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Preface

This is a game that is fun. It helps you ever made. And you will see why, in just lots more. But you already have every-
imagine. a bit. thing you need to start: this package, and
When you bought some other game your imagination. That will do it.
"As you whirl around, your sword ready, the or book, did you ever think, "Gee, that's Ah, yes; it does cost one more thing,
huge, red, fire-breathing dragon swoops nice, but it's not quite what I thought it which you also have right now — a bit of
toward you with a ROAR!" would be"? Well, your D&D adventures time. It takes a few minutes to learn the
will be just what you want, because basic rules, and another hour or two to
See? Your imagination woke up already. you're the one making them up! play a full game. You will probably want
Now imagine: This game may be more And it's not hard. It takes a little read- to spend more time, and might even
fun than any other game you have ever ing and a little thinking, but most of all, make it a hobby; millions of people have.
played! it's fun. But for now, just sit back and imagine.
The DUNGEONS & DRAGONS® It's fun when you discover that no-
"Your character stands atop a grassy hill. . .
game is a way for us to imagine together body loses, and everybody wins!
the sun glints off your golden hair, rippling in
— like watching the same movie, or It's fun when you get good at the the warm breeze . . . you absent-mindedly rub
reading the same book. But^ow can write game . . . for example, knowing what to the gem-studded hilt of your magic sword, and
the stories, without putting a word on expect in a kobold cave, and which drag- glance over at the dwarf and elf, bickering as
paper — just by playing the D&D® ons are on your side. usual about how to load the horses . . . the
game. And you don't have to put in a coin magic-user has memorized her spells, and says
You, along with your friends, will each time, like many other games. Once she's ready to go . . . a dangerous dungeon
create a great fantasy story, you will put you have these rules, you don't need entrance gapes at you from the mountain
it away after each game, and go back to anything else. nearby, and inside, a fearsome dragon awaits.
school or work, but — like a book — the Time to get moving . . .
adventure will wait. It's better than a There's more, of course, if you want it:
book, though; it will keep going as long exciting adventures to play, miniature fig- Have Fun!
as you like. ures of monsters and characters, expert Frank Mentzer
It is nearly the most popular game rules for more experienced players, and February, 1983

How to use this book in this set is the DUNGEON MASTERS


RULEBOOK, and explains everything
Acknowledgements
You can learn how to play the DUN- the DM needs to know. The following individuals have made
GEONS & DRAGONS® game by your- this work possible through its years of
self, simply by reading the next sections This set gives all the details for playing a evolution: Dave Arneson, Brian Blume,
of this booklet. You don't have to memo- DUNGEONS & DRAGONS game. With Dave Cook, Anne C. Gray, Ernie Gygax,
rize everything as you read; the first two these rules, your characters can reach E. Gary Gygax, Allen Hammack, Kevin
adventures are designed to teach you the 3rd level of experience. (These and Hendryx, John Eric Holmes, Harold
while you play. If you are ready to learn, other terms are explained later in this Johnson, Tim Kask, Jeff Key, Rob
begin reading at Start here. booklet.) Other sets are available, with Kuntz, Alan Lucien, Steve Marsh, Tom
The game is usually played in groups more magic items and spells, monsters, Moldvay, Mike Mornard, Jon Pickens,
of 3 or more people. If you want to learn and rules for bigger and better games. Brian Pitzer, Michael Price, Patrick L.
with others, it's best if one person al- Set #2 is the D&D® EXPERT Rules, Price, Paul Reiche, Evan Robinson, Gor-
ready knows how to play, and can teach for character levels 4th through 14th. don Schick, Lawrence Schick, Don
the others. If not, you (or one of the The D&D® COMPANION Rules is Set Snow, Edward G. Sollers, Garry Spiegle,
others) may read the first adventure #3, for characters levels 15th through Stephen D. Sullivan, Ralph Wagner, Jim
aloud, while everyone follows along, to 25th; and the D&D® MASTERS Set Ward, Jean Wells, and Bill Wilkerson.
learn the basics of the game. However, gives the remaining details for character
it's better if each person can read the levels 26th through 36th. Thanks also to Donald Paterson, for
adventures separately. Everything in these sets fits together opening my own door to the D&D
When you all know how to play char- to form a complete system for playing world, and special thanks to Harold
acters, read the sections "DUNGEONS D&D fantasy role playing games. You Johnson, who escorted me in.
& DRAGONS Characters" and "Play- may use all or part of these rules. They
ing with a Group". One person must often include several ways of playing
also learn how to be a Dungeon Master and running the game. You may create
(or DM) — the person who plays the new rules, monsters, and magic, using
roles of the Monsters. The other booklet these rules as guidelines.
IP Players Manual
\t-2/ by Gary Gygax and Dave Arneson
Table of Contents

Learning to play DUNGEONS & DRAGONS® games 2


Revised by Frank Mentzer Start here
Illustrations by Larry Elmore What is "role playing"?
and Jeff Easley What role will I play?
Your first adventure 3
© 1974, 1977, 1978, 1981, 1983
TSR Hobbies, Inc. Your character 9
All Rights Reserved Alignment: How characters and monsters behave
Now where do you go?
The character sheet
Ability scores
Adjustments 10
Saving throws
Special abilities
Dedication Combat chart
This game has undergone a startling Magic items 11
metamorphosis from its earliest forms, Normal items
written for hobbyists, to the current Other notes
revision, usable and understandable by Money and treasure
nearly anyone. The original flavor and Experience 12
intent has been carefully preserved. Dice
With the greatest admiration, respect, This is very important. Be sure to read it carefully.
and thanks, this edition is dedicated to Solo adventure 13
the president and founder of TSR Part 1: Town business
Hobbies: E. GARY GYGAX.
Part 2: Battles 14
More damage
The monsters
DUNGEONS & DRAGONS® and D&D® Combat checklist
are registered trademarks owned by
TSR Hobbies, Inc. Record keeping
Getting killed
This book is protected under the Mapping
copyright laws of the United States of Part 3: Into the caves 15
America. Any reproduction or other
unauthorized use of the material or After the adventure 22
artwork contained herein is prohibited DUNGEONS & DRAGONS® characters 23
without the express written consent of What comes next?
TSR Hobbies, Inc. Character classes
Distributed to the book trade in the Prime requisites
United States by Random House, Inc. Saving throws
and in Canada by Random House of Canada, Character class: human 24
Ltd. Distributed to the toy and hobby Cleric
trade by regional distributors.
Fighter 28
Printed in the U.S.A. Magic-user 37
First Printing — May, 1983 Thief 43
Character class: demi-human 45
Dwarf
Elf 46
Halfling 47
Making up a new character 48
Players are not characters! 52
Playing with a group 53
How to prepare
Character alignment 55
Adventuring rules 56
Encounter rules 58
TSR Hobbies, Inc. Additional rules 59
Missile weapons
Variable weapon damage 60
Combat maneuvers
Encumbrance 61
Retainers 62
The world of D&D gaming
Glossary 63
Learning how to play DUNGEONS & DRAGONS" games

board could have all the dungeons, You also need equipment for adventur-
Start here dragons, monsters, and characters you ing. You are carrying a backpack and
A dungeon is a group of rooms and cor- will need! other items, very similar to what you
ridors in which monsters and treasures For now, while you are learning, you would carry when camping. Some of
can be found. And you will find them, as will play a role in your imagination. these items include food, water, rope, a
you play the role of a character in a fan- Later, when you play the game with oth- lantern, and so forth; for now, just as-
tasy world. There are many kinds of ers, you will all be playing different roles sume you have everything you need to
monsters, but dragons are the biggest and talking together as if you were the survive in the wilderness.
and most dangerous — and have the characters. It will be easy, but first you With monsters around, you need pro-
most treasure. need to get ready. tection! You are wearing armor made of
You can start playing this game right links of chain (called chain mail) and a
now — without learning any rules, and What role will I play? helmet. You own a beautiful sword, and
without anyone else to play with! Just start have a dagger tucked into one boot, just
reading, and you will discover the basics of Imagine: it is another place, another in case. You know how to use all of your
the game in a matter of minutes. time. The world is much like ours was, equipment properly.
During your first adventure, you will long ago, with knights and castles and no If you like, you can give your fighter a
only need one of the dice in the box. science or technology — no electricity, name. It doesn't matter whether you are
The others will be used later, for now all no modern comforts of any kind. male or female.
you need is the roundish one with the Imagine: dragons are real. Were- All set? Let's go!
numbers 1 to 20 on it. Use the crayon to wolves are real. Monsters of all kinds live
fill in the numbers, and rub off extra in caves and ancient ruins. And magic
wax with a tissue so only the numbers really works!
are colored in. Imagine: you are a strong hero, a fa-
After you do that, get a pencil and mous but poor fighter. Day by day you
paper — and you're ready to start! explore the unknown, looking for mon-
Read this booklet just like any book. sters and treasure. The more you find, the
Don't skip around! This edition has been more powerful and famous you become.
completely revised to introduce the
game to you, step by step. While you are Your character's basic abilities
reading the next sections, you will learn
many things about the game. You do not In the game, we need some way of de-
have to memorize everything as you go scribing your character, the fighter you
along. will pretend to be. We can say the fighter
By the time you have played the Solo is "strong, fairly nimble, not too smart"
Adventure (pages 13-22), you will know — but we need to describe the character
how to play the basic game. The rest of a little better than that.
this booklet gives other details that you We call these descriptions abilities
will need when playing the game with (Strength, Intelligence, and others). We
others. measure each one with a number, called
In group games, one person is the an "Ability Score." The highest score
Dungeon Master, and everyone else is a possible is 18, and the least is 3 (for rea-
player. The Dungeon Master (or DM, sons we'll discuss later).
for short) runs the game, while the oth- You are a strong fighter; your Strength
ers play the roles of characters. The score is 17, nearly the highest possible!
other booklet in this set, DUNGEON You are "fairly nimble," which means
MASTERS RULEBOOK, gives all the that you can move swiftly. The name for
information needed for running group this ability is Dexterity. As a fighter, you don't
games. need a high Dexterity score. Your Dexterity
is 11 (which is a little above average).
What is "role playing"? A fighter often isn't very smart. Your
character isn't as smart as you are, but isn't
This is a role-playing game. That means stupid, either. Let's say your Intelligence is 9
that you will be like an actor, imagining (which is a little below average).
that you are someone else, and pretending Now make a note of your Ability
to be that character. You won't need a Scores. Anywhere in the middle of your
stage, though, and you won't need cos- sheet of paper, write:
tumes or scripts. You only need to imag-
ine. 17 Strength
This game doesn't have a board, be- 11 Dexterity
cause you won't need one. Besides, no 9 Intelligence
Learning how to play DUNGEONS & DRAGONS® games!

Your first adventure If you miss, the goblin tries again, but
misses. You can swing again; roll again
to see if you hit.
Your home town is just a small place If you hit the goblin, he screams and
with dirt roads. You set off one morning runs away, down the corridor and into
and hike to the nearby hills. There are the darkness. (Goblins can see in the
several caves in the hills, caves where dark.) You have wounded him.
treasures can be found, guarded by If you keep missing, keep rolling! The
monsters. You have heard that a man goblin is trying to hit you, but you keep
named Bargle may also be found in these dodging the blows. Remember: if you
caves. Bargle is a sort of bandit, who has hit the goblin, he runs away.
been stealing money, killing people, and
terrorizing your town. If you can catch Damage and hit points
him, you can become a hero!
As you approach the entrance, you In the game, when any creature is hit
look around. It's a nice day, and every- (either monster or character), damage is
thing seems peaceful. You know that caused. There is a way of keeping track
things aren't usually peaceful in caves of damage, called hit points.
where monsters live, and it's usually The number of hit points is the
dark, too. So you get out your lantern amount of damage that a creature can
and a tinderbox (matches haven't been You stop for a moment to be sure that
take before being killed. Hit points can you are all right, and then continue
invented yet, so the box has flint and be any number; the more hit points a
steel), and carefully light the wick. The down the corridor. There are no side
creature has, the harder it is to kill. We passages, no other way to go.
flame sputters a bit, but the oil soon often use an abbreviation for hit points:
burns with a soft glow. With your sword Ahead, the corridor leads into a wider
it is hp. area, which we will call a "chamber". You
ready, you step into the cave. Your fighter starts with 8 hp (hit
It's dark and musty inside. A passage carefully approach the chamber, shining
points) and still has all 8, since the goblin your lantern around to see if anything is
leads inward from the entrance, going never hit you. He may have hit your ar-
deeper into the hill. It looks like the only there. A hiss comes from a corner of the
mor or shield, but never got through room to your left, and there you see a
way to go, so you head in that direction, your protection, so these attacks are still
watching carefully for bats and other huge rattlesnake, almost ten feet long!
called "misses" — they didn't actually Near it, on the floor, are hundreds of
nasty creatures. damage your character. gold and silver coins.
Suddenly, you see a goblin! He is
smaller than you are, and looks like an Constitution: Your health
ugly little man with gray skin. He sees
you, gives a scream, waves his sword, Your fighter is healthy, and can fight a Talking to a snake will do no good at all,
and attacks! You dodge his blow, and long time without tiring. This ability is and you can't just sneak past it. Again,
raise your sword to swing. measured by another Ability Score, you must fight. For this battle, you will
If the goblin hadn't attacked right called Constitution. Your Constitution is keep track of hit points. The snake has 3
away, you might have tried talking to 16, well above average but not perfect. hp. On your sheet of paper, near the
him; but now you have no choice. You bottom, write "Snake 3," leaving some
Your Constitution affects your hit room to keep track of the snake's
must fight for your life. points. If you have a low score, you damage.
might only have 2 or 3 hit points. On the
other hand, if you had an 18 Constitu- This time, you will need to roll an 11
How to hit tion, you might have as many as 10 hp, or higher to hit the snake. It's slower and
or more! easier to hit than the goblin was. But the
In the game, whenever you try to hit a snake has a better chance of hitting you
monster there is a chance that you will Write your new Ability Score under than the goblin did, because it's bigger
miss — and, of course, a chance that you the others on your sheet. and tougher.
will hit. It is very hard for monsters to If you hit the snake, cross off the 3
hit your fighter, because of your fine 16 Constitution
and write a 2 next to it; you have
chain mail armor. The goblin isn't as damaged the snake. If you miss, don't
hard to hit, because his armor is not Near the top of the page, above the Abil- do anything.
nearly as good. ity Scores, make a note of your hit
points: The snake then bites at you, and hits!
To swing at the monster, you must At the top of the sheet, cross off the 8
make a Hit Roll. Roll the twenty-sided Hit Points 8 after the words "Hit Points," and write a
die. If you roll an 11 or less, your charac- 7 next to it.
ter misses the goblin. If you roll a 12 or Now back to your adventure: While playing a D&D game by your-
higher, you hit! (This number is part of self, you should use this method to keep
the Combat Rules. You will learn more track of your hit points, and the hit
about it as you continue.) points of the monster you meet.
Learning how to play DUNGEONS & DRAGONS® games!

Poisoned? find a small gem, a pearl, in one corner. toward a corridor leading out of the
It may be worth 100 gold pieces itself! room. "He came through here so fast I
This is a poisonous snake, which can be After resting a bit to catch your almost didn't see him. You hit him?
very dangerous. In the game, there is a breath, you shine the lantern around, Good for you! Goblins are nasty.
way of finding our whether the poison and see another corridor leading fur- "Since you don't know about clerics,
hurt you or not. Roll the twenty-sided ther into the darkness. Looking back the let me explain. Clerics are trained in
die again. If you roll a 12 or higher, that way you came, you see the light of day fighting like you, but we can also cast
means that you dodged before the snake shining in the cave entrance in the dis- spells. I meditate, and the knowledge of
could inject its poison (but you still take tance. It looks tempting, but you remind spells enters my mind. One of the spells
damage from the bite). If you roll an 11 yourself that you are a courageous fight- I can cast right now is a curing spell, and
or less, your fighter takes 2 more points er, and shouldn't run away just because you look like you need it!"
of damage from the poison (cross off the of a little fighting.
7 hp and write 5). Spell casting! You've heard of it, but
Remember, though, that you are know nothing about it. You are still cau-
You made this roll to see if you saved tious, but you watch as the cleric says a
yourself from trouble; this roll is called a hurt; if you continue on, beware! If you
see another snake, or something else few words and touches you lightly on the
Saving Throw, and will be used later in arm. Magically, your wounds are healed!
many other situations in the game. that looks as dangerous, you should
Your fighter swings again. Remember, probably go back. Don't get killed! Live
if you roll an 11 or higher, you hit, and to fight another day; the treasure will On your sheet, imss out your I lit
can subtract 1 hit point from the snake. wait. I'oinis and wriir down 8 — the full
If you miss, do nothing. You carefully start down the corridor amoimi you .started with.
The snake bites your fighter again! into the unknown, your lantern held
You lose one more hit point, and must high and sword ready. "Feel better?" she asks. "Would you
make another saving throw; remember, The corridor leads to another small care to sit and rest a bit? I'd like to tell
if you roll 12 or higher, you don't lose cave. As you approach, you hear a voice, you a few things that you will need to
extra points. If you roll an 11 or less, you and see a light. know later." You sit down, happy to rest,
lose another 2 hit points from poison You pull the shutters closed on your but keeping your sword handy in case of
damage. lantern, so you can hide better, and care- trouble. She sits down next to her lan-
fully peek around the corner. To your tern.
You can now swing again. If the snake
still lives, it bites and misses. (In this bat- right, sitting by the cave wall, is a beauti- "If you didn't know about clerics, you
tle, the snake won't hit any more; in a ful woman, wearing armor like yours. probably don't know about magic-users.
regular game, it might kill your fighter She has no sword, but has a rod with a They are adventurers, like you and me,
before you hit it at all!) metal ball on one end; this is a weapon but they study only spells, and rarely
The snake will keep attacking, but it called a mace. A lit lantern is on the floor fight. They have different spells than we
will keep missing. Your fighter may have next to her. She seems to be meditating clerics do, and instead of meditating,
to swing many times, but sooner or later or praying. they learn their spells from books.
you will kill the snake. Make all the prac- You decide she might not wish to be There are a few magic-users living in
tice rolls you need. disturbed. But as you try to quietly tip- town, but not many.
When the snake's hit points become toe past, she looks up and says:
zero, the snake is dead. (If your hit "Greetings, friend! Looking for the
points ever reach zero, you're dead!) goblin? You might — Oh! You are hurt!
May I help?" She watches you carefully,
in case you are dangerous, but seems to
You are hurt, but there is nothing you want to help.
can do about it right now. The damage You apologize for disturbing her, but
your fighter has taken can be healed by a you wonder what she knows about the
few days' rest. goblin, and — most of all — how she
The dead snake is not dangerous, so could help you. But wait; she might be
you get to work. You pick up the many an enemy. Keeping your sword ready,
coins and put them in cloth sacks you you move closer. She stands, and says:
brought with you. As you are doing this, "My name is Aleena. I'm a cleric, an
you notice that, besides the gold, there adventurer like yourself. I live in the
are three types of silvery coins. Most are town nearby, and came here seeking
silver, but others are more valuable met- monsters and treasure. Do you know
als called electrum and platinum! about clerics?"
This is a rich treasure; snakes usually Stop and imagine what your character
have none. The treasure probably be- would say. Back in town, she might be
longed to someone else who tried to kill one of your neighbors, you are not sure,
the snake — but failed. but you don't know about clerics.
Sometimes treasure could be hidden. After listening to you, she says, "Well,
Looking carefully around the room, you the goblin went that-a-way," and points
Learning how to play DUNGEONS 8c DRAGONS® games!

"If you are attacked by a bad magic- Sharing adventures dangerous, and we should continue on
user, you might be able to avoid the our way. I was lucky to Turn them, and it
magic, but it's harder than avoiding poi- As your fighter talks with the cleric, you might not work again."
son. Spells can be helpful, but they can get to know each other a little better. She As you continue down the corridor to-
be very dangerous, too. offers to come along, to help in the ad- gether, she explains. "We call this Turn-
"By the way, that looked like a snake venture. Although this means that the ing Undead', you see. Only clerics can
bite that I cured. That can be very bad, treasure should be split between you, it do it, and sometimes it doesn't work.
because most poison is deadly; you also means that together you can defeat Ghouls are only one of many kinds of
were lucky that it didn't cause more more dangerous monsters, and find undead monsters; there are also skel-
damage. Some other creatures also more treasure. And two adventurers etons, zombies, and much worse. If you
have special attacks, like poison. Some have a better chance of success than ei- had been alone, you could easily have
can paralyze, and some can even turn ther does alone. You decide that it would been ambushed, and probably slain.
you to stone by just looking at you — be a good idea, and together you set off "Let's hurry, because the Turning only
unless you look away in time. And down the next corridor. lasts for a few minutes. There are too
dragons are the worst! They can many of them for us to handle."
breathe fire, acid, or other deadly
things. You can never avoid all the
damage from their breaths, but you Side by side, you quietly walk down the
can lessen it if you cover up in time. dark passageway. You see another corri-
dor branching off to the right, about
twenty feet ahead. Keeping your lan-
Your chaiarlcr has different S.i\,inj> terns half-shuttered, so you can see what
Throws for each of ihe special aitaik you are doing without attracting much
forms; these will be explained laiei.
attention, you move up to the corridor
and peek around the corner.
Four beast-like humans in tattered
clothes are standing in a group about ten
Charisma: Your personality feet away, down the side corridor. But
they make no noise at all — quiet as the
Your fighter gets along fairly well with dead. They look like they are waiting for
the cleric; she was friendly right away. some poor victim to come along.
This is the effect of another Ability Before you can speak, the cleric
Score: your Charisma. Since your fighter touches your arm, and points back the
is a likeable person, your Charisma score way you came. The two of you back up a
is above average, 14 (remember, 18 is the few feet so the creatures won't hear you.
best possible). If you had a low score, the "They're ghouls!" she whispers. "If
cleric would have been very cautious, one hits you, it could paralyze you!
and might not have offered to cure you Ghouls are undead monsters, very nasty
at all. things; neither dead nor alive, but some- You see a door ahead, to the right. This
thing horribly in between. We clerics is unusual in caves, and you approach it
Wisdom, Your common sense have some power over these creatures of slowly and quietly. The corridor con-
darkness. Follow me, and wish for luck." tinues past it, into the darkness.
A cleric is very wise. This is another You move forward again, but with the Together you examine the door. It is
Ability Score, different from intel- cleric leading the way. Peeking around made of wood, with heavy iron bands
ligence. For example, imagine that you the corner, you see the ghouls. Luckily, across it; the hinges seem to be on the
feel wet drops on your arm. Your Intel- they don't seem to have heard your other side. A large keyhole is below the
ligence would tell you that it's raining; whispers. The cleric pulls a necklace out curved metal handle.
your Wisdom would tell you to go indoors from under her armor, and you see that "I don't see anything dangerous," says
to avoid catching a cold. there is a symbol of one of the town the cleric, "but then, I don't know much
Your fighter is not very wise; your churches on her silver chain. She boldly about the traps you sometimes find on
Wisdom score is 8. The cleric has a steps out, holds up the symbol, and says doors. It's worth a try." She tries to open
Wisdom of 17, but is fairly weak, with a harshly "BEGONE, vile things!" it, but the door seems to be locked.
Strength of 9. Each type of adventurer When she steps out, the ghouls "Could you try to force it open?" she
has a different specialty; magic-users, quickly turn to attack. But now, as she asks.
for example, have high Intelligence, but thrusts the symbol out, the ghouls You back up a bit and, with a short
often low Strength. pause; and suddenly, in a rush, they run, slam into the door. But try as you
Put these two Ability Scores on your scramble away down the side corridor, might, you can't break it open.
sheet: into the darkness, and all in dead si- "What a pity!" murmurs Aleena.
lence. "There is probably some nice treasure in
8 Wisdom "Don't bother to chase them," she there, but we can't get to it. We need a
14 Charisma mutters. "As I said, they can be quite thief!"
Learning how to play DUNGEONS & DRAGONS® games!

Seeing the puzzled look on our face, ner, and see a tall bearded human in a the goblin hits you again, causing 2 more
she explains. "You may think that thieves black robe standing in a room. A goblin points of damage. Remember to keep
are bad, but many of them aren't. is crouched by one wall, watching. The track of hit points for both the goblin
Thieves are adventurers too; some of robed magic-user is moving his hands and your fighter.
them are quite nice folks, really. You do and saying works you don't understand If your hit points reach zero, the en-
have to keep an eye on your coin purse, — and suddenly he disappears! emies win this battle. You will not see
but a thief can be very helpful finding The goblin crackles with glee, and home again.
traps, opening locks, climbing walls, and says "Ah, master, it worked! Nobody can If you are still fighting, the magic-user
doing other things. see you now, and what a surprise those stays back in the corner, thinking about
"I'm sure we could do better if we had nasty people will have. And I'm next! what spell to throw next. Roll again; the
a thief along, and a magic-user could Make me invisible too, master!" goblin keeps missing.
help, too. I usually go adventuring with The cleric whispers, "Now! Before The goblin started the battle with 2 hit
those types, plus a couple of big fighters they can do any more!" And you charge points. So the second time you hit the
like you to handle the rough stuff. Un- into the room together. creature, his hit points reach zero, and
fortunately, nobody else wanted to come The goblin jumps up and meets your he shrieks and falls dead on the floor.
along this time. charge with a swing of its sword. It You have overcome one enemy, but the
You try the door again, but it won't magic-user remains!
open. So, with a sigh of regret, the two When the goblin falls, the magic-user
of you continue down the corridor. The goblin lias 2 hit points, and you starts looking worried. Watching you
The corridor curves to the left, and still need to roll a \2 or boner 10 hit. carefully, he starts saying magic words
you see a light ahead. You stop and lis- Roll the die and keep track of the bat- and waving his hands. He's casting a
ten, and hear voices. One sounds like a tle in the same way as you did with spell at you.
man, but the other sounds like a goblin. the snake. You run at him, hoping for a chance
"Get UP, you wimpy weakling!" to swing before he can complete the
growls the man. "Who else did you see, As you battle the goblin, Aleena looks spell. But it's too late — a magical force
besides this fighter and a cleric!" wildly around for the invisible magic- touches your mind.
"Please, master! Don't hurt!" whim- user, waving her mace to and fro in the Roll the die once again. You must
pers the goblin. "Nobody else, nobody. I air. It seems to hit something, and you make a Saving Throw against the spell.
hurt the fighter real bad. I come to tell hear a deep grunt. She keeps waving her If you roll a 16 or less, the magic takes
you right away!" mace, but without further success, so she effect; read the next section, Ending #1
The goblin's lies don't seem to fool the stops and casts a spell. You don't see for this adventure. If you roll a 17 or
human. "Get UP, I say, or I'll turn you what her spell does, so you concentrate higher, your fighter avoids the spell;
into a toad. You probably ran away with- on fighting. skip to Ending #2 on page 8.
out even trying. Nobody else, you're
1 In- i>ul]|iii hii« mm liijli'ri fnr '_'
sure?" | i n i i i [ > u l i l ; i i i ] . i ^ c i Y o n ••n\\ • !•> 1
"Nobody else, master, I swear!" [ m i n i n l d . i i r u j j t ' w h e n \ m i h i : . • • >III
"Hrmph. They could still mean trou- p . m - i l i n flu.- g u l i l i n ^ J : b u i i h r g u l i l m
ble. Perhaps we can trick them, and kill u i i K h , i * '_' fin { m i n i s . >ii n \ ,i t.iii
them without a fight . . ." I j ^ l i i . R o l l .lLf.iin i n sic if v i m liii [lit-
Aleena taps your arm once again, and (•••him. If vcm MUM. tin- gohlui
you back up to discuss the situation. .mil m i w i
"I recognize that man's voice!" she
says. "It's Bargle, one of those bad Aleena can't iind Bjiglc, and ib alai t-
magic-users. He has probably cast a spell ing to look worried. Suddenly, the sound
on the goblin to force it to serve him. of a spell comes from a far corner of the
"If we go back, we should be safe. Oh! room! The cleric turns and runs in that
I almost forgot. The ghouls are back direction, waving her mace and shout-
there. If Bargle only has one goblin, we ing, the black-robed magic-user appears
should risk this battle, rather than face in the same corner as the spell noise,
all those Undead. Besides, he's not ready with a glowing arrow floating in the air
for us — yet." beside him. He points at Aleena; the ar-
Listening carefully, you hear the row shoots out, and hits her! She wails
magic-user and the goblin planning how and falls with a sigh, collapsing in the
to trick you and Aleena. The two of you middle of the room. The glowing arrow
also make plans. The magic-user is the disappears.
most dangerous, and Aleena will try to
fight his spells with hers. Your job is to
fight the goblin.
As your return, you hear a spell being If your fighter hasn't slain the goblin yet,
cast up ahead. You peek around the cor- roll again. But while you are swinging,
Learning how to play DUNGEONS & DRAGONS® games

Ending #1: YOU MISS THE you are. Bargle's reply isn't in a language coming out. Then you remember
SAVING THROW you can understand; you stop and turn, Aleena's words, "creatures of darkness."
and see him softly chanting a spell, Maybe they hate the sunlight, and only
waving his hands at you. Before you can come outside at night. You'd better hur-
As you get near the magic-user, a funny ask what's going on, you begin to feel ry, to get back to town before dark.
feeling comes over you. Why, he doesn't very sleepy. Everything goes black.
look so bad; in fact, Bargle seems to be a * * *
pretty nice guy! You think you used to Something lands on your face, and you
be friends, but you are not sure just start to wake up. Opening your eyes, you
where or when. see — a leaf, apparently fallen from the
"Feeling better?" he asks. "You were tree above you. You are lying by a cave,
overcome with rage for a moment. Are and it's late afternoon. You can make it
you okay now?" back to town if you hurry. But suddenly,
"Sure," you reply, somewhat con- you remember what happened — BAR-
fused. "You seem to be okay, Bargle old GLE! The fight with the goblin, Aleena
pal, and I only took a little damage from falling, the strange bad-but-nice feeling
that goblin. Say, I saw some ghouls back about the magic-user — Horrors! You
there; we should get moving." were ENCHANTED! And where is the
"Indeed?" replies Bargle. "Well, let's treasure?
pack up the goodies, and move on." You get up quickly, brushing the
Together you collect the treasure: a leaves off your face and equipment.
small bag from the goblin, and a larger Perhaps Bargle was afraid to kill you,
one from the cleric. Bargle picks up a and just stole all that he could find. Or,
black velvet bag, explaining that he more likely, Bargle was scared away by
dropped it while he was fighting the something before he could slit your
goblin. throat.
As you get ready to leave, you blurt Your dagger is missing, and some
out "Shouldn't we take the cleric's body food, but your sword is in its sheath and It's hard to run with the cleric across
back? She helped me out, earlier." your pack is still there. One sack re- your shoulder, but you finally get back
"That would be nice," Bargle replies, mains, and from the pain in your back, just as the sun goes down. Once there,
"but we're carrying all we can. We all you must have been sleeping on it. It you take her body to her church. It's too
take our risks, here in the dungeon." contains some of the coins you found by late to help her, but they can give her a
Something seems wrong about that. the snake and the tiny gem. The rest is proper burial. They thank you for your
You argue with Bargle a bit, but he missing. kindness, and offer a small bottle as a
convinces you that nothing could be You remember what happened to reward.
done for her, and bringing her along poor Aleena. You should take her back "What is it?" you ask.
could slow you down — maybe enough to town; they might be able to help, and "It's a magical potion, of course!" he
that the ghouls would catch up. So you even if it's too late, she should get a exclaims. "It's a Potion of Healing. If you
head off down the corridor, as if the best proper burial. As you prepare to return are hurt, you can drink this and be
of friends. to the caves, you find that your lamp has cured, somewhat like our magical curing
The corridor leads to another room, gone out, the oil all burned away. spells. It's a nice magical treasure; save it
which is empty. You search it together; There is still one oil flask in your pack, for an adventure in your future, in case
nothing can be found. But looking down so you refill the lantern, light it with a cleric you are traveling with runs out
the next passage, you see a light! your tinderbox, and head back into the of spells. It's the least we can do."
"Bargle!" you exclaim. "Look here!" darkness. The clerics thank you again for your
"Ah, I see," he says. "That must be a You pass through one empty room, help, and you thank them for theirs. You
way out! We're in good shape now. Lead and then find the bodies of the cleric leave the church and head for your
on, fierce fighter! I shall watch for the and the goblin in the next. But you see home on the other side of town, think-
ghouls." dark, quiet shapes in the darkness ing about your adventure and all you
You head down the corridor towards beyond; it's the ghouls! Quickly, you put have learned.
the light. Sure enough, it's a side the cleric's body over your shoulder and
passage, leading out of the hill into the run for your life.
sunlight. As your stomach grumbles, The ghouls follow, snapping at your
you remember that it's after noon. You heels. You can't move as fast as usual Now pretend that you made the Saving
missed lunch in all the excitement. with the weight of the cleric on your Throw, and read the next section to see
"Shall we head back?" you ask, as you shoulder. But you win the desperate what might have happened.
squint out into the daylight, much race, and get outside once again! If you have already read the next
brighter than your lantern. You pause for a moment, out of section, skip to the Winning section af-
"Surely!" he replies. As you head out- breath. Looking back, you see the ghouls terward.
side, you start to talk about how hungry in the cave — but they don't seem to be
Learning how to play DUNGEONS & DRAGONS® games

Ending #2: YOU MAKE THE It won't spoil; save it for an adventure in
SAVING THROW your future."
The clerics thank you again for your
help, and you thank them for theirs. You
Bargle's magic doesn't seem to work! He leave the church and head for your
pauses, surprised, as you swing. home on the other side of town, think-
ing about your adventure and all you
Kull tin- dn 1 . II w>ii loll M nr highi-i. ; have learned.
M>U liii. A mil (if 7 nr It-is n i f . m s ilia!
Mm mi»trd. II you citn gif <!')•.<• m
ilifin, iii.i^u-uscr? me- ( i l i t n IMNV in
tin. r t i c \ .in 1 iKK MM \ il.mi;criiiis m a
If you haven't read Ending #1, "You
i IHM1
Miss The Saving Throw" go back and
If you hit, the magic-user gives a cry do that now, pretending that you were
and falls, dead. You have won! enchanted by Bargle's spell.
If you miss, Bargle screams and runs
down the next corridor, into the dark- Winning
ness. You start after him, but then you
stop. Who knows what magical powers You have just played a D&D game!
the man might have, waiting there to This adventure was designed to show
trap you? Better to see if Aleena is alive, you some of the basic parts of the game.
and rest a bit. You played a fighter, who tried to sur-
You kneel by the cleric, and gently vive in the dungeon, while finding mon-
turn her over. Alas, Bargle's magical sters and treasures. You succeeded — so
spell has taken her life. Mourning the your character "wins."
loss of your new-found friend, you de- Think a moment. Why do we play
cide to take her back to town for a games? To have fun. Each player "wins"
proper burial. You tidy her up while by having fun — so if you had a good
keeping an eye out for monsters and time, you win! You can have fun even if
listening carefully in case Bargle comes your character gets killed — and if that
back; but nothing happens. happens, don't worry. You can always
The goblin had very little treasure, make up another one!
just a few copper pieces in a small bag. Winning a role playing game is like
Searching the room, you find another "winning" in real life; it's just succeeding
bag, a finer one of black velvet. It must in doing what you wanted to do, and
be Bargle's, dropped in the heat of the living through it. The fun comes from
battle! Opening it, you find several valu- Peering into it, you find that the corri- doing it, not ending it! This is why we
able gems and a small bottle. You put the dor leads outside, into the midday sun. say that in this game, everybody wins
treasure away, planning to examine the Carefully, in case Bargle is waiting to and nobody loses.
bottle later. ambush you, you walk outside — and all Is this a game or a story, you ask? It's a
Nothing else of value is in the room. is clear and calm. little of both. As you learn more about it,
You pick up the poor cleric and carry You rest a bit, pick up the cleric, and it will become more and more like a
her on one shoulder. Should you con- head back to town. Once there, you take game. You still have many game details
tinue down the dark corridor, or head her body to her church. It's too late to to learn, so continue reading.
back the way you came? help her, but they can give her a proper You have met some monsters, and
You suddenly see shadowy shapes ap- burial. They thank you for your kind- won the battles. You have found some
proaching from the way you came. The ness, and offer a favor in return. You treasures — not only coins and gems,
ghouls must have returned! Now there remember the strange small bottle in but a magical potion.
is no choice; you must hope that the Bargle's bag, and get it out, asking Most important, you have learned
magic-user ran away, and that a way out whether they can tell you what it is. how to use your own imagination, while
lies in that direction. Fighting the ghouls One of the clerics opens the bottle, using the rules of the game. Could you
would mean your death. and sniffs at it. "Why, it seems to be a see, in your mind, the wicked magic-user
You stagger under the weight, but magical potion!" he exclaims. "Let me Bargle? Or the kind, wise cleric Aleena?
manage to run down the corridor, hold- see, now, I'm sure I've smelled that Can you imagine the gold and silver
ing your lantern shakily with one finger. before. Ah! I remember. It's a Potion of scattered on the floor by the huge,
You enter a room, but it looks empty. No Growth! If you drink it, you will become deadly rattlesnake — and the fierce bat-
time to search; you continue onward. As a giant for a short time, for one to two tle afterward?
you head into the next corridor, you see hours — and can do double normal This is another part of the fun in a
light ahead! And as you approach, you damage when you hit a monster. Con- DUNGEONS & DRAGONS game.
see that it's coming from a side passage. gratulations, it's a nice magical treasure!
Your character

Alignment: How characters Throws, and so forth — are written In the box above the words Hit
and monsters behave down for you on a sheet in the middle of Points, put 8. You should know what
this booklet, along with other details. that means, from your first adventure.
Take a moment, now, and think about This description of your character is It's a measure of how much damage
how your character behaved. The called a Character Sheet. your fighter can take.
fighter was one of the "good guys." You Remove the character sheet by care- At the top right corner, there is a
wanted to do the right things; for exam- fully folding it along the dotted line and place for the name of your Dungeon
ple, you brought the cleric back home then tearing it along the perforation. Master. In group games, this is the per-
with you. On the other hand, the magic- You will find the scores for other son who plays the monsters, while you
user and the goblin were the "bad guys." character types in the center of this play your character. You don't have one
They didn't care whether you lived or booklet too. These are for when you yet, so leave that blank. Later, when
died, just what they could get from you play with a group. You will have to write you're playing in a group, one person
— selfish, and nasty besides. the information on copies of the blank will be the Dungeon Master.
There is a way to describe how your character sheet on the back of this book. Below that line is a rectangle labeled
character behaves in the game; it is Do not use any of these characters for Character Sketch or Symbol. You may
called Alignment. Your fighter's Align- the Solo Adventure in this booklet. wish to draw a picture of your character
ment is called Lawful, he tries to protect Use a pencil whenever you need to there, a "character sketch." You may skip
others and defeat monsters. write on a character sheet, not a pen. this part of the character sheet, if you
Aleena the cleric was also Lawful. Many of the notes you will make are wish; it won't affect the game, but might
This is one reason why you became temporary, like the amount of money you help you imagine what your character
friends. Your Charisma helped when have, your equipment, and so forth. looks like. Or instead of a sketch, you
you first met her, but if your Alignments Get out the rest of the dice and the may want to pick a symbol — something
were different, you probably wouldn't crayon. If you have the dice, the crayon, that your character will be connected
have been so friendly to each other. a pencil, and your character sheet, you with. Your symbol could be a bird, or a
Bargle, the magic-user, had a dif- are ready to learn some more. tree, or anything you wish. For example,
ferent Alignment than yours. He was if your character's name is Hawk, you
Chaotic, the opposite of Lawful. He was may wish to draw a falcon-like bird in
selfish, cared only about himself and The Character Sheet this rectangle.
steals from others. Most people don't Let's look at the whole character sheet, The middle part of the character
like chaotic's. You two wouldn't normally bit by bit. sheet gives all your Ability Scores and
become friends at all (except for the At the top of the sheet, fill in your Saving Throws.
spell he cast, that magically forced you to name above "Player's Name."
be his friend for a short time). What's your character's name? It
Monsters have alignments, too. The could be the same as yours, or you could Ability Scores
goblin and the ghouls were Chaotic. But make one up. Write the name in the Let's take a closer look at your character.
the snake wasn't really bad or good (al- place for it, under your own. Your fighter has the following Ability
though it certainly was dangerous). Its Your fighter is one of the "good guys," Scores:
Alignment is called Neutral. It will fight to so your Alignment is Lawful. This has
protect itself and will help others, if that already been filled in on your sheet, and 17 Strength
will help it, but is mostly concerned with shouldn't change. If you want to play a 9 Intelligence
surviving. Neutral doesn't mean stupid Neutral character (or, if you want to take 8 Wisdom
(Alignment has nothing to do with Intel- the chance, a Chaotic one), you should 11 Dexterity
ligence); it means a balance, an average put the Alignment on the character 16 Constitution
between the Law and Chaos. The snake sheet for that new character. 14 Charisma
was just a typical animal, trying to stay alive The Class of your character is the
and get something to eat. type of adventurer you are playing. In the adventure, it said "your Ability
Alignment will be explained in more Fighter has already been filled in, be- Score is . . . ," because your starting
detail later in this booklet, on page 55. cause once a Class is chosen, it will never character was already made up. Later, if
change. you would like to play another character,
Now where do you go? You are just starting, so your Level is you can use any of the others included in
1, or "first" (1st). You will learn more this booklet. But when you are ready to
You can have more adventures by your- about a character's "level" very soon. make up a completely new character,
self! Another adventure has been de- Armor Class is a measure of how you will roll for your Ability Scores,
signed just for your fighter. It starts on hard it is for monsters to hit you; abbre- using the dice. This is explained in more
page 13. But before you play that adven- viated AC. It can be any whole number, detail on page 48.
ture, you will need to know a few more 9 or less. The lower the number, the Every D&D character has these six
details about your fighter, and how to smaller the chances are that you. will get Ability Scores (though the numbers are
use all the dice. hit. Since your fighter is wearing sturdy usually different, of course). The num-
All the details of your character — armor, your Armor Class is 4; write that bers are always from 3 to 18, the total of
your hit points, Ability Scores, Saving number in the shield shape. three six-sided dice.
Your character

Adjustments Dexterity: Your Dexterity is average, so this is not a "special ability." Most other
there are no adjustments here. If you characters can't fight as well, but have
There is a place on the sheet for "adjust- were clumsy (with a low Dexterity score), Special Abilities which they need for
ments" next to your Ability Scores. If you would have trouble using missile survival and success. The Special Abili-
any Ability Score is very high or low, weapons like bow and arrow (which you ties of each character class are given in
there may be adjustments, which can be will learn about later in this booklet). the class descriptions (pages 23 - 47).
good or bad. The adjustments will apply You might also react a little slower than
to certain die rolls in the game. An the monsters. But your average score EXAMPLES: Clerics can Turn L n-
"average" Ability Score is any number here keeps you even with them. dead monsters. Magic-users i.im cast
from 9 to 12, and has no adjustments. spells (as tun clerics anil el\es).
Constitution: Your Constitution score is Thieves (-;in pick locks.
Strength: With a low Strength score, it high, so you get a + 2 bonus here. As we
would be harder to hit monsters, and explained in the adventure, you have 8 Combat Chart
you would have a "minus" adjustment, a hit points; without your good Constitu-
penalty. But your great Strength gives tion, you would only have 6 hit points. If You know how to roll when your charac-
you a bonus, the "plus" adjustment. you had a low Constitution score, you ter wants to hit a monster; this is called a
Your + 2 bonus helps you in fighting; it might have even less. A higher Constitu- "Hit Roll." You will always use a twenty-
is added to both your Hit Rolls and to tion score would mean more hit points. sided die for Hit Rolls.
the Damage you do. It also helps when You will not need to use this Combat
you try to perform feats of strength — Charisma: Your Charisma is also above Chart until you play in a group game.
like breaking open a stuck door, or average, and you get a + 1 bonus when When you read a one-player adventure,
lifting a huge rock. meeting and talking to others. Your the Hit Roll you need will be given. This
The + 2 adjustment has already been Charisma will affect their reactions; they will include your Strength adjustment as
included in your Hit Rolls for the Solo will probably like you, and you can prob- well as the monster's Armor Class.
Adventures in this booklet. ably get your own way a little more In group games, you will use a slightly
often, because of your Charisma bonus. different procedure, using this chart. In
Intelligence: Your Intelligence is aver- As with your other bonuses, your the D&D combat system, every creature
age so there are no adjustments here. Charisma bonus has been accounted for has an Armor Class, whether it is wear-
Because of your intelligence, your char- in the Solo Adventure to come. ing armor or not. If your roll (including
acter can speak two languages. You can the Strength adjustment) is a number
speak the same language as all the other Saving Throws high enough to match or beat the num-
humans, which we call "Common." ber listed under the target's Armor
Your fighter can also speak a code In the first adventure, you made Saving Class, you will hit the target, and can
language, called an "Alignment Throws against poison and magic spells. then roll Damage. This will be explained
Tongue." This is used to speak privately When you try to save yourself from a in more detail later.
with someone else of the same Align- special attack, you roll the twenty-sided
ment. (In your first adventure, you die; if the result is equal to or higher TURN THE SHEET OVER
could have spoken to Aleena the cleric in than your number you succeed in avoid-
the Lawful tongue, and Bargle the ing the attack. We are done with the hardest parts, but
magic-user wouldn't have understood There are three other Saving Throws, there are a few more things to come. Be
what you were saying; he speaks Cha- against Magic Wands (if someone shoots very careful when you get to "Money"
otic.) Characters usually don't use their one at you), Paralysis (which would have and "Experience."
Alignment tongue unless they have to. been used if one of the ghouls had hit
You can say that you speak "Common" you), and Dragon Breath (dragons can
and "Lawful." Near the bottom of the be very dangerous, so there weren't any
sheet is a place to write the names of in your first adventure). You will always
your languages. use a twenty-sided die to roll a Saving
Throw.
Wisdom: Your Wisdom is 8, just below For most characters, the easiest Saving
average, so you have a penalty adjustment Throws to make are those against Poison
of — 1. As with your Strength bonus, your and Magic Wands, and the hardest are
Wisdom penalty has been included in the those against Dragon Breath and Magic
Solo adventure to come. Spells. Saving Throws are explained in
In group games, you will subtract one more detail in the Dungeon Masters
from your die roll each time you make a Rulebook.
Saving Throw against a magic spell.
Aleena the cleric had a bonus against Special Abilities
magic spells, because of her high Wisdom,
but she had a penalty on her Hit rolls, Your character does a better job at fight-
because of her low Strength score. ing than any other type of character, but
10
Your character

Magic Items
Whenever you find a magic item, write it
down here. This includes the magic po-
tion you found in your first adventure!
In this box, write Potion of Healing— the
magic item you found in Ending #1.
(Since you probably missed the Saving
Throw against Bargle's spell, we will use
that ending for your character's adven-
ture. You will need the Potion of Healing
in your next adventure.)

Normal Items
This is where you list the equipment that
your character has. Copy the following
list into the box, and look it over so you
know what you are carrying. For now,
don't worry about how much the items
cost or where they came from.
You have a dagger and other normal
equipment again, even though Bargle
stole some. We will assume that you kept
spare equipment at home — but the list
here is all that remains.

YOUR EQUIPMENT LIST

2 Flasks of oil
1 Tinderbox
1 Rope, 50' goblin. You brought home a little of To find the Total value (200 gp), you
1 Leather backpack each, though Bargle stole most of it. need to know more about the D&D
1 Standard rations (preserved food) This is where you make a note of the money system.
1 Waterskin (leather canteen) treasure you have, adding to the list for Think of copper as pennies, silver as
1 Lantern any more treasure you find. We use dimes, and gold as dollars. Electrum
2 Torches abbreviations for the types of coin (listed pieces are like half dollars, but platinum
2 Small sacks here in order, starting with the most is expensive; one platinum piece is like a
Large sack valuable): five-dollar bill. Study the Money Con-
Suit of Chain Mail armor version Table on this page.
Shield platinum pieces = pp
Dagger gold pieces = gp
Sword electrum pieces = ep MONEY CONVERSION TABLE
silver pieces = sp
copper pieces = cp 100 cp = 1 gp 2 ep = 1 gp
Other Notes 10 sp = 1 gp 5 gp = 1 pp
These abbreviations are often used, so 1 pp = 5 gp = 10 ep = 50 sp = 500 cp
This is a way to help you remember who you should get to know them well. To
your character has met, and where you write down the treasure you found, copy
have gone. You should write down this into the Money box on your charac- When you find treasure in an adven-
"Caves near town; met Bargle, Chaotic ter sheet: ture, write it down on a separate piece of
magic-user." Make more notes as you paper. At the end of the adventure, add
play more adventures. the treasure to your list, and Figure out
pp: 7 1 gem: 100 gp
gP : 50 your new total.
Money and Treasure ep: 20 In your adventures, look for the most
sp: 40 valuable treasure. If you are carrying all
You found many gold and silver pieces cp: 100 you can, you may have to drop some
when you killed the giant snake, and a treasure to pick up more valuable coins;
few copper pieces when you killed the Total Value: 200 gp drop copper first, of course.
11
Your character

Experience experience for treasure, and not much finally have this many XP, adding up
for killing monsters? It's better to avoid your points from each and every adven-
In the game, your character will become killing, if you can, by tricking monsters ture, your character will no longer be
more powerful each time you complete an or using magic to calm them down. You Level 1; you will move up in power, to
adventure. The way of measuring this can sometimes avoid the risks of combat. Level 2. This doesn't mean that you lose
"power" is another number, called Experi- But you will have to fight many mon- any XP; you will keep adding more as
ence Points; the abbreviation is XP. sters to get their treasures. you get them.
When your character started, you had Remember your "Level" at the top of You will probably work your way up to
no Experience Points. But in your first the front of the sheet? That relates to XP Level 3, 4, 5 and so forth, becoming more
adventure, you killed a giant snake and a (Experience Points) in the following powerful each time. And human charac-
goblin, and found some treasure. You get way; if you gain enough experience ters can go all the way to 36th level,
Experience Points for each of these things. points your level goes up. though this should take hundreds of
For the treasure you found, you get When your Level goes up, you be- games. For low level your goal doubles for
200 XP (one experience point per gold come more powerful. Each time this each Level: 4,000 XP for 3rd Level, 8,000
piece value). For killing the monsters, happens, you will get more Hit Points. XP for 4th Level, and so forth.
you get 30 more. That adds up to 230 Sometimes (but not every time) when
XP, but it's not your total. You also get a your Level goes up, your character will Now you should know how to use each
bonus because you are a Fighter and be able to make Saving Throws a little part of your Character Sheet. If you
have an above average Strength score. easier, and hit things a little more often. didn't understand something, STOP!
This bonus is + 10% of your XP. Since So the more Levels you gain, the longer Go back and read the details again.
you earned 230, you get 23 bonus you can survive, and the more treasures You will have a character sheet for
points, for a total of 253 XP. In the you can collect. each character you play. It will have all
Experience box at the bottom of the On the line at the bottom of the the details you need to play the charac-
page, write "253." Experience box, write the number ter properly.
Did you notice that you get a lot of "2,000." This is your goal. When you

FOUR-SIDED d4 SIX-SIDED d6 EIGHT-SIDED d8 TWELVE-SIDED d l 2 TWENTY-SIDED d20

Dice number, counting zero as "no tens." Roll roll two 4-sided dice at once, adding the
a second time for the "ones" number. results normally.
This is a very important section If both rolls are "zero", the result is Some examples:
Be sure to read it carefully. one hundred.
d% Roll the ten-sided die to find
EXAMPLES: A roll ol 5 followed bv a the "tens" number, and again
When you have several dice, they are roll ol 3 gi\es a mial result of .Vi. If ihc to find the "ones" number.
just called "dice" — but one is called a 3 were rolled fiisi. the result would be 4d8 Roll an eight-sided die four
"die." Each side of a die is called a "face." 35. A mil ol 0 Followed by a roll oi «i times
Each type of die is named for the num- gi\es a total o( 06. or simph 6.
ber of faces it has. The dice, and the 9dl2 Roll the twelve-sided die nine
abbreviations for them, are used in times
Now stop and color in the numbers on ld20 Roll the twenty-sided die once
every adventure, so you should get to all the other dice by rubbing the crayon
know them well. across the grooves and using a tissue to Sometimes you will find a number after
Check to be sure your set has all the wipe off the extra way. the "d" that's not a kind of die; for
dice you need: example, Id3. In this case, it means that
The four-sided die looks like a pyra- We often use abbreviations for the kinds the result should be 1, 2, or 3. To make a
mid. Try to spin it as you throw it, to be of dice: a "d," followed by the number of "Id3" roll, roll Id6 and divide by 2
sure of making a fair roll. When it lands, faces. For example: d8 means an eight- (rounding up), to get a result from one
only the bottom number on each face is sided die. to three.
right-side up; this is the result of the The roll of a ten-sided die twice, to Using the same principle, you can
"roll." For all the other dice, roll them on find a Percentage, is abbreviated "d%," find the result of Id2 (Id4 divided by 2)
a table or flat surface, and the number and sometimes called a "Percentage roll" and Id5 (ldlO divided by 2).
on top is the result of the roll. or "Percentage dice."
The ten-sided die has a zero on one Whenever a number appears before If you have read everything so far —
face, which is read as "ten." the "d," it means the number of times
The ten-sided die can also be used to you need to roll the die. So "2d4" means YOU ARE READY FOR YOUR NEXT
find a Percentage (a number from 1 to "roll a four-sided die twice, and add the ADVENTURE!
100), in the following way. Roll the die results," for a total of 2-8. Or, if you have
once and read the result as the "tens" more than one set of dice, you can just To Start, just turn the page.
12
Solo adventure

In the following one-player adventure, "Looks good!" he exclaims. "Just a bit promise to come here first the next time
you will explore a dungeon, looking for here, and a bit there . . . want to trade in you need better armor or more weap-
monsters and treasures. Part 1 is a shop- that chain mail you had on? Looked to ons. Agreed!" He stomps off, grum-
ping trip in town. In Part 2, you will be in pretty good shape . . . ." bling, then stops and turns. "You can
learn more about battles. And in Part 3 "Wait a minute!" you reply. "Don't you pick it up Tuesday. Pay the clerk on your
you will visit the dungeon. You will often have anything lighter than this stuff? I'm way out!"
be given choices, and asked to pick one. not going to be able to carry as much Subtract 30 gold pieces worth of coins
Each choice gives a number; turn to that treasure if I wear all this metal!" from the Money on your character
number to find the results of your "Ah, well!" he says, soothingly. "If you sheet. You can either subtract it from
choice. Your adventure will continue want better protection, you have to use your gp, or use some coins of lesser
from there. this. Unless, of course, you can somehow value if you understand the Conversion
find magical armor." Table. Change the numbers on your
Plate mail will improve your Armor sheet to account for your spending, and
Part 1: Town Business Class to AC 2, better than your current change your Equipment List. Then turn
AC 4, so it would be nice to have. the sheet over, and change your Armor
You spend a few days in town, letting Class to 2.
your wounds heal. Since you found so "Well, how much?" you ask.
much treasure on your first adventure, "Well . . . 75 gold pieces as is. Want to You come back to the shop in a few
you go shopping for some better armor. trade in that chain mail?" he repeats. days and pick up your heavy Plate Mail
Armorer Baldwick knows you well. "Oh, I guess so," you reply. "How (it's not ready on Tuesday, but you have
He's a jolly fellow, getting a bit gray. You much?" time to wait). You spend the time look-
remember snitching apples from the big "For you, well . . . since you're trying ing around for other adventurers — any
tree in his yard when you were young to get started, and since I've known you help would be welcome — but the few
and foolish. so long . . . 50 gold pieces, with your you find all just want to relax, have a
trade-in." good time, and heal up from their last
"Well, well!" he booms, as you enter adventures.
his shop. "How have YOU been these You talk with him a bit more, using
days? All grown up now, I see!" your Charisma, and bargain him down So, fully equipped but still alone, you
to a better price. set off one morning for the caves near
You chat for a few minutes about your
younger days, and then you ask if he has "Okay, OKAY!" he says finally. "Just town, remembering to watch out for
any armor that would fit you. 30 gold pieces with the trade-in, and you ghouls.
"Why, surely! Let me see, let me see
. . ." He pushes his way through racks of
armor of all kinds, as you follow closely
behind. There are dozens of sets of
armor, for people of all sizes, but most of
them need repair.
"AHA!" he exclaims, pulling an
armload of metal down. "Try this on!"
The armor you are wearing is made
of round chain links, all skillfully inter-
woven to form a covering for most of
your body. But this armor is different.
Large pieces of well-crafted metal are
fastened to chain mail and leather, fash-
ioned into pieces that you could wear.
"Plate mail, of course; just finished it a
week or two ago. Want to try it on? I
think it'll fit."
You go to a back room and remove
your chain mail, and try this heavier
armor on for size. Sure enough, it fits,
almost as if it were made just for you.
The metal plates hang from leather
straps and chain mail links, forming a
tough protective suit. But it's very heavy,
almost twice as heavy as your chain mail.
You come out to show him, and he
walks around you, carrying a piece of
charcoal and marking the armor here
and there for some necessary adjust-
ments.
13
Solo adventure

Part 2: Battles above). If the goblin's new total is zero or


less, the creature is dead. If the goblin THINGS TO REMEMBER
still has any hit points left, it swings at
You are almost ready to enter the "dun- you: 1. Keep a record of the monsters
geon." But first, you need to learn a little If you roll a 17 or higher for the killed and treasure found, using a
more about battles. goblin's attack, he hits you, for 1-6 points separate piece of paper.
You already know how to swing at a of damage as noted in the box above. 2. Use the Combat Checklist when-
monster: You roll the six-sided die and subtract ever you have a battle.
the result from your 8 hit points. 3. Roll Id6 each time you hit, to find
You roll ld20 (a twenty-sided die), the amount of damage done.
and compare the result to the Hit roll 4. Drink your potion when you are
given in the description. If you rolled Combat Checklist badly hurt.
that number or higher, you hit the
enemy, and roll Damage. A step-by-step list of everything you
need to do when fighting a monster is
given on the same page as the monster Mapping
More Damage! description (the boxed information).
Use this checklist for every battle, to be This time, you will make a map of the
sure you are running each one correctly. dungeon so you don't get lost. Maps also
In your first adventure, each time you help in remembering where the worst
hit a monster you.did 1 point of damage. monsters were — like the ghouls — so
However, from now on, you will roll Id6 Record Keeping you can avoid them until you feel ready
(a six-sided die) to see how much for them.
damage you do to the creature you are Use a piece of scrap paper to keep track of You will draw your map on a piece of
fighting. the battles. Whenever you find some treas- graph paper. Each line one square long
You will keep track of the damage in ure, write down the amount and type on will equal 10 feet in the dungeon. Copy
the same way, writing down the starting the same paper. Experience points will be each map carefully. Draw an arrow
number and subtracting the damage given at the end of the adventure, but you pointing to the top of the paper and
each time you hit. Just cross off the old will need a list of the creatures your fighter label it "North", then draw a line across
number of hit points, and write down conquers. All the points for treasure and the arrow and label "East, South, and
the new number. experience will be added up at the end of West." This will help you remember the
the adventure. directions.
The Monsters As you draw your maps be sure to
Getting Killed write notes on it to help you remind you
Monsters will also be able to do more where things are.
damage. In your one-player games, you If your character is slain by the mon- If you don't make a map as you go,
will keep track of their damage on a sters, that is the end of the adventure. you will probably get confused.
separate sheet of paper along with your But it's not the end of the game! You can
own. In group games, the Dungeon start the fighter over again, pretending
Master keeps track of all the monster that it is a new character.
details. If you play this adventure a second
Some monsters do 1-6 points of time, do not keep any treasure found
damage, just as you do. But sometimes before you "got killed!" You should start
they do more or less than Id6. Each time the character over again, from the be-
you encounter a monster, the informa- ginning.
tion you need will be given in a box, like
this: Remember that you are carrying a
magical Potion of Healing. If you get
GOBLIN: 17 D: Id6 hurt, you can drink it, and it will cure
You: 12 hp: 4 all your damage. You can then
change your hit points back to 8. You
can only drink it once, and then it's
The number after the monster's name is gone.
the roll it needs to hit your fighter. "D" is You may drink the potion when-
the dice to roll after the monster hits, to ever you wish, but you should wait
find the amount of damage it did to you. until you have only 2 or 3 hit points
The monster's hit points are also given. left, if possible. If you drink it in the
In this example, if you roll a 12 or middle of a battle, you must skip your
higher, you hit the goblin. You then roll attack (you are drinking, not swing-
Id6, the standard amount, and add 2 ing), and roll only for the monster's
(for your Strength bonus). You subtract attack for that round of combat.
that total from the goblin's 4 hp (as given

14
Solo adventure

Part 3: Into The Caves 5 You decide to go back to the statue 13 You kill the two skeletons! As each
room. Return to 1. one "dies," its bones collapse in a heap,
Since you explored some of the caves and the rusty sword drops to the floor
earlier, you find yet another entrance to 6 You go back to the statue room. Read with a clang.
venture into this time. After finding a 58. You search the area, but find no treas-
suitable cave, you pause to be sure you ure. However, there is a door in the east
are ready. 7 You turn the corner and follow the wall of the room. Do you want to:
The caves are dark and dreary, as you passage back to a room. Read 9.
remember from the last time, so you get Go South? Read 62
out your lantern and light the wick, 8 After the turn, the corridor goes 50' Open the door? Read 27
using your tinderbox. Then, carefully, west and opens into a room. Read 54
you step into the first "room." after you add Entry 8 Map to yours: 14 You go west, and come to another
room. It has an exit south, leading out-
Tear the sheet of graph paper out of 9 You may go one of three ways. Do side, and another corridor heading west.
the center of this booklet. Then, starting you want to: You don't want to go west, the ghouls
near the bottom, copy Entry 1 Map: are in that direction.
Go North? Read 21 You recognize this room as the en-
1 The room you are in is fifty feet Go East? Read 53 trance for your very first adventure!
square, with 10' wide exits in the middle Go back to the Statue room? Read 36 This is where you hit the goblin, and he
of the north, south, east, and west walls. ran away. Do you want to:
The ceiling of the room is 15' up, but the 10 If you have already killed the mon-
corridors are only 10' tall. sters and taken the treasure from this Go back East? Read 62
The walls, floor, and ceiling are made part of the dungeon, read 9. If not, Go South? Read 3
of rough rock. There are some cracks continue:
and crevices in the rock walls, all very The corridor goes 20' north from the 15 If you have already killed all the
small. Standing in the exact center of the room and then turns right. You peek monsters in this part of the dungeon,
room is a stone statue of a woman in around the corner, and see that the read 61. If not, continue:
armor. You examine it carefully, and corridor goes 20' and opens into an- The corridor goes north and opens
finally even touch it — but it is merely a other room. Read 54. into a room. The area looks like Entry 15
statue, nothing magical or special. Map (add it to your map):
You have entered this 50' square 11 You quietly approach the room, and As you peer into the room, you see
room by the southern corridor, which you don't see anything unusual. But as two skeletons with rusty swords standing
leads out to fresh air and sunlight. The you step into the room, some giant rats about 10' from you, around the corner.
other corridors are dark. The light from leap out from the corner to your right, Without making a sound, they step for-
your lamp helps, but shadows linger in and attack! Two of them hit you, for a ward, grinning horribly, and swing at
the corners of this large room. Do you total of 3 points of damage. You are you. One of them hits, for 2 points of
want to: suddenly in battle, and cannot escape. damage. Read 26.

