B-X D and D DM Screen (KenHR)

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CLERICS DWARVES

Exp. Spells Exp.


Level Title Points Hit Dice 1 2 3 4 5 Level Title Points Hit Dice
1 Acolyte 0 1d6 · · · · · 1 Dwarven Veteran 0 1d8
2 Adept 1,500 2d6 1 · · · · 2 Dwarven Warrior 2,200 2d8
3 Priest(ess) 3,000 3d6 2 · · · · 3 Dwarven Swordmaster 4,400 3d8
4 Vicar 6,000 4d6 2 1 · · · 4 Dwarven Hero 8,800 4d8
5 Curate 12,000 5d6 2 2 · · · 5 Dwarven Swashbuckler 17,000 5d8
6 Elder 25,000 6d6 2 2 1 1 · 6 Dwarven Myrmidon 35,000 6d8
7 Bishop 50,000 7d6 2 2 2 1 1 7 Dwarven Champion 70,000 7d8
8 Lama 100,000 8d6 3 3 2 2 1 8 Dwarven Superhero 140,000 8d8
Patriarch/ 9 Dwarven Lord/Lady 270,000 9d8
9 Matriarch 200,000 9d6 3 3 3 2 2 10 Dwarven Lord/Lady 400,000 9d8+3*
Patriarch/ 11 Dwarven Lord/Lady 530,000 9d8+6*
10 Matriarch 300,000 9d6+1* 4 4 3 3 2 12 Dwarven Lord/Lady 660,000 9d8+9*
Patriarch/
11 Matriarch 400,000 9d6+2* 4 4 4 3 3 *Constitution adjustments no longer apply
Patriarch/
12 Matriarch 500,000 9d6+3* 5 5 4 4 3
Patriarch/
13 Matriarch 600,000 9d6+4* 5 5 5 4 4
Patriarch/
14 Matriarch 700,000 9d6+5* 6 5 5 5 4

*Constitution adjustments no longer apply

CLERIC VS. UNDEAD


Level Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire
1 7 9 11 · · · · ·
2 T 7 9 11 · · · ·
3 T T 7 9 11 · · ·
4 D T T 7 9 11 · ·
5 D D T T 7 9 11 ·
6 D D D T T 7 9 11
7 D D D D T T 7 9
8 D D D D D T T 7
9 D D D D D D T T
10 D D D D D D D T
11+ D D D D D D D D

A „· ‰ means „no effect‰; the cleric cannot Turn that type of undead monster.
A number means that the cleric must roll the given number or greater on 2d6 to succeed in Turning some or all of the undead monsters.
A „T‰ means that the cleric automatically Turns some or all of the undead monsters.
A „D‰ means that the cleric automatically Dispels some or all of the undead monsters.

A cleric may Turn or Dispel 2d6 hit dice of undead.

ELVES FIGHTERS
Exp. Hit Spells Exp.
Level Title Points Dice 1 2 3 4 5 6 Level Title Points Hit Dice Spells
Medium/ 1 Veteran 0 1d8 none
1 Veteran 0 1d6 1 · · · · · 2 Warrior 2,000 2d8 none
Seer/ 3 Swordmaster 4,000 3d8 none
2 Warrior 1,500 2d6 2 · · · · · 4 Hero 8,000 4d8 none
Conjurer/ 5 Swashbuckler 16,000 5d8 none
3 Swordmaster 3,000 3d6 2 1 · · · · 6 Myrmidon 32,000 6d8 none
Magician/ 7 Champion 64,000 7d8 none
4 Hero 6,000 4d6 2 2 · · · · 8 Superhero 120,000 8d8 none
Enchanter/ 9 Lord/Lady 240,000 9d8 none
5 Swashbuckler 12,000 5d6 2 2 1 · · · 10 Lord/Lady 360,000 9d8+2* none
Warlock/ 11 Lord/Lady 480,000 9d8+4* none
6 Myrmidon 25,000 6d6 2 2 2 · · · 12 Lord/Lady 600,000 9d8+6* none
Sorcerer/ 13 Lord/Lady 720,000 9d8+8* none
7 Champion 50,000 7d6 3 2 2 1 · · 14 Lord/Lady 840,000 9d8+10* none
Necromancer/
8 Super-Hero 100,000 8d6 3 3 2 2 · · *Constitution adjustments no longer apply
Wizard/Lord
9 (Lady) 200,000 9d6 3 3 3 2 1 ·
Wizard/Lord
10 (Lady) 300,000 9d6+1* 3 3 3 3 2 ·

