder and is nearly 40' long. It has three less totally destroyed by fire or acid, it will
Save As: Fighter: 8 horns protruding from the bony protective eventually regenerate completely.
Morale: 9
Treasure Type: C crest that covers its head. Although it is an
Alignment: Lawful herbivore, it is aggressive and dangerous,
XP Value: 1,200 usually attacking on sight. It may charge
(for double damage) on the first attack. Tri-
ceratopes are found on the plains of "lost
worlds."

56
Monsters

points per day. These hit points are not re-


generated until the vampire has rested in its
Armor Class: 2 coffin for a full day. Vampires cast no reflec-
Hit Dice: 7-9** tion, and avoid mirrors.
Move: 120' (40') A vampire may be destroyed by driving a
Flying: 180' (60') wooden stake through its heart or by im-
Attacks: 1 touch or special mersion in running water for 1 turn. If a
Damage: 1-10 + double Energy vampire is exposed to direct sunlight, the
Drain or special creature must make a Saving Throw vs.
No. Appearing: 1-4 (1-6) Death Ray each round or disintegrate. A
Tyrannosaurus Rex. Save As: Fighter: 7-9 continual light spell will not disintegrate a
Morale: 11 vampire, but partially blinds it ( - 4 penalty
Treasure Type: F on all Hit rolls). If all of the vampire's cof-
Armor Class: 3 fins are blessed or destroyed, the vampire
Hit Dice: 20 Alignment: Chaotic
XP Value: 1,250, 1,750, or 2,300 will weaken, taking damage as above, and
Move: 120' (40') will die when its hit points are reduced to 0.
Attacks: lbite A vampire always has several well-hidden
Damage: 6-36 Vampires are the most feared of the un-
dead. They haunt ruins, tombs, crypts and coffins available.
No. Appearing: 0(1-2)
Save As: Fighter: 10 other places deserted by man. They are un-
Morale: 11 affected by sleep, charm, and hold spells, and Wraith*
Treasure Type: Vx3 can only be hit with magic weapons. A vam-
pire may take the form of a human, a dire Armor Class: 3
Alignment: Neutral Hit Dice: 4**
XP Value: 2,000 wolf, a giant bat, or a gaseous cloud at will.
Each change takes 1 round. Move: 120' (40')
Whatever its form, a vampire regenerates Flying: 240' (80')
The tyrannosaurus rex is one of the largest
hunting dinosaurs, standing over 20' tall. 3 hit points per round, starting as soon as it Attacks: 1 touch
is damaged. If a vampire is reduced to 0 hit Damage: 1-6 + Energy Drain
Its great jaws are lined with sharp teeth and
it moves erect on its hind legs. It will attack points it does not regenerate, but becomes No. Appearing: 1-4(1-6)
anything man-sized or larger, usually at- gaseous and flees to its coffin. Save As: Fighter: 4
tacking the largest creature first. It can swal- In dire wolf or giant bat form, the vam- Morale: 11
pire's move, attacks, and damage are those Treasure Type: E
low a man-sized opponent if its Hit roll is
19-20; the victim takes 2-8 points of damage of the animal. The vampire's AC, Hit Dice, Alignment: Chaotic
each round until removed. "T-Rex" is usu- Morale, and Saving Throws remain un- XP Value: 175
ally found only in "lost world" areas. changed. In gaseous form, a vampire can- A wraith is an undead monster with no phys-
not attack, but can fly at the speed given ical body, appearing as a pale, almost trans-
U n d e a d : (see Mummy, Spectre, above and is immune to all weapon attacks. parent, man-like figure of thick mist. It is
In human form, a vampire may attack by immune to sleep, charm, and hold spells. A
Vampire, and Wraith) gaze or touch, or may summon other crea- wraith can only be hit by silver or magical
tures. The touch of a vampire inflicts a dou- weapons, but silver weapons will only do
Undead are evil creatures whose forms ble Energy Drain (removing 2 levels of ex-
were created through dark magic. All were half damage.
perience) in addition to damage. The The touch of a wraith is an Energy Drain
once living beings. They are not affected by creature's gaze can charm. Any victim who
special attacks that affect living creatures, of 1 level, in addition to causing 1-6 points of
meets the gaze may make a Saving Throw damage. A victim slain by a wraith will be-
such as poison, and are not affected by vs. Spells to avoid the charm, but with a — 2
spells that affect the mind, such as deep, come a wraith in one day, under the control
penalty to the roll. of the slayer. Wraiths dwell in deserted
charm person, and hold person. Undead do not
make any noise. The vampire may summon any one of the lands or in the dwellings of creatures they
following creatures, which will come to its have slain or frightened away.
aid if they are within 300 feet (300 yards
Unicorn outdoors): Wyvern
Armor Class: 2 Rats 10-100 Giant rats 5-20 Armor Class: 3
Hit Dice: 4* Bats 10-100 Giant bats 3-18 Hit Dice: 7*
Move: 240' (80') Wolves 3-18 Dire wolves 2-8 Move: 90' (30')
Attacks: 2 hooves/1 horn Flying: 240' (80')
Damage: '•• . 1-8 each Any character slain by a vampire will return Attacks: 1 bite/1 sting
No. Appearing: 1-2(1-8) from death in 3 days, as a vampire under Damage: 2-16/1-6 + poison
Save As: Fighter: 8 the control of the slayer. No. Appearing: 1-2(1-6)
Morale: 7(9) Save As: Fighter: 4
Treasure Type: Nil Weaknesses of Vampires: A vampire will Morale: 9
Alignment: Lawful not come within 10' of a strongly presented Treasure Type: E
XP Value: 125 holy symbol, although it may move to attack Alignment: Chaotic
from another direction. The odor of garlic XP Value: 850
A unicorn looks like a slender horse with a repels a vampire; the creature must make a
horn growing from its forehead. It is a shy Saving Throw vs. Poison or stay 10' from A wyvern looks like a two-legged dragon
creature, but fierce when cornered. Only a the garlic during that round. with a long tail. In combat, the wyvern will
pure maiden can talk to or ride one. It can Vampires cannot cross running water, ei- bite and arch its tail over its head to hit op-
magically teleport itself (with a rider) to a ther on foot or flying, except at bridges or ponents in front of it. Those stung by the
distance of 360' once per day. A unicorn's while in their coffins. During the day, a tail must make a Saving Throw vs. Poison or
morale is greatly improved (9) if it has a vampire usually rests in its coffin, and die. These beasts prefer to live on cliffs or in
rider. failure to do so results in the loss of 2-12 hit forests, but may be found anywhere.

57
Treasures

Treasure means anything of value: the stan-


dard coins, gems, jewelry, and magic items UNGUARDED TREASURE
Dungeon Magic
to be found in monster lairs, plus other Level Silver Gold Gems Jewelry Items
valuable items. T h e standard Treasure
Types charts given in the D&D Basic Set for 1 100 x Id6 5 0 % 10 x Id6 5% Id6 2% Id6 2% any 1
monster lairs and Individual Treasures 2-3 100 x Idl2 5 0 % 100 x Id6 10% Id6 5% Id6 8% any 1
should still be used. 4-5 1,000 x Id6 200 x Id6 20% Id8 10% Id8 10% any 1
The treasure may often be in unusual or 6-7 2,000 x Id6 500 x Id6 30% ldlO 15% ldlO 15% any 1
hard-to-recognize forms. Valuable silks, 8-9 5,000 x Id6 1,000 x Id6 40% Idl2 20% Idl2 20% any 1
wines, rare books, small statues, furs, and
ivory tusks are only some of the unusual
treasures possible. A party should always
look for clues to the values of odd items.
As the characters become more experi-
enced, and explore more dangerous areas,
treasures are better guarded, better hidden,
and possibly trapped. But there are usually
more of them, too!
The DM should be very careful when
placing treasures, as they determine the rate
at which the characters gain more levels and
powers. Treasure is the key to balance in the
continuing game.

Cursed Items: Any magical treasure can be


cursed when found. A curse can be removed
for a short time (1-20 rounds) by a remove
curse spell, or permanently removed by the
same spell from a high level cleric or magic-
user (DM's choice; 15th level is recom-
mended). A cleric's dispel evil spell should
remove nearly all curses, except perhaps
those bestowed by very powerful spell cast-
ers or items.
The curse on an item may have nearly any
effect imaginable. A sword + 2 might be
cursed to act as a sword —2 (penalizing the
Hit roll); a shield +3 could likewise have the
reverse effect, penalizing the user's Armor
Class by 3. Items could work normally, but
with side effects, causing the wielder to ar-
gue, sneeze, drop other items, slowly lose
strength, etc.
Magical treasures are rare and valuable; it
should be possible to remove any curse and
free the item for proper use. The removal
of a pcAverful curse, however, may require
great expense, or may involve a quest or
some other service for the NPC spell caster
removing such a curse.

Unguarded Treasure

When dealing with experienced players,


very few treasures should be left completely
unguarded. However, there should still be
some; many an empty room may contain a
hidden trap, treasure trove, or both. Gener-
ally, unguarded treasures should not be
placed in dungeon levels 9 and below.

58
Treasures

Magic Items blaze with flames. It remains flaming until Intelligent Swords
sheathed or commanded to go out. While
The charts on p. 36 list all items, including flaming, it has a bonus of + 2 on Hit rolls Certain magic swords may be intelligent,
those in the D&D Basic Set, and should be against any hippogriff, pegasus, roc, and and may have other special abilities as well.
used in place of those charts. All the general troll; and a + 3 bonus against treants and An intelligent sword should be played by
guidelines (duration of potions, etc.) may be undead monsters. All damage from this the DM, just like an NPC character. Intel-
found in that set. These charts are used in the sword when flaming is treated as fire ligent swords have no wisdom, and should be
same way, but Percentage dice are used for all damage (for example, trolls cannot regene- played accordingly, relying on the owner's
random rolls. rate damage inflicted by it). wisdom for guidance and decision making.
If the range or duration of a magic item is The DM's first step is to decide whether
not given, treat it the same as a magic spell Sword +1, energy drain: This sword drains the sword is an "ordinary" intelligent sword,
from a 6th level spell caster. 1 level or Hit Die (as if a wraith) on any hit, or a Special Sword. Special Swords are ex-
The following notations may appear on in addition to normal damage, if com- tremely rare; they should always be placed
the charts. manded to do so. The command may be with care, and not randomly determined. If
spoken after the Hit roll is made, when a you choose to place a Special Sword, turn to
(B) The item is described in the D&D swing is shown to be successful. It will not page 60. Otherwise, use the procedure
Basic Set, and not described here. affect any creature with Energy Drain given below.
(c) The item may only be used by a cleric. powers. It can only drain 5-8 levels of Hit
(m) The item may only be used by a magic- Dice, after which it becomes a standard 1. Determine the sword's Intelligence (ld20)
user or elf. magical sword +1. and languages known.
(s) The item may only be used by a spell 2. Find the sword's Alignment (ld20).
caster (cleric, magic-user, or elf). 3. Find the sword's Powers (d%). (If extra
Sword +1, wishes: This sword will grant powers are indicated, another d% roll will
1-4 wishes. The user must hold the sword be needed.)
To randomly find a magic item, roll d% and and make the wish. Once the sword is used
find the result on Magic Items Table #1. 4. Find the sword's Ego score (Idl2).
in this manner, one of the wishes is gone.
Then turn to the Subtable indicated and roll Wishes are very powerful magic, and should
d% again to find the exact item. Item de- 1. Intelligence: Remember that any sword
be used (and handled by the DM) with great is only intelligent if the result of a roll of
scriptions are included after the subtables.
ld20 is 15 or greater (or if you, as DM, wish
Explanation of Magic Items to automatically make a sword intelligent).
Sword + 2, charm person: This is the same Roll ld20 to find the exact intelligence score
Several items can detect, control, or other- as the magic-user spell, to 120' range, usable of the sword:
wise perform actions within a given range. up to 3 times per week.
Any of these actions can be blocked by a
thin sheet of lead, 1' of any other metal, or
10' of stone. Intelligence Method of
Details on identifying and using items are ld20 Score Communication Powers Languages
given in the D&D Basic Set.
1-6 7 Empathy 1 Primary —
a. SWORDS 7-11 8 Empathy 2 Primary —
12-15 9 Empathy 3 Primary —
Up to 10% of all magic swords found are 16-18 10 Speech 3 Primary 1-3
cursed. When found, a cursed sword will 19 11 Speech 3 Primary + reads magic 1-6
seem to be a "normal" magic sword (of 20 12 Speech 3 Primary + 1 Extraordinary, 2-8
whatever type was rolled) until used in also reads magic
deadly combat, at which time the curse is
revealed. See the Basic Set for more details.
Once a cursed sword is used in combat, the Languages: A speaking sword talks aloud if each round while the sword is touched or
owner will not want to get rid of it and will drawn, held, and asked a question. It will usu- held, according to the following chart:
always fight with it. A character may be ally cooperate, within its limits. Any sword
freed from a cursed item by a cleric's dispel that reads magic also reads the languages it can User's Sword's Damage
evil spell, or possibly by a remove curse or speak. A speaking sword can always speak its Alignment Alignment per round
dispel magic by a high level spell caster. alignment tongue plus the number of lan-
The DM should select or randomly deter- guages rolled (or chosen). The DM must se- Lawful Neutral 1-6
mine the type of sword (short, normal, or lect the exact languages known. Chaotic 2-12
two-handed). The intelligence of the sword Neutral Lawful 1-6
should also be determined; if randomly, roll 2. Alignment: Determine the alignment of Chaotic 1-6
ld20. A result of 14 or less indicates no intel- the intelligent sword (roll ld20): Chaotic Lawful 2-12
ligence; if the result is 15-20, see Intelligent Neutral 1-6
Swords for details. New magical swords are 1-13 = Lawful
explained below. 14-18 = Neutral
19-20 = Chaotic
Sword +1, locate objects: This is the same
as the magic-user spell, to 120' range, usable A sword's alignment cannot be detected un-
once per day. til it is handled. If the creature handling the
sword is of the same alignment, there will be
Sword + 1 , flames on command: When no bad reaction. However, if the alignment
commanded by the user, this sword will is different, the user will take some damage

59
Treasures

3. Powers: Roll d% once for each Primary An Extraordinary Power is only received
Power of the sword, as determined by its if the sword has a 12 Intelligence, or if a roll
intelligence, and find the results on the fol- for Primary Powers gave a result of 96-99.
lowing table. Duplicate results should be If the sword has an extraordinary power,
rolled again. The user must have the sword roll d% and find the power on the following
in hand and be concentrating on the power chart. Except for Extra Damage and Healing,
in order to use it. Any power may be used duplicate results should be rolled again.
once per round. A Primary power is usable Clairaudience: As with the potion, the user Control Check: An intelligent sword will try
as often as desired unless noted otherwise. may hear all noises in one area within 60', to control its user in each of five different
An Extraordinary Power may only be used through the ears of a creature in that area. situations:
three times per day unless noted otherwise. Clairvoyance: As with the potion, the
Detect evil (good): The sword is able to user may see any area up to 60' away, 1. When the user first handles the sword.
detect one of these intentions up to a 20' through the eyes of a creature in that area. 2. When the user is wounded, and has Vz
range. No sword can do both. ESP: As with the potion, the user may normal hit points remaining (or less).
Detect gems: The sword can detect all listen to the thoughts of any one living crea- 3. When the user acquires any other
types of gems, and the amount of each, ture within 60'. magic weapon.
within a 60' range, pointing itself in that Extra damage: The user may inflict' 4 4. When anyone else uses the sword.
direction. times the normal damage on each hit. The 5. When a Special Purpose could be used
Detect magic: The sword may cause all power lasts for 1-10 rounds when com- (if applicable).
magic within 20' to glow (as the spell effect) manded. Each duplicate roll increases the To make the control check, the DM simply
up to 3 times per day. multiplier by 1 (to 5 times, 6 times, etc.). compares the Will Power scores of the user
Detect metal: The sword can detect metal Flying: As with the potion, the user may and the sword. The higher score takes con-
of any type requested up to a range of 60'. fly in the air, for a maximum of 3 turns per trol! The DM must determine the actions of
It will point in the direction of the material, use. any sword in control. The control lasts ei-
but cannot detect the amount. Healing: The sword can heal up to 6 ther until the sword is satisfied or until the
Detect shifting walls and rooms: The points of damage per day, at the rate of 1 hit situation which caused the control check has
sword can find these items if within 10'. point per round. Duplicate rolls increase passed. Typical results are:
Detect slopes: The sword can locate all the amount of healing by 6 each (to 12, 18, Leading the user past other magic weap-
sloping passages within a 10' range. etc. per day), but the rate of healing does ons found, or to discard other weapons.
Find secret doors: The sword can locate not change. Forcing the user to charge into combat to
all secret doors within a 10' range, up to 3 Illusion: The user may create a phantas- win glory for itself.
times per day. malforce, as with the magic-user spell. Forcing the user to surrender to an oppo-
Find traps: The sword can detect traps of Levitation: As with the potion, the user nent — either one more worthy of the
all types within 10', up to 3 times per day. may float in the air, for a maximum of 3 sword, or one easier to control.
See invisible: The sword can find all in- turns per use. Forcing the user to spend money on items
visible and hidden objects and creatures Telekinesis: The user may move up to for the sword, such as jeweled fittings, fancy
(but not secret doors) within a 20' range. 2,000 en of weight by mere concentration, scabbards, and so forth.
as with the ring.
d% Primary Powers Telepathy: This is the same as ESP Special Swords
(above), but also with the ability to "send"
01-10 Detect evil (good) thoughts to the creature contacted (as with a Special Swords are created by powerful
11-15 Detect gems helm of telepathy). beings for definite purposes. These swords
16-25 Detect magic Teleportation: The user may teleport are then carefully placed where they will be
26-35 Detect metal found and eventually put to their special
36-50 Detect shifting walls and rooms once per day, as with the magic-user spell.
51-65 Detect sloping passages X-ray vision: The user may see through use. The following Special Purposes are
66-75 Find secret doors things, as if wearing a ring of X-ray vision. suggested; the DM may create others. No
76-85 Find traps Special Sword is ever created for more than
86-95 See invisible 4. Ego: Roll Idl2 to determine the Ego one Special Purpose.
96-99 Roll for 1 extraordinary power score of the sword. Ego is a measure of 1. Slay a character type (such as clerics)
00 Roll twice more on this table strength of personality. 2. Slay a monster type (such as gargoyles)
Now add the sword's Intelligence and 3. Slay a specific being
d% Extraordinary Powers Ego scores to find its Will Power. Add 1 to 4. Slay a race type (such as demi-humans)
01-10 Clairaudience Will Power for each Extraordinary Power (if 5. Defeat a specific Alignment
11-20 Clairvoyance any). Make a note of the total Will Power of Every Special Sword has a score of 12 for
21-30 ESP the sword. both Intelligence (see chart for languages
31-35 Extra damage (duplicate allowed) When an intelligent sword is handled, it and abilities) and Ego. Each Special Sword
%(\ 40 Flying may try to control its user! The DM must gains the following abilities, determined by
41-45 Healing (duplicate allowed) compare the Will Power of the sword to that the sword's alignment, when used for its
46-54 Illusion of the user, and find the results (see Control Special Purpose:
55-59 Levitation Check).
60-69 Telekinesis A character's Will Power is the total of the A Lawful sword will paralyze a Chaotic
70-79 Telepathy character's Intelligence and Wisdom scores. opponent struck unless the victim makes a
80-88 Teleportation The DM may subtract 1-8 points of Will Saving Throw vs. Spells.
89-97 X-ray vision Power if the character is wounded. If the A Neutral sword adds +1 to all of the
98-99 Make 2 more rolls on this table* sword and the user are of different align- user's Saving Throws.
00 Make 3 more rolls on this table* ments, the sword gains another 1-10 points A Chaotic sword will cause a Lawful op-
of Will Power. (This must be determined for ponent struck to make a Saving Throw vs.
*Ignore any further result of 98 or more. each change of users.) Turn to Stone or be Turned to Stone.