L_
Read 83.
Stop and Listen? Read 42
Search the room? Read 57

i-
12 Talking to the creature doesn't do
Go down a corridor? Read 58 any good. It attacks, and gets one free
swing while you are talking! Read 86,
2 You are back outside! If you want to and run the battle normally after giving
go back inside, read #1. If you want to the monster one free attack.
quit, stop reading here; your fighter •• —
goes back to town. If you killed any •• —
monsters or found any treasure, read 88
to find how many Experience Points you
have earned. If you want to go shopping Entry 8 map
for supplies, read 89.

3 You go south, and leave the caves.


You may go home, and end this adven-
ture, or you can go back to the first
room. Read 2 for further instructions.

4 You go south from the strange room.


If you have already killed the monsters
and taken the treasure from this part of
the dungeon, read 23. If not, read 44. Entry 15 map
J
Solo adventure

16 You are leaving the Rust Monster looks like Entry 21 Map (add it to your on your answer). Whatever answer you
room, heading west. Have you mapped map): gave, the mouth laughs and says "Come
this part of the dungeon yet? You search the room carefully and back again some time!" The invisible
find one small bag by the door, appar- barrier is gone, and you can leave the
No Read 28 ently dropped by one of the goblins. room. You cannot find anything more
Yes Read 62 The bag contains 10 sp, 5 gp, and — a here, nor will the mouth speak to you
key! Now do you want to: again.
17 The corridor goes north 30', and Read 40.
then there is a side passage to the left Open the door? Read 66
(west). The main corridor continues an- Go back? Read 37 2 5 You decide that the rats look dan-
other 30' and then turns left. When you gerous, and you head back the way you
get to the side passage, you see that it 2 2 If you have been in this room be- came. The rats don't notice.
goes 10' west and opens into a strange fore, please read 39. Otherwise, con- Read 58.
room. Read 49. tinue:
You enter the strange room to investi- 2 6 You are facing two skeletons. Do
18 You carefully enter the room, and gate. The room is empty and clean, and you want to:
see two goblins in a far corner. They the only feature is the orange mouth on
have swords, and seem to be expecting the far wall, about 8' long. The room
looks like Entry 22 Map (add it to your Talk to them? Read 30
you. They attack, and each gets a free Turn them? Read 47
swing before you can react. Read 85 and map): Run away? Read 72
run the battle normally, but give each You search the room, listening and Fight? Read 84
goblin one free swing to start. looking carefully, but you find nothing.
Suddenly, as you are about to leave, the
lips of the giant mouth move, and in a big 2 7 You carefully examine the door,
19 You think that there are goblins up and fine nothing strange about it. There
here, so you keep your lantern shuttered booming bass voice it says, "Surprise! You
are here for double-or-nothing! Ready or is a keyhole in it. Have you found a key?
and sneak up to peek into the room. You
hear soft talking in a language you don't not, here we go. O-T-T-F-F-S-S. What's
next in line? If you solve this riddle, your Yes Read 80
understand. Read 46
treasure will double. If you fail, it will all No
Peeking around the corner, you see
two goblins to your right, at the south disappear. What is your answer?"
end of the room. They seem to be If you try to leave, you find the way 2 8 The corridor goes only 10' west
talking about something and don't blocked by an invisible force. "You must before connecting to another corridor
notice you. Do you want to: answer, y'know!" bellows the mouth. heading north; the main corridor con-
Think about it, and decide what the tinues west, into darkness. The north
answer is. Then read 82. corridor goes 30' and opens into a
Go back? Read 32 room. Do you want to:
Talk to them? Read 50
Attack? Read 63 2 3 You go back to the room where the
giant rats were and continue through, Go North? Read 15
arriving back at the first room. Read 58. Continue West? Read 14
2 0 You decide to leave the goblins
alone. But as you start to back off, the
goblin you have been talking to draws its 2 4 You suddenly feel different (either 2 9 You go back to the statue room.
sword and attacks! The other one leaves, more or less weighted down, depending Read 58.
going north and turning left. Do you
want to:

Fight the goblin? Read 64


Run away? Read 73
Keep talking? Read 51

2 1 If you have already explored this


area, please read 52. If not, then con-
tinue:
Starting from the north wall of this
room, the corridor goes 10' north, turns
left (west) and goes 10' further, opening
into the east wall of another room.
There are more goblins here! But when
they see you, they shriek and run
through a stout door on the north wall,
slamming it behind them. The room Entry 22 map
Solo adventure

3 0 The skeletons ignore your chatter, 3 8 You go east down the long corridor, 4 5 You go into the room and look
and swing again. One of them hits you, around the corner heading south, and around. There is nothing here but the
doing 2 more points of damage. Return come to the side passage leading into the reddish dust. When you look closely at
to 26. strange room. Read 49. the dust, however, you realize that it's
rust!
31 You go north from the strange 3 9 The mouth roars, "YOU again?! Go You hear a snort, and when you look
room. If you have already been through away, pest!" You can't find anything of up, you see a strange looking creature
this part of the dungeon, read 7. If not, value here. Read 40. coming into the room from the western
read 8. corridor. It looks like a giant armadillo
4 0 From here, do you want to: with a long tail, and has 2 feathery
32 You decide to go back. The goblins feelers on the front.
don't notice you, and you return to the Go North? Read 31 It charges at you! Do you want to:
statue room. Read 58. Go South? Read 4
Talk to it? Read 12
3 3 You decide to attack the goblins 4 1 The creature is feasting on rust, and Run away? Read 56
before they can get help. You leap out ignores you. You run past it through the Fight? Read 86
and block the first goblin's escape, and room and arrive back at the statue room.
they both draw swords and attack you. Read 58. 4 6 You try to bash the door open with-
Read 85 and run the battle normally. out using a key, but without success. The
solid door remains securely closed. You
3 4 As you keep talking to the goblin eventually give up, passing the scattered
you see 3 more coming from the north. skeleton bones as you head out to the
They look mad. Do you want to: main corridor. Read 62.

Run away? Read 73 4 7 You try to Turn the skeletons like


Fight? Read 87 the cleric Aleena Turned the ghouls, but
nothing happens. It's a special talent that
3 5 Although you try to talk to them, clerics have, not fighters. Each skeleton
the goblins are ferocious and ready for a swings at you again, but they both miss.
fight. One swings and hits you, for 2 Return to 26.
points of damage. Do you want to:
4 8 You get back to the Rust Monster
Run away? Read 73 room. Did you kill the Rust Monster?
Fight? Read 87
Yes Read 55
3 6 You decide to go back to the start. No Read 67
Going west from here, the corridor
turns south. You follow it back to the 4 9 You may go in and investigate the
statue room. Read 58. strange room, or you can go north or
south. Do you want to:
3 7 You go back to the room where you
first found the goblins. Read 9. Go North? Read 31
Go South? Read 4
4 2 You stop and listen, and hear squeak-
Investigate? Read 22
ing noises to the east. Go back to 1.
5 0 You greet the goblins in your own
4 3 The corridor goes 20' to the west
language, the Common Tongue. They
and opens into a room, which looks like
look up, startled, and one growls some-
Entry 43 Map (add it to your map):
thing in its own language. The other
smiles at you, and says "Why, hello
The room is empty, except for a few there! What can we do for you?" The
small piles of reddish dust. Do you want growling goblin starts heading north,
to: apparently leaving the room. Do you
Go back? Read 5 want to:
Continue? Read 45
Keep talking? Read 69
Attack? Read 33
4 4 As you approach a room, a giant rat
Go back? Read 20
jumps out of the shadows and bites you!
You see 2 more giant rats in the room.
Entry 43 map Take 2 points of damage, and read 83.
17
Solo adventure

51 You try to keep talking, but the 5 6 As you turn to run away, the mon- 6 0 Your armor, shield, sword, and dag-
goblin attacks; it misses. You suddenly ster quickly attacks, and gets in your way. ger have all been turned to rust by the
hear more goblin noises to the north, You cannot retreat! Read 86. fearsome Rust Monster! But now that
and see 2 more goblins coming, with you have no more metal, the creature
their swords out and looking very angry. 5 7 You search the room carefully, and turns away from you, not interested any
Do you want to: you find a small scrap of paper in a more. You can see, now, that it has no
niche (small hole) in one wall. Opening teeth or claws, and can't actually hurt
Run away? Read 73 it, you discover a note, written in the you!
Fight? Read 87 Common tongue: You watch as it ambles over to one of
the piles of rust, and it starts to eat,
52 You go around the corner and look RATS EAST ignoring you completely.
in the room, but nobody is there. There GOBLINS NORTH Keeping a careful eye on the creature,
is nothing here to find, so you go back BEWARE WEST! you look around the room. There are
around the corner to the last room you gems here and there, some covered by
were in. Read 9. rust; you collect six of them! Their total
You can also see parts of the corridors
leading out of the room, which look like value is 300 gp.
5 3 If you have already mapped this of Entry 57 Map. Since you are unprotected and un-
the dungeon, read 38. If not, continue: You find nothing else in the room. armed, you go east to the first room and
The corridor goes 50' east from the Return to 1. then go outside, heading for town.
room and then turns right, to the south. To find how many Experience Points
Peering around the corner, you see that you have earned, read 88. You will also
the corridor goes 30' south, and a side 5 8 From this room, you can go many
ways. Do you want to: have to go shopping for more armor
passage then opens to the west. When you
get to that point, you see that the side and weapons. The shopping list is given
passage goes 10' west and opens into Go East? Read 79 in 89.
another room, with blue walls and a huge Go West? Read 43
orange mouth on the opposite wall. Go North? Read 10 61 You peer into the skeleton room,
Read 49 after you add Entry 53 Map Go South? Read 2 and see that nothing has changed. If you
to your map: already investigated the door, there is
5 9 As you approach the room, you nothing more to do here; read 62.
5 4 The room looks like Entry 54 Map hear more squeaks. You wisely shutter If you want to investigate the door in
(add it to your map): your lantern, leaving only a dim reddish this room, read 27.
What are you expecting here? If you glow, and peek into the room. You see
didn't find or hear any clues, read 18. three giant rats scurrying around and 6 2 You are at an intersection of the
If you found some information about some scattered treasure nearby. Do you corridor to the north and the east-west
the creatures in this direction, read 19 want to: corridor. Do you want to:
instead.
Go back? Read 25 Go North? Read 15
5 5 You continue through the Rust Talk to them? Read 74 Go East? Read 48
Monster room, and get back to the Try to scare them? Read 77 Go West? Read 14
statue room. Read 58. Attack? Read 68
j

•;

IIII
/JNI
Entry 53 map Entry 57 map
Solo adventure

6 3 You leap out and attack the goblins! 7 0 You have slain the horrible Rust 7 6 You arrive in the rat room; it is
You will get two free swings before they Monster! Searching the room, you find empty. Do you want to:
can get their swords out. Read 85, and 10 gems laying about, some in cracks and
run the battle normally after taking your crevices, and some in the piles of rust. Go north? Read 17
2 free attacks. The total value of the gems is 600 gp! Go west? Read 6
Now do you want to:
6 4 You attack the goblin. Your first 7 7 You decide to scare the rats. You
swing misses, and the goblin misses you. Go west? Read 28 leap out and scream, waving your sword
But you see, coming from the north cor- Go back east? Read 6 and flashing the light around. One of
ridor, two more goblins, waving swords the giant rats runs off to the north, but
and looking very angry. Do you want to: 71 You approach the room with cau- the others attack you! Read 83.
tion, listening to the squeaking. But sud-
Keep fighting? Read 87 denly, three giant rats jump out of the 7 8 You have won the battle with the
Run away? Read 73 shadows and attack! One of them bites giant rats! Searching the room, you find
6 5 You have won the great goblin you for 1 point of damage. Read 83. 100 cp and 100 sp scattered in the messy
fight. Congratulations! It was a tough rat lair, and you put them in the sacks
battle for one lonely fighter. Don't forget 72 You turn to run and a skeleton hits that you are carrying. Now do you want
that you started the adventure with a you again for 1 more point of damage. If to:
Potion of Healing, which can cure all your you are still alive, you run south to a
damage if you haven't already used it. corridor, where you can turn east or Go North? Read 17
Searching the area, you find 100 sp west. Looking back, you see that the Go West? Read 6
and 50 gp in small sacks that the goblins skeletons are not following you. You stop
were carrying. Their swords look rusty and catch your breath. Read 62 7 9 If you have already been through
and worthless, and they have nothing this part of the dungeon, read 76. Oth-
else of value. Do you want to: 7 3 You decide to flee. As you turn to erwise, continue
run, you are hit by one goblin's sword The corridor goes 50' east and opens
Go west? Read 36 for 2 points of damage. (If your hit into another room. What are you ex-
Go north? Read 21 points reach zero, you are dead unless pecting here, and why? You may have
Go east? Read 53 you can drink the potion; otherwise, found one or two clues.
continue.) You run back into the first If you haven't found or heard any
66 You try to open the door, but with- room, and continue through it and out clues, read 11.
out success. Your key doesn't seem to the south passage, toward sunlight. If you only found a note that men-
work. You hear a goblin voice say from A group of goblins is running after tioned creatures, read 44.
the other side, in Common, "Go away! you, shouting and waving their swords. If you only heard creature sounds,
We don't want any!" You may keep try- They stop at the cave entrance, and keep read 71.
ing, if you wish, but the goblins seem to screaming and waving their swords; but If you did both (heard noise and
have barred the door. there are too many of them. You decide found a note), read 59.
You must eventually go back, so read to go home.
37. This is the end of this adventure.
Read 88 to find your Experience Points
67 Since you didn't kill the Rust Mon- and treasures. If you wish to buy some
ster, it's still there, eating rust. Are you supplies, the Equipment List is given in
dragging a large chest full of coins? 89.
Yes Read 81 7 4 You try to talk to the rats, but talk-
No Read 41 ing doesn't work. You only give yourself
6 8 You jump out and swing at the rats. away, and they attack! One of them bites
Read 83, but take 2 free swings before you for 1 hit point of damage. Read 83
the rats can do anything! Then run the to run the rest of the battle.
rest of the fight normally.
7 5 You have defeated the pair of
6 9 You keep talking as one goblin goblins! But before you can look around
leaves, going north and turning left. the room, you hear noises from the
The other tries to seem friendly, but you north. Three more goblins are coming
can tell that he doesn't like you. Sud- down the north corridor. They have
denly, you hear more goblin noises from their swords out and look angry. Do you
the north. Do you want to: want to:
Attack? Read 64 Run away? Read 73
Run away? Read 73 Talk? Read 35
Keep talking? Read 34 Fight? Read 87
19
Solo adventure

8 0 You put the key in the lock and turn You look through, and see a short corri-
until you hear it "click." Putting the key dor that goes north 20' and turns left. GIANT RATS: 17 D: Id3
away you open the door. To the east, by the turn, is a large door You: 10 hp: 2 each
There is a small room behind the with two stout bars across it. A goblin is
door! The area looks like Entry 80A standing by the door, apparently on
Map (add it to your map): guard. The area looks like Entry 80B Run the battle normally, using the
The room is empty except for one Map. Combat Checklist to be sure that you are
large chest by one wall. You walk over to doing it correctly. If you don't remem-
There is a crack in the wall near this
it, and discover that it's made of heavy ber what "Id3" means, read the section
peep hole. You suddenly realize that the
wood with metal bands around it. It isn't on "Dice" again (page 12).
crack might be the edge of a secret door!
locked (luckily), so you carefully open it. This treasure chest must belong to All the rats will fight until dead. If you
But alas — it's trapped. Make a saving decide to run away, one rat will bite you
goblins! However, you can't open the se-
throw vs. Magic Wands! (You need to as you turn to run (roll for damage). But
cret door, so you drag the chest back out,
roll a 13 or higher on ld20.) then, if you are still alive, you can go
past the scattered bones of the dead skel-
This Saving Throw is used for many back to the statue room. If so, read 58.
etons and south to the main corridor.
things. Generally, it indicates whether If you kill all the rats, read 78.
Read 62.
you jump out of the path of danger — If the rats kill you, read 90.
such as the beam of a magic wand. How- 81 Oops! As you enter the room, the
ever, in this case, the danger is a blade, Rust Monster looks up from its feeding,
mounted on the edge of the chest and 8 4 You are fighting two skeletons.
grunts, and runs toward you. It rushes
connected to a metal spring. When you to the chest you are dragging, and be-
open the lid, the blade sweeps out fore you can escape, it dissolves the SKELETONS: 16 D: Id6
toward you. metal bands around the chest. The chest You: 10 hp: 4 each
If you made the Saving Throw, you comes apart, coins falling everywhere,
jump back as the blade misses you. How- and the creature gleefully turns all the Use the checklist to run the battle.
ever, if you missed the Saving Throw, coins to rust! Do you want to: The skeletons will fight until slain. If you
you take 4 points of damage! decide to run away, read 72.
If you are struck down to zero hit If you kill the skeletons, read 13.
Go East? Read 29
points or less, you can grab your potion If the skeletons kill you, read 90.
Go West? Read 16
— if you still have it — and drink it be-
Attack the creature? Read 86
fore you pass out. It will cure you some- 8 5 You are fighting two goblins!
what, but only back up to 4 hit points. If
you don't have the potion left — sorry, 8 2 If you guess the answer correctly,
but you are dead! (Special note: In group you may double the amount of treasure GOBLINS: 17 D: Id6
games, you will not be allowed to do this. you have. If not, it all disappears, and You: 11 hp: 5 each
Zero hit points indicates death, with no your character is left with none.
extra time to do anything.) The answer is "E." The letters stand Remember to make two rolls for the
If the trap kills you, read 90. But if for One, Two, Three, four, Five, Six, monsters; each one gets a swing after
you survived the trap, continue reading. and Seven. The "next in the series" is you make yours.
You look in the chest and see hun- Eight!
Use the checklist to be sure that you
dreds of coins — 500 cp, 200 sp, and 200 Now read 24. are running the battle correctly.
ep. You start to close the chest and drag If you decide to run away, read 73.
it out with you. But as you close the lid, 8 3 You are having a battle with giant If you kill the goblins, read 75.
you see a peep hole in the north wall, rats. Three of them are here, unless you If the goblins kill you, read 90.
about an inch across. It was blocked by scared one off. The area looks like Entry
the door as you entered. 83 Map.

•i —

1
•i — •1 — L • • •n —
Entry 80A map Entry 80B map Entry 83 map

20
Solo adventure

Third Hit: Your sword turns to rust! ure you found to the money you already
COMBAT CHECKLIST You must get out a dagger if you want had.
to continue the fight.
Player Actions Fourth Hit: Your dagger turns to I- \ \MI'[.I-.: Imagine ih.it von killed
1. Make a Hit roll rust! You have no more weapons. rhe Kusi Minister ,tml found li fjems
2. If you hit, roll Id6 to find the Read 60. there, whh a v.ilue oi liUu v\i. You jlsn
damage done to the monster, killed A giant i.irs. timlins; 100 qi .md
adding 2 for your Strength bonus; Special Note: When you lose your ar- Inn -,p. Imagine ihur von hint mi
then: mor or shield, you become easier to hit. Ollll1] lliltl't.
3. Subtract that damage from the All monsters you encounter afterward
monster's hit points. When its hit will gain bonuses to their Hit Rolls. If Looking on the conversion chart, you
points reach zero, the monster is you lose your shield, give them a + 1 see that 100 cp = 1 gp; 100 sp = 10 gp.
dead. bonus. If you lose your armor, give them Adding that to the gem value, your
a total bonus of + 7 to their Hit Rolls. newly found treasure is worth a total of
Monster Actions Note this special bonus on your scrap 611 gp.
paper, and apply it to all battles until you For monsters, you get 300 XP for the
4. Make Hit Rolls, 1 for each mon- get new armor or shield.
ster (there may be more than one rust monster, plus 15 XP for the giant
monster attacking at the same rats (5 each). That total is 315. Adding it
time!); 8 7 You are fighting three goblins! to the 611 for treasure, your total XP
5. For each attack that hits you, roll award is 926.
GOBLINS: 17 D: Id6 To find your 10% bonus, drop the 6.
to find the Damage done to you,
using the dice indicated. Then: You: 11 hp: 5 each Add the bonus of 92 to the award of
6. Subtract that damage from your 926, for an adjusted total XP of 1018.
hit points. If your hit points reach Remember to make three rolls for the Then you add that to your current 523
zero, you are dead. monsters; each one gets a swing after XP, for a new total XP of 1541 — less
you take yours. than 500 XP from 2nd Level! Lastly, you
Use the checklist to be sure that you add the actual treasure — 6 gems (worth
are running the battle correctly. 600 gp), 100 cp, and 100 sp — to your
8 6 You are fighting the Rust Monster! treasure list.
If you decide to run away, read 73.
RUST MONSTER: 13 D: rust If you kill the goblins, read 65.
If the goblins kill you, read 90. That finishes this adventure. You may
You: 15 hp: 15 go to the next adventure, or you may
wish to go shopping. If you want to buy
Use the checklist to be sure that you 8 8 When you complete this adven- something now, read 89.
are running the battle correctly. ture, you get Experience Points. First,
If the rust monster hits you, it does no add up all the treasure you brought out
damage at all. Instead, it makes metal of the dungeon (ignore anything you
turn to rust! As you run the battle, use lost), and figure out how much it is all
the following notes to find the effects of worth, in gold pieces. (The explanation
each hit. of the Money system is on page 10.) You
If you decide to run away, the monster will get 1 XP for each 1 gp worth of
gets one free attack, but only needs a Hit treasure you find — in addition to get-
Roll 9 or better. You can run away after ting the treasure.
that, but you can only run either east (back After adding up the treasure,findout
to the statue room) or west. If you run how much Experience you get for slay-
east, read 1; if you go west, read 28. ing monsters, according to this chart:
If you kill the rust monster, read 70.
If you have been here before, you Giant Rats 5 each
Goblins 5 each
might not have some of the items men- Skeletons 10 each
tioned below. Resume the battle wher- Rust Monster 300
ever you left off, and remember to keep
track of the equipment you have left. Add that total to your treasure total to
get the total number of Experience
First Hit: your shield turns to rust Points awarded for this adventure. To
and falls apart. Now the Rust Mon- determine your +10% bonus, drop the
ster only needs an 11 or better to hit last number, and add it to the total
you. Read the "Special Note" below. awarded. Then add the adjusted total
Second Hit: Your Armor turns to XP earned to the current XP on the back
rust. Now the creature only needs a of your character sheet, to find your new
roll of 6 or higher to hit. total overall. To finish up, add the treas-
21
Solo adventure

8 9 You want to go shopping. Instead 9 0 Your character has been lost in the
of making an adventure out of it (like dungeon. Don't be upset; it can happen
the beginning of this trip), you may sim- in any DUNGEONS & DRAGONS
ply imagine that you are visiting the vari- game, and often does, through no fault
ous shops in town, buying whatever you of yours. That is the end of this adven-
need. The items you may buy — armor, ture.
weapons, and other equipment — are You may start over, if you wish. To do
listed below, along with their prices. that, be sure not to keep any treasure you
To make a shopping trip, first write may have found before you died. The
down the items you want, and their character should have exactly the same
prices, on a piece of scrap paper. Then equipment, treasure, and hit points as
add up the total cost. If you can afford when you started this adventure. In
what you want, subtract that total cost other words, you start over. If you want
from your treasure. Write the items in to do this, read 1.
the "Normal Items" section on the back
of the Character Sheet. Be sure to write After the adventure . . .
the new total treasure in the Money box.
A map of the entire dungeon is given
here. Check your map against it to see if
WEAPONS AND EQUIPMENT you made any mistakes.
If you had problems with any part of
Item Cost (in gp) the dungeon, go back and read the diffi-
cult section again. Now that you have
Weapons learned the basics of the game, you will
Dagger 3 probably see what went wrong.
Sword 10
Armor
Leather Armor 20
Chain Mail Armor 40
Plate Mail Armor 60
Shield 10
Other Equipment
Backpack, leather 5
Flask of Oil 2
Lantern 10
Mirror (hand-sized, steel) 5
Pole (wood, 10' long) 1
Rations:
Iron Rations
(preserved food
for 1 person
for 1 week)
Standard Rations
(unpreserved food
15
wm. Skeletons
for 1 person
for 1 week) 5
Rope (50' long) 1
Sacks:
Small 1
Large 2
Tinder Box (flint, steel, dry
wood shavings and twigs) 3
Torches (6) 1
Waterskin (or wineskin) 1
Wine (1 quart) 1

(Note: There are more weapons and


equipment available in group adven-
tures. See the complete list in the center
of this book.) Solo adventure map
22
DUNGEONS 8c DRAGONS® Characters

What comes next? starting the game. It explains all the infor-
mation needed, and includes a step-by-
the Character Class (pages 24-47), even
if you are still playing your fighter. Sev-
You have now learned most of the de- step game for everyone to enjoy while eral players can all have the same fighter
tails needed to play a character in DUN- learning. But a new DM should not try to character, if different names are used.
GEONS & DRAGONS games. You may run a game before looking at that book. Fighters are always needed. If you have
now play more Solo Adventures, if you A group game is best with 3-6 players. 4-6 people in the group, try to play most
like. Several Solo Adventures are sold Each player should know how to play. If of the characters given.
separately, including: adventure module there is time, each person should read If you have time, read the rest of this
Ml, Blizzard Pass and M2, Maze of the through this booklet, just as you have. You booklet to see what other information is
Riddling Minotaur. may also teach someone yourself, by ex- given. More details on group games are
However, most of the fun of a DUN- plaining what you have learned, giving given on pages 53-58. Some additional
GEONS & DRAGONS game comes from them one of the simple characters in this rules, to add when you are familiar with
playing in a group. To play in a group, one booklet (the Fighter, or Dwarf for exam- playing in a group, are explained on
person must be the Dungeon Master (or ple), and helping them during the game. pages 59-62. Don't try to memorize
DM). The DM is the person who plays the When you play in a group, you may everything, but try to remember the
parts of the monsters and runs the game. play your fighter, or you may choose any types of things explained. During a
A new DM should read the first section of of the other six characters included in game, use the Index on page 64 to locate
the other booklet in this set, the DUN- the center of this booklet. Before the information you need.
GEON MASTERS RULEBOOK, before game, be sure to read the description of

Character Classes
Most D&D characters will be humans. A the Prime Requisite Adjustment Table.
human can be a Cleric, Fighter, Magic- If the PR is below average, a penalty is
User, or Thief. Humans are the most applied.
widespread of all intelligent beings. The Prime Requisite for each class is
A character may also be a non- given in each class description. Finding
human: a Dwarf, Elf, or Halfling. Each the bonus or penalty is part of the pro-
of these classes is also a separate race of cedure for creating new characters. You
beings. They are all commonly known as will not need it until then.
"Demi-humans," because they seem to
be partially human. The demi-human PRIME REQUISITE
races are all distantly related to the ADJUSTMENT TABLE
human race.
One sample character for each of the Prime
seven classes is included in the center of Adjustment to
Requisite Experience
this booklet. You may play those charac- Score
ters in group games, but before you do,
be sure to read the full description of the 3-5 - 20%
class. 6-8 - 10%
You may create a new character in- 9-12 No adjustment
stead of using those in this booklet. 13-15 + 5%
When you do, you will roll dice to deter- 16-18 + 10%
mine Ability Scores. If the scores are
high enough, the character can be a
demi-human; otherwise, the character Saving Throws
must be human. The rules for creating
characters are given on pages 48-52. Each character class will have a Saving
Throw Table. Copy the numbers onto
Prime Requisite your character sheet. Your Dungeon
Master will tell you when you need
Each character class has a specialty. For them. To make a Saving Throw, roll
example, a fighter's specialty is Strength; ld20. If the result is equal to or greater
a cleric's is Wisdom. This specialty is than the number given your Saving
called the Prime Requisite for the class Throw is successful.
(abbreviated "PR").
If a character's PR score is above aver-
age, the character gains a bonus every
time Experience Points are earned. See
23
DUNGEONS & DRAGONS® characters (character class — human)

Cleric
Description
A cleric is a human character who is ded-
icated to serving a great and worthy
cause. This cause is usually the cleric's
Alignment; for example, a cleric may be
dedicated to spreading law and order. A
cleric has good fighting skills, and can
also learn to cast spells after gaining a
Level of Experience. A first level cleric
cannot cast any spells.
In D&D games, as in real life, people
have ethical and theological beliefs. This
game does not deal with those beliefs. All
characters are assumed to have them, and
they do not affect the game. They can be
assumed, just as eating, resting, and other
activities are assumed, and should not be-
come part of the game.
A cleric's spell powers come from the
strength of the cleric's beliefs. The cleric
sits and meditates, and mystically learns
spells. These spells can then be used
during an adventure. Most clerical spells
are for curing, protection, and gathering
information. Cleric spells are different
from magic-user spells. Clerics can use
only their own type of spells.
Your cleric also can fight monsters. A
cleric can wear any type of armor, like a
fighter, and must be ready for combat at
any time. Unlike magic-users, whose
spells are often used during battles, a
cleric's spells are usually needed after
battles (such as cures) or for general ex-
ploring (such as detecting things).
If your party has enough fighters,
your cleric should not need to fight
often. But you are equipped for fighting Title: Your cleric should use this title Other Details:
if your combat skill is needed. Watch for when talking with other characters. In-
ways that your spells can help, whether stead of saying "I'm Clarion, a Second Prime Requisite: A cleric's PR is
before, during, or after battles. Level cleric," the character should say Wisdom. If a cleric has a Wisdom score
"I'm Clarion, the Adept." of 13 or more, the character gains a
bonus to Experience Points earned in
Spells: The number of spells a cleric can every adventure.
CLERIC SAVING THROW TABLE cast, and their level of power, are given
Death Ray or Poison 11 here. Spells are explained in detail be- Hit Dice: A six-sided die (Id6) is used to
Magic Wands 12 low, under "Special Abilities." determine a cleric's hit points. A cleric
Paralysis or Turn to Stone 14 starts with 1-6 hit points (plus Constitu-
Dragon Breath 16 tion bonus, if any) and gains Id6 more
Rods, Staves, or Spells 15 hit points (plus bonus) with each Level
CLERIC EXPERIENCE TABLE of Experience.
No. of
Explanation of Cleric Spells/ Armor: A cleric may wear any kind of
Experience Table XP Level Title Spell Level armor, and may use a shield.
0 Acolyte None
XP: When this number of Experience 1500 Adept 1 First Weapons: A cleric cannot use any weapon
Points have been earned, the cleric auto- 3000 Priest (or 2 First with a sharp edge; this is forbidden by the
matically moves up to the next Level of Priestess) cleric's beliefs. A cleric may only use a
Experience. mace, club, war hammer, or sling.
24
DUNGEONS & DRAGONS® characters (character class — human)

Special Abilities
CLERIC TURNING UNDEAD TABLE
A cleric has two Special Abilities: Turn-
ing Undead monsters and casting Cleric Cleric's Undead Monster
Spells. Level Skeleton Zombie Ghoul Wight
1 7 9 11 N
1. Turning Undead 2 T 7 9 11
3 T T 7 9
A cleric has the power to force away cer-
tain monsters called the "Undead" (skel-
etons, zombies, ghouls, wights, and
other more powerful types). No other
class has any special effect on the Un-
dead. This special ability is called "Turn- Success: If the attempt at Turning Un- at a target, and you must tell the DM
ing" the Undead monsters. dead succeeds, the Dungeon Master will what the target is. The player does not
When a cleric encounters an Undead roll 2d6 to determine the number of Hit have to learn any special words. For ex-
monster, the cleric may either attack it Dice of Undead monsters that turn ample: "I'm casting a Cure Light Wounds
normally (with a weapon or spell), or try away. You might not Turn all the mon- on Ruggin, the dwarf."
to Turn it. The cleric cannot both attack sters encountered, but if you succeed in When the cleric casts a spell, the mem-
and Turn Undead in one round. Turning, at least one will be affected. A ory of that spell is forgotten. Imagine
When you want your cleric to try to Turned monster will not touch the cleric that your cleric's memory is like a black-
and will flee as far from him as possible. board. The knowledge of the spells ap-
Turn Undead, just tell your Dungeon
Master "I'll Turn the Undead." pear on it, but each spell is erased as it is
The Undead monsters are not auto- 2. Clerical Spells cast. If your character knows two of the
same spells and casts one, the other still
matically Turned by the cleric. When the remains to be used.
encounter occurs, the player must refer When a cleric reaches the 2nd Level of
to the Cleric Turning Undead Table to Experience (having earned 1500 XP or The character must be able to gesture
find the effect the cleric has. more), the cleric can use spells. and speak normally to cast a spell. While
casting a spell, the cleric must stand and
Learning Spells: concentrate. Spells cannot be cast while the
Using the Cleric Turning character is walking or running. If the
Undead Table: cleric is disturbed while casting a spell, the
To learn a spell, the cleric meditates. The
memory and details of the spells appear in spell will be ruined, and will still be
When the cleric encounters an Undead the cleric's mind. The spells may be cast at "erased," just as if it had been cast.
monster, find the cleric's Level of Experi- any time thereafter. The cleric will remem- Spells must be cast one at a time. If the
ence on the left side of the chart. Then ber each spell until it is cast, even if it is not character wants to cast more than one (for
read across to the column under the name used for days or weeks. example, two Cure Light Wounds spells
of the Undead monster, and apply the re- As a player, all you need to do is just after a battle), the fastest they can be
sults immediately. If the attempt succeeds, choose whatever spells you want your cast is one each round.
one or more of the Undead monsters will character to have. This can only be done
retreat, but may soon return. at the start of an adventure. You may Types of Spells:
choose any of the spells described here-
Explanation of Results after. You may not choose any magic- Some spells have an instant effect. For
user spells; they are a different type. example, a Cure Light Wounds spell in-
7, 9 or 11: Whenever a number is A 2nd Level cleric can cast one spell stantly cures damage. Other spells may
given, the cleric has a chance to Turn per adventure. A 3rd Level cleric can be different; the cleric may cast a spell to
the Undead monsters. The player cast two spells per adventure. gain special abilities for a short time, or
rolls 2d6 (two six-sided dice). If the In more advanced games, adventures give those abilities to a friend. For exam-
total is equal to or greater than the may last more than a day. In such cases, ple, a Remove Fear spell helps the recip-
number given, the attempt at Turn- a cleric can gain spells each morning, if ient (the creature upon whom the spell is
ing Undead is successful. A cleric's completely rested. Any and all spells cast) to resist fear caused by magical
chances improve as more Levels of may be changed at this time, if desired. effects or spells.
Experience are earned.
Casting Spells: Saving Throws versus spells:
T: The attempt at Turning the Undead
automatically succeeds. In the game, when you want your char- Some spells only have full effect if the
acter to cast a spell, just tell your Dun- victim fails a Saving Throw vs. Spells. If
N: No Effect. The cleric cannot Turn geon Master. The DM may ask for some a Saving Throw is allowed, it is men-
that type of undead. details; for example, some spells are cast tioned in the spell description.
25
DUNGEONS & DRAGONS® characters (character class — human)

Clerical Spell Explanations: given diameter, or a square or rectangu- mlled .i (i. i in mi; a t o u l (if 7 point* ui
lar "box" of a given size; both are mea- d.1111:1141'. Inn VIIIIT liil point*. reLuiiifd
Each spell has a listed Range, Duration, sured in feet. in f. ilit- .unmmi von waited with
and Effect. I In- "I'Mr.i" * [ m i n i s wi-ic urn
Spell Power: • •mined
Range: The character should be sure
that the target is within range before When a cleric reaches 4th level, more
casting the spell. If the description says powerful spells can be cast. These are Detect Evil
"Range: 0," the spell may only be used given in the D&D EXPERT Set. The
by the cleric, and cannot be cast on power of a spell is described in a way Range: 120'
others. If "Range: Touch" is given, the similar to the power of a character. Duration: 6 turns
spell can be placed on any creature the Spells of the lowest level of power are Effect: Everything within 120'
cleric touches — including the cleric called "First Level" spells. The D&D
himself (or herself, as the case may be). EXPERT Set describes spells of the Sec- When this spell is cast, the cleric will see
ond, Third, Fourth, and Fifth level. evilly enchanted objects within 120'
Duration is given either in rounds (of 10 Sixth and Seventh level spells are de- glow. It will also cause creatures that
seconds each) or turns (of 10 minutes scribed in the D&D COMPANION Set. want to harm the cleric to glow when
each). If the description says "Duration: they are within range. The actual
Permanent," then the spell has an in- thoughts of the creatures cannot be
stant and permanent effect that does not Clerical Spell Descriptions heard. Remember that "Chaotic" does
go away after a given duration. not automatically mean Evil, although
FIRST LEVEL CLERIC SPELLS many Chaotic monsters have evil inten-
Effect of the spell gives either the num- tions. Traps and poison are neither good
ber of creatures or objects affected, or 1. Cure Light Wounds* nor evil, merely dangerous.
an area or volume of space. If an area is 2. Detect Evil*
given, it is measured in square feet (a flat 3. Detect Magic
4. Light* Detect Magic
area). If a 3-dimensional volume is af-
fected, it is either a round "ball" with a 5. Protection From Evil
6. Purify Food and Water Range: 0
7. Remove Fear* Duration: 2 turns
8. Resist Cold Effect: Everything within 60'

When this spell is cast, the cleric will see


*These spells may be "reversed" (that is, magical objects, creatures, and places
learned and cast with an effect exactly within range glow. It will not last very
opposite from the original) in the D&D long, and should be saved until the cleric
EXPERT Set. A cleric must reach the wants to see if something found during
Fourth Level of Experience before an adventure is, in fact, magical. For
learning how to reverse spell effects. example, a door may be held shut mag-
ically, or a treasure found might be
Cure Light Wounds* enchanted; in either case, the magic
item, creature, or effect will glow when it
Range: Touch is within the effect.
Duration: Permanent
Effect: Any one living creature Light

This spell will either heal damage or Range: 120'


remove paralysis. If used to heal, it will Duration: 12 turns
cure 2-7 (Id6+1) points of damage. It Effect: Volume of 30' diameter
will not heal any damage if used to cure
paralysis. The cleric may cast it on him- This spell creates a large ball of light, as
self (or herself) if desired. if a bright torch were lit. If the spell is
This spell will never increase a crea- cast on an object (such as the cleric's
ture's total hit points above the original weapon), the light will move with the
amount. object. If cast at a creature's eyes, the
creature must make a Saving Throw. If
EXAMPLE: Your first fighter started the Saving Throw is failed, the victim
wilh A hit points. You were damaged will be blinded by the light until the
in the bank: with the snake, down to 4 duration ends. A blinded creature may
hit points. Alce.na cyst a Cure Light not attack.
Wounds spell and touched vou. She
26
DUNGEONS & DRAGONS® characters (character class — human)

Protection from Evil Remove Fear* Resist Cold


Range: 0 Range: Touch Range: 0
Duration: 12 turns Duration: 2 turns Duration: 6 turns
Effect: The cleric only Effect: Any one living creature Effect: All creatures within 30'
This spell creates an invisible magical When the cleric casts this spell and then When this spell is cast, all creatures
barrier all around the cleric's body (less touches any living creature, the spell will within 30' of the cleric can withstand
than an inch away). All attacks against calm the creature and remove any fear. freezing temperatures without harm. In
the cleric are penalized by - 1 to their If the creature is running away due to addition, those affected gain a bonus of
Hit rolls, and the cleric gains a + 1 bonus magically created fear, the creature may + 2 to all Saving Throws against cold
to all Saving Throws, while the spell make another Saving Throw vs. spells, attacks. Furthermore, any damage from
lasts. adding a bonus to the roll equal to the cold is reduced by - 1 per die of damage
In addition, "enchanted" creatures cleric's Level of Experience, up to a (but with a minimum of 1 point of
cannot even touch the cleric! If a magic maximum bonus of +6. If the Saving damage per die). The effect will move
weapon is needed to hit a creature, that Throw is successful, the creature may with the cleric.
creature is called "enchanted." However, *tr»p m n n i n ™ \ r<->ll r>f 1 v.-ill nl—nv< f i i l
a creature that can be hit by a silver I l n » V r . i n . : I In • • - . . • . n l i I" • m i - m i U EXAMPLE: I he pauy sees a white
weapon — a lycanthrope (were-crea- lll.lil' I '.I I I i l IIII 11 .11 . .1- » i • | !• ••• I | | 11 .i- dragon approaching (whose breath is
ture), for example — is not an "en- In .ill".. • N I1 I I I I I I I - - - - .11 I I I V 1
a blast ray of cold), so the cleric warns
chanted" creature. Any creature which is the others to stay near and casts thin
magically summoned or controlled (such EXAMPLE: A 3rd Level cleric cast- spoil. All characters who remain
as a Charmed character) is also consid- ing this spell gives a bonus of *• 3 to within 30' of the cleric gain a + 2
ered to be an "enchanted" creature. The the Saving Throw of the creature bonus to cheir Saving Throws vs.
barrier thus completely prevents all at- touched. Dragon Breath.
tacks from those creatures unless they
use missile weapons.
This spell will not affect a Magic
Missile (magic-user's) spell. If the cleric
attacks anything during the spell's dura-
tion, the effect changes slightly. "En-
chanted" creatures are then able to
touch the magic-user, but the Hit roll
and Saving Throw adjustments still ap-
ply until the spell duration ends.

Purify Food and Water

Range: 10'
Duration: Permanent
Effect: See below

This spell will make spoiled or poisoned


food and water safe and usable. It will
purify one ration of food (either Iron or
Standard rations), or 6 waterskins of
water, or enough normal food to feed a
dozen people. If cast at mud, the spell
will cause the dirt to settle, leaving a pool
of pure, clear water. The spell will not
affect any living creature.

27
DUNGEONS & DRAGONS® characters (character class — human)

Fighter
FIGHTER SAVING THROW TABLE FIGHTER EXPERIENCE TABLE
Description
Death Ray or Poison 12 XP Level Title
A fighter is a human who studies com- Magic Wands 13
bat. Fighters usually have greater Paralysis or Turn to Stone 14 0 1 Veteran
Strength than other characters. They Dragon Breath 15 2000 2 Warrior
usually hit monsters more often, and Rods, Staves, or Spells 16 4000 3 Swordmaster
inflict more damage.
In the D&D game, fighters protect the Explanation of Fighter
weaker characters. A party of all fighters Experience Table:
would probably survive most dungeons,
even where magic would be useful. XP: When this number of Experience
Every group of explorers should have at Points have been earned, the fighter
least one or two fighters. automatically moves up to the next Level
Strength is needed in many game of Experience.
situations. For example, a door may be
stuck, or a huge boulder may block the Title: Your fighter should use this title
party's progress; a strong fighter can when talking with other characters. In-
often solve these problems. Magic might stead of saying "I'm Fleetwood, a Second
also work, but magic is limited, and a Level fighter," the character should say
fighter can use strength as often as "I'm Fleetwood, the Warrior."
needed.
Your fighter could probably survive a Other Details:
dungeon adventure when exploring
alone. This is why your Solo Adventures Prime Requisite: A fighter's PR is
have been designed for fighters. The Strength. If a fighter has a Strength
other classes are not as self-sufficient as score of 13 or more, the character gains
the fighter. Magic-users and thieves are a bonus to Experience Points earned in
much weaker, and although clerics can every adventure.
wear any type of armor, they are limited
in other ways. Hit Dice: An eight-sided die (Id8) is
In group adventures, your fighter used to determine a fighter's hit points.
should stay in front. If there are three or A fighter starts with 1-8 hit points (plus
more fighters in the party, one should Constitution bonus, if any) and gains
stay in the back, in case a monster tries to Id8 more hit points (plus bonus) with
sneak up on you. Whenever a battle each Level of Experience.
occurs, don't be afraid to move in; your
character is better equipped for combat Armor: A fighter may wear any kind of
than any other type. armor, and may use a shield.
When a group is surprised, the mon-
sters may damage the characters before Weapons: A fighter may use any kind of
they have a chance to react. Fighters weapon.
have a better chance at surviving these
dangers, since they have more hit points. Special Abilities:
A fighter character should know
more about the many weapons than Fighters need no special abilities to sur-
other characters. Be sure to read the vive and prosper. Their great strength,
Combat section, on page 59, to learn hit points, strong armor and many
how to use both hand-to-hand and mis- weapons make them a powerful charac-
sile weapons. Learn the forms of Defen- ter class.
sive Movement described in the same
section, so you can play your fighter
most effectively when those rules are
added to your game.
Fighters often look for magical heal-
ing potions, since they are usually hurt
in battles. Magical weapons are also valu-
able, adding bonuses to Hit and Damage
Rolls.
28
Creating a new character

1. Roll for Ability Scores 8. Note adjustments for Ability Scores


2. Choose a Class 9. Give your Character a Name and Alignment
3. Exchange Ability Score points 10. Get ready to play
Your Prime Requisite (and only that score) goes up 1 point for each 2
points that another Ability Score goes down. HUMANS
Constitution and Charisma points can never be exchanged with Class Prime Requisite
others.
Dexterity cannot be lowered (but it may be raised if you have a Thief Fighter Strength
or Halfling character). Magic-User Intelligence
No score can be lowered below 9. If it is already 10 or less, it cannot Cleric Wisdom
be lowered. Thief Dexterity

4. Roll for Hit Points (see Character Classes) (No minimum scores for human characters)
5. Roll for Money (gp = 3d6 x 10)
DEMI-HUMANS
6. Buy equipment: (see Equipment List)
Class Minimum Scores Prime Requisites
7. Figure out your: Dwarf Con 9 Str only
Elf Int 9 Str + Int
a. Armor Class Halfling Con 9 Str + Dex
b. Character Hit Roll Table Dex 9
c. Saving Throws (see Combat)

Complete list: weapons and equipment


WEAPONS EQUIPMENT
Item Cost (in gp) Item Cost (in gp)
Axes: Backpack 5
Battle Axe (two-handed) 7 Flask of Oil 2
Hand Axe 4 Holy Symbol 25
Bows: Holy Water (1 vial) 25
Crossbow Lt. (fires quarrels) 30 Lantern 10
Case with 30 quarrels 10 Mirror (hand-sized, steel) 5
Long Bow 40 Pole (wood, 10' long) 1
Short Bow 25 Rations:
Quiver with 20 arrows 5 Iron Rations (preserved food
1 silver-tipped arrow 5 for 1 person for 1 week) 15
Daggers: Standard Rations (unpreserved food
Normal dagger 3 for 1 person for 1 week) 5
Silver dagger 30 Rope (50' long) 1
Swords: Sacks:
Short Sword 7 Small 1
Normal Sword 10 Large 2
Two-Handed Sword 15 Spikes (iron, 12) and small Hammer 3
Other Weapons: Thieves' Tools 25
*Mace 5 Tinder Box (flint, steel, dry
*Club 3 wood shavings and twigs) 3
Pole Arm (two-handed) 7 Torches (6) 1
*Sling with 30 Sling Stones 2 Waterskin (or wineskin) 1
Spear 3 Wine (1 quart) 1
*War Hammer 5 Wolfsbane (1 bunch) 10

*These weapons may be used by a cleric (Note: Items will be added to this list in the D&D EXPERT Set.)

ARMOR
Item Cost (in gp)
Leather Armor 20
Chain Mail Armor 40
Plate Mail Armor 60
Shield 10

29
Character classes

CLERIC ELF
Hit Dice: Id6 per level Hit Dice: Id6 per level
No. of Spells/ No. of Spells/
XP Level Title Spell Level XP Level Title Spell Level
0 1 Acolyte None 0 1 Veteran-Medium 1 First
1500 2 Adept 1 First 4000 2 Warrior-Seer 2 First
3000 3 Priest 2 First 8000 3 Swordmaster-Conjurer 2 First
(or Priestess) plus 1 Second

CLERIC TURNING UNDEAD Detect secret or hidden doors: 2/6


Cleric's Undead Monster Immune to paralysis from ghouls
Level Skeleton Zombie Ghoul Wight Infravision 60'
1 7 9 11 N
2 T 7 9 11 HALFLING
3 T T 7 9 Hit Dice: Id6 per level
FIGHTER XP Level Tide
Hit Dice: Id8 per level 0 1 Halfling Veteran
XP Level Title 2000 2 Halfling Warrior
4000 3 Halfling Swordmaster
0 1 Veteran
2000 2 Warrior
4000 3 Swordmaster Combat Bonuses:
- 2 bonus to Armor Class when attacked by creatures larger than
man-size
MAGIC-USER
Hit Dice: Id4 per level + 1 bonus to the Hit Roll when using any missile (see "Additional
No. of Spells/ Rules")
XP Level Title Spell Level +1 bonus to Individual Initiative
0 1 Medium 1 First Hide in woodlands 90% success
2500 2 Seer 2 First
5000 3 Conjurer 2 First Hide in dungeon (shadows) Yt>
plus 1 Second
THIEF ENCUMBERED MOVEMENT RATES TABLE
Hit Dice: Id4 per level Normal
XP Level Title Speed Encounter Running
(Feet per Speed Speed
0 Apprentice Encumbrance turn) (Feet per round)
1200 Footpad
2400 Robber up to 400 en 120 40 120
401-800 en 90 30 90
THIEF SPECIAL ABILITY TABLE 801-1200 en 60 20 60
1201-1600 en 30 10 30
Level of Experience 1601-2400 15 5 15
Special Ability 2 2401 and more 0 0 0
Open Locks (d%) 15 20 25
Find Traps (d%) 10 15 20 Basic Encumbrance: unarmored = 300 en; armored = 700 en
Remove Traps (d%) 10 15 20
Climb Walls (d%) 87 88 89 A gem is counted as 1 en, and other treasures (potions, jewelry, and so
Move Silently (d%) 20 25 30 forth) are counted as 10 en each.
Hide in Shadows (d%) 10 15 20
Pick Pockets (d%) 20 25 30
Hear Noise (Id6) 1-2 1-2 1-3 CONTAINER VOLUME
Small sack 200 en
Except for "Hear Noise," each number is the Percentage chance that Backpack 400 en
the thief is successful in using that Special Ability. "Hear Noise" is Large sack 600 en
determined in a similar way, using ldb.
Saddle bag 1000 en

DWARF
Hit Dice: Id8 per level MULE MOVEMENT/ENCUMBRANCE
XP Level Title
Encumbrance Movement Rate
0 1 Dwarven Veteran up to 3000 en 120'/turn
2200 2 Dwarven Warrior 3001-6000 en 60'/turn
4400 3 Dwarven Swordmaster 6001 en or more 0

Detect traps, sliding walls, sloping corridors, new constructions: 2/6


Infravision 60'

30
DUNGEONS 8c DRAGONS® Character Record Sheet

Player's Name Dungeon Master

Character's Name Alignment

Class Level

Character Sketch or Symbol

Armor Hit
Class Points
ABILITIES: SAVING THROWS:

POISON or
STRENGTH
adjustment \Z DEATH RAY

INTELLIGENCE
adjustment MAGIC WAND

WISDOM
adjustment TURN TO STONE or
PARALYSIS
DEXTERITY
adjustment
J5~ I DRAGON BREATH
•4 CONSTITUTION
adjustment
SPELLS or
CHARISMA MAGIC STAFF
adjustment

LANGUAGES:.
SPECIAL SKILLS: Spells, Thief's abilities, Cleric's turning, etc.

TARGET AC: 9 8 7 6 5 4 3 2 1 0
HIT ROLL ' ' ' ' ' ' ' "~~
10 11 12 13 14 15 16 17 18 19
NEEDED
) 1980,1983 TSR Games
31 All Rights Reserved.
DUNGEONS & DRAGONS® Character Record Sheet

EQUIPMENT CARRIED
MAGIC ITEMS NORMAL ITEMS

OTHER NOTES including places explored, people 8c monsters met

MONEY and TREASURE EXPERIENCE

PP: GEMS:
GP:
EP:
SP:
CP: RONTT TS/PF.M A T TV-

TOTAL VALUE:
32
j
Sample Characters

One sample of each character class is To start one of these characters, copy The Saving Throws for each character
provided here for your convenience. the information onto a character sheet are given in the character class description
You may use these characters in group (sold separately) or onto a piece of blank (pages 24 - 47). Be sure to read the full
adventures, but not in the Solo Adven- paper, using your first fighter's charac- description before you play the character!
ture in this booklet. ter sheet as a guide.

Cleric Magic-User Thief


9 Strength 8 Strength ( - 1 penalty to Hit rolls, 16 Strength ( + 2 bonus on Hit rolls,
11 Intelligence damage rolls, opening doors) damage rolls, and opening doors)
17 Wisdom ( + 2 bonus to Saving 17 Intelligence ( + 2 added languages) 14 Intelligence (+ 1 added language)
Throws vs. magic) 11 Wisdom 9 Wisdom
8 Dexterity (—1 penalty to missile fire 16 Dexterity (+2 bonus on missile fire 17 Dexterity ( + 2 bonus to missile fire
Hit rolls; + 1 penalty to AC) Hit rolls, - 2 Armor Class bonus) Hit rolls, - 2 Armor Class bonus)
14 Constitution ( + 1 bonus to hit point 14 Constitution (+ 1 bonus to hit point 11 Constitution
rolls) rolls) 8 Charisma ( - 1 penalty to reactions)
16 Charisma (+ 1 bonus to reactions) 9 Charisma
Armor Class: 5 (includes Dexterity bonus)
Armor Class: 5 (includes Dexterity Armor Class: 7 (includes Dexterity bonus) Hit Points: 4 (roll of 4, no adjustments)
penalty) Hit Points: 4 (roll of 3, +1 Constitution Money: 3 gp
Hit Points: 6 (roll of 5, +1 Constitution bonus) XP: 0
bonus) Money: 10 gp Equipment:
Money: 10 gp XP: 0 Backpack Iron rations
XP: 0 Equipment: Leather armor Wolfsbane
Equipment: Backpack Iron rations Sword (normal) Dagger
Chain mail & shield Mace 1 silver dagger 1 Holy water Lantern 3 flasks oil
Holy Symbol 1 flask oil Lantern 4 flasks oil Tinder box Thieves' tools
Backpack Iron rations Tinder box Small metal mirror 2 small sacks 2 large sacks
6 tinder box torches Rope (50') 1 waterskin (full) 1 wineskin (full) See page 43 for special abilities and
2 waterskins (full) 2 small sacks 2 small sacks 2 large sacks full class description.
2 large sacks Spell Book: Read Magic, Sleep
See page 24 for special abilities and See page 37 for special abilities and
full class description. full class description.
Dwarf Elf Halfling
16 Strength ( + 2 bonus on Hit rolls, 16 Strength ( + 2 bonus on Hit rolls, 16 Strength ( + 2 bonus on Hit rolls,
damage rolls, and opening doors) damage rolls, and opening doors) damage rolls, and opening doors)
7 Intelligence 9 Intelligence 11 Intelligence
11 Wisdom 7 Wisdom (— 1 penalty on Saving 14 Wisdom ( + 1 bonus on Saving
14 Dexterity ( + 1 bonus to missile fire Throws vs. magic) Throws vs. magic)
Hit rolls, - 1 Armor Class bonus) 14 Dexterity ( + 1 bonus to missile fire 9 Dexterity
9 Constitution Hit rolls, — 1 Armor Class bonus) 9 Constitution
9 Charisma 9 Constitution 7 Charisma (— 1 penalty to reactions)
11 Charisma
Armor Class: 1 (includes Dexterity bonus) Armor Class: 4
Hit Points: 6 (roll of 6, no adjustments) Armor Class: 3 (includes Dexterity bonus) Hit Points: 5 (roll of 5, no adjustments)
Money: 7 gp Hit Points: 5 (roll of 5, no adjustments) Money: 6 gp
XP: 0 Money: 10 gp XP: 0
Equipment: XP: 0 Equipment:
Backpack Iron rations Equipment: Backpack Iron rations
Plate mail armor Shield Backpack Iron rations Chain mail armor Shield
Sword (normal) Dagger Chain mail armor Shield Short bow 20 normal arrows
Small hammer 12 iron spikes Long bow 20 arrows Short sword 4 silver arrows
Rope (50') Wolfsbane Sword (normal) Rope (50') Tinder box 6 torches
1 full wineskin 2 small sacks 1 large sack 1 wineskin (full) 1 waterskin (full)
See page 45 for special abilities and Wolfsbane See page 47 for special abilities and
full class description. Spell Book: Read Magic, Charm Per- full class description.
son
See page 46 for special abilities and
full class description.
34
Spells

Cleric Spells: First Level


Cure Light Wounds* Protection from Evil
Range: Touch Range: 0
Duration: Permanent Duration: 12 turns
Effect: Any one living creature Effect: The cleric only
Detect Evil Purify Food and Water
Range: 120' Range: 10'
Duration: 6 turns Duration: Permanent
Effect: Everything within 120' Effect: 1 ration or 6 waterskins
Detect Magic Remove Fear*
Range: 0 Range: Touch
Duration: 2 turns Duration: 2 turns
Effect: Everything within 60' Effect: Any one living creature
Light* Resist Cold
Range: 120' Range: 0
Duration: 12 turns Duration: 6 turns
Effect: Volume of 30' diameter Effect: All creatures within 30'
*Spell may be cast with reverse effects in D&D® EXPERT Rules.