*Constitution adjustments no longer apply


MAGIC-USERS HALFLINGS
Exp. Hit Spells Exp.
Level Title Points Dice 1 2 3 4 5 6 Level Title Points Hit Dice Spells
1 Medium 0 1d4 1 · · · · · 1 Halfling Veteran 0 1d8 none
2 Seer 2,500 2d4 2 · · · · · 2 Halfling Warrior 2,000 2d8 none
3 Conjurer 5,000 3d4 2 1 · · · · 3 Halfling Swordmaster 4,000 3d8 none
4 Magician 10,000 4d4 2 2 · · · · 4 Halfling Hero 8,000 4d8 none
5 Enchanter 20,000 5d4 2 2 1 · · · 5 Halfling Swashbuckler 16,000 5d8 none
6 Warlock 40,000 6d4 2 2 2 · · · 6 Halfling Myrmidon 32,000 6d8 none
7 Sorcerer 80,000 7d4 3 2 2 1 · · 7 Halfling Champion 64,000 7d8 none
8 Necromancer 150,000 8d4 3 3 2 2 · · 8 Sheriff 120,000 8d8 none
9 Wizard 300,000 9d4 3 3 3 2 1 ·
10 Wizard 450,000 9d4+1* 3 3 3 3 2 · *Constitution adjustments no longer apply
11 Wizard 600,000 9d4+2* 4 3 3 3 2 1
12 Wizard 750,000 9d4+3* 4 4 3 3 3 2
13 Wizard 900,000 9d4+4* 4 4 4 3 3 3
14 Wizard 1,050,000 9d4+5* 4 4 4 4 3 3

*Constitution adjustments no longer apply

THIEVES
Exp.
Level Title Points Hit Dice Spells
1 Apprentice 0 1d4 none
2 Footpad 1,200 2d4 none
3 Robber 2,400 3d4 none
4 Burglar 4,800 4d4 none
5 Cutpurse 9,600 5d4 none
6 Sharper 20,000 6d4 none
7 Pilferer 40,000 7d4 none
8 Thief 80,000 8d4 none
9 Master Thief 160,000 9d4 none
10 Master Thief 280,000 9d4+2* none
11 Master Thief 400,000 9d4+4* none
12 Master Thief 520,000 9d4+6* none
13 Master Thief 640,000 9d4+8* none
14 Master Thief 760,000 9d4+10* none

*Constitution adjustments no longer apply

THIEVESÊ ABILITIES
Open Remove Pick Move Climb Sheer Hide in Hear
Level Locks Traps Pockets* Silently Surfaces Shadows Noise
1 15 10 20 20 87 10 1-2
2 20 15 25 25 88 15 1-2
3 25 20 30 30 89 20 1-3
4 30 25 35 35 90 25 1-3
5 35 30 40 40 91 30 1-3
6 45 40 45 45 92 36 1-3
7 55 50 55 55 93 45 1-4
8 65 60 65 65 94 55 1-4
9 75 70 75 75 95 65 1-4
10 85 80 85 85 96 75 1-4
11 95 90 95 95 97 85 1-5
12 96 95 105** 96 98 90 1-5
13 97 97 115** 98 99 95 1-5
14 99 99 125** 99 99 99 1-5