60
Treasures

b. and c. ARMOR AND WEAPONS Flying: The user may fly at up to 120' per Undead Control: The user may control
round without tiring (as the effects of the up to 18 Hit Dice of Undead monsters. The
Most magic weapons and armor work just as magic-user spell). undead will be hostile when the control
in the D&D Basic rules; bonuses to weapons Giant Control: There are several dif- ends.
are added to both the Hit and damage rolls, ferent types of this potion, one for each type
and bonuses to armor help the user's Armor of giant. The user may control up to 4 gi- e. SCROLLS
Class. Any armor, shield, or weapon may be ants at once. They will be hostile once the
cursed; the DM may place cursed items or control ends.
check randomly (up to 10% chance per To use a scroll, there must be enough light
Giant Strength: The user gains the to read by, and the scroll must be read
item). strength of a Frost Giant. However, the po- aloud. A scroll (or, for spell scrolls, each
Several weapons may be of different sizes tion has no effect if a strength-adjusting spell) may only be used once; the words dis-
(for example, Axe could be Hand Axe or magic item (such as Gauntlets of Ogre appear as they are read aloud. Only magic-
Battle Axe). The exact selection is left for Power) is worn. Otherwise, the user inflicts users and elves may use magic-user scrolls,
the DM. A "spear" result may indicate a jav- double normal damage with any weapon, and a read magic spell must be used first, to
elin (15% chance) or a lance (5% chance). and may throw small boulders (ranges discover the contents of each scroll. Only
60/130/200) for 3-18 points of damage. clerics may use clerical spell scrolls, but they
Heroism: This has no effect on a cleric, need no magical aid to discover the con-
d. POTIONS elf, magic-user, or thief. A fighter, dwarf, tents. Anyone may use protection scrolls
halfling, or normal man (or monster!) gains and treasure maps.
The effects of a potion last for 7-12 turns the Hit Dice, hit points, and all abilities of a
unless noted otherwise. If a character Spells: A scroll of spells may only be used
higher level character (or monster), as fol- by the character class which matches the
drinks a potion while another is still in lows:
effect, he becomes sick, unable to do any- spells on the scroll. The type of spells (cleric
thing for 3 turns (no Saving Throw allowed) or magic-user), the exact spells themselves,
and both effects are lost. Potions whose and the level of each spell may be selected
Level Effect or determined randomly.
effects are permanent (healing, longevity)
are not included in this rule. Normal Man Becomes a 4th level fighter Protection Scrolls: A protection scroll
Control Potions: When using these po- 1 -3 Gain 3 levels or Hit Dice may be read by any character who can read
tions, the user must see the victims to direct 4-7 Gain 2 levels or Hit Dice the Common language.
their actions. The controlled creatures can- 8-10 Gain 1 level or Hit Die Protection from Elementals: This scroll
not be forced to kill themselves. The charac- 11+ No Effect creates a circle of protection (10' radius)
ter cannot perform any other actions while around the reader. No elemental can attack
controlling others, and may only move at up those within the circle unless attacked first
to Vt normal speed. Any victim may make a All wounds taken during the duration of in hand-to-hand combat. Once attacked, an
Saving Throw vs. Spells to avoid the Con- the potion — including energy drains! — elemental may attack in return. The effect
trol, but the user may repeat the attempt are subtracted from the magically gained hit lasts for 2 turns and moves with the reader.
once per round, on any victim seen, until points and levels first. Protection from Magic: This scroll cre-
the potion's duration ends. Human Control: The user may control ates a circle of protection (10' radius)
Animal Control: The user may control up to 6 Hit Dice of humans at once (normal around the reader. No spells or spell effects
up to 3-18 Hit Dice of animals (normal or men counting as V2 Hit Die each), similar to (including those from items) may enter or
giant, but not fantastic or magical). When the effects of a charm person spell. The effect leave the circle. The effect lasts for 1-4
the control ends, the animals will be afraid, has a 60' range, and the charm lasts only as turns, moves with the reader, and may not
and will leave the area if they can. long as the potion's duration. be broken except by a magical wish.
Clairaudience: The user may listen to Invulnerability: The user's Armor Class Treasure Maps: Each map shows a route
noises (including speech) in an area up to and Saving Throws gain a bonus of 2 for the to the location of a treasure in a dungeon or
60' away through the ears of a creature in duration of the potion. If used more than a wilderness area. The treasure is usually
that area. once per week, the only effect is sickness. hidden or protected by monsters, traps,
Clairvoyance: The user may see an area Longevity: The user immediately be- and/or magic. Normal treasure contains no
up to 60' away through the eyes of a crea- comes 10 years younger. The effect is per- magic items, but a Magical treasure may in-
manent and does not wear off, and cannot clude some coins and a few gems of low
ture in that area. value. A Combined treasure has both magic
Delusion: The user will believe this to be dispelled.
and valuable gems or jewelry, and a Special
have the effect of any one other potion (roll Plant Control: The user may control all treasure should mention (on the map) at
again). However, it has no real effect. plants and plant-like creatures (including least one permanent item, such as a Staff or
Dragon Control: There are several dif- monsters) in a 30' x 30' area up to 60' away. Sword. The DM should prepare several
ferent types of this potion, one for each Normal plants controlled may entangle vic- treasure maps before the game.
dragon type. The user may control up to 3 tims in their area, but cannot cause damage.
dragons at once. The controlled dragons Polymorph Self: The user may change
will do whatever is commanded of them ex- shape (as with the magic-user spell) up to f. RINGS
cept for casting spells. They will be hostile once per round until the potion wears off.
when the control ends. Speed: The user moves twice as fast, may The ring must be worn on a hand to have
Fire Resistance: The user cannot be attack twice per round, and performs other the given effect, but may be carried and put
harmed by normal fires, and gains a + 2 actions except spell casting at twice normal on when desired. Any ring may be used
bonus to all Saving Throws against fire at- speed. once per round unless noted otherwise. No
tacks. In addition, the user takes less Treasure Finding: By concentrating, the more than 2 magic rings may be worn at the
damage from magical and dragon fire: — 1 user can detect the direction and distance same time.
point per die of damage (minimum of 1 (but not the amount) of the largest treasure
point per die). within 360'.

61
Treasures

Delusion: The wearer will believe this to through, to a range of 60'. The ring may be maining in the staff. All creatures within 30'
be any one other ring (roll again). However, used one turn per hour at most. (including the user!) take damage, (but may
it has no real effect. The wearer will not be make a Saving Throw vs. Staff for half
convinced otherwise until a remove curse is g. WANDS, STAVES, AND RODS damage).
used to dispel the enchantment! Wand of Cold: This creates a cone of
Djinni Summoning: T h e wearer may A rod may be used by any character class, cold, 60' long and 30' wide at the far end.
summon one djinni to serve for up to one but a staff can only be used by a spell caster All within the cone take 6-36 points of cold
day. The djinni will only serve and obey the (sometimes restricted to a specific type), and damage, but may make a Saving Throw vs.
person wearing the ring when it is sum- a wand can only be used by a magic-user or Wands for ¥z damage.
moned. The ring may be used once per elf. A wand normally has 2-20 charges when Wand of Fear: This creates a cone of fear,
week at most. found, and a staff 3-30. Each use of a power 60' long and 30' wide at the far end. All
Human Control: This is the same effect costs 1 charge unless noted otherwise. Each within the cone must make a Saving Throw
as the potion of the same name. The effect item may be used once per round at most. vs. Wands or run away from the user (at 3
lasts until cancelled by the wearer of the Staff of Commanding(s): This item has times the normal rate) for 30 rounds.
ring, or until the ring is removed, or until a all the powers of the rings of animal, Wand of Fire Balls: This creates afire ball
dispel magic spell removes the charm. human, and plant control. effect (as if using the magic-user spell) up to
Plant Control: This has the same effect as Staff of Power (m): This item can be used 240' away. All victims take 6-36 points of
the potion of the same name, but only lasts as a staff of striking, and can also be used to fire damage, but may make a Saving Throw
as long as the wearer concentrates. create any of the following magic-user spell vs. Wands for half damage.
Protection +1, 5' radius: This ring im- effects (each doing 8-48 points of damage): Wand of Illusion: This creates a phantas-
proves the wearer's Armor Class and Saving fire ball, lightning bolt, ice storm. It can also mal force effect (as if using the magic-user
Throws by 1 (as a normal ring + 1), but also create a continual light effect, or move 2,400 spell). The user must concentrate on the il-
gives the same bonus to all creatures within en of weight by telekinesis, as the ring. lusion to maintain it, but may walk at Vi
5' — both friend and foe! Staff of Striking(s): This weapon inflicts normal movement rate while doing so.
Regeneration: The wearer regenerates 2-12 points of damage per charge if the hit Wand of Lightning Bolts: This creates a
lost hit points at the slow rate of 1 per turn. is successful. Only one charge may be used lightning bolt (as if using the magic-user
The ring also replaces lost limbs; a finger per strike. spell) starting up to 240' away, and 60' long
will re-grow in 24 hours, and a whole limb Staff of Withering (c): One hit from this from that point. The victims take 6-36
can be replaced in 1 week. The ring will not item ages the victim 10 years. One or two points of electrical damage, but may make a
function if the wearer's hit points drop to 0 hits will be fatal to most animals and harm- Saving Throw vs. Wands for Vi damage.
or less. Fire and acid damage cannot be re- ful to many humans. Elves may ignore the Wand of Metal Detection: This will point
generated. first 200 years of aging, dwarves may ignore toward any type of metal named if within
Spell Storing: When found, this ring has the first 50 years, and halflings may ignore 20' and if 1,000 en or more in weight. The
1-6 spells stored within it. Those exact spells the first 20 years. Undead are not affected user cannot detect the amount of metal.
are the limit of the ring's powers, and can- by this item. Wand of Negation: This wand can be
not be changed. When the ring is put on, Staff of Wizardry (m): This staff + 1 has used to cancel the effects of one other wand
the wearer magically knows what spells are all the powers of a Staff of Power, plus the or staff. If the other effect has a duration,
stored and how to use them. After a spell is magic-user spell effects of invisibility, the negation lasts for one round.
used, it may be replaced by a spell caster, passwall, web, and conjure elemental. It may Wand of Polymorphing: This wand cre-
who must cast the replacement spell directly also be used to create a whirlwind (as if from ates either a polymorph self or polymorph other
at the ring. The ring will not absorb spells a djinni) or shoot a cone of paralyzation (as effect (as if using the magic-user spells).
thrown at the wearer. The spells in the ring the wand). In addition, the user may break The user must state which effect is desired.
have the duration, range and effect equal to the staff, which releases all of its power at An unwilling victim may make a Saving
the lowest level needed to cast them. The once. This final strike is an explosion which Throw vs. Wands to avoid the effect.
DM should select the type of spells in the inflicts 8 points of damage per charge re-
ring; about 20% of these rings contain cleri-
cal spells.
Spell Turning: This ring reflects 2-12
spells back to their casters, so the wearer is
not affected. Only spells are reflected, not
spell-like powers of monsters nor spell-like
effects from items.
Telekinesis: The wearer may move up to
2,000 en of weight by concentration alone.
Wishes: A ring of wishes is an extremely
powerful item. Wishes must be handled
very carefully by the DM and the players
alike.
X-ray Vision: The wearer may see a dis-
tance of up to 30', even through a wall and
into the space beyond, by standing still and
concentrating. The effect may be blocked by
gold or lead. The wearer can inspect one 10'
x 10' area per use (which requires a full
turn), and will be able to see any traps or
secret doors in the area examined. Any
items less dense than stone (such as cloth,
wood, and water) can be more easily seen

62
Treasures

Wand of Secret Door Detection: The user


may find any secret door within 20', using
one charge per secret door found.
Wand of Trap Detection: This wand will
point at all traps within 20', one at a time, at
a cost of 1 charge per trap.

g. MISCELLANEOUS MAGIC ITEMS

Each of these items may be used by any


character class, and up to once per round,
unless noted otherwise. Most of the given
effects either work automatically or are acti-
vated by concentration alone.
Amulet vs. Crystal Balls & ESP: The
wearer of this item is automatically pro-
tected from being spied on by anyone using
a crystal ball or any type of ESP.
Boots of Levitation: The wearer may levi-
tate (as if using the magic-user spell). There
is no limit to the duration.
Boots of Speed: The wearer may move as
fast as a riding horse (240' per turn) for 12
hours, after which the wearer must rest for
one full day.
Boots of Traveling and Leaping: The
wearer needs no rest during normal move-
ment. The wearer may also jump, to a max- Brass) after its term of service is ended. It round, without using any "charges." How-
imum height of 10' and a maximum length will serve no one but the person opening the ever, whenever the helm is used to teleport
of 30'. bottle. another item or creature, it again becomes
Broom of Flying: When verbally com- Elemental Devices (Bowl, Brazier, useless, requiring another teleport spell to re-
manded, the broom will carry its owner Censer, or Stone): Each of these items may activate it.
through the air at 240' per turn. One other be used only once per day. The bowl is the Horn of Blasting: This creates a cone of
person (or up to 2,000 en of baggage) may largest (3' in diameter), and the stone is the sound, 100' long and 20' wide at the far
also be caught, but the broom slows to 180' smallest (6 inches across). Each item re- end, when blown. Victims within this area
per turn. quires 1 turn to use. Each item will summon take 2-12 points of damage, and must make
Crystal Ball with Clairaudience: This a "device" elemental (of the type given), and a Saving Throw vs. Spells or be deafened
works like a standard crystal ball, but with will allow the user to control it, subject to for one turn. The DM must decide how
the added power to listen to noises through normal rules for elemental control. much damage the horn will do to objects;
the ears of a creature in the area viewed. Flying Carpet: This item can carry one for example, the horn may have to be blown
Crystal Ball with ESP: This works like a passenger at up to 100' per round (300' per three times to destroy a 10' section of castle
standard crystal ball, but with the added turn), two at 80' per round, or three at 60' wall, but a wooden cottage may be flattened
power to listen to the thoughts of a creature per round. It will not carry more than 3 with a single blast. The horn may be blown
viewed. passengers and their equipment. once per turn at most.
Displacer Cloak: This item warps light Girdle of Giant Strength: This item gives Medallion of ESP (90'): This item allows
rays; the wearer is actually 5' away from the the wearer the same chances to hit as a hill the user to listen to another's thoughts (as if
visible location. The cloak gives a bonus of giant. The wearer inflicts 2-16 points of using the magic-user spell), to a 90' range.
+ 2 to the wearer's Saving Throws vs. Spell, damage per hit. (If the Variable Weapon Mirror of Life Trapping: This unique
Wand/Staff/Rod, and Turn to Stone. Hand- Damage system is used, damages are double item stores man-size or smaller creatures in-
to-hand attacks on the wearer are penalized normal instead of 2-16.) definitely. Any such creature who looks into
by — 2 on the Hit rolls, and most missile fire Helm of Reading Languages and Magic: the mirror must make a Saving Throw vs.
will automatically miss. The wearer is able to read any writing, re- Spells or be sucked into it (complete with
Drums of Panic: These large kettle gardless of the language or magical proper- equipment)! The mirror can store up to 20
drums have no effect on any creatures ties of the script. This does not allow charac- creatures; when full, no more can be
within 10' of them. When used, all creatures ters to use spell scrolls unless they can do so trapped. Creatures trapped in the mirror
10'-240' away must make a Saving Throw normally. This helm is fragile, however, and do not age or need food or air, but are com-
vs. Spells or run away from the user for 30 will be destroyed if the wearer is killed. Any pletely powerless. Anyone can talk with the
rounds (at full running movement rate). No hit on the wearer might (10% chance) de- creatures trapped in the mirror (if they
Saving Throw is needed if the Morale sys- stroy the helm. speak the same language). If the mirror is
tem is used, but each creature must make a Helm of Teleportation (m): The wearer broken, all the creatures trapped within are
morale check instead, with a penalty of +2 may teleport (as with the magic-user spell, immediately released.
to the roll. including chances of error), or may try to Scarab of Protection: This automatically
Efreeti Bottle: This item is a large, heavy teleport another creature or item. An un- absorbs any curse (whether by spell, scroll,
sealed jug about 3' high. If the seal is bro- willing victim may make a Saving Throw vs. or other effect). It will also absorb a finger of
ken and the stopper pulled, an efreeti will Spells to avoid the effect. After one use, the death (a cleric's raise dead spell, reversed).
come forth to serve the opener once per day helm will no longer function. If a teleport The scarab will work 2-12 times before be-
for 101 days (or until slain). The creature spell is then cast upon it, the user may then coming worthless.
will return to its home (the fabled City of teleport as often as desired, up to once per

63
Epilogue

Finding treasures is not an end in itself. ship and the presence of danger — there is gamers who love D&D®. Rules, after all,
Beyond the riches you find, there is the adventure! are only jumping off places for your ad-
growing personality, the player character, The end of a rule book is not an end, but ventures. You have not ended the fun, you
you have created. Once weapons are pur- a beginning. It is the opportunity to create have just begun to spy the distant hills of
chased, retainers hired, and maps trans- your own adventures using the tools you gold, the seas of adventure which lie before
lated, money disappears, but there is al- learned while leafing through these bits of you in the many worlds of Dungeons and
ways more for the brave heart and the gaming knowledge. Armed with imagina- Dragons®. You can now open doors to dis-
strong swordarm, for the intrepid adven- tion and creativity, you can participate in tant vistas of role-playing pleasure, and the
turer who does not mind personal hard- one of the many adventures prepared for challenge of exciting new horizons.
Get ready to open Module X-l!

The tang of the air changes. Gentle Night comes, and with it, slender tend-
breezes threaten to become storm winds. rils of fog glide seaward from the deserted
Something hangs on the far horizon, a shore like spectral fingers of long dead
darker black line where the blue of sea and thieves. The clammy fog soon covers your
sky meet. Sailing closer, the black line be- ship, putting a dark gray blanket over your
comes more distinct, breaking itself into ir- eyes and high spirits. Soon, no one laughs
regular shapes of misty mountains and or talks aloud. The only sound you hear
darkened forests. A seagull cries, either above the drumming of the waves is the
taunting you to go ahead, or warning you breeze flapping your sail like the wings of a
to turn around and seek safer harbors. monstrous bird of prey. Eyes straining, you
Nearing the island, the sea breaks might- try to see past the heavy fog to the land
ily on the shore, the thunder of the crash- which lies beyond. In the dark, a seagull
ing waves sounding like distant war drums again sounds its scary warning, and the
of ghostly soldiers. Rocks and reefs snap at cool air makes you shiver — surely this
your vessel like the teeth of a ravenous sea must be the Isle of Dread!
serpent as you sail closer. Open X-l and begin your adventure...
64
TSR's D&D Expert Set modules include wilderness,naval and aerial adventures.
Expanded player abilities to character levels 4-14 in the revised Expert Set take you beyond
the dungeon to adventurous jungles, mountains, lakes and villages.
Dungeon Module X2 "Castle of Amber" Dungeon Module X4 "Master of the Desert Nomads"
Somewhere in the mysterious Castle Amber is the You have been sent on a deadly journey into the
key to your escape. Can you survive the deadly wastes of the Sind Desert. Guided only by the reports
Amber family long enough to find it? of a half-dead scout and a scrawled map, you ride
straight toward the monstrous armies of the Master.
Dungeon Module X3 "Curse of Xanathon"
A dark mystery plagues the town of Rhoona — the Dungeon Module X5 "The Temple of Death"
curse of Xanathon. The Curse of Xanathon com- On a desperate mission in an unknown land, you
bines town and wilderness adventures in an exciting must find your way to the stronghold of the Master in
series of five detective-type scenarios. this thrilling adventure sequel to the Master of the
Desert Nomads.

When you're expert at Expert, ask about our Companion Set.


Adventures in the new Companion Set will chal- tures castle adventures and more magic and mon-
lenge even the most powerful and daring characters. sters than ever before.
A vast wilderness in the Com pan ion Set beckons the Beyond the dungeon, from Expert Set to Compan-
experienced adventurer to travel. Providing details ion Set, the D&D™ game saga continues. You've
for character levels 15-25, the Companion Set fea- never imagined adventure like this!