Magic-User Spells: First Level* Magic-User Spells: Second Level


Charm Person Continual Light
Range: 120' Range: 12O7
Duration: See below Duration: Permanent
Effect: One living "person" Effect: Volume of 60' diameter
Detect Magic Detect Evil
Range: 0 Range: 60'
Duration: 2 turns Duration: 2 turns
Effect: Everything within 60' Effect: Everything within 60'
Floating Disc Detect Invisible
Range: 0 Range: 10' per Level of the magic-user
Duration: 6 turns Duration: 6 turns
Effect: Disc remains within 6' Effect: The magic-user only
Hold Portal ESP
Range: 10' Range: 60'
Duration: 2-12 (2(16) turns Duration: 12 turns
Effect: One door, gate, or similar portal Effect: All thoughts in one direction
Light Invisibility
Range: 120' Range: 240'
Duration: 6 turns +1 turn per Level of the magic-user Duration: Permanent until broken
Effect: Volume of 30' diameter Effect: One creature or object
Magic Missile Knock
Range: 150' Range: 60'
Duration: 1 turn Duration: See below
Effect: Creates 1 or more arrows Effect: One lock or bar
Protection from Evil Levitate
Range: 0 Range: 0
Duration: 6 turns Duration: 6 turns +1 turn per Level of the magic-user
Effect: The magic-user only Effect: The magic-user only
Read Languages Locate Object
Range: 0 Range: 60' + 10' per Level of the magic-user
Duration: 2 turns Duration: 2 turns
Effect: The magic-user only Effect: One object within range
Read Magic Mirror Image
Range: 0 Range: 0
Duration: 1 turn Duration: 6 turns
Effect: The magic-user only Effect: The magic-user only
Shield Phantasmal Force
Range: 0 Range: 240'
Duration: 2 turns Duration: Concentration
Effect: The magic-user only Effect: A volume 20' x 20' x 20'
Sleep Web
Range: 240' Range: 10'
Duration: 4-16 (4d4) turns Duration: 48 turns
Effect: 2-16 Hit Dice of living creatures within a 40' x 40' area Effect: A volume 10' x 10' x 10'
Ventriloquism Wizard Lock
Range: 60' Range: 10'
Duration: 2 turns Duration: Permanent
Effect: One item or location Effect: One portal or lock

35
Combat and ability adjustments

COMBAT SEQUENCE TABLE SAVING THROWS


A. Each side rolls for initiative, using Id6. a. Death Ray or Poison d. Dragon Breath
B. The side that wins the initiative acts first: b. Magic Wands e. Rods, Staves or Spells
1. Morale Check (monsters and non-player characters only) c. Paralysis or Turn to Stone
2. Movement (using speed per round), including Defensive
Maneuvers
3. Missile fire combat (additional)
a. Choose targets Cleric 11 12 14 16 15
b. Make Hit Rolls Fighter 12 13 14 15 16
c. Roll Damage for hits Magic-user 13 14 13 16 15
4. Magic spells Thief 13 14 13 16 15
Dwarf 8 9 10 13 12
a. Choose targets Elf 12 13 13 15 15
b. Make Saving Throws if necessary Halfling 8 9 10 13 12
c. Apply results immediately Normal Man 14 15 16 17 17
5. Hand-to-Hand combat
a. Choose targets
b. Make Hit Rolls PRIME REQUISITE EXPERIENCE ADJUSTMENT
c. Roll Damage for hits
C. The side that loses the initiative then completes all steps given Prime Adjustment to
above. Requisite Experience
D. DM handles all retreating, surrender, and other special results. 3-5 - 20%
6-8 -10%
9-12 No adjustment
CHARACTER HIT ROLL TABLE 13-15 + 5%
16-18 + 10%
Target's
AC 9 8 7 6 5 4 3 2 1 0 -1
Roll 10 11 12 13 14 15 16 17 18 19 20 ABILITY SCORE BONUSES AND PENALTIES
Ability Score Adjustment
ARMOR CLASS 3 - 3 Penalty
4-5 - 2 Penalty
Armor type Armor Class 6-8 - 1 Penalty
No armor 9 9-12 No adjustment
Leather 7 13-15 +1 Bonus
Chain Mail 5 16-17 + 2 Bonus
Plate Mail 3 18 + 3 Bonus
Shield Bonus of 1*
*A shield subtracts 1 from your Armor Class number. For example,
Chain Mail alone is AC 5, but with a shield it drops to AC 4. INTELLIGENCE ADJUSTMENTS
Intelligence
Score Effect
VARIABLE WEAPON DAMAGE 3 Has trouble with speaking, cannot read or write
Id4 (1-4) points of damage: Id6 (1-6) points of damage: 4-5 Cannot read or write Common
Club Spear 6-8 Can write simple Common words
Dagger War Hammer 9-12 No adjustments; can read and write Common and
Alignment languages
Sling stone Id8 (1-8) points of damage: 13-15 + 1 Language
Torch Sword (normal) 16-17 +2 Languages
Id6 (1-6) points of damage: *Battle Axe 18 +3 Languages
*Arrow (long or short bow) ldlO (1-10) points of
Hand Axe damage:
Mace *Pole Arm
*Quarrel (crossbow) *Two-Handed Sword CHARISMA ADJUSTMENT
Short Sword Retainers
*This weapon requires two hands for use. Attacker may not use shield Charisma Reaction Maximum
and always loses initiative. Score adjustment number Morale
3 —2 4
4-5 i
5
MISSILE FIRE TABLE 6-8 -i 6
Maximum Ranges (in feet) 9-12 No adjustment 7
Weapon Short (+1) Medium(O) Long ( - 1) 13-15 +1 8
16-17 +1 9
120 180 18 +2 10
Crossbow, (Lt) 60
Long Bow 70 140 210
Short Bow 50 100 150
Sling 40 80 160
Spear 20 40 60 HIRING RETAINERS
Oil or Holy Water 10 30 50 1. Find NPCs
Hand Axe or Dagger 10 20 30 2. Explain the job, make offer
3. Hire, buy equipment
Using Missiles: Remember to adjust for: 4. Make retainer sheet
1. Dexterity 3. Cover
2. Range 4. Magic

36
DUNGEONS & DRAGONS® characters (character class — human)

Magic-user Your Magic-user should never explore Other Details:


dungeons alone; one surprise could kill
Description you. In groups, you should always stay Prime Requisite: A magic-user's PR is
in the middle of the party, protected Intelligence. If a magic-user has an In-
A magic-user is a human character who from attacks. Watch for ways that you telligence score of 13 or more, the char-
studies the powers of magic. Magic-users can help the battles, by casting spells, but acter gains a bonus to Experience Points
find spells, put them into books, and never try to fight a monster hand-to- earned in every adventure.
study those books to learn the spells. hand. Always carry a dagger, to be ready
Magic-users have their own spells, en- if you are forced to fight. Be sure to call Hit Dice: A four-sided die (Id4) is used
tirely different from cleric spells. A for help if you get into a battle; other to determine a magic-user's hit points. A
magic-user has poor fighting skills, and characters can fight the same monster, magic-user starts with 1-4 hit points (plus
should avoid combat. distracting it and (hopefully) keeping it Constitution bonus, if any) and gains
from attacking you. Id4 more hit points (plus bonus) with
In D&D games, magic is merely a part
of the action of the game. The player Beware of other magic-users! Some each Level of Experience.
can imagine how spells would be cast, spells are designed specially to protect
using various mysterious items, but no you from attacks, including other magic. Armor: A magic-user may not wear any
special items are needed by the player. When you encounter another magic- kind of armor, and may not use a shield.
After the player has learned the effect user, keep watch. If the enemy starts
each spell has in the game, a magic-user casting a spell, warn your friends. Weapons: A magic-user can only use a
is as easy to play as any other character As a player, you should study the spell dagger for a weapon.
class. descriptions on the next pages. Your
greatest challenge will be keeping the
A magic-user concentrates on learn- character alive, to gain more Levels of Special Abilities
ing and casting magic spells. A high Experience.
Intelligence is needed, and the other A magic-user can cast magic spells, as
Ability Scores are often low. However, a Explanation of Magic-User described hereafter.
high Constitution score will help your
magic-user survive longer, because it Experience Table:
Spell Power:
gives a bonus to hit points — a magic- XP: When this number of Experience
user's weak point. Points have been earned, the magic-user There are many spells for magic-users to
Magic-users greatly fear damage. All automatically moves up to the next Level use. The power of a spell is described in
the other character classes can use ar- of Experience. a way similar to the power of a character.
mor of some kind, but magic-users can Spells of the lowest level of power are
only wear their robes or normal clothes. Title: A magic-user should use this title called "First Level" spells, which can be
Thus, they are easy to hit. In addition, when talking with other characters. In- used by beginning magic-users. Higher
they have few hit points. Magic-users stead of saying "I'm Felonius, a Second level spells are usable by higher level
start as the weakest characters, but can Level magic-user," the character should characters. Be careful not to confuse
become the most powerful! Their magic say "I'm Felonius, the Seer." your character's Level of Experience
spells can be used for many things — with the level of a spell's power.
from simple things like opening doors Spells: The number of spells a magic-
and locks, to impressive and dangerous user can cast, and their levels of power,
magical attacks, such as lightning bolts are given here. Spells are explained in
(described in the D&D EXPERT Set). detail below, under "Special Abilities."

MAGIC-USER SAVING MAGIC-USER EXPERIENCE TABLE


THROW TABLE
No. of Spells/
Death Ray or Poison 13 XP Level Title Spell Level
Magic Wands 14
Paralysis or Turn to Stone 13 0 1 Medium 1 First
Dragon Breath 16 2500 2 Seer 2 First
Rods, Staves, or Spells 15 5000 3 Conjurer 2 First plus 1 Second

37
DUNGEONS & DRAGONS® characters (character class — human)

Spell Books: also be carried during adventures, to be ine that the magic-user's memory is like
cast as needed. Any magic-user can cast a blackboard. When studying, the char-
Your Medium (1st Level magic-user) a spell found on a scroll as if it were acter "writes spells on the blackboard,"
starts with a spell book, containing two memorized, regardless of the level of the but each spell is "erased" as it is cast. If
First Level spells. Your Dungeon Master spell. If the spell is cast, it disappears your character has studied a spell twice
will tell you what spells your character from the scroll. and casts one, the other still remains to
starts with. The spell book is a large You, the player, need only keep a list be used.
bulky thing, and cannot be easily car- of which of the many spells are in your
ried. A spell book is about 2 feet square, character's book. Keep the list on your EXAMPLE: .'The;
2-6 inches thick, and weighs at least 20 character sheet, under "Special Abili- onius the Seer
pounds. It will not fit inside a normal ties." Scrolls are magic items, listed on Sleep and Shield;
sack of any size, but may be carried in a the back of the character sheet. adventure,'he <fa
backpack or saddlebag. twice (as he can. _^,
When your character becomes a Seer, Learning Spells: adventure). He <»«*
you will add another First Level spell to and still remembefj;0!(*
the book; again, your DM will tell you To learn a spell, the magic-user must be to be used later in thai i
which spell. Upon reaching 3rd Level of completely rested. A good night's sleep
Experience, a Second Level spell will be is enough. The character then gets out The character must be able to gesture
gained. When the 4th Level of Experi- the spell book and studies the spells to be and speak without interruption to cast a
ence is reached, another Second Level used, which takes an hour or less. The spell. While casting a spell, the magic-
spell is added to the book. (Magic-users character is then ready for adventure, user must concentrate, and may not
of levels 4-14 are explained in the D&D and is able to cast the spell or spells move. A spell cannot be cast while the
EXPERT Set.) studied. character is walking or running. If the
Assume that your character is given A Medium can cast one spell per ad- magic-user is disturbed while casting a
these additional spells by a teacher, a venture. A Seer can cast two First Level spell, the spell will be ruined, and will
powerful magic-user of 7th Level or spells per adventure. A Conjurer can still be "erased," just as if it had been
greater. All magic-users of less than that cast 3 spells per adventure, two of the cast.
level must have teachers. These teachers First Level of Power and one of the
never go on adventures with characters. Second Level. Types of Spells:
They will not affect most games. In more advanced games, adventures
Different magic-users often have dif- may last more than a day. In such cases, Most spells have an effect that lasts for a
ferent spells in their books. For example, a magic-user can study spells each morn- given time. For example, a Magic Missile
you might start with the Read Magic ing, if completely rested. A mule should spell creates a glowing arrow that follows
and Sleep spells, and find another be brought along on long adventures, to the magic-user around, either until it is
magic-user who knows Read Magic and carry the spell book along with normal shot or until a turn passes (10 minutes).
Magic Missile. But magic-users never equipment. But beware! If the book is However, some higher level spells may
trade spells, nor do they ever allow lost, the character is in big trouble. If have "instant" duration. A Fire Ball spell
anyone (except their teachers) to read that happens, ask your Dungeon Master creates an explosion which causes
their spell books. The risk of losing the what you should do. damage. The damage remains until
book or having it damaged, is too great. Don't confuse the spells memorized cured, but the spell itself only lasts part
If a magic-user's book is lost, the charac- with spells in a book! Your magic-user of a second, much less than a round.
ter cannot memorize any spells to cast! character will eventually have many
One magical treasure which may be spells in a spell book, but can still only
found during an adventure is a magic memorize a few each day.
scroll. Some scrolls contain magic-user
spells. If a new spell is found on a scroll, it Casting Spells:
may be added to the magic-user's book —
but this can only be done once for each In the game, when you want your char-
scroll spell, and uses up the scroll in the acter to cast a spell, just tell your Dun-
process. If the spell is of too high a level to geon Master.
be cast, it cannot be put into the book.
KXAMI'LE: "I'm casing u Slei'p spell
K\ \MFI F. A Medium find*, .i *in>J! di LIIC goblins." Hit- DM ma\ ask loi
ut erne Second [.I*M"1 spi'II The ipi-11 some details: for example, MUIH-
(diiiidi be put into a book until the spells are i.ist at .i tdigei. ;md wui Saving throws vs. Spells:
ihar.icU'i Ixi nines A ('tmjuier iMrrl miiM tell Lhe DM whji LIM- t.ugri is.
Ifvc-li .jnd i« .lblc tci list1 ,i S l 'I he player dues mu hint- in Icdin JI>\ Many spells only have full effect if the
I IM-1 I 1 victim fails a Saving Throw (vs. spells). If
a Saving Throw is allowed, it is men-
A spell on a scroll may be saved, to be When the magic-user casts a spell, the tioned in the spell description.
put into a book at a future time. It may memory of that spell is forgotten. Imag-
38
DUNGEONS & DRAGONS® characters (character class — human)

Magic-user Spells: Spells. If the Saving Throw is successful, after casting this spell, a magic-user
the spell has no effect. If it is failed, the walks into a room containing a door
Each spell has a given Range, Duration, victim will believe that the magic-user is locked by magic, a magical potion laying
and Effect. its "best friend," and will try to defend nearby, and a treasure chest containing a
the magic-user against any threat, magic wand. All the magic will glow, but
Range: The character should be sure, whether real or imagined. The victim is only the door and potion will be seen;
before casting the spell, that the target is "Charmed." the light of the glowing wand is hidden
within range. If the description says As a general rule, the "persons" af- by the treasure chest.
"Range: 0," the spell may only be used fected by this spell are all creatures
by the magic-user, and cannot be cast on which look similar to humans in various Floating Disc
others. If "Range: Touch" is given, the ways. It will not affect animals, magical
spell can be placed on any creature the creatures (such as living statues), or Range: 0
magic-user touches — including the human-like creatures larger than ogres. Duration: 6 turns
magic-user himself (or herself, as the You will learn, through trial and error, Effect: Disc remains within 6'
case may be). which monsters can be charmed.
If the magic-user can speak a lan- This spell creates an invisible magical
Duration is given either in rounds (of 10 guage that the Charmed victim under- horizontal platform about the size and
seconds each) or turns (of 10 minutes stands, the magic-user may give orders shape of a small round shield. It can
each). If the description says "Duration: to the victim. These orders should carry up to 5000 en (500 pounds). It
Permanent," then the spell has an in- sound like suggestions, as if "just be- cannot be created in a place occupied by
stant and permanent effect that does not tween friends." These orders will usually a creature or object. The floating disc is
go away after a given duration. be obeyed, but orders that are contrary created at the height of the magic-user's
to the victim's nature (alignment and waist, and will always remain at that
Effect of the spell gives either the num- habits) may be resisted. A victim will height. It will automatically follow the
ber of creatures or objects affected, or refuse to obey if ordered to kill itself. magic-user, remaining within 6' at all
an area or volume of space. If an area is times. It can never be used as a weapon,
given, it is measured in square feet (a flat EXAMPLE: Allot Bargle Charmed because it has no solid existence and
area). If a 3-dimensional volume is af- \ou. hi1 ordered you to leave lhe moves slowly. When the duration ends,
fected, it is either a round "ball" with a cleric's body behind. You resisted, be- the floating disc will disappear, suddenly
given diameter, or a square or rectangu- cause that was against your nature. dropping anything upon it.
lar "box" of a given size; both are mea- B.ugle had lo talk, YOU into doing
sured in feet. what he wanted. If he had ordered Hold Portal
you lo go away, you would h;ne re-
Magical Spell Descriptions sisted that, too: you considered him a Range: 10'
friend! Duration: 2-12 (2d6) turns
Effect: One door, gate, or similar
FIRST LEVEL MAGIC-USER SPELLS
A Charm may last for months. The portal
victim may make another Saving Throw
1. Charm Person every day, week, or month, depending This spell will magically hold shut any
2. Detect Magic on its Intelligence. If you are Charmed, "portal" — for example, a door or gate.
3. Floating Disc your DM will tell you when to make the A Knock spell will open the Hold Por-
4. Hold Portal new Saving Throw. tal. Any creature 3 or more hit dice
5. Light The Charm is automatically broken if greater than the caster (including char-
6. Magic Missile the magic-user attacks the victim, acters) may break open a held portal in
7. Protection from Evil whether by spell or by weapon. The one round's time, but the portal will
8. Read Languages victim will fight normally if attacked by relock if allowed to close within the
9. Read Magic the magic-user's allies. duration of the spell.
10. Shield
11. Sleep Detect Magic EXAMPLE: Am .'nil level char.nter
12. Ventriloquism ma\ bleak through a Hold Portal
Range: 0 spell ia<i bv a 2nd level k
Duration: 2 turns
Charm Person Effect: Everything within 60'
Range: 120' When this spell is cast, the magic-user
Duration: See below will see all magical objects, creatures,
Effect: One living "person" (see below) and places within range glow. This effect
will not last very long, and should be
This spell will only affect humans, demi- saved until the magic-user wants to see if
humans, and certain other creatures. something found during an adventure
The victim is allowed a Saving Throw vs. is, in fact, magical. Example: Shortly
39
DUNGEONS & DRAGONS® characters (character class — human)

Light magic weapon is needed to hit a crea- If a Magic.Missile is shot at a magic-


ture, that creature is called "enchanted." user protected by this spell, the magic-
Range: 120' However, a creature that can be hit by a user may make a Saving Throw vs.
Duration: 6 turns +1 turn per Level of silver weapon — a lycanthrope (were- Spells (one Saving Throw per missile). If
the magic-user creature), for example — is not an "en- successful, the Magic Missile will have
Effect: Volume of 30' diameter chanted" creature. The barrier thus no effect.
completely prevents all from attacks
This spell creates a large ball of light, as from those creatures unless they use Sleep
if a bright torch were lit. If the spell is missile weapons.
cast on an object (such as a coin), the This spell will not affect a Magic Mis- Range: 240'
light will move with the object. If cast at sile spell. If the Magic-user attacks any- Duration: 4-16 (4d4) turns
a creature's eyes, the creature must thing during the spell's duration, the Effect: 2-16 Hit Dice of living creatures
make a Saving Throw. If the Saving effect changes slightly. "Enchanted" within a 40' square area
Throw is failed, the victim will be creatures are then able to touch the
blinded by the light until the duration magic-user, but the Hit roll and Saving This spell will put creatures to sleep for
ends. A blinded creature may not attack. Throw adjustments still apply until the up to 16 turns. It will only affect crea-
If the Saving Throw is successful, the spell duration ends. tures with 4 + 1 Hit Dice or less — gener-
Light appears in the air behind the ally, small or man-sized creatures. All the
intended victim. Read Languages creatures to be affected must be within a
40' x 40' area. The spell will not work
Magic Missile Range: 0 against Undead or very large creatures,
Duration: 2 turns such as dragons. Any sleeping creature
Range: 150' Effect: The magic-user only can be awakened by force (such as a slap
Duration: 1 round or kick). A sleeping creature may be
Effect: Creates 1 or more arrows This spell will allow the magic-user to killed with a single blow of any edged
read, not speak, any unknown languages weapon, regardless of its hit points.
A Magic Missile is a glowing arrow, or codes, including treasure maps, secret Your Dungeon Master will roll to find
created and shot by magic, which inflicts symbols, and so forth, until the duration the total Hit Dice of monsters affected,
2-7 (Id6+1) points of damage to any ends. using 2d8. The victims get no Saving
creature it strikes. After the spell is cast, Throw.
the arrow appears next to the magic- Read Magic
user and hovers there until the magic-
user causes it to shoot. When shot, it will Range: 0
automatically hit any visible target. It will Duration: 1 turn
move with the magic-user until shot or Effect: The magic-user only
until the duration ends. The Magic Mis-
sile actually has no solid form, and This spell will allow the magic-user to
cannot be touched. A Magic Missile read, not speak, any magical words or
never misses its target and the target is runes, such as those found on magic
not allowed a Saving Throw. scrolls and other items. Unfamiliar
For every 5 levels of experience of the magic writings cannot be understood
caster, two more missiles are created by without using this spell. However, once a
the same spell. Thus a 6th Level Magic- magic-user reads a scroll or runes with
user may create three missiles. The mis- this spell, that magic can be read or
siles may be shot at different targets. spoken later (without) using a spell. All
spell books are written in magical words,
Protection from Evil and only their owners may read them
without using this spell.
Range: 0
Duration: 6 turns Shield
Effect: The magic-user only Ventriloquism
Range: 0
This spell creates an invisible magical Duration: 2 turns Range: 60'
barrier all around the magic-user's body Effect: The magic-user only Duration: 2 turns
(less than an inch away). All attacks Effect: One item or location
against the magic-user are penalized by This spell creates a magical barrier all
- 1 to their Hit rolls, and the magic-user around the magic-user (less than an inch This spell will allow the magic-user to
gains a + 1 bonus to all Saving Throws, away). It moves with the magic-user. make the sound of his or her voice to
while the spell lasts. While the duration lasts, the magic-user come from somewhere else, such as a
In addition, "enchanted" creatures becomes Armor Class 2 against missiles, statue, animal, dark corner, and so forth.
cannot even touch the magic-user! If a and AC 4 against all other attacks.
40
DUNGEONS & DRAGONS® characters (character class — human)

Continual Light Knock


SECOND LEVEL
Range: 120' MAGIC-USER SPELLS Range: 60'
Duration: Permanent Duration: See below
Effect: Volume of 60' diameter 1. Continual Light Effect: One lock or bar
2. Detect Evil
This spell creates a globe of light 60' 3. Detect Invisible This spell will open any type of lock.
across. It is much brighter than a torch, 4. ESP Any normal or magically locked door
but not as bright as full daylight. It will 5. Invisibility (by a Hold Portal or Wizard Lock spell),
continue to glow forever, or until mag- 6. Knock and any secret door, may be opened
ically removed. It may be cast on an 7. Levitate when found (but a secret door must be
object, just as the first level light spell. If 8. Locate Object found before it can be Knocked open).
cast at a creature's eyes, the victim must 9. Mirror Image Any locking magic will remain, however,
make a Saving Throw vs. Spells. If the 10. Phantasmal Force and will take affect once again when the
Saving Throw is failed, the victim is 11. Web door is closed. This spell will also cause a
blinded. If the Saving Throw is success- 12. Wizard Lock gate to open, even if stuck, and will
ful, the globe will still appear, but will cause any treasure chest to open easily. It
remain in the place it was cast, and the will also cause a barred door to open,
intended victim will suffer no ill effects. ESP magically forcing the bar to fall to the
floor. If a door is locked and barred, both
Range: 60' will be opened.
Detect Evil Duration: 12 turns
Effect: All thoughts in one direction
Range: 60' Levitate
Duration: 2 turns
Effect: Everything within 60' This spell will allow the magic-user to
"hear" thoughts. The magic-user must Range: 0
concentrate in one direction for six Duration: 6 turns + 1 turn per Level of
When this spell is cast, the magic-user rounds (1 minute) to ESP the thoughts the magic-user
will see all evilly enchanted objects of a creature within range (if any). Any Effect: The magic-user only
within 60' glow. It will also cause crea- single living creature's thoughts may be
tures that want to harm the magic-user understood, regardless of the language. When this spell is cast, the magic-user
to glow when they are within range. The The thoughts (if any) of Undead crea- may move up or down in the air without
actual thoughts of the creatures cannot tures cannot be "heard" with this spell. any support. This spell does not, how-
be heard. Remember that "Chaotic" If more than one creature is within ever, allow the magic-user to move from
does not automatically mean Evil, al- range and in the direction concentrated side to side. For example, a magic-user
though many Chaotic monsters have evil on, the magic-user will "hear" a con- could levitate to a ceiling, and then could
intentions. Traps and poison are neither fused jumble of thoughts. The magic- move sideways by pushing and pulling.
good nor evil, merely dangerous. user may only sort out the jumble by Motion up or down is at the rate of 20'
concentrating for an extra six rounds to per round. The spell cannot be cast on
Invisibility find a single creature. The ESP will not another person or object. The magic-
be hampered by any amount of wood or user may carry a normal amount of
Range: 240' liquid, and will penetrate as much as 2 weight while levitating, possibly another
Duration: Permanent until broken feet of rock, but a thin coating of lead man-sized creature if not in metal ar-
Effect: One creature or object will block the spell. mor. Any creature smaller than man-size
can be carried, unless similarly heavily
This spell will make any one creature or laden.
Detect Invisible
object invisible. When a creature be-
comes invisible, all items carried and
worn also become invisible. Any invisible Range: 10' per Level of the Magic-user
item becomes visible again when it leaves Duration: 6 turns
the creature's possession (dropped, set Effect: The magic-user only
down, etc.). If the magic-user makes an
object invisible that is not being carried When this spell is cast, the magic-user
or worn, it will become visible again can see all invisible creatures and objects
when touched by any living creature. An within range. The range is 10' for each
invisible creature will remain invisible level of the magic-user. For example, a
until he or she attacks or casts any spell. Conjurer can use this spell to see invisi-
A light source (such as a torch) may be ble things within 30'.
made invisible, but the light given off
will always remain visible.

41
DUNGEONS & DRAGONS® characters (character class — human)

Locate Object user need not concentrate; the images moves, takes any damage, or fails any
will remain until the duration ends, or Saving Throw, the concentration is bro-
Range: 60' + 10' per Level of the until hit. The images are not real, and ken and the phantasm disappears.
magic-user cannot actually do anything. Any suc- This spell never inflicts any real
Duration: 2 turns cessful attack on the magic-user will damage! Those "killed" by it will merely
Effect: One object within range strike an image instead, which will fall unconscious, those "turned to stone"
merely cause that image to disappear will be paralyzed, and so forth. The
For this spell to be effective in finding an (regardless of the actual damage). effects wear off in 1-4 (Id4) turns.
object, the magic-user must know ex-
actly what the object looks like. A com- Phantasmal Force Web
mon type of object, such as a flight of
stairs, can also be detected by this spell. Range: 240' Range: 10'
The spell will point to the nearest de- Duration: Concentration (see below) Duration: 48 turns
sired object within range, giving the Effect: A volume 2O'x2O'x2O' Effect: A volume 10' x 10' x 10'
direction but not the distance. The range
increases as the magic-user gains Levels This spell creates or changes ap- This spell creates a mass of sticky strands
of experience. For example, a Seer can pearances within the area affected. The which are difficult to destroy except with
locate objects up to 80' away; a Conjurer, magic-user should create the illusion of flame. It usually blocks the area affected.
up to 90'. something he or she has seen. If not, the Giants and other creatures with great
DM will give a bonus to Saving Throws strength can break through a web in 2
Mirror Image against the spell's effects. If the magic- rounds. A human of average Strength (a
user does not use this spell to attack, the score of 9-12) will take 2-8 (2d4) turns to
Range: 0 illusion will disappear when touched. If break through the web. Flames (from a
Duration: 6 turns the spell is used to "create" a monster, it torch, for example) will destroy the web
Effect: The magic-user only will be AC 9 and will disappear when hit. in 2 rounds, but all creatures within the
If the spell is used as an attack (a phan- web will be burned for 1-6 (Id6) points
With this spell, the magic-user creates tasmal magic missile, collapsing wall, of damage. Anyone wearing Gauntlets
1-4 (Id4) additional images which look etc.), the victim may make a Saving of Ogre Power (a magical treasure) can
and act exactly the same as the magic- Throw vs. Spells; if successful, the victim break free of a web in 4 rounds.
user. The images appear and remain is not affected, and realizes that the
next to the magic-user, moving if the attack is an illusion. The phantasmal Wizard Lock
magic-user moves, talking if the magic- force will remain as long as the magic-
user talks, and so forth. The magic- user concentrates. If the magic-user Range: 10'
Duration: Permanent
Effect: One portal or lock
This spell is a more powerful version of
a Hold Portal spell. It will work on any
lock, not merely doors, and will last
forever (or until magically dispelled).
However, a Knock spell can be used to
open the Wizard Lock. A wizard locked
door may be opened easily by the magic-
user casting the Wizard Lock, and also
by any magic-using character or crea-
ture of 3 or more Levels (or Hit Dice)
greater than the caster. Any such open-
ing does not remove the magic, and the
lock will relock when allowed to close
(just as the Hold Portal spell).

42
DUNGEONS & DRAGONS® characters (character class — human)

Thief Most thieves have high Dexterity Armor: A thief may only wear Leather
scores. Since this can affect missile fire armor, and may not use a shield.
Description (see Advanced Combat, page 58), you
should learn the rules for missiles, and Weapons: A thief may use any missile
A thief is a human who specializes in carry missile weapons. A sword or dag- weapon, and any other weapon usable
stealth, lockpicking, trap removing, and ger will be needed in situations where with one hand (two-handed weapons are
other activities. Thieves are the only you can't avoid close combat. prohibited. For more information, see
characters that can open locks and find Thieves are found in most groups of "Advanced Combat," page 58).
traps without using magic. As the name adventurers. The task of staying alive by
indicates, however, thieves do steal, sneaking and using your wits, instead of
though rarely from members of their just fighting, can be an exciting game
own groups. Any thief who steals from challenge.
friends is usually not permitted to ad-
venture with them ever again!
In the D&D game, all thieves belong to Explanation of Thief
an organization (sometimes called a Experience Table:
Guild). Every town has a building, called
the Guild Hall, where thieves may live and XP: When this number of Experience
eat (for a price, of course). Every thief Points have been earned, the thief auto-
learns "The Arts" (a thief's unique skills; matically moves up to the next Level of
see Special Abilities, below) from teachers Experience.
at the Guild. Thieves are a normal part of
D&D life, because of their unique skills, Title: Your thief should use this title
but they are not usually welcome in the when talking with other characters. In-
better parts of towns. stead of saying "I'm Greegan, a Second
While adventuring, your thief should Level thief," the character should say
avoid danger whenever possible. The "I'm Greegan, the Footpad."
thief's job is to use the Special Abilities
where needed. A thief's skills can be
very useful, as they can be used over and Other Details:
over. For example, a magic-user may use
a spell to open a lock, but the spell only Prime Requisite: A thief's PR is Dex-
works once; a thief may try to open locks terity. If a thief has a Dexterity score of
whenever desired. 13 or more, the character gains a bonus
to Experience Points earned in every
When an encounter occurs, your thief adventure.
should stay out of the way. You may try to
sneak around a monster, either to steal its
treasure or to attack it from behind. You Hit Dice: A four-sided die (Id4) is used
should not fight hand-to-hand unless you to determine a thief's hit points. A thief
have to. A thief has few hit points, and starts with 1-4 hit points (plus Constitu-
although some light armor may be worn, tion bonus, if any) and gains Id4 more
it is not much protection. hit points (plus bonus) with each Level
of Experience.
THIEF SAVING THROW TABLE

Death Ray or Poison 13


Magic Wands 14
Paralysis or Turn to Stone 13
Dragon Breath 16
Rods, Staves, or Spells 15

THIEF EXPERIENCE TABLE

XP Level Title
0 1 Apprentice
1200 2 Footpad
2400 3 Robber

43
DUNGEONS & DRAGONS® characters (character class — human)

Special Abilities: MOVE SILENTLY will always seem suc- one works. The attempt will automat-
cessful to the thief. However, the DM ically fail if improperly used. For Exam-
Thieves know how to Open Locks, Find will know (based on the Percentage roll) ple: An ogre is charging at the party, so
and Remove Traps, Climb Walls, Move whether the thief's movement is actually you say "My thief will Hide in Shadows
Silently, Hide in Shadows, Pick Pockets, heard by nearby enemies, who may then and get out a dagger." The DM replies,
and Hear Noise. They also learn the skill take appropriate action. "The ogre sees the movement, and
of "Backstabbing." heads straight for your thief!"
HIDE IN SHADOWS means that the
Except for "Hear Noise," each number is thief moves into and remains in shad- Backstabbing: If a thief can sneak up on a
the Percentage chance that the thief is ows, also using neutral concealment. victim, completely unnoticed, the thief
successful in using that Special Ability. Movement is possible while hiding, but may Backstab. If the intended victim sees,
Your Dungeon Master will roll d%; if the not attacking. The attempt will always hears, or is otherwise warned of the thief's
result is equal to or less than the Percent- seem successful to the thief, but only the approach, a Backstab may not be taken,
age given, the thief's attempt is success- DM will know for sure. but the thief may still attack normally.
ful. "Hear Noise" is determined in a When Backstabbing, the thief gains a
similar way, using Id6. PICK POCKETS may be risky. If the bonus of +4 on the Hit Roll, and if the
DM rolls a number greater than twice target is hit, the damage done is twice
Explanation of Thief Special Abilities: the given chance for success, the thief is normal.
n o f n n l v s e e n b v t h o s e n e . i r h v b u t is
OPEN LOCKS may only be tried once <.111•_; 11T i n i h e ,ii i l>\ i l i e i i i i e n d e d \ ic l i m . EXAMPLE: An Apprentice is carry-
per lock, and only if "Thieves' Tools" are u l l o I I I , I \ 1,111(1 n l l e l l d u e s i l e u I 1111- ing a sword, and sees an ogre ap-
carried. The thief may not try again with l.iwu.ll'h. proaching the partv. The player sajs
that lock until gaining another Level of 'Til Hide in Shadows." The 1JM rolls
Experience. EXAMPLE: An apprentice tries to pick W on drji. so ihe ogre does not see rhc
the pocket of a hired tighter (a non- thief (but the DM docs not announce
FIND TRAPS may also be tried only playcr character, played by the DM). that fact). During the batik:, the ogre
once per trap. If a trap is found, the Rolling IdlO twice (see "Dice." page V2), «eis turned around, with its back
thief may attempt to remove it. the DM rolls 11. so the thief is caught in towards the thief. '1 he player says "I'll
the an. The DM then rolls to deter- try to move in for a Backstab!" The
REMOVE TRAPS may only be tried if a mine the reaction of the fighter, who DM decides that the ogre doesn't
trap is found. It may be tried only once might attack the rhic-1! notice the thief's approach (no roll i«
per trap. made: it depends on the situation,
HEAR NOISE (checked using Id6) ap- and the I)Ms judgment) and savs
CLIMB WALLS applies to any steep plies both to listening at doors and hear- "'I he ogre doesn't notice you; roll for
surfaces, such as sheer cliffs, walls, and ing the footsteps of approaching mon- a Baikstab." The thief player then
so forth. The chances for success are sters. However, there is too much noise makes a Hit Roll, adding 4 lo it. li the
good, but if failed, the thief slips at the during battles to hear anything unusual. ogre is hit, the player rolls for
halfway point and falls. The DM will roll damage, doubling the result.
for success only once for every 100' Using thief special abilities
climbed. If failed, the thief takes 1-6 Watch for opportunities to use Special When no battle is in progress, a Back-
(Id6) points of damage per 10' fallen. Abilities, and simply tell your Dungeon stab attempt may require a "Move Si-
Failure during a 10' climb will inflict 1 Master when you want your thief to use lently" check. Your DM will make all the
point of damage. one. Be sure you understand how each necessary rolls.

THIEF SPECIAL ABILITY TABLE


Level of Experience
Special Ability 1 2 3

Open Locks 15 20 25
Find Traps 10 15 20
Remove Traps 10 15 20

Climb Walls 87 88 89
Move Silently 20 25 30
Hide in Shadows 10 15 20

Pick Pockets 20 25 30
Hear Noise (Id6) 1-2 1-2 1-3
DUNGEONS & DRAGONS® characters (character class — demi-human)

Dwarf Hit Dice: An eight-sided die (Id8) is


used to determine a dwarf's hit points. A
Description dwarf starts with 1-8 hit points (plus
Constitution bonus, if any) and gains
A dwarf is short and stocky, standing Id8 more hit points (plus bonus) with
about 4' tall and weighing about 150 each Level of Experience.
pounds. Male dwarves have long beards,
and females have short beards. Their Armor: A dwarf may wear any kind of
skin is earth-colored and their hair is armor, and may use a shield.
dark brown, gray, or black. Stubborn but
practical, dwarves are fond of good food Weapons: A dwarf may use any weapon
and drink. They value craftsmanship, of small or normal size. Dwarves may not
and love gold. Dwarves are sturdy fight- use two-handed swords or longbows (short
ers and are resistant to magic, as shown bows and crossbows are permitted).
by their Saving Throws. A dwarf charac-
ter must start with a Constitution score of Special Abilities:
9 or more.
Although the dwarf class is different A dwarf has special vision, knows several
from the fighter class in many ways, languages, and can detect certain things
their tasks are the same. Both fight, and better than other characters.
both should use the same strategy in
combat. Read the description of the Vision: Dwarves have Infravision in ad-
fighter class (page 28) for some tips on dition to normal sight and can see 60' in
combat. the dark. Infravision is the ability to see
heat (and the lack of heat). Normal and
Explanation of Dwarf magical light makes infravision useless.
Experience Table: With infravision, warm things seem
red, and cold things seem blue. For
XP: When this number of Experience example, an approaching creature could
Points have been earned, the dwarf au- be seen as a red shape, leaving faint
tomatically moves up to the next Level reddish footprints. A cold pool of water
of Experience. would seem a deep blue color. Even
items or creatures which are the same
Title: Your dwarf should use this title temperature as the surrounding air
when talking with other characters. In- (such as a table or a skeleton) can be
stead of saying "I'm Rolf, a Second Level dimly seen by infravision.
dwarven fighter," the character should
say "I'm Rolf, the Warrior." Languages: In addition to the languages
of all characters — the Common and
Other Details: Alignment tongues, as explained on
page 51 — a dwarf can speak dwarf,
Prime Requisite: A dwarf's PR is gnome, goblin, and kobold. The charac-
Strength. If a dwarf has a Strength score ter may have problems reading and writ-
of 13 or more, the character gains a ing these languages, however, as ex-
bonus to Experience Points earned in plained on the same page.
every adventure.
Detection: All dwarves are experts at in an area, tell your Dungeon Master.
Minimum Scores: A dwarf character mining. They can sometimes detect You have 1 chance in 2 to find them.
must have a Constitution score of 9 or traps, sliding walls, sloping corridors, Your DM will roll Id6, and a result of 1
greater when first played. and new constructions. If your dwarf or 2 will indicate success if there is
character wants to search for such things anything to find. You may check once
for each type. You must tell your DM if
you want to look for anything; the detec-
DWARF SAVING THROW TABLE DWARF EXPERIENCE TABLE tion is never automatic.
Death Ray or Poison 8 XP Level Title
Magic Wands 9 KXAMH.KS: You sav Til check this
Paralysis or Turn to Stone 10 0 1 Dwarven Veteran wall to sec il it slides." The* DM.
Dragon Breath 13 2200 2 Dwarven Warrior knowing that it will slide,' rolls ldfi.
Rods, Staves, or Spells 12 4400 3 Dwarven Swordmaster .ind gets a result of 1. The DM savs
"Yes, it appears to slide."
45
DUNGEONS & DRAGONS® characters (character class — demi-human)

Elf Other Details: items or creatures which are the same


temperature as the surrounding air
Description Prime Requisite: Elves have two Prime (such as a table or a skeleton) can be
Requisites: Strength and Intelligence. If dimly seen by infravision.
An elf is slender and graceful, with an elf has a score of 13 or more in both
delicate features and pointed ears. An Ability Scores, the character gains a 5% Languages: In addition to the languages
elf is 5 to 5^2 feet tall, and weighs about bonus to Experience Points earned in of all characters — the Common and
120 pounds. Elves are able to use all every adventure. If the Intelligence Alignment tongues, as explained on
armor and weapons, and can cast magic- score is 16 or greater (along with page 51 — an elf can speak elf, gnoll,
user spells. They can thus be valuable Strength of 13 or more), the XP bonus is hobgoblin, and ore.
friends (or dangerous opponents), but 10%.
usually prefer to spend their time feast- Detection: All elves can find secret and
ing and frolicking in woodland glades. Minimum Scores: An elf character must hidden doors better than other charac-
They rarely visit the cities of Man. Elves have an Intelligence score of 9 or ters. If your elf character wants to search
are fascinated by magic and never grow greater when first played. for hidden doors in an area, tell your
tired of collecting spells and magic items, Dungeon Master. The DM will roll Id6,
especially if the items are beautifully Hit Dice: A six-sided die (Id6) is used to and a result of 1 or 2 will indicate success
crafted. An elf character must start with determine an elf's hit points. An elf if there is a door to be found. You may
an Intelligence score of 9 or greater. starts with 1-6 hit points (plus Constitu- check once for each door. You must tell
Elves are similar to both fighters and tion bonus, if any) and gains Id6 more your DM if you want to look for any-
magic-users. Read the description of the hit points (plus bonus) with each Level thing; the detection is never automatic.
fighter class for some tips on playing a of Experience.
fighter-type character, but remember EXAMP1
that your elf does not have as many hit Armor: An elf may wear any kind of wall €
points as a fighter. Be sure your charac- armor, and may use a shield.
ter is either undamaged or only slightly
hurt before you enter a battle; other- Weapons: An elf may use any weapon.
wise, stay back and help with magic find a.aecrtt.
spells, as a magic-user does. Special Abilities:
Immunity to Ghoul Paralysis: All elves
Explanation of Elf Experience Table: An elf has special vision, knows several are naturally immune to the paralyzing
languages, and can detect certain things attacks of ghouls. Other types of paral-
XP: When this number of Experience better than other characters. Elves can ysis, such as from a carrion crawler or
Points have been earned, the elf auto- cast magic-user spells, and cannot be gelatinous cube, may affect them.
matically moves up to the next Level of paralyzed by ghouls.
Experience. Spells: Elves can use magic-user spells
Vision: Elves have Infravision in addi- just as magic-users can. Read the de-
Title: Your elf should use this title when tion to normal sight and can see 60' in scriptions of spell casting, spell books,
talking with other characters. Instead of the dark. Infravision is the ability to see etc. on pages 39 - 42. Elves must obey all
saying "I'm Belrain, a Second Level elf," heat (and the lack of heat). Normal and the rules for using magic-user spells (but
the character should say "I'm Belrain, magical light makes infravision useless. not the other rules for the magic-user
the Warrior Seer." With infravision, warm things seem class).
red, and cold things seem blue. For
Spells: The number of magic-user spells example, an approaching creature could ELF SAVING THROW TABLE
an elf can cast, and their level of power, be seen as a red shape, leaving faint
are given here. Spells are explained be- reddish footprints. A cold pool of water Death Ray or Poison 12
low, under "Special Abilities." would seem a deep blue color. Even Magic Wands 13
Paralysis or Turn to Stone 13
Dragon Breath 15
Rods, Staves, or Spells 15
ELF EXPERIENCE TABLE
No. of
Spells/
XP Level Title Spell Level
0 1 Veteran-Medium 1 First
4000 2 Warrior-Seer 2 First
8000 3 Swordmaster- 2 First
Conjurer plus 1 Second

46
DUNGEONS & DRAGONS® characters (character class — demi-human)

Halfling
Description
A halfling is a short demi-human, and
looks much like a human child with
slightly pointed ears. A halfling stands
about 3' tall and weighs about 60
pounds. Halflings rarely have beards.
They are outgoing but not unusually
brave, seeking treasure as a way to gain
the comforts of home, which they so
dearly love. Halflings are woodland folk,
and usually get along well with elves.
They have special abilities in the out-
doors. A halfling character must start
with a score of 9 or greater in both
Dexterity and Constitution.
Halflings behave similarly to fighters
and dwarves. Read the description of
the fighter class for some tips on playing
your halfling. Remember your special
abilities (see below), and use them when- Other Details: Combat: Halflings often use missile
ever possible. A halfling's Saving Throws weapons, and are better at dodging the
are as good as those of dwarves, and you Prime Requisite: A halfling has two attacks of large creatures than are other
may survive where others fall to magic Prime Requisites: Strength and Dex- characters. All halflings gain the follow-
or poison attacks. terity. If either of these Ability scores is 13 ing bonuses when in combat.
or greater, the character gains a 5%
Explanation of Halfling bonus to Experience Points earned in - 2 bonus to Armor Class when at-
Experience Table: every adventure. If both of these scores tacked by creatures larger than
are 13 or greater, the XP bonus is 10%. man-size;
XP: When this number of Experience + 1 bonus to the Hit Roll when using
Points have been earned, the halfling Minimum Scores: A halfling character any missile (see Additional Rules,
automatically moves up to the next Level must have a score of 9 or greater in both page 59)
of Experience. Dexterity and Constitution. + 1 bonus to Individual Initiative (op-
tional combat rule, page 59)
Title: Your halfling should use this title Hit Dice: A six-sided die (Id6) is used to
when talking with other characters. In- determine a halfling's hit points. A half- Hiding: Outdoors, halflings are difficult
stead of saying "I'm Touchberry, a Second ling starts with 1-6 hit points (plus Con- to spot, having the ability to seemingly
Level halfling," the character should say stitution bonus, if any) and gains Id6 vanish into woods or underbrush. In
"I'm Touchberry, the Warrior." more hit points (plus bonus) with each such cover, they can only be detected
Level of Experience. 10% of the time (the DM will roll).
Halflings can even hide in dungeons,
HALFLING SAVING THROW TABLE Armor: A halfling may wear any kind of though not with as much success. In
armor, and may use a shield. However, normal light, if a halfling finds some
Death Ray or Poison 8 their armor and shields must be specially shadows or cover to hide in (remaining
Magic Wands 9 made for their small size. Even dwarf- absolutely quiet and not moving), the
Paralysis or Turn to Stone 10 sized armor is too large for them. attempt at hiding will succeed Vs of the
Dragon Breath 13 time. To use this ability, tell your DM.
Rods, Staves, or Spells 12 Weapons: A halfling may use any small The DM will roll Id6; a result of 1 or 2
sized weapon (such as a dagger, short indicates success at hiding, as long as the
sword, or short bow). Halflings may not character does not move or make any
use two-handed swords, longbows, battle noise.
HALFLING EXPERIENCE TABLE axes, pole arms, or other large weapons. Magical light, such as a cleric's Light
XP Level Title spell, will ruin the attempt. If the charac-
Special Abilities: ter is carrying any light, it will be impos-
0 1 Halfling Veteran sible to hide.
2000 2 Halfling Warrior A halfling gains several combat bonuses
4000 3 Halfling Swordmaster (some due to their small size) and can
hide easily in woodlands.
47
DUNGEONS & DRAGONS® characters

Making up a new character Now find your highest Ability Score.


If it is less than 9, you should roll all the CREATING A CHARACTER
After you are used to the rules of the Scores again. You may keep the charac-
game by playing your Fighter, you can ter if you wish, but he or she probably 1. Roll for Ability Scores
try other characters by using the Charac- won't be suitable for dangerous adven-
turing! However, before you discard the 2. Choose a Class
ter Sheets included in this booklet. But 3. Exchange Ability Score points (if
remember that they are not usable in the character, ask your Dungeon Master
what to do. Your DM might prefer that desired)
Solo Adventure! That adventure was 4. Roll for Hit Points
designed only for your first fighter. you play the character you rolled, es-
pecially if you are an experienced player. 5. Roll for Money
Sooner or later you will want to make 6. Buy equipment
up your own new character. Before you If two or more Ability Scores are less 7. Figure out your:
start, get a pencil and all the dice. You than 6, the character may have problems a. Armor Class
will also need a blank Character Sheet later on. This type of character should b. Hit Roll Chart
(or a normal-size piece of paper) to keep also be discarded, unless the DM says c. Saving Throws
track of the details. otherwise.
8. Note adjustments for Ability
If you are using a blank piece of You can adjust the' Ability Scores in Scores
paper, copy the form of the Character step 3 (Exchange Ability Points), but first 9. Give your Character a Name and
Sheet onto it — in other words, allow a you must decide what Class your charac- Alignment
space for your name and the character's ter will be. 10. Get ready to play
name at the top left, a place for Class,
Level, Armor Class, and Hit Points be- 2. Choose a Class
low that, and so forth. Each Class has a specialty. Fighters are
Your first try at creating a new charac- Each type of character is called a Class. strong, Magic-Users are intelligent, Cler-
ter will probably take an hour or so. Your first character's Class was Fighter. ics are wise, and so forth. This specialty
Even when you are used to the pro- You know now that there are other is called the Prime Requisite for the
cedure, it will still take 10-30 minutes. kinds of adventurers: clerics, magic- Class. For example, Strength is the
You should not try to create a character users, and thieves. You could play one of Prime Requisite for Fighters.
after everyone gets together for a game. those, or even a character that's not If your character's Prime Requisite is
All the rolling, adjusting, buying, and so human: you can be a dwarf, an elf, or a high enough, you will get a bonus on
forth should be done beforehand. short child-sized person called a halfling. Experience Points. That is why your first
Each of these seven adventurer types is a Fighter got a bonus: your Strength, the
Your Dungeon Master will be needed Character Class.
for part of the process, and should Prime Requisite, was 17. You are allowed
watch the creation of the character, in- to play a Fighter with any Strength score,
cluding all dice rolls. You should get but strong fighters are better at what
together with the DM before the game they do (and get more XP) than weaker
to work out the details. One good ones.
method is to have all the players make You are not forced to pick a Class on
new characters together, with the Dun- your highest Ability Score — but it
geon Master helping. helps. If you have two or more high
At the bottom of this page is a list of scores, you may wish to consider a non-
the steps to take when making a new human character.
character; each step is then explained in Look at the following chart, and com-
detail. pare your highest Ability Scores with the
Prime Requisites for the Character
1. Roll for Ability Scores Classes. Then, if you are playing a
Human character, pick one Class that
Instead of just making up numbers for fits the Ability Scores you rolled.
your Ability Scores, you will roll dice to
find each Score. This is done by rolling (Constitution and Charisma affect all the
the six-sided die three times, and adding Classes, and are never Prime Requisites.)
the results. Or, if you have other six-
sided dice, roll 3 dice together. Prime Requisite Class
For example, if you roll 1 each time,
then the total score is 3, the least possible. Strength Fighter
If you roll all sixes, then the total is 18, the Intelligence Magic-User
highest you can have. You should finish Wisdom Cleric
with six numbers, each between 3 and 18, Dexterity Thief
which are your character's Ability Scores.
Write the Scores down as you roll them,
next to the names of the Abilities.
48
DUNGEONS & DRAGONS® characters

out XP, you will add extra points. But if


your Prime Requisite is low, you will be
penalized, and must subtract XP from
the number awarded by the DM.
The amount of XP added or sub-
tracted is given in the following chart:

I'.XWIIM l-S: II \i>ui inaipi-nsri lu«


•in liui'llitfriii t- nl 11. iiui gel .in rxliii
1 \ P Jiir v\rr\ I'll) XP riwanlrd b\
i h e D M . It \ o i i r Kiwjhii-r li;is a
Siiciitiih ill fi. vuii niilv (jri HH XI' f"i
v\r\\ inn \ p .IH.III1I-CI.

3. Exchange Ability Score Points


At this point, it is possible to raise a
Prime Requisite by lowering other Abil-
ity Scores. This is like practicing hard to
learn your Class, but at the cost of not
developing another Ability at the same
time. (For example, a Magic-User might
study hard and neglect his exercise for a
Dwarves, Elves, and Halflings If you wish to play a non-human charac- higher Intelligence, and end up with a
ter, you may pick one of these if you lower Strength.)
Any human character can be any of the have rolled the minimum Scores given, The rules for exchanging Ability
four Human classes, but non-human or if you can exchange ability points (see Points are:
characters are handled differently. It step 3) to meet the minimum Score(s)
you wish to play a non-human character, for the Class. 1. Your Prime Requisite (and only that
you must have high Ability Scores in Whichever Class you pick, you should score) goes up 1 point for each 2 points
certain areas. read the full description of the Class on that another Ability Score goes down.
Elves have abilities similar to both fight- pages 23 - 47 before you get to step 6. 2. Constitution and Charisma points
ers and magic-users, so they must have can never be exchanged with others.
good Scores in both Strength and Intel- Prime Requisites 3. Dexterity cannot be lowered (but it
ligence. Both of these Ability Scores are may be raised if you have a Thief or
Prime Requisites for Elves. Also, if your If you rolled well and chose well, the Halfling character).
character has an 8 or less for Intelligence, Ability Score of your Prime Requisite 4. No score can be lowered below 9. If it
the character cannot be an Elf. should be 9 or greater. But it can be fun to is already 10 or less, it cannot be
Halflings have some fighting abilities, play characters with lower scores, too. lowered.
and must have good Strength and Dex- Imagine a poor dwarf who is perfectly
terity. Both of these are Prime Requisites healthy (Constitution 16) but very weak I W M P U - N : An ill li..» Inn-Hi-niii
for Halflings. In addition, Halflings are (Strength 5); he does the best he can in .irid Mirni;lh Sum", nl 1'J. .ind .<
also very healthy. If your character has combat, but doesn't do much damage. Wi-'itiin >it M. 1 hi* pl.ivcr ili'npti the
an 8 or less in Dexterity or Constitution, The fun in the game comes from role \ \ isiltuii s u m 1 in J1 «ii 1 r.in tic ciddt'd
the character cannot be a Halfling. playing, and this could be a very interest- in S i r c n ^ i h . , m d ilu-ii drop*, llie
Dwarves are always healthy, too. If ing character to play. Remember that you Wis'lnin .IH.IIII. ••> '.'. anil .ul(l<> I In
your character has an 8 or less in Con- can always start another character later. liilc-lht>riin- I his u-Mills in Inli-l-
stitution, the character cannot be a dwarf. For a very high Prime Requisite Score, liuciuc .ind Siiriiirlli Siiui-s nl l.i
Dwarves specialize in combat, similar to your character gets a bonus to XP (Expe- 'until] cnoiiuli Im - .V? [II XPi. .mil
Fighters, so their Prime Requisite is rience Points). At the end of each adven- in .<il]UM(-il Wiidnm (it 'I
Strength. ture, when the Dungeon Master gives
A Cleric with Strength and Wisdom
of 15 drops the Strength by 6 (to 9)
Class Minimum Scores Prime Requisites and raises the Wisdom by 3 (to 18).

Dwarf Constitution Strength only If you want to exchange any Ability


Elf Intelligence Strength + Int. Score points, you must do that now —
Halfling Constitution Strength + Dext. before you go any further in making the
Dexterity- character. No exchanges can be made
later.
49
DUNGEONS 8c DRAGONS® characters

4. Roll for Hit Points badly hurt, down to 2 hit points in your 7. Figure out your Armor Class, Hit
adventures? If so, you could have been Roll chart, and Saving Throws
Different Classes have different num- dead — but you were saved by the bonus
bers of hit points. Fighters and Dwarves for your high Constitution! a. Armor Class
need many because they take damage in Each time you gain a Level of experi-
battle. Magic-Users and Thieves have ence, you will roll for more Hit Points. Armor Type
less hit points, and should try to stay out And each time you roll, you adjust the
of fights. Other Classes are in between, roll according to your Constitution Your Armor Class is a combination of the
and can fight if they must, but often score. type of armor you are wearing, plus any
avoid it if possible. adjustments due to Dexterity. First, find
Find your character's Class on the 5. Roll for Money your armor type on the chart below:
chart below, and roll one die to find your
starting Hit Points. Your character starts out with no posses-
sions except for normal clothes and a ARMOR CLASS
little money, saved up over many years. Armor Type Armor Class
Class Hit Point Dice You will need to go shopping for equip-
ment, but first you must find out how
Fighter Id8 No armor 9
much money you have. Leather 7
Dwarf Id8 Roll 3d6 (the total of 3 rolls of a six-
Cleric Id6 Chain Mail 5
sided die), and multiply the total by 10. Plate Mail 3
Elf Id6 (For example, if you roll 12, the total is
Halfling Id6 Shield Bonus of 1*
120.) This is the amount of gold pieces
Magic-User Id4 that you start with. Write that on the
Thief Id4 back of your character sheet in the *If you bought a shield, subtract 1 from
"Money" box. your Armor Class number. For example,
Now find your Constitution Score on the Chain Mail alone is AC 5, but with a
6. Buy equipment shield it drops to AC 4.
Bonuses and Penalties for Ability Scores
Table below, and apply the bonus or Now you can spend your money on the
penalty to the number of hit points you Dexterity Adjustments to Armor Class
equipment you need to go adventuring.
rolled. But whatever the adjustments, There is a complete list of equipment in
your hit points cannot be lowered to Find your Dexterity Score on the
the center of this book. Bonuses and Penalties Table and for
zero; you will have at least 1 hit point for There are restrictions on what items
each roll. every +1 bonus, subtract 1 from your
you are allowed to have, especially on Armor Class and for every - 1 penalty,
armor and weapons. Before you go add 1 to your Armor Class.
BONUSES AND PENALTIES FOR shopping, be sure you have read the full
ABILITY SCORES description of your Character Class l-.XAMPLF.S: II >mi arc wearing
(pages 39 — 47). For Example, a Magic- Chain Mail ,rad A <liield (AC •!). bin
Ability Score Adjustment User cannot wear any armor at all, and li.ivc a I)c\ri"rit\ Store of 1:"> ( - 1
can only use a dagger for a weapon! It bonus), yoni Armor (-lass ruimbei
3 - 3 Penalty would be a waste of money for this Class «i)fs donn. It) 3. If von are wearing
4-5 - 2 Penalty to buy a sword or shield; instead, money Plate Mail and shield (AC 2) bin have
6-8 - 1 Penalty can be saved or spent on oil, torches, and a Di-Mi'rily Score of 5 (- 2 p<:n:ilt\).
9-12 No adjustment other items. Thieves, on the other hand, \iiui" Armor ("lass gm'S up to 4.
must buy Thieves' Tools to be able to
13-15 + 1 Bonus Open Locks.
16-17 + 2 Bonus /;,•••, )•!_••_> iln_- k m r i ilu- \ ( iniiiilici,
18 + 3 Bonus On a piece of scrap paper, write down the harder you are to hit. A minus
all the equipment you want to buy and (Penalty) to Armor Class actually raises
add up the cost. If it's more than you the number, making you easier to hit.
(This chart is used for adjustments for have, you must put something back. If your AC is even better than zero —
most of the Ability Scores, and you will When you can pay for your list of equip- for example, with a Dexterity Score of 18
refer to it later.) ment, subtract the cost from your and wearing Plate Mail and Shield —
money, and write the equipment down then "minus" numbers are used. In this
You can immediately see the benefit of on the back of the Character Sheet. case, the AC would be "minus one" ( - 1).
having a good Constitution score. Your Be careful shopping! You may forget to
first character, the Fighter with a Con- buy rope, for example, and suddenly find
stitution of 16, had a + 2 bonus to hit a need for it during an adventure — and if
points. Therefore, your starting roll for you didn't buy it, you don't have it. But
that character would have been a 6 (out remember also that money can be saved
of 8 possible), plus a bonus of 2, for a for buying expensive equipment later.
total of 8 hit points. Did you ever get Only buy what you need.
50
DUNGEONS & DRAGONS® characters

CHARACTER H I T ROLL TABLE CHARISMA ADJUSTMENT TABLE


Target's Retainers
AC 9 8 7 6 5 4 3 2 1 0 -1 Charisma Reaction Maximum
Score adjustment number Morale
Roll 10 11 12 13 14 15 16 17 18 19 20
3 -2 1 4
4-5 -1 2 5
6-8 -1 3 6
9-12 No adjustment 4 7
13-15 +1 5 8
16-17 +1 6 9
18 +2 7 10

b. Hit Roll Chart a magic spell, your Wisdom score may Languages can be important when you
Every starting character has the same cause an adjustment. Find your Wisdom are trying to talk to a monster, or talk in
chances to hit. You will not change the score on the "Bonuses and Penalties" private with another character.
chart until your character gets at least to chart, and write the adjustment down on
the Character Sheet. Charisma
4th level. You may find magic weapons
as treasures, which help your chances to i.x.wiri i s . \ Mint uiiii.1 WIM1I.NI Your Charisma will affect the reactions
hit as well as the damage done. nt :"i iiiviN in !"!! A 17 m liiulu-i in of others, whether monsters or charac-
Copy the numbers below into the in.ikc j >i:iMiif> I h n m Lig:iin-»r .i spell. ters, when you are talking to them (but
boxes at the bottom of the Character A (.In if wilh .i Wi-doni i>l IM nnl\ not unless you are talking). If you try to
Sheet (Hit Roll Needed): I It •< t Is .1 M>11 ill 12 ill lirllt-l hire retainers (bodyguards, assistants,
When you try to hit a monster, roll ld20. and so forth), your Charisma will deter-
8. Note adjustments for Ability Scores mine the number of them that you can
Adjust the roll for your Strength, and
find the total on the bottom line of the You should now have most of the adjust- hire, and how loyal they will be. Your
chart. You hit the Armor Class on the ments for Ability Scores noted on your Dungeon Master will tell you if any
chart just above the roll. Announce what Character Sheet. Your Strength, retainers are available, and will play the
Armor Class you hit, and the DM will tell Wisdom, Dexterity, and Constitution roles of the retainers you find and (pos-
you whether you hit or missed your bonuses or penalties have been ex- sibly) hire.
target. For example, if your total is 15, plained in the steps taken so far. You Find your Charisma Score on the
you say "I hit AC 4." If the target was AC should double-check to be sure they are Charisma Adjustment Table, and note
4 or higher (AC 5, AC 6, etc.), then you correct, using the Bonuses and Penalties the details on your Character Sheet.
have successfully hit. Table. All of these adjustments (if any)
should be written on your Character Whenever you are talking to another crea-
If your adjusted total is 9 or less, then ture in the game (whether monster or
you miss, whatever the target is. If your Sheet in the spaces provided for them,
next to the Ability Scores. character), tell the Dungeon Master what
adjusted total is 20 or more, then you hit, your Reaction adjustment is. If your Dun-
whatever the target is — as long as it's Using the chart, fill in the bonus or geon Master allows the use of Retainers,
possible to hit it. (There may indeed be penalty for your Intelligence Score. The you will need to give your Maximum
things you can't hit; you will know this is Charisma Score uses a different chart. number, as well as the Morale score (which
the case if your Dungeon Master says you is a measure of loyalty and courage). You
missed, even with a total of 20 or more.) Intelligence
will not need to adjust any of your rolls due
The adjustments to the roll are based A character of "average" Intelligence (a to Charisma; only the Dungeon Master
on your Strength score, according to the score of 9-12) knows 2 languages: the will need the information.
"Bonuses and Penalties" chart above. If Common tongue and an Alignment
you have an adjustment, write it down tongue. The character can read and
write those languages. LANGUAGES TABLE
now, next to "Strength," and remember
to use it each time you make a Hit Roll. If the adjustment is a bonus, this is the Intelligence
number of additional languages the Score Use of Languages
c. Saving Throws character can read and write. Your Dun-
Your Saving Throws are based on your geon Master will tell you what languages 3 Has trouble with
Character Class and Level of Experi- are available. You must choose your speaking, cannot
ence. However, your Saving Throws will added languages before you play the read or write
not change until you reach 4th level (or character in a game. 4-5 Cannot read or write
higher, for some Classes). All of your If the adjustment is a penalty, then the Common
beginning Saving Throws are given in character has trouble either writing or 6-8 Can write simple Com-
the description of your character's Class. speaking, as given on the Languages mon words
When making a Saving Throw against Table:
51
DUNGEONS & DRAGONS® characters

9. Give your Character a Name and your first adventure, and is covered in not just the way the character should
Alignment detail on page 59. Select an Alignment, behave.
and write it on your character sheet. The other characters don't need to
Names Remember that Alignment is the way know what your Alignment is, but they
you actually want to play the character, should be able to figure it out by the way
Your character may have a normal you play the character.
name, like "Gary" or "Candace," or may
have a fantasy name like "Felonius," or 10. Get ready to play
just a nickname, like "Eagle-Eyes." Your
Dungeon Master might have some hints. If your character can cast magic spells,
For example, if your home town is in a you will need to select spells before
forest, the DM may encourage fantasy starting your adventure. Magic-Users
names like "Silverglade" or "Whisper- get 1 spell to start. Clerics do not get
rain." spells until they reach 2nd Level. Magic-
Choose a name carefully. It should User spells are explained on pages 39 -
represent the character in some way, or 42, and cleric spells are explained on
at least be a name you like. If you give a pages 26 - 27.
character a silly name, you might regret Your character will be adventuring
it later. with others, so you should talk with the
other players to find out something
Alignment about their characters. Before starting,
you should understand how to play in a
Be sure you understand what Align- group. This is explained on the follow-
ment is; it was explained briefly during ing pages.