* The chance of success is reduced by 5% for every level above 5th the victim is. Thus a 7th level thief picking the pocket of a 10th level fighter would have a 30% chance of
success (55-25=30).
** Once a thief reaches 12th level, the pockets of low-level characters may be picked „automatically.‰ However, the DM should allow a 1% minimum chance of failure, regardless
of the thiefÊs level.
SAVING THROWS CHARACTER MOVEMENT
Normal Encounter
Clerical Death Ray or Magic Paralysis or Turn to Dragon Rods, Staves Move or
Level Poison Wands Stone Breath or Spells Character (per Combat Running
1-4 11 12 14 16 15 Encumbrance: turn) Movement Movement
5-8 9 10 12 14 12 400 coins or
9-12 6 7 9 11 9 less OR
13-16 3 5 7 8 7 unarmored 120Ê 40Ê/round 120Ê/round
401-600
Dwrf/Hlf Death Ray or Magic Paralysis or Turn to Dragon Rods, Staves coins OR
Level Poison Wands Stone Breath or Spells leather
1-3 8 9 10 13 12 armored 90Ê 30Ê/round 90Ê/round
4-6 6 7 8 10 10 601-800
7-9 4 5 6 7 8 coins OR
10-12* 2 3 4 4 6 metal
* (Dwarves only) armored 60Ê 20Ê/round 60Ê/round
801-1600
Elf Death Ray or Magic Paralysis or Turn to Dragon Rods, Staves coins OR
Level Poison Wands Stone Breath or Spells metal
1-3 12 13 13 15 15 armored
4-6 10 11 11 13 12 w/treasure 30Ê 10Ê/round 30Ê/round
7-9 8 9 9 10 10
10 6 7 8 8 8 Mules:
maximum load to move at 120Ê/turn 2000 cn
Death Ray Paralysis or Turn Rods, maximum encumbrance load (move at 60Ê/turn) 4000 cn
Fighter or Magic to Dragon Staves
Level Poison Wands Stone Breath or Spells Draft Horses:
Normal maximum load to move at 90Ê/turn 4500 cn
Man 14 15 16 17 18 maximum encumbrance load (move at 45Ê/turn) 9000 cn
1-3 12 13 14 15 16
4-6 10 11 12 13 14 Riding Horses:
7-9 8 9 10 10 12 maximum load to move at 240Ê/turn 3000 cn
10-12 6 7 8 8 10 maximum encumbrance load (move at 120Ê/turn) 6000 cn
13-15 4 5 6 5 8
War Horses:
Magic- Death Ray Paralysis or Turn Rods, maximum load to move at 120Ê/turn 4000 cn
User or Magic to Dragon Staves maximum encumbrance load (move at 60Ê/turn) 8000 cn
Level Poison Wands Stone Breath or Spells
1-5 13 14 13 16 15 Items:
6-10 11 12 11 14 12 1 small sack holds 200 coins
11-15 8 9 8 11 8 1 large sack holds 600 coins
1 backpack holds 400 coins
Thief Death Ray or Magic Paralysis or Turn to Dragon Rods, Staves
Level Poison Wands Stone Breath or Spells
1-4 13 14 13 16 15
5-8 12 13 11 14 13
9-12 10 11 9 12 10
13-16 8 9 7 10 8

ABILITY SCORE ADJUSTMENTS


Charisma Reaction Max Retainer
Ability Score Adjustment Score Adjustment Retainers Morale
3 -3 3 -2 1 4
4-5 -2 4-5 -1 2 5
6-8 -1 6-8 -1 3 6
9-12 None 9-12 None 4 7
13-15 +1 13-15 +1 5 8
16-17 +2 16-17 +1 6 9
18 +3 18 +2 7 10
ORDER OF EVENTS IN ONE GAME TURN COMBAT SEQUENCE
1. The DM rolls for wandering monsters (1d6) A. Each side rolls initiative (1d6)
2. The party moves, enters room, listens, and searches
B. The winning side acts first (simultaneous action if initiative is tied):
3. If monsters are encountered, the DM rolls for the Number Appearing
1. Morale checks, if needed
2. Movement
4. The DM rolls to check the distance between the monsters and the party (2d6) 3. Missile fire
4. Magic spells
5. The DM rolls for surprise (1d6) 5. Melee combat
The DM and party roll for initiative (1d6)
6. The DM rolls for Monsters Reaction (2d6) C. Each remaining side them completes the above actions in order

7. The party and monsters react D. The DM handles any retreats, surrenders, etc. as they occur
8. End of turn

ARMOR CLASS MISSILE FIRE RANGES


Armor Type Armor Class RANGES (in feet):
No Armor 9 Weapon Type Short (+1) Medium (0) Long (-1)
Leather 7 Crossbow 5-80 81-160 161-240
Chain Mail 5 Long Bow 5-70 71-140 141-210
Plate Mail 3 Short Bow 5-50 51-100 101-150
Shield (-1)* Sling 5-40 41-80 81-161
Spear* 5-20 21-40 41-60
* deduct 1 from AC if shield used. Oil* or Holy Water* 5-10 11-30 31-50
Axe* or Dagger* 5-10 11-20 21-30