TM

TSR, Inc. D&D and PRODUCTS OF YOUR IMAGINATION are


trademarks owned by TSR, Inc. «1983 TSR, Inc. All
Products Of Your Imagination" Rights Reserved.
Index for
EXPERT RULEBOOK
A M
Adventuring 20 Magic Items 59
c Magic-user
Advancement
10
10
Castle Encounters 42
Character Classes Spells 11
Human 4 Mapping 20
Demi-Human 18 Mercenaries 24
Clans 22 Movement Rates 21, 41
Cleric 4 Multiple Spell Effects 3
Advancement 4 N
Spells 5 NPC Parties 25
Climbing 22 R
Combat 22 Research 25
Construction 23 Rest 21
D Reversed Spells 3
Dice, Overusing 25 S
Dungeon Master 22 Scale 20
Dwarf 18 Ships 42
Advancement 18 Specialists 25
E Spell Books, Lost 26
Elf 18 Spells
Advancement 18 Cleric 5
Encounters 42 Magic-user 11
At Sea 44 Strongholds 27
Encumbrance 21 Surprise 41
Equipment 19 Swimming 27
Costs 19 T
Evasion 42 Taxes 27
Experience Points 24 Terrain Effects 21
F Thief 17
Fighter 10 Advancement 17
Advancement 10 Towns and Cities 28
Food 10 Transportation 42
Forced March 21 Treasure 58
H Unguarded 58
Halfling 19 W
Advancement 19 Waterborne Adventures 42
Horses 3 Weather 43
I Weapons 19
Intelligent Swords 59 Cost 19
Wilderness
L Special Travel 21
Lost 20, 41 Encounters 41
Travel 41
Wishes 27
Expert Game Adventurc

1 1 le Isle of Drea-
by David Cook and Tom
- dvaj
-

8: WI1 oe a :au a
char r lev6

TSR Inc
of Your irnagi
@ The Isle of Dread
by David Cook and Tom Moldvay
Expert Set Game Adventure X1

Preface
The harrowing ocean voyage was exhausting enough. Now you are
faced with a dark island that could well be filled with cannibals!
A tattered, old ship’s log is your only clue to the riches that may lie
beyond the isle’s quiet shores.
Rumors of great wealth brought you here, but the thrill of adventure
sustains you as you work your way inland, slashing through dense
jungles and murky swamps in search of a lost plateau and the great
black pearl:
The Isle of Dread is a wilderness adventure designed for use with the
Editing: Tim Kilpin D&D@Expert rules. The module includes both wilderness and dungeon
Art: Timothy Truman encounters, complete maps, new monsters, and background for further
adventures.
The player characters begin their adventure by picking u p on the
trail left by a long-dead explorer. Rumors of great wealth and
Distributed to the book trade in the United States by
Random House, Inc., and in Canada by Random
adventures lure the characters across the ocean to a tiny island -
House of Canada, Ltd. known to its natives only as the Isle of Dread.
Distributed to the toy and hobby trade by regional Once they land, the characters move inland in search of an ancient
distributors.
Distributed in the United Kingdom by TSR, (UK) Ltd. temple built upon a lost plateau. Hidden within the ancient temple are
DUNGEONS & DRAGONS and D&D are registered
the secrets of the natives’ ancestors - and the wealth hinted at in the
trademarks owned by TSR, Inc. old explorer’s logs.
0 1981, 1983 TSR, Inc. All Rights Reserved.
But the characters are not alone in the temple! T h e evil kopru make
their home here, in boiling geysers and mud pits deep beneath the
This module is protected under the copyright laws of temple.
the United States of America. Any reproduction or Can the characters defeat the kopru and escape the temple, or will
other unauthorized use of the material or artwork con-
tained herein is prohibited without the express written they fall prey to the kopru’s deadly charm? The Isle of Dread awaits!
permission of TSR, Inc.

TSR, Inc. A Wilderness Adventure for Character Levels 3-7


POB 756
Lake Geneva,
WI 53147

TSR (UK) Ltd.


The Mill, Rathmore Road
Carnbrid~ge,CB14AD
United Kingdom

Printed in U S A .
ISBN 0-88038-053-5

TM

TSR Inc.

9043
TABLE OF CONTENTS

pace 4 page 7

page 22

Notes for the Expert Dungeon Master T h e natives are restless - and so are the .
Wandering monsters . . . . . . . . . .. . 24
PREPARING FOR THE ADVENTURE dinosaurs. Taboo Island encounters
........................... 3 GENERAL ISLAND ADVENTURES Key to Temple Level 1 . .. .. . . . . 24
. ..
About this module ... ... . . . .. . . 3 ........................... 7 .
Key to Temple Level 2 . ... . . . . 25
Encounter maps .. ...... ... . . . . . 3 Maps for general island encounters.. 7 .
Key to Temple Level 3 . . . . . . . . 27
.
Statistics and abbreviations . . ... 3 .
Wandering monsters . . . . . . . . . . . . 7 .
. .
The party of adventurers . . . ... . . 3 General island encounters . . . . . . . 8 .. Sxtra dread
. .. .
Wandering monsters . . . .. . ... . 3 a p p e n d i x ....................... 28
Mountains and monsters
CENTRAL PLATEAU ADVENTURES
..
Alternate scenarios . . . .. . . . . .. . . 28
“Unfurl the sails and pray, mateys!” Creating human encounters . . . . . . . 29
BEGINNING THE ADVENTURE . . . 4
... .. ..
. .... .. .. ... . ... . .. 22 Wandering human party 1 . .. . 29 ..
. .
The Continent . . . .. ... . . . . . . . . . 4
Maps for central plateau encounters
.. ...
. . .. .. .. ... . .. . . .. . .. 22 Wandering human party 2 . . . . . 29 .
..
Continent map key . .. . ... . . .. 4
. .
Wandering monsters . . . . . . . . . . . 22
Wandering human party 3 . . . . . . 29
.
Weather and climate .. .. .. . . .. . 4
Central plateau encounters . ... . . . 22
. .
Sample native leaders . . . . . . . . . . 29 I

.
Adventure background .. . . . . .... . 5 ..
Matriarchs . .. . . . . . . . . . .. . . . 29 .
. .
Finding the scrolls . .. . . . . ... . 5 . T h e heart of the journey Tribal war leaders . . . ... . . .. . . . 29
.. .
Preparing to set sail . .. . ... .. 6 . TABOO ISLAND ADVENTURES . . 24 . .
New monsters . . . .. .. ... . . . . . . . 30
The voyage to the isle . .. ... . .. . 6 . Maps for Taboo Island encounters. . 24 Pronunciation auide . . .. .. . . . . .. . 32

LIST OF TABLES AND MAPS


Table 1: .. .
General Island Wandering Monsters . . . . . . . . . . . . . . . . . . . . . . .. 7 .. . Do you have any questions o r comments? O u r
Table 2: . . .
General Island Wandering Monsters . . . . . . . . . . . . . . ... . . . . . . . 8 .. . designers a n d editors c a n help. Send your
Table 3: General Island Wandering Monsters .. .
... . . .. .. .. ... . . .. .. ... ... 8 . questions to:
Table 4: .
Central Plateau Wandering Monsters .. . . . . . .. .. . ... . . .. . . ... 22 . .. . D&D@Questions, c / o
Table 5: . .. . .
Temple Level 3 Events . .. . . . .. . .. ... . . . . . .. . .. .. . . . .. .. . . 27 . TSR, Inc.
Table 6: . .. . . . .
Human Encounters . ... . . . . .. .... . . .. . .. . . . . . . . . ... . . . . . 29 POB 756
Lake Geneva, WI 53147
Map 1: T h e Isle of Dread . .. . .. . .. . .... . . . . . . . . . . . . . . . . . . . . .. . . . ... . . . . 13
Map 2: VillageofTanaroa ............................................. 14 Letters w i t h o u t a s t a m p e d , self-addressed
Map 3: General Cave Lair 1 . . . . .. .. .... . . .. . . . . . . ... . . . . . . . . . . . . . . . .. .. 18 envelope are given to our pet gelatinous cube, so
Map 4: General Cave Lair 2 . ... .. ... . . . ... . . . . . .. . . . . . . . . . . . . . . . . . . . . . . 18 don’t forget! We’ll get o u r elves right o n it.
Map 5: Pirate Lair .. .. . .. ... . . .. . . . . . . .. . . . . ... . . .. . . . . . . . . . . . . . . . ... . 15
Map 6 Continent Map ............................................. 16-17
Map 7: RakastaCamp .................... ......
.. ..................... 18
Map 8 . .
.. . . . .
Aranea Lairs .. . . . .. . . . . . .. . .. . .. . . . . . . . . . . . . . . . . . . . . . . 18
Map 9 .. .. .. . .
Phanaton Settlement . . . .. .... .. . . . . . . . .. . . . . . . . . . . . . . . . 19
Map 10 . .. . . . .
Central Plateau . . .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 20
Map 11: . . ..
Village of Mantru . ... . .... . . . . . . . . . .. .. . . ... . . . ... . .. . . . . . . 21
Map 12: . .. .. . .
Temple Level 1 . . .. . .. . .. ... . . . . . . . . . . .. . . . . . . module cover
Map 13: . . . .. .
Temple Level 2 . ... . ... .. . . . . . . . . . . . . ... . . . .. . . module cover
Map 14: . . . .
Temple Level 3 ... . . .. .. .. . . . . . . . . . . . . . . . . . . . . . . . module cover

2
PREPARING FOR THE ADVENTURE

About this module The party of adventurers


The Isle of Dread is a wilderness adventure This module is designed for a party of 6-10
designed to help you plan your own wil- characters. Each character should be
derness settings and adventures. While the between the 3rd and 6th level of experience
D&D@Expert rule book contains most of when the adventure begins. The party
the information you will need to design should have a total of 26-34 levels, 30 being
this type of adventure, this module is best. Furthermore, the party should have at
another tool. It is a graphic example of least one magic-user or elf, and at least one
what a wilderness adventure may be. cleric. You may wish to adjust the strength
Before beginning play, you should of certain monsters and encounters, based
read the entire module carefullyand become on the makeup of the party.
completely familiar with it. Much of the Be careful to give the characters a reas-
information given in the encounter des- onable chance of survival. Try to be impar-
criptions is for your use only, and should tial and fair, but give the characters the
be revealed to the players at your discretion. benefit of the doubt in extremely danger-
Use your imagination when describing ous situations. However, if the players
encounters to the players. If an area des- insist on taking unreasonable risks, they
cription is not given in an encounter, make must be willing to pay the penalty. Eve-
u p your own, based on what you know ryone should cooperate to make the adven-
about the area and what you see on the ture as fun and exciting as possible.
maps provided.
There are three main areas of adven- Wandering monsters
turing on the Isle of Dread: the general Tables for wandering monsters are given in
island, the central plateau, and Taboo each major encounter section (except in the
Island. Each area has its own section, com- Taboo Island Adventures section, where no
plete with encounter descriptions, wander- wandering monster encounters occur).
ing monster tables, and maps. Statistics and abbreviations If you have discovered that an encoun-
Encounter maps ter is going to take place in a specific turn,
Monster statistics are listed in the follow- determine the exact monster by rolling d%
Several maps of encounter areas have been ing order: (percentage dice) on the appropriate table.
provided with the module. In most cases, Monster/NPC Name: Armor Class; Hit The wandering monster tables have
one map shows the general outline of an Dice or Class/Level; h i t points; been set u p for this module so that approp-
area, while other smaller maps show greater Movement per turn (round); No. of riate monsters will appear in certain areas
details of that same area. Maps are num- Attacks per round; Damage per attack; or terrains. If you feel that the monster
bered from 1 to 14 for easy reference. You Save As: Class/Level; Morale; Align- rolled still does not logically belong in the
may use these maps as given, alter them ment; and Abilities for NPCs (such as terrain the characters are in, roll again or
slightly, or create all new maps for the spells), when appropriate. choose a different wandering monster.
encounters. For example, when using Maps If the monster rolled is either much too
3 and 4 (General Cave Lairs), you may want The following abbreviations are used in strong or much too weak for the characters,
to add new creatures or secret chambers. this module: you may change the number of monsters
appearing, or you may reduce the mons-
ter’s hit points to provide a more balanced
encounter.
ABBREVIATIONS When describing wandering monster
encounters, don’t rely just on sight. Use all
Armor Class N = Neutral five senses to give the players the mood or
AC =
Hit Dice s = Strength feel of an encounter. For example, the
HD =
hp = hit points I = Intelligence characters may first hear a monster crash-
# = Level D = Dexterity ing through the underbrush, or find its
Movement w = Wisdom tracks, rather than just meeting the mons-
MV =
#AT = number of attacks c = Constitution ter face-to-face.This is a good way to “sig-
D = Damage Ch = Charisma nal” characters that an encounter may be
EG = too difficult for them to handle. Also try to
Save = Save As Ego
Morale c = Cleric avoid letting unplanned wandering mons-
ML =
Alignment D = Dwarf ters disrupt the balance of the adventure.
AL =
c = Chaotic MU = Magic-user
L = Lawful NM = Normal man
T = Thief
BEGINNING THE ADVENTURE

The continent (Map 6) individual household leader. Their culture Atruaghin Clans: These grassy plateau,
is very similar to that of medieval Iceland. forest, and hilly regions next to the sea are
In the center of this module is a large-scale
Kingdom of Vestland, Kingdom of Ostland, inhabited by herders, hunters, and fisher-
wilderness map that shows the southeast- men who live in small villages. All the
ern portion of a continent and the northern and the SoderfjordJarldoms: Each of these
northeastern states is composed of many villagers claim to have descended from the
islands of an archipelago (a cluster of
petty “kingdoms” that are loosely united ancient hero Atruaghin. If threatened by
islands). The Isle of Dread is located in this war, they unite temporarily under an elected
archipelago. This map should be used for under one ruler. In Vestland and Ostland
the underchiefs are called “kings”; in leader.
the characters’overseas journey to the isle.
The continent map also serves as an Soderfjord they are known as “jarls” (pro- The Five Shires: This is the homeland of
example of a large-scale wilderness design. nounced “yarls”). the halflings. The area is ruled by a council
You may want to base dungeon and wil- The people of these kingdoms highly of five sheriffs; each controls a shire. Four
derness adventures on this map, or you may value individualism, physical strength, and times a year the sheriffs meet at a great feast
expand the map by designing wilderness prowess in combat. They live mainly by and decide shirewide policy by vote.
areas where the map leaves off. fishing and by occasional raids on nearby
coastal villages. Besides being fierce war- Grand Duchy of Karameikos: This part of
Following is a key of the areas menti- the continent is a wi!i and unsettled land
oned on the map. The key gives only a brief riors, these people are explorers without
equal, ranging far and wide in their wooden claimed by Duke Stefan Karameikos the
background of most areas. You may “flesh
longships. Their culture resembles that of Third. In reality, little of the land is under
out” individual encounter areas with your
the Vikings. the duke’s control. Large areas are overrun
own information.
by monsters and hostile humanoids. For a
Toread themapof thecontinent, start The Broken Lands: The “broken lands” more detailed description of the Duchy of
at the top and read from left to right. are an area of rocky badlands and old vol- Karameikos, see the D&D@Expert rule
Continent map key canic lava beds. The land is extremely wild, book.
and is inhabited mainly by outcasts and
Principalities of Glantri: Glantri is a monsters. Kingdom of Ierendi: This kingdom sports
magocracy; that is, the princes and prin- a magnificent royal palace carved from
cesses who rule the state are all high level Rockhome: Rockhome is the homeland of pure white coral. The king and queen of
magic-users. They live in Glantri City the dwarves. It stretches throughout the the land are usually popular adventurer-
most of the time, though each ruler also has northern Altan Tepe mountain range. The heroes; however, they are without true
a castle hidden in some remote wilderness dwarves have built and maintained a road power and serve only as figureheads. Actual
area. Actually, the rulers are more con- through the mountains for caravans. They rule is held by certain aristocratic families
cerned with magical research than with charge toll from all who pass. (making Ierendi an oligarchy).
ruling. Most decisions are left to the princely
Republicof Darokin: This republic is cen- Minrothad Guilds: The Minrothad island
stewards and the various local councils of
teredaround thecapital, Darokin. Its wealth cluster is a syndicracy: the government is
elders. The princes and princesses do not
is based on trade from Lake Amsorak (the run by the heads of the various trading
trust each other and live in a state of uneasy
large inland lake), the Streel river, the east- guilds. Minrothad is closely allied with
truce. In the face of invasion or rebellion,
ern caravan route, and sea trade filtering in Thyatis.
however, they arequick to unite. In extreme
emergencies, they select one of their number through the Malpheggi swamp. Darokin is
as “dictator,” who serves for one year. a plutocracy; that is, the government is run Empire of Thyatis: The empire of Thyatis
by the wealthiest merchant families. The is an autocracy. The emperor holds abso-
Ethengar Khanate: T h e Ethengar are culture resembles that of Venice or Genoa lute power, but his decisions must allow
nomadic herdersof horses, cattle, andgoats. in medieval Italy. for the desires of powerful nobles and for
They are divided into small family clans. the threat of mob riots over unfavorable
T h e clans usually raid and quarrel with Alfheim: As the name implies, Alfheim is laws. The city of Thyatis is built beside a
each other, but a powerful leader (khan) the homeland of the elves. The elven king large canal that separates the southern
occasionally emerges to unite the entire rules thegreat forest of Canolbarth. Because peninsula from the mainland, making the
Ethengar people into a strong “nation.” Canolbarth is tended by the elves, it is far city a major trade center. Trade routes for
However, when a khan dies, there is rarely larger than a natural forest in this area this area are given in the D&D@Expert rule
an heir strong enough to hold the Ethengar would normally be. T h e Republic of book. The Thyatic culture is similar to the
together. Their nation then breaks apart, Darokin pays the elves to protect the cara- culture of the medieval Byzantine empire.
and the family clans begin warring with van route through the forest to Selenica.
each other once more. Their culture is sim- Thanegioth Archipelago: The archipe-
ilar to that of the horsemen of the central lago is a cluster of islands about 1,000miles
Asian steppes (Huns, Mongols, Maygars, Emirate of Ylaruam: Ylaruam is built in from thecoast of the main continent. What
the midst of the largest oasis in the Ala- little knowledge that is available about
Turks, and so on).
siyan desert. It is the center of caravan Thanegioth is buried in myth and super-
Heldann Freeholds: The Heldann are a routes crossing from north to south and stition.
barbaric, fair-haired people who hunt, fish, from east to west, and is controlled by the
and raise crops on isolated farms. They are Emir of Ylaruam and his royal family. The
related to the people of the northeastern culture is similar to that of the Arabic
Weather and climate
kingdoms, but, among themselves, they desert states or the Central Asian city-states The general weather patterns of this part of
acknowledge no ruler higher than the of Palmyra, Damascus, and Samarkand. the continent move from west to east.
4
Hence, much rain falls on the western edge
of the Altan Tepe mountains, while little
or none falls on the Alasiyan desert. T h e
warm offshore currents near Thyatis and
Minrothad modify the weather somewhat
in the south, making the climate there simi-
lar to the Mediterranean.
T h e southern farmlands are extremely
fertile, due to a thick layer of rich ash from
the ancient volcanic hills. The farmers here
have discovered better ways to grow most
crops. The heavily irrigated and terraced
gardens of the southern farmlands produce
more food than any other area on the map.
The climate in the Thanegioth Archi-
pelago is tropical, similar to the Pacific
South Sea islands and the Caribbean. The
climate south of the Cruth mountains
(running west to east) is moist and temper-
ate; the winters here are mild. The climate
of Darokin and Glantri is warm and sunny,
similar to that of southern France. The
climate in the Ethengar steppes is mild in
the summer, but cold and bleak in the win-
ter. This climate is similar to the Russian
steppes around the Black Sea. The climate
of the northeastern coast is wet and mostly
overcast; it is similar to Denmark’s climate.
Adventure background
Finding the scrolls
Several weeks ago, a party of adventurers
was returning from a previous quest when
they discovered a cache of scroll-papers.
T h e scroll-papers were made of an excel-
lent vellum parchment (a kind of paper
that lasts for centuries). O n the journey
home, the adventurers were caught in a
sudden rainstorm, and the entire cache was
drenched. When the adventurers returned
to Specularum, they discovered that none
of the scrolls was magical. Still, magic-
users can always use good paper for spell
research and for writing their spell books,
so the adventurers carefully spread the
paper in front of a fire to dry out. Much to
their surprise, the adventurers found that
as the paper dried, writing appeared on
several of the pages. The heat had brought
out secret writing on the parchment.
The pages were part of a ship’s log.
Give the players the tear-out copy of the
ship’s log provided on the third panel of
the module cover. An imcomplete map of
the Isle of Dread is also included on the
third panel of the module cover. The play-
ers may use that map to chart the island as
they explore it. You may read the following
boxed text to the players, or you may let
them read it themselves from their copy of
the log.