Players are not characters! and the DM says "It hit you; save vs.
Poison, please!" then all the players
character, but it is very important to re-
member that the player is a different
It is important to remember that the know that the monster is poisonous. But person.
player and the character are two dif- the better players will ignore that in- This should not be used as an excuse
ferent persons. The more the two are formation. Their characters don't know for bad or selfish play. The DM should
kept apart, the better your games can be. about the poison, and shouldn't use that watch all the role playing closely to help
The most obvious example of this is the "player information." The characters everyone have the most fun. Since the
dice rolls you make. All dice rolls are called will probably find out after the battle, object of the game is to have fun by
"game mechanics," as are other details when they talk to their wounded friend playing roles, stupid or weak characters
such as Armor Class, Hit Points, and so and discover that the wound "stung, like can be as much fun as smart, powerful
forth. These things would not be part of a poison," or is discolored. (All of such ones — if the roles are played well.
character's knowledge. The characters descriptions are left to the DM's imag- The Dungeon Master may say, at any
would talk about armor, health, and at- ination.) time in the game, "You don't know that!"
tacks, but never about Ability Scores, Hit A question like "What time is it?" or "You wouldn't think of that." Good
Rolls, or other parts of the game. Every- could be answered two different ways: in players will learn to avoid this type of
one can usually tell whether the players "real time," which any player can find by problem by keeping the character knowl-
are in the role of the characters or being looking at a clock, and "game time," of edge and player knowledge separate.
themselves, handling game mechanics. which the DM should be aware, but of
If there is any doubt, the player which the characters might only have a
should clarify. general idea. The DM could reply, "Real
Suppose that a player has a Chaotic time, it's 7:30. Game time, it's past noon,
character (unusual, but not impossible). but you are not sure exactly."
The character will act wildly at times, but When the players remember the dif-
the player should remain calm while ference between themselves and their
dealing with the others. If the player acts characters, everyone can have more fun in
Chaotic, the game will become very con- Role Playing. If a character has low Intel-
fusing and less fun. ligence and Wisdom scores, for example,
There are many ways that this can and then does something stupid, the
affect the game, especially when a play- player can honestly say "I was playing my
er knows something that the charac- character," and others should remember
ter doesn't. For instance, if a character not to get mad at the player. Their charac-
starts to fight a new, unknown monster, ters may indeed get mad at the stupid
52
Playing in a group

How to Prepare see any maps made during the adven-


ture, the order of the figures (if used),
Battles are always more complicated,
and the DM should then take the time to
D&D games are the most fun with 2-6 and so forth. To avoid confusion, the check with each player, instead of han-
players plus one Dungeon Master. When table should be kept clear of other items. dling it all through the Caller.
you get a group together, each of you During the game, players should be You may have games without Callers,
can pick one of the characters included allowed to refer to the PLAYERS MAN- if the Dungeon Master is willing to ask
in this booklet. All the different types UAL whenever they wish. They should each player what each character is doing,
are there, and each character is all ready not be allowed to see the DUNGEON and make notes to remember the ac-
to go, with Ability Scores, hit points, and MASTER'S RULEBOOK during the tions. But it's usually easier and more
Alignment. All you have to do is pick the game! The mystery and excitement of organized if one player acts as Caller.
one you want, think of a name, and unknown monsters and magic can be
select some equipment. spoiled if someone looks up the details First steps to take
during the game.
ONE PERSON MUST BE THE DUN-
GEON MASTER. If you only have two or three players, When all the players are together, with
Whoever that is, the person should the DM may allow the use of a few hired characters ready, each player should take a
read the DUNGEON MASTER'S non-player characters, retainers. The moment to think about the adventure to
RULEBOOK to see what is involved. rules for retainers are given in the DUN- come. Some of these things apply to play-
This must be done before a group gets GEON MASTER'S RULEBOOK. ers, and some apply to the characters.
together to play.
Remember that everyone will be Mapper and Caller Who is your character, and who are the
learning together during your first other characters? Have you adventured
group games. The DUNGEON MAS- Although each person will be playing with them before, or not? Are any of
TER'S RULEBOOK contains step-by- the role of a character, the players them friends — or enemies? Should you
step instructions to help everyone learn, should also handle the jobs of "Map- keep an eye on any one character? Who
but have patience. A module (separately ping" and "Calling." Any of the players can you trust completely?
published adventure) should not be used can be the "Mapper" or "Caller," what-
in your first games. The DM should use ever their characters may be. Why are you going? Are the characters
the dungeon in this set, which contains just out to explore, or is someone look-
many hours of entertainment and can The mapper is the player who draws a ing for a specific item? Are you out to
be used for two or three games. The "B" map of the dungeon as it's explored. rescue a prisoner, destroy a famous
series of modules may be used after that. One or more of the characters should be monster, or some other goal? Games are
While you are using that adventure, making maps, but one of the players usually more fun if a specific goal is kept
the Dungeon Master should review the must make the actual game map. The in mind; if nobody is sure just what they
rules. The Additional rules may be map should be kept out on the table for want to do, you can waste a lot of time
added at some point, if desired. More all to see and refer to. Pencil should doing nothing.
adventures and dungeons may either be always be used in making the map, in
created by the DM or purchased from case of errors and tricky passages. Where are you going? Nearby caves, or a
stores. Eventually, your characters will Mapping is an important part of castle, or some other dungeon? Have
reach 4th Level, and you will want to imagining where your characters are. you bought the equipment you need to
move on to the D&D EXPERT Set rules. Sooner or later, all players should learn explore?
to make maps. If you play often, take
Setting Up turns at mapping; it is an important and When are you going? Do you plan to
useful skill to learn. explore a dungeon at night, when more
dangerous creatures could be around?
When your group gets together to play, Players: decide when the game will end;
everyone should bring what they need, The caller is a player who announces to it's very easy to play longer than you
including dice, pencils and paper, and the Dungeon Master what the group of intended. Set a time for quitting, and
characters (preferably on Character characters (the Party) is doing. The Caller stick to it! Remember to leave some time
Sheets). Refreshments, if desired, are must check with every player to find out for dividing the treasure found.
often brought by everyone, as a game what all the characters are doing, and then
may go on for hours. tell the DM (quickly and accurately) what
A table is normally used. The Dungeon they plan to do. The Caller does not tell What are you going to do? Look for big
Master sits at one end, with the secret the others what to do; the Caller merely monsters or small ones? Will you run
information about the dungeon to be ex- reports what is going on. from danger, or face it? What can your
plored. The DM often uses an upright party do, considering the abilities and
The Caller's first job is to find out the special items available amongst the char-
piece of stiff cardboard (called a "shield" "party order" — the way the characters
or "screen"), to hide the description and acters?
are lined up or grouped during normal
maps of the dungeon so they are not travel. The Caller should also report the
accidentally seen by any of the players. movements of the group, such as "We'll
The players sit around the table, away go northeast through the woods," or
from the DM, where they can all easily "We'll turn right at the next corridor."
53
Playing in a group

Treasure
Before the adventure begins, all the
players should decide how the treasure
will be divided after it is found. This is a
very important decision, as characters
earn more XP from treasure than from
anything else. The method of division is
left entirely to the players!
The most common method is de-
scribed on page 55. You may use it if you
wish, or you may make up your own.
The method should be chosen before
starting, to avoid arguments later.

Marching Order the normal positioning of the characters Ending the Adventure
as they proceed down corridors. In
You should arrange your characters in a empty rooms and after battles, party The end of a D&D game often comes
line, either singly or two-by-two, for a members usually spread out to search when the party's resources have been used
"Standard Marching Order." If figures for hidden treasure, but someone up — for example, when spell casters have
are used, the DM can easily see every- should be left to watch for approaching used most of their spells, or when several
one's position; otherwise, write the monsters. The DM will keep track of characters are wounded (having lost half
Marching Order on a piece of paper for who is doing what, in case a monster of their Hit Points, or more) and have no
the DM's reference. appears. available magical cures.
You should have at least one Fighter When creatures are encountered, Even if all goes well, the game should
in front, as this is where most of the Fighters, Dwarves and Halflings usually end 15-30 minutes before the planned
action takes place. A short person (half- move toward the encounter, while stopping time. The remaining time is
ling or dwarf) should also be in front of Magic-Users move back to avoid attacks, used by the DM to calculate and award
taller folk. Those behind may still see adding their magical powers to the bat- Experience Points, and by the players to
clearly, and are able to cast spells or tles where needed. Thieves may also divide the treasure.
shoot arrows over the shorter characters' move back, or may try to slip by the If characters are still in the dungeon
heads. encountered creatures if possible. A when they decide to end the adventure,
Thief can help turn the tide of battle by they must still find their way out and
Weaker characters (Magic-Users and attacking a monster from behind (if the
Thieves, especially) should be in the back home. When they have arrived at a
creature doesn't notice the Thief first). safe location, the adventure ends.
center of the Marching Order, protected
front and rear by Fighters or Clerics. If Remember, however, that a clever DM Most Dungeon Masters allow shop-
this is not possible, the characters with may have monsters arrive at the rear of ping after the adventures, so characters
the best Armor Class and/or Hit Points the party, occasionally when other mon- may restock items used (such as oil,
should occupy the outer positions. sters are at the front. The rear of the torches, and so forth). If this is left for
party should never be left defenseless. the next game, players might forget to
If you change the Marching Order Clerics can often fill the need for a
during the game (if a front Fighter is restock, and can find themselves short of
strong guard, as they can wear armor supplies while deep in a dungeon.
badly wounded, for example), be sure to and fight well.
correct the figure setup (or the DM's Players must keep track of items used,
diagram) accordingly. If an encounter is peaceful, those and the DM should be strict about sup-
characters with high Charisma Scores plies. However, everyone should re-
should do most of the talking. If they are member that the purpose of the game is
Tactics of Play weak, negotiations should be made from to have fun, not bookkeeping. The DM
a distance (ten to twenty feet is fine). should make allowances for beginners.
When you are ready to go, your Dun- When special needs arise, those best Characters who return to a safe place
geon Master will start telling you what equipped to handle them should move resume their normal day-to-day lives.
the characters see. In beginning games, to the scene, while the rest of the charac- Beginning players and DMs do not nor-
the characters often start at the dungeon ters stay in the Marching Order. For mally deal with this during games. The
entrance; the DM then describes the example, a Thief should move forward "town business" that would naturally oc-
entryway, asking questions of the Caller each time a door is found, to search for cur can become an adventure in itself. If
when choices can be made ("Turn right traps and pick locks. After doing the job, the DM has all the details of the Home
or left?"). All the players should listen the Thief should move back into posi- Town available (either those given in the
carefully to the descriptions, and play tion. Thieves normally do not open D&D EXPERT Set or details made up
the roles of their characters as they react doors, preferring to leave that task to the by the DM), town adventures can be
to the situations that develop. stronger Fighters in case there is a mon- very entertaining. They do not normally
The Marching Order will be used as ster waiting on the other side! involve much fighting.
54
Playing in a group

Dividing the Treasure If all the characters in a party get a Law (or Lawful) is the belief that every-
permanent magic item, divide all normal thing should follow an order, and that
The amount of treasure your characters treasure equally, whatever the division obeying rules is the natural way of life.
find is decided by the Dungeon Master, of any temporary magic items. Lawful creatures will try to tell the truth,
who places the treasures and monsters If everyone gets a magic item but one obey laws, and care about all living
in the dungeons. The DM is also respon- or more of the items are temporary, things. Lawful characters always try to
sible for giving Experience Points to the each character with a permanent item keep their promises. They will try to
characters at the end of the adventure. gets Vi share of normal treasure. obey laws as long as such laws are fair
The division of treasure is usually left If there are not enough magic items for and just.
to the players, though some DMs have one to be gained by each character then Vt If a choice must be made between the
their own rules for it, especially with share of normal treasure goes to each benefit of a group or an individual, a
well-developed fantasy worlds. There character with a temporary magic item, Lawful character will usually choose the
are several methods for dividing treas- but a character with a permanent magic group. Sometimes individual freedoms
ure, as both normal (coins, gems, and item gets no share of normal treasure. must be given up for the good of the
jewelry) and magical (potions, wands, Finally, divide the total normal treas- group. Lawful characters and monsters
etc.) treasures can be found. ure by the number of shares (adding the often act in predictable ways. Lawful
As a rule, the division of treasure number of V'i shares and full shares behavior is usually the same as behavior
should not be based on the amount of according to the instructions above), to that could be called "good."
work done by the different characters. find the value of each SHARE. Each
Fighters will usually be more active than character then takes one share, Vi share, Chaos (or Chaotic) is the opposite of
others, and thieves may have little to do; or no share, depending on the distribu- Law. It is the belief that life is random,
though the role may be played well, tion of magic items. and that chance and luck rule the world.
there may be few traps and locks to deal This method is fair; those who receive Everything happens by accident and
with. But each character risked danger permanent magic items, which can be nothing can be predicted. Laws are
in search of treasure, and each should used in every adventure, get less treas- made to be broken, as long as a person
have done special work as needed; it is ure. can get away with it. It is not important
not the character's fault if few needs to keep promises, and lying and telling
arose. the truth are both useful.
Beginning players should use the fol- Character Alignment To a Chaotic creature, the individual
lowing method for dividing treasure. is the most important of all things. Self-
Other methods are discussed at the end Three basic ways of life guide the acts of
both player characters and monsters. ishness is the normal way of life, and the
of this booklet. But whatever methods group is not important. Chaotics often
are used, they should be decided upon Each way of life is called an alignment.
The three alignments are named Law, act on sudden desires and whims. They
before the party goes on the adventure, to cannot be trusted, their behavior is hard
avoid arguments afterwards. Chaos, and Neutrality. Each alignment
has a language that includes hand sig- to predict. They have strong belief in the
nals and other body motions. Player power of luck. Chaotic behavior is usu-
Magical Treasure ally the same as behavior that could be
characters always know how to speak
their alignment language in addition to called "evil."
Magical treasures are usually divided
first, as the results affect the division of any others they may know. If a monster
is able to speak, it will also be able to use Neutrality (or Neutral) is the belief that
normal treasure. the world is a balance between Law and
Each character may pick one item its alignment language.
Chaos. It is important that neither side
(each) from the magical treasure found. Players may choose the alignments get too much power and upset this bal-
The order in which they choose may they feel will best fit their characters. A ance. The individual is important, but so
either be decided as a group or by player does not have to tell other players is the group; the two sides must work
random roll. If by random roll, each what alignment he or she has picked, but together.
player rolls ld20; the player with the must tell the DM. Most Lawful charac-
ters will reveal their alignment if asked. A Neutral character is most interested
highest roll picks first. If there is a tie, in personal survival. Such characters be-
everyone rolls again. When all the magic When picking alignments, the charac-
ters should know that Chaotics cannot lieve in their own wits and abilities rather
items have been taken, divide the nor- than luck. They tend to return the treat-
mal treasure. be trusted, even by other Chaotics. A
Chaotic character does not work well ment they receive from others. Neutral
with other player characters. characters will join a party if they think it
Normal Treasure is in their own best interest, but will not
The alignments give guidelines for be overly helpful unless there is some
Count the number of shares to be given, characters to live by. The characters will sort of profit in it. Neutral behavior may
using the following method. try to follow these guidelines, but may be considered "good" or "evil" (or nei-
Some magic items are "permanent." A not always be successful. If a DM feels ther), depending on the situation.
magic sword, for example, is never that a player is not keeping to a charac-
"used up," but a potion is only good for ter's chosen alignment, the DM may
one use. A potion is called a "temporary" suggest a change of alignment or give
magic item. the character a punishment or penalty.
Playing in a group

Example of Alignment Behavior ter will try to save himself (or herself), even ognize when another alignment lan-
at the expense of the party. guage is being spoken, but will not un-
THE SITUATION: A group of player derstand it. Alignment languages are
characters is attacked by a large number A Chaotic character might fight the mon- not written down, nor may they be
of monsters. Escape is not possible un- sters or might run away. The character learned unless a character changes align-
less the monsters are slowed down. will not care what happens to the rest of ment. When this happens, the character
the party. forgets the old alignment language and
A Lawful character will fight to protect starts using the new one immediately.
the group, whatever the danger. The Alignment Languages Note that playing an alignment does
character will not run away unless the not mean a character must do stupid
whole group does. Each alignment has a secret language of things. A character should always act as
passwords, hand signals, and other body intelligently as the Intelligence score
A Neutral character will fight to protect the motions. Player characters and intel- shows, unless there is a reason to act
group as long as it is reasonably safe to do ligent monsters will always know their otherwise (such as a magical curse).
so. If the danger gets too great, the charac- alignment languages. They will also rec-

Adventuring Rules
Here are some additional details you will
need at some point during your adven-
tures.
Time Movement
Using Your Equipment
Time in D&D games is usually kept track In D&D games movement is given as the
Some of the standard equipment may be of in turns of 10 minutes in "game time." A number of feet a character may move in
new to you. The following items can be turn is not a measure of real time, but is a one turn.
used in various handy ways: measure of how much a character can do A single character moves up to 120'
in the game in a given amount of time. per turn in a dungeon-like setting unless
Iron spikes and Hammer: These can During encounters and combat, the a lot of weight (such as armor) is carried.
be used to wedge doors open, pro- DM uses rounds of 10 seconds of "game, The movement speed may slow down to
vide grips for climbing, pry things time," instead of turns, and each charac- as little as 30' per turn, depending on
loose, and so forth. ter can perform only one action during a the amount carried. Groups move at the
Mirror: Some creatures can turn you round — a swing of a sword, a spell, rate of the slowest character. A character
to stone with their gaze. If you use a some movement, or other action. A bat- wearing heavy armor moves at half the
mirror to look around corners, exam- tle normally lasts only a minute or two, normal rate: 60' per turn.
ine empty rooms, and so forth, you but is counted as a full turn because your Though 60' per turn may seem very
might avoid a nasty surprise. characters rest afterwards, clean up their slow, it includes many assumed actions
Rations and Wineskin: Your charac- equipment, and do other assumed nor- — mapping, peeking around corners,
ter food and drink. Standard rations mal actions. resting, and so forth.
may become moldy and unusable if In D&D games, it would take too long During encounters, movement is
you stay in a dungeon overnight, so for you to describe each action your much faster. Characters can move Vh
carry Iron (preserved) rations when- character takes. Many actions are as- their movement rate per round, up to
ever possible. Standard rations are sumed, and do not need to be talked 40' per round during battles (20' per
fine for long trips overland. about — such as eating, resting after and round if in armor). In addition, you may
Rope: This can be tied to an iron during travel, normal careful behavior, run away from creatures, at the even
spike and used to climb up steep and so forth. The DM should decide faster rate of 120' (or 60' if armored)
walls. It may also be useful in tying up how long any action takes. per round. However, you may only run
captured prisoners, pulling doors, Time for you, the players, is called for 20 rounds at most (5 minutes) before
open, etc. "real time" to avoid confusion. A game becoming exhausted. If you are ex-
Wolfsbane: This herb is useful when usually takes 2-3 hours of real time, but hausted, you must rest for 3 turns (30
fighting werewolves and other ly- may last for days in game time. The DM minutes).
canthropes. You may use it as a weapon may say, for example, "you take two If you are forced to fight without rest,
— try it and see what happens. hours to walk to the dungeon, and . . . ." the exhausted characters are penalized
Wooden Pole: A character in front of On the other hand, it may take you half in combat. Monsters gain a + 2 bonus to
a party may sometimes avoid being an hour of real time to play a battle that their Hit Rolls, and you must subtract 2
surprised if a pole is used to tap on lasts only a few minutes of game time. from all your characters' Hit Rolls and
the floor ahead, poke into corners, Damage Rolls. (Any successful hit will
touch suspicious-looking items, etc. still inflict at least 1 point of damage.)
56
Playing in a group

Listening doorknob, and possibly a lock, either a found inside a lock, and may be poi-
You should always listen carefully while padlock hanging on a latch or a lock soned for many different effects (paral-
you are exploring a dungeon; you may inset into the door. Normal doors can ysis, damage, death, etc.).
hear noises that give clues about what often be forced or broken open, but a If you wish to search for a trap, tell the
lies ahead. To hear anything, all the strong bar of wood mounted on the DM where you are searching, and the DM
characters must stop moving and be other side will prevent this. will roll to see if you find anything. You
very quiet. Armor and weapons clank To open a normal door, just tell your might have no chance to find a small trap,
and rattle when you move, spoiling your DM that you are doing so. The DM will such as the type on a door or treasure.
attempts at listening. assume that you are turning the handle, Thieves have a percentage chance at de-
To listen for noise, simply tell the DM pulling the ring, or pushing on it gently. tecting any type of trap. Dwarves have
that you are doing so. The DM will roll If it doesn't open, you may tell the DM better chances at finding large traps (such
to see if you hear anything. When listen- "I'll force the door." Your character is as pits) than other characters.
ing at closed doors, each character can then using Strength to open it, which It takes 10 minutes (1 turn) to search for
try once. Thieves have better chances may be successful if the door is merely a trap in a small area, such as a 20' square
than other characters. Undead crea- stuck quite (quite common in dun- room or a 20' long section of corridor. If
tures, like skeletons and ghouls, make no geons). If the door still does not open, it less time is spent, no trap will be found.
noise at all. may be locked, barred, or closed mag-
ically; or your attempt might have sim- Wandering Monsters
Light ply been unsuccessful, based on a dice You will usually encounter monsters in
roll. Try again! However, if a door is not rooms, rather than corridors. But the
Most dungeons are dark. Be sure to opened on the first try at forcing it, any
bring a tinderbox, which contains wood DM makes dice rolls to see if any Wan-
monsters on the other side will not be dering Monsters come by. This type of
shavings, flint rocks, and a small piece of surprised by your party.
steel. (No matches or lighters in this creature usually has little or no treasure,
medieval world!) and is a dangerous nuisance.
A secret door does not look like a door.
You will also need something to light It may simply be a section of wall that Wandering monsters are often deter-
with your tinderbox. A torch is cheapest, can be moved, or may be a small normal mined by the type of dungeon. For
and will burn for 6 turns (1 hour). It door hidden behind a curtain, rug, or example, caves could contain wandering
cannot easily be "turned off." A lantern is some other furnishing. Any character animals. A castle ruin might contain
more expensive and uses oil. One flask of may look for secret doors, but they are wandering skeleton guards.
oil will burn for 24 turns (4 hours) in a usually hard to find. Your DM will roll to
lantern. The lantern must then be refilled, Miniature Figures
see if you succeed, but you must tell the
using another flask of oil. A lantern has DM that you are searching for one, and As you try to imagine your characters
shutters, which can be closed for tempo- where. and the areas they explore, it is helpful
rary darkness, if desired. A torch or lan- to use miniature figures to represent the
tern shines 30' in all directions. KXAMPI.K: I'll .search for s e e m characters and monsters. Several types
If you are carrying a light source (a doors along the east wall of I lic-
of miniature figures are available from
torch or lantern), other creatures will toy and hobby shops worldwide, made
probably see the light as you approach, of metal or plastic and suitable for paint-
and will not be surprised. ing. You should be able to find figures
it takes 10 minutes (1 turn) of search- that look very similar to your characters.
Remember that you only have two ing a 10' x 10' area to find a secret door.
hands. If you are carrying a light source Official DUNGEONS & DRAGONS®
Less time will mean automatic failure. figures are available.
in one hand, then the other hand may
hold a weapon or a shield — but not both. Traps To keep track of the party marching
Dwarves and elves have Infravision, a order, line up the miniature figures on
special ability which enables them to see Dungeons often contain traps. Old ruins the playing table. You may use a large
60' in the dark by seeing heat. This usually have more traps than caves. The piece of graph paper to draw the rooms
means that they can move and fight most common trap is a hidden trap door, and corridors found by the characters,
without light, but it's risky. They cannot which falls open as a character walks on it, and simply move the figures around on
see a pit in the floor, for example, unless dumping the character into a pit. There the paper. Several types of more perma-
it is warmer than the air above it. They could be something in the pit — spikes, nent playing surfaces are available in
may also stumble over objects which are deep water, or a monster. Beware! plastic and vinyl, and the rooms drawn
the same temperature as the floor, un- Many other traps are possible. A chest on them can be easily erased.
less they are very careful. or treasure may be coated with poison;
deadly if touched, but easily removed by Scale Movement: When using miniature
Doors rinsing with water. Some poisons are figures on a playing surface, a ruler is
sticky, and can only be removed with wine. used to determine distance moved. One
You will find two kinds of doors in A blade trap may be found nearly any- inch represents 10 feet. A movement
dungeons, normal and secret doors. where, and usually inflicts enough damage rate of 60' per turn means that the
A normal door is made of wood, and to kill a 1st or 2nd level character. figure moves 6 inches each turn. Spell
often has metal reinforcing strips across Doors may be trapped on the handles, ranges and other ranges are easily deter-
it. Some have metal hinges, a ring or locks, or surface. Small darts may be mined when an accurate scale is used.
57
Playing in a group

Encounter Rules This is called Initiative. If you have the You may evade monsters if you can
initiative, you get to act first, before the move faster than they can and if you
Surprise monster. know where you are going — so once
In all of your group's encounters, you again, a map becomes important. If the
There is more to an encounter than just will roll to see who has the initiative. The monsters are catching up, try dropping
walking into a room and seeing a mon- DM rolls Id6 for the monsters, and one things! Unintelligent monsters may stop
ster. For example, you might have of the players rolls Id6 for the charac- to eat food. Intelligent monsters may
sneaked up on the creature — or it ters. It doesn't matter which player rolls. stop to pick up treasure. In each case,
might have sneaked up on you! You Whoever gets the higher number wins there is a 50% chance that the monsters
might turn a corner, and be completely the initiative, and swings first. will stop or slow down. Your DM will
surprised to find a monster right there. When the party has the initiative, the make all the necessary rolls.
But if the monster is surprised, too, then characters may use the time to talk,
you would both stop for a moment and attack, move (fighters moving to the ORDER OF COMBAT
look at each other. The mutual surprise front, for example), or run away. Some
on both sides would cancel out, for no monsters will also have similar choices, A. Each side rolls for initiative, using
effect except a short delay. but most will either talk or attack. Very Id6.
For example, let's look back at your few monsters run away before anything B. The side that wins the initiative
very first encounter — with the goblin. happens. acts first:
You entered the room, and the goblin If a monster has more than one at- 1. Morale Check (monsters and
screamed and swung his sword at you, tack, it will get all of its attacks before non-player characters only)
but missed. You didn't get to do any- yours if it wins the initiative. 2. Movement (using speed per
thing before he had swung, because you If each side rolls the same number, round), including Defensive
were surprised. then all the action happens at once; the Maneuvers
In the one-player adventure in this actions are "simultaneous," and neither 3. Missile fire combat (additional)
booklet, surprise has already been side wins the initiative. Attacking charac- a. Choose targets
worked out. The description tells you ters can try to Hit, but whatever the b. Make Hit Rolls
whether you or the monsters — or both! result, the monsters may also make all of c. Roll Damage for hits
— are surprised. their attacks, even if you kill them with 4. Magic spells
In group adventures, you roll to see your first attacks' a. Choose targets
who is surprised, and by how much. A b. Make Saving Throws if nec-
six-sided die (Id6) is rolled for each side, Pursuit and Evasion essary
and the results are compared in the c. Apply results immediately
following way: If either side decides to run away, the 5. Hand-to-Hand combat
other side may chase. Time is measured a. Choose targets
You are only surprised if you roll a 1 or a in rounds for as long as the chase occurs. b. Make Hit Rolls
The side running away is "Evading," and c. Roll Damage for hits
2; the same applies to the monsters. those chasing are in "Pursuit." C. The side that loses the initiative
If both sides are surprised, neither side then completes all the steps given
can move or fight during that round. above.
The mutual surprise cancels out. For D. The DM handles all retreating,
the next round, either side might go surrender, and other special re-
first, so another roll (on Id6 again) is sults.
used to decide. This is called rolling
for Initiative, and is described below.
Combat Sequence
If one side surprises the other, the During a battle, the actions do not all
surprised side must wait during the happen at once. Your DM will use a
first round, while the other side acts. checklist to be sure that the battle is run
Those that can act might spend the properly. The list is also given here for
time attacking, talking, or moving — your reference.
even running away!
This Combat Sequence includes sev-
eral optional rules. If you are not using
If neither side is surprised, the DM the rule referred to (such as Missile
must determine which side acts first Fire), simply skip that step.
in the round, by checking Initiative.
Repeat steps A through D as needed
until the battle is over.
Initiative
When an encounter begins, you might
act first, or the monster might go first.
58
Additional rules

The following rules should not be used thrown, Strength bonuses are used in-
by beginners. They may be added after stead of Dexterity, and no adjustments
you have played two or three group are made for Range or Cover. A dagger
games. or hand axe may be thrown at an oppo-
nent within range. Each spins in the air
striking with the blade forward.
Missile Weapons A spear is a long shaft of wood or
You have learned what to do when your metal with a sharp tip, and can be
character gets into a fight, but so far, you thrown straight at an opponent. It has
have only used a sword or dagger. These the best range of any thrown missile.
are called "hand-to-hand" or "melee" Holy Water: This is water which has
weapons (pronounced MAY-lay). Other been specially prepared by a Cleric for
types, called "missile weapons," such as use against Undead creatures. It can be
bow and arrows, are handled somewhat used by any character. Holy Water must
differently. be kept in small, specially prepared glass
Missile fire is a type of combat used bottles (known as vials) for it to remain
when the enemy is too far away to fight Holy. The effect of one vial of Holy
hand-to-hand — in other words, more Water on an Undead creature is 1-8
than 5 feet away. Missile fire can be (Id8) points of damage. For it to cause
affected by the distance to the enemy damage, it must successfully strike the
(Range), objects that the enemy can hide target, thus breaking the vial. It may
behind (Cover), the attacker's Dexterity either be thrown (using missile fire
Score, and magic adjustments, if any. rules) or used hand-to-hand (using nor-
Not all missiles are actual weapons. mal combat rules.
Missile fire rules also apply when a char-
acter throws something at a monster, hand-to-hand combat, or against targets
within 5 feet. Oil: Oil is carried in small bottles
such as oil or holy water. (known as Flasks), and is often thrown as
A crossbow is similar to a normal bow
The various types of Missile fire you (long or short), but is held horizontally missiles. It may also be spread on a floor.
can use, and the ranges for them, are and shot by pulling a trigger, which In either case, it will be slippery but not
listed on the Missile Fire Table: releases the string. dangerous until it is lit by flame.
A sling is a leather pocket with long One flask of oil will make a pool 3' in
The first group of weapons are devices strings; the user holds the strings and diameter, which will burn out in one
that fire missiles; the second group are puts a stone in the pocket. The stone is turn if lit. Burning oil will cause 1-8 (Id8)
missiles your character throws by hand. thrown by swinging it around and re- points of damage per round to victims in
Whenever your character buys one of leasing one string at the right time. A the flames, including any creature trying
these items, you should make a note of sling is the only missile weapon usable by to cross a pool of burning oil. Oil thrown
the ranges. For example, a Long Bow Clerics. at a creature will either miss (forming a
should be listed as 70-140-210, the long- pool where it falls) or hit. If it hits, it will
est distances it can shoot in each Range drip off in a few rounds; if lit, the victim
Thrown Weapons: A spear, dagger, or will take damage for 2 rounds at most.
category. hand axe may be either thrown or held.
They are good weapons to use when the Oil may be lit with any flame, such as a
Device: A missile fire device is a weapon monsters are nearby, as the character torch. If a torch is thrown at a creature,
that fires missiles, such as a bow or can use any thrown weapon in hand-to- another Hit Roll must be made, but the
crossbow. Devices cannot be used in hand combat. If the weapon is not creature's normal AC is not used; the
target of any thrown torch is treated as
AC 10, regardless of the actual Armor
MISSILE FIRE TABLE Class of the target (but the roll is ad-
Maximum Ranges (in feet) justed as explained below).
Weapon Short (+1) Medium (0) Long ( - 1 ) As with Holy Water, oil may be used
either as a missile or in hand-to-hand
Crossbow (Lt) 60 120 180 combat.
Long Bow 70 140 210
Short Bow 50 100 150 Missile Fire Hit Roll Modifications
Sling 40 80 160
Spear 20 40 60 Missile fire rules are used when the
Oil or 10 30 50 target is 5' away or more. Normal com-
Holy Water bat rules are used if the target is within
Hand Axe 10 20 30 5'. A missile fire device will automat-
or dagger ically miss a target within 5' unless the
target cannot move.
59
Playing in a group

When your character tries to use any applies here. In your adventures, you Combat Maneuvers
type of missile fire, adjust your normal may discover magical missiles — arrows,
Hit Roll for the following things: crossbow bolts, and so forth — and The following special forms of defensive
bonuses from such magic also apply to movement are usable by any character in
1. Dexterity your Hit Roll. hand-to-hand combat. They may also be
2. Range used by monsters. If a player wants to
3. Cover use one of these maneuvers, he or she
4. Magic Variable Weapon Damage must say so before rolling for initiative.
These maneuvers may not be used if not
1. Dexterity: Include any bonuses or Whenever you hit a monster in your declared before that roll.
penalties to your Hit Roll due to high or adventures so far, your character's If a character is near a battle but is not
low Dexterity. You may have an adjust- weapon inflicted 1-6 (Id6) points of fighting hand-to-hand, that character may
ment from - 3 to + 3 , depending on damage. But if we consider the battle move normally. The movement rate de-
your Dexterity Score (as given in the realistically, a dagger should do less pends on the amount of weight carried, as
"Bonuses and Penalties for Ability damage than a sword (for example). explained in the section on Encumbrance.
Scores" chart, on page 50). This advanced damage system allows Any monster or character using a
different weapons to inflict different maneuver explained hereafter is called
amounts of damage. The damage done the "defender." The opponent is called
2. Range: A weapon can only be thrown by each weapon type is given on the
or shot to the longest distance on the the "attacker."
chart below.
chart. This is called weapon's range. For
example, you can't throw a spear any Some weapons can only be properly Fighting Withdrawal
further than 60 feet. used with two hands. These are noted
with an asterisk (*). If a defender is engaged in combat and
Ask your DM what the range to the The large amount of damage done by
target is, in feet. The DM may prefer to wishes to back up slowly whilefighting,the
two-handed weapons is balanced by two maneuver is called a Fighting Withdrawal.
give you the general range instead of the penalties: the attacker cannot use a shield,
exact distance, and may ask you which The defender must have room to
and will always lose the initiative, whatever back up. In crowded situations, those
missile weapon you are using. the roll may be. The lack of a shield will
If the range is short, you add 1 to your behind the defender will get in the way,
reduce the character's Armor Class preventing the maneuver from succeed-
Hit Roll. If the distance to the target is while that weapon is being used (unless,
between the numbers given for short and ing! If room permits, the defender may
of course, no shield was used in the first move at Vi the normal movement rate,
medium ranges, there is no adjustment. If place).
the distance to the target is greater than or less. The attacker may follow and
the number given for medium range, but continue attacking, but the defender
VARIABLE WEAPON may attack in return.
still within the maximum range, you DAMAGE TABLE
must subtract 1 from your Hit Roll. (The
bonus and penalty are noted on the Id4 (1-4) points of damage: Retreat
chart, as a reminder.) Club
Thus, a crossbow can shoot farther If a defender wants to back out of a fight
Dagger at more than Vi the normal movement
than any other weapon, and an axe or Sling stone
dagger can only be thrown at a nearby rate, the maneuver is called a Retreat.
Torch
target. Id6 (1-6) points of damage: The attacker gains a + 2 bonus on all
Hit Rolls, and the defender's AC is cal-
*Arrow (long or short bow) culated without a shield. The defender
3. Cover: The enemy may be harder to Hand Axe may not attack in return.
hit because it is hiding behind some- Mace
thing; this is called cover. Cover could be *Quarrel (crossbow) r\ VMI'l \ H I I \ I I - \ i«-
gained by hiding behind a table or chair, Short Sword in- |j].ni' m.iil .irniM and A shield i \ ( .
or a tree or boulder outdoors. A shield Spear '_'). H e i)|)i-Hs ;i <liii)i .iiuJ is .iritiikfil
does not provide cover. War Hammer In ,i •_;.! 1 tili\It. Hi- h a s ln-.llil ill.11
If cover is used, your DM should Id8 (1-8) points of damage: i;.iri;iit U >. i J I I IIIIK h e 111' liv in-j.vii'
mention that the monster has cover and Sword (normal) \ \ I ; I | ) I > M V , i i i d hi 1 ti.ii m i l l iniriii.il
will apply penalties to your chances to *Battle Axe uiic-".. . \ [ llu- uiDiiifiiL. h e ii h l o i k i n i j
hit. You should always be told if the ldlO (1-10) points of damage: tin- liuum.n lit- nirs in im- .1 Ii|r|u-
monster has cover, but you might not *Pole Arm IMI; uiiluliriw:il MI u i h r r
know how many penalties apply. These *Two-Handed Sword i.in uc I m i " llic li;iiili.
penalties are determined by the DM and A" lie K II.II kina u p . ilif
range from — 1 for partial cover to — 4 h'HiMiK linn II.KIK. H e d<'i idc- in
for full cover. *This weapon requires two hands for r. .'•••!/ i n s u m \ f . I lit- i;.nyiivlc- .il
use. Attacker may not use shield and i.i' k» hiiii .i1- In* n i n i . i^.imitii; ,i • _'
4. Magic: If you are under a magic spell always loses initiative. l
M l l l l » nil it"> ( l l . l f l i r t I " hll \C ^
which helps your chances to hit, that : | l . l \ k \ - \ C V II III Mil 'lili'lili

60
Playing in a group

Paired Combat This can become silly, if allowed to If a character is wearing metal armor,
continue. Your characters may even- whether Chain Mail or Plate Mail, and
When you begin a battle, both sides roll tually find vast dragon hoards of thou- carrying other normal equipment, the
for initiative. This one roll has applied to sands of coins, weighing hundreds of basic encumbrance is 700 en. The charac-
everyone on each side. pounds, and the DM should not permit ter moves at 90'/turn, and may pick up
Your DM may choose, for small battles, you to pick it all up and walk out! 100 coins and still use that line of the chart.
to determine initiative for each monster or Encumbrance is the name for the A character carrying more than 2400
character instead of the whole group. amount of weight that your character is en (240 pounds) cannot move. Some-
When this is done, each player rolls for carrying. The more you carry, the thing must be dropped or given to other
initiative, adjusting the roll by Dexterity slower you move, according to the fol- characters.
bonuses or penalties as given on the fol- lowing chart. One new abbreviation is
lowing table. The DM will roll for each used. One coin of treasure, whatever the Using Encumbrance
monster involved in actual combat, adjust- type (gp, ep, and so forth) weighs about
ing the roll if the monster is very slow or Vm pound. Since coins are the com- Find the basic encumbrance for your
very fast. Most monsters have no adjust- monest of treasures, the coin (not the character, as explained above, and write
ments to Paired Combat. One other initia- pound) becomes the simplest unit of it on the back of your character sheet,
tive roll may be needed for other monsters weight. From now on, the weight of all under "Equipment." Remember to add
not in hand-to-hand combat, if any, com- treasures, equipment, and so forth will to it whenever you pick up any treasure;
pared to a similar roll for characters not be measured in coins, abbreviated en. your DM will tell you how many coins
engaged in battle. are found. A gem is counted as 1 en, and
other treasures (potions, jewelry, and so
Encumbered Movement Rates forth) are counted as 10 en each.
DEXTERITY ADJUSTMENT A more detailed system of en-
TO INITIATIVE "Normal speed" is used when your char- cumbrance, calculating the weight of
(Optional) acters are walking through a dungeon. each piece of equipment, will be given in
"Encounter speed" is used whenever the D&D EXPERT Set. But remember
Dexterity Initiative time is kept in rounds, such as during a that the fun of the game comes from
Score Adjustment battle. role playing, not bookkeeping, and your
"Running speed" is used whenever the DM may merely wish to use a simple
3 -2 party is running away from an encounter. system for determining encumbrance.
4-5 -1 Time is still kept in rounds, rather than
6-8 -1 turns, and the party must rest afterward. Containers
9-12 No Adjustment (See Movement, page 56.)
13-15 +1 Your character could not possibly carry
16-17 +1 Basic Encumbrance even a few hundred coins unless they
18 +2 were placed in a sack or backpack. These
If a character is wearing no armor, or items will hold:
merely leather armor, and carrying the
Encumbrance normal equipment taken on an adven- Small sack 200 en
ture, the basic encumbrance is 300 en. Backpack 400 en
There have been no rules in your games That type of character can pick up 100 Large sack 600 en
thus far dealing with the amount a char- coins and still use the top line of the
acter can carry. You have been allowed chart. If more treasure is carried, the Mules
to pick up as much treasure as you can rest of the table is used to find the
find, and take it home. movement rate. Saddlebags may also be used if your DM
allows mules to be bought. A saddlebag
will hold 1000 en. A mule normally
moves at the same rate as a character,
SPEED VS. ENCUMBRANCE TABLE 120' per turn, and can carry up to 3000
en while doing so. A mule can carry
Normal Encounter Running 6000 en at most, which cuts its move-
Speed Speed Speed ment rate in half.
(Feet per
Encumbrance turn) (Feet per round) MULE ENCUMBERED
MOVEMENT RATES
up to 400 en 120 40 120
401-800 en 90 30 90 Encumbrance Normal speed
801-1200 en 60 20 60
1201-1600 en 30 10 30 up to 3000 en 1207turn
1601-2400 15 5 15 3001-6000 en 60'/turn
2401 and more 0 0 0 6001 en or more 0

61
Playing in a group

Retainers name, Class, Level, race, Armor Vi the normal award, and is treated as Vi
Class, Hit Points, weapons and equip- character for the division.
A retainer is a person hired by a charac- ment carried, Money, Experience
ter to help on an adventure. Retainers Points, and any other information r \ VMI'I.t: .WO \1« air r a m a l \n "i
are sometimes called "hirelings." Re- you wish to remember. i hai ,u if) s ,iml 1 u-umiM iJiMtliiikj
tainers are never characters run by play- .">.">i> bv J*J (couriling the retainer a-. -:
ers; the DM always plays the part of any Using Retainers <h ii.itten. tin- it-Milt is 10(1 XI' i»i
retainers hired. They are called Non- «M< h dijr.n if i. .ni'l V; \ P > • j urn rn.ilj
Player Characters, or NPCs. All the When you check your character to see if tur rtu- irtJiucr.
people in any D&D game other than the you are ready for adventure, check the
characters, are NPCs. retainer sheet at the same time. Remem- You must keep track of the XP for
ber that you must buy all the equipment your retainer, using the retainer sheet. A
Ask your DM if retainers are permit- that the retainer needs.
ted in the game. You cannot use re- retainer may have a bonus or penalty to
tainers if there are plenty of player During the adventure, tell your DM the XP awarded, calculated in the same
characters, or PCs to do the jobs. In a whatever you want to tell the retainer; manner as XP for characters (explained
game with only one or two players, the DM will play the role of the retainer. in the D U N G E O N MASTER'S
retainers are often used. A retainer will not simply do whatever RULEBOOK). In the example above, if
you want, though most reasonable in- the retainer's Prime Requisite score was
structions will be obeyed. The retainer 8, the retainer would only get 45 XP (a
If you want to hire a retainer, use the might run away from danger, despite 10% penalty).
following procedure: your instructions. This is determined by Your retainer may quit the job if
dice rolls made by the DM. treated badly. Otherwise, the retainer
1. Find NPCs interested in working as Your retainer does not normally get a will stay either until dismissed by your
retainers. share of the treasure found on an ad- character or until gaining one or more
2. Tell them about the job, including the venture. When you hire a retainer, be Levels of Experience. For example, if
pay you offer, what is expected of sure to clearly state the amount you will you hire a retainer for 1 month, the
them, and how long you intend to pay. If you find enough treasure to pay retainer will probably leave at the end of
keep them. the retainer a bonus, that may make the that month. But if the retainer is close to
3. Some NPCs will turn down your of- retainer more loyal. In other words, the gaining a Level, he or she may ask to stay
fer, but some will probably accept. If well-treated retainer will face greater a bit longer. The decision will be up to
you find one that is acceptable, buy dangers without running away, and will you.
all the equipment the NPC will need. obey your instructions more often. When your retainer quits, give the
4. Make a "retainer sheet" to be kept When the DM calculates XP at the retainer sheet to the DM. The DM can
with your character sheet. This end of an adventure, the total XP use that character, and you may meet
should be similar to the character earned by the group is divided by the the retainer again later, in another game
information, including the retainer's number of characters. A retainer gets or in another town!

The World of D&D Gaming


Finding Other Players There are many other ways to find most ready for the D&D EXPERT Set. It
other players. Your local hobby shop gives more spells, rules for character
The DUNGEONS & DRAGONS game may have a bulletin board where Dun- levels 4th through 14th, and everything
is much more fun when played by geon Masters can post notices of regular you need to improve your games. The
groups than when played alone. Show or games. Your school or library may also modules designed for use with these
lend this booklet to a friend, so you can have news about other players and DMs. additional rules are in the "X" series.
quickly start playing in a group. Each The fun continues with the D&D
player can learn by playing through the Higher Level Characters COMPANION Set, which covers charac-
Solo Adventures, just as you did. ter levels 15th through 24th.
You will probably be able to find The dungeons for your characters to Eventually you will be ready for the
others who already know how to play. explore are often made up by the Dun- D&D MASTERS set, with rules for char-
Many of the best belong to the Official geon Master. However, they can also be acter Levels 25 and above.
DUNGEONS & DRAGONS club, called purchased, ready to play! You can buy The other modules you may find,
the ROLE PLAYING GAME ASSOCIA- pre-made adventures called "Modules," with many other letter designations, are
TION™ Network. from TSR and some are designed specif- not designed for these rules. They are
This is the only Official D&D Club, ically for use with this set of rules. As this for use with the ADVANCED DUN-
and offers a newsletter, special items, is called the "BASIC" set, the modules GEONS & DRAGONS® game system.
ways to find other players, and many that go with it are the "B" modules.
other services, for a small fee — less than When your characters reach the 3rd
the cost of this game! Level of Experience, you should be al-
62
Glossary

Other Player Aids Glossary gp — Gold piece. The basic unit of


money in D&D rules.
As you can see, there is much more fun Hit Dice — The number and type of
waiting for you in the DUNGEONS & Here are the definitions of terms most dice rolled to find how many hit points a
DRAGONS game system. And there is commonly used in D&D® games. character or monster has.
even more than games — a whole hit points (or hp) — The amount of
Hobby awaits! alignment — The behavior of mon- damage a character or monster can take
sters and characters. before it dies.
Character Sheets: You will probably Armor Class — The armor worn by a Hit Roll — The lowest number
want more Character Sheets when you character or the natural protection a needed to hit an opponent.
start making up many of your own monster has against attacks. infravision — An ability that lets a
characters. They are available in a sepa- caller — The player who tells the DM creature see in the dark.
rate pack of 16. Be sure to get D&D® what the party will do, based on what the initiative — A die roll to determine
Character Sheets, not AD&D sheets, as other players tell him. who acts first in combat.
both are available. character level — see experience key — Information used by the DM
charge (magical) — The magical en- that describes what is found in a dun-
Dice: More dice can be purchased in ergy needed to use a wand once. geon and what the dungeon looks like.
sets, called DRAGON DICE™ random class, character — The type of char- lair — A monster's home or nest.
number generators. Each package in- acter being played. melee — Combat that occurs when
cludes one of each type (four-sided, six- coin (or en) — A unit of weight. within 5' of each other using hand-to-
sided, and so forth), plus a crayon to concentration — A character putting hand weapons or claws and teeth.
color the numbers with. all his attention on a single object or missile fire — Attacks using weapons
action, and being unable to do anything that are shot or thrown from more than
Miniatures: If you wish, you can pur- else; any distraction will break his con- 5' away.
chase toy figures of your characters (and centration. monster level — A measure of how
monsters, too). These figures can help cover — Anything, except a shield, tough a monster is, usually equal to its
you imagine better, because they give that one hides behind to gain protection Hit Dice.
you something to look at. Imagine a from a missile attack. morale — The willingness to face a
battle with seven characters, fighting ten cp — Copper pieces. There are 10 cp battle or run away.
monsters! It's hard to imagine exactly to one silver piece. NPC (or non-player character) —
what everybody is doing, so we often use d # (d4, d6, d8, dlO, dl2, d20, d%) — Any character that is played by the DM.
figures to help keep track of where A symbol showing a type of die. percentage dice (or d%) — Roll a dlO
everybody is. damage — The die roll to determine twice to get a number between 1 and
If you wish to use miniature figures, how many hit points are lost. 100; the first number is read as the tens
be sure to get DUNGEONS & DRAG- demi-human — A human-like crea- and the second number is the ones.
ONS or AD&D miniatures. The other ture that is also a character. player character (or PC) — A charac-
game systems do not use the same char- dungeon — Where characters adven- ter that is controlled by a player.
acters and monsters. Official figures are ture; often in ruins and underground. pp — Platinum piece. One pp equals 5
available in both plastic and metal. dungeon level — This refers to how gold pieces.
tough the monsters found there are. prime requisites — The ability most
If you wish to paint your miniatures The greater the dungeon level the
with realistic colors, Official D&D paints, important to a given character class.
higher the challenge. quarrel — A shaft that is shot from a
colors and finishes are also available at Dungeon Master (DM) — The referee crossbow (also called a bolt).
better toy and hobby stores worldwide. who creates the dungeon and monsters. range — The maximum distance at
duration — The length of time an which an attack may be made or a spell
ADVANCED DUNGEONS & effect lasts. may be cast.
DRAGONS® Games effect — The area and those objects retainer — A non-player character
The AD&D® game system is different and creatures within the space which are adventurer in the employ of a player
from the D&D system, which you have affected by a spell or attack. character.
now. It is also a fantasy role playing encounter — A meeting between saving throw (or saves) — A charac-
game, but is much harder and more player characters and monsters. ter's chance (by d o d g i n g , luck,
detailed. encumbrance — The effect of the willpower, etc.) to avoid or lessen the
There are currently six hardback weight of equipment and treasure car- harmful effects of certain types of at-
ried by a character. tacks.
books of rules for the AD&D system. ep — Electrum pieces. There are 2 ep secret door — A door that is hidden
Since it is so much more complex than per gold piece. or disguised as something else, thereby
the D&D system, with established rules evasion — Fleeing from a monster. making it hard to find.
for almost everything, it is often used in experience level — Indicates the sp — Silver piece. There are 10 silver
large tournaments, where accurate rules power and ability of a character. pieces to one gold piece.
are needed. experience points (or) XP — Awards spell level — A measure of the diffi-
Remember: you are not playing the given to characters representing im- culty and power of a spell.
more complex AD&D games with these proved skills through adventuring. turn (undead) — The ability of a
rules. You are playing the original DUN- fighting withdrawal — Backing up cleric to make undead monsters run
GEONS & DRAGONS game! slowly while fighting. away by the power of the cleric's faith.
63
You have taken
the first step
into the wondrous
realm of fantasy
role playing games
And more thrilling adventures
await you in D&D Basic:
Dungeon Module Bl, "In Search of the Unknown" Player Character Record Sheets
An instructional aid for beginning players and Dungeon Designed for easy reference, this gaming accessory helps
Masters, this module is the first in a series for the D&D® you keep track of all important information for your char-
Basic Rules. acter during play.
Dungeon Module B2, "The Keep on the Borderlands" Monster & Treasure Assortment
Written by the co-creator of the D&D® game, this module is Dungeon Masters can improve their dungeons with this
an introduction to the game and includes legends, history helpful assortment of monsters and treasure. Tips on how
and background information. to place in your dungeon are also included.
Dungeon Module B3, "Palace of the Silver Princess" These and many more fine products from TSR.
Try to discover the fabulous treasure buried beneath the

And when you are


palace of the silver princess.
Dungeon Module B4, "The Lost City"
Food, water and wealth await heroic adventurers inside an
ancient pyramid ruled by a strange race of masked beings.
Dungeon Module B5, "Horror on the Hill"
ready for tougher
Rumored to be teeming with vicious monsters, the Hill of
Horror taunts your party, tempting you to plunder its
riches, and discover its secrets.
challenges, TSR is
Dungeon Module Ml, "Blizzard Pass"
Trapped by a storm, facing the ghastly horde of goblins,
ready for you
can you survive the peril of Blizzard Pass? This solo adven-
ture uses invisible ink and a special pen to reveal the mys-
tery as the player creates his own adventures with his
with DUNGEONS
choices.
Dungeon Geomorphs
8c DRAGONS^
A combination of ready-to-cut square and rectangular dun-
geon levels makes planning a dungeon quick and easy. Expert Set!!
ROLE PLAY WITH
THE BEST.
Join the only of f icial Magazine
DUNGEONS & DRAGONS The Official Fuel for Over 100.000 of the
game club. Worlds Most Imaginative Gamers.
For ordering information write:
Thousands of gamers the world over agree that
our POLYHEDRON™ Newszine and RPGA™ DRAGON" Magazine
network are the best way to stay in the arena with P.O.Box 110, C204
the most avid role players. There are membership Lake Geneva, WI 53147
I ) K A ( . O \ is a trademark of I S R Hobhios, Itu
cards and pins, new product releases and a two- I W I S K Hobbies. Inc. Ml Rights RisirMil
way communication with the experts. For your
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DUNGEONS & DRAGONS and POLYHEDRON are trademarks owned by TSR


Hobbies, Inc. RPGAjs a service mark owned by TSR Hobbies, Inc. A
®1983 TSR Hobbies, Inc. All Rights Reserved

What would you call


the science fiction magazine
that has four-time Hugo
winner George Scithers
as its editor?
Simply

AMAZING™ Magazine is now


produced by Dragon Publishing,
a division of TSR Hobbies, which
is known for its creation of the
DUNGEONS & DRAGONS®
game phenomenon. Amazing.
That's what it is!
For subscription information contact:
AMAZING™ Magazine Subscription Dept. C193
Box 110 Lake Geneva, Wl 53147

TSR Hobbiesjnc. TSR Hobbies, Inc.


Products Of Your Imagination." STAR FRONTIERS'" and DUNGEONS &
DUNGEONS & DRAGONS is a registered trademark owned by TSR Hobbies, Inc. "TM" DRAGONS® are trademarks owned by TSR
designates other trademarks of TSR Hobbies, Inc. ®1983 TSR Hobbies, Inc. Hobbies, Inc. ®1983 TSR Hobbies, Inc.
AM Rights Reserved. All Rights Reserved.
DUNGEONS & DRAGONS 8 Character Record Sheet DUNGEONS & DRAGONS® Character Record Sheet

EQUIPMENT CARRIED
Player's Name Dungeon Master MAGIC ITEMS NORMAL ITEMS

Character's Name Alignment

Class Level

Character Sketch or Symbol

Armor Hit
Class Points
ABILITIES: SAVING THROWS:

STRENGTH POISON or OTHER NOTES including places explored, people Ic monsters met
adjustment DEATH RAY

INTELLIGENCE
adjustment MAGIC WAND
^ M
WISDOM
adjustment
•M TURN TO STONE c
PARALYSIS
DEXTERITY
adjustment
MM
DRAGON BREATH
CONSTITUTION
adjustment
HH
SPELLS or
CHARISMA MAGIC STAFF
adjustment
•••
I AMP.IIAr.FS.

SPECIAL SKILLS: Spells, Thief's abilities, Cleric's turning, etc.


MONEY and TREASURE EXPERIENCE

PP: GEMS:
GP:
EP:
TARGET AC: 9 1 0 SP:
CP: ROMIIS/PFNAITV-
HIT ROLL
10 12 13 14 15 16 17 18 19
NEEDED TOTAL VALUE: Needed for Fipiff level:

(This form may be reproduced for personal use in playing DUNGEONS & DRAGONS* GAMES.)
© 1980, 1983 TSR Hobbies, Inc. All Rights Reserved.
KEY
Door One way Well Rock column
secret door

Double door Open pit Pool Stalactite

Secret door Covered pit Dais Stalagmite

One way door Trap


• -1 Altar
•m Rubble

False door Stairs Fireplace Crevasse

Revolving Stairs/ Table, chest Sinkhole


door slide trap

Concealed
door
Spiral stairs
o Bed Submerged
path

Archway Curtain Subterranean


door Natural stairs passage

Open Ladder Window Depression


doorway

Portcullis
or bars Slide Arrow slit Pool or lake

Trap door Statue IMM Railing Stream


in ceiling

Trap door Pillar Illusionary Elevated ledge


in floor wall

Secret
trap door © Fountain
Rock
wall
Natural
chimney
Dungeon Masters Rulebook
by Gary Gygax and Dave Arneson
© 1974, 1977, 1978, 1981, 1983 Table of Contents
TSR Hobbies, Inc.
All Rights Reserved INTRODUCTION 2 Effects of Charisma
Terms and Abbreviations Negotiation
Revised by Frank Mentzer The Most Important Rule
The Dungeon Master's Job
Combat
Hit Chart
Illustrations by Larry Elmore, The DM's Roles Saving Throws
Jim Holloway, and Jeff Easley Reactions 3 Special Attacks
Running the Game Blindness 24
Preface
Order of Events charts (3) Charm
This booklet will show you how to run a YOUR FIRST GAME 4 Energy Drain
DUNGEONS & DRAGONS® game. It will Pre-game checklist Paralysis
NOT show you how to play the game! Adventure Record Sheet Poison
You may play a DUNGEONS & DRAG- Group Adventure Descriptions
ONS® game either by yourself or with others. DM Info Charts Name
If you want to play alone, use the Solo Adven- Entries #1-#19 5 Armor Class
ture in the PLAYER'S MANUAL. Dungeon Level One 8 Hit Dice
If you want to play a game with others, one Map (LI) 13 Move
person must first learn how to be the DUN- Notes for the DM 8
GEON MASTER — the person who runs the Attacks
Encounter Key #20-39 8 Damage
game — and the others will be the players. You Dungeon Level Two 11
must know how to be a player before learning XP Value
Map (L2) 13
how to be a Dungeon Master. For now, if you No. Appearing
only wish to play and not run games, then — General Notes 11
Save As
Dungeon Level Three
DO NOT READ THIS BOOKLET. Ending an Adventure 12 Morale
Gaining Levels Treasure Type
This booklet contains information for the Alignment
Dungeon Master. You will have less fun playing XP for monsters
if you learn the information ahead of time! A PROCEDURES 14 Description
big part of the game is the mystery and excite- Alignment Changes Monster List A-Z 25
ment that comes from not knowing all the Arguments TREASURE 40
answers. Charm Person spells Random Treasures
Later, when you are an experienced player, Clues Placed Treasures
you may wish to look up some details, or even Complaints 15 Adjusting Treasure
become a Dungeon Master yourself. And when Creating Characters Treasure Types Chart 1
the time comes, everything you need is right Treasure Types Chart 2 41
here. Deities
If you have not read the PLAYERS' MAN- Demi-Humans (special abilities) Other Treasure Types
UAL, you will probably not understand most Dice 16 Average Treasure Values
of this booklet. But if you have played the Solo Doors Coins
Adventure, finished reading the rest of the Equipment not listed Gems
PLAYERS' MANUAL, and want to become a Evasion and Pursuit Jewelry
Dungeon Master, then — WELCOME! Higher Level spells 17 Magic Item Subtables
Hit Points (low rolls) 18 General Table
DUNGEONS & DRAGONS* and D&D® Languages Subtables a-h 42
are registered trademarks owned by Listening Explanation of Magic Items
TSR Hobbies, Inc. Identifying Magic Items
Magic-User spells
This book is protected under the Mapping 19 Types of Magic Items
copyright laws of the United States of Using Magic Items
America. Any reproduction or other Morale Charges in Magic Items
unauthorized use of the material or Multiple Characters 20 Detailed Explanations a-h
artwork contained herein is prohibited New Rules and Items
without the express written consent of CREATING D U N G E O N S . . . . 46
TSR Hobbies, Inc. Questions Types of Dungeons
Retainers Good and Bad Dungeons
Distributed to the book trade in the
United States by Random House, Inc. Sleep spells 21 Step by Step
and in Canada by Random House of Canada, Thief abilities List 1-6
Ltd. Distributed to the toy and hobby Timekeeping
trade by regional distributors. Details 1-6
Transferring characters Random Stocking 47
Printed in the U.S.A. Turning Undead Notes & Charts
First Printing — May, 1983 MONSTERS 22 Room Contents
General Notes Traps
Hit Dice Specials 48
Dungeon Levels Wandering Monsters .... 48
Monster Levels Charts 1-3 INBC
Number of Monsters REFERENCE CHARTS INBC
Reactions Saving Throw Chart INBC
TSR Hobbies,
Chart Monsters' Hit Chart INBC
Character Actions 23
Introduction

Read through this booklet from front to Level: A number indicating the power of and earning more powerful characters,
back, just as you did the PLAYERS' MAN- an adventurer or a spell. and the DM has fun playing the monsters
UAL. A vast wealth of information awaits Alignment: A term generally describing and entertaining players.
you! the behavior of any creature — Lawful, For example, it's not fair to change the
In your adventures so far, you have met Neutral, or Chaotic. rules unless everyone agrees to the change.
many fearsome monsters — goblins, skel- Saving Throw: A creature's chance to save When you add optional rules, apply them
etons, and even a Rust Monster. There are itself from a special attack (magic, poi- evenly to everyone, players and monsters.
dozens of other monsters described in this son, etc.). Do not make exceptions; stick to the rules,
booklet. and be fair.
You have found treasures — coins of all
types, gems, and a magical potion. There Abbreviations
are dozens of other treasures here. The Dungeon Master's Job
You have visited a "dungeon" — some PC: Player Character
caves near a town. There is a new dungeon NPC: Non-Player Character (run by A DUNGEONS & DRAGONS game is
in this booklet! the Dungeon Master) basically a series of encounters, with other
You will also learn how to put all these DM: Dungeon Master actions (such as movement and problem
things together, make your own dungeons, Str: Strength solving) between them. The dice are often
run games for other players, and probably Int: Intelligence used to find results when choices must be
have more fun than you ever imagined. Wis: Wisdom made. All the dice rolls are called "game
Dex: Dexterity mechanics." The game consists mostly of
Con: Constitution role playing, game mechanics, and strat-
Cha: Charisma egy.
Terms and Abbreviations NA: Number Appearing During an Encounter, the players make
AC: Armor Class the Hit rolls, damage rolls, and Saving
Let's review the most commonly used HD: Hit Dice Throws for their characters. You, the Dun-
terms in the game; they will often be used hp: hit points geon Master, make similar rolls for the
in this booklet. d: type of dice monsters, plus other rolls to find the mon-
A character being run by a player is D: Damage sters' actions (such as reactions and mo-
simply called a Player Character, or "PC." MV: Movement Speed rale).
The D&D games you will run are actually #AT: Number of Attacks
stories about the PCs in a fantasy world, Save: Saving Throw Class & Level
and you and your players will make up C: Cleric The DM's Roles
these stories together. You will play the M: Magic-User
roles of the Non-Player Characters F: Fighter You will play the roles of all the monsters,
(NPCs) and monsters. T: Thief townspeople, and other creatures encoun-
Take a moment to review these terms D: Dwarf tered. The best Dungeon Masters are able
and abbreviations and become familiar E: Elf to play several roles at once — such as
with them: H: Halfling when the characters meet another party of
NM: Normal Man adventurers, all played by the DM!
ML: Morale However, your creatures are not as de-
Definitions: AL: Alignment tailed as the PCs, and are easier to play.
XP: Experience Points Their actions are often determined by dice
Character: Any imaginary person (human, rolls. One rule applies to all the creatures,
dwarf, elf, or halfling) in a D&D game. cp: copper pieces
even though there are many different
sp: silver pieces
Player: A person who plays the role of a types: Imagine how the creature feels.
ep: electrum pieces
character in a D&D game. : The actions of a creature are often de-
Adventurer: Any character which seeks gP gold pieces
termined by its Alignment or Intelligence.
adventure, daring to face monsters and pp: platinum pieces For example, an animal is not very smart,
dangers in search of fame and fortune. and will act very simply — hungry and
Class: The profession of an adventurer. The Most Important Rule hostile, neutral and unconcerned, or
Party: A group of adventurers, gathered friendly. More intelligent creatures may be
to share their talents for the good of all. There is one rule which applies to every- thinking of many different things; food,
Monster: Any creature that is not a character. thing you will do as a Dungeon Master. It is treasure, home and friends, and so forth.
Normal Man: A typical townsperson, who the most important of all the rules! It is When an encounter seems likely, think
is not an adventurer. simply this: about how the creatures feel, and how they
Treasure: Any valuable item, usually a coin, BE FAIR. might act. When the encounter begins, you
gem, piece of jewelry, or magic item. A Dungeon Master must not take sides. will often roll dice to find the actual reac-
Dungeon: Any place where monsters and You will play the roles of the creatures tions of the creatures. The results should
treasures can be found (including caves, encountered, but do so fairly, without be adjusted for the creatures' intelligence,
old ruins, and so forth). favoring the monsters or the characters. habits, and other details.
Dungeon Master: A person who runs a Play the monsters as they would actually Imagine how your creatures will react to
D&D game, playing the roles of the behave, at least as you imagine them. these dangerous, greedy characters stomp-
monsters. The players are not fighting the DM! ing around the caves! The monsters will
Non-Player Character: Any character that The characters may be fighting the mon- try to survive and be happy in their own
is run by the Dungeon Master instead of sters, but everyone is playing the game to ways, and will often fight to defend their
a Player. have fun. The players have fun exploring homes and treasures.
But remember — although the monsters
may be fighting the characters, you are not
fighting the players. If you try to entertain
them, they will entertain you. Play the roles
of the monsters, but forget them when
they are slain. Their only purpose, in the
long run, is entertainment.