* thrown weapons
CHARACTER ATTACKS
Character Class and Level Roll needed on a 20-sided die to hit listed Armor Class
FIGHTERS* CLERICS** MAGIC-USERS 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
normal man 11 12 13 14 15 16 17 18 19 20 20 20 20
1-3 1-4 1-5 10 11 12 13 14 15 16 17 18 19 20 20 20
4-6 5-8 6-10 8 9 10 11 12 13 14 15 16 17 18 19 20
7-9 9-12 11-15 5 6 7 8 9 10 11 12 13 14 15 16 17
10-12 13-16 16-20 3 4 5 6 7 8 9 10 11 12 13 14 15
13-15 17-20 21-25 2 2 3 4 5 6 7 8 9 10 11 12 13

* Also Dwarves, Elves, and Halflings


** Also Thieves

MONSTER ATTACKS VARIABLE WEAPON DAMAGE


MonsterÊs DefenderÊs Armor Class Damage Weapon Type
Hit Dice 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 1-4 (1d4) Torch
Up to 1 10 11 12 13 14 15 16 17 18 19 20 20 20 1-4 (1d4) Dagger
1+ - 2 9 10 11 12 13 14 15 16 17 18 19 20 20 1-4 (1d4) Sling stone
2+ - 3 8 9 10 11 12 13 14 15 16 17 18 19 20 1-4 (1d4) Club
3+ - 4 7 8 9 10 11 12 13 14 15 16 17 18 19 1-4 (1d4) Javelin (short throwing spear)
4+ - 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1-4 (1d4) Staff*
5+ - 6 5 6 7 8 9 10 11 12 13 14 15 16 17 1-6 (1d6) Arrow
6+ - 7 4 5 6 7 8 9 10 11 12 13 14 15 16 1-6 (1d6) Hand Axe
7+ - 9 3 4 5 6 7 8 9 10 11 12 13 14 15 1-6 (1d6) Lance
9+ - 11 2 3 4 5 6 7 8 9 10 11 12 13 14 1-6 (1d6) Mace
11+ - 13 2 2 3 4 5 6 7 8 9 10 11 12 13 1-6 (1d6) Quarrel* (Crossbow Bolt)
13+ - 15 2 2 2 3 4 5 6 7 8 9 10 11 12 1-6 (1d6) Short Sword
15+ - 17 2 2 2 2 3 4 5 6 7 8 9 10 11 1-6 (1d6) Spear
17+ - 19 2 2 2 2 2 3 4 5 6 7 8 9 10 1-6 (1d6) War Hammer
19+ - 21 2 2 2 2 2 2 3 4 5 6 7 8 9 1-8 (1d8) Battle Axe*
21+ and 2 2 2 2 2 2 2 3 4 5 6 7 8 1-8 (1d8) Sword
up 1-10 (1d10) Pole Arm*
1-10 (1d10) Two-handed Sword*

* Two-handed weapon
ORDER OF EVENTS IN ONE GAME DAY WILDERNESS MOVEMENT
1. Party decides their direction of travel Move/Turn Miles/Day Terrain Movement is⁄
Clear, city, trail, normal
2. The DM checks to see if party becomes lost (1d6) 30Ê 6 grasslands
Forest, hills, desert, 2/3 normal
3. The DM rolls for wandering monsters (1d6) 60Ê 12 broken
Mountains, jungle, 1/2 normal
4. If monsters are not encountered, the day ends. If monsters are encountered, the 90Ê 18 swamp
DM determines the type and number of monster(s) 120Ê 24 Road 3/2 normal
150Ê 30
180Ê 36
5. The DM rolls to check the distance between the monsters and the party (4d6)
240Ê 48
6. The DM rolls for surprise (1d6)
BECOMING LOST
7. The DM and party roll for initiative (1d6) Mountains,
Clear, Hills,
8. The DM rolls for Monsters Reaction (2d6) Grass- Swamp, Barren
lands Woods Jungle Lands Desert Ocean
9. The party and monsters react 1 1-2 1-3 1-2 1-3 1-2