5
!
BEGINNING THE ADVENTURE

T h e ship’s log is signed by Rory Barbarosa, should have n o trouble raising enough EXAMPLE: T h e characters buy a n
a well-known adventurer and sea captain money to buy a small sailing ship. If the old sailing boat for 500 gp. A new boat
who died about 30 years ago. A little characters cannot come u p with the money, would normally cost 2,000 gp. Divide 500
research in local taverns reveals to the char- arrange matters so that the characters are by 2,000. T h e resulting percentage is 25%.
acters that just before he died, Rory was able to get a boat or small ship that can sail Hull value for a new sailing boat is 20-40,
indeed recruiting for a journey south. He the ocean. Following are some ideas on 30 being the average. Multiply 30 by 25%.
had been blown off course on his last how the characters might acquire a ship: T h e resulting hull value for the party’s
voyage and had hardly been in town a day boat is 7.5. Speed (in feet per round) for a
before he started signing on new hands.
* Have a merchant hire the party to investi- new sailing boat is 120. Multiply 120 by
gate the island. The characters will receive 25%. T h e resulting speed for the party’s
Unfortunately, Rory angered a powerful
free passage, but must split any treasure boat is 30 feet per round.
wizard over a lost wager and died horribly
50-50 with their employer. You might
before his journey south began. alter this scenario by allowing the charac- * Allow one character to inherit a boat. If
Not only does the story of Rory Barba- you use this idea, make sure the boat is n o
ters to convince a merchant to open u p a
rosa’s death confirm the writing on the larger than a small sailing ship. T h e ship
new trade route to the Thanegioth Archi-
parchment, but every rumor that the char- should not have a lifeboat. Remember
pelago.
acters can track down about the Thanegi- that the normal inheritance tax is 10%of
0th Archipelago tends to confirm the # Allow the characters to buy a n old, the value of the inherited goods. T h e
account. (You should make u p suitable decrepit boat. inherited ship cannot leave port until the
rumors as needed.) Generate a percentage by dividing
tax is paid.
the price paid for the boat by the cost of a
Preparing to set sail
new boat. This percentage is the measure * Let the characters borrow the money to
of the boat’s condition. The speed and buy a boat. Interest should be at least 10%
T h e characters begin the adventure in Spe- hull value of a new boat are both multi- per month. T h e loan must be repaid by
cularum, which is in the Grand Duchy of plied by this percentage, giving lower the end of the first voyage. Local money-
Karamei kos. values for the party’s boat. Also, in any lenders have a working agreement with a
T h e characters must acquire a ship or storm, the percentage or lower must be magic-user, who sends an invisible stalker
passage to the Isle of Dread. Most parties rolled as a saving throw or the boat sinks. to attack any character who has not paid
his share of the loan by one week after the
due date.
The voyage to the isle
During the characters’ voyage from Spe-
cularum to the Isle of Dread, use the wil-
derness rules and the Ocean Encounter
Tables from the D&D@Expert rule book.
You should check for a n ocean encounter
at least once per day while the party sails
toward the isle. A 6 rolled on ld6 indicates
that an encounter takes place.
Remember to check for weather once
each day. Roll 2d6. A roll of 2 means there
is no wind, and a roll of 12 means there are
gales or fierce storms. Check the D&D@
Expert rule book for effects of these weather
checks.
Check once per day during the voyage
to see if the party becomes lost. A roll of 1 or
2 on ld6 indicates that the party is lost. T h e
D&D@Expert rule book lists what you
should do when the party becomes lost.
If the party’s boat enters a reef area, it
takes d%points of hull damage.
In spite of these hazards, remember
that the characters should still reach the
Isle of Dread. Keep this in mind when
balancing encounters, weather checks, and
checks for becoming lost.

6
GENERAL ISLAND ADVENTURES

Once the characters reach the Isle of Dread


(Map l), they probably land at one of the TABLE 1
native villages on the southeastern penin- GENERAL ISLAND WANDERING MONSTERS
sula. Details of these villages are given in % Roll Monster No.
the description of the village of Tanaroa Appearing
(encounter area 1).
From these villages, the characters 01-02 Bee, Giant 2-8
may move inland. They may map 1 hex of 03-05 Dryad 1-6
terrain in every direction when they pass 06-29 Ghoul 1-6
through a hex (7 new hexes maximum). If 30-32 Human' 2-12
the terrain in the hex is mountainous or Living Statues"'
covered with dense foliage, the party's sight 33 Living Crystal Statue 1-6
will be blocked, and mapping will be diffi- 34-35 Living Iron Statue 1-4
cult. In these instances, you must decide 36 Living Rock Statue 1-3
how many new hexes the characters are Lizards, Giant
able to map. 37-40 Gecko 1-6
41-43 ~ Draco 1-4
Maps for general island 44-45 Horned Chameleon 1-3
encounters 46 Tuatara 1-2
Lycanthropes
You will need the following maps to run 47 Wererat 1-8
encounters on the general island 48 Werewolf 1-6
Map 1: T h e Isle of Dread 49 Wereboar 1-4
Map 2: Village of Tanaroa 50 Weretiger 1-3
Map 3: General Cave Lair 1 51 Werebear 1-2
Map 4: General Cave Lair 2 52 Mummy 1-3
Map 5: Pirate Lair 53-58 Rat, Giant 2-20
Map 7: Rakasta Camp 59-60 Rhagodessa 1-4
Map 8: Aranea Lairs 61-62 Robber Fly 2-8
Map 9: Phanaton Settlement 63-64 Scorpion, Giant 1-2
All of the numbered encounters in this sec- 65-69 Skeleton 4-16
tion may be found on Map 1. Many of the Snakes
encounters, however, have their own, more 70-71 Spitting Cobra 1-6
detailed maps. These maps are listed at the 72-73 Pit Viper 1-8
beginning of the specific encounter 74 Giant Rattlesnake 1-4
descriptions. 75-77 Rock Python 1-3
Spiders, Giant
78-79 Crab Spider 1-4
Wandering monsters 80-82 Black Widow Spider 1-3
Wandering monsters should be checked for 83-84 Tarantella 1-3
twicea day: once in the daylight hours, and 85-88 Toad, Giant 1-4
once at night. For the night check, subtract 89 Treant 1-2
1 from the dice roll, as most of the wander- 90 Wight 1-4
ing monsters are inactive at night. Consult 91 Wraith 1-3
the wilderness encounter tables in the D&D@ 92-00 Zombie+ 2-12
Expert rule book todetermine if wandering
monsters are encountered in a specific ter-
rain type.
T h e exact monster is determined by
' These humans will probably be the natives who live on the island. For information
on creating native encounters, see p. 29.
rolling d% on General Island Wandering ** When Living Statues are rolled as wandering monsters, there is a 50%chance they
Monster Tables 1, 2, or 3. If the characters
will be alive, and a 50% chance they will only be normal statues.
are adventuring on the southern peninsula
+ Zombies will attack strangers on sight, unless the strangers look like natives. Zombies
south of the Great Wall, or if they are
will only attack natives when their master has commanded them to do so.
exploring the southeastern islands, use
Table 1. If the characters are adventuring
on the main isle south of the central river,
or if they are exploring the southwestern
islands, use Table 2. If the characters are
adventuring north of the central river, or if
they are exploring the northern islands, use
Table 3.

7
GENERAL ISLAND ADVENTURES

TABLE 2 TABLE 3
GENERAL ISLAND WANDERING MONSTERS GENERAL ISLAND
WANDERING MONSTERS
% Roll Monster No. Appearing
% Roll Monster No. Appearing
0 1-03 Aranea* 1-6
04-08 Bear, Cave 1-4 01-06 Allosaurus* 1
09-10 Cat, Great: Sabre-tooth Tiger 1-2 07-14 An kylosaurus* 1
11 Centaur 1-6 15-21 Brontosaurus* 1
12 Cyclops 1 22-26 Crocodile, Giant 1
13-17 Dire Wolf 1-6 27-34 Dimetrodon* 1
18 Dragon, Black** 1 35 Dragon, Black** 1
19 Dragon, Green** 1 36 Dragon, Green** 1
20 Dragon, Red*** 1 37 Dragon, Red*** 1
2 1-22 Dryad 1-6 38-40 Dryad 1-6
23-27 Elk, Giant* 1-3 41-42 Giant, Hill 1
28-33 Grangeri* 1 43-44 Giant, Stone 1
34-38 Hydra, 5 heads 1 45-47 Hydra, 5 heads 1
39-43 Lizard Man 2-8 48-53 Plesiosaurus" 1
44-49 Elephant, Prehistoric 1 54-61 Pteranodon 1-3
50-54 Megatherium* 1 62-68 Roc 1-2
55-60 Neanderthal 2-8 69-76 Trachodon* 1
61-65 Phanaton' 4-16 77-82 Treant 1-2
66-71 Phororhacos* 1-6 83-89 Triceratops 1
72-75 Rakasta" (+ Sabre-tooth Tiger) 1-2 90-94 Tyrannosaurus Rex 1
76-77 Roc 1-2 95-97 Wyvern 1-2
78-84 Rock Baboon 2-8 98-00 Zombie 2-12
85 Treant 1
86-93 Triceratops 1
94-95 Troll 1-3 # New monster, see description at end
96 Wyvern 1-2 of the module.
97-00 Zombie 2-12 ##
Not older than average age.
###
Young red dragon only, 7 or 8 HD.
* New monster, see description at end of module.
*+ Not older than average age.
*Ic* Young red dragon only, 7 or 8 HD.

General island encounters the natives of the village as the Great Wall. is that clan's totem; the members of the clan
A cleared trail leads into the village believe they are blood brothers to that
1. VILLAGE OF TANAROA (Use Map 2.) from the south, winding through Tanaroa animal. A large wooden statue of the
T h e village of Tanaroa stands in a clearing and continuing north through the gates appropriate totem animal stands in the
at the edge of the jungle. Looming u p just into the jungle beyond. T h e trail circles middle of each graveyard. When in battle,
to the north of the village is a 50-foot high four groups of huts. Each group of huts is each clan has a standard decorated with the
wall built out of huge stone blocks. T h e laid out in a circle, and each group faces a clan totem.
wall stretches for 2 miles across the thin central graveyard. T h e backs of the huts In the center of the village is a flat-
neck of land that joins the southeastern face the encircling path. Each group of topped hill that has been artificially leveled.
peninsula with the main island. huts is made of wood and roofed with A 10-foot tall leveled pyramid made of
Evenly spaced along the wall are 28 interwoven palm leaves. T h e huts are 50 earth stands in the center of the hill. T h e
square towers, each 100 feet to a side and 70 feet long and 20 feet wide. They are raised pyramid is faced with stone slabs. Set on
feet tall. In the center of the wall is a pair of 10 feet off the ground on wooden stilts. top of the pyramid is a huge alarm gong. A
massive wooden gates. Each gate has dou- Each collection of huts represents one square earthen wall, 3 feet high by 3 feet
ble doors that are 40 feet wide, 40 feet tall, clan that lives in the village. T h e four clans wide, stands around the pyramid. Each side
and 5 feet thick. Each gate can be barred are the Elk Clan on the south, the Hawk of this wall is 250 feet long.
with a heavy wooden beam. clan on the west, the Tiger Clan on the T h e hilltop is the assembly place of
T h e village of Tanaroa guards and north, and the Sea Turtle Clan on the east. the village. Members of each clan sit on the
controls these gates. T h e wall is known to T h e animal each clan takes its name from earthen mound (or stand behind it) on the

8
GENERAL ISLAND ADVENTURES

side facing their clan site, while the village seven villages. Each village clan garrisons the bearers leave the path or go beyond the
leaders conduct business from atop the one tower with seven warriors, so there is a tar pits at the end of the trail. T h e natives
pyramid. total of 196 warriors in the 28 towers. T h e never hire out as warriors.
Between the clan sites and the flat- pits filled with tar are secondary defenses,
2. CROCODILE BAY (Use Map 1.)
topped hill, the path surrounds village should a nonhuman raiding party or ram-
gardens and the grounds for the clans’ paging monster fight past the wall. T h e Floating just below the surface of the
animals. Pigs, chickens, and goats are kept area between the wall and the village has placid waters of this bay are four large
here. T h e path continues until it reaches been cleared of trees and brush to allow crocodiles .
the Great Wall. From there, it passes into clear fire for bows and thrown spears. Crocodiles (4): AC 3; HD 6; h p 18, 15, 12,
the jungle. Trading with the villagers: In a recent 10; MV 90’ (30’), 90’ (30’) swimming;
A second line of defense stands between meeting, the council of chiefs decided that #AT 1; D 2-16; Save F3; ML 7; AL N
the village and the Great Wall: 20-30 feet it would be good for the seven villages to
deep pits filled with 5-10 feet of tar. At the These hungry creatures attack anyone who
trade with the mainland (the large conti- moves more than 10 feet into the bay. Each
base of the towers of the Great Wall are the nent). Unfortunately, the villagers’ small
huts used by the warriors who garrison the of the crocodiles averages 20 feet in length.
fishing boats are unable to sail out of sight
wall. of land. They are also unable to stand u p to 3. LAIR OF T H E SEA SNAKES
Tanaroa is one of the seven villages on storms on the open sea. Therefore, if the (Use Map 1.)
the southeastern peninsula and the adjoin- characters have had the foresight to stock
ing islands. T h e other villages are Kir- Hundreds of large oysters cover the sea bot-
u p on trade goods, the villagers greet the tom near these broad coral reefs. T h e oys-
ikura, Dawa, Mora, Panitube, Burowao, characters warmly. Add 2 to the reaction
and Usi. These villages resemble Tanaroa, ters are under 20 feet of water. If the charac-
dice roll of the villagers and village chiefs ters gather a few, they find Id4 pearls worth
except for the Great Wall and the tar pit when the characters are received by them.
defenses. Each village also has the same 100 gp each. However, every day the char-
Furthermore, the characters may sell acters dive for pearls (including the first
four clans. If the party lands at any one of their trade goods for 100%profit (Le. they
these villages, use this encounter descrip- dive), they are attacked by ld4 sea snakes.
receive back twice what they paid for the
tion. The same map may also be used. goods). T h e villagers are not terribly Sea Snakes (1-4): AC 6; HD 3; h p 9, 8, 7,6;
wealthy, and may only spend a total of MV 90’ (30’); #AT 1 bite; D 1 +poison;
Village government and culture: T h e Save F2; ML 7; AL N
5,000 g p on the goods brought by the
seven villages are loosely allied through a
characters. Although the number of sea snakes is
council of village chiefs that meets once a
If the characters are responsible for unlimited, the pearls run out after 14 days
year. T h e population of all seven villages
opening u p a new trade route to the isle, of diving.
combined is about 2,100.
they receive experience points equal to the
T h e seven villages are matriarchies; value (in gold pieces) of the goods sold. 4. RANDOM ENCOUNTER (Use Map 1.)
that is, each village chief is a woman. T h e
After the initial visit, the route is no longer For every day the characters are within 2
natives trace their descent and inheritance unknown, and the profits from any other
through their mothers’ side of the family. hexes of this location, they encounter one
trips are not counted for experience points. wandering monster from General Island
They also take their mothers’ family names
T h e characters may use their profits or Wandering Monster Table 2. If possible,
as their own.
spare money to buy extra equipment. All
Although the chief of each village is a the encounter should occur in or near the
standard equipment is available in the monster’s lair.
female, the leader of each clan is a male.
seven villages at standard prices, except the
T h e clans serve to unify the villages in time following: battle axes, crossbows & quar- 5. CAVES OF T H E ROCK BABOONS
of war, each clan being organized as a sepa- (Use Map 3 or 4.)
rels, pole arms, two-handed swords, lances,
rate “regiment.” Each village elects a spe-
chain and plate armor, and all transport As the characters near a crumbling stone
cial official to serve as advisor to the chief. animals and related objects (such as bard-
This person also acts as the village war cliff, they hear many hoots, grunts, and
ing or animal-drawn carts). T h e only types shrieks. T h e noises are coming from a 6-
leader in times of trouble.
of water transport available to the party are foot high opening in the rock wall. A foul
T h e last important village official is
canoes, sailing boats, and rafts. stench wafts out of the dark opening, and a
the village Zombie Master (or Zombie Mis-
tress). This advisor is usually a cleric or Preparing to travel inland T h e natives of tunnel leads back from the opening into
magic-user of at least 5th level, and heads Tanaroa occasionally visit the tar pits darkness.
the village’s Cult of the Walking Dead. beyond the Great Wall to renew their supp- Living within this cavern complex is a
This cult is a secret society whose members, lies (the villagers use the tar for waterproof- tribe of 15 rock baboons.
with the exception of the Zombie Master, ing their boats and roofs). T h e characters
Rock Baboons (15): AC 6; HD 2; h p 14
wear hooded masks during cult ceremo- may hire a guide to take them beyond the each, 16 for leader; MV 120’ (40’); #AT
nies. At these ceremonies, the “walking Great Wall as far as the tar pits. T h e guide 1 club/l bite; D 1-6A-3;Save F2; ML8;
ancestors” are created. (Treat any walking also tells them where it is safe to cross the AL N
ancestor as the monster zombie in an pits. A guide costs 5 g p per adventure.
encounter.) While these zombies are some- T h e party may also hire 2d6 bearers to You may use General Cave Lair 1 (Map 3),
times used as laborers or spare warriors, the carry supplies; however, no bearers travel General Cave Lair 2 (Map 4), or a map of
villagers shun and fear them. beyond the Great Wall without a guard your own design for this encounter.
T h e Great Wall north of Tanaroa is forceof at least 30 fighters. Bearers cost 1gp Each chamber in the cave has Id4
always garrisoned by warriors from the each per adventure. Neither the guide nor baboons living in it, except for the hearth-

9
GENERAL ISLAND ADVENTURES

treasure room, where the leader and the rest Pirates (40): AC 5; F1; h p 5 each; MV 120’; tunnel winds through the hills for 500 feet
of the tribe can be found. None of the #AT 1; D 1-6 or by weapon; ML 7; and empties into a series of natural caverns.
chambers is furnished, but large amounts AL C These caverns are under water at high tide
of trash and dung are piled in the corners of Six pirates wear chain mail and fight with (20%chance).
each room. Fruit rinds and bones litter the cutlasses.Twenty others wear leather armor
floor. and fight with cutlasses. Fourteen wear 7f. WALL: The pirate lair is surrounded by
A gold bracelet worth 700 gp, and a leather armor, and are armed with cutlasses a wall of thorn bushes weighted down with
silver-and-amethyst necklace worth 1,300 and crossbows. rocks. T h e 5-foot tall by %foot wide wall
gp may be found in a pile of gnawed bones keeps out all but the largest animals.
in one corner of the hearth-treasure room. At sea, seven to eight pirates sail in each
Both pieces of jewelry are somewhat tar- outrigger canoe. T h e leader sails in the 8. HIPPOGRIFF NEST (Use Map 1.)
nished, but are otherwise in good shape. canoe of his choice. T h e rest guard the
camp (areas 7a-7f). Set atop the tallest hill on this small island
is a large nest. T h e nest is the home of five
6. LAIR OF THE WATER TERMITE 7a. TOWERS: Three 20-foot tall lookout hippogriffs.
(Use Map 1.) towers stand guard over the lair. Each
tower holds u p to four pirates. At least one Hippogriffs (5): AC 5; HD 3+1; h p 21, 20,
A 5-foot long water termite lives in this 16, 14, 10; MV 180’ (SO’), 360’ (120’)
lookout is in each tower at all times (you
area. T h e termite’s home is a rocky cave, 35 flying; #AT 2 claws/ 1 bite; D 1-6/
feet beneath the water’s surface. may wish to roll ld4 to determine the
number of lookouts in a tower). 1-6/1-10; Save F2; ML 8; AL N
Water Termite: AC 5; HD 4; h p 30; MV These creatures prey on the weakest of the
7b. BOATS: The outriggers are beached
180’ (60’); #AT see below; D 1-6; Save many wild sheep that graze on the sur-
here unless the pirates are out raiding.
F3; ML 11; AL N rounding hills. In defending their “terri-
When the pirates are ashore, the paddles
T h e water termite does not bite unless cor- and sails from their boats are kept in differ- tory,” the hippogriffs attack anyone climb-
nered; instead, it uses an inky spray for ent huts to prevent theft. ing the hill within a halfmile of their nest.
defense. If the termite is above water when
7c. H U T S These are made of grass, and 9. RAKASTA CAMP (Use Map 7.)
it sprays ink, a saving throw versus poison
are roofed with cones of thatched grass.
must be made by any character caught by A tribe of rakasta has set u p a temporary
T h e hut marked “L” is the leader’s hut. It
the spray. Anyone failing the saving throw camp in this area.
contains a lockedwooden cabinet, in which
is paralyzed for 1 turn. Rakasta are a race of nomadic feline
the outrigger sails are stored. T h e hut
T h e water termite’s most dangerous humanoids. They walk erect, but their
marked “S” is the supply hut. Paddles,
attack is the hull damage it does to ships. If heads and features are catlike, and their
ropes, tools, food, buckets of tar, spare
the characters’ ship passes through this bodies are covered with soft, tawny fur.
weapons, and other supplies are kept here.
hex, there is a 50% chance that the water T h e rakasta are a proud and barbaric
termite clings to the hull, doing 1-3points T h e huts marked “C” each contain 3d4
captives. T h e prisoners are shackled to iron race. They are fierce fighters who cover
of hull damage before letting go. Once any their natural claws with metal “war claws”
damage has been inflicted, there is a 50% weights. T h e unmarked huts each house
four pirates. (their favorite weapon).
chance per round that someone notices the Certain rakasta warriors ride sabre-
leakage. 7d. CAVE This cave is always guarded by tooth tigers. These tiger riders are consi-
Within the flooded lair are piles of 2d4 pirates. The pirates’ treasure is kept dered to be the bravest and strongest of the
bleached bones and miscellaneous bits of here, locked in a large iron box that is rakasta warriors, and only they can hold
trash. Among the items to be found in the cemented into the wall. Only the leader has the respect of the sabre-tooth tigers.
trash are old swords, boots, waterlogged the key to this box. If the box is forced open, Rakasta dwell in large, richly furnished
clothing, and an opaque bottle containing a secret compartment in the side of the tents. Their treasures include silk tapes-
a potion of heroism. chest slides open, releasing a deadly pit tries, brightly colored carpets, bronze arti-
viper. facts, gilded leatherwork, silverware, and
7. PIRATE LAIR (Use Map 5.) Pit Viper: AC 6; HD 2; h p 5; MV 90’ (30’); gold jewelry. T h e tribe’s treasures are worth
T h e pirates who live here have come from # A T 1 bite; D 1-4 + poison; Save F1; a total of 10,000 g p (equal to the weight of
another island (you may choose one or add ML 7; AL N 10,000 coins).
new islands to the map). They work from Sixteen normal warriors and three
If one of the characters picks the lock on the tiger riders are in this temporary camp.
this base camp, raiding the coastal villages box, he finds in the box 2,000 cp, 3,000 sp,
for slaves. They sail in four 20-foot long 4,000 ep, 17 gems (worth 1,700 gp total), a Warriors (16): AC 6; HD 2+1; h p 10 each;
outrigger canoes with collapsible masts. magic-userlelf scroll (shield),and a magic MV 90’ (30’);#AT 2 claws/l bite; D 1-4
A total of 41 pirates are based here. sword + l . T h e sword’s statistics are as each; Save F2; ML 9; AL N
Following are their statistics and weapons: follows: Each of the tiger riders has 16 hit points.
Leader: AC 5; F4; h p 29; MV 90’; #AT 1; AL N; I 8; EG 9; detect metal; levitate These riders may leap u p to 20 feet from
D 1-6 or by weapon; ML 1 0 AL C for 3 turns per use, u p to 3 times per their mounts and attack in the same round.
T h e leader wears chain mail and fights day Sabre-tooth Tigers (3): AC 6; HD 8; h p 36
with an ornate two-handed sword. He also 7e. ESCAPE TUNNEL: Behind a hidden each; MV 150’ (50’); #AT 2 claws/
has a ring of water walking, and the key to exit in the cave is a 4-foot wide escape tun- 1 bite; D 1-8/1-8/ 2-12; Save F4; ML 5;
the iron box in area 7d. nel. (Treat the exit as a secret door.) T h e AL N