Reactions
When an encounter begins, you may find
the actions of monsters by making Reac-
tion rolls. The results are a guide to play-
ing the monsters' response to the arrival of
the characters.
An encountered creature might attack
automatically. The ghouls in your first active role, becoming more aware of the so should the DM keep the "monster
adventure, for example, will always attack actions of each character. The players have knowledge" completely separated from the
anyone entering their area, because the a more limited choice of actions as they "DM information." This challenging task is
description of this monster says so. Most confront a monster or NPC. The DM plays further complicated by the need to keep
monsters do not always attack, so be sure to the roles of each of the creatures encoun- the game running smoothly at the same
read the descriptions carefully. tered, and decides their actions while con- time!
Many creatures can be friendly or un- sidering those of the characters. Game The following checklists can be used to
friendly, depending on the situation. Their time passes in "slow motion," as the DM make sure that everything is handled
reactions can sometimes be determined by carefully considers the round-by-round ac- smoothly during normal play (ORDER OF
the actions of the characters. If a fighter tion (10 seconds at a time) and announces EVENTS IN A GAME TURN), during an
has a sword out and charges at a goblin, the results. encounter (ORDER OF EVENTS IN AN
the goblin is not going to think the fighter An experienced Dungeon Master can ENCOUNTER), and during an encounter
is friendly! The goblin might attack and play the roles of several monsters at once. that results in combat (ORDER OF
might run away, but probably won't try to It can be very hard to do this fairly, without EVENTS IN COMBAT). You may concen-
talk. favoring the monsters or the characters. trate on the roles of the monsters, using
More often, however, the characters will Just as players should keep "player knowl- these lists as reminders of the necessary
wait and "see what the monsters do" before edge" and "character knowledge" separate, game mechanics.
they start anything. Likewise, most mon-
sters will usually wait to see how the charac- ORDER OF EVENTS ORDER OF EVENTS IN COMBAT*"
ters act! When this type of encounter be- IN AN ENCOUNTER 1. Intentions: The DM asks each player
gins, you should make a Reaction Roll for 1. Number Appearing: determined by the what the character intends to do in the
the monsters, using 2d6. Up to 3 Reaction DM (page 22). coming round.
Rolls may be needed to finish the encoun- 2. Surprise: DM rolls Id6 for each side 2. Initiative: Each side rolls Id6. The side
ter. (monsters and party) (page 58 of the that wins the initiative acts first.
Player's Manual). 3. Actions, side that wins initiative:
Whenever the characters attack the 3. Reactions: DM rolls 2d6 for the mon- a. Morale checks, if needed (page 19).
monsters, stop rolling for reactions. The sters' first reactions (page 22). b. Movement (and optional combat
monsters will fight to defend themselves, 4. Results: If — movement, page 56 of the Player's
and might run away (depending on their a. both sides talk, continue reaction Manual).
Morale score, as explained on page 14). rolls, negotiation, etc. as needed. c. Missile fire (page 59 of the Player's
b. one side runs away, the DM handles Manual).
Reaction Rolls are explained in detail on Evasion and Pursuit (page 16). d. Magic spells and magic items used
pages 22 - 23. Read that section before c. one side attacks, continue with (such as wands).
starting your first group game. ORDER OF EVENTS IN COMBAT. e. Hand-to-hand combat.
4. Actions, side losing initiative; follow steps
a through e above.
Running the Game ORDER OF EVENTS IN A 5. Results: If —
GAME TURN a. all the monsters are defeated, the
During most of a D&D game, the Dungeon combat (and game turn) ends; re-
Master leaves the decisions to the players. 1. Wandering Monsters: DM rolls Id6 (Nor- turn to ORDER OF EVENTS IN A
mally checked every 2 turns) GAME TURN.
The DM presents the setting — describing 2. Actions: Caller describes all party actions b. one side runs away, the other may
what the characters see, offering choices of (movement, listening, searching, etc.) pursue, and the fleeing side may
actions, and so forth. But the course of the 3. Results: U — attempt to evade (page 16).
game is determined by the actions of the a. a new area is mapped, the DM de- c. the combat continues; return to the
party, as decided by all the players. The scribes it. first step in the ORDER OF
DM can almost relax and enjoy the charac- b. an encounter occurs, skip to ORDER EVENTS IN COMBAT and repeat
OF EVENTS IN AN ENCOUN- all the steps.
ters' progress as they explore, make maps, TER.
solve puzzles, and so forth. c. something is discovered (secret door,
The DM usually deals with the charac- item, etc.), the DM announces the
ters as a group, rather than the individuals. results.
However, when an encounter begins, a d. no encounter occurs, the game turn
ends; return to # 1 .
change occurs. The DM takes a more
Your first game

The following adventure is designed for using initials, and note which end is the lem-, with monsters, ,\ml i( ,un lmk in
use by a beginning Dungeon Master. It will front to avoid confusion. i lie ne.uhv mills. ihrv std\ then- 'like
tell you what to say to the players, when The rest of the sheet may be used for icspea.thle monsters should" r.veij
and what to roll, and includes page refer- keeping track of time, the details of mon- night, however, he cjief ullv loc ks up ail
ences for additional information. sters encountered, treasure found, and any Ins Jtiimals.
Before you start, you should look other notes you wish to make. "Altei bidding him a good iiav. \ou
through the rest of this booklet, to see what When you are ready, turn the page and (onnniie toward the ruin As you ;IJJ-
information is given. One section called start reading, following the instructions |HII.K1I,\OII sec thai I lie walls aif jugged
"Procedures and Rules" (pages 14 - 21) given. .ind full ol small holes, and a lev, largr
gives details on handling most situations. Mour liltH ks h.nc tumbled to the earth,
Retainers should not be needed if there Living scincrcd around the ruins.
are 4 or more players, but if you use them, Group Adventure "A giiteu.iv in tile ieiitei ot ihe fiout
be sure they are properly handled (page w.ill viands i-mptv. .ind the massive
20). The Order of Events checklists will be Start: Read the following to the players' nuu-i ditois now l.iv lotting nearbv.
helpful during the game. I his K.ilewj\ seems to IK- the easiest
"Many years ago. this part of the Realm of
Monsters and treasures are explained Man was ruled by a magic-user named
i-iiti.uin.- through ihe wall. A 10' Hide
afterwards in separate sections. All the Oygar, a man of great and mysterious
K.ipmg Imli is in the wall nit to voui
details on the monsters and treasures powers. He ruled the lands from hi*
li-lt. .did toiild he jiiiithei cnu.inar.
found in this adventure are fully explained mighty castle Mistamere, located at the '"Sun dn in>i see .inv (ither (nuances:
here, and you will not need to refer to foot of the mountains IXJ die north. the irsl nt the wall Is (l umlilinc, hut few
those sections. wide hule- lu\e opened. lTn> OUIL-I
Before you start the game, make sure all "Gygar died after a long and peaceful .HIM has no other interesting te.uuiei.
the pre-game details have been handled, rule, but no successor was named. Ovei \ si iff i i lit I. the Lite nl ,i unmnMin,
using the Pre-game Checklist. tlit: years, the unclaimed castle fell into uses ,II tin- HIM ill cdtif i if tin-
ruins.
PRE-GAME CHECKLIST '"Now, centuries later, the outline ol
the broken towers can still be seen from DM: Now read the next section to yourself,
1. Do all the players know how to play? the lown. ever beckoning to seekers ot i nd then continue with #1.
Have they played the Solo Adventure in danger, fame and fortune.
the PLAYERS' MANUAL?
"You have gathered around a dinnei DM Information
2. Have you read this book up to this point?
Have you looked through the rest of this table in the Gold Dragon Inn, in ih<'
renter of town, to discuss your plans I ind #1 on the map on this page; that is
booklet? 1
: le location of the characters at this point.
3. Do you and the players know the "Who- 1 he Inn is busy, tilled with ruddy-lac cil
Why-What-Where-When" of the adven- townsfolk and other adventurers, who I hey have approached from the south
ture? <Jre eating, drinking, laughing, and ha\ Irom the bottom of the map), heading
4. Are all the characters ready to go, in-
ing a splendid time. i orth (towards the top of the page).
cluding equipment?
"You have all heard the talcs told bv Assume that the walk from town took
5. Have the players chosen a Caller and a • >out 1 hour, and that the time is now 8:00
Mapper? Do they have a piece of graph others, tales of monsters lurking within
paper and a pencil, to map with? the ruins and guarding rich treasure- i m. Note this near the top of your Adven-
None of you have been there, but afiei i i <re Record Sheet, and keep track of the
an evening of discussion, you decide t< • | • issage of game time from now until the
If any answer is "No," stop and fix the adventure ends.
problem. trv your lui k in the castle i uiu, and plan
to meet at dawn for the short journcv. The Hit roll charts and Saving Throws
In this adventure, you will find many that you will need during the adventure
sections to be read to the players. Listen to "One special note: the lown rulers
have offered a reward of 1,000 gp fin are given here, for your convenience:
them while you are reading; they contain
information for you, too! the tapLurc of Bargle, the renegade
Whenever you find a paragraph that magic-user! The death of Aleena. a
starts with "DM:" it contains information well-known ilerir, was the "last straw."
They want to slop this danger one e and H I T CHART
for you only. Stop for a minute and read it.
The DM Information contains instructions toi all, so keep vour eyes open!" Monster's Character's Armor Class
on how to run the coming encounter, or Hit Dice 9 8 7 6 5 4 3 2 1 0
how to handle a new situation. DM: Stop a moment and make sure that all up to 1 10 11 12 13 14 15 16 17 18 19
the characters are ready to go. Then con- 1 + to 2 9 10 11 12 13 14 15 16 17 18
Adventure Record Sheet tinue reading: 2 + to 3 8 9 10 11 12 13 14 15 16 17
3 + to 4 7 8 9 10 11 12 13 14 15 16
Using a blank piece of scrap paper, make a "It's morning, and \ou're off to the
list of the details you will need during the castle. It lies only 3 miles from town,
adventure. Near the top of the page, write just a healthy walk past a local farinci 's
the name of each character, making a list. fields. As you follow the dirt road past Monster Saves As:
To the right of each name; write the class the farm, you greet the workers lending Saving Normal Fighter
of the character. To the right of the class, the crops. It's a lovely summer's da>, Throws Man 1-3 4-6
write the Armor Class of the character. and all seems peaceful. Poison 14 12 10
Ask the Caller for the party's marching "The land owner himself sils atop a Magic Wand 15 13 11
order. The characters would normally wagon, watching his men, and chats Paralysis 16 14 12
travel in single file or in pairs. Write the with you before you continue onward, Dragon Breath 17 15 13
marching order below the character list, lie mentions that he has had no prob- Sped 18 16 14
Your first game

1 Read the following: for the carrion crawler. If the player's roll is DM: If the monster climbed out to attack
higher, allow the party to move or attack the party, skip to #4. Otherwise, continue:
"The path ihrough the rubble passes first.
the tailen door. As you carefully ap- Be aware of the actions of the other ''You don't sec anything moving, but die
proach, you notice some slight move- characters, but do not allow any of them, to glint of treasure lies below! However, the
ment beneath it. You stop, warv of attack in the first round unless they are body of the monster block>> the opening.
danger. next to the victim. If any Missile Fire Do you want to pull it out of the way?"
attacks are desired, tell the players "You
DM: Encourage the players to send some- must move around for a clear shot, to DM: The huge door is too heavy to be
one forward to examine the door. They avoid hitting your friends. You may fire moved, and it would take hours to dig
should do so, to be sure their path will be next round." another hole through the rubble. • If the
safe. If they don't investigate now, a hid- If any of the carrion crawler's attacks hit, characters cooperate, they can grasp the
den monster could surprise the party as the character must make a Saving Throw body of the monster and pull it out of the
they pass by. The following encounter is a vs. Paralysis (one per hit) or be paralyzed. hole. Its tentacles are not dangerous after
"warm-up" for both you and the players to If any Saving Throw is failed, tell the death, and the creature may easily be
practice playing in a group. victim "You fall over." Tell the rest of the pulled out of the hole. Read #4.
Find out which characters are examining players that they see the victim fall, but do
the door closely, and which are keeping not, say whether the character is alive or 4 Read the following:
watch for other dangers. Then read the dead.
following: "With ihe body out of ihc way. >ou can
After the first round of combat, ask each clearly see a pile of < oins at the bottom
"Suddenly, the ground along one edge
player for actions for the coming round. If of the hole, jfmut 8' down. Do you want
moves, and a hole appears. There's the first victim is paralyzed, the monster to just go in arid get it, or does anyone
something under the door!'' will attack the next closest character. If no want to search for traps first?"
characters are nearby, it will crawl out of its
DM: If the characters closely examining hole and attack the nearest. DM: In the future, you should not remind
the door, select a fighter or dwarf (if If more than one character moves in to the players about traps. But in this "warm-
possible), or randomly pick a character, to attack the monster, the 8 attacks will be up encounter," try to help them decide
be the victim of the coming attack. Do not divided among the two closest opponents. what to do. There are no traps or other
tell the players what you have done! Anyone hit must make a Saving Throw or unusual features to be found, but the
Ask the players, one by one and starting fall over, paralyzed. characters should always check.
with the victim you have chosen, what their Continue running the battle as long as A skeleton will be found at the bottom of
characters intend to do. Remember what necessary. The party should be able to kill the hole, mostly covered by the treasure.
they say, and make notes if you wish. Then the carrion crawler fairly easily. Any para- Close inspection will reveal that it is the
read the following: lyzed characters will recover in 3 turns {lA skeleton of a short man-like creature
hour), unharmed. The party may wait in whose head is smiliar to a dog's. It does not
"You see a large worm-like monster the outer ruins (this area) while their move, being merely an old skeleton of one
stick its head out of a hole under the friends are recovering, or may drag them of the carrion crawler's past victims. Read
door. It has eight long tentacles in a out to the edge of the fields (an even safer the following:
circle around its mouth. It doesn't come move). Whichever they choose, be sure to
all the way oui — just far enough to keep track of the passage of game time, "This looks like the remains of" another
attack you —'' (name the victim). counting the battle as 1 full turn. creature you've heard about, called a
koljold. Kobolds act and live much like
You will need the following details about 2 The carrion crawler is put to sleep by a goblins, but arc a different race.
the monster. Copy them onto your adven- magic-user or elf spell. When it goes to ''You carefully gather the treasure,
ture Record Sheet: sleep, it merely stops moving, and its tenta- putting it into sacks and dividing it
cles slump to the ground. Any character among yourselves to balance the load.
CARRION CRAWLER with a sword or dagger can kill the monster Ihc coins are all copper and silver,
with one blow, and without waking it up. about a thousand of each, and two gems
Armor Class : 7 When the monster is killed, read #3. — garnets — are uncovered near the
Hit Dice: 3 + 1 botiom of the pile. You also find a small
Move: 120' (40')
Attacks: 8 leather bag, almost rotted away. It may
Damage: Paralysis ha\e belonged to the dead kobold."
Save as: Fighter: 2
Morale: 9 DM: The garnets are worth 100 gp each. If
Hit points: 10 a dwarf examines them, the value will be
Align: Neutral discovered; otherwise, they must be identi-
XP Value: 75 fied in town. The bag contains 15 cp and a
3 The carrion crawler is killed. It slumps to
the ground, motionless. Read the following: brass key.
If the monster is put to sleep by a Sleep On your Adventure record, under the
spell, read #2. If the monster is killed, "Looking at the dead creature, you see carrion crawler information, make a note
read #3. that it is about 9' long and lias man* of all the treasure found.
The carrion crawler will use all 8 of its small legs, like a centipede. You have Anyone may take parts of the carrion
tentacles to attack the single victim you heard talk of such a creature, hack in crawler or kobold skeleton if they wish, but
have chosen. Tell that player to roll Id6 for town. They called ir a carrion crawler. they are useless and have no value. When
initiative, while you roll Id6 for the mon- You peer into its hole under the door, to the players are ready to continue the ad-
ster. If your roll is higher, make 8 Hit rolls see if anv others are still hiding there.'' venture, read #5.
Your first game

l\l III Ml' |l ill! |||_ arul the lubble is statteml ihioughout are merely V2 Hit Die creatures. Each
"As jSu, gather the treasure, voti hear a the c m m aid. kobold carries a small leather bag contain-
tYou'see that the nuin "You see a giuup of creatures hiding ing 3-18 cp, but no other treasure.
gedr.AlfeougU (he hage in the »hrfduw ot the wall, avoiding the A Sleep spell cast at the kobolds will
open sunlight, fhey are kububis.' There automatically put them all to sleep. If this
t bere, retting; a pak of seenis to be about 10 of them, but \ou
lit*. They have been occurs, stop (regardless of what is happen-
(.aii»ot <*-c them cieaiJv enough tu dr- ing at the time) and read #16.
ice is. new the 10' Uirnint* their exact numbers m theu
»fcafe in die wall, off u> the lett Read the following to the players:
if]uipnie]it tarried'
t snapping, Each square on Uw
iper represents an atea 10' DM M 1 I mi I In 'in.
e gateway, now dosed. is> 4U' I i Ii Ii II I I I i n . ihi i_| I • in | i
e; fnfftkjtt tmu the bottom uf >mn il I . ' h i ' 1 i I l i i
man,totltc center. The wall to the riuht I I- I
of a«r UICWRV is 1»H' long, 't he wall to N
ll • I I' I I i ,| | I DM: Find the planned actions of each
the left goes 1110', then has -a 10' vur»r- M' l III I'I- I i I • lli h I | i ' l| i character, one by one. If they want to talk
hole, djen tnntimjes west another JO' I II III. about the situation, rounds of time will
entire south wall, counting the pass, and the kobolds will keep firing. For
f I* 300'king "Thr outer wall is 10' thick. A |iatliHa\ each minute of real time the players spend
IK? wall is aboux 50r high, and \a\ leads through the lubble \Ln ting at ihr talking, count off one round of game time,
Any dirobing mighr pull some giitewji and leading «KI' noith to a pan and make one round of Hit rolls for the
Hocks loose, and thr> tould kill tou if ot doors in the middle of ihr souili wall kobolds! Treat any part of a minute as a
the> hit Mm." »t the Laatle ruin lhcwc doors aie 20' full round. The characters should take
wide Thf i-aitlr Mall extends SO' to cover before they start talking, and you
DM- M,l. .in, il,, I| ,,, , 1 | , ,, rach side ol the doors e.ist .n>d wert may remind them of this.
• I I III | i I I i M l 'I Ui "l III I i ' Jhe Mile wjlls ol the <as»J«: aie rvirh Missile fire is featured in this encounter.
I K I II I II l i ' l l l . • M l II I, . Il I III I'll .thnut Hill long, icathme; ncirth to t]it- The kobolds begin firing as the party
fallen doors if you wish. face of the mountain's nigged (KIT."' enters through the hole in the wall. The
Offer the players the following choices of battle could result in the following situa-
action. If they pick one, turn to the entry DM: If the party decides to enter the hole tions:
number given. If they insist on actions not in the wall, read #10. If they go to the
given in the list, do the best you can. closed gateway, read #8. Mark off another a. The characters respond with missile fire
turn of time for discussion and some of their own, and do not approach the
Examine fallen blocks 6 movement, back to the outer ruins in front
Peek into holes in wall 7 kobolds. Some characters may take
of the wall. cover behind boulders. If this occurs,
Go to the closed gateway 8
Enter the gaping hole 9 read #12.
8 DM: The party decides to go to the b. One or more characters move towards
closed doors at the front gate. When they the monsters, and are fired upon sev-
6 Read the following: get there, they may try to open the doors, eral times. If this occurs, read #13.
"As you prowl around the rubble, you but will have no success. Give them the c. The characters move cautiously towards
find several large blocks of stone, a p options listed in #5. the kobolds, using boulders for cover. If
parently fallen from the decaying waits. this occurs, read #14.
Anotheritohold skeleton lies under one 9 DM: If the characters did not look
through the holes in the wall, roll Id6. If d. One or more characters remain inside
of the blocks, but no treasure is visible, the hole entrance, keeping the attention
and the block is too heaw to move." the result is 1-3, the kobolds gain surprise:
In the coming battle, each kobold will get of the kobolds while the others circle
one free missile fire attack before the party around. If this is done, the kobolds will
DM: Allow the players to choose from the be busy with missile fire, and the party
list of options given in #5. Mark off 1 turn can act. If the result is 4-6, no free attacks
will occur, but the kobolds will attack any- may break in. If this occurs, read #15.
of time for examining the fallen blocks. e. The characters all go back out, circling
way. Read #10.
7 Read the following: around to enter by the gateway. They
10 DM: The kobolds in the courtyard are will still not be able to get in, and must
•*¥cm -carefully move up to the wall, guards. They have been ordered to not let return to the hole in the wall (or go
looking for holes to look through, hop- anyone enter the ruin. Seeing the party, home).
ing to discover some clue about what they have closed the front gate, and will
lies an the othei side. But all of the hold it shut if the party tries to break in.
holes are too high to reach. You cau- These kobold guards are the biggest in KOBOLDS
tiously explore a bit more, and find their tribe, and have maximum hit points Armor Class: 7
some! other holes along die east nail, to (4 each). They are armed with short bows, Hit Dice:
the right. Some are near ground level, arrows, and short swords. Each kobold has Move: 90' (30')
and you. carefully peer through. 2 quivers of arrows (20 per quiver), so you Attacks: 1 sword or 1 arrow
"You see a large courtyard inside the will not need to keep track of their equip- (range 50/100/150)
wall, and the remains of a castle. The Damage: 1-4 or 1-6
ment. A hit from a kobold arrow will inflict Save as: Normal Man
castle ruin is old and cracked, but not as 1-6 points of damage, but the short sword Morale: 6
badly as the outer wall, where you are attack of these weak creatures causes only Hit points: 4 each
now. Only one storv of the castle still 1-4 points of damage. Use the "up to 1 Hit Align: Chaotic
stands: the upper parts have ciumblcd. Die" line of the Hit roll as chart, kobolds XP value: 5 each
Your first game

11 DM: The party attacks the kobolds You must carefully keep track of the Keep track of time! A character in metal
hand-to-hand. If possible, each monster exact position of each character during this armor (moving 20' per round) will take 6
will attack a different character. You may encounter. As characters move, the missile rounds to get to the doors. During this
choose opponents, or pick targets ran- fire range will change. Characters in metal time, the kobolds will all keep firing at
domly. armor move 20' per round; in leather their targets by the hole in the wall. If no
In each round of combat, remember to armor, 30' per round; unarmored, 40' per characters are firing back at them or mov-
ask each player for actions, make an initia- round. ing toward them, 3 kobolds will stop firing
tive roll, and then run the action. When the party first enters, the kobolds and hold the doors.
When the first kobold is killed, roll 2d6 are hiding behind some rubble next to the When characters try to break into the
to check morale. If the result is 5 or less, path inside the gateway. They are 110' front gate, roll Id6. Modify the result as
the kobolds will try to run away, toward the away from the party, so their first missile follows:
castle ruin. They are slow creatures, how- fire attacks are at long range ( - 1 penalty Subtract 1, because the doors are locked.
ever, and can be caught by anyone not on each Hit roll). These attacks may be Add the Strength adjustment of the
wearing metal armor. If any kobold is aimed at any characters, either selected or strongest character forcing the door ( + 1
caught, they will all stop and fight to the randomly determined. for 13-15 Strength, etc.).
death. During the first round of movement, the Add 1 for each additional character
If all the kobolds are dead or gone, the approaching characters move into medium helping to force the door, whatever their
encounter ends. Stop keeping track of time range (no range adjustment). All the mis- Strength scores (+1 for 2 characters forc-
in rounds. Count the entire battle as 1 turn sile fire is aimed at the approaching char- ing the doors, + 2 for 3 characters, etc.).
of time, and read #18. acters. The kobolds ignore those charac- Subtract 3 if kobolds are holding the
ters taking cover. doors closed.
12 DM: One or more characters start Carefully keep track of both the posi- If the adjusted total is 5 or 6, the doors
firing missiles at the kobolds. The range is tions of the characters and the passing of are broken open. If the total is 4 or less, the
110'. If a character uses a long bow or each round of game time. Remember to doors hold fast. Characters may repeat the
crossbow, the range is medium, and no roll for initiative each round, to see if the attempt once per round.
range adjustment is used. The range is characters move before or after the If the doors are broken open, the char-
long if a short bow is used, for a - 1 kobolds fire their arrows. acters may move in while the kobolds draw
penalty to each Hit roll. The range is too When any character gets within 20' of their swords. No free attacks are gained by
great for a sling to be used, or if hand- the kobolds, all the monsters will drop either side. Read #11 to run the hand-to-
hurled weapons are thrown. Remind the their bows and draw their swords. They hand combat.
players to keep track of the arrows or will all attack immediately; read #11.
quarrels shot! If they run out of missiles, 16 Read the following:
they cannot continue firing.
14 Read the following:
The kobolds are under cover, and the "A* you cast the Sleep spell, you bee all
characters may also take cover. The the koholds stop and fall over."
kobolds will fire at those characters firing "You see that the hail of arrows is
back at them. When firing at any target dangerous, ami approach with caution, DM: Stop keeping track of time in rounds;
completely under cover, a — 4 penalty taking cover behind boulders and mov- the battle is over. The characters may ap-
should be applied to all Hit rolls. Thus, the ing from rock to rock." proach the kobolds or do whatever they wish.
kobolds need a Hit roll of 20 to hit a The characters may kill all the sleeping
character in plate mail armor (since a 20 DM: Using this strategy, the characters will kobolds easily. However, if they keep one
always hits unless the range in too great). A have cover, but will move at half normal or more as prisoners, binding them with
character needs a Hit roll of 16 (instead of speed. Keep track of the positions of each ropes, read #17. Otherwise, read #18.
the 12 normally needed to hit AC 7), unless character, from round to round. Apply a
a range or Dexterity adjustment applies. - 2 penalty to all the kobolds' Hit rolls
when attacking the approaching characters 17 Read the following:
The kobolds will keep firing until most
that use this strategy. Read #13 to handle
are dead. When only 3 (or less) kobolds are 'You tie the kobold securely; vou have a
the missile fire, but remember to use
left alive, the survivors will run for the prisoner. Do you want to wake him up
door to the inner castle ruin. Characters (a) half normal movement rate for char-
acters, and and talk to him?"
may fire for two rounds while they run.
The running kobolds do not have cover, (b) a - 2 penalty to all kobold Hit rolls
for missile fire. DM: If the players do not wake the kobold,
and are AC:7. The characters are too far read #18. If they wake him, continue:
away to catch them. If any survivors get to
the door, they will go inside, close and lock 15 Read the following: The kobold awki-ns ami luok*.
the door behind them, and go downstairs armind in panic He struggles a Ini but
to Dungeon Level Two. "You dreidc to "splir up yimeone Niays timls himsrlf *miFrlv tied Inaauange
>K the hole in Ihc wall keeping the dug-like \tnce, he growls. Whai do rnu
13 DM: Look at the range of the kobolds' kubukh' attention, while untie of you go wantf"
short bows: 50/100/150. The distance be- luck uut uwrrfle atourtrtro the honr
tween the kobolds and their targets is
101-150 feet, the range is long, and Hit rolls
are penalized by - 1 . At 50' range or less, DM: Other than using a Sleep spell on the
the range is short, for a +1 bonus to Hit kobolds, this is the best possible strategy.
rolls. Any distance in between (51-100 feet) The kobolds will keep firing at the charac-
is medium range, with no adjustment. ters by the hole in the wall.
Your first game

and this is the only entrance. The doors


DM: Play the role of the kobold prisoner.
He will not say anything about the rest of
Dungeon Level One are not locked, and will open easily.
the dungeon, but will reveal that he is one If anyone climbs the walls outside, they
of the guards, placed here to prevent any- Notes for the DM will discover that the first floor of the castle
one from entering the ruins. remains intact, but the upper stories have
The kobold will offer to give money if The first level of this dungeon may be used fallen completely apart. The rubble in the
the party will let him (and any other surviv- for two or three group games. It was area is all that remains.
ing kobolds) go. He asks to be untied to designed using the guidelines given on When the doors open, the characters see
show the party where the treasure is. If the pages 46 - 47. Treasure is placed accord- the first room inside the castle. Read the
party unties him, however, he will run for ing to the frequency given. Of all the following to the players:
the door to the ruined castle, and get away! rooms, Vi are empty, Vs have monsters, Vfc
If the party insists on keeping a rope tied have traps, and '/6 are "Specials."
to him, he will lead them to a pile of rubble One room (#27) contains dangerous
by the east tower ruin. After digging for a monsters and a difficult situation, and
minute, he will pull out a small iron box, should not be entered by beginning char-
which is not locked. The box contains 100 acters (nor run by an inexperienced DM!). are missing. A' normal-door t» ai the
gp and a black gem (onyx, worth 50 gp). Its doors are specially locked to prevent middle ofttttsorth wa8-. Tfe room
If the characters want to kill the kobold first level characters from entering. When contains some train and rubble; but not
after getting the treasure, remind the law- any character reaches the 2nd level of enough to conceal a creature."
ful characters that they would keep their experience, the room may be entered.
part of the bargain, and let the kobolds go. The second level of the dungeon is left DM: As the party enters the room, sunlight
If released, the kobolds will all leave peace- for you tofill!A map is given, along with a will brighten the area, but the rooms to the
fully. After thanking the party, they leave list of possible monsters. No Wandering sides will remain dark. Ask the characters
by the front gate and run away to hide in Monsters are encountered on Level One, what their light sources are, and make
the mountains. but they should now start appearing occa- notes of which characters light torches or
When all the kobolds are gone, read sionally on levels 2 and 3. Dungeon level 3 lanterns. Everyone does not have to have
#18. is left entirely for you to create, and you their own light source.
may add lower levels if you wish. The party should search this area before
18 Read the following: The characters should be able to leave continuing, but nothing of interest remains.
the dungeon at any time, whenever they The party can choose to go north, to the
"You gather the treasure from the need rest and healing. Since the dungeon next door, west to room 22, or east to room
kobolds, and find a total of 80 cp in their is near to their home town, they should not 23.
sacks. You also get 8-quivers, of arrows, have to spend a night inside. Other dun-
with 10 in each quiver. Thar short swords geons may be so far away as to make the 21 Wrong way:
are not wefl-made, and are worthless* return trip to town nearly useless. A brief
stay overnight in an unoccupied room may DM: You should not be reading this to the
allow spell casters to relearn their spells, players. As the party approaches a num-
DM: Now stop the game. Tell the players curing any badly wounded characters in bered area on the map, find that number
about each of the possible strategies given the morning. A dungeon may thus be in this Encounter Key and use the infor-
in #10. You may either read each section to easily explored for a few days, or until a mation given. There is no #21 on the map.
the players, or play each one, as if it full load of treasure is found. Look carefully at the map, find the party's
actually happened! If you play them, treat location, and turn to that number.
them as practice only. Remember what the Some standard features of this dungeon
characters' hit points and equipment are (which may be told to the players) are:
now, so they can be returned to "normal" 2 2 West hall:
after the practice. All walls, ceilings, and floors are
made of stone. This 30' x 30' room has doorways in the
When you are ready to continue the east and west walls. It contains the remains
game, read #19. All walls are 10' high (inside).
All areas are dark; characters must of 3 chairs and 2 small tables. Afireplaceis
carry light sources. in the middle of the north wall.
19 DM: To run the rest of this adventure, If they search carefully, the characters
use the following Encounter Key for de- All room descriptions include the fol-
lowing information, in this order: will find 3 old silver teaspoons, worth 10 sp
scriptions of each area of the dungeon. each, and a small bag of dried-up peas.
Keep track of the location of the party on 1. size, measuring north to south,
then east to west If they search the fireplace, they will see
your map. When they approach a num- that the chimney is clogged with old tim-
bered location, find that number in the 2. exits
3. contents bers. If they search the chimney, read the
key, and read the description. following:
Remember to keep track of time. The
party's movement rate per turn is equal to Encounter Key: "You look up die chimney, poking.
the movement rate of their slowest charac- around to see if anytfcfegc*\atefcshight
ter (probably 60' per turn). Dungeon Level One be hidden there. Suddetty, ariitfiter of
Use the Order of Events checklists to be rubble comes down on you, and a large
sure you are running each turn and en- 2 0 Entrance: dark shape coniesflyingout!"
counter properly. If you have any prob-
lems, remind the players that you are still The path through the rubble leads from
learning, find the explanation of the situa- the main gate to the doors of the castle
tion in this booklet, and read it. ruin. The walls of this castle are still firm,
Your first game

1 GIANT BAT Somehow, the moldy bed looks very 5 on each side and one on each end.
comfortable. The first two characters to Hie end chairs and two chairs on each
Armor Class: 6 enter the room must each make a Saving side ate occupied by .skeletons, 6 in all.
Hit Dice: 2
Move: 180' (60') Throw vs. Spells! If successful, nothing They are all dressed in rags, apparently
Attacks: 1 bite happens, but if failed, the victim(s) will che remains of fine dinner clothes, for
Damage: Id4 walk over to the bed, lie down, and take a both male and female. rhey are sitting
Save As: Fighter: 1 nap. The victim may sleep for years, but up, bill d<> not move.
Morale: 8 will not age nor need food or drink. 'On the table in front of each chair
Hit points: 9
Align: Neutral A victim can only be awakened from this sits a golden dinner plate, with a dusty
XP value: 20 magical sleep in one of three ways: glass goblt't on each plate and dull
A Dispel Magic spell will remove the silverware to either side. The table is
enchantment (available in town for a bare wood, with no tablecloth."
The movement rate given is only for fly- price).
ing. The bat flies out and attacks the A normal pea placed under the mattress DM: From any doorway, the party cannot
character disturbing it. If the bat is hit, roll will cause the victim to awaken imme- see into the fireplace. There, lurking in the
2d6 to check morale; if the result is 7 or diately, but with a sore back (— 2 on all Hit shadows, are two harpies.
less, the bat will fly off through the west rolls until a good night's rest is had).
doorway, landing on a chest in room 28. If If placed on the bed in room 26, the 2 HARPIES
an 8 or more is rolled, the bat will fight to victim will wake. Tickling the victim (with a
its death. feather, for example) has no effect. The Armor Class: 7
One of the pieces of rubble shaken loose room contains nothing else of interest. Hit Dice: 3*
by the bat is an onyx gem, worth 50 gp. Move: 60' (20')
or Flying: 150' (50')
However, it will not be found unless char- 2 6 Bedroom: Attacks: 2 claws/1 weapon + special
acters examine the fresh rubble carefully. Damage: 1-4/1-4/1-6 + charm
Save As: Fighter
2 3 Hallway: This room looks exactly the same as room Morale: 7
25, but with two doorways in the east wall Hit points: 15 each
This 30' x 20' area has doorways (without and one to the west. The bed is completely Align: Chaotic
harmless, and even helpful. If a sleeping XP value: 50 each
doors) in the east and west walls. Normal
wooden doors are in the north and south victim of the bed in room 25 is placed on
walls. The room contains some trash but this bed, the victim will wake in 3 minutes, These horrible creatures are feared by the
nothing of interest. completely unharmed by the experience kobolds and all other creatures in the area,
and refreshed by the nap. and are avoided. They, in turn, stay in this
2 4 East hall: If the victim is tickled while on the bed room, feasting on the victims who wander
(with a feather, for example), the entire in. The skeletons are all that remain of
This 30' x 30' room has empty doorways bed will magically sneeze. This sneeze will their past meals.
in the east and west walls, and the doors cause the mold in the room to fly into the When any door is opened, the harpies
are missing. A fireplace is in the north wall, air, and everyone in the room must make a start singing a duet. Every character must
and the room contains the remains of 4 Saving Throw vs. Spells or start sneezing make a Saving Throw vs. Spells. The song
chairs and one small table. themselves, unable to do anything else! of the harpies is enchanting; if the Saving
An old pillow stuffed with feathers will This sneezing lasts for 4 rounds, and at- Throw is failed, the victim is Charmed
be found if the characters search the room. tracts the monsters in room 35, which (fully explained on page 23), and hears
There is also one loose brick inside the arrive 1 round after the sneezing starts. beautiful music.
chimney of the fireplace. However, the The monsters and the sleeping victim are
not affected by the mold. If the door is closed immediately, the
chimney is filled with old fallen timbers. If characters will be able to drag their
a character searches the chimney, some This bed may also be used to cure the Charmed comrades away from the room.
timbers fall, and a Saving Throw vs. Wands deadly choking effect of yellow mold (see The Charm may be removed by a Dispel
must be made. If failed, the character takes room 27). Magic spell (available in town, for 100 gp),
2-5 points of damage from falling timbers; or by placing the victim on the bed in room
if successful, 1 point of damage is still 2 7 Dining hall: 25 (causing sleep) and then on the bed in
inflicted. The loose brick is automatically room 26 (waking the victim and removing
found while the chimney is searched. A Special Note: The doors to this room can the Charm).
finely made silver dagger is hidden in a only be opened by a character of 2nd Level If the door is not closed, the victim will
niche behind the loose brick. It is not or greater. You should read this entire walk into the room, circle the table, and
magical, but may be sold in town for 75 gp. encounter description before starting to run continue toward the fireplace. If the Sav-
it. When you are ready, read the following ing Throw is successful, the harpies' song is
2 5 Bedroom: to the players: heard to be screeching noise, and has no
effect. Only one Saving Throw must be
This room is 30' x 40', with two empty ' I his larqr "I)' x hi)' mum h.ts I'm: made for the song of the two harpies.
doorways in the west wall and one in the diHIII. tvuj in tlir IMMI .UKI west %jlls .uui
east wall. The doors are missing. A large one in the- mutdlr oi the vouih wall \
fireplace is in the south wall. l.nUt- marble fm'|il.i<e is in the rnulilK-
This area was once a fine bedroom, but iff rhi* north nail.
its once-rich furnishings — the canopy "A lunjf HfKid table. 10' wide and 40'
bed, plush chairs, tables and rugs — are long, fills the u-ufi-i til the nxirn. It is
now tattered, moldy, and worthless. sun i HIM led l>v 12 plain ttuodru chair"..
Your first game

If a cleric tries to Turn the skeletons, found in the carrion crawler pit will fit the watching for intruders. They will only be
make the rolls normally, but there will be lock! The chest is not trapped. encountered if the party starts down the
no effect. The skeletons are not animated The harpies' treasure box contains: a steps.
monsters. few more dinner outfits, all moldy and
If any character attacks the harpies, the ragged (worthless), 2,000 sp, 2 pairs of 4 KOBOLDS
monsters will fly around the room and turquoise earrings (value 500 gp per pair),
over the table, avoiding combat as much as and two potions of healing. In addition, Armor Class: 7
possible. They will not land on or disturb the 12 sets of silverware on the table are Hit Dice: >/2

the table, however. If cornered by two or worth 5 gp per set. The goblets are only Move: 90' (30')
more characters, a harpy will fight. Attacks: 1 sword
worth 1 gp for all 12, and will probably Damage: 1-4
If any character touches a gold plate or crack on the journey to town. The tin Save As: Normal Man
climbs onto the table to attack the flying plates are corroded and worthless. Morale: 6
harpies, a terrible thing may occur. The Hit points: 3 each
"gold" plates are actually tin, covered with Align: Chaotic
2 8 Storage: XP value: 5 each
yellow mold!
If the giant bat in room 22 flew away from
YELLOW MOLD

the party, it will be found here. Read the When encountered, roll 2d6 to find the
Armor Class: — following to the players: reactions of the monsters. If friendly, they
Hit Dice: 1* will warn the characters not to proceed
Move: 0 This nKHfttaSG xOT/wKhdoorways down the steps to the dangerous Second
Attacks: Spores m the tt>«&*id>«atf wtfq ttK'dofes Level of the dungeon. If they Negotiate,
Damage: 1-4 plus special are missing, The num » fifed with they will want payment of at least 10 gp to
Save As: Fighter: 1 reveal the same information.
Morale: Not applicable bran aod craves trf mmf shape* and
st/rs, andfoolcsftkea stoiage area " Each kobold has a bag containing 5 cp,
Hit points: 4 each and no other treasure or equipment except
Align: Neutral
XP value: 15 each DM: All the boxes are covered with a thick for their crude short swords.
layer of dust, and have not been disturbed
for a long time. None of the boxes can be 31 Trap room:
These molds are smaller than normal. For
each plate touched, roll Id6; if the result is moved, opened, or damaged in any way!
If the searching characters tap on any This room is 30' x 30', with doorways in
1-3, the mold releases a small cloud of the south and east walls (but no doors).
spores, catching only the character disturb- box, a deep voice will come from a larger
one in a corner, saying: "Who's there?" A large log is in the center of the room.
ing the plate. The victim takes 1-4 points of One end is on the floor, but the other end
damage and must make a Saving Throw Whatever the characters say, it will respond
with "Is Bargle with you?" Again, whatever is held up by a strong rope, which runs
vs. Poison or start choking, unable to do through hooks in the ceiling, wall, and
anything else. A choking victim will die in 6 the characters say, it will finish with "Oh —
well then, never mind!" It will not speak floor. It is tied to a large chest, which is on
rounds unless taken to, and placed in, the the floor directly below the upraised log.
bed in room 26. again.
If the rope is cut, the log falls, smashing
Anyone climbing onto the table will dis- the chest and scattering its contents.
turb 2 plates, which may both produce 2 9 Closet: The lid of the chest is not held shut by
clouds of spores (roll for each), inflicting the rope, and can be opened easily. It is not
1-4 points for each cloud but only requir- This small 10' x 30' room has doorways in trapped. Inside the chest are 500 sp, 50 gp,
ing a single Saving Throw. the south and east walls, but no doors. A and one citrine gem (value 10 gp).
Yellow mold can only be harmed by fire. dusty old round hatbox is lying on the The kobolds and other monsters in the
The touch of a torch will automatically de- floor in the northwest corner. dungeon have avoided this area, believing
stroy the mold on one plate, but a roll must The hatbox is tied with a string. If the it to be a deadly trap. It is harmless unless
be made for each such touch to determine string is cut, the hatbox can be opened the rope is cut.
whether a spore cloud is released. safely. But if the large bow knot on top of
If one harpy is killed, roll 2d6 to check the box is untied, the character untying it 3 2 Statue room:
the morale of the other. If the total is 6 or must make a Saving Throw vs. Poison or
less, it will surrender, offering to give all its take 1-6 points of damage, from poison This room is 20' x 20', with a normal door
treasure to the party in exchange for its placed on the string. in the east wall and a doorway (without
freedom. If the party accepts, it will pull a A woman's red hat, now faded and door) in the west wall.
long flat chest out from under the table. moldy, is in the box. The hat itself is In the center of the room stands a statue
The chest is locked, but the harpy has a worthless, but if removed from the box, a of a short dog-headed man, clad in leather
key. It will open the lock and the chest, and hatpin will be found beneath it. The hatpin armor and apparently swinging a short
then leave (if the characters permit) by the is solid platinum, and worth 100 gp. sword (a kobold).
door in the south wall, continuing outside If the statue is touched, the center por-
to flee into the mountains. 3 0 Stairs: tion of the statue (from chin to waist) spins
If questioned after it surrenders, the in a complete circle. The stone sword will
harpy will tell of a magic-user who came This 20' x 30' room has doorways in the hit the character touching the statue unless
one day and took charge of the dungeon. north and east walls, but no doors. A a Saving Throw vs. Wands is made, but
This man lives below, on a lower level of stairway by the south wall leads down to with a penalty of - 2 to the roll. If failed,
the dungeon, and the kobolds serve him. Dungeon Level 2. There is a fireplace in the character is hit for 2-8 points of
If the harpies are slain, a search of the the northwest corner of the room. Lurking damage; if successful, the character jumps
room will reveal the harpies' chest. The key on the stairway are 4 kobolds, who are out of the way in time.
10
Your first game

This trap may be made harmless if a 35 Closet: 3 8 Statue room:


small button on the belt buckle of the This small 10' x 30' room has doorways in This 20' x 20' room has an empty doorway
statue is pushed. This button will not be the south and west walls, but no doors. It is in the east wall and a normal door in the
found, however, except by a thief's search piled with trash and rubble. There are 4 west wall.
(normal Find Traps roll). Once the button zombies hiding in the room (5 if the zom-
is found, the thief may automatically "re- In the center of the room stands a statue
move" the trap by pushing the button; no bie from room 34 joins them). of a short dog-headed man, clad in leather
Remove Traps roll is made. armor and apparently swinging a short
4 ZOMBIES sword (a kobold). The statue is completely
Armor Class: 8 harmless.
3 3 Closet: Hit Dice: 2
Move: 90' (30') 3 9 Closet:
This small room is 10' x 20', and has only Attacks: 1 sword
one entrance, the normal door on the east Damage: 1-8 This 10' x 30' room has one entrance, the
wall. The room contains piles of rags and Save As: Fighter: 1 door in the west wall. It contains some
trash. Hiding in the pile are 4 giant rats, Morale: 12
trash, but nothing of interest.
which will attack if the room is entered. Hit points: 10 each
Align: Chaotic
XP value: 20 each END OF DUNGEON LEVEL 1
4 GIANT RATS ~"
These monsters have been waiting for visi-
Armor Class: 7 tors for years. They cannot surprise any-
Hit Dice: >/4 one entering, and will always lose initiative
Dungeon Level Two
Move: 120' (40') in combat (no roll needed).
Attacks: 1 bite General Notes:
Damage: 1-3 If Turned by a cleric, the zombies will
Save As: Normal Man either go into room 36 to wait by the The map of this level is given, see inside
Morale: 8 stairway (if the cleric Turning them is by
Hit points: 1 each front cover, but is left for you to fill with
the south door) or to room 34 (if the cleric monsters and treasures, using the guide-
Align: Neutral enters by the west door).
XP value: 5 each lines given on page 47. The following
If anyone starts sneezing in room 26, monsters may be included:
diey will go there to attack the intruders. If
The rats will fight to the death, but there is then Turned, they retreat to this room.
nothing of value in the room. 1 kobold lair (20-40 witih chieftain, di-
A forgotten bracelet (worth 500 gp) lies vided among 4-10 rooms)
under the trash in this room, and will be 1 Crab Spider lair (avoided by the
3 4 Storage: found if the characters search carefully. The
zombies' swords are rusty and worthless. kobolds)
This 30' x 30' room has doorways in the Beetles and Centipedes
north and west walls, but no doors. It is 3 6 Stairs: Rats (Normal and Giant)
identical to room 28,filledwith boxes of all This 20' x 30' room has doorways in the
shapes and sizes. These boxes, however, Wandering monsters may include:
north and west walls, but no doors. A Kobolds
can be moved and opened, but they are all stairway leads down to Dungeon Level 2.
empty. All, that is, except for one, a large Beetles and Centipedes
Trash and rubble is scattered about the Gelatinous Cube
box at the bottom of one pile. Inside the floor, but nothing of value or interest re-
box is a zombie, which will stand and attack Undead (skeletons, zombies, ghouls)
mains. (If the zombies in room 35 are
with a sword if the box is opened. It Turned, they may be found here. If
surprises the character opening the box on Turned again, they will retreat to room 35 Dungeon Level Three
a roll of 1-4 (on Id6), gaining one free or room 37, depending on the location of
swing. the cleric Turning them.) This area is left entirely for you to design.
It should include the lair of Bargle (Cha-
1 ZOMBIE 3 7 Kobolds: otic magic-user Level 5-7) and his guards
(Charmed ogres), plus his wandering de-
Armor Class: 8 This room is 30' x 30', with doorways in coys (Living Crystal Statues dressed like
Hit Dice: 2 the west and south walls (but no doors). Bargle), and possibly some Dopplegangers
Move: 90' (30') The room contains some trash and rubble. as well.
Attacks: 1 sword Standing in the center of the room are 5
Damage: 1-8 You may also include a small tunnel
Save As: Fighter: 1 kobolds, who are looking around the dun- leading to a large cavern, the lair of a small
Morale: 12 dragon. Such a cavern should have a large
Hit points: 12 exit leading outside in the nearby moun-
Align: Chaotic 5 KOBOLDS
tains, and the dragon should not be part of
XP value: 20 Armor Class: the "normal" dungeon. You may make this
Hit Dice: cavern known to Bargle, and the dragon
The zombie will climb out of the box as it Move: 90' (30') might be a friend of his. The cavern could
Attacks: 1 sword
attacks. If Turned by a cleric, it will either Damage: 1-4 provide an escape route for Bargle if the
go to room 35 to join its comrades (if the Save As: Normal Man party is conquering the dungeon.
Turning cleric enters by the west door) or Morale: 8
to room 24 (if the cleric enters from the Hit points: 3 each
north). Align: Chaotic
There is nothing of value in this room. XP value: 5 each

11
Ending an adventure

Before any game begins, the DM and


players should set a time for the game to
end — and stick to it. An adventure might
end before that time (if the characters
become severely wounded, use up all their
spells, are fully loaded with treasure, etc.).
They may be allowed to "go home, rest a
day or two, and return" if time permits
further adventuring.
At the end of an adventure, you an-
nounce the total treasure found (and kept)
by the party, so the players can divide it.
The method of division should have been
decided before the adventure began. Some
methods are described in the PLAYERS'
MANUAL, on page 55.
While the players are dividing treasure,
you may spend the time calculating the
Experience Points earned during the ad-
venture. An electronic pocket calculator is
helpful.
You should have records of all the crea-
tures defeated by the party on an adven-
ture Record Sheet. If not, take a few
minutes to remember the creatures en-
countered. If necessary, ask the players to
remind you — and remember to keep a
record next time.
In each monster description, an "XP
value" is given. This is the number of
Experience Points to be awarded for each
monster of that type. Multiply the XP
value by the number of monsters defeated
to find the total XP award for that encoun-
ter. Note that a captured monster is
counted as "conquered" for XP awards, as a result of the XP earned in an adven- XP for Monsters
even if released. This does not occur often; ture, you should watch the roll made for
the monster must usually surrender (as the additional hit points. If the character is a The Experience Points for Monsters
result of a morale check) or be magically magic-user or elf, you should privately tell Table may be used to calculate the XP
caught (by a Hold Person or Web spell, for the player what additional spell is put into awards for monsters created by the DM, or
example) for this situation to arise. Mon- their spell book. If the character is a thief, for variations of the given monsters. The
sters that run away are not counted unless remind the player to change the Percent- XP awards in the monster descriptions are
they are caught or defeated later. age chances for the special abilities (PLAY- calculated using this chart. The Special
Add all the XP awards for all the en- ERS' MANUAL, page 44). Ability bonus is multiplied by the number
counters to find the total XP for the adven- A character cannot gain more than one of asterisks given with the monster's Hit
ture. Find the number of shares in the level of experience in one adventure. Be- Dice, and added to the Base XP value.
party. NPC retainers count as Vi share for ware if this occurs; it is a sign that you are
XP division; each character counts as a full giving out far too much treasure. If it does EXPERIENCE POINTS
share. Finally, divide the total XP by the occur, some XP should not be counted! FOR MONSTERS
number of snares to find the XP per share, The character's XP total stops just short of
the amount needed for the second level of Special
and announce that total. A retainer will get Monster's Base Ability
l
/2 the amount you announce. experience that would have been gained. Hit Dice XP value bonus
Remind the players to adjust that award
for high or low Prime Requisites ( + 5%, F.XAMP1<E. A beginning first level up to 1 5 1
Oghon <0 XP)findsa gem wrtb 10,000 1 10 3
+10%, or a penalty). They may ask you to 1+ 15 4
help calculate it. You should also remind gp during an adventure At ihe «nd of 2 20 5
them that they get 1 XP for each 1 gp of the adventure, thefighterhas 3,999 XP, 2+ 25 10
treasure. As treasure is divided by the jnd no more — m« xhorf of the 3 35 15
party, without your interference, they must amount needed tut 3rd le»eJ. Only one 3+ 50 25
knd of experience is gained Tht light- 4 75 50
make such calculations themselves. Their 4+ 125 75
bonus or penalty (for high or low PR score) er moves up fmrni first tevrt to *a.otid 5 175 125
also applies. fcvd. and roll* M« tor additional fait 5+ 225 175
punLs nnodif)ing (he result tor -Coti- 6 275 225
Gaining Levels stuuuot) IMMUS, if any). The «ata 5.001 6+ 350 300
XP (plus anv otttcr gdjnol during the 7 450 400
h «ire ru« remitted! 8 650 550
If any character gains a level of experience
12
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Procedures and rules

This section explains what you, the Dun- may respond to unfairness by refusing to (d) fantastic creatures (such as gargoyle,
geon Master, should do in several common play in your game. medusa, thoul, etc.)
game situations. The situations are listed in If a change of alignment occurs due to The human-like creatures in this set
alphabetical order, for easy reference. You the effects of a magic item (such as a Helm which are subject to Charm Person are:
should refer to these descriptions when- of Alignment Changing, or a curse), no High Intelligence: pixie, sprite.
ever the situations arise, until you are penalty should be applied. Take the player Average Intelligence: gnome, goblin,
familiar with the details of each. aside and explain the situation. A good hobgoblin, kobold, troglodyte.
The following situations covered are: player will cooperate, playing the new Low Intelligence: bugbear, gnoll, lizard
alignment well, resulting in more fun for man, neanderthal, ogre, ore.
Alignment Changes all. The original alignment should return
Arguments after a period of time (after the curse or Humans (including Bandits, Berserkers,
Blindness Helm is removed). and Normal Humans) and demi-humans
Charm Person spells (dwarves, elves, and halflings) may have
Clues Arguments Low, Average, or High Intelligence. If the
Complaints exact score has not been determined, you
Creating Characters If an argument starts during a game, stop may select or roll for an Intelligence score.
Deities the game for a moment. Listen to both Elves always have Average Intelligence or
Demi-Humans (special abilities) sides, and make a decision. Then continue better, and magic-users normally have
Dice the game as soon as possible. Do not allow High Intelligence. A score of 3-8 is Low,
Doors an argument to continue for long. Explain 9-12 is Average, and 13-18 is High.
Equipment not Listed that everyone is trying to have fun, and Some lycanthropes can be Charmed
Evasion and Pursuit that the argument can be settled after the when in human form, but this is nearly
Higher Level Spells game if necessary. useless. Only werewolves and wereboars
Hit Points (Low rolls) can be Charmed, and the Charm will auto-
Languages matically be broken when the creature
Listening Charm Person Spells assumes animal form!
Magic-User Spells
Mapping Whenever a magic-user or elf casts a
NOTE: Some other creatures given in the
Morale Charm Person spell, the player will ask you
EXPERT and COMPANION Sets may also
Multiple Characters for the effect. This spell will only affect
certain creatures. The beginning player be Charmed. They are listed in each set.
New Rules and Items
Questions will try it on many different monsters, and
Retainers learn its effects by trial and error. Clues
Sleep spells Generally, the creatures affected by a
Charm Person spell are those which are Beginning players often need help in
Thief Abilities learning to play. When running a game for
Timekeeping "normal" human, demi-human, or human-
like creatures, which have some sort of beginners, the DM should encourage them
Transferring Characters by saying such things as "Do you want to
Turning Undead society. You may decide the exact creatures
affected, or you may use the list below. search for secret doors?" or other sugges-
Once a victim fails the Saving Throw tions. This should not be continued once
the players have experience with the game,
Alignment Changes against the Charm, the creature will re-
but such clues can be very helpful to
main Charmed for at least 24 hours, and
Alignment is the way a player wants to play often longer. The victim may make a new beginners.
a character, either Lawful, Neutral, or Saving Throw to break the Charm after a You may wish to allow some "automatic
Chaotic. Sometimes a player forgets (or given duration. This duration is deter- success" situations to encourage the play-
ignores) the alignment of his character, mined by the victim's intelligence: ers. Those who never find secret doors will
and plays the adventurer incorrectly. You soon stop looking for them.
should talk privately with the player about High intelligence: 1 day When the players gain experience with
the problem, and encourage the proper Average intelligence: 1 week the game, they may start asking questions
play of alignment. Never .threaten or tease Low intelligence: 1 month like "Do we find any traces of passing
a player during a game; deal with the creatures?" or "We don't know which way
problem in private. EXAMPLE A hnhgohhu '.iveragt') ir- to go from here. Are there are clues?" You
If the problem continues after you have rnanis Charmed foi at least rate \tu& may offer descriptive information that
warned the player more than once, you Ai the end of tiiiit week. \nu niQ an- players will have to determine what it
may tell the player to change the alignment other Savinc Thnnt, tf <tuct'cs«tull thr means. For example, "some footprints lead
of the character to the different alignment Charm is broken, oiherwue, the off to the left, but you're not sure what
actually being played. A penalty may be holiijohliR lttiuims (.harmed tor an- made them." Such clues may help to steer
applied at this time, such as the loss of one ntlicr werk the party in the right direction within a
level of experience, a valued item, etc. dungeon. You may insert clues as part of
If you penalize alignment changes, you If you wish to make your own list, the the room descriptions.
should also reward good alignment play creatures which should not be affected by
(for example), by increasing experience this spell are
awarded, treasures or changing monsters (a) animals
to make them easier to defeat. (b) undead
Be sure that you are playing the align- (c) any creatures with 6 or more Hit
ments of monsters correctly! The players Dice
14
Procedures and rules