10. End of turn

XP FOR MONSTERS DEFEATED


WILDERNESS ENCOUNTERS
Clear, MonsterÊs
Grasslands Woods River Swamp Mountains Hit Dice Value Special Abilities Bonus
6 5-6 5-6 4-6 4-6 Under 1 5 1
1 10 3
Desert Inhabited City Ocean Jungle 1+ 15 4
5-6 6 6 5-6* 4-6 2 20 5
2+ 25 10
Aerial Hills Barren 3 35 15
5-6** 5-6 5-6 3+ 50 25
4 75 50
* A roll of 5 indicates a normal ocean encounter; a 6 will result in an encounter 4+ 125 75
at the end of the day in whatever type of terrain the ship beaches, unless it spends the entire day at 5 175 125
sea (in which case no land encounter occurs). 5+ 225 175
** Aerial encounters always use the Flyer table. 6 275 225
6+ 350 300
7 450 400
MONSTER AND RETAINER REACTIONS 8 650 550
Dice Roll Monster Reaction Retainer Reaction 9- 900 700
2 Immediate Attack Offer refused; -1 R* 10+
3-5 Hostile, possible attack Offer refused 1100 800
6-8 Uncertain, monster confused Roll again 11-12+
9-11 No attack, monster leaves Offer accepted 1350 950
12 Enthusiastic friendship Offer accepted; +1 R** 13-16+
2000 1150
* If a 2 is rolled, reactions to the character by retainers in the same area are at -1. 17-20+
** The retainer is so friendly that his or her normal morale is adjusted by +1. 21+* 2500 2000

EVASION TABLE
Chance of
1-4 5-12 13-24 25+ Evasion
Number · · · 1-10 10%
of · · 1-6 11-30 25%
Creatures · 1-3 7-16 31+ 35%
Encountered 1 4-8 17+ · 50%
2-3 9+ · · 70%
4+ · · · 90%
SHIPS
Crew
Ship Miles/Day Feet/Round Rowers Sailors Marines Hull Points Armor Class Cargo (cn)
Canoe 18 60Ê · · · 5-10 9 6,000
Galley, Large 18/72 90Ê/120Ê 180 20 50 100-120 7 40,000
Galley, Small 18/90 90Ê/150Ê 60 10 20 80-100 8 20,000
Galley, War 12/72 60Ê/120Ê 300 30 75 120-150 7 60,000
Lifeboat, ShipÊs 18 30Ê · · · 10-20 9 15,000
Longship 18/90 90Ê/150Ê · 75* · 60-80 8 40,000
Raft 12 30Ê · · · 5 per 10Êx10Ê section 9 50 cn/sq. ft.
River Boat 36 60Ê 8 2 · 20-40 8 30,000
Sailing Boat 72 120Ê · 1 · 20-40 8 20,000
Sailing Ship, Large 72 120Ê · 20 50** 120-180 7 300,000
Sailing Ship, Small 90 150Ê · 10 25** 60-90 8 100,000

* These also act as rowers and marines. ** Warships only; costs an additional 1/3 of original.

WATER MOVEMENT MODIFICATION CHART WATERBORNE EVASION


Dice Chance of
Roll Effect Pursued vessel is⁄ Evasion
2 Becalmed. Oared movement only @ 1/3 speed. faster than pursuer 80%
3 Extreme light breeze. Movement at 1/3 normal rate. 0Ê-30Ê/round slower 50%
4 Light breeze. Movement at 1/2 normal rate. 31Ê-60Ê/round slower 40%
5 Moderate breeze. Movement at 2/3 normal rate. 61Ê-90Ê/round slower 35%
6-8 Normal winds. Normal movement. 91Ê-120Ê/round slower 25%
9 Strong breeze. Movement at 1 1/3 normal rate. 121+Ê/round slower 10%
10 High winds. Movement at 1 1/2 normal rate.
11 Extreme high winds. Double normal movement.*
12 Gale. 80% chance of galley sinking. Triple normal movement in
random direction.**

* 20% chance of galley shipping water; 10% for all other ships. Shipping water
reduces speed by 1/3 until repairs made at port.
** Roll 1d6; 1 = current direction, 2 = 60■ starboard, 3 = 120■ starboard, etc.

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