10
GENERAL ISLAND ADVENTURES

lob. HUTS: The five wooden huts on this


platform house a total of 20 phanaton,
including the clan war chief and his seven
bodyguards. T h e remaining 12 phanaton
are the warriors’ mates.
War Chief: AC 6; HD 3; h p 15;MV 90’ (30’),
150’ (50’) gliding; #AT 1; D 1-6 or by
weapon; Save F3+2; ML 7; AL L
Bodyguards (7): AC 6; HD 2; h p 10 each;
MV90’(30’), 150’(50’) gliding; #AT 1;
D 1-6 or by weapon; Save F2 +2; ML 7;
AL L
Mates (12): AC 7; HD 1-1; h p 3 each;
MV90’ (30’), 150’ (50’) gliding; #AT 1;
D 1-6 or by weapon; Save F1+2; ML 7;
AL L
Hidden beneath the war chief’s bed is a
locked wooden chest containing the clan
treasure: 3,000 sp.
of phanaton, see the New Monsters section
(p. 30) in the Appendix. lOc, 10d, 10e, 10f. OTHER PLATFORMS:
9a. TENTS: Each of these tents houses This settlement is hidden 50 feet off These platforms house the rest of the tribe.
rakasta: the ground in the trees. The settlement There are three huts each on platforms 1Oc
Tent gal: 4 rakasta cannot be seen from the ground, and any and 10d; there are four huts each o n plat-
(1 is a tiger rider) creature other than a phanaton must be forms 10e and 10f.
Tent 9a2: 2 rakasta within 20 feet of the settlement to distin- In each hut, there is a family of pha-
Tent 9a3: 3 rakasta guish it from the surrounding greenery. naton composed of an adult male, an adult
Tent 9a4: 3 rakasta The phanaton settlement consists of female, and ld4 children.
(1 is a tiger rider) six wooden platforms built between several The wooden huts are filled with skill-
Tent 9a5: 4 rakasta large trees. Each platform is supported fully carved furniture made from many dif-
(1 is a tiger rider) from below by wooden braces. The plat- ferent types of exotic woods. Dozens of
Tent 9a6: 3 rakasta forms are also supported by a web of knot- hanging plants and ornate mobiles deco-
ted ropes, like the cables of a suspension rate the huts.
9b. PAVILIONS Each of these is a simple bridge. 11. LAIR OF THE LIZARD MEN
tent pavilion covered with a roof of inter- A number of huts, varying in size, have
(Use Map 3 or 4.)
woven palm leaves. T h e pavilions are built been built on each of the platforms. A
on a light wooden framework, and are safety rail runs along the edges of the plat- This lair is located on the edge of a dense
raised 10 feet off the ground. T h e tent can- forms to prevent youngphanaton from fal- swamp in a dank, half-flooded cave.
vas can be rolled down in case of rain. The ling off. The platforms are connected by a You may use General Cave Lair 1
three pavilions each house a sabre-tooth series of rope bridges for the young or (Map 3), General Cave Lair 2 (Map 4), or a
tiger chained to a large heavy log. infirm. map of your own design for this encounter.
Phanaton usually climb or glide up to Living within this dismal cavern are
9c. COMMUNAL PAVILION: This pavil- 14 lizard men.
their settlement. However, a trap door is
ion is similar to those used to house the LizardMen(14): AC5;HD2+1;hp10each;
built into one of the platforms (10e);a rope
tigers, except for a smoke hole cut in the MV 60’ (ZO’), 120’ (40’) swimming;
ladder may be unrolled from the door. The
roof. Inside, several cushions and rugs are #AT 1 weapon; D 2-7 or weapon +l;
rope ladder reaches to the jungle floor, and
placed out on the floor. Save F2; ML 12; AL N
is for the convenience of nonflying guests.
9d. FIRE P I T This communal fire pit is Guests usually sleep on the northernmost One to three lizard men are in each chamber
rimmed with rocks. A turning spit stands platform (10e). of the lair, except for the hearth-treasure
in the center of the pit, and other cooking room, where the remainder of the group
loa. HUTS: Three huts, housing a total of can be found.
utensils are scattered about.
14 phanaton, have been built on this plat- T h e lizard men hunt and eat the var-
10. PHANATON SETTLEMENT form. There are seven adult males, five ious swamp animals that live in the area.
(Use Map 9.) adult females,and two children. The child-
For tribal feasts, they occasionally attack a
ren are unable to defend themselves and
This is a small settlement of about 100 neanderthal lair. T h e lizard men have
flee if attacked.
phanaton. Phanaton are halfling-sized accumulated a small horde of treasure from
creatures that look like a cross between a Phanaton (14): AC 7; HD 1-1; h p 7x4; 5x3; these raids. Stored i n a n untrapped,
monkey and a raccoon. They are able to 2x1; MV 90’ (30’), 150’ (50’) gliding; unlocked box in the hearth-treasure room
glide from tree branch to tree branch, like a #AT I; D 1-6or by weapon; Save F1+2; is the lizard men’s treasure: 5,000 cp, 6,000
flying squirrel. For a complete description ML 7; AL L sp, and eight opal gems worth 500gp each.

11
GENERAL ISLAND ADVENTURES

12.NEANDERTHAL LAIR (Use Map 3or 14. ARANEA LAIRS (Use Map 8.) The bugbears earn treasure and favors from
4.) the aranea by guarding the grounds from
The aranea are a race of highly intelligent,
You may use General Cave Lair 1 (Map 3), intruders. Each carries a large alarm horn
magic-using arachnids (spiders) who live
General Cave Lair 2 (Map 4),or a map of that it sounds at the first sign of trouble,
in webs strung between trees. The webs are
your own design for this encounter. warning the aranea. Each also carries a
about 40 feet above the jungle floor. Only a
In this lair are 16 normal neanderthals pouch containing scraps of food, personal
character who climbs 20-30 feet above the
and 2 leaders. mementos (such as bones and teeth), and 10
jungle floor is able to see the webs. Part of
gp. They live nearby in thatched huts.
Neanderthals (16): AC 8; H D 2; h p 9 each; the webs are roofed over with a waterproof
MV 120’ (40’); #AT 1 weapon; D 1-6; mixture of leaves, bark, twigs, and web 15. PTERANODON TERROR
Save F2; ML 7; AL L strands. (Use Map 1.)
Each aranea has a separate lair, but the Three pterandons inhabit this area. There
Leaders (2): AC 8; H D 6; h p 31,27; MV 120’ walls are close enough together so that the is a 75%chance that the pteranodons attack
(40’); #AT 1; D 1-6+2; Save F6; ML 7; aranea can easily jump from one to another. the characters as they cross the rope bridge
AL L An aranea looks like a huge, greenish- that spans the central river. Anyone who is
One to two neanderthals will be in each brown spider (about the size of a small hit by one of the pteranodons has a 10%
room of the cavern, except for the hearth- pony). A massive, odd-shaped lump on its chance of falling off the bridge and taking
treasure room, where the leaders and the backs houses a large brain. For a complete lOdlO points of damage from the fall to the
remainder of the neanderthals can be found. description of aranea, see the New Mons- rocks below.
The rooms are filled with crude wooden ters section (p. 30) in the Appendix.
Three aranea inhabit this section of Pteranodons (3): AC 6; HD 5; hp26,23, 18;
furniture; each has a fire pit. The walls are MV 30‘ (lo’), 240’ (80’) flying; #AT 1;
painted with hunting scenes, and the floors forest. The webbed-over sections of their
lairs resemble caves. Many pieces of crude D 1-8; Save F3; ML 8; AL N
are kept reasonably clean.
T h e neanderthals’ treasure is kept in a “furniture” made out of web, vines, and 16. THE ROC’S ROOST (Use Map 1.)
chest made from fitted, uncemented rock wood are webbed in place on the floors of
these lairs. Storage chests and libraries used This nest belongs to two small rocs. Woven
slabs. In the chest are 1,000 sp, one large into the nest is a map showing that a trea-
white pearl worth 500 gp, and a small piece for spell research are among the pieces of
furniture in the lairs. sure worth 17,000 gp can be found at area
of obsidian worth 10 gp. 19.
Aranea usually weave their treasure
13. AERIE O F THE GARGOYLES into the roofs of their lairs for safe keeping. Rocs (2): AC 4; HD 6; h p 32, 26; MV 60’
(Use Map 1.) (20’), 480’ (160’) flying; #AT 2 claws/
Aranea (3): AC 7; HD 3; h p 19each; MV 60’
When the characters enter this area, they (20’), 120’ (40’) in web; #AT 1; D 1-6 + 1 bite; D 2-5/2-5/2-12; Save F3; ML 6;
notice a single grotesque statue, standing poison; Save MU3; ML 7; AL C AL L
atop a craggy rock peak several hundred T h e aranea in the first lair (14a)has learned 17. DIMETRODON PERIL (Use Map 1.)
yards in the distance. As long as the party is the following magic-user spells:
at least 100 feet away, the figure does not As the characters enter this area, they hear a
First Level: detect magic, sleep
move, and appears to be nothing more than series of horrible screams. In the center of a
Second Level: levitate
a stone statue. However, if anyone moves The aranea in the second lair (14b)has grassy clearing, a dimetrodon is attacking a
closer than 100 feet, the gargoyle (statue) learned the following magic-user spells: frantically struggling native.
flies forward with a grating shriek and First Level: floating disc, Dimetrodon: AC 5; H D 7; h p 36; MV 120’
attacks. ventriloquism (40’); #AT 1; D 2-16; Save F4; ML 8;
Second Level: phantasmal force AL N
Gargoyle: AC 5; H D 4; h p 26; MV 90’ (30’), For a complete description of the dime-
150’ (50’) flying; #AT 2 claws/l bite/ Each of the three lairs is similar, except for
the types of magic items to be found in trodon, see the New Monsters section (p.
1 horn; D 1-4 each; Save F4; ML 11; 30) in the Appendix.
AL C them:
14a: A shield +I (cursed to -1) and a potion If the characters slay or drive off the dime-
Twoother gargoyles (hp23,Z)areattracted of undead control are hidden in the ceiling trodon, the native, though mortally
by the cry of the first gargoyle, and leave of this lair. wounded, gives the characters his only
their nearby cliff lair to join the fray. treasure: a nugget of platinum worth 50
The gargoyles’ nest is set into a rocky 14b A broom of flying is hidden in the
ceiling of this lair. gp. The charactersmust swear, however, to
cliff about 50 feet from the ground. Any bury the native in a special location in
character other than the thief who tries to 14c: A scroll with the spells light, mirror return for the treasure. You may choose the
climb the cliff must roll less than his dex- image, and read languages is laid out a special location given the characters by the
terity on ld20 or fall to the ground. The fall table in this lair. A potion of poison is native.
causes 3d6 points of damage. A thief auto- hidden in the ceiling.
matically succeeds in any attempt to reach 18.THE OGRE’S LAIR (Use Map 3 or 4.)
the lair. T w o bugbears patrol the area beneath the
aranea webs. You may use General Cave Lair 1 (Map 3),
Among bones and assorted garbage in General Cave Lair 2 (Map 4),or a map of
the lair, the characters find a ruby worth Bugbears (2): AC 5; HD 3+1; h p 11, 10; your own design for this encounter.
600 gp, and a protection f r o m elementals MV 90’ (30’); #AT 1 weapon; D 2-8 or This ancient burial chamber is the
scroll lying on the floor. by weapon +l; Save F3; ML 9; AL C home of five ogres.

12
Map 1
The Isle
of Dread
Jungle
Swamp
Mountain
Volcano
Hills
Caves
Broken Land
River
I Lake or Ocean
Coral Reef
Tar Pits
Trail
Village
Ruins

0 1981, 1983 TSR, Inc. All Rights Reserved. 13


MaD 3 General Cave Lair 1
A
Man 7 Rakasta CamD

Eiitrancc

Man 4 General Cave Lair 2

Encranc c

18
r
Hut
w Rope Bridge

19
Platform

I
Beach
GENERAL ISLAND ADVENTURES

Ogres (5): AC 6; HD 4+1; h p 21, 18, 18, 15, hillside. As the characters come to the is locked, the lock mechanism may be
9; MV 90’ (30’); #AT 1 club; D 1-10 mouth of the cave, they hear heavy, labored picked once the chest is removed from the
Save F4; ML 1 0 AL C breathing coming from inside the dark water.
cavern. Underneath the slime at the bottom of
There is a 50% chance that each room is If the characters enter the caverns, they the pool is the key to the lock on the chest.
occupied by an ogre, except for the hearth- find all the chambers to be empty, except The characters only have a 20% chance of
treasure room, where the rest of the ogres for one. In the hearth-treasure room, the accidentally finding the key; however, if
can be found. characters come upon a green dragon, a they actively search the area for the key,
Each chamber of the cavern complex is creature of great age and fearsome aspect. each character has a 1 in 6 chance of finding
lit by a crude torch. The torches are at- it.
tached to the rock walls by sticky, black Green Dragon: AC 1; HD 9 h p 45; MV 90’
(30’), 240’ (80’) flying; #AT 2 claws/ The hoard of valuables consists of
globs of adhesive (tar). The dim illumina- 2,000 cp, 2,000 sp, 1,000ep, 3,000 gp, and 6
tion in each room reveals burial chambers, 1 bite + breath weapon; D 1-6/1-6/3-24
or breath; Save F8; ML 9; AL C amethyst stones worth a total of 3,000 gp.
littered with old bones and rotting shrouds.
Hidden beneath a pile of shrouds in The dragon will often (33%of the time) be 22. PLESIOSAURUS MENACE
the hearth-treasure room is the ogres’ trea- asleep atop his pile of treasure, and can be (Use Map 1.)
sure chest. Inside the locked wooden chest surprised. However, if he is awake when A hungry plesiosaurus lurks beneath the
are 2,000 sp, 1,000gp, and three sabre-tooth the characters enter his cave, the dragon surface of this lake.
tiger skulls. knows they are there. There is a 50%chance
that, instead of slaying the characters, the Plesiosaurus: AC6; HD 16; h p 6 0 MV 150’
19. DERANGED ANKYLOSAURUS (50’) swimming; #AT 1 bite; D 4-24;
(Use Map 1.) dragon allows the characters to leave
unharmed; however, he only allows this if Save F8; ML 9 AL N
As the characters move through this lightly the characters give u p all of their magic For a complete description of the plesio-
wooded area, an ankylosaurus rushes out saurus, see the New Monsters section (p. 30)
items.
and attacks in a frenzy of tail-bashing. in the Appendix.
If you are using either Map 3 or 4, the
Although normally quite docile, this beast dragon will have blocked off all tunnels in The beast attacks anyonecomingwithin 15
recently grazed on a patch of loco weed, and the cavern that are too small for him to feet of the shore. If it hits, the plesiosaurus
is now under the plant’s influence. The move through. pulls its victim into the lake on the follow-
giant creature attacks until slain (+6 to The dragon’s treasure hoard consists ing round.
morale), or until the drug wears off (in of 40,400 sp, 2,000 gp, and 30 assorted If the plesiosaurus is slain and its body
about 2 hours). pieces of jewelry worth a total of 18,000gp. cut open, the characters find a skeletal arm
Ankylosaurus: AC 0 HD 7; h p 33; MV 60’ 21. LAIR OF THE WRETCHED
and hand wearing a ring of regeneration.
(20’); #AT 1 tail; D 2-12; Save F4; ML 6; TROGLODYTES (Use Map 3 or 4.) 23. RANDOM ENCOUNTER
AL N (Use Map 1.)
You may use General Cave Lair 1 (Map 3),
This area is also the hunting ground of an General Cave Lair 2 (Map 4), or a map of For every day the characters spend within 2
allosaurus. your own design for this encounter. hexes of this location, they encounter one
Allosaurus: AC 5; HD 13; h p 55; MV 150’ As the characters near this area, they wandering monster from General Island
(50’); #AT 1 bite; D 4-24; Save F7; begin to smell a particularly foul stench. Wandering Monster Table 3.
ML 9; AL N The smell becomes worse as the party
comes upon a dark opening in the ground. 24. THE SEA HYDRA (Use Map 1.)
If the characters have the treasure map The odor seems to be coming from this If the party’s ship passes within 1 hex of
from the rocs’ roost (area 16), they may dig hole. this location, it is attacked by a six-headed
here for the large buried treasure. The Within this lair are 17 troglodytes. sea hydra.
hoard is buried 10 feet underground, and They have recently moved to this location
takes ld4+1 turns to dig up. Roll for wand- because of the “pleasantly” damp climate. Sea Hydra: AC 5; HD 6; h p 48; MV 120‘
ering monsters each turn. If one appears, it (40’) swimming; #AT 6; D 1-10 each;
is the allosaurus. Troglodytes (17): AC 5; HD 2; h p 10 each; Save F6; ML 11; AL N
The treasure consists of 2,000 gp, three MV 120’ (40’); #AT 2 claws/ 1 bite;
D 1-4 each; Save F2; ML 9; AL C The sea hydra attacks with all of its heads
diamonds worth 3,000 gp each, and a sap- every round. For every 8 points of damage a
phire necklace worth 6,000 gp. One to four troglodytes are in each chamber hydra takes, one head is destroyed.
For complete descriptions of the anky- of the lair, except for the hearth-treasure The hydra’s lair is located 200 feet
losaurus and the allosaurus, see the New room, where the rest of the troglodytes can beneath the surface in a flooded cave.
Monsters section (p. 30) in the Appendix. be found. Inside the cave is the treasure the hydra has
T h e troglodytes’ treasure chest is gleaned from sunken ships and unfortu-
20. ABODE OF THE GREEN DRAGON chained to the bottom of a %foot deep,
(Use Map 3 or 4.) nate passers-by.The treasure includes 1,000
evil-smelling pool of dark liquid. The gp, an untarnished coat of chain mail +3,a
You may use General Cave Lair 1 (Map 3), rusted chest is attached to a bolt in the rusted cutlass topped with a jeweled pom-
General Cave Lair 2 (Map 4), or a map of center of the pool’s floor. In order to get to mel (worth 500 gp), and a potion of water
your own design for this encounter. the chest, the chain must first be severed breathing.
As the characters pass a low, stony hill, (you must decide the characters’ chances,
they notice a broad opening in the rocky based on their actions). Although the chest