Clues should be given when the party is If a player wants a certain Class of realize that there is nothing there to find.
approaching a deadly area, especially on character but rolls another type, you may But if you roll — and possibly say the same
the first or second level of a dungeon. allow a switch. Just switch the scores of the things! — the players realize that the item
Clues, such as, awful smells or bones of Prime Requisite for the desired Class with might be there, still undiscovered.
earlier victims. Extreme danger with no the Prime Requisite for the rolled Class. For
warning is not very fair. example, a fighter is rolled, with 17 Strength Dwarves
Higher level characters are more accus- and 9 Intelligence, but the player wants to
tomed to great dangers, and deeper dun- have a magic-user. Just put the 9 in Because of their mining experience,
geon levels may indeed contain sudden- Strength, and the 17 in Intelligence. dwarves can sometimes recognize special
death situations. Vague or misleading clues Switching more than once should not be dungeon features made of stone or wood,
may be provided by treasure maps found allowed. And players are not allowed to such as
or purchased, or by slight hard-to-find decide; only a DM may switch Ability (1) sloping passages
indications in the dungeon areas. In gen- Scores. (2) shifting walls
eral, when the players become more expe- (3) new constructions
rienced, the clues may become fewer and Deities (4) traps
more subtle. The traps a dwarf can find are those
You may choose to add flavor to your involving large dungeon features, such as a
Complaints games by adding mythological deities. The falling ceiling, floor pit, and so forth. The
characters would be followers of such traps a dwarf may discover does not refer
If a player complains about the way you beings, and a cleric could serve a specific to all traps. For example, a dwarf would have
are handling something in the game, try to deity. However, all such activities are as- no chance at detecting a small dart trap on
listen to the objection. Be reasonable! If sumed, and should not influence play or a chest; this could be detectable only by a
the problem can be fixed by changing a change the rules in any way. No deity thief.
procedure, try to work out a reasonable would react to the actions of any individual Roll Id6. If the result of the roll is 1 or 2,
compromise. For example, if a player says character, nor offer any special help. the attempt is successful — if there is
"You keep killing characters with poison!", The deities of the game characters may anything there to find. The attempt takes
you might try using the optional damage be similar to the mythological gods and about 1 turn per area (up to about a 30' x
system for poison (page 24). goddesses of days long past. The ancient 30' area, or die DM's choice). You may
Be careful not to change rules that could Greeks, for example, worshipped many wish to change this to less or more time. If
overbalance the game in favor of the char- gods — Zeus, Apollo, Poseidon, and so the player says "I'll check for all those
acters. The game system is carefully bal- forth. According to legend, these gods dwarven things," remind the player that it
anced to provide fun for all while challeng- would grant favors to their worshippers, will take 4 turns (1 for each of the 4
ing the characters. and that is one way to explain the magic abilities), and ask the party if they want to
spells a cleric character can cast in the do anything while the dwarf is searching.
Some complaints may be caused by game. You may change this to 1 turn for all 4
greed. It should not be too easy to get The DM should be careful not to need- abilities if in a smaller area or single room.
treasure or experience; these things should lessly offend players, and current beliefs
be earned slowly, using the guidelines should be avoided.
given. Beware of the "giveaway game"! Elves
Your players may quickly become bored
with easy riches, and their characters will Demi-Humans An elf character has a special skill at find-
easily overpower most monsters. ing secret and hidden doors. This is be-
If you are not sure how to handle a All the demi-human classes have special cause elves have very keen sight. They
situation, just tell the players! Everyone has abilities. When the player wants the charac- have become more skilled at finding hid-
to learn, and learning a game like this can ter to use one of these abilities, you will be den things than are other characters.
be a slow process. Your players will under- asked for the result. The search for a secret door takes about
stand if you explain that you made a Whenever the character is searching for 1 turn for each 10' long section of wall (or
mistake. When you admit your mistakes something, the player must describe the floor or ceiling) being searched. An elf
and try to correct them, you and your exact area being searched. Each search discovers a secret door on a roll of 1 or 2 on
players will have a better game in the long takes about 1 turn. If a player says "My Id6, If the player says "I'll search the room
run. character is looking for . . ." and names for secret doors," figure out the total
one of die special abilities, roll Id6. You amount of time needed to search all the
should always roll, whether the item is room, and tell the player. The rest of the
Creating Characters actually there or not. If you merely reply party may wish to do odier things while the
"You don't find anything," the players will elf is searching.
When a newly created character has all low
scores, the player should discard it —
unless you, the DM, say that it should be
kept.
You should allow beginning players to DEMI-HUMAN SPECIAL ABILITY CHANCES
use characters they like! It's hard to have
fun playing when you are forced to use a Class Abilities Dice Success
poor character, with no score above 9 or Dwarf Find new construction, slope, shifting wall, stone trap Id6 1-2
two scores below 6. If the character is Elf Find secret doors Id6 1-2
reasonable, then the player should keep Halfling Hide indoors Id6 1-2
Hide outdoors ldlO 1-9
the character.
15
Procedures and rules

Halflings flanlagv1 — bill ignuri'i the u-sult. ;iml Secret Doors


•mnouuirs th.it )i points uf <l.itn.it;c
A halfling character has special skills at Merc dom*. Ihv ihai.iiici iirriMis.mil Any character may search for secret doors.
hiding. This is because of the halfling's the game (cuitmiic-s. The player must describe the exact area
small size and ability to "freeze," or hold being searched. This takes about 1 turn for
very still, not moving, for short periods of Ranges (low and high numbers, such as each 10' x 10' area searched. If a player
time. A halfling is also harder to hit when 1-6 and 2-20) are given throughout this says "My character will look for secret
attacked by any creature larger than man- booklet, most common in the MONSTERS doors," roll Id6. You should always roll,
sized. and TREASURES sections. The DM may whether a secret door is there or not, to
select any number given in the range for keep the players guessing. If there is a
Hiding Number Appearing, Damage, and so secret door and the result is a 1, the secret
forth, depending on the situation. The door has been found. Elves find secret
If a player says "My halfling will hide," you dice to roll for a random result may be doors with a roll of 1 or 2. Once a secret
should roll to see if the attempt is success- easily calculated from the given range. door has been found and its exact location
ful. If outdoors, roll ldlO. If the result is Some guidelines are: noted on a map, anyone reading that map
1-9, the attempt is successful. Only a roll of can find the secret door later (no roll
0 (10) will indicate failure to "freeze" prop- 1. If the first number is one, the second necessary). A secret or hidden door may
erly. The attempt at hiding assumes that gives the type of die to roll. Examples: not be opened until it has been found.
the character has crawled into some nearby 1-8 = Id8. 1-100 = d%.
underbrush, and is not merely standing
somewhere. 2. If the first number is two, two dice are Special Doors
In a dungeon, a halfling may attempt to (usually) used. If you divide the second
number in half, the type of dice is given. Some doors may be made to open only in
hide if some cover or shadow is nearby. one direction. Such doors may not be
Cover could be furniture (table, barrel, Examples: 2-8 = 2d4; 2-12 = 2d6;
2-24 = 2dl2. forced open from the wrong side, but will
etc.), a nearby corner or large niche, or open normally if a Knock spell is used
even another character (if the other char- 3. If the first number is more than two, it (from either side).
acter cooperates and does not move). If a may indicate the number of dice, by the
halfling tries to hide within a dungeon, roll method given above.
Id6. The attempt is successful if the result Equipment Not Listed
is 1 or 2. 4. If these methods do not identify the
type and number of dice, subtract 1 or Beginning players should not be allowed to
A halfling trying to hide will always purchase equipment other than the items
believe that he has succeeded, but only the more from each number. The re-
mainder will be a simple dice range. given on the list (PLAYERS' MANUAL,
DM knows for sure. Failure to hide might page 29) unless you decide otherwise. Al-
be revealed when a monster suddenly at- Examples: The range 3-13 is 1 more
than 2-12, so 3-13 = 2d6+l. 5-10 = lowing "invented" equipment can lead to
tacks. If a monster sees a halfling and problems, and should be avoided.
approaches the character, you may say "It ld6 + 4; 4-10 = 2d4 + 2.
In the D&D EXPERT rules, the players
seems to be coming right at you!" or some- have many more items to choose from,
thing similar. With a little practice, you will quickly
learn the combinations of dice for the including wagons, horses, boats, and more
Dodging given ranges. weapons. But those items should not be
allowed until you and the players are ready
In combat against creatures larger than Doors for them.
man-sized, halflings gain a bonus to their
Armor Class. Due to their small size and Doors are common in most dungeons. Evasion and Pursuit
skill at dodging, remember to penalize all Many doors are locked, and most doors are
attacks from creatures larger dian man- stuck. If locked, a door cannot be opened Monsters may try to run away from the
size by — 1. You may wish to ask the player until a thief unlocks it or until a magic-user characters, as determined by a morale check
to remind you each time. casts a Knock spell upon it. Any unlocked (page 19) or the DM's decision. The charac-
door can be easily opened by any monster. ters may try to run away from the mon-
Dice After a door is opened, it will usually slowly sters, a decision left to the players.
swing shut unless a spike is used to wedge When characters are either fleeing or
The dice included in this set are all you the door open or it is held open. chasing, no mapping is possible. The DM
need to play DUNGEONS & DRAGONS® should keep careful track of where the
games. Whenever two or more events Forcing Open Doors characters and monsters are each round.
could occur and a decision is needed, or Unmapped areas may be described very
whenever a variety of results is possible, If not locked, a stuck door can be forced generally, without accurate measurements.
dice may be used to randomly select a open by any character. If a player says "I'll It is quite possible for the characters to
result. Experienced Dungeon Masters may open the door," roll Id6. If the result is 5 or become lost, or to encounter other crea-
select results instead of rolling dice. 6, the door is successfully forced open. tures during the pursuit.
This roll should be modified by a charac-
EXAMPLE: A character with 3 hit ter's Strength score adjustment, but a roll Monsters Flee
points is hit by a monster with a normal of 6 should always open a stuck door.
sword (damage 1-8). Death could easily The attempt may be made once per When the monsters first start to run away,
result — through no fault of Lhe round per character. However, if the first ask the characters whether they want to
player's, merely a random result of the attempt fails, any monsters on the other pursue. If the answer is no, the monsters
Hit roll. To keep the character alive as side of the door cannot be surprised, hav- get away. If yes, the chase begins with the
long as possible, the DM rolls for ing heard the noise. monsters 1 round ahead of the party.
16
Procedures and rules

Find the monsters' movement rate per terest the monsters. Unintelligent mon- Explanation of
round to find the number of feet between sters may stop to eat dropped food, and Second Level Clerical Spells
the groups at the start of the pursuit. intelligent monsters may stop to pick up
Next, compare the movement rates of dropped treasure. If any character drops Bless*
the individual characters. Unarmored something which could cause the pursuing Range: Touch
characters will move faster than the others. monsters to stop, roll Id6. The monsters Duration: 6 turns
In this case, you should ask the players will stop, and give up pursuit, if the result Effect: All friends within 60'
whether they want their characters to stay is 1, 2, or 3.
with the party or to continue ahead of the Mindless or magical creatures, such as This spell raises the morale of all friendly
rest. Undead, Living Statues, and so forth, do creatures in range by +1, and gives a
Compare the movement rates of the not stop to pick up anything, and might bonus of +1 to all their Hit and Damage
fastest party members (or, if the party stays pursue characters for a very long time. rolls. It only affects those not yet in battle.
together, the rate of the slowest character)
to the movement rate of the fleeing mon- Length of Pursuit Hold Person
sters. If the monsters are faster, they will Range: 180'
get a\vay, unless trapped or stopped in If nothing is dropped to cause them to Duration: 9 turns
sbme way. If the characters are faster, they stop, monsters will pursue for any length Effect: 1-4 persons (cleric's choice)
will catch up to the monsters unless the of time, as determined by further reaction
monsters evade. The difference in move- checks. After each 5 rounds of pursuit, roll This spell will affect any human, demi-
ment rates is the number of feet the pursu- 2d6 and apply the same adjustments for human or human-like creature (such as
ing characters gain, per round, on the wounds as originally made ( - 2, 0, or + 2). bugbears, gnolls, gnomes, hobgoblins,
fleeing monsters. In addition, add +2 if the number of kobolds, lizard men, ogres, ores, pixies or
The fleeing monsters may stop tofightif monsters is greater than the number of sprites). It will not affect undead nor crea-
they see only one or two characters in characters. If the adjusted result is 9 or tures of 5 Hit Dice or more. The victim(s)
pursuit (though the others may arrive greater, the monsters will continue to pur- must make a Saving Throw vs. Spells or be
shortly thereafter). You may simply decide, sue (or search for) the characters. How- paralyzed.
based on the situation, or make a reaction ever, monsters will usually give up pursuit This spell may be cast either at a single
roll to determine the monsters' actions. after 1-2 hours if the party has not been creature or at a group. If cast at a single
If the monsters are familiar with the found, and will rarely continue searching creature, that victim must make a Saving
area (have a lair nearby), they may be able longer than a day (8 hours) unless some Throw vs. Spells with a - 2 penalty to the
to evade the party by rapidly turning cor- valuable item was stolen by the characters. die roll. If cast at a group, it may affect up
ners, closing doors behind them, and so to 4 creatures, but no penalties apply to the
forth. The DM must decide whether the Higher Level Spells Saving Throws.
evasion is successful, as determined by die
situation. The following spells are only for the DM's Silence 15' Radius
use when developing NPCs of an experi- Range: 180'
Characters Flee ence level higher than 3rd. The spells Duration: 12 turns
given are not the only spells of these Effect: A spherical volume 30' across
If the party runs away from the monsters, higher levels. A full list of higher level
the monsters may decide to pursue them. spells is given in the D&D EXPERT SET. This spell will make the given area totally
Make a reaction roll (2d6), adjusting the For now, the DM should use these as the quiet. Conversation and spells in this area
roll as follows: only higher level spells available to NPCs. will be prevented for the duration of the
Higher level spell casters will never go spell. This spell does not prevent a person
- 2 if any monsters have been slain. within the area from hearing noises made
+ 2 if no monsters have been hit. on adventures with player characters. They
may be encountered as part of an NPC outside die area. If cast at a creature, die
+ 3 if the monsters are hunting the party, but make very dangerous enemies, victim must make a Saving Throw vs.
characters. and should rarely be used. Spells, or the silence will move along with
No adjustment if any monster has been the victim! If the Saving Throw is success-
hit but not slain. These spells might also be found on
magical scrolls (treasure). The DM should ful, the spell will remain in the area to
be very careful when allowing this, as lower which it was cast, and the intended victim
If the adjusted result is 9 or greater, the may move away from it.
monsters will pursue. Compare the move- level characters should not become as
ment rates of each group. The characters powerful as these spells permit.
HIGH LEVEL MAGIC-USERS
have a one-round "head start," as de- AND ELVES
scribed under "Monsters Flee."
If the party is faster, they automatically Level Spells
HIGH LEVEL CLERICS
evade the monsters unless they are Level Spells 4 2 First Level, 2 Second Level
stopped or trapped (or unless they stop too 5 2 First Level, 2 Second Level,
soon; see Length of Pursuit, below). If the 4 2 First level, 1 Second level 1 Third Level
monsters are faster, they will catch the 5 2 First level, 2 Second level 6 2 First Level, 2 Second Level,
2 Third Level
party.
Second Level Cleric Spells Third Level Magic-user Spells
Delaying Pursuit
1. Bless* 1. Dispel Magic
The party can slow down pursuing mon- 2. Hold Person 2. Fire Ball
3. Silence 15' radius Fly
sters by dropping things which might in-
17
Procedures and rules

Dispel Magic a. No — all characters must start with the If any player says "I'll listen for noises,"
Range: 120' hit points rolled. roll Id6. You should always roll, whether or
Duration: permanent b. If the result was 1 or 2, roll again. (You not there is anything to hear, to keep the
Effect: A volume 20' x 20' x 20' might choose not to apply this to magic- players guessing. If the result is a 1 (1-2 for
users or thieves, who would roll 1-2 a dwarf, elf or halfling), any noise being
This spell will automatically destroy other more often than others, as they use made is heard, if conditions permit success.
spell effects within the given volume. It Id4.) A 1st or 2nd level thief has the same
cannot affect magic items, but will remove c. Don't roll — all characters start with chances to Hear Noise as a demi-human.
any spell effect created by a magic-user, elf, maximum hit points for their class, plus As more levels are gained, the thief be-
or cleric of a level equal to lower than the Constitution bonus, if any. (A fighter or comes more expert at hearing noise.
spell caster. It may fail to remove magical dwarf starts with 8, a thief and magic-
effects created by a higher level caster. This user with 4, others with 6 hp.) Roll for Giving Magic-Users Spells
chance of failure is 5% per level of dif- hit points normally starting with 2nd
ference between the spell casters. A mon- level. When a player starts a magic-user or elf
ster's level is its Hit Dice, ignoring any character, the player will ask you what
"plusses." For example, a 5th level elf trying Languages spells the character has in the spell book.
to dispel a Charm Person cast by a 7th level The magic-user's teacher is a higher level
magic-user has a 10% chance of failure. A human character with Intelligence of 13 NPC magic-user, and the spells come from
or more knows how to speak and write the teacher. The "spell book" assumed in
Fire Ball additional languages. You, the DM, must the game can simply be a list of spells kept
Range: 240' decide what languages are available. on the character sheet. You may play the
Duration: instantaneous In most D&D games, there are about 20 role of the teacher if you wish, but this may
Effect: A spherical volume 40' across different languages used by monsters and also be assumed.
characters. You may select languages from This system for spells allows you, the
This spell creates a missile of fire which the List of Common Languages, or you DM, to keep control of the spells used in
explodes into a ball of fire of 20' radius may allow the player to choose. Or if you die game. For example, you may wish to
when it reaches the desired range or strikes wish, you can make up more language avoid Charm Person spells. You can avoid
a target. The Fire Ball inflicts 1-6 (Id6) names if you think they will be used in it simply by not giving it to the characters.
points of fire damage for each level of the your games. (It is not necessary to actually The first spell given should always be
spell caster. Each victim within the area of make up the languages themselves!) For Read Magic. This allows the character to
effect takes full damage unless a Saving example, if you read the "Monsters" sec- read scrolls found, and would be a basic
Throw vs. Spells is made. Even if the tion carefully, you will discover that a Rock part of the character's training.
Saving Throw is successful, the victims take Baboon communicates with simple The second spell given to a beginning
half the rolled damage. For example, a Fire screams, and you may decide to allow this magic-user character should be fairly
Ball cast by a 6th level magic-user explodes "language" for player characters. Remem- powerful. You should avoid giving Detect
for 6-36 (6d6) points of damage. If the ber that the Undead do not have lan- Magic, Light, or Protection From Evil as
total roll is 24, all within the area who make guages. the second spell, as these are nearly the
their Saving Throws take 12 points of fire same as the cleric versions (easily acquired
damage. by a 2nd or higher level cleric).
LIST OF COMMON LANGUAGES
You may give any "second spell" to a
Fly 1. Bugbear 11. Harpy beginning elf character. The elf's many
Range: Touch 2. Doppleganger 12. Hobgoblin talents keep that character class balanced
Duration: Id6 turns +1 turn per level of 3. Dragon 13. Kobold with the others, whatever spells are known.
the spell caster 4. Dwarf 14. Lizard Man The player of an elf can feel useful in
5. Elf 15. Medusa
Effect: Any one living creature 6. Gargoyle 16. Minotaur many ways; the spell is an additional
7. Gnoll 17. Ogre or Giant bonus, not the character's only specialty. A
This spell allows the caster (or a person 8. Gnome 18. Ore magic-user character is different. The
touched) to fly. The spell will permit move- 9. Goblin 19. Pixie magic-user has only one specialty — spells
ment in any direction and at any speed up 10. Halfling 20. Other human — and suffers from low hit points, poor
to 120' per round. It will also allow the tongue Armor Class, and severe weapon restric-
person to stop at any point (as a Levitate tions.
spell). The person the spell is cast on has Listening For magic-user characters, good "second
control over the flying. The exact duration spells" are Charm Person, Magic Missile,
is not known to anyone but the Dungeon Sleep (all useful attack-type spells), and
Master. For example, a 5th level elf may fly, Any character may listen for noises. This Shield (a valuable protection).
using this spell, for 6-11 (ld6 + 5) turns. occurs most often at doors, but may occur
anywhere. When an attempt at listening is
made, the area must be quiet to result in
Hit Points any success. At a door by a waterfall, for
example, listening is nearly impossible. If
A player who rolls a low number of hit the area is quiet, all the characters must
points for a beginning character may ask also be quiet to have any success. This
"Can I roll again?" means that everyone must stop and wait
There are three possible answers. What- while one or more characters listen, be-
ever system you use, apply it to all the cause armor, weapons, and other items
players fairly. make noise when moving.
18
Procedures and rules

The Floating Disc, Hold Portal, read 3. Set a standard description at the start of For all Morale Scores from 3 to 11, a
Languages, and Ventriloquism spells are the adventure for corridors, rooms, Morale Check is made twice after Combat
useful; however, the player of a beginning walls, and other typical features. For begins. For a single creature encountered
magic-user may feel useless in an adven- example, if you start by saying "A stan- alone, a Morale Check is made:
ture if "miscellaneous" spells (which in- dard corridor is 10' wide and 10' high,"
cludes Read Magic) are the only ones you can simply say "standard corridor" 1. When the creature is first hit (taking 1
known. These spells make good "third instead of describing it each time. Stan- or more hit points of damage)
spells," when the character reaches second dard walls might be "made of stone 2. When the creature is reduced to 3Vt of
level. blocks, each 2' long and 1' tall, mor- its starting hit points (damaged for /4 or
You may wish to give one spell to one tared on all sides," and no further wall more)
beginning magic-user and a different spell description is needed unless it differs 3. Groups of creatures, a Morale Check is
to another beginner. This increases the from the Standard. made for the entire group:
number of different spells available to a 4. When you design your own dungeons, 1. When the first death on either side
party. However, be sure to give spells fairly. use straight corridors and square rooms occurs (either a monster or charac-
Try to give one powerful spell to each, to at first. You may try other shapes and ter)
avoid complaints of unfairness. twisty corridors when you and the play- 2. When half of the monsters are not
ers are more experienced — but even free to act — killed, magically asleep
Lost Spell Books then, it will still slow down the game. or controlled, etc.

If a magic-user or elf character loses a spell Retainer's Morale


Morale (Optional)
book, the character has a big problem.
Nobody would allow the character to use a A retainer's morale is determined by the
Morale is a measure of a creature's cour- employer's Charisma score, and is not
borrowed book, and without a book the age, loyalty, and high spirits. It is optional
character has no spells to memorize! You checked for every situation occurring in
in your first games. The beginning Dun- the description above. Instead, a retainer's
should always offer some method for the geon Master should not use Morale until all
character to find a lost book or gain a new morale is only checked during an adven-
the other game mechanics have been ture if:
one. This should not be easy; it may in- learned. Morale should be added after
volve paying a large sum of money (or an everyone, both DM and players, has par-
unbreakable promise to pay in the future), 1. The employer orders the retainer to
ticipated in 2 or more group games. endanger himself (or herself) while die
a special service or journey, dangerous
adventure, or some other method. Re- In combat, any creature may try to run party is in less danger; or —
member that the character is heavily penal- away or surrender. A character may do 2. The retainer is damaged, and down to
ized by die loss of the book, and the player this, but this is the decision of the player. V* of die original hit points or less
will probably not have much fun until it is No PC can be forced to surrender or run if (damaged for % or more).
recovered. the player doesn't want to.
To determine whether an NPC or mon- Adjustments to the Morale Check
ster wants to surrender or run away, the
Mapping DM uses the creature's Morale Score, given The DM may decide to adjust a Morale
with die monster's description. Good Mo- Check by a penatly of +2 or +1, no
Mapping a dungeon is one of the biggest rale (a high score) indicates a willingness to adjustment, or a bonus of — 1 or - 2. For
problems for beginning players. You can keep fighting; bad Morale (a low score) example, if the monsters have slain a PC, a
make it easier by following some simple means that the creature may panic and try Morale Check is made, but widi a bonus to
guidelines: to get away from combat. The Morale the roll; if no monsters have been killed, a
Score is used when the DM Checks Morale — 2 bonus is applied, or - 1 if they have
at certain times, by rolling dice. lost one or more of their group at the same
1. Describe areas clearly and accurately. If
you make a mistake, tell the players time. If die party is using a lot of magic
right away, and make necessary correc- How to Check Morale against the monsters, the Morale may be
tions. penalized, due to fear.
2. Use die same terms in descriptions, and When a Morale Check is necessary, the DM
try to describe room details (size of the rolls 2d6: Results of the Morale Check
room, exits, creatures, other contents) If the result is greater than the creatures'
in the same order each time. If the Morale Score, the creatures will try to stop If a creature (or creatures) fail to make die
players become familiar with certain the fight or get away from it. Morale Check, it (or they) will try to get
often-used terms, they can map more If the result is less than or equal to die away from the battle. This could be a
easily. Some common terms for corri- Morale Score, the creatures will continue Retreat or Fighting Withdrawal (see the
dors are: to fight. Additional Rules section of the PLAYERS'
MANUAL) or, if neither of those is possi-
Side passage (or Sideroad): A cor- ble, a Surrender. If an intelligent creature
ridor branches off to one side, but When to Check Morale Surrenders, it will usually offer treasure
the main corridor continues. (from its lair or friends) as payment for its
Four-way Intersection: Corridors A Morale Check is not made for any crea- life.
branch off to both sides of the main ture widi a Morale Score of 2 or 12. A
corridor. Morale of 2 means that the creature will
T-Intersection: The main corridor not fight. A score of 12 means that the
ends at an intersection where corri- creature will not quit, once it has begun to
dors continue left and right. fight.
19
Procedures and rules

Surrender: Though a creature may offer and so forth. This is not recommended for ready to go. Make up a retainer sheet, and
to surrender, the opponent (whether mon- beginners. The entire game system is care- start the game.
ster or character!) does not have to accept fully balanced, and a too-powerful item is If you AND THE PLAYERS decide to
the offer, nor even stop fighting long very hard to get rid of, once it has been put make the finding and hiring of retainers
enough to listen. The DM should play the into the game. When you start to include part of the game, you should be ready for
role of a surrendering monster with care; your own creations, make them similar to the following situations:
remember that even non-intelligent crea- the things in this book, at first. Magic items
tures will usually act reasonably and run usually have charges, monsters and charac- 1. The character will search for retainers.
from hopeless battles. ter classes all have strengths and weak- You should be ready to describe the
nesses, and spells have definite uses, di- "local tavern" in town, or some other
Multiple Characters vided between the two types. More items location where retainers can be found.
are also given in the EXPERT and COM- 2. Many "Normal Men," unsuited for ad-
You should not allow beginning players to PANION Sets. venture, would apply for the job.
play more than one character at the same Among them should be one or more 1st
time. It can be hard enough to play the Questions level NPCs of the types sought. The
role of one character; two or more can be details of the Normal Men need not be
very confusing. However, when the players If you don't understand how something is specified, but you should be ready to
are more experienced, you may consider done in the game, look carefully for the describe them generally if the player
this as an optional system. rules. Many answers can be found by re- asks.
If you have two towns in your fantasy viewing all the rules after playing a few 3. The details of the NPC hired may be
game world, you may allow each player to games. made up, instead of rolled. You can
have a character in each town. This can be Some of your remaining questions are assume that an NPC fighter would have
more interesting, and allows the players to answered in the D&D EXPERT Set, which above-average Strength, for example.
try different classes. gives rules for outdoor adventuring, NPC Personality traits, such as "miserly" or
specialists (such as Armorer and Spy), and "hates elves") can add flavor to a game,
many other situations. and help make the NPC memorable —
New Rules and Items and more fun for all.
You may also find answers from other
During the play of the game, a player will more experienced players in your area.
eventually try something not explained in Millions of people play D&D games, and Retainer Reactions
these rules. you may find others at hobby shops,
If a character wants to do something that schools, libraries, and other places. When the rate of pay is offered and the job
could be based on an Ability Score, a test of If you can't find an answer to your described, you should roll 2d6 to see if the
that score could be used. For example, if a questions, you may write to the creators of retainer accepts the job. You may adjust
huge boulder blocks the corridor and a the DUNGEONS & DRAGONS game. the roll by + 1 for good pay, or by - 1 for a
Fighter says "I'll try to move it," this action Please enclose a self-addressed stamped en- poor offer. Charisma adjustments should
is based on Strength. Two ways a DM velope, and print or type all your questions. also apply.
might decide to handle this are: Send them to: If the characters are too poor to afford
D&D BASIC Questions the proper pay of a retainer, you may allow
1. If the Strength score or less is rolled on TSR Hobbies, Inc. the retainer to accept a half-share of treas-
ld20, the attempt succeeds. Penalties P.O. Box 756 ure found. With such an offer, add 3 to the
for heavier objects are decided by the Lake Geneva, WI 53147 following die roll.
DM by adding a number to the roll.
2. If the Strength score or less is rolled on Retainers RETAINER REACTION TABLE
3d6, the attempt succeeds. More or Dice Retainer
different dice are used for heavier ob- Be sure you are familiar with the rules for Roll Reaction
jects (4d6, 5d4, 3d8, 5d6, and so forth). retainers (PLAYERS' MANUAL, page 62). 2 Refuse, insulted*
If there are 3 or more players, no retainers 3-5 Refuse
Be sure to write down any rules you create, should be needed. However, if only I or 2 6-8 Roll again
and apply them fairly to everyone. players are available, many dungeons may 9-11 Accept
These are only suggestions; you are free be too difficult for their characters alone, 12 Accept, impressed**
to make up any reasonable rules and apply and you may allow them to find and hire
them as needed. However, remember that retainers. *Insulted: Reactions of other potential
more rules are given in the D&D EXPERT This will only be necessary if there are retainers in the area are penalized by —1.
**Impressed: Retainers morale is high,
set, and even more in the COMPANION very few players and if the player charac- for +1 bonus.
and MASTERS sets. If you create a rule ters are not powerful enough to do well on
and then find a different rule for the their own. Fighter characters can usually
situation in one of these sets, the rule do well alone, as can clerics, dwarves, elves, Retainer Morale
should be changed to the official one. Just and halflings.
tell the players that there is a change, to be First and foremost — if you want the The morale of a retainer is a measure of
fair to them. characters to take one or two retainers, go the NPCs willingness to follow the PC in
ahead and do it. Don't worry about the the face of danger. If the morale score is a
New Items and Monsters retainer reactions, pay rates, or other de- high number (good morale), the retainer
tails. Assume that a retainer (or more if will stand fast, but if it is a low number (bad
Experienced Dungeon Masters often make you wish) has been found, hired for a price morale), the NPC may run away in a
up their own monsters, treasures, spells, (just tell the player the amount), and is dangerous situation. The morale score is
20
Procedures and rules

determined by the employing character's


Charisma score (PLAYERS' MANUAL, p g e
Ask the player what the Percentage Turning Undead
chance is for the skill used. If you keep
51). It may be adjusted due to PC actions, records of the characters (in addition to the Whenever a cleric character tries to Turn
rewards, and so forth. Retainer morale character sheets — such as index cards), be undead monsters, the player will roll 2d6
should be checked after each adventure, and sure that the thief's percentages are in and compare the total to the Turn Undead
may be checked during adventures. your records. Roll the Percentage dice. If chart (PLAYERS' MANUAL, page 25). If
Morale is an optional rule, fully ex- the result is less than or equal to the chance the attempt at Turning the undead is suc-
plained on page 19. Retainers should not of success given, the attempt succeeds. cessful, the player will then ask you how
be used without also using the Morale A failed attempt will often simply have many monsters are affected.
rules. no result. The thief will know, for example, To determine the number at random,
that the lock has not been opened, that no roll 2d6. The result is the number of Hit
Sleep Spells traps were found, that the wall was not Dice of Undead affected. An easy refer-
climbed, and so forth. However, a failed ence chart is given.
Whenever a magic-user or elf casts a sleep attempt at Remove Traps may set off the
spell, the player will ask you for the effect. trap (DM's decision), or may leave it to be Optional: You may decide on the number
This powerful spell will affect any "nor- triggered when a certain action occurs of Undead Turned, without rolling, if de-
mal" creature with 4 + 1 Hit Dice or less. (opening the chest or door, lifting the item, sired. For example, you may place 15 skel-
There is no Saving Throw against its etc.). etons in an area, and give the cleric an
effects. Undead are not affected, nor are
Attempts to Move Silently or Hide in automatic maximum (12) Turned, leaving
magical or fantastic creatures (such as
Shadows will always seem successful to the 3 for the party to fight.
gargoyle, medusa, etc.).
To randomly determine the number of thief. Only the DM knows for sure, based
creatures affected, roll 2d8. The result is on the result of the roll. (Optional)
You may decide on any result without Undead Hit Dice Maximum
the number of Hit Dice affected. Ignore Monster each Turned
any additions or subtractions to the Hit rolling. For example, if a party is being
Dice, and use the first Hit Dice number chased by an unbeatable monster and a Skeleton 1 12
locked door stands between them and the Zombie 2 6
alone. For example, Lizard Men (2 + 1 Hit Ghoul 2 6
Dice each) are treated as 2 Hit Dice crea- exit, you may automatically allow an Open
Locks attempt to succeed, to make the Wight 3 4
tures. Goblins (1-1 Hit Dice) are treated as Wraith* 4 3
game more fun by allowing the party to Mummy* 5+1 2
1 Hit Die each.
escape — possibly after fighting the crea-
A victim cannot be "partially asleep." For
ture for a short time.
example, the spell is used against 5 Tiger *These monsters are explained in the D&D
Beetles (3 + 1 Hit Dice). You roll 14 (on EXPERT Set. They cannot be Turned by low
2d8). Four of the monsters fall asleep, Timekeeping level clerics, but are included here for use with
while the fifth attacks the party. The "extra higher level cleric NPCs.
You should keep a careful record of the
2 Hit Dice" rolled are not used. time used by characters during an adven- Higher Level Clerics vs. Undead
If cast at a mixed group of creatures, the ture. Many spells have given durations,
spell will affect the smallest ones first. Cleric
movement is based on time, and your rolls Level Wight Wraith Mummy
Example: The spell is cast at a group of 3 for Wandering Monsters are based on
bugbears (3 + 1 HD) and 2 ogres (4 + 1 time. You may simply, make notes on the 3 9 11
HD). You roll 12 on 2d8. All three bug- time used during an adventure, or you can 4 7 9 11
bears fall asleep, but the ogres are not 5 T 7 9
create a system (check marks, boxes to 6 T T 7
affected. cross off, etc.) for keeping track. 7 T T T
Optional: If you wish, you may select the
number affected instead of rolling dice. For Transferring Characters A wraith looks like a shadow which flies,
example, you might place 7 Carrion
Crawlers (3 + 1 Hit Dice) in a room and A player may come to your game with a and drains levels as a wight. A mummy
allow a maximum (5) to be affected by this character created somewhere else. If this does not drain levels.
spell, leaving 2 for the party to fight. occurs, examine the character sheet care- A monster cannot be "partially Turned."
fully. In general, you may allow the charac- For example: A cleric Turns some wights (3
Thief Abilities ter to "transfer" into your game unless: HD each), and your roll is 8 (on 2d6). Two
(a) it is of a higher level than the other wights (6 Hit Dice) run away; the 2 "extra"
All DMs should be familiar with the special characters in the game Hit Dice are not used.
abilities of thieves. If you are not, turn to (b) more or better magic items are If an attempt at Turning Undead is
page 44 of the PLAYERS' MANUAL and owned than by other characters successful and more Undead remain, die
read the descriptions. Most dungeon de- (c) if the money owned is more than cleric may Turn them again. Once a failure
signs include several traps for only thieves 50% greater than the amount owned to Turn occurs, further attempts by that
to (hopefully) find and remove, locks for by any other character in your game. cleric will have no effect.
them to open, and sheer walls for their The Turned monsters will leave the
special climbing skills. Any one of these problems may be cor- area, but may return. They will stay away
When a player says "My mief character will rected, simply by changing the details on for 1-10 rounds (roll or choose a time).
try to . . . " and names one of these abilities, the character sheet. But if allowed to re- After the Turning "wears off," you may
you must roll to determine the success of main unchanged, any one of them can decide whether the monsters return, or
the attempt. Hear Noise is checked by ruin your game! If any changes are neces- make a Reaction roll. If the result of the
rolling ldo; all the other abilities are sary, you should talk about them with die roll is 8 or more, the undead return.
checked by rolling Percentage dice (d%). player, in private, before the game.

21
Monsters

General Notes EXAMPLES: A Fire B m l e has 1 + 2 Hit


Dice; it has $-H> hit points (idS+2). A
If a monster is encountered on an upper
(easier) level of the dungeon, the number
Many types of monsters are listed on the Bugbear fcaj S + l Hll »«*;•» bat 4-25 encountered should be less than the number
following pages in alphabetical order. Mon- CSdS+libiijwvwt AGobSaiasJ-I Hit given. For example: Gnolls have 2 Hit Dice;
sters may be friendly or unfriendly, wild or Dice; it has 1-7 (M8-1) hit points, When they are second level monsters. On dun-
tame, normal animals or fantastic. The DM rolling for a Goblin's hit points, a result geon level 2, 1-6 (Id6) should be encoun-
uses these monsters as the friends and op- of 1 OR 2 would indicate I hit point. tered (the number given in the description).
ponents of the player characters. However, on dungeon level one, the num-
Infravision
Dungeon Levels ber should be less; 1-4 (Id4) might be found.
If a monster is encountered on a lower
Dungeons are often more than just a few dungeon level than its Hit Dice, the number
Many non-human monsters have infravi- caves. In your first group adventure, the appearing should be more than the number
sion, in addition to normal sight. Infravision ruins of a castle were explored. The cellar given. For example: On dungeon level three,
is the ability to see 60' in the dark by seeing below that floor of the castle is left for you 2-8 (2d4) gnolls might be encountered. On
heat (and the lack of it). Normal and magi- to fill with monsters and treasures. This is level 4, 2-12 (2d6) might be encountered —
cal light makes infravision useless. Fire and called the "second level" of the dungeon. or more.
other heat sources can interfere with in- The least dangerous (easiest) level of a The DM may change the number appear-
fravision, much as a bright flash can inter- dungeon is always called the "first level" of ing as desired. These guidelines are not
fere with normal vision for a short time. the dungeon, or "dungeon level one." A rules, but are offered to help in creating
To infravision, warm things seem red, dungeon may be any number of levels deep. good, fair dungeons. If low level characters
and cold things seem blue. For example, a In general, the deeper you explore in a encounter tough monsters on the first and
party of characters hiding in darkness could dungeon, the more dangerous it becomes. second levels of a dungeon, they might be
be seen as a group of reddish shapes. Some Tougher (higher level) monsters are dis- overpowered. Even using these guidelines,
bodies would seem a faint pink (armor), covered — but the treasures should also be they might encounter dangerous monsters,
while others — an unarmored magic-user, larger. Dungeon levels and designs are ex- but in very small numbers. For example,
for example — would be a brighter red. A plained in more detail on pages 47 - 48. The Number Appearing for Bugbears is 2-8
cold pool of water would seem a deep blue (2d4). Eight Bugbears can destroy a low-
color. Even an item or creature which is the level party; using these guidelines, only 1-3
same temperature as the surrounding air Monster Levels should be encountered on dungeon level
(such as a table or a skeleton) can be dimly
seen with infravision. A monster with 1 Hit Die is called a "first
Note that a character (such as a thief of level" monster. A monster with 2 Hit Dice is
halfling) in complete darkness cannot hide a "second level" monster, and so forth. Any
"plusses" are ignored; for example, "2 + 1"
Reactions
from a monster with infravision. Some light
source must be nearby to interfere with the Hit Dice are treated simply as "2" for this Monsters may have nearly any reaction to
monster's infravision, while casting shadows purpose. the appearance of a party, unless the mon-
in which the character could hide. Monsters are encountered most often on ster description says otherwise. To find the
the dungeon level equal to their level. For monsters' reactions, roll 2d6 and find the
example: A Goblin has 1-1 Hit Dice; it is a total on the left side of the Monster Reac-
Hit Dice first level monster. tion Chart. Use the chart to find the mon-
A monster's size and "toughness" is mea- Therefore, most of the Goblins encoun- sters' actions and any further rolls needed.
sured by its hit points. A monster's hit tered by a party will be found on the first
points are determined by rolling eight-sided level of a dungeon. Goblins will be encoun- MONSTER REACTION CHART
dice. The number of dice used to determine tered less frequently on other levels of a
dungeon. First
the monster's hit points is called the mon- Roll Reaction
ster's "Hit Dice." If encountered elsewhere in a dungeon,
The more Hit Dice a monster has, the the difference between the monster's level 2 Immediate Attack
bigger and tougher it is, and the more XP and the dungeon level is usually no more 3-5 Possible attack, roll again*:
(experience points) it is worth. than 2. 2-8 Attack
9-12 Uncertain, roll again*:
EXAMPLES A skeleton has 1 « i t Die; it KXAMPIIA. Gobhn\ ha\c 1-1 Hit Dm 2-5 Attack
Ihi*v aie most romnumlv found on the 6-8 Leave
has 1-f* (MB) fan points. A Runt McxiMrr 9-12 Friendly
has •> Hit Dice; it hM 5-40 (5d»> hit lit Ifvrl of & duDKcou, but aic ijie\\
pninn * red draunti has I« Hit Dice, it found auv deeper than k \ U thrct. Bug- 6-8 Uncertain, roll again*:
has W-W (lGd8.hu points lied! <• \u\e 3 + 1 Hit Dice Flit-v *i< RIONI 2-5 Attack
o h m (mind on dungeon Icul 3, hut nui 6-8 Negotiate, roll again*:
2-5 Attack
'Mlllllllll* ill! Ill Dl I III 1 I I i 1111 _• bt t-nmunteml on level 1 Ihev are 6-8 Leave
penalty included, as a minus or plus num- idicK found lower than (luugcrm lr\rl "i 9-12 Friendly
ber. This makes some monsters a little more 9-12 Friendly
or less powerful than their Hit Dice would Number of Monsters 9-11 Possibly friendly, roll again*:
indicate. 2-5 Uncertain, roll again*:
This number is added to or subtracted The number of monsters normally encoun- 2-5 Attack
from the total hit points rolled on all the Hit 6-8 Leave
tered is given in each monster description as 9-12 Friendly
Dice. For example, 2 + 1 Hit Dice means "the "Number Appearing." These numbers are 6-12 Friendly
total of two eight-sided dice, plus one used when the monster's level is equal to the 12 Immediately Friendly
point," or 3-17 hit points. In monster de- dungeon level. The Number Appearing
scriptions, the Hit Dice may be listed as 1-1 should be adjusted if the monster's level is
("one minus one"), 1 + 2,3 + 1, and so forth. different from the dungeon level on which *Wait 1 or more rounds, and consider character
actions, the speaker's Charisma, and the overall
Every creature has at least 1 hit point, they are encountered. The following guide- situation before rolling again (as explained be-
regardless of any subtractions. line should be used: low).

22
Monsters

Character Actions wants to get killed, and if the party looks or rolls and damage rolls are made the same
acts fierce, many creatures can be scared way for both monsters and characters. The
The actions of the PCs may affect the mon- away or forced to surrender — although Monsters' Hit Table, however, is different.
sters' reactions. The characters may talk large and tough monsters probably won't In general, the bigger or tougher the mon-
(negotiate), or may use hand motions if the scare very easily. ster, the easier it hits.
creatures don't understand the PC lan- You may find more information on the To find the Hit Roll needed by an attack-
guages. Your Reaction Roll may include an reactions and behavior of animals and other ing monster, find the monster's Hit Dice
adjustment to account for the actions of the "normal" monsters at your local library. (always given in the description) on the
characters. Adjustments from PC actions chart. The Hit Chart for that monster is the
could be a - 2 or - 1 penalty, or a + 1 or + 2
bonus, or no adjustment. Combat line of numbers next to the Hit Dice. Part of
the chart is given here; the entire chart is
Running a monster in combat is usually given on page 49, for easy reference.
Effects of Charisma
easier than running a player character. Hit
If the monster or NPC encountered can
understand what is said by the PCs, the MONSTERS' HIT TABLES
bonus or penalty due to Charisma is applied Monster's Defender's Armor Class
to the result, in addition to bonuses or penal- Hit Dice 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5
ties due to Charnrtri \i tions
up to 1 10 11 12 13 14 15 16 17 18 19 ?0 20 20 20 20
1+ to 2 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20
2+ to 3 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20
3+ to 4 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20

Saving Throws sion. Some forms of "blindness" do not


involve sight! The bat and giant shrew, for
When a character casts a magic spell at a example, "see" using sound, and may be
monster, the creature has a chance to avoid "blinded" by the cleric spell Silence 15'
the effects, just as characters do. Similarly, radius. The rule given is simply "the victim
monsters have the same types of Saving of blindness may not move or attack." How-
Throws as characters — vs. Death Ray or ever, you may use the following optional
Poison, Magic Wands, and so forth. system if desired.
Monsters' Saving Throws are found on A blinded creature may attack, but with a
Negotiation the Characters' Saving Throw Charts. In - 4 penalty on all Hit rolls. Anyone attack-
every monster description, a Character ing a blinded creature gains a + 4 bonus to
Uncertain monsters may try to talk or Ne- Class and Level will be given for the DM to all Hit rolls, since the victim cannot properly
gotiate. If they can communicate somehow, find the creature's Saving Throw. This is defend itself. A blinded creature may move
through words or hand motions, the mon- noted as "Save As: . . . " A full chart is given at xh normal speed, or up to % normal
sters may suggest that some sort of agree- on page 49, for easy reference. speed if guided or led.
ment be made. In general, monsters make Saving A character cannot normally attack an
For example, a monster might fear the Throws as the character type to which they invisible opponent. However, if the magic-
party, and offer to pay them if they will go are the most similar. Unintelligent monsters user spell Detect Invisible is used, the caster
away! In exchange for its friendship, a make Saving Throws as if Fighters of a level may guide others, by words or actions,
hungry creature might ask for food. (A equal to one-half of their Hit Dice. making attacks possible. The characters at-
hungry animal might lick its lips, obviously tacking the invisible creature may be treated
hungry but apparently not wanting to at- as if blinded, using the guidelines given
tack the characters.) A more intelligent above.
monster might want a bribe, threatening to Charm: Some monsters can enchant a char-
attack unless the characters give it some- acter so that the character is confused, be-
thing. This process of making offers and lieving that the monster is a friend. If a
discussing them is called Negotiation. character is the victim of a Charm attack
A Chaotic monster will not necessarily (from a Harpy, for example) and fails a
keep its promises! Chaotics are not depend- Saving Throw vs. Spells, the character is
able. There are many Chaotic monsters. immediately Charmed. (Bargle, the magic-
A Neutral monster will usually keep its
word, especially if it could be risky to break
Special attacks user in your first adventure, Charmed your
fighter.)
it. It will do what is best for itself. More Many monsters have Special Attacks, which A Charmed character is confused and
monsters are Neutral than either of the are mentioned in the descriptions. A char- unable to make decisions. The Charmed
other Alignments. acter can usually avoid the effects of a character will not attack or harm the
A Lawful monster will always do what it Special Attack if a Saving Throw is suc- Charming monster in any way, and will obey
has promised; its word is as good as a cessfully made (though Energy Drain has simple commands from the creature if they
written contract. However, there are very no saving throw). Read the following expla- both understand a language (whether the
few Lawful monsters. nations carefully, and refer to this section alignment tongue or some other language).
whenever Special Attacks are used in a If the Charmed character does not under-
Reactions can make the game much more game. stand the monster's speech, the character
fun than having fights. With some careful will still try to protect the monster from
thought, a good DM can keep everyone Blindness: In the Basic game, blindness harm. Charmed characters are too confused
interested and challenged by the situations may result from certain spells or actions, or to use any spells or magic items which
that can arise. Remember that no creature when fighting in the dark without infravi- require concentration.
23
Monsters

If the Charming monster is killed, the failure to a number of hit points of mined by the weapon type.
Charm effect disappears. (A higher level damage. The failed Saving Throw may
spell, Dispel Magic, can be used to break still cause death from damage, but often No. Appearing (Number Appearing): The
the Charm without killing the monster.) will not, and the game may continue. A first range of numbers given here shows the
regular system of damage — such as 1, 2, number of monsters normally found in a
Energy Drain: This is a dangerous attack 3, or 4 points per hit die of the monsters dungeon room. If "0" is given, the creatures
form, with no Saving Throw allowed. If a — is recommended. are not normally found in a dungeon. The
character is hit by an Energy Drain attack second range (in parentheses) gives the
(by a wight, for example), the character Monster Descriptions number found outdoors, in wilderness.
loses one Level of Experience! (A monster This is also the suggested number of mon-
would lose one Hit Die from this effect.) Each entry on the following pages has a sters in a dungeon lair. In the wilderness
The Energy Drain removes all the benefits description of the monsters, often including lair, 5 times this number is suggested. If
of that Level — hit points, spells, and so notes on their behavior. A list of details is "(0)" is given, the creatures are not normally
forth — as soon as it occurs. The victim's given above each description. These details found outside of dungeons.
Experience Point total drops to the midpoint are called the statistics for that monster. If a monster is found on a dungeon level
of the new level. They are always given in the same order. different from its level (Hit Dice), the Num-
A 1st level character hit by an Energy ber Appearing should be changed. This is
Drain attack is killed. There is normally no Name: If the name of a monster is followed explained fully on page 22, in the "Number
way to cure an Energy Drain. The character by an asterisk (*), then a special or magical of Monsters" section.
can only regain the Level through normal weapon is needed to hit that monster. You
adventuring and earning the Experience should use these monsters with caution; Save As: The Saving Throw numbers for
Points all over again. they are very dangerous to low-level charac- monsters are the same as those for character
ters. classes. The Saving Throws for all classes,
t'X \MPJ i. An adept with 2SO0 \ f sees including higher level characters and "Nor-
i Wight, and \ti-ps tortvard in an attempt Armor Class: This number is based on mal Men," are given on page 49.
10 Turn ir Hie aneinpt fails and iht several things, including the toughness of
ihaiacter i« sirmk bv the wight, l h e the creature's skin, its speed or agility, and Morale: This number is the suggested mo-
.idq)t immedutfU heroines an aiolytc. armor worn (if any). The DM may adjust rale of the monsters. Morale is an optional
with 7,'itl \'P In ttic fuilcntinif round of the AC for special situations. For example, a rule (explained on page 19), which is used in
lumlwt tin' wight sitikw (lit: thiratter hobgoblin is normally AC 6 (probably wear- combat to determine whether the monsters
aft-un, .tnd the .ILMKU- is kjllt-d bv tin." ing leather armor), but may be changed to run away, surrender, or fight to the death.
Micro Dram AC 2 if plate mail armor is somehow found
In the ll&D COMPANION' set, a high and used by the creature. Treasure Type: To find the treasure
lf\cl (K-rit spill can rctim a level lcwt guarded by the monsters, compare the let-
In I1 m 11{\ iii.mi Hit Dice: This gives the number of eight- ter given here to the letters on the Treasure
sided dice (d8) used to find the monster's hit Types Chart (pages 40-41). Complete in-
Paralysis: This effect "freezes" a character. points. Read the full explanation of Hit Dice structions for using the chart are given on
If a character is hit by a Paralyzing attack on page 22 to be sure you understand the that page. "Nil" indicates no treasure.
and fails the Saving Throw vs. Paralysis, the term. If a Treasure Type is given in paren-
character is unable to do anything. The If an asterisk (*) appears next to the Hit theses, it is the treasure carried by the
character is not dead, and a character cannot Dice number, the monster has a special monster. If two Treasure Types are given,
die from mere paralysis. ability (given in the description). Two or the first (in parentheses) is the treasure car-
A paralyzed character remains awake, three asterisks may be given, one for each ried, and the second is the treasure in the
aware of what is happening, but cannot do special ability. Special abilities affect the monster's lair. If no parentheses are used, the
anything that requires movement (includ- number of XP earned for defeating the monster carries no treasure.
ing speaking, spell casting, and so forth) monster, as explained on page 12.
until the paralysis ends. All attacks on a Alignment: Monsters may be Lawful, Neu-
paralyzed creature will automatically hit; only Move: This gives the movement rate for the tral, or Chaotic. Animals are usually Neu-
a roll for damage is made. Paralysis itself monster. The number of feet the monster tral. A good Dungeon Master always consid-
has no permanent effects of any kind. It moves in one 10-minute turn is given first, ers alignment when playing the role of a
lasts for 2-8 turns (unless a different num- followed by the movement rate per round monster. Only intelligent monsters can
ber is given in the monster description). (for encounters). speak an Alignment language.
The cleric spell Cure Light Wounds can be Some monsters have a second movement
used to remove the paralysis, but will not rate. The first is the rate when walking, and XP value: The Experience Points to be
cure any damage when used for this pur- the second is a special form of movement, awarded for the defeat of ONE of that type
pose. such as swimming, flying, or climbing. of monster are given here. However, the
DM may give more XP for monsters in
Poison: Poison is a danger to all characters. Attacks: This gives the number and type of "tough" encounters, such as an attack on a
If a character is hit by a poisonous attack (by attacks which the monster can use in one well-defended lair. See page 12 for more
a snake, for example) and misses the Saving round. details on XP awards.
Throw vs. Poison, the character will usually
die. (In the D&D EXPERT rules, poison can Damage: If a monster hits a target, damage Description: A general description of the
be cured with a magic spell.) is inflicted; the amount is given here as a monster's habits is given below the statistics,
range. When a monster has more than one including details of any special abilities or
Poison Damage attack in a round, the attacks and damages behavior. The following terms may be used:
are given in the same order. "By weapon"
(Optional): Since "instant death" by poi- means that the monster always attacks with A Carnivore is a creature that prefers to
son can swiftly remove the fun of a a weapon. The damage is either 1-6 or, if eat meat, and does not usually eat plants.
game, the DM may change the effect of Variable Weapon Damage is used, deter-

24
Monsters

An Herbivore is a creature that prefers to herbivores, looking for fruits and vegetables male. They are ferocious and have vicious
eat plants rather than meat. at night. If creatures approach their lair, the tempers. They do not speak a true lan-
apes will threaten them. If their threats are guage, but use simple screams to communi-
An Insectivore is a creature that prefers ignored, they will attack. They may throw cate warnings and needs.
to eat insects, rather than plants or red one stone per round for Id6 points each.
meat. White apes are not intelligent and are some- Bandit
times are kept as pets by Neanderthals
An Omnivore is a creature that will eat (Cavemen). Armor Class: 6
nearly anything edible. Hit Dice: 1
Baboon, Rock Move: 90' (30')
A Nocturnal creature is normally active Attacks: 1 weapon
at night, sleeping during the day. However, Armor Class: 6 Damage: By weapon
dungeons are often dark as night, and a Hit Dice: 2 No. Appearing: 1-8 (3-30)
nocturnal creature may be awake during Move: 120' (40') Save As: Thief: 1
"daylight hours" if found within a dark Attacks: 1 club/1 bite Morale: 8
dungeon. Damage: 1-6/1-3 Treasure Type: (U) A
No. Appearing: 2-12 (5-30) Alignment: Chaotic or Neutral
A monster's home is called its lair. Most 10
monster lairs are in dungeon rooms or Save As: Fighter: 2 XP value:
outside, hidden in the wilderness. Most Morale: 8
monsters will defend their lairs fiercely. Treasure Type: U Bandits are NPC thieves who have joined
Alignment: Neutral together for the purpose of robbing others.
XP value: 20 Bandits will act as normal humans so they
Monster List can surprise their intended victims. Treas-
Rock baboons are larger versions of normal ure Type A is only found when bandits are
Animals, Normal and Giant: see Ape, Ba- baboons, and are more intelligent. They are encountered in their wilderness lair. Ban-
boon, Bat, Bear, Boar, Cat, Ferret, Rat, omnivores, but prefer meat. They do not dits may have an NPC leader of any human
Shrew, or Wolf. make tools or weapons but will pick up character class, who is one or more levels of
bones or branches to use as clubs. Rock experience greater than the bandits.
Ant, Giant baboons form packs, each led by a dominant
Armor Class: 3
Hit Dice: 4*
Move: 180' (60')
Attacks: 1
Damage: 2-12 Bat
No. Appearing: 2-8 (4-24)
Save As: Fighter: 2 Giant Normal
Morale: 7 (and see below)
Treasure Type: U (and see below) Armor Class: 6
Alignment: Neutral Hit Dice: 1/4 (1 hit point) 2
XP value: 125 Move: 9' (3') 30' (10')
Flying: 120' (40') 180' (60')
Giant ants are black ants about 6' long. Attacks; Confusion 1 bite
They are omnivores, and will devour any- Damage: Nil 1-4
thing edible which lies in their path (no No. Appearing: 1-100 (1-100) 1-10(1-10)
reaction roll). Once engaged in combat, Save As: Normal Man Fighter: 1
they will fight to the death, even trying to Morale: 6 8
cross flames to reach their opponents. The Treasure Type: Nil Nil
nest-lair will always be guarded by 4-24 Alignment: Neutral Neutral
giant ants. There are legends of giant ants XP value: 5 20
mining gold, and there is a 30% chance that
a lair will contain 1-10 thousand gp worth of
nuggets. Bats are nocturnal flying insectivores. They Giant Bats: Giant Bats are carnivores and
often live in caves or abandoned buildings, may attack a party if extremely hungry. Five
Ape, White and find their way about by echo-location (a percent of all giant bat encounters will be
type of radar using hearing and echos to groups of giant vampire bats, far more
Armor Class: 6 locate objects). Since they have very weak dangerous creatures (XP value 25). The bite
Hit Dice: 4 eyes, spells which affect sight (such as Light) of a giant vampire bat does no extra damage
Move: 120' (40') do not work on bats. However, a Silence 15' but its victim must make a Saving Throw vs.
Attacks: 2 claws Radius spell will effectively "blind" a bat. Paralysis or fall unconscious for 1-10
Damage: 1-4/1-4 rounds. This will allow the vampire bat to
No. Appearing: 1-6 (2-8) Normal Bats: Normal bats will not attack feed without being disturbed, draining 1-4
Save As: Fighter: 2 men but may confuse them by flying points of blood per round. Any victims who
Morale: 7 around their heads. There must be at least die from having their blood drained by a
Treasure Type: Nil ten bats to confuse one character. Charac- giant vampire bat must make a Saving
Alignment: Neutral ters who are confued have a — 2 penalty on Throw vs. Spells or become an undead
XP value: 75 their Hit Rolls and Saving Throws and creature 24 hours after death. (If D&D
cannot cast spells. Normal bats must check EXPERT rules are used, this may be a
White apes have 1ost their col morale each round unless they are con- vampire.)
years of living in caves. Thei trolled or summoned.

25
Monsters

Bear

Black Grizzly Polar Cave

Armor Class: 6 8 Armor Class: 6 5


Hit Dice: 4 5 Hit Dice: 6 1
Move: 120' (40') 120' (40') Move: 120' (40') 120' (40')
Attacks: 2 claws/1 bite 2 claws/1 bite Attacks: 2 claws/1 bite 2 claws/1 bite
Damage: 1-3/1-3/1-6 1-8/1-8/1-10 Damage: 1-6/1-6/1-10 2-8/2-8/2-12
No. Appearing: 1-4 (1-4) 1 (1-4) No. Appearing 1 (1-2) 1-2 (1-2)
Save As: Fighter: 2 Fighter: 4 Save As: Fighter: 3 Fighter: 4
Morale: 10 Morale: 8 9
Treasure Type: U U Treasure Type: U V
Alignment: Neutral Neutral Alignment: Neutral Neutral
XP value: 75 175 XP value: 275 450
Bears are well-known to all adventurers. If ing food. They are especially fond of such regions. They usually eat fish, but often
any bear hits one victim with both paws in treats as fresh fish and sweets. attack adventurers. These huge bears are
one round, the bear hugs its victim and good swimmers, and their wide feet allow
inflicts 2-16 points of additional damage in Grizzly bear: Grizzly bears have silver- them to run across snow without sinking.
that same round. tipped brown or reddish brown fur and
stand about 9' tall. They are fond of meat Cave bear: A cave bear is a type of giant
Black bear: Black bears have black fur and are much more likely to attack than grizzly bear which lives in caves and "lost
and stand about 6' tall. They are omnivores black bears. Grizzlies are found in most world" areas. It stands about 15' tall and is
but prefer roots and berries. A black bear climates, but are most common in moun- the most ferocious of all the bears. Though
will not usually attack unless it is cornered tains and forests. it is an omnivore, a cave bear prefers fresh
and cannot escape. Adult black bears will meat. It has poor eyesight but a good sense
fight to the death to protect their young. Polar bear: Polar bears have white fur of smell. If hungry, it will follow a track of
They have been known to raid camps, seek- and stand about 11' tall. They live in cold blood until it has eaten.

Bee, Giant Giant Bees are foot-long giant bees with There will always be at least 10 bees with
very nasty tempers. They often attack on their queen in or near the hive. At least 4 of
Armor Class: sight, and will always attack anyone within these bees will have 1 Hit Die each. The
Hit Dice: 1/2* (1-4 hp) 30' of their underground hive. If a giant queen bee has 2 Hit Dice and can sting
Move: 150' (50') bee attack hits, the bee dies, but the creature repeatedly without dying. Giant bees make
Attacks: 1 sting stung must make a Saving Throw vs. Poison magical honey. If the honey of an entire
Damage: 1-3 + special or die. The stinger will continue to work its hive is eaten (about 2 pints), it has an effect
No. Appearing: 1-6 (5-30) way into the victim, inflicting 1 point of like a half-strength potion of healing, cur-
Save As: Fighter: 1 damage per round, unless a round is spent ing 1-4 points of damage.
Morale: 9 pulling it out.
Treasure Type: See below
Alignment: Neutral
XP value: 6

Beetle, Giant
Fire Tiger Oil
beetles that sometimes burrow under-
ground. When attacked, an oil beetle squirts
Armor Class: 4 4 3 an oily fluid at one of its attackers (a Hit Roll
Hit Dice: 1+2 2* 3+1 is needed; the range is 5'). If the oil hits it
Move: 120' (40') 120' (40') 150' (50') raises painful blisters, causing a — 2 penalty
Attacks: 1 bite 1 bite + special 1 bite on the victim's Hit Rolls until cured by a
Damage: 2-8 1-6 + special 2-12 Cure Light Wounds spell or until 24 hours
No. Appearing: 1-8 (2-12) 1-8 (2-12) 1-6 (2-8) have passed. If the spell is used to cure
Save As: Fighter: 1 Fighter: 1 Fighter: 2 blisters, it will not also cure damage. Oil
Morale: 7 8 9 beetles can also attack with their mandibles
Treasure Type: Nil Nil U (horned jaws).
Alignment: Neutral Neutral Neutral
XP value: 15 25 50 Tiger Beetle: Tiger beetles are 4' long
giant beetles with a striped carapace (a shell-
Fire Beetle: Fire beetles are 2W long the back of its abdomen. These glands give like covering) which looks like a tiger's skin.
creatures often found below ground. They off light in a 10' radius, and will continue to They are carnivores, and usually prey on
are nocturnal, but may be active under- glow for 1-6 days after they are removed. robber flies. They have been known to
ground at any time. A fire beetle has two attack and eat adventurers, crushing them
glowing glands above its eyes and one near Oil Beetle: Oil beetles are 3' long giant with their powerful mandibles.