21
CENTRAL PLATEAU ADVENTURES
Bordered by mountains on one side and the TABLE 4 CENTRAL PLATEAU WANDERING MONSTERS
great river canyon on the other is the cen- Dice Roll Monster Dice Roll Monster
tral plateau. It stands separated from all
else by steep, jagged cliffs rising 3,000 feet.
2-3 Cave Bears (2): AC 5; HD 7; h p 33, 28;
A dormant volcanic mountain domi-
MV 120’ (40’); #AT 2 bite; D
nates the plateau, and a crater lake lies at 10 Triceratops: AC 2; HD 11; h p 50; MV
the center of the mountain. The volcano 1-8/1-8/2-12; Save F3; ML 9; AL N 90’ (30’); #AT 1 gore or 1 trample; D
can be seen from nearly all points on the Pteranodons (4): AC 6; HD 5; h p 20, 3-18; Save F6; MI 8; AL N
plateau. 19, 18, 1 6 MV 240’ (120’) flying; #AT 11 Sabre-tooth Tigers (2): AC 6; HD 8; h p
Except for the volcanic crater, the 1; D 1-12; Save F4; ML 8; AL N
temperatures are cooler on the plateau than 35, 29; MV 150’ (50’); #AT 3; D 1-81
on the rest of the isle. Grasslands and Pterodactyls (7): AC 7; HD 1; h p 6 1-8/2-16 Save F4; ML 1 0 AL N
forests cover much of the plateau. each; MV 180’ (60’) flying; #AT 1; D
1-3; Save F1; ML 7; AL N 12 Tremor: minor quakes that vary in
There are only three ways for the char- severity (roll ld6):
acters to reach the plateau: by crossing the Boars (2): AC 7; HD 3; h p 10, 9 MV 1-4:Minor Shock - n o effect
rope bridge (at area by using a magical 150’ (50’);# A T 1; D 2-8; Save F2; ML9; 5: Major Shock -charactersknocked
flying device, or by climbing. Characters AL N off their feet; 30%chanceoffalling
without climbing skill cannot successfully if climbing cliffs
Animal Herd (5): AC 7; HD 2; h p 10
scale the cliffs surrounding the plateau;
each; MV 240’ (80’); #AT 3; D 1-2/ 6 Severe Shock - trees tilt, rocks
even thieves must check for falling every fall, small cracks appear in ground;
100 feet (30 times). Give thecharacters hints 1-2/1-4; Save F1; ML 5; AL N
characters knocked off their feet;
about the great risk involved in climbing. Dire Wolves (4): AC 6; HD 4+1; h p 19, if in forest, 5%chanceper character
You might also want to hint to the 16, 14, 11; MV 150’ (50’); #AT 1; D 2-8; of taking 3d6damage from falling
players that the village of Mantru is a good Save F2; ML 8; AL N trees, 60% chance of falling if
place for the characters to set u p a base for climbing cliffs
further adventures in this area. Elephants, Prehistoric (2): AC 3; HD
All tremors last for 10-30 seconds.
15; hp67,59MV 120’(40’);#AT3;D2
Maps for central plateau tusksor 1 trample; D 2-12/2-12or 4-32;

encounters 3,000 pounds (30,000 cn) of raw ore. Two feet or less. They surprise the characters on
You will need the following maps to run men can mine 200 pounds of ore in one day. a roll of 1-3 on ld6.
encounters on the central plateau: Workers may be brought in from the These treants are reclusive and try to
Map 1 0 Central Plateau mainland to mine and transport the ore. avoid any contact with the characters. The
Map 11: Village of Mantru T h e characters must pay each worker I treants are the only living beings in this
T h e scale on the Central Plateau Map is 1 gold piece per week. They must also pro- forest, and if the characters move through
mile to the hex, so the characters move six vide food for the workers, and pay the cost without searching, the chance of their
times as far per day when traveling on this of transporting the workers to this area. encountering the treants is only 1 in 20.
map, It does take the characters much The natives living on the plateau do The treants ignore the characters, but
longer to scale the cliffs at area 27, however. not work the vein unless they are enslaved. the following actions by the characters
You may wish to discourage this by having bring the listed responses:
Wandering monsters the slaves work very slowly, and having Searching: If the characters are search-
them rebel often. ing for creatures, they have a 1 in 6 chance
Check for wandering monster encounters Once the workers have removed the of discovering a treant. If they are searching
by rolling ld6 for every 3 hexes the charac- raw ore, it must be carried overland by specifically for treants, the chance is
ters travel. If a 5 or 6 is rolled, a n encounter mules or porters, loaded on a ship, and increased to 3 in 6.
occurs. Roll 2d6 on the Central Plateau taken to the mainland. The cost of refining Climbing trees: There is a 1 in 20
Wandering Monster Table to determine the gold is 10-20%of final value, and may chance that any tree a character climbs is a
what is encountered by the characters. be done in any major mainland city of your treant. If the character does nothing harm-
choice. ful, the treant does not move or reveal its
Central plateau encounters 26. TREANT FOREST (Use Map 10.) presence. i f attacked or hurt, the treant
25. GOLD VEIN (Use Map 10.) immediately captures or kills the offender,
This forest is open and easy to move while calling loudly for assistance. More
A recent tremor has revealed a lode of high through, but the tree branches overheadare treants (ld4+1)come in 2d6 rounds.
quality gold ore. A dwarf or any other tightly woven together, making the forest Cutting trees: If the characters try to
character who knows about mining can dark and gloomy. cut down a tree, one treant arrives in the
identify the ore and estimate the possible Scattered throughout this small forest first turn of activity. T h e treant tries to
value as 5 gold pieces for every 10 coins of are 15 treants. avoid being noticed, but causes the tree
ore mined. T h e vein is actually a small one, being cut down to move away at a rate of 30
Treants (15): AC 2; HD 8; h p 34-41 (33 +
and does not yield more than 15,000 pieces feet per turn. One new treant arrives in the
of refined gold. ld8); MV 60’ (20’); # A T 2 branches;
area each turn thereafter. T h e treants do
D 2-12 each; Save F8; ML 9; AL L
To obtain that amount, however, the whatever they can to drive the characters
characters must mine, transport, and refine Treants can only be spotted at a range of 30 from the forest and still avoid combat.

22
CENTRAL PLATEAU ADVENTURES

Starting afire: If the characters light a Continue to roll for wandering mons- T h e characters may remain in the vil-
small campfire in this area, the forest be- ter encounters, but ignore all results, unless lage for as long as they wish, but after a
gins to gradually move back from the a 12 on 2d6 is rolled. In this event, a minor short period of time, they are asked to help
camp, leaving a clearing 50 feet in diame- tremor shakes the ground. the natives destroy a threat to the village.
ter. Three treants then move into position 28. VILLAGE OF MANTRU Fano and Umlat tell the characters that a
around the camp, controlling the trees. (Use Map 11.) group of renegade tribesmen (now head-
They do nothing if the characters use dead hunters) has been preying on lone villag-
branches and brush for the fire. If the char- This small village lies on the shore of the ers. These renegades have settled in a great
acters collect living branches or wood, each large crater lake. The western edge of the ruined temple on the western side of an
treant sends two trees through the camp village is surrounded by a crude stockadeof island in the center of the lake. T h e viilag-
late at night. The charactersare not attacked palm trunks and branches. This stockade ers cannot do anything to their enemy,
unless they try to destroy the trees, but the extends into the water on both sides of the because the renegades are stronger and
trees try to take or destroy as much gear as village. Part of this wall has been expanded because the island they inhabit is consi-
possible on one pass. If a character uses a to form two fish pens, which are used to dered to be taboo. Although the villagers
fire-based spell, he is attacked by the treants. hold any extra fish from the daily catch. aid the party by providing canoes and what
The village itself consists of six palm- equipment they can, they do not set foot on
thatched huts, each raised about 2 feet off the island.
27. CLIFF WALL (Use Map 10.)
the ground on stilts. Two more huts stand
The cliffs surrounding the central volcanic further out in the lake, kept 3 feet above the Fano, the “talking chief”: AC 9; F4; h p 26;
lake form a high, imposingwall of upthrust water on stilted platforms. The small lake MV 120’ (40’); #AT 1; D 1-6or by wea-
rock. Often shrouded in low clouds, the hut (20 feet by 40 feet) belongs to Umlat, an pon; ML 8; AL L
tops appear jagged, and in some places aged man who serves as the tribal cleric. Fano is an elderly man, badly scarred and
snow-covered. T h e larger building (30 feet by 50 feet) is the crippled in the left arm. His infirmity, his
No clear trails are visible over the cliff main council hut. responsibilities to the tribe, and his super-
wall, but i t appears that the wall can be T h e village is inhabited by 50 tribal stitious fear of the island prevent him from
scaled in many places. Even characters members who live by fishing and farming joining the characters on the raid. His
without climbing skill may attempt to small gardens. They are divided into five goodwill is important, however, as his
climb the cliffs, as there are obvious hand- large families; each family lives as one opinion of the characters decides the treat-
holds and routes u p the rock face. group and shares food and work. Each fam- ment the villagers give them. Fano is good-
For all characters except thieves, the ily has its own possessions: canoes, nets, natured, but proud of his position. He does
base chance of falling while climbing is tools, and huts. These people are not war- not tolerate mockery of it or of the “chief”
50%.This may be reduced by 10%if a thief is like, but if attacked, they defend themselves of the village.
guiding the other characters. Each charac- to the best of their ability. If the characters
ter’s base chance may also be reduced by do not attack the villagers, they are met by a Umlat, the tribal cleric: AC 9; C 6 h p 22;
10%if his dexterity score is 15 or greater. If band of men armed with spears. At first, MV 120‘ (40‘); #AT 1; D 1-6or by wea-
the characters are roped together, another spears are thrown to fall short of the char- pon; ML 8; AL L
20%may be subtracted from the base chance acters. The villagers then try to frighten the Spells: First Level: cure light wounds,
of falling. You may wish to further adjust characters away by shouting and gesturing. purify food and water
the base chance depending on other activi- If the characters remain friendly, the vil- Second Level: bless, snake charm
ties of the characters. lagers welcome them and lead them into Third Level: cure disease
It takes 12 hours of climbing time to the village. Umlat is a pious man, devoted to his deity
reach the top of the cliffs. During this time, In the village, the characters are intro- (Oloron, Lord of the Skies), but he seems to
normal encounters are still rolled for on duced to Fano, the “talking chief” and vil- have been both blessed and cursed. He is an
Table 4,but only the following encounters lage leader; Umlat, the tribal cleric; and the extremely aged man, living many years
apply: pteranodons (encounter 4), ptero- “chief,” a small stone carving of an old beyond the normal lifespan of othersin the
dactyls (encounter 5),and tremors (encoun- man that is kept in the council hut on the tribe. T h e villagers attribute this to the
ter 12). lake. The characters learn that all major favor of his deity. However, he is frail and
At the top, the rocks are covered with decisions come from this “chief,” while the weak, and his activites are greatly limited.
ice and snow, and the temperature is below “talking chief” (Fano) acts as a messenger T h e villagers speculate that this weakness
freezing. N o encounters occur here, but and the interpreter of the “chief’s” wishes. is due to some past failing. Because of his
characters who try to stay here overnight After this solemn meeting, the characters condition, Umlat cannot travel on adven-
without warm clothing suffer 2d6 points of are treated to a feast of baked fish, fruits, tures, or actively assist the characters.
damage from exposure. The characters yam paste, turtle soup, roasted birds, and However, he makes his spells available to
may start a fire here, if they brought fire- fermented yam beer. This feast is held on aid thecharacters in their task. Umlat prays
wood with them. They are not able to find the beach, and great smoking fires are lit to for other spells, given one day’s notice.
any firewood here. drive away insects. Lodging is provided by
As the characters descend into the vol- several families. The natives insist that at 29. TABOO ISLAND (Use Map IO.)
canic crater (an 8-hour climb), the tempera- least one character sleep in each hut. T h e The details of this area are given in the
ture becomes warm and the climate turns natives freely give anything a character Taboo Island Adventures section.
tropical. Jungle vegetation covers the lower asks for, but expect the same in the future.
slopes, but the animal population in the You should try to use this tribal custom at
valley is sparse. least once during the adventure.

23
TABOO ISLAND ADVENTURES

This rocky island is dotted with small each flanked by another red marble pillar. In this chamber are 10 tribesmen, 12
ruins, statues, and broken terraces. The At the back of the second landing is an women, and 8 children.
largest ruin on the island is a temple that is opening leading back into the cliff. T h e Tribesmen and women (22): AC 9; F1 or
carved into the cliff wall of the island’s opening is flanked by another pair of pil- NM; h p 5 each; MV 120’ (40’); #AT 1;
western shore. It can be easily entered from lars. Carved out of the angled back walls of D 1-6 or by weapon; ML 9; AL C
the lake side, as its broad steps descend to the landing are two bas-reliefs of humans
the waters of the lake. This is where the holding lighted braziers. The men and women fight, while the
characters begin the final stage of their children attempt to escape up the rope to
adventure. 31. GUARD POST the surface. Also, the men in areas 32a and
This island was once the center of the 32c reinforce the natives here in 2 rounds.
The tribesmen who live in this temple have Should the morale of the adults fail, those
kingdom of Kopru, until native rebellions carefully narrowed this passage with
destroyed their power. Do not tell the play- fighting try to charge toward the exit to the
mounds of rubble, so that only one charac- temple entrance (area 30).
ers who or what the kopru were; this is part ter can pass through at a time. Waiting on
of the island’s taboo. For a complete des- the other side of the opening are three 1st
cription of kopru, see the New Monsters level fighters and one 5th level fighter. 32a. The unmarried men of the tribe sleep
section (p. 30) in the Appendix. in these rooms. Each room is hung with
The lair of the renegade tribesmen is Fighters(lstlevel)(3): AC7; F1; hp7each; ornaments and headdressesof bones, feath-
on the first level of the temple complex MV 120’ (40’); #AT 1; D 1-6or by wea- ers, and fish scales. Short bows and spears
(Map 12). pon; ML 8; AL C lean against the walls. Mats, gourd pots of
When describing the areas of the tem- Fighter (5th level): AC 5; F5; h p 32; paints, and carved obsidian bowls filled
ple to the players, keep the following MV 120’ (40’); # A T 1; D 1-6or by wea- with mud and ash are arranged in a circle
details in mind: the entire temple is damp pon; ML 9; AL C around a small, smoldering fire. The ceil-
and foul-smelling, and the air is hot and This fighter wears bone armor and carries a ing is heavily stained with soot, and the air
stale. Small blind creatures constantly scat- shield and spear +l. reeks of grease, smoke, sweat, and fish. In
ter before the characters, flitting here and each room, seven young men are telling
there. These guards are able to observe any boastful stories to one another.
intruders moving down the hall. They
Young Men (14): AC 7; F1; h p 6 each;
Maps for Taboo Island encoun- attempt to slay their opponents one at a
MV 120’ (40’); #AT 1; D 1-6or by wea-
ters time. If attacked with afire ball, lightning
pon; ML 9; AL C
bolt, or other similar spell, these guards
You will need the following maps to run gain +1 on their saving throws, as they are Each young man wears primitive leather
encounters on Taboo Island: well-protected by cover. Should the morale armor, and is armed with a spear and bow.
Map 12: Temple Level 1 of these guards fail, they retreat to the main
Map 13: Temple Level 2 T h e young men’s arrows are coated with a
chamber (area 32). gummy vegetable poison, which causes
Map 14: Temple Level 3
ld6 extra points of damage. The poison
Wandering monsters 32. MAIN CHAMBER also causes violent sickness and fever for
2d10 hours. A successful saving throw ver-
Do not roll for wandering monster encoun- This large hall was once the main worship sus poison negates the sickness and the
ters while the characters are on Taboo area of the temple, but the tribesmen now additional damage.
Island. use it as their central living area. The floor
is covered with mats, bowls, and eating 32b. This room is reserved for unmarried
Taboo Island encounters utensils made of bone. A fire is blazing in girls. It is decorated like 32a, except that the
the center of the chamber. The hall itself is weapons here are daggers of bone and
Key to Temple Level 1 (Use Map 12.) two stories high. Balconies run along three metal. There are also many tools, includ-
sides of the second story. A 20-foot by 30- ing scrapers, needles, and mallets.
30. TEMPLE ENTRANCE foot hole has been cut in the center of the Five girls are in this room. They are
T h e entrance to the temple has been carved ceiling, and is open to the sky. T o prevent hairstyling, tattooing, filing their teeth,
into the side of a rocky cliff. Two primitive debris and small creatures from entering, a and otherwise “improving” their looks.
docks of narrow poles and weak planking net has been fastened across this opening. These girls (hp 3 each) do not attack, but
extend from the temple steps. Two steps This net does not prevent characters from try to flee, if possible.
lead to a landing lined with pillars. The entering through here, nor does it support
landing and pillars are made of red marble. a character’s weight. A rope hangs from 32c. This large room is the tribal chief’s
Set on poles thrust into cracks in the floor one corner of the opening to the floor. quarters. In this room are the following
of the landing are many shrunken heads, In the center of the wall opposite the natives:
jawbones, feathered totems, and other prim- entrance is a carved face that fills the area The Chief: AC 5; F7; h p 44; MV 120’ (40’);
itive tribal symbols. from the floor to the ceiling. It looks like a #AT 1; D 1-8 + 2; ML 1 0 AL C
Three short flights of steps lead up to a human or humanoid creature with its T h e chief wears bone armor and is armed
second landing 5 feet above the first. A mouth agape. The carving has been cut with a shield and a sword +2.
stone foot and ankle stand on each side of and defaced, making it difficult to deter-
the center flight of stairs. These feet are all mine what kind of creature it once depicted. The Chief‘s Sons (3): AC 7; F3; h p 20, 17,
that remain of a huge statue that once The other doors are all located on the bal- 1 6 MV 120’ (40’); #AT 1; D 1-6; ML 9;
straddled the stairs. The end stairways are cony level. AL C
24
TABOO ISLAND ADVENTURES

Each son wears leather armor and is armed 34. PRIESTS’ QUARTERS “gods.” A square stone pedestal stands
with a spear. along the north wall. Next to it are several
This secret chamber was where the “gods” bone rhythm sticks, three inlaid bejeweled
The Witchdoctor: AC 6; C5; h p 21; MV watched the services held in their honor. bowls (worth 500 gp each), a crumbling
120’ (40’); #AT 1; D 1-6; ML 9; AL C The chamber is bare, and the floor is bamboo flute, and the remains of a feather
Spells: First Level: cause light wounds covered with a heavy layer of dust and fine fan.
fx2) sand. The dust covers a trap door in the A small, intricately carved stone box
Second Level: hold person, snake northeast corner, so the characters only with two hinged doors rests on the pedes-
charm have a 1 in 6 chance of noticing it. The trap tal. Inside is an unusual statuette of gold
The witchdoctor wears bone armor and is door is weak and breaks when stepped on, and coral. It looks like an amphibious
armed with a bone club. dropping anyone standing on it into area humanoid that has a smooth head, large
40on Temple Level 2. Anyone falling takes eyes, and a tentacled mouth. The torso is
Women (5): AC 9; h p 3; MV 120’ (40’);
ld6 points of damage.
AL C humanlike, and has two arms that end in
In the northwest corner of this room, a webbed, clawed hands. From the waist
These women do not fight.
set of stairs leads u p to a narrow platform down, the body divides into three long ten-
T h e chief, his sons, and the witchdoctor (A). This platform rests behind the eyes of tacles, each ending in flukelike fins. Each
come to the aid of the families in the main the carved face that looks into area 32. fin is tipped with a single large claw. The
chamber (area 32) if the alarm is raised. Anyone standing on the platform may view statuette is worth 2,000 gp.
They also investigate any unusual noises the main chamber by looking through the The statuette portrays a kopru. For a
from that area. Should their morale fail, two small eye holes. Between the two eye complete description, see the New Mons-
they retreat to this room and make a stand. holes is a large wooden piston and handle.
ters section (p. 30) in the Appendix.
Theroomisclutteredwithpots,gourds, If anyone gives it a strong hard pull, this Anyone who looks at this statuette
necklaces of bone, a rack of skulls, and piston sprays a 20-foot diameter cloud of must make a saving throw versus spells.
many animal skins and furs. Hidden in one inflammable dust through the nose of the Any character who fails the saving throw
of the skulls on the rack are five gems (1,200 face and into the main chamber. The dust becomes a secret servant of the kopru, until
gp, 1,000 gp, 800 gp, 500 gp, 50 gp). In a cloud causes any open flames in the main the power of the statuette is destroyed.The
wax-sealed gourd is a potion of flying.Six chamber to explode, causing 4d6 points of curse can only be broken if the statuette is
furs, each worth 100 gp, hang from the damage to any character in the area. A suc- blessed by a Lawful cleric, or if the statuette
walls. cessful saving throw versus dragon’s breath is physically destroyed.
reduces damage by half. There is a 50% T h e corridor beyond this room is
33. SECRET VIEWING CHAMBER chance that any explosion in the main blocked by fallen rock and is impassable.
chamber causes a similar explosion on the You may choose to have this corridor lead
A secret door, unknown to the natives, platform where the piston is, resulting in
leads from the northern balcony in area 32 to additional areas that you have designed
2d6 points of damage to anyone there. yourself.
to a small chamber near the main entrance.
The hallway is extremely dusty and appar- 35. BLOCKED-UP PASSAGE
ently unused. In the chamber, moldering
This hallway ends in a crude wall of stones
Key to Temple Level 2 (Use Map 13.)
rags and unidentifiable lumps dot the
that completely closes off the passage. This Part of this level is under 5 feet of water.
floor, presenting to the eye a variety of vivid
wall was built by the renegade tribesmen to Keep track of which areas are flooded, and
colors.
keep creatures from the lower levels of the periodically remind the players of this spe-
Several large stone levers and a cor- cial condition through your descriptions.
temple out of their tribal home. The natives
roded bronze tube line the south wall of the no longer bother to guard this wall, as crea- Pay careful attention io normal light sour-
chamber. Three rotted ends of rope hang ces, as these can easily be extinguished or
tures rarely try to come through it. If the
from small holes in the ceiling. These made useless if characters get them wet.
characters have suitable tools, they can
ropes and levers once operated mechanisms make an opening large enough for one
within the now-ruined statue that stood 38. WATER-FILLED CHAMBER’
character to get through in one hour.
over the temple’sentrance. The bronze tube Formerly a torture chamber, this room has
was used as a megaphone for the “god’s’’ 36. WEAKENED FLOOR flooded to a depth of 5 feet. Characters less
voice. A small niche has been carved into than 4 feet tall and wearing metal armor
Unused for many years, this section of floor
the back of the statue (B) that stands in the must keep their heads above the water in
has been weakened from below. The stone
slanted section of wall. This statue faces some manner, or they quickly drown.
and supporting beams have been rotted by
out onto the temple entrance (area 30) from T h e ceiling is reddish-black from a n
water and slime. The section marked by the
the northeastern wall. A person can stand oxidizing rot, and the supporting beams
T is sturdy enough to support one person
in this niche and observe the entrance are almost entirely rotted away. Characters
crossing it at a time; two or more people
through two small spy holes. who enter this room from the hall may
crossing it causes the section to break,
T h e walls of the niche are lined with a break their way through the ceiling to area
dropping the characters to the water-filled
brownish-looking mold. The mold is filmed
room below (Temple Level 2, area 38). No 36 on Temple Level 1.
with damp dust, so its true color (yellow) Several small, harmless cave fish live
damage is taken by characters who fall.
cannot easily be seen. in this room and the flooded corridors
37. PRIVATE ALTAR beyond. They occasionally bump against
Yellow Mold: AC can always be hit; H D 2;
h p 8; MV 0; #AT spores; D 1-6+ spores; This altar room contains several items once the legs of the characters, feeling cold and
Save F2; ML not applicable; AL N used by the priests in the worship of their slimy.

25
TABOO ISLAND ADVENTURES

There are several sharp metal, stone, 40. LAIR OF GUARDIANS and covered with pale fungus, which is
and glass items hidden underwater. Unless coldand slimy to the touch. If the fungus is
the characters probe ahead with a sword, The floor of this room is covered with
small puddles, and the wallsare lined with cleared away and the floor examined by a
spear, staff, or pole, each character has a 1 dwarf, the dwarf notices that the rock
in 6 chance of stumbling and stepping on a several statues, some of graceful creatures,
some of women holding children, and oth- below must have been too hard to carve
sharp item every 10 feet traveled. Stepping through, thus making this change in pas-
on an item causes 1-2 points of damage. ers of fierce monsters. All the statues are
well-fashioned, but have deteriorated due sage depth necessary.
The door leading out of this chamber Beyond the platform, the steps lead
is open, revealing a passage that is also to age and moisture. The stones glisten a
green-streaked red when struck by light, back down into the flooded hall. Three
filled with 5 feet of water. Cell doors normal crocodiles live in this section of
crossed with iron bars line the passage. The giving even the simplest and most innocent
pieces an unwholesome look. hallway.
bars are badly corroded and may be broken
by any characters who roll their strength or A large puddle of water stands before Crocodiles (3): AC 5; HD 2; h p 21, 19, 15;
less on ld20. All the cells are empty. the secret door in the south wall. In the MV 90’ (30’), 90’ (30’) swimming; #AT
center of the room’s ceiling is an obvious 1; D 1-8; Save F1; ML 7; AL N
trap door. The door leads to an upper floor
(Temple Level 1, area 34). This trapdoor is These crocodiles have been feeding only on
39. CHAMBER OF THE GREAT ONE made of wood, and appears to be severely small lizards, rats, and snakes. They attack
rotted. anything that enters the water.
The doors to this chamber are 15 feet above
the chamber floor. The chamber is filled Four spitting cobras have coiled them- 42. PRIEST’S CHAMBER
with 20 feet of water. If the characters are selves around several of the statues.
The door to this room is closed and, if
not probing ahead, they stumble on the examined, appears to be tightly sealed. It
stairs (or dais steps) and fall into the room, Spitting Cobras (4): AC 7; HD 1; h p 6,4,2, has kept the water out of the chamber.
taking no damage. Two giant crabs live in 2; MV 90’ (30’); #AT 1 bite or 1 spit; If the door is opened carelessly, anyone
this chamber. D 1-3 + poison; Save F1; ML 7; AL N in the water outside the door is swept into
Giant Crabs (2): AC 2; HD 3; h p 22, 17; the room, taking ld6 points of damage.
MV 60’ (20’); #AT 2 pincers; D 2-12,’ These cobras are cold-blooded and cannot A small altar stone and several stone
2-12; Save F2; ML 7; AL N be distinguished from the statues by infra- benches stand in this chamber. Hanging
vision. Though they can be seen in normal from a stone hook on the wall is a bone-
Since they cannot swim, these giant crabs handle mace +2, and hidden in a secret
light, the snakes do not attack unless they
usually stay on the dais or on the stairs near compartment on the right side of the altar
are approached.
the entrance. Each crab is 8 feet in diameter. are 500 gp and two coral statuettes worth
At the base of one of the statues in the
The crabs are extremely hungry, and attack 1,000gp each. If the room is flooded, this
anyone or anything that enters the chamber. northeast corner is a 50 gp gem.
Two exits lead out of this room: the compartment is hidden underwater.
passageway north to area 45, and the secret Nothing else can be seen in the chamber.
39a. At this point on the dais, a giant oyster door in the south wall. At the point on the 43. RAT LAIR
rests 5 feet below the water’s surface. map marked “ A ” is a hidden trigger that
drops the portcullis across the northern As the characters move down this hallway,
Giant Oyster: AC 5 open, -2 closed; HD 10; entrance to this room when any character they see several large, rough holes in the
h p 55; MV 0; #AT 1; D 4-24; Save F5; steps on it. Thecharacters needa combined walls just above water level. These holes
M L none; AL N strength of 50 or more to raise the portcullis. are the tunnels of 10 giant rats, who swim
For a complete description of the giant oys- The hallway on the other side of the out and attack the characters from both
ter, see the New Monsters section (p. 30) in secret door is flooded. The door opens sides as they pass by. The rats are attracted
the Appendix. inward, and any characters near this door by light and scent.
You must decide when the party can see the when it is opened are swept off their feet, Giant Rats (IO): AC 7; HD 1/2; h p 2 each;
oyster. Between its open valves is a large and carried 2d6x10 feet down the hall MV 120’ (40’), 60’ (20’) swimming;
black pearl worth 3,000 gp. toward the shaft in area 45. They are #AT 1 bite; D 1-3 + disease; Save F1;
If the oyster is attacked from a dis- knocked around a great deal, taking 2d4 ML 8: AL N
tance, it closes its shell and does not open points of damage. Characters not standing
for at least 1 turn. near the secret door are able to brace them- Should the morale of the rats fail, they
The pearl may be “picked” from the selves and remain on their feet when the retreat into the tunnels to hide. The tun-
open oyster. The chance of characters other door is opened. Should the secret door be nels are dug out of dirt, and are wide
than thieves picking the pearl from the oys- opened from the hall side, all characters in enough for a halfling. The large chamber
ter should be 5% worse than a 1st level the water are swept through the door into at the end of several of the tunnels is the
thief’s chance. If the characters are unable this room. giant rats’ main lair. The rats try to flee if
to pick the pearl, the oyster closes, possibly invaded, but fight to the death if cornered.
trapping an unsuccessful character. The 41. CROCODILE POOL
In the lair are rags, some bones, a
oyster does not open by itself while under In the center of this section of hallway is a gnawed scroll (with a levitation spell on it),
attack. It can be pried open by several char- short staircase that leads u p to a platform. and three metal potion bottles (2 potions of
acters, if they have a combined strength of The platform stands just above the water healing and a contaminated potion, now a
50 or more. A knock spell also works. level. The floor of the platform is damp deadly poison).

26
TABOO ISLAND ADVENTURES

44. FIRE TRAP Characters may swim the distance, but 46. THE MINERAL TERRACE
This room was originally trapped to fire a unless they have some method to protect
This terrace leads to the stairs to Temple
burst of flame from a hole near the north themselves from the boiling water, they
Level 2. If the characters have been washed
wall. Now the room is flooded with 5 feet of suffer2d10 points of damage. The water in
down these stairs, they are able to stop
water, but the trap still operates-in a dif- the well cannot be bailed out, as hot water
themselves here. T h e terrace is white with
ferent manner. constantly seeps in.
calcium deposits and hot enough to be
A wire set about ankle height has been Key to Temple Level 3 (Use Map 14.) painful, but not damaging. All the terraces
stretched across the center of the room. If are somewhat slippery, and the characters
the wire is broken or pulled, it releases a This is a single natural cavern of great size. have a 1 in 10 chance of slipping if they are
spray of fine oil into a 10-foot wide by T h e air is hot, steamy, and fouled by vol- not careful. T h e characters attack at -3 to
10-foot long area in front of the north door. canic gases. T h e floor of the cavern is a field hit and defend at -3 (3AC worse) due to the
This is special oil that ignites on contact of bubbling mud pots, small geysers, hot wet, unsure footing. They also have a 10%
with water. As the oil bursts into flame, a springs, and mineral crusts. The colors are chance per round of slipping. Characters
rich reds, browns, and yellows, combined
mist of water covers any character in the who slip lose at least 1 round while they
area, igniting any remaining oil. T h e oil with blacks and greys. Terraces crusted stand, and may even slip off the terrace (use
burns for 6 rounds and does 3 points of with deposits from mineral springs extend your own judgment in these situations).
damage per round to any characters caught from the sides of the cavern at several
points. Stalactites hang from the ceiling, 47. THE KOPRU
in the fire. T h e oil may be wiped off.
T h e burning oil makes the air in the merging with stalagmites in several places
In the bubbling mud at each of these areas
chamber smoky and hard to breathe, to form pillars from the roof to the floor.
is a concealed kopru. Kopru are amphib-
requiring characters to leave this room as T h e heat of the chamber prevents the use of ious humanoids who dwell in the hot
quickly as possible. Try to make the char- infravision. Occasional flaresof ruddy light,
geyser pools.
acters move quickly here: describe the combined with great bursts of steam from
rapidly dwindling air supply, give each the depths of some of the hot springs, Kopru (2): AC 3; HD 8+4;h p 49,44; MV 30’
character a few points of damage, or have briefly illuminate small points in the room. (lo’), 150’ (50’) swimming; #AT 1
them attempt saving throws versus death When the characters are moving about bitell tail or charm; D 1-4/ 3-18; Save
the floor of this cavern, there is a 1 in 6 F9; ML 9; AL C
ray for unconsciousness.
chance per turn that one of the following For a complete description of kopru, see
T h e door screened by the flames may
be opened on a roll of 1 on ld6 by any events will happen (roll ld6): the New Monsters section (p. 30) in the
character moving underwater. When the Appendix.
door is opened, the water rushes out of the T h e kopru use their special charm ability
room, sweeping unprepared characters into TABLE 5 to capture members of the party. They may
the lowered portcullis beyond. The first TEMPLE LEVEL 3 EVENTS also try to lure characters off the paths and
character to strike the portcullis suffers ld4 into the geyser basins. Characters who fall
points of damage. If the door to the flooded Die Event into a geyser basin take ld8 points of dam-
hall (area 43) is opened, water rushes Roll age each round from the boiling water. If
through the portcullis and down the stairs the charm attempts fail, the kopru either
for 2 minutes (12 rounds). The characters Mudpot bursts, spraying random physically attack characters on the paths or
are thrown against the portcullis and character with hot mud (1-3 points hide in the hot mud, waiting for a chance to
underwater, taking 1-2 points of damage of damage) strike again. If the characters are obviously
each round until they take some action to stronger or are trapped on a terrace, the
Geyser sprays random character with
keep their heads above the level of the kopru do not pursue, but wait in the bub-
hot steam (1-4 points of damage)
water. bling mud. If the characters are badly hurt
On the east wall between the door and Cloud of steam from hot springs covers or obviously weak, the kopru attack both
the portcullis is a lever. If pulleddown, the 10-foot diameter area, blinding all mentally and physically.
lever raises the portcullis. If the characters within it for 1-4 rounds (randomly The kopru never surrender, andattempt
raise the portcullis while the water is still determine which character it centers to enslave as many characters as possible.
flowing, they are swept down the stairs to upon) Should the entire party be enslaved, the
Temple Level 3. This causes 2d6 points of kopru attempt to use them to restore the
B o i l i n g water splashes r a n d o m
damage to all characters involved. kopru’s ancient kingdom. If this happens,
character (1-3 points of damage)
you may either start thinking u p ways the
45. BOILING WELL
Gas bubble bursts near random characters can serve the kopru, or retire the
In the center of this hallway is a circular character, who must make a saving captured characters from the campaign,
shaft of carved stone that descends out of throw versus poison or be nauseated perhaps to be reintroduced later as NPCs.
sight. Sixty-five feet below the level of the for 1 round (no action may be taken) Talk i t over with the players and allow
floor, the shaft is filled with boiling water. them the opportunity to come u p with
Small tremor shakes the cavern
The shaft forms a “U,” trapping water at their own solution.
the bottom. T h e other end of the “U”
opens into a ledge overlooking the great 48. BOILING WELL
cavern on Temple Level 3 (area 48). This is the topmost terrace of this level.
This water is heated by volcanic action. Here is the hot spring that connects to the

27
APPENDIX
U-shaped shaft from area 45 on Temple Alternate scenarios Use the pirates described in encounter
Level 2. The characters may swim to the area 7. If you feel the pirates are not strong
other side of the shaft and climb out, but enough to challenge the characters, increase
they each take 2d10 points of damage Since this module gives you a great deal of the level or number of pirates, or give them
unless they are protected from the heat. information about the Isle of Dread, you stronger defenscs.
On the terrace beside the spring, barely may wish to use these locations and des-
noticeable under a crust of minerals, is a criptions again, after you have run the 5. BRING ‘EM BACK ALIVE
bag containing fiveemeralds. Each is worth main adventure. Some suggestions for A tough challenge for strong characters
1,000 gp. T h e characters find the bag only further adventures on the Isle of Dread are would be to capture some creature alive
if they search the terrace. listed below. Each is accompanied by a and take it back to the mainland at the
short description of how the adventure request of some wizard or king.
49. CAVERNS might be handled. It would not be unusual for the princes
This set of terraces leads to a series of natu- and princesses of Glantri to want a live
ral caverns. These caverns are left un- 1. DESTROY THE ZOMBIE MASTER monster from the Isle of Dread. If this deed
mapped, so that you may create your own were done voluntarily, the reward could be
special encounter areas. You may allow This is a short adventure suitable for use sizable-enough to make the effort worth-
many cave-dwelling creatures to live here, before the characters venture inland for the while.
and you may also include exits that leadup first time. Such an expedition would require
to the central plateau. T h e village of Tanaroa has been careful planning: how to catch the mons-
recently plagued by the attacks of undead ter, how to keep it quiet, how to move it
50. WEAK CRUST creatures. The villagers are frightened,and overland, and how to get it across the
This section of trail is actually nothing but the tribal leader seems to be losing the ocean.
a weak crust over a hot spring. Unless the authority necessary to maintain order. If Monsters suitable or challenging for
path is probed first, the lead character questioned, the people only speak in this adventure would include a pterodac-
breaks the surface. The character then frightened terms of the Zombie Master. At tyl, tyrannosaurus rex, stegosaurus, or per-
drops into the hot water, suffering ldlO night, zombies and ghouls prowl the paths, haps even a giant ape.
points of damage the first round and Id8 killing lone travelers.
points each round until rescued. The crust As shown on Map 2, each section of the 6. SUNKEN TREASURE
is crumbling around the edges, and the village surrounds a graveyard. These grave- T h e characters could find a treasure map
characters are not able to come closer than 5 yards are infested with tunnels and un- that gives the description of a shipwreck
feet to the edge without also falling in. wholesome creatures, the most fearsome near the Isle of Dread. The information in
Ropes, poles, and rescue techniques simi- being the Zombie Master. You would have the description should be clear enough for
lar to those used on thin ice may be used to to prepare for this adventure by drawing the characters to recognize the island:
save any characters who have fallen into and populating the tunnels under the include notes about the Great Wall, the
the water. graveyards. dinosaurs, and the unusual races.
51. THE HIDDEN THRONE 2. MAP THE ISLAND The map should also include the gen-
eral location where the ship might be
Set on the topmost terrace, directly under a Information is always valuable. After hav- found: a good place might be on the
dripping stalactite, is a throne. A grinning ing opened u p new territory, a merchant southwestern side, between the smoking
skeleton sits on the throne. Mineral-rich prince or curious mapmaker might wish mountains and the reef.
waters, falling from the ceiling over many for more information about the Isle of Finally, the map should include a des-
years, have encrusted the skeleton and Dread. The characters could be hired to cription of the ship’s cargo. The sunken
throne, hiding all but the most general fea- make a careful survey of the isle, mapping ship should, of course, be inhabited by a sea
tures. A sword, partially hidden by the the terrain and noting important features.
mineral crust, lies before the throne. Also This would be a dangerous and time-
concealed by the crust is a ring, which rests consuming task.
on one of the skeleton’s fingers. Both are 3. THE DINOSAUR HUNT
entirely ordinary in appearance. The ring
is a ring of telekinesis, and the sword is a A powerful and well-equipped party might
sword +2 that has charm person ability. find it quite worthwhile to try to kill sev-
eral dinosaurs and carry all or part of their
bodies back to the mainland. It is likely
that the rare essences and parts of these
beasts would bring a good price from
wizards or collectors of the unusual.
4. EXTERMINATE THE PIRATES
To provide secure trade with the mainland,
it is first necessary to destroy the pirates.
The characters could be given the use of a
ship by mainland merchants for the adven-
ture.