26
Monsters

Berserker Carrion Crawler This scavenger is a 9' long, 3' high many-
legged worm. It can move equally well on a
Armor Class: 7 Armor Class: 7 floor, wall, or ceiling. Its small mouth is
Hit Dice: 1 + 1* Hit Dice: 3+1* surrounded by 8 tentacles, each 2' long,
Move: 120' (40') Move: 120' (40') which can paralyze on a successful hit unless
Attacks: 1 weapon Attacks: 8 tentacles a Saving Throw vs. Paralysis is made. A
Damage: By weapon Damage: Paralysis tentacle hit does no actual damage. Once
No. Appearing: 1-6 (3-30) No. Appearing: 1-4 (0) paralyzed, a victim will be eaten (unless the
Save As: Fighter: 1 Save As: Fighter: 2 carrion crawler is being attacked). Unless
Morale: 12 Morale: 9 magically cured, the paralysis will wear off
Treasure Type: (P)B Treasure Type: B in 2-8 turns. Carrion crawlers are not nor-
Alignment: Neutral Alignment: Neutral mally found outside of dungeons.
XP value: 19 XP value: 75

Berserkers are fighters who go mad in


battle. Their reactions are determined nor- Cat, Great
mally, but once a battle starts they will
always fight to the death — sometimes at- Mountain Lion Panther Lion
tacking their comrades in their blind rage.
When fighting humans or human-like crea- Armor Class: 6 4 6
tures (such as kobolds, goblins or ores), they Hit Dice: 3+2 4 5
add + 2 to their Hit Rolls due to this fero- Move: 150' (50' 210' (70') 150' (50')
city. They never retreat, surrender, or take Attacks: 2 claws/1 bite 2 claws/1 bite 2 claws/1 bite
prisoners. Damage: 1-3/1-3/1-6 1-4/1-4/1-8 2-5/2-5/1-10
No. Appearing: 1-4 (1-4) 1-2 (1-6) 1-4 (1-8)
Save as: Fighter: !2 Fighter: 2 Fighter: 3
Boar Morale: Q a 9
O o
Treasure Type: U
Alignment: uNeutral uNeutral Neutral
Armor Class: 7 XP value: 50 75 175
Hit Dice: 3
Move: 90' (30')
Attacks: 1 tusk Tiger Sabre-tooth Tiger
Damage: 2-8
No. Appearing: 1-6 (1-6) Armor Class: 6
Save As: Fighter: 2 Hit Dice: 6
Morale: 9 Move: 150' (50') 150' (50')
Treasure Type: Nil Attacks: 2 claws/1 bite 2 claws/1 bite
Alignment: Neutral Damage: 1-6/1-6/2-12 1-8/1-8/2-16
XP value: 35 No. Appearing: 1 (1-3) 1-4 (1-4)
Save As: Fighter: 3 Fighter: 4
Morale: q 10
Wild boars generally prefer forested areas, ZJ
but can be found nearly everywhere. They Treasure Type: V
are omnivores, and have extremely bad Alignment: uNeutral Neutral
tempers when disturbed. XP value: 275 650

The "Great Cats" are normally cautious and forests, and open shrub lands. They are
will avoid fights unless forced by extreme extremely quick and can outrun most prey
Bugbear hunger or when trapped with no escape over short distances.
route. Though they may be found in a
Armor Class: 5 relaxed or even playful mood, they are Lion: Lions generally live in warm cli-
Hit Dice: 3+1 subject to rapid and violent changes of mates and thrive in savannah and brush
Move: 90' (30') temper. They often develop a fondness for lands near deserts. They usually hunt in
Attacks: 1 weapon one type of food, and will go out of their groups, known as prides.
Damage: By weapon + 1 way to hunt that type of prey. The Great
No. Appearing: 2-8 (5-20) Cats rarely go deeply into caves, and usually Tiger: Tigers are the largest of the com-
Save As: Fighter: 3 remember a quick escape route to the out- monly found Great Cats. They prefer
Morale: 9 doors. Despite their shyness, they are very cooler climates and wooded lands where
Treasure Type: (P + Q) B inquisitive, and may follow a party out of their striped bodies offer some degree of
Alignment: Chaotic curiosity. They will always chase a fleeing camouflage, useful when hunting. They
XP value: 75 prey. often surprise their prey (on a roll of 1-4 on
Id6) when in woodlands.
Bugbears are giant hairy goblins. Despite Mountain Lion: This tawny-furred spe-
their size and awkward walk, they move cies lives mostly in mountainous regions but Sabre-Tooth Tiger: Sabre-tooth tigers are
very quietly and attack without warning also inhabits forests and deserts. They will the largest and most ferocious of the Great
whenever they can. They surprise on a roll wander further into dungeons than any Cats. They have oversized fangs, from
of 1-3 (on Id6) due to their stealth. When other species of Great Cat. which they get their name. Fortunately,
using weapons, they add +1 to all Hit and sabre-tooth tigers are mostly extinct, except
Damage rolls because of their strength. Panther: Panthers are found on plains, in "lost world" areas.

27
Monsters

Centipede, Giant Dragon


Armor Class: 9 White Black Green
Hit Dice: 1/2 (1-4 hp)
Move: 60' (20') Armor Class: 3 2 1
Attacks: 1 bite Hit Dice: 6** 7** 8**
Damage: Poison
Move: 90' (30') 90' (30') 90' (30')
No. Appearing: 2-8 (1-8) Flying: 240' (80') 240' (80') 240' (80')
Save As: Normal Man Attacks: 2 claws/1 bite 2 claws/1 bite 2 claws/1 bite
Morale: 7 Damage: 1-4/1-4/2-16 2-5/2-5/2-20 1-6/1-6/3-24
Treasure Type: Nil
No. Appearing: 1-4 (1-4) 1-4 (1-4) 1-4 (1-4)
Alignment: Neutral Save As: Fighter: 6 Fighter: 7 Fighter: 8
XP value: 6 Morale: 8 8 9
Treasure Type: H H H
A giant centipede is a foot-long insect with
many legs. Centipedes prefer dark, damp Alignment: Neutral Chaotic Chaotic
places. The bite does no damage, but the XP Value: 725 1250 1750
victim must make a Saving Throw vs. Poison Gold
or become violently ill for 10 days. Charac- Blue Red
ters who do not make their Saving Throws
move at xh speed and will not be able to Armor Class: 0 -1 -2
perform any other physical action. Hit Dice: g** 10** 11**
Move: 90' (30') 90' (30') 90' (30')
Doppleganger Flying: 240' (80') 240' (80') 240' (80')
Attacks: 2 claws/1 bite 2 claws/1 bite 2 claws/1 bite
Armor Class: 5 Damage: 2-7/2-7/3-30 1-8/1-8/4-32 2-8/2-8/6-36
Hit Dice: 4* No. Appearing: 1-4 (1-4) 1-4 (1-4) 1-4 (1-4)
Move: 90' (30') Save As: Fighter: 9 Fighter: 10 Fighter: 11
Attacks: 1 Morale: 9 10 10
Damage: 1-12 Treasure Type: H H H
No. Appearing: 1-6 (1-6) Alignment: Neutral Chaotic Lawful
Save As: Fighter: 8' XP Value: 2300 2300 2700
Morale: 8
Treasure Type: E
Alignment: Chaotic
XP value: 125 Range
Type Where Found Breath Weapon Length x Width
These man-sized shapechanging creatures
are intelligent and evil. A doppleganger is White Cold region Cold 80' x 30'
able to shape itself into the exact form of Black Swamp, marsh Acid 60' x 5'
any human-like creature it sees (up to 7' Green Jungle, forest Chlorine Gas 50' x 40'
tall). Once in the form of the person it is Blue Desert, plain Lightning 100' x 5 '
imitating, it attacks that person. Its favorite
trick is to kill the original person in some Red Mountain, hill Fire 90' x 30'
Gold Anywhere Fire/Gas 90'x 30750' x 40'
way without alerting the party. Then, in the
role of that individual, it attacks the others Breath Chance Chance of Spells (by level)
by surprise, often when they are already
engaged in combat. Sleep and charm spells Type Shape of Talking being Asleep 1 2 3
do not affect dopplegangers and they make
all Saving Throws as Fighter: 8 due to their White Cone 10% 50% 3
highly magical nature. When killed, a dop- Black Line 20% 40% 4 — —
pleganger turns back into its original form. Green Cloud 30% 30% 3 3 —
Blue Line 40% 20% 4 4 —
Red Cone 50% 10% 3 3 3
Gold Cone/Cloud 100% 5% 4 4 4

Dragons are a very old race of huge winged Weapons, have a great love of treasure, and
lizards. They like to live in isolated, out-of- will do everything possible to save their own
the-way places where few men are found. lives, including surrender. Breath Weapons,
Though the color of their scaly hide makes treasure, and surrender (subduing a
dragons look different, they all have quite a dragon) are all explained in the following
few things in common: they are all hatched description.
from eggs, are carnivores, have Breath

28
Monsters

Many dragons live hundreds or thou- Saving Throws: Each victim within a exceed 1,000 gp per hit point. The dragon
sands of years. Because of their long history, dragon's Breath must make a Saving may be forced to serve the characters who
they tend to think less of the younger races Throw. This is always the Saving Throw vs. subdued it. If a subdued dragon is ever
(such as Man). Chaotic dragons might cap- Breath, even if the breath is similar to ordered to perform a task which is appar-
ture men, but will usually kill and eat them another type of attack. If successful, the ently suicidal, the dragon will attempt to
immediately. Neutral dragons might either victim takes only '/a damage from the escape, and may try to kill its captors in the
attack or ignore a party completely. Lawful Breath. Dragons are never affected by the process.
dragons, however, may actually help a party normal or smaller versions of their Breath
if the characters are truly worthy of this Weapons, and automatically make their Sav-
great honor. When playing a dragon, a DM ing Throws against any attack form which is Age: The statistics given are for an average-
should keep in mind that, because of its the same as their Breath Weapon. For exam- sized dragon of its type. Younger dragons
pride, even the hungriest dragon will pause ple, a red dragon will take no damage from are smaller and have acquired less treasure;
and listen to flattery (if no one is attacking (and usually ignores) burning oil, and will older dragons are larger and have acquired
it, and if it understands the language of the always take only Vi damage from a fire-type more. Dragons generally range in size from
speaker). magic spell, such as a Fire Ball. 3 Hit Dice smaller to 3 Hit Dice larger than
average. For example, red dragons could be
Dragons are extremely powerful mon- found having 7 to 13 Hit Dice, depending
sters and should be used with caution when Talking: Dragons are intelligent, and some on their age.
encountered by low level player characters dragons can speak the Dragon and Com-
(such as those found in the D&D BASIC mon tongues. The percentage listed under
rules). It is recommended that until charac- "Chance of Talking" is the chance that a Treasure: Younger dragons may have col-
ters reach the fourth and higher levels of dragon will be able to talk. Talking dragons lected as little as 'A to Vi the normal listed
experience (see the D&D EXPERT rules) are also able to use magic-user spells. The treasure; older dragons may have as much
that only the youngest and smallest dragons number of spells and their levels are given as double the listed amount. Dragon treas-
be used. in the chart. For example, "3 3 —" means ure is only found in a dragon's lair. These
that the dragon can cast 3 first level spells lairs are rarely left unguarded, and are well-
and 3 second level spells, but no third level hidden to prevent easy discovery.
Breath Weapon Damage: All dragons have
a special attack with their "Breath Weapon" spells. Dragon spells are usually selected
in addition to their claw and bite attacks. randomly. Gold Dragons: Gold dragons always talk
Any dragon can use its Breath Weapon up and use spells. They can also change their
to 3 times each day. A dragon's first attack is Sleeping Dragons: The percentage chance shape, and often appear in the form of a
always with its Breath Weapon. The num- given under Chance of Being Asleep applies human or animal. Gold dragons may
ber of points of damage any Breath Weapon whenever a party encounters a dragon on breathe either fire (like a red dragon) or
does is equal to the number of the dragon's the ground (flying dragons are never chlorine gas (like a green dragon), though
hit points. Any damage done to a dragon asleep). Any result greater than the percent- they still have a total of 3 Breath Weapon
will reduce the damage it can do with its age means that the dragon is not asleep attacks per day (not six). The type of Breath
Breath Weapon. (though it may be pretending to be!). If a used should be chosen by the DM to fit the
After the first Breath attack, a dragon dragon is asleep, it may be attacked for one situation.
might choose to attack with claws and bite. round (with a bonus of + 2 on all Hit Rolls),
To determine this randomly, roll Id6: during which it will awaken. Combat is Dwarf
1-3: the dragon will use its claw and bite handled normally for the second and fur-
attacks; ther rounds. Armor Class: 4
4-6: the dragon will breathe again. 1
Hit Dice:
Subduing Dragons: Whenever characters Move: 60' (20')
encounter a dragon, they may choose to try Attacks: 1 weapon
to subdue it rather than kill it. To subdue a Damage: By weapon
dragon, all attacks must be with "the flat of No. Appearing: 1-6 (5-40)
the sword." Thus, missile weapons and Save As: Dwarf: 1
spells may not be used to subdue. Attacks Morale: 8 or 10 (see below)
and damage are determined normally, but Treasure Type: (Q + S) G
this "subduing damage" is not real damage. Alignment: Lawful or Neutral
Shape of Breath: A dragon's Breath The dragon will fight normally until it XP value: 10
Weapon appears as one of three different reaches 0 or less hit points, at which time it
shapes: cone-shaped, a straight line, or a will surrender. The subduing damage does Dwarves can also appear as NPCs, usually in
cloud of gas. not reduce the damage done by the clan groups or as war or mining expedi-
A cone shaped Breath begins at the dragon's Breath Weapon. tions. For every 20 dwarves there will be one
dragon's mouth (where it is 2' wide) and A dragon may be subdued because it leader (level 3-8) who may have magical
spreads out until it is 30' wide at its furthest realizes that its attackers could have killed it items. To check for possible magical items,
end. For example, the area of effect of a white if they had been striking to kill. It therefore multiply the leader's level by 5. The result is
dragon's Breath is a cone 80' long and 30' surrenders, admitting that the opponents the percentage chance for that leader to
wide at its far end. have won the battle but saving its own life. own a magical item from any one particular
A line-shaped Breath starts in the dragon's A subdued dragon will attempt to escape subtable. Roll separately for each type (sub-
mouth and stretches out toward its victim in a or turn on its captor if given a reasonable table) of magic treasure. Check all the subta-
straight line (even downward). Even at its chance to do so through the party's actions. bles except the Scroll subtable and the
source, a line-shaped Breath is 5' wide. For example, a dragon left unguarded at Wand/Rod/Staff subtable. As long as their
A cloud-shaped Breath billows forth night, or who is ordered to guard a position leader is still alive and fighting with them,
from the dragon's mouth to form a 50' x 40' alone, would consider these "reasonable dwarven morale is 10 rather than 8.
cloud, 20' tall, around the dragon's targets chances." A subdued dragon must be sold. Dwarves hate goblins, and will usually attack
directly in front of it. The price is up to the DM, but should never them on sight.

29
Monsters

Elf taken to be statues. Gargoyles are very cun- or dead. This paralysis is the normal type
ning and at least semi-intelligent. They will (lasting 2-8 turns unless magically cured).
Armor Class: 5 attack nearly anything that approaches
Hit Dice: 1* them. Gargoyles are not affected by Sleep Gnoll
Move: 120' (40') or Charm spells. The DM should not use
Attacks: 1 weapon gargoyles unless the player characters have Armor Class: 5
Damage: By weapon at least one magical weapon. Hit Dice: 2
No. Appearing: 1-4 (2-24) Move: 90' (30')
Save As: Elf: 1 Gelatinous Cube Attacks: 1 weapon
Morale: 8 or 10 (see below) Damage: By weapon + 1
Treasure Type: (S + T) E Armor Class: 8 No. Appearing: 1-6 (3-18)
Alignment: Neutral Hit Dice: 4* Save As: Fighter: 2
XP value: 13 Move: 60' (20') Morale: 8
Attacks: 1 Treasure Type: (P)D
Elves can also appear as NPCs. Each elf will Damage: 2-8 + special Alignment: Chaotic
have one 1st level spell (chosen at random). XP value: 20
When a group of 15 or more elves appears, No. Appearing: 1 (1-4)
one of them will be a leader (level 2-V). To Save As: Fighter: 2 Gnolls are beings of low intelligence that
check for possible magical items that the Morale: 12 appear to be human-like hyenas. They may
leader may have, multiply the leader's level Treasure Type: (V) use all weapons. They are strong, but dislike
by 5. The result is the percentage chance for Alignment: Neutral work and prefer to bully and steal. For
that leader to have a magic item from any XP value: 125 every 20 gnolls encountered, one will be a
one of the magic subtables. Roll separately leader with 16 hit points who attacks as a 3
for each subtable, and check all the magic This monster is made of a clear jelly, usually hit dice monster. Gnolls are rumored to be
subtables. As long as their leader is alive, in the form of a 10' x 10' x 10' cube (though the result of a magical combination of a
elven morale is 10 rather than 8. other shapes are possible). It is hard to see, gnome and a troll by an evil magic-user.
and it surprises often (1-4 on Id6). A gelati-
nous cube moves through the rooms and
Ferret, Giant corridors of a dungeon, sweeping the halls Gnome
Armor Class: 5 clean of all living and dead material. In the
process, it may pick up items it cannot Armor Class: 5
Hit Dice: 1+1 Hit Dice: 1
dissolve (such as weapons, coins, and gems).
Move: 150' (50') It will attack any living creature it encoun- Move: 60' (20')
Attacks: 1 bite ters. Any successful hit will paralyze the Attacks: 1 weapon
Damage: 1-8 victim unless a Saving Throw vs. Paralysis is Damage: By weapon
No. Appearing: 1-8 (1-12) made. An attack on a paralyzed victim will No. Appearing: 1-8 (5-40)
Save As: Fighter: 1 automatically hit (only a damage roll is Save As: Dwarf: 1
Morale: 8 needed). This paralysis is the normal type Morale: 8 or 10 (see below)
Treasure Type: Nil (lasting 2-8 turns unless magically cured). A Treasure Type: (P) C
Alignment: Neutral gelatinous cube may be harmed by fire and Alignment: Lawful or Neutral
XP value: 15 weapons, but not by cold or lightning. The XP value: 10
lair of these strange monsters may contain
Giant ferrets look like 3' long weasels. They 1-4 cubes, each with Treasure Type V but Gnomes are a human-like race related to
hunt giant rats underground, and are some- usually with no additional treasure. (but smaller than) dwarves, with long noses
times trained for this purpose. Unfortu- and full beards. Gnomes have well-de-
nately, their tempers are highly unpredict- veloped infravision, with a 90' range. They
able, and they have been known to attack Ghoul usually live in burrows in the lowlands.
their trainers and other humans. Gnomes are excellent metalsmiths and
Armor Class: 6 miners. They love gold and gems and have
Gargoyle* Hit Dice: 2* been known to make bad decisions just to
Move: 90' (30') obtain them. They love machinery of all
Armor Class: 5 Attacks: 2 claws/1 bite kinds and prefer crossbows and war ham-
Hit Dice: 4** Damage: 1-3/1-3/1-3 + special mers as weapons. Gnomes like most
Move: 90' (30') No. Appearing: 1-6 (2-16) dwarves, but war with goblins and kobolds
Flying: 150' (50') Save As: Fighter: 2 who steal their precious gold. They usually
Attacks: 2 claws/1 bite/1 horn Morale: 9 attack kobolds on sight.
Damage: 1-3/1-3/1-6/1-4 Treasure Type: B For every 20 gnomes, one will be a leader
No. Appearing: 1-6 (2-8) Alignment: Chaotic with 11 hit points who fights as a 2 Hit Dice
Save As: Fighter: 8 XP value: 25 monster. In the gnome lair lives a clan
Morale: 11 chieftain and his 1-6 bodyguards. The clan
Treasure Type: C Ghouls are undead creatures, immune to chieftain has 18 hit points, attacks as a 4 Hit
Alignment: Chaotic Sleep and Charm spells. They are hideous, Dice monster, and gains a bonus of +1 on
XP value: 125 beast-like humans who will attack any living damage rolls. The bodyguards have 10-13
thing. Any hit from a ghoul will paralyze hit points and attack as 3 Hit Dice monsters.
Gargoyles are magical monsters, and can any creature of ogre-size or smaller (except As long as the clan chieftain or leader is
only be hit with magic or magical weapons. elves) unless the victim makes a Saving alive, all gnomes within sight of him have a
As pictured in medieval architecture, they Throw vs. Paralysis. Once an opponent is morale of 10 rather than 8.
are horned, clawed, fanged, winged, hide- paralyzed, the ghoul will turn and attack
ous-looking beasts. Their skin often looks another opponent, continuing until either
exactly like stone and they are often mis- the ghoul or all the opponents are paralyzed

30
Monsters

Goblin Green Slime A harpy has the lower body of a giant eagle
and the upper body and head of a hideous-
Armor Class: 6 Armor Class: Can always be hit looking woman. By their singing, harpies
Hit Dice: 1-1 Hit Dice: 2** lure creatures to them to be killed and
Move: 90' (30') Move: S'(l') devoured. Any creature hearing the har-
Attacks: 1 weapon Attacks: 1 pies' songs must make a Saving Throw vs.
Damage: By weapon Damage: See below Spells or be Charmed (see page 23). If a
No. Appearing: 2-8 (6-60) No. Appearing: 1(0) victim makes a Saving Throw against the
Save As: Normal Man Save As: Fighter: 1 songs of a group of harpies, the victim will
Morale: 7 or 9 (see below) Morale: 7 not be affected by any of their songs during
Treasure Type: (R) C Treasure Type: (P + S) B the encounter.
Alignment: Chaotic Alignment: Lawful
XP value: 5 XP value: 5 Hobgoblin

Goblins are a human-like race, small and Green slime cannot be harmed by any at- Armor Class: 6
very ugly. Their skin is a pale earthy color, tacks except fire or cold. It dissolves cloth or Hit Dice: 1+1
such as chalky tan or livid gray. Their eyes leather instantly, wood and metal in 6 Move: 90' (30')
are red, and glow when there is little light. rounds, but cannot dissolve stone. Green Attacks: 1 weapon
Goblins live underground and have well- slime often clings to walls and ceilings and Damage: By weapon
developed infravision, with a 90' range. In drops down by surprise. Once in contact No. Appearing: 1-6 (4-24)
full daylight they fight with a penalty of - 1 with flesh, it sticks and turns the flesh into Save As: Fighter: 1
on their Hit Rolls. Goblins hate dwarves and green slime. It cannot be scraped off, but Morale: 8 or 10 (see below)
will attack them on sight. There is a 20% may be burnt off (or treated with a Cure Treasure Type: (Q)D
chance that when goblins are encountered Disease spell in the D&D EXPERT rules). Alignment: Chaotic
outdoors, 1 of every 4 will be riding a dire When green slime drops on a victim (or is XP value: 15
wolf. In the goblin lair lives a goblin king stepped on), the victim can usually burn it
with 15 hit points who fights as a 3 Hit Dice while it is dissolving armor and clothing. If Hobgoblins are relatives of goblins, but are
monster and gains a +1 bonus to damage it is not burned off, the victim will turn bigger and meaner. They live underground
rolls. The goblin king has a bodyguard of completely into green slime 1-4 rounds after but often hunt outdoors (having no penal-
2-12 goblins who fight as 2 Hit Dice mon- the first 6-round (one minute) period. ties in daylight). A hobgoblin king and 1-4
sters and have 2-12 hit points each. The Burning does Vi damage to the green slime bodyguards live in the hobgoblin lair. The
king and his bodyguard may fight in full and '/2 damage to the victim. king has 22 hit points and fights as a 5 Hit
daylight without a penalty. The goblin mo- Dice monster, gaining a bonus of +2 on
rale is 9 rather than 7 as long as their king is damage rolls. The bodyguards all fight as 4
Halfling Hit Dice monsters and have 3-18 hit points
with them and still alive.
each. As long as their king is alive and with
Armor Class: 7 them, hobgoblin morale is 10 rather than 8.
Gray Ooze Hit Dice: 1-1
Move: 90' (30') Human
Armor Class: 8 Attacks: 1 weapon
Hit Dice: 3* Damage: By weapon Humans may be encountered nearly any-
Move: 10' (3') No. Appearing: 3-18 (5-40) where. This description deals with occa-
Attacks: 1 Save As: Halfling: 1 sional random encounters with 1-3 humans.
Damage: 2-16 Morale: Other groups of humans are explained in
No. Appearing: 1-4 (1-2) Treasure Type: (P + S) B other entries (Bandit, Berserker, Normal
Save As: Fighter: 2 Alignment: Lawful Man, and NPC Party).
Morale: 12 XP value: 5 Human encounters can provide many
Treasure Type: Nil opportunities for role playing by both the
Alignment: Neutral Halflings can also be NPCs. They live in DM and the players. They also create a
XP value: 50 small villages of 30-300 inhabitants. Each more realistic mood for the adventure. In
village has a leader (Level 2-7) and a village addition, they can be used to provide goals
This seeping horror looks like wet stone and guard of 5-20 militia (each with 2 Hit Dice). for the player characters, and can lead to
is difficult to see. It secretes an acid which Treasure type B is only present if the half- entire adventures. In some cases, the rea-
does 2-16 points of damage if it touches bare lings are encountered in the wilderness. sons for the encounter may cause some
skin. This acid will dissolve and destroy changes in nearby rooms of the dungeon.
normal armor or weapons in only 1 round, Harpy For example, if the NPCs are Bait, the DM
and magic items in one turn. After the first may wish to place a harpy in a nearby empty
hit, the ooze sticks to its victim, automat- Armor Class: 7 room, or to change a given monster to a
ically destroying any normal armor and Hit Dice: 3* harpy. Treasure should also be changed as
continuing to inflict 2-16 points of damage Move: 60' (20') necessary.
each round. Gray ooze cannot be harmed by Flying: 150' (50') An encounter with humans will require
cold or fire, but can be harmed by weapons Attacks: 2 claws/1 weapon + some work by the DM, but can be quite
and lightning. A lair may contain 1-3 oozes, special entertaining. The NPC humans do not
possibly with a special treasure made of Damage: 1-4/1-4/1-6 need to be as detailed as player characters.
stone (DM's choice). No. Appearing: 1-6 (2-8) The DM may create each human NPC char-
Save As: Fighter: 6 acter in full detail, or may use the following
Morale: 7 procedure to find the necessary details.
Treasure Type: C This same type of encounter may be
Alignment: Chaotic applied to demi-humans if desired; if so,
XP value: 50 omit step #2.

31
Monsters

TYPE OF HUMAN Insect: see Bee, Beetle, Centipede, Locust, These small, evil dog-like men usually live
or Robber Fly. underground. They have scaly, rust-brown
1. Find Number Appearing skin and no hair. They have well developed
2. Determine Class of each (roll Id6):
1 Cleric Kobold infravision with a 90' range. They prefer to
2-4 Fighter attack by ambush. A kobold chieftain and
5 Magic-User Armor Class: 1-6 bodyguards live in the kobold lair. The
6 Thief Hit Dice: 1/2 (1-4 hp) chieftain has 9 hit points and fights as a 2
3. Determine Alignment of each (choose or Move: 90' (30')
roll lc!6): Hit Dice monster. The bodyguards each
1-3 Lawful Attacks: 1 weapon have 6 hit points and fight as 1 +1 Hit Dice
4-5 Neutral Damage: By weapon — 1 monsters. As long as the chieftain is alive, all
6 Chaotic No. Appearing: 4-16 (6-60) kobolds with him have a morale of 8 rather
4. Find the reason for the NPCs' appearance. Save As: Normal Man
Eight possible reasons are explained below; than 6. Kobolds hate gnomes and will attack
select one or roll Id8. Morale: 6 or 8 them on sight.
5. Select the equipment carried by the NPCs. Treasure Type: (P)J
Magic items may be added if desired. If so, Alignment: Chaotic
the items should be used by the NPCs XP value:
wherever needed. Remember that the 5
NPCs' equipment may become party treas-
ure if they are slain, and powerful items Living Statue
should not be given out carelessly.
6. Add other details as necessary, either by Crystal Iron Rock
selecting or rolling randomly for Armor
Class, hit points, spells, and so forth.
Armor Class: 4 2 4
Hit Dice: 3 4* 5*
Possible Reasons for Appearing: Move: 90' (30') 30' (10') 60' (20')
1 Alone (and scared) Attacks: 2 2 2
2 Bait Damage: 1-6/1-6 1-8/1-8 + special 2-12/2-12
3 Escaping No. Appearing: 1-6 (1-6) 1-4 (1-4) 1-3 (1-3)
4 Looking for a friend Save As: Fighter: 3 Fighter: 4 Fighter: 5
5 Looking for an item Morale: 11 11 11
6 Not what they seem Treasure Type: Nil Nil Nil
7 Running away Alignment: Lawful Neutral Chaotic
8 Sole Survivors XP value: 35 125 300
Explanations of Reasons for Appearing: A living statue is an enchanted animated Iron: A living iron statue has a body
1 The NPCs had set out by themselves for creature made by a powerful wizard. It which can absorb iron and steel. It takes
an adventure, but discovered that the appears to be a perfectly normal statue — normal damage when hit, but if a non-
dungeon is more dangerous than they until it moves! A living statue may be any magical metal weapon is used, the attacker
expected. They wish to join the PC party size or material. Living crystal, iron, and must make a Saving Throw vs. Spells or the
for safety. rock statues are given as examples, and the weapon will become stuck in the body of the
2 The NPCs are bait, either Charmed or DM may create others. Living statues are living iron statue, and may only be removed
controlled by a nearby monster. The not affected by Sleep spells. if the statue is killed.
NPCs will attempt to lead the party to
the monster's location without creating Crystal: A living crystal statue is a life Rock: A living rock statue has an outer
suspicion. The monster may appear form made of crystals instead of flesh. It can crust of stone but is filled with hot magma
while the NPCs distract the party. look like a statue of anything, but often (fiery lava). When the creature attacks, it
3 The NPCs were prisoners of a nearby appears human. squirts the magma from its fingertips for
monster, but have escaped. They have 2-12 points of damage per hit.
little or no equipment. The monster
might appear soon if aware of their Lizard, Giant
escape. Horned
4 The NPCs are looking for a friend, Gecko Draco Chameleon Tuatara
either rumored or known to have disap-
peared in the dungeon. The friend
might be a prisoner of a nearby monster. Armor Class: 5 5 2 4
5 The NPCs are looking for a special item Hit Dice: 3+1 4+2 5* 6
either rumored or known to be in the Move: 120' (40') 120' (40') 120' (40') 90' (30')
dungeon. Glide: 150' (50')
6 The NPCs are not mere humans. They Attacks: 1 bite 1 bite 1 bite/1 horn 2 claws/1 bite
may be lycanthropes, dopplegangers, or Damage: 1-8 1-10 2-8/1-6 1-4/1-4/2-12
gold dragons. The DM should deter- No. Appearing: 1-6 (1-10) 1-4 (1-8) 1-3 (1-6) 1-2 (1-4)
mine the monster type and run the Save As: Fighter: 2 Fighter: 3 Fighter: 3 Fighter: 3
monsters normally. Morale: 7 7 7 6
7 The NPCs are running away from an Treasure Type: U U U V
encounter with a nearby monster. The Alignment: Neutral Neutral Neutral Neutral
monster may be chasing them. XP value: 50 125 300 275
8 The NPCs are the only survivors of a
recent battle with monsters. The re- Gecko: A gecko is a 5' long lizard colored climbing walls or trees with their specially
mains of the rest of their party may be pale blue with orange-brown spots. Geckos adapted feet, then dropping on their prey
found in a nearby monster lair. are nocturnal carnivores. They hunt bv to attack.

32
Monsters

Draco: A draco is a 6' long lizard with Giant locusts are 2'-3' long and live under- When frightened or attacked, giant
wide flaps of skin between its legs. It ground. They may be mistaken for statues locusts make a loud shrieking noise to warn
spreads these flaps to glide through the air, (or might not be noticed at all) until ap- their fellows. This shriek has a 20% chance
like a flying squirrel. Dracos are generally proached, because of their stone-gray color. per round of attracting Wandering Mon-
found above ground, though they some- They are herbivores, and also eat fungus sters. If cornered, a giant locust will spit a
times creep into caves to escape very cold or such as yellow mold and shriekers. They brown gooey substance up to 10'. The target
hot weather. They are carnivores and have cannot be harmed by yellow mold or most is treated as AC 9. A victim hit by giant
been known to attack adventurers. poisons. Instead of fighting, they usually locust spittle must make a Saving Throw vs.
Horned Chameleon: A horned chame- flee by jumping away (up to 60'). Unfor- Poison or be unable to do anything for 1
leon is a 7' long lizard which can change tunately they often become confused, and turn, due to the awful smell. After this time
color to blend into its surroundings. It sur- may accidentally jump into a party (50% the victim will be used to the smell, but any
prises on a roll of 1-5 (on Id6). A horned chance per jump). If so, a victim is deter- character approaching within 5' must also
chameleon can shoot out its sticky tongue mined randomly and a Hit Roll is made. If make a Saving Throw or suffer the same
up to 5' long. A successful hit means that the giant locust hits a character, the victim is effects. This aroma will last until the spittle
the victim is pulled to the horned chame- battered for 1-4 points of damage. The is washed off.
leon's mouth and bitten for 2-8 points of locust then flies away.
damage. The creature can also attack with
its horn (for 1-6 points of damage) and may Lycanthrope
use its tail to knock other attackers down Wererat Werewolf Wereboar
(make another Hit Roll, not doing any
damage but preventing the target struck Armor Class: 7, (9) t 5, (9) t 4, (9) t
from attacking that round). Hit Dice: 3* 4* 4+1*
Tuatara: A tuatara is an 8' long carnivore Move: 120' (40') 180' (60') 150' (50')
which looks like a cross between an iguana Attacks: 1 bite or weapon 1 bite 1 tusk-bite
and a toad. It has pebble-colored olive skin Damage: 1-4 or by weapon 2-8 2-12
with white spikes along its back. A tuatara No. Appearing: 1-8 (2-16) 1-6 (2-12) 1-4 (2-8)
has a membrane over its eyes which, when Save As: Fighter: 3 Fighter: 4 Fighter: 4
lowered, is sensitive to changes in tempera- Morale: Q 9
Treasure Type: o oa C
ture, allowing it to "see" in darkness (90'
C
infravision). Alignment:
XP value:
Chaotic
50
cC125
haotic Neutral
200
Lizard Man
Armor Class: 5 Weretiger Werebear
Hit Dice: 2+1
Move: 60' (20') Armor Class: 3, (9) t 2, (8) t
Swimming: 120' (40') Hit Dice: 5* 6*
Attacks: 1 weapon Move: 150' (50') 120' (40')
Damage: By weapon + 1 Attacks: 2 claws/1 bite 2 claws/1 bite
No. Appearing: 2-8 (6-36) Damage: 1-6/1-6/2-12 2-8/2-8/2-16
Save As: Fighter: 2 No. Appearing: 1-4 (1-4) 1-4 (1-4)
Morale: 12 Save As: Fighter: 5 Fighter: 6
Treasure Type: D Morale: 10
Alignment: Neutral Treasure Type: C C
XP value: 25 Alignment: Neutral Neutral
XP value: 300 500
These water-dwelling creatures look like
men with lizard heads and tails. They live in t Armor Class when in human form.
tribes. They will try to capture humans and Lycanthropes are humans who can change animals of its weretype.
demi-humans and take the victims back to into beasts (or in the case of wererats, beasts Human Form: In human form, a ly-
the tribal lair as the main course of a feast. who can change into humans). They do not canthrope often looks somewhat like its
Lizard men are semi-intelligent and use wear armor, since it would interfere with wereform. Wererats have longer noses,
spears and large clubs (treat the clubs as their shapechanging. Any lycanthrope can werebears are hairy, and so forth. In this
maces), gaining a bonus of +1 on damage summon 1-2 animals of its weretype; form, they may be attacked normally, and
rolls due to their great strength. Lizard men werebears may summon bears, werewolves may speak any known languages.
are often found in swamps, rivers, and may summon wolves, and so forth. Sum- Lycanthropy: Lycanthropy is a disease.
along seacoasts as well as in dungeons. moned animals will arrive in 1-4 rounds. If a Any human character who is severely hurt
lycanthrope is hit by wolfsbane, it must by a werecreature, and loses more than half
Locust, Giant make a Saving Throw vs. Poison or run of his or her hit points when in battle with it,
Armor Class: 4 away in fear. The sprig of wolfsbane must will become a lycanthrope of the same type
Hit Dice: 2** be swung or thrown as a weapon, using in 2-24 days. The victim will begin to show
Move: 60' (20') normal combat procedures. A lycanthrope signs of the disease after half that time. The
Flying: 180' (60') returns to its "normal" form when killed. disease will kill demi-humans instead of
Attacks: 1 bite or 1 bump or Some animals (such as horses) do not like turning them into werecreatures. It may
1 spit the smell of lycanthropes and will react with only be cured by a high level cleric (11th
Damage: 1-2 or 1-4 or see below fear. level or greater, as explained in the D&D
No. Appearing: 2-20 (0) EXPERT rules), who will do so for a suitable
Save As: Fighter: 2 Animal Form: In animal form, a ly-
Morale: 5 canthrope may only be harmed by magic price or service. Any character who be-
Treasure Type: Nil weapons, silvered weapons, or magic spells. comes a full werecreature will become an
Alignment: Neutral The lycanthrope cannot speak normal lan- NPC, to be run by the DM only.
XP value: 30 guages, though it can speak with normal
33
Monsters

Wererats: Wererats are different from Throws vs. Spells due to her magical nature. Neanderthal (Caveman)
most lycanthropes. They are intelligent, can Medusae occasionally use weapons.
speak Common in either form, and may use Armor Class:
any weapon. A wererat usually prefers to Hit Dice:
use a man-sized rat form, but may become a Move: 120' (40')
full-sized human. Wererats are sneaky and Attacks: 1 weapon
often set ambushes, surprising on a roll of Damage: By weapon + 1
1-4 (on Id6). They summon giant rats to No. Appearing: 1-10 (10-40)
help them in battle. Only a wererat's bite Save As: Fighter: 2
causes lycanthropy. Morale:
Treasure Type: C
Werewolves: These creatures are semi- Alignment: Lawful
intelligent and usually hunt in packs. Any XP value: 20
group of 5 or more will have a leader with
30 hit points, who attacks as a 5 Hit Dice Neanderthals (also known as Cavemen)
monster, adding + 2 to damage rolls. have squat bodies with large bones and
Werewolves summon normal wolves to Minotaur powerful muscles. Their faces have ape-like
form large packs with them. features, including large brows above the
Armor Class: 6 eyes. Neanderthals live in family groups in
Wereboars: Wereboars are semi-intel- Hit Dice: 6 caves and caverns. They usually attack with
ligent and bad-tempered. In human form Move: 120' (40') thrown spears and use stone axes, clubs, or
they often seem to be berserkers, and may Attacks: 1 gore/1 bite or 1 stone hammers in hand-to-hand combat.
act the same way in battle (gaining + 2 on weapon Neanderthal leaders are almost a sepa-
Hit rolls and fighting to the death). Damage: 1-6/1-6 or by weapon rate race, much larger than the average
Wereboars summon normal boars to help type + 2 Neanderthal. These leaders have 6 hit dice
them in battle. No. Appearing: 1-6 (1-8) and are 10' tall. There will be 10-40 Nean-
Save As: Fighter: 6 derthals in the lair with 2 leaders, one male
Weretigers: These relatives of the Great Morale: 12 and one female. Neanderthals often hunt
Cats often act like them, being very curious Treasure Type: C cave bears and keep white apes as pets.
but becoming dangerous when threatened. Alignment: Chaotic They are friendly toward dwarves and
They are good swimmers and quiet track- XP value: 275 gnomes, but hate goblins and kobolds, and
ers, surprising often (1-4 on Id6). They may will attack ogres on sight. Neanderthals are
summon any type of Great Cat that is in the A minotaur is a large man with the head of shy and will avoid humans, but are not
area (preferring tigers). a bull. It is larger than human size, and eats usually hostile unless they are attacked.
humans. A minotaur will always attack any-
Werebears: Werebears are very intel- thing its size or smaller and will pursue as Normal Human
ligent, even in animal form. A werebear long as its prey is in sight. Minotaurs are
usually prefers to live alone or with bears. It semi-intelligent and some use weapons, pre- Armor Class: 9
might be friendly, however, if peacefully ferring a spear, club, or axe. When using Hit Dice: 1
approached. In combat, werebears may hug weapons, minotaurs gain + 2 to damage Move: 120' (40')
for 2-16 points of damage (in addition to rolls due to their strength. If a minotaur Attacks: 1 weapon
normal damage) if both paws hit the same uses a weapon, it may not gore or bite. Damage: By weapon
target in one round. A werebear may sum- Minotaurs usually live in tunnels or mazes. No. Appearing: 1-4 (1-50)
mon any type of bear in the area. Save As: Normal Human
Mule Morale: 6
Medusa Treasure Type: (P) U
Armor Class: 7 Alignment: Any
Armor Class: 8 Hit Dice: 2 XP value: 5
Hit Dice: 4** Move: 120' (40')
Move: 90' (30') Attacks: 1 kick or 1 bite "Normal human" is the game term for a
Attacks: 1 snakebite + special Damage: 1-4 or 1-3 human who does not seek adventure. A
Damage: 1-6 + poison No. Appearing: 1-2 (2-12) normal human does not have a class. The
No. Appearing: 1-3 (1-4) Save As: Normal Man hit points should be selected, according to
Save As: Fighter: 4 (see below) Morale: 8 the human's age, health, and profession. For
Morale: 8 Treasure Type: Nil example, a blacksmith could have 8 hp, but a
Treasure Type: (V)F Alignment: Neutral young child or sickly beggar might have
Alignment: Chaotic XP value: 20 only 1 hp.
XP value: 175 Most humans are "normal" humans,
A mule is a crossbreed between a horse and though people with certain professions
A medusa looks like a human female with a donkey. Mules are stubborn, and if both- (such as merchant, soldier, lord, scout, and
live snakes growing from her head instead ered or excited they may either bite or kick. so forth) help in some adventures. As soon
of hair. The sight of a medusa will turn a Mules may be taken into dungeons, if al- as a human gets experience points through
creature to stone unless the victim makes a lowed by the DM. A mule can carry a an adventure, that person must choose a
Saving Throw vs. Turn to Stone or she will normal load of 3000 coins (or 6000 coins at character class. Some typical normal hu-
petrify herself! Anyone who tries to attack a most, with its move reduced to 607turn). mans are peasants, children, housewives,
medusa without looking at her must sub- Mules cannot be trained to attack, but will workers, artists, villagers, townspeople,
tract 4 from the Hit Roll, and the snakes fight in their own defense. If encountered slaves, fishermen, and scholars.
may attack with a + 2 bonus to the Hit Roll. alone in a dungeon, the mules may belong
A medusa also gains + 2 on all Saving to an NPC party nearby.

34
Monsters

NPC Party cold. It can seep through small cracks, and and 2 children ("whelps") for each 2 adults.
destroy wood, leather, and cloth in 1 round, The leader of an ore tribe is a chieftain with
Armor Class: By NPC class but cannot eat through metal or stone. 15 hit points, who attacks as a 4 Hit Dice
Hit Dice: Variable Attacks with weapons or lightning merely monster and gains + 2 on damage rolls. For
Move: Variable make 2-5 smaller (2 Hit Dice) ochre jellies. every 20 ores in a tribe, there may be an
Attacks: Weapons and spells A normal ochre jelly does 2-12 points of ogre with them (1 in 6 chance). (If the D&D
Damage: 1-6 or weapons and damage per round to exposed flesh. The EXPERT rules are used, there is a 1 in 10
spell effects smaller ochre jellies inflict only half chance of a troll living in the lair as well.)
No. Appearing: 5-8 (5-8) damage.
Save As: NPC class and level Owl bear
Morale: 8 Ogre
Treasure Type: (U + V) Armor Class: 5
Alignment: Any Armor Class: 5 Hit Dice: 5
XP value: Variable Hit Dice: 4+1 Move: 120' (40')
Move: 90' (30') Attacks: 2 claws/1 bite
An NPC party is any group of non-player Attacks: 1 club Damage: 1-8/1-8/1-8
characters. Each NPC may be of any class, Damage: By weapon + 2 No. Appearing: 1-4 (1-4)
level, and Alignment. All rules for player No. Appearing: 1-6 (2-12) Save As: Fighter: 3
characters apply to NPCs. An NPC party Save As: Fighter: 4 Morale: 9
may be created in great detail before a Morale: 10 Treasure Type: C
game. Treasure Type: (S x 10) S x 100 + C Alignment: Neutral
Most parties (whether NPCs or PCs) will Alignment: Chaotic XP value: 175
not want to fight other parties, preferring XP value: 125
easier monsters to challenge. The DM may An owl bear is a huge bear-like creature
wish to avoid the large, complicated battle Ogres are huge fearsome human-like crea- with the head of a giant owl. It stands 8' tall
which could occur between two parties. To tures, usually 8 to 10 feet tall. They wear and weighs 15,000 en. If both its paws hit
avoid combat, the DM may use the following animal skins for clothes, and often live in one opponent in one round, the owl bear
chart to determine the actions of the NPC caves. When encountered outside their lair, hugs for an additional 2-16 points of
party. the group will be carrying 100-600 gp in damage. Owl bears have nasty tempers and
For ease of play, the DM may give the large sacks. Ogres hate Neanderthals and are usually hungry, preferring meat. They
NPC party the same number of members as will attack them on sight. are commonly found underground and in
in the PC party, plus 1-4 fighters (to dis- dense forests.
courage PC ideas of attack). Similar classes Ore
and equipment may be assumed, if the Pixie
NPCs are nearly the same level of experi- Armor Class: 6
ence as the player characters. Hit Dice: 1 Armor Class: 3
Move: 120' (40') Hit Dice: 1***
Reaction Attacks: 1 weapon Move: 90' (30')
Roll (2d6) Result Damage: By weapon Flying: 180' (60')
2-5 Depart in anger No. Appearing: 2-8 (10-60) Attacks: 1 dagger
6-8 Negotiate Save As: Fighter: 1 Damage: 1-4
9-12 Offer to buy or sell Morale: 8 or 6 (see below) No. Appearing: 2-8 (10-40)
information* Treasure Type: (P)D Save As: Elf: 1
Alignment: Chaotic Morale: 7
*The NPCs may offer to buy information XP value: 10 Treasure Type: R + S
about the dungeon, for 10-500 gp, or to sell Alignment: Neutral
similar information (for the same price An ore is an ugly human-like creature, and XP value: 19
range). Typical information could be: mon- looks like a combination of animal and man.
sters seen, traps found, stairs up or down, Ores are nocturnal omnivores, and prefer Pixies are small human-like creatures with
or other features. The DM should decide on to live underground. When fighting in insect-like wings. They are distantly related
the price offered by the NPCs, considering daylight, they have a penalty of — 1 on their to elves, but are only V-2' tall. They are
the value of the information sold. Hit Rolls. Ores have bad tempers and do not invisible unless they want to be seen (or
like other living things. unless magically detected). Unlike the
Ochre Jelly One member of each group of ores is a effects of the invisibility spell, pixies can
leader with 8 hit points who gains a +1 attack and remain invisible, and they always
Armor Class: 8 bonus on damage rolls. If this leader is gain surprise when doing so. They may not
Hit Dice: 5* killed, the morale of the group becomes 6 be attacked in the first round of combat, but
Move: 30' (10') instead of 8. Ores are afraid of anything after that their attackers will see shadows
Attacks: 1 larger or stronger than they are, but may be and movement in the air and may attack the
Damage: 2-12 forced to fight by their leaders. pixies with a — 4 penalty on Hit Rolls. Their
No. Appearing: 1 (0) Ores are often used for armies by Chaotic small insect-like wings can only support
Save As: Fighter: 3 leaders (both humans and monsters). They pixies for 3 turns, and they must rest one
Morale: 12 prefer swords, spears, axes, and clubs for full turn after flying.
Treasure Type: Nil weapons. They will not use mechanical
Alignment: Neutral weapons (such as catapults), and only their
XP value: 300 leaders understand how to operate such
devices.
An ochre jelly is an ochre-colored giant There are many different tribes of ores.
amoeba which can only be harmed by fire or Each tribe has as many female ores as males,

35
Monsters

Rat
Shadow
Normal Giant
Armor Class: 7
Armor Class: Hit Dice: 2 + 2*
Hit Dice: 9 7 Move: 90' (30')
Move: 1 hit point 1/2(1-4 hit points) Attacks: 1
Swimming: 60' (20') 120' (40') Damage: 1-4 + special
Attacks: 30' (10') 60' (20') No. Appearing: 1-8 (1-12)
Damage: 1 bite per pack 1 bite each Save As: Fighter: 2
No. Appearing: 1-6 + disease 1-3 + disease Morale: 12
Save As: 5-50 (2-20) 3-18 (3-30) Treasure Type: F
Morale: Normal Man Normal Man Alignment: Chaotic
Treasure Type: 5 8 XP value: 35
Alignment: L C
XP value: Neutral Neutral Shadows are non-corporeal (ghostlike) in-
telligent creatures. They can only be
Rats usually avoid humans and will not for 1 month, unable to adventure. harmed by magical weapons. They look like
attack unless summoned (by a wererat, for real shadows and can alter their shape
example) or defending their lair. Rats are Normal Rats: Normal rats have gray or slightly. Shadows are hard to see and usually
good swimmers and may attack while in brown fur, and are from 6 inches to 2 feet gain surpirse (1-5 on Id6). If a shadow
water. They are afraid of fire, and will run long. They attack in "packs" of 5-10. If there scores a hit, it will drain 1 point of Strength
from it unless forced to fight by a summon- are more than 10 rats they will attack several in addition to doing normal damage. This
ing creature. Rats will eat almost anything, creatures as packs of 10 or less. A pack will weakness will last for 8 turns. Any creature
and some rats carry diseases. Anyone bitten only attack one creature at a time. Rats will whose Strength is reduced to zero becomes
by a rat has a 1 in 20 chance of being climb all over the creature they are attack- a shadow immediately. Shadows are not
infected. (This chance should be checked ing, often knocking the victim down. affected by Sleep or Charm spells, but they
each time a rat successfully hits. If diseased, are not Undead and cannot be Turned by
the XP award is 6.) The victim may still Giant Rats: These creatures are 3' long or clerics. The DM should not use shadows
avoid the disease by making a Saving Throw more, and have gray or black fur. They are unless the party has at least one magical
vs. Poison. If failed, the victim may die in often found in the dark corners of dungeon weapon.
1-6 days (1 in 4 chance) or may be sick in bed rooms and in areas with undead monsters.
Shrew, Giant
Armor Class: 4
Hit Dice: 1*
Rust Monster Move: 180' (60')
Attacks: 2 bites
Armor Class: 2 Damage: 1-6/1-6
Hit Dice: 5* No. Appearing: 1-8 (1-4)
Move: 120' (40') Save As: Fighter: 1
Attacks: 1 Morale: 10
Damage: See below Treasure Type: Nil
No. Appearing: 1-4 (1-4) Alignment: Neutral
Robber Fly Save As: Fighter: 3 XP value: 13
Morale: 7
Armor Class: 6 Treasure Type: Nil Giant shrews look like brown-furred rats
Hit Dice: 2 Alignment: Neutral with long snouts. They can burrow, climb,
Move: 90' (30') XP value: 300 or jump (up to 5'). The eyes of a giant
Flying: 180' (60') shrew are so weak that the creature is not
Attacks: 1 bite A rust monster has a body like a giant affected by light or the lack of it. A shrew
Damage: 1-8 armadillo with a long tail, and 2 long front uses radar-like squeaks to "see" its sur-
No. Appearing: 1-6 (2-12) "feelers" (antennae). If a rust monster hits a roundings (as bats do), and can "see" things
Save As: Fighter: 1 character with its antenna, it will cause any within 60' as well as a creature with normal
Morale: 8 non-magical metal armor or weapon hit to sight. Since it needs echoes to "see," a giant
Treasure Type: U immediately crumble to rust. It may be hit shrew dislikes open areas, and remains un-
Alignment: Neutral by any type of weapon, and a successful Hit derground most of the time. A Silence 15'
XP value: 20 Roll indicates that the body is hit, for no ill Radius spell will "blind" a giant shrew. If it
effect to the weapon used. A rust monster is cannot hear, it will be confused, and then
A robber fly is a 3' long giant fly with black attracted by the smell of metal. It eats the becomes AC 8, with a penalty of —4 on its
and yellow stripes. From a distance, robber rust created by its attacks. A magical armor Hit Rolls.
flies look like killer bees. They are car- or weapon struck usually loses one "plus" A giant shrew is very quick and will always
nivores, and may attack adventurers. How- per hit, but has a 10% chance per "plus" of take the initiative on its first attack. It also
ever, they prefer killer bees as food, and are resisting the effect completely. gains a +1 bonus on its initiative roll for the
immune to their poison. Robber flies are For example, a shield +1 has a 10% chance remaining rounds of combat. Its attack is so
patient hunters. They often hide in shadows of surviving the attack. If 11 or greater is ferocious (attacking the head and shoulders
and wait to surprise prey (1-4 on Id6). A rolled on d%, the shield is reduced to a of the defender) that any victim of 3 Hit Dice
robber fly can leap up to 30' and attack with normal shield. If hit again, it crumbles into (3rd level) or less must make a Saving Throw
its bite. rust. vs. Death Ray or run away in fear.

36
Monsters

Shrieker Skeleton Spitting Cobra: A spitting cobra is a 3'


long grayish-white snake which spits a
Armor Class: 7 Armor Class: 7 stream of venom at its victim's eyes, up to a
Hit Dice: 3 Hit Dice: 1 distance of 6 feet away. If the spit hits, the
Move: 9' (3') Move: 60' (20') victim must make a Saving Throw vs. Poison
Attacks: See below Attacks: 1 or be blinded. (This blindness can normally
Damage: Nil Damage: By weapon be removed only by a Cure Blindness spell
No. Appearing: 1-8 (0) No. Appearing: 3-12 (3-30) from the D&D EXPERT rules, but the DM
Save As: Fighter: 2 Save As: Fighter: 1 may allow other methods.) As with most
Morale: 12 Morale: 12 small poisonous snakes, a spitting cobra will
Treasure Type: Nil Treasure Type: Nil not attack human-sized or larger opponents
Alignment: Neutral Alignment: Chaotic unless startled or threatened. It can either
XP value: 35 XP value: 10 spit or bite in one round, but not both; it
will usually spit. The damage given (1-3
Shriekers look like giant mushrooms. They Animated skeletons are undead creatures points) applies only to the bite; in this case,
live in underground caverns and are able to often found near graveyards, dungeons, the victim must make a Saving Throw vs.
move around slowly. They react to light and other deserted places. They are often Poison or die in 1-10 turns.
(within 60') and movement (within 30') by used as guards by the high level magic-user
emitting a piercing shriek which lasts for 1-3 or cleric who animated them. Since they are Giant Racer: This is an "average" type of
rounds. For each round of shrieking, the undead, they can be Turned by clerics, and giant snake about 4' long. It has no special
DM should roll Id6; any result of 4-6 indi- are not affected by Sleep or Charm spells, abilities, but is faster than most other types.
cates that a wandering monster has heard nor any form of mind reading. Skeletons It is not poisonous, but its bite can be
the noise, and will arrive in 2-12 rounds. will always fight until "killed." dangerous in itself. Larger ones may be
found, averaging 2' long per Hit Die and
inflicting 1-8, 1-10, or even 2-12 points of
damage per bite.
Snake
Pit Viper: A pit viper is a 5' long green-
Spitting Giant ish-gray poisonous snake with small pits in
Cobra Racer Pit Viper its head. These pits act as heat sensors, with
a range of 60'. The combination of pits and
infravision makes it very hard to fight a pit
Armor Class: 7 5 6 viper; it is so quick that it always gains the
Hit Dice: 1* 2 2* initiative (no roll needed). Any victim bitten
Move: 90' (30') 120' (40') 90' (30') by a pit viper must make a Saving Throw vs.
Attacks: 1 bite or 1 spit 1 bite 1 bite Poison or die.
Damage: 1-3 + poison 1-6 1-4 + poison
No. Appearing: 1-6 (1-6) 1-6 (1-8) 1-8 (1-8)
Save As: Fighter: 1 Sea Snake: Sea snakes are snakes adapted
Fighter: 1 Fighter: 1 for living in the sea. All are poisonous. They
Morale: 7
Treasure Type: Nil average 6' long, but can be much larger if
Nil Nil the DM desires (2' long per Hit Die). A sea
Alignment: Neutral Neutral Neutral
XP value: snake's bite is little more than a pinprick,
13 20 25 and will go unnoticed 50% of the time. The
victim must make a Saving Throw vs. Poi-
Giant Rock son, and the poison is slow-acting; its full
Sea Snake Rattler Python effects take 3-6 turns to be felt if the Saving
Throw is failed. Unlike other snakes, sea
Armor Class: 6 5 6 snakes will attack humans for food.
Hit Dice: 3* 4* 5*
Move: 90' (30') 120' (40') 90' (30') Giant Rattlesnake: A giant rattlesnake is
Attacks: 1 bite 2 bites 1 bite/1 squeeze a 10' long snake with brown and white scales
Damage: 1 + poison 1-4 + poison 1-4/2-8 set in a diamond pattern. On its tail is a
No. Appearing: 0(1-8) 1-4 (1-4) 1-3 (1-3) dried, scaly rattle, which it often shakes to
Save As: Fighter: 2 Fighter: 2 Fighter: 3 ward off intruders or attackers who are too
Morale: 8 8 large to eat. The victim of a giant rat-
Treasure Type: Nil U U tlesnake bite must make a Saving Throw vs.
Alignment: Neutral Neutral Neutral Poison or die in 1-6 turns. This snake is very
XP value: 50 125 300 fast, and attacks twice per round, the second
attack coming at the end of the round.
Snakes are found almost everywhere, avoid- prised or threatened. Some snakes have
ing only very hot and very cold places. Most poisonous bites, and most are carnivores. Rock Python: This 20' long snake has
snakes do not usually attack unless sur- brown and yellow scales set in a spiral
pattern. Its first attack is a bite. If the bite is
successful, it coils around the victim and
constricts in the same round. This squeez-
ing does 2-8 points of damage per round,
and occurs automatically if the bite hits.

37
Monsters

Spider, Giant dead. A flying stirge gains a bonus of + 2 on


its first Hit Roll against any one opponent
Crab Spider Black Widow Tarantella due to its speedy diving attack.

Armor Class: 7 6 5 Thoul


Hit Dice: 2* 3* 4*
Move: 120' (40') 60' (20') 120' (40') Armor Class: 6
In Web: No webs 120' (40') No webs Hit Dice: 3**
Attacks: 1 bite 1 bite 1 bite Move: 120' (40')
Damage: 1-8 + poison 2-12 + poison 1-8 + poison Attacks: 2 claws or 1 weapon
Damage: 1-3/1-3 or by weapon
No. Appearing: 1-4 (1-4) 1-3 (1-3) 1-3 (1-3) No. Appearing: 1-6(1-10)
Save As: Fighter: 1 Fighter: 2 Fighter: 2
Save As: Fighter: 3
Morale: 7 8 8
Treasure Type: U U U Morale: 10
Alignment: Neutral Neutral Neutral Treasure Type: C
XP value: 25 50 125 Alignment: Chaotic
XP value: 65
All spiders can be dangerous, and many are bite of a black widow spider must make a
poisonous. All are carnivores, either trap- Saving Throw vs. Poison or die in 1 turn. A thoul is a magical combination of a ghoul,
ping their prey in webs or jumping at vic- a hobgoblin, and a troll (a creature ex-
tims by surprise. However, they are rarely Tarantella: A tarantella is a huge hairy plained in the D&D EXPERT Set). Except
intelligent, and will often flee from fire. magical spider which looks like a 7' long when very close, thouls look exactly like
tarantula. Its bite does not kill; instead, it hobgoblins, and are sometimes found as
Crab Spider: This is a 5' long spider with causes the victim (if a Saving Throw vs. part of the bodyguard of a hobgoblin king.
a chameleon-like ability to blend into its Poison is failed) to have painful spasms The touch of a thoul will paralyze (in the
surroundings, surprising on a roll of 1-4 (on which resemble a frantic dance. This dance same way as that of a ghoul). If it is
Id6). It clings to walls or ceilings and drops has a magical effect on onlookers. Anyone damaged, a thoul will regenerate 1 hit point
onto its prey. After the first attack, it can be watching the dance must make a Saving per round as long as it is alive. After a thoul
seen and attacked normally. Any victim of Throw vs. Spells or start to dance in the is hit, the DM should add 1 hit point to its
its bite must make a Saving Throw vs. same way. Dancing victims have a penalty of total at the beginning of each round of
Poison or die in 1-4 turns. However, the — 4 on their Hit Rolls, and attackers gain combat.
poison is weak, and the victim gains a + 2 + 4 on their Hit Rolls. The effects of the
bonus to the Saving Throw roll. bite last for 2-12 turns. However, dancers Troglodyte
will drop from exhaustion in 5 turns, and
Black Widow Spider: This vicious arach- they will then be helpless against attacks. Armor Class: 5
nid is 6' long, and has a red "hourglass" Those caught while watching will dance as Hit Dice: 2*
mark on its belly. It usually stays close to its long as the original victim. (In the D&D Move: 120' (40')
webbed lair. The webs should be treated as EXPERT rules, there are magical means to Attacks: 2 claws/1 bite
the magic-user's Web spell for the chances cure the poison, and a Dispel Magic spell Damage: 1-4/1-4/1-4
of breaking free, once entrapped. The webs will stop the dance.) No. Appearing: 1-8 (5-40)
may also be burned away. Any victim of the Save As: Fighter: 2
Morale: 9
Treasure Type: A
Alignment: Chaotic
Sprite D&D EXPERT rules, the effects of the XP value: 30
sprites' curse can be countered by a Remove
Armor Class: 1/2* (1-4 hp) Curse spell.) A troglodyte is an intelligent human-like
Hit Dice: 60' (20') reptile with a short tail, long legs, and a
Move: 180' (60') Stirge spiny "comb" on its head and arms.
Flying: 1 spell Troglodytes walk upright and use their
Attacks: See below Armor Class: 7 hands as well as humans. They hate most
Damage: 3-18 (5-40) Hit Dice: 1* other creatures, and will try to kill anyone
No. Appearing: Elf: 1 Move: 30' (10') they meet. They have the chameleon-like
Save As: 7 Flying: 180' (60') ability to change colors, and use it to hide by
Morale: S Attacks: 1 rock walls, surprising often (1-4 on Id6). A
Treasure Type: Neutral Damage: 1-3 troglodyte secretes an oil which produces a
Alignment: 6 No. Appearing: 1-10 (3-36) stench, nauseating humans and demi-hu-
XP value: Save As: Fighter: 2 mans unless a Saving Throw vs. Poison is
Morale: 9 made. Nauseated characters have a - 2
Sprites are small winged people (about 1 Treasure Type: L penalty on their Hit Rolls while in hand-to-
foot tall) related to pixies and elves. Though Alignment: Neutral hand combat with the troglodytes.
shy, they are very curious and have a XP value: 13
strange sense of humor. Five sprites acting Undead (See Ghoul, Skeleton, Wight, or
together can cast one Curse spell. This will A stirge is a birdlike creature with a long Zombie: The Undead are evil creatures
take the form of a magic practical joke, such nose. It attacks by thrusting its beak into the created by dark magic. They are not af-
as tripping or having one's nose grow. The victim's body, and feeds on blood. A success- fected by things that affect living creatures
exact effect of the curse is left to the DM's ful hit (for 1-3 points of damage) means that (such as poison) or spells which affect the
imagination. Sprites will never cause death it has attached itself to the victim, sucking mind (such as Sleep and Charm Person).
on purpose even if they are attacked. (In the for 1-3 points of damage per round until They make no noise.