28
APPENDIX

Creating human encounters Wandering human party 3: leader and brilliant strategist. She has a
medallion of ESP. Through her experience
Human encounters can either be natives or Fighter, male, 3rd level: AC 2; h p 14;AL C; and clever use of this item, she usually takes
other adventurers accompanied by native has an axe +I the best course of action.
guides and bearers. You may set these Cleric, female, 2nd level: AC 2; h p 10; AL
groups u p when they are encountered, or L; has a purify food and water spell Sanar: AC 9; T3; h p 8; MV 120’ (40’);
you may take them from the following Magic-user, female, 1st level: AC 9; h p 1; #AT 1; D 1-4 or by weapon; ML 10;
table and lists. T h e number appearing is AL C; has a sleep spell AL C; S 9; I 14; W 9; D 12; C 10; Ch 17
2d6. Thief, male, 2nd level: AC 7; h p 7; AL N;
has a sword +I (+3against dragons) This schemer has one goal-to become
Generally, the natives on the Isle of Dread Normal human, male (2): AC 9; h p 2 each; leader of all the villages! She sees trade with
are peaceful and fight only if attacked. AL C the mainland as a tool to this end. Sanar
Most have an Armor Class of 9, though Normal human, male: AC 9; h p 4; AL L uses any person any way she can as long as
some may have the equivalent of leather Normal human, male: AC 9; h p 1; AL N that person can serve her needs. She is ruth-
armor (AC 7) or special armor made out of Normal human, female: AC 9; h p 4; AL L less and treacherous, but practical, and she
hardened fish or animal bones (AC 5).War-
respects those who bargain from strength.
riors are usually armed with spears and Sample native leaders
short bows. You may assign spells or roll Kuna: AC 9; NM; h p 3; MV 120’ (40’);
them randomly. Magic items may be You may want to create NPC personalities # A T 0 ML6;ALN; S 12;16; W 7; D 12;
assigned or rolled for as in the D&D@ to populate the Isle of Dread. Doing so will C 12; Ch 15
Expert rules. Since setting u p a human help you set u p background for your
party can be time-consuming, three typical adventures. These NPCs are not meant to This matriarch is neither very bright nor
parties are given below: adventure with the characters or openly very brave. She often acts on a whim, but is
attack them. never intentionally cruel. Although Kuna
Wandering human party 1: T h e following native leaders may be is content to let her advisors make the deci-
Fighter, male, 4th level: AC 2; h p 2 0 AL L placed in any of the seven villages or used sions while she remains the figurehead, she
Magic-user, male, 1st level: AC 9; h p 4; AL to inspire other NPCs you may create. occasionally uses her charisma to sway
L; has a charm person spell Three matriarchs and three war leaders are them. She is much loved.
Thief, female, 1st level: AC 7; h p 2; AL C; provided here. Details for the Zombie Mas-
has a potion of diminution ters and the other leaders of the villages are Tribal war leaders
Normal human, male: AC 9; h p 1; AL N left u p to you.
Normal human, female: AC 9; h p 3; AL C Note that the figures for hit points, Bakora: AC 6; F5; h p 36; MV 120’ (40’);
Normal human, female: AC 9; h p 3; AL L Armor Class, and number of attacks and #AT 1 at +2; D 1-6 + 2; ML 1 0 AL N;
damage have already been adjusted for S 16; 18; W 1 0 D 16; C 17; Ch 11
Wandering human party 2: strength, dexterity, a n d constitution. Because of his skill with weapons, this war-
Fighter, female, 2nd level: AC 1; h p 13;AL Assume that the war leaders have shields rior is highly respected in his village.
N; wears plate mail +I and has a war and spears. Armor will improve their Armor Though he is not extremely intelligent, he
hammer +I Class. does have good advisors. Bakora is strong-
Magic-user, female, 3rd level: AC 9; h p 8; willed and somewhat superstitious,
Matriarchs
AL N; has the spells detect magic, pro-
tection from evil, phantasmal force J’kal: AC 9; NM; h p 5; MV 120’ (40’); Kuro: AC 7; F4; h p 24; MV 120‘ (40‘);
Normal human, male: AC 9; h p 4; AL N #AT 0; ML 10; AL L; S 8; I 14; W 14; # A T 1 at +3; D 1-6 + 3; ML 10; AL L;
Normal human, male: AC 9; h p 1; AL L D 11; C 8; Ch 12 S 17; I 10; W 9; D 15; C 1 6 Ch 12
Normal human, male: AC 9; h p 2; AL C This aged and respected woman is a shrewd
This mighty leader carries a family heir-
loom, a spear +l.Though he is first a war-
TABLE 6 rior, Kuro is also a kind and honest man.
HUMAN ENCOUNTERS His fair and just treatment of his people
and of captured enemies has earned him
respect and fame throughout the seven
Class Level Alignment Sex villages.
(Roll ld10) (Roll ld12) (Roll ld8) (Roll ld6)
Masawa: AC 7; F4; h p 2 0 MV 120‘ (40‘);
1-6 normal human 1-5 1st 1-3 Lawful 1-3 male #AT 1 at + I ; D 1-6 + 1; ML 10; AL C;
7 cleric 6-8 2nd 4-5 Neutral 4-6 female S 15; I 10; W 8; D 14; C 13; Ch 7
8 fighter 9-10 3rd 6-8 Chaotic
9 magic-user 11 4th This arrogant warrior is feared by the peo-
10 thief 12 5th ple of his village, not only because of the
great war skills of which he boasts, but
because of his cruelty to those who cross
him. Masawa does not like strangers. He
does not want trade with the mainland, but
has been overruled by the village matriarch.
29
Anky losaurus Brontosaurus
Armor Class: 0 Armor Class: 5
Hit Dice: 7 Hit Dice: 26
Move: 60’ (20’) Move: 60’ (20’)
Attacks: 1 tail Attacks: 1 bite/l tail
Damage: 2-12 Damage: 2-12/3-18
No. Appearing: 0 (1-8) No. Appearing: 0 (1-3)
Save As: Fighter: 4 Save As: Fighter: 13
Morale: 6 Morale: 8
Treasure Type: Nil Treasure Type: Nil
Alignment: Neutral Alignment: Neutral
T h e body of an ankylosaurus is covered T h e brontosaurus is oneof the largest of all
with thick bony armor and ends in a mas- dinosaurs. It has a strong, tapering tail and
sive clublike tail. This dinosaur walks on a massive body that supports a long neck
four legs and eats plants. It is 15feet long, 4 and small head. T h e creature is 65-75 feet
feet tall and weighs 4-5 tons. An ankylosau- long and weighs more than 30 tons.
rus is usually found in jungles and hills. A brontosaurus is so heavy that it
needs to spend most of its time in water, so
that the water helps support its weight. If
only its neck shows above water, the bron-
Aranea tosaurus may be mistaken for a plesiosau-
Armor Class: 7 rus or sea serpent. This dinosaur eats
Hit Dice: 3** plants, and can only be found in deep
Move: 60’ (20’) marshes or on the edges of swamps.
New monsters In web: 120’ (40’) Dimetrodon
T h e monsters in this section are special Attacks: 1
Damage: 1-6 + poison Armor Class: 5
additions for the Isle of Dread. Of course, Hit Dice: 7
you may use them elsewhere and may alter No. Appearing: 1-3 (1-6)
Save As: Magic-user: 3 Move: 120’ (40’)
their statistics if desired. Any of these Attacks: 1 bite
monsters could have giant-sized variations Morale: 7
Treasure Type: D Damage: 2-16
with more hit dice, better Armor Class, and No. Appearing: 0 (1-6)
the ability to cause more damage. Special Alignment: Chaotic
Save As: Fighter: 4
monsters can also be designed for a specific T h e aranea are an intelligent giant spider Morale: 8
party by assigning hit points instead of race. They are as large as small ponies, and Treasure Type: V
rolling them. Leaders of a group will usu- are greenish-brown in color. An aranea is Alignment: Neutral
ally have high or maximum hit points. distinguishable from other giant spiders by
Additional prehistoric creatures may be the massive odd-shaped lump on its back A dimetrodon is a sail-backed, meat-eating
found in the D&D@Expert rule book. that houses its large brain. Aranea are web- dinosaur. T h e “sail” is a comb of long
spinners, and their bite is poisonous. bony spines connected by a webbing of
skin. T h e dimetrodon is about 10 feet long
T h e front limbs of an aranea are
Allosaurus divided into flexible digits. T h e aranea and weighs nearly a ton. Dimetrodons
uses these to grasp prey and manipulate hunt most often in hills and in the drier
Armor Class: 5 areas of swamps.
Hit Dice: 13 simple tools. In addition, the aranea can
Move: 150’ (50’) cast spells as a 3rd level magic-user (two 1st Elk (Giant)
Attacks: 1 bite level spells and one 2nd level spell), and
they spend much of their time researching Armor Class: 6
Damage: 4-24 Hit Dice: 8
No. Appearing: 0 (1-4) magic.
Aranea live in dense forests or jungles, Move: 120’ (40’)
Save As: Fighter: 7 Attacks: 1 butt
Morale: 9 spinning their web homes high in the trees.
Part ofeach web is roofed with bark, leaves, Damage: 1-12
Treasure Type: V No. Appearing: 0 (1-6)
Alignment: Neutral and vines held together with webbing. In
the covered part of their lairs, the aranea Save As: Fighter: 4
An allosaurus is a huge carnivorous dino- keep their crude tools, magic research, and Morale: 7
saur that runs upright on its large hind crude “furniture” of web, vines, bark, and Treasure Type: Nil
wood. Alignment: Neutral
legs. It stands almost 15 feet tall, and
weighs several tons. T h e allosaurus attacks Aranea are the traditional enemies of Giant elk inhabit hills and plains. They are
by biting with its large jaws, which are the phanaton, and attack them on sight. 10-12 feet long and weigh nearly a ton.
filled with daggerlike teeth. The allosaurus They are friendly with bugbears and often Their antlers span 10 feet or more. Giant
hunts most often in lowland hills and hire them to guard the forest beneath their elk eat shrubs and grasses.They are preyed
plains. lairs. upon by dire wolves and sabre-tooth tigers.

30
‘ T h e special charm of the kopru is dif- leader. For each villageof at least 100, there
Armor Class: 5 ferent from the spell charm person, in that is a chieftain who is a 6th level fighter.
Hit Dice: 13 the person acts normally (including the use There is a 50%chance that each village of at
Move: 120’ (40’) of spells and magic items), but is totally least 100 also has a tribal shaman who is a
Attacks: 1 bite or trample committed to the interests of the kopru. magic-user or cleric of at least 5th level. If
Damage: 2- 12 or 3- 18 T h e kopru know the thoughts and memo- 300 natives are encountered, there is a
No. Appearing: 0 (1-6) ries of any characters they charm. A charac- “great chief” of at least 9th level. This chief
Save As: Fighter: 7 ter may only be controlled by one kopru at is guarded by 2d4 4th level warriors.
Morale: 7 a time, but there is no limit to the distance
at which a character may be controlled. Oyster, Giant
Treasure Type: Nil
Alignment: Neutral T h e charm can be broken by a dispel magic Armor Class: 5 (-2)
or by the death of the controlling kopru. In Hit Dice: 10
T h e grangeri looks like a cross between a addition, the controlled character gets a Move: 0
giraffe and a hornless rhinoceros. Its long new saving throw at the beginning of each Attacks: 1
neck allows it to reach for and eat leaves game month. If successful, the character Damage: 4-24
from the tops of trees. A grangeri is about breaks free of the charm. No. Appearing: 0 (1-4)
30 feet long and stands 20 feet tall. Save As: Fighter: 5
Megatherium
Kopru Morale: None
Armor Class: 6 Treasure Type: E
Armor Class: 3 Hit Dice: 11 Alignment: Neutral
Hit Dice: 8 + 4 Move: 90’ (30’)
Move: 30’ (lo’) This monster looks much like a regular
Attacks: 2 claws
Swimming: 150’ (50’) Damage: 2-1212-12 oyster, except that it is 6 feet in diameter,
Attacks: 1 bite4 tail or charm No. Appearing: 0 (1-6) and stands to a height of 4 feet. Its Armor
Damage: 1-4/3-18 Save As: Fighter: 6 Class is 5 when open, -2 when closed. When
No. Appearing: 1-3 (1-3) attacked from a distance, a giant oyster
Morale: 7
Save As: Fighter: 9 Treasure Type: Nil closes its shell anddoes not open for at least
Morale: 9 Alignment: Neutral 1 turn.
Treasure Type: I + N Giant oysters may be found in nearly
Alignment: Chaotic A megatherium is a giant ground sloth that any type of water surrounding, though
eats leaves, roots, and shrubs. It stands 24 they are most often found in cold, shallow
T h e kopru are a race of heat-loving feet tall and can walk erect on its hind legs, water.
amphibians of great intelligence and power. though it usually walks on all fours. It is
slow, stupid, and peaceful unless provoked. Phanaton
Each has a smooth head, large eyes, and a
tentacled, sphinctered mouth. Kopru have Armor Class: 7
Native
humanlike torsos and two arms ending in Hit Dice: 1-1
webbed, clawed hands. From the waist Armor Class: 9 Move: 90’ (30’)
down, their bodies consist of three fluke- Hit Dice: 1-1 Glide: 150’ (50’)
like tails, each ending in a sharp ripping Move: 120’ (40’) Attacks: 1
claw. Kopru have a +2 bonus on their sav- Attacks: 1 Damage: 1-6 or by weapon
ing throws against magical attacks. Damage: 1-6 or by weapon No. Appearing: 0 (3-18, village 30-300)
While they do not truly hate all men, No. Appearing: 0 (3-30,village 30-300) Save As: Fighter: 1
kopru view humans as nothing but brutes Save As: Fighter: 1 Morale: 7
to be used, played with, and controlled. Morale: 7 Treasure Type: Nil
Their expansion has been severely limited Treasure Type: A Alignment: Lawful
by their need for very hot, wet environ- Alignment: Any
ments, such as hot springs and tropical Natives are primitive people who live in T h e phanaton look like a cross between
swamps. Their civilization has been in jungles, wilderness, or on tropical islands. raccoons and monkeys. They are roughly
decline for many years. T h e warriors of the more warlike tribes halfling-size and have 4-foot long tails that
In combat, a kopru bites while coiling (including cannibals) are all 1st level figh- can grasp objects. They are even able to
all three of its tails around a single victim ters, but the natives of peaceful tribes are manipulate these tails clumsily. For exam-
in a powerful crushing attack. T h e kopru’s mostly normal humans who have few higher ple, when fighting in the trees, a phanaton
most deadly weapon, however, is its special level leaders. Most natives wear no armor often wraps its tail around a branch for
charming power. Instead of attacking (AC 9), but some wear the equivalent of support.
normally in a round, the kopru may use leather armor (AC 7), and the tribal chiefs In addition, phanaton have membranes
this power on any one opponent within 30 may wear special armor of hardened bone of skin stretching from arm to leg. They
feet. If the victim fails to make a saving or lacquered wood (equivalent of AC 5 or can spread these membranes and glide
throw versus death ray, the character be- 6). Natives may also carry shields. from branch to branch. They have a +2
comes totally obedient to the mental com- For every 20 natives, there is an addi- bonus on all saving throws due to their
mands of the kopru. If the saving throw is tional 2nd level fighter who acts as their small size and agility.
successful, no similar attack from the same leader. For every 40 natives, there is an Phanaton prefer to eat fruits and
group of kopru is effective. additional 4th level fighter who acts as war vegetables, though they may eat meat.
31
They live in tree-top villages built on plat- large snakelike head filled with sharp teeth. crops, and are fitted with special saddles
forms of wood and woven vines. The plat- This dinosaur has small flippers in place of that do not hinder their fighting abilities.
forms are connected by rope bridges. Each legs to aid in swimming. It is aggressive These saddles also allow the rakasta to leap
village of 30-300 is a separate clan. Pha- and can overturn small boats and rafts. up to 20 feet from their mounts and attack
naton are the allies of treants and dryads, in the same round. The “tame” sabre-
Rakasta tooths are too ferocious to be ridden by any
and are friendly with elves. Phanaton are
the traditional enemies of aranea, the Armor Class: 6 creature other than a rakasta.
spider-folk, and attack them on sight. Hit Dice: 2 + 1 Rakasta settlements average 3d10
For every 30 phanaton, there is a clan Move: 90’ (30’) rakasta and Id8 sabre-tooths, and are made
war chief who has 3 hit dice and at least 15 Attacks: 2 claws/l bite up of many colorful tents and pavilions.
hit points. He also has a bodyguard of 2d6 Damage: 1-4/1-4/1-4 Although they have type M treasure, the
phanaton warriors. Each of these warriors No. Appearing: 0 (3-30 + 1-8sabre-tooths) rakasta have rugs and tapestries of fine
fights as a 2 hit dice monster, and has ld6+4 Save As: Fighter: 2 workmanship, crafted bowls and drinking
hit points. For every 100 phanaton, there is Morale: 9 cups, andother bulky items of value, rather
a tribal subchief who has 6 hit dice, 30 hit Treasure Type: M (special) than gems and jewels.
points, and a +1 bonus to all damage rolls. Alignment: Neutral
The subchief has 2d4 bodyguards, who The rakasta are a race of nomadic, catlike Trachodon
each have 3 hit dice and 15 hit points. If 300 humanoids. They walk erect, much like
phanaton are encountered, they are led by a Armor Class: 5
humans, but are covered with soft, tawny
tribal king who has 8 hit dice, 50 hit points, Hit Dice: 14
fur and have feline heads and features. The
and a +2 bonus to all damage rolls. He has rakasta fight with special metal “war claws”
Move: 120’ (40’)
four phanaton warriors who act as body- Attacks: I tail
fitted over their natural claws. Without
guards. Each of these bodyguards has 6 hit Damage: 2-12
these special “claws,” the rakasta claw
dice, 30 hit points, and a + I bonus to all No. Appearing: 0 (1-6)
attacks do only 1-2points of damage each.
damage rolls. Save As: Fighter: 7
The rakasta can use normal weapons such
Morale: 6
as swords, but generally disdain them,
Phororhacos (“Sword Beak”) Treasure Type: Nil
preferring to use their “natural” weapons
Alignment: Neutral
Armor Class: 6 (the war claws).
Hit Dice: 3 The rakasta often tame sabre-tooth A trachodon is a duck-billed dinosaur that
Move: 150’ (50’.) tigers that are then ridden to the hunt or stands 15-18 feet tall. This beast runs erect
Attacks: 1 bite into battle. The sabre-tooth tigers are con- on its hind legs, and only eats plants. This
Damage: 1-8 trolled with knee pressure and heavy riding dinosaur may be dangerous if enraged.
No. Appearing: 0 (1-8)
Save As: Fighter: 2
Morale: 8 Pronunciation guide
Treasure Type: U
Alignment: Neutral Akesoli - ak e ?d IC Kerendas - ker en‘das
Akorros - a k% rBs Kopru - ko pru
A phororhacos, or sword beak, is a 6-foot Alasiyan - a1ps_P’an
tall, flightless bird having small, useless Malpheggi - mal fep’ge’
Alfheim - alf him Minrothad - min‘rd thad
wings and large hind legs. This bird eats AI tan Tepe - al‘ ta? tep’ P
meat and runs down its prey, often reach- Amsorak - am sdr ak Norrvik - vik
ing great speeds across flat ground. A pho- Aranea - ar an P‘a ,
rorhacos has a large curved beak that snaps Ostland - &land
Atruaghin - at rii a gin
at prey with the force of a sword. Phanaton - fan‘a ton
Biazzan - bZ‘a zan
Plesiosaurus Rakasta - ra kas’ ta
Canolbarth - cak61 barth
Armor Class: 6 Castellan - kas tel‘lan Selenica - se l e i i ka
Hit Dice: 16 Corunglain - k6f un glan Soderfjord - sE‘der fyord/
Move: Cruth - kriith Specularum - spek Ti lar um
Swimming: 150’ (50’)
Darokin - dar d k i n Tel Akbir - tel a< b&
Attacks: 1 bite Thanegioth: than 5 ge’ 0th
Damage: 4-24 Ethengar - eth’en gar Thyatis - thi a’ tis
No. Appearing: 0 (1-3)
Glantri - g l a n ’ t r e
Save As: Fighter: 8 Vestland - ve; land
Grangeri - gran ja r?
Morale: 9 Ylaruam - ii a r d a m
Treasure Type: Nil Heldann - hel‘dan
Alignment: Neutral Zeaburg - %‘burg
Ierendi - V er end‘de’
A plesiosaurus is a fish-eating, lake-
dwelling dinosaur, usually about 30-50 feet Karameikos - kar a mi kos
long. It has an extremely long neck and a

1 17-T-9043 32
.A speci
roun

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