38
Monsters

Were-creature (werebear, wereboar, were-


rat, weretiger, or werewolf): see Ly-
canthrope.

Wight

Armor Class: 5
Hit Dice: 3*
Move: 90' (30')
Attacks: 1
Damage: Energy drain
No. Appearing: 1-6 (1-8)
Save As: Fighter: 3
Morale: 12
Treasure Type: B
Alignment: Chaotic
XP value: 50
A wight is an undead spirit living in the
body of a dead human or demi-human. It
can only be hit by silvered or magical weap-
ons. Wights are greatly feared, as they dram
life energy when striking a victim. Each hit
drains one level of experience or Hit Die.
(Energy Drain is explained on page 24. Any
person totally drained of life energy by a
wight will become a wight in 1-4 days, and
will be under control of their slayer.
Wolf
Normal Wolf Dire Wolf

Armor Class: 7 6
Hit Dice: 2+2 4+1
Move: 180' (60') 150' (50')
Attacks: 1 bite 1 bite
Damage: 1-6 2-8
No. Appearing: 2-12 (3-18) 1-4 (2-8)
Save As: Fighter: 1 Fighter: 2
Yellow Mold Morale: 8 or 6 (see below) 8
Treasure Type: Nil Nil
Armor Class: Can always be hit Alignment: Neutral Neutral
Hit Dice: 2* XP value: 25 125
Move: 0
Attacks: Spores Wolves: Wolves are carnivores, and hunt in Dire Wolves: Dire wolves are larger and
Damage: 1-6 + special packs. Though they prefer the wilderness, more ferocious than normal wolves, and are
No. Appearing: 1-8 (1-4) they may occasionally be found in caves. semi-intelligent. They are fierce enemies
Save As: Fighter: 2 Captured wolf cubs may be trained like and usually hunt in packs, found in caves,
Morale: Not applicable dogs (if the DM permits), but with difficulty. woods, or mountains, They are sometimes
Treasure Type: Nil If 3 or less wolves are encountered, or if a trained by goblins to be used as mounts.
Alignment: Neutral pack is reduced to less than 50% of its Captured dire wolf cubs can be trained like
XP value: 25 original numbers, their morale is 6 rather dogs (if the DM permits), but they are even
than 8. more savage than normal wolves.
This deadly fungus covers an area of 10
square feet ("one" for No. Appearing),
though many may be found together. Zombie Zombies are mindless undead humans or
Yellow mold can only be killed by fire: a demi-humans animated by some evil magic-
torch will do 1-4 points of damage to it each Armor Class: 8 user or cleric. They may be Turned by
round. It can eat through wood and leather Hit Dice: 2 clerics but are not affected by Sleep or
but cannot harm metal or stone. It does not Move: 90' (30') Charm spells. They can be harmed by nor-
actually attack, but if it is touched, even by a Attacks: 1 claw or 1 weapon mal weapons. Zombies are often placed to
torch, the touch may (50% chance per Damage: 1-8 or by weapon guard treasures, since they make no noise.
touch) cause the mold to squirt out a 10' x No. Appearing: 2-8 (4-24) They are slow fighters, and always lose
10' x 10' cloud of spores. Anyone caught Save As: Fighter: 1 initiative (no roll needed).
within the cloud will take 1-6 points of Morale: 12
damage and must make a Saving Throw vs. Treasure Type: Nil
Death Ray or choke to death within 6 Alignment: Chaotic
rounds. XP value: 20
39
Treasure

The coins, gems, jewelry and magic items GROUP TREASURE TYPES TABLE
found by the characters during an adven- 1000's of 1000's of 1000's of 1000's of
ture are all called treasure. Wealth (coins, Type Copper Silver Electrum Gold
gems, jewelry and other items of value) is
worth experience points. The amount of A 25% 1-6 30% 1-6 20% 1-4 35% 2-12
treasure found will determine how fast the B 50% 1-8 25% 1-6 25% 1-4 25% 1-3
characters advance. A wealthy character C 20% 1-12 30% 1-4 10% 1-4 Nil
D 10% 1-8 15% 1-12 Nil 60% 1-6
may also buy better equipment, hire more E 5% 1-10 30% 1-12 25% 1-4 25% 1-8
retainers, and purchase special services — F Nil 10% 2-20 20% 1-8 45% 1-12
for example, buying magical cures from G Nil Nil Nil 50% 10-40
higher level clerics. Magic items are not H 25% 3-24 50% 1-100 50% 10-40 50% 10-60
I Nil Nil Nil Nil
counted for XP awards, but they are useful
in other ways, especially during adven- JK 25% 1-4 10% 1-3 Nil Nil
Nil 30% 1-6 10% 1-2 Nil
tures. L Nil Nil Nil Nil
Treasure is normally found in the lairs M Nil Nil Nil 40% 2-8
of monsters, but may be gained as payment N Nil Nil Nil Nil
O Nil Nil Nil Nil
or a reward from a NPC for performing
some task. Treasures are determined ran-
domly or chosen by the DM. 1000's of
The DM should always determine the Platinum Gems Jewelry Magic Items
contents of a large treasure hoard before
play, to decide how best to hide and protect 25% 1-2 50% 6-36 50% 6-36 30% Any 3
Nil 25% 1-6 25% 1-6 10% 1 sword, armor, or weaoon
the treasure from theft. If magic items are Nil 25% 1-4 25% 1-4 10% Any 2
present, the DM may want to allow the Nil 30% 1-8 30% 1-8 15% Any 2 + 1 potion
monsters to use the items — such as a Nil 10% 1-10 10% 1-10 25% Any 3 + 1 scroll
bugbear using a magical sword +1. 30% 1-3 20% 2-24 10% 1-12 30% Any 3 except weapons, + 1 potion +
1 scroll
50% 1-6 25% 3-18 25% 1-10 35% Any 4 + 1 scroll
Random Treasures 25% 5-20 50% 1-100 50% 10-40 15% Any 4 + 1 potion + 1 scroll
30% 1-8 50% 2-12 50% 2-12 15% Any 1
Nil Nil Nil Nil
To determine a monster's treasure at ran- Nil Nil Nil Nil
dom, use the following step-by-step pro- Nil 50% 1-4 Nil Nil
cedure: Nil Nil
50% 5-30 55% 5-20 45% 2-12 Nil
Nil Nil Nil 40% 2-8 potions
HOW TO DETERMINE Nil Nil Nil 50% 1-4 scrolls
RANDOM TREASURE
1. Find the Treasure Type 4. If any magic items are present, the made carefully, since most of the experi-
2. Of the possible treasures given for the Magic Item Subtables are used to find ence the characters will get will be from
Treasure Type, roll d% to find which the actual types. treasure (usually 3A or more).
ones are actually present.
3. Determine the amount of each treasure After running a few games, it may be
present. Special Dice Note: The amount of treas- easier for you to first decide how many XP
4. If magic is present, roll for the exact ure is listed as a range. Whenever the to give out (considering the size and levels
items, using the Magic Subtables. range starts with "1" (1-4, 1-6), the last of experience in the party), and place the
number indicates the type of die rolled. treasures to give the desired result. How-
For example, 1-4 means Id4; 1-100 means ever, be sure to make the monsters tough
1. Find the Treasure Type in the monster d%. enough to force the characters to earn
description. Find the same letter on the When the first number is larger than their treasure!
Treasure Types Tables. The line after one, it indicates the number of dice; the
that letter will be used to find the actual type of dice must be found, usually by
treasure. Read across the Treasure dividing the second number by the first. Adjusting Treasure
Type line to find the possible types of For example, 3-24 means 3d8; 2-24
treasure present. Each type will give a means 2dl2; 5-30 means 5d6. When the "No. Appearing" of a type of
percentage, followed by a range of If both numbers are multiples of 10, monster is 1-4, no adjustment is necessary;
numbers.* the DM may roll one die and multiply even a single monster will have the treas-
the result by 10. For example, 10-40 may ure indicated. However, many human-like
2. Using Percentage dice, if you roll a be determined by Id4, multiplied by 10; monsters are found in large numbers in
number equal to or less than the per- 10-60 may be determined by ld6xlO. their outdoor lairs. When the Treasure
centage given, that type of treasure is Type given is a letter from A to 0, that
present. As you roll each percentage, should only be the treasure found in a full
make a note (on scrap paper) of each Placed Treasures lair (the Wilderness No. Appearing — the
type of treasure actually present. number in parentheses in the monster
You may choose treasures instead of roll- description). Beginning characters should
3. Roll the dice range to find the amount ing for them randomly. You may also not encounter full lairs of these creatures.
of each type of treasure present (those choose a result if rolls give too much or too Encounters with less than a full lair should
found in step 2). little treasure. These choices should be yield less treasure.
40
Treasure

INDIVIDUAL TREASURE TYPE TABLE JEWELRY VALUE TABLE (gp)


Pieces of Pieces of Pieces of Value Examples
Copper Silver Electrum
300-600 Bracelet, Pin
p 3-24 per Nil Nil 700-1000 Brooch, Earring
individual 1100-1400 Pendant, Necklace
Q Nil 3-18 per Nil 1500-1800 Crown, Sceptre
individual Nil
R Nil Nil 2-12 per
individual As with gems, you may use any type of
S Nil Nil Nil jewelry as treasure, and various combina-
T Nil Nil Nil
U 10% 1-100 10% 1-100 Nil tions. You may choose to allow jewelry of
V Nil 10% 1-100 5% 1-100 greater value than that given.
When both gems and jewelry occur in
the same treasure, you may combine them.
Pieces of Pieces of For example, a single gem result of 1,000 gp
Gold Platinum Gems Jewelry Magic Items
along with a jewelry value of 1,500 gp
Nil Nil Nil Nil Nil could be placed as "two gold crowns, each
Nil Nil Nil Nil Nil with a large pearl set in the front; each
Nil Nil Nil Nil Nil crown is worth 1,250 gp."
2-8 per Nil Nil Nil Nil
individual
Nil 1-6 per Nil Nil Nil
individual
5% 1-100 Nil Nil 5% 1-4 2% Any 1
10% 1-100 5% 1-100 Nil 10% 1-4 5% Any 1

Other Treasure Types Gems


You may create Treasure Types other than To find the value of a gem, roll Percentage
those listed. Some other valuable items dice and refer to the Gem Value Table:
could be rugs, wall hangings, rare wines,
silverware and other kitchen items, or even GEM VALUE TABLE
animal skins. You should give each item a % Roll Value Example
value in gold pieces (and an encumbrance,
if that optional rule is used). 01-20 10 gp quartz, turquoise
21-45 50 gp citrine, onyz
Average Treasure Values 46-75
76-95
100 gp
500 gp
amber, garnet
pearl, topaz Magic Item Subtables
96-00 1000 gp opal, ruby
The average values of each Treasure Type If a magic item is present in a treasure, you
(in gp) are given below. These averages do should find the exact item, using the fol-
not include the possible magic in the treas- Examples are given for each value of gem. lowing three-step process:
ures. After rolling for treasures, you may You may wish to reveal a gem type rather
refer to this list to see whether the treasure than giving its exact value, for more real- 1. Roll Percentage dice to find which Sub-
is larger or smaller than average. You may ism in the adventure. If you do so, the table to use, as given on the Magic Item
then adjust the treasure, if you wish. players should be able to discover the exact Type Table.
value later — at the town jeweler's shop,
AVERAGE TREASURE VALUE (gp) for example (probably for a small fee, 2. Find the Subtable indicated and roll
A 17,000 E 2,500 I 7,500 which is usually 1-5% of the value, or less). ld20 to find the exact item.
B 2,000 F 7,600 J
25
C 750 G 25,000 K 250 Optional: After finding the total value 3. Read the explanation of the item, given
D 4,000 H 60,000 L 225 of all the gems in a treasure, you may on the following pages.
M 50,000 combine or split them into different
numbers of gems at any values. For 1. Roll Percentage:
Coins example, 5 gems worth 100 gp each might
be placed as 1 pearl, or 50 onyx gems,
All coins are about equal in size and or 4 garnets and 10 pieces of turquoise.
weight. Each coin weighs about '/io pound. MAGIC ITEM TYPE
Electrum is a mixture of silver and gold. Die
The rate of exchange between coins is as Jewelry Roll Magic Subtable to use
follows: 01-20 a. Swords
To find the value of a piece of jewelry, roll 21-30 b. Other Weapons
MONEY CONVERSION CHART 3d6 and multiply the total by 100 (for a 31-40 c. Armor and Shields
total of 300-1800 gp). Jewelry can be 41-65 d. Potions
100 cp = 1 gp 2 ep = 1 gp damaged by such things as very hot fire, 66-85 e. Scrolls
10 sp = 1 gp 1 pp = 5 gp lightning bolts, crushing, and other rough 86-90 f. Rings
treatment. Damaged jewelry is only worth 91-95 g. Wands, Staves, and Rods
500 cp = 50 sp = 10 ep = 5 gp = 1 pp 96-00 K. Miscellaneous Magic
'/2 normal value.

41
Treasure

2. Roll on Magic Subtable: Using Magic Items


Any magic item must be properly used to
a. SWORDS (roll ld20) **" f. RINGS (ld20) have any effect. A magic shield will have no
Die Die effect unless it is carried normally; a ring
Roll Type of Sword Roll Type of Ring must be worn on a finger to get the magical
1-8 Sword +1 1-3 Animal Control effect.
9-10 Sword + 1 , +2 against 4-8 Fire Resistance Some Permanent items are simply for
lycanthropes 9-10 Invisibility protection. No concentration is required to
11 Sword + 1, + 2 against spell users 11-15 Protection +1 use these items. Magic weapons also func-
12-13 Sword + 1,+3 against undead 16-18 Water Walking tion automatically.
14-15 Sword + 1 , + 3 against dragons 19-20 Weakness
16 Sword + 1, Light spell I/day All Temporary items are either con-
17-19 Sword + 1, Cure Light Wounds sumed (by drinking or eating) or used by
I/day concentrating. If not consumed, the item
20 Sword +2 g. WANDS, STAVES, AND RODS must be held while the user concentrates.
(roll ld20) While using the item, the user may not
move, cast a spell, or take any other action
b. OTHER WEAPONS (roll ld20) Die during that round.
Roll Type of Wand, Staff, or Rod
Die
Roll Type of Weapon 1-6 Wand of Enemy Detection Charges in Magic Items
7-11 Wand of Magic Detection
1-4 Arrows +1(10 arrows) 12-14 Wand of Paralyzation
5-6 Axe +1 15-17 Staff of Healing Many Temporary items have a limited
7-9 Dagger +1 18 Snake Staff number of charges (uses). When the last
10 Dagger +2 19-20 Rod of Cancellation charge is used, the item is no longer magi-
11-13 Mace +1 cal. It is not possible to find out how many
14-16 Quarrels +1 (10 quarrels) charges an item has, and such items cannot
17 Sling +1 be recharged.
18-20 War Hammer +1
h. MISCELLANEOUS ITEMS (roll ld20)
Die
Roll Type of Magic Item
Magic Item Descriptions:
c. ARMOR & SHIELDS (roll ld20)
Die 1-2 Bag of Devouring a. Swords
Roll Type of Armor or Shield 3-5 Bag of Holding
6 Crystal Ball When a magic sword is used, the player
1-4 Leather armor + 1 7-8 Elven Cloak adds the "plus" to both Hit Rolls and
5-9 Chain mail armor + 1 9-10 Elven Boots
10-11 Plate mail armor +1 11 Gauntlets of Ogre Power Damage rolls. Several swords also have a
12-17 Shield +1 12-13 Helm of Alignment Changing special adjustment which is used only when
18-19 Shield +2 14-16 Helm of Telepathy fighting a special type of opponent. Nor-
20 Chain armor & shield (both + 1) 17-18 Medallion of ESP mal weapon restrictions for character
19-20 Rope of Climbing classes also apply to magical weapons. For
example, A cleric cannot use a sword, so a
d. POTIONS (roll ld20) cleric cannot use a magical sword either.
Die
3. Explanation of Magic Items Two of the swords listed can cast cleric
Roll Type of Potion spells. Refer to those spells to find the
Identifying Magic Items exact effect. Each effect can only be used
1-4 Diminution once each adventure (or day). No meditat-
5-6 ESP The only way to identify exactly what an
7-9 Gaseous Form ing is needed to gain the spell casting
10-12 Growth
item does is by testing it (trying on the ring, ability. If you wish, you may add other spell
13-16 Healing sipping the potion, etc.). If a retainer does abilities to swords, using either cleric or
17 Invisibility this testing, the retainer will expect to keep magic-user spells.
18-19 Levitation the item. A high level NPC magic-user may You may select die size of a sword (most
20 Poison be asked to identify an item, but will want are normal swords, but short and two-
money or a service in advance and may handed swords may be found) or deter-
take several weeks (game time, not real mine it randomly.
e. SCROLLS (roll ld20) time) to do it.
Die Cursed Swords: Any sword may be
Roll Type of Scroll Types of Magic Items cursed! When the dice rolls indicate a
1-4 Scroll of 1 spell sword as treasure, roll ld20 again. If the
5-7 Scroll of 2 spells There are two basic types of magic items: result is 1-3, a cursed sword should be placed
8 Scroll of 3 spells Permanent items, which are not used up instead. However, it will seem to be a
9-10 Curse (occurs when read) (such as swords and armor), and Tempo- "normal" magic sword (whatever type was
11-13 Protection from Lycanthropes rary items, which are used either once
14-16 Protection from Undead first rolled) until used in deadly combat. At
17-18 Treasure Map: location of
(such as potions) or one "charge" at a time that time, the curse is revealed.
1,000-4,000 gp value (such as wands).
19-20 Treasure Map: location of
1 hidden magic item

42
Treasure

A cursed sword will cause the player to Cursed Armor: Armor and shields may be Growth: This potion causes the user to
subtract one from all Hit Rolls and Damage cursed! You should roll Id8 when either is grow to twice normal size, temporarily
Rolls when using that weapon, instead of placed as treasure; a result of 1 indicates increasing Strength and giving the ability
giving a bonus. Once a cursed sword is that the item is cursed. Handle cursed to inflict double damage (twice the amount
used in battle, it may not be thrown away. armor in the same manner as cursed rolled) on any successful hit. The user's hit
If it is stolen or sold, the character is cursed swords. Cursed armor makes a character points, however, will not increase. This
with the desire to get it back. The character easier to hit by + 1. potion will negate a potion of diminution.
will always use that weapon when in battle. You may either select the size of the
(DM, tell the player that this is what the armor found (most is human-sized) or Healing: Like the clerical cure light
character wants — and no arguments!) determine it randomly. wounds spell, drinking this potion will
Only a high level NPC magic-user or cleric restore 2-7 lost hit points or will cure
can help a character be rid of the curse. d. Potions paralysis for one creature.
After the curse is removed, the sword will
become a "normal" magic sword, of what- Potions are usually found in small glass Invisibility: This potion will have the same
ever type was rolled. vials, similar to Holy Water. Each potion effects as the magic-user spell invisibility.
has a different smell and taste — even two The potion will make the user invisible.
b. Other Weapons potions with the same effect! Unless stated When a character becomes invisible, all the
otherwise, the effect of a potion lasts 7-12 items (but not other creatures) carried and
As with magic swords, the "plus" number is turns. Only you, die DM, should know the worn by that character also become invisi-
added to both Hit Rolls and Damage Rolls. exact duration, and you should keep track ble. Any invisible item will become visible
And as with swords, any item may be cursed, of it when the potion is used. The entire once again when it leaves the character's
though there is less chance with other weap- potion must be drunk to have this effect. A possession (is set down, dropped, and so
ons. Roll ld20; if the result is 1-2, the item is potion may be sipped to discover its type forth). See the magic-user spell (page 41) of
cursed. The curse is handled in the same and then used later. Drinking a potion the PLAYERS' MANUAL) for more infor-
manner as a cursed sword. takes one round. Sipping a potion does not mation. The DM may allow players to
Normal weapon restrictions apply. Since decrease its effect or duration. drink small amounts of this potion 6 times,
a magic-user cannot use a sling, a magic- If a character drinks a potion while each drink being effective but only for 1
user cannot use a magical sling, either. another potion is still in effect, that charac- turn.
ter will become sick and will be unable to
c. Armor do anything (no saving throw) for 3 turns Levitation: Drinking this potion will have
(Yi hour) and neither potion will have any the same effects as the magic-user spell
Armor comes in many shapes and sizes. further effect. A potion of healing has no levitation. The user may move up or down
The better the armor, the lower your AC duration (for this calculation). Each type of in the air without any support. This potion
number. Magical armor and shields can potion is described below: does not enable the user to move side-to-
lower the AC number even further. side. The user could, however, jevitate to a
Diminution: Anyone taking this potion ceiling and move sideways by pushing or
MAGICAL ARMOR TABLE will immediately shrink to 6" in height, and pulling. Motion up or down is at a rate of
Type of Normal Magical Encumbrance can do no damage when physically attack- 60' per round. See the magic-user spell
Armor AC AC Adjustment ing a creature larger than 1'. The user can (page 41 of the PLAYERS' MANUAL) for
slip through small cracks and has a 90% more information.
Leather 7 6 +100 en
Chain mail 5 4 +250 en chance of not being seen when standing
Plate mail 3 2 + 300 en still. This potion will negate a potion of Poison: Poisons look like normal magic
Shield * * none growth. potions. If any amount of this potion is
swallowed, even a sip, the user must make
ESP: This potion will have the same effect a Saving Throw vs. Poison or die! (If you
Explanation of Magical Armor Table: wish, you may decide that the poison will
as the magic-user spell ESP. The user may
"hear" the thoughts (if any) of one creature do a set amount of damage if the Saving
"Normal AC" is the AC of a character Throw is failed.)
wearing normal armor of the type given. within 60' by concentrating for one full
"Magical AC" is the AC of a character turn in one direction. The user may "hear"
wearing magical armor of the type given. dirough 2 feet of rock, but a thin coating e. Scrolls
"Encumbrance Adjustment" is the of lead will block the ESP. Refer to the
magic-user spell (PLAYERS' MANUAL, A scroll is a piece of old paper or parch-
added amount that a character can carry
page 41) for more information. ment upon which a high level magic-user,
when wearing magical armor of the type
elf or cleric has written a magical formula.
given. In other words, magical chain mail
To use a scroll, there must be enough light
weighs 250 en less than non-magical chain Gaseous Form: Upon drinking this potion, to read by, and the scroll must be read
mail armor. the user's body will take the form of a cloud aloud. A scroll can only be used once, for
A shield +1 would lower the AC num- of gas. Anything the user is carrying or the words will fade from the scroll when
ber one more. For example, a fighter in wearing will fall through the gaseous body they are read aloud. A spell scroll can only
normal chain mail and shield would be AC to land on the floor. The user will keep be read by a magic-user, elf, or cleric
4. If a set of magical chain mail and shield control over his or her body, and can move (depending on the type of spell), but a
were found (both +1), the AC would drop through small holes in walls, chests, and so Protection Scroll or a Treasure Map can be
1 for the armor and 1 more for the shield, forth. Any creature or character in gaseous read by anyone.
for a total of AC 2. If a +2 shield were form cannot attack, but has an AC of - 2
used, the AC number would drop 1 more, and cannot be harmed by non-magical
for a total of AC 1. weapons.

43
Treasure

Spell Scroll: These scrolls may have 1, 2, or 5. The reader's Prime Requisite must be f. Rings
3 spells written on them. If more than one rerolled.
spell is written on a scroll, only the spell A magical ring must be worn on a finger or
cast will disappear when read. Spell scrolls 6. Wounds will take twice as long to heal, thumb to be used. A ring may also be
may have either magic-user or cleric spells and healing spells only restore half nor- carried and put on when desired. Only one
on them. To find the type, roll Id4: mal amounts. magic ring can be worn on each hand. If
more than that are worn, none of the rings
will function, with the exception of a ring of
TYPE OF SPELL ON SCROLL Only a Remove Curse spell (see the D&D weakness (see below). Any ring may be used
EXPERT SET) can remove a curse of this by any character class.
Die
Roll Type nature. However, you may allow the cursed
character to be cured by a high level NPC Animal Control: The wearer of this ring
1 Cleric spell cleric or magic-user, who will demand that may command 1-6 normal animals (or 1
2-4 Magic-user spell the character complete a special adventure giant-sized). The animals are not allowed a
or perform a worthy but difficult task. Saving Throw. The ring will not control
Magic-user spells are written in a magical intelligent animal races or fantastic or mag-
language and cannot be read until a Read Protection Scroll: A protection scroll may ical monsters. The wearer must be able to
Magic spell (PLAYERS' MANUAL, page be read and used by any class. When read, see the animals to control them. The con-
40) is used to read it. Cleric scrolls are it creates a circle of protection 10' across trol will last as long as the wearer concen-
written in the Common tongue, but only a which will move with the reader at its trates on the animals and does not move or
cleric will understand how to use the spells. center. It will prevent any of the given fight. When the wearer stops concentrat-
Magic-users and elves cannot use cleric creatures from entering this circle, but ing, the animals will be free to attack their
scrolls, nor can clerics read magic-user does not prevent spell or missile attacks controller or run away (roll reactions with a
scrolls. from those creatures. The circle will be penalty of — 1 on the roll). This ring can
You may either choose the spells on a broken if anyone protected attacks one of only be used once per turn.
scroll or determine them randomly. If you the given creatures in hand-to-hand com-
wish to choose them randomly, roll Id6 for bat. Fire Resistance: The wearer of this ring
each spell and use the chart below to find will not be harmed by normal fires, and
the spell level. Then roll to determine the Protection from Lycanthropes: When read, this gains a bonus of + 2 on all Saving Throws
exact spell, using the spell lists (PLAYERS' scroll will protect all those within the circle vs. Fire Spells and vs. Red Dragon breath.
MANUAL, page 35, or page 17 of this from a variable number of lycanthropes In addition, the DM must subtract 1 point
booklet for 3rd level spells). for 6 turns. The number of lycanthropes from each die of fire damage to the wearer
affected varies according to their type, as (widi a minimum damage of 1 point per
follows: die rolled to determine the damage).
LEVEL OF SPELL ON SCROLL Invisibility: The wearer is invisible as long
Die Wererats: 1-10 affected as die ring is worn. If the wearer attacks or
Roll Level Werewolves, wereboars: 1-8 affected casts spells, he or she will become visible.
1-3 1st level Weretigers, werebears: 1-4 affected The wearer can only become invisible once
4-5 2nd level per turn.
6 3rd level Protection from Undead: When read, this
scroll will protect all those within the circle Protection +1: This ring improves the
from a variable number of undead for 6 wearer's Armor Class by 1. For example, a
Cursed Scroll: Unfortunately, when any turns. The number of undead affected
writing on a cursed scroll is even seen, the magic-user with no armor (AC 9) would be
varies according to their type, as follows: AC 8 when wearing the ring. This item
victim is immediately cursed. No reading is
necessary! You, the DM, must make up also adds a bonus of +1 to all of the
each curse. Examples of a few common Skeletons, zombies, wearer's Saving Throw rolls.
curses are: or ghouls: 2-24 affected
Wights, wraiths, Water Walking: The wearer of this ring
1. The reader turns into a frog (or some or mummies: 2-12 affected may walk on the surface of any body of
other harmless animal). Spectres (or larger): 1-6 affected water, and will not sink.

2. A wandering monster of the same level Treasure Map: A treasure map should be Weakness: When this ring is put on, the
as die reader appears and attacks the made by the DM in advance, and should wearer becomes weaker, and his or her
reader by surprise (a free attack with show the location of some treasure hoard Strength score becomes 3 within 1-6
bonuses). in a dungeon. The DM may choose any rounds. The wearer cannot take off this
combination of treasures to equal the total ring (unless a Remove Curse spell is used,
3. One magic item owned by the reader value given. These treasures should be as explained in the D&D EXPERT rules).
disappears (the item is chosen or ran- guarded by monsters. Sometimes maps are
domly determined by the DM). only partially complete, or are written in
the form of riddles, and can only be read
4. The reader loses one level of experi- by using a Read Languages spell.
ence, as if struck by a wight. (You
should roll again for a first level charac-
ter, to avoid unfair "instant death.")
44
Treasure

g. Wands, Staves, and Rods is treated as having an Armor Class of 9. The wearer becomes visible when attack-
The DM may adjust the Armor Class of an ing or casting a spell, and may not become
A wand is a thin smooth stick about 18 item if it is being used in combat (such as invisible again for a full turn.
inches long. A rod is similar, but 3 feet when trying to hit a sword).
long; and a staff is 2 inches thick and about Elven Boots: The wearer of these boots
6 feet long. In D&D BASIC rules, wands h. Miscellaneous Magic Items may move with nearly complete silence
may only be used by magic-users and elves, (roll ldlO; only heard on a 1).
and staves may only be used by clerics. Each of these items is special, and is fully
(More of these items, with different described below. Gauntlets of Ogre Power: These gauntlets
charges and usable by different classes, are will give the wearer a Strength score of 18,
given in the EXPERT Set.) A wand con- Bag of Devouring: This item looks like a gaining all normal bonuses. If a weapon is
tains 1-10 charges when found. Each item is normal small sack, but anything placed not used in combat, the wearer may strike
described below: within it disappears. Anyone may reach in with one fist each round, for 1-4 points of
and find the contents by touch — if the damage and gaining a + 3 on Hit Rolls
Wand of Enemy Detection: When a contents are still there! If the contents are (only).
charge is used, this item will cause all not removed witin 7-12 turns, they will be
enemies within 60' (even those hidden or forever lost. The bag will not affect living
invisible) to glow, as if on fire. creatures unless the entire creature is Helm of Alignment Changing: This item
stuffed inside the bag. This is impossible to looks like a fancy helmet. When the helm is
do except with very small creatures. put on, it will immediately change the
Wand of Magic Detection: When a charge wearer's alignment (the DM should deter-
is used, this item will cause any magic item mine the new alignment randomly). This
within 20' to glow. If the item cannot device may only be taken off by using a
normally be seen (within a closed chest, for Remove Curse spell, and the wearer will
example), the glow will not be seen. resist the removal. Once removed, the
wearer's original alignment will return.
Wand of Paralyzation: This wand projects The DM may allow the character to re-
a cone-shaped ray when a charge is used. move it by performing a special task or
The ray is 60' long and 30' wide at its end. adventure.
Any creature struck by the ray must make
a Saving Throw vs. Wands or be paralyzed
for 6 turns. Helm of Telepathy: This item looks like a
fancy helmet. The wearer of this helm may
Staff of Healing: This item will heal 2-7 send messages, by mere thought, to any
points of damage per use. It may only be creature within 90'. The creature receiving
used once per day on each person, but will the thought messages will understand
heal any number of persons once a day. It them. (The creature may refuse to re-
does not have nor use any charges. spond.) The wearer may also read the
thoughts of a living creature within range.
To make the helm work, the wearer must
Snake Staff: This magical staff is a Staff concentrate on the creature, and may not
+1, and will inflict 2-7 points of damage move or cast spells. If the creature fails'a
per hit. Saving Throw vs. spells (or permits the
Upon command, it turns into a snake thought reading), the wearer will under-
(AC 5, Hit Dice 3, hit points 20, Movement stand the creature's thoughts.
60' per turn, 20' per round) and coils
around the creature struck. The command Bag of Holding: This item looks like a
may be spoken when the victim is hit. The normal small sack, but anything placed Medallion of ESP: This magical medallion
victim is allowed to make a Saving Throw within it disappears. Anyone may reach in is strung on a chain to be worn around the
vs. Spells to avoid the serpent's coil. Any and find the contents by touch. The bag neck. If the wearer concentrates for 1
man-sized or smaller victim will be held will actually hold treasures up to 10,000 en round, he or she may read the thoughts of
helpless for 1-4 turns (unless the snake is in weight, but will only weigh 600 en when any one creature within 30'. The wearer
ordered by the owner to release the victim full. An item to be placed inside the bag may move normally but cannot fight nor
before that time). Larger creatures cannot may be no larger than 10' x 5' x 3'. A cast spells while concentrating. The DM
be "coiled." larger item will not fit inside. must roll Id6 each time this item is used; it
When freed, the snake crawls back to its will not work properly on a roll of 1. If this
owner and becomes a staff once again. The Crystal Ball: This item can only be used by occurs, it Will broadcast the thoughts of the
snake is completely healed when it turns an elf or magic-user. Its owner may look user to everyone within 30'! The DM may
into a staff. If killed in snake form, it will into it and see any place or object thought allow a Saving Throw vs. Spells to prevent
not return to staff form and loses all magi- of. It will work 3 times per day, and the the medallion from reading a creature's
cal properties. This item does not have nor image will only last for 1 turn. Spells cannot thoughts.'
use any charges. be cast "through" the crystal ball. The
more familiar the object or area to be seen, Rope of Climbing: This 50' long, thin,
Rod of Cancellation: This rod is usable by the clearer the picture will be. strong rope will climb in any direction
any character. It will only work once, but upon the command of the owner. It may
will drain any magic item it hits, making Elven Cloak: The wearer of this cloak is fasten itself to any protruding surface, and
that item forever non-magical. The target nearly invisible (roll Id6; seen only on a 1). will support up to 10,000 en of weight.
45
Creating dungeons

A "dungeon" is any place where monsters achievement — of successfully meeting a the strengths and plans of die invaders,
and treasures may be found. A dungeon is challenge of some kind. and destroy diem if possible. Example:
usually a group of rooms, connected by Even a random dungeon could be a TSR's Dungeon Module B-2.
corridors. It could be a castle (new or good dungeon, if the monsters within it
ruined), some caves, or anything else you were selected and placed carefully. Ran- Recovering Ruins
can imagine. domly drawn caves would give a disor- The party is scouting an old village before
The "level" of a dungeon is a number ganized design of rooms and corridors, but permanent settlers move in. The ruins may
that identifies part of the dungeon, and could be a good dungeon if occupied only have been overrun by a certain type of
usually indicates the amount of danger by cave dwellers, such as animals (normal monster, who must be driven off or slain.
present in that area of the dungeon. Level and giant) and human-like monster tribes The ruins could even be underneath — or
One, or the "first level," is usually the (such as goblins). part of — a thriving town.
easiest part of the dungeon — the place The Solo Adventure in the PLAYERS'
where the smallest monsters and treasures MANUAL was not a "good" dungeon — at Destroying an Ancient Evil
can be found. Level 2 is usually more least, not for most adventures! Instead, The "evil" is a monster or NPC, but the
dangerous than level 1, and as the numbers that dungeon was designed as an exercise exact type is not known. It may have been
increase, so does the danger. A dungeon for practicing your combat procedures, deeply buried and reawakened by recent
may have any number of levels. and to show you several basic parts of the digging, exploring, and so forth.
game. It could be changed into a good
dungeon for group games, by removing die Visiting a Lost Shrine
Types of Dungeons Rust Monster and adding more rooms to To remove a curse or recover a special item,
complete an overall plan — possibly the the party must travel to a shrine which has
The levels of a dungeon are usually built lair of a goblin tribe, with a few scavengers been lost for ages. They have only a rough
vertically - one above the other. In most (such as die rats) and guards (the skel- idea of its location, and may have to consult
dungeons, the deeper you go, die more etons) in the outer areas. an oracle or seer during die trip.
dangerous the adventure becomes. The
entrance to the dungeon is usually on Fulfilling a Quest
Level One, and stairs, pits, or chutes Step By Step A King (or other powerful NPC) assigns an
(sometimes even elevators) lead to the epic task to a character or party. It may
lower levels. The following steps can be used as a guide involve the recovery of a valuable or
Some dungeons may be built in the in making a good dungeon. Read them for powerful object.
opposite way, with the more difficult levels ideas, and follow the steps if you wish.
above the first, rather than below. A tower Every step is important.
Escaping From Enemies
is one example of this type. The characters have been captured! They
Some dungeons may be built horizon- 1. Choose a Scenario
2. Decide on a Setting must escape from their cells deep within a
tally, with no areas above or below the first. dungeon. (Be sure to make escape, and the
A "lower level" would be a section of the 3. Select Special Monsters
4. Draw the Map recovery of some equipment, possible —
dungeon further from the entrance, but though not easy.)
no deeper or higher than the First Level. A 5. Stock die Dungeon
group of caves is an example of this type. 6. Fill In the Final Details
Rescuing Prisoners
There may be more than one entrance Valuable or important persons are being
to a dungeon. All the entrances need not 1. Choose A Scenario
held prisoner by an evil group (bandits,
lead to the First Level. Some may lead A "scenario" is an idea or theme which ties ores, a magic-user with allies, etc.). The
directly to other levels, bypassing the first. the dungeon together. The entire dun- party may be hired, or may simply be
When you design a dungeon, you may geon should fit the scenario. A good sce- seeking an announced reward. The party
use any method. It is recommended diat nario gives the players a reason for adven- may be the guards for a person negotiating
you make simple vertical dungeons first, turing, and keeps the adventure consistent die ransom demands.
widi more dangerous levels below the first and logical. The monsters and treasures
level. You may find other types in pub- are placed later, based on die scenario Using a Magic Portal
lished modules, and you may construct used. In short — the scenario affects every- A "magic portal" is a device which mag-
more elaborate types after some practice. thing in the dungeon. ically sends creatures from one place to
A scenario can be anything you can another. It may be a "door" into another
Good and Bad Dungeons imagine! Some examples are given and dimension or world, and could become the
You could "design" a dungeon simply by explained below. point of an invasion from die far place! It
drawing a group of circles and squares (for could simply be a way to force die party
rooms), connecting them by lines (for cor- Exploring the Unknown into a secret part of a dungeon. The party
ridors), and making a list of monsters and The party is hired to map unknown terri- might be on a mission to destroy the portal,
treasures to be found. But this random tory. The area might once have been famil- or might be hired to reopen or find a
"design" is not a good dungeon. A good iar but is now overrun or destroyed. A closed or lost portal. The portal may be
dungeon is reasonable. Its design is care- strange tower might mysteriously appear known or secret, and may operate both
fully thought out, and the monsters and overnight in a familiar area. Examples: ways — or one-way only!
treasures are placed for a reason. TSR's Dungeon Modules B-l and B-3.
A good dungeon is more than just a Finding a Lost Race
place to meet monsters; it provides enter- Investigating an Enemy Outpost The characters find a long-lost race that
tainment, puzzles and clues, and fits to- The enemies (possibly Chaotic monsters) was once human, but has lived under-
gedier in a meaningful way. In a good are invading the Realm of Man. The char- ground so long that many changes have
dungeon, the players gain a sense of acters must enter an enemy outpost, find occurred (change of color, animal habits,
46
Creating dungeons

infravision, etc.). The details of the Lost using either the Wandering Monster Ta- then read across to the column under the
Race must be invented carefully. bles (inside back cover) or a list of your result of the second roll. If the result is "T,"
own. place treasure in the room. Treasure is
2. Decide on a Setting To randomly determine the contents of rarely found with a "Special." The amount
rooms, you may use the system explained of treasure can be determined by using the
You do not yet have to make a full map of on the following pages. random Treasures Table:
the dungeon, but you should decide how
the area will generally look. After choosing a 6. Fill In the Final Details Silver pieces are always part of randomly
general type (some are given below), make placed treasure, and other items might be
notes on any specific ideas you have for After the rooms have been stocked, you found. The DM rolls Percentage dice, and
special rooms or areas. can add details about normal items, if the result is equal to or less than the
sounds, smells, and so forth. Try to add number given, that type of treasure is also
Castle or Tower Crypt or Tomb enough detail to make the adventure inter- present. Treasure should rarely be sitting
Caves or Cavern Ancient Temple esting, but not too much that the players out on the floor. You should decide where
Abandoned mine Stronghold or Town become bored. You will develop a "feel," in the treasure is kept (a locked chest) or
time, for the right amount of detail. hidden (in a hollow table leg, etc.).
3. Select Special Monsters To finish, you should make a Wandering
Monster list to fit the dungeon. Only a few
You should select (and not roll at random) monsters will be needed — from 4 to 10 — Room Contents
some special monsters, based on the sce- but they should be selected tofitthe scenario,
nario. You may create new monsters if the setting, and the map. For example, in ruins, The Random Stocking chart may call for
desired. For example, if the scenario is "Re- the Wandering Monsters could all be scav- the placement of a Trap or Special. These
covering Ruins" in a "Ruined Town" set- enger types (carrion crawler, rats, gelatinous are explained below.
ting, you might place a few hobgoblin lairs cube), giant beetle, and Special Monsters (1-4
(15-20 creatures in each), plus their pets hobgoblin guards, for example). Trap
and friends, as Special Monsters. The rest
of the ruins could be filled randomly. The Random Stocking A trap is anything that could cause
entire "dungeon" could be used for several damage, delay or a magical effect to occur.
adventures. After placing Special Monsters in a dun- The trap may be found, and possibly re-
geon, you may fill the rest of a dungeon moved, by a thief character. Traps may be
4. Draw the Map with creatures either at random or by placed on doors, walls, ceilings, room fur-
choosing. Many rooms should be left nishings (table, chest, etc.) or directly on a
Using graph paper and pencil, draw a map empty. If there are creatures everywhere, treasure. You may combine traps, or place
of the dungeon. First, select a scale. The the dungeon will be too dangerous. As a several in one area, but try not to make the
scale of a map is the number of feet (length way of checking, imagine what would hap- encounter too dangerous for the charac-
and area) represented by one square on pen in the dungeon when the adventurers ters. Deadly traps are not recommended
the paper. A common scale is "1 square = aren't around. If the monsters would en- until the 2nd level of a dungeon (or
10' x 10' area." For outdoor areas, like the counter each other often, they should not deeper) is reached. Some typical traps:
ruins mentioned above, a 20' x 20' map be enemies; otherwise, the dungeon could
square is common. Some detailed indoor be ruined! It would be nearly empty before Blade: A blade sweeps out, down, or up,
areas use 5' x 5' squares, but any scale may the adventurers arrive, with all the dun- hitting someone (possibly allowing a Saving
be used. geon treasure in the lair of the last sur- Throw) for damage.
Second, draw the overall shape of the vivors.
dungeon, based on the setting. For caves, To randomly stock a dungeon room, roll Creature: A monster (snake, beetle, spider,
no exact shape is needed; you could simply Id6 twice and consult the Room Contents etc.) jumps up and gets 1 free attack by
draw a line for the outer edge, break it with Table. The first roll is to find the contents surprise.
a few entrances, and fill the rest of the map (monster, trap, special, or empty), and the
paper with rooms and corridors. For a second roll shows whether treasure is pres- Darts: Some tiny darts, shot by a spring
tower, however, you must decide on a size ent. mechanism, shoot out and hit someone
and shape before continuing. (either automatic hits or by making Hit
Some sections of the map may be left ROOM CONTENTS TABLE Rolls), for damage or some other effect
blank, to be filled in later. First Second Roll
(paralysis, poison, curse, etc.).
The standard symbols used in mapping Roll 12 3 4 5 6
to represent doors, stairs, traps, and other Explosion: Something blows up, causing
1-2 Empty T damage to everyone in the area — any set
features are given on the inside front 3 Trap T T
cover. You can get several ideas for dun- 4-5 Monster
amount or dice range, but a Saving Throw
T T T vs. Spells should allow damage to be re-
geon design just from looking at them! 6 Special (usually no treasure)
duced to half unless the explosion is an
5. Stock the Dungeon illusion.
Use the first roll to find the contents, and
The process of placing the monsters, traps, RANDOM TREASURES TABLE
and treasures into the dungeon is called Dungeon Silver Gold Magic
"stocking" the dungeon. First, place the level Pieces Pieces Gems Jewelry Items
Special Monsters in their areas, along with
their treasures. Then you may either select 1 Id6 x 100 50% Id6 x 10 5% Id6 2% Id6 2% Any 1
2-3 Idl2 x 100 50% Id6 x 10 10% Id6 5% Id6 8% Any 1
other creatures or roll for them at random,
47
Creating dungeons

Falling Items: A block (or rubble) falls Map Change: A shifting wall moves after These encounters are with "Placed"
when something is touched (or at random), the party passes, cutting off their exit. monsters — creatures mentioned, in the
striking someone and allowing a Saving They must find another way out of the dungeon description, as being in one spe-
Throw vs. Wands (for trying to jump out dungeon. The wall shifts back after a time cific place. However, monsters may also
of the way) for damage (either a given (1 turn, 1 hour, 1 day). wander around, and be encountered dur-
number or a dice range). ing their travels. The DM does not place
Movement: The room (or stairs, or door, these creatures in any one spot. Instead,
Fog: Looks like poison gas, but a failed or item) moves (turns, drops, closes, rises, they are listed in a special Wandering
Saving Throw results in (pick one): etc.) unexpectedly. It might be stopped if a Monster Table, included with the dungeon
nothing, giggles, fear, a terrible smell for roll for surprise (often with - 1 , - 2, or — 3 description. This chart is part of the design
1-6 turns (which may attract monsters or penalty) shows that the party reacts quickly of most dungeons.
increase Wandering Monster chances), an- enough to prevent it. One Wandering Monster Table may be
ger (victims attack each other for 1-4 used for an entire dungeon, or separate
rounds; a Saving Throw may be applied), Pool: Magical water has a strange effect if lists may be made for each level of the
or paralysis. touched (or drunk, or sprinkled on some- dungeon. Some sample charts for dun-
one or something), such as healing, inflict- geon levels 1-3 are given below.
Illusion: Something strange happens (but ing damage, changing an Ability Score, During the adventure, the DM keeps
not really; see Phantasmal Force, a magic- changing Alignment, making something track of the passage of time. To find out if
user's spell), and the characters may be magical for a time, invisible for a time, etc. Wandering Monsters appear, the DM rolls
scared away (or the illusion may have some Id6 after every two turns. If the result is a 1,
other effect, such as giving a false clue, Sounds: The room (or item, or treasure) one or more Wandering Monsters are ap-
luring characters toward another trap, makes strange noises: moaning, screaming, proaching the party.
etc.). talking, etc. The creatures may be approaching from
any direction. A direction may simply be
Statue: A large statue of a person, monster, chosen by die DM, depending on the loca-
Light: A bright light flashes, and all seeing or gadget (nearly anything you can imag-
it are blinded for a time (a Saving Throw tion of the characters, or may be selected
ine) is found. It may be valuable, magical, randomly. The creature will arrive shortly
vs. Spells should apply, possibly with a too heavy to move, alive, lonesome and
bonus or penalty to the roll). (1-4 minutes) after the roll indicates Wan-
willing to talk (maybe a liar), covering a dering Monsters. They mignt arrive while
trap door down, a treasure, etc. another encounter is in progress!
Pit: A section of floor gives way, and (one,
some, or all) characters fall in, taking (Id4, Transportation: This could be a trap door Some actions or items may increase the
Id6, Id8, ldlO) damage. The pit may have leading up or down, secret stairs, elevator, chances of Wandering Monsters. Loud
something at the bottom (spikes for more magical portal to elsewhere (another room, noises, battles, cursed items, or exploring
damage, deep water, or a monster). another level, another dungeon), etc. special areas may result in a roll to check
It may be a chute, leading down (a one- for Wandering Monsters every turn, and
way ride) to the next dungeon level. Trick Monster: This applies to any varia- possibly with higher chances (1-2, 1-3, or
tion of a listed monster, such as: a skeleton 1-4 on Id6).
Poison Gas: Victims make Saving Throws who shoots its fingertips like a Magic Mis- Generally, the number of Wandering
vs. Poison or take damage (Id4, Id6, or sile, a two-headed giant ogre, a "goop" Monsters appearing should be less than
whatever is dangerous but not deadly to dragon that spits green slime or grey ooze, the normal Number Appearing given in
most characters). Optionally, a Saving a wild bore (a shaggy man who tells long, the monster description. As a guideline,
Throw vs. Poison with bonuses (+1, +2, dreary stories), a quarterling (half-sized use the adjusted No. Appearing as if en-
+ 4) to the roll may be made, with failure halfling), a Mouth Harpy (who can't sing countered on an easier level of the dun-
meaning death. Gas is usually in a con- but plays the harmonica), an Ogre Jelly geon. For example, 2-8 Goblins (first level
tainer, released when opened. (looks like an ogre, but. . .) Rock and Roll monsters) are normally encountered on
Baboon, and so forth. Dungeon Level 1. If encountered as Wan-
dering Monsters on the same level, only 1-6
Poison Needle: This is a small needle, or 1-4 goblins might be met.
hidden somewhere and nearly undetect- Weird Things: You may let your imagina-
able until accidentally touched, when it will tion run, placing such things as: weapons To use the Wandering Monster Tables
spring out and poke a character who tries which fly — attacking by themselves, talk- given, find the table for the dungeon level
to open something. ing skulls, a magic item or treasure firmly being explored. Then roll ld20, and find
stuck to the floor (or wall, or ceiling), a the result on the chart used. The name
magical area (zero gravity, reversed gravity, and number of the Wandering Monsters
growth to double size, shrink to 1" tall; encountered is given next to the result.
Special The "Number Appearing" has been ad-
effect lasts until leaving the area), a huge
creature recently slain (too big to fit justed both for level differences and for
A "special" is anything you place which is Wandering (vs. placed). Find the full de-
not normal, but is not a trap, monster, or through the corridors — "But how did it
get here?"), and so forth. scription of the monster, on die page num-
treasure. Some typical specials are: ber of this book given, for more informa-
tion.
Alarm: Summons special monster, opens Wandering Monsters
dungeon doors, or has no effect at all.
In a dungeon, monsters are often encoun-
Illusion: A dungeon feature (stairs, room, tered in rooms. The rooms may be their
door, monster, treasure, etc.) is not really lairs, or the creatures may simply be "pass-
there, but is merely a phantasm. ing through," having lairs elsewhere.
48
Wandering Monster Tables Dungeon Master Reference Charts
DUNGEON LEVEL 1 SAVING THROWS
Die Monster Page Death Paralysis Rods,
Roll Appearing Number Number Character Ray or Magic or Turn Dragon Staves,
1 Bandit 1-6 25 Class Level Poison Wands To Stone Breath or Spells
2 Beetle, Fire 1-6 26 Cleric 1-4 11 12 14 16 15
3 Cave Locust 1-6 33 Dwarf 1-3 8 9 10 13 12
4 Centipede, Giant 1-6 28 Elf 1-3 12 13 13 15 15
5 Ghoul 1-2 30 Fighter 1-3 12 13 14 15 16
6 Goblin 1-6 31 4-6 10 11 12 13 14
7-10 Human 1-3 31 7-9 8 9 10 11 12
11 Kobold 2-12 32 10-12 6 7 8 9 10
12 Lizard, Gecko 1-2 32 Halfling 1-3 8 9 10 13 12
13 NPC Party 1 party 35 Magic-user 1-5 13 14 13 16 15
14 Ore 1-6 35 Normal Man — 14 15 16 17 18
15 Skeleton 1-10 37 Thief 1-4 13 14 13 16 15
16 Snake, Racer 1-2 37
17 Spider, Crab 1-2 38
18 Stirge 1-8 38
19 Troglodyte 1-3 38
20 Zombie 1-3 39 MONSTERS' HIT CHART
Monster's ]Defender's Armor Class
Hit Dice 9 8 7 6 5 4 3 2
DUNGEON LEVEL 2 up to 1 10 11 12 13 14 15 16 17
1+ to 2 9 10 11 12 13 14 15 16
Die Monster rage 2 + to 3 8 9 10 11 12 13 14 15
Roll Appearing Number Number 3 + to 4 7 8 9 10 11 12 13 14
1 Beetle, Oil 1-6 26 4+ to 5 6 7 8 9 10 11 12 13
2 Carrion Crawler 1 27 5+ to 6 5 6 7 8 9 10 11 12
3 Ghoul 1-4 30 6+ to 7 4 5 6 7 8 9 10 11
4 Gnoll 1-4 30 7 + to 8 3 4 5 6 7 8 9 10
5 Goblin 2-8 31 8+ to 9 2 3 4 5 6 7 8 9
6 Gray Ooze 1 31 9+ to 11 2 2 3 4 5 6 7 8
7 Hobgoblin 1-6 31 11+ to 13 2 2 2 3 4 5 6 7
8-10 Human 1-3 31 13+ to 15 2 2 2 2 3 4 5 6
11 Lizard, Draco 1 32 15+ to 17 2 2 2 2 2 3 4 5
12 Lizard Man 1-6 33 17+ and up 2 2 2 2 2 2 3 4
13 Neanderthal 2-8 34
14 NPC Party 1 party 35
15 Ore 1-10 35 Monster's 1Defender's Armor Class
16 Skeleton 2-12 37 Hit Dice 1 0 -1 -2 -3 -4 -5 -6
17 Snake, Pit Viper 1-6 37
18 Spider, Black Widow 1 38 up to 1 18 19 20 20 20 20 20 20
19 Troglodyte 1-6 38 1+ to 2 17 18 19 20 20 20 20 20
20 Zombie 1-6 39 2+ to 3 16 17 18 19 20 20 20 20
3+ to 4 15 16 17 18 19 20 20 20
4+ to 5 14 15 16 17 18 19 20 20
5+ to 6 13 14 15 16 17 18 19 20
DUNGEON LEVEL 3 6+ to 7 12 13 14 15 16 17 18 19
7+ to 8 11 12 13 14 15 16 17 18
Die Monster Page 8+ to 9 10 11 12 13 14 15 16 17
Roll Appearing Number Number 9+ to 11 9 10 11 12 13 14 15 16
11+ to 13 8 9 10 11 12 13 14 15
1 Ape, White 1-4 25 13+ to 15 7 8 9 10 11 12 13 14
2 Beetle, Tiger 1-4 26
15+ to 17 6 7 8 9 10 11 12 13
3 Bugbear 1-6 27
17+ and up 5 6 7 8 9 10 11 12
4 Carrion Crawler 1-3 27
5 Doppleganger 28
CM CO

6 Gargoyle 30
7 Gelatinous Cube 1 30
8 Harpy 1-3 31
9-10 Human 1-3 31
11 Living Statue, Crystal 1-4 32
12 Lycanthrope, Wererat 1-6 33
13 Medusa 1 34
14 NPC party 1 party 35
15 Ochre Jelly 1 35
16 Ogre 1-3 35
17 Shadow 1-4 36
18 Spider, Tarantella 1 38
19 Thoul 1-4 38
20 Wight 1-3 39
Index for
PLAYERS MANUAL and DUNGEON MASTERS RULEBOOK
P = Players Manual D = Dungeon Masters Rulebook
AD&D, Defined P63 Experience Points for Prime Requisites, Humans
Abbreviations D2, PI 1 Dead Monsters D12 & Demi-Humans P29
Ability Scores P9-P10, P48 Experience Points, Prime Requisite
Ability Scores, Exchanging Points . . . P49 Gaining Levels D12, P12 Experience Adjustment P36
Ability Scores, Bonuses Experience Table, Magic User P37 Prime Requisite, Thief P43
and Penalties P50, P36 Experience, Cleric P24 Prime Requisite, Dwarf P45
Adjustment, Charisma P36, P51 Experience, Dwarf P45 Prime Requisite, Elf P46
Adjustments, Dexterity for Experience, Elf P46 Prime Requisite, Halfling P47
Armor Class P50, P61 Experience, Fighter P28 Prime Requisites,
Adjustments, Intelligence P36, P51 Experience, Halfling P47 Character Classes P48
Adjustments, Initiative P61 Experience, Thief P43 Prime Requisites,
Alignment P9 Experience/Advancement Demi-Humans Summary P49
Alignment Changes D14 Summary P30 Protection/Cover P60
Alignment, Examples of Behavior. . . P56 Fighter, Character Class P28 Pursuit and Evasion,
Alignment, Law, Neutral, Chaotic . . . P55 First Adventure D5-D11 Duration of P58, D16-D17
Arguments, Player Halflings D16, P46 Questions, Where to Ask
Complaints D14-D15 Higher Level Spells D17 for Help D20
Armor Class P9, P36 Hit Dice, Monster D22 Reactions, Monsters D22
Armor List P29 Hit Points, Defined & Damage . . P3, P50 Reactions, Retainers D20
Blindness D23 Initiative P58 Retainers D20, P62
Caller P53 Intelligence P2 Retainers, Hiring, Using P36, P62
Character Classes, Languages D18 Saving Throw P4
Summary/Tables P30 Languages Table P51, D18 Saving Throws Table P36
Character Creation P29, P48 Light P57 Saving Throws, Monsters D23, D4
Character Hit Roll Table P51 Listening P57, D18 Saving Throws, Cleric P24
Character Record Sheet P31-P32, P9 Magic Spells, Learning P38, D18 Saving Throws, Fighter P28
Characters, Higher Levels P63 Magic Armor D43 Saving Throws, Magic User P37
Characters, Pre-rolled P34 Magic Item & Description D42-D45 Saving Throws, Thief P43
Charisma P5 Magic Items, Miscellaneous D45 Saving Throws, Dwarf P45
Charm Person Spells D14 Magic Potions D43 Saving Throws, Elf P46
Cleric, Character Class P24 Magic Rings D44 Saving Throws, Halfling P47
Clerics, Holy Water Use P59 Magic Rods, Staves, & Wands D45 Sleep Spells D21
Clerics, Turning Undead D21, P15 Magic Scrolls D43-D44 Solo Adventure P13-P22
Clues D14 Magic Spells, Casting & Types P38 Special Abilities, Clerics P24
Combat Sequence P36, P50 Magic Spells, First Special Abilities, Thief . . . P30, P44, D21
Constitution P3 Level Listed P39-P40 Special Abilities, Magic-User P37
Cover/Protection P60 Magic Spells, Range, Special Abilities, Dwarf P45
D&D, Beginning Abilities P2 Duration, Effect P39 Special Abilities, Elf P46
D&D, Group Play, Magic Spells, Saving Speed vs. Encumbrance Table P61
Finding Players P60-P62 Throws Against P38 Spell Book P38, D19
D&D, Set Up for Game P53 Magic Spells, Second Spells, Clerical P26-P27, D17, P35
D&D, Winning P8 Level Listed P41-42 Spells, Magic-User, List of P35
DM Reference Charts D49 Magic Swords D42-D43 Strength P2, D20
DM, Playing Roles of Magic User Spells, High Level D17 Surprise P58
Monsters & NPCs D2, D3 Magic User, Human P37 Tactics, Fighting Withdrawal,
Damage in Combat, Mapping and Caller P53, D19 Retreat P60
Determination of P14, P36 Mapping, Why Map? P14 Tactics, Paired Combat P61
Deities D15 Missile Fire Table Terms, defined D2
Demi-Humans, Restrictions P49 & Modifiers P36, P59 Thief, Description P43
Demi-Humans and Missile Weapons P59 Time, Time Keeping P56, D21
Special Abilities P45-P48, D15 Money, Determining How Much . . . . P50 To Hit, Character Vs. Monster . . P36, P3
Dexterity P2 Monster Reactions, Typical D3 To Hit, Monsters D23, D4
Dice, Explanation and Use . . . . D16, P12 Monsters Fleeing D16-D17 Traps, Types D47-D48, P57
Doors, Normal P57 Monsters, Description D24 Treasure, Adjustment D40
Doors, Secret D16, P57 Monsters, Levels D22 Treasure, Division of P54-P55
Dungeon Levels, Explanation D22 Monsters, List of D25-D39 Treasure, Individual
Dungeons, Creation Step-by-Step . . . D46 Monsters, NPC Party D35 Tables, Values D40-D41
Dungeons, Room Contents, Monsters, Negotiations D23 Treasure, Magical P55, D41-D42
Stocking D47 Monsters, Wandering D48 Treasure, Normal, Placement. . P55, D40
Dwarves D15, P45 Morale, Check, Undead, Turning D21
Elves D15, P46 Adjustments, Results D19 Wandering Monsters, Level 1 D49
Encumbered Movement P30 Morale, Retainers D20-D21 Wandering Monsters, Level 2 D49
Ending the Adventure D12, P54 Movement & Scale P56-P57 Wandering Monsters, Level 3 D49
Energy Drain D24 Order of Combat P58 Wandering Monsters P57, D48
Equipment Not Listed D16 Paralysis D24 Weapons List P29
Equipment, List & Cost, Playing: Who, Why, Where, Weapons, Range, Thrown,
Buying P22, P29, P50 When, What P53 Damage P59-P60
Equipment, Normal Items PI 1 Pre-game Checklist D4 Were-Creatures D33-D34
Equipment, Use of P56 Prime Requisite, Adjustment Table . . P23 Wisdom P5
Events, In Turn, Encounter,
Combat D3

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